[Statedef -2]

;;;;;;オプション的な物;;;;;;;;;;;;;;;;;;;;;;;;;;
[State -2];12PBGMスイッチ
type = varset
triggerall = PalNo = 12
triggerall = !ishelper
trigger1 = 1
var(53)= 0;　　0でon 0以外でoff
ignorehitpause = 1


[State -2];6P強さスイッチ
type = varset
trigger1 = ishelper&&Root,palno=6
trigger2 = !ishelper&&palno = 6
var(37)  =  45;　　1~1500までで設定できます　1が最弱 1500が最強(数値に合わせて攻撃力と防御力が上がっていきます)
           ;    40から大魔法を使わなくなります　40以下から狂中位、４０より上だと狂上位になります
           ;    20から分身を使わなくなり、体力自動減少が付きます 20以下から狂下位になります
           ;    デフォルト45
ignorehitpause = 1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;ここから先は弄らないでください、壊れます

[State -2]
type = lifeadd
triggerall = !ishelper
triggerall = palno = 6
triggerall = Roundstate = 2
triggerall = var(37)<=20
triggerall = life>=20
trigger1 = gametime%5=1
value = -1
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
triggerall = var(37)<=20
triggerall = palno = 6
trigger1 = 1
sysvar(4) = 2000

[State -2]
type = Assertspecial
trigger1 = palno = [11,12]
trigger1 = win
flag = NoBarDisplay
ignorehitpause = 1

[State -2]
type = Assertspecial
triggerall = !var(23)
triggerall = RoundState < 2
triggerall = palno=12
trigger1 = !numhelper(23331)
trigger2 = !alive
trigger2 = anim!=61002
trigger2 = !ishelper
flag = intro
flag2 = noko 
flag3 = TimerFreeze
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
triggerall = palno != 6
trigger1 = 1
var(37)= 1500
ignorehitpause = 1

[State -2]
type = Assertspecial
triggerall = ishelper
triggerall = RoundState < 2
triggerall = (root,palno=12&&!Root,var(23))
trigger1 = !Root,alive
trigger1 = Root,anim!=61002
flag = intro
flag2 = noko 
flag3 = TimerFreeze
ignorehitpause = 1

[State 耐性]
type = AssertSpecial 
trigger1 = ishelper
trigger1 = root,name != "OROCHI G3"
trigger2 = !ishelper
trigger2 = name != "OROCHI G3"
flag = noko  
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State -3]
type = AssertSpecial
triggerall = !ishelper
triggerall = sysvar(4) = [0,1499]
triggerall = anim != 61002
triggerall = var(37)>20
triggerall = PalNo != 12
;triggerall = PalNo != 6
trigger1 = alive != 1 
;trigger2 = life <= 0 
trigger2 = loseko 
trigger3 = gethitvar(fall.damage) != 0 && stateno = [5000,5150] 
flag = noko
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State -3]
type = AssertSpecial
triggerall = !ishelper
triggerall = sysvar(4) = [0,1499]
triggerall = anim != 61002
triggerall = palno = [1,6]
triggerall = var(37)>20
trigger1 = alive != 1 
trigger2 = life <= 0 
trigger3 = loseko 
trigger4 = gethitvar(fall.damage) != 0 && stateno = [5000,5150] 
flag = noko
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 12P自重無し]
type = AssertSpecial 
triggerall = !ishelper
triggerall = palno = 12
triggerall = anim != 61002
triggerall = !enemynear,name ="G-Marisa"
trigger1 = alive != 1 
trigger2 = loseko 
flag = noko  
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999


[State ]
type = AssertSpecial 
triggerall = !ishelper
triggerall = var(37)>20
triggerall = palno = 6
triggerall = !var(46)
trigger1 = alive != 1 
trigger2 = loseko 
trigger3 = life<var(37)
flag = noko  
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State -2, 蘇生用]
type = Assertspecial
triggerall = ishelper
triggerall = root,palno = 12
triggerall = !root,alive
;triggerall = numhelper(100022)
trigger1 = root,anim != 61002
flag = noko
ignorehitpause = 1

[State 12P自重無し]
type = AssertSpecial 
triggerall = ishelper
triggerall = Root,palno = 12
triggerall = root,anim != 61002
triggerall = !enemynear,name ="G-Marisa"
trigger1 = Root,name != "OROCHI G3"
flag = noko  
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State -2, 音を鳴らす]
type = null;PlaySnd
triggerall = !ishelper
triggerall = roundstate = 2
trigger1 = Alive
trigger1 = Random <= 260
trigger1 = (GameTime%70) = 0
value = 0,7
channel = 4
freqmul = 2
IgnoreHitPause = 1

[State -2, 音を鳴らす]
type = PlaySnd
triggerall = !ishelper
triggerall = roundstate = 2
trigger1 = Alive
trigger1 = Random <= 200
trigger1 = (GameTime%70) = 0
value = 102,4
channel = 4
freqmul = 2
IgnoreHitPause = 1

[State -2, 音を鳴らす]
type = PlaySnd
triggerall = !ishelper
triggerall = roundstate = 2
trigger1 = Alive
trigger1 = Random <= 160
trigger1 = (GameTime%70) = 0
value = 180,2
channel = 4
freqmul = 2
IgnoreHitPause = 1

[State -2]
type = Varset
triggerall = !ishelper
trigger1 = 1;Enemy,Alive
var(28) = (enemy,lifemax - enemy,life)-250


[State -2]
type = Varset
triggerall = !ishelper
trigger1 = 1
var(48) = 100 - (enemy,lifemax/enemy,life)*10

[State -2]
type = Varset
triggerall = !ishelper
trigger1 = var(48)
trigger1 = var(48)>100
var(48) = 100



[State -2]
type = PlaySnd
triggerall = !ishelper
triggerall = alive
triggerall = !numexplod(19650) 
;triggerall = roundstate = 2
triggerall = var(48)>=50
trigger1 = (GameTime%var(48)) = 0
trigger1 = Enemy,Alive
value = 181,0
volume = var(28);155

[State -2]
type = PlaySnd
triggerall = !ishelper
triggerall = alive
triggerall = !numexplod(19650) 
triggerall = var(48)<50
triggerall = anim!=9601
trigger1 = (GameTime%20) = 0
trigger1 = Enemy,Alive
value = 181,0
volume = 1555

[State -2]
type = PlaySnd
triggerall = !ishelper
triggerall = alive
triggerall = !numexplod(19650) 
triggerall = var(48)<50
triggerall = anim=9601
trigger1 = (GameTime%10) = 0
trigger1 = Enemy,Alive
value = 181,0
volume = 1555

[State 702, 軸位置保険]
type = PosSet
triggerall = !ishelper
trigger1 = AnimElem = 2
trigger1 = StateType != A
y = 0


[State -2, エフェクト];顔
type = Explod 
triggerall = !ishelper
triggerall = roundstate = 2
triggerall = var(48)>=50
trigger1 = (GameTime%var(48)) = 0
trigger1 = Enemy,Alive
trigger1 = random < 600
anim = 17000+Random%2
postype = left
pos = 0,0
sprpriority = 7
ownpal = 1
ontop = 1
scale = 0.7, 0.8
;random = 180,150
ID = 16000
facing = 1
supermovetime = 99999999
pausemovetime = 99999999
IgnoreHitPause = 1
Persistent = 4



[State -2, エフェクト];顔
type = Explod 
triggerall = !ishelper
triggerall = roundstate = 2
triggerall = var(48)<50
trigger1 = (GameTime%20) = 0
trigger1 = Enemy,Alive
trigger1 = random < 400
anim = 17000+Random%1
postype = left
pos = 0,0
sprpriority = 7
ownpal = 1
ontop = 1
scale = 0.7, 0.8
;random = 180,150
ID = 16000
facing = 1
supermovetime = 99999999
pausemovetime = 99999999
IgnoreHitPause = 1
Persistent = 4

[State -2, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = pos y >= 0
trigger1 = anim = 5050
trigger1 = !alive
value = 5150
ignorehitpause = 1

[State , コントロール不可]
type = Ctrlset
triggerall = !ishelper
trigger1 = prevstateno = 2611
trigger2 = stateno = 2611
value = 0
ignorehitpause = 1

[State 152,押し戻し判定解除]
type = Playerpush
;triggerall = palno != 6
trigger1 = 1
value = 0

[State 0]
type = varset
trigger1 = !ishelper
trigger1 = anim != 2301
trigger1 = anim != 2001
trigger1 = var(8)<0
var(8) = 0
ignorehitpause = 1

[State -2]
type = hitadd
trigger1 = 1
value = -99999
ignorehitpause = 1

[State -2]
type = varadd
triggerall = !ishelper
triggerall = var(35)
triggerall = sysvar(4)
triggerall = palno = 6
triggerall = alive
trigger1 = gametime% 5 = 0 
sysvar(4) = -1

[State -2,弱体化]
type = AttackMulSet
triggerall = var(37)>40
trigger1 = ishelper
trigger1 = Root,PalNo = 6
trigger2 = !ishelper
trigger2 = PalNo = 6
value = 0.01*var(37)
IgnoreHitPause = 1

[State -2,弱体化]
type = AttackMulSet
triggerall = var(37)<40
trigger1 = ishelper
trigger1 = Root,PalNo = 6
trigger2 = !ishelper
trigger2 = PalNo = 6
value = 0.3;01*var(37)*1.3
IgnoreHitPause = 1



[State -2]
type = null;varadd
triggerall = !ishelper
triggerall = !var(35)
triggerall = RoundState = 2
triggerall = sysvar(4) <= 1495
triggerall = palno = 6
triggerall = alive
triggerall = gametime%3=1
triggerall = sysvar(0) = gametime 
trigger1 = 1
sysvar(4) = 1

[State -2]
type = varadd
triggerall = !ishelper
triggerall = !var(35)
triggerall = RoundState = 2
triggerall = sysvar(4) <= 1495
triggerall = palno = [1,5]
triggerall = alive
triggerall = gametime%100=1
triggerall = sysvar(0) = gametime 
trigger1 = 1
sysvar(4) = 1


[State -2]
type = null;varadd
triggerall = !ishelper
triggerall = !var(35)
triggerall = RoundState = 2
triggerall = sysvar(4) >= 1495
triggerall = palno = 6
triggerall = Ctrl
triggerall = alive
triggerall = sysvar(0) = gametime 
trigger1 = 1
sysvar(4) = 1

[State -2]
type = varadd
triggerall = !ishelper
triggerall = time = 1
triggerall = palno = [1,5]
trigger1 = stateno = [5000,5300]
triggerall = alive
sysvar(4) = 15

[State -2]
type = varadd
triggerall = !ishelper
triggerall = time = 1
triggerall = var(46)
triggerall = palno = 6
trigger1 = stateno = [5000,5300]
triggerall = alive
sysvar(4) = 20





[State -2]
type = varset
triggerall = !ishelper
triggerall = !var(46)
triggerall = var(37)>20
triggerall = palno = 6
trigger1 = 1
sysvar(4) = lifemax-var(37)



[State -2, 音楽]
type = PlaySnd
triggerall = !ishelper
triggerall = win
triggerall = !Enemy,Alive
triggerall = NumHelper(23331)
triggerall = palno=[11,12]
trigger1 = helper(23331),sysvar(2)>=10
trigger1 = helper(23331),sysvar(2)<=100
value = 193, 0
channel = 8
;volume = -1500
;loop = 1
lowpriority = 1

[State BGM消去]
type = AssertSpecial
triggerall = !ishelper
trigger1 = palno=[11,12]
trigger1 = win
trigger1 = !Enemy,Alive
trigger1 = NumHelper(23331)
trigger1 = helper(23331),sysvar(2)<=400
flag = nomusic
ignorehitpause = 1
supermovetime = 99999999999
pausemovetime = 99999999999


[State 821, 最終ヘルパーが出てないときのための勝利カットイン]
type = playsnd
triggerall = !ishelper
;triggerall = !Numhelper(223333)
;triggerall = palno = [11,12]
;triggerall = !numexplod(19650)
trigger1 = win
trigger1 = !Enemy,Alive
trigger1 = NumHelper(23331)	
trigger1 = helper(23331),sysvar(2) = 6
value = S181,0
volume = 3000
channel = 14
[State 821, 勝利カットイン]
type = varset
triggerall = !ishelper
triggerall = var(8) >= 50
triggerall = NumHelper(23331)	
triggerall = helper(23331),sysvar(2) = [1,5]	
trigger1 = win
trigger1 = RoundState>2
var(8)=0

[State 821, 勝利カットイン]
type = StopSnd
triggerall = !ishelper
triggerall = win
triggerall = anim!=16400
triggerall = anim!=[2100,2102]
trigger1 = helper(23331),sysvar(2) = [1,5];5;20
channel = -1
ignorehitpause=1

