

[Remap]
x = x      ;Ｘボタンの入力判定を実際に押すボタンに割り当てる。
y = y      ;Ｙボタン　　　　　　　　　〃
z = z      ;Ｚボタン　　　　　　　　　〃
a = a      ;Ａボタン　　　　　　　　　〃
b = b      ;Ｂボタン　　　　　　　　　〃
c = c      ;Ｃボタン　　　　　　　　　〃
s = s      ;スタートボタン　　　　　　〃



[Defaults]
command.time = 15  ;標準のコマンド入力受付時間。
                   ;各コマンドで省略している場合に有効。
                   ;このパラメータを消した場合、デフォルトは１フレームになる。
                   ;（　M.U.G.E.Nでの１フレーム　＝　１／６０秒　）

command.buffer.time = 1  ;標準のコマンド入力記憶時間。
                         ;入力した直後にコマンドを記憶し、
                         ;指を離してもコマンドが成功している状態を
                         ;ここで設定した時間の分維持する。
                         ;１〜３０フレームまでの間で設定可能。
                         ;デフォルトは１フレーム。
;-| AI |-----------------------------------------------------------------


[Command]
name = "AI_0"
command = x,x,x
time = 0
[Command]
name = "AI_1"
command = c, x, a
time = 0
[Command]
name = "AI_2"
command = y,y,y
time = 0
[Command]
name = "AI_3"
command = x, y, x
time = 0
[Command]
name = "AI_4"
command = D, c, y
time = 0
[Command]
name = "AI_5"
command = x,a,a
time = 0
[Command]
name = "AI_6"
command = F, F, F
time = 0
[Command]
name = "AI_7"
command = U, F, U
time = 0
[Command]
name = "AI_8"
command = F,U,F
time = 0
[Command]
name = "AI_9"
command = F,a,F
time = 0
[Command]
name = "AI_10"
command = x, b, a
time = 0
[Command]
name = "AI_11"
command = a, x, y
time = 0
[Command]
name = "AI_12"
command = b, b, F
time = 0
[Command]
name = "AI_13"
command = a,b,a
time = 0
[Command]
name = "AI_14"
command = y,a,y
time = 0
[Command]
name = "AI_15"
command = a,x,a
time = 0
[Command]
name = "AI_16"
command = F,b,F
time = 0
[Command]
name = "AI_17"
command = B,c,B
time = 0
[Command]
name = "AI_18"
command = x, y, x
time = 0
[Command]
name = "AI_19"
command = x, z, x
time = 0
[Command]
name = "AI_20"
command = x,x,a
time = 0
[Command]
name = "AI_21"
command = b,F,F
time = 0
[Command]
name = "AI_22"
command = a, x, y
time = 0
[Command]
name = "AI_23"
command = a,y,y
time = 0
[Command]
name = "AI_24"
command = a,a,a
time = 0
[Command]
name = "AI_25"
command = a, D, F
time = 0
[Command]
name = "AI_26"
command = b, a, c
time = 0
[Command]
name = "AI_27"
command = a, c, b
time = 0
[Command]
name = "AI_28"
command = a, U, U
time = 0
[Command]
name = "AI_29"
command = a, U, B
time = 0
[Command]
name = "AI_30"
command = B, c, B
time = 0
[Command]
name = "AI_31"
command = F, c, a
time = 0
[Command]
name = "AI_32"
command = B, F, B
time = 0
[Command]
name = "AI_33"
command = c, D, F
time = 0
[Command]
name = "AI_34"
command = x, F, D
time = 0
[Command]
name = "AI_35"
command = y,b,y
time = 0
[Command]
name = "AI_36"
command = x,z,x
time = 0
[Command]
name = "AI_37"
command = F,F,F
time = 0
[Command]
name = "AI_38"
command = B,B,B
time = 0
[Command]
name = "AI_39"
command = x, y, a
time = 0
[Command]
name = "AI_40"
command = c, x, a
time = 0
[Command]
name = "AI_41"
command = x,z,x,
time = 0
[Command]
name = "AI_42"
command = x, x, x
time = 0
[Command]
name = "AI_43"
command = F,a,a
time = 0
[Command]
name = "AI_44"
command = y, a, c
time = 0
[Command]
name = "AI_45"
command = x,a,y
time = 0
[Command]
name = "AI_46"
command = a,y,c
time = 0
[Command]
name = "AI_47"
command = a, D, b
time = 0
[Command]
name = "AI_48"
command = F, F, a
time = 0
[Command]
name = "AI_49"
command = a,b,a
time = 0
[Command]
name = "AI_50"
command = U, U, B
time = 0
[Command]
name = "AI_51"
command = B, B, B
time = 0
[Command]
name = "AI_52"
command = F, B, a
time = 0
[Command]
name = "AI_53"
command = DB, DB, DB
time = 0
[Command]
name = "AI_54"
command = DF,DF,DF
time = 0
[Command]
name = "AI_55"
command = D, D, D
time = 0
[Command]
name = "AI_56"
command = U,U,U
time = 0
[Command]
name = "AI_57"
command = z,z,z
time = 0
[Command]
name = "AI_58"
command = c,c,c
time = 0
[Command]
name = "AI_59"
command = b,b,b
time = 0
[Command]
name = "AI_60"
command = a, a, a
time = 0








;-| 超必殺技 |-----------------------------------------------------------------

;※名前が同じならば、違うコマンドでも同じステートの技を出す事が可能。

[Command]
name = "KHK"
command = ~D, DF, F, D, DF, F, z
time = 25

[Command]
name = "HYS"
command = z
time = 2

[Command]
name = "RKR"
command = ~D, DB, B, D, DB, B, a
time = 25

[Command]
name = "KNB"
command = ~D, DF, F, D, DF, F, y
time = 25

[Command]
name = "TKR"
command = ~D, DF, F, D, DF, F, x
time = 25

[Command]
name = "EHT"
command = ~B, DB, D, DF, F, y
time = 25


[Command]
name = "ET"
command = ~B, DB, D, DF, F, x
time = 25



[Command]
name = "BKT"
command = ~F, DF, D, DB, B, a
time = 25


[Command]
name = "REK"
command = ~F, DF, D, DB, B, b
time = 25


[Command]
name = "DG"
command = ~B, DB, D, DF, F, a
time = 25



[Command]
name = "GTM"
command = ~B, DB, D, DF, F, b
time = 25


[Command]
name = "CKK"
command = ~B, DB, D, DF, F, c
time = 25



[Command]
name = "ea"
command = ~D, DF, F, D, DF, F, a
time = 25

[Command]
name = "om"
command = ~D, DF, F, D, DF, F, b
time = 25

[Command]
name = "tunagi"
command = ~D, DF, F, D, DF, F, c
time = 25



[Command]
name = "KB"
command = ~D, DB, B, D, DB, B, a
time = 25


;------------------------------------------------------------------------------
;-| 必殺技 |-------------------------------------------------------------------



[Command]
name = "MrRe" 
command = a+b
time = 6


[Command]
name = "TSK"
command = ~D, DF, F, x
time = 25


[Command]
name = "TT"
command = ~D, DB, B, x
time = 25

[Command]
name = "ZR"
command = ~D, DB, B, y
time = 25

[Command]
name = "HR"
command = ~D, DF, F, y
time = 25

[Command]
name = "SKT"
command = ~F, DF, D, a

[Command]
name = "KR"
command = ~F, DF, D, b


[Command]
name = "TR"
command = ~F, DF, D, c


[Command]
name = "mitama"
command = ~D, DF, F, a

[Command]
name = "enen"
command = ~D, DF, F, b

[Command]
name = "nagu"
command = ~D, DF, F, c


[Command]
name = "nehan"
command = ~D, DF, F, a+b


[Command]
name = "kokuu"
command = ~D, DF, F, b+c


[Command]
name = "ara"
command = ~D, DB, B, a

[Command]
name = "ama"
command = ~D, DB, B, b

[Command]
name = "manzi"
command = ~D, DB, B, c



[Command]
name = "EM"
command = ~D, D, a

[Command]
name = "TOM"
command = ~D, D, b



[Command]
name = "KBM"
command = ~D, D, c




;------------------------------------------------------------------------------
;-| 長押し連続入力 |---------------------------------------------------------

[Command]
name = "z2"
command = /z
time = 1


;------------------------------------------------------------------------------
;-| キー２回連続入力 |---------------------------------------------------------






[Command]
name = "FF"       ;必須コマンド名
command = F, F
time = 10

[Command]
name = "BB"       ;必須コマンド名
command = B, B
time = 10






;------------------------------------------------------------------------------
;-| 同時押し |-----------------------------------------------------------------

[Command]
name = "recovery" ;必須コマンド名
command = x+y
time = 1

;------------------------------------------------------------------------------
;-| 方向キー＋ボタン |---------------------------------------------------------

[Command]
name = "down_y"
command = /$F,y
time = 1


[Command]
name = "down_a"
command = /$D,a
time = 1

[Command]
name = "down_b"
command = /$D,b
time = 1

;------------------------------------------------------------------------------
;-| ボタン単発 |---------------------------------------------------------------

[Command]
name = "a"
command = a
time = 1

[Command]
name = "b"
command = b
time = 1

[Command]
name = "c"
command = c
time = 1

[Command]
name = "x"
command = x
time = 1

[Command]
name = "y"
command = y
time = 1

[Command]
name = "z"
command = z
time = 1

[Command]
name = "start"
command = s
time = 1

;---------------------------
;(「パワー溜め」用にコマンドを追加してます)
[Command]
name = "hold_c"
command = /c

;------------------------------------------------------------------------------
;-| 方向キー |-----------------------------------------------------------------

[Command]
name = "holdfwd"   ;必須コマンド名
command = /$F
time = 1

[Command]
name = "holdback"  ;必須コマンド名
command = /$B
time = 1

[Command]
name = "holdup"    ;必須コマンド名
command = /$U
time = 1

[Command]
name = "holddown"  ;必須コマンド名
command = /$D
time = 1



[Statedef -1]

;==============================================================================
; 5ゲージ超必殺技
;==============================================================================

[State -1, 栄光の旅路];ゲージレベル５
type = ChangeState
value = 4900
TriggerAll = Var(59) = 0 && !isHelper(106000) && palno != [3,4] 
Triggerall = NumHelper(17390) = 0
Triggerall = NumHelper(65045) = 0
TriggerAll = command = "ET"  
TriggerAll = power >= 5000  
TriggerAll = Life < 500         
TriggerAll = statetype != A            ;「空中」ではない時
triggerAll = roundno > 2
Trigger1 = ctrl                        ;コントロールが可能な場合


;==============================================================================
; 3ゲージ超必殺技
;==============================================================================
;------------------------------------------------------------------------------

[State -1, 純白の栄光];ゲージレベル３
type = ChangeState
value = 4500
TriggerAll = Var(59) = 0 && !isHelper(106000) && palno != [3,4] 
TriggerAll = FVar(6) = 0
TriggerAll = command = "EHT"  
TriggerAll = power >= 3000             
TriggerAll = statetype != A            ;「空中」ではない時
Trigger1 = ctrl                        ;コントロールが可能な場合

[State -1, 錬成聖剣];ゲージレベル３
type = ChangeState
value = 4800
TriggerAll = Var(59) = 0 && !isHelper(106000) && palno != [3,4] 
TriggerAll = FVar(6) = 0
TriggerAll = command = "REK"  
TriggerAll = power >= 3000             
TriggerAll = statetype != A            ;「空中」ではない時
Trigger1 = ctrl                        ;コントロールが可能な場合


[State -1, 業ノ剣];ゲージレベル３
type = ChangeState
value = 4300
TriggerAll = Var(59) = 0 && !isHelper(106000) && palno != [3,4] 
TriggerAll = command = "CKK"  
TriggerAll = power >= 3000
TriggerAll = palno != [11,12]             
TriggerAll = statetype != A            ;「空中」ではない時
Trigger1 = ctrl                        ;コントロールが可能な場合
Trigger2 = (stateno = 1000) && time > 14
Trigger3 = (stateno = 1010) && time > 15
Trigger4 = (stateno = 1020) && time > 15
Trigger5 = (stateno = 1030) && time > 15
Trigger6 = (stateno = 1040) && time > 17
Trigger7 = (stateno = 2000) && time > 72


[State -1, 漆黒の栄光];ゲージレベル３
type = ChangeState
value = 7330
TriggerAll = Var(59) = 0 && !isHelper(106000) && palno != [3,4] 
TriggerAll = FVar(6) = 1
TriggerAll = command = "EHT"  
TriggerAll = power >= 3000             
TriggerAll = statetype != A            ;「空中」ではない時
Trigger1 = ctrl                        ;コントロールが可能な場合


[State -1, 万象狩る血爪];ゲージレベル３
type = ChangeState
value = 7360
TriggerAll = Var(59) = 0 && !isHelper(106000) && palno != [3,4] 
TriggerAll = FVar(6) = 1
TriggerAll = command = "BKT"  
TriggerAll = power >= 3000             
TriggerAll = statetype != A            ;「空中」ではない時
Trigger1 = ctrl                        ;コントロールが可能な場合



