
;-----------------------------------------------------------------------------
[Statedef -2]
;=================================================================================
;コンフィグ
;=================================================================================
;●バリガゲージ
;x軸
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = 1
v = 38
value = 1
;y軸
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = 1
v = 39
value = 1


;●バーストゲージ
;x軸
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = 1
v = 7
value = 1
;y軸
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = 1
v = 8
value = 1


;●アシストゲージ
;x軸
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = 1
v = 30
value = 1
;y軸
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = 1
v = 31
value = 1


;●ジョブ及びに現在状態表示位置
;x軸
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = 1
v = 35
value = 1
;y軸
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = 1
v = 36
value = 1


;●初期アクションアビリティ選択
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = RoundSexisted = 0
trigger1 = roundstate = 0
v = 25
value = random%17
; 0:アイテム士
; 1:ナイト
; 2:弓使い
; 3:モンク
; 4:白魔道士
; 5:黒魔道士
; 6:時魔道士
; 7:召喚士
; 8:シーフ
; 9:話術士
;10:陰陽士
;11:風水士
;12:竜騎士
;13:侍
;14:忍者
;15:暗黒騎士
;16;たまねぎ剣士
;random%17:ランダム


;●ゲージ持ち越し設定
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = RoundSexisted = 0
trigger1 = roundstate = 0
v = 2
value = 1
; 0:オフ
; 1:single時のみラウンド開始時リセット
; 2:single,turn時のみラウンド開始時リセット
; 3:常にラウンド開始時リセット



;●各種設定スイッチ
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = RoundSexisted = 0
trigger1 = roundstate = 0
v = 22
value = 11112
;一桁目      …　 ダミー。変更する必要無し。
;二桁目      …　 一部技の空ガ不可スイッチ。1でname指定キャラのみオン。0でオフ。2で全キャラに対してオン。
;　　　　　　　　 BBのバリアガードや、GGのフォレストルディフェンスなど、使用することによって空ガ不能技を防ぐことができるガードを持つキャラが対象。
;                 該当キャラに対して、相手特殊ガード非使用時に一部技が空ガ不可になる。
;                 タッグ時は動作しない。
;三桁目      …   被reversaldef時のキャンセル可否スイッチ。1でオン、0でオフ。
;                 リコイル、相殺、ブロッキング等、元ゲーではチェーンできる部分が処理(reversaldef)の都合上チェーンできなくなっているのを、name指定で対策しています。
;四桁目　　　…　 相手ダウン制御スイッチ。オンにすると指定回数相手がcanrecover無視受身や、早期ダウンを行うことによって、こちらの攻撃で常に相手のステートを奪うようになる。
;                 タッグ時は動作しない。
;                 0:オフ
;                 1:オン(name指定で該当するキャラは判定回数無視で常時オン)
;                 2:オン(name指定で該当するキャラのみ判定回数無視で常時オン)
;                 3:オン(name指定は使用しない)
;五桁目　　　…　上記ダウン制御スイッチの判定回数。0で常時。


;●アンリミテッドモード
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = RoundSexisted = 0
trigger1 = roundstate = 0
v = 49
value = 0
;0でオフ
;1でオン











































































































































































;---------------------------------------------------------------------------
;StateNo 5900について
[State -2, 二人目のイントロ]
type = ChangeState             ;二人目でもイントロを作る
value = 190                    ;イントロへ
triggerall = !ishelper
triggerall = RoundSexisted = 0 ;自分が初参戦時
triggerall = TeamMode = Turns  ;ターンモード
trigger1 = stateno = 5900      ;5900番



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


;デバッグ
;=========================================================
[State -2]
type = DisplayToClipboard
trigger1 = !ishelper
text = "%d,%d,%d,%d,%d"
params = var(58),var(22),var(34),var(48),var(56)

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


;ヘルパー生成
;=========================================================
[state -2]
type = Helper
triggerall = !ishelper
trigger1 = numhelper(7060) = 0
id = 7060
name = "dou"
pos = 0 , 0
postype = p1
stateno = 7060
helpertype = normal
supermovetime = 99999999999
pausemovetime = 99999999999
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State -2]
type = Helper
triggerall = !ishelper
trigger1 = numhelper(20000) = 0
trigger1 = roundstate > 0
trigger1 = MatchOver != 1
name = "bariga"
stateno = 20000
ID = 20000
postype = left
pos = 0, 0
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
ownpal = 1
size.xscale = 1
size.yscale = 1



[State -2]
type = Helper
triggerall = !ishelper
trigger1 = var(25) < 100
trigger1 = roundstate > 0
trigger1 = numhelper(7070) = 0
name = "activeab"
stateno = 7070
ID = 7070
postype = p1
pos = 0, 0
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
ownpal = 1
size.xscale = 1
size.yscale = 1



[State 3000]
type = Helper
triggerall = !ishelper
trigger1 = numhelper(3650) = 0
trigger1 = var(9) > 0
helpertype = player
name = "konran"
ID = 3650
pos = 0, 0
postype = p2
facing = 1
stateno = 3650
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1


;先行入力認識用ヘルパー
[state -2, 先行入力認識用ヘルパー]
type = helper
trigger1 = !numhelper(7065)
trigger1 = !ishelper
helpertype = normal
name = "commandhelper"
stateno = 7065
ID = 7065
postype = p1
pos = 0,9999
keyctrl = 1
pausemovetime = 2147483647
supermovetime = 2147483647


;カメラ操作
[state -2]
type = helper
trigger1 = numhelper(189) = 0
trigger1 = roundstate = 3
trigger1 = pos y >= -5
trigger1 = (enemynear,stateno = 5150) || (enemynear,stateno = 5110)
trigger1 = alive
trigger1 = TeamMode = Single || TeamMode = turns
trigger1 = ((helper(4100*(numhelper(4100)>0)),stateno != 4101)||(helper(4100*(numhelper(4100)>0)),animelemtime(3)<0))&&(helper(4100*(numhelper(4100)>0)),stateno != 4103)
trigger1 = ((helper(4200*(numhelper(4200)>0)),stateno != 4201)||(helper(4200*(numhelper(4200)>0)),animelemtime(7)<0))&&(helper(4200*(numhelper(4200)>0)),stateno != 4203)
;helpertype = player
name = "camera"
stateno = 189
ID = 189
pos = 0,0
pausemovetime = 2147483647
supermovetime = 2147483647






;相殺ボツ
[State -2]
type = null;Helper
triggerall = !ishelper
trigger1 = numhelper(380) = 0
trigger1 = roundstate = 2
trigger1 = MatchOver != 1
name = "sousai"
stateno = 380
ID = 380
postype = p1
pos = 0, 0
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
ownpal = 1
size.xscale = 1
size.yscale = 1


;=================================================================================
;バリガエフェクト処理
;=================================================================================
[State -2]
type = Helper
triggerall = !ishelper
trigger1 = var(43) = 1
trigger1 = var(45) > 0
trigger1 = numhelper(160) = 0
trigger1 = (stateno < 200)||(time<=2)&&(movetype=A)
name = "160"
stateno = 160
ID = 160
postype = p1
pos = 7, -40
supermovetime = 0
pausemovetime = 0
ownpal = 1
size.xscale = 0.45
size.yscale = 0.45









;=================================================================================
;バースト処理
;=================================================================================
;対超必時の制限
[State -2]
type = VarSet
trigger1 = roundstate != 2
v = 6
value = 0
ignorehitpause = 1
;暗転カウント用
[State -2]
type = VarSet
trigger1 = roundstate = 2
v = 6
value = (var(6)+1)
ignorehitpause = 1




;バーストゲージ処理
[State -2]
type = VarSet
trigger1 = roundstate < 2
trigger1 = RoundSexisted = 0
trigger2 = var(41) > 10000
v = 41
value = 10000
ignorehitpause = 1


[State -2]
type = VarAdd
trigger1 = roundstate = 2
trigger1 = var(41) < 10000
trigger1 = gametime%(2+((p2movetype=H)&&(enemynear,stateno!=[120,155]))) <= (0+(movetype=H)&&(stateno!=[120,155]))
v = 41
value = 5
ignorehitpause = 1




;===========================================================================
;ゲージ持ち越し
;===========================================================================
;ゲージリセット
[State -2]
type = PowerSet
triggerall = roundstate = 0
trigger1 = (var(2) = [1,3]) && teammode = single
trigger2 = (var(2) = [2,3]) && teammode = turns
trigger3 = (var(2) = 3) && teammode = simul
value = 0


;===========================================================================
;こんらん用
;===========================================================================
;変数減少
[State -2]
type = VarAdd
triggerall = !ishelper
trigger1 = var(9) > 0
v = 9
value = -1
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = var(49) = 0
trigger1 = p2movetype = H
trigger1 = enemynear,time = 1
trigger1 = p2statetype != L
trigger1 = enemynear,stateno != [120,155]
trigger1 = stateno != 3101
trigger2 = roundstate != 2
v = 9
value = 0


;=================================================================================
;name指定による空ガ不可処理
;=================================================================================
;空ガ不能スイッチ
;リセット
[State -2]
type = VarSet
trigger1 = roundstate != 2
v = 48
value = 0

;name指定
;アグリアス
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = (enemynear,teammode = single)||(enemynear,teammode = turns)
trigger1 = enemynear,name = "Agrias_Oaks" && enemynear,AuthorName = "ouchi"
v = 48
value = 1
;GGキャラ(無敵医師さん)
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = (enemynear,teammode = single)||(enemynear,teammode = turns)
trigger1 = enemynear,name = "A.B.A" && enemynear,AuthorName = "muteki"
trigger2 = enemynear,name = "anji" && enemynear,AuthorName = "muteki"
trigger3 = enemynear,name = "AXL" && enemynear,AuthorName = "muteki"
trigger4 = enemynear,name = "baiken" && enemynear,AuthorName = "muteki"
trigger5 = enemynear,name = "bridget" && enemynear,AuthorName = "muteki"
trigger6 = enemynear,name = "chipp" && enemynear,AuthorName = "muteki"
trigger7 = enemynear,name = "dizzy" && enemynear,AuthorName = "muteki"
trigger8 = enemynear,name = "eddie" && enemynear,AuthorName = "muteki"
trigger9 = enemynear,name = "faust" && enemynear,AuthorName = "muteki"
trigger10 = enemynear,name = "I-NO" && enemynear,AuthorName = "muteki"
trigger11 = enemynear,name = "jam" && enemynear,AuthorName = "muteki"
trigger12 = enemynear,name = "johnny" && enemynear,AuthorName = "muteki"
trigger13 = enemynear,name = "justice" && enemynear,AuthorName = "muteki"
trigger14 = enemynear,name = "kliff" && enemynear,AuthorName = "muteki"
trigger15 = enemynear,name = "ky" && enemynear,AuthorName = "muteki"
trigger16 = enemynear,name = "may" && enemynear,AuthorName = "muteki"
trigger17 = enemynear,name = "millia" && enemynear,AuthorName = "muteki"
trigger18 = enemynear,name = "osol" && enemynear,AuthorName = "muteki"
trigger19 = enemynear,name = "potemkin" && enemynear,AuthorName = "muteki"
trigger20 = enemynear,name = "robo-ky" && enemynear,AuthorName = "muteki"
trigger21 = enemynear,name = "SLAYER" && enemynear,AuthorName = "muteki"
trigger22 = enemynear,name = "sol" && enemynear,AuthorName = "muteki"
trigger23 = enemynear,name = "testament" && enemynear,AuthorName = "muteki"
trigger24 = enemynear,name = "gg_venom" && enemynear,AuthorName = "muteki"
trigger25 = enemynear,name = "zappa" && enemynear,AuthorName = "muteki"
v = 48
value = 3
;GGキャラ(芥川さん、レイさん)
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = (enemynear,teammode = single)||(enemynear,teammode = turns)
trigger1 = enemynear,name = "Ky=kiske" && enemynear,AuthorName = "Akutagawa"
trigger2 = enemynear,name = "order-Sol=Badguy" && enemynear,AuthorName = "Akutagawa"
trigger3 = enemynear,name = "XECHS" && enemynear,AuthorName = "Rei"
trigger4 = enemynear,name = "GGKY" && enemynear,AuthorName = "Rei"
trigger5 = enemynear,name = "EINS" && enemynear,AuthorName = "Rei"
trigger6 = enemynear,name = "ROBO-KY_Type-P" && enemynear,AuthorName = "Rei"
trigger7 = enemynear,name = "ZWEI" && enemynear,AuthorName = "Rei"
v = 48
value = 5
;vsハクレン
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = (enemynear,teammode = single)||(enemynear,teammode = turns)
trigger1 = enemynear,name = "HAKU=LEN" && enemynear,AuthorName = "ShowBuySpirit"
v = 48
value = 7
;vsGGキャラ(ウケゲさん)
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = (enemynear,teammode = single)||(enemynear,teammode = turns)
trigger1 = enemynear,name = "OLD_ROBO-KY" && enemynear,AuthorName = "ukege"
trigger2 = enemynear,name = "ROBO-JAM" && enemynear,AuthorName = "ukege"
trigger3 = enemynear,name = "ROBO-KY1" && enemynear,AuthorName = "ukege"
trigger4 = enemynear,name = "ROBO-KY2" && enemynear,AuthorName = "ukege"
trigger5 = enemynear,name = "ROBO-KY3" && enemynear,AuthorName = "ukege"
trigger6 = enemynear,name = "ROBO-SOL" && enemynear,AuthorName = "ukege"
trigger7 = enemynear,name = "ROBO-LEN" && enemynear,AuthorName = "ukege"
trigger8 = enemynear,name = "ZAGI" && enemynear,AuthorName = "ukege"
v = 48
value = 9
;ジャッジメント
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = (enemynear,teammode = single)||(enemynear,teammode = turns)
trigger1 = enemynear,name = "judgment" && enemynear,AuthorName = "kishio"
v = 48
value = 11
;カイ子(別府&パンダさん)
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = (enemynear,teammode = single)||(enemynear,teammode = turns)
trigger1 = enemynear,name = "kyko" && enemynear,AuthorName = "beppu&panda"
v = 48
value = 13
;カイ子(別府&パンダさんエスさん改変)
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = (enemynear,teammode = single)||(enemynear,teammode = turns)
trigger1 = enemynear,name = "kyko" && enemynear,AuthorName = "Panda&way-oh"
v = 48
value = 15
;GGキャラ(高崎 舟さん)
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = (enemynear,teammode = single)||(enemynear,teammode = turns)
trigger1 = enemynear,name = "BAIKEN" && enemynear,AuthorName = "syu takazaki"
trigger2 = enemynear,name = "anji mito" && enemynear,AuthorName = "syu takazaki"
v = 48
value = 17
;GGキャラ(ELさん)
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = (enemynear,teammode = single)||(enemynear,teammode = turns)
trigger1 = enemynear,name = "BRIDGET" && enemynear,AuthorName = "EL"
trigger2 = enemynear,name = "DIZZY" && enemynear,AuthorName = "EL"
trigger3 = enemynear,name = "ZAPPA" && enemynear,AuthorName = "EL"
trigger4 = enemynear,name = "MAY" && enemynear,AuthorName = "EL"
v = 48
value = 19
;BASARAキャラ(reiさんgalさん)
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = (enemynear,teammode = single)||(enemynear,teammode = turns)
trigger1 = enemynear,name = "Chousokabe Motochika" && enemynear,AuthorName = "Gal129"
trigger2 = enemynear,name = "Honda Tadakatsu" && enemynear,AuthorName = "rei"
trigger3 = enemynear,name = "Keiji" && enemynear,AuthorName = "Ahuron"
trigger4 = enemynear,name = "Oda Nobunaga" && enemynear,AuthorName = "rei"
trigger5 = enemynear,name = "Toyotomi Hideyoshi" && enemynear,AuthorName = "rei"
v = 48
value = 21
;BASARAキャラ(栗さん)
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = (enemynear,teammode = single)||(enemynear,teammode = turns)
trigger1 = enemynear,name = "Toyotomi Hideyoshi" && enemynear,AuthorName = "kuri"
v = 48
value = 23
;BASARAキャラ(月砂さん)
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = (enemynear,teammode = single)||(enemynear,teammode = turns)
trigger1 = enemynear,name = "Maeda Keiji" && enemynear,AuthorName = "tukisuna"
trigger2 = enemynear,name = "Takenaka Hanbei" && enemynear,AuthorName = "tukisuna"
v = 48
value = 25
;BASARAキャラ(生姜さん)
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = (enemynear,teammode = single)||(enemynear,teammode = turns)
trigger1 = enemynear,name = "Uesugi Kensin" && enemynear,AuthorName = "syouga"
trigger2 = enemynear,name = "Sanada Yukimura" && enemynear,AuthorName = "syouga"
trigger3 = enemynear,name = "Maeda Keiji" && enemynear,AuthorName = "syouga"
v = 48
value = 27
;BASARAキャラ(ニート運送さん)
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = (enemynear,teammode = single)||(enemynear,teammode = turns)
trigger1 = enemynear,name = "Katakura Kojuro" && enemynear,AuthorName = "Neat Unsou"
trigger2 = enemynear,name = "Date Masamune" && enemynear,AuthorName = "Neat Unsou"
trigger3 = enemynear,name = "Mouri Motonari" && enemynear,AuthorName = "Neat Unsou"
v = 48
value = 29
;レイ
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = (enemynear,teammode = single)||(enemynear,teammode = turns)
trigger1 = enemynear,name = "REI" && enemynear,AuthorName = "ahuron"
v = 48
value = 31
;ハート様
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = (enemynear,teammode = single)||(enemynear,teammode = turns)
trigger1 = enemynear,name = "Mr.HEART" && enemynear,AuthorName = "rei"
v = 48
value = 33
;北斗(Tsさん)
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = (enemynear,teammode = single)||(enemynear,teammode = turns)
trigger1 = enemynear,name = "Toki" && enemynear,AuthorName = "Ts"
trigger2 = enemynear,name = "Amiba" && enemynear,AuthorName = "Ts"
trigger3 = enemynear,name = "Jagi" && enemynear,AuthorName = "Ts"
v = 48
value = 35
;ラオウ(Ataruさん)
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = (enemynear,teammode = single)||(enemynear,teammode = turns)
trigger1 = enemynear,name = "RAOH ATL" && enemynear,AuthorName = "Ataru"
v = 48
value = 37
;ラオウ(漆黒さん)
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = (enemynear,teammode = single)||(enemynear,teammode = turns)
trigger1 = enemynear,name = "RAOH" && enemynear,AuthorName = "shikkoku"
trigger2 = enemynear,name = "MAOH" && enemynear,AuthorName = "shikkoku"
v = 48
value = 39
;北斗(SAIKEIさん)
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = (enemynear,teammode = single)||(enemynear,teammode = turns)
trigger1 = enemynear,name = "KENSHIRO" && enemynear,AuthorName = "SAIKEI"
trigger2 = enemynear,name = "JUDA" && enemynear,AuthorName = "SAIKEI"
trigger3 = enemynear,name = "THOUTHER" && enemynear,AuthorName = "SAIKEI"
v = 48
value = 41
;サウザー(モヒカンさん)
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = (enemynear,teammode = single)||(enemynear,teammode = turns)
trigger1 = enemynear,name = "THOUTHER" && enemynear,AuthorName = "ahuron"
v = 48
value = 43
;マミヤ
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = (enemynear,teammode = single)||(enemynear,teammode = turns)
trigger1 = enemynear,name = "MAMIYA" && enemynear,AuthorName = "YU-TOHARU"
v = 48
value = 45
;北斗(シュウさん)
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = (enemynear,teammode = single)||(enemynear,teammode = turns)
trigger1 = enemynear,name = "TOKI_S" && enemynear,AuthorName = "shuu"
trigger2 = enemynear,name = "Toki Hakurei" && enemynear,AuthorName = "shuu"
trigger3 = enemynear,name = "Chiester410_S" && enemynear,AuthorName = "shuu"
trigger4 = enemynear,name = "REIsen U Inaba" && enemynear,AuthorName = "shuu"
trigger5 = enemynear,name = "TEOC REISEN" && enemynear,AuthorName = "shuu"
v = 48
value = 47
;ネロレン
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = (enemynear,teammode = single)||(enemynear,teammode = turns)
trigger1 = enemynear,name = "N-Len" && enemynear,AuthorName = "ouchi"
v = 48
value = 49
;メタナイト、絢辻詞(お家)
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = (enemynear,teammode = single)||(enemynear,teammode = turns)
trigger1 = enemynear,name = "MetaKnight_O" && enemynear,AuthorName = "ouchi"
trigger2 = enemynear,name = "Ayatsuji_Tsukasa" && enemynear,AuthorName = "ouchi"
v = 48
value = 51
;全キャラオン時
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 2
triggerall = (enemynear,teammode = single)||(enemynear,teammode = turns)
trigger1 = var(48) = 0
v = 48
value = 9999999








;オンオフ切り替え(オフ=+1000,オン=+1001)
;vsアグリアス
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 1 || var(48) = 1001
trigger1 = var(48) = 1
trigger2 = enemynear,var(43) = 1
trigger2 = enemynear,var(45) > 0
v = 48
value = 1002
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 1002
trigger1 = enemynear,var(43) = 0
trigger2 = enemynear,var(45) = 0
v = 48
value = 1001
;vsGGキャラ(無敵医師さん)
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 3 || var(48) = 1003
trigger1 = var(48) = 3
trigger2 = (enemynear,var(25))
v = 48
value = 1004
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 1004
trigger1 = !(enemynear,var(25))
v = 48
value = 1003
;vsGGキャラ(芥川さん、レイさん)
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 5 || var(48) = 1005
trigger1 = var(48) = 5
trigger2 = (enemynear,var(45) = 1)
v = 48
value = 1006
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 1006
trigger1 = (enemynear,var(45) = 0)
v = 48
value = 1005
;vsハクレン
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 7 || var(48) = 1007
trigger1 = var(48) = 7
trigger2 = (enemynear,var(16) > 0)
Trigger2 = enemynear,Var(17)&2
v = 48
value = 1008
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 1008
trigger1 = (enemynear,var(16) <= 0)
Trigger2 = !(enemynear,Var(17)&2)
v = 48
value = 1007
;vsGGキャラ(ウケゲさん)
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 9 || var(48) = 1009
trigger1 = var(48) = 9
trigger2 = (enemynear,var(26) = 1)
v = 48
value = 1010
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 1010
trigger1 = (enemynear,var(26) != 1)
v = 48
value = 1009
;ジャッジメント
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 11 || var(48) = 1011
trigger1 = var(48) = 11
trigger2 = (enemynear,var(16) != 0)
v = 48
value = 1012
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 1012
trigger1 = (enemynear,var(16) = 0)
v = 48
value = 1011
;カイ子
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 13 || var(48) = 1013
trigger1 = var(48) = 13
trigger2 = (enemynear,var(9))
v = 48
value = 1014
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 1014
trigger1 = !(enemynear,var(9))
v = 48
value = 1013
;カイ子改変
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 15 || var(48) = 1015
trigger1 = var(48) = 15
trigger2 = (enemynear,var(20) = 1)
v = 48
value = 1016
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 1016
trigger1 = (enemynear,var(20) = 0)
v = 48
value = 1015
;GGキャラ(高崎 舟さん)
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 17 || var(48) = 1017
trigger1 = var(48) = 17
trigger2 = (enemynear,fvar(4) > 0)
v = 48
value = 1018
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 1018
trigger1 = (enemynear,fvar(4) = 0)
v = 48
value = 1017
;GGキャラ(ELさん)
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 19 || var(48) = 1019
trigger1 = var(48) = 19
trigger2 = (enemynear,var(25) = [2,3])
v = 48
value = 1020
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 1020
trigger1 = (enemynear,var(25) != [2,3])
v = 48
value = 1019
;BASARAキャラ(reiさんgalさん)
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 21 || var(48) = 1021
trigger1 = var(48) = 21
trigger2 = (enemynear,var(31))
v = 48
value = 1022
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 1022
trigger1 = !(enemynear,var(31))
v = 48
value = 1021
;BASARAキャラ(栗さん)
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 23 || var(48) = 1023
trigger1 = var(48) = 23
trigger2 = (enemynear,var(9))
v = 48
value = 1024
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 1024
trigger1 = !(enemynear,var(9))
v = 48
value = 1023
;BASARAキャラ(月砂さん)
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 25 || var(48) = 1025
trigger1 = var(48) = 25
trigger2 = (enemynear,var(26))
v = 48
value = 1026
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 1026
trigger1 = !(enemynear,var(26))
v = 48
value = 1025
;BASARAキャラ(生姜さん)
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 27 || var(48) = 1027
trigger1 = var(48) = 27
trigger2 = (enemynear,var(26))
v = 48
value = 1028
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 1028
trigger1 = !(enemynear,var(26))
v = 48
value = 1027
;BASARAキャラ(ニート運送さん)
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 29 || var(48) = 1029
trigger1 = var(48) = 29
trigger2 = (enemynear,var(26))
v = 48
value = 1030
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 1030
trigger1 = !(enemynear,var(26))
v = 48
value = 1029
;レイ
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 31 || var(48) = 1031
trigger1 = var(48) = 31
trigger2 = (enemynear,var(20))
v = 48
value = 1032
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 1032
trigger1 = !(enemynear,var(20))
v = 48
value = 1031
;ハート様
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 33 || var(48) = 1033
trigger1 = var(48) = 33
trigger2 = (enemynear,var(24))
v = 48
value = 1034
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 1034
trigger1 = !(enemynear,var(24))
v = 48
value = 1033
;北斗(Tsさん)
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 35 || var(48) = 1035
trigger1 = var(48) = 35
trigger2 = (enemynear,NumHelper(6150))
v = 48
value = 1036
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 1036
trigger1 = !(enemynear,NumHelper(6150))
v = 48
value = 1035
;ラオウ(Ataruさん)
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 37 || var(48) = 1037
trigger1 = var(48) = 37
trigger2 = (enemynear,var(26))
v = 48
value = 1038
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 1038
trigger1 = !(enemynear,var(26))
v = 48
value = 1037
;ラオウ(漆黒さん)
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 39 || var(48) = 1039
trigger1 = var(48) = 39
trigger2 = (enemynear,var(35) = 1)
v = 48
value = 1040
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 1040
trigger1 = !(enemynear,var(35) = 1)
v = 48
value = 1039
;北斗(SAIKEIさん)
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 41 || var(48) = 1041
trigger1 = var(48) = 41
trigger2 = enemynear,numhelper(6150)
v = 48
value = 1042
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 1042
trigger1 = !(enemynear,numhelper(6150))
v = 48
value = 1041
;サウザー(モヒカンさん)
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 43 || var(48) = 1043
trigger1 = var(48) = 43
trigger2 = enemynear,var(45) = 100
v = 48
value = 1044
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 1044
trigger1 = enemynear,var(45) != 100
v = 48
value = 1043
;マミヤ
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 45 || var(48) = 1045
trigger1 = var(48) = 45
trigger2 = enemynear,var(39) = 1
v = 48
value = 1046
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 1046
trigger1 = enemynear,var(39) != 1
v = 48
value = 1045
;北斗(シュウさん)
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 47 || var(48) = 1047
trigger1 = var(48) = 47
trigger2 = (enemynear,NumHelper(150))||(enemynear,NumHelper(151))
v = 48
value = 1048
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 1048
trigger1 = (enemynear,NumHelper(150)= 0) && (enemynear,NumHelper(151) = 0)
v = 48
value = 1047
;ネロレン
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 49 || var(48) = 1049
trigger1 = var(48) = 49
trigger2 = (enemynear,var(43) > 0)
v = 48
value = 1050
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 1050
trigger1 = (enemynear,var(43)= 0)
v = 48
value = 1049
;メタナイト、絢辻司(お家)
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 51 || var(48) = 1051
trigger1 = var(48) = 51
trigger2 = (enemynear,var(28) > 0)
v = 48
value = 1052
[State -2]
type = VarSet
triggerall = roundstate = 2
triggerall = floor((var(22)/1000)%10) = 1
triggerall = var(48) = 1052
trigger1 = (enemynear,var(28)= 0)
v = 48
value = 1051



;=================================================================================
;崩れ落ちダウン処理
;=================================================================================
[State -2]
type = ChangeState
trigger1 = prevstateno = [120,155]
trigger1 = pos y > -4
trigger1 = life = 0
value = 5950
ctrl = 0

;=================================================================================
;ボイス処理
;=================================================================================
;状況処理
;floor(var(34)%10000/100) = 1 : ぴよりボイス重複防止
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = floor(var(34)%10000) = [101,150]
trigger1 = random%5 = 0 ||  floor(var(34)%10000) = 150
v = 34
value = (var(34)-1)
ignorehitpause = 1
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = floor(var(34)%10000) = 100
v = 34
value = ((floor(var(34)/10000))*10000)
ignorehitpause = 1
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = anim = 5300
trigger1 = floor(var(34)%10000/100) = 0
v = 34
value = ((floor(var(34)/10000))*10000+150)
ignorehitpause = 1