[state 1]
type = playsnd
triggerall = !ishelper
triggerall = win
triggerall = NumHelper(23331)	
trigger1 = palno=[11,12]
trigger1 = helper(23331),sysvar(2) = 10
value = 193,1
channel = 8
freqmul = 1
volume = 255
ignorehitpause=1
[state 2]
type = stopsnd
triggerall = !ishelper
triggerall = win
triggerall = NumHelper(23331)	
trigger1 = palno=[11,12]
trigger1= helper(23331),sysvar(2) = 15
channel = 8
ignorehitpause=1
[state 3]
type = stopsnd
triggerall = !ishelper
triggerall = win
triggerall = NumHelper(23331)	
trigger1 = palno=[11,12]
trigger1 = helper(23331),sysvar(2) >= 16
trigger1 = helper(23331),sysvar(2) <= 35
channel = 8
ignorehitpause=1
[state 4]
type = playsnd
triggerall = !ishelper
triggerall = win
triggerall = NumHelper(23331)
trigger1 = palno=[11,12]	
trigger1 = helper(23331),sysvar(2) = 35
value = 193,1
channel = 8
freqmul = 1
volume = 255
ignorehitpause=1
[state 5]
type = stopsnd
triggerall = !ishelper
triggerall = win
triggerall = NumHelper(23331)	
triggerall = palno=[11,12]
trigger1 = helper(23331),sysvar(2) = 95
channel = 8
ignorehitpause=1


[state ]
type = envshake
triggerall = !ishelper
triggerall = win
triggerall = NumHelper(23331)	
triggerall = palno=[11,12]
trigger1 = helper(23331),sysvar(2)>=10&&helper(23331),sysvar(2)<=25
trigger2 = helper(23331),sysvar(2)>=46&&helper(23331),sysvar(2)<=95
time = 2
freq = 180
ampl = 240*cos(random+1)
phase = 90
ignorehitpause=1
[state ]
type = envshake
triggerall = !ishelper
triggerall = win
triggerall = NumHelper(23331)	
triggerall = palno=[11,12]
trigger1 = helper(23331),sysvar(2) >=16 &&helper(23331),sysvar(2) <= 45
time = 2
ampl = 1000
freq = 0
phase=  90
ignorehitpause=1
[state ]
type = allpalfx
triggerall = !ishelper
triggerall = win
triggerall = NumHelper(23331)	
triggerall = palno=[11,12]
trigger1 = helper(23331),sysvar(2) >= 6 && helper(23331),sysvar(2) <= 25
trigger2 = helper(23331),sysvar(2) >= 46 && helper(23331),sysvar(2) <= 95
color = 0
time = 2
ignorehitpause=1

[state ]
type = explod
triggerall = !ishelper
triggerall = win
triggerall = NumHelper(23331)
trigger1 = palno=[11,12]	
trigger1 = helper(23331),sysvar(2)=10
anim = 16600
scale = 0.9,0.9
postype = back
removetime=20
ownpal = 1
ontop = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
ignorehitpause = 1
[state ]
type = explod
triggerall = !ishelper
triggerall = win
triggerall = NumHelper(23331)	
trigger1 = palno=[11,12]
trigger1 = helper(23331),sysvar(2)=45
anim = 16600
scale = 0.9,0.9
postype = back
removetime = 55
ownpal = 1
ontop = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
ignorehitpause = 1


[State -2];八百長阻止
type = Assertspecial
triggerall = !ishelper
triggerall = alive
triggerall = win
triggerall = NumHelper(23331)	
trigger1 = helper(23331),sysvar(2)<=50
trigger2 = !helper(23331),sysvar(2)
flag = roundnotover
ignorehitpause = 1


[State 821, 最終ヘルパーが出てないときのための勝利カットイン]
;triggerall = !Numhelper(223333)
;triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = win
type = StopSnd
trigger1 = roundstate = 3
channel = 1
[State 240, 最終ヘルパーが出てないときのための勝利カットイン]
type = Explod
triggerall = !ishelper
;triggerall = !Numhelper(223333)
triggerall = palno = [11,12]
triggerall = !numexplod(19650) 
sprpriority = 99
trigger1 = win
trigger1 = !Enemy,Alive
ownpal = 1
anim = 9650
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ID = 19650
removetime = -1
ontop = 1
;trans = add
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 240, 最終ヘルパーが出てないときのための勝利カットイン]
type = Explod
triggerall = !ishelper
;triggerall = !Numhelper(223333)
triggerall = palno != [11,12]
triggerall = !numexplod(19650) 
sprpriority = 99
trigger1 = win
trigger1 = !Enemy,Alive
ownpal = 1
anim = 9651
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ID = 19650
removetime = -1
ontop = 1
;trans = add
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999


[State 821, 勝利カットイン]
type = null;playsnd
triggerall = !ishelper
triggerall = var(8) >= 50
triggerall = NumHelper(23331)	
triggerall = helper(23331),sysvar(2) = [1,5]
triggerall = !numexplod(14650)
trigger1 = win
trigger1 = !Enemy,Alive
value = S187,3
volume = 3000
channel = 13[State 240, 勝利カットイン]
type = null;Explod
triggerall = !ishelper
;triggerall = palno = [11,12]
triggerall = var(8) >= 50
triggerall = NumHelper(23331)	
triggerall = helper(23331),sysvar(2) = [1,5]
triggerall = !numexplod(14650) 
trigger1 = win
trigger1 = !Enemy,Alive
ownpal = 1
anim = 14650
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ID = 14650
;removetime = 0
ontop = 1
scale = 1.5, 1
sprpriority = 7
;trans = add
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999


[State -2];八百長阻止
type = Assertspecial
triggerall = ishelper(2233)
triggerall = numhelper(2233)
triggerall = roundstate > 2
triggerall = win
triggerall = parent,alive
trigger1 = root,anim != 180
trigger1 = root,anim != 181 
trigger1 = root,anim != 182 
trigger1 = root,anim != 170
trigger1 = root,anim != 175
flag = roundnotover
ignorehitpause = 1

[State -2, 9];ﾀﾞﾒｰｼﾞﾎﾞｲｽ
type = PlaySnd
triggerall = !ishelper
triggerall = time = 1
triggerall = palno = [1,6]
trigger1 = stateno = 5000
trigger2 = stateno = 5010
trigger3 = stateno = 5020
trigger4 = stateno = 5071
trigger5 = stateno = 5081
triggerall = alive
triggerall = random < 850  
;trigger1 = anim = 5000
;trigger2 = anim = 5001
;trigger3 = anim = 5010
;trigger4 = anim = 5011
volume = -10
value = 190, (0+Random%2)


[State -2, 9];ﾀﾞﾒｰｼﾞﾎﾞｲｽ
type = PlaySnd
triggerall = !ishelper
triggerall = !alive
;triggerall = lose
triggerall = palno = [1,6]
trigger1 = helper(23331),sysvar(4) = 1
volume = 3000
value = 191, 0

[State -2];即死返しステート取得
type = Parentvarset
triggerall = ishelper
triggerall = movereversed
triggerall = numhelper(200001)
triggerall = root,anim != [2600,2601]
triggerall = sysvar(0) != gametime
triggerall = !hitpausetime 
trigger1 = ishelper(200001) && stateno != 200001
var(29) = stateno
ignorehitpause = 0

[State -2];即死返しステート取得
type = Parentvarset
triggerall = ishelper
triggerall = sysvar(0) != gametime
triggerall = numhelper(200001)
triggerall = root,anim = [2600,2601]
triggerall = !hitpausetime 
trigger1 = ishelper(200001) && stateno != 200001
var(29) = stateno
ignorehitpause = 0

[State -2];超即死返し用変数記憶１
type = Parentvarset
triggerall = ishelper
triggerall = hitpausetime
triggerall = sysvar(0) != gametime
triggerall = movereversed
triggerall = numhelper(200001)
trigger1 = ishelper(200001) && stateno != 200001
var(30) = stateno
ignorehitpause = 1

[State -2, ]
type = Varset
triggerall = !ishelper
triggerall=RoundState=0
trigger1 = sysvar(3)
sysvar(3) = 0
ignorehitpause = 1



[State -2, 体力自動減少感知]
type =Varset
triggerall = !ishelper
triggerall = var(50)
triggerall = var(51)
triggerall = NumPartner = 0
triggerall = sysvar(3) <= 9000
triggerall = sysvar(3) >= 4600
triggerall = enemy,NumPartner = 0
triggerall = palno = [7,12]
trigger1=var(50)>var(51)+100
var(52) = 1
ignorehitpause = 1

[State -2, しなねぇじゃねぇかよ！ｗ]
type =Varset
triggerall = !ishelper
triggerall = var(52)
triggerall = NumPartner = 0
triggerall = enemy,NumPartner = 0
triggerall = palno = [7,12]
trigger1 = sysvar(3) >= 9000
var(52) = 0
ignorehitpause = 1

[State -2, 体力自動減少感知]
type = Null
triggerall = !ishelper
triggerall = NumPartner = 0
triggerall = enemy,NumPartner = 0
triggerall = palno = [7,12]
trigger1=!var(50)
trigger1=sysvar(3)=4000
trigger1=1||var(50):=Enemy,Life
trigger2=!var(51)
trigger2=sysvar(3)=4600
trigger2=1||var(51):=Enemy,Life
ignorehitpause = 1

[State -2, 削り解放]
type=Null
triggerall=!ishelper
triggerall=sysvar(3)!=[4000,4600]
triggerall=!var(52)
trigger1=var(21)
trigger1=1||var(21):=0
trigger2=var(22)
trigger2=1||var(22):=0
trigger3=var(23)
trigger3=1||var(23):=0
ignorehitpause = 1

[State -2, Proj禁止スイッチ]
type = Varset
triggerall = !ishelper
triggerall = !var(21)
triggerall = NumPartner = 0
triggerall = enemy,NumPartner = 0
triggerall = palno = [7,12]
trigger1 = (enemynear,name="ONI-MIKO-REIMU"&&enemynear,SelfAnimExist(13000))||enemynear,name = "Grand Master";|| enemynear,name = "TOKI-TEN-KU"
trigger2 = (enemynear,name = "AhojinGod")||(enemynear,name="Remilia_E"&&enemynear,palno=12)|| enemynear,name = "systemer"||enemynear,name = "VaVaa"&&enemy,palno=12
trigger3 = (enemynear,name = "W-Reimu"&&enemy,palno=12&&palno=12)||(enemynear,name = "Len Chan")||(enemynear,name = "Ill-Fate-Misuzu")||(enemynear,name = "F03")||enemynear,name="Berserker-M"
trigger4 = (enemynear,name="Nameless"&&enemynear,authorname = "tokuiten")||(enemynear,name = "FT_Ryo")||(enemynear,name = "Masaki_Kihara")||enemynear,name = "Psychic Psycho"
trigger5 = enemynear,authorname = "SAMSARA" && enemynear,name = "Krizalid"||(enemynear,name ="G-Marisa")||(enemynear,name ="Nemesis-R")|| enemynear,name = "Space Terrible Monster Crowd"
trigger6 = sysvar(3)=[4000,4600]
trigger7 = var(52)
trigger8 = enemynear,authorname = "Pre-to"&&!(enemynear,name = "gengetu")&&!(enemynear,name = "assiette")&&!(enemynear,name = "magatu")&&!(enemynear,name = "satuzinki_S")&&!(enemynear,name = "Dies")
var(21) = 1
ignorehitpause = 1

[State -2, Hitdef禁止スイッチ]
type = Varset
triggerall = !ishelper
triggerall = !var(22)
triggerall = NumPartner = 0
triggerall = enemy,NumPartner = 0
triggerall = palno = [7,12]
trigger1 = (enemynear,name="ONI-MIKO-REIMU"&&enemynear,SelfAnimExist(13000))||(enemynear,name = "Ill-Fate-Misuzu")||enemynear,name = "Grand Master"
trigger2 = (enemynear,name = "AhojinGod")||(enemynear,name ="Mirage")||(enemynear,name ="G-Marisa")||(enemynear,name ="Nemesis-R") || enemynear,name = "systemer"||enemynear,name="Berserker-M"
trigger3 = (enemynear,name = "W-Reimu"&&enemy,palno=12&&palno=12)||(enemynear,name = "Len Chan")||(enemynear,name="Remilia_E"&&enemynear,palno=12)||enemynear,name = "VaVaa"&&enemy,palno=12
trigger4 = (enemynear,name="Nameless"&&enemynear,authorname = "tokuiten")||(enemynear,name = "FT_Ryo")||(enemynear,name = "Masaki_Kihara")||(enemynear,name = "F03")|| enemynear,name = "Psychic Psycho"
trigger5 = enemynear,authorname = "SAMSARA" && enemynear,name = "Krizalid"|| enemynear,name = "Space Terrible Monster Crowd"|| enemynear,name = "TOKI-TEN-KU"
trigger6 = sysvar(3)=[4000,4600]
trigger7 = var(52)
trigger8 = enemynear,authorname = "Pre-to"&&!(enemynear,name = "gengetu")&&!(enemynear,name = "assiette")&&!(enemynear,name = "magatu")&&!(enemynear,name = "satuzinki_S")&&!(enemynear,name = "Dies")
var(22) = 1
ignorehitpause = 1