[State -1, 断罪のギヨティーヌ];ゲージレベル３
type = ChangeState
value = 4000
TriggerAll = Var(59) = 0 && FVar(6) = 0 && !isHelper(106000) && palno != [3,4] 
TriggerAll = command = "DG"  
TriggerAll = power >= 3000             
TriggerAll = statetype != A            ;「空中」ではない時
Trigger1 = ctrl                        ;コントロールが可能な場合
Trigger2 = (stateno = 1070) && time > 30

[State -1, 外的知性の右腕];ゲージレベル３
type = ChangeState
value = 4010
TriggerAll = Var(59) = 0 && !isHelper(106000) && palno != [3,4] 
TriggerAll = command = "GTM"  
TriggerAll = power >= 3000
TriggerAll = palno = [11,12]             
TriggerAll = statetype != A            ;「空中」ではない時
Trigger1 = ctrl                        ;コントロールが可能な場合

[State -1, 虚空より来る風];ゲージレベル３
type = ChangeState
value = 4020
TriggerAll = Var(59) = 0 && !isHelper(106000) && palno != [3,4] 
TriggerAll = command = "CKK"  
TriggerAll = power >= 3000
TriggerAll = palno = [11,12]             
TriggerAll = statetype != A            ;「空中」ではない時
Trigger1 = ctrl                        ;コントロールが可能な場合



;==============================================================================
; ２ゲージ超必殺技
;==============================================================================


[State -1, 月下業覇掌];ゲージレベル１
type = ChangeState
value = 3010
TriggerAll = Var(59) = 0 && FVar(6) = 0 && !isHelper(106000) && palno != [3,4] 
TriggerAll = command = "KHK"  
TriggerAll = power >= 1000             ;パワーゲージがレベル１以上溜まっている時（※）
TriggerAll = statetype != A            ;「空中」ではない時
Trigger1 = ctrl                        ;コントロールが可能な場合
Trigger2 = var(1)
Trigger3 = (stateno = 1000) && time > 14
Trigger4 = (stateno = 1010) && time > 15
Trigger5 = (stateno = 1020) && time > 15
Trigger6 = (stateno = 1030) && time > 15
Trigger7 = (stateno = 1040) && time > 17
Trigger8 = (stateno = 2000) && time > 72

[State -1, ひとみヲやきこがす真実];ゲージレベル２
type = ChangeState
value = 3000
TriggerAll = Var(59) = 0 && FVar(6) = 0 && !isHelper(106000) && palno != [3,4] 
TriggerAll = command = "HYS"  
TriggerAll = power >= 2000             
TriggerAll = statetype != A            ;「空中」ではない時
Trigger1 = ctrl                        ;コントロールが可能な場合






;==============================================================================
; 1ゲージ超必殺技
;==============================================================================



[State -1, 拳覇乱舞];ゲージレベル１
type = ChangeState
value = 2000
TriggerAll = Var(59) = 0 && FVar(6) = 0 && !isHelper(106000) && palno != [3,4] 
TriggerAll = command = "ea"  
TriggerAll = power >= 1000             ;パワーゲージがレベル１以上溜まっている時（※）
TriggerAll = statetype != A            ;「空中」ではない時
Trigger1 = ctrl                        ;コントロールが可能な場合
Trigger2 = var(1)
Trigger3 = (stateno = 1000) && time > 14
Trigger4 = (stateno = 1010) && time > 15
Trigger5 = (stateno = 1020) && time > 15
Trigger6 = (stateno = 1030) && time > 15
Trigger7 = (stateno = 1040) && time > 17



[State -1, 聖痕―ｽﾃｨｸﾞﾏｰﾀ―];ゲージレベル１
type = ChangeState
value = 2010
TriggerAll = Var(59) = 0 && FVar(6) = 0 && !isHelper(106000) && palno != [3,4] 
TriggerAll = command = "om"  
TriggerAll = power >= 1000             ;パワーゲージがレベル１以上溜まっている時（※）
TriggerAll = statetype != A            ;「空中」ではない時
Trigger1 = ctrl                        ;コントロールが可能な場合




[State -1, 虐殺ノ刃];ゲージレベル１
type = ChangeState
value = 2020
TriggerAll = Var(59) = 0 && FVar(6) = 0 && !isHelper(106000) && palno != [3,4] 
TriggerAll = command = "tunagi"  
TriggerAll = power >= 1000             ;パワーゲージがレベル１以上溜まっている時（※）
TriggerAll = statetype != A            ;「空中」ではない時
Trigger1 = ctrl                        ;コントロールが可能な場合
Trigger2 = var(1)
Trigger3 = (stateno = 1000) && time > 14
Trigger4 = (stateno = 1010) && time > 15
Trigger5 = (stateno = 1020) && time > 15
Trigger6 = (stateno = 1030) && time > 15
Trigger7 = (stateno = 1040) && time > 17

[State -1, 地走拳『烈』];ゲージレベル１
type = ChangeState
value = 2250
TriggerAll = Var(59) = 0 && FVar(6) = 0 && !isHelper(106000) && palno != [3,4] 
TriggerAll = command = "TKR"  
TriggerAll = power >= 1000             ;パワーゲージがレベル１以上溜まっている時（※）
TriggerAll = statetype != A            ;「空中」ではない時
Trigger1 = ctrl                        ;コントロールが可能な場合
Trigger2 = (stateno = 1250) && time > 30

[State -1, 錬成剣両断];ゲージレベル１
type = ChangeState
value = 2030
TriggerAll = Var(59) = 0 && FVar(6) = 0 && !isHelper(106000) && palno != [3,4] 
TriggerAll = command = "RKR"  
TriggerAll = power >= 1000             ;パワーゲージがレベル１以上溜まっている時（※）
TriggerAll = statetype != A            ;「空中」ではない時
Trigger1 = ctrl                        ;コントロールが可能な場合
Trigger2 = var(1)
Trigger3 = (stateno = 1070) && time > 30


;==============================================================================
; 1ゲージ練成超必殺技
;==============================================================================

[State -1, 剣の墓標];ゲージレベル１
type = ChangeState
value = 2500
TriggerAll = Var(59) = 0 && FVar(6) = 0 && !isHelper(106000) && palno != [3,4] 
TriggerAll = command = "KNB"  
TriggerAll = power >= 1000             ;パワーゲージがレベル１以上溜まっている時（※）
TriggerAll = statetype != A            ;「空中」ではない時
Triggerall = NumHelper(15000) = 0
Triggerall = NumHelper(15030) = 0
Triggerall = NumHelper(15100) = 0
Triggerall = NumHelper(15130) = 0
Trigger1 = ctrl                        ;コントロールが可能な場合
Trigger2 = (stateno = 1520) && time > 25
Trigger3 = (stateno = 1530) && time > 25

[State -1, 解放錬成];ゲージレベル１
type = ChangeState
value = 2200
TriggerAll = Var(59) = 0 && FVar(6) = 0 && !isHelper(106000) && palno != [3,4] 
TriggerAll = Var(5) != 0
TriggerAll = command = "y"  
TriggerAll = power >= 1000             ;パワーゲージがレベル１以上溜まっている時（※）
TriggerAll = Life != 0
Trigger1 = movetype = H
Trigger1 = Stateno = [5000,5070]
ignorehitpause = 1


;==============================================================================
;シメール
;==============================================================================

[State -1, シメール小攻撃]
type = ChangeState
value = 7200
TriggerAll = FVar(6) = 1
TriggerAll = Var(59) = 0 
TriggerAll = command = "a"
TriggerAll = command != "holddown"
Trigger1 = statetype = S
Trigger1 = ctrl

[State -1, シメール落下攻撃]
type = ChangeState
value = 7300
TriggerAll = FVar(6) = 1
TriggerAll = Var(59) = 0 
TriggerAll = command = "b"
TriggerAll = command != "holddown"
Trigger1 = statetype = S
Trigger1 = ctrl

[State -1, シメール落下攻撃]
type = ChangeState
value = 7310
TriggerAll = FVar(6) = 1
TriggerAll = Var(59) = 0
TriggerAll = command = "c"
TriggerAll = command != "holddown"
Trigger1 = statetype = S
Trigger1 = ctrl


;==============================================================================
; 必殺技
;==============================================================================
;---------------------------------------------
[State -1, 変数の例１];必殺技の発生条件リセット
type = VarSet
Trigger1 = 1
var(1) = 0 ;変数用パラメータの記述方法その１（その２は「板投げ」のステートにて）

[State -1, 変数の例２];必殺技の発生条件をチェック
type = VarSet
TriggerAll = statetype != A
Trigger1 = ctrl
Trigger2 = (stateno = [200,299]) || (stateno = [400,499])
Trigger2 = stateno != 440 ;[Statedef 440]（足払いのステート）ではない時
Trigger2 = movecontact
var(1) = 1

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



[State -1, 疾走する呪手]
type = ChangeState
value = 1000
TriggerAll = Var(59) = 0 && FVar(6) = 0 && !isHelper(106000) && palno != [3,4] 
TriggerAll = command = "mitama"
Trigger1 = var(1)




[State -1, 掬う蛇]
type = ChangeState
value = 1010
TriggerAll = Var(59) = 0 && FVar(6) = 0 && !isHelper(106000) && palno != [3,4] 
TriggerAll = command = "enen"
Trigger1 = var(1)
Trigger2 = (stateno = 1000) && time > 14




[State -1, 蒼い閃光]
type = ChangeState
value = 1020
TriggerAll = Var(59) = 0 && FVar(6) = 0 && !isHelper(106000) && palno != [3,4] 
TriggerAll = command = "nagu"
Trigger1 = var(1)
Trigger2 = (stateno = 1000) && time > 14
Trigger3 = (stateno = 1010) && time > 15


[State -1, 緩い大地]
type = ChangeState
value = 1030
TriggerAll = Var(59) = 0 && FVar(6) = 0 && !isHelper(106000) && palno != [3,4] 
TriggerAll = command = "ara"
Trigger1 = var(1)
Trigger2 = (stateno = 1000) && time > 14
Trigger3 = (stateno = 1010) && time > 15

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



[State -1, 穿つ魔槍]
type = ChangeState
value = 1040
TriggerAll = Var(59) = 0 && FVar(6) = 0 && !isHelper(106000) && palno != [3,4] 
TriggerAll = command = "ama"
Trigger1 = var(1)
Trigger2 = (stateno = 1000) && time > 14
Trigger3 = (stateno = 1010) && time > 15
Trigger4 = (stateno = 1020) && time > 15
Trigger5 = (stateno = 1030) && time > 15
Trigger6 = (stateno = 100) && time > 15


[State -1, 奔走せし剣閃]
type = ChangeState
value = 1050
TriggerAll = Var(59) = 0 && FVar(6) = 0 && !isHelper(106000) && palno != [3,4] 
TriggerAll = command = "manzi"
Trigger1 = var(1)
Trigger2 = (stateno = 1000) && time > 14
Trigger3 = (stateno = 1010) && time > 15
Trigger4 = (stateno = 1020) && time > 15
Trigger5 = (stateno = 1030) && time > 15
Trigger6 = (stateno = 1040) && time > 17
Trigger7 = (stateno = 1170) && time > 65

[State -1,禍津祓い]
type = ChangeState
value = 1070
TriggerAll = Var(59) = 0 && FVar(6) = 0 && !isHelper(106000) && palno != [3,4] 
TriggerAll = command = "EM"
TriggerAll = statetype != A
Trigger1 = ctrl
Trigger2 = (stateno = 1050) && time > 16
Trigger3 = (stateno = 1020) && time > 15


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



[State -1, 大振災]
type = ChangeState
value = 1080
TriggerAll = Var(59) = 0 && FVar(6) = 0 && !isHelper(106000) && palno != [3,4] 
TriggerAll = command = "TOM"
TriggerAll = Enemy,GetHitVar(HitCount) < 5
Trigger1 = var(1)





[State -1, 破砕蹴]
type = ChangeState
value = 1090
TriggerAll = Var(59) = 0 && FVar(6) = 0 && !isHelper(106000) && palno != [3,4] 
TriggerAll = command = "KBM"
TriggerAll = statetype != A
Trigger1 = ctrl



[State -1, 蒼穹天]
type = ChangeState
value = 1100
TriggerAll = Var(59) = 0 && FVar(6) = 0 && !isHelper(106000) && palno != [3,4] 
TriggerAll = command = "SKT"
TriggerAll = statetype != A
Trigger1 = ctrl
Trigger2 = (stateno = 1070) && time > 30
Trigger3 = (stateno = 1804) && time > 20


[State -1, 飛翔連脚]
type = ChangeState
value = 1110
TriggerAll = Var(59) = 0 && FVar(6) = 0 && !isHelper(106000) && palno != [3,4] 
TriggerAll = command = "KR"
TriggerAll = statetype != A
Trigger1 = ctrl
Trigger2 = (stateno = 1000) && time > 14
Trigger3 = (stateno = 1010) && time > 15
Trigger4 = (stateno = 1020) && time > 15
Trigger5 = (stateno = 1030) && time > 15
Trigger6 = (stateno = 1040) && time > 17
Trigger7 = (stateno = 1804) && time > 10

