;---------------------------------------------------------------------------
; コンフィグ1
;---------------------------------------------------------------------------
[Data]
life              = 1000;ここでLife最大値を変えられます
power             = 5000;ここでPower最大値を変えられます、基本的に変えないでね
attack            = 100;弄らないで
defence           = 110;ここで防御力を変えられます
fall.defence_up   = 50;弄らないで
liedown.time      = 40;弄らないで
airjuggle         = 999999;弄らないで
sparkno           = -1;弄らないで
guard.sparkno     = -1;弄らないで
KO.echo           = 0;弄らないで
volume            = 0;ここでキャラの音の大きさを変えられます
IntPersistIndex   = 0;弄らないで
FloatPersistIndex = 0;弄らないで

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

;攻撃力設定
[State 0, VarSet]
type = VarSet
trigger1 = !ishelper
fv = 38
value = 1;ここを変えてください、2で2倍、0.5で半分の攻撃力になります
ignorehitpause = 1

[State -1, AI];AI常時起動設定
Type = VarSet
triggerall = !ishelper
triggerall = RoundState <= 2
trigger1 = 1;ここを1にすればAI起動が速くなりますがプレイヤー操作ができなくなります
v = 59
value = ifelse(NumEnemy,1,0)
ignorehitpause = 1

[State -1, AI];AIレベル
Type = VarSet
trigger1 = !ishelper
v = 55
value = 5;ここを変えてください
ignorehitpause = 1
; 1~5の範囲の数字を指定してください、数字が多ければ多いほど行動全般が最適化されます

[State -1, AI];AIガン攻め率スイッチ
Type = VarSet
trigger1 = !ishelper
v = 52
value = 3;ここを変えてください
ignorehitpause = 1
; 1~5の範囲の数字を指定してください、数字が多ければ多いほど自分から攻める確率が上がります

; 1 = 殆ど自分からは攻めない
; 2 = 時々自分から攻める
; 3 = 攻めたり待ったりが半々
; 4 = かなりの確率で攻める、時々待つ
; 5 = 超ガン攻め、待ち行動一切なし

[State -1, Swich1];宇宙のチリ常時解禁スイッチ
type = VarSet
Triggerall = !IsHelper
triggerall = !(var(4)&8)
trigger1 = Palno>=9&&Floor(sysfvar(0))<262144;ここの"Palno>=9&&Floor(sysfvar(0))<262144"の部分を変えてください
var(4) = var(4)|8
ignorehitpause = 1
;0:OFF
;1:ON,体力に関係なく宇宙のチリが使える
;デフォ 9P以降かつマッチキルOFFの時ON

[State -1, Swich2];喰らい中無敵スイッチ
type = VarSet
Triggerall = !IsHelper
triggerall = !(var(4)&16)
trigger1 = Palno%2=0||Palno>=8;ここの"Palno%2=0||Palno>=8"の部分を変えてください
var(4) = var(4)|16
ignorehitpause = 1
;0:OFF
;1:ON,体力に関係なく宇宙のチリが使える
;デフォ 2の倍数 or 8P以降ON

[State -1, Swich3];ライフ管理スイッチ
type = VarSet
Triggerall = !IsHelper
triggerall = !(var(4)&32)
trigger1 = Palno>=10;ここの"Palno>=10"の部分を変えてください 0:OFF 1:ON,ライフ管理ON デフォ 10P以降ON
trigger1 = 1||var(8):=(800);ここの()の中の数字を変える事ででライフ管理時の最大ダメージを設定できます
trigger1 = 1||fvar(5):=(0.75);ここの()の中の数字を変える事ででライフ管理時の防御力を設定できます、数字が低くなるほど防御力上昇
var(4) = var(4)|32
ignorehitpause = 1

[State -1, Swich4];ライフ管理強化スイッチ
type = VarSet
Triggerall = !IsHelper
triggerall = (var(4)&32)
triggerall = !(var(4)&64)
trigger1 = Palno>=11;ここの"Palno>=11"の部分を変えてください
var(4) = var(4)|64
ignorehitpause = 1
;0:OFF
;1:ON,ライフ管理ONの時に不意の攻撃で倒れにくくなる
;デフォ 11P以降ON

[State -1, Swich5];技中無敵スイッチ
type = VarSet
Triggerall = !IsHelper
triggerall = !(var(4)&128)
trigger1 = Palno>=9;ここの"Palno>=9"の部分を変えてください
var(4) = var(4)|128
ignorehitpause = 1
;0:OFF
;1:ON,技中無敵になる
;デフォ 9P以降ON

[State -1, Swich6];空中無敵スイッチ
type = VarSet
Triggerall = !IsHelper
triggerall = !(var(4)&256)
trigger1 = Palno>=9;ここの"Palno>=9"の部分を変えてください
var(4) = var(4)|256
ignorehitpause = 1
;0:OFF
;1:ON,空中無敵になる
;デフォ 9P以降ON

[State -1, Swich7];常時ステ抜けスイッチ
type = VarSet
Triggerall = !IsHelper
triggerall = !(var(4)&512)
trigger1 = Palno>=12;ここの"Palno>=12"の部分を変えてください
var(4) = var(4)|512
ignorehitpause = 1
;0:OFF
;1:ON,少しでも攻撃を喰らうとホウオウクラッシュにステ抜けします
;デフォ 12P以降ON

[State -1, Swich8];リザレクションスイッチ
type = varset
Triggerall = !IsHelper
trigger1 = RoundState <= 1
trigger1 = 1||var(28):=0
var(27) = Palno>=7;ここの"Palno>=7"の部分を変えてください
ignorehitpause = 1
;0     - リザレクションOFF
;1以上  - リザレクションON、リザレクション回数兼ねる。
;-1以下 - リザレクションON、リザレクション回数無限。
;リザレクションをONにすると倒された後リザレクション(体力全快)します。
;デフォ 7P以降ON、1回だけリザレクション

[State -1, Swich9];超リザレクション使用可否スイッチ
type = VarSet
Triggerall = !IsHelper
triggerall = var(27)
triggerall = !(var(4)&2048)
trigger1 = Palno>=12;ここの"Palno>=12"の部分を変えてください
var(4) = var(4)|2048
ignorehitpause = 1
;0:OFF
;1:ON,超即死系を喰らってもリザレクションします
;デフォ 12P以降ON

[State -1, Swich10];宣告耐性スイッチ（ライフ管理スイッチとライフ管理強化スイッチとステ抜けスイッチがONになってないとONにならない）
type = VarSet
Triggerall = !IsHelper
triggerall = (var(4)&32)
triggerall = (var(4)&512)
triggerall = !(var(4)&8192)
trigger1 = Palno>=12;ここの"Palno>=12"の部分を変えてください
var(4) = var(4)|8192
ignorehitpause = 1
;0:OFF
;1:ON,宣告耐性を得る
;デフォ 12P以降ON

[State -1, Swich11];AI用宇宙のチリ学習型使用回数スイッチ
type = VarSet
trigger1 = !IsHelper
var(40) = 3;ここの"3"の部分を変えてください
ignorehitpause = 1
;0未満:そもそも宇宙のチリを使わない
;1以上、数字によって使用回数が変わる
;詳しい解説
;ヒットした時に使用可能カウントが1減るが
;宇宙のチリで相手を倒せた場合使用回数はリセットされる
;この回数宇宙のチリをヒットさせても相手が倒れない場合宇宙のチリの使用をやめる
;デフォ 3

