;------------------------------------------------------------
;システム
;------------------------------------------------------------
;ブレイン
[StateDef 150]
type=U
movetype=U
physics=N
hitdefpersist=!(name="N_Alice")
movehitpersist=1
[State ]
type=changestate
trigger1=name!="N_Alice"
trigger1=prevstateno!=0||time
value=ifelse(!ishelper&&hitpausetime>2,512,0)
ignorehitpause=1
[State ]
type=destroyself
trigger1=ishelper
trigger1=!ishelper(10000)
trigger1=!ishelper(12500)
trigger1=!ishelper(451208000)
trigger1=!ishelper(451208001)
trigger1=!ishelper(451208013)
ignorehitpause=1
[State ]
type=statetypeset
triggerall=!ishelper&&name="N_Alice"
trigger1=time=0
statetype=S
movetype=A
physics=N
[State ]
type=posset
triggerall=!ishelper&&name="N_Alice"
trigger1=time=0
y=0
[State ]
type=velset
triggerall=!ishelper&&name="N_Alice"
trigger1=time=0
x=0
y=0
[State ]
type=changeanim
trigger1=!ishelper&&name="N_Alice"
value=150
[State ]
type=changestate
triggerall=!ishelper&&name="N_Alice"
trigger1=hitshakeover
value=151+2*ifelse((var(59)<1),(command="holddown"),(enemynear,statetype!=A))
[State ]
type=statetypeset
triggerall=!ishelper&&name="N_Alice"
triggerall=statetype=S
trigger1=var(59)<1
trigger1=command="holddown"
trigger2=var(59)>0
trigger2=numenemy
trigger2=enemynear,statetype!=A
statetype=C
physics=C
[State ]
type=statetypeset
triggerall=!ishelper&&name="N_Alice"
triggerall=statetype=C
trigger1=var(59)<1
trigger1=command!="holddown"
trigger2=var(59)>0
trigger2=numenemy
trigger2=enemynear,statetype=A
statetype=S
physics=S
[State ]
type=forcefeedback
triggerall=!ishelper&&name="N_Alice"
trigger1=time=0
waveform=square
time=3
[State ]
type=selfstate
triggerall=!ishelper&&name="N_Alice"
trigger1=roundstate>2
value=151
ignorehitpause=1
;------------------------------------------------------------
;ブレインここから
[State ]
type=HitOverride
trigger1=name="N_Alice"
trigger1=ishelper(10000)||ishelper(12500)
time=-1
attr=SCA,AA,AP,AT
slot=0
stateno=150
ignorehitpause=1
[State ]
type=varset
trigger1=ishelper(10000)&&name="N_Alice"
var(0)=floor(sysfvar(0))
ignorehitpause=1
[State ]
type=varset
trigger1=ishelper(10000)&&name="N_Alice"
fvar(21)=sysfvar(3)
ignorehitpause=1
[State ]
type=varset
trigger1=ishelper(10000)&&name="N_Alice"
fvar(24)=sysfvar(4)
ignorehitpause=1
[State ]
type=ReversalDef
trigger1=ishelper(10000)&&name="N_Alice"
reversal.attr=SCA,AP,AA,AT
sparkno=-1
numhits=0
fall.damage=0
ignorehitpause=1
[State ]
type=targetdrop
trigger1=ishelper(10000)&&name="N_Alice"
trigger1=numtarget
trigger1=target,id!=root,id
ignorehitpause=1
[State ]
type=nothitby
trigger1=ishelper&&name="N_Alice"
value=SCA
time=-1
ignorehitpause=1
[State ]
type=nothitby
trigger1=ishelper&&name="N_Alice"
value2=SCA
time=-1
ignorehitpause=1
[State ]
type=AssertSpecial
trigger1=ishelper(10000)&&name="N_Alice"
flag=Invisible
ignorehitpause=1
[State ]
type=bindtoroot
trigger1=ishelper(10000)&&name="N_Alice"
pos=0,7
ignorehitpause=1
[State ]
type=turn
trigger1=ishelper(10000)&&name="N_Alice"
trigger1=root,fvar(10)!=facing
ignorehitpause=1
[State ]
type=velset
trigger1=ishelper(10000)&&name="N_Alice"
x=0
y=0
ignorehitpause=1
[State ]
type=AttackDist
trigger1=ishelper(10000)&&name="N_Alice"
value=0
ignorehitpause=1
[State ]
type=screenbound
trigger1=ishelper(10000)&&name="N_Alice"
value=0
movecamera=0,0
ignorehitpause=1
[State ]
type=HitAdd
trigger1=ishelper(10000)&&name="N_Alice"
trigger1=numtarget
value=-1000
ignorehitpause=1
[State ]
type=changeanim
trigger1=ishelper(10000)&&name="N_Alice"
trigger1=numtarget=0
value=10005
ignorehitpause=1
[State ]
type=changeanim
trigger1=ishelper(10000)&&name="N_Alice"
trigger1=numtarget
value=9999
ignorehitpause=1
[State ]
type=statetypeset
trigger1=ishelper(10000)&&name="N_Alice"
trigger1=numtarget=0
statetype=A
movetype=A
ignorehitpause=1
[State ]
type=statetypeset
trigger1=ishelper(10000)&&name="N_Alice"
trigger1=numtarget
statetype=A
movetype=I
ignorehitpause=1
[State ]
type=hitdef
trigger1=ishelper(10000)&&name="N_Alice"
trigger1=numtarget=0
attr=,AA
hitflag=MALFD
priority=7,hit
pausetime=0,0
sparkno=-1
hitsound=-1
numhits=0
guard.dist=0
p2stateno=556
fall.damage=0
affectteam=F
ignorehitpause=1
[State ]
type=targetlifeadd
trigger1=ishelper(10000)&&name="N_Alice"
trigger1=numtarget
value=-root,lifemax
absolute=1
ignorehitpause=1
[State ]
type=targetlifeadd
trigger1=ishelper(10000)&&name="N_Alice"
trigger1=numtarget&&(!WINKO||(root,palno%6=[1,4]))
trigger1=(var(0)&16)=0||(root,palno%6=[1,4])
value=root,lifemax-sysvar(4)
absolute=1
ignorehitpause=1
[State ]
type=targetlifeadd
trigger1=ishelper(10000)&&name="N_Alice"
trigger1=numtarget&&(root,palno%6!=[1,4])
trigger1=(var(0)&16)&&sysvar(4)<lifemax||WINKO
value=ifelse(var(1)>1,var(1),1)
absolute=1
ignorehitpause=1
[State ]
type=varset
trigger1=ishelper(10000)&&name="N_Alice"
trigger1=(var(0)&2)
var(0)=(var(0)^2)
ignorehitpause=1
[State ]
type=targetfacing
trigger1=ishelper(10000)&&name="N_Alice"
trigger1=numtarget
value=1
ignorehitpause=1
[State ]
type=parentvarset
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=parent,id=root,id&&numenemy
trigger1=1||var(4):=var(4)+1*(roundstate=4)
trigger1=1||var(5):=var(5)+1*(roundstate=2&&(root,var(0)&2))
trigger1=1||var(6):=var(6)+1*(roundstate=2)
trigger1=1||fvar(8):=enemy(0),life
trigger1=1||fvar(9):=enemy(numenemy>1),life
trigger1=1||fvar(11):=enemy(0),lifemax
trigger1=1||fvar(12):=enemy(numenemy>1),lifemax
trigger1=1||fvar(13):=(fvar(8)/fvar(11)*1000)
trigger1=1||fvar(14):=(fvar(9)/fvar(12)*1000)
trigger1=1||fvar(15):=ifelse((fvar(13)>fvar(14)),fvar(13),fvar(14))
trigger1=1||fvar(16):=ifelse((fvar(8)-root,fvar(8))>=0,(fvar(8)-root,fvar(8)),(root,fvar(8)-fvar(8)))/fvar(11)*1000
trigger1=1||fvar(17):=ifelse((fvar(9)-root,fvar(9))>=0,(fvar(9)-root,fvar(9)),(root,fvar(9)-fvar(9)))/fvar(12)*1000
trigger1=1||fvar(18):=root,lifemax-sysvar(4)
trigger1=1||fvar(19):=root,lifemax
trigger1=1||fvar(20):=(fvar(18)/fvar(19)*1000)
trigger1=1||var(8):=ceil(root,lifemax*fvar(16)/1000)
trigger1=1||var(9):=ceil(root,lifemax*fvar(17)/1000)*(numenemy>1)
trigger1=1||var(12):=ceil(root,lifemax*(ceil(fvar(15)-fvar(20)))/1000)
trigger1=root,var(1)<ID
var(1)=ID
ignorehitpause=1
[State ]
type=selfstate
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=parent,id=root,id
trigger1=numhelper(10000)>1
value=1966613490
ignorehitpause=1
[State ]
type=varset
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=parent,id=root,id
trigger1=numexplod(77700565)
trigger1=numhelper(451208001)
var(3)=helper(451208001),ID
ignorehitpause=1

[State ];ID確定
type=Explod
triggerall=PlayerIDExist(ID)
trigger1=ishelper(10000)&&name="N_Alice"
trigger1=numhelper(10000)=1&&root,var(1)=ID
trigger1=numexplod(77700565)=0
anim=9999
ID=77700565
PosType=p1
Pos=0,0
vel=0,0
accel=0,0
scale=0,0
sprpriority=0
ownpal=1
bindtime=-1
removetime=-1
supermovetime=2147483648
pausemovetime=2147483648
ignorehitpause=1
[State ];光粒(暗黒)
type=Explod
triggerall=PlayerIDExist(ID)
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=(root,var(0)&32)=0
trigger1=root,alive
trigger1=gametime%3=0
trigger1=root,palno%6=5
anim=11000
ID=11000
PosType=p1
Pos=0,-7
random=50,0
vel=ifelse(random%2,1,-1),-3
accel=0,-0.16
scale=1,1
sprpriority=10
ownpal=1
bindtime=1
trans=sub
removetime=-2
supermovetime=2147483648
pausemovetime=2147483648
[State ];光粒(七色)
type=Explod
triggerall=PlayerIDExist(ID)
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=(root,var(0)&32)=0
trigger1=root,alive
trigger1=gametime%3=0
trigger1=root,palno%6=0
anim=11000+random%7
ID=11000
PosType=p1
Pos=0,-7
random=50,0
vel=ifelse(random%2,1,-1),-3
accel=0,-0.16
scale=1,1
sprpriority=10
ownpal=1
bindtime=1
trans=add
removetime=-2
supermovetime=2147483648
pausemovetime=2147483648
[State ];波動
type=Explod
triggerall=PlayerIDExist(ID)
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=(root,var(0)&32)=0
trigger1=root,alive
trigger1=root,palno%6!=[1,4]
trigger1=root,pos Y=0
trigger1=gametime%4=0
anim=20000
ID=20000
PosType=p1
Pos=0,-7
vel=0,0
accel=0,0
scale=1,0.25
sprpriority=-1
ownpal=1
bindtime=1
trans=sub
removetime=-2
supermovetime=2147483648
pausemovetime=2147483648
[State ];光粒(七色)
type=Projectile
triggerall=PlayerIDExist(ID)
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=(root,var(0)&32)=0
trigger1=root,alive
trigger1=gametime%3=0
trigger1=root,palno%6=0
trigger1=(root,var(0)&2048)=0
attr=SCA,AA,AT,AP
projanim=11000+random%7
projhitanim=-1
projid=11000
projpriority=99999
projsprpriority=10
projremove=0
projremovetime=18
projscale=0,0
postype=p1
offset=-25+random%50,-7
velocity=ifelse(random%2,1,-1),-3
accel=0,-0.16
animtype=hard
damage=10+random%20
getpower=0,0
givepower=0,0
guardflag=
hitflag=MAFD
pausetime=0
guard.pausetime=0,0
sparkno=-1
sparkxy=0,0
numhits=0
guard.sparkno=-1
ground.type=high
ground.slidetime=100
ground.hittime=100
ground.velocity=-2+random%4,-1
guard.velocity=-2+random%4
air.velocity=-2+random%4,-1
fall=1
fall.recover=0
fall.damage=2147483648
ID=11000
nochainID=11000,20000
pausemovetime=2147483647
supermovetime=2147483647
[State ];波動
type=Projectile
triggerall=PlayerIDExist(ID)
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=(root,var(0)&32)=0
trigger1=root,alive
trigger1=root,palno%6=0
trigger1=root,pos Y=0
trigger1=gametime%4=0
trigger1=(root,var(0)&2048)=0
attr=SCA,AA,AT,AP
projanim=20000
projhitanim=-1
projid=20000
projpriority=99999
projsprpriority=-1
projremove=0
projremovetime=5
projscale=0,0
postype=p1
offset=0,-7
velocity=0
animtype=hard
damage=10+random%20
getpower=0,0
givepower=0,0
guardflag=
hitflag=MAFD
pausetime=0
guard.pausetime=0,0
sparkno=-1
sparkxy=0,0
numhits=0
guard.sparkno=-1
ground.type=high
ground.slidetime=100
ground.hittime=100
ground.velocity=-12,6
guard.velocity=-12
air.velocity=-12,6
fall=1
fall.recover=0
fall.damage=2147483648
ID=20000
nochainID=11000,20000
pausemovetime=2147483647
supermovetime=2147483647
[State ];ダークマター 特殊効果
type=Projectile
triggerall=PlayerIDExist(ID)
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=(root,var(0)&32)=0
trigger1=root,alive
trigger1=gametime%3=0
trigger1=root,palno%6=0
trigger1=(root,var(0)&2048)
attr=SCA,AA,AT,AP
projanim=10000
projhitanim=-1
projid=11000
projpriority=99999
projsprpriority=10
projremove=0
projremovetime=18
projscale=0,0
postype=p1
offset=0,0
velocity=0,0
accel=0,0
animtype=hard
damage=ifelse(var(5)%4000<2000,(random+random*random),(10+random%20))
getpower=0,0
givepower=-2000000000,-2000000000
guardflag=
hitflag=MAFD
pausetime=0
guard.pausetime=0,0
sparkno=-1
sparkxy=0,0
numhits=0
guard.sparkno=-1
ground.type=high
ground.slidetime=100
ground.hittime=100
ground.velocity=-2+random%4,-1
guard.velocity=-2+random%4
air.velocity=-2+random%4,-1
fall=1
fall.recover=0
fall.damage=2147483648
ID=11000
nochainID=11000,20000
pausemovetime=2147483647
supermovetime=2147483647

;技使用カウント
[State ];エリミネイト・ジャッジ
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=parent,id=root,id
trigger1=root,var(4)=37564
trigger1=root,var(5)=1
var(13)=1
ignorehitpause=1
[State ];フェイタルグラビティー
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=parent,id=root,id
trigger1=root,var(4)=24640
trigger1=root,var(5)=1
var(14)=1
ignorehitpause=1
[State ];インフェルノ・ゲート
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=parent,id=root,id
trigger1=root,var(4)=70000
trigger1=root,var(5)=1
var(15)=1
ignorehitpause=1
[State ];ヘレティック・レイ
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=parent,id=root,id
trigger1=root,var(4)=169995
trigger1=root,var(5)=1
var(16)=1
ignorehitpause=1
[State ];ブラック・サンクチュアリ
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=parent,id=root,id
trigger1=root,var(4)=22122
trigger1=root,var(5)=1
var(17)=1
ignorehitpause=1
[State ];ブライティスト・シャイン
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=parent,id=root,id
trigger1=root,var(4)=42731
trigger1=root,var(5)=1
var(18)=1
ignorehitpause=1
[State ];カラミティ・ノヴァ
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=parent,id=root,id
trigger1=root,var(4)=5000095
trigger1=root,var(5)=1
var(19)=1
ignorehitpause=1
[State ];最小値
type=null
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=parent,id=root,id
trigger1=var(7)>var(13)
trigger1=0&&var(7):=var(13)
trigger2=var(7)>var(14)
trigger2=0&&var(7):=var(14)
trigger3=var(7)>var(15)
trigger3=0&&var(7):=var(15)
trigger4=var(7)>var(16)
trigger4=0&&var(7):=var(16)
trigger5=var(7)>var(17)
trigger5=0&&var(7):=var(17)
trigger6=var(7)>var(18)
trigger6=0&&var(7):=var(18)
trigger7=var(7)>var(19)
trigger7=0&&var(7):=var(19)
ignorehitpause=1

[State ];敵現在ライフ最低値記録
type=varset
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=parent,id=root,id
trigger1=numenemy
trigger1=var(10)!=enemy(0),life
trigger1=(root,var(0)&2)=0
var(10)=enemy(0),lifemax
ignorehitpause=1
[State ]
type=varset
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=parent,id=root,id
trigger1=numenemy
trigger1=enemy(0),life<var(10)
var(10)=enemy(0),life
ignorehitpause=1
[State ]
type=varset
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=parent,id=root,id
trigger1=numenemy
trigger1=var(11)!=enemy(numenemy>1),life
trigger1=(root,var(0)&2)=0
var(11)=enemy(numenemy>1),lifemax
ignorehitpause=1
[State ]
type=varset
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=parent,id=root,id
trigger1=numenemy
trigger1=enemy(numenemy>1),life<var(11)
var(11)=enemy(numenemy>1),life
ignorehitpause=1
[State ];耐性
type=varset
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=parent,id=root,id
triggerall=numenemy
trigger1=enemy(0),life>var(10)
trigger2=enemy(numenemy>1),life>var(11)
var(0)=(var(0)|8)
ignorehitpause=1
[State ];耐性解除
type=varset
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=parent,id=root,id
triggerall=numenemy&&(var(0)&8)
trigger1=enemy(0),life<=var(10)
trigger1=enemy(numenemy>1),life<=var(11)
var(0)=(var(0)^8)
ignorehitpause=1

;チェック
[State ]
type=varset
trigger1=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
trigger1=parent,id=root,id
trigger1=numtarget=1
trigger1=target,id=root,id
var(0)=(var(0)|1)
ignorehitpause=1
[State ]
type=varset
trigger1=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
trigger1=parent,id=root,id
trigger1=numtarget=0
trigger1=(var(0)&1)
var(0)=(var(0)^1)
ignorehitpause=1
[State ]
type=varset
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=parent,id=root,id
trigger1=teamside=2
var(0)=(var(0)|16)
ignorehitpause=1
[State ];混線OFF
type=parentvarset
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=parent,id=root,id
trigger1=var(5)>150
trigger1=var(5)%3=0
var(0)=(root,var(0)^16384)
ignorehitpause=1

;シールドダメージ
[State ];通常モード
type=null
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=parent,id=root,id
triggerall=root,palno%6=[1,4]
trigger1=1||var(20):=sysvar(4)
trigger1=1||var(21):=sysvar(4)
trigger1=1||var(22):=sysvar(4)
trigger1=1||var(23):=sysvar(4)
trigger1=1||var(24):=sysvar(4)
trigger1=1||var(25):=sysvar(4)
trigger1=1||var(26):=sysvar(4)
trigger1=1||var(27):=sysvar(4)
trigger1=1||var(28):=sysvar(4)
trigger1=1||var(29):=sysvar(4)
ignorehitpause=1