;floor(var(34)%10000/100) = 2 : 振り向きボイス重複防止
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = floor(var(34)%10000) = [201,250]
trigger1 = statetype != L ||  floor(var(34)%10000) = 250
v = 34
value = (var(34)-1)
ignorehitpause = 1
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = floor(var(34)%10000) = 200
v = 34
value = ((floor(var(34)/10000))*10000)
ignorehitpause = 1
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = anim = 5 || anim = 6
trigger1 = statetype != A
trigger1 = stateno != 52
trigger1 = animelem = 1
trigger1 = floor(var(34)%10000/100) = 0
trigger2 = floor(var(34)%10000/100) = 0
trigger2 = statetype = L
trigger2 = p2dist x < 0
v = 34
value = ((floor(var(34)/10000))*10000+250)
ignorehitpause = 1


;floor(var(34)%10000/100) = 3 : ブリスボイス重複防止
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = floor(var(34)%10000) = [301,350]
trigger1 = random%2 = 0 || floor(var(34)%10000) = 350
v = 34
value = (var(34)-1)
ignorehitpause = 1
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = floor(var(34)%10000) = 300
trigger1 = anim != 9020 && anim != 9005
v = 34
value = ((floor(var(34)/10000))*10000)
ignorehitpause = 1
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = anim = 9020 || anim = 9005
trigger1 = floor(var(34)%10000/100) = 0
v = 34
value = ((floor(var(34)/10000))*10000+350)
ignorehitpause = 1



;floor(var(34)%10000/100) = 4 : 電撃ボイス重複防止
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = floor(var(34)%10000) = [401,450]
trigger1 = random%5 = 0 ||  floor(var(34)%10000) = 450
v = 34
value = (var(34)-1)
ignorehitpause = 1
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = floor(var(34)%10000) = 400
v = 34
value = ((floor(var(34)/10000))*10000)
ignorehitpause = 1
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = (anim = [9010,9012]) || anim = 7696
trigger1 = floor(var(34)%10000/100) = 0
v = 34
value = ((floor(var(34)/10000))*10000+450)
ignorehitpause = 1






;floor(var(34)%10000/100) = 5 : 凍結ボイス重複防止
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = floor(var(34)%10000) = [501,550]
trigger1 = random%5 = 0 ||  floor(var(34)%10000) = 550
v = 34
value = (var(34)-1)
ignorehitpause = 1
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = floor(var(34)%10000) = 500
v = 34
value = ((floor(var(34)/10000))*10000)
ignorehitpause = 1
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = (anim = 9016) || (anim = [7990,7991])
trigger1 = floor(var(34)%10000/100) = 0
v = 34
value = ((floor(var(34)/10000))*10000+550)
ignorehitpause = 1




;floor(var(34)%10000/100) = 6 : ガークラボイス重複防止
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = floor(var(34)%10000) = [601,650]
trigger1 = random%5 = 0 ||  floor(var(34)%10000) = 650
v = 34
value = (var(34)-1)
ignorehitpause = 1
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = floor(var(34)%10000) = 600
v = 34
value = ((floor(var(34)/10000))*10000)
ignorehitpause = 1
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = (anim = 5910) || (anim = 5920)
trigger1 = floor(var(34)%10000/100) = 0
v = 34
value = ((floor(var(34)/10000))*10000+650)
ignorehitpause = 1




;floor(var(34)%10000/100) = 7 : 死亡ボイス重複防止
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = floor(var(34)%10000) = [701,750]
trigger1 = random%20 = 0 ||  floor(var(34)%10000) = 750
v = 34
value = (var(34)-1)
ignorehitpause = 1
[State -2]
type = null;VarSet
trigger1 = floor(var(34)%10000) = 700
v = 34
value = ((floor(var(34)/10000))*10000)
ignorehitpause = 1
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = alive = 0
trigger1 = floor(var(34)%10000/100) = 0
v = 34
value = ((floor(var(34)/10000))*10000+750)
ignorehitpause = 1




;floor(var(34)%10000/100) = 8 : コンボボイス重複防止
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = floor(var(34)%10000) = [801,850]
trigger1 = random%2 = 0 ||  floor(var(34)%10000) = 850
v = 34
value = (var(34)-1)
ignorehitpause = 1
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = floor(var(34)%10000) = 800
v = 34
value = ((floor(var(34)/10000))*10000)
ignorehitpause = 1
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = (P2movetype != H) || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210])&&(enemynear,ctrl = 1)
trigger1 = fvar(4) < 0.7
trigger1 = floor(var(34)%100) >= 15
trigger1 = floor(var(34)%100) < 50
trigger1 = floor(var(34)%10000/100) = 0
v = 34
value = ((floor(var(34)/10000))*10000+850)
ignorehitpause = 1
;コンボカウント
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = (enemynear,gethitvar(hitcount) > 0)
trigger1 = floor(var(34)%10000/100) = 0
v = 34
value = ((floor(var(34)/10000))*10000+(enemynear,gethitvar(hitcount)))
ignorehitpause = 1




;floor(var(34)%10000/100) = 9 : 被ガーキャン重複防止
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = floor(var(34)%10000) = [901,950]
trigger1 = random%1 = 0 ||  floor(var(34)%10000) = 950
v = 34
value = (var(34)-1)
ignorehitpause = 1
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = floor(var(34)%10000) = 900
v = 34
value = ((floor(var(34)/10000))*10000)
ignorehitpause = 1
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = floor(var(34)%10000) = 50
trigger1 = movetype = H && (stateno != [120,155])
v = 34
value = ((floor(var(34)/10000))*10000+950)
ignorehitpause = 1
;ガードカウント
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = (enemynear,gethitvar(guarded) > 0)
trigger1 = (enemynear,gethitvar(hitcount) = 0)
trigger1 = floor(var(34)%10000) < 50
v = 34
value = ((floor(var(34)/10000))*10000+50*(enemynear,gethitvar(guarded) > 0))
ignorehitpause = 1
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = (enemynear,ctrl = 1) || (enemynear,prevstateno != [150,155])
trigger1 = floor(var(34)%10000) = 50
v = 34
value = ((floor(var(34)/10000))*10000)
ignorehitpause = 1




;ボイス停止時間用変数減少
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = floor(var(34)/10000) > 0
v = 34
value = (var(34)-10000)
ignorehitpause = 1

;リセット
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = floor(var(34)%10000) > 0
trigger1 = movetype = H
trigger1 = floor(var(34)%10000) < 100
;trigger2 = floor(var(34)%10000/100) >= 9;想定外数値代入の際の強制復帰
;trigger3 = floor(var(34)/10000) > 300;想定外数値代入の際の強制復帰
;trigger4 = var(34) < 0;想定外数値代入の際の強制復帰
v = 34
value = (floor(var(34)/100))*1000000
ignorehitpause = 1
;リセット
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = floor(var(34)%10000/100) >= 10;想定外数値代入の際の強制復帰
trigger2 = floor(var(34)/10000) > 300;想定外数値代入の際の強制復帰
trigger3 = var(34) < 0;想定外数値代入の際の強制復帰
v = 34
value = 0
ignorehitpause = 1



;リセット
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = roundstate < 2
v = 34
value = 0
ignorehitpause = 1



;=================================================================================
;起き上がり変数処理
;=================================================================================
[State -2]
type = VarSet
triggerall = stateno != 120 && stateno != 5110 && (stateno != [5120,5121])
trigger1 = var(21) = 5120 || var(21) = 5126 || var(21) = 5121 || var(21) = 5122
v = 21
value = 0
;===========================================================================
;バリアガードゲージ量処理
;===========================================================================
;ゲージ量
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = roundstate != 2
trigger2 = var(45) > 10000
v = 45
value = 10000
ignorehitpause = 1
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = var(45) < 0
v = 45
value = 0
ignorehitpause = 1





;増減
[State -2]
type = VarAdd
triggerall = !ishelper
trigger1 = var(43) = 1
trigger1 = (stateno = [120,155]) || ctrl
trigger1 = var(47) = 0
v = 45
value = -130
ignorehitpause = 1
[State -2]
type = VarAdd
triggerall = !ishelper
trigger1 = var(43) = 1
trigger1 = (stateno = [120,155]) || ctrl
trigger1 = var(47) != 3
v = 45
value = -20
ignorehitpause = 1
[State -2]
type = VarAdd
triggerall = !ishelper
trigger1 = var(43) = 0
trigger1 = var(46) = 0
trigger1 = var(47) != 3
trigger1 = gametime%3 = 0
v = 45
value = 5
ignorehitpause = 1


;クールタイム
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = var(43) = 0
trigger1 = var(47) = 1
v = 46
value = 124
[State -2]
type = VarAdd
triggerall = !ishelper
trigger1 = var(46) >= 1
v = 46
value = -1
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = var(47) = 2
trigger1 = var(46) != 600
v = 46
value = 600



[State -1]
type = null;Helper
trigger1 = roundstate = 2
trigger1 = var(45) <= 0
trigger1 = var(47) != 3
trigger1 = numhelper(12008) = 0
trigger1 = stateno < 200 || movetype = H
name = "12008"
stateno = 12008
ID = 12008
postype = left
pos = 0, 0
supermovetime = 9999
pausemovetime = 9999
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
[State -1]
type = null;PlaySnd
trigger1 = roundstate = 2
trigger1 = var(45) <= 0
trigger1 = var(47) != 3
trigger1 = stateno < 200 || movetype = H
value = s160, 0
channel = 4
ignorehitpause = 1


;状態判定
[State -1]
type = VarSet
triggerall = !ishelper
trigger1 = var(43) = 1
trigger1 = var(47) = 0
trigger1 = (stateno = [120,155]) || ctrl
v = 47
value = 1
[State -1]
type = VarSet
triggerall = !ishelper
trigger1 = var(43) = 0
trigger1 = var(47) = 1
v = 47
value = 0
[State -1]
type = PlaySnd
triggerall = !ishelper
trigger1 = roundstate = 2
trigger1 = var(45) <= 0
trigger1 = var(47) != 3
value = s20000, 6
channel = -1
ignorehitpause = 1
[State -1]
type = Explod
triggerall = !ishelper
trigger1 = numexplod(20010) = 0
trigger1 = teamside = 1
trigger1 = MatchOver != 1
trigger1 = roundstate = 2
trigger1 = var(45) <= 0
trigger1 = var(47) != 3
anim = 20010
ID =20010
pos = (90-(var(38))), (60+(var(39)))
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = 0.5, 0.5
sprpriority = 8
removeongethit = 1
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
ownpal = 1
[State 20000]
type = Explod
triggerall = !ishelper
trigger1 = numexplod(20000) = 0
trigger1 = teamside = 2
trigger1 = MatchOver != 1
trigger1 = roundstate = 2
trigger1 = var(45) <= 0
trigger1 = var(47) != 3
anim = 20010
ID =20010
pos = (-90+(var(38))), (60+(var(39)))
postype = right
facing = facing
vfacing = 1
bindtime = -1
removetime = -2
scale = 0.5, 0.5
sprpriority = 8
removeongethit = 1
supermovetime = 999999999999999999
pausemovetime = 999999999999999999
ownpal = 1
[State -1]
type = PalFX
triggerall = !ishelper
trigger1 = roundstate = 2
trigger1 = var(45) <= 0
trigger1 = var(47) != 3
time = 400
add = 144,0,0
mul = 256,256,256
sinadd = 144,0,0,50
ignorehitpause = 1
[State -1]
type = VarSet
triggerall = !ishelper
trigger1 = roundstate = 2
trigger1 = var(45) <= 0
trigger1 = var(47) != 3
v = 47
value = 2
ignorehitpause = 1
[State -1]
type = VarSet
triggerall = !ishelper
trigger1 = var(46) = 600
trigger1 = var(47) = 2
v = 47
value = 3

[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = roundstate = 2
trigger1 = var(46)= 0
trigger1 = var(47)= 3
v = 45
value = 5000
ignorehitpause = 1
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = roundstate = 2
trigger1 = var(46)= 0
trigger1 = var(47)= 3
v = 47
value = 0





;基本防御力
[State -2]
type = DefenceMulSet
triggerall = !ishelper
trigger1 = var(47) = 3
triggerall = var(25)%100 != 4 && var(25)%100 != 1 && var(25)%100 != 8 && var(25)%100 != 9
value = (2.4*(1-((var(49) = 1)*0.2+1)*0.2*(var(25)%100 = 16)))
[State -2]
type = DefenceMulSet
triggerall = !ishelper
trigger1 = var(47) != 3
triggerall = var(25)%100 != 4 && var(25)%100 != 1 && var(25)%100 != 8 && var(25)%100 != 9
value = (2*(1-((var(49) = 1)*0.2+1)*0.2*(var(25)%100 = 16)))
[State -2]
type = lifeadd
triggerall = !ishelper
trigger1 = gethitvar(hitcount) = 1
trigger1 = gethitvar(damage) > 0
trigger1 = var(47) != 3
triggerall = var(25)%100 != 4 && var(25)%100 != 1 && var(25)%100 != 8 && var(25)%100 != 9
value = floor(-1*(1-((var(49) = 1)*0.2+1)*0.2*(var(25)%100 = 16))*gethitvar(damage))
[State -2]
type = lifeadd
triggerall = !ishelper
trigger1 = gethitvar(hitcount) = 1
trigger1 = gethitvar(damage) > 0
trigger1 = var(47) = 3
triggerall = var(25)%100 != 4 && var(25)%100 != 1 && var(25)%100 != 8 && var(25)%100 != 9
value = floor(-1.2*(1-((var(49) = 1)*0.2+1)*0.2*(var(25)%100 = 16))*gethitvar(damage))







;===========================================================================
;アシスト処理
;===========================================================================
;ゲージ量
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = roundstate != 2
trigger2 = var(32) >= 3000
v = 32
value = 1000
ignorehitpause = 1
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = var(32) < 0
v = 32
value = 2000
ignorehitpause = 1
[State -2]
type = VarAdd
triggerall = !ishelper
triggerall = roundstate = 2
trigger1 = var(32) >= 2000
trigger1 = ((gametime%(floor(var(40)/1000))) = 0) || (var(49) = 1)
trigger1 = var(40)%1000 = 0
v = 32
value = 4
ignorehitpause = 1


;状態処理
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = roundstate != 2
v = 40
value = 0
ignorehitpause = 1


[State -2]
type = PlaySnd
trigger1 = var(40) = 1150 || var(40) = 2150
value = s4000, 1
channel = -1
ignorehitpause = 1
[State -2]
type = Explod
trigger1 = var(40) = 1150 || var(40) = 2150
anim = 4150
ID = 4150
pos = 0, -60
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.25, 0.25
sprpriority = 3
ownpal = 1
removeongethit = 1
ignorehitpause = 1
[State -2]
type = VarAdd
triggerall = !ishelper
triggerall = var(40)%1000 > 0
;trigger1 = var(40) != 2500 && var(40) != 1150
trigger1 = (p2movetype != H) || gametime%3 = 0 || var(40) = 2150 || var(40) = 1150
v = 40
value = -1
ignorehitpause = 1
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = var(40) > 0 && var(49) = 1
v = 40
value = 0
ignorehitpause = 1




;ラヴィアン
[state -2]
type = Helper
triggerall = var(59) = 0
triggerall = command = "x"
triggerall = command = "holdfwd" || command = "holdback"
triggerall = numhelper(4100) = 0
triggerall = numhelper(4200) = 0
triggerall = var(32) = [0,1000]
triggerall = alive
trigger1 = (stateno = 200||stateno=230||stateno=220||stateno=400||stateno=410||stateno=420||stateno=250||stateno=1600||stateno=641||stateno=250||stateno=260||stateno=430)&&movecontact
trigger2 = stateno = 810 && animelemtime(8) > 1 && floor(var(21)/10) = 1 || stateno = 810 && animelemtime(2) > 1 && floor(var(21)/10) = 0 && anim = 812
trigger3 = (stateno = [1000,1002])&&movecontact
trigger4 = (stateno = (1202+1400*(var(49)=1)) || stateno = (1212+1400*(var(49)=1)) || stateno = (1222+1400*(var(49)=1))) && animelemtime(10) > 65
trigger5 = stateno = [(1300+1400*(var(49)=1)),(1302+1400*(var(49)=1))]
trigger5 = animelemtime(6) > 0
trigger5 = numhelper(1430) > 0
trigger5 = helper(1430),movecontact
trigger6 = stateno = 3000
trigger6 = numhelper(3500) > 0
trigger6 = helper(3500),movecontact
trigger7 = stateno = 3100
trigger7 = moveguarded
trigger8 = stateno = 3101
trigger8 = animelemtime(36) > 1
trigger9 = (stateno = 600||stateno=630||stateno=620)&&(movecontact)
trigger10 = (stateno = [1010,1012])
trigger10 = movecontact > 1
trigger11 = stateno=(1201+1400*(var(49)=1))||stateno=(1205+1400*(var(49)=1))||stateno=(1211+1400*(var(49)=1))||stateno=(1215+1400*(var(49)=1))||stateno=(1221+1400*(var(49)=1))||stateno=(1225+1400*(var(49)=1))
trigger11 = movecontact
trigger11 = numtarget > 0 || moveguarded
trigger11 = (target,stateno = [(1250+1400*(var(49)=1)),(1259+1400*(var(49)=1))]) || moveguarded
trigger12 = var(25)%100 = 3
trigger12 = stateno = 1700 && var(21) = 0
trigger12 = numhelper(1731) > 0
trigger12 = helper(1731),movecontact >= 1
trigger13 = var(25)%100 = 3
trigger13 = stateno = 1700 && var(21) = 1
trigger13 = (helper(1732*(numhelper(1732)>0)),movecontact>0)||(helper(1733*(numhelper(1733)>0)),movecontact>0)||(helper(1734*(numhelper(1734)>0)),movecontact>0)||(helper(1735*(numhelper(1735)>0)),movecontact>0)
trigger14 = var(25)%100 = 3
trigger14 = stateno = 1700 && var(21) = 1
trigger14 = (helper(1736*(numhelper(1736)>0)),movecontact>0)||(helper(1737*(numhelper(1737)>0)),movecontact>0)||(helper(1738*(numhelper(1738)>0)),movecontact>0)||(helper(1739*(numhelper(1739)>0)),movecontact>0)
trigger15 = stateno = 3210
trigger15 = animelemtime(33) > 60
trigger16 = stateno = 1750 && var(21) = 0
trigger16 = (helper(1760*(numhelper(1760)>0)),movecontact>0)
trigger17 = stateno = 1750 && var(21) = 2
trigger17 = (helper(1762*(numhelper(1762)>0)),movecontact>0)
trigger18 = ctrl || (stateno= [100,101])&&((prevstateno != 250)||(time > 15))
trigger19 = stateno = 1910 && animelemtime(4) > 1
trigger20 = (stateno = [2500,2520])
trigger20 = movecontact
id = 4200
name = "rabi"
facing = 1
pos = 270, -100
postype = p1
stateno = 4200
helpertype = normal
supermovetime = 0
pausemovetime = 0
keyctrl = 0
ownpal = 1
ignorehitpause = 1
;アリシア
[state -2]
type = Helper
triggerall = var(59) = 0
triggerall = command = "x"
triggerall = (command != "holdfwd") && (command != "holdback")
triggerall = numhelper(4100) = 0
triggerall = numhelper(4200) = 0
triggerall = var(32) = [0,1000]
triggerall = alive
trigger1 = (stateno = 200||stateno=230||stateno=220||stateno=400||stateno=410||stateno=420||stateno=250||stateno=1600||stateno=641||stateno=250||stateno=260||stateno=430)&&movecontact
trigger2 = stateno = 810 && animelemtime(8) > 1 && floor(var(21)/10) = 1 || stateno = 810 && animelemtime(2) > 1 && floor(var(21)/10) = 0 && anim = 812
trigger3 = (stateno = [1000,1002])&&movecontact
trigger4 = (stateno = (1202+1400*(var(49)=1)) || stateno = (1212+1400*(var(49)=1)) || stateno = (1222+1400*(var(49)=1))) && animelemtime(10) > 65
trigger5 = stateno = [(1300+1400*(var(49)=1)),(1302+1400*(var(49)=1))]
trigger5 = animelemtime(6) > 0
trigger5 = numhelper(1430) > 0
trigger5 = helper(1430),movecontact
trigger6 = stateno = 3000
trigger6 = numhelper(3500) > 0
trigger6 = helper(3500),movecontact
trigger7 = stateno = 3100
trigger7 = moveguarded
trigger8 = stateno = 3101
trigger8 = animelemtime(36) > 1
trigger9 = (stateno = 600||stateno=630||stateno=620)&&(movecontact)
trigger10 = (stateno = [1010,1012])
trigger10 = movecontact > 1
trigger11 = stateno=(1201+1400*(var(49)=1))||stateno=(1205+1400*(var(49)=1))||stateno=(1211+1400*(var(49)=1))||stateno=(1215+1400*(var(49)=1))||stateno=(1221+1400*(var(49)=1))||stateno=(1225+1400*(var(49)=1))
trigger11 = movecontact
trigger11 = numtarget > 0 || moveguarded
trigger11 = (target,stateno = [(1250+1400*(var(49)=1)),(1259+1400*(var(49)=1))]) || moveguarded
trigger12 = var(25)%100 = 3
trigger12 = stateno = 1700 && var(21) = 0
trigger12 = numhelper(1731) > 0
trigger12 = helper(1731),movecontact >= 1
trigger13 = var(25)%100 = 3
trigger13 = stateno = 1700 && var(21) = 1
trigger13 = (helper(1732*(numhelper(1732)>0)),movecontact>0)||(helper(1733*(numhelper(1733)>0)),movecontact>0)||(helper(1734*(numhelper(1734)>0)),movecontact>0)||(helper(1735*(numhelper(1735)>0)),movecontact>0)
trigger14 = var(25)%100 = 3
trigger14 = stateno = 1700 && var(21) = 1
trigger14 = (helper(1736*(numhelper(1736)>0)),movecontact>0)||(helper(1737*(numhelper(1737)>0)),movecontact>0)||(helper(1738*(numhelper(1738)>0)),movecontact>0)||(helper(1739*(numhelper(1739)>0)),movecontact>0)
trigger15 = stateno = 3210
trigger15 = animelemtime(33) > 60
trigger16 = stateno = 1750 && var(21) = 0
trigger16 = (helper(1760*(numhelper(1760)>0)),movecontact>0)
trigger17 = stateno = 1750 && var(21) = 2
trigger17 = (helper(1762*(numhelper(1762)>0)),movecontact>0)
trigger18 = ctrl || (stateno= [100,101])&&((prevstateno != 250)||(time > 15))
trigger19 = stateno = 1910 && animelemtime(4) > 1
trigger20 = (stateno = [2500,2520])
trigger20 = movecontact
id = 4100
name = "ari"
pos = -40, 0
postype = p1
stateno = 4100
helpertype = normal
supermovetime = 0
pausemovetime = 0
keyctrl = 0
ownpal = 1
ignorehitpause = 1

















;ラヴィアン
[state -2]
type = Helper
triggerall = var(59) > 0
triggerall = numhelper(4100) = 0
triggerall = numhelper(4200) = 0
triggerall = var(32) = [0,1000]
triggerall = alive
trigger1 = stateno=(1201+1400*(var(49)=1))||stateno=(1205+1400*(var(49)=1))||stateno=(1211+1400*(var(49)=1))||stateno=(1215+1400*(var(49)=1))||stateno=(1221+1400*(var(49)=1))||stateno=(1225+1400*(var(49)=1))
trigger1 = movehit&&numtarget > 0
trigger1 = (target,stateno = [(1250+1400*(var(49)=1)),(1259+1400*(var(49)=1))])&&pos y > -25
trigger1 = (Random = [0*(var(59)%100),100*(var(59)%100)])
trigger1 = var(58) = 8
trigger2 = statetype != A
Trigger2 = Ctrl || (stateno= [100,101])&&((prevstateno != 250)||(time > 10))
trigger2 = (Random = [0*(var(59)%100),100*(var(59)%100)])
trigger2 = (var(58) = 142)
trigger2 = (enemynear,stateno = 2555) && (enemynear,time > 50) || p2statetype = L
;trigger1 = (stateno = 200||stateno=230||stateno=220||stateno=400||stateno=410||stateno=420||stateno=250||stateno=1600||stateno=641||stateno=250||stateno=260||stateno=430)&&movecontact
;trigger2 = stateno = 810 && animelemtime(8) > 1 && floor(var(21)/10) = 1 || stateno = 810 && animelemtime(2) > 1 && floor(var(21)/10) = 0 && anim = 812
;trigger3 = (stateno = [1000,1002])&&movecontact
;trigger4 = (stateno = (1202+1400*(var(49)=1)) || stateno = (1212+1400*(var(49)=1)) || stateno = (1222+1400*(var(49)=1))) && animelemtime(10) > 65
;trigger5 = stateno = [(1300+1400*(var(49)=1)),(1302+1400*(var(49)=1))]
;trigger5 = animelemtime(6) > 0
;trigger5 = numhelper(1430) > 0
;trigger5 = helper(1430),movecontact
;trigger6 = stateno = 3000
;trigger6 = numhelper(3500) > 0
;trigger6 = helper(3500),movecontact
;trigger7 = stateno = 3100
;trigger7 = moveguarded
;trigger8 = stateno = 3101
;trigger8 = animelemtime(36) > 1
;trigger9 = (stateno = 600||stateno=630||stateno=620)&&(movecontact)
;trigger10 = (stateno = [1010,1012])
;trigger10 = movecontact > 1
;trigger11 = stateno=(1201+1400*(var(49)=1))||stateno=(1205+1400*(var(49)=1))||stateno=(1211+1400*(var(49)=1))||stateno=(1215+1400*(var(49)=1))||stateno=(1221+1400*(var(49)=1))||stateno=(1225+1400*(var(49)=1))
;trigger11 = movecontact
;trigger11 = numtarget > 0 || moveguarded
;trigger11 = (target,stateno = [(1250+1400*(var(49)=1)),(1259+1400*(var(49)=1))]) || moveguarded
;trigger12 = var(25)%100 = 3
;trigger12 = stateno = 1700 && var(21) = 0
;trigger12 = numhelper(1731) > 0
;trigger12 = helper(1731),movecontact >= 1
;trigger13 = var(25)%100 = 3
;trigger13 = stateno = 1700 && var(21) = 1
;trigger13 = (helper(1732*(numhelper(1732)>0)),movecontact>0)||(helper(1733*(numhelper(1733)>0)),movecontact>0)||(helper(1734*(numhelper(1734)>0)),movecontact>0)||(helper(1735*(numhelper(1735)>0)),movecontact>0)
;trigger14 = var(25)%100 = 3
;trigger14 = stateno = 1700 && var(21) = 1
;trigger14 = (helper(1736*(numhelper(1736)>0)),movecontact>0)||(helper(1737*(numhelper(1737)>0)),movecontact>0)||(helper(1738*(numhelper(1738)>0)),movecontact>0)||(helper(1739*(numhelper(1739)>0)),movecontact>0)
;trigger15 = stateno = 3210
;trigger15 = animelemtime(33) > 60
;trigger16 = stateno = 1750 && var(21) = 0
;trigger16 = (helper(1760*(numhelper(1760)>0)),movecontact>0)
;trigger17 = stateno = 1750 && var(21) = 2
;trigger17 = (helper(1762*(numhelper(1762)>0)),movecontact>0)
;trigger18 = ctrl || (stateno= [100,101])&&((prevstateno != 250)||(time > 15))
;trigger19 = stateno = 1910 && animelemtime(4) > 1
;trigger20 = (stateno = [2500,2520])
;trigger20 = movecontact
id = 4200
name = "rabi"
facing = 1
pos = 270, -100
postype = p1
stateno = 4200
helpertype = normal
supermovetime = 0
pausemovetime = 0
keyctrl = 0
ownpal = 1
ignorehitpause = 1
;アリシア
[state -2]
type = Helper
triggerall = var(59) > 0
triggerall = numhelper(4100) = 0
triggerall = numhelper(4200) = 0
triggerall = var(32) = [0,1000]
triggerall = alive
trigger1 = (var(58) = [112,114]) && (ctrl || (stateno= [100,101])&&((prevstateno != 250)||(time > 15))) && statetype = A && vel y > -6.5
trigger1 = numhelper(1761) = 0
trigger2 = (var(58) != [121,123]) &&(var(58) = [120,130]) && (ctrl || (stateno= [100,101])&&((prevstateno != 250)||(time > 15))) && var(32) > 500
trigger3 = (stateno = [1000,1002]) && moveguarded > 5 && p2statetype != A && var(32) > 650
trigger4 = statetype != A
Trigger4 = Ctrl || (stateno= [100,101])&&((prevstateno != 250)||(time > 15))
trigger4 = (P2statetype!=A)||(P2BodyDist y > -50) && (enemynear,vel y > 0)
trigger4 = P2BodyDist X = [50,160]
trigger4 = (Random = [0*(var(59)%100),1*(var(59)%100)])
trigger4 = (var(58) = 0)
trigger4 = p2movetype != H || (enemynear,stateno = [120,155])
trigger4 = var(32) > 800
trigger5 = stateno = 250
trigger5 = moveguarded
trigger5 = var(58) = 134
trigger6 = statetype != A
Trigger6 = Ctrl || (stateno= [100,101])&&((prevstateno != 250)||(time > 15))
trigger6 = var(58) = 135
trigger6 = (Random = [0*(var(59)%100),100*(var(59)%100)])
trigger7 = (var(58) = 113)
trigger7 = (Random = [0*(var(59)%100),100*(var(59)%100)])
trigger7 = ctrl
trigger7 = pos y > -30
trigger8 = ctrl || (stateno= [100,101])&&((prevstateno != 250)||(time > 15))
trigger8 = (Random = [0*(var(59)%100),15*(var(59)%100)])
trigger8 = var(49) = 1
trigger8 = var(32) > 501
trigger8 = (P2statetype!=A)||(P2BodyDist y > (-90+50*(enemynear,vel y <= 0)))
trigger8 = p2movetype != H || (enemynear,stateno = [120,155])
trigger9 = (stateno = [2500,2520])
trigger9 = moveguarded
trigger9 = var(49) = 1
trigger9 = var(32) > 501
trigger10 = stateno = 641
trigger10 = movecontact
trigger10 = var(49) = 1
trigger10 = var(32) > 501
;trigger1 = (stateno = 200||stateno=230||stateno=220||stateno=400||stateno=410||stateno=420||stateno=250||stateno=1600||stateno=641||stateno=250||stateno=260||stateno=430)&&movecontact
;trigger2 = stateno = 810 && animelemtime(8) > 1 && floor(var(21)/10) = 1 || stateno = 810 && animelemtime(2) > 1 && floor(var(21)/10) = 0 && anim = 812
;trigger3 = (stateno = [1000,1002])&&movecontact
;trigger4 = (stateno = (1202+1400*(var(49)=1)) || stateno = (1212+1400*(var(49)=1)) || stateno = (1222+1400*(var(49)=1))) && animelemtime(10) > 65
;trigger5 = stateno = [(1300+1400*(var(49)=1)),(1302+1400*(var(49)=1))]
;trigger5 = animelemtime(6) > 0
;trigger5 = numhelper(1430) > 0
;trigger5 = helper(1430),movecontact
;trigger6 = stateno = 3000
;trigger6 = numhelper(3500) > 0
;trigger6 = helper(3500),movecontact
;trigger7 = stateno = 3100
;trigger7 = moveguarded
;trigger8 = stateno = 3101
;trigger8 = animelemtime(36) > 1
;trigger9 = (stateno = 600||stateno=630||stateno=620)&&(movecontact)
;trigger10 = (stateno = [1010,1012])
;trigger10 = movecontact > 1
;trigger11 = stateno=(1201+1400*(var(49)=1))||stateno=(1205+1400*(var(49)=1))||stateno=(1211+1400*(var(49)=1))||stateno=(1215+1400*(var(49)=1))||stateno=(1221+1400*(var(49)=1))||stateno=(1225+1400*(var(49)=1))
;trigger11 = movecontact
;trigger11 = numtarget > 0 || moveguarded
;trigger11 = (target,stateno = [(1250+1400*(var(49)=1)),(1259+1400*(var(49)=1))]) || moveguarded
;trigger12 = var(25)%100 = 3
;trigger12 = stateno = 1700 && var(21) = 0
;trigger12 = numhelper(1731) > 0
;trigger12 = helper(1731),movecontact >= 1
;trigger13 = var(25)%100 = 3
;trigger13 = stateno = 1700 && var(21) = 1
;trigger13 = (helper(1732*(numhelper(1732)>0)),movecontact>0)||(helper(1733*(numhelper(1733)>0)),movecontact>0)||(helper(1734*(numhelper(1734)>0)),movecontact>0)||(helper(1735*(numhelper(1735)>0)),movecontact>0)
;trigger14 = var(25)%100 = 3
;trigger14 = stateno = 1700 && var(21) = 1
;trigger14 = (helper(1736*(numhelper(1736)>0)),movecontact>0)||(helper(1737*(numhelper(1737)>0)),movecontact>0)||(helper(1738*(numhelper(1738)>0)),movecontact>0)||(helper(1739*(numhelper(1739)>0)),movecontact>0)
;trigger15 = stateno = 3210
;trigger15 = animelemtime(33) > 60
;trigger16 = stateno = 1750 && var(21) = 0
;trigger16 = (helper(1760*(numhelper(1760)>0)),movecontact>0)
;trigger17 = stateno = 1750 && var(21) = 2
;trigger17 = (helper(1762*(numhelper(1762)>0)),movecontact>0)
;trigger18 = ctrl || (stateno= [100,101])&&((prevstateno != 250)||(time > 15))
;trigger19 = stateno = 1910 && animelemtime(4) > 1
;trigger20 = (stateno = [2500,2520])
;trigger20 = movecontact
id = 4100
name = "ari"
pos = -40, 0
postype = p1
stateno = 4100
helpertype = normal
supermovetime = 0
pausemovetime = 0
keyctrl = 0
ownpal = 1
ignorehitpause = 1









