[statedef -2]
[state ]
type=varset
triggerall=roundstate=2
triggerall=!ishelper
trigger1=ctrl
trigger2=movetype!=i
fvar(15)=1

[State ]
type = DisplayToClipboard
trigger1 = alive
text = "%d,%f"
params = var(9),fvar(34)

[State ]
type = projectile
trigger1 = alive
attr = A, NP			;Attribute: Standing, Normal Attack
damage = 0,1			;Damage that move inflicts, guard damage
animtype = Light			;Animation type: Light, Medium, Heavy, Back (def: Light)
;guardflag = MAF			;Flags on how move is to be guarded against
hitflag = AFD-			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0, 0			;Time attacker pauses, time opponent shakes
;sparkno = S227
;guard.sparkno = S227				;Spark anim no (Def: set above)
sparkxy = 0, 0		;X-offset for the "hit spark" rel. to p2,
;hitsound = S2, 1			;Sound to play on hit
;guardsound = S2, 1			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 6		;Time that the opponent slides back
ground.hittime  = 0		;Time opponent is in hit state
ground.velocity = 0,-20		;Velocity at which opponent is pushed
airguard.velocity = 0,-20	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = 0,-20		;X-velocity at which opponent is pushed,
air.hittime = 0			;Time before opponent regains control in air
fall=1
air.fall =1
fall.recover =0
fall.yvelocity =-7
fall.damage =enemynear,Const (data.defence)+200
getpower = 250,50
givepower = 0, 1
projID = 1301
projanim = 1
projremovetime = 1
projhits =100
projmisstime =2
projedgebound =9999
projheightbound =-9999,9999
p2stateno=5020
offset =0,-600-Pos Y
velocity =0,0
projscale =1,1+random*0.001
supermovetime = 0
pausemovetime = 0
numhits =-999
guard.dist =0
;ignorehitpause=1

[State ]
type = varAdd
trigger1 = var(11)+helper(10013),var(11) < LifeMax
trigger1 = roundstate<1
var(11) = 1

[State -3]
type = varset
trigger1 = var(17)=1
trigger1 = roundstate=2
trigger1 = stateno!=190
v = 17
value = 0
ignorehitpause = 1
superpausetime = 9999999
pausemovetime = 9999999

[State -2]
type = Varadd
trigger1 = !Ishelper
trigger1 = var(0)>=0
trigger1 = var(0)<150
trigger1 = gametime%1200<600
trigger1 = gametime%2=0
var(0) = 1
removeongethit = 1
[State -2]
type = Varadd
trigger1 = !Ishelper
trigger1 = var(0)>0
trigger1 = var(0)<=150
trigger1 = gametime%1200>=600
trigger1 = gametime%2=0
var(0) = -1
removeongethit = 1

[State -2]
type = Varset
trigger1 = random<1+var(1)
trigger1 = !Ishelper
var(4) = 210
removeongethit = 1

[state -2]
type = BGPalFX
triggerall=Palno=1||Palno=2||Palno=3||Palno=4
trigger1 = alive
trigger1 = !Ishelper
time = 1
add = var(4),var(4),var(4)
mul = var(0)/3+100+var(4),var(0)/3+100+var(4),var(0)/3+100+var(4)
invertall = 0
color = 256
ignorehitpause=1
[state -2]
type = BGPalFX
triggerall=Palno=5||Palno=6||Palno=7||Palno=8
trigger1 = alive
trigger1 = !Ishelper
time = 1
add = var(4),var(4),var(4)
mul = var(0)/4+75+var(4),var(0)/4+75+var(4),var(0)/4+75+var(4)
invertall = 0
color = 256
ignorehitpause=1
[state -2]
type = BGPalFX
triggerall=Palno=9||Palno=10||Palno=11||Palno=12
trigger1 = alive
trigger1 = !Ishelper
time = 1
add = var(4),var(4),var(4)
mul = var(0)/5+50+var(4),var(0)/5+50+var(4),var(0)/5+50+var(4)
invertall = 0
color = 256
ignorehitpause=1

[state -2]
type = PalFX
trigger1 = var(7)=1
trigger1 = alive
trigger1 = !Ishelper
time = 1
add = 0,0,0
mul = 0,0,0
invertall = 0
color = 256
ignorehitpause=1

