                                                                                                   [Statedef -2]
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
                                                                                                   [State ]
;                           OPTION設定
                                                                                                   type = SelfState
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
                                                                                                   trigger1 = !(name="Obliitae Umbella") || !(authorname="Halkaze")
;目次
                                                                                                   value = 5030
;設定１：相手のターゲット取得に隔離を用いる
                                                                                                   ignorehitpause = 1
;設定２：雨のダメージ
                                                                                                   [State ]
;設定３：攻撃に対する耐性
                                                                                                   type = SelfState
;  設定３－１：ダメージ条件
                                                                                                   triggerall = ishelper
;  設定３－２：根性値
                                                                                                   trigger1 = var(0) != ifelse(gametime%2,2*gametime+1,3*gametime+1)
;  設定３－３：回復
                                                                                                   trigger2 = stateno != 999
;設定４：放置した時の状態遷移間隔
                                                                                                   value = 5150
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
                                                                                                   ignorehitpause = 1
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
                                                                                                   [State ]
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
                                                                                                   type = TagOut
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
                                                                                                   trigger1 = ishelper
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
                                                                                                   ignorehitpause = 1
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;設定１：相手のターゲット取得に隔離を用いる
;        初期設定:( 1 )
                                                                                                   [State ]
;1:ON / 0:OFF
;その他の数値が入力された際には 1 扱いとなります
;※OFFにすると攻撃手段が無くなります
                                                                                                   type = Null
                                                                                                   trigger1 = var(10) := 0 || 1
trigger1 = 0&&var(59):= ( 1 )
                                                                                                   trigger2 = var(59)
                                                                                                   trigger2 = var(10) := (var(10)|1)
                                                                                                   ignorehitpause = 1
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;設定２：雨のダメージ
                                                                                                   [State ]
;雨によるダメージ量を相手のライフに対する割合で指定できます
;相手が雨に当たっている間、 10F 毎に lifemax * 設定値 (少数以下切り上げ)
;だけライフを減少させ続けます
;負数が入力された際には 0 扱いとなります
                                                                                                   type = Null
                                                                                                   trigger1 = palno = 1
;1Pのときの設定
;初期設定:( 0.001 )
trigger1 = 0&&fvar(39):= ( 0.001 )
                                                                                                   trigger2 = palno = 2
;2Pのときの設定
;初期設定:( 0.005 )
trigger2 = 0&&fvar(39):= ( 0.005 )
                                                                                                   trigger3 = palno = 3
;3Pのときの設定
;初期設定:( 0.01 )
trigger3 = 0&&fvar(39):= ( 0.01 )
                                                                                                   trigger4 = palno = 4
;4Pのときの設定
;初期設定:( 0.01 )
trigger4 = 0&&fvar(39):= ( 0.01 )
                                                                                                   trigger5 = palno = 5
;5Pのときの設定
;初期設定:( 0.025 )
trigger5 = 0&&fvar(39):= ( 0.025 )
                                                                                                   trigger6 = palno != [1,5]
;6Pのときの設定
;初期設定:( 0 )
trigger6 = 0&&fvar(39):= ( 0 )
                                                                                                   trigger7 = fvar(39) < 0
                                                                                                   trigger7 = fvar(39) := 0
                                                                                                   ignorehitpause = 1
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;設定３：攻撃に対する耐性
;        初期設定:( palno-1 )
;-1:ダメージ条件:選択 | 根性値:選択 | 回復:選択
; 0:ダメージ条件:なし | 根性値:なし | 回復:なし
; 1:ダメージ条件:なし | 根性値:なし | 回復:小
; 2:ダメージ条件:なし | 根性値:なし | 回復:中
; 3:ダメージ条件:なし | 根性値:あり | 回復:中
; 4:ダメージ条件:あり | 根性値:あり | 回復:大
; 5:攻撃では死にません
;範囲外の数値が入力された際には 5 扱いとなります
                                                                                                   [State ]
                                                                                                   type = Null
trigger1 = 0&&var(59):= ( palno-1 )
                                                                                                   trigger2 = var(59) != [-1,4]
                                                                                                   trigger2 = var(59) := 5 && var(10) := (var(10)|128) && 0
                                                                                                   trigger3 = var(58) := var(59)
                                                                                                   ignorehitpause = 1
;━  ━  ━  ━  ━  ━  ━  ━  ━  ━  ━  ━  ━  ━  ━  ━  ━
;設定３－１：ダメージ条件（設定３が -1 のときに適用）
                                                                                                   [State ]
;1:あり / 0:なし
;その他の数値が入力された際には 1 扱いとなります
                                                                                                   type = Null
                                                                                                   trigger1 = var(58) = -1
trigger1 = 0&&var(59):= ( 0 )
                                                                                                   trigger2 = (var(58)=-1&&var(59)) || var(58) = 4
                                                                                                   trigger2 = var(10) := (var(10)|256)
                                                                                                   ignorehitpause = 1
;━  ━  ━  ━  ━  ━  ━  ━  ━  ━  ━  ━  ━  ━  ━  ━  ━
;設定３－２：根性値（設定３が -1 のときに適用）
                                                                                                   [State ]
;1:あり / 0:なし
;その他の数値が入力された際には 1 扱いとなります
                                                                                                   type = Null
                                                                                                   trigger1 = var(58) = -1
trigger1 = 0&&var(59):= ( 0 )
                                                                                                   trigger2 = (var(58)=-1&&var(59)) || var(58) = [3,4]
                                                                                                   trigger2 = var(10) := (var(10)|512)
                                                                                                   ignorehitpause = 1
;━  ━  ━  ━  ━  ━  ━  ━  ━  ━  ━  ━  ━  ━  ━  ━  ━
;設定３－３：回復（設定３が -1 のときに適用）
                                                                                                   [State ]
;0:なし / 1:小 / 2:中 / 3:大
;範囲外の数値が入力された際には 0 扱いとなります
                                                                                                   type = Null
                                                                                                   trigger1 = var(58) = -1
trigger1 = 0&&var(59):= ( 0 )
                                                                                                   trigger2 = var(59) = [1,3]
                                                                                                   trigger2 = var(10) := (var(10)|(1024*var(59)))
                                                                                                   ignorehitpause = 1
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;設定４：放置した時の状態遷移間隔
;        初期設定:( 300 )
                                                                                                   [State ]
;どれだけ放置すると状態が変わるかを設定できます
;最短で 設定値 × 10F 攻撃を食らわない場合に自滅します
;設定可能範囲は 60 ～ 99999 です
;範囲外の数値が入力された際には 99999 扱いとなります
                                                                                                   type = Null
trigger1 = 0&&var(59) := ( 300 )
                                                                                                   trigger2 = var(59) != [60,99999]
                                                                                                   trigger2 = var(59) := 99999 && 0
                                                                                                   trigger3 = var(57) := var(59)
                                                                                                   ignorehitpause = 1
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

