
[State 受到傷害時立flag]
type=projectile
trigger1=ishelper(77767701)&&numhelper(77767771)
trigger1=helper(77767771),sysvar(1)=id;潛入後沒有消失
trigger1=(helper(77767771),sysvar(0)&64);潛入幀
trigger1=gethitvar(damage);受到傷害
projanim=0
projid=57767701
projremove=0
projremovetime=0
projhits=0
offset=-9999
projpriority=9999
projheightbound=-500000000,500000000
projedgebound=500000000
projstagebound=500000000
attr=C,HT
hitflag=
sparkno=-1
numhits=0
damage=0,0
pausetime=0,0
getpower=0
guard.dist=0
ground.type=none
ignorehitpause=1
;於Hitby探查使用

;-------------------------------------------------------
;接下來說明實際潛入後的動作
;
;潛入型探查是指在被敵人奪取的狀態時使用changestate潛入敵方的狀態號
;(changestate在被奪取的狀態下使用是進入的是奪取的人的狀態號)
;
;1.在個別state使用hitdef,直到打中對面被奪取
;2.確認被奪取後使用Changestate進入敵方不存在的state
;3.在確認進入敵方state後給予凍結探查helper凍結
;4.準備結束時立起flag並潛入
;5.立起flag時使用探查監視helper確認探查的狀況、記錄有效state。然後繼續探查下一個狀態號
;
;整體流程大概就是這樣
;def -2下的是2~4的步驟


;-------------------------------------------------------
;準備好潛入就開始吧

[State 變量重置]
type=varrangeset
trigger1=ishelper(77767700)+ishelper(77767701)
value=0
ignorehitpause=1
;之後變量會和敵方同期
;想作為flag使用因此暫時重置


[State Explod削除]
type=removeexplod
trigger1=ishelper(77767700)+ishelper(77767701)
ignorehitpause=1
;敵方的state可能會有explod出現，為了保持輕量所以將其消除

[State 見栄えをよくする]
type=assertspecial
trigger1=ishelper(77767700)+ishelper(77767701)
flag=invisible
flag2=noshadow
ignorehitpause=1
;可能會出現動畫所以使helper變為不可見

[State 鏡頭不會追蹤]
type=screenbound
trigger1=ishelper(77767700)+ishelper(77767701)
value=0
ignorehitpause=1

[State 擴大率]
type=angledraw
trigger1=ishelper(77767700)+ishelper(77767701)
scale=0.0
ignorehitpause=1
;設為最小不僅可以隱藏helper，還可以防止太大的效果導致的卡頓

[State 為了Hitby探査所以解除value2]
type=hitby
trigger1=ishelper(77767700)+ishelper(77767701)
value2=SCA,AA,AP,AT
time=-1
ignorehitpause=1
;當value2無敵賦予時可能會影響value的判定，所以解除

[State 為了Hitby探査所以無敵賦予]
type=nothitby
trigger1=ishelper(77767700)+ishelper(77767701)
value=SCA
time=-1
ignorehitpause=1
;為了判定潛入的狀態號中有沒有hitby而先賦予無敵
;當存在hitby會覆蓋掉這個的效果

[State 凍結探查value2無敵賦予]
type=nothitby
trigger1=ishelper(77767700)
value2=SCA
time=-1
ignorehitpause=1
;凍結探查沒有必要調查Hitby，所以無敵

