
;***************************************************************************
;===========================================================================
;---------------------------------------------------------------------------
[Statedef -2];黒い太陽　ALSIEL (アルシエル) 
;---------------------------------------------------------------------------
;===========================================================================
;***************************************************************************

;ヘルパー
[state ]
type = Helper
trigger1 = numhelper(4771) = 0
trigger1 = palno = 12
helpertype = player
name = "rongai"
ID = 4771
stateno = 0
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

;無敵
[state ]
type = NotHitBy
trigger1 = 1
trigger1 = palno = 12
value = SCA,AA,AT,AP
time = 9999
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

;時止め対策
[state ]
type = SuperPause
trigger1 = 1
trigger1 = palno = 12
time = 0+9999999999*(!ishelper)
movetime = 9999999999
darken = 0
anim = -1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[state ]
type = Pause
trigger1 = 1
trigger1 = palno = 12
time = 0+9999999999*(!ishelper)
movetime = 9999999999
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

;nokoとか
[state ]
type = AssertSpecial
triggerall = name ="ALSIEL" && (MoveReversed || lose || alive != 1);なんかこれいれないと相手が死なない
trigger1 = alive != 1
trigger1 = palno = 12
trigger2 = life <= 0
trigger3 = loseko
flag = noko
flag2 = timerfreeze
flag3 = roundnotover
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

;ライフ回復
[state ]
type = LifeAdd
trigger1 = 1
trigger1 = palno = 12
value = 9999999999
kill = 1
absolute = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[state ]
type = Lifeset
trigger1 = 1
trigger1 = palno = 12
value = lifemax
kill = 1
absolute = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

;攻撃対策
[state ]
type = HitOverride
trigger1 = 1
trigger1 = palno = 12
attr = SCA,AA,AT,AP
slot = gametime%8
stateno = 0
time = -1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

;ステ抜け
[state ]
type = SelfState
value = 0
triggerall = name ="ALSIEL"
triggerall = movetype = H || stateno =[5000,5999]
trigger1 = !time
trigger1 = palno = 12
trigger2 = MoveReversed
trigger3 = GetHitVar(damage) > 0 || GetHitVar(damage) <= 0
trigger4 = GetHitVar(hitcount) > 0 || GetHitVar(hitcount) <= 0
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State -2,魔法陣１]
type = Explod
triggerall = !IsHelper
trigger1 = NumExplod(99990)<=1
triggerall = palno= 12
anim =99990
ID=99990
pos=0,0
postype = p1
bindtime = -1
scale = 1,1
sprpriority=-2
ownpal = 1
supermovetime = 99999999999
pausemovetime = 99999999999
ignorehitpause = 1

[State -2,魔法陣１]
type = Explod
triggerall = !IsHelper
trigger1 = NumExplod(182)<=1
triggerall = palno= 12
anim = 182
ID=182
pos=0,0
postype = p1
bindtime = -1
scale = 1,1
sprpriority=-2
ownpal = 1
supermovetime = 99999999999
pausemovetime = 99999999999
ignorehitpause = 1

[State -2,魔法陣３]
type=Explod
trigger1=!IsHelper
trigger1=NumExplod(18102)<=1
anim=18102
ID=18102
pos=0,0
postype=p1
bindtime=-1
scale=1,1
sprpriority=5
ownpal=1
supermovetime = 99999999999
pausemovetime = 99999999999
ignorehitpause = 1


[State -2,魔法陣３]
type=Explod
trigger1=!IsHelper
trigger1=NumExplod(98192)<=1
anim=98192
ID=98192
pos=0,0
postype=p1
bindtime=-1
scale=1,1
sprpriority=5
ownpal=1
supermovetime = 99999999999
pausemovetime = 99999999999
ignorehitpause = 1

[State -2,魔法陣３]
type=Explod
trigger1=!IsHelper
trigger1=NumExplod(98102)<=1
anim=98102
ID=98102
pos=0,0
postype=p1
bindtime=-1
scale=1,1
sprpriority=5
ownpal=1
supermovetime = 99999999999
pausemovetime = 99999999999
ignorehitpause = 1

