
;===========================================================================
; 常時監視ステート（－２）
;===========================================================================
;---------------------------------------------------------------------------
; オプション設定
;---------------------------------------------------------------------------
[Statedef -2]

[State -2,Option];受け身使用可否
type = Varset
trigger1 = 1
var(51) = 1 ;原作仕様の受け身の使用設定
            ;0で無効、1で有効

[State -2,Option];ガードキャンセル攻性防禦設定
type = Varset
trigger1 = 1
var(53) = 1 ;ガードキャンセル攻性防禦の有無を設定できます．
            ;有効にするとガード中の硬直をキャンセルして攻性防禦を行う事が可能になります．
            ;0で無効．1で有効．

[State -2,Option];KO演出設定
type = Varset
trigger1 = 1
var(54) = 2 ;KO時の演出有無を設定できます．
            ;0で演出無し．1で演出有り．2で演出強化．

[State -2,Option];システムメッセージ座標設定
type = Varset
trigger1 = 1
var(56) = 80 ;システムメッセージのY軸座標を設定できます．
             ;デフォルトは80．[- Up] [+ Down]

[State ]
type = Helper
triggerall = roundstate=2
trigger1 = !numhelper(27315)
helpertype = normal
name = "AI data"
ID = 27315
stateno = 27315
pos = 0,0
postype = p1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause = 1

[State -3]
Type = Varset
Trigger1 = NumEnemy=1
var(52)  = EnemyNear(0),ID
ignorehitpause = 1

[State -3]
Type = Varset
Trigger1 = !NumPartner
Trigger1 = NumEnemy>=2
var(52)  = ifelse((EnemyNear(0),Alive),(EnemyNear(0),ID),(EnemyNear(1),ID))
ignorehitpause = 1

[State -3]
Type = Varset
TriggerAll = NumPartner
TriggerAll = NumEnemy>=2
Trigger1 = !NumTarget
Trigger1 = !Partner,NumTarget
Trigger2 = NumTarget>=2
Trigger3 = Partner,NumTarget>=2
Trigger4 = NumTarget||Partner,NumTarget
Trigger4 = (!EnemyNear(0),Alive)||(!EnemyNear(1),Alive)
var(52)  = ifelse((EnemyNear(0),Alive),(EnemyNear(0),ID),(EnemyNear(1),ID))
ignorehitpause = 1

[State -3,EnemyNear0ID]
Type       = Varset
TriggerAll = NumPartner
TriggerAll = NumEnemy>=2
TriggerAll = EnemyNear(0),ID!=var(52)
TriggerAll = (EnemyNear(0),Alive)&&(EnemyNear(1),Alive)
Trigger1   = !Numtarget
Trigger1   = Partner,NumTarget=1
Trigger1   = EnemyNear(1),MoveType = H
Trigger1   = EnemyNear(0),MoveType != H
Trigger2   = Numtarget=1
Trigger2   = Abs(EnemyNear(0),Pos X - Pos X) <= Abs(EnemyNear(0),Pos X - Partner,Pos X)
Trigger2   = Partner,NumTarget=1
Trigger2   = EnemyNear(1),MoveType = H
Trigger2   = EnemyNear(0),MoveType != H
Trigger3   = Numtarget=1
Trigger3   = Partner,NumTarget=1
Trigger3   = EnemyNear(1),MoveType = H
Trigger3   = EnemyNear(0),MoveType = H
var(52)    = EnemyNear(0),ID
ignorehitpause = 1

[State -3,EnemyNear1ID]
Type       = Varset
TriggerAll = NumPartner
TriggerAll = NumEnemy>=2
TriggerAll = EnemyNear(1),ID!=var(52)
TriggerAll = (EnemyNear(0),Alive)&&(EnemyNear(1),Alive)
Trigger1   = !Numtarget
Trigger1   = Partner,NumTarget=1
Trigger1   = EnemyNear(0),MoveType = H
Trigger1   = EnemyNear(1),MoveType != H
Trigger2   = Numtarget=1
Trigger2   = Abs(EnemyNear(1),Pos X - Pos X) <= Abs(EnemyNear(1),Pos X - Partner,Pos X)
Trigger2   = Partner,NumTarget=1
Trigger2   = EnemyNear(0),MoveType = H
Trigger2   = EnemyNear(1),MoveType != H
var(52)    = EnemyNear(1),ID
ignorehitpause = 1

[State ] ; p2bodydist x (anti-AI killer)
type = VarSet
triggerall = PlayerIDExist(var(52))
trigger1 = 1
fvar(34) = -facing*(pos x-(playerID(var(52)),pos x))

[State ] ; p2bodydist y (anti-AI killer)
type = VarSet
triggerall = PlayerIDExist(var(52))
trigger1 = pos y<(playerID(var(52)),pos y)
fvar(35) = (playerID(var(52)),pos y)-pos y

[State ] ; p2bodydist y (anti-AI killer)
type = VarSet
triggerall = PlayerIDExist(var(52))
trigger1 = pos y>=(playerID(var(52)),pos y)
fvar(35) = (playerID(var(52)),pos y)-pos y

[State ] ; p2bodydist x (standard)
type = VarSet
triggerall = PlayerIDExist(var(52))
trigger1 = (playerID(var(52)),stateno!=5150) || p2bodydist x!=0
fvar(34) = p2bodydist x

[State ] ; p2bodydist y (standard)
type = VarSet
triggerall = PlayerIDExist(var(52))
trigger1 = (playerID(var(52)),stateno!=5150) || p2bodydist y!=0
fvar(35) = p2bodydist y

;---------------------------------------------------------------------------
; オプション設定終了
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
;補正関係
;---------------------------------------------------------------------------
;相対攻撃
[State -2,相対攻撃判定]
type = VarSet
triggerall = var(12) = 0
trigger1 = EnemyNear,MoveType = A
;trigger1 = MoveType = A
var(12) = 1

[State -2,相対攻撃リセット]
type = VarSet
trigger1 = EnemyNear,ctrl
;trigger2 = EnemyNear,MoveType = H
trigger2 =  fVar(10) != 1
trigger3 = StateNo = [903,923]
var(12) = 0

;ヒット数カウント
[State -2,ヒット数]
type = VarAdd
trigger1 = movehit = 1 || projhit = 1
var(13) = 1

[State -2,ヒット数初期化]
type = VarSet
triggerall = var(13) != 0
trigger1 = EnemyNear,MoveType != H
trigger1 = NumTarget = 0
var(13) = 0

[State -2,コンボ補正1]
type = VarSet
trigger1 = var(13) = 0
fVar(10) = 1

[State -2,コンボ補正1]
type = VarSet
trigger1 = var(13) = 1
fVar(10) = 0.75

[State -2,コンボ補正2]
type = VarSet
trigger1 = var(13) = 2
fVar(10) = 0.5

[State -2,コンボ補正3]
type = VarSet
trigger1 = var(13) >= 3
fVar(10) = 0.25

[State -2,相対攻撃補正]
type = VarSet
trigger1 = var(12) != 0
fVar(11) = 1.25

[State -2,相対攻撃補正リセット]
type = varset
triggerall = fVar(11) != 1
trigger1 = var(12) = 0
fVar(11) = 1

[State -2,背面ヒット補正]
type = VarSet
TriggerAll = EnemyNear,MoveType != H
Trigger1 = (Facing = EnemyNear,Facing)
fVar(12) = 1.5

[State -2,背面ヒット補正リセット]
type = varset
triggerall = fVar(12) != 1
Trigger1 = (Facing != EnemyNear,Facing)
trigger2 = StateNo = 611 || StateNo = 720
trigger3 =  fVar(10) != 1
fVar(12) = 1

;浮き関連
[State -2,浮き補正ヒット数]
type = VarAdd
triggerall = EnemyNear,StateType = A
trigger1 = MoveHit = 1
trigger2 = ProjHit = 1
var(18) = 1

[State -2,浮き補正ヒット数初期化]
type = VarSet
triggerall = var(18) != 0
trigger1 = EnemyNear,MoveType != H
trigger1 = NumTarget = 0
var(18) = 0

[State -2,浮き補正]
type = varset
trigger1 = Var(18) >= 4
fVar(20) = 0.50*(var(18))

[State -2,浮き補正リセット]
type = varset
triggerall = EnemyNear,MoveType != H
trigger1 = var(18) = 0
fVar(20) = 0

[State -2, エフェクト消去]
type = RemoveExplod
trigger1 = Movetype != A
ID = 3020

[State -2,ヘルパー用相対攻撃リセット]
type = VarSet
trigger1 = var(16) != 0
var(16) = 0
ignorehitpause = 1

[State -2,ヘルパー用背面攻撃リセット]
type = VarSet
trigger1 = var(17) != 0
var(17) = 0
ignorehitpause = 1

[State -2,受身入力失敗]
type = VarSet
triggerall = var(19) = 0
triggerall = stateno = 5050 || stateno = 5071
triggerall = Pos Y < 10
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(19) = 1
ignorehitpause = 1

[State -2,受身リセット]
type = VarSet
trigger1 = var(19) != 0
trigger1 = Movetype != H
var(19) = 0
ignorehitpause = 1

[State -2,ステート内ループ回数判定リセット]
type = VarSet
trigger1 = var(3) != 0
trigger1 = Movetype = H
var(3) = 0
ignorehitpause = 1

[State -2,電光弾弾数リセット]
type = VarSet
triggerall = var(4) > 0
trigger1 = NumHelper(1000) = 0
var(4)= 0

[State -2, エフェクト消去];追加
type = RemoveExplod
trigger1 = StateNo != [2200,2202]
ID = 2200

[State ]
type = AttackMulSet
triggerAll = numhelper(27315)
TriggerAll = numenemy=1
Trigger1 = !((enemy(0),name="Kenshiro") && (enemy(0),authorname="googoo64"))
Trigger1 = !((enemy(0),name="F-Burai") && (enemy(0),authorname="nankotsu_curry"))
Trigger1 = !((enemy(0),name="Shin Gouki") && (enemy(0),const(data.life)=2000000))
Trigger1 = !((enemy(0),name="Vega") && (enemy(0),const(data.life)=2000000))
value = (helper(27315),fvar(0))*(1+(palno=[9,10])+(palno=10))