[State -1, 活路を見る]
type = ChangeState
value = 1120
TriggerAll = Var(59) = 0 && FVar(6) = 0 && !isHelper(106000) && palno != [3,4] 
TriggerAll = command = "start"
TriggerAll = statetype != A
Trigger1 = ctrl


[State -1, 魔力錬成]
type = ChangeState
value = 1130
TriggerAll = Var(59) = 0 && FVar(6) = 0 && !isHelper(106000) && palno != [3,4] 
TriggerAll = command = "MrRe"
TriggerAll = statetype != A
Trigger1 = ctrl

[State -1, 追撃錬成]
type = ChangeState
value = 1140
TriggerAll = Var(59) = 0 && FVar(6) = 0 && !isHelper(106000) && palno != [3,4] 
TriggerAll = command = "TR"
TriggerAll = statetype != A
Trigger1 = ctrl




;==============================================================================
;空中必殺技
;==============================================================================



[State -1, 空絶]
type = ChangeState
value = 1800
TriggerAll = Var(59) = 0 && FVar(6) = 0 && !isHelper(106000) && palno != [3,4] 
TriggerAll = command = "mitama"
TriggerAll = statetype = A
Trigger1 = ctrl












;------------------------------------------------------------------------------
;射撃系
;------------------------------------------------------------------------------

[State -1, 地走拳]
type = ChangeState
value = 1250
TriggerAll = Var(59) = 0 && FVar(6) = 0 && !isHelper(106000) && palno != [3,4] 
TriggerAll = command = "TSK"
TriggerAll = command != "holddown"
Trigger1 = statetype = S
Trigger1 = ctrl
Trigger2 = (stateno = 1170) && time > 65

[State -1, テのヒラの星]
type = ChangeState
value = 1260
TriggerAll = Var(59) = 0 && FVar(6) = 0 && !isHelper(106000) && palno != [3,4] 
Triggerall = NumHelper(17160) = 0
TriggerAll = command = "TT"
TriggerAll = command != "holddown"
Trigger1 = statetype = S
Trigger1 = ctrl

;------------------------------------------------------------------------------
;練成剣
;------------------------------------------------------------------------------

[State -1, 全体練成剣]
type = ChangeState
value = 1530
TriggerAll = Var(59) = 0 && FVar(6) = 0 && !isHelper(106000) && palno != [3,4] 
Triggerall = NumHelper(15000) = 0
Triggerall = NumHelper(15030) = 0
TriggerAll = command = "ZR"
TriggerAll = command != "holddown"
Trigger1 = statetype = S
Trigger1 = ctrl

[State -1, 包囲練成剣]
type = ChangeState
value = 1520
TriggerAll = Var(59) = 0 && FVar(6) = 0 && !isHelper(106000) && palno != [3,4] 
Triggerall = NumHelper(15000) = 0
Triggerall = NumHelper(15030) = 0
TriggerAll = command = "HR"
TriggerAll = command != "holddown"
Trigger1 = statetype = S
Trigger1 = ctrl




[State -1, 空中練成剣]
type = ChangeState
value = 1700
TriggerAll = Var(59) = 0 && FVar(6) = 0 && !isHelper(106000) && palno != [3,4] 
Triggerall = NumHelper(15100) = 0
TriggerAll = command = "y"
TriggerAll = command != "holddown"
Trigger1 = statetype = A
Trigger1 = ctrl


[State -1, 空中練成剣2]
type = ChangeState
value = 1710
TriggerAll = Var(59) = 0 && FVar(6) = 0 && !isHelper(106000) && palno != [3,4] 
Triggerall = NumHelper(15030) = 0
TriggerAll = command = "x"
TriggerAll = command != "holddown"
Trigger1 = statetype = A
Trigger1 = ctrl


[State -1, 錬成剣弐蓮]
type = ChangeState
value = 1170
TriggerAll = Var(59) = 0 && FVar(6) = 0 && !isHelper(106000) && palno != [3,4] 
TriggerAll = command = "down_y"
Trigger1 = var(1)
Trigger2 = (stateno = 1000) && time > 14
Trigger3 = (stateno = 1010) && time > 15
Trigger4 = (stateno = 1020) && time > 15
Trigger5 = (stateno = 1030) && time > 15
Trigger6 = (stateno = 1040) && time > 17

[State -1, 練成剣弐]
type = ChangeState
value = 1510
TriggerAll = Var(59) = 0 && FVar(6) = 0 && !isHelper(106000) && palno != [3,4] 
Triggerall = NumHelper(15030) = 0
TriggerAll = command = "x"
TriggerAll = command != "holddown"
Trigger1 = statetype = S
Trigger1 = ctrl



[State -1, 練成剣]
type = ChangeState
value = 1500
TriggerAll = Var(59) = 0 && FVar(6) = 0 && !isHelper(106000) && palno != [3,4] 
Triggerall = NumHelper(15000) = 0
TriggerAll = command = "y"
TriggerAll = command != "holddown"
Trigger1 = statetype = S
Trigger1 = ctrl


;==============================================================================
; 移動関連
;==============================================================================
;------------------------------------------------------------------------------


[State -1, ダッシュ]
type = ChangeState
value = 100
TriggerAll = Var(59) = 0 && !isHelper(106000) && palno != [3,4] 
TriggerAll = command = "FF"
Trigger1 = statetype = S
Trigger1 = ctrl
Trigger2 = (stateno = 1080) && time > 30
Trigger3 = (stateno = 1250) && time > 30



[State -1, バックステップ]
type = ChangeState
value = 105
TriggerAll = Var(59) = 0 && !isHelper(106000) && palno != [3,4] 
TriggerAll = command = "BB"
Trigger1 = statetype = S
Trigger1 = ctrl
Trigger2 = (stateno = 1050) && time > 30
Trigger3 = (stateno = 1250) && time > 30





;==============================================================================
; 通常攻撃技
;==============================================================================
;------------------------------------------------------------------------------

[State -1, 小攻撃]
type = ChangeState
value = 200
TriggerAll = Var(59) = 0 && FVar(6) = 0 && !isHelper(106000) && palno != [3,4] 
TriggerAll = command = "a"
TriggerAll = command != "holddown"
Trigger1 = statetype = S
Trigger1 = ctrl
Trigger2 = (stateno = 100) && time > 15


[State -1, 中攻撃]
type = ChangeState
value = 210
TriggerAll = Var(59) = 0 && FVar(6) = 0 && !isHelper(106000) && palno != [3,4] 
TriggerAll = command = "b"
TriggerAll = command != "holddown"
Trigger1 = statetype = S
Trigger1 = ctrl
Trigger2 = (stateno = 200) && time > 6


[State -1, 強攻撃]
type = ChangeState
value = 230
TriggerAll = Var(59) = 0 && FVar(6) = 0 && !isHelper(106000) && palno != [3,4] 
TriggerAll = command = "c"
TriggerAll = command != "holddown"
Trigger1 = statetype = S
Trigger1 = ctrl
Trigger2 = (stateno = 200) && time > 6
Trigger3 = (stateno = 210) && time > 10






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

[State -1, しゃがみ弱 ]
type = ChangeState
value = 300
TriggerAll = Var(59) = 0 && FVar(6) = 0 && !isHelper(106000) && palno != [3,4] 
TriggerAll = command = "a"
Trigger1 = statetype = C
Trigger1 = ctrl



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

[State -1, ジャンプ弱 ]
type = ChangeState
value = 400
TriggerAll = Var(59) = 0 && FVar(6) = 0 && !isHelper(106000) && palno != [3,4] 
TriggerAll = command = "a"
TriggerAll = pos Y <= -30

Trigger1 = statetype = A
Trigger1 = ctrl


[State -1, ジャンプ中 ]
type = ChangeState
value = 410
TriggerAll = Var(59) = 0 && FVar(6) = 0 && !isHelper(106000) && palno != [3,4] 
TriggerAll = command = "b"
TriggerAll = pos Y <= -30

Trigger1 = statetype = A
Trigger1 = ctrl
Trigger2 = (stateno = 1700) && time > 24
Trigger3 = (stateno = 1710) && time > 24

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


;==============================================================================
; 盲目の賢者技
;==============================================================================



[State -1, 太古の叡智];ゲージレベル３
type = ChangeState
value = 106700
TriggerAll = Var(59) = 0 && isHelper(106000)
TriggerAll = command = "DG" 
TriggerAll   = Helper(19000),Stateno = 19000
TriggerAll   = Helper(19500),Stateno = 19500 
TriggerAll = power >= 3000             
TriggerAll = statetype != A            ;「空中」ではない時
Trigger1 = ctrl                        ;コントロールが可能な場合

[State -1, 剣聖乱舞];ゲージレベル１
type = ChangeState
value = 106500
TriggerAll = Var(59) = 0 && isHelper(106000)
TriggerAll   = Helper(19000),Stateno = 19000
TriggerAll   = Helper(19500),Stateno = 19500
TriggerAll = command = "ea"  
TriggerAll = power >= 1000             ;パワーゲージがレベル１以上溜まっている時（※）
TriggerAll = statetype != A            ;「空中」ではない時
Trigger1 = ctrl                        ;コントロールが可能な場合


[State -1, 虚空より来る風];ゲージレベル１
type = ChangeState
value = 106510
TriggerAll = Var(59) = 0 && isHelper(106000)
TriggerAll   = Helper(19000),Stateno = 19000
TriggerAll   = Helper(19500),Stateno = 19500
TriggerAll = command = "om"  
TriggerAll = power >= 1000             ;パワーゲージがレベル１以上溜まっている時（※）
TriggerAll = statetype != A            ;「空中」ではない時
Trigger1 = ctrl                        ;コントロールが可能な場合


[State -1, 暗黒物質の旋律];ゲージレベル１
type = ChangeState
value = 106520
TriggerAll = Var(59) = 0 && isHelper(106000)
TriggerAll = command = "tunagi"  
TriggerAll = power >= 1000             ;パワーゲージがレベル１以上溜まっている時（※）
TriggerAll = statetype != A            ;「空中」ではない時
Trigger1 = ctrl                        ;コントロールが可能な場合


[State -1, 空間圧縮方程式];ゲージレベル１
type = ChangeState
value = 106530
TriggerAll = Var(59) = 0 && isHelper(106000)
TriggerAll = command = "TKR"  
TriggerAll = power >= 2000             ;パワーゲージがレベル１以上溜まっている時（※）
TriggerAll = statetype != A            ;「空中」ではない時
Trigger1 = ctrl                        ;コントロールが可能な場合





[State -1, 切り裂く]
type = ChangeState
value = 106160
TriggerAll = Var(59) = 0 && isHelper(106000)
TriggerAll   = Helper(19000),Stateno = 19000
TriggerAll   = Helper(19500),Stateno = 19500
TriggerAll = command = "mitama"
TriggerAll = command != "holddown"
Trigger1 = statetype = S
Trigger1 = ctrl


[State -1, 突き刺す]
type = ChangeState
value = 106100
TriggerAll = Var(59) = 0 && isHelper(106000)
TriggerAll   = Helper(19000),Stateno = 19000
TriggerAll   = Helper(19500),Stateno = 19500
TriggerAll = command = "a"
TriggerAll = command != "holddown"
Trigger1 = statetype = S
Trigger1 = ctrl


[State -1, 回転]
type = ChangeState
value = 106110
TriggerAll = Var(59) = 0 && isHelper(106000)
TriggerAll   = Helper(19000),Stateno = 19000
TriggerAll   = Helper(19500),Stateno = 19500
TriggerAll = command = "b"
TriggerAll = command != "holddown"
Trigger1 = statetype = S
Trigger1 = ctrl


[State -1, 包囲錬成]
type = ChangeState
value = 106120
TriggerAll = Var(59) = 0 && isHelper(106000)
TriggerAll = command = "c"
TriggerAll = command != "holddown"
Trigger1 = statetype = S
Trigger1 = ctrl


[State -1, 地面を揺らす]
type = ChangeState
value = 106130
TriggerAll = Var(59) = 0 && isHelper(106000)
TriggerAll   = Helper(19000),Stateno = 19000
TriggerAll   = Helper(19500),Stateno = 19500
TriggerAll = command = "y"
TriggerAll = command != "holddown"
Trigger1 = statetype = S
Trigger1 = ctrl

[State -1, 連続突き]
type = ChangeState
value = 106140
TriggerAll = Var(59) = 0 && isHelper(106000)
TriggerAll   = Helper(19000),Stateno = 19000
TriggerAll   = Helper(19500),Stateno = 19500
TriggerAll = command = "x"
TriggerAll = command != "holddown"
Trigger1 = statetype = S
Trigger1 = ctrl



[State -1, 瞬間移動]
type = ChangeState
value = 106150
TriggerAll = Var(59) = 0 && isHelper(106000)
TriggerAll = command = "z"
TriggerAll = command != "holddown"
Trigger1 = statetype = S
Trigger1 = ctrl



;===========================================================================
;制限ステート(人間用・ＡＩ用)
;===========================================================================



[Statedef 0]
type = S
physics = S
sprpriority = 0


[State ];自分以外
type = Changestate
triggerall =!ishelper
trigger1 = name != "Gloria"
value = 5150
ignorehitpause = 1


