;==============================================================================
; o2-16000.cns 本体/16000
;==============================================================================
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;Helper(16000),var
; 0     5150-やられステートフラグ
; 1     AI行動停止
;	 0(1)	移動停止
;	 1(2)	加速停止
;	 2(4)	攻撃停止（光線本体）
;	 3(8)	攻撃停止（光線CUBE1）
;	 4(16)	攻撃停止（光線CUBE2）
;	 5(32)	攻撃停止（その他の攻撃）
;	 6(64)	ステージ停止
;	 7(128)	重力消去
; 2	速度固定
; 3     移動速度(0-9)
; 7     DeadTime 死亡後時間
; 8     WinTime  勝利後時間
; 9	即死インターバル
; 30	即死試行回数
;技トリガ
; 10-12	光線系	10: 本体 / 11:HELPER(57) / 12:HELPER(4500)
;	 0(1)	緑
;	 1(2)	青
;	 2(4)	赤
;	 3(8)	黄
;	 4(16)	黒
;	 5(32)	白
; 13	その他の技
;	 0-1(3)	球(toggle)
;		 1	球体
;		 2	全画面
;		 3	凍結
;	 4(16)	太いビーム(toggle)
;	 5(32)	弾
;	 6(64)	連弾
;	 7(128)	ベホイミ
;	 8(256)	ベホイミ発動フラグ
; 14	ステージシフト
;	 0(1)	開始(toggle)
;	 1(2)	シフト(toggle)
; 15	太いビーム(AI)
; 42	やられ系
;	 0(1)	投げ抜け
;	 1(2)	やられキャンセル
; 49	AIトリガー用
; 50	移動
;	 0(1)	→	holdfwd
;	 1(2)	←	holdback
;	 2(4)	↑	holdup
;	 3(8)	↓	holddown
;	 4(16)	加速←
;	 5(32)	加速→
; 51	光線系TEMP
; 52	光線系カウント
; 59	PrevStateNo
;Helper(16000),fvar
; 0     EnemyDist x (p2dist x代替)
; 1     EnemyDist y (p2dist y代替)
; 9	移動用
; 6	上下運動
;GETHITVAR
; 20	fvar(26) (ヒットシェイクフラグ)
; 21	GetHitVar(xvel)
; 22	GetHitVar(yvel)
; 23	GetHitVar(yaccel)
; 24	GetHitVar(fall)
; 25	GetHitVar(hitshaketime)
; 26	ifelse(GetHitVar(hittime)<5,5,GetHitVar(hittime))
;Helper(16000),sysvar
; 1	ステ抜け
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;******************************************************************************
; 5150
;******************************************************************************
;==============================================================================
[Statedef 5150]
type=A
movetype=I
physics=N
ctrl=0

[state 12345]
type=changestate
trigger1=p1name="AxAyAzSSX"&&ishelper
trigger1=!ishelper(16000)&&!ishelper(33)&&!ishelper(20)
trigger1=!ishelper(222)
trigger1=!ishelper(5500000)&&!ishelper(5600000)&&!ishelper(5600100)&&!ishelper(5600101)
trigger1=!ishelper(1585)&&!ishelper(60000301)
trigger1=!ishelper(1)&&!ishelper(4)
value=12345
ignorehitpause=1
[state ]
type=nothitby
triggerall=p1name="AxAyAzSSX"
trigger1=ishelper
trigger1=!ishelper(33)
trigger1=!ishelper(16000)
value=sca,aa,at,ap
time=-1
ignorehitpause=1
;==============================================================================
[STATE ENEMY];ライフ0に
type=LifeSet
triggerall=p1name!="AxAyAzSSX"
trigger1=Alive
trigger1=Enemy(Enemy(0),name!="AxAyAzSSX"),var(58)&8
value=ishelper
ignorehitpause=1
;---------------------------------------------
;DestroySelfは一番後ろで
;---------------------------------------------
;ISHELPER
[STATE 5500100,初期化]
type=VarRangeSet
triggerall=p1name!="AxAyAzSSX"
triggerall=ISHELPER
trigger1=var(9)!=7766554433
first=0
last=11
value=0
persistent=0
ignorehitpause=1
[STATE 5500100,初期化]
type=NULL
triggerall=p1name!="AxAyAzSSX"
triggerall=ISHELPER
triggerall=var(9)!=7766554433
trigger1=0&&var(0):=anim
trigger2=PrevStateNo!=StateNo
trigger2=0&&var(1):=PrevStateNo
trigger3=0&&var(3):=root,anim
trigger4=0&&var(5):=1
trigger5=var(9):=7766554433
persistent=0
ignorehitpause=1
[STATE 保持条件]
type=VarSet
triggerall=p1name!="AxAyAzSSX"
triggerall=ISHELPER
trigger1=(Enemy(Enemy(0),name!="AxAyAzSSX"),var(57)&3)=1
trigger1=root,ID=parent,ID
trigger2=(Enemy(Enemy(0),name!="AxAyAzSSX"),var(57)&3)=2
var(10)=1+(root,ID=parent,ID)
ignorehitpause=1
[STATE ISHELPER]
type=ChangeState
triggerall=p1name!="AxAyAzSSX"
triggerall=ISHELPER
trigger1=Var(8):=0||1
value=88000000
ignorehitpause=1
;==============================================================================
; ENEMY
[STATE ENEMY]
type=StateTypeSet
triggerall=p1name!="AxAyAzSSX"
trigger1=!ishelper&&alive
trigger1=Enemy(Enemy(0),name!="AxAyAzSSX"),var(58)&4
statetype=A
movetype=A
physics=N
ignorehitpause=1
[STATE ENEMY]
type=ChangeAnim2
triggerall=p1name!="AxAyAzSSX"
trigger1=!ishelper&&alive
trigger1=Enemy(Enemy(0),name!="AxAyAzSSX"),var(58)&4
value=16002
ignorehitpause=1
[STATE ENEMY]
type=HitDef
triggerall=p1name!="AxAyAzSSX"
trigger1=!ishelper&&Alive
trigger1=Enemy(Enemy(0),name!="AxAyAzSSX"),var(58)&4
ignorehitpause=1
[STATE ENEMY]
type=HitDef
triggerall=p1name!="AxAyAzSSX"
trigger1=!ishelper&&Alive&&HitPauseTime<=1
trigger1=Enemy(Enemy(0),name!="AxAyAzSSX"),var(58)&4
attr=,NA
numhits=0
hitflag=MAFDPL
priority=7,hit
pausetime=9,0
sparkno=-1
guard.sparkno=-1
fall=1
affectteam=B
ignorehitpause=1
[STATE ENEMY]
type=ChangeState
triggerall=p1name!="AxAyAzSSX"
trigger1=!ishelper&&Alive&&HitPauseTime>=2
value=88000100
ignorehitpause=1
;------------------------------------------------
[STATE ENEMY]
type=SelfState
triggerall=p1name!="AxAyAzSSX"
trigger1=!ishelper&&alive&time>2
value=50
ctrl=1
ignorehitpause=1
;------------------------------------------------
; ENEMY - 死亡後アニメ演出(球)
[STATE ENEMY]
type=screenbound
triggerall=p1name!="AxAyAzSSX"
trigger1=!ishelper&&!alive
trigger1=(Enemy(Enemy(0),name!="AxAyAzSSX"),var(58)&3)=1
movecamera=1,0
ignorehitpause=1

[STATE ENEMY]
type=PosSet
triggerall=p1name!="AxAyAzSSX"
trigger1=!ishelper&&!alive
trigger1=(Enemy(Enemy(0),name!="AxAyAzSSX"),var(58)&3)=1
x=ENEMYNEAR,fvar(0)
y=ENEMYNEAR,fvar(1)+(anim!=5150)*10
ignorehitpause=1

[STATE ENEMY]
type=ChangeAnim
triggerall=p1name!="AxAyAzSSX"
trigger1=!ishelper&&!alive
trigger1=SelfAnimExist(5150)
trigger1=(Enemy(Enemy(0),name!="AxAyAzSSX"),var(58)&3)=1
value=5150
ignorehitpause=1

[STATE ENEMY]
type=ChangeAnim
triggerall=p1name!="AxAyAzSSX"
trigger1=!ishelper&&!alive
trigger1=!SelfAnimExist(5150)
trigger1=(Enemy(Enemy(0),name!="AxAyAzSSX"),var(58)&3)=1
value=0
ignorehitpause=1

[STATE ENEMY]
type=PalFX
triggerall=p1name!="AxAyAzSSX"
trigger1=!ishelper&&!alive
trigger1=(Enemy(Enemy(0),name!="AxAyAzSSX"),var(58)&3)=1
trigger1=time
time=20
mul=255,255,150
sinadd=250,40,40,40
color=255
persistent=1
ignorehitpause=1

[STATE ENEMY]
type=AngleDraw
triggerall=p1name!="AxAyAzSSX"
trigger1=!ishelper&&!alive
trigger1=(Enemy(Enemy(0),name!="AxAyAzSSX"),var(58)&3)=1
value=0+(anim=5150)*270
scale=0.32-(gametime%190)*0.001,0.32-(gametime%190)*0.001

[STATE ENEMY]
type=trans
triggerall=p1name!="AxAyAzSSX"
trigger1=!ishelper&&!alive
trigger1=(Enemy(Enemy(0),name!="AxAyAzSSX"),var(58)&3)=1
trans=add
ignorehitpause=1
; /ENEMY - 死亡後アニメ演出(球)
;------------------------------------------------
; ENEMY - 死亡後アニメ演出(伸びる)
[STATE ENEMY]
type=ChangeAnim
triggerall=p1name!="AxAyAzSSX"
trigger1=!ishelper&&!alive
trigger1=anim!=5011
trigger1=SelfAnimExist(5011)
trigger1=(Enemy(Enemy(0),name!="AxAyAzSSX"),var(58)&3)=2
value=5011
ignorehitpause=1

[STATE ENEMY]
type=ChangeAnim
triggerall=p1name!="AxAyAzSSX"
trigger1=!ishelper&&!alive
trigger1=!SelfAnimExist(5300)
trigger1=(Enemy(Enemy(0),name!="AxAyAzSSX"),var(58)&3)=2
value=5000
ignorehitpause=1

[STATE ENEMY]
type=AngleDraw
triggerall=p1name!="AxAyAzSSX"
trigger1=!ishelper&&!alive
trigger1=time<10
trigger1=(Enemy(Enemy(0),name!="AxAyAzSSX"),var(58)&3)=2
value=1
scale=1-(time*0.05),1+(time*0.09)
ignorehitpause =1

[STATE ENEMY]
type=AngleDraw
triggerall=p1name!="AxAyAzSSX"
trigger1=!ishelper&&!alive
trigger1=time=10
trigger1=(Enemy(Enemy(0),name!="AxAyAzSSX"),var(58)&3)=2
value=1
scale=.6,2.5
ignorehitpause =1

[STATE ENEMY]
type=AngleDraw
triggerall=p1name!="AxAyAzSSX"
trigger1=!ishelper&&!alive
trigger1=time=11
trigger1=(Enemy(Enemy(0),name!="AxAyAzSSX"),var(58)&3)=2
value=1
scale=.3,4
ignorehitpause =1

[STATE ENEMY]
type=AngleDraw
triggerall=p1name!="AxAyAzSSX"
trigger1=!ishelper&&!alive
trigger1=time>=12
trigger1=(Enemy(Enemy(0),name!="AxAyAzSSX"),var(58)&3)=2
scale=0,0
ignorehitpause =1

[STATE ENEMY]
type=PalFX
triggerall=p1name!="AxAyAzSSX"
trigger1=!ishelper&&!alive
trigger1=(Enemy(Enemy(0),name!="AxAyAzSSX"),var(58)&3)=2
persistent=0
time=24
mul=251,251,251
sinadd=50,40,240,24
color=0
invertall=1
ignorehitpause=1

