;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;ヘルパー
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 20000]
;anim=20000;なにも表示しないｱﾆﾒでもいいけど入れなくても全然問題ない
ctrl=0 

[State 20000,間違いで本体が来たら立ちへ移行]
type=selfstate
trigger1=!ishelper
value=0

[State 20000,プレイヤー判定]
type=varset
trigger1=command="U"&&root,command="U"
trigger2=command="D"&&root,command="D"
trigger3=command="B"&&root,command="B"
trigger4=command="F"&&root,command="F"
trigger5=command="a"&&root,command="a"
trigger6=command="b"&&root,command="b"
trigger7=command="c"&&root,command="c"
trigger8=command="x"&&root,command="x"
trigger9=command="y"&&root,command="y"
trigger10=command="z"&&root,command="z"
trigger11=command="start"&&root,command="start"
var(59)=-1

[State 20000,立ったら消失]
Type = DestroySelf
triggerAll = isHelper
Trigger1 = root,var(30)||(var(59)=-1 && time >= 5)
trigger2=command="U"&&root,command="U"
trigger3=command="D"&&root,command="D"
trigger4=command="B"&&root,command="B"
trigger5=command="F"&&root,command="F"
trigger6=command="a"&&root,command="a"
trigger7=command="b"&&root,command="b"
trigger8=command="c"&&root,command="c"
trigger9=command="x"&&root,command="x"
trigger10=command="y"&&root,command="y"
trigger11=command="z"&&root,command="z"
trigger12=command="start"&&root,command="start"

[State 10000,ﾌﾗｸﾞON]
type=varset
triggerall=var(59)!=-1
triggerall= time > 1
trigger1=root,command="U"
trigger2=root,command="D"
trigger3=root,command="B"
trigger4=root,command="F"
trigger5=root,command="a"
trigger6=root,command="b"
trigger7=root,command="c"
trigger8=root,command="x"
trigger9=root,command="y"
trigger10=root,command="z"
trigger11=root,command="start"
var(59)=1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;ゲージ関連
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;----------------------------------------------------------------------------
;(HELPER)ゲージ
[Statedef 11000]
type = A
ctrl = 0
anim = 11000
velset = 0,0
movetype = I
physics = N
sprpriority = 10

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible

;---------------------[透過]
[state a]
type = null;Trans
trigger1 = 1
trans = addalpha
alpha = 256, 256

;---------------------[ゲージ量]
[state -2,a];ゲージ量
type = Explod
trigger1 = Facing = 1
trigger1 = numexplod(11010) = 0
anim = 11010+root,var(2)
id = 11010
postype = left
bindtime = -1
pos = 19,230
sprpriority = 97
removetime = -1
ownpal = 1
ontop = 1

[state -2,a];ゲージ量
type = Explod
trigger1 = Facing = -1
trigger1 = numexplod(11010) = 0
anim = 11010+root,var(2)
id = 11010
postype = right
bindtime = -1
pos = -19,230
sprpriority = 97
removetime = -1
ownpal = 1
facing = -1
ontop = 1

[state a]
type = ModifyExplod
trigger1 = power <= 1000
ID = 11010
scale = power * 0.0010002,1

;---------------------[]
[state -2,a];ゲージ枠a
type = Explod
trigger1 = Facing = 1
trigger1 = numexplod(11001) = 0
anim = 11001+root,var(2)*2
id = 11001
postype = left
bindtime = -1
pos = 51,230
sprpriority = 98
removetime = -1
ownpal = 1
ontop = 1

[state -2,a];ゲージ枠a
type = Explod
trigger1 = Facing = -1
trigger1 = numexplod(11001) = 0
anim = 11002+root,var(2)*2
id = 11001
postype = right
bindtime = -1
pos = -51,230
sprpriority = 98
removetime = -1
ownpal = 1
facing = 1
ontop = 1

[state -2,a];
type = removeExplod
trigger1 = power >= 1000
id = 11001

[state -2,a];ゲージ枠MAX
type = Explod
trigger1 = Facing = 1
trigger1 = power >= 1000
trigger1 = numexplod(11020) = 0
anim = 11020+root,var(2)*2
id = 11020
postype = left
bindtime = -1
pos = 51,230
sprpriority = 99
removetime = -1
ownpal = 1
ontop = 1

[state -2,a];ゲージ枠MAX
type = Explod
trigger1 = Facing = -1
trigger1 = power >= 1000
trigger1 = numexplod(11020) = 0
anim = 11021+root,var(2)*2
id = 11020
postype = right
bindtime = -1
pos = -51,230
sprpriority = 99
removetime = -1
ownpal = 1
facing = 1
ontop = 1

[state a]
type = changestate
trigger1 = prevstateno != 11999
trigger1 = root,stateno = 2900
trigger1 = root,animtime = 0
trigger2 = root,var(53) > 0
value = 11999

[state -2,a];
type = removeExplod
trigger1 = power < 1000
id = 11020

;----------------------------------------------------------------------------
;(HELPER)ゲージ2・乱舞奥義中
[Statedef 11999]
type = A
ctrl = 0
anim = 11000
velset = 0,0
movetype = I
physics = N
sprpriority = 10

[state a]
type = ModifyExplod
trigger1 = root,var(53) = [0,1000]
ID = 11010
scale = root,var(53) * 0.0010002,1

;---------------------[ゲージ量]
[state -2,a];ゲージ量
type = Explod
trigger1 = Facing = 1
trigger1 = numexplod(11010) = 0
anim = 11010+root,var(2)
id = 11010
postype = left
bindtime = -1
pos = 19,230
sprpriority = 97
removetime = -1
ownpal = 1
ontop = 1

[state -2,a];ゲージ量
type = Explod
trigger1 = Facing = -1
trigger1 = numexplod(11010) = 0
anim = 11010+root,var(2)
id = 11010
postype = right
bindtime = -1
pos = -19,230
sprpriority = 97
removetime = -1
ownpal = 1
facing = -1
ontop = 1

[state -2,a];ゲージ枠a
type = Explod
trigger1 = Facing = 1
trigger1 = numexplod(11001) = 0
anim = 11001+root,var(2)*2
id = 11001
postype = left
bindtime = -1
pos = 51,230
sprpriority = 98
removetime = -1
ownpal = 1
ontop = 1

[state -2,a];ゲージ枠a
type = Explod
trigger1 = Facing = -1
trigger1 = numexplod(11001) = 0
anim = 11002+root,var(2)*2
id = 11001
postype = right
bindtime = -1
pos = -51,230
sprpriority = 98
removetime = -1
ownpal = 1
facing = 1
ontop = 1

[State -2, a];ピカピカ光る
type = palfx
trigger1 = time % 3 = 0
time = 1
add = 0,0,255
mul = 0,0,255
color = 256
ignorehitpause = 0

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible

[state -2,a];
type = removeExplod
trigger1 = time = 0
id = 11001

[state -2,a];
type = removeExplod
trigger1 = time = 0
id = 11010

[state -2,a];
type = removeExplod
trigger1 = time = 0
id = 11020

[state a]
type = changestate
trigger1 = root,var(53) <= 0
value = 11000

;---------------------------------------------------------
;画面端判定ヘルパーその1
[Statedef 30000]
Type = A
Ctrl = 0
Anim = 9999
Velset = -10,0
Movetype = I
Physics = N
Sprpriority = 1

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;ヘルパーと一緒に飛び道具を飛ばす
[State 30000]
Type=Projectile
Trigger1 = time=0
Velocity = -10,0
ProjID = 30000
Projanim = 9999
Offset = 0,0
projstagebound = 0
Projedgebound = 100000
Projremovetime = -1

;飛び道具が消えたら止まる
[State 30000]
Type = velset
Trigger1 = Root,NumProjID(30000)=0
Trigger1 = time>0
x=0
y=0

;表示を横に加える
[State -2, デバッグ表示その1]
type = AppendToClipboard
trigger1 = 1
text = " Pos X=%d,Y=%d"
params = ceil(Pos X),floor(Pos Y)
ignorehitpause = 1

;表示を下に加える
[State -2, デバッグ表示その2]
type = AppendToClipboard
trigger1 = 1
text = "\nDist X=%d,Y=%d"
params = floor(ParentDist X),ceil(ParentDist Y)
ignorehitpause = 1

;-------------------------------------------------------------------------------------
;画面端判定ヘルパーその2
[Statedef 30010]
Type = A
Ctrl = 0
Anim = 9999
Velset = -10,0
Movetype = I
Physics = N
Sprpriority = 1

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;ヘルパーと一緒に飛び道具を飛ばす
[State 6666]
Type = Projectile
Trigger1 = time=0
Velocity = -10,0
ProjID = 30010
Projanim = 9999
Offset = 0,0
projstagebound = 0
Projedgebound = 100000
Projremovetime = -1

;飛び道具が消えたら止まる
[State 6666]
Type = velset
Trigger1 = Root,NumProjID(30010)=0
Trigger1 = time>0
x=0
y=0

;表示を横に加える
[State -2, デバッグ表示その1]
type = AppendToClipboard
trigger1 = 1
text = " Pos X=%d,Y=%d"
params = ceil(Pos X),floor(Pos Y)
ignorehitpause = 1

;表示を下に加える
[State -2, デバッグ表示その2]
type = AppendToClipboard
trigger1 = 1
text = "\nDist X=%d,Y=%d"
params = floor(ParentDist X),ceil(ParentDist Y)
ignorehitpause = 1

;-------------------------------------------------------------------------------------
;ガード用ヘルパー①
[Statedef 40000]
Type = A
Ctrl = 0
Anim = 9999
Velset = 0,0
Movetype = I
Physics = N
Sprpriority = 1

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 40000, 親に付く位置]
type = BindToParent
trigger1 = 1
time = 1
facing = -1
pos = 0,0
IgnoreHitPause = 1

[State 40000, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;表示を横に加える
[State -2, デバッグ表示その1]
type = AppendToClipboard
trigger1 = 1
text = " Pos X=%d,Y=%d"
params = ceil(Pos X),floor(Pos Y)
ignorehitpause = 1

;表示を下に加える
[State -2, デバッグ表示その2]
type = AppendToClipboard
trigger1 = 1
text = "\nDist X=%d,Y=%d"
params = floor(ParentDist X),ceil(ParentDist Y)
ignorehitpause = 1

;-------------------------------------------------------------------------------------
;ガード用ヘルパー②
[Statedef 40001]
Type = A
Ctrl = 0
Anim = 9999
Velset = 0,0
Movetype = I
Physics = N
Sprpriority = 1

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 40000, 親に付く位置]
type = BindToParent
trigger1 = 1
time = 1
facing = -1
pos = -100,0
IgnoreHitPause = 1

[State 40000, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;表示を横に加える
[State -2, デバッグ表示その1]
type = AppendToClipboard
trigger1 = 1
text = " Pos X=%d,Y=%d"
params = ceil(Pos X),floor(Pos Y)
ignorehitpause = 1

;表示を下に加える
[State -2, デバッグ表示その2]
type = AppendToClipboard
trigger1 = 1
text = "\nDist X=%d,Y=%d"
params = floor(ParentDist X),ceil(ParentDist Y)
ignorehitpause = 1

;-------------------------------------------------------------------------------------
;監視用ヘルパー
[Statedef 60000]
Type = U
Ctrl = 0
Anim = 9999
Velset = 0,0
Movetype = I
Physics = N
Sprpriority = 1
ctrl = 0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 40000, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
IgnoreHitPause = 1

[State -2]
Type = BindToRoot
Trigger1 = 1
Time = 1
Facing = 1
Pos = 0,0
IgnoreHitPause = 1

[state 0,0]
Type = SelfState
trigger1 = !ishelper
value = 0 + (pos Y < 0)*51
IgnoreHitPause = 1

[State -2]
Type = AssertSpecial
Trigger1 = 1
Flag = Invisible
Flag2 = NoShadow

[State -2, 本体ID取得]
Type = VarSet
Trigger1 = 1
V = 0
Value = Root,Var(51)
IgnoreHitPause = 1

