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

;準・常時監視ステート
[Statedef -3]
;------------------------------------------------------------

[State ];開幕混線を実行するかどうか　※OFFにするとただの常時混線になります
type=varset
trigger1=!ishelper
var(21)=1 ;←0でOFF　それ以外で開幕混線実行
;条件を満たしていない場合はスイッチONでも開幕混線は実行しません


[State ];人操作かどうか
type=varset
triggerall=!ishelper&&name="Phantom Mizuchi Abyss"
trigger1=numhelper(99000)>0
trigger1=helper(99000),var(59)<0
trigger2=0;←人操作固定にしたい場合はここを1にして下のtrigger14を0にすること
var(59)=-1
[State ];AIスイッチ
type=varset
triggerall=!ishelper&&name="Phantom Mizuchi Abyss"
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=numhelper(99000)>0
trigger13=helper(99000),var(59)>0
trigger14=1;←常時AIスイッチ 人操作したい場合はここを0にすること
var(59)=1

;AI行動備考
;低位カラー(1〜6P)
;遠距離に身を置き強力な射撃で敵を制圧する戦法を取る
;接近するほど超必殺技や瞬間移動等で避けられるので遠距離で応戦すると良い
;自重モード(1〜3P)は大ダメージに弱いので
;設置ヘルパーを出している無防備状態を狙えば即死も狙える
;しかしオーバーフローは逆効果なので注意
;13ゲージ溜まると即世界最後の日を使う

;高位カラー(7〜12P)
;必殺技は少し使用する技が増えただけで基本的に低位カラーと変わらない
;超必殺技をより有効なものを使うようになっている
;そしてとにかく超必殺技を連発する(ぶっぱですみません(;´Д｀))
;１度勝利した時、何かの超必殺技で決めていたと判断した場合は
;次ラウンドすぐ使うようになる(1度だけ)
;パワー制限の無い12Pはかなり強くダメージを与えるのも一苦労




























;↓弄らないで　AI記述はもう少し下にあります
;------------------------------------------------------------
[State ]
type=varset
trigger1=!ishelper
trigger1=roundstate=2
trigger1=ctrl
var(0)=(var(0)|4)
[State ]
type=varset
trigger1=1
var(14)=gametime
[State ]
type=varset
triggerall=!ishelper
trigger1=roundstate>1
trigger1=PlayerIDExist(var(22))=0
trigger1=time>0;これが無いとKFM相手でもイントロ飛ばしで論外モード突入する
trigger2=roundstate<2&&(life<1||alive=0||lose||loseko)
trigger3=palno=11
trigger4=palno=12&&alive=0
trigger4=PlayerIDExist(var(22))
trigger4=PlayerID(var(22)),sysvar(4)!=2000
var(7)=(var(7)|1)
ignorehitpause=1
[State ]
type=lifeset
triggerall=!ishelper&&name="Phantom Mizuchi Abyss"
trigger1=numhelper(461349666)=0
value=lifemax
ignorehitpause=1
[State ];永遠の世界
type=SelfState
trigger1=!ishelper&&name="Phantom Mizuchi Abyss"
trigger1=var(7)!=0
value=30063
ignorehitpause=1
[State ];12P-終了
type=selfstate
trigger1=!ishelper&&palno=12
trigger1=var(57)=5150
trigger1=stateno!=5150
value=5150
[State ];開幕混線準備
type=selfstate
triggerall=!ishelper&&palno=12
triggerall=var(57)!=5150
triggerall=var(7)=0
trigger1=(var(0)&32)=0
trigger1=var(0):=(var(0)|32)||1
trigger2=numhelper=0
value=1
[State ]
type=Helper
triggerall=!ishelper&&name="Phantom Mizuchi Abyss"
trigger1=numhelper(99000)=0
trigger1=var(59)=0
trigger1=ctrl
name="AI-switch"
id=99000
pos=0,0
postype=p1
sprpriority=0
stateno=5150
Helpertype=player
keyctrl=1
ownpal=1
supermove=1
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1
[State ]
type=assertspecial
trigger1=!ishelper&&name="Phantom Mizuchi Abyss"
flag=noautoturn
ignorehitpause=1
[State ];X軸の距離測定
type=varset
triggerall=!ishelper&&name="Phantom Mizuchi Abyss"
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 ]
type=varset
triggerall=!ishelper&&name="Phantom Mizuchi Abyss"
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軸の距離
type=varset
triggerall=!ishelper&&name="Phantom Mizuchi Abyss"
trigger1=numenemy=1
trigger2=numenemy=2
trigger2=enemynear(0),alive
fvar(1)=(enemynear,pos y)-pos y
ignorehitpause=1
[State ]
type=varset
triggerall=!ishelper&&name="Phantom Mizuchi Abyss"
trigger1=numenemy=2
trigger1=!enemynear(0),alive
fvar(1)=(enemynear(1),pos y)-pos y
ignorehitpause=1
;------------------------------------------------------------
;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　否定する場合は!(HitDefAttr=*,**)とする事
;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

