
;== [ Statedef -2 ] =========================================================================================
[Statedef -2]

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

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

;AIガードレベル
;------------------------------------------------------------------------------------------------------------
[State AI GUARD LEVEL]
type=VarSet
trigger1=!ishelper
var(55)=5		;0~5
ignorehitpause=1

;喰らい抜け(精防)
;------------------------------------------------------------------------------------------------------------
[State BURST]
type=VarSet
trigger1=!ishelper
var(32)=1		;0-OFF 1-改変元の仕様(デフォ) 2-投げられてない状態のみ 3-gametime式
ignorehitpause=1

;ゲジマシ
;------------------------------------------------------------------------------------------------------------
[State GuageRecover]
type=VarSet
trigger1=!ishelper
var(33)=0		;0-OFF, 1~ON
ignorehitpause=1

;== [ ※ここから先は弄っちゃやーよ！！※ ] =============================================================================

;-----------------------------------
[State -2, クリップボード]
type = DisplayToClipboard
trigger1 = !ishelper
text = "fed=%d, v45=%d, AI=%d, Body-Distance X=%d,Y=%d \n"
params = floor(frontedgedist),var(45),var(59),floor(P2BodyDist X),floor(P2BodyDist Y)

[State -2, クリップボード（追加専用）]
type = AppendToClipboard
trigger1 = !ishelper
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)

;前?声音去除
[State -2, StopSnd]
type = StopSnd
TriggerAll = !IsHelper
trigger1 = var(59) < 0 && command != "holdfwd"
trigger2 = stateno != 100
channel = 2

[State PowerAdd]
type=PowerAdd
TriggerAll = !IsHelper
trigger1=sysvar(4)%2=1
value=var(33)
ignorehitpause=1

;精防（地面）
[State -2,Selfstate]
type = Selfstate
value = 700
TriggerAll = !IsHelper
triggerall = Alive = 1
triggerall = MoveType = H
triggerall = Statetype != A
triggerall = var(32)=1
;trigger1 = palno = 6
trigger1 = random <= 5
ignorehitpause = 1

;精防（空中）
[State -2,Selfstate]
type = Selfstate
value = 710
TriggerAll = !IsHelper
triggerall = Alive = 1
triggerall = MoveType = H
triggerall = Statetype = A
triggerall = var(32)=1
;trigger1 = palno = 6
trigger1 = random <= 5
ignorehitpause = 1

;精防（地面）
[State -2,Selfstate]
type = Selfstate
value = 700
TriggerAll = !IsHelper
triggerall = Alive = 1
triggerall = MoveType = H
triggerall = Statetype != A
triggerall = var(32)=3
;trigger1 = palno = 6
trigger1 = sysvar(3)!=gametime*1836;がめちめでないとき
ignorehitpause = 1

;精防（空中）
[State -2,Selfstate]
type = Selfstate
value = 710
TriggerAll = !IsHelper
triggerall = Alive = 1
triggerall = MoveType = H
triggerall = Statetype = A
triggerall = var(32)=3
;trigger1 = palno = 6
trigger1 = sysvar(3)!=gametime*1836;がめちめでないとき
ignorehitpause = 1

;p2???画
[State -2, Helper]
type = Helper
TriggerAll = !IsHelper
triggerall = !numhelper ( 802 )
triggerall = ( p2movetype = H ) && enemy,time = 1 
trigger1 = p2stateno = 821 ;(投技)
trigger2 = p2stateno = 13008 ;(??)
trigger3 = p2stateno = 13009 ;(搬?撞?)
trigger4 = p2stateno = 3354;(断?台入?)
helpertype = normal 
name = "802"
ID = 802
stateno = 802 
pos = 0,-80
postype = p2
facing = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

;p2落地?画
[State -2, Helper]
type = Helper
TriggerAll = !IsHelper
triggerall = !numhelper ( 13004 )
triggerall = ( p2movetype = H ) && enemy,time = 1 
trigger1 = p2stateno = 13001
trigger2 = p2stateno = 13002
helpertype = normal 
name = "13004"
ID = 13004
stateno = 13004 
pos = 0,-10
postype = p2
facing = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

