;***************************************************************************
;===========================================================================
;---------------------------------------------------------------------------
[Statedef -2]; 常時監視ステート
;---------------------------------------------------------------------------
;===========================================================================
;***************************************************************************
;アーマー強さレベル12p
;弱　0 1 2 強
[state -2]
type = varset
triggerall = palno= [7,12]
trigger1 = !ishelper&&roundstate<2
fv = 30
value = 2 ;random%3
ignorehitpause = 1

;AI強さレベル
;強　0
;凶　1
;狂　2
[state -2]
type = varset
triggerall = palno!= [7,12]
trigger1 = !ishelper&&roundstate<2
v = 40
value = 2
ignorehitpause = 1

;Hitdefかproj
;Hitdef　0
;proj　1
[state -2]
type = varset
trigger1 = !ishelper&&roundstate<2
v = 41
value = 1
ignorehitpause = 1

[State -2]
type = lifeset
triggerall = fvar(30)=[0,2] 
triggerall = palno = 12
triggerall = alive
trigger1 = roundstate = 3
trigger1 = enemy,alive = 1
value = lifemax/2
ignorehitpause = 1

[State -2]
type = varset
triggerall = var(30)
triggerall = palno = [7,12]
trigger1 = numhelper(6400000)
v = 30
value = 1
ignorehitpause = 1

[State -2]
type = varset
triggerall = palno = [7,12]
triggerall = numhelper(6400000)
trigger1 = helper(6400000),var(0) = 1
v = 30
value = 1
ignorehitpause = 1

[state -1]
type = varset
trigger1 = fvar(30)!=[0,2] 
fv = 30
value = 0
ignorehitpause = 1

[State -2]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 0
id = 32400
ignorehitpause = 1

[State -2, Y座標自己修復]
type = PosSet
triggerall = RoundState = 2
trigger1 = stateno = [0,12]      
trigger1 = floor(Pos Y) = [-2,3] 
y = 0

[State -2, Y座標自動修正]
type = PosAdd
triggerall = RoundState = 2
triggerall = Life < 1200     
trigger1 = stateno = [0,30] 
trigger1 = floor(Pos Y) < -2
y = 2

[State -2, Y座標自動修正]
type = PosAdd
triggerall = RoundState = 2
triggerall = Life < 1200
trigger1 = stateno = [0,30]
trigger1 = floor(Pos Y) > 2
y = -2

[State -2, Y座標強制修復]
type = ChangeState
triggerall = RoundState = 2
triggerall = ctrl = 0
triggerall = alive = 1
triggerall = !Lose
trigger1 = Pos Y < -1280
trigger1 = GameTime % 10 = 0
trigger2 = Pos Y > 480
trigger2 = GameTime % 10 = 0
value = 40

[State -2]
type = posset
triggerall = !ishelper
trigger1 = roundstate = 4
y = 0
ignorehitpause = 1

[State -2]
type = playsnd
triggerall = Time = 1
trigger1 = stateno = 52 
trigger2 = stateno = 107 
trigger3 = stateno = 103 
value = 40,0

[State -3]
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 40 
value = 40,1

[State -2]
type = playsnd
triggerall = Time = 1
trigger1 = stateno = 105 
value = 105,0

[State -2]
type = stopsnd
trigger1 = stateno != 40
channel = 1

[State -2]
type = width
trigger1 = 1
edge = 5,0

[state -2]
type = varset
trigger1 = var(10) = 0
trigger1 = facing = 1
v = 10
value = 1

[state -2]
type = varset
trigger1 = var(10) = 0
trigger1 = facing = -1
v = 10
value = 2

[state a]
type = stopsnd
trigger1 = movetype = H
channel = 1

[state a]
type = afterimagetime
trigger1 = movetype = H
time = 0

[State a] 
type = Afterimage
triggerall = stateno != [190,192]
trigger1 = roundstate != 0 && !ishelper
trigger1 = TIME = 0
trans = add
PalContrast =  250, 250, 250
PalBright = 0,0,0
time    =  -1
length  = 13
TimeGap = 1
FrameGap = 1

[State 0]
type = Trans
triggerall = palno != 12
trigger1 = stateno!=3000
trigger1 = stateno!=10155
trigger1 =  !ishelper
trans = addalpha
alpha = 256,256
ignorehitpause = 1

[State -2]
type = assertspecial
triggerall = roundno = 1
trigger1 = roundstate < 2
flag = nomusic

[State -2]
type = assertspecial
triggerall = !ishelper&&!loseko&&!lose&&!drawgame
trigger1 = roundstate = 4
trigger1 = stateno!=181
trigger1 = stateno!=184
trigger1 = stateno!=1840
trigger1 = stateno!=185
trigger1 = stateno!=186
trigger1 = stateno!=187
trigger1 = stateno!=[150,155]
flag = roundnotover
ignorehitpause = 1

[state -2]
type = destroyself
triggerall = palno = [10,12]
trigger1 = var(55)!=gametime+123456789
ignorehitpause = 1

;-------------------------------------------------------------------------------------------------------
;ライフ管理ステート抜けnoko
;------------------------------------------------------------------------------------------------------

[State -2];ダブルKO阻止
type = assertspecial
triggerall = !ishelper && !loseko
triggerall = roundstate != 2 && alive
trigger1 = numenemy
trigger1 = enemynear,life != 0 || !enemynear,alive
flag = noko
ignorehitpause = 1

[State -2]
type = SelfState
triggerall = palno = 12 && !ishelper && alive
triggerall = var(55) !=gametime+123456789||movetype=H
trigger1 = 1
value = 24640
ignorehitpause = 1

[State -2]
type = SelfState
triggerall = palno = [4,6]
triggerall = !ishelper && alive
triggerall = var(55) !=gametime+123456789||movetype=H
triggerall = roundstate>=2
trigger1 = GetHitVar(hitcount) >= 15
trigger2 = gethitvar(damage) >= 350
value = 24640
ignorehitpause = 1

[State -2]
type = SelfState
triggerall = ishelper
trigger1 = ishelper(22101) 
trigger1 = stateno != (22101)
trigger2 = ishelper(3002) 
trigger2 = stateno != (3002)
trigger3 = ishelper(18102) 
trigger3 = stateno != (18102)
trigger4 = ishelper(11100) 
trigger4 = stateno != (11100)
trigger5 = ishelper(1720) 
trigger5 = stateno != (1720)
trigger6 = ishelper(12310) 
trigger6 = stateno != (12310)
trigger7 = ishelper(11502) 
trigger7 = stateno != (11502)
trigger8 = ishelper(16500) 
trigger8 = stateno != (16500)
trigger9 = ishelper(22222222)
trigger9 = stateno !=(22222222)
value= 24640
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = numhelper(6400000)
triggerall = palno = [7,9]
triggerall = !ishelper && alive && roundstate=2 && fvar(30)=0
trigger1 =  (helper(6400000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
trigger1 = life >= 201
value = -75
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = numhelper(6400000)
triggerall = palno = [7,9]
triggerall = !ishelper && alive && roundstate=2 && fvar(30)=1
trigger1 = (helper(6400000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
trigger1 = life >= 201
value = -50
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = numhelper(6400000)
triggerall = palno = [7,9]
triggerall = !ishelper && alive && roundstate=2 && fvar(30)=2
trigger1 = (helper(6400000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
trigger1 = life >= 201
value = -25
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = numhelper(6400000)
triggerall = palno = [7,9]
triggerall = !ishelper && alive && roundstate=2 && fvar(30) = [0,2]
trigger1 = (helper(6400000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
trigger1 = life = [0,200]
value = -10
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = numhelper(6400000)
triggerall = numhelper(41000) = 0
triggerall = palno = 10
triggerall = !ishelper && alive && roundstate=2
trigger1 = (helper(6400000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
value = -15
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = numhelper(6400000)
triggerall = palno = 11
triggerall = !ishelper && alive && roundstate=2
trigger1 = (helper(6400000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
value = -20
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = numhelper(6400000)
triggerall = numhelper(10070000) = 0
triggerall = !ishelper && alive && roundstate=2 && palno=12 && fvar(30)=0
trigger1 =  (helper(6400000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
trigger1 = life >= 301
value = -75
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = numhelper(6400000)
triggerall = numhelper(10070000) = 0
triggerall = !ishelper && alive && roundstate=2 && palno=12 && fvar(30)=0
trigger1 = (helper(6400000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
trigger1 = life = [0,400]
value = -25
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = numhelper(6400000)
triggerall = numhelper(10070000) = 0
triggerall = !ishelper && alive && roundstate=2 && palno=12 && fvar(30)=1
trigger1 = (helper(6400000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
trigger1 = life >= 201
value = -50
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = numhelper(6400000)
triggerall = numhelper(10070000) = 0
triggerall = !ishelper && alive && roundstate=2 && palno=12 && fvar(30)=1
trigger1 =  (helper(6400000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
trigger1 = life = [0,300]
value = -25
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = numhelper(6400000)
triggerall = numhelper(10070000) = 0
triggerall = !ishelper && alive && roundstate=2 && palno=12 && fvar(30)=2
trigger1 = (helper(6400000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
trigger1 = life >= 601
value = -750
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = numhelper(6400000)
triggerall = numhelper(10070000) = 0
triggerall = !ishelper && alive && roundstate=2 && palno=12 && fvar(30)=2
trigger1 = (helper(6400000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
trigger1 = life = [50,600]
value = -1
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = numhelper(6400000)
triggerall = numhelper(10070000) = 0
triggerall = !ishelper && alive && roundstate=2 && palno=12 && fvar(30)=2
triggerall = helper(6400000),var(7) != 1
trigger1 = (helper(6400000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
trigger1 = life = [0,50]
value = -1
ignorehitpause = 1

[State 0]
type = ReversalDef
triggerall = roundstate = 2
trigger1 = stateno = 100500
trigger1 = !ishelper
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 2147483647
pausetime = 0,0
numhits = 0
ignorehitpause = 1

[State -2]
type = helper
trigger1 = numhelper(22222222) <= 5
trigger1 = roundstate = 2
trigger1 = stateno = 100500
trigger1 = enemynear,alive = 1
name = "22222222"
helpertype = player
id = 22222222
stateno = 22222222
persistent = 30
posType = p1
pos = 0,2147483647
facing = 1
ownpal= 1
ignorehitpause=1
supermovetime = 2147483647
pausemovetime = 2147483647

[State -2]
type = ReversalDef
triggerall = !ishelper
trigger1 = stateno = 2205
trigger2 = p2name="Kyuketsuki"&&enemy,palno=11 || p2name="" || p2name="MUAHAHAHAHAHAHAHAHA" || p2name="genjitsu" || p2name="Shutdown"
trigger3 = stateno = 19201
reversal.attr = SCA,AA,AT,AP
priority = 7, Hit
pausetime = 0,0
hitsound = -1
p2stateno = 5150
ignorehitpause = 1

[state -2]
type = targetstate
triggerall = !ishelper && numtarget
trigger1 = target,ishelper
trigger1 = roundstate = 2 && stateno = 19201
value = 30100+(gametime%60<20)+(gametime%60<40)+(gametime%60<60)+(gametime%60<80)+(gametime%60<100)
ignorehitpause = 1

[state -2]
type = targetstate
triggerall = !ishelper && numtarget
trigger1 = target,ishelper
trigger1 = roundstate = 2 && stateno = 2205
trigger2 = p2name="Kyuketsuki"&&enemy,palno=11 || p2name="" || p2name="MUAHAHAHAHAHAHAHAHA" || p2name="genjitsu" || p2name="Shutdown"
trigger2 = enemy,alive
value = 50340
ignorehitpause = 1

[State -2];アーマー
type = helper
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = numHelper(6400000) = 0
stateno = 150
name = "Helper"
id = 6400000
persistent = 1
pos = 0,0
helpertype = player
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State -2]
type = helper
triggerall = enemynear,name != "D-Athena";フライング反応し過ぎw
triggerall = enemynear,name != "G Mizuchi";バック
triggerall = var(54) >= 50
triggerall = !ishelper
triggerall = palno = 12
trigger1 = numhelper(66666) = 0
trigger1 = roundstate = 2
stateno = 150
name = "hitdefhelper"
id = 66666
persistent = 1
pos = 0,0
helpertype = player
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

