
[Data]
life              = 1000   ;ライフ（体力ゲージ）最大値
power             = 3000   ;パワーゲージ最大値（オプション・デフォルトは3000=Lv.3）
attack            = 100    ;攻撃力（デフォルトは１００％）
defence           = 100    ;防御力（デフォルトは１００％）
fall.defence_up   = 50     ;横に倒れている時に一時的に加える防御力（％）
liedown.time      = 60     ;横に倒れている時間（フレーム）
airjuggle         = 8     ;ジャグルポイント限界値（「小ネタ.txt」参照）
sparkno           = 2      ;デフォルトのヒットスパーク（fightfxから）
guard.sparkno     = 40     ;デフォルトのガードスパーク（fightfxから）
KO.echo           = 0      ;ＫＯ時の音声（11,0）にエコーを掛けるか否か（0=掛けない,1=掛ける）
volume            = 0      ;キャラの標準の音量（最小-255・最大255）
IntPersistIndex   = 0     ;次のラウンドへ持ち越せる「Var」のアドレスの範囲を決める（※１）
FloatPersistIndex = 40     ;次のラウンドへ持ち越せる「FVar」のアドレスの範囲を決める（※１）


[Size]
xscale           = 1      ;キャラの横の大きさ（絶対値・float）
yscale           = 1       ;キャラの縦の大きさ（絶対値・float）
ground.back      = 15      ;地上にいる時の「後方の物理的な幅」
ground.front     = 16      ;地上にいる時の「前方の物理的な幅」
air.back         = 12      ;空中にいる時の「後方の物理的な幅」
air.front        = 12      ;空中にいる時の「前方の物理的な幅」
height           = 60      ;キャラの物理的な高さ（高いほど相手は飛び越しにくくなる）
attack.dist      = 160     ;相手がガード態勢に入る最低の距離
proj.attack.dist = 90      ;自分の「Projectile」に対して相手がガード態勢に入る最低の距離
proj.doscale     = 0       ;xscaleとyscaleを「Projectile」にも影響させるか否か（0=させない・1=させる）
head.pos         = -5,-90  ;キャラの標準の頭の座標（Bind系で適用される）
mid.pos          = -5,-60  ;キャラの標準の体中心の座標（Bind系で適用される）
shadowoffset     = 0       ;影のＹ軸方向の位置座標
draw.offset      = 0,-3     ;キャラの表示座標（Ｘ軸,Ｙ軸）

;---------------------------------------------------------------------------
; 移動速度
;---------------------------------------------------------------------------
[Velocity]
walk.fwd     = 2         ;前進速度（Ｘ軸・[Statedef 20]に適用される）
walk.back    = -2        ;後退速度（Ｘ軸・[Statedef 20]に適用される）
run.fwd      = 4.6,0       ;前方に走る速度（Ｘ軸,Ｙ軸・[Statedef 100]に適用される）
run.back     = -4.5,-3.8   ;後方に走る速度（Ｘ軸,Ｙ軸・[Statedef 105]に適用される）
jump.neu     = 0,-12.4      ;垂直ジャンプの速度（Ｘ軸,Ｙ軸・[Statedef 40]に適用される）
jump.back    = -2.55       ;後方ジャンプの速度（Ｘ軸・[Statedef 40]に適用される）
jump.fwd     = 2.5         ;前方ジャンプの速度（Ｘ軸・[Statedef 40]に適用される）
runjump.back = -2.55,-10.1  ;後方に走ってからのジャンプ速度（Ｘ軸,Ｙ軸・[Statedef 40]に適用される）
runjump.fwd  = 4,-10.1      ;前方に走ってからのジャンプ速度（Ｘ軸,Ｙ軸・[Statedef 40]に適用される）
airjump.neu  = 0,-10.1      ;空中垂直ジャンプ速度（Ｘ軸,Ｙ軸・[Statedef 45]に適用される）
airjump.back = -2.55       ;空中後方ジャンプ速度（Ｘ軸・[Statedef 45]に適用される）
airjump.fwd  = 2.5         ;空中前方ジャンプ速度（Ｘ軸・[Statedef 45]に適用される）

;---------------------------------------------------------------------------
; 運動関係
;---------------------------------------------------------------------------
[Movement]
airjump.num     = 0        ;空中ジャンプが出来る回数
airjump.height  = 35       ;空中ジャンプが出来る最低の高度（Ｙ軸）
yaccel          = .53      ;Ｙ軸加速度（重力）
stand.friction  = .85      ;立っている時の摩擦係数（ステートのPhysicsが「S」の時）
crouch.friction = .82      ;しゃがんでいる時の摩擦係数（ステートのPhysicsが「C」の時）






