;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; カオティック・フレア
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 2200]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2201
ctrl = 0

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "Phantom Mizuchi JP"	
value = 10000

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "OmegaTH"	;オメガトムハンクス
trigger2 = p2name = "youwilldiemortal"	;Abomb_defeatable
trigger3 = p2name = "D.O.G."	;Goddess Justice
trigger4 = p2name = "Ultimate Chimera";uchimera
trigger5 = p2name = "AxAyAzSSS" ;mugenが落ちる
trigger6 = p2name = "E Youmu" ;mugenが落ちる？
trigger7 = p2name = "Psycho Shredder[S]" 
trigger8 = p2name = "" || p2name = "MUAHAHAHAHAHAHAHAHA"
value = 30050

[State 1]
type = changestate
triggerall = palno != [11,12]
trigger1 = time = 0
value = 2300

[State 2200]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1
supermovetime = 999999999999
sausemovetime = 999999999999

[State 2200]
type = NotHitBy
trigger1 = ishelper
value = SCA
time = -1
ignorehitpause = 1

[State 2200]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2= nofg
ignorehitpause = 1

[state 2200]
type = poweradd
trigger1 = time = 0
value = -7000
ignorehitpause = 1

[State 2200]
type = varadd
trigger1 = time = 0
var(57) = -7000
ignorehitpause = 1

[State 2200]
type = Explod
trigger1 = time = 0
anim = 32600
sprpriority = 8
postype = p1
pos = -2,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
SuperMoveTime = 9999999
PauseMoveTime = 9999999
[State 2200]
type = Explod
trigger1 = time = 10
anim = 13048
sprpriority = 5
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub
[State 2200]
type = Explod
trigger1 = time = 0
anim = 13046
sprpriority = 5
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub
[State 2200]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = 5
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub
[State 2200]
type = Explod
trigger1 = Time = 0
anim = 28100
sprpriority = 5
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1
trans = sub
[State 2200]
type = helper
trigger1 = time = 12 || time = 16 || AnimElemTime(7) = 1 || AnimElemTime(9) = 2
id = 22101
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 22101
helpertype = player
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999
[State 2200]
type = helper
trigger1 = time = 12 || time = 16 || AnimElemTime(7) = 1 || AnimElemTime(9) = 2
id = 22102
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 22102
helpertype = player
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999
[State 2200]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10000,20
[State 2200]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10000,21
[State 2200]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10000,4
[State 2200]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2200,0
volume = 255

[State 2200]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 0,0,0
under = 2

[State 2200]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 50
value = 255,255,255
under = 2

[state 2200]
type = changestate
trigger1 = animtime = 0
value = 2205

[Statedef 2205]
type    = S
physics = N
velset = 0,0
juggle = 0
anim = 2206
ctrl = 0

[State 2205]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
[State 2205]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
ignorehitpause = 1
[State 2205]
type = BGPalFx
trigger1 = time = 0
add = -256,-256,-256
time = 342
ignorehitpause = 1
[State 2205]
type = EnvShake
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95
[State 2205]
type = PlaySnd
trigger1 = Time = 0
value = 2200,1
volume = 255
[State 2205]
type = PlaySnd
trigger1 = Time = 0
value = 2563,0
volume = 255
channel = 9
[State 2205]
type = Explod
trigger1 = Time = 0
anim = 10140
id = 10140
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add
[State 2205]
type = bgpalfx
trigger1 = 1
time = 10
add = 0,0,0
mul = 0,0,0
sinadd = 0,0,0,0
invertall = 0
color = 0
ignorehitpause = 1
[State 2205]
type = helper
triggerall = !ishelper
trigger1 = numhelper(23640) = 0
trigger1 = time = 1
id = 23640
persistent = 0
name = "hitdefhelper"
pos = 0,0
postype = P1
stateno = 23640
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999
[State 2205]
type = NotHitBy
trigger1 = ishelper
value = SCA
time = -1
ignorehitpause = 1
[State 2205]
type = statetypeset
trigger1 = ishelper
movetype = A
physics = N
ignorehitpause = 1
[state 2205]
type = targetdrop
triggerall = numtarget > 0
trigger1 = time > 342
trigger2 = numtarget > 6
ignorehitpause = 1
[state 2205]
type = targetstate
triggerall = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = roundstate = 3
value = 5150
ignorehitpause = 1
[State 2205]
type = destroyself
triggerall = ishelper
trigger1 = time > 337 || root,time > 342
trigger2 = roundstate != 2
ignorehitpause = 1
[State 2205]
type = statetypeset
triggerall = !ishelper
triggerall = time = [118,342]
trigger1 = random = [0,20]
trigger2 = random = [41,60]
trigger3 = random = [81,100]
movetype = A
ignorehitpause = 1
[State 2205]
type = statetypeset
triggerall = !ishelper
triggerall = time = [118,342]
trigger1 = random = [21,40]
trigger2 = random = [61,80]
trigger3 = random = [101,120]
movetype = I
ignorehitpause = 1
[State 2205]
type = Turn
trigger1 = P2dist X < 0

[state 2210]
type = changestate
trigger1 = time >= 342
value = 2210

;---------------------------------------------------------------------------
;終了
;---------------------------------------------------------------------------

[Statedef 2210]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2211
ctrl = 0

[State 2210]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1
supermovetime = 999999999999
sausemovetime = 999999999999

[State 2210]
type = PowerSet
trigger1 = 1
value = 0
ignorehitpause = 1

[State 2210]
type = NotHitBy
trigger1 = ishelper
value = SCA
time = -1
ignorehitpause = 1

[State 2210]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[state 2210]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;------------------------------------
[Statedef 23640]
type    = S
movetype= I
physics = S
anim = 22176

[State 23640]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 23640];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 23640]
type = PlayerPush
trigger1 = 1
value = 0

[state 23640]
type = nothitby
trigger1 = 1
value = SCA

[State 23640]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 23640
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 23640]
type = hitdef
trigger1 = ishelper(23640)
trigger1 = timemod = 110,0
trigger1 = time >= 110
attr = S, NA
damage = 0,0
guardflag = 
hitflag = 
priority = 7, Hit
pausetime = 0,50
sparkno = -1
guard.sparkno = -1
animtype = hard
sparkxy = -1
getpower = 0
givepower = -1
hitsound = -1
guardsound = -1
ground.type = high 
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-2
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,-1
air.hittime = 5
fall = 0
ignorehitpause = 1

[State 23640]
type = posset
trigger1 = 1
x = enemy,pos x
y = enemy,pos y

[State 23640]
type = destroyself
trigger1 = root,stateno != 2205 || roundstate >= 3
trigger2 = win
ignorehitpause = 1

;***************************************************************************
;===========================================================================
;---------------------------------------------------------------------------
[Statedef -2]; 常時監視ステート
;---------------------------------------------------------------------------
;===========================================================================
;***************************************************************************

;AI常時オンorオフスイッチ
[State 1]
type = varset
trigger1 = !ishelper
v = 30
value = 0        ;1でオン 0でオフ
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[state -2]
type = varset
trigger1 = !ishelper&&roundstate<2
fv = 30
value = random%3
ignorehitpause = 1
[state -2]
type = varset
trigger1 = fvar(30)!=0&&(fvar(24)>=2150&&var(54)>=2150||fvar(25)=1||fvar(29)!=0&&RoundState<=2&&var(54)<=40&&random<=100)
fv = 30
value = 0
ignorehitpause = 1
[state -2]
type = varset
trigger1 = roundstate>=3&&(drawgame||lose||win)
fv = 29
value = (!win)
ignorehitpause = 1
[state -2]
type = varset
trigger1 = RoundState <= 2 && anim = 0 && ctrl = 0 && var(54) <= 40
trigger1 = enemynear,movetype=A&&(enemynear,numproj>=1||enemynear,numhelper>=1)||enemynear,anim!=0&&p2bodydist X <= 60||enemynear,vel x != 0
trigger2 = RoundState>=3
fv = 25
value = (RoundState<=2)
ignorehitpause = 1

[State -2]
Type = DisplayToClipboard
Trigger1 = 1
Text = "AI:%d, Pos X:%f, Pos Y:%f"
Params = Var(30), P2BodyDist X, P2BodyDist Y
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2]
type = AppendToClipboard
trigger1 = 1
text =  "P2X:%f,P2Y:%f,Vx%f,Vy%f,Py%f \n"
params = p2bodydist x, p2bodydist y,vel x,vel y,Pos y
IgnoreHitPause = 1

[State -2, Y座標自己修復]
type = PosSet
triggerall = RoundState = 2
trigger1 = stateno = [0,12]      
trigger1 = floor(Pos Y) = [-2,3] 
y = 0

[State -2, Y座標自動修正]
type = PosAdd
triggerall = RoundState = 2
triggerall = Life < 1200     
trigger1 = stateno = [0,30] 
trigger1 = floor(Pos Y) < -2
y = 2

[State -2, Y座標自動修正]
type = PosAdd
triggerall = RoundState = 2
triggerall = Life < 1000
trigger1 = stateno = [0,30]
trigger1 = floor(Pos Y) > 2
y = -2

[State -2, Y座標強制修復]
type = ChangeState
triggerall = RoundState = 2
triggerall = ctrl = 0
triggerall = alive = 1
triggerall = !Lose
trigger1 = Pos Y < -1280
trigger1 = GameTime % 10 = 0
trigger2 = Pos Y > 480
trigger2 = GameTime % 10 = 0
value = 40

[State -2]
type = posset
triggerall = !ishelper
trigger1 = roundstate = 4
y = 0
ignorehitpause = 1

[State -2]
type = PosSet
triggerall = RoundState=2 && !ishelper
trigger1 = (stateno=[0,12])||stateno=151||stateno=153
trigger1 = pos y != 0
y = 0
ignorehitpause = 1

[State -2]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 
trigger2 = stateno = 107 
trigger3 = stateno = 103 
value = 40, 0

[State -2]
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 40 
trigger1 = var(15) <= 0
value = 40, 1

[State -2]
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 40 
trigger1 = var(15) > 1
value = 40, 2

[State -2]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 105 
value = 105, 0

[State -2]
type = stopSnd
trigger1 = stateno != 100
channel = 1

[State -2]
type = afterimagetime
trigger1 = movetype = H
time = 0

[State -2]
type = Width
trigger1 = 1
edge = 5,0

[state a]
type = varset
triggerall = !ishelper
trigger1 = movetype = H
v = 13
value = 0