[State 0, 1]
type = ChangeAnim
triggerall =! ishelper
TriggerAll = FVar(6) = 1
Trigger1 = Anim != 7000 && Anim != 5
Trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 7000

[State 0, 1]
type = ChangeAnim
triggerall =! ishelper
TriggerAll = FVar(6) = 0
Trigger1 = Anim != 0 && Anim != 5
Trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0



[State -2, ];無敵 本体
type = NotHitBy
triggerall = ishelper
trigger1 =! ishelper(49999)
Trigger1 = 1
value = SCA
time = -1
SuperMoveTime = 999999
PauseMoveTime = 999999
IgnoreHitPause = 1



[State 0, 2]
type = VelSet
triggerall =! ishelper
Trigger1 = Time = 0
y = 0

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
triggerall =! ishelper
Trigger1 = abs(vel x) < 2
Trigger2 = Time = 4
x = 0

[State 0, 浮遊防止]
type = StateTypeSet
triggerall =! ishelper
Trigger1 = Pos Y < 0
statetype = A
physics = A

[State 0, ステート変更]
type = ChangeState
triggerall =! ishelper
Trigger1 = Pos Y < 0
value = 50

[State -1, エフェクト画像];　
type = Explod
triggerall =! ishelper && palno != [3,4]
trigger1 = time%20 = 0
anim = 14001
pos = 0,10
postype = p1
ontop =0
bindtime = 1
removetime = 16
sprpriority = -1
ownpal = 1
pausemovetime = 9999999
scale = 0.2,0.2





[State -1, エフェクト画像];光　小　
type = Explod
triggerall =! ishelper && palno != [3,4]
Triggerall = NumExplod(1100) < 2
trigger1 = time%30 = 0
anim = 16010
pos = 0,0
postype = p1
ontop = 0
bindtime = 1
removetime = 48
sprpriority = 1
ownpal = 1
pausemovetime = 9999999
scale = 0.05,0.05
random = 50,30
vel = 0,-1
accel = 0,-0.02
id = 1100

[State -1, エフェクト画像];光　中　
type = Explod
triggerall =! ishelper && palno != [3,4]
Triggerall = NumExplod(1101) < 2
trigger1 = time%40 = 0
anim = 16010
pos = 0, 0
postype = p1
ontop = 0
bindtime = 1
removetime = 48
sprpriority = 1
ownpal = 1
pausemovetime = 9999999
scale = 0.07,0.07
random = 40,20
vel = 0,-2
accel = 0,-0.02
id = 1101


[State -1, エフェクト画像];光　大　
type = Explod
triggerall =! ishelper && palno != [3,4]
Triggerall = NumExplod(1102) < 2
trigger1 = time%50 = 0
anim = 16010
pos = 0,0
postype = p1
ontop = 0
bindtime = 1
removetime = 48
sprpriority = 1
ownpal = 1
pausemovetime = 9999999
scale = 0.1,0.1
random = 20,10
vel = 0,-2
accel = 0,-0.02
id = 1102



[State -1, エフェクト画像];光　手
type = Explod
triggerall =! ishelper && palno != [3,4]
TriggerAll = FVar(6) = 0
Triggerall = NumExplod(1104) < 2
trigger1 = time%30 = 0
anim = 16010
pos = 18,-60
postype = p1
ontop = 0
bindtime = 1
removetime = 48
sprpriority = 1
ownpal = 1
pausemovetime = 9999999
scale = 0.12,0.12
id = 1104


[State -1, エフェクト画像];光　手　中　
type = Explod
triggerall =! ishelper && palno != [3,4]
TriggerAll = FVar(6) = 0
Triggerall = NumExplod(1105) < 2
trigger1 = time%20 = 0
anim = 16012
pos = 18,-60
postype = p1
ontop = 0
bindtime = 1
removetime = 23
sprpriority = 1
ownpal = 1
pausemovetime = 9999999
vel = 0,-0.7
scale = 0.07,0.07
accel = 0,-0.01
id = 1105
random = 5,5


[State -1, エフェクト画像];光　手　小　
type = Explod
triggerall =! ishelper && palno != [3,4]
TriggerAll = FVar(6) = 0
Triggerall = NumExplod(1105) < 2
trigger1 = time%10 = 0
anim = 16012
pos = 18,-60
postype = p1
ontop = 0
bindtime = 1
removetime = 23
sprpriority = 1
ownpal = 1
pausemovetime = 9999999
vel = 0,-1
accel = 0,-0.01
scale = 0.05,0.05
id = 1105
random = 5,5

[State -1, エフェクト画像];光2　手
type = Explod
triggerall =! ishelper && palno != [3,4]
TriggerAll = FVar(6) = 0
trigger1 = AnimElem = 4
anim = 17070
pos = 18,-60
postype = p1
ontop = 0
bindtime = 1
removetime = 12
sprpriority = 1
ownpal = 1
pausemovetime = 9999999
scale = 0.12,0.12


[State -1, エフェクト画像];◇　前
type = Explod
triggerall =! ishelper && palno != [3,4]
TriggerAll = FVar(6) = 1
trigger1 = time = 2
anim = 17330
pos = -10, -3
postype = p1
scale = 0.3,0.1
ontop = 0
bindtime = 1
removetime = 28
sprpriority = -2
ownpal = 1
pausemovetime = 9999999
removeongethit = 1
facing = 1




[State -1, エフェクト画像];◇　前
type = Explod
triggerall =! ishelper && palno != [3,4]
TriggerAll = FVar(6) = 1
trigger1 = time = 16
anim = 17330
pos = 30, 4
postype = p1
scale = 0.3,0.1
ontop = 0
bindtime = 1
removetime = 28
sprpriority = -2
ownpal = 1
pausemovetime = 9999999
removeongethit = 1
facing = 1



[State -1, エフェクト画像];◇　後ろ
type = Explod
triggerall =! ishelper && palno != [3,4]
TriggerAll = FVar(6) = 1
trigger1 = time = 2
anim = 17330
pos = 20, 4
postype = p1
scale = 0.3,0.1
ontop = 0
bindtime = 1
removetime = 28
sprpriority = -2
ownpal = 1
pausemovetime = 9999999
removeongethit = 1
facing = -1

[State -1, エフェクト画像];◇　後ろ
type = Explod
triggerall =! ishelper && palno != [3,4]
TriggerAll = FVar(6) = 1
trigger1 = time = 16
anim = 17330
pos = -20, 11
postype = p1
scale = 0.3,0.1
ontop = 0
bindtime = 1
removetime = 28
sprpriority = -2
ownpal = 1
pausemovetime = 9999999
removeongethit = 1
facing = -1



[State -1, エフェクト画像];◇　真ん中
type = Explod
triggerall =! ishelper && palno != [3,4]
TriggerAll = FVar(6) = 1
trigger1 = time = 2
anim = 17330
pos = -10, 11
postype = p1
scale = 0.3,0.1
ontop = 0
bindtime = 1
removetime = 28
sprpriority = -2
ownpal = 1
pausemovetime = 9999999
removeongethit = 1
facing = 1



[State -1, エフェクト画像];◇　真ん中
type = Explod
triggerall =! ishelper && palno != [3,4]
TriggerAll = FVar(6) = 1
trigger1 = time = 9
anim = 17330
pos = 20, 18
postype = p1
scale = 0.3,0.1
ontop = 0
bindtime = 1
removetime = 28
sprpriority = -2
ownpal = 1
pausemovetime = 9999999
removeongethit = 1
facing = -1


[State 0, 4] ;Are you dead?
type = ChangeState
triggerall =! ishelper
Trigger1 = !alive
value = 5050


[State 1, ステート削除]
Type = DestroySelf
triggerall = ishelper
trigger1 =1
IgnoreHitPause = 1



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






; ジャンプ　人間用
[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1


[State ];自分以外
type = Changestate
triggerall =!ishelper
trigger1 = name != "Gloria"
value = 5150
ignorehitpause = 1


[State -1, AI]
type = ChangeState
TriggerAll=var(59)!= 0
Trigger1 = time = 0
value = 0
ctrl = 1
IgnoreHitPause = 1



[State 40, 1]
type = VarSet
Trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = VarSet
Trigger1 = Var(59) = 0
Trigger1 = command = "holdfwd"
Trigger2 = Var(59) = 1
Trigger2 = !inguarddist
Trigger2 = EnemyNear,StateNo != [120,153]
Trigger2 = EnemyNear,StateType != L || P2BodyDist X >= 35
Trigger2 = P2MoveType = H || Random <= 333
sysvar(1) = 1

[State 40, 3]
type = VarSet
Trigger1 = Var(59) = 0
Trigger1 = command = "holdback"
Trigger2 = Var(59) = 1
Trigger2 = EnemyNear,StateType != L
Trigger2 = P2MoveType != H
Trigger2 = Random <= 400 || (EnemyNear,StateNo = [120,153])
Trigger2 = !inguarddist
sysvar(1) = -1

[State 40, 4]
type = VelSet
Trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
Trigger1 = AnimTime = 0
Trigger1 = prevstateno = 100 ;RUN_FWD
Trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 6]
type = ChangeState
Trigger1 = AnimTime = 0
value = 50
ctrl = 1


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

; ジャンプ　AI用
[Statedef 39]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1


[State ];自分以外
type = Changestate
triggerall =!ishelper
trigger1 = name != "Gloria"
value = 5150
ignorehitpause = 1


[State 39, 1]
type = VarSet
Trigger1 = Time = 0
sysvar(1) = 0

[State 39, 2]
type = VarSet
Trigger1 = Time = 0
Trigger1 = Var(59) = 0
Trigger1 = command = "holdfwd"
Trigger2 = Var(59) != 0
Trigger2 = !inguarddist
Trigger2 = EnemyNear,StateNo != [120,153]
Trigger2 = EnemyNear,StateType != L || P2BodyDist X >= 35
Trigger2 = P2MoveType = H || Random <= 300
sysvar(1) = 1

[State 39, 3]
type = VarSet
Trigger1 = Var(59) = 0
Trigger1 = command = "holdback"
Trigger2 = Var(59) != 0
Trigger2 = EnemyNear,StateType != L
Trigger2 = P2MoveType != H
Trigger2 = Random <= 400 || (EnemyNear,StateNo = [120,153])
Trigger2 = !inguarddist
sysvar(1) = -1

[State 39, 4]
type = VelSet
TriggerAll=var(59)!= 0
Trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 39, 5]
type = VelSet
TriggerAll=var(59)!= 0
Trigger1 = AnimTime = 0
Trigger1 = prevstateno = 100 
Trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)


[State 39, 6]
type = ChangeState
TriggerAll=var(59)!= 0
Trigger1 = AnimTime = 0
value = 50
ctrl = 1


[State 39, 6]
type = ChangeState
Trigger1 = RoundState >= 3
value = 0
ctrl = 1



[State 39,]; AIジャンプ防止
Type = ChangeState
TriggerAll = var(59) = 1
Trigger1 = Time = 0
Trigger1 = palno = 12 
value = 0
ctrl = 1




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

; Jump Up
[Statedef 50]
type    = A
physics = A


[State ];自分以外
type = Changestate
triggerall =!ishelper
trigger1 = name != "Gloria"
value = 5150
ignorehitpause = 1


[State 50, 1]
type = VarSet
Trigger1 = Time = 0
sysvar(1) = 0

[State 50, 1]
type = VarSet
Trigger1 = Time = 0
var(4) = 1

[State 50, 2]
type = ChangeAnim
Trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 3]
type = ChangeAnim
Trigger1 = Vel y > -2
Trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3



[Statedef 53]
type    = S
physics = S
ctrl = 0
anim = 48

[State 53, 1]
type = PlaySnd
Trigger1 = Time = 1
value = s0, 1

[State 53, 1]
type = VelSet
Trigger1 = Time = 0
y = 0

[State 53, 2]
type = PosSet
Trigger1 = Time = 0
y = 0

[State 53, 3]
type = CtrlSet
Trigger1 = Time = 3
value = 1

[State 53, 4]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1


; Jump Down (empty state for compatibility)
[Statedef 51]
type    = A
physics = A
ctrl = 0
anime = 49

[State 51, 1]
type = Null
Trigger1 = 1

[State 51, ステート変更]
type = ChangeState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
value = 53
ctrl = 1









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

; 移動人間用
[Statedef 20]
type    = S
physics = S
sprpriority = 0


[State ];自分以外
type = Changestate
triggerall =!ishelper
trigger1 = name != "Gloria"
value = 5150
ignorehitpause = 1


[State -1, AI]
type = ChangeState
TriggerAll = FVar(6) = 0
TriggerAll=var(59)!= 0
Trigger1 = time = 0
value = 0




[State 20, 2]
type = VelSet
TriggerAll = FVar(6) = 0
TriggerAll = time < 10
Trigger1 = command = "holdback"
x = const(velocity.walk.back.x)/2




[State 20, 1]
type = VelSet
TriggerAll = FVar(6) = 0
TriggerAll = time < 10
Trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)/2