;                      設定項目は以上です

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━










































































[State ]
type = VarSet
triggerall = var(58) = [1,4]
trigger1 = var(58) <= 2
trigger1 = var(59) := var(58)
trigger2 = var(59) := var(58) - 1
var(10) = (var(10)|(1024*var(59)))
ignorehitpause = 1

[State ]
type = HitDef
trigger1 = 1
attr = 
ignorehitpause = 1

[State ]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State ]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
flag2 = NoWalk
flag3 = NoJuggleCheck
ignorehitpause = 1

[State ]
type = AssertSpecial
trigger1 = 1
flag = NoStandGuard
flag2 = NoCrouchGuard
flag3 = NoAirGuard
ignorehitpause = 1

[State ]
type = AssertSpecial
trigger1 = roundstate > 2
trigger1 = win
flag = NoKO
ignorehitpause = 1

[State ]
type = VarAdd
trigger1 = sysvar(3) > 0
sysvar(3) = -1
ignorehitpause = 1

[State ];被ダメージ量管理
type = Null
trigger1 = !(var(10)&512)
trigger1 = var(59) := gethitvar(damage) * 100 || 1
trigger2 = var(59) := floor(gethitvar(damage) * 100 * ((9-sysvar(1)) * (9-sysvar(1)) / 81.0))
ignorehitpause = 1

[State ];ダメージ蓄積
type = VarAdd
triggerall = movetype = H
triggerall = gethitvar(damage) > 0
trigger1 = !(var(10)&256)
trigger2 = !sysvar(3)
sysfvar(1) = var(59) / 10.0
ignorehitpause = 1

[State ]
type = VarSet
trigger1 = movetype = H
trigger1 = gethitvar(damage)
sysvar(3) = ifelse((gethitvar(hittime)+gethitvar(hitshaketime)=[0,3000]),gethitvar(hittime)+gethitvar(hitshaketime),10)
ignorehitpause = 1

