
[statedef -3]

[state ];VS鬼巫女R 備考:5Pは賽銭箱が不可視
type = varset
triggerall = name ="Crazy-Catastrophe"
triggerall = ishelper(5150)
triggerall = numenemy>0
trigger1 = p2Name="ONI-MIKO-REIMU"&&enemy,numhelper(1)
trigger1 = SelfAnimExist(1)
trigger1 = p2Name="ONI-MIKO-REIMU"&&enemy,palno!=5
trigger2 = Enemy,TeamMode = Turns
trigger2 = p4Name="ONI-MIKO-REIMU"&&enemy(1),numhelper(1)
trigger2 = SelfAnimExist(1)
trigger2 = p4Name="ONI-MIKO-REIMU"&&enemy,palno!=5
trigger3 = Enemy,TeamMode = Turns
trigger3 = p2Name="ONI-MIKO-REIMU"&&enemy,numhelper(1)&&p4Name="ONI-MIKO-REIMU"&&enemy(1),numhelper(1)
trigger3 = SelfAnimExist(1)
trigger3 = p2Name="ONI-MIKO-REIMU"&&enemy,palno!=5&&p4Name="ONI-MIKO-REIMU"&&enemy(1),palno!=5
v = 5
value = 8901
[state ];VS旧・鬼巫女 備考:10P、11Pは賽銭箱が不可視 12Pはイントロ時に不可視
type = varset
triggerall = name ="Crazy-Catastrophe"
triggerall = ishelper(5150)
triggerall = numenemy>0
triggerall = enemy,stateno!=5150 ;賽銭箱(31100085)と区別をつける
trigger1 = p2Name="ONI-MIKO-REIMU"&&enemy,numhelper(6900)
trigger1 = p2Name="ONI-MIKO-REIMU"&&enemy,palno!=[10,12]
trigger2 = Enemy,TeamMode = Turns
trigger2 = p4Name="ONI-MIKO-REIMU"&&enemy(1),numhelper(6900)
trigger2 = p4Name="ONI-MIKO-REIMU"&&enemy,palno!=[10,12]
trigger3 = Enemy,TeamMode = Turns
trigger3 = p2Name="ONI-MIKO-REIMU"&&enemy,numhelper(6900)&&p4Name="ONI-MIKO-REIMU"&&enemy(1),numhelper(6900)
trigger3 = p2Name="ONI-MIKO-REIMU"&&enemy,palno!=[10,12]
trigger3 = p4Name="ONI-MIKO-REIMU"&&enemy(1),palno!=[10,12]
v = 5
value = 8901

;鬼巫女区別できたよ！皆ありがとう！
;luna氏のSelfAnimExist(1)の助言無かったらいつまでも区別できなかったｗ
;感謝です　専用イントロって難しいなぁ（;´Д｀）


[state ];VSファントム 備考:イントロをシンクロさせるだけ
type = varset
triggerall = name ="Crazy-Catastrophe"
triggerall = ishelper(5150)
triggerall = numenemy>0
triggerall = enemy,name="Phantom Mizuchi JP" && enemy,stateno=171010
trigger1 = p2Name="Phantom Mizuchi JP"
trigger2 = Enemy,TeamMode = Turns
trigger2 = p4Name="Phantom Mizuchi JP"
trigger3 = Enemy,TeamMode = Turns
trigger3 = p2Name="Phantom Mizuchi JP"&&p4Name="Phantom Mizuchi JP"
v = 5
value = 171010



[state ]
type = selfstate
triggerall = name ="Crazy-Catastrophe"
trigger1 = !ishelper
trigger1 = roundstate<=1
trigger1 = var(58)!=0
trigger1 = numhelper(58)=0
value = 5150
ignorehitpause = 1

[state ]
type = selfstate
triggerall = name ="Crazy-Catastrophe"
trigger1 = !ishelper
trigger1 = roundstate <= 3 ;これないと勝利演出できない
trigger1 = stateno!=5150
value = 5150
ignorehitpause = 1

[state ];X距離
type = varset
triggerall = name ="Crazy-Catastrophe"
triggerall = numenemy>0
trigger1 = numenemy = 1
trigger2 = numenemy = 2
trigger2 = enemynear(0),alive
fvar(0) = abs(pos x - enemynear,pos x)*ifelse(frontedgedist<ifelse((facing=enemynear,facing),(enemynear,frontedgedist),(enemynear,backedgedist)),-1,1)
ignorehitpause = 1

[state ];X距離
type = varset
triggerall = name ="Crazy-Catastrophe"
triggerall = numenemy>0
trigger1 = numenemy = 2
trigger1 = !enemynear(0),alive
fvar(0) = abs(pos x - enemynear(1),pos x)*ifelse(frontedgedist<ifelse((facing=enemynear(1),facing),(enemynear(1),frontedgedist),(enemynear(1),backedgedist)),-1,1)
ignorehitpause = 1

[state ];Y距離
type = varset
triggerall = name ="Crazy-Catastrophe"
triggerall = numenemy>0
trigger1 = numenemy = 1
trigger2 = numenemy = 2
trigger2 = enemynear(0),alive
fvar(1) = (enemynear,pos y) - pos y
ignorehitpause = 1

[state ];Y距離
type = varset
triggerall = name ="Crazy-Catastrophe"
triggerall = numenemy>0
trigger1 = numenemy = 2
trigger1 = !enemynear(0),alive
fvar(1) = (enemynear(1),pos y) - pos y
ignorehitpause = 1




;--------------------------------------------------------------------
[state ];AI
type = varset
triggerall = name = "Crazy-Catastrophe"
triggerall = ishelper(5150)
trigger1 = command="AI00"||command="AI01"||command="AI02"||command="AI03"||command="AI04"
trigger2 = command="AI05"||command="AI06"||command="AI07"||command="AI08"||command="AI09"
trigger3 = command="AI10"||command="AI11"||command="AI12"||command="AI13"||command="AI14"
trigger4 = command="AI15"||command="AI16"||command="AI17"||command="AI18"||command="AI19"
trigger5 = command="AI20"||command="AI21"||command="AI22"||command="AI23"||command="AI24"
trigger6 = command="AI25"||command="AI26"||command="AI27"||command="AI28"||command="AI29"
trigger7 = command="AI30"||command="AI31"||command="AI32"||command="AI33"||command="AI34"
trigger8 = command="AI35"||command="AI36"||command="AI37"||command="AI38"||command="AI39"
trigger9 = command="AI40"||command="AI41"||command="AI42"||command="AI43"||command="AI44"
trigger10 = command="AI45"||command="AI46"||command="AI47"||command="AI48"||command="AI49"
trigger11 = command="AI50"||command="AI51"||command="AI52"||command="AI53"||command="AI54"
trigger12 = command="AI55"||command="AI56"||command="AI57"||command="AI58"||command="AI59"
trigger13 = root,var(51)!=0
trigger14 = command="s"
var(59) = 1
;--------------------------------------------------------------------
;AI行動
;AIトリガー簡易メモ
;MoveType  状況（A=攻撃している、H=やられている、I=何もしていない）
;StateType　状態（S=立、C=屈、A=空、L=ダウン）
;P2BodyDist　敵との距離（X=X軸、横の距離、正の値が正面、Y=Y軸、縦の距離、負の値が上）
;MoveContact,MoveHit,MoveGuarded,MoveReversed　攻撃が接触、命中、ガード、当身された
;InGuardDist　ガード可能な距離に居る
;HitDefAttr = SCA,AA,AT　自分のHitDefを判別する
;enemynear,vel　敵の速度を計る
;Ctrl　コントロール可能かどうか
;RoundState　ラウンドの状態（0=準備、1=イントロ開始、2=試合中、3=試合終了直後、4=勝利or敗北）
;Random　0〜999の乱数
;Time　そのステートに入ってからの時間
;BackEdgeBodyDist　自分と背後の壁の距離
;FrontEdgeBodyDist　自分と正面の壁の距離
;ProjHitTime(****) = 1　Projectileが命中した瞬間（****）にはprojのIDが入る