[State ];裏-ボスモード
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=!WINKO&&root,palno%6=5
triggerall=parent,id=root,id
triggerall=(root,var(0)&2)
triggerall=numenemy
trigger1=gametime%ifelse(root,sysvar(3)=0,4,ifelse(root,sysvar(3)=1,10,ifelse(root,sysvar(3)=2,16,ifelse(root,sysvar(3)=3,22,ifelse(root,sysvar(3)=4,30,120)))))=0
trigger2=var(21)>=1000;オーバーダメージ
trigger2=gametime%ifelse(root,sysvar(3)=0,6,ifelse(root,sysvar(3)=1,18,ifelse(root,sysvar(3)=2,21,ifelse(root,sysvar(3)=3,26,ifelse(root,sysvar(3)=4,34,190)))))=0
var(20)=1*ceil((enemy,numproj+enemy(numenemy>1),numproj*(numenemy>1))/10)
ignorehitpause=1
[State ]
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=!WINKO&&root,palno%6=5
triggerall=parent,id=root,id
triggerall=(root,var(0)&2)
triggerall=numenemy
trigger1=gametime%ifelse(root,sysvar(3)=0,13,ifelse(root,sysvar(3)=1,28,ifelse(root,sysvar(3)=2,33,ifelse(root,sysvar(3)=3,42,ifelse(root,sysvar(3)=4,60,160)))))=0
trigger2=var(20)>=1000;オーバーダメージ
trigger2=gametime%ifelse(root,sysvar(3)=0,14,ifelse(root,sysvar(3)=1,21,ifelse(root,sysvar(3)=2,28,ifelse(root,sysvar(3)=3,34,ifelse(root,sysvar(3)=4,40,100)))))=0
var(21)=1*(enemy,numhelper+enemy(numenemy>1),numhelper*(numenemy>1))
ignorehitpause=1
[State ]
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=!WINKO&&root,palno%6=5
triggerall=parent,id=root,id
triggerall=(root,var(0)&2)
triggerall=numenemy
trigger1=gametime%ifelse(root,sysvar(3)=0,2,ifelse(root,sysvar(3)=1,7,ifelse(root,sysvar(3)=2,11,ifelse(root,sysvar(3)=3,15,ifelse(root,sysvar(3)=4,24,80)))))=0
trigger2=var(20)>=1000&&var(21)>=1000;オーバーダメージ
trigger2=gametime%ifelse(root,sysvar(3)=0,9,ifelse(root,sysvar(3)=1,22,ifelse(root,sysvar(3)=2,29,ifelse(root,sysvar(3)=3,33,ifelse(root,sysvar(3)=4,41,110)))))=0
var(22)=3*(enemy,numtarget+enemy(numenemy>1),numtarget*(numenemy>1))
ignorehitpause=1
[State ]
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=!WINKO&&root,palno%6=5
triggerall=parent,id=root,id
triggerall=(root,var(0)&2)
triggerall=numenemy
trigger1=PlayerIDExist(root,var(3))
trigger1=PlayerID(root,var(3)),sysvar(0)>(lifemax*ifelse(root,sysvar(3)=0,1,ifelse(root,sysvar(3)=1,10,ifelse(root,sysvar(3)=2,20,ifelse(root,sysvar(3)=3,30,ifelse(root,sysvar(3)=4,50,500))))))
trigger1=PlayerID(root,var(3)),sysvar(0)<100000000
trigger2=enemynear,movetype=A
trigger2=gametime%ifelse(root,sysvar(3)=0,2,ifelse(root,sysvar(3)=1,3,ifelse(root,sysvar(3)=2,4,ifelse(root,sysvar(3)=3,5,ifelse(root,sysvar(3)=4,7,35)))))=0
trigger3=var(24)>=1000||var(27)>=1000;オーバーダメージ
trigger3=PlayerIDExist(root,var(3))
trigger3=PlayerID(root,var(3)),sysvar(0)>lifemax
var(23)=ifelse(root,sysvar(3)=0,10,ifelse(root,sysvar(3)=1,5,ifelse(root,sysvar(3)=2,4,ifelse(root,sysvar(3)=3,3,ifelse(root,sysvar(3)=4,2,1)))))
ignorehitpause=1
[State ]
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=!WINKO&&root,palno%6=5
triggerall=parent,id=root,id
triggerall=(root,var(0)&2)
triggerall=numenemy
trigger1=PlayerIDExist(root,var(3))
trigger1=PlayerID(root,var(3)),sysvar(0)<-2000000000
trigger2=PlayerIDExist(root,var(3))
trigger2=PlayerID(root,var(3)),sysvar(0)>2000000000
trigger2=var(23)>=1000;オーバーダメージ
var(24)=ifelse(root,sysvar(3)=0,12,ifelse(root,sysvar(3)=1,6,ifelse(root,sysvar(3)=2,5,ifelse(root,sysvar(3)=3,4,ifelse(root,sysvar(3)=4,3,1)))))
ignorehitpause=1
[State ]
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=!WINKO&&root,palno%6=5
triggerall=parent,id=root,id
triggerall=(root,var(0)&2)
triggerall=numenemy
trigger1=PlayerIDExist(root,var(3))
trigger1=PlayerID(root,var(3)),gethitvar(fall.damage)>2000000000
trigger1=gametime%5
trigger2=var(26)>=1000;オーバーダメージ
trigger2=PlayerIDExist(root,var(3))
trigger2=PlayerID(root,var(3)),gethitvar(fall.damage)<-2000000000
trigger2=gametime%4
var(25)=ifelse(root,sysvar(3)=0,10,ifelse(root,sysvar(3)=1,5,ifelse(root,sysvar(3)=2,4,ifelse(root,sysvar(3)=3,3,ifelse(root,sysvar(3)=4,2,1)))))
ignorehitpause=1
[State ]
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=!WINKO&&root,palno%6=5
triggerall=parent,id=root,id
triggerall=(root,var(0)&2)
triggerall=numenemy
trigger1=PlayerIDExist(root,var(3))
trigger1=PlayerID(root,var(3)),gethitvar(fall.damage)<-2000000000
trigger1=gametime%4
trigger2=var(25)>=1000;オーバーダメージ
trigger2=PlayerIDExist(root,var(3))
trigger2=PlayerID(root,var(3)),gethitvar(fall.damage)>2000000000
trigger2=gametime%3
var(26)=ifelse(root,sysvar(3)=0,10,ifelse(root,sysvar(3)=1,5,ifelse(root,sysvar(3)=2,4,ifelse(root,sysvar(3)=3,3,ifelse(root,sysvar(3)=4,2,1)))))
ignorehitpause=1
[State ]
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=!WINKO&&root,palno%6=5
triggerall=parent,id=root,id
triggerall=(root,var(0)&2)
triggerall=numenemy
trigger1=PlayerIDExist(root,var(3))
trigger1=PlayerID(root,var(3)),sysvar(0)>lifemax
trigger1=abs(PlayerID(root,var(3)),sysvar(0))<(lifemax*ifelse(root,sysvar(3)=0,100000,ifelse(root,sysvar(3)=1,1000,ifelse(root,sysvar(3)=2,500,ifelse(root,sysvar(3)=3,100,ifelse(root,sysvar(3)=4,10,1.1))))))
trigger2=var(23)>=1000;オーバーダメージ
trigger2=PlayerIDExist(root,var(3))
trigger2=abs(PlayerID(root,var(3)),sysvar(0))!=[0,lifemax]
var(27)=ifelse(root,sysvar(3)=0,10,ifelse(root,sysvar(3)=1,5,ifelse(root,sysvar(3)=2,4,ifelse(root,sysvar(3)=3,3,ifelse(root,sysvar(3)=4,2,1)))))
ignorehitpause=1
[State ]
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=!WINKO&&root,palno%6=5
triggerall=parent,id=root,id
triggerall=(root,var(0)&2)
triggerall=numenemy
trigger1=(fvar(8)-root,fvar(8))<0
trigger2=(fvar(9)-root,fvar(9))<0
trigger3=var(20)>=1000;オーバーダメージ
trigger3=var(21)>=1000;オーバーダメージ
trigger3=var(25)>=1000||var(26)>=1000;オーバーダメージ
trigger3=var(27)>=1000;オーバーダメージ
trigger3=gametime%3=0
var(28)=ifelse(root,sysvar(3)=0,10,ifelse(root,sysvar(3)=1,5,ifelse(root,sysvar(3)=2,4,ifelse(root,sysvar(3)=3,3,ifelse(root,sysvar(3)=4,2,1)))))
ignorehitpause=1
[State ]
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=!WINKO&&root,palno%6=5
triggerall=parent,id=root,id
triggerall=(root,var(0)&2)
triggerall=numenemy
trigger1=root,var(7)>120
trigger1=root,var(7)%3=0
trigger2=var(22)>=1000;オーバーダメージ
trigger2=var(23)>=1000;オーバーダメージ
trigger2=var(24)>=1000;オーバーダメージ
trigger2=var(26)>=1000;オーバーダメージ
trigger2=gametime%4=0
var(29)=ifelse(root,sysvar(3)=0,10,ifelse(root,sysvar(3)=1,5,ifelse(root,sysvar(3)=2,4,ifelse(root,sysvar(3)=3,3,ifelse(root,sysvar(3)=4,2,1)))))
ignorehitpause=1
[State ];フライングボーナス
type=null
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=!WINKO&&root,palno%6=5
triggerall=parent,id=root,id
triggerall=(root,var(0)&2)=0
triggerall=PlayerIDExist(root,var(3))
triggerall=PlayerID(root,var(3)),sysvar(0)!=0
trigger1=1||var(20):=var(20)+200*!(var(0)&256)
trigger1=1||var(21):=var(21)+200*!(var(0)&256)
trigger1=1||var(22):=var(22)+200*!(var(0)&256)
trigger1=1||var(23):=var(23)+200*!(var(0)&256)
trigger1=1||var(24):=var(24)+200*!(var(0)&256)
trigger1=1||var(25):=var(25)+200*!(var(0)&256)
trigger1=1||var(26):=var(26)+200*!(var(0)&256)
trigger1=1||var(27):=var(27)+200*!(var(0)&256)
trigger1=1||var(28):=var(28)+200*!(var(0)&256)
trigger1=1||var(29):=var(29)+200*!(var(0)&256)
trigger1=1||var(0):=(var(0)|256)
ignorehitpause=1

[State ];裏-神モード
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=!WINKO&&root,palno%6=0
triggerall=parent,id=root,id
triggerall=(root,var(0)&2)
triggerall=numenemy
trigger1=gametime%ifelse(root,sysvar(3)=0,10,ifelse(root,sysvar(3)=1,15,ifelse(root,sysvar(3)=2,20,ifelse(root,sysvar(3)=3,25,ifelse(root,sysvar(3)=4,40,100)))))=0
trigger2=var(21)>=1000;オーバーダメージ
trigger2=gametime%ifelse(root,sysvar(3)=0,9,ifelse(root,sysvar(3)=1,18,ifelse(root,sysvar(3)=2,24,ifelse(root,sysvar(3)=3,30,ifelse(root,sysvar(3)=4,40,100)))))=0
var(20)=1*ceil((enemy,numproj+enemy(numenemy>1),numproj*(numenemy>1))/10)
ignorehitpause=1
[State ]
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=!WINKO&&root,palno%6=0
triggerall=parent,id=root,id
triggerall=(root,var(0)&2)
triggerall=numenemy
trigger1=gametime%ifelse(root,sysvar(3)=0,35,ifelse(root,sysvar(3)=1,72,ifelse(root,sysvar(3)=2,86,ifelse(root,sysvar(3)=3,97,ifelse(root,sysvar(3)=4,111,255)))))=0
trigger2=var(20)>=1000;オーバーダメージ
trigger2=gametime%ifelse(root,sysvar(3)=0,12,ifelse(root,sysvar(3)=1,21,ifelse(root,sysvar(3)=2,28,ifelse(root,sysvar(3)=3,34,ifelse(root,sysvar(3)=4,44,125)))))=0
var(21)=1*(enemy,numhelper+enemy(numenemy>1),numhelper*(numenemy>1))
ignorehitpause=1
[State ]
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=!WINKO&&root,palno%6=0
triggerall=parent,id=root,id
triggerall=(root,var(0)&2)
triggerall=numenemy
trigger1=gametime%ifelse(root,sysvar(3)=0,7,ifelse(root,sysvar(3)=1,16,ifelse(root,sysvar(3)=2,23,ifelse(root,sysvar(3)=3,37,ifelse(root,sysvar(3)=4,56,185)))))=0
trigger2=var(20)>=1000&&var(21)>=1000;オーバーダメージ
trigger2=gametime%ifelse(root,sysvar(3)=0,9,ifelse(root,sysvar(3)=1,22,ifelse(root,sysvar(3)=2,30,ifelse(root,sysvar(3)=3,37,ifelse(root,sysvar(3)=4,43,88)))))=0
var(22)=3*(enemy,numtarget+enemy(numenemy>1),numtarget*(numenemy>1))
ignorehitpause=1
[State ]
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=!WINKO&&root,palno%6=0
triggerall=parent,id=root,id
triggerall=(root,var(0)&2)
triggerall=numenemy
trigger1=PlayerIDExist(root,var(3))
trigger1=PlayerID(root,var(3)),sysvar(0)>(lifemax*ifelse(root,sysvar(3)=0,1,ifelse(root,sysvar(3)=1,10,ifelse(root,sysvar(3)=2,100,ifelse(root,sysvar(3)=3,200,ifelse(root,sysvar(3)=4,400,900))))))
trigger1=PlayerID(root,var(3)),sysvar(0)<100000000
trigger2=var(24)>=1000||var(27)>=1000;オーバーダメージ
trigger2=PlayerIDExist(root,var(3))
trigger2=PlayerID(root,var(3)),sysvar(0)>lifemax
var(23)=ifelse(root,sysvar(3)=0,13,ifelse(root,sysvar(3)=1,7,ifelse(root,sysvar(3)=2,5,ifelse(root,sysvar(3)=3,4,ifelse(root,sysvar(3)=4,3,1)))))
ignorehitpause=1
[State ]
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=!WINKO&&root,palno%6=0
triggerall=parent,id=root,id
triggerall=(root,var(0)&2)
triggerall=numenemy
trigger1=PlayerIDExist(root,var(3))
trigger1=PlayerID(root,var(3)),sysvar(0)<-2000000000
trigger2=PlayerIDExist(root,var(3))
trigger2=PlayerID(root,var(3)),sysvar(0)>2000000000
trigger2=var(23)>=1000;オーバーダメージ
var(24)=ifelse(root,sysvar(3)=0,14,ifelse(root,sysvar(3)=1,7,ifelse(root,sysvar(3)=2,6,ifelse(root,sysvar(3)=3,5,ifelse(root,sysvar(3)=4,3,1)))))
ignorehitpause=1
[State ]
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=!WINKO&&root,palno%6=0
triggerall=parent,id=root,id
triggerall=(root,var(0)&2)
triggerall=numenemy
trigger1=PlayerIDExist(root,var(3))
trigger1=PlayerID(root,var(3)),gethitvar(fall.damage)>2000000000
trigger1=gametime%ifelse(root,sysvar(3)=0,2,ifelse(root,sysvar(3)=1,3,ifelse(root,sysvar(3)=2,4,ifelse(root,sysvar(3)=3,5,ifelse(root,sysvar(3)=4,7,13)))))=0
trigger2=var(26)>=1000;オーバーダメージ
trigger2=PlayerIDExist(root,var(3))
trigger2=PlayerID(root,var(3)),gethitvar(fall.damage)<-2000000000
trigger2=gametime%ifelse(root,sysvar(3)=0,4,ifelse(root,sysvar(3)=1,8,ifelse(root,sysvar(3)=2,11,ifelse(root,sysvar(3)=3,14,ifelse(root,sysvar(3)=4,17,45)))))=0
var(25)=ifelse(root,sysvar(3)=0,14,ifelse(root,sysvar(3)=1,7,ifelse(root,sysvar(3)=2,5,ifelse(root,sysvar(3)=3,3,ifelse(root,sysvar(3)=4,2,1)))))
ignorehitpause=1
[State ]
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=!WINKO&&root,palno%6=0
triggerall=parent,id=root,id
triggerall=(root,var(0)&2)
triggerall=numenemy
trigger1=PlayerIDExist(root,var(3))
trigger1=PlayerID(root,var(3)),gethitvar(fall.damage)<-2000000000
trigger1=gametime%ifelse(root,sysvar(3)=0,2,ifelse(root,sysvar(3)=1,4,ifelse(root,sysvar(3)=2,6,ifelse(root,sysvar(3)=3,8,ifelse(root,sysvar(3)=4,10,32)))))=0
trigger2=var(25)>=1000;オーバーダメージ
trigger2=PlayerIDExist(root,var(3))
trigger2=PlayerID(root,var(3)),gethitvar(fall.damage)>2000000000
trigger2=gametime%ifelse(root,sysvar(3)=0,2,ifelse(root,sysvar(3)=1,4,ifelse(root,sysvar(3)=2,6,ifelse(root,sysvar(3)=3,8,ifelse(root,sysvar(3)=4,10,32)))))=0
var(26)=ifelse(root,sysvar(3)=0,10,ifelse(root,sysvar(3)=1,5,ifelse(root,sysvar(3)=2,4,ifelse(root,sysvar(3)=3,3,ifelse(root,sysvar(3)=4,2,1)))))
ignorehitpause=1
[State ]
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=!WINKO&&root,palno%6=0
triggerall=parent,id=root,id
triggerall=(root,var(0)&2)
triggerall=numenemy
trigger1=PlayerIDExist(root,var(3))
trigger1=PlayerID(root,var(3)),sysvar(0)>lifemax
trigger1=abs(PlayerID(root,var(3)),sysvar(0))<(lifemax*ifelse(root,sysvar(3)=0,1000000,ifelse(root,sysvar(3)=1,10000,ifelse(root,sysvar(3)=2,1000,ifelse(root,sysvar(3)=3,100,ifelse(root,sysvar(3)=4,10,1.1))))))
trigger2=var(23)>=1000;オーバーダメージ
trigger2=PlayerIDExist(root,var(3))
trigger2=abs(PlayerID(root,var(3)),sysvar(0))!=[0,lifemax]
var(27)=ifelse(root,sysvar(3)=0,10,ifelse(root,sysvar(3)=1,5,ifelse(root,sysvar(3)=2,4,ifelse(root,sysvar(3)=3,3,ifelse(root,sysvar(3)=4,2,1)))))
ignorehitpause=1
[State ]
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=!WINKO&&root,palno%6=0
triggerall=parent,id=root,id
triggerall=(root,var(0)&2)
triggerall=numenemy
trigger1=(fvar(8)-root,fvar(8))<0
trigger2=(fvar(9)-root,fvar(9))<0
trigger3=var(20)>=1000;オーバーダメージ
trigger3=var(21)>=1000;オーバーダメージ
trigger3=var(25)>=1000;オーバーダメージ
trigger3=var(26)>=1000;オーバーダメージ
trigger3=var(27)>=1000;オーバーダメージ
trigger3=gametime%ifelse(root,sysvar(3)=0,2,ifelse(root,sysvar(3)=1,3,ifelse(root,sysvar(3)=2,4,ifelse(root,sysvar(3)=3,5,ifelse(root,sysvar(3)=4,7,13)))))=0
var(28)=ifelse(root,sysvar(3)=0,20,ifelse(root,sysvar(3)=1,9,ifelse(root,sysvar(3)=2,7,ifelse(root,sysvar(3)=3,5,ifelse(root,sysvar(3)=4,3,1)))))
ignorehitpause=1
[State ]
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=!WINKO&&root,palno%6=0
triggerall=parent,id=root,id
triggerall=(root,var(0)&2)
triggerall=numenemy
trigger1=root,var(7)>360
trigger1=root,var(7)%6=0
trigger2=var(22)>=1000;オーバーダメージ
trigger2=var(23)>=1000;オーバーダメージ
trigger2=var(24)>=1000;オーバーダメージ
trigger2=var(26)>=1000;オーバーダメージ
trigger2=gametime%ifelse(root,sysvar(3)=0,2,ifelse(root,sysvar(3)=1,4,ifelse(root,sysvar(3)=2,6,ifelse(root,sysvar(3)=3,8,ifelse(root,sysvar(3)=4,10,32)))))=0
var(29)=ifelse(root,sysvar(3)=0,14,ifelse(root,sysvar(3)=1,7,ifelse(root,sysvar(3)=2,5,ifelse(root,sysvar(3)=3,3,ifelse(root,sysvar(3)=4,2,1)))))
ignorehitpause=1
[State ];フライングボーナス
type=null
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=!WINKO&&root,palno%6=0
triggerall=parent,id=root,id
triggerall=(root,var(0)&2)=0
triggerall=PlayerIDExist(root,var(3))
triggerall=PlayerID(root,var(3)),sysvar(0)!=0
trigger1=1||var(20):=var(20)+90*!(var(0)&256)
trigger1=1||var(21):=var(21)+90*!(var(0)&256)
trigger1=1||var(22):=var(22)+90*!(var(0)&256)
trigger1=1||var(23):=var(23)+90*!(var(0)&256)
trigger1=1||var(24):=var(24)+90*!(var(0)&256)
trigger1=1||var(25):=var(25)+90*!(var(0)&256)
trigger1=1||var(26):=var(26)+90*!(var(0)&256)
trigger1=1||var(27):=var(27)+90*!(var(0)&256)
trigger1=1||var(28):=var(28)+90*!(var(0)&256)
trigger1=1||var(29):=var(29)+90*!(var(0)&256)
trigger1=1||var(0):=(var(0)|256)
ignorehitpause=1

