[Statedef -2]


;---------------------------------------------------------------------------
;こんふぃぐ

[State -2,Explod];カットインON OFF
type = varset
trigger1 = 1
V = 52
value = 1;0でオフ

[State -2,Explod];AI即死技使用可否
type = varset
trigger1 = 1
V = 53
value = 0;1で使用、0で使用しない

;--------------------------------------------------------------------------


[State -2]
Type = varset
Trigger1 = var(59)>0
var(57)=ifelse((!enemynear,alive&&numenemy=2),1,0)

[State 3000];パワーアップ時間表示用エフェクト表示座標X
Type = VarSet
Trigger1 = 1
var(14) = -100;54
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

[State 3000];パワーアップ時間表示用エフェクト表示座標Y
Type = VarSet
Trigger1 = 1
var(15) = 500;41
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

[State 3000];パワーアップ時間表示用エフェクトtrans = add or sub
Type = VarSet
Trigger1 = 1
var(16) = 0
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

[State -2, VarSet]
type = VarSet
Triggerall = var(13) >= 0
triggerall = AnimElemNo(0) < Var(26) 
Trigger1 = stateno = [200,370]
Trigger2 = stateno = 1076
Trigger3 = stateno = 1071
Trigger4 = stateno = 1070
Trigger5 = stateno = 1077
Trigger6 = stateno = 1072
Trigger7 = stateno = 1031
var(26) = AnimElemNo(0) - 1

[State -2, VarAdd]
type = VarAdd
Triggerall = var(13) >= 0
triggerall = AnimElemTime(AnimElemNo(0) + 1) < 0
Trigger1 = stateno = [200,370]
Trigger2 = stateno = 1076
Trigger3 = stateno = 1071
Trigger4 = stateno = 1070
Trigger5 = stateno = 1077
Trigger6 = stateno = 1072
Trigger7 = stateno = 1031
var(26) = 1

[State -2, Speed]
type = ChangeAnim
Triggerall = var(13) >= 0
triggerall = AnimElemTime(AnimElemNo(0) + 1) < 0
Trigger1 = stateno = [200,370]
Trigger2 = stateno = 1076
Trigger3 = stateno = 1071
Trigger4 = stateno = 1070
Trigger5 = stateno = 1077
Trigger6 = stateno = 1072
Trigger7 = stateno = 1031
value = Anim
elem = Var(26)

[State 3000];特殊技使用判定(6B)
Type = VarSet
Trigger1 = movetype != A
var(27) = 0
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

[State 3000];特殊技使用判定(6A)
Type = VarSet
Trigger1 = movetype != A
var(20) = 0
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

[State 3000];特殊技使用判定(2B)
Type = VarSet
Trigger1 = movetype != A
var(21) = 0
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

[State -2, 残像]
type = AfterImage
trigger1 = Movetype = H
time = 1

[State 1000]
type = Helper
Triggerall = NumHelper(3000) = 0
Trigger1 = roundstate = 2
Trigger1 = var(13) >= 0
stateno = 3001
id = 3000
helpertype = normal
pos = 0,0
postype = P1
keyctrl = 0
ownpal = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0

[State 1000]
type = Helper
Triggerall = NumHelper(3001) = 0
Trigger1 = var(13) >= 0
trigger1 = Movetype != H
stateno = 3003
id = 3001
helpertype = normal
pos = 0,0
postype = P1
keyctrl = 0
ownpal = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
Size.XScale = 1.021
Size.YScale = 1.021
persistent = 0

[State -2]
type = PalFX
Triggerall = var(13) >= 0
triggerall = !ishelper
trigger1 = (GameTime%8) = 1
time = 15
add = 5,0,10
;mul = 0,0,0
sinadd = -20,-20,-20,3
ignorehitpause = 1
;2/4更新部分

[State 3000]
Type = null;ctrlset
Trigger1 = var(13) >= 0
trigger1 = movecontact
trigger1 = statetype != A
trigger1 = movetype != H
value = 1

[State 3000]
Type = Varset
Trigger1 = palno = 12
V = 13
value = 999
SuperMove   = 1
PauseMoveTime = 9999999
IgnoreHitPause = 1

[State 3000]
Type = Varadd
Trigger1 = palno != 12
Trigger1 = var(13) >= 0
trigger1 = (GameTime%1) = 0
V = 13
value = -1
SuperMove   = 1
PauseMoveTime = 9999999
IgnoreHitPause = 1

[State 3000]
Type = Varadd
Trigger1 = var(13) >= 0
trigger1 = Time = 0
trigger1 = Movetype = H
V = 13
value = -80
SuperMove   = 1
PauseMoveTime = 9999999
IgnoreHitPause = 1

[State 601]
type = targetlifeadd
trigger1 = enemynear,stateno = 60680
Trigger1 = Projhittime(4531) >= 0 && Projhittime(4531) <= 1
value = -(Ceil(0.17 * enemy,Const(data.life)))
persisitent = 0
absolute = 1

[state 6506,1]
type = powerset
trigger1 = helper(3000),stateno = 3002
value = 0

[state 6506,1]
type = poweradd
Trigger1 = var(13) >= 0
value = 10

[state 6506,1]
type = lifeadd
Trigger1 = var(13) >= 0
trigger1 = Movetype != H
trigger1 = (GameTime%12) = 1
value = 1

[State -3,]
type = AttackMulSet
Trigger1 = numhelper(3000) = 1
trigger1 = time > 0
value = 1.1

[State -2, ]
type = defencemulset
triggerall = 1
trigger1 = PalNo != 12
trigger1 = var(13) >= 0
value = 0.7