[State -2]
type = Varadd
trigger1 = !Ishelper
trigger1 = var(4)>0
var(4) = -7
removeongethit = 1

[state -2];透明
type = Trans
trigger1 = var(7)=0
trigger1 = !Ishelper
trans = addalpha
alpha = 256,100+var(0)/4
ignorehitpause=1
[state -2];透明
type = Trans
triggerall = var(7)=0
triggerall = !Ishelper
triggerall = HitDefAttr = SCA, AA,AT,AP
trigger1 = 1
trans = addalpha
alpha = 256,20
ignorehitpause=1
[state -2];透明
type = Trans
trigger1 = var(7)=1
trigger1 = !Ishelper
trans = addalpha
alpha = 256,256-power*0.0007
ignorehitpause=1

[state -2]
type = AfterImage
triggerall=Palno=1||Palno=2||Palno=3||Palno=4
trigger1 = var(7)=0
trigger1=time=0
FrameGap = 1
timegap =1
palbright =0,0,0
palcontrast =56,56,76
paladd =1,1,1
palmul =0.9,0.9,0.9
trans = add
length = 10
time = -1
ignorehitpause=1
[state -2]
type = AfterImage
triggerall=Palno=5||Palno=6||Palno=7||Palno=8
trigger1 = var(7)=0
trigger1=time=0
FrameGap = 1
timegap =1
palbright =0,0,0
palcontrast =56,76,56
paladd =1,1,1
palmul =0.9,0.9,0.9
trans = add
length = 10
time = -1
ignorehitpause=1
[state -2]
type = AfterImage
triggerall=Palno=9||Palno=10||Palno=11||Palno=12
trigger1 = var(7)=0
trigger1=time=0
FrameGap = 1
timegap =1
palbright =0,0,0
palcontrast =56,56,56
paladd =2,2,1
palmul =0.9,0.9,0.9
trans = add
length = 10
time = -1
ignorehitpause=1
[state -2]
type = AfterImage
trigger1 = var(7)=1
trigger1=time=0
trigger1=alive
length = 8
palbright =0, 0, 0
PalContrast = 50, 50, 50
PalAdd      = 0,0,0
PalMul      = 0.7,0.7,0.7
palcolor =0
TimeGap  = 1
FrameGap = 1
Trans = add
time = -1

[State -2];超風ヘルパー
type = Helper
trigger1 = NumHelper(1) = 0
trigger2 = var(17)=1
trigger2 = NumHelper(3) = 0
name = "1"
ID = 1
pos = 0,0
postype = p1
stateno = 1
keyctrl = 0
ownpal = 1
facing = 0
supermovetime = 999
size.xscale=1
size.yscale=1
size.ground.front =100
size.ground.back =100
[State -2];超風ヘルパー
type = Helper
trigger1 = enemy,TeamMode = simul
trigger1 = NumHelper(2) = 0
name = "2"
ID = 2
pos = 0,0
postype = p1
stateno = 2
keyctrl = 0
ownpal = 1
facing = 0
supermovetime = 999
size.xscale=1
size.yscale=1

[State ]
type = VarSet
trigger1 = var(17)=1
trigger1 =!Ishelper
trigger1 = var(40)=0
var(40) = helper(1),var(40)
ignorehitpause=1

[state -2]
type = SuperPause
trigger1 = var(17)=1
trigger1 =!Ishelper
trigger1 = helper(3),var(7)<2
time = 20
anim = -1
pos = 0,0
movetime = 0
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 1

;------------------------------音関連

[state -2];大雨音
type = PlaySnd
trigger1 = alive
trigger1 = !ishelper
trigger1 = var(1) = 0
lowpriority =1
value = 1, 25
volume = -200
channel = 10
ignorehitpause = 1

[state -2];大雨音
type = PlaySnd
trigger1 = alive
trigger1 = !ishelper
trigger1 = var(1) = 1
lowpriority =1
value = 1, 18
volume = -200
channel = 10
ignorehitpause = 1

[state -2];大雨音
type = PlaySnd
trigger1 = alive
trigger1 = !ishelper
trigger1 = var(1) = 2
lowpriority =1
value = 1, 26
volume = -200
channel = 10
ignorehitpause = 1