[State 裝甲消除]
type=hitoverride
trigger1=ishelper(77767700)+ishelper(77767701)
time=-1
attr=
slot=0
stateno=5150
ignorehitpause=1
[State 裝甲消除]
type=hitoverride
trigger1=ishelper(77767700)+ishelper(77767701)
time=-1
attr=
slot=1
stateno=5150
ignorehitpause=1
[State 裝甲消除]
type=hitoverride
trigger1=ishelper(77767700)+ishelper(77767701)
time=-1
attr=
slot=2
stateno=5150
ignorehitpause=1
[State 裝甲消除]
type=hitoverride
trigger1=ishelper(77767700)+ishelper(77767701)
time=-1
attr=
slot=3
stateno=5150
ignorehitpause=1
[State 裝甲消除]
type=hitoverride
trigger1=ishelper(77767700)+ishelper(77767701)
time=-1
attr=
slot=4
stateno=5150
ignorehitpause=1
[State 裝甲消除]
type=hitoverride
trigger1=ishelper(77767700)+ishelper(77767701)
time=-1
attr=
slot=5
stateno=5150
ignorehitpause=1
[State 裝甲消除]
type=hitoverride
trigger1=ishelper(77767700)+ishelper(77767701)
time=-1
attr=
slot=6
stateno=5150
ignorehitpause=1
[State 裝甲消除]
type=hitoverride
trigger1=ishelper(77767700)+ishelper(77767701)
time=-1
attr=
slot=7
stateno=5150
ignorehitpause=1
;為了不受到潛入中state的裝甲影響而飛到其他狀態號
;老實說沒有必要也不一定

[State attr重置]
type=reversaldef
trigger1=ishelper(77767700)+ishelper(77767701)
reversal.attr=
priority=1,miss
pausetime=0,0
numhits=0
ignorehitpause=1
;為了hitdef的的判定所以重置attr
;當身的attr和hitdef是相通的，所以沒什麼問題

[State 丟棄target]
type=targetdrop
trigger1=ishelper(77767700)+ishelper(77767701)
ignorehitpause=1
;避免target重定向出問題而mugen落

[State 落下傷害消除]
type=hitfalldamage
trigger1=ishelper(77767700)+ishelper(77767701)
ignorehitpause=1
;為了避免誤認為lifeadd所以消除
;想要探查hitfalldamage的話還請好好做吧

[State life回復]
type=lifeset
trigger1=ishelper(77767700)+ishelper(77767701)
value=lifemax
ignorehitpause=1
;為了探查lifeset和lifeadd所以要先回滿生命

[State 追蹤解除]
type=bindtoroot
trigger1=ishelper(77767700)+ishelper(77767701)
pos=0,0
time=0
ignorehitpause=1
;bindtoroot比posset的優先度要來的高，將其time設為0可以一併解除posset

[State 速度歸零]
type=velset
trigger1=ishelper(77767700)+ishelper(77767701)
x=0
y=0
ignorehitpause=1
;防止飛到奇怪的地方

[State 位置固定]
type=posfreeze
trigger1=ishelper(77767700)+ishelper(77767701)
value=1
ignorehitpause=1
;防止潛入後受到敵方影響

[State 狀態回復]
type=statetypeset
trigger1=ishelper(77767700)+ishelper(77767701)
trigger1=var(1):=(movetype=A)||1;前一幀為movetype = A時此幀便無法探查(movetype = A的helper會優先行動)
statetype=S
movetype=I
physics=N
ignorehitpause=1
;回復statetype及movetype
;如果movetype為A，則可能會因為行動順序的誤差而打斷消除和替換潛入探查helper的行動，因此在當幀請不要潛入

[State 座標固定]
type=posset
trigger1=ishelper(77767700)+ishelper(77767701)
x=0
y=1000000
ignorehitpause=1
;hitby探查是由探查監視helper使用proj攻擊探查helper而判斷的
;若在畫面內則可能擊中其他的東西


;-------------------------------------------------------
;接下來變更潛入helper的影ID
;
;因為潛入探查helper是由探查監視helper所召喚，所以可能受到潛入state中的parentvarset的影響而造成探查監視helper機能停止
;為了預防此現象所以進行「親變更」

[State 影ID變更檢查]
type=parentvarset
trigger1=ishelper(77767700)+ishelper(77767701)
trigger1=parent,ishelper
var(1)=gametime+123
ignorehitpause=1
;這樣親的var(1)若變動的話就代表還未變更完成

