



;---------------------------------------------------------------------------
;空中ダッシュ1
[Statedef 110]
type    = A
movetype = I
physics = A
anim    = 110
velset  = 0,0
ctrl    = 0
sprpriority = 1

[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 101,0+random%3
channel = 0
ignorehitpause = 1

[State 110]
type = Explod
trigger1 = time = 0
anim = 119
ID = 119
pos = 0, -50
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 0.5, 0.5
sprpriority = 4
supermovetime = 0
pausemovetime = 0
ownpal = 1

[State 110, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s6,3
channel = -1

[State 110, 回数減]
type = VarAdd
trigger1 = Time = 0
v = 4
value = -1

[State 110]
type = VarSet
trigger1 = Time = 0
v = 17
value = 20

[State 110, 速度決定]
type = VelSet
trigger1 = 1
x = 4.9*(1+0.5*(var(25)%100 = 6)*(var(10) > 0))*(1+0.2*(var(49)=1))
y = 0

[State 110]
type = ChangeState
trigger1 = time > 20
value = 111
ctrl = 1
;---------------------------------------------------------------------------
;空中ダッシュ2
[Statedef 111]
type    = A
movetype = I
physics = A
anim    = 111
ctrl    = 1
sprpriority = 1

[State 111, 速度決定]
type = VelSet
trigger1 = time = 0
y = 0


;------------------
;バックダッシュ1
[Statedef 115]
type    = A
movetype = I
physics = A
anim    = 115
velset  = 0,0
ctrl    = 0
sprpriority = 1

[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 106,0+random%3
channel = 0
ignorehitpause = 1


[State 110]
type = Explod
trigger1 = time = 0
anim = 119
ID = 119
pos = 0, -50
postype = p1
facing = -1
vfacing = 1
bindtime = 1
removetime = -2
scale = 0.5, 0.5
sprpriority = 4
supermovetime = 0
pausemovetime = 0
ownpal = 1

[State 110, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s6,3
channel = -1

[State 115, 回数減]
type = VarAdd
trigger1 = Time = 0
v = 4
value = -1

[State 110]
type = VarSet
trigger1 = Time = 0
v = 17
value = 20

[State 115, 速度決定]
type = VelSet
trigger1 = 1
x = -4.7*(1+0.5*(var(25)%100 = 6)*(var(10) > 0))*(1+0.2*(var(49)=1))
y = 0

[State 115]
type = ChangeState
trigger1 = time > 20
value = 116
ctrl = 1

;---------------------------------------------------------------------------
;バックダッシュ2
[Statedef 116]
type    = A
movetype = I
physics = A
anim    = 116
ctrl    = 1
sprpriority = 1

[State 116, 速度決定]
type = VelSet
trigger1 = time = 0
y = 0




;---------------------------------------------------------------------------
;バリガ演出用ヘルパー
[Statedef 160]
type = A
ctrl = 0
velset = 0,0
anim = 160
sprpriority = 3

[State 160]
type = ChangeAnim
trigger1 = root,statetype != A
trigger1 = anim != 160
value = 160

[State 160]
type = ChangeAnim
trigger1 = root,statetype = A
trigger1 = anim != 161
value = 161

[State 160]
type = PosSet
trigger1 = anim = 160
x = (root,pos x)
y = (root,pos y)+10-25*(root,statetype = A)
[State 160]
type = PosSet
trigger1 = anim = 161
x = (root,pos x)-(10*(root,facing))
y = (root,pos y)-60

[State 160]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 160]
type = null;VarAdd
trigger1 = 1
fv = 21
value = 1
[State 160]
type = null;VarSet
trigger1 = fvar(21) >= 45
fv = 21
value = 0

[State 160]
type = null;Trans
trigger1 = fvar(21) <= 32
trans = addalpha
alpha = ceil(128-(fvar(21)*4)), 256
[State 160]
type = null;Trans
trigger1 = fvar(21) > 32
trans = addalpha
alpha = 0, 256

[State 160]
type = null;AngleDraw
trigger1 = 1
scale = floor(1+(fvar(21)/80)),floor(1+(fvar(21)/80))

[State 160]
type = null;Explod
trigger1 = numexplod(160) = 0
anim = 160
ID = 160
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1


[State 160]
type = RemoveExplod
trigger1 = root,var(43) = 0
trigger2 = root,stateno != [120,155]
trigger3 = root,var(45) <= 0
ID = 160

[State 160]
type = DestroySelf
trigger1 = root,var(43) = 0
trigger2 = root,stateno != [120,155]
trigger3 = root,var(45) <= 0



;---------------------------------------------------------------------------
;バリガ押し合い用ヘルパー
[Statedef 165]
type = A
ctrl = 0
velset = 0,0
anim = 165

[State 160]
type = VelSet
trigger1 = time = 0
x = 5;(((root,p2dist x)+5)/5)


[State 160]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 160]
type = PlayerPush
trigger1 = 1
value = 1

[State 160]
type = NotHitBy
trigger1 = 1
value = SCA

[State 160]
type = DestroySelf
trigger1 = time > 4



;---------------------------------------------------------------------------
;バースト1
[Statedef 300]
type     = U
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
velset = 0,0
anim     = 300
sprpriority = 2
facep2 = 1

[State -1]
type = AttackDist
trigger1 = 1
value = 0

[State -2]
type = StateTypeSet
trigger1 = statetype = L
statetype = A

[State -2]
type = PosSet
trigger1 = pos y > 0
y = 0

[State -2]
type = VelSet
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1


[State -1]
type = ChangeAnim
trigger1 = 1
value = 300
elem = 1
ignorehitpause = 1


[State -1]
type = VarSet
trigger1 = 1
v = 41
value = 0
ignorehitpause = 1

[State -1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1


[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 1
trigger1 = Alive
value = 301,random%2
channel = 0
ignorehitpause = 1



[State 380, ステート変更]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 301
ctrl = 0






;---------------------------------------------------------------------------
;バースト2
[Statedef 301]
type     = U
movetype = A
physics  = N
juggle   = 0
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 300
sprpriority = 2


[State -1]
type = AttackDist
trigger1 = 1
value = 0

[State -1]
type = ChangeAnim
trigger1 = time = 0
value = 300
elem = 1
ignorehitpause = 1



[State -1]
type = Explod
trigger1 = animelemtime(3) = 1
anim = 315
ID = 315
pos = 0, -60
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = 1, 1
sprpriority = 6
supermovetime = 999
pausemovetime = 999
ownpal = 1
[State 300]
type = Helper
trigger1 = animelemtime(4) = 1
helpertype = normal
name = "burst"
ID = 316
pos = 0, 0
postype = p1
facing = 1
stateno = 316
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.0
size.yscale = 1.0



[State -1]
type = NotHitBy
trigger1 = animelemtime(12) < 0
value = SCA
time = 1
ignorehitpause = 1



[State 380, ステート変更]
type = ChangeState
trigger1 = animelemtime(18) > 0
value = 0+((statetype=A)*50)
ctrl = (statetype = S || statetype = C)


;---------------------------------------------------------------------------
;バースト3
[Statedef 305]
type     = U
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
velset = 0,0
anim     = 300
sprpriority = 2
facep2 = 1

[State -1]
type = AttackDist
trigger1 = 1
value = 0

[State -2]
type = StateTypeSet
trigger1 = statetype = L
statetype = A

[State -2]
type = PosSet
trigger1 = pos y > 0
y = 0

[State -2]
type = VelSet
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1


[State -1]
type = ChangeAnim
trigger1 = 1
value = 300
elem = 1
ignorehitpause = 1


[State -1]
type = VarSet
trigger1 = 1
v = 41
value = 0
ignorehitpause = 1

[State -1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1



[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 1
trigger1 = Alive
value = 301,random%2
channel = 0
ignorehitpause = 1


[State 380, ステート変更]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 306
ctrl = 0






;---------------------------------------------------------------------------
;バースト4
[Statedef 306]
type     = U
movetype = A
physics  = N
juggle   = 0
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 300
sprpriority = 2


[State -1]
type = AttackDist
trigger1 = 1
value = 0

[State -1]
type = ChangeAnim
trigger1 = time = 0
value = 300
elem = 1
ignorehitpause = 1



[State -1]
type = Explod
trigger1 = animelemtime(3) = 1
anim = 315
ID = 315
pos = 0, -60
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = 1, 1
sprpriority = 6
supermovetime = 999
pausemovetime = 999
ownpal = 1
[State 300]
type = Helper
trigger1 = animelemtime(4) = 1
helpertype = normal
name = "burst"
ID = 316
pos = 0, 0
postype = p1
facing = 1
stateno = 316
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.0
size.yscale = 1.0



[State -1]
type = NotHitBy
trigger1 = animelemtime(12) < 0
value = SCA
time = 1
ignorehitpause = 1


[State 380, ステート変更]
type = ChangeState
trigger1 = animelemtime(18) > 0
value = 0+((statetype=A)*50)
ctrl = (statetype = S || statetype = C)


;---------------------------------------------------------------------------
;バースト-飛び道具
[Statedef 316]
type     = A
movetype = A
physics  = N
velset   = 0,0
anim = 316
sprpriority = 4

[State 300]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 300]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 1
trigger1 = Alive
value = 4000,2
channel = -1
ignorehitpause = 1

[State 300]
type = Turn
trigger1 = p2dist x < -5


[State -1]
type = ParentVarSet
trigger1 = root,stateno != [305,306]
v = 28
value = 0
ignorehitpause = 1

[State 300, ヒット定義]
type = HitDef
trigger1 = time >= 2
trigger1 = root,stateno != [305,306]
trigger1 = !movecontact && !MoveReversed
attr = S, SP
damage = 0,0
animtype = hard
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 1, 1
guard.sparkno = s7010
sparkno = s7032
sparkxy = -10, -36
hitsound = s13, 1
guardsound = s7, 3
ground.type = High
ground.slidetime = 35
ground.hittime  = 35
guard.ctrltime = 20
ground.velocity = -3,-6
guard.velocity = -3.2
airguard.velocity = -2,-3
air.type = High
air.velocity = -3,-6
air.hittime = 999
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 0
fall = 1
kill = (root,var(28))
[State 300, ヒット定義]
type = HitDef
trigger1 = time >= 2
trigger1 = root,stateno = [305,306]
trigger1 = !movecontact && !MoveReversed
attr = S, SP
damage = 0,0
animtype = hard
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 1, 1
guard.sparkno = s7010
sparkno = s7032
sparkxy = -10, -36
hitsound = s13, 1
guardsound = s7, 3
ground.type = High
ground.slidetime = 35
ground.hittime  = 35
guard.ctrltime = 20
ground.velocity = -0.5,-14.5
guard.velocity = -3.2
airguard.velocity = -0.5,-3.2
air.type = High
air.velocity = -0.5,-14.5
air.hittime = 999
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 0
fall = 1
kill = (root,var(28))



[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = root,var(29) = 0
trigger1 = root,stateno != [305,306]
fv = 1
value = ((root,fvar(1))*0.3)
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = root,var(29) = 0
trigger1 = root,stateno != [305,306]
v = 29
value = 1
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = root,stateno != [305,306]
fv = 1
value = (root,fvar(1))*0.3
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = root,stateno != [305,306]
fv = 4
value = (root,fvar(4))*0.4
persistent = 0
ignorehitpause = 1




[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = root,var(29) = 0
trigger1 = root,stateno = [305,306]
fv = 1
value = ((root,fvar(1))*0.5)
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = root,var(29) = 0
trigger1 = root,stateno = [305,306]
v = 29
value = 1
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = root,stateno = [305,306]
fv = 1
value = (root,fvar(1))*1.2
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = root,stateno = [305,306]
fv = 4
value = (root,fvar(4))*1.2
persistent = 0
ignorehitpause = 1





[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = root,stateno = [305,306]
trigger1 = root,var(59) > 0
v = 58
value = 16
persistent = 0
ignorehitpause = 1



[State -1]
type = AttackDist
trigger1 = movecontact || MoveReversed
value = 0


[State 300]
type = destroyself
trigger1 = animtime = 0





;---------------------------------------------------------------------------
;ガードキャンセル1
[Statedef 350]
type     = S
movetype = H
physics  = N
juggle   = 4
poweradd = -1000
ctrl     = 0
velset = 0,0
anim     = 240
sprpriority = 2
facep2 = 1



[State -2]
type = VelSet
trigger1 = 1
x = 0
ignorehitpause = 1


[State -1]
type = ChangeAnim
trigger1 = 1
value = 240
elem = 1
ignorehitpause = 1


[State -1]
type = PalFX
trigger1 = 1
time = 5
add = 256,256,256
mul = 256,256,256
persistent = 0
ignorehitpause = 1


[State -1]
type = VarSet
trigger1 = 1
v = 28
value = 0
ignorehitpause = 1

[State -1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1



[State 350, ステート変更]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 351
ctrl = 0






;---------------------------------------------------------------------------
;ガードキャンセル2
[Statedef 351]
type     = S
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
velset = 3,0
anim     = 240
sprpriority = 2
facep2 = 1



[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0


[State -1]
type = ChangeAnim
trigger1 = time = 0
value = 240
elem = 1
ignorehitpause = 1


[State -1]
type = VarSet
trigger1 = 1
v = 28
value = 0
ignorehitpause = 1

[State -1]
type = NotHitBy
trigger1 = animelemtime(5) < 0
value = SCA
time = 1
ignorehitpause = 1

[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 241,0
channel = 0
ignorehitpause = 1


[State 350, ヒット定義]
type = HitDef
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0
trigger1 = !movecontact && !MoveReversed
attr = S, NA
damage = 20
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7031
sparkxy = -16, -53
hitsound = s13, 1
guardsound = s7, 3
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
guard.ctrltime = 20
ground.velocity = -4.1,-5.3
airguard.velocity = -2.4,-3.6
air.type = High
air.velocity = -4.1,-5.3
air.hittime = 14
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 0
fall = 1
kill = var(28)
ground.cornerpush.veloff = -5.7

[State 350, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 5
value = s10, 1
channel = -1



[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = (fvar(1)*0.55)
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = fvar(1)*0.25
persistent = 0
ignorehitpause = 1

[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = fvar(4)*0.5
persistent = 0
ignorehitpause = 1




[State 350, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1












;-------------------------------------------------------------
;ロマンキャンセル
[Statedef 360]
type     = U
movetype = I
physics  = U
juggle   = 1
ctrl     = 0
anim     = 0
poweradd = 0
sprpriority = 3

[State 360]
type = PowerAdd
trigger1 = time = 0
value = -1000

[State 360]
type = PlaySnd
trigger1 = time = 0
value = s2600, 0
channel = -1



[State -1]
type = Explod
trigger1 = time = 0
anim = 360
ID = 360
pos = 0, -60
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = 1, 1
sprpriority = 5
supermovetime = 9999
pausemovetime = 9999
ownpal = 1

[State 360, ステート変更]
type = ChangeState
trigger1 = time >= 2
value = 0+(statetype=A)*50
ctrl = 1







;-------------------------------------------------------------
;ハイジャンプ1
[Statedef 370]
type     = S
movetype = I
physics  = S
juggle   = 1
ctrl     = 0
anim     = 370
poweradd = 0
sprpriority = 3




[State 370, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 370, 2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 370, 3]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 41,0+random%2
channel = 0
ignorehitpause = 1

[State 370]
type = PlaySnd
trigger1 = animtime = 0
value = s375, 0
channel = -1

[State 370]
type = Explod
trigger1 = animtime = -1
anim = 375
ID = 375
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1, 1
sprpriority = 5
supermovetime = 0
pausemovetime = 0
ownpal = 1


[State 370, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, 0, ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = -12.5



[State 370]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1



[State 370, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1





;---------------------------------------------------------------------------
;相殺ヘルパー
[Statedef 380]
type     = S
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 0
sprpriority = 2
facep2 = 1


[State 1800]
type = VarSet
trigger1 = root,animelem = 1
v = 20
value = 0
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = root,animtime >= -1
v = 20
value = 1
ignorehitpause = 1

[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(1) >= 0
trigger1 = root,animelemtime(2) < 0
v = 21
value = 1
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(2) >= 0
trigger1 = root,animelemtime(3) < 0
v = 21
value = 2
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(3) >= 0
trigger1 = root,animelemtime(4) < 0
v = 21
value = 3
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(4) >= 0
trigger1 = root,animelemtime(5) < 0
v = 21
value = 4
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(5) >= 0
trigger1 = root,animelemtime(6) < 0
v = 21
value = 5
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(6) >= 0
trigger1 = root,animelemtime(7) < 0
v = 21
value = 6
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(7) >= 0
trigger1 = root,animelemtime(8) < 0
v = 21
value = 7
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(8) >= 0
trigger1 = root,animelemtime(9) < 0
v = 21
value = 8
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(9) >= 0
trigger1 = root,animelemtime(10) < 0
v = 21
value = 9
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(10) >= 0
trigger1 = root,animelemtime(11) < 0
v = 21
value = 10
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(11) >= 0
trigger1 = root,animelemtime(12) < 0
v = 21
value = 11
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(12) >= 0
trigger1 = root,animelemtime(13) < 0
v = 21
value = 12
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(13) >= 0
trigger1 = root,animelemtime(14) < 0
v = 21
value = 13
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(14) >= 0
trigger1 = root,animelemtime(15) < 0
v = 21
value = 14
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(15) >= 0
trigger1 = root,animelemtime(16) < 0
v = 21
value = 15
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(16) >= 0
trigger1 = root,animelemtime(17) < 0
v = 21
value = 16
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(17) >= 0
trigger1 = root,animelemtime(18) < 0
v = 21
value = 17
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(18) >= 0
trigger1 = root,animelemtime(19) < 0
v = 21
value = 18
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(19) >= 0
trigger1 = root,animelemtime(20) < 0
v = 21
value = 19
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(20) >= 0
trigger1 = root,animelemtime(21) < 0
v = 21
value = 20
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(21) >= 0
trigger1 = root,animelemtime(22) < 0
v = 21
value = 21
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(22) >= 0
trigger1 = root,animelemtime(23) < 0
v = 21
value = 22
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(23) >= 0
trigger1 = root,animelemtime(24) < 0
v = 21
value = 23
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(24) >= 0
trigger1 = root,animelemtime(25) < 0
v = 21
value = 24
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(25) >= 0
trigger1 = root,animelemtime(26) < 0
v = 21
value = 25
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(26) >= 0
trigger1 = root,animelemtime(27) < 0
v = 21
value = 26
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(27) >= 0
trigger1 = root,animelemtime(28) < 0
v = 21
value = 27
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(28) >= 0
trigger1 = root,animelemtime(29) < 0
v = 21
value = 28
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(29) >= 0
trigger1 = root,animelemtime(30) < 0
v = 21
value = 29
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(30) >= 0
trigger1 = root,animelemtime(31) < 0
v = 21
value = 30
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(31) >= 0
trigger1 = root,animelemtime(32) < 0
v = 21
value = 31
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(32) >= 0
trigger1 = root,animelemtime(33) < 0
v = 21
value = 32
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(33) >= 0
trigger1 = root,animelemtime(34) < 0
v = 21
value = 33
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(34) >= 0
trigger1 = root,animelemtime(35) < 0
v = 21
value = 34
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(35) >= 0
trigger1 = root,animelemtime(36) < 0
v = 21
value = 35
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(36) >= 0
trigger1 = root,animelemtime(37) < 0
v = 21
value = 36
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(37) >= 0
trigger1 = root,animelemtime(38) < 0
v = 21
value = 37
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(38) >= 0
trigger1 = root,animelemtime(39) < 0
v = 21
value = 38
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(39) >= 0
trigger1 = root,animelemtime(40) < 0
v = 21
value = 39
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(40) >= 0
trigger1 = root,animelemtime(41) < 0
v = 21
value = 40
ignorehitpause = 1


