;-------------------------
[Statedef -2]
;意味：
;	常時実行されるstate
;------------------------------
;ブースト
[state a]
type = targetstate
triggerall = var(5) = 1
triggerall = movehit = 1
trigger1 = numtarget(200)
trigger2 = numtarget(199)
trigger3 = numtarget(198)
trigger4 = numtarget(197)
trigger5 = numtarget(196)
value = 550
ignorehitpause = 0

[state a]
type = targetstate
triggerall = var(5) = 2
triggerall = movehit = 1
trigger1 = numtarget(200)
trigger2 = numtarget(199)
trigger3 = numtarget(198)
trigger4 = numtarget(197)
trigger5 = numtarget(196)
value = 555
ignorehitpause = 1

[state a]
type = playsnd
trigger1 = p2movetype = H
trigger1 = numtarget
trigger1 = target,stateno = [556,557]
trigger1 = target,Time%10 = 1
value = 5100,2
ignorehitpause = 0

[State a];
type = palfx
triggerall = var(5) = 2
triggerall = movehit = 1
triggerall = p2stateno = 555
triggerall = numtarget(200)||numtarget(199)||numtarget(198)||numtarget(197)||numtarget(196)
triggerall = numhelper(6030)=0
;triggerall = p2stateno = [556,557]
trigger1 = enemynear,frontEdgeBodyDist>10&&enemynear,backEdgeBodyDist>10
trigger2 = backEdgeBodyDist<35
time = 8
mul = 255,255,255
sinadd = 255,255,255,20
color = 255
ignorehitpause = 1
;上手く働いてないのは気のせい

[State a];
type = velset
triggerall = var(5) = 2
triggerall = movehit = 1
triggerall = numtarget(200)||numtarget(199)||numtarget(198)||numtarget(197)||numtarget(196)
triggerall = p2stateno = 555
triggerall = numhelper(6030)=0
;triggerall = p2stateno = [556,557]
trigger1 = enemynear,frontEdgeBodyDist>10&&enemynear,backEdgeBodyDist>10
trigger2 = backEdgeBodyDist<35
x = 11.85
ignorehitpause = 1
;値の調整が大事っぽい
;この数値で･･･いいのか？

[state a];ブーストエフェクト
type = Helper
triggerall = var(5) = 2
triggerall = movehit = 1
triggerall = numtarget(200)||numtarget(199)||numtarget(198)||numtarget(197)||numtarget(196)
triggerall = p2stateno = 555
triggerall = numhelper(6030)=0
;triggerall = p2stateno = [556,557]
trigger1 = enemynear,frontEdgeBodyDist>10&&enemynear,backEdgeBodyDist>10
trigger2 = backEdgeBodyDist<35
id = 6030
name = "hit"
pos = 0 , -80
postype = p1
stateno = 6030
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1





;------------------------------------------------------------------
[State -2 ,2]
type = poweradd
triggerall = alive = 1
triggerall = time = 1
trigger1 = stateno = 5000
trigger1 = anim    = 5000 || anim    = 5010 || anim    = 5020
trigger2 = stateno = 5010
trigger2 = anim    = 5000 || anim    = 5010 || anim    = 5020
value = 1

[State -2 ,2]
type = poweradd
triggerall = alive = 1
triggerall = time = 1
trigger1 = stateno = 5000
trigger1 = anim    = 5001 || anim    = 5011 || anim    = 5021
trigger2 = stateno = 5010
trigger2 = anim    = 5001 || anim    = 5011 || anim    = 5021
value = 2

[State -2 ,1]
type = poweradd
triggerall = alive = 1
triggerall = time = 1
trigger1 = stateno = 5000
trigger1 = anim   != [5000,5001] 
trigger1 = anim   != [5010,5011]
trigger1 = anim   != [5020,5021]
trigger2 = stateno = 5010
trigger2 = anim   != [5000,5001] 
trigger2 = anim   != [5010,5011]
trigger2 = anim   != [5020,5021]
value = 3

[State -2 ,1]
type = poweradd
triggerall = alive = 1
triggerall = time = 1
trigger1 = stateno = 5020
value = 2



;ダメージ声 
[State -3,damage w]
type = PlaySnd
triggerall = stateno = 5000  || stateno = 5010 || stateno = 5020 || stateno = 5070 || stateno = 5080
triggerall = gethitvar(animtype) = 0
triggerall = random%3 = 0
triggerall = alive 
trigger1 = Time = 1
value = s5000, random%3
channel = 0
parsistent = 0
ignorehitpause = 1

;ダメージ声 中
[State -3, damage m]
type = PlaySnd
triggerall = stateno = 5000  || stateno = 5010 || stateno = 5020 || stateno = 5070 || stateno = 5080
triggerall = gethitvar(animtype) = [1,2]
triggerall = random%3 = 1
triggerall = alive 
trigger1 = Time = 1
value = s5000,1+random%3
channel = 0
parsistent = 0
ignorehitpause = 1

;ダメージ声 強
[State -3, damage s]
type = PlaySnd
triggerall = stateno = 5000  || stateno = 5010 || stateno = 5020 || stateno = 5070 || stateno = 5080
triggerall = gethitvar(animtype) >= 3 ;back3,up4,diegup5
triggerall = random%3 = 2
triggerall = alive 
trigger1 = Time = 1
value = s5000, 1+random%4
channel = 0
parsistent = 0
ignorehitpause = 1

;-----------------------------------------------------------------------------------------------
;ガードボイス
[State -2 ,2]
type = PlaySnd
triggerall = alive = 1
triggerall = time = 1
triggerall = var(45) != 3
trigger1 = stateno = 150
trigger2 = stateno = 152
trigger3 = stateno = 154
value = 151, random%8
channel = 0

;------------------------------------------------------------------------------------------
;めまいボイス
[State -2 ,2]
type = PlaySnd
triggerall = alive = 1
triggerall = time = 1
trigger1 = anim = 5300
value = 5300, random%2
channel = 0

;------------------------------------------------------------------------------------------
[State -2, 4];２段ジャンプ制御
type = Varset
trigger1 = stateno = 0
trigger2 = stateno = 11
trigger3 = stateno = 52
trigger4 = movetype = H
v = 2
value = 0
[State -2, 4]
type = Varset
trigger1 = stateno = 0
trigger2 = stateno = 11
trigger3 = stateno = 52
trigger4 = movetype = H
v = 48
value = 0

;-----------------------------------------------------------------------------------------------
[State -2, 4];ハイジャンプ制御
type = Varset
trigger1 = stateno = 0
trigger2 = stateno = 11
trigger3 = stateno = 52
trigger4 = movetype = H
v = 3
value = 0

;------------------------------------------------------------------------------------------------
[State -2, 4];ダスト制御
type = Varset
trigger1 = movetype = H
trigger2 = stateno != [850,851]
trigger2 = stateno != [40,50]
trigger2 = stateno != [600,690]
v = 8
value = 0

;-------------------------------------------------------------------------------------------------
[State -2, 4];空中ダッシュ制御
type = Varset
trigger1 = stateno = 0
trigger2 = stateno = 11
trigger3 = stateno = 52
v = 4
value = 0

[State -2, 0]
type = varset
triggerall = var(4) != 0
trigger1 = stateno = [5000, 5300]
trigger2 = Movetype = H
trigger3 = stateno != [101,102]
trigger3 = stateno != [600,650]
v = 4
value = 3

;-----------------------------------------------------------------------------------------------
[State -2, 0];残像消去
type = AfterImageTime
trigger1 = stateno = 52
trigger2 = movetype = H
trigger3 = stateno = 1006
trigger4 = stateno = 1005
trigger4 = animelem = 4
trigger5 = stateno = 1100
trigger6 = stateno = 1251
trigger7 = stateno = [0,20]
trigger8 = stateno = [1715,1725]
time = 0

;------------------------------------------------------------------------------------------------
;ダッシュ中Varリセット
[State -2, 0]
type = varset
trigger1 = var(10) = 0
trigger2 = stateno = 11
trigger3 = stateno = 52
v = 9
value = 0

[State -2, 0];ダッシュストップ中
type = varset
trigger1 = stateno = 103
v = 9
value = 2

;ダッシュ中varセット
[State -2, 0]
type = varset
trigger1 = stateno = 100
v = 9
value = 1
;---------------------------------------------------------------------------------------------
;自動振り向き
[State -2, 0]
type = turn
triggerall = p2dist X < 0
triggerall = time >= 0
trigger1 = stateno = 45
trigger2 = stateno = 50
trigger2 = PrevStateno = 45
trigger3 = Stateno = 50
trigger3 = var(3) = 1
trigger4 = Stateno = 51
trigger4 = PrevStateno = 101
trigger5 = Stateno = 51
trigger5 = PrevStateno = 102
trigger6 = var(5)
;------------------------------------------------------------------------------------------------
;ジャンプキャンセル制御用
[State -2, 0]
type = varset
trigger1 = movecontact
v = 11
value = 1

[State -2, 0]
type = varset
trigger1 = !movecontact
v = 11
value = 0

[State -2, 0]
type = varset
triggerall = var(2) = 0
trigger1 = stateno = 610
v = 2
value = 1

[State -2, 0]
type = varset
triggerall = var(2) = 2
trigger1 = stateno = 610
v = 2
value = 3

