;コンフィグ＆常時ステートのファイルです
[Statedef -2]

[State -3a];各仲間への威力補正
type=varset 
trigger1 = 1 
var(2) = 2       ;n倍したい数を記入(デフォルト：1〜3）

[State -3a];各敵への威力補正
type=varset 
trigger1 = 1 
var(5) = 4       ;n倍したい数を記入（デフォルト：4）





;ここ以下は通常の処理なので普通に遊びたいだけの人は触らないで下さい。
;===========================================================================
; 常時監視ステート（−２）
;===========================================================================
;===========================================================================
;AIトリガー
[State -1,AIトリガー]
type = varset
trigger1 = PalNo = 12
var(59) = 1

[State -2]
type = varset
trigger1 = 1
;trigger1 = PalNo = 7  
;trigger2 = PalNo = 8
;trigger3 = PalNo = 9
;trigger4 = PalNo = 10
;trigger5 = PalNo = 11
;trigger6 = PalNo = 12
var(29) = 1      

;[State -2,攻撃力レベル補正]
;type = AttackMulSet
;trigger1 = 1
;value = 1+var(58)*2/100
;;ここで弄ると強すぎたため保留

[State -2,防御力レベル補正]
type = DefenceMulSet
trigger1 = 1
value = 1+var(58)/10

[State -2, 1];エレナの近くにいると徐々にLife回復
type = lifeadd
triggerall = NumHelper(3008)=1
triggerall = Helper(3008),ParentDist X< 120
triggerall = Helper(3008),ParentDist X>-120
trigger1= (GameTime% 24 ) = 0 ;何フレームごとに回復するか
value = 1 ;回復量

[State -2, 2];ナタリーの近くにいると攻撃力2倍
type = AttackMulSet
triggerall = NumHelper(3009)=1
triggerall = Helper(3009),ParentDist X< 120
triggerall = Helper(3009),ParentDist X>-120
trigger1= 1 
value = 2 ;何倍するか

[State -2, 1];ナタリーの近くにいると徐々にPower回復
type = Poweradd
triggerall = NumHelper(3009)=1
triggerall = Helper(3009),ParentDist X< 120
triggerall = Helper(3009),ParentDist X>-120
trigger1= (GameTime% 2 ) = 0 ;何フレームごとに回復するか
value = 1 ;回復量

[State -2, 2];リチャードの近くにいると攻撃力2倍
type = AttackMulSet
triggerall = NumHelper(3010)=1
triggerall = Helper(3010),ParentDist X< 120
triggerall = Helper(3010),ParentDist X>-120
trigger1= 1 
value = 2 ;何倍するか

;-----------------------------------
;[State -2, クリップボード]
;type = DisplayToClipboard
;trigger1 = 1
;text = "Cancel=%d, Throw=%d, Button=%d, Body-Distance X=%d,Y=%d \n"
;params = var(1),var(2),var(5),floor(P2BodyDist X),floor(P2BodyDist Y)

;[State -2, クリップボード（追加専用）]
;type = AppendToClipboard
;trigger1 = 1
;text = "Position X=%d,Y=%d, Velocity X=%f,Y=%f, Hit=%d \n"
;params = floor(Pos X),floor(Pos Y),(Vel X),(Vel Y),(MoveHit)












;===========================================================================
;勝手に出てくるヘルパー(味方)
;[State -1, 仲間（突撃）];
---------------------------------------------------------------------------
[state 3000];
type = Helper
trigger1 = NumHelper(3000)+NumHelper(3001)+NumHelper(3002)+NumHelper(3003)+NumHelper(3004)+NumHelper(3005)+NumHelper(3006)+NumHelper(3007) < 2
trigger1 = NumHelper(3000) = 0
trigger1 = Random < 124
trigger1= RoundState = 2
trigger1 = var(3) = 0
trigger1 = PalNo != 9 ;9Pカラーで仲間が出ない
trigger1 = PalNo != 11 ;11Pカラーで仲間・敵が出ない
;trigger1 = var(30)%3 = 1
;trigger1 = var(59) = 0
helpertype = normal
name = "ドノバン"
stateno = 3000
pos = 0,0
postype = back
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ID = 3000
sprpriority = -1

size.xscale = const(size.xscale)*1 
size.yscale = const(size.yscale)*1 
pos = ceil(const(size.xscale)*1),ceil(const(size.yscale)*1)
size.ground.back = 15  
size.ground.front = 15 
size.air.back = 10     
size.air.front = 10    
size.height = 60       
size.proj.doscale = 0  
size.head.pos = -5,-90 
size.mid.pos = -5,-60  
size.shadowoffset = 0 
---------------------------------------------------------------------------
[state 3001];
type = Helper
trigger1 = NumHelper(3000)+NumHelper(3001)+NumHelper(3002)+NumHelper(3003)+NumHelper(3004)+NumHelper(3005)+NumHelper(3006)+NumHelper(3007) < 2
trigger1 = NumHelper(3001) = 0
trigger1 = Random < 124
trigger1= RoundState = 2
trigger1 = var(3) = 0
trigger1 = PalNo != 9 ;9Pカラーで仲間が出ない
trigger1 = PalNo != 11 ;11Pカラーで仲間・敵が出ない
;trigger1 = var(30)%3 = 1
;trigger1 = var(59) = 0
helpertype = normal
name = "バーバラ"
stateno = 3001
pos = 0,0
postype = back
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ID = 3001
sprpriority = -1