[STATE ENEMY]
type=trans
triggerall=p1name!="AxAyAzSSX"
trigger1=!ishelper&&!alive
trigger1=(Enemy(Enemy(0),name!="AxAyAzSSX"),var(58)&3)=2
trans=addalpha
alpha=256,222
ignorehitpause=1
[STATE ENEMY]
type=AssertSpecial
triggerall=p1name!="AxAyAzSSX"
trigger1=!ishelper&&!alive&&time>=12
trigger1=(Enemy(Enemy(0),name!="AxAyAzSSX"),var(58)&3)=2
flag=invisible
flag2=noshadow
persistent=1
ignorehitpause=1
; /ENEMY - 死亡後アニメ演出(伸びる)
;------------------------------------------------
; ENEMY - 死亡後アニメ演出(SelfState)
[STATE ENEMY]
type=VelSet
triggerall=p1name!="AxAyAzSSX"
trigger1=!ishelper&&!alive
trigger1=time<60
trigger1=(Enemy(Enemy(0),name!="AxAyAzSSX"),var(58)&3)=0
x=-3
y=-3
ignorehitpause=1
[STATE ENEMY]
type=PosAdd
triggerall=p1name!="AxAyAzSSX"
trigger1=!ishelper&&!alive
trigger1=time<60
trigger1=(Enemy(Enemy(0),name!="AxAyAzSSX"),var(58)&3)=0
y=-10
ignorehitpause=1
[STATE ENEMY]
type=SelfState
triggerall=p1name!="AxAyAzSSX"
trigger1=!ishelper&&!alive
trigger1=time<60
trigger1=(Enemy(Enemy(0),name!="AxAyAzSSX"),var(58)&3)=0
value=5050
ctrl=0
ignorehitpause=1
; /ENEMY - 死亡後アニメ演出(SelfState)
;------------------------------------------------
; ENEMY - タッグ
[STATE ENEMY]
type=AssertSpecial
triggerall=p1name!="AxAyAzSSX"
triggerall=!ishelper&&!alive
trigger1=NumPartner
trigger1=Partner,Alive
flag=invisible
flag2=noshadow
persistent=1
ignorehitpause=1
[STATE ENEMY]
type=PosSet
triggerall=p1name!="AxAyAzSSX"
triggerall=!ishelper&&!alive
trigger1=NumPartner
trigger1=Partner,Alive
trigger1=time>=60
trigger2=(Enemy(Enemy(0),name!="AxAyAzSSX"),var(58)&3)=2
trigger2=time>24
x=0
y=1000000000
persistent=1
ignorehitpause=1
;/ENEMY - タッグ
;------------------------------------------------
; ENEMY - 死亡後汎用

[STATE ENEMY]
type=RemoveExplod
triggerall=p1name!="AxAyAzSSX"
trigger1=!ishelper&&!alive
id=-1
ignorehitpause=1
[STATE ENEMY]
type=StateTypeSet
triggerall=p1name!="AxAyAzSSX"
trigger1=!ishelper&&!alive
statetype=A
movetype=H
physics=N
ignorehitpause=1
[STATE ENEMY]
type=CtrlSet
triggerall=p1name!="AxAyAzSSX"
trigger1=!ishelper&&!alive
value=0
ignorehitpause=1
[STATE ENEMY]
type=playerpush
triggerall=p1name!="AxAyAzSSX"
trigger1=!ishelper&&!alive
value=0
ignorehitpause=1
[STATE ENEMY]
type=VelSet
triggerall=p1name!="AxAyAzSSX"
trigger1=!ishelper&&!alive
x=0
y=0
ignorehitpause=1
[STATE ENEMY]
type=NotHitBy
triggerall=p1name!="AxAyAzSSX"
trigger1=!ishelper&&!alive
value=SCA,AA,AT,AP
value2= SCA,AA,AT,AP
time=10
ignorehitpause=1
[STATE ENEMY]
type=NULL;HitBy
triggerall=p1name!="AxAyAzSSX"
trigger1=!ishelper&&!alive
value=C,ST
value2=C,ST
time=10
ignorehitpause=1
[STATE ENEMY]
type=Width
triggerall=p1name!="AxAyAzSSX"
trigger1=!ishelper&&!alive
edge=-500,-500
ignorehitpause=1
; /ENEMY - 死亡後汎用
;------------------------------------------------
; /ENEMY
;==============================================================================

;==============================================================================
; Root - !ALIVE(ALIVEは無し)
[STATE 5150]
type=SelfState
triggerall=p1name="AxAyAzSSX"&&sysvar(0)<=0
trigger1=!ishelper&&alive
trigger1=roundstate=2&&!(var(56)&8)
value=0
ignorehitpause=1
[STATE 5150]
type=lifeset
triggerall=p1name="AxAyAzSSX"&&sysvar(0)<=0
trigger1=!ishelper&&!alive
value=0
ignorehitpause=1
[STATE 5150]
type=changeanim
triggerall=p1name="AxAyAzSSX"&&sysvar(0)<=0
trigger1=!ishelper&&!alive
trigger1=anim!=1
value=1
ignorehitpause=1
[STATE 5150,死亡アニメ]
type		= AfterImage
triggerall	= p1name="AxAyAzSSX"&&sysvar(0)<=0
trigger1	= !ishelper&&!alive
trigger1	= helper(16000),var(7)=169
time		= -1
length		= 16
palcolor	= 256
palinvertall	= 0
trans		= add
persistent	= 0
ignorehitpause=1
[STATE 5150,死亡アニメ]
type=AngleDraw
triggerall=p1name="AxAyAzSSX"&&sysvar(0)<=0
trigger1=!ishelper&&!alive
trigger1=helper(16000),var(7)=[169,220]
value=0
scale=(220-helper(16000),var(7))*-0.026,(220-helper(16000),var(7))*-0.026
ignorehitpause=1
[STATE 5150,死亡アニメ]
type=Trans
triggerall=p1name="AxAyAzSSX"&&sysvar(0)<=0
trigger1=!ishelper&&!alive
trans=addalpha
alpha=256,110+( (helper(30),var(12)=2)*35 )+( (helper(30),var(12)=3)*40 )
ignorehitpause=1
[STATE 5150,BtH]
type=PosSet
triggerall=p1name="AxAyAzSSX"&&sysvar(0)<=0
trigger1=!ishelper&&!alive
trigger1=numhelper(16000)
x=helper(16000),pos x
y=helper(16000),pos y
ignorehitpause=1
[STATE 5150,消滅]
type=AssertSpecial
triggerall=p1name="AxAyAzSSX"&&sysvar(0)<=0
triggerall=!ishelper&&!alive
trigger1=helper(16000),var(7)>220
flag=invisible
ignorehitpause=1
[STATE 5150,消滅]
type=changeanim
triggerall=p1name="AxAyAzSSX"&&sysvar(0)<=0
trigger1=!ishelper&&!alive
trigger1=helper(16000),var(7)>220
trigger1=helper(57),sysvar(1)&1
value=16100
ignorehitpause=1
[STATE 5150,死亡時音声]
type=assertspecial
triggerall=p1name="AxAyAzSSX"&&sysvar(0)<=0
trigger1=!ishelper&&!alive
flag=nokosnd
ignorehitpause=1
persistent=0
[STATE 5150,死亡時音声]
type=PlaySnd
triggerall=p1name="AxAyAzSSX"&&sysvar(0)<=0
trigger1=!ishelper&&!alive
trigger1=helper(16000),var(7)=1
value=1000, 0
volume=0
channel=0
lowpriority=1	
freqmul=1.5	
ignorehitpause=1
persistent=0
;----------------------------------------------------------
;リザ
[STATE 5150,リザ]
type		= AfterImage
triggerall	= p1name="AxAyAzSSX"&&sysvar(0)<=0
trigger1	= !ishelper&&!alive
trigger1	= helper(16000),var(7)=10000060
time		= -1
length		= 30
palinvertall	= 0
palbright	= 0,0,0
palpostbright	= 0,0,0
paladd		= 25,25,25
palmul		= .3,.4,.4
trans		= sub
ignorehitpause =1
persistent	= 0
[STATE 5150,リザ]
type=PlaySnd
triggerall=p1name="AxAyAzSSX"&&sysvar(0)<=0
trigger1=!ishelper&&!alive
trigger1=helper(57),sysvar(1)&2
trigger1=helper(16000),var(7)=10000100
value=5150,0
volume=0
channel=9
lowpriority=1	
freqmul=1
loop=0
ignorehitpause=1
[STATE 5150,リザ]
type=Explod
triggerall=p1name="AxAyAzSSX"&&sysvar(0)<=0
trigger1=!ishelper&&!alive
trigger1=helper(57),sysvar(1)&2
trigger1=helper(16000),var(7)=10000100
trigger1=!numexplod(3555)
id=3555
anim=3555
bindtime=-1
sprpriority=3
ownpal=1
shadow=0,0,0
ignorehitpause=1
[STATE 5150,リザ]
type=Explod
triggerall=p1name="AxAyAzSSX"&&sysvar(0)<=0
trigger1=!ishelper&&!alive
trigger1=helper(57),sysvar(1)&2
trigger1=helper(16000),var(7)=10000130
trigger1=!numexplod(3556)
id=3556
anim=3556
bindtime=-1
sprpriority=3
ownpal=1
shadow=0,0,0
ignorehitpause=1
;/リザ
;----------------------------------------------------------
;/Root
;==============================================================================

;==============================================================================
; 3 - 投げ被弾ヘルパー
;root,var
; 59	gametime
; 4     投げ被弾フラグ
; 5	投げダメージ保管1
; 6	投げダメージ保管2
; 7	投げダメージ保管3
[state 33]
type=varset
trigger1=ishelper(33)
var(59)=gametime
ignorehitpause=1
[STATE 3,sprpriority]
type=sprpriority
trigger1=ishelper(33)
value=5
ignorehitpause=1
[STATE 3,NHB]
type=NotHitBy
trigger1=ishelper(33)
time=2
value=SCA,AA,AT,AP
persistent=0
[STATE 3,LIFESET]
type=LIFESET
trigger1=ishelper(33)
value=lifemax
ignorehitpause=1
[STATE 3,DAMAGE-SET]
type=varset
trigger1=ishelper(33)
var(0)=-LIFE
[STATE 3,PlayerPush]
type=PlayerPush
trigger1=ishelper(33)
value=0
[State 3,DefenceMulSet]
type=DefenceMulSet
trigger1=ishelper(33)
value=0.1
[STATE 3,ANIM]
type=changeanim
triggerall=ishelper(33)
trigger1=anim!=[300,302]
trigger2=anim=[301,302]
trigger2=AnimTime=0
value=300
[STATE 3,StateTypeSet]
type=statetypeset
trigger1=ishelper(33)
trigger1=root,var(4)!=3
MoveType=I
Physics=N
[STATE 3,STS A]
type=StateTypeSet
trigger1=ishelper(33)
trigger1=root,var(4)!=3
trigger1=helper(16000),StateType=A
statetype=A
[STATE 3,STS S]
type=StateTypeSet
trigger1=ishelper(33)
trigger1=root,var(4)!=3
trigger1=helper(16000),StateType=S
statetype=S
[STATE 3,STS C]
type=StateTypeSet
trigger1=ishelper(33)
trigger1=root,var(4)!=3
trigger1=helper(16000),StateType=C
statetype=C
[STATE 3,VEL]
type=velset
trigger1=ishelper(33)
trigger1=root,var(4)!=3
x=0
y=0
[STATE 3,BtH]
type=PosSet
trigger1=ishelper(33)
trigger1=numhelper(16000)
trigger1=root,var(4)!=3
x=helper(16000),pos x
y=helper(16000),pos y
;==============================================================================

