[Remap]
a=a
b=b
c=c
x=x
y=y
z=z
s=s
[Command]
Name="AI00"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI01"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI02"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI03"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI04"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI05"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI06"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI07"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI08"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI09"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI10"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI11"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI12"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI13"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI14"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI15"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI16"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI17"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI18"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI19"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI20"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI21"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI22"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI23"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI24"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI25"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI26"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI27"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI28"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI29"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI30"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI31"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI32"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI33"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI34"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI35"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI36"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI37"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI38"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI39"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI40"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI41"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI42"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI43"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI44"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI45"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI46"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI47"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI48"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI49"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI50"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI51"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI52"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI53"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI54"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI55"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI56"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI57"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI58"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
Name="AI59"
command=U,U,U,U,U,U,U,U,U,U,U
time=0
[Command]
name="DDDs"
command=~D,D,D,s
time=20
[Command]
name="DDbc"
command=~D,D,b+c
time=15
[Command]
name="DDac"
command=~D,D,a+c
time=15
[Command]
name="DDab"
command=~D,D,a+b
time=15
[Command]
name="DDzc"
command=~D,D,z+c
time=15
[Command]
name="DDzb"
command=~D,D,z+b
time=15
[Command]
name="DDza"
command=~D,D,z+a
time=15
[Command]
name="DDyc"
command=~D,D,y+c
time=15
[Command]
name="DDyb"
command=~D,D,y+b
time=15
[Command]
name="DDya"
command=~D,D,y+a
time=15
[Command]
name="DDyz"
command=~D,D,y+z
time=15
[Command]
name="DDxc"
command=~D,D,x+c
time=15
[Command]
name="DDxb"
command=~D,D,x+b
time=15
[Command]
name="DDxa"
command=~D,D,x+a
time=15
[Command]
name="DDxz"
command=~D,D,x+z
time=15
[Command]
name="DDxy"
command=~D,D,x+y
time=15
[Command]
name="DBDBa"
command=~D,B,D,B,a
time=25
[Command]
name="DBDBy"
command=~D,B,D,B,y
time=25
[Command]
name="DBDBx"
command=~D,B,D,B,x
time=25
[Command]
name="FDBs"
command=~F,D,B,s
time=25
[Command]
name="FDBc"
command=~F,D,B,c
time=25
[Command]
name="FDBz"
command=~F,D,B,z
time=25
[Command]
name="FDBb"
command=~F,D,B,b
time=25
[Command]
name="FDBy"
command=~F,D,B,y
time=25
[Command]
name="FDBa"
command=~F,D,B,a
time=25
[Command]
name="FDBx"
command=~F,D,B,x
time=25
[Command]
name="623z"
command=~F,D,DF,z
time=15
[Command]
name="623c"
command=~F,D,DF,c
time=15
[Command]
name="623y"
command=~F,D,DF,y
time=15
[Command]
name="623x"
command=~F,D,DF,x
time=15
[Command]
name="623b"
command=~F,D,DF,b
time=15
[Command]
name="623a"
command=~F,D,DF,a
time=15
[Command]
name="DFb"
command=~D,F,b
time=15
[Command]
name="DFa"
command=~D,F,a
time=15
[Command]
name="DFy"
command=~D,F,y
time=15
[Command]
name="DFx"
command=~D,F,x
time=15
[Command]
name="瞬間移動"
command=~D,D,c
time=15
[Command]
name="瞬間移動"
command=~D,D,z
time=15
[Command]
name="瞬間移動"
command=~D,D,b
time=15
[Command]
name="瞬間移動"
command=~D,D,a
time=15
[Command]
name="瞬間移動"
command=~D,D,y
time=15
[Command]
name="瞬間移動"
command=~D,D,x
time=15
[Command]
name="緊急回避前"
command=z
time=1
[Command]
name="緊急回避後"
command=/$B,z
time=1
[Command]
name="投げ"
command=y+b
time=1
[Command]
name="ふっ飛ばし"
command=c
time=1
[Command]
Name="FF"
Command=F,F
Time=10
[Command]
Name="BB"
Command=B,B
Time=10
[Command]
Name="DD"
Command=D,D
Time=10
[Command]
Name="a"
Command=a
Time=1
[Command]
Name="b"
Command=b
Time=1
[Command]
Name="c"
Command=c
Time=1
[Command]
Name="x"
Command=x
Time=1
[Command]
Name="y"
Command=y
Time=1
[Command]
Name="z"
Command=z
Time=1
[Command]
Name="start"
Command=s
Time=1
[command]
name="fwd"
command=F
time=1
[command]
name="back"
command=B
time=1
[command]
name="up"
command=U
time=1
[command]
name="down"
command=D
time=1
[Command]
Name="holdfwd"
Command=/$F
Time=1
[Command]
Name="holdback"
Command=/$B
Time=1
[Command]
Name="holdup"
Command=/$U
Time=1
[Command]
Name="holddown"
Command=/$D
Time=1
[Command]
Name="holda"
Command=/$a
Time=1
[Command]
Name="holdb"
Command=/$b
Time=1
[Command]
Name="holdc"
Command=/$c
Time=1
[Command]
Name="holdx"
Command=/$x
Time=1
[Command]
Name="holdy"
Command=/$y
Time=1
[Command]
Name="holdz"
Command=/$z
Time=1
;------------------------------------------------------------
[Statedef -1]
[State ]
type=varset
triggerall=!ishelper&&name="Phantom Mizuchi Abyss"
trigger1=command="AI00"||command="AI01"||command="AI02"||command="AI03"||command="AI04"
trigger2=command="AI05"||command="AI06"||command="AI07"||command="AI08"||command="AI09"
trigger3=command="AI10"||command="AI11"||command="AI12"||command="AI13"||command="AI14"
trigger4=command="AI15"||command="AI16"||command="AI17"||command="AI18"||command="AI19"
trigger5=command="AI20"||command="AI21"||command="AI22"||command="AI23"||command="AI24"
trigger6=command="AI25"||command="AI26"||command="AI27"||command="AI28"||command="AI29"
trigger7=command="AI30"||command="AI31"||command="AI32"||command="AI33"||command="AI34"
trigger8=command="AI35"||command="AI36"||command="AI37"||command="AI38"||command="AI39"
trigger9=command="AI40"||command="AI41"||command="AI42"||command="AI43"||command="AI44"
trigger10=command="AI45"||command="AI46"||command="AI47"||command="AI48"||command="AI49"
trigger11=command="AI50"||command="AI51"||command="AI52"||command="AI53"||command="AI54"
trigger12=command="AI55"||command="AI56"||command="AI57"||command="AI58"||command="AI59"
var(0)=(var(0)|8192)
;------------------------------------------------------------
;超必殺技
[State ];永遠の世界
type=ChangeState
value=var(10):=30063+(var(11):=0)
trigger1=!ishelper
trigger1=var(7)!=0
ignorehitpause=1

[State ]
type=varset
trigger1=!ishelper&&name="Phantom Mizuchi Abyss"
trigger1=numexplod(461349666)=0
sysfvar(4)=0
ignorehitpause=1
[State ]
type=removeexplod
trigger1=!ishelper&&name="Phantom Mizuchi Abyss"
trigger1=sysfvar(4)!=461349666
ID=461349666
ignorehitpause=1
[State ];終焉の光(12P撃破-通常)
type=ChangeState
value=var(10):=70001+(var(11):=0)
triggerall=!ishelper&&WIN=0
triggerall=roundstate=2&&palno=12
triggerall=(var(0)&512)=0
triggerall=PlayerIDExist(var(22))
triggerall=PlayerID(var(22)),sysvar(4)=2000
triggerall=(PlayerID(var(22)),sysvar(3)&1)=0
trigger1=statetype!=A
trigger1=ctrl
trigger2=var(10)=200
trigger3=var(10)=205
trigger4=var(10)=235
trigger5=var(10)=240
trigger6=var(10)=245
trigger7=var(10)=400
trigger8=var(10)=410
trigger9=var(10)=430
trigger10=var(10)=440
trigger11=var(10)=700&&animelem=3,>=0

[State ];終焉の光(12P撃破-理不尽)
type=ChangeState
value=var(10):=70001+(var(11):=0)
triggerall=!ishelper&&WIN=0
triggerall=roundstate=2&&palno=12
triggerall=(var(0)&512)=0
triggerall=PlayerIDExist(var(22))&&numenemy
triggerall=PlayerID(var(22)),sysvar(4)=2000
triggerall=(PlayerID(var(22)),sysvar(3)&1)
triggerall=PlayerIDExist(var(19))
triggerall=PlayerID(var(19)),var(2)=2
triggerall=PlayerID(var(19)),var(10)=[2,100]
trigger1=statetype!=A
trigger1=ctrl
trigger2=var(10)=200
trigger3=var(10)=205
trigger4=var(10)=235
trigger5=var(10)=240
trigger6=var(10)=245
trigger7=var(10)=400
trigger8=var(10)=410
trigger9=var(10)=430
trigger10=var(10)=440
trigger11=var(10)=700&&animelem=3,>=0

[State ];終焉の光
type=ChangeState
value=var(10):=70001+(var(11):=0)
triggerall=!ishelper&&WIN=0
triggerall=roundstate=2
triggerall=(var(0)&512)=0
triggerall=var(59)<1
triggerall=command="DDDs"
trigger1=statetype!=A
trigger1=ctrl
trigger2=var(10)=200
trigger3=var(10)=205
trigger4=var(10)=235
trigger5=var(10)=240
trigger6=var(10)=245
trigger7=var(10)=400
trigger8=var(10)=410
trigger9=var(10)=430
trigger10=var(10)=440
trigger11=var(10)=700&&animelem=3,>=0

[State ];冥府天生
type=ChangeState
value=var(10):=70003+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="DDzc"
triggerall=(var(0)&2)
triggerall=var(10)!=[30060,30062]
trigger1=statetype!=A
trigger1=ctrl
trigger2=var(10)=200
trigger3=var(10)=205
trigger4=var(10)=235
trigger5=var(10)=240
trigger6=var(10)=245
trigger7=var(10)=400
trigger8=var(10)=410
trigger9=var(10)=430
trigger10=var(10)=440
trigger11=var(10)=700&&animelem=3,>=0
[State ];冥府天生
type=SelfState
value=var(10):=70004+(var(11):=0)
triggerall=!ishelper
trigger1=(var(0)&4194304)
trigger1=stateno!=70004
ignorehitpause=1

[State ];世界最後の日
type=ChangeState
value=var(10):=30060+(var(11):=0)
triggerall=!ishelper&&var(59)<1||(var(0)&16)
triggerall=roundstate=2
triggerall=command="DDzc"||(var(0)&16)
triggerall=sysvar(3)>=13000&&(palno<11)||(palno=12)||(var(0)&16)
triggerall=(var(0)&2)=0
triggerall=var(10)!=[30060,30062]
trigger1=statetype!=A
trigger1=ctrl
trigger2=var(10)=200
trigger3=var(10)=205
trigger4=var(10)=235
trigger5=var(10)=240
trigger6=var(10)=245
trigger7=var(10)=400
trigger8=var(10)=410
trigger9=var(10)=430
trigger10=var(10)=440
trigger11=var(10)=700&&animelem=3,>=0

[State ];追憶無門
type=ChangeState
value=var(10):=50106+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="DDxy"
triggerall=sysvar(3)>=7000&&(palno<11)||(palno=12)||(var(0)&2)
trigger1=statetype!=A
trigger1=ctrl
trigger2=var(10)=200
trigger3=var(10)=205
trigger4=var(10)=235
trigger5=var(10)=240
trigger6=var(10)=245
trigger7=var(10)=400
trigger8=var(10)=410
trigger9=var(10)=430
trigger10=var(10)=440
trigger11=var(10)=700&&animelem=3,>=0