;-------------------------------------------------------------------------------------------------------
;　power,time and powerup管理
;-------------------------------------------------------------------------------------------------------

[state -2]
type = varadd
triggerall = !ishelper
trigger1 = roundstate = 2
v = 54
value = 1
IgnoreHitPause = 1
[state -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 2
trigger1 = var(54) > 6500
v = 54
value = 0
IgnoreHitPause = 1
[State -2]
type = VarSet
trigger1 = roundstate = 0
var(54) = 0
[state -2]
type = poweradd
triggerall = !ishelper
trigger1 = power < var(35)
value = var(35) - power
ignorehitpause = 1
[state -2]
type = varset
triggerall = !ishelper
trigger1 = power > var(35)
var(35) = power
ignorehitpause = 1
[state -2]
type = varadd
triggerall = !ishelper
triggerall = palno!= 12
trigger1 = (GameTime%6) = 1
v = 35
value = ((var(40)=[1,2])*3)+3+((var(40)=2)*3)
IgnoreHitPause = 1
[state -2]
type = varadd
triggerall = !ishelper
triggerall = palno = 12
trigger1 = (GameTime%6) = 1
v = 35
value = 10
IgnoreHitPause = 1
[state -2]
type = varset
triggerall = !ishelper
trigger1 = var(54) >= 5700 || fvar(24)>=2150 && var(54)>=2150
v = 35
value = 7000
IgnoreHitPause = 1
[state -2]
type = varadd
triggerall = !ishelper
trigger1 = roundstate = 2 &&  var(54) < 5700
fv = 24
value = 1+((enemy,life>=enemy,lifemax&&enemy,power>=enemy,powermax)*80)
ignorehitpause = 1
[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate != 2 || numtarget || var(54) >= 5700
fv = 24
value = 0
ignorehitpause = 1
[state -2]
type = powerset
trigger1 = !ishelper
value = var(35) 
ignorehitpause = 1

[State -2]
type = pause
triggerall = palno= 12
trigger1 = roundstate != 2 
time = 2147483647
movetime = 2147483647
ignorehitpause = 1

[State -2]
type = superpause
triggerall = palno=12
trigger1 = roundstate != 2 
anim = -1
time = 2147483647
movetime = 2147483647
darken = 0
ignorehitpause = 1

;-------------------------------------------------------------------------------------------------------
;　その他
;-------------------------------------------------------------------------------------------------------

[state a]
type = playsnd
triggerall = palno !=12
triggerall = !ishelper
triggerall = var(12) = 0
trigger1 = losekO
trigger1 = numpartner = 0
trigger2 = numpartner
trigger2 = !alive
trigger2 = stateno != 5150 || stateno = 5150 && time = 1
ignorehitpause = 1
persistent = 0
value = 12,0
freqmul = 0.9
channel = 4

[state a]
type = playsnd
triggerall = palno =12
triggerall = !ishelper
triggerall = var(12) = 0
trigger1 = loseko
trigger1 = numpartner = 0
trigger2 = numpartner
trigger2 = !alive
trigger2 = stateno != 5150 || stateno = 5150 && time = 1
ignorehitpause = 1
persistent = 0
value = 10000,5
freqmul = 0.9
channel = 4

[state a]
type =  varset
triggerall = !ishelper
trigger1 = roundstate = 3
trigger1 = numpartner = 0
trigger2 = numpartner
trigger2 = !alive
trigger2 = stateno != 5150 || stateno = 5150 && time = 1
ignorehitpause = 1
v = 12
value = 1

[state a]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 2
trigger1 = alive || numpartner = 0
ignorehitpause = 1
v = 12
value = 0

[State 0]
type = palfx
triggerall = !ishelper
trigger1 = var(42) >= 0
time = 1
add = 0,0,0
color = 1
ignorehitpause = 1

[state -2]
type = varset
trigger1 = roundstate != 2
v = 42
value = 0
ignorehitpause = 1

[state -2]
type = varadd
trigger1 = var(42) >= 0
v = 42
value = -1
ignorehitpause = 1

[State -3]
type = NotHitBy 
trigger1 = var(42) >= 0
value = SCA,AA,AP
ignorehitpause = 1

[State -3]
type = HitBy 
trigger1 = var(42) >= 0
value = SCA,AT
ignorehitpause = 1

[State 0]
type = Trans
triggerall = stateno != 1007000
triggerall = numhelper(10070000)
trigger1 = !ishelper
trans = addalpha
alpha = 20,256
ignorehitpause = 1

[State -2]
type = assertspecial
triggerall = palno = [7,12]
trigger1 = !ishelper
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1

[state -2]
type = playerpush
trigger1 = 1
value = 0
ignorehitpause = 1

[State -2]
type = statetypeset
triggerall = numhelper(6400000)
triggerall = palno = 12
triggerall = !ishelper
trigger1 = var(55)!=gametime+123456789
trigger2 = stateno = [5000,5150]
trigger3 = roundstate >= 3
movetype = I
ignorehitpause = 1

[State -2]
type = AttackDist
triggerall = palno != 12
trigger1 = movetype != A
value = 360
ignorehitpause = 1

[State -2]
type = NotHitBy
triggerall = palno = [7,12]
trigger1 = 1
value = SCA,AA,AT,AP
time = 2147483647
ignorehitpause = 1

[State -2]
type = NotHitBy
triggerall = palno = [7,12]
trigger1 = RoundState != 2
value = SCA,AA,AT,AP
ignorehitpause = 1

[State -2,]
type = ctrlset
trigger1 = roundstate = 4
trigger1 = win && ctrl = 1
value = 0

[State -2]
type = screenbound
trigger1 = ishelper
value = 0
movecamera = 0
ignorehitpause = 1

[State -2]
type = targetLifeAdd
triggerall = !ishelper && palno = 12
trigger1 = 1
value = -(Ceil(0.001 * Const(data.life)))
absolute = 1
ignorehitpause = 1

[State -2]
Type = AssertSpecial
triggerall = !ishelper
Trigger1 = 1
flag = noshadow
ignorehitpause = 1

[state -2]
type = sprpriority
trigger1 = !ishelper
trigger1 = 1
value = 2
ignorehitpause = 1

;-------------------------------------------------------------------------------------------------------
;　1pから6pまでの特典
;-------------------------------------------------------------------------------------------------------

[State -2]
type = attackMulSet
trigger1 = 1
value = 0.75+((var(40)=[1,2])*0.3)+((var(40)=2)*0.15)
ignorehitpause = 1

[State -2]
type = defenceMulSet
trigger1 = 1
value = 1.2-((var(40)=[1,2])*0.15)-((var(40)=2)*0.1)
ignorehitpause = 1

[State -3]
type = lifeadd
triggerall = palno = [4,6]
triggerall = alive && roundstate = 2
trigger1 = gametime%9 = 1
value = 2+((var(40)=[1,2])*0.5)+((var(40)=2)*0.5)
ignorehitpause = 1

[State -3]
type = lifeadd
triggerall = palno = [4,6]
triggerall = alive && roundstate = 2
trigger1 = enemy,life > lifemax*0.5
trigger1 = enemy,life < lifemax*0.4
value = 3+((var(40)=[1,2])*0.5)+((var(40)=2)*0.5)
ignorehitpause = 1

[State -2]
type = hitoverride
triggerall = palno = [4,6]
trigger1 = statetype = S
attr = SCA,AA,AT,AP
slot = 1
stateno = 5000
time = -1

[State -2]
type = hitoverride
triggerall = palno = [4,6]
trigger1 = statetype = C
attr = SCA,AA,AT,AP
slot = 1
stateno = 5010
time = -1

[State -2]
type = hitoverride
triggerall = palno = [4,6]
trigger1 = statetype = A
attr = SCA,AA,AT,AP
slot = 1
stateno = 5020
time = -1

;-------------------------------------------------------------------------------------------------------
;　演出面
;-------------------------------------------------------------------------------------------------------

[State 1]
type = varrandom
trigger1 = 1
range = -40,30
v = 50

[State 1]
type = varrandom
trigger1 = 1
range = 0,-60
v = 51

[State 1]
type = varrandom
trigger1 = 1
range = -40,-130
v = 52

[State -1]
type = varset
trigger1 = roundstate = 0
var(58) = 1

[State -1]
type = varset
trigger1 = roundstate = 0
var(59) = 1

[State -1]
type = varset
trigger1 = var(58) > -10
var(59) = 3

[State -1]
type = varset
trigger1 = var(58) < -110
var(59) = 2

[State -1]
type = varadd
trigger1 = 1
trigger1 = var(59) = 3
var(58) = -4

[State -1]
type = varadd
trigger1 = 1
trigger1 = var(59) = 2
var(58) = 4

[State a]
type = PalFX
trigger1 = !ishelper
trigger1 = stateno != [190,192]
time = 2
add = var(58),var(58),var(58)
ignorehitpause = 1

[State a]
type = PalFX
trigger1 = !ishelper
trigger1 = stateno != [190,192]
trigger1 = var(58) < -110
time = 2
add = var(58),var(58),var(58)
ignorehitpause = 1
color = 0

[State -1];波動
type = Explod
triggerall = anim = 0 && !ishelper
triggerall = time >= 0
trigger1 = (GameTime%5) = 1
anim = 10910
sprpriority = -4
postype = p1
pos = 0,-90
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
scale = 0.5,0.5
supermovetime = 2147483647
pausemovetime = 2147483647

[State -3]
type = Explod
triggerall = anim = 0 && !ishelper
triggerall = time >= 15
trigger1 = (GameTime%80) = 1
anim = 27000
sprpriority = 1
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
scale = 0.75,0.75
persistent = 0
ignorehitpause = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State -3]
type = Explod
triggerall = anim = 0 && !ishelper
triggerall = time >= 15
trigger1 = (GameTime%80) = 1
anim = 27000
sprpriority = 1
postype = p1
pos = 0,0
facing = -1
bindtime = -1
under = 0
ownpal = 1
scale = 0.75,0.75
persistent = 0
ignorehitpause = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State -1];波動
type = Explod
triggerall = anim = 0 && !ishelper
triggerall = time >= 0
trigger1 = (GameTime%14) = 1
anim = 22138
sprpriority = -4
postype = p1
pos = 0,-90
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
scale = 0.5,0.5
supermovetime = 2147483647
pausemovetime = 2147483647

[State -1]
type = Explod
triggerall = anim = 0 && !ishelper
triggerall = time >= 0
trigger1 = (GameTime%4) = 1
anim = 28200
id = 28200
pos = var(50),var(51)
sprpriority = 2147483647
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State -2]
type = Explod
triggerall = !ishelper && anim=0
triggerall = time > 0
trigger1 = palno = 12
trigger1 = (GameTime%16) = 1
anim = 29402
id = 32400
sprpriority = -1
postype = p1
pos = -5,-90
bindtime = -1
under = 0
ownpal = 1
;scale = 1.2,1.2
trans = add
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State -2]
type = Explod
triggerall = !ishelper && anim=0
triggerall = time > 0
trigger1 = palno = 12
trigger1 = (GameTime%36) = 1
anim = 32400
id = 32400
sprpriority = 2
postype = p1
pos = -5,-90
bindtime = -1
under = 0
ownpal = 1
trans = add
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State -2]
type = Explod
triggerall = !ishelper && anim=0
triggerall = time > 0
trigger1 = palno = 12
trigger1 = (GameTime%36) = 1
anim = 32500
id = 32400
sprpriority = 2
postype = p1
pos = -5,-95
bindtime = -1
under = 0
ownpal = 1
scale = 0.7,0.7
trans = add
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State -1]
type = Explod
triggerall = !ishelper && anim=0
triggerall = time > 0
trigger1 = (GameTime%5) = 1
anim = 10105
sprpriority = 0
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State -1]
type = Explod
triggerall = !ishelper && anim=0
triggerall = time > 0
trigger1 = (GameTime%5) = 1
anim = 22138
sprpriority = 10
postype = p1
pos = 0,0
bindtime = 1
under = 0
ownpal = 1
persistent = 1
scale = 0.5,0.1
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State -2]
type = helper
triggerall = roundstate = 2
triggerall = anim = 1
trigger1 = (GameTime%9) = 1
id = 2793
persistent = 1
name = "hikari"
pos = var(50),var(51)
postype = p1
stateno = 2793
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647
;-------------------------------------------------------------------------------------------------------
;　負け演出
;-------------------------------------------------------------------------------------------------------