[State ]
type = VelSet
trigger1 = movetype = H
trigger1 = gethitvar(damage)
x = gethitvar(xvel) * facing
y = gethitvar(yvel)
ignorehitpause = 1

[State ]
type = VelSet
trigger1 = var(59) := 0 || 1
trigger1 = vel y > 0 && pos y + vel y >= 0
trigger1 = var(59) := 1
y = 0
ignorehitpause = 1

[State ]
type = PosSet
trigger1 = var(59)
y = 0
ignorehitpause = 1

[State ]
type = Turn
trigger1 = movetype = H
trigger1 = gethitvar(damage)
trigger1 = facing * (pos x - enemynear,pos x) > 0
ignorehitpause = 1

[State ]
type = RemoveExplod
trigger1 = sysvar(3) > 0
trigger1 = numexplod(1001)
ID = 1001
ignorehitpause = 1

[State ]
type = StateTypeSet
trigger1 = 1
statetype = S
movetype = I
physics = S
ignorehitpause = 1

[State ]
type = VarSet
trigger1 = 1
sysfvar(2) = gametime%(300*(4-((var(10)&3072)/1024)))
ignorehitpause = 1

[State ];回復
type = VarAdd
trigger1 = sysvar(1) = [1,8]
trigger1 = (var(10)&3072)
trigger1 = gametime%(300*(4-((var(10)&3072)/1024))) = 0
sysvar(1) = -1
ignorehitpause = 1

[State ]
type = Null
trigger1 = var(59) := 0 || 1
trigger1 = roundstate = 2
trigger1 = time
trigger1 = time%var(57) = 0
trigger1 = sysvar(3) <= 0
trigger1 = sysvar(1) < 9
trigger1 = var(59) := 1
ignorehitpause = 1

[State ]
type = Explod
trigger1 = var(59)
anim = 1000 + sysvar(1)%10
scale = .55,.55
ID = 1001
pos = 0,0
sprpriority = 5
removetime = 30
supermove = 1
supermovetime = -1
pausemovetime = -1
ignorehitpause = 1

[State ]
type = VarAdd
trigger1 = 1
sysvar(2) = 1
ignorehitpause = 1

[State ]
type = VarSet
trigger1 = var(59)
sysvar(2) = 0
ignorehitpause = 1

[State ]
type = VarAdd
trigger1 = var(59)
trigger1 = sysvar(1) < 9
sysvar(1) = 1
ignorehitpause = 1

[State ];ダメージ反映
type = VarSet
trigger1 = sysfvar(1) >= 1000
trigger1 = sysvar(1) < 9
sysvar(1) = !(var(10)&128) * (sysvar(1)+1)
ignorehitpause = 1

[State ];ダメージ蓄積解除
type = VarSet
trigger1 = sysfvar(1) >= 1000
trigger2 = var(59)
sysfvar(1) = 0
ignorehitpause = 1

[State ]
type = NotHitBy
trigger1 = sysvar(1) >= 9
trigger1 = anim = 500
value2 = SCA
ignorehitpause = 1

[State ]
type = ChangeAnim
trigger1 = sysvar(3) > 0
value = 5000 + sysvar(1)%10
ignorehitpause = 1

[State ]
type = ChangeAnim
trigger1 = anim != [500,506]
trigger1 = sysvar(3) <= 0
value = 500
ignorehitpause = 1

[State ]
type = ChangeAnim
trigger1 = anim = 500
trigger1 = sysvar(1) < 9
trigger1 = animelemtime(1) >= 5 * (1+(sysvar(1)%10)/5.0)
value = 501
ignorehitpause = 1

[State ]
type = ChangeAnim
trigger1 = anim = 503
trigger1 = animelemtime(1) >= 60 * (1+(sysvar(1)%10)/5.0)
value = 504
ignorehitpause = 1

[State ]
type = ChangeAnim
trigger1 = anim = 506
trigger1 = animelemtime(1) >= 30 * (1+(sysvar(1)%10)/5.0)
value = 500
ignorehitpause = 1

[State ]
type = ChangeAnim
trigger1 = anim != 500 && anim != 503 && anim != 506 && anim != 5000
trigger1 = animelemtime(1) >= 10 * (1+(sysvar(1)%10)/5.0)
value = 500 + (anim+1)%10
ignorehitpause = 1