[State ];暗黒瘴気
type=ChangeState
value=var(10):=50301+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="DDxb"
triggerall=sysvar(3)>=3000&&(palno<11)||(palno=12)||(var(0)&2)
triggerall=(palno>6)||(var(0)&2)
trigger1=statetype!=A
trigger1=ctrl
trigger2=var(10)=200
trigger3=var(10)=205
trigger4=var(10)=235
trigger5=var(10)=240
trigger6=var(10)=245
trigger7=var(10)=400
trigger8=var(10)=410
trigger9=var(10)=430
trigger10=var(10)=440
trigger11=var(10)=700&&animelem=3,>=0

[State ];決裂縛界
type=ChangeState
value=var(10):=60200+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="DDxa"
triggerall=sysvar(3)>=6000&&(palno<11)||(palno=12)||(var(0)&2)
triggerall=life<ceil(lifemax*0.2)&&(palno<7)||(palno>6)||(var(0)&2)
trigger1=statetype!=A
trigger1=ctrl
trigger2=var(10)=200
trigger3=var(10)=205
trigger4=var(10)=235
trigger5=var(10)=240
trigger6=var(10)=245
trigger7=var(10)=400
trigger8=var(10)=410
trigger9=var(10)=430
trigger10=var(10)=440
trigger11=var(10)=700&&animelem=3,>=0

[State ];暗黒
type=ChangeState
value=var(10):=50600+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="DDyc"
triggerall=sysvar(3)>=6000&&(palno<11)||(palno=12)||(var(0)&2)
triggerall=life<ceil(lifemax*0.2)&&(palno<7)||(palno>6)||(var(0)&2)
trigger1=statetype!=A
trigger1=ctrl
trigger2=var(10)=200
trigger3=var(10)=205
trigger4=var(10)=235
trigger5=var(10)=240
trigger6=var(10)=245
trigger7=var(10)=400
trigger8=var(10)=410
trigger9=var(10)=430
trigger10=var(10)=440
trigger11=var(10)=700&&animelem=3,>=0

[State ];殲屠崩殺
type=ChangeState
value=var(10):=50103+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="DDab"
triggerall=sysvar(3)>=6000&&(palno<11)||(palno=12)||(var(0)&2)
triggerall=life<ceil(lifemax*0.3)&&(palno<7)||(palno>6)||(var(0)&2)
trigger1=statetype!=A
trigger1=ctrl
trigger2=var(10)=200
trigger3=var(10)=205
trigger4=var(10)=235
trigger5=var(10)=240
trigger6=var(10)=245
trigger7=var(10)=400
trigger8=var(10)=410
trigger9=var(10)=430
trigger10=var(10)=440
trigger11=var(10)=700&&animelem=3,>=0

[State ];束縛壊忌
type=ChangeState
value=var(10):=50100+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="DDzb"
triggerall=sysvar(3)>=4000&&(palno<11)||(palno=12)||(var(0)&2)
triggerall=life<ceil(lifemax*0.3)&&(palno<7)||(palno>6)||(var(0)&2)
trigger1=statetype!=A
trigger1=ctrl
trigger2=var(10)=200
trigger3=var(10)=205
trigger4=var(10)=235
trigger5=var(10)=240
trigger6=var(10)=245
trigger7=var(10)=400
trigger8=var(10)=410
trigger9=var(10)=430
trigger10=var(10)=440
trigger11=var(10)=700&&animelem=3,>=0

[State ];砕ける心
type=ChangeState
value=var(10):=11000+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="DDyz"
triggerall=sysvar(3)>=3000&&(palno<11)||(palno=12)||(var(0)&2)
trigger1=statetype!=A
trigger1=ctrl
trigger2=var(10)=200
trigger3=var(10)=205
trigger4=var(10)=235
trigger5=var(10)=240
trigger6=var(10)=245
trigger7=var(10)=400
trigger8=var(10)=410
trigger9=var(10)=430
trigger10=var(10)=440
trigger11=var(10)=700&&animelem=3,>=0

[State ];冥界の門
type=ChangeState
value=var(10):=70000+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="DDyb"
triggerall=sysvar(3)>=4000&&(palno<11)||(palno=12)||(var(0)&2)
trigger1=statetype!=A
trigger1=ctrl
trigger2=var(10)=200
trigger3=var(10)=205
trigger4=var(10)=235
trigger5=var(10)=240
trigger6=var(10)=245
trigger7=var(10)=400
trigger8=var(10)=410
trigger9=var(10)=430
trigger10=var(10)=440
trigger11=var(10)=700&&animelem=3,>=0

[State ];虚無の波動
type=ChangeState
value=var(10):=50300+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="DDza"
triggerall=sysvar(3)>=2000&&(palno<11)||(palno=12)||(var(0)&2)
triggerall=(palno>6)||(var(0)&2)
trigger1=statetype!=A
trigger1=ctrl
trigger2=var(10)=200
trigger3=var(10)=205
trigger4=var(10)=235
trigger5=var(10)=240
trigger6=var(10)=245
trigger7=var(10)=400
trigger8=var(10)=410
trigger9=var(10)=430
trigger10=var(10)=440
trigger11=var(10)=700&&animelem=3,>=0

[State ];嘆きの波動
type=ChangeState
value=var(10):=19153+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="DDxc"
triggerall=sysvar(3)>=7000&&(palno<11)||(palno=12)||(var(0)&2)
triggerall=(palno>6)||(var(0)&2)
trigger1=statetype!=A
trigger1=ctrl
trigger2=var(10)=200
trigger3=var(10)=205
trigger4=var(10)=235
trigger5=var(10)=240
trigger6=var(10)=245
trigger7=var(10)=400
trigger8=var(10)=410
trigger9=var(10)=430
trigger10=var(10)=440
trigger11=var(10)=700&&animelem=3,>=0

[State ];割れる精神
type=ChangeState
value=var(10):=10000+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="DDbc"
triggerall=sysvar(3)>=2000&&(palno<11)||(palno=12)||(var(0)&2)
trigger1=statetype!=A
trigger1=ctrl
trigger2=var(10)=200
trigger3=var(10)=205
trigger4=var(10)=235
trigger5=var(10)=240
trigger6=var(10)=245
trigger7=var(10)=400
trigger8=var(10)=410
trigger9=var(10)=430
trigger10=var(10)=440
trigger11=var(10)=700&&animelem=3,>=0

[State ];怨恨
type=ChangeState
value=var(10):=19150+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="DDxz"
triggerall=sysvar(3)>=3000&&(palno<11)||(palno=12)||(var(0)&2)
trigger1=statetype!=A
trigger1=ctrl
trigger2=var(10)=200
trigger3=var(10)=205
trigger4=var(10)=235
trigger5=var(10)=240
trigger6=var(10)=245
trigger7=var(10)=400
trigger8=var(10)=410
trigger9=var(10)=430
trigger10=var(10)=440
trigger11=var(10)=700&&animelem=3,>=0

[State ];神罰
type=ChangeState
value=var(10):=30053+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="DDya"
triggerall=sysvar(3)>=4000&&(palno<11)||(palno=12)||(var(0)&2)
trigger1=statetype!=A
trigger1=ctrl
trigger2=var(10)=200
trigger3=var(10)=205
trigger4=var(10)=235
trigger5=var(10)=240
trigger6=var(10)=245
trigger7=var(10)=400
trigger8=var(10)=410
trigger9=var(10)=430
trigger10=var(10)=440
trigger11=var(10)=700&&animelem=3,>=0

[State ];天罰
type=ChangeState
value=var(10):=30050+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="DDac"
triggerall=sysvar(3)>=4000&&(palno<11)||(palno=12)||(var(0)&2)
trigger1=statetype!=A
trigger1=ctrl
trigger2=var(10)=200
trigger3=var(10)=205
trigger4=var(10)=235
trigger5=var(10)=240
trigger6=var(10)=245
trigger7=var(10)=400
trigger8=var(10)=410
trigger9=var(10)=430
trigger10=var(10)=440
trigger11=var(10)=700&&animelem=3,>=0

[State ];血の代償
type=ChangeState
value=var(10):=10080+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="FDBs"
triggerall=statetype!=A
trigger1=ctrl
trigger2=var(10)=700&&animelem=3,>=0

[State ];映し身 束縛壊身
type=ChangeState
value=var(10):=1133010+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="DBDBy"
triggerall=sysvar(3)>=2000&&(palno<11)||(palno=12)||(var(0)&2)
triggerall=life<ceil(lifemax*0.3)&&(palno<7)||(palno>6)||(var(0)&2)
triggerall=numhelper(1133110)=0
trigger1=statetype!=A
trigger1=ctrl
trigger2=var(10)=200
trigger3=var(10)=205
trigger4=var(10)=235
trigger5=var(10)=240
trigger6=var(10)=245
trigger7=var(10)=400
trigger8=var(10)=410
trigger9=var(10)=430
trigger10=var(10)=440
trigger11=var(10)=700&&animelem=3,>=0

[State ];映し身 崩れる命
type=ChangeState
value=var(10):=11330+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="DBDBx"
triggerall=sysvar(3)>=1000&&(palno<11)||(palno=12)||(var(0)&2)
triggerall=numhelper(11331)=0
trigger1=statetype!=A
trigger1=ctrl
trigger2=var(10)=200
trigger3=var(10)=205
trigger4=var(10)=235
trigger5=var(10)=240
trigger6=var(10)=245
trigger7=var(10)=400
trigger8=var(10)=410
trigger9=var(10)=430
trigger10=var(10)=440
trigger11=var(10)=700&&animelem=3,>=0

[State ];彷徨う魂
type=ChangeState
value=var(10):=12345+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="DBDBa"
triggerall=numhelper(123450)=0||numhelper(123451)=0
trigger1=statetype!=A
trigger1=ctrl
trigger2=var(10)=200
trigger3=var(10)=205
trigger4=var(10)=235
trigger5=var(10)=240
trigger6=var(10)=245
trigger7=var(10)=400
trigger8=var(10)=410
trigger9=var(10)=430
trigger10=var(10)=440
trigger11=var(10)=700&&animelem=3,>=0

;------------------------------------------------------------
;必殺技
[State ];火闌降
type=ChangeState
value=var(10):=1450+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=(command="FDBx")||(command="FDBy")||(command="FDBa")||(command="FDBb")||(command="FDBz")||(command="FDBc")
triggerall=statetype!=A
trigger1=ctrl
trigger2=var(10)=200
trigger3=var(10)=205
trigger4=var(10)=235
trigger5=var(10)=240
trigger6=var(10)=245
trigger7=var(10)=400
trigger8=var(10)=410
trigger9=var(10)=430
trigger10=var(10)=440
trigger11=var(10)=700&&animelem=3,>=0

[State ];赤目
type=ChangeState
value=var(10):=50400+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="623c"
trigger1=statetype!=A
trigger1=ctrl
trigger2=var(10)=200
trigger3=var(10)=205
trigger4=var(10)=235
trigger5=var(10)=240
trigger6=var(10)=245
trigger7=var(10)=400
trigger8=var(10)=410
trigger9=var(10)=430
trigger10=var(10)=440
trigger11=var(10)=700&&animelem=3,>=0

[State ];紋章「雷」
type=ChangeState
value=var(10):=18100+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="623z"
triggerall=numhelper(18101)=0
triggerall=statetype!=A
trigger1=ctrl
trigger2=var(10)=200
trigger3=var(10)=205
trigger4=var(10)=235
trigger5=var(10)=240
trigger6=var(10)=245
trigger7=var(10)=400
trigger8=var(10)=410
trigger9=var(10)=430
trigger10=var(10)=440
trigger11=var(10)=700&&animelem=3,>=0