;注意事項
;ステートは奪われない構造
;アーマーなのでガード記述は全て必要無し 瞬間移動で攻撃を回避すべし
;発狂するとパワーやライフの制限が全て解除される
;12Pはパワー無関係に全ての超必殺技を使用できる
;変数メモ
;sysvar(3)=パワー
;var(0)&2=発狂(世界最後の日 発動)
;var(0)&8=アーマー判断
;var(0)&4=行動開始 フライング防止用
;var(16)=冥界の門 使用回数
;var(58)=WINKOになった瞬間の使っていた超必殺技
;fvar(0)=最寄の敵の距離 X
;fvar(1)=最寄の敵の距離 Y
;ブレインの変数は変数メモ参照
;火闌降と瞬間移動の位置を指定したい時は個別ステートで記述すること

;ステートメモ
;通常技
;200 遠立ち弱P P2dist X>50
;205 近立ち弱P P2dist X<=50
;210 遠立ち強P P2dist X>50
;215 近立ち強P P2dist X<=50
;230 遠立ち弱K P2dist X>50
;235 近立ち弱K P2dist X<=50
;240 遠立ち強K
;290 吹き飛ばし
;400 屈弱P
;410 屈強P
;430 屈弱K
;440 屈強K
;600 空中弱P
;610 空中強P
;630 空中弱K
;640 空中強K
;690 空中吹
;700 タクティカルステップ
;701 緊急回避後ろ
;800 門客人
;801 投げ成功
;必殺技
;31442420 死刑 高位カラーアーマー判断無しのみ
;11300 鏡
;1050 祓
;14010 執念鏡 numhelper(14011)=0
;1150 紋章「切」numhelper(50110)=0
;50115 紋章「斬」numhelper(50116)=0
;50630 探知爆撃
;11340 生霊鏡 numhelper(11341)=0
;18100 紋章「雷」numhelper(18101)=0
;50400 赤目
;1450 火闌降
;1800 瞬間移動
;超必殺技
;11330 映し身 崩れる命 (1ゲージ消費) numhelper(11331)=0
;1133010 映し身 束縛壊身 (2ゲージ消費) numhelper(1133110)=0
; 低位カラーライフ30%以下で使用解禁
;12345 彷徨う魂 numhelper(123450)=0||numhelper(123451)
;10080 血の代償
;30050 天罰 (4ゲージ消費)
;19150 怨恨 (3ゲージ消費)
;19153 嘆きの波動 (7ゲージ消費) 低位カラーは発狂しないと使用不可
;50300 虚無の波動 (2ゲージ消費)  低位カラーは発狂しないと使用不可
;70000 冥界の門 (4ゲージ消費)
;50600 暗黒 (6ゲージ消費)
; 低位カラーライフ20%以下で使用解禁
;10000 割れる精神 (2ゲージ消費)
;11000 砕ける心 (3ゲージ消費)
;50100 束縛壊忌 (4ゲージ消費)
; 低位カラーライフ30%以下で使用解禁
;60200 決裂縛界 (6ゲージ消費)
; 低位カラーライフ20%以下で使用解禁
;30060 世界最後の日 D,D,z+c (13ゲージ消費) 未発狂の時のみ

