;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
[Statedef -2]
;---------------------------------------------------------------------------
;設定
;---------------------------------------------------------------------------
[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 = 4;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, AI];アーマー硬度スイッチ
Type = VarSet
trigger1 = !ishelper
fv = 5
value = 1;ここを変えてください
ignorehitpause = 1
; デフォルト設定 1(通常ダメージ)
; 0 = アーマーですらなくなる
; 1 = 通常
; 1未満 = アーマー中硬度上昇、例:0.5でアーマー時ダメージ半減
; 1より上 = アーマー中硬度現象、例:2でアーマー時ダメージ2倍

[State -1, AI];アーマー強化スイッチ(アーマー硬度スイッチが0の場合効果なし)
Type = VarSet
trigger1 = !ishelper
fv = 21
value = ifelse(Palno=6||Palno=12,ifelse(Palno=12,2,1),0);ここを変えてください("ifelse(Palno=6||Palno=12,ifelse(Palno=12,2,1),0)"の部分を変えてください)
ignorehitpause = 1
; デフォルト設定 6P、12P以外:0 6P:1 12P:2
; 0 = アーマー中投げを喰らう
; 1 = アーマー中でも投げを喰らわない
; 2 = アーマー中でも投げを喰らわない、さらに常時アーマーになる(ただしステートを奪われるとなくなる)

;ゲージスイッチ
[State 0, VarSet]
type = VarSet
trigger1 = !ishelper
fv = 34
value = ifelse(Palno=6||Palno=12,ifelse(Palno=12,2,1),0);ここを変えてください("ifelse(Palno=6||Palno=12,ifelse(Palno=12,2,1),0)"の部分を変えてください)
ignorehitpause = 1
; デフォルト設定 6P、12P以外:0 6P:1 12P:2
; 0 通常
; 1 ゲジマシ
; 0と1以外 ゲジマユ

;AI用オーバースウェー使用可否スイッチ(画面奥に逃げる技)
[State 0, VarSet]
type = VarSet
trigger1 = !ishelper
fv = 35
value = 1;ここを変えてください
ignorehitpause = 1
; 0 使わない
; 1 使う

;---------------------------------------------------------------------------
;これより下は弄らないでね
;---------------------------------------------------------------------------
[State 0, VarSet]
type = VarSet
trigger1 = !ishelper
fv = 36
value = 1+(((LifeMax-Life)/(LifeMax*1.0)))
ignorehitpause = 1

[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = !ishelper
value = fvar(36)
ignorehitpause = 1 

[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = ishelper
value = Root,fvar(36)
ignorehitpause = 1