[State -2]
type = varset
trigger1 = stateno = 10
trigger1 = time = 0
trigger2 = stateno = 100
v = 15
value = 20

[State -2]
type = varset
trigger1 = stateno = 52
trigger1 = time = 0
v = 15
value = 0

[State -2]
type = varset
trigger1 = stateno = 40
trigger1 = command != "holdup"
v = 16
value = 1

[State -2]
type = varset
trigger1 = stateno = 40
trigger1 = command = "holdup"
v = 16
value = 0

[State -2]
type = velset
trigger1 = stateno = 50
trigger1 = anim = 42
trigger1 = time = 1
trigger1 = var(15) >= 1
x = 5

[State -2]
type = velset
trigger1 = stateno = 50
trigger1 = anim = 43
trigger1 = time = 1
trigger1 = var(15) >= 1
x = -5

[State -2]
type = veladd
trigger1 = stateno = 50
trigger1 = time = 1
trigger1 = var(16) = 1
y = 3

[state a]
type = stopsnd
trigger1 = MoveType = H
channel = 1

[state a]
type = afterimagetime
trigger1 = MoveType = H
time = 0

[State -2, 5]
type = AfterImage
trigger1 = time = 1
trigger1 = var(15) >= 1
trigger1 = stateno = 50
time = 10
trans = add1
timegap = 1
framegap = 2
length = 8
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State a] 
type = afterimage
trigger1 = time = 1
trigger1 = var(15) >= 1
trigger1 = stateno = 50
trans = add
time = 30
palcontrast =  256,0,256
palbright = 0,0,0
time    =  -1
length  = 13
timegap = 1
framegap = 1

[state -2]
type = removeexplod
trigger1 = stateno!=[2205,2210]
id = 10130

[State -2]
type = assertspecial
triggerall = roundno = 1
trigger1 = roundstate < 2
flag = nomusic

[State -2]
type = assertspecial
triggerall = !ishelper&&!loseko&&!lose&&!drawgame
trigger1 = roundstate = 4
trigger1 = stateno!=181
trigger1 = stateno!=185
trigger1 = stateno!=186
trigger1 = stateno!=187
trigger1 = stateno!=[150,155]
flag = roundnotover
ignorehitpause = 1

[state -2]
type = destroyself
trigger1 = var(55)!=gametime+123456789
ignorehitpause = 1

;-------------------------------------------------------------------------------------------------------
;ライフ管理ステート抜けnoko
;------------------------------------------------------------------------------------------------------

[State -2];ダブルKO阻止
Type = AssertSpecial
triggerall = !ishelper
Triggerall = roundstate != 2 && alive
Trigger1 = numenemy
Trigger1 = enemynear,life != 0 || !enemynear,alive
flag = noko
ignorehitpause = 1

[State -2]
type = SelfState
triggerall = (palno=[7,12]) && !ishelper && alive
trigger1 = var(55) !=gametime+123456789
value= (statetype=S)*151+(statetype=C)*153+(statetype=A)*155+(statetype=L)*151
ignorehitpause = 1

[State -2]
type = SelfState
triggerall = (palno=[4,6]) && !ishelper && alive
triggerall = var(55) !=gametime+123456789||movetype=H
triggerall = roundstate>=2
trigger1 = GetHitVar(hitcount) >= 20
value = 11053
ignorehitpause = 1

[State -2]
type = SelfState
triggerall = (palno=[4,6]) && !ishelper && alive
triggerall = var(55) !=gametime+123456789||movetype=H
triggerall = roundstate>=2
trigger1 = gethitvar(damage) >= 350
value = 11053
ignorehitpause = 1

[State -2]
type = SelfState
triggerall = ishelper
trigger1 = ishelper(22101) 
trigger1 = stateno != (22101)
trigger2 = ishelper(22102) 
trigger2 = stateno != (22102)
trigger3 = ishelper(3002) 
trigger3 = stateno != (3002)
trigger4 = ishelper(1110) 
trigger4 = stateno != (1110)
trigger5 = ishelper(18102) 
trigger5 = stateno != (18102)
trigger6 = ishelper(1412) 
trigger6 = stateno != (1412)
trigger7 = ishelper(11100) 
trigger7 = stateno != (11100)
trigger8 = ishelper(169990)
trigger8 = stateno != (169990)
trigger9 = ishelper(1720) 
trigger9 = stateno != (1720)
trigger10 = ishelper(12310) 
trigger10 = stateno != (12310)
trigger11 = ishelper(313900) 
trigger11 = stateno != (313900)
trigger12 = ishelper(10015) 
trigger12 = stateno != (10015)
trigger13 = ishelper(24610) 
trigger13 = stateno != (24610)
trigger14 = ishelper(310120) 
trigger14 = stateno != (310120)
trigger15 = ishelper(11502) 
trigger15 = stateno != (11502)
trigger16 = ishelper(10070000) 
trigger16 = stateno != (10070000)
trigger17 = ishelper(1065) 
trigger17 = stateno != (1065)
value= 266666
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state -2]
type = selfstate
triggerall =  !ishelper && roundstate < 3
trigger1 = time > 700
value = (statetype=S)*151+(statetype=C)*153+(statetype=A)*155+(statetype=L)*151
ignorehitpause = 1

[state -2]
type = selfstate
trigger1 = ishelper(987654321)
trigger1 = stateno !=(987654321)
value = 266666
ignorehitpause = 1

[state -2]
type = selfstate
triggerall = p2name != "F1" || p4name != "F1"
trigger1 = ishelper(649999)
trigger1 = stateno !=(649999)
value = 266666
ignorehitpause = 1

[State -2]
type = SelfState
triggerall = ishelper&&!ishelper(169990)&&!ishelper&&roundstate=2
triggerall = !ishelper(987654321)&&!ishelper(23640)&&!ishelper(649999)
trigger1 = var(55) !=gametime+123456789 || stateno = [5000,5150]
value = 0
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = lifeadd
triggerall = numhelper(6400000)
triggerall = numhelper(10070000) = 0
triggerall = palno = [7,11]
triggerall = !ishelper && alive && roundstate=2 && fvar(30)=0
trigger1 =  (helper(6400000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
trigger1 = life >= 201
value = -125
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = numhelper(6400000)
triggerall = numhelper(10070000) = 0
triggerall = palno = [7,11]
triggerall = !ishelper && alive && roundstate=2 && fvar(30)=1
trigger1 = (helper(6400000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
trigger1 = life >= 201
value = -75
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = numhelper(6400000)
triggerall = numhelper(10070000) = 0
triggerall = palno = [7,11]
triggerall = !ishelper && alive && roundstate=2 && fvar(30)=2
trigger1 = (helper(6400000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
trigger1 = life >= 201
value = -25
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = numhelper(6400000)
triggerall = numhelper(10070000) = 0
triggerall = palno = [7,11]
triggerall = !ishelper && alive && roundstate=2 && fvar(30) = [0,2]
trigger1 = enemy,life < lifemax/4
trigger1 = (helper(6400000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
trigger1 = life = [0,200]
value = -10
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = numhelper(6400000)
triggerall = numhelper(10070000) = 0
triggerall = !ishelper && alive && roundstate=2 && palno=12 && fvar(30)=0
trigger1 =  (helper(6400000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
trigger1 = life >= 301
value = -75
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = numhelper(6400000)
triggerall = numhelper(10070000) = 0
triggerall = !ishelper && alive && roundstate=2 && palno=12 && fvar(30)=1
trigger1 = (helper(6400000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
trigger1 = life >= 201
value = -50
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = numhelper(6400000)
triggerall = numhelper(10070000) = 0
triggerall = !ishelper && alive && roundstate=2 && palno=12 && fvar(30)=2
trigger1 = (helper(6400000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
trigger1 = life >= 201
value = -25
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = numhelper(6400000)
triggerall = numhelper(10070000) = 0
triggerall = !ishelper && alive && roundstate=2 && palno=12 && fvar(30)=0
trigger1 = enemy,life < lifemax/2
trigger1 = (helper(6400000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
trigger1 = life = [0,300]
value = -25
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = numhelper(6400000)
triggerall = numhelper(10070000) = 0
triggerall = !ishelper && alive && roundstate=2 && palno=12 && fvar(30)=1
trigger1 = enemy,life < lifemax/3
trigger1 =  (helper(6400000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
trigger1 = life = [0,200]
value = -5
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = numhelper(6400000)
triggerall = numhelper(10070000) = 0
triggerall = !ishelper && alive && roundstate=2 && palno=12 && fvar(30)=2
trigger1 = enemy,life < lifemax/4
trigger1 = (helper(6400000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
trigger1 = life = [0,200]
value = -1
ignorehitpause = 1

[State -2]
type = ReversalDef
triggerall = !ishelper
trigger1 = numenemy
trigger1=((enemy,name ="F1")&&(enemy,numpartner=0||(p2name="F1"&&p4name="F1")))&&palno=12
reversal.attr = SCA,AA,AT,AP
priority = 7, Hit
pausetime = 0,0
hitsound = s10000,22
p2stateno = 5150
ignorehitpause = 1

[state -2]
type = targetstate
triggerall = !ishelper && numenemy
triggerall = roundstate = 2
trigger1=(enemy,name ="F1")&&(enemy,numpartner=0||(p2name="F1"&&p4name="F1"))
trigger1 = numtarget
value = 288888
ignorehitpause = 1

[State -2]
type = ReversalDef
triggerall = !ishelper
triggerall = palno = 12
triggerall = p2name != "F1" || p4name != "F1"
trigger1 = stateno = 2205
trigger1 = time = [60,342]
trigger2 = p2name="Kyuketsuki"&&enemy,palno=11 || p2name="" || p2name="MUAHAHAHAHAHAHAHAHA" || p2name="genjitsu"
reversal.attr = SCA,AA,AT,AP
priority = 7, Hit
pausetime = 0,0
hitsound = -1
p2stateno = 5150
ignorehitpause = 1

[state -2]
type = targetstate
triggerall = !ishelper
triggerall = p2name != "F1" || p4name != "F1"
trigger1 = roundstate = 2 && stateno = 2205 &&palno=12
trigger1 = numtarget &&(time = [60,342])
trigger2 = p2name="Kyuketsuki"&&enemy,palno=11 || p2name="" || p2name="MUAHAHAHAHAHAHAHAHA" || p2name="genjitsu"
trigger2 = numtarget
trigger2 = enemy,alive
value = 50340
ignorehitpause = 1