;タイムオーバー（負けた時）
[Statedef 170]
type = S
ctrl = 0
anim = 5300
velset = 0,0

[State 170, 無敵]
type = NotHitBy
trigger1 = 1 ;トリガーを何も書かず「1」にする事により、『無条件で常に実行させる命令』になる。
value = SCA
time = 1

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

;---------------------------------------------------------------------------
;挑発
;[Statedef 195]
;type = S
;movetype = I
;physics = S
;ctrl = 0
;anim = 195
;velset = 0,0
;sprpriority = 2




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





;ダッシュ
[Statedef 100]
type = S
movetype = I
physics = S
ctrl = 0
anim = 100
velset = 0,0
sprpriority = 2




[State 100, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 70, 10
freqmul = 1.0




[State 100, 残像]
type = Afterimage
trigger1 =  AnimElem = 1
palbright = 0,0,0  ;(赤、緑、青)
PalContrast =  200, 200, 200
palmul = .0,.0,.0
paladd = 0,0,0
;trans = AddAlpha
time = 20
TimeGap  = 1
FrameGap = 8
length = 14


[State 100, 行動]
type = Ctrlset
trigger1 = time > 25
value = 1 



[State 100, 移動]
type = VelSet
trigger1 = AnimElem = 7
x = 15



[State 100, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




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





;バックダッシュ
[Statedef 105]
type = S
movetype = I
physics = S
ctrl = 0
anim = 105
velset = 0,0
sprpriority = 2



[State 105, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 70, 10
freqmul = 1.0




[State 105, 残像]
type = Afterimage
trigger1 =  AnimElem = 1
palbright = 0,0,0  ;(赤、緑、青)
PalContrast =  200, 200, 200
palmul = .0,.0,.0
paladd = 0,0,0
;trans = AddAlpha
time = 20
TimeGap  = 1
FrameGap = 8
length = 14



[State 105, 移動]
type = VelSet
trigger1 = AnimElem = 7
x = -15

[State 105, 行動]
type = Ctrlset
trigger1 = time > 25
value = 1 


[State 105, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;===========================================================================
; 常時監視ステート（−２）
;===========================================================================
;---------------------------------------------------------------------------
; 通常の食らい状態（Statedef 5000〜5199間）でも、
; 相手に（「P2StateNo」や「TargetState」等で）制御を奪われても、
; 常に登録したステートコントローラが有効になります。
; サブシステム等を制御する時に重宝するでしょう。
;---------------------------------------------------------------------------

[Statedef -2]




;---------------------------------------
;１Ｐ側
;---------------------------------------


[State -2];ゲージ
Type = Explod
TriggerAll =! isHelper
TriggerAll = TeamSide = 1

TriggerAll =  isHelper = 0
TriggerAll = NumExplod(22005) = 0
Trigger1 = 1
ID = 22005
Anim = 22005
Pos = 0,240
PosType = left
Ownpal = 1
SprPriority = -5
RemoveTime = -1
RemoveOnGetHit = 0
IgnoreHitPause = 1
Persistent = 4
SuperPauseTime  = 99999
PauseMoveTime  = 99999
ontop = 1

[State -2]
Type = ModifyExplod
TriggerAll =! isHelper
TriggerAll =  isHelper = 0
TriggerAll = TeamSide = 1
Trigger1 = 1
ID = 22005
Pos = 22+FVar(33),240
PosType = left
RemoveOnGetHit = 0
IgnoreHitPause = 1
Persistent = 4
SuperPauseTime  = 99999
PauseMoveTime  = 99999
ontop = 1



[State -2];ゲージ
Type = Explod
TriggerAll =! isHelper
TriggerAll = TeamSide = 1

TriggerAll =  isHelper = 0
TriggerAll = NumExplod(22010) = 0
Trigger1 = 1
ID = 22010
Anim = 22010
Pos = 0,240
PosType = left
Ownpal = 1
SprPriority = -5
RemoveTime = -1
RemoveOnGetHit = 0
IgnoreHitPause = 1
Persistent = 4
SuperPauseTime  = 99999
PauseMoveTime  = 99999
ontop = 1