[State -2, ヘルパー封印スイッチ]
type = Varset
triggerall = !ishelper
triggerall = !var(23)
triggerall = NumPartner = 0
triggerall = enemy,NumPartner = 0
triggerall = palno = [7,12]
trigger1 = (enemynear,name = "AhojinGod")||(enemynear,name ="Mirage")||(enemynear,name ="G-Marisa")||(enemynear,name ="Nemesis-R")||enemynear,name="STG0235"
trigger2 = (enemynear,name = "W-Reimu"&&enemy,palno=12&&palno=12)||(enemynear,name = "Len Chan")||(enemynear,name="Remilia_E"&&enemynear,palno=12)|| enemynear,name = "Psychic Psycho"
trigger3 = (enemynear,name = "Singular"&&enemy,numhelper(4343))||enemynear,name = "systemer"||enemynear,name = "VaVaa"&&enemy,palno=12||enemynear,name="Berserker-M"
trigger4 = (enemynear,name="Nameless"&&enemynear,authorname = "tokuiten")||(enemynear,name = "FT_Ryo")||(enemynear,name = "B-shindou")||(enemynear,name = "Masaki_Kihara")
trigger5 = enemynear,name = "F03"|| enemynear,name = "Space Terrible Monster Crowd" || enemynear,name = "TOKI-TEN-KU"||(enemynear,authorname = "gokurakusyugisya" && enemynear,name = "roa"&& enemynear,Palno = 12)
trigger6 = enemynear,authorname = "Pre-to"&&!(enemynear,name = "gengetu")&&!(enemynear,name = "assiette")&&!(enemynear,name = "magatu")&&!(enemynear,name = "satuzinki_S")&&!(enemynear,name = "Dies")
var(23) = 1
ignorehitpause = 1

[State -2, 強制宣告発動スイッチ]
type = Varset
triggerall = !ishelper
triggerall = !var(44)
triggerall = NumPartner = 0
triggerall = enemy,NumPartner = 0
triggerall = palno = [7,12]
trigger1 = (enemynear,name = "Anomalocaris"&&enemy,palno=10)||(enemynear,name = "saint-of-silver"&&enemy,palno=11)
var(44) = 1
ignorehitpause = 1

[State -2, ヘルパー占有スイッチ]
type = Varset
triggerall = !ishelper
triggerall = !var(45)
triggerall = NumPartner = 0
triggerall = enemy,NumPartner = 0
triggerall = palno = [7,12]
trigger1 = (enemynear,name = "Anomalocaris"&&enemy,palno=10)||(enemynear,name = "saint-of-silver"&&enemy,palno=11)
var(45) = 1
ignorehitpause = 1

[State ,削り専用対策用変数]
type=Null
triggerall=!IsHelper
trigger1=enemynear,name = "Singularity"
trigger1=var(42):=400
trigger1=var(41):=gametime%20=0||1
trigger2=enemynear,name="ONI-MIKO-REIMU"&&enemynear,SelfAnimExist(13000)
trigger2=var(41):=1
trigger2=var(42):=890
trigger2=var(43):=890
trigger3=enemynear,name = "AhojinGod"
trigger3=var(41):=1
trigger3=var(42):=99
trigger4=(enemynear,authorname="Pre-to")||enemynear,authorname="Pre-to"&&!(enemynear,name="magatu"||enemynear,name="gengetu"||enemynear,name="satuzinki_S")
trigger4=var(41):=1
trigger4=var(42):=300
trigger5=enemynear,name="Mirage" 
trigger5=var(41):=1
trigger5=var(42):=1073730
trigger6=(enemynear,name="W-Reimu"&&enemy,palno=[11,12])
trigger6=var(41):=1
trigger6=var(42):=100*(playerid(enemy,var(1)),sysvar(3)=[700,1000])+19*(playerid(enemy,var(1)),sysvar(3)=[400,699])+999*(playerid(enemy,var(1)),sysvar(3)=[1,399])||1
trigger6=var(42):=var(42)*(playerid(enemy,var(1)),sysvar(3)-playerid(enemy,var(1)),sysvar(2)>=-10)
trigger7=enemynear,name = "Len Chan"
trigger7=var(41):=1
trigger7=var(42):=ifelse(enemy,life>enemy,lifemax/6,100,-100)
trigger8=enemynear,name="Remilia_E"&&enemynear,palno=12
trigger8=var(41):=gametime%20=19
trigger8=var(42):=100
trigger9=enemynear,name="Hidoumajo/not"
trigger9=var(41):=1
trigger9=var(42):=ifelse(enemy,palno=12, 77, ifelse(enemy,palno=10,77,800))||1
trigger10=enemynear,name = "Ill-Fate-Misuzu"
trigger10=var(41):=1
trigger10=var(42):=10000000||1
trigger11=enemynear,name="systemer"|| enemynear,name = "G-Marisa" || enemynear,name = "Nemesis-R" 
trigger11=var(41):=1
trigger11=var(42):=99
trigger12=enemynear,name="Grand Master"
trigger12=var(41):=1
trigger12=var(42):=249 + random / 4||1
trigger12=var(43):=999999||1
trigger13=enemynear,name="VaVaa"&&enemy,palno=12
trigger13=var(41):=1
trigger13=var(42):=floor(999*enemy,const(data.defence)/100)
trigger14=enemynear,name="Nameless"&&enemynear,authorname="tokuiten"
trigger14=var(41):=gametime%50=0
trigger14=var(42):=10+random/12||1
trigger15=enemynear,name = "FT_Ryo"
trigger15=var(41):=gametime%30=0
trigger15=var(42):=110+random/12
trigger16=enemynear,name= "Masaki_Kihara"
trigger16=var(41):=1
trigger16=var(42):=random+1234567
trigger17=enemynear,name="F03"
trigger17=var(41):=(gametime%10=0)||1
trigger17=var(42):=ifelse(enemy,var(6)>1,0,floor(399-10*enemy,fvar(13)))
trigger18=enemynear,name="Psychic Psycho"
trigger18=var(41):=1
trigger18=var(42):=44
trigger19=enemynear,authorname="SAMSARA"&&enemynear,name="Krizalid"
trigger19=var(41):=1
trigger19=var(42):=1
trigger20=enemynear,name="Space Terrible Monster Crowd"
trigger20=var(41):=1
trigger20=var(42):=365
trigger20=var(43):=-1000
trigger21=enemynear,name="TOKI-TEN-KU"
trigger21=var(41):=1
trigger21=var(42):=100+random/5
trigger22=enemynear,name = "Berserker-M"
trigger22=var(41):=1
trigger22=var(42):=1+ random / 5
ignorehitpause=1

[State , 専用対策ダメージ]
type = Projectile
triggerall = !ishelper
triggerall = roundstate = 2
triggerall = palno = [7,12]
trigger1 = var(41)
damage = var(42)
fall.damage = var(43)
projanim = 60002
animtype = hard
projID = 1
projremove = 0
projremovetime = 1
projsprpriority = -1
numhits = 0
attr = SCA, AA, AT, AP
hitflag = MAFD
priority = 7, hit
yaccel = 99
fall = 1
fall.recover = 0
sparkno = -1
guard.sparkno = -1
p2getp1state = 0
givepower = 0,0
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 45000, ターゲット削除]
type = Targetdrop
triggerall = !ishelper
trigger1 = numtarget = 8
ignorehitpause = 1

[State , 専用対策落下即死]
type = Projectile
triggerall = !ishelper
triggerall = (palno = [7,12])
trigger1 = enemynear,name = "STG0235"
projanim = 6000
projID = 450
projremove = 0
projremovetime = 1
projsprpriority = -1
numhits = 0
attr = SCA, AA, AT, AP
hitflag = MAFD
damage = random,random
priority = 7, hit
projpriority = 9999999999999
yaccel = 99
fall = 1
fall.recover = 0
fall.damage = 9999999999999
sparkno = -1
guard.sparkno = -1
p2getp1state = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1
givepower = 0,0

[state ];低ダメ垂れ流し
type = Projectile
triggerall = !ishelper
triggerall = !var(21)
triggerall = !(enemynear,authorname = "Pre-to") || enemynear,authorname = "Pre-to" && (enemynear,name = "magatu" || enemynear,name = "gengetu" || enemynear,name = "satuzinki_S")
triggerall = !enemynear,name = "Singularity"
triggerall = !(enemynear,name="ONI-MIKO-REIMU"&&enemynear,SelfAnimExist(13000))
triggerall = !enemynear,name = "AhojinGod"
triggerall = palno = [7,12]
trigger1 = (sysvar(3) = [1,900])  
trigger2 = (sysvar(3) = [21000,28000]) 
projanim = 6000
projremove = 1
projpriority = 99999999
projhitanim = -1
projremanim = -1
projsprpriority = 0
projshadow = 0,0,0
projremovetime = 1
projedgebound = 10000
projstagebound = 10000
projheightbound = -10000,10000
postype = p1
offset = 0,0
numhits = 0
sparkno = -1
guard.sparkno = -1
sparkxy = 99999,99999
pausetime = 0,0
ground.velocity = 0,5
guard.velocity = 0
air.velocity = 0,5
attr = SCA,HA,HP,HT
animtype = back
damage = 1+random%10
getpower = -2147483647,-2147483647
givepower = -2147483647,-2147483647
hitflag = MAFDP
guardflag=
fall = 0
fall.damage = 0
ignorehitpause = 1
supermove = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[state ];低ダメ垂れ流し
type = Projectile
triggerall = !(enemynear,authorname = "Pre-to") || enemynear,authorname = "Pre-to" && (enemynear,name = "magatu" || enemynear,name = "gengetu" || enemynear,name = "satuzinki_S")
triggerall = !ishelper
triggerall = !var(21)
triggerall = !enemynear,name = "Singularity"
triggerall = !(enemynear,name="ONI-MIKO-REIMU"&&enemynear,SelfAnimExist(13000))
triggerall = !enemynear,name = "AhojinGod"
triggerall = palno = [7,12]
trigger1 = (sysvar(3) = [11000,18000]) 
projanim = 6000
projremove = 1
projpriority = 99999999
projhitanim = -1
projremanim = -1
projsprpriority = 0
projshadow = 0,0,0
projremovetime = 1
projedgebound = 10000
projstagebound = 10000
projheightbound = -10000,10000
postype = p1
offset = 0,0
numhits = 0
sparkno = -1
guard.sparkno = -1
sparkxy = 99999,99999
pausetime = 0,0
ground.velocity = 0,5
guard.velocity = 0
air.velocity = 0,5
attr = SCA,HA,HP,HT
animtype = back
damage = ifelse(random%2=0,random%31+10,random%51+100)
getpower = -2147483647,-2147483647
givepower = -2147483647,-2147483647
hitflag = MAFDP
guardflag=
fall = 0
fall.damage = 0
ignorehitpause = 1
supermove = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[state ];オバフロ垂れ流し
type = Projectile
triggerall = !var(21)
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = (sysvar(3) = [600,900]) 
trigger2 = (sysvar(3) = [31000,33000])
projanim = 6000
projremove = 1
projpriority = 99999999
projhitanim = -1
projremanim = -1
projsprpriority = 0
projshadow = 0,0,0
projremovetime = 1
projedgebound = 10000
projstagebound = 10000
projheightbound = -10000,10000
postype = p1
offset = 0,0
numhits = 0
sparkno = -1
guard.sparkno = -1
sparkxy = 99999,99999
pausetime = 0,0
ground.velocity = 0,5
guard.velocity = 0
air.velocity = 0,5
attr = SCA,HA,HP,HT
animtype = back
damage = 2147483648
getpower = -2147483647,-2147483647
givepower = -2147483647,-2147483647
hitflag = MAFDP
fall = 1
fall.damage = 0
ignorehitpause = 1

[state ];大ダメ垂れ流し
type = Projectile
triggerall = !var(21)
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = (sysvar(3) = [34000,50000])
projanim = 6000
projremove = 1
projpriority = 99999999
projhitanim = -1
projremanim = -1
projsprpriority = 0
projshadow = 0,0,0
projremovetime = 1
projedgebound = 10000
projstagebound = 10000
projheightbound = -10000,10000
postype = p1
offset = 0,0
numhits = 0
sparkno = -1
guard.sparkno = -1
sparkxy = 99999,99999
pausetime = 0,0
ground.velocity = 0,5
guard.velocity = 0
air.velocity = 0,5
attr = SCA,HA,HP,HT
animtype = back
damage = 5555555
getpower = -2147483647,-2147483647
givepower = -2147483647,-2147483647
hitflag = MAFDP
fall = 1
fall.damage = 0
ignorehitpause = 1

