;---------------------------------------------------------------------------
;この下の行は消さないように。動作しなくなります。
[Statedef -2]
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;勝利演出(決着後)のあゆの画像を変更出来ます。
;value = の値を0か1に書き換えて下さい。(デフォルトは0)
;0でEFZの画像、1でKanonの画像(複数)に変更することが出来ます。
;0～1以外の値にすると、演出自体が発動しないようになります。

;画像変更
[State -2, WinCut]
type = VarSet
trigger1 = RoundState = 0
v = 7
value = 0

;---------------------------------------------------------------------------
;勝利演出(決着後)のBGMを変更出来ます。
;value = の値を0～2の間で書き換えて下さい。(デフォルトは0)
;0でKanon、1でONE、2でAIRの勝利BGMに変更することが出来ます。
;0～2以外の値にすると、勝利BGMが流れなくなります。

;BGM変更
[State -2, WinBGM]
type = VarSet
trigger1 = RoundState = 0
v = 8
value = 0

;---------------------------------------------------------------------------
;リコイルガードの受付時間を変更出来ます。
;value = の値を正の数値で書き換えてください(デフォルトは10)
;書き込んだ値/60秒が受付時間となります。

;リコイルガード受け付け時間
[State -2, Guard]
type = VarSet
trigger1 = RoundState = 0
v = 9
value = 10

;---------------------------------------------------------------------------
;リコイルガード成功時の強化要素の強化及び切り替えが出来ます。
;value = の値を正の数値で書き換えてください(デフォルトは0)
;ライフとパワーは書き込んだ値/100%分だけ増えます。
:EFゲージは書き込んだ値*20増加します(MAXが2000なのでこちらも結局は割合制です)
;EFゲージのみ、白い状態では増加しないようになっています。
;負の値にするとマイナス効果となってしまいますのでご注意を。

;リコイルガードのパワーアップ
[State -2, PowerUP]
type = VarSet
trigger1 = RoundState = 0
v = 11
value = 0

;---------------------------------------------------------------------------
;EFゲージの上下位置を調整出来ます。
;value = の値を書き換えて位置を調整して下さい。
;負の値を入力することで、現在位置より上に表示することが出来ます。

;ゲージ位置調整
[State -2, Gage]
type = VarSet
trigger1 = RoundState = 0
v = 12
value = 0

;---------------------------------------------------------------------------
;リコイルガード成功時の反撃速度が変更出来ます。
;value = の値を0か1で書き換えて下さい。(デフォルトは0)
;0では行動可能になるまで一定の時間が経過する必要があります。
;1にするとリコイルガード成功直後に反撃行動が可能となります。

;リコイルガードによる反撃
[State -2, Counter]
type = VarSet
trigger1 = RoundState = 0
v = 14
value = 0

;---------------------------------------------------------------------------
;ジャッジメントの使用回数の制限を解除出来ます。
;value = の値を0か1で書き換えて下さい(デフォルトは0)
;0で回数制限有り、1で回数制限無しになります。
;AIはこの効果が適用されません(AI未発動時は適用されます)

;ジャッジメントの制限
[State -2, judgement]
type = VarSet
trigger1 = RoundState = 0
v = 15
value = 0
ignorehitpause = 1

;---------------------------------------------------------------------------
;あゆの封印技の性能を変更します。
;value = の値を0～2の間で書き換えて下さい(デフォルトは0)
;0で調整無し、1で調整あり、2で大幅強化となります。
;この効果が適用されるのは、封印技のみです。

;強さの設定
[State -2, efficiency]
type = VarSet
trigger1 = RoundState = 0
v = 19
value = 0

;---------------------------------------------------------------------------
;スーパーアーマーの切り替えが出来ます。
;value = の値を0か1で書き換えて下さい(デフォルトは0)
;0で通常、1で常にスーパーアーマーになります。

;アーマーの設定
[State -2, Armor]
type = VarSet
trigger1 = RoundState = 0
v = 41
value = 0

;---------------------------------------------------------------------------
;特定技のカットインの表示方法を切り替えられます。
;value = の値を0～2で書き換えて下さい(デフォルトは0)

;0=カットインなし
;1=カットインA(Normal)
;2=カットインB(Melty Blood)

;カットインの設定
[State -2, Cut in]
type = VarSet
trigger1 = RoundState = 0
fv = 9
value = 0

;---------------------------------------------------------------------------
;勝利メッセージ(里村茜)
[State -2, Akane]
type = VarSet
trigger1 = p2name = "akane satomura" || p4name = "akane satomura"
trigger2 = p2name = "satomura akane" || p4name = "satomura akane"
trigger3 = p2name = "akane_satomura" || p4name = "akane_satomura"
trigger4 = p2name = "satomura_akane" || p4name = "satomura_akane"
var(6) = 10