[State -2]
Type = ModifyExplod
TriggerAll =! isHelper
TriggerAll = TeamSide = 1
Trigger1 = 1
ID = 22010
Pos = 22+100,240
PosType = left
RemoveOnGetHit = 0
IgnoreHitPause = 1
Persistent = 4
SuperPauseTime  = 99999
PauseMoveTime  = 99999
ontop = 1




[State -2];ゲージメーター
Type = Explod
TriggerAll =! isHelper
TriggerAll = TeamSide = 1
TriggerAll =  isHelper = 0
TriggerAll = NumExplod(22000) = 0
Trigger1 = 1
ID = 22000
Anim = 22000
Pos = 0,240
PosType = left
Ownpal = 1
SprPriority = -5
RemoveTime = -1
RemoveOnGetHit = 0
IgnoreHitPause = 1
Persistent = 5
SuperPauseTime  = 99999
PauseMoveTime  = 99999
ontop = 1

[State -2]
Type = ModifyExplod
TriggerAll =! isHelper
TriggerAll = TeamSide = 1
TriggerAll =  isHelper = 0
Trigger1 = 1
ID = 22000
Pos = 0,240
PosType = left
RemoveOnGetHit = 0
IgnoreHitPause = 1
Persistent = 5
SuperPauseTime  = 99999
PauseMoveTime  = 99999
ontop = 1


;---------------------------------------
;２Ｐ側
;---------------------------------------



[State -2];ゲージ
Type = Explod
TriggerAll =! isHelper
TriggerAll = TeamSide = 2
TriggerAll =  isHelper = 0
TriggerAll = NumExplod(22006) = 0
Trigger1 = 1
ID = 22006
Anim = 22006
Pos = 0,240
PosType = right
Ownpal = 1
SprPriority = -5
RemoveTime = -1
RemoveOnGetHit = 0
IgnoreHitPause = 1
Persistent = 4
SuperPauseTime  = 99999
PauseMoveTime  = 99999
ontop = 1

[State -2]
Type = ModifyExplod
TriggerAll =! isHelper
TriggerAll =  isHelper = 0
TriggerAll = TeamSide = 2
Trigger1 = 1
ID = 22006
Pos = -22-FVar(33),240
PosType = right
RemoveOnGetHit = 0
IgnoreHitPause = 1
Persistent = 4
SuperPauseTime  = 99999
PauseMoveTime  = 99999





[State -2];ゲージその２
Type = Explod
TriggerAll =! isHelper
TriggerAll = TeamSide = 2
TriggerAll =  isHelper = 0
TriggerAll = NumExplod(22011) = 0
Trigger1 = 1
ID = 22011
Anim = 22011
Pos = 0,240
PosType = right
Ownpal = 1
SprPriority = -5
RemoveTime = -1
RemoveOnGetHit = 0
IgnoreHitPause = 1
Persistent = 4
SuperPauseTime  = 99999
PauseMoveTime  = 99999
ontop = 1

[State -2]
Type = ModifyExplod
TriggerAll =! isHelper
TriggerAll =  isHelper = 0
TriggerAll = TeamSide = 2
Trigger1 = 1
ID = 22011
Pos = -22-100,240
PosType = right
RemoveOnGetHit = 0
IgnoreHitPause = 1
Persistent = 4
SuperPauseTime  = 99999
PauseMoveTime  = 99999





[State -2];ゲージメーター
Type = Explod
TriggerAll =! isHelper
TriggerAll = TeamSide = 2
TriggerAll =  isHelper = 0
TriggerAll = NumExplod(22001) = 0
Trigger1 = 1
ID = 22001
Anim = 22001
Pos = 0,240
PosType = right
Ownpal = 1
SprPriority = -5
RemoveTime = -1
RemoveOnGetHit = 0
IgnoreHitPause = 1
Persistent = 5
SuperPauseTime  = 99999
PauseMoveTime  = 99999
ontop = 1

[State -2]
Type = ModifyExplod
TriggerAll =! isHelper
TriggerAll = TeamSide = 2
Trigger1 = 1
ID = 22001
Pos = 0,240
PosType = right
RemoveOnGetHit = 0
IgnoreHitPause = 1
Persistent = 5
SuperPauseTime  = 99999
PauseMoveTime  = 99999
ontop = 1










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


[State -2, ];ゲージ　開始時
type = Varset
TriggerAll =! isHelper
TriggerAll = RoundState = 0
Trigger1   = 1
FV = 36
Value = 3