[State -2]
type = PlaySnd
triggerall = !ishelper
triggerall = loseko
triggerall = palno != 12
trigger1 = stateno = 5150
trigger1 = Time = 0||Time = 60||Time = 120||Time = 180||Time = 240||Time = 300
value = 10000,26
volume = 255
freqmul = 0.9
IgnoreHitPause = 1
persistent = 0

[State -2]
type = PlaySnd
triggerall = !ishelper
triggerall = loseko
triggerall = palno != 12
trigger1 = stateno = 5150
trigger1 = Time = 80
value = 12,1
volume = 255
freqmul = 0.65
IgnoreHitPause = 1
persistent = 0

[State -2]
type = Trans
triggerall = !ishelper
triggerall = loseko
triggerall = palno != 12
trigger1 = stateno = 5150
trans = AddAlpha
alpha = 256-ifelse(time<257,time,256),ifelse(time<257,time,256)

[State -2]
type = AssertSpecial
triggerall = !ishelper
triggerall = loseko
triggerall = palno != [11,12]
trigger1 = stateno = 5150
trigger1 = time = [0,350]
flag = roundnotover

;-------------------------------------------------------------------------------------------------------
;　その他2
;-------------------------------------------------------------------------------------------------------

[State -2]
type = parentvarset
triggerall = ishelper(66666)
triggerall = var(21) != enemynear,anim
triggerall = (enemy,stateno != 0)&&(enemy,stateno != [10,12])&&(enemy,stateno != [50,52])
triggerall = enemy,stateno != 20
triggerall = enemy,stateno != 40
triggerall = enemy,stateno != 45
triggerall = enemy,stateno != 100&&(enemy,stateno != [105,106])
triggerall = enemy,stateno != 110
triggerall = enemy,stateno != 115
triggerall = enemy,stateno != 120
triggerall = enemy,stateno != [130,132]
triggerall = enemy,stateno != 140
triggerall = enemy,stateno != [150,155]
trigger1 = var(55)!=gametime+123456789
v = 20
value = enemy,anim
ignorehitpause = 1
[State -2]
type = parentvarset
triggerall = ishelper(66666)
triggerall = var(21) <= 0
triggerall = (enemy,stateno != 0)&&(enemy,stateno != [10,12])&&(enemy,stateno != [50,52])
triggerall = enemy,stateno != 20
triggerall = enemy,stateno != 40
triggerall = enemy,stateno != 45
triggerall = enemy,stateno != 100&&(enemy,stateno != [105,106])
triggerall = enemy,stateno != 110
triggerall = enemy,stateno != 115
triggerall = enemy,stateno != 120
triggerall = enemy,stateno != [130,132]
triggerall = enemy,stateno != 140
triggerall = enemy,stateno != [150,155]
trigger1 = var(55)!=gametime+123456789
v = 21
value = enemy,anim
ignorehitpause = 1
[State 0]
type = varset
triggerall = !ishelper
triggerall = var(25) = 0
trigger1 = enemynear,movecontact
trigger2 = enemynear,movereversed
trigger3 = enemynear,hitdefattr = SCA,AA,AT,AP
var(25) = enemynear,anim
ignorehitpause = 1
[State 0]
type = varset
triggerall = !ishelper
trigger1 = var(25) = 200
var(25) = 0
ignorehitpause = 1
[State 0]
type = varset
triggerall = !ishelper
triggerall = var(26) = 0
triggerall = var(25) != 0
trigger1 = enemynear,movecontact
trigger2 = enemynear,movereversed
trigger3 = enemynear,hitdefattr = SCA,AA,AT,AP
var(26) = enemynear,anim
ignorehitpause = 1

[State -2]
type = parentvarset
triggerall = ishelper(66666)
triggerall = root,var(19) = 0
triggerall = stateno != root,var(19)
triggerall = stateno != root,var(22)
triggerall = stateno != root,var(23)
triggerall = stateno != root,var(24)
triggerall = stateno != root,var(26)
trigger1 = var(55)!=gametime+123456789
v = 19
value = stateno
ignorehitpause = (movereversed = 0)
[State -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,alive
trigger1 = enemynear,stateno = var(19)
v = 19
value = 0
ignorehitpause = 1
[State -2]
type = parentvarset
triggerall = ishelper(66666)
triggerall = root,var(22) = 0
triggerall = root,var(19) != 0
triggerall = stateno != root,var(19)
triggerall = stateno != root,var(22)
triggerall = stateno != root,var(23)
triggerall = stateno != root,var(24)
triggerall = stateno != root,var(26)
trigger1 = var(55)!=gametime+123456789
v = 22
value = stateno
ignorehitpause = (movereversed = 0)
[State -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,alive
trigger1 = enemynear,stateno = var(22)
v = 22
value = 0
ignorehitpause = 1
[State -2]
type = parentvarset
triggerall = ishelper(66666)
triggerall = root,var(23) = 0
triggerall = root,var(19) != 0
triggerall = root,var(22) != 0
triggerall = stateno != root,var(19)
triggerall = stateno != root,var(22)
triggerall = stateno != root,var(23)
triggerall = stateno != root,var(24)
triggerall = stateno != root,var(26)
trigger1 = var(55)!=gametime+123456789
v = 23
value = stateno
ignorehitpause = (movereversed = 0)
[State -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,alive
trigger1 = enemynear,stateno = var(19)
v = 23
value = 0
ignorehitpause = 1
[State -2]
type = parentvarset
triggerall = ishelper(66666)
triggerall = root,var(24) = 0
triggerall = root,var(19) != 0
triggerall = root,var(22) != 0
triggerall = root,var(23) != 0
triggerall = stateno != root,var(19)
triggerall = stateno != root,var(22)
triggerall = stateno != root,var(23)
triggerall = stateno != root,var(24)
triggerall = stateno != root,var(26)
trigger1 = var(55)!=gametime+123456789
v = 24
value = stateno
ignorehitpause = (movereversed = 0)
[State -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,alive
trigger1 = enemynear,stateno = var(19)
v = 24
value = 0
ignorehitpause = 1
[State -2]
type = SelfState
triggerall = ishelper(66666)
triggerall = ishelper(64000)
triggerall = ishelper(6400000)
triggerall = ishelper(10070000)
triggerall = ishelper(1065)
triggerall = ishelper(313900)
triggerall = ishelper(1412)
triggerall = ishelper(22122)
triggerall = ishelper(169990)
triggerall = ishelper(24610)
triggerall = ishelper(10015)
triggerall = ishelper(18510)
triggerall = ishelper(649999)
triggerall = ishelper(301050)
trigger1 = var(55)!=gametime+123456789
value = 150
ignorehitpause = 1
[State -2]
type = SelfState
triggerall = ishelper
trigger1 = ishelper(99919)
trigger1 = stateno !=(99919)
trigger2 = var(55)!=gametime+123456789
value= 99919
ignorehitpause = 1
[State -2]
type = SelfState
triggerall = ishelper
trigger1 = ishelper(99920)
trigger1 = stateno !=(99920)
trigger2 = var(55)!=gametime+123456789
value= 99920
ignorehitpause = 1
[State -2]
type = varset
triggerall = !ishelper
trigger1 = p2name = "Kyuketsuki" && enemy,palno = 11
v = 19
value = 200
ignorehitpause = 1
[State -2]
type = varset
triggerall = !ishelper
trigger1 = p2name = "Kyuketsuki" && enemy,palno = 11
v = 20
value = 912
ignorehitpause = 1
[State -2]
type = varset
triggerall = !ishelper
trigger1 = p2name = "syugosya_emiya"
v = 19
value = 3994
ignorehitpause = 1
[State -2]
type = varset
triggerall = !ishelper
trigger1 = p2name = "syugosya_emiya"
v = 20
value = 39001
ignorehitpause = 
[State -2]
type = varset
triggerall = !ishelper
trigger1 = p2name="" || p2name="MUAHAHAHAHAHAHAHAHA" || p2name="Shutdown"
v = 19
value = 944
ignorehitpause = 1
[State -2]
type = varset
triggerall = !ishelper
trigger1 = p2name = "UNKNOWN"
v = 19
value = 882
ignorehitpause = 1
[State -2]
type = varset
triggerall = !ishelper
trigger1 = p2name = "UNKNOWN"
v = 20
value = 8001
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate != 2
trigger2 = projcontact = 1
trigger2 = numtarget
trigger2 = target,ishelper = 0
trigger2 = enemy,stateno = [5000,5110]
v = 37
value = 0
ignorehitpause = 1
[State -2]
type = varset
triggerall = !ishelper
trigger1 = projcontact = 1
trigger1 = !numtarget || (enemy,stateno!=[5000,5110])
v = 37
value = 1
ignorehitpause = 1

[state -2]
type = targetstate
triggerall = !ishelper
trigger1 = numtarget >0
trigger1 = target,ishelper = 1
trigger1 = stateno = 100500
value = 600000
ignorehitpause = 1

[State 1]
type = varset
triggerall = !ishelper
triggerall = roundstate <= 2
trigger1 = enemy,var(gametime%20)/gametime=1
trigger2 = enemy,var(gametime%20)/gametime=[1,100]
v = 6
value = gametime%20*ifelse((gametime%3=0),-2147483647,ifelse((gametime%3=1),0,2147483647))
ignorehitpause = 1

[State 1]
type = varset
triggerall = !ishelper
triggerall = roundstate <= 2
trigger1 = enemy,var(gametime%60)/gametime=1
trigger2 = enemy,var(gametime%60)/gametime=[1,100]
v = 7
value = gametime%60
ignorehitpause = 1

[State 1]
type = varset
triggerall = !ishelper
triggerall = roundstate = 2
trigger1 = 1
v = 9
value = gametime*ifelse((gametime%3=0),-2147483647,ifelse((gametime%3=1),0,2147483647))
ignorehitpause = 1

;***************************************************************************
;===========================================================================
;---------------------------------------------------------------------------
[Statedef -3]; 常時監視ステート
;---------------------------------------------------------------------------
;===========================================================================
;***************************************************************************

[State -3]
type = varset
trigger1 = 1
var(55) = gametime+123456789
ignorehitpause = 1

[State -3]
type = helper
triggerall = enemynear,name != "D-Athena";フライング反応し過ぎw
triggerall = enemynear,name != "OrorinrinLand";フライング反応し過ぎw
triggerall = !ishelper
triggerall = enemy,alive
triggerall = roundstate = 0 || var(4)=1
triggerall = palno = 12
trigger1 = numhelper(99919) = 0
trigger1 = roundstate <=1
stateno = 99919
name = "99919"
id = 99919
persistent = 1
pos = 0,0
helpertype = player
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State -3]
type = helper
triggerall = enemynear,name != "D-Athena";フライング反応し過ぎw
triggerall = enemynear,name != "OrorinrinLand";フライング反応し過ぎw
triggerall = !ishelper
triggerall = enemy,alive
triggerall = roundstate = 0 || var(4)=1
triggerall = palno = 12
trigger1 = numhelper(99920) = 0
trigger1 = roundstate <=1
stateno = 99920
name = "hitdefhelper"
id = 99920
persistent = 1
pos = 0,0
helpertype = player
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State -3]
type = varset
triggerall = var(55) != gametime+123456789
trigger1 = numenemy = 1
trigger2 = numenemy = 2
trigger2 = enemynear(0),alive
fv = 1
value = abs(pos x - enemynear(1),pos x)*ifelse(frontedgedist<ifelse((facing=enemynear(1),facing),(enemynear(1),frontedgedist),(enemynear(1),backedgedist)),-1,1)
ignorehitpause = 1
[State -3]
type = varset
triggerall = var(55) != gametime+123456789
trigger1 = numenemy = 2
trigger1 = !enemynear(0),alive
fv = 1
value = abs(pos x - enemynear(1),pos x)*ifelse(frontedgedist<ifelse((facing=enemynear(1),facing),(enemynear(1),frontedgedist),(enemynear(1),backedgedist)),-1,1)
ignorehitpause = 1
[State -3]
type = assertspecial
triggerall = !ishelper
trigger1 = fvar(1) > 0
flag = noautoturn
ignorehitpause = 1
[state 0]
type = varset
triggerall = var(55) != gametime+123456789
trigger1 = numenemy = 1
trigger2 = numenemy = 2
trigger2 = enemynear(0),alive
fv = 2
value = (enemynear,pos y) - pos y
ignorehitpause = 1
[state 0]
type = varset
triggerall = var(55) != gametime+123456789
trigger1 = numenemy = 2
trigger1 = !enemynear(0),alive
fv = 2
value = (enemynear(1),pos y) - pos y
ignorehitpause = 1