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


;スライドダウン処理
;=========================================================
[state -2];スライドダウンエフェクト
type = Explod
triggerall = enemynear,statetype = A
triggerall = enemynear,movetype = H
triggerall = ifelse((enemynear,statetime-1) % 8 = 0,1,0)
triggerall = enemynear,stateno = 2555
triggerall = numexplod(255) <= 6
trigger1 = enemynear,anim = 5100
anim = 255
id = 255
pos = 30,0
postype = p2
sprpriority = 2
bindtime = 1
removetime = -2
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
persistent = 0

[state -2];スライドダウンエフェクト
type = PlaySnd
triggerall = numenemy
triggerall = enemynear,statetype = A
triggerall = enemynear,movetype = H
triggerall = ifelse((enemynear,statetime-1) % 6 = 0,1,0)
triggerall = enemynear,stateno = 2555
triggerall = numexplod(255) <= 6
triggerall = stateno < 3000
trigger1 = enemynear,anim = 5100
value = 255, 0


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


;多段ヒット用CH継続処理var
;=========================================================
[State -2]
type = Varset
triggerall = !ishelper
trigger1 = time = 1
v = 37
value = 0








;=================================================================================
;カウンターヒット処理
;=================================================================================
[State -2]
type = VarSet
triggerall = !ishelper
triggerall = var(33) >= 0
trigger1 = P2movetype = A
v = 33
value = 1
ignorehitpause = 1
[State -2]
type = VarAdd
triggerall = !ishelper
trigger1 = var(33) < 0
v = 33
value = 1
ignorehitpause = 1


[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = P2movetype = I || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210])&&(enemynear,ctrl = 1)
fv = 3
value = 1
ignorehitpause = 1
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = P2movetype = A
fv = 3
value = 1.1
ignorehitpause = 1





;AICH判定用
;相手空中
[State -1]
type = VarSet
triggerall = (var(59)%100) > 3
triggerall = !ishelper
Triggerall = RoundState = 2
triggerall = !ishelper
triggerall = (stateno != [350,351])
trigger1 = var(33) > 0
trigger1 = numhelper(1430) > 0
trigger1 = helper(1430),movehit = 1
trigger2 = stateno = 250
trigger2 = var(33) > 0
trigger2 = movehit
trigger2 = numtarget > 0
trigger3 = var(33) > 0
trigger3 = numhelper(2160) > 0
trigger3 = helper(2160),movehit = 1
trigger3 = helper(2160),numtarget > 0
trigger4 = var(33) > 0
trigger4 = numhelper(2420) > 0
trigger4 = helper(2420),movehit = 1
trigger4 = helper(2420),numtarget > 0
V = 58 
Value = 8
ignorehitpause = 1
;相手地上
[State -1]
type = VarSet
triggerall = (var(59)%100) > 3
triggerall = !ishelper
Triggerall = RoundState = 2
trigger1 = stateno = 1500
trigger1 = var(33) > 0
trigger1 = movehit
trigger1 = numtarget > 0
trigger1 = p2statetype != A
trigger2 = stateno = 250
trigger2 = var(33) > 0
trigger2 = movehit
trigger2 = numtarget > 0
trigger3 = stateno = 430
trigger3 = var(33) > 0
trigger3 = movehit
trigger3 = numtarget > 0
trigger4 = var(33) > 0
trigger4 = numhelper(4100) > 0
trigger4 = helper(4100),movehit = 1
trigger4 = helper(4100),numtarget > 0
trigger4 = p2statetype != A
trigger5 = var(33) > 0
trigger5 = numhelper(2191) > 0
trigger5 = helper(2191),movehit = 1
trigger5 = helper(2191),numtarget > 0
V = 58 
Value = 12
ignorehitpause = 1
;アンリミ連打用
[State -1]
type = VarAdd
triggerall = (var(59)%100) > 3
triggerall = !ishelper
Triggerall = RoundState = 2
triggerall = !ishelper
triggerall = (stateno != [350,351])
trigger1 = stateno = [2700,2702]
trigger1 = time = 1
trigger1 = var(58) = [19,20]
V = 58 
Value = 1
ignorehitpause = 1
[State -1]
type = VarSet
triggerall = (var(59)%100) > 3
triggerall = !ishelper
Triggerall = RoundState = 2
triggerall = (stateno != [350,351])
trigger1 = numhelper(1430) > 0
trigger1 = helper(1430),movehit = 1
trigger1 = power >= 500
trigger1 = var(58) != [19,21]
trigger1 = var(58) != 8
trigger1 = var(49) = 1
V = 58 
Value = 19
ignorehitpause = 1






;攻撃力処理。
[State -2]
type = AttackMulSet
triggerall = !ishelper
trigger1 = 1
value = (1*(1+0.1*(var(25)%100 = 8 && var(12) > 0))*(1+((var(49) = 1)*0.2+1)*0.1*(var(25)%100 = 16)))
ignorehitpause = 1




[State -1]
type = VarSet
triggerall = (stateno != [350,351])&&(stateno != [3300,3301])
triggerall = !ishelper
trigger1 = var(33) > 0
trigger1 = movehit
trigger1 = numtarget > 0
trigger2 = var(33) > 0
trigger2 = numhelper(1430) > 0
trigger2 = helper(1430),movehit = 1
trigger2 = helper(1430),numtarget > 0
trigger3 = var(33) > 0
trigger3 = numhelper(3500) > 0
trigger3 = helper(3500),movehit = 1
trigger3 = helper(3500),numtarget > 0
trigger4 = var(33) > 0
trigger4 = numhelper(1731) > 0
trigger4 = helper(1731),movehit = 1
trigger4 = helper(1731),numtarget > 0
trigger5 = var(33) > 0
trigger5 = numhelper(1732) > 0
trigger5 = helper(1732),movehit = 1
trigger5 = helper(1732),numtarget > 0
trigger6 = var(33) > 0
trigger6 = numhelper(1733) > 0
trigger6 = helper(1733),movehit = 1
trigger6 = helper(1733),numtarget > 0
trigger7 = var(33) > 0
trigger7 = numhelper(1734) > 0
trigger7 = helper(1734),movehit = 1
trigger7 = helper(1734),numtarget > 0
trigger8 = var(33) > 0
trigger8 = numhelper(1735) > 0
trigger8 = helper(1735),movehit = 1
trigger8 = helper(1735),numtarget > 0
trigger9 = var(33) > 0
trigger9 = numhelper(1736) > 0
trigger9 = helper(1736),movehit = 1
trigger9 = helper(1736),numtarget > 0
trigger10 = var(33) > 0
trigger10 = numhelper(1737) > 0
trigger10 = helper(1737),movehit = 1
trigger10 = helper(1737),numtarget > 0
trigger11 = var(33) > 0
trigger11 = numhelper(1738) > 0
trigger11 = helper(1738),movehit = 1
trigger11 = helper(1738),numtarget > 0
trigger12 = var(33) > 0
trigger12 = numhelper(1739) > 0
trigger12 = helper(1739),movehit = 1
trigger12 = helper(1739),numtarget > 0
trigger13 = var(33) > 0
trigger13 = numhelper(1740) > 0
trigger13 = helper(1740),movehit = 1
trigger13 = helper(1740),numtarget > 0
trigger14 = var(33) > 0
trigger14 = numhelper(1741) > 0
trigger14 = helper(1741),movehit = 1
trigger14 = helper(1741),numtarget > 0
trigger15 = var(33) > 0
trigger15 = numhelper(1760) > 0
trigger15 = helper(1760),movehit = 1
trigger15 = helper(1760),numtarget > 0
trigger16 = var(33) > 0
trigger16 = numhelper(4100) > 0
trigger16 = helper(4100),movehit = 1
trigger16 = helper(4100),numtarget > 0
trigger17 = var(33) > 0
trigger17 = numhelper(4200) > 0
trigger17 = helper(4200),movehit = 1
trigger17 = helper(4200),numtarget > 0
trigger18 = var(33) > 0
trigger18 = numhelper(2160) > 0
trigger18 = helper(2160),movehit = 1
trigger18 = helper(2160),numtarget > 0
trigger19 = var(33) > 0
trigger19 = numhelper(2191) > 0
trigger19 = helper(2191),movehit = 1
trigger19 = helper(2191),numtarget > 0
trigger20 = var(33) > 0
trigger20 = numhelper(2060) > 0
trigger20 = helper(2060),movehit = 1
trigger20 = helper(2060),numtarget > 0
trigger21 = var(33) > 0
trigger21 = numhelper(2070) > 0
trigger21 = helper(2070),movehit = 1
trigger21 = helper(2070),numtarget > 0
trigger22 = var(33) > 0
trigger22 = numhelper(2080) > 0
trigger22 = helper(2080),movehit = 1
trigger22 = helper(2080),numtarget > 0
trigger23 = var(33) > 0
trigger23 = numhelper(2160) > 0
trigger23 = helper(2160),movehit = 1
trigger23 = helper(2160),numtarget > 0
trigger24 = var(33) > 0
trigger24 = numhelper(2191) > 0
trigger24 = helper(2191),movehit = 1
trigger24 = helper(2191),numtarget > 0
trigger25 = var(33) > 0
trigger25 = numhelper(2210) > 0
trigger25 = helper(2210),movehit = 1
trigger25 = helper(2210),numtarget > 0
trigger26 = var(33) > 0
trigger26 = numhelper(2121) > 0
trigger26 = helper(2121),movehit = 1
trigger26 = helper(2121),numtarget > 0
trigger27 = var(33) > 0
trigger27 = numhelper(2215) > 0
trigger27 = helper(2215),movehit = 1
trigger27 = helper(2215),numtarget > 0
trigger28 = var(33) > 0
trigger28 = numhelper(2212) > 0
trigger28 = helper(2212),movehit = 1
trigger28 = helper(2212),numtarget > 0
trigger29 = var(33) > 0
trigger29 = numhelper(2222) > 0
trigger29 = helper(2222),movehit = 1
trigger29 = helper(2222),numtarget > 0
trigger30 = var(33) > 0
trigger30 = numhelper(2216) > 0
trigger30 = helper(2216),movehit = 1
trigger30 = helper(2216),numtarget > 0
trigger31 = var(33) > 0
trigger31 = numhelper(2213) > 0
trigger31 = helper(2213),movehit = 1
trigger31 = helper(2213),numtarget > 0
trigger32 = var(33) > 0
trigger32 = numhelper(2214) > 0
trigger32 = helper(2214),movehit = 1
trigger32 = helper(2214),numtarget > 0
trigger33 = var(33) > 0
trigger33 = numhelper(2211) > 0
trigger33 = helper(2211),movehit = 1
trigger33 = helper(2211),numtarget > 0
trigger34 = var(33) > 0
trigger34 = numhelper(2219) > 0
trigger34 = helper(2219),movehit = 1
trigger34 = helper(2219),numtarget > 0
trigger35 = var(33) > 0
trigger35 = numhelper(2229) > 0
trigger35 = helper(2229),movehit = 1
trigger35 = helper(2229),numtarget > 0
trigger36 = var(33) > 0
trigger36 = numhelper(2220) > 0
trigger36 = helper(2220),movehit = 1
trigger36 = helper(2220),numtarget > 0
trigger37 = var(33) > 0
trigger37 = numhelper(2412) > 0
trigger37 = helper(2412),movehit = 1
trigger37 = helper(2412),numtarget > 0
trigger38 = var(33) > 0
trigger38 = numhelper(2413) > 0
trigger38 = helper(2413),movehit = 1
trigger38 = helper(2413),numtarget > 0
trigger39 = var(33) > 0
trigger39 = numhelper(2414) > 0
trigger39 = helper(2414),movehit = 1
trigger39 = helper(2414),numtarget > 0
trigger40 = var(33) > 0
trigger40 = numhelper(2415) > 0
trigger40 = helper(2415),movehit = 1
trigger40 = helper(2415),numtarget > 0
trigger41 = var(33) > 0
trigger41 = numhelper(2416) > 0
trigger41 = helper(2416),movehit = 1
trigger41 = helper(2416),numtarget > 0
trigger42 = var(33) > 0
trigger42 = numhelper(2417) > 0
trigger42 = helper(2417),movehit = 1
trigger42 = helper(2417),numtarget > 0
trigger43 = var(33) > 0
trigger43 = numhelper(2418) > 0
trigger43 = helper(2418),movehit = 1
trigger43 = helper(2418),numtarget > 0
trigger44 = var(33) > 0
trigger44 = numhelper(2419) > 0
trigger44 = helper(2419),movehit = 1
trigger44 = helper(2419),numtarget > 0
trigger45 = var(33) > 0
trigger45 = numhelper(2420) > 0
trigger45 = helper(2420),movehit = 1
trigger45 = helper(2420),numtarget > 0
trigger46 = var(33) > 0
trigger46 = numhelper(1961) > 0
trigger46 = helper(1961),movehit = 1
trigger46 = helper(1961),numtarget > 0
fv = 1
value = fvar(1)*1.05
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
triggerall = (stateno != [350,351])&&(stateno != [3300,3301])
triggerall = !ishelper
trigger1 = var(33) > 0
trigger1 = movehit
trigger1 = numtarget > 0
trigger2 = var(33) > 0
trigger2 = numhelper(1430) > 0
trigger2 = helper(1430),movehit = 1
trigger2 = helper(1430),numtarget > 0
trigger3 = var(33) > 0
trigger3 = numhelper(3500) > 0
trigger3 = helper(3500),movehit = 1
trigger3 = helper(3500),numtarget > 0
trigger4 = var(33) > 0
trigger4 = numhelper(1731) > 0
trigger4 = helper(1731),movehit = 1
trigger4 = helper(1731),numtarget > 0
trigger5 = var(33) > 0
trigger5 = numhelper(1732) > 0
trigger5 = helper(1732),movehit = 1
trigger5 = helper(1732),numtarget > 0
trigger6 = var(33) > 0
trigger6 = numhelper(1733) > 0
trigger6 = helper(1733),movehit = 1
trigger6 = helper(1733),numtarget > 0
trigger7 = var(33) > 0
trigger7 = numhelper(1734) > 0
trigger7 = helper(1734),movehit = 1
trigger7 = helper(1734),numtarget > 0
trigger8 = var(33) > 0
trigger8 = numhelper(1735) > 0
trigger8 = helper(1735),movehit = 1
trigger8 = helper(1735),numtarget > 0
trigger9 = var(33) > 0
trigger9 = numhelper(1736) > 0
trigger9 = helper(1736),movehit = 1
trigger9 = helper(1736),numtarget > 0
trigger10 = var(33) > 0
trigger10 = numhelper(1737) > 0
trigger10 = helper(1737),movehit = 1
trigger10 = helper(1737),numtarget > 0
trigger11 = var(33) > 0
trigger11 = numhelper(1738) > 0
trigger11 = helper(1738),movehit = 1
trigger11 = helper(1738),numtarget > 0
trigger12 = var(33) > 0
trigger12 = numhelper(1739) > 0
trigger12 = helper(1739),movehit = 1
trigger12 = helper(1739),numtarget > 0
trigger13 = var(33) > 0
trigger13 = numhelper(1740) > 0
trigger13 = helper(1740),movehit = 1
trigger13 = helper(1740),numtarget > 0
trigger14 = var(33) > 0
trigger14 = numhelper(1741) > 0
trigger14 = helper(1741),movehit = 1
trigger14 = helper(1741),numtarget > 0
trigger15 = var(33) > 0
trigger15 = numhelper(1760) > 0
trigger15 = helper(1760),movehit = 1
trigger15 = helper(1760),numtarget > 0
trigger16 = var(33) > 0
trigger16 = numhelper(4100) > 0
trigger16 = helper(4100),movehit = 1
trigger16 = helper(4100),numtarget > 0
trigger17 = var(33) > 0
trigger17 = numhelper(4200) > 0
trigger17 = helper(4200),movehit = 1
trigger17 = helper(4200),numtarget > 0
trigger18 = var(33) > 0
trigger18 = numhelper(2160) > 0
trigger18 = helper(2160),movehit = 1
trigger18 = helper(2160),numtarget > 0
trigger19 = var(33) > 0
trigger19 = numhelper(2191) > 0
trigger19 = helper(2191),movehit = 1
trigger19 = helper(2191),numtarget > 0
trigger20 = var(33) > 0
trigger20 = numhelper(2060) > 0
trigger20 = helper(2060),movehit = 1
trigger20 = helper(2060),numtarget > 0
trigger21 = var(33) > 0
trigger21 = numhelper(2070) > 0
trigger21 = helper(2070),movehit = 1
trigger21 = helper(2070),numtarget > 0
trigger22 = var(33) > 0
trigger22 = numhelper(2080) > 0
trigger22 = helper(2080),movehit = 1
trigger22 = helper(2080),numtarget > 0
trigger23 = var(33) > 0
trigger23 = numhelper(2160) > 0
trigger23 = helper(2160),movehit = 1
trigger23 = helper(2160),numtarget > 0
trigger24 = var(33) > 0
trigger24 = numhelper(2191) > 0
trigger24 = helper(2191),movehit = 1
trigger24 = helper(2191),numtarget > 0
trigger25 = var(33) > 0
trigger25 = numhelper(2210) > 0
trigger25 = helper(2210),movehit = 1
trigger25 = helper(2210),numtarget > 0
trigger26 = var(33) > 0
trigger26 = numhelper(2121) > 0
trigger26 = helper(2121),movehit = 1
trigger26 = helper(2121),numtarget > 0
trigger27 = var(33) > 0
trigger27 = numhelper(2215) > 0
trigger27 = helper(2215),movehit = 1
trigger27 = helper(2215),numtarget > 0
trigger28 = var(33) > 0
trigger28 = numhelper(2212) > 0
trigger28 = helper(2212),movehit = 1
trigger28 = helper(2212),numtarget > 0
trigger29 = var(33) > 0
trigger29 = numhelper(2222) > 0
trigger29 = helper(2222),movehit = 1
trigger29 = helper(2222),numtarget > 0
trigger30 = var(33) > 0
trigger30 = numhelper(2216) > 0
trigger30 = helper(2216),movehit = 1
trigger30 = helper(2216),numtarget > 0
trigger31 = var(33) > 0
trigger31 = numhelper(2213) > 0
trigger31 = helper(2213),movehit = 1
trigger31 = helper(2213),numtarget > 0
trigger32 = var(33) > 0
trigger32 = numhelper(2214) > 0
trigger32 = helper(2214),movehit = 1
trigger32 = helper(2214),numtarget > 0
trigger33 = var(33) > 0
trigger33 = numhelper(2211) > 0
trigger33 = helper(2211),movehit = 1
trigger33 = helper(2211),numtarget > 0
trigger34 = var(33) > 0
trigger34 = numhelper(2219) > 0
trigger34 = helper(2219),movehit = 1
trigger34 = helper(2219),numtarget > 0
trigger35 = var(33) > 0
trigger35 = numhelper(2229) > 0
trigger35 = helper(2229),movehit = 1
trigger35 = helper(2229),numtarget > 0
trigger36 = var(33) > 0
trigger36 = numhelper(2220) > 0
trigger36 = helper(2220),movehit = 1
trigger36 = helper(2220),numtarget > 0
trigger37 = var(33) > 0
trigger37 = numhelper(2412) > 0
trigger37 = helper(2412),movehit = 1
trigger37 = helper(2412),numtarget > 0
trigger38 = var(33) > 0
trigger38 = numhelper(2413) > 0
trigger38 = helper(2413),movehit = 1
trigger38 = helper(2413),numtarget > 0
trigger39 = var(33) > 0
trigger39 = numhelper(2414) > 0
trigger39 = helper(2414),movehit = 1
trigger39 = helper(2414),numtarget > 0
trigger40 = var(33) > 0
trigger40 = numhelper(2415) > 0
trigger40 = helper(2415),movehit = 1
trigger40 = helper(2415),numtarget > 0
trigger41 = var(33) > 0
trigger41 = numhelper(2416) > 0
trigger41 = helper(2416),movehit = 1
trigger41 = helper(2416),numtarget > 0
trigger42 = var(33) > 0
trigger42 = numhelper(2417) > 0
trigger42 = helper(2417),movehit = 1
trigger42 = helper(2417),numtarget > 0
trigger43 = var(33) > 0
trigger43 = numhelper(2418) > 0
trigger43 = helper(2418),movehit = 1
trigger43 = helper(2418),numtarget > 0
trigger44 = var(33) > 0
trigger44 = numhelper(2419) > 0
trigger44 = helper(2419),movehit = 1
trigger44 = helper(2419),numtarget > 0
trigger45 = var(33) > 0
trigger45 = numhelper(2420) > 0
trigger45 = helper(2420),movehit = 1
trigger45 = helper(2420),numtarget > 0
trigger46 = var(33) > 0
trigger46 = numhelper(1961) > 0
trigger46 = helper(1961),movehit = 1
trigger46 = helper(1961),numtarget > 0
fv = 4
value = fvar(4)*1.1
persistent = 0
ignorehitpause = 1



