##################################################################################################################
向き変更テンプレ的な　処理として正しいかどうかは知らん　ダブルスには対応してない　Flaurosに搭載
##################################################################################################################

[State -3,ターン]
type = AssertSpecial
trigger1 = 1
flag = noautoturn
ignorehitpause = 1

[State -3,ターン]
Type = ChangeAnim
Value = ifelse(statetype=S,5,6)
TriggerAll=alive
TriggerAll=StateNo=0||StateNo=11||StateNo=20
TriggerAll=ctrl
Trigger1 = facing = 1
Trigger1 = enemy(0),screenpos x < screenpos x
Trigger2 = facing = -1
Trigger2 = enemy(0),screenpos x > screenpos x
ignorehitpause = 1;なくてもいい

[State -3,ターン]
type = Turn
trigger1 = anim = [5,6]
trigger1 = animelemtime(1)=0
ignorehitpause = 1;なくてもいい

##################################################################################################################
アニメ収得テンプレ（Mirageに使ってるヤツほぼそのまんま）
　大した技術もいらず、相手のヘルパーのみで出来るが、
　収得したアニメをずっと保存できないのと、攻撃判定のないアニメも収得してしまうのが欠点
　混線で相手ヘルパーを奪ったときにどうぞ　Mirageのアーマー貫通砲に搭載
##################################################################################################################

########アニメを習得しながらprojを放つ########

[State varset]
type = null
triggerall=name != ;念のため
;triggerall=;必要な条件
triggerall=var(1)!=37564 ;適当な数字　下の var(1):= と数を合わせること
trigger1=var(0) :=0||var(2) :=0||var(3) :=0||var(4) :=0||var(5) :=0||var(6) :=0||var(7) :=0||var(8) :=0||1
trigger1=var(9) :=0||var(10):=0||var(11):=0||var(12):=0||var(13):=0||var(14):=0||var(15):=0||var(16):=0||1
trigger1=var(1) :=37564

[State varset]
type = null
triggerall=name != ;念のため
;triggerall=;必要な条件
triggerall=var(0)<200||var(0)=[5000,5999];0〜195や5000〜5900は攻撃判定ないことが多いのでカット
trigger1 = gametime%3=0
trigger1 = var(0):=random+200;バクチ
trigger2 = gametime%3!=0
trigger2 = var(0):=random+(1000*(random%15+6));バクチ

[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall=name != ;念のため
;triggerall=;必要な条件
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0));好きな数だけ　多ければ多いほど精度が高くなる
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = 0;消さないこと
trigger2 = selfanimexist(var(0))
trigger2 = root,alive
projID = gametime
projanim = var(0)
projhits = 9
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0

[State varset];後で使えるように記憶
type = null
triggerall=name != ;念のため
;triggerall=;必要な条件
triggerall = selfanimexist(var(0))
trigger1 = var(2)=0
trigger1 = var(2):=var(0)||1
trigger2 = var(3)=0
trigger2 = var(3):=var(0)||1
trigger3 = var(4)=0
trigger3 = var(4):=var(0)||1
trigger4 = var(5)=0
trigger4 = var(5):=var(0)||1
trigger5 = var(6)=0
trigger5 = var(6):=var(0)||1
trigger6 = var(7)=0
trigger6 = var(7):=var(0)||1
trigger7 = var(8)=0
trigger7 = var(8):=var(0)||1
trigger8 = var(9)=0
trigger8 = var(9):=var(0)||1
trigger9 = var(10)=0
trigger9 = var(10):=var(0)||1
trigger10= var(11)=0
trigger10= var(11):=var(0)||1
trigger11= var(12)=0
trigger11= var(12):=var(0)||1
trigger12= var(13)=0
trigger12= var(13):=var(0)||1
trigger13= var(14)=0
trigger13= var(14):=var(0)||1
trigger14= var(15)=0
trigger14= var(15):=var(0)||1
trigger15= var(16)=0
trigger15= var(16):=var(0)||1