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

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(99)
value = 36436
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(102)
value = 102
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(192)
value = 192
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(411)
value = 411
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(1020)
trigger1 = var(59) = 0
trigger1 = 1 || var(59) := Stateno
trigger2 = ishelper(1020)
value = var(59)
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(1199)
value = 1199
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(1302)
trigger1 = var(59) = 0
trigger1 = 1 || var(59) := Stateno
trigger2 = ishelper(1302)
value = var(59)
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(1306)
trigger1 = var(59) = 0
trigger1 = 1 || var(59) := Stateno
trigger2 = ishelper(1306)
value = var(59)
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(1307)
value = 1307
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(1310)
trigger1 = var(59) = 0
trigger1 = 1 || var(59) := Stateno
trigger2 = ishelper(1310)
value = var(59)
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(1311)
value = 1311
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(1603)
value = 1603
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(1608)
value = 1608
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(1613)
value = 1613
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(1703)
trigger1 = var(59) = 0
trigger1 = 1 || var(59) := Stateno
trigger2 = ishelper(1703)
value = var(59)
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(1704)
trigger1 = var(59) = 0
trigger1 = 1 || var(59) := Stateno
trigger2 = ishelper(1704)
value = var(59)
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(1705)
value = 1704
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(1712)
value = 1704
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(1717)
trigger1 = var(59) = 0
trigger1 = 1 || var(59) := Stateno
trigger2 = ishelper(1717)
value = var(59)
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(1718)
trigger1 = var(59) = 0
trigger1 = 1 || var(59) := Stateno
trigger2 = ishelper(1718)
value = var(59)
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(2050)
value = 2050
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(2051)
value = 2051
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(2110)
value = 2110
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(2408)||ishelper(2409)
value = 2408
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(2410)
trigger1 = var(59) = 0
trigger1 = 1 || var(59) := Stateno
trigger2 = ishelper(2410)
value = var(59)
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(2411)
value = 2411
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(2602)
value = 2602
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(2603)
value = 2603
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(2604)
trigger1 = var(59) = 0
trigger1 = 1 || var(59) := Stateno
trigger2 = ishelper(2604)
value = var(59)
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(2605)
trigger1 = var(59) = 0
trigger1 = 1 || var(59) := Stateno
trigger2 = ishelper(2605)
value = var(59)
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(2703)
value = 2703
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(3010)
value = 3010
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(3011)
value = 3011
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(3250)
trigger1 = var(59) = 0
trigger1 = 1 || var(59) := Stateno
trigger2 = ishelper(3250)
value = var(59)
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(3252)
value = 3252
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(3253)
value = 3253
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(3254)
value = 3254
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(4000)
trigger1 = var(59) = 0
trigger1 = 1 || var(59) := Stateno
trigger2 = ishelper(4000)
value = var(59)
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(4003)
value = 4003
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(4004)
value = 4004
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(4005)
value = 4005
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(4006)
value = 4006
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(4007)
value = 4007
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(4200)
trigger1 = var(59) = 0
trigger1 = 1 || var(59) := Stateno
trigger2 = ishelper(4200)
value = var(59)
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(4202)
trigger1 = var(59) = 0
trigger1 = 1 || var(59) := Stateno
trigger2 = ishelper(4202)
value = var(59)
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(4509)
trigger1 = var(59) = 0
trigger1 = 1 || var(59) := Stateno
trigger2 = ishelper(4509)
value = var(59)
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(4511)
value = 4511
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(4512)
value = 4512
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(4509)
trigger1 = var(59) = 0
trigger1 = 1 || var(59) := Stateno
trigger2 = ishelper(4509)
value = var(59)
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(4519)
value = 4519
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(6005)
trigger1 = var(59) = 0
trigger1 = 1 || var(59) := Stateno
trigger2 = ishelper(6005)
value = var(59)
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(6006)
trigger1 = var(59) = 0
trigger1 = 1 || var(59) := Stateno
trigger2 = ishelper(6006)
value = var(59)
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(6007)
trigger1 = var(59) = 0
trigger1 = 1 || var(59) := Stateno
trigger2 = ishelper(6007)
value = var(59)
ignorehitpause = 1

[State 0, SelfState]
type = SelfState
trigger1 = ishelper(6030)
value = 6030
ignorehitpause = 1

[State 0, SelfState]
type = SelfState
trigger1 = ishelper(6035)
value = 6035
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(7000)
value = 7000
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(7070)
value = 7070
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(8100)
value = 8100
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(8500)
value = 8500
ignorehitpause = 1

[State 0, SelfState]
type = SelfState
trigger1 = ishelper(9500)
value = 9500
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 0, 押し戻し判定解除]
type = Playerpush
trigger1 = ishelper(10001)
value = 0
ignorehitpause = 1

[State 0, ScreenBound]
type = ScreenBound
trigger1 = ishelper(10001)
value = 0
movecamera = 0,0
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 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(20100)
value = 20100
ignorehitpause = 1

[State -2, 関係無いステートに行かないように]
type = selfstate
trigger1 = ishelper(20110)
value = 20100
ignorehitpause = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::通常ヘルパー
;システム補助ヘルパー射出
[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]
type = Helper
triggerall = !Ishelper
trigger1 = !numhelper(11000)
id = 11000
name = "System2"
pos = 0,0
postype = p1
stateno = 11000
helpertype = Player
pausemovetime=2147483647
supermovetime=2147483647
keyctrl = 1
ownpal = 0
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