[State ]
type = AttackMulSet
TriggerAll = numenemy=1
Trigger1 = ((enemy(0),name="Kenshiro") && (enemy(0),authorname="googoo64"))
Trigger2 = ((enemy(0),name="F-Burai") && (enemy(0),authorname="nankotsu_curry"))
Trigger3 = ((enemy(0),name="Shin Gouki") && (enemy(0),const(data.life)=2000000))
Trigger4 = ((enemy(0),name="Vega") && (enemy(0),const(data.life)=2000000))
value = 1

[State ]
type = AttackMulSet
triggerAll = numhelper(27315)
TriggerAll = numenemy=2
Trigger1 = !((enemy(0),name="Kenshiro") && (enemy(0),authorname="googoo64"))
Trigger1 = !((enemy(1),name="Kenshiro") && (enemy(1),authorname="googoo64"))
Trigger1 = !((enemy(0),name="F-Burai") && (enemy(0),authorname="nankotsu_curry"))
Trigger1 = !((enemy(1),name="F-Burai") && (enemy(1),authorname="nankotsu_curry"))
Trigger1 = !((enemy(0),name="Shin Gouki") && (enemy(0),const(data.life)=2000000))
Trigger1 = !((enemy(1),name="Shin Gouki") && (enemy(1),const(data.life)=2000000))
Trigger1 = !((enemy(0),name="Vega") && (enemy(0),const(data.life)=2000000))
Trigger1 = !((enemy(1),name="Vega") && (enemy(1),const(data.life)=2000000))
value = (helper(27315),fvar(0))*(1+(palno=[9,10])+(palno=10))

[State ]
type = AttackMulSet
TriggerAll = numenemy=2
Trigger1 = ((enemy(0),name="Kenshiro") && (enemy(0),authorname="googoo64"))
Trigger2 = ((enemy(1),name="Kenshiro") && (enemy(1),authorname="googoo64"))
Trigger3 = ((enemy(0),name="F-Burai") && (enemy(0),authorname="nankotsu_curry"))
Trigger4 = ((enemy(1),name="F-Burai") && (enemy(1),authorname="nankotsu_curry"))
Trigger5 = ((enemy(0),name="Shin Gouki") && (enemy(0),const(data.life)=2000000))
Trigger6 = ((enemy(1),name="Shin Gouki") && (enemy(1),const(data.life)=2000000))
Trigger7 = ((enemy(0),name="Vega") && (enemy(0),const(data.life)=2000000))
Trigger8 = ((enemy(1),name="Vega") && (enemy(1),const(data.life)=2000000))
value = 1

[State custom]
type = varset 
trigger1 = roundstate=1 && roundsexisted=0
trigger2 = (playerID(var(52)),authorname="anamochi") || (playerID(var(52)),authorname="Moiky")
trigger2 = (playerID(var(52)),var(25)=0)
trigger3 = (playerID(var(52)),name="PRIVATE-MACHINE") && (playerID(var(52)),var(4)=0)
var(46) = 5

[State custom 2]
type = varset
triggerall = PlayerIDExist(var(52))
trigger1 = var(46)<0
trigger2 = (playerID(var(52)),authorname="Dark Ruler") || (playerID(var(52)),authorname="Light Ruler") || (playerID(var(52)),authorname="Dark Ruler, Edited by Gigapowier") || (playerID(var(52)),authorname="Dark Ruler, butchered by Arxos") || (playerID(var(52)),authorname="Blazemanxd (original : dark ruler's skelegon)")
trigger3 = (playerID(var(52)),authorname="fhqwhgads7")
trigger4 = (playerID(var(52)),authorname="anamochi") || (playerID(var(52)),authorname="Moiky")
trigger4 = (playerID(var(52)),var(25)=1)
trigger5 = (playerID(var(52)),authorname="O Ilusionista")
trigger5 = (playerID(var(52)),name="Death-O") || (playerID(var(52)),name="Evil Oak") || (playerID(var(52)),name="Saline Slimer") || (playerID(var(52)),name="Ooze-O") || (playerID(var(52)),name="Mindless One-O") || (playerID(var(52)),name="Gi-Le-Farg")
trigger6 = (playerID(var(52)),authorname="O Ilusionista & Balthazar") || (playerID(var(52)),authorname="O Ilusionista & Magma Dragoon MKII") || (playerID(var(52)),authorname="O Ilusionista & RamzaNeko") || (playerID(var(52)),authorname="Ethan Lives & O Ilusionista")
trigger7 = (playerID(var(52)),authorname="The_None + Balthazar") || (playerID(var(52)),authorname="aokmaniac13+The_None")
trigger8 = (playerID(var(52)),authorname="Excursion/N64Mario/kalangueb")
trigger9 = (playerID(var(52)),authorname="N64Mario")
trigger9 = (playerID(var(52)),name="apocalypse") || (playerID(var(52)),name="Omega Inarabbita")
trigger10 = (playerID(var(52)),authorname="O Ilusionista")
trigger10 = (playerID(var(52)),name="Summon Demon") || (playerID(var(52)),name="Robot Guard") || (playerID(var(52)),name="Starro") || (playerID(var(52)),name="Giant Spiders")
trigger11 = (playerID(var(52)),name="William Wallace")
trigger12 = (playerID(var(52)),authorname="jor8a") && (playerID(var(52)),name="")
trigger13 = (playerID(var(52)),name="Synn") || (playerID(var(52)),authorname="Artistropeadope")
trigger14 = (playerID(var(52)),authorname="Moiky")
trigger14 = (playerID(var(52)),name="GozokuDaisya") || (playerID(var(52)),name="Suika_N") || (playerID(var(52)),name="PERSAN") || (playerID(var(52)),name="C_B_A_S")
trigger15 = (playerID(var(52)),authorname="MabsKMK")
trigger16 = (playerID(var(52)),authorname="Brergrsart")
trigger16 = (playerID(var(52)),name="DuaneDuaneRevolution") || (playerID(var(52)),name="My Name Is A Double Entendre") || (playerID(var(52)),name="Rokettotanku")
trigger17 = (playerID(var(52)),authorname="Kung Fu Man")
trigger18 = (playerID(var(52)),authorname="XSlaught") || (playerID(var(52)),authorname="Stever76 & Excursion")
trigger19 = (playerID(var(52)),authorname="jor8a/TheTrueAnalysis/Brergrsart") && (playerID(var(52)),var(30)=1)
trigger20 = (playerID(var(52)),authorname="YANMAR")
trigger21 = (playerID(var(52)),authorname="otto")
trigger21 = (playerID(var(52)),name="Metal Patchouli") || (playerID(var(52)),name="Zero")|| (playerID(var(52)),name="Sniper") || (playerID(var(52)),name="Otto&Wifes") || (playerID(var(52)),name="Atomic Dust Amiba") || (playerID(var(52)),name="Uzaku")
trigger22 = (playerID(var(52)),authorname="TheKill") || (playerID(var(52)),authorname="TheKill, edited by Below273")
trigger23 = (playerID(var(52)),authorname="HSR")
trigger23 = (playerID(var(52)),name="ALIEN QUEEN") || (playerID(var(52)),name="OMEGA") || (playerID(var(52)),name="Shinryu")
trigger24 = (playerID(var(52)),authorname="ahuron")
trigger24 = (playerID(var(52)),name="ToadMan") || (playerID(var(52)),name="Final Sigma W") || (playerID(var(52)),name="Ultimate Armor") || (playerID(var(52)),name="Lavos Core") || (playerID(var(52)),name="Lavos Spawn") || (playerID(var(52)),name="Sun God")
trigger25 = (playerID(var(52)),authorname="supermystery") || (playerID(var(52)),authorname="supermystery, DarkLordXelrick")
trigger26 = (playerID(var(52)),name="PRIVATE-MACHINE") && (playerID(var(52)),var(4)=1)
trigger27 = (playerID(var(52)),authorname="suika_no_otto")
trigger27 = (playerID(var(52)),name="Eye_guardian") || (playerID(var(52)),name="Masked_dedede")
trigger28 = (playerID(var(52)),authorname="Nazrin_no_otto")
trigger28 = (playerID(var(52)),name="Obstinate_tank") || (playerID(var(52)),name="Lomias") || (playerID(var(52)),name="LastStarman") || (playerID(var(52)),name="Final_GoliathDoll")
trigger29 = (playerID(var(52)),authorname="ahuron")
trigger29 = (playerID(var(52)),name="Makamaka") || (playerID(var(52)),name="Son Of Sun") || (playerID(var(52)),name="M-DuoLon")
trigger30 = (playerID(var(52)),authorname="ahuron, edited by Kestel")
trigger31 = (playerID(var(52)),authorname="otto")
trigger31 = (playerID(var(52)),name="NecochaosblackG666mk2") || (playerID(var(52)),name="Atomic Dust Oniichan") || (playerID(var(52)),name="Influenza")
trigger32 = (playerID(var(52)),authorname="Sophia Gryna")
trigger33 = (playerID(var(52)),authorname="みかえる")
trigger33 = (playerID(var(52)),name="Balrog") || (playerID(var(52)),name="Mizuchi Angel") || (playerID(var(52)),name="Angelia_MA")
trigger34 = (playerID(var(52)),authorname="incurable")
var(46) = 0

[State ]
type = VarAdd
triggerall = time=1
trigger1 = stateno=800 || stateno=850 || stateno=3000
var(46) = -1

[State ]
type = VarAdd
triggerall = numhelper(27315)
triggerall = PlayerIDExist(var(52))
triggerall = (playerID(var(52)),time=1) && (playerID(var(52)),movetype=H)
trigger1 = (playerID(var(52)),stateno=821) || (playerID(var(52)),stateno=825) || (playerID(var(52)),stateno=871) || (playerID(var(52)),stateno=875) || (playerID(var(52)),stateno=3050)
var(46) = 100

[State ]
Type = PowerAdd
trigger1 = (palno=[9,10]) && alive && roundstate=2 && (stateno!=[2000,3999])
value = 2+(palno=10)+(movetype=H)

[State ]
Type = hitby
trigger1 = (roundstate!=[2,3]) || !alive
trigger2 = palno=9 && (stateno=[2000,3999])
trigger3 = palno=10 && movetype=A
value = 
value2 =
time = 2