[State 46000]
type = Projectile
triggerall = !var(21)
triggerall = !(enemynear,authorname = "Pre-to") || enemynear,authorname = "Pre-to" && (enemynear,name = "magatu" || enemynear,name = "gengetu" || enemynear,name = "satuzinki_S")
triggerall = !enemynear,name = "Singularity"
triggerall = !enemynear,name = "AhojinGod"
triggerall = palno = [7,12]
;trigger1 = roundstate != 2
trigger1 = enemy,name = "UNKNOWN"
Projscale = 1,1
ProjAnim = 6000
damage = ifelse(random % 2 = 0, 9999999999999, ifelse(enemy,const(data.defence) > 200, (256 * 256 * 256 * 192 -65) * 0.01 * (enemy,const(data.defence)), (256 * 256 * 256 * 128 -1) * 0.01 * (enemy,const(data.defence)) * ifelse(random % 2 = 0, -1, 1)))
attr = SCA, AA, AT, AP
Offset = 0,0
projremovetime = 1
sparkxy = 99999,-99999
pausetime = 11,11
sparkno = -1
sparkxy = 0,0
ignorehitpause = 1
ground.type = Trip
p2getp1state = 0
p2stateno = 5100
fall = 1
fall.recover = 0
yaccel = 9999999
fall.damage = 9999999999999
hitflag = MAFD
fall.xvelicity = 0
fall.yvelicity = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1


[State 46000]
type = Projectile
triggerall = !ishelper
triggerall = !var(21)
triggerall = !(enemynear,authorname = "Pre-to") || enemynear,authorname = "Pre-to" && (enemynear,name = "magatu" || enemynear,name = "gengetu" || enemynear,name = "satuzinki_S")
triggerall = !enemynear,name = "AhojinGod"
triggerall= !(enemynear,name="ONI-MIKO-REIMU"&&enemynear,SelfAnimExist(13000))
triggerall = palno = [7,12]
trigger1 = (sysvar(3) = [6000,7000])
;trigger1 = gametime%60 = 0
trigger2 = roundstate != 2
trigger3 = (sysvar(3) = [10000,11000])
trigger4 = gametime%60 = 0
trigger4 = sysvar(3) >= 3000
trigger5 = (sysvar(3) = [200,500])
trigger6 = gametime%120 = 0
Projscale = 1,1
ProjAnim = 6000
damage = ifelse(random % 2 = 0, 9999999999999, ifelse(enemy,const(data.defence) > 200, (256 * 256 * 256 * 192 -65) * 0.01 * (enemy,const(data.defence)), (256 * 256 * 256 * 128 -1) * 0.01 * (enemy,const(data.defence)) * ifelse(random % 2 = 0, -1, 1)))
attr = SCA,HA,HP,HT
Offset = 0,0
projremovetime = 1
sparkxy = 99999,-99999
pausetime = 11,11
sparkno = -1
sparkxy = 0,0
ignorehitpause = 1
ground.type = Trip
;p2getp1state = 0
;p2stateno = 5100
fall = 1
fall.recover = 0
yaccel = 9999999
fall.damage = 9999999999999 * ifelse(random % 2 = 0, -1, 1)
hitflag = MA
fall.xvelicity = 0
fall.yvelicity = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1


[State var]
type = varset
triggerall = !ishelper
trigger1 = Life != 0
trigger1 = p2Life != 0
v = 19
value = 1

[State , コントロール不可]
type = Ctrlset
triggerall = !ishelper
trigger1 = prevstateno = 2611
trigger2 = stateno = 2611
value = 0
ignorehitpause = 1

[State -2, 時止め無視]
type = Pause
trigger1   = !IsHelper
trigger1 = var(37) > 100
;trigger1   = 1;NumHelper(2333)	;時止め解除ヘルパー2
;trigger2   = IsHelper(23331)
time = 9999999999999
movetime = 9999999999999
ignorehitpause = 1

[State -2, 時止め無視]
type = Pause
trigger1   = !IsHelper
trigger1 = var(37)>20
trigger1 = sysvar(4) = [0,1499]
trigger1 = !alive
time = 5
movetime = 5
ignorehitpause = 1

[State -2, 時止め無視]
type = SuperPause
trigger1   = !IsHelper
trigger1 = var(37)>20
trigger1 = sysvar(4) = [0,1499]
trigger1 = !alive
anim = -1
time = 5
movetime = 5
darken = 0
p2defmul = 1
unhittable = 0
ignorehitpause = 1



[State -2, 時止め無視]
type = SuperPause
trigger1   = !IsHelper
triggerall = var(37) > 100
;trigger1   = 1;NumHelper(2333)	;時止め解除ヘルパー2
;trigger2   = IsHelper(23331)
anim = -1
time = 9999999999999
movetime = 9999999999999
darken = 0
p2defmul = 1
unhittable = 0
ignorehitpause = 1

[State -2,コントロール可否]
type = Ctrlset
triggerall = !ishelper
triggerall = sysvar(3) > 300
trigger1 = anim = 0
trigger2 = anim = 11
trigger3 = anim = 7450
value = 1
ignorehitpause = 1
[State -2,コントロール可否]
type = Ctrlset
triggerall = !ishelper
triggerall = PalNo != 12
triggerall = PalNo != 6
triggerall = sysvar(4) = [0,1499]
trigger1 = anim = 5150
value = 1
ignorehitpause = 1

[State -2, ]
type = null;CtrlSet
triggerall = palno = 6
triggerall = life <= 500
trigger1 = movetype = H
trigger1 = ALIVE
value = 1

[State -2, 残像]
type = null;AfterImage
triggerall = !ishelper
triggerall = stateno != 730
trigger1 = time = 0
time = 4000             ;残像が出ている時間（フレーム）
PalBright   =  0, 0,  100  ;残像の色の明るさ（赤,緑,青・ＲＧＢ）
PalContrast =  20, 20, 400  ;残像の色合い　　（赤,緑,青・ＲＧＢ）
PalAdd      = -10,-10,-10  ;残像の色の加算値（赤,緑,青・ＲＧＢ）
PalMul      = .50,.50,.85  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）
Trans = add1                ;残像の透過処理（Add,Add1,Sub,None,AddAlpha）
FrameGap = 1              ;残像の形を変化させる間隔（デフォルトは4）
length = 50               ;残像の表示する長さ（最大60・デフォルト20）

[State ガード不能]
type = AssertSpecial
trigger1 = 1
flag = nostandguard
flag2 = noairguard
flag3 = nocrouchguard
ignorehitpause = 1
supermovetime = 99999999999
pausemovetime = 99999999999

[State BGM消去]
type = AssertSpecial
triggerall = !ishelper
triggerall = palno = 12
trigger1 = var(53)= 0
flag = nomusic
ignorehitpause = 1
supermovetime = 99999999999
pausemovetime = 99999999999

[State -2]
type = null;Assertspecial
trigger1 = ishelper
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[state ];火柱回数
type = varset
triggerall = !ishelper
trigger1 = anim != [1203,1204]
v = 26
value = 0

[State ]
type = sprpriority
trigger1 = 1
value = 7


[State ];powerup
type = null;SelfState
triggerall = !ishelper
triggerall = alive != 0
triggerall = palno = 6
triggerall = var(35) != 1
trigger1 = GetHitVar(damage) >= 300
value = 703

[State -2, 試合時間計測]
type = Varadd
triggerall = !ishelper
trigger1 = RoundState = 2
sysvar(3) = 1
ignorehitpause = 1

[State 0]
type = null;varset
trigger1 = !ishelper
trigger1 = Palno = 12
trigger1 = !var(8)
trigger1 = RoundState = 0
var(8) = 200
ignorehitpause = 1

[State -2, 12P体力]
type = Varadd
triggerall = !ishelper
triggerall = palno = 12
triggerall = sysvar(4) <= 1470
trigger1 = RoundState = 2
trigger1 = Random < 5
sysvar(4) = 10
ignorehitpause = 1

[State -2, 12P体力]
type = null;VarSet
triggerall = !(enemynear,name="ONI-MIKO-REIMU"&&enemynear,SelfAnimExist(13000))
triggerall = !(enemynear,name = "AhojinGod")
triggerall = !ishelper
triggerall = palno = 12
trigger1 = RoundState != 2
sysvar(4) = 0
ignorehitpause = 1

[State -2, 12P体力]
type = VarSet
trigger1 = 1;enemynear,name="ONI-MIKO-REIMU"&&enemynear,SelfAnimExist(13000)
;trigger2 = enemynear,name = "AhojinGod"
;trigger3 = enemynear,name="W-Reimu"&&enemy,palno=[11,12]
;trigger4 = enemynear,name = "systemer"
;trigger5 = enemynear,name = "TOKI-TEN-KU"
triggerall = !ishelper
triggerall = palno = 12
triggerall = RoundState = 1
sysvar(4) = 700
ignorehitpause = 1

[State 190200]
type = Assertspecial
triggerall = !ishelper(23331)
triggerall = !ishelper(14550)
triggerall = !ishelper(200)
triggerall = !ishelper(210)
triggerall = !ishelper(240)
triggerall = !ishelper(500)
trigger1 = ishelper
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State -2]
type = CtrlSet
trigger1 = alive = 0
value = 0

[State ]
type = null;Explod
triggerall = !ishelper
triggerall = palno = 6
triggerall = numExplod(6200) = 0
trigger1 = anim != [900,910];0
trigger2 = anim = 2530;trigger2 = anim = 182
;trigger3 = anim = 7450
bindtime = -1
anim = 6200
postype = p1
pos = 0,-68
;sprprioritf = -4
sprpriority = -2
ownpal = 1
removetime = -1
scale = 0.8,0.8
ID = 6200
[State ]
type = removeExplod
triggerall = !ishelper
triggerall = palno = 6
triggerall = numExplod(6200) != 0
trigger1 = anim = [900,910]
trigger2 = anim = 5
trigger3 = anim = 2530
trigger4 = anim = 190
trigger5 = anim = 2721
trigger6 = anim = 2731
trigger7 = anim = 9601
trigger8 = anim = 2101
ID = 6200
[State ]
type = null;Explod
triggerall = palno != 6
triggerall = !ishelper
triggerall = numExplod(9500) = 0
triggerall = statetype != A
trigger1 = roundstate >= 2
trigger2 = anim = 0
anim = 9500
sprpriority = 0
postype = p1
pos = 0,0
bindtime = -1
ownpal = 1
persistent = 0
scale = 1,1
ignorehitpause = 0
pausemovetime = 999999999999999
supermovetime = 999999999999999
ID = 9500
[State ]
type = removeExplod
triggerall = !ishelper
triggerall = palno != 6
triggerall = numExplod(9500) != 0
trigger1 = statetype = A
trigger2 = anim = 2611
trigger3 = anim = 730
ID = 9500
[State ]
type = Explod
triggerall = !ishelper
triggerall = palno != 6
triggerall = !ishelper
triggerall = numExplod(9000) = 0
trigger1 = anim != [900,910]
trigger1 = anim != 2530
trigger1 = anim != 190
trigger1 = anim != 2721
trigger1 = anim != 2731
trigger1 = anim != 9601
bindtime = -1
anim = 9000
sprpriority = -3
postype = p1
pos = -5,-90
bindtime = -1
ownpal = 1
persistent = 0
scale = 0.5,0.5
ignorehitpause = 0
pausemovetime = 999999999999999
supermovetime = 999999999999999
ID = 9000
[State ]
type = removeExplod
triggerall = !ishelper
triggerall = palno != 6
triggerall = numExplod(9000) != 0
trigger1 = anim = [900,910]
trigger2 = anim = 5
trigger3 = anim = 2530
trigger4 = anim = 190
trigger5 = anim = 2721
trigger6 = anim = 2731
trigger7 = anim = 9601
trigger8 = anim = 2101
ID = 9000
[State ]
type = Explod
triggerall = !ishelper
triggerall = palno != 6
triggerall = numExplod(8000) = 0
triggerall = var(35) 
trigger1 = anim != [900,910]
trigger1 = anim != 2530
trigger1 = anim != 190
trigger1 = anim != 2721
trigger1 = anim != 2731
trigger1 = anim != 9601
anim = 8000
bindtime = -1
sprpriority = 0
postype = p1
pos = -5,-90
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
pausemovetime = 999999999999999
supermovetime = 999999999999999
ID = 8000
[State ]
type = removeExplod
triggerall = !ishelper
triggerall = palno != 6
triggerall = numExplod(8000) != 0
trigger1 = anim = [900,910]
trigger2 = anim = 5
trigger3 = anim = 2530
trigger4 = anim = 190
trigger5 = anim = 2721
trigger6 = anim = 2731
trigger7 = anim = 9601
trigger8 = anim = 2101
ID = 8000
[State ]
type = Explod
triggerall = !ishelper
triggerall = palno != 6
triggerall = var(35) 
triggerall = numExplod(8500) = 0
trigger1 = anim != [900,910]
trigger1 = anim != 2530
trigger1 = anim != 190
trigger1 = anim != 2721
trigger1 = anim != 2731
trigger1 = anim != 9601
anim = 8500
sprpriority = 0
postype = p1
pos = -5,-90
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
pausemovetime = 999999999999999
supermovetime = 999999999999999
ID = 8500
[State ]
type = removeExplod
triggerall = !ishelper
triggerall = palno != 6
triggerall = numExplod(8500) != 0
trigger1 = anim = [900,910]
trigger2 = anim = 5
trigger3 = anim = 2530
trigger4 = anim = 190
trigger5 = anim = 2721
trigger6 = anim = 2731
trigger7 = anim = 9601
trigger8 = anim = 2101
ID = 8500
[State ]
type = null;Explod
triggerall = !ishelper
triggerall = palno != 6
triggerall = numExplod(6800) = 0
trigger1 = anim != [900,910]
trigger1 = anim != 2530
trigger1 = anim != 190
trigger1 = anim != 2721
trigger1 = anim != 2731
trigger1 = anim != 9601
anim = 6800
sprpriority = 10
postype = p1
pos = -5,-90
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
pausemovetime = 999999999999999
supermovetime = 999999999999999
ID = 6800
[State ]
type = removeExplod
triggerall = !ishelper
triggerall = palno != 6
triggerall = numExplod(6800) != 0
trigger1 = anim = [900,910]
trigger2 = anim = 5
trigger3 = anim = 2530
trigger4 = anim = 190
trigger5 = anim = 2721
trigger6 = anim = 2731
trigger7 = anim = 9601
trigger8 = anim = 2101
trigger9 = animelemno(0) = 2
trigger9 = pos x < enemynear,pos x && facing = -1 || enemynear,pos x < pos x && facing = 1
ID = 6800
[State ];後ろ羽
type = Explod
triggerall = !ishelper
;triggerall = palno != 6
triggerall = numExplod(6750) = 0
trigger1 = anim = 180
trigger2 = anim = 7450
anim = 6750
postype = p1
pos = -10,-105
;sprprioritf = 3
sprpriority = -1
bindtime = -1
ownpal = 1
removetime = -1
scale = 1,1
pausemovetime = 999999999999999
supermovetime = 999999999999999
ID = 6750
[State ];後ろ羽
triggerall = !ishelper
;triggerall = palno != 6
type = removeExplod
triggerall = numExplod(6750) != 0
trigger1 = anim != 180
trigger1 = anim != 182
trigger1 = anim != 7450
trigger2 = anim = 5
trigger3 = animelemno(0) = 2
trigger3 = pos x < enemynear,pos x && facing = -1 || enemynear,pos x < pos x && facing = 1
ID = 6750

