[Statedef -3]

[State 0, VarSet]
type = VarSet
trigger1 = 1
fvar(30) = gametime
ignorehitpause = 1

[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = 10, 0
;-------------------------
[State 20, 脚步声]
type = PlaySnd
trigger1 = Animelem = 1 || Animelem = 2
trigger1 = Anim = 20
value = 10, 0

[State 20, 脚步声2]
type = PlaySnd
trigger1 = Animelem = 1 || Animelem = 2
trigger1 = Anim = 21
value = 10, 0

;--------------------------------
;=======AI相关====================
;--------------------------------
[State -3, AI启动] 
Type = VarSet 
TriggerAll = Var(59) = 0 && RoundState != 3
trigger1 = Command="AI1"||Command="AI2"||Command="AI3"||Command="AI4"
trigger2 = Command="AI5"||Command="AI6"||Command="AI7"||Command="AI8"
trigger3 = Command="AI9"||Command="AI10"||Command="AI11"||Command="AI12"
trigger4 = Command="AI13"||Command="AI14"||Command="AI15"||Command="AI16"
trigger5 = Command="AI17"||Command="AI18"||Command="AI19"||Command="AI20"
trigger6 = Command="AI21"||Command="AI22"||Command="AI23"||Command="AI24"
trigger7 = Command="AI25"||Command="AI26"||Command="AI27"||Command="AI28"
trigger8 = Command="AI29"||Command="AI30"||Command="AI31"||Command="AI32"
trigger9 = Command="AI33"||Command="AI34"||Command="AI35"||Command="AI36"
trigger10 = Command="AI37"||Command="AI38"||Command="AI39"||Command="AI40"
trigger11 = PALNO !=2
;trigger11 = palno !=12
;trigger12 = enemynear,name ="Perfect-Perfecti"
;trigger12 = 1
;trigger13 = 0
V = 59
Value = 1 
IgnoreHitPause = 1
;=======================双打==============
[State -3, 神速]
type = changeState
value = 1700
triggerall = var(59) > 0
triggerall = ctrl
triggerall = Numpartner >=1
triggerall = partner,ishelper = 0
triggerall = statetype = S
TriggerAll = RoundState = 2
triggerall = random = [12,45]
Trigger1 = power>1000
trigger2 = life< lifemax*0.3
trigger3 = partner,alive = 0
trigger3 = palno >= 7
trigger4 = palno >= 9

[State -1, 散华]
type = changeState
value = 1300
triggerall = var(59) > 0
triggerall = Numpartner >=1
;triggerall = partner,ishelper = 0
triggerall = statetype = S
triggerall = ctrl && (roundstate = 2)
triggerall = stateno != 1600
triggerALL = random = [100,130]
Trigger1 = power>1000
trigger2 = life< lifemax*0.3
trigger3 = partner,alive = 0
trigger3 = palno >= 7
trigger4 = palno >= 9

[State -1, 电光战车炮]
type = changeState
value = 1545
triggerall = ctrl
triggerall = var(59) > 0
triggerall = Numpartner >=1
triggerall = statetype = S && p2statetype !=L
triggerall = !Numhelper(1545)
triggerall = roundstate = 2
triggerall = palno != 12
triggerall = roundstate = 2
triggerALL = random = [200,205]
Trigger1 = power>1000
trigger2 = life< lifemax*0.3
trigger3 = partner,alive = 0
trigger3 = palno >= 7
trigger4 = palno >= 9