[State -2, ]
type = defencemulset
triggerall = 1
trigger1 = PalNo = 12
value = 0.7

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = Projhittime(4561) >= 0 && Projhittime(4561) <= 1
trigger2 = Projhittime(4581) >= 0 && Projhittime(4581) <= 1
value = 500, 11
ignorehitpause = 1

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = Projhittime(4581) >= 0 && Projhittime(4581) <= 1
trigger2 = Projhittime(4582) >= 0 && Projhittime(4582) <= 1
trigger2 = stateno = 3045
trigger3 = Projhittime(4582) >= 0 && Projhittime(4582) <= 1
trigger3 = stateno = 3047
value = 500, 1-(random%3)
ignorehitpause = 1

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = Projhittime(4582) >= 0 && Projhittime(4582) <= 1
value = 500, 11
ignorehitpause = 1
persistent = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = Projhittime(4600) >= 0 && Projhittime(4600) <= 1
value = 5, 5
ignorehitpause = 1

[State 220]
type = pause
trigger1 = Projhittime(4569) >= 0 && Projhittime(4569) <= 1
trigger1 = (GameTime%3) = 1
;trigger2 = enemynear,stateno = 6068
;trigger2 = stateno = 6066
trigger2 = Projhittime(4600) >= 0 && Projhittime(4600) <= 1
trigger2 = (GameTime%2) = 1
time = 1
movetime = 0
ignorehitpause = 1

[State 220]
type = pause
trigger1 = Projhittime(4561) >= 0 && Projhittime(4561) <= 1
trigger2 = ProjGuarded4561 = 1
time = 3
movetime = 0
ignorehitpause = 1

[State -2, EnvColor]
type = EnvColor
trigger1 = ProjHit4561 = 1 <= 1
trigger2 = Projhit4581 = 1 <= 1
trigger3 = ProjHit4582 = 1
value = 255,255,255
time = 1
under = 1

[State 2383]
Type = VarRandom
Trigger1 = Time >= 0
V = 17
Range = 0,3

[State 1000, 5]
type = Explod
trigger1 = ProjHit4561 = 1
trigger2 = ProjHit4581 = 1
trigger3 = ProjHit4582 = 1
anim = 8600+Var(17)
sprpriority = 100
postype = p2
pos = -10 + (random%10),-60 + (random%20)
bindtime = -1
ignorehitpause =0
under = 0
ownpal = 1
PauseMoveTime = 9999999
trans = add

[State 1000, 5]
type = Explod
trigger1 = ProjGuarded4561 = 1
trigger2 = ProjGuarded4581 = 1
anim = 8400
sprpriority = 100
postype = p2
pos = -10 + (random%10),-60 + (random%30)
bindtime = -1
ignorehitpause =0
under = 0
ownpal = 1
PauseMoveTime = 99999999

[State 1000, 5]
type = removeExplod
trigger1 = stateno != 400
id = 400

[State -2, 距離確認デバック]
type = AppendToClipboard
trigger1 = 1
text =  "P2X:%f,P2Y:%f,Vx%f,Vy%f,Py%f \n"
params = P2BodyDist x,P2BodyDist y,vel x,vel y,Pos y
IgnoreHitPause = 1

;----------------------------------->deception<
[State ]
type = VarSet
triggerall=(p3Name="Psyqhical"|p3Name="Physalis_F"|p3Name="Gustab Munchausen"|p3Name="Physalis")
triggerall=RoundState=[0,1]
trigger1=teamside=2
trigger1=pos x<(partner,Pos X)
trigger2=teamside=1
trigger2=pos x>(partner,pos X)
v = 58
value = 1
;0:off/1:on
;----------------------------------->deception<





[Statedef 10000]
anim=10000;なにも表示しないｱﾆﾒでもいいけど入れなくても全然問題ない
ctrl=0

[State 10000,間違いで本体が来たら立ちへ移行]
type=selfstate
trigger1=!ishelper
value=0

[State 10000,プレイヤー判定]
type=varset
trigger1=command="up"&&root,command="up"
trigger2=command="down"&&root,command="down"
trigger3=command="back"&&root,command="back"
trigger4=command="fwd"&&root,command="fwd"
trigger5=command="a"&&root,command="a"
trigger6=command="b"&&root,command="b"
trigger7=command="c"&&root,command="c"
trigger8=command="x"&&root,command="x"
trigger9=command="y"&&root,command="y"
trigger10=command="z"&&root,command="z"
trigger11=command="start"&&root,command="start"
var(59)=-1

[State 10000,立ったら消失]
Type = DestroySelf
triggerAll = isHelper
Trigger1 = root,var(59)||var(59)=-1
trigger2=command="up"&&root,command="up"
trigger3=command="down"&&root,command="down"
trigger4=command="back"&&root,command="back"
trigger5=command="fwd"&&root,command="fwd"
trigger6=command="a"&&root,command="a"
trigger7=command="b"&&root,command="b"
trigger8=command="c"&&root,command="c"
trigger9=command="x"&&root,command="x"
trigger10=command="y"&&root,command="y"
trigger11=command="z"&&root,command="z"
trigger12=command="start"&&root,command="start"

[State 10000,ﾌﾗｸﾞON]
type=varset
triggerall=var(59)!=-1
trigger1=root,command="up"
trigger2=root,command="down"
trigger3=root,command="back"
trigger4=root,command="fwd"
trigger5=root,command="a"
trigger6=root,command="b"
trigger7=root,command="c"
trigger8=root,command="x"
trigger9=root,command="y"
trigger10=root,command="z"
trigger11=root,command="start"
var(59)=1