;-------------------------------------------------------------------
;常時監視ステート
[Statedef -2]
;I-brainゲージ位置設定
[State -2, 横]
type = varset
trigger1 = 1
v = 51
value = 10     ;←ここの数字を変える。数字が大きいほど中心方向へ行く

[State -2, 縦]
type = varset
trigger1 = 1
v = 52
value =40      ;←ここの数字を変える。数字が大きいほど下へ行く
;------------------
[State -2, 11P性能レベル]
type = varset
trigger1 = 1
v = 15
value = 5     ;←ここを変える。0以下にすると通常カラーと何も変わらない状態になる
              ;　5以上にしてもlevel 5と同じ。 
;-------------------------------------------------------------------
;-------------------------------------------------------------------
;-------------------------------------------------------------------
;-------------------------------------------------------------------
[State -2, 空ダ規制]
type = varset
trigger1 = StateType != A
v = 2
value = 0

[State 2200]
type       = AssertSpecial
triggerall = stateno = 2210
trigger1   = 1
flag     = nomusic
flag2    = noBG
ignorehitpause = 1

[State 2200]
type       = AssertSpecial
triggerall = stateno = 2501||stateno = 2212||stateno = 2700
trigger1   = 1
flag       = noBG
ignorehitpause = 1

[State 2200]
type       = AssertSpecial
triggerall = stateno = 2600
trigger1   = 1
flag       = noBG
ignorehitpause = 1

[State -2, 身体能力情報制御点滅]
type    = palfx
trigger1= var(10)>90
time    = 2
add     = 32+ceil(sin(var(10)/16.0*pi)*32), 32+ceil(sin(var(10)/16.0*pi)*32), 32+ceil(sin(var(10)/16.0*pi)*32)
ignorehitpause = 1

[State -2, 身体能力情報制御点滅]
type     = palfx
trigger1 = var(10)=[1,90]
time = 2
add  = 64+ceil(sin(var(10)/8.0*pi)*64), 64+ceil(sin(var(10)/8.0*pi)*64), 64+ceil(sin(var(10)/8.0*pi)*64)
ignorehitpause=1

[State -2,ジャンプキャンセル規制解除]
type = VarSet
trigger1 = statetype != A
trigger1 = var(3) = 1
v     = 3
value = 0
IgnoreHitPause = 1

[State a, ステート変更]
type = ChangeState
trigger1 = stateno = 180
trigger1 = roundno >= 3
trigger2 = stateno = 180
trigger2 = var(58) >= 2
value    = 181
ctrl     = 0
;--------------------------------------------------------------------------------------
[State -2, コンボ補正下限]
type       = VarSet
triggerall = var(10) <= 0
trigger1   = fvar(10) < 0.2
fv         = 10
value      = 0.2

[State -2, 身体能力制御中コンボ補正固定]
type       = VarSet
triggerall = palno !=12
triggerall = var(10) > 0
trigger1   = fvar(10) != 0.5
fv         = 10
value      = 0.5

[State -2, 身体能力制御中コンボ補正固定]
type       = VarSet
triggerall = palno !=11
triggerall = var(11) > 0
trigger1   = fvar(10) != 0.7
fv         = 10
value      = 0.7

[State -2, 身体能力制御中コンボ制限解除]
type     = assertspecial
trigger1 = var(10) > 0
trigger2 = var(11) > 0
flag     = nojugglecheck

[State -2, 身体能力制御リスク]
type     = assertspecial
trigger1 = var(10) > 0
flag     = nostandguard 
flag2    = nocrouchguard
flag3    = noairguard

[State -2, コンボ補正リセット]
type       = VarSet
triggerall = var(10) <= 0||var(11) <= 0
trigger1   = p2movetype != H
trigger2   = enemy,GethitVar(hitcount) = 0
fv         = 10
value      = 1.0

[State -2, コンボ補正]
type       = VarSet
triggerall = var(10) <= 0||var(11) <= 0
triggerall = stateno = 200||stateno = 300||stateno = 400
trigger1   = movehit = 1 
fv         = 10
value      = fvar(10)*0.88

