;Var(0)        hitdef処理
;Var(1)〜(2)   空中ジャンプ制御
;Var(3)        リコイルガード処理
;Var(4)〜(5)   エフェクト処理
;Var(6)〜(9)   ＲＦゲージ処理
;Var(10)       空中ダッシュ制御
;var(11)       ホームランダメージ制御
;Var(12)       補正用
;var(13)       リコイル後の投げ制御
;
;Var(15)〜(16) 勝ちセリフ分岐
;Var(17)       
;var(18)       ダメージ表示

;var(20)〜(25) アーマー処理
;var(26)       ステート奪取処理用( = gametime)
;var(27)       簡易コマンド
;var(28)       リコイル対応
;var(29)       config
;var(30)       竹刀処理
;var(31)       タッグ用処理
;var(35)〜(59) AI用空き

;fvar(0) ダメージ補正
;fvar(1) コンボ補正
;fvar(2) 逆根性値補正
;fvar(3) ダメージ補正
;fvar(4) 重力加速度変化
;fvar(5) RFゲージ攻撃力増加補正
;fvar(6) 逆根性値対応用
;fvar(7) ゲージ位置調整
;fvar(8) 補正表示
;fvar(9) 補正表示
;fvar(10) 敵x軸速度
;fvar(11) 敵y軸速度
;fvar(12) 攻撃力調整

;fvar(15) アーマー用 vel x
;fvar(16) アーマー用 vel y

;fvar(25)〜(39) AI用空き

[Data]
life = 1000
power = 3001
attack = 100 ;火力はconfig.cnsで調整してください
defence = 100
fall.defence_up = 100
liedown.time = 33
airjuggle = 30
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 100
IntPersistIndex = 7
floatpersistindex = 35

[Size]
xscale = 1
yscale = 1
ground.back = 13
ground.front = 13
air.back = 5
air.front = 13
height = 50
attack.dist = 170
proj.attack.dist = 90
proj.doscale = 0   
head.pos = 0, -70
mid.pos = 0, -42
shadowoffset = 0

[Velocity]
walk.fwd  = 3.0
walk.back = -3.0
run.fwd  = 4.8, 0
run.back  = -4.8, -4
jump.neu = 0,-8.4;9.5
jump.back = -2
jump.fwd = 2
runjump.back = -2.7,-7.6
runjump.fwd = 4.0,-7.6;9.5
airjump.neu = 0,-7.6;9.5
airjump.back = -2
airjump.fwd = 2

[Movement]
airjump.num = 0
airjump.height = 30
yaccel = .40;50
stand.friction = .8
crouch.friction = .8

;---------------------------------------------------------------------------
; Jump Land
[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = 47 + var(30)

[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0


[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;立ち_リコイルガード
[Statedef 160]
type    = S
physics = S
anim = 160 + 10000*var(30)
ctrl = 0
SprPriority = -1

;青ゲージ_リコイル時
[State -2]
type = VarAdd
triggerall = Var(8) = 0
triggerall = Var(7) >= 0
triggerall = Var(7) <= 199
trigger1 = time = 0
v = 7
value = ifelse(var(7)<=179,20,199-var(7))
supermove = 1
ignorehitpause = 1
persistent = 0

;赤ゲージ_リコイル時
[State -2]
type = VarAdd
triggerall = Var(8) = 0
triggerall = Var(7) >= 200
triggerall = Var(7) <= 399
trigger1 = time = 0
v = 7
value = ifelse(var(7)<=394,5,399-var(7))
supermove = 1
ignorehitpause = 1
persistent = 0

[State 160]
type = PosFreeze
trigger1 = time >= 0

[State 160]
type = Explod
trigger1 = time = 0
anim = 7011
pos = 28,-60
postype = p1
ownpal = 1
ignorehitpause = 1
persistent = 0
sprpriority = 10
bindtime = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1

[State 160]
type = Explod
trigger1 = time = 0
anim = 7018
scale = 1,1
postype = p1
ownpal = 1
ignorehitpause = 1
persistent = 0
sprpriority = 10
bindtime = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1

[State 160]
type = Pause
trigger1 = time = 0
time = var(29)%100
movetime = var(29)%100
ignorehitpause = 1

[State 160]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s120,1
Volume = 999
persistent = 0

[State 160]
type = ChangeState
Trigger1 = Time = var(29)%100
Trigger2 = Time >= var(29)%100
trigger2 = command = "holdback" 
value = 120
ctrl = 0

[state 160]
type = nothitby
trigger1 = 1
value = SCA

;---------------------------------------------------------------------------
;しゃがみ_リコイルガード
[Statedef 161]
type    = C
physics = C
anim = 161 + 10000*var(30)
ctrl = 0
SprPriority = -1

;青ゲージ_リコイル時
[State -2]
type = VarAdd
triggerall = Var(8) = 0
triggerall = Var(7) >= 0
triggerall = Var(7) <= 199
trigger1 = time = 0
v = 7
value = ifelse(var(7)<=179,20,199-var(7))
supermove = 1
ignorehitpause = 1
persistent = 0

;赤ゲージ_リコイル時
[State -2]
type = VarAdd
triggerall = Var(8) = 0
triggerall = Var(7) >= 200
triggerall = Var(7) <= 399
trigger1 = time = 0
v = 7
value = ifelse(var(7)<=394,5,399-var(7))
supermove = 1
ignorehitpause = 1
persistent = 0

[State 161]
type = PosFreeze
trigger1 = time >= 0

[State 161]
type = Explod
trigger1 = time = 0
anim = 7011
pos = 26,-30
postype = p1
ownpal = 1
ignorehitpause = 1
persistent = 0
sprpriority = 10
bindtime = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1

[State 160]
type = Explod
trigger1 = time = 0
anim = 7018
scale = 1,1
postype = p1
ownpal = 1
ignorehitpause = 1
persistent = 0
sprpriority = 10
bindtime = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1

[State 161]
type = Pause
trigger1 = time = 0
time = var(29)%100
movetime = var(29)%100
ignorehitpause = 1

[State 161]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s120,1
Volume = 999
persistent = 0

[State 161]
type = ChangeState
Trigger1 = time = var(29)%100
Trigger2 = Time >= var(29)%100
trigger2 = command = "holdback" 
value = 120
ctrl = 0

[state 160]
type = nothitby
trigger1 = 1
value = SCA

;---------------------------------------------------------------------------
;空中_リコイルガード
[Statedef 162]
type    = A
physics = N
anim = 162 + 10000*var(30)
ctrl = 0
SprPriority = -1

;青ゲージ_リコイル時
[State -2]
type = VarAdd
triggerall = Var(8) = 0
triggerall = Var(7) >= 0
triggerall = Var(7) <= 199
trigger1 = time = 0
v = 7
value = ifelse(var(7)<=179,20,199-var(7))
supermove = 1
ignorehitpause = 1
persistent = 0

;赤ゲージ_リコイル時
[State -2]
type = VarAdd
triggerall = Var(8) = 0
triggerall = Var(7) >= 200
triggerall = Var(7) <= 399
trigger1 = time = 0
v = 7
value = ifelse(var(7)<=394,5,399-var(7))
supermove = 1
ignorehitpause = 1
persistent = 0

[State 162]
type = PosFreeze
trigger1 = time >= 0

[State 162]
type = Explod
trigger1 = time = 0
anim = 7011
pos = 26,-60
postype = p1
ownpal = 1
ignorehitpause = 1
persistent = 0
sprpriority = 10
bindtime = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1

[State 162]
type = Pause
trigger1 = time = 0
time = var(29)%100
movetime = var(29)%100
ignorehitpause = 1

[State 162]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s120,1
Volume = 999
persistent = 0

[State 162]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 0

[State 162]
type = ChangeState
Trigger1 = Time = var(29)%100
Trigger2 = Time >= var(29)%100
trigger2 = command = "holdback" 
value = 120
ctrl = 0

[state 160]
type = nothitby
trigger1 = 1
value = SCA


;--------------------------------------------------------------------------
;負け
[Statedef 170]
type = S
ctrl = 0
anim = 170 + var(30)
velset = 0,0
sprpriority = 0

[state 1190]
type = ScreenBound
trigger1 = 1
value = 1

[state 170]
type = changeanim
trigger1 = anim = 171
trigger1 = animtime = 0
value = 170
elem = 2

;竹刀処理
[state -2]
type = helper
trigger1 = anim = 170
trigger1 = animelem = 2
trigger1 = var(30)
trigger1 = !numhelper(1250)
helpertype = normal
name = "shinai"
postype = p1
pos = 0,-20
stateno = 25000
id = 1250
keyctrl = 0
ownpal = 1
facing = 1

[state 170]
type  = turn
trigger1 = anim = 170
trigger1 = animelem = 2
trigger1 = facing != enemynear,facing

[state 170]
type = velset
trigger1 = anim = 170
trigger1 = animelemno(0) >= 2
x = 3

[state 170]
type = width
trigger1 = 1
edge = -90,-90

[State 170]
type = AssertSpecial
trigger1 = pos x = [-160,160]
flag = roundnotover

[State 170]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
;---------------------------------------------------------------------------
;勝ち
[Statedef 180]
type = S

[State 180]
type = ChangeState
triggerall = MatchOver = 1
trigger1 = numpartner = 0
trigger2 = numpartner > 0
trigger2 = partner,alive = 0 || fvar(7) = 0
value = 181

[State 180]
type = ChangeState
trigger1 = MatchOver = 0
trigger2 = MatchOver = 1
trigger2 = numpartner > 0
trigger2 = partner,alive = 1 && fvar(7)
value = 185

;勝ち
[Statedef 185]
type = S
ctrl = 0
anim = 181 - 10*var(30)
velset = 0,0
sprpriority = 0

[state 170]
type = changeanim
trigger1 = anim = 171
trigger1 = animtime = 0
value = 181
elem = 2

[state 1400]
type = playsnd
trigger1 = anim = 181
trigger1 = animelem = 5
value = S7000,4
[state 1400]
type = EnvShake
trigger1 = anim = 181
trigger1 = animelem = 5
time = 15
freq = 60
ampl = -10
;竹刀処理
[state -2]
type = helper
trigger1 = anim = 181
trigger1 = var(30)
trigger1 = !numhelper(1250)
helpertype = normal
name = "shinai"
postype = p1
pos = 0,-20
stateno = 25000
id = 1250
keyctrl = 0
ownpal = 1
facing = 1

[State 185]
type = AssertSpecial
trigger1 = Time = [0,150]
flag = RoundNotOver

;勝ち
[Statedef 181]
type = S
ctrl = 0
anim = 180
velset = 0,0
sprpriority = 0

[State 181]
type = VarRandom
trigger1 = time = 0
v = 15
range = 1, 5

[State 181]
type = AssertSpecial
trigger1 = Time = [0,400]
flag = RoundNotOver

[State 181]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = Invisible
flag3 = NoBarDisplay

[State 181]
type = AssertSpecial
trigger1 = 1
flag = NoMusic

[State 181]
type = PlaySnd
trigger1 = Time = 10
value = S180,0
Volume = 99999

[State 181]
type = Helper
trigger1 = Time = 100
name = "cut_in"
id = 182
stateno = 182
postype = Right
pos = 0,-190
sprpriority = 4
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 181]
type = Helper
trigger1 = Time = 160
trigger1 = NumHelper(183) = 0
name = "hukidasi"
id = 183
stateno = 183
postype = left
pos = 0,-500
sprpriority = 4
ignorehitpause = 1
persistent = 0
ownpal = 1

;カットイン
[Statedef 182]
type = S
ctrl = 0
anim = 180
velset = -10,0
sprpriority = 6

[State 182]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 182]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 182]
type = Velset
trigger1 = time = 32
x = 0

[State 182]
type = destroyself
trigger1 = AnimTime = 0

;セリフ
[Statedef 183]
type = S
ctrl = 0
velset = 0,10
sprpriority = 7

[State 183]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Parent,Var(15) = 1
trigger1 = Parent,Var(16) = 0
value = 10181

[State 183]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Parent,Var(15) = 2
trigger1 = Parent,Var(16) = 0
value = 10182

[State 183]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Parent,Var(15) = 3
trigger1 = Parent,Var(16) = 0
value = 10183

[State 183]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Parent,Var(15) = 4
trigger1 = Parent,Var(16) = 0
value = 10184

[State 183]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Parent,Var(15) = 5
trigger1 = Parent,Var(16) = 0
value = 10185

[State 183]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Parent,Var(16) = 1
value = 10186

[State 183]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Parent,Var(16) = 2
value = 10187

[State 183]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Parent,Var(16) = 3
value = 10188

[State 183]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Parent,Var(16) = 4
value = 10189

[State 183]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Parent,Var(16) = 5
value = 10190

[State 183]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 183]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 183]
type = Velset
trigger1 = time = 30
y = 0

[State 183]
type = destroyself
trigger1 = AnimTime = 0
;---------------------------------------------------------------------------
; PREINTRO
[Statedef 190]
type = S
ctrl = 0
velset = 0,0

[State 190, 2] ;Go straight to intro.
type = ChangeState
trigger1 = Time = 0
value = 191

;---------------------------------------------------------------------------
; INTRO
[Statedef 191]
type = S
ctrl = 0
anim = 190

[state 191]
type = AssertSpecial
trigger1 = 1
flag = intro

;いたるさん
[State 1200]
type = Helper
trigger1 = !numhelper(20000)
trigger1 = animelem = 5
helpertype = normal
name = "nushi"
postype = p1
pos = 50,0
stateno = 20001
id = 20000
keyctrl = 0
ownpal = 1
facing = 1

[state 1400]
type = playsnd
trigger1 = animelem = 5
value = S7000,4

[state 1400]
type = EnvShake
trigger1 = animelem = 6
time = 15
freq = 60
ampl = -10

[State 191, 1]
type = ChangeState
trigger1 = animtime = 0
value = 0
;---------------------------------------------------------------------------
; INTRO
[Statedef 192]
type = A
physics = N
movetype = I
ctrl = 0
anim = 43

[state 191]
type = AssertSpecial
trigger1 = 1
flag = intro

[State 191, 1]
type = ChangeState
trigger1 = animtime = 0
value = 193

; INTRO
[Statedef 193]
type = A
physics = N
movetype = I
ctrl = 0
velset = 2.5,-2.5
anim = 42

[state 1190]
type = ScreenBound
trigger1 = 1
value = 1

[state 192]
type = posadd
trigger1 = time = 0
y = -70
x = -150

[state 192]
type = veladd
trigger1 = 1
y = 0.4

[state 191]
type = AssertSpecial
trigger1 = 1
flag = intro

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

[State 191, 1]
type = ChangeState
trigger1 = pos y > 0
trigger1 = vel y > 0
value = 194

; Jump Land
[Statedef 194]
type    = S
physics = S
ctrl = 0
anim = 47 + var(30)

[state 191]
type = AssertSpecial
trigger1 = 1
flag = intro

[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Initialize (at the start of the round)
[Statedef 5900]
type = S

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundno = 1
value = 0

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = roundno = 1
fvalue = 0

[State 5900, 3] ;Intro
type = ChangeState
trigger1 = roundno = 1
value = 190

[State 5900, 3] ;Intro
type = null;ChangeState
trigger1 = roundno >= 2
trigger1 = teammode = turns
trigger1 = roundsexisted = 0
value = 192

[State 0, 1]
type = ChangeAnim
triggerall = var(30) = 0
trigger1 = Anim = 1
value = 0
elem = animelemno(0)

[State 0, 1]
type = ChangeAnim
triggerall = var(30) = 1
trigger1 = Anim = 0
value = 1
elem = animelemno(0)

;---------------------------------------------------------------------------
;インスタントチャージ
[Statedef 900]
movetype= A
physics = N
ctrl = 0
anim = 900 + 2*var(30)
poweradd= 0

[state 900]
type = nothitby
trigger1 = 1
value =  SCA
time = 2

[State 2000]
type = varadd
trigger1 = time = 0
trigger1 = var(8) = 1
fvar(1) = (var(7) / 800.0)
ignorehitpause = 1

[State 2000]
type = Varset
trigger1 = var(8)=0
trigger1 = ((time = 0) && (Var(7) <= 200))
v = 7
value = 0
ignorehitpause = 1
supermove = 1

[State 2000]
type = Varset
trigger1 = var(8)=0
trigger1 = ((time = 0) && (Var(7) >= 201))
v = 7
value = 0
ignorehitpause = 1
supermove = 1

[State 1311]
type = Varset
triggerall = var(9) = 0
triggerall = var(8) = 1
triggerall = var(7) >= 101
trigger1 = time = 0
v = 7
value = 0
ignorehitpause = 1

[State 1311]
type = VarSet
triggerall = var(9) = 1
triggerall = var(8) = 1
triggerall = var(7) <= 100
trigger1 = time = 0
v = 7
value = 0
ignorehitpause = 1

[State 2000]
type = assertspecial
trigger1 = Time >= 0
flag = noshadow
flag2 = nofg
flag3 = noBG

[State 2000]
type = StateTypeSet
trigger1 = time >= 0
trigger1 = Pos Y < 0
statetype = A
movetype = A
phisics = A

[State 2000]
type = ChangeAnim
trigger1 = time = 0
trigger1 = statetype = A
value = 901 + 2*var(30)

[State 2000]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 2000]
type = superpause
trigger1 = time = 1
time = 28
anim = s7009
pos = 0, 0
movetime = 28
darken = 0
p2defmul = 1

[State 2000]
type = Explod
trigger1 = time = 1
anim = 7010
pos = 0, 0
ontop = 1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[State 2000]
type = PlaySnd
trigger1 = time = 1
value = S2000, 0

[State 2000] 
type = PosFreeze
trigger1 = 1

[State 2000] 
type = PosSet
trigger1 = Pos Y > 0
y = 0

[State 2000]
type = ChangeState
trigger1 = Time >= 30
trigger1 = Pos Y < 0
value = 50
ctrl = 1

[State 2000]
type = ChangeState
trigger1 = Time >= 30
trigger1 = Pos Y >= 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;竹刀回収
[statedef 950]
type = S
movetype = I
velset = 0
anim = 950
ctrl = 0

[State 2000]
type = PlaySnd
trigger1 = time = 1
value = S800, 0

[state 950]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;やられ（回転）
[Statedef 5656]
type = A
movetype= H
physics = N

[State 5656]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 5656]
type = EnvShake
trigger1 = time = 0
time = 10
ampl = 4