[State 20, 1]
type = VelSet
TriggerAll = FVar(6) = 0
Trigger1 = command = "holdfwd"
Trigger1 = time > 10
x = const(velocity.walk.fwd.x)



[State 20, 2]
type = VelSet
TriggerAll = FVar(6) = 0
Trigger1 = command = "holdback"
Trigger1 = time > 10
x = const(velocity.walk.back.x)




[State 20, 1]
type = VelSet
TriggerAll = FVar(6) = 1
Trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)*10



[State 20, 2]
type = VelSet
TriggerAll = FVar(6) = 1
Trigger1 = command = "holdback"
x = const(velocity.walk.back.x)*10


[State 20, 3]
type = ChangeAnim
TriggerAll = FVar(6) = 1
TriggerAll = vel x > 0
Trigger1 = Anim != 7010 && Anim != 5
Trigger2 = Anim = 5 && AnimTime = 0
value = 7010

[State 20, 4]
type = ChangeAnim
TriggerAll = FVar(6) = 1
TriggerAll = vel x < 0
Trigger1 = Anim != 7011 && Anim != 5
Trigger2 = Anim = 5 && AnimTime = 0
value = 7011



[State 20, 3]
type = ChangeAnim
TriggerAll = FVar(6) = 0
TriggerAll = vel x > 0
Trigger1 = Anim != 20 && Anim != 5
Trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 20, 4]
type = ChangeAnim
TriggerAll = FVar(6) = 0
TriggerAll = vel x < 0
Trigger1 = Anim != 21 && Anim != 5
Trigger2 = Anim = 5 && AnimTime = 0
value = 21



[State -1, エフェクト画像];◇
type = Explod
TriggerAll = FVar(6) = 1
trigger1 = AnimElem = 2
anim = 17330
pos = 20, 0
postype = p1
scale = 0.3,0.1
ontop = 0
bindtime = 1
removetime = 28
sprpriority = -2
ownpal = 1
pausemovetime = 9999999
removeongethit = 1
facing = -1



[State -1, エフェクト画像];◇
type = Explod
TriggerAll = FVar(6) = 1
trigger1 = AnimElem = 5
anim = 17330
pos = 20, 14
postype = p1
scale = 0.3,0.1
ontop = 0
bindtime = 1
removetime = 28
sprpriority = -2
ownpal = 1
pausemovetime = 9999999
removeongethit = 1
facing = -1


[State -1, 震動];衝撃 揺れ
type = envshake
TriggerAll = FVar(6) = 1
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
time = 8
freq = 130
ampl = 6
phase = 140

[State -1, 音を鳴らす]
type = PlaySnd
TriggerAll = FVar(6) = 1
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
value = 0, 3
freqmul = 1.2


[State -1, エフェクト画像];　
type = Explod
TriggerAll = FVar(6) = 1
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
anim = 14001
pos = 0,5
postype = p1
ontop =0
bindtime = 1
removetime = 16
sprpriority = -1
ownpal = 1
pausemovetime = 9999999
scale = 0.3,0.3


[State 1, 残像]
type = Afterimage
TriggerAll = FVar(6) = 1
Trigger1 =  time = 0
Trigger2 =  time%90 = 0
palbright = 0,0,200  ;(赤、緑、青)
PalContrast =  200, 200, 200
palmul = .0,.0,.20
paladd = 0,0,-10
trans = add1
time = 90
TimeGap  = 1
FrameGap = 2
length = 20



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




;移動ＡＩ用
[Statedef 19]
type    = S
physics = S
sprpriority = 0
ctrl = 0


[State ];自分以外
type = Changestate
triggerall =!ishelper
trigger1 = name != "Gloria"
value = 5150
ignorehitpause = 1


[State 19, 2]
type = VelSet
TriggerAll = FVar(6) = 0
Triggerall = name="Gloria"
TriggerAll=var(59)!= 0
TriggerAll = time < 10
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) >= 160
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) <= 200
x = const(velocity.walk.back.x)/4




[State 19, 1]
type = VelSet
TriggerAll = FVar(6) = 0
Triggerall = name="Gloria"
TriggerAll =var(59)!= 0
TriggerAll = time < 10
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) >= 0
x = const(velocity.run.fwd.x)/4


[State 19, 2]
type = VelSet
TriggerAll = FVar(6) = 0
Triggerall = name="Gloria"
TriggerAll=var(59)!= 0
TriggerAll = time > 10
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) >= 160
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) <= 200
x = const(velocity.walk.back.x)/4



[State 19, 1]
type = VelSet
TriggerAll=var(59)!= 0
Triggerall = name="Gloria"
TriggerAll = time > 10
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) >= 0
x = const(velocity.run.fwd.x)/4




[State 20, 2]
type = VelSet
TriggerAll = FVar(6) = 0
Triggerall = name="Gloria"
Trigger1 = command = "holdback"
Trigger1 = time > 10
x = const(velocity.walk.back.x)



[State 20, 1]
type = VelSet
TriggerAll = FVar(6) = 1
Triggerall = name="Gloria"
Trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)*10



[State 20, 2]
type = VelSet
TriggerAll = FVar(6) = 1
Triggerall = name="Gloria"
Trigger1 = command = "holdback"
x = const(velocity.walk.back.x)*10




[State 20, 3]
type = ChangeAnim
Triggerall = name="Gloria"
TriggerAll = FVar(6) = 1
TriggerAll = vel x > 0
Trigger1 = Anim != 7010 && Anim != 5
Trigger2 = Anim = 5 && AnimTime = 0
value = 7010

[State 20, 4]
type = ChangeAnim
Triggerall = name="Gloria"
TriggerAll = FVar(6) = 1
TriggerAll = vel x < 0
Trigger1 = Anim != 7011 && Anim != 5
Trigger2 = Anim = 5 && AnimTime = 0
value = 7011



[State 20, 3]
type = ChangeAnim
Triggerall = name="Gloria"
TriggerAll = FVar(6) = 0
TriggerAll = vel x > 0
Trigger1 = Anim != 20 && Anim != 5
Trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 20, 4]
type = ChangeAnim
Triggerall = name="Gloria"
TriggerAll = FVar(6) = 0
TriggerAll = vel x < 0
Trigger1 = Anim != 21 && Anim != 5
Trigger2 = Anim = 5 && AnimTime = 0
value = 21



[State -1, 震動];衝撃 揺れ
type = envshake
Triggerall = name="Gloria"
TriggerAll = FVar(6) = 1
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
time = 8
freq = 130
ampl = 6
phase = 140

[State -1, 音を鳴らす]
type = PlaySnd
Triggerall = name="Gloria"
TriggerAll = FVar(6) = 1
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
value = 0, 3
freqmul = 1.2


[State -1, エフェクト画像];　
type = Explod
Triggerall = name="Gloria"
TriggerAll = FVar(6) = 1
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
anim = 14001
pos = 0,5
postype = p1
ontop =0
bindtime = 1
removetime = 16
sprpriority = -1
ownpal = 1
pausemovetime = 9999999
scale = 0.3,0.3


[State 1, 残像]
type = Afterimage
Triggerall = name="Gloria"
TriggerAll = FVar(6) = 1
Trigger1 =  time = 0
Trigger2 =  time%90 = 0
palbright = 0,0,200  ;(赤、緑、青)
PalContrast =  200, 200, 200
palmul = .0,.0,.20
paladd = 0,0,-10
trans = add1
time = 90
TimeGap  = 1
FrameGap = 2
length = 20





[State -1, AI]
type = ChangeState
TriggerAll = var(59)!= 0
Trigger1 = EnemyNear(var(55)),alive = 1
Trigger1 = time > 60
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) <= 0 && anim = 20
Trigger2 = EnemyNear(var(55)),alive = 1
Trigger2 = time > 60
Trigger2 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) >= 200 && anim = 21
Trigger3 = RoundState  = 3
Trigger4 = time > 120
Trigger5 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) <= 60
Trigger5 = P2MoveType = A
Trigger6 = EnemyNear,NumHelper >Var(58)
Trigger7 = EnemyNear,NumProj > 0
Trigger8 = Var(56) >= 1
Trigger9 = EnemyNear(var(55)),stateno = [5100,5120]
Trigger10 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) <= 30
value = 0
ctrl = 1



[State -1, AI]
type = ChangeState
TriggerAll = var(59) = 0
Trigger1 = RoundState  > 2
value = 0
ctrl = 1





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



; GUARD (start)
[Statedef 120]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged



[State ]
type = LifeSet
triggerall =!ishelper
trigger1 = name != "Gloria"
value = 0
absolute = 1



[State -2, ];無敵 本体
type = NotHitBy
trigger1 = isHelper
Trigger1 = 1
value = SCA
time = -1
SuperMoveTime = 999999
PauseMoveTime = 999999
IgnoreHitPause = 1





[State 120, 1]
type = ChangeAnim
triggerAll =! isHelper
Triggerall = name="Gloria"
Trigger1 = Time = 0
value = 120 + (statetype = C) + (statetype = A)*2

[State 120, 2]
type = StateTypeSet
triggerAll =! isHelper
Triggerall = name="Gloria"
Trigger1 = Time = 0 && statetype = S
physics = S

[State 120, 3]
type = StateTypeSet
triggerAll =! isHelper
Triggerall = name="Gloria"
Trigger1 = Time = 0 && statetype = C
physics = C

[State 120, 4]
type = StateTypeSet
triggerAll =! isHelper
Triggerall = name="Gloria"
Trigger1 = Time = 0 && statetype = A
physics = A

[State 120, Hi to Lo]
type = StateTypeSet
triggerAll =! isHelper
TriggerAll = Var(59) = 0
Triggerall = name="Gloria"
Trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State -1, AI]
type = StateTypeSet
triggerAll =! isHelper
TriggerAll = Var(59) != 0
Triggerall = name="Gloria"
Trigger1 = P2StateType != A
Trigger1 = Random <= var(57)*150
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
triggerAll =! isHelper
TriggerAll = Var(59) = 0
Triggerall = name="Gloria"
Trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State -1, AI]
type = StateTypeSet
triggerAll =! isHelper
TriggerAll = Var(59) != 0
Triggerall = name="Gloria"
TriggerAll = statetype = C
Trigger1 = P2StateType = A
Trigger1 = Random <= var(57)*150
statetype = S
physics = S







[State 120, 5]
type = ChangeState
triggerAll =! isHelper
Triggerall = name="Gloria"
Trigger1 = AnimTime = 0
value = 130 + (statetype = C) + (statetype = A)*2



[State 1, ステート変更]
Type = DestroySelf
trigger1 = isHelper
IgnoreHitPause = 1


[State 120, Stop Guarding]
type = ChangeState
triggerAll =! isHelper
Triggerall = name="Gloria"
Trigger1 = Var(59) = 0
Trigger1 = command != "holdback"
Trigger2 = !inguarddist
Trigger2 = Var(59) != 0
value = 140


;---------------------------------------------------------------------------
; STAND GUARD (guarding)
[Statedef 130]
type    = S
physics = S

[State 1, ステート変更]
Type = DestroySelf
trigger1 = ishelper


[State ];自分以外
type = Changestate
triggerall =!ishelper
trigger1 = name != "Gloria"
value = 5150
ignorehitpause = 1


[State 130, 1]
type = ChangeAnim
Trigger1 = Anim != 130
value = 130

[State 130, Hi to Lo]
type = ChangeState
TriggerAll = Var(59) = 0
Trigger1 = command = "holddown"
value = 131


[State -1, AI]
type = ChangeState
TriggerAll = Var(59) != 0
Trigger1 = P2StateType != A
value = 131


[State -1, ステート変更]
Type = DestroySelf
trigger1 = isHelper

[State 130, Stop Guarding]
type = ChangeState
Trigger1 =! Var(59) 
Trigger1 = command != "holdback"
Trigger2 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; CROUCH GUARD (guarding)
[Statedef 131]
type    = C
physics = C

[State ];自分以外
type = Changestate
triggerall =!ishelper
trigger1 = name != "Gloria"
value = 5150
ignorehitpause = 1


[State 131, 1]
type = ChangeAnim
Trigger1 = Anim != 131
value = 131

[State 131, Hi to Lo]
type = ChangeState
TriggerAll = Var(59) = 0
Trigger1 = command != "holddown"
value = 130


[State -1, AI]
type = ChangeState
TriggerAll = Var(59) != 0
Trigger1 = P2StateType = A
value = 130

[State 131, Stop Guarding]
type = ChangeState
Trigger1 =! Var(59) 
Trigger1 = command != "holdback"
Trigger2 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; AIR GUARD (guarding)
[Statedef 132]
type    = A
physics = N


[State ];自分以外
type = Changestate
triggerall =!ishelper
trigger1 = name != "Gloria"
value = 5150
ignorehitpause = 1


[State 132, 1]
type = ChangeAnim
Trigger1 = Anim != 132
value = 132

[State 132, 2]
type = VelAdd
Trigger1 = 1
y = Const(movement.yaccel)

[State 132, 3]
type = VarSet
Trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 132, 4]
type = VelSet
Trigger1 = sysvar(0)
y = 0