[state ];戦法
type = VarRandom
triggerall = ishelper(5150)
triggerall = helper(5150),var(59)!=0
triggerall = root,sysvar(4)!=5150
trigger1 = random<=5
v = 9
range = 0,3 ;0=自重 1=遠距離砲台 2=近距離 3=自重無し

[state ];確認用
type = null;varset
triggerall = ishelper(5150)
triggerall = helper(5150),var(59)!=0
triggerall = root,sysvar(4)!=5150
trigger1 = 1
var(9)=3


;戦法１ 自重
;強すぎる技を使わない(多すぎてほとんど封印ありえん（笑）)

[State ];移動
type = selfstate
triggerall = ishelper(5150)
triggerall = helper(5150),var(59)!=0
triggerall = helper(5150),var(9)=0 ;自重
triggerall = StateType =S
triggerall = roundstate = 2 && time>=0
triggerall = root,sysvar(4)!=5150
triggerall = fvar(0)!=[40,60] ;距離40-60を保つ
trigger1 = helper(5150),sysvar(3)=0
value = 20

[State ];通常攻撃(地上)
type = selfstate
triggerall = ishelper(5150)
triggerall = helper(5150),var(59)!=0
triggerall = helper(5150),var(9)=0 ;自重
triggerall = StateType !=A ;空中以外
triggerall = roundstate = 2 && time>=0
triggerall = root,sysvar(4)!=5150
triggerall = fvar(0)<=90
triggerall = fvar(1)>=-80
triggerall = random <=670
trigger1 = helper(5150),sysvar(3)=0
trigger2 = helper(5150),sysvar(3)=230 ;弱P
trigger3 = helper(5150),sysvar(3)=235 ;弱K
trigger4 = helper(5150),sysvar(3)=210 ;強P
trigger5 = helper(5150),sysvar(3)=240 ;強K
trigger6 = helper(5150),sysvar(3)=290 ;吹
trigger7 = helper(5150),sysvar(3)=400 ;屈弱P
trigger8 = helper(5150),sysvar(3)=410 ;屈弱K
trigger9 = helper(5150),sysvar(3)=430 ;屈強P
trigger10 = helper(5150),sysvar(3)=440 ;屈強K
value = ifelse(random<=200,230,ifelse(random<=400,235,ifelse(random<=600,210,ifelse(random<=800,240,290))))

[State ];しゃがみ
type = selfstate
triggerall = ishelper(5150)
triggerall = helper(5150),var(59)!=0
triggerall = helper(5150),var(9)=0 ;自重
triggerall = roundstate = 2 && time>=0
triggerall = root,sysvar(4)!=5150
triggerall = fvar(0)<=60
triggerall = fvar(1)<=-130 ;高い
trigger1 = helper(5150),sysvar(3)=0
trigger1 = helper(5150),stateno!=[10,12]
value = 11

[State ];通常攻撃(しゃがみ)
type = selfstate
triggerall = ishelper(5150)
triggerall = helper(5150),var(59)!=0
triggerall = helper(5150),var(9)=0 ;自重
triggerall = StateType !=A ;空中以外
triggerall = roundstate = 2 && time>=0
triggerall = root,sysvar(4)!=5150
triggerall = random<=200
triggerall = fvar(0)<=70
triggerall = fvar(1)>=-60
trigger1 = helper(5150),sysvar(3)=0
trigger2 = helper(5150),sysvar(3)=230 ;弱P
trigger3 = helper(5150),sysvar(3)=235 ;弱K
trigger4 = helper(5150),sysvar(3)=210 ;強P
trigger5 = helper(5150),sysvar(3)=240 ;強K
trigger6 = helper(5150),sysvar(3)=290 ;吹
trigger7 = helper(5150),sysvar(3)=400 ;屈弱P
trigger8 = helper(5150),sysvar(3)=410 ;屈弱K
trigger9 = helper(5150),sysvar(3)=430 ;屈強P
trigger10 = helper(5150),sysvar(3)=440 ;屈強K
value = ifelse(random<=250,400,ifelse(random<=500,410,ifelse(random<=750,430,440)))

[State ];ジャンプ
type = selfstate
triggerall = ishelper(5150)
triggerall = helper(5150),var(59)!=0
triggerall = helper(5150),var(9)=0 ;自重
triggerall = StateType =S
triggerall = roundstate = 2 && time>=0
triggerall = root,sysvar(4)!=5150
triggerall = fvar(0)<=60
triggerall = fvar(1)=[-130,-80] ;高い
triggerall = random<=50 ;バッタになるなよ
trigger1 = helper(5150),sysvar(3)=0
value = 40

[State ];通常攻撃(空中)
type = selfstate
triggerall = ishelper(5150)
triggerall = helper(5150),var(59)!=0
triggerall = helper(5150),var(9)=0 ;自重
triggerall = StateType =A ;空中
triggerall = roundstate = 2 && time>=0
triggerall = root,sysvar(4)!=5150
triggerall = fvar(0)<=90
trigger1 = movetype!=A
value = ifelse(random<=500,640,690)

[State ];caved!!!!
type = selfstate
triggerall = ishelper(5150)
triggerall = helper(5150),var(59)!=0
triggerall = helper(5150),var(9)=0 ;自重
triggerall = StateType !=A ;空中以外
triggerall = roundstate = 2 && time>=0
triggerall = root,sysvar(4)!=5150
triggerall = fvar(0)<=60
triggerall = random <=110
triggerall = numenemy>0
triggerall = enemy,const(data.life)>1000 ;相手の体力が1000より多い
;=====使っても無駄=====
triggerall = !(enemy,name="AxAyAzSSX")
triggerall = !(enemy,name="ALSIEL"&&enemy,palno=12)
triggerall = !(enemy,name="Crazy-Catastrophe")
triggerall = !(enemy,name="Death Star")
triggerall = !(enemy,name="G Magaki"&&enemy,palno=12)
triggerall = !(enemy,name="G Mizuchi"&&enemy,palno=12)
triggerall = !(enemy,name="G OROCHI"&&enemy,palno=12)
triggerall = !(enemy,name="G Mizuka")
triggerall = !(enemy,name="G-Sakuya"&&enemy,palno=[7,12])
triggerall = !(enemy,name="Hades"&&enemy,palno=12)
triggerall = !(enemy,name="Karma"&&enemy,palno=12)
triggerall = !(enemy,name="Kouryou"&&enemy,palno=12)
triggerall = !(enemy,name="Vairocana")
triggerall = !(enemy,name="M-Reimu"&&enemy,palno=[7,12])
triggerall = !(enemy,name="ONI-MIKO-REIMU")
triggerall = !(enemy,name="Oniwarud"&&enemy,palno=12)
triggerall = !(enemy,name="G-P"&&enemy,palno=[7,12])
triggerall = !(enemy,name="Phantom Mizuchi JP"&&enemy,palno=[7,12])
triggerall = !(enemy,name="R-kunagi"&&enemy,palno=[7,12])
triggerall = !(enemy,name="ss-iku"&&enemy,palno=[7,12])
triggerall = !(enemy,name="STG0235")
triggerall = !(enemy,name="F03")
triggerall = !(enemy,name="S-Tomy"&&enemy,palno!=1)
;======================
trigger1 = helper(5150),sysvar(3)=0
trigger2 = helper(5150),sysvar(3)=230 ;弱P
trigger3 = helper(5150),sysvar(3)=235 ;弱K
trigger4 = helper(5150),sysvar(3)=210 ;強P
trigger5 = helper(5150),sysvar(3)=240 ;強K
trigger6 = helper(5150),sysvar(3)=290 ;吹
trigger7 = helper(5150),sysvar(3)=400 ;屈弱P
trigger8 = helper(5150),sysvar(3)=410 ;屈弱K
trigger9 = helper(5150),sysvar(3)=430 ;屈強P
trigger10 = helper(5150),sysvar(3)=440 ;屈強K
trigger11 = helper(5150),sysvar(3)=1000 ;祓え
trigger12 = helper(5150),sysvar(3)=1100 ;紋章「雷」
trigger13 = helper(5150),sysvar(3)=1200 ;糺す
trigger14 = helper(5150),sysvar(3)=1300 ;紋章「斬」
trigger15 = helper(5150),sysvar(3)=1400 ;陰瘴雲
value = 3750