[State 5656]
type = AngleAdd
trigger1 = 1
value = 30

[State 5656]
type = AngleDraw
trigger1 = 1

[State 5656]
type = Playerpush
trigger1 = 1
value = 0

[State 5656]
type = VelSet
trigger1 = time = 0
trigger1 = p2dist X >= 0
x = 2.0
y = -10

[State 5656]
type = VelSet
trigger1 = time = 0
trigger1 = p2dist X < 0
x = -2.0
y = -10

[State 5656]
type = Veladd
trigger1 = 1
y = .3

[State 5656]
type = ChangeAnim2
trigger1 = time = 0
value = 5656

[State 5656]
type = SelfState
trigger1 = Pos Y > 20
trigger1 = vel y > 0
value = 5110

;----------------------------------------------------------------------
;炎やられ
[Statedef 9015]
type = A
movetype = H
physics = N
velset = GetHitVar(xvel)*Facing,GetHitVar(yvel)

[State 9015]
type = ChangeAnim
triggerall = Time = 0
trigger1 = SelfAnimExist(7697)
value = 7697
persistent = 0

[State 9015]
type = ChangeAnim
triggerall = Time = 0
trigger1 = SelfAnimExist(9015)
value = 9015
persistent = 0

[state 9015]
type = changeanim
triggerall = time = 0
trigger1 = !selfanimexist(7697)
trigger1 = !selfanimexist(9015)
value = 5070
persistent = 0

[State 9015]
type = SelfState
trigger1 = Time >= 12
trigger1 = CanRecover
trigger1 = command = "recovery"
value = 5210

[State 9015]
type = VelSet
trigger1 = Time = 12
x = 0

[State 9015]
type = VelAdd
trigger1 = 1
y = 0.3


[State 9015]
type = SelfState
trigger1 = Time >= 60
value = 5050

[State 9015]
type = PalFX
trigger1 = Time >= 2
trigger1 = !SelfAnimExist(7697)
trigger1 = !SelfAnimExist(9015)
time = 50
mul = 250,100,0
add = 128,128,128
sinadd = 103,110,128,10
color = 0
invertall = 1
persistent = 0

[State 9015]
type = SelfState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 5100

;---------------------------------
;リコイルアーマー制御
[statedef 6000]
movetype= H
ctrl = 0

[state 6000];とりあえず派手な音
type = playsnd
trigger1 = time = 0
trigger1 = life > 0
trigger1 = alive
value = S4100,1
ignorehitpause = 1

[state 6000]
type = PosFreeze
trigger1 = 1
value = 1

[state 6000]
type = null;changeanim
trigger1 = time = 0 || (enemynear(0),hitpausetime > 0 && enemynear(0),numtarget && enemynear(0),movehit = 1) || teammode = simul 
trigger1 = life > 0
trigger1 = alive
trigger1 = animtime < 0
trigger1 = anim != 3000 || animelemno(0) != [20,21]
trigger1 = anim != 3200 && anim != 3201 || animelemno(0) != [7,8]
value = anim
elem = animelemno(-1)
ignorehitpause = 1

[state 6000]
type = changeanim
trigger1 = 1
value = anim
elem = animelemno(-1)
ignorehitpause = 1

[state 6000]
type = nothitby
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 6000] ;白光
type = PalFX
trigger1 = Time = 0
trigger1 = life > 0
trigger1 = alive
time = 3
add = 128,128,128

[state 6000]
type = changestate
triggerall = life > 0
triggerall = alive
trigger1 = anim = 3000 && animtime = 0
trigger1 = var(20)%10 = 0
value = var(20) + 1


[state 6000]
type = changestate
triggerall = life > 0
triggerall = alive
trigger1 = enemynear(0),hitpausetime <= 1 || hitshakeover
trigger1 = time >= 1
trigger2 = time >= 10

;必要と思ったけど必要なさそうなトリガー
trigger3 = 0;teammode = simul
trigger4 = 0;anim = 3200 || anim = 3201
trigger4 = 0;animelemno(0) = [7,8]
trigger5 = 0;anim = 3000 && animelemno(0) = [20,21]
value = var(20)

[state 6000]
type = changestate
trigger1 = life <= 0
trigger2 = !alive
value = 5050

;---------------------------------
;キムチアーマーヘルパー
[statedef 7000]
movetype= I
ctrl = 0

[state 7000]
type = posset
trigger1 = 1
x = root,pos x
y = root,pos y

[state 7000]
type = assertspecial
trigger1 = 1
flag = invisible

[state 7000]
type = turn
trigger1 = facing!=root,facing
ignorehitpause = 1

[state 7000];とりあえず派手な音
type = playsnd
trigger1 = time = 0
trigger1 = root,var(25) < 958
value = S4100,1
ignorehitpause = 1
persistent = 0

[state 6000]
type = changeanim
trigger1 = root,movetype != H
trigger2 = root,palno = 12
trigger2 = root,var(26) = gametime
value = root,anim
elem = root,animelemno(0)
ignorehitpause = 1

[state 7000]
type = Nothitby
trigger1 = root,movetype != H
trigger2 = root,palno != 12
value  = , AT
ignorehitpause = 1

[state 7000]
type = Nothitby
trigger1 = root,movetype = H
trigger1 = root,palno != 12
trigger2 = root,stateno = 5120
trigger3 = root,canrecover = 1
trigger3 = root,hitfall = 1
trigger3 = root,stateno = 5050
trigger4 = root,stateno = 1200 || root,stateno = 1203 || root,stateno = 1204 && root,time <= 4 || root,stateno = [1206,1207]
trigger5 = root,stateno = 1000 || root,stateno = [1100,1120]
trigger5 = root,time <= 2
trigger6 = root,stateno = [1150,1170] 
trigger7 = root,alive = 0
value  = SCA
ignorehitpause = 1

[state 7000]
type = Hitoverride
trigger1 = 1
stateno = 7000
attr = SCA,AA,AP
ignorehitpause = 1

[state 6000]
type = destroyself
trigger1 = root,var(25) = 0

;---------------------------------------------------------------------------
;常時チェックステート
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef -2]

;----------------------------------------------------------------------------
;竹刀処理
[state -2]
type = helper
trigger1 = var(30)
trigger1 = !numhelper(1250)
trigger1 = var(26) != gametime
trigger1 = movetype = H
trigger1 = stateno > 200 && stateno != 5210
trigger1 = ctrl = 0
trigger1 = ((p2name = "Marisa Kirisame" || p2name = "Patchouli") && stateno = 2997) = 0
trigger1 = ((p4name = "Marisa Kirisame" || p4name = "Patchouli") && stateno = 2997) = 0
helpertype = normal
name = "shinai"
postype = p1
pos = 0,-20
stateno = 25000
id = 1250
keyctrl = 0
ownpal = 1
facing = 1
ignorehitpause = 0
;----------------------------------------------------------------------------
;竹刀有りなし
[state -2]
type = varset
triggerall = var(30)
trigger1 = numhelper(1250)
var(30) = 0
ignorehitpause = 1

[state -2]
type = varset
triggerall = var(30) != 1
trigger1 = !numhelper(1250)
var(30) = 1
ignorehitpause = 1
;----------------------------------------------------------------------------

;いたるさん
[State 1200]
type = Helper
trigger1 = roundsexisted >= 1 || roundstate = 2 || roundno >= 2
trigger1 = !numhelper(20000)
helpertype = normal
name = "nushi"
postype = p1
pos = -20,0
stateno = 20000
id = 20000
keyctrl = 0
ownpal = 1
facing = 1

;----------------------------------------------------------------------------
;アーマー処理
[state -2]
type = varset
trigger1 = var(20)
trigger1 = movetype != H
trigger1 = (stateno != [3000,3001]) && (stateno != [3020,3021]) && (stateno != [3040,3041])
trigger1 = stateno != 210 && stateno != 310 && stateno != 311 && stateno != 315
trigger1 = stateno != 320 && stateno != 360 && stateno != 370
trigger1 = stateno != 510 && stateno != 520 && stateno != 560
trigger1 = stateno != 570 && stateno != 720
trigger1 = stateno != [3200,3210]
trigger1 = stateno != 1120
trigger2 = var(26) != gametime
var(20) = 0
ignorehitpause = 1

[state -2]
type = varset
trigger1 = var(21)
trigger1 = movetype != H
trigger1 = stateno != [3200,3210]
trigger1 = (stateno != 3001) && (stateno != 3021) && (stateno != 3041)
trigger1 = stateno != 210 && stateno != 310 && stateno != 311 && stateno != 315
trigger1 = stateno != 320 && stateno != 360 && stateno != 370
trigger1 = stateno != 510 && stateno != 520 && stateno != 560
trigger1 = stateno != 570 && stateno != 720
trigger2 = var(26) != gametime
trigger3 = (time = [0,1])
trigger3 = prevstateno != 6000 
trigger3 = stateno != [5000,5900]
trigger3 = movetype != H
var(21) = 0
ignorehitpause = 1

;----------------------------------------------------------------------------
;キムチアーマー
[state -2]
type = helper
trigger1 = roundstate = 2
trigger1 = !numhelper(7000)
trigger1 = var(25)
helpertype = normal
name = "kimuchi"
postype = p1
pos = 0,0
stateno = 7000
id = 7000
keyctrl = 0
ownpal = 1
facing = 1

[state -2]
type = nothitby
trigger1 = numhelper(7000) || var(25)
trigger1 = movetype != H
trigger1 = palno != 12
value2 = ,AA,AP
ignorehitpause = 1

[state -2]
type = nothitby
trigger1 = numhelper(7000) || var(25)
trigger1 = palno = 12
value = SCA
ignorehitpause = 1

[state -2];デバッグ用
type = varset
trigger1 = palno = [11,12]
var(25) = 950

[state -2]
type = varadd
trigger1 = roundstate = [1,2]
trigger1 = var(25) > 0
trigger1 = gametime%1=0
var(25) = -1

[state -2]
type = assertspecial
trigger1 = var(25) > 0
flag = NoStandGuard
flag2 = NoCrouchGuard
flag3 = NoAirGuard
ignorehitpause = 1

[State -2]
type = LifeAdd
triggerall = !ishelper
triggerall = roundstate = 2
triggerall = NumHelper(7000)
trigger1 = Helper(7000),GetHitVar(Damage)
value = -ceil(helper(7000),Gethitvar(Damage)*0.0005*((life)+1000)*0.5)

[State 6000] ;白光
type = PalFX
trigger1 = numhelper(7000)
trigger1 = helper(7000),time = 1
trigger1 = var(25) < 958
time = 5
add = 128,128,128
ignorehitpause = 1

;キムチゲージ1P
[State -2]
type = Explod
triggerall = Numexplod(7600) = 0
triggerall = Teamside = 1
trigger1 = var(25) > 0
anim = 7600
id = 7600
postype = left
pos = 17, 65+ 20*(floor(fvar(7))=1)
supermove = 1
bindtime = -1
ignorehitpause = 1
removetime = -1
pausemovetime = 99999999999999
supermovetime = 99999999999999
sprpriority = 5
;ontop = 1
ownpal = 1

[State -2]
type = Explod
triggerall = Numexplod(7601) = 0
triggerall = Teamside = 1
trigger1 = var(25) > 0
trigger1 = 1
anim = 7601
id   = 7601
postype = left
pos = 17, 65+ 20*(floor(fvar(7))=1)
supermove = 1
bindtime = -1
removetime = -1
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = var(25)/960.0,1
sprpriority = 6
;ontop = 1

;キムチゲージ2P
[State -2]
type = Explod
triggerall = Numexplod(7600) = 0
triggerall = Teamside = 2
trigger1 = var(25) > 0
anim = 7600
id = 7600
postype = right
pos = -86, 65+ 20*(floor(fvar(7))=1)
supermove = 1
bindtime = -1
ignorehitpause = 1
removetime = -1
pausemovetime = 99999999999999
supermovetime = 99999999999999
sprpriority = 5
;ontop = 1
ownpal = 1

[State -2]
type = Explod
triggerall = Numexplod(7601) = 0
triggerall = Teamside = 2
trigger1 = var(25) > 0
trigger1 = 1
anim = 7601
id   = 7601
postype = right
pos = -86, 65+ 20*(floor(fvar(7))=1)
supermove = 1
bindtime = -1
removetime = -1
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = var(25)/960.0,1
sprpriority = 6
;ontop = 1

[State -2]
type = ModifyExplod
trigger1 = var(25) > 0
ID = 7601
scale = var(25)/960.0,1
ignorehitpause = 1

[State -2]
type = RemoveExplod
trigger1 = var(25) = 0
id = 7600
ignorehitpause = 1

[State -2]
type = RemoveExplod
trigger1 = var(25) = 0
id = 7601
ignorehitpause = 1


;キムチ火の粉
[state 300]
type = Explod
triggerall = var(25)
trigger1 = floor(0.001*var(29)) = 0
trigger1 = numexplod(8010) < 5
trigger1 = random%20 = 0
trigger2 = floor(0.001*var(29)) = 1
trigger2 = numexplod(8010) < 15
trigger2 = random%15 = 0
trigger3 = floor(0.001*var(29)) = 2
trigger3 = numexplod(8010) < 25
trigger3 = random%10 = 0
trigger4 = floor(0.001*var(29)) = 3
trigger4 = numexplod(8010) < 40
trigger4 = random%6 = 0
trigger5 = floor(0.001*var(29)) >= 4
trigger5 = numexplod(8010) < 40
trigger5 = random%6 = 0
anim = 8009
id = 8010
pos =  5,-45
random = 25,70
vel = 1.5 - 0.03*(random%100),1 - 0.02*(random%100) 
accel = 0 , 0.01
postype = p1
ontop = 0
sprpriority = random%4 - 1
ownpal = 1
IgnoreHitPause = 1
facing = 1
;----------------------------------------------------------------------------


;タッグ 演出＆RFゲージ位置用
[state -2]
type = varset
fvar(7) = 1
triggerall = numpartner > 0
triggerall = partner,id < id
trigger1 = partner,authorname = "hanma"
trigger1 = p3name = "Mizuka Nagamori" || p3name = "UNKNOWN" || p3name = "Misuzu"
trigger2 = partner,authorname = "uma"
trigger2 = p3name = "Rumi Nanase"
ignorehitpause = 1
;------------------------------------------------------------------------------
;重力加速度変化
[state -2]
type = veladd
triggerall = statetype = A
triggerall = movetype != H
triggerall = fvar(4)
trigger1 = stateno = 50 || stateno = 111 || stateno = 116 || (stateno = [600,620]) || stateno = (700,720)
y = -fvar(4)

[state -2]
type = varset
triggerall = fvar(4)
trigger1 = statetype != A
trigger2 = movetype = H
trigger3 = stateno >= 800
fvar(4) = 0
ignorehitpause = 1
;-----------------------------------------------------------------------------
;トレーニング用RFゲージ
[State -2]
type = VarAdd
triggerall = Power = Const(data.power)
triggerall = Var(6) < 999
triggerall = MatchNo = 1 && RoundNo = 1
triggerall = NumPartner = 0 && NumEnemy = 1
trigger1 = RoundState = [1,2]
trigger1 = stateno != 71
trigger1 = stateno != 72
trigger1 = stateno != 73
var(6) = 1
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999

[State -2]
type = VarSet
triggerall = RoundState = 2
trigger1   = Power < Const(data.power)
var(6) = 0
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999

[State -2]
type = PowerSet
triggerall = RoundState = 2
trigger1 = Power = Const(data.power)
value = Const(data.power)-1
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
[State -2]
type = varset
triggerall = RoundState = 2
triggerall = P2Stateno = 0
trigger1   = Power < Const(data.power)
trigger1 = Var(6) > 1
var(8) = 1
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
[State -2]
type = varset
triggerall = RoundState = 2
triggerall = P2Stateno = 0
trigger1   = Power < Const(data.power)
trigger1 = Var(6) > 1
var(7) = 400
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999

[State -2]
type = VarSet
trigger1 = Var(7) < 1
var(7) = 0
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999

;RFゲージ処理青ゲージ用
[State -2]
type = VarAdd
;triggerall = NumEnemy != 0
triggerall = Var(8) = 0
triggerall = Var(7) >= 0
triggerall = Var(7) <= 199
triggerall = Movetype != H
triggerall = Win = 0
triggerall = Lose = 0
trigger1 = Gametime%3 = 0
v = 7
value = 1
supermove = 1
ignorehitpause = 1

;赤ゲージ用
[State -2]
type = VarAdd
;triggerall = NumEnemy != 0
triggerall = Var(8) = 0
triggerall = Var(7) >= 200
triggerall = Var(7) <= 399
triggerall = Movetype != H
triggerall = Win = 0
triggerall = Lose = 0
trigger1 = Gametime%8 = 0
v = 7
value = 1
supermove = 1
ignorehitpause = 1
Persistent = 1

;青ゲージ_ガード時
[State -2]
type = VarAdd
triggerall = Var(8) = 0
triggerall = Var(7) >= 0
triggerall = Var(7) <= 199
triggerall = Gametime%1 = 0
trigger1 = stateno = 150 || stateno = 152 || stateno = 154
v = 7
value = 1
supermove = 1
ignorehitpause = 1

;赤ゲージ_ガード時
[State -2]
type = VarAdd
triggerall = Var(8) = 0
triggerall = Var(7) >= 200
triggerall = Var(7) <= 399
trigger1 = Gametime%4 = 0
trigger1 = stateno = 150 || stateno = 152 || stateno = 154
v = 7
value = 1
supermove = 1
ignorehitpause = 1



[State -2]
type = VarAdd
triggerall = Var(8) = 0
triggerall = Var(7) >= 0
triggerall = Var(7) <= 399
triggerall = Stateno != [120,155]
triggerall = Stateno != [160,162]
;triggerall = Stateno != [5080,5099]
;triggerall = Stateno != [5100,5120]
trigger1 = movetype = H
v = 7
value = 0
supermove = 1
ignorehitpause = 1

[State -2]
type = VarAdd
triggerall = Var(8) = 1
triggerall = Var(7) >= 0
triggerall = Var(7) <= 400
triggerall = Stateno != [120,155]
triggerall = Stateno != [160,162]
triggerall = Stateno != [5080,5099]
triggerall = Stateno != [5100,5120]
triggerall = stateno != 6000
triggerall = StateType != L
trigger1 = movetype = H
trigger1 = Gametime%7 = 0
v = 7
value = -2 - 2*(hitfall = 1) * (statetype = A) 
supermove = 1
ignorehitpause = 1

[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = Var(7) = 0
v = 8
value = 0
supermove = 1
ignorehitpause = 1

