
[Data]
fall.defence_up=50
liedown.time=40
airjuggle=9999999
sparkno=-1
guard.sparkno=-1
KO.echo=0
IntPersistIndex=0
FloatPersistIndex=0

;設定ここから、これより上は触らないでね

;コンフィグ
life=1000
;最大体力を変えられます、1000が標準です
power=5000
;最大パワーを変えられますが、3000未満にすると一部超必殺技が出なくなります、5000が標準です
attack=100
;攻撃力を変えられます、100が標準
defence=100
;防御力を変えられます、100が標準
volume=0
;キャラの音量を変えられます、0が標準

[statedef -2]
;=================================================================================================
;AI常時起動設定
;--------------------------------------------------------------------------------------------------
[State -1, AI]
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
trigger1 = 1||var(59):=(var(59)|-2147483648)
var(59) = ifelse(NumEnemy,(var(59)|1),(var(59)|1)-1)
ignorehitpause = 1

;=================================================================================================
;AILv
;--------------------------------------------------------------------------------------------------
[State AILv]
Type = VarSet
trigger1 = !ishelper
var(54) = (var(54)|(5));(5)の部分を変えてください
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

;=================================================================================================
;AIガン攻め率
;--------------------------------------------------------------------------------------------------
[State AIガン攻め率スイッチ]
Type = VarSet
trigger1 = !ishelper
var(54) = (var(54)|8*(3));(3)の部分を変えてください
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

;=================================================================================================
;AI試合後挑発スイッチ
;--------------------------------------------------------------------------------------------------
[State AI試合後挑発スイッチ]
Type = VarSet
triggerall = !ishelper
triggerall = RoundState != 3
trigger1 = 1;ここの"0"の部分を変えてください 0:OFF 1:ON,AI試合後挑発ON デフォ ON
var(59) = (var(59)|1073741824)
ignorehitpause = 1

;=================================================================================================
;ゲジマシスイッチ(1Pか7Pの時設定可能)
;--------------------------------------------------------------------------------------------------
[State -1, Swich1];
type = PowerAdd
triggerall = !ishelper
trigger1 = Palno = 1 || Palno = 7
value = 0;←ここの数字を変えてください、またPowerMaxとするとゲジマユになります。
ignorehitpause = 1

;=================================================================================================
;ライフ管理スイッチ(1Pか7Pの時設定可能)
;--------------------------------------------------------------------------------------------------
[State -1, Swich1];
type = VarSet
triggerall = !ishelper
triggerall = Palno = 1 || Palno = 7
triggerall = !(var(0)&32)
trigger1 = 0;ここの"0"の部分を変えてください 0:OFF 1:ON,ライフ管理ON デフォ OFF
trigger1 = 1||var(52):=(0);ここの()の中の数字を変える事ででライフ管理時の最小ダメージを設定できます(これより低いダメージは受け付けない)
trigger1 = 1||var(53):=(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(これより高いダメージは受け付けない)
trigger1 = 1||fvar(38):=(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(0) = var(0)|32
ignorehitpause = 1

;=================================================================================================
;ライフ管理強化スイッチ(1Pか7Pの時設定可能)
;--------------------------------------------------------------------------------------------------
[State -1, Swich2];ライフ管理強化スイッチ
type = VarSet
triggerall = !ishelper
triggerall = Palno = 1 || Palno = 7
triggerall = (var(0)&32)
triggerall = !(var(0)&64)
trigger1 = 0;ここの"0"の部分を変えてください
var(0) = var(0)|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 OFF

;=================================================================================================
;コンボ補正スイッチ(1Pか7Pの時設定可能)
;--------------------------------------------------------------------------------------------------
[State -1, Swich]
type = VarSet
triggerall = !ishelper
triggerall = Palno = 1 || Palno = 7
triggerall = !(var(1)&2097152)
trigger1 = 1;ここの"1"の部分を変えてください
var(1) = var(1)|2097152
ignorehitpause = 1
;0:OFF
;1:ON,コンボ補正がかかります
;デフォ ON

;=================================================================================================
;ガーステ固定スイッチ(1Pか7Pの時設定可能)
;--------------------------------------------------------------------------------------------------
[State -1, Swich]
type = VarSet
triggerall = !ishelper
triggerall = Palno = 1 || Palno = 7
triggerall = !(var(0)&8)
trigger1 = 0;ここの"0"の部分を変えてください
var(0) = var(0)|8
ignorehitpause = 1
;0:OFF
;1:ON,常時ガーステ籠りになります
;デフォ OFF

;=================================================================================================
;投げ無敵スイッチ(1Pか7Pの時設定可能)
;--------------------------------------------------------------------------------------------------
[State -1, Swich]
type = VarSet
triggerall = !ishelper
triggerall = Palno = 1 || Palno = 7
triggerall = !(var(59)&536870912)
trigger1 = 0;ここの"0"の部分を変えてください
var(59) = var(59)|536870912
ignorehitpause = 1
;0:OFF
;1:ON,常時投げ無敵になります(ステートを奪われてても発動)
;デフォ OFF

;=================================================================================================
;ステ固定スイッチ(1Pか7Pの時設定可能)
;--------------------------------------------------------------------------------------------------
[State -1, Swich]
type = VarSet
triggerall = !ishelper
triggerall = Palno = 1 || Palno = 7
triggerall = !(var(0)&1073741824)
trigger1 = 0;ここの"0"の部分を変えてください
var(0) = var(0)|1073741824
ignorehitpause = 1
;0:OFF
;1:ON,ステートを奪われなくなる
;デフォ OFF

;注意！
;ここから先のスイッチはいわゆる神に関わるスイッチです、ONにすると狂を逸脱しだすので注意です

;=================================================================================================
;永続ターゲットスイッチ(1Pか7Pの時設定可能)
;--------------------------------------------------------------------------------------------------
[State -1, Swich]
type = VarSet
triggerall = !ishelper
triggerall = Palno = 1 || Palno = 7
triggerall = !(var(0)&128)
trigger1 = 0;ここの"0"の部分を変えてください
var(0) = var(0)|128
ignorehitpause = 1
;0:OFF
;1:ON,MAX2暗黒大江山悉皆殺しが相手を掴んでなくても発動し、最後の踏みつぶしが永続タゲになる、またハルマゲドンが無敵貫通する
;デフォ OFF

;=================================================================================================
;超即死スイッチ(1Pか7Pの時設定可能)
;--------------------------------------------------------------------------------------------------
[State -1, Swich]
type = VarSet
triggerall = !ishelper
triggerall = Palno = 1 || Palno = 7
triggerall = !(var(0)&256)
trigger1 = 0;ここの"0"の部分を変えてください
var(0) = var(0)|256
ignorehitpause = 1
;0:OFF
;1:ON,MAX2暗黒大江山悉皆殺しの最後の踏みつぶしが超即死になる
;デフォ OFF

;=================================================================================================
;凍結解除スイッチ(1Pか7Pの時設定可能)
;--------------------------------------------------------------------------------------------------
[State -1, Swich]
type = VarSet
triggerall = !ishelper
triggerall = Palno = 1 || Palno = 7
triggerall = !(var(0)&16)
trigger1 = 0;ここの"0"の部分を変えてください
var(0) = var(0)|16
ignorehitpause = 1
;0:OFF
;1:ON,凍結解除をするようになります
;デフォ OFF

;=================================================================================================
;凶悪スイッチ(1Pか7Pの時設定可能)
;--------------------------------------------------------------------------------------------------
[State -1, Swich]
type = VarSet
triggerall = !ishelper
triggerall = Palno = 1 || Palno = 7
triggerall = !(var(0)&4096)
trigger1 = 0;ここの"0"の部分を変えてください
var(0) = var(0)|4096
ignorehitpause = 1
;0:OFF
;1:ON
;デフォ OFF