[State -2];アーマーヘルパ
type = Helper
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = NumHelper(6400000) = 0
stateno = 6400000
name = "Helper"
ID = 6400000
pos = 0,0
helpertype = normal
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State -2]
type = helper
triggerall = numhelper(169990) = 0
triggerall = roundstate <= 2
trigger1 = stateno = 30051
trigger2 = stateno = 14050
trigger3 = stateno = 23000
id = 169990
persistent = 1
name = "kill"
pos = 0,0
postype = P1
stateno = 169990
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = helper
triggerall = palno != 12
trigger1 = loseko
trigger1 = RoundState = 3
trigger1 = numhelper(6400)=0
id = 6400
persistent = 1
name = "loseko"
pos = 0,0
postype = P1
stateno = 6400
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = helper
trigger1 = numhelper(65000)=0&&stateno=2205&&stateno=23000&&time=200
id = 65000
persistent = 1
name = "black"
pos = 0,0
postype = P1
stateno = 65000
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = helper
triggerall = P2name = "mapelao"
trigger1 = !ishelper&&!numhelper(1098751)&&roundstate<3
id = 1098751
pos = 0,0
postype = P1
stateno = 1098751
ownpal = 1
ignorehitpause = 1
helpertype = player
pausemovetime = 99999999
supermovetime = 99999999

[state -1]
type = varset
triggerall = P2name = "Phantom Mizuchi JP"&&enemy,palno = 12
trigger1 =roundstate<3
fv = 30
value = 2
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

;-------------------------------------------------------------------------------------------------------
;　power,time and powerup管理
;-------------------------------------------------------------------------------------------------------

[state -2]
type = varadd
triggerall = !ishelper
trigger1 = roundstate = 2
v = 54
value = 1
IgnoreHitPause = 1
[state -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 2
trigger1 = var(54) > 6700
v = 54
value = 0
IgnoreHitPause = 1
[State -2]
type = VarSet
trigger1 = roundstate = 0
var(54) = 0
[state -2]
type = poweradd
triggerall = !ishelper
trigger1 = power < var(57)
value = var(57) - power
ignorehitpause = 1
pausemovetime = 9999999999
supermovetime = 9999999999
[state -2]
type = varset
triggerall = !ishelper
trigger1 = power > var(57)
var(57) = power
ignorehitpause = 1
pausemovetime = 9999999999
supermovetime = 9999999999
[state -2]
type = varadd
triggerall = !ishelper
trigger1 = (GameTime%5) = 1
v = 57
value = 12+((life<lifemax/4)*(powermax/1000))
IgnoreHitPause = 1
[state -2]
type = varset
triggerall = !ishelper
trigger1 = var(54) >= 5700 || fvar(24)>=2150 && var(54)>=2150
v = 57
value = 7000
IgnoreHitPause = 1
[state -2]
type = varadd
triggerall = !ishelper
trigger1 = roundstate = 2 &&  var(54) < 5700
fv = 24
value = 1+((enemy,life>=enemy,lifemax&&enemy,power>=enemy,powermax)*80)
ignorehitpause = 1
[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate != 2 || numtarget || var(54) >= 5700
fv = 24
value = 0
ignorehitpause = 1
[state -2]
type = PowerSet
trigger1 = !ishelper
value = var(57)
IgnoreHitPause = 1
;-------------------------------------------------------------------------------------------------------
;　その他
;-------------------------------------------------------------------------------------------------------

[State 0]
type = Trans
triggerall = stateno != 1007000
triggerall = numhelper(10070000)
trigger1 = 1
trans = addalpha
alpha = 20,256
ignorehitpause = 1

[State -2]
type = AssertSpecial
trigger1 = !ishelper&&palno=[7,12]
flag = NoStandGuard
flag2 = NoCrouchGuard
flag3 = NoairGuard
ignorehitpause = 1

[State -2]
type = statetypeset
triggerall = palno=[7,12]
triggerall = !ishelper
trigger1 = var(55)!=gametime+123456789
trigger2 = stateno = [5000,5150]
trigger3 = roundstate >= 3
movetype = I
ignorehitpause = 1

[state -2]
type = playerpush
trigger1 = 1
value = 0
ignorehitpause = 1

[State -2]
Type = AssertSpecial
triggerall = !ishelper
Trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State -2]
Type = AssertSpecial
triggerall = !ishelper&&palno=[7,12]
Trigger1 = 1
flag = UnGuardable
ignorehitpause = 1

[State -2]
type = NotHitBy
triggerall = palno=[7,12]
trigger1 = RoundState != 2
value = SCA,AA,AT,AP
ignorehitpause = 1
pausemovetime = 9999999999
supermovetime = 9999999999

[State -2]
type = NotHitBy
triggerall = palno=[7,12]
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State -2,]
type = ctrlset
trigger1 = roundstate = 4
trigger1 = win && ctrl = 1
value = 0

[State -2]
type = screenbound
trigger1 = ishelper
value = 0
movecamera = 0
ignorehitpause = 1

[State -2]
type = PosSet
trigger1 = Pos Y > 60
y = 0
ignorehitpause = 1

[State -2]
type = PosSet
trigger1 = RoundState = 4
trigger1 = Pos Y != 0
y = 0
ignorehitpause = 1

[State -2]
type = targetLifeAdd
triggerall = !ishelper && palno=[11,12]
trigger1 = 1
value = -(Ceil(0.001 * Const(data.life)))
absolute = 1
ignorehitpause = 1

[State -2]
type = targetLifeAdd
triggerall = !ishelper && palno=[4,10]
trigger1 = 1
value = -(Ceil(0.0001 * Const(data.life)))
absolute = 1
ignorehitpause = 1

[state -2]
type = sprpriority
trigger1 = !ishelper
trigger1 = 1
value = 2
ignorehitpause = 1

[State 1]
type = Turn
triggerall = stateno != 10120
triggerall = stateno !=  [22118,22120]
triggerall = stateno !=  [22115,22117]
triggerall = !Ishelper
triggerall = enemy,pos x=[-320,320]
triggerall = enemy,pos y=[-480,60]
trigger1 = enemy,pos x-pos x>=0
trigger1 = facing=-1
trigger2 = enemy,pos x-pos x<0
trigger2 = facing=1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State -2]
type = assertspecial
triggerall = roundstate>2 && roundstate<4
triggerall = enemy,life >= enemy,lifemax
trigger1 = !Ishelper
trigger1 = palno= 12
trigger1 = !win && !winko
trigger2 = Ishelper
trigger2 = root,palno = 12
trigger2 = ! root,win && !root,winko
flag = roundnotover
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State -2]
type = assertspecial
triggerall = roundstate=2
trigger1 = !Ishelper
trigger1 = palno = 12
trigger1 = ctrl=0
flag = roundnotover
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State -3]
type = ChangeState
value = 0
triggerall = palno=12
triggerall = ctrl=1
trigger1 = !Ishelper
trigger1 = roundstate=3
trigger1 = stateno!=0
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

;-------------------------------------------------------------------------------------------------------
;　時止め
;-------------------------------------------------------------------------------------------------------

[State -2]
type = pause
triggerall = !ishelper&&palno=[11,12]
triggerall = alive&&enemy,alive
trigger1 = roundstate = 3
time = 120
movetime = 120
ignorehitpause = 1
[State -2]
type = superpause
triggerall = !ishelper&&palno=[11,12]
triggerall = alive&&enemy,alive
trigger1 = roundstate = 3
anim = -1
time = 120
movetime = 120
darken = 0
ignorehitpause = 1
[State -2]
type = pause
triggerall = !ishelper&&palno=[11,12]
triggerall = roundstate = 0
trigger1 = p2name = "Senna Kyodo" || p2name ="D-mizuchi" || p2name = "Godwald"
time = 120
movetime = 120
ignorehitpause = 1
[State -2]
type = superpause
triggerall = !ishelper&&palno=[11,12]
triggerall = roundstate = 0
trigger1 = p2name = "Senna Kyodo" || p2name ="D-mizuchi" || p2name = "Godwald"
anim = -1
time = 120
movetime = 120
darken = 0
ignorehitpause = 1

;-------------------------------------------------------------------------------------------------------
;　1pから6pまでの特典
;-------------------------------------------------------------------------------------------------------

[State -2]
type = defenceMulSet
triggerall = fvar(30)=0
trigger1 = palno != [7,12]
value = 1.5

[State -2]
type = attackMulSet
triggerall = fvar(30)=0
trigger1 = palno != [7,12]
value = 1.0

[State -2]
type = defenceMulSet
triggerall = fvar(30)=1
trigger1 = palno != [7,12]
value = 1.0

[State -2]
type = attackMulSet
triggerall = fvar(30)=1
trigger1 = palno != [7,12]
value = 1.5

[State -2]
type = defenceMulSet
triggerall = fvar(30)=2
trigger1 = palno != [7,12]
value = 0.5

[State -2]
type = attackMulSet
triggerall = fvar(30)=2
trigger1 = palno != [7,12]
value = 2.0

[State -2] 
type = lifeadd
triggerall = palno = [4,6]
trigger1 = (GameTime%7) = 1
trigger1 = life >= 600
value = 1

[State -2] 
type = lifeadd
triggerall = palno = [4,6]
trigger1 = (GameTime%8) = 1
trigger1 = life = [300,600]
value = 3

[State -2] 
type = lifeadd
triggerall = palno = [4,6]
trigger1 = (GameTime%10) = 1
trigger1 = life = [0,300]
value = 6

[State -2]
type = NotHitBy
triggerall = palno = [4,6]
trigger1 = GetHitVar(hitcount) >= 25
time = 300
value = SCA,AA,AP,AT
ignorehitpause = 1

[State -2];うるさいありえん(笑)ボイス・・
type = null;PlaySnd
triggerall = palno = [1,6]
trigger1 = time = 0
trigger1 = gethitvar(damage)
value = 11,10+random%3
freqmul = 1.5+((random%4)*0.2)
voulme = 255

;-------------------------------------------------------------------------------------------------------
;　演出面
;-------------------------------------------------------------------------------------------------------

