[statedef -2]
;常時監視
;--------------------------------------------------

[State ];ボイススイッチ
type=varset
var(0)=(var(0)|2048);←弄らない事
trigger1=!ishelper
trigger1=1;←0でOFF 1でON
;1にするとボイス有りになります
;気に入らないというならOFFにするといいです

[State ];どくどくスイッチ
type=varset
var(9)=(var(9)|1);←弄らない事
trigger1=ishelper(99999)
trigger1=1;←0でOFF 1でON
;状態異常[毒]を引き起こすかどうか設定できます
;強すぎるというならOFFにするといいです
;毒は本体性能が強化以上で使用します
[State ]
type=VarSet
trigger1=var(10)<0
var(10)=0
[State ]
type=VarSet
trigger1=var(11)<0
var(11)=0
[State ]
type=Varadd
trigger1=var(10)>0
var(10)=-1
[State ]
type=Varadd
trigger1=var(11)>0
var(11)=-1
[State ]
type=VarSet
trigger1=var(12)!=palno%12
var(12)=palno%12
;↓ここから先は弄らないで
;--------------------------------------------------
;デバック
;--------------------------------------------------
[State ]
type=DisplayToClipboard
trigger1=!ishelper
trigger1=numenemy
text="e-l:%d,e-st:%d,e-t:%d,e-nh:%d,nh:%d"
params=(enemynear,life),(enemynear,stateno),(enemynear,time),(enemynear,numhelper),(numhelper)
ignorehitpause=1
[State ]
type=AppendToClipboard
trigger1=!ishelper
text=",state:%d,time:%d,prev:%d,st:%d,pal:%d"
params=(var(5)),(var(6)),(prevstateno),(stateno),(var(12))
ignorehitpause=1
[State ]
type=AppendToClipboard
trigger1=!ishelper
text="\nC-Lv:%d,C:%d,ATK:%f,dist x:%d,dist y:%d,angle:%d"
params=(var(1)),(var(0)),(fvar(2)),(floor(fvar(0))),(floor(fvar(1))),(fvar(3))
ignorehitpause=1
;--------------------------------------------------
;補助等
;--------------------------------------------------
[State ];コンボ数計測
type=varset
trigger1=!ishelper
trigger1=MoveGuarded
trigger1=numenemy
trigger1=!(enemynear,movetype!=H||enemynear,ctrl=1)
var(2)=enemynear,gethitvar(hitcount)
ignorehitpause=1
[State ];コンボ数計測
type=varset
trigger1=!ishelper
trigger1=numenemy
trigger1=(enemynear,movetype!=H||enemynear,ctrl=1)
var(2)=0
ignorehitpause=1
[State ];コンボ数計測
type=varset
trigger1=!ishelper
trigger1=numenemy
var(3)=enemynear,gethitvar(hitcount)-var(2)
ignorehitpause=1
[State ];コンボ補正
type=varset
triggerall=!ishelper
trigger1=var(3)>2
fvar(2)=1.0-(0.06*var(3))
ignorehitpause=1
[State ];マイナスだと回復する
type=varset
trigger1=fvar(2)<0
fvar(2)=0
ignorehitpause=1
[State ];補正下限値
type=varset
triggerall=!ishelper
trigger1=fvar(2)<0.05
fvar(2)=0.05
ignorehitpause=1
[State ];補正リセット
type=varset
triggerall=!ishelper
trigger1=numenemy
trigger1=enemynear,movetype!=H||(enemynear,stateno=5120)||(enemynear,stateno=[120,155])
trigger2=roundstate!=2
trigger3=movetype=H||(stateno=[5000,5150])||sysvar(4)!=gametime+495
trigger4=stateno=401
fvar(2)=1
ignorehitpause=1
[State ];ヘルパーも本体に合わせる
type=varset
trigger1=ishelper
fvar(2)=root,fvar(2)
ignorehitpause=1
[State ];補正影響無し
type=varset
trigger1=!ishelper
trigger1=(palno%12!=[1,10])
trigger2=ishelper
trigger2=root,palno%12!=[1,10]
fvar(2)=1
ignorehitpause=1
[State ];割合ダメージ
type=attackmulset
trigger1=roundstate>0
trigger1=numenemy=1
value=ceil(0.00001*ifelse(enemy,const(data.defence)>100,enemy,const(data.defence),100)*ifelse(enemy,const(data.life)>1000,enemy,const(data.life),1000))*fvar(2)
ignorehitpause=1
[State ]