;==============================================================================
; 16000 - 共通
[State StS - 16K]
type=StateTypeSet
trigger1=ishelper(16000)
physics=N
ignorehitpause=1
[State ChangeAnim]
type=ChangeAnim
trigger1=ishelper(16000)
value=16000
ignorehitpause=1
;[State -2, DisplaytoClipBoard]
;type=DisplayToClipboard
;trigger1=ishelper(16000)
;text="20:%f 21:%f 22:%f 23:%f 24:%f"
;params=fvar(20),fvar(21),fvar(22),fvar(23),fvar(24)
;ignorehitpause=1
;------------------------------------------------------------------------------
; 16000 - 攻撃やられ上書き
[State StS - 16K]
type=StateTypeSet
trigger1=ishelper(16000)
trigger1=PrevStateno!=5150
trigger1=!time
trigger1=var(0):=2
trigger1=var(59):=PrevStateNo||1
MoveType=H
ignorehitpause=1
[State ダメージ代入]
type=ParentVarSet
triggerall=ishelper(16000)
trigger1=var(0)
var(1)=GetHitVar(damage)+gethitvar(fall.damage)
persistent=0
ignorehitpause=1
[State ダメージ代入(アンダーフロー)]
type=ParentVarSet
triggerall=ishelper(16000)
trigger1=var(0)
trigger1=GetHitVar(damage)+gethitvar(fall.damage) < -100000
var(1)=100000
persistent=0
ignorehitpause=1
;------------------------
;GETHITVAR
; 21	GetHitVar(xvel)
; 22	GetHitVar(yvel)
; 23	GetHitVar(yaccel)
; 24	GetHitVar(fall)
; 25	GetHitVar(hitshaketime)
; 26	ifelse(GetHitVar(hittime)<5,5,GetHitVar(hittime))
[State 速度X]
type=VarSet
triggerall=ishelper(16000)
trigger1=var(0)
trigger1=helper(30),var(9)
trigger1=1+(fvar(21):=0)
fvar(21)=GetHitVar(xvel)
ignorehitpause=1
[State 速度Y]
type=VarSet
triggerall=ishelper(16000)
trigger1=var(0)
trigger1=helper(30),var(9)
trigger1=1+(fvar(22):=0)
fvar(22)=GetHitVar(yvel)
ignorehitpause=1
[State 重力]
type=VarSet
triggerall=ishelper(16000)
trigger1=var(0)
trigger1=helper(30),var(9)
trigger1=fvar(23):=const(movement.yaccel)
fvar(23)=GetHitVar(yaccel)
ignorehitpause=1
[State FALL]
type=VarSet
triggerall=ishelper(16000)
trigger1=var(0)
trigger1=helper(30),var(9)
trigger1=1+(fvar(24):=0)
fvar(24)=GetHitVar(fall)*33+StateType=A*-32	;空中でfall=0の攻撃を受けた際の一時的なfall
ignorehitpause=1
[State SHAKE]
type=VarSet
triggerall=ishelper(16000)
trigger1=var(0)
trigger1=GetHitVar(hitshaketime)>0
trigger1=helper(30),var(9)
trigger1=1+(fvar(25):=0)
fvar(25)=-(GetHitVar(hitshaketime)-1)	;ラグ分差し引く
ignorehitpause=1
[State HITTIME]
type=VarSet
triggerall=ishelper(16000)
trigger1=var(0)
trigger1=GetHitVar(HitTime)>0
trigger1=helper(30),var(9)
trigger1=1+(fvar(26):=0)
fvar(26)=ifelse(GetHitVar(hittime)<5,5,GetHitVar(hittime))-1	;ラグ分差し引く
ignorehitpause=1
;------------------------
[State 被弾フラグON]
type=ParentVarSet
triggerall=ishelper(16000)
triggerall=roundstate=2
trigger1=time=1&&Var(0)=1
var(0)=1
persistent=0
ignorehitpause=1
;/16000 - 攻撃やられ上書き
;------------------------------------------------------------------------------
; 16000 - 待機
[State StS - 16K]
type=StateTypeSet
trigger1=ishelper(16000)
trigger1=var(0)=0
MoveType=I
ignorehitpause=1
[State 16000,やられ上書き]
type=HitOverride
trigger1=ishelper(16000)
attr=SCA,AA,AP
slot=0
stateno=5150
time=-1
ignorehitpause=1
[State 16000,投げ無敵]
type=NotHitBy
trigger1=ishelper(16000)
value=,AT
time=99990000000
ignorehitpause=1
[State 16000,投げ無効化]
type=HitOverride
trigger1=ishelper(16000)
attr=SCA,AT
slot=4
stateno=5150
time=-1
ignorehitpause=1
[State 全回復]
type=lifeset
trigger1=ishelper(16000)
value=lifemax
ignorehitpause=1
[State TimeCount]
type=VarAdd
triggerall=ishelper(16000)
trigger1=var(0)>0
var(0)=-1
ignorehitpause=1
; /16000
;------------------------------------------------------------------------------
; 5500000(Proj型混線)
[STATE 5500000]
type=hitby
trigger1=ishelper(5500000)||ishelper(5600100)||ishelper(5600101)||ishelper(4)
value=SCA,SP
time=-1
ignorehitpause=1
[STATE 5500000]
type=posset
trigger1=ishelper(5500000)||ishelper(5600000)||ishelper(5600100)||ishelper(5600101)
x=root,pos x
y=800000
ignorehitpause=1
[STATE 5500000]
type=ChangeAnim
trigger1=ishelper(5500000)
value=16303
ignorehitpause=1
[STATE 5500000]
type=Projectile
trigger1=ishelper(5500000)
projID=5500000
projanim=16305
projscale=0,0
projremove=0
projremovetime=2
projhits=1
projmisstime=1
projpriority=2147483647
projheightbound=-10000, 10000
postype=p1
velmul=0,0
attr=SCA,SP
hitflag=MAFD
guard.dist=0
guardflag=None
numhits=0
damage=1
p2stateno=5150;5500100
sparkno=-1
guard.sparkno=-1
affectteam=F
persistent=1
pausemovetime=99990000000
supermovetime=99990000000
[STATE 5500000]
type=destroyself
triggerall=ishelper(5500000)
trigger1=time||var(0)
trigger2=(var(0):=var(0)+1)&&0
trigger3=(Enemy(0),Alive=0)+(Enemy(NumEnemy=2),Alive=0)=2
ignorehitpause=1
;/5500000
;------------------------------------------------------------------------------
;5600000(HitDef型混線)
[STATE 5600000]
type=StateTypeSet
trigger1=ishelper(5600000)
MoveType=A
ignorehitpause=1
[STATE 5600000]
type=ChangeAnim
trigger1=ishelper(5600000)
value=16004+(numtarget>0)*96
ignorehitpause=1
[STATE ]
type=ReversalDef
trigger1=ishelper(5600000)
trigger1=numtarget
reversal.attr=SCA,AA,AT,AP,NA,SA,HA,NT,ST,HT,NP,ST,HP
sparkno=-1
p2getp1state=0
numhits=0
p2stateno=5150
ignorehitpause=1
[STATE 5500000]
type=TargetState
trigger1=ishelper(5600000)
value=5150
ignorehitpause=1
[STATE 5600000]
type=ChangeState
trigger1=ishelper(5600000)
trigger1=(Root,var(56)&3)=2
trigger1=numtarget<5
trigger1=var(10):=0||1
value=5600002
ignorehitpause=1
[STATE 5600000]
type=DestroySelf
trigger1=ishelper(5600000)
trigger1=!((Root,var(56)&3)=2)
ignorehitpause=1
;/5600000
;------------------------------------------------------------------------------
;56001000(開幕混線/HitDef型混線)
[STATE 5600100]
type=ChangeAnim
trigger1=ishelper(5600100)||ishelper(5600101)
value=16303
ignorehitpause=1
[STATE 5600100]
type=statetypeset
trigger1=ishelper(5600100)||ishelper(5600101)
movetype=h
ignorehitpause=1
[STATE 5600100]
type=destroyself
triggerall=ishelper(5600100)
trigger1=roundstate>=2
trigger1=time>10||var(0)>10
trigger2=(var(0):=var(0)+1)&&0
trigger3=(Enemy(0),Alive=0)+(Enemy(NumEnemy=2),Alive=0)=2
ignorehitpause=1
;/5600100
;==============================================================================

;==============================================================================
; 222
[STATE 222]
type=LifeSet
trigger1=ishelper(222)
value=LifeMax
ignorehitpause=1
[STATE 222]
type=PlayerPush
trigger1=ishelper(222)
value=0
ignorehitpause=1
[STATE 222]
type=VelSet
trigger1=ishelper(222)
x=0
y=0
ignorehitpause=1
[STATE 222]
type=HitOverride
trigger1=ishelper(222)
attr=SCA,AT,AA,AP
slot=0
stateno=5150
time=-1
ignorehitpause=1
[STATE 222]
type=BindToRoot
trigger1=ishelper(222)
time=1000
pos=0,0
ignorehitpause=1
[STATE 222]
type=changeanim
trigger1=ishelper(222)
trigger1=anim!=16001
value=16001
ignorehitpause=1
[STATE 222]
type=StateTypeSet
trigger1=ishelper(222)
StateType=S
MoveType=A
physics=N
ignorehitpause=1
[STATE 222]
type=HitDef
trigger1=ishelper(222)
trigger1=!(gametime%40)
attr=SCA,AA,AT,AP
hitflag=none
guardflag=none
guard.dist=0
numhits=0
ignorehitpause=1
;/222
;==============================================================================
[STATE 1585,PP]
type=PlayerPush
trigger1=ishelper(1585)
value=0
ignorehitpause=1
[STATE 1585,CANIM]
type=changeanim
trigger1=ishelper(1585)
trigger1=anim!=1585
value=1585
ignorehitpause=1
[STATE 1585,StS]
type=StateTypeSet
trigger1=ishelper(1585)
StateType=A
MoveType=I
physics=N
ignorehitpause=1
[STATE 1585,HitBY]
type=HitBy
trigger1=ishelper(1585)
value=A,SP
value2=A,SP
ignorehitpause=1
[STATE 1585,Vel]
type=VelSet
trigger1=ishelper(1585)
x=0
y=0
ignorehitpause=1
[STATE 1585,BtR]
type=PosSet
trigger1=ishelper(1585)
x=0
y=800000
ignorehitpause=1
[STATE 1585,BtR]
type=PosSet
trigger1=ishelper(1585)
trigger1=enemy,alive
y=900000+(root,var(57)&28)/4*100000
ignorehitpause=1
[STATE 1585,BtR]
type=PosSet
triggerall=ishelper(1585)
triggerall=enemy,alive
triggerall=enemy,stateno!=88000010
trigger1=enemy,projcontacttime(88000010)=[5,10]
trigger2=enemy,projcontacttime(88000011)=[5,10]
trigger3=enemy,projcontacttime(88000012)=[5,10]
trigger4=enemy,projcontacttime(88000013)=[5,10]
y=1300000
ignorehitpause=1
[STATE 1585,BtR]
type=PosSet
triggerall=ishelper(1585)
trigger1=enemy,alive=0
y=1400000
ignorehitpause=1
[STATE 1585,BtR]
type=DestroySelf
triggerall=ishelper(1585)
triggerall=enemy,alive
trigger1=!(root,var(56)&4)
trigger2=time||var(0)
trigger3=(var(0):=var(0)+1)&&0
ignorehitpause=1
;==============================================================================