size.xscale = const(size.xscale)*1 
size.yscale = const(size.yscale)*1 
pos = ceil(const(size.xscale)*1),ceil(const(size.yscale)*1)
size.ground.back = 15  
size.ground.front = 15 
size.air.back = 10     
size.air.front = 10    
size.height = 60       
size.proj.doscale = 0  
size.head.pos = -5,-90 
size.mid.pos = -5,-60  
size.shadowoffset = 0 
---------------------------------------------------------------------------
[state 3002];
type = Helper
trigger1 = NumHelper(3000)+NumHelper(3001)+NumHelper(3002)+NumHelper(3003)+NumHelper(3004)+NumHelper(3005)+NumHelper(3006)+NumHelper(3007) < 2
trigger1 = NumHelper(3002) = 0
trigger1 = Random < 124
trigger1= RoundState = 2
trigger1 = var(3) = 0
trigger1 = PalNo != 9 ;9Pカラーで仲間が出ない
trigger1 = PalNo != 11 ;11Pカラーで仲間・敵が出ない
;trigger1 = var(30)%3 = 1
;trigger1 = var(59) = 0
helpertype = normal
name = "ハンク"
stateno = 3002
pos = 0,0
postype = back
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ID = 3002
sprpriority = -1

size.xscale = const(size.xscale)*1 
size.yscale = const(size.yscale)*1 
pos = ceil(const(size.xscale)*1),ceil(const(size.yscale)*1)
size.ground.back = 15  
size.ground.front = 15 
size.air.back = 10     
size.air.front = 10    
size.height = 60       
size.proj.doscale = 0  
size.head.pos = -5,-90 
size.mid.pos = -5,-60  
size.shadowoffset = 0 
---------------------------------------------------------------------------
[state 3003];
type = Helper
trigger1 = NumHelper(3000)+NumHelper(3001)+NumHelper(3002)+NumHelper(3003)+NumHelper(3004)+NumHelper(3005)+NumHelper(3006)+NumHelper(3007) < 2
trigger1 = NumHelper(3003) = 0
trigger1 = Random < 124
trigger1= RoundState = 2
trigger1 = var(3) = 0
trigger1 = PalNo != 9 ;9Pカラーで仲間が出ない
trigger1 = PalNo != 11 ;11Pカラーで仲間・敵が出ない
;trigger1 = var(30)%3 = 1
trigger1 = var(59) = 0
helpertype = normal
name = "ダイン"
stateno = 3003
pos = 0,0
postype = back
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ID = 3003
sprpriority = -1

size.xscale = const(size.xscale)*1 
size.yscale = const(size.yscale)*1 
pos = ceil(const(size.xscale)*1),ceil(const(size.yscale)*1)
size.ground.back = 15  
size.ground.front = 15 
size.air.back = 10     
size.air.front = 10    
size.height = 60       
size.proj.doscale = 0  
size.head.pos = -5,-90 
size.mid.pos = -5,-60  
size.shadowoffset = 0 
---------------------------------------------------------------------------
[state 3004];
type = Helper
trigger1 = NumHelper(3000)+NumHelper(3001)+NumHelper(3002)+NumHelper(3003)+NumHelper(3004)+NumHelper(3005)+NumHelper(3006)+NumHelper(3007) < 2
trigger1 = NumHelper(3004) = 0
trigger1 = Random < 124
trigger1= RoundState = 2
trigger1 = var(3) = 0
trigger1 = PalNo != 9 ;9Pカラーで仲間が出ない
trigger1 = PalNo != 11 ;11Pカラーで仲間・敵が出ない
;trigger1 = var(30)%3 = 1
;trigger1 = var(59) = 0
helpertype = normal
name = "レクス"
stateno = 3004
pos = 0,0
postype = back
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ID = 3004
sprpriority = -1

size.xscale = const(size.xscale)*1 
size.yscale = const(size.yscale)*1 
pos = ceil(const(size.xscale)*1),ceil(const(size.yscale)*1)
size.ground.back = 15  
size.ground.front = 15 
size.air.back = 10     
size.air.front = 10    
size.height = 60       
size.proj.doscale = 0  
size.head.pos = -5,-90 
size.mid.pos = -5,-60  
size.shadowoffset = 0 
---------------------------------------------------------------------------
[state 3005];
type = Helper
trigger1 = NumHelper(3000)+NumHelper(3001)+NumHelper(3002)+NumHelper(3003)+NumHelper(3004)+NumHelper(3005)+NumHelper(3006)+NumHelper(3007) < 2
trigger1 = NumHelper(3005) = 0
trigger1 = Random < 124
trigger1= RoundState = 2
trigger1 = var(3) = 0
trigger1 = PalNo != 9 ;9Pカラーで仲間が出ない
trigger1 = PalNo != 11 ;11Pカラーで仲間・敵が出ない
;trigger1 = var(30)%3 = 1
;trigger1 = var(59) = 0
helpertype = normal
name = "カレン"
stateno = 3005
pos = 0,0
postype = back
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ID = 3005
sprpriority = -1