[State ];生霊鏡
type=ChangeState
value=var(10):=11340+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="623y"
triggerall=numhelper(11341)=0
triggerall=statetype!=A
trigger1=ctrl
trigger2=var(10)=200
trigger3=var(10)=205
trigger4=var(10)=235
trigger5=var(10)=240
trigger6=var(10)=245
trigger7=var(10)=400
trigger8=var(10)=410
trigger9=var(10)=430
trigger10=var(10)=440
trigger11=var(10)=700&&animelem=3,>=0

[State ];探知爆撃
type=ChangeState
value=var(10):=50630+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="623b"
triggerall=statetype!=A
trigger1=ctrl
trigger2=var(10)=200
trigger3=var(10)=205
trigger4=var(10)=235
trigger5=var(10)=240
trigger6=var(10)=245
trigger7=var(10)=400
trigger8=var(10)=410
trigger9=var(10)=430
trigger10=var(10)=440
trigger11=var(10)=700&&animelem=3,>=0

[State ];紋章「斬」
type=ChangeState
value=var(10):=50115+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="623a"
triggerall=numhelper(50116)=0
triggerall=statetype!=A
trigger1=ctrl
trigger2=var(10)=200
trigger3=var(10)=205
trigger4=var(10)=235
trigger5=var(10)=240
trigger6=var(10)=245
trigger7=var(10)=400
trigger8=var(10)=410
trigger9=var(10)=430
trigger10=var(10)=440
trigger11=var(10)=700&&animelem=3,>=0

[State ];紋章「切」
type=ChangeState
value=var(10):=1150+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="623x"
triggerall=numhelper(50110)=0
triggerall=statetype!=A
trigger1=ctrl
trigger2=var(10)=200
trigger3=var(10)=205
trigger4=var(10)=235
trigger5=var(10)=240
trigger6=var(10)=245
trigger7=var(10)=400
trigger8=var(10)=410
trigger9=var(10)=430
trigger10=var(10)=440
trigger11=var(10)=700&&animelem=3,>=0

[State ];執念鏡
type=ChangeState
value=var(10):=14010+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="DFa"
triggerall=numhelper(14011)=0
triggerall=statetype!=A
trigger1=ctrl
trigger2=var(10)=200
trigger3=var(10)=205
trigger4=var(10)=235
trigger5=var(10)=240
trigger6=var(10)=245
trigger7=var(10)=400
trigger8=var(10)=410
trigger9=var(10)=430
trigger10=var(10)=440
trigger11=var(10)=700&&animelem=3,>=0

[State ];祓
type=ChangeState
value=var(10):=1050+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="DFy"
triggerall=statetype!=A
trigger1=ctrl
trigger2=var(10)=200
trigger3=var(10)=205
trigger4=var(10)=235
trigger5=var(10)=240
trigger6=var(10)=245
trigger7=var(10)=400
trigger8=var(10)=410
trigger9=var(10)=430
trigger10=var(10)=440
trigger11=var(10)=700&&animelem=3,>=0

[State ];死刑
type=ChangeState
value=var(10):=31442420+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=palno>6
triggerall=(var(0)&8)=0
triggerall=command="DFx"
triggerall=statetype!=A
trigger1=ctrl
trigger2=var(10)=200
trigger3=var(10)=205
trigger4=var(10)=235
trigger5=var(10)=240
trigger6=var(10)=245
trigger7=var(10)=400
trigger8=var(10)=410
trigger9=var(10)=430
trigger10=var(10)=440
trigger11=var(10)=700&&animelem=3,>=0

[State ];鏡
type=ChangeState
value=var(10):=11300+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=((palno>6)&&(var(0)&8))||palno<7
triggerall=command="DFx"
triggerall=statetype!=A
trigger1=ctrl
trigger2=var(10)=200
trigger3=var(10)=205
trigger4=var(10)=235
trigger5=var(10)=240
trigger6=var(10)=245
trigger7=var(10)=400
trigger8=var(10)=410
trigger9=var(10)=430
trigger10=var(10)=440
trigger11=var(10)=700&&animelem=3,>=0

;------------------------------------------------------------
;通常技
[State ];瞬間移動
type=ChangeState
value=var(10):=1800+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="瞬間移動"
trigger1=ctrl
trigger2=var(10)=200
trigger3=var(10)=205
trigger4=var(10)=235
trigger5=var(10)=240
trigger6=var(10)=245
trigger7=var(10)=400
trigger8=var(10)=410
trigger9=var(10)=430
trigger10=var(10)=440
trigger11=var(10)=700&&animelem=3,>=0

[State ];門客人
type=ChangeState
value=var(10):=800+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="投げ"
triggerall=statetype!=A
trigger1=ctrl
trigger2=var(10)=700&&animelem=3,>=0

[State ];ふっ飛ばし攻撃
type=ChangeState
value=var(10):=290+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="ふっ飛ばし"
triggerall=statetype!=A
trigger1=ctrl
trigger2=var(10)=700&&animelem=3,>=0

[State ];空中ふっ飛ばし攻撃
type=ChangeState
value=var(10):=690+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="ふっ飛ばし"
triggerall=statetype=A
trigger1=ctrl

[State ];ガードキャンセルふっ飛ばし攻撃
type=ChangeState
value=var(10):=291+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="ふっ飛ばし"
triggerall=statetype!=A
trigger1=var(10)=150
trigger2=var(10)=151

[State ];遠距離立ち弱パンチ
type=ChangeState
value=var(10):=200+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="x"
triggerall=command!="holddown"
triggerall=fvar(0)>50
triggerall=statetype!=A
trigger1=ctrl
trigger2=var(10)=700&&animelem=3,>=0

[State ];近距離立ち弱パンチ
type=ChangeState
value=var(10):=205+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="x"
triggerall=command!="holddown"
triggerall=fvar(0)<=50
triggerall=statetype!=A
trigger1=ctrl
trigger2=var(10)=700&&animelem=3,>=0

[State ];遠距離立ち強パンチ
type=ChangeState
value=var(10):=210+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="y"
triggerall=command!="holddown"
triggerall=fvar(0)>50
triggerall=statetype!=A
trigger1=ctrl
trigger2=var(10)=700&&animelem=3,>=0

[State ];近距離立ち強パンチ
type=ChangeState
value=var(10):=215+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="y"
triggerall=command!="holddown"
triggerall=fvar(0)<=50
triggerall=statetype!=A
trigger1=ctrl
trigger2=var(10)=700&&animelem=3,>=0

[State ];遠距離立ち弱キック
type=ChangeState
value=var(10):=230+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="a"
triggerall=command!="holddown"
triggerall=fvar(0)>50
triggerall=statetype!=A
trigger1=ctrl
trigger2=var(10)=700&&animelem=3,>=0

[State ];近距離立ち弱キック
type=ChangeState
value=var(10):=235+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="a"
triggerall=command!="holddown"
triggerall=fvar(0)<=50
triggerall=statetype!=A
trigger1=ctrl
trigger2=var(10)=700&&animelem=3,>=0

[State ];遠距離立ち強キック1
type=ChangeState
value=var(10):=240+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="b"
triggerall=command!="holddown"
triggerall=statetype!=A
trigger1=ctrl
trigger2=var(10)=700&&animelem=3,>=0
trigger3=var(10)=430

[State ];しゃがみ弱パンチ
type=ChangeState
value=var(10):=400+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="x"
triggerall=command="holddown"
triggerall=statetype=C
trigger1=ctrl
trigger2=var(10)=700&&animelem=3,>=0

[State ];しゃがみ強パンチ
type=ChangeState
value=var(10):=410+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="y"
triggerall=command="holddown"
triggerall=statetype=C
trigger1=ctrl
trigger2=var(10)=700&&animelem=3,>=0

[State ];しゃがみ弱キック
type=ChangeState
value=var(10):=430+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="a"
triggerall=command="holddown"
triggerall=statetype=C
trigger1=ctrl
trigger2=var(10)=700&&animelem=3,>=0
trigger3=var(10)=430

[State ];しゃがみ強キック
type=ChangeState
value=var(10):=440+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="b"
triggerall=command="holddown"
triggerall=statetype=C
trigger1=ctrl
trigger2=var(10)=700&&animelem=3,>=0

[State ];空中弱パンチ
type=ChangeState
value=var(10):=600+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="x"
triggerall=statetype=A
triggerall=var(10)!=106
trigger1=ctrl

[State ];空中強パンチ
type=ChangeState
value=var(10):=610+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="y"
triggerall=statetype=A
triggerall=var(10)!=106
trigger1=ctrl

[State ];空中弱キック
type=ChangeState
value=var(10):=630+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="a"
triggerall=statetype=A
triggerall=var(10)!=106
trigger1=ctrl

[State ];空中強キック
type=ChangeState
value=var(10):=640+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="b"
triggerall=statetype=A
triggerall=var(10)!=106
trigger1=ctrl

;------------------------------------------------------------
;移動系統
[State ];緊急回避後
type=ChangeState
value=var(10):=701+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="緊急回避後"
triggerall=statetype!=A
trigger1=ctrl

[State ];タクティカルステップ
type=ChangeState
value=var(10):=700+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="緊急回避前"
triggerall=statetype!=A
trigger1=ctrl
trigger2=var(10)=150
trigger3=var(10)=151
trigger4=var(10)=[200,249]

[State ];ダウン回避
type=ChangeState
value=var(10):=702+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="緊急回避前"
trigger1=var(10)=5050
trigger1=pos y>=-40

[State ];フロントステップ
type=ChangeState
value=var(10):=100+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=command="FF"
triggerall=statetype!=A
trigger1=ctrl
trigger2=var(10)=150
trigger3=var(10)=151

[State ];バックステップ
type=selfstate
value=var(10):=105+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=statetype!=A
triggerall=command="BB"
trigger1=Ctrl

[State ];ジャンプ
type=selfstate
value=var(10):=40+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=statetype!=A
triggerall=(command="holdup"||command="up")
trigger1=Ctrl

[State ];しゃがみ
type=selfstate
value=var(10):=10+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=statetype!=A
triggerall=command="holddown"
triggerall=var(10)!=[10,12]
trigger1=Ctrl

[State ];停止
type=selfstate
value=var(10):=0+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=statetype!=A
triggerall=!(command="holdup"||command="up")
triggerall=command!="holddown"
triggerall=Ctrl
trigger1=(command="holdfwd"&&command="holdback")

[State ];歩行
type=selfstate
value=var(10):=20+(var(11):=0)
triggerall=!ishelper&&var(59)<1
triggerall=roundstate=2
triggerall=statetype!=A
triggerall=!(command="holdup"||command="up")
triggerall=command!="holddown"
triggerall=command="holdfwd"||command="holdback"
triggerall=(var(10)!=[100,101])||(anim!=[100,101])
trigger1=Ctrl

[State ];試合終了
type=selfstate
value=var(10):=180*(WIN)+175*(WIN=0)+(var(11):=0)
triggerall=!ishelper
triggerall=statetype!=A
trigger1=roundstate=4
trigger1=PlayerIDExist(var(22))
trigger1=PlayerID(var(22)),var(12)>60
trigger1=var(10)=0