[State -2, コンボ補正]
type       = VarSet
triggerall = var(10) <= 0||var(11) <= 0
triggerall = stateno = 205
trigger1   = movehit = 1 
fv         = 10
value      = fvar(10)*0.96

[State -2, コンボ補正]
type       = VarSet
triggerall = var(10) <= 0||var(11) <= 0
triggerall = stateno = 210||stateno = 410
trigger1   = movehit = 1 
fv         = 10
value      = fvar(10)*0.87

[State -2, コンボ補正]
type       = VarSet
triggerall = var(10) <= 0||var(11) <= 0
triggerall = stateno = 305||stateno = 405
trigger1   = movehit = 1 
fv         = 10
value      = fvar(10)*0.86

[State -2, コンボ補正]
type       = VarSet
triggerall = var(10) <= 0||var(11) <= 0
triggerall = stateno = 220||stateno = 310
trigger1   = movehit = 1 
fv         = 10
value      = fvar(10)*0.99

[State -2, コンボ補正]
type       = VarSet
triggerall = var(10) <= 0||var(11) <= 0
triggerall = stateno = 215||stateno = 315||stateno = 415
trigger1   = movehit = 1 
fv         = 10
value      = fvar(10)*0.95

[State -2, コンボ補正]
type       = VarSet
triggerall = var(10) <= 0||var(11) <= 0
triggerall = stateno = 225
trigger1   = movehit = 1 
fv         = 10
value      = fvar(10)*0.93

[State -2, コンボ補正]
type       = VarSet
triggerall = var(10) <= 0||var(11) <= 0
triggerall = stateno = 2010
trigger1   = movehit = 1 
fv         = 10
value      = fvar(10)*1.45

[State -2, 情報解体制限]
type       = Varadd
triggerall = palno != 11&&palno != 12 
triggerall = stateno = 2010
trigger1   = movehit = 1 
v          = 7
value      = 1

[State -2, 情報解体制限解除]
type       = varset
trigger1   = p2movetype != H
var(7)     = 0
ignorehitpause=1

[State -2, 身体能力制御制限]
type       = Varadd
trigger1   = var(10)
trigger1   = p2movetype = H&&time = 1
v          = 9
value      = 1

[State -2, 身体能力制御制限]
type       = Varadd
trigger1   = var(11)
trigger1   = p2movetype = H&&time = 1
v          = 9
value      = 1

[State -2, 身体能力制御制限解除]
type       = varset
trigger1   = p2movetype != H
var(9)     = 0
ignorehitpause=1
;-------------------------------------------------------------------
[State -2, パワーゲージ増加防止]
type     = VarSet
trigger1 = var(10) >0
trigger2 = var(11) >0
v        = 6
value    = 0

[State -2, パワーゲージ増加防止解除]
type     = VarSet
trigger1 = var(10) <= 0
trigger2 = var(11) >0
trigger3 = palno = 12
v        = 6
value    = 1

;-----------------------------------------------------
;I-brainゲージ関連
[State -2, 最大値]
type     = VarSet
trigger1 = var(50) > 10000
v        = 50
value    = 10000

[State -2, 初期値]
type     = VarSet
trigger1 = roundsexisted = 0
trigger1 = roundstate = 1
v        = 50
value    = 10000
persistent = 0

[State -2, 最小値]
type     = VarSet
trigger1 = var(50) < 0
v        = 50
value    = 0

[State -2, 増加]
type     = Varadd
trigger1 = roundstate = 2
v        = 50
value    = 4

[State -2, 減少]
type       = Varadd
triggerall = stateno = [1100,1199]
trigger1   = palno != 11
trigger1   = time = 1
trigger2   = var(15) <= 2
trigger2   = palno = 11
trigger2   = time = 1
v          = 50
value      = -2000