[State -2, 敵ヘルパーID取得準備]
Type = VarSet
Trigger1 = Var(31) > 0
Trigger1 = !PlayerIDExist(Var(31))
Trigger2 = Var(31) = 0
V = 31
Value = -1
IgnoreHitPause = 1
[State -2, 演出用の場合覚えさせておく]
Type = VarSet
TriggerAll = Var(31) = -1
TriggerAll = Var(32) > 0
Trigger1 = Var(42) = 0
V = 33+(Var(33)>0)+(Var(34)>0)+(Var(35)>0)+(Var(36)>0)+(Var(37)>0)+(Var(38)>0)+(Var(39)>0)+(Var(40)>0)+(Var(41)>0)*(!Var(42))
Value = Var(32)
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得準備]
Type = VarSet
Trigger1 = Var(31) = -1
Trigger2 = PlayerIDExist(Var(31))
Trigger2 = !(PlayerID(Var(31)),MoveType = A)
Trigger2 = PlayerID(Var(31)),PrevStateNo != 0
Trigger2 = PlayerID(Var(31)),StateNo != PlayerID(Var(31)),PrevStateNo
Trigger2 = Var(32) < -1
V = 32
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーAnim取得準備]
Type = VarSet
Trigger1 = Var(31) = -1
V = 57
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得]
Type = VarSet
TriggerAll = Var(31) = -1
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(2)+14)
Trigger1 = PlayerID(Var(2)+14),IsHelper
V = 31
Value = Var(2)+14
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得]
Type = VarSet
TriggerAll = Var(31) = -1
TriggerAll = (Var(1)>0)*(Var(3)>0)*(Var(5)>0)*(Var(7)>0)*(Var(9)>0)*(Var(11)>0)*(Var(13)>0)*(Var(15)>0)
TriggerAll = (Var(17)>0)*(Var(19)>0)*(Var(21)>0)*(Var(23)>0)*(Var(25)>0)*(Var(27)>0)*(Var(29)>0)
TriggerAll = (PlayerIDExist(Var(3)))*(PlayerIDExist(Var(5)))*(PlayerIDExist(Var(7)))*(PlayerIDExist(Var(9)))
TriggerAll = (PlayerIDExist(Var(11)))*(PlayerIDExist(Var(13)))*(PlayerIDExist(Var(15)))*(PlayerIDExist(Var(17)))
TriggerAll = (PlayerIDExist(Var(19)))*(PlayerIDExist(Var(21)))*(PlayerIDExist(Var(23)))
TriggerAll = (PlayerIDExist(Var(25)))*(PlayerIDExist(Var(27)))*(PlayerIDExist(Var(29)))
TriggerAll = (PlayerID(Var(3)),IsHelper)*(PlayerID(Var(5)),IsHelper)*(PlayerID(Var(7)),IsHelper)*(PlayerID(Var(9)),IsHelper)
TriggerAll = (PlayerID(Var(11)),IsHelper)*(PlayerID(Var(13)),IsHelper)*(PlayerID(Var(15)),IsHelper)
TriggerAll = (PlayerID(Var(17)),IsHelper)*(PlayerID(Var(19)),IsHelper)*(PlayerID(Var(21)),IsHelper)
TriggerAll = (PlayerID(Var(23)),IsHelper)*(PlayerID(Var(25)),IsHelper)
TriggerAll = (PlayerID(Var(27)),IsHelper)*(PlayerID(Var(29)),IsHelper)
TriggerAll = (Var(2)!=Var(3))*(Var(2)!=Var(5))*(Var(2)!=Var(7))*(Var(2)!=Var(9))*(Var(2)!=Var(11))*(Var(2)!=Var(13))
TriggerAll = (Var(2)!=Var(15))*(Var(2)!=Var(17))*(Var(2)!=Var(19))*(Var(2)!=Var(21))
TriggerAll = (Var(2)!=Var(23))*(Var(2)!=Var(25))*(Var(2)!=Var(27))*(Var(2)!=Var(29))
Trigger1 = PlayerIDExist(Var(2))
Trigger1 = PlayerID(Var(2)),IsHelper
V = 31
Value = Var(2)
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→Anim取得]
Type = VarSet
TriggerAll = Var(57) = -1
TriggerAll = Var(31) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(31))
TriggerAll = PlayerID(Var(31)),IsHelper
TriggerAll = PlayerID(Var(31)),Time > 0
Trigger1 = 1
V = 57
Value = PlayerID(Var(31)),Anim
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→別途ヘルパー→捨てる]
Type = VarSet
TriggerAll = Var(57) > 0
TriggerAll = Var(31) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(31))
TriggerAll = PlayerID(Var(31)),IsHelper
TriggerAll = PlayerID(Var(31)),Time > 0
TriggerAll = !(PlayerID(Var(31)),Ctrl)
Trigger1 = PlayerID(Var(31)),Time >= 600
Trigger1 = PlayerID(Var(31)),Anim = Var(57)
V = 31
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→別途ヘルパー→捨てる]
Type = VarSet
TriggerAll = Var(31) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(31))
TriggerAll = PlayerID(Var(31)),IsHelper
TriggerAll = PlayerID(Var(31)),Time > 0
TriggerAll = !(PlayerID(Var(31)),Ctrl)
Trigger1 = (PlayerID(Var(31)),Command="a")+(PlayerID(Var(31)),Command="b")+(PlayerID(Var(31)),Command="c")
Trigger2 = (PlayerID(Var(31)),Command="x")+(PlayerID(Var(31)),Command="y")+(PlayerID(Var(31)),Command="z")
Trigger3 = (PlayerID(Var(31)),Command="up")+(PlayerID(Var(31)),Command="down")+(PlayerID(Var(31)),Command="fwd")
Trigger4 = (PlayerID(Var(31)),Command="back")+(PlayerID(Var(31)),Command="start")
V = 31
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→演出用→捨てる]
Type = VarSet
TriggerAll = Var(31) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(31))
TriggerAll = PlayerID(Var(31)),IsHelper
TriggerAll = PlayerID(Var(31)),Time > 0
Trigger1 = PlayerID(Var(31)),StateNo = Var(33)
Trigger2 = PlayerID(Var(31)),StateNo = Var(34)
Trigger3 = PlayerID(Var(31)),StateNo = Var(35)
Trigger4 = PlayerID(Var(31)),StateNo = Var(36)
Trigger5 = PlayerID(Var(31)),StateNo = Var(37)
Trigger6 = PlayerID(Var(31)),StateNo = Var(38)
Trigger7 = PlayerID(Var(31)),StateNo = Var(39)
Trigger8 = PlayerID(Var(31)),StateNo = Var(40)
Trigger9 = PlayerID(Var(31)),StateNo = Var(41)
Trigger10 = PlayerID(Var(31)),StateNo = Var(42)
Trigger11 = PlayerID(Var(31)),TeamSide = TeamSide
V = 31
Value = -1
IgnoreHitPause = 1
[State -2, とりあえずStateNo取得]
Type = VarSet
TriggerAll = Var(31) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(31))
TriggerAll = PlayerID(Var(31)),IsHelper
TriggerAll = PlayerID(Var(31)),Time > 0
Trigger1 = Var(32) = -1
V = 32
Value = PlayerID(Var(31)),StateNo
IgnoreHitPause = 1
[State -2, 攻撃用の場合StateNoを捨てる]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(31) > 0
TriggerAll = Var(32) > -3
TriggerAll = PlayerIDExist(Var(31))
TriggerAll = PlayerID(Var(31)),IsHelper
TriggerAll = PlayerID(Var(31)),Time > 0
Trigger1 = PlayerID(Var(31)),MoveType = A
Trigger2 = PlayerID(Var(31)),HitDefAttr = SCA,AA,AT,AP
V = 32
Value = -2-1*(PlayerID(Var(31)),HitDefAttr = SCA,AA,AT,AP)
IgnoreHitPause = 1
[State -2, ヒットしたら-10→結果的に-13]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(31) > 0
TriggerAll = Var(32) = -3
TriggerAll = PlayerIDExist(Var(31))
TriggerAll = PlayerID(Var(31)),IsHelper
TriggerAll = PlayerID(Var(31)),Time > 0
Trigger1 = PlayerID(Var(31)),MoveHit
Trigger1 = !(PlayerID(Var(31)),MoveReversed)
V = 32
Value = Var(32)-10
IgnoreHitPause = 1
[State -2, ガードされたら-20→結果的に-23]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(31) > 0
TriggerAll = Var(32) = -3
TriggerAll = PlayerIDExist(Var(31))
TriggerAll = PlayerID(Var(31)),IsHelper
TriggerAll = PlayerID(Var(31)),Time > 0
Trigger1 = PlayerID(Var(31)),MoveGuarded
V = 32
Value = Var(32)-20
IgnoreHitPause = 1
[State -2, Reversal(シールドなど)されたら-30→結果的に-33]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(31) > 0
TriggerAll = Var(32) = -3
TriggerAll = PlayerIDExist(Var(31))
TriggerAll = PlayerID(Var(31)),IsHelper
TriggerAll = PlayerID(Var(31)),Time > 0
Trigger1 = PlayerID(Var(31)),MoveReversed
V = 32
Value = Var(32)-30
IgnoreHitPause = 1
;//////////////////////////////////////////////////
[State -2, 敵ヘルパーID取得準備]
Type = VarSet
Trigger1 = Var(29) > 0
Trigger1 = !PlayerIDExist(Var(29))
Trigger2 = Var(29) = 0
V = 29
Value = -1
IgnoreHitPause = 1
[State -2, 演出用の場合覚えさせておく]
Type = VarSet
TriggerAll = Var(29) = -1
TriggerAll = Var(30) > 0
Trigger1 = Var(42) = 0
V = 33+(Var(33)>0)+(Var(34)>0)+(Var(35)>0)+(Var(36)>0)+(Var(37)>0)+(Var(38)>0)+(Var(39)>0)+(Var(40)>0)+(Var(41)>0)*(!Var(42))
Value = Var(30)
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得準備]
Type = VarSet
Trigger1 = Var(29) = -1
Trigger2 = PlayerIDExist(Var(29))
Trigger2 = !(PlayerID(Var(29)),MoveType = A)
Trigger2 = PlayerID(Var(29)),PrevStateNo != 0
Trigger2 = PlayerID(Var(29)),StateNo != PlayerID(Var(29)),PrevStateNo
Trigger2 = Var(30) < -1
V = 30
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーAnim取得準備]
Type = VarSet
Trigger1 = Var(29) = -1
V = 56
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得]
Type = VarSet
TriggerAll = Var(29) = -1
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(2)+13)
Trigger1 = PlayerID(Var(2)+13),IsHelper
V = 29
Value = Var(2)+13
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得]
Type = VarSet
TriggerAll = Var(29) = -1
TriggerAll = (Var(1)>0)*(Var(3)>0)*(Var(5)>0)*(Var(7)>0)*(Var(9)>0)*(Var(11)>0)*(Var(13)>0)
TriggerAll = (Var(15)>0)*(Var(17)>0)*(Var(19)>0)*(Var(21)>0)*(Var(23)>0)*(Var(25)>0)*(Var(27)>0)
TriggerAll = (PlayerIDExist(Var(3)))*(PlayerIDExist(Var(5)))*(PlayerIDExist(Var(7)))*(PlayerIDExist(Var(9)))
TriggerAll = (PlayerIDExist(Var(11)))*(PlayerIDExist(Var(13)))*(PlayerIDExist(Var(15)))*(PlayerIDExist(Var(17)))
TriggerAll = (PlayerIDExist(Var(19)))*(PlayerIDExist(Var(21)))*(PlayerIDExist(Var(23)))
TriggerAll = (PlayerIDExist(Var(25)))*(PlayerIDExist(Var(27)))
TriggerAll = (PlayerID(Var(3)),IsHelper)*(PlayerID(Var(5)),IsHelper)*(PlayerID(Var(7)),IsHelper)*(PlayerID(Var(9)),IsHelper)
TriggerAll = (PlayerID(Var(11)),IsHelper)*(PlayerID(Var(13)),IsHelper)*(PlayerID(Var(15)),IsHelper)
TriggerAll = (PlayerID(Var(17)),IsHelper)*(PlayerID(Var(19)),IsHelper)*(PlayerID(Var(21)),IsHelper)
TriggerAll = (PlayerID(Var(23)),IsHelper)*(PlayerID(Var(25)),IsHelper)*(PlayerID(Var(27)),IsHelper)
TriggerAll = (Var(2)!=Var(3))*(Var(2)!=Var(5))*(Var(2)!=Var(7))*(Var(2)!=Var(9))*(Var(2)!=Var(11))*(Var(2)!=Var(13))
TriggerAll = (Var(2)!=Var(15))*(Var(2)!=Var(17))*(Var(2)!=Var(19))*(Var(2)!=Var(21))
TriggerAll = (Var(2)!=Var(23))*(Var(2)!=Var(25))*(Var(2)!=Var(27))
Trigger1 = PlayerIDExist(Var(2))
Trigger1 = PlayerID(Var(2)),IsHelper
V = 29
Value = Var(2)
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→Anim取得]
Type = VarSet
TriggerAll = Var(56) = -1
TriggerAll = Var(29) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(29))
TriggerAll = PlayerID(Var(29)),IsHelper
TriggerAll = PlayerID(Var(29)),Time > 0
Trigger1 = 1
V = 56
Value = PlayerID(Var(29)),Anim
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→別途ヘルパー→捨てる]
Type = VarSet
TriggerAll = Var(56) > 0
TriggerAll = Var(29) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(29))
TriggerAll = PlayerID(Var(29)),IsHelper
TriggerAll = PlayerID(Var(29)),Time > 0
TriggerAll = !(PlayerID(Var(29)),Ctrl)
Trigger1 = PlayerID(Var(29)),Time >= 600
Trigger1 = PlayerID(Var(29)),Anim = Var(56)
V = 29
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→別途ヘルパー→捨てる]
Type = VarSet
TriggerAll = Var(29) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(29))
TriggerAll = PlayerID(Var(29)),IsHelper
TriggerAll = PlayerID(Var(29)),Time > 0
TriggerAll = !(PlayerID(Var(29)),Ctrl)
Trigger1 = (PlayerID(Var(29)),Command="a")+(PlayerID(Var(29)),Command="b")+(PlayerID(Var(29)),Command="c")
Trigger2 = (PlayerID(Var(29)),Command="x")+(PlayerID(Var(29)),Command="y")+(PlayerID(Var(29)),Command="z")
Trigger3 = (PlayerID(Var(29)),Command="up")+(PlayerID(Var(29)),Command="down")+(PlayerID(Var(29)),Command="fwd")
Trigger4 = (PlayerID(Var(29)),Command="back")+(PlayerID(Var(29)),Command="start")
V = 29
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→演出用→捨てる]
Type = VarSet
TriggerAll = Var(29) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(29))
TriggerAll = PlayerID(Var(29)),IsHelper
TriggerAll = PlayerID(Var(29)),Time > 0
Trigger1 = PlayerID(Var(29)),StateNo = Var(33)
Trigger2 = PlayerID(Var(29)),StateNo = Var(34)
Trigger3 = PlayerID(Var(29)),StateNo = Var(35)
Trigger4 = PlayerID(Var(29)),StateNo = Var(36)
Trigger5 = PlayerID(Var(29)),StateNo = Var(37)
Trigger6 = PlayerID(Var(29)),StateNo = Var(38)
Trigger7 = PlayerID(Var(29)),StateNo = Var(39)
Trigger8 = PlayerID(Var(29)),StateNo = Var(40)
Trigger9 = PlayerID(Var(29)),StateNo = Var(41)
Trigger10 = PlayerID(Var(29)),StateNo = Var(42)
Trigger11 = PlayerID(Var(29)),TeamSide = TeamSide
V = 29
Value = -1
IgnoreHitPause = 1
[State -2, とりあえずStateNo取得]
Type = VarSet
TriggerAll = Var(29) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(29))
TriggerAll = PlayerID(Var(29)),IsHelper
TriggerAll = PlayerID(Var(29)),Time > 0
Trigger1 = Var(30) = -1
V = 30
Value = PlayerID(Var(29)),StateNo
IgnoreHitPause = 1
[State -2, 攻撃用の場合StateNoを捨てる]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(29) > 0
TriggerAll = Var(30) > -3
TriggerAll = PlayerIDExist(Var(29))
TriggerAll = PlayerID(Var(29)),IsHelper
TriggerAll = PlayerID(Var(29)),Time > 0
Trigger1 = PlayerID(Var(29)),MoveType = A
Trigger2 = PlayerID(Var(29)),HitDefAttr = SCA,AA,AT,AP
V = 30
Value = -2-1*(PlayerID(Var(29)),HitDefAttr = SCA,AA,AT,AP)
IgnoreHitPause = 1
[State -2, ヒットしたら-10→結果的に-13]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(29) > 0
TriggerAll = Var(30) = -3
TriggerAll = PlayerIDExist(Var(29))
TriggerAll = PlayerID(Var(29)),IsHelper
TriggerAll = PlayerID(Var(29)),Time > 0
Trigger1 = PlayerID(Var(29)),MoveHit
Trigger1 = !(PlayerID(Var(29)),MoveReversed)
V = 30
Value = Var(30)-10
IgnoreHitPause = 1
[State -2, ガードされたら-20→結果的に-23]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(29) > 0
TriggerAll = Var(30) = -3
TriggerAll = PlayerIDExist(Var(29))
TriggerAll = PlayerID(Var(29)),IsHelper
TriggerAll = PlayerID(Var(29)),Time > 0
Trigger1 = PlayerID(Var(29)),MoveGuarded
V = 30
Value = Var(30)-20
IgnoreHitPause = 1
[State -2, Reversal(シールドなど)されたら-30→結果的に-33]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(29) > 0
TriggerAll = Var(30) = -3
TriggerAll = PlayerIDExist(Var(29))
TriggerAll = PlayerID(Var(29)),IsHelper
TriggerAll = PlayerID(Var(29)),Time > 0
Trigger1 = PlayerID(Var(29)),MoveReversed
V = 30
Value = Var(30)-30
IgnoreHitPause = 1
;//////////////////////////////////////////////////
[State -2, 敵ヘルパーID取得準備]
Type = VarSet
Trigger1 = Var(27) > 0
Trigger1 = !PlayerIDExist(Var(27))
Trigger2 = Var(27) = 0
V = 27
Value = -1
IgnoreHitPause = 1
[State -2, 演出用の場合覚えさせておく]
Type = VarSet
TriggerAll = Var(27) = -1
TriggerAll = Var(28) > 0
Trigger1 = Var(42) = 0
V = 33+(Var(33)>0)+(Var(34)>0)+(Var(35)>0)+(Var(36)>0)+(Var(37)>0)+(Var(38)>0)+(Var(39)>0)+(Var(40)>0)+(Var(41)>0)*(!Var(42))
Value = Var(28)
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得準備]
Type = VarSet
Trigger1 = Var(27) = -1