[State 為取得凍結而變更為攻擊動畫]
type=changeanim
trigger1=(ishelper(77767700)+ishelper(77767701))&&hitpausetime<2
trigger1=parent,var(1)=gametime+123
value=77767770;小C1動畫框
ignorehitpause=1
;無攻擊動畫就無法凍結

[State 為取得凍結而變為movetype = A]
type=statetypeset
trigger1=(ishelper(77767700)+ishelper(77767701))&&hitpausetime<2
trigger1=parent,var(1)=gametime+123
statetype=S;配合受擊helper的hitby屬性
movetype=A
ignorehitpause=1
;不是movetype = A的話hitdef打不中
;當身凍結要依靠敵方的hitdef，所以不建議

[State 打擊取得凍結]
type=hitdef
trigger1=(ishelper(77767700)+ishelper(77767701))&&hitpausetime<2
trigger1=parent,var(1)=gametime+123
attr=,AA,AP;匹配受擊helper的hitby屬性
hitflag=MAFD
animtype=hard
air.animtype=back
priority=7,hit
damage=0,0
pausetime=3,1
sparkno=-1
numhits=0
hitsound=s-1
ground.type=low
ground.slidetime=0
ground.hittime=0
air.hittime=0
guard.dist=0
ground.velocity=0,0
guard.velocity=0
air.velocity=0,0
affectteam=F;重要
getpower=0,0
givepower=0,0
ignorehitpause=1
;hitdef擊中後便可獲取凍結
;為了擊中自己的受擊helper，所以affectteam必須設定為F或B

[State 影ID變更]
type=selfstate
trigger1=(ishelper(77767700)+ishelper(77767701))&&hitpausetime
trigger1=parent,var(1)=gametime+123
value=1077767700;影ID弄
ignorehitpause=1
;凍結賦予後進入「親變更」state
;影ID變更完成後進入探查待機


;-------------------------------------------------------
;接下來賦予凍結探查凍結
;個人認為這裡就是潛入型比利用型探查要難的最大原因
;必須在潛入敵方state後才能賦予凍結，所以必須要花一點工夫
;
;潛入敵方state
;   ↓
;賦予凍結
;
;依這個順序執行

[State 為了在被奪取的狀態下獲取凍結，所以故意進入敵方應該不存在的state]
type=changestate
trigger1=ishelper(77767700)&&hitpausetime<21500001;還沒凍結
trigger1=alive=1&&playeridexist(id);狀態正常
trigger1=hitfall!=gametime*2+3;被奪取中
trigger1=parent,var(1)!=gametime+123;影ID變更完成
trigger1=stateno!=973421235;還沒潛入(重要！！一直執行的話就沒法探查了喔！)
value=973421235
ignorehitpause=1
;凍結時被當身或攻擊時凍結就會重置
;因此想要維持在潛入前就獲得的凍結是很難的(不是被混線targetstate奪取的話就沒法維持)
;所以預先潛入敵方state，並在潛入狀態時賦予凍結，就可以同時維持被敵方奪取的狀態以及凍結了
;
;進入敵方應該不存在的state的用意是
;為了防止進入消除helper的state而造成無法獲得凍結探查helper的情況

;
;不存在的state會將hitdefpersist設為0
;簡單來說，就是在放出hitdef後才轉換state的話，hitdef會失效
;所以必須先進入敵方應該不存在的state後才使用hitdef
[State 變更為攻擊動畫]
type=changeanim
trigger1=ishelper(77767700)&&hitpausetime<21500001
trigger1=alive=1&&playeridexist(id)
trigger1=hitfall!=gametime*2+3
trigger1=parent,var(1)!=gametime+123
value=77767770;ちっちゃいclsn1
ignorehitpause=1
;沒有攻擊框的話就無法凍結

[State 變更狀態]
type=statetypeset
trigger1=ishelper(77767700)&&hitpausetime<21500001
trigger1=alive=1&&playeridexist(id)
trigger1=hitfall!=gametime*2+3
trigger1=parent,var(1)!=gametime+123
statetype=S;配合受擊helper的hitby屬性
movetype=A
ignorehitpause=1
;不是movetype = A的話hitdef打不中
;當身凍結要依靠敵方的hitdef，所以不建議