;------------------------------------------------------------
;AIトリガー簡易メモ
;MoveType  状況（A=攻撃している、H=やられている、I=何もしていない）
;StateType　状態（S=立、C=屈、A=空、L=ダウン）
;P2BodyDist　敵との距離（X=X軸、横の距離、正の値が正面、Y=Y軸、縦の距離、負の値が上）
;MoveContact,MoveHit,MoveGuarded,MoveReversed　攻撃が接触、命中、ガード、当身された
;InGuardDist　ガード可能な距離に居る
;HitDefAttr=SCA,AA,AT　自分のHitDefを判別する　否定する場合は!(HitDefAttr=*,**)とする事
;enemynear,vel　敵の速度を計る
;Ctrl　コントロール可能かどうか
;RoundState　ラウンドの状態（0=準備、1=イントロ開始、2=試合中、3=試合終了直後、4=勝利or敗北）
;Random　0〜999の乱数
;Time　そのステートに入ってからの時間
;BackEdgeBodyDist　自分と背後の壁の距離
;FrontEdgeBodyDist　自分と正面の壁の距離
;ProjHitTime(****)=1　Projectileが命中した瞬間（****）にはprojのIDが入る

;注意事項
;ステートは奪われない構造
;仮に本体にターゲットをつけられてもその瞬間常時タゲステ耐性に変化する
;taginやctrl+Iの影響を受けない
;アーマーなのでガード記述は全て必要無し 瞬間移動で攻撃を回避すべし
;発狂するとパワーやライフの制限が全て解除される
;12Pはパワー無関係に全ての超必殺技を使用できる
;stateno=var(10)なのでトリガーはstatenoではなくvar(10)で指示すること
;変数メモ
;sysvar(3)=パワー
;var(0)&2=発狂(世界最後の日 発動)
;var(0)&8=アーマー判断
;var(0)&4=行動開始 フライング防止用
;var(0)&4096=内部処理拒否のselfstate発生-ctrl+IによるAI暴走防止用
;var(0)&1048576=削り重視AI(混線効かない奴対策)
;var(0)&16777216=ヘルパー占有警報
;var(10)=stateno
;var(11)=time
;var(16)=冥界の門 使用回数
;var(58)=WINKOになった瞬間の使っていた超必殺技(終焉の光除く)
;fvar(0)=最寄の敵の距離 X
;fvar(1)=最寄の敵の距離 Y
;ブレインの変数は変数メモ参照
;火闌降と瞬間移動の位置を指定したい時はブレインで指定する事

;ステートメモ
;通常技
;200 遠立ち弱P fvar(0)>50
;205 近立ち弱P fvar(0)<=50
;210 遠立ち強P fvar(0)>50
;215 近立ち強P fvar(0)<=50
;230 遠立ち弱K fvar(0)>50
;235 近立ち弱K fvar(0)<=50
;240 遠立ち強K
;290 吹き飛ばし
;400 屈弱P
;410 屈強P
;430 屈弱K
;440 屈強K
;600 空中弱P
;610 空中強P
;630 空中弱K
;640 空中強K
;690 空中吹
;700 タクティカルステップ
;701 緊急回避後ろ
;800 門客人
;801 投げ成功
;必殺技
;31442420 死刑 高位カラーアーマー判断無しのみ
;11300 鏡
;1050 祓
;14010 執念鏡 numhelper(14011)=0
;1150 紋章「切」numhelper(50110)=0
;50115 紋章「斬」numhelper(50116)=0
;50630 探知爆撃
;11340 生霊鏡 numhelper(11341)=0
;18100 紋章「雷」numhelper(18101)=0
;50400 赤目
;1450 火闌降
;1800 瞬間移動
;超必殺技
;11330 映し身 崩れる命 (1ゲージ消費) numhelper(11331)=0
;1133010 映し身 束縛壊身 (2ゲージ消費) numhelper(1133110)=0
; 低位カラーライフ30%以下で使用解禁
;12345 彷徨う魂 numhelper(123450)=0||numhelper(123451)
;10080 血の代償
;30050 天罰 (4ゲージ消費)
;30053 神罰 (4ゲージ消費)
;19150 怨恨 (3ゲージ消費)
;19153 嘆きの波動 (7ゲージ消費) 低位カラーは発狂しないと使用不可
;50300 虚無の波動 (2ゲージ消費)  低位カラーは発狂しないと使用不可
;50301 暗黒瘴気 (3ゲージ消費) 低位カラーは発狂しないと使用不可
;70000 冥界の門 (4ゲージ消費)
;70001→70002 終焉の光 (使用後自殺)
;50600 暗黒 (6ゲージ消費)
; 低位カラーライフ20%以下で使用解禁
;10000 割れる精神 (2ゲージ消費)
;11000 砕ける心 (3ゲージ消費)
;50100 束縛壊忌 (4ゲージ消費)
; 低位カラーライフ30%以下で使用解禁
;50103 殲屠崩殺 (6ゲージ消費)
; 低位カラーライフ30%以下で使用解禁
;50106 追憶無門 (7ゲージ消費)
;60200 決裂縛界 (6ゲージ消費)
; 低位カラーライフ20%以下で使用解禁
;30060 世界最後の日 (13ゲージ消費) 未発狂の時のみ
;70003 冥府天生 発狂時のみ(論外化)

;高位カラー用 参照メモ
;triggerall=PlayerIDExist(var(22))
;PlayerID(var(22)),Var(0)=試合時間
;PlayerID(var(22)),Var(15)=死刑使用回数 state31442420
;(オバフロ＆即死投げ)
;PlayerID(var(22)),Var(16)=天罰使用回数 state30050
;(ステ抜け貫通超即死投げ＆fvar=-1.#IND00＆ステート返し)
;PlayerID(var(22)),Var(17)=怨恨使用回数 state19150
;(アンダーフロー＆即死当身＆猛毒)
;PlayerID(var(22)),Var(18)=嘆きの波動使用回数 state19153
;(ランダムダメージ＆変数弄り＆リダイレクト偽装)
;PlayerID(var(22)),Var(19)=虚無の波動使用回数 state50300
;(ステート返し＆超即死返しreversal)
;PlayerID(var(22)),Var(20)=砕ける心使用回数 state11000
;(ステート返し＆アーマー貫通砲)
;PlayerID(var(22)),Var(21)=束縛壊忌使用回数 state50100
;(ステート返し2＆アーマー貫通砲＆超即死返しproj＆ゴミ処理Lv2)
;PlayerID(var(22)),Var(22)=暗黒使用回数 state50600
;(超即死OTHK＆超即死投げ＆猛毒＆スロウ)
;PlayerID(var(22)),Var(23)=割れる精神使用回数 state10000
;(超即死返しreversal＆超即死当身＆超即死投げ＆ステート返し＆アーマー貫通砲)
;PlayerID(var(22)),Var(24)=決裂縛界使用回数 state60200
;(ランダム大ダメージ＆超即死投げ＆凍結改＆スロウ)
;PlayerID(var(22)),Var(25)=暗黒瘴気使用回数 state50301
;(即死返しproj＆超即死返しreversal＆超即死返しproj＆ゴミ処理Lv1)
;PlayerID(var(22)),Var(26)=神罰使用回数 state30053
;(超即死投げ＆リダイレクト偽装＆ステート返し)
;PlayerID(var(22)),Var(27)=殲屠崩殺使用回数 state50103
;(リダイレクト偽装＆ステート返し2＆アーマー貫通砲＆ゴミ処理Lv1)
;PlayerID(var(22)),Var(28)=追憶無紋使用回数 state50106
;(ステート返し4＆超即死OTHK＆ランダム低ダメージ＆猛毒＆変数修復)
 
;------------------------------------------------------------
;AI更新日 2011/9/3

[State ];行動許可(AI用)
type=varset
triggerall=!ishelper&&name="Phantom Mizuchi Abyss"
triggerall=(var(0)&4096)
trigger1=var(10)=0||(var(10)=[10,12])||var(10)=20||var(10)=40
trigger2=var(10)=45||(var(10)=[50,52])||var(10)=101
var(0)=(var(0)^4096)
ignorehitpause=1

[State ];棒立ち(敵が凍結した)
Type=ChangeState
value=var(10):=ifelse(palno>6&&random<2,19153,0)+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=ctrl
triggerall=numenemy
trigger1=enemy(0),alive
trigger1=enemy(numenemy>1),alive
trigger1=enemy(0),life<1
trigger1=enemy(numenemy>1),life<1
trigger1=enemy(0),hitpausetime>1000
trigger1=enemy(numenemy>1),hitpausetime>1000
trigger2=enemy(0),alive=0&&enemy(0),ctrl=0&&enemy(0),movetype!=A&&enemy(0),numproj=0
trigger2=enemy(numenemy>1),alive
trigger2=enemy(numenemy>1),life<1
trigger2=enemy(numenemy>1),hitpausetime>1000
trigger3=enemy(numenemy>1),alive=0&&enemy(numenemy>1),ctrl=0&&enemy(numenemy>1),movetype!=A&&enemy(numenemy>1),numproj=0
trigger3=enemy(0),alive
trigger3=enemy(0),life<1
trigger3=enemy(0),hitpausetime>1000

