[Statedef -2]
;アシスト選択---------------------------------------------------------------------
;同じ数字だとバグるよ
;1 ラハール
;2 フロン
;3 ハナコ
;4 アラミス
;5 中ボス
;6 アサギ

[state -2];アシスト1
type = varset
trigger1 = 1
;↓の数値を変更
var(9) = 1

[state -2];アシスト2
type = varset
trigger1 = 1
;↓の数値を変更
var(10) = 2

;アシストゲージの表示位置設定-----------------------------------------------------------------
;var(11)が縦方向の位置設定、+で下に、-で上に移動
[State -2]
type = varset
trigger1 = 1
;↓の数値を変更
var(11) = 0

;アナウンスの表示位置設定-----------------------------------------------------------------
;var(19)が縦方向の位置設定、+で下に、-で上に移動
[State -2]
type = varset
trigger1 = 1
;↓の数値を変更
var(19) = 0

;遺影の表示位置設定-----------------------------------------------------------------
;var(12)が縦方向の位置設定、+で下に、-で上に移動
[State -2]
type = varset
trigger1 = 1
;↓の数値を変更
var(12) = 0

;AIレベル-----------------------------------------------------------------
[State -2]
type = varset
trigger1 = palno = 7
trigger2 = palno = 8
trigger3 = palno = 9
trigger4 = palno = 10
trigger5 = palno = 11
trigger6 = palno = 12
;↓の数値を変更1〜3　数が大きいほど強い
var(59) = 2

















;ココから下はよく分からない人は構っちゃダメ＞＜===================================

;HCゲージ補正---------------------------------------------------------------------
;実際どんな感じで増えるのか分からなかったので1ヒットごとに5％づつ減少（最低1）
[State -2]
type = varset
triggerall = NumEnemy
triggerall = Alive
trigger1 = Enemy,movetype != H
fvar(0) = 0

[State -2]
type = varset
triggerall = NumEnemy
triggerall = Alive
triggerall = Enemy,movetype = H
trigger1 = Enemy,GetHitVar(HitCount) >= 3
trigger1 = Enemy,GetHitVar(HitCount) < 15
fvar(0) = (Enemy,GetHitVar(HitCount)-2)*0.05

[State -2]
type = varset
triggerall = NumEnemy
triggerall = Alive
triggerall = Enemy,movetype = H
trigger1 = Enemy,GetHitVar(HitCount) >= 15
fvar(0) = 0.96

;コンボ補正-------------------------------------------------------------------------
[State -2]
type = varset
triggerall = NumEnemy
triggerall = Alive
trigger1 = Enemy,movetype != H
fvar(1) = 1.00

[State -2]
type = varset
triggerall = NumEnemy
triggerall = Alive
triggerall = Enemy,movetype = H
trigger1 = Enemy,GetHitVar(HitCount) = 4
fvar(1) = 0.92

[State -2]
type = varset
triggerall = NumEnemy
triggerall = Alive
triggerall = Enemy,movetype = H
trigger1 = Enemy,GetHitVar(HitCount) = 5
fvar(1) = 0.85

[State -2]
type = varset
triggerall = NumEnemy
triggerall = Alive
triggerall = Enemy,movetype = H
trigger1 = Enemy,GetHitVar(HitCount) = 6
fvar(1) = 0.80

[State -2]
type = varset
triggerall = NumEnemy
triggerall = Alive
triggerall = Enemy,movetype = H
trigger1 = Enemy,GetHitVar(HitCount) = 7
fvar(1) = 0.73

[State -2]
type = varset
triggerall = NumEnemy
triggerall = Alive
triggerall = Enemy,movetype = H
trigger1 = Enemy,GetHitVar(HitCount) = 8
fvar(1) = 0.50

[State -2]
type = varset
triggerall = NumEnemy
triggerall = Alive
triggerall = Enemy,movetype = H
trigger1 = Enemy,GetHitVar(HitCount) = 9
fvar(1) = 0.42

[State -2]
type = varset
triggerall = NumEnemy
triggerall = Alive
triggerall = Enemy,movetype = H
trigger1 = Enemy,GetHitVar(HitCount) = 10
fvar(1) = 0.35

[State -2]
type = varset
triggerall = NumEnemy
triggerall = Alive
triggerall = Enemy,movetype = H
trigger1 = Enemy,GetHitVar(HitCount) = 11
fvar(1) = 0.30

[State -2]
type = varset
triggerall = NumEnemy
triggerall = Alive
triggerall = Enemy,movetype = H
trigger1 = Enemy,GetHitVar(HitCount) = 12
fvar(1) = 0.23

[State -2]
type = varset
triggerall = NumEnemy
triggerall = Alive
triggerall = Enemy,movetype = H
trigger1 = Enemy,GetHitVar(HitCount) = 13
fvar(1) = 0.16

[State -2]
type = varset
triggerall = NumEnemy
triggerall = Alive
triggerall = Enemy,movetype = H
trigger1 = Enemy,GetHitVar(HitCount) = 14
fvar(1) = 0.12

[State -2]
type = varset
triggerall = NumEnemy
triggerall = Alive
triggerall = Enemy,movetype = H
trigger1 = Enemy,GetHitVar(HitCount) = 15
fvar(1) = 0.05