[State 132, 5]
type = PosSet
Trigger1 = sysvar(0)
y = 0

[State 132, 6]
type = ChangeState
TriggerAll = sysvar(0)
Trigger1 = Var(59) = 0
Trigger1 = command = "holdback"
Trigger1 = inguarddist
Trigger2 = var(59) != 0
Trigger2 = inguarddist
value = 130

[State 132, 7]
type = ChangeState
Trigger1 = sysvar(0)
value = 52

[State 132, Stop Guarding]
type = ChangeState
Trigger1 =! Var(59)
Trigger1 = command != "holdback"
Trigger2 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; GUARD (end)
[Statedef 140]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged
ctrl = 1


[State ];自分以外
type = Changestate
triggerall =!ishelper
trigger1 = name != "Gloria"
value = 5150
ignorehitpause = 1


[State 140, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 140 + (statetype = C) + (statetype = A)*2


[State 140, 2]
type = StateTypeSet
Trigger1 = Time = 0 && statetype = S
physics = S

[State 140, 3]
type = StateTypeSet
Trigger1 = Time = 0 && statetype = C
physics = C




[State 140, 4]
type = StateTypeSet
Trigger1 = Time = 0 && statetype = A
physics = A


[State 140, Hi to Lo]
type = StateTypeSet
TriggerAll = Var(59) = 0
Trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State -1, AI]
type = StateTypeSet
TriggerAll = Var(59) != 0
Trigger1 =  P2StateType != A
Trigger1 = Random <= var(57)*150
statetype = C
physics = C


[State 140, Lo to Hi]
type = StateTypeSet
TriggerAll = Var(59) = 0
Trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State -1, AI]
type = StateTypeSet
TriggerAll = Var(59) != 0
Trigger1 = P2StateType = A
Trigger1 = Random <= var(57)*150
statetype = S
physics = S



;[State 140, 5] ;Implemented within engine
;type = ChangeState
;Trigger1 = AnimTime = 0
;value = (statetype = C)*11 + (statetype = A)*51

;---------------------------------------------------------------------------
; SGUARDHIT (shaking)
[Statedef 150]
type    = S
movetype= H
physics = N
velset = 0,0


[State ];自分以外
type = Changestate
triggerall =!ishelper
trigger1 = name != "Gloria"
value = 5150
ignorehitpause = 1


[State 150, 1]
type = ChangeAnim
Trigger1 = 1
value = 150

[State 150, 2]
type = ChangeState
Trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")

[State 150, Hi to Lo]
type = StateTypeSet
TriggerAll = statetype = S
TriggerAll = Var(59) = 0
Trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State -1, AI]
type = StateTypeSet
TriggerAll = statetype = S
TriggerAll = Var(59) != 0
Trigger1 = P2StateType != A
Trigger1 = Random <= var(57)*150
statetype = C
physics = C


[State 150, Lo to Hi]
type = StateTypeSet
TriggerAll = statetype = C
TriggerAll = Var(59) = 0
Trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State -1, AI]
type = StateTypeSet
TriggerAll = statetype = C
TriggerAll = Var(59) != 0
Trigger1 = P2StateType = A
Trigger1 = Random <= var(57)*150
statetype = S
physics = S


[State 150, 3]
type = ForceFeedback
Trigger1 = time = 0
waveform = square
time = 3

;---------------------------------------------------------------------------
; SGUARDHIT2 (knocked back)
[Statedef 151]
type    = S
movetype= H
physics = S
anim = 150


[State ];自分以外
type = Changestate
triggerall =!ishelper
trigger1 = name != "Gloria"
value = 5150
ignorehitpause = 1


[State 151, 1]
type = HitVelSet
Trigger1 = Time = 0
x = 1

[State 151, 2]
type = VelSet
Trigger1 = Time = GetHitVar(slidetime)
Trigger2 = HitOver
x = 0

[State 151, 3]
type = CtrlSet
Trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 151, Hi to Lo]
type = StateTypeSet
TriggerAll = statetype = S
TriggerAll = Var(59) = 0
Trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State -1, AI]
type = StateTypeSet
TriggerAll = statetype = S
TriggerAll = Var(59) != 0
Trigger1 = P2StateType != A
Trigger1 = Random <= var(57)*150
statetype = C
physics = C

[State 151, Lo to Hi]
type = StateTypeSet
TriggerAll = statetype = C
TriggerAll = Var(59) = 0
Trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State -1, AI]
type = StateTypeSet
TriggerAll = Var(59) != 0
Trigger1 = P2StateType = A
Trigger1 = Random <= var(57)*150
statetype = S
physics = S

[State 151, 4]
type = ChangeState
Trigger1 = HitOver
value = 130
ctrl = 1

;---------------------------------------------------------------------------
; CGUARDHIT (shaking)
[Statedef 152]
type    = C
movetype= H
physics = N
velset = 0,0


[State ];自分以外
type = Changestate
triggerall =!ishelper
trigger1 = name != "Gloria"
value = 5150
ignorehitpause = 1


[State 152, 1]
type = ChangeAnim
Trigger1 = 1
value = 151

[State 152, 3]
type = ChangeState
Trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")

[State 152, Hi to Lo]
type = StateTypeSet
TriggerAll = statetype = S
TriggerAll = Var(59) = 0
Trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State -1, AI]
type = StateTypeSet
TriggerAll = statetype = S
TriggerAll = Var(59) != 0
Trigger1 = P2StateType != A
Trigger1 = Random <= var(57)*150
statetype = C
physics = C



[State 152, Lo to Hi]
type = StateTypeSet
TriggerAll = statetype = C
TriggerAll = Var(59) = 0
Trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State -1, AI]
type = StateTypeSet
TriggerAll = statetype = C
TriggerAll = Var(59) != 0
Trigger1 = P2StateType = A
Trigger1 = Random <= var(57)*150
statetype = S
physics = S


[State 152, 4]
type = ForceFeedback
Trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; CGUARDHIT2 (knocked back)
[Statedef 153]
type    = C
movetype= H
physics = C
anim = 151


[State ];自分以外
type = Changestate
triggerall =!ishelper
trigger1 = name != "Gloria"
value = 5150
ignorehitpause = 1


[State 153, 1]
type = HitVelSet
Trigger1 = Time = 0
x = 1

[State 153, 2]
type = VelSet
Trigger1 = Time = GetHitVar(slidetime)
Trigger2 = HitOver
x = 0

[State 153, 3]
type = CtrlSet
Trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 153, Hi to Lo]
type = StateTypeSet
TriggerAll = statetype = S
TriggerAll = Var(59) = 0
Trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State -1, AI]
type = StateTypeSet
TriggerAll = statetype = S
TriggerAll = Var(59) != 0
Trigger1 = P2StateType != A
Trigger1 = Random <= var(57)*150
statetype = C
physics = C


[State 153, Lo to Hi]
type = StateTypeSet
TriggerAll = statetype = C
TriggerAll = Var(59) = 0
Trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State -1, AI]
type = StateTypeSet
TriggerAll = statetype = C
TriggerAll = Var(59) != 0
Trigger1 = P2StateType = A
Trigger1 = Random <= var(57)*150
statetype = S
physics = S

[State 153, 4]
type = ChangeState
Trigger1 = HitOver
value = 131
ctrl = 1

;---------------------------------------------------------------------------
; AGUARDHIT (shaking)
[Statedef 154]
type    = A
movetype= H
physics = N
velset = 0,0


[State ];自分以外
type = Changestate
triggerall =!ishelper
trigger1 = name != "Gloria"
value = 5150
ignorehitpause = 1


[State 154, 1]
type = ChangeAnim
Trigger1 = 1
value = 152

[State 154, 2]
type = ChangeState
Trigger1 = HitShakeOver
value = 155 ;AGUARDHIT2

[State 154, 3]
type = ForceFeedback
Trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
[Statedef 155]
type    = A
movetype= H
physics = N
anim = 152


[State ];自分以外
type = Changestate
triggerall =!ishelper
trigger1 = name != "Gloria"
value = 5150
ignorehitpause = 1


[State 155, 1]
type = HitVelSet
Trigger1 = Time = 0
x = 1
y = 1


[State 155, 2]
type = VelAdd
Trigger1 = 1
y = Const(movement.yaccel)

[State 155, 3]
type = CtrlSet
Trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 155, 4]
type = VarSet
Trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 155, 5]
type = VelSet
Trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = PosSet
Trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = ChangeState
TriggerAll = sysvar(0)
Trigger1 = command = "holdback"
Trigger1 = inguarddist
Trigger2 = var(59) != 0
Trigger2 = inguarddist
value = 130

[State 155, 7]
type = ChangeState
Trigger1 = sysvar(0)
value = 52

;---------------------------------------------------------------------------
; Initialize (at the start of the round)
[Statedef 5900]
type = S


[State -2, ヘルパー召喚];ザトラ専用　背景
type = Helper
TriggerAll = palno  != [11,12]
trigger1 = roundno >= 2
trigger1 = P2Name = "Zatracenie" || P4Name = "Zatracenie"
Trigger1 = NumHelper(65045) = 0
ID = 65045
postype = p1
pos = 0,0
facing = 1
stateno = 65045
supermovetime=2000000000
pausemovetime=2000000000

[State -2, ヘルパー召喚];システムヘルパー
type = Helper
triggerall = !ishelper
TriggerAll = palno = [11,12]
TriggerAll = NumHelper(888888881) = 0
TriggerAll = Life != 0
Trigger1 = 1
ID = 888888881
postype = p1
pos = 0,0
facing = 1
stateno = 888881
SuperMoveTime = 99999999999
PauseMoveTime = 99999999999
HelperType =  Player
ignorehitpause=1


[State -2, ヘルパー召喚];アーマー召喚
type = Helper
triggerall = !ishelper
TriggerAll = palno = [11,12]
TriggerAll = NumHelper(49999) = 0
TriggerAll = Life != 0
Trigger1 = 1
ID = 49999
postype = p1
pos = 0,0
facing = 1
stateno = 49999
SuperMoveTime = 999999
PauseMoveTime = 999999
HelperType =  Player


[State -2, ヘルパー召喚];立ち演出召喚
type = Helper
triggerall = !ishelper
TriggerAll = palno = [11,12]
TriggerAll = NumHelper(49988) = 0
TriggerAll = Life != 0
Trigger1 = 1
ID = 49988
postype = p1
pos = 0,0
facing = 1
stateno = 49988
SuperMoveTime = 999999
PauseMoveTime = 999999
HelperType =  Player

[State -2, ヘルパー召喚];立ち演出召喚
type = Helper
triggerall = !ishelper
TriggerAll = palno = [11,12]
TriggerAll = NumHelper(49989) = 0
Trigger1 = 1
ID = 49989
postype = p1
pos = 0,0
facing = 1
stateno = 49988
SuperMoveTime = 999999
PauseMoveTime = 999999
HelperType =  Player



[State -2, ヘルパー召喚];死の宣告
type = Helper
TriggerAll =! isHelper
TriggerAll = palno = [11,12]
TriggerAll = life != 0
TriggerAll = NumHelper(8015) = 0
TriggerAll = FVar(6) = 1
Trigger1 = 1
ID = 8015
pos = 5, 0 
postype = p1
facing = 1
stateno = 8015
size.xscale  = 1
size.yscale  = 1
HelperType =  Player
pausemovetime=999999999
supermovetime=999999999

[State -2, ヘルパー召喚];受けＴＯＨＫ
type = Helper
TriggerAll =! isHelper
TriggerAll = palno = [11,12]
TriggerAll = life != 0
TriggerAll = NumHelper(8006) = 0
Trigger1 = 1
ID = 8006
pos = 5, 0 
postype = p1
facing = 1
stateno = 8006
size.xscale  = 1
size.yscale  = 1
HelperType =  Player
pausemovetime=999999
supermovetime=999999
ignorehitpause = 1


[State -2, ヘルパー召喚];相手アニメ番号取得当身
type = Helper
TriggerAll =! isHelper
TriggerAll = palno = [11,12]
TriggerAll = life != 0
TriggerAll = NumHelper(8012) = 0
TriggerAll = Fvar(11) = 0
Trigger1 = 1
ID = 8012
pos = 5, 0 
postype = p1
facing = 1
stateno = 8012
size.xscale  = 1
size.yscale  = 1
HelperType =  Player
pausemovetime=999999
supermovetime=999999


[state ];殴られヘルパー1
type=helper
TriggerAll = palno  = [11,12]
Trigger1 = roundstate < 1
stateno=30003
id=30003
supermovetime=2000000000
pausemovetime=2000000000
helpertype=player
ignorehitpause=1


[state ];殴られヘルパー2
type=helper
TriggerAll = palno  = [11,12]
Trigger1 = roundstate < 1
stateno=30003
id=30003
supermovetime=2000000000
pausemovetime=2000000000
helpertype=player
ignorehitpause=1

[state ];殴られヘルパー3
type=helper
TriggerAll = palno  = [11,12]
Trigger1 = roundstate < 1
stateno=30003
id=30003
supermovetime=2000000000
pausemovetime=2000000000
helpertype=player
ignorehitpause=1