;-----------------------------------------------------------------------------
;pa-fekutoga-doフォルトレスディフェンス
[State -2, 0]
type = PowerAdd
triggerall= Anim = [120,165]
trigger1 = Var(26)
trigger2 = Var(45) = 2
trigger3 = Numhelper(11040)
ignorehitpause = 0
value = -5

[State -2, 4]
type = RemoveExplod
triggerall = Var(26) = 0
trigger1 = command != "holdback"&&var(58)=0
trigger2 = Power < 10
trigger3 = var(26) = 2 && (command != "holdP" && command != "holdS") &&var(58)=0
trigger4 = var(26) = 1 && command != "holdC"&&var(58)=0
trigger5 = StateNo != [120,165]
trigger6 = var(45) != 2
trigger7 = stateno >= 5000
ignorehitpause = 1
ID = 11040

[State -2, 1]
type = helper
triggerall = Var(26)
triggerall = Numhelper(11040)= 0
triggerall = Power > 10
trigger1 = StateNo = [0,20]
trigger2 = StateNo = [120,165]
trigger3 = Var(45) = 2
helpertype = normal
name = "FD helper"
ID = 11040
pos = 0,0
postype = p1
stateno = 11040
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0

[State -2, 0]
type = PowerAdd
triggerall = Numhelper(11040)
triggerall = Var(26)
triggerall = time = 0
trigger1 = stateno = 150
trigger2 = stateno = 152
trigger3 = stateno = 154
ignorehitpause = 0
value = -40

[state -2, 2];ＦＤで当たったときの
type = helper
triggerall = Numhelper(11040)
triggerall = Var(26)
triggerall = time = 0
trigger1 = stateno = 150
trigger2 = stateno = 152
trigger3 = stateno = 154
helpertype = normal
ID = 11045
pos = 10,ifelse(statetype = C,-30,-65)
postype = p1
stateno = 11045
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 1
pausemovetime = 999
[state -2, 2];ＦＤで当たったときの
type = helper
triggerall = Numhelper(11040)
triggerall = Var(26)
triggerall = time = 0
trigger1 = stateno = 150
trigger2 = stateno = 152
trigger3 = stateno = 154
helpertype = normal
ID = 11046
pos = 10,ifelse(statetype = C,-30,-65)
postype = p1
stateno = 11045
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 1
pausemovetime = 999
[state -2, 2];ＦＤで当たったときの
type = helper
triggerall = Numhelper(11040)
triggerall = Var(26)
triggerall = time = 0
trigger1 = stateno = 150
trigger2 = stateno = 152
trigger3 = stateno = 154
helpertype = normal
ID = 11047
pos = 10,ifelse(statetype = C,-30,-65)
postype = p1
stateno = 11045
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 1
pausemovetime = 999
[state -2, 2];ＦＤで当たったときの
type = helper
triggerall = Numhelper(11040)
triggerall = Var(26)
triggerall = time = 0
trigger1 = stateno = 150
trigger2 = stateno = 152
trigger3 = stateno = 154
helpertype = normal
ID = 11048
pos = 10,ifelse(statetype = C,-30,-65)
postype = p1
stateno = 11045
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 1
pausemovetime = 999

[state -2, 2];ＦＤで当たったときの
type = Explod
triggerall = Numhelper(11040)
triggerall = Var(26)
triggerall = time = 0
trigger1 = stateno = 150
trigger2 = stateno = 152
trigger3 = stateno = 154
anim = 9930
ID = 760
postype = p1
pos = 10,ifelse(statetype = C,-30,-65)
sprpriority = 4
bindtime = 1
removetime = -2
ownpal=1
removeongethit = 0
ignorehitpause = 1
scale = 0.2,0.2
persistent = 0
[State -2, 2];フォルトレスディフェンスやめた時Varリセット
type = Varset
triggerall= Var(26)||StateNo != [120,165]
trigger1 = command != "holdback"&&var(58)=0
trigger2 = var(26) = 2 && (command != "holdP" && command != "holdS") &&var(58)=0
trigger3 = var(26) = 1 && command != "holdC"&&var(58)=0
trigger4 = Power = 0
trigger5 = Var(45) != 2
trigger6 = stateno >= 5000
ignorehitpause = 1
v = 26
value = 0

[State -2,0];体力格納決定varリセット
type = Varset
trigger1 = Var(27) != 0
v = 28
value = 0

;体力格納用varリセット
[State -2,0]
type = varset
trigger1 = var(26) = 0
v = 27
value = 0

[State -2,0];体力格納決定
type = Varset
triggerall = var(27) = 0
trigger1 = var(26)
trigger2 = var(45) = 3
v = 28
value = 1

;体力をvar(27)へ格納
[State -2,0]
type = varset
trigger1 = var(28) = 1
trigger2 = var(45) = 3
v = 27
value = Life

;体力減らない
[State -2, life]
type = Lifeset
trigger1 = Var(26)
trigger2 = var(45) = 3
value = Var(27)

;--------------------------------------------------------------------------------------------
;はためく
[State -2, 4]
type = PlaySnd
trigger1 = Vel y > 1
trigger1 = time%30 = 6
value = 50,0

[State -2 ,2]
type = poweradd
triggerall = alive = 1
triggerall = time = 1
trigger1 = stateno = 150
trigger2 = stateno = 152
trigger3 = stateno = 154
value = 2

;-----------------------------------------------------------------------------------------------
;落下時の音
[State -2, 0]
type = playsnd
trigger1 = anim = 44
trigger1 = var(12) >= 2
trigger1 = Timemod = 20,0
trigger2 = anim = 45
trigger2 = var(12) >= 2
trigger2 = Timemod = 20,0
trigger3 = anim = 46
trigger3 = var(12) >= 2
trigger3 = Timemod = 20,0
trigger4 = anim = 50
trigger4 = var(12) >= 0
trigger4 = Timemod = 20,0
trigger5 = anim = 51
trigger5 = var(12) >= 0
trigger5 = Timemod = 20,0
trigger6 = anim = 5040
trigger6 = var(12) >= 1
trigger6 = Timemod = 20,0
trigger7 = anim = 5200
trigger7 = var(12) >= 2
trigger7 = Timemod = 20,0
trigger8 = anim = 5210
trigger8 = var(12) >= 2
trigger8 = Timemod = 20,0
value = 1,1
channel = 10

[State -2,0]
type = varadd
trigger1 = anim = 44
trigger2 = anim = 45
trigger3 = anim = 46
trigger4 = anim = 50
trigger5 = anim = 51
trigger6 = anim = 5040
trigger7 = anim = 5200
trigger8 = anim = 5210
trigger9 = anim = 5070
trigger9 = var(13) <= 2
trigger10 = anim = 5300
trigger10 = var(13) <= 2
trigger11 = anim = 5003
trigger11 = var(13) <= 2
v = 12
value = 1
persistent = 1
ignorehitpause = 1

[State -2,0]
type = varset
trigger1 = anim != 44
trigger1 = anim != 45
trigger1 = anim != 46
trigger1 = anim != 50
trigger1 = anim != 51
trigger1 = anim != 5040
trigger1 = anim != 5200
trigger1 = anim != 5210
trigger1 = anim != 5070
trigger1 = anim != 5300
trigger1 = anim != 5003
trigger2 = anim = 5003
trigger2 = time = 0
v = 12
value = 0
persistent = 1
ignorehitpause = 1

;------------------------------------------------------------------------------------------------
;ジャンプキャンセル制御用
[State -2, 0]
type = varset
trigger1 = movecontact
v = 11
value = 1

[State -2, 0]
type = varset
trigger1 = !movecontact
v = 11
value = 0

[State -2, 0]
type = varset
triggerall = var(2) = 0
trigger1 = stateno = 610
v = 2
value = 1

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


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

[State 200, 2]
type = helper
triggerall = fvar(0)
triggerall = time <= 2
triggerall = numhelper(10052)=0
trigger1 = stateno = [100,119]
trigger2 = stateno = [200,999]
stateno = 10052
id = 10052
postype = p1
pos = 0,-70
facing = 1
sprpriority = 4
ownpal = 1
persistent = 0
pausemovetime = 99999
supermovetime = 99999
supermove = 1

;----0にする・・
[state -3,];
type = varset
trigger1 = time <= 2
trigger2 = movetype = H
trigger3 = ctrl
fvar(0) = 0
ignorehitpause = 1

;----0にする・・
[state -3,];
type = varset
trigger1 = stateno = [0,22]
;trigger2 = stateno = 51 || stateno = 52 || stateno = 56
trigger2 = movetype = H
trigger3 = p2stateno != [550,560]
trigger3 = stateno != [290,291]
trigger3 = stateno = 40
;trigger5 = target,frontEdgeBodyDist<8||target,backEdgeBodyDist<8
var(5) = 0
ignorehitpause = 1

[state -3,];
type = varset
triggerall = var(5)
trigger1 = p2stateno = [555,556]
var(5) = 2
ignorehitpause = 1

[State -2]
Type = NotHitBy
Trigger1 = StateNo = 5120
Trigger1 = AnimTime = 0
Value = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 6

[State -2];相手しゃがみ食らい判定
type = varset
trigger1 = numenemy
var(41) = ifelse(enemynear,statetype=C,1,0)
persistent = 1
ignorehitpause = 1