[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = Var(7) = 400
v = 8
value = 1
supermove = 1
ignorehitpause = 1

[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = Var(8) = 0
trigger1 = Var(7) >= 101
v = 9
value = 0
supermove = 1
ignorehitpause = 1

[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = Var(8) = 1
trigger1 = Var(7) <= 100
v = 9
value = 1
supermove = 1
ignorehitpause = 1

;RFゲージP1側
[State -2]
type = Explod
triggerall = Numexplod(7500) = 0
triggerall = Teamside = 1
trigger1 = 1
anim = 7500
id = 7500
postype = left
pos = 17, 55+ 20*(floor(fvar(7))=1)
supermove = 1
bindtime = -1
ignorehitpause = 1
removetime = -1
pausemovetime = 99999999999999
supermovetime = 99999999999999
sprpriority = 3
;ontop = 1
ownpal = 1

[State -2]
type = Explod
triggerall = Numexplod(7502) = 0
triggerall = Teamside = 1
triggerall = Var(7) >= 0
triggerall = Var(7) <= 199
trigger1 = 1
anim = 7502
id   = 7502
postype = left
pos = 17, 55+ 20*(floor(fvar(7))=1)
supermove = 1
bindtime = -1
removetime = -1
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = var(7)/199.0,1
sprpriority = 6
;ontop = 1

[State -2]
type = ModifyExplod
triggerall = Teamside = 1
triggerall = Var(7) >= 0
triggerall = Var(7) <= 199
trigger1 = 1
ID = 7502
scale = var(7)/199.0,1
ignorehitpause = 1

[State -2]
type = Explod
triggerall = Numexplod(7504) = 0
triggerall = Teamside = 1
triggerall = Var(7) >= 200
triggerall = Var(7) <= 399
trigger1 = 1
anim = 7504
id   = 7504
postype = left
pos = 17, 55+ 20*(floor(fvar(7))=1)
supermove = 1
bindtime = -1
removetime = -1
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
;scale = (Var(7)-200)/199.0
sprpriority = 6
;ontop = 1

[State -2]
type = ModifyExplod
triggerall = Teamside = 1
triggerall = Var(7) >= 200
triggerall = Var(7) <= 399
trigger1 = 1
ID = 7504
scale = (Var(7)-200)/199.0
ignorehitpause = 1

[State -2]
type = Explod
triggerall = Numexplod(7506) = 0
triggerall = Var(8) = 1
triggerall = Teamside = 1
trigger1 = 1
anim = 7506
id   = 7506
postype = left
pos = 17, 55+ 20*(floor(fvar(7))=1)
supermove = 1
bindtime = -1
removetime = -1
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
;scale = var(7)/400.0,1
sprpriority = 6
;ontop = 1

[State -2]
type = ModifyExplod
triggerall = Var(8) = 1
triggerall = Teamside = 1
trigger1 = 1
ID = 7506
scale = var(7)/400.0,1
ignorehitpause = 1

[State -2]
type = RemoveExplod
trigger1 = var(8) = 1
trigger2 = var(7) >= 200
trigger2 = var(7) <= 399
id = 7502
ignorehitpause = 1

[State -2]
type = RemoveExplod
trigger1 = RoundState >= 4
trigger2 = var(37) = 1
id = 7502
ignorehitpause = 1

[State -2]
type = RemoveExplod
trigger1 = var(8) = 1
trigger2 = var(7) >= 0
trigger2 = var(7) <= 199
id = 7504
ignorehitpause = 1

[State -2]
type = RemoveExplod
trigger1 = RoundState >= 4
trigger2 = var(37) = 1
id = 7504
ignorehitpause = 1

[State -2]
type = RemoveExplod
trigger1 = var(8) = 0
id = 7506
ignorehitpause = 1

[State -2]
type = RemoveExplod
trigger1 = RoundState >= 4
trigger2 = var(37) = 1
id = 7506
ignorehitpause = 1

[State -2]
type = RemoveExplod
trigger1 = RoundState >= 4
trigger2 = var(37) = 1
id = 7500
ignorehitpause = 1

;RFゲージP2側
[State -2]
type = Explod
triggerall = Numexplod(7501) = 0
triggerall = Teamside = 2
trigger1 = 1
anim = 7501
id = 7501
postype = right
pos = -18, 55+ 20*(floor(fvar(7))=1)
supermove = 1
ignorehitpause = 1
removetime = -1
pausemovetime = 99999999999999
supermovetime = 99999999999999
bindtime = -1
ownpal = 1
;ontop = 1
sprpriority = 3
Facing = -1

[State -2]
type = Explod
triggerall = Numexplod(7503) = 0
triggerall = Teamside = 2
triggerall = Var(8) = 0
triggerall = Var(7) >= 0
triggerall = Var(7) <= 199
trigger1 = 1
anim = 7503
id   = 7503
postype = right
pos = -18, 55+ 20*(floor(fvar(7))=1)
supermove = 1
bindtime = -1
removetime = -1
ownpal = 1
;ontop = 1
sprpriority = 6
ignorehitpause = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
;scale = var(7)/199.0,1
Facing = -1

[State -2]
type = ModifyExplod
triggerall = Teamside = 2
triggerall = Var(8) = 0
triggerall = Var(7) >= 0
triggerall = Var(7) <= 199
trigger1 = 1
ID = 7503
scale = var(7)/199.0,1
ignorehitpause = 1

[State -2]
type = Explod
triggerall = Numexplod(7505) = 0
triggerall = Teamside = 2
triggerall = Var(8) = 0
triggerall = Var(7) >= 200
triggerall = Var(7) <= 399
trigger1 = 1
anim = 7505
id   = 7505
postype = right
pos = -18, 55+ 20*(floor(fvar(7))=1)
supermove = 1
bindtime = -1
removetime = -1
ownpal = 1
;ontop = 1
sprpriority = 6
ignorehitpause = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
;scale = (Var(7)-200)/200.0
Facing = -1

[State -2]
type = ModifyExplod
triggerall = Teamside = 2
triggerall = Var(8) = 0
triggerall = Var(7) >= 200
triggerall = Var(7) <= 399
trigger1 = 1
ID = 7505
scale = (Var(7)-200)/199.0
ignorehitpause = 1

[State -2]
type = Explod
triggerall = Numexplod(7507) = 0
triggerall = var(8) = 1
triggerall = Teamside = 2
trigger1 = 1
anim = 7507
id   = 7507
postype = right
pos = -18, 55+ 20*(floor(fvar(7))=1)
supermove = 1
bindtime = -1
removetime = -1
ownpal = 1
;ontop = 1
sprpriority = 6
ignorehitpause = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
;scale = var(7)/400.0,1
Facing = -1

[State -2]
type = ModifyExplod
triggerall = var(8) = 1
triggerall = Teamside = 2
trigger1 = 1
ID = 7507
scale = var(7)/400.0,1
ignorehitpause = 1

[State -2]
type = RemoveExplod
trigger1 = var(8) = 1
trigger2 = var(7) >= 0
trigger2 = var(7) <= 199
id = 7505
ignorehitpause = 1

[State -2]
type = RemoveExplod
trigger1 = RoundState >= 4
trigger2 = var(37) = 1
id = 7505
ignorehitpause = 1

[State -2]
type = RemoveExplod
trigger1 = var(8) = 1
trigger2 = var(7) >= 200
trigger2 = var(7) <= 399
id = 7503
ignorehitpause = 1

[State -2]
type = RemoveExplod
trigger1 = RoundState >= 4
trigger2 = var(37) = 1
id = 7503
ignorehitpause = 1

[State -2]
type = RemoveExplod
trigger1 = var(8) = 0
id = 7507
ignorehitpause = 1

[State -2]
type = RemoveExplod
trigger1 = RoundState >= 4
trigger2 = var(37) = 1
id = 7507
ignorehitpause = 1

[State -2]
type = RemoveExplod
trigger1 = RoundState >= 4
trigger2 = var(37) = 1
id = 7501
ignorehitpause = 1


;---------------------------------------------------------------------------
;リコイルガード
[State -2]
type = Varset
triggerall = !ishelper
triggerall = Var(3) = 0
triggerall = command != "BB"
triggerall = movetype != A
;triggerall = ctrl = 1
trigger1 = command = "R_Guard"&&var(59)<=0
v = 3
value = 10
ignorehitpause = 1
persistent = 0

;リコイルガード
[State -2]
type = Varset
triggerall = !ishelper
triggerall = Var(3) = 0
triggerall = command != "BB"
triggerall = movetype != A
;triggerall = ctrl = 1
trigger1 = command = "C_R_Guard"&&var(59)<=0
v = 3
value = 10
ignorehitpause = 1
persistent = 0

;リコイルガード
[State -2]
type = Varadd
triggerall = !ishelper
triggerall = Var(3) != 0
triggerall = Var(3) >= 0
trigger1 = timemod = 1,0
v = 3
value = -1
ignorehitpause = 1
persistent = 0

;リコイルガード
[State -2]
type = Varset
triggerall = !ishelper
triggerall = Var(3) != 0
trigger1 = stateno = 0
trigger2 = stateno = 160 || stateno = 161 || stateno = 162
trigger2 = AnimTime = 0
trigger3 = Movetype = A
v = 3
value = 0
ignorehitpause = 1
persistent = 0

;リコイルガード
[State -2]
type = HitOverride
triggerall = Statetype != A
triggerall = stateno != [100,101]
triggerall = Movetype != A 
triggerall = Movetype != H && ctrl|| stateno = [120,155]
triggerall = stateno != 120 || prevstateno != [160,162]
triggerall = Var(3) > 0
triggerall = var(25) = 0
triggerall = StateType = S
triggerall = StateType != C
trigger1 = enemynear,HitDefAttr = S, NA, SA, HA, NP, SP, HP || enemynear,HitDefAttr = A, NA, SA, HA, NP, SP, HP
trigger2 = Enemy,NumProj > 0||Enemy,numhelper>var(58)
attr = SA, NA, SA, HA, NP, SP, HP
stateno = 160
time = 2

;リコイルガード
[State -2]
type = HitOverride
triggerall = Statetype != A
triggerall = stateno != [100,101]
triggerall = Movetype != A 
triggerall = Movetype != H && ctrl|| stateno = [120,155]
triggerall = Var(3) >0
triggerall = stateno != 120 || prevstateno != [160,162]
triggerall = var(25) = 0
triggerall = StateType != S
triggerall = StateType = C
trigger1 = enemynear,HitDefAttr = S, NA, SA, HA, NP, SP, HP || enemynear,HitDefAttr = C, NA, SA, HA, NP, SP, HP
trigger2 = Enemy,NumProj > 0||Enemy,NumHelper>var(58)
attr = SC, NA, SA, HA, NP, SP, HP
stateno = 161
time = 1

;リコイルガード
[State -2]
type = HitOverride
triggerall = Statetype != A
triggerall = stateno != [100,101]
triggerall = Movetype != A 
triggerall = Movetype != H && ctrl|| stateno = [120,155]
triggerall = Var(3) > 0
triggerall = stateno != 120 || prevstateno != [160,162]
triggerall = var(25) = 0
triggerall = StateType = S
triggerall = StateType != C
trigger1 = enemynear,HitDefAttr = S, NA, SA, HA, NP, SP, HP || enemynear,HitDefAttr = A, NA, SA, HA, NP, SP, HP
trigger2 = Enemy,NumProj > 0||Enemy,numhelper>var(58)
attr = SAC, NP, SP, HP
stateno = 160
time = 1
slot = 2

;リコイルガード
[State -2]
type = HitOverride
triggerall = Statetype != A
triggerall = stateno != [100,101]
triggerall = Movetype != A 
triggerall = Movetype != H && ctrl|| stateno = [120,155]
triggerall = Var(3) >0
triggerall = stateno != 120 || prevstateno != [160,162]
triggerall = var(25) = 0
triggerall = StateType != S
triggerall = StateType = C
trigger1 = enemynear,HitDefAttr = S, NA, SA, HA, NP, SP, HP || enemynear,HitDefAttr = C, NA, SA, HA, NP, SP, HP
trigger2 = Enemy,NumProj > 0||Enemy,NumHelper>var(58)
attr = SAC, NP, SP, HP
stateno = 161
time = 1
slot = 2

;リコイルガード
[State -2]
type = HitOverride
triggerall = Statetype = A
triggerall = Movetype != A
triggerall = Movetype != H && ctrl|| stateno = [120,155]
triggerall = Var(3) >0
triggerall = var(25) = 0
trigger1 = enemynear,HitDefAttr = SCA, NA, SA, HA, NP, SP, HP
trigger2 = Enemy,NumProj > 0||Enemy,NumHelper>var(58)
attr = SCA, NA, SA, HA , NP, SP, HP
stateno = 162
time = 1



;-------------------------------------------------------------------------------
;リコイル for AI
;-------------------------------------------------------------------------------
;リコイルガード
[State -2]
type = HitOverride
triggerall = var(59)
triggerall = Statetype != A
triggerall = stateno != [100,101]
triggerall = Movetype != A 
triggerall = Movetype != H && ctrl|| stateno = [120,155]
triggerall = var(57)=10|| random < ceil((4+(enemynear(var(31)),animtime<-11))*var(57)**2)
triggerall = stateno != 120 || prevstateno != [160,162]
triggerall = var(25) = 0
triggerall = StateType = S
triggerall = StateType != C
triggerall = !var(47)
trigger1 = enemynear,HitDefAttr = S, NA, SA, HA, NP, SP, HP || enemynear,HitDefAttr = A, NA, SA, HA, NP, SP, HP
trigger2 = Enemy,NumProj > 0||Enemy,numhelper>var(58)
attr = SA, NA, SA, HA, NP, SP, HP
stateno = 160
time = 1

;リコイルガード
[State -2]
type = HitOverride
triggerall = var(59)
triggerall = var(57)=10|| random < ceil((4+(enemynear(var(31)),animtime<-11))*var(57)**2)
triggerall = Statetype != A
triggerall = stateno != [100,101]
triggerall = Movetype != A 
triggerall = Movetype != H && ctrl|| stateno = [120,155]
triggerall = stateno != 120 || prevstateno != [160,162]
triggerall = var(25) = 0
triggerall = StateType != S
triggerall = StateType = C
triggerall = !var(47)
trigger1 = enemynear,HitDefAttr = S, NA, SA, HA, NP, SP, HP || enemynear,HitDefAttr = C, NA, SA, HA, NP, SP, HP
trigger2 = Enemy,NumProj > 0||Enemy,NumHelper>var(58)
attr = SC, NA, SA, HA, NP, SP, HP
stateno = 161
time = 1

;リコイルガード
[State -2]
type = HitOverride
triggerall = var(59)
triggerall = var(57)=10|| random < ceil((4+2*(enemynear(var(31)),animtime<-11))*var(57)**2)
triggerall = Statetype != A
triggerall = stateno != [100,101]
triggerall = Movetype != A 
triggerall = Movetype != H && ctrl|| stateno = [120,155]
triggerall = stateno != 120 || prevstateno != [160,162]
triggerall = var(25) = 0
triggerall = StateType = S
triggerall = StateType != C
triggerall = !var(47)
trigger1 = enemynear,HitDefAttr = S, NA, SA, HA, NP, SP, HP || enemynear,HitDefAttr = A, NA, SA, HA, NP, SP, HP
trigger2 = Enemy,NumProj > 0||Enemy,numhelper>var(58)
attr = SAC, NP, SP, HP
stateno = 160
time = 1
slot = 2

;リコイルガード
[State -2]
type = HitOverride
triggerall = var(59)
triggerall = var(57)=10|| random < ceil((4+2*(enemynear(var(31)),animtime<-11))*var(57)**2)
triggerall = Statetype != A
triggerall = stateno != [100,101]
triggerall = Movetype != A 
triggerall = Movetype != H && ctrl|| stateno = [120,155]
triggerall = stateno != 120 || prevstateno != [160,162]
triggerall = var(25) = 0
triggerall = StateType != S
triggerall = StateType = C
triggerall = !var(47)
trigger1 = enemynear,HitDefAttr = S, NA, SA, HA, NP, SP, HP || enemynear,HitDefAttr = C, NA, SA, HA, NP, SP, HP
trigger2 = Enemy,NumProj > 0||Enemy,NumHelper>var(58)
attr = SAC, NP, SP, HP
stateno = 161
time = 1
slot = 2

;リコイルガード
[State -2]
type = HitOverride
triggerall = var(59)
triggerall = var(57)=10|| random < ceil((8+2*(enemynear(var(31)),animtime<-11))*var(57)**2)
triggerall = Statetype = A
triggerall = Movetype != A
triggerall = Movetype != H && ctrl|| stateno = [120,155]
triggerall = var(25) = 0
triggerall = !var(47)
trigger1 = enemynear,HitDefAttr = SCA, NA, SA, HA, NP, SP, HP
trigger2 = Enemy,NumProj > 0||Enemy,NumHelper>var(58)
attr = SCA, NA, SA, HA , NP, SP, HP
stateno = 162
time = 1

;----------------------------------------------------------------------------
;対人用リコイル
;-------------------------------------------------------------------------------
;リコイル for AI
;-------------------------------------------------------------------------------
;リコイルガード
[State -2]
type = HitOverride
triggerall = var(59)
triggerall = Statetype != A
triggerall = Movetype != A 
triggerall = stateno != [100,101]
triggerall = Movetype != H && ctrl|| stateno = [120,155]
triggerall = var(57)=10|| random < ceil((4+(enemynear(var(31)),animtime<-11))*var(57)**2)
triggerall = stateno != 120 || prevstateno != [160,162]
triggerall = var(25) = 0
triggerall = StateType = S
triggerall = StateType != C
triggerall = var(47)
triggerall = (enemynear(var(31)),pos x - pos x)*helper(40001),var(var(46) + 40) > 0
triggerall = abs(p2dist x) > 10 || var(45) < 100 
trigger1 = enemynear,HitDefAttr = S, NA, SA, HA, NP, SP, HP || enemynear,HitDefAttr = A, NA, SA, HA, NP, SP, HP
trigger2 = Enemy,NumProj > 0||Enemy,numhelper>var(58)
attr = SA, NA, SA, HA, NP, SP, HP
stateno = 160
time = 1