[state -2];風音
type = PlaySnd
trigger1 = alive
trigger1 = !ishelper
trigger1 = var(1) = 0
lowpriority =1
value = 1, 34
volume = -200
channel = 9
ignorehitpause = 1

[state -2];ぽたり音
type = PlaySnd
trigger1 = alive
trigger1 = random < 3
trigger1 = !ishelper 
value = 1, 27
volume = 500
channel = 601
ignorehitpause = 1

[state -2];ぽたり音
type = PlaySnd
trigger1 = alive
trigger1 = random < 3
trigger1 = !ishelper 
value = 1, 29
volume = 500
channel = 601
ignorehitpause = 1

[state -2];ぽたり音
type = PlaySnd
trigger1 = alive
trigger1 = random < 3
trigger1 = !ishelper 
value = 1, 30
volume = 500
channel = 601
ignorehitpause = 1

[state -2];鳴り音
type = PlaySnd
trigger1 = alive
trigger1 = random < 2+var(1)/2
trigger1 = !ishelper 
value = 1, 23
volume = 200
channel = 601
ignorehitpause = 1

[state -2];鳴り音
type = PlaySnd
trigger1 = alive
trigger1 = random < 2+var(1)/2
trigger1 = !ishelper 
value = 1, 24
volume = 200
channel = 601
ignorehitpause = 1

;--------------------------------演出

[State -2];大雨消し
type = RemoveExplod
triggerall = !Ishelper
trigger1 = var(1) != 0
ID = 10006
ignorehitpause = 1

[State -2];大雨消し
type = RemoveExplod
triggerall = !Ishelper
trigger1 = var(1) != 1
ID = 10000
ignorehitpause = 1

[State -2];大雨消し
type = RemoveExplod
triggerall = !Ishelper
trigger1 = var(1) != 2
ID = 10007
ignorehitpause = 1

[state -2];大雨エフェクト
type = Explod
trigger1 = numexplod(10006) = 0
trigger1 = !ishelper 
trigger1 = var(1) = 0
anim = 10006
ID = 10006
pos = 0, 0
postype = left
facing = 1
bindtime = 9999999999999
removetime = -1
sprpriority = 75
ownpal = 1
ontop = 1
ignorehitpause = 1
pausemovetime	= 0
supermovetime	= 0

[state -2];大雨エフェクト
type = Explod
trigger1 = numexplod(10006) = 1
trigger1 = !ishelper 
trigger1 = var(1) = 0
anim = 10006
ID = 10006
pos = 120, 0
postype = left
facing = 1
bindtime = 9999999999999
removetime = -1
sprpriority = 75
ownpal = 1
ontop = 1
ignorehitpause = 1
pausemovetime	= 0
supermovetime	= 0

[state -2];大雨エフェクト
type = Explod
trigger1 = numexplod(10006) = 2
trigger1 = !ishelper 
trigger1 = var(1) = 0
anim = 10006
ID = 10006
pos = 240, 0
postype = left
facing = 1
bindtime = 9999999999999
removetime = -1
sprpriority = 75
ownpal = 1
ontop = 1
ignorehitpause = 1
pausemovetime	= 0
supermovetime	= 0

[state -2];大雨エフェクト
type = Explod
trigger1 = numexplod(10000) = 0
trigger1 = !ishelper 
trigger1 = var(1) = 1
anim = 10000
ID = 10000
pos = 0, 0
postype = left
facing = 1
bindtime = 9999999999999
removetime = -1
sprpriority = 75
ownpal = 1
ontop = 1
ignorehitpause = 1
pausemovetime	= 0
supermovetime	= 0

[state -2];大雨エフェクト
type = Explod
trigger1 = numexplod(10007) = 0
trigger1 = !ishelper
trigger1 = var(1) = 2
anim = 10007
ID = 10007
pos = 0, 0
postype = left
facing = 1
bindtime = 9999999999999
removetime = -1
sprpriority = 75
ownpal = 1
ontop = 1
ignorehitpause = 1
pausemovetime	= 0
supermovetime	= 0

[state -2];風エフェクト
type = Explod
trigger1 = gametime%10=0
trigger1 = !ishelper
trigger1 = var(10) > 0
anim = 10015
ID = 10015
pos = 0, -57
postype = p1
facing = 1
bindtime = 10
removetime = -2
sprpriority = -10
ownpal = 1
ontop = 0
scale = var(10)*0.01+random*0.002,var(10)*0.01+random*0.002
ignorehitpause = 1
pausemovetime	= 0
supermovetime	= 0