;---------------------------------------------------------------------------
;勝利メッセージ(水瀬秋子)
[State -2, Akiko]
type = VarSet
trigger1 = p2name = "akiko minase" || p4name = "akiko minase"
trigger2 = p2name = "minase akiko" || p4name = "minase akiko"
trigger3 = p2name = "akiko_minase" || p4name = "akiko_minase"
trigger4 = p2name = "minase_akiko" || p4name = "minase_akiko"
var(6) = 11

;---------------------------------------------------------------------------
;勝利メッセージ(月宮あゆ)
[State -2, Ayu]
type = VarSet
trigger1 = p2name = "ayu tukimiya" || p4name = "ayu tukimiya"
trigger2 = p2name = "tukimiya ayu" || p4name = "tukimiya ayu"
trigger3 = p2name = "ayu_tukimiya" || p4name = "ayu_tukimiya"
trigger4 = p2name = "tukimiya_ayu" || p4name = "tukimiya_ayu"
var(6) = 12

;---------------------------------------------------------------------------
;勝利メッセージ(川澄舞)
[State -2, Mai]
type = VarSet
trigger1 = p2name = "mai kawasumi" || p4name = "mai kawasumi"
trigger2 = p2name = "kawasumi mai" || p4name = "kawasumi mai"
trigger3 = p2name = "mai_kawasumi" || p4name = "mai_kawasumi"
trigger4 = p2name = "kawasumi_mai" || p4name = "kawasumi_mai"
trigger5 = p2name = "Mai_K" || p4name = "Mai_K"
trigger6 = p2name = "D-Mai_Kawasumi_by_Nachel" || p4name = "D-Mai_Kawasumi_by_Nachel"
var(6) = 13

;---------------------------------------------------------------------------
;勝利メッセージ(沢渡真琴)
[State -2, Makoto]
type = VarSet
trigger1 = p2name = "makoto sawatari" || p4name = "makoto sawatari"
trigger2 = p2name = "sawatari makoto" || p4name = "sawatari makoto"
trigger3 = p2name = "makoto_sawatari" || p4name = "makoto_sawatari"
trigger4 = p2name = "sawatari_makoto" || p4name = "sawatari_makoto"
var(6) = 14

;---------------------------------------------------------------------------
;勝利メッセージ(水瀬名雪)
[State -2, Nayuki]
type = VarSet
trigger1 = Enemy,Authorname = "Tuki no Turugi"
trigger1 = p2name = "nayuki minase" || p4name = "nayuki minase"
trigger2 = p2name = "minase nayuki" || p4name = "minase nayuki"
trigger3 = p2name = "nayuki_minase" || p4name = "nayuki_minase"
trigger4 = p2name = "minase_nayuki" || p4name = "minase_nayuki"
trigger5 = p2name = "anri nayu" || p4name = "anri nayu"
var(6) = 15

;---------------------------------------------------------------------------
;勝利メッセージ(UNKNOWN)
[State -2, Unknown]
type = VarSet
trigger1 = p2name = "unknown" || p4name = "unknown"
var(6) = 16

;---------------------------------------------------------------------------
;勝利メッセージ(ランダム)
[State -2, Win]
type = VarRandom
trigger1 = Var(6) = [0,3]
trigger1 = RoundState = 2
v = 6
range = 0,3

;---------------------------------------------------------------------------
;勝利メッセージ(美坂香里-烈空アレンジ- or 弓塚さつき)
[State -2, Kaori]
type = VarSet
triggerall = RoundState >= 3 && Var(47) = 1
trigger1 = (p2name = "Kaori Misaka") && (Enemy,authorname = "rouge noir(+Rekku)") || (p4name = "Kaori Misaka") && (Enemy,authorname = "rouge noir(+Rekku)")
trigger2 = p2name = "Satsuki Yumiduka" || p4name = "Satsuki Yumiduka"
trigger3 = p2name = "Yumiduka Satsuki" || p4name = "Yumiduka Satsuki"
trigger4 = p2name = "Satsuki_Yumiduka" || p4name = "Satsuki_Yumiduka"
trigger5 = p2name = "Yumiduka_Satsuki" || p4name = "Yumiduka_Satsuki"
var(6) = 17

[State -2];ボクの名前を言ってみて勝利処理
type = VarSet
trigger1 = roundstate = 0
v = 47
value = 0
supermove = 1
ignorehitpause = 1

;---------------------------------------------------------------------------
;勝利後コントロール
[State -2, Ctrl]
type = CtrlSet
trigger1 = Stateno = [180,182]
trigger2 = RoundState = 4
value = 0