[State -2, 減少]
type       = Varadd
triggerall = stateno = 4000
trigger1   = palno != 11
trigger1   = time = 1
trigger2   = var(15) <= 2
trigger2   = palno = 11
trigger2   = time = 1
v          = 50
value      = -5000

[State -2, 減少]
type       = Varadd
triggerall = stateno = 4100
trigger1   = palno != 11
trigger1   = time = 1
trigger2   = var(15) <= 2
trigger2   = palno = 11
trigger2   = time = 1
v          = 50
value      = -10000

[State -2, ゲージexplod/p1]
type        = Explod
triggerall  = teamside = 1
triggerall  = var(50) < 301
trigger1    = 1
postype     = left
pos         = var(51),var(52)
anim        = 7000
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p1]
type        = Explod
triggerall  = teamside = 1
triggerall  = var(50) < 301
trigger1    = 1
postype     = left
pos         = var(51),var(52)
anim        = 7000
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p1]
type        = Explod
triggerall  = teamside = 1
triggerall  = var(50) = [301,600]
trigger1    = 1
postype     = left
pos         = var(51),var(52)
anim        = 7001
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p1]
type        = Explod
triggerall  = teamside = 1
triggerall  = var(50) = [601,900]
trigger1    = 1
postype     = left
pos         = var(51),var(52)
anim        = 7002
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p1]
type        = Explod
triggerall  = teamside = 1
triggerall  = var(50) = [901,1200]
trigger1    = 1
postype     = left
pos         = var(51),var(52)
anim        = 7003
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p1]
type        = Explod
triggerall  = teamside = 1
triggerall  = var(50) = [1201,1500]
trigger1    = 1
postype     = left
pos         = var(51),var(52)
anim        = 7004
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p1]
type        = Explod
triggerall  = teamside = 1
triggerall  = var(50) = [1501,1800]
trigger1    = 1
postype     = left
pos         = var(51),var(52)
anim        = 7005
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p1]
type        = Explod
triggerall  = teamside = 1
triggerall  = var(50) = [1801,2100]
trigger1    = 1
postype     = left
pos         = var(51),var(52)
anim        = 7006
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p1]
type        = Explod
triggerall  = teamside = 1
triggerall  = var(50) = [2101,2400]
trigger1    = 1
postype     = left
pos         = var(51),var(52)
anim        = 7007
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p1]
type        = Explod
triggerall  = teamside = 1
triggerall  = var(50) = [2401,2700]
trigger1    = 1
postype     = left
pos         = var(51),var(52)
anim        = 7008
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p1]
type        = Explod
triggerall  = teamside = 1
triggerall  = var(50) = [2701,3000]
trigger1    = 1
postype     = left
pos         = var(51),var(52)
anim        = 7009
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p1]
type        = Explod
triggerall  = teamside = 1
triggerall  = var(50) = [3001,3300]
trigger1    = 1
postype     = left
pos         = var(51),var(52)
anim        = 7010
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p1]
type        = Explod
triggerall  = teamside = 1
triggerall  = var(50) = [3301,3600]
trigger1    = 1
postype     = left
pos         = var(51),var(52)
anim        = 7011
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p1]
type        = Explod
triggerall  = teamside = 1
triggerall  = var(50) = [3601,3900]
trigger1    = 1
postype     = left
pos         = var(51),var(52)
anim        = 7012
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p1]
type        = Explod
triggerall  = teamside = 1
triggerall  = var(50) = [3901,4200]
trigger1    = 1
postype     = left
pos         = var(51),var(52)
anim        = 7013
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p1]
type        = Explod
triggerall  = teamside = 1
triggerall  = var(50) = [4201,4500]
trigger1    = 1
postype     = left
pos         = var(51),var(52)
anim        = 7014
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p1]
type        = Explod
triggerall  = teamside = 1
triggerall  = var(50) = [4501,4800]