[State -1, Swich12];マッチキルON時限定宇宙のチリ凶悪化スイッチ
type = VarSet
trigger1 = !IsHelper
var(26) = 0;ここの"0"の部分を変えてください
ignorehitpause = 1
;0:OFF
;1:ON
;デフォ OFF

;凶悪化一覧(宇宙のチリヒット時に発動)
;直死
;ヘルパーによるnoko剥がし

[State -1, AI];ゲジマシスイッチ
Type = Poweradd
trigger1 = !ishelper
value = ((Palno=[3,4])*5)+((Palno=[5,6])*10)+((Palno=[7,12])*5000);ここの"((Palno=[3,4])*5)+((Palno=[5,6])*10)+((Palno=[7,12])*5000)"の部分を変えてください
ignorehitpause = 1
; 0~5000の範囲の数字を指定してください、数字が多ければ多いほどゲジマシの量が上がります
;デフォ 1P～2P ゲジマシなし 3~4P 常時弱ゲジマシ 5~6P 常時強ゲジマシ 7P~12P ゲジマユ

; 0 = ゲジマシなし
; 1?4999 = ゲジマシ
; 5000 = 常時ゲージMAX

;以下は弄らないでね---------------------------------------------------------------------------
;==============================================================================
; 無敵判断ヘルパー
;==============================================================================
[State -2,無敵判断、打撃]
type = Helper
triggerall = !Ishelper
triggerall = !numhelper(14000)
trigger1=!NumPartner && NumEnemy = 1
trigger1=1||fvar(6) := Enemy(0),NumHelper
trigger2=!NumPartner && NumEnemy > 1
trigger2=1||fvar(6) := Enemy(0),NumHelper + Enemy(1),NumHelper
trigger3=NumPartner && NumEnemy = 1
trigger3=1||fvar(6) := Partner,NumHelper + Enemy(0),NumHelper
trigger4=NumPartner && NumEnemy > 1
trigger4=1||fvar(6) := Partner,NumHelper + Enemy(0),NumHelper + Enemy(1),NumHelper
name = "Muteki_dageki"
ID = 14000
stateno = 14050
pos = 0,0
postype = P1
helpertype = Normal
keyctrl = 0
ownpal = 0
ignorehitpause = 1

[State -2,無敵判断、投げ]
type = Helper
triggerall = !Ishelper
trigger1 = !numhelper(14001)
name = "Muteki_nage"
ID = 14001
stateno = 14050
pos = 0,0
postype = P1
helpertype = Normal
keyctrl = 0
ownpal = 0
ignorehitpause = 1

[State -2,無敵判断、飛び道具]
type = Helper
triggerall = !Ishelper
trigger1 = !numhelper(14002)
name = "Muteki_tobidougu"
ID = 14002
stateno = 14050
pos = 0,0
postype = P1
helpertype = Normal
keyctrl = 0
ownpal = 0
ignorehitpause = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::通常ヘルパー
[State ];Noko解除ヘルパーのヘルパー領域確保用
type = helper
triggerall = Floor(sysfvar(0))>=262144
trigger1=numhelper(10000)=0
trigger1=!numhelper(9898)
ID=9898
name="ryoiki"
postype=p1
pos=0, 0
stateno=9898
helpertype=player
keyctrl=0
supermovetime=2147483647
pausemovetime=2147483647
ignorehitpause=1

;システム補助ヘルパー射出
;ゲージ表示+先行入力
[State ]
type = Helper
triggerall = !ishelper
triggerall = RoundState <= 2
trigger1 = !numhelper(10000)
ID = 10000
stateno = 10000
postype = P1
Name = "System"
helpertype = Player
pos = 0, 0
ownpal = 1
keyctrl = 1
supermovetime = 2147483647
pausemovetime = 2147483647
IgnoreHitPause = 1

[State -2, AI起動兼敵攻撃ヘルパー検知ヘルパー2兼無敵判断補助ヘルパー]
type = Helper
triggerall = !Ishelper
trigger1 = !numhelper(11000)
id = 11000
name = "iroiro2"
pos = 0,0
postype = p1
stateno = 11000
helpertype = Player
pausemovetime=2147483647
supermovetime=2147483647
keyctrl = 1
ownpal = 0
IgnoreHitPause = 1

[State -2, 発生潰しヘルパー]
type = Helper
triggerall =!IsHelper
triggerall = NumEnemy
trigger1 =!NumHelper(25000)
helpertype = Player
name = "Hassei"
ID = 25000
pos = 0,0
postype = P1
facing = 1
stateno = 25000
keyctrl = 1
ownpal = 0
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause = 1

[State -2, 当身学習ヘルパー]
type = Helper
triggerall =!IsHelper
triggerall = NumEnemy
trigger1 =!NumHelper(27500)
helpertype = Player
name = "ReversalAssist"
ID = 27500
pos = 0,0
postype = P1
facing = 1
stateno = 27500
keyctrl = 1
ownpal = 0
pausemovetime=2147483647
supermovetime=2147483647
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

[State 0, LifeSet]
type = LifeSet
trigger1 = ishelper
value = Root,LifeMax
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(9898)
value = 9898
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(10000)
value = 10000
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(10001)
value = 10001
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(11000)
value = 11000
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(25000)
value = 25000
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(27500)
value = 27500
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, 関係無いステートに行かないように]
type = selfstate
trigger1=ishelper(50000)||ishelper(50001)||ishelper(50002)||ishelper(50003)||ishelper(50004)||ishelper(50005)||ishelper(50006)||ishelper(50007)||ishelper(50008)||ishelper(50009)||ishelper(50010)||ishelper(50011)||ishelper(50012)||ishelper(50013)
trigger2=ishelper(50014)||ishelper(50015)||ishelper(50016)||ishelper(50017)||ishelper(50018)||ishelper(50019)||ishelper(50020)||ishelper(50021)||ishelper(50022)||ishelper(50023)||ishelper(50024)||ishelper(50025)||ishelper(50026)||ishelper(50027)
trigger3=ishelper(50028)||ishelper(50029)||ishelper(50030)||ishelper(50031)||ishelper(50032)||ishelper(50033)||ishelper(50034)||ishelper(50035)||ishelper(50036)||ishelper(50037)||ishelper(50038)||ishelper(50039)||ishelper(50040)||ishelper(50041)
trigger4=ishelper(50042)||ishelper(50043)||ishelper(50044)||ishelper(50045)||ishelper(50046)||ishelper(50047)||ishelper(50048)||ishelper(50049)||ishelper(50050)||ishelper(50051)||ishelper(50052)||ishelper(50053)||ishelper(50054)||ishelper(50055)
value = 5150
ignorehitpause = 1

[State 0, AttackMulSet];攻撃力反映
type = AttackMulSet
trigger1 = !Ishelper
value = fvar(38)
ignorehitpause = 1

[State 0, AttackMulSet];攻撃力反映
type = AttackMulSet
trigger1 = Ishelper
value = Root,fvar(38)
ignorehitpause = 1

[State 0, AttackMulSet];攻撃力反映
type = AttackMulSet
trigger1 = !Ishelper
trigger1 = Stateno = 3500
value = 1
ignorehitpause = 1

;-----------------------------------
[State -2, クリップボード]
type = DisplayToClipboard
trigger1 = !ishelper
text = "hit=%d, v6=%d, v7=%d, Body-Distance X=%d,Y=%d \n"
params = var(0),var(6),var(7),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)

