
[statedef -2]

[State ,攻击]
type = attackmulset
triggerall = palno >= 11
trigger1 = enemynear, name = "Homura did Something"
trigger1 = enemynear, palno = 12
trigger1 = (enemynear, lifemax /1000) > 1
value = (enemynear, lifemax /1000)
ignorehitpause=1


[State -2, 数据]
type = DisplayToClipboard
trigger1 = 1
text = "p2y=%d \n"
params = (var(33))

[State 0, noko]
type = AssertSpecial
triggerall = palno < 11
trigger1 = RANDOM = [12,70]
flag = noko
ignorehitpause = 1

[State 0, noko]
type = AssertSpecial
triggerall = palno = 12
trigger1 = RANDOM = [12,450]
trigger2 = random = [870,970]	
flag = noko
ignorehitpause = 1

[State 0, SelfState]
type = AssertSpecial
triggerall = palno >= 11
trigger1 = movetype != A
trigger1 = fvar(30) != gametime
trigger1 = random < 970
flag = noko
ignorehitpause = 1

[State 0, NotHitBy]
type = NotHitBy
triggerall = palno = 12
trigger1 = gametime%60=0
value = ,AP,AT
time = 45+random%10
ignorehitpause = 1
[State 0, NotHitBy]
type = NotHitBy
triggerall = palno = 12
trigger1 = gametime%60=23
value = ,AT
time = 40
ignorehitpause = 1

[State 0, SelfState]
type = SelfState
triggerall =ishelper(1011)
trigger1 = 1
value = 1011
ignorehitpause = 1

[State 0, SelfState]
type = SelfState
triggerall = palno = 12
trigger1 = movetype != A
trigger1 = fvar(30) != gametime
value = 2001
ignorehitpause = 1

[State 0, HitOverride]
type = HitOverride
triggerall = palno = 12
triggerall = statetype = A
trigger1 = stateno = [0,12450]
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 2001
time = 1
ignorehitpause = 1

[State 0, HitOverride]
type = HitOverride
triggerall = palno = 12
triggerall = statetype != A
trigger1 = stateno = [0,12450]
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT;SCA,AA,AP,AT,NP,NA,SA,HA,NT,ST,SP,HT
slot = 0
stateno = 2000
time = 1
ignorehitpause = 1
;----------脱离开关------
[state -2, 脱离开关]
type = Varset
trigger1 = 1
var(8) = 1        ;默认1，设为0时AI禁止使用脱离

[state -2, 脱离开关]
type = Varset	;低血量受击脱离开关
trigger1 = 1	
;trigger1 = Palno >= 7
var(35) = 1        ;默认0

;-----------PW点数相关----------
[state -2, PW点数自动增加]
type = Varadd
trigger1 = roundstate = 2 && (Gametime%600 =0) ;每10秒PW点数+1，可修改
var(45) = 1			;默认关闭，将0修改为1则开启
[state -2, PW点数初始值]
type = Varset
trigger1 = roundstate = 1 && roundno = 1
trigger1 = Palno <= 3
var(45) = 0	;默认0，可修改

[state -2, PW点数初始值]
type = Varset
trigger1 = roundstate = 1 && roundno = 1
trigger1 = Palno = [4,6]
var(45) = 3	;默认0，可修改

[state -2, PW点数获取加强]  
type = Varset  
trigger1 = roundstate = 1 && roundno = 1
trigger1 = Palno >= 7     ;7P以上默认开启，如果想1P也开启的话，在[trigger1 = Palno >= 7]的前面加上分号就行
var(44) = 1  		  ;加快写字的速度，默认为1，想关闭的话改为0


[state -2, 7P以上]
type = Varset
trigger1 = roundstate = 1 && roundno = 1
trigger1 = Palno = [7,8]
var(45) = 7

[state -2, 9P以上]
type = Varset
trigger1 = roundstate = 1 && roundno = 1
trigger1 = Palno = [9,10]
var(45) = 12