[State -2]
type = PlaySnd
triggerall = (stateno != [350,351])&&(stateno != [3300,3301])
triggerall = !ishelper
trigger1 = var(33) > 0
trigger1 = movehit
trigger1 = numtarget > 0
trigger2 = var(33) > 0
trigger2 = numhelper(1430) > 0
trigger2 = helper(1430),movehit = 1
trigger2 = helper(1430),numtarget > 0
trigger3 = var(33) > 0
trigger3 = numhelper(3500) > 0
trigger3 = helper(3500),movehit = 1
trigger3 = helper(3500),numtarget > 0
trigger4 = var(33) > 0
trigger4 = numhelper(1731) > 0
trigger4 = helper(1731),movehit = 1
trigger4 = helper(1731),numtarget > 0
trigger5 = var(33) > 0
trigger5 = numhelper(1732) > 0
trigger5 = helper(1732),movehit = 1
trigger5 = helper(1732),numtarget > 0
trigger6 = var(33) > 0
trigger6 = numhelper(1733) > 0
trigger6 = helper(1733),movehit = 1
trigger6 = helper(1733),numtarget > 0
trigger7 = var(33) > 0
trigger7 = numhelper(1734) > 0
trigger7 = helper(1734),movehit = 1
trigger7 = helper(1734),numtarget > 0
trigger8 = var(33) > 0
trigger8 = numhelper(1735) > 0
trigger8 = helper(1735),movehit = 1
trigger8 = helper(1735),numtarget > 0
trigger9 = var(33) > 0
trigger9 = numhelper(1736) > 0
trigger9 = helper(1736),movehit = 1
trigger9 = helper(1736),numtarget > 0
trigger10 = var(33) > 0
trigger10 = numhelper(1737) > 0
trigger10 = helper(1737),movehit = 1
trigger10 = helper(1737),numtarget > 0
trigger11 = var(33) > 0
trigger11 = numhelper(1738) > 0
trigger11 = helper(1738),movehit = 1
trigger11 = helper(1738),numtarget > 0
trigger12 = var(33) > 0
trigger12 = numhelper(1739) > 0
trigger12 = helper(1739),movehit = 1
trigger12 = helper(1739),numtarget > 0
trigger13 = var(33) > 0
trigger13 = numhelper(1740) > 0
trigger13 = helper(1740),movehit = 1
trigger13 = helper(1740),numtarget > 0
trigger14 = var(33) > 0
trigger14 = numhelper(1741) > 0
trigger14 = helper(1741),movehit = 1
trigger14 = helper(1741),numtarget > 0
trigger15 = var(33) > 0
trigger15 = numhelper(1760) > 0
trigger15 = helper(1760),movehit = 1
trigger15 = helper(1760),numtarget > 0
trigger16 = var(33) > 0
trigger16 = numhelper(4100) > 0
trigger16 = helper(4100),movehit = 1
trigger16 = helper(4100),numtarget > 0
trigger17 = var(33) > 0
trigger17 = numhelper(4200) > 0
trigger17 = helper(4200),movehit = 1
trigger17 = helper(4200),numtarget > 0
trigger18 = var(33) > 0
trigger18 = numhelper(2160) > 0
trigger18 = helper(2160),movehit = 1
trigger18 = helper(2160),numtarget > 0
trigger19 = var(33) > 0
trigger19 = numhelper(2191) > 0
trigger19 = helper(2191),movehit = 1
trigger19 = helper(2191),numtarget > 0
trigger20 = var(33) > 0
trigger20 = numhelper(2060) > 0
trigger20 = helper(2060),movehit = 1
trigger20 = helper(2060),numtarget > 0
trigger21 = var(33) > 0
trigger21 = numhelper(2070) > 0
trigger21 = helper(2070),movehit = 1
trigger21 = helper(2070),numtarget > 0
trigger22 = var(33) > 0
trigger22 = numhelper(2080) > 0
trigger22 = helper(2080),movehit = 1
trigger22 = helper(2080),numtarget > 0
trigger23 = var(33) > 0
trigger23 = numhelper(2160) > 0
trigger23 = helper(2160),movehit = 1
trigger23 = helper(2160),numtarget > 0
trigger24 = var(33) > 0
trigger24 = numhelper(2191) > 0
trigger24 = helper(2191),movehit = 1
trigger24 = helper(2191),numtarget > 0
trigger25 = var(33) > 0
trigger25 = numhelper(2210) > 0
trigger25 = helper(2210),movehit = 1
trigger25 = helper(2210),numtarget > 0
trigger26 = var(33) > 0
trigger26 = numhelper(2121) > 0
trigger26 = helper(2121),movehit = 1
trigger26 = helper(2121),numtarget > 0
trigger27 = var(33) > 0
trigger27 = numhelper(2215) > 0
trigger27 = helper(2215),movehit = 1
trigger27 = helper(2215),numtarget > 0
trigger28 = var(33) > 0
trigger28 = numhelper(2212) > 0
trigger28 = helper(2212),movehit = 1
trigger28 = helper(2212),numtarget > 0
trigger29 = var(33) > 0
trigger29 = numhelper(2222) > 0
trigger29 = helper(2222),movehit = 1
trigger29 = helper(2222),numtarget > 0
trigger30 = var(33) > 0
trigger30 = numhelper(2216) > 0
trigger30 = helper(2216),movehit = 1
trigger30 = helper(2216),numtarget > 0
trigger31 = var(33) > 0
trigger31 = numhelper(2213) > 0
trigger31 = helper(2213),movehit = 1
trigger31 = helper(2213),numtarget > 0
trigger32 = var(33) > 0
trigger32 = numhelper(2214) > 0
trigger32 = helper(2214),movehit = 1
trigger32 = helper(2214),numtarget > 0
trigger33 = var(33) > 0
trigger33 = numhelper(2211) > 0
trigger33 = helper(2211),movehit = 1
trigger33 = helper(2211),numtarget > 0
trigger34 = var(33) > 0
trigger34 = numhelper(2219) > 0
trigger34 = helper(2219),movehit = 1
trigger34 = helper(2219),numtarget > 0
trigger35 = var(33) > 0
trigger35 = numhelper(2229) > 0
trigger35 = helper(2229),movehit = 1
trigger35 = helper(2229),numtarget > 0
trigger36 = var(33) > 0
trigger36 = numhelper(2220) > 0
trigger36 = helper(2220),movehit = 1
trigger36 = helper(2220),numtarget > 0
trigger37 = var(33) > 0
trigger37 = numhelper(2412) > 0
trigger37 = helper(2412),movehit = 1
trigger37 = helper(2412),numtarget > 0
trigger38 = var(33) > 0
trigger38 = numhelper(2413) > 0
trigger38 = helper(2413),movehit = 1
trigger38 = helper(2413),numtarget > 0
trigger39 = var(33) > 0
trigger39 = numhelper(2414) > 0
trigger39 = helper(2414),movehit = 1
trigger39 = helper(2414),numtarget > 0
trigger40 = var(33) > 0
trigger40 = numhelper(2415) > 0
trigger40 = helper(2415),movehit = 1
trigger40 = helper(2415),numtarget > 0
trigger41 = var(33) > 0
trigger41 = numhelper(2416) > 0
trigger41 = helper(2416),movehit = 1
trigger41 = helper(2416),numtarget > 0
trigger42 = var(33) > 0
trigger42 = numhelper(2417) > 0
trigger42 = helper(2417),movehit = 1
trigger42 = helper(2417),numtarget > 0
trigger43 = var(33) > 0
trigger43 = numhelper(2418) > 0
trigger43 = helper(2418),movehit = 1
trigger43 = helper(2418),numtarget > 0
trigger44 = var(33) > 0
trigger44 = numhelper(2419) > 0
trigger44 = helper(2419),movehit = 1
trigger44 = helper(2419),numtarget > 0
trigger45 = var(33) > 0
trigger45 = numhelper(2420) > 0
trigger45 = helper(2420),movehit = 1
trigger45 = helper(2420),numtarget > 0
trigger46 = var(33) > 0
trigger46 = numhelper(1961) > 0
trigger46 = helper(1961),movehit = 1
trigger46 = helper(1961),numtarget > 0
value = s7050, 0
channel = -1
ignorehitpause = 1
[State -2]
type = Helper
triggerall = !ishelper
triggerall = (stateno != [350,351])&&(stateno != [3300,3301])
trigger1 = var(33) > 0
trigger1 = movehit
trigger1 = numtarget > 0
trigger2 = var(33) > 0
trigger2 = numhelper(1430) > 0
trigger2 = helper(1430),movehit = 1
trigger2 = helper(1430),numtarget > 0
trigger3 = var(33) > 0
trigger3 = numhelper(3500) > 0
trigger3 = helper(3500),movehit = 1
trigger3 = helper(3500),numtarget > 0
trigger4 = var(33) > 0
trigger4 = numhelper(1731) > 0
trigger4 = helper(1731),movehit = 1
trigger4 = helper(1731),numtarget > 0
trigger5 = var(33) > 0
trigger5 = numhelper(1732) > 0
trigger5 = helper(1732),movehit = 1
trigger5 = helper(1732),numtarget > 0
trigger6 = var(33) > 0
trigger6 = numhelper(1733) > 0
trigger6 = helper(1733),movehit = 1
trigger6 = helper(1733),numtarget > 0
trigger7 = var(33) > 0
trigger7 = numhelper(1734) > 0
trigger7 = helper(1734),movehit = 1
trigger7 = helper(1734),numtarget > 0
trigger8 = var(33) > 0
trigger8 = numhelper(1735) > 0
trigger8 = helper(1735),movehit = 1
trigger8 = helper(1735),numtarget > 0
trigger9 = var(33) > 0
trigger9 = numhelper(1736) > 0
trigger9 = helper(1736),movehit = 1
trigger9 = helper(1736),numtarget > 0
trigger10 = var(33) > 0
trigger10 = numhelper(1737) > 0
trigger10 = helper(1737),movehit = 1
trigger10 = helper(1737),numtarget > 0
trigger11 = var(33) > 0
trigger11 = numhelper(1738) > 0
trigger11 = helper(1738),movehit = 1
trigger11 = helper(1738),numtarget > 0
trigger12 = var(33) > 0
trigger12 = numhelper(1739) > 0
trigger12 = helper(1739),movehit = 1
trigger12 = helper(1739),numtarget > 0
trigger13 = var(33) > 0
trigger13 = numhelper(1740) > 0
trigger13 = helper(1740),movehit = 1
trigger13 = helper(1740),numtarget > 0
trigger14 = var(33) > 0
trigger14 = numhelper(1741) > 0
trigger14 = helper(1741),movehit = 1
trigger14 = helper(1741),numtarget > 0
trigger15 = var(33) > 0
trigger15 = numhelper(1760) > 0
trigger15 = helper(1760),movehit = 1
trigger15 = helper(1760),numtarget > 0
trigger16 = var(33) > 0
trigger16 = numhelper(4100) > 0
trigger16 = helper(4100),movehit = 1
trigger16 = helper(4100),numtarget > 0
trigger17 = var(33) > 0
trigger17 = numhelper(4200) > 0
trigger17 = helper(4200),movehit = 1
trigger17 = helper(4200),numtarget > 0
trigger18 = var(33) > 0
trigger18 = numhelper(2160) > 0
trigger18 = helper(2160),movehit = 1
trigger18 = helper(2160),numtarget > 0
trigger19 = var(33) > 0
trigger19 = numhelper(2191) > 0
trigger19 = helper(2191),movehit = 1
trigger19 = helper(2191),numtarget > 0
trigger20 = var(33) > 0
trigger20 = numhelper(2060) > 0
trigger20 = helper(2060),movehit = 1
trigger20 = helper(2060),numtarget > 0
trigger21 = var(33) > 0
trigger21 = numhelper(2070) > 0
trigger21 = helper(2070),movehit = 1
trigger21 = helper(2070),numtarget > 0
trigger22 = var(33) > 0
trigger22 = numhelper(2080) > 0
trigger22 = helper(2080),movehit = 1
trigger22 = helper(2080),numtarget > 0
trigger23 = var(33) > 0
trigger23 = numhelper(2160) > 0
trigger23 = helper(2160),movehit = 1
trigger23 = helper(2160),numtarget > 0
trigger24 = var(33) > 0
trigger24 = numhelper(2191) > 0
trigger24 = helper(2191),movehit = 1
trigger24 = helper(2191),numtarget > 0
trigger25 = var(33) > 0
trigger25 = numhelper(2210) > 0
trigger25 = helper(2210),movehit = 1
trigger25 = helper(2210),numtarget > 0
trigger26 = var(33) > 0
trigger26 = numhelper(2121) > 0
trigger26 = helper(2121),movehit = 1
trigger26 = helper(2121),numtarget > 0
trigger27 = var(33) > 0
trigger27 = numhelper(2215) > 0
trigger27 = helper(2215),movehit = 1
trigger27 = helper(2215),numtarget > 0
trigger28 = var(33) > 0
trigger28 = numhelper(2212) > 0
trigger28 = helper(2212),movehit = 1
trigger28 = helper(2212),numtarget > 0
trigger29 = var(33) > 0
trigger29 = numhelper(2222) > 0
trigger29 = helper(2222),movehit = 1
trigger29 = helper(2222),numtarget > 0
trigger30 = var(33) > 0
trigger30 = numhelper(2216) > 0
trigger30 = helper(2216),movehit = 1
trigger30 = helper(2216),numtarget > 0
trigger31 = var(33) > 0
trigger31 = numhelper(2213) > 0
trigger31 = helper(2213),movehit = 1
trigger31 = helper(2213),numtarget > 0
trigger32 = var(33) > 0
trigger32 = numhelper(2214) > 0
trigger32 = helper(2214),movehit = 1
trigger32 = helper(2214),numtarget > 0
trigger33 = var(33) > 0
trigger33 = numhelper(2211) > 0
trigger33 = helper(2211),movehit = 1
trigger33 = helper(2211),numtarget > 0
trigger34 = var(33) > 0
trigger34 = numhelper(2219) > 0
trigger34 = helper(2219),movehit = 1
trigger34 = helper(2219),numtarget > 0
trigger35 = var(33) > 0
trigger35 = numhelper(2229) > 0
trigger35 = helper(2229),movehit = 1
trigger35 = helper(2229),numtarget > 0
trigger36 = var(33) > 0
trigger36 = numhelper(2220) > 0
trigger36 = helper(2220),movehit = 1
trigger36 = helper(2220),numtarget > 0
trigger37 = var(33) > 0
trigger37 = numhelper(2412) > 0
trigger37 = helper(2412),movehit = 1
trigger37 = helper(2412),numtarget > 0
trigger38 = var(33) > 0
trigger38 = numhelper(2413) > 0
trigger38 = helper(2413),movehit = 1
trigger38 = helper(2413),numtarget > 0
trigger39 = var(33) > 0
trigger39 = numhelper(2414) > 0
trigger39 = helper(2414),movehit = 1
trigger39 = helper(2414),numtarget > 0
trigger40 = var(33) > 0
trigger40 = numhelper(2415) > 0
trigger40 = helper(2415),movehit = 1
trigger40 = helper(2415),numtarget > 0
trigger41 = var(33) > 0
trigger41 = numhelper(2416) > 0
trigger41 = helper(2416),movehit = 1
trigger41 = helper(2416),numtarget > 0
trigger42 = var(33) > 0
trigger42 = numhelper(2417) > 0
trigger42 = helper(2417),movehit = 1
trigger42 = helper(2417),numtarget > 0
trigger43 = var(33) > 0
trigger43 = numhelper(2418) > 0
trigger43 = helper(2418),movehit = 1
trigger43 = helper(2418),numtarget > 0
trigger44 = var(33) > 0
trigger44 = numhelper(2419) > 0
trigger44 = helper(2419),movehit = 1
trigger44 = helper(2419),numtarget > 0
trigger45 = var(33) > 0
trigger45 = numhelper(2420) > 0
trigger45 = helper(2420),movehit = 1
trigger45 = helper(2420),numtarget > 0
trigger46 = var(33) > 0
trigger46 = numhelper(1961) > 0
trigger46 = helper(1961),movehit = 1
trigger46 = helper(1961),numtarget > 0
helpertype = normal
name = "ef"
ID = 7050
pos = 0, 0
postype = p1
facing = 1
stateno = 7050
keyctrl = 0
ownpal = 1
supermovetime = 9999999
pausemovetime = 9999999
ignorehitpause = 1
[State -2]
type = EnvShake
triggerall = !ishelper
triggerall = (stateno != [350,351])&&(stateno != [3300,3301])
trigger1 = var(33) > 0
trigger1 = movehit
trigger1 = numtarget > 0
trigger2 = var(33) > 0
trigger2 = numhelper(1430) > 0
trigger2 = helper(1430),movehit = 1
trigger2 = helper(1430),numtarget > 0
trigger3 = var(33) > 0
trigger3 = numhelper(3500) > 0
trigger3 = helper(3500),movehit = 1
trigger3 = helper(3500),numtarget > 0
trigger4 = var(33) > 0
trigger4 = numhelper(1731) > 0
trigger4 = helper(1731),movehit = 1
trigger4 = helper(1731),numtarget > 0
trigger5 = var(33) > 0
trigger5 = numhelper(1732) > 0
trigger5 = helper(1732),movehit = 1
trigger5 = helper(1732),numtarget > 0
trigger6 = var(33) > 0
trigger6 = numhelper(1733) > 0
trigger6 = helper(1733),movehit = 1
trigger6 = helper(1733),numtarget > 0
trigger7 = var(33) > 0
trigger7 = numhelper(1734) > 0
trigger7 = helper(1734),movehit = 1
trigger7 = helper(1734),numtarget > 0
trigger8 = var(33) > 0
trigger8 = numhelper(1735) > 0
trigger8 = helper(1735),movehit = 1
trigger8 = helper(1735),numtarget > 0
trigger9 = var(33) > 0
trigger9 = numhelper(1736) > 0
trigger9 = helper(1736),movehit = 1
trigger9 = helper(1736),numtarget > 0
trigger10 = var(33) > 0
trigger10 = numhelper(1737) > 0
trigger10 = helper(1737),movehit = 1
trigger10 = helper(1737),numtarget > 0
trigger11 = var(33) > 0
trigger11 = numhelper(1738) > 0
trigger11 = helper(1738),movehit = 1
trigger11 = helper(1738),numtarget > 0
trigger12 = var(33) > 0
trigger12 = numhelper(1739) > 0
trigger12 = helper(1739),movehit = 1
trigger12 = helper(1739),numtarget > 0
trigger13 = var(33) > 0
trigger13 = numhelper(1740) > 0
trigger13 = helper(1740),movehit = 1
trigger13 = helper(1740),numtarget > 0
trigger14 = var(33) > 0
trigger14 = numhelper(1741) > 0
trigger14 = helper(1741),movehit = 1
trigger14 = helper(1741),numtarget > 0
trigger15 = var(33) > 0
trigger15 = numhelper(1760) > 0
trigger15 = helper(1760),movehit = 1
trigger15 = helper(1760),numtarget > 0
trigger16 = var(33) > 0
trigger16 = numhelper(4100) > 0
trigger16 = helper(4100),movehit = 1
trigger16 = helper(4100),numtarget > 0
trigger17 = var(33) > 0
trigger17 = numhelper(4200) > 0
trigger17 = helper(4200),movehit = 1
trigger17 = helper(4200),numtarget > 0
trigger18 = var(33) > 0
trigger18 = numhelper(2160) > 0
trigger18 = helper(2160),movehit = 1
trigger18 = helper(2160),numtarget > 0
trigger19 = var(33) > 0
trigger19 = numhelper(2191) > 0
trigger19 = helper(2191),movehit = 1
trigger19 = helper(2191),numtarget > 0
trigger20 = var(33) > 0
trigger20 = numhelper(2060) > 0
trigger20 = helper(2060),movehit = 1
trigger20 = helper(2060),numtarget > 0
trigger21 = var(33) > 0
trigger21 = numhelper(2070) > 0
trigger21 = helper(2070),movehit = 1
trigger21 = helper(2070),numtarget > 0
trigger22 = var(33) > 0
trigger22 = numhelper(2080) > 0
trigger22 = helper(2080),movehit = 1
trigger22 = helper(2080),numtarget > 0
trigger23 = var(33) > 0
trigger23 = numhelper(2160) > 0
trigger23 = helper(2160),movehit = 1
trigger23 = helper(2160),numtarget > 0
trigger24 = var(33) > 0
trigger24 = numhelper(2191) > 0
trigger24 = helper(2191),movehit = 1
trigger24 = helper(2191),numtarget > 0
trigger25 = var(33) > 0
trigger25 = numhelper(2210) > 0
trigger25 = helper(2210),movehit = 1
trigger25 = helper(2210),numtarget > 0
trigger26 = var(33) > 0
trigger26 = numhelper(2121) > 0
trigger26 = helper(2121),movehit = 1
trigger26 = helper(2121),numtarget > 0
trigger27 = var(33) > 0
trigger27 = numhelper(2215) > 0
trigger27 = helper(2215),movehit = 1
trigger27 = helper(2215),numtarget > 0
trigger28 = var(33) > 0
trigger28 = numhelper(2212) > 0
trigger28 = helper(2212),movehit = 1
trigger28 = helper(2212),numtarget > 0
trigger29 = var(33) > 0
trigger29 = numhelper(2222) > 0
trigger29 = helper(2222),movehit = 1
trigger29 = helper(2222),numtarget > 0
trigger30 = var(33) > 0
trigger30 = numhelper(2216) > 0
trigger30 = helper(2216),movehit = 1
trigger30 = helper(2216),numtarget > 0
trigger31 = var(33) > 0
trigger31 = numhelper(2213) > 0
trigger31 = helper(2213),movehit = 1
trigger31 = helper(2213),numtarget > 0
trigger32 = var(33) > 0
trigger32 = numhelper(2214) > 0
trigger32 = helper(2214),movehit = 1
trigger32 = helper(2214),numtarget > 0
trigger33 = var(33) > 0
trigger33 = numhelper(2211) > 0
trigger33 = helper(2211),movehit = 1
trigger33 = helper(2211),numtarget > 0
trigger34 = var(33) > 0
trigger34 = numhelper(2219) > 0
trigger34 = helper(2219),movehit = 1
trigger34 = helper(2219),numtarget > 0
trigger35 = var(33) > 0
trigger35 = numhelper(2229) > 0
trigger35 = helper(2229),movehit = 1
trigger35 = helper(2229),numtarget > 0
trigger36 = var(33) > 0
trigger36 = numhelper(2220) > 0
trigger36 = helper(2220),movehit = 1
trigger36 = helper(2220),numtarget > 0
trigger37 = var(33) > 0
trigger37 = numhelper(2412) > 0
trigger37 = helper(2412),movehit = 1
trigger37 = helper(2412),numtarget > 0
trigger38 = var(33) > 0
trigger38 = numhelper(2413) > 0
trigger38 = helper(2413),movehit = 1
trigger38 = helper(2413),numtarget > 0
trigger39 = var(33) > 0
trigger39 = numhelper(2414) > 0
trigger39 = helper(2414),movehit = 1
trigger39 = helper(2414),numtarget > 0
trigger40 = var(33) > 0
trigger40 = numhelper(2415) > 0
trigger40 = helper(2415),movehit = 1
trigger40 = helper(2415),numtarget > 0
trigger41 = var(33) > 0
trigger41 = numhelper(2416) > 0
trigger41 = helper(2416),movehit = 1
trigger41 = helper(2416),numtarget > 0
trigger42 = var(33) > 0
trigger42 = numhelper(2417) > 0
trigger42 = helper(2417),movehit = 1
trigger42 = helper(2417),numtarget > 0
trigger43 = var(33) > 0
trigger43 = numhelper(2418) > 0
trigger43 = helper(2418),movehit = 1
trigger43 = helper(2418),numtarget > 0
trigger44 = var(33) > 0
trigger44 = numhelper(2419) > 0
trigger44 = helper(2419),movehit = 1
trigger44 = helper(2419),numtarget > 0
trigger45 = var(33) > 0
trigger45 = numhelper(2420) > 0
trigger45 = helper(2420),movehit = 1
trigger45 = helper(2420),numtarget > 0
trigger46 = var(33) > 0
trigger46 = numhelper(1961) > 0
trigger46 = helper(1961),movehit = 1
trigger46 = helper(1961),numtarget > 0
time = 15
freq = 120
ampl = -4
ignorehitpause = 1
[State -2]
type = Pause
triggerall = !ishelper
triggerall = (stateno != [350,351])&&(stateno != [3300,3301])
trigger1 = var(33) > 0
trigger1 = movehit
trigger1 = numtarget > 0
trigger2 = var(33) > 0
trigger2 = numhelper(1430) > 0
trigger2 = helper(1430),movehit = 1
trigger2 = helper(1430),numtarget > 0
trigger3 = var(33) > 0
trigger3 = numhelper(3500) > 0
trigger3 = helper(3500),movehit = 1
trigger3 = helper(3500),numtarget > 0
trigger4 = var(33) > 0
trigger4 = numhelper(1731) > 0
trigger4 = helper(1731),movehit = 1
trigger4 = helper(1731),numtarget > 0
trigger5 = var(33) > 0
trigger5 = numhelper(1732) > 0
trigger5 = helper(1732),movehit = 1
trigger5 = helper(1732),numtarget > 0
trigger6 = var(33) > 0
trigger6 = numhelper(1733) > 0
trigger6 = helper(1733),movehit = 1
trigger6 = helper(1733),numtarget > 0
trigger7 = var(33) > 0
trigger7 = numhelper(1734) > 0
trigger7 = helper(1734),movehit = 1
trigger7 = helper(1734),numtarget > 0
trigger8 = var(33) > 0
trigger8 = numhelper(1735) > 0
trigger8 = helper(1735),movehit = 1
trigger8 = helper(1735),numtarget > 0
trigger9 = var(33) > 0
trigger9 = numhelper(1736) > 0
trigger9 = helper(1736),movehit = 1
trigger9 = helper(1736),numtarget > 0
trigger10 = var(33) > 0
trigger10 = numhelper(1737) > 0
trigger10 = helper(1737),movehit = 1
trigger10 = helper(1737),numtarget > 0
trigger11 = var(33) > 0
trigger11 = numhelper(1738) > 0
trigger11 = helper(1738),movehit = 1
trigger11 = helper(1738),numtarget > 0
trigger12 = var(33) > 0
trigger12 = numhelper(1739) > 0
trigger12 = helper(1739),movehit = 1
trigger12 = helper(1739),numtarget > 0
trigger13 = var(33) > 0
trigger13 = numhelper(1740) > 0
trigger13 = helper(1740),movehit = 1
trigger13 = helper(1740),numtarget > 0
trigger14 = var(33) > 0
trigger14 = numhelper(1741) > 0
trigger14 = helper(1741),movehit = 1
trigger14 = helper(1741),numtarget > 0
trigger15 = var(33) > 0
trigger15 = numhelper(1760) > 0
trigger15 = helper(1760),movehit = 1
trigger15 = helper(1760),numtarget > 0
trigger16 = var(33) > 0
trigger16 = numhelper(4100) > 0
trigger16 = helper(4100),movehit = 1
trigger16 = helper(4100),numtarget > 0
trigger17 = var(33) > 0
trigger17 = numhelper(4200) > 0
trigger17 = helper(4200),movehit = 1
trigger17 = helper(4200),numtarget > 0
trigger18 = var(33) > 0
trigger18 = numhelper(2160) > 0
trigger18 = helper(2160),movehit = 1
trigger18 = helper(2160),numtarget > 0
trigger19 = var(33) > 0
trigger19 = numhelper(2191) > 0
trigger19 = helper(2191),movehit = 1
trigger19 = helper(2191),numtarget > 0
trigger20 = var(33) > 0
trigger20 = numhelper(2060) > 0
trigger20 = helper(2060),movehit = 1
trigger20 = helper(2060),numtarget > 0
trigger21 = var(33) > 0
trigger21 = numhelper(2070) > 0
trigger21 = helper(2070),movehit = 1
trigger21 = helper(2070),numtarget > 0
trigger22 = var(33) > 0
trigger22 = numhelper(2080) > 0
trigger22 = helper(2080),movehit = 1
trigger22 = helper(2080),numtarget > 0
trigger23 = var(33) > 0
trigger23 = numhelper(2160) > 0
trigger23 = helper(2160),movehit = 1
trigger23 = helper(2160),numtarget > 0
trigger24 = var(33) > 0
trigger24 = numhelper(2191) > 0
trigger24 = helper(2191),movehit = 1
trigger24 = helper(2191),numtarget > 0
trigger25 = var(33) > 0
trigger25 = numhelper(2210) > 0
trigger25 = helper(2210),movehit = 1
trigger25 = helper(2210),numtarget > 0
trigger26 = var(33) > 0
trigger26 = numhelper(2121) > 0
trigger26 = helper(2121),movehit = 1
trigger26 = helper(2121),numtarget > 0
trigger27 = var(33) > 0
trigger27 = numhelper(2215) > 0
trigger27 = helper(2215),movehit = 1
trigger27 = helper(2215),numtarget > 0
trigger28 = var(33) > 0
trigger28 = numhelper(2212) > 0
trigger28 = helper(2212),movehit = 1
trigger28 = helper(2212),numtarget > 0
trigger29 = var(33) > 0
trigger29 = numhelper(2222) > 0
trigger29 = helper(2222),movehit = 1
trigger29 = helper(2222),numtarget > 0
trigger30 = var(33) > 0
trigger30 = numhelper(2216) > 0
trigger30 = helper(2216),movehit = 1
trigger30 = helper(2216),numtarget > 0
trigger31 = var(33) > 0
trigger31 = numhelper(2213) > 0
trigger31 = helper(2213),movehit = 1
trigger31 = helper(2213),numtarget > 0
trigger32 = var(33) > 0
trigger32 = numhelper(2214) > 0
trigger32 = helper(2214),movehit = 1
trigger32 = helper(2214),numtarget > 0
trigger33 = var(33) > 0
trigger33 = numhelper(2211) > 0
trigger33 = helper(2211),movehit = 1
trigger33 = helper(2211),numtarget > 0
trigger34 = var(33) > 0
trigger34 = numhelper(2219) > 0
trigger34 = helper(2219),movehit = 1
trigger34 = helper(2219),numtarget > 0
trigger35 = var(33) > 0
trigger35 = numhelper(2229) > 0
trigger35 = helper(2229),movehit = 1
trigger35 = helper(2229),numtarget > 0
trigger36 = var(33) > 0
trigger36 = numhelper(2220) > 0
trigger36 = helper(2220),movehit = 1
trigger36 = helper(2220),numtarget > 0
trigger37 = var(33) > 0
trigger37 = numhelper(2412) > 0
trigger37 = helper(2412),movehit = 1
trigger37 = helper(2412),numtarget > 0
trigger38 = var(33) > 0
trigger38 = numhelper(2413) > 0
trigger38 = helper(2413),movehit = 1
trigger38 = helper(2413),numtarget > 0
trigger39 = var(33) > 0
trigger39 = numhelper(2414) > 0
trigger39 = helper(2414),movehit = 1
trigger39 = helper(2414),numtarget > 0
trigger40 = var(33) > 0
trigger40 = numhelper(2415) > 0
trigger40 = helper(2415),movehit = 1
trigger40 = helper(2415),numtarget > 0
trigger41 = var(33) > 0
trigger41 = numhelper(2416) > 0
trigger41 = helper(2416),movehit = 1
trigger41 = helper(2416),numtarget > 0
trigger42 = var(33) > 0
trigger42 = numhelper(2417) > 0
trigger42 = helper(2417),movehit = 1
trigger42 = helper(2417),numtarget > 0
trigger43 = var(33) > 0
trigger43 = numhelper(2418) > 0
trigger43 = helper(2418),movehit = 1
trigger43 = helper(2418),numtarget > 0
trigger44 = var(33) > 0
trigger44 = numhelper(2419) > 0
trigger44 = helper(2419),movehit = 1
trigger44 = helper(2419),numtarget > 0
trigger45 = var(33) > 0
trigger45 = numhelper(2420) > 0
trigger45 = helper(2420),movehit = 1
trigger45 = helper(2420),numtarget > 0
trigger46 = var(33) > 0
trigger46 = numhelper(1961) > 0
trigger46 = helper(1961),movehit = 1
trigger46 = helper(1961),numtarget > 0
time = 6
movetime = 0
ignorehitpause = 1
;多段ヒット用CH継続処理var
[State -2]
type = Varset
triggerall = !ishelper
triggerall = (stateno != [350,351])&&(stateno != [3300,3301])
trigger1 = var(33) > 0
trigger1 = movehit
trigger1 = numtarget > 0
trigger2 = var(33) > 0
trigger2 = numhelper(1430) > 0
trigger2 = helper(1430),movehit = 1
trigger2 = helper(1430),numtarget > 0
trigger3 = var(33) > 0
trigger3 = numhelper(3500) > 0
trigger3 = helper(3500),movehit = 1
trigger3 = helper(3500),numtarget > 0
trigger4 = var(33) > 0
trigger4 = numhelper(1731) > 0
trigger4 = helper(1731),movehit = 1
trigger4 = helper(1731),numtarget > 0
trigger5 = var(33) > 0
trigger5 = numhelper(1732) > 0
trigger5 = helper(1732),movehit = 1
trigger5 = helper(1732),numtarget > 0
trigger6 = var(33) > 0
trigger6 = numhelper(1733) > 0
trigger6 = helper(1733),movehit = 1
trigger6 = helper(1733),numtarget > 0
trigger7 = var(33) > 0
trigger7 = numhelper(1734) > 0
trigger7 = helper(1734),movehit = 1
trigger7 = helper(1734),numtarget > 0
trigger8 = var(33) > 0
trigger8 = numhelper(1735) > 0
trigger8 = helper(1735),movehit = 1
trigger8 = helper(1735),numtarget > 0
trigger9 = var(33) > 0
trigger9 = numhelper(1736) > 0
trigger9 = helper(1736),movehit = 1
trigger9 = helper(1736),numtarget > 0
trigger10 = var(33) > 0
trigger10 = numhelper(1737) > 0
trigger10 = helper(1737),movehit = 1
trigger10 = helper(1737),numtarget > 0
trigger11 = var(33) > 0
trigger11 = numhelper(1738) > 0
trigger11 = helper(1738),movehit = 1
trigger11 = helper(1738),numtarget > 0
trigger12 = var(33) > 0
trigger12 = numhelper(1739) > 0
trigger12 = helper(1739),movehit = 1
trigger12 = helper(1739),numtarget > 0
trigger13 = var(33) > 0
trigger13 = numhelper(1740) > 0
trigger13 = helper(1740),movehit = 1
trigger13 = helper(1740),numtarget > 0
trigger14 = var(33) > 0
trigger14 = numhelper(1741) > 0
trigger14 = helper(1741),movehit = 1
trigger14 = helper(1741),numtarget > 0
trigger15 = var(33) > 0
trigger15 = numhelper(1760) > 0
trigger15 = helper(1760),movehit = 1
trigger15 = helper(1760),numtarget > 0
trigger16 = var(33) > 0
trigger16 = numhelper(4100) > 0
trigger16 = helper(4100),movehit = 1
trigger16 = helper(4100),numtarget > 0
trigger17 = var(33) > 0
trigger17 = numhelper(4200) > 0
trigger17 = helper(4200),movehit = 1
trigger17 = helper(4200),numtarget > 0
trigger18 = var(33) > 0
trigger18 = numhelper(2160) > 0
trigger18 = helper(2160),movehit = 1
trigger18 = helper(2160),numtarget > 0
trigger19 = var(33) > 0
trigger19 = numhelper(2191) > 0
trigger19 = helper(2191),movehit = 1
trigger19 = helper(2191),numtarget > 0
trigger20 = var(33) > 0
trigger20 = numhelper(2060) > 0
trigger20 = helper(2060),movehit = 1
trigger20 = helper(2060),numtarget > 0
trigger21 = var(33) > 0
trigger21 = numhelper(2070) > 0
trigger21 = helper(2070),movehit = 1
trigger21 = helper(2070),numtarget > 0
trigger22 = var(33) > 0
trigger22 = numhelper(2080) > 0
trigger22 = helper(2080),movehit = 1
trigger22 = helper(2080),numtarget > 0
trigger23 = var(33) > 0
trigger23 = numhelper(2160) > 0
trigger23 = helper(2160),movehit = 1
trigger23 = helper(2160),numtarget > 0
trigger24 = var(33) > 0
trigger24 = numhelper(2191) > 0
trigger24 = helper(2191),movehit = 1
trigger24 = helper(2191),numtarget > 0
trigger25 = var(33) > 0
trigger25 = numhelper(2210) > 0
trigger25 = helper(2210),movehit = 1
trigger25 = helper(2210),numtarget > 0
trigger26 = var(33) > 0
trigger26 = numhelper(2121) > 0
trigger26 = helper(2121),movehit = 1
trigger26 = helper(2121),numtarget > 0
trigger27 = var(33) > 0
trigger27 = numhelper(2215) > 0
trigger27 = helper(2215),movehit = 1
trigger27 = helper(2215),numtarget > 0
trigger28 = var(33) > 0
trigger28 = numhelper(2212) > 0
trigger28 = helper(2212),movehit = 1
trigger28 = helper(2212),numtarget > 0
trigger29 = var(33) > 0
trigger29 = numhelper(2222) > 0
trigger29 = helper(2222),movehit = 1
trigger29 = helper(2222),numtarget > 0
trigger30 = var(33) > 0
trigger30 = numhelper(2216) > 0
trigger30 = helper(2216),movehit = 1
trigger30 = helper(2216),numtarget > 0
trigger31 = var(33) > 0
trigger31 = numhelper(2213) > 0
trigger31 = helper(2213),movehit = 1
trigger31 = helper(2213),numtarget > 0
trigger32 = var(33) > 0
trigger32 = numhelper(2214) > 0
trigger32 = helper(2214),movehit = 1
trigger32 = helper(2214),numtarget > 0
trigger33 = var(33) > 0
trigger33 = numhelper(2211) > 0
trigger33 = helper(2211),movehit = 1
trigger33 = helper(2211),numtarget > 0
trigger34 = var(33) > 0
trigger34 = numhelper(2219) > 0
trigger34 = helper(2219),movehit = 1
trigger34 = helper(2219),numtarget > 0
trigger35 = var(33) > 0
trigger35 = numhelper(2229) > 0
trigger35 = helper(2229),movehit = 1
trigger35 = helper(2229),numtarget > 0
trigger36 = var(33) > 0
trigger36 = numhelper(2220) > 0
trigger36 = helper(2220),movehit = 1
trigger36 = helper(2220),numtarget > 0
trigger37 = var(33) > 0
trigger37 = numhelper(2412) > 0
trigger37 = helper(2412),movehit = 1
trigger37 = helper(2412),numtarget > 0
trigger38 = var(33) > 0
trigger38 = numhelper(2413) > 0
trigger38 = helper(2413),movehit = 1
trigger38 = helper(2413),numtarget > 0
trigger39 = var(33) > 0
trigger39 = numhelper(2414) > 0
trigger39 = helper(2414),movehit = 1
trigger39 = helper(2414),numtarget > 0
trigger40 = var(33) > 0
trigger40 = numhelper(2415) > 0
trigger40 = helper(2415),movehit = 1
trigger40 = helper(2415),numtarget > 0
trigger41 = var(33) > 0
trigger41 = numhelper(2416) > 0
trigger41 = helper(2416),movehit = 1
trigger41 = helper(2416),numtarget > 0
trigger42 = var(33) > 0
trigger42 = numhelper(2417) > 0
trigger42 = helper(2417),movehit = 1
trigger42 = helper(2417),numtarget > 0
trigger43 = var(33) > 0
trigger43 = numhelper(2418) > 0
trigger43 = helper(2418),movehit = 1
trigger43 = helper(2418),numtarget > 0
trigger44 = var(33) > 0
trigger44 = numhelper(2419) > 0
trigger44 = helper(2419),movehit = 1
trigger44 = helper(2419),numtarget > 0
trigger45 = var(33) > 0
trigger45 = numhelper(2420) > 0
trigger45 = helper(2420),movehit = 1
trigger45 = helper(2420),numtarget > 0
trigger46 = var(33) > 0
trigger46 = numhelper(1961) > 0
trigger46 = helper(1961),movehit = 1
trigger46 = helper(1961),numtarget > 0
v = 37
value = 1
ignorehitpause = 1