size.xscale = const(size.xscale)*1 
size.yscale = const(size.yscale)*1 
pos = ceil(const(size.xscale)*1),ceil(const(size.yscale)*1)
size.ground.back = 15  
size.ground.front = 15 
size.air.back = 10     
size.air.front = 10    
size.height = 60       
size.proj.doscale = 0  
size.head.pos = -5,-90 
size.mid.pos = -5,-60  
size.shadowoffset = 0 
---------------------------------------------------------------------------
[state 3006];
type = Helper
triggerall = NumHelper(3000)+NumHelper(3001)+NumHelper(3002)+NumHelper(3003)+NumHelper(3004)+NumHelper(3005)+NumHelper(3006)+NumHelper(3007) < 2
triggerall = NumHelper(3006) = 0
trigger1 = Random < 124
trigger1= RoundState = 2
trigger1 = var(3) = 0
trigger1 = PalNo != 9 ;9Pカラーで仲間が出ない
trigger1 = PalNo != 11 ;11Pカラーで仲間・敵が出ない
;trigger1 = var(30)%3 = 1
;trigger1 = var(59) = 0
helpertype = normal
name = "セバスチャン"
stateno = 3006
pos = 0,0
postype = back
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ID = 3006
sprpriority = -1

size.xscale = const(size.xscale)*1 
size.yscale = const(size.yscale)*1 
pos = ceil(const(size.xscale)*1),ceil(const(size.yscale)*1)
size.ground.back = 15  
size.ground.front = 15 
size.air.back = 10     
size.air.front = 10    
size.height = 60       
size.proj.doscale = 0  
size.head.pos = -5,-90 
size.mid.pos = -5,-60  
size.shadowoffset = 0 
---------------------------------------------------------------------------
[state 3007];
type = Helper
trigger1 = NumHelper(3000)+NumHelper(3001)+NumHelper(3002)+NumHelper(3003)+NumHelper(3004)+NumHelper(3005)+NumHelper(3006)+NumHelper(3007) < 2
trigger1 = NumHelper(3007) = 0
trigger1 = Random < 124
trigger1= RoundState = 2
trigger1 = var(3) = 0
trigger1 = PalNo != 9 ;9Pカラーで仲間が出ない
trigger1 = PalNo != 11 ;11Pカラーで仲間・敵が出ない
;trigger1 = var(30)%3 = 1
;trigger1 = var(59) = 0
helpertype = normal
name = "ウスノロ"
stateno = 3007
pos = 0,0
postype = back
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ID = 3007
sprpriority = -2

size.xscale = const(size.xscale)*1 
size.yscale = const(size.yscale)*1 
pos = ceil(const(size.xscale)*1),ceil(const(size.yscale)*1)
size.ground.back = 15  
size.ground.front = 15 
size.air.back = 10     
size.air.front = 10    
size.height = 60       
size.proj.doscale = 0  
size.head.pos = -5,-90 
size.mid.pos = -5,-60  
size.shadowoffset = 0 
---------------------------------------------------------------------------
[state 1302];
type = Helper
triggerall = NumHelper(3000)+NumHelper(3001)+NumHelper(3002)+NumHelper(3003)+NumHelper(3004)+NumHelper(3005)+NumHelper(3006)+NumHelper(3007) < 2
triggerall = NumHelper(1302) = 0
trigger1 = Random < 10
trigger1= RoundState = 2
trigger1 = var(3) = 0
trigger1 = PalNo != 9 ;9Pカラーで仲間が出ない
trigger1 = PalNo != 11 ;11Pカラーで仲間・敵が出ない
;trigger1 = var(30)%3 = 1
;trigger1 = var(59) = 0
helpertype = normal
name = "檻上"
stateno = 11302
pos = 0,-100
postype = p2
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ID = 1302
sprpriority = -4

size.xscale = const(size.xscale)*1.5 
size.yscale = const(size.yscale)*1.5 
pos = ceil(const(size.xscale)*1),ceil(const(size.yscale)*1)
size.ground.back = 15  
size.ground.front = 15 
size.air.back = 10     
size.air.front = 10    
size.height = 60       
size.proj.doscale = 0  
size.head.pos = -5,-90 
size.mid.pos = -5,-60  
size.shadowoffset = 0 
---------------------------------------------------------------------------
;[State -1, 仲間（援護）]
[state 1002];
type = Helper
trigger1 = NumHelper(3008)+NumHelper(3009)+NumHelper(3010) = 0
trigger1 = NumHelper(3008) = 0
trigger1 = Random < 333
trigger1 = RoundState = 2
trigger1 = var(3) = 0
trigger1 = PalNo != 9 ;9Pカラーで仲間が出ない
trigger1 = PalNo != 11 ;11Pカラーで仲間・敵が出ない
helpertype = normal
name = "エレナ"
stateno = 3008
pos = 0,-5
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ID = 3008
sprpriority = -1

size.xscale = const(size.xscale)*1 
size.yscale = const(size.yscale)*1 
pos = ceil(const(size.xscale)*1),ceil(const(size.yscale)*1)
size.ground.back = 15  
size.ground.front = 15 
size.air.back = 10     
size.air.front = 10    
size.height = 60       
size.proj.doscale = 0  
size.head.pos = -5,-90 
size.mid.pos = -5,-60  
size.shadowoffset = 0  
---------------------------------------------------------------------------
[state 3009];
type = Helper
trigger1 = NumHelper(3008)+NumHelper(3009)+NumHelper(3010) = 0
trigger1 = NumHelper(3009) = 0
trigger1 = Random < 333
trigger1 = RoundState = 2
trigger1 = var(3) = 0
trigger1 = PalNo != 9 ;9Pカラーで仲間が出ない
trigger1 = PalNo != 11 ;11Pカラーで仲間・敵が出ない
helpertype = normal
name = "ナタリー"
stateno = 3009
pos = 0,-5
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ID = 3009
sprpriority = -1