;リコイルガード
[State -2]
type = HitOverride
triggerall = var(59)
triggerall = var(57)=10|| random < ceil((4+(enemynear(var(31)),animtime<-11))*var(57)**2)
triggerall = Statetype != A
triggerall = stateno != [100,101]
triggerall = Movetype != A 
triggerall = Movetype != H && ctrl|| stateno = [120,155]
triggerall = stateno != 120 || prevstateno != [160,162]
triggerall = var(25) = 0
triggerall = StateType != S
triggerall = StateType = C
triggerall = var(47)
triggerall = (enemynear(var(31)),pos x - pos x)*helper(40001),var(var(46) + 40) > 0
triggerall = abs(p2dist x) > 10 || var(45) < 100 
trigger1 = enemynear,HitDefAttr = S, NA, SA, HA, NP, SP, HP || enemynear,HitDefAttr = C, NA, SA, HA, NP, SP, HP
trigger2 = Enemy,NumProj > 0||Enemy,NumHelper>var(58)
attr = SC, NA, SA, HA, NP, SP, HP
stateno = 161
time = 1

;リコイルガード
[State -2]
type = HitOverride
triggerall = var(59)
triggerall = var(57)=10|| random < ceil((4+2*(enemynear(var(31)),animtime<-11))*var(57)**2)
triggerall = Statetype != A
triggerall = stateno != [100,101]
triggerall = Movetype != A 
triggerall = Movetype != H && ctrl|| stateno = [120,155]
triggerall = stateno != 120 || prevstateno != [160,162]
triggerall = var(25) = 0
triggerall = StateType = S
triggerall = StateType != C
triggerall = var(47)
triggerall = (enemynear(var(31)),pos x - pos x)*helper(40001),var(var(46) + 40) > 0
triggerall = abs(p2dist x) > 10 || var(45) < 100 
trigger1 = enemynear,HitDefAttr = S, NA, SA, HA, NP, SP, HP || enemynear,HitDefAttr = A, NA, SA, HA, NP, SP, HP
trigger2 = Enemy,NumProj > 0||Enemy,numhelper>var(58)
attr = SAC, NP, SP, HP
stateno = 160
time = 1
slot = 2

;リコイルガード
[State -2]
type = HitOverride
triggerall = var(59)
triggerall = var(57)=10|| random < ceil((4+2*(enemynear(var(31)),animtime<-11))*var(57)**2)
triggerall = Statetype != A
triggerall = stateno != [100,101]
triggerall = Movetype != A 
triggerall = Movetype != H && ctrl|| stateno = [120,155]
triggerall = stateno != 120 || prevstateno != [160,162]
triggerall = var(25) = 0
triggerall = StateType != S
triggerall = StateType = C
triggerall = var(47)
triggerall = (enemynear(var(31)),pos x - pos x)*helper(40001),var(var(46) + 40) > 0
triggerall = abs(p2dist x) > 10 || var(45) < 100 
trigger1 = enemynear,HitDefAttr = S, NA, SA, HA, NP, SP, HP || enemynear,HitDefAttr = C, NA, SA, HA, NP, SP, HP
trigger2 = Enemy,NumProj > 0||Enemy,NumHelper>var(58)
attr = SAC, NP, SP, HP
stateno = 161
time = 1
slot = 2

;リコイルガード
[State -2]
type = HitOverride
triggerall = var(59)
triggerall = var(57)=10|| random < ceil((8+2*(enemynear(var(31)),animtime<-11))*var(57)**2)
triggerall = Statetype = A
triggerall = Movetype != A
triggerall = Movetype != H && ctrl|| stateno = [120,155]
triggerall = var(25) = 0
triggerall = var(47)
triggerall = (enemynear(var(31)),pos x - pos x)*helper(40001),var(var(46) + 40) > 0
triggerall = abs(p2dist x) > 10 || var(45) < 100 
trigger1 = enemynear,HitDefAttr = SCA, NA, SA, HA, NP, SP, HP
trigger2 = Enemy,NumProj > 0||Enemy,NumHelper>var(58)
attr = SCA, NA, SA, HA , NP, SP, HP
stateno = 162
time = 1
;----------------------------------------------------------------------------
;未完成なキャラによって、不具合が起きても自己解決するシステム
[State -2, Y座標自己修復]
type = PosSet
triggerall = RoundState = 2
trigger1 = stateno = [0,12]      ;立ち＆屈み時
trigger1 = floor(Pos Y) = [-2,3] ;立ち位置が僅かにずれていたらすぐ修正
y = 0

[State -2, Y座標自動修正]
type = PosAdd
triggerall = RoundState = 2
triggerall = Life < 1000     ;トレーニングでCtrl+Iを使うときに配慮
trigger1 = stateno = [0,30]  ;歩きも含める
trigger1 = floor(Pos Y) < -2 ;立ち位置が大きくずれていたら移動する
y = 2

[State -2, Y座標自動修正]
type = PosAdd
triggerall = RoundState = 2
triggerall = Life < 1000
trigger1 = stateno = [0,30]
trigger1 = floor(Pos Y) > 2 ;同じく
y = -2

[State -2, Y座標強制修復]
type = SelfState
triggerall = RoundState = 2
triggerall = ctrl = 0
triggerall = alive = 1
triggerall = !Lose
trigger1 = Pos Y < -3000 ;空高く飛ばされてしまっても体勢を立て直して落下する
trigger1 = GameTime % 10 = 0
trigger2 = Pos Y > 480   ;地中深くに埋められてしまっても這い上がってくる
trigger2 = GameTime % 10 = 0
value = 40 + (var(59)>0)

;---------------------------------------------------------------------------
; 壁ふっとび
[State -2]
type = PlaySnd
trigger1 = p2stateno = 5656
trigger1 = target,vel Y < -9.5 
value = 800,2

[State -2]
type = PlaySnd
trigger1 = p2stateno = 5656
trigger1 = target,vel Y < -9.5 
value = 800,2

[State -2]
type = Explod
trigger1 = p2stateno = 5656
trigger1 = target,vel Y < -9.5 
anim = 7003
id = 7012
pos = -10,-40
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2]
type = Explod
trigger1 = p2stateno = 5656
trigger1 = target,vel Y < -9.5 
anim = 7012
id = 7012
vel = 10 + (var(4)), (var(5))
pos = 0,-40
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2]
type = Explod
trigger1 = p2stateno = 5656
trigger1 = target,vel Y < -9.5 
anim = 7013
id = 7012
vel = 1 + (var(5)), 1 + (var(4))
pos = 0,-40
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2]
type = Explod
trigger1 = p2stateno = 5656
trigger1 = target,vel Y < -9.5 
anim = 7012
id = 7012
vel = 0 - (var(4)), 10 + (var(5))
pos = 0,-40
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2]
type = Explod
trigger1 = p2stateno = 5656
trigger1 = target,vel Y < -9.5 
anim = 7013
id = 7012
vel = -1 - (var(5)), 1 + (var(4))
pos = 0,-40
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2]
type = Explod
trigger1 = p2stateno = 5656
trigger1 = target,vel Y < -9.5  
anim = 7012
id = 7012
vel = -10 + (var(4)), 0 - (var(5))
pos = 0,-40
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2]
type = Explod
trigger1 = p2stateno = 5656
trigger1 = target,vel Y < -9.5 
anim = 7013
id = 7012
vel = -1 + (var(5)), -1 - (var(4))
pos = 0,-40
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2]
type = Explod
trigger1 = p2stateno = 5656
trigger1 = target,vel Y < -9.5  
anim = 7012
id = 7012
vel = 0 - (var(4)), -10 - (var(5))
pos = 0,-40
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2]
type = Explod
trigger1 = p2stateno = 5656
trigger1 = target,vel Y < -9.5 
anim = 7013
id = 7012
vel = 1 - (var(5)), -1 - (var(4))
pos = 0,-40
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
;RF爆砕鉄拳用補正
[state 200]
type = varset
trigger1 = numprojid(8000)
trigger1 = projhittime(8000) = 1
trigger2 = numprojid(8003)
trigger2 = projhittime(8003) = 1
fvar(1) = fvar(1) * 0.95 * (1 - 0.05*(0.95 * fvar(1)>1.00000))

[state 200]
type = varset
trigger1 = numprojid(8001)
trigger1 = projhittime(8001) = 1
trigger2 = numprojid(8005)
trigger2 = projhittime(8005) = 1
fvar(1) = fvar(1) * 0.95 * (1 - 0.05*(0.95 * fvar(1)>1.00000))

[state 200]
type = varset
trigger1 = numprojid(8002)
trigger1 = projhittime(8002) = 1
trigger2 = numprojid(8006)
trigger2 = projhittime(8006) = 1
fvar(1) = fvar(1) * 0.95 * (1 - 0.05*(0.95 * fvar(1)>1.00000))

[state 200]
type = varset
trigger1 = numprojid(8004)
trigger1 = projhittime(8004) = 1
trigger2 = numprojid(8007)
trigger2 = projhittime(8007) = 1
fvar(1) = fvar(1) * 0.95 * (1 - 0.05*(0.95 * fvar(1)>1.00000))

[state 200]
type = varset
trigger1 = numprojid(8010)
trigger1 = projhittime(8010) = 1
trigger2 = numprojid(8013)
trigger2 = projhittime(8013) = 1
fvar(1) = fvar(1) * 0.95 * (1 - 0.05*(0.95 * fvar(1)>1.00000))

[state 200]
type = varset
trigger1 = numprojid(8011)
trigger1 = projhittime(8011) = 1
trigger2 = numprojid(8015)
trigger2 = projhittime(8015) = 1
fvar(1) = fvar(1) * 0.95 * (1 - 0.05*(0.95 * fvar(1)>1.00000))

[state 200]
type = varset
trigger1 = numprojid(8012)
trigger1 = projhittime(8012) = 1
trigger2 = numprojid(8016)
trigger2 = projhittime(8016) = 1
fvar(1) = fvar(1) * 0.95 * (1 - 0.05*(0.95 * fvar(1)>1.00000))

[state 200]
type = varset
trigger1 = numprojid(8014)
trigger1 = projhittime(8014) = 1
trigger2 = numprojid(8017)
trigger2 = projhittime(8017) = 1
fvar(1) = fvar(1) * 0.95 * (1 - 0.05*(0.95 * fvar(1)>1.00000))

[state 200]
type = varset
trigger1 = numprojid(8020)
trigger1 = projhittime(8020) = 1
trigger2 = numprojid(8023)
trigger2 = projhittime(8023) = 1
fvar(1) = fvar(1) * 0.95 * (1 - 0.05*(0.95 * fvar(1)>1.00000))

[state 200]
type = varset
trigger1 = numprojid(8021)
trigger1 = projhittime(8021) = 1
trigger2 = numprojid(8025)
trigger2 = projhittime(8025) = 1
fvar(1) = fvar(1) * 0.95 * (1 - 0.05*(0.95 * fvar(1)>1.00000))

[state 200]
type = varset
trigger1 = numprojid(8022)
trigger1 = projhittime(8022) = 1
trigger2 = numprojid(8026)
trigger2 = projhittime(8026) = 1
fvar(1) = fvar(1) * 0.95 * (1 - 0.05*(0.95 * fvar(1)>1.00000))

[state 200]
type = varset
trigger1 = numprojid(8024)
trigger1 = projhittime(8024) = 1
trigger2 = numprojid(8027)
trigger2 = projhittime(8027) = 1
fvar(1) = fvar(1) * 0.95 * (1 - 0.05*(0.95 * fvar(1)>1.00000))
;---------------------------------------------------------------------------
;補正率リセット
[State -2]
type = Varset
triggerall = !ishelper
trigger1 = RoundState = 2 
trigger1 = P2MoveType != H
trigger1 = fvar(1)<=1.0
trigger2 = RoundState < 2
trigger3 = roundstate = 2
trigger3 = p2movetype != H
trigger3 = var(7)>40
trigger3 = fvar(1)>1.0 
fvar(1) = 1.0
IgnoreHitPause = 1

;攻撃力
[State -2]
type = varset
triggerall = !ishelper
trigger1 = 1
fvar(5) = 1+0.00025*var(7)
IgnoreHitPause = 1

[State -2]
type = Varset
triggerall = !ishelper 
trigger1 = fvar(1) <= 1
fvar(3) = fvar(1)
IgnoreHitPause = 1

[State -2]
type = Varset
triggerall = !ishelper 
trigger1 = fvar(1) > 1
fvar(3) = 1.0
IgnoreHitPause = 1

[State -2]
type = Varset
triggerall = !ishelper 
trigger1 = fvar(12) = 0
fvar(12) = 1.0
IgnoreHitPause = 1

;ダメージ補正
[State -2]
type = Varset
triggerall = !ishelper
trigger1 = 1
fvar(0) = fvar(2) * fvar(3) * fvar(5) * fvar(12)
IgnoreHitPause = 1



;______________________________________________________
;
;逆根性値補正(紙に優しく、固いやつには厳しくなりました)
;______________________________________________________

;相手の現在の体力×防御力が1000*100より大きい場合、逆根性補正をいれない
[State -2]
type = Varset
triggerall = !ishelper
triggerall = var(12) = 0 && floor(0.01*(var(29)%1000))
trigger1 = enemynear,ishelper=0
trigger1 = fvar(6) = 0 || enemynear,movetype != H
trigger1 = enemynear,life*enemynear,const(data.defence) > 100000
fvar(2) = 1 

;1000*100以下の場合逆根性値補正を入れる
[State -2]
type = Varset
triggerall = !ishelper
triggerall = var(12) = 0 && floor(0.01*(var(29)%1000))
trigger1 = enemynear,ishelper=0
trigger1 = fvar(6) = 0 || enemynear,movetype != H
trigger1 = enemynear,life*enemynear,const(data.defence)<= 100000
fvar(2) = 0.5 + 0.000005*enemynear,Life*enemynear,const(data.defence) ;0.5 + 0.5*((enemynear,Life)*1000 /(enemynear,LifeMax))/1000
IgnoreHitPause = 1

;逆根性補正
[State -2]
type = Varset
triggerall = !ishelper
triggerall = var(12) = 0 && floor(0.01*(var(29)%1000))
trigger1 = enemynear,ishelper=0
trigger1 = enemynear,movetype = H
trigger1 = fvar(6) > 0
trigger1 = fvar(6) >= 0.5 + 0.000005*enemynear,Life*enemynear,const(data.defence)
trigger1 = enemynear,life*enemynear,const(data.defence)*fvar(6)<= 100000
fvar(2) = (0.5 + 0.000005*enemynear,Life*enemynear,const(data.defence))/(fvar(6)+0.0000001)
IgnoreHitPause = 1

;逆根性補正
[State -2]
type = Varset
triggerall = !ishelper
triggerall = var(12) = 0 && floor(0.01*(var(29)%1000))
trigger1 = enemynear,ishelper=0
trigger1 = enemynear,movetype = H
trigger1 = fvar(6) > 0
trigger1 = fvar(6) < 0.5 + 0.000005*enemynear,Life*enemynear,const(data.defence)||enemynear,life*enemynear,const(data.defence)*fvar(6) > 100000
fvar(2) = 1
IgnoreHitPause = 1

[state -2]
type=varset
triggerall = !ishelper 
trigger1 = var(12) = 1
trigger2 = floor(0.01*(var(29)%1000)) = 0
fvar(2)= 1.0
ignorehitpause=1

;逆根性値対象外
[state -2]
type=varset
triggerall = !ishelper
;hanma氏 長森、観鈴、UNK
trigger1 = enemy,authorname="hanma"
trigger1 = p2name="Mizuka Nagamori"||p2name="Misuzu"||p2name="UNKNOWN"
;漆黒氏 あゆ
trigger2 = enemy,authorname="shikkoku"&&p2name="Ayu Tukimiya"
;586氏 名雪、佐祐理、美凪、みさき、茜
trigger3 = enemy,authorname="586"
trigger3 = enemy,var(40)%10 = 1
trigger3 = p2name = "Nayuki Minase"||p2name="Sayuri Kurata"||p2name="Minagi Tohno"||p2name="Misaki Kawana"||p2name="Akane Satomura"
;佳乃、観鈴、神奈、あゆ、舞、UNK、
trigger4 = enemy,authorname="586"
trigger4 = enemy,var(40)%10 = 1
trigger4 = p2name = "Kano Kirishima"||p2name="Misuzu Kamio"||p2name="Kanna"||p2name="Ayu Tukimiya"||p2name="Mai Kawasumi"||p2name="UNKNOWN"||p2name="Makoto Sawatari"
;繭、美汐、（郁美、栞、香、澪）
trigger5 = enemy,authorname="586"
trigger5 = enemy,var(40)%10 = 1
trigger5 = p2name = "Mayu Shiina"||p2name="Mishio Amano"||p2name="Ikumi Amasawa"||p2name="Shiori Misaka"||p2name="Kaori Misaka"||p2name="Mio Kohduki"
;BF氏 真琴、繭
trigger6 = enemy,authorname="BF"
trigger6 = p2name = "Makoto Sawatari"||p2name="Mayu Shiina"
;DABA氏 栞、澪
trigger7 = 0;enemy,authorname = "DABA"
trigger7 = p2name = "Shiori"||p2name="Mio"
;ふるれ氏 あやや イクさん 寝雪 香里
trigger8 = enemy,authorname = "frule"
trigger8 = p2name = "EFZaya"||p2name = "EFZiku" || p2name = "Neyuki"||p2name = "Kaori"
;馬の骨 七瀬留美
trigger9 = enemy,authorname = "UMA"
trigger9 = p2name = "Rumi Nanase"
var(12) = 1
ignorehitpause=1