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(1050)||ishelper(1051)||ishelper(1052)||ishelper(1053)||ishelper(1054)||ishelper(1055)
trigger1 = var(57) = 0
trigger1 = 1 || var(57) := 1075
trigger2 = ishelper(1050)||ishelper(1051)||ishelper(1052)||ishelper(1053)||ishelper(1054)||ishelper(1055)
value = var(57)
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(2250)
trigger1 = var(57) = 0
trigger1 = 1 || var(57) := 2250
trigger2 = ishelper(2250)
value = var(57)
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(2600)
trigger1 = var(57) = 0
trigger1 = 1 || var(57) := 2605
trigger2 = ishelper(2600)
value = var(57)
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(3310)
trigger1 = var(57) = 0
trigger1 = 1 || var(57) := 3310
trigger2 = ishelper(3310)
value = var(57)
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(9000)
trigger1 = var(57) = 0
trigger1 = 1 || var(57) := 9000
trigger2 = ishelper(9000)
value = var(57)
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(11002)
trigger1 = var(57) = 0
trigger1 = 1 || var(57) := 11002
trigger2 = ishelper(11002)
value = var(57)
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(11005)
trigger1 = var(57) = 0
trigger1 = 1 || var(57) := 11005
trigger2 = ishelper(11005)
value = var(57)
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(20020)||ishelper(20021)||ishelper(20022)||ishelper(20023)||ishelper(20024)||ishelper(20025)
trigger1 = var(57) = 0
trigger1 = 1 || var(57) := 9500
trigger2 = ishelper(20020)||ishelper(20021)||ishelper(20022)||ishelper(20023)||ishelper(20024)||ishelper(20025)
value = var(57)
ignorehitpause = 1

;===========================================================================
;		宇宙のチリヒット用
;===========================================================================
[State 5900, 1] ;Clear all int variables
type = VarSet
TriggerAll = !IsHelper
trigger1 = Anim != 3500
v = 25
value = 0
ignorehitpause=1

;===========================================================================
;		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 ,varbodydist1]
Type = null
TriggerAll = !IsHelper
TriggerAll = PlayerIDEXist(var(58))
Trigger1=1||var(31):=Ifelse((PlayerID(var(58)),StateType!=A),Ifelse((Pos X<=PlayerID(var(58)),Pos X^^PlayerID(var(58)),Facing=1),(PlayerID(var(58)),Const(Size.Ground.Front)),(PlayerID(var(58)),Const(Size.Ground.back))),0);地上
Trigger1=1||var(31):=Ifelse((PlayerID(var(58)),StateType=A),Ifelse((Pos X<=PlayerID(var(58)),Pos X^^PlayerID(var(58)),Facing=1),(PlayerID(var(58)),Const(Size.Air.Front)),(PlayerID(var(58)),Const(Size.Air.back))),var(31));空中
Trigger1=1||var(30):=Floor((Pos X-PlayerID(var(58)),Pos X)*Facing*-1);相手までの距離
Trigger1=1||var(30):=var(30)-var(31)*Ifelse(var(30)>0,1,-1);キャラ幅加算
Trigger1=1||var(30):=var(30)-Ifelse((StateType!=A),(Const(Size.Ground.Front)),(Const(Size.Air.Front)));自分情報
;Y座標
Trigger1=1||var(31):=Floor(PlayerID(var(58)),Pos Y-Pos Y)
Trigger1=1||var(32):=Floor(PlayerID(var(58)),Pos X-Pos X)*facing

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::フライング対策
[State 0, NotHitBy]
type = NotHitBy
triggerall = !ishelper
trigger1 =  RoundState < 2
trigger2 = !ctrl && (Stateno = 0 || Stateno = 5900)
value = SCA
ignorehitpause = 1

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;タイムアップで攻撃してくる奴対策
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State 0, NotHitBy]
type = NotHitBy
triggerall = !ishelper
triggerall = Alive
triggerall = SysVar(4) = GameTime
trigger1 = RoundState > 2
value = SCA
ignorehitpause = 1

;===========================================================================
;		試合関係行動フラグ
;===========================================================================
[State 40, v3]
type = VarSet
Triggerall = !IsHelper
triggerall = (var(4)&2)
TriggerAll = PlayerIDEXist(var(58))
trigger1 = !(PlayerID(var(58)),StateType=A||(PlayerID(var(58)),Ctrl || PlayerID(var(58)),StateNo < 200))
var(4) = var(4)^2

[State 40, v3]
type = VarSet
Triggerall = !IsHelper
triggerall = !(var(4)&2)
TriggerAll = PlayerIDEXist(var(58))
trigger1 = PlayerID(var(58)),StateType=A||(PlayerID(var(58)),Ctrl || PlayerID(var(58)),StateNo < 200)
var(4) = var(4)|2

;===========================================================================
;		AIトリガー用フラグ
;===========================================================================
[State 40, v3]
type = VarSet
Triggerall = !IsHelper
triggerall = (var(4)&4)
trigger1 = !(RoundState = 2 && Alive)
var(4) = var(4)^4

[State 40, v3]
type = VarSet
Triggerall = !IsHelper
triggerall = !(var(4)&4)
trigger1 = RoundState = 2 && Alive
var(4) = var(4)|4

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::敵が二人動けるか確認
[State -2, VarSet]
Type = VarSet
triggerall = !ishelper
Trigger1 = NumEnemy = 1
Trigger2 = NumEnemy = 2
Trigger2 = (!Enemy(0),Alive&&Enemy(0),Stateno=5150) || (!Enemy(1),Alive&&Enemy(1),Stateno=5150)
fvar(19) = 1
IgnoreHitPause = 1

[State -2, VarSet]
Type = VarSet
triggerall = !ishelper
Trigger1 = NumEnemy > 1
Trigger1 = (Enemy(0),Alive||Enemy(0),Stateno!=5150) && (Enemy(1),Alive||Enemy(1),Stateno!=5150)
fvar(19) = 2
IgnoreHitPause = 1

;===========================================================================
;		AI用無敵判断正確計測用変数
;===========================================================================
[State 0, VarSet]
type = VarSet
Trigger1 = !ishelper
v = 10
value = 0
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
Trigger1 = !ishelper
v = 11
value = 0
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
Trigger1 = !ishelper
v = 12
value = 0
ignorehitpause = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::無敵判断相手状態正確計り用変数
[State 0, VarSet]
type = VarSet
Trigger1 = !ishelper
v = 13
value = -1
ignorehitpause = 1

;===========================================================================
;		Proj飛び道具確認
;===========================================================================
[State -2];Proj飛び道具確認
type = varset
TriggerAll = !IsHelper
Triggerall = var(15) <= 0
trigger1 = PlayerIDEXist(var(58))
Trigger1 = PlayerID(var(58)),NumProj=0
var(14) = 0
ignorehitpause = 1

[State -2];Proj飛び道具確認
type = varset
TriggerAll = !IsHelper
triggerall = PlayerIDEXist(var(58))
Triggerall = PlayerID(var(58)),NumProj>0
Triggerall = Numhelper(30460)
Triggerall = var(14) = 3
Triggerall = var(15) <= 0
Trigger1 = !InGuardDist && !(helper(30460),InGuardDist)
var(14) = 1
ignorehitpause = 1

[State -2];Proj飛び道具確認
type = varset
TriggerAll = !IsHelper
triggerall = PlayerIDEXist(var(58))
Triggerall = PlayerID(var(58)),NumProj>0
Trigger1 = var(14) = 0
var(14) = 2
ignorehitpause = 1