type=attackmulset
trigger1=roundstate>0
trigger1=numenemy=2
trigger1=enemy(0),const(data.defence)>=enemy(1),const(data.defence)
trigger1=enemy(0),const(data.life)>=enemy(1),const(data.life)
value=ceil(0.00001*ifelse(enemy(0),const(data.defence)>100,enemy(0),const(data.defence),100)*ifelse(enemy(0),const(data.life)>1000,enemy(0),const(data.life),1000))*fvar(2)
ignorehitpause=1
[State ]
type=attackmulset
trigger1=roundstate>0
trigger1=numenemy=2
trigger1=enemy(1),const(data.defence)>=enemy(0),const(data.defence)
trigger1=enemy(0),const(data.life)>=enemy(1),const(data.life)
value=ceil(0.00001*ifelse(enemy(1),const(data.defence)>100,enemy(1),const(data.defence),100)*ifelse(enemy(0),const(data.life)>1000,enemy(0),const(data.life),1000))*fvar(2)
ignorehitpause=1
[State ]
type=attackmulset
trigger1=roundstate>0
trigger1=numenemy=2
trigger1=enemy(0),const(data.defence)>=enemy(1),const(data.defence)
trigger1=enemy(1),const(data.life)>=enemy(0),const(data.life)
value=ceil(0.00001*ifelse(enemy(0),const(data.defence)>100,enemy(0),const(data.defence),100)*ifelse(enemy(1),const(data.life)>1000,enemy(1),const(data.life),1000))*fvar(2)
ignorehitpause=1
[State ]
type=attackmulset
trigger1=roundstate>0
trigger1=numenemy=2
trigger1=enemy(1),const(data.defence)>=enemy(0),const(data.defence)
trigger1=enemy(1),const(data.life)>=enemy(0),const(data.life)
value=ceil(0.00001*ifelse(enemy(1),const(data.defence)>100,enemy(1),const(data.defence),100)*ifelse(enemy(1),const(data.life)>1000,enemy(1),const(data.life),1000))*fvar(2)
ignorehitpause=1
[State ];ヘルパーここまで
type=selfstate
trigger1=ishelper
value=5150
ignorehitpause=1
[State ]
type=assertspecial
trigger1=!ishelper
flag=noautoturn
ignorehitpause=1
[State ]
type=assertspecial
trigger1=!ishelper&&(palno%12!=[1,10])
flag=nostandguard
flag2=nocrouchguard
flag3=noairguard
ignorehitpause=1
[State ]
type=PlayerPush
trigger1=!ishelper&&palno%12=0
value=0
ignorehitpause=1
[State ]
type=varset
triggerall=!ishelper
trigger1=numenemy=1
trigger2=numenemy=2
trigger2=enemynear(0),alive
fvar(0)=abs(pos x-enemynear,pos x)*ifelse(frontedgedist<ifelse((facing=enemynear,facing),(enemynear,frontedgedist),(enemynear,backedgedist)),-1,1)
ignorehitpause=1
[State ]
type=varset
triggerall=!ishelper
trigger1=numenemy=2
trigger1=!enemynear(0),alive
fvar(0)=abs(pos x-enemynear(1),pos x)*ifelse(frontedgedist<ifelse((facing=enemynear(1),facing),(enemynear(1),frontedgedist),(enemynear(1),backedgedist)),-1,1)
ignorehitpause=1
[State ]
type=varset
triggerall=!ishelper
trigger1=numenemy=1
trigger2=numenemy=2
trigger2=enemynear(0),alive
fvar(1)=(enemynear,pos y)-pos y
ignorehitpause=1
[State ]
type=varset
triggerall=!ishelper
trigger1=numenemy=2
trigger1=!enemynear(0),alive
fvar(1)=(enemynear(1),pos y)-pos y
ignorehitpause=1
[State ]
type=varSet
trigger1=1
fvar(3)=atan(fvar(1)/fvar(0))
ignorehitpause=1
[State ]
type=poweradd
triggerall=!ishelper
trigger1=movetype=H||sysvar(4)!=gametime+495
trigger2=(palno%12!=[1,9])
value=5+10*((palno%12!=[1,10]))
ignorehitpause=1
[State ];やられボイス
type=playsnd