[state -2, 11、12P]
type = Varset
trigger1 = Palno = [11,12]
var(45) = 15
;---------------------------------------------
;Perfect World
;---Count---
[state -2, var(10)最大值]
type = Varset
trigger1 = Palno < 7
trigger1 = var(45) >= 15;←最大值，默认15，不要少于12
v = 45
value = 15		;两个都要同时修改

[state -2, var(10)最大值]
type = Varset
trigger1 = Palno >= 7
trigger1 = var(45) >= 24;←最大值，默认15，不要少于12
v = 45
value = 24		;两个都要同时修改

;---0---
[State -2, ]
type = Explod
triggerall = !Numexplod(30100) 
trigger1 = teamside = 1 && (stateno != 3010)
trigger1 = var(10) = 0
ID = 30100
anim = 30000
pos = 70, 60
postype = left
vel = 0,0
accel = 0, 0
scale = 0.25, 0.25
removetime = -1
bindtime = -1
sprpriority = 7
ownpal = 1

[State -2, ]
type = Explod
triggerall = !Numexplod(30200) 
trigger1 = teamside = 2 && (stateno != 3010)
trigger1 = var(45) = 0
ID = 30200
anim = 30000
pos = -70, 60
postype = right
vel = 0,0
accel = 0, 0
scale = 0.25, 0.25
removetime = -1
bindtime = -1
sprpriority = 7
ownpal = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = var(45) != 0
id = 30100
[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = var(45) != 0
id = 30200
;---1---
[State -2, ]
type = Explod
triggerall = !Numexplod(30101) 
trigger1 = teamside = 1 && (stateno != 3010)
trigger1 = var(45) = 1
ID = 30101
anim = 30001
pos = 70, 60
postype = left
vel = 0,0
accel = 0, 0
scale = 0.25, 0.25
removetime = -1
bindtime = -1
sprpriority = 7
ownpal = 1

[State -2, ]
type = Explod
triggerall = !Numexplod(30201) 
trigger1 = teamside = 2 && (stateno != 3010)
trigger1 = var(45) = 1
ID = 30201
anim = 30001
pos = -70, 60
postype = right
vel = 0,0
accel = 0, 0
scale = 0.25, 0.25
removetime = -1
bindtime = -1
sprpriority = 7
ownpal = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = var(45) != 1
id = 30101
[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = var(45) != 1
id = 30201
;---2---
[State -2, ]
type = Explod
triggerall = !Numexplod(30102) 
trigger1 = teamside = 1 && (stateno != 3010)
trigger1 = var(45) = 2
ID = 30102
anim = 30002
pos = 70, 60
postype = left
vel = 0,0
accel = 0, 0
scale = 0.25, 0.25
removetime = -1
bindtime = -1
sprpriority = 7
ownpal = 1

[State -2, ]
type = Explod
triggerall = !Numexplod(30202) 
trigger1 = teamside = 2 && (stateno != 3010)
trigger1 = var(45) = 2
ID = 30202
anim = 30002
pos = -70, 60
postype = right
vel = 0,0
accel = 0, 0
scale = 0.25, 0.25
removetime = -1
bindtime = -1
sprpriority = 7
ownpal = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = var(45) != 2
id = 30102
[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = var(45) != 2
id = 30202
;---3---
[State -2, ]
type = Explod
triggerall = !Numexplod(30103) 
trigger1 = teamside = 1 && (stateno != 3010)
trigger1 = var(45) = 3
ID = 30103
anim = 30003
pos = 70, 60
postype = left
vel = 0,0
accel = 0, 0
scale = 0.25, 0.25
removetime = -1
bindtime = -1
sprpriority = 7
ownpal = 1

[State -2, ]
type = Explod
triggerall = !Numexplod(30203) 
trigger1 = teamside = 2 && (stateno != 3010)
trigger1 = var(45) = 3
ID = 30203
anim = 30003
pos = -70, 60
postype = right
vel = 0,0
accel = 0, 0
scale = 0.25, 0.25
removetime = -1
bindtime = -1
sprpriority = 7
ownpal = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = var(45) != 3
id = 30103
[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = var(45) != 3
id = 30203
;---4---
[State -2, ]
type = Explod
triggerall = !Numexplod(30104) 
trigger1 = teamside = 1 && (stateno != 3010)
trigger1 = var(45) = 4
ID = 30104
anim = 30004
pos = 70, 60
postype = left
vel = 0,0
accel = 0, 0
scale = 0.25, 0.25
removetime = -1
bindtime = -1
sprpriority = 7
ownpal = 1