trigger1    = 1
postype     = left
pos         = var(51),var(52)
anim        = 7015
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p1]
type        = Explod
triggerall  = teamside = 1
triggerall  = var(50) = [4801,5100]
trigger1    = 1
postype     = left
pos         = var(51),var(52)
anim        = 7016
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p1]
type        = Explod
triggerall  = teamside = 1
triggerall  = var(50) = [5101,5400]
trigger1    = 1
postype     = left
pos         = var(51),var(52)
anim        = 7017
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p1]
type        = Explod
triggerall  = teamside = 1
triggerall  = var(50) = [5401,5700]
trigger1    = 1
postype     = left
pos         = var(51),var(52)
anim        = 7018
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p1]
type        = Explod
triggerall  = teamside = 1
triggerall  = var(50) = [5701,6000]
trigger1    = 1
postype     = left
pos         = var(51),var(52)
anim        = 7019
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p1]
type        = Explod
triggerall  = teamside = 1
triggerall  = var(50) = [6001,6300]
trigger1    = 1
postype     = left
pos         = var(51),var(52)
anim        = 7020
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p1]
type        = Explod
triggerall  = teamside = 1
triggerall  = var(50) = [6301,6600]
trigger1    = 1
postype     = left
pos         = var(51),var(52)
anim        = 7021
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p1]
type        = Explod
triggerall  = teamside = 1
triggerall  = var(50) = [6601,6900]
trigger1    = 1
postype     = left
pos         = var(51),var(52)
anim        = 7022
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p1]
type        = Explod
triggerall  = teamside = 1
triggerall  = var(50) = [6901,7200]
trigger1    = 1
postype     = left
pos         = var(51),var(52)
anim        = 7023
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p1]
type        = Explod
triggerall  = teamside = 1
triggerall  = var(50) = [7201,7500]
trigger1    = 1
postype     = left
pos         = var(51),var(52)
anim        = 7024
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p1]
type        = Explod
triggerall  = teamside = 1
triggerall  = var(50) = [7501,7800]
trigger1    = 1
postype     = left
pos         = var(51),var(52)
anim        = 7025
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p1]
type        = Explod
triggerall  = teamside = 1
triggerall  = var(50) = [7801,8100]
trigger1    = 1
postype     = left
pos         = var(51),var(52)
anim        = 7026
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p1]
type        = Explod
triggerall  = teamside = 1
triggerall  = var(50) = [8101,8400]
trigger1    = 1
postype     = left
pos         = var(51),var(52)
anim        = 7027
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p1]
type        = Explod
triggerall  = teamside = 1
triggerall  = var(50) = [8401,8700]
trigger1    = 1
postype     = left
pos         = var(51),var(52)
anim        = 7028
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p1]
type        = Explod
triggerall  = teamside = 1
triggerall  = var(50) = [8701,9000]
trigger1    = 1
postype     = left
pos         = var(51),var(52)
anim        = 7029
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p1]
type        = Explod
triggerall  = teamside = 1
triggerall  = var(50) = [9001,9300]
trigger1    = 1
postype     = left
pos         = var(51),var(52)
anim        = 7030
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p1]
type        = Explod
triggerall  = teamside = 1
triggerall  = var(50) = [9301,9600]
trigger1    = 1
postype     = left
pos         = var(51),var(52)
anim        = 7031
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p1]
type        = Explod
triggerall  = teamside = 1
triggerall  = var(50) = [9601,9900]
trigger1    = 1
postype     = left
pos         = var(51),var(52)
anim        = 7032
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p1]
type        = Explod
triggerall  = teamside = 1
triggerall  = var(50) > 9900
trigger1    = 1
postype     = left
pos         = var(51),var(52)
anim        = 7033
