[Data]
Fall.Defence_Up   = 50       ;一時的に上昇するダウン時の防御力パーセンテージ
LieDown.Time      = 60       ;倒れてから起き上がるまでの時間
AirJuggle         = 20000721 ;ジャグルポイント限界値
SparkNo           = 2        ;デフォルトのヒットスパーク番号（fightfx.airか、キャラのairから呼び出す）
Guard.SparkNo     = 40       ;デフォルトのガードスパーク番号（fightfx.airか、キャラのairから呼び出す）
KO.Echo           = 0        ;ＫＯ時の声にエコーを掛けるかどうか（0=しない・1=する）
Volume            = 255      ;キャラの音量　255が最高
IntPersistIndex   = 0        ;Varを次のラウンドへ持ち越しが可能 (最小=0, 最大=59)
FloatPersistIndex = 0        ;FVarを次のラウンドへ持ち越しが可能 (最小=0, 最大=39)

;=================================================================================================
;設定ここから
;=================================================================================================
;【体力ゲージ最大値】
;デフォルトは1000

Life = 1000;ここの数字を変える

;=================================================================================================
;【最大パワーゲージ】
;デフォルトは5000

Power = 5000;ここの数字を変える

;=================================================================================================
;【攻撃力パーセンテージ】
;デフォルトは100

Attack = 100;ここの数字を変える

;=================================================================================================
;【防御力パーセンテージ】
;デフォルトは125

Defence = 125;ここの数字を変える

;=================================================================================================
[Statedef -2];これは"絶対に"消すな！==============================================================
;=================================================================================================
;【AIレベル位置調整】
;数字が大きい程上に表示されます。240より大きく設定すると非表示。
;デフォルトは0

[State -2, Power Gauge Pos Y]
Type           = VarSet
Trigger1       = !IsHelper && Name = "Waluigi" && !var(42)

var(42)        = 0;ここの数字を変える

IgnoreHitPause = 1

;=================================================================================================
;【バージョン＆設定項目表示】
;ラウンド開始前にバージョンや特殊カラーNo、デフォルトから変更した設定項目が表示されます。
;最大パワーゲージや開幕ゲージは一目見て分かるので表示させません。
;デフォルトは1

[State -2, Version Display]
Type           = VarSet
Trigger1       = !IsHelper && Name = "Waluigi" && !var(45)

var(45)        = 1;ここの数字を変える

IgnoreHitPause = 1

;=================================================================================================
;【専用BGMスイッチ】
;曲はスマブラのワルイージピンボール。
;デフォルトは0

[State -2, BG Music]
Type           = VarSet
Trigger1       = !IsHelper && Name = "Waluigi" && !var(46)

var(46)        = 0;ここの数字を変える

IgnoreHitPause = 1

;=================================================================================================
;【チーム戦における先鋒の開幕ゲージ】
;ラウンド開始前に先鋒であればゲージが最初から溜まります。
;デフォルトは1000

[State -2, Round No 1 Power Gauge Add]
Type           = PowerAdd
Triggerall     = !IsHelper && Name = "Waluigi" && RoundNo = 1 && RoundState < 2 && StateNo = 5900
Trigger1       = TeamMode = Turns

Trigger2       = 0;ここを1にするとシングルやタッグでもラウンド１に開幕ゲージが発生します。

Value          = 1000;ここの数字を変える

IgnoreHitPause = 1

;=================================================================================================
;【カラー設定】
;カラーを固定したいときは数字を1～12に変えてください。
;PalNoにするとカラー固定しません。
;デフォルトはPalNo

[State -2, PalNo]
Type           = VarSet
Trigger1       = !IsHelper && Name = "Waluigi" && Roundsexisted = 0 && StateNo = 5900 && !var(1)

var(1)         = PalNo;ここの数字を変える

IgnoreHitPause = 1

;=================================================================================================
;以下の設定はカスタムカラー(1～2P)のみ適用。
;=================================================================================================
;【ゲジマシ量】
;これをPowerMaxにするとゲジマユ状態になります。
;ゲジマシ量によってAI行動も少し変化します。
;デフォルトは0

[State -2, Auto Power Add]
Type           = VarSet
Trigger1       = !IsHelper && Name = "Waluigi" && (var(1) = [1,2]) && !var(31)

var(31)        = 0;ここの数字を変える

IgnoreHitPause = 1

;=================================================================================================
;【技性能レベル】
; 0 :技の強化無し
; 1 :超必殺技無敵+α
; 2 :Lv1+通常、必殺技にも初動無敵。攻撃力1.5倍。超必殺技強化。
; 3 :Lv2+超必殺技に様々な即死技術使用。超即死、OTHK、落下ダメージ使います。消費ゲージも少なくなる。
;デフォルトは0

[State -2, Ability Level]
Type           = VarSet
Trigger1       = !IsHelper && Name = "Waluigi" && (var(1) = [1,2]) && !var(32)

var(32)        = 0;ここの数字を変える

IgnoreHitPause = 1

;=================================================================================================
;【アーマーレベル】
; 0 :アーマー無し
; 1 :攻撃中投げ以外に対してアーマー。被ダメージ1倍。被弾後の無敵なし。
; 2 :常時アーマー。投げも無効。被ダメージ0.5倍。被弾後の無敵6F。GameTime式ステ抜け。落下ダメージ無効。ライフ管理はやってないのでTargetLifeAddを使った当身で即死出来る。
; 3 :超頑固アーマー。ライフ管理。常時ガードステート固定。被ダメージがそのままになるが、被ダメージ分のフレーム数(30～600F)無敵。被ダメージ最大値100。
;デフォルトは0

[State -2, Armor Level]
Type           = VarSet
Trigger1       = !IsHelper && Name = "Waluigi" && (var(1) = [1,2]) && !var(33)

var(33)        = 0;ここの数字を変える

IgnoreHitPause = 1

;=================================================================================================
;【逆境補正】
;ライフが減ると攻撃力が上がる。
;マリオカートシリーズで下位であるほど強いアイテムが出やすいのを再現した感じ。
;デフォルトは1