[State -2];Proj飛び道具確認
type = varset
TriggerAll = !IsHelper
triggerall = PlayerIDEXist(var(58))
Triggerall = PlayerID(var(58)),NumProj>0
Triggerall = var(14) = [1,2]
Trigger1 = InGuardDist
var(14) = 3
ignorehitpause = 1

[State 0, VarAdd];Proj飛び道具確認
type = VarAdd
TriggerAll = !IsHelper
trigger1 = var(15) > 0
var(15) = -1
ignorehitpause = 1

[State 0, VarSet];Proj飛び道具確認
type = VarSet
TriggerAll = !IsHelper
triggerall = PlayerIDEXist(var(58))
trigger1 = var(16) < PlayerID(var(58)),NumProj
var(15) = ifelse(var(17)<=0,9,var(17))
ignorehitpause = 1

[State 0, VarSet];Proj飛び道具確認
type = VarSet
TriggerAll = !IsHelper
Triggerall = PlayerIDEXist(var(58))
Triggerall = NumHelper(10000)
trigger1 = var(18) != PlayerID(var(58)),Stateno
trigger1 = Helper(10000),fvar(2) = 0
var(15) = 0
ignorehitpause = 1

[State 0, VarSet];Proj飛び道具確認
type = VarSet
TriggerAll = !IsHelper
trigger1 = PlayerIDEXist(var(58))
trigger1 = NumHelper(10000)
trigger1 = var(18) != PlayerID(var(58)),Stateno
trigger1 = Helper(10000),fvar(2) = 0
trigger2 = PlayerIDEXist(var(58))
trigger2 = var(16) < PlayerID(var(58)),NumProj
var(17) = 0
ignorehitpause = 1

[State 0, VarAdd];Proj飛び道具確認
type = VarAdd
TriggerAll = !IsHelper
trigger1 = var(15) > 0
trigger2 = var(17) > 0
var(17) = 1
ignorehitpause = 1

[State 0, VarSet];Proj飛び道具確認
type = VarSet
TriggerAll = !IsHelper
trigger1 = PlayerIDEXist(var(58))
var(16) = PlayerID(var(58)),NumProj
ignorehitpause = 1

[State 0, VarSet];Proj飛び道具確認
type = VarSet
TriggerAll = !IsHelper
trigger1 = PlayerIDEXist(var(58))
trigger1 = NumHelper(10000)
trigger1 = Helper(10000),fvar(2) = 0
var(18) = PlayerID(var(58)),Stateno
ignorehitpause = 1

;-----------------------------------------------------------------------------
;AI用リバサ状態解除
;-----------------------------------------------------------------------------
[State -2]
type = varadd
TriggerAll = !IsHelper
triggerall = var(23) > 0
trigger1 = StateNo != [5100,5120]
trigger1 = StateNo != [5200,5201]
trigger1 = StateNo != 5210
trigger1 = StateNo != 702
trigger1 = StateNo != 4750
var(23) = -1
ignorehitpause = 1

;-----------------------------------------------------------------------------
; AI用敵動ける時間
;-----------------------------------------------------------------------------
[State 0, VarSet]
type = VarSet
TriggerAll = !IsHelper
triggerall = PlayerIDEXist(var(58))
Trigger1 = PlayerID(var(58)),Ctrl || PlayerID(var(58)),StateNo < 195
v = 54
value = 0
ignorehitpause = 1

[State 0, VarAdd]
type = VarAdd
TriggerAll = !IsHelper
triggerall = PlayerIDEXist(var(58))
Trigger1 = !PlayerID(var(58)),Ctrl && PlayerID(var(58)),StateNo >= 195
v = 54
value = 1
ignorehitpause = 1

;------------------------------------------------------------------------
;AI用発生つぶし誤判断対策
;------------------------------------------------------------------------
[State 0, VarSet]
type = Null
TriggerAll = !IsHelper
Triggerall = Numhelper(25000)
trigger1 = helper(25000),sysvar(3) >= 0
trigger1 = var(19) > 0
trigger1 = 0 && var(19) := var(19) - 1
trigger2 = helper(25000),sysvar(3) < 0
trigger2 = 0 && var(19) := 2
ignorehitpause = 1

;-----------------------------------------------------------------------------
;AI用敵体力チェック
;-----------------------------------------------------------------------------
[state a]
type = varset
TriggerAll = !IsHelper
Trigger1 = PlayerIDEXist(var(58))
fvar(2) = (PlayerID(var(58)),Life)
ignorehitpause = 1

[state a]
type = varset
TriggerAll = !IsHelper
Trigger1 = PlayerIDEXist(var(58))
fvar(3) = ifelse(PlayerID(var(58)),Const(data.defence)>0,(PlayerID(var(58)),Const(data.defence)*0.01),1)
ignorehitpause = 1

[state a]
type = varset
TriggerAll = !IsHelper
Trigger1 = PlayerIDEXist(var(58))
fvar(4) = (PlayerID(var(58)),LifeMax)
ignorehitpause = 1

;-----------------------------------------------------------------------------
;敵攻撃判定判断
;-----------------------------------------------------------------------------
[State -2];敵hitdef攻撃確認
type = varset
Trigger1 = !ishelper
var(20) = 0
ignorehitpause = 1

[State -2];敵hitdef攻撃確認
type = Null
TriggerAll = !IsHelper
Triggerall= MoveType != H
Triggerall= Numhelper(11000)
triggerall= PlayerIDEXist(var(58))
Triggerall= PlayerID(var(58)),MoveType = A
Triggerall= (PlayerID(var(58)),facing != facing && var(32) >= 0) || (PlayerID(var(58)),facing = facing && var(32) < 0) || (helper(11000),fvar(3)=1)
Trigger1= 0 && var(20) := 1;危険なので回避する
ignorehitpause = 1

[State -2];敵攻撃確認
type = VarSet
TriggerAll = !IsHelper
triggerall = PlayerIDEXist(var(58))
Triggerall = PlayerID(var(58)),MoveType = I
Triggerall = (PlayerID(var(58)),Vel X=0)&&(PlayerID(var(58)),Stateno>195)&&(PlayerID(var(58)),Time<20)
Trigger1  = var(30) = [-90,90]
var(20) = 2
ignorehitpause = 1

[State -2];敵攻撃確認
type = VarSet
TriggerAll = !IsHelper
triggerall = PlayerIDEXist(var(58))
Triggerall = PlayerID(var(58)),StateType != A
Triggerall = PlayerID(var(58)),MoveType != H
Triggerall = PlayerID(var(58)),Time <= 2
Triggerall = PlayerID(var(58)),MoveType=A
Trigger1  = (PlayerID(var(58)),Stateno=[200,699])
Trigger1  = var(30) = [-90,90]
var(20) = 1
ignorehitpause = 1

[State -2];敵hitdef攻撃確認
type = varset
TriggerAll = !IsHelper
triggerall = PlayerIDEXist(var(58))
Trigger1 = PlayerID(var(58)),MoveType = H
var(20) = 0
ignorehitpause = 1

;-----------------------------------------------------------------------------
;AI用重力加速度計測
;-----------------------------------------------------------------------------
[State -2, yaccel]
type = VarSet
TriggerAll = !IsHelper
TriggerAll = PlayerIDEXist(var(58))
trigger1 = fvar(37) != PlayerID(var(58)),const(movement.yaccel)
trigger1 = PlayerID(var(58)),stateno != [5000,5210]
trigger1 = PlayerID(var(58)),Vel Y != 0
fvar(37) = PlayerID(var(58)),const(movement.yaccel)
ignorehitpause = 1