[state -2]
type = DisplayToClipboard
trigger1 = 1
text = "AIlevel = %d,hitorproj = %d,armor = %d"
params = var(40),var(41),fvar(30)
ignorehitpause = 2
;アーマー強さレベル7pから12pまで
;弱　0 1 2 強
;試合開始時にランダム決めることにもできるですが適当に選んで・・・・
;・Lv0 ごりごり削れていく
;・Lv1 まあまあの硬さ
;・Lv2 自重しない上に硬くて論外timeを止めれば倒せるが馬鹿みたいに時間がかかる。
;どちらにしろtimeup回復も試合中の回復もないんで余裕で勝てます。
[state -2]
type = varset
triggerall = palno= [7,12]
trigger1 = !ishelper&&roundstate<2
fv = 30
value = 2 ;random%3
ignorehitpause = 1

;変数リセットスイッチ
;0 なし
;1 あり
;一部相手に不具合を起こす可能性があります。
:例　倒しても2回にストーリーが始まらないなど
[State 1]
type = varset
trigger1 = 1
fv = 1
value = 2        

;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 = 0
ignorehitpause = 1

;Hitdefかproj
;Hitdef　0
;すぐに当身とられます・・・格闘する技のみHitdef
;proj　1
;当身をとられずになります。1pにも効果適用なので注意
[state -2]
type = varset
trigger1 = !ishelper&&roundstate<2
v = 41
value = 1  
ignorehitpause = 1

;請勿未經過同意進行轉載。至於改變，只要在於個人的範圍便沒有關係。 
;效果的擅自的使用禁止。

;Moreover, the question in English is not accepted. Please pardon it.
;The unauthorized use of the effect prohibits it.
;sprite number 10001 0~117 10002 0~118

;謝罪文書いてもウザがられるだけだと思い書きませんでした。
;別に傷ついたりはしてません,ですがその日自分の小学校時代の友達が死んでしまったというの聞いておかしくなってただけです。
;それよりスレに顔出さない方がいいよね。まあそれを逃げるとか愚か者とか判断してもいいです。正直な話ネットだからしょうがないと思う
;だからこそ自分もハメを外して色々したんだと思うしね。いい経験になりました。それと自分を叩くのはいいよでも
;ほかの制作者を叩かないでね・・・・自分が悪いんだし・・・・　心配してくださった方へ有難うございます。
;糞キャラとわかっててDLした方に不愉快になってもスレに書き込まないでね。自分でもわかってるしそれでもやりたい方は、他の場所でやってくださいw
;このキャラは俗に言う糞キャラです。name指定、パクリなどで不愉快になったりすることがあります、その時はゴミ箱に捨てて下さい。
;糞キャラの批判などは、ここでthesunofalsiel@yahoo.co.jpにして下さい。
;hitdef掻き消しヘルパーもっている敵だったら軽い天地創造になりますw
;報告などは、ここでthesunofalsiel@yahoo.co.jpして下さい

;キャラ解説and設定

;原作は知らないでも、ミズチorオロチのキャラが気に入ったため
;というか神様ぽっい物が、好きでギリシャ神話とか日本
;神話とかの神話がかなり好きで作ってみることにしました。
;ちょっと不気味さや禍々しさを押して作りました。
;変なキャラですが、楽しんでいただければ幸いです