[State -2, Gyakkkyou Hosei]
Type           = VarSet
Trigger1       = !IsHelper && Name = "Waluigi" && (var(1) = [1,2]) && !var(34)

var(34)        = 1;ここの数字を変える

IgnoreHitPause = 1

;=================================================================================================
;【AIレベル】
; 共通 :Lvを上げるごとに精度上昇
; 1    :コンボ無し
; 2    :コンボに超必殺技のもの未使用
; 3    :3ゲージ技解禁
; 4    :切り替えし＆ダッシュ解禁
; 6    :一撃技がライフ一定以下で解禁
; 8以上:ぶっぱ率低下
; 10   :精度MAX
; 11   :超反応
;デフォルトは10。

[State -2, AI Level]
Type           = VarSet
Trigger1       = !IsHelper && Name = "Waluigi" && (var(1) = [1,2]) && !var(58)

var(58)        = 10;ここの数字を変える

IgnoreHitPause = 1

;=================================================================================================
;設定ここまで=====================================================================================
;=================================================================================================

[State -2, Don't change var(52)!];変数弄りペナルティ１
Type           = VarSet
Triggerall     = !IsHelper && Name = "Waluigi"
Trigger1       = StateNo = 5900
Trigger1       = Roundsexisted = 0
Trigger1       = (var(1) = [1,12])
var(52)        = 20000721
IgnoreHitPause = 1

[State -2, Don't change var(53)!];変数弄りペナルティ２
Type           = VarSet
Triggerall     = !IsHelper && Name = "Waluigi"
Trigger1       = StateNo = 5900
Trigger1       = Roundsexisted = 0
Trigger1       = (var(1) = [1,12])
var(53)        = 12700002
IgnoreHitPause = 1

[State -1, PalNo 3];3P設定(並上位想定)
Type           = Null
Triggerall     = !IsHelper && Name = "Waluigi"
Triggerall     = (var(52) = 20000721 && var(53) = 12700002)
Triggerall     = var(1) = 3
Trigger1       = 1 || var(58) := 8  ;AIレベル
Trigger1       = 1 || var(31) := 0  ;ゲジマシ
Trigger1       = 1 || var(32) := 0  ;技性能レベル
Trigger1       = 1 || var(33) := 0  ;アーマーレベル
Trigger1       = 1 || var(34) := 0  ;逆境補正
IgnoreHitPause = 1

[State -1, PalNo 4];4P設定(強想定)
Type           = Null
Triggerall     = !IsHelper && Name = "Waluigi"
Triggerall     = (var(52) = 20000721 && var(53) = 12700002)
Triggerall     = var(1) = 4
Trigger1       = 1 || var(58) := 11 ;AIレベル
Trigger1       = 1 || var(31) := 0  ;ゲジマシ
Trigger1       = 1 || var(32) := 0  ;技性能レベル
Trigger1       = 1 || var(33) := 0  ;アーマーレベル
Trigger1       = 1 || var(34) := 0  ;逆境補正
IgnoreHitPause = 1

[State -1, PalNo 5];5P設定(凶下位想定)
Type           = Null
Triggerall     = !IsHelper && Name = "Waluigi"
Triggerall     = (var(52) = 20000721 && var(53) = 12700002)
Triggerall     = var(1) = 5
Trigger1       = 1 || var(58) := 11 ;AIレベル
Trigger1       = 1 || var(31) := 0  ;ゲジマシ
Trigger1       = 1 || var(32) := 0  ;技性能レベル
Trigger1       = 1 || var(33) := 0  ;アーマーレベル
Trigger1       = 1 || var(34) := 1  ;逆境補正
IgnoreHitPause = 1

[State -1, PalNo 6];6P設定(凶中位想定)
Type           = Null
Triggerall     = !IsHelper && Name = "Waluigi"
Triggerall     = (var(52) = 20000721 && var(53) = 12700002)
Triggerall     = var(1) = 6
Trigger1       = 1 || var(58) := 11 ;AIレベル
Trigger1       = 1 || var(31) := 1  ;ゲジマシ
Trigger1       = 1 || var(32) := 1  ;技性能レベル
Trigger1       = 1 || var(33) := 0  ;アーマーレベル
Trigger1       = 1 || var(34) := 1  ;逆境補正
IgnoreHitPause = 1

[State -1, PalNo 7];7P設定(凶上位想定)
Type           = Null
Triggerall     = !IsHelper && Name = "Waluigi"
Triggerall     = (var(52) = 20000721 && var(53) = 12700002)
Triggerall     = var(1) = 7
Trigger1       = 1 || var(58) := 11 ;AIレベル
Trigger1       = 1 || var(31) := 0  ;ゲジマシ
Trigger1       = 1 || var(32) := 1  ;技性能レベル
Trigger1       = 1 || var(33) := 1  ;アーマーレベル
Trigger1       = 1 || var(34) := 1  ;逆境補正
IgnoreHitPause = 1

[State -1, PalNo 8];8P設定(狂下位想定)
Type           = Null
Triggerall     = !IsHelper && Name = "Waluigi"
Triggerall     = (var(52) = 20000721 && var(53) = 12700002)
Triggerall     = var(1) = 8
Trigger1       = 1 || var(58) := 11 ;AIレベル
Trigger1       = 1 || var(31) := 1  ;ゲジマシ
Trigger1       = 1 || var(32) := 2  ;技性能レベル
Trigger1       = 1 || var(33) := 1  ;アーマーレベル
Trigger1       = 1 || var(34) := 1  ;逆境補正
IgnoreHitPause = 1

[State -1, PalNo 9];9P設定(狂中位想定)
Type           = Null
Triggerall     = !IsHelper && Name = "Waluigi"
Triggerall     = (var(52) = 20000721 && var(53) = 12700002)
Triggerall     = var(1) = 9
Trigger1       = 1 || var(58) := 11 ;AIレベル
Trigger1       = 1 || var(31) := 6  ;ゲジマシ
Trigger1       = 1 || var(32) := 2  ;技性能レベル
Trigger1       = 1 || var(33) := 1  ;アーマーレベル
Trigger1       = 1 || var(34) := 1  ;逆境補正
IgnoreHitPause = 1