;機能
;時止め耐性宣告付与
;時止め宣告解禁
;永タゲ用回復阻止解禁
;AIの戦い方そのものが変化

;設定ここまで、以下は触らないでね

[State 0, LifeSet]
type = LifeSet
trigger1 = ishelper
value = Root,LifeMax
persistent=256
ignorehitpause=1

[State ]
type=SelfState
trigger1=ishelper
value=1
persistent=256
ignorehitpause=1

;=================================================================================================
;ゲジマシスイッチ
;--------------------------------------------------------------------------------------------------
[State -1, Swich1]
type = PowerAdd
trigger1 = Palno = 3 || Palno = 9
value = 3
ignorehitpause = 1

[State -1, Swich1]
type = PowerAdd
trigger1 = (Palno = [4,6]) || (Palno = [10,12])
value = PowerMax
ignorehitpause = 1

;=================================================================================================
;ライフ管理スイッチ
;--------------------------------------------------------------------------------------------------
[State -1, Swich1]
type = VarSet
triggerall = !(var(0)&32)
trigger1 = Palno = 5 || Palno = 11
trigger1 = 1||var(52):=(0)
trigger1 = 1||var(53):=(2147483647)
trigger1 = 1||fvar(38):=(0.5)
trigger2 = Palno = 6 || Palno = 12
trigger2 = 1||var(52):=(50)
trigger2 = 1||var(53):=(100)
trigger2 = 1||fvar(38):=(0.05)
var(0) = var(0)|32
ignorehitpause = 1

;=================================================================================================
;ライフ管理強化スイッチ
;--------------------------------------------------------------------------------------------------
[State -1, Swich2];ライフ管理強化スイッチ
type = VarSet
triggerall = (Palno = [5,6]) || (Palno = [11,12])
triggerall = (var(0)&32)
triggerall = !(var(0)&64)
trigger1 = 1
var(0) = var(0)|64
ignorehitpause = 1

;=================================================================================================
;コンボ補正スイッチ
;--------------------------------------------------------------------------------------------------
[State -1, Swich]
type = VarSet
triggerall = Palno = 2 || Palno = 8
triggerall = !(var(1)&2097152)
trigger1 = 1
var(1) = var(1)|2097152
ignorehitpause = 1

;=================================================================================================
;ガーステ固定スイッチ
;--------------------------------------------------------------------------------------------------
[State -1, Swich]
type = VarSet
triggerall = (Palno = [5,6]) || (Palno = [11,12])
triggerall = !(var(0)&8)
trigger1 = 1
var(0) = var(0)|8
ignorehitpause = 1

;=================================================================================================
;ステ固定スイッチ
;--------------------------------------------------------------------------------------------------
[State -1, Swich]
type = VarSet
triggerall = (Palno = [5,6]) || (Palno = [11,12])
triggerall = !(var(0)&1073741824)
trigger1 = 1
var(0) = var(0)|1073741824
ignorehitpause = 1

;=================================================================================================
;投げ無敵スイッチ
;--------------------------------------------------------------------------------------------------
[State -1, Swich]
type = VarSet
triggerall = (Palno = [5,6]) || (Palno = [11,12])
triggerall = !(var(59)&536870912)
trigger1 = 1
var(59) = var(59)|536870912
ignorehitpause = 1

;=================================================================================================
;永続ターゲットスイッチ
;--------------------------------------------------------------------------------------------------
[State -1, Swich]
type = VarSet
triggerall = Palno = 6 || Palno = 12
triggerall = !(var(0)&128)
trigger1 = 1
var(0) = var(0)|128
ignorehitpause = 1

;=================================================================================================
;超即死スイッチ
;--------------------------------------------------------------------------------------------------
[State -1, Swich]
type = VarSet
triggerall = (Palno = [5,6]) || (Palno = [11,12])
triggerall = !(var(0)&256)
trigger1 = 1
var(0) = var(0)|256
ignorehitpause = 1

;=================================================================================================
;凍結解除スイッチ
;--------------------------------------------------------------------------------------------------
[State -1, Swich]
type = VarSet
triggerall = Palno = 6 || Palno = 12
triggerall = !(var(0)&16)
trigger1 = 1
var(0) = var(0)|16
ignorehitpause = 1

;=================================================================================================
;凶悪スイッチ
;--------------------------------------------------------------------------------------------------
[State -1, Swich]
type = VarSet
triggerall = Palno = 6 || Palno = 12
triggerall = !(var(0)&4096)
trigger1 = 1
var(0) = var(0)|4096
ignorehitpause = 1

[State 新mugen判断]
Type = VarSet
trigger1=(2**9 = 4096)
var(0) = (var(0)|1)
ignorehitpause = 1

[State 0, VarSet];ヒットエフェクト制御
type = VarSet
trigger1 = 1
var(0) = (var(0)|2048)-2048

[State 0, VarSet];開始前処理
type = VarSet
trigger1 = Stateno != 5900
var(1) = (var(1)|1024)-1024
ignorehitpause = 1

[State 通常投げクールタイム]
Type = VarAdd
trigger1=((var(59)&503316480)/33554432)>0
var(59) = -33554432
ignorehitpause = 1

[State 踏み潰しクールタイム]
Type = VarAdd
trigger1=((var(1)&1069547520)/4194304)>0
trigger1=RoundState=2
trigger1=GameTime%10 = 0
var(1) = -4194304
ignorehitpause = 1

[state ,試合後時止め]
type = pause
triggerall = (var(0)&4096)
triggerall = Alive
triggerall = RoundState > 2
trigger1 = NumEnemy = 1
trigger1 = Enemy(0),alive
trigger2 = NumEnemy > 1
trigger2 = Enemy(0),alive||Enemy(1),alive
time = 2147483647
movetime = 2147483647
ignorehitpause = 1

[state ,試合後時止め]
type = superpause
triggerall = (var(0)&4096)
triggerall = Alive
triggerall = RoundState > 2
trigger1 = NumEnemy = 1
trigger1 = Enemy(0),alive
trigger2 = NumEnemy > 1
trigger2 = Enemy(0),alive||Enemy(1),alive
time = 2147483647
movetime = 2147483647
anim = -1
darken = 0
p2defmul = 1
unhittable = 0
ignorehitpause = 1

[State 0, ModifyExplod]
type = ModifyExplod
triggerall = (var(0)&4096)
triggerall = Alive
triggerall = RoundState > 2
trigger1 = NumEnemy = 1
trigger1 = Enemy(0),alive
trigger2 = NumEnemy > 1
trigger2 = Enemy(0),alive||Enemy(1),alive
ID = -1
pausemovetime = 2147483647
supermovetime = 2147483647
ignorehitpause = 1

;交差AI機構;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::ヘルパー
;::::::::通常ヘルパー
[State ];解除ヘルパーのヘルパー領域確保用
type = helper
triggerall = (var(0)&4096)
trigger1=roundstate<4;試合終わってない
trigger1 = alive != 0;死んでない
trigger1=numhelper(4850)=0
trigger1=!numhelper(4800)
ID=4800
name="ryoiki"
postype=p1
pos=0, 0
stateno=4800
helpertype=player
keyctrl=0
supermovetime=2147483647
pausemovetime=2147483647
ignorehitpause=1

[State ];解除ヘルパーを出すヘルパー
type = helper
triggerall = (var(0)&4096)
trigger1=roundstate<4;試合終わってない
trigger1 = alive != 0;死んでない
triggerall=numhelper(4850)=0
ID=4850
name="kaijo"
postype=p1
pos=0, 0
stateno=4850
helpertype=player
keyctrl=0
supermovetime=2147483647
pausemovetime=2147483647
ignorehitpause=1