;---------------------------------------------------------------------------
;戦闘勝利時に強制復帰
[State -2, SelfState]
type = SelfState
trigger1 = Alive
trigger1 = MoveType = H
trigger1 = Win
trigger1 = Stateno != 5040
value = 5040
ignorehitpause = 1

;---------------------------------------------------------------------------
;戦闘敗北時に強制復帰
[State -2, SelfState]
type = SelfState
trigger1 = !Alive
trigger1 = Lose
trigger1 = RoundState = 4
trigger1 = Fvar(4) = 0
value = 5150
ignorehitpause = 1

;---------------------------------------------------------------------------
;戦闘開始前無敵
[State -2, NotHitBy]
type = NotHitBy
trigger1 = Anim = 0 && ctrl = 0
trigger2 = RoundState < 2 || RoundState > 2
trigger3 = Var(43) >= 1
time = 2
value = SCA
ignorehitpause = 1

;---------------------------------------------------------------------------
;デバッグ表示
[State -2, Debug]
type = DisplayToClipboard
trigger1 = 1
text = "Attack=%f,Defence=%f,Break=%f"
params = Fvar(0),Fvar(3),Fvar(31)
;text = "Stateno=%d,Time=%d,Ctrl=%d"
;params = Var(20),Var(21),Var(22)

;---------------------------------------------------------------------------
;残像消去
[State -2, 0]
type = Afterimagetime
trigger1 = Stateno != 5
trigger1 = Stateno != [100,105]
trigger1 = Stateno != 1200
trigger1 = Stateno != [3000,3200]
time = 0
ignorehitpause = 1

;---------------------------------------------------------------------------
;スイッチ切り替え(下手にいじるとバグを引き起こす)
[State -2, 0]
type = VarSet
trigger1 = Statetype != A
var(2) = 0
ignorehitpause = 1

[State -2, 0]
type = VarSet
triggerall = RoundState >= 2
trigger1 = Stateno = 900
trigger2 = Stateno = 950
trigger3 = Movetype != A && Stateno != 14050 && Stateno != 5
var(3) = 0
ignorehitpause = 1

[State -2, 0]
type = VarSet
trigger1 = Statetype != A
var(4) = 0
ignorehitpause = 1

[State -2, 0]
type = VarAdd
trigger1 = command = "holdup"
var(5) = 1
ignorehitpause = 1

[State -2, 0]
type = VarSet
trigger1 = command != "holdup"
var(5) = 0
ignorehitpause = 1

[State -2, 0]
type = VarAdd
trigger1 = command = "holdback"
trigger1 = Ctrl = 1
var(10) = 1
ignorehitpause = 1

[State -2, 0]
type = VarSet
trigger1 = command != "holdback"
trigger2 = Ctrl = 0
trigger3 = Stateno = [150,159]
var(10) = 0
ignorehitpause = 1

[State -2, 0]
type = VarSet
trigger1 = RoundState < 2
trigger1 = Var(54) = 0
var(54) = Life

[State -2, 0]
type = VarSet
trigger1 = RoundState >= 2
trigger1 = Var(54) <= 100
trigger1 = Var(54) != Const(Data.Life)
var(54) = Const(Data.Life)

[State -2, 0]
type = VarSet
trigger1 = Stateno = 13100
trigger2 = Stateno = [20000,20200]
trigger3 = (Stateno = [10000,10100]) && (Var(19) != 1)
trigger4 = (Stateno = 30000) && (Var(19)%10 != 1)
trigger5 = (Stateno = [35000,35400]) && (Var(19) != 1)
var(43) = 1
ignorehitpause = 1

[State -2, 0]
type = VarAdd
trigger1 = Var(43) >= 1
var(43) = 1
ignorehitpause = 1

[State -2, 0]
type = VarSet
trigger1 = Var(43) >= 180
trigger1 = PalNo != 12
trigger2 = Var(42) != 0 && Var(19) < 2
var(43) = 0
ignorehitpause = 1

[State -2, 0]
type = VarSet
trigger1 = Var(43) >= 360
trigger1 = PalNo = 12
trigger2 = Var(42) != 0 && Var(19) < 2
var(43) = 0
ignorehitpause = 1

[State -2, 0]
type = VarSet
trigger1 = Var(33) <= 0
trigger1 = (100*Life/Var(54)) <= 80
var(33) = Var(33)+1
ignorehitpause = 1

[State -2, 0]
type = VarSet
trigger1 = Var(33) <= 10
trigger1 = (100*Life/Var(54)) <= 60
var(33) = Var(33)+10
ignorehitpause = 1