;回復
[State ];マーキングできてない
type=null
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=parent,id=root,id&&roundstate=2
triggerall=root,palno%6!=[1,4]
triggerall=(root,var(0)&2)
triggerall=PlayerIDExist(root,var(2))
triggerall=PlayerID(root,var(2)),var(2)!=2
triggerall=(root,palno%6=5&&gametime%18=0)||(root,palno%6=0&&gametime%9=0)
trigger1=1||var(20):=var(20)-3*root,sysvar(3)
trigger1=1||var(21):=var(21)-3*root,sysvar(3)
trigger1=1||var(22):=var(22)-1*root,sysvar(3)
trigger1=1||var(23):=var(23)-1*root,sysvar(3)
trigger1=1||var(24):=var(24)-1*root,sysvar(3)
trigger1=1||var(25):=var(25)-3*root,sysvar(3)
trigger1=1||var(26):=var(26)-3*root,sysvar(3)
trigger1=1||var(27):=var(27)-2*root,sysvar(3)
trigger1=1||var(28):=var(28)-1*root,sysvar(3)
trigger1=1||var(29):=var(29)-1*root,sysvar(3)
ignorehitpause=1
[State ];マーキングできたので回復を緩める
type=null
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=parent,id=root,id&&roundstate=2
triggerall=root,palno%6!=[1,4]
triggerall=(root,var(0)&2)
triggerall=PlayerIDExist(root,var(2))
triggerall=PlayerID(root,var(2)),var(2)=2
triggerall=(root,palno%6=5&&gametime%33=0)||(root,palno%6=0&&gametime%21=0)
trigger1=1||var(20):=var(20)-2*root,sysvar(3)
trigger1=1||var(21):=var(21)-2*root,sysvar(3)
trigger1=1||var(22):=var(22)-1*root,sysvar(3)
trigger1=1||var(23):=var(23)-1*root,sysvar(3)
trigger1=1||var(24):=var(24)-1*root,sysvar(3)
trigger1=1||var(25):=var(25)-1*root,sysvar(3)
trigger1=1||var(26):=var(26)-1*root,sysvar(3)
trigger1=1||var(27):=var(27)-1*root,sysvar(3)
trigger1=1||var(28):=var(28)-1*root,sysvar(3)
trigger1=1||var(29):=var(29)-1*root,sysvar(3)
ignorehitpause=1
[State ];貴様…妙だな？
type=null
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=parent,id=root,id&&roundstate=2
triggerall=root,palno%6!=[1,4]
triggerall=(root,var(0)&2)
triggerall=numenemy
triggerall=enemy,alive!=1||enemy(numenemy>1),alive!=1||enemy,life<1||enemy(numenemy>1),life<1||WIN
trigger1=1||var(20):=var(20)-20*root,sysvar(3)
trigger1=1||var(21):=var(21)-20*root,sysvar(3)
trigger1=1||var(22):=var(22)-20*root,sysvar(3)
trigger1=1||var(23):=var(23)-20*root,sysvar(3)
trigger1=1||var(24):=var(24)-20*root,sysvar(3)
trigger1=1||var(25):=var(25)-20*root,sysvar(3)
trigger1=1||var(26):=var(26)-20*root,sysvar(3)
trigger1=1||var(27):=var(27)-20*root,sysvar(3)
trigger1=1||var(28):=var(28)-20*root,sysvar(3)
trigger1=1||var(29):=var(29)-20*root,sysvar(3)
ignorehitpause=1
[State ];ガードに頼るか？軟弱者が！
type=null
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=parent,id=root,id&&roundstate=2
triggerall=root,palno%6!=[1,4]
triggerall=(root,var(0)&2)
triggerall=numenemy
triggerall=(enemy,stateno=[120,155])||(enemy(numenemy>1),stateno=[120,155])
triggerall=root,sysvar(3)>2;EXTRA以上
trigger1=1||var(20):=var(20)-7*root,sysvar(3)
trigger1=1||var(21):=var(21)-7*root,sysvar(3)
trigger1=1||var(22):=var(22)-3*root,sysvar(3)
trigger1=1||var(23):=var(23)-3*root,sysvar(3)
trigger1=1||var(24):=var(24)-3*root,sysvar(3)
trigger1=1||var(25):=var(25)-3*root,sysvar(3)
trigger1=1||var(26):=var(26)-3*root,sysvar(3)
trigger1=1||var(27):=var(27)-5*root,sysvar(3)
trigger1=1||var(28):=var(28)-3*root,sysvar(3)
trigger1=1||var(29):=var(29)-3*root,sysvar(3)
ignorehitpause=1
[State ];便乗させてもらうぞ
type=null
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=parent,id=root,id&&roundstate=2
triggerall=root,palno%6!=[1,4]
triggerall=(root,var(0)&2)
triggerall=(var(8)+var(9))>0
triggerall=root,sysvar(3)>0;NORMAL以上
trigger1=1||var(20):=var(20)-(var(8)+var(9))*root,sysvar(3)
trigger1=1||var(21):=var(21)-(var(8)+var(9))*root,sysvar(3)
trigger1=1||var(22):=var(22)-(var(8)+var(9))*(root,palno%6=0)*root,sysvar(3)
trigger1=1||var(23):=var(23)-(var(8)+var(9))*(root,palno%6=0)*root,sysvar(3)
trigger1=1||var(24):=var(24)-(var(8)+var(9))*(root,palno%6=0)*root,sysvar(3)
trigger1=1||var(25):=var(25)-(var(8)+var(9))*(root,palno%6=0)*root,sysvar(3)
trigger1=1||var(26):=var(26)-(var(8)+var(9))*(root,palno%6=0)*root,sysvar(3)
trigger1=1||var(27):=var(27)-(var(8)+var(9))*(root,palno%6=0)*root,sysvar(3)
trigger1=1||var(28):=var(28)-(var(8)+var(9))*(root,palno%6=0)*root,sysvar(3)
trigger1=1||var(29):=var(29)-(var(8)+var(9))*(root,palno%6=0)*root,sysvar(3)
ignorehitpause=1
[State ];回復その2
type=null
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=parent,id=root,id&&roundstate=2
triggerall=root,palno%6!=[1,4]
triggerall=(root,var(0)&2)
triggerall=var(12)>0
triggerall=root,sysvar(3)>0;NORMAL以上
trigger1=1||var(20):=var(20)-var(12)*root,sysvar(3)
trigger1=1||var(21):=var(21)-var(12)*root,sysvar(3)
trigger1=1||var(22):=var(22)-var(12)*(root,palno%6=0)*root,sysvar(3)
trigger1=1||var(23):=var(23)-var(12)*(root,palno%6=0)*root,sysvar(3)
trigger1=1||var(24):=var(24)-var(12)*(root,palno%6=0)*root,sysvar(3)
trigger1=1||var(25):=var(25)-var(12)*(root,palno%6=0)*root,sysvar(3)
trigger1=1||var(26):=var(26)-var(12)*(root,palno%6=0)*root,sysvar(3)
trigger1=1||var(27):=var(27)-var(12)*(root,palno%6=0)*root,sysvar(3)
trigger1=1||var(28):=var(28)-var(12)*(root,palno%6=0)*root,sysvar(3)
trigger1=1||var(29):=var(29)-var(12)*(root,palno%6=0)*root,sysvar(3)
ignorehitpause=1
[State ];Parent-Bug耐性
type=varset
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=parent,id=root,id
triggerall=root,palno%6!=[1,4]
triggerall=PlayerIDExist(root,var(2))
trigger1=PlayerID(root,var(2)),var(20)>0
trigger2=PlayerID(root,var(2)),var(21)>0
trigger3=PlayerID(root,var(2)),var(22)>0
trigger4=PlayerID(root,var(2)),var(23)>0
trigger5=PlayerID(root,var(2)),var(24)>0
trigger6=PlayerID(root,var(2)),var(25)>0
trigger7=PlayerID(root,var(2)),var(26)>0
trigger8=PlayerID(root,var(2)),var(27)>0
trigger9=PlayerID(root,var(2)),var(28)>0
trigger10=PlayerID(root,var(2)),var(29)>0
trigger11=PlayerID(root,var(2)),fvar(39)!=874632
trigger12=PlayerID(root,var(2)),fvar(38)!=-554411
trigger13=PlayerID(root,var(2)),fvar(37)!=632.8878
trigger14=var(13)<0||var(14)<0||var(15)<0||var(16)<0||var(17)<0||var(18)<0||var(19)<0
sysvar(4)=var(20):=var(21):=var(22):=var(23):=var(24):=var(25):=var(26):=var(27):=var(28):=var(29):=0
ignorehitpause=1

[State ];ハンデ
type=varset
trigger1=ishelper(10000)&&name="N_Alice"
trigger1=numexplod(77700565)
sysvar(0)=0+250*(sysvar(1)=3)+500*(sysvar(1)=2)+750*(sysvar(1)=1)+1000*(sysvar(1)=0)
ignorehitpause=1
;初期減少量
;0=100%
;1=75%
;2=50%
;3=25%
;4=0%

[State ];Life限界値
type=varset
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
trigger1=sysvar(4)!=[0,root,lifemax]
sysvar(4)=ifelse(sysvar(4)>root,lifemax,root,lifemax,0)
ignorehitpause=1
[State ];Shield条件-0 限界値
type=varset
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
trigger1=var(20)!=[sysvar(0),1000]
var(20)=ifelse(var(20)>1000,1000,sysvar(0))
ignorehitpause=1
[State ];Shield条件-1 限界値
type=varset
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
trigger1=var(21)!=[sysvar(0),1000]
var(21)=ifelse(var(21)>1000,1000,sysvar(0))
ignorehitpause=1
[State ];Shield条件-2 限界値
type=varset
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
trigger1=var(22)!=[sysvar(0),1000]
var(22)=ifelse(var(22)>1000,1000,sysvar(0))
ignorehitpause=1
[State ];Shield条件-3 限界値
type=varset
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
trigger1=var(23)!=[sysvar(0),1000]
var(23)=ifelse(var(23)>1000,1000,sysvar(0))
ignorehitpause=1
[State ];Shield条件-4 限界値
type=varset
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
trigger1=var(24)!=[sysvar(0),1000]
var(24)=ifelse(var(24)>1000,1000,sysvar(0))
ignorehitpause=1
[State ];Shield条件-5 限界値
type=varset
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
trigger1=var(25)!=[sysvar(0),1000]
var(25)=ifelse(var(25)>1000,1000,sysvar(0))
ignorehitpause=1
[State ];Shield条件-6 限界値
type=varset
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
trigger1=var(26)!=[sysvar(0),1000]
var(26)=ifelse(var(26)>1000,1000,sysvar(0))
ignorehitpause=1
[State ];Shield条件-7 限界値
type=varset
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
trigger1=var(27)!=[sysvar(0),1000]
var(27)=ifelse(var(27)>1000,1000,sysvar(0))
ignorehitpause=1
[State ];Shield条件-8 限界値
type=varset
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
trigger1=var(28)!=[sysvar(0),1000]
var(28)=ifelse(var(28)>1000,1000,sysvar(0))
ignorehitpause=1
[State ];Shield条件-9 限界値
type=varset
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
trigger1=var(29)!=[sysvar(0),1000]
var(29)=ifelse(var(29)>1000,1000,sysvar(0))
ignorehitpause=1
[State ];Shield
type=varset
trigger1=ishelper(10000)&&name="N_Alice"
trigger1=numexplod(77700565)
sysvar(2)=var(20)+var(21)+var(22)+var(23)+var(24)+var(25)+var(26)+var(27)+var(28)+var(29)
ignorehitpause=1
[State ];Shield限界値
type=varset
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
trigger1=sysvar(2)!=[0,10000]
sysvar(2)=ifelse(sysvar(2)>10000,10000,0)
ignorehitpause=1

[State ];補正
type=varset
trigger1=ishelper(10000)&&name="N_Alice"
trigger1=numexplod(77700565)
var(2)=floor((fvar(21)-(fvar(24)*0.1))*0.01)
ignorehitpause=1
[State ];補正解除
type=varset
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
trigger1=var(2)<0
trigger1=sysvar(2)>=ifelse(root,palno%6=0,8000,6000)
var(2)=0
ignorehitpause=1
[State ];回復補正
type=varset
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=numenemy
trigger1=WIN
trigger2=enemy,life<1||enemy,alive=0||enemy(numenemy>1),life<1||enemy(numenemy>1),alive=0
trigger2=root,sysvar(3)<5
trigger3=!(TeamMode=Turns)
trigger3=(20+root,var(12))>=root,var(18)
var(2)=-2
ignorehitpause=1

;真ライフダメージ
[State ];通常時
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=root,palno%6=[1,4]
triggerall=parent,id=root,id
triggerall=(root,var(0)&2)
trigger1=PlayerIDExist(root,var(3))
trigger1=PlayerID(root,var(3)),sysvar(0)=[1,lifemax]
sysvar(4)=ceil(PlayerID(root,var(3)),sysvar(0)*ifelse(root,sysvar(3)=0,2,ifelse(root,sysvar(3)=1,1,ifelse(root,sysvar(3)=2,0.7,ifelse(root,sysvar(3)=3,0.3,ifelse(root,sysvar(3)=4,0.1,0.01))))))*ifelse((root,var(0)&2048),-1,1)
ignorehitpause=1
[State ];通常時
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=root,palno%6=[1,4]
triggerall=parent,id=root,id
triggerall=(root,var(0)&2)
triggerall=(root,var(0)&2048);ダークマター起動
trigger1=PlayerIDExist(root,var(3))
trigger1=PlayerID(root,var(3)),sysvar(0)=[1,lifemax]
sysvar(4)=-ceil(PlayerID(root,var(3)),sysvar(0)*ifelse(root,sysvar(3)=0,1,ifelse(root,sysvar(3)=1,2,ifelse(root,sysvar(3)=2,3,ifelse(root,sysvar(3)=3,4,ifelse(root,sysvar(3)=4,5,10))))))
ignorehitpause=1
[State ];通常時
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=root,palno%6=[1,4]
triggerall=parent,id=root,id
triggerall=(root,var(0)&2)
trigger1=PlayerIDExist(root,var(3))
trigger1=PlayerID(root,var(3)),sysvar(0)>lifemax
sysvar(4)=1*ifelse((root,var(0)&2048),-1,1)
ignorehitpause=1
[State ];通常時
type=varset
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=root,palno%6=[1,4]
triggerall=parent,id=root,id
triggerall=(root,var(0)&2)
triggerall=(root,var(0)&2048);ダークマター起動
trigger1=PlayerIDExist(root,var(3))
trigger1=PlayerID(root,var(3)),sysvar(0)>lifemax
sysvar(4)=0
ignorehitpause=1

[State ];ダークマター
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=root,palno%6=[1,4]
triggerall=roundstate=2
triggerall=parent,id=root,id
trigger1=(root,var(0)&2048)
sysvar(4)=ifelse(root,sysvar(3)=0,3,ifelse(root,sysvar(3)=1,2,ifelse(root,sysvar(3)=2,1,ifelse(root,sysvar(3)=3,(gametime%2),ifelse(root,sysvar(3)=4,(gametime%3=0),0)))))
ignorehitpause=1
[State ];ヘルファイア
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=root,palno%6=[1,4]
triggerall=parent,id=root,id
triggerall=!(root,var(0)&2048)
triggerall=root,sysvar(3)<4;Ultimate以上はデメリット無し
trigger1=root,var(4)=400
trigger1=root,var(5)=20
sysvar(4)=floor(lifemax*0.1)
ignorehitpause=1
[State ];エリミネイト・ジャッジ
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=root,palno%6=[1,4]
triggerall=parent,id=root,id
triggerall=!(root,var(0)&2048)
triggerall=root,sysvar(3)<4;Ultimate以上はデメリット無し
trigger1=root,var(4)=37564
trigger1=root,var(5)=70
sysvar(4)=floor(lifemax*0.42)
ignorehitpause=1
[State ];マッチ爆発
type=varset
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=root,palno%6=[1,4]
triggerall=parent,id=root,id
triggerall=(root,var(0)&2)
trigger1=numhelper(3100)
trigger1=helper(3100),var(2)=[2,5]
trigger1=helper(3100),var(3)=root,id
trigger1=root,var(4)!=19002
sysvar(4)=lifemax
ignorehitpause=1
[State ];自分投げ
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=root,palno%6=[1,4]
triggerall=parent,id=root,id
triggerall=!(root,var(0)&2048)
triggerall=root,sysvar(3)<5;Infinityはデメリット無し
trigger1=root,var(4)=402
trigger1=root,anim=207&&root,animelem=1
sysvar(4)=ceil((root,lifemax-sysvar(4))/4)
ignorehitpause=1

[State ];ボスモード
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=!WINKO
triggerall=root,palno%6=5
triggerall=parent,id=root,id
triggerall=root,sysvar(3)<5;Infinity以外
triggerall=(root,var(0)&2)
triggerall=numenemy
triggerall=!(enemy,alive!=1||enemy(numenemy>1),alive!=1||enemy,life<1||enemy(numenemy>1),life<1)
trigger1=PlayerIDExist(root,var(3))
trigger1=PlayerID(root,var(3)),sysvar(0)>0
trigger1=sysvar(4)<root,lifemax*0.4
sysvar(4)=(3+(ifelse(var(2)>0,3*var(2),0)))*ifelse(sysvar(2)>7500,3,ifelse(sysvar(2)>3000,2,1))
ignorehitpause=1
[State ];ボスモード
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=!WINKO
triggerall=root,palno%6=5
triggerall=parent,id=root,id
triggerall=root,sysvar(3)<5;Infinity以外
triggerall=(root,var(0)&2)
triggerall=numenemy
triggerall=!(enemy,alive!=1||enemy(numenemy>1),alive!=1||enemy,life<1||enemy(numenemy>1),life<1)
trigger1=PlayerIDExist(root,var(3))
trigger1=PlayerID(root,var(3)),sysvar(0)>0
trigger1=sysvar(4)=[root,lifemax*0.4,root,lifemax*0.86]
sysvar(4)=(2+(2*var(2))-(2*(var(2)<0)))*ifelse(sysvar(2)>8000,3,ifelse(sysvar(2)>4000,2,1))
ignorehitpause=1
[State ];ボスモード
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=!WINKO
triggerall=root,palno%6=5
triggerall=parent,id=root,id
triggerall=root,sysvar(3)<5;Infinity以外
triggerall=(root,var(0)&2)
triggerall=numenemy
triggerall=!(enemy,alive!=1||enemy(numenemy>1),alive!=1||enemy,life<1||enemy(numenemy>1),life<1)
trigger1=PlayerIDExist(root,var(3))
trigger1=PlayerID(root,var(3)),sysvar(0)>0
trigger1=sysvar(4)>=root,lifemax*0.86
sysvar(4)=(1+var(2)-(4*(var(2)<0)))*ifelse(sysvar(2)>8200,3,ifelse(sysvar(2)>4500,2,1))
ignorehitpause=1
[State ];ボスモード
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=!WINKO
triggerall=root,palno%6=5
triggerall=parent,id=root,id
triggerall=root,sysvar(3)!=[0,4];難易度:Infinity
triggerall=(root,var(0)&2)
triggerall=numenemy
triggerall=!(enemy,alive!=1||enemy(numenemy>1),alive!=1||enemy,life<1||enemy(numenemy>1),life<1)
trigger1=PlayerIDExist(root,var(3))
trigger1=PlayerID(root,var(3)),sysvar(0)>0
sysvar(4)=(1+var(2)-(12*(var(2)<0)))
ignorehitpause=1
[State ];自己再生
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=root,palno%6=5&&roundstate<3
triggerall=parent,id=root,id
triggerall=numenemy
triggerall=sysvar(2)<5000
trigger1=enemy,life>=enemy,lifemax*0.9||enemy(numenemy>1),life>=enemy(numenemy>1),lifemax*0.9
trigger2=enemy,life>=enemy,lifemax*0.8||enemy(numenemy>1),life>=enemy(numenemy>1),lifemax*0.8
trigger2=gametime%ifelse(root,sysvar(3)=0,20,ifelse(root,sysvar(3)=1,9,ifelse(root,sysvar(3)=2,7,ifelse(root,sysvar(3)=3,5,ifelse(root,sysvar(3)=4,2,1)))))=0
trigger3=enemy,life>=enemy,lifemax*0.6||enemy(numenemy>1),life>=enemy(numenemy>1),lifemax*0.6
trigger3=gametime%ifelse(root,sysvar(3)=0,34,ifelse(root,sysvar(3)=1,18,ifelse(root,sysvar(3)=2,14,ifelse(root,sysvar(3)=3,9,ifelse(root,sysvar(3)=4,5,3)))))=0
trigger4=enemy,life>=enemy,lifemax*0.35||enemy(numenemy>1),life>=enemy(numenemy>1),lifemax*0.35
trigger4=gametime%ifelse(root,sysvar(3)=0,44,ifelse(root,sysvar(3)=1,29,ifelse(root,sysvar(3)=2,22,ifelse(root,sysvar(3)=3,17,ifelse(root,sysvar(3)=4,10,7)))))=0
sysvar(4)=-1
ignorehitpause=1