;システム補助ヘルパー射出
[State ]
type = Helper
triggerall = RoundState <= 2
trigger1 = !numhelper(1927510000)
ID = 1927510000
stateno = 1927510000
pos = 0,0
postype = right
size.xscale = 1
size.yscale = 1
Name = "System"
helpertype = Player
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
trigger1 = !numhelper(1927511000)
id = 1927511000
name = "iroiro2"
pos = 0,0
postype = p1
stateno = 1927511000
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 = NumEnemy
trigger1 =!NumHelper(1927525000)
helpertype = Player
name = "Hassei"
ID = 1927525000
pos = 0,0
postype = P1
facing = 1
stateno = 1927525000
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 = RoundState = 2
Trigger1 = !NumHelper(1927530000)
ID = 1927530000
postype = P1
helpertype = Player
name = "gamenhashi"
Pos = 0,0
StateNo = 1927530000
keyctrl = 0
ownpal = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
ignorehitpause = 1

[State -1, ガードチェックヘルパー兼無敵判断補助ヘルパー]
Type = Helper
triggerall = NumEnemy
trigger1 =!NumHelper(1927530460)
HelperType = Player
Name = "Guard"
PosType = P1
StateNo = 1927530460
ID = 1927530460
pos = 0,0
keyctrl = 1
ownpal = 0
pausemovetime=2147483647
supermovetime=2147483647
IgnoreHitPause = 1

;ガードポイント
[State 0, Helper]
type = Helper
trigger1 = Alive
trigger1 = !Numhelper(39000)
trigger1 = palno = [7,12]
trigger1 = movetype != A
helpertype = Player
name = "GuardPoint"
ID = 39000
stateno = 39000
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State -2];永続タゲヘルパー呼び出し 打撃
type = helper
triggerall = NumEnemy
triggerall = (var(0)&4)
triggerall = (var(0)&128)
trigger1 = numhelper(40000) = 0
id = 40000
name = "hit"
pos = 0,0
postype = P1
stateno = 40000
helpertype = Player
keyctrl = 0
ownpal = 0
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause = 1

[State -2];永続タゲヘルパー呼び出し 当身
type = helper
triggerall = NumEnemy
triggerall = (var(0)&4)
triggerall = (var(0)&128)
trigger1 = numhelper(40005) = 0
id = 40005
name = "hit"
pos = 0,0
postype = P1
stateno = 40000
helpertype = Player
keyctrl = 0
ownpal = 0
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::敵が二人動けるか確認
[State -2, VarSet]
Type = VarSet
Trigger1 = NumEnemy = 1
Trigger2 = NumEnemy = 2
Trigger2 = (!Enemy(0),Alive&&Enemy(0),Stateno=5150) || (!Enemy(1),Alive&&Enemy(1),Stateno=5150)
var(0) = (var(0)|12582912)-8388608
IgnoreHitPause = 1

[State -2, VarSet]
Type = VarSet
Trigger1 = NumEnemy > 1
Trigger1 = (Enemy(0),Alive||Enemy(0),Stateno!=5150) && (Enemy(1),Alive||Enemy(1),Stateno!=5150)
var(0) = (var(0)|12582912)-4194304
IgnoreHitPause = 1

;===========================================================================
;		タッグ判別用
;===========================================================================
[State -1, プレイヤーID取得]
type = VarSet
Trigger1 = NumEnemy = 1
var(58) = EnemyNear(0),ID
ignorehitpause = 1

[State -1, プレイヤーID取得（タッグ戦）]
type = VarSet
Trigger1 = NumEnemy >= 2
var(58) = IfElse(EnemyNear(0),Alive,EnemyNear(0),ID,EnemyNear(1),ID)
ignorehitpause = 1

[State ,varbodydist1]
Type = null
TriggerAll = PlayerIDEXist(var(58))
Trigger1=1||var(56):=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(56):=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(56));空中
Trigger1=1||var(55):=Floor((Pos X-PlayerID(var(58)),Pos X)*Facing*-1);相手までの距離
Trigger1=1||var(55):=var(55)-var(56)*Ifelse(var(55)>0,1,-1);キャラ幅加算
Trigger1=1||var(55):=Floor(var(55)/Const(size.xscale))-Ifelse((StateType!=A),Floor(Const(Size.Ground.Front)/Const(size.xscale)),Floor(Const(Size.Air.Front)/Const(size.xscale)));自分情報
;Y座標
Trigger1=1||var(56):=Floor((PlayerID(var(58)),Pos Y-Pos Y)/Const(size.yscale))
Trigger1=1||var(57):=Floor((PlayerID(var(58)),Pos X-Pos X)/Const(size.xscale))*facing
ignorehitpause = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::フライング対策
[State 0, NotHitBy]
type = NotHitBy
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 = Alive
triggerall = SysVar(4) = GameTime
trigger1 = RoundState > 2
value = SCA
ignorehitpause = 1

;-----------------------------------------------------------------------------
;AI用リバサ状態解除
;-----------------------------------------------------------------------------
[State -2]
type = varadd
triggerall = ((var(0)&251658240)/16777216) > 0
trigger1 = StateNo != [5100,5120]
trigger1 = StateNo != [5200,5201]
trigger1 = StateNo != 5210
trigger1 = Anim != 911
var(0) = -16777216
ignorehitpause = 1

;===========================================================================
;		Proj飛び道具確認
;===========================================================================
[State -2];Proj飛び道具確認
type = varset
Triggerall = var(2) <= 0
trigger1 = PlayerIDEXist(var(58))
Trigger1 = PlayerID(var(58)),NumProj=0
var(0) = (var(0)|805306368)-805306368
ignorehitpause = 1

[State -2];Proj飛び道具確認
type = varset
triggerall = PlayerIDEXist(var(58))
Triggerall = PlayerID(var(58)),NumProj>0
Triggerall = Numhelper(1927530460)
Triggerall = ((var(0)&805306368)/268435456) = 3
Triggerall = var(2) <= 0
Trigger1 = !InGuardDist && !(helper(1927530460),InGuardDist)
var(0) = (var(0)|805306368)-536870912
ignorehitpause = 1

[State -2];Proj飛び道具確認
type = varset
triggerall = PlayerIDEXist(var(58))
Triggerall = PlayerID(var(58)),NumProj>0
Trigger1 = ((var(0)&805306368)/268435456) = 0
var(0) = (var(0)|805306368)-268435456
ignorehitpause = 1

[State -2];Proj飛び道具確認
type = varset
triggerall = PlayerIDEXist(var(58))
Triggerall = PlayerID(var(58)),NumProj>0
Triggerall = ((var(0)&805306368)/268435456) = [1,2]
Trigger1 = InGuardDist
var(0) = (var(0)|805306368)
ignorehitpause = 1

[State 0, VarAdd];Proj飛び道具確認
type = VarAdd
trigger1 = var(2) > 0
var(2) = -1
ignorehitpause = 1

[State 0, VarSet];Proj飛び道具確認
type = VarSet
triggerall = PlayerIDEXist(var(58))
trigger1 = var(4) < PlayerID(var(58)),NumProj
var(2) = ifelse(var(3)<=0,9,var(3))
ignorehitpause = 1

[State 0, VarSet];Proj飛び道具確認
type = VarSet
Triggerall = PlayerIDEXist(var(58))
Triggerall = NumHelper(1927510000)
trigger1 = var(5) != PlayerID(var(58)),Stateno
trigger1 = Helper(1927510000),fvar(2) = 0
var(2) = 0
ignorehitpause = 1