[State ]
Type = hitby
trigger1 = palno=10 
trigger1 = (gethitvar(hitcount)>5) || (gethitvar(damage)>300) || (gethitvar(fall.damage)>300)
value = 
value2 =
time = 30

[State ]
type = DefenceMulSet
trigger1 = (palno=[9,10])
value = ifelse(palno=9,0.667,0.500)

[State ]
Type = PowerSet
trigger1 = palno=10 && alive && roundstate=2 && power<500
value = 500

[State ]
type = AssertSpecial
trigger1 = palno=10 && alive
flag = unguardable
flag2 = nojugglecheck

[State 11p ABK]
Type = PowerSet
trigger1 = palno=11 && alive
value = powermax

[State 12p ABK]
Type = PowerAdd
trigger1 = palno=12 && alive && roundstate=2 && gametime%3=0
value = 5

;-----------------------------------
[State -2, クリップボード]
type = DisplayToClipboard
trigger1 = !ishelper
text = "dist X=%5d, dist Y=%5d, custom=%7d \n"
params = floor(fvar(34)),floor(fvar(35)),var(46)

;[State -2, クリップボード（追加専用）]
;type = AppendToClipboard
;trigger1 = 1
;text = "Position X=%d,Y=%d, Velocity X=%f,Y=%f, Hit=%d \n"
;params = floor(Pos X),floor(Pos Y),(Vel X),(Vel Y),(MoveHit)

[State -2, クリップボード（追加専用）]
type = AppendToClipboard
trigger1 = !ishelper
text = "Var(19)=%d,Var(13)=%d, fVar(10)=%f,fVar(11)=%f,fVar(12)=%f \n"
params = Var(19),Var(13),fVar(10),fVar(11),fVar(12)


;---------------------------------------------------------------------------
; イントロ・KO関連
;---------------------------------------------------------------------------
[State -2, ヘルパーを出す]
type = Helper
triggerall = var(54) = 2
triggerall = teammode = single || teammode = turns
triggerall = NumHelper(8670) = 0
trigger1 = Time = 1 && StateNo = [190,194]
trigger1 = RoundNo = 1
helpertype = Normal
name = "Match Start"
stateno = 8670
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 73640
pausemovetime = 73640
ignorehitpause = 1
ID = 8670

[State -2, 停止演出]
type = Pause
triggerall = var(54) >= 1
triggerall = teammode = single || teammode = turns
triggerall = NumHelper(8600) = 0
triggerall = var(41) = 0
trigger1 = WinKO && Matchover
time = 60
ignorehitpause = 1

[State -2, 停止演出]
type = Pause
triggerall = var(54) >= 1
triggerall = teammode = single || teammode = turns
triggerall = NumHelper(8600) = 0
triggerall = var(41) = 1
trigger1 = WinKO && Matchover
time = 90
ignorehitpause = 1

[State -2, ヘルパーを出す]
type = Helper
triggerall = var(54) >= 1
triggerall = teammode = single || teammode = turns
triggerall = NumHelper(8600) = 0
triggerall = var(41) = 0
trigger1 = WinKO && Matchover
helpertype = Normal
name = "K.O."
stateno = 8600
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 73640
pausemovetime = 73640
ignorehitpause = 1
ID = 8600

[State -2, ヘルパーを出す]
type = Helper
triggerall = var(54) >= 1
triggerall = teammode = single || teammode = turns
triggerall = NumHelper(8600) = 0
triggerall = var(41) = 1
trigger1 = WinKO && Matchover
helpertype = Normal
name = "Super K.O."
stateno = 8650
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 73640
pausemovetime = 73640
ignorehitpause = 1
ID = 8600

[State -2, ヘルパーを出す]
type = Helper
triggerall = var(54) = 2
triggerall = teammode = single || teammode = turns
trigger1 = Time = 0 && StateNo = 180
trigger1 = Life = LifeMax
helpertype = Normal
name = "Perfect"
stateno = 8680
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 73640
pausemovetime = 73640
ignorehitpause = 1
ID = 8680

[State -2, エフェクト]
type = Explod
triggerall = var(54) = 2
triggerall = teammode = single || teammode = turns
trigger1 = Time = 0 && StateNo = 180
trigger1 = teamside = 1
anim = ifelse(facing=1,8690,8691)
facing = 1
postype = back
pos = ifelse(facing=1,15,305),var(56)
sprpriority = 5
ontop = 1
ownpal = 1
scale = .5,.5
pausemovetime = 73640
supermovetime = 73640
supermove = 1
bindtime = -1
persistent = 0
ignorehitpause = 1

[State -2, エフェクト]
type = Explod
triggerall = var(54) = 2
triggerall = teammode = single || teammode = turns
trigger1 = Time = 0 && StateNo = 180
trigger1 = teamside = 2
anim = ifelse(facing=1,8692,8693)
facing = 1
postype = back
pos = ifelse(facing=-1,15,305),var(56)
sprpriority = 5
ontop = 1
ownpal = 1
scale = .5,.5
pausemovetime = 73640
supermovetime = 73640
supermove = 1
bindtime = -1
persistent = 0
ignorehitpause = 1

[State -2, エフェクト]
type = Explod
triggerall = var(54) = 2
triggerall = teammode = single || teammode = turns
trigger1 = Time = 0 && StateNo = 180
trigger1 = matchover = 1
anim = 8675
facing = 1
postype = back
pos = 0,0
sprpriority = 5
ontop = 1
ownpal = 1
scale = .5,.5
pausemovetime = 73640
supermovetime = 73640
supermove = 1
bindtime = -1
persistent = 0
ignorehitpause = 1

[State -2, エフェクト]
type = Explod
triggerall = var(54) = 2
triggerall = teammode = single || teammode = turns
trigger1 = Time = 0 && StateNo = 180
trigger1 = matchover = 1
anim = 8676
facing = 1
postype = back
pos = 0,0
sprpriority = 5
ontop = 1
ownpal = 1
scale = .5,.5
pausemovetime = 73640
supermovetime = 73640
supermove = 1
bindtime = -1
persistent = 0
ignorehitpause = 1

[State -2, 特殊効果]
type = AssertSpecial
triggerall = var(54) = 2
triggerall = teammode = single || teammode = turns
trigger1 = matchover = 1 && StateNo = [180,189]
flag = NoBarDisplay

[State -2, 音を鳴らす]
type = PlaySnd
triggerall = WinKO && var(0) = 0;勝利時
trigger1 = numhelper(8600) = 0
value = s4,0
IgnoreHitPause = 1
persistent = 0
volume = 255

[State -2,VarSet]
type = VarSet
trigger1 = WinKO
var(0) = 1
ignorehitpause = 1

[State -2, 音を鳴らす]
type = PlaySnd
triggerall = teammode = single || teammode = turns
trigger1 = !Alive
trigger1 = stateno = 5150
trigger1 = Anim = 5140 && AnimElemTime(1) = 1
value = s10,5+random%2
IgnoreHitPause = 1
persistent = 0
volume = 255

[State -2, 音を鳴らす]
type = PlaySnd
triggerall = teammode = single || teammode = turns
trigger1 = !Alive
trigger1 = matchover && var(0) = 0;敗北時
;trigger1 = Roundstate = 3
value = s10,0
IgnoreHitPause = 1
persistent = 0
volume = 255

[State -2, 音を鳴らす]
type = PlaySnd
triggerall = teammode = simul
trigger1 = !Alive && var(0) = 0;敗北時
value = s10,0
IgnoreHitPause = 1
persistent = 0
volume = 255

[State -2,VarSet]
type = VarSet
triggerall = teammode = single || teammode = turns
trigger1 = matchover;Lose
var(0) = 2
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
triggerall = teammode = simul
trigger1 = !Alive
var(0) = 3
ignorehitpause = 1

;---------------------------------------------------------------------------
; 相打ち関連
;---------------------------------------------------------------------------

[State -2, 音を鳴らす];相対攻撃ヒット音
type = PlaySnd
triggerall = numexplod(7130) = 0
triggerall = RoundState = 2
trigger1 = StateNo != [800,870]
trigger1 = StateNo != [903,924]
trigger1 = fVar(11) = 1.25 && fVar(12) != 1.5
trigger1 = movehit = 1 || projhit = 1 || var(16) = 1
value = 1,6
persistent = 0
ignorehitpause = 1

[State -2, 音を鳴らす];背面攻撃ヒット音
type = Playsnd
triggerall = numexplod(7140) = 0
triggerall = RoundState = 2
trigger1 = StateNo != [800,870]
trigger1 = StateNo != [903,924]
trigger1 = fVar(12) = 1.5
trigger1 = movehit = 1 || projhit = 1 || var(17) = 1
value = 1,6
persistent = 0
ignorehitpause = 1

[State -2, 背景]
type = BGPalFX
triggerall = movehit = 1 || projhit = 1 || var(16) = 1 || var(17) = 1
triggerall = StateNo != [800,870]
triggerall = StateNo != [903,924]
trigger1 = numexplod(7130) = 0
trigger1 = fVar(11) = 1.25
trigger2 = numexplod(7140) = 0
trigger2 = fVar(12) = 1.5
time = 2
add = 254,0,0
ignorehitpause = 1

[State -2, エフェクト]
type = Helper
triggerall = NumHelper(7070) = 0
triggerall = Movetype = H
triggerall = EnemyNear,Movetype = H
triggerall = Time = 1
trigger1 = PrevStateNo = 200 || PrevStateNo = 210 || PrevStateNo = 220 || PrevStateNo = 211 || PrevStateNo = 221
trigger2 = PrevStateNo = 400 || PrevStateNo = 410 || PrevStateNo = 420
trigger3 = PrevStateNo = 600 || PrevStateNo = 610 || PrevStateNo = 620 || PrevStateNo = 611 || PrevStateNo = 621
trigger4 = PrevStateNo = 903 || PrevStateNo = 913 || PrevStateNo = 923
trigger5 = PrevStateNo = 700 || PrevStateNo = 710 || PrevStateNo = 720
helpertype = Normal
name = "Hit Spark"
stateno = 7070
facing = -1
postype = p2
pos = 0,(EnemyNear,Const(Size.Mid.Pos.y))
sprpriority = 3
ownpal = 1
pausemovetime = 73640
supermovetime = 73640
persistent = 0
ignorehitpause = 1
size.xscale = .5
size.yscale = .5
persistent = 0
ID = 7070