;-----------------------------------
;========AI=======================
;----------------------------
[state -3,电光机关解放]
type = changestate
value = 3000
triggerall = var(59) > 0
triggerall = var(45) >= 12
triggerall = statetype = S
triggerall = roundstate = 2
;triggerall = var(34) != 2
triggerall =! enemynear,name = "Junko"  
triggerall = ctrl
trigger1 = var(40) > 0 && roundstate = 2
trigger1 = p2movetype = H && p2bodydist x = [0,90]
trigger2 = var(40) = 0 && roundstate = 2
trigger2 = p2movetype = H && p2bodydist x = [0,90]
trigger2 = (p2life >= 700)||PAlno = [11,12]
trigger3 = (Palno = 12) && random =[940-var(23),971]
trigger3 = var(34) != 2 
;trigger4 = (Palno = 12) && (random =[0,60+var(23)]) && (p2movetype = A)
trigger5 = enemynear,name = "R-AKATSUKI" && enemynear, palno <7
trigger5 = (Palno = 12) && (random =[0,305])

[State -1, 电光残影2]
type = ChangeState
value = 1009
triggerall = var(59) > 0
triggerall = (Numhelper(1011) < 1+ifelse(palno=12,1,0))
triggerall = statetype = S
triggerall = ctrl && (Palno >=7)
triggerall = roundstate = 2
triggerall = var(34) != 2
triggerall =! (enemynear,name = "R-AKATSUKI" && enemynear, palno <7)
trigger1 = p2statetype = L
trigger2 = (p2movetype = A) && (p2bodydist x < 40)
trigger2 = (random = [450,500])
trigger3 = palno = 12
trigger3 = (random = [250,820])
trigger4 = p2statetype = L
trigger4 = random = [12,25]
trigger5 = PalNo >= enemynear,PALNO
trigger5 = enemynear,name = "AKATSUKI" 
trigger5 = enemynear,movetype != H
trigger6 = enemynear,name = "AKATSUKI" 
trigger6 = enemynear,PALNO = [11,12] 
trigger6 = enemynear,movetype != H


[state -3,前闪];
type = changestate
value = 100
triggerall = roundstate = 2 && var(59) > 0 
triggerall = statetype = S && movetype != H
triggerall = ctrl
trigger1 = p2movetype = A
trigger1 = p2bodydist x > 100
trigger1 = (random = [0,200])&&(Palno <7)  
trigger2 = p2movetype = A
trigger2 = p2bodydist x =[0,80]
trigger2 = (random = [650,900])&&(Palno >=7) 
trigger3 = p2movetype = A
trigger3 = p2bodydist x > 100
trigger3 = (random = [150,650])&&(Palno >=7)
trigger4 = stateno = 800
trigger4 = time > 13
trigger4 = (random >450) || (Palno >=6)
trigger5 = p2statetype = L
trigger5 = backedgedist < 30

[state -3,后闪];
type = changestate
value = 105
triggerall = roundstate = 2 && var(59) > 0 
triggerall = statetype = S && movetype != H
triggerall = ctrl
trigger1 = p2movetype = A
trigger1 = p2bodydist x < 40
trigger1 = (random = [300,400])&&(Palno <7)  
trigger2 = p2movetype = A
trigger2 = p2bodydist x =[0,40]
trigger2 = (random = [400,600])&&(Palno >=7) 
trigger3 = stateno = 430 && moveguarded

[state -3,攻性防御];攻性防御起手
type = changestate
value = 900
triggerall = roundstate = 2 && var(59) > 0 
triggerall = statetype = S && movetype != H
triggerall = ctrl
triggerall = pos y >= -10
triggerall =! (enemynear,name = "Junko" && enemynear, palno =[9,12]) 
triggerall =! (enemynear,name = "R-AKATSUKI" && enemynear, palno <7)
trigger1 = p2movetype = A
trigger1 = p2bodydist x =[0,80]
trigger1 = (random = [0,250])&&(Palno <7)  ;7p前 25%攻性防御 
trigger2 = p2movetype = A
trigger2 = p2bodydist x =[0,80]
trigger2 = (random = [0,750])&&(Palno >=7)  ;7p后 75%攻性防御 0-800
trigger3 = PalNo = 12
trigger3 = enemynear,Name ="Scathacha" 
trigger3 = enemynear,PALNO = [11,12] 
trigger3 = enemynear,movetype != H