Trigger2 = PlayerIDExist(Var(27))
Trigger2 = !(PlayerID(Var(27)),MoveType = A)
Trigger2 = PlayerID(Var(27)),PrevStateNo != 0
Trigger2 = PlayerID(Var(27)),StateNo != PlayerID(Var(27)),PrevStateNo
Trigger2 = Var(28) < -1
V = 28
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーAnim取得準備]
Type = VarSet
Trigger1 = Var(27) = -1
V = 55
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得]
Type = VarSet
TriggerAll = Var(27) = -1
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(2)+12)
Trigger1 = PlayerID(Var(2)+12),IsHelper
V = 27
Value = Var(2)+12
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得]
Type = VarSet
TriggerAll = Var(27) = -1
TriggerAll = (Var(1)>0)*(Var(3)>0)*(Var(5)>0)*(Var(7)>0)*(Var(9)>0)*(Var(11)>0)*(Var(13)>0)
TriggerAll = (Var(15)>0)*(Var(17)>0)*(Var(19)>0)*(Var(21)>0)*(Var(23)>0)*(Var(25)>0)
TriggerAll = (PlayerIDExist(Var(3)))*(PlayerIDExist(Var(5)))*(PlayerIDExist(Var(7)))*(PlayerIDExist(Var(9)))
TriggerAll = (PlayerIDExist(Var(11)))*(PlayerIDExist(Var(13)))*(PlayerIDExist(Var(15)))*(PlayerIDExist(Var(17)))
TriggerAll = (PlayerIDExist(Var(19)))*(PlayerIDExist(Var(21)))*(PlayerIDExist(Var(23)))*(PlayerIDExist(Var(25)))
TriggerAll = (PlayerID(Var(3)),IsHelper)*(PlayerID(Var(5)),IsHelper)*(PlayerID(Var(7)),IsHelper)*(PlayerID(Var(9)),IsHelper)
TriggerAll = (PlayerID(Var(11)),IsHelper)*(PlayerID(Var(13)),IsHelper)*(PlayerID(Var(15)),IsHelper)
TriggerAll = (PlayerID(Var(17)),IsHelper)*(PlayerID(Var(19)),IsHelper)*(PlayerID(Var(21)),IsHelper)
TriggerAll = (PlayerID(Var(23)),IsHelper)*(PlayerID(Var(25)),IsHelper)
TriggerAll = (Var(2)!=Var(3))*(Var(2)!=Var(5))*(Var(2)!=Var(7))*(Var(2)!=Var(9))*(Var(2)!=Var(11))*(Var(2)!=Var(13))
TriggerAll = (Var(2)!=Var(15))*(Var(2)!=Var(17))*(Var(2)!=Var(19))*(Var(2)!=Var(21))*(Var(2)!=Var(23))*(Var(2)!=Var(25))
Trigger1 = PlayerIDExist(Var(2))
Trigger1 = PlayerID(Var(2)),IsHelper
V = 27
Value = Var(2)
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→Anim取得]
Type = VarSet
TriggerAll = Var(55) = -1
TriggerAll = Var(27) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(27))
TriggerAll = PlayerID(Var(27)),IsHelper
TriggerAll = PlayerID(Var(27)),Time > 0
Trigger1 = 1
V = 55
Value = PlayerID(Var(27)),Anim
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→別途ヘルパー→捨てる]
Type = VarSet
TriggerAll = Var(55) > 0
TriggerAll = Var(27) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(27))
TriggerAll = PlayerID(Var(27)),IsHelper
TriggerAll = PlayerID(Var(27)),Time > 0
TriggerAll = !(PlayerID(Var(27)),Ctrl)
Trigger1 = PlayerID(Var(27)),Time >= 600
Trigger1 = PlayerID(Var(27)),Anim = Var(55)
V = 27
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→別途ヘルパー→捨てる]
Type = VarSet
TriggerAll = Var(27) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(27))
TriggerAll = PlayerID(Var(27)),IsHelper
TriggerAll = PlayerID(Var(27)),Time > 0
TriggerAll = !(PlayerID(Var(27)),Ctrl)
Trigger1 = (PlayerID(Var(27)),Command="a")+(PlayerID(Var(27)),Command="b")+(PlayerID(Var(27)),Command="c")
Trigger2 = (PlayerID(Var(27)),Command="x")+(PlayerID(Var(27)),Command="y")+(PlayerID(Var(27)),Command="z")
Trigger3 = (PlayerID(Var(27)),Command="up")+(PlayerID(Var(27)),Command="down")+(PlayerID(Var(27)),Command="fwd")
Trigger4 = (PlayerID(Var(27)),Command="back")+(PlayerID(Var(27)),Command="start")
V = 27
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→演出用→捨てる]
Type = VarSet
TriggerAll = Var(27) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(27))
TriggerAll = PlayerID(Var(27)),IsHelper
TriggerAll = PlayerID(Var(27)),Time > 0
Trigger1 = PlayerID(Var(27)),StateNo = Var(33)
Trigger2 = PlayerID(Var(27)),StateNo = Var(34)
Trigger3 = PlayerID(Var(27)),StateNo = Var(35)
Trigger4 = PlayerID(Var(27)),StateNo = Var(36)
Trigger5 = PlayerID(Var(27)),StateNo = Var(37)
Trigger6 = PlayerID(Var(27)),StateNo = Var(38)
Trigger7 = PlayerID(Var(27)),StateNo = Var(39)
Trigger8 = PlayerID(Var(27)),StateNo = Var(40)
Trigger9 = PlayerID(Var(27)),StateNo = Var(41)
Trigger10 = PlayerID(Var(27)),StateNo = Var(42)
Trigger11 = PlayerID(Var(27)),TeamSide = TeamSide
V = 27
Value = -1
IgnoreHitPause = 1
[State -2, とりあえずStateNo取得]
Type = VarSet
TriggerAll = Var(27) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(27))
TriggerAll = PlayerID(Var(27)),IsHelper
TriggerAll = PlayerID(Var(27)),Time > 0
Trigger1 = Var(28) = -1
V = 28
Value = PlayerID(Var(27)),StateNo
IgnoreHitPause = 1
[State -2, 攻撃用の場合StateNoを捨てる]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(27) > 0
TriggerAll = Var(28) > -3
TriggerAll = PlayerIDExist(Var(27))
TriggerAll = PlayerID(Var(27)),IsHelper
TriggerAll = PlayerID(Var(27)),Time > 0
Trigger1 = PlayerID(Var(27)),MoveType = A
Trigger2 = PlayerID(Var(27)),HitDefAttr = SCA,AA,AT,AP
V = 28
Value = -2-1*(PlayerID(Var(27)),HitDefAttr = SCA,AA,AT,AP)
IgnoreHitPause = 1
[State -2, ヒットしたら-10→結果的に-13]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(27) > 0
TriggerAll = Var(28) = -3
TriggerAll = PlayerIDExist(Var(27))
TriggerAll = PlayerID(Var(27)),IsHelper
TriggerAll = PlayerID(Var(27)),Time > 0
Trigger1 = PlayerID(Var(27)),MoveHit
Trigger1 = !(PlayerID(Var(27)),MoveReversed)
V = 28
Value = Var(28)-10
IgnoreHitPause = 1
[State -2, ガードされたら-20→結果的に-23]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(27) > 0
TriggerAll = Var(28) = -3
TriggerAll = PlayerIDExist(Var(27))
TriggerAll = PlayerID(Var(27)),IsHelper
TriggerAll = PlayerID(Var(27)),Time > 0
Trigger1 = PlayerID(Var(27)),MoveGuarded
V = 28
Value = Var(28)-20
IgnoreHitPause = 1
[State -2, Reversal(シールドなど)されたら-30→結果的に-33]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(27) > 0
TriggerAll = Var(28) = -3
TriggerAll = PlayerIDExist(Var(27))
TriggerAll = PlayerID(Var(27)),IsHelper
TriggerAll = PlayerID(Var(27)),Time > 0
Trigger1 = PlayerID(Var(27)),MoveReversed
V = 28
Value = Var(28)-30
IgnoreHitPause = 1
;//////////////////////////////////////////////////
[State -2, 敵ヘルパーID取得準備]
Type = VarSet
Trigger1 = Var(25) > 0
Trigger1 = !PlayerIDExist(Var(25))
Trigger2 = Var(25) = 0
V = 25
Value = -1
IgnoreHitPause = 1
[State -2, 演出用の場合覚えさせておく]
Type = VarSet
TriggerAll = Var(25) = -1
TriggerAll = Var(26) > 0
Trigger1 = Var(42) = 0
V = 33+(Var(33)>0)+(Var(34)>0)+(Var(35)>0)+(Var(36)>0)+(Var(37)>0)+(Var(38)>0)+(Var(39)>0)+(Var(40)>0)+(Var(41)>0)*(!Var(42))
Value = Var(26)
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得準備]
Type = VarSet
Trigger1 = Var(25) = -1
Trigger2 = PlayerIDExist(Var(25))
Trigger2 = !(PlayerID(Var(25)),MoveType = A)
Trigger2 = PlayerID(Var(25)),PrevStateNo != 0
Trigger2 = PlayerID(Var(25)),StateNo != PlayerID(Var(25)),PrevStateNo
Trigger2 = Var(26) < -1
V = 26
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーAnim取得準備]
Type = VarSet
Trigger1 = Var(25) = -1
V = 54
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得]
Type = VarSet
TriggerAll = Var(25) = -1
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(2)+11)
Trigger1 = PlayerID(Var(2)+11),IsHelper
V = 25
Value = Var(2)+11
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得]
Type = VarSet
TriggerAll = Var(25) = -1
TriggerAll = (Var(1)>0)*(Var(3)>0)*(Var(5)>0)*(Var(7)>0)*(Var(9)>0)*(Var(11)>0)
TriggerAll = (Var(13)>0)*(Var(15)>0)*(Var(17)>0)*(Var(19)>0)*(Var(21)>0)*(Var(23)>0)
TriggerAll = (PlayerIDExist(Var(3)))*(PlayerIDExist(Var(5)))*(PlayerIDExist(Var(7)))*(PlayerIDExist(Var(9)))
TriggerAll = (PlayerIDExist(Var(11)))*(PlayerIDExist(Var(13)))*(PlayerIDExist(Var(15)))*(PlayerIDExist(Var(17)))
TriggerAll = (PlayerIDExist(Var(19)))*(PlayerIDExist(Var(21)))*(PlayerIDExist(Var(23)))
TriggerAll = (PlayerID(Var(3)),IsHelper)*(PlayerID(Var(5)),IsHelper)*(PlayerID(Var(7)),IsHelper)*(PlayerID(Var(9)),IsHelper)
TriggerAll = (PlayerID(Var(11)),IsHelper)*(PlayerID(Var(13)),IsHelper)*(PlayerID(Var(15)),IsHelper)
TriggerAll = (PlayerID(Var(17)),IsHelper)*(PlayerID(Var(19)),IsHelper)
TriggerAll = (PlayerID(Var(21)),IsHelper)*(PlayerID(Var(23)),IsHelper)
TriggerAll = (Var(2)!=Var(3))*(Var(2)!=Var(5))*(Var(2)!=Var(7))*(Var(2)!=Var(9))*(Var(2)!=Var(11))*(Var(2)!=Var(13))
TriggerAll = (Var(2)!=Var(15))*(Var(2)!=Var(17))*(Var(2)!=Var(19))*(Var(2)!=Var(21))*(Var(2)!=Var(23))
Trigger1 = PlayerIDExist(Var(2))
Trigger1 = PlayerID(Var(2)),IsHelper
V = 25
Value = Var(2)
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→Anim取得]
Type = VarSet
TriggerAll = Var(54) = -1
TriggerAll = Var(25) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(25))
TriggerAll = PlayerID(Var(25)),IsHelper
TriggerAll = PlayerID(Var(25)),Time > 0
Trigger1 = 1
V = 54
Value = PlayerID(Var(25)),Anim
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→別途ヘルパー→捨てる]
Type = VarSet
TriggerAll = Var(54) > 0
TriggerAll = Var(25) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(25))
TriggerAll = PlayerID(Var(25)),IsHelper
TriggerAll = PlayerID(Var(25)),Time > 0
TriggerAll = !(PlayerID(Var(25)),Ctrl)
Trigger1 = PlayerID(Var(25)),Time >= 600
Trigger1 = PlayerID(Var(25)),Anim = Var(54)
V = 25
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→別途ヘルパー→捨てる]
Type = VarSet
TriggerAll = Var(25) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(25))
TriggerAll = PlayerID(Var(25)),IsHelper
TriggerAll = PlayerID(Var(25)),Time > 0
TriggerAll = !(PlayerID(Var(25)),Ctrl)
Trigger1 = (PlayerID(Var(25)),Command="a")+(PlayerID(Var(25)),Command="b")+(PlayerID(Var(25)),Command="c")
Trigger2 = (PlayerID(Var(25)),Command="x")+(PlayerID(Var(25)),Command="y")+(PlayerID(Var(25)),Command="z")
Trigger3 = (PlayerID(Var(25)),Command="up")+(PlayerID(Var(25)),Command="down")+(PlayerID(Var(25)),Command="fwd")
Trigger4 = (PlayerID(Var(25)),Command="back")+(PlayerID(Var(25)),Command="start")
V = 25
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→演出用→捨てる]
Type = VarSet
TriggerAll = Var(25) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(25))
TriggerAll = PlayerID(Var(25)),IsHelper
TriggerAll = PlayerID(Var(25)),Time > 0
Trigger1 = PlayerID(Var(25)),StateNo = Var(33)
Trigger2 = PlayerID(Var(25)),StateNo = Var(34)
Trigger3 = PlayerID(Var(25)),StateNo = Var(35)
Trigger4 = PlayerID(Var(25)),StateNo = Var(36)
Trigger5 = PlayerID(Var(25)),StateNo = Var(37)
Trigger6 = PlayerID(Var(25)),StateNo = Var(38)
Trigger7 = PlayerID(Var(25)),StateNo = Var(39)
Trigger8 = PlayerID(Var(25)),StateNo = Var(40)
Trigger9 = PlayerID(Var(25)),StateNo = Var(41)
Trigger10 = PlayerID(Var(25)),StateNo = Var(42)
Trigger11 = PlayerID(Var(25)),TeamSide = TeamSide
V = 25
Value = -1
IgnoreHitPause = 1
[State -2, とりあえずStateNo取得]
Type = VarSet
TriggerAll = Var(25) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(25))
TriggerAll = PlayerID(Var(25)),IsHelper
TriggerAll = PlayerID(Var(25)),Time > 0
Trigger1 = Var(26) = -1
V = 26
Value = PlayerID(Var(25)),StateNo
IgnoreHitPause = 1
[State -2, 攻撃用の場合StateNoを捨てる]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(25) > 0
TriggerAll = Var(26) > -3
TriggerAll = PlayerIDExist(Var(25))
TriggerAll = PlayerID(Var(25)),IsHelper
TriggerAll = PlayerID(Var(25)),Time > 0
Trigger1 = PlayerID(Var(25)),MoveType = A
Trigger2 = PlayerID(Var(25)),HitDefAttr = SCA,AA,AT,AP
V = 26
Value = -2-1*(PlayerID(Var(25)),HitDefAttr = SCA,AA,AT,AP)
IgnoreHitPause = 1
[State -2, ヒットしたら-10→結果的に-13]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(25) > 0
TriggerAll = Var(26) = -3
TriggerAll = PlayerIDExist(Var(25))
TriggerAll = PlayerID(Var(25)),IsHelper
TriggerAll = PlayerID(Var(25)),Time > 0
Trigger1 = PlayerID(Var(25)),MoveHit
Trigger1 = !(PlayerID(Var(25)),MoveReversed)
V = 26
Value = Var(26)-10
IgnoreHitPause = 1
[State -2, ガードされたら-20→結果的に-23]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(25) > 0
TriggerAll = Var(26) = -3
TriggerAll = PlayerIDExist(Var(25))
TriggerAll = PlayerID(Var(25)),IsHelper
TriggerAll = PlayerID(Var(25)),Time > 0
Trigger1 = PlayerID(Var(25)),MoveGuarded
V = 26
Value = Var(26)-20
IgnoreHitPause = 1
[State -2, Reversal(シールドなど)されたら-30→結果的に-33]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(25) > 0
TriggerAll = Var(26) = -3
TriggerAll = PlayerIDExist(Var(25))
TriggerAll = PlayerID(Var(25)),IsHelper
TriggerAll = PlayerID(Var(25)),Time > 0
Trigger1 = PlayerID(Var(25)),MoveReversed
V = 26
Value = Var(26)-30
IgnoreHitPause = 1
;//////////////////////////////////////////////////
[State -2, 敵ヘルパーID取得準備]
Type = VarSet
Trigger1 = Var(23) > 0
Trigger1 = !PlayerIDExist(Var(23))
Trigger2 = Var(23) = 0
V = 23
Value = -1
IgnoreHitPause = 1
[State -2, 演出用の場合覚えさせておく]
Type = VarSet
TriggerAll = Var(23) = -1
TriggerAll = Var(24) > 0
Trigger1 = Var(42) = 0
V = 33+(Var(33)>0)+(Var(34)>0)+(Var(35)>0)+(Var(36)>0)+(Var(37)>0)+(Var(38)>0)+(Var(39)>0)+(Var(40)>0)+(Var(41)>0)*(!Var(42))
Value = Var(24)
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得準備]
Type = VarSet
Trigger1 = Var(23) = -1
Trigger2 = PlayerIDExist(Var(23))
Trigger2 = !(PlayerID(Var(23)),MoveType = A)
Trigger2 = PlayerID(Var(23)),PrevStateNo != 0
Trigger2 = PlayerID(Var(23)),StateNo != PlayerID(Var(23)),PrevStateNo
Trigger2 = Var(24) < -1
V = 24
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーAnim取得準備]
Type = VarSet
Trigger1 = Var(23) = -1
V = 53
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得]
Type = VarSet
TriggerAll = Var(23) = -1
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(2)+10)
Trigger1 = PlayerID(Var(2)+10),IsHelper
V = 23
Value = Var(2)+10
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得]
Type = VarSet
TriggerAll = Var(23) = -1
TriggerAll = (Var(1)>0)*(Var(3)>0)*(Var(5)>0)*(Var(7)>0)*(Var(9)>0)*(Var(11)>0)
TriggerAll = (Var(13)>0)*(Var(15)>0)*(Var(17)>0)*(Var(19)>0)*(Var(21)>0)
TriggerAll = (PlayerIDExist(Var(3)))*(PlayerIDExist(Var(5)))*(PlayerIDExist(Var(7)))*(PlayerIDExist(Var(9)))