[State -2, ]
type = Explod
triggerall = !Numexplod(30204) 
trigger1 = teamside = 2 && (stateno != 3010)
trigger1 = var(45) = 4
ID = 30204
anim = 30004
pos = -70, 60
postype = right
vel = 0,0
accel = 0, 0
scale = 0.25, 0.25
removetime = -1
bindtime = -1
sprpriority = 7
ownpal = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = var(45) != 4
id = 30104
[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = var(45) != 4
id = 30204
;---5---
[State -2, ]
type = Explod
triggerall = !Numexplod(30105) 
trigger1 = teamside = 1 && (stateno != 3010)
trigger1 = var(45) = 5
ID = 30105
anim = 30005
pos = 70, 60
postype = left
vel = 0,0
accel = 0, 0
scale = 0.25, 0.25
removetime = -1
bindtime = -1
sprpriority = 7
ownpal = 1

[State -2, ]
type = Explod
triggerall = !Numexplod(30205) 
trigger1 = teamside = 2 && (stateno != 3010)
trigger1 = var(45) = 5
ID = 30205
anim = 30005
pos = -70, 60
postype = right
vel = 0,0
accel = 0, 0
scale = 0.25, 0.25
removetime = -1
bindtime = -1
sprpriority = 7
ownpal = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = var(45) != 5
id = 30105
[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = var(45) != 5
id = 30205
;---6---
[State -2, ]
type = Explod
triggerall = !Numexplod(30106) 
trigger1 = teamside = 1 && (stateno != 3010)
trigger1 = var(45) = 6
ID = 30106
anim = 30006
pos = 70, 60
postype = left
vel = 0,0
accel = 0, 0
scale = 0.25, 0.25
removetime = -1
bindtime = -1
sprpriority = 7
ownpal = 1

[State -2, ]
type = Explod
triggerall = !Numexplod(30206) 
trigger1 = teamside = 2 && (stateno != 3010)
trigger1 = var(45) = 6
ID = 30206
anim = 30006
pos = -70, 60
postype = right
vel = 0,0
accel = 0, 0
scale = 0.25, 0.25
removetime = -1
bindtime = -1
sprpriority = 7
ownpal = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = var(45) != 6
id = 30106
[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = var(45) != 6
id = 30206
;---7---
[State -2, ]
type = Explod
triggerall = !Numexplod(30107) 
trigger1 = teamside = 1 && (stateno != 3010)
trigger1 = var(45) = 7
ID = 30107
anim = 30007
pos = 70, 60
postype = left
vel = 0,0
accel = 0, 0
scale = 0.25, 0.25
removetime = -1
bindtime = -1
sprpriority = 7
ownpal = 1

[State -2, ]
type = Explod
triggerall = !Numexplod(30207) 
trigger1 = teamside = 2 && (stateno != 3010)
trigger1 = var(45) = 7
ID = 30207
anim = 30007
pos = -70, 60
postype = right
vel = 0,0
accel = 0, 0
scale = 0.25, 0.25
removetime = -1
bindtime = -1
sprpriority = 7
ownpal = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = var(45) != 7
id = 30107
[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = var(45) != 7
id = 30207
;---8---
[State -2, ]
type = Explod
triggerall = !Numexplod(30108) 
trigger1 = teamside = 1 && (stateno != 3010)
trigger1 = var(45) = 8
ID = 30108
anim = 30008
pos = 70, 60
postype = left
vel = 0,0
accel = 0, 0
scale = 0.25, 0.25
removetime = -1
bindtime = -1
sprpriority = 7
ownpal = 1