;低位カラーAI
[State ];世界最後の日
Type=ChangeState
value=var(10):=30060+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=13000&&(var(0)&2)=0
trigger1=ctrl
[State ];終焉の光
Type=ChangeState
value=var(10):=70001+(var(11):=0)
triggerall=!ishelper&&WIN=0&&var(59)>0&&(var(0)&4)
triggerall=var(57)=0&&var(58)=0
triggerall=(var(0)&4096)=0
triggerall=(var(0)&512)=0
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=ctrl
triggerall=PlayerIDExist(var(22))
triggerall=PlayerID(var(22)),var(29)=0
triggerall=PlayerIDExist(var(19))
triggerall=PlayerID(var(19)),var(2)=2
triggerall=PlayerID(var(19)),var(7)>1||PlayerID(var(19)),var(10)=[2,100]
triggerall=PlayerID(var(19)),var(10)=[0,100]
triggerall=life<lifemax*0.5||PlayerID(var(22)),var(0)>5000
trigger1=PlayerID(var(22)),var(16)>1
trigger1=PlayerID(var(22)),var(17)>0
trigger1=PlayerID(var(22)),var(18)>0
trigger1=PlayerID(var(22)),var(20)>0
trigger1=PlayerID(var(22)),var(21)>0
trigger1=PlayerID(var(22)),var(22)>1
trigger1=PlayerID(var(22)),var(25)>0&&var(46)!=0||var(46)=0
trigger1=PlayerID(var(22)),var(26)>1
trigger1=PlayerID(var(22)),var(27)>1
trigger1=PlayerID(var(22)),var(28)>0
[State ];冥府天生
Type=ChangeState
value=var(10):=70003+(var(11):=0)
triggerall=!ishelper&&WIN=0&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&2)&&var(58)=0
triggerall=var(10)!=[30060,30062]
triggerall=(var(0)&4096)=0
triggerall=(var(0)&512)=0
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=ctrl
triggerall=PlayerIDExist(var(22))
triggerall=PlayerID(var(22)),var(0)>6000
triggerall=var(57)||PlayerID(var(22)),var(0)>8000
trigger1=PlayerID(var(22)),var(17)>0
trigger1=PlayerID(var(22)),var(18)>0
trigger1=PlayerID(var(22)),var(22)>0
trigger1=PlayerID(var(22)),var(23)>0
trigger1=PlayerID(var(22)),var(25)>0&&var(46)!=0||var(46)=0
trigger1=PlayerID(var(22)),var(26)>0
trigger1=PlayerID(var(22)),var(28)>0
[State ];嘆きの波動
Type=ChangeState
value=var(10):=19153+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=(var(0)&2)
triggerall=ctrl&&prevstateno!=19155
triggerall=numenemy
triggerall=enemynear,numhelper>0
triggerall=!((var(0)&2)&&var(58)!=0&&(var(58)!=[19153,19155]))
trigger1=random<40
trigger2=PlayerIDExist(var(22))&&var(58)=0
trigger2=PlayerID(var(22)),var(18)=0
trigger3=(var(0)&2)
trigger3=var(58)=[19153,19155]
[State ];殲屠崩殺
Type=ChangeState
value=var(10):=50103+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=(var(0)&2)
triggerall=ctrl&&prevstateno!=50105
triggerall=numenemy
triggerall=enemynear,numhelper>0
triggerall=!((var(0)&2)&&var(58)!=0&&(var(58)!=[50103,50105]))
trigger1=random<20
trigger2=PlayerIDExist(var(22))&&var(58)=0
trigger2=PlayerID(var(22)),var(27)=0
trigger3=(var(0)&2)
trigger3=(var(58)=[50103,50105])
[State ];虚無の波動
Type=ChangeState
value=var(10):=50300+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=(var(0)&2)
triggerall=ctrl&&prevstateno!=50300
triggerall=numenemy
triggerall=enemynear,numhelper>0
triggerall=!((var(0)&2)&&var(58)!=0&&(var(58)!=50300))
trigger1=var(51)!=0||enemynear,gethitvar(fall.damage)!=0
trigger1=random<20+10*(var(50)!=0)+20*(var(49)!=0)
trigger2=var(46)!=0&&enemynear,hitdefattr=SCA,AA,AP,AT||enemynear,gethitvar(fall.damage)!=0
trigger2=random<40
trigger3=(var(0)&2)
trigger3=var(58)=50300
[State ];暗黒瘴気
Type=ChangeState
value=var(10):=50301+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=(var(0)&2)
triggerall=ctrl&&prevstateno!=50301
triggerall=numenemy
triggerall=!((var(0)&2)&&var(58)!=0&&(var(58)!=50301))
trigger1=var(46)!=0
trigger1=random<20+10*(var(45)!=0)+10*(var(44)!=0)
trigger2=var(36)!=0
trigger2=random<20+10*(var(35)!=0)+10*(var(34)!=0)
trigger3=PlayerIDExist(var(22))&&var(58)=0
trigger3=PlayerID(var(22)),Var(0)>6000
trigger3=var(46)!=0
trigger3=PlayerID(var(22)),Var(25)=0
trigger4=(var(0)&2)
trigger4=var(58)=50301
[State ];決裂縛界
Type=ChangeState
value=var(10):=60200+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=(life<lifemax*0.2&&sysvar(3)>=6000)||(var(0)&2)
triggerall=ctrl&&prevstateno!=60200
triggerall=!((var(0)&2)&&var(58)!=0&&(var(58)!=[60200,60202]))
trigger1=PlayerIDExist(var(22))
trigger1=PlayerID(var(22)),Var(0)>3000
trigger1=random<30
trigger2=PlayerIDExist(var(19))
trigger2=PlayerID(var(19)),var(2)!=2
trigger2=random<70
trigger3=(var(0)&2)
trigger3=var(58)=[60200,60202]
[State ];冥界の門
Type=ChangeState
value=var(10):=70000+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=4000||(var(0)&2)
triggerall=ctrl
triggerall=!((var(0)&2)&&var(58)!=0&&(var(58)!=70000))
trigger1=fvar(0)>190
trigger1=numenemy
trigger1=enemynear,movetype=A||random<100
trigger1=random<30
trigger2=fvar(0)<120
trigger2=inguarddist
trigger2=random<50
trigger3=var(16)=2
trigger3=random<150
trigger4=var(16)=1
trigger4=numenemy
trigger4=enemynear,life>enemynear,lifemax*0.7
trigger4=random<200
trigger5=PlayerIDExist(var(22))
trigger5=PlayerID(var(22)),Var(0)>2500
trigger5=var(16)=0
trigger6=(var(0)&2)
trigger6=random<100
[State ];神罰
Type=ChangeState
value=var(10):=30053+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=4000||(var(0)&2)
triggerall=ctrl&&prevstateno!=30055
triggerall=!((var(0)&2)&&var(58)!=0&&(var(58)!=[30053,30055]))
trigger1=numenemy
trigger1=enemynear,life>enemynear,lifemax*0.7||life<lifemax*0.4
trigger1=life<lifemax*0.5||fvar(1)<70
trigger1=random<50
trigger2=fvar(0)>80
trigger2=inguarddist
trigger2=random<60
trigger3=(var(0)&2)
trigger3=random<50||(var(58)=[30053,30055])
trigger4=(var(0)&2)
trigger4=PlayerIDExist(var(22))&&var(58)=0
trigger4=PlayerID(var(22)),var(26)<2
[State ];天罰
Type=ChangeState
value=var(10):=30050+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=4000||(var(0)&2)
triggerall=ctrl
triggerall=!((var(0)&2)&&var(58)!=0&&(var(58)!=[30050,30052]))
trigger1=numenemy
trigger1=enemynear,life>enemynear,lifemax*0.7||life<lifemax*0.4
trigger1=life<lifemax*0.5||fvar(1)<70
trigger1=random<70
trigger2=fvar(0)>170
trigger2=inguarddist
trigger2=random<90
trigger3=(var(0)&2)
trigger3=random<30||(var(58)=[30050,30052])
trigger4=PlayerIDExist(var(22))&&var(58)=0
trigger4=PlayerID(var(22)),var(16)<2
[State ];暗黒
Type=ChangeState
value=var(10):=50600+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=(life<lifemax*0.2&&sysvar(3)>=6000)||(var(0)&2)
triggerall=ctrl
triggerall=!((var(0)&2)&&var(58)!=0&&(var(58)!=[50600,50601]))
trigger1=random<40
trigger2=inguarddist
trigger2=random<100
trigger3=PlayerIDExist(var(22))&&var(58)=0
trigger3=PlayerID(var(22)),var(22)<2
trigger4=(var(0)&2)
trigger4=(var(58)=[50600,50601])
[State ];束縛壊忌
Type=ChangeState
value=var(10):=50100+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=(life<lifemax*0.3&&sysvar(3)>=4000)||(var(0)&2)
triggerall=ctrl
triggerall=!((var(0)&2)&&var(58)!=0&&(var(58)!=[50100,50102]))
trigger1=random<40
trigger2=PlayerIDExist(var(22))&&var(58)=0
trigger2=PlayerID(var(22)),var(21)<1
trigger3=(var(0)&2)
trigger3=random<50||(var(58)=[50100,50102])
[State ];砕ける心
Type=ChangeState
value=var(10):=11000+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=3000||(var(0)&2)
triggerall=ctrl
triggerall=!((var(0)&2)&&var(58)!=0&&(var(58)!=[11000,11002]))
trigger1=random<70+60*((var(0)&2))
trigger2=PlayerIDExist(var(22))&&var(58)=0
trigger2=PlayerID(var(22)),Var(0)>4000
trigger2=PlayerID(var(22)),Var(20)<1
trigger3=(var(0)&2)
trigger3=random<60||(var(58)=[11000,11002])
[State ];怨恨
Type=ChangeState
value=var(10):=19150+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=3000||(var(0)&2)
triggerall=ctrl&&prevstateno!=19152
triggerall=!((var(0)&2)&&var(58)!=0&&(var(58)!=[19150,19152]))
trigger1=random<70
trigger2=(var(0)&8)
trigger2=fvar(0)<80
trigger2=random<90
trigger3=(var(0)&2)
trigger3=random<70||(var(58)=[19150,19152])
trigger4=PlayerIDExist(var(22))&&var(58)=0&&(var(0)&2)
trigger4=PlayerID(var(22)),var(17)=0
[State ];追憶無門
type=ChangeState
value=var(10):=50106+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=7000||(var(0)&2)
triggerall=ctrl&&prevstateno!=50108
triggerall=!((var(0)&2)&&var(58)!=0&&(var(58)!=[50106,50108]))
trigger1=random<70
trigger2=(var(0)&8)
trigger2=random<90
trigger3=(var(0)&2)
trigger3=random<120||(var(58)=[50106,50108])
trigger4=(var(0)&2)
trigger4=PlayerIDExist(var(22))&&var(58)=0
trigger4=PlayerID(var(22)),var(28)=0
[State ];割れる精神
Type=ChangeState
value=var(10):=10000+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=2000||(var(0)&2)
triggerall=ctrl
triggerall=!((var(0)&2)&&var(58)!=0&&(var(58)!=[10000,10002]))
trigger1=numenemy
trigger1=enemynear,life<enemynear,lifemax*0.4
trigger1=random<80
trigger2=enemynear,movetype!=A
trigger2=random<40
trigger3=(var(0)&2)
trigger3=random<80||(var(58)=[10000,10002])
[State ];彷徨う魂
Type=ChangeState
value=var(10):=12345+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=numhelper(123450)=0&&numhelper(123451)=0
triggerall=ctrl&&(var(0)&16777216)=0
trigger1=(var(0)&2)
trigger2=life<lifemax*0.4
trigger2=random<190
trigger3=numenemy
trigger3=enemynear,statetype=L||(var(0)&8)
[State ];映し身 崩れる命
Type=ChangeState
value=var(10):=11330+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=numhelper(11331)=0
triggerall=sysvar(3)>=1000||(var(0)&2)
triggerall=ctrl
trigger1=numenemy
trigger1=(enemynear,hitdefattr=SCA,AA,AP,AT)||random<270
[State ];赤目
Type=ChangeState
value=var(10):=50400+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=ctrl
trigger1=random<60
[State ];祓
Type=ChangeState
value=var(10):=1050+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=ctrl
trigger1=fvar(0)>110
trigger1=random<90
trigger2=prevstateno=801
trigger2=random<350
[State ];探知爆撃
Type=ChangeState
value=var(10):=50630+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=ctrl
trigger1=fvar(0)>110
trigger1=random<120
trigger2=prevstateno=801
trigger2=random<110
[State ];紋章「斬」
Type=ChangeState
value=var(10):=50115+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=numhelper(50116)=0
triggerall=ctrl
trigger1=fvar(0)>100
trigger1=random<80
[State ];紋章「切」
Type=ChangeState
value=var(10):=1150+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=numhelper(50110)=0
triggerall=ctrl
trigger1=fvar(0)>100
trigger1=random<70
[State ];紋章「雷」
Type=ChangeState
value=var(10):=18100+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=numhelper(18101)=0
triggerall=ctrl
trigger1=fvar(0)>90
trigger1=random<70
[State ];生霊鏡
Type=ChangeState
value=var(10):=11340+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=numhelper(11341)=0
triggerall=ctrl
trigger1=fvar(0)>100
trigger1=random<80
[State ];火闌降
Type=ChangeState
value=var(10):=1450+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=ctrl
trigger1=fvar(0)=140
trigger2=fvar(0)>140
trigger2=random<30
trigger3=inguarddist
trigger3=fvar(0)=[110,140]
trigger3=random<20
trigger4=numhelper(11341)>0
trigger4=numhelper(50116)>0
trigger4=movetype!=A
trigger4=!inguarddist
[State ];門客人
Type=ChangeState
value=var(10):=800+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=!inguarddist
triggerall=(var(0)&8)=0
triggerall=ctrl
trigger1=fvar(0)<70
trigger1=random<20
[State ];瞬間移動
Type=ChangeState
value=var(10):=1800+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=var(10)!=20
triggerall=ctrl
trigger1=fvar(0)=[0,110]
trigger1=BackEdgeBodyDist<50
trigger2=inguarddist||BackEdgeBodyDist<30||random<20
trigger2=fvar(0)=[0,160]
[State ];移動
Type=ChangeState
value=var(10):=20+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=var(10)!=20
triggerall=ctrl
trigger1=fvar(0)<150
trigger1=BackEdgeBodyDist>35
trigger2=fvar(0)>190
[State ];映し身 崩れる命
Type=ChangeState
value=var(10):=11330+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=numhelper(11331)=0
triggerall=sysvar(3)>=1000||(var(0)&2)
trigger1=ctrl&&random%3=0
[State ];紋章「雷」
Type=ChangeState
value=var(10):=18100+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=numhelper(18101)=0
trigger1=ctrl&&random%4=0
[State ];紋章「斬」
Type=ChangeState
value=var(10):=50115+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=numhelper(50116)=0
trigger1=ctrl&&random%3
[State ];生霊鏡
Type=ChangeState
value=var(10):=11340+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=numhelper(11341)=0
trigger1=ctrl&&random%3
[State ];祓
Type=ChangeState
value=var(10):=1050+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
trigger1=ctrl&&random%3
[State ];棒立ち
Type=ChangeState
value=var(10):=0+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno<7
triggerall=statetype!=A
triggerall=ctrl
trigger1=RoundState=2
trigger1=var(10)!=20
trigger2=RoundState>2
trigger2=var(10)=20