;戦法２ 遠距離砲台モード
;強力な射撃攻撃で敵を封殺する(超必殺技は使わない(回復技以外))

[State ];移動
type = selfstate
triggerall = ishelper(5150)
triggerall = helper(5150),var(59)!=0
triggerall = helper(5150),var(9)=1 ;遠距離砲台
triggerall = StateType =S
triggerall = roundstate = 2 && time>=0
triggerall = root,sysvar(4)!=5150
triggerall = fvar(0)<=80 ;近い
trigger1 = helper(5150),sysvar(3)=0
value = 20

[State ];祓え
type = selfstate
triggerall = ishelper(5150)
triggerall = roundstate = 2 && time>=0
triggerall = helper(5150),var(59)!=0
triggerall = helper(5150),var(9)=1 ;遠距離砲台
triggerall = StateType !=A ;空中以外
triggerall = root,sysvar(4)!=5150
triggerall = fvar(0)>=80
triggerall = random <=150
trigger1 = helper(5150),sysvar(3)=0
trigger2 = helper(5150),sysvar(3)=230 ;弱P
trigger3 = helper(5150),sysvar(3)=235 ;弱K
trigger4 = helper(5150),sysvar(3)=210 ;強P
trigger5 = helper(5150),sysvar(3)=240 ;強K
trigger6 = helper(5150),sysvar(3)=290 ;吹
trigger7 = helper(5150),sysvar(3)=400 ;屈弱P
trigger8 = helper(5150),sysvar(3)=410 ;屈弱K
trigger9 = helper(5150),sysvar(3)=430 ;屈強P
trigger10 = helper(5150),sysvar(3)=440 ;屈強K
trigger11 = helper(5150),sysvar(3)=1100 ;紋章「雷」
trigger12 = helper(5150),sysvar(3)=1200 ;糺す
trigger13 = helper(5150),sysvar(3)=1300 ;紋章「斬」
trigger14 = helper(5150),sysvar(3)=1400 ;陰瘴雲
value = 1000

[State ];糺す
type = selfstate
triggerall = ishelper(5150)
triggerall = roundstate = 2 && time>=0
triggerall = helper(5150),var(59)!=0
triggerall = helper(5150),var(9)=1 ;遠距離砲台
triggerall = StateType !=A ;空中以外
triggerall = root,sysvar(4)!=5150
triggerall = random <=100
triggerall = fvar(0)>=80
triggerall = numenemy>0
triggerall = !(enemy,name="Oniwarud"&&enemy,palno=12);オニワルドには放たない
trigger1 = helper(5150),sysvar(3)=0
trigger2 = helper(5150),sysvar(3)=230 ;弱P
trigger3 = helper(5150),sysvar(3)=235 ;弱K
trigger4 = helper(5150),sysvar(3)=210 ;強P
trigger5 = helper(5150),sysvar(3)=240 ;強K
trigger6 = helper(5150),sysvar(3)=290 ;吹
trigger7 = helper(5150),sysvar(3)=400 ;屈弱P
trigger8 = helper(5150),sysvar(3)=410 ;屈弱K
trigger9 = helper(5150),sysvar(3)=430 ;屈強P
trigger10 = helper(5150),sysvar(3)=440 ;屈強K
trigger11 = helper(5150),sysvar(3)=1000 ;祓え
trigger12 = helper(5150),sysvar(3)=1100 ;紋章「雷」
trigger13 = helper(5150),sysvar(3)=1300 ;紋章「斬」
trigger14 = helper(5150),sysvar(3)=1400 ;陰瘴雲
value = 1200

[State ];紋章「雷」
type = selfstate
triggerall = ishelper(5150)
triggerall = roundstate = 2 && time>=0
triggerall = helper(5150),var(59)!=0
triggerall = helper(5150),var(9)=1 ;遠距離砲台
triggerall = StateType !=A ;空中以外
triggerall = root,sysvar(4)!=5150
triggerall = numhelper(1101)=0
triggerall = fvar(1)=[-250,-80]
triggerall = random<=240
triggerall = numenemy>0
triggerall = !(enemy,name="Oniwarud"&&enemy,palno=12);オニワルドには放たない
trigger1 = helper(5150),sysvar(3)=0
trigger2 = helper(5150),sysvar(3)=230 ;弱P
trigger3 = helper(5150),sysvar(3)=235 ;弱K
trigger4 = helper(5150),sysvar(3)=210 ;強P
trigger5 = helper(5150),sysvar(3)=240 ;強K
trigger6 = helper(5150),sysvar(3)=290 ;吹
trigger7 = helper(5150),sysvar(3)=400 ;屈弱P
trigger8 = helper(5150),sysvar(3)=410 ;屈弱K
trigger9 = helper(5150),sysvar(3)=430 ;屈強P
trigger10 = helper(5150),sysvar(3)=440 ;屈強K
;trigger11 = helper(5150),sysvar(3)=1000 ;祓え
;trigger12 = helper(5150),sysvar(3)=1200 ;糺す
;trigger13 = helper(5150),sysvar(3)=1300 ;紋章「斬」
;trigger14 = helper(5150),sysvar(3)=1400 ;陰瘴雲
value = 1100