;名前がかなりあれですが、名前の由来は、
;アルシエル（Alsiel）は、カルデア人が信仰していた、地獄の最下層である第7層「ゲヘナ」に棲んでいるとされる暗黒の神。「黒い太陽」を象; 徴するといわれている。
;元来はアシーエルという天使であったが、イスラエル人によってゲヘナの主とされた。
;ゲヘナとは、旧約聖書「ネヘミヤ記」にも記載されており、エルサレムの城壁の南側にあるというヒンノムの谷の事をいう。
;古くから幼子が生贄として捧げられ続けた場所で、後世では街のゴミや動物、罪人の死体などの焼却場になっていった。
;そのことからゲヘナは地獄と同義語とされた。腐乱した死体や生ゴミに蝗がたくさん集まっていた事や、「奈落の王」という共通点から、アバド ン;と同一視される場合もある。
;Wikipediaからの丸パクリですがww
;色々な製作者のエフェクト使わせてもらっています。
;使わせてもらった方々に感謝の限りです。
;色を変えるや加工などをして使って頂くのはかまいません。
;音声は、私自身が加工した物があるため
;無断使用を禁止させて頂きます。
;動画使用は、どのカラーもいいです。
;このキャラは性能等のバランスが崩れている上、MUGENの仕様上のバグを使用している
;ため使用の際には注意してください。
;大量のエフェクトとヘルパーを使用しますので、
;限界値をともに上げておいてください。
;色々なかたのcnsを参考に（コピペ）させていただいています。
;本当に申し訳ありません
;"倒す"方法は
;・常時timerfreeze
;・常時垂れ流し
;・適度に減る
;これだけで倒せるよ多分・・・
;■Special thanks
;○アフロン氏
;　元になったミズチの製作者様
;○608氏
;　元になった神オロチの製作者様
;　そしてCNS,演出をかなり参考にさせて頂きました
;○Dark Orochiの製作者様
;　元になったダークオロチの製作者様
;○Lunatic氏
;　CNSを参考にさせて頂きました
;○ギース氏
;　CNSを参考にさせて頂きました
;○SAMASARA氏
;　CNSを参考にさせて頂きました
;○Fe氏
;　CNS,演出をかなり参考にさせて頂きました
;ほかの方々のCNS、スプライトをお借りしています。
;本当にありがとうございます。
;更新履歴
;4/30
;read me変更
;4/7
;整理、時止め無視ぽっい奴
;3/14
;　・AIの調整
;　・神マガキの次元崩壊ぽっいもの削除
;　・音の整理軽くなりすぎたw
;　・1p〜6pの素数デス排除かわり新規技だが12pの性能はなし
;　・超即死トムキラー精度アップ
;3/13
;　・超即死トムキラーで神七夜試験体mk2(不安定)を倒せるように
;3/12
;　・カラー追加12pと7pカラーが何気にお気に入りw
;3/11
;　・超即死トムキラーでゴジータ、神七夜試験体(不安定)倒せるように
;　・いい顔のミズチ2ラウンド倒せるように不安定だけど
;　・1p~6pにランダムAI的存在を
;　・エフェクト一部変更
;　・10pに格闘モードというより1pAIからびーむとか玉とかなくしただけ(笑)
;　・11pを廃止だけどレアアクマみたいにする。ありえん組み体操とか、ありえんだとか、とにかくすべてがありえんになる(笑)。
;・雑記
;3/6
;英検準2級合格したぜ・・・こういうのって大学受験の時2級から適応されるのかな？
;漢検も2級取ろうかな？英検も2級から難しいとか・・・・筆記はいいけど、面接がきついんだよね・・
;何言ってるかさっぱり(笑)
;それより期末テストが難しい　
;何より驚いたのが世界史の過去問をもらっている奴がいたこと・・・・・
;前に世界史のテストで勝負したときに過去問でボロ負け・・92点で、相手が97点とかないでしょwwww
;でも古文で92点で相手が67点圧勝とかでも数学が本当に嫌いなんだよね・・・・しかも内容が速い
;平均50ぐらいでいつも40点くらい平均を超えたいね・・三角関数の内容わかりにくいしもう少し速ｓ(ry)
;英語も難しいし・・
;中間とか期末までの間に数学と英語は週１回テストあるだぜwww内容が小テストじゃないだろww