[State 0, VarSet];Proj飛び道具確認
type = VarSet
trigger1 = PlayerIDEXist(var(58))
trigger1 = NumHelper(1927510000)
trigger1 = var(5) != PlayerID(var(58)),Stateno
trigger1 = Helper(1927510000),fvar(2) = 0
trigger2 = PlayerIDEXist(var(58))
trigger2 = var(4) < PlayerID(var(58)),NumProj
var(3) = 0
ignorehitpause = 1

[State 0, VarAdd];Proj飛び道具確認
type = VarAdd
trigger1 = var(2) > 0
trigger2 = var(3) > 0
var(3) = 1
ignorehitpause = 1

[State 0, VarSet];Proj飛び道具確認
type = VarSet
trigger1 = PlayerIDEXist(var(58))
var(4) = PlayerID(var(58)),NumProj
ignorehitpause = 1

[State 0, VarSet];Proj飛び道具確認
type = VarSet
trigger1 = PlayerIDEXist(var(58))
trigger1 = NumHelper(1927510000)
trigger1 = Helper(1927510000),fvar(2) = 0
var(5) = PlayerID(var(58)),Stateno
ignorehitpause = 1

;-----------------------------------------------------------------------------
;AI用敵体力チェック
;-----------------------------------------------------------------------------
[state a]
type = varset
Trigger1 = PlayerIDEXist(var(58))
var(6) = PlayerID(var(58)),Life
ignorehitpause = 1

[state a]
type = varset
Trigger1 = PlayerIDEXist(var(58))
var(7) = PlayerID(var(58)),LifeMax
ignorehitpause = 1

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

;-----------------------------------------------------------------------------
; AI用敵動ける時間
;-----------------------------------------------------------------------------
[State 0, VarSet]
type = VarSet
triggerall = PlayerIDEXist(var(58))
Trigger1 = !PlayerID(var(58)),Ctrl && PlayerID(var(58)),StateNo >= 195
var(1) = (var(1)|255)-255
ignorehitpause = 1

[State 0, VarAdd]
type = VarAdd
triggerall = PlayerIDEXist(var(58))
Triggerall = (var(1)&255) = [0,254]
Trigger1 = PlayerID(var(58)),Ctrl || PlayerID(var(58)),StateNo < 195
var(1) = 1
ignorehitpause = 1

;-----------------------------------------------------------------------------
; 超必殺されてからの時間
;-----------------------------------------------------------------------------
[State 0, VarSet]
type = VarSet
triggerall = NumHelper(1927510000)
Trigger1 = Helper(1927510000),fvar(2)!=0
var(0) = (var(0)|4128768)-4128768
ignorehitpause = 1

[State 0, VarAdd]
type = VarAdd
triggerall = NumHelper(1927510000)
Triggerall = ((var(0)&4128768)/65536) = [0,62]
Trigger1 = Helper(1927510000),fvar(2)=0
var(0) = 65536
ignorehitpause = 1

;-----------------------------------------------------------------------------
;敵攻撃判定判断
;-----------------------------------------------------------------------------
[State -2];敵hitdef攻撃確認
type = varset
Trigger1 = !ishelper
var(1) = (var(1)|768)-768
ignorehitpause = 1

[State -2];敵hitdef攻撃確認
type = Null
Triggerall= MoveType != H
Triggerall= Numhelper(1927511000)
triggerall= PlayerIDEXist(var(58))
Triggerall= PlayerID(var(58)),MoveType = A
Triggerall= (PlayerID(var(58)),facing != facing && var(57) >= 0) || (PlayerID(var(58)),facing = facing && var(57) < 0) || (helper(1927511000),fvar(3)=1)
Trigger1= 0 && var(1) := (var(1)|768)-512;危険なので回避する
ignorehitpause = 1

[State -2];敵攻撃確認
type = VarSet
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(55) = [-90,90]
var(1) = (var(1)|768)-256
ignorehitpause = 1

[State -2];敵攻撃確認
type = VarSet
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(55) = [-90,90]
var(1) = (var(1)|768)-512
ignorehitpause = 1

[State -2];敵hitdef攻撃確認
type = varset
triggerall = PlayerIDEXist(var(58))
Trigger1 = PlayerID(var(58)),MoveType = H
var(1) = (var(1)|768)-768
ignorehitpause = 1

;-----------------------------------------------------------------------------
;AI用重力加速度計測
;-----------------------------------------------------------------------------
[State -2, yaccel]
type = VarSet
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 = 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

[State -2, yaccel]
type = VarSet
TriggerAll = PlayerIDEXist(var(58))
trigger1 = PlayerID(var(58)),stateno = 2023
trigger1 = PlayerID(var(58)),StateType = A
trigger1 = PlayerID(var(58)),MoveType = H
fvar(37) = .52
ignorehitpause = 1

[State -2, yaccel]
type = VarSet
TriggerAll = PlayerIDEXist(var(58))
trigger1 = PlayerID(var(58)),stateno = 2328
trigger1 = PlayerID(var(58)),StateType = A
trigger1 = PlayerID(var(58)),MoveType = H
fvar(37) = .635
ignorehitpause = 1

;敵が空中じゃない時
[State -2, yaccel]
type = VarSet
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

;-----------------------------------------------------------------------------
; 相手通常技空キャン学習
;-----------------------------------------------------------------------------
[State -1,VarSet]
Type = VarSet
TriggerAll = PlayerIDEXist(var(58))
triggerall = PlayerID(var(58)),PrevStateno = [200,699]
triggerall = PlayerID(var(58)),StateType != L
triggerall = PlayerID(var(58)),MoveType != H
trigger1 = PlayerID(var(58)),Stateno >= 700
var(59) = (var(59)|-2147483648)
ignorehitpause = 1

;-----------------------------------------------------------------------------
; 相手地上受け身学習
;-----------------------------------------------------------------------------
[State -1,VarSet]
Type = VarSet
TriggerAll = ((var(59)&126)/2)!=0
TriggerAll = PlayerIDEXist(var(58))
triggerall = PlayerID(var(58)),movetype != H
Trigger1 = RoundState=2
trigger1 = (PlayerID(var(58)),Stateno!=[5000,5299])||PlayerID(var(58)),movetype=A
var(1) = (var(1)|1073741824)
ignorehitpause = 1

;-----------------------------------------------------------------------------
; AI用コンボ変数リセット
;-----------------------------------------------------------------------------
[State 0, VarSet]
type = VarSet
triggerall = PlayerIDEXist(var(58))
Trigger1 = ((PlayerID(var(58)),MoveType!=H||PlayerID(var(58)),StateType=L)&&(PlayerID(var(58)),Stateno!=[15100,15101])&&(PlayerID(var(58)),Stateno!=[5000,5099]))||RoundState!=2
Trigger1 = 1||var(1):=(var(1)|-2147483648)--2147483648
var(59) = (var(59)|126)-126
ignorehitpause = 1

[State -1,VarSet];
Type = VarSet
triggerall = (var(59)&1)
triggerall = ((var(59)&126)/2)=1
trigger1 = var(57) > 80
var(59)  = (var(59)|126)-122
ignorehitpause = 1

;-----------------------------------------------------------------------------
; 相手起き上がり攻撃学習
;-----------------------------------------------------------------------------
[State -1,VarSet]
Type = VarSet
TriggerAll = PlayerIDEXist(var(58))
triggerall = PlayerID(var(58)),statetype = L
triggerall = PlayerID(var(58)),movetype != H
trigger1 = (PlayerID(var(58)),Stateno!=[5080,5129])||PlayerID(var(58)),movetype = A
var(59) = (var(59)|128)
ignorehitpause = 1