[State -2, ];ゲージ　開始時
type = Varset
TriggerAll =! isHelper
TriggerAll = RoundState = 0
Trigger1   = 1
FV = 33
Value = 100


[State -2, ];ゲージ　増加　通常
type = Varadd
TriggerAll =! isHelper
TriggerAll = FVar(33) < 100
TriggerAll = FVar(33) > 30
TriggerAll = stateno != 4010
TriggerAll = life != 0
TriggerAll = RoundState = 2
Trigger1   = stateno != [1000,4999]
Trigger1   = Gametime%8 = 0
Trigger2   = stateno = [1000,1999]
Trigger2   = time > 30
Trigger2   = Gametime%8 = 0  
Trigger3   = stateno = [2000,4999]
Trigger3   = time > 60
Trigger3   = Gametime%8 = 0  
FV = 33
Value = 1
RemoveOnGetHit = 0
IgnoreHitPause = 0




[State -2, ];ゲージ　増加　緊急
type = Varadd
TriggerAll = FVar(33) < 35
TriggerAll =! isHelper
TriggerAll = stateno != 4010
TriggerAll   = life != 0
TriggerAll = RoundState = 2
Trigger1   = stateno != [2000,4999]
Trigger1   = Gametime%6 = 0 
FV = 33
Value = 1
RemoveOnGetHit = 0
IgnoreHitPause = 0

[State -2, ];ゲージ　修正
type = Varset
TriggerAll = FVar(33) > 100
TriggerAll =! isHelper
Trigger1   = 1
FV = 33
Value = 100
RemoveOnGetHit = 0
IgnoreHitPause = 0




[State -2];根性値７５０〜５００
type = defencemulset
TriggerAll =! isHelper
Trigger1 = life < 750
Trigger1 = life > 500
value = 0.8
SuperMoveTime = 9999
PauseMoveTime = 9999
IgnoreHitPause = 1


[State -2];根性値５００〜２５０
type = defencemulset
TriggerAll =! isHelper
Trigger1 = life < 500
Trigger1 = life > 250
value = 0.7
SuperMoveTime = 9999
PauseMoveTime = 9999
IgnoreHitPause = 1


[State -2];根性値２５０〜１００
type = defencemulset
TriggerAll =! isHelper
Trigger1 = life < 250
Trigger1 = life > 1
value = 0.5
SuperMoveTime = 9999
PauseMoveTime = 9999
IgnoreHitPause = 1




[State -2, ヘルパー召喚];勝利後相手ふっとばし
type = Helper
TriggerAll = RoundState = 3
TriggerAll = EnemyNear(var(55)),Life  = 0
TriggerAll = NumHelper(94446) = 0
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) <= 90
TriggerAll = movetype = A
Trigger1 = P2stateno != [60000,60003]
ID = 94446
pos = 40, -50
postype = p1
facing = 1
stateno = 94446
size.xscale  = 1
size.yscale  = 1
HelperType =  Player


[State -1, ];夢想天生
type = Varset
TriggerAll = NumHelper(2065) = 0
Trigger1   = 1
FV = 10
Value = 0











;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;　６Ｐ専用効果
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------


;攻撃力アップ
[State -2]
type = attackmulset
TriggerAll =! isHelper
TriggerAll = palno  = 6
TriggerAll = life != 0
TriggerAll = RoundState = 2
trigger1 = 1
value = 1.5




[State -2, ];ゲージ　６Ｐ
type = Varadd
TriggerAll =! isHelper
TriggerAll = FVar(33) < 100
TriggerAll = stateno != 4010
TriggerAll = life != 0
TriggerAll = RoundState = 2
Trigger1 = palno  = 6
Trigger1 =  Gametime%5 = 0 
FV = 33
Value = 2
RemoveOnGetHit = 0
IgnoreHitPause = 0




;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;　１１Ｐ専用効果
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

[State -2, ];ゲージ　１１Ｐ
type = Varset
TriggerAll =! isHelper
Trigger1 = palno  = 11
FV = 33
Value = 100


;攻撃力アップ
[State -2]
type = attackmulset
TriggerAll =! isHelper
TriggerAll = palno  = 11
TriggerAll = life != 0
TriggerAll = RoundState = 2
trigger1 = 1
value = 2




[State -2];無敵 本体
type = NotHitBy
TriggerAll = isHelper = 0
TriggerAll = palno = 11
TriggerAll = movetype = A
Trigger1 = time < 20
value = SCA
time = 2
SuperMoveTime = 999999
PauseMoveTime = 999999