TriggerAll = (PlayerIDExist(Var(11)))*(PlayerIDExist(Var(13)))*(PlayerIDExist(Var(15)))
TriggerAll = (PlayerIDExist(Var(17)))*(PlayerIDExist(Var(19)))*(PlayerIDExist(Var(21)))
TriggerAll = (PlayerID(Var(3)),IsHelper)*(PlayerID(Var(5)),IsHelper)*(PlayerID(Var(7)),IsHelper)*(PlayerID(Var(9)),IsHelper)
TriggerAll = (PlayerID(Var(11)),IsHelper)*(PlayerID(Var(13)),IsHelper)*(PlayerID(Var(15)),IsHelper)
TriggerAll = (PlayerID(Var(17)),IsHelper)*(PlayerID(Var(19)),IsHelper)*(PlayerID(Var(21)),IsHelper)
TriggerAll = (Var(2)!=Var(3))*(Var(2)!=Var(5))*(Var(2)!=Var(7))*(Var(2)!=Var(9))*(Var(2)!=Var(11))
TriggerAll = (Var(2)!=Var(13))*(Var(2)!=Var(15))*(Var(2)!=Var(17))*(Var(2)!=Var(19))*(Var(2)!=Var(21))
Trigger1 = PlayerIDExist(Var(2))
Trigger1 = PlayerID(Var(2)),IsHelper
V = 23
Value = Var(2)
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→Anim取得]
Type = VarSet
TriggerAll = Var(53) = -1
TriggerAll = Var(23) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(23))
TriggerAll = PlayerID(Var(23)),IsHelper
TriggerAll = PlayerID(Var(23)),Time > 0
Trigger1 = 1
V = 53
Value = PlayerID(Var(23)),Anim
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→別途ヘルパー→捨てる]
Type = VarSet
TriggerAll = Var(53) > 0
TriggerAll = Var(23) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(23))
TriggerAll = PlayerID(Var(23)),IsHelper
TriggerAll = PlayerID(Var(23)),Time > 0
TriggerAll = !(PlayerID(Var(23)),Ctrl)
Trigger1 = PlayerID(Var(23)),Time >= 600
Trigger1 = PlayerID(Var(23)),Anim = Var(53)
V = 23
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→別途ヘルパー→捨てる]
Type = VarSet
TriggerAll = Var(23) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(23))
TriggerAll = PlayerID(Var(23)),IsHelper
TriggerAll = PlayerID(Var(23)),Time > 0
TriggerAll = !(PlayerID(Var(23)),Ctrl)
Trigger1 = (PlayerID(Var(23)),Command="a")+(PlayerID(Var(23)),Command="b")+(PlayerID(Var(23)),Command="c")
Trigger2 = (PlayerID(Var(23)),Command="x")+(PlayerID(Var(23)),Command="y")+(PlayerID(Var(23)),Command="z")
Trigger3 = (PlayerID(Var(23)),Command="up")+(PlayerID(Var(23)),Command="down")+(PlayerID(Var(23)),Command="fwd")
Trigger4 = (PlayerID(Var(23)),Command="back")+(PlayerID(Var(23)),Command="start")
V = 23
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→演出用→捨てる]
Type = VarSet
TriggerAll = Var(23) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(23))
TriggerAll = PlayerID(Var(23)),IsHelper
TriggerAll = PlayerID(Var(23)),Time > 0
Trigger1 = PlayerID(Var(23)),StateNo = Var(33)
Trigger2 = PlayerID(Var(23)),StateNo = Var(34)
Trigger3 = PlayerID(Var(23)),StateNo = Var(35)
Trigger4 = PlayerID(Var(23)),StateNo = Var(36)
Trigger5 = PlayerID(Var(23)),StateNo = Var(37)
Trigger6 = PlayerID(Var(23)),StateNo = Var(38)
Trigger7 = PlayerID(Var(23)),StateNo = Var(39)
Trigger8 = PlayerID(Var(23)),StateNo = Var(40)
Trigger9 = PlayerID(Var(23)),StateNo = Var(41)
Trigger10 = PlayerID(Var(23)),StateNo = Var(42)
Trigger11 = PlayerID(Var(23)),TeamSide = TeamSide
V = 23
Value = -1
IgnoreHitPause = 1
[State -2, とりあえずStateNo取得]
Type = VarSet
TriggerAll = Var(23) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(23))
TriggerAll = PlayerID(Var(23)),IsHelper
TriggerAll = PlayerID(Var(23)),Time > 0
Trigger1 = Var(24) = -1
V = 24
Value = PlayerID(Var(23)),StateNo
IgnoreHitPause = 1
[State -2, 攻撃用の場合StateNoを捨てる]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(23) > 0
TriggerAll = Var(24) > -3
TriggerAll = PlayerIDExist(Var(23))
TriggerAll = PlayerID(Var(23)),IsHelper
TriggerAll = PlayerID(Var(23)),Time > 0
Trigger1 = PlayerID(Var(23)),MoveType = A
Trigger2 = PlayerID(Var(23)),HitDefAttr = SCA,AA,AT,AP
V = 24
Value = -2-1*(PlayerID(Var(23)),HitDefAttr = SCA,AA,AT,AP)
IgnoreHitPause = 1
[State -2, ヒットしたら-10→結果的に-13]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(23) > 0
TriggerAll = Var(24) = -3
TriggerAll = PlayerIDExist(Var(23))
TriggerAll = PlayerID(Var(23)),IsHelper
TriggerAll = PlayerID(Var(23)),Time > 0
Trigger1 = PlayerID(Var(23)),MoveHit
Trigger1 = !(PlayerID(Var(23)),MoveReversed)
V = 24
Value = Var(24)-10
IgnoreHitPause = 1
[State -2, ガードされたら-20→結果的に-23]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(23) > 0
TriggerAll = Var(24) = -3
TriggerAll = PlayerIDExist(Var(23))
TriggerAll = PlayerID(Var(23)),IsHelper
TriggerAll = PlayerID(Var(23)),Time > 0
Trigger1 = PlayerID(Var(23)),MoveGuarded
V = 24
Value = Var(24)-20
IgnoreHitPause = 1
[State -2, Reversal(シールドなど)されたら-30→結果的に-33]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(23) > 0
TriggerAll = Var(24) = -3
TriggerAll = PlayerIDExist(Var(23))
TriggerAll = PlayerID(Var(23)),IsHelper
TriggerAll = PlayerID(Var(23)),Time > 0
Trigger1 = PlayerID(Var(23)),MoveReversed
V = 24
Value = Var(24)-30
IgnoreHitPause = 1
;//////////////////////////////////////////////////
[State -2, 敵ヘルパーID取得準備]
Type = VarSet
Trigger1 = Var(21) > 0
Trigger1 = !PlayerIDExist(Var(21))
Trigger2 = Var(21) = 0
V = 21
Value = -1
IgnoreHitPause = 1
[State -2, 演出用の場合覚えさせておく]
Type = VarSet
TriggerAll = Var(21) = -1
TriggerAll = Var(22) > 0
Trigger1 = Var(42) = 0
V = 33+(Var(33)>0)+(Var(34)>0)+(Var(35)>0)+(Var(36)>0)+(Var(37)>0)+(Var(38)>0)+(Var(39)>0)+(Var(40)>0)+(Var(41)>0)*(!Var(42))
Value = Var(22)
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得準備]
Type = VarSet
Trigger1 = Var(21) = -1
Trigger2 = PlayerIDExist(Var(21))
Trigger2 = !(PlayerID(Var(21)),MoveType = A)
Trigger2 = PlayerID(Var(21)),PrevStateNo != 0
Trigger2 = PlayerID(Var(21)),StateNo != PlayerID(Var(21)),PrevStateNo
Trigger2 = Var(22) < -1
V = 22
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーAnim取得準備]
Type = VarSet
Trigger1 = Var(21) = -1
V = 52
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得]
Type = VarSet
TriggerAll = Var(21) = -1
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(2)+9)
Trigger1 = PlayerID(Var(2)+9),IsHelper
V = 21
Value = Var(2)+9
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得]
Type = VarSet
TriggerAll = Var(21) = -1
TriggerAll = (Var(1)>0)*(Var(3)>0)*(Var(5)>0)*(Var(7)>0)*(Var(9)>0)
TriggerAll = (Var(11)>0)*(Var(13)>0)*(Var(15)>0)*(Var(17)>0)*(Var(19)>0)
TriggerAll = (PlayerIDExist(Var(3)))*(PlayerIDExist(Var(5)))*(PlayerIDExist(Var(7)))*(PlayerIDExist(Var(9)))
TriggerAll = (PlayerIDExist(Var(11)))*(PlayerIDExist(Var(13)))*(PlayerIDExist(Var(15)))
TriggerAll = (PlayerIDExist(Var(17)))*(PlayerIDExist(Var(19)))
TriggerAll = (PlayerID(Var(3)),IsHelper)*(PlayerID(Var(5)),IsHelper)*(PlayerID(Var(7)),IsHelper)*(PlayerID(Var(9)),IsHelper)
TriggerAll = (PlayerID(Var(11)),IsHelper)*(PlayerID(Var(13)),IsHelper)*(PlayerID(Var(15)),IsHelper)
TriggerAll = (PlayerID(Var(17)),IsHelper)*(PlayerID(Var(19)),IsHelper)
TriggerAll = (Var(2)!=Var(3))*(Var(2)!=Var(5))*(Var(2)!=Var(7))*(Var(2)!=Var(9))*(Var(2)!=Var(11))
TriggerAll = (Var(2)!=Var(13))*(Var(2)!=Var(15))*(Var(2)!=Var(17))*(Var(2)!=Var(19))
Trigger1 = PlayerIDExist(Var(2))
Trigger1 = PlayerID(Var(2)),IsHelper
V = 21
Value = Var(2)
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→Anim取得]
Type = VarSet
TriggerAll = Var(52) = -1
TriggerAll = Var(21) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(21))
TriggerAll = PlayerID(Var(21)),IsHelper
TriggerAll = PlayerID(Var(21)),Time > 0
Trigger1 = 1
V = 52
Value = PlayerID(Var(21)),Anim
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→別途ヘルパー→捨てる]
Type = VarSet
TriggerAll = Var(52) > 0
TriggerAll = Var(21) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(21))
TriggerAll = PlayerID(Var(21)),IsHelper
TriggerAll = PlayerID(Var(21)),Time > 0
TriggerAll = !(PlayerID(Var(21)),Ctrl)
Trigger1 = PlayerID(Var(21)),Time >= 600
Trigger1 = PlayerID(Var(21)),Anim = Var(52)
V = 21
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→別途ヘルパー→捨てる]
Type = VarSet
TriggerAll = Var(21) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(21))
TriggerAll = PlayerID(Var(21)),IsHelper
TriggerAll = PlayerID(Var(21)),Time > 0
TriggerAll = !(PlayerID(Var(21)),Ctrl)
Trigger1 = (PlayerID(Var(21)),Command="a")+(PlayerID(Var(21)),Command="b")+(PlayerID(Var(21)),Command="c")
Trigger2 = (PlayerID(Var(21)),Command="x")+(PlayerID(Var(21)),Command="y")+(PlayerID(Var(21)),Command="z")
Trigger3 = (PlayerID(Var(21)),Command="up")+(PlayerID(Var(21)),Command="down")+(PlayerID(Var(21)),Command="fwd")
Trigger4 = (PlayerID(Var(21)),Command="back")+(PlayerID(Var(21)),Command="start")
V = 21
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→演出用→捨てる]
Type = VarSet
TriggerAll = Var(21) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(21))
TriggerAll = PlayerID(Var(21)),IsHelper
TriggerAll = PlayerID(Var(21)),Time > 0
Trigger1 = PlayerID(Var(21)),StateNo = Var(33)
Trigger2 = PlayerID(Var(21)),StateNo = Var(34)
Trigger3 = PlayerID(Var(21)),StateNo = Var(35)
Trigger4 = PlayerID(Var(21)),StateNo = Var(36)
Trigger5 = PlayerID(Var(21)),StateNo = Var(37)
Trigger6 = PlayerID(Var(21)),StateNo = Var(38)
Trigger7 = PlayerID(Var(21)),StateNo = Var(39)
Trigger8 = PlayerID(Var(21)),StateNo = Var(40)
Trigger9 = PlayerID(Var(21)),StateNo = Var(41)
Trigger10 = PlayerID(Var(21)),StateNo = Var(42)
Trigger11 = PlayerID(Var(21)),TeamSide = TeamSide
V = 21
Value = -1
IgnoreHitPause = 1
[State -2, とりあえずStateNo取得]
Type = VarSet
TriggerAll = Var(21) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(21))
TriggerAll = PlayerID(Var(21)),IsHelper
TriggerAll = PlayerID(Var(21)),Time > 0
Trigger1 = Var(22) = -1
V = 22
Value = PlayerID(Var(21)),StateNo
IgnoreHitPause = 1
[State -2, 攻撃用の場合StateNoを捨てる]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(21) > 0
TriggerAll = Var(22) > -3
TriggerAll = PlayerIDExist(Var(21))
TriggerAll = PlayerID(Var(21)),IsHelper
TriggerAll = PlayerID(Var(21)),Time > 0
Trigger1 = PlayerID(Var(21)),MoveType = A
Trigger2 = PlayerID(Var(21)),HitDefAttr = SCA,AA,AT,AP
V = 22
Value = -2-1*(PlayerID(Var(21)),HitDefAttr = SCA,AA,AT,AP)
IgnoreHitPause = 1
[State -2, ヒットしたら-10→結果的に-13]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(21) > 0
TriggerAll = Var(22) = -3
TriggerAll = PlayerIDExist(Var(21))
TriggerAll = PlayerID(Var(21)),IsHelper
TriggerAll = PlayerID(Var(21)),Time > 0
Trigger1 = PlayerID(Var(21)),MoveHit
Trigger1 = !(PlayerID(Var(21)),MoveReversed)
V = 22
Value = Var(22)-10
IgnoreHitPause = 1
[State -2, ガードされたら-20→結果的に-23]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(21) > 0
TriggerAll = Var(22) = -3
TriggerAll = PlayerIDExist(Var(21))
TriggerAll = PlayerID(Var(21)),IsHelper
TriggerAll = PlayerID(Var(21)),Time > 0
Trigger1 = PlayerID(Var(21)),MoveGuarded
V = 22
Value = Var(22)-20
IgnoreHitPause = 1
[State -2, Reversal(シールドなど)されたら-30→結果的に-33]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(21) > 0
TriggerAll = Var(22) = -3
TriggerAll = PlayerIDExist(Var(21))
TriggerAll = PlayerID(Var(21)),IsHelper
TriggerAll = PlayerID(Var(21)),Time > 0
Trigger1 = PlayerID(Var(21)),MoveReversed
V = 22
Value = Var(22)-30
IgnoreHitPause = 1
;//////////////////////////////////////////////////
[State -2, 敵ヘルパーID取得準備]
Type = VarSet
Trigger1 = Var(19) > 0
Trigger1 = !PlayerIDExist(Var(19))
Trigger2 = Var(19) = 0
V = 19
Value = -1
IgnoreHitPause = 1
[State -2, 演出用の場合覚えさせておく]
Type = VarSet
TriggerAll = Var(19) = -1
TriggerAll = Var(20) > 0
Trigger1 = Var(42) = 0
V = 33+(Var(33)>0)+(Var(34)>0)+(Var(35)>0)+(Var(36)>0)+(Var(37)>0)+(Var(38)>0)+(Var(39)>0)+(Var(40)>0)+(Var(41)>0)*(!Var(42))
Value = Var(20)
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得準備]
Type = VarSet
Trigger1 = Var(19) = -1
Trigger2 = PlayerIDExist(Var(19))
Trigger2 = !(PlayerID(Var(19)),MoveType = A)
Trigger2 = PlayerID(Var(19)),PrevStateNo != 0
Trigger2 = PlayerID(Var(19)),StateNo != PlayerID(Var(19)),PrevStateNo
Trigger2 = Var(20) < -1
V = 20
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーAnim取得準備]
Type = VarSet
Trigger1 = Var(19) = -1
V = 51
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得]
Type = VarSet
TriggerAll = Var(19) = -1
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(2)+8)
Trigger1 = PlayerID(Var(2)+8),IsHelper
V = 19
Value = Var(2)+8
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得]
Type = VarSet
TriggerAll = Var(19) = -1
TriggerAll = (Var(1)>0)*(Var(3)>0)*(Var(5)>0)*(Var(7)>0)*(Var(9)>0)*(Var(11)>0)*(Var(13)>0)*(Var(15)>0)*(Var(17)>0)
TriggerAll = (PlayerIDExist(Var(3)))*(PlayerIDExist(Var(5)))*(PlayerIDExist(Var(7)))*(PlayerIDExist(Var(9)))
TriggerAll = (PlayerIDExist(Var(11)))*(PlayerIDExist(Var(13)))*(PlayerIDExist(Var(15)))*(PlayerIDExist(Var(17)))
TriggerAll = (PlayerID(Var(3)),IsHelper)*(PlayerID(Var(5)),IsHelper)*(PlayerID(Var(7)),IsHelper)*(PlayerID(Var(9)),IsHelper)
TriggerAll = (PlayerID(Var(11)),IsHelper)*(PlayerID(Var(13)),IsHelper)
TriggerAll = (PlayerID(Var(15)),IsHelper)*(PlayerID(Var(17)),IsHelper)
TriggerAll = (Var(2)!=Var(3))*(Var(2)!=Var(5))*(Var(2)!=Var(7))*(Var(2)!=Var(9))
TriggerAll = (Var(2)!=Var(11))*(Var(2)!=Var(13))*(Var(2)!=Var(15))*(Var(2)!=Var(17))
Trigger1 = PlayerIDExist(Var(2))
Trigger1 = PlayerID(Var(2)),IsHelper
V = 19
Value = Var(2)
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→Anim取得]
Type = VarSet
TriggerAll = Var(51) = -1
TriggerAll = Var(19) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(19))
TriggerAll = PlayerID(Var(19)),IsHelper
TriggerAll = PlayerID(Var(19)),Time > 0
Trigger1 = 1
V = 51
Value = PlayerID(Var(19)),Anim
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→別途ヘルパー→捨てる]
Type = VarSet
TriggerAll = Var(51) > 0
TriggerAll = Var(19) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(19))
TriggerAll = PlayerID(Var(19)),IsHelper
TriggerAll = PlayerID(Var(19)),Time > 0
TriggerAll = !(PlayerID(Var(19)),Ctrl)
Trigger1 = PlayerID(Var(19)),Time >= 600