;高位カラーAI
[State ];世界最後の日
Type=ChangeState
value=var(10):=30060+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=(var(0)&2)=0
triggerall=sysvar(3)>=13000||palno=12
trigger1=ctrl&&palno!=12
trigger2=ctrl&&palno=12&&life<lifemax*0.4
[State ];終焉の光
Type=ChangeState
value=var(10):=70001+(var(11):=0)
triggerall=!ishelper&&WIN=0&&var(59)>0&&(var(0)&4)
triggerall=var(57)=0&&var(58)=0
triggerall=(var(0)&4096)=0
triggerall=(var(0)&512)=0
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=ctrl
triggerall=PlayerIDExist(var(22))
triggerall=PlayerID(var(22)),var(29)=0
triggerall=PlayerIDExist(var(19))
trigger1=palno!=12
trigger1=PlayerID(var(22)),var(0)>10000
trigger1=PlayerID(var(19)),var(2)=2
trigger1=PlayerID(var(19)),var(7)>1||PlayerID(var(19)),var(10)=[2,100]
trigger1=PlayerID(var(19)),var(10)=[0,100]
trigger1=life<lifemax*0.05
trigger1=random<500+500*(life<10)
[State ];冥府天生
Type=ChangeState
value=var(10):=70003+(var(11):=0)
triggerall=!ishelper&&WIN=0&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&2)&&var(58)=0
triggerall=var(10)!=[30060,30062]
triggerall=(var(0)&4096)=0
triggerall=(var(0)&512)=0
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=ctrl
triggerall=PlayerIDExist(var(22))
triggerall=PlayerID(var(22)),var(0)>5000
triggerall=var(57)||palno=12||PlayerID(var(22)),var(0)>8000
trigger1=palno!=12
trigger1=PlayerID(var(22)),var(16)>1
trigger1=PlayerID(var(22)),var(17)>0
trigger1=PlayerID(var(22)),var(18)>0
trigger1=PlayerID(var(22)),var(20)>1
trigger1=PlayerID(var(22)),var(21)>1
trigger1=PlayerID(var(22)),var(22)>1
trigger1=PlayerID(var(22)),var(25)>0&&var(46)!=0||var(46)=0
trigger1=PlayerID(var(22)),var(26)>1
trigger1=PlayerID(var(22)),var(27)>1
trigger1=PlayerID(var(22)),var(28)>0
trigger1=life<lifemax*0.4
trigger1=random<70+500*(life<10)
trigger2=palno=12
trigger2=var(21)=4
trigger2=(var(0)&1048576)
trigger2=PlayerID(var(22)),var(0)>10000
[State ];彷徨う魂
Type=ChangeState
value=var(10):=12345+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno=12
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=numhelper(123450)=0&&numhelper(123451)=0
triggerall=PlayerIDExist(var(22))
triggerall=(var(0)&16777216)=0||PlayerID(var(22)),var(0)<320
trigger1=ctrl&&random%2
trigger1=var(58)=0
[State ];嘆きの波動
Type=ChangeState
value=var(10):=19153+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=(var(0)&1048576)=0
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=7000||(var(0)&2)||palno=12
triggerall=ctrl&&(random%2||(var(58)=[19153,19155]))
triggerall=PlayerIDExist(var(22))
triggerall=PlayerID(var(22)),var(0)>10000
trigger1=PlayerID(var(22)),var(18)<(PlayerID(var(22)),var(11)&127)
trigger1=PlayerID(var(22)),var(18)=((PlayerID(var(22)),var(11)&16256)/128)
trigger1=random<49
[State ];追憶無門
type=ChangeState
value=var(10):=50106+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=(var(0)&1048576)=0
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=7000||(var(0)&2)
triggerall=ctrl
triggerall=PlayerIDExist(var(22))
triggerall=PlayerID(var(22)),var(0)>10000
trigger1=PlayerID(var(22)),var(28)<(PlayerID(var(22)),var(11)&127)
trigger1=PlayerID(var(22)),var(28)=((PlayerID(var(22)),var(11)&16256)/128)
trigger1=random<49
[State ];決裂縛界
Type=ChangeState
value=var(10):=60200+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=(var(0)&1048576)=0
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=6000||(var(0)&2)||palno=12
triggerall=ctrl&&(random%2||(var(58)=[60200,60202]))
triggerall=PlayerIDExist(var(22))
triggerall=PlayerID(var(22)),var(0)>10000
trigger1=PlayerID(var(22)),var(24)<(PlayerID(var(22)),var(11)&127)
trigger1=PlayerID(var(22)),var(24)=((PlayerID(var(22)),var(11)&16256)/128)
trigger1=random<49
[State ];神罰
Type=ChangeState
value=var(10):=30053+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=(var(0)&1048576)=0
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=4000||(var(0)&2)||palno=12
triggerall=ctrl&&(random%2||(var(58)=[30053,30055]))
triggerall=PlayerIDExist(var(22))
triggerall=PlayerID(var(22)),var(0)>10000
trigger1=PlayerID(var(22)),var(26)<(PlayerID(var(22)),var(11)&127)
trigger1=PlayerID(var(22)),var(26)=((PlayerID(var(22)),var(11)&16256)/128)
trigger1=random<49
[State ];天罰
Type=ChangeState
value=var(10):=30050+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=(var(0)&1048576)=0
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=4000||(var(0)&2)||palno=12
triggerall=ctrl&&(random%2||(var(58)=[30050,30052]))
triggerall=PlayerIDExist(var(22))
triggerall=PlayerID(var(22)),var(0)>10000
trigger1=PlayerID(var(22)),var(16)<(PlayerID(var(22)),var(11)&127)
trigger1=PlayerID(var(22)),var(16)=((PlayerID(var(22)),var(11)&16256)/128)
trigger1=random<49
[State ];暗黒
Type=ChangeState
value=var(10):=50600+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=(var(0)&1048576)=0
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=6000||(var(0)&2)||palno=12
triggerall=ctrl&&(random%2||(var(58)=[50600,50601]))
triggerall=PlayerIDExist(var(22))
triggerall=PlayerID(var(22)),var(0)>10000
trigger1=PlayerID(var(22)),var(22)<(PlayerID(var(22)),var(11)&127)
trigger1=PlayerID(var(22)),var(22)=((PlayerID(var(22)),var(11)&16256)/128)
trigger1=random<49
[State ];束縛壊忌
Type=ChangeState
value=var(10):=50100+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=(var(0)&1048576)=0
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=4000||(var(0)&2)||palno=12
triggerall=ctrl&&(random%2||(var(58)=[50100,50102]))
triggerall=PlayerIDExist(var(22))
triggerall=PlayerID(var(22)),var(0)>10000
trigger1=PlayerID(var(22)),var(21)<(PlayerID(var(22)),var(11)&127)
trigger1=PlayerID(var(22)),var(21)=((PlayerID(var(22)),var(11)&16256)/128)
trigger1=random<49
[State ];殲屠崩殺
Type=ChangeState
value=var(10):=50103+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=(var(0)&1048576)=0
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=4000||(var(0)&2)||palno=12
triggerall=ctrl&&(random%2||(var(58)=[50103,50105]))
triggerall=PlayerIDExist(var(22))
triggerall=PlayerID(var(22)),var(0)>10000
trigger1=PlayerID(var(22)),var(27)<(PlayerID(var(22)),var(11)&127)
trigger1=PlayerID(var(22)),var(27)=((PlayerID(var(22)),var(11)&16256)/128)
trigger1=random<49
[State ];砕ける心
Type=ChangeState
value=var(10):=11000+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=(var(0)&1048576)=0
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=3000||(var(0)&2)||palno=12
triggerall=ctrl&&(random%2||(var(58)=[11000,11002]))
triggerall=PlayerIDExist(var(22))
triggerall=PlayerID(var(22)),var(0)>10000
trigger1=PlayerID(var(22)),var(20)<(PlayerID(var(22)),var(11)&127)
trigger1=PlayerID(var(22)),var(20)=((PlayerID(var(22)),var(11)&16256)/128)
trigger1=random<49
[State ];割れる精神
Type=ChangeState
value=var(10):=10000+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=(var(0)&1048576)=0
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=2000||(var(0)&2)||palno=12
triggerall=ctrl&&(random%2||(var(58)=[10000,10002]))
triggerall=PlayerIDExist(var(22))
triggerall=PlayerID(var(22)),var(0)>10000
trigger1=PlayerID(var(22)),var(23)<(PlayerID(var(22)),var(11)&127)
trigger1=PlayerID(var(22)),var(23)=((PlayerID(var(22)),var(11)&16256)/128)
trigger1=random<49
[State ];冥界の門
Type=ChangeState
value=var(10):=70000+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=(var(0)&1048576)=0
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=4000||(var(0)&2)||palno=12
triggerall=ctrl&&(random%2||(var(58)=70000))
triggerall=PlayerIDExist(var(22))
triggerall=PlayerID(var(22)),var(0)>10000
trigger1=var(16)<(PlayerID(var(22)),var(11)&127)
trigger1=var(16)=((PlayerID(var(22)),var(11)&16256)/128)
trigger1=random<49
[State ];虚無の波動
Type=ChangeState
value=var(10):=50300+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=(var(0)&1048576)=0
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=2000||(var(0)&2)||palno=12
triggerall=ctrl&&(random%2||(var(58)=50300))
triggerall=PlayerIDExist(var(22))
triggerall=PlayerID(var(22)),var(0)>10000
trigger1=PlayerID(var(22)),var(19)<(PlayerID(var(22)),var(11)&127)
trigger1=PlayerID(var(22)),var(19)=((PlayerID(var(22)),var(11)&16256)/128)
trigger1=random<49
[State ];嘆きの波動
Type=ChangeState
value=var(10):=19153+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=(var(0)&1048576)=0
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=7000||(var(0)&2)||palno=12
triggerall=ctrl&&(random%2||(var(58)=[19153,19155]))
trigger1=PlayerIDExist(var(22))
trigger1=PlayerID(var(22)),var(0)>8000
trigger1=PlayerID(var(22)),var(18)=0
trigger1=PlayerID(var(22)),var(16)>0
trigger1=PlayerID(var(22)),var(21)>0
trigger1=PlayerID(var(22)),var(26)>0
trigger2=var(58)=[19153,19155]
trigger3=numenemy
trigger3=PlayerIDExist(var(22))
trigger3=PlayerID(var(22)),var(0)>8000
trigger3=PlayerID(var(22)),var(18)>0
trigger3=enemynear,gethitvar(fall.damage)=0||enemynear,hitpausetime>1000
trigger3=random<50+250*(enemynear,hitpausetime>1000)
trigger4=PlayerIDExist(var(22))
trigger4=PlayerID(var(22)),var(18)>0