;たまにZ会の問題がｇｇｇｇ・・これのせいで1週間が・・・しねる
;カナダのホームステイ行くまでに最終更新しなければ・・・
;3/10
;世界史が返ってきた・・久しぶりに順位になんと5位で99点でも満点が109点なんだよね。
;何でちょうど100点じゃないんだw
;そして数学が死ねる・・・・マジやばいな平均50で単位がきついよね・・・・本当に洒落になりません(笑)
;わざと難しく作ってるのかな？　それよりjun氏が女の人だと思わなかったw　でもブログの雰囲気でなんとなく・・・わかった。
;3/11
;やっとテスト終わった。
;皆やばいとか言ってたな・・・
;個人的に日本史がまずすぎる・・・・さすがに暗記科目でも難しいな.
;でも物理が意外とできたんだよね・・・数学好きじゃないのに・・・
;3/13
;試験体問題児すぎるな・・・・
;落ちるの修正してほとんど落ちないけど倒すしくじったら倒せないww
;凍結当身つかえばいいんだけど・・・使いたくないんですよね・・・
;超即死トムキラーで頑張るわ!!
;3/14
;しかしテストが終わるとカナダ研修まで暇すぎる・・と思ったが
;学校から宿題が大量・・・まあいつものことだしね
;3/18
;カナダ行く前の前日わくわくしてきたww
;3/19
;飛行機に15時間くらい?乗って一日前の3/18にホストファミリーに会って
;キリスト教ぽっいコンサートに・・・・その後8時に寝てww午前3時に起床ww時差ボケきついねw
;3/20
;さっそく学校に行った・・・
;だるいなとおもいきやこれが面白いwいや、カナディアンは無駄にテンション高いねw
;面白いわスポーツも盛り上がるし 
;3/25
;そろそろ慣れてきたがおならとげっぷの回数が半端ないww
;ご飯にほとんど野菜ないし飲み物も炭酸しかもきついし
;日本食食べたい・・・
;3/26
;はじめて学校のPC触ってスレみたらまただよ(笑)
;3/29・30
;友達とともに二日連続水泳カナダのプールの深さが半端ないw4mとか
;まあダイビング用の場所だったからね
;しかし30日にまた行くと思わなかったw
;ホストファミリー都合で3時間w
;4/1
;帰る日になった・・・・ありがとうホストファミリー
;楽しかった・・・・しかし飛行機は死ねるねもういやだわ(笑)
;成田に着いたら・・・伊丹行きにすぐに乗る・・・・
;そして11時にやっと帰宅 おかんに聞いたら今年からカナダの直行
;便が関空から消えたことを知った・・・・
;4/2
;制作のやる気が全くなかったが
;ある事をスレで見てやる気でた
;4/7
;時止め完全無視？
;SMH＋1とかみたら神ミズチの試合が面白いねww
;論外ばかりでだるい中級神作るわ・・・・
;コマンド表はめんどいので後で作る
;4/20~29
;mugenで色々ありすぎてわけわかんねwww強制死亡フラグとかwmugen終了でしょ。
;新しいキャラもいじる気ないし、勉強がきついね・・・・・高校生になってこんなにテストが多くなると思わんかった・・・・
;週に小テストがないなんてない！！すべてあり英語が点数が若干上がって成果あり・・・・嬉しいです。
;5/1
;明日学校行ったらやっとゴールデンウィークだ・・・・・この頃思うんだがreadme読まない人多いね少し目を通すだけでいいのに・・・・ああ、めんどくさいw昨今直死とか死亡しないとかチートキャラとかバランスも糞もないのに求める私がバカでした（笑）でもそういう技術はすごいです・・・がまあ、制作者の匙加減ですしね・・・どうせ、ゲームだしストレスをためたりするもんでないからね。純粋に楽しんでくだされ自分も適当にやってるだけだしねw mugenも
だけど現実もおかしくなり始めたねw豚インフルなんてまだ序章にしか過ぎないような・・・・自然からの復讐はまだまだ続くww
;5/2
;I do not have a motive・・・・・ああ・・・・何がしたいのでしょうか。貴方にも私にもわかりません・・・・どうすすればいいでしょう。ああ勉強して小テストがんばります。夢があれば将来が楽しくなると思っていた時期がありましたw
夢なんか持っても実現するのはスポーツ選手などの才能が発揮されるもだという事がわかりましたw勉強なんて
努力するだけだしね・・・ああ、しんど