;---------V25　ガード状態0,1,2か食らい状態-1  st1でもやってる  超必,投げなら-3(バースト封じ)　それ以外-1
[state 120x,];通常状態
type = varset
triggerall = var(45) < 0
trigger1 = movetype != H
trigger1 = stateno != [120,155] 
var(45)  = -1
ignorehitpause = 1

[state 120x,];普通くらい
type = varset
triggerall= numenemy
triggerall = movetype = H
triggerall = gethitvar(guarded) = 0
trigger1 = 1;!HitShakeOver
trigger1 = enemynear,hitdefattr = sca,na,np,sa,sp
var(45)  = -2
ignorehitpause = 1

[state 120x,];援軍ダメくらい
type = varset
triggerall= numenemy
triggerall = movetype = H
triggerall = gethitvar(guarded) = 0
trigger1 = enemynear,hitdefattr = sca,nt,st,ha,hp,ht
var(45)  = -3
ignorehitpause = 1

;=========================================================================
;------------------------------------------------
;スタイリッシュポイント
[state 7000,]
type = varset
trigger1 = fvar(30) < 1
fvar(30) = 1
ignorehitpause = 1
supermovetime = 999

;--------------------------------------------------
;通常技全部ヒット立ち
[state 7000,]
type = varadd
triggerall = stateno=200&&movehit&&prevstateno=[0,119]
triggerall = var(51)!=1&&var(51)!=11&&var(51)!=111
Trigger1 = var(51)=0
Trigger2 = var(51)=10
Trigger3 = var(51)=100
Trigger4 = var(51)=110
var(51) = 1
persistent = 0

[state 7000,]
type = varadd
triggerall = stateno=210&&movehit&&prevstateno=[0,119]
triggerall = var(51)!=10&&var(51)!=110&&var(51)!=111
Trigger1 = var(51)=0
Trigger2 = var(51)=1
Trigger3 = var(51)=100
Trigger4 = var(51)=101
var(51) = 10
persistent = 0

[state 7000,]
type = varadd
triggerall = stateno=230&&movehit&&prevstateno=[0,119]
triggerall = var(51)!=100&&var(51)!=110&&var(51)!=111
Trigger1 = var(51)=0
Trigger2 = var(51)=1
Trigger3 = var(51)=10
Trigger4 = var(51)=11
var(51) = 100
persistent = 0

[state 7000,]
type = varadd
Trigger1 = var(51)=111
fvar(30) = 0.08
persistent = 0

[state 7000,]
type = varset
Trigger1 = var(51)=111
var(51) = 999
persistent = 0
;-----------------------------------------------------------
;通常技全部ヒットしゃがみ
[state 7000,]
type = varadd
triggerall = stateno=400&&movehit&&prevstateno=[0,119]
triggerall = var(52)!=1&&var(52)!=11&&var(52)!=111
Trigger1 = var(52)=0
Trigger2 = var(52)=10
Trigger3 = var(52)=100
Trigger4 = var(52)=110
var(52) = 1
persistent = 0

[state 7000,]
type = varadd
triggerall = stateno=410&&movehit&&prevstateno=[0,119]
triggerall = var(52)!=10&&var(52)!=110&&var(52)!=111
Trigger1 = var(52)=0
Trigger2 = var(52)=1
Trigger3 = var(52)=100
Trigger4 = var(52)=101
var(52) = 10
persistent = 0

[state 7000,]
type = varadd
triggerall = stateno=430&&movehit&&prevstateno=[0,119]
triggerall = var(52)!=100&&var(52)!=110&&var(52)!=111
Trigger1 = var(52)=0
Trigger2 = var(52)=1
Trigger3 = var(52)=10
Trigger4 = var(52)=11
var(52) = 100
persistent = 0

[state 7000,]
type = varadd
Trigger1 = var(52)=111
fvar(30) = 0.08
persistent = 0

[state 7000,]
type = varset
Trigger1 = var(52)=111
var(52) = 999
persistent = 0
;--------------------------------------------------
;通常技全部ヒット空中
[state 7000,]
type = varadd
triggerall = stateno=600&&movehit&&prevstateno=50
triggerall = var(50)!=1&&var(50)!=11&&var(50)!=111
Trigger1 = var(50)=0
Trigger2 = var(50)=10
Trigger3 = var(50)=100
Trigger4 = var(50)=110
var(50) = 1
persistent = 0

[state 7000,]
type = varadd
triggerall = stateno=610&&movehit&&prevstateno=50
triggerall = var(50)!=10&&var(50)!=110&&var(50)!=111
Trigger1 = var(50)=0
Trigger2 = var(50)=1
Trigger3 = var(50)=100
Trigger4 = var(50)=101
var(50) = 10
persistent = 0

[state 7000,]
type = varadd
triggerall = stateno=630&&movehit&&prevstateno=50
triggerall = var(50)!=100&&var(50)!=110&&var(50)!=111
Trigger1 = var(50)=0
Trigger2 = var(50)=1
Trigger3 = var(50)=10
Trigger4 = var(50)=11
var(50) = 100
persistent = 0

[state 7000,]
type = varadd
Trigger1 = var(50)=111
fvar(30) = 0.08
persistent = 0

[state 7000,]
type = varset
Trigger1 = var(50)=111
var(50) = 999
persistent = 0
;-----------------------------------------------------------

[state 7000,]
type = varadd
Trigger1 = p2movetype=H
trigger1 = p2stateno!=[120,165]
Trigger1 = p2statetype!=L
fvar(30) = 0.00005
persistent = 0

[state 7000,]
type = varadd
Trigger1 = movetype=H
trigger1 = stateno!=[120,165]
Trigger1 = statetype!=L
fvar(30) = 0.00015
persistent = 0

[state 7000,]
type = varadd
Trigger1 = Life = Const(data.life)
Trigger1 = enemynear,Life >= enemynear,Const(data.life)-80
trigger1 = movehit = 1
trigger1 = hitcount <= 1
fvar(30) = 0.05
persistent = 0

[state 7000,]
type = varset
triggerall= numenemy
trigger1 = fvar(30) > 2
fvar(30) = 2
ignorehitpause = 1
supermovetime = 999
;------------------------------------------------------------------------
;===========================================================================================-

;--------------------------------相手のガードバランス自然増加減少
[state 7000,]
type = varadd
triggerall= numenemy
triggerall = time % 5 = 0
triggerall = var(22) > 160
trigger1 = enemynear,movetype != H
trigger1 = p2stateno != [5000,5119]
trigger1 = p2stateno != [830,833]
trigger1 = p2stateno != [840,841]
trigger1 = p2stateno != [852,853]
trigger1 = p2stateno != [1060,1061]
trigger1 = p2stateno != [2031,2032]
trigger1 = p2stateno != [3120,3145]
trigger1 = p2stateno != [3210,3211]
trigger2 = enemynear,statetype = L
var(22) = ifelse(enemynear,stateno = 5120,-2,-1) 
ignorehitpause = 1
supermovetime = 999

[state 7000,]
type = varset
trigger1 = var(22) > 310
var(22) = 310
ignorehitpause = 1
supermovetime = 999

[state 7000,]
type = varset
triggerall= numenemy
trigger1 = var(22) <= 160
trigger1 = enemynear,movetype != H
var(22) = 160
ignorehitpause = 1
supermovetime = 999

;----------------------------------------------------------------------------------------------
;コンボ計算

[state -3,fvhj2re];-16・・78%
type = varset
trigger1 = var(22) > 150
fvar(6) = 1
ignorehitpause = 1

[state -3,fv2hjre]
type = varset
trigger1 = var(22) = [130,140]
fvar(6) = 0.85
ignorehitpause = 1

[state -3,fv2hjre]
type = varset
trigger1 = var(22) = [120,130]
fvar(6) = 0.78
ignorehitpause = 1

[state -3,fv2ghre]
type = varset
trigger1 = var(22) = [110,120]
fvar(6) = 0.70
ignorehitpause = 1

[state -3,fvm2re]
type = varset
trigger1 = var(22) = [100,110]
fvar(6) = 0.63
ignorehitpause = 1

[state -3,fv2rnme]
type = varset
trigger1 = var(22) = [100,110]
fvar(6) = 0.50
ignorehitpause = 1

[state -3,fv2fcre]
type = varset
trigger1 = var(22) = [90,100]
fvar(6) = 0.43
ignorehitpause = 1

[state -3,fv2rdse];20.35%
type = varset
trigger1 = var(22) = [80,90]
fvar(6) = 0.38
ignorehitpause = 1

[state -3,fv2rgbe];17.3type = varset
type = varset
trigger1 = var(22) = [70,80]
fvar(6) = 0.43
ignorehitpause = 1

[state -3,fv2remj];20.35%
type = varset
trigger1 = var(22) = [60,70]
fvar(6) = 0.29
ignorehitpause = 1

[state -3,fv2rk,me];18.5
type = varset
trigger1 = var(22) = [50,60]
fvar(6) = 0.235
ignorehitpause = 1

[state -3,fv2mjre];13.5
type = varset
trigger1 = var(22) = [40,50]
fvar(6) = 0.185
ignorehitpause = 1

[state -3,fv2re];7%
type = varset
trigger1 = var(22) = [30,40]
fvar(6) = 0.13
ignorehitpause = 1