[state -2];風用ヘルパー
type = Helper
triggerall = numhelper(10013) = 0
trigger1 = 1
;helpertype = player
id = 10013
pos = 0,0
postype = P1
stateno = 10013
keyctrl = 0
ownpal = 1
facing = 1
ignorehitpause = 1
pausemovetime	= 99999999999876543210
supermovetime	= 99999999999876543210

[state -2];雷用ヘルパー
type = Helper
triggerall = numhelper(99999) <= var(1)
trigger1 = random < 1+var(1)
trigger1 = alive
helpertype = player
id = 99999
pos = -444+random,0
postype = P1
stateno = 99999
keyctrl = 0
ownpal = 1
facing = ifelse(time%2,-1,1)
ignorehitpause = 1
pausemovetime	= 99999999999876543210
supermovetime	= 99999999999876543210

;-------------------------------体力
[State -2]
type = varadd
triggerall = !Ishelper
triggerall = roundstate<3
trigger1 = var(7)=0
var(11) = var(9)
ignorehitpause = 1

[State -2]
type = varset
triggerall = !Ishelper
trigger1 = var(11)<0
var(11) = 0
ignorehitpause = 1

[State -2]
type = varadd
triggerall = !Ishelper
triggerall = Palno=1||Palno=2||Palno=3||Palno=4||Palno=5||Palno=6||Palno=7||Palno=8
trigger1 = roundstate=2
trigger1 = var(7)=0
var(11) = -gethitvar(damage)
ignorehitpause = 1

[State -2]
type = varadd
triggerall = !Ishelper
triggerall = roundstate=2
triggerall = movehit=0
triggerall = alive
trigger1 = var(7)>=1
trigger1 = power=0
trigger1 = var(11)>0
var(11)  = -1
ignorehitpause = 1

[State -2]
type = poweradd
triggerall = !Ishelper
triggerall = roundstate=2
triggerall = stateno!=5150
trigger1 = var(7)=1
value = var(9)
ignorehitpause = 1

[State -2]
type = poweradd
triggerall = !Ishelper
triggerall = roundstate=2
trigger1 = var(11)>lifemax
value = var(11)-lifemax
ignorehitpause = 1

[State -2]
type = varset
trigger1 = !Ishelper
trigger1 = var(11)>lifemax
var(11) = lifemax
ignorehitpause = 1

;-------------------------------気圧

[State -2]
type = varset
triggerall = !Ishelper
trigger1 = stateno=5150
var(9) = 0
ignorehitpause = 1

[State -2]
type = varadd
triggerall = !Ishelper
triggerall = roundstate=2
triggerall = alive
triggerall = stateno!=[190,191]
trigger1 = movetype!=A
trigger1 = gametime%3!=0
trigger2 = movetype=H
trigger3 = gametime%60=0
var(9) = -1
ignorehitpause = 1
[State -2]
type = varadd
triggerall = !Ishelper
triggerall = Palno=1||Palno=2||Palno=3||Palno=4
trigger1 = roundstate=2
var(9) = -gethitvar(damage)
ignorehitpause = 1

[State -2]
type = varadd
triggerall = !Ishelper
triggerall = roundstate=2
trigger1 = var(1)=1
trigger1 = gametime%2=0
var(9) = 1
ignorehitpause = 1

[State -2]
type = varadd
triggerall = !Ishelper
triggerall = roundstate=2
trigger1 = var(1)=2
var(9) = 1
ignorehitpause = 1

[State -2]
type = varset
triggerall = !Ishelper
triggerall = var(9)>1000
trigger1 = roundstate=2
trigger1 = var(7)=0
var(9) = 1000
ignorehitpause = 1
[State -2]
type = varset
triggerall = !Ishelper
triggerall = var(9)>100
trigger1 = roundstate=2
trigger1 = var(7)=1
var(9) = 100
ignorehitpause = 1
[State -2]
type = varset
triggerall = !Ishelper
triggerall = var(9)<-1000
trigger1 = roundstate=2
var(9) = -1000
ignorehitpause = 1