[State ];神モード
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=!WINKO
triggerall=root,palno%6=0
triggerall=parent,id=root,id
triggerall=root,sysvar(3)<5;Infinity以外
triggerall=(root,var(0)&2)&&roundstate=2
triggerall=numenemy
triggerall=!(enemy,alive!=1||enemy(numenemy>1),alive!=1||enemy,life<1||enemy(numenemy>1),life<1)
triggerall=enemy,life<enemy,lifemax*0.9&&enemy(numenemy>1),life<enemy(numenemy>1),lifemax*0.9||sysvar(2)>8000
trigger1=PlayerIDExist(root,var(3))
trigger1=PlayerID(root,var(3)),sysvar(0)>0
trigger1=sysvar(4)<root,lifemax*0.5
sysvar(4)=(1+var(2)-(4*(var(2)<0)))*ifelse(sysvar(2)>7000,3,ifelse(sysvar(2)>3000,2,1))
ignorehitpause=1
[State ];神モード
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=!WINKO
triggerall=root,palno%6=0
triggerall=parent,id=root,id
triggerall=root,sysvar(3)<5;Infinity以外
triggerall=(root,var(0)&2)&&roundstate=2
triggerall=numenemy
triggerall=!(enemy,alive!=1||enemy(numenemy>1),alive!=1||enemy,life<1||enemy(numenemy>1),life<1)
triggerall=enemy,life<enemy,lifemax*0.9&&enemy(numenemy>1),life<enemy(numenemy>1),lifemax*0.9||sysvar(2)>8000
trigger1=PlayerIDExist(root,var(3))
trigger1=PlayerID(root,var(3)),sysvar(0)>0
trigger1=sysvar(4)=[root,lifemax*0.5,root,lifemax*0.9]
sysvar(4)=(1+var(2)-(4*(var(2)<0)))*ifelse(sysvar(2)>8000,3,ifelse(sysvar(2)>4000,2,1))
ignorehitpause=1
[State ];神モード
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=!WINKO
triggerall=root,palno%6=0
triggerall=parent,id=root,id
triggerall=root,sysvar(3)<5;Infinity以外
triggerall=(root,var(0)&2)&&roundstate=2
triggerall=(var(0)&8)=0
triggerall=numenemy
triggerall=!(enemy,alive!=1||enemy(numenemy>1),alive!=1||enemy,life<1||enemy(numenemy>1),life<1)
triggerall=enemy,life<enemy,lifemax*0.9&&enemy(numenemy>1),life<enemy(numenemy>1),lifemax*0.9||sysvar(2)>9000
trigger1=PlayerIDExist(root,var(3))
trigger1=PlayerID(root,var(3)),sysvar(0)>0
trigger1=(PlayerID(root,var(3)),sysvar(0)=[0,lifemax*0.5])||sysvar(2)>9000
trigger1=PlayerIDExist(root,var(2))
trigger1=PlayerID(root,var(2)),var(2)=2||sysvar(2)>9900
trigger1=sysvar(4)>=root,lifemax*0.9
sysvar(4)=(1+var(2)-(8*(var(2)<0)))*ifelse(sysvar(2)>8500,3,ifelse(sysvar(2)>6000,2,1))
ignorehitpause=1
[State ];神モード
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=!WINKO
triggerall=root,palno%6=0
triggerall=parent,id=root,id
triggerall=root,sysvar(3)!=[0,4];難易度:Infinity
triggerall=(root,var(0)&2)&&roundstate=2
triggerall=(var(0)&8)=0
triggerall=numenemy
triggerall=((enemy,alive!=1&&enemy(numenemy>1),alive!=1)||(enemy,life<1&&enemy(numenemy>1),life<1))
triggerall=enemy,life<enemy,lifemax*0.2&&enemy(numenemy>1),life<enemy(numenemy>1),lifemax*0.2
trigger1=PlayerIDExist(root,var(3))
trigger1=PlayerID(root,var(3)),sysvar(0)>0
trigger1=PlayerIDExist(root,var(2))
trigger1=PlayerID(root,var(2)),var(2)=2
sysvar(4)=(1+var(2)-(24*(var(2)<0)))*ifelse(sysvar(2)>9500,3,ifelse(sysvar(2)>9000,2,1))
ignorehitpause=1
[State ];自己再生
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=root,palno%6=0&&roundstate<3
triggerall=parent,id=root,id
triggerall=numenemy
triggerall=enemy,life>=enemy,lifemax*0.3||enemy(numenemy>1),life>=enemy(numenemy>1),lifemax*0.3
triggerall=sysvar(2)<=8500
trigger1=(root,lifemax-sysvar(4))<=root,lifemax*0.1&&gametime%ifelse(root,sysvar(3)=0,10,ifelse(root,sysvar(3)=1,6,ifelse(root,sysvar(3)=2,5,ifelse(root,sysvar(3)=3,4,ifelse(root,sysvar(3)=4,3,1)))))=0
trigger2=(root,lifemax-sysvar(4))<=root,lifemax*0.3&&gametime%ifelse(root,sysvar(3)=0,16,ifelse(root,sysvar(3)=1,9,ifelse(root,sysvar(3)=2,7,ifelse(root,sysvar(3)=3,6,ifelse(root,sysvar(3)=4,4,2)))))=0
trigger3=(root,lifemax-sysvar(4))<=root,lifemax*0.5&&gametime%ifelse(root,sysvar(3)=0,22,ifelse(root,sysvar(3)=1,17,ifelse(root,sysvar(3)=2,11,ifelse(root,sysvar(3)=3,9,ifelse(root,sysvar(3)=4,5,3)))))=0
trigger4=(root,lifemax-sysvar(4))<=root,lifemax*0.7&&gametime%ifelse(root,sysvar(3)=0,50,ifelse(root,sysvar(3)=1,32,ifelse(root,sysvar(3)=2,27,ifelse(root,sysvar(3)=3,19,ifelse(root,sysvar(3)=4,11,5)))))=0
trigger5=gametime%150=0
trigger6=(root,lifemax-sysvar(4))<=floor((10000-sysvar(2))*0.1)
sysvar(4)=-1
ignorehitpause=1
[State ];自己再生
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=root,palno%6=0&&roundstate<3
triggerall=parent,id=root,id
triggerall=numenemy
triggerall=sysvar(2)<=9500
trigger1=enemy,life>=enemy,lifemax*0.95||enemy(numenemy>1),life>=enemy(numenemy>1),lifemax*0.95
trigger2=enemy,life>=enemy,lifemax*0.7||enemy(numenemy>1),life>=enemy(numenemy>1),lifemax*0.7
trigger2=gametime%ifelse(root,sysvar(3)=0,10,ifelse(root,sysvar(3)=1,5,ifelse(root,sysvar(3)=2,4,ifelse(root,sysvar(3)=3,3,ifelse(root,sysvar(3)=4,2,1)))))=0
trigger3=enemy,life>=enemy,lifemax*0.5||enemy(numenemy>1),life>=enemy(numenemy>1),lifemax*0.5
trigger3=gametime%ifelse(root,sysvar(3)=0,16,ifelse(root,sysvar(3)=1,9,ifelse(root,sysvar(3)=2,7,ifelse(root,sysvar(3)=3,5,ifelse(root,sysvar(3)=4,3,2)))))=0
trigger4=enemy,life>=enemy,lifemax*0.3||enemy(numenemy>1),life>=enemy(numenemy>1),lifemax*0.3
trigger4=gametime%ifelse(root,sysvar(3)=0,21,ifelse(root,sysvar(3)=1,13,ifelse(root,sysvar(3)=2,10,ifelse(root,sysvar(3)=3,8,ifelse(root,sysvar(3)=4,5,4)))))=0
sysvar(4)=-1
ignorehitpause=1
[State ];自己再生
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=root,palno%6=0&&roundstate<3
triggerall=parent,id=root,id
triggerall=root,sysvar(3)!=[0,4];難易度:Infinity
triggerall=numenemy
triggerall=sysvar(2)<9000
trigger1=enemy,alive=1||enemy(numenemy>1),alive=1
sysvar(4)=-1
ignorehitpause=1

[State ];便乗回復
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=root,palno%6=0&&roundstate<3||root,sysvar(3)=5
triggerall=parent,id=root,id
triggerall=sysvar(2)<=9500
triggerall=root,sysvar(3)>0;NORMAL以上
trigger1=(var(8)+var(9))>0
trigger1=sysvar(4)>=root,lifemax*0.5
sysvar(4)=-(var(8)+var(9))*ifelse((sysvar(4)>=root,lifemax*0.75),2,1)
ignorehitpause=1
[State ];回復2
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=(root,palno%6!=[1,4])||root,sysvar(3)=5
triggerall=roundstate<3
triggerall=(var(0)&16)=0
triggerall=parent,id=root,id
triggerall=sysvar(2)<=ifelse(root,palno%6=0,9500,7000)
triggerall=root,palno%6=0||(root,palno%6=5&&sysvar(4)>root,lifemax*0.4)
triggerall=root,sysvar(3)>0;NORMAL以上
trigger1=fvar(20)<fvar(15)
trigger1=(var(0)&8)
trigger1=(var(12)+10)>0
sysvar(4)=-(var(12)+10)
ignorehitpause=1
[State ];回復3
type=varadd
triggerall=ishelper(99999)&&name="N_Alice"
triggerall=(root,palno%6!=[1,4])||root,sysvar(3)=5
triggerall=sysvar(4)>=root,lifemax
trigger1=root,var(4)=70000;インフェルノ・ゲート
trigger2=root,var(4)=24640;フェイタルグラビティー
trigger3=root,var(4)=169995;ヘレティック・レイ
trigger4=root,var(4)=22122;ブラック・サンクチュアリ
trigger5=root,var(4)=37564;エリミネイト・ジャッジ
trigger6=root,var(4)=42731;ブライティスト・シャイン
trigger7=root,var(4)=5000095;カラミティ・ノヴァ
sysvar(4)=-1;超必中は死なない
ignorehitpause=1

[State ];蘇生感知
type=varset
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=WINKO&&numenemy
trigger1=enemy,alive||enemy(numenemy>1),alive
var(0)=(var(0)|512)
ignorehitpause=1

[State ]
type=varset
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
trigger1=sysvar(4)>lifemax
sysvar(4)=lifemax
ignorehitpause=1
[State ]
type=varset
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
trigger1=sysvar(4)<0||(var(0)&512)
trigger2=root,var(4)=510
trigger3=roundstate>2&&numpartner
trigger3=partner,alive&&root,alive
trigger4=numenemy&&root,palno%6=0&&sysvar(2)<9000
trigger4=enemy,life>=enemy,lifemax*0.9||enemy(numenemy>1),life>=enemy(numenemy>1),lifemax*0.9
trigger4=roundstate<3
sysvar(4)=0
ignorehitpause=1

;ライフ偽装値
[State ]
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=root,palno%6!=[1,4]
triggerall=parent,id=root,id&&var(1)>1
trigger1=var(5)>0
trigger1=var(5)%777=0
var(1)=-1
ignorehitpause=1
[State ]
type=varadd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=root,palno%6!=[1,4]
triggerall=parent,id=root,id&&var(1)>1
trigger1=PlayerIDExist(root,var(3))
trigger1=PlayerID(root,var(3)),sysvar(0)>0
trigger1=var(1)>root,lifemax*0.005
trigger1=numenemy
trigger1=random%5=0||!(enemy,life>=enemy,lifemax*0.6||enemy(numenemy>1),life>=enemy(numenemy>1),lifemax*0.6)
var(1)=-1
ignorehitpause=1
;[State ]
;type=null;varset
;triggerall=ishelper(10000)&&name="N_Alice"
;triggerall=numexplod(77700565)
;triggerall=root,palno%6!=[1,4]
;triggerall=parent,id=root,id&&numenemy
;trigger1=enemy,life<=enemy(numenemy>1),life
;trigger1=enemy,life<var(1)
;trigger1=enemy,life>1
;var(1)=enemy,life
;ignorehitpause=1
;[State ]
;type=null;varset
;triggerall=ishelper(10000)&&name="N_Alice"
;triggerall=numexplod(77700565)
;triggerall=root,palno%6!=[1,4]
;triggerall=parent,id=root,id&&numenemy
;trigger1=enemy(numenemy>1),life<=enemy,life
;trigger1=enemy(numenemy>1),life<var(1)
;trigger1=enemy(numenemy>1),life>1
;var(1)=enemy(numenemy>1),life
;ignorehitpause=1
[State ]
type=varset
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=root,palno%6!=[1,4]
triggerall=parent,id=root,id
trigger1=var(1)<1
var(1)=99
ignorehitpause=1
[State ]
type=varset
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=root,palno%6!=[1,4]
triggerall=parent,id=root,id
trigger1=(var(0)&16)
var(1)=1
ignorehitpause=1

;============================================
;ゲージ
[State ];ゲージ枠
type=Explod
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=root,palno%6!=[1,4]
trigger1=PlayerIDExist(ID)
trigger1=numexplod(30255)=0
persistent=0
anim=30255
id=30255
removetime=-1
bindtime=-1
scale=0.175,0.2
postype=back
pos=10,225+floor(fvar(10))
sprpriority=9999
ontop=0
ownpal=1
pausemovetime=99999999999999999999
supermovetime=99999999999999999999
ignorehitpause=1
[State ];ゲージ(Life)
type=Explod
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=root,palno%6!=[1,4]
trigger1=PlayerIDExist(ID)
trigger1=numexplod(30256)=0
persistent=0
anim=30256
id=30256
removetime=-1
bindtime=-1
scale=0.453,0.1
postype=back
pos=107,220+floor(fvar(10))
Facing=-1
sprpriority=9998
ontop=0
ownpal=1
pausemovetime=99999999999999999999
supermovetime=99999999999999999999
ignorehitpause=1
[State ];ゲージ(Shield)
type=Explod
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
triggerall=root,palno%6!=[1,4]
trigger1=PlayerIDExist(ID)
trigger1=numexplod(30257)=0
persistent=0
anim=30257
id=30257
removetime=-1
bindtime=-1
scale=0.453,0.1
postype=back
pos=113,227+floor(fvar(10))
Facing=-1
sprpriority=9998
ontop=0
ownpal=1
pausemovetime=99999999999999999999
supermovetime=99999999999999999999
ignorehitpause=1
[State ]
type=null
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
trigger1=1||fvar(21):=root,lifemax-sysvar(4)
trigger1=1||fvar(22):=root,lifemax
trigger1=1||fvar(23):=(ifelse(fvar(21)=0,-1,fvar(21))/ifelse(fvar(22)=0,1,fvar(22))*1000)
ignorehitpause=1
[State ]
type=ModifyExplod
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
Trigger1=NumExplod(30256)
ID=30256
Scale=0+(0.000453*fvar(23)),0.1
ignorehitpause=1
[State ]
type=null
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
trigger1=1||fvar(24):=10000-sysvar(2)
trigger1=1||fvar(25):=10000
trigger1=1||fvar(26):=(ifelse(fvar(24)=0,-1,fvar(24))/ifelse(fvar(25)=0,1,fvar(25))*1000)
ignorehitpause=1
[State ]
type=ModifyExplod
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
Trigger1=NumExplod(30257)
ID=30257
Scale=0+(0.000453*fvar(26)),0.1
ignorehitpause=1
[State ];難易度
type=Explod
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
trigger1=PlayerIDExist(ID)
trigger1=numexplod(30240)=0
trigger1=root,sysvar(3)=[0,5]
persistent=0
anim=30240+root,sysvar(3)
id=30240
removetime=-1
bindtime=-1
facing=1
scale=0.25,0.25
postype=left
pos=ifelse(teamside=1,5,260),205+ifelse((fvar(10)=[-30,0]),floor(fvar(10)),0)
sprpriority=9997
ontop=0
ownpal=1
pausemovetime=99999999999999999999
supermovetime=99999999999999999999
ignorehitpause=1
;============================================

[State ]
type=pause
trigger1=ishelper(10000)&&name="N_Alice"
trigger1=numexplod(77700565)
trigger1=root,alive&&roundstate>2&&WINKO=0&&(root,palno%6!=[1,4])
time=2147483648
movetime=2147483648
ignorehitpause=1
[State ]
type=superpause
trigger1=ishelper(10000)&&name="N_Alice"
trigger1=numexplod(77700565)
trigger1=root,alive&&roundstate>2&&WINKO=0&&(root,palno%6!=[1,4])
anim=-1
time=2147483648
movetime=2147483648
UnHittable=0
darken=0
p2defmul=1
ignorehitpause=1

[State ]
type=stopsnd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
trigger1=(root,var(0)&8)
trigger1=root,palno%6!=[1,4]
trigger1=(var(0)&32)=0
trigger1=numtarget=0
channel=-1
ignorehitpause=1
[State ];BGM
type=PlaySnd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
trigger1=(root,var(0)&8)
trigger1=root,palno%6!=[1,4]
trigger1=var(0):=(var(0)|32)||1
value=S7500,0
freqmul=1
volume=1000
channel=14
loop=1
lowpriority=1
ignorehitpause=1
[State ]
type=assertspecial
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
trigger1=(var(0)&32)
flag=nomusic
ignorehitpause=1

[State ];死亡ボイス
type=PlaySnd
triggerall=ishelper(10000)&&name="N_Alice"
triggerall=numexplod(77700565)
trigger1=sysvar(4)=lifemax
trigger1=root,alive=0&&root,loseko
trigger1=root,palno%6=[1,4]
trigger1=(var(0)&64)=0
trigger1=var(0):=(var(0)|64)||1
value=S170,random%3
freqmul=1
channel=4
ignorehitpause=1

[State ]
type=varset
trigger1=ishelper(10000)&&name="N_Alice"
sysfvar(0)=var(0)
ignorehitpause=1
[State ]
type=varset
trigger1=ishelper(10000)&&name="N_Alice"
sysfvar(3)=fvar(21)
ignorehitpause=1
[State ]
type=varset
trigger1=ishelper(10000)&&name="N_Alice"
sysfvar(4)=fvar(24)
ignorehitpause=1
;[State ]
;type=selfstate
;trigger1=0;ishelper(10000)&&name="N_Alice"
;trigger1=(var(0)&4)=0
;value=5150
;ignorehitpause=1
;------------------------------------------------------------
;システム3
[State ]
type=ReversalDef
trigger1=ishelper(12500)&&name="N_Alice"
reversal.attr=SCA,AP,AA,AT
sparkno=-1
numhits=0
fall.damage=0
ignorehitpause=1
[State ]
type=targetdrop
trigger1=ishelper(12500)&&name="N_Alice"
trigger1=numtarget
trigger1=target,id!=root,id
ignorehitpause=1
[State ]
type=AssertSpecial
trigger1=ishelper(12500)&&name="N_Alice"
flag=Invisible
ignorehitpause=1
[State ]
type=bindtoroot
trigger1=ishelper(12500)&&name="N_Alice"
pos=0,7+7*(sysvar(0)&1)
ignorehitpause=1
[State ]
type=turn
trigger1=ishelper(12500)&&name="N_Alice"
trigger1=root,fvar(10)!=facing
ignorehitpause=1
[State ]
type=velset
trigger1=ishelper(12500)&&name="N_Alice"
x=0
y=0
ignorehitpause=1
[State ]
type=AttackDist
trigger1=ishelper(12500)&&name="N_Alice"
value=0
ignorehitpause=1
[State ]
type=screenbound
trigger1=ishelper(12500)&&name="N_Alice"
value=0
movecamera=0,0
ignorehitpause=1
[State ]
type=HitAdd
trigger1=ishelper(12500)&&name="N_Alice"
trigger1=numtarget
value=-1000
ignorehitpause=1
[State ]
type=changeanim
trigger1=ishelper(12500)&&name="N_Alice"
trigger1=numtarget=0
value=10005
ignorehitpause=1
[State ]
type=changeanim
trigger1=ishelper(12500)&&name="N_Alice"
trigger1=numtarget
value=9999
ignorehitpause=1
[State ]
type=statetypeset
trigger1=ishelper(12500)&&name="N_Alice"
trigger1=numtarget=0
movetype=A
ignorehitpause=1
[State ]
type=statetypeset
trigger1=ishelper(12500)&&name="N_Alice"
trigger1=numtarget
movetype=I
ignorehitpause=1
[State ]
type=hitdef
trigger1=ishelper(12500)&&name="N_Alice"
trigger1=numtarget=0
attr=,AA
hitflag=MALFD
priority=7,hit
pausetime=0,0
sparkno=-1
hitsound=-1
numhits=0
guard.dist=0
p2stateno=556
fall.damage=0
affectteam=F
ignorehitpause=1
[State ]
type=targetlifeadd
trigger1=ishelper(12500)&&name="N_Alice"
trigger1=numtarget
value=-root,lifemax
absolute=1
ignorehitpause=1
[State ]
type=targetlifeadd
trigger1=ishelper(12500)&&name="N_Alice"
trigger1=numtarget
trigger1=PlayerIDExist(root,var(1))
trigger1=PlayerID(root,var(1)),var(1)>0
trigger1=PlayerID(root,var(1)),sysvar(4)<lifemax
value=PlayerID(root,var(1)),var(1)
absolute=1
ignorehitpause=1
[State ]
type=parentvarset
trigger1=ishelper(12500)&&name="N_Alice"
trigger1=parent,id=root,id
var(14)=ID
ignorehitpause=1
[State ];チェック
type=varset
trigger1=ishelper(12500)&&name="N_Alice"
trigger1=parent,id=root,id
trigger1=numtarget=1
trigger1=target,id=root,id
sysvar(0)=(sysvar(0)|1)
ignorehitpause=1
[State ]
type=varset
trigger1=ishelper(12500)&&name="N_Alice"
trigger1=parent,id=root,id
trigger1=numtarget=0
trigger1=(sysvar(0)&1)
sysvar(0)=(sysvar(0)^1)
ignorehitpause=1
[State ]
type=pause
trigger1=ishelper(12500)&&name="N_Alice"
trigger1=root,alive&&roundstate>2&&WINKO=0&&(root,palno%6!=[1,4])
time=2147483648
movetime=2147483648
ignorehitpause=1
[State ]
type=superpause
trigger1=ishelper(12500)&&name="N_Alice"
trigger1=root,alive&&roundstate>2&&WINKO=0&&(root,palno%6!=[1,4])
anim=-1
time=2147483648
movetime=2147483648
UnHittable=0
darken=0
p2defmul=1
ignorehitpause=1