[State -1, PalNo 10];10P設定(狂上位想定)
Type           = Null
Triggerall     = !IsHelper && Name = "Waluigi"
Triggerall     = (var(52) = 20000721 && var(53) = 12700002)
Triggerall     = var(1) = 10
Trigger1       = 1 || var(58) := 11 ;AIレベル
Trigger1       = 1 || var(31) := 10 ;ゲジマシ
Trigger1       = 1 || var(32) := 2  ;技性能レベル
Trigger1       = 1 || var(33) := 2  ;アーマーレベル
Trigger1       = 1 || var(34) := 1  ;逆境補正
IgnoreHitPause = 1

[State -1, PalNo 11];11P設定(狂最上位想定)
Type           = Null
Triggerall     = !IsHelper && Name = "Waluigi"
Triggerall     = (var(52) = 20000721 && var(53) = 12700002)
Triggerall     = var(1) = 11
Trigger1       = 1 || var(58) := 11 ;AIレベル
Trigger1       = 1 || var(31) := 1  ;ゲジマシ
Trigger1       = 1 || var(32) := 3  ;技性能レベル
Trigger1       = 1 || var(33) := 3  ;アーマーレベル
Trigger1       = 1 || var(34) := 1  ;逆境補正
IgnoreHitPause = 1

[State -1, PalNo 12];12P設定(狂上限想定)
Type           = Null
Triggerall     = !IsHelper && Name = "Waluigi"
Triggerall     = (var(52) = 20000721 && var(53) = 12700002)
Triggerall     = var(1) = 12
Trigger1       = 1 || var(58) := 11 ;AIレベル
Trigger1       = 1 || var(31) := 10 ;ゲジマシ
Trigger1       = 1 || var(32) := 3  ;技性能レベル
Trigger1       = 1 || var(33) := 3  ;アーマーレベル
Trigger1       = 1 || var(34) := 1  ;逆境補正
IgnoreHitPause = 1

[State -1, PalNo 0];ペナルティモード設定
Type           = Null
Triggerall     = !IsHelper && Name = "Waluigi"
Triggerall     = !(var(52) = 20000721 && var(53) = 12700002)
Trigger1       = 1 || var(58) := 11
Trigger1       = 1 || var(31) := 20000721
Trigger1       = 1 || var(32) := 3
Trigger1       = 1 || var(33) := 3
Trigger1       = 1 || var(34) := 1
Trigger1       = 1 || var(1)  := 0
IgnoreHitPause = 1

[State -2, ANGRY SHAKE!]
Type           = EnvShake
Triggerall     = !IsHelper && Name = "Waluigi"
Trigger1       = !(var(52) = 20000721 && var(53) = 12700002)
Trigger1       = !NumExplod(8106)
Time           = 30
Freq           = 120
Ampl           = 30
IgnoreHitPause = 1

[State -2, ANGRY FLASH!]
Type           = AllPalFX
Triggerall     = !IsHelper && Name = "Waluigi"
Trigger1       = !(var(52) = 20000721 && var(53) = 12700002)
Trigger1       = !NumExplod(8106)
Time           = 30
Add            = 255, 255, 255
SinAdd         = -255, -255, -255, 120
IgnoreHitPause = 1

[State -2, ANGRY SOUND!]
Type           = PlaySnd
Triggerall     = !IsHelper && Name = "Waluigi"
Trigger1       = !(var(52) = 20000721 && var(53) = 12700002)
Trigger1       = !NumExplod(8106)
Value          = S3400, 0
IgnoreHitPause = 1

[State -2, I'M ANGRY!!!]
Type           = Explod
Triggerall     = !IsHelper && Name = "Waluigi"
Trigger1       = !(var(52) = 20000721 && var(53) = 12700002)
Trigger1       = !NumExplod(8106)
Anim           = 8106
ID             = 8106
Facing         = 1
Pos            = 0, 0
PosType        = Left
Scale          = 0.5, 0.5
BindTime       = -1
SprPriority    = -999
OnTop          = 0
RemoveTime     = -2
PauseMoveTime  = -1
SuperMoveTime  = -1
Shadow         = 0
OwnPal         = 1
IgnoreHitPause = 1
Vel            = 0, 0

[State -2, ANGRY COLOR!!!];ペナルティモードカラー
Type           = PalFX
Triggerall     = !IsHelper && Name = "Waluigi"
Trigger1       = !(var(52) = 20000721 && var(53) = 12700002)
Time           = 1
Add            = 128,0,0
Color          = 255
IgnoreHitPause = 1

[State -2, WinMUGEN Version?];WinMUGEN判別
Type           = Null
Triggerall     = !IsHelper && Name = "Guppyon"
Trigger1       = (2**9 = 4096)
Trigger1       = 1 || var(5) := (var(5) | 1)
IgnoreHitPause = 1

[State -2, During Round];試合中判定
Type           = Null
Triggerall     = !IsHelper && Name = "Waluigi"
Trigger1       = RoundState != 2
Trigger1       = 0 && var(5) := (var(5) | 2) - 2
Trigger2       = RoundState = 2 && Ctrl
Trigger2       = 0 && var(5) := (var(5) | 2)
IgnoreHitPause = 1

[State -2, Force AI Startup];CPU判別(var(59) = 1にする)
Type                                                                                                                                                                                                                                                           = Null
Type           = DisplayToClipboard
Triggerall     = !IsHelper && Name = "Waluigi"
Triggerall     = !var(59)
Triggerall     = Alive
Trigger1       = RoundState = 2
Text           = "WX-C333-}UUU-xwwwP_j0X,0P500001E50E:1E`0EeXPYPj0Z3G4=0010s2SYXP)W43G4)G4)G4+O4Xj0Z)W03G0P)G0)G0=0010r7j0X,0P[+_0XP3C01C0X3A01C0UX-3333-$UUU-)wwwP]jmX(E+TX-ABDD-ABDD-rwwwP\\0%.s%.s%%%%852dC6I"
Params         = 3067+817,3067+6705
IgnoreHitPause = 1

[State -2, Player?];プレイヤーに切り替え
Type           = VarSet
Triggerall     = !IsHelper && Name = "Waluigi"
Triggerall     = var(59)
Trigger1       = (var(5) & 1)
Trigger1       = RoundState < 2
Trigger2                                                                                                                                                                                                                                                       = !AILevel
var(59)        = 0
IgnoreHitPause = 1