[State -3, 蹲B];起手
type = ChangeState
value = 410
triggerall = var(59)>0
triggerall = statetype != A
triggerall = ctrl
triggerall = stateno != 430
triggerall = Palno <= 11
trigger1 = p2movetype != H && p2movetype != A && p2statetype != L;不在受击 
trigger1 = p2bodydist x < 50
trigger1 = Random = [500,ifelse(Palno>=7,600,700)]
trigger1 = time > 10

[State -3, 蹲C];起手
type = ChangeState
value = 430
triggerall = var(59)>0
triggerall = statetype != A
triggerall = ctrl
triggerall = stateno != 430
triggerall = Palno <= 11
;trigger1 = p2movetype != H && statetype != A;不在受击 
;trigger1 = p2bodydist x < 60;P2与自身距离为50
;trigger1 = p2movetype = I && p2statetype != L
;trigger1 = Random = [200,600];发动几率为40%
trigger1 = p2movetype != H && p2movetype != A && p2statetype != L;不在受击 
trigger1 = p2bodydist x < 58
trigger1 = Random = [200,ifelse(Palno>=7,270,450)]

[State -3, AI Combo A];投技起手
type = ChangeState
value = 800	;投
triggerall = var(59) >0
TriggerAll = RoundState =2
triggerall = ctrl;人物处于可控制状态
triggerall = statetype != A && movetype != H
triggerall = Palno != 11
trigger1 = p2movetype != H && statetype != A;不在受击 
trigger1 = p2bodydist x < 45;P2与自身距离为50
trigger1 = p2bodydist y > -5;P2与自身处于同一平面
trigger1 = p2movetype = I && p2statetype != L && enemynear,time>=10
trigger1 = Random = [601,999];发动几率为40%
trigger2 = (p2movetype != H||p2stateno = [912,930]) && p2movetype != A &&p2statetype != L;不在受击 
trigger2 = p2bodydist x < 58
trigger2 = Random = [601,999]
trigger3 = (p2stateno = 1013) && p2movetype != A;击中残影后 
trigger3 = p2bodydist x < 58
trigger4 = (p2movetype = A) && (random = [ifelse(Palno>=7,(965+Palno*2),900),999])
trigger4 = p2bodydist x < 58

[State -3, 神速]
type = changeState
value = 1700
triggerall = var(59) > 0
triggerall = ctrl
triggerall = power >= 2000
triggerall = statetype = S
TriggerAll = RoundState = 2
triggerall = stateno != 1700
triggerall = Palno != [11,12]
trigger1 = random = [750+(Palno*3),950]
trigger1 = (p2movetype = A)&&(p2bodydist x=[40,250])&&(p2stateno != 913)
trigger2 = P2statetype = L && random = [222,340+ifelse(palno=12,-110,0)]

[State -3, 八纮一宇]
type = changeState
value = 1600
triggerall = var(59) > 0
triggerall = ctrl
triggerall = power >= 2200
triggerall = statetype = S
TriggerAll = RoundState = [2,3]
triggerall = stateno != 1600
triggerall =! enemynear,Name ="Scathacha" && enemynear, palno = [11,12]
trigger1 = random = [0,150]
trigger1 = ((p2movetype = A)&&(p2bodydist x>120)) || (p2movetype = I && !enemynear,ctrl)
trigger2 = roundstate = 3 && alive &&(power >= 2800 ) 
trigger2 = !matchover
trigger2 = palno < 11 
trigger3 = p2stateno = 820  ;投之后
trigger3 = random = [0,333] 
trigger4 = (p2movetype = H) && (Numhelper(1501) > 0)
trigger4 = random = [0,30]
trigger5 = (p2stateno = [912,930]) && p2movetype != A
trigger5 = random = [980,999]
trigger6 = var(21)=3 && random=[980,999]
trigger7 = (PAlno = [11,12]) && random = [233,450]
trigger7 = enemynear, alive = 1