[State -2, yaccel]
type = VarSet
TriggerAll = !IsHelper
TriggerAll = PlayerIDEXist(var(58))
trigger1 = fvar(37) != PlayerID(var(58)),GetHitVar(yaccel)
trigger1 = PlayerID(var(58)),stateno = [5000,5210]
trigger1 = PlayerID(var(58)),Vel Y != 0
fvar(37) = PlayerID(var(58)),GetHitVar(yaccel);(打撃当てた時のyaccel値)
ignorehitpause = 1

;敵が空中じゃない時
[State -2, yaccel]
type = VarSet
TriggerAll = !IsHelper
TriggerAll = PlayerIDEXist(var(58))
trigger1 = fvar(37) != 0
trigger1 = PlayerID(var(58)),Vel Y = 0
fvar(37) = 0;(打撃当てた時のyaccel値)
ignorehitpause = 1

;-----------------------------------------------------------------------------
;無敵判断用近くの敵確認
;-----------------------------------------------------------------------------
[State -2, EnemyNear]
type = VarSet
TriggerAll = !IsHelper
trigger1 = NumEnemy = 1
var(21) = 0
ignorehitpause = 1

[State -2, EnemyNear]
type = VarSet
TriggerAll = !IsHelper
triggerall = NumEnemy > 1
Trigger1 = PlayerIDEXist(var(58))
trigger1 = PlayerID(var(58)),Pos X = Enemy(0),Pos X
trigger1 = PlayerID(var(58)),Pos Y = Enemy(0),Pos Y
trigger2 = !(Enemy(0),Life > 0 && Enemy(0),Alive) || !(Enemy(1),Life > 0 && Enemy(1),Alive)
var(21) = 0
ignorehitpause = 1

[State -2, EnemyNear]
type = VarSet
TriggerAll = !IsHelper
triggerall = NumEnemy > 1
TriggerAll = PlayerIDEXist(var(58))
trigger1 = PlayerID(var(58)),Pos X = Enemy(1),Pos X
trigger1 = PlayerID(var(58)),Pos Y = Enemy(1),Pos Y
trigger1 = (Enemy(0),Life > 0 && Enemy(0),Alive) && (Enemy(1),Life > 0 && Enemy(1),Alive)
var(21) = 1
ignorehitpause = 1

;-----------------------------------------------------------------------------
; AIレベル関連
;-----------------------------------------------------------------------------
[State -1, AI];AIレベル関連変数
Type = Null
TriggerAll = !IsHelper
trigger1 = Var(55)=1
trigger1 = 0&&Var(53):=50
trigger2 = Var(55)=2
trigger2 = 0&&Var(53):=170
trigger3 = Var(55)=3
trigger3 = 0&&Var(53):=250
trigger4 = Var(55)=4
trigger4 = 0&&Var(53):=500
trigger5 = Var(55)=5
trigger5 = 0&&Var(53):=1000
ignorehitpause = 1

[State -1, AI];AIガン攻め関連変数
Type = Null
TriggerAll = !IsHelper
trigger1 = Var(52)=1
trigger1 = 0&&Var(51):=25
trigger2 = Var(52)=2
trigger2 = 0&&Var(51):=50
trigger3 = Var(52)=3
trigger3 = 0&&Var(51):=100
trigger4 = Var(52)=4
trigger4 = 0&&Var(51):=250
trigger5 = Var(52)=5
trigger5 = 0&&Var(51):=1000
ignorehitpause = 1

[State 0, VarAdd]
type = VarAdd
TriggerAll = !IsHelper
trigger1 = Var(50)>0
v = 50
value = -1
ignorehitpause = 1

;-----------------------------------------------------------------------------
; AI用コンボ変数リセット
;-----------------------------------------------------------------------------
[State 0, VarSet]
type = VarSet
TriggerAll = !IsHelper
triggerall = PlayerIDEXist(var(58))
Trigger1 = PlayerID(var(58)),MoveType != H
Trigger2 = fvar(1)!=1.1||!((PlayerID(var(58)),Stateno = [5000,5119])||(PlayerID(var(58)),Stateno = [15100,15110]))
Trigger2 = PlayerID(var(58)),StateType = L
fv = 1
value = 0
ignorehitpause = 1

;-----------------------------------------------------------------------------
; AI用コンボ無理やり継続
;-----------------------------------------------------------------------------
[State 0, VarSet]
type = VarSet
TriggerAll = !IsHelper
trigger1 = fvar(1) != 0
fv = 7
value = fvar(1)
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
TriggerAll = !IsHelper
trigger1 = fvar(1) = 0
trigger1 = (Ctrl||(stateno=[13,19])||Stateno=100||(stateno=[120,149]))
fv = 7
value = 0
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
TriggerAll = !IsHelper
Trigger1 = PlayerIDExist(var(58))
Trigger1 = PlayerID(var(58)),MoveType = H
Trigger1 = (fvar(1)!=[1,4))||PlayerID(var(58)),StateType!=L
fv = 1
value = fvar(7)
ignorehitpause = 1

;-----------------------------------------------------------------------------
; AI用コンボ変数リセット
;-----------------------------------------------------------------------------
[State 0, VarSet]
type = VarSet
TriggerAll = !IsHelper
Trigger1 = RoundState < 2
fv = 1
value = 0
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
TriggerAll = !IsHelper
Trigger1 = RoundState < 2
fv = 7
value = 0
ignorehitpause = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State -2];タッグ用生死判別
Type = varset
TriggerAll = !IsHelper
Trigger1 = Numenemy < 2
var(56) = 0
IgnoreHitPause = 1

[State -2];タッグ用生死判別
Type = varset
TriggerAll = !IsHelper
Trigger1 = Numenemy >= 2
var(56) = ifelse(Enemynear(0),alive,0,1)

;その他;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State 0, VarSet]
type = VarSet
TriggerAll = !IsHelper
triggerall = PlayerIDEXist(var(58))
trigger1 = PlayerID(var(58)),Statetype = L
v = 2
value = 0
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
Trigger1 = !IsHelper
v = 3
value = 0
ignorehitpause = 1

;-----------------------------------
;******************パレット・残像消去******************************************************

[State 0, VarAdd]
type = VarAdd
triggerall = !ishelper
triggerall = var(5)>0
trigger1 = StateNo = [0,199]
trigger2 = StateNo = [5000,5210]
trigger3 = MoveType = H
trigger4 = var(5)<15
v = 5
value = -1
ignorehitpause = 1

[State -2, 残像]
type = AfterImage
triggerall = !ishelper
trigger1 = !var(5)
Time = 0

[State 0, VarSet]
type = VarSet
triggerall = !ishelper
trigger1 = RoundState < 2
v = 7
value = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = !ishelper
triggerall = PlayerIDExist(var(7))
triggerall = MatchOver||Floor(sysfvar(0)) > 262144
trigger1 = WinKO
trigger1 = !PlayerID(var(7)),Alive
trigger1 = PlayerID(var(7)),Stateno = [3520,3521]
trigger1 = PlayerID(var(7)),Time = 50
value = S3500,0
ignorehitpause = 1

[State 3000, AssertSpecial]
type = AssertSpecial
triggerall = !ishelper
triggerall = RoundState>=3
trigger1 = WinKO
trigger1 = NumExPlod(3500)
flag = NoBG
flag2 = NoFG
flag3 = nobardisplay
IgnoreHitPause = 1