[State -2, Display to Clip Board];デバッグ
Type           = DisplaytoClipBoard
Triggerall     = Name = "Waluigi"
Trigger1       = 1
Text           = "sysvar(3): %d| Prev State No: %d| sysvar(4): %d\n"
Params         = sysvar(3),Floor(sysfvar(3)),sysvar(4)
IgnoreHitPause = 1

[State -2, Append to Clip Board];デバッグ
Type           = AppendtoClipBoard
Triggerall     = !IsHelper && Name = "Waluigi"
Trigger1       = 1
Text           = "Win: %d| Lose: %d| PalNo: %d"
Params         = var(13),var(14),var(1)
IgnoreHitPause = 1

[State -2, Append to Clip Board];デバッグ
Type           = AppendtoClipBoard
Triggerall     = !IsHelper && Name = "Waluigi"
Trigger1       = NumHelper(27000)
Trigger1       = !(var(52) = 20000721 && var(53) = 12700002) || !(var(33) = [0,2])
Text           = "| Life: %d"
Params         = LifeMax - Helper(27000), sysvar(1)
IgnoreHitPause = 1

[State -2, Ryoiki Kakuho Helper];領域確保ヘルパー
Type           = Null;Helper
Triggerall     = !IsHelper && Name = "Waluigi"
Trigger1       = !NumHelper(8115)
Trigger1       = !NumHelper(8116)
Trigger1       = !(var(52) = 20000721 && var(53) = 12700002) || !(var(1) = [1,11])
Name           = "Waliuigi's Ryoiki Helper"
HelperType     = Player
OwnPal         = 1
Size.XScale    = 1
Size.YScale    = 1
StateNo        = 8115
ID             = 8115
KeyCtrl        = 0
Pos            = 0,0
PosType        = P1
Facing         = 1
PauseMoveTime  = 2147483647
SuperMoveTime  = 2147483647
IgnoreHitPause = 1

[State -2, Tokidome Kaijo Helper];ヘルパー
Type           = Null;Helper
Triggerall     = !IsHelper && Name = "Waluigi"
Trigger1       = !NumHelper(8116)
Trigger1       = !(var(52) = 20000721 && var(53) = 12700002) || !(var(1) = [1,11])
Name           = "Waluigi's Kaijo Helper"
HelperType     = Player
OwnPal         = 1
Size.XScale    = 1
Size.YScale    = 1
StateNo        = 8116
ID             = 8116
KeyCtrl        = 0
Pos            = 0,0
PosType        = P1
Facing         = 1
PauseMoveTime  = 2147483647
SuperMoveTime  = 2147483647
IgnoreHitPause = 1

[State -2, Can't Pause];時止め解除１
Type           = Null;Pause
Triggerall     = !IsHelper && Name = "Waluigi"
Trigger1       = !(var(52) = 20000721 && var(53) = 12700002) || !(var(1) = [1,11])
Time           = 2147483647
MoveTime       = 2147483647
IgnoreHitPause = 1

[State -2, Can't Super Pause];時止め解除２
Type           = Null;SuperPause
Triggerall     = !IsHelper && Name = "Waluigi"
Trigger1       = !(var(52) = 20000721 && var(53) = 12700002) || !(var(1) = [1,11])
Time           = 2147483647
Anim           = -1
Sound          = -1
Pos            = 0,0
MoveTime       = 2147483647
Darken         = 0
P2DefMul       = 1
PowerAdd       = 0
UnHitTable     = 0
IgnoreHitPause = 1

[State -2, MUTEKI];フライング防止用
Type           = NotHitBy
Triggerall     = !IsHelper && Name = "Waluigi"
Trigger1       = RoundState != 2
Trigger1       = 0 && var(5) := (var(5) | 2) - 2
Trigger2       = RoundState = 2 && Ctrl
Trigger2       = 0 && var(5) := (var(5) | 2)
Trigger3       = !(var(5) & 2)
Value          = SCA
Time           = 1
IgnoreHitPause = 1

[State -2, Armor Helper];フライング感知用ヘルパー
Type           = Helper
Triggerall     = !IsHelper && Name = "Waluigi"
Triggerall     = !NumHelper(27000)
Trigger1       = RoundState < 2
Trigger2       = RoundState <= 2
Trigger2       = !(var(5) & 2)
HelperType     = Player
Name           = "Waluigi's Armor Helper"
OwnPal         = 1
Size.XScale    = 1
Size.YScale    = 1
StateNo        = 27000
ID             = 27000
KeyCtrl        = 0
Pos            = 0,0
PosType        = P1
Facing         = 1
;PauseMoveTime  = 2147483647
;SuperMoveTime  = 2147483647
IgnoreHitPause = 1

[State -2, System Helper];システムヘルパー
Type           = Helper
Triggerall     = !IsHelper && Name = "Waluigi"
Trigger1       = !NumHelper(10000)
HelperType     = Player
Name           = "Waluigi's System Helper"
OwnPal         = 1
Size.XScale    = 1
Size.YScale    = 1
StateNo        = 10000
ID             = 10000
KeyCtrl        = 0
Pos            = 0,0
PosType        = P1
Facing         = 1
PauseMoveTime  = 2147483647
SuperMoveTime  = 2147483647
IgnoreHitPause = 1

[State -2, Armor];レベル1アーマー
Type           = HitOverride
Triggerall     = !IsHelper && Name = "Waluigi"
Triggerall     = (var(52) = 20000721 && var(53) = 12700002) && var(33) = 1
Trigger1       = sysvar(3) = [200,4999]
Attr           = SCA,AA,AP
StateNo        = StateNo
Time           = 1
IgnoreHitPause = 1

[State -2, Armor Lv.1 Damage];アーマーダメージ
Type           = LifeAdd
Triggerall     = !IsHelper && Name = "Waluigi"
Triggerall     = (var(52) = 20000721 && var(53) = 12700002) && var(33) = 1
Trigger1       = sysvar(3) = [200,4999]
Value          = -GetHitVar(Damage)
IgnoreHitPause = 1