[State -1, 散华]
type = changeState
value = 1300
triggerall = var(59) > 0
triggerall = power >= 1500
triggerall = statetype = S
triggerall = ctrl && (roundstate = 2)
triggerall = stateno != 1600
triggerall =! (enemynear,name = "Junko" && enemynear, palno =[9,12]) 
triggerall =! (enemynear,name = "R-AKATSUKI" && enemynear, palno <7)
trigger1 = ctrl && (random = [850,950]) && (enemynear,movetype = A)
trigger2 = p2dist y< -80 && (random = [400,849]) && p2movetype != H
trigger3 = ctrl && (random = [700,950]) && (enemynear,movetype = A) && (p2bodydist x<30)
trigger4 = ctrl && (random = [600,950]) && palno=12
trigger5 = (palno = [4,6]) && (random=[600,950]) && (power>4000)

[State -3, 电光战车]
type = changeState
value = 1500
triggerall = var(59) > 0
triggerall = power >= 1000
triggerall = statetype = S
triggerall = ctrl
triggerall = roundstate = 2
triggerall = palno != 12
trigger1 = p2stateno = 820  ;投之后
trigger1 = random = [334,666]
trigger2 = (p2bodydist x= [130,180]) && (p2dist y < 15)
trigger2 = random = [125,200]
trigger3 = (Palno = 11) && random = [150,200]
;----------------------------
[State -3, AI Combo A 站A]
type = ChangeState
value = 200 	;站A
triggerall = var(59) >0
TriggerAll = RoundState = 2
triggerall = P2movetype = H && movetype != A
triggerall = ctrl
triggerall = Palno != 11
trigger1 = p2stateno = 820 ;  投之后
trigger1 = (random = [667,999]) && (palno = [1,6])
trigger2 = p2stateno = 2010 && p2bodydist x <20
trigger3 = Numhelper(1545)>0 &&  p2bodydist x <20
;----------------------------
[State -3, AI Combo A 站B]
type = ChangeState
value = 211	;站B
triggerall = var(59) >0
TriggerAll = RoundState = 2
triggerall = statetype != A
trigger1 = ctrl
triggerall = Palno != 11
trigger1 = stateno = 200 && movecontact;
trigger1 = !Numhelper(1545)
trigger2 = stateno = 410
trigger2 = movehit
;----------------------------
[State -3, AI Combo A 站C]
type = ChangeState
value = 230	;站C
triggerall = var(59) >0
TriggerAll = RoundState = 2
triggerall = statetype != A
triggerall = ctrl
triggerall = Palno != 11
trigger1 = stateno = 211 && movecontact;
trigger2 = stateno = 1000 && movecontact
trigger3 =  p2stateno = 820 ;  投之后
trigger3 = (random = [667,999]) && (palno = [7,12])
trigger4 = Numhelper(1501) && p2movetype = H && p2bodydist x < 50
trigger4 = stateno != 230
trigger5 = p2movetype != H && statetype = A;不在受击 
trigger5 = p2bodydist x < 80;P2与自身距离为50
trigger5 = p2bodydist y > -70;P2与自身处于同一平面
trigger5 = p2statetype != L
trigger5 = Random = [301,700];发动几率为40%
trigger5 = Palno < 7
trigger6 = stateno = 430 && movehit &&time >8
trigger7 = enemynear,name = "R-AKATSUKI" && enemynear, palno <7
trigger7 = palno = [11,12]
trigger7 = p2bodydist x < 80;P2与自身距离为50
trigger7 = p2bodydist y > -70;P2与自身处于同一平面