;高位カラー用 参照メモ
;triggerall=PlayerIDExist(var(22))
;PlayerID(var(22)),Var(0)=試合時間
;PlayerID(var(22)),Var(15)=死刑使用回数 state31442420
;(オバフロ＆即死投げ)
;PlayerID(var(22)),Var(16)=天罰使用回数 state30050
;(ステ抜け貫通超即死投げ)
;PlayerID(var(22)),Var(17)=怨恨使用回数 state19150
;(ランダム低ダメージ＆落下即死)
;PlayerID(var(22)),Var(18)=嘆きの波動使用回数 state19153
;(ランダムダメージ＆変数弄り)
;PlayerID(var(22)),Var(19)=虚無の波動使用回数 state50300
;(ステート返し＆超即死返しreversal＆超即死返しproj)
;PlayerID(var(22)),Var(20)=砕ける心使用回数 state11000
;(ステート返し＆アーマー貫通砲＆超即死返しproj)
;PlayerID(var(22)),Var(21)=束縛壊忌使用回数 state50100
;(ステート返し2＆アーマー貫通砲＆超即死返しproj)
;PlayerID(var(22)),Var(22)=暗黒使用回数 state50600
;(超即死トムキラー＆超即死投げ)
;PlayerID(var(22)),Var(23)=割れる精神使用回数 state10000
;(超即死返しreversal＆超即死当身＆超即死投げ＆ステート返し＆アーマー貫通砲)
;PlayerID(var(22)),Var(24)=決裂縛界使用回数 state60200
;(ランダム大ダメージ＆超即死投げ＆凍結改)
 
;------------------------------------------------------------
;AI更新日 2010/7/2

[State ];棒立ち(敵が凍結した)
Type=ChangeState
Value=0
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=ctrl
triggerall=numenemy
trigger1=enemy(0),alive
trigger1=enemy(numenemy>1),alive
trigger1=enemy(0),life<1
trigger1=enemy(numenemy>1),life<1
trigger1=enemy(0),hitpausetime>1000
trigger1=enemy(numenemy>1),hitpausetime>1000
trigger2=enemy(0),alive=0&&enemy(0),ctrl=0&&enemy(0),movetype!=A&&enemy(0),numproj=0
trigger2=enemy(numenemy>1),alive
trigger2=enemy(numenemy>1),life<1
trigger2=enemy(numenemy>1),hitpausetime>1000
trigger3=enemy(numenemy>1),alive=0&&enemy(numenemy>1),ctrl=0&&enemy(numenemy>1),movetype!=A&&enemy(numenemy>1),numproj=0
trigger3=enemy(0),alive
trigger3=enemy(0),life<1
trigger3=enemy(0),hitpausetime>1000