[State -2, 0]
type = VarSet
trigger1 = Var(33) <= 100
trigger1 = (100*Life/Var(54)) <= 40
var(33) = Var(33)+100
ignorehitpause = 1

[State -2, 0]
type = VarSet
trigger1 = Var(33) <= 1000
trigger1 = (100*Life/Var(54)) <= 20
var(33) = Var(33)+1000
ignorehitpause = 1

[State -2, 0]
type = VarSet
trigger1 = RoundState != 2
trigger2 = Stateno = [20000,20200]
var(33) = 0
ignorehitpause = 1

[State -2, 0]
type = VarAdd
trigger1 = Var(34) >= 1
var(34) = 1
ignorehitpause = 1

[State -2, 0]
type = VarSet
trigger1 = Var(34) >= 600
trigger1 = PalNo != 12
trigger1 = Var(19) < 2
var(34) = 0
ignorehitpause = 1

[State -2, 0]
type = VarSet
trigger1 = Var(34) >= 1200
trigger1 = PalNo = 12
trigger1 = Var(19) < 2
var(34) = 0
ignorehitpause = 1

[State -2, 0]
type = VarSet
trigger1 = Ctrl && time >= 5
trigger1 = Enemynear,Movetype != A
fvar(8) = 1
ignorehitpause = 1

[State -2, 0]
type = VarSet
trigger1 = Fvar(8) < 0.01
fvar(8) = 0.01
ignorehitpause = 1

[State -2, 0]
type = VarAdd
trigger1 = Var(24) != 0
var(24) = 1
ignorehitpause = 1

[State -2, 0]
type = VarSet
trigger1 = Var(24) >= 1200
trigger1 = Var(19) = 0
var(24) = -1
ignorehitpause = 1

[State -2, 0]
type = VarSet
trigger1 = Var(24) >= 600
trigger1 = Var(19) = 1
var(24) = -1
ignorehitpause = 1

[State -2, 0]
type = VarSet
trigger1 = Var(24) = [1,599]
trigger1 = Var(19) = 1
trigger1 = Var(42) != 0 && Var(19) < 2
var(24) = -1
ignorehitpause = 1

[State -2, 0]
type = VarSet
trigger1 = Var(24) = [1,1199]
trigger1 = Var(19) = 0
trigger1 = Var(42) != 0 && Var(19) < 2
var(24) = -1
ignorehitpause = 1

[State -2, 0]
type = Helper
trigger1 = NumHelper(36490) = 0
trigger1 = Var(42) >= 1
trigger1 = Stateno != [36100,36200]
helpertype = normal
name = "HELL"
ID = 36490
stateno = 36490
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State -2, 0]
type = Helper
trigger1 = NumHelper(36990) = 0
trigger1 = Var(42) <= -1
trigger1 = Stateno != [36600,36700]
helpertype = normal
name = "HELL"
ID = 36990
stateno = 36990
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