[State -2, エフェクト]
type = Helper
triggerall = NumHelper(7075) = 0
triggerall = Movetype = H
triggerall = EnemyNear,Movetype = H
triggerall = Time = 1
trigger1 = PrevStateNo = 1105 || PrevStateNo = 1115 || PrevStateNo = 1125
trigger2 = PrevStateNo = 1200 || PrevStateNo = 1210 || PrevStateNo = 1220
trigger3 = PrevStateNo = 1205 || PrevStateNo = 1215 || PrevStateNo = 1225
helpertype = Normal
name = "Hit Spark"
stateno = 7075
facing = -1
postype = p2
pos = 0,(EnemyNear,Const(Size.Mid.Pos.y))
sprpriority = 3
ownpal = 1
pausemovetime = 73640
supermovetime = 73640
persistent = 0
ignorehitpause = 1
size.xscale = .5
size.yscale = .5
persistent = 0
ID = 7075

[State -2, エフェクト]
type = Helper
triggerall = NumHelper(7080) = 0
triggerall = Movetype = H
triggerall = EnemyNear,Movetype = H
triggerall = Time = 1
trigger1 = PrevStateNo = 2105 || PrevStateNo = 2110 || PrevStateNo = 2120 || PrevStateNo = 2130
trigger2 = PrevStateNo = 2200 || PrevStateNo = 2205 || PrevStateNo = 2210 || PrevStateNo = 2215
trigger3 = PrevStateNo = 3000 || PrevStateNo = 3001 || PrevStateNo = 3002
trigger4 = PrevStateNo = 3005 || PrevStateNo = 3006 || PrevStateNo = 2210 || PrevStateNo = 3007 || PrevStateNo = 3008
helpertype = Normal
name = "Hit Spark"
stateno = 7080
facing = -1
postype = p2
pos = 0,(EnemyNear,Const(Size.Mid.Pos.y))
sprpriority = 3
ownpal = 1
pausemovetime = 73640
supermovetime = 73640
persistent = 0
ignorehitpause = 1
size.xscale = .5
size.yscale = .5
persistent = 0
ID = 7080

;---------------------------------------------------------------------------
; バウンド関連
;---------------------------------------------------------------------------

[State -2, 音を鳴らす];バウンド音
type = Playsnd
triggerall = EnemyNear,teammode = single || EnemyNear,teammode = turns
triggerall = EnemyNear,Movetype = H
triggerall = EnemyNear,Time = 1
triggerall = NumExplod(8300) = 0
trigger1 = EnemyNear,StateNo = 872
trigger1 = EnemyNear,StateType = A
trigger2 = EnemyNear,StateNo = 873
trigger2 = EnemyNear,StateType = L
value = 0,4
persistent = 0
ignorehitpause = 1

[State -2, 音を鳴らす];打撃音
type = Playsnd
triggerall = EnemyNear,teammode = single || EnemyNear,teammode = turns
triggerall = NumExplod(8300) = 0
trigger1 = EnemyNear,StateNo = 872
trigger1 = EnemyNear,StateType = A
trigger1 = EnemyNear,Movetype = H
trigger1 = EnemyNear,Time = 1
value = 1,2
persistent = 0
ignorehitpause = 1

[State -2, 音を鳴らす];壁バウンド音
type = Playsnd
triggerall = EnemyNear,teammode = single || EnemyNear,teammode = turns
trigger1 = EnemyNear,StateNo = [965,966]
trigger1 = EnemyNear,StateType = A
trigger1 = EnemyNear,Movetype = H
trigger1 = EnemyNear,Time = 1
trigger1 = NumExplod(7030) = 0
value = 1,7
persistent = 0
ignorehitpause = 1

[State -2, エフェクト];バウンド
type = Explod
triggerall = EnemyNear,teammode = single || EnemyNear,teammode = turns
triggerall = EnemyNear,Movetype = H
triggerall = EnemyNear,Time = 1
trigger1 = EnemyNear,StateNo = 872
trigger1 = EnemyNear,StateType = A
trigger2 = EnemyNear,StateNo = 873
trigger2 = EnemyNear,StateType = L
anim = 8300
facing = -1
postype = p2
pos = 0,0
sprpriority = 3
ownpal = 1
scale = .5,.5
random = 40,0
pausemovetime = 0
supermovetime = 0
bindtime = 1
persistent = 0
ignorehitpause = 1
ID = 8300

[State -2, エフェクト];バウンド
type = Explod
triggerall = EnemyNear,teammode = single || EnemyNear,teammode = turns
triggerall = EnemyNear,Movetype = H
triggerall = EnemyNear,Time = 1
trigger1 = EnemyNear,StateNo = 872
trigger1 = EnemyNear,StateType = A
trigger2 = EnemyNear,StateNo = 873
trigger2 = EnemyNear,StateType = L
anim = 8300
facing = 1
postype = p2
pos = 0,0
sprpriority = 3
ownpal = 1
scale = .5,.5
random = 40,0
pausemovetime = 0
supermovetime = 0
bindtime = 1
persistent = 0
ignorehitpause = 1
ID = 8300

[State -2, エフェクト];バウンド
type = Explod
triggerall = EnemyNear,teammode = single || EnemyNear,teammode = turns
triggerall = EnemyNear,Movetype = H
triggerall = EnemyNear,Time = 1
trigger1 = EnemyNear,StateNo = 872
trigger1 = EnemyNear,StateType = A
trigger2 = EnemyNear,StateNo = 873
trigger2 = EnemyNear,StateType = L
anim = 8325
facing = -1
postype = p2
pos = 0,0
sprpriority = -3
ownpal = 1
scale = .5,.5
pausemovetime = 0
supermovetime = 0
bindtime = 1
persistent = 0
ignorehitpause = 1
ID = 8325

[State -2, エフェクト];壁バウンド
type = Explod
triggerall = EnemyNear,teammode = single || EnemyNear,teammode = turns
trigger1 = EnemyNear,StateNo = [965,966]
trigger1 = EnemyNear,StateType = A
trigger1 = EnemyNear,Movetype = H
trigger1 = EnemyNear,Time = 1
trigger1 = NumExplod(7030) = 0
anim = 7030
facing = 1
postype = p2
pos = -50,-60
sprpriority = 4
ownpal = 1
scale = .5,.5
pausemovetime = 0
supermovetime = 0
bindtime = 1
persistent = 0
ignorehitpause = 1
ID = 7030

[State -2, 特殊ヒットスパーク]
type = Helper
triggerall = EnemyNear,teammode = single || EnemyNear,teammode = turns
trigger1 = EnemyNear,StateNo = 872
trigger1 = EnemyNear,StateType = A
trigger1 = EnemyNear,Movetype = H
trigger1 = EnemyNear,Time = 1
helpertype = Normal
name = "Hit Spark"
stateno = 7070
facing = -1
postype = p2
pos = 0,-20
sprpriority = 3
ownpal = 1
pausemovetime = 0
supermovetime = 0
persistent = 0
ignorehitpause = 1
size.xscale = .5
size.yscale = .5
persistent = 0

;---------------------------------------------------------------------------
; システムメッセージ
;---------------------------------------------------------------------------

[State -2, エフェクト];攻性防禦
type = Explod
triggerall = Time = 1
triggerall = teamside = 1
trigger1 = stateno = [903,904]
trigger2 = stateno = [913,914]
trigger3 = stateno = [923,924]
anim = ifelse(facing=1,7100,7101)
facing = 1
postype = back
pos = ifelse(facing=1,15,305),var(56)
sprpriority = 3
ownpal = 1
scale = .5,.5
ontop = 1
pausemovetime = 73640
supermovetime = 73640
supermove = 1
bindtime = -1
persistent = 0
ignorehitpause = 1
ID = 7100

[State -2, エフェクト];攻性防禦
type = Explod
triggerall = Time = 1
triggerall = teamside = 2
trigger1 = stateno = [903,904]
trigger2 = stateno = [913,914]
trigger3 = stateno = [923,924]
anim = ifelse(facing=-1,7102,7103)
facing = -1
postype = back
pos = ifelse(facing=-1,15,305),var(56)
sprpriority = 3
ownpal = 1
scale = .5,.5
ontop = 1
pausemovetime = 73640
supermovetime = 73640
supermove = 1
bindtime = -1
persistent = 0
ignorehitpause = 1
ID = 7100

[State -2, エフェクト];相対攻撃
type = Explod
triggerall = teamside = 1
triggerall = numexplod(7130) = 0
triggerall = RoundState = 2
trigger1 = StateNo != [800,870]
trigger1 = StateNo != [903,924]
trigger1 = fVar(11) = 1.25
trigger1 = movehit = 1 || projhit = 1 || var(16) = 1
anim = ifelse(facing=1,7130,7131)
facing = 1
postype = back
pos = ifelse(facing=1,15,305),var(56)
sprpriority = 3
ownpal = 1
scale = .5,.5
ontop = 1
pausemovetime = 73640
supermovetime = 73640
supermove = 1
bindtime = -1
persistent = 0
ignorehitpause = 1
ID = 7130

[State -2, エフェクト];相対攻撃
type = Explod
triggerall = teamside = 2
triggerall = numexplod(7130) = 0
triggerall = RoundState = 2
trigger1 = StateNo != [800,870]
trigger1 = StateNo != [903,924]
trigger1 = fVar(11) = 1.25
trigger1 = movehit = 1 || projhit = 1 || var(16) = 1
anim = ifelse(facing=-1,7132,7133)
facing = -1
postype = back
pos = ifelse(facing=-1,15,305),var(56)
sprpriority = 3
ownpal = 1
scale = .5,.5
ontop = 1
pausemovetime = 73640
supermovetime = 73640
supermove = 1
bindtime = -1
persistent = 0
ignorehitpause = 1
ID = 7130

[State -2, エフェクト];背面攻撃
type = Explod
triggerall = teamside = 1
triggerall = numexplod(7140) = 0
triggerall = RoundState = 2
trigger1 = StateNo != [800,870]
trigger1 = StateNo != [903,924]
trigger1 = fVar(12) = 1.5
trigger1 = movehit = 1 || projhit = 1 || var(17) = 1
anim = ifelse(facing=1,7140,7141)
facing = 1
postype = back
pos = ifelse(facing=1,15,305),var(56) + 12 * numexplod(7130)
sprpriority = 3
ownpal = 1
scale = .5,.5
ontop = 1
pausemovetime = 73640
supermovetime = 73640
supermove = 1
bindtime = -1
persistent = 0
ignorehitpause = 1
ID = 7140