[state -3,mjfv2re];5%
type = varset
trigger1 = var(22) = [20,30]
fvar(6) = 0.09
ignorehitpause = 1

[state -3,fv2lre]; 3%
type = varset
trigger1 = var(22) = [10,20]
fvar(6) = 0.06
ignorehitpause = 1

[state -3,fv2r/e];くらいすぎてると2%
type = varset
trigger1 = var(22) <= 10
fvar(6) = 0.02
ignorehitpause = 1


[state 7000,]
type = varadd
trigger1 = var(22) = [10,20]
fvar(30) = 0.002
persistent = 0

[state 7000,]
type = varadd
trigger1 = var(22) <= 10
fvar(30) = 0.001
persistent = 0

;------------------------------------------
[State -2];カウンター判定初期化
type = varset
triggerall = numenemy
triggerall = var(33)
triggerall = time >= ifelse(stateno=610,20,1)
trigger1 = p2movetype != A
var(33) = 0

[State -2];カウンター判定
type = varset
trigger1 = p2movetype = A
trigger2 = p2stateno = [100,119]
;trigger3 = var(22) > 128 + 64
var(33) = 1
persistent = 1
ignorehitpause = 1

;-------------ブラックカラーてんしょんMAX
[state 7000,debu2]
type =powerset
trigger1 = palno = 12
value = 2000
ignorehitpause = 1

[State -2]
type = null;poweradd
trigger1 = gametime%3 = 1
trigger1 = power > 11
value = 1


;--------------------------------enemynearの状態監視主にHITDEFとよろけなどの判定に
;----------------------仕様変更にともないmovetype＝A判定ぐらいしかつかわないかも
[state 5900,v46];44  くらい状態の長さをはかる	復帰不能時間減少に使う10秒ごとに減り始める？600F　
type = varadd
triggerall= numenemy
trigger1 = enemynear,movetype = H
trigger1 = enemynear,stateno != 150
trigger1 = enemynear,stateno != 152
trigger1 = enemynear,stateno != 154
var(44) = 1
ignorehitpause = 0

[state 5900,v46];44  くらいい状態の長さリセット　
type = varset
triggerall= numenemy
trigger1 = enemynear,movetype != H
trigger2 = enemynear,stateno = 150
trigger3 = enemynear,stateno = 152
trigger4 = enemynear,stateno = 154
var(44) = 0
ignorehitpause = 1

;------------fvar(5)　ヒットバック補正
;---------------1秒以降増加開始、最大8秒
[state 5900,fv5];fv14  くらい状態の長さでX距離増加 基本乗数1
type = varset
triggerall= numenemy
trigger1 = enemynear,movetype != H
trigger2 = enemynear,stateno = [120,155]
trigger3 = var(44) < 30
fvar(14) = 1
ignorehitpause = 0

[state 5900,fv5];fv14
type = null;varadd
trigger1 = var(44) = 10 * 1	;10%
trigger2 = var(44) = 10 * 2	;10%
trigger3 = var(44) = 10 * 3	;10%
trigger4 = var(44) = 10 * 4	;10%
trigger5 = var(44) = 10 * 5	;10%
trigger6 = var(44) = 10 * 6	;10%
trigger7 = var(44) = 10 * 7	;10%
trigger8 = var(44) = 10 * 8	;10%
trigger9 = var(44) = 10 * 9	;10%
trigger10 = var(44) = 10 * 10	;10%
trigger11 = var(44) = 10 * 11	;10%
trigger12 = var(44) = 10 * 12	;10%
trigger13 = var(44) = 10 * 13	;10%
trigger14 = var(44) = 10 * 14	;10%
trigger15 = var(44) = 10 * 15	;10%
trigger16 = var(44) = 10 * 16	;10%
trigger17 = var(44) = 10 * 17	;10%
trigger18 = var(44) = 10 * 18	;10%
trigger19 = var(44) = 10 * 19	;10%
trigger20 = var(44) = 10 * 20	;10%
trigger21 = var(44) = 10 * 21	;10%
trigger22 = var(44) = 10 * 22	;10%
trigger23 = var(44) = 10 * 23	;10%
fvar(14) = 0.5
ignorehitpause = 0

[state 5900,fv5]
type = varset
triggerall= numenemy
trigger1 = 1
fvar(14) = ((160-var(22))+83)*0.012
ignorehitpause = 0

[state 5900,fv5]
type = varset
triggerall= numenemy
trigger1 = 1
fvar(15) = 1-((160-var(22))*0.002)
ignorehitpause = 0

[state -3,];浮き補正
type = varset
trigger1 = fvar(15) <= 0.01
fvar(15) = 0.01
ignorehitpause = 1

[state -3,];エリアル
type = varadd
trigger1 = var(8)
fvar(15) = -0.1
ignorehitpause = 1

[state -3,];オワタグレイブ
type = varset
trigger1 = fvar(15) <= 0.52
trigger1 = var(8)
fvar(15) = 1.1
ignorehitpause = 1

;---------------24-30の間にガードにいければ、成功
;---------------ギルティよりちょこっとだけ短い
[state 120x,]
type = varadd
triggerall = var(35) > 0
trigger1 = stateno != 3150
trigger1 = 1
var(35)  = -1
ignorehitpause = 1

[state 120x,]
type = varset
triggerall = var(35) <= 0
trigger1 = stateno != 3150
trigger1 = 1
var(35)  = 0
ignorehitpause = 1

[state 120x,]
type = varset
triggerall = var(35) <= 24
trigger1 = stateno != 3150
trigger1 = var(36) = 1
var(35)  = 0
ignorehitpause = 1

;---------V25　ガード状態0,1,2か食らい状態-1  st1でもやってる  超必,投げなら-3(バースト封じ)　それ以外-1
[state 120x,];通常状態
type = varset
triggerall = var(45) < 0
trigger1 = movetype != H
trigger1 = stateno != [120,155] 
var(45)  = -1
ignorehitpause = 1

[state 120x,];普通くらい
type = varset
triggerall= numenemy
triggerall = movetype = H
triggerall = gethitvar(guarded) = 0
triggerall = !(var(45)=3&&time=0)
trigger1 = 1;!HitShakeOver
trigger1 = enemynear,hitdefattr = sca,na,np,sa,sp
var(45)  = -2
ignorehitpause = 1

[state -2, displayb];
type = displaytoclipboard
trigger1 = 1
text = "Stylish Point=%f,X = %f,Y = %f\n"
params = fvar(30),P2BodyDist X, P2BodyDist Y
ignorehitpause = 1


;---------------------[ｵｰﾓｰｲｰｶﾞｰ関係]
[state a];
type = Helper
trigger1 = winko
trigger1 = numhelper(6250) = 0
trigger1 = stateno = [3000,3699]
id = 6250
name = "FINISH"
pos = 0 , 0
postype = back
stateno = 6250
pausemovetime = 999
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

[state a]
type = varadd
trigger1 = var(24) > 1
v = 24
value = -1
ignorehitpause = 1

ignorehitpause = 1
[state a]
type = powerset
trigger1 = var(24) = 2
value = 0
ignorehitpause = 1

;---------------------[演出]
[State a];
type = palfx
trigger1 = var(24) > 1
trigger1 = gametime%40 = 0
time = 80
;add = 255,255,255
mul = 185,185,0
sinadd = 185,185,0,80
color = 255
ignorehitpause = 1

;==========================[音楽]
[state a]
type = AssertSpecial
trigger1 = var(13)
flag = nomusic

;--------------------------------------------------
;	⑨氏の赤朱秋葉の「獣を焦がす」に対応
;--------------------------------------------------
[State -2]
Type = LifeAdd
TriggerAll = NumEnemy > 0
TriggerAll = Enemy,AuthorName = "⑨" && Enemy,Name = "Akiha_Vermilion"
Trigger1 = Enemy,Var(47) = 1
Value = -5
Kill = 0

[State -2]
Type = PowerAdd
TriggerAll = NumEnemy > 0
TriggerAll = Enemy,AuthorName = "⑨" && Enemy,Name = "Akiha_Vermilion"
Trigger1 = Enemy,Var(47) = 1
Value = -26

;-------------------------------------
;      毒効果（ドロウィンアルカナ)
;-------------------------------------
[state -2, 0]
type = poweradd
triggerall = enemy,authorname = "Drowin arcana"
triggerall = enemy,fvar(20) > 0
trigger1 = power > 0
value = -1
[state -2, 0]
type = lifeadd
triggerall = enemy,authorname = "Drowin arcana"
triggerall = enemy,fvar(20) > 0
trigger1 = gametime % 7 = 0
value = -1
kill = 0
[State -2,0]
type = Palfx
triggerall = enemy,authorname = "Drowin arcana"
trigger1 = enemy,fvar(20) > 0
add = 100,0,110
mul = 220,220,220
time = 5
ignorehitpause = 1
;====================================================================================================
;■西行寺幽々子　霊符及び寿命相手ステート
;====================================================================================================
[State -2]
Type       = LifeAdd
TriggerAll = Enemy,AuthorName    = "Souki" && Enemy,Name = "Yuyuko Saigyouji"
Trigger1   = Enemy,Var(3)        = 1 || Enemy,Var(3) = 2
Trigger1   = GameTime%6          = 0
Value      = IfElse(Enemy,Var(3) = 1, -2, -3)
Kill       = 0