[State 凍結]
type=hitdef
trigger1=ishelper(77767700)&&hitpausetime<21500001
trigger1=alive=1&&playeridexist(id)
trigger1=hitfall!=gametime*2+3
trigger1=parent,var(1)!=gametime+123
attr=,AA,AP;配合受擊helper的hitby屬性
hitflag=MAFD
animtype=hard
air.animtype=back
priority=7,hit
damage=0,0
pausetime=21590001,1
sparkno=-1
numhits=0
hitsound=s-1
ground.type=low
ground.slidetime=0
ground.hittime=0
air.hittime=0
guard.dist=0
ground.velocity=0,0
guard.velocity=0
air.velocity=0,0
affectteam=F;重要
getpower=0,0
givepower=0,0
ignorehitpause=1
;hitdef擊中後便可獲取凍結
;為了擊中自己的受擊helper，所以affectteam必須設定為F或B

[State 配合受擊helper的座標<若自己已經準備好受擊helper的話則配合自己準備helper的座標>]
type=posset
trigger1=ishelper(77767700)&&hitpausetime<21500001
trigger1=alive=1&&playeridexist(id)
trigger1=hitfall!=gametime*2+3
trigger1=parent,var(1)!=gametime+123
trigger2=(ishelper(77767700)+ishelper(77767701))&&hitpausetime<2
trigger2=parent,var(1)=gametime+123
x=0
y=-100000000
ignorehitpause=1
;若使用的不是模板的受擊helper而是自己本身就有的受擊helper(混線受擊之類的)的話，還請調整座標


;--------------------------------------------------------------------------------------------------
;在設置潛入flag前先檢查狀態

[State 消除helper]
type=selfstate
triggerall=ishelper
trigger1=ishelper(77767700)
trigger1=alive!=1
trigger2=ishelper(77767701)
trigger2=alive!=1||hitpausetime>30
value=777667000;消除state
ignorehitpause=1
;當alive受到操弄或非凍結探查被賦予很大的凍結時消除helper來重置狀態
;也可以使用512溢出修改回去，不過我認為消除helper來重置比較簡單

;-------------------------------------------------------
;潛入準備完成了
;設置flag並開始潛入

[State 情況很奇怪所以停止探查]
type=projectile
triggerall=ishelper
trigger1=ishelper(77767700)&&root,numprojid(77767700)&&!root,numprojid(67767700);明明還沒有探查卻出現了flag
trigger2=ishelper(77767701)&&root,numprojid(77767701)&&!root,numprojid(67767700)
projanim=0
projid=67767700+ishelper(77767701)
projremove=0
projremovetime=0
projhits=0
offset=-9999
projpriority=9999
projheightbound=-500000000,500000000
projedgebound=500000000
projstagebound=500000000
attr=C,HT
hitflag=
sparkno=-1
numhits=0
damage=0,0
pausetime=0,0
getpower=0
guard.dist=0
ground.type=none
ignorehitpause=1
;探查flag已經出現了代表很有可能發生了問題
;所以在這種情況時停止探查