[State -2, エフェクト];背面攻撃
type = Explod
triggerall = teamside = 2
triggerall = numexplod(7140) = 0
triggerall = RoundState = 2
trigger1 = StateNo != [800,870]
trigger1 = StateNo != [903,924]
trigger1 = fVar(12) = 1.5
trigger1 = movehit = 1 || projhit = 1 || var(17) = 1
anim = ifelse(facing=-1,7142,7143)
facing = -1
postype = back
pos = ifelse(facing=-1,15,305),var(56) + 12 * numexplod(7130)
sprpriority = 3
ownpal = 1
scale = .5,.5
ontop = 1
pausemovetime = 73640
supermovetime = 73640
supermove = 1
bindtime = -1
persistent = 0
ignorehitpause = 1
ID = 7140


;---------------------------------------------------------------------------
;相手側特殊処理対応
;---------------------------------------------------------------------------
;略奪/獣を焦がす/獣を窮める　相手用
[State -2]
Type = LifeAdd
TriggerAll = Enemy,AuthorName = "⑨" && Enemy,Name = "Akiha_Vermilion"
Trigger1 = Enemy,Var(47) = 1
Value = -8
Kill = 0

[State -2]
Type = LifeAdd
TriggerAll = Enemy,AuthorName = "⑨" && Enemy,Name = "Akiha_Vermilion"
Trigger1 = Enemy,Var(48) = 1 && Enemy,NumExplod(4005)
Value = -8
Kill = 0

[State -2]
Type = PowerAdd
TriggerAll = Enemy,AuthorName = "⑨" && Enemy,Name = "Akiha_Vermilion"
Trigger1 = Enemy,Var(47) = 1
Value = -26
;---------------------------------------------------------------------------
;パウダースノウ　相手用
[State -2]
Type = LifeAdd
TriggerAll = Enemy,AuthorName = "⑨" && Enemy,Name = "Len"
Trigger1 = Enemy,Var(47) = 1 || Enemy,Var(48) = 1
Value = -Enemy,Var(47)*4-Enemy,Var(48)*4
Kill = 0
;---------------------------------------------------------------------------
;じょうろ　相手用
[State -2]
Type = LifeAdd
TriggerAll = Enemy,AuthorName = "⑨" && Enemy,Name = "Hisui"
Trigger1 = Enemy,Var(47) = 1
Value = -10
Kill = 0

[State -2]
Type = PowerAdd
TriggerAll = Enemy,AuthorName = "⑨" && Enemy,Name = "Hisui"
Trigger1 = Enemy,Var(47) = 1
Value = -150
;---------------------------------------------------------------------------
;ブラック・クラック　相手用
[State -2]
Type = LifeAdd
TriggerAll = Enemy,AuthorName = "⑨" && Enemy,Name = "Warachia"
Trigger1 = Enemy,Var(47) = 1
Value = -10
Kill = 0

[State -2]
Type = LifeAdd
TriggerAll = Enemy,AuthorName = "⑨" && Enemy,Name = "Warachia"
Trigger1 = Enemy,Var(47) = 2 || Enemy,Var(47) = 4
Value = -15
Kill = 0

[State -2]
Type = LifeAdd
TriggerAll = Enemy,AuthorName = "⑨" && Enemy,Name = "Warachia"
Trigger1 = Enemy,Var(47) = 3
Value = -30
Kill = 0

[State -2]
Type = PowerAdd
TriggerAll = Enemy,AuthorName = "⑨" && Enemy,Name = "Warachia"
Trigger1 = Enemy,Var(47) = 1
Value = 6

[State -2]
Type = PowerAdd
TriggerAll = Enemy,AuthorName = "⑨" && Enemy,Name = "Warachia"
Trigger1 = Enemy,Var(47) = 2 || Enemy,Var(47) = 3 || Enemy,Var(47) = 4
Value = 15
;---------------------------------------------------------------------------
;現代医学の犠牲者です。　相手用
[State -2]
Type = LifeAdd
TriggerAll = Enemy,AuthorName = "⑨" && Enemy,Name = "Kohaku"
Trigger1 = Enemy,Var(47) = 1
Value = -5
Kill = 0
;---------------------------------------------------------------------------
;獣を焦がす(黒秋葉)　相手ステータス変化
[State -2]
Type = LifeAdd
TriggerAll = Enemy,AuthorName = "tukemon&HAL" && Enemy,Name = "Akiha"
Trigger1 = Enemy,Var(56) = 1
Value = -8
Kill = 0

[State -2]
Type = PowerAdd
TriggerAll = Enemy,AuthorName = "tukemon&HAL" && Enemy,Name = "Akiha"
Trigger1 = Enemy,Var(51)%10 = 2
Trigger1 = Enemy,Var(56) = 1
Value = -33
;---------------------------------------------------------------------------
;毒効果（ドロウィンアルカナ)
[State -2, PowerAdd]
type = PowerAdd
triggerall = enemy,authorname = "Drowin arcana"
triggerall = enemy,fvar(20) > 0
trigger1 = power > 0
value = -1
[State -2, LifeAdd]
type = LifeAdd
triggerall = enemy,authorname = "Drowin arcana"
triggerall = enemy,fvar(20) > 0
trigger1 = gametime % 7 = 0
value = -1
kill = 0
[State -2, PalFX]
type = PalFx
triggerall = enemy,authorname = "Drowin arcana"
trigger1 = enemy,fvar(20) > 0
add = 100,0,110
mul = 220,220,220
time = 5
ignorehitpause = 1
;---------------------------------------------------------------------------
;イチコロ毒（SAIKEIユダ）
[State -2, LifeAdd]
type=lifeadd
trigger1=enemy,name="JUDA"
trigger1=enemy,authorname="SAIKEI"
trigger1=enemy,fvar(23)>0
trigger1=floor(enemy,fvar(23))%4=0
trigger1=enemy,var(0)<=0
trigger1=enemy,movetype!=h||enemy,movetype=h&&enemy,hitshakeover
value=-1
kill=0

[State -2, PalFX]
type=palfx
triggerall=gametime%20=0
trigger1=enemy,name="JUDA"
trigger1=enemy,authorname="SAIKEI"
trigger1=enemy,fvar(23)>0
time=8
add=255,0,0
;---------------------------------------------------------------------------
; Curse Damage for Misuzu Kamio
[State -2, LifeAdd]
type = LifeAdd
triggerall = (Enemy,TeamMode = Simul) = 0
triggerall = (TeamMode = Simul) = 0
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "586"
triggerall = Enemy,Name = "Misuzu Kamio"
triggerall = Enemy,fvar(11) > 0
trigger1 = Enemy,var(13) = 1
trigger1 = GameTime % 13 = 0
trigger2 = Enemy,var(13) = 2
trigger2 = GameTime % 11 = 0
trigger3 = Enemy,var(13) = 3
trigger3 = GameTime % 8 = 0
trigger4 = Enemy,var(13) = 4
trigger4 = GameTime % 6 = 0
trigger5 = Enemy,var(13) = 5
trigger5 = GameTime % 3 = 0
value = -1
kill = 0
ignorehitpause = 1

[State -2, PalFX]
type = PalFX
triggerall = (Enemy,TeamMode = Simul) = 0
triggerall = (TeamMode = Simul) = 0
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "586"
triggerall = Enemy,Name = "Misuzu Kamio"
trigger1 = Enemy,fvar(11) > 0
add = -50,150,150
time = 1
ignorehitpause = 1
;---------------------------------------------------------------------------
;■西行寺幽々子　霊符及び寿命相手ステート
[State -2, LifeAdd]
Type       = LifeAdd
TriggerAll = NumEnemy           >= 1
TriggerAll = Enemy,AuthorName    = "Souki" && Enemy,Name   = "Yuyuko Saigyouji"
Trigger1   = Enemy,Var(3)        = 1       || Enemy,Var(3) = 2
Trigger1   = GameTime%6          = 0
Value      = IfElse(Enemy,Var(3) = 1, -2, -3)
Kill       = 0
;---------------------------------------------------------------------------
;_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
;_/_/_/                       ■脱魂の儀 制御                                _/_/_/
;_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
;振り向き抑制
[State pos moving]
type = AssertSpecial
Triggerall = (Enemynear,Name = "Komachi Onoduka")*(Enemynear,AuthorName = "mikage_th")*(TeamMode = single)
trigger1 = (enemynear,stateno = 820)*(enemynear,anim = 823)*(enemynear,animelem = 6,13)
trigger2 = (enemynear,stateno = 821)*(enemynear,anim = 823)*(enemynear,animelem = 6,43)
flag = noautoturn

;移動
[State pos moving]
type = Posadd
Triggerall = (Enemynear,Name = "Komachi Onoduka")*(Enemynear,AuthorName = "mikage_th")*(TeamMode = single)
trigger1 = (enemynear,stateno = 820)*(enemynear,anim = 823)*(enemynear,animelem = 6,13)
trigger2 = (enemynear,stateno = 821)*(enemynear,anim = 823)*(enemynear,animelem = 6,43)
x = -ceil(enemynear,fVar(36))*facing*enemynear,facing
y = -ceil(enemynear,fVar(37))*(statetype!=L)

;statetype!=A+statetype!=Lの場合強制落下stateへ
[State pos moving]
type = Changestate
Triggerall = (Enemynear,Name = "Komachi Onoduka")*(Enemynear,AuthorName = "mikage_th")*(TeamMode = single)
Triggerall = (statetype != A)*(pos y!=0)*(statetype!=L)
trigger1 = (enemynear,stateno = 820)*(enemynear,anim = 823)*(enemynear,animelem = 6,13)
trigger2 = (enemynear,stateno = 821)*(enemynear,anim = 823)*(enemynear,animelem = 6,43)
value = 50
;--------------------------------------------------------------
;振り向き抑制
[State pos moving]
type = AssertSpecial
Triggerall = (Enemynear,Name = "Komachi Onoduka")*(Enemynear,AuthorName = "mikage_th105")*(TeamMode = single)
trigger1 = (enemynear,stateno = 820)*(enemynear,anim = 823)*(enemynear,animelem = 6,13)
trigger2 = (enemynear,stateno = 821)*(enemynear,anim = 823)*(enemynear,animelem = 6,43)
flag = noautoturn