;---------------------------------------------------------------------------
;攻撃力補正
[State -2, 1]
type = VarSet
trigger1 = P2Movetype != H && Fvar(0) <= (1.00+(1.0*Var(50)/20000))*Fvar(5)*Fvar(6)*Fvar(7)
fv = 0
value = (1.00+(1.0*Var(50)/20000))*Fvar(5)*Fvar(6)*Fvar(7)
supermove = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State -2, 1]
type = VarSet
trigger1 = P2Movetype != H
trigger1 = Fvar(0) > (1.00+(1.0*Var(50)/20000))*Fvar(5)*Fvar(6)*Fvar(7)
fvar(0) = Fvar(0)-(Fvar(0)*0.003)
supermove = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State -2, 2]
type = VarSet
trigger1 = Fvar(0) <= 0.01
fv = 0
value = 0.01
supermove = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State -2, 2]
type = VarSet
trigger1 = Fvar(0) >= 10000
fv = 0
value = 10000
supermove = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State -2, 2]
type = VarSet
trigger1 = (100*Life/Var(54)) > 80
trigger1 = Fvar(3) >= 1.0-(ifelse(Var(19)=1,0,(Var(53)*0.5)))
fv = 3
value = 1.0-(ifelse(Var(19)=1,0,(Var(53)*0.5)))
supermove = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State -2, 2]
type = VarSet
trigger1 = (100*Life/Var(54)) <= 80
trigger1 = Fvar(3) >= 0.9-(ifelse(Var(19)=1,0,(Var(53)*0.5)))
fv = 3
value = 0.9-(ifelse(Var(19)=1,0,(Var(53)*0.5)))
supermove = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State -2, 2]
type = VarSet
trigger1 = (100*Life/Var(54)) <= 60
trigger1 = Fvar(3) >= 0.8-(ifelse(Var(19)=1,0,(Var(53)*0.5)))
fv = 3
value = 0.8-(ifelse(Var(19)=1,0,(Var(53)*0.5)))
supermove = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State -2, 2]
type = VarSet
trigger1 = (100*Life/Var(54)) <= 40
trigger1 = Fvar(3) >= 0.7-(ifelse(Var(19)=1,0,(Var(53)*0.5)))
fv = 3
value = 0.7-(ifelse(Var(19)=1,0,(Var(53)*0.5)))
supermove = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State -2, 2]
type = VarSet
trigger1 = (100*Life/Var(54)) <= 20
trigger1 = Fvar(3) >= 0.6-(ifelse(Var(19)=1,0,(Var(53)*0.5)))
fv = 3
value = 0.6-(ifelse(Var(19)=1,0,(Var(53)*0.5)))
supermove = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State -2, 2]
type = VarSet
trigger1 = Fvar(3) = 0
trigger2 = Stateno = [20000,20200]
fv = 3
value = 1
supermove = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State -2, 2]
type = VarSet
trigger1 = PalNo != 12
fv = 5
value = 1
supermove = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State -2, 2]
type = VarSet
trigger1 = PalNo = 12
fv = 5
value = 1.5
supermove = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State -2, 2]
type = VarSet
trigger1 = 1
fv = 6
value = 1+(ifelse(Var(19)=1,0,Var(53)*1))
supermove = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State -2, 2]
type = VarSet
trigger1 = Var(34) = 0
fv = 7
value = 1
supermove = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State -2, 2]
type = VarSet
trigger1 = Var(34) >= 1
fv = 7
value = 1.5
supermove = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State -2, 3]
type = AttackMulSet
trigger1 = 1
value = Fvar(0)
supermove = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State -2, 3]
type = DefenceMulSet
trigger1 = 1
value = Fvar(3)
supermove = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

;---------------------------------------------------------------------------
;壁激突音
[State -2, 27]
type = PlaySnd
trigger1 = NumTarget(1200) > 0
trigger1 = Target(1200),time = 1
trigger1 = Target(1200),Stateno = 1220
value = s4,2
channel = 3
persistent = 0

;壁激突音2
[State -2, 27]
type = PlaySnd
Triggerall = (stateno = 15004) || (stateno = 15012)
trigger1 = (Enemynear,Stateno = 15008)
value = s4,2
channel = 3
persistent = 0

;------------------------------------------------------------------------------
;パワー増加
[State -2, 29]
type = PowerAdd
triggerall = Var(42) = 0 || Var(19) >= 2
trigger1 = Var(52) = 1
value = 2

;------------------------------------------------------------------------------
;パワー増加
[State -2, 30]
type = PowerAdd
triggerall = Var(42) = 0 || Var(19) >= 2
trigger1 = Var(53) = 1
value = 3

;---------------------------------------------------------------------------
;世紀末体力ゲージ
[State -2, 31]
type = LifeAdd
value = Var(54)/1000
triggerall = Alive
triggerall = Var(41) = 0 && Var(24) = 0
triggerall = Stateno != [900,950]
triggerall = Stateno != [12000,12100]
triggerall = Var(52) = 1 || Var(53) = 1
triggerall = Var(1) = 120 || Var(53) = 1
triggerall = (Statetype != A && Pos Y >= 0)
triggerall = Stateno != [35000,35400]
triggerall = Var(42) = 0 || Var(19) >= 2
trigger1 = Movetype != H
trigger2 = Stateno = [120,155]

;------------------------------------------------------------------------------
;地上判定時間
[State -2, 32]
type = VarAdd
var(1) = 1
trigger1 = Statetype != A
trigger1 = Var(1) < 120

;------------------------------------------------------------------------------
;地上判定リセット
[State -2, 33]
type = VarSet
v = 1
value = 0
trigger1 = Movetype = H && Stateno != [120,160]
trigger2 = Stateno = [12000,12100]
ignorehitpause = 1

;------------------------------------------------------------------------------
;無効化
[State -2, 34]
type = NotHitBy
triggerall = Var(59) = 0 || Var(59) >= 4
triggerall = Var(41) = 0 && Var(24) = 0
triggerall = Var(42) = 0 || Var(19) >= 2
trigger1 = Var(52) = 1 || Var(53) = 1
time = -1
value = SCA
ignorehitpause = 1

[State -2, 35]
type = HitBy
triggerall = Var(59) = 0 || Var(59) >= 4
triggerall = Var(41) = 0 && Var(24) = 0
triggerall = Var(42) = 0 || Var(19) >= 2
trigger1 = Var(52) = 1 && (Var(53) = 0 || Var(59) = 4)
time = -1
value = SCA,NA,SA,HA,NP,SP,HP
ignorehitpause = 1