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p1]
type        = Explod
triggerall  = teamside = 1
triggerall  = var(50) >=10000
trigger1    = 1
postype     = left
pos         = var(51),var(52)
anim        = 7034
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999
;-----------------------------------------
[State -2, ゲージexplod/p2]
type        = Explod
triggerall  = teamside = 2
triggerall  = var(50) < 301
trigger1    = 1
postype     = left
pos         = (260 - var(51)),var(52)
anim        = 7000
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p2]
type        = Explod
triggerall  = teamside = 2
triggerall  = var(50) < 301
trigger1    = 1
postype     = left
pos         = (260 - var(51)),var(52)
anim        = 7000
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p2]
type        = Explod
triggerall  = teamside = 2
triggerall  = var(50) = [301,600]
trigger1    = 1
postype     = left
pos         = (260 - var(51)),var(52)
anim        = 7001
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p2]
type        = Explod
triggerall  = teamside = 2
triggerall  = var(50) = [601,900]
trigger1    = 1
postype     = left
pos         = (260 - var(51)),var(52)
anim        = 7002
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p2]
type        = Explod
triggerall  = teamside = 2
triggerall  = var(50) = [901,1200]
trigger1    = 1
postype     = left
pos         = (260 - var(51)),var(52)
anim        = 7003
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p2]
type        = Explod
triggerall  = teamside = 2
triggerall  = var(50) = [1201,1500]
trigger1    = 1
postype     = left
pos         = (260 - var(51)),var(52)
anim        = 7004
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p2]
type        = Explod
triggerall  = teamside = 2
triggerall  = var(50) = [1501,1800]
trigger1    = 1
postype     = left
pos         = (260 - var(51)),var(52)
anim        = 7005
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p2]
type        = Explod
triggerall  = teamside = 2
triggerall  = var(50) = [1801,2100]
trigger1    = 1
postype     = left
pos         = (260 - var(51)),var(52)
anim        = 7006
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p2]
type        = Explod
triggerall  = teamside = 2
triggerall  = var(50) = [2101,2400]
trigger1    = 1
postype     = left
pos         = (260 - var(51)),var(52)
anim        = 7007
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p2]
type        = Explod
triggerall  = teamside = 2
triggerall  = var(50) = [2401,2700]
trigger1    = 1
postype     = left
pos         = (260 - var(51)),var(52)
anim        = 7008
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p2]
type        = Explod
triggerall  = teamside = 2
triggerall  = var(50) = [2701,3000]
trigger1    = 1
postype     = left
pos         = (260 - var(51)),var(52)
anim        = 7009
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p2]
type        = Explod
triggerall  = teamside = 2
triggerall  = var(50) = [3001,3300]
trigger1    = 1
postype     = left
pos         = (260 - var(51)),var(52)
anim        = 7010
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p2]
type        = Explod
triggerall  = teamside = 2
triggerall  = var(50) = [3301,3600]
trigger1    = 1
postype     = left
pos         = (260 - var(51)),var(52)
anim        = 7011
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p2]
type        = Explod
triggerall  = teamside = 2
triggerall  = var(50) = [3601,3900]
trigger1    = 1
postype     = left
pos         = (260 - var(51)),var(52)
anim        = 7012
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p2]
type        = Explod
triggerall  = teamside = 2
triggerall  = var(50) = [3901,4200]
trigger1    = 1
postype     = left
pos         = (260 - var(51)),var(52)
anim        = 7013
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p2]
type        = Explod
triggerall  = teamside = 2
triggerall  = var(50) = [4201,4500]
trigger1    = 1
postype     = left
pos         = (260 - var(51)),var(52)
anim        = 7014
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p2]
type        = Explod
triggerall  = teamside = 2
triggerall  = var(50) = [4501,4800]