size.xscale = const(size.xscale)*1 
size.yscale = const(size.yscale)*1 
pos = ceil(const(size.xscale)*1),ceil(const(size.yscale)*1)
size.ground.back = 15  
size.ground.front = 15 
size.air.back = 10     
size.air.front = 10    
size.height = 60       
size.proj.doscale = 0  
size.head.pos = -5,-90 
size.mid.pos = -5,-60  
size.shadowoffset = 0  
---------------------------------------------------------------------------
[state 13010];
type = Helper
trigger1 = NumHelper(3008)+NumHelper(3009)+NumHelper(3010) = 0
trigger1 = NumHelper(3010) = 0
trigger1 = Random < 333
trigger1 = RoundState = 2
trigger1 = var(3) = 0
trigger1 = PalNo != 9 ;9Pカラーで仲間が出ない
trigger1 = PalNo != 11 ;11Pカラーで仲間・敵が出ない
helpertype = normal
name = "リチャード"
stateno = 3010
pos = 0,-5
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ID = 3010
sprpriority = -1

size.xscale = const(size.xscale)*1 
size.yscale = const(size.yscale)*1 
pos = ceil(const(size.xscale)*1),ceil(const(size.yscale)*1)
size.ground.back = 15  
size.ground.front = 15 
size.air.back = 10     
size.air.front = 10    
size.height = 60       
size.proj.doscale = 0  
size.head.pos = -5,-90 
size.mid.pos = -5,-60  
size.shadowoffset = 0  
---------------------------------------------------------------------------
[state 1301];
type = Helper
trigger1 = NumHelper(3008)+NumHelper(3009)+NumHelper(3010) = 0
triggerall = NumHelper(1301) = 0
trigger1 = Random < 50
trigger1 = RoundState = 2
trigger1 = var(3) = 0
trigger1 = PalNo != 9 ;9Pカラーで仲間が出ない
trigger1 = PalNo != 11 ;11Pカラーで仲間・敵が出ない
helpertype = normal
name = "コレジャナイロボ"
stateno = 11301
pos = 160,-50
postype = back
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ID = 1301
sprpriority = -4

size.xscale = const(size.xscale);*2 
size.yscale = const(size.yscale);*2 
pos = ceil(const(size.xscale)*1),ceil(const(size.yscale)*1)
size.ground.back = 15  
size.ground.front = 15 
size.air.back = 10     
size.air.front = 10    
size.height = 60       
size.proj.doscale = 0  
size.head.pos = -5,-90 
size.mid.pos = -5,-60  
size.shadowoffset = 0 
---------------------------------------------------------------------------

;[State -1, 仲間（射撃）]
[state 1003];
type = Helper
trigger1 = NumHelper(3012)+NumHelper(3014)+NumHelper(3016) = 0
trigger1 = NumHelper(3012) = 0
trigger1 = Random < 333
trigger1 = RoundState = 2
trigger1 = var(3) = 0
trigger1 = PalNo != 9 ;9Pカラーで仲間が出ない
trigger1 = PalNo != 11 ;11Pカラーで仲間・敵が出ない
helpertype = normal
name = "スコーピオン"
stateno = 3012
pos = 30,0
postype = back
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ID = 3012
sprpriority = -1

size.xscale = const(size.xscale)*1 
size.yscale = const(size.yscale)*1 
pos = ceil(const(size.xscale)*1),ceil(const(size.yscale)*1)
size.ground.back = 15  
size.ground.front = 15 
size.air.back = 10     
size.air.front = 10    
size.height = 60       
size.proj.doscale = 0  
size.head.pos = -5,-90 
size.mid.pos = -5,-60  
size.shadowoffset = 0  
---------------------------------------------------------------------------
[state 13012];
type = Helper
trigger1 = NumHelper(3012)+NumHelper(3014)+NumHelper(3016) = 0
trigger1 = NumHelper(3014) = 0
trigger1 = Random < 333
trigger1 = RoundState = 2
trigger1 = var(3) = 0
trigger1 = PalNo != 9 ;9Pカラーで仲間が出ない
trigger1 = PalNo != 11 ;11Pカラーで仲間・敵が出ない
helpertype = normal
name = "セシリア"
stateno = 3014
pos = 30,-5
postype = back
facing = 1
keyctrl = 0
ownpal = 1
ID = 3014
sprpriority = -1

size.xscale = const(size.xscale)*1 
size.yscale = const(size.yscale)*1 
pos = ceil(const(size.xscale)*1),ceil(const(size.yscale)*1)
size.ground.back = 15  
size.ground.front = 15 
size.air.back = 10     
size.air.front = 10    
size.height = 60       
size.proj.doscale = 0  
size.head.pos = -5,-90 
size.mid.pos = -5,-60  
size.shadowoffset = 0  
---------------------------------------------------------------------------
[state 1003];
type = Helper
trigger1 = NumHelper(3012)+NumHelper(3014)+NumHelper(3016) = 0
trigger1 = NumHelper(3016) = 0
trigger1 = Random < 333
trigger1 = RoundState = 2
trigger1 = var(3) = 0
trigger1 = PalNo != 9 ;9Pカラーで仲間が出ない
trigger1 = PalNo != 11 ;11Pカラーで仲間・敵が出ない
helpertype = normal
name = "カトリーヌ"
stateno = 3016
pos = 30,0
postype = back
facing = 1
keyctrl = 0
ownpal = 1
ID = 3016
sprpriority = 2