[State 1]
type = varrandom
trigger1 = 1
range = -40,30
v = 50

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

[State 1]
type = varrandom
trigger1 = 1
range = -40,-130
v = 52

[State -2]
type = PalFX
triggerall = roundstate != 0 && !ishelper
trigger1 = (GameTime%120) = 1
trigger1 = stateno != [2205,2210]
trigger1 = stateno != [23000,23001]
trigger1 = stateno != [30051,30052]
time = 120
add = 0,0,0
sinadd = 80,80,80,120
ignorehitpause = 1

[State -2];輪ヘルパー
type = helper
triggerall = !ishelper&& !numhelper(44490)
trigger1 = palno=[11,12]
id = 44490
pos = -5,-90
postype = P1
stateno = 44490
ownpal = 1
ignorehitpause = 1
helpertype = player
size.xscale = 0.35
size.yscale = 0.35
pausemovetime = 99999999
supermovetime = 99999999

[State -1];波動
type = Explod
triggerall = anim = 0 && !ishelper
triggerall = time >= 0
triggerall = palno=[11,12]
trigger1 = (GameTime%5) = 1
anim = 33700
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
trans = sub
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -1];波動
type = Explod
triggerall = anim = 0 && !ishelper
triggerall = time >= 0
triggerall = palno!=[11,12]
trigger1 = (GameTime%6) = 1
anim = 10910
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
trans = sub
persistent = 0
scale = 1.0,0.2
ignorehitpause = 0
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -1];波動
type = Explod
triggerall = anim = 0 && !ishelper
triggerall = time >= 0
trigger1 = (GameTime%5) = 1
anim = 10910
sprpriority = -4
postype = p1
pos = 0,-90
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
scale = 0.45,0.45
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -1];波動2
type = Explod
triggerall = anim = 0 && !ishelper
triggerall = time >= 0
triggerall = palno!=[11,12]
trigger1 = (GameTime%8) = 1
anim = 11102
sprpriority = 1
postype = p1
pos = 0,-90
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -1];魔方陣
type = Explod
triggerall = anim = 0 && !ishelper
triggerall = time >= 0
trigger1 = (GameTime%8) = 1
anim = 28000
sprpriority = 1
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
scale = 1.0,0.2
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -1]
type = Explod
triggerall = anim = 0 && !ishelper
triggerall = time >= 0
trigger1 = (GameTime%6) = 1
anim = 28200
id = 28200
pos = var(50),var(51)
sprpriority = 99
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 999999
PauseMoveTime = 999999

[State -2]
type = Explod
triggerall = !ishelper && anim=0
triggerall = time > 0
trigger1 = palno=[7,12]
trigger1 = (GameTime%36) = 1
anim = 32400
id = 32400
sprpriority = 2
postype = p1
pos = -5,-90
bindtime = -1
under = 0
ownpal = 1
trans = sub
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 0
id = 32400
ignorehitpause = 1

[State -1]
type = Explod
triggerall = anim = 0 && !ishelper
trigger1 = time >= 0
trigger1 = (GameTime%42) = 1
anim = 28300
id = 28300
sprpriority = 99
postype = p1
pos = -20,-20
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 999999
PauseMoveTime = 999999

[State -1]
type = Explod
triggerall = anim = 0 && !ishelper
trigger1 = time >= 0
trigger1 = (GameTime%30) = 1
anim = 28300
id = 28300
sprpriority = 99
postype = p1
pos = -20,-50
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 999999
PauseMoveTime = 999999

[State -1]
type = Explod
triggerall = anim = 0 && !ishelper
trigger1 = time >= 0
trigger1 = (GameTime%62) = 1
anim = 28300
id = 28300
sprpriority = 0
postype = p1
pos = 0,-100
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 999999
PauseMoveTime = 999999

[State -1]
type = Explod
triggerall = anim = 0 && !ishelper
trigger1 = time >= 0
trigger1 = (GameTime%45) = 1
anim = 28300
id = 28300
sprpriority = 99
postype = p1
pos = 20,-40
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 999999
PauseMoveTime = 999999

[State -1]
type = Explod
triggerall = anim = 0 && !ishelper
trigger1 = time >= 0
trigger1 = (GameTime%70) = 1
anim = 28300
id = 28300
sprpriority = 99
postype = p1
pos = 10,-70
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 999999
PauseMoveTime = 999999

[State -1]
type = Explod
triggerall = anim = 0 && !ishelper
trigger1 = time >= 0
trigger1 = (GameTime%25) = 1
anim = 28300
id = 28300
sprpriority = 99
postype = p1
pos = 15,-20
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 999999
PauseMoveTime = 999999

[State -1]
type = Explod
triggerall = anim = 0 && !ishelper
trigger1 = time >= 0
trigger1 = (GameTime%33) = 1
anim = 28300
id = 28300
sprpriority = 99
postype = p1
pos = -30,-60
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 999999
PauseMoveTime = 999999

;-------------------------------------------------------------------------------------------------------
;　負け演出
;-------------------------------------------------------------------------------------------------------

[State -2]
type = PlaySnd
triggerall = !ishelper
triggerall = loseko
triggerall = palno != 12
trigger1 = stateno = 5150
trigger1 = Time = 0||Time = 60||Time = 120||Time = 180||Time = 240||Time = 300
value = 10000,26
IgnoreHitPause = 1
persistent = 0

[State -2]
type = PlaySnd
triggerall = !ishelper
triggerall = loseko
triggerall = palno != 12
trigger1 = stateno = 5150
trigger1 = Time = 80
value = 11,11
freqmul = 0.7+((random%2)*0.1)
IgnoreHitPause = 1
persistent = 0

[State -2]
type = Trans
triggerall = !ishelper
triggerall = loseko
triggerall = palno != 12
trigger1 = stateno = 5150
trans = AddAlpha
alpha = 256-ifelse(time<257,time,256),ifelse(time<257,time,256)

[State -2]
type = AssertSpecial
triggerall = !ishelper
triggerall = loseko
triggerall = palno != 12
trigger1 = stateno = 5150
trigger1 = time = [0,350]
flag = roundnotover

[State -2]
type = BGPalFx
triggerall = palno = 12
triggerall = !ishelper
triggerall = roundstate >= 3
trigger1 = var(27) < 1800
trigger1 = stateno = 5150
trigger1 = loseko
trigger1 = matchover
mul = 100,100,100
color = 0
time = 30
ignorehitpause = 1

;-------------------------------------------------------------------------------------------------------
;　その他2
;-------------------------------------------------------------------------------------------------------

[State -2]
type = parentvarset
trigger1 = ishelper(23640)
trigger1 = var(55)!=gametime+123456789
trigger1 = movereversed
v = 19
value = stateno
ignorehitpause = 0
[State -2]
type = parentvarset
trigger1 = ishelper(23640)
trigger1 = var(55)!=gametime+123456789
trigger1 = (enemy,stateno != 0)&&(enemy,stateno != [10,12])&&(enemy,stateno != [50,52])
trigger1 = enemy,stateno != 20
trigger1 = enemy,stateno != 40
trigger1 = enemy,stateno != 45
trigger1 = enemy,stateno != 100&&(enemy,stateno != [105,106])
trigger1 = enemy,stateno != 110
trigger1 = enemy,stateno != 115
v = 20
value = enemynear,anim
ignorehitpause = 1
[State -2]
type = parentvarset
trigger1 = ishelper(23640)
trigger1 = var(55)!=gametime+123456789
trigger1 = movereversed
v = 21
value = enemynear,anim
ignorehitpause = 1
[State -2]
type = parentvarset
trigger1 = ishelper(23640)
trigger1 = var(55)!=gametime+123456789
trigger1 = movereversed
v = 22
value = stateno
ignorehitpause = 0
[State -2]
type = parentvarset
trigger1 = ishelper(23640)
trigger1 = var(55)!=gametime+123456789
trigger1 = movereversed
v = 23
value = stateno
ignorehitpause = 0
[State -2]
type = parentvarset
trigger1 = ishelper(23640)
trigger1 = var(55)!=gametime+123456789
trigger1 = movereversed
v = 24
value = stateno
ignorehitpause = 1
[State -2]
type = parentvarset
trigger1 = ishelper(23640)
trigger1 = var(55)!=gametime+123456789
v = 25
value = enemynear,anim
ignorehitpause = 1
[State -2]
type = parentvarset
trigger1 = ishelper(23640)
trigger1 = var(55)!=gametime+123456789
trigger1 = movereversed
v = 26
value = stateno
ignorehitpause = 0
[State -2]
type = SelfState
trigger1 = ishelper(23640)
trigger1 = var(55)!=gametime+123456789
value = 23640
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = varset
triggerall = !ishelper
trigger1 = p2name = "Chu-goku"
v = 19
value = 80000
ignorehitpause = 1
[State -2]
type = varset
triggerall = !ishelper
trigger1 = p2name = "Chu-goku"
v = 20
value = 9771
ignorehitpause = 1
[State -2]
type = varset
triggerall = !ishelper
trigger1 = p2name = ""||p2name = "MUAHAHAHAHAHAHAHAHA"
v = 19
value = 944
ignorehitpause = 1
[State -2]
type = varset
triggerall = !ishelper
trigger1 = p2name = "G Magaki"
v = 19
value = 600000
ignorehitpause = 1
[State -2]
type = varset
triggerall = !ishelper
trigger1 = p2name = "G Magaki"
v = 20
value = 40020
ignorehitpause = 1
[State -2]
type = varset
triggerall = !ishelper
trigger1 = p2name = "Matsugami"
v = 19
value = 20001
ignorehitpause = 1
[State -2]
type = varset
triggerall = !ishelper
trigger1 = p2name = "Matsugami"
v = 20
value = 20000
ignorehitpause = 1
[State -2]
type = varset
triggerall = !ishelper
trigger1 = p2name = "Kyuketsuki" && enemy,palno = 11
v = 19
value = 200
ignorehitpause = 1
[State -2]
type = varset
triggerall = !ishelper
trigger1 = p2name = "Kyuketsuki" && enemy,palno = 11
v = 20
value = 200
ignorehitpause = 1
[State -2]
type = varset
triggerall = !ishelper
trigger1 = p2name = "syugosya_emiya"
v = 19
value = 3994
ignorehitpause = 1
[State -2]
type = varset
triggerall = !ishelper
trigger1 = p2name = "syugosya_emiya"
v = 20
value = 22060
ignorehitpause = 1
[State -2]
type = varset
triggerall = !ishelper
trigger1 = p2name = "UNKNOWN"
v = 19
value = 832
ignorehitpause = 1
[State -2]
type = varset
triggerall = !ishelper
trigger1 = p2name = "UNKNOWN"
v = 20
value = 4555
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
triggerall = enemy,alive
triggerall = var(30)
trigger1 = p2stateno = var(19)
trigger2 = numhelper(6400000)
trigger3 = var(19) = [5000,5150]
v = 19
value = 0
ignorehitpause = 1
[State -2]
type = varset
triggerall = !ishelper
triggerall = enemy,alive
triggerall = var(30)
trigger1 = p2stateno = var(22)
trigger2 = numhelper(6400000)
trigger3 = var(22) = [5000,5150] 
v = 22
value = 0
ignorehitpause = 1
[State -2]
type = varset
triggerall = !ishelper
triggerall = enemy,alive
triggerall = var(30)
trigger1 = var(23) = [5000,5150]
v = 23
value = 0
ignorehitpause = 1
[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate != 2
trigger2 = projcontact = 1
trigger2 = numtarget
trigger2 = target,ishelper = 0
v = 37
value = 0
gnorehitpause = 1
[State -2]
type = varset
triggerall = !ishelper
trigger1 = projcontact = 1
trigger1 = !numtarget
v = 37
value = 1
gnorehitpause = 1