[State ];紋章「斬」
type = selfstate
triggerall = ishelper(5150)
triggerall = roundstate = 2 && time>=0
triggerall = helper(5150),var(59)!=0
triggerall = helper(5150),var(9)=1 ;遠距離砲台
triggerall = StateType !=A ;空中以外
triggerall = root,sysvar(4)!=5150
triggerall = numhelper(1301)<=2
triggerall = fvar(0)<=190
triggerall = random <=110
triggerall = numenemy>0
triggerall = !(enemy,name="Oniwarud"&&enemy,palno=12);オニワルドには放たない
trigger1 = helper(5150),sysvar(3)=0
trigger2 = helper(5150),sysvar(3)=230 ;弱P
trigger3 = helper(5150),sysvar(3)=235 ;弱K
trigger4 = helper(5150),sysvar(3)=210 ;強P
trigger5 = helper(5150),sysvar(3)=240 ;強K
trigger6 = helper(5150),sysvar(3)=290 ;吹
trigger7 = helper(5150),sysvar(3)=400 ;屈弱P
trigger8 = helper(5150),sysvar(3)=410 ;屈弱K
trigger9 = helper(5150),sysvar(3)=430 ;屈強P
trigger10 = helper(5150),sysvar(3)=440 ;屈強K
;trigger11 = helper(5150),sysvar(3)=1000 ;祓え
;trigger12 = helper(5150),sysvar(3)=1100 ;紋章「雷」
;trigger13 = helper(5150),sysvar(3)=1200 ;糺す
;trigger14 = helper(5150),sysvar(3)=1400 ;陰瘴雲
value = 1300

[State ];陰瘴雲
type = selfstate
triggerall = ishelper(5150)
triggerall = roundstate = 2 && time>=0
triggerall = helper(5150),var(59)!=0
triggerall = helper(5150),var(9)=1 ;遠距離砲台
triggerall = StateType !=A ;空中以外
triggerall = root,sysvar(4)!=5150
triggerall = numhelper(1401)=0
triggerall = random <=70
triggerall = fvar(0)>120
triggerall = numenemy>0
triggerall = !(enemy,name="Oniwarud"&&enemy,palno=12);オニワルドには放たない
triggerall = !(enemy,name="Phantom Mizuchi JP"&&enemy,palno=[7,12]);ファントムには放たない
trigger1 = helper(5150),sysvar(3)=0
trigger2 = helper(5150),sysvar(3)=230 ;弱P
trigger3 = helper(5150),sysvar(3)=235 ;弱K
trigger4 = helper(5150),sysvar(3)=210 ;強P
trigger5 = helper(5150),sysvar(3)=240 ;強K
trigger6 = helper(5150),sysvar(3)=290 ;吹
trigger7 = helper(5150),sysvar(3)=400 ;屈弱P
trigger8 = helper(5150),sysvar(3)=410 ;屈弱K
trigger9 = helper(5150),sysvar(3)=430 ;屈強P
trigger10 = helper(5150),sysvar(3)=440 ;屈強K
;trigger11 = helper(5150),sysvar(3)=1000 ;祓え
;trigger12 = helper(5150),sysvar(3)=1100 ;紋章「雷」
;trigger13 = helper(5150),sysvar(3)=1200 ;糺す
;trigger14 = helper(5150),sysvar(3)=1300 ;紋章「斬」
value = 1400

[State ];セイントフレア
type = selfstate
triggerall = ishelper(5150)
triggerall = roundstate = 2 && time>=0
triggerall = helper(5150),var(59)!=0
triggerall = helper(5150),var(9)=1 ;遠距離砲台
triggerall = StateType !=A ;空中以外
triggerall = root,sysvar(4)!=5150
triggerall = random <=5
triggerall = fvar(0)>100
triggerall = numenemy>0
triggerall = enemy,palno!=[10,12] ;無意味なことが非常に多い
trigger1 = helper(5150),sysvar(3)=0
trigger2 = helper(5150),sysvar(3)=230 ;弱P
trigger3 = helper(5150),sysvar(3)=235 ;弱K
trigger4 = helper(5150),sysvar(3)=210 ;強P
trigger5 = helper(5150),sysvar(3)=240 ;強K
trigger6 = helper(5150),sysvar(3)=290 ;吹
trigger7 = helper(5150),sysvar(3)=400 ;屈弱P
trigger8 = helper(5150),sysvar(3)=410 ;屈弱K
trigger9 = helper(5150),sysvar(3)=430 ;屈強P
trigger10 = helper(5150),sysvar(3)=440 ;屈強K
trigger11 = helper(5150),sysvar(3)=1000 ;祓え
trigger12 = helper(5150),sysvar(3)=1100 ;紋章「雷」
trigger13 = helper(5150),sysvar(3)=1200 ;糺す
trigger14 = helper(5150),sysvar(3)=1300 ;紋章「斬」
trigger15 = helper(5150),sysvar(3)=1400 ;陰瘴雲
value = 2000



;戦法３ 近距離モード
;自重の必殺技有りverみたいなもの

[State ];移動
type = selfstate
triggerall = ishelper(5150)
triggerall = helper(5150),var(59)!=0
triggerall = helper(5150),var(9)=2 ;近距離
triggerall = StateType =S
triggerall = roundstate = 2 && time>=0
triggerall = root,sysvar(4)!=5150
triggerall = fvar(0)!=[40,60] ;距離40-60を保つ
trigger1 = helper(5150),sysvar(3)=0
value = 20

[State ];通常攻撃(地上)
type = selfstate
triggerall = ishelper(5150)
triggerall = helper(5150),var(59)!=0
triggerall = helper(5150),var(9)=2 ;近距離
triggerall = StateType !=A ;空中以外
triggerall = roundstate = 2 && time>=0
triggerall = root,sysvar(4)!=5150
triggerall = fvar(0)<=90
triggerall = fvar(1)>=-80
triggerall = random <=410
trigger1 = helper(5150),sysvar(3)=0
trigger2 = helper(5150),sysvar(3)=230 ;弱P
trigger3 = helper(5150),sysvar(3)=235 ;弱K
trigger4 = helper(5150),sysvar(3)=210 ;強P
trigger5 = helper(5150),sysvar(3)=240 ;強K
trigger6 = helper(5150),sysvar(3)=290 ;吹
trigger7 = helper(5150),sysvar(3)=400 ;屈弱P
trigger8 = helper(5150),sysvar(3)=410 ;屈弱K
trigger9 = helper(5150),sysvar(3)=430 ;屈強P
trigger10 = helper(5150),sysvar(3)=440 ;屈強K
value = ifelse(random<=200,230,ifelse(random<=400,235,ifelse(random<=600,210,ifelse(random<=800,240,290))))

[State ];しゃがみ
type = selfstate
triggerall = ishelper(5150)
triggerall = helper(5150),var(59)!=0
triggerall = helper(5150),var(9)=2 ;近距離
triggerall = roundstate = 2 && time>=0
triggerall = root,sysvar(4)!=5150
triggerall = fvar(0)<=60
triggerall = fvar(1)<=-130 ;高い
trigger1 = helper(5150),sysvar(3)=0
trigger1 = helper(5150),stateno!=[10,12]
value = 11

[State ];通常攻撃(しゃがみ)
type = selfstate
triggerall = ishelper(5150)
triggerall = helper(5150),var(59)!=0
triggerall = helper(5150),var(9)=2 ;近距離
triggerall = StateType !=A ;空中以外
triggerall = roundstate = 2 && time>=0
triggerall = root,sysvar(4)!=5150
triggerall = random<=170
triggerall = fvar(0)<=70
triggerall = fvar(1)>=-60
trigger1 = helper(5150),sysvar(3)=0
trigger2 = helper(5150),sysvar(3)=230 ;弱P
trigger3 = helper(5150),sysvar(3)=235 ;弱K
trigger4 = helper(5150),sysvar(3)=210 ;強P
trigger5 = helper(5150),sysvar(3)=240 ;強K
trigger6 = helper(5150),sysvar(3)=290 ;吹
trigger7 = helper(5150),sysvar(3)=400 ;屈弱P
trigger8 = helper(5150),sysvar(3)=410 ;屈弱K
trigger9 = helper(5150),sysvar(3)=430 ;屈強P
trigger10 = helper(5150),sysvar(3)=440 ;屈強K
value = ifelse(random<=250,400,ifelse(random<=500,410,ifelse(random<=750,430,440)))