trigger1    = 1
postype     = left
pos         = (260 - var(51)),var(52)
anim        = 7015
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p2]
type        = Explod
triggerall  = teamside = 2
triggerall  = var(50) = [4801,5100]
trigger1    = 1
postype     = left
pos         = (260 - var(51)),var(52)
anim        = 7016
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p2]
type        = Explod
triggerall  = teamside = 2
triggerall  = var(50) = [5101,5400]
trigger1    = 1
postype     = left
pos         = (260 - var(51)),var(52)
anim        = 7017
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p2]
type        = Explod
triggerall  = teamside = 2
triggerall  = var(50) = [5401,5700]
trigger1    = 1
postype     = left
pos         = (260 - var(51)),var(52)
anim        = 7018
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p2]
type        = Explod
triggerall  = teamside = 2
triggerall  = var(50) = [5701,6000]
trigger1    = 1
postype     = left
pos         = (260 - var(51)),var(52)
anim        = 7019
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p2]
type        = Explod
triggerall  = teamside = 2
triggerall  = var(50) = [6001,6300]
trigger1    = 1
postype     = left
pos         = (260 - var(51)),var(52)
anim        = 7020
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p2]
type        = Explod
triggerall  = teamside = 2
triggerall  = var(50) = [6301,6600]
trigger1    = 1
postype     = left
pos         = (260 - var(51)),var(52)
anim        = 7021
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p2]
type        = Explod
triggerall  = teamside = 2
triggerall  = var(50) = [6601,6900]
trigger1    = 1
postype     = left
pos         = (260 - var(51)),var(52)
anim        = 7022
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p2]
type        = Explod
triggerall  = teamside = 2
triggerall  = var(50) = [6901,7200]
trigger1    = 1
postype     = left
pos         = (260 - var(51)),var(52)
anim        = 7023
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p2]
type        = Explod
triggerall  = teamside = 2
triggerall  = var(50) = [7201,7500]
trigger1    = 1
postype     = left
pos         = (260 - var(51)),var(52)
anim        = 7024
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p2]
type        = Explod
triggerall  = teamside = 2
triggerall  = var(50) = [7501,7800]
trigger1    = 1
postype     = left
pos         = (260 - var(51)),var(52)
anim        = 7025
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p2]
type        = Explod
triggerall  = teamside = 2
triggerall  = var(50) = [7801,8100]
trigger1    = 1
postype     = left
pos         = (260 - var(51)),var(52)
anim        = 7026
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p2]
type        = Explod
triggerall  = teamside = 2
triggerall  = var(50) = [8101,8400]
trigger1    = 1
postype     = left
pos         = (260 - var(51)),var(52)
anim        = 7027
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p2]
type        = Explod
triggerall  = teamside = 2
triggerall  = var(50) = [8401,8700]
trigger1    = 1
postype     = left
pos         = (260 - var(51)),var(52)
anim        = 7028
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p2]
type        = Explod
triggerall  = teamside = 2
triggerall  = var(50) = [8701,9000]
trigger1    = 1
postype     = left
pos         = (260 - var(51)),var(52)
anim        = 7029
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p2]
type        = Explod
triggerall  = teamside = 2
triggerall  = var(50) = [9001,9300]
trigger1    = 1
postype     = left
pos         = (260 - var(51)),var(52)
anim        = 7030
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p2]
type        = Explod
triggerall  = teamside = 2
triggerall  = var(50) = [9301,9600]
trigger1    = 1
postype     = left
pos         = (260 - var(51)),var(52)
anim        = 7031
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p2]
type        = Explod
triggerall  = teamside = 2
triggerall  = var(50) = [9601,9900]
trigger1    = 1
postype     = left
pos         = (260 - var(51)),var(52)
anim        = 7032
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999