;------------------------------------------------
;ステ抜け貫通調査
[State ]
type=null
triggerall=ishelper(12500)&&name="N_Alice"
triggerall=parent,id=root,id&&numenemy
trigger1=(fvar(20)=0&&fvar(24)=0&&fvar(28)=0&&fvar(32)=0&&fvar(36)=0)
trigger1=1||fvar(20):=-1
trigger1=1||fvar(24):=-1
trigger1=1||fvar(28):=-1
trigger1=1||fvar(32):=-1
trigger1=1||fvar(36):=-1
ignorehitpause=1
[State ];攻撃中
type=varset
triggerall=ishelper(12500)&&name="N_Alice"
triggerall=parent,id=root,id&&numenemy&&PlayerIDExist(root,var(2))
trigger1=(root,var(0)&4096)||(PlayerID(root,var(2)),var(1)&1)
var(49)=1
ignorehitpause=1
[State ];測定再開
type=varset
triggerall=ishelper(12500)&&name="N_Alice"
triggerall=parent,id=root,id&&numenemy&&PlayerIDExist(root,var(2))
trigger1=var(49)=1
trigger1=(root,var(0)&4096)=0&&(PlayerID(root,var(2)),var(1)&1)=0
var(49)=0
ignorehitpause=1
[State ];敵の変動変数調査
type=null
triggerall=ishelper(12500)&&name="N_Alice"
triggerall=parent,id=root,id&&numenemy
triggerall=var(50)=[0,59]
triggerall=var(49)=0
trigger1=gametime%8=0
trigger1=var(54):=gametime
trigger1=var(51):=enemy,var(var(50))&&0
trigger2=gametime%8=1
trigger2=var(55):=gametime
trigger2=var(52):=enemy,var(var(50))&&0
trigger3=gametime%8=2
trigger3=var(56):=gametime
trigger3=var(53):=enemy,var(var(50))&&0
trigger4=gametime%8=3
trigger4=(var(53)=var(52)&&var(53)=var(51)&&var(52)=var(51))
trigger4=var(50)<59
trigger4=var(50):=var(50)+1
trigger5=gametime%8=3
trigger5=(var(53)=var(52)&&var(53)=var(51)&&var(52)=var(51))
trigger5=var(50)=59
trigger5=var(50):=0
ignorehitpause=1
[State ];計算
type=null;a*x^2+b*x+c
triggerall=ishelper(12500)&&name="N_Alice"
triggerall=parent,id=root,id&&numenemy
triggerall=!(var(53)=var(52)&&var(53)=var(51)&&var(52)=var(51))
triggerall=gametime%8=[3,6]
triggerall=var(49)=0
triggerall=var(50)=[0,59]
triggerall=var(46)=0&&var(47)=0&&var(48)=0
trigger1=var(40)=0
trigger1=var(40):=gametime&&0
trigger2=var(41):=var(42)||1
trigger2=var(42):=var(43)||1
trigger2=var(43):=enemy,var(var(50))&&0
trigger3=var(41)&&var(42)&&var(43)
trigger3=var(44):=var(43)-var(42)||1
trigger3=var(45):=var(42)-var(41)||1
trigger3=var(46):=(var(44)-var(45))/2
trigger3=var(47):=var(44)-(2*var(40)+3)*var(46)||1
trigger3=var(48):=var(43)-var(46)*(var(40)*(var(40)+4)+4)-var(47)*(var(40)+2)||1
trigger4=gametime%8>5
trigger4=var(46)=0
trigger4=var(47):=(var(53)-var(52))||1
trigger4=var(48):=var(52)-(var(47)*var(55))||1
ignorehitpause=1
[State ];解答
type=null
triggerall=ishelper(12500)&&name="N_Alice"
triggerall=parent,id=root,id&&numenemy
triggerall=!(var(53)=var(52)&&var(53)=var(51)&&var(52)=var(51))
triggerall=gametime%8!=[3,7]
triggerall=var(49)=0
triggerall=var(50)=[0,59]
triggerall=var(46)!=0||var(47)!=0||var(48)!=0
trigger1=enemy,var(var(50))!=(var(46)*gametime*gametime)+var(47)*gametime+var(48)
trigger1=var(40):=0||1
trigger1=var(41):=0||1
trigger1=var(42):=0||1
trigger1=var(43):=0||1
trigger1=var(44):=0||1
trigger1=var(45):=0||1
trigger1=var(46):=0||1
trigger1=var(47):=0||1
trigger1=var(48):=0||1
ignorehitpause=1
[State ]
type=varset
triggerall=ishelper(12500)&&name="N_Alice"
triggerall=parent,id=root,id&&numenemy
triggerall=!(var(53)=var(52)&&var(53)=var(51)&&var(52)=var(51))
triggerall=var(49)=0
triggerall=var(50)=[0,59]
triggerall=var(46)!=0||var(47)!=0||var(48)!=0
trigger1=enemy,var(var(50))=(var(46)*gametime*gametime)+var(47)*gametime+var(48)
var(49)=-1
ignorehitpause=1
[State ]
type=varset
triggerall=ishelper(12500)&&name="N_Alice"
triggerall=parent,id=root,id&&numenemy
triggerall=var(49)=0
triggerall=var(50)=[0,59]
trigger1=fvar(14)=0
trigger1=enemy,var(var(50))=enemy,stateno
trigger1=enemy,stateno!=0
var(49)=-2
ignorehitpause=1
[State ]
type=varset
triggerall=ishelper(12500)&&name="N_Alice"
triggerall=parent,id=root,id&&numenemy
triggerall=!(var(53)=var(52)&&var(53)=var(51)&&var(52)=var(51))
triggerall=var(49)=-1
triggerall=var(50)=[0,59]
triggerall=var(46)!=0||var(47)!=0||var(48)!=0
trigger1=enemy,var(var(50))!=(var(46)*gametime*gametime)+var(47)*gametime+var(48)
var(49)=0
ignorehitpause=1
[State ];セーブ中です...電源を切らないで下さい
type=null
triggerall=ishelper(12500)&&name="N_Alice"
triggerall=parent,id=root,id&&numenemy
triggerall=var(49)=-1
triggerall=var(50)=[0,59]
triggerall=var(46)!=0||var(47)!=0||var(48)!=0
trigger1=enemy,var(var(50))=(var(46)*gametime*gametime)+var(47)*gametime+var(48)
trigger1=fvar(20)=-1
trigger1=fvar(20)!=var(50)
trigger1=fvar(24)!=var(50)
trigger1=fvar(28)!=var(50)
trigger1=fvar(32)!=var(50)
trigger1=fvar(36)!=var(50)
trigger1=1||fvar(20):=var(50)
trigger1=1||fvar(21):=var(46)
trigger1=1||fvar(22):=var(47)
trigger1=1||fvar(23):=var(48)
ignorehitpause=1
[State ]
type=varset
triggerall=ishelper(12500)&&name="N_Alice"
triggerall=parent,id=root,id&&numenemy
triggerall=!(var(53)=var(52)&&var(53)=var(51)&&var(52)=var(51))
triggerall=var(49)=-1
triggerall=var(50)=[0,58]
triggerall=var(46)!=0||var(47)!=0||var(48)!=0
trigger1=fvar(20)=[0,59]
trigger1=enemy,var(ceil(fvar(20)))=(ceil(fvar(21))*gametime*gametime)+ceil(fvar(22))*gametime+ceil(fvar(23))
trigger1=var(50)=ceil(fvar(20))
trigger1=var(46)=ceil(fvar(21))
trigger1=var(47)=ceil(fvar(22))
trigger1=var(48)=ceil(fvar(23))
trigger1=var(50):=var(50)+1||1
var(49)=0
ignorehitpause=1
[State ]
type=null
triggerall=ishelper(12500)&&name="N_Alice"
triggerall=parent,id=root,id&&numenemy
triggerall=var(49)=-1
triggerall=var(50)=[0,59]
triggerall=var(46)!=0||var(47)!=0||var(48)!=0
trigger1=enemy,var(var(50))=(var(46)*gametime*gametime)+var(47)*gametime+var(48)
trigger1=fvar(24)=-1
trigger1=fvar(20)!=var(50)
trigger1=fvar(24)!=var(50)
trigger1=fvar(28)!=var(50)
trigger1=fvar(32)!=var(50)
trigger1=fvar(36)!=var(50)
trigger1=1||fvar(24):=var(50)
trigger1=1||fvar(25):=var(46)
trigger1=1||fvar(26):=var(47)
trigger1=1||fvar(27):=var(48)
ignorehitpause=1
[State ]
type=varset
triggerall=ishelper(12500)&&name="N_Alice"
triggerall=parent,id=root,id&&numenemy
triggerall=!(var(53)=var(52)&&var(53)=var(51)&&var(52)=var(51))
triggerall=var(49)=-1
triggerall=var(50)=[0,58]
triggerall=var(46)!=0||var(47)!=0||var(48)!=0
trigger1=fvar(24)=[0,59]
trigger1=enemy,var(ceil(fvar(24)))=(ceil(fvar(25))*gametime*gametime)+ceil(fvar(26))*gametime+ceil(fvar(27))
trigger1=var(50)=ceil(fvar(24))
trigger1=var(46)=ceil(fvar(25))
trigger1=var(47)=ceil(fvar(26))
trigger1=var(48)=ceil(fvar(27))
trigger1=var(50):=var(50)+1||1
var(49)=0
ignorehitpause=1
[State ]
type=null
triggerall=ishelper(12500)&&name="N_Alice"
triggerall=parent,id=root,id&&numenemy
triggerall=var(49)=-1
triggerall=var(50)=[0,59]
triggerall=var(46)!=0||var(47)!=0||var(48)!=0
trigger1=enemy,var(var(50))=(var(46)*gametime*gametime)+var(47)*gametime+var(48)
trigger1=fvar(28)=-1
trigger1=fvar(20)!=var(50)
trigger1=fvar(24)!=var(50)
trigger1=fvar(28)!=var(50)
trigger1=fvar(32)!=var(50)
trigger1=fvar(36)!=var(50)
trigger1=1||fvar(28):=var(50)
trigger1=1||fvar(29):=var(46)
trigger1=1||fvar(30):=var(47)
trigger1=1||fvar(31):=var(48)
ignorehitpause=1
[State ]
type=varset
triggerall=ishelper(12500)&&name="N_Alice"
triggerall=parent,id=root,id&&numenemy
triggerall=!(var(53)=var(52)&&var(53)=var(51)&&var(52)=var(51))
triggerall=var(49)=-1
triggerall=var(50)=[0,58]
triggerall=var(46)!=0||var(47)!=0||var(48)!=0
trigger1=fvar(28)=[0,59]
trigger1=enemy,var(ceil(fvar(28)))=(ceil(fvar(29))*gametime*gametime)+ceil(fvar(30))*gametime+ceil(fvar(31))
trigger1=var(50)=ceil(fvar(28))
trigger1=var(46)=ceil(fvar(29))
trigger1=var(47)=ceil(fvar(30))
trigger1=var(48)=ceil(fvar(31))
trigger1=var(50):=var(50)+1||1
var(49)=0
ignorehitpause=1
[State ]
type=null
triggerall=ishelper(12500)&&name="N_Alice"
triggerall=parent,id=root,id&&numenemy
triggerall=var(49)=-1
triggerall=var(50)=[0,59]
triggerall=var(46)!=0||var(47)!=0||var(48)!=0
trigger1=enemy,var(var(50))=(var(46)*gametime*gametime)+var(47)*gametime+var(48)
trigger1=fvar(32)=-1
trigger1=fvar(20)!=var(50)
trigger1=fvar(24)!=var(50)
trigger1=fvar(28)!=var(50)
trigger1=fvar(32)!=var(50)
trigger1=fvar(36)!=var(50)
trigger1=1||fvar(32):=var(50)
trigger1=1||fvar(33):=var(46)
trigger1=1||fvar(34):=var(47)
trigger1=1||fvar(35):=var(48)
ignorehitpause=1
[State ]
type=varset
triggerall=ishelper(12500)&&name="N_Alice"
triggerall=parent,id=root,id&&numenemy
triggerall=!(var(53)=var(52)&&var(53)=var(51)&&var(52)=var(51))
triggerall=var(49)=-1
triggerall=var(50)=[0,58]
triggerall=var(46)!=0||var(47)!=0||var(48)!=0
trigger1=fvar(32)=[0,59]
trigger1=enemy,var(ceil(fvar(32)))=(ceil(fvar(33))*gametime*gametime)+ceil(fvar(34))*gametime+ceil(fvar(35))
trigger1=var(50)=ceil(fvar(32))
trigger1=var(46)=ceil(fvar(33))
trigger1=var(47)=ceil(fvar(34))
trigger1=var(48)=ceil(fvar(35))
trigger1=var(50):=var(50)+1||1
var(49)=0
ignorehitpause=1
[State ]
type=null
triggerall=ishelper(12500)&&name="N_Alice"
triggerall=parent,id=root,id&&numenemy
triggerall=var(49)=-1
triggerall=var(50)=[0,59]
triggerall=var(46)!=0||var(47)!=0||var(48)!=0
trigger1=enemy,var(var(50))=(var(46)*gametime*gametime)+var(47)*gametime+var(48)
trigger1=fvar(36)=-1
trigger1=fvar(20)!=var(50)
trigger1=fvar(24)!=var(50)
trigger1=fvar(28)!=var(50)
trigger1=fvar(32)!=var(50)
trigger1=fvar(36)!=var(50)
trigger1=1||fvar(36):=var(50)
trigger1=1||fvar(37):=var(46)
trigger1=1||fvar(38):=var(47)
trigger1=1||fvar(39):=var(48)
ignorehitpause=1
[State ]
type=varset
triggerall=ishelper(12500)&&name="N_Alice"
triggerall=parent,id=root,id&&numenemy
triggerall=!(var(53)=var(52)&&var(53)=var(51)&&var(52)=var(51))
triggerall=var(49)=-1
triggerall=var(50)=[0,58]
triggerall=var(46)!=0||var(47)!=0||var(48)!=0
trigger1=fvar(36)=[0,59]
trigger1=enemy,var(ceil(fvar(36)))=(ceil(fvar(37))*gametime*gametime)+ceil(fvar(38))*gametime+ceil(fvar(39))
trigger1=var(50)=ceil(fvar(36))
trigger1=var(46)=ceil(fvar(37))
trigger1=var(47)=ceil(fvar(38))
trigger1=var(48)=ceil(fvar(39))
trigger1=var(50):=var(50)+1||1
var(49)=0
ignorehitpause=1
[State ];被りは削除
type=null
triggerall=ishelper(12500)&&name="N_Alice"
triggerall=parent,id=root,id&&numenemy
trigger1=fvar(24)!=-1
trigger1=fvar(24)=fvar(20)
trigger1=fvar(25):=0||fvar(26):=0||fvar(27):=0||fvar(24):=-1&&0
trigger2=fvar(28)!=-1
trigger2=fvar(28)=fvar(20)||fvar(28)=fvar(24)
trigger2=fvar(29):=0||fvar(30):=0||fvar(31):=0||fvar(28):=-1&&0
trigger3=fvar(32)!=-1
trigger3=fvar(32)=fvar(20)||fvar(32)=fvar(24)||fvar(32)=fvar(28)
trigger3=fvar(33):=0||fvar(34):=0||fvar(35):=0||fvar(32):=-1&&0
trigger4=fvar(36)!=-1
trigger4=fvar(36)=fvar(20)||fvar(36)=fvar(24)||fvar(36)=fvar(28)||fvar(36)=fvar(32)
trigger4=fvar(37):=0||fvar(38):=0||fvar(39):=0||fvar(36):=-1&&0
trigger5=fvar(20)=-1
trigger5=fvar(21):=0||fvar(22):=0||fvar(23):=0&&0
ignorehitpause=1
[State ]
type=varset
triggerall=ishelper(12500)&&name="N_Alice"
triggerall=parent,id=root,id&&numenemy
triggerall=var(49)=-2
triggerall=var(50)=[0,59]
trigger1=enemy,var(var(50))=enemy,stateno
trigger1=fvar(14)!=var(50)
fvar(14)=var(50)
ignorehitpause=1
[State ]
type=varset
triggerall=ishelper(12500)&&name="N_Alice"
triggerall=parent,id=root,id&&numenemy
triggerall=var(49)=-2
triggerall=var(50)=[0,58]
trigger1=fvar(14)=[0,59]
trigger1=enemy,var(ceil(fvar(14)))=enemy,stateno
trigger1=var(50):=var(50)+1||1
var(49)=0
ignorehitpause=1
[State ];既に捜索済み
type=varadd
triggerall=ishelper(12500)&&name="N_Alice"
triggerall=parent,id=root,id&&numenemy
triggerall=var(50)<59
trigger1=var(50)=ceil(fvar(20))
trigger1=enemy,var(ceil(fvar(20)))=(ceil(fvar(21))*gametime*gametime)+ceil(fvar(22))*gametime+ceil(fvar(23))
trigger2=var(50)=ceil(fvar(24))
trigger2=enemy,var(ceil(fvar(24)))=(ceil(fvar(25))*gametime*gametime)+ceil(fvar(26))*gametime+ceil(fvar(27))
trigger3=var(50)=ceil(fvar(28))
trigger3=enemy,var(ceil(fvar(28)))=(ceil(fvar(29))*gametime*gametime)+ceil(fvar(30))*gametime+ceil(fvar(31))
trigger4=var(50)=ceil(fvar(32))
trigger4=enemy,var(ceil(fvar(32)))=(ceil(fvar(33))*gametime*gametime)+ceil(fvar(34))*gametime+ceil(fvar(35))
trigger5=var(50)=ceil(fvar(36))
trigger5=enemy,var(ceil(fvar(36)))=(ceil(fvar(37))*gametime*gametime)+ceil(fvar(38))*gametime+ceil(fvar(39))
var(50)=1
ignorehitpause=1
[State ];既に捜索済み
type=varset
triggerall=ishelper(12500)&&name="N_Alice"
triggerall=parent,id=root,id&&numenemy
triggerall=var(50)=59
trigger1=var(50)=ceil(fvar(20))
trigger1=enemy,var(ceil(fvar(20)))=(ceil(fvar(21))*gametime*gametime)+ceil(fvar(22))*gametime+ceil(fvar(23))
trigger2=var(50)=ceil(fvar(24))
trigger2=enemy,var(ceil(fvar(24)))=(ceil(fvar(25))*gametime*gametime)+ceil(fvar(26))*gametime+ceil(fvar(27))
trigger3=var(50)=ceil(fvar(28))
trigger3=enemy,var(ceil(fvar(28)))=(ceil(fvar(29))*gametime*gametime)+ceil(fvar(30))*gametime+ceil(fvar(31))
trigger4=var(50)=ceil(fvar(32))
trigger4=enemy,var(ceil(fvar(32)))=(ceil(fvar(33))*gametime*gametime)+ceil(fvar(34))*gametime+ceil(fvar(35))
trigger5=var(50)=ceil(fvar(36))
trigger5=enemy,var(ceil(fvar(36)))=(ceil(fvar(37))*gametime*gametime)+ceil(fvar(38))*gametime+ceil(fvar(39))
var(50)=0
ignorehitpause=1