;---------------------------
;各キャラ用逆根性値
;---------------------------
;無敵医師氏GG勢用逆根性値セット
;根性値0 ---> あばばばば , 鰤 , 子安 , 医者 , 栗 , てす
[state -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,authorname = "muteki"
triggerall = enemynear,name = "A.B.A"||enemynear,name = "bridget"||enemynear,name = "eddie"||enemynear,name = "faust"||enemynear,name = "kriff"||enemynear,name = "TESTAMENT"
trigger1 = ceil(100*enemynear,life/enemynear,const(data.life)) >= 31
fvar(6) = 1
ignorehitpause = 1
[state -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,authorname = "muteki"
triggerall = enemynear,name = "A.B.A"||enemynear,name = "bridget"||enemynear,name = "eddie"||enemynear,name = "faust"||enemynear,name = "kriff"||enemynear,name = "TESTAMENT"
trigger1 = ceil(100*enemynear,life/enemynear,const(data.life)) = [21,30]
fvar(6) = 0.92
ignorehitpause = 1
[state -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,authorname = "muteki"
triggerall = enemynear,name = "A.B.A"||enemynear,name = "bridget"||enemynear,name = "eddie"||enemynear,name = "faust"||enemynear,name = "kriff"||enemynear,name = "TESTAMENT"
trigger1 = ceil(100*enemynear,life/enemynear,const(data.life)) = [16,20]
fvar(6) = 0.76
ignorehitpause = 1
[state -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,authorname = "muteki"
triggerall = enemynear,name = "A.B.A"||enemynear,name = "bridget"||enemynear,name = "eddie"||enemynear,name = "faust"||enemynear,name = "kriff"||enemynear,name = "TESTAMENT"
trigger1 = ceil(100*enemynear,life/enemynear,const(data.life)) = [11,15]
fvar(6) = 0.6
ignorehitpause = 1
[state -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,authorname = "muteki"
triggerall = enemynear,name = "A.B.A"||enemynear,name = "bridget"||enemynear,name = "eddie"||enemynear,name = "faust"||enemynear,name = "kriff"||enemynear,name = "TESTAMENT"
trigger1 = ceil(100*enemynear,life/enemynear,const(data.life)) = [6,10]
fvar(6) = 0.5
ignorehitpause = 1
[state -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,authorname = "muteki"
triggerall = enemynear,name = "A.B.A"||enemynear,name = "bridget"||enemynear,name = "eddie"||enemynear,name = "faust"||enemynear,name = "kriff"||enemynear,name = "TESTAMENT"
trigger1 = ceil(100*enemynear,life/enemynear,const(data.life)) <= 5
fvar(6) = 0.4
ignorehitpause = 1

;根性値1 ---> ロリロリ , ガチホモ , パパ , 師走 , 林檎
[state -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,authorname = "muteki"
triggerall = enemynear,name = "AXL" || enemynear,name = "gg_venom" || enemynear,name = "sol" || enemynear,name = "dizzy" || enemynear,name = "I-NO"
trigger1 = ceil(100*enemynear,life/enemynear,const(data.life)) >= 41
fvar(6) = 1
ignorehitpause = 1
[state -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,authorname = "muteki"
triggerall = enemynear,name = "AXL" || enemynear,name = "gg_venom" || enemynear,name = "sol" || enemynear,name = "dizzy" || enemynear,name = "I-NO"
trigger1 = ceil(100*enemynear,life/enemynear,const(data.life)) = [31,40]
fvar(6) = 0.98
ignorehitpause = 1
[state -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,authorname = "muteki"
triggerall = enemynear,name = "AXL" || enemynear,name = "gg_venom" || enemynear,name = "sol" || enemynear,name = "dizzy" || enemynear,name = "I-NO"
trigger1 = ceil(100*enemynear,life/enemynear,const(data.life)) = [21,30]
fvar(6) = 0.89
ignorehitpause = 1
[state -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,authorname = "muteki"
triggerall = enemynear,name = "AXL" || enemynear,name = "gg_venom" || enemynear,name = "sol" || enemynear,name = "dizzy" || enemynear,name = "I-NO"
trigger1 = ceil(100*enemynear,life/enemynear,const(data.life)) = [16,20]
fvar(6) = 0.72
ignorehitpause = 1
[state -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,authorname = "muteki"
triggerall = enemynear,name = "AXL" || enemynear,name = "gg_venom" || enemynear,name = "sol" || enemynear,name = "dizzy" || enemynear,name = "I-NO"
trigger1 = ceil(100*enemynear,life/enemynear,const(data.life)) = [11,15]
fvar(6) = 0.58
ignorehitpause = 1
[state -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,authorname = "muteki"
triggerall = enemynear,name = "AXL" || enemynear,name = "gg_venom" || enemynear,name = "sol" || enemynear,name = "dizzy" || enemynear,name = "I-NO"
trigger1 = ceil(100*enemynear,life/enemynear,const(data.life)) = [6,10]
fvar(6) = 0.48
ignorehitpause = 1
[state -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,authorname = "muteki"
triggerall = enemynear,name = "AXL" || enemynear,name = "gg_venom" || enemynear,name = "sol" || enemynear,name = "dizzy" || enemynear,name = "I-NO"
trigger1 = ceil(100*enemynear,life/enemynear,const(data.life)) <= 5
fvar(6) = 0.4
ignorehitpause = 1

;根性値2 ---> きすけ , 髭
[state -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,authorname = "muteki"
triggerall = enemynear,name = "ky" || enemynear,name = "SLAYER"
trigger1 = ceil(100*enemynear,life/enemynear,const(data.life)) >= 41
fvar(6) = 1
ignorehitpause = 1
[state -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,authorname = "muteki"
triggerall = enemynear,name = "ky" || enemynear,name = "SLAYER"
trigger1 = ceil(100*enemynear,life/enemynear,const(data.life)) = [31,40]
fvar(6) = 0.98
ignorehitpause = 1
[state -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,authorname = "muteki"
triggerall = enemynear,name = "ky" || enemynear,name = "SLAYER"
trigger1 = ceil(100*enemynear,life/enemynear,const(data.life)) = [21,30]
fvar(6) = 0.89
ignorehitpause = 1
[state -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,authorname = "muteki"
triggerall = enemynear,name = "ky" || enemynear,name = "SLAYER"
trigger1 = ceil(100*enemynear,life/enemynear,const(data.life)) = [16,20]
fvar(6) = 0.72
ignorehitpause = 1
[state -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,authorname = "muteki"
triggerall = enemynear,name = "ky" || enemynear,name = "SLAYER"
trigger1 = ceil(100*enemynear,life/enemynear,const(data.life)) = [11,15]
fvar(6) = 0.58
ignorehitpause = 1
[state -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,authorname = "muteki"
triggerall = enemynear,name = "ky" || enemynear,name = "SLAYER"
trigger1 = ceil(100*enemynear,life/enemynear,const(data.life)) = [6,10]
fvar(6) = 0.48
ignorehitpause = 1
[state -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,authorname = "muteki"
triggerall = enemynear,name = "ky" || enemynear,name = "SLAYER"
trigger1 = ceil(100*enemynear,life/enemynear,const(data.life)) <= 5
fvar(6) = 0.4
ignorehitpause = 1

;根性値3 ---> 髪 , 中華 , めぇぇええいちゃぁぁあああん(トトロのばあちゃん風に)
[state -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,authorname = "muteki"
triggerall = enemynear,name = "millia" || enemynear,name = "jam" || enemynear,name = "may"
trigger1 = ceil(100*enemynear,life/enemynear,const(data.life)) >= 56
fvar(6) = 1
ignorehitpause = 1
[state -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,authorname = "muteki"
triggerall = enemynear,name = "millia" || enemynear,name = "jam" || enemynear,name = "may"
trigger1 = ceil(100*enemynear,life/enemynear,const(data.life)) = [41,55]
fvar(6) = 0.98
ignorehitpause = 1
[state -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,authorname = "muteki"
triggerall = enemynear,name = "millia" || enemynear,name = "jam" || enemynear,name = "may"
trigger1 = ceil(100*enemynear,life/enemynear,const(data.life)) = [31,40]
fvar(6) = 0.91
ignorehitpause = 1
[state -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,authorname = "muteki"
triggerall = enemynear,name = "millia" || enemynear,name = "jam" || enemynear,name = "may"
trigger1 = ceil(100*enemynear,life/enemynear,const(data.life)) = [21,30]
fvar(6) = 0.82
ignorehitpause = 1
[state -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,authorname = "muteki"
triggerall = enemynear,name = "millia" || enemynear,name = "jam" || enemynear,name = "may"
trigger1 = ceil(100*enemynear,life/enemynear,const(data.life)) = [16,20]
fvar(6) = 0.66
ignorehitpause = 1
[state -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,authorname = "muteki"
triggerall = enemynear,name = "millia" || enemynear,name = "jam" || enemynear,name = "may"
trigger1 = ceil(100*enemynear,life/enemynear,const(data.life)) = [11,15]
fvar(6) = 0.54
ignorehitpause = 1
[state -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,authorname = "muteki"
triggerall = enemynear,name = "millia" || enemynear,name = "jam" || enemynear,name = "may"
trigger1 = ceil(100*enemynear,life/enemynear,const(data.life)) = [6,10]
fvar(6) = 0.44
ignorehitpause = 1
[state -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,authorname = "muteki"
triggerall = enemynear,name = "millia" || enemynear,name = "jam" || enemynear,name = "may"
trigger1 = ceil(100*enemynear,life/enemynear,const(data.life)) <= 5
fvar(6) = 0.38
ignorehitpause = 1

;根性値4 ---> ポチョ , ｼｯｼｮｰ , 畳 , 若本
[state -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,authorname = "muteki"
triggerall = enemynear,name = "potemkin" || enemynear,name = "chipp" || enemynear,name = "baiken" || enemynear,name = "johnny"
trigger1 = ceil(100*enemynear,life/enemynear,const(data.life)) >= 56
fvar(6) = 1
ignorehitpause = 1
[state -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,authorname = "muteki"
triggerall = enemynear,name = "potemkin" || enemynear,name = "chipp" || enemynear,name = "baiken" || enemynear,name = "johnny"
trigger1 = ceil(100*enemynear,life/enemynear,const(data.life)) = [41,55]
fvar(6) = 0.96
ignorehitpause = 1
[state -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,authorname = "muteki"
triggerall = enemynear,name = "potemkin" || enemynear,name = "chipp" || enemynear,name = "baiken" || enemynear,name = "johnny"
trigger1 = ceil(100*enemynear,life/enemynear,const(data.life)) = [31,40]
fvar(6) = 0.88
ignorehitpause = 1
[state -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,authorname = "muteki"
triggerall = enemynear,name = "potemkin" || enemynear,name = "chipp" || enemynear,name = "baiken" || enemynear,name = "johnny"
trigger1 = ceil(100*enemynear,life/enemynear,const(data.life)) = [21,30]
fvar(6) = 0.78
ignorehitpause = 1
[state -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,authorname = "muteki"
triggerall = enemynear,name = "potemkin" || enemynear,name = "chipp" || enemynear,name = "baiken" || enemynear,name = "johnny"
trigger1 = ceil(100*enemynear,life/enemynear,const(data.life)) = [16,20]
fvar(6) = 0.64
ignorehitpause = 1
[state -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,authorname = "muteki"
triggerall = enemynear,name = "potemkin" || enemynear,name = "chipp" || enemynear,name = "baiken" || enemynear,name = "johnny"
trigger1 = ceil(100*enemynear,life/enemynear,const(data.life)) = [11,15]
fvar(6) = 0.50
ignorehitpause = 1
[state -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,authorname = "muteki"
triggerall = enemynear,name = "potemkin" || enemynear,name = "chipp" || enemynear,name = "baiken" || enemynear,name = "johnny"
trigger1 = ceil(100*enemynear,life/enemynear,const(data.life)) = [6,10]
fvar(6) = 0.42
ignorehitpause = 1
[state -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,authorname = "muteki"
triggerall = enemynear,name = "potemkin" || enemynear,name = "chipp" || enemynear,name = "baiken" || enemynear,name = "johnny"
trigger1 = ceil(100*enemynear,life/enemynear,const(data.life)) <= 5
fvar(6) = 0.38
ignorehitpause = 1

;根性値5 ---> まさよし
[state -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,authorname = "muteki"
triggerall = enemynear,name = "justice"
trigger1 = ceil(100*enemynear,life/enemynear,const(data.life)) >= 56
fvar(6) = 1
ignorehitpause = 1
[state -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,authorname = "muteki"
triggerall = enemynear,name = "justice"
trigger1 = ceil(100*enemynear,life/enemynear,const(data.life)) = [41,55]
fvar(6) = 0.94
ignorehitpause = 1
[state -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,authorname = "muteki"
triggerall = enemynear,name = "justice"
trigger1 = ceil(100*enemynear,life/enemynear,const(data.life)) = [31,40]
fvar(6) = 0.85
ignorehitpause = 1
[state -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,authorname = "muteki"
triggerall = enemynear,name = "justice"
trigger1 = ceil(100*enemynear,life/enemynear,const(data.life)) = [21,30]
fvar(6) = 0.75
ignorehitpause = 1
[state -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,authorname = "muteki"
triggerall = enemynear,name = "justice"
trigger1 =ceil(100*enemynear,life/enemynear,const(data.life)) = [16,20]
fvar(6) = 0.60
ignorehitpause = 1
[state -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,authorname = "muteki"
triggerall = enemynear,name = "justice"
trigger1 = ceil(100*enemynear,life/enemynear,const(data.life)) = [11,15]
fvar(6) = 0.48
ignorehitpause = 1
[state -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,authorname = "muteki"
triggerall = enemynear,name = "justice"
trigger1 = ceil(100*enemynear,life/enemynear,const(data.life)) = [6,10]
fvar(6) = 0.40
ignorehitpause = 1
[state -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,authorname = "muteki"
triggerall = enemynear,name = "justice"
trigger1 = ceil(100*enemynear,life/enemynear,const(data.life)) <= 5
fvar(6) = 0.36
ignorehitpause = 1



;--------------------------------------------------------------------------
;とま氏ぱっちゃんとまりさ
;Nachel氏れみりゃとれーむ

[state -2]
type = varset
triggerall = !ishelper
trigger1 = enemynear,authorname = "Toma"
trigger1 = enemynear,name = "Marisa Kirisame"||enemynear,name = "Patchouli"
trigger2 = enemynear,authorname = "Nachel"
trigger2 = enemynear,name = "Reimu_Hakurei" || enemynear,name = "Remilia_Scarlet" 
fvar(6) = (0.75+(0.25*enemynear,Life/enemynear,LifeMax))/(1.00+(0.20*(enemynear,LifeMax - enemynear,Life)/enemynear,LifeMax))
ignorehitpause = 1





;----------------------------------------------------------------------------
;ゆ〜とはる氏ミク
[State -2,ノーマル時通常防御力]
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,palno != 12
trigger1 = enemynear,var(25) != [-900,-1]
trigger1 = enemynear,var(25) != [1001,1900]
trigger1 = enemynear,var(25) != [3101,4000]
trigger1 = enemynear,var(25) != [4101,5000]
trigger1 = enemynear,var(51) != 1
fvar(6) = 0.8
ignorehitpause=1

[State -2,ノーマル時通常防御力];補正95%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 1.5
triggerall = enemynear,palno != 12
trigger1 = enemynear,var(25) != [-900,-1]
trigger1 = enemynear,var(25) != [1001,1900]
trigger1 = enemynear,var(25) != [3101,4000]
trigger1 = enemynear,var(25) != [4101,5000]
trigger1 = enemynear,var(51) != 1
fvar(6) = 0.76
ignorehitpause=1

[State -2,ノーマル時通常防御力];補正80%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 2
triggerall = enemynear,palno != 12
trigger1 = enemynear,var(25) != [-900,-1]
trigger1 = enemynear,var(25) != [1001,1900]
trigger1 = enemynear,var(25) != [3101,4000]
trigger1 = enemynear,var(25) != [4101,5000]
trigger1 = enemynear,var(51) != 1
fvar(6) = 0.64
ignorehitpause=1

[State -2,ノーマル時通常防御力];補正75%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 2.5
triggerall = enemynear,palno != 12
trigger1 = enemynear,var(25) != [-900,-1]
trigger1 = enemynear,var(25) != [1001,1900]
trigger1 = enemynear,var(25) != [3101,4000]
trigger1 = enemynear,var(25) != [4101,5000]
trigger1 = enemynear,var(51) != 1
fvar(6) = 0.6
ignorehitpause=1

[State -2,ノーマル時通常防御力];補正70%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 3
triggerall = enemynear,palno != 12
trigger1 = enemynear,var(25) != [-900,-1]
trigger1 = enemynear,var(25) != [1001,1900]
trigger1 = enemynear,var(25) != [3101,4000]
trigger1 = enemynear,var(25) != [4101,5000]
trigger1 = enemynear,var(51) != 1
fvar(6) = 0.56
ignorehitpause=1

[State -2,ノーマル時通常防御力];補正65%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 5
triggerall = enemynear,palno != 12
trigger1 = enemynear,var(25) != [-900,-1]
trigger1 = enemynear,var(25) != [1001,1900]
trigger1 = enemynear,var(25) != [3101,4000]
trigger1 = enemynear,var(25) != [4101,5000]
trigger1 = enemynear,var(51) != 1
fvar(6) = 0.52
ignorehitpause=1

[State -2,ノーマル時通常防御力];補正60%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 6
triggerall = enemynear,palno != 12
trigger1 = enemynear,var(25) != [-900,-1]
trigger1 = enemynear,var(25) != [1001,1900]
trigger1 = enemynear,var(25) != [3101,4000]
trigger1 = enemynear,var(25) != [4101,5000]
trigger1 = enemynear,var(51) != 1
fvar(6) = 0.48
ignorehitpause=1

[State -2,宮子防御力ダウン]
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,palno != 12
trigger1 = enemynear,var(25) = [-900,-1]
trigger1 = enemynear,var(51) != 1
fvar(6) = 1.04
ignorehitpause=1

[State -2,宮子防御力ダウン];補正95%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 1.5
triggerall = enemynear,palno != 12
trigger1 = enemynear,var(25) = [-900,-1]
trigger1 = enemynear,var(51) != 1
fvar(6) = 0.988
ignorehitpause=1

[State -2,宮子防御力ダウン];補正80%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 2
triggerall = enemynear,palno != 12
trigger1 = enemynear,var(25) = [-900,-1]
trigger1 = enemynear,var(51) != 1
fvar(6) = 0.832
ignorehitpause=1

[State -2,宮子防御力ダウン];補正75%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 2.5
triggerall = enemynear,palno != 12
trigger1 = enemynear,var(25) = [-900,-1]
trigger1 = enemynear,var(51) != 1
fvar(6) = 0.78
ignorehitpause=1

[State -2,宮子防御力ダウン];補正70%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 3
triggerall = enemynear,palno != 12
trigger1 = enemynear,var(25) = [-900,-1]
trigger1 = enemynear,var(51) != 1
fvar(6) = 0.728
ignorehitpause=1

[State -2,宮子防御力ダウン];補正65%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 5
triggerall = enemynear,palno != 12
trigger1 = enemynear,var(25) = [-900,-1]
trigger1 = enemynear,var(51) != 1
fvar(6) = 0.676
ignorehitpause=1

[State -2,宮子防御力ダウン];補正60%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 6
triggerall = enemynear,palno != 12
trigger1 = enemynear,var(25) = [-900,-1]
trigger1 = enemynear,var(51) != 1
fvar(6) = 0.624
ignorehitpause=1