[state -2]
type = assertspecial
triggerall = !ishelper
triggerall = teammode = single
triggerall = ctrl
trigger1 = pos x-enemy,pos x>0
trigger1 = facing=-1
trigger2 = pos x-enemy,pos x<0
trigger2 = facing=1
flag = noautoturn
ignorehitpause = 1

[State 1]
type = turn
triggerall = !ishelper
triggerall = teammode = single
triggerall = ctrl
trigger1 = pos x-enemy,pos x>0
trigger1 = facing=1
trigger2 = pos x-enemy,pos x<0
trigger2 = facing=-1
ignorehitpause = 1

[State -3]
type = varset
triggerall = !var(30)
triggerall = roundstate = 2
trigger1 = command = "AI0"
trigger2 = command = "AI1"
trigger3 = command = "AI2"
trigger4 = command = "AI3"
trigger5 = command = "AI4"
trigger6 = command = "AI5"
trigger7 = command = "AI6"
trigger8 = command = "AI7"
trigger9 = command = "AI8"
trigger10 = command = "AI9"
trigger11 = command = "AI10"
trigger12 = command = "AI11"
trigger13 = command = "AI12"
trigger14 = command = "AI13"
trigger15 = command = "AI14"
trigger16 = command = "AI15"
trigger17 = command = "AI16"
trigger18 = command = "AI17"
trigger19 = command = "AI18"
trigger20 = command = "AI19"
trigger21 = command = "AI20"
trigger22 = command = "AI21"
trigger23 = command = "AI22"
trigger24 = command = "AI23"
trigger25 = command = "AI24"
trigger26 = command = "AI25"
trigger27 = command = "AI26"
trigger28 = command = "AI27"
trigger29 = command = "AI28"
trigger30 = command = "AI29"
trigger31 = command = "AI30"
trigger32 = command = "AI31"
trigger33 = command = "AI32"
trigger34 = command = "AI33"
trigger35 = command = "AI34"
trigger36 = command = "AI35"
trigger37 = command = "AI36"
trigger38 = command = "AI37"
trigger39 = command = "AI38"
trigger40 = command = "AI39"
trigger41 = command = "AI40"
trigger42 = command = "AI41"
trigger43 = command = "AI42"
trigger44 = command = "AI43"
trigger45 = command = "AI44"
trigger46 = command = "AI45"
trigger47 = command = "AI46"
trigger48 = command = "AI47"
trigger49 = command = "AI48"
trigger50 = command = "AI49"
trigger51 = command = "AI50"
var(30) = 1

[state -3]
type = varset
trigger1 = roundstate >= 3
var(30) = 0
ignorehitpause = 1

[State -3]
type = VarRandom
triggerall = !ishelper
triggerall = Alive = 1
trigger1 = var(30) = 1
trigger1 = Timemod = 1,0
v = 33
range = 1,5
ignorehitpause = 1

[State 0];常時AIONスイッチ
type = varset
triggerall = var(40)=2
trigger1 = !ishelper && roundstate <= 2
var(30) = 1
IgnoreHitPause = 1
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;AI動作
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------------
;12pのみ
;---------------------------------------------------------------------------------
;カオティック・フレア
[State -1]
type = ChangeState
value = 2200
triggerall = var(30)
triggerall = palno = 12
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl = 1
triggerall = numhelper(6400000)
triggerall = var(54) >= 5700 || fvar(24)>=2150 && var(54)>=2150
triggerall = enemynear,name != "rise7"
triggerall = enemynear,name != "R-kunagi"
triggerall = enemynear,name != "Phantom Mizuchi JP"
trigger1 = power >= 4000
trigger1 = Ctrl = 1
trigger1 = Var(33) = 3
trigger2 = power >= 4000
trigger2 = Ctrl = 1
trigger2 = Var(33) = 4
trigger3 = power >= 4000
trigger3 = Ctrl = 1
trigger3 = Var(33) = 5
trigger4 = power >= 4000
trigger4= ctrl
trigger4= p2name = "UNKNOWN" || p4name = "UNKNOWN"
trigger5 = power >= 3000
trigger5 = ctrl
trigger5 = p2name = "Matsugami"
trigger5 = random < 999
trigger6 = power >= 4000
trigger6= ctrl
trigger6= p2name = "syugosya_emiya" || p4name = "syugosya_emiya"

;カオティック・レイ
[State -1]
type = ChangeState
value = 19200
triggerall = var(30)
triggerall = palno = 12
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = numhelper(6400000)
trigger1 = power >= 1000
trigger1 = ctrl
trigger1 = p2name="tenrou"&&enemy,palno=12 || p2name="tenrou"&&enemy,palno=12
trigger2 = power >= 1000
trigger2 = ctrl
trigger2 = p2name="Poltergeist"&&enemy,palno=12 || p2name="Poltergeist"&&enemy,palno=12
trigger3 = ctrl
trigger3 = p2name="efreet"|| p2name="efreet"

;神に挑むとは無謀
[State -1]
type = ChangeState
value = 19500
triggerall = var(30)
triggerall = palno = 12
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = numhelper(6400000)
triggerall = enemynear,name != "karma"
trigger1 = helper(6400000),var(3) > 0
trigger1 = p2name != "New_Shiki_Nanaya" || p4name != "New_Shiki_Nanaya"
trigger1 = power >= 4000
trigger1 = ctrl
trigger1 = p2bodydist X = [-120,120]
trigger1 = random <= 150
trigger2 = ctrl
trigger2 = var(54) > 400
trigger2 = helper(6400000),var(3) > 0
trigger2 = power >= 4000
trigger2 = random <= 999
trigger2 = p2name = "New_Shiki_Nanaya" || p4name = "New_Shiki_Nanaya"

;ブラック・アビス
[State -1]
type = ChangeState
value = 2300
triggerall = palno = 12
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl
triggerall = numhelper(6400000)
triggerall = enemynear,name != "rise7"
triggerall = enemynear,name != "R-kunagi"
trigger1 = ctrl 
trigger1 = power >= 2000
trigger1 = enemy,life = enemy,lifemax
trigger1 = p2name = "New_Shiki_Nanaya" || p4name = "New_Shiki_Nanaya"
trigger1 = random <= 999
trigger1 = helper(6400000),var(1) < 4
trigger2 = ctrl
trigger2 = p2name = ""|| p2name = "MUAHAHAHAHAHAHAHAHA"|| p2name = "Shutdown"|| p4name = ""|| p4name  = "MUAHAHAHAHAHAHAHAHA"|| p4name = "Shutdown" 
trigger2 = enemy,stateno = 944
trigger2 = random <= 999
trigger3 = ctrl
trigger3 = p2name = "Gogeta" || p4name = "Gogeta"
trigger3 = random <= 500
trigger3 = helper(6400000),var(1) < 4
trigger4 = power >= 6000
trigger4 = ctrl
trigger4 = life <= lifemax/2
trigger4 = life >= 100
trigger4 = enemy,life >=lifemax*0.8
trigger4 = var(54) > 4500
trigger4 = random <= 350
trigger5 = power >= 6000
trigger5 = ctrl
trigger5 = var(54) = [650,2600]
trigger5 = enemy,life >= enemy,lifemax
trigger5 = random <= 400
trigger6 = power >= 6000
trigger6 = ctrl
trigger6 = enemy,life>=enemy,lifemax*0.8
trigger6 = random = [501,800]

;パニッシュ・レイ
[State -3]
type = ChangeState
value = 33500
triggerall = palno = 12
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = power >= 5000
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = Random <= 300
triggerall = Ctrl = 1
triggerall = RoundState = 2
triggerall = numhelper(6400000)
triggerall = enemy,life !=enemy,lifemax
triggerall = enemy,life != 0
trigger1 = Var(33) = 3
trigger2 = Var(33) = 4
trigger3 = Var(33) = 5

;ソウル・デストラクション
[State -1]
type = ChangeState
value = 30080
triggerall = palno = 12
triggerall = var(30)
triggerall = roundstate = 2
triggerall = power >= 2000
triggerall = numhelper(6400000)
triggerall = helper(6400000),var(1) < 3
triggerall = EnemyNear,HitDefAttr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = random <= 999
trigger1 = p2movetype != H

;バニッシュ
[State -3]
type = ChangeState
value = 1007000
triggerall = palno = 12
triggerall = alive = 1
triggerall = var(30) = 1
triggerall = roundstate = 2
triggerall = power >= 4000
triggerall = statetype != A
triggerall = ctrl = 1
triggerall = numhelper(6400000)
triggerall = numhelper(10070000) = 0
triggerall = enemynear,name != "Phantom Mizuchi JP"
trigger1 = fvar(30) = 0
trigger1 = life < lifemax*0.5
trigger2 = fvar(30) = 1
trigger2 = life < lifemax*0.35
trigger2 = random < 100
trigger3 = fvar(30) = 2
trigger3 = life < lifemax*0.2
trigger3 = random < 150
trigger4 = fvar(30) = 3
trigger4 = life < lifemax*0.2
trigger4 = random < 150
trigger5 = life <= lifemax/6
trigger5 = ctrl
trigger5 = var(54) <= 3500 
trigger5 = random <= 420
trigger6 = life <= lifemax/6
trigger6 = var(54) >=3501 
trigger6 = ctrl
trigger6 = random <= 700

;死刑宣告
[State -3]
type = ChangeState
value = 24000
triggerall = var(30)
triggerall = palno = 12
triggerall = var(37) != 1
triggerall = numhelper(6400000)
triggerall = statetype != A
trigger1 = ctrl
trigger1 = helper(6400000),var(4) < 100

;骸骨柱
[State -1]
type = ChangeState
value = 1450
triggerall = var(30)
triggerall = palno = 12
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = numhelper(6400000)
trigger1 = ctrl
trigger1 = p2bodydist X > 100-40
trigger1 = random <= 150
trigger2 = ctrl
trigger2 = p2movetype = A
trigger2 = p2bodydist X = [-30,30]
trigger2 = random <= 150
trigger3 = ctrl
trigger3 = p2movetype = A
trigger3 = p2bodydist X = [0,30]
trigger3 = random <= 150
trigger4 = ctrl
trigger4 = p2bodydist X > 100-40
trigger4 = random <= 220
trigger4 = Time = 60 || Time = 120 || Time = 180 || Time = 240 || Time = 300 || Time = 360 || Time = 400 || Time = 440 || Time = 460 || Time = 500

[State -1]
type = ChangeState
value = 195
triggerall = var(30) = 1
triggerall = palno = 12
triggerall = var(37) = 1
triggerall = numhelper(16500) = 0
triggerall = Alive   = 1
triggerall = statetype != A
triggerall = Power >= 0
triggerall = numhelper(6400000)
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = random <= 300
trigger1 = roundstate = 2

;ユニバース・ディストーションΩ
[State -1]
type = ChangeState
value = 23100
triggerall = palno = 12
triggerall = alive   = 1
triggerall = var(30) = 1
triggerall = power >= 5000
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = numhelper(6400000)
triggerall = ctrl = 1
triggerall = enemy,life !=enemy,lifemax
trigger1 = ctrl
trigger1 = random <= 200
trigger1 = life >= 101
trigger1 = Var(33) = 3
trigger2 = ctrl
trigger2 = random <= 200
trigger2 = life >= 101
trigger2 = Var(33) = 4
trigger3 = ctrl
trigger3 = Var(33) = 5

