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

[Statedef -2]

[State -2, １〜６Ｐボム性能スイッチ]
type = Varset
triggerall = !ishelper
trigger1 = palno = [1, 6]
var(12) = 2;０〜２に設定して下さい、デフォルトは１（０：ダメージのみ、１：即死半解禁noko制御有り、２：即死解禁noko制御無し、ボム３有り（７Ｐ以降と同じ性能に））
ignorehitpause = 1

[State -2, ボム初期数]
type = Varset
triggerall = !ishelper
triggerall = palno != 11
trigger1 = roundstate = [0, 1]
var(11) = 1;０〜３に設定して下さい、デフォルトは１（３に設定すると１１Ｐ時ボムしか撃たなくなるので非推奨）
ignorehitpause = 1

[State -2, 蘇生回数セット１〜６Ｐ]
type = Varset
triggerall = !ishelper
triggerall = roundstate = [0, 1]
trigger1 = palno = [1, 6]
var(9) = palno
ignorehitpause = 1

[State -2, 蘇生回数セット７〜１０Ｐ]
type = Varset
triggerall = !ishelper
triggerall = roundstate = [0, 1]
trigger1 = palno = [7, 10]
var(9) = palno * 2
ignorehitpause = 1

[State -2, 蘇生回数セット１１Ｐ]
type = Varset
triggerall = !ishelper
triggerall = roundstate = [0, 1]
trigger1 = palno = 11
var(9) = 1
ignorehitpause = 1

[State -2, 蘇生回数セット１２Ｐ]
type = Varset
triggerall = !ishelper
triggerall = roundstate = [0, 1]
trigger1 = palno = 12
var(9) = 99
ignorehitpause = 1

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

[State -2, デバッグ表示一行目]
type = Displaytoclipboard
trigger1 = numhelper(150)
text = "alive:%d sokusistate:%d alivecount:%d life:%d power:%d"
params = alive, var(3), var(9), lifemax - helper(150),sysvar(1), var(11)
ignorehitpause = 1

[State -2, デバッグ表示二行目]
type = Appendtoclipboard
triggerall = !ishelper
triggerall = numhelper(140)
trigger1 = numhelper(150)
text = "\nwin:%d lose:%d roundstate=3_time:%d mutekitime:%d"
params = win, lose, helper(140),sysvar(1), helper(150),sysvar(2)
ignorehitpause = 1

[State -2, ステ習得用変数記憶]
type = Parentvarset
triggerall = sysvar(0) != gametime * 99
triggerall = movereversed
trigger1 = ishelper(131) && stateno != 131
var(3) = stateno

[State -2, ライフ管理]
type = Lifeset
triggerall = !ishelper
trigger1 = numhelper(150)
value = lifemax - helper(150),sysvar(1)
ignorehitpause = 1

[State -2, パワー管理]
type = Powerset
trigger1 = !ishelper
value = var(11) * 1000
ignorehitpause = 1

[State -2, 時止め無視]
type = Pause
triggerall = !ishelper
triggerall = roundstate > 1
trigger1 = numhelper(155)
time = 9999999999999
movetime = 9999999999999
ignorehitpause = 1

[State -2, 時止め無視]
type = Superpause
triggerall = !ishelper
triggerall = roundstate > 1
trigger1 = numhelper(155)
anim = -1
time = 9999999999999
movetime = 9999999999999
unhittable = 0
darken = 0
p2defmul = 1
ignorehitpause = 1

[State -2, ガード不能化]
type = Assertspecial
trigger1 = 1
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1

[State -2, 振り向き＆歩き制御]
type = Assertspecial
trigger1 = 1
flag = noautoturn
flag2 = nowalk
ignorehitpause = 1

[State -2, 死亡時]
type = Assertspecial
triggerall = !ishelper
trigger1 = var(9) < 1
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State -2, 本体無敵]
type = Nothitby
trigger1 = !ishelper
value = SCA
ignorehitpause = 1