[State -2, ゲージexplod/p2]
type        = Explod
triggerall  = teamside = 2
triggerall  = var(50) > 9900
trigger1    = 1
postype     = left
pos         = (260 - var(51)),var(52)
anim        = 7033
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
PauseMoveTime = 9999
ownpal        = 1

[State -2, ゲージexplod/p2]
type        = Explod
triggerall  = teamside = 2
triggerall  = var(50) >=10000
trigger1    = 1
postype     = left
pos         = (260 - var(51)),var(52)
anim        = 7034
ID          = 7000
sprpriority = 2
scale       = 0.5, 0.5
facing      = 1
bindtime    = 99999999
ignorehitpause=1
ownpal        = 1
PauseMoveTime = 9999
;------------------------------------
;勝敗関係
[State -2, 敗北]
type     = varadd
trigger1 = stateno = 5150&&time = 1
var(57)  = 1
ignorehitpause = 1

[State a, ステート変更]
type = ChangeState
trigger1 = stateno = 180
trigger1 = roundno >= 3
trigger2 = stateno = 180
trigger2 = var(58) >= 2
value    = 181
ctrl     = 0

[State a, ステート変更]
type = ChangeState
trigger1 = stateno = 5150
trigger1 = roundno >= 3
trigger2 = stateno = 5150
trigger2 = var(57) >= 2
value    = 5999
ctrl     = 0
;------------------------------------
;特殊カラー能力
[State -2, 12P20倍]
type       = varset
triggerall = palno = 12
trigger1 = var(10) = 0||var(10) = 90
var(10)  = 300
ignorehitpause=1

[State -2, 11P60倍]
type     = varset
triggerall = var(15) >= 1
triggerall = palno = 11
trigger1 = var(11) = 0||var(11) = 90
var(11)  = 300
ignorehitpause=1

[State -2, 投げ無敵]
type     = NotHitBy
triggerall = var(15) >= 2
trigger1 = palno = 11
value    = ,NT,ST,HT

[State -2, アーマー用無敵]
type     = NotHitBy
trigger1 = palno = 12
value    = SCA

[State -2, 11P根性値] 
Type = DefenceMulSet 
TriggerAll = Alive 
triggerall = var(15) >= 2
Trigger1 = Life <= 500
Trigger1 = palno = 11
Value = 0.4 

[State -2, 11P根性値] 
Type = DefenceMulSet 
TriggerAll = Alive 
triggerall = var(15) >= 2
Trigger1 = Life <= 200
Trigger1 = palno = 11
Value = 0.1

;12Pアーマー
[State -2, アーマーヘルパー呼び出し]
type = Helper
triggerall = palno = 12
triggerall = NumHelper(9000)=0 && MoveType != H
trigger1 = 1
name = "Armor"
stateno = 9000
ID = 9000
size.xscale = 1
size.yscale = 1
postype = p1
pos = 0,0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[State -2, アーマー受けした時の点滅]
type = PalFX
trigger1 = NumHelper(9000)
trigger1 = Helper(9000),GetHitVar(damage)
time = 5
add = 256,10,10

[State -2, アーマー受けした時のライフ減少]
type = LifeAdd
triggerall = life > 500
trigger1 = NumHelper(9000)
trigger1 = Helper(9000),GetHitVar(damage)
value = -1*Helper(9000),GetHitVar(damage)
absolute = 1
ignorehitpause = 1

[State -2, アーマー受けした時のライフ減少]
type = LifeAdd
triggerall = life = [300,500]
trigger1 = NumHelper(9000)
trigger1 = Helper(9000),GetHitVar(damage)
value = -1*Helper(9000),GetHitVar(damage)*0.1
absolute = 1
ignorehitpause = 1

[State -2, アーマー受けした時のライフ減少]
type = LifeAdd
triggerall = life < 300
trigger1 = NumHelper(9000)
trigger1 = Helper(9000),GetHitVar(damage)
value = -1*Helper(9000),GetHitVar(damage)*0.01
absolute = 1
ignorehitpause = 1

[State -2, 身体損傷無視]
type       = LifeAdd
triggerall = palno = 12
triggerall = roundstate < 3
triggerall = alive = 1
trigger1   = life <=490
value = 10
absolute = 1

[State -2, タイムアップ]
type       = lifeset
triggerall = palno = 12
triggerall = enemy,alive = 1
trigger1   = roundstate = 3
value    = 1
absolute = 1

[state a,ゲージMAX]
type     = powerset
triggerall = var(15) >= 2
trigger1 = palno = 11
value    = 5000