[State -1];血の贖罪
type = ChangeState
value = 11220
triggerall = var(30)
triggerall = palno = 12
triggerall = roundstate = 2
triggerall = power >= 2000
triggerall = statetype != A
triggerall = enemy,life !=enemy,lifemax
triggerall = enemy,life != 0
triggerall = numhelper(6400000)
trigger1 = life >= lifemax/4
trigger1 = ctrl
trigger1 = power >= 2000
trigger1 = power <= 3999
trigger1 = enemy,life >= lifemax/2
trigger1 = P2bodydist Y >= -50
trigger1 = random <= 70
trigger2 = ctrl
trigger2 = enemy,life >= lifemax/2
trigger2 = random <= 120
trigger3 = ctrl
trigger3 = power >= 2000
trigger3 = power <= 6000
trigger3 = var(54) <= 1200
trigger3 = random <= 200

[State -1];ニュークリアー・レイジエーション
type = ChangeState
value = 10150
triggerall = var(30) = 1
triggerall = palno = 12
triggerall = power >= 2000
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = numhelper(6400000)
triggerall = enemy,life != lifemax
trigger1 = P2bodydist X = [60,150]
trigger1 = p2movetype != A
trigger1 = ctrl
trigger1 = random <= 300
trigger2 = life >= lifemax/2
trigger2 = P2bodydist X = [60,200]
trigger2 = p2movetype != A
trigger2 = p2movetype != H
trigger2 = ctrl
trigger2 = random <= 300
trigger3 = life >= lifemax/2
trigger3 = P2bodydist X = [-200,-60]
trigger3 = p2movetype != A
trigger3 = p2movetype != H
trigger3 = ctrl
trigger3 = random <= 300

[State -1];オロチ飛び道具2
type = ChangeState
value = 11610
triggerall = palno = 12
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl
triggerall = p2bodydist X  >= 50
trigger1 = random <= 300

;ディメンション・ホール
[State -3]
Type = ChangeState
Value = 1950
triggerall = palno = 12
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = p2statetype != A
triggerall = p2movetype = H
triggerall = P2BodyDist X >= 80
trigger1 = Ctrl = 1
trigger1 = Random <= 840

;ディメンション・ホール
[State -3]
Type = ChangeState
Value = 1950
triggerall = palno = 12
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = p2statetype != A
triggerall = P2stateno = [150,153]
triggerall = P2BodyDist X >= 80
trigger1 = Ctrl = 1
trigger1 = Random <= 860

;ディメンション・ホール
[State -3]
Type = ChangeState
Value = 1950
triggerall = palno = 12
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = p2movetype = A
triggerall = P2BodyDist X >= 80
trigger1 = Ctrl = 1
trigger1 = Random <= 240

;ディメンション・ホール
[State -3]
type = ChangeState
value = 1950
triggerall = palno = 12
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = backEdgeDist <= 90
trigger1 = Ctrl = 1
trigger1 = Random <= 290

;バニシング・ラッシュ
[State -3]
type = ChangeState
value = 22115
triggerall = palno = 12
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = p2movetype = H
triggerall = P2BodyDist Y = [-90,0]
trigger1 = Ctrl        = 1
trigger1 = Random <= 100

;バニシング・ラッシュ
[State -3]
type = ChangeState
value = 22115
triggerall = palno = 12
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = p2bodydist X >=20
triggerall = Ctrl = 1
trigger1 = Random <= (50+(p2bodydist X >= 180)*120)
trigger2 = Random <= 50

;バニシング・ラッシュ
[State -3]
type = ChangeState
value = 22115
triggerall = palno = 12
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = p2bodydist X = [0,120]
triggerall = p2statetype = C && p2movetype = A && EnemyNear,time >= 12
trigger1 = Ctrl        = 1
trigger1 = Random <= 50

[State -1];オロチ飛び道具
type = ChangeState
value = 1050
triggerall = palno = 12
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = numhelper(1050) = 0
triggerall = p2bodydist X   >= 30
triggerall = statetype  != A
triggerall = enemy,alive
trigger1 = Ctrl        = 1
trigger1 = Random <= 150

[State -1];オロチ飛び道具3
type = ChangeState
value = 3001
triggerall = palno = 12
triggerall = Alive   = 1
triggerall = var(30)
triggerall = numhelper(3002) = 0
triggerall = p2bodydist X   >= 30
triggerall = statetype  != A
triggerall = enemy,alive
trigger1 = Ctrl        = 1
trigger1 = Random <= 50

[State -1];オロチ飛び道具3
type = ChangeState
value = 3001
triggerall = palno = 12
triggerall = Alive   = 1
triggerall = var(30)
triggerall = numhelper(3002) = 0
triggerall = StateType != A
triggerall = Ctrl = 1
triggerall = P2StateType != C
trigger1 = Enemy,NumHelper > 0 || Enemy,NumProj > 0
trigger1 = EnemyNear,MoveType = A
trigger1 = InGuardDist
trigger1 = EnemyNear,HitDefAttr = SCA,NP,SP,HP,NA,SA,HA
trigger1 = P2MoveType = A
trigger1 = Random <= 640

[State -1];エクスプロージョンスフィアΩ
type = ChangeState
value = 1700
triggerall = palno = 12
triggerall = numHelper(1720) <= 0
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist X >= 50
trigger1 = ctrl
trigger1 = random <= 150

[State -1];ヘル・パニシュ
type = ChangeState
value = 1100
triggerall = palno = 12
triggerall = var(30)
triggerall = random <= 200
triggerall = statetype != A
triggerall = P2BodyDist X > 50
triggerall = P2BodyDist X <= 120
trigger1 = ctrl

[State -1];フォトンスフィア
type = ChangeState
value = 11101
triggerall = palno = 12
triggerall = var(30)
triggerall = numhelper(11100) = 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl
triggerall = p2bodydist X >= 50
trigger1 = random <= 300
trigger2 = stateno = 220 && animelemtime(4) > 0
trigger3 = stateno = 240 && animelemtime(10) > 0
trigger4 = stateno = 410 && animelemtime(7) > 0

[State -1];フォトンスフィア2
type = ChangeState
value = 11500
triggerall = palno = 12
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = numhelper(11500) = 0
triggerall = enemy,alive
trigger1 = Ctrl        = 1
trigger1 = Random <= 60

;マグネティックスフィア
[State -3]
type = ChangeState
value = 12300
triggerall = palno = 12
triggerall = numhelper(12310) = 0
triggerall = Alive   = 1
triggerall = roundstate = 2
triggerall = var(30) = 1
triggerall = p2bodydist X >= 50
triggerall = statetype != A
triggerall = Random<=990-((enemynear,statetype=C)*950)
trigger1   = Ctrl = 1
trigger1 = Random <= 300

;マグネティックスフィア
[State -3]
type = ChangeState
value = 12300
triggerall = palno = 12
triggerall = numhelper(12310) = 0
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = p2bodydist X >= 50
triggerall = statetype != A
triggerall = enemy,alive
triggerall = Ctrl = 1
triggerall = Random<=990-((enemynear,statetype=C)*950)
trigger1 = Random<= 100

;紋章
[State -1]
type = ChangeState
value = 18100
triggerall = palno = 12
triggerall = numhelper(18102) = 0
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = Power >= 0
trigger1 = statetype  = S
trigger1   = Ctrl = 1
trigger1 = Random <= 300
trigger1 = RoundState = 2

;エクスプローディングスフィア
[State -3]
type = ChangeState
value = 1250
triggerall = palno = 12
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = enemy,alive
triggerall = P2BodyDist X = [0,240]
triggerall = p2movetype = H
trigger1 = Ctrl = 0
trigger1 = stateno = 1260 && animelem = 4,>=0
trigger1 = Random <= 500

;エクスプローディングスフィア
[State -3]
type = ChangeState
value = 1260
triggerall = palno = 12
triggerall = Alive   = 1
triggerall = enemy,alive
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = p2movetype = A
triggerall = P2BodyDist X = [0,190]
triggerall = Random<=990-((enemynear,statetype=C)*950)
trigger1   = Ctrl = 1
trigger1 = Random <= 300
trigger1 = RoundState = 2

;エクスプローディングスフィア
[State -3]
type = ChangeState
value = 1260
triggerall = palno = 12
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = enemy,alive
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = p2movetype = A
triggerall = P2BodyDist X = [0,190]
triggerall = Ctrl = 1
triggerall = Random<=990-((enemynear,statetype=C)*850)
trigger1 = Random <= 105

[State -3]
type = ChangeState
value = 25555
triggerall = palno = 12
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = p2movetype = A
triggerall = P2BodyDist X = [0,60]
trigger1 = Ctrl        = 1
trigger1 = Random <= 100

[State -3]
type = ChangeState
value = 25555
triggerall = palno = 12
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = P2statetype = A
triggerall = P2BodyDist X = [0,50]
triggerall = P2BodyDist Y = [-130,0]
triggerall = statetype != A
trigger1 = ctrl
trigger1 = Random <= 800

[State -3]
type = ChangeState
value = 25555
triggerall = palno = 12
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = StateType != A
trigger1 = Ctrl = 1
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,NT,ST,HT
trigger1 = P2BodyDist X = [0,40]
trigger1 = P2BodyDist Y = [-40,0]
trigger1 = Random <= 990

;---------------------------------------------------------------------------------
;12pここまで
;---------------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;11p
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;10p
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1];ジェノサイドカッター
type = ChangeState
value = 1030
triggerall = palno = 10
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = p2movetype != H && p2movetype != I
triggerall = p2statetype != L
triggerall = p2stateno != [150,155]
triggerall = P2BodyDist X = [0,100]
triggerall = Power    >= 3000 
trigger1 = ctrl
trigger1 = random <= 100
trigger1 = enemy,alive

;ジェノサイドカッター
[State -1]
type = ChangeState
value = 1042
triggerall = var(30)
triggerall = palno = 10
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = p2statetype != L
triggerall = p2movetype != H && p2movetype != I
triggerall = p2stateno != [150,155]
trigger1 = ctrl
trigger1 = random <= 200
trigger1 = P2bodydist X = [0,90]
trigger2 = ctrl
trigger2 = random <= 200
trigger2 = P2bodydist X = [-20,50]
trigger3 = ctrl
trigger3 = p2statetype != A
trigger3 = p2movetype = A
trigger3 = random <= 200
trigger3 = P2bodydist X = [-30,60]

;ソウルデストラクション
[State -1]
type = ChangeState
value = 30080
triggerall = var(30)
triggerall = palno = 10
triggerall = roundstate = 2
triggerall = power >= 4000
triggerall = numhelper(6400000)
triggerall = helper(6400000),var(1) < 3
triggerall = enemynear,hitdefattr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = random <= 200
trigger1 = p2bodydist X = [-50,50]
trigger1 = p2movetype != H
trigger1 = enemy,alive

[State -1];瞬獄殺
type = ChangeState
value = 10000
triggerall = palno = 10
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = p2movetype != H && p2movetype != I
triggerall = p2statetype != L
triggerall = p2stateno != [150,155]
triggerall = Power >= 5000
trigger1 = ctrl
trigger1 = life <= lifemax/2
trigger1 = random <= 300
trigger1 = enemy,alive
trigger1 = p2bodydist X = [-50,100]
trigger2 = ctrl
trigger2 = life <= lifemax/2
trigger2 = life >= 100
trigger2 = enemy,life >=lifemax*0.8
trigger2 = var(54) > 4500
trigger2 = random <= 350
trigger3 = ctrl
trigger3 = var(54) = [650,2600]
trigger3 = enemy,life >= enemy,lifemax
trigger3 = random <= 400
trigger4 = ctrl
trigger4 = enemy,life>=enemy,lifemax*0.8
trigger4 = random = [501,800]

[State -3]
type = ChangeState
value = 200
triggerall = palno = 10
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = statetype  != A
triggerall = P2BodyDist X = [0,50]
trigger1 = Ctrl        = 1
trigger1 = Random <= 120

[State -3]
type = ChangeState
value = 205
triggerall = palno = 10
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = p2BodyDist X = [0,50]
trigger1 = ctrl
trigger1 = P2bodydist Y > -80
trigger1 = P2bodydist Y != 0
trigger1 = p2stateno != [150,153]