;----------------------------ヘクトパスカル数値
[State -2]
type = varset
trigger1 = !Ishelper
var(13) = 950-var(9)*0.05
ignorehitpause = 1

;1Pの数値
[State ];3桁
type = Explod
trigger1 = TeamSide = 1
trigger1 = !Ishelper
trigger1 = var(13)<=950
anim = 10200+(floor(var(13)*0.01)%10)
ID = 20
pos = 5, 217
postype = left
facing = 0
vfacing = 0
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 1
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 19
ontop = 0
shadow = 0, 0, 0
ownpal = 1
ignorehitpause=1
[State ];2桁
type = Explod
trigger1 = TeamSide = 1
trigger1 = !Ishelper
trigger1 = var(13)<=950
anim = 10200+(floor(var(13)*0.1)%10)
ID = 20
pos = 15, 217
postype = left
facing = 0
vfacing = 0
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 1
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 19
ontop = 0
shadow = 0, 0, 0
ownpal = 1
ignorehitpause=1
[State ];1桁
type = Explod
trigger1 = TeamSide = 1
trigger1 = !Ishelper
trigger1 = var(13)<=950
anim = 10200+(var(13)%10)
ID = 20
pos = 25, 217
postype = left
facing = 0
vfacing = 0
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 1
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 19
ontop = 0
shadow = 0, 0, 0
ownpal = 1
ignorehitpause=1
[State ];HPA
type = Explod
trigger1 = TeamSide = 1
trigger1 = !Ishelper
trigger1 = var(13)<=950
anim = 10220
ID = 20
pos = 35, 225
postype = left
facing = 0
vfacing = 0
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 1
supermovetime = 0
pausemovetime = 0
scale = 0.25, 0.25
sprpriority = 19
ontop = 0
shadow = 0, 0, 0
ownpal = 1
ignorehitpause=1
[State ];4桁
type = Explod
trigger1 = TeamSide = 1
trigger1 = !Ishelper
trigger1 = var(13)>=1000
anim = 10211
ID = 20
pos = -5, 217
postype = left
facing = 0
vfacing = 0
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 1
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 19
ontop = 0
shadow = 0, 0, 0
ownpal = 1
ignorehitpause=1
[State ];3桁
type = Explod
trigger1 = TeamSide = 1
trigger1 = !Ishelper
trigger1 = var(13)>950
anim = 10210+(floor(var(13)*0.01)%10)
ID = 20
pos = 5, 217
postype = left
facing = 0
vfacing = 0
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 1
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 19
ontop = 0
shadow = 0, 0, 0
ownpal = 1
ignorehitpause=1
[State ];2桁
type = Explod
trigger1 = TeamSide = 1
trigger1 = !Ishelper
trigger1 = var(13)>950
anim = 10210+(floor(var(13)*0.1)%10)
ID = 20
pos = 15, 217
postype = left
facing = 0
vfacing = 0
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 1
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 19
ontop = 0
shadow = 0, 0, 0
ownpal = 1
ignorehitpause=1
[State ];1桁
type = Explod
trigger1 = TeamSide = 1
trigger1 = !Ishelper
trigger1 = var(13)>950
anim = 10210+(var(13)%10)
ID = 20
pos = 25, 217
postype = left
facing = 0
vfacing = 0
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 1
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 19
ontop = 0
shadow = 0, 0, 0
ownpal = 1
ignorehitpause=1
[State ];HPA
type = Explod
trigger1 = TeamSide = 1
trigger1 = !Ishelper
trigger1 = var(13)>950
anim = 10221
ID = 20
pos = 35, 225
postype = left
facing = 0
vfacing = 0
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 1
supermovetime = 0
pausemovetime = 0
scale = 0.25, 0.25
sprpriority = 19
ontop = 0
shadow = 0, 0, 0
ownpal = 1
ignorehitpause=1