;==============================================================================
;==========================================
; VAR(0)	試行回数
[STATE ]
type=VarSet
trigger1=ishelper(60000301)
trigger1=!anim
var(0)=1+((helper(60),stateno%1000000)=200)
persistent=0
ignorehitpause=1
[STATE StS]
type=StateTypeSet
trigger1=ishelper(60000301)
movetype=A
ignorehitpause=1
[STATE BtR]
type=BindToRoot
trigger1=ishelper(60000301)
time=1
facing=0
pos=0,0
ignorehitpause=1
[STATE CANIM,待機]
type=VarAdd
trigger1=ishelper(60000301)
trigger1=anim=16020
trigger1=animtime=0
var(0)=1
ignorehitpause=1
[STATE CANIM,攻撃]
type=changeanim
trigger1=ishelper(60000301)
trigger1=anim!=16020
value=16020
ignorehitpause=1
[STATE StS]
type=StateTypeSet
trigger1=ishelper(60000301)
trigger1=Enemy(0),HitPauseTime>=2
movetype=I
ignorehitpause=1
[STATE CANIM,攻撃]
type=changeanim
trigger1=ishelper(60000301)
trigger1=Enemy(0),HitPauseTime>=2
value=16100
ignorehitpause=1
[STATE HitDefC]
type=HitDef
trigger1=ishelper(60000301)
ignorehitpause=1
[STATE HitDef-1]
type=HitDef
trigger1=ishelper(60000301)
trigger1=anim=16020
trigger1=(Var(0)%2)
trigger1=MoveContact!=[1,15]
ID=0
priority=2147483647
attr=,AA,AT,AP
hitflag=MAFD
pausetime=0,0
guardflag=None
guard.dist=0
p2getp1state=0
p2stateno=5110
fall=1
fall.damage=ifelse(random%2,2147483647,-2147483648)
fall.recover=0
numhits=0
sparkno=-1
guard.sparkno=-1
ignorehitpause=1
[STATE HitDef-2]
type=HitDef
trigger1=ishelper(60000301)
trigger1=anim=16020
trigger1=!(Var(0)%2)
trigger1=MoveContact!=[1,15]
ID=1
priority=2147483647
attr=,AA,AT,AP
hitflag=MAFD
pausetime=0,0
guardflag=None
guard.dist=0
damage=2147483647
numhits=0
sparkno=-1
guard.sparkno=-1
ignorehitpause=1
[STATE TS]
type=TargetState
triggerall=ishelper(60000301)
trigger1=(Var(0)%2)=0
trigger1=MoveContact=1
trigger1=numtarget(1)
trigger2=numtarget
trigger2=target,ishelper=0&&target,alive
trigger2=target,life=0||target,prevstateno=5110
value=5150
ignorehitpause=1
[STATE TS]
type=TargetState
triggerall=ishelper(60000301)
trigger1=numtarget
trigger1=target,ishelper=0
trigger1=target,alive=0
value=5150
persistent=99
ignorehitpause=1
[STATE TB]
type=null;TargetBind
triggerall=ishelper(60000301)
triggerall=numtarget
triggerall=target,ishelper=0
triggerall=target,alive=0
trigger1=((root,var(58)&3)!=[1,2])||(target,stateno!=5150&&target,time>1)
pos=0,4000
ignorehitpause=1
[STATE TD]
type=TargetDrop
triggerall=ishelper(60000301)
triggerall=numtarget
trigger1=target,ishelper
trigger2=Enemy(0),HitPauseTime>=2
ID=-1
ignorehitpause=1
[STATE CHANGE]
type=destroyself
triggerall=ishelper(60000301)
trigger1=!numhelper(60)
trigger1=!(root,sysvar(0)>0&&root,numexplod(50))
trigger2=numhelper(60)
trigger2=(helper(60),stateno%1000000)!=[200,400]
ignorehitpause=1
;==============================================================================
;4
[state ]
type=changeanim
trigger1=ishelper(4)
value=16210
ignorehitpause=1
[state ]
type=changeanim
trigger1=ishelper(4)
value=16210
ignorehitpause=1
[state ]
type=assertspecial
trigger1=ishelper(4)
flag=invisible
flag2=noshadow
ignorehitpause=1
[state ]
type=bindtoroot
trigger1=ishelper(4)
time=-1
pos=0,0
ignorehitpause=1
[state ]
type=destroyself
triggerall=ishelper(4)
trigger1=time||var(0)
trigger2=(var(0):=var(0)+1)&&0
ignorehitpause=1
;==============================================================================
[State ]
type=DestroySelf
triggerall=p1name="AxAyAzSSX"
trigger1=ishelper(5500000)||ishelper(5600100)
trigger1=root,numtarget>=8||gethitvar(damage)
trigger2=ishelper
trigger2=!ishelper(33)
trigger2=!ishelper(222)
trigger2=!ishelper(16000)
trigger2=!ishelper(1585)
trigger2=!ishelper(5500000)
trigger2=!ishelper(5600000)
trigger2=!ishelper(5600100)
trigger2=!ishelper(5600101)
trigger2=!ishelper(60000301)
trigger2=!ishelper(4)
ignorehitpause=1
; /5150
;==============================================================================
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;******************************************************************************
;ROOT
; P1/P2StateNoやTargetStateで飛ばされたStateNo
; ↓
; -3 被弾処理ステート(1,2)、StateTypeに対応した待機StateNo(50,0,11)
; -2 ガードステート、5150
; -1 移行前にvar(30)にStateNo保存
; ↓
; 2000000000
; ↓
; 2000010000
; ↓
; VAR(30)
; ↓
; 1,2,その他
; ↓
; 0,10,50
; ↓
; 表示用ステートNo
;******************************************************************************
; 2000000000	はじめのステート
; 2000000010	常駐ヘルパーの呼び出し
; 2000000020	アニメ取得1
; 2000000021	アニメ取得2
; 2000000100	混線バグ(未整理)
; 2000001000	状態
; 2000001001	アニメ
; 2000001100	イントロ待機
; 2000001101	イントロ分岐
; 2000001110	イントロ 1〜10P
; 2000001111	イントロ 12P
; 2000001120	イントロ 2ラウンド以降12P
; 2000001180	勝利
; 2000001199	イントロ終了
; 2000001200	色変えアニメ
; 2000002000	ベホイミ
; 2000003000	特殊アニメ系終了
; 2000010000	やられアニメ管理(終了ステート)
; 2147483648
;==============================================================================
;はじめのステート
[Statedef 2000000000]
movetype=a
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[state 12345]
type=changestate
trigger1=ishelper
trigger2=p1name!="AxAyAzSSX"
value=12345
ignorehitpause=1
[state ]
type=selfstate
trigger1=sysvar(0)>0
value=11000000
ignorehitpause=1
;.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~  いろいろ  .~.~.~
;毎フレーム本体で行う事はここ
;[state debug]
;type=displaytoclipboard
;trigger1=!ishelper
;text="%d %d %d"
;params=numhelper(5),helper(5),stateno,helper(5),id
;ignorehitpause=1
;----------------------------
[state ];敵のアニメ取得（相手movecontact=1）
type=varset
trigger1=enemynear,anim
trigger1=enemynear,anim!=var(51)
trigger1=enemynear,anim!=var(52)
trigger1=enemynear,movecontact=1
var(52)=enemynear,anim
ignorehitpause=1
[state ];即死返しで倒した
type=varset
trigger1=var(55)>0
trigger1=var(55)=enemy(0),stateno
trigger1=enemy(0),alive=0
var(15)=(var(15)|1)
ignorehitpause=1
;----------------------------
[state ];イントロフラグ
type=Varset
trigger1=roundstate=0
var(10)=1
ignorehitpause=1
[state ];色変回転アニメフラグ
type=VarSet
trigger1=roundstate<2
trigger1=var(10)=3
trigger1=numhelper(57)
trigger1=helper(57),var(0)>=2
trigger2=roundstate>=2
var(10)=0
ignorehitpause=1
;----------------------------
[state ];gap
type=varset
trigger1=!roundstate
sysvar(2)=1
ignorehitpause=1
[state ];色違い
type=varset
trigger1=var(10)!=[1,2]
trigger1=numhelper(30)
trigger1=sysvar(2)!=helper(30),var(0)
sysvar(1)=21
ignorehitpause=1
[state ];現在色保管
type=varset
trigger1=var(10)!=[1,2]
trigger1=numhelper(30)
trigger1=sysvar(2)!=helper(30),var(0)
sysvar(2)=helper(30),var(0)
ignorehitpause=1
[state ];gap
type=varadd
trigger1=sysvar(1)>0
sysvar(1)=-1
ignorehitpause=1
;----------------------------
[state noko]
type=AssertSpecial
trigger1=!(helper(30),var(31)&1)
trigger1=life&&!win&&alive!=1
trigger1=fvar(39):=2
flag=noko
ignorehitpause=1
[state noko]
type=VarSet
trigger1=!life
trigger2=(Enemy(0),Alive=0)+(Enemy(NumEnemy=2),Alive=0)=2
fvar(39)=0
ignorehitpause=1
;.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~  ChangeState  .~.~.~
[state ];蘇生
type=ChangeState
triggerall=!alive
trigger1=!(helper(30),var(31)&1)
trigger1=life||roundstate<2
trigger2=roundstate=3
trigger2=fvar(38):=fvar(38)+(enemy(0),alive!=1||(enemy(0),hitpausetime>6000&&enemy(0),life=0))
trigger2=fvar(38)>40;50
value=99000000
ignorehitpause=1
[state ];残りヘルパー枠
type=null
triggerall=var(29):=56
trigger1=var(29):=ifelse((teammode=turns)||(enemy,teammode=turns),56,id-playeridexist(id-1)-playeridexist(id-2)-playeridexist(id-3))&&0
trigger2=var(29):=var(29)-numhelper-enemy,numhelper-(numenemy>1)*enemy(numenemy>1),numhelper&&0
trigger3=numpartner
trigger3=var(29):=var(29)-partner,numhelper
ignorehitpause=1
[state ];存在しない常駐ヘルパー数
type=null
trigger1=0&&var(28):=!numhelper(16000)+!numhelper(30)+!numhelper(31)
trigger2=0&&var(28):=var(28)+!numhelper(4500)+!numhelper(57)+!numhelper(40)
trigger3=0&&var(28):=var(28)+(!numhelper(60)&&(helper(16000),var(13)&3))
trigger4=var(28):=var(28)+(!numhelper(20)&&(helper(30),var(31)&1))
ignorehitpause=1
[state ];ヘルパーの呼び出し
type=ChangeState
trigger1=var(28)>0
trigger1=var(29):=var(29)-var(28)+1
trigger1=var(29)>0
value=2000000010
ignorehitpause=1
[state ];敵anim取得
type=ChangeState
trigger1=(Enemy(0),Alive=0)+(Enemy(NumEnemy=2),Alive=0)<2
trigger1=!(gametime%60)
value=2000000020
ignorehitpause=1
[state ]
type=ChangeState
trigger1=1
value=2000000100
ignorehitpause=1
;==============================================================================
;常駐ヘルパーの呼び出し
[Statedef 2000000010]
movetype=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[state 12345]
type=changestate
trigger1=ishelper
trigger2=p1name!="AxAyAzSSX"
value=12345
ignorehitpause=1
;.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~  loop  .~.~.~
[state ];decoy
type=helper
trigger1=var(29):=var(29)-1
id=1
name="1"
helpertype=player
ignorehitpause=1
pausemovetime=99990000000
supermovetime=99990000000
[state ];2P側時H-SENNA停止対策
type=null
trigger1=var(29)=2
trigger1=enemy(0),name="Senna Kyodo"
trigger1=enemy(0),id<id
trigger1=var(29):=var(29)-1
ignorehitpause=1
[state loop]
type=changestate
trigger1=var(29)
value=stateno
ignorehitpause=1
[state ]
type=superpause
trigger1=roundstate<2
time=5
movetime=5
anim=-1
darken=0
ignorehitpause=1
[state ]
type=pause
trigger1=roundstate<2
time=5
movetime=5
ignorehitpause=1
;.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~  ヘルパー呼び出し  .~.~.~
[state ]
type=helper
trigger1=!numhelper(60)
trigger1=helper(16000),var(13)&3
name="ax-60"
id=60
stateno=130
ownpal=1
helpertype=normal
ignorehitpause=1
supermovetime=99990000000
pausemovetime=99990000000
[state ]
type=Helper
trigger1=!numhelper(20)
trigger1=helper(30),var(31)&1
name="ax-20"
id=20
stateno=140
helpertype=player
ignorehitpause=1
supermovetime=99990000000
pausemovetime=99990000000
[state ]
type=Helper
trigger1=!numhelper(16000)
name="ax-16k"
id=16000
stateno=5150
postype=p1
keyctrl=1
helpertype=player
ignorehitpause=1
supermovetime=99990000000
pausemovetime=99990000000
[state ]
type=Helper
trigger1=!numhelper(40)
name="ax-40"
id=40
stateno=130
ownpal=1
helpertype=normal
ignorehitpause=1
supermovetime=99990000000
pausemovetime=99990000000
[state ]
type=Helper
trigger1=!numhelper(30)
name="ax-ana"
id=30
stateno=130
ownpal=1
helpertype=normal
ignorehitpause=1
supermovetime=99990000000
pausemovetime=99990000000
[state ]
type=Helper
trigger1=!numhelper(57)
name="AX-57"
id=57
postype=p1
pos=999,999
stateno=130
ownpal=1
helpertype=normal
ignorehitpause=1
pausemovetime=99990000000
supermovetime=0
[state ]
type=Helper
trigger1=!numhelper(4500)
name="AX-4500"
id=4500
postype=p1
pos=999,999
stateno=130
ownpal=1
helpertype=normal
ignorehitpause=1
pausemovetime=99990000000
supermovetime=99990000000
[state ]
type=Helper
trigger1=!numhelper(31)
name="ax-waku"
id=31
stateno=130
ownpal=1
helpertype=normal
ignorehitpause=1
supermovetime=99990000000
pausemovetime=99990000000
;-------------------------------------------------------------------------------
[state ]
type=ChangeState
trigger1=1
value=2000000100
ignorehitpause=1
;==============================================================================
;Anim取得ループ - playerid取得
[Statedef 2000000020]
movetype=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[state 12345]
type=changestate
trigger1=ishelper
trigger2=p1name!="AxAyAzSSX"
value=12345
ignorehitpause=1
[state ];decoy
type=helper
trigger1=!numhelper(1)
id=1
name="1"
helpertype=player
ignorehitpause=1
pausemovetime=99990000000