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

[State -1, AI];AIレベル関連変数
Type = Null
trigger1 = (Var(54)&7)=1
trigger1 = 0&&Var(54):=(var(54)|(64*50))
trigger2 = (Var(54)&7)=2
trigger2 = 0&&Var(54):=(var(54)|(64*170))
trigger3 = (Var(54)&7)=3
trigger3 = 0&&Var(54):=(var(54)|(64*250))
trigger4 = (Var(54)&7)=4
trigger4 = 0&&Var(54):=(var(54)|(64*500))
trigger5 = (Var(54)&7)=5
trigger5 = 0&&Var(54):=(var(54)|(64*1000))
ignorehitpause = 1

[State -1, AI];AIガン攻め関連変数
Type = Null
trigger1 = ((var(54)&56)/8)=1
trigger1 = 0&&Var(54):=(var(54)|(65536*25))
trigger2 = ((var(54)&56)/8)=2
trigger2 = 0&&Var(54):=(var(54)|(65536*50))
trigger3 = ((var(54)&56)/8)=3
trigger3 = 0&&Var(54):=(var(54)|(65536*125))
trigger4 = ((var(54)&56)/8)=4
trigger4 = 0&&Var(54):=(var(54)|(65536*250))
trigger5 = ((var(54)&56)/8)=5
trigger5 = 0&&Var(54):=(var(54)|(65536*1000))
ignorehitpause = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State -2];タッグ用生死判別
Type = varset
Trigger1 = Numenemy < 2
var(54) = (var(54)|67108864)
IgnoreHitPause = 1

[State -2];タッグ用生死判別
Type = varset
Trigger1 = Numenemy >= 2
var(54) = ifelse(Enemynear(0),alive,(var(54)|67108864)-67108864,(var(54)|67108864))
IgnoreHitPause = 1

;-----------------------------------------------------------------------------
; 相手起き上がり時間学習
;-----------------------------------------------------------------------------
[State -1, AI]
Type = VarSet
triggerall = !((Var(59)&65280)/256)
triggerall = NumEnemy = 1
Trigger1 = PlayerIDEXist(var(58))
Trigger1 = PlayerID(var(58)),Stateno = 5120
var(59) = ifelse((-PlayerID(var(58)),AnimTime*256)>65280,(Var(59)|65280),(Var(59)|(256*(-PlayerID(var(58)),AnimTime))))
ignorehitpause = 1

;-----------------------------------------------------------------------------
; AI用相手ダッシュ速度高速学習
;-----------------------------------------------------------------------------
[State -1, AI]
Type = VarSet
triggerall = NumEnemy = 1
Trigger1 = PlayerIDEXist(var(58))
Trigger1 = PlayerID(var(58)),Stateno = [90,104]
Trigger1 = PlayerID(var(58)),Vel X > 4
var(59) = (var(59)|65536)
ignorehitpause = 1

;交差AI機構ここまで;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

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

[State 0, VarSet]
type = VarSet
trigger1 = Anim!=[5,6]
var(10) = 0
ignorehitpause = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::ヒットカウント
[state -2,hitadd]
type = HitAdd
TriggerAll = !NumTarget
Trigger1 = NumEnemy
Trigger1 = Enemy(0),MoveType != H||(Enemy(0),Stateno=5150)
Trigger2 = NumEnemy > 1
Trigger2 = Enemy(0),MoveType != H||(Enemy(0),Stateno=5150)
Trigger2 = Enemy(1),MoveType != H||(Enemy(1),Stateno=5150)
Value = -var(11)
IgnoreHitPause = 1

[state -2,var]
type = varset
TriggerAll = !NumTarget
Trigger1 = NumEnemy
Trigger1 = Enemy(0),MoveType != H||(Enemy(0),Stateno=5150)
Trigger2 = NumEnemy > 1
Trigger2 = Enemy(0),MoveType != H||(Enemy(0),Stateno=5150)
Trigger2 = Enemy(1),MoveType != H||(Enemy(1),Stateno=5150)
var(11) = 0
IgnoreHitPause = 1

[State -2, 上昇]
type = hitadd
triggerall = !(var(0)&1024)
trigger1 = !(Anim = [800,810])
trigger1 = !(Anim = [1000,1003])
trigger1 = !(Anim = [1100,1150])
trigger1 = !(Anim = [1300,1350])
trigger1 = !(Anim = [2200,2499])
trigger1 = movehit = 1
trigger2 = ProjHitTime(0) = 0
Value = 1
IgnoreHitPause = 1

[State -2, 上昇]
type = varadd
triggerall = !(var(0)&1024)
trigger1 = !(Anim = [800,810])
trigger1 = !(Anim = [1000,1003])
trigger1 = !(Anim = [1100,1150])
trigger1 = !(Anim = [1300,1350])
trigger1 = !(Anim = [2200,2499])
trigger1 = movehit = 1
var(11) = 1
IgnoreHitPause = 1

[State -2, 上昇]
type = varadd
trigger1 = ProjHitTime(0) = 0
var(11) = 1
IgnoreHitPause = 1

[State -2, 上昇]
type = varset
trigger1 = !(var(0)&1024)
var(0) = (var(0)|1024)
IgnoreHitPause = 1

[State -2, 上昇]
type = varset
trigger1 = (var(0)&1024)
var(0) = (var(0)^1024)

;///////////////////////////////////////////////////////////////////////
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;コンボによるダメージ補正
;//////////////////////////////////////////////////////////////////////////
; 
[state a]
type = varset
trigger1 = 1
fvar(1) = 1.0

[state a]
type = varset
trigger1 = (var(1)&2097152)
Trigger1 = PlayerIDEXist(var(58))
Trigger1 = PlayerID(var(58)),movetype = H
trigger1 = var(11) > 0
trigger1 = var(11) < 100
fvar(1) = ((100.0-(30.0+(var(11)/3.0)*10.0))/100.0)

[state a]
type = varset
trigger1 = fvar(1) < 0.1
fvar(1) = 0.1

[state a]
type = attackmulset
trigger1 = 1
value = fvar(1)*ifelse((Palno=[7,12]),1.5,1)

;---------------------------------------------------------------------------
;体力回復感知
;---------------------------------------------------------------------------
[State 0, ]
type = varset
trigger1 = Numtarget
v = 31
value = target,life
ignorehitpause = 1

;---------------------------------------------------------------------------
;ダメージをゲージに換算
;---------------------------------------------------------------------------
[State 0, PowerAdd]
type = PowerAdd
trigger1 = palno >= 7
value = GetHitVar(damage)
ignorehitpause = 1

;---------------------------------------------------------------------------
;ステ固定準備
;---------------------------------------------------------------------------
[State ]
type=VarSet
trigger1=!(var(0)&4)
trigger1=Anim=0||Anim=5
trigger1=RoundState=2
trigger1=(backedgedist-backedgebodydist)<90000
trigger2=Ctrl
var(0)=(var(0)|4)
ignorehitpause=1

[State ]
type=VarSet
triggerall=(var(0)&4)
trigger1=Anim=0||Anim=5
trigger1=RoundState>3
trigger1=(backedgedist-backedgebodydist)>=90000
trigger2=RoundState<2
var(0)=(var(0)^4)
ignorehitpause=1

[State 0, HitOverride]
type = HitOverride
triggerall=Anim!=[120,169]
trigger1=(var(0)&1073741824)
attr = SCA,AA,AT,AP
stateno = Stateno
ignorehitpause = 1

;---------------------------------------------------------------------------
;ライフ管理
;---------------------------------------------------------------------------
[State 0, VarSet]
type = VarAdd
triggerall = (var(0)&32)
trigger1 = Life > (LifeMax-sysvar(3))
sysvar(3) = -Life + (LifeMax-sysvar(3))
ignorehitpause = 1

[State ]
type=LifeAdd
triggerall = !(var(0)&32)
trigger1=(var(0)&1073741824)
trigger1=GetHitVar(Damage)
value=-GetHitVar(Damage)
ignorehitpause=1