Trigger1 = PlayerID(Var(19)),Anim = Var(51)
V = 19
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→別途ヘルパー→捨てる]
Type = VarSet
TriggerAll = Var(19) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(19))
TriggerAll = PlayerID(Var(19)),IsHelper
TriggerAll = PlayerID(Var(19)),Time > 0
TriggerAll = !(PlayerID(Var(19)),Ctrl)
Trigger1 = (PlayerID(Var(19)),Command="a")+(PlayerID(Var(19)),Command="b")+(PlayerID(Var(19)),Command="c")
Trigger2 = (PlayerID(Var(19)),Command="x")+(PlayerID(Var(19)),Command="y")+(PlayerID(Var(19)),Command="z")
Trigger3 = (PlayerID(Var(19)),Command="up")+(PlayerID(Var(19)),Command="down")+(PlayerID(Var(19)),Command="fwd")
Trigger4 = (PlayerID(Var(19)),Command="back")+(PlayerID(Var(19)),Command="start")
V = 19
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→演出用→捨てる]
Type = VarSet
TriggerAll = Var(19) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(19))
TriggerAll = PlayerID(Var(19)),IsHelper
TriggerAll = PlayerID(Var(19)),Time > 0
Trigger1 = PlayerID(Var(19)),StateNo = Var(33)
Trigger2 = PlayerID(Var(19)),StateNo = Var(34)
Trigger3 = PlayerID(Var(19)),StateNo = Var(35)
Trigger4 = PlayerID(Var(19)),StateNo = Var(36)
Trigger5 = PlayerID(Var(19)),StateNo = Var(37)
Trigger6 = PlayerID(Var(19)),StateNo = Var(38)
Trigger7 = PlayerID(Var(19)),StateNo = Var(39)
Trigger8 = PlayerID(Var(19)),StateNo = Var(40)
Trigger9 = PlayerID(Var(19)),StateNo = Var(41)
Trigger10 = PlayerID(Var(19)),StateNo = Var(42)
Trigger11 = PlayerID(Var(19)),TeamSide = TeamSide
V = 19
Value = -1
IgnoreHitPause = 1
[State -2, とりあえずStateNo取得]
Type = VarSet
TriggerAll = Var(19) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(19))
TriggerAll = PlayerID(Var(19)),IsHelper
TriggerAll = PlayerID(Var(19)),Time > 0
Trigger1 = Var(20) = -1
V = 20
Value = PlayerID(Var(19)),StateNo
IgnoreHitPause = 1
[State -2, 攻撃用の場合StateNoを捨てる]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(19) > 0
TriggerAll = Var(20) > -3
TriggerAll = PlayerIDExist(Var(19))
TriggerAll = PlayerID(Var(19)),IsHelper
TriggerAll = PlayerID(Var(19)),Time > 0
Trigger1 = PlayerID(Var(19)),MoveType = A
Trigger2 = PlayerID(Var(19)),HitDefAttr = SCA,AA,AT,AP
V = 20
Value = -2-1*(PlayerID(Var(19)),HitDefAttr = SCA,AA,AT,AP)
IgnoreHitPause = 1
[State -2, ヒットしたら-10→結果的に-13]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(19) > 0
TriggerAll = Var(20) = -3
TriggerAll = PlayerIDExist(Var(19))
TriggerAll = PlayerID(Var(19)),IsHelper
TriggerAll = PlayerID(Var(19)),Time > 0
Trigger1 = PlayerID(Var(19)),MoveHit
Trigger1 = !(PlayerID(Var(19)),MoveReversed)
V = 20
Value = Var(20)-10
IgnoreHitPause = 1
[State -2, ガードされたら-20→結果的に-23]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(19) > 0
TriggerAll = Var(20) = -3
TriggerAll = PlayerIDExist(Var(19))
TriggerAll = PlayerID(Var(19)),IsHelper
TriggerAll = PlayerID(Var(19)),Time > 0
Trigger1 = PlayerID(Var(19)),MoveGuarded
V = 20
Value = Var(20)-20
IgnoreHitPause = 1
[State -2, Reversal(シールドなど)されたら-30→結果的に-33]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(19) > 0
TriggerAll = Var(20) = -3
TriggerAll = PlayerIDExist(Var(19))
TriggerAll = PlayerID(Var(19)),IsHelper
TriggerAll = PlayerID(Var(19)),Time > 0
Trigger1 = PlayerID(Var(19)),MoveReversed
V = 20
Value = Var(20)-30
IgnoreHitPause = 1
;//////////////////////////////////////////////////
[State -2, 敵ヘルパーID取得準備]
Type = VarSet
Trigger1 = Var(17) > 0
Trigger1 = !PlayerIDExist(Var(17))
Trigger2 = Var(17) = 0
V = 17
Value = -1
IgnoreHitPause = 1
[State -2, 演出用の場合覚えさせておく]
Type = VarSet
TriggerAll = Var(17) = -1
TriggerAll = Var(18) > 0
Trigger1 = Var(42) = 0
V = 33+(Var(33)>0)+(Var(34)>0)+(Var(35)>0)+(Var(36)>0)+(Var(37)>0)+(Var(38)>0)+(Var(39)>0)+(Var(40)>0)+(Var(41)>0)*(!Var(42))
Value = Var(18)
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得準備]
Type = VarSet
Trigger1 = Var(17) = -1
Trigger2 = PlayerIDExist(Var(17))
Trigger2 = !(PlayerID(Var(17)),MoveType = A)
Trigger2 = PlayerID(Var(17)),PrevStateNo != 0
Trigger2 = PlayerID(Var(17)),StateNo != PlayerID(Var(17)),PrevStateNo
Trigger2 = Var(18) < -1
V = 18
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーAnim取得準備]
Type = VarSet
Trigger1 = Var(17) = -1
V = 50
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得]
Type = VarSet
TriggerAll = Var(17) = -1
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(2)+7)
Trigger1 = PlayerID(Var(2)+7),IsHelper
V = 17
Value = Var(2)+7
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得]
Type = VarSet
TriggerAll = Var(17) = -1
TriggerAll = (Var(1)>0)*(Var(3)>0)*(Var(5)>0)*(Var(7)>0)*(Var(9)>0)*(Var(11)>0)*(Var(13)>0)*(Var(15)>0)
TriggerAll = (PlayerIDExist(Var(3)))*(PlayerIDExist(Var(5)))*(PlayerIDExist(Var(7)))*(PlayerIDExist(Var(9)))
TriggerAll = (PlayerIDExist(Var(11)))*(PlayerIDExist(Var(13)))*(PlayerIDExist(Var(15)))
TriggerAll = (PlayerID(Var(3)),IsHelper)*(PlayerID(Var(5)),IsHelper)*(PlayerID(Var(7)),IsHelper)*(PlayerID(Var(9)),IsHelper)
TriggerAll = (PlayerID(Var(11)),IsHelper)*(PlayerID(Var(13)),IsHelper)*(PlayerID(Var(15)),IsHelper)
TriggerAll = (Var(2)!=Var(3))*(Var(2)!=Var(5))*(Var(2)!=Var(7))*(Var(2)!=Var(9))
TriggerAll = (Var(2)!=Var(11))*(Var(2)!=Var(13))*(Var(2)!=Var(15))
Trigger1 = PlayerIDExist(Var(2))
Trigger1 = PlayerID(Var(2)),IsHelper
V = 17
Value = Var(2)
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→Anim取得]
Type = VarSet
TriggerAll = Var(50) = -1
TriggerAll = Var(17) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(17))
TriggerAll = PlayerID(Var(17)),IsHelper
TriggerAll = PlayerID(Var(17)),Time > 0
Trigger1 = 1
V = 50
Value = PlayerID(Var(17)),Anim
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→別途ヘルパー→捨てる]
Type = VarSet
TriggerAll = Var(50) > 0
TriggerAll = Var(17) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(17))
TriggerAll = PlayerID(Var(17)),IsHelper
TriggerAll = PlayerID(Var(17)),Time > 0
TriggerAll = !(PlayerID(Var(17)),Ctrl)
Trigger1 = PlayerID(Var(17)),Time >= 600
Trigger1 = PlayerID(Var(17)),Anim = Var(50)
V = 17
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→別途ヘルパー→捨てる]
Type = VarSet
TriggerAll = Var(17) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(17))
TriggerAll = PlayerID(Var(17)),IsHelper
TriggerAll = PlayerID(Var(17)),Time > 0
TriggerAll = !(PlayerID(Var(17)),Ctrl)
Trigger1 = (PlayerID(Var(17)),Command="a")+(PlayerID(Var(17)),Command="b")+(PlayerID(Var(17)),Command="c")
Trigger2 = (PlayerID(Var(17)),Command="x")+(PlayerID(Var(17)),Command="y")+(PlayerID(Var(17)),Command="z")
Trigger3 = (PlayerID(Var(17)),Command="up")+(PlayerID(Var(17)),Command="down")+(PlayerID(Var(17)),Command="fwd")
Trigger4 = (PlayerID(Var(17)),Command="back")+(PlayerID(Var(17)),Command="start")
V = 17
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→演出用→捨てる]
Type = VarSet
TriggerAll = Var(17) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(17))
TriggerAll = PlayerID(Var(17)),IsHelper
TriggerAll = PlayerID(Var(17)),Time > 0
Trigger1 = PlayerID(Var(17)),StateNo = Var(33)
Trigger2 = PlayerID(Var(17)),StateNo = Var(34)
Trigger3 = PlayerID(Var(17)),StateNo = Var(35)
Trigger4 = PlayerID(Var(17)),StateNo = Var(36)
Trigger5 = PlayerID(Var(17)),StateNo = Var(37)
Trigger6 = PlayerID(Var(17)),StateNo = Var(38)
Trigger7 = PlayerID(Var(17)),StateNo = Var(39)
Trigger8 = PlayerID(Var(17)),StateNo = Var(40)
Trigger9 = PlayerID(Var(17)),StateNo = Var(41)
Trigger10 = PlayerID(Var(17)),StateNo = Var(42)
Trigger11 = PlayerID(Var(17)),TeamSide = TeamSide
V = 17
Value = -1
IgnoreHitPause = 1
[State -2, とりあえずStateNo取得]
Type = VarSet
TriggerAll = Var(17) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(17))
TriggerAll = PlayerID(Var(17)),IsHelper
TriggerAll = PlayerID(Var(17)),Time > 0
Trigger1 = Var(18) = -1
V = 18
Value = PlayerID(Var(17)),StateNo
IgnoreHitPause = 1
[State -2, 攻撃用の場合StateNoを捨てる]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(17) > 0
TriggerAll = Var(18) > -3
TriggerAll = PlayerIDExist(Var(17))
TriggerAll = PlayerID(Var(17)),IsHelper
TriggerAll = PlayerID(Var(17)),Time > 0
Trigger1 = PlayerID(Var(17)),MoveType = A
Trigger2 = PlayerID(Var(17)),HitDefAttr = SCA,AA,AT,AP
V = 18
Value = -2-1*(PlayerID(Var(17)),HitDefAttr = SCA,AA,AT,AP)
IgnoreHitPause = 1
[State -2, ヒットしたら-10→結果的に-13]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(17) > 0
TriggerAll = Var(18) = -3
TriggerAll = PlayerIDExist(Var(17))
TriggerAll = PlayerID(Var(17)),IsHelper
TriggerAll = PlayerID(Var(17)),Time > 0
Trigger1 = PlayerID(Var(17)),MoveHit
Trigger1 = !(PlayerID(Var(17)),MoveReversed)
V = 18
Value = Var(18)-10
IgnoreHitPause = 1
[State -2, ガードされたら-20→結果的に-23]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(17) > 0
TriggerAll = Var(18) = -3
TriggerAll = PlayerIDExist(Var(17))
TriggerAll = PlayerID(Var(17)),IsHelper
TriggerAll = PlayerID(Var(17)),Time > 0
Trigger1 = PlayerID(Var(17)),MoveGuarded
V = 18
Value = Var(18)-20
IgnoreHitPause = 1
[State -2, Reversal(シールドなど)されたら-30→結果的に-33]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(17) > 0
TriggerAll = Var(18) = -3
TriggerAll = PlayerIDExist(Var(17))
TriggerAll = PlayerID(Var(17)),IsHelper
TriggerAll = PlayerID(Var(17)),Time > 0
Trigger1 = PlayerID(Var(17)),MoveReversed
V = 18
Value = Var(18)-30
IgnoreHitPause = 1
;//////////////////////////////////////////////////
[State -2, 敵ヘルパーID取得準備]
Type = VarSet
Trigger1 = Var(15) > 0
Trigger1 = !PlayerIDExist(Var(15))
Trigger2 = Var(15) = 0
V = 15
Value = -1
IgnoreHitPause = 1
[State -2, 演出用の場合覚えさせておく]
Type = VarSet
TriggerAll = Var(15) = -1
TriggerAll = Var(16) > 0
Trigger1 = Var(42) = 0
V = 33+(Var(33)>0)+(Var(34)>0)+(Var(35)>0)+(Var(36)>0)+(Var(37)>0)+(Var(38)>0)+(Var(39)>0)+(Var(40)>0)+(Var(41)>0)*(!Var(42))
Value = Var(16)
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得準備]
Type = VarSet
Trigger1 = Var(15) = -1
Trigger2 = PlayerIDExist(Var(15))
Trigger2 = !(PlayerID(Var(15)),MoveType = A)
Trigger2 = PlayerID(Var(15)),PrevStateNo != 0
Trigger2 = PlayerID(Var(15)),StateNo != PlayerID(Var(15)),PrevStateNo
Trigger2 = Var(16) < -1
V = 16
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーAnim取得準備]
Type = VarSet
Trigger1 = Var(15) = -1
V = 49
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得]
Type = VarSet
TriggerAll = Var(15) = -1
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(2)+6)
Trigger1 = PlayerID(Var(2)+6),IsHelper
V = 15
Value = Var(2)+6
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得]
Type = VarSet
TriggerAll = Var(15) = -1
TriggerAll = (Var(1)>0)*(Var(3)>0)*(Var(5)>0)*(Var(7)>0)*(Var(9)>0)*(Var(11)>0)*(Var(13)>0)
TriggerAll = (PlayerIDExist(Var(3)))*(PlayerIDExist(Var(5)))*(PlayerIDExist(Var(7)))
TriggerAll = (PlayerIDExist(Var(9)))*(PlayerIDExist(Var(11)))*(PlayerIDExist(Var(13)))
TriggerAll = (PlayerID(Var(3)),IsHelper)*(PlayerID(Var(5)),IsHelper)*(PlayerID(Var(7)),IsHelper)
TriggerAll = (PlayerID(Var(9)),IsHelper)*(PlayerID(Var(11)),IsHelper)*(PlayerID(Var(13)),IsHelper)
TriggerAll = (Var(2)!=Var(3))*(Var(2)!=Var(5))*(Var(2)!=Var(7))*(Var(2)!=Var(9))*(Var(2)!=Var(11))*(Var(2)!=Var(13))
Trigger1 = PlayerIDExist(Var(2))
Trigger1 = PlayerID(Var(2)),IsHelper
V = 15
Value = Var(2)
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→Anim取得]
Type = VarSet
TriggerAll = Var(49) = -1
TriggerAll = Var(15) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(15))
TriggerAll = PlayerID(Var(15)),IsHelper
TriggerAll = PlayerID(Var(15)),Time > 0
Trigger1 = 1
V = 49
Value = PlayerID(Var(15)),Anim
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→別途ヘルパー→捨てる]
Type = VarSet
TriggerAll = Var(49) > 0
TriggerAll = Var(15) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(15))
TriggerAll = PlayerID(Var(15)),IsHelper
TriggerAll = PlayerID(Var(15)),Time > 0
TriggerAll = !(PlayerID(Var(15)),Ctrl)
Trigger1 = PlayerID(Var(15)),Time >= 600
Trigger1 = PlayerID(Var(15)),Anim = Var(49)
V = 15
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→別途ヘルパー→捨てる]
Type = VarSet
TriggerAll = Var(15) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(15))
TriggerAll = PlayerID(Var(15)),IsHelper
TriggerAll = PlayerID(Var(15)),Time > 0
TriggerAll = !(PlayerID(Var(15)),Ctrl)
Trigger1 = (PlayerID(Var(15)),Command="a")+(PlayerID(Var(15)),Command="b")+(PlayerID(Var(15)),Command="c")
Trigger2 = (PlayerID(Var(15)),Command="x")+(PlayerID(Var(15)),Command="y")+(PlayerID(Var(15)),Command="z")
Trigger3 = (PlayerID(Var(15)),Command="up")+(PlayerID(Var(15)),Command="down")+(PlayerID(Var(15)),Command="fwd")
Trigger4 = (PlayerID(Var(15)),Command="back")+(PlayerID(Var(15)),Command="start")
V = 15
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→演出用→捨てる]
Type = VarSet
TriggerAll = Var(15) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(15))
TriggerAll = PlayerID(Var(15)),IsHelper
TriggerAll = PlayerID(Var(15)),Time > 0
Trigger1 = PlayerID(Var(15)),StateNo = Var(33)
Trigger2 = PlayerID(Var(15)),StateNo = Var(34)
Trigger3 = PlayerID(Var(15)),StateNo = Var(35)
Trigger4 = PlayerID(Var(15)),StateNo = Var(36)
Trigger5 = PlayerID(Var(15)),StateNo = Var(37)
Trigger6 = PlayerID(Var(15)),StateNo = Var(38)
Trigger7 = PlayerID(Var(15)),StateNo = Var(39)
Trigger8 = PlayerID(Var(15)),StateNo = Var(40)
Trigger9 = PlayerID(Var(15)),StateNo = Var(41)
Trigger10 = PlayerID(Var(15)),StateNo = Var(42)
Trigger11 = PlayerID(Var(15)),TeamSide = TeamSide
V = 15
Value = -1
IgnoreHitPause = 1
[State -2, とりあえずStateNo取得]
Type = VarSet
TriggerAll = Var(15) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(15))
TriggerAll = PlayerID(Var(15)),IsHelper
TriggerAll = PlayerID(Var(15)),Time > 0
Trigger1 = Var(16) = -1
V = 16
Value = PlayerID(Var(15)),StateNo
IgnoreHitPause = 1
[State -2, 攻撃用の場合StateNoを捨てる]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(15) > 0