[State -2, 35]
type = HitBy
triggerall = Var(59) = 0 || Var(59) >= 5
triggerall = Var(41) = 0 && Var(24) = 0
triggerall = Var(42) = 0 || Var(19) >= 2
trigger1 = Var(52) = 1 && Var(53) = 1
time = -1
value = SCA,NA,SA,HA
ignorehitpause = 1

;------------------------------------------------------------------------------
;リザレクション発動
[State -2, 36]
type = HitOverRide
triggerall = Var(59) = 0 || Var(59) >= 3
triggerall = Var(41) = 0 && Var(24) = 0
triggerall = Var(42) = 0 || Var(19) >= 2
trigger1 = Var(52) = 1 || Var(56) = 1
trigger1 = Var(53) = 0
trigger1 = Stateno != [20000,20200]
trigger1 = (100*Life/Var(54)) <= 50
trigger1 = Alive
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 60
stateno = 20000
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State -2, 37]
type = SelfState
triggerall = Var(59) = 0 || Var(59) >= 3
triggerall = Var(41) = 0 && Var(24) = 0
triggerall = Var(42) = 0 || Var(19) >= 2
trigger1 = Var(52) = 1 || Var(56) = 1
trigger1 = Var(53) = 0
trigger1 = Stateno != [20000,20200]
trigger1 = (100*Life/Var(54)) <= 50
trigger1 = Alive
trigger1 = Movetype = H
value = 20000
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

;---------------------------------------------------------------------------
;EFゲージ管理ヘルパー召喚
[State -2, 38]
type = Helper
trigger1 = NumHelper(999) = 0
helpertype = normal
name = "EF"
ID = 999
stateno = 999
pos = 160,120
postype = left
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

;---------------------------------------------------------------------------
;リコイルガード
[State -2, 39]
type = HitOverRide
triggerall = Var(59) = 0
triggerall = Var(41) = 0 && Var(24) = 0
trigger1 = Var(10) > 0
trigger1 = Var(10) <= Var(9)
trigger2 = Stateno = 160
time = 2
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 160
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

;---------------------------------------------------------------------------
;ダメージボイス
[State -2, 40]
type = VarRandom
trigger1 = 1
v = 14
range = 0,3

[State -2, 41]
type = PlaySnd
triggerall = Alive
triggerall = time = 0
triggerall = GetHitVar(Damage) > 0
triggerall = Stateno != 160 && Stateno != 11050 && Stateno != 13000 && Stateno != 13100 && Stateno != 14050 && Stateno != 5 && Stateno != 35000
trigger1 = Stateno = 5000 || Stateno = 5001 || Stateno = 5010 || Stateno = 5020 || Stateno = 5030 || Stateno = 5070 || Stateno = 5080
trigger2 = MoveType = H && Stateno != [5000,5500]
value = S14,Var(14)
channel = 8

[State -2, 42]
type = PlaySnd
trigger1 = Alive
trigger1 = time = 1
trigger1 = Stateno = 5040 || Stateno = 5120 || Stateno = 5121 || Stateno = 5201 || Stateno = 5200 || Stateno = 5210
value = S15,Var(14)
channel = 8

[State -2, 43]
type = StopSnd
trigger1 = !Alive && Stateno != [5150,5152]
channel = 8

;---------------------------------------------------------------------------
;「ボクの名前を言ってみて」専用演出
[State -2, 44]
type = BGPalfx
triggerall = Movetype = A
trigger1 = (stateno = [15000,15499]) && (Animelemtime(1) >= 0)
time = 3
add = 0,0,0
Invertall = 1
IgnoreHitPause = 1
pausemovetime = 999
supermovetime = 999

;---------------------------------------------------------------------------
;ブラックカラー専用恩恵
[State -2, 45]
type = PowerSet
triggerall = Var(42) = 0 || Var(19) >= 2
triggerall = PalNo = 11
trigger1 = Numpartner > 0
trigger1 = partner,const(data.power) > const(data.power)
value = partner,const(data.power)

[State -2, 45]
type = PowerSet
triggerall = Var(42) = 0 || Var(19) >= 2
triggerall = PalNo = 11
trigger1 = Numpartner > 0
trigger1 = partner,const(data.power) <= const(data.power)
trigger2 = Numpartner = 0
value = const(data.power)

[State -2, 46]
type = VarSet
triggerall = Var(42) = 0 || Var(19) >= 2
trigger1 = PalNo = 11
trigger1 = Var(50) < 1000 && Var(51) = 0
var(50) = 1000