[state ];殴られヘルパー4
type=helper
TriggerAll = palno  = [11,12]
Trigger1 = roundstate < 1
stateno=30003
id=30003
supermovetime=2000000000
pausemovetime=2000000000
helpertype=player
ignorehitpause=1

[state ];殴られヘルパー5
type=helper
TriggerAll = palno  = [11,12]
Trigger1 = roundstate < 1
stateno=30003
id=30003
supermovetime=2000000000
pausemovetime=2000000000
helpertype=player
ignorehitpause=1


[state ];殴られヘルパー6
type=helper
TriggerAll = palno  = [11,12]
Trigger1 = roundstate < 1
stateno=30003
id=30003
supermovetime=2000000000
pausemovetime=2000000000
helpertype=player
ignorehitpause=1


[state ];殴られヘルパー7
type=helper
TriggerAll = palno  = [11,12]
Trigger1 = roundstate < 1
stateno=30003
id=30003
supermovetime=2000000000
pausemovetime=2000000000
helpertype=player
ignorehitpause=1

[state ];殴られヘルパー8
type=helper
TriggerAll = palno  = [11,12]
Trigger1 = roundstate < 1
stateno=30003
id=30003
supermovetime=2000000000
pausemovetime=2000000000
helpertype=player
ignorehitpause=1


[state -1];占有用1
type=helper
TriggerAll = palno  = [11,12]
trigger1=roundstate < 1
id=30005
stateno=30005
supermovetime=2000000000
pausemovetime=2000000000
helpertype=player
[state -1];占有用2
type=helper
TriggerAll = palno  = [11,12]
trigger1=roundstate < 1
id=30005
stateno=30005
supermovetime=2000000000
pausemovetime=2000000000
helpertype=player
[state -1];占有用3
type=helper
TriggerAll = palno  = [11,12]
trigger1=roundstate < 1
id=30005
stateno=30005
supermovetime=2000000000
pausemovetime=2000000000
helpertype=player
[state -1];占有用4
type=helper
TriggerAll = palno  = [11,12]
trigger1=roundstate < 1
id=30005
stateno=30005
supermovetime=2000000000
pausemovetime=2000000000
helpertype=player
[state -1];占有用5
type=helper
TriggerAll = palno  = [11,12]
trigger1=roundstate < 1
id=30005
stateno=30005
supermovetime=2000000000
pausemovetime=2000000000
helpertype=player
[state -1];占有用6
type=helper
TriggerAll = palno  = [11,12]
trigger1=roundstate < 1
id=30005
stateno=30005
supermovetime=2000000000
pausemovetime=2000000000
helpertype=player
[state -1];占有用7
type=helper
TriggerAll = palno  = [11,12]
trigger1=roundstate < 1
id=30005
stateno=30005
supermovetime=2000000000
pausemovetime=2000000000
helpertype=player
[state -1];占有用8
type=helper
TriggerAll = palno  = [11,12]
trigger1=roundstate < 1
id=30005
stateno=30005
supermovetime=2000000000
pausemovetime=2000000000
helpertype=player
[state -1];占有用9
type=helper
TriggerAll = palno  = [11,12]
trigger1=roundstate < 1
id=30005
stateno=30005
supermovetime=2000000000
pausemovetime=2000000000
helpertype=player
[state -1];占有用10
type=helper
TriggerAll = palno  = [11,12]
trigger1=roundstate < 1
id=30005
stateno=30005
supermovetime=2000000000
pausemovetime=2000000000
helpertype=player
[state -1];占有用11
type=helper
TriggerAll = palno  = [11,12]
trigger1=roundstate < 1
id=30005
stateno=30005
supermovetime=2000000000
pausemovetime=2000000000
helpertype=player
[state -1];占有用12
type=helper
TriggerAll = palno  = [11,12]
trigger1=roundstate < 1
id=30005
stateno=30005
supermovetime=2000000000
pausemovetime=2000000000
helpertype=player
[state -1];占有用13
type=helper
TriggerAll = palno  = [11,12]
trigger1=roundstate < 1
id=30005
stateno=30005
supermovetime=2000000000
pausemovetime=2000000000
helpertype=player
[state -1];占有用14
type=helper
TriggerAll = palno  = [11,12]
trigger1=roundstate < 1
id=30005
stateno=30005
supermovetime=2000000000
pausemovetime=2000000000
helpertype=player
[state -1];占有用15
type=helper
TriggerAll = palno  = [11,12]
trigger1=roundstate < 1
id=30005
stateno=30005
supermovetime=2000000000
pausemovetime=2000000000
helpertype=player
[state -1];占有用16
type=helper
TriggerAll = palno  = [11,12]
trigger1=roundstate < 1
id=30005
stateno=30005
supermovetime=2000000000
pausemovetime=2000000000
helpertype=player
[state -1];占有用17
type=helper
TriggerAll = palno  = [11,12]
trigger1=roundstate < 1
id=30005
stateno=30005
supermovetime=2000000000
pausemovetime=2000000000
helpertype=player
[state -1];占有用18
type=helper
TriggerAll = palno  = [11,12]
trigger1=roundstate < 1
id=30005
stateno=30005
supermovetime=2000000000
pausemovetime=2000000000
helpertype=player
[state -1];占有用19
type=helper
TriggerAll = palno  = [11,12]
trigger1=roundstate < 1
id=30005
stateno=30005
supermovetime=2000000000
pausemovetime=2000000000
helpertype=player
[state -1];占有用20
type=helper
TriggerAll = palno  = [11,12]
trigger1=roundstate < 1
id=30005
stateno=30005
supermovetime=2000000000
pausemovetime=2000000000
helpertype=player
[state -1];占有用21
type=helper
TriggerAll = palno  = [11,12]
trigger1=roundstate < 1
id=30005
stateno=30005
supermovetime=2000000000
pausemovetime=2000000000
helpertype=player
[state -1];占有用22
type=helper
TriggerAll = palno  = [11,12]
trigger1=roundstate < 1
id=30005
stateno=30005
supermovetime=2000000000
pausemovetime=2000000000
helpertype=player
[state -1];占有用23
type=helper
TriggerAll = palno  = [11,12]
trigger1=roundstate < 1
id=30005
stateno=30005
supermovetime=2000000000
pausemovetime=2000000000
helpertype=player
[state -1];占有用24
type=helper
TriggerAll = palno  = [11,12]
trigger1=roundstate < 1
id=30005
stateno=30005
supermovetime=2000000000
pausemovetime=2000000000
helpertype=player
[state -1];占有用25
type=helper
TriggerAll = palno  = [11,12]
trigger1=roundstate < 1
id=30005
stateno=30005
supermovetime=2000000000
pausemovetime=2000000000
helpertype=player
[state -1];占有用26
type=helper
TriggerAll = palno  = [11,12]
trigger1=roundstate < 1
id=30005
stateno=30005
supermovetime=2000000000
pausemovetime=2000000000
helpertype=player
[state -1];占有用27
type=helper
TriggerAll = palno  = [11,12]
trigger1=roundstate < 1
id=30005
stateno=30005
supermovetime=2000000000
pausemovetime=2000000000
helpertype=player
[state -1];占有用28
type=helper
TriggerAll = palno  = [11,12]
trigger1=roundstate < 1
id=30005
stateno=30005
supermovetime=2000000000
pausemovetime=2000000000
helpertype=player
[state -1];占有用29
type=helper
TriggerAll = palno  = [11,12]
trigger1=roundstate < 1
id=30005
stateno=30005
supermovetime=2000000000
pausemovetime=2000000000
helpertype=player
[state -1];占有用30
type=helper
TriggerAll = palno  = [11,12]
trigger1=roundstate < 1
id=30005
stateno=30005
supermovetime=2000000000
pausemovetime=2000000000
helpertype=player
[state -1];占有用31
type=helper
TriggerAll = palno  = [11,12]
trigger1=roundstate < 1
id=30005
stateno=30005
supermovetime=2000000000
pausemovetime=2000000000
helpertype=player
[state -1];占有用32
type=helper
TriggerAll = palno  = [11,12]
trigger1=roundstate < 1
id=30005
stateno=30005
supermovetime=2000000000
pausemovetime=2000000000
helpertype=player
[state -1];占有用33
type=helper
TriggerAll = palno  = [11,12]
trigger1=roundstate < 1
id=30005
stateno=30005
supermovetime=2000000000
pausemovetime=2000000000
helpertype=player
[state -1];占有用34
type=helper
TriggerAll = palno  = [11,12]
trigger1=roundstate < 1
id=30005
stateno=30005
supermovetime=2000000000
pausemovetime=2000000000
helpertype=player
[state -1];占有用35
type=helper
TriggerAll = palno  = [11,12]
trigger1=roundstate < 1
id=30005
stateno=30005
supermovetime=2000000000
pausemovetime=2000000000
helpertype=player
[state -1];占有用36
type=helper
TriggerAll = palno  = [11,12]
trigger1=roundstate < 1
id=30005
stateno=30005
supermovetime=2000000000
pausemovetime=2000000000
helpertype=player
[state -1];占有用37
type=helper
TriggerAll = palno  = [11,12]
trigger1=roundstate < 1
id=30005
stateno=30005
supermovetime=2000000000
pausemovetime=2000000000
helpertype=player


[state -1];混線ヘルパー　攻撃側
type=helper
triggerall=!numhelper(30002)
TriggerAll=palno  = [11,12]
trigger1 = roundstate < 1
stateno=30002
id= 30002
supermovetime=2000000000
pausemovetime=2000000000
helpertype=player
ignorehitpause=1


[state -1];ターゲット
type=reversaldef
TriggerAll = palno  = [11,12]
trigger1=1
reversal.attr=SCA,AA,AT,AP
priority=7,hit
pausetime=0,0
numhits=0
sparkno = -1
hitsound = -1
p2stateno=7001
ignorehitpause=1


[State ];ターゲットオーバーフローダメージ
type = Targetlifeadd
TriggerAll = palno  = [11,12]
triggerall = !ishelper
trigger1 = numtarget
value = -55555555555555
absolute = 1
ignorehitpause = 1

[State ];習得ヘルパーの場合変数弄り
type= Targetstate
triggerall = !ishelper
TriggerAll = palno  = [11,12]
triggerall = numtarget
triggerall = target,ishelper
trigger1 = enemy,alive
value = 8017
ignorehitpause = 1


[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
value = 0

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0

[State 5900, 3] ;Intro for round 1
type = ChangeState
trigger1 = roundno = 1
value = 190




[State -1, エフェクト画像];光　小　横
type = Explod
TriggerAll = FVar(5) = 0
Triggerall = NumExplod(1100) < 2
trigger1 = time%30 = 0
anim = 16010
pos = 0,0
postype = p1
ontop = 0
bindtime = 1
removetime = 48
sprpriority = 1
ownpal = 1
pausemovetime = 9999999
scale = 0.05,0.05
random = 50,30
vel = 0,-1
accel = 0,-0.02
id = 1100

[State -1, エフェクト画像];光　中　横
type = Explod
TriggerAll = FVar(5) = 0
Triggerall = NumExplod(1101) < 2
trigger1 = time%40 = 0
anim = 16010
pos = 0, 0
postype = p1
ontop = 0
bindtime = 1
removetime = 48
sprpriority = 1
ownpal = 1
pausemovetime = 9999999
scale = 0.07,0.07
random = 40,20
vel = 0,-2
accel = 0,-0.02
id = 1101


[State -1, エフェクト画像];光　大　横
type = Explod
TriggerAll = FVar(5) = 0
Triggerall = NumExplod(1102) < 2
trigger1 = time%50 = 0
anim = 16010
pos = 0,0
postype = p1
ontop = 0
bindtime = 1
removetime = 48
sprpriority = 1
ownpal = 1
pausemovetime = 9999999
scale = 0.1,0.1
random = 20,10
vel = 0,-2
accel = 0,-0.02
id = 1102



[State -1, エフェクト画像];光　手
type = Explod
TriggerAll = FVar(5) = 0
Triggerall = NumExplod(1104) < 2
trigger1 = time%30 = 0
anim = 16010
pos = 18,-60
postype = p1
ontop = 0
bindtime = 1
removetime = 48
sprpriority = 1
ownpal = 1
pausemovetime = 9999999
scale = 0.12,0.12
id = 1104


[State -1, エフェクト画像];光　手　中　
type = Explod
TriggerAll = FVar(5) = 0
Triggerall = NumExplod(1105) < 2
trigger1 = time%20 = 0
anim = 16012
pos = 18,-60
postype = p1
ontop = 0
bindtime = 1
removetime = 23
sprpriority = 1
ownpal = 1
pausemovetime = 9999999
vel = 0,-0.7
scale = 0.07,0.07
accel = 0,-0.01
id = 1105
random = 5,5


[State -1, エフェクト画像];光　手　小　
type = Explod
TriggerAll = FVar(5) = 0
Triggerall = NumExplod(1105) < 2
trigger1 = time%10 = 0
anim = 16012
pos = 18,-60
postype = p1
ontop = 0
bindtime = 1
removetime = 23
sprpriority = 1
ownpal = 1
pausemovetime = 9999999
vel = 0,-1
accel = 0,-0.01
scale = 0.05,0.05
id = 1105
random = 5,5