TriggerAll = Var(16) > -3
TriggerAll = PlayerIDExist(Var(15))
TriggerAll = PlayerID(Var(15)),IsHelper
TriggerAll = PlayerID(Var(15)),Time > 0
Trigger1 = PlayerID(Var(15)),MoveType = A
Trigger2 = PlayerID(Var(15)),HitDefAttr = SCA,AA,AT,AP
V = 16
Value = -2-1*(PlayerID(Var(15)),HitDefAttr = SCA,AA,AT,AP)
IgnoreHitPause = 1
[State -2, ヒットしたら-10→結果的に-13]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(15) > 0
TriggerAll = Var(16) = -3
TriggerAll = PlayerIDExist(Var(15))
TriggerAll = PlayerID(Var(15)),IsHelper
TriggerAll = PlayerID(Var(15)),Time > 0
Trigger1 = PlayerID(Var(15)),MoveHit
Trigger1 = !(PlayerID(Var(15)),MoveReversed)
V = 16
Value = Var(16)-10
IgnoreHitPause = 1
[State -2, ガードされたら-20→結果的に-23]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(15) > 0
TriggerAll = Var(16) = -3
TriggerAll = PlayerIDExist(Var(15))
TriggerAll = PlayerID(Var(15)),IsHelper
TriggerAll = PlayerID(Var(15)),Time > 0
Trigger1 = PlayerID(Var(15)),MoveGuarded
V = 16
Value = Var(16)-20
IgnoreHitPause = 1
[State -2, Reversal(シールドなど)されたら-30→結果的に-33]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(15) > 0
TriggerAll = Var(16) = -3
TriggerAll = PlayerIDExist(Var(15))
TriggerAll = PlayerID(Var(15)),IsHelper
TriggerAll = PlayerID(Var(15)),Time > 0
Trigger1 = PlayerID(Var(15)),MoveReversed
V = 16
Value = Var(16)-30
IgnoreHitPause = 1
;//////////////////////////////////////////////////
[State -2, 敵ヘルパーID取得準備]
Type = VarSet
Trigger1 = Var(13) > 0
Trigger1 = !PlayerIDExist(Var(13))
Trigger2 = Var(13) = 0
V = 13
Value = -1
IgnoreHitPause = 1
[State -2, 演出用の場合覚えさせておく]
Type = VarSet
TriggerAll = Var(13) = -1
TriggerAll = Var(14) > 0
Trigger1 = Var(42) = 0
V = 33+(Var(33)>0)+(Var(34)>0)+(Var(35)>0)+(Var(36)>0)+(Var(37)>0)+(Var(38)>0)+(Var(39)>0)+(Var(40)>0)+(Var(41)>0)*(!Var(42))
Value = Var(14)
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得準備]
Type = VarSet
Trigger1 = Var(13) = -1
Trigger2 = PlayerIDExist(Var(13))
Trigger2 = !(PlayerID(Var(13)),MoveType = A)
Trigger2 = PlayerID(Var(13)),PrevStateNo != 0
Trigger2 = PlayerID(Var(13)),StateNo != PlayerID(Var(13)),PrevStateNo
Trigger2 = Var(14) < -1
V = 14
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーAnim取得準備]
Type = VarSet
Trigger1 = Var(13) = -1
V = 48
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得]
Type = VarSet
TriggerAll = Var(13) = -1
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(2)+5)
Trigger1 = PlayerID(Var(2)+5),IsHelper
V = 13
Value = Var(2)+5
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得]
Type = VarSet
TriggerAll = Var(13) = -1
TriggerAll = (Var(1)>0)*(Var(3)>0)*(Var(5)>0)*(Var(7)>0)*(Var(9)>0)*(Var(11)>0)
TriggerAll = (PlayerIDExist(Var(3)))*(PlayerIDExist(Var(5)))*(PlayerIDExist(Var(7)))
TriggerAll = (PlayerIDExist(Var(9)))*(PlayerIDExist(Var(11)))
TriggerAll = (PlayerID(Var(3)),IsHelper)*(PlayerID(Var(5)),IsHelper)*(PlayerID(Var(7)),IsHelper)
TriggerAll = (PlayerID(Var(9)),IsHelper)*(PlayerID(Var(11)),IsHelper)
TriggerAll = (Var(2)!=Var(3))*(Var(2)!=Var(5))*(Var(2)!=Var(7))*(Var(2)!=Var(9))*(Var(2)!=Var(11))
Trigger1 = PlayerIDExist(Var(2))
Trigger1 = PlayerID(Var(2)),IsHelper
V = 13
Value = Var(2)
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→Anim取得]
Type = VarSet
TriggerAll = Var(48) = -1
TriggerAll = Var(13) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(13))
TriggerAll = PlayerID(Var(13)),IsHelper
TriggerAll = PlayerID(Var(13)),Time > 0
Trigger1 = 1
V = 48
Value = PlayerID(Var(13)),Anim
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→別途ヘルパー→捨てる]
Type = VarSet
TriggerAll = Var(48) > 0
TriggerAll = Var(13) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(13))
TriggerAll = PlayerID(Var(13)),IsHelper
TriggerAll = PlayerID(Var(13)),Time > 0
TriggerAll = !(PlayerID(Var(13)),Ctrl)
Trigger1 = PlayerID(Var(13)),Time >= 600
Trigger1 = PlayerID(Var(13)),Anim = Var(48)
V = 13
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→別途ヘルパー→捨てる]
Type = VarSet
TriggerAll = Var(13) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(13))
TriggerAll = PlayerID(Var(13)),IsHelper
TriggerAll = PlayerID(Var(13)),Time > 0
TriggerAll = !(PlayerID(Var(13)),Ctrl)
Trigger1 = (PlayerID(Var(13)),Command="a")+(PlayerID(Var(13)),Command="b")+(PlayerID(Var(13)),Command="c")
Trigger2 = (PlayerID(Var(13)),Command="x")+(PlayerID(Var(13)),Command="y")+(PlayerID(Var(13)),Command="z")
Trigger3 = (PlayerID(Var(13)),Command="up")+(PlayerID(Var(13)),Command="down")+(PlayerID(Var(13)),Command="fwd")
Trigger4 = (PlayerID(Var(13)),Command="back")+(PlayerID(Var(13)),Command="start")
V = 13
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→演出用→捨てる]
Type = VarSet
TriggerAll = Var(13) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(13))
TriggerAll = PlayerID(Var(13)),IsHelper
TriggerAll = PlayerID(Var(13)),Time > 0
Trigger1 = PlayerID(Var(13)),StateNo = Var(33)
Trigger2 = PlayerID(Var(13)),StateNo = Var(34)
Trigger3 = PlayerID(Var(13)),StateNo = Var(35)
Trigger4 = PlayerID(Var(13)),StateNo = Var(36)
Trigger5 = PlayerID(Var(13)),StateNo = Var(37)
Trigger6 = PlayerID(Var(13)),StateNo = Var(38)
Trigger7 = PlayerID(Var(13)),StateNo = Var(39)
Trigger8 = PlayerID(Var(13)),StateNo = Var(40)
Trigger9 = PlayerID(Var(13)),StateNo = Var(41)
Trigger10 = PlayerID(Var(13)),StateNo = Var(42)
Trigger11 = PlayerID(Var(13)),TeamSide = TeamSide
V = 13
Value = -1
IgnoreHitPause = 1
[State -2, とりあえずStateNo取得]
Type = VarSet
TriggerAll = Var(13) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(13))
TriggerAll = PlayerID(Var(13)),IsHelper
TriggerAll = PlayerID(Var(13)),Time > 0
Trigger1 = Var(14) = -1
V = 14
Value = PlayerID(Var(13)),StateNo
IgnoreHitPause = 1
[State -2, 攻撃用の場合StateNoを捨てる]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(13) > 0
TriggerAll = Var(14) > -3
TriggerAll = PlayerIDExist(Var(13))
TriggerAll = PlayerID(Var(13)),IsHelper
TriggerAll = PlayerID(Var(13)),Time > 0
Trigger1 = PlayerID(Var(13)),MoveType = A
Trigger2 = PlayerID(Var(13)),HitDefAttr = SCA,AA,AT,AP
V = 14
Value = -2-1*(PlayerID(Var(13)),HitDefAttr = SCA,AA,AT,AP)
IgnoreHitPause = 1
[State -2, ヒットしたら-10→結果的に-13]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(13) > 0
TriggerAll = Var(14) = -3
TriggerAll = PlayerIDExist(Var(13))
TriggerAll = PlayerID(Var(13)),IsHelper
TriggerAll = PlayerID(Var(13)),Time > 0
Trigger1 = PlayerID(Var(13)),MoveHit
Trigger1 = !(PlayerID(Var(13)),MoveReversed)
V = 14
Value = Var(14)-10
IgnoreHitPause = 1
[State -2, ガードされたら-20→結果的に-23]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(13) > 0
TriggerAll = Var(14) = -3
TriggerAll = PlayerIDExist(Var(13))
TriggerAll = PlayerID(Var(13)),IsHelper
TriggerAll = PlayerID(Var(13)),Time > 0
Trigger1 = PlayerID(Var(13)),MoveGuarded
V = 14
Value = Var(14)-20
IgnoreHitPause = 1
[State -2, Reversal(シールドなど)されたら-30→結果的に-33]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(13) > 0
TriggerAll = Var(14) = -3
TriggerAll = PlayerIDExist(Var(13))
TriggerAll = PlayerID(Var(13)),IsHelper
TriggerAll = PlayerID(Var(13)),Time > 0
Trigger1 = PlayerID(Var(13)),MoveReversed
V = 14
Value = Var(14)-30
IgnoreHitPause = 1
;//////////////////////////////////////////////////
[State -2, 敵ヘルパーID取得準備]
Type = VarSet
Trigger1 = Var(11) > 0
Trigger1 = !PlayerIDExist(Var(11))
Trigger2 = Var(11) = 0
V = 11
Value = -1
IgnoreHitPause = 1
[State -2, 演出用の場合覚えさせておく]
Type = VarSet
TriggerAll = Var(11) = -1
TriggerAll = Var(12) > 0
Trigger1 = Var(42) = 0
V = 33+(Var(33)>0)+(Var(34)>0)+(Var(35)>0)+(Var(36)>0)+(Var(37)>0)+(Var(38)>0)+(Var(39)>0)+(Var(40)>0)+(Var(41)>0)*(!Var(42))
Value = Var(12)
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得準備]
Type = VarSet
Trigger1 = Var(11) = -1
Trigger2 = PlayerIDExist(Var(11))
Trigger2 = !(PlayerID(Var(11)),MoveType = A)
Trigger2 = PlayerID(Var(11)),PrevStateNo != 0
Trigger2 = PlayerID(Var(11)),StateNo != PlayerID(Var(11)),PrevStateNo
Trigger2 = Var(12) < -1
V = 12
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーAnim取得準備]
Type = VarSet
Trigger1 = Var(11) = -1
V = 47
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得]
Type = VarSet
TriggerAll = Var(11) = -1
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(2)+4)
Trigger1 = PlayerID(Var(2)+4),IsHelper
V = 11
Value = Var(2)+4
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得]
Type = VarSet
TriggerAll = Var(11) = -1
TriggerAll = (Var(1)>0)*(Var(3)>0)*(Var(5)>0)*(Var(7)>0)*(Var(9)>0)
TriggerAll = (PlayerIDExist(Var(3)))*(PlayerIDExist(Var(5)))*(PlayerIDExist(Var(7)))*(PlayerIDExist(Var(9)))
TriggerAll = (PlayerID(Var(3)),IsHelper)*(PlayerID(Var(5)),IsHelper)*(PlayerID(Var(7)),IsHelper)*(PlayerID(Var(9)),IsHelper)
TriggerAll = (Var(2)!=Var(3))*(Var(2)!=Var(5))*(Var(2)!=Var(7))*(Var(2)!=Var(9))
Trigger1 = PlayerIDExist(Var(2))
Trigger1 = PlayerID(Var(2)),IsHelper
V = 11
Value = Var(2)
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→Anim取得]
Type = VarSet
TriggerAll = Var(47) = -1
TriggerAll = Var(11) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(11))
TriggerAll = PlayerID(Var(11)),IsHelper
TriggerAll = PlayerID(Var(11)),Time > 0
Trigger1 = 1
V = 47
Value = PlayerID(Var(11)),Anim
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→別途ヘルパー→捨てる]
Type = VarSet
TriggerAll = Var(47) > 0
TriggerAll = Var(11) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(11))
TriggerAll = PlayerID(Var(11)),IsHelper
TriggerAll = PlayerID(Var(11)),Time > 0
TriggerAll = !(PlayerID(Var(11)),Ctrl)
Trigger1 = PlayerID(Var(11)),Time >= 600
Trigger1 = PlayerID(Var(11)),Anim = Var(47)
V = 11
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→別途ヘルパー→捨てる]
Type = VarSet
TriggerAll = Var(11) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(11))
TriggerAll = PlayerID(Var(11)),IsHelper
TriggerAll = PlayerID(Var(11)),Time > 0
TriggerAll = !(PlayerID(Var(11)),Ctrl)
Trigger1 = (PlayerID(Var(11)),Command="a")+(PlayerID(Var(11)),Command="b")+(PlayerID(Var(11)),Command="c")
Trigger2 = (PlayerID(Var(11)),Command="x")+(PlayerID(Var(11)),Command="y")+(PlayerID(Var(11)),Command="z")
Trigger3 = (PlayerID(Var(11)),Command="up")+(PlayerID(Var(11)),Command="down")+(PlayerID(Var(11)),Command="fwd")
Trigger4 = (PlayerID(Var(11)),Command="back")+(PlayerID(Var(11)),Command="start")
V = 11
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→演出用→捨てる]
Type = VarSet
TriggerAll = Var(11) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(11))
TriggerAll = PlayerID(Var(11)),IsHelper
TriggerAll = PlayerID(Var(11)),Time > 0
Trigger1 = PlayerID(Var(11)),StateNo = Var(33)
Trigger2 = PlayerID(Var(11)),StateNo = Var(34)
Trigger3 = PlayerID(Var(11)),StateNo = Var(35)
Trigger4 = PlayerID(Var(11)),StateNo = Var(36)
Trigger5 = PlayerID(Var(11)),StateNo = Var(37)
Trigger6 = PlayerID(Var(11)),StateNo = Var(38)
Trigger7 = PlayerID(Var(11)),StateNo = Var(39)
Trigger8 = PlayerID(Var(11)),StateNo = Var(40)
Trigger9 = PlayerID(Var(11)),StateNo = Var(41)
Trigger10 = PlayerID(Var(11)),StateNo = Var(42)
Trigger11 = PlayerID(Var(11)),TeamSide = TeamSide
V = 11
Value = -1
IgnoreHitPause = 1
[State -2, とりあえずStateNo取得]
Type = VarSet
TriggerAll = Var(11) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(11))
TriggerAll = PlayerID(Var(11)),IsHelper
TriggerAll = PlayerID(Var(11)),Time > 0
Trigger1 = Var(12) = -1
V = 12
Value = PlayerID(Var(11)),StateNo
IgnoreHitPause = 1
[State -2, 攻撃用の場合StateNoを捨てる]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(11) > 0
TriggerAll = Var(12) > -3
TriggerAll = PlayerIDExist(Var(11))
TriggerAll = PlayerID(Var(11)),IsHelper
TriggerAll = PlayerID(Var(11)),Time > 0
Trigger1 = PlayerID(Var(11)),MoveType = A
Trigger2 = PlayerID(Var(11)),HitDefAttr = SCA,AA,AT,AP
V = 12
Value = -2-1*(PlayerID(Var(11)),HitDefAttr = SCA,AA,AT,AP)
IgnoreHitPause = 1
[State -2, ヒットしたら-10→結果的に-13]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(11) > 0
TriggerAll = Var(12) = -3
TriggerAll = PlayerIDExist(Var(11))
TriggerAll = PlayerID(Var(11)),IsHelper
TriggerAll = PlayerID(Var(11)),Time > 0
Trigger1 = PlayerID(Var(11)),MoveHit
Trigger1 = !(PlayerID(Var(11)),MoveReversed)
V = 12
Value = Var(12)-10
IgnoreHitPause = 1
[State -2, ガードされたら-20→結果的に-23]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(11) > 0
TriggerAll = Var(12) = -3
TriggerAll = PlayerIDExist(Var(11))
TriggerAll = PlayerID(Var(11)),IsHelper
TriggerAll = PlayerID(Var(11)),Time > 0
Trigger1 = PlayerID(Var(11)),MoveGuarded
V = 12
Value = Var(12)-20
IgnoreHitPause = 1
[State -2, Reversal(シールドなど)されたら-30→結果的に-33]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(11) > 0
TriggerAll = Var(12) = -3
TriggerAll = PlayerIDExist(Var(11))
TriggerAll = PlayerID(Var(11)),IsHelper
TriggerAll = PlayerID(Var(11)),Time > 0
Trigger1 = PlayerID(Var(11)),MoveReversed
V = 12
Value = Var(12)-30
IgnoreHitPause = 1
;//////////////////////////////////////////////////
[State -2, 敵ヘルパーID取得準備]
Type = VarSet
Trigger1 = Var(9) > 0
Trigger1 = !PlayerIDExist(Var(9))
Trigger2 = Var(9) = 0
V = 9
Value = -1
IgnoreHitPause = 1
[State -2, 演出用の場合覚えさせておく]
Type = VarSet
TriggerAll = Var(9) = -1
TriggerAll = Var(10) > 0
Trigger1 = Var(42) = 0
V = 33+(Var(33)>0)+(Var(34)>0)+(Var(35)>0)+(Var(36)>0)+(Var(37)>0)+(Var(38)>0)+(Var(39)>0)+(Var(40)>0)+(Var(41)>0)*(!Var(42))
Value = Var(10)
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得準備]
Type = VarSet
Trigger1 = Var(9) = -1
Trigger2 = PlayerIDExist(Var(9))
Trigger2 = !(PlayerID(Var(9)),MoveType = A)
Trigger2 = PlayerID(Var(9)),PrevStateNo != 0
Trigger2 = PlayerID(Var(9)),StateNo != PlayerID(Var(9)),PrevStateNo
Trigger2 = Var(10) < -1
V = 10
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーAnim取得準備]
Type = VarSet
