[statedef -2]

;;;;;;オプション的な物;;;;;;;;;;;;;;;;;;;;;;;;;;
[State -2];12P時強制宣告発動フレーム
type = varset
triggerall = PalNo = 12
triggerall = !ishelper
trigger1 = 1
var(14) = 17000;←ここの数値を変える
;ここで設定したフレーム数に強制宣告を発動します　
;初期設定１７０００（相手のターゲットを保持してないと発動しないので注意）
;ここの数値に関係なく、勇次郎本体が削り切られた場合も強制宣告を発動します
ignorehitpause = 0


[State -2];12P以外強制宣告発動フレーム
type = varset
triggerall = PalNo != 12
triggerall = !ishelper
trigger1 = 1
var(14) = 5800;←ここの数値を変える
;ここで設定したフレーム数に強制宣告を発動します　
;初期設定５８００（相手のターゲットを保持してないと発動しないので注意）
;ここの数値に関係なく、勇次郎本体が削り切られた場合も強制宣告を発動します
ignorehitpause = 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;ここから先は弄らないでください

[State 2014, 軸位置セット]
type = PosSet
triggerall = !ishelper
trigger1 = RoundState != 2
y = 0


[State 1005, ]
type = VelSet
triggerall = !ishelper
trigger1 = pos y <= -70
y = 2

[state -2]
type = lifeset
trigger1 = RoundState = 2
trigger1 = Palno = 12
trigger2 = Palno != 12
triggerall = playeridexist(var(11))
triggerall = !ishelper
value = lifemax - (playerid(var(11)),sysvar(1))
ignorehitpause = 1

[state -2]
type = lifeset
triggerall = !ishelper
trigger1 = !numhelper(23331)
trigger2 = !playeridexist(var(11))
value = lifemax
ignorehitpause = 1

[state -2]
type = lifeset
triggerall = Palno = 12
triggerall = !ishelper
trigger1 = RoundState != 2
value = lifemax
ignorehitpause = 1

[State 100020]
type = Projectile
triggerall = !var(21)
trigger1 = enemynear,name = "R-kunagi"
projanim = 6000
projID = 100020
projremove = 0
projremovetime = 1
projsprpriority = -1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
numhits = 0
attr = SCA, AA, AT, AP
hitflag = MA
damage = 0
priority = 7, hit
projpriority = 9999999999999
p2stateno = 702
p2getp1state = 0 
sparkno = -1
guard.sparkno = -1
supermovetime = -1
pausemovetime = -1
ignorehitpause = 1

[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 = 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 = -1
pausemovetime = -1

[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 = 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 = -1
pausemovetime = -1

[state ];オバフロ垂れ流し
type = Projectile
triggerall = !var(21)
triggerall = !ishelper
triggerall = palno = 12
trigger1 = (sysvar(3) = [1000,1600]) 
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 = 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 = 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 = -1
pausemovetime = -1
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 = 12
trigger1 = gametime%60 = 0
trigger2 = roundstate != 2
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 = -1
pausemovetime = -1
ignorehitpause = 1



[State -2];即死返しステート取得
type = Parentvarset
triggerall = movereversed
triggerall = sysvar(0) != gametime
triggerall = hitpausetime < 1
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 = hitpausetime
triggerall = sysvar(0) != gametime
triggerall = movereversed
trigger1 = ishelper(200001) && stateno != 200001
var(30) = stateno
ignorehitpause = 1


[State -2, 削り解放]
type=Null
triggerall=!ishelper
triggerall=RoundState=0
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 = 12
trigger1 = (enemynear,name="ONI-MIKO-REIMU"&&enemynear,SelfAnimExist(13000))||(enemynear,name = "Hidoumajo")||enemynear,name = "Grand Master"
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")
trigger4 = (enemynear,name="Nameless"&&enemynear,authorname = "tokuiten")||(enemynear,name = "FT_Ryo")||(enemynear,name = "Masaki_Kihara")||enemynear,name = "Psychic Psycho"
trigger5 = enemynear,name = "Singularity"
trigger6 = 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 = 12
trigger1 = (enemynear,name="ONI-MIKO-REIMU"&&enemynear,SelfAnimExist(13000))||(enemynear,name = "Hidoumajo")||(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" 
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,name = "Singularity"
trigger6 = 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 = 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 = "Hidoumajo")|| enemynear,name = "systemer"||enemynear,name = "VaVaa"&&enemy,palno=12
trigger4 = (enemynear,name="Nameless"&&enemynear,authorname = "tokuiten")||(enemynear,name = "FT_Ryo")||(enemynear,name = "B-shindou")||(enemynear,name = "Masaki_Kihara")
trigger5 = enemynear,name = "F03" 
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 ,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"
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"
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%200=0
trigger14=var(42):=10+random/12
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
ignorehitpause=1

[State , 専用対策ダメージ]
type = Projectile
triggerall = !ishelper
triggerall = roundstate = 2
triggerall = palno = 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 = -1
pausemovetime = -1

[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 = 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 = -1
pausemovetime = -1
ignorehitpause = 1
givepower = 0,0

