




[statedef -2]

[State 通常デバッグ]
Type = DisplayToClipboard
trigger1 = !ishelper
Text = "pos y:%f,p2bodydist x:%f,e-pos y:%f,e-st:%d,tu-nage:%d"
Params = pos y,p2bodydist x,enemy,pos y,enemy,stateno,var(50)
IgnoreHitPause = 1

[State 敵投げヒット判定]
Type = null;DisplayToClipboard
trigger1 = !ishelper
Text = "kantsu:%d,nage1:%d,nage2:%d"
Params = var(55),var(56),var(57)
IgnoreHitPause = 1

[State -1,ジョジョフラグ]
type = VarSet
trigger1  = 1
v =  31
value = 1

[State -1, アレンジフラグ]
type = VarSet
trigger1 = 1
v =  36
value = 1 

[State 時止め中は死なない]
type = AssertSpecial
trigger1 = var(2)=1 && !ishelper && name = "If_Brando"
flag = noko

[State 投げ&貫通攻撃ステート取得]
type = Varset
trigger1 = !ishelper
trigger1 = stateno = [130,151]
trigger1 = gethitvar(damage)>=50
trigger1 = var(55)=0
v = 55    ;fv = 10
value = enemy,stateno
IgnoreHitPause = 1

[State 投げ攻撃ステート取得]
type = Varset
trigger1 = !ishelper
trigger1 = enemy,hitdefattr = SCA,AT,NT,ST,HT
trigger1 = var(56)=0
v = 56    ;fv = 10
value = enemy,stateno
IgnoreHitPause = 1

[State 投げ攻撃ステート取得2]
type = Varset
trigger1 = !ishelper
trigger1 = var(15) !=gametime
trigger1 = var(57)=0
v = 57    ;fv = 10
value =enemy,prevstateno
IgnoreHitPause = 1

[state 管理用]
type = helper
trigger1 = !ishelper && !numhelper(100000)
name = "kanri"
helpertype = normal
id = 100000
stateno = 100000
PosType = p1
pos = 0, 0
Facing = 1
ownpal= 1
supermovetime = 9999999999999999999999
pausemovetime = 9999999999999999999999
ignorehitpause=1

[State 時止めストパ]
type = Varadd
trigger1 = !ishelper
trigger1 = var(2)=1
trigger1 = fvar(1) >=0
fv = 1    ;fv = 10
value = -25

[State 時止めストパ]
type = Varset
trigger1 = !ishelper
trigger1 = var(2)=1
trigger1 = !alive
v = 2    ;fv = 10
value = 0

[state 時止め]  
type = pause
triggerall = var(2) = 1
trigger1 = !ishelper; && enemy,stateno = 8209 && enemy,time>=1 && enemy,movetype = H
;trigger2 = enemy,stateno !=8209 && !ishelper
time = 3
movetime = 3
darken = 0
anim = -1

[State 時止め]
type     = AssertSpecial
trigger1 = var(2) = 1
trigger1 = !ishelper
flag     = nomusic

[State 時止め]
type      = BGPalFX
trigger1 = var(2) = 1
trigger1 = !ishelper
mul       = 256,256,256
invertall = 1
color = 0
time      = 1 
ignorehitpause = 1

[State 時止めゲージ]
type = PowerSet
trigger1 = var(2) = 1
trigger1 = !ishelper
value = fvar(1)

[State 2240, 時止め終了]
type = ChangeState
trigger1 = !ishelper
trigger1 = var(2) = 1
trigger1 = fvar(1) <=1
trigger1 = stateno !=12007
trigger1 = stateno = 0
value = 12007

[State パニッシュヒット]
type = PlaySnd
trigger1 = numprojID(999999) >=1
trigger1 = ProjContact(999999)=1
value = S66,3
volume = 255

[State　パニッシュヒット]
type = PlaySnd
trigger1 = numprojID(999999) >=1
trigger1 = ProjContact(999999)=1
value = S63,1
volume = 255

[State 200, 2]
type = Explod
;trigger1 = numprojID(999999) >=1
trigger1 = ProjContact(999999)=1
anim = 23400
pos = random%30-random%30,-50+random%30-random%30
Postype = p2
facing = ifelse(random>=500,-1,1)
;removetime = -1
sprpriority = 9999999
ownpal = 1
persistent = 0
ignorehitpause = 1
scale = 1+(random%20*0.1),1+(random%20*0.1)
fall.recovertime = 25
;------------------------------------------
[statedef -3]
;------------------------------------------
[State パワー設定]
type = Varset
trigger1 = !ishelper
fv = 4    ;fv = 10
value = floor(1-(hitcount*2))
IgnoreHitPause = 1

[State ﾃﾞｷﾃﾅｰｧｲ]
type = AttackMulSet
trigger1 = 1
value = ifelse(ishelper,root,fvar(4),fvar(4))
IgnoreHitPause = 1

[State ゲームタイム]
type = Varset
trigger1 = !ishelper
v = 15    ;fv = 10
value = gametime
IgnoreHitPause = 1