[State 3000, AssertSpecial]
type = AssertSpecial
triggerall = !ishelper
triggerall = PlayerIDExist(var(7))
triggerall = RoundState>=3
triggerall = WinKO
triggerall = MatchOver||Floor(sysfvar(0)) > 262144
triggerall = !PlayerID(var(7)),Alive
trigger1 = PlayerID(var(7)),Stateno = [3520,3521]
trigger1 = PlayerID(var(7)),Time >= 25
trigger2 = PlayerID(var(7)),PrevStateno = [3520,3521]
trigger2 = PlayerID(var(7)),Stateno = 5150
flag = NoMusic
IgnoreHitPause = 1

[State 0, RemoveExplod]
type = RemoveExplod
triggerall = !ishelper
trigger1 = !WinKO||RoundState<3
trigger1 = Stateno != 3500
id = 3500
ignorehitpause = 1

[State -2, ダメージボイス]
type = PlaySnd
triggerall = !ishelper
triggerall = Time = 1
triggerall = Alive; && GameTime % 3 = 0
trigger1 = stateno=5000 || stateno=5010 || stateno=5020
trigger2 = stateno = 5070 || stateno = 5080 
value = 9,random%3
channel = 0

;===========================================================================
;		ホウオウキャノン出現フラグ
;===========================================================================
[State 40, v3]
type = VarSet
Triggerall = !IsHelper
trigger1 = (var(4)&1)
var(4) = var(4)^1
IgnoreHitPause = 1

[State 40, v3]
type = VarSet
Triggerall = !IsHelper
triggerall = !(var(4)&1)
trigger1 = Numhelper(1050)
trigger1 = !helper(1050),MoveContact
trigger2 = Numhelper(1051)
trigger2 = !helper(1051),MoveContact
trigger3 = Numhelper(1052)
trigger3 = !helper(1052),MoveContact
trigger4 = Numhelper(1053)
trigger4 = !helper(1053),MoveContact
trigger5 = Numhelper(1054)
trigger5 = !helper(1054),MoveContact
trigger6 = Numhelper(1055)
trigger6 = !helper(1055),MoveContact
var(4) = var(4)|1
IgnoreHitPause = 1

[State a]
type = PlaySnd
Triggerall = !IsHelper
triggerall = PlayerIDExist(var(6))
trigger1 = PlayerID(var(6)),anim = 3306
trigger1 = PlayerID(var(6)),Vel Y > 0
trigger1 = PlayerID(var(6)),Pos Y >= 0
value = 1, 2
persistent = 0

[State a]
type = PlaySnd
Triggerall = !IsHelper
triggerall = PlayerIDExist(var(6))
trigger1 = PlayerID(var(6)),anim = 3306
trigger1 = PlayerID(var(6)),Vel Y > 0
trigger1 = PlayerID(var(6)),Pos Y >= 0
value = 3,0
persistent = 0

[State a]
type = PlaySnd
Triggerall = !IsHelper
triggerall = PlayerIDExist(var(6))
trigger1 = PlayerID(var(6)),anim = 3306
trigger1 = PlayerID(var(6)),Vel Y > 0
trigger1 = PlayerID(var(6)),Pos Y >= 0
value = 3,2
persistent = 0

[State a]
type = PlaySnd
Triggerall = !IsHelper
triggerall = PlayerIDExist(var(6))
trigger1 = PlayerID(var(6)),anim = 3306
trigger1 = PlayerID(var(6)),Vel Y > 0
trigger1 = PlayerID(var(6)),Pos Y >= 0
value = s100,1
persistent = 0

[State a]
type = EnvShake
Triggerall = !IsHelper
triggerall = PlayerIDExist(var(6))
trigger1 = PlayerID(var(6)),anim = 3306
trigger1 = PlayerID(var(6)),Vel Y > 0
trigger1 = PlayerID(var(6)),Pos Y >= 0
time = 30
freq = 60
ampl = -4
phase = 120
persistent = 0

[State 0, EnvColor]
type = EnvColor
Triggerall = !IsHelper
triggerall = PlayerIDExist(var(6))
trigger1 = PlayerID(var(6)),anim = 3306
trigger1 = PlayerID(var(6)),Vel Y > 0
trigger1 = PlayerID(var(6)),Pos Y >= 0
value = 255,255,255
time = 1
under = 1

[State ]
type = Explod
Triggerall = !IsHelper
triggerall = PlayerIDExist(var(6))
trigger1 = PlayerID(var(6)),anim = 3306
trigger1 = PlayerID(var(6)),Vel Y > 0
trigger1 = PlayerID(var(6)),Pos Y >= 0
anim = 7300
postype = P2
removetime = -2
pos = 0,0
scale = 1,1
ownpal = 1
ontop = 1
bindtime = 1
;removeongethit = 1
IgnoreHitPause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Explod
Triggerall = !IsHelper
triggerall = PlayerIDExist(var(6))
trigger1 = PlayerID(var(6)),anim = 3306
trigger1 = PlayerID(var(6)),Vel Y > 0
trigger1 = PlayerID(var(6)),Pos Y >= 0
anim = 7301
postype = P2
removetime = -2
pos = 0,0
scale = 1,1
ownpal = 1
ontop = 1
bindtime = 1
;removeongethit = 1
IgnoreHitPause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Explod
Triggerall = !IsHelper
triggerall = PlayerIDExist(var(6))
trigger1 = PlayerID(var(6)),anim = 3306
trigger1 = PlayerID(var(6)),Vel Y > 0
trigger1 = PlayerID(var(6)),Pos Y >= 0
anim = 1370
postype = P2
removetime = -2
pos = 0,0
scale = 1,1
ownpal = 1
ontop = 1
bindtime = 1
;removeongethit = 1
IgnoreHitPause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

;-------飛び散る破片
[State -2,***]
type = helper
Triggerall = !IsHelper
triggerall = PlayerIDExist(var(6))
trigger1 = PlayerID(var(6)),anim = 3306
trigger1 = PlayerID(var(6)),Vel Y > 0
trigger1 = PlayerID(var(6)),Pos Y >= 0
name = "9510"
id = 20020
pos = 0,0
postype = p2
stateno = 9510
helpertype = Player
ownpal = 1
keyctrl = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
supermovetime = 2147483647
pausemovetime = 2147483647

[State -2,***]
type = helper
Triggerall = !IsHelper
triggerall = PlayerIDExist(var(6))
trigger1 = PlayerID(var(6)),anim = 3306
trigger1 = PlayerID(var(6)),Vel Y > 0
trigger1 = PlayerID(var(6)),Pos Y >= 0
name = "9510"
id = 20020
pos = 0,0
postype = p2
stateno = 9511
helpertype = Player
ownpal = 1
keyctrl = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
supermovetime = 2147483647
pausemovetime = 2147483647

[State -2,***]
type = helper
Triggerall = !IsHelper
triggerall = PlayerIDExist(var(6))
trigger1 = PlayerID(var(6)),anim = 3306
trigger1 = PlayerID(var(6)),Vel Y > 0
trigger1 = PlayerID(var(6)),Pos Y >= 0
name = "9510"
id = 20020
pos = 0,0
postype = p2
stateno = 9512
helpertype = Player
ownpal = 1
keyctrl = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
supermovetime = 2147483647
pausemovetime = 2147483647

[State -2,***]
type = helper
Triggerall = !IsHelper
triggerall = PlayerIDExist(var(6))
trigger1 = PlayerID(var(6)),anim = 3306
trigger1 = PlayerID(var(6)),Vel Y > 0
trigger1 = PlayerID(var(6)),Pos Y >= 0
name = "9510"
id = 20020
pos = 0,0
postype = p2
stateno = 9513
helpertype = Player
ownpal = 1
keyctrl = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
supermovetime = 2147483647
pausemovetime = 2147483647