[State ];後ろ羽　前移動
type = Explod
triggerall = !ishelper
;triggerall = palno != 6
triggerall = numExplod(6752) = 0
trigger1 = anim = 20
anim = 6750
postype = p1
pos = -2,-100
;sprprioritf = 3
sprpriority = -1
bindtime = -1
ownpal = 1
removetime = -1
scale = 1,1
pausemovetime = 999999999999999
supermovetime = 999999999999999
ID = 6752
[State ];後ろ羽 前移動
triggerall = !ishelper
;triggerall = palno != 6
type = removeExplod
triggerall = numExplod(6752) != 0
trigger1 = anim != 20
trigger2 = anim = 5
trigger3 = anim != 20
trigger4 = animelemno(0) = 2
trigger4 = pos x < enemynear,pos x && facing = -1 || enemynear,pos x < pos x && facing = 1
ID = 6752
[State ];後ろ羽　後ろ移動
type = Explod
triggerall = !ishelper
;triggerall = palno != 6
triggerall = numExplod(6753) = 0
trigger1 = anim = 21
trigger2 = anim = 2003
trigger3 = anim = 106
anim = 6750
postype = p1
pos = -20,-100
;sprprioritf = 3
sprpriority = -1
bindtime = -1
ownpal = 1
removetime = -1
scale = 1,1
pausemovetime = 999999999999999
supermovetime = 999999999999999
ID = 6753
[State ];後ろ羽　後ろ移動
triggerall = !ishelper
;triggerall = palno != 6
type = removeExplod
triggerall = numExplod(6753) != 0
trigger1 = anim != 21
trigger1 = anim != 2003
trigger1 = anim != 106
trigger2 = anim = 5
trigger3 = anim != 21
trigger3 = anim != 106
trigger4 = animelemno(0) = 2
trigger4 = pos x < enemynear,pos x && facing = -1 || enemynear,pos x < pos x && facing = 1
ID = 6753

[State ];後ろ羽　無に帰ろう
type = Explod
triggerall = !ishelper
;triggerall = palno != 6
triggerall = numExplod(6754) = 0
trigger1 = anim = [2000,2002]
trigger2 = anim = 14565
trigger3 = anim = 2102
trigger3 = animelemno(0) > 95
trigger4 = anim = [2600,2601]
trigger5 = anim = 2104
trigger6 = anim = [731,732]
anim = 6750
postype = p1
pos = -15,-100
;sprprioritf = 3
sprpriority = -1
bindtime = -1
ownpal = 1
removetime = -1
scale = 1,1
pausemovetime = 999999999999999
supermovetime = 999999999999999
ID = 6754
[State ];後ろ羽　無に帰ろう
triggerall = !ishelper
;triggerall = palno != 6
type = removeExplod
triggerall = numExplod(6754) != 0
trigger1 = anim != [2000,2002]
trigger1 = anim != 14565
trigger1 = anim != 2102
trigger1 = anim != 2104
trigger1 = anim != [2600,2601]
trigger1 = anim != [731,732]
trigger2 = anim = 5
trigger3 = animelemno(0) = 2
trigger3 = pos x < enemynear,pos x && facing = -1 || enemynear,pos x < pos x && facing = 1
ID = 6754

[State ];後ろ羽　密着
type = Explod
triggerall = !ishelper
;triggerall = palno != 6
triggerall = numExplod(6755) = 0
trigger1 = anim = [1203,1204]
trigger2 = anim = [100,103]
anim = 6750
postype = p1
pos = -5,-100
;sprprioritf = 3
sprpriority = -1
bindtime = -1
ownpal = 1
removetime = -1
scale = 1,1
pausemovetime = 999999999999999
supermovetime = 999999999999999
ID = 6755
[State ];後ろ羽　密着
triggerall = !ishelper
;triggerall = palno != 6
type = removeExplod
triggerall = numExplod(6755) != 0
trigger1 = anim != [1203,1204]
trigger1 = anim != [100,103]
trigger2 = anim = 5
trigger3 = animelemno(0) = 2
trigger3 = pos x < enemynear,pos x && facing = -1 || enemynear,pos x < pos x && facing = 1
ID = 6755

[State ]
type = Explod
triggerall = !ishelper
triggerall = numExplod(6751) = 0
trigger1 = anim = 0
anim = 6751
bindtime = -1
postype = p1
pos = 7,-103
;sprprioritf = 3
sprpriority = -1
ownpal = 1
removetime = -1
scale = 1,1
pausemovetime = 999999999999999
supermovetime = 999999999999999
ID = 6751
[State ]
triggerall = !ishelper
;triggerall = palno != 6
type = removeExplod
triggerall = numExplod(6751) != 0
trigger1 = anim != 0
trigger2 = anim = 5
trigger3 = animelemno(0) = 2
trigger3 = pos x < enemynear,pos x && facing = -1 || enemynear,pos x < pos x && facing = 1
ID = 6751


[State -2 耐性]
type = nothitby
triggerall = !ishelper
triggerall = palno = [11,12]
trigger1 = numhelper(223333)
trigger1  = Helper(223333),NumTarget != 0
trigger2  = !numHelper(223333)
Trigger3  = Enemy(0),Name = "ONI-MIKO-REIMU"
trigger4 = enemynear,name = "AhojinGod"
value = SCA

[State -2 耐性]
type = nothitby
triggerall = !ishelper
triggerall = palno = [11,12]
trigger1 = teamside = 2
value = SCA

[State -2 耐性]
type = nothitby
triggerall = !ishelper
trigger1 = !Alive
value = SCA


[State -2 耐性]
type = null;nothitby
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = Roundstate != 2
value = SCA

[State -2 耐性]
type = nothitby
triggerall = !ishelper
triggerall = palno = [1,5]
triggerall = palno != 6
trigger1 = Roundstate != 2
value = SCA
time = 150

[state -2, ライフ管理]
type = Lifeset
triggerall = !ishelper
triggerall = palno = 6
triggerall = roundstate >= 2
trigger1 = var(46)
value = lifemax - sysvar(4)
ignorehitpause = 1


[state -2, ライフ管理]
type = Lifeset
triggerall = !ishelper
triggerall = palno != 12
triggerall = palno != 6
triggerall = roundstate >= 2
trigger1 = 1
value = lifemax - sysvar(4)
ignorehitpause = 1

[state -2, ライフ管理]
type = Lifeset
triggerall = !ishelper
triggerall = palno != 12
triggerall = palno != 6
triggerall = roundstate = [0,1]
trigger1 = 1
value = lifemax
ignorehitpause = 1



[State 455]
type = null;varset
triggerall = !ishelper
triggerall = palno = 12
trigger1 = roundstate = 2
var(36) = 1000
ignorehitpause = 1
SuperMoveTime = 99999999999
PauseMoveTime = 99999999999


[State 444]
type = powerset
triggerall = !ishelper
trigger1 = random < 20
value = 0
ignorehitpause=1
SuperMoveTime = 99999999999
PauseMoveTime = 99999999999

[State 454]
type = powerset
triggerall = !ishelper
trigger1 = gametime% 2 = 0
value = 3000
ignorehitpause=1
SuperMoveTime = 99999999999
PauseMoveTime = 99999999999

[State 444]
type = null;lifeset
triggerall = anim != [61001,61002]
triggerall = enemynear,name != "Phantom Mizuchi JP"
triggerall = !(enemynear,name="ONI-MIKO-REIMU"&&enemynear,SelfAnimExist(13000))
triggerall = !(enemynear,name = "AhojinGod")
triggerall = !(enemynear,name="W-Reimu"&&enemy,palno=[11,12])
triggerall = !(enemynear,name = "systemer")
triggerall = !(enemynear,name = "Grand Master")
triggerall = !(enemynear,name = "STG0235")
triggerall = !(enemynear,name = "TOKI-TEN-KU")
triggerall = !ishelper
triggerall = 1000 >= 0
triggerall = palno = 12
trigger1 = roundstate = 2
value = random+20
ignorehitpause=1
SuperMoveTime = 99999999999
PauseMoveTime = 99999999999

[State 454]
type = null;lifeset
triggerall = anim != [61001,61002]
triggerall = enemynear,name != "Phantom Mizuchi JP"
triggerall = !(enemynear,name="ONI-MIKO-REIMU"&&enemynear,SelfAnimExist(13000))
triggerall = !(enemynear,name = "AhojinGod")
triggerall = !(enemynear,name="W-Reimu"&&enemy,palno=[11,12])
triggerall = !(enemynear,name = "systemer")
triggerall = !(enemynear,name = "Grand Master")
triggerall = !(enemynear,name = "STG0235")
triggerall = !(enemynear,name = "TOKI-TEN-KU")
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = palno = 12
trigger1 = !(1000 <= 0)
value = random+20
ignorehitpause=1
SuperMoveTime = 99999999999
PauseMoveTime = 99999999999

[State 454]
type = null;lifeset
trigger1 = enemynear,name = "Phantom Mizuchi JP"
trigger2 = enemynear,name="ONI-MIKO-REIMU"&&enemynear,SelfAnimExist(13000)
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = palno = 12
value = 100
ignorehitpause=1
SuperMoveTime = 99999999999
PauseMoveTime = 99999999999

[State 454]
type = lifeset
;trigger1 = enemynear,name = "ONI-MIKO-REIMU"&&enemynear,SelfAnimExist(13000)
;trigger2 = enemynear,name = "AhojinGod"
;trigger3 = enemynear,name = "W-Reimu"&&enemy,palno=[11,12]
;trigger4 = enemynear,name = "systemer"
;trigger5 = enemynear,name = "Grand Master"
;trigger6 = enemynear,name = "STG0235"
;trigger7 = enemynear,name = "TOKI-TEN-KU"
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = sysvar(4) <= 1470
trigger1 = palno = 12
value = lifemax - sysvar(4)
ignorehitpause=1
SuperMoveTime = 99999999999
PauseMoveTime = 99999999999

[State 454]
type = lifeset
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = sysvar(4) >= 1470
trigger1 = palno = 12
value = 30
ignorehitpause=1
SuperMoveTime = 99999999999
PauseMoveTime = 99999999999

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;パワーアップ関係;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[State -3, ライフ固定用変数]
type = null;Varset
triggerall = !ishelper
triggerall = palno = 6
trigger1 = 1;!var(35) 
sysvar(4) = life
ignorehitpause = 1

[State -2 ]
type = varset
triggerall = !ishelper
triggerall = palno = 6
trigger1 = var(35) 
trigger1 = var(46)
var(46) = 0

[State -2 ]
type = lifeset
triggerall = !ishelper
triggerall = palno = 6
trigger1 = var(35) 
value = Lifemax

[State 5000, ダメージ]
type = Varadd
triggerall = !ishelper
triggerall = palno = 11
triggerall = roundstate = 2
trigger1 = (GameTime% 20 ) = 0 
sysvar(4) = 1
ignorehitpause = 1



[State -3, 変数]
type = Varadd
triggerall = !ishelper
trigger1 = var(31)
var(31) = -1
ignorehitpause = 1
[State -3, 変数]
type = Varadd
triggerall = !ishelper
trigger1 = var(32)
var(32) = -1
ignorehitpause = 1
[State -3, 変数]
type = Varadd
triggerall = !ishelper
trigger1 = var(33)
var(33) = -1
ignorehitpause = 1
[State -3, 変数]
type = Varadd
triggerall = !ishelper
triggerall = roundstate = 2
trigger1 = var(35)
var(35) = -1
ignorehitpause = 1