[State -2]
type = varset
triggerall = NumEnemy
triggerall = Alive
triggerall = Enemy,movetype = H
trigger1 = Enemy,GetHitVar(HitCount) = 16
fvar(1) = 0.02

[State -2]
type = varset
triggerall = NumEnemy
triggerall = Alive
triggerall = Enemy,movetype = H
trigger1 = Enemy,GetHitVar(HitCount) >= 17
fvar(1) = 0.000001

;アナウンス---------------------------------------------------------------------
[State -2]
type = varset
triggerall = NumEnemy
triggerall = Enemy,Alive
trigger1 = Enemy,stateno != [5000,5110]
var(16) = 0

[State -2]
type = varset
triggerall = NumEnemy
triggerall = Enemy,Alive
triggerall = Enemy,stateno = [5000,5110]
trigger1 = Enemy,movetype = H
var(16) = Enemy,GetHitVar(HitCount)

[State -2]
type = Helper
;trigger1 = Teammode != simul
trigger1 = numhelper(21000) = 0
helpertype = normal
name = "announce"
ID = 21000
pos = 0, 0
postype = p1
facing = 1
stateno = 21000
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
size.xscale = 1.0
size.yscale = 1.0

;DANGER補正---------------------------------------------------------------------
[State -2]
type = varset
trigger1 = movetype != H
var(1) = life

[State -2]
type = lifeadd
trigger1 = life <= lifemax / 4
trigger1 = life > lifemax / 7.5
trigger1 = movetype = H
trigger1 = Alive
value = ceil((var(1) - life)*0.25)

[State -2]
type = lifeadd
trigger1 = life <= lifemax / 7.5
trigger1 = movetype = H
trigger1 = Alive
value = ceil((var(1) - life)*0.375)

[State -2]
type = varset
trigger1 = movetype = H
var(1) = life

[State -2]
type = varset
trigger1 = !var(18)
trigger1 = life <= lifemax / 7.5
var(18) = 1

[State -2]
type = Helper
trigger1 = var(18) = 1
trigger1 = numhelper(21200) = 0
helpertype = normal
name = "DANGER"
ID = 21200
pos = 0, 0
postype = p1
facing = 1
stateno = 21200
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
size.xscale = 1.0
size.yscale = 1.0

[State -2]
type = varset
trigger1 = !var(17)
trigger1 = movehit
var(17) = 1

[State -2]
type = varset
trigger1 = !var(17)
trigger1 = movetype = H
var(17) = 2

[State -2]
type = Helper
trigger1 = var(17) = 1
trigger1 = numhelper(21100) = 0
helpertype = normal
name = "First"
ID = 21100
pos = 0, 0
postype = p1
facing = 1
stateno = 21100
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
size.xscale = 1.0
size.yscale = 1.0

;ダメージボイス---------------------------------------------------------------------
[State -2]
type = playsnd
triggerall = (RoundState = 2)
triggerall = Alive
trigger1 = (Stateno = 5000) && (MoveType = H) && (Time = 1)
trigger2 = (Stateno = 5010) && (MoveType = H) && (Time = 1)
trigger3 = (Stateno = 5020) && (MoveType = H) && (Time = 1)
trigger4 = (Stateno = 5070) && (MoveType = H) && (Time = 1)
value = S1, random%4
channel = 1

;着地のホコリ-------------------------------------------------------------
[State -2]
type = Explod
triggerall = Numexplod(6200) = 0
trigger1 = stateno = 52
trigger2 = stateno = 106
anim = 6200
ID = 6200
pos = 0, 0
postype = p1
bindtime = 1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.0, 1.0
sprpriority = 2
removeongethit = 1

[State -2]
type = varset
trigger1 = var(2)
trigger1 = Pos Y >= 0
var(2) = 0

[state -2]
type = varset
trigger1 = statetype = S
var(0) = 0

;槍------------------------------------------------------------------
[State -2]
type = Helper
trigger1 = numhelper(6000) = 0
helpertype = normal
name = "Yari"
ID = 6000
pos = 0, 0
postype = p1
facing = 1
stateno = 6000
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1.3
size.yscale = 1.3

;システム管理------------------------------------------------------------------
[State -2]
type = Helper
trigger1 = Roundstate >= 2
trigger1 = numhelper(30000) = 0
helpertype = normal
name = "system"
ID = 30000
pos = 0, 0
postype = p1
facing = 1
stateno = 30000
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.0
size.yscale = 1.0

;アシスト01ライフ------------------------------------------------------------------
[State -2]
type = varset
trigger1 = RoundState = 2
trigger1 = fvar(2) >= 500
fvar(2) = 500

;アシスト02ライフ------------------------------------------------------------------
[State -2]
type = varset
trigger1 = RoundState = 2
trigger1 = fvar(3) >= 500
fvar(3) = 500

;デバッグ表示---------------------------------------------------------
[State -2, 距離確認デバック]
type = AppendToClipboard
trigger1 = 1
text =  "P2X:%f,P2Y:%f,Vx%f,Vy%f,Py%f \n"
params = P2BodyDist x,P2BodyDist y,vel x,vel y,Pos y
IgnoreHitPause = 1