[State -2,***]
type = helper
Triggerall = !IsHelper
triggerall = PlayerIDExist(var(6))
trigger1 = PlayerID(var(6)),anim = 3306
trigger1 = PlayerID(var(6)),Vel Y > 0
trigger1 = PlayerID(var(6)),Pos Y >= 0
name = "9510"
id = 20020
pos = 0,0
postype = p2
stateno = 9514
helpertype = Player
ownpal = 1
keyctrl = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
supermovetime = 2147483647
pausemovetime = 2147483647

[State -2,***]
type = helper
Triggerall = !IsHelper
triggerall = PlayerIDExist(var(6))
trigger1 = PlayerID(var(6)),anim = 3306
trigger1 = PlayerID(var(6)),Vel Y > 0
trigger1 = PlayerID(var(6)),Pos Y >= 0
name = "9510"
id = 20020
pos = 0,0
postype = p2
stateno = 9515
helpertype = Player
ownpal = 1
keyctrl = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 800,***]
type = TargetLifeadd
triggerall = NumTarget
Triggerall = !IsHelper
triggerall = PlayerIDExist(var(6))
trigger1 = PlayerID(var(6)),anim = 3306
trigger1 = PlayerID(var(6)),Vel Y > 0
trigger1 = PlayerID(var(6)),Pos Y >= 0
value = Ceil(-5*fvar(38)*(const(data.attack)*0.01))

[State 0, VarSet]
type = VarSet
Triggerall = !IsHelper
triggerall = PlayerIDExist(var(6))
trigger1 = PlayerID(var(6)),StateType = L
trigger2 = PlayerID(var(6)),MoveType != H
v = 6
value = 0
ignorehitpause = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::ヒットカウント
[state -2,hitadd]
type = HitAdd
triggerall = !ishelper
TriggerAll = !NumTarget
TriggerAll = NumHelper(11000)
TriggerAll = Helper(11000),NumTarget
Trigger1 = NumEnemy
Trigger1 = Enemy(0),MoveType != H||!(Enemy(0),Alive)
Trigger2 = NumEnemy > 1
Trigger2 = Enemy(0),MoveType != H||!(Enemy(0),Alive)
Trigger2 = Enemy(1),MoveType != H||!(Enemy(1),Alive)
Value = -var(0)
IgnoreHitPause = 1

[state -2,var]
type = varset
triggerall = !ishelper
TriggerAll = !NumTarget
Trigger1 = NumEnemy
Trigger1 = Enemy(0),MoveType != H||!(Enemy(0),Alive)
Trigger2 = NumEnemy > 1
Trigger2 = Enemy(0),MoveType != H||!(Enemy(0),Alive)
Trigger2 = Enemy(1),MoveType != H||!(Enemy(1),Alive)
var(0) = 0
IgnoreHitPause = 1

[State -2, 上昇]
type = hitadd
triggerall = !ishelper
trigger1 = var(1) = 0
trigger1 = movehit = 1
trigger2 = var(1) = 0
trigger2 = ProjHitTime(0) = 0
Value = 1
IgnoreHitPause = 1

[State -2, 上昇]
type = varadd
triggerall = !ishelper
trigger1 = var(1) = 0
trigger1 = movehit = 1
trigger1 = 1 || var(1) := 1
trigger2 = var(1) = 0
trigger2 = ProjHitTime(0) = 0
trigger2 = 1 || var(1) := 1
var(0) = 1
IgnoreHitPause = 1

[State -2, 上昇]
type = varset
triggerall = !ishelper
trigger1 = var(1) = 1
var(1) = 0

[State 0, PowerSet]
type = PowerAdd
triggerall = !ishelper
trigger1 = stateno != [120,155]
trigger1 = GetHitVar(Damage)
value = GetHitVar(Damage)

[State 0, VarSet]
type = VarSet
triggerall = !ishelper
triggerall = (var(4)&1024)
trigger1 = RoundState > 3
trigger2 = Anim != 5300
v = 4
value = var(4)^1024
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = !ishelper
triggerall = !(var(4)&1024)
triggerall = RoundState <= 3
trigger1 = Anim = 5300
trigger1 = 1 || var(4) := (var(4)|1024)
value = S5300,0
ignorehitpause = 1

;-----------------------------------------------------------------------------
;リザレクション補助
;-----------------------------------------------------------------------------
[State 0, AssertSpecial]
type = AssertSpecial
triggerall = !ishelper
triggerall = RoundState < 3
triggerall = (var(27) > 0||var(27) < 0) || var(28) > -1
triggerall = Alive||(var(4)&2048)
trigger1 = NumEnemy = 1 && !NumPartner
trigger1 = (Enemy(0),Life > 0) || Life <= 0
trigger2 = NumEnemy > 1 && !NumPartner
trigger2 = (Enemy(0),Life > 0 || Enemy(1),Life > 0) || Life <= 0
trigger3 = NumEnemy = 1 && NumPartner
trigger3 = ((Partner,Life > 0 || !(Partner,Alive)) && Enemy(0),Life > 0) || Life <= 0
trigger4 = NumEnemy > 1 && NumPartner
trigger4 = ((Partner,Life > 0 || !(Partner,Alive)) && (Enemy(0),Life > 0 || Enemy(1),Life > 0)) || Life <= 0
flag = NoKO
flag2 = NoKO
flag3 = NoKO
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
triggerall = !ishelper
triggerall = RoundState < 3
triggerall = var(28)!= 1
trigger1 = (var(27) > 0||var(27) < 0)
var(28) = 0
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
triggerall = !ishelper
triggerall = RoundState < 3
triggerall = var(28)!= 1
trigger1 = var(27) = 0
var(28) = -1
ignorehitpause = 1

[State -2, lifeadd]
type = lifeadd
triggerall = !ishelper
triggerall = RoundState < 3
triggerall = (var(27) > 0||var(27) < 0) || var(28) > -1
triggerall = Alive||(var(4)&2048)
triggerall = gethitvar(fall.kill) = 1
triggerall = ifelse((var(4)&32),LifeMax-sysvar(3),Life) <= 0 || (GetHitVar(damage) >= life&&!(var(4)&32)) || (!Alive&&(var(4)&2048))
trigger1 = 1 || var(28):= 1
value = 1
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
triggerall = !ishelper
triggerall = RoundState < 3
trigger1 = var(27) = 0
var(28) = -1
ignorehitpause = 1

[State 181] 
type = AssertSpecial
triggerall = !ishelper
triggerall = !(var(4)&16384)
trigger1 = RoundState < 2
trigger2 = RoundState = 2
trigger2 = ctrl || !(Stateno = 0 || Stateno = 5900)
trigger3 = 0 && var(4) := (var(4)|16384)
flag = nomusic
ignorehitpause = 1

;===========================================================================
;		性能
;===========================================================================
[State -2,　無敵]
type = NotHitBy
triggerall = !ishelper
triggerall = (var(4)&16)
triggerall = StateNo != [100,160]
trigger1 = StateNo = [5000,5300]
trigger2 = Movetype = H
value = SCA
time = 1