[state -2]
type = Projectile
triggerall = P2name = "Phantom Mizuchi JP"&&enemy,palno = 12
triggerall = var(54)>=300 
trigger1 = !ishelper&&roundstate<3&&palno!=11
projanim = 100000
projremove = 1
projremovetime = 1
attr = A,AA
hitflag = MAFPD
damage = 50
pausetime = 0,5
guard.pausetime = 0,5
givepower = 0,0
ground.type = high
fall = 1
air.fall = 1
ignorehitpause = 1
[State -2]
type = Helper
triggerall = !ishelper
triggerall = roundstate < 2&&numhelper(987654321)<5&&palno=12
trigger1 = p2name = "F1" || p4name = "F1"
ID = 987654321
name = "987654321"
stateno = 987654321
pos = 0,999999999
postype = p1
facing = 1
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
[State -2]
type = Helper
triggerall = !ishelper
triggerall = roundstate < 2&&numhelper(987654321)<5&&palno=12
trigger1 = p2name = "F1" || p4name = "F1"
ID = 987654321
name = "987654321"
stateno = 987654321
pos = 0,999999999
postype = p1
facing = 1
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
[State -2]
type = Helper
triggerall = !ishelper
triggerall = roundstate < 2&&numhelper(987654321)<5&&palno=12
trigger1 = p2name = "F1" || p4name = "F1"
ID = 987654321
name = "987654321"
stateno = 987654321
pos = 0,999999999
postype = p1
facing = 1
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
[State -2]
type = Helper
triggerall = !ishelper
triggerall = roundstate < 2&&numhelper(987654321)<5&&palno=12
trigger1 = p2name = "F1" || p4name = "F1"
ID = 987654321
name = "987654321"
stateno = 987654321
pos = 0,999999999
postype = p1
facing = 1
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
[State -2]
type = Helper
triggerall = !ishelper
triggerall = roundstate < 2&&numhelper(987654321)<5&&palno=12
trigger1 = p2name = "F1" || p4name = "F1"
ID = 987654321
name = "987654321"
stateno = 987654321
pos = 0,999999999
postype = p1
facing = 1
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
[State -2]
type = Helper
triggerall = roundstate = 2
triggerall = numhelper(987654321) < 5
trigger1 = palno=12&&numenemy
trigger1 = p2name = "F1" || p4name = "F1"
ID = 987654321
name = "f1kill"
stateno = 987654321
pos = 0,999999999
postype = p1
facing = 1
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1

;***************************************************************************
;===========================================================================
;---------------------------------------------------------------------------
[Statedef -3]; 常時監視ステート
;---------------------------------------------------------------------------
;===========================================================================
;***************************************************************************
[State -3]
type = varset
trigger1 = 1
var(55) = gametime+123456789
ignorehitpause = 1
superMoveTime = 999999999999999
pauseMoveTime = 999999999999999

[State -3]
type = varset
triggerall = !ishelper
trigger1 = numenemy
fv = 1
value = abs(pos x-enemynear,pos x)*ifelse(frontedgedist<ifelse((facing=enemynear,facing),(enemynear,frontedgedist),(enemynear,backedgedist)),-1,1)
ignorehitpause = 1
[State -3]
type = assertspecial
triggerall = !ishelper
trigger1 = fvar(1) > 0
flag = noautoturn
ignorehitpause = 1

[State -3]
type = Varset
triggerall = !var(30)
trigger1 = command = "AI_1" || command = "AI_2" || command = "AI_3" || command = "AI_4" || command = "AI_5"
trigger2 = command = "AI_6" || command = "AI_7" || command = "AI_8" || command = "AI_9" || command = "AI_10"
trigger3 = command = "AI_11" || command = "AI_12" || command = "AI_13" || command = "AI_14" || command = "AI_15"
trigger4 = command = "AI_16" || command = "AI_17" || command = "AI_18" || command = "AI_19" || command = "AI_20"
trigger5 = command = "AI_21" || command = "AI_22" || command = "AI_23" || command = "AI_24" || command = "AI_25"
trigger6 = command = "AI_26" || command = "AI_27" || command = "AI_28" || command = "AI_29" || command = "AI_30"
trigger7 = command = "AI_31" || command = "AI_32" || command = "AI_33" || command = "AI_34" || command = "AI_35"
trigger8 = command = "AI_36" || command = "AI_37" || command = "AI_38" || command = "AI_39" || command = "AI_40"
trigger9 = command = "AI_41" || command = "AI_42" || command = "AI_43" || command = "AI_44" || command = "AI_45"
trigger10 = command = "AI_46" || command = "AI_47" || command = "AI_48" || command = "AI_49" || command = "AI_50"
var(30) = 1

[state -3]
type = varset
trigger1 = roundstate >= 3
var(30) = 0
ignorehitpause = 1

[State -3]
type = VarRandom
triggerall = !ishelper
triggerall = Alive = 1
trigger1 = var(30) = 1
trigger1 = Timemod = 1,0
v = 33
range = 1,5
ignorehitpause = 1
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;AI動作
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;カオティック・フレア
[State -1]
type = ChangeState
value = 2200
triggerall = var(30) = 1
triggerall = power >= 7000
triggerall = roundstate = 2
triggerall = Statetype  = S
triggerall = Ctrl = 1
triggerall = numhelper(6400000)
triggerall = enemynear,name != "New_Shiki_Nanaya"
triggerall = enemynear,name != "rise7"
trigger1 = Ctrl = 1
trigger1 = Var(33) = 3
trigger1 = p2name != "Death Star" || p4name != "Death Star"
trigger2 = Ctrl = 1
trigger2 = Var(33) = 4
trigger3 = Ctrl = 1

;カオティック・フレア
[State -1]
type = ChangeState
value = 2200
triggerall = var(30) = 1
triggerall = power >= 7000
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = numhelper(6400000)
triggerall = enemynear,name != "New_Shiki_Nanaya"
triggerall = enemynear,name != "rise7"
trigger1 = Ctrl = 1
trigger1 = Var(33) = 3
trigger1 = p2name != "Death Star" || p4name != "Death Star"
trigger2 = Ctrl = 1
trigger2 = Var(33) = 4
trigger3 = Ctrl = 1

;ブラック・アビス
[State -1]
type = ChangeState
value = 14000
triggerall = palno = [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = power >= 5000
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = numhelper(6400000)
trigger1 = ctrl
trigger1 = var(54) > 4200
trigger1 = life >= 100
trigger1 = enemy,life>=enemy,lifemax*0.8
trigger1 = random <= 150

;ブラック・アビス
[State -1]
type = ChangeState
value = 14000
triggerall = palno = [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = Power    >= 5000
triggerall = Statetype  = S
triggerall = Ctrl = 1
triggerall = Random <= 100
triggerall = RoundState = 2
triggerall = numhelper(6400000)
triggerall = enemynear,name != "rise7"
triggerall = enemynear,name != "New_Shiki_Nanaya"
trigger1 = Var(33) = 1
trigger2 = Var(33) = 2
trigger3 = Var(33) = 3
trigger4 = Var(33) = 4

;闇を降らす
[State -1]
type = ChangeState
value = 30050
triggerall = palno = 12
triggerall = var(30)
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = numhelper(169990) = 0
triggerall = numhelper(6400000)
triggerall = enemynear,name != "rise7"
trigger1 = ctrl
trigger1 = power >= 3000
trigger1 = p2name = "New_Shiki_Nanaya" || p4name = "New_Shiki_Nanaya"
trigger1 = random <= 500
trigger2 = ctrl
trigger2 = power >= 2000
trigger2 = p2name = "Psycho Shredder[S]" || p4name = "Psycho Shredder[S]" || p2name = "mapelao" || p4name = "mapelao"
trigger2 = random <= 800
trigger3 = ctrl
trigger3 = p2name = "" || p2name = "MUAHAHAHAHAHAHAHAHA" || p4name = "" || p4name = "MUAHAHAHAHAHAHAHAHA" 
trigger3 = enemy,stateno = 944
trigger3 = random <= 999

;闇を降らす
[State -1,]
type = ChangeState
value = 30050
triggerall = var(30)
triggerall = palno = 12
triggerall = power >= 5000
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = numhelper(6400000)
triggerall = enemynear,name != "rise7"
trigger1 = ctrl
trigger1 = life <= lifemax/2
trigger1 = life >= 100
trigger1 = enemy,life >=lifemax*0.8
trigger1 = var(54) > 4500
trigger1 = random <= 180
trigger2 = ctrl
trigger2 = var(54) = [650,1600]
trigger2 = enemy,life >= enemy,lifemax
trigger2 = random <= 400
trigger3 = ctrl
trigger3 = enemy,life>=enemy,lifemax*0.8
trigger3 = random = [501,600]

;フィアー・ジャッジメント
[State -1]
type = ChangeState
value = 10000
triggerall = palno = [11,12]
triggerall = alive   = 1
triggerall = var(30) = 1
triggerall = Power    >= 5000
triggerall = Statetype  = S
triggerall = Ctrl = 1
triggerall = Random <= 200
triggerall = RoundState = 2
triggerall = numhelper(6400000)
trigger1 = ctrl
trigger1 = Var(33) = 5