[State ]
type=parentvarset
triggerall=ishelper(12500)&&name="N_Alice"
triggerall=parent,id=root,id
trigger1=WINKO&&fvar(20)>-1
fvar(20)=fvar(20)
ignorehitpause=1
[State ]
type=parentvarset
triggerall=ishelper(12500)&&name="N_Alice"
triggerall=parent,id=root,id
trigger1=WINKO&&fvar(20)>-1
fvar(21)=fvar(21)
ignorehitpause=1
[State ]
type=parentvarset
triggerall=ishelper(12500)&&name="N_Alice"
triggerall=parent,id=root,id
trigger1=WINKO&&fvar(20)>-1
fvar(22)=fvar(22)
ignorehitpause=1
[State ]
type=parentvarset
triggerall=ishelper(12500)&&name="N_Alice"
triggerall=parent,id=root,id
trigger1=WINKO&&fvar(20)>-1
fvar(23)=fvar(23)
ignorehitpause=1
[State ]
type=parentvarset
triggerall=ishelper(12500)&&name="N_Alice"
triggerall=parent,id=root,id
trigger1=WINKO&&fvar(24)>-1
fvar(24)=fvar(24)
ignorehitpause=1
[State ]
type=parentvarset
triggerall=ishelper(12500)&&name="N_Alice"
triggerall=parent,id=root,id
trigger1=WINKO&&fvar(24)>-1
fvar(25)=fvar(25)
ignorehitpause=1
[State ]
type=parentvarset
triggerall=ishelper(12500)&&name="N_Alice"
triggerall=parent,id=root,id
trigger1=WINKO&&fvar(24)>-1
fvar(26)=fvar(26)
ignorehitpause=1
[State ]
type=parentvarset
triggerall=ishelper(12500)&&name="N_Alice"
triggerall=parent,id=root,id
trigger1=WINKO&&fvar(24)>-1
fvar(27)=fvar(27)
ignorehitpause=1
[State ]
type=parentvarset
triggerall=ishelper(12500)&&name="N_Alice"
triggerall=parent,id=root,id
trigger1=WINKO&&fvar(28)>-1
fvar(28)=fvar(28)
ignorehitpause=1
[State ]
type=parentvarset
triggerall=ishelper(12500)&&name="N_Alice"
triggerall=parent,id=root,id
trigger1=WINKO&&fvar(28)>-1
fvar(29)=fvar(29)
ignorehitpause=1
[State ]
type=parentvarset
triggerall=ishelper(12500)&&name="N_Alice"
triggerall=parent,id=root,id
trigger1=WINKO&&fvar(28)>-1
fvar(30)=fvar(30)
ignorehitpause=1
[State ]
type=parentvarset
triggerall=ishelper(12500)&&name="N_Alice"
triggerall=parent,id=root,id
trigger1=WINKO&&fvar(28)>-1
fvar(31)=fvar(31)
ignorehitpause=1
[State ]
type=parentvarset
triggerall=ishelper(12500)&&name="N_Alice"
triggerall=parent,id=root,id
trigger1=WINKO&&fvar(32)>-1
fvar(32)=fvar(32)
ignorehitpause=1
[State ]
type=parentvarset
triggerall=ishelper(12500)&&name="N_Alice"
triggerall=parent,id=root,id
trigger1=WINKO&&fvar(32)>-1
fvar(33)=fvar(33)
ignorehitpause=1
[State ]
type=parentvarset
triggerall=ishelper(12500)&&name="N_Alice"
triggerall=parent,id=root,id
trigger1=WINKO&&fvar(32)>-1
fvar(34)=fvar(34)
ignorehitpause=1
[State ]
type=parentvarset
triggerall=ishelper(12500)&&name="N_Alice"
triggerall=parent,id=root,id
trigger1=WINKO&&fvar(32)>-1
fvar(35)=fvar(35)
ignorehitpause=1
[State ]
type=parentvarset
triggerall=ishelper(12500)&&name="N_Alice"
triggerall=parent,id=root,id
trigger1=WINKO&&fvar(36)>-1
fvar(36)=fvar(36)
ignorehitpause=1
[State ]
type=parentvarset
triggerall=ishelper(12500)&&name="N_Alice"
triggerall=parent,id=root,id
trigger1=WINKO&&fvar(36)>-1
fvar(37)=fvar(37)
ignorehitpause=1
[State ]
type=parentvarset
triggerall=ishelper(12500)&&name="N_Alice"
triggerall=parent,id=root,id
trigger1=WINKO&&fvar(36)>-1
fvar(38)=fvar(38)
ignorehitpause=1
[State ]
type=parentvarset
triggerall=ishelper(12500)&&name="N_Alice"
triggerall=parent,id=root,id
trigger1=WINKO&&fvar(36)>-1
fvar(39)=fvar(39)
ignorehitpause=1

[State ];ステ抜け貫通確認
type=DisplayToClipboard
trigger1=ishelper&&name="N_Alice"
text="f20:%d,f24:%d,f28:%d,f32:%d,f36:%d"
params=ceil(fvar(20)),ceil(fvar(24)),ceil(fvar(28)),ceil(fvar(32)),ceil(fvar(36))
ignorehitpause=1
[State ]
type=AppendToClipboard
trigger1=ishelper&&name="N_Alice"
text="/v49:%d,v50:%d,v46:%d,v47:%d,v48:%d"
params=(var(49)),(var(50)),(var(46)),(var(47)),(var(48))
ignorehitpause=1
[State ];解答確認
type=AppendToClipboard
trigger1=ishelper&&name="N_Alice"
text="/EV-V=%d";正しければ0になる
params=enemy,var(var(50))-((var(46)*gametime*gametime)+var(47)*gametime+var(48))
ignorehitpause=1
[State ]
type=AppendToClipboard
trigger1=ishelper&&name="N_Alice"
text="\n[20:%d,:%d,:%d]"
params=ceil(fvar(21)),ceil(fvar(22)),ceil(fvar(23))
ignorehitpause=1
[State ]
type=AppendToClipboard
trigger1=ishelper&&name="N_Alice"
text="[24:%d,:%d,:%d]"
params=ceil(fvar(25)),ceil(fvar(26)),ceil(fvar(27))
ignorehitpause=1
[State ]
type=AppendToClipboard
trigger1=ishelper&&name="N_Alice"
text="[28:%d,:%d,:%d]"
params=ceil(fvar(29)),ceil(fvar(30)),ceil(fvar(31))
ignorehitpause=1
[State ]
type=AppendToClipboard
trigger1=ishelper&&name="N_Alice"
text="[32:%d,:%d,:%d]"
params=ceil(fvar(33)),ceil(fvar(34)),ceil(fvar(35))
ignorehitpause=1
[State ]
type=AppendToClipboard
trigger1=ishelper&&name="N_Alice"
text="[36:%d,:%d,:%d]"
params=ceil(fvar(37)),ceil(fvar(38)),ceil(fvar(39))
ignorehitpause=1
;------------------------------------------------