;リセット
[State -2]
type = VarSet
triggerall = !ishelper
triggerall = var(33) >= 0
trigger1 = (P2movetype != A&&(!(movecontact)&&(projhit=0) || (P2movetype = I)))
v = 33
value = 0
ignorehitpause = 1
;クールタイム
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = (stateno != [350,351])&&(stateno != [3300,3301])&&(var(33)>0)&&movehit&&(numtarget > 0)
trigger2 = var(33) > 0
trigger2 = numhelper(1430) > 0
trigger2 = helper(1430),movehit = 1
trigger2 = helper(1430),numtarget > 0
trigger3 = var(33) > 0
trigger3 = numhelper(3500) > 0
trigger3 = helper(3500),movehit = 1
trigger3 = helper(3500),numtarget > 0
trigger4 = var(33) > 0
trigger4 = numhelper(1731) > 0
trigger4 = helper(1731),movehit = 1
trigger4 = helper(1731),numtarget > 0
trigger5 = var(33) > 0
trigger5 = numhelper(1732) > 0
trigger5 = helper(1732),movehit = 1
trigger5 = helper(1732),numtarget > 0
trigger6 = var(33) > 0
trigger6 = numhelper(1733) > 0
trigger6 = helper(1733),movehit = 1
trigger6 = helper(1733),numtarget > 0
trigger7 = var(33) > 0
trigger7 = numhelper(1734) > 0
trigger7 = helper(1734),movehit = 1
trigger7 = helper(1734),numtarget > 0
trigger8 = var(33) > 0
trigger8 = numhelper(1735) > 0
trigger8 = helper(1735),movehit = 1
trigger8 = helper(1735),numtarget > 0
trigger9 = var(33) > 0
trigger9 = numhelper(1736) > 0
trigger9 = helper(1736),movehit = 1
trigger9 = helper(1736),numtarget > 0
trigger10 = var(33) > 0
trigger10 = numhelper(1737) > 0
trigger10 = helper(1737),movehit = 1
trigger10 = helper(1737),numtarget > 0
trigger11 = var(33) > 0
trigger11 = numhelper(1738) > 0
trigger11 = helper(1738),movehit = 1
trigger11 = helper(1738),numtarget > 0
trigger12 = var(33) > 0
trigger12 = numhelper(1739) > 0
trigger12 = helper(1739),movehit = 1
trigger12 = helper(1739),numtarget > 0
trigger13 = var(33) > 0
trigger13 = numhelper(1740) > 0
trigger13 = helper(1740),movehit = 1
trigger13 = helper(1740),numtarget > 0
trigger14 = var(33) > 0
trigger14 = numhelper(1741) > 0
trigger14 = helper(1741),movehit = 1
trigger14 = helper(1741),numtarget > 0
trigger15 = var(33) > 0
trigger15 = numhelper(1760) > 0
trigger15 = helper(1760),movehit = 1
trigger15 = helper(1760),numtarget > 0
trigger16 = var(33) > 0
trigger16 = numhelper(4100) > 0
trigger16 = helper(4100),movehit = 1
trigger16 = helper(4100),numtarget > 0
trigger17 = var(33) > 0
trigger17 = numhelper(4200) > 0
trigger17 = helper(4200),movehit = 1
trigger17 = helper(4200),numtarget > 0
trigger18 = var(33) > 0
trigger18 = numhelper(2160) > 0
trigger18 = helper(2160),movehit = 1
trigger18 = helper(2160),numtarget > 0
trigger19 = var(33) > 0
trigger19 = numhelper(2191) > 0
trigger19 = helper(2191),movehit = 1
trigger19 = helper(2191),numtarget > 0
trigger20 = var(33) > 0
trigger20 = numhelper(2060) > 0
trigger20 = helper(2060),movehit = 1
trigger20 = helper(2060),numtarget > 0
trigger21 = var(33) > 0
trigger21 = numhelper(2070) > 0
trigger21 = helper(2070),movehit = 1
trigger21 = helper(2070),numtarget > 0
trigger22 = var(33) > 0
trigger22 = numhelper(2080) > 0
trigger22 = helper(2080),movehit = 1
trigger22 = helper(2080),numtarget > 0
trigger23 = var(33) > 0
trigger23 = numhelper(2160) > 0
trigger23 = helper(2160),movehit = 1
trigger23 = helper(2160),numtarget > 0
trigger24 = var(33) > 0
trigger24 = numhelper(2191) > 0
trigger24 = helper(2191),movehit = 1
trigger24 = helper(2191),numtarget > 0
trigger25 = var(33) > 0
trigger25 = numhelper(2210) > 0
trigger25 = helper(2210),movehit = 1
trigger25 = helper(2210),numtarget > 0
trigger26 = var(33) > 0
trigger26 = numhelper(2221) > 0
trigger26 = helper(2221),movehit = 1
trigger26 = helper(2221),numtarget > 0
trigger27 = var(33) > 0
trigger27 = numhelper(2215) > 0
trigger27 = helper(2215),movehit = 1
trigger27 = helper(2215),numtarget > 0
trigger28 = var(33) > 0
trigger28 = numhelper(2212) > 0
trigger28 = helper(2212),movehit = 1
trigger28 = helper(2212),numtarget > 0
trigger29 = var(33) > 0
trigger29 = numhelper(2222) > 0
trigger29 = helper(2222),movehit = 1
trigger29 = helper(2222),numtarget > 0
trigger30 = var(33) > 0
trigger30 = numhelper(2216) > 0
trigger30 = helper(2216),movehit = 1
trigger30 = helper(2216),numtarget > 0
trigger31 = var(33) > 0
trigger31 = numhelper(2213) > 0
trigger31 = helper(2213),movehit = 1
trigger31 = helper(2213),numtarget > 0
trigger32 = var(33) > 0
trigger32 = numhelper(2214) > 0
trigger32 = helper(2214),movehit = 1
trigger32 = helper(2214),numtarget > 0
trigger33 = var(33) > 0
trigger33 = numhelper(2211) > 0
trigger33 = helper(2211),movehit = 1
trigger33 = helper(2211),numtarget > 0
trigger34 = var(33) > 0
trigger34 = numhelper(2219) > 0
trigger34 = helper(2219),movehit = 1
trigger34 = helper(2219),numtarget > 0
trigger35 = var(33) > 0
trigger35 = numhelper(2229) > 0
trigger35 = helper(2229),movehit = 1
trigger35 = helper(2229),numtarget > 0
trigger36 = var(33) > 0
trigger36 = numhelper(2220) > 0
trigger36 = helper(2220),movehit = 1
trigger36 = helper(2220),numtarget > 0
trigger37 = var(33) > 0
trigger37 = numhelper(2412) > 0
trigger37 = helper(2412),movehit = 1
trigger37 = helper(2412),numtarget > 0
trigger38 = var(33) > 0
trigger38 = numhelper(2413) > 0
trigger38 = helper(2413),movehit = 1
trigger38 = helper(2413),numtarget > 0
trigger39 = var(33) > 0
trigger39 = numhelper(2414) > 0
trigger39 = helper(2414),movehit = 1
trigger39 = helper(2414),numtarget > 0
trigger40 = var(33) > 0
trigger40 = numhelper(2415) > 0
trigger40 = helper(2415),movehit = 1
trigger40 = helper(2415),numtarget > 0
trigger41 = var(33) > 0
trigger41 = numhelper(2416) > 0
trigger41 = helper(2416),movehit = 1
trigger41 = helper(2416),numtarget > 0
trigger42 = var(33) > 0
trigger42 = numhelper(2417) > 0
trigger42 = helper(2417),movehit = 1
trigger42 = helper(2417),numtarget > 0
trigger43 = var(33) > 0
trigger43 = numhelper(2418) > 0
trigger43 = helper(2418),movehit = 1
trigger43 = helper(2418),numtarget > 0
trigger44 = var(33) > 0
trigger44 = numhelper(2419) > 0
trigger44 = helper(2419),movehit = 1
trigger44 = helper(2419),numtarget > 0
trigger45 = var(33) > 0
trigger45 = numhelper(2420) > 0
trigger45 = helper(2420),movehit = 1
trigger45 = helper(2420),numtarget > 0
trigger46 = var(33) > 0
trigger46 = numhelper(1961) > 0
trigger46 = helper(1961),movehit = 1
trigger46 = helper(1961),numtarget > 0
v = 33
value = -10
ignorehitpause = 1



;=================================================================================
;varリセット
;=================================================================================
[State -1]
type = VarSet
triggerall = !ishelper
trigger1 = roundstate < 2
trigger1 = var(25)%100 != 14
v = 10
value = 0
[State -1]
type = VarSet
triggerall = !ishelper
trigger1 = roundstate < 2
v = 11
value = 0
[State -1]
type = VarSet
triggerall = !ishelper
trigger1 = roundstate < 2
v = 12
value = 0
[State -1]
type = VarSet
triggerall = !ishelper
trigger1 = roundstate < 2
v = 13
value = 0

;=================================================================================
;風水士処理
;=================================================================================
;蔦地獄同技補正
[State -1]
type = VarSet
triggerall = !ishelper
triggerall = var(25)%100 = 11
trigger1 = (P2movetype != H) || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210])&&(enemynear,ctrl = 1)
v = 11
value = 0


;突風スロウ処理
[State -2]
type = Pause
triggerall = !ishelper
triggerall = var(25)%100 = 11
trigger1 = var(12) > 0 && gametime%4 = 0
trigger1 = var(12) != 50
time = 2
movetime = 2
[State -1]
type = VarAdd
triggerall = !ishelper
triggerall = var(25)%100 = 11
trigger1 = var(12) < 50
trigger2 = var(12) = 50
trigger2 = (p2movetype != H || (enemynear,stateno = [120,149])) && (p2statetype != L) || var(13) > 500
v = 12
value = -1
[State -1]
type = VarSet
triggerall = !ishelper
triggerall = var(25)%100 = 11
trigger1 = var(13) > 400
trigger2 = var(12) <= 0
trigger3 = var(12) < 50 && ((p2movetype = H && (enemynear,stateno != [120,149])) || (p2statetype = L))
v = 12
value = 0
[State -1]
type = VarAdd
triggerall = !ishelper
triggerall = var(25)%100 = 11
trigger1 = var(12) = 50
v = 13
value = 1
;=================================================================================
;竜騎士処理
;=================================================================================
;残像処理
[State -2]
type = AfterImageTime
triggerall = var(25)%100 = 12
trigger1 = stateno != [2100,2102]
time = 1

;=================================================================================
;時魔導士処理
;=================================================================================
;ヘイスト
[State -2]
type = AfterImage
triggerall = var(25)%100 = 6
trigger1 = var(10) = 400
time = 400
length = 10
palbright = 90,90,90
palcontrast = 50,220,50
palpostbright = 0,0,0
;paladd = 10,10,25
;palmul = .65,.65,.75
;timegap = 1
;framegap = 4
;trans = "add"
[State -2]
type = AfterImageTime
triggerall = var(25)%100 = 6
trigger1 = var(10) <= 0
time = 1
[State -2]
type = VarAdd
triggerall = var(25)%100 = 6
trigger1 = var(10) > 0
v = 10
value = -1




;ストップ
[State -2]
type = null;BGPalFX
triggerall = var(25)%100 = 6
trigger1 = var(11) > 0
time = 1
add = 0,0,0
mul = 256,256,256
sinadd = 256,256,256,10
invertall = 0
color = 0
ignorehitpause = 1
[State -2]
type = NotHitBy
triggerall = var(25)%100 = 6
trigger1 = var(11) > 0
value = SCA
time = 5
[State -2]
type = SuperPause
triggerall = var(25)%100 = 6
trigger1 = var(11) > 0
time = 5
anim = -1
sound = -1
pos = 0,-50
movetime = 5
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 0
ignorehitpause = 1
[State -2]
type = VarAdd
triggerall = var(25)%100 = 6
trigger1 = var(11) > 0
v = 11
value = -1



;=================================================================================
;陰陽士処理
;=================================================================================
;バーサク
[State -2]
type = VarAdd
triggerall = !ishelper
trigger1 = var(25)%100 = 10
trigger1 = var(10) > 0
v = 10
value = -1

[State -2]
type = Helper
triggerall = !ishelper
trigger1 = numhelper(1985) = 0
trigger1 = var(25)%100 = 10
trigger1 = var(10) > 0
helpertype = normal
name = "ikari"
ID = 1985
pos = 0, 0
postype = p2
facing = 1
stateno = 1985
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State -2]
type = AttackDist
triggerall = !ishelper
trigger1 = var(25)%100 = 10
trigger1 = var(10) > 0
trigger1 = statetype = C
trigger1 = p2statetype != C
trigger1 = movetype = A
trigger2 = var(25)%100 = 10
trigger2 = var(10) > 0
trigger2 = statetype = S || statetype = A
trigger2 = p2statetype != S
trigger2 = movetype = A
value = 0
[State -2]
type = AssertSpecial
triggerall = !ishelper
trigger1 = var(25)%100 = 10
trigger1 = var(10) > 0
trigger1 = statetype = C
trigger1 = p2statetype != C
trigger1 = movetype = A
flag = unguardable
[State -2]
type = AssertSpecial
triggerall = !ishelper
trigger1 = var(25)%100 = 10
trigger1 = var(10) > 0
trigger1 = statetype = S || statetype = A
trigger1 = p2statetype != S
trigger1 = movetype = A
flag = unguardable



[State -2]
type = DefenceMulSet
triggerall = !ishelper
trigger1 = var(25)%100 = 10
trigger1 = var(10) > 0
trigger1 = var(47) != 3
value = 2.4
[State -2]
type = DefenceMulSet
triggerall = !ishelper
trigger1 = var(25)%100 = 10
trigger1 = var(10) = 0
trigger1 = var(47) != 3
value = 2
[State -2]
type = DefenceMulSet
triggerall = !ishelper
trigger1 = var(47) = 3
trigger1 = var(25)%100 = 10
trigger1 = var(10) > 0
value = 2.88
[State -2]
type = DefenceMulSet
triggerall = !ishelper
trigger1 = var(47) = 3
trigger1 = var(25)%100 = 10
trigger1 = var(10) = 0
value = 2.4


[State -2]
type = lifeadd
triggerall = !ishelper
trigger1 = gethitvar(hitcount) = 1
trigger1 = gethitvar(damage) > 0
trigger1 = var(25)%100 = 10
trigger1 = var(10) > 0
trigger1 = var(47) != 3
value = floor(-1.2*gethitvar(damage))
[State -2]
type = lifeadd
triggerall = !ishelper
trigger1 = gethitvar(hitcount) = 1
trigger1 = gethitvar(damage) > 0
trigger1 = var(25)%100 = 10
trigger1 = var(10) > 0
trigger1 = var(47) = 3
value = floor(-1.44*gethitvar(damage))
[State -2]
type = lifeadd
triggerall = !ishelper
trigger1 = gethitvar(hitcount) = 1
trigger1 = gethitvar(damage) > 0
trigger1 = var(10) = 0
trigger1 = var(47) != 3
triggerall = var(25)%100 = 10
value = floor(-1*gethitvar(damage))
[State -2]
type = lifeadd
triggerall = !ishelper
trigger1 = gethitvar(hitcount) = 1
trigger1 = gethitvar(damage) > 0
trigger1 = var(25)%100 = 10
trigger1 = var(10) = 0
trigger1 = var(47) = 3
value = floor(-1.2*gethitvar(damage))



;=================================================================================
;話術士処理
;=================================================================================
;おどす
[State -2]
type = VarAdd
triggerall = !ishelper
trigger1 = var(25)%100 = 9
trigger1 = var(10) > 0
v = 10
value = -1

[State -2]
type = Helper
triggerall = !ishelper
trigger1 = numhelper(1965) = 0
trigger1 = var(25)%100 = 9
trigger1 = var(10) > 0
helpertype = normal
name = "chikin"
ID = 1965
pos = -3000, 50000
postype = p1
facing = 1
stateno = 1965
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0






;悪口
[State -2]
type = VarAdd
triggerall = !ishelper
trigger1 = var(25)%100 = 9
trigger1 = var(11) > 0
v = 11
value = -1

[State -2]
type = Helper
triggerall = !ishelper
trigger1 = numhelper(1985) = 0
trigger1 = var(25)%100 = 9
trigger1 = var(11) > 0
helpertype = normal
name = "ikari"
ID = 1985
pos = 0, 0
postype = p2
facing = 1
stateno = 1985
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State -2]
type = AttackDist
triggerall = !ishelper
trigger1 = var(25)%100 = 9
trigger1 = var(11) > 0
trigger1 = statetype = C
trigger1 = p2statetype != C
trigger1 = movetype = A
trigger2 = var(25)%100 = 9
trigger2 = var(11) > 0
trigger2 = statetype = S || statetype = A
trigger2 = p2statetype != S
trigger2 = movetype = A
value = 0
[State -2]
type = AssertSpecial
triggerall = !ishelper
trigger1 = var(25)%100 = 9
trigger1 = var(11) > 0
trigger1 = statetype = C
trigger1 = p2statetype != C
trigger1 = movetype = A
flag = unguardable
[State -2]
type = AssertSpecial
triggerall = !ishelper
trigger1 = var(25)%100 = 9
trigger1 = var(11) > 0
trigger1 = statetype = S || statetype = A
trigger1 = p2statetype != S
trigger1 = movetype = A
flag = unguardable



[State -2]
type = DefenceMulSet
triggerall = !ishelper
trigger1 = var(25)%100 = 9
trigger1 = var(11) > 0
trigger1 = var(47) != 3
value = 2.4
[State -2]
type = DefenceMulSet
triggerall = !ishelper
trigger1 = var(25)%100 = 9
trigger1 = var(11) = 0
trigger1 = var(47) != 3
value = 2
[State -2]
type = DefenceMulSet
triggerall = !ishelper
trigger1 = var(47) = 3
trigger1 = var(25)%100 = 9
trigger1 = var(11) > 0
value = 2.88
[State -2]
type = DefenceMulSet
triggerall = !ishelper
trigger1 = var(47) = 3
trigger1 = var(25)%100 = 9
trigger1 = var(11) = 0
value = 2.4


[State -2]
type = lifeadd
triggerall = !ishelper
trigger1 = gethitvar(hitcount) = 1
trigger1 = gethitvar(damage) > 0
trigger1 = var(25)%100 = 9
trigger1 = var(11) > 0
trigger1 = var(47) != 3
value = floor(-1.2*gethitvar(damage))
[State -2]
type = lifeadd
triggerall = !ishelper
trigger1 = gethitvar(hitcount) = 1
trigger1 = gethitvar(damage) > 0
trigger1 = var(25)%100 = 9
trigger1 = var(11) > 0
trigger1 = var(47) = 3
value = floor(-1.44*gethitvar(damage))
[State -2]
type = lifeadd
triggerall = !ishelper
trigger1 = gethitvar(hitcount) = 1
trigger1 = gethitvar(damage) > 0
trigger1 = var(11) = 0
trigger1 = var(47) != 3
triggerall = var(25)%100 = 9
value = floor(-1*gethitvar(damage))
[State -2]
type = lifeadd
triggerall = !ishelper
trigger1 = gethitvar(hitcount) = 1
trigger1 = gethitvar(damage) > 0
trigger1 = var(25)%100 = 9
trigger1 = var(11) = 0
trigger1 = var(47) = 3
value = floor(-1.2*gethitvar(damage))