supermovetime=99990000000
[state ]
type=ChangeState
trigger1=numhelper(1)
trigger1=var(29):=15
trigger1=var(28):=helper(1),id
value=stateno+1
ignorehitpause=1
;-------------------------------------------------------------------------------
;Anim取得ループ
[Statedef 2000000021]
movetype=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[state ]
type=varset
triggerall=var(51)
triggerall=playeridexist(var(28)-1)
triggerall=playerid(var(28)-1),teamside!=teamside
triggerall=playerid(var(28)-1),selfanimexist(playerid(var(28)-1),anim)
triggerall=playerid(var(28)-1),anim!=var(50)
triggerall=playerid(var(28)-1),anim!=var(51)
triggerall=playerid(var(28)-1),anim!=var(52)
trigger1=playerid(var(28)-1),movetype=a
trigger2=playerid(var(28)-1),hitdefattr=sca,aa,at,ap
trigger3=playerid(var(28)-1),movehit
var(50)=playerid(var(28)-1),anim
ignorehitpause=1
[state ]
type=varset
triggerall=playeridexist(var(28))
triggerall=playerid(var(28)),teamside!=teamside
triggerall=playerid(var(28)),selfanimexist(playerid(var(28)),anim)
triggerall=playerid(var(28)),anim!=var(50)
triggerall=playerid(var(28)),anim!=var(52)
trigger1=playerid(var(28)),movetype=a
trigger2=playerid(var(28)),hitdefattr=sca,aa,at,ap
trigger3=playerid(var(28)),movehit
var(51)=playerid(var(28)),anim
ignorehitpause=1
[state loop]
type=changestate
trigger1=var(28):=var(28)-1||1
trigger1=var(29):=var(29)-1
value=stateno
ignorehitpause=1
;.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~  changestate  .~.~.~
[state ]
type=changestate
trigger1=1
value=2000000100
ignorehitpause=1
;==============================================================================
;混線系管理
[Statedef 2000000100]
movetype=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[state 12345]
type=changestate
trigger1=ishelper
trigger2=p1name!="AxAyAzSSX"
value=12345
ignorehitpause=1
;----------------------------
[STATE ｼｽﾃﾑﾍﾙﾊﾟｰが壊れてます]
type=explod
pausemovetime=99990000000
supermovetime=99990000000
triggerall=roundstate=2
triggerall=!numexplod(2450)||!(gametime%2)
trigger1=numhelper(16000)
trigger1=helper(16000),stateno!=5150
trigger2=numhelper(30)
trigger2=helper(30),stateno!=30&&helper(30),stateno!=25
trigger3=numhelper(31)
trigger3=helper(31),stateno!=31&&helper(31),stateno!=26
trigger4=numhelper(57)
trigger4=helper(57),stateno!=57
trigger5=numhelper(40)
trigger5=helper(40),stateno!=[1234500,1234509]
trigger5=helper(40),stateno!=[12345000,12345099]
trigger5=helper(40),stateno!=[123450000,123450999]
trigger5=helper(40),stateno!=[10000,10102]
trigger6=numhelper(4500)
trigger6=helper(4500),stateno!=[4500,4599]
trigger7=!numhelper(16000)
trigger8=!numhelper(30)
trigger9=!numhelper(31)
trigger10=!numhelper(57)
trigger11=!numhelper(40)
trigger12=!numhelper(4500)
id=2450
anim=2450
scale=1,1
postype=left
pos=floor(((numexplod(2450)+helper(30),numexplod(2450))%72)/24)*120,((numexplod(2450)+helper(30),numexplod(2450))%24)*10
ontop=1
sprpriority=9000
removetime=240;-1
bindtime=-1
ownpal=1
;-------------------------------------------------------------------------------
[STATE ]
type=VarSet
trigger1=EnemyNear,Anim
trigger1=EnemyNear,Anim!=var(52)
trigger1=EnemyNear,MoveContact=1
var(52)=EnemyNear,Anim
ignorehitpause=1
[STATE LOOP]
type=VarSet
trigger1=prevstateno!=stateno
var(29)=0
ignorehitpause=1
;-------------------------------------------------------------------------------
; 開幕混線
[STATE 5600101]
type=Helper
trigger1=(var(15)&1024)
trigger1=!numhelper(5600101)
name="5600101"
id=5600101
postype=p1
pos=0,800000
stateno=5150
helpertype=player
ignorehitpause=1
pausemovetime=99990000000
supermovetime=99990000000
[STATE 5600100]
type=Helper
trigger1=(var(15)&1024)
trigger1=numtarget<8
name="5600100"
id=5600100
postype=p1
pos=0,800000
stateno=5150
helpertype=player
ignorehitpause=1
pausemovetime=99990000000
supermovetime=99990000000
[STATE loop]
type=ChangeState
trigger1=(var(15)&1024)
trigger1=var(29)<8+(roundstate<2)*50
trigger1=var(29):=var(29)+1||1
value=stateno
ignorehitpause=1
;------------------------------------------------
; OTHキラー用
[STATE HELPER(1585)]
type=Helper
triggerall=var(18)!=778999
triggerall=(var(56)&4)
trigger1=numhelper(1585)<2
name="AX-1585"
id=1585
postype=p1
pos=0,800000
stateno=5150
helpertype=player
ignorehitpause=1
pausemovetime=99990000000
supermovetime=99990000000
;------------------------------------------------
; Proj型混線
[STATE 31,HELPER(5500000)]
type=Helper
trigger1=!(var(15)&1024)
trigger1=(Var(56)&3)=1
trigger1=RoundState=2
trigger1=(Enemy(0),Alive=0)+(Enemy(NumEnemy=2),Alive=0)<2
trigger1=(gametime%30)>10||Enemy,NumProjID(7766554433)=0
name="AX-55X"
id=5500000
postype=p1
pos=0,800000
stateno=5150
helpertype=player
ignorehitpause=1
pausemovetime=99990000000
supermovetime=99990000000
[STATE 31,HELPER(5500000)]
type=Helper
trigger1=numhelper(5500000)=1
name="AX-55X"
id=5500000
postype=p1
pos=0,800000
stateno=5150
helpertype=player
ignorehitpause=1
pausemovetime=99990000000
supermovetime=99990000000
;------------------------------------------------
; HelperHitDef型混線
[STATE HELPER(5600000)]
type=Helper
trigger1=!(var(15)&1024)
trigger1=!numhelper(5600000)
trigger1=(Var(56)&3)=2
trigger1=(Enemy(0),Alive=0)+(Enemy(NumEnemy=2),Alive=0)<2
name="AX-56X"
id=5600000
postype=p1
pos=0,800000
stateno=5150
helpertype=player
ignorehitpause=1
pausemovetime=99990000000
supermovetime=99990000000
;------------------------------------------------
[STATE (1)]
type=Projectile
triggerall=!numprojid(1)
triggerall=(Enemy(0),Alive=0)+(Enemy(NumEnemy=2),Alive=0)<2
trigger1=(var(15)&1024)
trigger2=numhelper(5500000)
projID=1
projanim=16004
projremove=1
projremovetime=20
projhits=1
projmisstime=1
projpriority=2147483647
projedgebound=10000
projstagebound=10000
projheightbound=-10000,10000
offset=0,800000
postype=p1
attr=s,sp
damage=9
p2stateno=5150
priority=7,hit
hitflag=MAFD
guardflag=None
guard.dist=0
numhits=0
sparkno=-1
guard.sparkno=-1
hitonce=0
affectteam=F
ignorehitpause=1
[STATE -2,5500000]
type=TargetState
trigger1=(var(56)&3)=1&&!winko
trigger2=(var(56)&3)=3
trigger2=(var(56)&16)=0
value=5150
ignorehitpause=1
[STATE -2,5500000]
type=ReversalDef
trigger1=(var(56)&3)=1&!winko
trigger2=(var(56)&3)=3
trigger2=(var(56)&16)=0
reversal.attr=SCA,AA,AP,AT
pausetime=0,0
p2stateno=5150;5500100
ignorehitpause=1
;-------------------------------------------------------------------------------
[state ]
type=ChangeState
trigger1=1
value=2000001000
ignorehitpause=1
;==============================================================================
;状態初期化
[Statedef 2000001000]
movetype=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[state 12345]
type=changestate
trigger1=ishelper
trigger2=p1name!="AxAyAzSSX"
value=12345
ignorehitpause=1
;.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~  状態設定  .~.~.~
[state ]
type=velset
trigger1=1
x=0
y=0
ignorehitpause=1
[state ];地面埋まり防止
type=PosSet
trigger1=POS Y>57
y=57
ignorehitpause=1
[state ]
type=sprpriority
trigger1=1
value=2-(var(4)=3)*4
ignorehitpause=1
;-------------------------------------------------ctrl--
[state ]
type=ctrlset
trigger1=1
value=1
ignorehitpause=1
[state ]
type=ctrlset
trigger1=roundstate<3
trigger2=(helper(16000),var(13)&128)	;ベホイミ
value=0
ignorehitpause=1
;-------------------------------------------------StateTypeSet--
[state ];physics
type=statetypeset
trigger1=1
physics=n
ignorehitpause=1
[state ];movetype
type=statetypeset
trigger1=1
movetype=i
ignorehitpause=1
[state ];movetype(やられ)
type=statetypeset
trigger1=helper(16000),fvar(20)
trigger2=anim=[19000,19999]
movetype=H
ignorehitpause=1
[state ]
type=statetypeset
trigger1=helper(16000),statetype=a
statetype=a
ignorehitpause=1
[state ]
type=statetypeset
trigger1=helper(16000),statetype=s
statetype=s
ignorehitpause=1
[state ]
type=statetypeset
trigger1=helper(16000),statetype=c
statetype=c
ignorehitpause=1
;.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~  ChangeState  .~.~.~
[state ];イントロ
type=ChangeState
trigger1=var(10)=[1,2]
value=2000001100
ignorehitpause=1
[state ]
type=ChangeState
trigger1=1
value=2000001001
ignorehitpause=1
;==============================================================================
;アニメ初期化
[Statedef 2000001001]
movetype=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[state 12345]
type=changestate
trigger1=ishelper
trigger2=p1name!="AxAyAzSSX"
value=12345
ignorehitpause=1
;.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~  アニメ管理 - 透過/残像  .~.~.~
;helper(30),var(0)色設定
;-------------------------------------------------透過--
[STATE -2,TRANS(黒)]
type=Trans
trigger1=helper(30),var(0)=1
trans=addalpha
alpha=256,80
ignorehitpause=1
[STATE -2,TRANS(青)]
type=Trans
trigger1=helper(30),var(0)=2
trans=addalpha
alpha=256,110
ignorehitpause=1
[STATE -2,TRANS(白)1]
type=Trans
trigger1=helper(30),var(0)=3
trigger1=(gametime%60)!=[0,20]
trans=addalpha
alpha=256,110
ignorehitpause=1
[STATE -2,TRANS(白)2]
type=Trans
trigger1=helper(30),var(0)=3
trigger1=(gametime%60)=[0,20]
trans=addalpha
alpha=256,110+ceil((gametime%60)*0.02)
ignorehitpause=1
[STATE -2,TRANS(透明)]
type=AssertSpecial
trigger1=helper(30),var(0)=4
flag=invisible
flag2=noshadow
ignorehitpause=1
;.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~  アニメ管理 - 色  .~.~.~
;色(0:通常/19000:減衰)helper(57),var(24)被弾フラグ
;VAR(10)イントロフラグ
;-------------------------------------------------黒カラー--
[STATE -2,PALFX-通常]
type=PalFX
triggerall=helper(30),var(0)=1
trigger1=anim!=[19000,19999]
;trigger1=!helper(16000),fvar(20)
time=10000000
mul=0,20,40
add=10,10,10
ignorehitpause=1
[STATE -2,PALFX-減衰]
type=PalFX
triggerall=helper(30),var(0)=1
trigger1=anim=[19000,19999]
time=1
mul=110,110,110
add=220,220,220
invertall=1
color=250
ignorehitpause=1
;-------------------------------------------------青カラー--
[STATE -2,PALFX-通常]
type=PalFX
triggerall=helper(30),var(0)=2
trigger1=anim!=[19000,19999]
;trigger1=!helper(16000),fvar(20)
time=10000000
mul=70,70,140
add=128,128,200
ignorehitpause=1
[STATE -2,PALFX-減衰]
type=PalFX
triggerall=helper(30),var(0)=2
trigger1=anim=[19000,19999]
time=1
mul=10,15,15
add=50,170,50
ignorehitpause=1
;-------------------------------------------------白カラー--
[STATE -2,PALFX-通常]
type=PalFX
triggerall=helper(30),var(0)=3
trigger1=anim!=[19000,19999]
;trigger1=!helper(16000),fvar(20)
;trigger1=(gametime%60)!=[0,20]
time=10000000
mul=160,150,160
add=150,150,140
color=150
ignorehitpause=1
[STATE -2,PALFX-減衰]
type=PalFX
triggerall=helper(30),var(0)=3
trigger1=anim=[19000,19999]
time=1
mul=30,15,20
add=10,20,40
color=250
ignorehitpause=1
[STATE -2,鼓動1];PALFX-通常
type=PalFX
triggerall=helper(30),var(0)=3
triggerall=anim!=[19000,19999]
trigger1=(gametime%60)=[0,20]
time=20
mul=157+(gametime%60)/2,157+(gametime%60)/2,163+(gametime%60)/2
add=150+(gametime%60)/2,150+(gametime%60)/2,140+(gametime%60)/2
color=250
ignorehitpause=1
[STATE -2,鼓動2];PALFX-通常
type=AngleDraw
triggerall=helper(30),var(0)=3
triggerall=anim!=[19000,19999]
trigger1=(gametime%60)=[0,20]
value=0
scale=1+0.003*(gametime%60),1+0.003*(gametime%60)
ignorehitpause=1
;-------------------------------------------------(被弾時)赤カラー--
[STATE -2,PALFX被弾]
type=PalFX
triggerall=alive
triggerall=anim!=[19000,19999]
trigger1=helper(16000),fvar(20)
trigger1=helper(30),var(0)=1
time=1
mul=120,30,40
add=250,120,120
ignorehitpause=1
;.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~  ChangeState  .~.~.~
[state ];色変