[State -2, 46]
type = VarSet
triggerall = Var(42) = 0 || Var(19) >= 2
trigger1 = PalNo = 11
var(36) = 1000

[State -2, 46]
type = VarSet
triggerall = Var(42) = 0 || Var(19) >= 2
trigger1 = PalNo = 11
var(38) = 1000

;---------------------------------------------------------------------------
;ゴールドカラー専用恩恵
[State -2, 47]
type = PowerSet
triggerall = Var(42) = 0 || Var(19) >= 2
triggerall = PalNo = 12
trigger1 = Numpartner > 0
trigger1 = partner,const(data.power) > const(data.power)
value = partner,const(data.power)

[State -2, 47]
type = PowerSet
triggerall = Var(42) = 0 || Var(19) >= 2
triggerall = PalNo = 12
trigger1 = Numpartner > 0
trigger1 = partner,const(data.power) <= const(data.power)
trigger2 = Numpartner = 0
value = const(data.power)

[State -2, 48]
type = VarSet
trigger1 = Var(42) = 0 || Var(19) >= 2
trigger1 = PalNo = 12
var(50) = 2000

[State -2, 49]
type = VarSet
trigger1 = Var(42) = 0 || Var(19) >= 2
trigger1 = PalNo = 12
var(51) = 1

[State -2, 50]
type = LifeAdd
triggerall = PalNo = 12
triggerall = Var(41) = 0 && Var(24) = 0
triggerall = Gametime % 4 = 0
triggerall = Stateno != [900,950]
triggerall = Stateno != [12000,12100]
triggerall = Stateno != [35000,35400]
triggerall = Var(42) = 0 || Var(19) >= 2
trigger1 = Movetype != H
trigger2 = Stateno = [150,155]
value = Var(54)/1000

[State -2, 50]
type = VarSet
trigger1 = Var(42) = 0 || Var(19) >= 2
trigger1 = PalNo = 12
var(36) = 1000

[State -2, 50]
type = VarSet
trigger1 = Var(42) = 0 || Var(19) >= 2
trigger1 = PalNo = 12
var(38) = 1000

;---------------------------------------------------------------------------
;戦闘開始前無敵
[State -2, NotHitBy]
type = NotHitBy
trigger1 = Anim = 0 && ctrl = 0
trigger2 = RoundState < 2 || RoundState > 2
trigger3 = Var(43) >= 1
time = 2
value = SCA
ignorehitpause = 1

;---------------------------------------------------------------------------
;パワー増加
[State -2, 51]
type = PowerAdd
triggerall = Var(42) = 0 || Var(19) >= 2
trigger1 = Var(56) = 1
value = 5

;---------------------------------------------------------------------------
;リジェネ
[State -2, 52]
type = LifeAdd
triggerall = Var(56) = 1
triggerall = Var(41) = 0 && Var(24) = 0
triggerall = Gametime % 4 = 1
triggerall = Stateno != [900,950]
triggerall = Stateno != [12000,12100]
triggerall = Stateno != [35000,35400]
triggerall = Var(42) = 0 || Var(19) >= 2
trigger1 = Movetype != H
trigger2 = Stateno = [150,155]
value = Var(54)/1000

;---------------------------------------------------------------------------
;リジェネ
[State -2, 53]
type = LifeAdd
triggerall = Var(53) = 1
triggerall = Var(41) = 0 && Var(24) = 0
triggerall = Gametime % 4 = 2
triggerall = Stateno != [900,950]
triggerall = Stateno != [12000,12100]
triggerall = Stateno != [35000,35400]
triggerall = Var(42) = 0 || Var(19) >= 2
trigger1 = Movetype != H
trigger2 = Stateno = [150,155]
value = Var(54)/1000

;---------------------------------------------------------------------------
;点滅効果
[State -2, 54]
type = PalFX
trigger1 = Gametime % 20 = 0
trigger1 = Var(24) > 0 || Var(41) = 1
time = 21
add = 0,0,100
mul = 256,256,256
sinadd = 0,0,100,21
invertall = 0
color = 256
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

;---------------------------------------------------------------------------
;カメラ制御
[State -2, 55]
type = ScreenBound
trigger1 = NumHelper(12500) > 0
trigger2 = NumHelper(12600) > 0
value = 1
movecamera = 0,1