[State -2,宮子防御力UP]
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,palno != 12
trigger1 = enemynear,var(25) = [1001,1900]
trigger1 = enemynear,var(51) != 1
fvar(6) = 0.56
ignorehitpause=1

[State -2,宮子防御力UP];補正95%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 1.5
triggerall = enemynear,palno != 12
trigger1 = enemynear,var(25) = [1001,1900]
trigger1 = enemynear,var(51) != 1
fvar(6) = 0.532
ignorehitpause=1

[State -2,宮子防御力UP];補正80%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 2
triggerall = enemynear,palno != 12
trigger1 = enemynear,var(25) = [1001,1900]
trigger1 = enemynear,var(51) != 1
fvar(6) = 0.448
ignorehitpause=1

[State -2,宮子防御力UP];補正75%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 2.5
triggerall = enemynear,palno != 12
trigger1 = enemynear,var(25) = [1001,1900]
trigger1 = enemynear,var(51) != 1
fvar(6) = 0.42
ignorehitpause=1

[State -2,宮子防御力UP];補正70%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 3
triggerall = enemynear,palno != 12
trigger1 = enemynear,var(25) = [1001,1900]
trigger1 = enemynear,var(51) != 1
fvar(6) = 0.392
ignorehitpause=1

[State -2,宮子防御力UP];補正65%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 5
triggerall = enemynear,palno != 12
trigger1 = enemynear,var(25) = [1001,1900]
trigger1 = enemynear,var(51) != 1
fvar(6) = 0.364
ignorehitpause=1

[State -2,宮子防御力UP];補正60%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 6
triggerall = enemynear,palno != 12
trigger1 = enemynear,var(25) = [1001,1900]
trigger1 = enemynear,var(51) != 1
fvar(6) = 0.336
ignorehitpause=1

[State -2,はてなようせい･ガードアップ防御力UP]
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,palno != 12
triggerall = enemynear,var(51) != 1
trigger1 = enemynear,var(25) = [3101,4000]
trigger2 = enemynear,var(25) = [4101,5000]
fvar(6) = 0.4
ignorehitpause=1

[State -2,はてなようせい･ガードアップ防御力UP];補正95%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 1.5
triggerall = enemynear,palno != 12
triggerall = enemynear,var(51) != 1
trigger1 = enemynear,var(25) = [3101,4000]
trigger2 = enemynear,var(25) = [4101,5000]
fvar(6) = 0.38
ignorehitpause=1

[State -2,はてなようせい･ガードアップ防御力UP];補正80%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 2
triggerall = enemynear,palno != 12
triggerall = enemynear,var(51) != 1
trigger1 = enemynear,var(25) = [3101,4000]
trigger2 = enemynear,var(25) = [4101,5000]
fvar(6) = 0.32
ignorehitpause=1

[State -2,はてなようせい･ガードアップ防御力UP];補正75%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 2.5
triggerall = enemynear,palno != 12
triggerall = enemynear,var(51) != 1
trigger1 = enemynear,var(25) = [3101,4000]
trigger2 = enemynear,var(25) = [4101,5000]
fvar(6) = 0.3
ignorehitpause=1

[State -2,はてなようせい･ガードアップ防御力UP];補正70%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 3
triggerall = enemynear,palno != 12
triggerall = enemynear,var(51) != 1
trigger1 = enemynear,var(25) = [3101,4000]
trigger2 = enemynear,var(25) = [4101,5000]
fvar(6) = 0.28
ignorehitpause=1

[State -2,はてなようせい･ガードアップ防御力UP];補正65%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 5
triggerall = enemynear,palno != 12
triggerall = enemynear,var(51) != 1
trigger1 = enemynear,var(25) = [3101,4000]
trigger2 = enemynear,var(25) = [4101,5000]
fvar(6) = 0.26
ignorehitpause=1

[State -2,はてなようせい･ガードアップ防御力UP];補正60%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 6
triggerall = enemynear,palno != 12
triggerall = enemynear,var(51) != 1
trigger1 = enemynear,var(25) = [3101,4000]
trigger2 = enemynear,var(25) = [4101,5000]
fvar(6) = 0.24
ignorehitpause=1

[State -2,全開時防御力UP]
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,palno != 12
trigger1 = enemynear,var(25) != [-900,-1]
trigger1 = enemynear,var(51) = 1
fvar(6) = 0.64
ignorehitpause=1

[State -2,全開時防御力UP];補正95%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 1.5
triggerall = enemynear,palno != 12
trigger1 = enemynear,var(25) != [-900,-1]
trigger1 = enemynear,var(51) = 1
fvar(6) = 0.608
ignorehitpause=1

[State -2,全開時防御力UP];補正80%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 2
triggerall = enemynear,palno != 12
trigger1 = enemynear,var(25) != [-900,-1]
trigger1 = enemynear,var(51) = 1
fvar(6) = 0.512
ignorehitpause=1

[State -2,全開時防御力UP];補正75%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 2.5
triggerall = enemynear,palno != 12
trigger1 = enemynear,var(25) != [-900,-1]
trigger1 = enemynear,var(51) = 1
fvar(6) = 0.48
ignorehitpause=1

[State -2,全開時防御力UP];補正70%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 3
triggerall = enemynear,palno != 12
trigger1 = enemynear,var(25) != [-900,-1]
trigger1 = enemynear,var(51) = 1
fvar(6) = 0.448
ignorehitpause=1

[State -2,全開時防御力UP];補正65%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 5
triggerall = enemynear,palno != 12
trigger1 = enemynear,var(25) != [-900,-1]
trigger1 = enemynear,var(51) = 1
fvar(6) = 0.416
ignorehitpause=1

[State -2,全開時防御力UP];補正60%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 6
triggerall = enemynear,palno != 12
trigger1 = enemynear,var(25) != [-900,-1]
trigger1 = enemynear,var(51) = 1
fvar(6) = 0.384
ignorehitpause=1

[State -2,宮子防御力ダウン];全開時
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,palno != 12
trigger1 = enemynear,var(25) = [-900,-1]
trigger1 = enemynear,var(51) = 1
fvar(6) = 0.832
ignorehitpause=1

[State -2,宮子防御力ダウン];全開時補正95%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 1.5
triggerall = enemynear,palno != 12
trigger1 = enemynear,var(25) = [-900,-1]
trigger1 = enemynear,var(51) = 1
fvar(6) = 0.7904
ignorehitpause=1

[State -2,宮子防御力ダウン];全開時補正80%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 2
triggerall = enemynear,palno != 12
trigger1 = enemynear,var(25) = [-900,-1]
trigger1 = enemynear,var(51) = 1
fvar(6) = 0.6656
ignorehitpause=1

[State -2,宮子防御力ダウン];全開時補正75%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 2.5
triggerall = enemynear,palno != 12
trigger1 = enemynear,var(25) = [-900,-1]
trigger1 = enemynear,var(51) = 1
fvar(6) = 0.624
ignorehitpause=1

[State -2,宮子防御力ダウン];全開時補正70%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 3
triggerall = enemynear,palno != 12
trigger1 = enemynear,var(25) = [-900,-1]
trigger1 = enemynear,var(51) = 1
fvar(6) = 0.5824
ignorehitpause=1

[State -2,宮子防御力ダウン];全開時補正65%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 5
triggerall = enemynear,palno != 12
trigger1 = enemynear,var(25) = [-900,-1]
trigger1 = enemynear,var(51) = 1
fvar(6) = 0.5408
ignorehitpause=1

[State -2,宮子防御力ダウン];全開時補正60%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 6
triggerall = enemynear,palno != 12
trigger1 = enemynear,var(25) = [-900,-1]
trigger1 = enemynear,var(51) = 1
fvar(6) = 0.4992
ignorehitpause=1

[State -2,宮子防御力UP];全開時
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,palno != 12
trigger1 = enemynear,var(25) = [1001,1900]
trigger1 = enemynear,var(51) = 1
fvar(6) = 0.448
ignorehitpause=1

[State -2,宮子防御力UP];全開時補正95%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 1.5
triggerall = enemynear,palno != 12
trigger1 = enemynear,var(25) = [1001,1900]
trigger1 = enemynear,var(51) = 1
fvar(6) = 0.4256
ignorehitpause=1

[State -2,宮子防御力UP];全開時補正80%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 2
triggerall = enemynear,palno != 12
trigger1 = enemynear,var(25) = [1001,1900]
trigger1 = enemynear,var(51) = 1
fvar(6) = 0.3584
ignorehitpause=1

[State -2,宮子防御力UP];全開時補正75%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 2.5
triggerall = enemynear,palno != 12
trigger1 = enemynear,var(25) = [1001,1900]
trigger1 = enemynear,var(51) = 1
fvar(6) = 0.336
ignorehitpause=1

[State -2,宮子防御力UP];全開時補正70%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 3
triggerall = enemynear,palno != 12
trigger1 = enemynear,var(25) = [1001,1900]
trigger1 = enemynear,var(51) = 1
fvar(6) = 0.3136
ignorehitpause=1

[State -2,宮子防御力UP];全開時補正65%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 5
triggerall = enemynear,palno != 12
trigger1 = enemynear,var(25) = [1001,1900]
trigger1 = enemynear,var(51) = 1
fvar(6) = 0.2912
ignorehitpause=1

[State -2,宮子防御力UP];全開時補正60%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 6
triggerall = enemynear,palno != 12
trigger1 = enemynear,var(25) = [1001,1900]
trigger1 = enemynear,var(51) = 1
fvar(6) = 0.2688
ignorehitpause=1

[State -2,はてなようせい･ガードアップ防御力UP];全開時
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,palno != 12
triggerall = enemynear,var(51) = 1
trigger1 = enemynear,var(25) = [3101,4000]
trigger2 = enemynear,var(25) = [4101,5000]
fvar(6) = 0.32
ignorehitpause=1

[State -2,はてなようせい･ガードアップ防御力UP];全開時補正95%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 1.5
triggerall = enemynear,palno != 12
triggerall = enemynear,var(51) = 1
trigger1 = enemynear,var(25) = [3101,4000]
trigger2 = enemynear,var(25) = [4101,5000]
fvar(6) = 0.304
ignorehitpause=1

[State -2,はてなようせい･ガードアップ防御力UP];全開時補正80%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 2
triggerall = enemynear,palno != 12
triggerall = enemynear,var(51) = 1
trigger1 = enemynear,var(25) = [3101,4000]
trigger2 = enemynear,var(25) = [4101,5000]
fvar(6) = 0.256
ignorehitpause=1

[State -2,はてなようせい･ガードアップ防御力UP];全開時補正75%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 2.5
triggerall = enemynear,palno != 12
triggerall = enemynear,var(51) = 1
trigger1 = enemynear,var(25) = [3101,4000]
trigger2 = enemynear,var(25) = [4101,5000]
fvar(6) = 0.24
ignorehitpause=1

[State -2,はてなようせい･ガードアップ防御力UP];全開時補正70%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 3
triggerall = enemynear,palno != 12
triggerall = enemynear,var(51) = 1
trigger1 = enemynear,var(25) = [3101,4000]
trigger2 = enemynear,var(25) = [4101,5000]
fvar(6) = 0.224
ignorehitpause=1

[State -2,はてなようせい･ガードアップ防御力UP];全開時補正65%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 5
triggerall = enemynear,palno != 12
triggerall = enemynear,var(51) = 1
trigger1 = enemynear,var(25) = [3101,4000]
trigger2 = enemynear,var(25) = [4101,5000]
fvar(6) = 0.208
ignorehitpause=1

[State -2,はてなようせい･ガードアップ防御力UP];全開時補正60%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 6
triggerall = enemynear,palno != 12
triggerall = enemynear,var(51) = 1
trigger1 = enemynear,var(25) = [3101,4000]
trigger2 = enemynear,var(25) = [4101,5000]
fvar(6) = 0.192
ignorehitpause=1

[State -2,全開時防御力UP];ゴールド
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,palno = 12
trigger1 = enemynear,var(25) != [-900,-1]
fvar(6) = 0.4
ignorehitpause=1

[State -2,全開時防御力UP];ゴールド補正95%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 1.5
triggerall = enemynear,palno = 12
trigger1 = enemynear,var(25) != [-900,-1]
fvar(6) = 0.38
ignorehitpause=1

[State -2,全開時防御力UP];ゴールド補正80%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 2
triggerall = enemynear,palno = 12
trigger1 = enemynear,var(25) != [-900,-1]
fvar(6) = 0.32
ignorehitpause=1

[State -2,全開時防御力UP];ゴールド補正75%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 2.5
triggerall = enemynear,palno = 12
trigger1 = enemynear,var(25) != [-900,-1]
fvar(6) = 0.3
ignorehitpause=1

[State -2,全開時防御力UP];ゴールド補正70%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 3
triggerall = enemynear,palno = 12
trigger1 = enemynear,var(25) != [-900,-1]
fvar(6) = 0.28
ignorehitpause=1

[State -2,全開時防御力UP];ゴールド補正65%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 5
triggerall = enemynear,palno = 12
trigger1 = enemynear,var(25) != [-900,-1]
fvar(6) = 0.26
ignorehitpause=1

[State -2,全開時防御力UP];ゴールド補正60%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 6
triggerall = enemynear,palno = 12
trigger1 = enemynear,var(25) != [-900,-1]
fvar(6) = 0.24
ignorehitpause=1

[State -2,宮子防御力ダウン];ゴールド
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,palno = 12
trigger1 = enemynear,var(25) = [-900,-1]
fvar(6) = 0.52
ignorehitpause=1

[State -2,宮子防御力ダウン];ゴールド補正95%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 1.5
triggerall = enemynear,palno = 12
trigger1 = enemynear,var(25) = [-900,-1]
fvar(6) = 0.494
ignorehitpause=1

[State -2,宮子防御力ダウン];ゴールド補正80%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 2
triggerall = enemynear,palno = 12
trigger1 = enemynear,var(25) = [-900,-1]
fvar(6) = 0.416
ignorehitpause=1

[State -2,宮子防御力ダウン];ゴールド補正75%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 2.5
triggerall = enemynear,palno = 12
trigger1 = enemynear,var(25) = [-900,-1]
fvar(6) = 0.39
ignorehitpause=1

[State -2,宮子防御力ダウン];ゴールド補正70%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 3
triggerall = enemynear,palno = 12
trigger1 = enemynear,var(25) = [-900,-1]
fvar(6) = 0.364
ignorehitpause=1

[State -2,宮子防御力ダウン];ゴールド補正65%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 5
triggerall = enemynear,palno = 12
trigger1 = enemynear,var(25) = [-900,-1]
fvar(6) = 0.338
ignorehitpause=1

[State -2,宮子防御力ダウン];ゴールド補正60%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 6
triggerall = enemynear,palno = 12
trigger1 = enemynear,var(25) = [-900,-1]
fvar(6) = 0.312
ignorehitpause=1

[State -2,宮子防御力UP];ゴールド
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,palno = 12
trigger1 = enemynear,var(25) = [1001,1900]
fvar(6) = 0.28
ignorehitpause=1

[State -2,宮子防御力UP];ゴールド補正95%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 1.5
triggerall = enemynear,palno = 12
trigger1 = enemynear,var(25) = [1001,1900]
fvar(6) = 0.266
ignorehitpause=1

[State -2,宮子防御力UP];ゴールド補正80%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 2
triggerall = enemynear,palno = 12
trigger1 = enemynear,var(25) = [1001,1900]
fvar(6) = 0.224
ignorehitpause=1

[State -2,宮子防御力UP];ゴールド補正75%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 2.5
triggerall = enemynear,palno = 12
trigger1 = enemynear,var(25) = [1001,1900]
fvar(6) = 0.21
ignorehitpause=1

[State -2,宮子防御力UP];ゴールド補正70%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 3
triggerall = enemynear,palno = 12
trigger1 = enemynear,var(25) = [1001,1900]
fvar(6) = 0.196
ignorehitpause=1

[State -2,宮子防御力UP];ゴールド補正65%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 5
triggerall = enemynear,palno = 12
trigger1 = enemynear,var(25) = [1001,1900]
fvar(6) = 0.182
ignorehitpause=1

[State -2,宮子防御力UP];ゴールド補正60%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 6
triggerall = enemynear,palno = 12
trigger1 = enemynear,var(25) = [1001,1900]
fvar(6) = 0.168
ignorehitpause=1

[State -2,はてなようせい･ガードアップ防御力UP];ゴールド
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,palno = 12
trigger1 = enemynear,var(25) = [3101,4000]
trigger2 = enemynear,var(25) = [4101,5000]
fvar(6) = 0.2
ignorehitpause=1

[State -2,はてなようせい･ガードアップ防御力UP];ゴールド補正95%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 1.5
triggerall = enemynear,palno = 12
trigger1 = enemynear,var(25) = [3101,4000]
trigger2 = enemynear,var(25) = [4101,5000]
fvar(6) = 0.19
ignorehitpause=1

[State -2,はてなようせい･ガードアップ防御力UP];ゴールド補正80%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 2
triggerall = enemynear,palno = 12
trigger1 = enemynear,var(25) = [3101,4000]
trigger2 = enemynear,var(25) = [4101,5000]
fvar(6) = 0.16
ignorehitpause=1

[State -2,はてなようせい･ガードアップ防御力UP];ゴールド補正75%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 2.5
triggerall = enemynear,palno = 12
trigger1 = enemynear,var(25) = [3101,4000]
trigger2 = enemynear,var(25) = [4101,5000]
fvar(6) = 0.15
ignorehitpause=1

[State -2,はてなようせい･ガードアップ防御力UP];ゴールド補正70%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 3
triggerall = enemynear,palno = 12
trigger1 = enemynear,var(25) = [3101,4000]
trigger2 = enemynear,var(25) = [4101,5000]
fvar(6) = 0.14
ignorehitpause=1

[State -2,はてなようせい･ガードアップ防御力UP];ゴールド補正65%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 5
triggerall = enemynear,palno = 12
trigger1 = enemynear,var(25) = [3101,4000]
trigger2 = enemynear,var(25) = [4101,5000]
fvar(6) = 0.13
ignorehitpause=1