type=ChangeState
trigger1=sysvar(1)
value=2000001200
ignorehitpause=1
[state ];勝利
type=ChangeState
trigger1=roundstate=4&&win
value=2000001180
ignorehitpause=1
[state ];ベホイミ
type=ChangeState
trigger1=(helper(16000),var(13)&128)
value=2000002000
ignorehitpause=1
[state ];本体hitdef攻撃
type=ChangeState
triggerall=alive&&helper(30),var(30)&1
triggerall=var(14):=0||1
trigger1=helper(30),var(2)=[2,4];AIOFF
trigger1=command!="bc"
trigger1=command!="holdback"
trigger1=command!="holdfwd"
trigger1=command="c"
trigger2=RoundState=2&&helper(30),var(30)&2
trigger3=helper(30),var(2)!=[2,4]
trigger3=!winko
trigger3=!(random%110)
value=152+(var(14):=1)*0
ignorehitpause=1
[state ];通常
type=ChangeState
trigger1=var(10)!=[1,2]
value=2000010000
ignorehitpause=1
;==============================================================================
;イントロアニメ(190)
; 関連VAR
; var(10)  イントロフラグ管理
;   1:        イントロ開始
;   2:        イントロアニメ終了、色変更フラグ
;   3:        イントロ全終了
; helper(30),var(0)   カラー設定
; anim 190 イントロ待機
; anim 191 イントロ中基本アニメ
; anim 192 イントロ終了アニメ
;------------------------------------------------------------------------------
;待機
[Statedef 2000001100]
movetype=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[state 12345]
type=changestate
trigger1=ishelper
trigger2=p1name!="AxAyAzSSX"
value=12345
ignorehitpause=1
;-------------------------------------------------アニメ--
[state ];trans(黒)
type=Trans
trigger1=var(10)=[1,3]
trans=addalpha
alpha=256,80
ignorehitpause=1
[state ];palfx(黒/通常)
type=PalFX
trigger1=anim!=[19000,19999]
trigger1=stateno!=1
trigger1=!helper(16000),fvar(20)
time=10000000
mul=0,20,40
add=10,10,10
ignorehitpause=1
[state ];palfx(黒/減衰)
type=PalFX
trigger1=anim=[19000,19999]
time=1
mul=110,110,110
add=220,220,220
invertall=1
color=250
ignorehitpause=1
[state ];残像(黒)
type=AfterImage
trigger1=anim!=[190,199]
trigger1=anim!=[20190,20201]
time=-1
length=16
palcolor=256
palinvertall=0
palbright=0,0,0
palcontrast=155,160,170
palpostbright=0,0,0
paladd=25,25,25
palmul=.85,.85,.9
trans=add1
ignorehitpause=1
;-------------------------------------------------ChangeState--
[state ]
type=AssertSpecial
trigger1=anim!=[191,192]
flag=intro
ignorehitpause=1
[state ];待機アニメ
type=changeanim
trigger1=var(10)=[0,1]
trigger1=anim!=[190,199]
trigger1=anim!=[20190,20201]
value=190
ignorehitpause=1
[state ]
type=changestate
trigger1=var(10)=0
value=2000003000
ignorehitpause=1
[state ]
type=ChangeState
trigger1=animtime=-1||(anim=[191,192])||(anim=[20190,20201])||roundsexisted
trigger1=numhelper(30)
trigger1=helper(30),var(0)>0
trigger1=var(31):=(anim=[20190,20201])*var(31)||1
value=stateno+1
ignorehitpause=1
[state ]
type=changestate
trigger1=1
value=2000003000
ignorehitpause=1
;------------------------------------------------------------------------------
;イントロ分岐
[Statedef 2000001101]
movetype=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[state 12345]
type=changestate
trigger1=ishelper
trigger2=p1name!="AxAyAzSSX"
value=12345
ignorehitpause=1
[state ]
type=changestate
trigger1=anim=192;var(10)=2
value=2000001199
ignorehitpause=1
[state ]
type=changeanim
trigger1=anim=190
value=191
ignorehitpause=1
[state ]
type=changestate
trigger1=roundsexisted=0
value=ifelse(palno=12,2000001111,2000001110)
ignorehitpause=1
[state snd]
type=PlaySnd
trigger1=1;trigger1=roundsexisted
value=1000, 3
volume=80
channel=9
lowpriority=1
freqmul=1.2
loop=0
ignorehitpause=1
[state ]
type=changestate
trigger1=1
value=ifelse(palno=12,2000001120,191)
ignorehitpause=1
;------------------------------------------------------------------------------
;ピラー
[Statedef 2000001110]
movetype=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[state 12345]
type=changestate
trigger1=ishelper
trigger2=p1name!="AxAyAzSSX"
value=12345
ignorehitpause=1
;.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~  イントロ  .~.~.~
[state ]
type=changeanim
trigger1=animtime>120
trigger2=sysvar(1)
value=192
elem=3
ignorehitpause=1
[state ];色変
type=ChangeState
trigger1=sysvar(1)
value=2000001200
ignorehitpause=1
[state ];イントロ終了
type=changestate
trigger1=anim=192
value=2000001199
ignorehitpause=1
;-------------------------------------------------explod--
[state pillaer];jado
type=explod
trigger1=roundsexisted=0
trigger1=animtime=1
anim=7008
postype=p1
pos=-40,5 - const(size.draw.offset.y)+4
bindtime=1
sprpriority=3
scale=.2,1
ownpal=1
shadow=-1
persistent=0
[state pillaer]
type=explod
trigger1=roundsexisted=0
trigger1=animtime=1
anim=7008
postype=p1
pos=-15,15- const(size.draw.offset.y)+4
bindtime=1
sprpriority=3
scale=.2,1
ownpal=1
shadow=-1
persistent=0
[state pillaer]
type=explod
trigger1=roundsexisted=0
trigger1=animtime=1
anim=7008
postype=p1
pos=15,15- const(size.draw.offset.y)+4
bindtime=1
sprpriority=3
scale=.2,1
ownpal=1
shadow=-1
persistent=0
[state pillaer]
type=explod
triggerall=!ishelper
trigger1=roundsexisted=0
trigger1=animtime=1
anim=7008
postype=p1
pos=40,5- const(size.draw.offset.y)+4
bindtime=1
sprpriority=3
scale=.2,1
ownpal=1
shadow=-1
persistent=0
[state pillaer]
type=explod
trigger1=roundsexisted=0
trigger1=animtime=1
anim=7008
postype=p1
pos=20,0 - const(size.draw.offset.y)+4
bindtime=1
sprpriority=1
scale=.2,1
ownpal=1
shadow=-1
persistent=0
[state pillaer]
type=explod
trigger1=roundsexisted=0
trigger1=animtime=1
anim=7008
postype=p1
pos=0,-15- const(size.draw.offset.y)+4
bindtime=1
sprpriority=1
scale=.2,1
ownpal=1
shadow=-1
persistent=0
[state pillaer]
type=explod
trigger1=roundsexisted=0
trigger1=animtime=1
anim=7008
postype=p1
pos=-20,0 - const(size.draw.offset.y)+4
bindtime=1
sprpriority=1
scale=.2,1
ownpal=1
shadow=-1
persistent=0
[state pillaer]
type=explod
triggerall=!ishelper
trigger1=roundsexisted=0
trigger1=animtime=1
anim=7009
postype=p1
pos=0,-8 - const(size.draw.offset.y)+4
bindtime=1
sprpriority=0
scale=.86,1
ownpal=1
trans=addalpha
alpha=30,256
shadow=-1
persistent=0
[state test]
type=explod
trigger1=roundsexisted=0
trigger1=animtime=[1,80]
trigger1=(animtime%2)=0
anim=8553
postype=p1
pos=0,-const(size.draw.offset.y)
scale=0.5,0.5
random=90,0
sprpriority=5
ownpal=1
vel=0,-.7
accel=0,-((random%30)/8)
persistent=1
;-------------------------------------------------音声--
[state ]
type=PlaySnd
trigger1=roundsexisted=0
trigger1=animtime=3
value=190,0
volume=250
channel=0
lowpriority=1
freqmul=1
loop=0
ignorehitpause=1
[state ]
type=PlaySnd
trigger1=roundsexisted>0
value=1000, 3
volume=80
channel=-1
lowpriority=1
freqmul=1.2
loop=0
ignorehitpause=1
;-------------------------------------------------移行--
[state ]
type=changestate
trigger1=1
value=2000003000
ignorehitpause=1
;------------------------------------------------------------------------------
;イントロ 無限不可能性ドライブ(わらい
[Statedef 2000001111]
movetype=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[state 12345]
type=changestate
trigger1=ishelper
trigger2=p1name!="AxAyAzSSX"
value=12345
ignorehitpause=1
[state time]
type=VarSet
trigger1=!(var(31)&1024)
var(31)=1024
ignorehitpause=1
[STATE VAR]
type=VARSET
trigger1=!(var(31)&1023)
var(11)=0
ignorehitpause=1
[STATE VAR]
type=VARADD
trigger1=1
var(11)=1
ignorehitpause=1
[STATE ChangeAnim]
type=ChangeAnim
trigger1=anim=[20190,20201]
value=anim
elem=ifelse(floor(var(11)*60.0/(TicksPerSecond*1.0))>11,11,floor(var(11)*60.0/(TicksPerSecond*1.0)))
ignorehitpause=1
[state debug]
type=appendtoclipboard
trigger1=!ishelper
text="\na:%d %d"
params=!(var(31)&1023),var(11)
ignorehitpause=1
[state nobgnofg]
type=AssertSpecial
trigger1=(var(31)&1023)<TicksPerSecond
flag=nobg
flag2=intro
ignorehitpause=1
[state ];end
type=changeanim
trigger1=(var(31)&1023)>(80.0/60.0)*TicksPerSecond
trigger2=roundstate>=2
value=192
elem=2
ignorehitpause=1
[state ];end
type=changestate
trigger1=(var(31)&1023)>(80.0/60.0)*TicksPerSecond
value=2000001199
ignorehitpause=1
[state ]
type=SuperPause
trigger1=roundstate<2
trigger1=!(var(31)&1023)
anim=-1
time=TicksPerSecond
movetime=TicksPerSecond
darken=0
ignorehitpause=1
[state ]
type=PalFX
trigger1=anim=[20190,20201]
trigger1=animtime > -4
time=1
mul=240,240,240
add=40,40,40
color=250
ignorehitpause=1
[state ]
type=playsnd
trigger1=!(var(31)&1023)
value=190,10
volume=256
channel=0
lowpriority=0
freqmul=1
loop=0
ignorehitpause=1
[state ]
type=playsnd
trigger1=!(var(31)&1023)
value=190,10
volume=256
channel=1
lowpriority=0
freqmul=1
loop=0
ignorehitpause=1
[state ]
type=playsnd
trigger1=(var(31)&1023)=floor((50.0/60.0)*tickspersecond)
value=190,11
volume=256
channel=2
lowpriority=0
freqmul=1
loop=0
ignorehitpause=1
[state ]
type=AfterImage
trigger1=!(var(31)&1023)
time=-1
length=16
palcolor=256
palinvertall=0
palbright=30,30,30
palcontrast=115,115,115
palpostbright=0,0,0
paladd=0,0,0
palmul=.85,.85,.85
trans=add
ignorehitpause=1
[state ]
type=trans
trigger1=anim!=192
trans=add
[state nobgnofg]
type=AngleDraw
trigger1=anim!=192
scale=.85,.85
[state ]
type=changeanim
trigger1=!(var(31)&1023)
value=20190+(gametime%9)
[state ]
type=changeanim
trigger1=(var(31)&1023)<(50.0/60.0)*TicksPerSecond
trigger1=animelem=11
trigger1=var(11):=0||1
value=ifelse(anim=20198,20190,anim + 1)
[state ]
type=changeanim
trigger1=(var(31)&1023)>(50.0/60.0)*TicksPerSecond
trigger1=animelem=11
value=192
[state ];疑似time
type=VarAdd
trigger1=(var(31)&1024)
var(31)=1
ignorehitpause=1
;-------------------------------------------------移行--
[state ]
type=changestate
trigger1=1
value=2000003000
ignorehitpause=1
;------------------------------------------------------------------------------
;イントロ 映像2
[Statedef 2000001120]
movetype=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[state 12345]
type=changestate
trigger1=ishelper
trigger2=p1name!="AxAyAzSSX"
value=12345
ignorehitpause=1
[state time]
type=VarSet
trigger1=!(var(31)&1024)
var(31)=1024
ignorehitpause=1
[STATE VAR]
type=VARSET
trigger1=!(var(31)&1023)
var(11)=0
ignorehitpause=1
[STATE VAR]
type=VARADD
trigger1=1
var(11)=1
ignorehitpause=1
[STATE ChangeAnim]
type=ChangeAnim
trigger1=anim=[20190,20201]
value=anim
elem=ifelse(floor(var(11)*60.0/(TicksPerSecond*1.0))>11,11,floor(var(11)*60.0/(TicksPerSecond*1.0)))
ignorehitpause=1
[State change191]
type=changestate
trigger1=roundstate>=2
value=2000001199
ignorehitpause=1
[State change191]
type=changeanim
trigger1=(var(31)&1023) > (80.0/60.0)*TicksPerSecond
value=1
ignorehitpause=1
[State change191]
type=changestate
trigger1=(var(31)&1023) > (80.0/60.0)*TicksPerSecond
value=2000001199
ignorehitpause=1
[State pause]
type=SuperPause
trigger1=roundstate<2
trigger1=!(var(31)&1023)
anim=-1
time=10
movetime=10
darken=0
ignorehitpause=1
persistent=0
[state palfx]
type=PalFX
trigger1=anim=[20190,20201]
trigger1=animtime>-4
time=1
mul=240,240,240
add=40,40,40
color=250
ignorehitpause=1
[state snd]
type=PlaySnd
trigger1=!(var(31)&1023)
value=190,11
volume=256
channel=0
lowpriority=0
freqmul=1.2
loop=0
ignorehitpause=1
[state snd]
type=PlaySnd
trigger1=(var(31)&1023)=floor((2.0/60.0)*TicksPerSecond)
value=190,11
volume=256
channel=1
lowpriority=0
freqmul=1.1
loop=0
ignorehitpause=1
[state snd]
type=PlaySnd
trigger1=(var(31)&1023)=floor((2.0/60.0)*TicksPerSecond)
value=190,11
volume=256
channel=2
lowpriority=0
freqmul=1
loop=0
ignorehitpause=1
[state ]
type		=AfterImage
trigger1	=!(var(31)&1023)
time		=15
length		=20
palcolor	=256
palinvertall	=0
palbright	=30,30,30
palcontrast	=115,115,115
palpostbright	=0,0,0	
paladd		=0,0,0	