;低位カラーAI
[State ];世界最後の日
Type=ChangeState
Value=30060
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=13000&&(var(0)&2)=0
trigger1=ctrl
[State ];嘆きの波動
Type=ChangeState
Value=19153
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=(var(0)&2)
triggerall=ctrl
triggerall=numenemy
triggerall=enemynear,numhelper>0
trigger1=random<80
[State ];虚無の波動
Type=ChangeState
Value=50300
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=(var(0)&2)
triggerall=ctrl
triggerall=numenemy
triggerall=enemynear,numhelper>0
trigger1=var(51)!=0||enemynear,gethitvar(fall.damage)!=0
trigger1=random<40+40*(var(50)!=0)+50*(var(49)!=0)
trigger2=var(46)!=0&&enemynear,hitdefattr=SCA,AA,AP,AT||enemynear,gethitvar(fall.damage)!=0
trigger2=random<50
[State ];決裂縛界
Type=ChangeState
Value=60200
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=(life<lifemax*0.2&&sysvar(3)>=6000)||(var(0)&2)
triggerall=ctrl
trigger1=PlayerIDExist(var(22))
trigger1=PlayerID(var(22)),Var(0)>3000
trigger1=random<70
[State ];冥界の門
Type=ChangeState
Value=70000
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=4000||(var(0)&2)
triggerall=ctrl
trigger1=fvar(0)>190
trigger1=numenemy
trigger1=enemynear,movetype=A||random<100
trigger1=random<30
trigger2=fvar(0)<120
trigger2=inguarddist
trigger2=random<50
trigger3=var(16)=2
trigger3=random<150
trigger4=var(16)=1
trigger4=numenemy
trigger4=enemynear,life>enemynear,lifemax*0.7
trigger4=random<200
trigger5=PlayerIDExist(var(22))
trigger5=PlayerID(var(22)),Var(0)>2500
trigger5=var(16)=0
trigger6=(var(0)&2)
trigger6=random<90
[State ];天罰
Type=ChangeState
Value=30050
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=4000||(var(0)&2)
triggerall=ctrl
trigger1=numenemy
trigger1=enemynear,life>enemynear,lifemax*0.7||life<lifemax*0.4
trigger1=life<lifemax*0.5||fvar(1)<70
trigger1=random<90
trigger2=fvar(0)>170
trigger2=inguarddist
trigger2=random<110
trigger3=fvar(0)<70
trigger3=(var(0)&2)
trigger3=random<40
[State ];暗黒
Type=ChangeState
Value=50600
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=(life<lifemax*0.2&&sysvar(3)>=6000)||(var(0)&2)
triggerall=ctrl
trigger1=random<20
trigger2=inguarddist
trigger2=random<130
[State ];束縛壊忌
Type=ChangeState
Value=50100
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=(life<lifemax*0.3&&sysvar(3)>=4000)||(var(0)&2)
triggerall=ctrl
trigger1=random<30
[State ];怨恨
Type=ChangeState
Value=19150
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=3000||(var(0)&2)
triggerall=ctrl
trigger1=random<17
trigger2=(var(0)&8)
trigger2=fvar(0)<70
trigger2=(var(0)&2)=0
trigger2=random<100
[State ];砕ける心
Type=ChangeState
Value=11000
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=3000
triggerall=(var(0)&2)=0
triggerall=ctrl
trigger1=random<13
[State ];割れる精神
Type=ChangeState
Value=10000
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=2000||(var(0)&2)
triggerall=ctrl
trigger1=fvar(0)>110
trigger1=numenemy
trigger1=enemynear,life<enemynear,lifemax*0.4
trigger1=random<30
trigger2=fvar(0)>170
trigger2=enemynear,movetype!=A
trigger2=random<10
[State ];彷徨う魂
Type=ChangeState
Value=12345
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=numhelper(123450)=0&&numhelper(123451)=0
triggerall=ctrl
trigger1=(var(0)&2)
trigger2=life<lifemax*0.4
trigger2=random<60
trigger3=numenemy
trigger3=enemynear,statetype=L||(var(0)&8)
[State ];映し身 崩れる命
Type=ChangeState
Value=11330
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=numhelper(11331)=0
triggerall=sysvar(3)>=1000
triggerall=ctrl
trigger1=fvar(0)>150
trigger1=numenemy
trigger1=enemynear,statetype=L||enemynear,vel x>2&&enemynear,movetype=A
trigger1=random<15
[State ];祓
Type=ChangeState
Value=1050
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=ctrl
trigger1=fvar(0)>110
trigger1=random<20
trigger2=prevstateno=801
trigger2=random<300
[State ];探知爆撃
Type=ChangeState
Value=50630
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=ctrl
trigger1=fvar(0)>110
trigger1=random<80
trigger2=prevstateno=801
trigger2=random<120
[State ];紋章「斬」
Type=ChangeState
Value=50115
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=numhelper(50116)=0
triggerall=ctrl
trigger1=fvar(0)>100
trigger1=random<60
[State ];紋章「切」
Type=ChangeState
Value=1150
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=numhelper(50110)=0
triggerall=ctrl
trigger1=fvar(0)>100
trigger1=random<50
[State ];紋章「雷」
Type=ChangeState
Value=18100
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=numhelper(18101)=0
triggerall=ctrl
trigger1=fvar(0)>90
trigger1=random<40
[State ];生霊鏡
Type=ChangeState
Value=11340
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=numhelper(11341)=0
triggerall=ctrl
trigger1=fvar(0)>140
trigger1=random<30
[State ];火闌降
Type=ChangeState
Value=1450
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=ctrl
trigger1=fvar(0)=140
trigger2=fvar(0)>140
trigger2=random<10
trigger3=inguarddist
trigger3=fvar(0)=[110,140]
trigger3=random<15
trigger4=numhelper(11341)>0
trigger4=numhelper(50116)>0
trigger4=movetype!=A
trigger4=!inguarddist
[State ];門客人
Type=ChangeState
Value=800
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=!inguarddist
triggerall=(var(0)&8)=0
triggerall=ctrl
trigger1=fvar(0)<70
trigger1=random<20
[State ];瞬間移動
Type=ChangeState
Value=1800
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=stateno!=20
triggerall=ctrl
trigger1=fvar(0)<110
trigger1=BackEdgeBodyDist<50
trigger2=inguarddist
trigger2=fvar(0)<160
[State ];移動
Type=ChangeState
Value=20
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=stateno!=20
triggerall=ctrl
trigger1=fvar(0)<160
trigger2=fvar(0)>200
[State ];棒立ち
Type=ChangeState
Value=0
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno<7
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=ctrl
trigger1=stateno!=20