;---------------------------------------------------------------------------
;ヘルパーアーマー
;---------------------------------------------------------------------------
[State -2, アーマーヘルパー呼び出し]
type = Helper
triggerall = !ishelper
triggerall = fvar(5)
triggerall = fvar(21)=2
triggerall = fvar(22)=0
trigger1 = !NumHelper(9500)
name = "Armor"
stateno = 9500
ID = 9500
size.xscale = 1
size.yscale = 1
postype = p1
pos = 0,0
ownpal = 1
helpertype = Player
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
triggerall = !ishelper
trigger1 = NumHelper(9500)
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1

[State -2, アーマー中の無敵,投げには弱い]
type = NotHitBy
triggerall = !ishelper
trigger1 = !fvar(21)
trigger1 = NumHelper(9500)
value2 = ,AA,AP
time = 2
ignorehitpause = 1

[State -2, アーマー中の無敵,投げには弱い]
type = NotHitBy
triggerall = !ishelper
trigger1 = fvar(21)
trigger1 = NumHelper(9500)
value2 = SCA
time = 2
ignorehitpause = 1

[State -2, 被弾時連続被弾回避]
type = NotHitBy
triggerall = !ishelper
trigger1 = NumHelper(9500)
trigger1 = Helper(9500),GetHitVar(HitTime)>-1
value2 = SCA
time = ifelse(Helper(9500),GetHitVar(HitTime)<=2,2,Helper(9500),GetHitVar(HitTime))
ignorehitpause = 1

[State -2, アーマー受けした時のライフ減少]
type = LifeAdd
triggerall = !ishelper
trigger1 = NumHelper(9500)
trigger1 = Helper(9500),GetHitVar(damage)
value = Floor(-1*Helper(9500),GetHitVar(damage)*fvar(5))
absolute = 1
ignorehitpause = 1

[State 0, PalFX]
type = PalFX
triggerall = !ishelper
trigger1 = NumHelper(9500)
trigger1 = Helper(9500),Stateno = 364364
trigger1 = 0 && fvar(32) := 4
trigger2 = fvar(32) > 0
trigger2 = 1 || fvar(32) := fvar(32)-1
time = 1
add = (GameTime%2)*256,(GameTime%2)*256,(GameTime%2)*256
ignorehitpause = 1

;---------------------------------------------------------------------------
;根性値式防御増加
;---------------------------------------------------------------------------
[state a]
type = varset
triggerall = !ishelper
trigger1 = Life <= 0
FV = 20
value = 0
ignorehitpause = 1

[State -2]
type = lifeadd
Triggerall = !ishelper
triggerall = Alive
triggerall = fvar(20) > Life
trigger1 = movetype = H
value = floor((Floor(fvar(20))-life)-(Floor(fvar(20))-life)*0.33)
ignorehitpause = 1

[State -2]
type = lifeadd
Triggerall = !ishelper
triggerall = Alive
triggerall = fvar(20) > Life
trigger1 = NumHelper(9500)
trigger1 = Helper(9500),GetHitVar(damage)
value = floor((Floor(fvar(20))-life)-(Floor(fvar(20))-life)*0.33)
ignorehitpause = 1

[state a]
type = varset
trigger1 = !ishelper
FV = 20
value = Floor(Life)
ignorehitpause = 1

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

[State 0, Helper];爆炎用変数反映ヘルパー
type = Helper
triggerall = !ishelper
trigger1 = fvar(33) = 0
helpertype = Player
ID = 99
stateno = 36436
pos = 0,0
Postype = right
keyctrl = 0
ownpal = 1
size.ground.back = 0
size.ground.front =0
size.air.back = 0
size.air.front =0
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

;[State -2, カットイン1]
;type = Helper
;trigger1 = Time = 0
;name = "Armor"
;stateno = 20100
;ID = 20100
;postype = left
;pos = 120,0
;ownpal = 1
;helpertype = Player
;supermovetime = 9999999
;pausemovetime = 9999999
;ignorehitpause = 1
;
;[State -2, カットイン2]
;type = Helper
;trigger1 = Time = 0
;name = "Armor"
;stateno = 20100
;ID = 20110
;postype = left
;pos = 120,0
;ownpal = 1
;helpertype = Player
;supermovetime = 9999999
;pausemovetime = 9999999
;ignorehitpause = 1