palmul		=.65,.65,.65
trans		=sub
ignorehitpause=1
[state ]
type		=AfterImage
trigger1	=(var(31)&1023)=ceil((15.0/60.0)*TicksPerSecond)
time		=-1
length		=16
palcolor	=256
palinvertall	=0
palbright	=0,0,0
palcontrast	=155,160,170
paladd		=25,25,25
palmul		=.7,.75,.8
trans		=add1
ignorehitpause=1
[state ]
type=trans
trigger1=!ishelper
trigger1=anim!=192
trans=add
[state nobgnofg]
type=AngleDraw
trigger1=!ishelper
trigger1=anim!=192
scale=.8,.8
value=(facing<0)*180
[state ]
type=changeanim
trigger1=!(var(31)&1023)
value=ifelse((gametime%5)=4,20194,20198 + (gametime%5))
ignorehitpause=1
[state time]
type=VarAdd
trigger1=var(31)&1024
var(31)=1
ignorehitpause=1
[state ]
type=changeanim
trigger1=animelem=11
value=192
ignorehitpause=1
;-------------------------------------------------移行--
[state ]
type=changestate
trigger1=1
value=2000003000
ignorehitpause=1
;------------------------------------------------------------------------------
;イントロ終了
[Statedef 2000001199]
movetype=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[state 12345]
type=changestate
trigger1=ishelper
trigger2=p1name!="AxAyAzSSX"
value=12345
ignorehitpause=1
[state ]
type=Varset
trigger1=var(10)=1
var(10)=2
ignorehitpause=1
[state ]
type=varset
triggerall=var(10)=2
trigger1=roundsexisted=0
trigger1=animtime>40
trigger2=roundsexisted>0
trigger2=animtime>40
var(10)=3
ignorehitpause=1
[state ]
type=ChangeState
trigger1=sysvar(1)
value=2000001200
ignorehitpause=1
[state ]
type=changestate
trigger1=1
value=2000003000
ignorehitpause=1
;==============================================================================
;勝利
;numexplod(180)	勝利アニメ表示開始トリガ
;numexplod(181)	勝利アニメ表示済みトリガ
[Statedef 2000001180]
movetype=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[state 12345]
type=changestate
trigger1=ishelper
trigger2=p1name!="AxAyAzSSX"
value=12345
ignorehitpause=1
[state time]
type=VarSet
trigger1=!numexplod(180)
var(31)=(random%80)*-1
ignorehitpause=1
[state ]
type=changeanim
trigger1=anim!=180
trigger1=anim!=[21190,21197]
value=180
ignorehitpause=1
[state ]
type=explod
trigger1=!numexplod(180)
id=180
anim=16100
scale=0,0
removetime=1200
ignorehitpause=1
[state time]
type=VarAdd
trigger1=numexplod(180)
var(31)=1
ignorehitpause=1
[state palfx]
type=PalFX
trigger1=anim=[20190,20194]
trigger1=animtime>-4
time=1
mul=240,240,240
add=40,40,40
color=250
ignorehitpause=1
[state snd]
type=PlaySnd
trigger1=var(31)=220
value=190,20
volume=256
channel=0
lowpriority=0
freqmul=1
loop=0
ignorehitpause=1
[state snd]
type=PlaySnd
trigger1=var(31)=222
value=190,20
volume=256
channel=1
lowpriority=0
freqmul=.9
loop=0
ignorehitpause=1
[state snd]
type=PlaySnd
trigger1=var(31)=222
value=190,20
volume=256
channel=2
lowpriority=0
freqmul=.8
loop=0
ignorehitpause=1
[State AfterImage]
type= AfterImage
trigger1= var(31)=220
time=8
length=20
palcolor=256
palinvertall=0
palbright=30,30,30
palcontrast=115,115,115
palpostbright=10,10,10
paladd=0,0,0
palmul=.85,.85,.85
trans=add
ignorehitpause=1
[state ]
type=trans
trigger1=anim!=180
trans=add
[state angledraw]
type=AngleDraw
trigger1=anim!=180
scale=.8,.8
value=(facing<0)*180
[state ]
type=changeanim
trigger1=var(31)=220
value=21190+(gametime%8)
[state nobgnofg]
type=changeanim
trigger1=anim!=16100
trigger1=var(31)>243
value=16100
ignorehitpause=1
[state nobgnofg]
type=AssertSpecial
trigger1=var(31)>243
flag=invisible
flag2=noshadow
ignorehitpause=1
[state ]
type=Explod
trigger1=var(31)>222
trigger1=!numexplod(181)
id=181
anim=16100
scale=0,0
removetime=600
ignorehitpause=1
;-------------------------------------------------移行--
[state ]
type=changestate
trigger1=1
value=2000003000
ignorehitpause=1
;==============================================================================
;色変回転アニメ(旧称イントロアニメ)
[Statedef 2000001200]
movetype=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[state 12345]
type=changestate
trigger1=ishelper
trigger2=p1name!="AxAyAzSSX"
value=12345
ignorehitpause=1
;.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~  回転アニメ  .~.~.~
[state ]
type=PalFX
trigger1=var(10)=1
time=10000000
mul=0,20,40
add=10,10,10
ignorehitpause=1
;-------------------------------------------------音声--
[state ]
type=PlaySnd
trigger1=sysvar(1)=19
value=110, 3
volume=-40
channel=-1
lowpriority=1
freqmul=2
loop=0
ignorehitpause=1
;-------------------------------------------------残像--
[STATE ];残像(黒)
type=AfterImage
trigger1=helper(30),var(0)=1
trigger1=sysvar(1)=20
time=-1
length=16
palcolor=256
palinvertall=0
palbright=0,0,0
palcontrast=155,160,170
palpostbright=0,0,0
paladd=25,25,25
palmul=.85,.85,.9
trans=add1
ignorehitpause=1
[STATE ];残像(青)
type=AfterImage
trigger1=helper(30),var(0)=2
trigger1=sysvar(1)=20
time=-1
length=60
palcontrast=128,128,200
palcolor=256
palinvertall=0
trans=add
ignorehitpause=1
[STATE ];残像(白)
type=AfterImage
trigger1=helper(30),var(0)=3
trigger1=sysvar(1)=20
time=-1
length=25
palbright=40,40,40
palcontrast=120,120,170
palpostbright=90,80,40
paladd=5,5,65
palmul=.56,.53,.5
palcolor=0
palinvertall=0
trans=add
ignorehitpause=1
[STATE ];残像(透明)
type=AfterImage
trigger1=helper(30),var(0)=4
trigger1=sysvar(1)=20
time=-1
length=60
palbright=256,216,146
palcontrast=20,20,20
palpostbright=6,6,6
paladd=17,17,0
palmul=.48,.6,.87
palinvertall=1
trans=add
ignorehitpause=1
;-------------------------------------------------回転--
[state ];回転(黒)
type=AngleDraw
trigger1=helper(30),var(0)=1
trigger1=sysvar(1)
scale=0.1*(20-sysvar(1)),0.1*(20-sysvar(1))
ignorehitpause=1
[state ];回転(青)
type=AngleDraw
trigger1=helper(30),var(0)=2
trigger1=sysvar(1)
value=(20-sysvar(1))*-18
scale=0.1*(20-sysvar(1))+2*(((20-sysvar(1))%5)=0),0.1*(20-sysvar(1))+2*(((20-sysvar(1))%4)=0)
ignorehitpause=1
[state ];回転(白)
type=AngleDraw
trigger1=helper(30),var(0)=3
trigger1=sysvar(1)
value=(20-sysvar(1))*-18
scale=0.3*(20-sysvar(1))+4*(((20-sysvar(1))%5)=0),0.3*(20-sysvar(1))+3*(((20-sysvar(1))%4)=0)
ignorehitpause=1
[state ];回転(透明)
type=AngleDraw
trigger1=helper(30),var(0)=4
trigger1=sysvar(1)
scale=sysvar(1)/5,sysvar(1)/5
ignorehitpause=1
;------------------------------------------------------------------------------
[state ]
type=changestate
trigger1=1
value=2000003000
ignorehitpause=1
;==============================================================================
;イントロ系特殊アニメ表示後分岐
[Statedef 2000003000]
movetype=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[state 12345]
type=changestate
trigger1=ishelper
trigger2=p1name!="AxAyAzSSX"
value=12345
ignorehitpause=1
[state -3];勝敗ログ
type=varset
trigger1=roundstate<=1
trigger1=var(32)=1
sysvar(4)=1
ignorehitpause=1
[state ]
type=varrangeset
trigger1=roundstate<2
first=38
last=39
fvalue=0
ignorehitpause=1
[state ]
type=ChangeState
trigger1=roundstate>2&&winko
value=5150
ignorehitpause=1
[state ]
type=ChangeState
trigger1=var(10)!=[1,3]
value=2000010000
ignorehitpause=1
;==============================================================================
;ベホイミ
[Statedef 2000002000]
movetype=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[state 12345]
type=changestate
trigger1=ishelper
trigger2=p1name!="AxAyAzSSX"
value=12345
ignorehitpause=1
;------------------------------------------------------------------------------
;ANIM
[STATE 通常anim]
type=ChangeAnim
trigger1=!(helper(30),var(31)&1)
value=1
ignorehitpause=1
[STATE RevDef無効化anim]
type=ChangeAnim
trigger1=helper(30),var(31)&1;RevDef無効化
trigger1=ANIM!=16210
value=16210
ignorehitpause=1
;------------------------------------------------------------------------------
[STATE 点滅]
type=Trans
trigger1=GameTime%2
trans=sub
ignorehitpause=1
[STATE 点滅]
type=Trans
trigger1=!(GameTime%4)
trans=add
ignorehitpause=1
[STATE 点滅]
type=PalFX
trigger1=GameTime%3
add=255,-255,255
mul=0,512,512
invertall=0
ignorehitpause=1
[STATE 点滅]
type=AngleDraw
trigger1=1
scale=.95+(gametime%3)*.05,.95+(gametime%3)*.05
ignorehitpause=1
;------------------------------------------------------------------------------
[STATE 回復]
type=LifeAdd
trigger1=1
value=1
ignorehitpause=1
[STATE 回復]
type=PlaySnd
trigger1=1
value=5150,0
volume=0
channel=9
lowpriority=1
freqmul=1
loop=0
ignorehitpause=1
[STATE 回復]
type=Explod
trigger1=!numexplod(3555)
trigger1=(ceil(life/10)%3)=2
id=3555
anim=3555
bindtime=-1
sprpriority=10
ownpal=1
shadow=0,0,0
ignorehitpause=1
[STATE 回復]
type=Explod
trigger1=!numexplod(3556)
trigger1=!(ceil(life/10)%3)
id=3556
anim=3556
bindtime=-1
sprpriority=10
ownpal=1
shadow=0,0,0
ignorehitpause=1
;------------------------------------------------------------------------------
[state ];本体HitDef攻撃]
type=ChangeState
triggerall=alive&&helper(30),var(30)&1
triggerall=var(14):=0||1
trigger1=helper(30),var(2)=[2,4];AIOFF
trigger1=command!="bc"
trigger1=command!="holdback"
trigger1=command!="holdfwd"
trigger1=command="c"
trigger2=RoundState=2&&helper(30),var(30)&2
trigger3=helper(30),var(2)!=[2,4]
trigger3=!winko
trigger3=!(random%110)
value=152+(var(14):=1)*0
ignorehitpause=1
[state ]
type=ChangeState
trigger1=var(10)!=[1,3]
value=2000010000
ignorehitpause=1
;==============================================================================
;通常ステート(やられアニメ管理)
[Statedef 2000010000]
movetype=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[State changeprev]
type=changestate
trigger1=ishelper
trigger2=p1name!="AxAyAzSSX"
value=12345
ignorehitpause=1
;------------------------------------------------------------------------------
[STATE 通常anim]
type=ChangeAnim
triggerall=!(helper(30),var(31)&1)
trigger1=anim=19000&&animtime=0
trigger2=anim!=1&&anim!=19000
value=1
ignorehitpause=1
[STATE RevDef無効化anim]
type=ChangeAnim
trigger1=helper(30),var(31)&1;RevDef無効化
trigger1=helper(20),var(10)=0
trigger1=ANIM!=16210
value=16210
ignorehitpause=1
[STATE RevDef無効化anim(モザイク)]
type=ChangeAnim
trigger1=helper(30),var(31)&1;RevDef無効化
trigger1=helper(20),var(10)>0
trigger1=ANIM!=19210
value=19210
ignorehitpause=1
[STATE hitby]
type=hitby
trigger1=1
value=SCA,HA
time=-1
ignorehitpause=1
[STATE HitOverride]
type=HitOverride
trigger1=1
attr=SCA
slot=1
stateno=-1
time=0
ignorehitpause=1
[STATE HitOverride]
type=HitOverride
trigger1=1
attr=SCA
slot=2
stateno=-1
time=0
ignorehitpause=1
[STATE HitOverride]
type=HitOverride
trigger1=1
attr=SCA
slot=3
stateno=-1
time=0
ignorehitpause=1
[STATE HitOverride]
type=HitOverride
trigger1=1
attr=SCA
slot=4
stateno=-1
time=0
ignorehitpause=1
[STATE HitOverride]
type=HitOverride
trigger1=1
attr=SCA
slot=5
stateno=-1
time=0
ignorehitpause=1
[STATE HitOverride]
type=HitOverride
trigger1=1
attr=SCA
slot=6
stateno=-1
time=0
ignorehitpause=1
[STATE HitOverride]
type=HitOverride
trigger1=1
attr=SCA,AT,AP,NA,SA
slot=7
stateno=0
time=-1
ignorehitpause=1
;------------------------------------------------------------------------------
[STATE VAR(30)]
type=ChangeState
trigger1=var(30)>=0
trigger1=var(30)!=[2000000000,2000010000]
trigger1=var(30)!=[88000000,88009999]
trigger1=var(30)!=[99000000,99000011]
trigger1=var(30)!=[5600000,5600002]
trigger1=var(30)!=[5500000,5500101]
value=var(30)
ignorehitpause=1
;==============================================================================
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 本体やられ
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;------------------------------------------------------------------------------
; やられ
[Statedef 1]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1