size.xscale = const(size.xscale)*1 
size.yscale = const(size.yscale)*1 
pos = ceil(const(size.xscale)*1),ceil(const(size.yscale)*1)
size.ground.back = 15  
size.ground.front = 15 
size.air.back = 10     
size.air.front = 10    
size.height = 60       
size.proj.doscale = 0  
size.head.pos = -5,-90 
size.mid.pos = -5,-60  
size.shadowoffset = 0  
---------------------------------------------------------------------------



;勝手に出てくるヘルパー(敵)
---------------------------------------------------------------------------
[state 30003];
type = Helper
trigger1 = NumHelper(30007)= 0;Time = 0
trigger1 = RoundState = 2
trigger1 = var(30) = 1700
trigger1 = PalNo != 10 ;10Pカラーで敵が出ない
trigger1 = PalNo != 11 ;11Pカラーで仲間・敵が出ない
helpertype = normal
name = "ジャドー"
stateno = 30007
pos = 30,0
postype = front;p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ID = 30007
sprpriority = -1

size.xscale = const(size.xscale)*1 
size.yscale = const(size.yscale)*1 
pos = ceil(const(size.xscale)*1),ceil(const(size.yscale)*1)
size.ground.back = 15  
size.ground.front = 15 
size.air.back = 10     
size.air.front = 10    
size.height = 60       
size.proj.doscale = 0  
size.head.pos = -5,-90 
size.mid.pos = -5,-60  
size.shadowoffset = 0 
---------------------------------------------------------------------------
[state 30003];
type = Helper
trigger1 = NumHelper(30008)= 0;Time = 0
trigger1 = RoundState = 2
trigger1 = var(30) = 1700
trigger1 = PalNo != 10 ;10Pカラーで敵が出ない
trigger1 = PalNo != 11 ;11Pカラーで仲間・敵が出ない
helpertype = normal
name = "ゲドー"
stateno = 30008
pos = 30,0
postype = front;p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ID = 30008
sprpriority = -1

size.xscale = const(size.xscale)*1 
size.yscale = const(size.yscale)*1 
pos = ceil(const(size.xscale)*1),ceil(const(size.yscale)*1)
size.ground.back = 15  
size.ground.front = 15 
size.air.back = 10     
size.air.front = 10    
size.height = 60       
size.proj.doscale = 0  
size.head.pos = -5,-90 
size.mid.pos = -5,-60  
size.shadowoffset = 0 
---------------------------------------------------------------------------
[state 30003];
type = Helper
trigger1 = NumHelper(30009)= 0;Time = 0
trigger1 = RoundState = 2
trigger1 = var(30) = 1700
trigger1 = PalNo != 10 ;10Pカラーで敵が出ない
trigger1 = PalNo != 11 ;11Pカラーで仲間・敵が出ない
helpertype = normal
name = "ヒドー"
stateno = 30009
pos = 30,0
postype = front;p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ID = 30009
sprpriority = -1

size.xscale = const(size.xscale)*1 
size.yscale = const(size.yscale)*1 
pos = ceil(const(size.xscale)*1),ceil(const(size.yscale)*1)
size.ground.back = 15  
size.ground.front = 15 
size.air.back = 10     
size.air.front = 10    
size.height = 60       
size.proj.doscale = 0  
size.head.pos = -5,-90 
size.mid.pos = -5,-60  
size.shadowoffset = 0 
---------------------------------------------------------------------------
[state 30003];
type = Helper
trigger1 = NumHelper(30004)= 0;Time = 0
trigger1 = RoundState = 2
trigger1 = var(30) = 1300
trigger1 = PalNo != 10 ;10Pカラーで敵が出ない
trigger1 = PalNo != 11 ;11Pカラーで仲間・敵が出ない
helpertype = normal
name = "ノワール"
stateno = 30004
pos = 70,0
postype = front;p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ID = 30004
sprpriority = -1

size.xscale = const(size.xscale)*1 
size.yscale = const(size.yscale)*1 
pos = ceil(const(size.xscale)*1),ceil(const(size.yscale)*1)
size.ground.back = 15  
size.ground.front = 15 
size.air.back = 10     
size.air.front = 10    
size.height = 60       
size.proj.doscale = 0  
size.head.pos = -5,-90 
size.mid.pos = -5,-60  
size.shadowoffset = 0 
---------------------------------------------------------------------------
[state 30003];
type = Helper
trigger1 = NumHelper(30001)= 0;Time = 0
trigger1 = RoundState = 2
trigger1 = var(30) = 1000
trigger1 = PalNo != 10 ;10Pカラーで敵が出ない
trigger1 = PalNo != 11 ;11Pカラーで仲間・敵が出ない
helpertype = normal
name = "ザイン"
stateno = 30001
pos = 70,0
postype = front;p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ID = 30001
sprpriority = -1