[State 0, VarSet];ダメージ条件
type = VarAdd
triggerall = !Ishelper
triggerall = (var(4)&32)
triggerall = GetHitVar(damage) =[0,var(8)];ここでダメージ制限;これで大ダメージ即死を防ぎます
trigger1 = Stateno != [120,155];これでガードしているときはダメージを受けないくなります
sysvar(3) = Ceil(GetHitVar(damage)*fvar(5));ダメージを本来受ける量より少し減らして変数に格納しています
ignorehitpause = 1

[State 0, varadd]
type = varadd
triggerall = !IsHelper
triggerall = (var(4)&32)
trigger1 = sysvar(3) > 0
trigger1 = Anim = 15120
trigger1 = AnimElemTime(3) < 0
sysvar(3) = -Ceil(10*lifemax/1000)
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
triggerall = !Ishelper
triggerall = (var(4)&32)
trigger1 = sysvar(3) < 0
sysvar(3) = 0
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
triggerall = !Ishelper
triggerall = (var(4)&32)
trigger1 = sysvar(3) > LifeMax
sysvar(3) = LifeMax
ignorehitpause = 1

[State -2];ライフをセットします
type = LifeSet
triggerall = !IsHelper
triggerall = (var(4)&32)
trigger1 = RoundState>=2;試合が始まって終わってから
Value = LifeMax - sysvar(3);体力満タン-受けたダメージ= 現在の体力としています
ignorehitpause=1

[State -2,]
type = AssertSpecial
triggerall = !ishelper
triggerall = (var(4)&32)
triggerall = (var(4)&64)
trigger1 = roundstate != 2
trigger2 = (GetHitVar(damage) >= var(8))||(GetHitVar(fall.damage) > 1000)
trigger3 = (Life != Lifemax - sysvar(3))
flag = NOKO
ignorehitpause = 1

[state -3]
type = LifeSet
Triggerall = !ishelper
triggerall = (var(4)&32)
triggerall = (var(4)&64)
triggerall = alive
trigger1 = GetHitVar(damage) >= var(8)
trigger2 = GetHitVar(fall.damage) > 1000
Value = Lifemax
IgnoreHitPause = 1

[State ];無敵
type = NotHitby
triggerAll = !IsHelper
trigger1 = (var(4)&128)
trigger1 = MoveType = A
trigger2 = (var(4)&256)
trigger2 = StateType = A
Value = SCA
IgnoreHitPause = 1

[State 0, Pause]
type = Pause
triggerall = !Ishelper
triggerall = (var(4)&8192)
triggerall = roundstate >= 3
trigger1 = Alive
time = 9999999
movetime = 9999999
ignorehitpause = 1

[State 0, SuperPause]
type = SuperPause
triggerall = !Ishelper
triggerall = (var(4)&8192)
triggerall = roundstate >= 3
trigger1 = Alive
time = 9999999
movetime = 9999999
Anim = 9999
darken = 0
p2defmul = 1
unhittable = 1
ignorehitpause = 1

[State 0, リザレクション喰らい抜け]
type = SelfState
triggerall = !Ishelper
trigger1 = Anim = 15061
trigger2 = RoundState<=2
trigger2 = !(Anim = 15110||Anim = 15120||Anim = 15150)
trigger2 = var(28)= 1
trigger2 = sysvar(4)=Gametime||Time >= 1000
value = 4000
ignorehitpause = 1

[State 0, リザレクション喰らい抜け]
type = SelfState
triggerall = !Ishelper
trigger1 = Anim = 15150
value = 4500
ignorehitpause = 1

[State 0, リザレクション喰らい抜け]
type = SelfState
triggerall = !Ishelper
trigger1 = Anim = 15110||Anim = 15120
value = 4750
ignorehitpause = 1

[State 0, 喰らい抜け]
type = SelfState
triggerall = !Ishelper
triggerall = (var(4)&512)
triggerall = Alive
trigger1 = Anim = 1100||Anim = 1110||Anim = 1400||Anim = 3500
value = Anim
ignorehitpause = 1

[State 0, HitOverride]
type = HitOverride
triggerall = !Ishelper
triggerall = (var(4)&512)
triggerall = StateType = A
trigger1 = Alive
attr = SCA,AA,AT,AP
stateno = ifelse(StateType = A,1110,1100)
time = 1
ignorehitpause = 1

[State 0, ]
type = SelfState
triggerall = !Ishelper
triggerall = (var(4)&512)
triggerall = roundstate >= 3
triggerall = Alive
trigger1 = RoundState=4
trigger1 = Stateno=170||Stateno=175||Stateno=180
trigger1 = 1||var(9):=0
trigger2 = 1
value = 155
ignorehitpause = 1

[State 0, 喰らい抜け]
type = SelfState
triggerall = !Ishelper
triggerall = (var(4)&512)
triggerall = Alive
trigger1 = gametime != sysvar(4)
trigger2 = movetype = H
trigger3 = movereversed
trigger4 = roundstate = 2
trigger4 = time >= 300
value = ifelse(StateType = A,1110,1100)
ignorehitpause = 1

;性能ここまで

;---------------------------------------------------------------------------
; サイズ
;---------------------------------------------------------------------------
[Size]
xscale           = 1
yscale           = 1
ground.back      = 15
ground.front     = 16
air.back         = 12
air.front        = 12
height           = 60
attack.dist      = 160
proj.attack.dist = 90
proj.doscale     = 0
head.pos         = -1,-71
mid.pos          = 0,-49
shadowoffset     = 0
draw.offset      = 0,0

;---------------------------------------------------------------------------
; 移動速度
;---------------------------------------------------------------------------
[Velocity]
walk.fwd     = 4       ;前進速度（Ｘ軸・[Statedef 20]に適用される）
walk.back    = -3       ;後退速度（Ｘ軸・[Statedef 20]に適用される）
run.fwd      = 7       ;前方に走る速度（Ｘ軸,Ｙ軸・[Statedef 100]に適用される）
run.back     = -6,-4.8   ;後方に走る速度（Ｘ軸,Ｙ軸・[Statedef 105]に適用される）
jump.neu     = 0,-9.2     ;垂直ジャンプの速度（Ｘ軸,Ｙ軸・[Statedef 40]に適用される）
jump.back    = -2.0,1.1       ;後方ジャンプの速度（Ｘ軸・[Statedef 40]に適用される）
jump.fwd     = 2.8,1.1         ;前方ジャンプの速度（Ｘ軸・[Statedef 40]に適用される）
runjump.back = -2.5,-7.5  ;後方に走ってからのジャンプ速度（Ｘ軸,Ｙ軸・[Statedef 40]に適用される）
runjump.fwd  = 2.8,-7.5      ;前方に走ってからのジャンプ速度（Ｘ軸,Ｙ軸・[Statedef 40]に適用される）
airjump.neu  = 0,-8.5      ;空中垂直ジャンプ速度（Ｘ軸,Ｙ軸・[Statedef 45]に適用される）
airjump.back = -2.2       ;空中後方ジャンプ速度（Ｘ軸・[Statedef 45]に適用される）
airjump.fwd  = 2.2         ;空中前方ジャンプ速度（Ｘ軸・[Statedef 45]に適用される）

;---------------------------------------------------------------------------
; 運動関係
;---------------------------------------------------------------------------
[Movement]
airjump.num     = 0        ;空中ジャンプが出来る回数
airjump.height  = 35       ;空中ジャンプが出来る最低の高度（Ｙ軸）
yaccel          = .34     ;Ｙ軸加速度（重力）
stand.friction  = .85      ;立っている時の摩擦係数（ステートのPhysicsが「S」の時）
crouch.friction = .82      ;しゃがんでいる時の摩擦係数（ステートのPhysicsが「C」の時）