[State -3, 変数]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
var(38) = 190

[State -3, 変数]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
var(39) = 0

[State -3, 変数]
type = varset
triggerall = !ishelper
trigger1 = var(38) > 180
var(39) = 3

[State -3, 変数]
type = varset
triggerall = !ishelper
trigger1 = var(38) < -235
var(39) = 2

[State -3, 変数]
type = varadd
triggerall = !ishelper
trigger1 = var(39) = 3
var(38) = -3

[State -3, 変数]
type = varadd
triggerall = !ishelper
trigger1 = var(39) = 2
var(38) = 3

[State 1000044]
type = PalFX
triggerall = !ishelper
trigger1 = palno != 6
trigger1 = var(38) > 0
time = 1
add = 70,70,150
ignorehitpause = 1

[State 1000044]
type = PalFX
trigger1 = ishelper(200)
time = 1
mul = 60,60,150
;invertall = 1
ignorehitpause = 1

[State 1000044]
type = PalFX
trigger1 = ishelper(210)
time = 1
mul = 60,150,60
;invertall = 1
ignorehitpause = 1

[State 1000044]
type = PalFX
trigger1 = ishelper(240)
time = 1
mul = 150,60,60
;invertall = 1
ignorehitpause = 1

[State -3, 本体色]
type = PalFX
triggerall = !ishelper
triggerall = palno != 6
trigger1 = var(38) < 0
;trigger1 = var(27)>360
;trigger2 = RoundState != [0,1]
time = 2
add = 70+var(38),70+var(38),130+var(38)
ignorehitpause = 1

[State -3, 本体色]
type = PalFX
triggerall = !ishelper
triggerall = palno != 6
trigger1 = var(38) < -210
;trigger1 = var(27)>360
;trigger2 = RoundState != [0,1]
time = 2
add = 70+var(38),70+var(38),130+var(38);70+var(38),70+var(38),125+var(38)
ignorehitpause = 1
color = 0

[State 1000044]
type = null;PalFX
triggerall = ishelper
trigger1 = palno != 6
time = 1
add = 70,70,150
ignorehitpause = 1

[State 1000044]
type = PalFX
triggerall = !ishelper
trigger1 = var(35) 
time = 1
add = 80,70,256
invertall = -1
ignorehitpause = 1

[State 1000044]
type = null;PalFX
triggerall = !ishelper
triggerall = var(35) 
trigger1 = var(38) > 0
time = 1
add = 70,70,150
invertall = -1
ignorehitpause = 1

[State -3, 本体色]
type = null;PalFX
triggerall = !ishelper
triggerall = var(35) 
trigger1 = var(38) < 0
;trigger1 = var(27)>360
;trigger2 = RoundState != [0,1]
time = 2
invertall = -1
add = 70+var(38),70+var(38),130+var(38)
ignorehitpause = 1

[State -3, 本体色]
type = null;PalFX
triggerall = !ishelper
triggerall = var(35) 
trigger1 = var(38) < -210
;trigger1 = var(27)>360
;trigger2 = RoundState != [0,1]
time = 2
invertall = -1
add = 70+var(38),70+var(38),130+var(38);70+var(38),70+var(38),125+var(38)
ignorehitpause = 1
color = 0



[State 耐性]
type = AssertSpecial 
triggerall = !ishelper
triggerall = anim != 61002
triggerall = var(35) 
trigger1 = alive != 1 
trigger2 = life <= 0 
trigger3 = loseko 
flag = noko  
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State -2 耐性]
type = nothitby
triggerall = !ishelper
trigger1 = var(35) 
value = SCA

[State -2]
type = HitOverRide
triggerall = !ishelper
triggerall = palno = [7,10]
trigger1 = 1
time = 1
attr = SCA, AA,AP,AT             ;上書き出来る相手の攻撃属性を指定
forceair = 0                  ;上書きしたら「空中状態」にするか否か（デフォルトは０）
stateno = 702             ;上書き先のステート
IgnoreHitPause = 1


[State -2 ]
type = lifeset
triggerall = !ishelper
triggerall = palno != 6
triggerall = palno != [11,12]
trigger1 = var(35) 
value = 1500

[State -3]
type = powerset
triggerall = !ishelper
trigger1 = var(35) 
value = 3000


[State 5000, ダメージ]
type = Varset
triggerall = !ishelper
triggerall = palno != 6
triggerall = palno != [11,12]
trigger1 = var(35) 
sysvar(4) = 0
ignorehitpause = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[State -2, 振り向き＆歩き制御]
type = Assertspecial
triggerall = !ishelper
trigger1 = palno = [7,12]
flag = noautoturn
flag2 = nowalk
ignorehitpause = 1

[State 5000, 回復]
type = Varset
triggerall = !ishelper
triggerall = palno = 11
trigger1 = roundstate != 2
sysvar(4) = 1
ignorehitpause = 1

[State 5000, 回復]
type = lifeset
triggerall = palno = 12
trigger1 = roundstate != 2
value = 1500

[State -2, 音楽]
type = PlaySnd
trigger1 = !win
trigger1 = Enemy,Alive
trigger1 = var(53)= 0
trigger2 = NumHelper(23331)
trigger2 = helper(23331),sysvar(2)>=400
triggerall = !ishelper
triggerall = palno = 12
;trigger1 = roundstate = [0,2]
value = s1, 0
channel = 5
volume = 1000
loop = 1
lowpriority = 1

[State , ヘルパーコントロール不可]
type = Ctrlset
trigger1 = ishelper
value = 0
ignorehitpause = 1


[State , フライング不可]
type = Ctrlset
trigger1 = roundstate != 2
value = 0
ignorehitpause = 1

;;;;;;;;;;;;;;探査情報表示;;;;;;;;;;;;;;
[State 2200];間者ヘルパー
type = Explod
triggerall = !ishelper
triggerall = TeamSide = 1
triggerall = Palno = [7,12]
trigger1 = Enemy,numhelper(989898)
anim = 13004
ID = 13004
pos = 10, 65
postype = Left
bindtime = -1
removetime = 2
ownpal = 1
ontop = 0
sprpriority = -1
facing = 1
pausemovetime = 999999
supermovetime = 999999
scale = 0.14, 0.14
ignorehitpause = 1
[State 2200];間者ヘルパー
type = Explod
triggerall = !ishelper
triggerall = Palno = [7,12]
triggerall = TeamSide = 2
trigger1 = Enemy,numhelper(989898)
anim = 13004
ID = 13004
pos = -30, 65
postype = Right
bindtime = 1
removetime = 2
ownpal = 1
ontop = 0
sprpriority = -1
facing = 1
pausemovetime = 999999
supermovetime = 999999
scale = 0.14, 0.14
ignorehitpause = 1
[State 2200];探査ヘルパー1
type = Explod
triggerall = !ishelper
triggerall = TeamSide = 1
triggerall = Palno = [7,12]
trigger1 = Enemy,numhelper(989898)
trigger1 = Enemy,numhelper(45001)
anim = 13005
ID = 13005
pos = 50, 65
postype = Left
bindtime = -1
removetime = 1
ownpal = 1
ontop = 0
sprpriority = -1
facing = 1
pausemovetime = 999999
supermovetime = 999999
scale = 0.14, 0.14
ignorehitpause = 1
[State 2200];探査ヘルパー1
type = Explod
triggerall = !ishelper
triggerall = Palno = [7,12]
triggerall = TeamSide = 2
trigger1 = Enemy,numhelper(989898)
trigger1 = Enemy,numhelper(45001)
anim = 13005
ID = 13005
pos = -70, 65
postype = Right
bindtime = -1
removetime = 1
ownpal = 1
ontop = 0
sprpriority = -1
facing = 1
pausemovetime = 999999
supermovetime = 999999
scale = 0.14, 0.14
ignorehitpause = 1
[State 2200];探査ヘルパー2
type = Explod
triggerall = !ishelper
triggerall = Palno = [7,12]
triggerall = TeamSide = 1
trigger1 = Enemy,numhelper(989898)
trigger1 = Enemy,numhelper(45002)
anim = 13006
ID = 13006
pos = 80, 65
postype = Left
bindtime = -1
removetime = 1
ownpal = 1
ontop = 0
sprpriority = -1
facing = 1
pausemovetime = 999999
supermovetime = 999999
scale = 0.14, 0.14
ignorehitpause = 1
[State 2200];探査ヘルパー2
type = Explod
triggerall = !ishelper
triggerall = Palno = [7,12]
triggerall = TeamSide = 2
trigger1 = Enemy,numhelper(989898)
trigger1 = Enemy,numhelper(45002)
anim = 13006
ID = 13006
pos = -100, 65
postype = Right
bindtime = -1
removetime = 1
ownpal = 1
ontop = 0
sprpriority = -1
facing = 1
pausemovetime = 999999
supermovetime = 999999
scale = 0.14, 0.14
ignorehitpause = 1
[State 2200];探査ヘルパー3
type = Explod
triggerall = !ishelper
triggerall = Palno = [7,12]
triggerall = TeamSide = 1
trigger1 = Enemy,numhelper(989898)
trigger1 = Enemy,numhelper(45003)
anim = 13007
ID = 13007
pos = 110, 65
postype = Left
bindtime = -1
removetime = 1
ownpal = 1
ontop = 0
sprpriority = -1
facing = 1
pausemovetime = 999999
supermovetime = 999999
scale = 0.14, 0.14
ignorehitpause = 1
[State 2200];探査ヘルパー3
type = Explod
triggerall = !ishelper
triggerall = Palno = [7,12]
triggerall = TeamSide = 2
trigger1 = Enemy,numhelper(989898)
anim = 13007
ID = 13007
pos = -130, 65
postype = Right
bindtime = -1
removetime = 1
ownpal = 1
ontop = 0
sprpriority = -1
facing = 1
pausemovetime = 999999
supermovetime = 999999
scale = 0.14, 0.14
ignorehitpause = 1
[State 2200];永続ターゲット習得
type = Explod
triggerall = !ishelper
triggerall = Palno = [7,12]
triggerall = TeamSide = 1
triggerall = numhelper(160000)
trigger1 = var(9)
anim = 13003
ID = 13003
pos = 10, 85
postype = Left
bindtime = -1
removetime = 1
ownpal = 1
ontop = 0
sprpriority = -1
facing = 1
pausemovetime = 999999
supermovetime = 999999
scale = 0.14, 0.14
ignorehitpause = 1
[State 2200];永続ターゲット習得
type = Explod
triggerall = !ishelper
triggerall = Palno = [7,12]
triggerall = TeamSide = 2
triggerall = numhelper(160000)
trigger1 = var(9)
anim = 13003
ID = 13003
pos = -130, 85
postype = Right
bindtime = -1
removetime = 1
ownpal = 1
ontop = 0
sprpriority = -1
facing = 1
pausemovetime = 999999
supermovetime = 999999
scale = 0.14, 0.14
ignorehitpause = 1
[State 2200];Hitbyステート習得
type = Explod
triggerall = !ishelper
triggerall = Palno = [7,12]
triggerall = TeamSide = 1
Triggerall = PlayerIDexist(Var(6))
trigger1 = PlayerID(Var(6)),Fvar(21)
anim = 13000
ID = 13000
pos = 10, 105
postype = Left
bindtime = -1
removetime = 1
ownpal = 1
ontop = 0
sprpriority = -1
facing = 1
pausemovetime = 999999
supermovetime = 999999
scale = 0.14, 0.14
ignorehitpause = 1
[State 2200];Hitbyステート習得
type = Explod
triggerall = !ishelper
triggerall = Palno = [7,12]
triggerall = TeamSide = 2
Triggerall = PlayerIDexist(Var(6))
trigger1 = PlayerID(Var(6)),Fvar(21)
anim = 13000
ID = 13000
pos = -130, 105
postype = Right
bindtime = -1
removetime = 1
ownpal = 1
ontop = 0
sprpriority = -1
facing = 1
pausemovetime = 999999
supermovetime = 999999
scale = 0.14, 0.14
ignorehitpause = 1
[State 2200];Hitdefステート習得
type = Explod
triggerall = !ishelper
triggerall = Palno = [7,12]
triggerall = TeamSide = 1
Triggerall = PlayerIDexist(Var(6))
trigger1 = PlayerID(Var(6)),Fvar(11)
anim = 13001
ID = 13001
pos = 10, 135
postype = Left
bindtime = -1
removetime = 1
ownpal = 1
ontop = 0
sprpriority = -1
facing = 1
pausemovetime = 999999
supermovetime = 999999
scale = 0.14, 0.14
ignorehitpause = 1
[State 2200];Hitdefステート習得
type = Explod
triggerall = !ishelper
triggerall = Palno = [7,12]
triggerall = TeamSide = 2
Triggerall = PlayerIDexist(Var(6))
trigger1 = PlayerID(Var(6)),Fvar(11)
anim = 13001
ID = 13001
pos = -130, 135
postype = Right
bindtime = -1
removetime = 1
ownpal = 1
ontop = 0
sprpriority = -1
facing = 1
pausemovetime = 999999
supermovetime = 999999
scale = 0.14, 0.14
ignorehitpause = 1
[State 2200];即死ステート習得
type = Explod
triggerall = !ishelper
triggerall = Palno = [7,12]
triggerall = TeamSide = 1
Triggerall = PlayerIDexist(Var(6))
trigger1 = PlayerID(Var(6)),Fvar(1)
anim = 13002
ID = 13002
pos = 10, 165
postype = Left
bindtime = -1
removetime = 1
ownpal = 1
ontop = 0
sprpriority = -1
facing = 1
pausemovetime = 999999
supermovetime = 999999
scale = 0.14, 0.14
ignorehitpause = 1
[State 2200];即死ステート習得
type = Explod
triggerall = !ishelper
triggerall = Palno = [7,12]
triggerall = TeamSide = 2
Triggerall = PlayerIDexist(Var(6))
trigger1 = PlayerID(Var(6)),Fvar(1)
anim = 13002
ID = 13002
pos = -130, 165
postype = Right
bindtime = -1
removetime = 1
ownpal = 1
ontop = 0
sprpriority = -1
facing = 1
pausemovetime = 999999
supermovetime = 999999
scale = 0.14, 0.14
ignorehitpause = 1
[State 151, みらくる式保険]
type = varset
triggerall = !sysfvar(2)
triggerall = numtarget
triggerall = target,sysfvar(2)
triggerall = target,ishelper(989898)
trigger1 = ishelper(190000) || ishelper(190001) || ishelper(190002) || ishelper(190003) || ishelper(190004) || ishelper(190005) || ishelper(190006) || ishelper(190007)
trigger2 = ishelper(190008) || ishelper(190009) || ishelper(190010) || ishelper(190011) || ishelper(190012) || ishelper(190013) || ishelper(190014) || ishelper(190015) || ishelper(190024) || ishelper(190025)
trigger3 = ishelper(190016) || ishelper(190017) || ishelper(190018) || ishelper(190019) || ishelper(190020) || ishelper(190021) || ishelper(190022) || ishelper(190023) || ishelper(190026) 
sysfvar(2) = target,sysfvar(2)
ignorehitpause = 1
[State -2, 凍結解除]
type = Selfstate
triggerall = hitpausetime
trigger1 = ishelper(200)
trigger2 = ishelper(210)
trigger3 = ishelper(240)
value = 11500
ignorehitpause = 1
[State -2, 混線当て用ステ固定]
type = Selfstate
trigger1 = ishelper(190000) || ishelper(190001) || ishelper(190002) || ishelper(190003) || ishelper(190004) || ishelper(190005) || ishelper(190006) || ishelper(190007)
trigger2 = ishelper(190008) || ishelper(190009) || ishelper(190010) || ishelper(190011) || ishelper(190012) || ishelper(190013) || ishelper(190014) || ishelper(190015) || ishelper(190024) || ishelper(190025)
trigger3 = ishelper(190016) || ishelper(190017) || ishelper(190018) || ishelper(190019) || ishelper(190020) || ishelper(190021) || ishelper(190022) || ishelper(190023) || ishelper(190026) 
value = ifelse(!(sysvar(0) & 1),190000,190001)
ignorehitpause = 1
[State -2, 混線当てられ用ステ固定]
type = Selfstate
trigger1 = ishelper(190200) || ishelper(190201) || ishelper(190202) || ishelper(190203) || ishelper(190204) || ishelper(190205) || ishelper(190206) || ishelper(190207)
trigger2 = ishelper(190208) || ishelper(190209) || ishelper(190210) || ishelper(190211) || ishelper(190212) || ishelper(190213) || ishelper(190214) || ishelper(190215) || ishelper(190224) || ishelper(190225)
trigger3 = ishelper(190216) || ishelper(190217) || ishelper(190218) || ishelper(190219) || ishelper(190220) || ishelper(190221) || ishelper(190222) || ishelper(190223) || ishelper(190226) 
value = ifelse(var(1) != 0,16000,190200);190200
ignorehitpause = 1
[State -2,常駐ヘルパー用ステ固定]
type = selfstate
trigger1 = ishelper(8901014)
value = 8901014
ignorehitpause = 1
[State -2,最終設置用ステ固定]
type = selfstate
trigger1 = ishelper(223333)
value = 223333
ignorehitpause = 1
[State -2,親変更用ステ固定]
type = selfstate
trigger1 = ishelper(8901016)
value = 8901016
ignorehitpause = 1
[State -2,解除用ステ固定]
type = Selfstate
trigger1 = ishelper(2333)
value = 2333
ignorehitpause = 1
[State -2,解除用ステ固定]
type = Selfstate
trigger1 = ishelper(23331)
value = 23331
ignorehitpause = 1
[State -2, 習得用ステ固定]
type = Selfstate
trigger1 = ishelper(200001)
value = 200001
ignorehitpause = 1
[State -2, 占有用ステ固定]
type = Selfstate
trigger1 = ishelper(223322)
value = 223322
ignorehitpause = 1
[State -2, みらくる用ステ固定]
type = Selfstate
trigger1 = ishelper(2233)
value = 2233
ignorehitpause = 1
[State -2,死の宣告用ステ固定]
type = Selfstate
trigger1 = ishelper(160000)
value = 160000
ignorehitpause = 1
[State -2,被弾用ステ固定]
type = Selfstate
trigger1 = ishelper(100022)
value = 100022
ignorehitpause = 1
[State -2,常設OTHキラー固定]
type = Selfstate
trigger1 = ishelper(200000)
value = 200000
ignorehitpause = 1
[State -2,領域確保固定]
type = Selfstate
trigger1 = ishelper(1122222)
value = 1122222
ignorehitpause = 1
[State -2,当身用ステ固定 目]
type = Selfstate
trigger1 = ishelper(100120)
value = 100120
ignorehitpause = 1
[State -2,当身用ステ固定]
type = Selfstate
trigger1 = ishelper(100020)
value = 100020
ignorehitpause = 1
[State -2,大ダメージhitdef用ステ固定]
type = Selfstate
trigger1 = ishelper(2334)
value = 2334
ignorehitpause = 1
[State -2,ガード用ステ固定]
type = Selfstate
trigger1 = ishelper(19999)
value = 19999
ignorehitpause = 1
[State -2, プッシュ用ステ固定]
type = Selfstate
trigger1 = ishelper(2100)
value = 2105
ignorehitpause = 1
[State -2, 凍結当身用ステ固定]
type = Selfstate
trigger1 = ishelper(100220)
value = 100220
ignorehitpause = 1
[State -2, 即死用ステ固定]
type = Selfstate
trigger1 = ishelper(46000)
value = 46000
ignorehitpause = 1
[State -2, 血用ステ固定]
type = Selfstate
triggerall = ishelper(900)
trigger1 = anim = 198
trigger2 = anim = 199
value = anim-10
ignorehitpause = 1
[State -2,強制死の宣告用占有ステ固定]
type = Selfstate
trigger1 = ishelper(110022)
value = 110022
ignorehitpause = 1