;脱魂の儀 
;移動 ;-------------------------------------------------------------------------------------- 
;振り向き抑制 
[State pos moving] 
type = AssertSpecial 
Triggerall = (Enemynear,Name = "Komachi Onozuka")*(Enemynear,AuthorName = "Mikage")*(TeamMode = single) 
trigger1 = (enemynear,stateno = 820)*(enemynear,anim = 823)*(enemynear,animelem = 6,13) 
trigger2 = (enemynear,stateno = 821)*(enemynear,anim = 823)*(enemynear,animelem = 6,43) 
flag = noautoturn 

;移動 
[State pos moving] 
type = Posadd 
Triggerall = (Enemynear,Name = "Komachi Onozuka")*(Enemynear,AuthorName = "Mikage")*(TeamMode = single) 
trigger1 = (enemynear,stateno = 820)*(enemynear,anim = 823)*(enemynear,animelem = 6,13) 
trigger2 = (enemynear,stateno = 821)*(enemynear,anim = 823)*(enemynear,animelem = 6,43) 
x = ceil(enemynear,fVar(24))*((enemynear,fVar(24)>=0)-(enemynear,fVar(24)<0)) 
y = -ceil(enemynear,fVar(25))*(statetype!=L) 

;statetype!=A+statetype!=Lの場合強制落下stateへ 
[State pos moving] 
type = Changestate 
Triggerall = (Enemynear,Name = "Komachi Onozuka")*(Enemynear,AuthorName = "Mikage")*(TeamMode = single) 
Triggerall = (statetype != A)*(pos y!=0)*(statetype!=L) 
trigger1 = (enemynear,stateno = 820)*(enemynear,anim = 823)*(enemynear,animelem = 6,13) 
trigger2 = (enemynear,stateno = 821)*(enemynear,anim = 823)*(enemynear,animelem = 6,43) 
value = 50 







;-------------------------------------------------------------------------------------- 
[state 2900,test];援軍ゲージ空洞枠	
type = Explod
triggerall = var(40) <=1
triggerall = numenemy
triggerall = !ishelper
triggerall = numexplod(2910) = 0
trigger1 = roundstate >= 2 || (Roundstate <= 1 && (stateno != 5900 || (stateno = 5900 && time >= 1)))
anim = ifelse(teamside = 1,2910,2911)
ID = 2910
pos = ceil(ifelse(teamside = 1,fvar(28),319 - fvar(28))),ceil(fvar(29))
postype = left
sprpriority = -4
bindtime = -1
removetime = -1
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 999

[state 7000,test];消去
type = removeExplod
trigger1 = var(40) =2
ID = 2910
ignorehitpause = 1

[state 2900,test];援軍ゲージ空洞枠	
type = Explod
triggerall = var(40) =2
triggerall = numenemy
triggerall = !ishelper
triggerall = numexplod(2900) = 0 
trigger1 = roundstate >= 2 || (Roundstate <= 1 && (stateno != 5900 || (stateno = 5900 && time >= 1)))
anim = ifelse(teamside = 1,2900,2901)
ID = 2900
pos = ceil(ifelse(teamside = 1,fvar(28),319 - fvar(28))),ceil(fvar(29))
postype = left
sprpriority = -4
bindtime = -1
removetime = -1
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 999

[state 7000,test];消去
type = removeExplod
trigger1 = var(40) <=1
ID = 2900
ignorehitpause = 1
;----------------------------------------------------------

[state 7000,test];援軍要請可能
type = Explod
triggerall = numenemy
triggerall = numexplod(2902) = 0
triggerall = !var(40)
triggerall = !ishelper
trigger1 = roundstate >= 2 || (Roundstate <= 1 && (stateno != 5900 || (stateno = 5900 && time >= 1)))
anim =  ifelse(teamside = 1,2902,2903)
ID = 2902
pos = ceil(ifelse(teamside = 1,fvar(28),319 - fvar(28))),ceil(fvar(29)) 
postype = left
sprpriority = -2
bindtime = -1
removetime = -1
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 999

[state 7000,test];消去
type = removeExplod
triggerall = !ishelper
trigger1 = var(40)
ID = 2902
ignorehitpause = 1

[State 193, 5]
type = PlaySnd
triggerall = numenemy
trigger1 = numexplod(2920) = 0
trigger1 = var(40)=1
value = 2011, 0
channel = 0
lowpriority = 0
persistent = 0

[state 7000,]
type = varadd
triggerall = numenemy
trigger1 = numexplod(2920) = 0
trigger1 = var(40)=1
fvar(30) = 0.1
persistent = 0

[state 7000,]
type = varadd
trigger1 = fvar(11) <=30
trigger1 = numenemy
trigger1 = numexplod(2920) = 0
trigger1 = var(40)=1
fvar(30) = 0.1
persistent = 0

[state 7000,test];援軍移動中
type = Explod
triggerall = numenemy
triggerall = numexplod(2920) = 0
triggerall = var(40)=1
triggerall = !ishelper
trigger1 = roundstate >= 2 || (Roundstate <= 1 && (stateno != 5900 || (stateno = 5900 && time >= 1)))
anim =  ifelse(teamside = 1,2920,2921)
ID = 2920
pos = ceil(ifelse(teamside = 1,fvar(28),319 - fvar(28))),ceil(fvar(29)) 
postype = left
sprpriority = -2
bindtime = -1
removetime = -1
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 999

[state 7000,test];消去
type = removeExplod
triggerall = !ishelper
trigger1 = var(40)!=1
ID = 2920
ignorehitpause = 1

[state 7000,test];援軍移動中
type = Explod
triggerall = numenemy
triggerall = !numexplod(2922)
triggerall = var(40)=1
triggerall = !ishelper
trigger1 = roundstate >= 2 || (Roundstate <= 1 && (stateno != 5900 || (stateno = 5900 && time >= 1)))
anim =  ifelse(teamside = 1,2922,2923)
ID = 2922
pos = ceil(ifelse(teamside = 1,fvar(28),319 - fvar(28))),ceil(fvar(29)) 
postype = left
sprpriority = -2
bindtime = -1
removetime = -1
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 999

[state 7000,test];消去
type = removeExplod
triggerall = numexplod(2922)
triggerall = !ishelper
trigger1 = var(40) != 1
ID = 2922
ignorehitpause = 1

[state 7000,test];馬移動中
type = Explod
triggerall = numenemy
;triggerall = !numexplod(2922)
triggerall = var(40)=1
triggerall = !ishelper
trigger1 = roundstate >= 2 || (Roundstate <= 1 && (stateno != 5900 || (stateno = 5900 && time >= 1)))
anim =  ifelse(teamside = 1,2926,2927)
ID = 2926
pos = ceil(ifelse(teamside = 1,fvar(28)-(var(46)*0.05),319 - fvar(28)+(var(46)*0.05))),ceil(fvar(29)) 
postype = left
sprpriority = -2
bindtime = -1
removetime = 1
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 999

[State 193, 5];小十郎セリフ
type = PlaySnd
trigger1 = var(46) = 510
trigger1 = numenemy
trigger1 = var(40)=1
value = 2010, random%3
channel = 1
lowpriority = 0
persistent = 0

;---------------------------------
[state 7000,]
type = varset
trigger1 = var(40)=1
trigger1 = roundstate = 2
trigger1 = var(46) = 0
var(46) = 660

[state 7000,];到着
type = varadd
trigger1 = var(40)=1
trigger1 = var(46)
trigger1 = roundstate = 2
var(46) = -1
ignorehitpause = 1

[state 7000,];援軍ゲージ最大値決定
type = varset
trigger1 = var(40)=1
trigger1 = var(46)=0
var(42) = 64-ceil((100-fvar(11))/2)
ignorehitpause = 1

[state 7000,];行き過ぎリセット
type = varset
trigger1 = var(40)=1
trigger1 = var(46)=0
fvar(10) = var(42)
ignorehitpause = 1

[state 7000,]
type = varadd
trigger1 = var(40)=1
trigger1 = var(46)=0
fvar(30) = 0.1
persistent = 0

[state 7000,];到着
type = varset
trigger1 = var(40)=1
trigger1 = var(46)=0
var(40) = 2
ignorehitpause = 1
;-----------------------------------


;援軍レベル
[state 7000,]
type = varadd
triggerall = roundstate = 2
triggerall = fvar(11) < 100
triggerall = !var(40)
trigger1 = gametime % 41 = 0;41
fvar(11) = 1

[state 7000,]
type = varadd
triggerall = roundstate = 2
triggerall = fvar(11) < 100
triggerall = !var(39)
triggerall = var(40)=2
trigger1 = gametime % 150 = 0
fvar(11) = 1

[state 7000,];行き過ぎリセット
type = varset
trigger1 = fvar(11) > 100
fvar(11) = 100
ignorehitpause = 1

[state 7000,];行き過ぎリセット
type = varset
trigger1 = fvar(11) < 0
fvar(11) = 0
ignorehitpause = 1

[state 7000,test];消去
type = removeExplod
trigger1 = numexplod(32939)
trigger1 = ceil(fvar(11))/10 != 9
trigger1 = !ishelper
ID = 32939
ignorehitpause = 1