size.xscale = const(size.xscale)*1 
size.yscale = const(size.yscale)*1 
pos = ceil(const(size.xscale)*1),ceil(const(size.yscale)*1)
size.ground.back = 15  
size.ground.front = 15 
size.air.back = 10     
size.air.front = 10    
size.height = 60       
size.proj.doscale = 0  
size.head.pos = -5,-90 
size.mid.pos = -5,-60  
size.shadowoffset = 0 
---------------------------------------------------------------------------
[state 30003];
type = Helper
trigger1 = NumHelper(30002)= 0;Time = 0
trigger1 = RoundState = 2
trigger1 = var(30) = 800
trigger1 = PalNo != 10 ;10Pカラーで敵が出ない
trigger1 = PalNo != 11 ;11Pカラーで仲間・敵が出ない
helpertype = normal
name = "ラミデス"
stateno = 30002
pos = 30,0
postype = front;p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ID = 30002
sprpriority = -1

size.xscale = const(size.xscale)*1 
size.yscale = const(size.yscale)*1 
pos = ceil(const(size.xscale)*1),ceil(const(size.yscale)*1)
size.ground.back = 15  
size.ground.front = 15 
size.air.back = 10     
size.air.front = 10    
size.height = 60       
size.proj.doscale = 0  
size.head.pos = -5,-90 
size.mid.pos = -5,-60  
size.shadowoffset = 0 
---------------------------------------------------------------------------
[state 30003];
type = Helper
trigger1 = NumHelper(30003)= 0;Time = 0
trigger1 = RoundState = 2
trigger1 = var(30) = 500
trigger1 = PalNo != 10 ;10Pカラーで敵が出ない
trigger1 = PalNo != 11 ;11Pカラーで仲間・敵が出ない
helpertype = normal
name = "ホロヴォス"
stateno = 30003
pos = 70,0
postype = front;p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ID = 30003
sprpriority = -1

size.xscale = const(size.xscale)*1 
size.yscale = const(size.yscale)*1 
pos = ceil(const(size.xscale)*1),ceil(const(size.yscale)*1)
size.ground.back = 15  
size.ground.front = 15 
size.air.back = 10     
size.air.front = 10    
size.height = 60       
size.proj.doscale = 0  
size.head.pos = -5,-90 
size.mid.pos = -5,-60  
size.shadowoffset = 0 

---------------------------------------------------------------------------
[state 30003];
type = Helper
trigger1 = NumHelper(30010)+NumHelper(30011)+NumHelper(30012)= 0;Time = 0
trigger1 = RoundState = 2
trigger1 = Random < 333
trigger1 = PalNo != 10 ;10Pカラーで敵が出ない
trigger1 = PalNo != 11 ;11Pカラーで仲間・敵が出ない
helpertype = normal
name = "ジェリー"
stateno = 30010
pos = 70,0
postype = front;p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ID = 30010
sprpriority = -1

size.xscale = const(size.xscale)*1 
size.yscale = const(size.yscale)*1 
pos = ceil(const(size.xscale)*1),ceil(const(size.yscale)*1)
size.ground.back = 15  
size.ground.front = 15 
size.air.back = 10     
size.air.front = 10    
size.height = 60       
size.proj.doscale = 0  
size.head.pos = -5,-90 
size.mid.pos = -5,-60  
size.shadowoffset = 0 

---------------------------------------------------------------------------
[state 30003];
type = Helper
trigger1 = NumHelper(30010)+NumHelper(30011)+NumHelper(30012)= 0;Time = 0
trigger1 = RoundState = 2
trigger1 = Random < 333
trigger1 = PalNo != 10 ;10Pカラーで敵が出ない
trigger1 = PalNo != 11 ;11Pカラーで仲間・敵が出ない
helpertype = normal
name = "ゴブリンリーダー"
stateno = 30011
pos = 70,0
postype = front;p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ID = 30011
sprpriority = -1

size.xscale = const(size.xscale)*1 
size.yscale = const(size.yscale)*1 
pos = ceil(const(size.xscale)*1),ceil(const(size.yscale)*1)
size.ground.back = 15  
size.ground.front = 15 
size.air.back = 10     
size.air.front = 10    
size.height = 60       
size.proj.doscale = 0  
size.head.pos = -5,-90 
size.mid.pos = -5,-60  
size.shadowoffset = 0 

---------------------------------------------------------------------------
[state 30003];
type = Helper
trigger1 = NumHelper(30010)+NumHelper(30011)+NumHelper(30012)= 0;Time = 0
trigger1 = RoundState = 2
trigger1 = Random < 333
trigger1 = PalNo != 10 ;10Pカラーで敵が出ない
trigger1 = PalNo != 11 ;11Pカラーで仲間・敵が出ない

helpertype = normal
name = "いしころボーヤ"
stateno = 30012
pos = 70,0
postype = front;p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ID = 30012
sprpriority = -1

size.xscale = const(size.xscale)*1 
size.yscale = const(size.yscale)*1 
pos = ceil(const(size.xscale)*1),ceil(const(size.yscale)*1)
size.ground.back = 15  
size.ground.front = 15 
size.air.back = 10     
size.air.front = 10    
size.height = 60       
size.proj.doscale = 0  
size.head.pos = -5,-90 
size.mid.pos = -5,-60  
size.shadowoffset = 0 


;===========================================================================
;30秒で世界を救えモード
[State -2,制限時間は30秒]
type = varset
;triggerall = var(29) = 1
trigger1 = var(30) = 0
var(30) = 1801

