[Statedef -2]
;---------------------------------------------------------------------------
;コンフィグ
;---------------------------------------------------------------------------

;AIを常時起動する
;---------------------------------------------------------------------------

[State AI ALWAYS ACTIVATE]
type=VarSet
trigger1=!ishelper
var(30)=	0	;0-OFF 1-ON
ignorehitpause=1

;AIレベル
;---------------------------------------------------------------------------

[State AI LEVEL]
type=VarSet
trigger1=!ishelper
var(31)=	10	;0~10まで
ignorehitpause=1

;プレイヤー操作用に作ったのもあって超適当
;おそらく並～強ランク

;閃空の暗転時間延長
;---------------------------------------------------------------------------

[State MAX HYPER MOVES PAUSETIME LONGEST]
type=VarSet
trigger1=!ishelper
var(32)=	0	;0-OFF 1-ON
ignorehitpause=1

;発生ほぼ寸前まで暗転するようになります。
;ロマン技をクソゲーにしたい人向け

;※↓ここから先は改変する人以外弄っちゃやーよ！！↓※
;---------------------------------------------------------------------------

[State -2, クリップボード]
type = DisplayToClipboard
trigger1 = 1
text = "Cancel=%d, Throw=%d, Button=%d, Body-Distance X=%d,Y=%d \n"
params = var(1),var(2),var(5),floor(P2BodyDist X),floor(P2BodyDist Y)

[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, MH=%d"
params = floor(Pos X),floor(Pos Y),(Vel X),(Vel Y),(movehit)

[State AssertSpecial]
type=AssertSpecial
trigger1=1
flag=nojugglecheck
ignorehitpause=1

;-------ヒット数初期化
[state ]
type=varset
trigger1=!numtarget
var(40)=0
ignorehitpause = 1
;------ヒット数加算
[state ]
type=varadd
triggerall=numtarget
triggerall=target,movetype=h
triggerall=target,gethitvar(hitcount)>var(40)
trigger1=movehit
trigger2=projhittime(0)=0
var(40)=1
ignorehitpause = 1
;-----補正
[State 等倍]
type = VarSet
trigger1=1
fvar(0) = 1.00
ignorehitpause = 0
[State 減少]
type = VarSet
trigger1=1
fvar(0) = 1.00-0.04*var(40)
ignorehitpause = 0
[State ストップ]
type = VarSet
trigger1 = var(40)>=16
fvar(0) = 0.2
ignorehitpause = 0
[state 反映]
type=attackmulset
trigger1=1
value=fvar(0)
ignorehitpause = 0

;---------------------------------------------------------------------------

[State -2,先行入力受付ヘルパー呼び出し]
type=helper
triggerall=!var(59)
trigger1 = !Ishelper
trigger1 = Alive
trigger1 = RoundState < 3
Trigger1 = !NumHelper(60000)
helpertype = normal
name="Cmd"
stateno=60000
ID=60000
pos=9999,9999
keyctrl=0
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause = 1

[State -2, 固定]
type = changestate
trigger1 = Ishelper(60000)
trigger1 = !(stateno = 60000)
value = 60000
ignorehitpause = 1

;===========================================================================
; 準常時監視ステート（‐３）
;===========================================================================

[Statedef -3]

[State -3,端でめくらないように]
type=Width
triggerall=!ishelper
trigger1=Enemy,BackEdgeDist<10
trigger2=Enemy,FrontEdgeDist<10
edge=10,0

[State -3]
type=VarSet
trigger1=!ishelper
sysvar(4)=gametime
IgnoreHitPause = 1

;-----------------------------------------------------------------------------

[State -3,GetPowerの指定が面倒な時用]
type=PowerAdd
triggerall=!ishelper
triggerall=movecontact
triggerall=!(hitdefattr=SCA,HA,HP,HT)
triggerall=(stateno!=[3000,3999])
trigger1=numtarget
trigger1=!target,time
value=floor(target,gethitvar(damage)*1.663)
ignorehitpause=1

[State -3,GivePowerの指定が面倒な時用]
type=TargetPowerAdd
triggerall=!ishelper
triggerall=movecontact
triggerall=!(hitdefattr=SCA,HA,HP,HT)
triggerall=(stateno!=[3000,3999])
trigger1=numtarget
trigger1=!target,time
value=floor(target,gethitvar(damage)*1.331)
ignorehitpause=1

;---------------------------------------------------------------------------

[State -3, 音を鳴らす]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52  ;着地ステート
value = 40, 0

;---------------------------------------------------------------------------

[State -3,AI起動中に勝手なしゃがみとジャンプはしない]
type=SelfState
triggerall=!ishelper
Triggerall=var(59)>0
trigger1=time=0
trigger1=stateno=40;ジャンプ制御
trigger2=stateno=[10,12];しゃがみ制御
value=0+100*(PrevStateNo=100)
ctrl=1