[State -2, 11P回復]
type       = LifeAdd
triggerall = var(15) >= 4
triggerall = palno = 11
triggerall = alive = 1
trigger1   = 1
value = 1
absolute = 1
;-----------------------------------------------
;-----------------------------------------------
;pause,superpause無視＆ステート奪取されていない
[Statedef -3]
;オリコンキャンセル可否
[State -3, 不可]
type    = varset
trigger1= 1
var(4)  = 0
ignorehitpause=1

[State -3, 可]
type    = varset
trigger1= var(10) && (stateno=[10200,10499]) && movecontact
var(4)  = 1
ignorehitpause=1

[State -3, 身体能力制御中残像]
type=afterimagetime
trigger1= var(10)
time=2

[State -3, 可]
type    = varset
trigger1= var(11)&& (stateno=[10200,10499]) && movecontact
var(4)  = 1 
ignorehitpause=1

[State -3, 身体能力制御中残像]
type=afterimagetime
trigger1 = var(11)
time=2
;------------------------------------
[State -3, 加速制限解除]
type    = varset
trigger1= p2movetype != H
trigger2= var(10) >0
trigger3= var(11) >0
var(8)  = 0
ignorehitpause=1

[State -3, カウンター判断・否]
type    = varset
trigger1= p2movetype != A
fvar(11)  = 1
ignorehitpause=1

[State -3, カウンター判断・是]
type    = varset
trigger1= p2movetype = A
fvar(11)  = 1.2
ignorehitpause=1

[State -3, 20倍制限時間]
type     = varadd
trigger1 = var(10) > 0
var(10)  = -2
ignorehitpause = 1

[State -3, 20倍終了条件]
type     = varset
trigger1 = var(10) < 0
trigger2 = roundstate != 2
trigger3 = (stateno=[1100,1199])
var(10)  = 0

[State -3, 60倍制限時間]
type     = varadd
trigger1 = var(11) > 0
var(11)  = -2
ignorehitpause = 1

[State -3, 60倍終了条件]
type     = varset
trigger1 = var(11) < 0
trigger2 = roundstate != 2
trigger3 = (stateno=[1100,1199])
var(11)  = 0

[State -3, 身体能力情報制御点滅]
type    = palfx
trigger1= var(11)>90
time    = 2
add     = 32+ceil(sin(var(11)/16.0*pi)*32), 32+ceil(sin(var(11)/16.0*pi)*32), 32+ceil(sin(var(11)/16.0*pi)*32)
ignorehitpause = 1

[State -3, 身体能力情報制御点滅]
type     = palfx
trigger1 = var(11)=[1,90]
time = 2
add  = 64+ceil(sin(var(11)/8.0*pi)*64), 64+ceil(sin(var(11)/8.0*pi)*64), 64+ceil(sin(var(11)/8.0*pi)*64)
ignorehitpause=1

[state a,制裁]
type       = HitOverride
triggerall = stateno = 0
trigger1   = roundstate != 3
trigger1   = ctrl = 0
trigger2   = roundstate != 4
trigger2   = ctrl = 0
attr = SCA,NP,SP,HP,NA,SA,HA,NT,ST,HT
slot = 2
stateno = 2208
time     = 1

[State a, 制裁実行]
type       = ChangeState
triggerall = var(20) = 1
triggerall = roundstate = 2
trigger1   = stateno = 0
trigger1   = ctrl = 1
trigger1   = gametime > 0
value      = 2210
ctrl       = 0

[state a,11Pカウンター]
type       = HitOverride
triggerall = palno = 11
triggerall = var(15) >= 5
trigger1   = 1
attr = SCA,NP,SP,HP
slot = 2
stateno = 2212
time     = 1

;[State -3, 身体能力制御中相手行動鈍化11P用]
;type       = pause
;triggerall = var(11) > 0&&palno = 11
;triggerall = stateno != [2500,2599]
;triggerall = stateno != [2700,2799]
;triggerall = stateno != [1100,1199]
;triggerall = movetype !=H
;trigger1   = (gametime%60) = 0
;time       = 59
;movetime   = 59
;ignorehitpause = 1