;高位カラーAI
[State ];世界最後の日
Type=ChangeState
Value=30060
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=(var(0)&2)=0
triggerall=sysvar(3)>=13000||palno=12
trigger1=ctrl&&palno!=12
trigger2=ctrl&&palno=12&&life<lifemax*0.4

[State ];嘆きの波動
Type=ChangeState
Value=19153
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=7000||(var(0)&2)||palno=12
triggerall=ctrl&&random%2
trigger1=PlayerIDExist(var(22))
trigger1=PlayerID(var(22)),var(0)>8000
trigger1=PlayerID(var(22)),var(18)=0
trigger2=var(58)=[19153,19155]
trigger3=numenemy
trigger3=PlayerIDExist(var(22))
trigger3=PlayerID(var(22)),var(0)>8000
trigger3=enemynear,gethitvar(fall.damage)=0
trigger3=random<50
trigger4=PlayerIDExist(var(22))
trigger4=(PlayerID(var(22)),var(21)-PlayerID(var(22)),var(18))>3
trigger4=random<250

[State ];束縛壊忌
Type=ChangeState
Value=50100
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=4000||(var(0)&2)||palno=12
triggerall=ctrl&&random%2
trigger1=PlayerIDExist(var(22))
trigger1=PlayerID(var(22)),var(0)>3000
trigger1=PlayerID(var(22)),var(21)=0
trigger1=PlayerID(var(22)),var(19)>0||PlayerID(var(22)),var(20)>0
trigger2=var(58)=[50100,50102]
trigger3=numenemy
trigger3=PlayerIDExist(var(22))
trigger3=PlayerID(var(22)),var(16)>2||var(16)>2
trigger3=PlayerID(var(22)),var(0)>3000||roundsexisted>0
trigger3=PlayerID(var(22)),var(0)>var(26)
trigger3=enemynear,gethitvar(fall.damage)!=0
trigger3=random<30
trigger4=PlayerIDExist(var(22))
trigger4=PlayerID(var(22)),var(0)>3000
trigger4=PlayerID(var(22)),var(20)>4
trigger4=PlayerID(var(22)),var(21)<4||random<45
trigger5=PlayerIDExist(var(22))
trigger5=PlayerID(var(22)),var(0)>3000
trigger5=(var(0)&8)
trigger5=numenemy
trigger5=enemynear,gethitvar(fall.damage)=0
trigger5=random<20
trigger6=numenemy
trigger6=enemynear,hitpausetime>0
trigger6=var(46)!=0
trigger6=random<35

[State ];砕ける心
Type=ChangeState
Value=11000
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=3000||(var(0)&2)||palno=12
triggerall=ctrl&&random%2
triggerall=prevstateno!=50300
trigger1=PlayerIDExist(var(22))
trigger1=PlayerID(var(22)),var(19)>0
trigger1=PlayerID(var(22)),var(20)=0
trigger2=var(58)=[11000,11002]
trigger3=numenemy
trigger3=PlayerIDExist(var(22))
trigger3=PlayerID(var(22)),var(19)>0
trigger3=PlayerID(var(22)),var(0)>2000||roundsexisted>0
trigger3=(var(51)!=0||var(46)!=0)||(var(51)!=0&&var(50)!=0)||(var(51)=0&&var(46)=0&&enemynear,gethitvar(fall.damage)!=0)
trigger3=random<20
trigger4=PlayerIDExist(var(22))
trigger4=PlayerID(var(22)),var(0)=[3000,10000]
trigger4=random<35
trigger5=PlayerIDExist(var(22))
trigger5=PlayerID(var(22)),var(19)>PlayerID(var(22)),var(20)
trigger5=random<110