;移動
[State pos moving]
type = Posadd
Triggerall = (Enemynear,Name = "Komachi Onoduka")*(Enemynear,AuthorName = "mikage_th105")*(TeamMode = single)
trigger1 = (enemynear,stateno = 820)*(enemynear,anim = 823)*(enemynear,animelem = 6,13)
trigger2 = (enemynear,stateno = 821)*(enemynear,anim = 823)*(enemynear,animelem = 6,43)
x = -ceil(enemynear,fVar(24))*facing*enemynear,facing
y = -ceil(enemynear,fVar(25))*(statetype!=L)

;statetype!=A+statetype!=Lの場合強制落下stateへ
[State pos moving]
type = Changestate
Triggerall = (Enemynear,Name = "Komachi Onoduka")*(Enemynear,AuthorName = "mikage_th105")*(TeamMode = single)
Triggerall = (statetype != A)*(pos y!=0)*(statetype!=L)
trigger1 = (enemynear,stateno = 820)*(enemynear,anim = 823)*(enemynear,animelem = 6,13)
trigger2 = (enemynear,stateno = 821)*(enemynear,anim = 823)*(enemynear,animelem = 6,43)
value = 50
;_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
;_/_/_/                 ■毒煙幕「瓦斯織物の玉」 制御                        _/_/_/
;_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
[State lifeadd]
type = lifeadd
Trigger1 = numEnemy = 1
Trigger1 = Pos y > -240
Trigger1 = (Enemy(0),Name = "Reisen Udongein Inaba")*(Enemy(0),AuthorName = "mikage_th105")*(Enemy(0),fvar(21))
value = -floor(Enemy(0),fvar(21))*2
ignorehitpause = 1
absolute = 1
kill = 0

[State lifeadd]
type = lifeadd
Triggerall = numEnemy = 2
Triggerall = Pos y > -240
Trigger1 = (Enemy(0),Name = "Reisen Udongein Inaba")*(Enemy(0),AuthorName = "mikage_th105")*(Enemy(0),fvar(21))
Trigger2 = (Enemy(1),Name = "Reisen Udongein Inaba")*(Enemy(1),AuthorName = "mikage_th105")*(Enemy(1),fvar(21))
value = -floor(Enemy(0),fvar(21))*2-floor(Enemy(1),fvar(21))*2
ignorehitpause = 1
absolute = 1
kill = 0
;--------------------------------------------------------------
[State lifeadd]
type = lifeadd
Trigger1 = numEnemy = 1
Trigger1 = Pos y > -240
Trigger1 = (Enemy(0),Name = "Reisen Udongein Inaba")*(Enemy(0),AuthorName = "mikage_th")*(Enemy(0),fvar(35))
value = -floor(Enemy(0),fvar(35))*2
ignorehitpause = 1
absolute = 1
kill = 0

[State lifeadd]
type = lifeadd
Triggerall = numEnemy = 2
Triggerall = Pos y > -240
Trigger1 = (Enemy(0),Name = "Reisen Udongein Inaba")*(Enemy(0),AuthorName = "mikage_th")*(Enemy(0),fvar(35))
Trigger2 = (Enemy(1),Name = "Reisen Udongein Inaba")*(Enemy(1),AuthorName = "mikage_th")*(Enemy(1),fvar(35))
value = -floor(Enemy(0),fvar(35))*2-floor(Enemy(1),fvar(35))*2
ignorehitpause = 1
absolute = 1
kill = 0
;_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
;_/_/_/           ■土着神の祟り & ミシャグジさまの祟り 制御                 _/_/_/
;_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
;土着神の祟り
[State lifeadd]
type = lifeadd
Trigger1 = numEnemy
Trigger1 = (Enemynear,Name = "Suwako Moriya")*(Enemynear,AuthorName = "mikage_th")*(TeamMode = single)
Trigger1 = floor((Enemynear,Var(42)%100)*0.1) = [0,1]
Trigger1 = (floor(Enemynear,fvar(38)))%1000 > 0
Trigger1 = floor(Enemynear,fvar(38)*0.001) = 2
value = floor(Enemynear,fvar(36)*(LifeMax/10000.0))
ignorehitpause = 1
absolute = 1
kill = 0

[State ミシャグジさまの祟り]
type = lifeadd
Triggerall = numEnemy
Triggerall = (Enemynear,Name = "Suwako Moriya")*(Enemynear,AuthorName = "mikage_th")*(TeamMode = single)
Triggerall = Enemynear,palno < 7
trigger1 = floor(Enemynear,fvar(35)) = 1
Trigger1 = movetype = H
Trigger1 = stateno != [150,155]
trigger2 = floor(Enemynear,fvar(35)) = 2
Trigger2 = movetype = H
Trigger2 = stateno = [150,155]
value = floor(Enemynear,fvar(33))
ignorehitpause = 1
absolute = 1
kill = 0

;===========================================================================
; 準常時監視ステート（－３）
;===========================================================================
[Statedef -3]


[State -3,];特殊判別
type = Varset
triggerall = numenemy
trigger1 = P2Name = "BLITZTANK" && EnemyNear,authorname = "HM";アカツキ電光戦記
trigger2 = P2Name = "Dragon Claw" || P2Name = "temtan" || P2Name = "Zinc" || P2Name = "blockhead" || P2Name ="GN-pioneer" || P2Name = "pulse-K";オリジナル
trigger3 = P2Name = "justice" || EnemyNear,authorname = "ukege" || P2Name = "robo-ky";Guilty Gear
trigger4 = P2Name = "Honda Tadakatsu" || P2Name = "Mei Fang" || P2Name = "Ming-Vase" || P2Name = "CATHERINE-MVC";戦国BASARA_X,アルカナハート
trigger5 = P2Name = "Mech-HISUI" || P2Name = "RajaaMechHisui" || P2Name = "Neco Chaos Black G666" || P2Name = "Megamari" || P2Name = "metal_patchouli" || P2Name = "Shanghai Doll" ||P2Name = "Medicine Melancholy" || P2Name = "ShangHoi_san";Melty_Blood,東方Project
trigger6 = P2Name = "IronMan" || P2Name = "Iron-Man" || P2Name = "IronMan_ZEROGOU" || P2Name = "Marvel vs. Capcom's IronMan" || P2Name = "WarMachine" || P2Name = "Marvel vs. Capcom's WarMachine";MARVEL VS CAPCOM系統
trigger7 = P2Name = "Tron Bonne SxP" || P2Name = "servbot" || P2Name = "Colossus" || P2Name = "DrDoom" || P2Name = "Dr.Doom" || P2Name = "MvC2 Doom By Kamekaze" || P2Name = "Sentinel" || P2Name = "Baby Commando";MARVEL VS CAPCOM系統
trigger8 = P2Name = "Megaman" || P2Name = "Tronbonne" || P2Name = "Roll" || P2Name = "Apocalypse" || P2Name = "Onslaught" || P2Name = "OnslaughtX" || P2Name = "CyberAkuma" || P2Name = "Kobun 43";MARVEL VS CAPCOM系統
trigger9 = P2Name = "Ravange" || P2Name = "Gi Gi" || P2Name = "Blade";ウォーザード
trigger10 = P2Name = "RockMan" || P2Name = "MegaManEXE" || P2Name = "Rock Volnutt" || EnemyNear,authorname = " ChAoTiC" || P2Name = "FC-Rockman" || P2Name = "Sun God" || P2Name = "ToadMan";ロックマン
trigger11 = EnemyNear,authorname = "Cyberbots" || EnemyNear,authorname = "kuron";サイバーボッツ
trigger12 = P2Name = "MAXIMA_PRO" || P2Name = "Mongori" || P2Name = "Cyber-Woo" || P2Name = "ochamaro" || P2Name = "Fio";SNK
trigger13 = P2Name = "Robo Rock" || P2Name = "Robo Rock Type-2"  || P2Name = "ROBO-K'" || P2Name = "robo-kula" ;ロボアレンジ
trigger14 = P2Name = "phobos" || P2Name = "tesse" || P2Name = "Politank Z" || P2Name = "Tin's politankz" || P2Name = "taros" || P2Name = "mokujin" || P2Name = "monolith" || P2Name = "KOSMOS" || P2Name = "ARX-7" || P2Name = "Chrome Dome" || P2Name = "cube";その他
trigger15 = EnemyNear,authorname = "Yamabe Yui" || P2Name = "Sukapon" || P2Name = "Houou" || P2Name = "Bocoboco" || P2Name = "d4_skapon";ジョイメカファイト
trigger16 = P2Name = "dachon" || P2Name = "garakku" || P2Name = "ghoston" || P2Name = "gigant" || P2Name = "legend" || P2Name = "Ra" || P2Name = "shenron";ジョイメカファイト
trigger17 = P2Name = "skapokan" || P2Name = "skater" || P2Name = "wy" || P2Name = "zbr" || P2Name = "Neo" || P2Name = "Maximum_Cute_Hisui";ジョイメカファイト
trigger18 = P2Name = "Jaguar v2.0" || P2Name = "Shadow" || P2Name = "Thorn"  || P2Name = "Pyros" || P2Name = "Electra";One Most Fall 2097
trigger19 = P2Name = "Katana" || P2Name = "Shreddar" || P2Name = "Frail" || P2Name = "Gargoyle" || P2Name = "Chronos" || P2Name = "Nova + AI";One Most Fall 2097
trigger20 = P2Name = "rocky" || P2Name = "golems" || P2Name = "Killer Majinga";ドラゴンクエスト
trigger21 = P2Name = "Metabee" || EnemyNear,authorname = "Rokusho" || EnemyNear,authorname = "Brass" || EnemyNear,authorname = "PepperCat";メダロット
trigger22 = EnemyNear,authorname = "Drowin3" || P2Name = "suigintou";ローゼンメイデン(コンプゲー仕様含む)
trigger23 = P2Name = "HATSUNE MIKU" || P2Name = "Miku" || P2Name = "KAITO"
trigger24 = P2Name = "NineBall=Seraph" || P2Name = "VAVA" || P2Name = "phantasma" || P2Name = "MAXMILIAN"
trigger25 = P2Name = "Char's Zugock" || P2Name = "Wing Gundam" || P2Name = "WING GUNDAM ZERO" || P2Name = "QUEEN THE SPADE" || P2Name = "BLACK JOKER" || P2Name = "CLUB ACE" || P2Name = "JACK in DIA";ガンダム系統
trigger26 = P2Name = "deathscythe" || P2Name = "Gundam Death Scythe" || P2Name = "Shenlong" || P2Name = "naito-gandam" || P2Name = "GANDAM X" || P2Name = "Gundam Sandrock" || P2Name = "SandRock by Kamekaze";ガンダム系統
trigger27 = P2Name = "God Gundam" || P2Name = "Shining Gundam" || P2Name = "Bolt Gundam" || P2Name = "Dragon Gundam" || P2Name = "Kyoji Kasshu" || P2Name = "Devil Gundam" || P2Name = "HeavyArms" || P2Name = "Gundam Heavyarms";ガンダム系統
trigger28 = P2Name = "GOUF" || P2Name = "MS-09 DOM" || P2Name = "DOM" || P2Name = "Gespenst" || P2Name = "KnightGundam" || P2Name = "RX-79 GUNDAM" || P2Name = "Rx-93";ガンダム系統
trigger29 = P2Name = "ZGMF-X10A FREEDOM" || P2Name = "Kira Yamato" || P2Name = "Freedom Gundam" || P2Name = "O.M.N.I.Enforcer" || P2Name = "AILE STRIKE GUNDAM" || P2Name = "GUNCANNON MASS-PRO TYPE";ガンダム系統
trigger30 = P2Name = "Kunoichi_NWA" || P2Name = "Ninja_NWA" || P2Name = "Kamaitachi_NWA"
trigger31 = P2Name = "EVANGELION" || P2Name = "EVA-00" || P2Name = "EVA-01" || P2Name = "EVA01" || P2Name = "EVA-02"  || P2Name = "EVA-02K" || P2Name = "EVA-03" || P2Name = "EVA-04" || P2Name = "EVA-05"
trigger32 = P2Name = "Boss Borotto" || P2Name = "Boss Borot" || P2Name = "Mazinger Z" || P2Name = "ShinGetter1" || P2Name = "tekkaman" || P2Name = "Tekkaman Dagger" || P2Name = "Tekkaman-Lance"
var(40) = 1
ignorehitpause = 1