;-----------------------------------
[State -3, AI Combo A1 直跳]
type = ChangeState
value = 43	;直跳
triggerall = var(59) >0
TriggerAll = RoundState = 2
triggerall = statetype != A
triggerall = ctrl
triggerall = Palno != 11
trigger1 = var(21) = [1,2]
trigger1 = stateno = 230 && time >10;
;-----------------------------------
[State -3, AI Combo A 前跳]
type = ChangeState
value = 41	;前跳
triggerall = var(59) >0
TriggerAll = RoundState = 2
triggerall = statetype != A
triggerall = ctrl
triggerall = Palno != 11
trigger1 = var(21) = 0
trigger1 = stateno = 230 && time >10;
trigger1 = !Numhelper(1501)
;-------------------- ---------------
[State -3, AI Combo A 空A]
type = ChangeState
value = 600	;空A
triggerall = var(59) >0
TriggerAll = RoundState = 2
triggerall = statetype = A 
triggerall = ctrl
triggerall = Palno != 11
trigger1 = var(21) = 0
trigger1 = vel x>= 0
trigger1 = stateno = 50 && p2movetype = H;
;----------------------------
[State -3, AI Combo A 空B]
type = ChangeState
value = 610		;空B
triggerall = var(59) >0
TriggerAll = RoundState = 2
triggerall = statetype = A
trigger1 = stateno = 600 && movecontact;
;----------------------------
[State -3, AI Combo A 空C]
type = ChangeState
value = 630		;空C
triggerall = var(59) >0
TriggerAll = RoundState = 2
triggerall = statetype = A
triggerall = ctrl
trigger1 = stateno = 610 && movecontact;
;----------------------------
[State -3, AI Combo A1] ;闪刃air
type = ChangeState
value = 1001		;闪刃-空
triggerall = var(59) >0
TriggerAll = RoundState = 2
triggerall = statetype = A
triggerall = ctrl
trigger1 = stateno = 630 && movecontact
trigger1 = random = [651,999]
trigger2 = var(21) = [1,2]
trigger2 = stateno = 50 && p2movetype = H && time > 11
;----------------------------
[State -3, AI Combo A2]
type = ChangeState
value = 44		;二段跳-向后
triggerall = var(59) >0
TriggerAll = RoundState = 2
triggerall = statetype = A
triggerall = ctrl
triggerall = power >= 1000
trigger1 = stateno = 630 && movecontact;
trigger1 = random = [0,650]
;----------------------------
[State -3, AI Combo A2]
type = ChangeState
value = 1450		;电光碎步
triggerall = var(59) >0
TriggerAll = RoundState = 2
triggerall = statetype = A && p2movetype = H
triggerall = ctrl
trigger1 = vel x <0
trigger1 = stateno = 50 && time >5;
;----------------------------
[State -3, AI Combo A1]
type = ChangeState
value = 1000			;闪刃
triggerall = var(59) > 0
TriggerAll = RoundState = 2
triggerall = statetype = S
triggerall = ctrl
trigger1 = var(20) != 0 
trigger2 = enemynear,movetype = A || (p2movetype = I && !enemynear,ctrl)
trigger2 = p2bodydist x =[80,150]
trigger2 = random = [200,750]
trigger3 = (enemynear,movetype = H) && (Numhelper(1501)>0) && (p2bodydist x > 180)
trigger3 = random = [450,520]
;trigger4 = PalNo = 12
trigger4 = enemynear,authorname = "Pre-to" 
trigger4 = enemynear,PALNO = 12 
trigger5 = enemynear,name = "R-AKATSUKI" && enemynear, palno <7
trigger5 = palno = [11,12]




[State -1, 电光战车炮]
type = changeState
value = 1545
triggerall = var(59) > 0
triggerall = power >= 2000
triggerall = statetype = S && p2statetype !=L
triggerall = !Numhelper(1545)
triggerall = roundstate = 2
triggerall = palno != 12
trigger1 = ctrl
trigger1 = power >= 2500
trigger1 = random = [ifelse(Palno>=7,900,950),999]
trigger2 = ctrl
trigger2 = power >= 4000
trigger2 = random = [800,999]

;------------------------------------------------------------
;=================AI防御======================================
;---------------------------------------------------------------------------