trigger4=(PlayerID(var(22)),var(21)-PlayerID(var(22)),var(18))>3
trigger4=random<250
[State ];追憶無門
type=ChangeState
value=var(10):=50106+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=(var(0)&1048576)=0
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=7000||(var(0)&2)
triggerall=ctrl
triggerall=PlayerIDExist(var(22))
trigger1=PlayerID(var(22)),var(18)>0;変数弄ったので修復する
trigger1=PlayerID(var(22)),var(28)<3;強化版の3回目以降が修復効果
[State ];束縛壊忌
Type=ChangeState
value=var(10):=50100+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=(var(0)&1048576)=0
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=4000||(var(0)&2)||palno=12
triggerall=ctrl&&(random%2||(var(58)=[50100,50102]))
trigger1=PlayerIDExist(var(22))
trigger1=PlayerID(var(22)),var(0)>3000
trigger1=PlayerID(var(22)),var(21)=0
trigger1=PlayerID(var(22)),var(19)>0||PlayerID(var(22)),var(20)>0
trigger2=var(58)=[50100,50102]
trigger3=numenemy
trigger3=PlayerIDExist(var(22))
trigger3=PlayerID(var(22)),var(16)>2||var(16)>2
trigger3=PlayerID(var(22)),var(0)>3000||roundsexisted>0
trigger3=PlayerID(var(22)),var(0)>var(26)
trigger3=enemynear,gethitvar(fall.damage)!=0
trigger3=random<30
trigger4=PlayerIDExist(var(22))
trigger4=PlayerID(var(22)),var(0)>3000
trigger4=PlayerID(var(22)),var(20)>4
trigger4=PlayerID(var(22)),var(21)<4||random<45
trigger5=PlayerIDExist(var(22))
trigger5=PlayerID(var(22)),var(0)>3000
trigger5=(var(0)&8)
trigger5=numenemy
trigger5=enemynear,gethitvar(fall.damage)=0
trigger5=random<20
trigger6=numenemy
trigger6=enemynear,hitpausetime>0
trigger6=var(46)!=0
trigger6=random<35
[State ];殲屠崩殺
Type=ChangeState
value=var(10):=50103+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=(var(0)&1048576)=0
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=4000||(var(0)&2)||palno=12
triggerall=ctrl&&(random%2||(var(58)=[50103,50105]))
trigger1=PlayerIDExist(var(22))
trigger1=PlayerID(var(22)),var(0)>3000||roundsexisted>0
trigger1=PlayerID(var(22)),var(27)=0
trigger1=PlayerID(var(22)),var(19)>0
trigger2=var(58)=[50103,50105]
trigger3=PlayerIDExist(var(22))
trigger3=PlayerID(var(22)),var(0)>3000
trigger3=PlayerID(var(22)),var(21)-PlayerID(var(22)),var(27)>1
trigger4=PlayerID(var(22)),var(27)%2=1;念入りに２回使う
trigger5=PlayerIDExist(var(22))
trigger5=PlayerID(var(22)),var(0)>10000
trigger5=random<36
[State ];暗黒瘴気
Type=ChangeState
value=var(10):=50301+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=(var(0)&1048576)=0
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=3000||(var(0)&2)||palno=12
triggerall=ctrl&&(random%2||(var(58)=50301))
triggerall=PlayerIDExist(var(22))
trigger1=numenemy
trigger1=enemynear,hitpausetime>0
trigger1=var(46)!=0
trigger1=PlayerID(var(22)),var(0)>2400
trigger1=random<35
trigger2=var(58)=50301
trigger3=var(46)!=0
trigger3=random<10+10*(var(45)>0)+10*(var(44)>0)+10*(var(43)>0)+10*(var(42)>0)+10*(var(53)>0)+40*(var(27)>0)
trigger4=PlayerID(var(22)),var(0)>4000
trigger4=PlayerID(var(22)),var(25)<1
trigger5=PlayerID(var(22)),var(0)>8000
trigger5=random<16
trigger6=var(46)!=0&&var(45)!=0&&var(44)!=0&&var(43)!=0
trigger6=PlayerID(var(22)),var(25)<2
trigger6=random<240
trigger7=var(46)!=0
trigger7=PlayerID(var(22)),var(21)-PlayerID(var(22)),var(25)>1||(random<47+71*(var(27)!=0))
trigger7=PlayerID(var(22)),var(0)>4000
[State ];砕ける心
Type=ChangeState
value=var(10):=11000+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=(var(0)&1048576)=0
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=3000||(var(0)&2)||palno=12
triggerall=ctrl&&(random%2||(var(58)=[11000,11002]))
triggerall=prevstateno!=50300
trigger1=PlayerIDExist(var(22))
trigger1=PlayerID(var(22)),var(19)>0
trigger1=PlayerID(var(22)),var(20)=0
trigger2=var(58)=[11000,11002]
trigger3=numenemy
trigger3=PlayerIDExist(var(22))
trigger3=PlayerID(var(22)),var(19)>0
trigger3=PlayerID(var(22)),var(0)>2000||roundsexisted>0
trigger3=(var(51)!=0||var(46)!=0)||(var(51)!=0&&var(50)!=0)||(var(51)=0&&var(46)=0&&enemynear,gethitvar(fall.damage)!=0)
trigger3=random<27
trigger4=PlayerIDExist(var(22))
trigger4=PlayerID(var(22)),var(0)=[2800,10000]
trigger4=random<35
trigger5=PlayerIDExist(var(22))
trigger5=PlayerID(var(22)),var(19)>PlayerID(var(22)),var(20)
trigger5=random<110
[State ];虚無の波動
Type=ChangeState
value=var(10):=50300+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=(var(0)&1048576)=0
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=2000||(var(0)&2)||palno=12
triggerall=ctrl&&(random%2||(var(58)=50300))
triggerall=PlayerIDExist(var(22))
triggerall=PlayerID(var(22)),var(0)<9000
trigger1=PlayerIDExist(var(19))
trigger1=var(16)>1||PlayerID(var(19)),var(2)!=2
trigger1=PlayerID(var(22)),var(15)>1
trigger1=PlayerID(var(22)),var(17)>1
trigger1=PlayerID(var(22)),var(19)=0
trigger1=PlayerID(var(22)),var(22)>1
trigger2=var(58)=50300
trigger3=PlayerID(var(22)),var(0)=[2000,8000]
trigger3=(var(51)!=0||var(46)!=0)||(var(51)!=0&&var(50)!=0)
trigger3=PlayerIDExist(var(19))
trigger3=numenemy
trigger3=random<70+100*((PlayerID(var(19)),var(2)!=2)&&(enemynear,numhelper(2000000)=0))
trigger4=PlayerID(var(22)),var(0)>2000
trigger4=PlayerID(var(22)),var(19)<2
trigger5=PlayerID(var(22)),var(0)>8000
trigger5=random<88
[State ];割れる精神
Type=ChangeState
value=var(10):=10000+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=(var(0)&1048576)=0
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=2000||(var(0)&2)||palno=12
triggerall=ctrl&&(random%2||(var(58)=[10000,10002]))
triggerall=PlayerIDExist(var(22))
trigger1=PlayerIDExist(var(19))
trigger1=var(16)>1||PlayerID(var(19)),var(2)!=2
trigger1=PlayerID(var(22)),var(15)>1
trigger1=PlayerID(var(22)),var(17)>1
trigger1=PlayerID(var(22)),var(23)=0
trigger1=PlayerID(var(22)),var(22)>1
trigger2=var(58)=[10000,10002]
trigger3=PlayerID(var(22)),var(0)=[1000,9000]
trigger3=(var(51)!=0||var(46)!=0)||(var(51)!=0&&var(50)!=0)
trigger3=PlayerIDExist(var(19))
trigger3=numenemy
trigger3=random<18+100*((PlayerID(var(19)),var(2)!=2)&&(enemynear,numhelper(2000000)=0))
trigger4=PlayerID(var(22)),var(0)>2400
trigger4=PlayerID(var(22)),var(19)>1
trigger4=PlayerID(var(22)),var(20)>1
trigger4=PlayerID(var(22)),var(23)<2||random<40
trigger5=PlayerID(var(22)),var(0)<1800
trigger5=var(58)=0
trigger5=PlayerID(var(22)),var(23)<1
trigger5=numenemy
trigger5=enemynear,gethitvar(fall.damage)!=0||(var(51)!=0&&var(50)!=0)
trigger6=PlayerID(var(22)),var(0)<1800
trigger6=PlayerID(var(22)),var(23)<1
trigger6=var(46)!=0
trigger6=enemynear,hitdefattr=SCA,AA,AP,AT
trigger7=PlayerID(var(22)),var(0)>9000
trigger7=random<65
trigger8=palno=12&&var(53)>0&&numenemy
trigger8=numhelper(123450)&&enemynear,numhelper(2440000)
trigger8=PlayerID(var(22)),var(23)=0
[State ];決裂縛界
Type=ChangeState
value=var(10):=60200+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=(var(0)&1048576)=0
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=6000||(var(0)&2)||palno=12
triggerall=ctrl&&(random%2||(var(58)=[60200,60202]))
trigger1=var(58)=0
trigger1=random<16
trigger2=PlayerIDExist(var(22))
trigger2=PlayerID(var(22)),var(0)=[1000,2800]
trigger2=PlayerID(var(22)),var(24)<2
trigger2=PlayerID(var(22)),var(17)>1
trigger2=PlayerIDExist(var(19))
trigger2=PlayerID(var(22)),var(16)>0||PlayerID(var(19)),var(2)!=2
trigger3=var(58)=[60200,60202]
trigger4=PlayerIDExist(var(22))
trigger4=PlayerID(var(22)),var(0)>10000
trigger4=PlayerIDExist(var(19))
trigger4=PlayerID(var(22)),var(16)>0||PlayerID(var(19)),var(2)!=2
trigger4=random<37
trigger5=PlayerIDExist(var(22))
trigger5=PlayerID(var(22)),var(17)-PlayerID(var(22)),var(24)>0
trigger5=PlayerIDExist(var(19))
trigger5=PlayerID(var(22)),var(16)>0||PlayerID(var(19)),var(2)!=2
trigger5=random<254
[State ];神罰
Type=ChangeState
value=var(10):=30053+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=(var(0)&1048576)=0
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=4000||(var(0)&2)||palno=12
triggerall=ctrl&&(random%2||(var(58)=[30053,30055]))
triggerall=PlayerIDExist(var(22))
triggerall=PlayerID(var(22)),var(0)>4000||(var(58)=[30053,30055])
trigger1=var(58)=0
trigger1=random<10
trigger2=PlayerID(var(22)),var(26)<2
trigger2=PlayerID(var(22)),var(22)>0
trigger2=PlayerID(var(22)),var(0)>6000
trigger3=var(58)=[30053,30055]
trigger4=PlayerIDExist(var(22))
trigger4=PlayerID(var(22)),var(0)=[4000,10000]
trigger4=PlayerID(var(22)),var(21)>0
trigger4=random<110
trigger5=PlayerID(var(22)),var(0)>10000
trigger5=random<66
[State ];天罰
Type=ChangeState
value=var(10):=30050+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=(var(0)&1048576)=0
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=4000||(var(0)&2)||palno=12
triggerall=ctrl&&(random%2||(var(58)=[30050,30052]))
triggerall=PlayerIDExist(var(22))
trigger1=PlayerID(var(22)),var(16)<2
trigger1=PlayerID(var(22)),var(22)>1
trigger1=PlayerIDExist(var(19))
trigger1=PlayerID(var(19)),var(2)=2
trigger2=PlayerID(var(22)),var(0)>3000
trigger2=PlayerIDExist(var(19))
trigger2=PlayerID(var(19)),var(2)=2
trigger2=random<80||PlayerID(var(22)),var(16)=0
trigger3=var(58)=[30050,30052]