[State -3, 音を鳴らす]
type = PlaySnd
triggerall = Time = 1
triggerall = Roundstate = 2
triggerall = Alive
trigger1 = stateno = 5000 || stateno = 5010 || stateno = 5020 || stateno = 5070
value = 10, 1+random%4
channel = 1

[State -3, 音を止める]
type = StopSnd
trigger1 = !Alive
Channel = 1

[State -3, 音を鳴らす]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 5120;起き上がり
value = 0, 2

[State -3,];技判別
type = Varset
triggerall = RoundState = 2
trigger1 = Stateno != [2000,3120]
var(41) = 0

[State -3,];技判別
type = Varset
triggerall = RoundState = 2
trigger1 = Stateno = [2000,3120]
var(41) = 1

;=================== AI =================
[State on]
type = Varset
triggerall = !var(59) && roundstate=2 && ctrl && !ishelper 
trigger1 = AILevel
;trigger2 = 1 ;Auto-activation
var(59) = 1
ignorehitpause = 1

[State off]
type = Varset
trigger1 = roundstate!=2 || !alive
var(59) = 0
ignorehitpause = 1

[State recover]
type = ChangeState
triggerall = var(59)!=0 && random%3=0
triggerall = var(19) = 0
Triggerall = var(51) = 1;使用可否
trigger1 = stateno = 5100
trigger1 = Pos y >= 0
trigger2 = stateno = 5050 || stateno = 5071
trigger2 = (Vel y > 0) && (Pos y >= 10)
value = 5201

[State reflector]
type = ChangeState
triggerall = var(59)!=0 && inguarddist && random%3!=0 && palno!=10
triggerall = numhelper(27315) && (helper(27315),var(0)<180)
triggerall = ctrl || (stateno=[20,22])
triggerall = enemynear,numhelper<=1 && (fvar(34)=[-50,50])
trigger1 = (enemynear,stateno=[200,699]) && enemynear,movetype=A && enemynear,animtime<-5
trigger2 = (enemynear,stateno=[1000,1999]) && enemynear,movetype=A && enemynear,animtime<-8
trigger3 = enemy,numproj>=0
value = 900+(10*statetype=C)+(20*statetype=A)

[State ground guard]
type = ChangeState
triggerall = var(59)!=0 && statetype!=A  && palno!=10
triggerall = numhelper(27315) && (helper(27315),var(0)<180)
triggerall = ctrl || (stateno=[20,22])
trigger1 = (enemynear,stateno=[2000,4999]) && (enemynear,movetype=A) && (fvar(34)>=0)
trigger2 = inguarddist && random%10!=0
trigger2 = (enemynear,statetype=A) || (enemynear,pos Y<=-70)
trigger3 = enemy,numproj>=0 && inguarddist && random%4!=0
trigger4 = (enemynear,movetype=A) && (enemynear,time<=12) && (fvar(34)=[0,80])
value = 130+(enemynear,statetype=C)

[State air guard]
type = ChangeState
triggerall = var(59)!=0 && statetype=A && palno!=10
triggerall = numhelper(27315) && (helper(27315),var(0)<180)
triggerall = ctrl
trigger1 = (enemynear,stateno=[2000,4999]) && (enemynear,movetype=A) && (fvar(34)>=0)
trigger2 = inguarddist && random%10!=0
trigger2 = (enemynear,statetype=A) || (enemynear,pos Y<=-70)
trigger3 = enemy,numproj>=0 && inguarddist && random%4!=0
trigger4 = (enemynear,movetype=A) && (enemynear,time<=12) && (fvar(34)=[0,80])
value = 132

[State hyper]
type = ChangeState
triggerall = var(59)!=0 && statetype!=A
triggerall = power>=3000 && stateno!=3000 && var(46)>0
triggerall = (enemynear,life)>=(enemynear,lifemax*0.150) || palno=11
trigger1 = (stateno=[200,1199]) && movehit
value = 3000
[State super swing]
type = ChangeState
triggerall = var(59)!=0
triggerall = power>=1000 && (stateno!=[2100,2150])
trigger1 = (stateno=[1100,1125]) && movehit
value = 2100+(50*statetype=A)
[State super proj]
type = ChangeState
triggerall = var(59)!=0 && statetype!=A  
triggerall = numhelper(2000)<8
triggerall = power>=1000 && stateno!=2000 && frontedgebodydist<80
trigger1 = stateno=210 && movehit
value = 2000
[State combo]
type = ChangeState
triggerall = var(59)!=0 && statetype=A 
trigger1 = stateno=600 && movecontact
value = 1105
[State combo]
type = ChangeState
triggerall = var(59)!=0 && statetype!=A 
trigger1 = stateno=400 && movecontact
value = 1100
[State combo]
type = ChangeState
triggerall = var(59)!=0 && statetype!=A 
trigger1 = stateno=200 && movecontact
value = ifelse(p2bodydist X<=25,211,210)
[State combo]
type = ChangeState
triggerall = var(59)!=0 && statetype!=A 
triggerall = numhelper(27315) && (helper(27315),var(3)>0)
trigger1 = stateno=211 && movecontact
value = 710
[State combo]
type = ChangeState
triggerall = var(59)!=0 && statetype!=A 
trigger1 = stateno=211 && movecontact
value = 210
[State combo]
type = ChangeState
triggerall = var(59)!=0 && statetype!=A 
trigger1 = stateno=210 && movecontact
value = 220

[State normal]
type = ChangeState
triggerall = var(59)!=0 && statetype!=A 
triggerall = ctrl || (stateno=[20,22])
trigger1 = numtarget(700)
value = 410

[State flame pillars]
type = ChangeState
triggerall = var(59)!=0 && statetype!=A 
triggerall = power>=1000 && stateno!=2200
triggerall = (fvar(34)=[-50,50])
trigger1 = stateno=420 && movecontact && frontedgebodydist<=80
trigger2 = (fvar(35)=[-250,-100]) 
trigger2 = ctrl || (stateno=[20,22])
trigger2 = !inguarddist || (palno=[9,10])
trigger2 = (playerID(var(52)),stateno!=[120,159]) || palno=10
trigger2 = (playerID(var(52)),stateno!=[5080,5299])
trigger2 = ((playerID(var(52)),facing!=facing) && (playerID(var(52)),vel X>=0)) || ((playerID(var(52)),facing=facing) && (playerID(var(52)),vel X<=0))
value = 2200

[State proj]
type = ChangeState
triggerall = var(59)!=0 && statetype!=A 
triggerall = var(4)=0
triggerall = ctrl || (stateno=[20,22])
triggerall = (playerID(var(52)),stateno!=[5000,5299])
triggerall = (fvar(34)=[0,115])
trigger1 = numhelper(27315) && (helper(27315),var(0)>=180) && random%2=0
value = 1000

[State beam]
type = ChangeState
triggerall = var(59)!=0&& statetype!=A
triggerall = ctrl || (stateno=[20,22])
trigger1 = (fvar(34)>180) && (fvar(35)=[-90,50]) && random%40=0
trigger2 = !inguarddist || (palno=10)
trigger2 = numhelper(27315) && (helper(27315),var(0)>=180)
value = 720

[State swing]
type = ChangeState
triggerall = var(59)!=0 && statetype!=A 
triggerall = ctrl || (stateno=[20,22])
trigger1 = numhelper(27315) && (helper(27315),var(2)>0)
value = 1110

[State swing]
type = ChangeState
triggerall = var(59)!=0 && statetype!=A 
triggerall = ctrl || (stateno=[20,22])
triggerall = (playerID(var(52)),stateno!=[5000,5299])
trigger1 = (fvar(34)=[110,200]) && (fvar(35)=[-70,50])
trigger1 = (!inguarddist && enemy,numproj=0) || palno=10 
trigger1 = random%7=0
value = 1120