Trigger1 = Var(9) = -1
V = 46
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得]
Type = VarSet
TriggerAll = Var(9) = -1
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(2)+3)
Trigger1 = PlayerID(Var(2)+3),IsHelper
V = 9
Value = Var(2)+3
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得]
Type = VarSet
TriggerAll = Var(9) = -1
TriggerAll = (Var(1)>0)*(Var(3)>0)*(Var(5)>0)*(Var(7)>0)
TriggerAll = (PlayerIDExist(Var(3)))*(PlayerIDExist(Var(5)))*(PlayerIDExist(Var(7)))
TriggerAll = (PlayerID(Var(3)),IsHelper)*(PlayerID(Var(5)),IsHelper)*(PlayerID(Var(7)),IsHelper)
TriggerAll = (Var(2)!=Var(3))*(Var(2)!=Var(5))*(Var(2)!=Var(7))
Trigger1 = PlayerIDExist(Var(2))
Trigger1 = PlayerID(Var(2)),IsHelper
V = 9
Value = Var(2)
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→Anim取得]
Type = VarSet
TriggerAll = Var(46) = -1
TriggerAll = Var(9) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(9))
TriggerAll = PlayerID(Var(9)),IsHelper
TriggerAll = PlayerID(Var(9)),Time > 0
Trigger1 = 1
V = 46
Value = PlayerID(Var(9)),Anim
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→別途ヘルパー→捨てる]
Type = VarSet
TriggerAll = Var(46) > 0
TriggerAll = Var(9) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(9))
TriggerAll = PlayerID(Var(9)),IsHelper
TriggerAll = PlayerID(Var(9)),Time > 0
TriggerAll = !(PlayerID(Var(9)),Ctrl)
Trigger1 = PlayerID(Var(9)),Time >= 600
Trigger1 = PlayerID(Var(9)),Anim = Var(46)
V = 9
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→別途ヘルパー→捨てる]
Type = VarSet
TriggerAll = Var(9) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(9))
TriggerAll = PlayerID(Var(9)),IsHelper
TriggerAll = PlayerID(Var(9)),Time > 0
TriggerAll = !(PlayerID(Var(9)),Ctrl)
Trigger1 = (PlayerID(Var(9)),Command="a")+(PlayerID(Var(9)),Command="b")+(PlayerID(Var(9)),Command="c")
Trigger2 = (PlayerID(Var(9)),Command="x")+(PlayerID(Var(9)),Command="y")+(PlayerID(Var(9)),Command="z")
Trigger3 = (PlayerID(Var(9)),Command="up")+(PlayerID(Var(9)),Command="down")+(PlayerID(Var(9)),Command="fwd")
Trigger4 = (PlayerID(Var(9)),Command="back")+(PlayerID(Var(9)),Command="start")
V = 9
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→演出用→捨てる]
Type = VarSet
TriggerAll = Var(9) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(9))
TriggerAll = PlayerID(Var(9)),IsHelper
TriggerAll = PlayerID(Var(9)),Time > 0
Trigger1 = PlayerID(Var(9)),StateNo = Var(33)
Trigger2 = PlayerID(Var(9)),StateNo = Var(34)
Trigger3 = PlayerID(Var(9)),StateNo = Var(35)
Trigger4 = PlayerID(Var(9)),StateNo = Var(36)
Trigger5 = PlayerID(Var(9)),StateNo = Var(37)
Trigger6 = PlayerID(Var(9)),StateNo = Var(38)
Trigger7 = PlayerID(Var(9)),StateNo = Var(39)
Trigger8 = PlayerID(Var(9)),StateNo = Var(40)
Trigger9 = PlayerID(Var(9)),StateNo = Var(41)
Trigger10 = PlayerID(Var(9)),StateNo = Var(42)
Trigger11 = PlayerID(Var(9)),TeamSide = TeamSide
V = 9
Value = -1
IgnoreHitPause = 1
[State -2, とりあえずStateNo取得]
Type = VarSet
TriggerAll = Var(9) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(9))
TriggerAll = PlayerID(Var(9)),IsHelper
TriggerAll = PlayerID(Var(9)),Time > 0
Trigger1 = Var(10) = -1
V = 10
Value = PlayerID(Var(9)),StateNo
IgnoreHitPause = 1
[State -2, 攻撃用の場合StateNoを捨てる]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(9) > 0
TriggerAll = Var(10) > -3
TriggerAll = PlayerIDExist(Var(9))
TriggerAll = PlayerID(Var(9)),IsHelper
TriggerAll = PlayerID(Var(9)),Time > 0
Trigger1 = PlayerID(Var(9)),MoveType = A
Trigger2 = PlayerID(Var(9)),HitDefAttr = SCA,AA,AT,AP
V = 10
Value = -2-1*(PlayerID(Var(9)),HitDefAttr = SCA,AA,AT,AP)
IgnoreHitPause = 1
[State -2, ヒットしたら-10→結果的に-13]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(9) > 0
TriggerAll = Var(10) = -3
TriggerAll = PlayerIDExist(Var(9))
TriggerAll = PlayerID(Var(9)),IsHelper
TriggerAll = PlayerID(Var(9)),Time > 0
Trigger1 = PlayerID(Var(9)),MoveHit
Trigger1 = !(PlayerID(Var(9)),MoveReversed)
V = 10
Value = Var(10)-10
IgnoreHitPause = 1
[State -2, ガードされたら-20→結果的に-23]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(9) > 0
TriggerAll = Var(10) = -3
TriggerAll = PlayerIDExist(Var(9))
TriggerAll = PlayerID(Var(9)),IsHelper
TriggerAll = PlayerID(Var(9)),Time > 0
Trigger1 = PlayerID(Var(9)),MoveGuarded
V = 10
Value = Var(10)-20
IgnoreHitPause = 1
[State -2, Reversal(シールドなど)されたら-30→結果的に-33]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(9) > 0
TriggerAll = Var(10) = -3
TriggerAll = PlayerIDExist(Var(9))
TriggerAll = PlayerID(Var(9)),IsHelper
TriggerAll = PlayerID(Var(9)),Time > 0
Trigger1 = PlayerID(Var(9)),MoveReversed
V = 10
Value = Var(10)-30
IgnoreHitPause = 1
;//////////////////////////////////////////////////
[State -2, 敵ヘルパーID取得準備]
Type = VarSet
Trigger1 = Var(7) > 0
Trigger1 = !PlayerIDExist(Var(7))
Trigger2 = Var(7) = 0
V = 7
Value = -1
IgnoreHitPause = 1
[State -2, 演出用の場合覚えさせておく]
Type = VarSet
TriggerAll = Var(7) = -1
TriggerAll = Var(8) > 0
Trigger1 = Var(42) = 0
V = 33+(Var(33)>0)+(Var(34)>0)+(Var(35)>0)+(Var(36)>0)+(Var(37)>0)+(Var(38)>0)+(Var(39)>0)+(Var(40)>0)+(Var(41)>0)*(!Var(42))
Value = Var(8)
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得準備]
Type = VarSet
Trigger1 = Var(7) = -1
Trigger2 = PlayerIDExist(Var(7))
Trigger2 = !(PlayerID(Var(7)),MoveType = A)
Trigger2 = PlayerID(Var(7)),PrevStateNo != 0
Trigger2 = PlayerID(Var(7)),StateNo != PlayerID(Var(7)),PrevStateNo
Trigger2 = Var(8) < -1
V = 8
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーAnim取得準備]
Type = VarSet
Trigger1 = Var(7) = -1
V = 45
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得]
Type = VarSet
TriggerAll = Var(7) = -1
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(2)+2)
Trigger1 = PlayerID(Var(2)+2),IsHelper
V = 7
Value = Var(2)+2
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得]
Type = VarSet
TriggerAll = Var(7) = -1
TriggerAll = (Var(1)>0)*(Var(3)>0)*(Var(5)>0)
TriggerAll = (PlayerIDExist(Var(3)))*(PlayerIDExist(Var(5)))
TriggerAll = (PlayerID(Var(3)),IsHelper)*(PlayerID(Var(5)),IsHelper)
TriggerAll = Var(2) != Var(3)
TriggerAll = Var(2) != Var(5)
Trigger1 = PlayerIDExist(Var(2))
Trigger1 = PlayerID(Var(2)),IsHelper
V = 7
Value = Var(2)
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→Anim取得]
Type = VarSet
TriggerAll = Var(45) = -1
TriggerAll = Var(7) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(7))
TriggerAll = PlayerID(Var(7)),IsHelper
TriggerAll = PlayerID(Var(7)),Time > 0
Trigger1 = 1
V = 45
Value = PlayerID(Var(7)),Anim
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→別途ヘルパー→捨てる]
Type = VarSet
TriggerAll = Var(45) > 0
TriggerAll = Var(7) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(7))
TriggerAll = PlayerID(Var(7)),IsHelper
TriggerAll = PlayerID(Var(7)),Time > 0
TriggerAll = !(PlayerID(Var(7)),Ctrl)
Trigger1 = PlayerID(Var(7)),Time >= 600
Trigger1 = PlayerID(Var(7)),Anim = Var(45)
V = 7
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→別途ヘルパー→捨てる]
Type = VarSet
TriggerAll = Var(7) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(7))
TriggerAll = PlayerID(Var(7)),IsHelper
TriggerAll = PlayerID(Var(7)),Time > 0
TriggerAll = !(PlayerID(Var(7)),Ctrl)
Trigger1 = (PlayerID(Var(7)),Command="a")+(PlayerID(Var(7)),Command="b")+(PlayerID(Var(7)),Command="c")
Trigger2 = (PlayerID(Var(7)),Command="x")+(PlayerID(Var(7)),Command="y")+(PlayerID(Var(7)),Command="z")
Trigger3 = (PlayerID(Var(7)),Command="up")+(PlayerID(Var(7)),Command="down")+(PlayerID(Var(7)),Command="fwd")
Trigger4 = (PlayerID(Var(7)),Command="back")+(PlayerID(Var(7)),Command="start")
V = 7
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→演出用→捨てる]
Type = VarSet
TriggerAll = Var(7) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(7))
TriggerAll = PlayerID(Var(7)),IsHelper
TriggerAll = PlayerID(Var(7)),Time > 0
Trigger1 = PlayerID(Var(7)),StateNo = Var(33)
Trigger2 = PlayerID(Var(7)),StateNo = Var(34)
Trigger3 = PlayerID(Var(7)),StateNo = Var(35)
Trigger4 = PlayerID(Var(7)),StateNo = Var(36)
Trigger5 = PlayerID(Var(7)),StateNo = Var(37)
Trigger6 = PlayerID(Var(7)),StateNo = Var(38)
Trigger7 = PlayerID(Var(7)),StateNo = Var(39)
Trigger8 = PlayerID(Var(7)),StateNo = Var(40)
Trigger9 = PlayerID(Var(7)),StateNo = Var(41)
Trigger10 = PlayerID(Var(7)),StateNo = Var(42)
Trigger11 = PlayerID(Var(7)),TeamSide = TeamSide
V = 7
Value = -1
IgnoreHitPause = 1
[State -2, とりあえずStateNo取得]
Type = VarSet
TriggerAll = Var(7) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(7))
TriggerAll = PlayerID(Var(7)),IsHelper
TriggerAll = PlayerID(Var(7)),Time > 0
Trigger1 = Var(8) = -1
V = 8
Value = PlayerID(Var(7)),StateNo
IgnoreHitPause = 1
[State -2, 攻撃用の場合StateNoを捨てる]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(7) > 0
TriggerAll = Var(8) > -3
TriggerAll = PlayerIDExist(Var(7))
TriggerAll = PlayerID(Var(7)),IsHelper
TriggerAll = PlayerID(Var(7)),Time > 0
Trigger1 = PlayerID(Var(7)),MoveType = A
Trigger2 = PlayerID(Var(7)),HitDefAttr = SCA,AA,AT,AP
V = 8
Value = -2-1*(PlayerID(Var(7)),HitDefAttr = SCA,AA,AT,AP)
IgnoreHitPause = 1
[State -2, ヒットしたら-10→結果的に-13]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(7) > 0
TriggerAll = Var(8) = -3
TriggerAll = PlayerIDExist(Var(7))
TriggerAll = PlayerID(Var(7)),IsHelper
TriggerAll = PlayerID(Var(7)),Time > 0
Trigger1 = PlayerID(Var(7)),MoveHit
Trigger1 = !(PlayerID(Var(7)),MoveReversed)
V = 8
Value = Var(8)-10
IgnoreHitPause = 1
[State -2, ガードされたら-20→結果的に-23]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(7) > 0
TriggerAll = Var(8) = -3
TriggerAll = PlayerIDExist(Var(7))
TriggerAll = PlayerID(Var(7)),IsHelper
TriggerAll = PlayerID(Var(7)),Time > 0
Trigger1 = PlayerID(Var(7)),MoveGuarded
V = 8
Value = Var(8)-20
IgnoreHitPause = 1
[State -2, Reversal(シールドなど)されたら-30→結果的に-33]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(7) > 0
TriggerAll = Var(8) = -3
TriggerAll = PlayerIDExist(Var(7))
TriggerAll = PlayerID(Var(7)),IsHelper
TriggerAll = PlayerID(Var(7)),Time > 0
Trigger1 = PlayerID(Var(7)),MoveReversed
V = 8
Value = Var(8)-30
IgnoreHitPause = 1
;//////////////////////////////////////////////////
[State -2, 敵ヘルパーID取得準備]
Type = VarSet
Trigger1 = Var(5) > 0
Trigger1 = !PlayerIDExist(Var(5))
Trigger2 = Var(5) = 0
V = 5
Value = -1
IgnoreHitPause = 1
[State -2, 演出用の場合覚えさせておく]
Type = VarSet
TriggerAll = Var(5) = -1
TriggerAll = Var(6) > 0
Trigger1 = Var(42) = 0
V = 33+(Var(33)>0)+(Var(34)>0)+(Var(35)>0)+(Var(36)>0)+(Var(37)>0)+(Var(38)>0)+(Var(39)>0)+(Var(40)>0)+(Var(41)>0)*(!Var(42))
Value = Var(6)
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得準備]
Type = VarSet
Trigger1 = Var(5) = -1
Trigger2 = PlayerIDExist(Var(5))
Trigger2 = !(PlayerID(Var(5)),MoveType = A)
Trigger2 = PlayerID(Var(5)),PrevStateNo != 0
Trigger2 = PlayerID(Var(5)),StateNo != PlayerID(Var(5)),PrevStateNo
Trigger2 = Var(6) < -1
V = 6
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーAnim取得準備]
Type = VarSet
Trigger1 = Var(5) = -1
V = 44
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得]
Type = VarSet
TriggerAll = Var(5) = -1
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(2)+1)
Trigger1 = PlayerID(Var(2)+1),IsHelper
V = 5
Value = Var(2)+1
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得]
Type = VarSet
TriggerAll = Var(5) = -1
TriggerAll = Var(1) > 0
TriggerAll = Var(3) > 0
TriggerAll = PlayerIDExist(Var(3))
TriggerAll = PlayerID(Var(3)),IsHelper
TriggerAll = Var(2) != Var(3)
Trigger1 = PlayerIDExist(Var(2))
Trigger1 = PlayerID(Var(2)),IsHelper
V = 5
Value = Var(2)
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→Anim取得]
Type = VarSet
TriggerAll = Var(44) = -1
TriggerAll = Var(5) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(5))
TriggerAll = PlayerID(Var(5)),IsHelper
TriggerAll = PlayerID(Var(5)),Time > 0
Trigger1 = 1
V = 44
Value = PlayerID(Var(5)),Anim
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→別途ヘルパー→捨てる]
Type = VarSet
TriggerAll = Var(44) > 0
TriggerAll = Var(5) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(5))
TriggerAll = PlayerID(Var(5)),IsHelper
TriggerAll = PlayerID(Var(5)),Time > 0
TriggerAll = !(PlayerID(Var(5)),Ctrl)
Trigger1 = PlayerID(Var(5)),Time >= 600
Trigger1 = PlayerID(Var(5)),Anim = Var(44)
V = 5
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→別途ヘルパー→捨てる]
Type = VarSet
TriggerAll = Var(5) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(5))
TriggerAll = PlayerID(Var(5)),IsHelper
TriggerAll = PlayerID(Var(5)),Time > 0
TriggerAll = !(PlayerID(Var(5)),Ctrl)
Trigger1 = (PlayerID(Var(5)),Command="a")+(PlayerID(Var(5)),Command="b")+(PlayerID(Var(5)),Command="c")
Trigger2 = (PlayerID(Var(5)),Command="x")+(PlayerID(Var(5)),Command="y")+(PlayerID(Var(5)),Command="z")
Trigger3 = (PlayerID(Var(5)),Command="up")+(PlayerID(Var(5)),Command="down")+(PlayerID(Var(5)),Command="fwd")
Trigger4 = (PlayerID(Var(5)),Command="back")+(PlayerID(Var(5)),Command="start")
V = 5
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→演出用→捨てる]
Type = VarSet
TriggerAll = Var(5) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(5))
TriggerAll = PlayerID(Var(5)),IsHelper
TriggerAll = PlayerID(Var(5)),Time > 0
Trigger1 = PlayerID(Var(5)),StateNo = Var(33)
Trigger2 = PlayerID(Var(5)),StateNo = Var(34)
Trigger3 = PlayerID(Var(5)),StateNo = Var(35)
Trigger4 = PlayerID(Var(5)),StateNo = Var(36)
Trigger5 = PlayerID(Var(5)),StateNo = Var(37)
Trigger6 = PlayerID(Var(5)),StateNo = Var(38)
Trigger7 = PlayerID(Var(5)),StateNo = Var(39)
Trigger8 = PlayerID(Var(5)),StateNo = Var(40)
Trigger9 = PlayerID(Var(5)),StateNo = Var(41)
Trigger10 = PlayerID(Var(5)),StateNo = Var(42)
Trigger11 = PlayerID(Var(5)),TeamSide = TeamSide
V = 5
Value = -1
IgnoreHitPause = 1
[State -2, とりあえずStateNo取得]
Type = VarSet