[State -2,]
type = AssertSpecial
TriggerAll =!isHelper
TriggerAll = palno  = 11
trigger1 = 1
flag = UnGuardable


;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;　１２Ｐ専用アーマー＆効果
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------



[State -3, AI];ＡＩの変数をいじられたら対処1
type = VarSet
TriggerAll = palno  = 12
TriggerAll = life != 0
TriggerAll = RoundState = 2
Trigger1 = Var(59) = 1
Trigger2 = NumExplod(444444) != 0
V = 59
Value = 1
IgnoreHitPause = 1






[State -2, AI];ＡＩの変数をいじられたら対処2
type = VarSet
TriggerAll = palno  = 12
TriggerAll = life != 0
TriggerAll = RoundState = 2
Trigger1 = root,Var(55) > 1
V = 55
Value = 1
IgnoreHitPause = 1


[State -2, AI];ＡＩの変数をいじられたら対処3
type = VarSet
TriggerAll = palno  = 12
TriggerAll = life != 0
TriggerAll = RoundState = 2
Trigger1 = root,Var(56) > 1
V = 56
Value = 0
IgnoreHitPause = 1





[State -2, ]
type = SelfState
TriggerAll =! isHelper
TriggerAll = palno  = 12
Trigger1 = stateno = 5150
value = 1050
Persistent = 1
supermove = 1
pausemovetime = 99999999
supermovetime = 99999999
IgnoreHitPause = 1




[State -2, ]
type = ChangeState
TriggerAll =! isHelper
TriggerAll = palno  = 12
Trigger1 = stateno = 5150
value = 1050
IgnoreHitPause = 1





;試験用ステ抜け　本体
[State -2]
type = SelfState
TriggerAll = isHelper = 0
TriggerAll = root,palno  = 12
TriggerAll = life != 0
TriggerAll =! isHelper(111111)
TriggerAll =! isHelper(49999)
TriggerAll = root,stateno != 1050
Trigger1 = movetype = H 
Trigger2 = root,Var(59) > 1
Trigger3 = root,Var(55) > 1

Trigger4 = root,Var(56) > 1
Trigger5 = root,FVar(33)  > 110
Trigger6 = palno = 12
Trigger6 = NumHelper(111111) = 0
Trigger6 = root,Var(40) = 0
Trigger7 = stateno != [0,9000]
Trigger8 = root,Var(37) = Gametime-1
Trigger9 = stateno = 0
Trigger9 = time  > 50
Trigger9 = Var(59) != 0
Trigger10 = stateno = [110,150]
value = 1050
Persistent = 1
supermove = 1
IgnoreHitPause = 1
pausemovetime = 99999999
supermovetime = 99999999





;試験用ステ抜け　混線対策
[State -2, ]
type = SelfState
TriggerAll =! isHelper
TriggerAll = root,palno  = 12
Trigger1 = root,stateno = 49999
value = 1050
Persistent = 1
supermove = 1
IgnoreHitPause = 1
pausemovetime = 99999999
supermovetime = 99999999


;試験用ステ抜け　ヘルパー
[State -2]
type = SelfState
TriggerAll = isHelper
TriggerAll = root,palno = 12
TriggerAll = root,life != 0
TriggerAll =! isHelper(111111)
Trigger1 = movetype = H 
Trigger2 = root,Var(59) > 1
Trigger3 = root,Var(55) > 1

Trigger4 = root,Var(56) > 1
Trigger5 = root,FVar(33)  > 110
Trigger6 = root,palno = 12
Trigger6 = root,NumHelper(111111) = 0
Trigger7 = root,Var(37) = Gametime-1
Trigger8 = stateno = [110,150]
value = 5150
Persistent = 1
supermove = 1
IgnoreHitPause = 1
pausemovetime = 99999999
supermovetime = 99999999



[State -1, ステート変更]
Type = DestroySelf
TriggerAll = isHelper
TriggerAll = root,palno = 12
TriggerAll = root,life != 0
TriggerAll =! isHelper(111111)
Trigger1 = movetype = H 
Trigger2 = root,Var(59) > 1
Trigger3 = root,Var(55) > 1

Trigger4 = root,Var(56) > 1
Trigger5 = root,FVar(33)  > 110
Trigger6 = root,palno = 12
Trigger6 = root,NumHelper(111111) = 0
Trigger7 = root,Var(37) = Gametime-1
Trigger8 = stateno = [110,150]
Trigger9 = stateno = [0,9000]
IgnoreHitPause = 1
pausemovetime = 99999999
supermovetime = 99999999