[State 0, VarSet];ダメージ条件
type = VarAdd
triggerall = (var(0)&32)
triggerall = GetHitVar(damage) =[var(52),var(53)];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 = (Anim != [120,169]);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(38));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, VarSet]
type = VarSet
triggerall = (var(0)&32)
trigger1 = sysvar(3) < 0
sysvar(3) = 0
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
triggerall = (var(0)&32)
trigger1 = sysvar(3) > LifeMax
trigger2 = !Alive
sysvar(3) = LifeMax
ignorehitpause = 1

[State -2];ライフをセットします
type = LifeSet
trigger1 = (var(0)&32)
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 = (var(0)&32)
triggerall = (var(0)&64)
trigger1 = roundstate != 2
flag = NOKO
ignorehitpause = 1

[State -2,]
type = AssertSpecial
triggerall = (var(0)&32)
triggerall = (var(0)&64)
triggerall = sysvar(3) < LifeMax
triggerall = Alive
trigger1 = NumEnemy = 1 && !NumPartner
trigger1 = (Enemy(0),Alive&&Enemy(0),Life>0) || Life <= 0
trigger2 = NumEnemy > 1 && !NumPartner
trigger2 = ((Enemy(0),Alive&&Enemy(0),Life>0) || (Enemy(1),Alive&&Enemy(1),Life>0)) || Life <= 0
trigger3 = NumEnemy = 1 && NumPartner
trigger3 = ((Partner,Life > 0 || !(Partner,Alive)) && (Enemy(0),Alive&&Enemy(0),Life>0)) || Life <= 0
trigger4 = NumEnemy > 1 && NumPartner
trigger4 = ((Partner,Life > 0 || !(Partner,Alive)) && ((Enemy(0),Alive&&Enemy(0),Life>0) || (Enemy(1),Alive&&Enemy(1),Life>0))) || Life <= 0
flag = NOKO
ignorehitpause = 1

;以下デフォ記述とselfstate系

[State 840, 4]
type = PlaySnd
trigger1 = numexplod(8006)
trigger1 = movetype = H
value = 8000,3

[state ]
type = Explod
trigger1 = numexplod(8006)
trigger1 = movetype = H
anim = 8007
id = 8007
postype = back
pos = 0,0
sprpriority = -1
bindtime = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state 2406,1]
type = removeexplod
trigger1 = movetype = H
id = 8006

[State -2]
type = Helper
trigger1 = winko
trigger1 = numhelper(10000) = 0
ID = 10000
name = "winflash"
postype = back
pos = 0,0
sprpriority = 2
stateno = 10000
helpertype = Player
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[state 2406,1]
type = removeexplod
trigger1 = movetype = H
id = 2500

;ゴールド特典＝＝＝＝＝＝＝＝＝
[State 1000, 3]
type = lifeadd
triggerall = !(var(0)&32)
TriggerAll = RoundState = 2
trigger1 = alive
trigger1 = palno = [7,12]
trigger1 = Gametime%5 = 0
value = 1

[State 1000, 3]
type = varadd
triggerall = (var(0)&32)
TriggerAll = RoundState = 2
trigger1 = alive
trigger1 = palno = [7,12]
trigger1 = Gametime%5 = 0
sysvar(3) = -1

[State 170, 1]
type = notHitBy
trigger1 = (var(59)&536870912)
value2 = ,AT
ignorehitpause = 1

;コンボダメカット
[State -2, 火力補正のカット]
type = varset
triggerall = palno = [7,12]
trigger1 = movetype != H
trigger2 = Anim = [120,169]
fvar(16) = 0
ignorehitpause = 1

[State -1,ヒット数補正] 
Type = varset
triggerall = palno = [7,12]
trigger1 = movetype = H
trigger1 = Anim != [120,169]
fvar(16) = 0.01*gethitvar(hitcount)
ignorehitpause = 1

[State -1,ヒット数補正] 
Type = varset
triggerall = palno = [7,12]
trigger1 = fvar(16) > 0.7
fvar(16) = 0.7
ignorehitpause = 1

[State -2];補正
type = DefenceMulSet
trigger1 = palno = [7,12]
value = 0.7-fvar(16)
ignorehitpause = 1


;---------------------------------------------
;LALキャライントロ対応ステート

;カーソル表示
[State -2, intro1]
type = Explod
triggerall = !ishelper
triggerall = !numexplod(19855)
triggerall = numenemy
triggerall = enemy,Authorname = "AnkokuNaitou"
triggerall = enemy,Anim = 190
triggerall = roundstate < 2
triggerall = time = 1
trigger1 = enemy,name = "orsted"
trigger2 = enemy,name = "rei-kugo"
trigger3 = enemy,name = "akira_tadokoro"
trigger4 = enemy,name = "masaru_takahara"
trigger5 = enemy,name = "sundown-kid"
trigger6 = enemy,name = "cube"
trigger7 = enemy,name = "oboromaru"
trigger8 = enemy,name = "pogo"
trigger9 = enemy,name = "yuen-joe"
trigger10 = enemy,name = "sammo-hacka"
anim = 19855
ID = 19855
postype = p1
pos = 0,0
scale = 1*const(size.xscale),1*const(size.yscale)
supermovetime = 99999999
pausemovetime = 99999999
bindtime = -1
ownpal = 1
ontop = 1
removetime = -1
ignorehitpause = 1

;名前表示(LALキャラ_1P側)
[State -2, intro2]
type = Explod
triggerall = !ishelper
triggerall = !numexplod(19856)
triggerall = TeamMode = single || TeamMode = turns
triggerall = numenemy
triggerall = enemy,Authorname = "AnkokuNaitou"
triggerall = TeamSide = 2
triggerall = enemy,Anim = 190
triggerall = roundstate < 2
triggerall = time = 1
trigger1 = enemy,name = "orsted"
trigger2 = enemy,name = "rei-kugo"
trigger3 = enemy,name = "akira_tadokoro"
trigger4 = enemy,name = "masaru_takahara"
trigger5 = enemy,name = "sundown-kid"
trigger6 = enemy,name = "cube"
trigger7 = enemy,name = "oboromaru"
trigger8 = enemy,name = "pogo"
trigger9 = enemy,name = "yuen-joe"
trigger10 = enemy,name = "sammo-hacka"
anim = 19856
ID = 19856
postype = left
pos = 0,45;←ライフバーによってはy値を調節する必要有
supermovetime = 99999999
pausemovetime = 99999999
bindtime = -1
ownpal = 1
sprpriority = -1
removetime = -1
ignorehitpause = 1

;名前表示(LALキャラ_タッグ1P側)
[State -2, intro2]
type = Explod
triggerall = !ishelper
triggerall = !numexplod(19856)
triggerall = TeamMode = simul
triggerall = enemy,Authorname = "AnkokuNaitou"
triggerall = TeamSide = 2
triggerall = enemy,Anim = 190
triggerall = roundstate < 2
triggerall = time = 1
triggerall = (numenemy = 2 && (enemy(0),P2dist X = P2dist X)) || (numenemy = 1 && (enemy,P2dist X = P2dist X))
trigger1 = enemy,name = "orsted"
trigger2 = enemy,name = "rei-kugo"
trigger3 = enemy,name = "akira_tadokoro"
trigger4 = enemy,name = "masaru_takahara"
trigger5 = enemy,name = "sundown-kid"
trigger6 = enemy,name = "cube"
trigger7 = enemy,name = "oboromaru"
trigger8 = enemy,name = "pogo"
trigger9 = enemy,name = "yuen-joe"
trigger10 = enemy,name = "sammo-hacka"
anim = 19856
ID = 19856
postype = left
pos = 0,45;←ライフバーによってはy値を調節する必要有
supermovetime = 99999999
pausemovetime = 99999999
bindtime = -1
ownpal = 1
sprpriority = -1
removetime = -1
ignorehitpause = 1