[State ];ジャンプ
type = selfstate
triggerall = ishelper(5150)
triggerall = helper(5150),var(59)!=0
triggerall = helper(5150),var(9)=2 ;近距離
triggerall = StateType =S
triggerall = roundstate = 2 && time>=0
triggerall = root,sysvar(4)!=5150
triggerall = fvar(0)<=60
triggerall = fvar(1)=[-130,-80] ;高い
triggerall = random<=40 ;バッタになるなよ
trigger1 = helper(5150),sysvar(3)=0
value = 40

[State ];通常攻撃(空中)
type = selfstate
triggerall = ishelper(5150)
triggerall = helper(5150),var(59)!=0
triggerall = helper(5150),var(9)=2 ;近距離
triggerall = StateType =A ;空中
triggerall = roundstate = 2 && time>=0
triggerall = root,sysvar(4)!=5150
triggerall = fvar(0)<=90
trigger1 = movetype!=A
value = ifelse(random<=500,640,690)

[State ];caved!!!!
type = selfstate
triggerall = ishelper(5150)
triggerall = helper(5150),var(59)!=0
triggerall = helper(5150),var(9)=2 ;近距離
triggerall = StateType !=A ;空中以外
triggerall = roundstate = 2 && time>=0
triggerall = root,sysvar(4)!=5150
triggerall = fvar(0)<=60
triggerall = random <=50
triggerall = numenemy>0
;=====使っても無駄=====
triggerall = !(enemy,name="AxAyAzSSX")
triggerall = !(enemy,name="ALSIEL"&&enemy,palno=12)
triggerall = !(enemy,name="Crazy-Catastrophe")
triggerall = !(enemy,name="Death Star")
triggerall = !(enemy,name="G Magaki"&&enemy,palno=12)
triggerall = !(enemy,name="G Mizuchi"&&enemy,palno=12)
triggerall = !(enemy,name="G OROCHI"&&enemy,palno=12)
triggerall = !(enemy,name="G Mizuka")
triggerall = !(enemy,name="G-Sakuya"&&enemy,palno=[7,12])
triggerall = !(enemy,name="Hades"&&enemy,palno=12)
triggerall = !(enemy,name="Karma"&&enemy,palno=12)
triggerall = !(enemy,name="Kouryou"&&enemy,palno=12)
triggerall = !(enemy,name="Vairocana")
triggerall = !(enemy,name="M-Reimu"&&enemy,palno=[7,12])
triggerall = !(enemy,name="ONI-MIKO-REIMU")
triggerall = !(enemy,name="Oniwarud"&&enemy,palno=12)
triggerall = !(enemy,name="G-P"&&enemy,palno=[7,12])
triggerall = !(enemy,name="Phantom Mizuchi JP"&&enemy,palno=[7,12])
triggerall = !(enemy,name="R-kunagi"&&enemy,palno=[7,12])
triggerall = !(enemy,name="ss-iku"&&enemy,palno=[7,12])
triggerall = !(enemy,name="STG0235")
triggerall = !(enemy,name="F03")
triggerall = !(enemy,name="S-Tomy"&&enemy,palno!=1)
;======================
trigger1 = helper(5150),sysvar(3)=0
trigger2 = helper(5150),sysvar(3)=230 ;弱P
trigger3 = helper(5150),sysvar(3)=235 ;弱K
trigger4 = helper(5150),sysvar(3)=210 ;強P
trigger5 = helper(5150),sysvar(3)=240 ;強K
trigger6 = helper(5150),sysvar(3)=290 ;吹
trigger7 = helper(5150),sysvar(3)=400 ;屈弱P
trigger8 = helper(5150),sysvar(3)=410 ;屈弱K
trigger9 = helper(5150),sysvar(3)=430 ;屈強P
trigger10 = helper(5150),sysvar(3)=440 ;屈強K
trigger11 = helper(5150),sysvar(3)=1000 ;祓え
trigger12 = helper(5150),sysvar(3)=1100 ;紋章「雷」
trigger13 = helper(5150),sysvar(3)=1200 ;糺す
trigger14 = helper(5150),sysvar(3)=1300 ;紋章「斬」
trigger15 = helper(5150),sysvar(3)=1400 ;陰瘴雲
value = 3750

[State ];糺す
type = selfstate
triggerall = ishelper(5150)
triggerall = roundstate = 2 && time>=0
triggerall = helper(5150),var(59)!=0
triggerall = helper(5150),var(9)=2 ;近距離
triggerall = StateType !=A ;空中以外
triggerall = root,sysvar(4)!=5150
triggerall = random <=90
triggerall = fvar(0)>=50
triggerall = numenemy>0
triggerall = !(enemy,name="Oniwarud"&&enemy,palno=12);オニワルドには放たない
trigger1 = helper(5150),sysvar(3)=0
trigger2 = helper(5150),sysvar(3)=230 ;弱P
trigger3 = helper(5150),sysvar(3)=235 ;弱K
trigger4 = helper(5150),sysvar(3)=210 ;強P
trigger5 = helper(5150),sysvar(3)=240 ;強K
trigger6 = helper(5150),sysvar(3)=290 ;吹
trigger7 = helper(5150),sysvar(3)=400 ;屈弱P
trigger8 = helper(5150),sysvar(3)=410 ;屈弱K
trigger9 = helper(5150),sysvar(3)=430 ;屈強P
trigger10 = helper(5150),sysvar(3)=440 ;屈強K
trigger11 = helper(5150),sysvar(3)=1000 ;祓え
trigger12 = helper(5150),sysvar(3)=1100 ;紋章「雷」
trigger13 = helper(5150),sysvar(3)=1300 ;紋章「斬」
trigger14 = helper(5150),sysvar(3)=1400 ;陰瘴雲
value = 1200

[State ];陰瘴雲
type = selfstate
triggerall = ishelper(5150)
triggerall = roundstate = 2 && time>=0
triggerall = helper(5150),var(59)!=0
triggerall = helper(5150),var(9)=2 ;近距離
triggerall = StateType !=A ;空中以外
triggerall = root,sysvar(4)!=5150
triggerall = numhelper(1401)=0
triggerall = random <=60
triggerall = fvar(0)>40
triggerall = numenemy>0
triggerall = !(enemy,name="Oniwarud"&&enemy,palno=12);オニワルドには放たない
triggerall = !(enemy,name="Phantom Mizuchi JP"&&enemy,palno=[7,12]);ファントムには放たない
trigger1 = helper(5150),sysvar(3)=0
trigger2 = helper(5150),sysvar(3)=230 ;弱P
trigger3 = helper(5150),sysvar(3)=235 ;弱K
trigger4 = helper(5150),sysvar(3)=210 ;強P
trigger5 = helper(5150),sysvar(3)=240 ;強K
trigger6 = helper(5150),sysvar(3)=290 ;吹
trigger7 = helper(5150),sysvar(3)=400 ;屈弱P
trigger8 = helper(5150),sysvar(3)=410 ;屈弱K
trigger9 = helper(5150),sysvar(3)=430 ;屈強P
trigger10 = helper(5150),sysvar(3)=440 ;屈強K
;trigger11 = helper(5150),sysvar(3)=1000 ;祓え
;trigger12 = helper(5150),sysvar(3)=1100 ;紋章「雷」
;trigger13 = helper(5150),sysvar(3)=1200 ;糺す
;trigger14 = helper(5150),sysvar(3)=1300 ;紋章「斬」
value = 1400

