;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;ヘルパー
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
;(HELPER)ＫＯ勝利演出・待機
[Statedef 8010]
type = A
ctrl = 0
anim = 8000
velset = 0,0
movetype = I
physics = N
sprpriority = 7

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible
;---------------------[移動関係]
[state a]
type = bindtoroot
trigger1 = 1
pos = 0,0

;---------------------[透過]
;---------------------[]
[state a]
type = changestate
trigger1 = winko
value = 8011


;----------------------------------------------------------------------------
;(HELPER)ＫＯ勝利演出・通常
[Statedef 8011]
type = A
ctrl = 0
anim = 8000
velset = 0,0
movetype = I
physics = N
sprpriority = 7

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible
;---------------------[移動関係]
[state a]
type = bindtoroot
trigger1 = 1
pos = 0,0

;---------------------[効果音]
[State 200, 1];
type = PlaySnd
triggerall = time = 0
trigger1 = root,movecontact
value = 400, 12

[State 200, 1];
type = PlaySnd
triggerall = time = 0
trigger1 = root,projhittime(3050) = [1,5]
trigger2 = root,projhittime(3060) = [1,5]
trigger3 = root,stateno = 3110
trigger4 = root,stateno = 3520
value = 400, 13

[State 200, 1];
type = PlaySnd
trigger1 = time = 4
value = 12, 2

;---------------------[エフェクト]
[state -2,a];超必フィニッシュ
type = Explod
triggerall = time = 0
trigger1 = root,projhittime(3050) = [1,5]
trigger2 = root,projhittime(3060) = [1,5]
trigger3 = root,stateno = 3110
trigger4 = root,stateno = 3520
anim = 8100
id = 8100
postype = left
bindtime = -1
pos = -10,-45
sprpriority = -10
removetime = 90
ownpal = 1
under = 1
scale = 0.75,0.75

[state -2,a];超必フィニッシュ
type = Explod
triggerall = time = 0
trigger1 = root,projhittime(3050) = [1,5]
trigger2 = root,projhittime(3060) = [1,5]
trigger3 = root,stateno = 3110
trigger4 = root,stateno = 3520
anim = 8101
id = 8101
postype = left
bindtime = -1
pos = -10,-45
sprpriority = -10
removetime = 90
ownpal = 1
under = 1
scale = 0.75,0.75

[State 7100, PlaySnd]
type = VarSet
triggerall = var(9) = 0
trigger1 = NumExPlod(8100)
trigger1 = NumExPlod(8101)
var(9) = 1

[State 7100, PlaySnd]
type = VarSet
triggerall = var(9) = 1
trigger1 = roundstate <= 2
var(9) = 0

[state -2,a];超必フィニッシュ終了
type = Explod
triggerall = time = 90
trigger1 = var(9)
anim = 8110
id = 8110
postype = left
bindtime = -1
pos = -10,-45
sprpriority = -10
;removetime = 180
ownpal = 1
under = 1
scale = 0.75,0.75

[state -2,a];超必フィニッシュ終了
type = Explod
triggerall = time = 90
trigger1 = var(9)
anim = 8111
id = 8111
postype = left
bindtime = -1
pos = -10,-45
sprpriority = -10
;removetime = 180
ownpal = 1
under = 1
scale = 0.75,0.75

[State a];黒背景
type = Explod
triggerall = time = 0
trigger1 = root,projhittime(3050) = [1,5]
trigger2 = root,projhittime(3060) = [1,5]
trigger3 = root,stateno = 3110
trigger4 = root,stateno = 3520
anim = 8105
id = 8105
sprpriority = -11
postype = left
pos = 0,0
bindtime = -1
;removetime = -1
under = 0
ownpal = 1
;pausemovetime = 99999
;supermovetime = 99999
scale = 999999,999999
under = 1

[State 3040, 7];超必フィニッシュ
type = null ;EnvColor
triggerall = time = 0
trigger1 = root,projhittime(3050) = [1,5]
trigger2 = root,projhittime(3060) = [1,5]
trigger3 = root,stateno = 3110
trigger4 = root,stateno = 3520
;persistent = 0
ignorehitpause = 1
time = 90
value = 0,0,0
under = 1



[State a];フラッシュ
type = Explod
triggerall = root,var(13) = 2
triggerall = NumExPlod(8100) = 0 && NumExPlod(8101) = 0
trigger1 = time = 0
anim = 8015
id = 8015
sprpriority = -11
postype = left
pos = 0,0
bindtime = -1
;removetime = -1
under = 0
ownpal = 1
;pausemovetime = 99999
;supermovetime = 99999
scale = 999999,999999
under = 1


;--

[State a];KO
type = Explod
;triggerall = !MatchOver
trigger1 = time = 3
anim = 8030
id = 8030
sprpriority = 15
postype = left
pos = 160,120
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
under = 1
scale = 1,1

[state a]
type = ModifyExplod
trigger1 = 1
ID = 8030
scale = fvar(0),fvar(0)

[state a]
type = varset
trigger1 = time = 0
fvar(0) = 0

[state a]
type = varadd
trigger1 = time > 2
trigger1 = time <= 22
fvar(0) = 0.2

[state a]
type = removeexplod
trigger1 = time = 22
id = 8090

[State a];KO
type = Explod
;triggerall = !MatchOver
trigger1 = time = 11
anim = 8080
id = 8080
sprpriority = 10
postype = left
pos = 45,50
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
under = 1
scale = 0.5,0.5

[State a];KO
type = Explod
;triggerall = !MatchOver
trigger1 = time = 11
anim = 8081
id = 8081
sprpriority = 10
postype = left
pos = 45,50
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
under = 1
scale = 0.5,0.5

[State a];KO
type = Explod
;triggerall = !MatchOver
trigger1 = time = 11
anim = 8082
id = 8082
sprpriority = 10
postype = left
pos = 45,50
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
under = 1
scale = 0.5,0.5

[State a];KO
type = Explod
;triggerall = !MatchOver
trigger1 = time = 11
anim = 8083
id = 8083
sprpriority = 11
postype = left
pos = 45,50
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
under = 1
scale = 0.5,0.5

[State a];KO
type = Explod
;triggerall = !MatchOver
trigger1 = time = 11
anim = 8086
id = 8086
sprpriority = 12
postype = left
pos = 45,50
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
under = 1
scale = 0.5,0.5

[State a];KO
type = Explod
;triggerall = !MatchOver
trigger1 = time = 11
anim = 8087
id = 8087
sprpriority = 12
postype = left
pos = 45,50
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
under = 1
scale = 0.5,0.5

[State a];KO
type = Explod
;triggerall = !MatchOver
trigger1 = time = 11
anim = 8088
id = 8088
sprpriority = 12
postype = left
pos = 45,50
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
under = 1
scale = 0.5,0.5

[State a];KO
type = Explod
;triggerall = !MatchOver
trigger1 = time = 11
anim = 8089
id = 8089
sprpriority = 12
postype = left
pos = 45,50
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
under = 1
scale = 0.5,0.5

;--

[State a];KO_K1
type = Explod
;triggerall = !MatchOver
trigger1 = time = 5
anim = 8084
id = 8084
sprpriority = 11
postype = left
pos = -155,-150
vel = 40,40
bindtime = 0
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
under = 1
scale = 0.5,0.5

[State a];KO_O1
type = Explod
;triggerall = !MatchOver
trigger1 = time = 5
anim = 8085
id = 8085
sprpriority = 11
postype = left
pos = -155,-150
vel = 40,40
bindtime = 0
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
under = 1
scale = 0.5,0.5

;--

[State a];KO_K2
type = Explod
;triggerall = !MatchOver
trigger1 = time = 5
anim = 8084
id = 8084
sprpriority = 11
postype = left
pos = 245,-150
vel = -40,40
bindtime = 0
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
under = 1
scale = 0.5,0.5

[State a];KO_O2
type = Explod
;triggerall = !MatchOver
trigger1 = time = 5
anim = 8085
id = 8085
sprpriority = 11
postype = left
pos = 245,-150
vel = -40,40
bindtime = 0
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
under = 1
scale = 0.5,0.5

;--

[State a];KO_K3
type = Explod
;triggerall = !MatchOver
trigger1 = time = 5
anim = 8084
id = 8084
sprpriority = 11
postype = left
pos = -155,250
vel = 40,-40
bindtime = 0
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
under = 1
scale = 0.5,0.5

[State a];KO_O3
type = Explod
;triggerall = !MatchOver
trigger1 = time = 5
anim = 8085
id = 8085
sprpriority = 11
postype = left
pos = -155,250
vel = 40,-40
bindtime = 0
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
under = 1
scale = 0.5,0.5

;--

[State a];KO_K4
type = Explod
;triggerall = !MatchOver
trigger1 = time = 5
anim = 8084
id = 8084
sprpriority = 11
postype = left
pos = 245,250
vel = -40,-40
bindtime = 0
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
under = 1
scale = 0.5,0.5

[State a];KO_K4
type = Explod
;triggerall = !MatchOver
trigger1 = time = 5
anim = 8085
id = 8085
sprpriority = 11
postype = left
pos = 245,250
vel = -40,-40
bindtime = 0
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
under = 1
scale = 0.5,0.5





;----------------------------------------------------------------------------
;(HELPER)炎攻撃ヒット
[Statedef 7020]
type = A
ctrl = 0
anim = 8000
velset = 0,0
movetype = I
physics = N
sprpriority = 10

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible

;---------------------[効果音]
[State 2000, 6];炎
type = PlaySnd
trigger1 = time = 0
value = 1500,2

;---------------------[]
[State explod];炎
type = Explod
trigger1 = 1
anim = 7020+random%3
id = 3000
sprpriority = 10
postype = p1
pos = -40 + random%80,-10 - random%90
bindtime = 1
supermovetime = 28
under = 0
trans = addalpha
alpha = 256,40

;---------------------[ステート移行]
[state a]
type = destroyself
trigger1 = time = 3


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;ゲージ関連
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;----------------------------------------------------------------------------
;(HELPER)ゲージ
[Statedef 7500]
type = A
ctrl = 0
anim = 8000
velset = 0,0
movetype = I
physics = N
sprpriority = 10

;---------------------[varセット]

[state a]
type = varset
trigger1 = 1
var(19) = root,var(19)

[state a]
type = varset
trigger1 = 1
var(20) = root,var(20)

;---------------------[パワーゲージ]

[state a]
type = varadd
trigger1 = power > var(2)
var(2) = ifelse(floor((power - var(2)) / 10) < 1,1,floor((power - var(2)) / 10))

[state a]
type = varadd
trigger1 = power < var(2)
var(2) = ifelse(floor((power - var(2)) / 10) > -1,-1,floor((power - var(2)) / 10))

[state a]
type = varset
trigger1 = var(2) < 0
var(2) = 0

[state a]
type = varadd
trigger1 = var(19) > var(3)
var(3) = ifelse(floor((var(19) - var(3)) / 10) < 1,1,floor((var(19) - var(3)) / 10))

[state a]
type = varadd
trigger1 = var(19) < var(3)
var(3) = ifelse(floor((var(19) - var(3)) / 10) > -1,-1,floor((var(19) - var(3)) / 10))

[state a]
type = varset
trigger1 = var(2) < 0
var(3) = 0

;---------------------[透過]
[state a]
type = null;Trans
trigger1 = 1
trans = addalpha
alpha = 256, 256

;---------------------[]
[state -2,a];ゲージ枠a
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = 1
trigger1 = numexplod(7501) = 0
anim = 7501
id = 7501
postype = back
bindtime = -1
pos = 36,230
sprpriority = 98
removetime = -1
ownpal = 1
ontop = 1

