[Statedef -2]

[State -2,パチュカブラ妨害スイッチ]
type = Varset
trigger1 = var(11) != 1
trigger1 = 1
var(28) = 1 ;ここを1以外にすると妨害不可能に

[State -2,コマ投げ消費スイッチ]
type = Varset
trigger1 = 1
var(5) = 0 ;ここを1以外にするとゲージ消費無し・一定時間使用不可能ペナルティ

[State -2];キャンセルフラグ
type = Null
trigger1 = PrevStateNo != 2222
trigger1 = (StateNo = [200,205])
trigger1 = !MoveContact
trigger1 = 1||var(30):=0
trigger2 = StateNo = [200,205]
trigger2 = MoveContact
trigger2 = 1||var(30):=1
ignorehitpause = 1

[State -2]
type = VarAdd
triggerAll = var(6) != 0
trigger1 = StateNo != [1040,1041]
trigger1 = StateNo != [2000,2004]
var(6) = -1

[State -2]
type = VarAdd
triggerAll = var(5) != 1
triggerAll = var(2) != 0
trigger1 = StateNo != [1040,1041]
trigger1 = StateNo != [2000,2004]
var(2) = -1

[State -2]
type = varadd
trigger1 = var(18) > 0
var(18) = -1

[State -2]
type = VarSet
trigger1 = (StateNo != 210)
trigger1 = (StateNo != 211)
trigger1 = (StateNo != 220)
trigger1 = (StateNo != 222)
trigger2 = (StateNo = 210)&&(AnimElem = 13)
var(19) = 0

[State -2]
type = HitOverride
triggerall = var(1) < 50
Triggerall = !(AnimTime=[-1,0])
trigger1 = StateNo = [200,210]
trigger1 = !((StateNo = 210)&&(AnimElem = 11, <0))
attr = SCA, NA, SA, HA, NP, SP, HP
time = 2
stateno = 2222
ignorehitpause = 1

[State -2,腹具合文字表示ヘルパー]
Type = Helper
Trigger1 = NumHelper(4000) = 0
OwnPal = 1
PosType = P1
Pos = 0, 0
ID = 4000
StateNo = 4000
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
ignorehitpause = 1


;-----------------------------------
;空腹値増加内訳
;-----------------------------------

[State -2,咆哮]
type = Varadd
triggerall = Time = 1
trigger1 = StateNo = 1070
var(1) = 15

[State -2,ウィング強]
type = Varadd
triggerall = Time = 1
trigger1 = StateNo = 1010
var(1) = 7

[State -2,ブレス強]
type = Varadd
trigger1 = StateNo = 1030
trigger1 = AnimElem = 20
var(1) = 7

[State -2,ジャンプ強攻撃]
type = Varadd
triggerall = Time = 1
trigger1 = StateNo = 220
var(1) = 5

;[State -2,強攻撃]
;type = Varadd
;trigger1 = Time = 0
;trigger1 = StateNo = 210
;var(1) = 3

[State -2,ウィング中]
type = varadd
trigger1 = StateNo = 1000
trigger1 = Time = 1
var(1) = 3

[State -2,ジャンプ中攻撃]
type = varadd
trigger1 = StateNo = 215
trigger1 = Time = 1
var(1) = 3

[State -2,ブレス中]
type = Varadd
trigger1 = Time = 1
trigger1 = StateNo = 1020
var(1) = 3

[State -2,ジャンプ]
type = varadd
trigger1 = StateNo = 40
trigger1 = AnimElem = 7
var(1) = 2

;[State -2,中攻撃]
;type = Varadd
;triggerall = StateNo = 205
;trigger1 = Time = 1
;trigger2 = AnimElem = 10
;var(1) = 1

[State -2,滞空]
type = varadd
triggerall = StateNo = 50
trigger1 = time%50 = 0
var(1) = 1