;---------------------------------------------------------------------------
;音声管理
[State -2, 強HIT]
type = PlaySnd
trigger1 = Var(16)%10 != 0
value = S2,2
channel = 4
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State -2, 電撃HIT]
type = PlaySnd
trigger1 = Var(16)/10%10 != 0
value = S2,4
channel = 4
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State -2, 吹っ飛ばし]
type = PlaySnd
trigger1 = Var(16)/100%10 != 0
trigger2 = ProjHit(20500) = 1
value = S4,0
channel = 4
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State -2, 吹っ飛ばし]
type = PlaySnd
trigger1 = Var(16)/1000%10 != 0
value = S4,1
channel = 4
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State -2, ガード]
type = PlaySnd
trigger1 = Var(16)/10000%10 != 0
trigger2 = ProjGuarded(20500) = 1
value = S3,2
channel = 4
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State -2, 56]
type = VarSet
trigger1 = Var(16) != 0
var(16) = 0
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

;---------------------------------------------------------------------------
;⑨氏製作「赤秋葉」の「獣を焦がす」対応用
[State -2, 57]
type = LifeAdd
triggerall = Enemy,AuthorName = "⑨" && Enemy,Name = "Akiha_Vermilion"
trigger1 = Enemy,Var(47) = 1
value = -(Var(54)/200)
kill = 0

[State -2, 57]
type = PowerAdd
triggerall = Enemy,AuthorName = "⑨" && Enemy,Name = "Akiha_Vermilion"
trigger1 = Enemy,Var(47) = 1
value = -26

;---------------------------------------------------------------------------
;ドロウィン氏製作「桜崎刹那」の毒効果対応用
[State -2, 58] 
type = poweradd 
triggerall = enemy,authorname = "Drowin arcana" 
triggerall = enemy,fvar(20) > 0 
trigger1 = power > 0 
value = -1 

[State -2, 58] 
type = lifeadd 
triggerall = enemy,authorname = "Drowin arcana" 
triggerall = enemy,fvar(20) > 0 
trigger1 = gametime % 7 = 0 
value = -(Var(54)/1000)
kill = 0 

[State -2, 58] 
type = Palfx 
triggerall = enemy,authorname = "Drowin arcana" 
trigger1 = enemy,fvar(20) > 0 
add = 100,0,110 
mul = 220,220,220 
time = 5 

;---------------------------------------------------------------------------
;実験ヘルパー
[State -2]
type = null;Helper
trigger1 = NumHelper(99999) = 0
trigger1 = command = "start"
helpertype = normal
name = "sample"
ID = 99999
stateno = 99999
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

;---------------------------------------------------------------------------
;アーマー用
[State -2, ????]
type = VarSet
trigger1 = Stateno != 5
var(20) = Stateno
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State -2, ????]
type = VarSet
trigger1 = Stateno != 5
var(22) = Ctrl
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State -2, ????]
type = HitOverRide
trigger1 = Var(24) > 0
trigger1 = Var(42) = 0 || Var(19) >= 2
trigger2 = Var(41) = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = -1
stateno = 5
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State -2, ????]
type = HitOverRide
trigger1 = Var(24) = -1
trigger2 = RoundState < 2
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1
stateno = 5
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State -2, ????]
type = CtrlSet
trigger1 = Var(41) = 1 || Var(24) > 0
trigger1 = Stateno != 0 && Stateno != 5 && Stateno != 5900
trigger1 = Anim = 0 && RoundState = 2
trigger1 = time > 0
value = 1

[State -2, ????]
type = AssertSpecial
trigger1 = Var(41) = 1 || Var(24) > 0
flag = NoStandGuard
flag2 = NoAirGuard
flag3 = NoCrouchGuard

[State -2, ????]
type = SelfState
triggerall = Stateno != [5000,5300]
triggerall = Var(41) = 1 || Var(24) > 0
trigger1 = Alive
trigger1 = MoveType = H
trigger1 = time >= 3
trigger2 = !Alive
value = 5050

[State -2, ????]
type = Helper
trigger1 = NumHelper(8726) = [1,9]
helpertype = normal
name = "CLASH"
ID = 8726
stateno = 8726
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State -2, ????]
type = VarAdd
trigger1 = Stateno != 5
trigger1 = Var(25) > 0
trigger1 = Gametime%5 = 0
var(25) = -1

;------------------------------------------------------------------------------
;準備中制限用
[State -2, 59]
type = PowerSet
trigger1 = Var(42) != 0 && Var(19) < 2
value = 0

[State -2, 59]
type = VarSet
trigger1 = Var(42) != 0 && Var(19) < 2
var(50) = 0

;------------------------------------------------------------------------------
;ジャッジメント及びリザレクション中のライフ固定
[State -2, 60]
type = LifeSet
triggerall = Var(49) > 0
triggerall = time > 0
trigger1 = Stateno = [20000,20200]
trigger2 = Stateno = [35000,35400]
value = Var(49)

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