;p2火??画
[State -2, Helper]
type = Helper
TriggerAll = !IsHelper
triggerall = !numhelper ( 1112 )
triggerall = ( p2movetype = H ) && enemy,time = 1 
trigger1 = numtarget(1111)
trigger1 = p2stateno = 13005
trigger2 = numtarget(1130)
trigger2 = p2stateno = 13006
trigger3 = numtarget(1800)
trigger3 = p2stateno = 13000
trigger4 = numhelper(1901)
trigger4 = p2stateno = 13006
trigger5 = numtarget(2000)
trigger5 = p2stateno = 13007
trigger6 = numtarget(3100)
trigger6 = p2stateno = 13005
trigger7 = numtarget(3110)
trigger7 = p2stateno = 13007
trigger8 = numtarget(3200)
trigger8 = p2stateno = 13000
trigger9 = numtarget(3200)
trigger9 = p2stateno = 13006
trigger10= numhelper(3342)
trigger10= p2stateno = 13006
trigger11= numtarget(3440)
trigger11= p2stateno = 13005
trigger12= numtarget(3540)
helpertype = normal 
name = "1112"
ID = 1112
stateno = 1112 
pos = 0,0
postype = p1
facing = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

;var(58)
[State -2, VarAdd]
type = VarAdd
TriggerAll = !IsHelper
trigger1 = numhelper(3001) >  1
v = 11
value = 1

;-----------------------------------------------------------------------------
;改変箇所
;-----------------------------------------------------------------------------

;===========================================================================
;		タッグ判別用
;===========================================================================
[State -1, プレイヤーIDリセット]
type = VarSet
TriggerAll = !IsHelper
Trigger1 = !Alive
Trigger2 = RoundState != 2
v = 58
value = 0

[State -1, プレイヤーID取得]
type = VarSet
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
Trigger1 = NumEnemy = 1
v = 58
value = EnemyNear(0),ID

[State -1, プレイヤーID取得（タッグ戦）]
type = VarSet
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
Trigger1 = NumEnemy >= 2
v = 58
value = IfElse(EnemyNear(0),Alive,EnemyNear(0),ID,EnemyNear(1),ID)

[State -1, AI];AIレベル関連変数
Type = Null
TriggerAll = !IsHelper
trigger1 = Var(55)=1
trigger1 = 0&&Var(52):=50
trigger2 = Var(55)=2
trigger2 = 0&&Var(52):=170
trigger3 = Var(55)=3
trigger3 = 0&&Var(52):=250
trigger4 = Var(55)=4
trigger4 = 0&&Var(52):=500
trigger5 = Var(55)=5
trigger5 = 0&&Var(52):=1000
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
triggerall = ishelper(30000)
trigger1 = !fvar(1)
fv = 1
value = 30000
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(30000)
value = Ceil(fvar(1))
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(30460)
value = 30460
ignorehitpause = 1

[State -2,画面端確認ﾍﾙﾊﾟｰ]
Type = Helper
triggerall = !ishelper
Triggerall = RoundState = 2
Trigger1 = !NumHelper(30000)
ID = 30000
postype = P1
helpertype = Player
name = "gamenhashi"
Pos = 0,0
StateNo = 30000
keyctrl = 0
ownpal = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
ignorehitpause = 1

[State -1, ガードチェックヘルパー]
Type = Helper
triggerall =!IsHelper
triggerall = NumEnemy
trigger1 =!NumHelper(30460)
HelperType = Player
Name = "Guard"
PosType = P1
StateNo = 30460
ID = 30460
pos = 0,0
keyctrl = 1
ownpal = 0
pausemovetime=2147483647
supermovetime=2147483647
IgnoreHitPause = 1
persistent = 0

[Statedef -3]

;-----------------------------------------------------------------------------
;先行入力用変数、ステ抜けは未実装
;-----------------------------------------------------------------------------

[State -3]
type=varset
trigger1 = !ishelper
sysvar(3)=gametime*1836

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

;精防（地面）
[State -2,Selfstate]
type = Selfstate
value = 700
triggerall = Alive = 1
triggerall = MoveType = H
triggerall = Statetype != A
triggerall = var(32)=2
;trigger1 = palno = 6
trigger1 = random <= 5
ignorehitpause = 1