[State -2,前進・後退]
type = Varadd
triggerall = StateNo = 20
triggerall = var(11) != 1
trigger1 = AnimElem = 2
trigger2 = AnimElem = 7
trigger3 = AnimElem = 12
var(1) = 1

;[State -2,弱攻撃]
;type = Varadd
;trigger1 = StateNo = 200
;trigger1 = Time = 1
;var(1) = 1

[State -2,何もしてなくてもお腹は減る]
type = Varadd
trigger1 = StateNo != 1041
trigger1 = StateNo != 2003
trigger1 = GameTime%300 = 0
var(1) = 1

;[State -2,ジャンプ弱攻撃]
;type = Varadd
;trigger1 = Time = 1
;trigger1 = StateNo = 200
;var(1) = 1

;-----------------------------------
;空腹値限界値設定
;-----------------------------------

[State -2]
type = Varset
trigger1 = var(1) > 150
var(1) = 150

[State -2]
type = Varset
trigger1 = var(1) < 0
var(1) = 0


;-----------------------------------
;空腹状態ステータス
;-----------------------------------


[State -2,空腹で気が狂いそうです]
type= attackmulset
trigger1 = var(1) >= 150
value = 2

[State -2, 空腹で気が立ってます]
type= attackmulset
trigger1 = var(1) >= 100
trigger1 = var(1) < 150
value = 1.5

[State -2,お腹は丁度いい具合]
type = attackmulset
trigger1 = var(1) >= 50
trigger1 = var(1) < 100
value = 1.0

[State -2,お腹いっぱいで余裕があります]
type = attackmulset
trigger1 = var(1) < 50
value = 0.7

[State -2, はやく何かたべないと、うえじにしてしまう]
Type = LifeAdd
Triggerall = RoundState = 2
Triggerall = Gethitvar(damage) = 0
trigger1 = StateNo != 1041
trigger1 = StateNo != 2000
trigger1 = StateNo != 2003
Trigger1 = var(1) >= 100
trigger1 = var(1) < 150
Trigger1 = GameTime%3 = 0
Value = -1
kill = 0
IgnoreHitPause = 1

[State -2, 飢餓]
Type = LifeAdd
Triggerall = RoundState = 2
Triggerall = Gethitvar(damage) = 0
trigger1 = StateNo != 1041
trigger1 = StateNo != 2000
trigger1 = StateNo != 2003
Trigger1 = var(1) = 150
Trigger1 = GameTime%3 = 0
kill = 0
Value = -10
IgnoreHitPause = 1


;-----------------------------------
;特殊カラー用ステータス(未調整)
;-----------------------------------


[State -2]
Type = VarSet
triggerAll = PalNo = 11
trigger1 = 1
IgnoreHitPause = 1
V = 11
value = 1

[State -2]
type = PalFX
trigger1 = var(11) = 1
time = 1
add = 200,-10,-10

[State -2]
type = lifeadd
triggerall = RoundState = 2
triggerall = var(11) = 1
triggerall = life > 0
trigger1 =  GameTime%1 = 0
Value = 1

[State -2]
type = poweradd
Triggerall = RoundState = 2
triggerall = var(11) = 1
trigger1 =  GameTime%3 = 0
Value = 10

[State -2]
type= attackmulset
trigger1 = var(11) = 1
value = 2

[State -2]
type = Varset
trigger1 = var(11) = 1
trigger1 = 1
var(28) = 0

;-----------------------------------
[State -2, クリップボード]
Type = DisplayToClipboard
triggerall = !Ishelper
Trigger1 = 1
Text = "Hungry:%d, Penalty:%d, AI:%d, Pos X:%f, Pos Y:%f"
Params = Var(1), Var(2), Var(59), P2BodyDist X, P2BodyDist Y
IgnoreHitPause = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

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

;[State -2];デバッグ用
;type = null
;trigger1 = command="s"
;trigger1 = 1||var(1):=100||var(2):=0