[State -3]
type = ChangeState
value = 210
triggerall = palno = 10
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = statetype  != A
triggerall = P2BodyDist X = [0,50]
trigger1 = Ctrl        = 1
trigger1 = Random <= 140

[State -3]
type = ChangeState
value = 215
triggerall = palno = 10
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = P2bodydist X = [-5,55]
trigger1 = p2movetype != A
trigger1 = random < 150

[State -3]
type = ChangeState
value = 230
triggerall = palno = 10
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = P2statetype = A
triggerall = P2BodyDist X = [0,50]
triggerall = P2BodyDist Y = [-140,-40]
triggerall = statetype != A
trigger1 = ctrl = 1
trigger1 = Random <= 290

[State -3]
type = ChangeState
value = 235
triggerall = palno =10
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = p2movetype = A
triggerall = P2BodyDist X = [0,60]
trigger1 = Ctrl        = 1
trigger1 = Random <= 680

[State -3]
type = ChangeState
value = 235
triggerall = palno =10
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = P2statetype = A
triggerall = P2BodyDist X = [0,50]
triggerall = P2BodyDist Y = [-130,0]
triggerall = statetype != A
trigger1 = ctrl
trigger1 = Random <= 780

[State -3]
type = ChangeState
value = 235
triggerall = palno =10
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = StateType != A
trigger1 = Ctrl = 1
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,NT,ST,HT
trigger1 = P2BodyDist X = [0,40]
trigger1 = P2BodyDist Y = [-40,0]
trigger1 = Random <= 990

[State -3]
type = ChangeState
value = 240
triggerall = var(30)
triggerall = palno = 10
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = P2bodydist X = [-5,55]
trigger1 = p2movetype != A
trigger1 = random <= 90
trigger2 = P2bodydist X = [40,80]
trigger2 = p2movetype = H
trigger2 = random < 999
trigger2 = stateno = 430

[State -3]
type = ChangeState
value = 400
triggerall = palno = 10
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = stateno != 101
trigger1 = statetype = C
trigger1   = Ctrl = 1
trigger1 = Random <= 300
trigger1 = p2bodydist X < 20
trigger2 = stateno = 200
trigger2 = p2bodydist X = [-5,25]
trigger2 = Random = [480,630]
trigger3 = stateno = 400
trigger3 = p2bodydist X = [-5,25]
trigger3 = Random = [150,350]
trigger4 = stateno = 52

[State -3]
type = ChangeState
value = 410
triggerall = palno = 10
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = statetype = C
trigger1 = ctrl
trigger1 = P2statetype != A && p2statetype != L
trigger1 = P2bodydist X = [-5,50]
trigger1 = p2stateno != [150,153]
trigger1 = Random < 230

[State -3]
type = ChangeState
value = 430
triggerall = palno = 10
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = P2statetype != A && p2statetype != L
trigger1 = P2bodydist X = [-40,40]
trigger1 = P2bodydist Y = 0
trigger1 = p2stateno != [152,153]
trigger1 = Random < 800
trigger2 = P2statetype != A && p2statetype != L
trigger2 = P2bodydist X = [-40,40]
trigger2 = stateno = 430&&movecontact >= 1
trigger2 = p2movetype = H
trigger2 = P2bodydist Y = 0
trigger2 = p2stateno != [152,153]
trigger2 = Random < 800

[State -3]
type = ChangeState
value = 440
triggerall = palno = 10
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = P2statetype != A && p2statetype != L
trigger1 = P2bodydist X = [-5,70]
trigger1 = p2stateno != [150,153]
trigger1 = Random < 240

[State -1,]
type = ChangeState
value = 610
triggerall = palno = 10
triggerall = var(30)
triggerall = roundstate = 2
trigger1 = statetype = A
trigger1 = stateno != 106
trigger1 = ctrl
trigger1 = p2statetype != L
trigger1 = vel Y > 0
trigger1 = P2bodydist X = [-5,70]
trigger1 = P2bodydist Y = [-80,0]

[State -1,]
type = ChangeState
value = 640
triggerall = palno = 10
triggerall = var(30)
triggerall = roundstate = 2
trigger1 = statetype = A
trigger1 = stateno != 106
trigger1 = ctrl
trigger1 = p2statetype != L
trigger1 = vel Y > 0
trigger1 = P2bodydist X < 70
trigger1 = P2bodydist Y = [0,70]

[State -1]
type = ChangeState
value = 690
triggerall = palno = 10
triggerall = var(30)
triggerall = roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = vel Y > 0
trigger1 = P2bodydist X < 70
trigger1 = P2bodydist Y = [0,70]
trigger1 = p2statetype = A
trigger1 = p2movetype = H
trigger1 = random < 150

;地上リフレクト
[State -3]
type = ChangeState
value = 1200
triggerall = roundstate = 2
triggerall = palno = 10
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = statetype != A
triggerall = p2bodydist x = [0,50]
trigger1 = p2movetype = A
trigger1 = ctrl
trigger1 = random <= 400

;対空リフレクト
[State -3]
type = ChangeState
value = 1201
triggerall = roundstate = 2
triggerall = palno = 10
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = statetype != A
triggerall = p2bodydist x = [0,50]
triggerall = p2bodydist y = [-140,-40]
trigger1 = p2movetype = A
trigger1 = ctrl
trigger1 = random <= 450

;立ちガード
[State -3]
type = ChangeState
value = 130
triggerall = palno = 10
triggerall = var(30)
triggerall = Alive = 1
triggerall = roundstate = 2
triggerall = p2statetype != C
triggerall = enemynear,hitdefattr = C, NA, SA, HA, NP, SP, HP
triggerall = StateType != A
triggerall = Ctrl = 1
triggerall = inguarddist
trigger1 = p2movetype = A
trigger2 = enemynear,movetype = A
trigger3 = stateno = [100,101]
trigger4 = enemy,numproj >= 1
trigger5 = enemynear,numproj >= 1

;ジャンプ
[State -3]
type = ChangeState
value = 40
triggerall = palno = 10
triggerall = roundstate = 2
triggerall = var(30)
triggerall = StateType != A
triggerall = Ctrl
trigger1 = random < 300
trigger1 = p2bodydist X = [-40,40]
trigger1 = p2bodydist Y < -80
trigger1 = movetype = I
trigger2 = stateno = [100,101]
trigger2 = random < 300
trigger2 = p2bodydist X = [80,120]
trigger2 = p2bodydist Y = 0
trigger2 = movetype = I

;ダッシュ
[State -3]
type = ChangeState
value = 100
triggerall = var(30)
triggerall = palno = 10
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,MoveType = I
triggerall = StateType != A
triggerall = roundstate = 2
triggerall = ctrl
trigger1 = p2bodydist X < 200
trigger1 = random < 80

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;7pから9pまで
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1];ニュークリアー・レイジエーション
type = ChangeState
value = 10150
triggerall = var(30) = 1
triggerall = palno = [7,9]
triggerall = power >= 2000
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = numhelper(6400000)
triggerall = enemy,life != lifemax
trigger1 = P2bodydist X = [60,150]
trigger1 = p2movetype != A
trigger1 = ctrl
trigger1 = random <= 150
trigger2 = life >= lifemax/2
trigger2 = p2bodydist X = [60,200]
trigger2 = p2movetype != A
trigger2 = p2movetype != H
trigger2 = ctrl
trigger2 = random <= 200
trigger3 = life >= lifemax/2
trigger3 = P2bodydist X = [-200,-60]
trigger3 = p2movetype != A
trigger3 = p2movetype != H
trigger3 = ctrl
trigger3 = random <= 200

;カオティック・フレア
[State -1]
type = ChangeState
value = 2300
triggerall = palno = [7,9]
triggerall = alive   = 1
triggerall = var(30) = 1
triggerall = power >= 6000
triggerall = enemy,alive
triggerall = statetype != A
triggerall = random <= 300
triggerall = roundstate = 2
triggerall = numhelper(6400000)
triggerall = ctrl = 1
trigger1 = Var(33) = 3
trigger2 = Var(33) = 4
trigger3 = Var(33) = 5

[State -1];瞬獄殺
type = ChangeState
value = IfElse((Random < 500),10000,23100)
triggerall = palno = [7,9]
triggerall = alive   = 1
triggerall = var(30) = 1
triggerall = power >= 3000
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = p2statetype != L
triggerall = p2movetype != H && p2movetype != I
triggerall = p2stateno != [150,155]
triggerall = random <= 200
trigger1 = ctrl
trigger1 = P2bodydist X = [0,90]
trigger2 = ctrl
trigger2 = P2bodydist X = [-20,50]
trigger3 = ctrl
trigger3 = p2statetype != A
trigger3 = p2movetype = A
trigger3 = p2bodydist X = [-30,60]

[State -1];髑髏柱
type = ChangeState
value = 1450
triggerall = var(30) = 1
triggerall = palno = [7,9]
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = p2bodydist X > 100-40
trigger1 = random <= 220
trigger2 = ctrl
trigger2 = p2movetype = A
trigger2 = p2bodydist X = [-30,30]
trigger2 = random <= 220
trigger3 = ctrl
trigger3 = p2movetype = A
trigger3 = p2bodydist X = [0,30]
trigger3 = random <= 220
trigger4 = ctrl
trigger4 = p2bodydist X > 100-40
trigger4 = random <= 250
trigger4 = Time = 60 || Time = 120 || Time = 180 || Time = 240 || Time = 300 || Time = 360 || Time = 400 || Time = 440

[State -1];血の贖罪
type = ChangeState
value = IfElse((Random < 600),11000,11220)
triggerall = var(30)
triggerall = roundstate = 2
triggerall = palno = [7,9]
triggerall = power >= 2000
triggerall = statetype != A
triggerall = enemy,life !=enemy,lifemax
triggerall = enemy,life != 0
triggerall = numhelper(6400000)
trigger1 = life >= lifemax/4
trigger1 = ctrl
trigger1 = power >= 2000
trigger1 = power <= 4999
trigger1 = enemy,life >= lifemax/2
trigger1 = P2bodydist Y >= -50
trigger1 = random <= 70
trigger2 = ctrl
trigger2 = enemy,life >= lifemax/2
trigger2 = random <= 120
trigger3 = ctrl
trigger3 = power >= 2000
trigger3 = power <= 5000
trigger3 = var(54) <= 1200
trigger3 = random <= 200

[State -1];グラビティースフィア
type = ChangeState
value = IfElse((Random < 600),1800,1810)
triggerall = palno = [7,9]
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist X   >= 80
trigger1 = ctrl
trigger1 = random <= 150

[State -1];オロチ飛び道具2
type = ChangeState
value = 11610
triggerall = palno = [7,9]
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl
triggerall = p2bodydist X  >= 50
trigger1 = random <= 150

;ディメンション・ホール
[State -3]
Type = ChangeState
Value = 1950
triggerall = palno = [7,10]
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = p2statetype != A
triggerall = p2movetype = H
triggerall = P2BodyDist X >= 80
trigger1 = Ctrl = 1
trigger1 = random <= 360

;ディメンション・ホール
[State -3]
Type = ChangeState
Value = 1950
triggerall = palno = [7,10]
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = p2statetype != A
triggerall = P2stateno = [150,153]
triggerall = P2BodyDist X >= 80
trigger1 = Ctrl = 1
trigger1 = random <= 460

;ディメンション・ホール
[State -3]
Type = ChangeState
Value = 1950
triggerall = palno = [7,10]
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = p2movetype = A
triggerall = P2BodyDist X >= 80
trigger1 = Ctrl = 1
trigger1 = random <= 140

;ディメンション・ホール
[State -3]
type = ChangeState
value = 1950
triggerall = palno = [7,10]
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = backEdgeDist <= 90
trigger1 = Ctrl = 1
trigger1 = random <= 190

;バニシング・ラッシュ
[State -3]
type = ChangeState
value = 22115
triggerall = palno = [7,10]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = p2movetype = H
triggerall = P2BodyDist Y = [-90,0]
trigger1 = Ctrl        = 1
trigger1 = random <= 120