;精防（空中）
[State -2,Selfstate]
type = Selfstate
value = 710
triggerall = Alive = 1
triggerall = MoveType = H
triggerall = Statetype = A
triggerall = var(32)=2
;trigger1 = palno = 6
trigger1 = random <= 5
ignorehitpause = 1

;==============================================================================
;AIガード切り替え
;==============================================================================
[State -3, 防御する必要がない状況]
Type = VarSet
triggerall = !ishelper
Trigger1 = NumEnemy = 0
Trigger2 = !InGuardDist
var(57) = 0
ignorehitpause = 1

[State -3, 立ち]
Type = VarSet
triggerall =!ishelper
triggerall = var(59)
triggerall = NumEnemy
triggerall = NumHelper(30460)
triggerall = statetype != A
triggerall = p2stateno != 0
trigger1 = p2Stateno = Helper(30460),fvar(0)
trigger2 = p2Stateno = Helper(30460),fvar(1)
trigger3 = p2Stateno = Helper(30460),fvar(2)
trigger4 = p2Stateno = Helper(30460),fvar(3)
trigger5 = p2Stateno = Helper(30460),fvar(4)
trigger6 = p2Stateno = Helper(30460),fvar(5)
trigger7 = p2Stateno = Helper(30460),fvar(6)
trigger8 = p2Stateno = Helper(30460),fvar(7)
trigger9 = p2Stateno = Helper(30460),fvar(8)
trigger10 = p2Stateno = Helper(30460),fvar(9)
trigger11 = p2Stateno = Helper(30460),fvar(10)
trigger12 = p2Stateno = Helper(30460),fvar(11)
trigger13 = p2Stateno = Helper(30460),fvar(12)
trigger14 = p2Stateno = Helper(30460),fvar(13)
trigger15 = p2Stateno = Helper(30460),fvar(14)
trigger16 = p2Stateno = Helper(30460),fvar(15)
trigger17 = p2Stateno = Helper(30460),fvar(16)
trigger18 = p2Stateno = Helper(30460),fvar(17)
trigger19 = p2Stateno = Helper(30460),fvar(18)
trigger20 = p2Stateno = Helper(30460),fvar(19)
var(57) = 2
ignorehitpause = 1

[State -3, しゃがみ]
Type = VarSet
triggerall =!ishelper
triggerall = var(59)
triggerall = NumEnemy
triggerall = NumHelper(30460)
triggerall = statetype != A
triggerall = p2stateno != 0
trigger1 = p2Stateno = Helper(30460),fvar(20)
trigger2 = p2Stateno = Helper(30460),fvar(21)
trigger3 = p2Stateno = Helper(30460),fvar(22)
trigger4 = p2Stateno = Helper(30460),fvar(23)
trigger5 = p2Stateno = Helper(30460),fvar(24)
trigger6 = p2Stateno = Helper(30460),fvar(25)
trigger7 = p2Stateno = Helper(30460),fvar(26)
trigger8 = p2Stateno = Helper(30460),fvar(27)
trigger9 = p2Stateno = Helper(30460),fvar(28)
trigger10 = p2Stateno = Helper(30460),fvar(29)
trigger11 = p2Stateno = Helper(30460),fvar(30)
trigger12 = p2Stateno = Helper(30460),fvar(31)
trigger13 = p2Stateno = Helper(30460),fvar(32)
trigger14 = p2Stateno = Helper(30460),fvar(33)
trigger15 = p2Stateno = Helper(30460),fvar(34)
trigger16 = p2Stateno = Helper(30460),fvar(35)
trigger17 = p2Stateno = Helper(30460),fvar(36)
trigger18 = p2Stateno = Helper(30460),fvar(37)
trigger19 = p2Stateno = Helper(30460),fvar(38)
trigger20 = p2Stateno = Helper(30460),fvar(39)
var(57) = 1
ignorehitpause = 1