[State -1, ステート変更]
Type = DestroySelf
TriggerAll = isHelper
TriggerAll = root,palno = 12
TriggerAll = root,life != 0
TriggerAll = isHelper(111111) 
Trigger1 = Var(40) != 0
Trigger2 = stateno = [110,150]
Trigger3 = stateno = [0,9000]
IgnoreHitPause = 1
pausemovetime = 99999999
supermovetime = 99999999






[State -2, ];初期化
type = Varset
TriggerAll =! isHelper
Trigger1 = root,stateno = 1050
Trigger2 = movetype = A
V = 40
Value = 0
pausemovetime = 99999999
supermovetime = 99999999
IgnoreHitPause = 1



[State -3,]
type = VarSet
TriggerAll =! isHelper
TriggerAll = root,palno = 12
TriggerAll = roundstate = 2
TriggerAll = root,Var(40) = 0
Trigger1 = root,Var(55) > 1

Trigger2 = root,Var(56) > 1
Trigger3 = root,FVar(33)  > 110
Trigger4 = root,Var(59) > 1
Trigger5 = root,palno = 12
Trigger5 = NumHelper(111111) = 0
V = 40
Value = 60
pausemovetime = 9999999999999999999999999999999
supermovetime = 9999999999999999999999999999999
IgnoreHitPause = 1




[State -3,]
type = Varadd
TriggerAll =! isHelper
Trigger1 = root,Var(40) > 0
V = 40
Value = -1
IgnoreHitPause = 1



[State -2, ];ゲージ　１２Ｐ
type = Varset
TriggerAll =! isHelper
Trigger1 = palno  = 12
FV = 33
Value = 100
IgnoreHitPause = 1



[State -2, ヘルパー召喚];アーマー召喚
type = Helper
TriggerAll =  palno  = 12
TriggerAll =  isHelper = 0
TriggerAll =  root,Var(40) = 0
TriggerAll =  NumHelper(49999) = 0
TriggerAll =  NumHelper(111111) = 1
TriggerAll =  Life != 0
TriggerAll = roundstate = 2
Trigger1 = 1
ID = 49999
postype = p1
pos = 0,0
facing = 1
stateno = 49999
SuperMoveTime = 999999
PauseMoveTime = 999999
HelperType =  Player




;アーマー時ダメージ計算 極小　最終１２P用
[State -2]
type = LifeAdd
TriggerAll =! isHelper
TriggerAll = palno  = 12
TriggerAll = roundstate = 2
TriggerAll = NumHelper(49999)
TriggerAll = life >= 388
Trigger1 = stateno != [120,155]
Trigger1 = Helper(49999),GetHitVar(Damage) > 2
Trigger1 = Helper(49999),GetHitVar(Damage) < 69
value = -10
absolute = 1



;アーマー時ダメージ計算 小　最終１２P用
[State -2]
type = LifeAdd
TriggerAll =! isHelper
TriggerAll = palno  = 12
TriggerAll = roundstate = 2
TriggerAll = NumHelper(49999)
TriggerAll = life >= 388
Trigger1 = stateno != [120,155]
Trigger1 = Helper(49999),GetHitVar(Damage) > 70
Trigger1 = Helper(49999),GetHitVar(Damage) < 200
value = -50
absolute = 1




;アーマー時ダメージ計算 中　最終１２P用
[State -2]
type = LifeAdd
TriggerAll =! isHelper
TriggerAll = palno  = 12
TriggerAll = roundstate = 2
TriggerAll = NumHelper(49999)
TriggerAll = life >= 388
Trigger1 = stateno != [120,155]
Trigger1 = Helper(49999),GetHitVar(Damage) > 201
Trigger1 = Helper(49999),GetHitVar(Damage) < 500
value = -90
absolute = 1




;アーマー時ダメージ計算 大　最終１２P用
[State -2]
type = LifeAdd
TriggerAll =! isHelper
TriggerAll = palno  = 12
TriggerAll = roundstate = 2
TriggerAll = NumHelper(49999)
TriggerAll = life >= 388
Trigger1 = stateno != [120,155]
Trigger1 = Helper(49999),GetHitVar(Damage) > 501
Trigger1 = Helper(49999),GetHitVar(Damage) < 999
value = -120
absolute = 1