;フィアー・ジャッジメント
[State -1]
type = ChangeState
value = 10000
triggerall = palno = [11,12]
triggerall = alive   = 1
triggerall = var(30) = 1
triggerall = power >= 5000
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = numhelper(6400000)
trigger1 = ctrl
trigger1 = random <= 200
trigger1 = life >= 101
trigger1 = Var(33) = 4

;バニッシュ
[State -3]
type = ChangeState
value = 1007000
triggerall = palno = [11,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = Power    >= 4000
triggerall = statetype != A
triggerall = Ctrl = 1
triggerall = RoundState = 2
triggerall = numhelper(10070000) = 0
triggerall = numhelper(6400000)
trigger1 = fvar(30) = 0
trigger1 = life < lifemax*0.2
trigger2 = fvar(30) = 1
trigger2 = life < lifemax*0.1
trigger2 = random < 100
trigger3 = fvar(30) = 2
trigger3 = life < lifemax*0.02
trigger3 = random < 50

;バニッシュ
[State -3]
type = ChangeState
value = 1007000
triggerall = var(30) = 1
triggerall = palno = 12
triggerall = roundstate = 2
triggerall = power >= 4000
triggerall = statetype != A
triggerall = numhelper(6400000)
triggerall = numhelper(10070000) = 0
trigger1 = ctrl
trigger1 = life <= lifemax/2
trigger1 = var(54) <= 3500 
trigger1 = var(3) != 900
trigger1 = random <= 420
trigger2 = var(54) >=3501 
trigger2 = ctrl
trigger2 = var(3) != 900
trigger2 = random <= 700

;パニッシュ・レイ
[State -3]
type = ChangeState
value = 33500
triggerall = palno = [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = power >= 4000
triggerall = enemynear,name != "New_Shiki_Nanaya"
triggerall = Statetype  = S
triggerall = Random <= 300
triggerall = Ctrl = 1
triggerall = RoundState = 2
triggerall = numhelper(6400000)
trigger1 = Var(33) = 3
trigger2 = Var(33) = 4
trigger3 = Var(33) = 5

;ソウルデストラクション
[State -1]
type = ChangeState
value = 30080
triggerall = palno = [7,12]
triggerall = var(30)
triggerall = roundstate = 2
triggerall = power >= 3000
triggerall = numhelper(6400000)
triggerall = EnemyNear,HitDefAttr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP
triggerall = p2name != "New_Shiki_Nanaya"
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = random <= 450
trigger1 = p2bodydist X = [-40,40]
trigger1 = p2movetype != H

[State -3];血の贖罪
type = ChangeState
value = 11220
triggerall = var(30)
triggerall = palno = [7,12]
triggerall = roundstate = 2
triggerall = power >= 3000
triggerall = statetype != A
triggerall = numhelper(6400000)
triggerall = p2name != "New_Shiki_Nanaya"
triggerall = enemy,life !=enemy,lifemax
trigger1 = life >= lifemax/4
trigger1 = ctrl
trigger1 = power >= 3000
trigger1 = power <= 3999
trigger1 = enemy,life >= lifemax/2
trigger1 = P2bodydist Y >= -50
trigger1 = random <= 70
trigger2 = ctrl
trigger2 = enemy,life >= lifemax/2
trigger2 = random <= 120
trigger3 = ctrl
trigger3 = power >= 3000
trigger3 = power <= 4999
trigger3 = var(54) <= 1400
trigger3 = random <= 200

[State -1];クラッシュ
type = ChangeState
value = 11000
triggerall = var(30)
triggerall = palno = [7,12]
triggerall = roundstate = 2
triggerall = power >= 2000
triggerall = statetype != A
triggerall = numhelper(6400000)
triggerall = p2name != "New_Shiki_Nanaya"
triggerall = enemy,life !=enemy,lifemax
trigger1 = life >= lifemax/4
trigger1 = ctrl
trigger1 = power >= 2000
trigger1 = power <= 3999
trigger1 = enemy,life >= lifemax/2
trigger1 = P2bodydist Y >= -50
trigger1 = random <= 70
trigger2 = ctrl
trigger2 = enemy,life >= lifemax/2
trigger2 = random <= 120
trigger3 = ctrl
trigger3 = power >= 2000
trigger3 = power <= 3999
trigger3 = var(54) <= 1300
trigger3 = random <= 200

[State -1];クラッシュ
type = ChangeState
value = 11000
triggerall = palno = [7,12]
triggerall = var(30)
triggerall = roundstate = 2
triggerall = power >= 2000
triggerall = EnemyNear,HitDefAttr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP
triggerall = numhelper(10015) = 0
triggerall = numhelper(6400000)
triggerall = enemynear,name != "New_Shiki_Nanaya"
triggerall = enemynear,name != "rise7"
trigger1 = statetype != A
trigger1 = var(54)  > 700
trigger1 = ctrl
trigger1 = random <= 800

;死の誘い
[State -1]
type = ChangeState
value = 19500
triggerall = var(30)
triggerall = palno = 12
triggerall = power >= 3000
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = numhelper(6400000)
trigger1 = helper(6400000),var(3) > 0
trigger1 = ctrl
trigger1 = p2name = "New_Shiki_Nanaya" || p4name = "New_Shiki_Nanaya"

;死の誘い
[State -1]
type = ChangeState
value = 19500
triggerall = var(30)
triggerall = palno = 12
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = numhelper(6400000)
trigger1 = helper(6400000),var(3) > 0
trigger1 = p2name != "New_Shiki_Nanaya" || p4name != "New_Shiki_Nanaya"
trigger1 = enemynear,name != "Ayu Tukimiya"
trigger1 = power >= 3000
trigger1 = ctrl
trigger1 = p2bodydist X = [-120,120]
trigger1 = random <= 150
trigger2 = ctrl
trigger2 = var(54) > 400
trigger2 = helper(6400000),var(3) > 0
trigger2 = power >= 3000
trigger2 = random <= 999
trigger2 = p2name = "New_Shiki_Nanaya" || p4name = "New_Shiki_Nanaya"

;死の誘い
[State -1]
type = ChangeState
value = 19500
triggerall = var(30)
triggerall = palno = 12
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = numhelper(6400000)
trigger1 = helper(6400000),var(3) > 0
trigger1= ctrl
trigger1= p2name = "ore_no_ane" || p4name = "ore_no_ane"

[State -1];ニュークリアー・レイジエーション
type = ChangeState
value = 10120
triggerall = var(30) = 1
triggerall = palno = [7,12]
triggerall = power >= 2000
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = numhelper(6400000)
trigger1 = P2bodydist X = [60,150]
trigger1 = p2movetype != A
trigger1 = ctrl
trigger1 = random <= 300

[State -1];ニュークリアー・レイジエーション
type = ChangeState
value = 10120
triggerall = var(30) = 1
triggerall = palno = [7,12]
triggerall = power >= 2000
triggerall = roundstate = 2
triggerall = numhelper(6400000)
triggerall = statetype != A
triggerall = p2movetype != H
triggerall = ctrl
trigger1 = life >= lifemax/2
trigger1 = enemy,life != enemy,lifemax
trigger1 = P2bodydist X = [60,200]
trigger1 = p2movetype != A
trigger1 = ctrl
trigger1 = random <= 300
trigger2 = life >= lifemax/2
trigger2 = enemy,life != enemy,lifemax
trigger2 = P2bodydist X = [-200,-60]
trigger2 = p2movetype != A
trigger2 = ctrl
trigger2 = random <= 300

;ディメンション・ホール
[State -3]
Type = ChangeState
Value = 1950
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = p2statetype != A
triggerall = p2movetype = H
triggerall = P2BodyDist X >= 80
trigger1 = Ctrl = 1
trigger1 = Random <= 840

;ディメンション・ホール
[State -3]
Type = ChangeState
Value = 1950
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = p2statetype != A
triggerall = P2stateno = [150,153]
triggerall = P2BodyDist X >= 80
trigger1 = Ctrl = 1
trigger1 = Random <= 860

;ディメンション・ホール
[State -3]
Type = ChangeState
Value = 1950
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = p2movetype = A
triggerall = P2BodyDist X >= 80
trigger1 = Ctrl = 1
trigger1 = Random <= 240

;ディメンション・ホール
[State -3]
Type = ChangeState
Value = 1950
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = backEdgeDist <= 90
trigger1 = Ctrl = 1
trigger1 = Random <= 290

;バニシング・ラッシュ
[State -3]
type = ChangeState
value = 22115
triggerall = palno = [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = p2movetype = H
triggerall = P2BodyDist Y = [-90,0]
trigger1 = Ctrl        = 1
trigger1 = Random <= 100

;バニシング・ラッシュ
[State -3]
type = ChangeState
value = 22115
triggerall = palno = [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = p2bodydist X >=20
triggerall = Ctrl = 1
trigger1 = Random <= (50+(p2bodydist X >= 180)*120)
trigger2 = Random <= 50

;バニシング・ラッシュ
[State -3]
type = ChangeState
value = 22115
triggerall = palno = [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = p2bodydist X = [0,120]
triggerall = p2statetype = C && p2movetype = A && EnemyNear,time >= 12
trigger1 = Ctrl        = 1
trigger1 = Random <= 50

[State -1];オロチ飛び道具
type = ChangeState
value = 1050
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = numhelper(1050) = 0
triggerall = p2bodydist X   >= 30
triggerall = statetype  != A
triggerall = enemy,alive
trigger1 = Ctrl        = 1
trigger1 = Random <= 150

[State -1];オロチ飛び道具2
type = ChangeState
value = 11610
triggerall = palno = [7,12]
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl
triggerall = p2bodydist X  >= 50
trigger1 = random <= 300

[State -1];オロチ飛び道具3
type = ChangeState
value = 3001
triggerall = Alive   = 1
triggerall = var(30)
triggerall = numhelper(3002) = 0
triggerall = p2bodydist X   >= 30
triggerall = statetype  != A
triggerall = enemy,alive
trigger1 = Ctrl        = 1
trigger1 = Random <= 50