[State -2, ]
type = Explod
triggerall = !Numexplod(30208) 
trigger1 = teamside = 2 && (stateno != 3010)
trigger1 = var(45) = 8
ID = 30208
anim = 30008
pos = -70, 60
postype = right
vel = 0,0
accel = 0, 0
scale = 0.25, 0.25
removetime = -1
bindtime = -1
sprpriority = 7
ownpal = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = var(45) != 8
id = 30108
[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = var(45) != 8
id = 30208
;---9---
[State -2, ]
type = Explod
triggerall = !Numexplod(30109) 
trigger1 = teamside = 1 && (stateno != 3010)
trigger1 = var(45) = 9
ID = 30109
anim = 30009
pos = 70, 60
postype = left
vel = 0,0
accel = 0, 0
scale = 0.25, 0.25
removetime = -1
bindtime = -1
sprpriority = 7
ownpal = 1

[State -2, ]
type = Explod
triggerall = !Numexplod(30209) 
trigger1 = teamside = 2 && (stateno != 3010)
trigger1 = var(45) = 9
ID = 30209
anim = 30009
pos = -70, 60
postype = right
vel = 0,0
accel = 0, 0
scale = 0.25, 0.25
removetime = -1
bindtime = -1
sprpriority = 7
ownpal = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = var(45) != 9
id = 30109
[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = var(45) != 9
id = 30209
;---10---
[State -2, ]
type = Explod
triggerall = !Numexplod(30110) 
trigger1 = teamside = 1 && (stateno != 3010)
trigger1 = var(45) = 10
ID = 30110
anim = 30010
pos = 70, 60
postype = left
vel = 0,0
accel = 0, 0
scale = 0.25, 0.25
removetime = -1
bindtime = -1
sprpriority = 7
ownpal = 1

[State -2, ]
type = Explod
triggerall = !Numexplod(30210) 
trigger1 = teamside = 2 && (stateno != 3010)
trigger1 = var(45) = 10
ID = 30210
anim = 30010
pos = -70, 60
postype = right
vel = 0,0
accel = 0, 0
scale = 0.25, 0.25
removetime = -1
bindtime = -1
sprpriority = 7
ownpal = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = var(45) != 10
id = 30110
[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = var(45) != 10
id = 30210
;---11---
[State -2, ]
type = Explod
triggerall = !Numexplod(30111) 
trigger1 = teamside = 1 && (stateno != 3010)
trigger1 = var(45) = 11
ID = 30111
anim = 30011
pos = 70, 60
postype = left
vel = 0,0
accel = 0, 0
scale = 0.25, 0.25
removetime = -1
bindtime = -1
sprpriority = 7
ownpal = 1

[State -2, ]
type = Explod
triggerall = !Numexplod(30211) 
trigger1 = teamside = 2 && (stateno != 3010)
trigger1 = var(45) = 11
ID = 30211
anim = 30011
pos = -70, 60
postype = right
vel = 0,0
accel = 0, 0
scale = 0.25, 0.25
removetime = -1
bindtime = -1
sprpriority = 7
ownpal = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = var(45) != 11
id = 30111
[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = var(45) != 11
id = 30211
;---12---
[State -2, ]
type = Explod
triggerall = !Numexplod(30112) 
trigger1 = teamside = 1 && (stateno != 3010)
trigger1 = var(45) >= 12
ID = 30112
anim = 30012
pos = 70, 60
postype = left
vel = 0,0
accel = 0, 0
scale = 0.25, 0.25
removetime = -1
bindtime = -1
sprpriority = 7
ownpal = 1

[State -2, ]
type = Explod
triggerall = !Numexplod(30212) 
trigger1 = teamside = 2 && (stateno != 3010)
trigger1 = var(45) >= 12
ID = 30212
anim = 30012
pos = -70, 60
postype = right
vel = 0,0
accel = 0, 0
scale = 0.25, 0.25
removetime = -1
bindtime = -1
sprpriority = 7
ownpal = 1
;--------气量相关---------
[State 0, 初始气值]
type = PowerSet
trigger1 = roundno = 1
trigger1 = roundstate = 0
value = 1500