[State -2,はてなようせい･ガードアップ防御力UP];ゴールド補正60%
type = varset
triggerall = enemynear,name = "HATSUNE MIKU"
triggerall = enemynear,authorname = "YU-TOHARU"
triggerall = enemynear,life <= enemynear,lifemax / 6
triggerall = enemynear,palno = 12
trigger1 = enemynear,var(25) = [3101,4000]
trigger2 = enemynear,var(25) = [4101,5000]
fvar(6) = 0.12
ignorehitpause=1
;----------------------------------------------------------------------------
;Ina氏アルカナキャラ
[state -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,authorname = "ina"
trigger1 = enemynear,name = "Heart_Aino"
trigger2 = enemynear,name = "Saki_Tsuzura"
trigger3 = enemynear,name = "Kamui_Tokinomiya"
trigger4 = enemynear,name = "Lilica_Felchenerow"
trigger5 = enemynear,name = "Mildred_Avallon"
trigger6 = enemynear,name = "Petra_Johanna_Lagerkvist"
trigger7 = enemynear,name = "Zenia_Valov"
fvar(6) = ifelse((enemynear,fvar(15) > 1) , 1 ,enemynear,fvar(15))

;----------------------------------------------------------------------------
;The Necromancer氏 ブロリー
[State -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,authorname = "The Necromancer"
triggerall = enemynear,name = "[Necromancer's] Broli"
trigger1 = ((p2MoveType = H) && (p2StateNo = [5000,5120]) && (enemynear,GetHitVar(HitCount) > 10))
fvar(6) = 0.40

[State -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,authorname = "The Necromancer"
triggerall = enemynear,name = "[Necromancer's] Broli"
trigger1 = (p2MoveType = H) && (p2StateNo = [5000,5120]) && (enemynear,GetHitVar(HitCount) <= 10) || ((p2StateNo = [120,155]) && (p2StateNo != 140))
fvar(6) = 0.60

[State -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,authorname = "The Necromancer"
triggerall = enemynear,name = "[Necromancer's] Broli"
trigger1 = (p2StateNo = 140)
fvar(6) = 0.80

[state -2]
type = varset
triggerall = !ishelper
trigger1 = !(enemynear,authorname = "muteki")
trigger1 = !(enemynear,authorname = "Toma")
trigger1 = !(enemynear,authorname = "Nachel")
trigger1 = !(enemynear,authorname = "YU-TOHARU") || !(enemynear,name = "HATSUNE MIKU")
trigger1 = !(enemynear,authorname = "ina")
trigger1 = !(enemynear,authorname = "The Necromancer")
trigger2 = roundstate != 2
fvar(6) = 0
ignorehitpause = 1

;逆根性値ここまで

;---------------------------------------------------------------------------
;根性値
[State -2]
type = DefenceMulSet
trigger1 = Alive = 1
value = ifelse(life <= 1000 ,0.0005*((life)+1000),1)*(1-0.5*(var(25)>0))

; 着地音
[State -2]
type = PlaySnd
trigger1 = stateno = 52
trigger1 = Time = 1
value = 47,0

;振り向き
[State -2]
type = turn
triggerall = P2Dist X < 0
trigger1 = stateno = [40,44]
trigger1 = animtime = 0
trigger2 = stateno = [10,12]
value = 1

;残像処理
[State -2]
type = AfterImageTime
trigger1 = stateno != [100,101]
trigger1 = stateno != [105,106]
trigger1 = stateno != [110,119]
trigger1 = stateno != [250,270]
trigger1 = stateno != [350,370]
trigger1 = stateno != [450,470]
trigger1 = stateno != [550,570]
time = 0

;空中制御
[State -2]
type = Width
trigger1 = movetype != H
trigger1 = frontedgeDist < 20
value = 12,0

;空中ダッシュ制御
[State -2]
type = varset
triggerall = !ishelper
trigger1 = statetype = S
trigger2 = statetype = L
v = 10
value = 0

;空中ジャンプ制御
[State -2]
type = varset
triggerall = !ishelper
trigger1 = statetype = S
trigger2 = statetype = L
v = 1
value = 0

;空中ジャンプ制御
[State -2]
type = varset
triggerall = !ishelper
trigger1 = stateno != 50
v = 2
value = 0

;エフェクト用１
[State -2]
type = varrandom
triggerall = !ishelper
triggerall = Alive = 1
trigger1 = Timemod = 1,0
v = 4
range = -4,4

;エフェクト用２
[State -2]
type = varrandom
triggerall = !ishelper
triggerall = Alive = 1
trigger1 = Timemod = 1,0
v = 5
range = -4,4

;位置エフェクト
[State -2]
type = Explod
trigger1 = Stateno != [3200,3299]
trigger1 = ScreenPos Y >= 320
anim = 7100
id = 7100
postype = p1
pos = 0,230-(ceil(ScreenPos Y))
sprpriority = -1
removetime = 1
bindtime = -1

;音符爆発音
[State 1031]
type = PlaySnd
trigger1 = NumHelper(1425) >= 1
value = 1400,0
channel = 6

;勝利用１
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = P2Name = "Mizuka Nagamori" || P4Name = "Mizuka Nagamori" || P2Name = "Nagamori Mizuka" || P4Name = "Nagamori Mizuka"
v = 16
value = 1

;勝利用１
[State -2];切る技系統(刀、剣など)の人用の勝利台詞です
type = VarSet
triggerall = !ishelper
trigger1 = P2Name = "Mai Kawasumi" || P4Name = "Mai Kawasumi" || P2Name = "Kawasumi Mai" || P4Name = "Kawasumi Mai"
;マーヴル の 切る系統の人達
trigger2 = P2name = "Silver Samurai"|| P4Name = "Silver Samurai"||P2name = "Kenuichio Harada"|| P4Name = "Kenuichio Harada"
trigger3 = P2Name = "Spiral" || P4Name = "Spiral"||p2name = "Rita Wayword" || P4Name = "Rita Wayword"
trigger4 = P2Name = "Wolverine" || P4Name = "Wolverine"||p2name = "James Howlett" || P4Name = "James Howlett"||p2name = "Logan" || P4Name = "Logan"
;サムスピ の 切る系統の人達
trigger5 = P2Name = "Haoumaru" || P4Name = "Haoumaru"||p2name = "Haomaru" || P4Name = "Haomaru"||p2name = "Haohmaru" || P4Name = "Haohmaru"
trigger6 = P2Name = "Hisame Shizumaru" || P4Name = "Hisame Shizumaru"||p2name = "Shizumaru Hisame" || P4Name = "Shizumaru Hisame"||p2name = "Shizumaru" || P4Name = "Shizumaru"
trigger7 = P2Name = "UKyo Tachibana" || P4Name = "Ukyo Tachibana"||p2name = "Tachibana Ukyo" || P4Name = "Tachibana Ukyo"||p2name = "Ukyo" || P4Name = "Ukyo"
trigger8 = P2Name = "UKyoh Tachibana" || P4Name = "Ukyoh Tachibana"||p2name = "Tachibana Ukyoh" || P4Name = "Tachibana Ukyoh"||p2name = "Ukyoh" || P4Name = "Ukyoh"
trigger9 = P2Name = "Nakoruru" || P4Name = "Nakoruru"||p2name = "Rera" || P4Name = "Rera"||p2name = "Rimururu" || P4Name = "Rimururu"
trigger10 = P2Name = "Yagyuu Jubei" || P4Name = "Yagyuu Jubei"||p2name = "Yagyu Jubei" || P4Name = "Yagyu Jubei"||p2name = "Jubei Yagyuu" || P4Name = "Jubei Yagyuu"
trigger11 = p2name = "Jubei Yagyuu" || P4Name = "Jubei Yagyuu"||p2name = "Jubei Yagyu" || P4Name = "Jubei Yagyu"||p2name = "Jubei" || P4Name = "Jubei"
trigger12 = P2Name = "Mibuzuki Zankuro" || P4Name = "Mibuzuki Zankuro"||p2name = "Mibuzuki Zankuroh" || P4Name = "Mibuzuki Zankuroh"
trigger13 = p2name = "Mibuduki Zankuro" || P4Name = "Mibuduki Zankuro"||p2name = "Zankuro" || P4Name = "Zankuro"||p2name = "Zankuroh" || P4Name = "Zankuroh"
trigger14 = p2name = "Zankuro Mibuzuki" || P4Name = "Zankuro Mibuzuki"||p2name = "Zankuro Mibuduki" || P4Name = "Zankuro Mibuduki"||p2name = "396"
trigger15 = P2Name = "Kibagami Genjuro" || P4Name = "Kibagami Genjuro"||p2name = "Genjuro Kibagami" || P4Name = "Genjuro Kibagami"||p2name = "Genjuro" || P4Name = "Genjuro"
trigger16 = P2Name = "Kibagami Genjuroh" || P4Name = "Kibagami Genjuroh"||p2name = "Genjuroh Kibagami" || P4Name = "Genjuroh Kibagami"||p2name = "Genjuroh" || P4Name = "Genjuroh"
trigger17 = P2Name = "Kibagami Genjuuro" || P4Name = "Kibagami Genjuuro"||p2name = "Genjuuro Kibagami" || P4Name = "Genjuuro Kibagami"||p2name = "Genjuuro" || P4Name = "Genjuuro"
trigger18 = P2Name = "Kibagami Genjuuroh" || P4Name = "Kibagami Genjuuroh"||p2name = "Genjuuroh Kibagami" || P4Name = "Genjuuroh Kibagami"||p2name = "Genjuuroh" || P4Name = "Genjuuroh"
trigger19 = p2name = "Iroha" || P4Name = "Iroha"
trigger20 = p2name = "適当に追加してね" || P4Name = "適当に追加してね"
v = 16
value = 2

;勝利用１
[State -2]
type = VarSet
triggerall = !ishelper
;月下の剣士 の 切る系統の人達
trigger1 = P2name = "Kaede"|| P4Name = "Kaede"
trigger2 = P2name = "Yuki"|| P4Name = "Yuki"
trigger3 = P2name = "Minakata Moriya"|| P4Name = "Minakata Moriya"||P2name = "Moriya"|| P4Name = "Moriya"
trigger4 = P2name = "Keiichiro Washizuka"|| P4Name = "Keiichiro Washizuka"||P2name = "Keiichiroh Washizuka"|| P4Name = "Keiichiroh Washizuka"
trigger5 = P2name = "Keiichiro Washiduka"|| P4Name = "Keiichiro Washiduka"||P2name = "Keiichiroh Washiduka"|| P4Name = "Keiichiroh Washiduka"
trigger6 = P2name = "Washizuka"|| P4Name = "Washizuka"||P2name = "Washiduka"|| P4Name = "Washiduka"
trigger7 = P2name = "Shikyo"|| P4Name = "Shikyo"||P2name = "Shikyou"|| P4Name = "Shikyou"||P2name = "Shikyoh"|| P4Name = "Shikyoh"
trigger8 = P2name = "Mukuro"|| P4Name = "Mukuro"
trigger9 = P2name = "Shinnosuke Kagami"|| P4Name = "Shinnosuke Kagami"||P2name = "Kagami Shinnosuke"|| P4Name = "Kagami Shinnosuke"||p2name ="Kagami"||p4name="Kagami"
trigger10 = P2name = "Kojiro Sanada"|| P4Name = "Kojiro Sanada"||P2name = "Kojiroh Sanada"|| P4Name = "Kojiroh Sanada"||P2name = "Kojirou Sanada"|| P4Name = "Kojirou Sanada"
trigger11 = P2name = "Sanada Kojiro"|| P4Name = "Sanada Kojiro"||P2name = "Sanada Kojiroh"|| P4Name = "Sanada Kojiroh"||P2name = "Sanada Kojirou"|| P4Name = "Sanada Kojirou"
trigger12 = P2name = "Hibiki Takane"|| P4Name = "Hibiki Takane"||P2name = "Takane Hibiki"|| P4Name = "Takane Hibiki"||P2name = "Hibiki"|| P4Name = "Hibiki"
trigger13 = P2name = "Setsuna"|| P4Name = "Setsuna"||P2name = "Setuna"|| P4Name = "Setuna"
trigger14 = P2name = "Koryu"|| P4Name = "Koryu"||P2name = "Koryuu"|| P4Name = "Koryuu"||p2name ="Kohryu"||p4name="Kohryu"||p2name ="Kohryuu"||p4name="Kohryuu"
;るろけん
trigger15 = P2name = "Himura Kenshin"|| P4Name = "Himura Kenshin"||P2name = "Kenshin Himura"|| P4Name = "Kenshin Himura"||p2name ="Kenshin"||p4name="Kenshin"
trigger16 = P2name = "Shishio Makoto"|| P4Name = "Shishio Makoto"||P2name = "Makoto Shishio"|| P4Name = "Makoto Shishio"||P2name = "Shishio"|| P4Name = "Shishio"
trigger17 = P2name = "Saito Hajime"|| P4Name = "Saito Hajime"||P2name = "Hajime Saito"|| P4Name = "Hajime Saito"||P2name = "Saito"|| P4Name = "Saito"
trigger18 = P2name = "Saitoh Hajime"|| P4Name = "Saitoh Hajime"||P2name = "Hajime Saitoh"|| P4Name = "Hajime Saitoh"||P2name = "Saitoh"|| P4Name = "Saitoh"
trigger19 = P2name = "Sojiro Seta"|| P4Name = "Sojiro Seta"||P2name = "Sojiro"|| P4Name = "Sojiro"||P2name = "Sohjiroh"|| P4Name = "Sohjiroh"
trigger20 = P2name = "Aoshi Shinomori"|| P4Name = "Aoshi shinomori"||P2name = "Shinomori Aoshi"|| P4Name = "Shinomori Aoshi"||P2name = "Aoshi"|| P4Name = "Aoshi"
trigger21 = p2name = "適当に追加してね" || P4Name = "適当に追加してね"
v = 16
value = 2

;勝利用１
[State -2]
type = VarSet
triggerall = !ishelper
;ジョジョの奇妙な切る人達
trigger1 = P2name = "Black Polnareff"|| P4Name = "Black Polnareff"||P2name = "Polnareff"|| P4Name = "Polnareff"||p2name ="J.P.Polnareff"||p4name="J.P.Polnareff"
trigger2 = P2name = "Kaan"|| P4Name = "Kaan"||P2name = "Chaka"|| P4Name = "Chaka"
;GGの切る人達
trigger3 = P2name = "Johnny"|| P4Name = "Johnny"||P2name = "KY"|| P4Name = "KY"||p2name ="Ky Kiske"||p4name="Ky Kiske"
trigger4 = P2name = "Sol Badguy"|| P4Name = "Sol Budguy"||P2name = "Sol"|| P4Name = "Sol"||p2name ="Order Sol"||p4name="Order Sol"
trigger5 = P2name = "Baiken"|| P4Name = "Baiken"||P2name = "Chipp Zanaff"|| P4Name = "Chipp Zanaff"||p2name ="Chipp"||p4name="Chipp"
trigger6 = P2name = "Robot Ky"|| P4Name = "Robot Ky"||P2name = "Robo Ky"|| P4Name = "Robo Ky"
;その他の切る人たち
trigger7 = P2name = "Kohaku"|| P4Name = "Kohaku"||P2name = "Fiona"|| P4Name = "Fiona"||P2name = "Fiona Mayfield"|| P4Name = "Fiona Mayfield"
trigger8 = P2name = "Tokinomiya Kamui"|| P4Name = "Tokinomiya Kamui"||P2name = "Kamui Tokinomiya"|| P4Name = "Kamui Tokinomiya"||p2name ="Kamui"||p4name="Kamui"
trigger9 = P2name = "Kaigen Ishiba"|| P4Name = "Kaigen Ishiba"||P2name = "Ishiba Kaigen"|| P4Name = "Ishiba Kaigen"||p2name ="Kaigen"||p4name="Kaigen"
trigger10 = p2name = "Kompaku Youmu" || P4Name = "Kompaku Youmu" || p2name = "Youmu" || P4Name = "Youmu"|| p2name = "Yohmu" || P4Name = "Yohmu"
trigger11 = P2name = "Crea Foster"|| P4Name = "Crea Foster"||P2name = "Shartel"|| P4Name = "Shartel"||P2name = "Reika Murasame"|| P4Name = "Reika Murasame"
trigger12 = p2name = "適当に追加してね" || P4Name = "適当に追加してね"
v = 16
value = 2

;勝利用１
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = P2Name = "Mayu Shiina" || P4Name = "Mayu Shiina"||P2Name = "Shiina mayu" || P4Name = "Shiina Mayu"
trigger1 = P2Name = "Mayu" || P4Name = "Mayu"||P2Name = "Shina mayu" || P4Name = "Shina Mayu"
v = 16
value = 3

;勝利用１
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = P2Name = "Doppel Nanase" || P4Name = "Doppel Nanase" || P2Name = "EXNanase" || P4Name = "EXNanase"
trigger2 = P2Name = "EX Nanase" || P4Name = "EX Nanase"
v = 16
value = 4

;勝利用１
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = P2Name = "Nanase Rumi" || P4Name = "Nanase Rumi"|| P2Name = "Rumi Nanase" || P4Name = "Rumi Nanase"
trigger2 = P2name = "Nanase" || P4name = "Nanase"
v = 16
value = 5



;-------------------------------------------------------------------------------
;攻撃ヒットフラグ
[state -2]
type = varset
triggerall = !ishelper
triggerall = roundstate = 2 || palno = 12
trigger1 = enemynear,canrecover=0||enemynear,hitfall=0 || enemynear,stateno = 5656 
trigger2 = enemynear,sysvar(0) > 0 
trigger2 = (p2stateno = [9015,9016])|| p2stateno = [9010,9011]
trigger3 = enemy,teammode = simul
trigger4 = enemynear,statetype != A
var(0) = 1
ignorehitpause = 1

[state -2]
type = varset
triggerall = !ishelper
trigger1 = (enemynear,canrecover=0||enemynear,hitfall=0 || enemynear,stateno = 5656 ) = 0
trigger1 = (enemynear,sysvar(0) > 0 &&((p2stateno = [9015,9016])|| p2stateno = [9010,9011]))=0
trigger1 = (enemy,teammode = simul)=0
trigger1 = enemynear,statetype = A
trigger2 = palno !=12
trigger2 = roundstate != 2
var(0) = 0
ignorehitpause = 1