[State -2, 残像]
type = AfterImage
triggerall = ishelper(14550)
trigger1 = time=0
time = 99999999             ;残像が出ている時間（フレーム）
PalBright   =  255, 0, 0  ;残像の色の明るさ（赤,緑,青・ＲＧＢ）
PalContrast =  155,155,255;20, 20, 220  ;残像の色合い　　（赤,緑,青・ＲＧＢ）
;PalAdd      = -10,-10, 100  ;残像の色の加算値（赤,緑,青・ＲＧＢ）
;PalMul      = .50,.50,.150  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）
Trans = addalpha                ;残像の透過処理（Add,Add1,Sub,None,AddAlpha）
FrameGap = 1              ;残像の形を変化させる間隔（デフォルトは4）
length = 10               ;残像の表示する長さ（最大60・デフォルト20）
IgnoreHitPause = 1
[State -2, 飛び道具用ステ固定]
type = Selfstate
triggerall = ishelper(14550)
trigger1 = anim = 14550
trigger2 = anim = 14570
trigger3 = anim = 14575
value = anim
ignorehitpause = 1

[State -1, Stand Light Punch]
type = SelfState
value = 200
triggerall = ishelper(200)
trigger1 = Root,var(31)
persistent = 256

;Stand Strong Punch
;立ち強パンチ
[State -1, Stand Strong Punch]
type = SelfState
value = 210
triggerall = ishelper(210)
trigger1 = Root,var(32)
persistent = 256

;Standing Strong Kick
;立ち強キック
[State -1, Standing Strong Kick]
type = SelfState
value = 240
triggerall = ishelper(240)
trigger1 = Root,var(33)
persistent = 256


[State -2, エフェクト]
type = Explod
triggerall = !ishelper
triggerall = anim != 9601
triggerall = anim != 732
triggerall = anim != 2721
triggerall = anim != 2731
triggerall = anim != 61001
triggerall = alive
triggerall = Random < 250;gametime % 60 = 0
trigger1 = var(27)>360
;trigger2 = gametime % 60 = 0
postype = p1
pos = 10 - random % 40, - 30 - random % 80
anim = 14560
ID = 14560
facing = ifelse(random % 2 = 0, 1, -1)
vfacing = ifelse(random % 2 = 0, 1, -1)
scale = 0.1, 0.1
ontop = 1
ownpal  = 1
sprpriority = 30
trans = AddAlpha
alpha = 230,230
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State -2, エフェクト]
type = Explod
triggerall = !ishelper
triggerall = anim != 9601
triggerall = anim != 732
triggerall = anim != 2721
triggerall = anim != 2731
triggerall = anim != 61001
triggerall = alive
triggerall = Random < 250;gametime % 60 = 0
trigger1 = RoundState > 2
;trigger2 = gametime % 60 = 0
postype = p1
pos = 10 - random % 40, - 30 - random % 80
anim = 14560
ID = 14560
facing = ifelse(random % 2 = 0, 1, -1)
vfacing = ifelse(random % 2 = 0, 1, -1)
scale = 0.1, 0.1
ontop = 1
ownpal  = 1
sprpriority = 30
trans = AddAlpha
alpha = 230,230
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1


[State -3]
type = varset
triggerall = !ishelper
trigger1 = palno = [1,10]
var(58) = 0

[State -3];boss mode
type = varset
triggerall = !ishelper
trigger1 = palno = 12
var(58) = 1


[State -3];98UM mode
type = varset
triggerall = !ishelper
trigger1 = palno = [1,10]
var(55) = 1

[State 11, 1] ;Change from turning animation
type = ChangeAnim
trigger1 = Anim = 6
trigger1 = stateno = 11
trigger1 = var(55) = 1
value = 25021

[State dist]
Trigger1 = !ishelper
Trigger1 = Gametime%120=[0,60]
type = DisplayToClipboard
ignorehitpause = 1
text = "E,stNO = %d life = %d E,life = %d sokusi = %d anim = %d"
params = (Enemy,Stateno),(life),(enemy,life),(var(29)),(var(56))
ignorehitpause = 1

[State -1,2]; デバッグ表示2
type = AppendToClipboard
trigger1 = !ishelper
Trigger1 = Gametime%120=[0,60]
text = "\ndistx = %d,alive = %d,tyosokusi = %d,sysvar(3) = %d,31 = %d";41 = %d"
params = floor(P2bodyDist X),alive,(var(30)),(sysvar(3)),(var(31));(var(41))
ignorehitpause = 1

[State dist]
Trigger1 = !ishelper
Trigger1 = Gametime%120=[61,120]
type = DisplayToClipboard
ignorehitpause = 1
text = "var(48) = %d var(10) = %d E,life = %d sokusi = %d anim = %d"
params = (var(48)),(var(10)),(enemy,life),(var(29)),(var(56))
ignorehitpause = 1

[State -1,2]; デバッグ表示2
type = AppendToClipboard
trigger1 = !ishelper
Trigger1 = Gametime%120=[61,120]
text = "\ndistx = %d,alive = %d,tyosokusi = %d,sysvar(3) = %d,32 = %d";42 = %d"
params = floor(P2bodyDist X),alive,(var(30)),(sysvar(3)),(var(32));(var(42))
ignorehitpause = 1

[State dist]
Trigger1 = 1
type = null;DisplayToClipboard
ignorehitpause = 1
text = "E,stNO = %d E,time = %d fvar(28) = %f"
params = (enemynear,stateno),(enemynear(var(47)),GetHitVar(HitTime)),fvar(28)
ignorehitpause = 1

[State -1,2]; デバッグ表示2
type = AppendToClipboard
trigger1 = numhelper(19999)
triggerall = !ishelper
text = "\ndistx = %d,alive = %d,v50 = %d,H.V1 = %d,H.V2 = %d"
params = floor(P2bodyDist X),alive,helper(19999),Var(3),helper(19999),Var(4),helper(19999),Var(10)
ignorehitpause = 1

[State -2, 向き戻し]
type = Turn
triggerall = !ishelper
triggerall = anim != [5000,5110]
triggerall = movetype!=H
trigger1 = sysfvar(0) && sysfvar(0) != facing
ignorehitpause = 1