;-----------------------------------------------------------------------------
; ゲ-ジ関係
;-----------------------------------------------------------------------------
[State 0, PowerAdd]
type = PowerAdd
triggerall = !ishelper
trigger1 = fvar(34)=1
value = 10
ignorehitpause = 1

[State 0, PowerSet]
type = PowerSet
triggerall = !ishelper
trigger1 = fvar(34)!=[0,1]
value = PowerMax
ignorehitpause = 1

[state -2]
type = explod
triggerall = !ishelper
triggerall = NumExplod(160) = 0
Triggerall = statetype = S
Trigger1 = anim = 120
Trigger2 = anim = 130
Trigger3 = anim = 140
Trigger4 = anim = 150
anim = 160
id = 160
postype = p1
pos = 15,-50
sprpriority = 2
ownpal = 1
bindtime = -1
supermove = 0
removetime = -1
scale = 1,1

[state -2, 1]
type = RemoveExplod
triggerall = !ishelper
triggerall = NumExplod(160) > 0
Trigger1 = anim != 120
Trigger1 = anim != 130
Trigger1 = anim != 140
Trigger1 = anim != 150
id = 160

[State -2, Explod]
type = Explod
triggerall = !ishelper
triggerall = (time%4)=0
triggerall = time >= 4
trigger1 = Stateno = 100
trigger2 = Stateno = 105
anim = 6207
postype = p1
pos = 40*ifelse(Stateno=100,-1,1),-50
random = 0,80
ID = 6207
ownpal = 1
removetime = 9
sprpriority = 2
bindtime = 1

;KO Flash Effect
[State -2, Sp Finish]
type = Explod
triggerall = !ishelper
triggerall = Stateno != 4504
triggerall = numexplod(9910) <= 0
trigger1 = winKo = 1 && stateno = [899,4999]
anim = 9910
removetime = -2
id = 9910
sprpriority = -9
pos = 0,0
postype = left
bindtime = -1
ignorehitpause = 1
ownpal = 1

[state -2, PlaySound]
type = playsnd
triggerall = !ishelper
triggerall = Stateno != 4504
trigger1 = WinKO
trigger1 = RoundState = 3
trigger1 = !NumExPlod(5299)
value = 5200,0
IgnoreHitPause = 1

[State -2, Sp Finish]
type = Explod
triggerall = !ishelper
triggerall = Stateno != 4504
trigger1 = WinKO
trigger1 = RoundState = 3
trigger1 = !NumExPlod(5299)
anim = 9999
removetime = -1
id = 5299
ignorehitpause = 1

[State 0, VarSet];キャンセル条件リセット
type = VarSet
trigger1 = !ishelper
fv = 23
value = 0

[State 0, Null];キャンセル条件
type=Null
triggerall=!ishelper
trigger1=(Stateno=[1000,1010])&&AnimElem=3,>0
trigger2=(Stateno=[1120,1121])&&AnimElem=3,>1
trigger3=(Stateno=1300||Stateno=1304)&&Time>25
trigger4=(Stateno=1308)&&Time>24
trigger5=(Stateno=1601||Stateno=1605)&&AnimElem=3,>2
trigger6=(Stateno=1607)&&AnimElem=3,>1
trigger7=(Stateno=2000)&&Time>45
trigger8=(Stateno=2500)&&Time>45
trigger9=(Stateno=2600)&&AnimElem=7,>1
trigger10=(Stateno=2701)&&Time>12
trigger1=0&&fvar(23):=1
trigger2=0&&fvar(23):=1.5
trigger3=0&&fvar(23):=1
trigger4=0&&fvar(23):=1
trigger5=0&&fvar(23):=1
trigger6=0&&fvar(23):=1
trigger7=0&&fvar(23):=2
trigger8=0&&fvar(23):=3
trigger9=0&&fvar(23):=3
trigger10=0&&fvar(23):=3
ignorehitpause = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::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

;===========================================================================
;		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)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::フライング対策
[State 0, NotHitBy]
type = NotHitBy
triggerall = !ishelper
trigger1 =  RoundState < 2
trigger1 = 1 || fvar(31) := 1
trigger2 = !ctrl && (Stateno = 0 || Stateno = 5900)
trigger2 = 1 || fvar(31) := 1
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
trigger1 = 1 || fvar(31) := 1
value = SCA
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
var(23) = -1
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