[State -2, Ability Lv.1 Blue Shell MUTEKI];トゲゾーこうらがある時無敵
Type           = NotHitBy
Triggerall     = !IsHelper && Name = "Waluigi"
Triggerall     = var(32)
Trigger1       = NumHelper(3350)
Trigger1       = !(Helper(3350),sysvar(2) = 20000721 && Helper(3350),sysvar(3) = 3352 && Helper(3350),sysvar(4) = 1) 
Value          = SCA
Time           = 1
IgnoreHitPause = 1

[State -2, Ability Lv.1 Blue Shell Hit By];味方殺しのトゲゾーこうらを喰らうように調整
Type           = HitBy
Triggerall     = !IsHelper && Name = "Waluigi"
Triggerall     = var(32)
Trigger1       = NumHelper(3350)
Trigger1       = (Helper(3350),sysvar(2) = 20000721 && Helper(3350),sysvar(3) = 3352 && Helper(3350),sysvar(4) = 1) 
Value          = S, HP
Time           = 1
IgnoreHitPause = 1

[State -2, Damage Voice];ダメージボイス
Type           = PlaySnd
Triggerall     = !IsHelper && Name = "Waluigi"
Triggerall     = Alive
Trigger1       = !NumHelper(27000)
Trigger1       = GetHitVar(Damage)
Trigger1       = (StateNo != [150,155])
Trigger2       = NumHelper(27000)
Trigger2       = Helper(27000),GetHitVar(Damage)
Value          = S5000, 0
IgnoreHitPause = 1

[State -2, Power Add];ゲジマシ
Type           = PowerAdd
Triggerall     = !IsHelper && Name = "Waluigi"
Trigger1       = Power < PowerMax
Trigger1       = var(31)
Trigger1       = RoundState = 2
Value          = var(31)
IgnoreHitPause = 1

[State -2, Power Set];ゲジマユ
Type           = Null;PowerSet
Triggerall     = !IsHelper && Name = "Waluigi"
Trigger1       = Power < PowerMax
Trigger1       = !(var(52) = 20000721 && var(53) = 12700002)
Value          = PowerMax
IgnoreHitPause = 1

[State -2, Attack Mul Set];本体攻撃力補正リセット
Type           = AttackMulSet
Triggerall     = !IsHelper && Name = "Waluigi"
Trigger1       = 1
Value          = fvar(1) * fvar(2) * Ifelse(!(var(32) = [0,1]) || !(var(52) = 20000721 && var(53) = 12700002), 1.5, 1)
IgnoreHitPause = 1

[State -2, Helper Attack Mul Set];ヘルパー攻撃力補正リセット
Type           = AttackMulSet
Triggerall     = IsHelper && Name = "Waluigi"
Trigger1       = 1
Value          = Root,fvar(1) * Root,fvar(2) * Ifelse(!(Root,var(32) = [0,1]) || !(Root,var(52) = 20000721 && var(53) = 12700002), 1.5, 1)
IgnoreHitPause = 1

[State -2, Combo Attack Mul Set];本体コンボ補正
Type           = AttackMulSet
Triggerall     = !IsHelper && Name = "Waluigi"
Trigger1       = NumTarget
Value          = fvar(1) * fvar(2) * Ifelse(!(var(32) = [0,1]) || !(var(52) = 20000721 && var(53) = 12700002), 1.125, 0.75)
IgnoreHitPause = 1

[State -2, Combo Attack Mul Set];ヘルパーコンボ補正
Type           = AttackMulSet
Triggerall     = IsHelper && Name = "Waluigi"
Trigger1       = NumTarget || Root,NumTarget
Value          = Root,fvar(1) * Root,fvar(2) * Ifelse(!(Root,var(32) = [0,1]) || !(Root,var(52) = 20000721 && Root,var(53) = 12700002), 1.125, 0.75)
IgnoreHitPause = 1

[State -2, Fall Defence Mul];ダウン補正防御無視リセット
Type           = VarSet
Triggerall     = !IsHelper && Name = "Waluigi"
Trigger1       = 1
fvar(1)        = 1.00
IgnoreHitPause = 1

[State -2, Fall Defence Mul];ダウン補正防御無視用
Type           = VarSet
Triggerall     = !IsHelper && Name = "Waluigi"
Triggerall     = NumTarget = 1
Trigger1       = Target,GetHitVar(FallCount) > 0;相手がバウンドしていれば 1/(相手のFall.Defence_up値)＾バウンドした回数
fvar(1)        = 1.00 / (Target,Const(data.fall.defence_mul) ** (Target,GetHitVar(FallCount)))
IgnoreHitPause = 1

[State -2, Not Gyakkyou Attack];逆境補正無し
Type           = VarSet
Triggerall     = !IsHelper && Name = "Waluigi"
Trigger1       = !var(34)
Trigger1       = fvar(2) != 1.0
fvar(2)        = 1.0
IgnoreHitPause = 1

[State -2, Gyakkyou Attack];逆境補正
Type           = VarSet
Triggerall     = !IsHelper && Name = "Waluigi"
Trigger1       = var(34)
Trigger1       = fvar(2) != 1.5-0.5*Life/LifeMax
fvar(2)        = 1.5-0.5*Life/LifeMax
IgnoreHitPause = 1

[State -2, Win & Lose Counter Helper];勝利＆敗北カウント
Type           = Helper
Triggerall     = !IsHelper && Name = "Waluigi"
Trigger1       = !NumHelper(8010)
Trigger1       = RoundState >= 4
HelperType     = Player
Name           = "Waluigi's Win & Lose Counter Helper"
OwnPal         = 1
Size.XScale    = 1
Size.YScale    = 1
StateNo        = 8010
ID             = 8010
KeyCtrl        = 0
Pos            = 0,0
PosType        = P1
Facing         = 1
PauseMoveTime  = 2147483647
SuperMoveTime  = 2147483647
IgnoreHitPause = 1

[State -2, Dead Voice];死亡ボイス
Type           = PlaySnd
Triggerall     = !IsHelper && Name = "Waluigi"
Trigger1       = !var(15)
Trigger1       = !Alive
Value          = S11, Ifelse(!var(14) && !(TeamMode = Turns) && !var(16), 1, 2 + Random%3)
IgnoreHitPause = 1