;__________________________________________
;
;リコイル制御(相手)
;__________________________________________
[state -2]
type=varset
triggerall = !ishelper
triggerall = numenemy = 1
;586氏 名雪、佐祐理、美凪、みさき、茜
trigger1 = enemy,authorname="586"
trigger1 = p2name = "Nayuki Minase"||p2name="Sayuri Kurata"||p2name="Minagi Tohno"||p2name="Misaki Kawana"||p2name="Akane Satomura"
;佳乃、観鈴、神奈、あゆ、舞、UNK、
trigger2 = enemy,authorname="586"
trigger2 = p2name = "Kano Kirishima"||p2name="Misuzu Kamio"||p2name="Kanna"||p2name="Ayu Tukimiya"||p2name="Mai Kawasumi"||p2name="UNKNOWN"
;繭、美汐、（郁美、栞、香里、澪）
trigger3 = enemy,authorname="586"
trigger3 = p2name = "Mayu Shiina"||p2name="Mishio Amano"||p2name="Ikumi Amasawa"||p2name="Shiori Misaka"||p2name="Kaori Misaka"||p2name="Mio Kohduki"
;真琴
trigger4 = enemy,authorname="586"
trigger4 = p2name = "Makoto Sawatari"

;ふるれ氏 あやや イクさん 寝雪 香里
trigger5 = enemy,authorname = "frule"
trigger5 = p2name = "EFZaya"||p2name = "EFZiku" || p2name = "Neyuki"||p2name = "Kaori"

;DABA氏 栞、澪
trigger6 = enemy,authorname = "DABA"
trigger6 = p2name = "Shiori"||p2name = "Mio"

;ついでにブロリーのアーマーも
trigger7 = enemynear(var(31)),authorname = "The Necromancer"
trigger7 = enemynear(var(31)),name = "[Necromancer's] Broli"
var(28) = 1
ignorehitpause=1



;____________________
;
;補正、ダメージ表示
;____________________
[state -2]
type = varset
trigger1 = enemynear,movetype != H
trigger2 = enemynear,stateno = [120,155]
var(18) = enemynear,life
ignorehitpause = 1

[state -2]
type = varset
trigger1 = fvar(1) != fvar(9)
trigger2 = floor(fvar(1)*10000000)=10000000
fvar(8) = fvar(9)
ignorehitpause = 1

[state -2]
type = varset
trigger1 = fvar(1) != fvar(9)
trigger2 = !fvar(9)
fvar(9) = fvar(1)
ignorehitpause = 1


;コンボダメージ表示
[State -2];
type = Explod
triggerall = Numexplod(30011) = 0
triggerall = enemynear,movetype = H
triggerall = enemynear,stateno != [120,155]
triggerall = enemynear,gethitvar(hitcount) > 1
trigger1 = numpartner = 0
trigger1 = numenemy = 1
anim = 30011
id = 30011
postype = left
pos = 49 + 235*(teamside = 2), 90
facing = 1
supermove = 1
bindtime = -1
removetime = -1
pausemovetime = 99999999999999
supermovetime = 99999999999999
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[State -2]
type = RemoveExplod
triggerall = numexplod(30011)
trigger1 = enemynear,movetype != H
trigger2 = enemynear,stateno = [120,155]
id = 30011
ignorehitpause = 1

;--------------------------
;コンボダメージ表示リセット
;--------------------------
[State -2]
type = RemoveExplod
triggerall = numexplod(30000)
triggerall = enemynear,time>= 1 
trigger1 = enemynear,movetype != H
trigger2 = enemynear,stateno = [120,155]
trigger3 = enemynear,gethitvar(hitcount) > var(19)
id = 30000
ignorehitpause = 1
[State -2]
type = RemoveExplod
triggerall = numexplod(30001)
triggerall = enemynear,time>= 1
trigger1 = enemynear,movetype != H
trigger2 = enemynear,stateno = [120,155]
trigger3 = enemynear,gethitvar(hitcount) > var(19)
id = 30001
ignorehitpause = 1
[State -2]
type = RemoveExplod
triggerall = numexplod(30002)
triggerall = enemynear,time>= 1
trigger1 = enemynear,movetype != H
trigger2 = enemynear,stateno = [120,155]
trigger3 = enemynear,gethitvar(hitcount) > var(19)
id = 30002
ignorehitpause = 1
[State -2]
type = RemoveExplod
triggerall = numexplod(30003)
triggerall = enemynear,time>= 1
trigger1 = enemynear,movetype != H
trigger2 = enemynear,stateno = [120,155]
trigger3 = enemynear,gethitvar(hitcount) > var(19)
id = 30003
ignorehitpause = 1
[State -2]
type = RemoveExplod
triggerall = numexplod(30004)
triggerall = enemynear,time>= 1
trigger1 = enemynear,movetype != H
trigger2 = enemynear,stateno = [120,155]
trigger3 = enemynear,gethitvar(hitcount) > var(19)
id = 30004
ignorehitpause = 1
[State -2]
type = RemoveExplod
triggerall = numexplod(30005)
triggerall = enemynear,time>= 1
trigger1 = enemynear,movetype != H
trigger2 = enemynear,stateno = [120,155]
trigger3 = enemynear,gethitvar(hitcount) > var(19)
id = 30005
ignorehitpause = 1

;---------------------
;コンボダメージ表示
;---------------------
;コンボダメージ
[State -2];零桁目
type = Explod
triggerall = Numexplod(30005) = 0
triggerall = enemynear,time>= 1
triggerall = enemynear,movetype = H
triggerall = enemynear,stateno != [120,155]
triggerall = enemynear,gethitvar(hitcount) > 1
trigger1 = numpartner = 0
trigger1 = numenemy = 1
anim = 30000 + ifelse((var(18) -enemynear,life >= 1),random%10,0)
id = 30005
postype = left
pos = 40 + 235*(teamside = 2), 90
supermove = 1
bindtime = -1
removetime = -1
pausemovetime = 99999999999999
supermovetime = 99999999999999
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[State -2];一桁目
type = Explod
triggerall = Numexplod(30000) = 0
triggerall = enemynear,time>= 1
triggerall = enemynear,movetype = H
triggerall = enemynear,stateno != [120,155]
triggerall = enemynear,gethitvar(hitcount) > 1
trigger1 = numpartner = 0
trigger1 = numenemy = 1
trigger1 = var(18) -enemynear,life >= 1
anim = 30000 + (var(18) - enemynear,life)%10
id = 30000
postype = left
pos = 33 + 235*(teamside = 2), 90
supermove = 1
bindtime = -1
removetime = -1
pausemovetime = 99999999999999
supermovetime = 99999999999999
sprpriority = 3
ownpal = 1
ignorehitpause = 1

;コンボダメージ
[State -2];ニ桁目
type = Explod
triggerall = Numexplod(30001) = 0
triggerall = enemynear,time>= 1
triggerall = enemynear,movetype = H
triggerall = enemynear,stateno != [120,155]
triggerall = enemynear,gethitvar(hitcount) > 1
trigger1 = numpartner = 0
trigger1 = numenemy = 1
trigger1 = var(18) - enemynear,life >= 10
anim = 30000 + floor(0.1*((var(18) - enemynear,life)%100))
id = 30001
postype = left
pos = 26 + 235*(teamside = 2), 90
supermove = 1
bindtime = -1
removetime = -1
pausemovetime = 99999999999999
supermovetime = 99999999999999
sprpriority = 3
ownpal = 1
ignorehitpause = 1

;コンボダメージ
[State -2];三桁目
type = Explod
triggerall = Numexplod(30002) = 0
triggerall = enemynear,time>= 1
triggerall = enemynear,movetype = H
triggerall = enemynear,stateno != [120,155]
triggerall = enemynear,gethitvar(hitcount) > 1
trigger1 = numpartner = 0
trigger1 = numenemy = 1
trigger1 = var(18) - enemynear,life >= 100
anim = 30000 + floor(0.01*((var(18) - enemynear,life)%1000))
id = 30002
postype = left
pos = 19 + 235*(teamside = 2), 90
supermove = 1
bindtime = -1
removetime = -1
pausemovetime = 99999999999999
supermovetime = 99999999999999
sprpriority = 3
ownpal = 1
ignorehitpause = 1

;コンボダメージ
[State -2];四桁目
type = Explod
triggerall = Numexplod(30003) = 0
triggerall = enemynear,time>= 1
triggerall = enemynear,movetype = H
triggerall = enemynear,stateno != [120,155]
triggerall = enemynear,gethitvar(hitcount) > 1
trigger1 = numpartner = 0
trigger1 = numenemy = 1
trigger1 = var(18) - enemynear,life >= 1000
anim = 30000 + floor(0.001*((var(18) - enemynear,life)%10000))
id = 30003
postype = left
pos = 12 + 235*(teamside = 2), 90
supermove = 1
bindtime = -1
removetime = -1
pausemovetime = 99999999999999
supermovetime = 99999999999999
sprpriority = 3
ownpal = 1
ignorehitpause = 1

;コンボダメージ
[State -2];五桁目
type = Explod
triggerall = Numexplod(30004) = 0
triggerall = enemynear,time>= 1
triggerall = enemynear,movetype = H
triggerall = enemynear,stateno != [120,155]
triggerall = enemynear,gethitvar(hitcount) > 1
trigger1 = numpartner = 0
trigger1 = numenemy = 1
trigger1 = var(18) - enemynear,life >= 10000
anim = 30000 + floor(0.0001*((var(18) - enemynear,life)%100000))
id = 30004
postype = left
pos = 5 + 235*(teamside = 2), 90
supermove = 1
bindtime = -1
removetime = -1
pausemovetime = 99999999999999
supermovetime = 99999999999999
sprpriority = 3
ownpal = 1
ignorehitpause = 1



;-------------------
;コンボ補正表示
;------------------
;コンボ補正
[State -2];
type = Explod
triggerall = Numexplod(30012) = 0
triggerall = enemynear,movetype = H
triggerall = enemynear,stateno != [120,155]
triggerall = enemynear,gethitvar(hitcount) > 1
trigger1 = numpartner = 0
trigger1 = numenemy = 1
anim = 30012
id = 30012
postype = left
pos = 49 + 235*(teamside = 2), 100
facing = 1
supermove = 1
bindtime = -1
removetime = -1
pausemovetime = 99999999999999
supermovetime = 99999999999999
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[State -2]
type = RemoveExplod
triggerall = numexplod(30012)
trigger1 = enemynear,movetype != H
trigger2 = enemynear,stateno = [120,155]
id = 30012
ignorehitpause = 1

;コンボ補正表示、ピリオド
[State -2];
type = Explod
triggerall = Numexplod(30010) = 0
triggerall = enemynear,movetype = H
triggerall = enemynear,stateno != [120,155]
triggerall = enemynear,gethitvar(hitcount) > 1
trigger1 = numpartner = 0
trigger1 = numenemy = 1
anim = 30010
id = 30010
postype = left
pos = 37 + 235*(teamside = 2), 100
facing = 1
supermove = 1
bindtime = -1
removetime = -1
pausemovetime = 99999999999999
supermovetime = 99999999999999
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[State -2]
type = RemoveExplod
triggerall = numexplod(30010)
trigger1 = enemynear,movetype != H
trigger2 = enemynear,stateno = [120,155]
id = 30010
ignorehitpause = 1

;--------------------------
;コンボダメージ表示リセット
;--------------------------
[State -2]
type = RemoveExplod
triggerall = numexplod(30020)
triggerall = enemynear,time>= 1 
trigger1 = enemynear,movetype != H
trigger2 = enemynear,stateno = [120,155]
trigger3 = enemynear,gethitvar(hitcount) > var(19)
id = 30020
ignorehitpause = 1
[State -2]
type = RemoveExplod
triggerall = numexplod(30021)
triggerall = enemynear,time>= 1
trigger1 = enemynear,movetype != H
trigger2 = enemynear,stateno = [120,155]
trigger3 = enemynear,gethitvar(hitcount) > var(19)
id = 30021
ignorehitpause = 1
[State -2]
type = RemoveExplod
triggerall = numexplod(30022)
triggerall = enemynear,time>= 1
trigger1 = enemynear,movetype != H
trigger2 = enemynear,stateno = [120,155]
trigger3 = enemynear,gethitvar(hitcount) > var(19)
id = 30022
ignorehitpause = 1
[State -2]
type = RemoveExplod
triggerall = numexplod(30023)
triggerall = enemynear,time>= 1
trigger1 = enemynear,movetype != H
trigger2 = enemynear,stateno = [120,155]
trigger3 = enemynear,gethitvar(hitcount) > var(19)
id = 30023
ignorehitpause = 1

;---------------------
;コンボダメージ表示
;---------------------
[State -2];一桁目
type = Explod
triggerall = Numexplod(30020) = 0
triggerall = enemynear,time>= 1
triggerall = enemynear,movetype = H
triggerall = enemynear,stateno != [120,155]
triggerall = enemynear,gethitvar(hitcount) > 1
trigger1 = numpartner = 0
trigger1 = numenemy = 1
anim = 30000 + (floor(fvar(8)*1000))%10
id = 30020
postype = left
pos = 40 + 235*(teamside = 2), 100
supermove = 1
bindtime = -1
removetime = -1
pausemovetime = 99999999999999
supermovetime = 99999999999999
sprpriority = 3
ownpal = 1
ignorehitpause = 1

;コンボダメージ
[State -2];ニ桁目
type = Explod
triggerall = Numexplod(30021) = 0
triggerall = enemynear,time>= 1
triggerall = enemynear,movetype = H
triggerall = enemynear,stateno != [120,155]
triggerall = enemynear,gethitvar(hitcount) > 1
trigger1 = numpartner = 0
trigger1 = numenemy = 1
trigger1 = fvar(8) >= 0.01
anim = 30000 + floor(0.1*((floor(fvar(8)*1000))%100))
id = 30021
postype = left
pos = 30 + 235*(teamside = 2), 100
supermove = 1
bindtime = -1
removetime = -1
pausemovetime = 99999999999999
supermovetime = 99999999999999
sprpriority = 3
ownpal = 1
ignorehitpause = 1

;コンボダメージ
[State -2];三桁目
type = Explod
triggerall = Numexplod(30022) = 0
triggerall = enemynear,time>= 1
triggerall = enemynear,movetype = H
triggerall = enemynear,stateno != [120,155]
triggerall = enemynear,gethitvar(hitcount) > 1
trigger1 = numpartner = 0
trigger1 = numenemy = 1
trigger1 = fvar(8) >= 0.1
anim = 30000 + floor(0.01*((floor(fvar(8)*1000))%1000))
id = 30022
postype = left
pos = 23 + 235*(teamside = 2), 100
supermove = 1
bindtime = -1
removetime = -1
pausemovetime = 99999999999999
supermovetime = 99999999999999
sprpriority = 3
ownpal = 1
ignorehitpause = 1

;コンボダメージ
[State -2];四桁目
type = Explod
triggerall = Numexplod(30023) = 0
triggerall = enemynear,time>= 1
triggerall = enemynear,movetype = H
triggerall = enemynear,stateno != [120,155]
triggerall = enemynear,gethitvar(hitcount) > 1
trigger1 = numpartner = 0
trigger1 = numenemy = 1
trigger1 = fvar(8) >= 1
anim = 30000 + floor(0.001*((floor(fvar(8)*1000))%10000))
id = 30023
postype = left
pos = 16 + 235*(teamside = 2), 100
supermove = 1
bindtime = -1
removetime = -1
pausemovetime = 99999999999999
supermovetime = 99999999999999
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[state -2]
type = varset
triggerall = enemynear,time>= 1
trigger1 = enemynear,movetype = H && enemynear,stateno!=[120,155]
var(19) = enemynear,gethitvar(hitcount)
ignorehitpause = 1

;===========================
;タッグ用処理
;===========================
[state -2]
type = NULL
trigger1 = numenemy = 2
trigger1 = enemynear(0),alive
trigger1 = enemynear(0),life > 0
trigger1 = enemynear(0),ishelper = 0
trigger1 = var(31) := 0
trigger2 = numenemy = 2
trigger2 = !enemynear(0),alive || enemynear(0),life <= 0 || enemynear(0),ishelper
trigger2 = var(31) := 1
trigger3 = numenemy = 1
trigger3 = var(31) := 0
ignorehitpause = 1



;===========================
;速度調査
;===========================
[state -2]
type = Null
trigger1 = movehit != 1
trigger1 = fvar(10) := enemynear(var(31)),vel x

trigger2 = movehit = 1
trigger2 = fvar(10) := enemynear(var(31)),gethitvar(xvel)
ignorehitpause = 1

[state -2]
type = Null
trigger1 = movehit != 1
trigger1 = fvar(11) := enemynear(var(31)),vel y

trigger2 = movehit = 1
trigger2 = fvar(11) := enemynear(var(31)),gethitvar(yvel)
ignorehitpause = 1

;===============================
;movehitreset使用している相手用
;==============================
[state -2]
type = Null
trigger1 = enemynear(var(31)),movecontact || enemynear(var(31)),movereversed
trigger1 = var(14) := 1
trigger2 = !enemynear(var(31)),movecontact && !enemynear(var(31)),movereversed
trigger2 = enemynear(var(31)),animtime = 0 || enemynear(var(31)),time = 1
trigger2 = var(14) := 0
ignorehitpause = 1
;______________________________
;
;デバッグ表示
;______________________________

[State -2];デバッグ表示
type = null;DisplayToClipBoard
trigger1 = 1
text = " v57=%d,v56=%d,v51=%d,fv8=%f,damage=%d\n"
params =  var(57),var(56),var(51),fvar(8),(var(18) - enemynear,life)
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State -2];デバッグ表示
type = null;AppendToClipBoard
trigger1 = numhelper(1250)
text = " NE=%d"
params =  (numexplod + helper(1250),numexplod)
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State -2];デバッグ表示
type = null;AppendToClipBoard
trigger1 = 1
text = " fv1=%f,fh= %f,bh =%f,f=%f,b=%f"
params = fvar(1),fvar(36),fvar(35),fvar(34),fvar(33)
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State -2];デバッグ表示
type = null;AppendToClipBoard
trigger1 = 1
text = " fv10=%f,f11= %f"
params = fvar(10),fvar(11)
ignorehitpause = 1

[State -2];デバッグ表示
type = DisplayToClipBoard
trigger1 = 1
text = " QS=%d ,AI=%d ,RGLv=%d ,FV32=%f ,FV31=%f\n"
params =  var(40),var(59),var(57),fvar(32),fvar(31)
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State -2];デバッグ表示
type =null; AppendToClipBoard
trigger1 = 1
text = " Avg=%d ,Hum=%d ,Ukemi=%d, limPosY=%d, fv30=%f"
params = var(50),var(47),var(44) ,var(42),fvar(30)
ignorehitpause = 1


[State -2];デバッグ表示
type = AppendToClipBoard
trigger1 = 1
text = " v39=%d"
params = var(39)
ignorehitpause = 1