[state -2,a];ゲージ枠a
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = -1
trigger1 = numexplod(7501) = 0
anim = 7501
id = 7501
postype = back
bindtime = -1
pos = 36,230
sprpriority = 98
removetime = -1
ownpal = 1
facing = 1
ontop = 1

[state a]
type = removeexplod
trigger1 = RoundState > 2
trigger2 = (root,stateno = [3500,3599]) && root,movetype = A
id = 7501

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible

;---------------------[ゲージ量]

[state -2,a];ゲージ数0
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = 1
trigger1 = power >= 0
trigger1 = power < 1000
trigger1 = numexplod(7510) = 0
anim = 7510
id = 7510
postype = back
bindtime = -1
pos = 38,230 ;17,230
sprpriority = 99
removetime = -1
ownpal = 1
ontop = 1

[state -2,a];ゲージ数0
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = -1
trigger1 = power >= 0
trigger1 = power < 1000
trigger1 = numexplod(7510) = 0
anim = 7510
id = 7510
postype = back
bindtime = -1
pos = -21,230 ;16,230
sprpriority = 99
removetime = -1
facing = -1
ownpal = 1
ontop = 1

[state -2,a];ゲージ数1
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = 1
trigger1 = power >= 1000
trigger1 = power < 2000
trigger1 = numexplod(7511) = 0
anim = 7511
id = 7511
postype = back
bindtime = -1
pos = 38,230 ;17,230
sprpriority = 99
removetime = -1
ownpal = 1
ontop = 1

[state -2,a];ゲージ数1
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = -1
trigger1 = power >= 1000
trigger1 = power < 2000
trigger1 = numexplod(7511) = 0
anim = 7511
id = 7511
postype = back
bindtime = -1
pos = -21,230 ;16,230
sprpriority = 99
removetime = -1
facing = -1
ownpal = 1
ontop = 1

[state -2,a];ゲージ数2
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = 1
trigger1 = power >= 2000
trigger1 = power < 3000
trigger1 = numexplod(7512) = 0
anim = 7512
id = 7512
postype = back
bindtime = -1
pos = 38,230 ;17,230
sprpriority = 99
removetime = -1
ownpal = 1
ontop = 1

[state -2,a];ゲージ数2
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = -1
trigger1 = power >= 2000
trigger1 = power < 3000
trigger1 = numexplod(7512) = 0
anim = 7512
id = 7512
postype = back
bindtime = -1
pos = -21,230 ;16,230
sprpriority = 99
removetime = -1
facing = -1
ownpal = 1
ontop = 1


[state -2,a];ゲージ数3
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = 1
trigger1 = power >= 3000
trigger1 = power < 4000
trigger1 = numexplod(7513) = 0
anim = 7513
id = 7513
postype = back
bindtime = -1
pos = 38,230 ;17,230
sprpriority = 99
removetime = -1
ownpal = 1
ontop = 1

[state -2,a];ゲージ数3
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = -1
trigger1 = power >= 3000
trigger1 = power < 4000
trigger1 = numexplod(7513) = 0
anim = 7513
id = 7513
postype = back
bindtime = -1
pos = -21,230 ;16,230
sprpriority = 99
removetime = -1
facing = -1
ownpal = 1
ontop = 1

[state -2,a];ゲージ数4
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = 1
trigger1 = power >= 4000
trigger1 = power < 5000
trigger1 = numexplod(7514) = 0
anim = 7514
id = 7514
postype = back
bindtime = -1
pos = 38,230 ;17,230
sprpriority = 99
removetime = -1
ownpal = 1
ontop = 1

[state -2,a];ゲージ数4
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = -1
trigger1 = power >= 4000
trigger1 = power < 5000
trigger1 = numexplod(7514) = 0
anim = 7514
id = 7514
postype = back
bindtime = -1
pos = -21,230 ;16,230
sprpriority = 99
removetime = -1
facing = -1
ownpal = 1
ontop = 1

[state -2,a];ゲージ数5
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = 1
trigger1 = power >= 5000
trigger1 = power < 6000
trigger1 = numexplod(7515) = 0
anim = 7515
id = 7515
postype = back
bindtime = -1
pos = 38,230 ;17,230
sprpriority = 99
removetime = -1
ownpal = 1
ontop = 1

[state -2,a];ゲージ数5
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = -1
trigger1 = power >= 5000
trigger1 = power < 6000
trigger1 = numexplod(7515) = 0
anim = 7515
id = 7515
postype = back
bindtime = -1
pos = -21,230 ;16,230
sprpriority = 99
removetime = -1
facing = -1
ownpal = 1
ontop = 1



[state a];0
type = removeexplod
trigger1 = RoundState > 2
trigger2 = power >= 1000
trigger3 = (root,stateno = [3500,3599]) && root,movetype = A
id = 7510

[state a];1
type = removeexplod
trigger1 = RoundState > 2
trigger2 = power >= 2000
trigger3 = power < 1000
trigger4 = (root,stateno = [3500,3599]) && root,movetype = A
id = 7511

[state a];2
type = removeexplod
trigger1 = RoundState > 2
trigger2 = power >= 3000
trigger3 = power < 2000
trigger4 = (root,stateno = [3500,3599]) && root,movetype = A
id = 7512

[state a];3
type = removeexplod
trigger1 = RoundState > 2
trigger2 = power >= 4000
trigger3 = power < 3000
trigger4 = (root,stateno = [3500,3599]) && root,movetype = A
id = 7513

[state a];4
type = removeexplod
trigger1 = RoundState > 2
trigger2 = power >= 5000
trigger3 = power < 4000
trigger4 = (root,stateno = [3500,3599]) && root,movetype = A
id = 7514

[state a];5
type = removeexplod
trigger1 = RoundState > 2
trigger2 = power >= 6000
trigger3 = power < 5000
trigger4 = (root,stateno = [3500,3599]) && root,movetype = A
id = 7515


;---------------------------[通常ゲージ]

[state -2,a];ゲージ量
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = 1
trigger1 = var(2) < 5000 ;power < 5000
trigger1 = power >= 1
trigger1 = numexplod(7520) = 0
anim = 7520
id = 7520
postype = left
bindtime = -1
pos = 32,230
sprpriority = 99
removetime = -1
ownpal = 1
ontop = 1

[state -2,a];ゲージ量
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = -1
trigger1 = var(2) < 5000 ;power < 5000
trigger1 = power >= 1
trigger1 = numexplod(7520) = 0
anim = 7521
id = 7520
postype = right
bindtime = -1
pos = -31,230
sprpriority = 99
removetime = -1
ownpal = 1
;facing = -1
ontop = 1

[state a]
type = removeexplod
trigger1 = RoundState > 2
trigger2 = (root,stateno = [3500,3599]) && root,movetype = A
trigger3 = var(2) <= 0 ;power <= 0
id = 7520

[state a]
type = ModifyExplod
trigger1 = 1
ID = 7520
scale = var(2) * 0.001 - floor(var(2)*0.001),1
;scale = power * 0.001 - floor(power*0.001),1



[state -2,a];MAX
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = 1
trigger1 = var(2) >= 5000 ;power >= 5000
trigger1 = numexplod(7525) = 0
anim = 7525
id = 7525
postype = left
bindtime = -1
pos = 32,230
sprpriority = 99
removetime = -1
ownpal = 1
ontop = 1

[state -2,a];MAXIMUM
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = 1
trigger1 = var(2) >= 5000 ;power >= 5000
trigger1 = numexplod(7526) = 0
anim = 7526
id = 7526
postype = left
bindtime = -1
pos = 32,230
sprpriority = 100
removetime = -1
ownpal = 1
ontop = 1

[state -2,a];MAX
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = -1
trigger1 = var(2) >= 5000 ;power >= 5000
trigger1 = numexplod(7525) = 0
anim = 7525
id = 7525
postype = right
bindtime = -1
pos = -143,230
sprpriority = 99
removetime = -1
ownpal = 1
;facing = -1
ontop = 1

[state -2,a];MAXIMUM
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = -1
trigger1 = var(2) >= 5000 ;power >= 5000
trigger1 = numexplod(7526) = 0
anim = 7526
id = 7526
postype = right
bindtime = -1
pos = -143,230
sprpriority = 100
removetime = -1
ownpal = 1
;facing = -1
ontop = 1

[state a]
type = removeexplod
trigger1 = var(2) < 5000 ;power < 5000
id = 7525

[state a]
type = removeexplod
trigger1 = var(2) < 5000 ;power < 5000
id = 7526

[state a]
type = removeexplod
trigger1 = RoundState > 2
trigger2 = (root,stateno = [3500,3599]) && root,movetype = A
id = 7525

[state a]
type = removeexplod
trigger1 = RoundState > 2
trigger2 = (root,stateno = [3500,3599]) && root,movetype = A
id = 7526

;-------------------------------[ドライブゲージ]

[state -2,a];ゲージ量
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = 1
trigger1 = var(19) < 500
trigger1 = var(19) >= 1
trigger1 = numexplod(7530) = 0
anim = 7530
id = 7530
postype = left
bindtime = -1
pos = 32,230
sprpriority = 99
removetime = -1
ownpal = 1
ontop = 1

[state -2,a];ゲージ量
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = -1
trigger1 = var(19) < 500
trigger1 = var(19) >= 1
trigger1 = numexplod(7530) = 0
anim = 7531
id = 7530
postype = right
bindtime = -1
pos = -31,230
sprpriority = 99
removetime = -1
ownpal = 1
;facing = -1
ontop = 1

[state a]
type = removeexplod
trigger1 = RoundState > 2
trigger2 = var(19) >= 500
trigger3 = (root,stateno = [3500,3599]) && root,movetype = A
trigger4 = var(19) <= 0
id = 7530

[state a]
type = ModifyExplod
trigger1 = 1
ID = 7530
scale = var(3) * 0.002,1
;scale = var(19) * 0.002,1

;-----

[state -2,a];ゲージ量(半分チャージ)
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = 1
trigger1 = var(19) >= 500
trigger1 = var(19) < 1000
trigger1 = numexplod(7535) = 0
anim = 7535
id = 7535
postype = left
bindtime = -1
pos = 32,230
sprpriority = 99
removetime = -1
ownpal = 1
ontop = 1

[state -2,a];ゲージ量(半分チャージ)
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = -1
trigger1 = var(19) >= 500
trigger1 = var(19) < 1000
trigger1 = numexplod(7535) = 0
anim = 7535
id = 7535
postype = right
bindtime = -1
pos = -86,230 ;-31,230
sprpriority = 99
removetime = -1
ownpal = 1
;facing = -1
ontop = 1

[state a]
type = removeexplod
trigger1 = RoundState > 2
trigger2 = var(19) < 500
trigger3 = var(19) >= 1000
trigger4 = (root,stateno = [3500,3599]) && root,movetype = A
id = 7535

;-----

[state -2,a];ゲージ量
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = 1
trigger1 = var(19) >= 500
trigger1 = var(19) < 1000
trigger1 = numexplod(7532) = 0
anim = 7530
id = 7532
postype = left
bindtime = -1
pos = 88,230 ;32
sprpriority = 99
removetime = -1
ownpal = 1
ontop = 1

[state -2,a];ゲージ量
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = -1
trigger1 = var(19) >= 500
trigger1 = var(19) < 1000
trigger1 = numexplod(7532) = 0
anim = 7531
id = 7532
postype = right
bindtime = -1
pos = -87,230 ;-31
sprpriority = 99
removetime = -1
ownpal = 1
;facing = -1
ontop = 1

[state a]
type = removeexplod
trigger1 = RoundState > 2
trigger2 = var(19) < 500
trigger3 = var(19) >= 1000
trigger4 = (root,stateno = [3500,3599]) && root,movetype = A
id = 7532