[State 1800]
type = ChangeAnim
trigger1 = var(20) = 0
trigger1 = (root,stateno != [800,899])||(root,stateno = 800)||(root,stateno = 850)
value = abs(root,anim)
elem = abs(var(21))
ignorehitpause = 1


[State 1800, NotHitBy]
type	= NotHitBy
trigger1= 1
value	= SCA
time	= 2
ignorehitpause = 1
[State 1800, PlayerPush]
type	= PlayerPush
trigger1= 1
value	= 0
ignorehitpause = 1
[State 1800, AssertSpecial]
type = AssertSpecial
trigger1= 1
flag = invisible
flag2 = noShadow
ignorehitpause = 1
[State 1800, BindtoRoot]
type	= BindtoRoot
trigger1= 1
ignorehitpause = 1
[State 1800, Turn]
type	= Turn
trigger1= 1
trigger1= Facing != Root,Facing
ignorehitpause = 1
[State 1800, ChangeAnim]
type = ChangeAnim
trigger1= Anim != Root,Anim
value = Root,Anim
ignorehitpause = 1
[State -1]
type = AttackDist
trigger1 = 1
value = 0

[State 380]
type = null;HitOverride
trigger1 = !(root,movecontact) && !(root,MoveReversed)
trigger1 = root,movetype = A
attr = SCA,AA,AP
stateno = 1200
ignorehitpause = 1
[State 380]
type = ReversalDef
trigger1 = !(root,movecontact) && !(root,MoveReversed)
trigger1 = root,movetype = A
trigger1 = (Movecontact = 0)
trigger2 = 1
reversal.attr = SCA,AA,AP
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound = -1
[State 380]
type = null;Pause
trigger1 = (Movecontact >= 2)
time = 20
movetime = 0
[State 380]
type = TargetDrop
trigger1 = numtarget > 0


[State 380]
type = StateTypeSet
trigger1 = root,movetype != A
movetype = I
[State 380]
type = StateTypeSet
trigger1 = root,movetype = A
movetype = A


[State 380, ステート変更]
type = destroyself
trigger1 = !Root,Alive
trigger2 = RoundState > 2
ignorehitpause = 1



;---------------------------------------------------------------------------
;アリシア-1
[Statedef 4100]
type     = S
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 4100
sprpriority = 4


[State -2]
type = ChangeAnim
trigger1 = time = 0
trigger1 = root,var(49) = 1
value = 4105

;アグリアスボイス
[State -3, ボイス]
type = PlaySnd
triggerall = time = 0
trigger1 = floor((root,var(34))/10000) = 0
trigger1 = root,movecontact = 0
value = 4001,random%3
channel = 0
ignorehitpause = 1
persistent = 0
[State -3]
type = ParentVarSet
triggerall = time = 0
trigger1 = floor((root,var(34))/10000) = 0
trigger1 = root,movecontact = 0
v = 34
value = ((root,var(34))+800000)
persistent = 0
ignorehitpause = 1


;状態判定
[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = 0
persistent = 0
[State -2]
type = VarSet
triggerall = time = 0
trigger1 = root,stateno = [150,155]
v = 20
value = 1
persistent = 0
[State -2]
type = VarSet
trigger1 = time = 0
trigger1 = root,stateno = [5000,5119]
v = 20
value = 2
persistent = 0
[State -2]
type = VarSet
trigger1 = time = 0
trigger1 = (root,movetype = A) || (root,stateno = [100,101])
v = 20
value = 3
persistent = 0

;ボイス用
[State -2]
type = VarSet
trigger1 = time = 0
v = 21
value = 0
persistent = 0
[State -2]
type = VarSet
trigger1 = movehit
v = 21
value = 1
persistent = 0



[State -3, ボイス]
type = PlaySnd
trigger1 = animelem = 2
value = 4100,0+random%2
channel = 1
ignorehitpause = 1




;クールタイム
[State -2]
type = ParentVarSet
trigger1 = time = 0
trigger1 = var(20) = 0
v = 40
value = 1150
persistent = 0
[State -2]
type = ParentVarSet
trigger1 = time = 0
trigger1 = var(20) = 1 || var(20) = 3
v = 40
value = 2150
persistent = 0




;ゲージ消費
[State -2]
type = ParentVarAdd
trigger1 = time = 0
;trigger1 = var(20) = 0
v = 32
value = -1001
persistent = 0
[State -2]
type = null;ParentVarAdd
trigger1 = time = 0
trigger1 = var(20) = 1 || var(20) = 3
v = 32
value = -(701-200*(root,var(49)=1))
persistent = 0
[State -2]
type = null;ParentVarAdd
trigger1 = time = 0
trigger1 = var(20) = 2
v = 32
value = -1001;(1001-200*(root,var(49)=1))
persistent = 0


[State 4100]
type = Trans
trigger1 = time < 5
trans = addalpha
alpha = (time*50), (256-time*50)


[State 4100]
type = NotHitBy
trigger1 = time < 5
value = SCA
time = 1
ignorehitpause = 1
[State 4100]
type = NotHitBy
trigger1 = time >= 5
value = ,AT
time = 1
ignorehitpause = 1
[State 4100]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 4102
time = 1
ignorehitpause = 1


[State -2]
type = VelAdd
trigger1 = vel x > 0
x = -0.66
[State -2]
type = VelSet
trigger1 = vel x < 0
x = 0
[State -2]
type = PosSet
trigger1 = 1
y = 0


[State -2]
type = AttackDist
trigger1 = root,var(25)%100 = 9
trigger1 = root,var(11) > 0
value = 0
[State -2]
type = AssertSpecial
trigger1 = root,var(25)%100 = 9
trigger1 = root,var(11) > 0
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard


[State -2]
type = VelSet
trigger1 = time = [21,26]
x = (13.4+1.2*(root,var(49)=1))

[State 4100]
type = PlayerPush
trigger1 = 1
value = 0



[State 4100, ヒット定義]
type = HitDef
triggerall = animelemtime(2) >= 0
trigger1 = !movecontact && !MoveReversed
trigger2 = (movecontact > 4 || MoveReversed > 4) && (root,var(49) = 1)
attr = S, SP
damage = (10+floor(45*(root,fvar(1))))
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(25*(root,fvar(4))+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*10*(var(20)!=[1,2]))
ground.hittime  = floor(25*(root,fvar(4))+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*10*(var(20)!=[1,2]))
guard.ctrltime = 20
ground.velocity = -6.1
airguard.velocity = -2.0,-3.4
air.type = High
air.velocity = -2.5,-4.5
air.hittime = 20
getpower = floor(root,fvar(2)*1.8*60),floor(root,fvar(2)*0.9*60)
givepower = floor(root,fvar(2)*1.0*60),floor(root,fvar(2)*0.5*60)
yaccel = 0.4
fall.recovertime = floor(20*(root,fvar(4))+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*10*(var(20)!=[1,2]))
air.fall = 1
kill = (root,var(28))*(var(20)!=[1,2])



[State 4100, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = s11, 2
channel = -1
persistent = 0




[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = ((root,fvar(1))*(0.62+0.08*(root,var(49)=1)))
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = (root,fvar(1))*(0.7+0.1*(root,var(49)=1))
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = (root,fvar(4))*0.98
persistent = 0
ignorehitpause = 1




[State -1]
type = AttackDist
trigger1 = root,var(49) = 0
trigger1 = movecontact || MoveReversed
value = 0


[State 4100, ステート変更]
type = ChangeState
trigger1 = time > 37
value = 4101
ctrl = 0



;---------------------------------------------------------------------------
;アリシア-2
[Statedef 4101]
type     = S
movetype = I
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 4101
sprpriority = 2




[State 4100]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1


[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0


[State 4100]
type = PlayerPush
trigger1 = 1
value = 0



[State 4100, ステート変更]
type = ChangeState
trigger1 = animtime = 0
trigger1 = roundstate = 2
value = 4102
ctrl = 0


[State 4100, ステート変更]
type = ChangeState
trigger1 = root,stateno = 182
value = 4103
ctrl = 0





;---------------------------------------------------------------------------
;アリシア-3
[Statedef 4102]
type     = A
movetype = I
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 4102
sprpriority = 2


[State -2]
type = null;ParentVarAdd
trigger1 = time = 0
trigger1 = prevstateno >= 5000
trigger1 = root,var(32) = [0,1000]
v = 32
value = -50
persistent = 0





[State 4100]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State -2]
type = VelSet
trigger1 = 1
x = -11
y = -11



[State 4100]
type = PlayerPush
trigger1 = 1
value = 0


[State -3, ボイス]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = prevstateno != 4101
value = 4100,2+random%2
channel = 1
ignorehitpause = 1
persistent = 0
[State -3, ボイス]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = prevstateno = 4101
value = 4100,(4+var(21)+var(21)*random%2)
channel = 1
ignorehitpause = 1
persistent = 0


[State 4100]
type = Destroyself
trigger1 = backedgebodydist < -95






;---------------------------------------------------------------------------
;アリシア-4
[Statedef 4103]
type     = S
movetype = I
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 4103
sprpriority = 2


[State 4100]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State -2]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 4100]
type = PlayerPush
trigger1 = 1
value = 0


[State -3, ボイス]
type = PlaySnd
trigger1 = time > 100
value = 4100,7
channel = 1
ignorehitpause = 1
persistent = 0



;---------------------------------------------------------------------------
;ラヴィアン
[Statedef 4200]
type     = A
movetype = I
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 4200
sprpriority = 2



;アグリアスボイス
[State -3, ボイス]
type = PlaySnd
triggerall = time = 0
trigger1 = floor((root,var(34))/10000) = 0
trigger1 = root,movecontact = 0
value = 4001,1+random%3
channel = 0
ignorehitpause = 1
persistent = 0
[State -3]
type = ParentVarSet
triggerall = time = 0
trigger1 = floor((root,var(34))/10000) = 0
trigger1 = root,movecontact = 0
v = 34
value = ((root,var(34))+800000)
persistent = 0
ignorehitpause = 1


[State -2]
type = PosSet
trigger1 = time = 0
x = (enemynear,pos x-270*facing)
y = (enemynear,pos y-100)

;状態判定
[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = 0
persistent = 0
[State -2]
type = VarSet
triggerall = time = 0
trigger1 = root,stateno = [150,155]
v = 20
value = 1
persistent = 0
[State -2]
type = VarSet
trigger1 = time = 0
trigger1 = root,stateno = [5000,5119]
v = 20
value = 2
persistent = 0
[State -2]
type = VarSet
trigger1 = time = 0
trigger1 = (root,movetype = A) || (root,stateno = [100,101])
v = 20
value = 3
persistent = 0




;クールタイム
[State -2]
type = ParentVarSet
trigger1 = time = 0
trigger1 = var(20) = 0
v = 40
value = 1150
persistent = 0
[State -2]
type = ParentVarSet
trigger1 = time = 0
trigger1 = var(20) = 1 || var(20) = 3
v = 40
value = 2150
persistent = 0




;ゲージ消費
[State -2]
type = ParentVarAdd
trigger1 = time = 0
;trigger1 = var(20) = 0
v = 32
value = -1001
persistent = 0
[State -2]
type = null;ParentVarAdd
trigger1 = time = 0
trigger1 = var(20) = 1 || var(20) = 3
v = 32
value = -(701-200*(root,var(49)=1))
persistent = 0
[State -2]
type = null;ParentVarAdd
trigger1 = time = 0
trigger1 = var(20) = 2
v = 32
value = -1001;(1001-200*(root,var(49)=1))
persistent = 0



[State 4200]
type = Trans
trigger1 = time < 5
trans = addalpha
alpha = (time*50), (256-time*50)


[State 4200]
type = NotHitBy
trigger1 = time < 5
value = SCA
time = 1
ignorehitpause = 1
[State 4200]
type = NotHitBy
trigger1 = time >= 5
value = ,AT
time = 1
ignorehitpause = 1
[State 4200]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 4202
time = 1
ignorehitpause = 1


[State -2]
type = VelAdd
trigger1 = 1
y = 0.4
[State -2]
type = VelSet
trigger1 = time = 0
x = 6
y = -5


[State 4200]
type = PlayerPush
trigger1 = 1
value = 0



[State 4200, ステート変更]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y > 0
value = 4201
ctrl = 0




;---------------------------------------------------------------------------
;ラヴィアン-2
[Statedef 4201]
type     = S
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 4201
sprpriority = 4


[State 4200]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1
ignorehitpause = 1
[State 4200]
type = NotHitBy
trigger1 = animelemtime(4) >= 0
value = SCA
time = 1
ignorehitpause = 1
[State 4200]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 4202
time = 1
ignorehitpause = 1


[State -3, ボイス]
type = PlaySnd
trigger1 = animelem = 1
value = 4200,0+random%2
channel = 2
ignorehitpause = 1




[State -2]
type = VelAdd
trigger1 = vel x > 0
x = -0.46
[State -2]
type = VelSet
trigger1 = vel x < 0
x = 0

[State -2]
type = VelSet
trigger1 = 1
y = 0
[State -2]
type = PosSet
trigger1 = 1
y = 0



[State -2]
type = VelSet
trigger1 = time = 0
x = 0

[State 4200]
type = PlayerPush
trigger1 = 1
value = 0


[State -2]
type = AttackDist
trigger1 = root,var(25)%100 = 9
trigger1 = root,var(11) > 0
value = 0
[State -2]
type = AssertSpecial
trigger1 = root,var(25)%100 = 9
trigger1 = root,var(11) > 0
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard


[State 4200, ヒット定義]
type = HitDef
trigger1 = animelemtime(2) >= 0
trigger1 = !movecontact && !MoveReversed
trigger1 = root,var(49) = 0
attr = S, SP
damage = (20+floor(70*(root,fvar(1))))
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(15*(root,fvar(4))+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*10*(var(20)!=[1,2]))
ground.hittime  = floor(15*(root,fvar(4))+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*10*(var(20)!=[1,2]))
guard.ctrltime = 15
ground.velocity = -1.1,-7.6
guard.velocity = -3.0
airguard.velocity = -2.0,2.4
air.type = High
air.velocity = -1.1,-7.6
air.hittime = 20
getpower = floor(root,fvar(2)*1.8*90),floor(root,fvar(2)*0.9*90)
givepower = floor(root,fvar(2)*1.0*90),floor(root,fvar(2)*0.5*90)
yaccel = 0.4
fall.recover = (root,var(49) = 0)
fall.recovertime = floor(56*(root,fvar(4))+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*28*(var(20)!=[1,2]))
fall = 1
kill = (root,var(28))*(var(20)!=[1,2])
[State 4200, ヒット定義]
type = HitDef
trigger1 = animelemtime(2) >= 0
trigger1 = !movecontact && !MoveReversed
trigger1 = root,var(49) = 1
attr = S, SP
damage = (30+floor(85*(root,fvar(1))))
animtype = hard
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(15*(root,fvar(4))+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*10*(var(20)!=[1,2]))
ground.hittime  = floor(15*(root,fvar(4))+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*10*(var(20)!=[1,2]))
guard.ctrltime = 15
ground.velocity = -1.1,-11.0
guard.velocity = -3.0
airguard.velocity = -2.0,2.4
air.type = High
air.velocity = -1.1,-11.0
air.hittime = 20
getpower = floor(root,fvar(2)*1.8*90),floor(root,fvar(2)*0.9*90)
givepower = floor(root,fvar(2)*1.0*90),floor(root,fvar(2)*0.5*90)
yaccel = 0.4
fall.recover = (root,var(49) = 0)
fall.recovertime = floor(56*(root,fvar(4))+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*28*(var(20)!=[1,2]))
fall = 1
kill = (root,var(28))*(var(20)!=[1,2])


[State 4200]
type = TargetState
trigger1 = numtarget > 0
trigger1 = movehit
value = 4210
persistent = 0
ignorehitpause = 1


;ボイス用
[State -2]
type = VarSet
trigger1 = time = 0
v = 21
value = 0
persistent = 0
[State -2]
type = VarSet
trigger1 = movehit
v = 21
value = 1
persistent = 0



[State -2]
type = Explod
trigger1 = animelem = 2
anim = 4250
ID = 4250
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1,1;0.5, 0.5
sprpriority = 4
ownpal = 1
removeongethit = 1
ignorehitpause = 1


[State 4100, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = s11, 2
channel = -1
persistent = 0




[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = ((root,fvar(1))*(0.7+0.1*(root,var(49)=1)))
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = (root,fvar(1))*(0.4+0.3*(root,var(49)=1))
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = (root,fvar(4))*0.99
persistent = 0
ignorehitpause = 1




[State -1]
type = AttackDist
trigger1 = movecontact || MoveReversed
value = 0


[State 4100, ステート変更]
type = ChangeState
trigger1 = animtime = 0
trigger1 = roundstate = 2
value = 4202
ctrl = 0

[State 4200, ステート変更]
type = ChangeState
trigger1 = root,stateno = 182
value = 4203
ctrl = 0

;---------------------------------------------------------------------------
;ラヴィアン-3
[Statedef 4202]
type     = A
movetype = I
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 4202
sprpriority = 2


[State -2]
type = null;ParentVarAdd
trigger1 = time = 0
trigger1 = prevstateno >= 5000
trigger1 = root,var(32) = [0,1000]
v = 32
value = -50
persistent = 0

[State 4200]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State -2]
type = VelSet
trigger1 = 1
x = -11
y = -11



[State 4200]
type = PlayerPush
trigger1 = 1
value = 0



[State -3, ボイス]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = prevstateno != 4201
value = 4200,2+random%2
channel = 2
ignorehitpause = 1
persistent = 0
[State -3, ボイス]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = prevstateno = 4201
value = 4200,(4+var(21)+var(21)*random%2)
channel = 2
ignorehitpause = 1
persistent = 0


[State 4200]
type = Destroyself
trigger1 = backedgebodydist < -35
trigger1 = numtarget = 0




;---------------------------------------------------------------------------
;ラヴィアン-4
[Statedef 4203]
type     = S
movetype = I
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 4203
sprpriority = 2


[State 4200]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State -2]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 4200]
type = PlayerPush
trigger1 = 1
value = 0


[State -3, ボイス]
type = PlaySnd
trigger1 = animelem = 1
value = 4200,7
channel = 2
ignorehitpause = 1
persistent = 0


;---------------------------------------------------------------------------
;(やられ)-1
[Statedef 4210]
type    = A
movetype= H
physics = N
velset = 0,0

[State -1]
type = ChangeAnim2
trigger1 = 1
value = 1640

[State -1]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 4211

;---------------------------------------------------------------------------
;(やられ)-2
[Statedef 4211]
type     = A
movetype = H
physics  = N
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 0
poweradd = 0
sprpriority = 2

[State 2100]
type = VelSet
trigger1 = time = 0
x = -0.6
y = 9.7

[State 2100]
type = VelAdd
trigger1 = 1
y = 0.46

[State 2100]
type = ChangeAnim2
trigger1 = time = 0
value = 1641
elem = 1


[State 5100, 8]
type = GameMakeAnim
trigger1 = vel y > 0
trigger1 = pos y > 0
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14
persistent = 0
[State 5100, 10]
type = PlaySnd
trigger1 = vel y > 0
trigger1 = pos y > 0
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)
persistent = 0

[State 2100, ステート変更]
type = SelfState
trigger1 = vel y > 0
trigger1 = pos y > 20
value = 5020
ctrl = 0


;---------------------------------------------------------------------------
;(やられ)-3
[Statedef 4212]
type     = A
movetype = H
physics  = N
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 0
poweradd = 0
sprpriority = 2

[State 2100]
type = PosSet
trigger1 = time = 0
y = 0

[State 5100, 8]
type = GameMakeAnim
trigger1 = Time = 0
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14
[State 5100, 10]
type = PlaySnd
trigger1 = Time = 0
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 2100]
type = VelSet
trigger1 = time = 0
x = -0.3
y = -7.3