[State -1];オロチ飛び道具3
Type = ChangeState
Value = 3001
triggerall = Alive   = 1
triggerall = var(30)
triggerall = numhelper(3002) = 0
triggerAll = StateType != A
triggerAll = Ctrl = 1
triggerAll = P2StateType != C
trigger1 = Enemy,NumHelper > 0 || Enemy,NumProj > 0
trigger1 = EnemyNear,MoveType = A
trigger1 = InGuardDist
trigger1 = EnemyNear,HitDefAttr = SCA,NP,SP,HP,NA,SA,HA
trigger1 = P2MoveType = A
trigger1 = Random <= 640

[State -1];オロチ飛び道具4
type = ChangeState
value = 1150
triggerall = numhelper(1110) = 0
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = p2bodydist X > 30
trigger1 = random <= 150

;死刑宣告
[State -3]
type = ChangeState
value = 30530
triggerall = var(30)
triggerall = palno = 12
triggerall = var(37) != 1
triggerall = numhelper(6400000)
triggerall = statetype != A
trigger1 = ctrl
trigger1 = helper(6400000),var(4) < 100

;恐怖の片鱗
[State -3]
type = ChangeState
value = 11050
triggerall = palno=[7,12]
triggerall = var(30)
triggerall = statetype != A
triggerall = roundstate = 2
trigger1 = ctrl
trigger1 = p2bodydist X = [-50,30]
trigger1 = p2movetype != A
trigger1 = p2movetype != H
trigger1 = random <= 500

[State -1];エクスプロージョンスフィアΩ
type = ChangeState
value = 1700
triggerall = numHelper(1720) <= 0
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist X >= 50
trigger1 = ctrl
trigger1 = random <= 150

[State -1];ミラーウォール
type = ChangeState
value = 11600
triggerall = numhelper(1720) <= 0
triggerall = var(30)
triggerall = random <= 200
triggerall = statetype != A
triggerall = p2statetype != A && p2statetype != L
triggerall = P2BodyDist X > 100
triggerall = P2BodyDist Y > -150
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno < 1080

[State -1];ヘル・パニシュ
type = ChangeState
value = 1100
triggerall = var(30)
triggerall = random <= 200
triggerall = statetype != A
triggerall = P2BodyDist X > 50
triggerall = P2BodyDist X <= 120
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno < 1080

[State -1];グラビティースフィア
type = ChangeState
value = 1800
triggerall = palno != [7,12]
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist X   >= 80
trigger1 = ctrl
trigger1 = random <= 150

[State -1];フォトンスフィア
type = ChangeState
value = 11101
triggerall = var(30)
triggerall = numhelper(11100) = 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl
triggerall = p2bodydist X >= 50
trigger1 = random <= 300
trigger2 = stateno = 220 && animelemtime(4) > 0
trigger3 = stateno = 240 && animelemtime(10) > 0
trigger4 = stateno = 410 && animelemtime(7) > 0

[State -1];フォトンスフィア2
type = ChangeState
value = 11500
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = numhelper(11500) = 0
triggerall = enemy,alive
trigger1 = Ctrl        = 1
trigger1 = Random <= 60

;マグネティックスフィア
[State -3]
type = ChangeState
value = 12300
triggerall = numhelper(12310) = 0
triggerall = Alive   = 1
triggerall = roundstate = 2
triggerall = var(30) = 1
triggerall = p2bodydist X >= 50
triggerall = statetype != A
triggerall = Random<=990-((enemynear,statetype=C)*950)
trigger1   = Ctrl = 1
trigger1 = Random <= 300

;マグネティックスフィア
[State -3]
type = ChangeState
value = 12300
triggerall = numhelper(12310) = 0
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = p2bodydist X >= 50
triggerall = statetype != A
triggerall = enemy,alive
triggerall = Ctrl = 1
triggerall = Random<=990-((enemynear,statetype=C)*950)
trigger1 = Random<= 100

;紋章
[State -1]
type = ChangeState
value = 18100
triggerall = palno = [7,12]
triggerall = numhelper(18102) = 0
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = Power >= 0
trigger1 = statetype  = S
trigger1   = Ctrl = 1
trigger1 = Random <= 300
trigger1 = RoundState = 2

;レールフォース
[State -1]
type = ChangeState
value = 1080
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = statetype  != A
triggerall = p2bodydist X   >= 50
trigger1 = Ctrl        = 1
trigger1 = Random <= 60

;骸骨柱
[State -1]
type = ChangeState
value = 1450
triggerall = var(30)
triggerall = palno = 12
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = numhelper(6400000)
trigger1 = ctrl
trigger1 = p2bodydist X > 100-40
trigger1 = random <= 220
trigger2 = ctrl
trigger2 = p2movetype = A
trigger2 = p2bodydist X = [-30,30]
trigger2 = random <= 220
trigger3 = ctrl
trigger3 = p2movetype = A
trigger3 = p2bodydist X = [0,30]
trigger3 = random <= 220
trigger4 = ctrl
trigger4 = p2bodydist X > 100-40
trigger4 = random <= 250
trigger4 = Time = 60 || Time = 120 || Time = 180 || Time = 240 || Time = 300 || Time = 360 || Time = 420 || Time = 480 || Time = 520 || Time = 560 || Time = 600 || Time = 640

;エクスプローディングスフィア
[State -3]
type = ChangeState
value = 1250
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = enemy,alive
triggerall = P2BodyDist X = [0,240]
triggerall = p2movetype = H
trigger1 = Ctrl = 0
trigger1 = stateno = 1260 && animelem = 4,>=0
trigger1 = Random <= 500

;エクスプローディングスフィア
[State -3]
type = ChangeState
value = 1260
triggerall = Alive   = 1
triggerall = enemy,alive
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = p2movetype = A
triggerall = P2BodyDist X = [0,190]
triggerall = Random<=990-((enemynear,statetype=C)*950)
trigger1   = Ctrl = 1
trigger1 = Random <= 300
trigger1 = RoundState = 2

;エクスプローディングスフィア
[State -3]
type = ChangeState
value = 1260
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = enemy,alive
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = p2movetype = A
triggerall = P2BodyDist X = [0,190]
triggerall = Ctrl = 1
triggerall = Random<=990-((enemynear,statetype=C)*850)
trigger1 = Random <= 105

[State -3]
Type = ChangeState
Value = 701
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = StateType != A
trigger1 = Ctrl = 1
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,NT,ST,HT
trigger1 = p2BodyDist X = [0,60]
trigger1 = p2BodyDist Y = [-40,0]
trigger1 = Random <= 820

[State -3]
type = ChangeState
value = 700
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = statetype != A
triggerall = p2statetype != A && p2StateNo = 5120
triggerall = p2BodyDist X = [-80,80]
trigger1 = Ctrl = 1
trigger1 = Random <= 100

[State -3]
type = ChangeState
value = 700
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = statetype != A
triggerall = p2movetype = A
triggerall = p2statetype != A
triggerall = (P2BodyDist X = [0,100])||backEdgeDist <= 60&&(P2BodyDist X = [0,80])
trigger1 = Ctrl = 1
trigger1 = Random <= 150

[State -3]
Type = ChangeState
Value = 700
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
Triggerall = StateType != A
Trigger1 = Ctrl = 1
Trigger1 = Inguarddist && enemy,numproj
trigger1 = Random <= 200

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;1pから6pまで
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;ブラックホール
[State -1]
type = ChangeState
value = 2300
triggerall = var(30) = 1
triggerall = Alive   = 1
triggerall = palno != [7,12]
triggerall = power >= 6000
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = Statetype  = S
triggerall = Random <= 300
triggerall = enemy,alive
trigger1 = Ctrl = 1
trigger1 = Var(33) = 3
trigger2 = Ctrl = 1
trigger2 = Var(33) = 4
trigger3 = Ctrl = 1
trigger2 = Var(33) = 5

[State -3];パニッシュ・レイ
type = ChangeState
value = 33500
triggerall = palno != [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = power >= 5000
triggerall = enemynear,name != "New_Shiki_Nanaya"
triggerall = Statetype  = S
triggerall = Random <= 300
triggerall = Ctrl = 1
triggerall = RoundState = 2
trigger1 = Var(33) = 3
trigger2 = Var(33) = 4

[State -3];血の贖罪
type = ChangeState
value = 11220
triggerall = palno != [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = power >= 4000
triggerall = Statetype  = S
triggerall = Ctrl = 1
triggerall = Random <= 300
triggerall = RoundState = 2
trigger1 = Var(33) = 2

;デッドリーレイブ
[State -1]
type = ChangeState
value = 7100
triggerall = var(30)
triggerall = palno != [7,12]
triggerall = power >= 4000
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = p2statetype != L
triggerall = p2movetype != H && p2movetype != I
triggerall = p2stateno != [150,155]
trigger1 = ctrl
trigger1 = random <= 200
trigger1 = P2bodydist X = [0,90]
trigger2 = ctrl
trigger2 = random <= 400
trigger2 = P2bodydist X = [-20,50]
trigger3 = ctrl
trigger3 = p2statetype != A
trigger3 = p2movetype = A
trigger3 = random <= 400
trigger3 = P2bodydist X = [-30,60]

;ソウルデストラクション
[State -3]
type = ChangeState
value = 30080
triggerall = palno != [7,12]
triggerall = Alive   = 1
triggerall = var(30)
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = power >= 3000
trigger1 = ctrl
trigger1 = p2bodydist X = [-50,30]
trigger1 = p2movetype != A
trigger1 = p2movetype != H
trigger1 = random <= 500
trigger1 = enemy,alive

[State -3]
type = ChangeState
value = 300800
triggerall =  palno != [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = Power    >= 3000
triggerall = statetype != A
triggerall = Ctrl = 1
triggerall = RoundState = 2
trigger1 = fvar(30) = 0
trigger1 = life < lifemax*0.2
trigger2 = fvar(30) = 1
trigger2 = life < lifemax*0.1
trigger2 = random < 100
trigger3 = fvar(30) = 2
trigger3 = life < lifemax*0.02
trigger3 = random < 50

;ユニバース・ディストーションΩ
[State -1]
type = ChangeState
value = 4400
triggerall = palno != [7,12]
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = p2bodydist X >= 150
triggerall = p2movetype = A
triggerall = Power >= 2000
triggerall = p2life > 0
trigger1 = Ctrl = 1
trigger1 = Random <= 440

;ユニバース・ディストーションΩ
[State -1]
type = ChangeState
value = 4400
triggerall = var(30)
triggerall = palno != [7,12]
triggerall = power >= 2000
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = enemy,life != lifemax
trigger1 = P2bodydist X = [60,150]
trigger1 = p2movetype != A
trigger1 = ctrl
trigger1 = random <= 200