[State 立起探查執行flag]
type=projectile
triggerall=ishelper(77767700)+ishelper(77767701)&&hitfall!=gametime*2+3&&!gethitvar(damage)&&movetype=I&&!var(1)
triggerall=alive=1&&playeridexist(id)&&(ishelper(77767700)&&hitpausetime>21000001||ishelper(77767701)&&!hitpausetime)
triggerall=parent,var(1)!=gametime+123                                       ;影ID變更完成
triggerall=numhelper(77767770)&&numhelper(77767771)                          ;探查監視helper存在
;凍結探査
trigger1=ishelper(77767700)
trigger1=helper(77767770),sysvar(1)=id                                       ;監視正常運作
trigger1=!root,numprojid(67767700)                                           ;沒有出現停止flag
trigger1=!(helper(77767770),sysvar(0)&1)                                     ;沒有從監視helper來的停止訊號
trigger1=(helper(77767770),sysvar(0)&2)                                      ;出現探查開始flag
trigger1=helper(77767770),sysvar(2)>0                                        ;state號指定完成
trigger1=helper(77767770),var(4)=hitpausetime                                ;凍結hitpausetime保存完成
;非凍結探査
trigger2=ishelper(77767701)
trigger2=helper(77767771),sysvar(1)=id                                       ;監視正常運作
trigger2=!root,numprojid(67767701)                                           ;沒有出現停止flag
trigger2=!(helper(77767771),sysvar(0)&1)                                     ;沒有從監視helper來的停止訊號
trigger2=(helper(77767771),sysvar(0)&2)                                      ;出現探查開始flag
trigger2=helper(77767771),sysvar(2)>0                                        ;凍結hitpausetime保存完成
projanim=0
projid=77767700+ishelper(77767701)
projremove=0
projremovetime=0
projhits=0
offset=-9999
projpriority=9999
projheightbound=-500000000,500000000
projedgebound=500000000
projstagebound=500000000
attr=C,HT
hitflag=
sparkno=-1
numhits=0
damage=0,0
pausetime=0,0
getpower=0
guard.dist=0
ground.type=none
ignorehitpause=1
;潛入前請先立起這個flag再進行潛入
;反過來說，也不要立起flag卻不潛入
;探查state號是基於這個flag而推進，若是偏離了探查時間的話就無法正常進行探查

[State 凍結探查轉為無框動畫]
type=changeanim
trigger1=ishelper(77767700)
trigger1=root,numprojid(77767700)&&!root,numprojid(67767700)
value=77767771;無框動畫
ignorehitpause=1
;為了使凍結不被影響，所以使用沒有C1C2框的動畫

[State 非凍結探查轉為受擊動畫]
type=changeanim
trigger1=ishelper(77767701)
trigger1=root,numprojid(77767701)&&!root,numprojid(67767701)
value=77767772;小小的C2框
ignorehitpause=1
;這裡為了hitby探查所以使用有C2框的動畫