[State ]
type=selfstate
trigger1=ishelper(12500)&&name="N_Alice"
value=5150
ignorehitpause=1
;------------------------------------------------------------
;混線
[State ];占有解除
type=selfstate
triggerall=ishelper(451208000)&&name="N_Alice"
triggerall=sysfvar(1)>35
triggerall=numenemy
triggerall=enemy,numhelper<3
triggerall=ID>=(helper(451208000),ID+(root,var(18)-9)-3);3個空きを作る
trigger1=(enemy,name="N_Alice"&&enemy,authorname="okihaito")
trigger2=(enemy,name="C_Patchouli"&&enemy,authorname="okihaito")
value=1966613490
ignorehitpause=1
[State ];占有解除
type=selfstate
triggerall=ishelper(451208000)&&name="N_Alice"
triggerall=sysfvar(1)>35
triggerall=numenemy=2
triggerall=enemy(1),numhelper<3
triggerall=ID>=(helper(451208000),ID+(root,var(18)-9)-3);3個空きを作る
trigger1=(enemy(1),name="N_Alice"&&enemy(1),authorname="okihaito")
trigger2=(enemy(1),name="C_Patchouli"&&enemy(1),authorname="okihaito")
value=1966613490
ignorehitpause=1
[State ]
type=statetypeset
trigger1=ishelper&&name="N_Alice"
trigger1=ishelper(451208000)+ishelper(451208001)+ishelper(451208013)
statetype=A
movetype=I
physics=N
ignorehitpause=1
[State ]
type=changeanim
trigger1=ishelper&&name="N_Alice"
trigger1=ishelper(451208000)+ishelper(451208001)+ishelper(451208013)
value=451001
ignorehitpause=1
[State ]
type=selfstate
trigger1=ishelper(451208013)&&name="N_Alice"
value=1966613490
ignorehitpause=1
[State ]
type=ReversalDef
trigger1=ishelper(451208001)&&name="N_Alice"
reversal.attr=SCA,AA,AT,AP
priority=7,Hit
pausetime=0,0
sparkno=-1
numhits=0
fall.damage=2147483648*ifelse(random%2,1,-1)
persistent=256
ignorehitpause=1
[State ]
type=varset
trigger1=ishelper(451208000)&&name="N_Alice"
sysvar(0)=ID
ignorehitpause=1
[State ]
type=varset
triggerall=ishelper(451208000)&&name="N_Alice"
triggerall=numenemy&&numpartner=0
triggerall=helper(451208000),id=sysvar(0)
trigger1=enemy,numhelper+enemy(numenemy>1),numhelper<13+13*(numenemy>1);12個以下
trigger2=root,numprojid(4512082)&&root,numprojid(4512083)=0
sysvar(1)=(sysvar(1)|1)
ignorehitpause=1
[State ]
type=varset
triggerall=ishelper(451208000)&&name="N_Alice"
triggerall=numenemy&&numpartner
triggerall=helper(451208000),id=sysvar(0)
trigger1=enemy,numhelper+enemy(numenemy>1),numhelper+partner,numhelper<13+13*(numenemy>1);12個以下
trigger2=root,numprojid(4512082)&&root,numprojid(4512083)=0
sysvar(1)=(sysvar(1)|1)
ignorehitpause=1
[State ]
type=varset
trigger1=ishelper(451208000)&&name="N_Alice"
trigger1=helper(451208000),id=sysvar(0)
trigger1=(sysvar(1)&1)
trigger1=root,numprojid(4512080)=0
sysfvar(1)=1
ignorehitpause=1
[State ]
type=parentvarset
trigger1=ishelper(451208000)&&name="N_Alice"
trigger1=helper(451208000),id=sysvar(0)
trigger1=parent,id=root,id
trigger1=root,numprojid(4512080)=0
var(13)=ID
ignorehitpause=1
[State ]
type=varset
trigger1=ishelper(451208000)&&name="N_Alice"
trigger1=parent,id=root,id
trigger1=helper(451208000),id!=sysvar(0)
trigger1=(helper(451208000),sysvar(1)&1)
trigger1=root,numprojid(4512080)=0
trigger1=PlayerIDExist(root,var(13))
trigger1=root,var(13)!=sysvar(0)
trigger1=sysfvar(1)!=PlayerID(root,var(13)),sysfvar(1)+1
sysfvar(1)=PlayerID(root,var(13)),sysfvar(1)+1
ignorehitpause=1
[State ]
type=parentvarset
trigger1=ishelper(451208000)&&name="N_Alice"
trigger1=parent,id=root,id
trigger1=helper(451208000),id!=sysvar(0)
trigger1=(helper(451208000),sysvar(1)&1)
trigger1=root,numprojid(4512080)=0
trigger1=PlayerIDExist(root,var(13))
trigger1=root,var(13)!=sysvar(0)
trigger1=(PlayerID(root,var(13)),sysfvar(1)+1)=sysfvar(1)
var(13)=ID
ignorehitpause=1
[State ]
type=bindtoroot
trigger1=ishelper(451208000)&&name="N_Alice"
trigger1=helper(451208000),id=sysvar(0)
trigger1=sysfvar(1)=1
pos=-30-ceil(root,vel x),-7-7*floor(sysfvar(1)-1)-ceil(root,vel y)
ignorehitpause=1
[State ]
type=bindtoroot
trigger1=ishelper(451208000)&&name="N_Alice"
trigger1=helper(451208000),id!=sysvar(0)
trigger1=sysfvar(1)=[2,10]
pos=-30-ceil(root,vel x),-7-7*floor(sysfvar(1)-1)-ceil(root,vel y)
ignorehitpause=1
[State ]
type=bindtoroot
trigger1=ishelper(451208000)&&name="N_Alice"
trigger1=helper(451208000),id!=sysvar(0)
trigger1=sysfvar(1)=[11,20]
pos=-20-ceil(root,vel x),-7-7*floor(sysfvar(1)-11)-ceil(root,vel y)
ignorehitpause=1
[State ]
type=bindtoroot
trigger1=ishelper(451208000)&&name="N_Alice"
trigger1=helper(451208000),id!=sysvar(0)
trigger1=sysfvar(1)=[21,30]
pos=-10-ceil(root,vel x),-7-7*floor(sysfvar(1)-21)-ceil(root,vel y)
ignorehitpause=1
[State ]
type=bindtoroot
trigger1=ishelper(451208000)&&name="N_Alice"
trigger1=helper(451208000),id!=sysvar(0)
trigger1=sysfvar(1)=[31,40]
pos=0-ceil(root,vel x),-7-7*floor(sysfvar(1)-31)-ceil(root,vel y)
ignorehitpause=1
[State ]
type=bindtoroot
trigger1=ishelper(451208000)&&name="N_Alice"
trigger1=helper(451208000),id!=sysvar(0)
trigger1=sysfvar(1)=[41,50]
pos=10-ceil(root,vel x),-7-7*floor(sysfvar(1)-41)-ceil(root,vel y)
ignorehitpause=1
[State ]
type=bindtoroot
trigger1=ishelper(451208000)&&name="N_Alice"
trigger1=helper(451208000),id!=sysvar(0)
trigger1=sysfvar(1)=[51,60]
pos=20-ceil(root,vel x),-7-7*floor(sysfvar(1)-51)-ceil(root,vel y)
ignorehitpause=1
[State ]
type=Helper
triggerall=PlayerIDExist(ID)
trigger1=ishelper(451208000)&&name="N_Alice"
trigger1=sysfvar(1)=[1,20]
trigger1=floor(sysfvar(1))%2=0
trigger1=root,numprojid(4512080)
trigger1=root,numprojid(4512081)=0
name=" "
id=451208001
stateno=150
Helpertype=player
ownpal=1
postype=p1
pos=0,7
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1
;-----------------------------
[State ]
type=bindtoroot
trigger1=ishelper(451208001)&&name="N_Alice"
pos=-50,-7-10*floor((sysfvar(1)-1)*0.5)-1754040*!(root,numprojid(4512081))
ignorehitpause=1
[State ]
type=varset
trigger1=ishelper(451208001)&&name="N_Alice"
sysvar(2)=(sysvar(2)|1)
ignorehitpause=1
[State ]
type=varset
trigger1=ishelper(451208001)&&name="N_Alice"
trigger1=numtarget
sysvar(3)=target,id
ignorehitpause=1
[State ]
type=varset
trigger1=ishelper(451208001)&&name="N_Alice"
trigger1=sysvar(4)=0
sysvar(4)=parent,id
ignorehitpause=1
[State ]
type=varset
trigger1=ishelper(451208001)&&name="N_Alice"
sysvar(0)=parent,id
ignorehitpause=1
[State ]
type=null
trigger1=ishelper(451208001)&&name="N_Alice"
trigger1=anim!=451002&&var(34)=0
trigger1=var(34):=parent,id
ignorehitpause=1
[State ]
type=varset
trigger1=ishelper(451208001)&&name="N_Alice"
trigger1=sysfvar(1)=0&&sysvar(4)
trigger1=PlayerIDExist(sysvar(4))
trigger1=PlayerID(sysvar(4)),name="N_Alice"
trigger1=PlayerID(sysvar(4)),ishelper
trigger1=PlayerID(sysvar(4)),ishelper(451208001)=0
trigger1=PlayerID(sysvar(4)),var(1)=0
sysfvar(1)=(PlayerID(sysvar(4)),sysfvar(1))-1
ignorehitpause=1
[State ]
type=parentvarset
trigger1=ishelper(451208001)&&name="N_Alice"
trigger1=sysfvar(1)&&sysvar(4)
trigger1=PlayerIDExist(sysvar(4))
trigger1=PlayerID(sysvar(4)),name="N_Alice"
trigger1=PlayerID(sysvar(4)),ishelper(451208000)
trigger1=PlayerID(sysvar(4)),var(1)=0
trigger1=(PlayerID(sysvar(4)),sysfvar(1))=sysfvar(1)+1
var(1)=ID
ignorehitpause=1
[State ]
type=projectile
trigger1=ishelper(451208001)&&name="N_Alice"
trigger1=helper(451208001),ID=ID
trigger1=numtarget&&hitpausetime>100000
trigger1=root,numprojid(4512081)=0
trigger1=numtarget=1+(PlayerIDExist(sysvar(4)+29))+(PlayerIDExist(sysvar(4)+39))+(PlayerIDExist(sysvar(4)+49))+(PlayerIDExist(sysvar(4)+59))||numtarget&&(root,numprojid(4512082)&&root,numprojid(4512083)=0)
attr=,N
projanim=451001
projhitanim=-1
projid=4512081
projpriority=9999999
projsprpriority=2147483647
projedgebound=2000000000
projstagebound=2000000000
projheightbound=-2147483647,2147483647
projremove=0
projremovetime=2147483647
projhits=0
projmisstime=0
projscale=0,0
postype=P1
offset=0,0
velocity=0,0
accel=0,0
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1
[State ]
type=changeanim
trigger1=ishelper(451208001)&&name="N_Alice"
trigger1=!(numtarget>1+(PlayerIDExist(sysvar(4)+29))+(PlayerIDExist(sysvar(4)+39))+(PlayerIDExist(sysvar(4)+49))+(PlayerIDExist(sysvar(4)+59))&&hitpausetime>100000)
value=451002-1*(root,numprojid(4512081))
ignorehitpause=1
[State ]
type=changeanim
trigger1=ishelper(451208001)&&name="N_Alice"
trigger1=(numtarget>1+(PlayerIDExist(sysvar(4)+29))+(PlayerIDExist(sysvar(4)+39))+(PlayerIDExist(sysvar(4)+49))+(PlayerIDExist(sysvar(4)+59))&&hitpausetime>100000)
value=451001
ignorehitpause=1
[State ]
type=statetypeset
trigger1=ishelper(451208001)&&name="N_Alice"
statetype=A
movetype=A
physics=N
ignorehitpause=1
[State ]
type=hitdef
trigger1=ishelper(451208001)&&name="N_Alice"
trigger1=anim=451002
attr=,NA
damage=0
numhits=0
guardflag=
hitflag=MAFD
priority=7,Hit
pausetime=2147483640,0
sparkno=9999
guard.sparkno=9999
animtype=hard
sparkxy=9999,-9999
getpower=0
givepower=-1
hitsound=-1
guardsound=-1
ground.type=high
ground.slidetime=0
ground.hittime=0
ground.velocity=0,0
airguard.velocity=0,0
air.type=Low
air.velocity=0,0
air.hittime=0
fall=0
affectteam=F
ignorehitpause=1
[State ]
type=HitAdd
trigger1=ishelper(451208001)&&name="N_Alice"
trigger1=numtarget
value=-999
ignorehitpause=1
;-----------------------------
;ID-451208001
;sysvar(0)=Parent,ID
;sysvar(2)=フラグ
;1=ParentBug識別トリガー
;2=ParentCheck
;4=探査スイッチ
;sysvar(3)=Target,ID
;sysvar(4)=Parent,ID(初期値)
;sysfvar(1)=Number
;var(1)=Target,Exist-Time
;var(2)=超即死 or Anim調査
;var(3)=超即死 or Anim調査
;var(4)=Hitdef or GetHit調査
;var(5)=通常即死 or 被弾Anim調査
;var(7)=Search
;var(8)=Search
;var(9)=Target,Value
;var(30)=フラグ2
;1=混線実行中
;2=Target,Value
;var(31)=ParentBug操作
;var(32)=ParentBug操作
;var(33)=ParentBug操作
;var(34)=Parent,ID(ParentBug用)
;var(35)=変数弄りパターン
;var(36)=変数弄りパターン
;var(37)=変数弄りパターン
;var(38)=変数弄りパターン
;var(39)=変数弄りパターン
;var(40)=2次関数ステ抜け調査
;var(41)=2次関数ステ抜け調査
;var(42)=2次関数ステ抜け調査
;var(43)=2次関数ステ抜け調査
;var(44)=2次関数ステ抜け調査
;var(45)=2次関数ステ抜け調査
;var(46)=2次関数ステ抜け調査 a*x^2+b*x+c のa
;var(47)=2次関数ステ抜け調査 a*x^2+b*x+c のb
;var(48)=2次関数ステ抜け調査 a*x^2+b*x+c のc
;var(49)=正否及び記録中
;var(50)=変動変数調査用
;var(51)=変動変数調査用
;var(52)=変動変数調査用
;var(53)=変動変数調査用
;var(54)=一時記憶gametime
;var(55)=一時記憶gametime
;var(56)=一時記憶gametime
;fvar(14)=ステ抜け変数番号(stateno)
;fvar(15)=変数弄りパターン
;fvar(16)=変数弄りパターン
;fvar(17)=変数弄りパターン
;fvar(18)=変数弄りパターン
;fvar(19)=変数弄りパターン
;fvar(20)=ステ抜け変数番号
;fvar(21)=a*x^2+b*x+c のa
;fvar(22)=a*x^2+b*x+c のb
;fvar(23)=a*x^2+b*x+c のc
;fvar(24)=ステ抜け変数番号
;fvar(25)=a*x^2+b*x+c のa
;fvar(26)=a*x^2+b*x+c のb
;fvar(27)=a*x^2+b*x+c のc
;fvar(28)=ステ抜け変数番号
;fvar(29)=a*x^2+b*x+c のa
;fvar(30)=a*x^2+b*x+c のb
;fvar(31)=a*x^2+b*x+c のc
;fvar(32)=ステ抜け変数番号
;fvar(33)=a*x^2+b*x+c のa
;fvar(34)=a*x^2+b*x+c のb
;fvar(35)=a*x^2+b*x+c のc
;fvar(36)=ステ抜け変数番号
;fvar(37)=a*x^2+b*x+c のa
;fvar(38)=a*x^2+b*x+c のb
;fvar(39)=a*x^2+b*x+c のc
;-----------------------------
;超即死調査
[State ]
type=varset
trigger1=ishelper(451208001)&&name="N_Alice"
trigger1=1||var(2):=-1
trigger1=root,numprojid(4512081)&&numtarget
trigger1=PlayerIDExist(root,var(8))&&root,var(56)=-1
trigger1=parent,name!="N_Alice"
trigger1=parent,alive&&parent,hitpausetime>0
trigger1=parent,var(50)=666
trigger1=parent,stateno!=0
trigger1=parent,stateno!=5150
trigger1=parent,stateno!=[555,556]
trigger1=parent,stateno!=[510,516]
trigger1=parent,stateno!=[6660000,6660004]
trigger1=parent,stateno!=[444135000,444135005]
var(2)=parent,stateno
ignorehitpause=1
[State ]
type=varset
trigger1=ishelper(451208001)&&name="N_Alice"
trigger1=1||var(3):=-1
trigger1=root,numprojid(4512081)&&numtarget
trigger1=PlayerIDExist(root,var(8))&&root,var(56)=-1
trigger1=target,name!="N_Alice"
trigger1=target,alive&&target,hitpausetime>0
trigger1=target,var(50)=666
trigger1=target,stateno!=0
trigger1=target,stateno!=5150
trigger1=target,stateno!=[555,556]
trigger1=target,stateno!=[510,516]
trigger1=target,stateno!=[6660000,6660004]
trigger1=target,stateno!=[444135000,444135005]
var(3)=target,stateno
ignorehitpause=1
;-----------------------------
;アニメ調査
[State ]
type=null
triggerall=ishelper(451208001)&&name="N_Alice"
triggerall=root,numprojid(4512081)&&numtarget
triggerall=var(2)=-1
trigger1=parent,name!="N_Alice"
trigger1=parent,animelem=1,>=0&&!(parent,animelem=2,>=0)
trigger1=parent,movecontact=1||parent,movereversed=1
trigger1=0&&var(2):=-parent,anim
trigger2=target,name!="N_Alice"
trigger2=target,animelem=1,>=0&&!(target,animelem=2,>=0)
trigger2=target,movecontact=1||target,movereversed=1
trigger2=0&&var(2):=-target,anim
ignorehitpause=1
[State ]
type=null
triggerall=ishelper(451208001)&&name="N_Alice"
triggerall=root,numprojid(4512081)&&numtarget
triggerall=var(3)=-1
trigger1=parent,name!="N_Alice"
trigger1=parent,movecontact=1||parent,movereversed=1
trigger1=0&&var(3):=-parent,anim
trigger2=target,name!="N_Alice"
trigger2=target,movecontact=1||target,movereversed=1
trigger2=0&&var(3):=-target,anim
ignorehitpause=1
;-----------------------------
;Hitdef調査
[State ]
type=null
triggerall=ishelper(451208001)&&name="N_Alice"
triggerall=1||var(4):=-1
triggerall=root,numprojid(4512081)&&numtarget
trigger1=parent,name!="N_Alice"
trigger1=parent,hitdefattr=SCA,AA,AP,AT
trigger1=parent,stateno!=0
trigger1=parent,stateno!=[10,12]
trigger1=parent,stateno!=20
trigger1=parent,stateno!=40
trigger1=parent,stateno!=45
trigger1=parent,stateno!=[50,52]
trigger1=parent,stateno!=[100,101]
trigger1=parent,stateno!=[105,106]
trigger1=parent,stateno!=120
trigger1=parent,stateno!=[130,132]
trigger1=parent,stateno!=140
trigger1=parent,stateno!=[150,155]
trigger1=parent,stateno!=[170,172]
trigger1=parent,stateno!=175
trigger1=parent,stateno!=180
trigger1=parent,stateno!=190
trigger1=parent,stateno!=[5000,5001]
trigger1=parent,stateno!=[5010,5011]
trigger1=parent,stateno!=5020
trigger1=parent,stateno!=5030
trigger1=parent,stateno!=5035
trigger1=parent,stateno!=5040
trigger1=parent,stateno!=5050
trigger1=parent,stateno!=[5070,5071]
trigger1=parent,stateno!=[5080,5081]
trigger1=parent,stateno!=[5100,5101]
trigger1=parent,stateno!=5110
trigger1=parent,stateno!=5120
trigger1=parent,stateno!=5150
trigger1=parent,stateno!=[5200,5201]
trigger1=parent,stateno!=5210
trigger1=parent,stateno!=5500
trigger1=parent,stateno!=5900
trigger1=parent,stateno!=556
trigger1=parent,stateno!=[510,516]
trigger1=parent,stateno!=[6660000,6660004]
trigger1=parent,stateno!=[444135000,444135005]
trigger1=parent,stateno!=root,var(38)
trigger1=parent,stateno!=root,var(37)
trigger1=parent,stateno!=root,var(36)
trigger1=parent,stateno!=root,var(35)
trigger1=parent,stateno!=root,var(34)
trigger1=parent,stateno!=root,var(33)
trigger1=0&&var(4):=parent,stateno
trigger2=target,name!="N_Alice"
trigger2=target,stateno!=0
trigger2=target,stateno!=[10,12]
trigger2=target,stateno!=20
trigger2=target,stateno!=40
trigger2=target,stateno!=45
trigger2=target,stateno!=[50,52]
trigger2=target,stateno!=[100,101]
trigger2=target,stateno!=[105,106]
trigger2=target,stateno!=120
trigger2=target,stateno!=[130,132]
trigger2=target,stateno!=140
trigger2=target,stateno!=[150,155]
trigger2=target,stateno!=[170,172]
trigger2=target,stateno!=175
trigger2=target,stateno!=180
trigger2=target,stateno!=190
trigger2=target,stateno!=[5000,5001]
trigger2=target,stateno!=[5010,5011]
trigger2=target,stateno!=5020
trigger2=target,stateno!=5030
trigger2=target,stateno!=5035
trigger2=target,stateno!=5040
trigger2=target,stateno!=5050
trigger2=target,stateno!=[5070,5071]
trigger2=target,stateno!=[5080,5081]
trigger2=target,stateno!=[5100,5101]
trigger2=target,stateno!=5110
trigger2=target,stateno!=5120
trigger2=target,stateno!=5150
trigger2=target,stateno!=[5200,5201]
trigger2=target,stateno!=5210
trigger2=target,stateno!=5500
trigger2=target,stateno!=5900
trigger2=target,stateno!=556
trigger2=target,stateno!=[510,516]
trigger2=target,stateno!=[6660000,6660004]
trigger2=target,stateno!=[444135000,444135005]
trigger2=target,stateno!=root,var(38)
trigger2=target,stateno!=root,var(37)
trigger2=target,stateno!=root,var(36)
trigger2=target,stateno!=root,var(35)
trigger2=target,stateno!=root,var(34)
trigger2=target,stateno!=root,var(33)
trigger2=target,hitdefattr=SCA,AA,AP,AT
trigger2=0&&var(4):=target,stateno
ignorehitpause=1
;-----------------------------
;GetHit調査
[State ]
type=null
triggerall=ishelper(451208001)&&name="N_Alice"
triggerall=1||var(5):=0
triggerall=root,numprojid(4512081)&&numtarget
triggerall=var(4)=-1
trigger1=parent,name!="N_Alice"
trigger1=parent,gethitvar(damage)||parent,gethitvar(fall.damage)
trigger1=parent,stateno!=0
trigger1=parent,stateno!=[10,12]
trigger1=parent,stateno!=20
trigger1=parent,stateno!=40
trigger1=parent,stateno!=45
trigger1=parent,stateno!=[50,52]
trigger1=parent,stateno!=[100,101]
trigger1=parent,stateno!=[105,106]
trigger1=parent,stateno!=120
trigger1=parent,stateno!=[130,132]
trigger1=parent,stateno!=140
trigger1=parent,stateno!=[150,155]
trigger1=parent,stateno!=[170,172]
trigger1=parent,stateno!=175
trigger1=parent,stateno!=180
trigger1=parent,stateno!=190
trigger1=parent,stateno!=[5000,5001]
trigger1=parent,stateno!=[5010,5011]
trigger1=parent,stateno!=5020
trigger1=parent,stateno!=5030
trigger1=parent,stateno!=5035
trigger1=parent,stateno!=5040
trigger1=parent,stateno!=5050
trigger1=parent,stateno!=[5070,5071]
trigger1=parent,stateno!=[5080,5081]
trigger1=parent,stateno!=[5100,5101]
trigger1=parent,stateno!=5110
trigger1=parent,stateno!=5120
trigger1=parent,stateno!=5150
trigger1=parent,stateno!=[5200,5201]
trigger1=parent,stateno!=5210
trigger1=parent,stateno!=5500
trigger1=parent,stateno!=5900
trigger1=parent,stateno!=556
trigger1=parent,stateno!=[510,516]
trigger1=parent,stateno!=[6660000,6660004]
trigger1=parent,stateno!=[444135000,444135005]
trigger1=parent,stateno!=root,var(44)
trigger1=parent,stateno!=root,var(43)
trigger1=parent,stateno!=root,var(42)
trigger1=0&&var(4):=-parent,stateno&&var(5):=-parent,anim
trigger2=target,name!="N_Alice"
trigger2=target,gethitvar(damage)||target,gethitvar(fall.damage)
trigger2=target,stateno!=0
trigger2=target,stateno!=[10,12]
trigger2=target,stateno!=20
trigger2=target,stateno!=40
trigger2=target,stateno!=45
trigger2=target,stateno!=[50,52]
trigger2=target,stateno!=[100,101]
trigger2=target,stateno!=[105,106]
trigger2=target,stateno!=120
trigger2=target,stateno!=[130,132]
trigger2=target,stateno!=140
trigger2=target,stateno!=[150,155]
trigger2=target,stateno!=[170,172]
trigger2=target,stateno!=175
trigger2=target,stateno!=180
trigger2=target,stateno!=190
trigger2=target,stateno!=[5000,5001]
trigger2=target,stateno!=[5010,5011]
trigger2=target,stateno!=5020
trigger2=target,stateno!=5030
trigger2=target,stateno!=5035
trigger2=target,stateno!=5040
trigger2=target,stateno!=5050
trigger2=target,stateno!=[5070,5071]
trigger2=target,stateno!=[5080,5081]
trigger2=target,stateno!=[5100,5101]
trigger2=target,stateno!=5110
trigger2=target,stateno!=5120
trigger2=target,stateno!=5150
trigger2=target,stateno!=[5200,5201]
trigger2=target,stateno!=5210
trigger2=target,stateno!=5500
trigger2=target,stateno!=5900
trigger2=target,stateno!=556
trigger2=target,stateno!=[510,516]
trigger2=target,stateno!=[6660000,6660004]
trigger2=target,stateno!=[444135000,444135005]
trigger2=target,stateno!=root,var(44)
trigger2=target,stateno!=root,var(43)
trigger2=target,stateno!=root,var(42)
trigger2=0&&var(4):=-target,stateno&&var(5):=-target,anim
ignorehitpause=1
;-----------------------------
;即死調査
[State ]
type=null
triggerall=ishelper(451208001)&&name="N_Alice"
triggerall=root,numprojid(4512081)&&numtarget
triggerall=var(5)<1
trigger1=parent,name!="N_Alice"
trigger1=parent,var(50)=77712350||parent,numexplod(1887416191)
