[StateDef -2]

;LIFE0自爆レベル（初期値は3）-------------------
[State -2]
type = varset
trigger1 = var(59) >= 1
;下のvar(42) = "3"の数字を1〜5に変更可能。Lv2以上でLIFE0のとき自爆ON。
;"1"で自爆OFF、"2"で低確率、"3"で中確率、"4"で高確率、"5"で常時爆発に切り替えられます。

var(42) = 3



;アサギ・ザ・ショットガン（仮）の初期弾数を変更できます（初期値は100）-------------------
[State -2]
type = varset
trigger1 = 1
;下のvar(11) = "100"の数字を0〜9999に変更可能。

var(11) = 100



;アサギ・ガトリング（仮）の初期弾数を変更できます（初期値は200）-------------------
[State -2]
type = varset
trigger1 = 1
;下のvar(12) = "200"の数字を0〜9999に変更可能。

var(12) = 200



;アサギの凄いバズーカ（仮）の初期弾数を変更できます（初期値は3）-------------------
[State -2]
type = varset
trigger1 = 1
;下のvar(13) = "3"の数字を0〜9999に変更可能。

var(13) = 666



;アサギのワクワク火炎放射器（仮）の初期弾数を変更できます（初期値は500）-------------------
[State -2]
type = varset
trigger1 = 1
;下のvar(14) = "500"の数字を0〜9999に変更可能。

var(14) = 500



;アサギのカッコイイドリル（仮）の初期弾数を変更できます（初期値は800）-------------------
[State -2]
type = varset
trigger1 = 1
;下のvar(15) = "800"の数字を0〜9999に変更可能。

var(15) = 800



;アサギwithニャーンの初期弾数を変更できます（初期値は1）-------------------
[State -2]
type = varset
trigger1 = 1
;下のvar(16) = "1"の数字を0〜9999に変更可能。

var(16) = 1



;魔香芋の初期弾数を変更できます（初期値は5）-------------------
[State -2]
type = varset
trigger1 = 1
;下のvar(18) = "5"の数字を0〜9999に変更可能。

var(18) = 5



;ブレイクモード時の音楽変更の設定ができます（初期設定はON）-------------------
[State -2]
type = varset
trigger1 = 1
;下のvar(43) = "1"の数字を1で音楽変更。0にすると変更なし。

var(43) = 1



;ペナルティの発生時間の変更ができます（初期値は270）-------------------
[State -2]
type = varset
trigger1 = 1
;下のvar(44) = "270"の数字を1〜に変更可能。0にするとペナルティOFF。

var(44) = 270



;ゲージ類の表示-------------------------------------------------------------------------------
[State -2]
type = varset
trigger1 = 1
;下のvar(51) = "1"の部分の数字を"0"にするとゲージ類が非表示になります。

var(51) = 1



;ウエポンゲージの表示位置設定-----------------------------------------------------------------
;var(52)が横方向の位置設定、+で右に、-で左に移動
;var(53)が縦方向の位置設定、+で下に、-で上に移動

[State -2]
type = varset
trigger1 = 1

var(52) = 0

[State -2]
type = varset
trigger1 = 1

var(53) = 0



;ストレスゲージの表示位置設定-----------------------------------------------------------------
;var(55)が横方向の位置設定、+で右に、-で左に移動
;var(56)が縦方向の位置設定、+で下に、-で上に移動

[State -2]
type = varset
trigger1 = 1

var(55) = 0

[State -2]
type = varset
trigger1 = 1

var(56) = 0









































;これより下は触っちゃだめよ------------------------------------------------------

;エフェクト制御---------------------------------------------------------------------------------------
[State -2]
type = RemoveExplod
trigger1 = stateno != 116
trigger1 = stateno != 117
id = 119

;ゲージ表示-----------------------------------------------------------------------------------
[State -2]
type = Helper
trigger1 = NumHelper(20000) = 0
trugger1 = var(51)
helpertype = normal
name = "Break"
stateno = 20000
postype = back
pos = 0, 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ID = 20000