[state a]
type = ModifyExplod
trigger1 = 1
ID = 7532
scale = (var(3) -500) * 0.002,1
;scale = (var(19) -500) * 0.002,1

;-----

[state -2,a];ゲージ量(満タンチャージ)
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = 1
trigger1 = var(19) >= 1000
trigger1 = numexplod(7536) = 0
anim = 7536
id = 7536
postype = left
bindtime = -1
pos = 32,230
sprpriority = 99
removetime = -1
ownpal = 1
ontop = 1

[state -2,a];ゲージ量(満タンチャージ)
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = -1
trigger1 = var(19) >= 1000
trigger1 = numexplod(7536) = 0
anim = 7536
id = 7536
postype = right
bindtime = -1
pos = -143,230
sprpriority = 99
removetime = -1
ownpal = 1
;facing = -1
ontop = 1

[state a]
type = removeexplod
trigger1 = RoundState > 2
trigger2 = var(19) < 1000
trigger3 = (root,stateno = [3500,3599]) && root,movetype = A
id = 7536

;-------------------------------------[ハイパードライブモード時]

[state -2,a];ゲージ量
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = 1
trigger1 = var(20) > 0
trigger1 = numexplod(7537) = 0
anim = 7535
id = 7537
postype = left
bindtime = -1
pos = 32,230
sprpriority = 99
removetime = -1
ownpal = 1
ontop = 1

[state -2,a];ゲージ量
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = -1
trigger1 = var(20) > 0
trigger1 = numexplod(7537) = 0
anim = 7537
id = 7537
postype = right
bindtime = -1
pos = -31,230
sprpriority = 99
removetime = -1
ownpal = 1
;facing = -1
ontop = 1

[state a]
type = removeexplod
trigger1 = RoundState > 2
trigger2 = var(20) <= 0
trigger3 = (root,stateno = [3500,3599]) && root,movetype = A
id = 7537

[state a]
type = ModifyExplod
trigger1 = 1
ID = 7537
scale = ifelse(var(20) > 300,1,var(20) * 0.00333),1

[state -2,a];ゲージ量
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = 1
trigger1 = var(20) >= 300
trigger1 = numexplod(7538) = 0
anim = 7535
id = 7538
postype = left
bindtime = -1
pos = 88,230 ;32
sprpriority = 99
removetime = -1
ownpal = 1
ontop = 1

[state -2,a];ゲージ量
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = -1
trigger1 = var(20) >= 300
trigger1 = numexplod(7538) = 0
anim = 7537
id = 7538
postype = right
bindtime = -1
pos = -87,230 ;-31
sprpriority = 99
removetime = -1
ownpal = 1
;facing = -1
ontop = 1

[state a]
type = removeexplod
trigger1 = RoundState > 2
trigger2 = var(20) < 300
trigger3 = (root,stateno = [3500,3599]) && root,movetype = A
id = 7538

[state a]
type = ModifyExplod
trigger1 = 1
ID = 7538
scale = (var(20)-300) * 0.00333, 1

;---------------------[]
[state a]
type = changestate
trigger1 = RoundState > 2
trigger1 = winko
value = 8011


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;勝利画面
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
;(HELPER)勝利画面
[Statedef 8500]
type = A
ctrl = 0
anim = 8000
velset = 0,0
movetype = I
physics = N
sprpriority = 7

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible
rehitpause = 1

[state a]
type = AssertSpecial
trigger1 = time >= 34
flag = NoBarDisplay

;---------------------[変数]
[state a]
type = varset
trigger1 = 1
v = 5
value = root,var(9)

;---------------------[移動関係]
[state a]
type = bindtoroot
trigger1 = 1
pos = 0,0

;---------------------[サウンド]
[State a];
type = PlaySnd
trigger1 = time = 64
value = 8500, 0

;---------------------[演出]
[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,660]
flag = roundnotover

[state a]
type = AssertSpecial
trigger1 = time >= 32
flag = nomusic

;---------------------[エフェクト]
[state a]
type = varadd
trigger1 = time <= 32
v = 1
value = 8

[state a]
type = varset
trigger1 = time = 32
v = 1
value = 256

[state a]
type = varadd
trigger1 = time >= 32
trigger1 = time < 96
v = 1
value = -8

[state a]
type = varset
trigger1 = time = 96
v = 1
value = -256

[State a];暗転
type = AllPalfx
trigger1 = time <= 96
time = 1
add = var(1),var(1),var(1)
;invertall = 0
;color = 256

;---------------------[エフェクト]

[State a];黒背景
type = Explod
trigger1 = time = 32
anim = 8014
id = 8014
sprpriority = 3
postype = left
pos = 0,0
bindtime = -1
;removetime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
scale = 999999,999999
ontop = 1

[State a];閃光１
type = Explod
trigger1 = time = 96
anim = 8010
id = 8010
sprpriority = 3
postype = left
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
scale = 0.5,0.5
ontop = 1

[State a];閃光１
type = Explod
trigger1 = time = 96
anim = 8011
id = 8011
sprpriority = 3
postype = left
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
scale = 0.5,0.5
ontop = 1

[State a];閃光２
type = Explod
trigger1 = time = 112
anim = 8012
id = 8012
sprpriority = 3
postype = left
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
scale = 0.5,0.5
ontop = 1

[State a];閃光２
type = Explod
trigger1 = time = 112
anim = 8013
id = 8013
sprpriority = 3
postype = left
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
scale = 0.5,0.5
ontop = 1

;---------------------[エフェクト]

[State a];WINNER W
type = Explod
trigger1 = time = 120
anim = 8040
id = 8040
sprpriority = 3
postype = left
pos = 160,120
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
;scale = 1,1
ontop = 1

[state a]
type = ModifyExplod
trigger1 = 1
ID = 8040
scale = fvar(0),fvar(0)

[state a]
type = varset
trigger1 = time = 0
fvar(0) = 1

[state a]
type = varadd
trigger1 = time > 120
trigger1 = time <= 125
fvar(0) = -0.15


[State a];WINNER I
type = Explod
trigger1 = time = 125
anim = 8041
id = 8041
sprpriority = 3
postype = left
pos = 160,120
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
;scale = 1,1
ontop = 1

[state a]
type = ModifyExplod
trigger1 = 1
ID = 8041
scale = fvar(1),fvar(1)

[state a]
type = varset
trigger1 = time = 0
fvar(1) = 1

[state a]
type = varadd
trigger1 = time > 125
trigger1 = time <= 130
fvar(1) = -0.15


[State a];WINNER N1
type = Explod
trigger1 = time = 130
anim = 8042
id = 8042
sprpriority = 3
postype = left
pos = 160,120
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
;scale = 1,1
ontop = 1

[state a]
type = ModifyExplod
trigger1 = 1
ID = 8042
scale = fvar(0),fvar(0)

[state a]
type = varset
trigger1 = time = 129
fvar(0) = 1

[state a]
type = varadd
trigger1 = time > 130
trigger1 = time <= 135
fvar(0) = -0.15


[State a];WINNER N2
type = Explod
trigger1 = time = 135
anim = 8042
id = 8043
sprpriority = 3
postype = left
pos = 160,120
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
;scale = 1,1
ontop = 1

[state a]
type = ModifyExplod
trigger1 = 1
ID = 8043
scale = fvar(1),fvar(1)

[state a]
type = varset
trigger1 = time = 134
fvar(1) = 1

[state a]
type = varadd
trigger1 = time > 135
trigger1 = time <= 140
fvar(1) = -0.15


[State a];WINNER E
type = Explod
trigger1 = time = 140
anim = 8043
id = 8044
sprpriority = 3
postype = left
pos = 160,120
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
;scale = 1,1
ontop = 1

[state a]
type = ModifyExplod
trigger1 = 1
ID = 8044
scale = fvar(0),fvar(0)

[state a]
type = varset
trigger1 = time = 139
fvar(0) = 1

[state a]
type = varadd
trigger1 = time > 140
trigger1 = time <= 145
fvar(0) = -0.15


[State a];WINNER R
type = Explod
trigger1 = time = 145
anim = 8044
id = 8045
sprpriority = 3
postype = left
pos = 160,120
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
;scale = 1,1
ontop = 1

[state a]
type = ModifyExplod
trigger1 = 1
ID = 8045
scale = fvar(1),fvar(1)

[state a]
type = varset
trigger1 = time = 144
fvar(1) = 1

[state a]
type = varadd
trigger1 = time > 145
trigger1 = time <= 150
fvar(1) = -0.15



[State a];輪っか
type = Explod
trigger1 = time = 120
anim = 8030
id = 8030
sprpriority = 4
postype = left
pos = 160,120
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
;scale = 1,1
ontop = 1

[state a]
type = ModifyExplod
trigger1 = 1
ID = 8030
scale = fvar(2),fvar(2)

[state a]
type = RemoveExplod
trigger1 = time >= 140
ID = 8030
time = 1

[state a]
type = varset
trigger1 = time = 0
fvar(2) = 0

[state a]
type = varadd
trigger1 = time > 120
fvar(2) = 0.05

;---------------------[エフェクト]

[State a];クーラ
type = Explod
trigger1 = time = 180
anim = 8070
id = 8070
sprpriority = 3
postype = left
pos = 0,10
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
scale = 0.4,0.4
ontop = 1

[State a];W
type = Explod
trigger1 = time = 180
anim = 8050
id = 8050
sprpriority = 4
postype = left
pos = 160,120
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
scale = 0.8,0.8
ontop = 1

[State a];I
type = Explod
trigger1 = time = 180
anim = 8051
id = 8051
sprpriority = 4
postype = left
pos = 160,120
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
scale = 0.8,0.8
ontop = 1

[State a];N
type = Explod
trigger1 = time = 180
anim = 8052
id = 8052
sprpriority = 4
postype = left
pos = 160,120
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
scale = 0.8,0.8
ontop = 1

[State a];N
type = Explod
trigger1 = time = 180
anim = 8053
id = 8053
sprpriority = 4
postype = left
pos = 160,120
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
scale = 0.8,0.8
ontop = 1

[State a];E
type = Explod
trigger1 = time = 180
anim = 8054
id = 8054
sprpriority = 4
postype = left
pos = 160,120
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
scale = 0.8,0.8
ontop = 1

[State a];N
type = Explod
trigger1 = time = 180
anim = 8055
id = 8055
sprpriority = 4
postype = left
pos = 160,120
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
scale = 0.8,0.8
ontop = 1

;---------------------[エフェクト]

[State a];ブラインド
type = Explod
trigger1 = time = 240
anim = 8031
id = 8031
sprpriority = 4
postype = left
pos = -40,0
vel = 0,5
;bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
scale = 0.8,0.8
ontop = 1

[State a];ブラインド
type = Explod
trigger1 = time = 280
anim = 8032
id = 8032
sprpriority = 4
postype = left
pos = -40,240
vel = 0,-5
;bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
scale = 0.8,0.8
ontop = 1

[State a];枠１
type = Explod
trigger1 = time = 240
anim = 8020
id = 8020
sprpriority = 3
postype = left
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
scale = 0.5,0.5
ontop = 1

[State a];枠２
type = Explod
trigger1 = time = 280
anim = 8021
id = 8021
sprpriority = 3
postype = left
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
scale = 0.5,0.5
ontop = 1

[State a];WINNER back
type = Explod
trigger1 = time = 310
anim = 8045
id = 8047
sprpriority = 3
postype = left
pos = 10,40
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
scale = 0.3,0.3
ontop = 1

;---------------------[エフェクト]

[State a];通常セリフ
type = varset
trigger1 = time = 0
var(4) = ifelse(Enemynear,name = "Leona XIII",1,random%2)