[State -1, エフェクト画像];光2　手
type = Explod
TriggerAll = FVar(5) = 0
trigger1 = AnimElem = 4
anim = 17070
pos = 18,-60
postype = p1
ontop = 0
bindtime = 1
removetime = 12
sprpriority = 1
ownpal = 1
pausemovetime = 9999999
scale = 0.12,0.12


[State 0, 1]
type = ChangeAnim
TriggerAll = FVar(5) = 1
TriggerAll = FVar(6) = 1
Trigger1 = Anim != 7000 && Anim != 5
Trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 7000


[State 0, 1]
type = ChangeAnim
TriggerAll = FVar(5) = 1
TriggerAll = FVar(6) = 0
Trigger1 = Anim != 7888 && Anim != 5
Trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 7888

[State 0, 1]
type = ChangeAnim
TriggerAll = FVar(5) = 0
Trigger1 = Anim != 0 && Anim != 5
Trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

[State -2, ];シメール
type = Varset
TriggerAll =! isHelper
TriggerAll = FVar(5) = 1
TriggerAll = FVar(6) = 0
trigger1 = AnimElem = 15
FV = 6
Value = 1
ignorehitpause = 1

[State -2, ヘルパー召喚];イントロ２
type = Helper
triggerall = !ishelper
TriggerAll = palno = [3,4]
TriggerAll = NumHelper(106000) = 0
TriggerAll = Life != [0,1]
TriggerAll = fvar(38) != 0
TriggerAll = fvar(39) = 0
TriggerAll = alive
Trigger1 = roundstate = 2
trigger2 = roundno != 1
Trigger2 = roundstate = [0,1]
ID = 106000
postype = p1
pos = 0,0
facing = 1
stateno = 106990
HelperType =  Player
SuperMoveTime = 999999
PauseMoveTime = 999999
keyctrl = 1
ownpal = 1
ignorehitpause=1


[State -2, ヘルパー召喚];本体召喚
type = Helper
TriggerAll = palno = [3,4]
TriggerAll = NumHelper(106000) = 0
trigger1 = 1
ID = 106000
postype = p1
pos = 0,0
facing = 1
stateno = 106000
SuperMoveTime = 99999999
PauseMoveTime = 99999999
HelperType =  Player
keyctrl = 1
ownpal = 1
ignorehitpause=1

[State -2, ヘルパー召喚];聖剣召喚
type = Helper
TriggerAll = palno = [3,4]
TriggerAll = NumHelper(19000) = 0
trigger1 = 1
ID = 19000
postype = p1
pos = 0,0
facing = 1
stateno = 19000
SuperMoveTime = 999999999
PauseMoveTime = 999999999
HelperType =  Player
ignorehitpause=1

[State -2, ヘルパー召喚];魔剣召喚
type = Helper
TriggerAll = palno = [3,4]
TriggerAll = NumHelper(19500) = 0
trigger1 = 1
ID = 19500
postype = p1
pos = 0,0
facing = 1
stateno = 19500
SuperMoveTime = 999999999
PauseMoveTime = 999999999
HelperType =  Player
ignorehitpause=1


[State -2, ヘルパー召喚];アーマー召喚
type = Helper
TriggerAll = palno = [3,4]
TriggerAll = NumHelper(49999) = 0
trigger1 = 1
ID = 49999
postype = p1
pos = 0,0
facing = 1
stateno = 49999
SuperMoveTime = 999999
PauseMoveTime = 999999
HelperType =  Player
ignorehitpause=1



[State -2, ヘルパー召喚];バリア召喚
type = Helper
TriggerAll = palno = [3,4]
TriggerAll = NumHelper(18000) = 0
trigger1 = 1
ID = 18000
postype = p1
pos = 0,0
facing = 1
stateno = 18000
SuperMoveTime = 999999
PauseMoveTime = 999999
HelperType =  Player
ignorehitpause=1


[State -2, ヘルパー召喚];オーラ召喚
type = Helper
TriggerAll = palno = [3,4]
TriggerAll = NumHelper(6100) = 0
trigger1 = 1
ID = 6001
postype = p1
pos = 0,0
facing = 1
stateno = 6001
supermovetime=2000000000
pausemovetime=2000000000
helpertype=player





[State -1, 音を鳴らす]
type = PlaySnd
TriggerAll = FVar(5) = 1
TriggerAll = FVar(6) = 0
trigger1 = AnimElem = 6
value = 110, 2

[State -1, 音を鳴らす]
type = PlaySnd
TriggerAll = FVar(5) = 1
TriggerAll = FVar(6) = 0
trigger1 = AnimElem = 6
value = 110, 0
freqmul = 1

[State -1, 音を鳴らす]
type = PlaySnd
TriggerAll = FVar(5) = 1
TriggerAll = FVar(6) = 0
trigger1 = AnimElem = 6
value = 110, 9
freqmul = 1


[State -1, 震動];衝撃 揺れ
type = envshake
TriggerAll = FVar(5) = 1
TriggerAll = FVar(6) = 0
trigger1 = AnimElem = 6
time = 30
freq = 130
ampl = 10
phase = 140




[State -1, エフェクト画像];波動
type = Explod
TriggerAll = FVar(5) = 1
TriggerAll = FVar(6) = 0
trigger1 = AnimElem = 6
anim = 14001
pos = 0, 10
postype = p1
scale = 0.5,0.5
ontop = 0
bindtime = 1
removetime = 16
sprpriority = -1
ownpal = 1
pausemovetime = 9999999
removeongethit = 1
facing = -1


[State -1, エフェクト画像];衝撃波1
type = Explod
TriggerAll = FVar(5) = 1
TriggerAll = FVar(6) = 0
trigger1 = AnimElem = 6
anim = 17040
pos = 0, 5
postype = p1
scale = 0.5,0.2
ontop = 1
bindtime = -1
removetime = 34
sprpriority = 3
ownpal = 1
pausemovetime = 9999999
removeongethit = 1
facing = -1

[State -1, エフェクト画像];衝撃波2
type = Explod
TriggerAll = FVar(5) = 1
TriggerAll = FVar(6) = 0
trigger1 = AnimElem = 6
anim = 17040
pos = 0, 5
postype = p1
scale = 0.5,0.2
ontop = 1
bindtime = -1
removetime = 34
sprpriority = 3
ownpal = 1
pausemovetime = 9999999
removeongethit = 1
facing = 1

[State -1, エフェクト画像];衝撃波3
type = Explod
TriggerAll = FVar(5) = 1
TriggerAll = FVar(6) = 0
trigger1 = AnimElem = 6
anim = 17040
pos = 0, 5
postype = p1
scale = 0.2,0.5
ontop = 0
bindtime = -1
removetime = 34
sprpriority = 3
ownpal = 1
pausemovetime = 9999999
removeongethit = 1
facing = 1

[State -1, エフェクト画像];衝撃波4
type = Explod
TriggerAll = FVar(5) = 1
TriggerAll = FVar(6) = 0
trigger1 = AnimElem = 6
anim = 17040
pos = 0, 5
postype = p1
scale = 0.2,0.5
ontop = 0
bindtime = -1
removetime = 34
sprpriority = 3
ownpal = 1
pausemovetime = 9999999
removeongethit = 1
facing = -1



[State -1, エフェクト画像];衝撃波5
type = Explod
TriggerAll = FVar(5) = 1
TriggerAll = FVar(6) = 0
trigger1 = AnimElem = 6
anim = 17040
pos = 0, 5
postype = p1
scale = 0.7,0.1
ontop = 0
bindtime = -1
removetime = 34
sprpriority = 3
ownpal = 1
pausemovetime = 9999999
removeongethit = 1
facing = 1

[State -1, エフェクト画像];衝撃波6
type = Explod
TriggerAll = FVar(5) = 1
TriggerAll = FVar(6) = 0
trigger1 = AnimElem = 6
anim = 17040
pos = 0, 5
postype = p1
scale = 0.7,0.1
ontop = 0
bindtime = -1
removetime = 34
sprpriority = 3
ownpal = 1
pausemovetime = 9999999
removeongethit = 1
facing = -1

[State -1, エフェクト画像];煙
type = Explod
TriggerAll = FVar(5) = 1
TriggerAll = FVar(6) = 0
trigger1 = AnimElem = 6
anim = 17030
pos = 0, 5
postype = p1
scale = 1,0.5
ontop = 1
bindtime = -1
removetime = 12
sprpriority = 2
ownpal = 1
pausemovetime = 9999999
removeongethit = 1
facing = -1

[State -1, エフェクト画像];煙2
type = Explod
TriggerAll = FVar(5) = 1
TriggerAll = FVar(6) = 0
trigger1 = AnimElem = 6
anim = 17030
pos = 0, 5
postype = p1
scale = 1,0.5
ontop = 1
bindtime = -1
removetime = 12
sprpriority = 2
ownpal = 1
pausemovetime = 9999999
removeongethit = 1
facing = 1

[State -1, エフェクト画像];火柱
type = Explod
TriggerAll = FVar(5) = 1
TriggerAll = FVar(6) = 0
trigger1 = AnimElem = 6
anim = 17220
pos = 0, 15
postype = p1
ontop = 0
bindtime = -1
removetime = 30
sprpriority = 5
ownpal = 1
PauseMoveTime  = 9999
SuperMovetime  = 9999
scale = 0.5,0.5
trans = sub


[State -1, エフェクト画像];燃え盛る炎　前
type = Explod
TriggerAll = FVar(5) = 1
TriggerAll = FVar(6) = 0
trigger1 = AnimElem = 6
anim = 17060
pos = 0, 20
postype = p1
scale = 0.5,0.5
ontop = 1
bindtime = -1
removetime = 80
sprpriority = 3
ownpal = 1
removeongethit = 0
facing = 1
trans = sub

[State -1, エフェクト画像];燃え盛る炎　後ろ
type = Explod
TriggerAll = FVar(5) = 1
TriggerAll = FVar(6) = 0
trigger1 = AnimElem = 6
anim = 17061
pos = -25, 5
postype = p1
scale = 0.7,0.7
ontop = 0
bindtime = -1
removetime = 80
sprpriority = -1
ownpal = 1
removeongethit = 0
facing = 1
trans = sub


[State 1, エフェクト画像]
type = Explod
TriggerAll = FVar(5) = 1
TriggerAll = FVar(6) = 0
Trigger1 = facing = 1
trigger1 = AnimElem = 6
anim = 17200
pos = 160, 240 
ontop = 1
postype = Back
facing = 1
vfacing = 1
sprpriority = 6
bindtime = -1
removeongethit = 1
ignorehitpause = 1
removetime = 50
SuperPauseTime = 999
id = 17200
trans = sub


[State 1, エフェクト画像];2
type = Explod
TriggerAll = FVar(5) = 1
TriggerAll = FVar(6) = 0
Trigger1 = facing = -1
trigger1 = AnimElem = 6
anim = 17201
pos = 160, 240 
ontop = 1
postype = Back
facing = 1
vfacing = 1
sprpriority = 6
bindtime = -1
removeongethit = 1
ignorehitpause = 1
removetime = 50
SuperPauseTime = 999
id = 17200
facing = 1
trans = sub





;---------------------------------------------------------------------------
; RUN_UP
[Statedef 110]
type    = S
physics = N

[State 110, 0]
type = CtrlSet
trigger1 = Time = 0
value = 0

[State 110, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 110

[State 110, 2]
type = HitBy
TriggerAll = palno  != [11,12]
trigger1 = Time = 0
value = SCA, NT, ST, HT
time = 30

[State 110, 3]
type = VelSet
trigger1 = Time = 0
x = 0
z = -7

[State 110, 4]
type = VelMul
trigger1 = 1
z = 0.8

[State 110, 5]
type = VelSet
trigger1 = AnimTime = -8
z = 0

[State 110, 7]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

[State 110, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0


;---------------------------------------------------------------------------
; RUN_DOWN
[Statedef 115]
type    = S
physics = N

[State 115, 0]
type = CtrlSet
trigger1 = Time = 0
value = 0

[State 115, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 110

[State 115, 2]
type = HitBy
TriggerAll = palno  != [11,12]
trigger1 = Time = 0
value = SCA, NT, ST, HT
time = 30

[State 115, 3]
type = VelSet
trigger1 = Time = 0
x = 0
z = 7

[State 115, 4]
type = VelMul
trigger1 = 1
z = 0.8

[State 115, 5]
type = VelSet
trigger1 = AnimTime = -8
z = 0

[State 115, 7]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

[State 115, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; HIT_GETUP
[Statedef 5120]
type    = L
movetype= I
physics = N

[State 5120, 1a] ;Get up anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120

[State 5120, 1b] ;Get up anim (for hit up/diag-up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)

[State 5120, 2]
type = VelSet
trigger1 = Time = 0
x = 0

[State 5120, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5120, 4]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 5120, 5] ;Can't be thrown right after getting up
type = NotHitBy
TriggerAll = palno  != [11,12]
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12

[State 5120, 6] ;Can't be hit right after getting up (short time)
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3

[State 5120, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1