[State 2100]
type = VelAdd
trigger1 = 1
y = 0.46

[State 2100]
type = ChangeAnim2
trigger1 = time = 0
value = 1642
[State 2100]
type = ChangeAnim2
trigger1 = vel y > -1
value = 1643
persistent = 0

[State 2100, ステート変更]
type = SelfState
trigger1 = vel y > 0
trigger1 = pos y > 0
value = 5100
ctrl = 0

;---------------------------------------------------------------------------
;カウンターヒットエフェクト
[Statedef 7050]
type    = A
movetype= I
physics = N
sprpriority = 5
anim = 5125

[state 7050]
type = PosSet
trigger1 = time < 5
x = enemynear,pos x
y = enemynear,pos y-40


[state 7050]
type = PalFX
trigger1 = 1
time = 2
add = 150,0,0
mul = 256,256,256


[state 7050]
type = VarAdd
trigger1 = 1
fv = 1
value = 0.2

[state 7050]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-(time*18), 256

[state 7050]
type = AngleDraw
trigger1 = 1
scale = fvar(1),fvar(1)

[state 7050]
type = DestroySelf
trigger1 = time >= 18








;---------------------------------------------------------------------------
;受身エフェクト
[Statedef 7051]
type    = A
movetype= I
physics = N
sprpriority = 5
anim = 5125

[state 7050]
type = PosSet
trigger1 = time <= 1
x = root,pos x
y = root,pos y-40


[state 7050]
type = PalFX
trigger1 = 1
time = 2
add = 0,0,150
mul = 256,256,256


[state 7050]
type = VarAdd
trigger1 = 1
fv = 1
value = 0.2

[state 7050]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-(time*18), 256

[state 7050]
type = AngleDraw
trigger1 = 1
scale = fvar(1),fvar(1)

[state 7050]
type = DestroySelf
trigger1 = time >= 18





;---------------------------------------------------------------------------
;話術ヒットエフェクト1
[Statedef 7052]
type    = A
movetype= I
physics = N
sprpriority = 5
anim = 5125

[state 7050]
type = PosSet
trigger1 = time < 5
x = enemynear,pos x
y = enemynear,pos y-40

[state 7050]
type = PalFX
trigger1 = 1
time = 2
add = 0,0,150
mul = 256,256,256


[state 7050]
type = VarAdd
trigger1 = 1
fv = 1
value = 0.1

[state 7050]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-(time*5), 256

[state 7050]
type = AngleDraw
trigger1 = 1
scale = fvar(1),fvar(1)

[state 7050]
type = DestroySelf
trigger1 = time >= 50



;---------------------------------------------------------------------------
;話術ヒットエフェクト2
[Statedef 7053]
type    = A
movetype= I
physics = N
sprpriority = 5
anim = 5125

[state 7050]
type = PosSet
trigger1 = time < 5
x = enemynear,pos x
y = enemynear,pos y-40

[state 7050]
type = PalFX
trigger1 = 1
time = 2
add = 150,0,0
mul = 256,256,256



[state 7050]
type = VarAdd
trigger1 = 1
fv = 1
value = 0.1

[state 7050]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-(time*5), 256

[state 7050]
type = AngleDraw
trigger1 = 1
scale = fvar(1),fvar(1)

[state 7050]
type = DestroySelf
trigger1 = time >= 50



;---------------------------------------------------------------------------
;同技補正処理
[Statedef 7060]
type    = A
movetype= I
physics = N
sprpriority = 5
anim = 9999

[State 7000]
type = PosSet
trigger1 = 1
x = root,pos x
y = root,pos y
ignorehitpause = 1

[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 0
value = 0
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 1
value = 0
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 2
value = 0
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 3
value = 0
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 4
value = 0
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 5
value = 0
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 6
value = 0
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 7
value = 0
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 8
value = 0
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 9
value = 0
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 10
value = 0
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 11
value = 0
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 12
value = 0
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 13
value = 0
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 14
value = 0
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 15
value = 0
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 16
value = 0
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 17
value = 0
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 18
value = 0
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 19
value = 0
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 20
value = 0
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 21
value = 0
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 22
value = 0
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 23
value = 0
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 24
value = 0
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 25
value = 0
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 26
value = 0
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 27
value = 0
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 28
value = 0
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 29
value = 0
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 30
value = 0
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 31
value = 0
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 32
value = 0
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 33
value = 0
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 34
value = 0
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 35
value = 0
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 36
value = 0
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 37
value = 0
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 38
value = 0
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 39
value = 0
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 40
value = 0
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 41
value = 0
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 42
value = 0
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 43
value = 0
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 44
value = 0
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 45
value = 0
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 46
value = 0
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 47
value = 0
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 48
value = 0
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210]) && (enemynear,ctrl = 1)
v = 49
value = 0
ignorehitpause = 1




[State 7000]
type = ParentVarSet
trigger1 = (root,stateno = [1000,1002]) || (root,stateno = [1010,1012])
trigger1 = root,time = 1
trigger1 = var(1) >= 1
persistent = 0
fv = 1
value = (root,fvar(1))*0.15
ignorehitpause = 1
[State 7000]
type = ParentVarSet
trigger1 = (root,stateno = [1000,1002]) || (root,stateno = [1010,1012])
trigger1 = root,time = 1
trigger1 = var(1) >= 1
persistent = 0
fv = 4
value = (root,fvar(4))*0.2
ignorehitpause = 1
[State 7000]
type = VarAdd
trigger1 = (root,stateno = [1000,1002]) || (root,stateno = [1010,1012])
trigger1 = root,movehit = 1
trigger1 = root,hitcount = 1
v = 1
value = 1
ignorehitpause = 1
persistent = 0




[State 7000]
type = ParentVarSet
trigger1 = (root,stateno = 1201)||(root,stateno = 1205)||(root,stateno = 1211)||(root,stateno = 1215)||(root,stateno = 1221)||(root,stateno = 1225)
trigger1 = root,time = 1
trigger1 = var(2) >= 1
persistent = 0
fv = 1
value = (root,fvar(1))*0.2
ignorehitpause = 1
[State 7000]
type = ParentVarSet
trigger1 = (root,stateno = 1201)||(root,stateno = 1205)||(root,stateno = 1211)||(root,stateno = 1215)||(root,stateno = 1221)||(root,stateno = 1225)
trigger1 = root,time = 1
trigger1 = var(2) >= 1
persistent = 0
fv = 4
value = (root,fvar(4))*0.2
ignorehitpause = 1
[State 7000]
type = VarAdd
trigger1 = (root,stateno = 1201)||(root,stateno = 1205)||(root,stateno = 1211)||(root,stateno = 1215)||(root,stateno = 1221)||(root,stateno = 1225)
trigger1 = root,movehit = 1
trigger1 = root,hitcount = 1
v = 2
value = 1
ignorehitpause = 1
persistent = 0












[State 7000]
type = ParentVarSet
trigger1 = (root,stateno = 1600)
trigger1 = root,time = 1
trigger1 = var(3) >= 1
persistent = 0
fv = 1
value = (root,fvar(1))*0.3
ignorehitpause = 1
[State 7000]
type = ParentVarSet
trigger1 = (root,stateno = 1600)
trigger1 = root,time = 1
trigger1 = var(3) >= 1
persistent = 0
fv = 4
value = (root,fvar(4))*0.5
ignorehitpause = 1
[State 7000]
type = VarAdd
trigger1 = (root,stateno = 1600)
trigger1 = root,movehit = 1
trigger1 = root,hitcount = 1
v = 3
value = 1
ignorehitpause = 1
persistent = 0






[State 7000]
type = null;ParentVarSet
trigger1 = (root,stateno = 1002) || (root,stateno = 1012)
trigger1 = root,time = 1
trigger1 = var(4) >= 1
persistent = 0
fv = 1
value = (root,fvar(1))*0.2
ignorehitpause = 1
[State 7000]
type = null;ParentVarSet
trigger1 = (root,stateno = 1002) || (root,stateno = 1012)
trigger1 = root,time = 1
trigger1 = var(4) >= 1
persistent = 0
fv = 4
value = (root,fvar(4))*0.8
ignorehitpause = 1
[State 7000]
type = null;VarAdd
trigger1 = (root,stateno = [1000,1002]) || (root,stateno = [1010,1012])
trigger1 = root,movehit = 1
trigger1 = root,hitcount = 1
v = 4
value = 1
ignorehitpause = 1
persistent = 0











[State 7000]
type = ParentVarSet
trigger1 = (root,stateno = 250) && (root,anim = 251)
trigger1 = root,animelem = 5
trigger1 = var(5) >= 1
persistent = 0
fv = 1
value = (root,fvar(1))*0.1
ignorehitpause = 1
[State 7000]
type = ParentVarSet
trigger1 = (root,stateno = 250) && (root,anim = 251)
trigger1 = root,animelem = 5
trigger1 = var(5) >= 1
persistent = 0
fv = 4
value = (root,fvar(4))*0.1
ignorehitpause = 1
[State 7000]
type = VarAdd
trigger1 = (root,stateno = 250) && (root,anim = 251)
trigger1 = root,movehit = 1
trigger1 = root,hitcount = 1
v = 5
value = 1
ignorehitpause = 1
persistent = 0









[State 7000]
type = ParentVarSet
trigger1 = (root,stateno = 2500) || (root,stateno = 2510) || (root,stateno = 2520)
trigger1 = root,time = 1
trigger1 = var(6) >= 1
persistent = 0
fv = 1
value = (root,fvar(1))*0.2
ignorehitpause = 1
[State 7000]
type = ParentVarSet
trigger1 = (root,stateno = 2500) || (root,stateno = 2510) || (root,stateno = 2520)
trigger1 = root,time = 1
trigger1 = var(6) >= 1
persistent = 0
fv = 4
value = (root,fvar(4))*0.3
ignorehitpause = 1
[State 7000]
type = VarAdd
trigger1 = (root,stateno = 2500) || (root,stateno = 2510) || (root,stateno = 2520)
trigger1 = root,movehit = 1
trigger1 = root,hitcount = 1
v = 6
value = 1
ignorehitpause = 1
persistent = 0







[State 7000]
type = ParentVarSet
trigger1 = (root,stateno = 1910)
trigger1 = (root,var(10) = 2)
trigger1 = root,time = 1
trigger1 = var(7) >= 1
persistent = 0
fv = 1
value = (root,fvar(1))*0.1
ignorehitpause = 1
[State 7000]
type = ParentVarSet
trigger1 = (root,stateno = 1910)
trigger1 = (root,var(10) = 2)
trigger1 = root,time = 1
trigger1 = var(7) >= 1
persistent = 0
fv = 4
value = (root,fvar(4))*0.1
ignorehitpause = 1
[State 7000]
type = VarAdd
trigger1 = (root,stateno = 1910)
trigger1 = (root,var(10) = 2)
trigger1 = root,animelem = 4
v = 7
value = 1
ignorehitpause = 1
persistent = 0








[State 7000]
type = ParentVarSet
trigger1 = (root,stateno = 2000)
trigger1 = root,time = 1
trigger1 = var(8) >= 1
persistent = 0
fv = 1
value = (root,fvar(1))*0.1
ignorehitpause = 1
[State 7000]
type = ParentVarSet
trigger1 = (root,stateno = 2000)
trigger1 = root,time = 1
trigger1 = var(8) >= 1
persistent = 0
fv = 4
value = (root,fvar(4))*0.1
ignorehitpause = 1
[State 7000]
type = VarAdd
trigger1 = (root,stateno = 2000)
trigger1 = root,movehit = 1
trigger1 = root,hitcount = 1
v = 8
value = 1
ignorehitpause = 1
persistent = 0




[State 7000]
type = ParentVarSet
trigger1 = (root,stateno = 271)
trigger1 = root,time = 1
trigger1 = var(9) >= 1
persistent = 0
fv = 1
value = (root,fvar(1))*0.1
ignorehitpause = 1
[State 7000]
type = ParentVarSet
trigger1 = (root,stateno = 271)
trigger1 = root,time = 1
trigger1 = var(9) >= 1
persistent = 0
fv = 4
value = (root,fvar(4))*0.1
ignorehitpause = 1
[State 7000]
type = VarAdd
trigger1 = (root,stateno = 271)
trigger1 = root,movehit = 1
trigger1 = root,hitcount = 1
v = 9
value = 1
ignorehitpause = 1
persistent = 0



;--------------------------------------------------------------------------------
;コンボ時の超反応ガード抑制用
[State -2]
type = VarSet
trigger1 = root,var(59) > 0
trigger1 = root,var(58) = [1,99]
trigger1 = p2movetype = H && (enemynear,stateno != [120,155])
trigger1 = root,inguarddist = 0
v = 54
value = (55-3*(root,var(59)%100))
ignorehitpause = 1
[State -2]
type = VarAdd
trigger1 = root,var(59) > 0
trigger1 = root,var(58) = [1,99]
trigger1 = var(54) >= 0
v = 54
value = -1
ignorehitpause = 1
;--------------------------------------------------------------------------------
;バースト対超必時の処理
;親変数制御
[State -2]
type = ParentVarSet
trigger1 = enemynear,HitDefAttr = SCA,HA,HP,HT
trigger2 = (var(55)-(root,var(6))%1000) >= 15
v = 6
value = ((root,var(6))%1000+1000)
ignorehitpause = 1
[State -2]
type = ParentVarSet
trigger1 = enemynear,HitDefAttr = SCA,NA,NP,NT,SA,SP,ST
trigger1 = enemynear,movecontact > 0
trigger2 = enemynear,movetype != A
trigger2 = root,ctrl = 1
v = 6
value = ((root,var(6))%1000)
ignorehitpause = 1
[State -2]
type = ParentVarSet
trigger1 = (enemynear,time = 1)
trigger2 = (root,var(6))%1000 > 900
v = 6
value = (floor((root,var(6))/1000))*1000
ignorehitpause = 1











;暗転計測用
[State -2]
type = VarSet
trigger1 = (enemynear,time = 1)
v = 55
value = 0
ignorehitpause = 1
[State -2]
type = VarAdd
trigger1 = roundstate = 2
v = 55
value = 1
ignorehitpause = 1
;--------------------------------------------------------------------------------
;リコイル、相殺判定
;リセット
[State -2]
type = VarSet
trigger1 = roundstate != 2
v = 58
value = 0
;=リコイル=========================================================
;name指定
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((root,var(22)/100)%10) = 1
trigger1 = enemynear,name = "Akane Satomura" && enemynear,AuthorName = "586"
trigger2 = enemynear,name = "Ayu Tukimiya" && enemynear,AuthorName = "586"
trigger3 = enemynear,name = "Ikumi Amasawa" && enemynear,AuthorName = "586"
trigger4 = enemynear,name = "Kanna" && enemynear,AuthorName = "586"
trigger5 = enemynear,name = "Kano Kirishima" && enemynear,AuthorName = "586"
trigger6 = enemynear,name = "Mai Kawasumi" && enemynear,AuthorName = "586"
trigger7 = enemynear,name = "Makoto Sawatari" && enemynear,AuthorName = "586"
trigger8 = enemynear,name = "Mayu Shiina" && enemynear,AuthorName = "586"
trigger9 = enemynear,name = "Minagi Tohno" && enemynear,AuthorName = "586"
trigger10 = enemynear,name = "Mishio Amano" && enemynear,AuthorName = "586"
trigger11 = enemynear,name = "Misuzu Kamio" && enemynear,AuthorName = "586"
trigger12 = enemynear,name = "UNKNOWN" && enemynear,AuthorName = "586"
trigger13 = enemynear,name = "Nayuki Minase" && enemynear,AuthorName = "586"
trigger14 = enemynear,name = "Sayuri Kurata" && enemynear,AuthorName = "586"
v = 58
value = 1
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((root,var(22)/100)%10) = 1
trigger1 = enemynear,name = "Makoto Sawatari" && enemynear,AuthorName = "BF"
trigger2 = enemynear,name = "Mayu Shiina" && enemynear,AuthorName = "BF"
v = 58
value = 2
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((root,var(22)/100)%10) = 1
trigger1 = enemynear,name = "michiru" && enemynear,AuthorName = "rouge noir"
trigger2 = enemynear,name = "kaori misaka" && enemynear,AuthorName = "rouge noir"
trigger3 = enemynear,name = "misaki kawana" && enemynear,AuthorName = "rouge noir"
trigger4 = enemynear,name = "Mio" && enemynear,AuthorName = "DABA"
trigger5 = enemynear,name = "Shiori" && enemynear,AuthorName = "DABA"
trigger6 = enemynear,name = "Nanase(+D)&Mayu" && enemynear,AuthorName = "Rekku"
trigger7 = enemynear,name = "Mishio&Makoto" && enemynear,AuthorName = "Rekku"
trigger8 = enemynear,name = "Kaori&Shiori" && enemynear,AuthorName = "Rekku"
trigger9 = enemynear,name = "Ayu&Misuzu&Mizuka" && enemynear,AuthorName = "Rekku"
v = 58
value = 3
;リコイル判定
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((root,var(22)/100)%10) = 1
trigger1 = var(58) = 1
trigger1 = enemynear,stateno = 125
trigger1 = root,MoveReversed > 0
trigger2 = var(58) = 2
trigger2 = enemynear,stateno = 160
trigger2 = root,MoveReversed > 0
trigger3 = var(58) = 3
trigger3 = enemynear,stateno = 120
trigger3 = root,MoveReversed > 0
v = 57
value = 1
;リセット
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((root,var(22)/100)%10) = 1
triggerall = var(57) = [1,3]
trigger1 = root,movetype = H
trigger2 = root,MoveReversed = 0
trigger3 = root,ctrl = 1
v = 57
value = 0






;--------------------------------------------------------------------------------
;pos y無視落下計測
;接地受身計測
[State 7000]
type = VarSet
trigger1 = var(59) = [1,2]
trigger1 = enemynear,movetype = I
v = 59
value = 10
ignorehitpause = 1
[State 7000]
type = VarAdd
trigger1 = var(59) = [10,39]
v = 59
value = 1
ignorehitpause = 1
;落下判定オン
[State 7000]
type = ParentVarAdd
triggerall = floor(((root,var(22))/10)%10) != 2
trigger1 = var(59) = 1
trigger1 = (enemynear,stateno = [5100,5101])
trigger2 = var(59) = 2
trigger2 = (enemynear,stateno = 5110)
v = 23
value = 1
ignorehitpause = 1

;接地受身判定オン
[State 7000]
type = ParentVarAdd
triggerall = floor(((root,var(22))/10)%10) != 2
trigger1 = var(59) = [10,39]
trigger1 = (enemynear,pos y >= -5) && (enemynear,ctrl = 0) && (enemynear,stateno != 52) && (enemynear,vel y >= 0)
trigger1 = var(59) := 0 || 1
v = 23
value = 1
ignorehitpause = 1


;リセット
[State 7000]
type = VarSet
trigger1 = var(59) = [1,9]
trigger2 = var(59) = [10,40]
trigger2 = (enemynear,ctrl = 1) || (enemynear,stateno = 52)
trigger3 = var(59) = 40
v = 59
value = 0
ignorehitpause = 1

;判定
[State 7000]
type = VarSet
triggerall = enemynear,gethitvar(fall) = 1
triggerall = enemynear, pos y <= 20
trigger1 = (enemynear,stateno = 5050)
trigger1 = (enemynear,prevstateno != 5035) || (enemynear,time >= 2) || (enemynear,pos y < 0)
trigger1 = enemynear,canrecover = 0
v = 59
value = 1
ignorehitpause = 1
[State 7000]
type = VarSet
trigger1 = enemynear,gethitvar(fall) = 1
trigger1 = enemynear,stateno = 5071
trigger1 = enemynear, pos y <= 15
trigger1 = enemynear,canrecover = 0
v = 59
value = 2
ignorehitpause = 1
;--------------------------------------------------------------------------------