[State ];虚無の波動
Type=ChangeState
Value=50300
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=2000||(var(0)&2)||palno=12
triggerall=ctrl&&random%2
triggerall=PlayerIDExist(var(22))
triggerall=PlayerID(var(22)),var(0)<9000
trigger1=numhelper(5000)
trigger1=var(16)>1||helper(5000),var(2)!=2
trigger1=PlayerID(var(22)),var(15)>1
trigger1=PlayerID(var(22)),var(17)>1
trigger1=PlayerID(var(22)),var(19)=0
trigger1=PlayerID(var(22)),var(22)>1
trigger2=var(58)=50300
trigger3=PlayerID(var(22)),var(0)=[3000,8000]
trigger3=(var(51)!=0||var(46)!=0)||(var(51)!=0&&var(50)!=0)
trigger3=numhelper(5000)
trigger3=numenemy
trigger3=random<10+100*((helper(5000),var(2)!=2)&&(enemynear,numhelper(2000000)=0))
trigger4=PlayerID(var(22)),var(0)>2400
trigger4=PlayerID(var(22)),var(19)<2
trigger5=PlayerID(var(22)),var(0)>8000
trigger5=random<20

[State ];割れる精神
Type=ChangeState
Value=10000
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=2000||(var(0)&2)||palno=12
triggerall=ctrl&&random%2
triggerall=PlayerIDExist(var(22))
trigger1=numhelper(5000)
trigger1=var(16)>1||helper(5000),var(2)!=2
trigger1=PlayerID(var(22)),var(15)>1
trigger1=PlayerID(var(22)),var(17)>1
trigger1=PlayerID(var(22)),var(23)=0
trigger1=PlayerID(var(22)),var(22)>1
trigger2=var(58)=[10000,10002]
trigger3=PlayerID(var(22)),var(0)=[3000,8000]
trigger3=(var(51)!=0||var(46)!=0)||(var(51)!=0&&var(50)!=0)
trigger3=numhelper(5000)
trigger3=numenemy
trigger3=random<10+100*((helper(5000),var(2)!=2)&&(enemynear,numhelper(2000000)=0))
trigger4=PlayerID(var(22)),var(0)>2400
trigger4=PlayerID(var(22)),var(19)>1
trigger4=PlayerID(var(22)),var(20)>1
trigger4=PlayerID(var(22)),var(23)<2||random<10
trigger5=PlayerID(var(22)),var(0)<1500
trigger5=var(58)=0
trigger5=PlayerID(var(22)),var(23)<1
trigger5=numenemy
trigger5=enemynear,gethitvar(fall.damage)!=0||(var(51)!=0&&var(50)!=0)
trigger6=PlayerID(var(22)),var(0)<1500
trigger6=PlayerID(var(22)),var(23)<1
trigger6=var(46)!=0
trigger6=enemynear,hitdefattr=SCA,AA,AP,AT

[State ];決裂縛界
Type=ChangeState
Value=60200
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=6000||(var(0)&2)||palno=12
triggerall=ctrl&&random%2
trigger1=var(58)=0
trigger1=random<10
trigger2=PlayerIDExist(var(22))
trigger2=PlayerID(var(22)),var(0)=[1000,3000]
trigger2=PlayerID(var(22)),var(24)<2
trigger2=PlayerID(var(22)),var(17)>1
trigger3=var(58)=[60200,60202]
trigger4=PlayerIDExist(var(22))
trigger4=PlayerID(var(22)),var(0)>10000
trigger4=random<20