;2Pの数値
[State ];3桁
type = Explod
trigger1 = TeamSide = 2
trigger1 = !Ishelper
trigger1 = var(13)<=950
anim = 10200+(floor(var(13)*0.01)%10)
ID = 20
pos = -50, 217
postype = right
facing = 0
vfacing = 0
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 1
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 19
ontop = 0
shadow = 0, 0, 0
ownpal = 1
ignorehitpause=1
[State ];2桁
type = Explod
trigger1 = TeamSide = 2
trigger1 = !Ishelper
trigger1 = var(13)<=950
anim = 10200+(floor(var(13)*0.1)%10)
ID = 20
pos = -40, 217
postype = right
facing = 0
vfacing = 0
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 1
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 19
ontop = 0
shadow = 0, 0, 0
ownpal = 1
ignorehitpause=1
[State ];1桁
type = Explod
trigger1 = TeamSide = 2
trigger1 = !Ishelper
trigger1 = var(13)<=950
anim = 10200+(var(13)%10)
ID = 20
pos = -30, 217
postype = right
facing = 0
vfacing = 0
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 1
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 19
ontop = 0
shadow = 0, 0, 0
ownpal = 1
ignorehitpause=1
[State ];HPA
type = Explod
trigger1 = TeamSide = 2
trigger1 = !Ishelper
trigger1 = var(13)<=950
anim = 10220
ID = 20
pos = -20, 225
postype = right
facing = 0
vfacing = 0
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 1
supermovetime = 0
pausemovetime = 0
scale = 0.25, 0.25
sprpriority = 19
ontop = 0
shadow = 0, 0, 0
ownpal = 1
ignorehitpause=1
[State ];4桁
type = Explod
trigger1 = TeamSide = 2
trigger1 = !Ishelper
trigger1 = var(13)>=1000
anim = 10211
ID = 20
pos = -60, 217
postype = right
facing = 0
vfacing = 0
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 1
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 19
ontop = 0
shadow = 0, 0, 0
ownpal = 1
ignorehitpause=1
[State ];3桁
type = Explod
trigger1 = TeamSide = 2
trigger1 = !Ishelper
trigger1 = var(13)>950
anim = 10210+(floor(var(13)*0.01)%10)
ID = 20
pos = -50, 217
postype = right
facing = 0
vfacing = 0
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 1
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 19
ontop = 0
shadow = 0, 0, 0
ownpal = 1
ignorehitpause=1
[State ];2桁
type = Explod
trigger1 = TeamSide = 2
trigger1 = !Ishelper
trigger1 = var(13)>950
anim = 10210+(floor(var(13)*0.1)%10)
ID = 20
pos = -40, 217
postype = right
facing = 0
vfacing = 0
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 1
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 19
ontop = 0
shadow = 0, 0, 0
ownpal = 1
ignorehitpause=1
[State ];1桁
type = Explod
trigger1 = TeamSide = 2
trigger1 = !Ishelper
trigger1 = var(13)>950
anim = 10210+(var(13)%10)
ID = 20
pos = -30, 217
postype = right
facing = 0
vfacing = 0
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 1
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 19
ontop = 0
shadow = 0, 0, 0
ownpal = 1
ignorehitpause=1
[State ];HPA
type = Explod
trigger1 = TeamSide = 2
trigger1 = !Ishelper
trigger1 = var(13)>950
anim = 10221
ID = 20
pos = -20, 225
postype = right
facing = 0
vfacing = 0
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 1
supermovetime = 0
pausemovetime = 0
scale = 0.25, 0.25
sprpriority = 19
ontop = 0
shadow = 0, 0, 0
ownpal = 1
ignorehitpause=1



;-------------------------------無敵
[State 5150, 8]
type = NotHitBy
trigger1= 1
value = SCA
time = 1
ignorehitpause = 1

[State ]
type = HitBy
triggerall = var(7)=0
triggerall = HitDefAttr = SCA, AA,AT,AP
triggerall = !Ishelper
trigger1 = 1
value = SCA,AA,AT,AP
time = 1
ignorehitpause = 1

;-------------------------------自己ステート判別
[State ,自己ステート判別]
type = varset
trigger1 = 1;!ishelper
fvar(38) = gametime
ignorehitpause = 1
superpausetime = 9999999
pausemovetime = 9999999

[State ]
type = AssertSpecial
trigger1 = life=0
trigger1 = var(7)=0
trigger2 = life=0
trigger2 = var(7)=1
trigger2 = power!=0
trigger3 = fvar(38)!=fvar(39)
trigger4 = gethitvar(damage)>=life
flag = noko
ignorehitpause=1

[State ]
type = lifeset
trigger1 = 1
value=var(11)
ignorehitpause = 1

[State ]
type = lifeset
trigger1 = var(7)=1
trigger1 = power!=0
trigger2 = var(7)=[0,1]
trigger2 = stateno=5150
value=1
ignorehitpause = 1