[state 7000,test];9十桁
type = Explod
triggerall = numenemy
triggerall = !numexplod(32939)
triggerall = !ishelper
triggerall = ceil(fvar(11))!=100
triggerall = roundstate >= 2 || (Roundstate <= 1 && (stateno != 5900 || (stateno = 5900 && time >= 1)))
trigger1 = ceil(fvar(11))/10=9
anim =  ifelse(teamside = 1,2939,2949)
ID = 32939
pos = ceil(ifelse(teamside = 1,fvar(28)-8,319 - fvar(28)-8)),ceil(fvar(29)) 
postype = left
sprpriority = -2
bindtime = -1
removetime = -1
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999

[state 7000,test];消去
type = removeExplod
trigger1 = numexplod(32938)
trigger1 = ceil(fvar(11))/10 != 8
trigger1 = !ishelper
ID = 32938
ignorehitpause = 1

[state 7000,test];8十桁
type = Explod
triggerall = numenemy
triggerall = !numexplod(32938)
triggerall = !ishelper
triggerall = ceil(fvar(11))!=100
triggerall = roundstate >= 2 || (Roundstate <= 1 && (stateno != 5900 || (stateno = 5900 && time >= 1)))
trigger1 = ceil(fvar(11))/10=8
anim =  ifelse(teamside = 1,2938,2948)
ID = 32938
pos = ceil(ifelse(teamside = 1,fvar(28)-8,319 - fvar(28)-8)),ceil(fvar(29)) 
postype = left
sprpriority = -2
bindtime = -1
removetime = -1
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999

[state 7000,test];消去
type = removeExplod
trigger1 = numexplod(32937)
trigger1 = ceil(fvar(11))/10 != 7
trigger1 = !ishelper
ID = 32937
ignorehitpause = 1

[state 7000,test];7十桁
type = Explod
triggerall = numenemy
triggerall = !numexplod(32937)
triggerall = !ishelper
triggerall = ceil(fvar(11))!=100
triggerall = roundstate >= 2 || (Roundstate <= 1 && (stateno != 5900 || (stateno = 5900 && time >= 1)))
trigger1 = ceil(fvar(11))/10=7
anim =  ifelse(teamside = 1,2937,2947)
ID = 32937
pos = ceil(ifelse(teamside = 1,fvar(28)-8,319 - fvar(28)-8)),ceil(fvar(29))   
postype = left
sprpriority = -2
bindtime = -1
removetime = -1
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999

[state 7000,test];消去
type = removeExplod
trigger1 = numexplod(32936)
trigger1 = ceil(fvar(11))/10 != 6
trigger1 = !ishelper
ID = 32936
ignorehitpause = 1

[state 7000,test];6十桁
type = Explod
triggerall = numenemy
triggerall = !numexplod(32936)
triggerall = !ishelper
triggerall = ceil(fvar(11))!=100
triggerall = roundstate >= 2 || (Roundstate <= 1 && (stateno != 5900 || (stateno = 5900 && time >= 1)))
trigger1 = ceil(fvar(11))/10=6
anim =  ifelse(teamside = 1,2936,2946)
ID = 32936
pos = ceil(ifelse(teamside = 1,fvar(28)-8,319 - fvar(28)-8)),ceil(fvar(29)) 
postype = left
sprpriority = -2
bindtime = -1
removetime = -1
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999

[state 7000,test];消去
type = removeExplod
trigger1 = numexplod(32935)
trigger1 = ceil(fvar(11))/10 != 5
trigger1 = !ishelper
ID = 32935
ignorehitpause = 1

[state 7000,test];5十桁
type = Explod
triggerall = numenemy
triggerall = !numexplod(32935)
triggerall = !ishelper
triggerall = ceil(fvar(11))!=100
triggerall = roundstate >= 2 || (Roundstate <= 1 && (stateno != 5900 || (stateno = 5900 && time >= 1)))
trigger1 = ceil(fvar(11))/10=5
anim =  ifelse(teamside = 1,2935,2945)
ID = 32935
pos = ceil(ifelse(teamside = 1,fvar(28)-8,319 - fvar(28)-8)),ceil(fvar(29)) 
postype = left
sprpriority = -2
bindtime = -1
removetime = -1
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999

[state 7000,test];消去
type = removeExplod
trigger1 = numexplod(32934)
trigger1 = ceil(fvar(11))/10 != 4
trigger1 = !ishelper
ID = 32934
ignorehitpause = 1

[state 7000,test];4十桁
type = Explod
triggerall = numenemy
triggerall = !numexplod(32934)
triggerall = !ishelper
triggerall = ceil(fvar(11))!=100
triggerall = roundstate >= 2 || (Roundstate <= 1 && (stateno != 5900 || (stateno = 5900 && time >= 1)))
trigger1 = ceil(fvar(11))/10=4
anim =  ifelse(teamside = 1,2934,2944)
ID = 32934
pos = ceil(ifelse(teamside = 1,fvar(28)-8,319 - fvar(28)-8)),ceil(fvar(29))  
postype = left
sprpriority = -1
bindtime = -1
removetime = -1
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999

[state 7000,test];消去
type = removeExplod
trigger1 = numexplod(32933)
trigger1 = ceil(fvar(11))/10 != 3
trigger1 = !ishelper
ID = 32933
ignorehitpause = 1

[state 7000,test];3十桁
type = Explod
triggerall = numenemy
triggerall = !numexplod(32933)
triggerall = !ishelper
triggerall = ceil(fvar(11))!=100
triggerall = roundstate >= 2 || (Roundstate <= 1 && (stateno != 5900 || (stateno = 5900 && time >= 1)))
trigger1 = ceil(fvar(11))/10=3
anim =  ifelse(teamside = 1,2933,2943)
ID = 32933
pos = ceil(ifelse(teamside = 1,fvar(28)-8,319 - fvar(28)-8)),ceil(fvar(29)) 
postype = left
sprpriority = -1
bindtime = -1
removetime = -1
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999

[state 7000,test];消去
type = removeExplod
trigger1 = numexplod(32932)
trigger1 = ceil(fvar(11))/10 != 2
trigger1 = !ishelper
ID = 32932
ignorehitpause = 1

[state 7000,test];2十桁
type = Explod
triggerall = numenemy
triggerall = !numexplod(32932)
triggerall = !ishelper
triggerall = ceil(fvar(11))!=100
triggerall = roundstate >= 2 || (Roundstate <= 1 && (stateno != 5900 || (stateno = 5900 && time >= 1)))
trigger1 = ceil(fvar(11))/10=2
anim =  ifelse(teamside = 1,2932,2942)
ID = 32932
pos = ceil(ifelse(teamside = 1,fvar(28)-8,319 - fvar(28)-8)),ceil(fvar(29)) 
postype = left
sprpriority = -1
bindtime = -1
removetime = -1
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999

[state 7000,test];消去
type = removeExplod
trigger1 = numexplod(32931)
trigger1 = ceil(fvar(11))/10 != 1
trigger1 = !ishelper
ID = 32931
ignorehitpause = 1

[state 7000,test];1十桁
type = Explod
triggerall = numenemy
triggerall = !numexplod(32931)
triggerall = !ishelper
triggerall = ceil(fvar(11))!=100
triggerall = roundstate >= 2 || (Roundstate <= 1 && (stateno != 5900 || (stateno = 5900 && time >= 1)))
trigger1 = ceil(fvar(11))/10=1
anim =  ifelse(teamside = 1,2931,2941)
ID = 32931
pos = ceil(ifelse(teamside = 1,fvar(28)-8,319 - fvar(28)-8)),ceil(fvar(29)) 
postype = left
sprpriority = -1
bindtime = -1
removetime = -1
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999

[state 7000,test];消去
type = removeExplod
trigger1 = numexplod(32930)
trigger1 = ceil(fvar(11))/10 != 0
trigger1 = !ishelper
ID = 32930
ignorehitpause = 1

[state 7000,test];0十桁
type = Explod
triggerall = numenemy
triggerall = !numexplod(32930)
triggerall = !ishelper
triggerall = ceil(fvar(11))!=100
triggerall = roundstate >= 2 || (Roundstate <= 1 && (stateno != 5900 || (stateno = 5900 && time >= 1)))
trigger1 = ceil(fvar(11))/10=0
anim =  ifelse(teamside = 1,2930,2940)
ID = 32930
pos = ceil(ifelse(teamside = 1,fvar(28)-8,319 - fvar(28)-8)),ceil(fvar(29))
postype = left
sprpriority = -1
bindtime = -1
removetime = -1
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999



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

[state 7000,test];消去
type = removeExplod
trigger1 = numexplod(2939)
trigger1 = ceil(fvar(11))%10 != 9
trigger1 = !ishelper
ID = 2939
ignorehitpause = 1

[state 7000,test];9一桁
type = Explod
triggerall = numenemy
triggerall = !numexplod(2939)
triggerall = !ishelper
triggerall = ceil(fvar(11))!=100
triggerall = roundstate >= 2 || (Roundstate <= 1 && (stateno != 5900 || (stateno = 5900 && time >= 1)))
trigger1 = ceil(fvar(11))%10=9
anim =  ifelse(teamside = 1,2939,2949)
ID = 2939
pos = ceil(ifelse(teamside = 1,fvar(28),319 - fvar(28))),ceil(fvar(29))
postype = left
sprpriority = -2
bindtime = -1
removetime = -1
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999