[State ];瞬獄殺
type = selfstate
triggerall = ishelper(5150)
triggerall = roundstate = 2 && time>=0
triggerall = helper(5150),var(59)!=0
triggerall = helper(5150),var(9)=2 ;近距離
triggerall = StateType !=A ;空中以外
triggerall = root,sysvar(4)!=5150
triggerall = fvar(0)>=10
triggerall = numenemy>0
triggerall = random <=20 || enemy,vel X>4
;=====使っても無駄=====
triggerall = !(enemy,name="AxAyAzSSX")
triggerall = !(enemy,name="ALSIEL"&&enemy,palno=12)
triggerall = !(enemy,name="Crazy-Catastrophe")
triggerall = !(enemy,name="Death Star")
triggerall = !(enemy,name="G Magaki"&&enemy,palno=12)
triggerall = !(enemy,name="G Mizuchi"&&enemy,palno=12)
triggerall = !(enemy,name="G OROCHI"&&enemy,palno=12)
triggerall = !(enemy,name="G Mizuka")
triggerall = !(enemy,name="G-Sakuya"&&enemy,palno=[7,12])
triggerall = !(enemy,name="Hades"&&enemy,palno=12)
triggerall = !(enemy,name="Karma"&&enemy,palno=12)
triggerall = !(enemy,name="Kouryou"&&enemy,palno=12)
triggerall = !(enemy,name="Vairocana")
triggerall = !(enemy,name="ONI-MIKO-REIMU")
triggerall = !(enemy,name="Oniwarud"&&enemy,palno=12)
triggerall = !(enemy,name="G-P"&&enemy,palno=[7,12])
triggerall = !(enemy,name="Phantom Mizuchi JP"&&enemy,palno=[7,12])
triggerall = !(enemy,name="R-kunagi"&&enemy,palno=[7,12])
triggerall = !(enemy,name="ss-iku"&&enemy,palno=[7,12])
triggerall = !(enemy,name="STG0235")
triggerall = !(enemy,name="F03")
triggerall = !(enemy,name="S-Tomy"&&enemy,palno!=1)
;======================
trigger1 = helper(5150),sysvar(3)=0
trigger2 = helper(5150),sysvar(3)=230 ;弱P
trigger3 = helper(5150),sysvar(3)=235 ;弱K
trigger4 = helper(5150),sysvar(3)=210 ;強P
trigger5 = helper(5150),sysvar(3)=240 ;強K
trigger6 = helper(5150),sysvar(3)=290 ;吹
trigger7 = helper(5150),sysvar(3)=400 ;屈弱P
trigger8 = helper(5150),sysvar(3)=410 ;屈弱K
trigger9 = helper(5150),sysvar(3)=430 ;屈強P
trigger10 = helper(5150),sysvar(3)=440 ;屈強K
trigger11 = helper(5150),sysvar(3)=1000 ;祓え
trigger12 = helper(5150),sysvar(3)=1100 ;紋章「雷」
trigger13 = helper(5150),sysvar(3)=1200 ;糺す
trigger14 = helper(5150),sysvar(3)=1300 ;紋章「斬」
trigger15 = helper(5150),sysvar(3)=1400 ;陰瘴雲
value = 2500


;戦法４ 自重無しモード
;死ね

[State ];移動
type = selfstate
triggerall = ishelper(5150)
triggerall = helper(5150),var(59)!=0
triggerall = helper(5150),var(9)=3 ;自重無し
triggerall = StateType =S
triggerall = roundstate = 2 && time>=0
triggerall = root,sysvar(4)!=5150
triggerall = fvar(0)<=50 ;近い
trigger1 = helper(5150),sysvar(3)=0
value = 20

[State ];七色の大罪
type = selfstate
triggerall = ishelper(5150)
triggerall = roundstate = 2 && time>=0
triggerall = helper(5150),var(59)!=0
triggerall = helper(5150),var(9)=3 ;自重無し
triggerall = StateType !=A ;空中以外
triggerall = root,sysvar(4)!=5150
triggerall = random <=10
triggerall = numenemy>0
;=====使っても無駄=====
triggerall = !(enemy,name="Vairocana")
triggerall = !(enemy,name="ONI-MIKO-REIMU")
triggerall = !(enemy,name="Phantom Mizuchi JP"&&enemy,palno=[7,12])
triggerall = !(enemy,name="STG0235")
triggerall = !(enemy,name="F03")
;======================
trigger1 = helper(5150),sysvar(3)=0
trigger2 = helper(5150),sysvar(3)=230 ;弱P
trigger3 = helper(5150),sysvar(3)=235 ;弱K
trigger4 = helper(5150),sysvar(3)=210 ;強P
trigger5 = helper(5150),sysvar(3)=240 ;強K
trigger6 = helper(5150),sysvar(3)=290 ;吹
trigger7 = helper(5150),sysvar(3)=400 ;屈弱P
trigger8 = helper(5150),sysvar(3)=410 ;屈弱K
trigger9 = helper(5150),sysvar(3)=430 ;屈強P
trigger10 = helper(5150),sysvar(3)=440 ;屈強K
trigger11 = helper(5150),sysvar(3)=1000 ;祓え
trigger12 = helper(5150),sysvar(3)=1100 ;紋章「雷」
trigger13 = helper(5150),sysvar(3)=1200 ;糺す
trigger14 = helper(5150),sysvar(3)=1300 ;紋章「斬」
trigger15 = helper(5150),sysvar(3)=1400 ;陰瘴雲
value = 7700

[State ];陰戒屠紋
type = selfstate
triggerall = ishelper(5150)
triggerall = numhelper(7001)=0&&numhelper(7002)=0&&numhelper(214748364)=0
triggerall = roundstate = 2 && time>=0
triggerall = helper(5150),var(59)!=0
triggerall = helper(5150),var(9)=3 ;自重無し
triggerall = StateType !=A ;空中以外
triggerall = root,sysvar(4)!=5150
triggerall = random <=10
triggerall = numenemy>0
;=====使っても無駄=====
triggerall = !(enemy,name="AxAyAzSSX")
triggerall = !(enemy,name="ALSIEL"&&enemy,palno=12)
triggerall = !(enemy,name="Crazy-Catastrophe")
triggerall = !(enemy,name="G Mizuka")
triggerall = !(enemy,name="G-Sakuya"&&enemy,palno=[7,12])
triggerall = !(enemy,name="Hades"&&enemy,palno=12)
triggerall = !(enemy,name="Karma"&&enemy,palno=12)
triggerall = !(enemy,name="Vairocana")
triggerall = !(enemy,name="ONI-MIKO-REIMU")
triggerall = !(enemy,name="Oniwarud"&&enemy,palno=12)
triggerall = !(enemy,name="G-P"&&enemy,palno=[7,12])
triggerall = !(enemy,name="Phantom Mizuchi JP"&&enemy,palno=[7,12])
triggerall = !(enemy,name="R-kunagi"&&enemy,palno=[7,12])
triggerall = !(enemy,name="STG0235")
triggerall = !(enemy,name="F03")
;======================
trigger1 = helper(5150),sysvar(3)=0
trigger2 = helper(5150),sysvar(3)=230 ;弱P
trigger3 = helper(5150),sysvar(3)=235 ;弱K
trigger4 = helper(5150),sysvar(3)=210 ;強P
trigger5 = helper(5150),sysvar(3)=240 ;強K
trigger6 = helper(5150),sysvar(3)=290 ;吹
trigger7 = helper(5150),sysvar(3)=400 ;屈弱P
trigger8 = helper(5150),sysvar(3)=410 ;屈弱K
trigger9 = helper(5150),sysvar(3)=430 ;屈強P
trigger10 = helper(5150),sysvar(3)=440 ;屈強K
trigger11 = helper(5150),sysvar(3)=1000 ;祓え
trigger12 = helper(5150),sysvar(3)=1100 ;紋章「雷」
trigger13 = helper(5150),sysvar(3)=1200 ;糺す
trigger14 = helper(5150),sysvar(3)=1300 ;紋章「斬」
trigger15 = helper(5150),sysvar(3)=1400 ;陰瘴雲
value = 7000