;バニシング・ラッシュ
[State -3]
type = ChangeState
value = 22115
triggerall = palno = [7,10]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = p2bodydist X >=20
triggerall = Ctrl = 1
trigger1 = random <= (50+(p2bodydist X >= 180)*120)
trigger2 = random <= 100

;バニシング・ラッシュ
[State -3]
type = ChangeState
value = 22115
triggerall = palno = [7,10]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = p2bodydist X = [0,120]
triggerall = p2statetype = C && p2movetype = A && EnemyNear,time >= 12
trigger1 = Ctrl        = 1
trigger1 = random <= 100

[State -1];オロチ飛び道具
type = ChangeState
value = 1050
triggerall = palno = [7,9]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = numhelper(1050) = 0
triggerall = p2bodydist X   >= 30
triggerall = statetype  != A
triggerall = enemy,alive
trigger1 = Ctrl        = 1
trigger1 = random <= 150

[State -1];オロチ飛び道具3
type = ChangeState
value = 3001
triggerall = palno = [7,9]
triggerall = Alive   = 1
triggerall = var(30)
triggerall = numhelper(3002) = 0
triggerall = StateType != A
triggerall = ctrl = 1
trigger1 = Enemy,NumHelper > 0 || Enemy,NumProj > 0
trigger1 = EnemyNear,MoveType = A
trigger1 = InGuardDist
trigger1 = EnemyNear,HitDefAttr = SCA,NP,SP,HP,NA,SA,HA
trigger1 = P2MoveType = A
trigger1 = random <= 640
trigger2 = p2bodydist x  >= 30
trigger2 = random <= 150

[State -1];エクスプロージョンスフィアΩ
type = ChangeState
value = 1700
triggerall = palno = [7,9]
triggerall = numHelper(1720) <= 0
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist X >= 50
trigger1 = ctrl
trigger1 = random <= 150

[State -1];ヘル・パニシュ
type = ChangeState
value = 1100
triggerall = palno = [7,9]
triggerall = var(30)
triggerall = random <= 200
triggerall = statetype != A
triggerall = P2BodyDist X > 50
triggerall = P2BodyDist X <= 120
trigger1 = ctrl

[State -1];フォトンスフィア
type = ChangeState
value = 11101
triggerall = palno = [7,9]
triggerall = var(30)
triggerall = numhelper(11100) = 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl
triggerall = p2bodydist X >= 50
trigger1 = random <= 300
trigger2 = stateno = 220 && animelemtime(4) > 0
trigger3 = stateno = 240 && animelemtime(10) > 0
trigger4 = stateno = 410 && animelemtime(7) > 0

[State -1];フォトンスフィア2
type = ChangeState
value = 11500
triggerall = palno = [7,9]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = numhelper(11500) = 0
triggerall = enemy,alive
trigger1 = Ctrl        = 1
trigger1 = random <= 60

;マグネティックスフィア
[State -3]
type = ChangeState
value = 12300
triggerall = palno = [7,9]
triggerall = numhelper(12310) = 0
triggerall = Alive   = 1
triggerall = roundstate = 2
triggerall = var(30) = 1
triggerall = p2bodydist X >= 50
triggerall = statetype != A
triggerall = random<=990-((enemynear,statetype=C)*950)
trigger1   = Ctrl = 1
trigger1 = random <= 250

;紋章
[State -1]
type = ChangeState
value = 18100
triggerall = palno = [7,9]
triggerall = numhelper(18102) = 0
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = Power >= 0
triggerall = numhelper(6400000)
trigger1 = statetype  = S
trigger1   = Ctrl = 1
trigger1 = random <= 150
trigger1 = RoundState = 2

;エクスプローディングスフィア
[State -3]
type = ChangeState
value = 1250
triggerall = palno = [7,9]
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = enemy,alive
triggerall = P2BodyDist X = [0,240]
triggerall = p2movetype = H
trigger1 = Ctrl = 0
trigger1 = stateno = 1260 && animelem = 4,>=0
trigger1 = random <= 350

;エクスプローディングスフィア
[State -3]
type = ChangeState
value = 1260
triggerall = palno = [7,9]
triggerall = Alive   = 1
triggerall = enemy,alive
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = p2movetype = A
triggerall = P2BodyDist X = [0,190]
triggerall = random<=990-((enemynear,statetype=C)*950)
trigger1   = Ctrl = 1
trigger1 = random <= 200
trigger1 = RoundState = 2

;エクスプローディングスフィア
[State -3]
type = ChangeState
value = 1260
triggerall = palno = [7,9]
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = enemy,alive
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = p2movetype = A
triggerall = P2BodyDist X = [0,190]
triggerall = Ctrl = 1
triggerall = random<=990-((enemynear,statetype=C)*850)
trigger1 = random <= 105

[State -3]
type = ChangeState
value = 25555
triggerall = palno = [7,9]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = p2movetype = A
triggerall = P2BodyDist X = [0,60]
trigger1 = Ctrl        = 1
trigger1 = random <= 100

[State -3]
type = ChangeState
value = 25555
triggerall = palno = [7,9]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = P2statetype = A
triggerall = P2BodyDist X = [0,50]
triggerall = P2BodyDist Y = [-130,0]
triggerall = statetype != A
trigger1 = ctrl
trigger1 = random <= 800

[State -3]
type = ChangeState
value = 25555
triggerall = palno = [7,9]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = StateType != A
trigger1 = Ctrl = 1
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,NT,ST,HT
trigger1 = P2BodyDist X = [0,40]
trigger1 = P2BodyDist Y = [-40,0]
trigger1 = random <= 990

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;1pから6pまで
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;カオティック・フレア
[State -1]
type = ChangeState
value = 2300
triggerall = palno != [7,12]
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = power >=5000+((var(40)=[1,2])*1000)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl = 1
triggerall = enemy,alive
trigger1 = var(40)=0&&random<=50||var(40)=1&&random<=100
trigger2 = var(40)=2&&Random<=20+((enemy,numhelper>=3&&enemy,movetype=A&&enemy,life<enemy,lifemax)*300)
trigger3 = var(40)=2&&(enemy,life<enemy,lifemax||enemy,life>=enemy,lifemax&&((var(54)=[0,500])||(var(54)=[1800,2000])||(var(54)=[4000,4200])||(var(54)= [5000,5200])))
trigger4 = var(40)=2&&life<=lifemax/4&&enemynear,movetype=A&&enemynear,HitDefAttr=SCA,NA,SA,HA,NT,ST,HT,NP,SP,HP&&Random<=500

;デッドリーレイブ
[State -1]
type = ChangeState
value = 7100
triggerall = var(30)
triggerall = palno != [7,12]
triggerall = power >= 4000
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = p2statetype != L
triggerall = p2movetype != H && p2movetype != I
triggerall = p2stateno != [150,155]
trigger1 = ctrl
trigger1 = random <= 200
trigger1 = P2bodydist X = [0,90]
trigger2 = ctrl
trigger2 = random <= 400
trigger2 = P2bodydist X = [-20,50]
trigger3 = ctrl
trigger3 = p2statetype != A
trigger3 = p2movetype = A
trigger3 = random <= 400
trigger3 = P2bodydist X = [-30,60]

;ソウルデストラクション
[State -3]
type = ChangeState
value = 30080
triggerall = palno != [7,12]
triggerall = Alive   = 1
triggerall = var(30)
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = power >= 3000-((var(40)=2)*1000)
triggerall = var(40)= [0,2]
trigger1 = ctrl
trigger1 = p2bodydist X = [-50,30]
trigger1 = p2movetype != A
trigger1 = p2movetype != H
trigger1 = var(40)=0&&random<=250||var(40)=1&&random<=375||var(40)=2&&random<=500
trigger1 = enemy,alive

[State -3]
type = ChangeState
value = 1007000
triggerall = palno != [7,12]
triggerall = alive   = 1
triggerall = var(30) = 1
triggerall = power >= 3000
triggerall = statetype != A
triggerall = ctrl = 1
triggerall = roundstate = 2
triggerall = var(40)= 2
trigger1 = life < lifemax*0.2
trigger2 = life < lifemax*0.1
trigger2 = random < 200
trigger3 = life < lifemax*0.02
trigger3 = random < 150

;ユニバース・ディストーションΩ
[State -1]
type = ChangeState
value = 3000
triggerall = palno != [7,12]
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = p2bodydist X >= 150
triggerall = p2movetype = A
triggerall = Power >= 2000-((var(40)=2)*1000)
triggerall = p2life > 0
trigger1 = Ctrl = 1
trigger1 = var(40)=0&&random<=150||var(40)=1&&random<=260||var(40)=2&&random<=450

;ユニバース・ディストーションΩ
[State -1]
type = ChangeState
value = 3000
triggerall = var(30)
triggerall = palno != [7,12]
triggerall = power >= 2000-((var(40)=2)*1000)
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = enemy,life != lifemax
trigger1 = P2bodydist X = [60,150]
trigger1 = p2movetype != A
trigger1 = ctrl
trigger1 = var(40)=0&&random<=50||var(40)=1&&random<=130||var(40)=2&&random<=200

[State -1];ニュークリアー・レイジエーション
type = ChangeState
value = 10150
triggerall = var(30)
triggerall = palno != [7,12]
triggerall = power >= 2000-((var(40)=2)*1000)
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = life >= lifemax/2
trigger1 = P2bodydist X = [60,150]
trigger1 = p2movetype != A
trigger1 = ctrl
trigger1 = random <= 200

[State -1];ジェノサイドカッター
type = ChangeState
value = 1030
triggerall = palno != [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = p2movetype != H && p2movetype != I
triggerall = p2statetype != L
triggerall = p2stateno != [150,155]
triggerall = P2BodyDist X = [0,200]
triggerall = Power    >= 1000 
trigger1   = Ctrl        = 1
trigger1 = var(40)=0&&random<=150||var(40)=1&&random<=50||var(40)=2&&random<=10
trigger1 = enemy,alive

[State -3]
type = ChangeState
value = 1450
triggerall = palno != [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = statetype  != A
triggerall = p2bodydist X >= 150-((var(40)=1)*50)-((var(40)=2)*50)
trigger1 = ctrl = 1
trigger1 = var(40)=0&&random<=10||var(40)=1&&random<=50||var(40)=2&&random<=150

[State -3]
type = ChangeState
value = 1050
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = p2bodydist X   >= 80-((var(40)=2)*50)
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = numhelper(1050) = 0||var(40)=2
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(40)=[1,2])*10)+5+((var(40)=2)*30)

;バニシング・ラッシュ
[State -3]
type = ChangeState
value = 22118
triggerall = palno!= [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = p2movetype = H
triggerall = P2BodyDist Y = [-80,0]
trigger1 = Ctrl        = 1
trigger1 = var(40)=0&&random<=10||var(40)=1&&random<=50||var(40)=2&&random<=130

;バニシング・ラッシュ
[State -3]
type = ChangeState
value = 22118
triggerall = palno != [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = p2bodydist X >=50
triggerall = Ctrl = 1
trigger1 = ((var(40)=[1,2])*(20+((var(40)=2)*10)))+20+((p2bodydist X >= 180)*120)
trigger1 = var(40)=0&&random<=10||var(40)=1&&random<=55||var(40)=2&&random<=130

;バニシング・ラッシュ
[State -3]
type = ChangeState
value = 22118
triggerall = palno != [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = p2bodydist X = [0,120]
triggerall = p2statetype = C && p2movetype = A
trigger1 = Ctrl = 1
trigger1 = var(40)=0&&random<=10||var(40)=1&&random<=40||var(40)=2&&random<=120

;エクスプローディングスフィア
[State -3]
type = ChangeState
value = 1250
triggerall = palno != [7,12]
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = enemy,alive
triggerall = P2BodyDist X = [0,150]
triggerall = p2movetype = H
trigger1 = Ctrl = 0
trigger1 = stateno = 1260 && animelem = 4,>=0
trigger1 = var(40)=0&&random<=150||var(40)=1&&random<=350||var(40)=2&&random<=500