[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall=name != ;念のため
;triggerall=;必要な条件
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = 0
trigger2 = selfanimexist(var(0))
trigger2 = root,alive
projID = gametime
projanim = var(0)
projhits = 9
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0

[State varset]
type = null
triggerall=name != ;念のため
;triggerall=;必要な条件
triggerall = selfanimexist(var(0))
trigger1 = var(2)=0
trigger1 = var(2):=var(0)||1
trigger2 = var(3)=0
trigger2 = var(3):=var(0)||1
trigger3 = var(4)=0
trigger3 = var(4):=var(0)||1
trigger4 = var(5)=0
trigger4 = var(5):=var(0)||1
trigger5 = var(6)=0
trigger5 = var(6):=var(0)||1
trigger6 = var(7)=0
trigger6 = var(7):=var(0)||1
trigger7 = var(8)=0
trigger7 = var(8):=var(0)||1
trigger8 = var(9)=0
trigger8 = var(9):=var(0)||1
trigger9 = var(10)=0
trigger9 = var(10):=var(0)||1
trigger10= var(11)=0
trigger10= var(11):=var(0)||1
trigger11= var(12)=0
trigger11= var(12):=var(0)||1
trigger12= var(13)=0
trigger12= var(13):=var(0)||1
trigger13= var(14)=0
trigger13= var(14):=var(0)||1
trigger14= var(15)=0
trigger14= var(15):=var(0)||1
trigger15= var(16)=0
trigger15= var(16):=var(0)||1

[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall=name != ;念のため
;triggerall=;必要な条件
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = 0
trigger2 = selfanimexist(var(0))
trigger2 = root,alive
projID = gametime
projanim = var(0)
projhits = 9
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0

[State varset]
type = null
triggerall=name != ;念のため
;triggerall=;必要な条件
triggerall = selfanimexist(var(0))
trigger1 = var(2)=0
trigger1 = var(2):=var(0)||1
trigger2 = var(3)=0
trigger2 = var(3):=var(0)||1
trigger3 = var(4)=0
trigger3 = var(4):=var(0)||1
trigger4 = var(5)=0
trigger4 = var(5):=var(0)||1
trigger5 = var(6)=0
trigger5 = var(6):=var(0)||1
trigger6 = var(7)=0
trigger6 = var(7):=var(0)||1
trigger7 = var(8)=0
trigger7 = var(8):=var(0)||1
trigger8 = var(9)=0
trigger8 = var(9):=var(0)||1
trigger9 = var(10)=0
trigger9 = var(10):=var(0)||1
trigger10= var(11)=0
trigger10= var(11):=var(0)||1
trigger11= var(12)=0
trigger11= var(12):=var(0)||1
trigger12= var(13)=0
trigger12= var(13):=var(0)||1
trigger13= var(14)=0
trigger13= var(14):=var(0)||1
trigger14= var(15)=0
trigger14= var(15):=var(0)||1
trigger15= var(16)=0
trigger15= var(16):=var(0)||1