;============================================
;varごとの対応格納値
;-----------------------
;・var(1)
;不動無明剣AB:1000〜
;-----------------------
;・var(2)
;乱命割殺打:1200〜
;-----------------------
;・var(3)
;チャージ:1600〜
;-----------------------
;・var(4)
;不動無明剣C:1002〜
;-----------------------
;・var(5)
;ホールド4C:250
;-----------------------
;・var(6)
;風霜裂波斬:2500〜
;-----------------------
;・var(7)
;ハートを盗む:1910〜
;-----------------------
;・var(8)
;陰陽士:2000〜
;-----------------------


[State -1, ステート変更]
type = ChangeState
trigger1 = root,time = 1
trigger1 = time > 1
value = 7060
ctrl = 0
ignorehitpause = 1

;============================================
















;---------------------------------------------------------------------------
;先行入力用
[Statedef 7065]
type = A
movetype = I
physics = N
ctrl = 0
anim = 9999
ctrl = 0

[State 7065]
type = CtrlSet
trigger1 = 1
value = 0

[state 7065, 間違いで本体が来たら立ちへ移行]
type = selfstate
trigger1 = !ishelper
value = 0

[state 7065, 不可視化]
type = assertspecial
trigger1 = 1
flag = invisible
flag2= noshadow

[state 7065, 無敵化]
type = nothitby
trigger1 = 1
value = SCA

[state 7065, posset]
type = posset
trigger1 = 1
x = root,pos X
y = 9999

[state 7065, turn]
type = turn
trigger1 = root,facing != facing
trigger1 = (root,ctrl = 1)
trigger2 = (root,ctrl = 0)
trigger2 = root,p2dist x < 0
trigger2 = root,facing = facing
trigger3 = (root,ctrl = 0)
trigger3 = root,p2dist x >= 0
trigger3 = root,facing != facing


;以下var管理
;ロマンキャンセル
[State -1]
type = varset
trigger1 = command = "a" && command = "b" && command = "c" || command = "z" && command = "c"
v = 0
value = 3

;聖光爆裂破
[State -1]
type = varset
trigger1 = command = "632146_c"
v = 1
value = 6


;無双稲妻突き
[State -1]
type = varset
trigger1 = command = "236236_c"
v = 2
value = 6

;乱命割殺打C
[State -1]
type = varset
trigger1 = command = "623_c"
v = 3
value = 5

;乱命割殺打B
[State -1]
type = varset
trigger1 = command = "623_b"
v = 4
value = 5

;乱命割殺打A
[State -1]
type = varset
trigger1 = command = "623_a"
v = 5
value = 5

;北斗骨砕打C
[State -1]
type = varset
trigger1 = command = "236_c"
v = 6
value = 4

;北斗骨砕打B
[State -1]
type = varset
trigger1 = command = "236_b"
v = 7
value = 4

;北斗骨砕打A
[State -1]
type = varset
trigger1 = command = "236_a"
v = 8
value = 4

;アクションアビリティC
[State -1]
type = varset
trigger1 = command = "22_c"
v = 9
value = 2

;アクションアビリティB
[State -1]
type = varset
trigger1 = command = "22_b"
v = 10
value = 2

;アクションアビリティA
[State -1]
type = varset
trigger1 = command = "22_a"
v = 11
value = 2

;不動無明剣C
[State -1]
type = varset
trigger1 = command = "214_c"
v = 12
value = 4

;不動無明剣B
[State -1]
type = varset
trigger1 = command = "214_b"
v = 13
value = 4

;不動無明剣A
[State -1]
type = varset
trigger1 = command = "214_a"
v = 14
value = 4


;ダッシュ
[State -1]
type = varset
trigger1 = command = "FF"
v = 15
value = 4

;バックステップ
[State -1]
type = varset
trigger1 = command = "BB"
v = 16
value = 4

;投げ
[State -1]
type = varset
trigger1 = command = "b" && command = "c"
v = 17
value = 3

;ガードキャンセル
[State -1]
type = varset
trigger1 = command = "ab"
trigger1 = command = "holdfwd"
v = 18
value = 4

;4C
[State -1]
type = varset
trigger1 = command = "c"
trigger1 = command = "holdback"
trigger1 = command != "holddown"
v = 19
value = 3

;6B
[State -1]
type = varset
trigger1 = command = "b"
trigger1 = command = "holdfwd"
v = 20
value = 3



;5A
[State -1]
type = varset
trigger1 = command = "a"
trigger1 = command != "holddown"
v = 21
value = 3

;5B
[State -1]
type = varset
trigger1 = command = "b"
trigger1 = command != "holddown"
v = 22
value = 3

;5C
[State -1]
type = varset
trigger1 = command = "c"
trigger1 = command != "holddown"
v = 23
value = 3




;2A
[State -1]
type = varset
trigger1 = command = "a"
trigger1 = command = "holddown"
v = 24
value = 3

;2B
[State -1]
type = varset
trigger1 = command = "b"
trigger1 = command = "holddown"
v = 25
value = 3

;2C
[State -1]
type = varset
trigger1 = command = "c"
trigger1 = command = "holddown"
v = 26
value = 3






;jA
[State -1]
type = varset
trigger1 = command = "a"
v = 27
value = 3

;jB
[State -1]
type = varset
trigger1 = command = "b"
v = 28
value = 3

;jC
[State -1]
type = varset
trigger1 = command = "c"
v = 29
value = 3




;神輝空破斬
[State -1]
type = varset
trigger1 = command = "214236_c"
v = 30
value = 6


;4B
[State -1]
type = varset
trigger1 = command = "b"
trigger1 = command = "holdback"
v = 31
value = 3

;3C
[State -1]
type = varset
trigger1 = command = "c"
trigger1 = command = "holdfwd"
trigger1 = command = "holddown"
v = 32
value = 3



;風霜裂波斬(弱)
[State -1]
type = varset
trigger1 = command = "41236_a"
v = 33
value = 5

;風霜裂波斬(中)
[State -1]
type = varset
trigger1 = command = "41236_b"
v = 34
value = 5

;風霜裂波斬(強)
[State -1]
type = varset
trigger1 = command = "41236_c"
v = 35
value = 5




;空中ジャンプ処理
[State -1]
type = varset
trigger1 = command != "holdup"
trigger2 = (root,movetype = H) && (root,ctrl = 0)
v = 58
value = 0
ignorehitpause = 1
[State -1]
type = varadd
trigger1 = command = "holdup"
trigger1 = var(58) > 0 || (root,statetype != A) || (root,stateno = 45)
v = 58
value = 1
ignorehitpause = 1


;ハイジャンプ処理
[State -1]
type = varset
trigger1 = command != "holddown"
trigger1 = var(59) > 600
trigger2 = (root,statetype = A) || (root,movetype = H) && (root,ctrl = 0)
v = 59
value = 0
[State -1]
type = varadd
trigger1 = command = "holddown"
v = 59
value = 1
[State -1]
type = varadd
trigger1 = command != "holddown"
trigger1 = var(59) > 0
v = 59
value = 100





[State 7060]
type = varadd
trigger1 = var(0) > 0
var(0) = -1
[State 7060]
type = varadd
trigger1 = var(1) > 0
var(1) = -1
[State 7060]
type = varadd
trigger1 = var(2) > 0
var(2) = -1
[State 7060]
type = varadd
trigger1 = var(3) > 0
var(3) = -1
[State 7060]
type = varadd
trigger1 = var(4) > 0
var(4) = -1
[State 7060]
type = varadd
trigger1 = var(5) > 0
var(5) = -1
[State 7060]
type = varadd
trigger1 = var(6) > 0
var(6) = -1
[State 7060]
type = varadd
trigger1 = var(7) > 0
var(7) = -1
[State 7060]
type = varadd
trigger1 = var(8) > 0
var(8) = -1
[State 7060]
type = varadd
trigger1 = var(9) > 0
var(9) = -1
[State 7060]
type = varadd
trigger1 = var(10) > 0
var(10) = -1
[State 7060]
type = varadd
trigger1 = var(11) > 0
var(11) = -1
[State 7060]
type = varadd
trigger1 = var(12) > 0
var(12) = -1
[State 7060]
type = varadd
trigger1 = var(13) > 0
var(13) = -1
[State 7060]
type = varadd
trigger1 = var(14) > 0
var(14) = -1
[State 7060]
type = varadd
trigger1 = var(15) > 0
var(15) = -1
[State 7060]
type = varadd
trigger1 = var(16) > 0
var(16) = -1
[State 7060]
type = varadd
trigger1 = var(17) > 0
var(17) = -1
[State 7060]
type = varadd
trigger1 = var(18) > 0
var(18) = -1
[State 7060]
type = varadd
trigger1 = var(19) > 0
var(19) = -1
[State 7060]
type = varadd
trigger1 = var(20) > 0
var(20) = -1
[State 7060]
type = varadd
trigger1 = var(21) > 0
var(21) = -1
[State 7060]
type = varadd
trigger1 = var(22) > 0
var(22) = -1
[State 7060]
type = varadd
trigger1 = var(23) > 0
var(23) = -1
[State 7060]
type = varadd
trigger1 = var(24) > 0
var(24) = -1
[State 7060]
type = varadd
trigger1 = var(25) > 0
var(25) = -1
[State 7060]
type = varadd
trigger1 = var(26) > 0
var(26) = -1
[State 7060]
type = varadd
trigger1 = var(27) > 0
var(27) = -1
[State 7060]
type = varadd
trigger1 = var(28) > 0
var(28) = -1
[State 7060]
type = varadd
trigger1 = var(29) > 0
var(29) = -1
[State 7060]
type = varadd
trigger1 = var(30) > 0
var(30) = -1
[State 7060]
type = varadd
trigger1 = var(31) > 0
var(31) = -1
[State 7060]
type = varadd
trigger1 = var(32) > 0
var(32) = -1
[State 7060]
type = varadd
trigger1 = var(33) > 0
var(33) = -1
[State 7060]
type = varadd
trigger1 = var(34) > 0
var(34) = -1
[State 7060]
type = varadd
trigger1 = var(35) > 0
var(35) = -1
[State 7060]
type = varadd
trigger1 = var(36) > 0
var(36) = -1
[State 7060]
type = varadd
trigger1 = var(37) > 0
var(37) = -1
[State 7060]
type = varadd
trigger1 = var(38) > 0
var(38) = -1
[State 7060]
type = varadd
trigger1 = var(39) > 0
var(39) = -1
[State 7060]
type = varadd
trigger1 = var(40) > 0
var(40) = -1
[State 7060]
type = varadd
trigger1 = var(41) > 0
var(41) = -1
[State 7060]
type = varadd
trigger1 = var(42) > 0
var(42) = -1
[State 7060]
type = varadd
trigger1 = var(43) > 0
var(43) = -1
[State 7060]
type = varadd
trigger1 = var(44) > 0
var(44) = -1
[State 7060]
type = varadd
trigger1 = var(45) > 0
var(45) = -1
[State 7060]
type = varadd
trigger1 = var(46) > 0
var(46) = -1
[State 7060]
type = varadd
trigger1 = var(47) > 0
var(47) = -1
[State 7060]
type = varadd
trigger1 = var(48) > 0
var(48) = -1
[State 7060]
type = varadd
trigger1 = var(49) > 0
var(49) = -1
[State 7060]
type = varadd
trigger1 = var(50) > 0
var(50) = -1
[State 7060]
type = varadd
trigger1 = var(51) > 0
var(51) = -1
[State 7060]
type = varadd
trigger1 = var(52) > 0
var(52) = -1
[State 7060]
type = varadd
trigger1 = var(53) > 0
var(53) = -1
[State 7060]
type = varadd
trigger1 = var(54) > 0
var(54) = -1
[State 7060]
type = varadd
trigger1 = var(55) > 0
var(55) = -1
[State 7060]
type = varadd
trigger1 = var(56) > 0
var(56) = -1
[State 7060]
type = varadd
trigger1 = var(57) > 0
var(57) = -1


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









;---------------------------------------------------------------------------
;アクティブアビリティ選択
[Statedef 7070]
type    = A
movetype= I
physics = N
sprpriority = 7
anim = 9999




;選択猶予延長
[State -2]
type = VarSet
triggerall = roundstate <= 2
triggerall = var(6) > 0 || time = 0
trigger1 = root,var(59) = 0
trigger1 = root,command = "holdfwd"
trigger2 = root,var(59) = 0
trigger2 = root,command = "holdback"
trigger3 = root,var(59) = 0
trigger3 = root,command = "holdup"
trigger4 = root,var(59) = 0
trigger4 = root,command = "holddown"
trigger5 = time = 0
v = 6
value = 100
[State -2]
type = VarAdd
trigger1 = 1
v = 6
value = -1



[state 7070]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[State -2]
type = AssertSpecial
trigger1 = var(6) > 0
flag = intro
flag2 = noshadow


[state 7070]
type = PosSet
trigger1 = roundstate < 2
x = root,pos x
y = root,pos y-120


[State 7070]
type = PlaySnd
triggerall = root,var(25) < 100
trigger1 = root,var(59) = 0
trigger1 = root,command = "holdfwd"
trigger1 = var(10) <= 0
trigger2 = root,var(59) = 0
trigger2 = root,command = "holdback"
trigger2 = var(10) <= 0
value = s7070, 0
channel = -1
[State 7070]
type = PlaySnd
triggerall = root,var(25) < 100
trigger1 = root,var(59) = 0
trigger1 = root,command = "start" || root,command = "a" || root,command = "c" || root,command = "b"
trigger2 = root,var(59) = 0
trigger2 = root,command = "x" || root,command = "y" || root,command = "z"
trigger3 = roundstate >= 2 || var(6) <= 0 && time > 0
value = s7070, 1
channel = -1



[State -2]
type = ParentVarAdd
triggerall = root,var(59) = 0
trigger1 = root,command = "holdfwd"
trigger1 = var(10) <= 0
trigger1 = root,var(25) < 100
v = 25
value = 1
[State -2]
type = ParentVarAdd
triggerall = root,var(59) = 0
trigger1 = root,command = "holdback"
trigger1 = var(10) <= 0
trigger1 = root,var(25) < 100
v = 25
value = -1

;未完成故の処置
[State -2]
type = ParentVarSet
trigger1 = root,var(25) >= 17
trigger1 = root,var(25) < 100
v = 25
value = 0
[State -2]
type = ParentVarSet
trigger1 = root,var(25) < 0
v = 25
value = 16

[State -2]
type = ParentVarSet
trigger1 = root,var(25) >= 20
trigger1 = root,var(25) < 100
v = 25
value = 0
[State -2]
type = ParentVarSet
trigger1 = root,var(25) <= -1
v = 25
value = 19





;コマンド重複防止
[State -2]
type = VarSet
triggerall = root,var(59) = 0
triggerall = var(10) <= 0
trigger1 = root,command = "holdfwd"
trigger2 = root,command = "holdback"
v = 10
value = 3
[State -2]
type = VarAdd
triggerall = root,var(59) = 0
trigger1 = root,command != "holdfwd"
trigger1 = root,command != "holdback"
v = 10
value = -1










;アンリミ用
[State 7070]
type = PlaySnd
triggerall = root,var(25) < 100
trigger1 = root,var(59) = 0
trigger1 = root,command = "holdup"
trigger1 = var(11) <= 0
trigger2 = root,var(59) = 0
trigger2 = root,command = "holddown"
trigger2 = var(11) <= 0
value = s7070, 0
channel = -1


[State -2]
type = ParentVarAdd
triggerall = root,var(59) = 0
trigger1 = (root,command = "holdup") || (root,command = "holddown")
trigger1 = var(11) <= 0
trigger1 = root,var(25) < 100
v = 49
value = 1

[State -2]
type = ParentVarSet
trigger1 = root,var(49) > 1
trigger1 = root,var(25) < 100
v = 49
value = 0
[State -2]
type = ParentVarSet
trigger1 = root,var(49) < 0
trigger1 = root,var(25) < 100
v = 49
value = 1


;コマンド重複防止
[State -2]
type = VarSet
triggerall = root,var(59) = 0
triggerall = var(11) <= 0
trigger1 = root,command = "holdup"
trigger2 = root,command = "holddown"
v = 11
value = 3
[State -2]
type = VarAdd
triggerall = root,var(59) = 0
trigger1 = root,command != "holdup"
trigger1 = root,command != "holddown"
v = 11
value = -1











[State -2]
type = ParentVarAdd
triggerall = root,var(25) < 100
trigger1 = root,var(59) = 0
trigger1 = root,command = "start" || root,command = "a" || root,command = "c" || root,command = "b"
trigger2 = root,var(59) = 0
trigger2 = root,command = "x" || root,command = "y" || root,command = "z"
trigger3 = roundstate >= 2 || var(6) <= 0 && time > 0
v = 25
value = 100




;モード選択
[state -2]
type = Helper
trigger1 = numhelper(8080) = 0 && time = 0
id = 8080
name = "mode"
facing = facing
pos = 0,100
postype = p1
stateno = 8080
helpertype = normal
supermovetime = 99999999999
pausemovetime = 99999999999
keyctrl = 0
ownpal = 1
ignorehitpause = 1
size.xscale = 0.25
size.yscale = 0.25



[State -1]
type = Explod
trigger1 = time = 0
anim = 8000
ID = 8000
pos = -30, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 0.5, 0.5
sprpriority = 8
supermovetime = 999
pausemovetime = 999
ownpal = 1
[State -1]
type = Explod
trigger1 = time = 0
anim = 8001
ID = 8001
pos = 30, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 0.5, 0.5
sprpriority = 8
supermovetime = 999
pausemovetime = 999
ownpal = 1

[state 7070]
type = RemoveExplod
trigger1 = numexplod(8000) > 0
trigger1 = root,var(25) >= 100
ID = 8000
[state 7070]
type = RemoveExplod
trigger1 = numexplod(8001) > 0
trigger1 = root,var(25) >= 100
ID = 8001


[state 7070]
type = ChangeAnim
trigger1 = root,var(25) < 100
value = (8050+((root,var(25))%100))

[state 7070]
type = VarSet
trigger1 = time = 0
fv = 5
value = 0
[state 7070]
type = VarAdd
trigger1 = root,var(25) >= 100
fv = 5
value = 5


[state 7070]
type = Trans
trigger1 = root,var(25) >= 100
trans = addalpha
alpha = floor(256-(fvar(5))),floor(fvar(5))

[state 7070]
type = DestroySelf
trigger1 = numhelper(8080) = 0
trigger1 = fvar(5) >= 250
;---------------------------------------------------------------------------
;モード用ヘルパー
[Statedef 8080]
type    = A
movetype= I
physics = N
anim = 8090
ctrl = 0
sprpriority = 8

[state 8080]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State -1]
type = Explod
trigger1 = time = 0
anim = 8080
ID = 8080
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 0.5, 0.5
sprpriority = 8
supermovetime = 999
pausemovetime = 999
ownpal = 1
[state 8080]
type = RemoveExplod
trigger1 = numexplod(8080) > 0
trigger1 = root,var(25) >= 100
ID = 8080


[state 8080]
type = ChangeAnim
trigger1 = anim != (8090+(root,var(49)))
value = (8090+(root,var(49)))


[state 8080]
type = Trans
trigger1 = root,var(25) >= 100
trans = addalpha
alpha = floor(256-(parent,fvar(5))),floor(parent,fvar(5))


[state 8080]
type = DestroySelf
trigger1 = parent,fvar(5) >= 250



;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;---------------------------------------------------------------------------
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;AI用ヘルパー
[Statedef 12500]
type    = A
movetype= I
physics = N
anim = 0
ctrl = 0