;-----------------------------------
;開始時エフェクト
;[State -2,文字：30秒で世界を救え！]
;type = Explod
;triggerall = var(29) = 1
;trigger1 = NumExplod(2009) = 0
;anim = 2009
;ID = 2009
;postype = right
;pos = -155,240
;scale= const(size.xscale),const(size.yscale)
;removetime = -1
;sprpriority = 4
;facing = 1
;persistent = 1
;ownpal = 1

[state -2,重複したら消す用] 
type = RemoveExplod 
trigger1 = NumExplod(2009) > 1 
ID = 2009 

[state -2,イントロ終わったら消す用] 
type = RemoveExplod 
trigger1 = RoundState >= 2
ID = 2009 


;[State -2,時の女神の砂時計];
;type = Explod
;triggerall = var(29) = 1
;trigger1 = NumExplod(30005) = 0
;trigger1 = var(30) > 1
;anim = 30005
;ID = 30005
;postype = p1;right
;pos = 0,-70;-160,140
;scale= const(size.xscale),const(size.yscale)
;removetime = -1
;bindtime = -1
;shadow =-1
;sprpriority = -4
;facing = 1
;persistent = 1
;ownpal = 1

;[state -2,重複したら消す用] 
;type = RemoveExplod 
;trigger1 = NumExplod(30005) > 1 
;ID = 30005

;[State -2,時の女神の砂時計割れた];
;type = Explod
;triggerall = var(29) = 1
;trigger1 = NumExplod(30006) = 0
;trigger1 = var(30) <= 1
;anim = 30006
;ID = 30006
;postype = p1;right
;pos = 0,-70;-160,140
;scale= const(size.xscale),const(size.yscale)
;removetime = -1
;bindtime = -1
;shadow =-1
;sprpriority = -4
;facing = 1
;persistent = 1
;ownpal = 1

;[state -2,重複したら消す用] 
;type = RemoveExplod 
;trigger1 = NumExplod(30006) > 1 
;ID = 30006







;-----------------------------------
;残り時間表示
[State -2,残り時間表示、左から1つ目0];
type = Explod
trigger1 = var(29) = 1
;trigger1 = ((var(30)-1)/60-((var(30)-1)/60)%10)/10 = 0
anim = 30120+floor(((var(30)-1)/60-((var(30)-1)/60)%10)/10)
ID = 30120;+floor(((var(30)-1)/60-((var(30)-1)/60)%10)/10)
postype = left
pos = 113,70
scale= const(size.xscale)*1.1/2,const(size.yscale)*1.1/2 ;数字
removetime = 1
bindtime = 1
sprpriority = -4
persistent = 0
ignorehitpause = 1
ownpal = 1
;-----------------------------------
[State -2,残り時間表示、左から2つ目0];
type = Explod
trigger1 = var(29) = 1
;trigger1 = ((var(30)-1)/60)%10 = 0
anim = 30120+floor(((var(30)-1)/60)%10)
ID = 30120;+floor(((var(30)-1)/60)%10)
postype = left
pos = 140,70
scale= const(size.xscale)*1.1/2,const(size.yscale)*1.1/2 ;数字
removetime = 1
bindtime = 1
sprpriority = -4
persistent = 0
ignorehitpause = 1
ownpal = 1
;-----------------------------------
[State -2,残り時間表示、中心のカンマ];左右の数字の座標はこれを中心に反転させるとキレイに並ぶ
type = Explod
triggerall = var(29) = 1
trigger1 = 1
anim = 30119
ID = 30119
postype = left
pos = 160,70
scale= const(size.xscale)*1.1/2,const(size.yscale)*1.1/2 ;数字
removetime = 1
bindtime = 1
sprpriority = -4
persistent = 0
ignorehitpause = 1
ownpal = 1
;-----------------------------------
[State -2,残り時間表示、左から3つ目0];
type = Explod
trigger1 = var(29) = 1
;trigger1 = (((var(30)-1)%60)-((var(30)-1)%10))/10 = 0
anim = 30120+floor((((var(30)-1)%60)-((var(30)-1)%10))/10)
ID = 30120;+floor((((var(30)-1)%60)-((var(30)-1)%10))/10)
postype = right
pos = -140,70
scale= const(size.xscale)*1.1/2,const(size.yscale)*1.1/2 ;数字
removetime = 1
bindtime = 1
sprpriority = -4
persistent = 0
ignorehitpause = 1
ownpal = 1
;-----------------------------------
[State -2,残り時間表示、左から4つ目0];
type = Explod
trigger1 = var(29) = 1
;trigger1 = (var(30)-1)%10 = 0
anim = 30120+floor((var(30)-1)%10)
ID = 30120;+floor((var(30)-1)%10)
postype = right
pos = -113,70
scale= const(size.xscale)*1.1/2,const(size.yscale)*1.1/2 ;数字
removetime = 1
bindtime = 1
sprpriority = -4
persistent = 0
ignorehitpause = 1
ownpal = 1

;-----------------------------------
;内部処理
;[State -2, どの攻撃でも当たるとゲージ増]
;type = PowerAdd
;triggerall = var(29) = 1
;trigger1 = MoveContact = 1
;value = 100

[State -2,時間が減っていく]
type = varadd
;triggerall = var(29) = 1
trigger1 = var(30) > 0
trigger1 = RoundState = 2
var(30) = -1