triggerall=!ishelper
triggerall=(var(0)&2048)
triggerall=Time=1&&Alive&&Random%2
trigger1=stateno=5000||stateno=5010||stateno=5020||stateno=5070||stateno=5080
value=5000,0+Random%2
ignorehitpause=1
[State ];死亡ボイス
type=playsnd
triggerall=!ishelper
triggerall=(var(0)&2048)
trigger1=alive=0&&(var(0)&8)=0
trigger1=1||var(0):=(var(0)|8)
value=s5150,0
ignorehitpause=1
[State ];攻撃キャンセルLv
type=varset
triggerall=!ishelper
triggerall=movecontact
trigger1=stateno=[200,209]
trigger1=!(stateno=201&&animelem=8,<=0)
trigger1=!(stateno=207&&animelem=18,<=0)
trigger1=!(stateno=209&&animelem=7,<=0)
var(1)=1
ignorehitpause=1
[State ];攻撃キャンセルLv-リセット
type=varset
triggerall=!ishelper
trigger1=stateno=0||(stateno=[10,12])||stateno=20
trigger2=stateno=40||stateno=45||(stateno=[50,52])||(stateno=[100,102])
trigger3=(stateno=[105,107])||(stateno=[110,111])||(stateno=[115,116])
trigger4=stateno=120||(stateno=[130,132])||stateno=140||(stateno=[150,155])
trigger5=stateno=170||stateno=175||stateno=180||stateno=190
trigger6=(stateno=[5000,5001])||(stateno=[5010,5011])
trigger7=stateno=5020||stateno=5030||stateno=5035||stateno=5040
trigger8=stateno=5050||(stateno=[5070,5071])||(stateno=[5080,5081])
trigger9=(stateno=[5100,5101])||stateno=5110||stateno=5120||stateno=5150
trigger10=(stateno=[5200,5201])||stateno=5210||stateno=5500||stateno=5900
trigger11=movetype=H||sysvar(4)!=gametime+495
var(1)=0
ignorehitpause=1
[State ]
type=Helper
triggerall=PlayerIDExist(ID)
trigger1=!ishelper&&roundstate>1
trigger1=numhelper(99999)=0
name="S_Flan"
id=99999
pos=0,0
postype=p1
stateno=5150
Helpertype=player
keyctrl=0
ownpal=1
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1
[State ]
type=Helper
triggerall=PlayerIDExist(ID)
trigger1=!ishelper&&roundstate>1
trigger1=numhelper(999888777)=0
name="S_Flan"
id=999888777
pos=0,0
postype=p1
stateno=5150
Helpertype=player
keyctrl=0
ownpal=1
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1
[State ]
type=Helper
triggerall=PlayerIDExist(ID)
trigger1=!ishelper
trigger1=numhelper(112233)=0
name="pause"
id=112233
pos=0,0
postype=p1
stateno=5150
Helpertype=player
keyctrl=0
ownpal=1
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1
[State ]
type=Helper
triggerall=PlayerIDExist(ID)
triggerall=alive&&roundstate<4
trigger1=!ishelper
trigger1=numhelper(65535)=0
name="gethit"
id=65535
pos=0,0
postype=p1
stateno=5150
Helpertype=player
keyctrl=0
ownpal=1
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1
[state a];Ÿ—˜‰æ–Ê
type = Helper
triggerall=PlayerIDExist(ID)
triggerall=teammode!=simul
trigger1=stateno=180&&var(6)=0
trigger1=roundstate=4&&matchover=1
trigger1=!ishelper&&name="S_Flan"
trigger1=numhelper(8500)=0
id = 8500
name = "winscreen"
sprpriority = 1
pos = 0,0
postype = p1
stateno = 5150
helpertype = player
supermovetime=99999
keyctrl = 1 
ownpal = 1
ignorehitpause=1
;--------------------------------------------------
;攻撃補助
;--------------------------------------------------
[State ];アーマーキラー時の無敵解除
type=varset
triggerall=!ishelper
triggerall=(var(0)&16)
trigger1=(palno%12=[10,11])