[State -1]
type = AssertSpecial
trigger1 = 1
flag = invisible
;----------------------------------------------------------------------------------------------
;以下AIで利用
;var(1)         変数圧縮
;var(2-29)      硬化差記憶
;var(30)        中段等学習用現在状態記憶
;var(40)        行動指針決定用現状況確認兼対応策設定用変数
;var(41)        飛び道具警戒
;var(42)        当身感知
;var(49)        直ガ処理
;var(57)	相手起き上がり無敵警戒
;var(58)	相手地上空中状態認識
;var(59)        暗転計測
;----------------------------------------------------------------------------------------------
;位置
[State -1]
type = PosSet
trigger1 = 1
x = ((root,pos x)-(90*facing))
y = (root,pos y)
[State -1]
type = Turn
trigger1 = enemynear,facing = facing
[State -1]
type = NotHitBy
trigger1 = 1
value = SCA









;------------------------------------------------------------------------
;相手技データ記憶
;------------------------------------------------------------------------
;一桁目　　：キャンセル可能かどうか(1=可能。0=不可。)
;二桁目　　：有利か不利か(1=有利。0=不利)
;三〜七桁目：相手該当ステート番号
;八〜十桁目：硬化差

;var(1)圧縮用
[State -1]
type = VarSet
trigger1 = 1
v = 1
value = ((root,gethitvar(ctrltime))+(root,gethitvar(hitshaketime))+(enemynear,animtime)-(enemynear,hitpausetime))
ignorehitpause = 1



[State -1]
type = VarSet
trigger1 = root,stateno = [150,155]
trigger1 = enemynear,moveguarded > 0
trigger1 = floor(var(2)/1000%100000) = 0
trigger1 = floor(var(2)/1000%100000) != (enemynear,stateno)
v = 2
value = (ifelse(var(1)<0,1,0))*100000000+(enemynear,stateno)*1000+abs(var(1))+1000000000
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = floor(var(2)/1000%100000) > 0
trigger1 = floor(var(2)/1000%100000) = (enemynear,prevstateno)
trigger1 = enemynear,stateno >= 200
trigger1 = enemynear,movetype = A
trigger1 = enemynear,ctrl = 0
trigger1 = floor(var(2)/1000000000) = 1
v = 2
value = var(2)-1000000000
ignorehitpause = 1

[State -1]
type = VarSet
trigger1 = root,stateno = [150,155]
trigger1 = enemynear,moveguarded > 0
trigger1 = floor(var(3)/1000%100000) = 0
trigger1 = floor(var(2)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(3)/1000%100000) != (enemynear,stateno)
v = 3
value = (ifelse(var(1)<0,1,0))*100000000+(enemynear,stateno)*1000+abs(var(1))+1000000000
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = floor(var(3)/1000%100000) > 0
trigger1 = floor(var(3)/1000%100000) = (enemynear,prevstateno)
trigger1 = enemynear,stateno >= 200
trigger1 = enemynear,movetype = A
trigger1 = enemynear,ctrl = 0
trigger1 = floor(var(3)/1000000000) = 1
v = 3
value = var(3)-1000000000
ignorehitpause = 1


[State -1]
type = VarSet
trigger1 = root,stateno = [150,155]
trigger1 = enemynear,moveguarded > 0
trigger1 = floor(var(4)/1000%100000) = 0
trigger1 = floor(var(2)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(3)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(4)/1000%100000) != (enemynear,stateno)
v = 4
value = (ifelse(var(1)<0,1,0))*100000000+(enemynear,stateno)*1000+abs(var(1))+1000000000
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = floor(var(4)/1000%100000) > 0
trigger1 = floor(var(4)/1000%100000) = (enemynear,prevstateno)
trigger1 = enemynear,stateno >= 200
trigger1 = enemynear,movetype = A
trigger1 = enemynear,ctrl = 0
trigger1 = floor(var(4)/1000000000) = 1
v = 4
value = var(4)-1000000000
ignorehitpause = 1

[State -1]
type = VarSet
trigger1 = root,stateno = [150,155]
trigger1 = enemynear,moveguarded > 0
trigger1 = floor(var(5)/1000%100000) = 0
trigger1 = floor(var(2)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(3)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(4)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(5)/1000%100000) != (enemynear,stateno)
v = 5
value = (ifelse(var(1)<0,1,0))*100000000+(enemynear,stateno)*1000+abs(var(1))+1000000000
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = floor(var(5)/1000%100000) > 0
trigger1 = floor(var(5)/1000%100000) = (enemynear,prevstateno)
trigger1 = enemynear,stateno >= 200
trigger1 = enemynear,movetype = A
trigger1 = enemynear,ctrl = 0
trigger1 = floor(var(5)/1000000000) = 1
v = 5
value = var(5)-1000000000
ignorehitpause = 1


[State -1]
type = VarSet
trigger1 = root,stateno = [150,155]
trigger1 = enemynear,moveguarded > 0
trigger1 = floor(var(6)/1000%100000) = 0
trigger1 = floor(var(2)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(3)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(4)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(5)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(6)/1000%100000) != (enemynear,stateno)
v = 6
value = (ifelse(var(1)<0,1,0))*100000000+(enemynear,stateno)*1000+abs(var(1))+1000000000
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = floor(var(6)/1000%100000) > 0
trigger1 = floor(var(6)/1000%100000) = (enemynear,prevstateno)
trigger1 = enemynear,stateno >= 200
trigger1 = enemynear,movetype = A
trigger1 = enemynear,ctrl = 0
trigger1 = floor(var(6)/1000000000) = 1
v = 6
value = var(6)-1000000000
ignorehitpause = 1


[State -1]
type = VarSet
trigger1 = root,stateno = [150,155]
trigger1 = enemynear,moveguarded > 0
trigger1 = floor(var(7)/1000%100000) = 0
trigger1 = floor(var(2)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(3)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(4)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(5)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(6)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(7)/1000%100000) != (enemynear,stateno)
v = 7
value = (ifelse(var(1)<0,1,0))*100000000+(enemynear,stateno)*1000+abs(var(1))+1000000000
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = floor(var(7)/1000%100000) > 0
trigger1 = floor(var(7)/1000%100000) = (enemynear,prevstateno)
trigger1 = enemynear,stateno >= 200
trigger1 = enemynear,movetype = A
trigger1 = enemynear,ctrl = 0
trigger1 = floor(var(7)/1000000000) = 1
v = 7
value = var(7)-1000000000
ignorehitpause = 1



[State -1]
type = VarSet
trigger1 = root,stateno = [150,155]
trigger1 = enemynear,moveguarded > 0
trigger1 = floor(var(8)/1000%100000) = 0
trigger1 = floor(var(2)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(3)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(4)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(5)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(6)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(7)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(8)/1000%100000) != (enemynear,stateno)
v = 8
value = (ifelse(var(1)<0,1,0))*100000000+(enemynear,stateno)*1000+abs(var(1))+1000000000
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = floor(var(8)/1000%100000) > 0
trigger1 = floor(var(8)/1000%100000) = (enemynear,prevstateno)
trigger1 = enemynear,stateno >= 200
trigger1 = enemynear,movetype = A
trigger1 = enemynear,ctrl = 0
trigger1 = floor(var(8)/1000000000) = 1
v = 8
value = var(8)-1000000000
ignorehitpause = 1


[State -1]
type = VarSet
trigger1 = root,stateno = [150,155]
trigger1 = enemynear,moveguarded > 0
trigger1 = floor(var(9)/1000%100000) = 0
trigger1 = floor(var(2)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(3)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(4)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(5)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(6)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(7)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(8)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(9)/1000%100000) != (enemynear,stateno)
v = 9
value = (ifelse(var(1)<0,1,0))*100000000+(enemynear,stateno)*1000+abs(var(1))+1000000000
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = floor(var(9)/1000%100000) > 0
trigger1 = floor(var(9)/1000%100000) = (enemynear,prevstateno)
trigger1 = enemynear,stateno >= 200
trigger1 = enemynear,movetype = A
trigger1 = enemynear,ctrl = 0
trigger1 = floor(var(9)/1000000000) = 1
v = 9
value = var(9)-1000000000
ignorehitpause = 1


[State -1]
type = VarSet
trigger1 = root,stateno = [150,155]
trigger1 = enemynear,moveguarded > 0
trigger1 = floor(var(5)/1000%100000) = 0
trigger1 = floor(var(2)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(3)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(4)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(5)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(6)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(7)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(8)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(9)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(10)/1000%100000) != (enemynear,stateno)
v = 10
value = (ifelse(var(1)<0,1,0))*100000000+(enemynear,stateno)*1000+abs(var(1))+1000000000
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = floor(var(10)/1000%100000) > 0
trigger1 = floor(var(10)/1000%100000) = (enemynear,prevstateno)
trigger1 = enemynear,stateno >= 200
trigger1 = enemynear,movetype = A
trigger1 = enemynear,ctrl = 0
trigger1 = floor(var(10)/1000000000) = 1
v = 10
value = var(10)-1000000000
ignorehitpause = 1


[State -1]
type = VarSet
trigger1 = root,stateno = [150,155]
trigger1 = enemynear,moveguarded > 0
trigger1 = floor(var(11)/1000%100000) = 0
trigger1 = floor(var(2)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(3)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(4)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(5)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(6)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(7)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(8)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(9)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(10)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(11)/1000%100000) != (enemynear,stateno)
v = 11
value = (ifelse(var(1)<0,1,0))*100000000+(enemynear,stateno)*1000+abs(var(1))+1000000000
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = floor(var(11)/1000%100000) > 0
trigger1 = floor(var(11)/1000%100000) = (enemynear,prevstateno)
trigger1 = enemynear,stateno >= 200
trigger1 = enemynear,movetype = A
trigger1 = enemynear,ctrl = 0
trigger1 = floor(var(11)/1000000000) = 1
v = 11
value = var(11)-1000000000
ignorehitpause = 1


[State -1]
type = VarSet
trigger1 = root,stateno = [150,155]
trigger1 = enemynear,moveguarded > 0
trigger1 = floor(var(12)/1000%100000) = 0
trigger1 = floor(var(2)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(3)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(4)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(5)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(6)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(7)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(8)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(9)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(10)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(11)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(12)/1000%100000) != (enemynear,stateno)
v = 12
value = (ifelse(var(1)<0,1,0))*100000000+(enemynear,stateno)*1000+abs(var(1))+1000000000
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = floor(var(12)/1000%100000) > 0
trigger1 = floor(var(12)/1000%100000) = (enemynear,prevstateno)
trigger1 = enemynear,stateno >= 200
trigger1 = enemynear,movetype = A
trigger1 = enemynear,ctrl = 0
trigger1 = floor(var(12)/1000000000) = 1
v = 12
value = var(12)-1000000000
ignorehitpause = 1


[State -1]
type = VarSet
trigger1 = root,stateno = [150,155]
trigger1 = enemynear,moveguarded > 0
trigger1 = floor(var(13)/1000%100000) = 0
trigger1 = floor(var(2)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(3)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(4)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(5)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(6)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(7)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(8)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(9)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(10)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(11)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(12)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(13)/1000%100000) != (enemynear,stateno)
v = 13
value = (ifelse(var(1)<0,1,0))*100000000+(enemynear,stateno)*1000+abs(var(1))+1000000000
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = floor(var(13)/1000%100000) > 0
trigger1 = floor(var(13)/1000%100000) = (enemynear,prevstateno)
trigger1 = enemynear,stateno >= 200
trigger1 = enemynear,movetype = A
trigger1 = enemynear,ctrl = 0
trigger1 = floor(var(13)/1000000000) = 1
v = 13
value = var(13)-1000000000
ignorehitpause = 1


[State -1]
type = VarSet
trigger1 = root,stateno = [150,155]
trigger1 = enemynear,moveguarded > 0
trigger1 = floor(var(14)/1000%100000) = 0
trigger1 = floor(var(2)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(3)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(4)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(5)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(6)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(7)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(8)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(9)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(10)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(11)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(12)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(13)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(14)/1000%100000) != (enemynear,stateno)
v = 14
value = (ifelse(var(1)<0,1,0))*100000000+(enemynear,stateno)*1000+abs(var(1))+1000000000
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = floor(var(14)/1000%100000) > 0
trigger1 = floor(var(14)/1000%100000) = (enemynear,prevstateno)
trigger1 = enemynear,stateno >= 200
trigger1 = enemynear,movetype = A
trigger1 = enemynear,ctrl = 0
trigger1 = floor(var(14)/1000000000) = 1
v = 14
value = var(14)-1000000000
ignorehitpause = 1


[State -1]
type = VarSet
trigger1 = root,stateno = [150,155]
trigger1 = enemynear,moveguarded > 0
trigger1 = floor(var(15)/1000%100000) = 0
trigger1 = floor(var(2)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(3)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(4)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(5)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(6)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(7)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(8)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(9)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(10)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(11)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(12)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(13)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(14)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(15)/1000%100000) != (enemynear,stateno)
v = 15
value = (ifelse(var(1)<0,1,0))*100000000+(enemynear,stateno)*1000+abs(var(1))+1000000000
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = floor(var(15)/1000%100000) > 0
trigger1 = floor(var(15)/1000%100000) = (enemynear,prevstateno)
trigger1 = enemynear,stateno >= 200
trigger1 = enemynear,movetype = A
trigger1 = enemynear,ctrl = 0
trigger1 = floor(var(15)/1000000000) = 1
v = 15
value = var(15)-1000000000
ignorehitpause = 1


[State -1]
type = VarSet
trigger1 = root,stateno = [150,155]
trigger1 = enemynear,moveguarded > 0
trigger1 = floor(var(16)/1000%100000) = 0
trigger1 = floor(var(2)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(3)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(4)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(5)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(6)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(7)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(8)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(9)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(10)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(11)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(12)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(13)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(14)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(15)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(16)/1000%100000) != (enemynear,stateno)
v = 16
value = (ifelse(var(1)<0,1,0))*100000000+(enemynear,stateno)*1000+abs(var(1))+1000000000
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = floor(var(16)/1000%100000) > 0
trigger1 = floor(var(16)/1000%100000) = (enemynear,prevstateno)
trigger1 = enemynear,stateno >= 200
trigger1 = enemynear,movetype = A
trigger1 = enemynear,ctrl = 0
trigger1 = floor(var(16)/1000000000) = 1
v = 16
value = var(16)-1000000000
ignorehitpause = 1


[State -1]
type = VarSet
trigger1 = root,stateno = [150,155]
trigger1 = enemynear,moveguarded > 0
trigger1 = floor(var(17)/1000%100000) = 0
trigger1 = floor(var(2)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(3)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(4)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(5)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(6)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(7)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(8)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(9)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(10)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(11)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(12)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(13)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(14)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(15)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(16)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(17)/1000%100000) != (enemynear,stateno)
v = 17
value = (ifelse(var(1)<0,1,0))*100000000+(enemynear,stateno)*1000+abs(var(1))+1000000000
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = floor(var(17)/1000%100000) > 0
trigger1 = floor(var(17)/1000%100000) = (enemynear,prevstateno)
trigger1 = enemynear,stateno >= 200
trigger1 = enemynear,movetype = A
trigger1 = enemynear,ctrl = 0
trigger1 = floor(var(17)/1000000000) = 1
v = 17
value = var(17)-1000000000
ignorehitpause = 1


[State -1]
type = VarSet
trigger1 = root,stateno = [150,155]
trigger1 = enemynear,moveguarded > 0
trigger1 = floor(var(18)/1000%100000) = 0
trigger1 = floor(var(2)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(3)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(4)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(5)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(6)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(7)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(8)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(9)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(10)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(11)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(12)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(13)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(14)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(15)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(16)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(17)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(18)/1000%100000) != (enemynear,stateno)
v = 18
value = (ifelse(var(1)<0,1,0))*100000000+(enemynear,stateno)*1000+abs(var(1))+1000000000
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = floor(var(18)/1000%100000) > 0
trigger1 = floor(var(18)/1000%100000) = (enemynear,prevstateno)
trigger1 = enemynear,stateno >= 200
trigger1 = enemynear,movetype = A
trigger1 = enemynear,ctrl = 0
trigger1 = floor(var(18)/1000000000) = 1
v = 18
value = var(18)-1000000000
ignorehitpause = 1


[State -1]
type = VarSet
trigger1 = root,stateno = [150,155]
trigger1 = enemynear,moveguarded > 0
trigger1 = floor(var(19)/1000%100000) = 0
trigger1 = floor(var(2)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(3)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(4)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(5)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(6)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(7)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(8)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(9)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(10)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(11)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(12)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(13)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(14)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(15)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(16)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(17)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(18)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(19)/1000%100000) != (enemynear,stateno)
v = 19
value = (ifelse(var(1)<0,1,0))*100000000+(enemynear,stateno)*1000+abs(var(1))+1000000000
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = floor(var(19)/1000%100000) > 0
trigger1 = floor(var(19)/1000%100000) = (enemynear,prevstateno)
trigger1 = enemynear,stateno >= 200
trigger1 = enemynear,movetype = A
trigger1 = enemynear,ctrl = 0
trigger1 = floor(var(19)/1000000000) = 1
v = 19
value = var(19)-1000000000
ignorehitpause = 1


[State -1]
type = VarSet
trigger1 = root,stateno = [150,155]
trigger1 = enemynear,moveguarded > 0
trigger1 = floor(var(20)/1000%100000) = 0
trigger1 = floor(var(2)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(3)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(4)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(5)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(6)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(7)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(8)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(9)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(10)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(11)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(12)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(13)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(14)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(15)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(16)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(17)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(18)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(19)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(20)/1000%100000) != (enemynear,stateno)
v = 20
value = (ifelse(var(1)<0,1,0))*100000000+(enemynear,stateno)*1000+abs(var(1))+1000000000
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = floor(var(20)/1000%100000) > 0
trigger1 = floor(var(20)/1000%100000) = (enemynear,prevstateno)
trigger1 = enemynear,stateno >= 200
trigger1 = enemynear,movetype = A
trigger1 = enemynear,ctrl = 0
trigger1 = floor(var(20)/1000000000) = 1
v = 20
value = var(20)-1000000000
ignorehitpause = 1


[State -1]
type = VarSet
trigger1 = root,stateno = [150,155]
trigger1 = enemynear,moveguarded > 0
trigger1 = floor(var(21)/1000%100000) = 0
trigger1 = floor(var(2)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(3)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(4)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(5)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(6)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(7)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(8)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(9)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(10)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(11)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(12)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(13)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(14)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(15)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(16)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(17)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(18)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(19)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(20)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(21)/1000%100000) != (enemynear,stateno)
v = 21
value = (ifelse(var(1)<0,1,0))*100000000+(enemynear,stateno)*1000+abs(var(1))+1000000000
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = floor(var(21)/1000%100000) > 0
trigger1 = floor(var(21)/1000%100000) = (enemynear,prevstateno)
trigger1 = enemynear,stateno >= 200
trigger1 = enemynear,movetype = A
trigger1 = enemynear,ctrl = 0
trigger1 = floor(var(21)/1000000000) = 1
v = 21
value = var(21)-1000000000
ignorehitpause = 1


[State -1]
type = VarSet
trigger1 = root,stateno = [150,155]
trigger1 = enemynear,moveguarded > 0
trigger1 = floor(var(22)/1000%100000) = 0
trigger1 = floor(var(2)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(3)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(4)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(5)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(6)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(7)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(8)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(9)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(10)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(11)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(12)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(13)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(14)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(15)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(16)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(17)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(18)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(19)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(20)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(21)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(22)/1000%100000) != (enemynear,stateno)
v = 22
value = (ifelse(var(1)<0,1,0))*100000000+(enemynear,stateno)*1000+abs(var(1))+1000000000
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = floor(var(22)/1000%100000) > 0
trigger1 = floor(var(22)/1000%100000) = (enemynear,prevstateno)
trigger1 = enemynear,stateno >= 200
trigger1 = enemynear,movetype = A
trigger1 = enemynear,ctrl = 0
trigger1 = floor(var(22)/1000000000) = 1
v = 22
value = var(22)-1000000000
ignorehitpause = 1


