[statedef -7235954]
type = u
movetype = u
physics = u
poweradd = 0
movehitpersist = 1
hitdefpersist = 1

;--------------------------------------------------------------------------------
;↓主页/homepage
;kokonoerin0.blog.fc2blog.us
;                                        ——Rin


;自定义部分开始/option start
;使用前请仔细阅读read me.txt
;请修改"←"标志左边的括号里的内容,其他内容请勿改动.

;--------------------------------------------------------------------------------
;↓每一种干涉的持续帧数
[state ]
type = varset
trigger1 = 1
ignorehitpause = 1
sysvar(1) =             (120)        ;←(30~1800) 每次干涉持续的帧数/interfere time

;--------------------------------------------------------------------------------
;↓是否播放BGM
[state ]
type = varset
trigger1 = 1
ignorehitpause = 1
var(11) =               (1)          ;←(0~1) 根据层数播放背景音乐/BGM

;--------------------------------------------------------------------------------
;以下为8层干涉的每层独立的启动开关,可以方便的直接关闭一整层
;8种层数开关和38种独立干涉开关只能选其一,请不要让开关冲突,比如已经关闭的层数内存在开启的独立干涉开关
;如果对某一个人物在某一个干涉时必定报错可以关闭此干涉后重新对战
;↓选择0后将会跳过这一层,开启后请关闭全部独立干涉禁用开关
[state ]
type = null
triggerall = var(0) := 0 || 1
trigger1 =              (1)          ;←(0~1) 此层干涉开启/level 1 on
;第一层：
;1.大伤害proj
;2.大伤害当身
;3.大伤害hitdef
;4.落下即死
;5.即死投
;6.过量回复型即死投

trigger2 =              (1)          ;←(0~1) 此层干涉开启/level 2 on
;第二层：
;7.超即死投
;8.超即死当身
;9.P数弄超即死投
;10.变数弄投
;11.sys系含变数弄投
;12.伪装超即死投

trigger3 =              (1)          ;←(0~1) 此层干涉开启/level 3 on
;第三层：
;13.强制F1
;14.强制大伤害
;15.强制落下
;16.强制即死投
;17.强制超即死投
;18.强制P数弄超即死投

trigger4 =              (1)          ;←(0~1) 此层干涉开启/level 4 on
;第四层：
;19.强制lifemax弄
;20.强制敌本体变数弄
;21.强制敌援护变数弄
;22.强制敌本体sys系含变数弄
;23.强制敌援护sys系含变数弄
;24.强制P数变更

trigger5 =              (1)          ;←(0~1) 此层干涉开启/level 5 on
;第五层：
;25.强制敌援护ID变更
;26.强制敌援护抹消
;27.直死
;28.强制冻结直死
;29.强制NOKO解除
;30.敌援护强制冻结

trigger6 =              (1)          ;←(0~1) 此层干涉开启/level 6 on
;第六层：
;31.超直死
;32.绝对冻结
;33.cns文件抹杀
;34.强制作者名变更
;35.强制name变更
;36.player删除

trigger7 =              (1)          ;←(0~1) 此层干涉开启/level 7 on
;第七层：
;37.全干涉执行(干涉时间*2)

trigger8 =              (1)          ;←(0~1) 此层干涉开启/level 8 on
;第八层：
;38.主程序强制解体(干涉时间∞)

trigger1 = 0 && var(0) := (var(0) | 1)
trigger2 = 0 && var(0) := (var(0) | 2)
trigger3 = 0 && var(0) := (var(0) | 4)
trigger4 = 0 && var(0) := (var(0) | 8)
trigger5 = 0 && var(0) := (var(0) | 16)
trigger6 = 0 && var(0) := (var(0) | 32)
trigger7 = 0 && var(0) := (var(0) | 64)
trigger8 = 0 && var(0) := (var(0) | 128)
ignorehitpause = 1


;--------------------------------------------------------------------------------
;以下为38种干涉独立的封印开关,可以精确的关闭单一干涉
;8种层数开关和38种独立干涉开关只能选其一,请不要让开关冲突,比如已经关闭的层数内存在开启的某种干涉
;如果对某一个人物在某一个干涉时必定报错可以单独关闭此干涉后重新对战
;↓选择1后将会跳过这一种干涉,关闭后请开启全部层数禁用开关
[state ]
type = varset
trigger1 = 1
ignorehitpause = 1
fvar(1) =               (0)           ;←(0~1) 1号干涉"大伤害proj"禁用/No.1 off

[state ]
type = varset
trigger1 = 1
ignorehitpause = 1
fvar(2) =               (0)           ;←(0~1) 2号干涉"大伤害当身"禁用/No.2 off

[state ]
type = varset
trigger1 = 1
ignorehitpause = 1
fvar(3) =               (0)           ;←(0~1) 3号干涉"大伤害hitdef"禁用/No.3 off