[State a];通常セリフ
type = Explod
trigger1 = var(5) != [1,2]
trigger1 = time = 310
anim = 8060 + (var(4)*2)
id = 8060
sprpriority = 5
postype = left
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
scale = 0.5,0.5
ontop = 1

[State a];通常セリフ
type = Explod
trigger1 = var(5) != [1,2]
trigger1 = time = 310
anim = 8061 + (var(4)*2)
id = 8061
sprpriority = 5
postype = left
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
scale = 0.5,0.5
ontop = 1


[State a];特殊セリフ
type = Explod
trigger1 = var(5) = [1,2]
trigger1 = time = 310
anim = 8062 + (var(5)*2)
id = 8060
sprpriority = 5
postype = left
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
scale = 0.5,0.5
ontop = 1

[State a];特殊セリフ
type = Explod
trigger1 = var(5) = [1,2]
trigger1 = time = 310
anim = 8063 + (var(5)*2)
id = 8061
sprpriority = 5
postype = left
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
scale = 0.5,0.5
ontop = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;壁端検出ヘルパー1(乱入者式)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------

[Statedef 8900]
Type = A
Ctrl = 0
Anim = 0
Velset = 0,0,-50
Movetype = I
Physics = N
Sprpriority = 1

[State -3, Right]
Type = Helper
Trigger1 = !NumHelper(8905+root,id)
HelperType = Normal
Name = "Right_Edge"
ID = 8905+root,id
pos= 160,524288
PosType = left
StateNo = 8905
facing = -1
KeyCtrl = 1
Ownpal = 0
supermovetime=0;524288
pausemovetime=0;524288
persistent = 0
IgnoreHitPause = 1

[State -3, Left]
Type = Helper
Trigger1 = !NumHelper(8906+root,id)
HelperType = Normal
Name = "Left_Edge"
ID = 8906+root,id
pos = 160,524288
PosType = left
facing = 1
StateNo = 8905
KeyCtrl = 1
Ownpal = 0
supermovetime=0;524288
pausemovetime=0;524288
persistent = 0
IgnoreHitPause = 1

[State 8905]
type = assertspecial
trigger1 = 1
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State 8900, PosSet]
type = posset
trigger1 = numHelper(8905+root,id) > 0 && numHelper(8906+root,id) > 0
X = ((Helper(8905+root,ID),Pos X+Helper(8906+root,ID),Pos X)*.5)

[State 8900, Side];端距離算出+保存
type = null;varset
trigger1 = numHelper(8905+root,id) > 0 && numHelper(8906+root,id) > 0
Trigger1 = fvar(4) := Helper(8905+root,ID),Pos X-Helper(8900+root,ID),Pos X || 1
Trigger1 = fvar(5) := Helper(8906+root,ID),Pos X-Helper(8900+root,ID),Pos X || 1

[State 8900, Side];端距離算出+保存
type = null;varset
Trigger1 = fvar(0) := fvar(4)-Helper(8900+root,ID),RootDist X || 1;自分右
Trigger1 = fvar(1) := Helper(8900+root,ID),RootDist X-fvar(5) || 1;自分左
Trigger1 = fvar(2) := fvar(4)-Helper(8900+root,ID),P2Dist X || 1;敵右
Trigger1 = fvar(3) := Helper(8900+root,ID),P2Dist X-fvar(5) || 1;敵左

[State 8900, Test];test
type = null;posset
trigger1 = 1
Y = 0

[State 8900]
type = ScreenBound
Trigger1=1
value=0
movecamera=0,0

[State 8900]
type = NotHitBy
value = SCA
trigger1 = 1

[State 8900]
type = PlayerPush
trigger1 = 1
value = 0

[State 8900]
type = SprPriority
trigger1 = 1
value = -5

[State 8900]
type=selfstate
trigger1=!ishelper
value=0

[State 8900]
type = DisplayToClipboard
Trigger1 = ishelper
text = "                                    FV0=%d FV1=%d FV2=%d FV3=%d, RDX=%d"
params = floor(fvar(0)),floor(fvar(1)),floor(fvar(2)),floor(fvar(3)),floor(RootDist X)
ignorehitpause = 1

;----------------------------------------
;せっかく常時存在するので、色々varで記憶してもらう。

;相手の最大リーチ記憶
[State 1]
type = varset
triggerall = var(0) < (ceil(root,Pos X - EnemyNear(root,Var(53)),Pos X)*facing*Enemynear(root,Var(53)),facing*ifelse(teamside = 1,1,-1))
triggerall = (ceil(root,Pos X - EnemyNear(root,Var(53)),Pos X)*facing*Enemynear(root,Var(53)),facing*ifelse(teamside = 1,1,-1)) > 0
trigger1 = root,movetype = H
trigger1 = EnemyNear(root,Var(53)),movecontact = 1
trigger1 = EnemyNear(root,Var(53)),HitDefAttr = SC, NA
var(0) = ceil(root,Pos X - EnemyNear(root,Var(53)),Pos X)*facing*Enemynear(root,Var(53)),facing*ifelse(teamside = 1,1,-1)
;この数値は(今まで喰らった打撃攻撃の)最大リーチ(p2dist X)

;----

;相手の打撃ステートナンバー記憶・１
[State 1]
type = varset
triggerall = var(1) = 0
trigger1 = root,movetype = H
trigger1 = EnemyNear(root,Var(53)),movecontact = 1
trigger1 = EnemyNear(root,Var(53)),HitDefAttr = SC, NA
trigger1 = EnemyNear(root,Var(53)),stateno > 0
var(1) = EnemyNear(root,Var(53)),stateno

;相手の打撃フレーム記憶・１
[State 1]
type = varset
triggerall = var(2) = 0
triggerall = var(1) > 0 && EnemyNear(root,Var(53)),stateno = var(1)
trigger1 = root,movetype = H
trigger1 = EnemyNear(root,Var(53)),movecontact = 1
trigger1 = EnemyNear(root,Var(53)),HitDefAttr = SC, NA
trigger1 = EnemyNear(root,Var(53)),stateno > 0
var(2) = EnemyNear(root,Var(53)),time

;--

;相手の打撃ステートナンバー記憶・２
[State 1]
type = varset
triggerall = var(3) = 0
triggerall = var(1) > 0 && EnemyNear(root,Var(53)),stateno != var(1)
trigger1 = root,movetype = H
trigger1 = EnemyNear(root,Var(53)),movecontact = 1
trigger1 = EnemyNear(root,Var(53)),HitDefAttr = SC, NA
trigger1 = EnemyNear(root,Var(53)),stateno > 0
var(3) = EnemyNear(root,Var(53)),stateno

;相手の打撃フレーム記憶・２
[State 1]
type = varset
triggerall = var(4) = 0
triggerall = var(3) > 0 && EnemyNear(root,Var(53)),stateno = var(3)
trigger1 = root,movetype = H
trigger1 = EnemyNear(root,Var(53)),movecontact = 1
trigger1 = EnemyNear(root,Var(53)),HitDefAttr = SC, NA
trigger1 = EnemyNear(root,Var(53)),stateno > 0
var(4) = EnemyNear(root,Var(53)),time

;--

;相手の打撃ステートナンバー記憶・３
[State 1]
type = varset
triggerall = var(5) = 0
triggerall = var(1) > 0 && EnemyNear(root,Var(53)),stateno != var(1)
triggerall = var(3) > 0 && EnemyNear(root,Var(53)),stateno != var(3)
trigger1 = root,movetype = H
trigger1 = EnemyNear(root,Var(53)),movecontact = 1
trigger1 = EnemyNear(root,Var(53)),HitDefAttr = SC, NA
trigger1 = EnemyNear(root,Var(53)),stateno > 0
var(5) = EnemyNear(root,Var(53)),stateno

;相手の打撃フレーム記憶・３
[State 1]
type = varset
triggerall = var(6) = 0
triggerall = var(5) > 0 && EnemyNear(root,Var(53)),stateno = var(5)
trigger1 = root,movetype = H
trigger1 = EnemyNear(root,Var(53)),movecontact = 1
trigger1 = EnemyNear(root,Var(53)),HitDefAttr = SC, NA
trigger1 = EnemyNear(root,Var(53)),stateno > 0
var(6) = EnemyNear(root,Var(53)),time

;--

;相手の打撃ステートナンバー記憶・４
[State 1]
type = varset
triggerall = var(7) = 0
triggerall = var(1) > 0 && EnemyNear(root,Var(53)),stateno != var(1)
triggerall = var(3) > 0 && EnemyNear(root,Var(53)),stateno != var(3)
triggerall = var(5) > 0 && EnemyNear(root,Var(53)),stateno != var(5)
trigger1 = root,movetype = H
trigger1 = EnemyNear(root,Var(53)),movecontact = 1
trigger1 = EnemyNear(root,Var(53)),HitDefAttr = SC, NA
trigger1 = EnemyNear(root,Var(53)),stateno > 0
var(7) = EnemyNear(root,Var(53)),stateno

;相手の打撃フレーム記憶・４
[State 1]
type = varset
triggerall = var(8) = 0
triggerall = var(7) > 0 && EnemyNear(root,Var(53)),stateno = var(7)
trigger1 = root,movetype = H
trigger1 = EnemyNear(root,Var(53)),movecontact = 1
trigger1 = EnemyNear(root,Var(53)),HitDefAttr = SC, NA
trigger1 = EnemyNear(root,Var(53)),stateno > 0
var(8) = EnemyNear(root,Var(53)),time

;--

;相手の打撃ステートナンバー記憶・５
[State 1]
type = varset
triggerall = var(9) = 0
triggerall = var(1) > 0 && EnemyNear(root,Var(53)),stateno != var(1)
triggerall = var(3) > 0 && EnemyNear(root,Var(53)),stateno != var(3)
triggerall = var(5) > 0 && EnemyNear(root,Var(53)),stateno != var(5)
triggerall = var(7) > 0 && EnemyNear(root,Var(53)),stateno != var(7)
trigger1 = root,movetype = H
trigger1 = EnemyNear(root,Var(53)),movecontact = 1
trigger1 = EnemyNear(root,Var(53)),HitDefAttr = SC, NA
trigger1 = EnemyNear(root,Var(53)),stateno > 0
var(9) = EnemyNear(root,Var(53)),stateno

;相手の打撃フレーム記憶・５
[State 1]
type = varset
triggerall = var(10) = 0
triggerall = var(9) > 0 && EnemyNear(root,Var(53)),stateno = var(9)
trigger1 = root,movetype = H
trigger1 = EnemyNear(root,Var(53)),movecontact = 1
trigger1 = EnemyNear(root,Var(53)),HitDefAttr = SC, NA
trigger1 = EnemyNear(root,Var(53)),stateno > 0
var(10) = EnemyNear(root,Var(53)),time

;--

;相手の打撃ステートナンバー記憶・６
[State 1]
type = varset
triggerall = var(11) = 0
triggerall = var(1) > 0 && EnemyNear(root,Var(53)),stateno != var(1)
triggerall = var(3) > 0 && EnemyNear(root,Var(53)),stateno != var(3)
triggerall = var(5) > 0 && EnemyNear(root,Var(53)),stateno != var(5)
triggerall = var(7) > 0 && EnemyNear(root,Var(53)),stateno != var(7)
triggerall = var(9) > 0 && EnemyNear(root,Var(53)),stateno != var(9)
trigger1 = root,movetype = H
trigger1 = EnemyNear(root,Var(53)),movecontact = 1
trigger1 = EnemyNear(root,Var(53)),HitDefAttr = SC, NA
trigger1 = EnemyNear(root,Var(53)),stateno > 0
var(11) = EnemyNear(root,Var(53)),stateno