[state 7000,test];消去
type = removeExplod
trigger1 = numexplod(2938)
trigger1 = ceil(fvar(11))%10 != 8
trigger1 = !ishelper
ID = 2938
ignorehitpause = 1

[state 7000,test];8一桁
type = Explod
triggerall = numenemy
triggerall = !numexplod(2938)
triggerall = !ishelper
triggerall = ceil(fvar(11))!=100
triggerall = roundstate >= 2 || (Roundstate <= 1 && (stateno != 5900 || (stateno = 5900 && time >= 1)))
trigger1 = ceil(fvar(11))%10=8
anim =  ifelse(teamside = 1,2938,2948)
ID = 2938
pos = ceil(ifelse(teamside = 1,fvar(28),319 - fvar(28))),ceil(fvar(29))
postype = left
sprpriority = -2
bindtime = -1
removetime = -1
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999

[state 7000,test];消去
type = removeExplod
trigger1 = numexplod(2937)
trigger1 = ceil(fvar(11))%10 != 7
trigger1 = !ishelper
ID = 2937
ignorehitpause = 1

[state 7000,test];7一桁
type = Explod
triggerall = numenemy
triggerall = !numexplod(2937)
triggerall = !ishelper
triggerall = ceil(fvar(11))!=100
triggerall = roundstate >= 2 || (Roundstate <= 1 && (stateno != 5900 || (stateno = 5900 && time >= 1)))
trigger1 = ceil(fvar(11))%10=7
anim =  ifelse(teamside = 1,2937,2947)
ID = 2937
pos = ceil(ifelse(teamside = 1,fvar(28),319 - fvar(28))),ceil(fvar(29)) 
postype = left
sprpriority = -2
bindtime = -1
removetime = -1
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999

[state 7000,test];消去
type = removeExplod
trigger1 = numexplod(2936)
trigger1 = ceil(fvar(11))%10 != 6
trigger1 = !ishelper
ID = 2936
ignorehitpause = 1

[state 7000,test];6一桁
type = Explod
triggerall = numenemy
triggerall = !numexplod(2936)
triggerall = !ishelper
triggerall = ceil(fvar(11))!=100
triggerall = roundstate >= 2 || (Roundstate <= 1 && (stateno != 5900 || (stateno = 5900 && time >= 1)))
trigger1 = ceil(fvar(11))%10=6
anim =  ifelse(teamside = 1,2936,2946)
ID = 2936
pos = ceil(ifelse(teamside = 1,fvar(28),319 - fvar(28))),ceil(fvar(29))
postype = left
sprpriority = -2
bindtime = -1
removetime = -1
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999

[state 7000,test];消去
type = removeExplod
trigger1 = numexplod(2935)
trigger1 = ceil(fvar(11))%10 != 5
trigger1 = !ishelper
ID = 2935
ignorehitpause = 1

[state 7000,test];5一桁
type = Explod
triggerall = numenemy
triggerall = !numexplod(2935)
triggerall = !ishelper
triggerall = ceil(fvar(11))!=100
triggerall = roundstate >= 2 || (Roundstate <= 1 && (stateno != 5900 || (stateno = 5900 && time >= 1)))
trigger1 = ceil(fvar(11))%10=5
anim =  ifelse(teamside = 1,2935,2945)
ID = 2935
pos = ceil(ifelse(teamside = 1,fvar(28),319 - fvar(28))),ceil(fvar(29))
postype = left
sprpriority = -2
bindtime = -1
removetime = -1
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999

[state 7000,test];消去
type = removeExplod
trigger1 = numexplod(2934)
trigger1 = ceil(fvar(11))%10 != 4
trigger1 = !ishelper
ID = 2934
ignorehitpause = 1

[state 7000,test];4一桁
type = Explod
triggerall = numenemy
triggerall = !numexplod(2934)
triggerall = !ishelper
triggerall = ceil(fvar(11))!=100
triggerall = roundstate >= 2 || (Roundstate <= 1 && (stateno != 5900 || (stateno = 5900 && time >= 1)))
trigger1 = ceil(fvar(11))%10=4
anim =  ifelse(teamside = 1,2934,2944)
ID = 2934
pos = ceil(ifelse(teamside = 1,fvar(28),319 - fvar(28))),ceil(fvar(29))
postype = left
sprpriority = -1
bindtime = -1
removetime = -1
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999

[state 7000,test];消去
type = removeExplod
trigger1 = numexplod(2933)
trigger1 = ceil(fvar(11))%10 != 3
trigger1 = !ishelper
ID = 2933
ignorehitpause = 1

[state 7000,test];3一桁
type = Explod
triggerall = numenemy
triggerall = !numexplod(2933)
triggerall = !ishelper
triggerall = ceil(fvar(11))!=100
triggerall = roundstate >= 2 || (Roundstate <= 1 && (stateno != 5900 || (stateno = 5900 && time >= 1)))
trigger1 = ceil(fvar(11))%10=3
anim =  ifelse(teamside = 1,2933,2943)
ID = 2933
pos = ceil(ifelse(teamside = 1,fvar(28),319 - fvar(28))),ceil(fvar(29))
postype = left
sprpriority = -1
bindtime = -1
removetime = -1
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999

[state 7000,test];消去
type = removeExplod
trigger1 = numexplod(2932)
trigger1 = ceil(fvar(11))%10 != 2
trigger1 = !ishelper
ID = 2932
ignorehitpause = 1

[state 7000,test];2一桁
type = Explod
triggerall = numenemy
triggerall = !numexplod(2932)
triggerall = !ishelper
triggerall = ceil(fvar(11))!=100
triggerall = roundstate >= 2 || (Roundstate <= 1 && (stateno != 5900 || (stateno = 5900 && time >= 1)))
trigger1 = ceil(fvar(11))%10=2
anim =  ifelse(teamside = 1,2932,2942)
ID = 2932
pos = ceil(ifelse(teamside = 1,fvar(28),319 - fvar(28))),ceil(fvar(29))
postype = left
sprpriority = -1
bindtime = -1
removetime = -1
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999

[state 7000,test];消去
type = removeExplod
trigger1 = numexplod(2931)
trigger1 = ceil(fvar(11))%10 != 1
trigger1 = !ishelper
ID = 2931
ignorehitpause = 1

[state 7000,test];1一桁
type = Explod
triggerall = numenemy
triggerall = !numexplod(2931)
triggerall = !ishelper
triggerall = ceil(fvar(11))!=100
triggerall = roundstate >= 2 || (Roundstate <= 1 && (stateno != 5900 || (stateno = 5900 && time >= 1)))
trigger1 = ceil(fvar(11))%10=1
anim =  ifelse(teamside = 1,2931,2941)
ID = 2931
pos = ceil(ifelse(teamside = 1,fvar(28),319 - fvar(28))),ceil(fvar(29))
postype = left
sprpriority = -1
bindtime = -1
removetime = -1
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999

[state 7000,test];消去
type = removeExplod
trigger1 = numexplod(2930)
trigger1 = ceil(fvar(11))%10 != 0
trigger1 = !ishelper
ID = 2930
ignorehitpause = 1

[state 7000,test];0一桁
type = Explod
triggerall = numenemy
triggerall = !numexplod(2930)
triggerall = !ishelper
triggerall = ceil(fvar(11))!=100
triggerall = roundstate >= 2 || (Roundstate <= 1 && (stateno != 5900 || (stateno = 5900 && time >= 1)))
trigger1 = ceil(fvar(11))%10=0
anim =  ifelse(teamside = 1,2930,2940)
ID = 2930
pos = ceil(ifelse(teamside = 1,fvar(28),319 - fvar(28))),ceil(fvar(29))
postype = left
sprpriority = -1
bindtime = -1
removetime = -1
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999


[state 7000,test];消去
type = removeExplod
trigger1 = numexplod(2950)
trigger1 = ceil(fvar(11)) != 100
trigger1 = !ishelper
ID = 2950
ignorehitpause = 1

[state 7000,test];100
type = Explod
triggerall = numenemy
triggerall = !numexplod(2950)
triggerall = !ishelper
triggerall = roundstate >= 2 || (Roundstate <= 1 && (stateno != 5900 || (stateno = 5900 && time >= 1)))
trigger1 = ceil(fvar(11))=100
anim =  ifelse(teamside = 1,2950,2951)
ID = 2950
pos = ceil(ifelse(teamside = 1,fvar(28),319 - fvar(28))),ceil(fvar(29))
postype = left
sprpriority = -1
bindtime = -1
removetime = -1
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999

[state 7000,test];Lv
type = Explod
triggerall = numenemy
triggerall = numexplod(2928) = 0
triggerall = !ishelper
trigger1 = roundstate >= 2 || (Roundstate <= 1 && (stateno != 5900 || (stateno = 5900 && time >= 1)))
anim =  ifelse(teamside = 1,2928,2929)
ID = 2928
pos = ceil(ifelse(teamside = 1,fvar(28),319 - fvar(28))),ceil(fvar(29))
postype = left
sprpriority = -2
bindtime = -1
removetime = -1
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 999
;---------------------------------------------------------------
[state 7000,]
type = varadd
trigger1 = var(39)
var(39) = -1
ignorehitpause = 1