[State ];天罰
Type=ChangeState
Value=30050
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=4000||(var(0)&2)||palno=12
triggerall=ctrl&&random%2
triggerall=PlayerIDExist(var(22))
triggerall=PlayerID(var(22)),var(0)>2000||(var(58)=[30050,30052])
trigger1=var(58)=0
trigger1=random<10
trigger2=PlayerID(var(22)),var(16)<2
trigger2=PlayerID(var(22)),var(22)>1
trigger2=numhelper(5000)
trigger2=helper(5000),var(2)=2
trigger3=PlayerID(var(22)),var(0)>7000
trigger3=numhelper(5000)
trigger3=helper(5000),var(2)=2
trigger3=random<60
trigger4=var(58)=[30050,30052]
trigger5=PlayerIDExist(var(22))
trigger5=PlayerID(var(22)),var(0)=[2000,5000]
trigger5=PlayerID(var(22)),var(19)>0
trigger5=PlayerID(var(22)),var(16)<2||random<75
trigger6=PlayerID(var(22)),var(16)%2=1;念入りに２回使う
trigger7=PlayerID(var(22)),var(0)>10000
trigger7=random<75

[State ];暗黒
Type=ChangeState
Value=50600
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=6000||(var(0)&2)||palno=12
triggerall=ctrl&&random%2
triggerall=PlayerIDExist(var(22))
triggerall=PlayerID(var(22)),var(0)<9000
trigger1=var(58)=0
trigger1=random<10
trigger2=PlayerIDExist(var(22))
trigger2=PlayerID(var(22)),var(0)=[1000,3000]
trigger2=PlayerID(var(22)),var(22)<2
trigger3=var(58)=[50600,50601]
trigger4=PlayerIDExist(var(22))
trigger4=(PlayerID(var(22)),var(18)-PlayerID(var(22)),var(22))>4
trigger4=random<250

[State ];冥界の門
Type=ChangeState
Value=70000
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=4000||(var(0)&2)||palno=12
triggerall=ctrl&&random%2
triggerall=PlayerIDExist(var(22))
triggerall=PlayerID(var(22)),var(0)<9000
trigger1=var(58)=0
trigger1=random<10
trigger2=var(16)<2
trigger2=var(26)>1200
trigger3=var(58)=70000
trigger3=numhelper(5000)
trigger3=random<50+450*(helper(5000),var(2)!=2)
trigger4=PlayerIDExist(var(22))
trigger4=PlayerID(var(22)),var(0)=[1000,3000]
trigger4=var(16)<2

[State ];怨恨
Type=ChangeState
Value=19150
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=sysvar(3)>=3000||(var(0)&2)||palno=12
triggerall=ctrl&&random%2
trigger1=var(58)=0
trigger1=random<10
trigger2=PlayerIDExist(var(22))
trigger2=PlayerID(var(22)),var(0)=[1000,3000]
trigger2=PlayerID(var(22)),var(17)<2
trigger3=var(58)=[19150,19152]
trigger3=random<500
trigger4=PlayerIDExist(var(22))
trigger4=PlayerID(var(22)),var(0)>10000
trigger4=random<15

[State ];血の代償
Type=ChangeState
Value=10080
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno=[7,11]
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=ctrl
triggerall=PlayerIDExist(var(22))
triggerall=PlayerID(var(22)),var(15)>2||(var(0)&8)
trigger1=sysvar(3)<3000
trigger2=PlayerID(var(22)),var(0)<700
trigger2=sysvar(3)<10000