[State -2, Dead!];死亡判定
Type           = VarSet
Triggerall     = !IsHelper && Name = "Waluigi"
Trigger1       = !var(15)
Trigger1       = !Alive
var(15)        = 20000721
IgnoreHitPause = 1

[State -2, Alive!];死亡判定リセット
Type           = VarSet
Triggerall     = !IsHelper && Name = "Waluigi"
Trigger1       = var(15)
Trigger1       = !RoundState
var(15)        = 0
IgnoreHitPause = 1

[State -2, BG Music];音楽
Type           = PlaySnd
Triggerall     = !IsHelper && Name = "Waluigi"
Trigger1       = var(46)
Trigger1       = RoundState = 0
Value          = 9999, 0
Channel        = 9
Lowpriority    = 1
IgnoreHitPause = 1

[State -2, BG Music Loop];音楽(ループ用)
Type           = PlaySnd
Triggerall     = !IsHelper && Name = "Waluigi"
Trigger1       = var(46)
Trigger1       = RoundState <= 3
Value          = 9999, 1
Channel        = 9
Lowpriority    = 1
Loop           = 1
IgnoreHitPause = 1

[State -2, Thunder Modify 2P Explod 1];サンダーエフェクトを相手の位置に合わせる
Type           = ModifyExplod
Triggerall     = !IsHelper && Name = "Waluigi"
Trigger1       = NumExplod(3401)
ID             = 3401
Pos            = 160 + Floor(Enemy, Pos X), 190 + Floor(Enemy, Pos Y)
PosType        = Left
IgnoreHitPause = 1

[State -2, Thunder Modify 2P Explod 2];サンダーエフェクトを相手の位置に合わせる
Type           = ModifyExplod
Triggerall     = !IsHelper && Name = "Waluigi"
Trigger1       = NumExplod(3402)
ID             = 3402
Pos            = 160 + Floor(Enemy, Pos X), 190 + Floor(Enemy, Pos Y)
PosType        = Left
IgnoreHitPause = 1

[State -2, Thunder Modify 4P Explod 1];サンダーエフェクトを相手の位置に合わせる
Type           = ModifyExplod
Triggerall     = !IsHelper && Name = "Waluigi"
Trigger1       = NumExplod(3403)
ID             = 3403
Pos            = 160 + Floor(Enemy(1), Pos X), 190 + Floor(Enemy(1), Pos Y)
PosType        = Left
IgnoreHitPause = 1

[State -2, Thunder Modify 4P Explod 2];サンダーエフェクトを相手の位置に合わせる
Type           = ModifyExplod
Triggerall     = !IsHelper && Name = "Waluigi"
Trigger1       = NumExplod(3404)
ID             = 3404
Pos            = 160 + Floor(Enemy(1), Pos X), 190 + Floor(Enemy(1), Pos Y)
PosType        = Left
IgnoreHitPause = 1

[State -2, Super Rare Intro];レアイントロ
Type           = SelfState
Triggerall     = !IsHelper && Name = "Waluigi"
Triggerall     = StateNo = 5900
Triggerall     = Roundsexisted = 0
Trigger1       = Random < 100
Value          = 193
IgnoreHitPause = 1

[State -2, Rare Intro];レアイントロ
Type           = SelfState
Triggerall     = !IsHelper && Name = "Waluigi"
Triggerall     = StateNo = 5900
Triggerall     = Roundsexisted = 0
Trigger1       = Random < 333
Value          = 192
IgnoreHitPause = 1

[State -2, Normal Intro];通常イントロ
Type           = SelfState
Triggerall     = !IsHelper && Name = "Waluigi"
Trigger1       = StateNo = 5900
Trigger1       = Roundsexisted = 0
Value          = 191
IgnoreHitPause = 1

[State -2, Dead Intro];自滅イントロがラウンド2以降でも超低確率で発生する
Type           = SelfState
Triggerall     = !IsHelper && Name = "Waluigi"
Trigger1       = StateNo = 5900
Trigger1       = Roundsexisted
Trigger1       = sysvar(4) = 30
Trigger1       = Random%200 = 0
Value          = 199
IgnoreHitPause = 1

[State -2, Intro Dead];イントロ死亡判定
Type           = LifeSet
Triggerall     = !IsHelper && Name = "Waluigi"
Trigger1       = var(16) = 20000721
Trigger1       = RoundState = 1
value          = 0
IgnoreHitPause = 1

[State -2, Intro Dead Reset];イントロ死亡判定リセット
Type           = VarSet
Triggerall     = !IsHelper && Name = "Waluigi"
Trigger1       = var(16) = 20000721
Trigger1       = !RoundState
var(16)        = 0
IgnoreHitPause = 1

[State -2, Intro Dead Reset];イントロ死亡時消滅
Type           = AssertSpecial
Triggerall     = !IsHelper && Name = "Waluigi"
Trigger1       = var(16) = 20000721
Flag           = Invisible
IgnoreHitPause = 1

[State -2, Ctrl Set];試合後対策
Type           = CtrlSet
Triggerall     = !IsHelper && Name = "Waluigi"
Trigger1       = Alive
Trigger1       = RoundState = 4
Value          = 0
IgnoreHitPause = 1

[State -2, Round Not Over];八百長対策
Type           = AssertSpecial
Triggerall     = !IsHelper && Name = "Waluigi"
Trigger1       = Alive
Trigger1       = RoundState = 4
Trigger1       = (sysvar(3) != [170,189])
Flag           = RoundNotOver
IgnoreHitPause = 1

[State -2, No Guard];ガード不能
Type           = AssertSpecial
Triggerall     = !IsHelper && Name = "Waluigi"
Trigger1       = 1
Flag           = NoAirGuard
Flag2          = NoStandGuard
Flag3          = NoCrouchGuard
IgnoreHitPause = 1

[State -2, No Walk];AI用制御
Type           = AssertSpecial
Triggerall     = !IsHelper && Name = "Waluigi"
Trigger1       = var(59)
Trigger2       = NumHelper(3350)
Flag           = NoWalk
;Flag2         = NoAutoTurn
IgnoreHitPause = 1

[State -2, StateNo Reset];StateNoリセット
Type           = VarSet
Triggerall     = !IsHelper && Name = "Waluigi"
Triggerall     = (var(52) = 20000721 && var(53) = 12700002)
Trigger1       = (var(33) = [0,1])
Trigger1       = sysfvar(4) != GameTime
sysvar(3)      = -1
IgnoreHitPause = 1