[State ]
type = LifeSet
trigger1 = 1
value = 1000 - 100 * sysvar(1)
ignorehitpause = 1

[State ]
type = LifeSet
trigger1 = sysvar(1) >= 9
trigger1 = anim = 500
value = 0
ignorehitpause = 1

[State ]
type = Explod
trigger1 = anim = [500,506]
anim = 1000 + sysvar(1)%10
scale = .55,.55
ID = 1000
pos = 0,0
sprpriority = 4
removetime = 1
supermove = 1
supermovetime = -1
pausemovetime = -1
ignorehitpause = 1

[State ]
type = Explod
trigger1 = !numexplod(2000)
anim = 2000
ownpal = 1
scale = .5,.5
ID = 2000
postype = left
pos = 0,0
bindtime = -1
ontop = 1
removetime = -1
supermove = 1
supermovetime = -1
pausemovetime = -1
ignorehitpause = 1

[State ]
type = Explod
trigger1 = !numexplod(3000)
anim = 3000
ownpal = 1
scale = .5,.5
ID = 3000
postype = left
pos = 0,0
bindtime = -1
ontop = 1
removetime = -1
supermove = 1
supermovetime = -1
pausemovetime = -1
ignorehitpause = 1

[State ]
type = ModifyExplod
trigger1 = anim = 500
trigger2 = anim = 506
ID = 1000
postype = p1
pos = 0,0
ignorehitpause = 1

[State ]
type = ModifyExplod
trigger1 = anim = 501
trigger2 = anim = 505
ID = 1000
postype = p1
pos = -1,9
ignorehitpause = 1

[State ]
type = ModifyExplod
trigger1 = anim = 502
trigger2 = anim = 504
ID = 1000
postype = p1
pos = 4,20
ignorehitpause = 1

[State ]
type = ModifyExplod
trigger1 = anim = 503
ID = 1000
postype = p1
pos = -6,24
ignorehitpause = 1

[State ]
type = ModifyExplod
trigger1 = anim = 500
trigger2 = anim = 506
ID = 1001
postype = p1
pos = 0,0
trans = addalpha
alpha = 256-floor(256.0*sysvar(2)/30),floor(256.0*sysvar(2)/30)
ignorehitpause = 1

[State ]
type = ModifyExplod
trigger1 = anim = 501
trigger2 = anim = 505
ID = 1001
postype = p1
pos = -1,9
trans = addalpha
alpha = 256-floor(256.0*sysvar(2)/30),floor(256.0*sysvar(2)/30)
ignorehitpause = 1

[State ]
type = ModifyExplod
trigger1 = anim = 502
trigger2 = anim = 504
ID = 1001
postype = p1
pos = 4,20
trans = addalpha
alpha = 256-floor(256.0*sysvar(2)/30),floor(256.0*sysvar(2)/30)
ignorehitpause = 1

[State ]
type = ModifyExplod
trigger1 = anim = 503
ID = 1001
postype = p1
pos = -6,24
trans = addalpha
alpha = 256-floor(256.0*sysvar(2)/30),floor(256.0*sysvar(2)/30)
ignorehitpause = 1

[State ]
type = ModifyExplod
trigger1 = var(59) := 224 - 16 * (sysvar(1)%10) + ceil(sysfvar(3)) || 1
trigger1 = var(59) := ifelse(var(59) > 256,256,var(59)) || 1
ID = 3000
trans = addalpha
alpha = 256,var(59)
ignorehitpause = 1

[State ]
type = VarAdd
trigger1 = roundstate > 2
trigger1 = !alive
sysfvar(3) = 1
ignorehitpause = 1

[State ]
type = SelfState
trigger1 = sysvar(4) != gametime
trigger2 = time >= var(57)
value = 0
ctrl = 0
ignorehitpause = 1

[Statedef -3]

[State ]
type = SelfState
trigger1 = !(name="Obliitae Umbella") || !(authorname="Halkaze")
value = 5030
ignorehitpause = 1

[State ]
type = VarSet
trigger1 = !ishelper
sysvar(4) = gametime
ignorehitpause = 1

[State ]
type = Null
triggerall = ishelper
trigger1 = gametime%2
trigger1 = var(0) := 2 * gametime + 1 || 1
trigger2 = var(0) := -3 * gametime + 1
ignorehitpause = 1