;=================================================================================
;シーフ処理
;=================================================================================
;武器を盗む
[State -2]
type = DefenceMulSet
triggerall = !ishelper
trigger1 = var(25)%100 = 8
trigger1 = var(11) > 0
trigger1 = var(47) != 3
value = 1.6
[State -2]
type = DefenceMulSet
triggerall = !ishelper
trigger1 = var(25)%100 = 8
trigger1 = var(11) = 0
trigger1 = var(47) != 3
value = 2
[State -2]
type = DefenceMulSet
triggerall = !ishelper
trigger1 = var(47) = 3
trigger1 = var(25)%100 = 8
trigger1 = var(11) > 0
value = 2.08
[State -2]
type = DefenceMulSet
triggerall = !ishelper
trigger1 = var(47) = 3
trigger1 = var(25)%100 = 8
trigger1 = var(11) = 0
value = 2.4

[State -2]
type = lifeadd
triggerall = !ishelper
trigger1 = gethitvar(hitcount) = 1
trigger1 = gethitvar(damage) > 0
trigger1 = var(25)%100 = 8
trigger1 = var(11) > 0
trigger1 = var(47) != 3
value = floor(-0.6*gethitvar(damage))
[State -2]
type = lifeadd
triggerall = !ishelper
trigger1 = gethitvar(hitcount) = 1
trigger1 = gethitvar(damage) > 0
trigger1 = var(25)%100 = 8
trigger1 = var(11) > 0
trigger1 = var(47) = 3
value = floor(-0.78*gethitvar(damage))
[State -2]
type = lifeadd
triggerall = !ishelper
trigger1 = gethitvar(hitcount) = 1
trigger1 = gethitvar(damage) > 0
trigger1 = var(11) = 0
trigger1 = var(47) != 3
triggerall = var(25)%100 = 8
value = floor(-1*gethitvar(damage))
[State -2]
type = lifeadd
triggerall = !ishelper
trigger1 = gethitvar(hitcount) = 1
trigger1 = gethitvar(damage) > 0
trigger1 = var(25)%100 = 8
trigger1 = var(11) = 0
trigger1 = var(47) = 3
value = floor(-1.3*gethitvar(damage))



[State -2]
type = VarAdd
trigger1 = var(25)%100 = 8
trigger1 = var(11) > 0
v = 11
value = -1
[State -2]
type = VarAdd
trigger1 = var(25)%100 = 8
trigger1 = var(12) > 0
v = 12
value = -1


;=================================================================================
;白魔導士処理
;=================================================================================
;プロテス
[State -2]
type = DefenceMulSet
triggerall = !ishelper
trigger1 = var(25)%100 = 4
trigger1 = var(10) > 0
trigger1 = var(47) != 3
value = 1.4*(1-0.2*(var(49)=1))
[State -2]
type = DefenceMulSet
triggerall = !ishelper
trigger1 = var(25)%100 = 4
trigger1 = var(10) = 0
trigger1 = var(47) != 3
value = 2
[State -2]
type = DefenceMulSet
triggerall = !ishelper
trigger1 = var(47) = 3
trigger1 = var(25)%100 = 4
trigger1 = var(10) > 0
value = 1.68*(1-0.2*(var(49)=1))
[State -2]
type = DefenceMulSet
triggerall = !ishelper
trigger1 = var(47) = 3
trigger1 = var(25)%100 = 4
trigger1 = var(10) = 0
value = 2.4



[State -2]
type = lifeadd
triggerall = !ishelper
trigger1 = gethitvar(hitcount) = 1
trigger1 = gethitvar(damage) > 0
trigger1 = var(25)%100 = 4
trigger1 = var(10) > 0
trigger1 = var(47) != 3
value = floor(-0.4*(1-0.7*(var(49)=1))*gethitvar(damage))
[State -2]
type = lifeadd
triggerall = !ishelper
trigger1 = gethitvar(hitcount) = 1
trigger1 = gethitvar(damage) > 0
trigger1 = var(25)%100 = 4
trigger1 = var(10) > 0
trigger1 = var(47) = 3
value = floor(-0.68*(1-0.7*(var(49)=1))*gethitvar(damage))
[State -2]
type = lifeadd
triggerall = !ishelper
trigger1 = gethitvar(hitcount) = 1
trigger1 = gethitvar(damage) > 0
trigger1 = var(10) = 0
trigger1 = var(47) != 3
triggerall = var(25)%100 = 4
value = floor(-1*gethitvar(damage))
[State -2]
type = lifeadd
triggerall = !ishelper
trigger1 = gethitvar(hitcount) = 1
trigger1 = gethitvar(damage) > 0
trigger1 = var(25)%100 = 4
trigger1 = var(10) = 0
trigger1 = var(47) = 3
value = floor(-1.4*gethitvar(damage))








[State -2]
type = VarAdd
trigger1 = var(25)%100 = 4
trigger1 = var(10) > 0
v = 10
value = -1


[State -2]
type = lifeadd
triggerall = !ishelper
trigger1 = var(25)%100 = 4
trigger1 = movetype != H || (stateno = [120,149]) || var(49) = 1
trigger1 = var(11) > 0
trigger1 = gametime%2 = 0
trigger1 = roundstate = 2
value = 1
[State -2]
type = VarAdd
trigger1 = var(25)%100 = 4
trigger1 = var(11) > 0
v = 11
value = -1
;=================================================================================
;ナイト処理
;=================================================================================
;パワーブレイク
[State -2]
type = DefenceMulSet
triggerall = !ishelper
trigger1 = var(25)%100 = 1
trigger1 = var(10) = 0
value = 2.0*(1+(0.3+0.2*(var(49)=1))*(var(47)=3))
[State -2]
type = DefenceMulSet
triggerall = !ishelper
trigger1 = var(25)%100 = 1
trigger1 = var(10) = 1
value = 1.8*(1+(0.3+0.2*(var(49)=1))*(var(47)=3))
[State -2]
type = DefenceMulSet
triggerall = !ishelper
trigger1 = var(25)%100 = 1
trigger1 = var(10) = 2
value = 1.6*(1+(0.3+0.2*(var(49)=1))*(var(47)=3))
[State -2]
type = DefenceMulSet
triggerall = !ishelper
trigger1 = var(25)%100 = 1
trigger1 = var(10) = 3
value = 1.4*(1+(0.3+0.2*(var(49)=1))*(var(47)=3))
[State -2]
type = DefenceMulSet
triggerall = !ishelper
trigger1 = var(25)%100 = 1
trigger1 = var(10) = 4
value = 1.2*(1+(0.3+0.2*(var(49)=1))*(var(47)=3))
[State -2]
type = DefenceMulSet
triggerall = !ishelper
trigger1 = var(25)%100 = 1
trigger1 = var(10) = 5
value = 1.0*(1+(0.3+0.2*(var(49)=1))*(var(47)=3))



[State -2]
type = lifeadd
triggerall = !ishelper
trigger1 = gethitvar(hitcount) = 1
trigger1 = gethitvar(damage) > 0
trigger1 = var(25)%100 = 1
trigger1 = var(10) = 0
value = floor(-1*(1+(0.3+0.2*(var(49)=1))*(var(47)=3))*gethitvar(damage))
[State -2]
type = lifeadd
triggerall = !ishelper
trigger1 = gethitvar(hitcount) = 1
trigger1 = gethitvar(damage) > 0
trigger1 = var(25)%100 = 1
trigger1 = var(10) = 1
value = floor(-0.8*(1+(0.3+0.2*(var(49)=1))*(var(47)=3))*gethitvar(damage))
[State -2]
type = lifeadd
triggerall = !ishelper
trigger1 = gethitvar(hitcount) = 1
trigger1 = gethitvar(damage) > 0
trigger1 = var(25)%100 = 1
trigger1 = var(10) = 2
value = floor(-0.6*(1+(0.3+0.2*(var(49)=1))*(var(47)=3))*gethitvar(damage))
[State -2]
type = lifeadd
triggerall = !ishelper
trigger1 = gethitvar(hitcount) = 1
trigger1 = gethitvar(damage) > 0
trigger1 = var(25)%100 = 1
trigger1 = var(10) = 3
value = floor(-0.4*(1+(0.3+0.2*(var(49)=1))*(var(47)=3))*gethitvar(damage))
[State -2]
type = lifeadd
triggerall = !ishelper
trigger1 = gethitvar(hitcount) = 1
trigger1 = gethitvar(damage) > 0
trigger1 = var(25)%100 = 1
trigger1 = var(10) = 4
value = floor(-0.2*(1+(0.3+0.2*(var(49)=1))*(var(47)=3))*gethitvar(damage))
[State -2]
type = lifeadd
triggerall = !ishelper
trigger1 = gethitvar(hitcount) = 1
trigger1 = gethitvar(damage) > 0
trigger1 = var(25)%100 = 1
trigger1 = var(10) = 5
value = floor((-1-(0.3+0.2*(var(49)=1))*(var(47)=3))*gethitvar(damage))






[State -2]
type = VarAdd
trigger1 = var(25)%100 = 1
trigger1 = var(11) > 0
v = 11
value = -1


[State -2]
type = Helper
triggerall = !ishelper
trigger1 = var(25)%100 = 1
trigger1 = enemynear,vel x > 0
trigger1 = numhelper(1510) = 0
trigger1 = var(11) > 0
trigger1 = (enemynear,movetype != H) || (enemynear,stateno = [150,155])
helpertype = normal
name = "speed"
ID = 1510
pos = 15, 0
postype = p2
facing = 1
stateno = 1510
keyctrl = 0
ownpal = 1
supermovetime = 9999999
pausemovetime = 9999999
ignorehitpause = 1
[State -2]
type = Helper
triggerall = !ishelper
trigger1 = var(25)%100 = 1
trigger1 = enemynear,vel x < 0
trigger1 = numhelper(1510) = 0
trigger1 = var(11) > 0
trigger1 = (enemynear,movetype != H) || (enemynear,stateno = [150,155])
helpertype = normal
name = "speed"
ID = 1510
pos = -15, 0
postype = p2
facing = -1
stateno = 1510
keyctrl = 0
ownpal = 1
supermovetime = 9999999
pausemovetime = 9999999
ignorehitpause = 1



;=================================================================================
;召喚士処理
;=================================================================================
;モーグリ
[State -2]
type = PalFX
triggerall = !ishelper
trigger1 = var(25)%100 = 7
trigger1 = var(10) = 100
time = 50
add = 0,0,54
mul = 256,256,256
sinadd = 0,0,108,100
[State -2]
type = lifeadd
triggerall = !ishelper
trigger1 = var(25)%100 = 7
trigger1 = movetype != H || stateno = [120,149]
trigger1 = var(10) > 0
trigger1 = roundstate = 2
value = 1
ignorehitpause = 1
[State -2]
type = VarAdd
triggerall = var(25)%100 = 7
triggerall = movetype != H || stateno = [120,149]
triggerall = var(10) > 0
triggerall = roundstate = 2
trigger1 = var(32) < 1000
trigger2 = var(32) = [2000,2998]
v = 32
value = 2
ignorehitpause = 1
[State -2]
type = VarAdd
trigger1 = var(25)%100 = 7
trigger1 = var(10) > 0
v = 10
value = -1
ignorehitpause = 1




[State -2]
type	= HitBy
trigger1 = numhelper(1882)
value	= SCA,AT
time	= 10
ignorehitpause = 1
[State -2]
type = LifeAdd
trigger1 = numhelper(1882)
trigger1 = helper(1882),GetHitvar(damage) > 0
value = -1*(Helper(1882),GetHitvar(damage))
absolute = 1
ignorehitpause = 1
[State -2]
type = Helper
trigger1 = numhelper(1882) = 0
trigger1 = var(11) > 0
triggerall = var(25)%100 = 7
helpertype = normal
name = "goremuama"
ID = 1882
pos = 0, 0
postype = p1
facing = 1
stateno = 1882
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

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


;空ダ処理
;=========================================================
[State -2]
type = Varset
triggerall = !ishelper
trigger1 = statetype != A || stateno = 5210 || stateno = 851 || stateno = 360
v = 4
value = 1

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


;コンボによるpower補正およびに瀕死時のpower自動増加
;=========================================================
[State -2]
type = Varset
triggerall = !ishelper
trigger1 = var(19) = 0
fv = 2
value = 0.45
[State -2]
type = Varset
triggerall = !ishelper
trigger1 = var(19) != 0
fv = 2
value = 0.1


[State -2]
type = VarAdd
triggerall = !ishelper
trigger1 = var(19) > 0
;trigger1 = gametime%2 = 0
v = 19
value = -1

[State -2]
type = PowerAdd
triggerall = !ishelper
trigger1 = var(19) = 0
trigger1 = (floor(((life*100)/(lifemax))) < 35) || (var(49) = 1)
trigger1 = alive && roundstate = 2
value = 1


;=================================================================================
;pos y無視落下計測及びに処理
;=================================================================================
;name指定
[State -2]
type = VarSet
triggerall = !ishelper
triggerall = roundstate = 2
triggerall = floor((var(22)/10)%10) = [1,2]
trigger1 = enemynear,name = "Asura" && enemynear,AuthorName = "ahuron"
trigger2 = enemynear,name = "Athena Asamiya" && enemynear,AuthorName = "ahuron"
trigger3 = enemynear,name = "Brian" && enemynear,AuthorName = "Ahuron"
trigger4 = enemynear,name = "Chonrei" && enemynear,AuthorName = "ahuron"
trigger5 = enemynear,name = "Chris" && enemynear,AuthorName = "Ahuron"
trigger6 = enemynear,name = "Cycloid Omega" && enemynear,AuthorName = "Ahuron"
trigger7 = enemynear,name = "Cycloid Sigma" && enemynear,AuthorName = "Ahuron"
trigger8 = enemynear,name = "D-Rugal" && enemynear,AuthorName = "Ahuron"
trigger9 = enemynear,name = "Duck King" && enemynear,AuthorName = "ahuron"
trigger10 = enemynear,name = "DuoLon" && enemynear,AuthorName = "ahuron"
trigger11 = enemynear,name = "Eiji Kisaragi" && enemynear,AuthorName = "ahuron"
trigger12 = enemynear,name = "Foxy" && enemynear,AuthorName = "ahuron"
trigger13 = enemynear,name = "Gai Tendo" && enemynear,AuthorName = "ahuron"
trigger14 = enemynear,name = "Goodman" && enemynear,AuthorName = "ahuron"
trigger15 = enemynear,name = "Goro Daimon" && enemynear,AuthorName = "Ahuron"
trigger16 = enemynear,name = "Hanzo" && enemynear,AuthorName = "Ahuron"
trigger17 = enemynear,name = "Syo Hayate" && enemynear,AuthorName = "ahuron"
trigger18 = enemynear,name = "Heavy D!" && enemynear,AuthorName = "Ahuron"
trigger19 = enemynear,name = "H-SaikiXIII" && enemynear,AuthorName = "or2=3"
trigger20 = enemynear,name = "HwaXIII" && enemynear,AuthorName = "Ahuron"
trigger21 = enemynear,name = "IoriXIII" && enemynear,AuthorName = "or2=3"
trigger22 = enemynear,name = "Jazu" && enemynear,AuthorName = "ahuron"
trigger23 = enemynear,name = "Kim Kaphwan" && enemynear,AuthorName = "Ahuron"
trigger24 = enemynear,name = "Krizalid-0" && enemynear,AuthorName = "Ahuron"
trigger25 = enemynear,name = "Kyo Kusanagi" && enemynear,AuthorName = "ahuron"
trigger26 = enemynear,name = "KyoXIII" && enemynear,AuthorName = "Ahuron"
trigger27 = enemynear,name = "Lee" && enemynear,AuthorName = "ahuron"
trigger28 = enemynear,name = "Lieselotte" && enemynear,AuthorName = "Ahuron"
trigger29 = enemynear,name = "Lin" && enemynear,AuthorName = "Ahuron"
trigger30 = enemynear,name = "Marco" && enemynear,AuthorName = "ahuron"
trigger31 = enemynear,name = "MaximaXIII" && enemynear,AuthorName = "Ahuron"
trigger32 = enemynear,name = "Mizuchi" && enemynear,AuthorName = "ahuron"
trigger33 = enemynear,name = "Mr.KARATEIII" && enemynear,AuthorName = "Ahuron"
trigger34 = enemynear,name = "Nameless" && enemynear,AuthorName = "Ahuron"
trigger35 = enemynear,name = "Orochi Iori" && enemynear,AuthorName = "Ahuron"
trigger36 = enemynear,name = "Orochi Leona" && enemynear,AuthorName = "Ahuron"
trigger37 = enemynear,name = "Oswald" && enemynear,AuthorName = "ahuron"
trigger38 = enemynear,name = "Reisen Deadpool Inaba" && enemynear,AuthorName = "or2=3"
trigger39 = enemynear,name = "ShenXIII" && enemynear,AuthorName = "Ahuron"
trigger40 = enemynear,name = "Shermie" && enemynear,AuthorName = "Ahuron"
trigger41 = enemynear,name = "Silver" && enemynear,AuthorName = "ahuron"
trigger42 = enemynear,name = "SISSY" && enemynear,AuthorName = "ahuron"
trigger43 = enemynear,name = "Syo Kirishima" && enemynear,AuthorName = "ahuron"
trigger44 = enemynear,name = "Mr.Karate" && enemynear,AuthorName = "ahuron"
trigger45 = enemynear,name = "Vanessa" && enemynear,AuthorName = "ahuron"
trigger46 = enemynear,name = "ViceXIII" && enemynear,AuthorName = "or2=3"
trigger47 = enemynear,name = "CHANG" && enemynear,AuthorName = "Ahuron"
trigger48 = enemynear,name = "Violent Yamazaki" && enemynear,AuthorName = "ahuron"
trigger49 = enemynear,name = "Yashiro Nanakase" && enemynear,AuthorName = "Ahuron"
trigger50 = enemynear,name = "Yuki" && enemynear,AuthorName = "ahuron"
trigger51 = enemynear,name = "Andy Bogard" && enemynear,AuthorName = "ikaruga"
trigger52 = enemynear,name = "Benimaru Nikaido" && enemynear,AuthorName = "ikaruga"
trigger53 = enemynear,name = "Goro Daimon" && enemynear,AuthorName = "ikaruga"
trigger54 = enemynear,name = "Geese Howard" && enemynear,AuthorName = "ikaruga"
trigger55 = enemynear,name = "Iori Yagami" && enemynear,AuthorName = "ikaruga"
trigger56 = enemynear,name = "K-BLOOD" && enemynear,AuthorName = "ikaruga"
trigger57 = enemynear,name = "K'" && enemynear,AuthorName = "ikaruga"
trigger58 = enemynear,name = "Kaede" && enemynear,AuthorName = "ikaruga"
trigger59 = enemynear,name = "Tsunetsugu Jyuzumaru" && enemynear,AuthorName = "Ikaruga"
trigger60 = enemynear,name = "kou Hinukan" && enemynear,AuthorName = "Ikaruga"
trigger61 = enemynear,name = "KUSANAGI" && enemynear,AuthorName = "ikaruga"
trigger62 = enemynear,name = "Kyo Kusanagi" && enemynear,AuthorName = "ikaruga"
trigger63 = enemynear,name = "Moriya Minakata" && enemynear,AuthorName = "ikaruga"
trigger64 = enemynear,name = "Shimo" && enemynear,AuthorName = "ikaruga"
trigger65 = enemynear,name = "Shingo Yabuki" && enemynear,AuthorName = "ikaruga"
trigger66 = enemynear,name = "Syo Kirishima" && enemynear,AuthorName = "ikaruga"
trigger67 = enemynear,name = "Terry Bogard" && enemynear,AuthorName = "ikaruga"
trigger68 = enemynear,name = "Keiichiro Washizuka" && enemynear,AuthorName = "ikaruga"
trigger69 = enemynear,name = "Wild Wolf" && enemynear,AuthorName = "ikaruga"
trigger70 = enemynear,name = "Angel" && enemynear,AuthorName = "jin"
trigger71 = enemynear,name = "Ash" && enemynear,AuthorName = "jin"
trigger72 = enemynear,name = "Clone-Angel" && enemynear,AuthorName = "jin"
trigger73 = enemynear,name = "CloneKyo" && enemynear,AuthorName = "jin"
trigger74 = enemynear,name = "d-Yagami" && enemynear,AuthorName = "jin"
trigger75 = enemynear,name = "EX-Kyo" && enemynear,AuthorName = "jin"
trigger76 = enemynear,name = "K-BLOOD" && enemynear,AuthorName = "jin"
trigger77 = enemynear,name = "Krauser" && enemynear,AuthorName = "jin"
trigger78 = enemynear,name = "KUSANAGI" && enemynear,AuthorName = "jin"
trigger79 = enemynear,name = "Kyo" && enemynear,AuthorName = "jin"
trigger80 = enemynear,name = "Magaki" && enemynear,AuthorName = "jin"
trigger81 = enemynear,name = "Mrkarate" && enemynear,AuthorName = "jin"
trigger82 = enemynear,name = "Mrkarate-2nd" && enemynear,AuthorName = "jin"
trigger83 = enemynear,name = "nbcrobert" && enemynear,AuthorName = "jin"
trigger84 = enemynear,name = "Geese" && enemynear,AuthorName = "jin"
trigger85 = enemynear,name = "NEODIO" && enemynear,AuthorName = "jin"
trigger86 = enemynear,name = "O-Adel" && enemynear,AuthorName = "jin"
trigger87 = enemynear,name = "Reas" && enemynear,AuthorName = "jin"
trigger88 = enemynear,name = "Rock" && enemynear,AuthorName = "jin"
trigger89 = enemynear,name = "Rugal.B" && enemynear,AuthorName = "jin"
trigger90 = enemynear,name = "Shen" && enemynear,AuthorName = "jin"
trigger91 = enemynear,name = "Shishioh" && enemynear,AuthorName = "jin"
trigger92 = enemynear,name = "Yagami-AKOF" && enemynear,AuthorName = "jin"
trigger93 = enemynear,name = "USAPI-" && enemynear,AuthorName = "kuma"
trigger94 = enemynear,name = "KYOKO" && enemynear,AuthorName = "mast-chen"
trigger95 = enemynear,name = "KYOKO_typeA" && enemynear,AuthorName = "sekirei"
trigger96 = enemynear,name = "KYOKO_typeC" && enemynear,AuthorName = "sekirei"
trigger97 = enemynear,name = "KYOKO_typeK" && enemynear,AuthorName = "sekirei"
trigger98 = enemynear,name = "Adler" && enemynear,AuthorName = "Mikita"
trigger99 = enemynear,name = "Akatsuki" && enemynear,AuthorName = "Mikita"
trigger100 = enemynear,name = "E-Soldat" && enemynear,AuthorName = "Mikita"
trigger101 = enemynear,name = "Fritz" && enemynear,AuthorName = "Mikita"
trigger102 = enemynear,name = "Kanae" && enemynear,AuthorName = "Mikita"
trigger103 = enemynear,name = "Marilyn Sue" && enemynear,AuthorName = "Mikita"
trigger104 = enemynear,name = "Murakumo" && enemynear,AuthorName = "Mikita"
trigger105 = enemynear,name = "Mycale" && enemynear,AuthorName = "Mikita"
trigger106 = enemynear,name = "Sai" && enemynear,AuthorName = "Mikita"
trigger107 = enemynear,name = "Wei" && enemynear,AuthorName = "Mikita"
;trigger108 = enemynear,name =  && enemynear,AuthorName = 
;trigger109 = enemynear,name =  && enemynear,AuthorName = 
;trigger110 = enemynear,name =  && enemynear,AuthorName = 
;trigger111 = enemynear,name =  && enemynear,AuthorName = 
;trigger112 = enemynear,name =  && enemynear,AuthorName = 
;trigger113 = enemynear,name =  && enemynear,AuthorName = 
;trigger114 = enemynear,name =  && enemynear,AuthorName = 
;trigger115 = enemynear,name =  && enemynear,AuthorName = 
;trigger116 = enemynear,name =  && enemynear,AuthorName = 
;trigger117 = enemynear,name =  && enemynear,AuthorName = 
;trigger118 = enemynear,name =  && enemynear,AuthorName = 
;trigger119 = enemynear,name =  && enemynear,AuthorName = 
;trigger120 = enemynear,name =  && enemynear,AuthorName = 
;trigger121 = enemynear,name =  && enemynear,AuthorName = 
;trigger122 = enemynear,name =  && enemynear,AuthorName = 
;trigger123 = enemynear,name =  && enemynear,AuthorName = 
;trigger124 = enemynear,name =  && enemynear,AuthorName = 
;trigger125 = enemynear,name =  && enemynear,AuthorName = 
;trigger126 = enemynear,name =  && enemynear,AuthorName = 
;trigger127 = enemynear,name =  && enemynear,AuthorName = 
;trigger128 = enemynear,name =  && enemynear,AuthorName = 
;trigger129 = enemynear,name =  && enemynear,AuthorName = 
;trigger130 = enemynear,name =  && enemynear,AuthorName = 
;trigger131 = enemynear,name =  && enemynear,AuthorName = 
;trigger132 = enemynear,name =  && enemynear,AuthorName = 
;trigger133 = enemynear,name =  && enemynear,AuthorName = 
;trigger134 = enemynear,name =  && enemynear,AuthorName = 
;trigger135 = enemynear,name =  && enemynear,AuthorName = 
;trigger136 = enemynear,name =  && enemynear,AuthorName = 
;trigger137 = enemynear,name =  && enemynear,AuthorName = 
;trigger138 = enemynear,name =  && enemynear,AuthorName = 
;trigger139 = enemynear,name =  && enemynear,AuthorName = 
;trigger140 = enemynear,name =  && enemynear,AuthorName = 
;trigger141 = enemynear,name =  && enemynear,AuthorName = 
;trigger142 = enemynear,name =  && enemynear,AuthorName = 
;trigger143 = enemynear,name =  && enemynear,AuthorName = 
;trigger144 = enemynear,name =  && enemynear,AuthorName = 
;trigger145 = enemynear,name =  && enemynear,AuthorName = 
;trigger146 = enemynear,name =  && enemynear,AuthorName = 
;trigger147 = enemynear,name =  && enemynear,AuthorName = 
;trigger148 = enemynear,name =  && enemynear,AuthorName = 
;trigger149 = enemynear,name =  && enemynear,AuthorName = 
;trigger150 = enemynear,name =  && enemynear,AuthorName = 
;trigger151 = enemynear,name =  && enemynear,AuthorName = 
;trigger152 = enemynear,name =  && enemynear,AuthorName = 
;trigger153 = enemynear,name =  && enemynear,AuthorName = 
;trigger154 = enemynear,name =  && enemynear,AuthorName = 
;trigger155 = enemynear,name =  && enemynear,AuthorName = 
;trigger156 = enemynear,name =  && enemynear,AuthorName = 
;trigger157 = enemynear,name =  && enemynear,AuthorName = 
;trigger158 = enemynear,name =  && enemynear,AuthorName = 
;trigger159 = enemynear,name =  && enemynear,AuthorName = 
v = 23
value = 99

;=================================================================================
;空ダ可能時間処理
;=================================================================================
[State -2]
type = VarAdd
triggerall = !ishelper
trigger1 = (stateno = [40,51]) || statetype = A
v = 24
value = 1

[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = statetype = A
trigger1 = movetype = H && (stateno != [120,155])
v = 24
value = 999


[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = statetype != A
trigger1 = stateno != [40,51]
v = 24
value = 3


;=================================================================================
;着地硬直処理
;=================================================================================
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = statetype != A || movetype = H && (stateno != [120,149])
trigger1 = stateno != 52
trigger2 = stateno = 360
fv = 5
value = 0

[State -2]
type = VarAdd
triggerall = !ishelper
trigger1 = stateno = 600
trigger1 = time = 1
fv = 5
value = 0.2
[State -2]
type = VarAdd
triggerall = !ishelper
trigger1 = stateno = 630 || stateno = 610
trigger1 = time = 1
fv = 5
value = 0.6
[State -2]
type = VarAdd
triggerall = !ishelper
trigger1 = stateno = 620
trigger1 = time = 1
fv = 5
value = 1.1
[State -2]
type = VarAdd
triggerall = !ishelper
trigger1 = stateno = 641
trigger1 = time = 1
fv = 5
value = 5.8
[State -2]
type = VarAdd
triggerall = !ishelper
trigger1 = stateno = 1205 || stateno = 1215 || stateno = 1225 || stateno = 1201 || stateno = 1211 || stateno = 1221 || stateno = 2102
trigger1 = time = 1
fv = 5
value = 13.0


[State -2]
type = VarAdd
triggerall = !ishelper
trigger1 = stateno = 105
trigger1 = time = 1
fv = 5
value = 2.5