;アーマー時ダメージ計算 最終１２P用
[State -2]
type = LifeAdd
TriggerAll =! isHelper
TriggerAll = palno  = 12
TriggerAll = roundstate = 2
TriggerAll = NumHelper(49999)
TriggerAll = life <= 400
TriggerAll = Helper(49999),GetHitVar(Damage) < 500
Trigger1 = stateno != [120,155]
Trigger1 = Helper(49999),GetHitVar(Damage) > 50
value = -10
absolute = 1


;微量回復
[State -2, ライフ増減]
type = LifeAdd
TriggerAll =! isHelper
TriggerAll = palno  = 12
TriggerAll = roundstate = [1,2]
TriggerAll = life != 0
Trigger1 = life <= 400
Trigger1 = Gametime%6 = 0 
value = 1
Kill = 0





[State -2];無敵 本体
type = NotHitBy
TriggerAll =!isHelper
TriggerAll = palno = 12
Trigger1 = 1
value = SCA
time = -1
SuperMoveTime = 999999
PauseMoveTime = 999999




;トムハンクスキラー用アーマー回避
[State -2]
type = SelfState
TriggerAll =! isHelper
TriggerAll = statetype != A
TriggerAll = root,palno  = 12
TriggerAll = alive
TriggerAll = roundstate = 2
Trigger1 = MoveReversed
Trigger2 = movetype = H
value = 49998
Persistent = 1
supermove = 1
pausemovetime = 99999999
supermovetime = 99999999

;トムハンクスキラー用アーマー回避
[State -2]
type = SelfState
TriggerAll =!isHelper
TriggerAll = statetype = A
TriggerAll = root,palno  = 12
TriggerAll = alive
TriggerAll = roundstate = 2
Trigger1 = MoveReversed
Trigger2 = movetype = H
value = 49998
Persistent = 1
supermove = 1
pausemovetime = 99999999
supermovetime = 99999999





;トムハンクスキラー用当身
[State -2]
type = HitOverride
TriggerAll = statetype = A
TriggerAll = root,palno  = 12
trigger1 = 1
attr = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
stateno = 49998
time = -1 
pausemovetime = 99999999
supermovetime = 99999999



;トムハンクスキラー用当身
[State -2]
type = HitOverride
TriggerAll = statetype != A
TriggerAll = root,palno  = 12
trigger1 = 1
attr = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
stateno = 49998
time = -1
pausemovetime = 99999999
supermovetime = 99999999




[State -2, 非常時ヘルパー消滅]
type = DestroySelf
TriggerAll = root,palno  = 12
TriggerAll =  isHelper
Trigger1 = movetype = H 
Trigger2 = stateno = 0
Trigger3 = roundstate = 3




;パワーゲージ回復　
[State -2]
type = poweradd
TriggerAll =! isHelper
TriggerAll = palno  = 12
Trigger1   = Gametime%4 = 0 
value = 10



[State -3];根性値
type = defencemulset
TriggerAll =! isHelper
TriggerAll = palno  = 12
Trigger1 = life < 300
value = 0.05
SuperMoveTime = 9999
PauseMoveTime = 9999




[State -2, 行動]
type = Ctrlset
TriggerAll = palno  = 12
TriggerAll =! isHelper
TriggerAll = StateType = S
TriggerAll = HitDefAttr != SCA, HA
TriggerAll = EnemyNear(var(55)),MoveType != H
TriggerAll = life != 0
trigger1 = time > 50
value = 1 



[State -2, ヘルパー行動不可]
type = Ctrlset
Trigger1 =  isHelper
value = 0
pausemovetime = 99999999999
supermovetime = 99999999999
IgnoreHitPause = 1


[State -2, ヘルパー画面固定]
type = screenbound
Trigger1 = isHelper
value = 0
movecamera = 0
pausemovetime = 99999999999
supermovetime = 99999999999
IgnoreHitPause = 1


[State -2, 非常時ヘルパー消滅]
type = DestroySelf
TriggerAll = root,palno  = 12
TriggerAll =  isHelper
Trigger1 = movetype = H 
Trigger2 = stateno = 0
Trigger3 = roundstate = 3



[State -2, ];攻撃力変動　初期化
type = Varset
TriggerAll =! isHelper
TriggerAll = roundstate = [0,1]
Trigger1 = palno  = 12
FV = 35
Value = 1