[State -1];ニュークリアー・レイジエーション
type = ChangeState
value = 10120
triggerall = var(30)
triggerall = palno != [7,12]
triggerall = power >= 2000
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = life >= lifemax/2
trigger1 = enemy,life != lifemax
trigger1 = P2bodydist X = [60,150]
trigger1 = p2movetype != A
trigger1 = ctrl
trigger1 = random <= 200

[State -1];ジェノサイドカッター
type = ChangeState
value = 1042
triggerall = palno != [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = p2movetype != H && p2movetype != I
triggerall = p2statetype != L
triggerall = p2stateno != [150,155]
triggerall = P2BodyDist X = [0,200]
triggerall = Power    >= 1000 
trigger1   = Ctrl        = 1
trigger1 = Random <= 50
trigger1 = enemy,alive

[State -1];ソウルブレイク
type = ChangeState
value = 11800
triggerall = palno != [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = p2statetype  != A && p2statetype != L
triggerall = P2BodyDist X = [0,65]
triggerall = Power    >= 1000 
trigger1   = Ctrl        = 1
trigger1 = Random <= 50
trigger1 = enemy,alive

;恐怖の片鱗
[State -3]
type = ChangeState
value = 11050
triggerall = palno != [7,12]
triggerall = var(30)
triggerall = statetype != A
triggerall = roundstate = 2
trigger1 = ctrl
trigger1 = p2bodydist X = [-50,30]
trigger1 = p2movetype != A
trigger1 = p2movetype != H
trigger1 = random <= 500

[State -1];3wayオロチ
type = ChangeState
value = 1210
triggerall = palno != [7,12]
triggerall = var(30)
triggerall = numhelper(1201) = 0
triggerall = numhelper(1202) = 0
triggerall = numhelper(1203) = 0
triggerall = roundstate = 2
triggerall = p2statetype != L
triggerall = statetype != A
trigger1 = ctrl
trigger1 = random <= 150

;バニシング・ラッシュ
[State -3]
type = ChangeState
value = 22118
triggerall = palno!= [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = p2movetype = H
triggerall = P2BodyDist Y = [-80,0]
trigger1 = Ctrl        = 1
trigger1 = Random <= 200

;バニシング・ラッシュ
[State -3]
type = ChangeState
value = 22118
triggerall = palno != [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = p2bodydist X >=50
triggerall = Ctrl = 1
trigger1 = Random <= (50+(p2bodydist X >= 180)*120)
trigger2 = Random <= 200

;バニシング・ラッシュ
[State -3]
type = ChangeState
value = 22118
triggerall = palno != [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = p2bodydist X = [0,120]
triggerall = p2statetype = C && p2movetype = A
trigger1 = Ctrl        = 1
trigger1 = Random <= 200

[State -1];髑髏柱
type = ChangeState
value = 1450
triggerall = var(30) = 1
triggerall = palno != 12
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = p2bodydist X > 100-40
trigger1 = random <= 220
trigger2 = ctrl
trigger2 = p2movetype = A
trigger2 = p2bodydist X = [-30,30]
trigger2 = random <= 220
trigger3 = ctrl
trigger3 = p2movetype = A
trigger3 = p2bodydist X = [0,30]
trigger3 = random <= 220
trigger4 = ctrl
trigger4 = p2bodydist X > 100-40
trigger4 = random <= 250
trigger4 = Time = 60 || Time = 120 || Time = 180 || Time = 240 || Time = 300 || Time = 360 || Time = 400 || Time = 440

[State -3]
type = ChangeState
value = 200
triggerall = palno != [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = statetype  != A
triggerall = P2BodyDist X = [0,50]
trigger1 = Ctrl        = 1
trigger1 = Random <= 50

[State -3]
type = ChangeState
value = 210
triggerall = palno != [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = statetype  != A
triggerall = P2BodyDist X = [0,50]
trigger1 = Ctrl        = 1
trigger1 = Random <= 60

[State -3]
type = ChangeState
value = 230
triggerall = palno != [7,12]
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = P2statetype = A
triggerall = P2BodyDist X = [0,50]
triggerall = P2BodyDist Y = [-140,-40]
triggerall = statetype != A
trigger1 = ctrl = 1
trigger1 = Random <= 290

[State -3]
type = ChangeState
value = 240
triggerall = var(30)
triggerall = palno != [7,12]
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = P2bodydist X = [-5,55]
trigger1 = p2movetype != A
trigger1 = random <= 90
trigger2 = P2bodydist X = [40,80]
trigger2 = p2movetype = H
trigger2 = random < 999
trigger2 = stateno = 430

;しゃがみ弱攻撃
[State -3]
type = ChangeState
value = 400
triggerall = palno != [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = stateno != 101
trigger1 = statetype = C
trigger1   = Ctrl = 1
trigger1 = Random <= 300
trigger1 = p2bodydist X < 20
trigger2 = stateno = 200
trigger2 = p2bodydist X = [-5,21]
trigger2 = Random = [480,630]
trigger3 = stateno = 400
trigger3 = p2bodydist X = [-5,21]
trigger3 = Random = [150,350]
trigger4 = stateno = 52

;しゃがみ弱キック
[State -3]
type = ChangeState
value = 430
triggerall = palno != [7,12]
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = P2statetype != A && p2statetype != L
trigger1 = P2bodydist X = [-40,40]
trigger1 = P2bodydist Y = 0
trigger1 = p2stateno != [152,153]
trigger1 = Random < 800
trigger2 = P2statetype != A && p2statetype != L
trigger2 = P2bodydist X = [-40,40]
trigger2 = stateno = 430&&movecontact >= 1
trigger2 = p2movetype = H
trigger2 = P2bodydist Y = 0
trigger2 = p2stateno != [152,153]
trigger2 = Random < 800

;しゃがみ強キック
[State -3]
type = ChangeState
value = 440
triggerall = palno != [7,12]
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = P2statetype != A && p2statetype != L
trigger1 = P2bodydist X = [-5,70]
trigger1 = p2stateno != [150,153]
trigger1 = Random < 120

;空中強パンチ
[State -1,]
type = ChangeState
value = 610
triggerall = palno != [7,12]
triggerall = var(30)
triggerall = roundstate = 2
trigger1 = statetype = A
trigger1 = stateno != 106
trigger1 = ctrl
trigger1 = p2statetype != L
trigger1 = vel Y > 0
trigger1 = P2bodydist X = [-5,70]
trigger1 = P2bodydist Y = [-80,0]

;空中強キック
[State -1,]
type = ChangeState
value = 640
triggerall = palno != [7,12]
triggerall = var(30)
triggerall = roundstate = 2
trigger1 = statetype = A
trigger1 = stateno != 106
trigger1 = ctrl
trigger1 = p2statetype != L
trigger1 = vel Y > 0
trigger1 = P2bodydist X < 70
trigger1 = P2bodydist Y = [0,70]

;空中ふっ飛ばし攻撃
[State -1]
type = ChangeState
value = 690
triggerall = palno != [7,12]
triggerall = var(30)
triggerall = roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = vel Y > 0
trigger1 = P2bodydist X < 70
trigger1 = P2bodydist Y = [0,70]
trigger1 = p2statetype = A
trigger1 = p2movetype = H
trigger1 = random < 50

[State -3]
type = ChangeState
value = 800
triggerall = palno != [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = P2statetype = S
triggerall = P2BodyDist X = [0,20]
trigger1 = Ctrl        = 1
trigger1 = Random <= 200

[State -3]
type = ChangeState
value = 800
triggerall = palno != [7,12]
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != A
triggerall = p2bodydist X < 8
triggerall = (p2statetype = S) || (p2statetype = C)
triggerall = p2movetype != H
triggerall = p2movetype != A
trigger1 = ctrl&&random < 150
trigger1 = p2stateno != [150,153]
trigger2 = p2stateno != [150,153]
trigger2 = stateno = 700 && animelem = 3,>=0

[State -3]
type = ChangeState
value = 702
triggerall = var(30)
triggerall = palno != [7,12]
triggerall = roundstate = 2
triggerall = random < 200
trigger1 = stateno = 5050
trigger1 = pos y >=-40

;ガード
[State -3]
type = ChangeState
value = 120
triggerall = palno != [7,12]
triggerall = var(30) = 1
triggerall = Ctrl
trigger1 = InGuardDist
trigger1 =! EnemyNear,HitDefAttr = ,NT,ST,HT
trigger1 = Random = [0,999]
trigger2 = Enemy,NumHelper > 0 || Enemy,NumProj > 0
trigger2 = InGuardDist
trigger2 = Random = [0,999]

;立ちガード
[State -3]
type = ChangeState
value = 130
triggerall = palno != [7,12]
triggerall = var(30)
triggerall = roundstate = 2
triggerall = P2statetype != C
triggerall = inguarddist
trigger1 = Ctrl && statetype != A
trigger2 = stateno = [100,101]

;屈みガード
[State -3]
type = ChangeState
value = 131
triggerall = palno != [7,12]
triggerall = var(30)
triggerall = roundstate = 2
triggerall = P2statetype = C
triggerall = inguarddist
trigger1 = Ctrl && statetype != A
trigger2 = stateno = [100,101]

;空中ガード
[State -3]
type = ChangeState
value = 132
triggerall = palno != [7,12]
triggerall = var(30)
triggerall = roundstate = 2
triggerall = inguarddist
trigger1 = Ctrl && statetype = A

;ジャンプ
[State -3]
Type     = ChangeState
Value    = 40
triggerall = palno != [7,12]
triggerall = roundstate = 2
triggerall = var(30)
triggerall = StateType != A
triggerall = Ctrl
trigger1 = random < 300
trigger1 = p2bodydist X = [-40,40]
trigger1 = p2bodydist Y < -80
trigger1 = movetype = I
trigger2 = stateno = [100,101]
trigger2 = random < 300
trigger2 = p2bodydist X = [80,120]
trigger2 = p2bodydist Y = 0
trigger2 = movetype = I

;ダッシュ
[State -3]
Type     = ChangeState
Value    = 100
triggerall = var(30)
triggerall = palno != [7,12]
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,MoveType = I
triggerall = StateType != A
triggerall = roundstate = 2
triggerall = ctrl
trigger1 = p2bodydist X < 200
trigger1 = random < 80