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


;多段ヒット用CH継続処理var
;=========================================================
[State -2]
type = Varset
triggerall = !ishelper
trigger1 = time = 1
v = 18
value = 0

;=================================================================================
;KO処理
;=================================================================================
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = (P2movetype != H) || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210])&&(enemynear,ctrl = 1)
v = 28
value = 1


;=================================================================================
;乱命ループ
;=================================================================================
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = (P2movetype != H) || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210])&&(enemynear,ctrl = 1)
v = 14
value = 0



;=================================================================================
;ダメージ補正
;=================================================================================
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = (P2movetype != H) || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210])&&(enemynear,ctrl = 1)
fv = 1
value = 1


;=================================================================================
;与硬直補正
;=================================================================================
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = (P2movetype != H) || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210])&&(enemynear,ctrl = 1)
fv = 4
value = 1



;=================================================================================
;初段補正
;=================================================================================
;リセット
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = (P2movetype != H) || (enemynear,stateno = [120,155]) || (enemynear,stateno = [5200,5210])&&(enemynear,ctrl = 1)
v = 29
value = 0



;=================================================================================
;慣性処理
;=================================================================================
[State -2]
type = VarAdd
triggerall = !ishelper
trigger1 = var(17) > 0
v = 17
value = -1
[State -2]
type = VarAdd
triggerall = !ishelper
trigger1 = var(17) > 0
trigger1 = gametime%2 = 0
trigger1 = (var(25)%100 = 6)
trigger1 = (var(10) > 0)
v = 17
value = -1





[State -2]
type = VarSet
triggerall = !ishelper
triggerall = var(17) > 0
trigger1 = statetype != A || movetype = H && (stateno != [120,149])
v = 17
value = 0

[State -2]
type = VelSet
triggerall = !ishelper
trigger1 = var(17) > 0
trigger1 = stateno < 200
y = 0










;=================================================================================
;キャラ別対応
;=================================================================================
;ジャギ「おい、そこへ座れ」対応ステート
[state ]
type=AssertSpecial
trigger1=numenemy
trigger1=movetype=H&&stateno=901&&enemynear,name="JAGI"&&enemynear,Authorname="Drowin hokuto"
flag=invisible
[state ]
type=Explod
trigger1=!numexplod(840)&&numenemy
trigger1=movetype=H&&stateno=901&&enemynear,name="JAGI"&&enemynear,Authorname="Drowin hokuto"
anim=840
ID=840
postype=p1
scale=0.5,0.5
pos=0,0
bindtime=-1
removetime=-1
shadow=-1
[State ]
type=RemoveExplod
trigger1=numexplod(840)=1&&(anim!=6||stateno!=901||(stateno=901&&time=120))
ID=840
[state ]
type=ChangeAnim
trigger1=numenemy
trigger1=movetype=H&&stateno=805&&((enemynear,name="JAGI"&&enemynear,Authorname="Ahuron"&&time>=10)||(enemynear,name="JagiMeirin"&&enemynear,Authorname="Ts"&&(time=[10,141]))||(enemynear,name="JAGI"&&enemynear,Authorname="Ts"))
value=840






;シャルロット「ヒールライト」対応ステート
[State -2, シャルロットのヒールライト連動：ヒールライトレベル1]
type = Lifeadd
value = Ceil(LifeMax*0.2)
triggerall = teammode = simul
triggerall = partner,name = "CharlotteSD" && partner,authorname = "dkn"
triggerall = (partner,PalNo = [1,3]) || (partner,PalNo = [8,11])
triggerall = Alive
triggerall = numpartner
triggerall = (partner,stateno = 0) && (partner,prevstateno = 3051)
trigger1 = partner,time = 2
ignorehitpause = 1
[State -2, シャルロットのヒールライト連動：ヒールライトレベル2]
type = Lifeadd
value = Ceil(LifeMax*0.3)
triggerall = teammode = simul
triggerall = Alive
triggerall = numpartner
triggerall = partner,name = "CharlotteSD" && partner,authorname = "dkn"
triggerall = partner,PalNo = [4,7]
trigger1 = (partner,stateno = 0) && (partner,prevstateno = 3051)
trigger1 = partner,time = 2
ignorehitpause = 1
;シャルロットのヒールライト連動：ヒールライトレベル3
[State -2, ]
type = Lifeadd
value = (lifemax)
triggerall = teammode = simul
triggerall = Alive
triggerall = numpartner
triggerall = partner,name = "CharlotteSD" && partner,authorname = "dkn"
triggerall = partner,PalNo = 12
trigger1 = (partner,stateno = 0) && (partner,prevstateno = 3051)
trigger1 = partner,time = 2
ignorehitpause = 1
[State -2, シャルロットのヒールライト連動：偽物]
type = Helper
triggerall = teammode = simul
triggerall = Alive
triggerall = numpartner
triggerall = partner,name = "CharlotteSD" && partner,authorname = "dkn"
triggerall = partner,numhelper(3002)
trigger1 = numhelper(19858) = 0
id = 19858
name = "charheal"
pos = 0,0
postype = p1
stateno = 19858
helpertype = normal
supermovetime = 999999
keyctrl = 0
ownpal = 1
ignorehitpause = 1
[State -2, シャルロットのヒールライト連動：透明]
type = trans
triggerall = teammode = simul
triggerall = partner,name = "CharlotteSD" && partner,authorname = "dkn"
triggerall = Alive
triggerall = numpartner
triggerall = partner,stateno = 3001 || partner,stateno = 3051
trigger1 = partner,numhelper(3002)
trans = addalpha
alpha = -256,256
ignorehitpause = 1
[State -2, シャルロットのヒールライト連動：保険]
type = NotHitBy
triggerall = teammode = simul
triggerall = partner,name = "CharlotteSD" && partner,authorname = "dkn"
triggerall = Alive
triggerall = numpartner
trigger1 = numhelper(19858)
value = SCA
ignorehitpause = 1


;レイ、テンシ、鈴仙･U･イナバ「投げ」対応ステート
[State ]
type=null;PlaySnd
triggerall=movetype=H&&numenemy
trigger1=(stateno=807&&time=1&&enemynear,name="REI"&&enemynear,authorname="ahuron")||(stateno=20020&&anim=5600&&enemynear,name="A-Rei"&&enemynear,authorname="simotsuki")||(stateno=755&&time=13&&(enemynear,name="tenshi"||enemynear,name="tenshi_rei"))
trigger2=(stateno=806&&time=1&&(enemynear,name="REIsen U Inaba"||enemynear,name="TEOC REISEN"))
value=s0,195
persistent=0
[state ]
type=ChangeAnim
trigger1=numenemy
trigger1=movetype=H&&((stateno=20020&&anim=5600&&enemynear,name="A-Rei"&&enemynear,authorname="simotsuki")||(stateno=755&&anim=5000&&(enemynear,name="tenshi"||enemynear,name="tenshi_rei")))
value=814
persistent=0
[state ]
type=ChangeAnim
trigger1=numenemy
trigger1=stateno=806&&anim=806&&movetype=H&&(enemynear,name="REIsen U Inaba"||enemynear,name="TEOC REISEN")
value=807
persistent=0



;天海春香「I Want」対応ステート
[state ]
type=ChangeAnim
trigger1=stateno=3100&&movetype=H&&anim=10
value=7651






;以下、下記記述のみで対応可能なもの。(使い回し可)
;アグリアスモーグリ恩恵
[State -2]
type = PalFX
triggerall = !ishelper
trigger1 = roundstate = 2
Trigger1 = numpartner = 1
Trigger1 = partner,AuthorName = "ouchi" && partner,Name = "Agrias_Oaks"
trigger1 = partner,var(25)%100 = 7
Trigger1 = alive = 1
trigger1 = partner,var(10) = 100
time = 50
add = 0,0,54
mul = 256,256,256
sinadd = 0,0,108,100
[State -2]
Type = LifeAdd
triggerall = !ishelper
trigger1 = roundstate = 2
Trigger1 = numpartner = 1
Trigger1 = partner,AuthorName = "ouchi" && partner,Name = "Agrias_Oaks"
trigger1 = partner,var(25)%100 = 7
trigger1 = partner,var(10) > 0
Trigger1 = alive = 1
Value = 1
ignorehitpause = 1

;のぞみんがパートナーでチーム戦でウィッシュプライヤーの影響を受けたい場合
[State -2]
Type = LifeAdd
triggerall = !ishelper
Trigger1 = numpartner = 1
Trigger1 = partner,AuthorName = "IF" && partner,Name = "Nozomi Nagamine"
Trigger1 = partner,Var(44) = 1
Trigger1 = alive = 1
Value = ceil(lifemax*.9)

;ニトロワキャラ「挑発」対応ステート
[state ]
Type=PowerAdd
triggerall = !ishelper
triggerall=numenemy&&alive
trigger1=enemy,authorname="kayui uma"&&enemy,stateno=690&&((enemy,name="mora"&&enemy,time=40)||(enemy,name="ruili"&&enemy,time=23)||(enemy,name="saya"&&enemy,time=18)||(enemy,name="henri"&&enemy,time=60))
trigger2=enemy,authorname="Juke Kisaragi"&&((enemy,stateno=195&&enemy,time=50&&(enemy,name="Ein"||enemy,name="Nitro Ignis"))||(enemy,name="Saber"&&(enemy,stateno=[195,196])&&enemy,time=45))
trigger3=enemy,stateno=195&&((enemy,name="dragon"&&enemy,authorname="kayui uma"&&enemy,time=26)||(enemy,time=95&&enemy,name="Another Blood"&&(enemy,authorname="sakuraka"||enemy,authorname="AkagiK")))
trigger4=(enemy,name="anna"&&enemy,authorname="kayui uma"&&enemy,stateno=690&&enemy,time=50)||(enemy,name="Kaigen Ishima"&&((enemy,stateno=195&&enemy,time=60)||(enemy,stateno=199&&enemy,time=20)))
trigger5=enemy,name="Taoroh"&&enemy,authorname="Elecbyte"&&enemy,stateno=195&&enemy,time=23
trigger6=enemy,authorname="YU-TOHARU"&&((enemy,name="AIHARA NATSUMI"&&enemy,stateno=197&&enemy,time=70)||(enemy,name="AL AZIF"&&enemy,stateno=195&&enemy,time=30))
Value=-45
ignorehitpause=1
[state ]
Type=PowerAdd
triggerall = !ishelper
triggerall=numenemy>=2&&alive
trigger1=enemy(1),authorname="kayui uma"&&enemy(1),stateno=690&&((enemy(1),name="mora"&&enemy(1),time=40)||(enemy(1),name="ruili"&&enemy(1),time=23)||(enemy(1),name="saya"&&enemy(1),time=18)||(enemy(1),name="henri"&&enemy(1),time=60))
trigger2=enemy(1),authorname="Juke Kisaragi"&&((enemy(1),stateno=195&&enemy(1),time=50&&(enemy(1),name="Ein"||enemy(1),name="Nitro Ignis"))||(enemy(1),name="Saber"&&(enemy(1),stateno=[195,196])&&enemy(1),time=45))
trigger3=enemy(1),stateno=195&&((enemy(1),name="dragon"&&enemy(1),authorname="kayui uma"&&enemy(1),time=26)||(enemy(1),time=95&&enemy(1),name="Another Blood"&&(enemy(1),authorname="sakuraka"||enemy(1),authorname="AkagiK")))
trigger4=(enemy(1),name="anna"&&enemy(1),authorname="kayui uma"&&enemy(1),stateno=690&&enemy(1),time=50)||(enemy(1),name="Kaigen Ishima"&&((enemy(1),stateno=195&&enemy(1),time=60)||(enemy(1),stateno=199&&enemy(1),time=20)))
trigger5=enemy(1),name="Taoroh"&&enemy(1),authorname="Elecbyte"&&enemy(1),stateno=195&&enemy(1),time=23
trigger6=enemy(1),authorname="YU-TOHARU"&&((enemy(1),name="AIHARA NATSUMI"&&enemy(1),stateno=197&&enemy(1),time=70)||(enemy(1),name="AL AZIF"&&enemy(1),stateno=195&&enemy(1),time=30))
Value=-45
ignorehitpause=1
;愛原奈都美「挑発」対応ステート
[state ]
Type=PowerAdd
triggerall = !ishelper
triggerall=alive
trigger1=numenemy
trigger1=enemy,name="AIHARA NATSUMI"&&enemy,authorname="YU-TOHARU"&&enemy,stateno=197&&enemy,time=70
trigger2=numenemy>=2
trigger2=enemy(1),name="AIHARA NATSUMI"&&enemy(1),authorname="YU-TOHARU"&&enemy(1),stateno=197&&enemy(1),time=70
Value=-45
ignorehitpause=1
;アル･アジフ「挑発」対応ステート
[state ]
Type=PowerAdd
triggerall = !ishelper
triggerall=alive
trigger1=numenemy
trigger1=enemy,name="AL AZIF"&&enemy,authorname="YU-TOHARU"&&enemy,stateno=195&&enemy,time=30
trigger2=numenemy>=2
trigger2=enemy(1),name="AL AZIF"&&enemy(1),authorname="YU-TOHARU"&&enemy(1),stateno=195&&enemy(1),time=30
Value=-45
ignorehitpause=1




;マミヤ「バイク」対応ステート
[State ]
type=VarAdd
triggerall=alive&&var(42) > 0
trigger1=numenemy
trigger1=enemy,name="MAMIYA"&&enemy,authorname="YU-TOHARU"&&enemy,var(37)=2
trigger2=numenemy>=2
trigger2=enemy(1),name="MAMIYA"&&enemy(1),authorname="YU-TOHARU"&&enemy(1),var(37)=2
var(42)=-1
ignorehitpause=1








;略奪/獣を焦がす/獣を窮める　相手用
[State -2]
Type = LifeAdd
triggerall = !ishelper
TriggerAll = Enemy,AuthorName = "⑨" && Enemy,Name = "Akiha_Vermilion"
Trigger1 = Enemy,Var(47) = 1
Value = -7
Absolute = 1
Kill = 0
[State -2]
Type = LifeAdd
triggerall = !ishelper
TriggerAll = Enemy,AuthorName = "⑨" && Enemy,Name = "Akiha_Vermilion"
Trigger1 = Enemy,Var(48) = 1 && Enemy,NumExplod(4005)
Value = -7
Absolute = 1
Kill = 0
[State -2]
Type = PowerAdd
triggerall = !ishelper
TriggerAll = Enemy,AuthorName = "⑨" && Enemy,Name = "Akiha_Vermilion"
Trigger1 = Enemy,Var(47) = 1
Value = -26


;パウダースノウ　相手用
[State -2]
Type = LifeAdd
triggerall = !ishelper
TriggerAll = Enemy,AuthorName = "⑨" && Enemy,Name = "Len"
Trigger1 = Enemy,Var(47) = 1 || Enemy,Var(48) = 1
Value = -Enemy,Var(47)*4-Enemy,Var(48)*4
Absolute = 1
Kill = 0


;じょうろ　相手用
[State -2]
Type = LifeAdd
triggerall = !ishelper
TriggerAll = Enemy,AuthorName = "⑨" && Enemy,Name = "Hisui"
Trigger1 = Enemy,Var(47) = 1
Value = -10
Absolute = 1
Kill = 0
[State -2]
Type = PowerAdd
triggerall = !ishelper
TriggerAll = Enemy,AuthorName = "⑨" && Enemy,Name = "Hisui"
Trigger1 = Enemy,Var(47) = 1
Value = -135


;がんばりました。EX　相手用
[State -2]
Type = LifeAdd
triggerall = !ishelper
TriggerAll = Enemy,AuthorName = "⑨" && Enemy,Name = "Hisui"
Trigger1 = Enemy,Var(48) = 1
Value = IfElse(GameTime%2=0,-3,-4)
Absolute = 1
Kill = 0


;ブラック・クラック　相手用
[State -2]
Type = LifeAdd
triggerall = !ishelper
TriggerAll = Enemy,AuthorName = "⑨" && Enemy,Name = "Warachia"
Trigger1 = Enemy,Var(47) = 1
Value = -10
Absolute = 1
Kill = 0
[State -2]
Type = LifeAdd
triggerall = !ishelper
TriggerAll = Enemy,AuthorName = "⑨" && Enemy,Name = "Warachia"
Trigger1 = Enemy,Var(47) = 2 || Enemy,Var(47) = 4
Value = -15
Absolute = 1
Kill = 0
[State -2]
Type = LifeAdd
triggerall = !ishelper
TriggerAll = Enemy,AuthorName = "⑨" && Enemy,Name = "Warachia"
Trigger1 = Enemy,Var(47) = 3
Value = -30
Absolute = 1
Kill = 0
[State -2]
Type = PowerAdd
triggerall = !ishelper
TriggerAll = Enemy,AuthorName = "⑨" && Enemy,Name = "Warachia"
Trigger1 = Enemy,Var(47) = 1
Value = 6
[State -2]
Type = PowerAdd
triggerall = !ishelper
TriggerAll = Enemy,AuthorName = "⑨" && Enemy,Name = "Warachia"
Trigger1 = Enemy,Var(47) = 2 || Enemy,Var(47) = 3 || Enemy,Var(47) = 4
Value = 15

;現代医学の犠牲者です。　相手用
[State -2]
Type = LifeAdd
triggerall = !ishelper
TriggerAll = Enemy,AuthorName = "⑨" && Enemy,Name = "Kohaku"
Trigger1 = Enemy,Var(47) = 1
Value = IfElse(GameTime%2=0,-3,-4)
Absolute = 1
Kill = 0



;獣を焦がす(黒秋葉)　相手ステータス変化
[State -2]
Type = LifeAdd
triggerall = !ishelper
TriggerAll = Enemy,AuthorName = "tukemon&HAL" && Enemy,Name = "Akiha"
Trigger1 = Enemy,Var(56) = 1
Value = -8
Kill = 0
[State -2]
Type = PowerAdd
triggerall = !ishelper
TriggerAll = Enemy,AuthorName = "tukemon&HAL" && Enemy,Name = "Akiha"
Trigger1 = Enemy,Var(51)%10 = 2
Trigger1 = Enemy,Var(56) = 1
Value = -33



; ライフフラワー                  Character : Princess_Athena, Author : hilune
[State -2]
  Type       = LifeAdd
  TriggerAll = Enemy,AuthorName = "hilune" && Enemy,Name = "Princess_Athena"
  Trigger1   = Enemy,Var(17) = 0
  Trigger1   = Enemy,Var(18) = 2
  Trigger1   = Enemy,NumHelper(1600) != 0
  Value      = 150
[State -2]
  Type       = PowerAdd
  TriggerAll = Enemy,AuthorName = "hilune" && Enemy,Name = "Princess_Athena"
  Trigger1   = Enemy,Var(17) = 1
  Trigger1   = Enemy,Var(18) = 2
  Trigger1   = Enemy,NumHelper(1600) != 0
  Value      = 450




;龍虎の拳キャラ「挑発」対応ステート
[state ]
Type=PowerAdd
triggerall=numenemy&&alive
triggerall=enemynear,time=1&&enemynear,stateno=ifelse(enemynear,authorname="Fred",ifelse(P2name="jack"||P2name="king"||P2name="Mr Big"||P2name="Robert Garcia"||P2name="Todo"||P2name="Takuma",310,6001),ifelse(enemynear,authorname="Lord Sinistro",910,195))
trigger1=(P2name="Temjin"&&enemynear,authorname="adamskie")||(enemynear,authorname="brown"&&(P2name="Eiji_MK"||P2name="aof3_ryo"))||(P2name="John Crawley"&&enemynear,authorname="Smogon+The_None")||(P2name="S.Sinclair"&&enemynear,authorname="hiramoto")
trigger2=(P2name="Jack Turner SvK"&&enemynear,authorname="Andre Lopes, Luigi-Master")||(enemynear,authorname="Andre Lopes"&&(P2name="Jack"||P2name="Yuri"))||(P2name="lenny"&&enemynear,authorname="keyu")||(P2name="Wang"&&enemynear,authorname="oscar12345")
trigger3=(enemynear,authorname="Elecbyte"&&(P2name="Lee"||P2name="Robert"||P2name="Ryo"))||(P2name="wyler"&&(enemynear,authorname="dxwho"||enemynear,authorname="Werewood"))||(P2name="AOFking by kain the supreme"&&enemynear,authorname="kain The Supreme")
trigger4=(enemynear,authorname="mass"&&(P2name="Karman"||P2name="Sinclair"))||(P2name="Micky"&&enemynear,authorname="Lord Sinistro")||(P2name="AOF3Robert"&&enemynear,authorname="DeSouza")||(P2name="Kasumi Todo"&&enemynear,authorname="nyo")
trigger5=enemynear,authorname="Fred"&&(P2name="Eiji"||P2name="geese"||P2name="jack"||P2name="John"||P2name="king"||P2name="lee"||P2name="Micky"||P2name="Mr Big"||P2name="Mr Karate"||P2name="Ryo"||P2name="Todo"||P2name="Takuma"||P2name="Robert Garcia")
trigger6=(P2name="FUWA JIN"&&enemynear,authorname="Tin")||(P2name="Mr.BIG"&&enemynear,authorname="dorusii")||(P2name="Temjin_Arrange"&&enemynear,authorname="mage")
Value=-200
ignorehitpause=1
[state ]
Type=PowerAdd
triggerall=numenemy>=2&&alive
triggerall=enemynear(1),time=1
triggerall=enemynear(1),stateno=ifelse(enemynear(1),authorname="Fred",ifelse(P4name="jack"||P4name="king"||P4name="Mr Big"||P4name="Robert Garcia"||P4name="Todo"||P4name="Takuma",310,6001),ifelse(enemynear(1),authorname="Lord Sinistro",910,195))
trigger1=(P4name="AOFking by kain the supreme"&&enemynear(1),authorname="kain The Supreme")||(P4name="John Crawley"&&enemynear(1),authorname="Smogon+The_None")||(enemynear(1),authorname="brown"&&(P4name="Eiji_MK"||P4name="aof3_ryo"))
trigger2=(P4name="Jack Turner SvK"&&enemynear(1),authorname="Andre Lopes, Luigi-Master")||(P4name="lenny"&&enemynear(1),authorname="keyu")||(P4name="Wang"&&enemynear(1),authorname="oscar12345")||(P4name="S.Sinclair"&&enemynear(1),authorname="hiramoto")
trigger3=(enemynear(1),authorname="Elecbyte"&&(P4name="Lee"||P4name="Robert"||P4name="Ryo"))||(P4name="wyler"&&(enemynear(1),authorname="dxwho"||enemynear(1),authorname="Werewood"))||(enemynear(1),authorname="Andre Lopes"&&(P4name="Jack"||P4name="Yuri"))
trigger4=(enemynear(1),authorname="mass"&&(P4name="Karman"||P4name="Sinclair"))||(P4name="Micky"&&enemynear(1),authorname="Lord Sinistro")||(P4name="AOF3Robert"&&enemynear(1),authorname="DeSouza")||(P4name="Kasumi Todo"&&enemynear(1),authorname="nyo")
trigger5=enemynear(1),authorname="Fred"&&(P4name="Eiji"||P4name="geese"||P4name="jack"||P4name="John"||P4name="king"||P4name="lee"||P4name="Micky"||P4name="Mr Big"||P4name="Mr Karate"||P4name="Ryo"||P4name="Todo"||P4name="Takuma"||P4name="Robert Garcia")
trigger6=(P4name="FUWA JIN"&&enemynear(1),authorname="Tin")||(P4name="Temjin"&&enemynear(1),authorname="adamskie")||(P4name="Mr.BIG"&&enemynear(1),authorname="dorusii")||(P4name="Temjin_Arrange"&&enemynear(1),authorname="mage")
Value=-200
ignorehitpause=1




;-----------イチコロ毒（SAIKEIユダ）
[state ]
type=lifeadd
trigger1=enemy,name="JUDA"
trigger1=enemy,authorname="SAIKEI"
trigger1=enemy,fvar(23)>0
trigger1=floor(enemy,fvar(23))%4=0
trigger1=enemy,var(0)<=0
trigger1=enemy,movetype!=h||enemy,movetype=h&&enemy,hitshakeover
value=-1
kill=0
[state ]
type=palfx
triggerall=gametime%20=0
trigger1=enemy,name="JUDA"
trigger1=enemy,authorname="SAIKEI"
trigger1=enemy,fvar(23)>0
time=8
add=255,0,0



;キュアブラック「ルミナス・ハーティエル・アンクション」対応ステート
[state ]
type=lifeadd
trigger1=numpartner
trigger1=partner,name="CURE BLACK"&&partner,authorname="YU-TOHARU"&&partner,var(28)=1&&alive
Value=100
Absolute=1
ignorehitpause=1




;■脱魂の儀 制御
;振り向き抑制
[State pos moving]
type = AssertSpecial
triggerall = !ishelper
Triggerall = (Enemynear,Name = "Komachi Onoduka")*(Enemynear,AuthorName = "mikage_th")*(TeamMode = single)
trigger1 = (enemynear,stateno = 820)*(enemynear,anim = 823)*(enemynear,animelem = 6,13)
trigger2 = (enemynear,stateno = 821)*(enemynear,anim = 823)*(enemynear,animelem = 6,43)
flag = noautoturn
;移動
[State pos moving]
type = Posadd
triggerall = !ishelper
Triggerall = (Enemynear,Name = "Komachi Onoduka")*(Enemynear,AuthorName = "mikage_th")*(TeamMode = single)
trigger1 = (enemynear,stateno = 820)*(enemynear,anim = 823)*(enemynear,animelem = 6,13)
trigger2 = (enemynear,stateno = 821)*(enemynear,anim = 823)*(enemynear,animelem = 6,43)
x = -ceil(enemynear,fVar(36))*facing*enemynear,facing
y = -ceil(enemynear,fVar(37))*(statetype!=L)
;statetype!=A+statetype!=Lの場合強制落下stateへ
[State pos moving]
type = Changestate
triggerall = !ishelper
Triggerall = (Enemynear,Name = "Komachi Onoduka")*(Enemynear,AuthorName = "mikage_th")*(TeamMode = single)
Triggerall = (statetype != A)*(pos y!=0)*(statetype!=L)
trigger1 = (enemynear,stateno = 820)*(enemynear,anim = 823)*(enemynear,animelem = 6,13)
trigger2 = (enemynear,stateno = 821)*(enemynear,anim = 823)*(enemynear,animelem = 6,43)
value = 50
;振り向き抑制
[State pos moving]
type = AssertSpecial
triggerall = !ishelper
Triggerall = (Enemynear,Name = "Komachi Onoduka")*(Enemynear,AuthorName = "mikage_th105")*(TeamMode = single)
trigger1 = (enemynear,stateno = 820)*(enemynear,anim = 823)*(enemynear,animelem = 6,13)
trigger2 = (enemynear,stateno = 821)*(enemynear,anim = 823)*(enemynear,animelem = 6,43)
flag = noautoturn
;移動
[State pos moving]
type = Posadd
triggerall = !ishelper
Triggerall = (Enemynear,Name = "Komachi Onoduka")*(Enemynear,AuthorName = "mikage_th105")*(TeamMode = single)
trigger1 = (enemynear,stateno = 820)*(enemynear,anim = 823)*(enemynear,animelem = 6,13)
trigger2 = (enemynear,stateno = 821)*(enemynear,anim = 823)*(enemynear,animelem = 6,43)
x = -ceil(enemynear,fVar(24))*facing*enemynear,facing
y = -ceil(enemynear,fVar(25))*(statetype!=L)
;statetype!=A+statetype!=Lの場合強制落下stateへ
[State pos moving]
type = Changestate
triggerall = !ishelper
Triggerall = (Enemynear,Name = "Komachi Onoduka")*(Enemynear,AuthorName = "mikage_th105")*(TeamMode = single)
Triggerall = (statetype != A)*(pos y!=0)*(statetype!=L)
trigger1 = (enemynear,stateno = 820)*(enemynear,anim = 823)*(enemynear,animelem = 6,13)
trigger2 = (enemynear,stateno = 821)*(enemynear,anim = 823)*(enemynear,animelem = 6,43)
value = 50