[State ];オーバーデス
type = selfstate
triggerall = ishelper(5150)
triggerall = roundstate = 2 && time>=0
triggerall = helper(5150),var(59)!=0
triggerall = helper(5150),var(9)=3 ;自重無し
triggerall = StateType !=A ;空中以外
triggerall = root,sysvar(4)!=5150
triggerall = numenemy>0
triggerall = random <=10 || Enemy,HitDefAttr = SCA,AA,AT
;=====使っても無駄=====
triggerall = !(enemy,name="Death Star")
triggerall = !(enemy,name="G Magaki"&&enemy,palno=12)
triggerall = !(enemy,name="Vairocana")
triggerall = !(enemy,name="Oniwarud"&&enemy,palno=12)
triggerall = !(enemy,name="Phantom Mizuchi JP"&&enemy,palno=[7,12])
triggerall = !(enemy,name="systemer")
;======================
trigger1 = helper(5150),sysvar(3)=0
trigger2 = helper(5150),sysvar(3)=230 ;弱P
trigger3 = helper(5150),sysvar(3)=235 ;弱K
trigger4 = helper(5150),sysvar(3)=210 ;強P
trigger5 = helper(5150),sysvar(3)=240 ;強K
trigger6 = helper(5150),sysvar(3)=290 ;吹
trigger7 = helper(5150),sysvar(3)=400 ;屈弱P
trigger8 = helper(5150),sysvar(3)=410 ;屈弱K
trigger9 = helper(5150),sysvar(3)=430 ;屈強P
trigger10 = helper(5150),sysvar(3)=440 ;屈強K
trigger11 = helper(5150),sysvar(3)=1000 ;祓え
trigger12 = helper(5150),sysvar(3)=1100 ;紋章「雷」
trigger13 = helper(5150),sysvar(3)=1200 ;糺す
trigger14 = helper(5150),sysvar(3)=1300 ;紋章「斬」
trigger15 = helper(5150),sysvar(3)=1400 ;陰瘴雲
value = 4501

[State ];カオティック・レイ
type = selfstate
triggerall = ishelper(5150)
triggerall = roundstate = 2 && time>=0
triggerall = helper(5150),var(59)!=0
triggerall = helper(5150),var(9)=3 ;自重無し
triggerall = StateType !=A ;空中以外
triggerall = root,sysvar(4)!=5150
triggerall = fvar(0)>=100
triggerall = random <=50
trigger1 = helper(5150),sysvar(3)=0
trigger2 = helper(5150),sysvar(3)=230 ;弱P
trigger3 = helper(5150),sysvar(3)=235 ;弱K
trigger4 = helper(5150),sysvar(3)=210 ;強P
trigger5 = helper(5150),sysvar(3)=240 ;強K
trigger6 = helper(5150),sysvar(3)=290 ;吹
trigger7 = helper(5150),sysvar(3)=400 ;屈弱P
trigger8 = helper(5150),sysvar(3)=410 ;屈弱K
trigger9 = helper(5150),sysvar(3)=430 ;屈強P
trigger10 = helper(5150),sysvar(3)=440 ;屈強K
trigger11 = helper(5150),sysvar(3)=1000 ;祓え
trigger12 = helper(5150),sysvar(3)=1100 ;紋章「雷」
trigger13 = helper(5150),sysvar(3)=1200 ;糺す
trigger14 = helper(5150),sysvar(3)=1300 ;紋章「斬」
trigger15 = helper(5150),sysvar(3)=1400 ;陰瘴雲
value = 4300

[State ];瞬獄殺
type = selfstate
triggerall = ishelper(5150)
triggerall = roundstate = 2 && time>=0
triggerall = helper(5150),var(59)!=0
triggerall = helper(5150),var(9)=3 ;自重無し
triggerall = StateType !=A ;空中以外
triggerall = root,sysvar(4)!=5150
triggerall = fvar(0)>0
triggerall = numenemy>0
triggerall = random <=30
;=====使っても無駄=====
triggerall = !(enemy,name="AxAyAzSSX")
triggerall = !(enemy,name="ALSIEL"&&enemy,palno=12)
triggerall = !(enemy,name="Crazy-Catastrophe")
triggerall = !(enemy,name="Death Star")
triggerall = !(enemy,name="G Magaki"&&enemy,palno=12)
triggerall = !(enemy,name="G Mizuchi"&&enemy,palno=12)
triggerall = !(enemy,name="G OROCHI"&&enemy,palno=12)
triggerall = !(enemy,name="G Mizuka")
triggerall = !(enemy,name="G-Sakuya"&&enemy,palno=[7,12])
triggerall = !(enemy,name="Hades"&&enemy,palno=12)
triggerall = !(enemy,name="Karma"&&enemy,palno=12)
triggerall = !(enemy,name="Kouryou"&&enemy,palno=12)
triggerall = !(enemy,name="Vairocana")
triggerall = !(enemy,name="ONI-MIKO-REIMU")
triggerall = !(enemy,name="Oniwarud"&&enemy,palno=12)
triggerall = !(enemy,name="G-P"&&enemy,palno=[7,12])
triggerall = !(enemy,name="Phantom Mizuchi JP"&&enemy,palno=[7,12])
triggerall = !(enemy,name="R-kunagi"&&enemy,palno=[7,12])
triggerall = !(enemy,name="ss-iku"&&enemy,palno=[7,12])
triggerall = !(enemy,name="STG0235")
triggerall = !(enemy,name="F03")
triggerall = !(enemy,name="S-Tomy"&&enemy,palno!=1)
;======================
trigger1 = helper(5150),sysvar(3)=0
trigger2 = helper(5150),sysvar(3)=230 ;弱P
trigger3 = helper(5150),sysvar(3)=235 ;弱K
trigger4 = helper(5150),sysvar(3)=210 ;強P
trigger5 = helper(5150),sysvar(3)=240 ;強K
trigger6 = helper(5150),sysvar(3)=290 ;吹
trigger7 = helper(5150),sysvar(3)=400 ;屈弱P
trigger8 = helper(5150),sysvar(3)=410 ;屈弱K
trigger9 = helper(5150),sysvar(3)=430 ;屈強P
trigger10 = helper(5150),sysvar(3)=440 ;屈強K
trigger11 = helper(5150),sysvar(3)=1000 ;祓え
trigger12 = helper(5150),sysvar(3)=1100 ;紋章「雷」
trigger13 = helper(5150),sysvar(3)=1200 ;糺す
trigger14 = helper(5150),sysvar(3)=1300 ;紋章「斬」
trigger15 = helper(5150),sysvar(3)=1400 ;陰瘴雲
value = 2500