[State -2, PrevStateNo Reset];PrevStateNoリセット
Type           = VarSet
Triggerall     = !IsHelper && Name = "Waluigi"
Triggerall     = (var(52) = 20000721 && var(53) = 12700002)
Trigger1       = (var(33) = [0,1])
Trigger1       = sysfvar(4) != GameTime
sysfvar(3)     = -1
IgnoreHitPause = 1

[State -2, Time Reset];Timeリセット
Type           = VarSet
Triggerall     = !IsHelper && Name = "Waluigi"
Triggerall     = (var(52) = 20000721 && var(53) = 12700002)
Trigger1       = (var(33) = [0,1])
Trigger1       = sysfvar(4) != GameTime
sysvar(4)      = 0
IgnoreHitPause = 1

[State -2, Don't change var(52) and var(53)!];フライング、開幕F1、ヘルパー占有ペナルティ
Type           = VarSet
Triggerall     = !IsHelper && Name = "Waluigi"
Trigger1       = var(1) = 0
Trigger2       = RoundState <= 2
Trigger2       = Roundsexisted = 0
Trigger2       = Life <= 0
Trigger2       = !(var(5) & 2)
Trigger2       = !(var(16) = 20000721)
Trigger3       = !NumHelper(10000)
var(52)        = 18782 + 18782
IgnoreHitPause = 1

[State -2, Armor Lv.2 Damage];ライフ管理無しのアーマーダメージ
Type           = LifeAdd
Triggerall     = !IsHelper && Name = "Waluigi"
Triggerall     = (var(52) = 20000721 && var(53) = 12700002) && var(33) = 2
Trigger1       = NumHelper(27000)
Trigger1       = !((RoundState = 2 && StateNo = 0 && !Ctrl) || StateNo = 5900)
Value          = Ifelse(Floor(Helper(27000),GetHitVar(Damage) * 0.5) < 500, -Floor(Helper(27000),GetHitVar(Damage) * 0.5), -500)
IgnoreHitPause = 1

[State -2, Armor Lv.3 Life Set];ライフ管理
Type           = LifeSet
Triggerall     = !IsHelper && Name = "Waluigi"
Triggerall     = !(var(52) = 20000721 && var(53) = 12700002) || !(var(33) = [0,2])
Trigger1       = NumHelper(27000)
Value          = Ifelse((Helper(27000),sysvar(1) = [0, LifeMax + 100]), LifeMax - Helper(27000), sysvar(1), 1)
IgnoreHitPause = 1

[State -2, Armor Lv.? Life MAX];ライフ管理(アーマーヘルパーが無かったら)
Type           = LifeSet
Triggerall     = !IsHelper && Name = "Waluigi"
Triggerall     = !(var(52) = 20000721 && var(53) = 12700002) || !(var(33) = [0,2])
Trigger1       = !NumHelper(27000)
Value          = LifeMax
IgnoreHitPause = 1

[State -2, Armor MUTEKI];アーマーヘルパーにおける無敵
Type           = NotHitBy
Triggerall     = !IsHelper && Name = "Waluigi"
Trigger1       = !(var(52) = 20000721 && var(53) = 12700002) || !(var(33) = [0,1])
Value          = SCA
Time           = 1
IgnoreHitPause = 1

[State -2, Armor Lv.2-3 Invisible];アーマーヘルパーの無敵判別
Type           = AssertSpecial
Triggerall     = !IsHelper && Name = "Waluigi"
Trigger1       = !(var(52) = 20000721 && var(53) = 12700002) || !(var(33) = [0,1])
Trigger1       = NumHelper(27000)
Trigger1       = Helper(27000),sysvar(2)
Trigger1       = GameTime%2
Trigger1       = RoundState = 2
Flag           = Invisible
IgnoreHitPause = 1

[State -2, Light Packun Flower SelfState];ヘルパー保護
Type           = SelfState
Triggerall     = IsHelper(1250) && Name = "Waluigi"
Trigger1       = 1
Value          = 1250
IgnoreHitPause = 1

[State -2, Strong Packun Flower SelfState];ヘルパー保護
Type           = SelfState
Triggerall     = IsHelper(1255) && Name = "Waluigi"
Trigger1       = 1
Value          = 1255
IgnoreHitPause = 1

[State -2, Bob-Omb SelfState];ヘルパー保護
Type           = SelfState
Triggerall     = IsHelper(3250) && Name = "Waluigi"
Trigger1       = 1
Value          = 3250 + (sysvar(3) = 3251)
IgnoreHitPause = 1

[State -2, Blue Shell SelfState];ヘルパー保護
Type           = SelfState
Triggerall     = IsHelper(3350) && Name = "Waluigi"
Trigger1       = 1
Value          = 3350 + (sysvar(3) = 3351) + (sysvar(3) = 3352)*2
IgnoreHitPause = 1

[State -2, Thunder Marking Helper SelfState];ヘルパー保護
Type           = SelfState
Triggerall     = (IsHelper(3450) || IsHelper(3451)) && Name = "Waluigi"
Trigger1       = 1
Value          = 3450
IgnoreHitPause = 1

[State -2,  Marking Helper SelfState];ヘルパー保護
Type           = SelfState
Triggerall     = IsHelper(3550) && Name = "Waluigi"
Trigger1       = 1
Value          = 3550
IgnoreHitPause = 1

[State -2, Win & Lose Counter SelfState];ヘルパー保護
Type           = SelfState
Triggerall     = IsHelper(8010) && Name = "Waluigi"
Trigger1       = 1
Value          = 8010
IgnoreHitPause = 1

[State -2, System Helper SelfState];ヘルパー保護
Type           = SelfState
Triggerall     = IsHelper(10000) && Name = "Waluigi"
Trigger1       = 1
Value          = 10000
IgnoreHitPause = 1

[State -2, AI Helper SelfState];ヘルパー保護
Type           = SelfState
Triggerall     = IsHelper(20000) && Name = "Waluigi"
Trigger1       = 1
Value          = 20000
IgnoreHitPause = 1