[State ];彷徨う魂
Type=ChangeState
Value=12345
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=numhelper(123450)=0&&numhelper(123451)=0
trigger1=ctrl
trigger1=var(58)=0
[State ];赤目
Type=ChangeState
Value=50400
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=ctrl
triggerall=PlayerIDExist(var(22))
triggerall=PlayerID(var(22)),var(15)<3&&(var(0)&8)=0
triggerall=PlayerID(var(22)),var(0)<700
trigger1=random<90
[State ];死刑
Type=ChangeState
Value=31442420
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=ctrl
triggerall=PlayerIDExist(var(22))
triggerall=PlayerID(var(22)),var(15)<3&&(var(0)&8)=0
trigger1=numenemy
trigger1=enemynear,alive
trigger1=var(58)=0
[State ];祓
Type=ChangeState
Value=1050
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=ctrl
triggerall=PlayerIDExist(var(22))
triggerall=PlayerID(var(22)),var(15)>2||(var(0)&8)
triggerall=PlayerID(var(22)),var(0)!=[2000,10000]
trigger1=fvar(0)>110
trigger1=random<20
trigger2=prevstateno=801
trigger2=random<300
[State ];探知爆撃
Type=ChangeState
Value=50630
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=ctrl
triggerall=PlayerIDExist(var(22))
triggerall=PlayerID(var(22)),var(15)>2||(var(0)&8)
triggerall=PlayerID(var(22)),var(0)!=[2000,10000]
trigger1=fvar(0)>110
trigger1=random<20
trigger2=prevstateno=801
trigger2=random<100
[State ];紋章「斬」
Type=ChangeState
Value=50115
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=numhelper(50116)=0
triggerall=ctrl
triggerall=PlayerIDExist(var(22))
triggerall=PlayerID(var(22)),var(15)>2||(var(0)&8)
triggerall=PlayerID(var(22)),var(0)!=[2000,10000]
trigger1=fvar(0)>100
trigger1=random<20
[State ];紋章「切」
Type=ChangeState
Value=1150
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=numhelper(50110)=0
triggerall=ctrl
triggerall=PlayerIDExist(var(22))
triggerall=PlayerID(var(22)),var(15)>2||(var(0)&8)
triggerall=PlayerID(var(22)),var(0)!=[2000,10000]
trigger1=fvar(0)>100
trigger1=random<12
[State ];紋章「雷」
Type=ChangeState
Value=18100
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=numhelper(18101)=0
triggerall=ctrl
triggerall=PlayerIDExist(var(22))
triggerall=PlayerID(var(22)),var(15)>2||(var(0)&8)
triggerall=PlayerID(var(22)),var(0)!=[2000,10000]
trigger1=fvar(0)>90
trigger1=random<18
[State ];生霊鏡
Type=ChangeState
Value=11340
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=numhelper(11341)=0
triggerall=ctrl
triggerall=PlayerIDExist(var(22))
triggerall=PlayerID(var(22)),var(15)>2||(var(0)&8)
triggerall=PlayerID(var(22)),var(0)!=[2000,10000]
trigger1=fvar(0)>140
trigger1=random<20
[State ];火闌降
Type=ChangeState
Value=1450
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=ctrl
triggerall=PlayerIDExist(var(22))
triggerall=PlayerID(var(22)),var(15)>2||(var(0)&8)
triggerall=PlayerID(var(22)),var(0)!=[2000,10000]
trigger1=fvar(0)=140
trigger2=fvar(0)>140
trigger2=random<10
trigger3=inguarddist
trigger3=fvar(0)=[110,140]
trigger3=random<15
trigger4=numhelper(11341)>0
trigger4=numhelper(50116)>0
trigger4=movetype!=A
trigger4=!inguarddist
[State ];門客人
Type=ChangeState
Value=800
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=!inguarddist
triggerall=(var(0)&8)=0
triggerall=ctrl
triggerall=PlayerIDExist(var(22))
triggerall=PlayerID(var(22)),var(15)>2
triggerall=PlayerID(var(22)),var(0)<2000
trigger1=fvar(0)<70
trigger1=random<60
[State ];瞬間移動
Type=ChangeState
Value=1800
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=stateno!=20
triggerall=ctrl&&time>1
triggerall=PlayerIDExist(var(22))
triggerall=PlayerID(var(22)),var(15)>2||(var(0)&8)
trigger1=fvar(0)<110
trigger1=BackEdgeBodyDist<50
trigger2=inguarddist
trigger2=fvar(0)<160
[State ];移動
Type=ChangeState
Value=20
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=stateno!=20
triggerall=ctrl
trigger1=fvar(0)<160
trigger2=fvar(0)>200
[State ];棒立ち
Type=ChangeState
Value=0
triggerall=!ishelper&&var(59)>0&&(var(0)&4)
triggerall=palno>6
triggerall=RoundState=2
triggerall=statetype!=A
triggerall=ctrl
trigger1=stateno!=20