[State -2, 対オニワルド、バルバトス]
type = Projectile
triggerall = !ishelper
triggerall = alive
triggerall = roundstate = 2
triggerall = enemy,palno = 12
trigger1 = enemynear,name = "Oniwarud"
trigger2 = enemynear,name = "Azathoth"
trigger3 = enemynear,name = "Barbatos_Goetia"
projanim = 1002
projID = 132
projremove = 0
projremovetime = 1
projsprpriority = -1
numhits = 0
attr = SCA, AA, AT, AP
hitflag = MA
damage = ifelse(enemynear,name = "Barbatos_Goetia", 9999999999999, 9)
priority = 7, hit
projpriority = 9999999999999
yaccel = 9999999999999
fall = 1
fall.recover = 0
fall.damage = 9999999999999
sparkno = -1
guard.sparkno = -1
p2stateno = 5110
p2getp1state = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State -2, 被弾用ヘルパー呼び出し]
type = Helper
triggerall = !ishelper
trigger1 = !numhelper(130)
ID = 130
name = "konsen_hidan"
postype = p1
pos = 0, 0
stateno = 130
helpertype = player
size.xscale = 1
size.yscale = 1
keyctrl = 0
supermove = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State -2, 攻撃用カルノバーン呼び出し]
type = Helper
triggerall = !ishelper
triggerall = var(9)
triggerall = roundstate > 1
trigger1 = !numhelper(132)
ID = 132
name = "attck"
postype = p1
pos = 0, 0
stateno = 132
helpertype = player
size.xscale = 0.07
size.yscale = 0.07
keyctrl = 0
supermove = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State -2, 防御用カルノバーン呼び出し]
type = Helper
triggerall = !ishelper
triggerall = var(9)
triggerall = roundstate > 1
trigger1 = !numhelper(140)
ID = 140
name = "defence"
postype = p1
pos = 0, 0
stateno = 140
helpertype = player
size.xscale = 0.07
size.yscale = 0.07
keyctrl = 0
supermove = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State -2, ヘルパーアーマー呼び出し]
type = Helper
triggerall = !ishelper
triggerall = alive
triggerall = var(9)
trigger1 = !numhelper(150)
ID = 150
name = "armor"
postype = p1
pos = 0, 0
stateno = 150
helpertype = player
keyctrl = 0
supermove = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State -2, 混線用ヘルパー呼び出し]
type = Helper
triggerall = !ishelper
trigger1 = !numhelper(151)
ID = 151
name = "konsen"
postype = p1
pos = 0, 0
stateno = 151
helpertype = player
keyctrl = 0
supermove = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State -2, 生成用ヘルパー呼び出し]
type = Helper
triggerall = !ishelper
triggerall = numhelper(152) < 8
triggerall = numhelper(151)
trigger1 = helper(151),numtarget < 8
ID = 152
name = "konsen_seisei"
postype = p1
pos = 0, 0
stateno = 152
helpertype = player
keyctrl = 0
supermove = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State -2, 時止め解除ヘルパー呼び出し]
type = Helper
triggerall = !ishelper
trigger1 = !numhelper(155)
trigger2 = gametime % 60 = 0
ID = 155
name = "tokitome_kaijo"
postype = p1
pos = 0, 0
stateno = 155
helpertype = player
keyctrl = 0
supermove = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State -2, アイコン]
type = Explod
triggerall = !ishelper
triggerall = var(9)
triggerall = roundstate > 1
trigger1 = numexplod(98) < 2
anim = 98
ID = 98
pos = ifelse(teamside = 1, 20, 260), 221
postype = left
facing = 1
bindtime = -1
removetime = 1
ownpal = 1
scale = 0.5, 0.5
ontop = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State -2, カウンタ一桁目]
type = Explod
triggerall = !ishelper
triggerall = var(9)
triggerall = roundstate > 1
trigger1 = numexplod(101) < 2
anim = 100 + floor(var(9) / 1) % 10
ID = 101
pos = ifelse(teamside = 1, 45, 285), 220
postype = left
facing = 1
bindtime = -1
removetime = 1
ownpal = 1
scale = 0.5, 0.5
ontop = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State -2, カウンタ二桁目]
type = Explod
triggerall = !ishelper
triggerall = var(9)
triggerall = roundstate > 1
trigger1 = numexplod(102) < 2
anim = 100 + floor(var(9) / 10) % 10
ID = 102
pos = ifelse(teamside = 1, 35, 275), 220
postype = left
facing = 1
bindtime = -1
removetime = 1
ownpal = 1
scale = 0.5, 0.5
ontop = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State -2, 被弾用ステ固定]
type = Selfstate
trigger1 = ishelper(130)
value = 130
ignorehitpause = 1

[State -2, 混線ステ習得用ステ固定]
type = Selfstate
trigger1 = ishelper(131)
value = 131
ignorehitpause = 1

[State -2, 攻撃用カルノバーンステ固定]
type = Selfstate
trigger1 = ishelper(132)
value = 132
ignorehitpause = 1