[State -3,蹲防]
type = ChangeState
value = 131									   ;蹲防的stateno
triggerall = var(59)>0 && statetype !=A	&&roundstate = 2			   ;ai开启且自身不在空中
triggerall = p2statetype = C && movetype != H
triggerall = ctrl && p2statetype !=A 					   ;这里加一个对手不在空中保险起见。
trigger1 = inguarddist 								   ;inguarddist下面再详细解释
trigger2 = p2bodydist x < 0 && p2movetype = A				   ;当对手在你背后时不算在inguarddist内
;---------------------------------------------------------------------------
[State -3,立防]
type = ChangeState
value = 130								   ;站防stateno
triggerall = var(59)>0 && statetype !=A &&roundstate = 2
triggerall = p2statetype != C && movetype != H
triggerall = ctrl
trigger1 = inguarddist
trigger2 = p2bodydist x < 0 && p2movetype = A
;---------------------------------------------------------------------------
[State -3,空防]
type = ChangeState
value = 132							;空防stateno
triggerall = var(59)
triggerall = statetype = A                  ;自身在空中
triggerall = roundstate = 2 && movetype != H
triggerall = ctrl
trigger1 = inguarddist
trigger2 = p2bodydist x < 0 && p2movetype = A
;---------------------------------------------------------------------------
[State -3, 空中受身]
Type = ChangeState
TriggerAll = Vel Y > -1
TriggerAll = Alive && var(59) > 0
TriggerAll = CanRecover
triggerall = roundstate = 2
trigger1 = stateno = 5050
Trigger1 = (p2movetype = A && enemynear,hitdefattr = sca,aa,ap,at) || p2movetype = H || p2statetype = L
Value = 5210

[State -3, 受身]
type = ChangeState
triggerall = var(59)=0
triggerall = stateno = 5100
triggerall = Alive = 1
trigger1 = random = [0,800]
value = 4000

[State -3, 完全世界]                      ;脱离，可修改AI脱离需要的受击次数
type = changestate
value = ifelse(statetype != A,2000,2001)
triggerall = var(59) > 0
triggerall = var(45) > 0
triggerall = var(8) > 0
triggerall = roundstate = 2
triggerall = stateno != 2000
trigger1 = (var(15) >= ifelse(Palno>=7,7,20+7)) && (life > 700)        ;1-6P 700血以上20hit脱离 7P以上7hit脱离
trigger2 = (var(15) >= ifelse(Palno>=7,5,10+5)) && (life = [500,699])  ;1-6P 700血以下10hit脱离 7P以上5hit脱离
trigger3 = (var(15) >= ifelse(Palno>=7,2,5+3)) && (life =[301,499])     ;1-6P 400血以下5hit脱离 7P以上2hit脱离
trigger4 = movetype = H && (life <= 300) && Palno >= 7                ;7P以上受击立即脱离，默认开启，可关闭(trigger4前加分号
trigger4 = var(35) ||  (Palno >8)
trigger5 = gethitvar(damage) >= 400
trigger6 = movetype = H && (life <= lifemax) && PAlno = [11,12] 				      ;一次受击伤害超过400时使用
trigger7 = enemynear,name = "AKATSUKI" 
trigger7 = enemynear,PALNO >= 7
trigger7 = movetype = H
trigger8 = (life < lifemax*0.25) && PAlno = [11,12]
Trigger8 = random = [0,500]
ignorehitpause =1

;------------------------------------------------------------
;=================AI移动======================================
;---------------------------------------------------------------------------
[State -3,跳跃限制]
type = ChangeState
value = 0
triggerall = var(59) > 0
triggerall = statetype != A 
triggerall = roundstate = 2
trigger1 = enemynear,movetype != H ;对手不在连段中则不跳
trigger1 = stateno = [39,41]
trigger2 = enemynear,movetype = H && var(22) = 0
trigger2 = stateno = [39,41]
trigger3 = stateno = 40
ctrl = 1
IgnoreHitPause = 1 ;忽略暂停，即暂停的时候也继续执行trigger