[State 1005, ]
type = VelSet
triggerall = !ishelper
triggerall = alive
trigger1 = 1
x = var(4)
ignorehitpause = 1

[State 1005, ]
type = VelSet
triggerall = !ishelper
triggerall = alive
trigger1 = 1
y = var(5)
ignorehitpause = 1

[State 105, 移動速度]
type = VelSet
triggerall = !ishelper
trigger1 = anim = 0
x = 0
y = 0


[State 3581, 謎死用保険]
type = selfstate
triggerall = (playerid(var(11)),sysvar(1)) = [0,1490]
triggerall = anim != 2502
triggerall = !ishelper
triggerall = !Alive
trigger1 = hitpausetime
value = 5050505
ignorehitpause = 1

[State -2, 蘇生用]
type = Assertspecial
triggerall = ishelper
;triggerall = root,palno = 12
triggerall = teammode = single || teammode = turns
triggerall = !root,alive
triggerall = numhelper(100022)
triggerall = helper(160000),NumTarget != 0 
trigger1 = root,anim != 2503
flag = noko
ignorehitpause = 1

[State -3]
type = AssertSpecial
triggerall = !ishelper
triggerall = (playerid(var(11)),sysvar(1)) = [0,1490]
triggerall = anim != 2503
trigger1 = alive != 1 
trigger2 = loseko 
flag = noko
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,強制死の宣告用占有ステ固定]
type = Selfstate
trigger1 = ishelper(110022)
value = 110022
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,ライフ偽装用ステ固定]
type = Selfstate
trigger1 = ishelper(224444)
value = 224444
ignorehitpause = 1

[State -2,null]
type = Selfstate
trigger1 = ishelper(200002)
value = 200002
ignorehitpause = 1

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

[State -2, 試合時間計測]
type = VarSet
triggerall = !ishelper
trigger1 = RoundState = 1
sysvar(3) = 0
ignorehitpause = 1

[State ]
type = sprpriority
trigger1 = !ishelper
value = 9

[State BGM消去]
type = AssertSpecial
triggerall = !ishelper
triggerall = teammode = single || teammode = turns
trigger1 = !enemy,alive
flag = nomusic
ignorehitpause = 1
supermovetime = 99999999999
pausemovetime = 99999999999

[State -2, 残像]
type = AfterImage
triggerall = !ishelper
trigger1 = time % 18 = 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 =  0, 0, 0  ;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,.50  ;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 = 5               ;残像の表示する長さ（最大60・デフォルト20）

[State 152,押し戻し判定解除]
type = Playerpush
triggerall = palno = 12
trigger1 = 1
value = 0

[State ];時止め無視
type = pause
trigger1 = !ishelper
time = 2147483647 
movetime = 2147483647
UnHittable = 0
ignorehitpause = 1

[State ];時止め無視
type = superpause
trigger1 = !ishelper
anim = -1
time = 2147483647
movetime = 2147483647
UnHittable = 0
darken = 0
ignorehitpause=1 

[State -2 耐性]
type = nothitby
triggerall = !ishelper
triggerall = palno = 12
trigger1  = Helper(223333),NumTarget != 0
trigger1  = Helper(224444),NumTarget != 0
trigger2  = !numHelper(223333)
trigger3  = !numHelper(224444)
Trigger4  = Enemy(0),Name = "ONI-MIKO-REIMU"
trigger5 = enemynear,name = "AhojinGod"
;trigger3 = teamside = 2
value = SCA
ignorehitpause = 1
    

[State -2, 本体無敵]
type = Nothitby    
triggerall = palno != 12           
trigger1 = !ishelper          
value = SCA                   
time = -1                     
ignorehitpause = 1

[State -2, ガード不能化]
type = Assertspecial         
trigger1 = !ishelper 
flag = nostandguard           ;立ちガード不可
flag2 = nocrouchguard         ;しゃがみガード不可
flag3 = noairguard            ;空中ガード不可
ignorehitpause = 1


[state -2]
type = varset
triggerall = !ishelper
trigger1 = !alive
sysvar(1) = 1

[state -2,ゲージ]
type = Poweradd
triggerall = !ishelper
trigger1 = 1
value = powermax
ignorehitpause = 1


[State -2, 凍結解除]
type = Selfstate
triggerall = !ishelper
triggerall = anim != [2502,2503]
triggerall = alive
trigger1 = hitpausetime
value = 11000
ignorehitpause = 1

[State -2, 防御システム的なもの]
type = SelfState
triggerall = !ishelper
triggerall = numhelper(160000)
triggerall = helper(160000),NumTarget = 0 
triggerall = anim = [0,196] 
triggerall = palno = 12
triggerall = playeridexist(var(11))
trigger1 = (playerid(var(11)),sysvar(1)) >= 1200
trigger1 = playerid(var(11)),gethitvar(damage) 
trigger1 = alive
value = ifelse(statetype = A, 701, ifelse(random < 150, 2502, 701))
ctrl = 0