TriggerAll = Var(5) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(5))
TriggerAll = PlayerID(Var(5)),IsHelper
TriggerAll = PlayerID(Var(5)),Time > 0
Trigger1 = Var(6) = -1
V = 6
Value = PlayerID(Var(5)),StateNo
IgnoreHitPause = 1
[State -2, 攻撃用の場合StateNoを捨てる]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(5) > 0
TriggerAll = Var(6) > -3
TriggerAll = PlayerIDExist(Var(5))
TriggerAll = PlayerID(Var(5)),IsHelper
TriggerAll = PlayerID(Var(5)),Time > 0
Trigger1 = PlayerID(Var(5)),MoveType = A
Trigger2 = PlayerID(Var(5)),HitDefAttr = SCA,AA,AT,AP
V = 6
Value = -2-1*(PlayerID(Var(5)),HitDefAttr = SCA,AA,AT,AP)
IgnoreHitPause = 1
[State -2, ヒットしたら-10→結果的に-13]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(5) > 0
TriggerAll = Var(6) = -3
TriggerAll = PlayerIDExist(Var(5))
TriggerAll = PlayerID(Var(5)),IsHelper
TriggerAll = PlayerID(Var(5)),Time > 0
Trigger1 = PlayerID(Var(5)),MoveHit
Trigger1 = !(PlayerID(Var(5)),MoveReversed)
V = 6
Value = Var(6)-10
IgnoreHitPause = 1
[State -2, ガードされたら-20→結果的に-23]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(5) > 0
TriggerAll = Var(6) = -3
TriggerAll = PlayerIDExist(Var(5))
TriggerAll = PlayerID(Var(5)),IsHelper
TriggerAll = PlayerID(Var(5)),Time > 0
Trigger1 = PlayerID(Var(5)),MoveGuarded
V = 6
Value = Var(6)-20
IgnoreHitPause = 1
[State -2, Reversal(シールドなど)されたら-30→結果的に-33]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(5) > 0
TriggerAll = Var(6) = -3
TriggerAll = PlayerIDExist(Var(5))
TriggerAll = PlayerID(Var(5)),IsHelper
TriggerAll = PlayerID(Var(5)),Time > 0
Trigger1 = PlayerID(Var(5)),MoveReversed
V = 6
Value = Var(6)-30
IgnoreHitPause = 1
;//////////////////////////////////////////////////
[State -2, 敵ヘルパーID取得準備]
Type = VarSet
Trigger1 = Var(3) > 0
Trigger1 = !PlayerIDExist(Var(3))
Trigger2 = Var(3) = 0
V = 3
Value = -1
IgnoreHitPause = 1
[State -2, 演出用の場合覚えさせておく]
Type = VarSet
TriggerAll = Var(3) = -1
TriggerAll = Var(4) > 0
Trigger1 = Var(42) = 0
V = 33+(Var(33)>0)+(Var(34)>0)+(Var(35)>0)+(Var(36)>0)+(Var(37)>0)+(Var(38)>0)+(Var(39)>0)+(Var(40)>0)+(Var(41)>0)*(!Var(42))
Value = Var(4)
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得準備]
Type = VarSet
Trigger1 = Var(3) = -1
Trigger2 = PlayerIDExist(Var(3))
Trigger2 = !(PlayerID(Var(3)),MoveType = A)
Trigger2 = PlayerID(Var(3)),PrevStateNo != 0
Trigger2 = PlayerID(Var(3)),StateNo != PlayerID(Var(3)),PrevStateNo
Trigger2 = Var(4) < -1
V = 4
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーAnim取得準備]
Type = VarSet
Trigger1 = Var(3) = -1
V = 43
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→条件内]
Type = VarSet
TriggerAll = Var(3) = -1
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(2))
Trigger1 = PlayerID(Var(2)),IsHelper
V = 3
Value = Var(2)
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→Anim取得]
Type = VarSet
TriggerAll = Var(43) = -1
TriggerAll = Var(3) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(3))
TriggerAll = PlayerID(Var(3)),IsHelper
TriggerAll = PlayerID(Var(3)),Time > 0
Trigger1 = 1
V = 43
Value = PlayerID(Var(3)),Anim
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→別途ヘルパー→捨てる]
Type = VarSet
TriggerAll = Var(43) > 0
TriggerAll = Var(3) > 0
TriggerAll = Var(1) > 0
TriggerAll = Var(4) > 0
TriggerAll = PlayerIDExist(Var(3))
TriggerAll = PlayerID(Var(3)),IsHelper
TriggerAll = PlayerID(Var(3)),Time > 0
TriggerAll = !(PlayerID(Var(3)),Ctrl)
Trigger1 = PlayerID(Var(3)),Time >= 600
Trigger1 = PlayerID(Var(3)),Anim = Var(43)
V = 3
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→別途ヘルパー→捨てる]
Type = VarSet
TriggerAll = Var(3) > 0
TriggerAll = Var(1) > 0
TriggerAll = Var(4) > 0
TriggerAll = PlayerIDExist(Var(3))
TriggerAll = PlayerID(Var(3)),IsHelper
TriggerAll = PlayerID(Var(3)),Time > 0
TriggerAll = !(PlayerID(Var(3)),Ctrl)
Trigger1 = (PlayerID(Var(3)),Command="a")+(PlayerID(Var(3)),Command="b")+(PlayerID(Var(3)),Command="c")
Trigger2 = (PlayerID(Var(3)),Command="x")+(PlayerID(Var(3)),Command="y")+(PlayerID(Var(3)),Command="z")
Trigger3 = (PlayerID(Var(3)),Command="up")+(PlayerID(Var(3)),Command="down")+(PlayerID(Var(3)),Command="fwd")
Trigger4 = (PlayerID(Var(3)),Command="back")+(PlayerID(Var(3)),Command="start")
V = 3
Value = -1
IgnoreHitPause = 1
[State -2, 敵ヘルパーID取得→演出用→捨てる]
Type = VarSet
TriggerAll = Var(3) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(3))
TriggerAll = PlayerID(Var(3)),IsHelper
TriggerAll = PlayerID(Var(3)),Time > 0
Trigger1 = PlayerID(Var(3)),StateNo = Var(33)
Trigger2 = PlayerID(Var(3)),StateNo = Var(34)
Trigger3 = PlayerID(Var(3)),StateNo = Var(35)
Trigger4 = PlayerID(Var(3)),StateNo = Var(36)
Trigger5 = PlayerID(Var(3)),StateNo = Var(37)
Trigger6 = PlayerID(Var(3)),StateNo = Var(38)
Trigger7 = PlayerID(Var(3)),StateNo = Var(39)
Trigger8 = PlayerID(Var(3)),StateNo = Var(40)
Trigger9 = PlayerID(Var(3)),StateNo = Var(41)
Trigger10 = PlayerID(Var(3)),StateNo = Var(42)
Trigger11 = PlayerID(Var(3)),TeamSide = TeamSide
V = 3
Value = -1
IgnoreHitPause = 1
[State -2, とりあえずStateNo取得]
Type = VarSet
TriggerAll = Var(3) > 0
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(3))
TriggerAll = PlayerID(Var(3)),IsHelper
TriggerAll = PlayerID(Var(3)),Time > 0
Trigger1 = Var(4) = -1
V = 4
Value = PlayerID(Var(3)),StateNo
IgnoreHitPause = 1
[State -2, 攻撃用の場合StateNoを捨てる]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(3) > 0
TriggerAll = Var(4) > -3
TriggerAll = PlayerIDExist(Var(3))
TriggerAll = PlayerID(Var(3)),IsHelper
TriggerAll = PlayerID(Var(3)),Time > 0
Trigger1 = PlayerID(Var(3)),MoveType = A
Trigger2 = PlayerID(Var(3)),HitDefAttr = SCA,AA,AT,AP
V = 4
Value = -2-1*(PlayerID(Var(3)),HitDefAttr = SCA,AA,AT,AP)
IgnoreHitPause = 1
[State -2, ヒットしたら-10→結果的に-13]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(3) > 0
TriggerAll = Var(4) = -3
TriggerAll = PlayerIDExist(Var(3))
TriggerAll = PlayerID(Var(3)),IsHelper
TriggerAll = PlayerID(Var(3)),Time > 0
Trigger1 = PlayerID(Var(3)),MoveHit
Trigger1 = !(PlayerID(Var(3)),MoveReversed)
V = 4
Value = Var(4)-10
IgnoreHitPause = 1
[State -2, ガードされたら-20→結果的に-23]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(3) > 0
TriggerAll = Var(4) = -3
TriggerAll = PlayerIDExist(Var(3))
TriggerAll = PlayerID(Var(3)),IsHelper
TriggerAll = PlayerID(Var(3)),Time > 0
Trigger1 = PlayerID(Var(3)),MoveGuarded
V = 4
Value = Var(4)-20
IgnoreHitPause = 1
[State -2, Reversal(シールドなど)されたら-30→結果的に-33]
Type = VarSet
TriggerAll = Var(1) > 0
TriggerAll = Var(3) > 0
TriggerAll = Var(4) = -3
TriggerAll = PlayerIDExist(Var(3))
TriggerAll = PlayerID(Var(3)),IsHelper
TriggerAll = PlayerID(Var(3)),Time > 0
Trigger1 = PlayerID(Var(3)),MoveReversed
V = 4
Value = Var(4)-30
IgnoreHitPause = 1
;//////////////////////////////////////////////////
;//////////////////////////////////////////////////////////////////////////////
[State -2, 敵ヘルパーID取得→条件外→排除(予測IDを+1)]
Type = VarSet
TriggerAll = Var(3) = -1
TriggerAll = Var(1) > 0
TriggerAll = PlayerIDExist(Var(2))
Trigger1 = !(PlayerID(Var(2)),IsHelper)
V = 1
Value = Var(1)+1
IgnoreHitPause = 1
;//////////////////////////////////////////////////////////////////////////////
[State -2, 次回ID予測:F4対策]
Type = VarSet
Trigger1 = ID > Var(2)
Trigger1 = NumHelper(70000)
V = 1
Value = Helper(70000),ID-Root,Var(51)
IgnoreHitPause = 1
;//////////////////////////////////////////////////////////////////////////////
[State -2, 次回ID予測+30]
Type = VarSet
Trigger1 = PlayerIDExist(Var(0)+Var(1)+30)
V = 1
Value = Var(1)+1
IgnoreHitPause = 1
[State -2, 次回ID予測+29]
Type = VarSet
Trigger1 = PlayerIDExist(Var(0)+Var(1)+29)
V = 1
Value = Var(1)+1
IgnoreHitPause = 1
[State -2, 次回ID予測+28]
Type = VarSet
Trigger1 = PlayerIDExist(Var(0)+Var(1)+28)
V = 1
Value = Var(1)+1
IgnoreHitPause = 1
[State -2, 次回ID予測+27]
Type = VarSet
Trigger1 = PlayerIDExist(Var(0)+Var(1)+27)
V = 1
Value = Var(1)+1
IgnoreHitPause = 1
[State -2, 次回ID予測+26]
Type = VarSet
Trigger1 = PlayerIDExist(Var(0)+Var(1)+26)
V = 1
Value = Var(1)+1
IgnoreHitPause = 1
[State -2, 次回ID予測+25]
Type = VarSet
Trigger1 = PlayerIDExist(Var(0)+Var(1)+25)
V = 1
Value = Var(1)+1
IgnoreHitPause = 1
[State -2, 次回ID予測+24]
Type = VarSet
Trigger1 = PlayerIDExist(Var(0)+Var(1)+24)
V = 1
Value = Var(1)+1
IgnoreHitPause = 1
[State -2, 次回ID予測+23]
Type = VarSet
Trigger1 = PlayerIDExist(Var(0)+Var(1)+23)
V = 1
Value = Var(1)+1
IgnoreHitPause = 1
[State -2, 次回ID予測+22]
Type = VarSet
Trigger1 = PlayerIDExist(Var(0)+Var(1)+22)
V = 1
Value = Var(1)+1
IgnoreHitPause = 1
[State -2, 次回ID予測+21]
Type = VarSet
Trigger1 = PlayerIDExist(Var(0)+Var(1)+21)
V = 1
Value = Var(1)+1
IgnoreHitPause = 1
[State -2, 次回ID予測+20]
Type = VarSet
Trigger1 = PlayerIDExist(Var(0)+Var(1)+20)
V = 1
Value = Var(1)+1
IgnoreHitPause = 1
[State -2, 次回ID予測+19]
Type = VarSet
Trigger1 = PlayerIDExist(Var(0)+Var(1)+19)
V = 1
Value = Var(1)+1
IgnoreHitPause = 1
[State -2, 次回ID予測+18]
Type = VarSet
Trigger1 = PlayerIDExist(Var(0)+Var(1)+18)
V = 1
Value = Var(1)+1
IgnoreHitPause = 1
[State -2, 次回ID予測+17]
Type = VarSet
Trigger1 = PlayerIDExist(Var(0)+Var(1)+17)
V = 1
Value = Var(1)+1
IgnoreHitPause = 1
[State -2, 次回ID予測+16]
Type = VarSet
Trigger1 = PlayerIDExist(Var(0)+Var(1)+16)
V = 1
Value = Var(1)+1
IgnoreHitPause = 1
[State -2, 次回ID予測+15]
Type = VarSet
Trigger1 = PlayerIDExist(Var(0)+Var(1)+15)
V = 1
Value = Var(1)+1
IgnoreHitPause = 1
[State -2, 次回ID予測+14]
Type = VarSet
Trigger1 = PlayerIDExist(Var(0)+Var(1)+14)
V = 1
Value = Var(1)+1
IgnoreHitPause = 1
[State -2, 次回ID予測+13]
Type = VarSet
Trigger1 = PlayerIDExist(Var(0)+Var(1)+13)
V = 1
Value = Var(1)+1
IgnoreHitPause = 1
[State -2, 次回ID予測+12]
Type = VarSet
Trigger1 = PlayerIDExist(Var(0)+Var(1)+12)
V = 1
Value = Var(1)+1
IgnoreHitPause = 1
[State -2, 次回ID予測+11]
Type = VarSet
Trigger1 = PlayerIDExist(Var(0)+Var(1)+11)
V = 1
Value = Var(1)+1
IgnoreHitPause = 1
[State -2, 次回ID予測+10]
Type = VarSet
Trigger1 = PlayerIDExist(Var(0)+Var(1)+10)
V = 1
Value = Var(1)+1
IgnoreHitPause = 1
[State -2, 次回ID予測+9]
Type = VarSet
Trigger1 = PlayerIDExist(Var(0)+Var(1)+9)
V = 1
Value = Var(1)+1
IgnoreHitPause = 1
[State -2, 次回ID予測+8]
Type = VarSet
Trigger1 = PlayerIDExist(Var(0)+Var(1)+8)
V = 1
Value = Var(1)+1
IgnoreHitPause = 1
[State -2, 次回ID予測+7]
Type = VarSet
Trigger1 = PlayerIDExist(Var(0)+Var(1)+7)
V = 1
Value = Var(1)+1
IgnoreHitPause = 1
[State -2, 次回ID予測+6]
Type = VarSet
Trigger1 = PlayerIDExist(Var(0)+Var(1)+6)
V = 1
Value = Var(1)+1
IgnoreHitPause = 1
[State -2, 次回ID予測+5]
Type = VarSet
Trigger1 = PlayerIDExist(Var(0)+Var(1)+5)
V = 1
Value = Var(1)+1
IgnoreHitPause = 1
[State -2, 次回ID予測+4]
Type = VarSet
Trigger1 = PlayerIDExist(Var(0)+Var(1)+4)
V = 1
Value = Var(1)+1
IgnoreHitPause = 1
[State -2, 次回ID予測+3]
Type = VarSet
Trigger1 = PlayerIDExist(Var(0)+Var(1)+3)
V = 1
Value = Var(1)+1
IgnoreHitPause = 1
[State -2, 次回ID予測+2]
Type = VarSet
Trigger1 = PlayerIDExist(Var(0)+Var(1)+2)
V = 1
Value = Var(1)+1
IgnoreHitPause = 1
[State -2, 次回ID予測+1]
Type = VarSet
Trigger1 = PlayerIDExist(Var(0)+Var(1)+1)
V = 1
Value = Var(1)+1
IgnoreHitPause = 1
[State -2, 次回ID予測]
Type = VarSet
Trigger1 = PlayerIDExist(Var(0)+Var(1))
V = 1
Value = Var(1)+1
IgnoreHitPause = 1
[State -2, 予測IDセット]
Type = VarSet
Trigger1 = !PlayerIDExist(Var(0)+Var(1))
V = 2
Value = Var(0)+Var(1)
IgnoreHitPause = 1
;//////////////////////////////////////////////////////////////////////////////
;演出用ヘルパー整理
[State -2]
Type = VarSet
TriggerAll = Var(42) > 0
Trigger1 = (Var(42)=Var(41))+(Var(42)=Var(40))+(Var(42)=Var(39))+(Var(42)=Var(38))+(Var(42)=Var(37))
Trigger2 = (Var(42)=Var(36))+(Var(42)=Var(35))+(Var(42)=Var(34))+(Var(42)=Var(33))
V = 42
Value = 0
IgnoreHitPause = 1
[State -2]
Type = VarSet
TriggerAll = Var(41) > 0
Trigger1 = (Var(41)=Var(40))+(Var(41)=Var(39))+(Var(41)=Var(38))+(Var(41)=Var(37))
Trigger2 = (Var(41)=Var(36))+(Var(41)=Var(35))+(Var(41)=Var(34))+(Var(41)=Var(33))
V = 41
Value = 0
IgnoreHitPause = 1
[State -2]
Type = VarSet
TriggerAll = Var(40) > 0
Trigger1 = (Var(40)=Var(39))+(Var(40)=Var(38))+(Var(40)=Var(37))+(Var(40)=Var(36))
Trigger2 = (Var(40)=Var(35))+(Var(40)=Var(34))+(Var(40)=Var(33))
V = 40
Value = 0
IgnoreHitPause = 1
[State -2]
Type = VarSet
TriggerAll = Var(39) > 0
Trigger1 = (Var(39)=Var(38))+(Var(39)=Var(37))+(Var(39)=Var(36))+(Var(39)=Var(35))+(Var(39)=Var(34))+(Var(39)=Var(33))
V = 39
Value = 0
IgnoreHitPause = 1
[State -2]
Type = VarSet
TriggerAll = Var(38) > 0
Trigger1 = (Var(38)=Var(37))+(Var(38)=Var(36))+(Var(38)=Var(35))+(Var(38)=Var(34))+(Var(38)=Var(33))
V = 38
Value = 0
IgnoreHitPause = 1
[State -2]
Type = VarSet
TriggerAll = Var(37) > 0
Trigger1 = (Var(37)=Var(36))+(Var(37)=Var(35))+(Var(37)=Var(34))+(Var(37)=Var(33))
V = 37
Value = 0
IgnoreHitPause = 1
[State -2]
Type = VarSet
TriggerAll = Var(36) > 0
Trigger1 = (Var(36)=Var(35))+(Var(36)=Var(34))+(Var(36)=Var(33))
V = 36
Value = 0
IgnoreHitPause = 1
[State -2]
Type = VarSet
TriggerAll = Var(35) > 0
Trigger1 = (Var(35)=Var(34))+(Var(35)=Var(33))
V = 35
Value = 0
IgnoreHitPause = 1
[State -2]
Type = VarSet
TriggerAll = Var(34) > 0
Trigger1 = (Var(34)=Var(33))
V = 34
Value = 0
IgnoreHitPause = 1
;===========================================================================================================================
;=						F4対策ヘルパー								   =
;===========================================================================================================================
[StateDef 70000]
Anim = 9999
Ctrl = 0

[State -2]
Type = NotHitBy
Trigger1 = 1
Value = SCA



[State -2]
Type = AssertSpecial
Trigger1 = 1
Flag = Invisible
Flag2 = NoShadow

[State -2]
Type = SelfState
Trigger1 = !IsHelper
Value = 0

[State -2]
Type = DestroySelf
Trigger1 = NumHelper(60000)
Trigger1 = Helper(60000),Var(1) >= ID-Root,Var(51)