[state ]
type = varset
trigger1 = 1
ignorehitpause = 1
fvar(4) =               (0)           ;←(0~1) 4号干涉"落下即死"禁用/No.4 off

[state ]
type = varset
trigger1 = 1
ignorehitpause = 1
fvar(5) =               (0)           ;←(0~1) 5号干涉"即死投"禁用/No.5 off

[state ]
type = varset
trigger1 = 1
ignorehitpause = 1
fvar(6) =               (0)           ;←(0~1) 6号干涉"过量回复型即死投"禁用/No.6 off

[state ]
type = varset
trigger1 = 1
ignorehitpause = 1
fvar(7) =               (0)           ;←(0~1) 7号干涉"超即死投"禁用/No.7 off

[state ]
type = varset
trigger1 = 1
ignorehitpause = 1
fvar(8) =               (0)           ;←(0~1) 8号干涉"超即死当身"禁用/No.8 off

[state ]
type = varset
trigger1 = 1
ignorehitpause = 1
fvar(9) =               (0)           ;←(0~1) 9号干涉"P数弄超即死投"禁用/No.9 off

[state ]
type = varset
trigger1 = 1
ignorehitpause = 1
fvar(10) =              (0)           ;←(0~1) 10号干涉"变数弄投"禁用/No.10 off

[state ]
type = varset
trigger1 = 1
ignorehitpause = 1
fvar(11) =              (0)           ;←(0~1) 11号干涉"sys系含变数弄投"禁用/No.11 off

[state ]
type = varset
trigger1 = 1
ignorehitpause = 1
fvar(12) =              (0)           ;←(0~1) 12号干涉"伪装超即死投"禁用/No.12 off

[state ]
type = varset
trigger1 = 1
ignorehitpause = 1
fvar(13) =              (0)           ;←(0~1) 13号干涉"强制F1"禁用/No.13 off

[state ]
type = varset
trigger1 = 1
ignorehitpause = 1
fvar(14) =              (0)           ;←(0~1) 14号干涉"强制大伤害"禁用/No.14 off

[state ]
type = varset
trigger1 = 1
ignorehitpause = 1
fvar(15) =              (0)           ;←(0~1) 15号干涉"强制落下"禁用/No.15 off

[state ]
type = varset
trigger1 = 1
ignorehitpause = 1
fvar(16) =              (0)           ;←(0~1) 16号干涉"强制即死投"禁用/No.16 off

[state ]
type = varset
trigger1 = 1
ignorehitpause = 1
fvar(17) =              (0)           ;←(0~1) 17号干涉"强制超即死投"禁用/No.17 off

[state ]
type = varset
trigger1 = 1
ignorehitpause = 1
fvar(18) =              (0)           ;←(0~1) 18号干涉"强制P数弄超即死投"禁用/No.18 off

[state ]
type = varset
trigger1 = 1
ignorehitpause = 1
fvar(19) =              (0)           ;←(0~1) 19号干涉"强制lifemax弄"禁用/No.19 off

[state ]
type = varset
trigger1 = 1
ignorehitpause = 1
fvar(20) =              (0)           ;←(0~1) 20号干涉"强制敌本体变数弄"禁用/No.20 off

[state ]
type = varset
trigger1 = 1
ignorehitpause = 1
fvar(21) =              (0)           ;←(0~1) 21号干涉"强制敌援护变数弄"禁用/No.21 off

[state ]
type = varset
trigger1 = 1
ignorehitpause = 1
fvar(22) =              (0)           ;←(0~1) 22号干涉"强制敌本体sys系含变数弄"禁用/No.22 off

[state ]
type = varset
trigger1 = 1
ignorehitpause = 1
fvar(23) =              (0)           ;←(0~1) 23号干涉"强制敌援护sys系含变数弄"禁用/No.23 off

[state ]
type = varset
trigger1 = 1
ignorehitpause = 1
fvar(24) =              (0)           ;←(0~1) 24号干涉"强制P数变更"禁用/No.24 off

[state ]
type = varset
trigger1 = 1
ignorehitpause = 1
fvar(25) =              (0)           ;←(0~1) 25号干涉"强制敌援护ID变更"禁用/No.25 off

[state ]
type = varset
trigger1 = 1
ignorehitpause = 1
fvar(26) =              (0)           ;←(0~1) 26号干涉"强制敌援护抹消"禁用/No.26 off

[state ]
type = varset
trigger1 = 1
ignorehitpause = 1
fvar(27) =              (0)           ;←(0~1) 27号干涉"直死"禁用/No.27 off

[state ]
type = varset
trigger1 = 1
ignorehitpause = 1
fvar(28) =              (0)           ;←(0~1) 28号干涉"强制冻结直死"禁用/No.28 off