###########習得したアニメを使用###########

[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall=name != ;念のため
;triggerall=;必要な条件
triggerall = var(2)!=0
trigger1 = root,alive
projID = gametime
projanim = var(2)
projhits = 999
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall=name != ;念のため
;triggerall=;必要な条件
triggerall = var(3)!=0
trigger1 = root,alive
projID = gametime
projanim = var(3)
projhits = 999
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall=name != ;念のため
;triggerall=;必要な条件
triggerall = var(4)!=0
trigger1 = root,alive
projID = gametime
projanim = var(4)
projhits = 999
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall=name != ;念のため
;triggerall=;必要な条件
triggerall = var(5)!=0
trigger1 = root,alive
projID = gametime
projanim = var(5)
projhits = 999
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall=name != ;念のため
;triggerall=;必要な条件
triggerall = var(6)!=0
trigger1 = root,alive
projID = gametime
projanim = var(6)
projhits = 999
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall=name != ;念のため
;triggerall=;必要な条件
triggerall = var(7)!=0
trigger1 = root,alive
projID = gametime
projanim = var(7)
projhits = 999
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall=name != ;念のため
;triggerall=;必要な条件
triggerall = var(8)!=0
trigger1 = root,alive
projID = gametime
projanim = var(8)
projhits = 999
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall=name != ;念のため
;triggerall=;必要な条件
triggerall = var(9)!=0
trigger1 = root,alive
projID = gametime
projanim = var(9)
projhits = 999
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall=name != ;念のため
;triggerall=;必要な条件
triggerall = var(10)!=0
trigger1 = root,alive
projID = gametime
projanim = var(10)
projhits = 999
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall=name != ;念のため
;triggerall=;必要な条件
triggerall = var(11)!=0
trigger1 = root,alive
projID = gametime
projanim = var(11)
projhits = 999
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall=name != ;念のため
;triggerall=;必要な条件
triggerall = var(12)!=0
trigger1 = root,alive
projID = gametime
projanim = var(12)
projhits = 999
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall=name != ;念のため
;triggerall=;必要な条件
triggerall = var(13)!=0
trigger1 = root,alive
projID = gametime
projanim = var(13)
projhits = 999
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall=name != ;念のため
;triggerall=;必要な条件
triggerall = var(14)!=0
trigger1 = root,alive
projID = gametime
projanim = var(14)
projhits = 999
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall=name != ;念のため
;triggerall=;必要な条件
triggerall = var(15)!=0
trigger1 = root,alive
projID = gametime
projanim = var(15)
projhits = 999
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall=name != ;念のため
;triggerall=;必要な条件
triggerall = var(16)!=0
trigger1 = root,alive
projID = gametime
projanim = var(16)
projhits = 999
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0

##################################################################################################################
ここまで
##################################################################################################################

##################################################################################################################
タッグのときに使う　Mirage同士で組んでるとき以外は有効　まあそんなことする人はいないと思うので……
##################################################################################################################

enemy(enemy(0),name!="Mirage"),

##################################################################################################################
変数
##################################################################################################################

var(21)…enemy(0),alive判定(numenemy=2 時)def -2
var(25)…helper上限数
var(26)…ループ用
var(27)…helper数
var(40)…コマンド判別
var(58)…time用
fvar(39)…ステ抜け
sysvar(3)…攻撃判定anim
sysvar(4)…操作可能フラグ
ishelper,var(57)…常時タゲステ対策用　ほとんど見た目用(!ishelper(9999))
ishelper(9999),sysvar(4)…ダメージフラグ
ishelper(9999),var(22)…アーマー処理用
ishelper(9999),var(23)…サイクバーストフラグ
ishelper(9999),var(24)…AI超必用
ishelper(9999),var(41)…target,anim
ishelper(9999),var(42)…target,stateno

;・変数使用オリジナル
;　1 = キャラクターのモード変更
;　2 = 勝利ポーズ変更
;　3 = クイックMAX判定
;　4 = スロー処理
;　5 = 強弱ボタン判定
;　6 = 通常攻撃ボイス、乱数指定
;　7 = 火闌降コマンド受付判定
;　8 = MAX発動判定
;　9 = MAX発動時のパワーセット(仮)
; 10 = プレイヤーの向き設定
; 11 = MAX発動コマンド判定
; 12 = KOサウンド
; 13 = 火闌降連続ダメージ規制
; 14 = 混ヒットカウント関係
; 15 = ハイジャンプ
; 16 = 小ジャンプ
; 17 = ダメージ補正に使用
; 18 = オロチ火柱回数
; 19 = 背景のフェードイン、フェードアウト
; 20 = MAX超ヒット判定
;
; 30 = AI判定(にしたいな…)
;f 0 = コンボ補正