;相手の打撃フレーム記憶・６
[State 1]
type = varset
triggerall = var(12) = 0
triggerall = var(11) > 0 && EnemyNear(root,Var(53)),stateno = var(11)
trigger1 = root,movetype = H
trigger1 = EnemyNear(root,Var(53)),movecontact = 1
trigger1 = EnemyNear(root,Var(53)),HitDefAttr = SC, NA
trigger1 = EnemyNear(root,Var(53)),stateno > 0
var(12) = EnemyNear(root,Var(53)),time

;--

;相手の打撃ステートナンバー記憶・７
[State 1]
type = varset
triggerall = var(13) = 0
triggerall = var(1) > 0 && EnemyNear(root,Var(53)),stateno != var(1)
triggerall = var(3) > 0 && EnemyNear(root,Var(53)),stateno != var(3)
triggerall = var(5) > 0 && EnemyNear(root,Var(53)),stateno != var(5)
triggerall = var(7) > 0 && EnemyNear(root,Var(53)),stateno != var(7)
triggerall = var(9) > 0 && EnemyNear(root,Var(53)),stateno != var(9)
triggerall = var(11) > 0 && EnemyNear(root,Var(53)),stateno != var(11)
trigger1 = root,movetype = H
trigger1 = EnemyNear(root,Var(53)),movecontact = 1
trigger1 = EnemyNear(root,Var(53)),HitDefAttr = SC, NA
trigger1 = EnemyNear(root,Var(53)),stateno > 0
var(13) = EnemyNear(root,Var(53)),stateno

;相手の打撃フレーム記憶・７
[State 1]
type = varset
triggerall = var(14) = 0
triggerall = var(13) > 0 && EnemyNear(root,Var(53)),stateno = var(13)
trigger1 = root,movetype = H
trigger1 = EnemyNear(root,Var(53)),movecontact = 1
trigger1 = EnemyNear(root,Var(53)),HitDefAttr = SC, NA
trigger1 = EnemyNear(root,Var(53)),stateno > 0
var(14) = EnemyNear(root,Var(53)),time

;--

;相手の打撃ステートナンバー記憶・８
[State 1]
type = varset
triggerall = var(15) = 0
triggerall = var(1) > 0 && EnemyNear(root,Var(53)),stateno != var(1)
triggerall = var(3) > 0 && EnemyNear(root,Var(53)),stateno != var(3)
triggerall = var(5) > 0 && EnemyNear(root,Var(53)),stateno != var(5)
triggerall = var(7) > 0 && EnemyNear(root,Var(53)),stateno != var(7)
triggerall = var(9) > 0 && EnemyNear(root,Var(53)),stateno != var(9)
triggerall = var(11) > 0 && EnemyNear(root,Var(53)),stateno != var(11)
triggerall = var(13) > 0 && EnemyNear(root,Var(53)),stateno != var(13)
trigger1 = root,movetype = H
trigger1 = EnemyNear(root,Var(53)),movecontact = 1
trigger1 = EnemyNear(root,Var(53)),HitDefAttr = SC, NA
trigger1 = EnemyNear(root,Var(53)),stateno > 0
var(15) = EnemyNear(root,Var(53)),stateno

;相手の打撃フレーム記憶・８
[State 1]
type = varset
triggerall = var(16) = 0
triggerall = var(15) > 0 && EnemyNear(root,Var(53)),stateno = var(15)
trigger1 = root,movetype = H
trigger1 = EnemyNear(root,Var(53)),movecontact = 1
trigger1 = EnemyNear(root,Var(53)),HitDefAttr = SC, NA
trigger1 = EnemyNear(root,Var(53)),stateno > 0
var(16) = EnemyNear(root,Var(53)),time

;--

;相手の打撃ステートナンバー記憶・９
[State 1]
type = varset
triggerall = var(17) = 0
triggerall = var(1) > 0 && EnemyNear(root,Var(53)),stateno != var(1)
triggerall = var(3) > 0 && EnemyNear(root,Var(53)),stateno != var(3)
triggerall = var(5) > 0 && EnemyNear(root,Var(53)),stateno != var(5)
triggerall = var(7) > 0 && EnemyNear(root,Var(53)),stateno != var(7)
triggerall = var(9) > 0 && EnemyNear(root,Var(53)),stateno != var(9)
triggerall = var(11) > 0 && EnemyNear(root,Var(53)),stateno != var(11)
triggerall = var(13) > 0 && EnemyNear(root,Var(53)),stateno != var(13)
triggerall = var(15) > 0 && EnemyNear(root,Var(53)),stateno != var(15)
trigger1 = root,movetype = H
trigger1 = EnemyNear(root,Var(53)),movecontact = 1
trigger1 = EnemyNear(root,Var(53)),HitDefAttr = SC, NA
trigger1 = EnemyNear(root,Var(53)),stateno > 0
var(17) = EnemyNear(root,Var(53)),stateno

;相手の打撃フレーム記憶・９
[State 1]
type = varset
triggerall = var(18) = 0
triggerall = var(17) > 0 && EnemyNear(root,Var(53)),stateno = var(17)
trigger1 = root,movetype = H
trigger1 = EnemyNear(root,Var(53)),movecontact = 1
trigger1 = EnemyNear(root,Var(53)),HitDefAttr = SC, NA
trigger1 = EnemyNear(root,Var(53)),stateno > 0
var(18) = EnemyNear(root,Var(53)),time

;--

;相手の打撃ステートナンバー記憶・１０
[State 1]
type = varset
triggerall = var(19) = 0
triggerall = var(1) > 0 && EnemyNear(root,Var(53)),stateno != var(1)
triggerall = var(3) > 0 && EnemyNear(root,Var(53)),stateno != var(3)
triggerall = var(5) > 0 && EnemyNear(root,Var(53)),stateno != var(5)
triggerall = var(7) > 0 && EnemyNear(root,Var(53)),stateno != var(7)
triggerall = var(9) > 0 && EnemyNear(root,Var(53)),stateno != var(9)
triggerall = var(11) > 0 && EnemyNear(root,Var(53)),stateno != var(11)
triggerall = var(13) > 0 && EnemyNear(root,Var(53)),stateno != var(13)
triggerall = var(15) > 0 && EnemyNear(root,Var(53)),stateno != var(15)
triggerall = var(17) > 0 && EnemyNear(root,Var(53)),stateno != var(17)
trigger1 = root,movetype = H
trigger1 = EnemyNear(root,Var(53)),movecontact = 1
trigger1 = EnemyNear(root,Var(53)),HitDefAttr = SC, NA
trigger1 = EnemyNear(root,Var(53)),stateno > 0
var(19) = EnemyNear(root,Var(53)),stateno

;相手の打撃フレーム記憶・１０
[State 1]
type = varset
triggerall = var(20) = 0
triggerall = var(19) > 0 && EnemyNear(root,Var(53)),stateno = var(19)
trigger1 = root,movetype = H
trigger1 = EnemyNear(root,Var(53)),movecontact = 1
trigger1 = EnemyNear(root,Var(53)),HitDefAttr = SC, NA
trigger1 = EnemyNear(root,Var(53)),stateno > 0
var(20) = EnemyNear(root,Var(53)),time

;--

;相手の打撃ステートナンバー記憶・１１
[State 1]
type = varset
triggerall = var(21) = 0
triggerall = var(1) > 0 && EnemyNear(root,Var(53)),stateno != var(1)
triggerall = var(3) > 0 && EnemyNear(root,Var(53)),stateno != var(3)
triggerall = var(5) > 0 && EnemyNear(root,Var(53)),stateno != var(5)
triggerall = var(7) > 0 && EnemyNear(root,Var(53)),stateno != var(7)
triggerall = var(9) > 0 && EnemyNear(root,Var(53)),stateno != var(9)
triggerall = var(11) > 0 && EnemyNear(root,Var(53)),stateno != var(11)
triggerall = var(13) > 0 && EnemyNear(root,Var(53)),stateno != var(13)
triggerall = var(15) > 0 && EnemyNear(root,Var(53)),stateno != var(15)
triggerall = var(17) > 0 && EnemyNear(root,Var(53)),stateno != var(17)
triggerall = var(19) > 0 && EnemyNear(root,Var(53)),stateno != var(19)
trigger1 = root,movetype = H
trigger1 = EnemyNear(root,Var(53)),movecontact = 1
trigger1 = EnemyNear(root,Var(53)),HitDefAttr = SC, NA
trigger1 = EnemyNear(root,Var(53)),stateno > 0
var(21) = EnemyNear(root,Var(53)),stateno

;相手の打撃フレーム記憶・１１
[State 1]
type = varset
triggerall = var(22) = 0
triggerall = var(21) > 0 && EnemyNear(root,Var(53)),stateno = var(21)
trigger1 = root,movetype = H
trigger1 = EnemyNear(root,Var(53)),movecontact = 1
trigger1 = EnemyNear(root,Var(53)),HitDefAttr = SC, NA
trigger1 = EnemyNear(root,Var(53)),stateno > 0
var(22) = EnemyNear(root,Var(53)),time

;--

;相手の打撃ステートナンバー記憶・１２
[State 1]
type = varset
triggerall = var(23) = 0
triggerall = var(1) > 0 && EnemyNear(root,Var(53)),stateno != var(1)
triggerall = var(3) > 0 && EnemyNear(root,Var(53)),stateno != var(3)
triggerall = var(5) > 0 && EnemyNear(root,Var(53)),stateno != var(5)
triggerall = var(7) > 0 && EnemyNear(root,Var(53)),stateno != var(7)
triggerall = var(9) > 0 && EnemyNear(root,Var(53)),stateno != var(9)
triggerall = var(11) > 0 && EnemyNear(root,Var(53)),stateno != var(11)
triggerall = var(13) > 0 && EnemyNear(root,Var(53)),stateno != var(13)
triggerall = var(15) > 0 && EnemyNear(root,Var(53)),stateno != var(15)
triggerall = var(17) > 0 && EnemyNear(root,Var(53)),stateno != var(17)
triggerall = var(19) > 0 && EnemyNear(root,Var(53)),stateno != var(19)
triggerall = var(21) > 0 && EnemyNear(root,Var(53)),stateno != var(21)
trigger1 = root,movetype = H
trigger1 = EnemyNear(root,Var(53)),movecontact = 1
trigger1 = EnemyNear(root,Var(53)),HitDefAttr = SC, NA
trigger1 = EnemyNear(root,Var(53)),stateno > 0
var(23) = EnemyNear(root,Var(53)),stateno

;相手の打撃フレーム記憶・１２
[State 1]
type = varset
triggerall = var(24) = 0
triggerall = var(23) > 0 && EnemyNear(root,Var(53)),stateno = var(23)
trigger1 = root,movetype = H
trigger1 = EnemyNear(root,Var(53)),movecontact = 1
trigger1 = EnemyNear(root,Var(53)),HitDefAttr = SC, NA
trigger1 = EnemyNear(root,Var(53)),stateno > 0
var(24) = EnemyNear(root,Var(53)),time

;--

;相手の打撃ステートナンバー記憶・１３
[State 1]
type = varset
triggerall = var(25) = 0
triggerall = var(1) > 0 && EnemyNear(root,Var(53)),stateno != var(1)
triggerall = var(3) > 0 && EnemyNear(root,Var(53)),stateno != var(3)
triggerall = var(5) > 0 && EnemyNear(root,Var(53)),stateno != var(5)
triggerall = var(7) > 0 && EnemyNear(root,Var(53)),stateno != var(7)
triggerall = var(9) > 0 && EnemyNear(root,Var(53)),stateno != var(9)
triggerall = var(11) > 0 && EnemyNear(root,Var(53)),stateno != var(11)
triggerall = var(13) > 0 && EnemyNear(root,Var(53)),stateno != var(13)
triggerall = var(15) > 0 && EnemyNear(root,Var(53)),stateno != var(15)
triggerall = var(17) > 0 && EnemyNear(root,Var(53)),stateno != var(17)
triggerall = var(19) > 0 && EnemyNear(root,Var(53)),stateno != var(19)
triggerall = var(21) > 0 && EnemyNear(root,Var(53)),stateno != var(21)
triggerall = var(23) > 0 && EnemyNear(root,Var(53)),stateno != var(23)
trigger1 = root,movetype = H
trigger1 = EnemyNear(root,Var(53)),movecontact = 1
trigger1 = EnemyNear(root,Var(53)),HitDefAttr = SC, NA
trigger1 = EnemyNear(root,Var(53)),stateno > 0
var(25) = EnemyNear(root,Var(53)),stateno