trigger2=numenemy&&palno%12=0
trigger2=((enemynear,movetype=H)&&(enemynear,stateno=[5000,5150]))||anim!=10000
trigger3=roundstate>2
var(0)=(var(0)^16)
ignorehitpause=1
[State ];アーマーキラーProj解除
type=varset
triggerall=!ishelper
triggerall=(var(0)&4096)
trigger1=palno%12
trigger2=numenemy&&palno%12=0
trigger2=((enemynear,movetype=H)&&(enemynear,stateno=[5000,5150]))
trigger3=roundstate>2
var(0)=(var(0)^4096)
ignorehitpause=1
[State ];アーマーキラー
type=Projectile
triggerall=!ishelper&&roundstate=2
trigger1=(palno%12=[10,11])
trigger1=numtarget=0&&movecontact
trigger1=var(0):=(var(0)|16)||1
trigger2=palno%12=0&&(movecontact||(var(0)&16))
trigger2=numenemy
trigger2=!((enemynear,movetype=H)&&(enemynear,stateno=[5000,5150]))
trigger2=var(0):=(var(0)|16)||1
trigger2=var(0):=(var(0)|4096)||1
trigger3=palno%12=0&&(var(0)&4096)
trigger3=numenemy
trigger3=!((enemynear,movetype=H)&&(enemynear,stateno=[5000,5150]))
attr=SCA,AA,AT,AP
projanim=10000
projhitanim=-1
projid=10000
projpriority=99999
projsprpriority=99999
projremove=1
projremovetime=1
postype=p1
offset=0,0
velocity=0
animtype=hard
damage=ifelse(palno%12=0,ifelse(gametime%6000<3000,random+random*random,random%100),ifelse((palno%12=11),random+random,random))
getpower=0,0
givepower=0,0
guardflag=
hitflag=MAFD
pausetime=0
guard.pausetime=0,0
sparkno=-1
hitsound=-1
guard.sparkno=-1
guardsound=s1,1
ground.type=high
ground.slidetime=9999
ground.hittime=9999
ground.velocity=-3,999
guard.velocity=-3.999
air.velocity=-3,999
p2getp1state=0
p2stateno=5110
fall=1
fall.recover=0
fall.damage=2147483647
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1
[State ];アーマーキラー
type=hitdef
triggerall=!ishelper&&roundstate=2
trigger1=(palno%12=[10,11])
trigger1=numtarget=0&&movecontact
trigger1=var(0):=(var(0)|16)||1
trigger2=palno%12=0&&(movecontact||(var(0)&16))
trigger2=numenemy
trigger2=!((enemynear,movetype=H)&&(enemynear,stateno=[5000,5150]))
trigger2=var(0):=(var(0)|16)||1
attr=S,AA
animtype=hard
damage=ifelse(palno%12=0,ifelse(gametime%6000<3000,random+random*random,random%100),ifelse((palno%12=11),random+random,random))
getpower=0,0
givepower=0,0
guardflag=
hitflag=MAFD
pausetime=5,0
guard.pausetime=0,0
sparkno=-1
guard.sparkno=-1
ground.type=high
ground.slidetime=9999
ground.hittime=9999
ground.velocity=-3,999
guard.velocity=-3.999
air.velocity=-3,999
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
down.cornerpush.veloff=0
guard.cornerpush.veloff=0
airguard.cornerpush.veloff=0
p2getp1state=0
p2stateno=5110
fall=1
fall.recover=0
fall.damage=2147483647
ignorehitpause=1
[State ]
type=changeanim
triggerall=!ishelper&&roundstate=2&&palno%12=0
trigger1=(var(0)&16)
trigger1=(var(0)&32)=0
trigger1=PlayerIDExist(var(4))
trigger1=anim!=10000
value=10000
ignorehitpause=1
[State ]
type=changeanim
triggerall=!ishelper&&palno%12=0
trigger1=(var(0)&16)=0
trigger1=PlayerIDExist(var(7))
trigger1=anim=10000
value=PlayerID(var(7)),var(1)
elem=PlayerID(var(7)),var(2)
ignorehitpause=1
;--------------------------------------------------
;防御性能