[State 0, 回气]
type = PowerAdd
trigger1 = palno >= 8 ;默认8P以上有回气，可修改
trigger1 = Gametime%5 =0;
value = 30
ignorehitpause = 1

[State 0, 回气]
type = PowerAdd
trigger1 = palno =[4,6] ;4-6P缓慢回气
trigger1 = Gametime%5 =0;
value = 3
ignorehitpause = 1
;-------底力--------
[State -2,底力]
type = DefenceMulSet
trigger1 = life > 300
value = 1

[State -2,底力]
type = DefenceMulSet
trigger1 = life <= 300
value = 0.4
;-----------站C标志----------------
[State -2,归零]  ; 
type = VarSet
triggerall = var(22) != 0
trigger1 = P2movetype != H
var(22) = 0
;-----------闪刃标志----------------
[State -2,归零]  ; 闪刃air后 +1，闪刃后-1 
type = VarSet
triggerall = var(20) != 0
trigger1 = P2movetype != H
var(20) = 0
[State -2,归零];闪刃后+1
type = VarSet 
triggerall = var(21) != 0
trigger1 = P2movetype != H
var(21) = 0
;--------连击修正---------------------
[State -2,Hit数记录]
type = VarAdd
trigger1 = movehit = 1
var(13) = 1

[State -2,hit数归零]
type = VarSet
triggerall = var(13) != 0
trigger1 = p2movetype != H
var(13) = 0

[State -2,Hit数记录2]
type = VarAdd
trigger1 = helper(1501),movehit=1
var(14) = 1

[State -2,hit数归零]
type = VarSet
trigger1 = var(14) > 12
fvar(15) = 0.8

[State -2,hit数归零2]
type = VarSet
triggerall = var(14) != 0
trigger1 = P2movetype != H
var(14) = 0
;------------受击数---------------
[State -2,受击数记录]
type = VarAdd
trigger1 = gethitvar(damage) > 0
var(15) = 1

[State -2,hit数归零]
type = VarSet
triggerall = var(15) != 0
trigger1 = movetype != H
var(15) = 0
;----------------------------
[state -2,胜场计数]
type =Varadd
trigger1 = win
var(40)=1
[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = var(45) < 12
id = 30112
[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = var(45) < 12
id = 30212
;==============================
[State 0, 受击时缓慢回气]
type = PowerAdd
trigger1 = movetype = H
triggerall = var(43) !=0
value = 1
[State 0, LifeAdd]
type = LifeAdd
trigger1 = palno >= 11
trigger1 = gametime %8 = 0
value = 1
;===============================
[State 0, PosSet]
type = null;PosSet
triggerall = var(59)>0
trigger1 = (statetype = S) && ((Pos y < 0)||(Pos y >10)) && (stateno = [0,99])
y = 0
[State 0, ChangeState]
type = ChangeState
triggerall = var(59)>0
trigger1 = (statetype = S) && ((Pos y < 0)||(Pos y >10)) && (stateno = [0,99])
value = 100
ignorehitpause = 1


;===============================
[State -2, VarSet]
type = VarSet
trigger1 = 1
v = 50    
value = enemynear,pos y
;===============================
[State -2, KO voice]
Type = PlaySnd
triggerall = Alive = 0
triggerall = StateNo = 5150
trigger1 = roundno
trigger1 = Anim = 5140
trigger1 = Animelem = 2
Value = s5050, 0
persistent = 0
ignorehitpause = 1

[State -2, KO]
Type = PlaySnd
triggerall = Alive = 0
triggerall = MatchOver = 1
trigger1 = stateno = 5035
trigger1 = (anim = 5035)&&(animelem =2)
trigger1 = movetype = H
Value = s5050, 1
persistent = 0
ignorehitpause = 1
;=================================
[State -2, VarSet]
type = VarSet
trigger1 = 1
v = 46    
value = var(15)
;============11p============
[State 0, 初始气值]
type = PowerSet
trigger1 = Palno = [11,12]
value = 9000