[State -1]
type = VarSet
trigger1 = root,stateno = [150,155]
trigger1 = enemynear,moveguarded > 0
trigger1 = floor(var(23)/1000%100000) = 0
trigger1 = floor(var(2)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(3)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(4)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(5)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(6)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(7)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(8)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(9)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(10)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(11)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(12)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(13)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(14)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(15)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(16)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(17)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(18)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(19)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(20)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(21)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(22)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(23)/1000%100000) != (enemynear,stateno)
v = 23
value = (ifelse(var(1)<0,1,0))*100000000+(enemynear,stateno)*1000+abs(var(1))+1000000000
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = floor(var(23)/1000%100000) > 0
trigger1 = floor(var(23)/1000%100000) = (enemynear,prevstateno)
trigger1 = enemynear,stateno >= 200
trigger1 = enemynear,movetype = A
trigger1 = enemynear,ctrl = 0
trigger1 = floor(var(23)/1000000000) = 1
v = 23
value = var(23)-1000000000
ignorehitpause = 1


[State -1]
type = VarSet
trigger1 = root,stateno = [150,155]
trigger1 = enemynear,moveguarded > 0
trigger1 = floor(var(24)/1000%100000) = 0
trigger1 = floor(var(2)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(3)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(4)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(5)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(6)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(7)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(8)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(9)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(10)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(11)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(12)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(13)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(14)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(15)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(16)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(17)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(18)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(19)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(20)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(21)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(22)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(23)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(24)/1000%100000) != (enemynear,stateno)
v = 24
value = (ifelse(var(1)<0,1,0))*100000000+(enemynear,stateno)*1000+abs(var(1))+1000000000
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = floor(var(24)/1000%100000) > 0
trigger1 = floor(var(24)/1000%100000) = (enemynear,prevstateno)
trigger1 = enemynear,stateno >= 200
trigger1 = enemynear,movetype = A
trigger1 = enemynear,ctrl = 0
trigger1 = floor(var(24)/1000000000) = 1
v = 24
value = var(24)-1000000000
ignorehitpause = 1


[State -1]
type = VarSet
trigger1 = root,stateno = [150,155]
trigger1 = enemynear,moveguarded > 0
trigger1 = floor(var(25)/1000%100000) = 0
trigger1 = floor(var(2)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(3)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(4)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(5)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(6)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(7)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(8)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(9)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(10)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(11)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(12)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(13)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(14)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(15)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(16)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(17)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(18)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(19)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(20)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(21)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(22)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(23)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(24)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(25)/1000%100000) != (enemynear,stateno)
v = 25
value = (ifelse(var(1)<0,1,0))*100000000+(enemynear,stateno)*1000+abs(var(1))+1000000000
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = floor(var(25)/1000%100000) > 0
trigger1 = floor(var(25)/1000%100000) = (enemynear,prevstateno)
trigger1 = enemynear,stateno >= 200
trigger1 = enemynear,movetype = A
trigger1 = enemynear,ctrl = 0
trigger1 = floor(var(25)/1000000000) = 1
v = 25
value = var(25)-1000000000
ignorehitpause = 1


[State -1]
type = VarSet
trigger1 = root,stateno = [150,155]
trigger1 = enemynear,moveguarded > 0
trigger1 = floor(var(26)/1000%100000) = 0
trigger1 = floor(var(2)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(3)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(4)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(5)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(6)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(7)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(8)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(9)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(10)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(11)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(12)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(13)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(14)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(15)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(16)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(17)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(18)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(19)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(20)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(21)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(22)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(23)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(24)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(25)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(26)/1000%100000) != (enemynear,stateno)
v = 26
value = (ifelse(var(1)<0,1,0))*100000000+(enemynear,stateno)*1000+abs(var(1))+1000000000
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = floor(var(26)/1000%100000) > 0
trigger1 = floor(var(26)/1000%100000) = (enemynear,prevstateno)
trigger1 = enemynear,stateno >= 200
trigger1 = enemynear,movetype = A
trigger1 = enemynear,ctrl = 0
trigger1 = floor(var(26)/1000000000) = 1
v = 26
value = var(26)-1000000000
ignorehitpause = 1


[State -1]
type = VarSet
trigger1 = root,stateno = [150,155]
trigger1 = enemynear,moveguarded > 0
trigger1 = floor(var(27)/1000%100000) = 0
trigger1 = floor(var(2)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(3)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(4)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(5)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(6)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(7)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(8)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(9)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(10)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(11)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(12)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(13)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(14)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(15)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(16)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(17)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(18)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(19)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(20)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(21)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(22)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(23)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(24)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(25)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(26)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(27)/1000%100000) != (enemynear,stateno)
v = 27
value = (ifelse(var(1)<0,1,0))*100000000+(enemynear,stateno)*1000+abs(var(1))+1000000000
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = floor(var(27)/1000%100000) > 0
trigger1 = floor(var(27)/1000%100000) = (enemynear,prevstateno)
trigger1 = enemynear,stateno >= 200
trigger1 = enemynear,movetype = A
trigger1 = enemynear,ctrl = 0
trigger1 = floor(var(27)/1000000000) = 1
v = 27
value = var(27)-1000000000
ignorehitpause = 1


[State -1]
type = VarSet
trigger1 = root,stateno = [150,155]
trigger1 = enemynear,moveguarded > 0
trigger1 = floor(var(28)/1000%100000) = 0
trigger1 = floor(var(2)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(3)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(4)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(5)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(6)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(7)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(8)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(9)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(10)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(11)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(12)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(13)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(14)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(15)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(16)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(17)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(18)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(19)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(20)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(21)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(22)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(23)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(24)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(25)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(26)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(27)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(28)/1000%100000) != (enemynear,stateno)
v = 28
value = (ifelse(var(1)<0,1,0))*100000000+(enemynear,stateno)*1000+abs(var(1))+1000000000
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = floor(var(28)/1000%100000) > 0
trigger1 = floor(var(28)/1000%100000) = (enemynear,prevstateno)
trigger1 = enemynear,stateno >= 200
trigger1 = enemynear,movetype = A
trigger1 = enemynear,ctrl = 0
trigger1 = floor(var(28)/1000000000) = 1
v = 28
value = var(28)-1000000000
ignorehitpause = 1


[State -1]
type = VarSet
trigger1 = root,stateno = [150,155]
trigger1 = enemynear,moveguarded > 0
trigger1 = floor(var(29)/1000%100000) = 0
trigger1 = floor(var(2)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(3)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(4)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(5)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(6)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(7)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(8)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(9)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(10)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(11)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(12)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(13)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(14)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(15)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(16)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(17)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(18)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(19)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(20)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(21)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(22)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(23)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(24)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(25)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(26)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(27)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(28)/1000%100000) != (enemynear,stateno)
trigger1 = floor(var(29)/1000%100000) != (enemynear,stateno)
v = 29
value = (ifelse(var(1)<0,1,0))*100000000+(enemynear,stateno)*1000+abs(var(1))+1000000000
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = floor(var(29)/1000%100000) > 0
trigger1 = floor(var(29)/1000%100000) = (enemynear,prevstateno)
trigger1 = enemynear,stateno >= 200
trigger1 = enemynear,movetype = A
trigger1 = enemynear,ctrl = 0
trigger1 = floor(var(29)/1000000000) = 1
v = 29
value = var(29)-1000000000
ignorehitpause = 1




[State -1]
type = ParentVarSet
trigger1 = fvar(10) > 0 || roundstate != 2 && (enemynear,RoundsExisted = 0)
fv = 10
value = var(2)
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = fvar(11) > 0 || roundstate != 2 && (enemynear,RoundsExisted = 0)
fv = 11
value = var(3)
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = fvar(12) > 0 || roundstate != 2 && (enemynear,RoundsExisted = 0)
fv = 12
value = var(4)
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = fvar(13) > 0 || roundstate != 2 && (enemynear,RoundsExisted = 0)
fv = 13
value = var(5)
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = fvar(14) > 0 || roundstate != 2 && (enemynear,RoundsExisted = 0)
fv = 14
value = var(6)
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = fvar(15) > 0 || roundstate != 2 && (enemynear,RoundsExisted = 0)
fv = 15
value = var(7)
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = fvar(16) > 0 || roundstate != 2 && (enemynear,RoundsExisted = 0)
fv = 16
value = var(8)
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = fvar(17) > 0 || roundstate != 2 && (enemynear,RoundsExisted = 0)
fv = 17
value = var(9)
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = fvar(18) > 0 || roundstate != 2 && (enemynear,RoundsExisted = 0)
fv = 18
value = var(10)
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = fvar(19) > 0 || roundstate != 2 && (enemynear,RoundsExisted = 0)
fv = 19
value = var(11)
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = fvar(20) > 0 || roundstate != 2 && (enemynear,RoundsExisted = 0)
fv = 20
value = var(12)
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = fvar(21) > 0 || roundstate != 2 && (enemynear,RoundsExisted = 0)
fv = 21
value = var(13)
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = fvar(22) > 0 || roundstate != 2 && (enemynear,RoundsExisted = 0)
fv = 22
value = var(14)
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = fvar(23) > 0 || roundstate != 2 && (enemynear,RoundsExisted = 0)
fv = 23
value = var(15)
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = fvar(24) > 0 || roundstate != 2 && (enemynear,RoundsExisted = 0)
fv = 24
value = var(16)
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = fvar(25) > 0 || roundstate != 2 && (enemynear,RoundsExisted = 0)
fv = 25
value = var(17)
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = fvar(26) > 0 || roundstate != 2 && (enemynear,RoundsExisted = 0)
fv = 26
value = var(18)
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = fvar(27) > 0 || roundstate != 2 && (enemynear,RoundsExisted = 0)
fv = 27
value = var(19)
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = fvar(28) > 0 || roundstate != 2 && (enemynear,RoundsExisted = 0)
fv = 28
value = var(20)
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = fvar(29) > 0 || roundstate != 2 && (enemynear,RoundsExisted = 0)
fv = 29
value = var(21)
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = fvar(30) > 0 || roundstate != 2 && (enemynear,RoundsExisted = 0)
fv = 30
value = var(22)
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = fvar(31) > 0 || roundstate != 2 && (enemynear,RoundsExisted = 0)
fv = 31
value = var(23)
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = fvar(32) > 0 || roundstate != 2 && (enemynear,RoundsExisted = 0)
fv = 32
value = var(24)
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = fvar(33) > 0 || roundstate != 2 && (enemynear,RoundsExisted = 0)
fv = 33
value = var(25)
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = fvar(34) > 0 || roundstate != 2 && (enemynear,RoundsExisted = 0)
fv = 34
value = var(26)
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = fvar(35) > 0 || roundstate != 2 && (enemynear,RoundsExisted = 0)
fv = 35
value = var(27)
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = fvar(36) > 0 || roundstate != 2 && (enemynear,RoundsExisted = 0)
fv = 36
value = var(28)
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = fvar(37) > 0 || roundstate != 2 && (enemynear,RoundsExisted = 0)
fv = 37
value = var(29)
ignorehitpause = 1


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




;中段等学習用現在状態記憶
;1 下段ガード
;2 立ちガード
;3 空中ガード
[State -1]
type = VarSet
trigger1 = root,stateno != [120,155]
trigger1 = root,movetype != H
v = 30
value = 0
[State -1]
type = VarSet
trigger1 = root,stateno = [120,155]
v = 30
value = ((root,statetype = C)*1)+((root,statetype = S)*2)+((root,statetype = A)*3)




;--------------------------------------------
;学習
;--------------------------------------------
;リセット
[State -1]
type = ParentVarSet
trigger1 = enemynear,RoundsExisted = 0
trigger1 = TeamMode = Turns
trigger1 = roundstate < 2
v = 50
value = 0
[State -1]
type = ParentVarSet
trigger1 = enemynear,RoundsExisted = 0
trigger1 = TeamMode = Turns
trigger1 = roundstate < 2
v = 51
value = 0
[State -1]
type = ParentVarSet
trigger1 = enemynear,RoundsExisted = 0
trigger1 = TeamMode = Turns
trigger1 = roundstate < 2
v = 52
value = 0
[State -1]
type = ParentVarSet
trigger1 = enemynear,RoundsExisted = 0
trigger1 = TeamMode = Turns
trigger1 = roundstate < 2
v = 53
value = 0
[State -1]
type = ParentVarSet
trigger1 = enemynear,RoundsExisted = 0
trigger1 = TeamMode = Turns
trigger1 = roundstate < 2
v = 54
value = 0
[State -1]
type = ParentVarSet
trigger1 = enemynear,RoundsExisted = 0
trigger1 = TeamMode = Turns
trigger1 = roundstate < 2
v = 55
value = 0




;--------------------------------------------------------------------
;vsレーユ通常
[State -1]
type = ParentVarSet
trigger1 = enemynear,name = "lehyu"
trigger1 = enemynear,AuthorName = "kishio"
trigger1 = root,var(50) = 0
trigger1 = enemynear,var(55) = 0
v = 50
value = 2200205
[State -1]
type = ParentVarSet
trigger1 = enemynear,name = "lehyu"
trigger1 = enemynear,AuthorName = "kishio"
trigger1 = root,var(51) = 0
trigger1 = enemynear,var(55) = 0
v = 51
value = 101054
;vsレーユEX
[State -1]
type = ParentVarSet
trigger1 = enemynear,name = "lehyu"
trigger1 = enemynear,AuthorName = "kishio"
trigger1 = root,var(50) = 0
trigger1 = enemynear,var(55) = 1
v = 50
value = 1900217
;vsミヅマ通常
[State -1]
type = ParentVarSet
trigger1 = enemynear,name = "miduma"
trigger1 = enemynear,AuthorName = "kishio"
trigger1 = root,var(50) = 0
trigger1 = enemynear,var(55) = 0
v = 50
value = 2300245
;vsミラ
[State -1]
type = ParentVarSet
trigger1 = enemynear,name = "Mira"
trigger1 = enemynear,AuthorName = "goshu"
trigger1 = root,var(50) = 0
v = 50
value = 2600240
[State -1]
type = ParentVarSet
trigger1 = enemynear,name = "Mira"
trigger1 = enemynear,AuthorName = "goshu"
trigger1 = root,var(51) = 0
v = 51
value = 1300221
;vs箱レン(しばす)
[State -1]
type = ParentVarSet
trigger1 = enemynear,name = "HakoLen"
trigger1 = enemynear,AuthorName = "ShowBuySpirit"
trigger1 = root,var(50) = 0
v = 50
value = 2000310
[State -1]
type = ParentVarSet
trigger1 = enemynear,name = "HakoLen"
trigger1 = enemynear,AuthorName = "ShowBuySpirit"
trigger1 = root,var(53) = 0
v = 53
value = 1701200
;vsロボレン
[State -1]
type = ParentVarSet
trigger1 = enemynear,name = "ROBO-LEN"
trigger1 = enemynear,AuthorName = "ukege"
trigger1 = root,var(50) = 0
v = 50
value = 2600245
;--------------------------------------------------------------------



;中段喰らった時
[State -1]
type = ParentVarSet
trigger1 = var(30) = 1
trigger1 = root,stateno != [120,155]
trigger1 = root,stateno = [5000,5100]
trigger1 = root,inguarddist
trigger1 = p2movetype = A
trigger1 = p2statetype != A
trigger1 = p2statetype != L
trigger1 = enemynear,stateno >= 200
trigger1 = root,var(50) = 0
v = 50
value = (enemynear,stateno)+((enemynear,time)*100000)
[State -1]
type = ParentVarSet
trigger1 = var(30) = 1
trigger1 = root,stateno != [120,155]
trigger1 = root,stateno = [5000,5100]
trigger1 = root,inguarddist
trigger1 = p2movetype = A
trigger1 = p2statetype != A
trigger1 = p2statetype != L
trigger1 = enemynear,stateno >= 200
trigger1 = floor((root,var(50))%100000) != (enemynear,stateno)
trigger1 = root,var(51) = 0
v = 51
value = (enemynear,stateno)+((enemynear,time)*100000)
[State -1]
type = ParentVarSet
trigger1 = var(30) = 1
trigger1 = root,stateno != [120,155]
trigger1 = root,stateno = [5000,5100]
trigger1 = root,inguarddist
trigger1 = p2movetype = A
trigger1 = p2statetype != A
trigger1 = p2statetype != L
trigger1 = enemynear,stateno >= 200
trigger1 = floor((root,var(50))%100000) != (enemynear,stateno)
trigger1 = floor((root,var(51))%100000) != (enemynear,stateno)
trigger1 = root,var(52) = 0
v = 52
value = (enemynear,stateno)+((enemynear,time)*100000)




;空中下段喰らった時
[State -1]
type = ParentVarSet
trigger1 = var(30) = 2
trigger1 = root,stateno != [120,155]
trigger1 = root,stateno = [5000,5100]
trigger1 = root,inguarddist
trigger1 = p2movetype = A
trigger1 = p2statetype = A
trigger1 = enemynear,stateno >= 200
trigger1 = root,var(53) = 0
v = 53
value = (enemynear,stateno)+((enemynear,time)*100000)
[State -1]
type = ParentVarSet
trigger1 = var(30) = 2
trigger1 = root,stateno != [120,155]
trigger1 = root,stateno = [5000,5100]
trigger1 = root,inguarddist
trigger1 = p2movetype = A
trigger1 = p2statetype != A
trigger1 = p2statetype != L
trigger1 = enemynear,stateno >= 200
trigger1 = floor((root,var(53))%100000) != (enemynear,stateno)
trigger1 = root,var(54) = 0
v = 54
value = (enemynear,stateno)+((enemynear,time)*100000)
[State -1]
type = ParentVarSet
trigger1 = var(30) = 2
trigger1 = root,stateno != [120,155]
trigger1 = root,stateno = [5000,5100]
trigger1 = root,inguarddist
trigger1 = p2movetype = A
trigger1 = p2statetype != A
trigger1 = p2statetype != L
trigger1 = enemynear,stateno >= 200
trigger1 = floor((root,var(53))%100000) != (enemynear,stateno)
trigger1 = floor((root,var(54))%100000) != (enemynear,stateno)
trigger1 = root,var(55) = 0
v = 55
value = (enemynear,stateno)+((enemynear,time)*100000)


;リセット
[State -1]
type = VarSet
trigger1 = root,stateno != [120,155]
trigger1 = root,movetype = H
v = 30
value = 0


;------------------------------------------------------------------------
;行動指針決定用現状況確認兼対応策設定用変数
;リセット
[State -1]
type = VarSet
trigger1 = roundstate != 2
trigger2 = (enemynear,ctrl = 0)&&(enemynear,stateno = 0)&&(root,ctrl = 0)&&(root,stateno = 0)
trigger3 = ((floor((root,var(59))/100000000)%10) >= 3)
trigger3 = (!(inguarddist) || (p2movetype != A)) && var(40) < 600
v = 40
value = 600

;自動増減
[State -1]
type = VarAdd
trigger1 = var(40) < 600
v = 40
value = 4
[State -1]
type = VarAdd
trigger1 = var(40) >= 600
v = 40
value = -4

;セット
[State -1]
type = VarSet
trigger1 = root,stateno != [120,155]
trigger1 = root,movetype = H
trigger1 = root,ctrl = 0
trigger2 = var(40) < 100
v = 40
value = 100
[State -1]
type = VarSet
trigger1 = (root,stateno = 150)||(root,stateno = 152)||(root,stateno = 154)
trigger1 = root,movetype = H
trigger1 = root,ctrl = 0
trigger1 = time = 1
v = 40
value = 200
[State -1]
type = VarSet
trigger1 = enemynear,stateno != [120,155]
trigger1 = root,movetype = A
trigger1 = enemynear,movetype = H
trigger2 = var(40) > 900
v = 40
value = 900
[State -1]
type = VarSet
trigger1 = enemynear,stateno = [120,155]
trigger1 = root,movetype = A
trigger1 = root,moveguarded > 0
trigger1 = enemynear,movetype = H
v = 40
value = 800