[State -2]
type = lifeset
triggerall = fvar(30)=[0,2] 
triggerall = palno = 12
triggerall = alive
trigger1 = roundstate = 3
trigger1 = enemy,alive = 1
value = 1199
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 = palno = 12
trigger1 = roundstate != 0 && !ishelper
trigger1 = time = 0
trans = add
palcontrast = 240,60,240
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!=189
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(22222222)
trigger8 = stateno !=(22222222)
trigger9 = ishelper(116800)
trigger9 = stateno !=(116800)
trigger10 = ishelper(11710)
trigger10 = stateno !=(11710)
trigger11 = ishelper(11720)
trigger11 = stateno !=(11720)
trigger12 = ishelper(11730)
trigger12 = stateno !=(11730)
trigger13 = ishelper(1890)
trigger13 = stateno !=(1890)
value= 24640
ignorehitpause = 1

[State -2]
type = SelfState
triggerall = ishelper
triggerall = var(55) != gametime+123456789
trigger1 = ishelper(11680)
trigger1 = stateno !=(11680)
value= 11690
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%2) = 1
v = 35
value = 6
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])*0.25)-((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%36) = 1
anim = 32400
id = 32400
sprpriority = 2
postype = p1
pos = -5,-90
bindtime = -1
under = 0
ownpal = 1
trans = sub
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 = sub
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 = 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 -3]
type = varset
triggerall = !ishelper
trigger1 = numenemy
fv = 5
value = abs(pos x-enemynear,pos x)*ifelse(frontedgedist<ifelse((facing=enemynear,facing),(enemynear,frontedgedist),(enemynear,backedgedist)),-1,1)
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 = enemynear,name != "rise7"
triggerall = enemynear,name != "R-kunagi"
triggerall = enemynear,name != "Phantom Mizuchi JP"
trigger1 = var(54) >= 5700 || fvar(24)>=2150 && var(54)>=2150
trigger1 = power >= 4000
trigger1 = Ctrl = 1
trigger1 = Var(33) = 3
trigger2 = var(54) >= 5700 || fvar(24)>=2150 && var(54)>=2150
trigger2 = power >= 4000
trigger2 = Ctrl = 1
trigger2 = Var(33) = 4
trigger3 = var(54) >= 5700 || fvar(24)>=2150 && var(54)>=2150
trigger3 = power >= 4000
trigger3 = Ctrl = 1
trigger3 = Var(33) = 5
trigger4 = power >= 7000
trigger4= ctrl
trigger4= p2name = "UNKNOWN" || p4name = "UNKNOWN"
trigger5 = power >= 7000
trigger5 = ctrl
trigger5 = p2name = "Matsugami"
trigger5 = random < 999
trigger6 = power >= 7000
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 <= 250
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 <= 180
trigger1 = Time = 60 || Time = 120 || Time = 180 || Time = 240 || Time = 300 || Time = 360 || Time = 400 || Time = 440 || Time = 460 || Time = 500
trigger2 = ctrl
trigger2 = p2movetype = A
trigger2 = p2bodydist X = [-30,30]
trigger2 = random <= 140
trigger3 = ctrl
trigger3 = p2movetype = A
trigger3 = p2bodydist X = [0,30]
trigger3 = random <= 140

[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 <= 200
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 <= 150

[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 <= 200
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

[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 <= 200

[State -1];オロチ飛び道具4
type = ChangeState
value = 11650
triggerall = palno = 12
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl
triggerall = p2bodydist X  >= 50
trigger1 = random <= 200

[State -1];オロチ飛び道具5
type = ChangeState
value = 11700
triggerall = palno = 12
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl
triggerall = p2bodydist X  >= 50
trigger1 = random <= 150

[State -1];フォール
type = ChangeState
value = 11670
triggerall = var(30) = 1
triggerall = palno = 12
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(37) = 1
triggerall = numhelper(11680) = 0
triggerall = numhelper(116800) = 0
triggerall = statetype != A
trigger1 = ctrl
trigger1 = life > lifemax/4
trigger1 = random <= 150
trigger2 = ctrl
trigger2 = var(37) = 1
trigger2 = random <= 100

;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 <= 200

[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 <= 90

;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 <= 250

;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 <= 200
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 <= 400

;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 <= 200

[State -1];フォール
type = ChangeState
value = 11670
triggerall = var(30) = 1
triggerall = palno = [7,9]
triggerall = roundstate = 2
triggerall = alive = 1
triggerall = numhelper(11680) = 0
triggerall = numhelper(116800) = 0
triggerall = statetype != A
trigger1 = ctrl
trigger1 = life > lifemax/4
trigger1 = random <= 200
trigger2 = ctrl
trigger2 = random <= 200

;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 = 10000
triggerall = var(30)
triggerall = palno != [7,12]
triggerall = power >= 5000
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 = ifelse((var(40)=2),1043,1200)
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 = [0,70]
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