trigger1=parent,life<2&&parent,lifemax>1&&parent,ishelper&&parent,alive
trigger1=parent,statetype=S||parent,statetype=C||parent,statetype=A||parent,statetype=L
trigger1=parent,movetype=I||parent,movetype=A||parent,movetype=H||(parent,ctrl=[0,1])
trigger1=0&&var(5):=var(8);;parent,stateno
trigger2=target,name!="N_Alice"
trigger2=target,var(50)=77712350||target,numexplod(1887416191)
trigger2=target,life<2&&target,lifemax>1&&target,ishelper&&target,alive
trigger2=target,statetype=S||target,statetype=C||target,statetype=A||target,statetype=L
trigger2=target,movetype=I||target,movetype=A||target,movetype=H||(target,ctrl=[0,1])
trigger2=0&&var(5):=var(8);;target,stateno
ignorehitpause=1
[State ]
type=null
triggerall=ishelper(451208001)&&name="N_Alice"
triggerall=!(var(6)&2)
triggerall=1||var(6):=0
triggerall=root,numprojid(4512081)&&numtarget
trigger1=parent,name!="N_Alice"
trigger1=(parent,var(50)=77712350||parent,numexplod(1887416191))&&(parent,hitpausetime<1||parent,time>1)
trigger1=parent,stateno=var(8)
trigger1=0&&var(6):=(var(6)|1)
trigger2=target,name!="N_Alice"
trigger2=(target,var(50)=77712350||target,numexplod(1887416191))&&(target,hitpausetime<1||target,time>1)
trigger2=target,stateno=var(8)
trigger2=0&&var(6):=(var(6)|1)
ignorehitpause=1
[State ]
type=null
triggerall=ishelper(451208001)&&name="N_Alice"
triggerall=(var(6)&1)
triggerall=root,numprojid(4512081)&&numtarget
trigger1=parent,name!="N_Alice"
trigger1=parent,var(50)=77712350||parent,numexplod(1887416191)
trigger1=parent,stateno!=var(8)
trigger1=0&&var(6):=(var(6)|1)-1
trigger2=target,name!="N_Alice"
trigger2=target,var(50)=77712350||target,numexplod(1887416191)
trigger2=target,stateno!=var(8)
trigger2=0&&var(6):=(var(6)|1)-1
ignorehitpause=1
[State ]
type=null
triggerall=ishelper(451208001)&&name="N_Alice"
triggerall=!(var(6)&1)
triggerall=1||var(6):=0
triggerall=root,numprojid(4512081)&&numtarget
trigger1=parent,name!="N_Alice"
trigger1=parent,var(50)=77712350||parent,numexplod(1887416191)
trigger1=parent,ishelper&&parent,alive!=1||!(parent,statetype=S||parent,statetype=C||parent,statetype=A||parent,statetype=L)||!(parent,movetype=I||parent,movetype=A||parent,movetype=H||(parent,ctrl=[0,1]))
trigger1=0&&var(6):=(var(6)|2)
trigger2=target,name!="N_Alice"
trigger2=target,var(50)=77712350||target,numexplod(1887416191)
trigger2=target,ishelper&&target,alive!=1||!(target,statetype=S||target,statetype=C||target,statetype=A||target,statetype=L)||!(target,movetype=I||target,movetype=A||target,movetype=H||(target,ctrl=[0,1]))
trigger2=0&&var(6):=(var(6)|2)
ignorehitpause=1
[State ]
type=null
triggerall=ishelper(451208001)&&name="N_Alice"
triggerall=!(var(6)&1)
triggerall=!(var(6)&2)
triggerall=1||var(6):=0
triggerall=root,numprojid(4512081)&&numtarget
trigger1=parent,name!="N_Alice"
trigger1=parent,var(50)=77712350||parent,numexplod(1887416191)
trigger1=parent,stateno!=var(8)
trigger1=0&&var(6):=(var(6)|4)
trigger2=target,name!="N_Alice"
trigger2=target,var(50)=77712350||target,numexplod(1887416191)
trigger2=target,stateno!=var(8)
trigger2=0&&var(6):=(var(6)|4)
ignorehitpause=1
[State ]
type=null
triggerall=ishelper(451208001)&&name="N_Alice"
triggerall=root,numprojid(4512081)&&numtarget
triggerall=var(7)>0&&var(8)=-1&&(var(6)&4)
;;triggerall=!(PlayerIDExist(sysvar(0))||PlayerIDExist(sysvar(3)))
trigger1=parent,name!="N_Alice"
trigger1=parent,var(50)=77712350||parent,numexplod(1887416191)
trigger1=parent,life<2&&parent,lifemax>1&&parent,ishelper&&parent,alive
trigger1=parent,statetype=S||parent,statetype=C||parent,statetype=A||parent,statetype=L
trigger1=parent,movetype=I||parent,movetype=A||parent,movetype=H||(parent,ctrl=[0,1])
trigger1=0&&var(5):=var(7);;parent,stateno
trigger2=target,name!="N_Alice"
trigger2=target,var(50)=77712350||target,numexplod(1887416191)
trigger2=target,life<2&&target,lifemax>1&&target,ishelper&&target,alive
trigger2=target,statetype=S||target,statetype=C||target,statetype=A||target,statetype=L
trigger2=target,movetype=I||target,movetype=A||target,movetype=H||(target,ctrl=[0,1])
trigger2=0&&var(5):=var(7);;target,stateno
ignorehitpause=1
;-----------------------------
[State ]
type=varset
trigger1=ishelper(451208001)&&name="N_Alice"
trigger1=parent,id=sysvar(4)
sysvar(2)=(sysvar(2)|2)
ignorehitpause=1
[State ]
type=varset
trigger1=ishelper(451208001)&&name="N_Alice"
trigger1=parent,id!=sysvar(4)
sysvar(2)=(sysvar(2)^2)
ignorehitpause=1
[State ]
type=null
trigger1=ishelper(451208001)&&name="N_Alice"
trigger1=(sysvar(2)&1)&&numtarget&&hitpausetime
trigger1=roundstate<3||!winko||var(31):=0&&var(33):=0
trigger1=playeridexist(parent,id)
trigger1=parent,teamside!=teamside
trigger1=(sysvar(2)&2)=0
trigger1=var(34)!=parent,id
trigger1=var(32):=(parent,id&255)+(parent,id&255*256)+(parent,id&255*256*256)
trigger1=(var(32)&255)<128
trigger1=(var(32)&255*256)<128*256
trigger1=(var(32)&255*256*256)<128*256*256
trigger1=var(33):=2+ifelse((var(34)&255)*((var(34)&255)<129)>(var(34)&255*256)*((var(34)&255*256)<129*256)/256,(var(34)&255)*((var(34)&255)<129),(var(34)&255*256)*((var(34)&255*256)<129*256)/256)
trigger1=var(33):=ifelse(var(33)-2>(var(34)&255*256*256)*((var(34)&255*256*256)<129*256*256)/(256*256),var(33),2+(var(34)&255*256*256)*((var(34)&255*256*256)<129*256*256)/(256*256))
trigger1=var(31):=ifelse((var(32)&255)>(var(32)&255*256)/256,(var(32)&255),(var(32)&255*256)/256)||1
trigger1=var(31):=ifelse(var(31)>(var(32)&255*256*256)/(256*256),var(31),(var(32)&255*256*256)/(256*256))
ignorehitpause=1
[State ]
type=null
triggerall=ishelper(451208001)&&name="N_Alice"
triggerall=(sysvar(2)&1)&&numtarget&&hitpausetime
trigger1=var(31)!=[0,127]
trigger1=var(31):=127*(var(31)>127)&&0
trigger2=var(33)!=[0,129]
trigger2=var(33):=129*(var(33)>129)&&0
ignorehitpause=1
[State ]
type=selfstate
triggerall=ishelper(451208001)&&name="N_Alice"
trigger1=(sysvar(2)&1)&&numtarget&&hitpausetime&&var(33)
value=444135000
ignorehitpause=1
[State ]
type=selfstate
triggerall=ishelper(451208001)&&name="N_Alice"
trigger1=(sysvar(2)&1)&&numtarget&&hitpausetime&&var(33)
value=444135000
ignorehitpause=1
[State ]
type=selfstate
triggerall=ishelper(451208001)&&name="N_Alice"
trigger1=(sysvar(2)&1)&&numtarget&&hitpausetime&&var(33)
value=444135000
ignorehitpause=1
[State ]
type=selfstate
triggerall=ishelper(451208001)&&name="N_Alice"
trigger1=playeridexist(parent,id)
trigger1=parent,id=var(34)&&parent,teamside!=teamside
trigger1=(sysvar(2)&1)&&(sysvar(2)&2)
value=8901
ignorehitpause=1
;-----------------------------
[State ]
type=changeanim
triggerall=ishelper(451208000)&&name="N_Alice"
trigger1=var(1)
trigger2=sysfvar(1)>20
value=451003
ignorehitpause=1
[State ];被弾(Parent)
type=changeanim
triggerall=ishelper(451208000)&&name="N_Alice"
triggerall=var(1)
triggerall=PlayerIDExist(var(1))
triggerall=PlayerID(var(1)),numtarget<1
trigger1=PlayerIDExist(helper(451208000),ID+19+floor((sysfvar(1)-1)*0.5))
trigger1=PlayerID(helper(451208000),ID+19+floor((sysfvar(1)-1)*0.5)),name="N_Alice"
trigger1=PlayerID(helper(451208000),ID+19+floor((sysfvar(1)-1)*0.5)),ishelper(451208000)
value=451001
ignorehitpause=1
[State ];被弾(T3)
type=changeanim
trigger1=ishelper(451208000)&&name="N_Alice"
trigger1=var(1)=0&&numhelper(451208001)
trigger1=sysfvar(1)=[31,40]
trigger1=PlayerIDExist(helper(451208001),id+floor(sysfvar(1)-31))
trigger1=PlayerID(helper(451208001),id+floor(sysfvar(1)-31)),numtarget<2
value=451001
ignorehitpause=1
[State ];被弾(T4)
type=changeanim
trigger1=ishelper(451208000)&&name="N_Alice"
trigger1=var(1)=0&&numhelper(451208001)
trigger1=sysfvar(1)=[41,50]
trigger1=PlayerIDExist(helper(451208001),id+floor(sysfvar(1)-41))
trigger1=PlayerID(helper(451208001),id+floor(sysfvar(1)-41)),numtarget<3
value=451001
ignorehitpause=1
[State ];被弾(T5)
type=changeanim
trigger1=ishelper(451208000)&&name="N_Alice"
trigger1=var(1)=0&&numhelper(451208001)
trigger1=sysfvar(1)=[51,60]
trigger1=PlayerIDExist(helper(451208001),id+floor(sysfvar(1)-51))
trigger1=PlayerID(helper(451208001),id+floor(sysfvar(1)-51)),numtarget<4
value=451001
ignorehitpause=1
[State ]
type=hitby
triggerall=ishelper(451208000)&&name="N_Alice"
trigger1=anim=451003
value=SCA,AA,AP,AT
time=2
ignorehitpause=1
[State ]
type=hitby
triggerall=ishelper(451208000)&&name="N_Alice"
trigger1=anim=451003
value2=SCA,AA,AP,AT
time=2
ignorehitpause=1
[State ]
type=bindtoroot
trigger1=ishelper(451208000)&&name="N_Alice"
trigger1=var(1)
pos=-50+15*!(anim=451003),-7-10*floor((sysfvar(1)-1)*0.5)-1754040*!(root,numprojid(4512081))
ignorehitpause=1
[State ]
type=bindtoroot
trigger1=ishelper(451208000)&&name="N_Alice"
trigger1=var(1)=0
trigger1=sysfvar(1)=[21,30]
pos=-50+30*!(anim=451003),-7-10*floor(sysfvar(1)-21)-1754040*!(root,numprojid(4512081))
ignorehitpause=1
[State ]
type=bindtoroot
trigger1=ishelper(451208000)&&name="N_Alice"
trigger1=var(1)=0
trigger1=sysfvar(1)=[31,40]
pos=-50+45*!(anim=451003),-7-10*floor(sysfvar(1)-31)-1754040*!(root,numprojid(4512081))
ignorehitpause=1
[State ]
type=bindtoroot
trigger1=ishelper(451208000)&&name="N_Alice"
trigger1=var(1)=0
trigger1=sysfvar(1)=[41,50]
pos=-50+60*!(anim=451003),-7-10*floor(sysfvar(1)-41)-1754040*!(root,numprojid(4512081))
ignorehitpause=1
[State ]
type=bindtoroot
trigger1=ishelper(451208000)&&name="N_Alice"
trigger1=var(1)=0
trigger1=sysfvar(1)=[51,60]
pos=-50+75*!(anim=451003),-7-10*floor(sysfvar(1)-51)-1754040*!(root,numprojid(4512081))
ignorehitpause=1
;-----------------------------
[State ]
type=pause
trigger1=ishelper(451208000)&&name="N_Alice"
trigger1=sysfvar(1)=[1,20]
trigger1=floor(sysfvar(1))%2=1;位置確保
time=0
movetime=0
ignorehitpause=1
[State ]
type=superpause
trigger1=ishelper(451208000)&&name="N_Alice"
trigger1=sysfvar(1)=[1,20]
trigger1=floor(sysfvar(1))%2=1;位置確保
anim=-1
time=0
movetime=0
UnHittable=0
darken=0
p2defmul=1
ignorehitpause=1
[State ]
type=pause
trigger1=ishelper(451208000)&&name="N_Alice"
trigger1=parent,id=root,id
trigger1=helper(451208000),ID=ID;位置確保
time=0
movetime=0
ignorehitpause=1
[State ]
type=superpause
trigger1=ishelper(451208000)&&name="N_Alice"
trigger1=parent,id=root,id
trigger1=helper(451208000),ID=ID;位置確保
anim=-1
time=0
movetime=0
UnHittable=0
darken=0
p2defmul=1
ignorehitpause=1
[State ]
type=selfstate
trigger1=ishelper(451208000)&&name="N_Alice"
trigger1=root,numprojid(4512080)
trigger1=root,numprojid(4512081)
value=1966613490
ignorehitpause=1
[State ]
type=selfstate
trigger1=ishelper(451208000)&&name="N_Alice"
trigger1=sysfvar(1)=[1,20]
trigger1=floor(sysfvar(1))%2=1;位置確保
trigger1=parent,id=root,id
trigger1=root,numprojid(4512080)
value=1966613490
ignorehitpause=1
;------------------------------------------------------------
;システム2
[Statedef 51515]
type=U
movetype=U
physics=N
hitdefpersist=!(name="N_Alice")
movehitpersist=!(name="N_Alice")
[State ]
type=ChangeState
trigger1=name!="N_Alice"
trigger1=prevstateno!=0||time
value=ifelse(!ishelper&&hitpausetime>2,512,0)
ignorehitpause=1
[State ]
type=selfstate
trigger1=!ishelper(13)&&name="N_Alice"
value=151
ignorehitpause=1
[State ]
type=statetypeset
trigger1=ishelper(13)&&name="N_Alice"
statetype=A
physics=N
ignorehitpause=1
[State ]
type=AttackDist
trigger1=ishelper(13)&&name="N_Alice"
value=0
ignorehitpause=1
[State ]
type=screenbound
trigger1=ishelper(13)&&name="N_Alice"
value=0
movecamera=0,0
ignorehitpause=1
[State ]
type=velset
trigger1=ishelper(13)&&name="N_Alice"
x=0
y=0
ignorehitpause=1
[State ]
type=nothitby
trigger1=ishelper(13)&&name="N_Alice"
value=SCA,AA,AT,AP
ignorehitpause=1
[State ]
type=nothitby
trigger1=ishelper(13)&&name="N_Alice"
value2=SCA,AA,AT,AP
ignorehitpause=1
[State ]
type=BindToRoot
trigger1=ishelper(13)&&name="N_Alice"
ignorehitpause=1
[State ]
type=turn
trigger1=ishelper(13)&&name="N_Alice"
trigger1=root,fvar(10)!=facing
ignorehitpause=1
[State ]
type=HitOverride
trigger1=ishelper(13)&&name="N_Alice"
time=-1
attr=SCA,AA,AP,AT
slot=gametime%8
stateno=5150
ignorehitpause=1
[State ]
type=ChangeAnim
trigger1=ishelper(13)&&name="N_Alice"
trigger1=SelfAnimExist(root,anim)
value=root,anim
elem=root,animelemno(0)
ignorehitpause=1
[State ]
type=varrangeset
trigger1=ishelper(13)&&name="N_Alice"
trigger1=parent,id=root,id
trigger1=root,var(8)!=id
value=-1
ignorehitpause=1
[State ]
type=parentvarset
trigger1=ishelper(13)&&name="N_Alice"
trigger1=parent,ID=root,ID
var(8)=ID
ignorehitpause=1
[State ]
type=varset
trigger1=ishelper(13)&&name="N_Alice"
trigger1=parent,id=root,id
trigger1=fvar(0)!=[0,58]
fvar(0)=ifelse(fvar(0)<0,0,59)
ignorehitpause=1
[State ]
type=varset
trigger1=ishelper(13)&&name="N_Alice"
trigger1=parent,id=root,id
trigger1=root,sysvar(1)>0
trigger1=var(floor(fvar(0)))=-1
trigger1=root,sysvar(1)!=var(0)
trigger1=root,sysvar(1)!=var(1)
trigger1=root,sysvar(1)!=var(2)
trigger1=root,sysvar(1)!=var(3)
trigger1=root,sysvar(1)!=var(4)
trigger1=root,sysvar(1)!=var(5)
trigger1=root,sysvar(1)!=var(6)
trigger1=root,sysvar(1)!=var(7)
trigger1=root,sysvar(1)!=var(8)
trigger1=root,sysvar(1)!=var(9)
trigger1=root,sysvar(1)!=var(10)
trigger1=root,sysvar(1)!=var(11)
trigger1=root,sysvar(1)!=var(12)
trigger1=root,sysvar(1)!=var(13)
trigger1=root,sysvar(1)!=var(14)
trigger1=root,sysvar(1)!=var(15)
trigger1=root,sysvar(1)!=var(16)
trigger1=root,sysvar(1)!=var(17)
trigger1=root,sysvar(1)!=var(18)
trigger1=root,sysvar(1)!=var(19)
trigger1=root,sysvar(1)!=var(20)
trigger1=root,sysvar(1)!=var(21)
trigger1=root,sysvar(1)!=var(22)
trigger1=root,sysvar(1)!=var(23)
trigger1=root,sysvar(1)!=var(24)
trigger1=root,sysvar(1)!=var(25)
trigger1=root,sysvar(1)!=var(26)
trigger1=root,sysvar(1)!=var(27)
trigger1=root,sysvar(1)!=var(28)
trigger1=root,sysvar(1)!=var(29)
trigger1=root,sysvar(1)!=var(30)
trigger1=root,sysvar(1)!=var(31)
trigger1=root,sysvar(1)!=var(32)
trigger1=root,sysvar(1)!=var(33)
trigger1=root,sysvar(1)!=var(34)
trigger1=root,sysvar(1)!=var(35)
trigger1=root,sysvar(1)!=var(36)
trigger1=root,sysvar(1)!=var(37)
trigger1=root,sysvar(1)!=var(38)
trigger1=root,sysvar(1)!=var(39)
trigger1=root,sysvar(1)!=var(40)
trigger1=root,sysvar(1)!=var(41)
trigger1=root,sysvar(1)!=var(42)
trigger1=root,sysvar(1)!=var(43)
trigger1=root,sysvar(1)!=var(44)
trigger1=root,sysvar(1)!=var(45)
trigger1=root,sysvar(1)!=var(46)
trigger1=root,sysvar(1)!=var(47)
trigger1=root,sysvar(1)!=var(48)
trigger1=root,sysvar(1)!=var(49)
trigger1=root,sysvar(1)!=var(50)
trigger1=root,sysvar(1)!=var(51)
trigger1=root,sysvar(1)!=var(52)
trigger1=root,sysvar(1)!=var(53)
trigger1=root,sysvar(1)!=var(54)
trigger1=root,sysvar(1)!=var(55)
trigger1=root,sysvar(1)!=var(56)
trigger1=root,sysvar(1)!=var(57)
trigger1=root,sysvar(1)!=var(58)
trigger1=root,sysvar(1)!=var(59)
trigger1=root,sysvar(1)!=[10,12];暴発取得
var(floor(fvar(0)))=root,sysvar(1)
ignorehitpause=1
[State ]
type=varset
trigger1=ishelper(13)&&name="N_Alice"
trigger1=parent,id=root,id
trigger1=root,var(50-gametime%6)>0
trigger1=var(floor(fvar(0)))=-1
trigger1=root,var(50-gametime%6)!=var(0)
trigger1=root,var(50-gametime%6)!=var(1)
trigger1=root,var(50-gametime%6)!=var(2)
trigger1=root,var(50-gametime%6)!=var(3)
trigger1=root,var(50-gametime%6)!=var(4)
trigger1=root,var(50-gametime%6)!=var(5)
trigger1=root,var(50-gametime%6)!=var(6)
trigger1=root,var(50-gametime%6)!=var(7)
trigger1=root,var(50-gametime%6)!=var(8)
trigger1=root,var(50-gametime%6)!=var(9)
trigger1=root,var(50-gametime%6)!=var(10)
trigger1=root,var(50-gametime%6)!=var(11)
trigger1=root,var(50-gametime%6)!=var(12)
trigger1=root,var(50-gametime%6)!=var(13)
trigger1=root,var(50-gametime%6)!=var(14)
trigger1=root,var(50-gametime%6)!=var(15)
trigger1=root,var(50-gametime%6)!=var(16)
trigger1=root,var(50-gametime%6)!=var(17)
trigger1=root,var(50-gametime%6)!=var(18)
trigger1=root,var(50-gametime%6)!=var(19)
trigger1=root,var(50-gametime%6)!=var(20)
trigger1=root,var(50-gametime%6)!=var(21)
trigger1=root,var(50-gametime%6)!=var(22)
trigger1=root,var(50-gametime%6)!=var(23)
trigger1=root,var(50-gametime%6)!=var(24)
trigger1=root,var(50-gametime%6)!=var(25)
trigger1=root,var(50-gametime%6)!=var(26)
trigger1=root,var(50-gametime%6)!=var(27)
trigger1=root,var(50-gametime%6)!=var(28)
trigger1=root,var(50-gametime%6)!=var(29)
trigger1=root,var(50-gametime%6)!=var(30)
trigger1=root,var(50-gametime%6)!=var(31)
trigger1=root,var(50-gametime%6)!=var(32)
trigger1=root,var(50-gametime%6)!=var(33)
trigger1=root,var(50-gametime%6)!=var(34)
trigger1=root,var(50-gametime%6)!=var(35)
trigger1=root,var(50-gametime%6)!=var(36)
trigger1=root,var(50-gametime%6)!=var(37)
trigger1=root,var(50-gametime%6)!=var(38)
trigger1=root,var(50-gametime%6)!=var(39)
trigger1=root,var(50-gametime%6)!=var(40)
trigger1=root,var(50-gametime%6)!=var(41)
trigger1=root,var(50-gametime%6)!=var(42)
trigger1=root,var(50-gametime%6)!=var(43)
trigger1=root,var(50-gametime%6)!=var(44)
trigger1=root,var(50-gametime%6)!=var(45)
trigger1=root,var(50-gametime%6)!=var(46)
trigger1=root,var(50-gametime%6)!=var(47)
trigger1=root,var(50-gametime%6)!=var(48)
trigger1=root,var(50-gametime%6)!=var(49)
trigger1=root,var(50-gametime%6)!=var(50)
trigger1=root,var(50-gametime%6)!=var(51)
trigger1=root,var(50-gametime%6)!=var(52)
trigger1=root,var(50-gametime%6)!=var(53)
trigger1=root,var(50-gametime%6)!=var(54)
trigger1=root,var(50-gametime%6)!=var(55)
trigger1=root,var(50-gametime%6)!=var(56)
trigger1=root,var(50-gametime%6)!=var(57)
trigger1=root,var(50-gametime%6)!=var(58)
trigger1=root,var(50-gametime%6)!=var(59)
var(floor(fvar(0)))=root,var(50-gametime%6)
ignorehitpause=1
[State ]
type=varadd
trigger1=ishelper(13)&&name="N_Alice"
trigger1=parent,id=root,id
trigger1=fvar(0)=[0,58]
trigger1=var(floor(fvar(0)))>-1
fvar(0)=1
ignorehitpause=1
[State ]
type=parentvarset
trigger1=ishelper(13)&&name="N_Alice"
trigger1=parent,id=root,id&&WINKO
trigger1=var(0)>-1
var(50)=var(0)
ignorehitpause=1
[State ]
type=parentvarset
trigger1=ishelper(13)&&name="N_Alice"
trigger1=parent,id=root,id&&WINKO
trigger1=var(1)>-1
var(49)=var(1)
ignorehitpause=1
[State ]
type=parentvarset
trigger1=ishelper(13)&&name="N_Alice"
trigger1=parent,id=root,id&&WINKO
trigger1=var(2)>-1
var(48)=var(2)
ignorehitpause=1
[State ]
type=parentvarset
trigger1=ishelper(13)&&name="N_Alice"
trigger1=parent,id=root,id&&WINKO
trigger1=var(3)>-1
var(47)=var(3)
ignorehitpause=1
[State ]
type=parentvarset
trigger1=ishelper(13)&&name="N_Alice"
trigger1=parent,id=root,id&&WINKO
trigger1=var(4)>-1
var(46)=var(4)
ignorehitpause=1
[State ]
type=parentvarset
trigger1=ishelper(13)&&name="N_Alice"
trigger1=parent,id=root,id&&WINKO
trigger1=var(5)>-1
var(45)=var(5)
ignorehitpause=1

[State ];記憶確認
type=DisplayToClipboard
trigger1=1
text="stlog:%d,:%d,:%d,:%d,:%d"
params= (var(0)),(var(1)),(var(2)),(var(3)),(var(4))
ignorehitpause=1
[State ]
type=AppendToClipboard
trigger1=1
text=":%d,:%d,:%d,:%d,:%d"
params= (var(5)),(var(6)),(var(7)),(var(8)),(var(9))
ignorehitpause=1
[State ]
type=AppendToClipboard
trigger1=1
text="\n%d,:%d,:%d,:%d,:%d"
params= (var(10)),(var(11)),(var(12)),(var(13)),(var(14))
ignorehitpause=1
[State ]
type=AppendToClipboard
trigger1=1
text=":%d,:%d,:%d,:%d,:%d"
params= (var(15)),(var(16)),(var(17)),(var(18)),(var(19))
ignorehitpause=1
[State ]
type=AppendToClipboard
trigger1=1
text=" log:%f"
params= (fvar(0))
ignorehitpause=1

;忘却する必要あるならアーマーの記録を参考に
;fvar(0)の忘却調整とintvarの整理整頓をすべし

[State ]
type=selfstate
trigger1=ishelper&&name="N_Alice"
value=5150
ignorehitpause=1