;--------------------------------------------------
[State ];無敵1
type=nothitby
triggerall=!ishelper
trigger1=(var(0)&1)=0||roundstate!=2||((palno%12!=[1,10]))
trigger2=(var(0)&16)||(var(0)&64)
trigger3=numhelper(402);ヴェノミティック・ハイヴァリー
trigger4=numhelper(495403)
trigger4=helper(495403),var(3)!=2;パートナードーピング
value=SCA,AA,AP,AT
time=1
ignorehitpause=1
[State ];無敵2
type=nothitby
triggerall=!ishelper
trigger1=(var(0)&1)=0||roundstate!=2||((palno%12!=[1,10]))
value2=SCA,AA,AP,AT
time=1
ignorehitpause=1
[State ];色変え防止
type=PalFX
trigger1=!ishelper
time=1
add=0,0,0
mul=256,256,256
sinadd=0,0,0
invertall=0
color=256
ignorehitpause=1
[State ];防御上昇
type=DefenceMulSet
triggerall=!ishelper
trigger1=(life<lifemax*0.5)||(palno%12!=[1,9])
value=0
ignorehitpause=1
[State ];ダメージ設定
type=varadd
triggerall=!ishelper&&roundstate=2
triggerall=(palno%12=11)
triggerall=(var(0)&16)=0
trigger1=PlayerIDExist(var(7))
trigger1=PlayerID(var(7)),gethitvar(damage)=[-lifemax,lifemax*0.8]
sysvar(3)=ceil(PlayerID(var(7)),gethitvar(damage)*0.1)
ignorehitpause=1
[State ]
type=varset
triggerall=!ishelper
triggerall=(palno%12=11)
triggerall=(var(0)&16)=0
trigger1=sysvar(3)=[lifemax*0.5,lifemax]
trigger1=(var(0)&2)||sysvar(4)!=gametime+495
sysvar(3)=ifelse(sysvar(3)>lifemax,lifemax,ceil(lifemax*0.5))
ignorehitpause=1
[State ]
type=varadd
triggerall=!ishelper&&roundstate=2
triggerall=palno%12=0
triggerall=PlayerIDExist(var(4))
triggerall=PlayerID(var(4)),sysvar(4)!=gametime+494
trigger1=life>lifemax*0.7
trigger2=gametime%4=0&&life=[lifemax*0.5,lifemax*0.7]
trigger3=gametime%9=0&&life=[lifemax*0.3,lifemax*0.5]
trigger4=gametime%11=0&&life=[lifemax*0.2,lifemax*0.3]
trigger5=gametime%19=0&&life=[lifemax*0.1,lifemax*0.2]
trigger6=gametime%34=0&&life=[lifemax*0.05,lifemax*0.1]
trigger7=gametime%97=0&&life=[0,lifemax*0.05]
sysvar(3)=1
ignorehitpause=1
[State ]
type=varadd
triggerall=!ishelper&&roundstate=2
triggerall=palno%12=0
triggerall=PlayerIDExist(var(4))
triggerall=(sysvar(3)>lifemax*0.5)||(gametime%3=0&&sysvar(3)<=lifemax*0.5)
trigger1=PlayerID(var(4)),sysvar(4)=gametime+494
trigger2=(var(0)&16)
sysvar(3)=-2
ignorehitpause=1
[State ]
type=varset
triggerall=!ishelper
triggerall=palno%12=0
trigger1=sysvar(3)!=[0,lifemax]
trigger2=(var(0)&2)||sysvar(4)!=gametime+495||(alive&&stateno=[5000,5150])||movetype=H
sysvar(3)=ifelse(sysvar(3)>lifemax,lifemax,0)
ignorehitpause=1
[State ]
type=lifeset
trigger1=!ishelper&&(palno%12!=[1,10])
value=lifemax-sysvar(3)
ignorehitpause=1
[State ];6,12Pは時間鈍化が無いと撃破厳しい
type=Null;AssertSpecial
triggerall=!ishelper&&roundstate=2
triggerall=palno%12=0
trigger1=gametime%4
flag=timerfreeze
ignorehitpause=1
[State ]
type=varset
triggerall=!ishelper
triggerall=palno%12=0||((palno%12=11)&&roundstate>2)
trigger1=movetype=H
var(0)=(var(0)|1024)
ignorehitpause=1
[State ];時止め無視
type=pause
trigger1=!ishelper
trigger1=palno%12=0||((palno%12=11)&&roundstate>2)
trigger1=roundstate>2||(var(0)&1024)
time=2147483647
movetime=2147483647
ignorehitpause=1
[State ]
type=superpause
trigger1=!ishelper
trigger1=palno%12=0||((palno%12=11)&&roundstate>2)