trigger4=PlayerIDExist(var(19))
trigger4=PlayerID(var(22)),var(0)=[2200,7000]
trigger4=PlayerID(var(22)),var(22)>0
trigger4=PlayerID(var(22)),var(19)>0||(PlayerID(var(22)),var(16)=0&&PlayerID(var(19)),var(2)=2)
trigger4=PlayerID(var(22)),var(16)<2||random<75
trigger5=PlayerID(var(22)),var(16)%2=1;念入りに２回使う
trigger6=PlayerID(var(22)),var(0)=[7000,10000]
trigger6=PlayerID(var(22)),var(16)=0
trigger7=PlayerIDExist(var(19))&&numenemy
trigger7=PlayerID(var(19)),var(2)=2
trigger7=PlayerID(var(22)),var(0)<3000
trigger7=PlayerID(var(22)),var(16)=0
trigger7=enemynear,numhelper(2440000)&&enemynear,numhelper(2000000)&&enemynear,time>1
trigger7=fvar(20)>-1||fvar(24)>-1||fvar(28)>-1||fvar(32)>-1||fvar(36)>-1
trigger8=PlayerID(var(22)),var(0)>10000
trigger8=random<85
[State ];暗黒
Type=ChangeState
value=var(10):=50600+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=(var(0)&1048576)=0
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=6000||(var(0)&2)||palno=12
triggerall=ctrl&&(random%2||(var(58)=[50600,50601]))
triggerall=PlayerIDExist(var(22))
trigger1=PlayerID(var(22)),var(0)<9000
trigger1=var(58)=0
trigger1=random<30
trigger2=PlayerID(var(22)),var(0)=[1000,7000]
trigger2=PlayerID(var(22)),var(22)<1
trigger3=PlayerID(var(22)),var(0)=[5000,10000]
trigger3=PlayerID(var(22)),var(22)<2
trigger4=PlayerID(var(22)),var(0)>10000
trigger4=PlayerID(var(22)),var(22)<3
trigger5=var(58)=[50600,50601]
trigger6=(PlayerID(var(22)),var(18)-PlayerID(var(22)),var(22))>4
trigger6=random<250
trigger7=PlayerID(var(22)),var(0)>8000
trigger7=random<100
[State ];冥界の門
Type=ChangeState
value=var(10):=70000+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=(var(0)&1048576)=0
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=4000||(var(0)&2)||palno=12
triggerall=ctrl&&(random%2||(var(58)=70000))
triggerall=PlayerIDExist(var(22))
trigger1=PlayerID(var(22)),var(0)<9000
trigger1=var(58)=0
trigger1=random<20
trigger2=PlayerID(var(22)),var(0)<9000
trigger2=var(16)<2
trigger2=var(26)>1200
trigger3=var(58)=70000
trigger3=PlayerIDExist(var(19))
trigger3=random<100+900*(PlayerID(var(19)),var(2)=2)
trigger4=PlayerID(var(22)),var(0)=[1000,2200]
trigger4=var(16)<2
trigger5=PlayerID(var(22)),var(0)>8000
trigger5=random<40
[State ];追憶無門
type=ChangeState
value=var(10):=50106+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=(var(0)&1048576)=0
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=7000||(var(0)&2)
triggerall=ctrl
triggerall=PlayerIDExist(var(22))
triggerall=PlayerIDExist(var(23))
trigger1=var(58)=0
trigger1=random<10
trigger2=PlayerID(var(22)),var(0)>3000
trigger2=random<15
trigger3=0;var(58)=[50107,50108];50106は混線情報引継ぎ不可なため不要
trigger4=PlayerID(var(22)),var(0)>6200
trigger4=PlayerID(var(22)),var(28)<2
trigger5=PlayerID(var(22)),var(0)>9000
trigger5=random<10+ceil(PlayerID(var(22)),var(0)*0.01)
trigger6=PlayerID(var(22)),var(18)>0
trigger6=PlayerID(var(22)),var(28)<3
[State ];怨恨
Type=ChangeState
value=var(10):=19150+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=(var(0)&1048576)=0
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=3000||(var(0)&2)||palno=12
triggerall=ctrl&&(random%2||(var(58)=[19150,19152]))
trigger1=var(58)=0
trigger1=random<30
trigger2=PlayerIDExist(var(22))
trigger2=PlayerID(var(22)),var(0)=[700,6500]
trigger2=PlayerID(var(22)),var(17)<2
trigger3=var(58)=[19150,19152]
trigger4=PlayerIDExist(var(22))
trigger4=PlayerID(var(22)),var(0)>10000
trigger4=random<110
trigger5=PlayerID(var(22)),var(24)-PlayerID(var(22)),var(17)>0
trigger5=random<360
[State ];血の代償
Type=ChangeState
value=var(10):=10080+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno=[7,11]
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=ctrl&&!(var(0)&2)
triggerall=PlayerIDExist(var(22))
triggerall=PlayerID(var(22)),var(15)>1||(var(0)&8)
trigger1=sysvar(3)<3000
trigger2=PlayerID(var(22)),var(0)<500
trigger2=sysvar(3)<10000
[State ];彷徨う魂
Type=ChangeState
value=var(10):=12345+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=numhelper(123450)=0&&numhelper(123451)=0
triggerall=PlayerIDExist(var(22))
triggerall=(var(0)&16777216)=0||PlayerID(var(22)),var(0)<320
trigger1=ctrl
trigger1=var(58)=0
[State ];赤目
Type=ChangeState
value=var(10):=50400+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=ctrl
triggerall=PlayerIDExist(var(22))
triggerall=PlayerID(var(22)),var(15)<2&&(var(0)&8)=0
triggerall=PlayerID(var(22)),var(0)<700
trigger1=random<190
[State ];死刑
Type=ChangeState
value=var(10):=31442420+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=ctrl
triggerall=PlayerIDExist(var(22))
triggerall=PlayerID(var(22)),var(15)<2&&(var(0)&8)=0
trigger1=numenemy
trigger1=enemynear,alive
trigger1=var(58)=0
[State ];祓
Type=ChangeState
value=var(10):=1050+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=ctrl
triggerall=PlayerIDExist(var(22))
triggerall=PlayerID(var(22)),var(15)>1||(var(0)&8)
triggerall=PlayerID(var(22)),var(0)!=[1500,10000]
trigger1=fvar(0)>110
trigger1=random<90
trigger2=prevstateno=801
trigger2=random<300
[State ];探知爆撃
Type=ChangeState
value=var(10):=50630+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=ctrl
triggerall=PlayerIDExist(var(22))
triggerall=PlayerID(var(22)),var(15)>1||(var(0)&8)
triggerall=PlayerID(var(22)),var(0)!=[1500,10000]
trigger1=fvar(0)>110
trigger1=random<90
trigger2=prevstateno=801
trigger2=random<100
[State ];紋章「斬」
Type=ChangeState
value=var(10):=50115+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=numhelper(50116)=0
triggerall=ctrl
triggerall=PlayerIDExist(var(22))
triggerall=PlayerID(var(22)),var(15)>1||(var(0)&8)
triggerall=PlayerID(var(22)),var(0)!=[1500,10000]
trigger1=fvar(0)>100
trigger1=random<70
[State ];紋章「切」
Type=ChangeState
value=var(10):=1150+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=numhelper(50110)=0
triggerall=ctrl
triggerall=PlayerIDExist(var(22))
triggerall=PlayerID(var(22)),var(15)>1||(var(0)&8)
triggerall=PlayerID(var(22)),var(0)!=[1500,10000]
trigger1=fvar(0)>100
trigger1=random<70
[State ];紋章「雷」
Type=ChangeState
value=var(10):=18100+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=numhelper(18101)=0
triggerall=ctrl
triggerall=PlayerIDExist(var(22))
triggerall=PlayerID(var(22)),var(15)>1||(var(0)&8)
triggerall=PlayerID(var(22)),var(0)!=[1500,10000]
trigger1=fvar(0)>90
trigger1=random<50
[State ];生霊鏡
Type=ChangeState
value=var(10):=11340+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=numhelper(11341)=0
triggerall=ctrl
triggerall=PlayerIDExist(var(22))
triggerall=PlayerID(var(22)),var(15)>1||(var(0)&8)
trigger1=fvar(0)>120
trigger1=random<50
[State ];火闌降
Type=ChangeState
value=var(10):=1450+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=ctrl
triggerall=PlayerIDExist(var(22))
triggerall=PlayerID(var(22)),var(15)>1||(var(0)&8)
triggerall=PlayerID(var(22)),var(0)!=[1500,10000]
trigger1=fvar(0)=140
trigger2=fvar(0)>140
trigger2=random<20
trigger3=inguarddist
trigger3=fvar(0)=[110,140]
trigger3=random<30
trigger4=numhelper(11341)>0
trigger4=numhelper(50116)>0
trigger4=movetype!=A
trigger4=!inguarddist
[State ];門客人
Type=ChangeState
value=var(10):=800+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=!inguarddist
triggerall=(var(0)&8)=0
triggerall=ctrl
triggerall=PlayerIDExist(var(22))
triggerall=PlayerID(var(22)),var(15)>1
triggerall=PlayerID(var(22)),var(0)<1000
trigger1=fvar(0)<70
trigger1=random<60
[State ];瞬間移動
Type=ChangeState
value=var(10):=1800+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=var(10)!=20
triggerall=ctrl&&var(11)>1
triggerall=PlayerIDExist(var(22))
triggerall=PlayerID(var(22)),var(15)>1||(var(0)&8)
trigger1=fvar(0)=[0,110]
trigger1=BackEdgeBodyDist<50
trigger2=inguarddist||BackEdgeBodyDist<30||random<50
trigger2=fvar(0)=[0,160]
[State ];移動
Type=ChangeState
value=var(10):=20+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=var(10)!=20
triggerall=ctrl
trigger1=fvar(0)<150
trigger1=BackEdgeBodyDist>35
trigger2=fvar(0)>190
[State ];映し身 崩れる命
Type=ChangeState
value=var(10):=11330+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=numhelper(11331)=0
triggerall=sysvar(3)>=1000||(var(0)&2)||palno=12
trigger1=ctrl&&random%3=0
[State ];紋章「雷」
Type=ChangeState
value=var(10):=18100+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=numhelper(18101)=0
trigger1=ctrl&&random%4=0
[State ];紋章「斬」
Type=ChangeState
value=var(10):=50115+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=numhelper(50116)=0
trigger1=ctrl&&random%3
[State ];生霊鏡
Type=ChangeState
value=var(10):=11340+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=numhelper(11341)=0
trigger1=ctrl&&random%3
[State ];祓
Type=ChangeState
value=var(10):=1050+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
trigger1=ctrl&&random%3
[State ];棒立ち
Type=ChangeState
value=var(10):=0+(var(11):=0)
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=(var(0)&4096)=0
triggerall=palno>6
triggerall=statetype!=A
triggerall=ctrl
trigger1=RoundState=2
trigger1=var(10)!=20
trigger2=RoundState>2
trigger2=var(10)=20