[state ]
type = varset
trigger1 = 1
ignorehitpause = 1
fvar(29) =              (0)           ;←(0~1) 29号干涉"强制NOKO解除"禁用/No.29 off

[state ]
type = varset
trigger1 = 1
ignorehitpause = 1
fvar(30) =              (0)           ;←(0~1) 30号干涉"敌援护强制冻结"禁用/No.30 off

[state ]
type = varset
trigger1 = 1
ignorehitpause = 1
fvar(31) =              (0)           ;←(0~1) 31号干涉"超直死"禁用/No.31 off

[state ]
type = varset
trigger1 = 1
ignorehitpause = 1
fvar(32) =              (0)           ;←(0~1) 32号干涉"强制冻结"禁用/No.32 off

[state ]
type = varset
trigger1 = 1
ignorehitpause = 1
fvar(33) =              (0)           ;←(0~1) 33号干涉"cns文件抹杀"禁用/No.33 off

[state ]
type = varset
trigger1 = 1
ignorehitpause = 1
fvar(34) =              (0)           ;←(0~1) 34号干涉"强制作者名变更"禁用/No.34 off

[state ]
type = varset
trigger1 = 1
ignorehitpause = 1
fvar(35) =              (0)           ;←(0~1) 35号干涉"强制name变更"禁用/No.35 off

[state ]
type = varset
trigger1 = 1
ignorehitpause = 1
fvar(36) =              (0)           ;←(0~1) 36号干涉"player删除"禁用/No.36 off

[state ]
type = varset
trigger1 = 1
ignorehitpause = 1
fvar(37) =              (0)           ;←(0~1) 37号干涉"全干涉执行"禁用/No.37 off

[state ]
type = varset
trigger1 = 1
ignorehitpause = 1
fvar(38) =              (0)           ;←(0~1) 38号干涉"主程序强制解体"禁用/No.38 off

;--------------------------------------------------------------------------------
;以下为最终限制的最低或者最高层数,可以最快捷的控制干涉范围
;如果和其他层数限制开关冲突可能会出现意料之外的情况,使用时请将其他两种控制开关全部开启
;除非你想直接从源头限制最高或最低等级,否则下面的开关不推荐修改,请小心调试
;↓可以达到的最高和最低干涉等级
[state ]
type = varset
trigger1 = 1
ignorehitpause = 1
sysvar(2) =             (1)           ;←(1~38) 干涉最低等级/low

[state ]
type = varset
trigger1 = 1
ignorehitpause = 1
sysvar(3) =             (38)         ;←(1~38) 干涉最高等级/top

;--------------------------------------------------------------------------------
;自定义部分结束/option over









































































;以下内容请勿改动/Do not change the following

[state ]
type = selfstate
trigger1 = !(selfanimexist(-7235922) && selfanimexist(-7235954))
value = 3000
ignorehitpause = 1

[state ]
type = statetypeset
trigger1 = 1
statetype = s
movetype = i
physics = n
ignorehitpause = 1

[state ]
type = destroyself
trigger1 = 1
ignorehitpause = 1

[state ]
type = lifeset
trigger1 = 1
value = 1000
ignorehitpause = 1

[state ]
type = removeexplod
trigger1 = 1
id = 140
ignorehitpause = 1

[state ]
type = removeexplod
trigger1 = 1
id = 141
ignorehitpause = 1

[state ]
type = varset
trigger1 = sysvar(1) != [30,1800]
sysvar(1) = 180
ignorehitpause = 1

[state ]
type = varset
trigger1 = sysvar(2) != [1,38]
sysvar(2) = 1
ignorehitpause = 1

[state ]
type = varset
trigger1 = sysvar(3) != [1,38]
sysvar(3) = 38
ignorehitpause = 1

[state ]
type = varset
trigger1 = sysvar(3) < sysvar(2)
sysvar(3) = sysvar(2)
ignorehitpause = 1

[state ]
type = envshake
trigger1 = 1
time = 1
freq = 0
ampl = 0
phase = 0
ignorehitpause = 1

[state ]
type = posset
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[state ]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1,1
ignorehitpause = 1

[state ]
type = palfx
trigger1 = gametime%768 < 256
time = -1
add= -256+(gametime%768),-(gametime%768),0
mul = 256,256,256
invertall = 0
color = 256
ignorehitpause = 1

[state ]
type = palfx
trigger1 = gametime%768 >= 256
trigger1 = gametime%768 <= 511
time = -1
add = 0,-256+((gametime%768)-256),-((gametime%768)-256)
mul = 256,256,256
invertall = 0
color = 256
ignorehitpause = 1

[state ]
type = palfx
trigger1 = gametime%768 > 511
time = -1
add = -((gametime%768)-511),0,-256+((gametime%768)-511)
mul = 256,256,256
invertall = 0
color = 256
ignorehitpause = 1

[state ]
type = selfstate
trigger1 = 1
value = 120
ignorehitpause = 1