[State -2, 速度戻し]
type = Velset
triggerall = !ishelper
triggerall = anim != [5000,5150]
triggerall = movetype!=H
trigger1 = alive
x = sysfvar(1)
y = sysfvar(2)
ignorehitpause = 1


[State -2, 死んだら出す]
type = Helper
triggerall = !ishelper
triggerall = var(37)>20
triggerall = palno = [1,6]
triggerall = !numhelper(110022)
triggerall = sysvar(4) = [0,1499]
trigger1 = !alive
ID = 110022
name = "GGG"
postype = p1
pos = 0, 0
stateno = 110022
helpertype = player
keyctrl = 0
supermove = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1



[State -2, 速度戻し]
type = Velset
triggerall = !ishelper
triggerall = palno!=[7,12]
triggerall = anim!=[5000,5150]
triggerall = movetype!=H
trigger1 = sysvar(0) = gametime 
trigger1 = alive
x = sysfvar(1)
y = sysfvar(2)
ignorehitpause = 1


[State -2, 残像]
type = AfterImage
triggerall = !ishelper
trigger1 = roundstate=2
triggerall = time=0
trigger2 = anim=9601
time = 99999999             ;残像が出ている時間（フレーム）
PalBright   =  255, 0, 0  ;残像の色の明るさ（赤,緑,青・ＲＧＢ）
PalContrast =  155,155,255;20, 20, 220  ;残像の色合い　　（赤,緑,青・ＲＧＢ）
PalAdd      =  20,0,50  ;残像の色の加算値（赤,緑,青・ＲＧＢ）
;PalMul      = .130,.0,.200  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）
Trans = sub;AddAlpha                ;残像の透過処理（Add,Add1,Sub,None,AddAlpha）
FrameGap = 4              ;残像の形を変化させる間隔（デフォルトは4）
length = 60               ;残像の表示する長さ（最大60・デフォルト20）
IgnoreHitPause = 1


[State -2, 残像]
type = null;AfterImage
triggerall = !ishelper
trigger1 = roundstate=2
trigger1 = time=0
time = 99999999             ;残像が出ている時間（フレーム）
PalBright   =  255, 0, 0  ;残像の色の明るさ（赤,緑,青・ＲＧＢ）
PalContrast =  25,25,255;20, 20, 220  ;残像の色合い　　（赤,緑,青・ＲＧＢ）
PalAdd      = -10,-10, 100  ;残像の色の加算値（赤,緑,青・ＲＧＢ）
PalMul      = .10,.10,.50  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）
Trans = addalpha                ;残像の透過処理（Add,Add1,Sub,None,AddAlpha）
FrameGap = 5              ;残像の形を変化させる間隔（デフォルトは4）
length = 60               ;残像の表示する長さ（最大60・デフォルト20）
IgnoreHitPause = 1

[State -2, 残像]
type = AfterImage
triggerall = ishelper(200)
trigger1 = time=0
time = 99999999             ;残像が出ている時間（フレーム）
;PalBright   =  255, 0, 0  ;残像の色の明るさ（赤,緑,青・ＲＧＢ）
PalContrast =  55,55,255;20, 20, 220  ;残像の色合い　　（赤,緑,青・ＲＧＢ）
;PalAdd      = -10,-10, 100  ;残像の色の加算値（赤,緑,青・ＲＧＢ）
;PalMul      = .50,.50,.150  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）
Trans = sub                ;残像の透過処理（Add,Add1,Sub,None,AddAlpha）
FrameGap = 1              ;残像の形を変化させる間隔（デフォルトは4）
length = 60               ;残像の表示する長さ（最大60・デフォルト20）
IgnoreHitPause = 1

[State -2, 残像]
type = AfterImage
triggerall = ishelper(210)
trigger1 = time=0
time = 99999999             ;残像が出ている時間（フレーム）
;PalBright   =  255, 0, 0  ;残像の色の明るさ（赤,緑,青・ＲＧＢ）
PalContrast =  55,255,55;20, 20, 220  ;残像の色合い　　（赤,緑,青・ＲＧＢ）
;PalAdd      = -10,-10, 100  ;残像の色の加算値（赤,緑,青・ＲＧＢ）
;PalMul      = .50,.50,.150  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）
Trans = SUB                ;残像の透過処理（Add,Add1,Sub,None,AddAlpha）
FrameGap = 1              ;残像の形を変化させる間隔（デフォルトは4）
length = 60               ;残像の表示する長さ（最大60・デフォルト20）
IgnoreHitPause = 1

[State -2, 残像]
type = AfterImage
triggerall = ishelper(240)
trigger1 = time=0
time = 99999999             ;残像が出ている時間（フレーム）
;PalBright   =  255, 0, 0  ;残像の色の明るさ（赤,緑,青・ＲＧＢ）
PalContrast =  255,55,55;20, 20, 220  ;残像の色合い　　（赤,緑,青・ＲＧＢ）
;PalAdd      = -10,-10, 100  ;残像の色の加算値（赤,緑,青・ＲＧＢ）
;PalMul      = .50,.50,.150  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）
Trans = sub                ;残像の透過処理（Add,Add1,Sub,None,AddAlpha）
FrameGap = 1              ;残像の形を変化させる間隔（デフォルトは4）
length = 60               ;残像の表示する長さ（最大60・デフォルト20）
IgnoreHitPause = 1


[State -2, 凍結解除]
type = Selfstate
triggerall = hitpausetime
trigger1 = !ishelper
trigger1 = anim!=6000
trigger2 = ishelper(200)
trigger3 = ishelper(210)
trigger4 = ishelper(240)
value = 11500
ignorehitpause = 1

[State -2, 変死]
type = Selfstate
triggerall = !ishelper
triggerall = var(37)>20
triggerall = RoundState=2
triggerall = sysvar(4) = [0,1499]
trigger1 = !alive
value = 36500
ignorehitpause = 1

[State -2, ]
type = SelfState;CtrlSet
triggerall = !ishelper
triggerall = palno != 6
triggerall = palno = [1,5]
;trigger1 = movetype = H
trigger1 = stateno = 5100 
trigger1 = stateno = 5101
trigger1 = stateno = 5110
trigger1 = stateno = 5150
trigger1 = ALIVE
value = 702


[State -2,コントロール可否]
type = selfstate
triggerall = !ishelper
triggerall = PalNo != 12
triggerall = PalNo != 6
triggerall = sysvar(4) = [0,1499]
trigger1 = anim = 5150
value = 1
ignorehitpause = 1

[State -2, ステ抜け]
type = Selfstate
trigger1 = !ishelper
trigger1 = palno = [11,12]
trigger1 = !(enemynear,name = "TOKI-TEN-KU")
trigger2 = ishelper 
trigger3 = roundstate != 2
trigger3 = alive
value = 56784563
ignorehitpause = 1

[State -2, ステ抜け]
type = null;Selfstate
trigger1 = anim = 8900
value = 56784563
ignorehitpause = 1

[State -2,ステ抜け]
type = Selfstate
triggerall = !ishelper
triggerall = palno = 6
trigger1 = GetHitVar(damage) >= 500
value = 900
ignorehitpause = 1

[State -2, gametime式ステ抜け＆オニ式ステ抜け]
type = Selfstate
triggerall = !ishelper
triggerall = palno != 6
trigger1 = sysvar(0) != gametime 
;trigger2 = !time 
trigger2 = stateno != [5000,5150] 
trigger2 = stateno != 702 
trigger3 = Name != "OROCHI G3" 
trigger4 = numpartner
trigger5 = !(enemynear,name = "TOKI-TEN-KU")
trigger5 = var(35)
value = 56784563
ignorehitpause = 1


[State -2, gametime式ステ抜け＆オニ式ステ抜け]
type = Selfstate
triggerall = !ishelper
triggerall = var(46)
triggerall = palno = 6
trigger1 = sysvar(0) != gametime 
;trigger2 = !time 
trigger2 = stateno != [5000,5150] 
;trigger2 = stateno != 702 
trigger3 = Name != "OROCHI G3" 
trigger4 = numpartner
trigger5 = !(enemynear,name = "TOKI-TEN-KU")
trigger5 = var(35)
value = 56784563
ignorehitpause = 1


[State -2, gametime式ステ抜け＆オニ式ステ抜け]
type = Selfstate
triggerall = !ishelper
triggerall = var(37)>20
triggerall = !var(46)
triggerall = palno = 6
trigger1 = life<var(37)
value = 900
ignorehitpause = 1



[State -2, gametime式ステ抜け＆オニ式ステ抜け]
type = Selfstate
triggerall = !ishelper
trigger1 = !(enemynear,name = "TOKI-TEN-KU")
trigger1 = var(35)
value = 56784563
ignorehitpause = 1



[State 0, Explod初期化]
type = Removeexplod
trigger1 = sysvar(0) != gametime 
trigger1 = numexplod(1)
ID = 1
ignorehitpause = 1

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

[Statedef -3]

[State -3, ステ抜け用変数]
type = Varset
triggerall = numhelper(200001)
trigger1 = ishelper(200001)
trigger1 = 1
sysvar(0) = gametime
ignorehitpause = 1

[State -3, ステ抜け用変数]
type = Varset
trigger1 = !ishelper
trigger1 = 1
sysvar(0) = gametime
ignorehitpause = 1

[State -3]
type = null;lifeadd
triggerall = palno != 6
triggerall = palno != [7,12]
triggerall = roundstate = 2
;triggerall = ctrl
trigger1 = (GameTime% 10 ) = 0 
value = -5
kill = 0
;ignorehitpause = 1

[State -3]
type = lifeadd
triggerall = palno != 12
triggerall = roundstate = 2
triggerall != ctrl
trigger1 = life <= 1 
value = -10
kill = 1


[State 50, 1]
type = AfterImage
trigger1 = Time = 2
trigger1 = stateno = 50
trigger1 = prevstateno = 100
time = 10
length = 10
framegap = 3
trans = add1
palcontrast = 128,128,128
paladd = 0,0,0
palmul = 1,1,1

;---------
;もとAI記述
;---------
[State -2, 4]
type = varset
triggerall = !ishelper
trigger1 = stateno = 0
trigger2 = statetype = S
;trigger1 = 1
var(57) = 0

[State -2, 4]
type = varset
triggerall = !ishelper
trigger1 = stateno = 5101
trigger1 = anim = 5110
trigger2 = anim = 5030 || anim = 5090
var(57) = 0

[State -2, 4]
type = varset
triggerall = !ishelper
trigger1 = stateno = 5101
trigger1 = anim = 5171 || anim = 5172  || anim = 5161 || anim = 5162
var(57) = 1

[State -2,1]
type = changestate
;trigger1 = sysvar(2) = 1
;trigger1 = time = 0
trigger1 = stateno = 5110
trigger1 = alive
;trigger1 = anim = 5120
value = 1895

[State 3100,AssertSpecial]
type = AssertSpecial
triggerall = 1
trigger1 = stateno = [2000,2003]
trigger2 = stateno = [2300,2301]
trigger3 = stateno = [2610,2611]
flag = NoFG
ignorehitpause = 1
pausemovetime = 999

[State 240, 4]
type = Explod
triggerall = var(55) = 0
trigger1 = projhit1200 = 1
anim = 502
postype = p2
pos = 5,-30
sprpriority = 4
ownpal = 1
ignorehitpause = 1

[State 240, 4]
type = Explod
trigger1 = projhit1201 = 1
triggerall = var(55) = 0
triggerall = palno = 6 || palno = 12
anim = 502
postype = p2
pos = -5,-70
sprpriority = 4
ownpal = 1
ignorehitpause = 1

[State -2, 1]
type = null;ChangeState
value = 192
triggerall = RoundsExisted = 0
triggerall = TeamMode = Turns
trigger1 = stateno = 5900
trigger1 = RoundNo > 1

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


[State 240, 4]
type = RemoveExplod
trigger1 = p2life = 0
trigger2 = movetype = H
id = 2003

[State -2]
type = null;Helper
trigger1 = winko = 1
trigger1 = numhelper(11) = 0
ID = 11
name = "winflash"
postype = back
pos = 0,0
sprpriority = 2
stateno = 4000
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = null;Helper
trigger1 = winko = 1
trigger1 = numhelper(10001) = 0
;trigger1 = numhelper(11) = 1
ID = 10001
name = "sound"
postype = back
pos = 0,0
sprpriority = 2
stateno = 10001
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 191, 1]
type = stopsnd
trigger1 = movetype = H
channel = 0

[State 191, 1]
type = AssertSpecial
trigger1 = roundstate = 0
trigger2 = roundstate = 1
;trigger3 = roundstate = 3
flag = nobardisplay

[State 240, 4]
type = Explod
trigger1 = projhit = 1
trigger1 = numprojID(2222) = 1
anim = 504
postype = p2
pos = 0,-60
sprpriority = 6
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = projhit = 1
trigger1 = numprojID(2222) = 1
anim = 507
postype = p2
pos = 0,-60
sprpriority = 6
ownpal = 1

[State 240, 4]
type = varset
triggerall = !ishelper
triggerall = p2statetype = L
trigger1 = 1
var(20) = 0