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

;===========================================================================
;		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

;-----------------------------------------------------------------------------
;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= PlayerIDEXist(var(58))
Triggerall= PlayerID(var(58)),MoveType = A
Triggerall= (PlayerID(var(58)),facing != facing && P2Dist X >= 0) || (PlayerID(var(58)),facing = facing && P2Dist X < 0)
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  = P2BodyDist X = [-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  = P2BodyDist X = [-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

;-----------------------------------------------------------------------------
; 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 = 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)!=[0.1,2))||PlayerID(var(58)),StateType!=L
fv = 1
value = fvar(7)
ignorehitpause = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::ヒットカウント
[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 = varadd
triggerall = !ishelper
triggerall = !(StateNo = [800,1000))
triggerall = !(StateNo = [3000,3099))
trigger1 = var(1) = 0
trigger1 = movehit = 1
var(0) = 1
IgnoreHitPause = 1

[State -2, 上昇]
type = varadd
triggerall = !ishelper
triggerall = !(StateNo = [800,1000))
triggerall = !(StateNo = [3000,3099))
trigger1 = var(1) = 0
trigger1 = ProjHitTime(0) = 0
var(0) = 1
IgnoreHitPause = 1

[State -2, 上昇]
type = varset
triggerall = !ishelper
triggerall = !(StateNo = [800,1000))
triggerall = !(StateNo = [3000,3099))
triggerall = var(1) = 0
trigger1 = movehit = 1
trigger2 = ProjHitTime(0) = 0
var(1) = 1
IgnoreHitPause = 1

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

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[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)
IgnoreHitPause = 1

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

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

[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):=10
trigger2 = Var(52)=2
trigger2 = 0&&Var(51):=25
trigger3 = Var(52)=3
trigger3 = 0&&Var(51):=50
trigger4 = Var(52)=4
trigger4 = 0&&Var(51):=100
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

[State 0, VarSet];デンジャラスルー時コンボ切り替え
type = VarSet
triggerall = !ishelper
trigger1 = Numhelper(11000)
trigger1 = Numhelper(30460)
trigger1 = NumTarget
trigger1 = Stateno=1510
trigger1 = Target,Stateno = 1520
fvar(1) = ifelse(((var(14)=[2,3])||(Helper(11000),fvar(39)=[2,3])||(inguarddist||helper(30460),inguarddist)),1.2,0.1)
ignorehitpause = 1

[State 0, VarSet];カイザーウェーブコンボ用変数弄り
type = VarSet
triggerall = !ishelper
trigger1 = Stateno!=1100
trigger1 = fvar(29)=999
trigger2 = sysvar(4)!=GameTime
fv = 29
value = 0
ignorehitpause = 1

[State 0, VarSet];アーマー消滅用変数
type = VarSet
trigger1 = !ishelper
fv = 22
value = 0
ignorehitpause = 1

[State 0, VarSet];アーマー消滅用変数
type = VarSet
triggerall = !ishelper
trigger1 = sysvar(4)!=GameTime
fv = 22
value = 1
ignorehitpause = 1

[State -2, クリップボード]
type = DisplayToClipboard
triggerall = !ishelper
trigger1 = 1
text = "Body-Distance X=%d,Y=%d,Vel Y=%f \n"
params = floor(P2BodyDist X),floor(P2BodyDist Y),Vel Y

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]

[State 0, SelfState]
type = SelfState
trigger1 = ishelper
trigger1 = Stateno = 364364
value = var(58)
ignorehitpause = 1

;━━━━━━━━━━━━━━━━━━━━━━━
;5900代わり
;━━━━━━━━━━━━━━━━━━━━━━━
[State 5900, 1] ;Clear all int variables
type = VarRangeSet
triggerall = !ishelper
triggerall = StateNo = 5900
trigger1 = roundsexisted = 0
value = 0

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
triggerall = !ishelper
triggerall = StateNo = 5900
trigger1 = roundsexisted = 0
fvalue = 0

;━━━━━━━━━━━━━━━━━━━━━━━
;システム変数
;━━━━━━━━━━━━━━━━━━━━━━━
[State 0, VarSet]
type = VarSet
trigger1 = !ishelper
sysvar(4) = GameTime
ignorehitpause = 1

