[statedef -3]

[state ]
type = null
ignorehitpause = 1
trigger1 = !Ishelper
;----------------------------------------------------------------------------------
;
;         AIスイッチ
;
;----------------------------------------------------------------------------------

trigger1       =                  (1)
;                                  ↑
;                                  ここの数をいじる　　　デフォ１
; AIスイッチ
;1でオン　　　　0でオフ
;----------------------------------------------------------------------------------

;----------------------------------------------------------------------------------
;
;         俺の名連禁止スイッチ
;
;----------------------------------------------------------------------------------

trigger2       =                  (1)
;                                  ここの数をいじる   1/0

; 俺の名を撃った後俺の名で拾わなくなるスイッチ      デフォ１

;1で俺の名で拾うの禁止　　　　0で拾うの解禁
;
;12P性能の場合life1000の相手は多分俺の名二回食らうと死にます

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

;----------------------------------------------------------------------------------
;
;         ダメージ補正スイッチ
;
;----------------------------------------------------------------------------------

trigger3       =                  (1)
;                                  ここの数をいじる　1/0

; 相手の体力の減り具合に応じてダメージが減ります    デフォ1

;1でダメージ補正がはいります　　　　0で補正なし
;
;補正なしの方が強いです

;----------------------------------------------------------------------------------
;----------------------------------------------------------------------------------
;
;         被弾無敵時間
;
;----------------------------------------------------------------------------------

trigger4       = var(55)     :=     (0)
;                                  ここの数をいじる　

; ご存じ被弾無敵です　今回はデフォ0です

;ここで指定されたフレーム数だけ被弾時に無敵が付与されます
;
;コンボを受け付けにくくなるので狂未満では非推奨(狂下位も？)

;----------------------------------------------------------------------------------
;----------------------------------------------------------------------------------
;
;         アホスイッチ
;
;----------------------------------------------------------------------------------

trigger5       =      (0)
;                     ここの数をいじる　

; アホ
;                            デフォ 0
;1でオン　　0でオフ

;詳細はりどみ
;----------------------------------------------------------------------------------
















trigger1 = var(59) := (var(59)|16)
trigger2 = var(59) := (var(59)|32)
trigger3 = var(59) := (var(59)|64)
trigger5 = var(59) := (var(59)|128)
trigger1 = 0
trigger2 = 0
trigger3 = 0
trigger4 = 0
trigger5 = 0

;-----------------------------------
;画面端(ADIのMUGENメモより)
[State -3,Field Edge];画面端感知用 -3ステートに置く。
Type = Helper
Trigger1 = RoundState = 2 ;(安定させるため)
Trigger1 = !NumHelper(70000) ;射出制限
ID = 70000 ;ヘルパーのID
Pos = 0,0
name = "StageEdge"
StateNo = 70000 ;
Size.XScale = 0
Size.YScale = 0
SuperMoveTime = 999999999
PauseMoveTime = 999999999
;------------------------------------------------------------------------------
[state -2]
type = selfstate
value = 5090
triggerall = stateno != [800,899]
triggerall = fvar(33) >= 1.5
triggerall = var(39) >= 1
triggerall = alive && roundstate = 2
triggerall = movetype = H
triggerall = hitshakeover = 1
triggerall = !var(38)
trigger1 = (anim = [120,159])&&stateno!=700
trigger2 = (anim = [5000,5119]) || ((vel x != 0 || vel y != 0)&&(stateno != [5000,5499]))
trigger2 = gethitvar(isbound)=0
trigger3 = stateno = [5000,5119]
trigger4 = stateno = 5120&&animtime=0

[State 2000, 1]
type = selfstate
triggerall = numhelper(780+id)
triggerall = helper(780+id),fvar(15)=0
triggerall = time = 0
triggerall = var(25) && power >= 1
triggerall = gethitvar(isbound) = 0
triggerall = movetype = H && statetype = A
triggerall = stateno != 120 && stateno != 132
triggerall = stateno != [154,156]
trigger1 = prevstateno = 120 || prevstateno = 132
trigger2 = prevstateno = [154,156]
value = 156
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
supermove = 1

[State -2]
type = ChangeState
value = 130+(statetype = C)+(statetype = A)*2
triggerall = var(25) = 1
triggerall = time <= 2
triggerall = prevstateno != [200,640]
triggerall = fvar(23) <= 1
triggerall = movetype != H
trigger1 = stateno = 615
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 210
trigger5 = stateno = 220
trigger6 = stateno = 225
trigger7 = stateno = 230 && var(58)!=2
trigger8 = stateno = 235
trigger9 = stateno = 240
trigger10 = stateno = 400
trigger11 = stateno = 410
trigger12 = stateno = 420
trigger13 = stateno = 430
trigger14 = stateno = 450
trigger15 = stateno = 600
trigger16 = stateno = 610
trigger17 = stateno = 620
trigger18 = stateno = 630 && var(58)!=2
trigger19 = stateno = 640
trigger20 = stateno = 224

[State 300]
type = nothitby
triggerall = stateno != [800,899]
triggerall = fvar(33) >= 1.5
triggerall = var(39) >= 1
triggerall = alive && roundstate = 2
triggerall = movetype = H
triggerall = hitshakeover = 0
triggerall = !var(38)
trigger1 = (anim = [120,159])&&stateno!=700
trigger2 = gethitvar(isbound)=0
value = ,AA,AP
time = 2
ignorehitpause = 1

[State 5120, 5] ;12P用無敵付与
type = NotHitBy
trigger1 = !Ishelper
triggerall = Palno = 12
trigger1 = stateno = [3000,4010]
trigger2 = stateno = [1400,1403]
value = SCA
time = 10
ignorehitpause = 1

[State 5120, 5] ;12P用無敵付与
type = NotHitBy
trigger1 = !Ishelper
trigger1 = var(55)
trigger1 = gethitvar(damage)
value = SCA
time = var(55)
ignorehitpause = 1

;---------------------------------------------------------------------------
;AI用制御
;---------------------------------------------------------------------------
[State -3, ai];ガード制御
type = AssertSpecial
trigger1 = !ishelper
trigger1 = (var(59)&16)
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1

[State -3, ai];歩き制御
type = AssertSpecial
trigger1 = !ishelper
trigger1 = (var(59)&16)
flag = NoWalk
ignorehitpause = 1

[State -3, ai]
type = SelfState
triggerall=!ishelper
Triggerall=(var(59)&16)
trigger1 = time=0
trigger1 = stateno=40;ジャンプ制御
trigger2 = stateno=[10,12];しゃがみ制御
value = 0+100*(PrevStateNo=100)
ctrl = 1