[State -2, ];攻撃力変動1
type = Varset
TriggerAll =! isHelper
TriggerAll = palno  = 12
TriggerAll = life != 0
TriggerAll = RoundState = 2
Trigger1 = Random = [0,150]
FV = 35
Value = 1.5


[State -2, ];攻撃力変動2
type = Varset
TriggerAll =! isHelper
TriggerAll = palno  = 12
TriggerAll = life != 0
TriggerAll = RoundState = 2
Trigger1 = Random = [151,300]
FV = 35
Value = 13


[State -2, ];攻撃力変動3
type = Varset
TriggerAll =! isHelper
TriggerAll = palno  = 12
TriggerAll = life != 0
TriggerAll = RoundState = 2
Trigger1 = Random = [301,450]
FV = 35
Value = 6


[State -2, ];攻撃力変動4
type = Varset
TriggerAll =! isHelper
TriggerAll = palno  = 12
TriggerAll = life != 0
TriggerAll = RoundState = 2
Trigger1 = Random = [451,600]
FV = 35
Value = 1.2


[State -2, ];攻撃力変動5
type = Varset
TriggerAll =! isHelper
TriggerAll = palno  = 12
TriggerAll = life != 0
TriggerAll = RoundState = 2
Trigger1 = Random = [601,750]
FV = 35
Value = 5


[State -2, ];攻撃力変動6
type = Varset
TriggerAll =! isHelper
TriggerAll = palno  = 12
TriggerAll = life != 0
TriggerAll = RoundState = 2
Trigger1 = Random = [751,900]
FV = 35
Value = 8


[State -2, ];攻撃力変動7
type = Varset
TriggerAll =! isHelper
TriggerAll = palno  = 12
TriggerAll = life != 0
TriggerAll = RoundState = 2
Trigger1 = Random = [901,999]
FV = 35
Value = 1000



[State -2, ヘルパー召喚];憑依
type = Helper
TriggerAll =! isHelper
TriggerAll = root,palno  = 12
TriggerAll = root,life != 0
TriggerAll = NumExplod(333333) = 0
TriggerAll =  root,Var(40) = 0
Trigger1 = EnemyNear(Var(55)),movetype = A
ID = 333333
pos = 5, 0 
postype = p2
facing = 1
stateno = 333333
size.xscale  = 1
size.yscale  = 1
HelperType =  Player







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

;混線&ヘルパー占有対処用
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------







[State -2,]
type = AssertSpecial
TriggerAll =!isHelper
TriggerAll = root,palno  = 12
trigger1 = 1
flag = NoStandGuard
flag2 = NoCrouchGuard
flag3 = NoAirGuard





[State -2];ＡＩ起動認識Explod
Type = Explod
TriggerAll =!isHelper
TriggerAll = NumExplod(444444) = 0
TriggerAll = Var(59) = 1
Trigger1 = 1
ID = 444444
Anim = 999
Pos = 0,0
PosType = P1
Ownpal = 1
SprPriority = -5
RemoveTime = -1
RemoveOnGetHit = 0
IgnoreHitPause = 1
Persistent = 5
SuperPauseTime  = 99999
PauseMoveTime  = 99999
ontop = 1

[State -2]
Type = ModifyExplod
TriggerAll =!isHelper
Trigger1 = 1
ID = 444444
Pos = 0,0
PosType = P1
RemoveOnGetHit = 0
IgnoreHitPause = 1
Persistent = 5
SuperPauseTime  = 99999
PauseMoveTime  = 99999
ontop = 1




[State -2];ヘルパー占有認識Explod
Type = Explod
TriggerAll =!isHelper
TriggerAll = NumExplod(444555) = 0
Trigger1 = root,Var(58) > 30
Trigger2 = root,Var(55) > 1

Trigger3 = root,Var(56) > 1
Trigger4 = root,Var(59) > 1
Trigger5 = NumHelper > 15
ID = 444555
Anim = 999
Pos = 0,0
PosType = P1
Ownpal = 1
SprPriority = -5
RemoveTime = -1
RemoveOnGetHit = 0
IgnoreHitPause = 1
Persistent = 5
SuperPauseTime  = 99999
PauseMoveTime  = 99999
ontop = 1

[State -2]
Type = ModifyExplod
TriggerAll =!isHelper
Trigger1 = 1
ID = 444555
Pos = 0,0
PosType = P1
RemoveOnGetHit = 0
IgnoreHitPause = 1
Persistent = 5
SuperPauseTime  = 99999
PauseMoveTime  = 99999
ontop = 1