;-------------------------------------------------------
;變量和敵方本體保持同期
;精度會有所提高(具體來說就是可以取得スカデビG的hitby state了)
[State 變量同期(sysvar(0))]
type=varset
trigger1=ishelper(77767700)+ishelper(77767701)
sysvar(0)=enemy,sysvar(0)
ignorehitpause=1
[State 變量同期(sysvar(1))]
type=varset
trigger1=ishelper(77767700)+ishelper(77767701)
sysvar(1)=enemy,sysvar(1)
ignorehitpause=1
[State 變量同期(sysvar(2))]
type=varset
trigger1=ishelper(77767700)+ishelper(77767701)
sysvar(2)=enemy,sysvar(2)
ignorehitpause=1
[State 變量同期(sysvar(3))]
type=varset
trigger1=ishelper(77767700)+ishelper(77767701)
sysvar(3)=enemy,sysvar(3)
ignorehitpause=1
[State 變量同期(sysvar(4))]
type=varset
trigger1=ishelper(77767700)+ishelper(77767701)
sysvar(4)=enemy,sysvar(4)
ignorehitpause=1
[State 變量同期(sysfvar(0))]
type=varset
trigger1=ishelper(77767700)+ishelper(77767701)
sysfvar(0)=enemy,sysfvar(0)
ignorehitpause=1
[State 變量同期(sysfvar(1))]
type=varset
trigger1=ishelper(77767700)+ishelper(77767701)
sysfvar(1)=enemy,sysfvar(1)
ignorehitpause=1
[State 變量同期(sysfvar(2))]
type=varset
trigger1=ishelper(77767700)+ishelper(77767701)
sysfvar(2)=enemy,sysfvar(2)
ignorehitpause=1
[State 變量同期(sysfvar(3))]
type=varset
trigger1=ishelper(77767700)+ishelper(77767701)
sysfvar(3)=enemy,sysfvar(3)
ignorehitpause=1
[State 變量同期(sysfvar(4))]
type=varset
trigger1=ishelper(77767700)+ishelper(77767701)
sysfvar(4)=enemy,sysfvar(4)
ignorehitpause=1
[State 變量同期(通常變量)]
type=null
trigger1=ishelper(77767700)+ishelper(77767701)
trigger1=1||var(0):=enemy,var(0)
trigger1=1||var(1):=enemy,var(1)
trigger1=1||var(2):=enemy,var(2)
trigger1=1||var(3):=enemy,var(3)
trigger1=1||var(4):=enemy,var(4)
trigger1=1||var(5):=enemy,var(5)
trigger1=1||var(6):=enemy,var(6)
trigger1=1||var(7):=enemy,var(7)
trigger1=1||var(8):=enemy,var(8)
trigger1=1||var(9):=enemy,var(9)
trigger1=1||var(10):=enemy,var(10)
trigger1=1||var(11):=enemy,var(11)
trigger1=1||var(12):=enemy,var(12)
trigger1=1||var(13):=enemy,var(13)
trigger1=1||var(14):=enemy,var(14)
trigger1=1||var(15):=enemy,var(15)
trigger1=1||var(16):=enemy,var(16)
trigger1=1||var(17):=enemy,var(17)
trigger1=1||var(18):=enemy,var(18)
trigger1=1||var(19):=enemy,var(19)
trigger1=1||var(20):=enemy,var(20)
trigger1=1||var(21):=enemy,var(21)
trigger1=1||var(22):=enemy,var(22)
trigger1=1||var(23):=enemy,var(23)
trigger1=1||var(24):=enemy,var(24)
trigger1=1||var(25):=enemy,var(25)
trigger1=1||var(26):=enemy,var(26)
trigger1=1||var(27):=enemy,var(27)
trigger1=1||var(28):=enemy,var(28)
trigger1=1||var(29):=enemy,var(29)
trigger1=1||var(30):=enemy,var(30)
trigger1=1||var(31):=enemy,var(31)
trigger1=1||var(32):=enemy,var(32)
trigger1=1||var(33):=enemy,var(33)
trigger1=1||var(34):=enemy,var(34)
trigger1=1||var(35):=enemy,var(35)
trigger1=1||var(36):=enemy,var(36)
trigger1=1||var(37):=enemy,var(37)
trigger1=1||var(38):=enemy,var(38)
trigger1=1||var(39):=enemy,var(39)
trigger1=1||var(40):=enemy,var(40)
trigger1=1||var(41):=enemy,var(41)
trigger1=1||var(42):=enemy,var(42)
trigger1=1||var(43):=enemy,var(43)
trigger1=1||var(44):=enemy,var(44)
trigger1=1||var(45):=enemy,var(45)
trigger1=1||var(46):=enemy,var(46)
trigger1=1||var(47):=enemy,var(47)
trigger1=1||var(48):=enemy,var(48)
trigger1=1||var(49):=enemy,var(49)
trigger1=1||var(50):=enemy,var(50)
trigger1=1||var(51):=enemy,var(51)
trigger1=1||var(52):=enemy,var(52)
trigger1=1||var(53):=enemy,var(53)
trigger1=1||var(54):=enemy,var(54)
trigger1=1||var(55):=enemy,var(55)
trigger1=1||var(56):=enemy,var(56)
trigger1=1||var(57):=enemy,var(57)
trigger1=1||var(58):=enemy,var(58)
trigger1=1||var(59):=enemy,var(59)
trigger1=1||fvar(0):=enemy,fvar(0)
trigger1=1||fvar(1):=enemy,fvar(1)
trigger1=1||fvar(2):=enemy,fvar(2)
trigger1=1||fvar(3):=enemy,fvar(3)
trigger1=1||fvar(4):=enemy,fvar(4)
trigger1=1||fvar(5):=enemy,fvar(5)
trigger1=1||fvar(6):=enemy,fvar(6)
trigger1=1||fvar(7):=enemy,fvar(7)
trigger1=1||fvar(8):=enemy,fvar(8)
trigger1=1||fvar(9):=enemy,fvar(9)
trigger1=1||fvar(10):=enemy,fvar(10)
trigger1=1||fvar(11):=enemy,fvar(11)
trigger1=1||fvar(12):=enemy,fvar(12)
trigger1=1||fvar(13):=enemy,fvar(13)
trigger1=1||fvar(14):=enemy,fvar(14)
trigger1=1||fvar(15):=enemy,fvar(15)
trigger1=1||fvar(16):=enemy,fvar(16)
trigger1=1||fvar(17):=enemy,fvar(17)
trigger1=1||fvar(18):=enemy,fvar(18)
trigger1=1||fvar(19):=enemy,fvar(19)
trigger1=1||fvar(20):=enemy,fvar(20)
trigger1=1||fvar(21):=enemy,fvar(21)
trigger1=1||fvar(22):=enemy,fvar(22)
trigger1=1||fvar(23):=enemy,fvar(23)
trigger1=1||fvar(24):=enemy,fvar(24)
trigger1=1||fvar(25):=enemy,fvar(25)
trigger1=1||fvar(26):=enemy,fvar(26)
trigger1=1||fvar(27):=enemy,fvar(27)
trigger1=1||fvar(28):=enemy,fvar(28)
trigger1=1||fvar(29):=enemy,fvar(29)
trigger1=1||fvar(30):=enemy,fvar(30)
trigger1=1||fvar(31):=enemy,fvar(31)
trigger1=1||fvar(32):=enemy,fvar(32)
trigger1=1||fvar(33):=enemy,fvar(33)
trigger1=1||fvar(34):=enemy,fvar(34)
trigger1=1||fvar(35):=enemy,fvar(35)
trigger1=1||fvar(36):=enemy,fvar(36)
trigger1=1||fvar(37):=enemy,fvar(37)
trigger1=1||fvar(38):=enemy,fvar(38)
trigger1=1||fvar(39):=enemy,fvar(39)
ignorehitpause=1