;相手の打撃フレーム記憶・１３
[State 1]
type = varset
triggerall = var(26) = 0
triggerall = var(25) > 0 && EnemyNear(root,Var(53)),stateno = var(25)
trigger1 = root,movetype = H
trigger1 = EnemyNear(root,Var(53)),movecontact = 1
trigger1 = EnemyNear(root,Var(53)),HitDefAttr = SC, NA
trigger1 = EnemyNear(root,Var(53)),stateno > 0
var(26) = EnemyNear(root,Var(53)),time

;--

;相手の打撃ステートナンバー記憶・１４
[State 1]
type = varset
triggerall = var(27) = 0
triggerall = var(1) > 0 && EnemyNear(root,Var(53)),stateno != var(1)
triggerall = var(3) > 0 && EnemyNear(root,Var(53)),stateno != var(3)
triggerall = var(5) > 0 && EnemyNear(root,Var(53)),stateno != var(5)
triggerall = var(7) > 0 && EnemyNear(root,Var(53)),stateno != var(7)
triggerall = var(9) > 0 && EnemyNear(root,Var(53)),stateno != var(9)
triggerall = var(11) > 0 && EnemyNear(root,Var(53)),stateno != var(11)
triggerall = var(13) > 0 && EnemyNear(root,Var(53)),stateno != var(13)
triggerall = var(15) > 0 && EnemyNear(root,Var(53)),stateno != var(15)
triggerall = var(17) > 0 && EnemyNear(root,Var(53)),stateno != var(17)
triggerall = var(19) > 0 && EnemyNear(root,Var(53)),stateno != var(19)
triggerall = var(21) > 0 && EnemyNear(root,Var(53)),stateno != var(21)
triggerall = var(23) > 0 && EnemyNear(root,Var(53)),stateno != var(23)
triggerall = var(25) > 0 && EnemyNear(root,Var(53)),stateno != var(25)
trigger1 = root,movetype = H
trigger1 = EnemyNear(root,Var(53)),movecontact = 1
trigger1 = EnemyNear(root,Var(53)),HitDefAttr = SC, NA
trigger1 = EnemyNear(root,Var(53)),stateno > 0
var(27) = EnemyNear(root,Var(53)),stateno

;相手の打撃フレーム記憶・１４
[State 1]
type = varset
triggerall = var(28) = 0
triggerall = var(27) > 0 && EnemyNear(root,Var(53)),stateno = var(27)
trigger1 = root,movetype = H
trigger1 = EnemyNear(root,Var(53)),movecontact = 1
trigger1 = EnemyNear(root,Var(53)),HitDefAttr = SC, NA
trigger1 = EnemyNear(root,Var(53)),stateno > 0
var(28) = EnemyNear(root,Var(53)),time

;--

;相手の打撃ステートナンバー記憶・１５
[State 1]
type = varset
triggerall = var(29) = 0
triggerall = var(1) > 0 && EnemyNear(root,Var(53)),stateno != var(1)
triggerall = var(3) > 0 && EnemyNear(root,Var(53)),stateno != var(3)
triggerall = var(5) > 0 && EnemyNear(root,Var(53)),stateno != var(5)
triggerall = var(7) > 0 && EnemyNear(root,Var(53)),stateno != var(7)
triggerall = var(9) > 0 && EnemyNear(root,Var(53)),stateno != var(9)
triggerall = var(11) > 0 && EnemyNear(root,Var(53)),stateno != var(11)
triggerall = var(13) > 0 && EnemyNear(root,Var(53)),stateno != var(13)
triggerall = var(15) > 0 && EnemyNear(root,Var(53)),stateno != var(15)
triggerall = var(17) > 0 && EnemyNear(root,Var(53)),stateno != var(17)
triggerall = var(19) > 0 && EnemyNear(root,Var(53)),stateno != var(19)
triggerall = var(21) > 0 && EnemyNear(root,Var(53)),stateno != var(21)
triggerall = var(23) > 0 && EnemyNear(root,Var(53)),stateno != var(23)
triggerall = var(25) > 0 && EnemyNear(root,Var(53)),stateno != var(25)
triggerall = var(27) > 0 && EnemyNear(root,Var(53)),stateno != var(27)
trigger1 = root,movetype = H
trigger1 = EnemyNear(root,Var(53)),movecontact = 1
trigger1 = EnemyNear(root,Var(53)),HitDefAttr = SC, NA
trigger1 = EnemyNear(root,Var(53)),stateno > 0
var(29) = EnemyNear(root,Var(53)),stateno

;相手の打撃フレーム記憶・１５
[State 1]
type = varset
triggerall = var(30) = 0
triggerall = var(29) > 0 && EnemyNear(root,Var(53)),stateno = var(29)
trigger1 = root,movetype = H
trigger1 = EnemyNear(root,Var(53)),movecontact = 1
trigger1 = EnemyNear(root,Var(53)),HitDefAttr = SC, NA
trigger1 = EnemyNear(root,Var(53)),stateno > 0
var(30) = EnemyNear(root,Var(53)),time

;チーム戦時・リセット
[State 1]
type = VarRangeSet
trigger1 = EnemyNear(root,Var(53)),teammode = turns && roundstate != 2
value = 0
first =0
last =30

;=====================================================================
;---------------------------------------------------------------------

;相手の打撃ステートナンバー記憶・１(必殺技)
[State 1]
type = varset
triggerall = var(41) = 0
trigger1 = root,movetype = H
trigger1 = EnemyNear(root,Var(53)),movecontact = 1
trigger1 = EnemyNear(root,Var(53)),HitDefAttr = SC, SA
trigger1 = EnemyNear(root,Var(53)),stateno > 0
var(41) = EnemyNear(root,Var(53)),stateno

;相手の打撃フレーム記憶・１(必殺技)
[State 1]
type = varset
triggerall = var(42) = 0
triggerall = var(41) > 0 && EnemyNear(root,Var(53)),stateno = var(41)
trigger1 = root,movetype = H
trigger1 = EnemyNear(root,Var(53)),movecontact = 1
trigger1 = EnemyNear(root,Var(53)),HitDefAttr = SC, SA
trigger1 = EnemyNear(root,Var(53)),stateno > 0
var(42) = EnemyNear(root,Var(53)),time

;--

;相手の打撃ステートナンバー記憶・２(必殺技)
[State 1]
type = varset
triggerall = var(43) = 0
triggerall = var(41) > 0 && EnemyNear(root,Var(53)),stateno != var(41)
trigger1 = root,movetype = H
trigger1 = EnemyNear(root,Var(53)),movecontact = 1
trigger1 = EnemyNear(root,Var(53)),HitDefAttr = SC, SA
trigger1 = EnemyNear(root,Var(53)),stateno > 0
var(43) = EnemyNear(root,Var(53)),stateno

;相手の打撃フレーム記憶・２(必殺技)
[State 1]
type = varset
triggerall = var(44) = 0
triggerall = var(43) > 0 && EnemyNear(root,Var(53)),stateno = var(43)
trigger1 = root,movetype = H
trigger1 = EnemyNear(root,Var(53)),movecontact = 1
trigger1 = EnemyNear(root,Var(53)),HitDefAttr = SC, SA
trigger1 = EnemyNear(root,Var(53)),stateno > 0
var(44) = EnemyNear(root,Var(53)),time

;--

;相手の打撃ステートナンバー記憶・３(必殺技)
[State 1]
type = varset
triggerall = var(45) = 0
triggerall = var(41) > 0 && EnemyNear(root,Var(53)),stateno != var(41)
triggerall = var(43) > 0 && EnemyNear(root,Var(53)),stateno != var(43)
trigger1 = root,movetype = H
trigger1 = EnemyNear(root,Var(53)),movecontact = 1
trigger1 = EnemyNear(root,Var(53)),HitDefAttr = SC, SA
trigger1 = EnemyNear(root,Var(53)),stateno > 0
var(45) = EnemyNear(root,Var(53)),stateno

;相手の打撃フレーム記憶・３(必殺技)
[State 1]
type = varset
triggerall = var(46) = 0
triggerall = var(45) > 0 && EnemyNear(root,Var(53)),stateno = var(45)
trigger1 = root,movetype = H
trigger1 = EnemyNear(root,Var(53)),movecontact = 1
trigger1 = EnemyNear(root,Var(53)),HitDefAttr = SC, SA
trigger1 = EnemyNear(root,Var(53)),stateno > 0
var(46) = EnemyNear(root,Var(53)),time

;--

;相手の打撃ステートナンバー記憶・４(必殺技)
[State 1]
type = varset
triggerall = var(47) = 0
triggerall = var(41) > 0 && EnemyNear(root,Var(53)),stateno != var(41)
triggerall = var(43) > 0 && EnemyNear(root,Var(53)),stateno != var(43)
triggerall = var(45) > 0 && EnemyNear(root,Var(53)),stateno != var(45)
trigger1 = root,movetype = H
trigger1 = EnemyNear(root,Var(53)),movecontact = 1
trigger1 = EnemyNear(root,Var(53)),HitDefAttr = SC, SA
trigger1 = EnemyNear(root,Var(53)),stateno > 0
var(47) = EnemyNear(root,Var(53)),stateno

;相手の打撃フレーム記憶・４(必殺技)
[State 1]
type = varset
triggerall = var(48) = 0
triggerall = var(47) > 0 && EnemyNear(root,Var(53)),stateno = var(47)
trigger1 = root,movetype = H
trigger1 = EnemyNear(root,Var(53)),movecontact = 1
trigger1 = EnemyNear(root,Var(53)),HitDefAttr = SC, SA
trigger1 = EnemyNear(root,Var(53)),stateno > 0
var(48) = EnemyNear(root,Var(53)),time

;--

;相手の打撃ステートナンバー記憶・５(必殺技)
[State 1]
type = varset
triggerall = var(49) = 0
triggerall = var(41) > 0 && EnemyNear(root,Var(53)),stateno != var(41)
triggerall = var(43) > 0 && EnemyNear(root,Var(53)),stateno != var(43)
triggerall = var(45) > 0 && EnemyNear(root,Var(53)),stateno != var(45)
triggerall = var(47) > 0 && EnemyNear(root,Var(53)),stateno != var(47)
trigger1 = root,movetype = H
trigger1 = EnemyNear(root,Var(53)),movecontact = 1
trigger1 = EnemyNear(root,Var(53)),HitDefAttr = SC, SA
trigger1 = EnemyNear(root,Var(53)),stateno > 0
var(49) = EnemyNear(root,Var(53)),stateno

;相手の打撃フレーム記憶・５(必殺技)
[State 1]
type = varset
triggerall = var(50) = 0
triggerall = var(49) > 0 && EnemyNear(root,Var(53)),stateno = var(49)
trigger1 = root,movetype = H
trigger1 = EnemyNear(root,Var(53)),movecontact = 1
trigger1 = EnemyNear(root,Var(53)),HitDefAttr = SC, SA
trigger1 = EnemyNear(root,Var(53)),stateno > 0
var(50) = EnemyNear(root,Var(53)),time