[State ];無の光
type = selfstate
triggerall = ishelper(5150)
triggerall = roundstate = 2 && time>=0
triggerall = helper(5150),var(59)!=0
triggerall = helper(5150),var(9)=3 ;自重無し
triggerall = StateType !=A ;空中以外
triggerall = root,sysvar(4)!=5150
triggerall = numenemy>0
triggerall = random <=30
;=====使っても無駄=====
triggerall = !(enemy,name="AxAyAzSSX")
triggerall = !(enemy,name="ALSIEL"&&enemy,palno=12)
triggerall = !(enemy,name="Crazy-Catastrophe")
triggerall = !(enemy,name="Death Star")
triggerall = !(enemy,name="G Mizuka")
triggerall = !(enemy,name="G-Sakuya"&&enemy,palno=[7,12])
triggerall = !(enemy,name="Hades"&&enemy,palno=12)
triggerall = !(enemy,name="Kouryou"&&enemy,palno=12)
triggerall = !(enemy,name="ONI-MIKO-REIMU")
triggerall = !(enemy,name="Phantom Mizuchi JP"&&enemy,palno=[7,12])
triggerall = !(enemy,name="STG0235")
triggerall = !(enemy,name="F03")
triggerall = !(enemy,name="S-Tomy"&&enemy,palno!=1)
;======================
trigger1 = helper(5150),sysvar(3)=0
trigger2 = helper(5150),sysvar(3)=230 ;弱P
trigger3 = helper(5150),sysvar(3)=235 ;弱K
trigger4 = helper(5150),sysvar(3)=210 ;強P
trigger5 = helper(5150),sysvar(3)=240 ;強K
trigger6 = helper(5150),sysvar(3)=290 ;吹
trigger7 = helper(5150),sysvar(3)=400 ;屈弱P
trigger8 = helper(5150),sysvar(3)=410 ;屈弱K
trigger9 = helper(5150),sysvar(3)=430 ;屈強P
trigger10 = helper(5150),sysvar(3)=440 ;屈強K
trigger11 = helper(5150),sysvar(3)=1000 ;祓え
trigger12 = helper(5150),sysvar(3)=1100 ;紋章「雷」
trigger13 = helper(5150),sysvar(3)=1200 ;糺す
trigger14 = helper(5150),sysvar(3)=1300 ;紋章「斬」
trigger15 = helper(5150),sysvar(3)=1400 ;陰瘴雲
value = 2200

[State ];祓え
type = selfstate
triggerall = ishelper(5150)
triggerall = roundstate = 2 && time>=0
triggerall = helper(5150),var(59)!=0
triggerall = helper(5150),var(9)=3 ;自重無し
triggerall = StateType !=A ;空中以外
triggerall = root,sysvar(4)!=5150
triggerall = random <=150
trigger1 = helper(5150),sysvar(3)=0
trigger2 = helper(5150),sysvar(3)=230 ;弱P
trigger3 = helper(5150),sysvar(3)=235 ;弱K
trigger4 = helper(5150),sysvar(3)=210 ;強P
trigger5 = helper(5150),sysvar(3)=240 ;強K
trigger6 = helper(5150),sysvar(3)=290 ;吹
trigger7 = helper(5150),sysvar(3)=400 ;屈弱P
trigger8 = helper(5150),sysvar(3)=410 ;屈弱K
trigger9 = helper(5150),sysvar(3)=430 ;屈強P
trigger10 = helper(5150),sysvar(3)=440 ;屈強K
trigger11 = helper(5150),sysvar(3)=1100 ;紋章「雷」
trigger12 = helper(5150),sysvar(3)=1200 ;糺す
trigger13 = helper(5150),sysvar(3)=1300 ;紋章「斬」
trigger14 = helper(5150),sysvar(3)=1400 ;陰瘴雲
value = 1000

[State ];糺す
type = selfstate
triggerall = ishelper(5150)
triggerall = roundstate = 2 && time>=0
triggerall = helper(5150),var(59)!=0
triggerall = helper(5150),var(9)=3 ;自重無し
triggerall = StateType !=A ;空中以外
triggerall = root,sysvar(4)!=5150
triggerall = random <=150
triggerall = numenemy>0
triggerall = !(enemy,name="Oniwarud"&&enemy,palno=12);オニワルドには放たない
trigger1 = helper(5150),sysvar(3)=0
trigger2 = helper(5150),sysvar(3)=230 ;弱P
trigger3 = helper(5150),sysvar(3)=235 ;弱K
trigger4 = helper(5150),sysvar(3)=210 ;強P
trigger5 = helper(5150),sysvar(3)=240 ;強K
trigger6 = helper(5150),sysvar(3)=290 ;吹
trigger7 = helper(5150),sysvar(3)=400 ;屈弱P
trigger8 = helper(5150),sysvar(3)=410 ;屈弱K
trigger9 = helper(5150),sysvar(3)=430 ;屈強P
trigger10 = helper(5150),sysvar(3)=440 ;屈強K
trigger11 = helper(5150),sysvar(3)=1000 ;祓え
trigger12 = helper(5150),sysvar(3)=1100 ;紋章「雷」
trigger13 = helper(5150),sysvar(3)=1300 ;紋章「斬」
trigger14 = helper(5150),sysvar(3)=1400 ;陰瘴雲
value = 1200

[State ];紋章「雷」
type = selfstate
triggerall = ishelper(5150)
triggerall = roundstate = 2 && time>=0
triggerall = helper(5150),var(59)!=0
triggerall = helper(5150),var(9)=3 ;自重無し
triggerall = StateType !=A ;空中以外
triggerall = root,sysvar(4)!=5150
triggerall = numhelper(1101)=0
triggerall = random<=100
triggerall = numenemy>0
triggerall = !(enemy,name="Oniwarud"&&enemy,palno=12);オニワルドには放たない
trigger1 = helper(5150),sysvar(3)=0
trigger2 = helper(5150),sysvar(3)=230 ;弱P
trigger3 = helper(5150),sysvar(3)=235 ;弱K
trigger4 = helper(5150),sysvar(3)=210 ;強P
trigger5 = helper(5150),sysvar(3)=240 ;強K
trigger6 = helper(5150),sysvar(3)=290 ;吹
trigger7 = helper(5150),sysvar(3)=400 ;屈弱P
trigger8 = helper(5150),sysvar(3)=410 ;屈弱K
trigger9 = helper(5150),sysvar(3)=430 ;屈強P
trigger10 = helper(5150),sysvar(3)=440 ;屈強K
;trigger11 = helper(5150),sysvar(3)=1000 ;祓え
;trigger12 = helper(5150),sysvar(3)=1200 ;糺す
;trigger13 = helper(5150),sysvar(3)=1300 ;紋章「斬」
;trigger14 = helper(5150),sysvar(3)=1400 ;陰瘴雲
value = 1100