;状況による増減
[State -1]
type = VarAdd
trigger1 = ((enemynear,ctrl=0)&&(root,ctrl=1))&&((p2movetype!=I)||(enemynear,stateno=[5000,5999]))
trigger2 = p2bodydist x > 130 || p2bodydist y < -120 && (enemynear,vel y < 3)
v = 40
value = 15
[State -1]
type = VarAdd
trigger1 = ((enemynear,ctrl=1)&&(root,ctrl=0))&&(p2movetype!=H)&&((enemynear,vel x > 2)||(root,p2bodydist x < 90))
v = 40
value = -10
;ガード時有利状況and相手キャンセル不可
[State -1]
type = VarSet
trigger1 = floor(root,var(2)/1000000000) = 0 && floor(root,var(2)/100000000%10) = 1&& floor(root,var(2)/1000%100000)=(enemynear,stateno) && (root,stateno = [150,155])
trigger2 = floor(root,var(3)/1000000000) = 0 && floor(root,var(3)/100000000%10) = 1&& floor(root,var(3)/1000%100000)=(enemynear,stateno) && (root,stateno = [150,155])
trigger3 = floor(root,var(4)/1000000000) = 0 && floor(root,var(4)/100000000%10) = 1&& floor(root,var(4)/1000%100000)=(enemynear,stateno) && (root,stateno = [150,155])
trigger4 = floor(root,var(5)/1000000000) = 0 && floor(root,var(5)/100000000%10) = 1&& floor(root,var(5)/1000%100000)=(enemynear,stateno) && (root,stateno = [150,155])
trigger5 = floor(root,var(6)/1000000000) = 0 && floor(root,var(6)/100000000%10) = 1&& floor(root,var(6)/1000%100000)=(enemynear,stateno) && (root,stateno = [150,155])
trigger6 = floor(root,var(7)/1000000000) = 0 && floor(root,var(7)/100000000%10) = 1&& floor(root,var(7)/1000%100000)=(enemynear,stateno) && (root,stateno = [150,155])
trigger7 = floor(root,var(8)/1000000000) = 0 && floor(root,var(8)/100000000%10) = 1&& floor(root,var(8)/1000%100000)=(enemynear,stateno) && (root,stateno = [150,155])
trigger8 = floor(root,var(9)/1000000000) = 0 && floor(root,var(9)/100000000%10) = 1&& floor(root,var(9)/1000%100000)=(enemynear,stateno) && (root,stateno = [150,155])
trigger9 = floor(root,var(10)/1000000000) = 0 && floor(root,var(10)/100000000%10) = 1&& floor(root,var(10)/1000%100000)=(enemynear,stateno) && (root,stateno = [150,155])
trigger10 = floor(root,var(11)/1000000000) = 0 && floor(root,var(11)/100000000%10) = 1&& floor(root,var(11)/1000%100000)=(enemynear,stateno) && (root,stateno = [150,155])
trigger11 = floor(root,var(12)/1000000000) = 0 && floor(root,var(12)/100000000%10) = 1&& floor(root,var(12)/1000%100000)=(enemynear,stateno) && (root,stateno = [150,155])
trigger12 = floor(root,var(13)/1000000000) = 0 && floor(root,var(13)/100000000%10) = 1&& floor(root,var(13)/1000%100000)=(enemynear,stateno) && (root,stateno = [150,155])
trigger13 = floor(root,var(14)/1000000000) = 0 && floor(root,var(14)/100000000%10) = 1&& floor(root,var(14)/1000%100000)=(enemynear,stateno) && (root,stateno = [150,155])
trigger14 = floor(root,var(15)/1000000000) = 0 && floor(root,var(15)/100000000%10) = 1&& floor(root,var(15)/1000%100000)=(enemynear,stateno) && (root,stateno = [150,155])
trigger15 = floor(root,var(16)/1000000000) = 0 && floor(root,var(16)/100000000%10) = 1&& floor(root,var(16)/1000%100000)=(enemynear,stateno) && (root,stateno = [150,155])
trigger16 = floor(root,var(17)/1000000000) = 0 && floor(root,var(17)/100000000%10) = 1&& floor(root,var(17)/1000%100000)=(enemynear,stateno) && (root,stateno = [150,155])
trigger17 = floor(root,var(18)/1000000000) = 0 && floor(root,var(18)/100000000%10) = 1&& floor(root,var(18)/1000%100000)=(enemynear,stateno) && (root,stateno = [150,155])
trigger18 = floor(root,var(19)/1000000000) = 0 && floor(root,var(19)/100000000%10) = 1&& floor(root,var(19)/1000%100000)=(enemynear,stateno) && (root,stateno = [150,155])
trigger19 = floor(root,var(20)/1000000000) = 0 && floor(root,var(20)/100000000%10) = 1&& floor(root,var(20)/1000%100000)=(enemynear,stateno) && (root,stateno = [150,155])
trigger20 = floor(root,var(21)/1000000000) = 0 && floor(root,var(21)/100000000%10) = 1&& floor(root,var(21)/1000%100000)=(enemynear,stateno) && (root,stateno = [150,155])
trigger21 = floor(root,var(22)/1000000000) = 0 && floor(root,var(22)/100000000%10) = 1&& floor(root,var(22)/1000%100000)=(enemynear,stateno) && (root,stateno = [150,155])
trigger22 = floor(root,var(23)/1000000000) = 0 && floor(root,var(23)/100000000%10) = 1&& floor(root,var(23)/1000%100000)=(enemynear,stateno) && (root,stateno = [150,155])
trigger23 = floor(root,var(24)/1000000000) = 0 && floor(root,var(24)/100000000%10) = 1&& floor(root,var(24)/1000%100000)=(enemynear,stateno) && (root,stateno = [150,155])
trigger24 = floor(root,var(25)/1000000000) = 0 && floor(root,var(25)/100000000%10) = 1&& floor(root,var(25)/1000%100000)=(enemynear,stateno) && (root,stateno = [150,155])
trigger25 = floor(root,var(26)/1000000000) = 0 && floor(root,var(26)/100000000%10) = 1&& floor(root,var(26)/1000%100000)=(enemynear,stateno) && (root,stateno = [150,155])
trigger26 = floor(root,var(27)/1000000000) = 0 && floor(root,var(27)/100000000%10) = 1&& floor(root,var(27)/1000%100000)=(enemynear,stateno) && (root,stateno = [150,155])
trigger27 = floor(root,var(28)/1000000000) = 0 && floor(root,var(28)/100000000%10) = 1&& floor(root,var(28)/1000%100000)=(enemynear,stateno) && (root,stateno = [150,155])
trigger28 = floor(root,var(29)/1000000000) = 0 && floor(root,var(29)/100000000%10) = 1&& floor(root,var(29)/1000%100000)=(enemynear,stateno) && (root,stateno = [150,155])
v = 40
value = 700



;------------------------------------------------------------------------
;飛び道具対策
;リセット
[State -1]
type = VarSet
trigger1 = !(inguarddist)
v = 41
value = 0



;加算
[State -1]
type = VarAdd
trigger1 = inguarddist
trigger1 = var(41)%100000 < 99999
v = 41
value = 1
;セット
[State -1]
type = VarSet
trigger1 = p2movetype = I
trigger1 = var(41) = [1,99999]
v = 41
value = var(41)+100000


;------------------------------------------------------------------------
;当身対策
;ヒット検出
[State -1]
type = VarSet
trigger1 = p2movetype != H
trigger1 = enemynear,stateno >= 200
trigger1 = enemynear,ctrl = 0
trigger1 = (root,movecontact>0)||(root,movereversed>0)
v = 42
value = 2
ignorehitpause = 1
;カウント
[State -1]
type = VarAdd
trigger1 = root,movetype = H
trigger1 = enemynear,stateno >= 200
trigger1 = enemynear,ctrl = 0
trigger1 = root,stateno != [120,155]
trigger1 = var(42) = 2
fv = 9
value = 1
;被食らい
[State -1]
type = VarSet
trigger1 = root,movetype = H
trigger1 = enemynear,stateno >= 200
trigger1 = enemynear,ctrl = 0
trigger1 = root,stateno != [120,155]
trigger1 = var(42) = 2
v = 42
value = 3


;リセット
[State -1]
type = VarSet
trigger1 = var(42) = 1
trigger2 = var(42) = 2
trigger2 = enemynear,ctrl = 1
v = 42
value = 0
;警戒
[State -1]
type = VarSet
trigger1 = p2movetype != H
trigger1 = enemynear,stateno >= 200
trigger1 = enemynear,ctrl = 0
trigger1 = root,movetype = A
trigger1 = var(42) = 0
v = 42
value = 1



[State -1]
type = VarSet
trigger1 = var(42) = 1
v = 43
value = ((root,stateno)*100000+(enemynear,stateno))






;セット
[State -1]
type = ParentVarSet
trigger1 = var(42) = 3
trigger1 = root,fvar(6) = 0
trigger1 = var(42) := 0 || 1
fv = 6
value = (var(43))
[State -1]
type = ParentVarSet
triggerall = var(42) = 3
trigger1 = root,fvar(6) != var(43)
trigger1 = var(42) := 0 || 1
fv = 7
value = (var(43))
[State -1]
type = ParentVarSet
triggerall = var(42) = 3
trigger1 = root,fvar(6) != var(43)
trigger1 = root,fvar(7) != var(43)
trigger1 = var(42) := 0 || 1
fv = 8
value = (var(43))



[State -1]
type = ParentVarSet
trigger1 = enemynear,RoundsExisted = 0
trigger1 = enemynear,TeamMode = Turns
trigger1 = root,fvar(6) != 0
fv = 6
value = 0
[State -1]
type = ParentVarSet
trigger1 = enemynear,RoundsExisted = 0
trigger1 = enemynear,TeamMode = Turns
trigger1 = root,fvar(7) != 0
fv = 7
value = 0
[State -1]
type = ParentVarSet
trigger1 = enemynear,RoundsExisted = 0
trigger1 = enemynear,TeamMode = Turns
trigger1 = root,fvar(8) != 0
fv = 8
value = 0
;------------------------------------------------------------------------
;直ガ処理
[State -1]
type = VarSet
triggerall = root,var(59) > 0
triggerall = RoundState = [1,2]
trigger1 = var(49) <= 0
trigger2 = root,movetype = A
trigger3 = (root,stateno = 100) || (root,stateno = 110) || (root,stateno = 115) || (root,stateno = 40)
V = 49
Value = (floor((root,var(59)/100000)%1000))
[State -1]
type = VarAdd
triggerall = root,var(59) > 0
triggerall = RoundState = [1,2]
triggerall = var(49) < 100
triggerall = random%100 <= ((root,var(59))*(root,var(59)))
trigger1 = root,stateno = 0
trigger2 = root,stateno = 11
trigger3 = root,stateno = 45
V = 49
Value = 1
[State -1]
type = VarAdd
triggerall = root,var(59) > 0
triggerall = RoundState = [1,2]
triggerall = var(49) < 100
trigger1 = root,stateno = [120,155]
trigger1 = random%100 <= ((root,var(59))*(root,var(59)))
V = 49
Value = 2
[State -1]
type = VarAdd
triggerall = root,var(59) > 0
triggerall = RoundState = [1,2]
triggerall = var(49) < 100
triggerall = random%100 <= ((root,var(59))*(root,var(59)))
trigger1 = root,movetype = H
trigger1 = root,stateno != [120,155]
V = 49
Value = 1
[State -1]
type = VarAdd
triggerall = root,var(59) > 0
triggerall = RoundState = [1,2]
triggerall = var(49) < 100
trigger1 = root,movetype = H
trigger1 = (root,stateno = 150)||(root,stateno = 152)||(root,stateno = 154)
trigger1 = root,time = 1
trigger1 = root,var(26) >= 10
V = 49
Value = (-45+((root,var(59))*2))
;------------------------------------------------------------------------





;小ジャンプからの中段技対策
;var(50)
[State -1]
type = VarSet
trigger1 = var(50) = 0
v = 50
value = (enemynear,stateno)
[State -1]
type = VarSet
trigger1 = var(51) = 0
trigger1 = var(50) != 0
trigger1 = ((enemynear,stateno)-var(50)) < 100
v = 51
value = (enemynear,stateno)
[State -1]
type = VarSet
trigger1 = var(52) = 0
trigger1 = var(50) != 0 && var(51) != 0
trigger1 = ((enemynear,stateno)-var(51)) < 100
v = 52
value = (enemynear,stateno)
[State -1]
type = VarSet
trigger1 = var(53) = 0
trigger1 = var(50) != 0 && var(51) != 0 && var(52) != 0
trigger1 = ((enemynear,stateno)-var(52)) < 100
v = 53
value = (enemynear,stateno)
;カウント
[State -1]
type = VarAdd
trigger1 = var(50) != 0 && var(51) != 0
v = 54
value = 1
;リセット------------------------
[State -1]
type = VarSet
trigger1 = (enemynear,ctrl = 1) || p2movetype != A || (((enemynear,stateno)-var(51)) >= 100) || (((enemynear,stateno)-var(51)) < 0)
v = 50
value = 0
[State -1]
type = VarSet
trigger1 = (enemynear,ctrl = 1) || p2movetype != A || (((enemynear,stateno)-var(52)) >= 100) || (((enemynear,stateno)-var(52)) < 0) || var(50) = 0
v = 51
value = 0
[State -1]
type = VarSet
trigger1 = (enemynear,ctrl = 1) || p2movetype != A || (((enemynear,stateno)-var(53)) >= 100) || (((enemynear,stateno)-var(53)) < 0) || var(51) = 0
v = 52
value = 0
[State -1]
type = VarSet
trigger1 = (enemynear,ctrl = 1) || p2movetype != A || var(52) = 0
v = 53
value = 0
[State -1]
type = VarSet
trigger1 = var(51) = 0
v = 54
value = 0






;相手起き上がり時の無敵警戒
[State -1]
type = VarSet
trigger1 = enemynear,stateno = 5120
v = 57
value = 13
[State -1]
type = VarAdd
trigger1 = p2statetype != L
v = 57
value = -1




;相手地上空中状態認識
[State -1]
type = VarSet
trigger1 = p2statetype != A || (enemynear,pos y >= 0) || (enemynear,statetype != A)
v = 58
value = 0
ignorehitpause = 1
;jc時認識速度アップ
[State -1]
type = VarSet
trigger1 = enemynear,stateno = [40,41]
trigger2 = enemynear,prevstateno >= 200
triggerall = var(58) = 0
v = 58
value = 3
ignorehitpause = 1
[State -1]
type = VarAdd
trigger1 = p2statetype = A
trigger1 = (enemynear,stateno != [40,41])||(enemynear,pos y < 0)
v = 58
value = 1
ignorehitpause = 1



;暗転計測
[State -1]
type = VarSet
trigger1 = root,var(59) > 0
trigger1 = enemynear,time = 1
v = 59
value = 0
ignorehitpause = 1
[State -1]
type = VarAdd
trigger1 = root,var(59) > 0
v = 59
value = 1
ignorehitpause = 1







;---------------------------------------------------------------------------
;***シャルロットのヒールライト用ヘルパー
[Statedef 19858]
type    = A
movetype= I
physics = N
juggle  = 0
ctrl = 0
anim = IfElse(root,statetype=A,19859,19858)
velset = 0,0
poweradd = 0
sprpriority = 3

;無敵
[State 19858]
type = nothitby
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 19858]
type = PalFX
trigger1 = time = 122
time = 128
add = 10,140,110
sinadd = -30,-30,-30,64
invertall = 0
color = 256

[State 19858, loop]
type = HitOverride
trigger1 = ishelper
attr = SCA,AA,AP,AT
stateno = 19858
time = -1
ignorehitpause = 1

[State 19858]
type = DestroySelf
trigger1 = Time = 297



;--------------------------------------------------------------------------
;ゲージ類表示
[Statedef 20000]
Type = A
Movetype = I
Physics = N
VelSet = 0,0
anim = 9999
sprpriority = 8


[State 20000]
type = Varset
trigger1 = 1
fv = 5
value = (root,var(45))
[State 20000]
type = Varset
trigger1 = 1
fv = 6
value = (root,var(32))

[State 20000]
type = RemoveExplod
trigger1 = MatchOver = 1
trigger2 = root,var(45)=0
triggerall = numexplod(20000) > 0
ID = 20000
[State 20000]
type = RemoveExplod
trigger1 = MatchOver = 1
trigger2 = root,var(45)>0
triggerall = numexplod(20006) > 0
ID = 20006
[State 20000]
type = RemoveExplod
trigger1 = MatchOver = 1
triggerall = numexplod(4000) > 0
ID = 4000
[State 20000]
type = RemoveExplod
trigger1 = MatchOver = 1
triggerall = numexplod(4001) > 0
ID = 4001
[State 20000]
type = RemoveExplod
trigger1 = MatchOver = 1
triggerall = numexplod(4002) > 0
ID = 4002
[State 20000]
type = RemoveExplod
trigger1 = MatchOver = 1
triggerall = numexplod(4003) > 0
ID = 4003
[State 20000]
type = RemoveExplod
trigger1 = MatchOver = 1
triggerall = numexplod(4004) > 0
ID = 4004
[State 20000]
type = RemoveExplod
trigger1 = MatchOver = 1
triggerall = numexplod(8050) > 0
ID = 8050
[State 20000]
type = RemoveExplod
trigger1 = MatchOver = 1
triggerall = numexplod(1680) > 0
ID = 1680
[State 20000]
type = RemoveExplod
trigger1 = MatchOver = 1
triggerall = numexplod(1686) > 0
ID = 1686




[State 20000]
type = Explod
trigger1 = numexplod(20000) = 0
trigger1 = teamside = 1
trigger1 = MatchOver != 1
trigger1 = root,var(45) > 0
anim = 20000
ID =20000
pos = (65-(root,var(38))), (60+(root,var(39)))
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 0.5, 0.5
sprpriority = 7
removeongethit = 1
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
[State 20000]
type = Explod
trigger1 = numexplod(20006) = 0
trigger1 = teamside = 1
trigger1 = MatchOver != 1
trigger1 = root,var(45) = 0
anim = 20006
ID =20006
pos = (65-(root,var(38))), (60+(root,var(39)))
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 0.5, 0.5
sprpriority = 7
removeongethit = 1
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
[State 20000]
type = Explod
trigger1 = teamside = 1
trigger1 = root,var(45) <= 10000
trigger1 = root,var(45) > 0
trigger1 = MatchOver != 1
anim = (20001+(root,var(45) = [3500,9999])+(root,var(45) <= 3500)*2)
ID = 20001
pos = (65-(root,var(38))), (60+(root,var(39)))
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 2
scale = (0.00005*fvar(5)), 0.5
sprpriority = 8
removeongethit = 1
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
ignorehitpause = 1




[State 20000]
type = Explod
trigger1 = numexplod(20000) = 0
trigger1 = teamside = 2
trigger1 = MatchOver != 1
trigger1 = root,var(45) > 0
anim = 20000
ID =20000
pos = (-115+(root,var(38))), (60+(root,var(39)))
postype = right
facing = facing
vfacing = 1
bindtime = -1
removetime = -1
scale = 0.5, 0.5
sprpriority = 7
removeongethit = 1
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
ignorehitpause = 1
[State 20000]
type = Explod
trigger1 = numexplod(2006) = 0
trigger1 = teamside = 2
trigger1 = MatchOver != 1
trigger1 = root,var(45) = 0
anim = 20006
ID =20006
pos = (-115+(root,var(38))), (60+(root,var(39)))
postype = right
facing = facing
vfacing = 1
bindtime = -1
removetime = -1
scale = 0.5, 0.5
sprpriority = 7
removeongethit = 1
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
ignorehitpause = 1
[State 20000]
type = Explod
trigger1 = teamside = 2
trigger1 = root,var(45) <= 10000
trigger1 = root,var(45) > 0
trigger1 = MatchOver != 1
anim = (20001+(root,var(45) = [3500,9999])+(root,var(45) <= 3500)*2)
ID = 20001
pos = (-65+(root,var(38))), (60+(root,var(39)))
postype = right
facing = -1
vfacing = 1
bindtime = -1
removetime = 2
scale = (0.00005*fvar(5)), 0.5
sprpriority = 8
removeongethit = 1
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
ignorehitpause = 1