;名前表示(LALキャラ_タッグ3P側)
[State -2, intro2]
type = Explod
triggerall = !ishelper
triggerall = !numexplod(19856)
triggerall = TeamMode = simul
triggerall = enemy,Authorname = "AnkokuNaitou"
triggerall = TeamSide = 2
triggerall = enemy,Anim = 190
triggerall = roundstate < 2
triggerall = time = 1
triggerall = (numenemy = 2 && (enemy(0),P2dist X != P2dist X)) || (numenemy = 1 && (enemy,P2dist X != P2dist X))
trigger1 = enemy,name = "orsted"
trigger2 = enemy,name = "rei-kugo"
trigger3 = enemy,name = "akira_tadokoro"
trigger4 = enemy,name = "masaru_takahara"
trigger5 = enemy,name = "sundown-kid"
trigger6 = enemy,name = "cube"
trigger7 = enemy,name = "oboromaru"
trigger8 = enemy,name = "pogo"
trigger9 = enemy,name = "yuen-joe"
trigger10 = enemy,name = "sammo-hacka"
anim = 19856
ID = 19856
postype = left
pos = 0,71;←ライフバーによってはy値を調節する必要有
supermovetime = 99999999
pausemovetime = 99999999
bindtime = -1
ownpal = 1
sprpriority = -1
removetime = -1
ignorehitpause = 1

;名前表示(LALキャラ2P側)
[State -2, intro3]
type = Explod
triggerall = !ishelper
triggerall = !numexplod(19857)
triggerall = TeamMode = single || TeamMode = turns
triggerall = numenemy
triggerall = enemy,Authorname = "AnkokuNaitou"
triggerall = TeamSide = 1
triggerall = enemy,Anim = 190
triggerall = roundstate < 2
triggerall = time = 1
trigger1 = enemy,name = "orsted"
trigger2 = enemy,name = "rei-kugo"
trigger3 = enemy,name = "akira_tadokoro"
trigger4 = enemy,name = "masaru_takahara"
trigger5 = enemy,name = "sundown-kid"
trigger6 = enemy,name = "cube"
trigger7 = enemy,name = "oboromaru"
trigger8 = enemy,name = "pogo"
trigger9 = enemy,name = "yuen-joe"
trigger10 = enemy,name = "sammo-hacka"
anim = 19857
ID = 19857
postype = right
pos = 0,45;←ライフバーによってはy値を調節する必要有
supermovetime = 99999999
pausemovetime = 99999999
bindtime = -1
ownpal = 1
sprpriority = -1
removetime = -1
ignorehitpause = 1

;名前表示(LALキャラ_タッグ2P側)
[State -2, intro3]
type = Explod
triggerall = !ishelper
triggerall = !numexplod(19857)
triggerall = TeamMode = simul
triggerall = enemy,Authorname = "AnkokuNaitou"
triggerall = TeamSide = 1
triggerall = enemy,Anim = 190
triggerall = roundstate < 2
triggerall = time = 1
triggerall = (numenemy = 2 && (enemy(0),P2dist X = P2dist X)) || (numenemy = 1 && (enemy,P2dist X = P2dist X))
trigger1 = enemy,name = "orsted"
trigger2 = enemy,name = "rei-kugo"
trigger3 = enemy,name = "akira_tadokoro"
trigger4 = enemy,name = "masaru_takahara"
trigger5 = enemy,name = "sundown-kid"
trigger6 = enemy,name = "cube"
trigger7 = enemy,name = "oboromaru"
trigger8 = enemy,name = "pogo"
trigger9 = enemy,name = "yuen-joe"
trigger10 = enemy,name = "sammo-hacka"
anim = 19857
ID = 19857
postype = right
pos = 0,45;←ライフバーによってはy値を調節する必要有
supermovetime = 99999999
pausemovetime = 99999999
bindtime = -1
ownpal = 1
sprpriority = -1
removetime = -1
ignorehitpause = 1

;名前表示(LALキャラ_タッグ4P側)
[State -2, intro3]
type = Explod
triggerall = !ishelper
triggerall = !numexplod(19857)
triggerall = TeamMode = simul
triggerall = enemy,Authorname = "AnkokuNaitou"
triggerall = TeamSide = 1
triggerall = enemy,Anim = 190
triggerall = roundstate < 2
triggerall = time = 1
triggerall = (numenemy = 2 && (enemy(0),P2dist X != P2dist X)) || (numenemy = 1 && (enemy,P2dist X != P2dist X))
trigger1 = enemy,name = "orsted"
trigger2 = enemy,name = "rei-kugo"
trigger3 = enemy,name = "akira_tadokoro"
trigger4 = enemy,name = "masaru_takahara"
trigger5 = enemy,name = "sundown-kid"
trigger6 = enemy,name = "cube"
trigger7 = enemy,name = "oboromaru"
trigger8 = enemy,name = "pogo"
trigger9 = enemy,name = "yuen-joe"
trigger10 = enemy,name = "sammo-hacka"
anim = 19857
ID = 19857
postype = right
pos = 0,71;←ライフバーによってはy値を調節する必要有
supermovetime = 99999999
pausemovetime = 99999999
bindtime = -1
ownpal = 1
sprpriority = -1
removetime = -1
ignorehitpause = 1

;カーソル消去
[State -2, intro4]
type = RemoveExplod
triggerall = !ishelper
triggerall = numenemy
triggerall = enemy,Authorname = "AnkokuNaitou"
triggerall = enemy,Anim != 190
triggerall = roundstate >= 2
trigger1 = enemy,name = "orsted"
trigger2 = enemy,name = "rei-kugo"
trigger3 = enemy,name = "akira_tadokoro"
trigger4 = enemy,name = "masaru_takahara"
trigger5 = enemy,name = "sundown-kid"
trigger6 = enemy,name = "cube"
trigger7 = enemy,name = "oboromaru"
trigger8 = enemy,name = "pogo"
trigger9 = enemy,name = "yuen-joe"
trigger10 = enemy,name = "sammo-hacka"
ID = 19855
ignorehitpause = 1

;名前表示(LALキャラ1P3P側)消去
[State -2, intro5]
type = RemoveExplod
triggerall = !ishelper
triggerall = numenemy
triggerall = enemy,Authorname = "AnkokuNaitou"
triggerall = enemy,Anim != 190
triggerall = roundstate >= 2
triggerall = TeamSide = 2
trigger1 = enemy,name = "orsted"
trigger2 = enemy,name = "rei-kugo"
trigger3 = enemy,name = "akira_tadokoro"
trigger4 = enemy,name = "masaru_takahara"
trigger5 = enemy,name = "sundown-kid"
trigger6 = enemy,name = "cube"
trigger7 = enemy,name = "oboromaru"
trigger8 = enemy,name = "pogo"
trigger9 = enemy,name = "yuen-joe"
trigger10 = enemy,name = "sammo-hacka"
ID = 19856
ignorehitpause = 1

;名前表示(LALキャラ2P4P側)消去
[State -2, intro6]
type = RemoveExplod
triggerall = !ishelper
triggerall = numenemy
triggerall = enemy,Authorname = "AnkokuNaitou"
triggerall = enemy,Anim != 190
triggerall = roundstate >= 2
triggerall = TeamSide = 1
trigger1 = enemy,name = "orsted"
trigger2 = enemy,name = "rei-kugo"
trigger3 = enemy,name = "akira_tadokoro"
trigger4 = enemy,name = "masaru_takahara"
trigger5 = enemy,name = "sundown-kid"
trigger6 = enemy,name = "cube"
trigger7 = enemy,name = "oboromaru"
trigger8 = enemy,name = "pogo"
trigger9 = enemy,name = "yuen-joe"
trigger10 = enemy,name = "sammo-hacka"
ID = 19857
ignorehitpause = 1