[State -2, 防御用カルノバーンステ固定]
type = Selfstate
trigger1 = ishelper(140)
value = 140
ignorehitpause = 1

[State -2, アーマー用ステ固定]
type = Selfstate
trigger1 = ishelper(150)
value = 150
ignorehitpause = 1

[State -2, 混線用ステ固定]
type = Selfstate
trigger1 = ishelper(151)
value = 151
ignorehitpause = 1

[State -2, 生成用ステ固定]
type = Selfstate
trigger1 = ishelper(152)
value = 152
ignorehitpause = 1

[State -2, 時止め解除用ステ固定]
type = Selfstate
trigger1 = ishelper(155)
value = 155
ignorehitpause = 1

[State -2, 凍結解除]
type = Selfstate
triggerall = alive
triggerall = anim != 17000
trigger1 = hitpausetime
value = 10000
ignorehitpause = 1

[State -2, 蘇生]
type = Selfstate
triggerall = !ishelper
triggerall = var(9)
trigger1 = !alive
value = 17000
ignorehitpause = 1

[State -2, 本体アニメ管理]
type = Selfstate
triggerall = !ishelper
trigger1 = anim = 170
trigger2 = anim = 180
trigger3 = anim = 1600
trigger4 = anim = 1700
trigger5 = anim = 1800
trigger6 = anim = 1900
trigger7 = anim = 2000
trigger8 = anim = 5150
trigger9 = anim = 16000
trigger10 = anim = 17000
trigger11 = anim = 19000
value = anim
ignorehitpause = 1

[State -2, 本体アニメ管理]
type = Selfstate
triggerall = !ishelper
triggerall = roundstate > 2 || !time
trigger1 = anim = 0
trigger2 = anim = 1000
trigger3 = anim = 1100
trigger4 = anim = 1200
trigger5 = anim = 1300
trigger6 = anim = 1400
trigger7 = anim = 1410
trigger8 = anim = 1500
value = anim
ignorehitpause = 1

[State -2, gametime式ステ抜け]
type = Selfstate
trigger1 = sysvar(0) != gametime
value = 0
ignorehitpause = 1

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

[Statedef -3]

[State -3, ステ抜け用変数]
type = Varset
trigger1 = 1
sysvar(0) = gametime
ignorehitpause = 1

[State -3, カメラ固定]
type = Screenbound
trigger1 = 1
value = 0
ignorehitpause = 1

[State -3, 後光]
type = Explod
triggerall = !ishelper
triggerall = alive
triggerall = var(9)
triggerall = roundstate > 1
triggerall = numhelper(150)
triggerall = !helper(150),numexplod(500)
triggerall = anim != [170, 175]
trigger1 = !numexplod(400)
anim = 400
ID = 400
pos = 0, -52
postype = p1
bindtime = -1
removetime = 111
scale = 0.5, 0.5
ontop = 1
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State -3, ダメージエフェクト]
type = Explod
triggerall = !ishelper
triggerall = numhelper(150)
trigger1 = helper(150),gethitvar(damage)
anim = 500
ID = 500
pos = 0, -52
postype = p1
bindtime = -1
removetime = 120
scale = 0.6, 0.6
ontop = 1
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State -3, ボイス]
type = Playsnd
triggerall = !ishelper
triggerall = numhelper(150)
trigger1 = helper(150),gethitvar(damage)
value = 150, 0
channel = 0
volume = 255
ignorehitpause = 1

[State -3, 残像]
type = Afterimage
triggerall = !ishelper
triggerall = alive
triggerall = var(9)
trigger1 = !time
time = -1
length = 60
palcontrast = 128, 0, 128
paladd = 25, 25, 25
timegap = 2
framegap = 2
trans = add
ignorehitpause = 1

[State -3, 特定動作時影消去]
type = Afterimagetime
triggerall = !ishelper
trigger1 = !alive
trigger2 = var(9) < 1
trigger3 = anim = 5150
trigger4 = anim = 2000
time = 1
ignorehitpause = 1

[State -3, 点滅７〜１２Ｐ]
type = Palfx
triggerall = !ishelper
triggerall = alive
triggerall = palno = [7, 12]
triggerall = var(9)
triggerall = roundstate > 1
triggerall = numhelper(150)
trigger1 = !helper(150),numexplod(500)
time = -1
add = 16 - (3 * gametime) % 32, 16 - (2 * gametime) % 32, 16 - (1 * gametime) % 32
ignorehitpause = 1

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