;状態表示
;ジョブ
[State 20000]
type = Explod
trigger1 = numexplod(8050) = 0
trigger1 = teamside = 1
trigger1 = root,numhelper(7070) = 0
trigger1 = matchover = 0
anim = (8050+(root,var(25)%100))
ID = 8050
pos = (22-(root,var(35))), (60+(root,var(36)))
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 0.8, 0.8
sprpriority = 7
removeongethit = 1
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
ignorehitpause = 1
[State 20000]
type = Explod
trigger1 = numexplod(8050) = 0
trigger1 = teamside = 2
trigger1 = root,numhelper(7070) = 0
trigger1 = matchover = 0
anim = (8050+(root,var(25)%100))
ID = 8050
pos = (-22+(root,var(35))), (60+(root,var(36)))
postype = right
facing = -1
vfacing = 1
bindtime = -1
removetime = -1
scale = 0.8, 0.8
sprpriority = 7
removeongethit = 1
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
ignorehitpause = 1
;プロテス
[State 20000]
type = Explod
trigger1 = numexplod(1680) = 0
trigger1 = root,var(10) > 0
trigger1 = teamside = 1
trigger1 = root,var(25)%100 = 4
anim = 1680
ID = 1680
pos = (15-(root,var(35))), (85+(root,var(36)))
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 0.25, 0.25
sprpriority = 7
removeongethit = 1
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
ignorehitpause = 1
[State 20000]
type = Explod
trigger1 = numexplod(1680) = 0
trigger1 = root,var(10) > 0
trigger1 = teamside = 2
trigger1 = root,var(25)%100 = 4
anim = 1680
ID = 1680
pos = (-15+(root,var(35))), (85+(root,var(36)))
postype = right
facing = -1
vfacing = 1
bindtime = -1
removetime = -1
scale = 0.25, 0.25
sprpriority = 7
removeongethit = 1
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
ignorehitpause = 1
[State 20000]
type = RemoveExplod
trigger1 = MatchOver = 1 || roundstate != 2
trigger2 = root,var(10)<=0
triggerall = numexplod(1680) > 0
triggerall = root,var(25)%100 = 4
ID = 1680


;リジェネ
[State 20000]
type = Explod
trigger1 = numexplod(1686) = 0
trigger1 = root,var(11) > 0
trigger1 = teamside = 1
trigger1 = root,var(25)%100 = 4
anim = 1686
ID = 1686
pos = (30-(root,var(35))), (85+(root,var(36)))
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1, 1
sprpriority = 7
removeongethit = 1
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
ignorehitpause = 1
[State 20000]
type = Explod
trigger1 = numexplod(1686) = 0
trigger1 = root,var(11) > 0
trigger1 = teamside = 2
trigger1 = root,var(25)%100 = 4
anim = 1686
ID = 1686
pos = (-30+(root,var(35))), (85+(root,var(36)))
postype = right
facing = -1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1, 1
sprpriority = 7
removeongethit = 1
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
ignorehitpause = 1
[State 20000]
type = RemoveExplod
trigger1 = MatchOver = 1 || roundstate != 2
trigger2 = root,var(11)<=0
triggerall = numexplod(1686) > 0
triggerall = root,var(25)%100 = 4
ID = 1686



;ヘイスト
[State 20000]
type = Explod
trigger1 = numexplod(1825) = 0
trigger1 = root,var(25)%100 = 6
trigger1 = root,var(10) > 0
trigger1 = teamside = 1
anim = 1825
ID = 1825
pos = (15-(root,var(35))), (85+(root,var(36)))
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1, 1
sprpriority = 7
removeongethit = 1
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
ignorehitpause = 1
[State 20000]
type = Explod
trigger1 = numexplod(1825) = 0
trigger1 = root,var(25)%100 = 6
trigger1 = root,var(10) > 0
trigger1 = teamside = 2
anim = 1825
ID = 1825
pos = (-15+(root,var(35))), (85+(root,var(36)))
postype = right
facing = -1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1, 1
sprpriority = 7
removeongethit = 1
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
ignorehitpause = 1
[State 20000]
type = RemoveExplod
trigger1 = MatchOver = 1 || roundstate != 2
trigger2 = root,var(10)<=0
triggerall = numexplod(1825) > 0
triggerall = root,var(25)%100 = 6
ID = 1825





;ゴーレム
[State 20000]
type = Explod
trigger1 = numexplod(1880) = 0
trigger1 = root,var(11) > 0
trigger1 = root,var(25)%100 = 7
trigger1 = teamside = 1
anim = 1880
ID = 1880
pos = (15-(root,var(35))), (85+(root,var(36)))
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 0.25, 0.25
sprpriority = 7
removeongethit = 1
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
ignorehitpause = 1
[State 20000]
type = Explod
trigger1 = numexplod(1880) = 0
trigger1 = root,var(11) > 0
trigger1 = root,var(25)%100 = 7
trigger1 = teamside = 2
anim = 1880
ID = 1880
pos = (-15+(root,var(35))), (85+(root,var(36)))
postype = right
facing = -1
vfacing = 1
bindtime = -1
removetime = -1
scale = 0.25, 0.25
sprpriority = 7
removeongethit = 1
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
ignorehitpause = 1
[State 20000]
type = RemoveExplod
trigger1 = MatchOver = 1 || roundstate != 2
trigger2 = root,var(11)<=0
triggerall = numexplod(1880) > 0
triggerall = root,var(25)%100 = 7
ID = 1880






;シーフ武器
[State 20000]
type = Explod
trigger1 = numexplod(1931) = 0
trigger1 = root,var(11) > 0
trigger1 = root,var(25)%100 = 8
trigger1 = teamside = 1
anim = 1931
ID = 1931
pos = (15-(root,var(35))), (85+(root,var(36)))
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 0.2, 0.2
sprpriority = 7
removeongethit = 1
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
ignorehitpause = 1
[State 20000]
type = Explod
trigger1 = numexplod(1931) = 0
trigger1 = root,var(11) > 0
trigger1 = root,var(25)%100 = 8
trigger1 = teamside = 2
anim = 1931
ID = 1931
pos = (-15+(root,var(35))), (85+(root,var(36)))
postype = right
facing = -1
vfacing = 1
bindtime = -1
removetime = -1
scale = 0.2, 0.2
sprpriority = 7
removeongethit = 1
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
ignorehitpause = 1
[State 20000]
type = RemoveExplod
trigger1 = MatchOver = 1 || roundstate != 2
trigger2 = root,var(11)<=0
triggerall = numexplod(1931) > 0
triggerall = root,var(25)%100 = 8
ID = 1931







;シーフ盾
[State 20000]
type = Explod
trigger1 = numexplod(1932) = 0
trigger1 = root,var(12) > 0
trigger1 = root,var(25)%100 = 8
trigger1 = teamside = 1
anim = 1932
ID = 1932
pos = (30-(root,var(35))), (85+(root,var(36)))
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 0.2, 0.2
sprpriority = 7
removeongethit = 1
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
ignorehitpause = 1
[State 20000]
type = Explod
trigger1 = numexplod(1932) = 0
trigger1 = root,var(12) > 0
trigger1 = root,var(25)%100 = 8
trigger1 = teamside = 2
anim = 1932
ID = 1932
pos = (-30+(root,var(35))), (85+(root,var(36)))
postype = right
facing = -1
vfacing = 1
bindtime = -1
removetime = -1
scale = 0.2, 0.2
sprpriority = 7
removeongethit = 1
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
ignorehitpause = 1
[State 20000]
type = RemoveExplod
trigger1 = MatchOver = 1 || roundstate != 2
trigger2 = root,var(12)<=0
triggerall = numexplod(1932) > 0
triggerall = root,var(25)%100 = 8
ID = 1932










;チキン
[State 20000]
type = Explod
trigger1 = numexplod(1965) = 0
trigger1 = root,var(10) > 0
trigger1 = root,var(25)%100 = 9
trigger1 = teamside = 1
anim = 1965
ID = 1965
pos = (30-(root,var(35))), (85+(root,var(36)))
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1, 1
sprpriority = 7
removeongethit = 1
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
ignorehitpause = 1
[State 20000]
type = Explod
trigger1 = numexplod(1965) = 0
trigger1 = root,var(10) > 0
trigger1 = root,var(25)%100 = 9
trigger1 = teamside = 2
anim = 1965
ID = 1965
pos = (-30+(root,var(35))), (85+(root,var(36)))
postype = right
facing = -1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1, 1
sprpriority = 7
removeongethit = 1
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
ignorehitpause = 1
[State 20000]
type = RemoveExplod
trigger1 = MatchOver = 1 || roundstate != 2
trigger2 = root,var(10)<=0
triggerall = numexplod(1965) > 0
triggerall = root,var(25)%100 = 9
ID = 1965






;バーストゲージ
;左
[State 20000]
type = Explod
;trigger1 = numexplod(323) = 0
trigger1 = teamside = 1
trigger1 = MatchOver != 1
trigger1 = root,var(41) = 10000
anim = 323
ID = 323
pos = (70-(root,var(7))), (220+(root,var(8)))
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 1
scale = 0.6, 0.6
sprpriority = 7
removeongethit = 1
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
ignorehitpause = 1
[State 20000]
type = Explod
;trigger1 = numexplod(325) = 0
trigger1 = teamside = 1
trigger1 = MatchOver != 1
trigger1 = root,var(41) = 10000
anim = 322
ID = 322
pos = (70-(root,var(7))), (220+(root,var(8)))
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 1
scale = 0.5, 0.5
sprpriority = 8
removeongethit = 1
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
ignorehitpause = 1
[State 20000]
type = Explod
trigger1 = numexplod(330) = 0
trigger1 = teamside = 1
trigger1 = MatchOver != 1
trigger1 = root,var(41) < 10000
anim = (330+floor((root,var(41))/455))
ID = 330
pos = (70-(root,var(7))), (220+(root,var(8)))
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 1
scale = 0.5, 0.5
sprpriority = 7
removeongethit = 1
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
ignorehitpause = 1
[State 20000]
type = Explod
;trigger1 = numexplod(321) = 0
trigger1 = teamside = 1
trigger1 = MatchOver != 1
trigger1 = root,var(41) = 10000
anim = 321
ID = 321
pos = (70-(root,var(7))), (220+(root,var(8)))
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 1
scale = 0.5, 0.5
sprpriority = 7
removeongethit = 1
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
ignorehitpause = 1
[State 20000]
type = Explod
;trigger1 = numexplod(321) = 0
trigger1 = teamside = 1
trigger1 = MatchOver != 1
trigger1 = root,var(41) < 10000
anim = 320
ID = 320
pos = (70-(root,var(7))), (220+(root,var(8)))
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 1
scale = 0.5, 0.5
sprpriority = 7
removeongethit = 1
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
ignorehitpause = 1
;右
[State 20000]
type = Explod
;trigger1 = numexplod(323) = 0
trigger1 = teamside = 2
trigger1 = MatchOver != 1
trigger1 = root,var(41) = 10000
anim = 323
ID = 323
pos = (-70+(root,var(7))), (220+(root,var(8)))
postype = right
facing = 1
vfacing = 1
bindtime = -1
removetime = 1
scale = 0.6, 0.6
sprpriority = 7
removeongethit = 1
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
ignorehitpause = 1
[State 20000]
type = Explod
;trigger1 = numexplod(325) = 0
trigger1 = teamside = 2
trigger1 = MatchOver != 1
trigger1 = root,var(41) = 10000
anim = 322
ID = 322
pos = (-70+(root,var(7))), (220+(root,var(8)))
postype = right
facing = 1
vfacing = 1
bindtime = -1
removetime = 1
scale = 0.5, 0.5
sprpriority = 8
removeongethit = 1
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
ignorehitpause = 1
[State 20000]
type = Explod
trigger1 = numexplod(330) = 0
trigger1 = teamside = 2
trigger1 = MatchOver != 1
trigger1 = root,var(41) < 10000
anim = (330+floor((root,var(41))/455))
ID = 330
pos = (-70+(root,var(7))), (220+(root,var(8)))
postype = right
facing = 1
vfacing = 1
bindtime = -1
removetime = 1
scale = 0.5, 0.5
sprpriority = 7
removeongethit = 1
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
ignorehitpause = 1
[State 20000]
type = Explod
;trigger1 = numexplod(321) = 0
trigger1 = teamside = 2
trigger1 = MatchOver != 1
trigger1 = root,var(41) = 10000
anim = 321
ID = 321
pos = (-70+(root,var(7))), (220+(root,var(8)))
postype = right
facing = -1
vfacing = 1
bindtime = -1
removetime = 1
scale = 0.5, 0.5
sprpriority = 7
removeongethit = 1
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
ignorehitpause = 1
[State 20000]
type = Explod
;trigger1 = numexplod(321) = 0
trigger1 = teamside = 2
trigger1 = MatchOver != 1
trigger1 = root,var(41) < 10000
anim = 320
ID = 320
pos = (-70+(root,var(7))), (220+(root,var(8)))
postype = right
facing = -1
vfacing = 1
bindtime = -1
removetime = 1
scale = 0.5, 0.5
sprpriority = 7
removeongethit = 1
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
ignorehitpause = 1




;アシストゲージ
[State 20000]
type = Explod
trigger1 = numexplod(4004) = 0
trigger1 = teamside = 1
trigger1 = MatchOver != 1
;trigger1 = root,var(32) > 0
anim = 4004
ID = 4004
pos = (15-(root,var(30))), (233+(root,var(31)))
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 0.75, 0.75
sprpriority = 7
removeongethit = 1
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
ignorehitpause = 1
[State 20000]
type = Explod
trigger1 = numexplod(4000) = 0
trigger1 = teamside = 1
trigger1 = MatchOver != 1
;trigger1 = root,var(32) > 0
anim = 4000
ID = 4000
pos = (15-(root,var(30))), (233+(root,var(31)))
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 0.75, 0.75
sprpriority = 7
removeongethit = 1
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
ignorehitpause = 1
[State 20000]
type = Explod
trigger1 = teamside = 1
trigger1 = MatchOver != 1
trigger1 = fvar(6) = [2000,3000]
trigger1 = gametime%20 = 0
anim = 4003
ID = 4003
pos = (15-(root,var(30))), (233+(root,var(31)))
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 10
scale = 0.75, 0.75
sprpriority = 9
removeongethit = 1
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
ignorehitpause = 1
[State 20000]
type = Explod
trigger1 = teamside = 1
trigger1 = MatchOver != 1
trigger1 = fvar(6) = [0,1000]
anim = 4001
ID = 4001
pos = (15-(root,var(30))), (233+(root,var(31)))
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 2
scale = (0.00075*fvar(6)), 0.75
sprpriority = 8
removeongethit = 1
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
ignorehitpause = 1
[State 20000]
type = Explod
trigger1 = teamside = 1
trigger1 = MatchOver != 1
trigger1 = fvar(6) = [2000,3000]
anim = 4002
ID = 4002
pos = (15-(root,var(30))), (233+(root,var(31)))
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 2
scale = (0.00075*(fvar(6)-2000)), 0.75
sprpriority = 8
removeongethit = 1
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
ignorehitpause = 1


[State 20000]
type = Explod
trigger1 = numexplod(4004) = 0
trigger1 = teamside = 2
trigger1 = MatchOver != 1
;trigger1 = root,var(32) > 0
anim = 4004
ID = 4004
pos = (-15+(root,var(30))), (233+(root,var(31)))
postype = right
facing = -1
vfacing = 1
bindtime = -1
removetime = -1
scale = 0.75, 0.75
sprpriority = 7
removeongethit = 1
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
ignorehitpause = 1
[State 20000]
type = Explod
trigger1 = numexplod(4000) = 0
trigger1 = teamside = 2
trigger1 = MatchOver != 1
;trigger1 = root,var(32) > 0
anim = 4000
ID = 4000
pos = (-15+(root,var(30))), (233+(root,var(31)))
postype = right
facing = -1
vfacing = 1
bindtime = -1
removetime = -1
scale = 0.75, 0.75
sprpriority = 7
removeongethit = 1
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
ignorehitpause = 1
[State 20000]
type = Explod
trigger1 = teamside = 2
trigger1 = MatchOver != 1
trigger1 = fvar(6) = [2000,3000]
trigger1 = gametime%20 = 0
anim = 4003
ID = 4003
pos = (-15+(root,var(30))), (233+(root,var(31)))
postype = right
facing = -1
vfacing = 1
bindtime = -1
removetime = 10
scale = 0.75, 0.75
sprpriority = 9
removeongethit = 1
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
ignorehitpause = 1
[State 20000]
type = Explod
trigger1 = teamside = 2
trigger1 = MatchOver != 1
trigger1 = fvar(6) = [0,1000]
anim = 4001
ID = 4001
pos = (-15+(root,var(30))), (233+(root,var(31)))
postype = right
facing = -1
vfacing = 1
bindtime = -1
removetime = 2
scale = (0.00075*fvar(6)), 0.75
sprpriority = 8
removeongethit = 1
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
ignorehitpause = 1
[State 20000]
type = Explod
trigger1 = teamside = 2
trigger1 = MatchOver != 1
trigger1 = fvar(6) = [2000,3000]
anim = 4002
ID = 4002
pos = (-15+(root,var(30))), (233+(root,var(31)))
postype = right
facing = -1
vfacing = 1
bindtime = -1
removetime = 2
scale = (0.00075*(fvar(6)-2000)), 0.75
sprpriority = 8
removeongethit = 1
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
ignorehitpause = 1

















;七星ゲージ
;左
[State 20000]
type = Explod
trigger1 = numexplod(2858) <= 1
trigger1 = teamside = 1
trigger1 = MatchOver != 1
trigger1 = root,var(49) = 1
trigger1 = root,var(42) = 7
anim = 2858
ID = 2858
pos = 230, 50
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 2
scale = 0.5, 0.5
sprpriority = 8
removeongethit = 1
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
ignorehitpause = 1
[State 20000]
type = Explod
trigger1 = numexplod(2850) <= 1
trigger1 = teamside = 1
trigger1 = MatchOver != 1
trigger1 = root,var(49) = 1
anim = ifelse((root,var(42)<=7),(2850+(root,var(42))),2857)
ID = 2850
pos = 230, 50
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 2
scale = 0.5, 0.5
sprpriority = 7
removeongethit = 1
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
ignorehitpause = 1

;右
[State 20000]
type = Explod
trigger1 = numexplod(2858) <= 1
trigger1 = teamside = 2
trigger1 = MatchOver != 1
trigger1 = root,var(49) = 1
trigger1 = root,var(42) = 7
anim = 2858
ID = 2858
pos = -230, 50
postype = right
facing = -1
vfacing = 1
bindtime = -1
removetime = 2
scale = 0.5, 0.5
sprpriority = 8
removeongethit = 1
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
ignorehitpause = 1
[State 20000]
type = Explod
trigger1 = numexplod(2850) <= 1
trigger1 = teamside = 2
trigger1 = MatchOver != 1
trigger1 = root,var(49) = 1
anim = ifelse((root,var(42)<=7),(2850+(root,var(42))),2857)
ID = 2850
pos = -230, 50
postype = right
facing = -1
vfacing = 1
bindtime = -1
removetime = 2
scale = 0.5, 0.5
sprpriority = 7
removeongethit = 1
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
ignorehitpause = 1




[State -1, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC
Time = 1

[State -1]
type = AssertSpecial
trigger1 = 1
flag = noshadow




[State -1]
type = DestroySelf
trigger1 = numexplod = 0
trigger1 = MatchOver = 1





;この下、一行以上空ける事。