;----

;流石にそろそろ反撃してもいーだろ的な敵フレーム
[State 1]
type = varset
triggerall = var(31) = 0
triggerall = EnemyNear(root,Var(53)),Vel X <= 0 ;スライディング系の攻撃だとマズイ為
trigger1 = EnemyNear(root,Var(53)),stateno = var(1) && var(1) > 0
trigger1 = EnemyNear(root,Var(53)),time > var(2) + 5 && var(2) > 1
trigger2 = EnemyNear(root,Var(53)),stateno = var(3) && var(3) > 0
trigger2 = EnemyNear(root,Var(53)),time > var(4) + 5 && var(4) > 1
trigger3 = EnemyNear(root,Var(53)),stateno = var(5) && var(5) > 0
trigger3 = EnemyNear(root,Var(53)),time > var(6) + 5 && var(6) > 1
trigger4 = EnemyNear(root,Var(53)),stateno = var(7) && var(7) > 0
trigger4 = EnemyNear(root,Var(53)),time > var(8) + 5 && var(8) > 1
trigger5 = EnemyNear(root,Var(53)),stateno = var(9) && var(9) > 0
trigger5 = EnemyNear(root,Var(53)),time > var(10) + 5 && var(10) > 1
trigger6 = EnemyNear(root,Var(53)),stateno = var(11) && var(11) > 0
trigger6 = EnemyNear(root,Var(53)),time > var(12) + 5 && var(12) > 1
trigger7 = EnemyNear(root,Var(53)),stateno = var(13) && var(13) > 0
trigger7 = EnemyNear(root,Var(53)),time > var(14) + 5 && var(14) > 1
trigger8 = EnemyNear(root,Var(53)),stateno = var(15) && var(15) > 0
trigger8 = EnemyNear(root,Var(53)),time > var(16) + 5 && var(16) > 1
trigger9 = EnemyNear(root,Var(53)),stateno = var(17) && var(17) > 0
trigger9 = EnemyNear(root,Var(53)),time > var(18) + 5 && var(18) > 1
trigger10 = EnemyNear(root,Var(53)),stateno = var(19) && var(19) > 0
trigger10 = EnemyNear(root,Var(53)),time > var(20) + 5 && var(20) > 1
trigger11 = EnemyNear(root,Var(53)),stateno = var(21) && var(21) > 0
trigger11 = EnemyNear(root,Var(53)),time > var(22) + 5 && var(22) > 1
trigger12 = EnemyNear(root,Var(53)),stateno = var(23) && var(23) > 0
trigger12 = EnemyNear(root,Var(53)),time > var(24) + 5 && var(24) > 1
trigger13 = EnemyNear(root,Var(53)),stateno = var(25) && var(25) > 0
trigger13 = EnemyNear(root,Var(53)),time > var(26) + 5 && var(26) > 1
trigger14 = EnemyNear(root,Var(53)),stateno = var(27) && var(27) > 0
trigger14 = EnemyNear(root,Var(53)),time > var(28) + 5 && var(28) > 1
trigger15 = EnemyNear(root,Var(53)),stateno = var(29) && var(29) > 0
trigger15 = EnemyNear(root,Var(53)),time > var(30) + 5 && var(30) > 1
;こっから必殺技
trigger16 = EnemyNear(root,Var(53)),stateno = var(41) && var(41) > 0
trigger16 = EnemyNear(root,Var(53)),time > var(42) + 10 && var(42) > 1
trigger17 = EnemyNear(root,Var(53)),stateno = var(43) && var(43) > 0
trigger17 = EnemyNear(root,Var(53)),time > var(44) + 10 && var(44) > 1
trigger18 = EnemyNear(root,Var(53)),stateno = var(45) && var(45) > 0
trigger18 = EnemyNear(root,Var(53)),time > var(46) + 10 && var(46) > 1
trigger19 = EnemyNear(root,Var(53)),stateno = var(47) && var(47) > 0
trigger19 = EnemyNear(root,Var(53)),time > var(48) + 10 && var(48) > 1
trigger20 = EnemyNear(root,Var(53)),stateno = var(49) && var(49) > 0
trigger20 = EnemyNear(root,Var(53)),time > var(50) + 10 && var(50) > 1
var(31) = 1

;リセット
[State 1]
type = varset
triggerall = var(31) != 0
trigger1 = roundstate != 2 || statetype = L
trigger2 = EnemyNear(root,Var(53)),Vel X > 0 || EnemyNear(root,Var(53)),ctrl
trigger3 = EnemyNear(root,Var(53)),statetype = L || EnemyNear(root,Var(53)),statetype = A
trigger4 = EnemyNear(root,Var(53)),time = 1 || EnemyNear(root,Var(53)),animtime = 0
var(31) = 0

;----

;リセット
[State 1]
type = varset
triggerall = var(51) != 0
trigger1 = 1
var(51) = 0

;刺しこみしても間に合うだろー的な敵フレーム
[State 1]
type = varset
triggerall = var(51) = 0
triggerall = EnemyNear(root,Var(53)),Vel X <= 0 ;スライディング系の攻撃だとマズイ為
trigger1 = EnemyNear(root,Var(53)),stateno = var(1) && var(1) > 0
trigger1 = EnemyNear(root,Var(53)),time <= var(2) - 5 && var(2) > 5
trigger2 = EnemyNear(root,Var(53)),stateno = var(3) && var(3) > 0
trigger2 = EnemyNear(root,Var(53)),time <= var(4) - 5 && var(4) > 5
trigger3 = EnemyNear(root,Var(53)),stateno = var(5) && var(5) > 0
trigger3 = EnemyNear(root,Var(53)),time <= var(6) - 5 && var(6) > 5
trigger4 = EnemyNear(root,Var(53)),stateno = var(7) && var(7) > 0
trigger4 = EnemyNear(root,Var(53)),time <= var(8) - 5 && var(8) > 5
trigger5 = EnemyNear(root,Var(53)),stateno = var(9) && var(9) > 0
trigger5 = EnemyNear(root,Var(53)),time <= var(10) - 5 && var(10) > 5
trigger6 = EnemyNear(root,Var(53)),stateno = var(11) && var(11) > 0
trigger6 = EnemyNear(root,Var(53)),time <= var(12) - 5 && var(12) > 5
trigger7 = EnemyNear(root,Var(53)),stateno = var(13) && var(13) > 0
trigger7 = EnemyNear(root,Var(53)),time <= var(14) - 5 && var(14) > 5
trigger8 = EnemyNear(root,Var(53)),stateno = var(15) && var(15) > 0
trigger8 = EnemyNear(root,Var(53)),time <= var(16) - 5 && var(16) > 5
trigger9 = EnemyNear(root,Var(53)),stateno = var(17) && var(17) > 0
trigger9 = EnemyNear(root,Var(53)),time <= var(18) - 5 && var(18) > 5
trigger10 = EnemyNear(root,Var(53)),stateno = var(19) && var(19) > 0
trigger10 = EnemyNear(root,Var(53)),time <= var(20) - 5 && var(20) > 5
trigger11 = EnemyNear(root,Var(53)),stateno = var(21) && var(21) > 0
trigger11 = EnemyNear(root,Var(53)),time <= var(22) - 5 && var(22) > 5
trigger12 = EnemyNear(root,Var(53)),stateno = var(23) && var(23) > 0
trigger12 = EnemyNear(root,Var(53)),time <= var(24) - 5 && var(24) > 5
trigger13 = EnemyNear(root,Var(53)),stateno = var(25) && var(25) > 0
trigger13 = EnemyNear(root,Var(53)),time <= var(26) - 5 && var(26) > 5
trigger14 = EnemyNear(root,Var(53)),stateno = var(27) && var(27) > 0
trigger14 = EnemyNear(root,Var(53)),time <= var(28) - 5 && var(28) > 5
trigger15 = EnemyNear(root,Var(53)),stateno = var(29) && var(29) > 0
trigger15 = EnemyNear(root,Var(53)),time <= var(30) - 5 && var(30) > 5
var(51) = 1

;----

[State -2 デバッグ用]
type=null ;displayToClipboard
trigger1=ishelper
ignorehitpause=1
text="                                    V0:%d V1:%d V2:%d V31:%d V51:%d"
params=var(0),var(1),var(2),var(31),var(51)

[State 8900]
Type = DestroySelf
Trigger1 = ishelper && (RoundState > 3 || root,life <= 0 || !root,Alive)

;-------------------------------------------------------------------------------
;壁端検出ヘルパー2
[Statedef 8905]
Type = A
Ctrl = 0
Anim = 0
Velset = -5,0,-50
Movetype = I
Physics = N
Sprpriority = 1

[State 8905]
type = assertspecial
trigger1 = 1
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State 8905]
type = ScreenBound
Trigger1=1
value=0
movecamera=0,0

[State 8905]
type = NotHitBy
value = SCA
trigger1 = 1

[State 8905]
type = PlayerPush
trigger1 = 1
value = 0

[State 8905]
type = SprPriority
trigger1 = 1
value = -5

[State 8905]
type=selfstate
trigger1=!ishelper
value=0

[state 8905]
Type = Projectile
Trigger1 = Time = 0
ProjID = ifelse(ishelper(8905+root,ID),8905,8906)
Projanim = 0
Projremovetime = -1
Velocity = Floor(Vel X),0
projhits = 524288
projmisstime = 524288
projpriority = 524288
projsprpriority = -524288
Projedgebound = 524288
projstagebound = -const(size.ground.front)
Offset = 0,524288-320*(root,ID-55)
supermovetime = 524288
pausemovetime = 524288
ignorehitpause = 1

[state 8905]
type = velset
Trigger1 = !Root,NumProjID(ifelse(ishelper(8905+root,ID),8905,8906)) && time
x = 0
y = 0
ignorehitpause = 1

[State 8905]
type = DisplayToClipboard
Trigger1 = ishelper
text = "ROOT X=%f P2X=%f V0=%d, POS X=%f"
params = rootdist X,p2dist X,var(0),Pos X
ignorehitpause = 1

[State 8905]
Type = DestroySelf
Trigger1 = ishelper && (RoundState > 3 || root,life <= 0 || !root,Alive)
Trigger2 = Vel X = 0 && root,NumProjID(8905) = 0 && root,NumProjID(8906) = 0 && Time


;==========================================================================
;飛び道具対策

;全員共通のループステート１
[Statedef 20000]
type=A
movetype=I
physics=N
ctrl=0
anim=8001
sprpriority=0
velset=0,0

[State -2];ループ回数設定
type=varset
trigger1=!var(54)
var(54)=40

;ＩＤ探索ステートへ
[State -2]
type=ChangeState
triggerall=!numhelper(20001);このＦの中でまだＩＤ予測をしていない（失敗していない）
trigger1=var(56)!=-1||prevstateno=20009;このＦの中でまだＩＤ探索に失敗していない
trigger1=!playerIDexist(var(3+var(55)));変数が現在使用中ではない
value=20002

;透明化
[State -2]
type=assertspecial
trigger1=1
flag=noshadow
flag2=invisible
ignorehitpause=1

;無敵化
[State -2]
type=Nothitby
trigger1=1
value=SCA

;本体と敵との中間に配置
[State -2]
type=posset
trigger1=1
x=(root,pos x+EnemyNear(root,Var(53)),pos x)/2.0

;本体と同じ向き
[State -2]
type=turn
trigger1=facing!=root,facing

;本体の近くに飛び道具があるなら警戒
[State 20000]
type=varset
trigger1=playerIDExist(var(3+var(55)))
trigger1=playerID(var(3+var(55))),movetype=A
trigger1=abs(root,pos y-playerID(var(3+var(55))),pos y)<200
trigger1=abs(playerID(var(3+var(55))),pos x-root,pos x)<=200
var(2)=5