;-----------------------------------------------------------------------------
;AI用リバサ
;-----------------------------------------------------------------------------
;AI用リバサ状態
[State 5200, リバサ]
type = varset
triggerall = !ishelper
trigger1 = StateNo = [5100,5120]
trigger2 = StateNo = [5200,5201]
trigger3 = StateNo = 5210
var(23) = 9
ignorehitpause = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[State -3, コマンドを入れたらVarをON] 
type = VarSet
triggerall = !ishelper
trigger1 = !var(59)
trigger1 = command = "jump"
trigger1 = ctrl
trigger1 = statetype = S
trigger2 = PrevStateno = 100
trigger3 = var(59)
trigger3 = stateno = 39 ;ジャンプする前のステート
trigger3 = fvar(0) = [5,8]
trigger3 = fvar(28) = 0
fv = 28
value = 1

[State -3, sysvarを引継ぐ]
type = VarSet
triggerall = !ishelper
trigger1 = fvar(28) = 1
trigger1 = stateno = [39,40] ;ジャンプする前のステート
trigger1 = AnimTime = 0 ;ジャンプ方向を決めるsysvarがリセットされる寸前
fvar(28) = ifelse(sysvar(1)=0, 2, ifelse(sysvar(1)=1, 3, 4))

[State -3, varをOFFにするステート]
type = VarSet
triggerall = !ishelper
triggerall = Time = 2
trigger1 = stateno = 50
trigger2 = stateno != [39,59]
fv = 28
value = 0

[State -3, 前にボタンを押してたら前にも加速]
type = VelAdd
triggerall = !ishelper
trigger1 = fvar(28) = 3
trigger1 = stateno = 50
y = -0.8
x = 2

[State -3, 後ろなら後ろに加速]
type = VelAdd
triggerall = !ishelper
trigger1 = fvar(28) = 4
trigger1 = stateno = 50
y = -0.8
x = -2.1

[State -3, 垂直ジャンプにveladdを使って上に加速]
type = VelAdd
triggerall = !ishelper
trigger1 = fvar(28) = 2
trigger1 = stateno = 50
y = -2

[State -3, 成功したときの残像]
type = AfterImage
triggerall = !ishelper
trigger1 = fvar(28) >= 1
trigger1 = stateno = 50
time = 25
trans = add1
length = 4
timeGap = 3
frameGap = 1
palBright = 0, 0, 0
palContrast = 128, 128, 128
palAdd = 0, 0, 0
palMul = 1, 1, 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 = PlayerIDExist(var(58))
triggerall = statetype != A
trigger1 = PlayerID(var(58)),statetype = A || (PlayerID(var(58)),Stateno = [600,699])
trigger2 = PlayerID(var(58)),statetype = S || (PlayerID(var(58)),Stateno = [200,399])
var(57) = 2
ignorehitpause = 1

[State -3, しゃがみ]
Type = VarSet
triggerall =!ishelper
triggerall = var(59)
triggerall = NumEnemy
triggerall = PlayerIDExist(var(58))
triggerall = statetype != A
trigger1 = PlayerID(var(58)),statetype = C || (PlayerID(var(58)),Stateno = [400,599])
trigger2 = PlayerID(var(58)),statetype != S && (PlayerID(var(58)),Stateno != [200,399]) && PlayerID(var(58)),statetype != A && (PlayerID(var(58)),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

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

[State -3, CornerPush]
type = Width
triggerall = !ishelper
triggerall = NumEnemy > 1
trigger1 = Enemy(1),BackEdgeDist < 10
trigger2 = Enemy(1),FrontEdgeDist < 10
edge = 10,0

;-----------------------------------------------------------------------------
; AI暴発対策
;-----------------------------------------------------------------------------
[state -3]
type = Selfstate
triggerall = !ishelper
triggerall = time = 0
trigger1 = !var(59)
trigger1 = stateno = 19||stateno = 39
trigger2 = var(59)
trigger2 = (stateno = [10,12])||stateno = 20||stateno = 40
value = 0
Ctrl = 1