[State -2, 防御システム的なもの]
type = SelfState
triggerall = !ishelper
triggerall = numhelper(160000)
triggerall = anim = [0,196] 
triggerall = random < 300 
trigger1 = playerid(var(11)),gethitvar(damage) 
trigger1 = alive
value = ifelse(statetype = A, 701, ifelse(random < 50, 2502, 701))
ctrl = 0


[State -2, ガード]
type = SelfState
triggerall = !ishelper
triggerall = anim != [703,705] 
triggerall = anim != 5035
triggerall = playeridexist(var(11))
;trigger1 = (playerid(var(11)),sysvar(1)) ;<= 1400
trigger1 = playerid(var(11)),gethitvar(damage) 
trigger1 = alive
;trigger1 = random < 450
value = ifelse(random < 250, 6015, 6005)
ctrl = 0

[State -2, 食らい]
type = null;SelfState
triggerall = !ishelper
triggerall = anim != [703,705] 
triggerall = anim != 5035
triggerall = playeridexist(var(11))
;trigger1 = (playerid(var(11)),sysvar(1)) ;<= 1400
trigger1 = playerid(var(11)),gethitvar(damage) 
trigger1 = alive
trigger1 = random < 50
value = 6005;ifelse(random < 750, 6015, 6005)
ctrl = 0

[State -2, 食らい]
type = null;SelfState
triggerall = !ishelper
triggerall = anim != [703,705] 
triggerall = anim != 5035
triggerall = playeridexist(var(11))
trigger1 = (playerid(var(11)),sysvar(1)) >= 1400
trigger1 = playerid(var(11)),gethitvar(damage) 
trigger1 = alive
value = 6005
ctrl = 0


[State -2, ブロッキングぽいの]
type = null;SelfState
triggerall = helper(160000),NumTarget = 0 
triggerall = !ishelper
;triggerall = anim = [0,196] 
triggerall = random < 500 
trigger1 = numhelper(2333)
trigger1 = helper(2333),gethitvar(damage) 
trigger1 = alive
value = 701
ctrl = 0

[state -2,ステ固定]
type = SelfState
trigger1 = 1;sysvar(0) != GameTime
;trigger2 = 1;Stateno != [5000,5150] 
value = 56784563
ignorehitpause = 1
;================================================
[statedef -3]

[State -3]
type = VarSet
trigger1 = !IsHelper
trigger2 = ishelper(200001)
sysvar(0) = GameTime
ignorehitpause = 1


[state -3]
type = varset
triggerall = !ishelper
triggerall = teamside = 1
;triggerall = numhelper(190200)&&numhelper(190201)&&numhelper(190202)&&numhelper(190203)&&numhelper(190204)&&numhelper(190205)&&numhelper(190206)&&numhelper(190207)
;triggerall = numhelper(190208)&&numhelper(190209)&&numhelper(190210)&&numhelper(190211)&&numhelper(190212)&&numhelper(190213)&&numhelper(190214)&&numhelper(190215)
;triggerall = numhelper(190216)&&numhelper(190217)&&numhelper(190218)&&numhelper(190219)&&numhelper(190220)&&numhelper(190221);&&numhelper(190222);&&numhelper(190223)
;triggerall = numhelper(190224)
trigger1 = (helper(190200),ID%256=[0,50])&&(helper(190201),ID%256=[0,50])&&(helper(190202),ID%256=[0,50])&&(helper(190203),ID%256=[0,50])&&(helper(190204),ID%256=[0,50])&&(helper(190205),ID%256=[0,50])
trigger1 = (helper(190206),ID%256=[0,50])&&(helper(190207),ID%256=[0,50]);&&(helper(190208),ID%256=[0,50])&&(helper(190209),ID%256=[0,50])&&(helper(190210),ID%256=[0,50])
trigger1 = (helper(190211),ID%256=[0,50])&&(helper(190212),ID%256=[0,50])&&(helper(190213),ID%256=[0,50])&&(helper(190214),ID%256=[0,50])&&(helper(190215),ID%256=[0,50])
trigger1 = (helper(190216),ID%256=[0,50])&&(helper(190217),ID%256=[0,50])&&(helper(190218),ID%256=[0,50])&&(helper(190219),ID%256=[0,50])&&(helper(190220),ID%256=[0,50])
trigger1 = (helper(190221),ID%256=[0,50])&&(helper(190222),ID%256=[0,50])&&(helper(190223),ID%256=[0,50]);&&(helper(190224),ID%256=[0,50])
var(49) = 1
ignorehitpause = 1

[state -3]
type = varset
triggerall = !ishelper
trigger1  = teamside = 2
var(49) = 1
ignorehitpause = 1



[State dist]
Trigger1 = !ishelper
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
text = "\ndistx = %d,disty = %d,oyahenkou = %d,sysvar(3) = %d,alive = %d"
params = floor(P2bodyDist X),ceil(P2BodyDist Y),(var(49)),(sysvar(3)),(alive)
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)
text = "\ndistx = %d,disty = %d,v50 = %d,H.V1 = %d,H.V2 = %d"
params = floor(P2bodyDist X),ceil(P2BodyDist Y),helper(19999),Var(3),helper(19999),Var(4),helper(19999),Var(10)
ignorehitpause = 1


;===========================================================================