;---------------------------------------------------------------------------
[State 0, NotHitBy]
type = NotHitBy
triggerall=!Alive
trigger1=(var(0)&1073741824)
value = SCA
ignorehitpause = 1

[State ]
type=SelfState
triggerall=!Alive
triggerall=Stateno!=[5000,5299]
trigger1=(var(0)&1073741824)
value=5030
persistent=256
ignorehitpause=1

[State ]
type=SelfState
triggerall=Alive
triggerall=(var(0)&1073741824)
triggerall=RoundState=2||RoundsExisted
trigger1=Anim=[190,194]
value=0
Ctrl=0
persistent=256
ignorehitpause=1

[State ]
type=SelfState
triggerall=Alive
triggerall=(var(0)&1073741824)
trigger1=Anim=0
value=0
Ctrl=!!(var(0)&4)
persistent=256
ignorehitpause=1

[State ]
type=SelfState
triggerall=Alive
triggerall=(var(0)&1073741824)
trigger1=Anim=[10,12]
value=Anim
ctrl=1
persistent=256
ignorehitpause=1

[State ]
type=SelfState
triggerall=Alive
triggerall=(var(0)&1073741824)
trigger1=Anim=20||Anim=21
value=20-(var(59)&1)
ctrl=1-(var(59)&1)
persistent=256
ignorehitpause=1

[State ]
type=SelfState
triggerall=Alive
triggerall=(var(0)&1073741824)
trigger1=Anim=[41,43]
value=50
persistent=256
ignorehitpause=1

[State ]
type=SelfState
triggerall=Alive
triggerall=(var(0)&1073741824)
trigger1=Anim=47
value=52
persistent=256
ignorehitpause=1

[State ]
type=SelfState
triggerall=Alive
triggerall=(var(0)&1073741824)
trigger1=Anim=[120,122]
value=120
persistent=256
ignorehitpause=1

[State ]
type=SelfState
triggerall=Alive
triggerall=(var(0)&1073741824)
trigger1=Anim=130
value=130
persistent=256
ignorehitpause=1

[State ]
type=SelfState
triggerall=Alive
triggerall=(var(0)&1073741824)
trigger1=Anim=131
value=131
persistent=256
ignorehitpause=1

[State ]
type=SelfState
triggerall=Alive
triggerall=(var(0)&1073741824)
trigger1=Anim=132
value=132
persistent=256
ignorehitpause=1

[State ]
type=SelfState
triggerall=Alive
triggerall=(var(0)&1073741824)
trigger1=Anim=[140,142]
value=140
persistent=256
ignorehitpause=1

[State ]
type=SelfState
triggerall=Alive
triggerall=(var(0)&1073741824)
trigger1=Anim=150
value=150
persistent=256
ignorehitpause=1

[State ]
type=SelfState
triggerall=Alive
triggerall=(var(0)&1073741824)
trigger1=Anim=160
value=151
persistent=256
ignorehitpause=1

[State ]
type=SelfState
triggerall=Alive
triggerall=(var(0)&1073741824)
trigger1=Anim=151
value=152
persistent=256
ignorehitpause=1

[State ]
type=SelfState
triggerall=Alive
triggerall=(var(0)&1073741824)
trigger1=Anim=161
value=153
persistent=256
ignorehitpause=1

[State ]
type=SelfState
triggerall=Alive
triggerall=(var(0)&1073741824)
trigger1=Anim=152
trigger2=Anim=162
value=154
persistent=256
ignorehitpause=1

[State ]
type=SelfState
triggerall=Alive
triggerall=(var(0)&1073741824)
trigger1=Anim=170
value=170
Ctrl=0
persistent=256
ignorehitpause=1

[State ]
type=SelfState
triggerall=Alive
triggerall=(var(0)&1073741824)
trigger1=Anim=181
value=181
Ctrl=0
persistent=256
ignorehitpause=1

[State ]
type=SelfState
triggerall=Alive
triggerall=(var(0)&1073741824)
trigger1=Anim=190
value=190
Ctrl=0
persistent=256
ignorehitpause=1

[State ]
type=SelfState
triggerall=Alive
triggerall=(var(0)&1073741824)
trigger1=var(10)=-1
value=0
Ctrl=!!(var(0)&4)
persistent=256
ignorehitpause=1

[State ]
type=SelfState
triggerall=Alive
triggerall=(var(0)&1073741824)
trigger1=var(10)
value=var(10)
persistent=256
ignorehitpause=1

[State ]
type=SelfState
triggerall=Alive
triggerall=(var(0)&1073741824)
trigger1=Anim=191||Anim=193
value=191
persistent=256
ignorehitpause=1

[State ]
type=SelfState
triggerall=Alive
triggerall=(var(0)&1073741824)
trigger1=Anim=192||Anim=194
value=192
persistent=256
ignorehitpause=1

[State ]
type=SelfState
triggerall=Alive
trigger1=(var(0)&1073741824)
value=Anim
persistent=256
ignorehitpause=1

[Size];サイズって言われてもねぇ…
xscale = 1              ;水平方向の縮尺
yscale = 1              ;垂直方向の縮尺
ground.back  = 13       ;キャラクターの幅（後方、地上）
ground.front = 13       ;キャラクターの幅（前方、地上）
air.back  = 15          ;キャラクターの幅（後方、空中）
air.front = 15          ;キャラクターの幅（前方、空中）
height = 50          	;キャラの高さ(の3分の2くらい)
attack.dist  = 160      ;攻撃時に相手がガード体勢に入る最低距離（最大320）
proj.attack.dist = 90   ;相手がガード体勢に入る発射物との最低距離（最大320）
proj.doscale = 0        ;xscale, yscaleの設定が発射物にも有効かどうかの設定（1なら有効）
head.pos = 0, -55       ;頭の大体の座標（BindToTarget使用時に必要）
mid.pos = 0, -50        ;体中心の大体の座標（BindToTarget使用時に必要）
shadowoffset = 0        ;影の垂直方向オフセット(画像位置ズレ補正手段)
draw.offset = 0,0       ;描画位置オフセット(画像位置ズレ補正最終手段)

[Velocity]
walk.fwd = 3           ;前に歩く時の速度
walk.back = -3          ;後ろに歩く時の速度
run.fwd = 7, 0         ;前に走る時の速度 (x, y) ホップさせる時は y を 0 以下にする
run.back = -7,0       ;後ろに走る時の速度 (x, y) 走らせる時は y を 0 にします
jump.neu = 0,-9.5           ;ジャンプ時の垂直移動速度 (x, y)
jump.back = -2.9          ;後ろにジャンプした時の水平移動速度
jump.fwd = 3.5            ;前にジャンプした時の水平移動速度
runjump.back = -3,-8.6 ;後ろに走りながらのジャンプ時の速度指定
runjump.fwd = 4,-8.6      ;前に走りながらのジャンプ時の速度指定
airjump.neu = 0,0      ;空中ジャンプ時の垂直移動速度
airjump.back = 0       ;空中で後ろにジャンプした時の水平移動速度
airjump.fwd = 0         ;空中で前にジャンプした時の水平移動速度

[Movement]
airjump.num = 0       ;空中ジャンプの回数
airjump.height = 24   ;空中ジャンプに必要な最低限の高さ
yaccel = .475          ;垂直方向にかかる加速度（重力）
stand.friction = .85  ;立ち状態の摩擦係数
crouch.friction = .82 ;屈み状態の摩擦係数