[State spam]
type = ChangeState
triggerall = var(59)!=0 && palno=11 && random%4=0 
triggerall = power>=1000 && (stateno!=[2100,2150])
triggerall = (playerID(var(52)),stateno!=[120,159]) && (playerID(var(52)),stateno!=[5080,5299])
triggerall = (fvar(34)=[-5,120]) && (fvar(35)=[-70,50])
trigger1 = ctrl || (stateno=[20,22])
trigger2 = var(1)=1
trigger2 = (stateno = [200,211]) || (stateno = [400,410]) || (stateno = 221) || (stateno = 903) || (stateno = 913) || (stateno = [1000,1020]) || (stateno = [1100,1150]) || (stateno = [1200,1220])
value = 2100+(statetype=A*50)

[State spam]
type = ChangeState
triggerall = var(59)!=0 && statetype!=A && palno=11 &&random%4=0 
triggerall = numhelper(2000)<8
triggerall = power>=1000 && stateno!=2000
triggerall = (playerID(var(52)),stateno!=[5080,5299])
triggerall = ctrl || (stateno=[20,22])
trigger1 = fvar(34)>=120 && (fvar(35)=[-70,50])
value = 2000

[State anti-air]
type = ChangeState
triggerall = var(59)!=0 && statetype!=A 
triggerall = ctrl || (stateno=[20,22])
triggerall = (playerID(var(52)),stateno!=[5000,5299])
triggerall = !inguarddist || palno=10
trigger1 = (fvar(34)=[-100,100]) && (playerID(var(52)),stateno=[40,59]) && (playerID(var(52)),pos Y<=-30)
trigger2 = (fvar(34)=[-110,110]) && (fvar(35)=[-150,-50])
trigger2 = ((playerID(var(52)),facing!=facing) && (playerID(var(52)),vel X>=0)) || ((playerID(var(52)),facing=facing) && (playerID(var(52)),vel X<=0))
trigger3 = (playerID(var(52)),statetype=A) && (playerID(var(52)),stateno=[600,699]) && (playerID(var(52)),pos Y<=-30)
value = 1220

[State anti-ground]
type = ChangeState
triggerall = var(59)!=0 && statetype=A 
triggerall = ctrl || (stateno=[20,22])
triggerall = (playerID(var(52)),stateno!=[5000,5299])
triggerall = (fvar(34)=[-5,180]) && (fvar(35)=[-110,110]) 
trigger1 = (playerID(var(52)),stateno=[40,59])
trigger2 = (playerID(var(52)),statetype=A) && ((playerID(var(52)),movetype!=A) || (playerID(var(52)),animtime>=-5))
trigger3 = (playerID(var(52)),statetype!=A) && (fvar(35)=[-50,70]) && random%4=0
value = 1100+((fvar(34)=[40,120])*10)+((fvar(34)=[121,200])*20)

[State throw]
type = ChangeState
triggerall = var(59)!=0
triggerall = ctrl || (stateno=[20,22])
triggerall = (playerID(var(52)),movetype!=H) && (playerID(var(52)),stateno!=[120,159]) && (playerID(var(52)),stateno!=[5000,5299]) && var(46)>0
trigger1 = (fvar(34)=[-5,30]) && (fvar(35)=[-50,10]) 
value = 800+(statetype=A*50)

[State normal]
type = ChangeState
triggerall = var(59)!=0 && statetype=A 
triggerall = ctrl || (stateno=[20,22])
triggerall = (playerID(var(52)),stateno!=[5000,5299])
trigger1 = (fvar(34)=[-5,42]) && (fvar(35)=[-50,50]) 
value = 600

[State normal]
type = ChangeState
triggerall = var(59)!=0 && statetype!=A 
triggerall = ctrl || (stateno=[20,22])
triggerall = (playerID(var(52)),stateno!=[5000,5299])
triggerall = (playerID(var(52)),const(size.height)<=30) || (playerID(var(52)),statetype=C)
triggerall = (playerID(var(52)),movetype!=A) || random%3=0
trigger1 = (fvar(34)=[-5,45]) && (fvar(35)=[-50,10]) 
value = 400

[State normal]
type = ChangeState
triggerall = var(59)!=0 && statetype!=A 
triggerall = ctrl || (stateno=[20,22])
triggerall = (playerID(var(52)),stateno!=[5000,5299])
triggerall = (playerID(var(52)),const(size.height)>30) && (playerID(var(52)),statetype!=C)
triggerall = (playerID(var(52)),movetype!=A) || random%3=0
trigger1 = (fvar(34)=[-5,48]) && (fvar(35)=[-50,10]) 
value = 210

[State normal]
type = ChangeState
triggerall = var(59)!=0 && statetype!=A 
triggerall = ctrl || (stateno=[20,22])
triggerall = (playerID(var(52)),stateno!=[5000,5299])
triggerall = (playerID(var(52)),const(size.height)>30) && (playerID(var(52)),statetype!=C)
triggerall = (playerID(var(52)),movetype!=A) || random%2=0
trigger1 = (fvar(34)=[-5,48]) && (fvar(35)=[-50,10]) 
value = 200

[State forward]
type = ChangeState
triggerall = var(59)!=0 && statetype!=A
triggerall = ctrl && stateno!=100;21
trigger1 = (playerID(var(52)),stateno=[5050,5150])
trigger1 = numhelper(27315) && (helper(27315),var(1)<1)
trigger1 = (fvar(34)=[80,180]) && (fvar(35)=[-70,50]) 
trigger2 = numhelper(27315) && (helper(27315),var(3)>0)
trigger2 = (fvar(34)=[50,120])
trigger3 = (fvar(34)>=180) && !inguarddist && enemy,numproj=0 && random%4=0
value = 100;21

[State normal]
type = ChangeState
triggerall = var(59)!=0 && statetype!=A 
triggerall = ctrl || (stateno=[20,22])
triggerall = numhelper(27315) && (helper(27315),var(3)>0)
trigger1 = (fvar(34)=[-10,50]) && (fvar(35)=[-220,-70])
value = 211

[State kick]
type = ChangeState
triggerall = var(59)!=0 && statetype!=A 
triggerall = ctrl || (stateno=[20,22])
triggerall = numhelper(27315) && (helper(27315),var(1)<1)
triggerall = (playerID(var(52)),stateno=[5100,5150])
trigger1 = (fvar(34)=[-10,110]) && (fvar(35)=[-70,50]) 
value = 420

[State dash back]
type = ChangeState
triggerall = var(59)!=0 && statetype!=A 
triggerall = ctrl || (stateno=[20,22])
triggerall = numhelper(27315) && (helper(27315),var(1)>=1)
triggerall = (playerID(var(52)),stateno=[5050,5150])
trigger1 = (fvar(34)<80)
value = 105

[Statedef 27315]
type = S
movetype = I
physics = N
anim = 7364
velset = 0,0
ctrl = 0

[State ]
type = HitBy
trigger1 = ishelper(27315)
value =
value2 =
time = 99999
ignorehitpause = 1

[State ]
type = LifeSet
trigger1 = ishelper(27315)
value = 99999
ignorehitpause = 1

[State ]
type = AssertSpecial
trigger1 = ishelper(27315)
flag = invisible
flag2 = noshadow

[State ]
type = SelfState
trigger1 = ishelper(27315) && stateno!=27315
value = 27315

[State -1]
Type = Null
TriggerAll = numenemy=1
Trigger1 = (FVar(0) := ((Enemy(0),const(data.life) / 1000.00) * (Enemy(0),Const(Data.Defence) / 100.00)))
ignorehitpause = 1

[State -1]
Type = Null
TriggerAll = numenemy=2
Trigger1 = (FVar(0) := ((Enemy(0),const(data.life) / 1000.00) * (Enemy(0),Const(Data.Defence) / 100.00)))
Trigger1 = (FVar(1) := ((Enemy(1),const(data.life) / 1000.00) * (Enemy(1),Const(Data.Defence) / 100.00)))
Trigger1 = (cond(FVar(1) >= FVar(0), FVar(0):= FVar(1), FVar(0):= FVar(0)))
ignorehitpause = 1

[State -1]
Type = Null
triggerall=1
Trigger1 = FVar(0) < 1.00
Trigger1 = FVar(0) := 1.00
Trigger2 = FVar(0) > 1000000.00
Trigger2 = FVar(0) := 1000000.00
ignorehitpause = 1

[State reset if attacks]
type = VarSet
trigger1 = (root,movetype=A) && (root,stateno!=[900,999])
trigger2 = (root,stateno=[900,999]) && movecontact
var(0) = 0

[State defensive play timer]
type = VarAdd
trigger1 = (root,stateno=[120,159]) || (root,stateno=900) || (root,stateno=910) || (root,stateno=920)
var(0) = 1

[State reset]
type = VarSet
trigger1 = (root,stateno!=420) && (playerID(root,var(52)),stateno!=[5050,5150])
var(1) = 0

[State ]
type = VarAdd
trigger1 = root,stateno=420 && root,time=1
var(1) = 1

[State whiffed]
type = null;VarAdd
trigger1 = root,stateno=420 && root,animelem=7 && root,movecontact=0
var(1) = 10

[State 1000 hit]
type = VarSet
triggerall = numhelper(1000) 
trigger1 = (helper(1000),stateno=1035) && (playerID(root,var(52)),movetype=H)
var(2) = 50

[State cooldown]
type = VarAdd
trigger1 = var(2)>0
var(2) = -1

[State safety]
type = VarSet
trigger1 = (var(2)!=[0,50])
var(2) = 0

[State 2000 hit]
type = VarSet
triggerall = numhelper(2000) 
trigger1 = (helper(2000),stateno=1035) && (playerID(root,var(52)),movetype=H)
var(3) = 150

[State cooldown]
type = VarAdd
trigger1 = var(3)>0
var(3) = -1

[State safety]
type = VarSet
trigger1 = (var(3)!=[0,150])
trigger2 = root,stateno=100
var(3) = 0

[State ]
type = DisplayToClipboard
trigger1 = ishelper(27315)
text = "guard time=%3d, kick limiter=%1d, 1000hit=%2d, 2000hit=%3d, damage=%7d"
params = var(0),var(1),var(2),var(3),floor(fvar(0))

[State ]
type = DestroySelf
trigger1 = ishelper(27315) && (roundstate!=[2,3])
ignorehitpause = 1