[State ]
type = Varset
trigger1 = !Ishelper
trigger1 = stateno!=5150
var(8) = 0
[State ]
type = Varset
trigger1 = !Ishelper
var(16) = life
ignorehitpause=1

[State ];ご機嫌
type = varset
trigger1 = var(5)<300
var(1) = 0
[State ];ご機嫌
type = varset
trigger1 = var(5)>=300
trigger1 = var(5)<600
var(1) = 1
[State ];ご機嫌
type = varset
trigger1 = var(5)>=600
var(1) = 2
[State ];ご機嫌
type = varset
trigger1 = alive=0
var(1) = -1
[State ];ご機嫌
type = varadd
triggerall = var(5)>=250
trigger1 = Palno=1||Palno=2||Palno=3||Palno=4
trigger1 = gametime%3=0
trigger2 = Palno=5||Palno=6||Palno=7||Palno=8
trigger2 = gametime%6=0
trigger3 = Palno=9||Palno=10||Palno=11||Palno=12
trigger3 = gametime%12=0
var(5) = -1

[State ];雷雲
type = varadd
trigger1 = var(1)=1
trigger1 = gametime%4=0
trigger2 = var(1)=2
trigger2 = gametime%2=0
fvar(6) = 1

[State ];雷雲
type = varadd
trigger1 = GetHitVar(damage)>0
fvar(6) = GetHitVar(damage)

[State ];雷雲
type = varset
trigger1 = fvar(6)>1000
fvar(6) = 1000
[State ];雷雲
type = varset
trigger1 = fvar(6)<0
fvar(6) = 0

[State ];ガード
type = AssertSpecial
trigger1 = 1
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1
[State ]
type = CtrlSet
trigger1 = anim=0
triggerall = !IShelper
triggerall = roundstate=2
value = 1
ignorehitpause = 1

[State -2];------------------------ライフとゲージを互換させてタイムアップに備える
type = lifeset
trigger1 = var(7)!=0
trigger1 = roundstate >= 3
trigger1 = alive
trigger1 = !Ishelper
value = power
ignorehitpause = 1

[State ]
type = varset
triggerall = fvar(38)=fvar(39)
triggerall = !IShelper
triggerall = stateno!=[5000,5300]
trigger1 = 1
var(12)=stateno
ignorehitpause = 1

[State ]
type = SelfState
triggerall = fvar(38)!=fvar(39)
triggerall = !IShelper
triggerall = alive!=0||life!=0
trigger1 = 1
value=var(12)
;ctrl=1
ignorehitpause = 1

[State ]
type = SelfState
triggerall = alive=0||life=0
triggerall = !IShelper
trigger1 = stateno!=[4150,4151]
trigger2 = fvar(38)!=fvar(39)
value=5150
ctrl=0
ignorehitpause = 1

[State ]
type =varset
triggerall = IShelper
trigger1 = stateno!=99999
trigger2 = fvar(38)!=fvar(39)
var(59)=1
ignorehitpause = 1

[State ]
type = SelfState
triggerall = IShelper
trigger1 = stateno!=99999
trigger2 = fvar(38)!=fvar(39)
value=99999
ctrl=0
ignorehitpause = 1

[State -3]
type = varset
trigger1 = TeamMode = turns
v = 18
value = partner,ID
ignorehitpause = 1
superpausetime = 9999999
pausemovetime = 9999999

[statedef -3]


[State ]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State ]
type = PlayerPush
triggerall = !Ishelper
triggerall = HitDefAttr = SCA, AA,AT,AP
trigger1 = 1
value = 1
ignorehitpause = 1

[State -3,自己ステート判別]
type = varset
trigger1 = 1;!ishelper
fvar(39) = gametime
ignorehitpause = 1
superpausetime = 9999999
pausemovetime = 9999999

;------------------------------------------------------------------------------強制ターゲットのスイッチ

[State -3]
type = varset
trigger1 = enemy,TeamMode = single || enemy,TeamMode = turns
trigger1 = RoundNo = 1
v = 17
value = 0;ここが0でスイッチOFF　1でスイッチON
ignorehitpause = 1
superpausetime = 9999999
pausemovetime = 9999999