[State -3, 立ち]
Type = VarSet
triggerall =!ishelper
triggerall = var(59)
triggerall = NumEnemy
triggerall = statetype != A
trigger1 = Enemy(var(45)),statetype = A || (Enemy(var(45)),Stateno = [600,699])
trigger2 = Enemy(var(45)),statetype = S || (Enemy(var(45)),Stateno = [200,399])
var(57) = 2
ignorehitpause = 1

[State -3, しゃがみ]
Type = VarSet
triggerall =!ishelper
triggerall = var(59)
triggerall = NumEnemy
triggerall = statetype != A
trigger1 = Enemy(var(45)),statetype = C || (Enemy(var(45)),Stateno = [400,599])
trigger2 = Enemy(var(45)),statetype != S && (Enemy(var(45)),Stateno != [200,399]) && Enemy(var(45)),statetype != A && (Enemy(var(45)),Stateno != [600,699])
var(57) = 1
ignorehitpause = 1

[State -3, 立ち]
Type = VarSet
triggerall =!ishelper
triggerall = var(59)
triggerall = NumEnemy
triggerall = NumHelper(30460)
triggerall = statetype != A
trigger1 = p2Stateno = Helper(30460),fvar(0)
trigger2 = p2Stateno = Helper(30460),fvar(1)
trigger3 = p2Stateno = Helper(30460),fvar(2)
trigger4 = p2Stateno = Helper(30460),fvar(3)
trigger5 = p2Stateno = Helper(30460),fvar(4)
trigger6 = p2Stateno = Helper(30460),fvar(5)
trigger7 = p2Stateno = Helper(30460),fvar(6)
trigger8 = p2Stateno = Helper(30460),fvar(7)
trigger9 = p2Stateno = Helper(30460),fvar(8)
trigger10 = p2Stateno = Helper(30460),fvar(9)
trigger11 = p2Stateno = Helper(30460),fvar(10)
trigger12 = p2Stateno = Helper(30460),fvar(11)
trigger13 = p2Stateno = Helper(30460),fvar(12)
trigger14 = p2Stateno = Helper(30460),fvar(13)
trigger15 = p2Stateno = Helper(30460),fvar(14)
trigger16 = p2Stateno = Helper(30460),fvar(15)
trigger17 = p2Stateno = Helper(30460),fvar(16)
trigger18 = p2Stateno = Helper(30460),fvar(17)
trigger19 = p2Stateno = Helper(30460),fvar(18)
trigger20 = p2Stateno = Helper(30460),fvar(19)
var(57) = 2
ignorehitpause = 1

[State -3, しゃがみ]
Type = VarSet
triggerall =!ishelper
triggerall = var(59)
triggerall = NumEnemy
triggerall = NumHelper(30460)
triggerall = statetype != A
trigger1 = p2Stateno = Helper(30460),fvar(20)
trigger2 = p2Stateno = Helper(30460),fvar(21)
trigger3 = p2Stateno = Helper(30460),fvar(22)
trigger4 = p2Stateno = Helper(30460),fvar(23)
trigger5 = p2Stateno = Helper(30460),fvar(24)
trigger6 = p2Stateno = Helper(30460),fvar(25)
trigger7 = p2Stateno = Helper(30460),fvar(26)
trigger8 = p2Stateno = Helper(30460),fvar(27)
trigger9 = p2Stateno = Helper(30460),fvar(28)
trigger10 = p2Stateno = Helper(30460),fvar(29)
trigger11 = p2Stateno = Helper(30460),fvar(30)
trigger12 = p2Stateno = Helper(30460),fvar(31)
trigger13 = p2Stateno = Helper(30460),fvar(32)
trigger14 = p2Stateno = Helper(30460),fvar(33)
trigger15 = p2Stateno = Helper(30460),fvar(34)
trigger16 = p2Stateno = Helper(30460),fvar(35)
trigger17 = p2Stateno = Helper(30460),fvar(36)
trigger18 = p2Stateno = Helper(30460),fvar(37)
trigger19 = p2Stateno = Helper(30460),fvar(38)
trigger20 = p2Stateno = Helper(30460),fvar(39)
var(57) = 1
ignorehitpause = 1
