[statedef -2]

[State -2, 火力補正のカット]
type = varset
trigger1 = P2movetype != H
trigger2 = p2stateno = [120,155]
fvar(4) = 1
ignorehitpause = 1

[State -1,補正限界] 
Type = varset
trigger1 = fvar(4) <= 0
fvar(4) = 0.01

[State -1,ヒット数補正] 
Type = varadd
trigger1 = movehit = 1
fvar(4) = -.03

[State -1,投げコン補正] 
Type = varset
triggerall = movehit = 1
trigger1 = stateno = 801 || stateno = 850
fvar(4) = .5

[State -1,打ち上げ補正] 
Type = varadd
triggerall = movehit = 1
trigger1 = stateno = 230
fvar(4) = -.20

[State -1,弱攻撃補正] 
Type = varset
triggerall = movehit = 1
trigger1 = stateno = 200 || stateno = 400 || stateno = 600
trigger1 = fvar(4) > .8
fvar(4) = .8

[State -2];補正
type = AttackMulSet
trigger1 = var(57) = 0
value = 1*fvar(5)*fvar(6);*fvar(4)
ignorehitpause = 1

[State -2]
type = RemoveExplod
trigger1 = stateno != 230
id = 302

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

;-----------------------
;時止め停止時間
[state -2]
type = varset
trigger1 = var(11) = 0
var(12) = power
ignorehitpause = 1

[state -2]
type = varadd
trigger1 = var(11)=1 && var(13)=0
trigger1 = stateno != 2000
var(12) = -6
ignorehitpause = 1

[state -2]
type = powerset
trigger1 = var(11)=1 && var(13)=0
value = var(12)
ignorehitpause = 1

[state -2]
type = pause
trigger1 = var(11) = 1
time = 99999
movetime = 99999
ignorehitpause = 1

[state -2]
type = pause
trigger1 = roundstate != 2
time = 0
movetime = 0
ignorehitpause = 1

;時止め効果
[state -2]
type = AssertSpecial
trigger1 = var(11) = 1
flag = nomusic
flag2 = timerfreeze
ignorehitpause = 1

[State -2]
type = BGPalfx
trigger1 = var(11) = 1
invertall = 1
time = 1
ignorehitpause = 1

[state -2]
type = nothitby
trigger1 = var(11) = 1
value = SCA

[State 1000, 3]
type = VarSet
trigger1 = var(11) = 1
fvar(5) = 0.5
ignorehitpause = 1

[State 1000, 3]
type = VarSet
trigger1 = var(11) = 0
fvar(5) = 1
ignorehitpause = 1

;時止め終了フラグ
[state -2]
type = varset
trigger1 = var(11) = 1
trigger1 = var(12) <= 0
var(13) = 1
ignorehitpause = 1

[state 3002]
type = ctrlset
trigger1 = var(13) = 1
value = 0

[state 3002]
type = changestate
triggerall = var(13) = 1
triggerall = statetype != A
trigger1 = stateno = [0,159]
trigger2 = var(59)
trigger2 = animtime = 0
trigger2 = stateno=[0,299]
value = 2002

[state -2]
type = varset
trigger1 = roundstate != 2
var(11) = 0
ignorehitpause = 1

;-----------------------------------
;ブースト効果
[state -2,赤い]
type = PalFX
trigger1 = var(10) > 0
time = 1
add = 150,0,0
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256
ignorehitpause = 1

[state -2,効果時間]
type = poweradd
trigger1 = var(10) = 1
trigger1 = power > 0
trigger1 = var(58) = 0
value = -3
ignorehitpause = 1

[State 1000, 3]
type = VarSet
trigger1 = var(10) > 0
fvar(6) = 1.2
ignorehitpause = 1

[State 1000, 3]
type = VarSet
trigger1 = var(10) <= 0
fvar(6) = 1
ignorehitpause = 1

[State 1000, 3]
type = DefenceMulSet
trigger1 = var(10) > 0
trigger1 = var(57) = 0
value = 1.2
ignorehitpause = 1

[State 1000, 3]
type = DefenceMulSet
trigger1 = var(10) = 0
value = 1
ignorehitpause = 1

[state -2,解除]
type = varset
trigger1 = var(10) = 1
trigger1 = power <= 0
trigger1 = stateno != 2300
trigger1 = var(58) = 0
var(10) = 0
ignorehitpause = 1

;========================
;特殊カラー

;5P（常時ブースト）
[state -2,]
type = varset
trigger1 = palno = 5
var(58) = 1
ignorehitpause = 1

[state -2,]
type = varset
trigger1 = var(58) = 1
trigger1 = stateno != 191
var(10) = 1
ignorehitpause = 1

;6P（表モードゴールド）
[state -2,]
type = varset
trigger1 = palno = 6
var(58) = 1
ignorehitpause = 1

[state -2,]
type = varset
trigger1 = palno = 6
var(57) = 1
ignorehitpause = 1

[State 1000, 3]
type = AttackMulSet
trigger1 = var(57) = 1
value = 1.3
ignorehitpause = 1

[State 1000, 3]
type = DefenceMulSet
trigger1 = var(57) = 1
value = 1.6*fvar(7)
ignorehitpause = 1

;コンボダメカット
[State -2, 火力補正のカット]
type = varset
triggerall = palno = 12
trigger1 = movetype != H
trigger2 = stateno = [120,155]
fvar(7) = 1
ignorehitpause = 1

[State -1,ヒット数補正] 
Type = varadd
trigger1 = palno = 12
trigger1 = enemynear,movehit = 1
fvar(7) = -0.1
persistent = 0


[State 1000, 3]
type = powerSet
trigger1 = var(57) = 1
value = powermax
ignorehitpause = 1

[State 1000, 3]
type = lifeadd
TriggerAll = RoundState = 2
trigger1 = var(57) = 1
trigger1 = Gametime%8 = 0
value = 1

[state -2]
type = velmul
triggerall = var(57) = 1
triggerall = stateno != 52 
triggerall = movetype != H
trigger1 = stateno = 20
trigger2 = stateno = [100,115] 
trigger3 = stateno = 630 
x = 1.5

;-------------------------------------------------------
[state -2];右ステージ端判定用。IDやstatenoが他のヘルパーと被らないように注意。
type=Helper
triggerall=!ishelper
trigger1=!numhelper(30000)
helpertype=normal
name="right_edge"
ID=30000
pos=0, 0
postype=right
facing=1
stateno=30000
ownpal=1
supermovetime=99999
pausemovetime=99999

[state -2];左ステージ端判定用。IDやstatenoが他のヘルパーと被らないように注意。
type=Helper
triggerall=!ishelper
trigger1=!numhelper(30010)
helpertype=normal
name="left_edge"
ID=30010
pos=0, 0
postype=left
facing=1
stateno=30010
ownpal=1
supermovetime=99999
pausemovetime=99999