trigger1=roundstate>2||(var(0)&1024)
anim=-1
time=2147483647
movetime=2147483647
UnHittable=0
darken=0
p2defmul=1
ignorehitpause=1
[State ];5000台のmovetypeをHにするかどうか
type=varset
triggerall=!ishelper
trigger1=(palno%12=[1,10])
var(0)=(var(0)|4)
ignorehitpause=1
[State ];オニ式
type=varset
trigger1=!ishelper
var(0)=(var(0)|2)
ignorehitpause=1
[State ]
type=varset
triggerall=!ishelper&&(var(0)&2)
trigger1=(stateno=[0,1])||(stateno=[10,12])||stateno=20
trigger2=stateno=40||stateno=45||(stateno=[50,52])||(stateno=[100,102])
trigger3=(stateno=[105,107])||(stateno=[110,111])||(stateno=[115,116])
trigger4=stateno=120||(stateno=[130,132])||stateno=140||(stateno=[150,155])
trigger5=stateno=170||stateno=175||stateno=180||(stateno=[190,192])||stateno=495
trigger6=(stateno=[5000,5001])||(stateno=[5010,5011])||(stateno=512&&palno%12!=0)
trigger7=stateno=5020||stateno=5030||stateno=5035||stateno=5040
trigger8=stateno=5050||(stateno=[5070,5071])||(stateno=[5080,5081])
trigger9=(stateno=[5100,5101])||stateno=5110||stateno=5120||stateno=5150
trigger10=(stateno=[5200,5201])||stateno=5210||stateno=5500||stateno=5900
trigger11=(stateno=[200,209])||(stateno=[300,305])||(stateno=[400,403])
var(0)=(var(0)^2)
ignorehitpause=1
[State ]
type=null
trigger1=!ishelper
trigger1=1||var(6):=var(6)+1
[State ]
type=varset
trigger1=!ishelper&&(palno%12=[1,10])
trigger1=sysvar(4)!=gametime+495
var(5)=5000+10*(statetype=C)+20*(statetype=A)
ignorehitpause=1
[State ]
type=selfstate
triggerall=!ishelper
triggerall=hitpausetime>0
trigger1=palno%12=0||((palno%12=[10,11])&&roundstate>2)
trigger1=(var(0)&2)||sysvar(4)!=gametime+495
trigger1=hitpausetime>12||roundstate>2
trigger2=stateno=512&&(hitpausetime!=494&&(palno%12=11))
value=510
ignorehitpause=1
[State ]
type=selfstate
triggerall=!ishelper
triggerall=(palno%12!=[1,9])
trigger1=(var(0)&2)||sysvar(4)!=gametime+495
trigger1=((palno%12=10)&&life<lifemax*0.5)||((palno%12!=[1,10]))
value=495
ignorehitpause=1
[State ]
type=selfstate
triggerall=!ishelper
triggerall=(palno%12!=[1,9])
trigger1=stateno!=var(5)
trigger1=(((palno%12=10)&&life<lifemax*0.5)||((palno%12=11)&&stateno!=512)||palno%12=0)
value=ifelse(var(5)!=495,var(5),495)
ignorehitpause=1
[State ]
type=selfstate
triggerall=!ishelper
trigger1=hitpausetime<1&&sysvar(4)=gametime+495
trigger1=(stateno=510||(stateno=[512,513]))
trigger2=(stateno=[511,513])&&(palno%12=0||sysvar(4)=gametime+495)
trigger2=!(palno%12&&stateno=512)
value=495
ignorehitpause=1

[State ];不具合？
type=SelfState
triggerall=!ishelper&&alive
trigger1=sysvar(4)!=gametime+495
trigger1=var(6)>1250||(roundstate>2&&((palno%12!=[1,9])))
value=var(5):=50+(var(6):=0)
ignorehitpause=1
[State ];いつまで奪ってるつもりだ？
type=selfstate
triggerall=!ishelper
triggerall=alive=0
trigger1=roundstate>2
trigger1=sysvar(4)!=gametime+495||(var(0)&2)
trigger2=(var(5)!=[5000,5150])&&sysvar(4)=gametime+495
value=var(5):=5050+100*(pos Y>0)+(var(6):=0)
ignorehitpause=1
;[State ];死亡演出できたら
;type=selfstate
;trigger1=!ishelper&&palno%12=0
;trigger1=alive=0
;value=var(5):=5150
;ignorehitpause=1