;-------------------------------------------------------
;潛入

[State 凍結探查]
type=changestate
trigger1=ishelper(77767700)&&numhelper(77767770)
trigger1=root,numprojid(77767700)&&!root,numprojid(67767700);flag正常出現
value=helper(77767770),sysvar(2);潛入探查監視helper指定的state
ignorehitpause=1

[State 非凍結探查]
type=changestate
trigger1=ishelper(77767701)&&numhelper(77767771)
trigger1=root,numprojid(77767701)&&!root,numprojid(67767701)
value=helper(77767771),sysvar(2)
ignorehitpause=1


;-------------------------------------------------------
;無法潛入時處理
;被奪取時進入敵方不存在的state來維持被奪取狀態
;沒有被奪取時進入探查待機state來使用hitdef和hitby以方便被敵方奪取

[State 維持被奪取狀態]
type=changestate
trigger1=ishelper(77767700)+ishelper(77767701)
trigger1=hitfall!=gametime*2+3;被投了
trigger1=stateno!=973421235;還沒潛入(無此條件的話凍結探查就無法凍結)
value=973421235
ignorehitpause=1
;在被奪取狀態時使用Selfstate就會回到自己的狀態號，會從被奪取的地方重新開始探查
;因此可以在待機中使用changestats繼續進入敵方state來快速重啟探查

[State 未被奪取時進入探查待機]
type=selfstate
trigger1=ishelper(77767700)+ishelper(77767701)
trigger1=hitfall=gametime*2+3;投げられていない
value=77767700
ignorehitpause=1
;在此處有為了被敵方奪取而使用的hitdef和hitby