[State changeprev]
type=changestate
trigger1=ishelper
trigger2=p1name!="AxAyAzSSX"
value=12345
ignorehitpause=1

[STATE 140]
type=SelfState
trigger1=!time&&var(0)!=1
value=140
ignorehitpause=1

[STATE 120,ダメージ減衰中]
type=SelfState
trigger1=!time
trigger1=var(2)!=-1
value=2
ignorehitpause=1

[STATE 120,被弾フラグ解除]
type=VarSet
trigger1=1
var(0)=-1
persistent=0
ignorehitpause=1

[STATE 120,ダメージ減衰化時間セット]
type=VarSet
trigger1=var(2)=-1
var(2)=helper(30),sysvar(2)*helper(30),var(0)
ignorehitpause=1

[STATE 120,ダメージ]
type=LifeAdd
trigger1=roundstate=2
trigger1=helper(30),var(0)=[1,3]	;黒・青・白時のみ
trigger1=var(11):=(var(1)*100<lifemax*100/var(3))*var(1)*100+(var(1)*100>=lifemax*100/var(3))*lifemax*100/var(3)
;trigger1=var(11):=(var(1)*75<lifemax*75/var(3))*var(1)*75+(var(1)*75>=lifemax*75/var(3))*lifemax*75/var(3)
trigger1=var(11)>0
value=-var(11)+(var(11):=0)
ignorehitpause=1
persistent=0

[STATE やられSND]
type=PlaySnd
trigger1=RoundState=2
value=210,random%4
volume=-25
channel=9
lowpriority=0
freqmul =1.45
loop=0
persistent=0
ignorehitpause=1

[STATE 120,必殺判定]
type=varset
trigger1=1
var(9)=-1
ignorehitpause=1

[STATE 120,おわり]
type=selfstate
trigger1=1
value=0
ignorehitpause=1
;------------------------
; /やられ
;------------------------------------------------------------------------------
; ダメージ減衰
[Statedef 2]
type=u
movetype=u
anim=19000
hitdefpersist=1
movehitpersist=1
hitcountpersist=1

[State changeprev]
type=changestate
trigger1=ishelper
trigger2=p1name!="AxAyAzSSX"
value=12345
ignorehitpause=1

[STATE 140]
type=SelfState
trigger1=var(0)!=1
value=140
ignorehitpause=1

[STATE 130,被弾フラグ解除]
type=VarSet
trigger1=1
var(0)=-1
ignorehitpause=1
persistent=0

[STATE 130,減衰ダメージ(黒)]
type=LifeAdd
triggerall=RoundState=2
triggerall=helper(30),var(0)=1
triggerall=var(2)>-1		;減衰中
trigger1=!time
value=-( (var(1) < floor(lifemax/100)) * var(1) + (var(1) >= floor(lifemax/100)) * floor(lifemax/100))
persistent=0
ignorehitpause=1

[STATE 130,減衰ダメージ(青)]
type=LifeAdd
triggerall=RoundState=2
triggerall=helper(30),var(0)=2
triggerall=var(2)>-1		;減衰中
triggerall=helper(30),sysvar(1)!=0 ;MODULES BY ZERO 対策
triggerall=(gametime%helper(30),sysvar(1))=[0,2]
trigger1=!time
value=-( (var(1) < floor(lifemax/(200+helper(30),sysvar(4)) )) * var(1) + (var(1) >= floor(lifemax/(200+helper(30),sysvar(4)) )) * floor(lifemax/(200+helper(30),sysvar(4)) ))
persistent=0
ignorehitpause=1

[STATE 130,減衰ダメージ(白)]
type=LifeAdd
triggerall=RoundState=2
triggerall=helper(30),var(0)=3
triggerall=var(2)>-1
triggerall=helper(30),sysvar(1)!=0 ;MODULES BY ZERO 対策
triggerall=(gametime%helper(30),sysvar(1))=0
trigger1=!time
value=-( (var(1) < floor(lifemax/(170+helper(30),sysvar(4)) )) * var(1) + (var(1) >= floor(lifemax/(170+helper(30),sysvar(4)) )) * floor(lifemax/(170+helper(30),sysvar(4)) ))
persistent=0
ignorehitpause=1

[STATE やられSND]
type=PlaySnd
trigger1=RoundState=2
value=200,0
volume=0
channel=9
lowpriority=0
freqmul=1.3
loop=0
persistent=0
ignorehitpause=1

[STATE 130,おわり]
type=SelfState
trigger1=1
value=0
ignorehitpause=1
;------------------------
; /ダメージ減衰
;------------------------------------------------------------------------------
; /本体やられ
;==============================================================================
;------------------------------------------------------------------------------
; 本体HitDef
[Statedef 152]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[State changeprev]
type=changestate
trigger1=ishelper
trigger2=p1name!="AxAyAzSSX"
value=12345
ignorehitpause=1
[STATE 3,BACK]
type=SelfState
trigger1=!var(14)
trigger2=time
trigger3=roundstate!=2
trigger4=!(helper(30),var(30)&1)
value=153
ignorehitpause=1
;--------------------------------------------------
[STATE 3,C-ANIM]
type=ChangeAnim
triggerall=helper(30),var(30)&1
triggerall=!(helper(16000),var(1)&32)
trigger1=Anim!=16804
trigger1=!(helper(30),var(30)&2)
trigger2=Anim!=17001
trigger2=helper(30),var(30)&2
value=IfElse(helper(30),var(30)&2,16805,16804)
ignorehitpause=1
[STATE 3,StS]
type=StateTypeSet
trigger1=1
movetype=A
ignorehitpause=1
[STATE モザイク]
type=Explod
trigger1=!numexplod(10810)
trigger1=Anim=16805
id=10810
anim=10810
trans=add
ignorehitpause=1
removeongethit=0
scale=1,1
postype=p1
pos=0,3
removetime=-2
sprpriority=550
ontop=0
ownpal=1
bindtime=-1
[State 影]
type=RemoveExplod
trigger1=numexplod(10811)
ID=10811
ignorehitpause=1
[STATE モザイク]
type=Explod
trigger1=!numexplod(10811)
trigger1=Anim=16804
id=10811
anim=10811
ignorehitpause=1
removeongethit=0
scale=1,1
postype=p1
pos=0,3
removetime=-2
sprpriority=550
ontop=0
ownpal=1
bindtime=-1
[STATE 波動]
type=Explod
trigger1=!numexplod(3901)
trigger1=Anim=16804
id=3901
anim=3902
ignorehitpause=1
removeongethit=0
scale=.4,.4
postype=p1
pos=0,0
removetime=-2
sprpriority=5
ontop=0
ownpal=1
bindtime=-1
trans=add
[STATE SND]
type=null;PlaySnd
trigger1=Anim=16804
value=800,12
volume=200
lowpriority=0
persistent=0
ignorehitpause=1
[STATE 3,ヒット定義]
type=HitDef
trigger1=roundstate=2
attr=SCA,AA,AT,AP
animtype=medium
damage=10
givepower=0, 0
pausetime=0,0
sparkxy=0,-50
guardflag=NoNe;MA
hitflag=MAFD
priority=7, Hit
hitonce=0
sparkno=-1
guard.sparkno=-1
numhits=0
ignorehitpause=1
persistent=0
[STATE 3,]
type=SelfState
trigger1=helper(57),var(0)>400
trigger1=helper(30),var(30)&2
trigger1=GameTime%2
value=StateNo+2
ignorehitpause=1
;------------------------------------------------------------------------------
; 本体RevDef
[Statedef 154]
type=u
movetype=u
physics=u
velset=0,0
ctrl=0
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[State changeprev]
type=changestate
trigger1=ishelper
trigger2=p1name!="AxAyAzSSX"
value=12345
ignorehitpause=1
[STATE 3,BACK]
type=SelfState
trigger1=!var(14)
trigger2=time
trigger3=roundstate!=2
trigger4=!(helper(30),var(30)&2)
value=155
ignorehitpause=1
;--------------------------------------------------
[STATE 3,VarSet]
type=VarSet
trigger1=helper(30),var(30)&1
var(58)=((var(58)|3)-3)|2
ignorehitpause=1
[STATE 3,C-ANIM]
type=ChangeAnim
trigger1=Anim!=16804
trigger1=helper(30),var(30)&1
value=16804
ignorehitpause=1
[STATE 3,StS]
type=StateTypeSet
trigger1=0
movetype=A
ignorehitpause=1
[STATE 3,ヒット定義]
type=ReversalDef
trigger1=roundstate=2
reversal.attr=SCA,AA,AT,AP,NA,SA,HA,NT,ST,HT,NP,ST,HP
priority=7,hit
numhits=0
pausetime=2147483647,2147483647
sparkno=-1
p2stateno=88000100
p1stateno=stateno
ignorehitpause=1
;==============================================================================