;==============防御不掉血=================
[State -2]
type = VarSet
triggerall = palno < 6
trigger1 = var(25) < life
trigger2 = movetype != H && ctrl
trigger3 = roundstate < 2
v = 25
value = life
ignorehitpause = 1

[State -2]
type = lifeset
trigger1 = StateNo = 150 || StateNo = 152 || StateNo = 154
trigger1 = AnimElemTime(1) = 1
trigger1 = Var(25) - Life > 0
value = Var(25)
ignorehitpause = 1


;显血----------------------
[State 000X, 个位]
type = null;Explod
trigger1 = 1
anim = 3300+ ceil(var(46)%10)
pos = 160,10
postype = left  ;p2,front,back,left,right
removetime = 1
pausemovetime = 0
scale = 0.3,0.3
ontop = 1
ownpal = 1
[State 00X0, 十位]
type = null; Explod
trigger1 = 1
anim = 3300+ ifelse(var(46)>=1000,((var(46)/10)%10), ifelse(var(46)>=100,(var(46)/10)%10,ifelse(var(46)>=10,var(46)/10,0)))
pos = 140,10
postype = left  ;p2,front,back,left,right
removetime = 1
pausemovetime = 0
scale = 0.3,0.3
ontop = 1
ownpal = 1
[State 0X00, 百位]
type = null; Explod
trigger1 = 1
anim = 3300+ ifelse(var(46)>=1000,((var(46)/100)%10), ifelse(var(46)>=100,var(46)/100,0) )
pos = 120,10
postype = left  ;p2,front,back,left,right
removetime = 1
pausemovetime = 0
scale = 0.3,0.3
ontop = 1
ownpal = 1
[State X000, 千位]
type = null; Explod
trigger1 = 1
anim = 3300+(var(46)/1000)
pos = 100,10
postype = left  ;p2,front,back,left,right
removetime = 1
pausemovetime = 0
scale = 0.3,0.3
ontop = 1
ownpal = 1



[State 0, VarSet]
type = VarSet
trigger1 = enemynear,name != "Headmaster Murakumo"
trigger1 = enemynear,name != "Perfect-Perfecti"
trigger1 = enemynear,name != "BlitzDeath-Adler"  
;trigger1 = enemynear,authorname != "Emperor"
triggerall = prevstateno = [3000,3049]
triggerall = stateno != [3000,3050]
triggerall = movetype != A
var(33) = 1
ignorehitpause = 1

;=======对策用=======
[State 0, VarSet]
type = VarSet
trigger1 = enemynear,name != "AKATSUKI" 
trigger1 = enemynear,Name != "Scathacha" 
trigger2 = enemynear,Name = "Scathacha" 
trigger2 = enemynear, alive = 0
var(34) = 1


[State 0, VarSet]
type = VarSet
triggerall = enemynear, alive = 1
trigger1 = enemynear,Name = "Scathacha" 
trigger1 = enemynear,PALNO = [11,12]
;trigger1 = enemynear,name = "AKATSUKI" 
;trigger1 = Numpartner < 1 
;trigger1 = enemynear,PALNO >= 7 
;trigger1 = enemynear,authorname = "HM"
var(34) = 2









;[State 0, 我投降，自杀]
;type = LifeAdd
;trigger1 = enemynear,authorname = "jue"
;trigger2 = enemynear,name = "Thanatos"
;trigger3 = enemynear,authorname = "rin" || enemynear,authorname = "Rin" || enemynear,authorname = "rIn"
;trigger4 = enemynear,authorname = "riN" || enemynear,authorname = "RIn" || enemynear,authorname = "RiN"
;trigger5 = enemynear,authorname = "rIN" || enemynear,authorname = "RIN";|| enemynear,name = "野哥天下第一!"
;trigger6 = enemynear,authorname = "C" || enemynear,authorname = "c";|| enemynear,name = "野哥天下第一!"
;value = -124500000
;kill = 1
;absolute = 1
;ignorehitpause = 1

[State 0, LifeSet]
type = LifeSet
triggerall = PalNo = [11,12]
triggerall = enemy,authorname != "Emperor" 
trigger1 = var(33)
value = lifemax
ignorehitpause = 1