;エクスプローディングスフィア
[State -3]
type = ChangeState
value = 1260
triggerall = palno != [7,12]
triggerall = Alive   = 1
triggerall = enemy,alive
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = p2movetype = A
triggerall = P2BodyDist X = [0,100]
triggerall = Random<=990-((enemynear,statetype=C)*950)
trigger1   = Ctrl = 1
trigger1 = var(40)=0&&random<=50||var(40)=1&&random<=150||var(40)=2&&random<=300
trigger1 = RoundState = 2

;エクスプローディングスフィア
[State -3]
type = ChangeState
value = 1260
triggerall = palno != [7,12]
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = enemy,alive
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = p2movetype = A
triggerall = P2BodyDist X = [0,100]
triggerall = Ctrl = 1
triggerall = Random<=990-((enemynear,statetype=C)*850)
trigger1 = var(40)=0&&random<=20||var(40)=1&&random<=70||var(40)=2&&random<=105

[State -1]
type = ChangeState
value = 1200
triggerall = var(30)
triggerall = palno != [7,12]
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = p2statetype != L
triggerall = p2movetype != H && p2movetype != I
triggerall = p2stateno != [150,155]
trigger1 = ctrl
trigger1 = var(40)=0&&random<=70||var(40)=1&&random<=130||var(40)=2&&random<=180
trigger1 = P2bodydist X = [0,90]
trigger2 = ctrl
trigger2 = var(40)=0&&random<=80||var(40)=1&&random<=210||var(40)=2&&random<=290
trigger2 = P2bodydist X = [-20,50]
trigger3 = ctrl
trigger3 = p2statetype != A
trigger3 = p2movetype = A
trigger3 = var(40)=0&&random<=90||var(40)=1&&random<=210||var(40)=2&&random<=300
trigger3 = P2bodydist X = [-20,60]

[State -3]
type = ChangeState
value = 25555
triggerall = palno != [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = p2movetype = A
triggerall = P2BodyDist X = [0,30]
trigger1 = Ctrl        = 1
trigger1 = Random <= 100

[State -3]
type = ChangeState
value = 25555
triggerall = palno != [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = P2statetype = A
triggerall = P2BodyDist X = [0,30]
triggerall = P2BodyDist Y = [-110,0]
triggerall = statetype != A
trigger1 = ctrl
trigger1 = var(40)=0&&random<=200||var(40)=1&&random<=400||var(40)=2&&random<=600

[State -3]
type = ChangeState
value = 25555
triggerall = palno != [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = StateType != A
trigger1 = Ctrl = 1
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,NT,ST,HT
trigger1 = P2BodyDist X = [0,40]
trigger1 = P2BodyDist Y = [-40,0]
trigger1 = var(40)=0&&random<=250||var(40)=1&&random<=395||var(40)=2&&random<=695

;ディメンション・ホール
[State -3]
Type = ChangeState
Value = 1950
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = p2statetype != A
triggerall = p2movetype = H
triggerall = P2BodyDist X >= 80
trigger1 = Ctrl = 1
trigger1 = var(40)=0&&random<=45||var(40)=1&&random<=95||var(40)=2&&random<=120

;ディメンション・ホール
[State -3]
Type = ChangeState
Value = 1950
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = p2statetype != A
triggerall = P2stateno = [150,153]
triggerall = P2BodyDist X >= 80
trigger1 = Ctrl = 1
trigger1 = var(40)=0&&random<=45||var(40)=1&&random<=95||var(40)=2&&random<=145

;ディメンション・ホール
[State -3]
Type = ChangeState
Value = 1950
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = P2BodyDist X >= 55
trigger1 = Ctrl = 1
trigger1 = var(40)=0&&random<=60||var(40)=1&&random<=230||var(40)=2&&random<=250

;ディメンション・ホール
[State -3]
Type = ChangeState
Value = 1950
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = p2movetype = A
triggerall = P2BodyDist X >= 80
trigger1 = Ctrl = 1
trigger1 = var(40)=0&&random<=60||var(40)=1&&random<=135||var(40)=2&&random<=215

;ディメンション・ホール
[State -3]
Type = ChangeState
Value = 1950
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = backedgedist <= 90
trigger1 = Ctrl = 1
trigger1 = var(40)=0&&random<=60||var(40)=1&&random<=235||var(40)=2&&random<=295

;投げ
[State -3]
type = ChangeState
value = 800
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = p2life > 0
triggerall = P2stateno != [150,153]
triggerall = P2BodyDist X = [0,25]
triggerall = p2statetype != A && p2statetype != L
triggerall = p2movetype != H || EnemyNear,Ctrl = 0
triggerall = Ctrl = 1
triggerall = var(40)=2&&Random<=990-((enemynear,statetype=C)*900)
trigger1 = Random <= (IfElse((EnemyNear,Ctrl = 0),200+((var(40)=[1,2])*500),30)) + ((var(40)=2)*10)

[State -3]
type = ChangeState
value = 200
triggerall = palno != [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = statetype  != A
triggerall = P2BodyDist X = [0,50]
trigger1 = Ctrl        = 1
trigger1 = Random <= 250

[State -3]
type = ChangeState
value = 205
triggerall = palno != [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = statetype != A
trigger1 = p2dist X <= 50
trigger1 = ctrl
trigger1 = p2statetype != L
trigger1 = p2bodydist Y > -80
trigger1 = p2bodydist Y != 0
trigger1 = p2stateno != [150,153]

[State -3]
type = ChangeState
value = 210
triggerall = palno != [7,12]
triggerall = var(30)
triggerall = Alive = 1
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = enemy,alive
trigger1 = ctrl
trigger1 = p2bodydist X = [0,50]
trigger1 = p2movetype != A
trigger1 = p2movetype != H
trigger1 = var(40)=0&&random<=50||var(40)=1&&random<=150||var(40)=2&&random<=250

[State -3]
type = ChangeState
value = 230
triggerall = palno != [7,12]
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = P2statetype = A
triggerall = P2BodyDist X = [0,50]
triggerall = P2BodyDist Y = [-140,-40]
triggerall = statetype != A
trigger1 = ctrl = 1
trigger1 = Random <= 290

[State -3]
type = ChangeState
value = 240
triggerall = var(30)
triggerall = palno != [7,12]
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = P2bodydist X = [-5,55]
trigger1 = p2movetype != A
trigger1 = random <= 250
trigger2 = P2bodydist X = [40,80]
trigger2 = p2movetype = H
trigger2 = random < 999
trigger2 = stateno = 430

;しゃがみ弱攻撃
[State -3]
type = ChangeState
value = 400
triggerall = palno != [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = stateno != 101
trigger1 = statetype = C
trigger1   = Ctrl = 1
trigger1 = Random <= 300
trigger1 = p2bodydist X < 20
trigger2 = stateno = 200
trigger2 = p2bodydist X = [-5,21]
trigger2 = Random = [480,630]
trigger3 = stateno = 400
trigger3 = p2bodydist X = [-5,21]
trigger3 = Random = [150,350]
trigger4 = stateno = 52

;しゃがみ弱キック
[State -3]
type = ChangeState
value = 430
triggerall = palno != [7,12]
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = P2statetype != A && p2statetype != L
trigger1 = P2bodydist X = [-40,40]
trigger1 = P2bodydist Y = 0
trigger1 = p2stateno != [152,153]
trigger1 = Random < 999
trigger2 = P2statetype != A && p2statetype != L
trigger2 = P2bodydist X = [-40,40]
trigger2 = stateno = 430 && movecontact >= 1
trigger2 = p2movetype = H
trigger2 = P2bodydist Y = 0
trigger2 = p2stateno != [152,153]
trigger2 = Random < 999

;しゃがみ強キック
[State -3]
type = ChangeState
value = 440
triggerall = palno != [7,12]
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = P2statetype != A && p2statetype != L
trigger1 = P2bodydist X = [-5,70]
trigger1 = p2stateno != [150,153]
trigger1 = Random < 120

;空中強パンチ
[State -1,]
type = ChangeState
value = 610
triggerall = palno != [7,12]
triggerall = var(30)
triggerall = roundstate = 2
trigger1 = statetype = A
trigger1 = stateno != 106
trigger1 = ctrl
trigger1 = p2statetype != L
trigger1 = vel Y > 0
trigger1 = P2bodydist X = [-5,70]
trigger1 = P2bodydist Y = [-80,0]

;空中強キック
[State -1,]
type = ChangeState
value = 640
triggerall = palno != [7,12]
triggerall = var(30)
triggerall = roundstate = 2
trigger1 = statetype = A
trigger1 = stateno != 106
trigger1 = ctrl
trigger1 = p2statetype != L
trigger1 = vel Y > 0
trigger1 = P2bodydist X < 70
trigger1 = P2bodydist Y = [0,70]

;空中ふっ飛ばし攻撃
[State -1]
type = ChangeState
value = 690
triggerall = palno != [7,12]
triggerall = var(30)
triggerall = roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = vel Y > 0
trigger1 = P2bodydist X < 70
trigger1 = P2bodydist Y = [0,70]
trigger1 = p2statetype = A
trigger1 = p2movetype = H
trigger1 = random < 50

[State -3]
type = ChangeState
value = 702
triggerall = var(30)
triggerall = palno != [7,12]
triggerall = roundstate = 2
triggerall = random < 200
trigger1 = stateno = 5050
trigger1 = pos y >=-40

[State -3]
Type = ChangeState
Value = 701
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = StateType != A
trigger1 = Ctrl = 1
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,NT,ST,HT
trigger1 = p2BodyDist X = [0,60]
trigger1 = p2BodyDist Y = [-40,0]
trigger1 = Random <= 820

[State -3]
type = ChangeState
value = 700
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = statetype != A
triggerall = p2statetype != A && p2StateNo = 5120
triggerall = p2BodyDist X = [-80,80]
trigger1 = Ctrl = 1
trigger1 = Random <= 100

[State -3]
type = ChangeState
value = 700
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = statetype != A
triggerall = p2movetype = A
triggerall = p2statetype != A
triggerall = (P2BodyDist X = [0,100])||backEdgeDist <= 60&&(P2BodyDist X = [0,80])
trigger1 = Ctrl = 1
trigger1 = Random <= 150

[State -3]
Type = ChangeState
Value = 700
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = StateType != A
Trigger1 = Ctrl = 1
Trigger1 = Inguarddist && enemy,numproj
trigger1 = Random <= 200

[State -3]
type = changestate
value = 120
triggerall = roundstate = 2
triggerall = var(30) > 0
triggerall = statetype  != A
triggerall = ctrl
triggerall = IfElse(facing*(enemynear(floor(fvar(0))),facing)*p2dist x >0,(Abs(p2dist x) <= 60),1)
triggerall = random<=var(30)*100
trigger1 = inguarddist|| (facing*(enemynear(floor(fvar(0))),facing)*p2dist x >0 && p2movetype = A)
trigger1 = enemynear(floor(fvar(0))),hitdefattr = sc,na,sa,ha,np,sp,hp || enemynear(floor(fvar(0))),hitdefattr = a,na,sa,ha,np,sp,hp
trigger2 = inguarddist|| facing*(enemynear(floor(fvar(0))),facing)*p2dist x >0 
trigger2 = enemy,numproj > 0
trigger3 = enemynear(floor(fvar(0))),hitdefattr = sc,na,sa,ha,np,sp,hp || enemynear(floor(fvar(0))),hitdefattr = a,na,sa,ha,np,sp,hp
trigger3 = p2bodydist x < 0
trigger4 = enemynear(floor(fvar(0))),Vel x > 0
trigger4 = enemynear(floor(fvar(0))),hitdefattr = sc,na,sa,ha,np,sp,hp || enemynear(floor(fvar(0))),hitdefattr = a,na,sa,ha,np,sp,hp
trigger5 = enemy,numhelper
trigger5 = inguarddist

;ジャンプ
[State -3]
type     = ChangeState
value    = 40
triggerall = palno != [7,12]
triggerall = roundstate = 2
triggerall = var(30)
triggerall = StateType != A
triggerall = Ctrl
trigger1 = random < 300
trigger1 = p2bodydist X = [-40,40]
trigger1 = p2bodydist Y < -80
trigger1 = movetype = I
trigger2 = stateno = [100,101]
trigger2 = random < 300
trigger2 = p2bodydist X = [80,120]
trigger2 = p2bodydist Y = 0
trigger2 = movetype = I