[State -2,30秒で破滅]
type = lifeAdd
triggerall = var(29) = 1
trigger1 = var(30) <= 1
value = -99999

[State -2,破滅時世界が真っ赤に]
type = EnvColor
triggerall = var(29) = 1
trigger1 = var(30) = 1
value = 255, 0, 0
time =  8
under = 1

[State -2,破滅時爆発音]
type = PlaySnd
triggerall = var(29) = 1
trigger1 = var(30) = 1
value = 2,5

[State -2,30秒で破滅]
type = lifeAdd
triggerall = var(29) = 1
trigger1 = var(30) = 1
value = -99999
;-----------------------------------

;===========================================================================
;===========================================================================
;イニシエの悪魔を呼んだ際の処理（4発当てて倒せなかったら死ぬ）
;1Pのとき
[State -3];レベルアップ文字（コンボ数の表示付近に出す）
type = Explod
trigger1 = TeamSide = 1
trigger1 = var(58) >= 99
trigger1 = RoundState = 2
anim = 2000
ID = 2000
postype = left
pos = 45,100
scale= const(size.xscale)/3,const(size.yscale)/3
removetime = 1
bindtime = 1
sprpriority = 7
persistent = 0
ignorehitpause = 1
ownpal = 1

[State -3];レベルアップ数字、1の桁9
type = Explod
trigger1 = TeamSide = 1
trigger1 = var(58) >= 99
trigger1 = RoundState = 2
anim = 2109
ID = 2109
postype = left
pos = 45,100
scale= const(size.xscale)/2.3,const(size.yscale)/2.3
removetime = 1
bindtime = 1
sprpriority = 7
persistent = 0
ignorehitpause = 1
ownpal = 1

[State -3];レベルアップ数字、10の桁9
type = Explod
trigger1 = TeamSide = 1
trigger1 = var(58) >= 99
trigger1 = RoundState = 2
anim = 2109
ID = 2109
postype = left
pos = 35,100
scale= const(size.xscale)/2.3,const(size.yscale)/2.3
removetime = 1
bindtime = 1
sprpriority = 7
persistent = 0
ignorehitpause = 1
ownpal = 1


;2Pのとき
[State -3];レベルアップ文字（コンボ数の表示付近に出す）
type = Explod
trigger1 = TeamSide = 2
trigger1 = var(58) >= 99
trigger1 = RoundState = 2
anim = 2000
ID = 2000
postype = right
pos = -75,100
scale= const(size.xscale)/3,const(size.yscale)/3
removetime = 1
bindtime = 1
sprpriority = 7
persistent = 0
ignorehitpause = 1
ownpal = 1

[State -3];レベルアップ数字、1の桁9
type = Explod
trigger1 = TeamSide = 2
trigger1 = var(58) >= 99
trigger1 = RoundState = 2
anim = 2109
ID = 2109
postype = right
pos = -85,100
scale= const(size.xscale)/2.3,const(size.yscale)/2.3
removetime = 1
bindtime = 1
sprpriority = 7
persistent = 0
ignorehitpause = 1
ownpal = 1

[State -3];レベルアップ数字、10の桁9
type = Explod
trigger1 = TeamSide = 2
trigger1 = var(58) >= 99
trigger1 = RoundState = 2
anim = 2109
ID = 2109
postype = right
pos = -75,100
scale= const(size.xscale)/2.3,const(size.yscale)/2.3
removetime = 1
bindtime = 1
sprpriority = 7
persistent = 0
ignorehitpause = 1
ownpal = 1




[State -2,当たった数数える]
type = varadd
trigger1 = var(3) >= 1
trigger1 = MoveContact = 1
var(4) = 1

[State -2,防御力増加]
type = DefenceMulSet
trigger1 = 1
trigger1 = var(3) >= 1
value = 0.1

[State -2,常に全快]
type = Lifeset
trigger1 = var(29) = 0
trigger1 = var(3) >= 1
trigger2 = var(3) >= 1
trigger2 = var(29) >= 1
trigger2 = var(30) >= 2   ;ハメツの呪文時は死ぬ
value = 30000

[State -2,常に全快]
type = Powerset
trigger1 = var(3) >= 1
trigger1 = 1
value = 30000

[State -2, 2];悪魔と契約すると攻撃力がすごいことに
type = AttackMulSet
trigger1= var(3) >= 1
value = 1000 ;何倍するか

[State 13052]
type = SuperPause
trigger1 = var(3) = 1
trigger1 = var(4) >= 4
trigger1 = Life > 0
time = 120
anim = -1
;sound = ,1
pos = 0,0
movetime = 0
darken = 1
p2defmul = 1
poweradd = 0
unhittable = 0
persistent=0

[State 13052, イニシエの悪魔];
type = Explod
trigger1 = var(3) = 1
trigger1 = var(4) >= 4
trigger1 = Life > 0
anim = 2010
ID = 2010
postype = p1
pos = 0,-124
scale= const(size.xscale),const(size.yscale)
supermovetime = 90
pausemovetime = 90
removetime = 90
;shadow =-1
;ontop = 1
ownpal = 1
sprpriority = -2
persistent=0

[State -2,4発目で死ぬ]
type = lifeAdd
trigger1 = var(3) >= 1
trigger1 = var(4) >= 4
value = -99999

[State -2,モーションは一回]
type = varadd
trigger1 = var(3) >= 1
trigger1 = var(4) >= 4
var(3) = 1