;■毒煙幕「瓦斯織物の玉」 制御
[State lifeadd]
type = lifeadd
triggerall = !ishelper
Trigger1 = numEnemy = 1
Trigger1 = Pos y > -240
Trigger1 = (Enemy(0),Name = "Reisen Udongein Inaba")*(Enemy(0),AuthorName = "mikage_th105")*(Enemy(0),fvar(21))
value = -floor(Enemy(0),fvar(21))*2
ignorehitpause = 1
absolute = 1
kill = 0
[State lifeadd]
type = lifeadd
triggerall = !ishelper
Triggerall = numEnemy = 2
Triggerall = Pos y > -240
Trigger1 = (Enemy(0),Name = "Reisen Udongein Inaba")*(Enemy(0),AuthorName = "mikage_th105")*(Enemy(0),fvar(21))
Trigger2 = (Enemy(1),Name = "Reisen Udongein Inaba")*(Enemy(1),AuthorName = "mikage_th105")*(Enemy(1),fvar(21))
value = -floor(Enemy(0),fvar(21))*2-floor(Enemy(1),fvar(21))*2
ignorehitpause = 1
absolute = 1
kill = 0
[State lifeadd]
type = lifeadd
triggerall = !ishelper
Trigger1 = numEnemy = 1
Trigger1 = Pos y > -240
Trigger1 = (Enemy(0),Name = "Reisen Udongein Inaba")*(Enemy(0),AuthorName = "mikage_th")*(Enemy(0),fvar(35))
value = -floor(Enemy(0),fvar(35))*2
ignorehitpause = 1
absolute = 1
kill = 0
[State lifeadd]
type = lifeadd
triggerall = !ishelper
Triggerall = numEnemy = 2
Triggerall = Pos y > -240
Trigger1 = (Enemy(0),Name = "Reisen Udongein Inaba")*(Enemy(0),AuthorName = "mikage_th")*(Enemy(0),fvar(35))
Trigger2 = (Enemy(1),Name = "Reisen Udongein Inaba")*(Enemy(1),AuthorName = "mikage_th")*(Enemy(1),fvar(35))
value = -floor(Enemy(0),fvar(35))*2-floor(Enemy(1),fvar(35))*2
ignorehitpause = 1
absolute = 1
kill = 0


;■土着神の祟り & ミシャグジさまの祟り 制御
;土着神の祟り
[State lifeadd]
type = lifeadd
triggerall = !ishelper
Trigger1 = numEnemy
Trigger1 = (Enemynear,Name = "Suwako Moriya")*(Enemynear,AuthorName = "mikage_th")*(TeamMode = single)
Trigger1 = floor((Enemynear,Var(42)%100)*0.1) = [0,1]
Trigger1 = (floor(Enemynear,fvar(38)))%1000 > 0
Trigger1 = floor(Enemynear,fvar(38)*0.001) = 2
value = floor(Enemynear,fvar(36)*(LifeMax/10000.0))
ignorehitpause = 1
absolute = 1
kill = 0
[State ミシャグジさまの祟り]
type = lifeadd
triggerall = !ishelper
Triggerall = numEnemy
Triggerall = (Enemynear,Name = "Suwako Moriya")*(Enemynear,AuthorName = "mikage_th")*(TeamMode = single)
Triggerall = Enemynear,palno < 7
trigger1 = floor(Enemynear,fvar(35)) = 1
Trigger1 = movetype = H
Trigger1 = stateno != [150,155]
trigger2 = floor(Enemynear,fvar(35)) = 2
Trigger2 = movetype = H
Trigger2 = stateno = [150,155]
value = floor(Enemynear,fvar(33))
ignorehitpause = 1
absolute = 1
kill = 0


; Curse Damage for Misuzu Kamio
[State -2, LifeAdd]
type = LifeAdd
triggerall = !ishelper
triggerall = (Enemy,TeamMode = Simul) = 0
triggerall = (TeamMode = Simul) = 0
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "586"
triggerall = Enemy,Name = "Misuzu Kamio"
triggerall = Enemy,fvar(11) > 0
trigger1 = Enemy,var(13) = 1
trigger1 = GameTime % 13 = 0
trigger2 = Enemy,var(13) = 2
trigger2 = GameTime % 11 = 0
trigger3 = Enemy,var(13) = 3
trigger3 = GameTime % 8 = 0
trigger4 = Enemy,var(13) = 4
trigger4 = GameTime % 6 = 0
trigger5 = Enemy,var(13) = 5
trigger5 = GameTime % 3 = 0
value = -1
kill = 0
ignorehitpause = 1
[State -2, PalFX]
type = PalFX
triggerall = !ishelper
triggerall = (Enemy,TeamMode = Simul) = 0
triggerall = (TeamMode = Simul) = 0
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "586"
triggerall = Enemy,Name = "Misuzu Kamio"
trigger1 = Enemy,fvar(11) > 0
add = -50,150,150
time = 1
ignorehitpause = 1


;寿命「无寿国への約束手形」
[State -2, LifeAdd]
Type       = LifeAdd
triggerall = !ishelper
TriggerAll = NumEnemy           >= 1
TriggerAll = Enemy,AuthorName    = "Souki" && Enemy,Name   = "Yuyuko Saigyouji"
Trigger1   = Enemy,Var(3)        = 1       || Enemy,Var(3) = 2
Trigger1   = GameTime%6          = 0
Value      = IfElse(Enemy,Var(3) = 1, -2, -3)
Kill       = 0








;==============================================================
;ボイス処理(ステート被奪取用)
;==============================================================
[State -3, 謎ジャムボイス]
type = PlaySnd
triggerall = !ishelper
triggerall = Alive
triggerall = anim = 5555
trigger1 = stateno = 3550
trigger1 = time = 150
Trigger1 = enemy,name = "Akiko Minase" && enemy,authorname = "UMA"
trigger2 = stateno = 4530
trigger2 = time = 80
Trigger2 = enemy,name = "Akiko Minase" && enemy,authorname = "shimon"
trigger3 = stateno = 4530
trigger3 = time = 80
Trigger3 = enemy,name = "Akiko Minase" && enemy,authorname = "IYO"
value = 5555,0
channel = -1
ignorehitpause = 1
[State -3, 謎ジャムボイス]
type = PlaySnd
triggerall = !ishelper
triggerall = Alive
triggerall = anim = 5555
trigger1 = stateno = 3550
trigger1 = time = 580
Trigger1 = enemy,name = "Akiko Minase" && enemy,authorname = "UMA"
trigger2 = stateno = 4530
trigger2 = time = 510
Trigger2 = enemy,name = "Akiko Minase" && enemy,authorname = "shimon"
trigger3 = stateno = 4530
trigger3 = time = 510
Trigger3 = enemy,name = "Akiko Minase" && enemy,authorname = "IYO"
value = 5555,1
channel = -1
ignorehitpause = 1
[State -3, 謎ジャムボイス]
type = PlaySnd
triggerall = !ishelper
triggerall = Alive
triggerall = anim = 5555
trigger1 = stateno = 3550
trigger1 = time = 780
Trigger1 = enemy,name = "Akiko Minase" && enemy,authorname = "UMA"
trigger2 = stateno = 4530
trigger2 = time = 710
Trigger2 = enemy,name = "Akiko Minase" && enemy,authorname = "shimon"
trigger3 = stateno = 4530
trigger3 = time = 710
Trigger3 = enemy,name = "Akiko Minase" && enemy,authorname = "IYO"
value = 5555,2
channel = -1
ignorehitpause = 1


[State -3, コンボボイス]
type = StopSnd
triggerall = !ishelper
triggerall = Alive
trigger1 = floor(var(34)%10000) = 850
channel = 5
ignorehitpause = 1
[State -3, コンボボイス]
type = PlaySnd
triggerall = !ishelper
triggerall = Alive
trigger1 = floor(var(34)%10000) = 850
trigger1 = roundstate = 2
;trigger1 = random%3 != 0
value = 14,0
channel = 5
ignorehitpause = 1


[State -3, ぴよりボイス]
type = PlaySnd
triggerall = !ishelper
triggerall = Alive
trigger1 = floor(var(34)%10000) = 150
value = 5300,0
channel = 5
ignorehitpause = 1

[State -3, ブリスボイス]
type = PlaySnd
triggerall = !ishelper
triggerall = Alive
trigger1 = floor(var(34)%10000) = 350
value = 9020,0
channel = 5
ignorehitpause = 1

[State -3, 電撃ボイス]
type = PlaySnd
triggerall = !ishelper
triggerall = Alive
trigger1 = floor(var(34)%10000) = 450
value = 7696,0
channel = 5
ignorehitpause = 1

[State -3, 凍結ボイス]
type = PlaySnd
triggerall = !ishelper
triggerall = Alive
trigger1 = floor(var(34)%10000) = 550
value = 7990,0
channel = 5
ignorehitpause = 1

[State -3, ガークラボイス]
type = PlaySnd
triggerall = !ishelper
triggerall = Alive
trigger1 = floor(var(34)%10000) = 650
value = 5910,0
channel = 5
ignorehitpause = 1


[State -3, 死亡ボイス]
type = PlaySnd
triggerall = !ishelper
trigger1 = floor(var(34)%10000) = 750
trigger1 = stateno != 5950
value = 5150,0+random%3
channel = -1
ignorehitpause = 1

[State -3, ガーキャンボイス]
type = PlaySnd
triggerall = !ishelper
triggerall = Alive
trigger1 = floor(var(34)%10000) = 950
value = 14,1
channel = 5
ignorehitpause = 1

;---------------------------------------------------------------------------------
[Statedef -3];常時監視ステート(p2statenoなどで相手に行動を制御された時は実行しない)
;---------------------------------------------------------------------------------
;==============================================================
;ボイス処理
;==============================================================

;これはジャンプ後とバックステップ後に着地音を鳴らすコントローラです。
[State -3, 音を鳴らす]
type = PlaySnd
triggerall = !ishelper
triggerall = Time = 1
trigger1 = stateno = 52 || stateno = 1202 || stateno = 1212 || stateno = 1222
trigger2 = stateno = 106 ;バックステップ後の着地
value = 40, 0

[State -3, ガードボイス]
type = PlaySnd
triggerall = Time = 1
triggerall = Alive
trigger1 = stateno=150 || stateno=152 || stateno=154
trigger1 = var(27) = 1
trigger1 = floor((var(34)/10000)%100) = 0
value = 120,0+random%2
channel = 0
ignorehitpause = 1



[State -3, 起き上がりボイス]
type = PlaySnd
triggerall = time = 1
triggerall = Alive
trigger1 = stateno = 5121 && prevstateno = 5121
trigger1 = floor((var(34)/10000)%100) = 0
value = 5120,0+random%2
channel = 0
ignorehitpause = 1

[State -3, 受身ボイス]
type = PlaySnd
triggerall = Time = 1
triggerall = Alive
trigger1 = stateno = 5200 || stateno = 5210 ;受身直後
trigger1 = floor((var(34)/10000)%100) = 0
value = 5120,0+random%2
channel = 0
ignorehitpause = 1



[State -3, 振り向きボイス]
type = PlaySnd
triggerall = Alive
trigger1 = floor(var(34)%10000) = 250
trigger1 = statetype = S || statetype = C
value = 5,0
channel = 0
ignorehitpause = 1


;ダメージボイス
[state -3]
type = PlaySnd
triggerall = alive
triggerall = movetype = H
triggerall = time = 1
triggerall = stateno != [120,159]
triggerall = statetype != L || stateno = 5070 || stateno = 5080
triggerall = stateno=5000 || stateno=5010 || stateno=5020 || stateno=5070 || stateno=5080
triggerall = random%4 != 0
triggerall = floor((var(34)/10000)%100) = 0
triggerall = floor(var(34)%10000) != [900,950]
trigger1 = GetHitVar(animtype) = 0
value = 5000,0+random%2
persistent = 0
channel = 0
ignorehitpause = 1

[state -3]
type = PlaySnd
triggerall = alive
triggerall = movetype = H
triggerall = time = 1
triggerall = stateno != [120,159]
triggerall = statetype != L || stateno = 5070 || stateno = 5080
triggerall = stateno=5000 || stateno=5010 || stateno=5020 || stateno=5070 || stateno=5080
triggerall = random%4 != 0
triggerall = floor((var(34)/10000)%100) = 0
triggerall = floor(var(34)%10000) != [900,950]
trigger1 = GetHitVar(animtype) = 1
value = 5001,0+random%2
persistent = 0
channel = 0
ignorehitpause = 1

[state -3]
type = PlaySnd
triggerall = alive
triggerall = movetype = H
triggerall = time = 1
triggerall = stateno != [120,159]
triggerall = statetype != L || stateno = 5070 || stateno = 5080
triggerall = stateno=5000 || stateno=5010 || stateno=5020 || stateno=5070 || stateno=5080
triggerall = random%4 != 0
triggerall = floor((var(34)/10000)%100) = 0
triggerall = floor(var(34)%10000) != [900,950]
trigger1 = GetHitVar(animtype) = 2
trigger2 = GetHitVar(animtype) = 3
trigger3 = GetHitVar(animtype) = 4
value = 5002,0+random%2
persistent = 0
channel = 0
ignorehitpause = 1










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


;氷結処理
;=========================================================
[State -2]
type = TargetState
triggerall = !ishelper
trigger1 = numtarget > 0
trigger1 = target,stateno = 1101
trigger1 = var(16) <= 0
value = 1102
ignorehitpause = 1
[State -2]
type = TargetState
triggerall = !ishelper
trigger1 = numtarget > 0
trigger1 = target,stateno = 1106
trigger1 = var(16) <= 0
value = 1107
ignorehitpause = 1

[State -2]
type = VarAdd
triggerall = !ishelper
triggerall = var(16) >= 0
trigger1 = stateno = 3000 && time > 65
trigger2 = stateno = 3100 && time > 35
trigger3 = stateno = 3200 && time > 30
trigger4 = stateno != 3000 && stateno != 3100 && stateno != 3200
v = 16
value = -1

[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = var(16) > 0
trigger1 = numtarget > 0
trigger1 = (target,stateno != [1100,1110])
v = 16
value = 0


[State -2]
type = Explod
triggerall = !ishelper
trigger1 = var(16) > 0
trigger1 = numexplod(1050) = 0
anim = 1050
ID = 1050
pos = 0, 10
postype = p2
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 2.5, 2
sprpriority = 4
ignorehitpause = 1
[State -2]
type = RemoveExplod
triggerall = !ishelper
trigger1 = var(16) <= 0
trigger1 = numexplod(1050) > 0
trigger1 = numtarget > 0
trigger1 = target,stateno != [1100,1101]
trigger1 = target,stateno != [1105,1106]
trigger2 = numtarget = 0
trigger2 = numexplod(1050) > 0
ID = 1050
ignorehitpause = 1
[State -2]
type = Explod
triggerall = !ishelper
trigger1 = var(16) = 0
trigger1 = numexplod(1051) = 0
anim = 1051
ID = 1051
pos = 0, 10
postype = p2
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 2.5, 2
sprpriority = 4
ignorehitpause = 1


;ヒット制限解除
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = var(15) > 0
trigger1 = p2movetype != H || (enemynear,stateno = [120,155]) || p2statetype = L
v = 15
value = 0
ignorehitpause = 1






;=================================================================================
;pos y無視落下計測及びに処理
;=================================================================================
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = enemynear,RoundSexisted = 0
trigger1 = roundstate < 2
v = 23
value = 0

;name指定
[State -2]
type = VarSet
triggerall = !ishelper
triggerall = roundstate = 2
triggerall = floor((var(22)/10)%10) = [1,2]
trigger1 = enemynear,name = "Asura" && enemynear,AuthorName = "ahuron"
trigger2 = enemynear,name = "Athena Asamiya" && enemynear,AuthorName = "ahuron"
trigger3 = enemynear,name = "Brian" && enemynear,AuthorName = "Ahuron"
trigger4 = enemynear,name = "Chonrei" && enemynear,AuthorName = "ahuron"
trigger5 = enemynear,name = "Chris" && enemynear,AuthorName = "Ahuron"
trigger6 = enemynear,name = "Cycloid Omega" && enemynear,AuthorName = "Ahuron"
trigger7 = enemynear,name = "Cycloid Sigma" && enemynear,AuthorName = "Ahuron"
trigger8 = enemynear,name = "D-Rugal" && enemynear,AuthorName = "Ahuron"
trigger9 = enemynear,name = "Duck King" && enemynear,AuthorName = "ahuron"
trigger10 = enemynear,name = "DuoLon" && enemynear,AuthorName = "ahuron"
trigger11 = enemynear,name = "Eiji Kisaragi" && enemynear,AuthorName = "ahuron"
trigger12 = enemynear,name = "Foxy" && enemynear,AuthorName = "ahuron"
trigger13 = enemynear,name = "Gai Tendo" && enemynear,AuthorName = "ahuron"
trigger14 = enemynear,name = "Goodman" && enemynear,AuthorName = "ahuron"
trigger15 = enemynear,name = "Goro Daimon" && enemynear,AuthorName = "Ahuron"
trigger16 = enemynear,name = "Hanzo" && enemynear,AuthorName = "Ahuron"
trigger17 = enemynear,name = "Syo Hayate" && enemynear,AuthorName = "ahuron"
trigger18 = enemynear,name = "Heavy D!" && enemynear,AuthorName = "Ahuron"
trigger19 = enemynear,name = "H-SaikiXIII" && enemynear,AuthorName = "or2=3"
trigger20 = enemynear,name = "HwaXIII" && enemynear,AuthorName = "Ahuron"
trigger21 = enemynear,name = "IoriXIII" && enemynear,AuthorName = "or2=3"
trigger22 = enemynear,name = "Jazu" && enemynear,AuthorName = "ahuron"
trigger23 = enemynear,name = "Kim Kaphwan" && enemynear,AuthorName = "Ahuron"
trigger24 = enemynear,name = "Krizalid-0" && enemynear,AuthorName = "Ahuron"
trigger25 = enemynear,name = "Kyo Kusanagi" && enemynear,AuthorName = "ahuron"
trigger26 = enemynear,name = "KyoXIII" && enemynear,AuthorName = "Ahuron"
trigger27 = enemynear,name = "Lee" && enemynear,AuthorName = "ahuron"
trigger28 = enemynear,name = "Lieselotte" && enemynear,AuthorName = "Ahuron"
trigger29 = enemynear,name = "Lin" && enemynear,AuthorName = "Ahuron"
trigger30 = enemynear,name = "Marco" && enemynear,AuthorName = "ahuron"
trigger31 = enemynear,name = "MaximaXIII" && enemynear,AuthorName = "Ahuron"
trigger32 = enemynear,name = "Mizuchi" && enemynear,AuthorName = "ahuron"
trigger33 = enemynear,name = "Mr.KARATEIII" && enemynear,AuthorName = "Ahuron"
trigger34 = enemynear,name = "Nameless" && enemynear,AuthorName = "Ahuron"
trigger35 = enemynear,name = "Orochi Iori" && enemynear,AuthorName = "Ahuron"
trigger36 = enemynear,name = "Orochi Leona" && enemynear,AuthorName = "Ahuron"
trigger37 = enemynear,name = "Oswald" && enemynear,AuthorName = "ahuron"
trigger38 = enemynear,name = "Reisen Deadpool Inaba" && enemynear,AuthorName = "or2=3"
trigger39 = enemynear,name = "ShenXIII" && enemynear,AuthorName = "Ahuron"
trigger40 = enemynear,name = "Shermie" && enemynear,AuthorName = "Ahuron"
trigger41 = enemynear,name = "Silver" && enemynear,AuthorName = "ahuron"
trigger42 = enemynear,name = "SISSY" && enemynear,AuthorName = "ahuron"
trigger43 = enemynear,name = "Syo Kirishima" && enemynear,AuthorName = "ahuron"
trigger44 = enemynear,name = "Mr.Karate" && enemynear,AuthorName = "ahuron"
trigger45 = enemynear,name = "Vanessa" && enemynear,AuthorName = "ahuron"
trigger46 = enemynear,name = "ViceXIII" && enemynear,AuthorName = "or2=3"
trigger47 = enemynear,name = "CHANG" && enemynear,AuthorName = "Ahuron"
trigger48 = enemynear,name = "Violent Yamazaki" && enemynear,AuthorName = "ahuron"
trigger49 = enemynear,name = "Yashiro Nanakase" && enemynear,AuthorName = "Ahuron"
trigger50 = enemynear,name = "Yuki" && enemynear,AuthorName = "ahuron"
trigger51 = enemynear,name = "Andy Bogard" && enemynear,AuthorName = "ikaruga"
trigger52 = enemynear,name = "Benimaru Nikaido" && enemynear,AuthorName = "ikaruga"
trigger53 = enemynear,name = "Goro Daimon" && enemynear,AuthorName = "ikaruga"
trigger54 = enemynear,name = "Geese Howard" && enemynear,AuthorName = "ikaruga"
trigger55 = enemynear,name = "Iori Yagami" && enemynear,AuthorName = "ikaruga"
trigger56 = enemynear,name = "K-BLOOD" && enemynear,AuthorName = "ikaruga"
trigger57 = enemynear,name = "K'" && enemynear,AuthorName = "ikaruga"
trigger58 = enemynear,name = "Kaede" && enemynear,AuthorName = "ikaruga"
trigger59 = enemynear,name = "Tsunetsugu Jyuzumaru" && enemynear,AuthorName = "Ikaruga"
trigger60 = enemynear,name = "kou Hinukan" && enemynear,AuthorName = "Ikaruga"
trigger61 = enemynear,name = "KUSANAGI" && enemynear,AuthorName = "ikaruga"
trigger62 = enemynear,name = "Kyo Kusanagi" && enemynear,AuthorName = "ikaruga"
trigger63 = enemynear,name = "Moriya Minakata" && enemynear,AuthorName = "ikaruga"
trigger64 = enemynear,name = "Shimo" && enemynear,AuthorName = "ikaruga"
trigger65 = enemynear,name = "Shingo Yabuki" && enemynear,AuthorName = "ikaruga"
trigger66 = enemynear,name = "Syo Kirishima" && enemynear,AuthorName = "ikaruga"
trigger67 = enemynear,name = "Terry Bogard" && enemynear,AuthorName = "ikaruga"
trigger68 = enemynear,name = "Keiichiro Washizuka" && enemynear,AuthorName = "ikaruga"
trigger69 = enemynear,name = "Wild Wolf" && enemynear,AuthorName = "ikaruga"
trigger70 = enemynear,name = "Angel" && enemynear,AuthorName = "jin"
trigger71 = enemynear,name = "Ash" && enemynear,AuthorName = "jin"
trigger72 = enemynear,name = "Clone-Angel" && enemynear,AuthorName = "jin"
trigger73 = enemynear,name = "CloneKyo" && enemynear,AuthorName = "jin"
trigger74 = enemynear,name = "d-Yagami" && enemynear,AuthorName = "jin"
trigger75 = enemynear,name = "EX-Kyo" && enemynear,AuthorName = "jin"
trigger76 = enemynear,name = "K-BLOOD" && enemynear,AuthorName = "jin"
trigger77 = enemynear,name = "Krauser" && enemynear,AuthorName = "jin"
trigger78 = enemynear,name = "KUSANAGI" && enemynear,AuthorName = "jin"
trigger79 = enemynear,name = "Kyo" && enemynear,AuthorName = "jin"
trigger80 = enemynear,name = "Magaki" && enemynear,AuthorName = "jin"
trigger81 = enemynear,name = "Mrkarate" && enemynear,AuthorName = "jin"
trigger82 = enemynear,name = "Mrkarate-2nd" && enemynear,AuthorName = "jin"
trigger83 = enemynear,name = "nbcrobert" && enemynear,AuthorName = "jin"
trigger84 = enemynear,name = "Geese" && enemynear,AuthorName = "jin"
trigger85 = enemynear,name = "NEODIO" && enemynear,AuthorName = "jin"
trigger86 = enemynear,name = "O-Adel" && enemynear,AuthorName = "jin"
trigger87 = enemynear,name = "Reas" && enemynear,AuthorName = "jin"
trigger88 = enemynear,name = "Rock" && enemynear,AuthorName = "jin"
trigger89 = enemynear,name = "Rugal.B" && enemynear,AuthorName = "jin"
trigger90 = enemynear,name = "Shen" && enemynear,AuthorName = "jin"
trigger91 = enemynear,name = "Shishioh" && enemynear,AuthorName = "jin"
trigger92 = enemynear,name = "Yagami-AKOF" && enemynear,AuthorName = "jin"
trigger93 = enemynear,name = "USAPI-" && enemynear,AuthorName = "kuma"
trigger94 = enemynear,name = "KYOKO" && enemynear,AuthorName = "mast-chen"
trigger95 = enemynear,name = "KYOKO_typeA" && enemynear,AuthorName = "sekirei"
trigger96 = enemynear,name = "KYOKO_typeC" && enemynear,AuthorName = "sekirei"
trigger97 = enemynear,name = "KYOKO_typeK" && enemynear,AuthorName = "sekirei"
;trigger98 = enemynear,name =  && enemynear,AuthorName = 
;trigger99 = enemynear,name =  && enemynear,AuthorName = 
;trigger100 = enemynear,name =  && enemynear,AuthorName = 
;trigger101 = enemynear,name =  && enemynear,AuthorName = 
;trigger102 = enemynear,name =  && enemynear,AuthorName = 
;trigger103 = enemynear,name =  && enemynear,AuthorName = 
;trigger104 = enemynear,name =  && enemynear,AuthorName = 
;trigger105 = enemynear,name =  && enemynear,AuthorName = 
;trigger106 = enemynear,name =  && enemynear,AuthorName = 
;trigger107 = enemynear,name =  && enemynear,AuthorName = 
;trigger108 = enemynear,name =  && enemynear,AuthorName = 
;trigger109 = enemynear,name =  && enemynear,AuthorName = 
;trigger110 = enemynear,name =  && enemynear,AuthorName = 
;trigger111 = enemynear,name =  && enemynear,AuthorName = 
;trigger112 = enemynear,name =  && enemynear,AuthorName = 
;trigger113 = enemynear,name =  && enemynear,AuthorName = 
;trigger114 = enemynear,name =  && enemynear,AuthorName = 
;trigger115 = enemynear,name =  && enemynear,AuthorName = 
;trigger116 = enemynear,name =  && enemynear,AuthorName = 
;trigger117 = enemynear,name =  && enemynear,AuthorName = 
;trigger118 = enemynear,name =  && enemynear,AuthorName = 
;trigger119 = enemynear,name =  && enemynear,AuthorName = 
v = 23
value = 99

[State -2]
type = null;DisplayToClipboard
trigger1 = 1
text = "%d,%d,%d,%f,%f"
params = var(23),var(1),var(2),fvar(0),fvar(1)


[State -2]
type = TargetState
triggerall = TeamMode = Single
triggerall = enemynear,TeamMode = Single
triggerall = numtarget > 0
triggerall = target,stateno = 5020
triggerall = var(23) >= floor(var(22)%10)
trigger1 = floor((var(22)/10)%10) = [1,3]
value = 15020
ignorehitpause = 1
[State -2]
type = TargetState
triggerall = TeamMode = Single
triggerall = enemynear,TeamMode = Single
triggerall = numtarget > 0
triggerall = target,stateno = 5030
triggerall = var(23) >= floor(var(22)%10)
trigger1 = floor((var(22)/10)%10) = [1,3]
value = 15030
ignorehitpause = 1
[State -2]
type = TargetState
triggerall = TeamMode = Single
triggerall = enemynear,TeamMode = Single
triggerall = numtarget > 0
triggerall = target,stateno = 5035
triggerall = var(23) >= floor(var(22)%10)
trigger1 = floor((var(22)/10)%10) = [1,3]
value = 15035
ignorehitpause = 1
[State -2]
type = TargetState
triggerall = TeamMode = Single
triggerall = enemynear,TeamMode = Single
triggerall = numtarget > 0
triggerall = target,stateno = 5070
triggerall = var(23) >= floor(var(22)%10)
trigger1 = floor((var(22)/10)%10) = [1,3]
value = 15070
ignorehitpause = 1
[State -2]
type = TargetState
triggerall = TeamMode = Single
triggerall = enemynear,TeamMode = Single
triggerall = numtarget > 0
triggerall = target,stateno = 5071
triggerall = var(23) >= floor(var(22)%10)
trigger1 = floor((var(22)/10)%10) = [1,3]
value = 15071
ignorehitpause = 1


[State -2]
type = TargetState
triggerall = TeamMode = Single
triggerall = enemynear,TeamMode = Single
triggerall = var(23) >= floor(var(22)%10)
triggerall = floor((var(22)/10)%10) = [1,3]
triggerall = numtarget > 0
triggerall = target,stateno = 15050
triggerall = target,Vel Y > 0
triggerall = target,Pos Y >= -20
triggerall = target,alive
triggerall = target,CanRecover
trigger1 = target,Command = "recovery"
value = 15200

[State -2]
type = TargetState
triggerall = TeamMode = Single
triggerall = enemynear,TeamMode = Single
triggerall = var(23) >= floor(var(22)%10)
triggerall = floor((var(22)/10)%10) = [1,3]
triggerall = numtarget > 0
triggerall = target,stateno = 15050
triggerall = target,Vel Y > -1
triggerall = target,alive
triggerall = target,CanRecover
trigger1 = target,Command = "recovery"
value = 15210



;この下、一行以上空ける事！


