;---------------------------------------------------------------------------
; ここは-2のステートを書いてください、ヘルパー関係です
;---------------------------------------------------------------------------
[Statedef -2]

[State -2]
type = selfstate
trigger1 = sysvar(0)!= gametime
trigger2 = stateno != 1412
triggerall = ishelper(1400)
value = 1412
ignorehitpause = 1

[State -2]
type = selfstate
trigger1 = sysvar(0)!= gametime
trigger2 = stateno != 1065
triggerall = ishelper(1050)
value = 1065
ignorehitpause = 1

[State -2]
type = selfstate
trigger1 = sysvar(0)!= gametime
trigger2 = stateno != 2320
triggerall = ishelper(2320)
value = 2320
ignorehitpause = 1

[State -2]
type = selfstate
trigger1 = sysvar(0)!= gametime
trigger2 = stateno != 1112
triggerall = ishelper(1112)
value = 1112
ignorehitpause = 1

[State -2]
type = selfstate
trigger1 = sysvar(0)!= gametime
trigger2 = stateno != 1111
triggerall = ishelper(1111)
value = 1111
ignorehitpause = 1

[State -2]
type = selfstate
trigger1 = sysvar(0)!= gametime
trigger2 = stateno != 13332
triggerall = ishelper(2320)
value = 13332
ignorehitpause = 1

[State -2]
type = selfstate
trigger1 = sysvar(0)!= gametime
trigger2 = stateno != 3421
triggerall = ishelper(1301)
value = 3421
ignorehitpause = 1

[State -2]
type = selfstate
trigger1 = sysvar(0)!= gametime
trigger2 = stateno != 1311
triggerall = ishelper(1311)
value = 1311
ignorehitpause = 1

[State -2]
type = selfstate
trigger1 = sysvar(0)!= gametime
trigger2 = stateno != 11100
triggerall = ishelper(11100)
value = 11100
ignorehitpause = 1

[State a]
type = Explod
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%8) = 1
anim = 10030
sprpriority = 10
postype = p1
pos = var(50),var(51)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 0,-3
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1]
type = varrandom
trigger1 = 1
range = -55,55
v = 50

[State 1]
type = varrandom
trigger1 = 1
range = 0,-60
v = 51

[State -1]
type = varset
trigger1 = roundstate = 0
var(21) = 1

[State -1]
type = varset
trigger1 = roundstate = 0
var(22) = 1

[State -1]
type = varset
trigger1 = var(21) <= 1
var(22) = 3

[State -1]
type = varset
trigger1 = var(21) >= 150
var(22) = 2

[State -1]
type = varadd
trigger1 = 1
trigger1 = var(22) = 3
var(21) = 5

[State -1]
type = varadd
trigger1 = 1
trigger1 = var(22) = 2
var(21) = -5

[State a]
type = PalFX
trigger1 = !ishelper
trigger1 = stateno != 190
trigger1 = roundstate != 0
time = 2
add = var(21),var(21),var(21)
ignorehitpause = 1

[State a]
type = PalFX
trigger1 = !ishelper
trigger1 = stateno != 190
trigger1 = roundstate != 0
trigger1 = var(21) <= 40
time = 2
add = var(21)-40,var(21)-40,var(21)-40
ignorehitpause = 1
color = 0

[State -2]
type = Trans
trigger1 = palno != 12
trans = add
alpha = 150,150

[State -2]
type = Trans
trigger1 = palno = 12
trans = sub
alpha = 150,150

[State -2]
type = destroyself
trigger1 = ishelper(1111)
trigger1 = stateno = 0
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State -2]
type = destroyself
trigger1 = ishelper(1111)
trigger1 = stateno = 5000
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State -2]
type = destroyself
trigger1 = ishelper(1111)
trigger1 = stateno = 5001
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State -2]
type = lifeadd
trigger1 = (GameTime% 1 ) = 0
triggerall = palno = 12
triggerall = life = 0
value = 999999999
ignorehitpause =1

[State -2]
type = powerset
trigger1 = 1
triggerall = palno = 12
value = 5000
ignorehitpause =1

[State -2]
type = selfstate
trigger1 = hitpausetime
triggerall = palno = 12
value = 50
ctrl = 1
ignorehitpause = 1

[State -2]
type = AssertSpecial
flag = noko
triggerall = palno = 12
trigger1 = enemy,alive != 0

[State -2];見えないように
type = AssertSpecial
trigger1 = Ishelper(1111)
triggerall = palno = 12
triggerall = stateno = 2207
flag = Invisible
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State -2];ステート抜け
type = Selfstate
triggerall = Ishelper(1111)
triggerall = palno = 12
trigger1 = var(1)!=gametime
trigger2 = stateno!=1111
triggerall = stateno = 2207
value = 1111
ctrl = 0
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State -2];ステート抜け
type = Selfstate
triggerall = Ishelper(1112)
triggerall = palno = 12
trigger1 = var(1)!=gametime
trigger2 = stateno!=1112
triggerall = stateno = 2207
value = 1112
ctrl = 0
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1301, 0]
type = HitOverride
triggerall = palno = 12
triggerall = life != 0
triggerall = statetype != A
triggerall = stateno != 1300
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP
stateno = 10051
ignorehitpause = 1