[state 7000,];，使用後0、時間回復（速度はレベルで変動）
type = varadd
triggerall = roundstate = 2
triggerall = fvar(10) <= var(42)
trigger1 = !var(39)
trigger1 = !numhelper(2000)
trigger1 = var(40)=2
trigger1 = gametime % 6 = 0
fvar(10) = 0.11+(fvar(11)*0.007)

[state 7000,test];撤退後全快まで×マーク
type = Explod
triggerall = numenemy
triggerall = !numexplod(2906)
triggerall = numhelper(2000)
triggerall = !ishelper
trigger1 = helper(2000),stateno = 2110
trigger2 = helper(2000),stateno = 2130
anim = 2904 + (teamside = 2)
ID = 2906
pos = ceil(ifelse(teamside = 1,fvar(28),319 - fvar(28))),ceil(fvar(29))
postype = left
sprpriority = -1
bindtime = -1
removetime = -1
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 999

[state 7000,test];全回エフェクト
type = Explod
triggerall = numexplod(2906)
triggerall = !numexplod(2954)
trigger1 = fvar(10) > var(42)
trigger1 = !ishelper
anim = 2954 + (teamside = 2)
ID = 2954
pos = ceil(ifelse(teamside = 1,fvar(28),319 - fvar(28))),ceil(fvar(29))
postype = left
sprpriority = 3
bindtime = -1
removetime = -2
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 999

[state 7000,test];全回エフェクト
type = Explod
triggerall = numexplod(2906)
triggerall = !numexplod(2956)
trigger1 = fvar(10) > var(42)
trigger1 = !ishelper
anim = 2956 + (teamside = 2)
ID = 2956
pos = ceil(ifelse(teamside = 1,fvar(28),319 - fvar(28))),ceil(fvar(29))
postype = left
sprpriority = 5
bindtime = -1
removetime = -2
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 999

[state 7000,test];全回エフェクト
type = Explod
triggerall = numexplod(2906)
triggerall = !numexplod(2958)
trigger1 = fvar(10) > var(42)
trigger1 = !ishelper
anim = 2958 + (teamside = 2)
ID = 2958
pos = ceil(ifelse(teamside = 1,fvar(28),319 - fvar(28))),ceil(fvar(29))
postype = left
sprpriority = 4
bindtime = -1
removetime = -2
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 999

[state 7000,test];全回エフェクト
type = Explod
triggerall = numexplod(2906)
triggerall = !numexplod(2952)
trigger1 = fvar(10) > var(42)
trigger1 = !ishelper
anim = 2952 + (teamside = 2)
ID = 2952
pos = ceil(ifelse(teamside = 1,fvar(28),319 - fvar(28))),ceil(fvar(29))
postype = left
sprpriority = 7
bindtime = -1
removetime = -2
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 999


[state 7000,test];全回したら×外す
type = removeExplod
triggerall = numexplod(2906)
triggerall = fvar(10) > var(42)
trigger1 = !ishelper
ID = 2906
ignorehitpause = 1

[state 7000,];行き過ぎリセット
type = varset
trigger1 = fvar(10) > var(42)
fvar(10) = var(42)
ignorehitpause = 1

[state 7000,];行き過ぎリセット
type = varset
trigger1 = fvar(10) < 0
fvar(10) = 0
ignorehitpause = 1


[state 7000,test];エングンゲージレベルで最大値決定
type = Explod
triggerall = numenemy
;triggerall = !numexplod(12900)
triggerall = !ishelper
triggerall = var(40)=2
trigger1 = roundstate >= 2 || (Roundstate <= 1 && (stateno != 5900 || (stateno = 5900 && time >= 1)))
anim =  ifelse(teamside = 1,13001+var(42),13101+var(42))
ID = 12900
pos = ceil(ifelse(teamside = 1,fvar(28),319 - fvar(28))),ceil(fvar(29))
postype = left
sprpriority = -2
bindtime = -1
removetime = 1
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 999

[state 7000,test];エングンゲージ本体
type = Explod
triggerall = numenemy
;triggerall = !numexplod(12900)
triggerall = !ishelper
trigger1 = roundstate >= 2 || (Roundstate <= 1 && (stateno != 5900 || (stateno = 5900 && time >= 1)))
anim =  ifelse(teamside = 1,12900+ceil(fvar(10)),12800+ceil(fvar(10)))
ID = 13000
pos = ceil(ifelse(teamside = 1,fvar(28),319 - fvar(28))),ceil(fvar(29))
postype = left
sprpriority = -2
bindtime = -1
removetime = 1
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 999

[state 7000,test];小十いる時
type = Explod
triggerall = numhelper(2000)
triggerall = !numexplod(2960)
trigger1 = !ishelper
anim = 2960 + (teamside = 2)
ID = 2960
pos = ceil(ifelse(teamside = 1,fvar(28),319 - fvar(28))),ceil(fvar(29))
postype = left
sprpriority = 7
bindtime = -1
removetime = -1
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 999

[state 7000,test];いなくなったら消す
type = removeExplod
triggerall = !numhelper(2000)
triggerall = numexplod(2960)
trigger1 = !ishelper
ID = 2960
ignorehitpause = 1

[state 7000,test];到着
type = Explod
triggerall = numenemy
triggerall = numexplod(2924) = 0
triggerall = var(40)=2
triggerall = !ishelper
trigger1 = roundstate >= 2 || (Roundstate <= 1 && (stateno != 5900 || (stateno = 5900 && time >= 1)))
anim =  ifelse(teamside = 1,2924,2925)
ID = 2924
pos = ceil(ifelse(teamside = 1,fvar(28),319 - fvar(28))),ceil(fvar(29))
postype = left
sprpriority = 2
bindtime = -1
removetime = -1
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 999
persistent = 0

[state 7000,test];バースト使用不能時×マーク　被必殺時の禁止
type = Explod
triggerall = numenemy
triggerall = !numexplod(2904)
triggerall = !ishelper
trigger1 = var(45) = -3
anim = 2904 + (teamside = 2)
ID = 2904
pos = ceil(ifelse(teamside = 1,fvar(28),319 - fvar(28))),ceil(fvar(29)) + ((teamside = 1 && ID = 33) || ID = 35) * 10
postype = left
sprpriority = -1
bindtime = -1
removetime = -1
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 999

[state 7000,test];×マークを	のをけす 食らい時でるほう
type = removeExplod
triggerall = roundstate = 2
trigger1 = movetype != H
trigger1 = var(45) != -3
ID = 2904
ignorehitpause = 1

;-------なげ、イントロ中
[state 7000,test];援軍使用不能時×マーク
type = Explod
triggerall = numenemy
triggerall = !numexplod(2905)
triggerall = !ishelper
trigger1 = roundstate <= 1 && (stateno != 5900 || (stateno = 5900 && time >= 1))
trigger2 = roundstate = 3 || !alive
trigger3 = (stateno = 810 || stateno = 861)&&time < 20
anim = 2904 + (teamside = 2)
ID = 2905
pos = ceil(ifelse(teamside = 1,fvar(28),319 - fvar(28))),ceil(fvar(29)) + ((teamside = 1 && ID = 33) || ID = 35) * 10
postype = left
sprpriority = -1
bindtime = -1
removetime = -1
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 999

[state 7000,test];
type = removeExplod
triggerall = numexplod(2905)
triggerall = roundstate = 2
trigger1 = stateno != 810
trigger1 = stateno != 861
ID = 2905
ignorehitpause = 1

[State -2]
type = poweradd
trigger1 = numhelper(2000)
trigger1 = helper(2000),stateno=2061
trigger1 = helper(2000),movehit=1
value = -3000
persistent = 0

[State 200, 2];援軍出現時のあれ
type = helper
trigger1 = movetype != H
trigger1 = !numhelper(12052)
trigger1 = numhelper(2000)
trigger1 = helper(2000),stateno=[2200,2299]
trigger1 = helper(2000),time < 2
trigger1 = roundstate = 2
stateno = 12052
ID = 12052
postype = back
pos = ceil(ifelse(teamside = 1,ifelse(facing=-1,294-fvar(28),fvar(28)+22),ifelse(facing=-1,fvar(28)+22,294-fvar(28)))),-170+ceil(fvar(29))
sprpriority = 4
ownpal = 1
persistent = 0
pausemovetime = 99999
supermovetime = 99999
supermove = 1
ignorehitpause = 1

[state 7000,test];一撃表示
type = Explod
triggerall = fvar(30)>=2
trigger1 = !numexplod(2962)
trigger1 = !ishelper
trigger1 = var(24) != 1
trigger1 = 1
anim = 2962 + (teamside = 2)
ID = 2962
pos = ceil(ifelse(teamside = 1,fvar(28),319 - fvar(28))),ceil(fvar(29))
postype = left
sprpriority = 7
bindtime = -1
removetime = -1
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 999

[state 7000,test];一撃消去
type = removeExplod
triggerall = !ishelper
triggerall = numexplod(2962)
trigger1 = fvar(30)<2
trigger2 = var(24) = 1
ID = 2962
ignorehitpause = 1

[state a]
type = removeexplod
triggerall = numexplod(6160)
trigger1 = movetype = H
trigger2 = stateno != [3000,3900]
trigger3 = numhelper(2000)
trigger3 = numhelper(2300)
id = 6160