[State -2, Armor SelfState];ヘルパー保護
Type           = SelfState
Triggerall     = IsHelper(27000) && Name = "Waluigi"
Trigger1       = 1
Value          = 27000
IgnoreHitPause = 1

[State -2, Nage igai Armor SelfState];ヘルパー保護
Type           = SelfState
Triggerall     = IsHelper(27001) && Name = "Waluigi"
Trigger1       = 1
Value          = 27001
IgnoreHitPause = 1

[State -2, Dead State No];死亡判定ステート
Type           = VarSet
Triggerall     = !IsHelper && Name = "Waluigi"
Trigger1       = !(var(52) = 20000721 && var(53) = 12700002) || !(var(33) = [0,2])
Trigger1       = !Alive
Trigger1       = (sysvar(3) != [5000,5300])
sysvar(3)      = 5030
IgnoreHitPause = 1

[State -2, Intro Dead Self State];イントロ死亡時ステート固定
Type           = SelfState
Triggerall     = !IsHelper && Name = "Waluigi"
Trigger1       = var(16) = 20000721
value          = 5150
IgnoreHitPause = 1

[State -2, SelfState];ステート固定
Type           = SelfState
Triggerall     = !IsHelper && Name = "Waluigi"
Trigger1       = var(33) = 2
Trigger1       = sysfvar(4) != GameTime || MoveType = H
Trigger2       = !(var(52) = 20000721 && var(53) = 12700002) || !(var(33) = [0,2])
Value          = sysvar(3)
IgnoreHitPause = 1

[Statedef -3]

[State -3, GameTime]
Type           = VarSet
Triggerall     = !IsHelper && Name = "Waluigi"
Trigger1       = 1
sysfvar(4)     = GameTime
IgnoreHitPause = 1

[State -3, AI Switch]
Type           = VarSet
Triggerall     = !IsHelper && Name = "Waluigi"
Triggerall     = !var(59)
Triggerall     = RoundState = [1,2]
Trigger1       = Command = "AI0"  || Command = "AI1"  || Command = "AI2"
Trigger2       = Command = "AI3"  || Command = "AI4"  || Command = "AI5"
Trigger3       = Command = "AI6"  || Command = "AI7"  || Command = "AI8"
Trigger4       = Command = "AI9"  || Command = "AI10" || Command = "AI11"
Trigger5       = Command = "AI12" || Command = "AI13" || Command = "AI14"
Trigger6       = Command = "AI15" || Command = "AI16" || Command = "AI17"
Trigger7       = Command = "AI18" || Command = "AI19" || Command = "AI20"
Trigger8       = Command = "AI21" || Command = "AI22" || Command = "AI23"
Trigger9       = Command = "AI24" || Command = "AI25" || Command = "AI26"
Trigger10      = Command = "AI27" || Command = "AI28" || Command = "AI29"
Trigger11      = Command = "AI30" || Command = "AI31" || Command = "AI32"
Trigger12      = Command = "AI33" || Command = "AI34" || Command = "AI35"
Trigger13      = Command = "AI36" || Command = "AI37" || Command = "AI38"
Trigger14      = Command = "AI39" || Command = "AI40" || Command = "AI41"
Trigger15      = Command = "AI42" || Command = "AI43" || Command = "AI44"
Trigger16      = Command = "AI45" || Command = "AI46" || Command = "AI47"
Trigger17      = Command = "AI48" || Command = "AI49" || Command = "AI50"
Trigger18      = 0;別に0でもAIは常時起動だけど心配なら1に
Trigger19                                                                                                                                                                                                                                                      = AILevel
var(59)        = 20000721
IgnoreHitPause = 1

[Size]
Xscale           = 0.5     ;キャラ画像の横のスケール
Yscale           = 0.5     ;キャラ画像の縦のスケール
Ground.Back      = 20      ;キャラの幅（地上後方）
Ground.Front     = 20      ;キャラの幅（地上前方）
Air.Back         = 12      ;キャラの幅（空中後方）
Air.Front        = 12      ;キャラの幅（空中前方）
Height           = 60      ;跳び越す相手のためのキャラの高さ
Attack.Dist      = 160     ;攻撃を出した時に相手がガード体勢に入る最低の距離
Proj.Attack.Dist = 90      ;相手がガード体勢に入る発射物との最低の距離
Proj.Doscale     = 1       ;xscaleとyscaleが発射物のスケールにも影響するかどうか（0=しない・1=する
Head.Pos         = 5,-90   ;BindToTargetの時に必要な頭の座標
Mid.Pos          = -10,-70 ;BindToTargetの時に必要な体中心の座標
Shadowoffset     = 0       ;影の垂直方向の位置
Draw.offset      = 0,0     ;キャラ描画表示位置（Ｘ軸,Ｙ軸）

[Velocity]
Walk.Fwd     = 2.4       ;前進歩行速度
Walk.Back    = -2.2      ;後退歩行速度
Run.Fwd      = 7.6,0     ;前に走る時の速度（Ｘ軸,Ｙ軸）
Run.Back     = -4.5,-3.8 ;後ろに走る時の速度（Ｘ軸,Ｙ軸）
Jump.Neu     = 0,-9.4    ;垂直ジャンプ速度（Ｘ軸,Ｙ軸）
Jump.Back    = -2.55     ;後ジャンプ速度
Jump.Fwd     = 2.5       ;前ジャンプ速度
RunJump.Back = -2.55,-9.1;後ろに走りながらのジャンプ速度（オプション）
RunJump.Fwd  = 4,-8.1    ;前に走りながらのジャンプ速度（オプション）
AirJump.Neu  = 0,-8.1    ;空中垂直ジャンプ速度（オプション）
AirJump.Back = -2.55     ;空中後ジャンプ速度（オプション）
AirJump.Fwd  = 2.5       ;空中前ジャンプ速度（オプション）

[Movement]
Airjump.Num     = 0   ;空中ジャンプが出来る回数（オプション）
Airjump.Height  = 35  ;空中ジャンプするために必要な最低限の高さ（オプション）
Yaccel          = .48 ;重力（垂直下降加速度）
Stand.Friction  = .85 ;立ち状態の摩擦係数
Crouch.Friction = .82 ;しゃがみ状態の摩擦係数