[State 1301, 0]
type = HitOverride
triggerall = palno = 12
triggerall = life != 0
triggerall = var(29) <= 1
triggerall = statetype = A
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP
stateno = 38853
ignorehitpause = 1

[State 1301, 0]
type = HitOverride
triggerall = palno = 12
triggerall = life != 0
triggerall = var(29) <= 1
triggerall = stateno = 40
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP
stateno = 38852
ignorehitpause = 1

[State 1301, 0]
type = HitOverride
triggerall = palno = 12
triggerall = life != 0
triggerall = var(29) >= 1
triggerall = stateno = 40
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP
stateno = 18000
ignorehitpause = 1

[State 1301, 0]
type = HitOverride
triggerall = palno = 12
triggerall = life != 0
triggerall = var(29) >= 1
triggerall = statetype = A
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP
stateno = 18000
ignorehitpause = 1

[state -2, a];右向き設定
type = varset
trigger1 = var(10) = 0
trigger1 = facing = 1
v = 10
value = 1

[state -2, a];左向き設定
type = varset
trigger1 = var(10) = 0
trigger1 = facing = -1
v = 10
value = 2

[State -2, 1];ダッシュの音止め
type = stopSnd
trigger1 = stateno != 100
channel = 1

[state a];断鋼刃エフェクト消去
type = removeexplod
trigger1 = movetype = H
id = 2200


[state a];超火炎音止め
type = stopsnd
trigger1 = movetype = H
channel = 3

[state a]
type = stopsnd
trigger1 = stateno != 1055
channel = 5

[State -2, 3]
type = stopSnd
trigger1 = MoveType = H
channel = 2




[State -2, 4];ハイジャンプ判定
type = varadd
trigger1 = 1
v = 15
value = -1


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::変数設定(多分ダメージ関係が殆ど)
[state a]
type = varset
trigger1 = movetype = H
v = 13
value = 0

;::::::::ボイス変更の乱数
[State 180, 1]
type = VarRandom
trigger1 = 1
v = 6
range = 0,2

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::パレットによるモード判別(1でオロチ)
[state -2, a]
type = varset
trigger1 = palno = 1
trigger2 = palno = 2
trigger3 = palno = 3
trigger4 = palno = 4
trigger5 = palno = 5
trigger6 = palno = 6
trigger7 = palno = 7
trigger8 = palno = 8
trigger9 = palno = 9
trigger10 = palno = 10
trigger11 = palno = 11
trigger12 = palno = 12
v = 1
value = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::スロー処理

[state -2, a];スロー処理をする時間のカウント
type = varadd
trigger1 = 1
persistent = 0
ignorehitpause = 1
v = 4
value = -1

[state -2, a];スロー処理
type = pause
trigger1 = var(4) >= 1
trigger1 = gametime % 2
persistent = 0
ignorehitpause = 1
time = 1


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;ダメージ時のエフェクト、サウンドの消去
;//////////////////////////////////////////////////////////////////////////
;ダメージ時のエフェクトの消去;死祟
[state a];
type = removeexplod
trigger1 = MoveType = H
id = 185


;ダメージ時のエフェクトの消去;ハウリングブル
[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 1470

;ダメージ時のエフェクトの消去
[State -2 ,a]
type = removeexplod
trigger1 = MoveType = H
ID = 4000

;ダメージ時のエフェクトの消去
[state -2 ,a]
type = removeexplod
trigger1 = MoveType = H
id = 4200

[state a]
type = removeexplod
trigger1 = MoveType = H
id = 1655

[state a]
type = removeexplod
trigger1 = MoveType = H
id = 1860

;ダメージ時のサウンドの消去
[state a]
type = stopsnd
trigger1 = MoveType = H
channel = 1

;ダメージ時の残像の消去
[state a];
type = afterimagetime
trigger1 = MoveType = H
time = 0

;///////////////////////////////////////////////////////////////////////
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;コンボによるダメージ補正
;//////////////////////////////////////////////////////////////////////////
; 
;[state a]
;type = varset
;trigger1 = 1
;fvar(0) = 1.0

;[state a]
;type = varset
;trigger1 = enemy,movetype = H
;trigger1 = enemy,gethitvar(hitcount) > 0
;trigger1 = enemy,gethitvar(hitcount) < 100
;fvar(0) = ((100.0-(30.0+(enemy,gethitvar(hitcount)/3.0)*10.0))/100.0)

;[state a]
;type = attackmulset
;trigger1 = 1
;value = fvar(0)

;[state a]
;type = DefenceMulSet
;trigger1 = var(14) = 1
;value = 1