;ＩＤ用変数の最高値記録
[State 20000]
type=varset
trigger1=var(57)<var(3+var(55))
var(57)=var(3+var(55))

;ループバック
[State 20000]
type=Changestate
trigger1=!numhelper(20001)	;何か見つかった１
trigger1=var(56)!=-1	;何か見つかった２
trigger1=var(55)<var(54)	;ループが指定回数未満
trigger1=var(55):=var(55)+1||1	;インクリメント（ループカウンタ増加処理）
value=20000


[State -2];カウンタ初期化
type=VarSet
trigger1=1
var(55)=0

;inguarddist系反応判断用
[State -2]
type=VarAdd
trigger1=var(0)>0
var(0)=-1

;inguarddist系反応判断用
[State -2]
type=VarSet
trigger1=!EnemyNear(root,Var(53)),ctrl&&EnemyNear(root,Var(53)),stateno>=200
trigger2=inguarddist
trigger3=root,inguarddist
var(0)=15

;inguarddist系反応判断用
[State -2]
type=VarAdd
trigger1=var(0)
var(1)=1

;inguarddist系反応判断用
[State -2]
type=Varset
trigger1=!var(0)
var(1)=0


;飛び道具の裏側対策
[State -2]
type=Varadd
trigger1=var(2)>0
var(2)=-1

;飛び道具の裏側対策
[State -2]
type=varset
triggerall=root,inguarddist
trigger1=EnemyNear(root,Var(53)),movetype!=A
trigger2=P2Dist x>EnemyNear(root,Var(53)),Const(size.attack.dist)
var(2)=20


;飛び道具の裏側対策。一時的に裏側に配置
[State -2]
type=posset
trigger1=1
x=root,pos x-facing*80

;飛び道具の裏側対策
[State -2]
type=varset
trigger1=inguarddist
var(2)=5

;コンボ用変数みたいなもの
[State 20000 対策テスト]
type=varset
trigger1=1
var(59)=0

;終了したらキャラ別対策判断用のステートへ
[State -2]
type=ChangeState
trigger1=1
value=20009






;ＩＤ予測ヘルパー用ステート
[Statedef 20001]
anim=8001
ctrl=0

;即消える
[State 20001]
type=destroyself
trigger1=1





;ループステート
[Statedef 20002]
anim=8001
ctrl=0


;開始値を最高値に合わせる
[State -2]
type=varset
trigger1=prevstateno!=20002;
var(3+var(55))=var(57)+1

;ループカウンタ増加
[State -2]
type=varadd
var(56)=1
trigger1=var(56)!=-1

;ループカウンタ初期化
[State -2]
type=Varset
trigger1=prevstateno!=20002
var(56)=0

;ふるいにかける。１つでも該当するなら次へ
[State -2]
type=varadd
trigger1=!playerIDExist(var(3+var(55)))
trigger2=playerID(var(3+var(55))),movetype!=A||!(playerID(var(3+var(55))),hitdefattr=SCA,AA,AP,AT)
trigger2=playerID(var(3+var(55))),time>200-var(55)*10
trigger3=abs(playerID(var(3+var(55))),Screenpos x)>500
trigger4=abs(playerID(var(3+var(55))),pos y)>500
trigger5=teamside=playerID(var(3+var(55))),teamside
var(3+var(55))=1

[state -2];id確認用。１０回繰り返して当たりがこなかったら、中止して次に備える
type=Helper
trigger1=var(56)>10
trigger1=var(56):=-1
trigger1=!numhelper(20001)
helpertype=normal
name="id_check"
ID=20001
pos=0, 0
postype=right
facing=1
stateno=20001
ownpal=1
supermovetime=99999
pausemovetime=99999

;変数の値を今出したばかりのヘルパーのものに
[State -2]
type=varset
trigger1=var(56)=-1
trigger1=numhelper(20001)
var(3+var(55))=helper(20001),id

;ループバック
[State -2]
type=ChangeState
value=20002
triggerall=var(56)!=-1
trigger1=!playerIDExist(var(3+var(55)))
trigger2=playerID(var(3+var(55))),movetype!=A||!(playerID(var(3+var(55))),hitdefattr=SCA,AA,AP,AT)
trigger2=playerID(var(3+var(55))),time>200-var(55)*10
trigger3=abs(playerID(var(3+var(55))),Screenpos x)>500
trigger4=abs(playerID(var(3+var(55))),pos y)>500
trigger5=teamside=playerID(var(3+var(55))),teamside

;終わったら戻る
[State -2]
type=ChangeState
value=20000
trigger1=1



;飛び道具対策、キャラ別ステート（アテナ）
[Statedef 20009]
anim=8001
ctrl=0

;１Ｆ経ったらまたＩＤ取得から
[State 20009]
type=CHangeState
trigger1=time>0
value=20000

;変数の値に該当するヘルパーが存在しないならここでループカウンタ増加させてまた初めから
[State 20009]
type=CHangeState
trigger1=!playerIDExist(var(3+var(55)))
trigger1=var(55)<var(54)-1
trigger1=var(55):=var(55)+1
value=20009

;判断用変数初期化
[State 20000]
type=varset
trigger1=prevstateno!=20009
var(58)=0


[State 20000 地上波動]
type=varadd
trigger1=playerIDExist(var(3+var(55)))
trigger1=!((var(58))%10)
trigger1=playerID(var(3+var(55))),movetype=A
trigger1=playerID(var(3+var(55))),pos y+playerID(var(3+var(55))),vel y*10=[-100,60]
trigger1=abs(playerID(var(3+var(55))),vel x)>1
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)>0
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x*6>70
trigger1=fvar(0):=playerID(var(3+var(55))),vel x
var(58)=1


[State 20000 地上波動近すぎ]
type=varadd
trigger1=!((var(58)/1000)%10)
trigger1=playerIDExist(var(3+var(55)))
trigger1=playerID(var(3+var(55))),movetype=A
trigger1=playerID(var(3+var(55))),pos y+playerID(var(3+var(55))),vel y*10=[-100,60]
trigger1=abs(playerID(var(3+var(55))),vel x)>1
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x*6<=70
var(58)=1000



[State 20000 空中波動]
type=varadd
trigger1=playerIDExist(var(3+var(55)))
trigger1=!((var(58)/10)%10)
trigger1=playerID(var(3+var(55))),movetype=A
trigger1=playerID(var(3+var(55))),pos y+playerID(var(3+var(55))),vel y*20<-80
trigger1=abs(playerID(var(3+var(55))),vel x)>1
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)>-50
trigger1=fvar(1):=playerID(var(3+var(55))),vel y
var(58)=10



[State 20000 空中波動近すぎ]
type=varadd
trigger1=playerIDExist(var(3+var(55)))
trigger1=!((var(58)/10000)%10)
trigger1=playerID(var(3+var(55))),movetype=A
trigger1=playerID(var(3+var(55))),pos y+playerID(var(3+var(55))),vel y*10>=-80
trigger1=abs(playerID(var(3+var(55))),vel x)>1
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)>-50
trigger1=fvar(1):=playerID(var(3+var(55))),vel y
var(58)=10000


[State 20000 近すぎ]
type=varadd
trigger1=playerIDExist(var(3+var(55)))
trigger1=!((var(58)/100000)%10)
trigger1=playerID(var(3+var(55))),movetype=A
trigger1=playerID(var(3+var(55))),pos y-root,pos y=[-80,80]
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)=[-100,100]
var(58)=100000



[State 20000 カウンターシェル対地]
type=varadd
trigger1=playerIDExist(var(3+var(55)))
trigger1=!((var(58)/1000000)%10)
trigger1=playerID(var(3+var(55))),movetype=A&&(playerID(var(3+var(55))),hitdefattr=SCA,AP||playerID(var(3+var(55))),hitdefattr=SA,AA||(EnemyNear(root,Var(53)),numproj&&!(EnemyNear(root,Var(53)),hitdefattr=SAC)))
trigger1=playerID(var(3+var(55))),pos y+playerID(var(3+var(55))),vel y * 10 =[-100,60]
trigger1=abs(playerID(var(3+var(55))),vel x)>1
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x * 8 > 50
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x * 11 <= 50
trigger1=fvar(2):=playerID(var(3+var(55))),vel x||1
var(58)=1000000


[State 20000 飛び込み]
type=varadd
trigger1=playerIDExist(var(3+var(55)))
trigger1=!((var(58)/10000000)%10)
trigger1=playerID(var(3+var(55))),movetype=A&&(playerID(var(3+var(55))),hitdefattr=SCA,AP||playerID(var(3+var(55))),hitdefattr=SA,AA)
trigger1=playerID(var(3+var(55))),pos y+playerID(var(3+var(55))),vel y*20 >= -80
trigger1=abs(playerID(var(3+var(55))),vel y) = [-1,1]
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x * 16 > 70
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x * 32 <= 150
trigger1=fvar(3):=playerID(var(3+var(55))),vel y||1
var(58)=10000000


[State 20000 回り込み]
type=varadd
trigger1=playerIDExist(var(3+var(55)))
trigger1=!((var(58)/100000000)%10)
trigger1=playerID(var(3+var(55))),movetype=A&&(playerID(var(3+var(55))),hitdefattr=SCA,AP||playerID(var(3+var(55))),hitdefattr=SA,AA)
trigger1=playerID(var(3+var(55))),pos y+playerID(var(3+var(55))),vel y*10=[-100,60]
trigger1=abs(playerID(var(3+var(55))),vel x)>1
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x* 1 > 1
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x* 23 <= 0
trigger1=fvar(2):=playerID(var(3+var(55))),vel x||1
var(58)=100000000


[State 20000];設置
type=varadd
trigger1=!((var(58)/100)%10)
trigger1=playerIDExist(var(3+var(55)))
trigger1=playerID(var(3+var(55))),movetype=A
trigger1=playerID(var(3+var(55))),pos y>-140
trigger1=playerID(var(3+var(55))),vel x<3
trigger1=playerID(var(3+var(55))),time>=40
trigger1=(root,pos x-playerID(var(3+var(55))),pos x)>80
var(58)=100


;ループカウンタ増加、初めに戻る
[State 20009]
type=CHangeState
trigger1=var(55)<var(54)
trigger1=var(55):=var(55)+1||1
value=20009


記述例（ヘルパー用ステート）--------------------------------------------------------

;飛び道具対策ヘルパー20000（suparpause,pause無視）
;var(0):飛び道具対策変数１　相手攻撃判断＆カウントダウン用
;var(1):飛び道具対策変数２　反応までのカウントアップ用
;var(2):飛び道具の後ろ側をガードするための変数
;var(3)~var(53):ヘルパーリダイレクト用
;var(54):最大ループ回数設定
;var(55):20000,20009ループカウント用
;var(56):20002ループカウント用
;var(57):リダイレクト変数のうち、現在の最高の値
;var(58):結果から状況判断
;var(59):対策テスト用

;fvar(0)~fvar(x):ｘ速度など。確率変動に使う

;※var(3+var(55))が、「現在調査中のＩＤ用変数」
[State -2 デバッグ用]
type=displayToClipboard
trigger1=1
ignorehitpause=1
text=" var(2)=%d var(4)=%d var(3)=%d var(5)=%d var(6)=%d"
params=var(2),var(4),var(3),var(5),var(6)


[State -2 デバッグ用]
type=AppendToClipboard
trigger1=1
ignorehitpause=1
text=" \nvar(7)=%d var(59)=%d var(55)=%d var(54)=%d var(58)=%d"
params=var(7),var(59),var(55),var(54),var(58)


[State 20000];カウンタ初期化
type=varset
trigger1=1
var(55)=0

[State 20000];カウンタ初期化
type=varset
trigger1=1
var(56)=0