[State -2]
type = Helper
trigger1 = NumHelper(21000) = 0
trigger1 = var(57) >= 70
;trugger1 = var(58) = 0
helpertype = normal
name = "Break02"
stateno = 21000
postype = p1
pos = 0, 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.3
size.yscale = 1.3
ID = 21000
ignorehitpause = 1

;音関連制御---------------------------------------------------------------------------------
[State -2]
type = Stopsnd
trigger1 = stateno != 1300&&stateno != 1301&&stateno != 1302&&stateno != 1303&&stateno != 1304&&stateno != 1305
Channel = 13

[State -2]
type = Stopsnd
trigger1 = stateno != 1500&&stateno != 1502
Channel = 15

[State -2]
type = Stopsnd
trigger1 = stateno != 1600&&stateno != 1602&&stateno != 1604&&stateno != 1606&&stateno != 1608
Channel = 16

[State -2]
type = Playsnd
trigger1 = NumHelper(21000)
trigger1 = Helper(21000),time = 0
value = S1000, random%2
Channel = 0
ignorehitpause = 1

[State -2]
type = AssertSpecial
trigger1 = var(58) = 1
trigger1 = var(43) = 1
flag = nomusic
ignorehitpause = 1

;ブレイクポイント制御---------------------------------------------------
[State -2]
type = varset
trigger1 = var(57) > 70
var(57) = 70
ignorehitpause = 1

[State -2]
type = varset
trigger1 = var(57) >= 70
var(58) = 1
ignorehitpause = 1

[State -2]
type = varset
trigger1 = var(57) = 0
var(58) = 0

[State -2]
type = varset
trigger1 = movetype = H
trigger1 = stateno != 120
trigger1 = stateno != 130
trigger1 = stateno != 131
trigger1 = stateno != 132
trigger1 = stateno != 140
trigger1 = stateno != 150
trigger1 = stateno != 151
trigger1 = stateno != 152
trigger1 = stateno != 153
trigger1 = stateno != 154
trigger1 = stateno != 155
var(57) = 0

[State -2]
type = varadd
trigger1 = ProjHit1230 = 1
trigger2 = ProjHit1330 = 1
var(57) = 4
ignorehitpause = 1

;変数リセット--------------------------------------------------
[State -2]
type = varset
triggerall = Numhelper(20000)
trigger1 = stateno = 0
trigger2 = fvar(0) != helper(20000),ParentDist X
trigger3 = fvar(1) != pos Y
trigger4 = movetype != A
var(45) = 0

[State -2]
type = varset
trigger1 = roundstate = 0
var(54) = 0

[State -2]
type = varset
trigger1 = roundstate = 0
var(57) = 0

[State -2]
type = varset
trigger1 = roundstate = 0
var(58) = 0

;タッグ判断用----------------------------------------------------------------------------
[State -2]
type = varset
trigger1 = Numpartner
trigger1 = ID < partner,ID
var(47) = 1
ignorehitpause = 1

[State -2]
type = varset
trigger1 = roundstate < 2
trigger1 = var(46) = 0
trigger1 = Numenemy > 1
var(46) = 1

;くらいボイス------------------------------------------------------------------------------------------------
[State -2]
type = PlaySnd
triggerall = RoundState = 2
triggerall = Alive
triggerall = time = 1
triggerall = random < 500
trigger1 = stateno = 5000
trigger2 = stateno = 5010
trigger3 = stateno = 5020
value = s5000, random%3
channel = 1
lowpriority = 1

[State -2]
type = PlaySnd
triggerall = RoundState = 2
triggerall = Alive
trigger1 = stateno = 5100
trigger1 = time = 1
value = s5000, 3
channel = 1
lowpriority = 1

;デバッグ------------------------------------------------------------------------------------------------
[State -2]
type = DisplayToClipboard
trigger1 = 1
text = "%f,%f,%d,%d"
params = helper(20000),ParentDist X, fvar(0), var(45), var(21)