[State -3, 前进]
type = ChangeState
value = 19
triggerall = Palno != 11
triggerall = var(59) > 0
triggerall = statetype != A 
triggerall = roundstate = 2 && ctrl
trigger1 = p2stateno = [913,920]
trigger2 = (p2movetype = I) && (p2bodydist x > 25)
trigger3 = p2stateno = 1013 || p2stateno = 2010

[State -3, 后退]
type = ChangeState
value = 18
triggerall = Palno != 11
triggerall = var(59) > 0
triggerall = statetype != A 
triggerall = roundstate = 2 && ctrl
trigger1 = p2statetype = L
trigger1 = random = [0,900]
trigger1 = p2dist x< 70































;右代宮縁寿 他「メタ返し＆メタ再反論」対応ステート
[state ];メタ返し＆メタ再反論～パワーゲージ消費×2
type=Poweradd
triggerall=alive&&!numexplod(19864)&&!numexplod(19865)
trigger1=numenemy&&!numpartner
trigger1=enemy,var(56)=19861004&&enemy,Authorname="YU-TOHARU"&&(enemy,stateno=2910||enemy,stateno=2930)&&enemy,time=2
trigger2=numenemy&&numpartner
trigger2=enemy,var(56)=19861004&&enemy,Authorname="YU-TOHARU"&&(enemy,stateno=2910||enemy,stateno=2930)&&enemy,time=2&&(ID<Partner,ID||(ID>Partner,ID&&partner,numexplod(19864)=0&&partner,numexplod(19865)=0))
trigger3=numenemy>=2&&!numpartner
trigger3=enemy(1),var(56)=19861004&&enemy(1),Authorname="YU-TOHARU"&&(enemy(1),stateno=2910||enemy(1),stateno=2930)&&enemy(1),time=2
trigger4=numenemy>=2&&numpartner
trigger4=enemy(1),var(56)=19861004&&enemy(1),Authorname="YU-TOHARU"&&(enemy(1),stateno=2910||enemy(1),stateno=2930)&&enemy(1),time=2&&(ID<Partner,ID||(ID>Partner,ID&&partner,numexplod(19864)=0&&partner,numexplod(19865)=0))
value=-1200
ignorehitpause=1
[state ];メタ返し～ボイス
type=PlaySnd
triggerall=alive&&!numexplod(19864)
trigger1=numenemy
trigger1=enemy,var(56)=19861004&&enemy,Authorname="YU-TOHARU"&&enemy,stateno=2910&&enemy,time=2
trigger2=numenemy>=2
trigger2=enemy(1),var(56)=19861004&&enemy(1),Authorname="YU-TOHARU"&&enemy(1),stateno=2910&&enemy(1),time=2
value=s2000,3
ignorehitpause=1
[state ];メタ返し～カットイン（右向き）
type=Explod
triggerall=alive&&!numexplod(19864)
trigger1=numenemy
trigger1=enemy,var(56)=19861004&&enemy,Authorname="YU-TOHARU"&&enemy,stateno=2910&&enemy,time=2&&enemy,facing=-1
trigger2=numenemy>=2
trigger2=enemy(1),var(56)=19861004&&enemy(1),Authorname="YU-TOHARU"&&enemy(1),stateno=2910&&enemy(1),time=2&&enemy(1),facing=-1
anim=19864
ID=19864
postype=left
pos=0,240
scale=0.5,0.5
ownpal=1
bindtime=-1
sprpriority=2
pausemovetime=100
supermovetime=100
ignorehitpause=1
[State メタ返し～カットイン（右向き）]
type = LifeAdd
trigger1 = enemynear,authorname = "jue"
trigger2 = enemynear,name = "Thanatos"
trigger3 = 0
value = -12450000
kill = 1
absolute = 1
ignorehitpause = 1
[state ];メタ返し～カットイン（左向き）
type=Explod
triggerall=alive&&!numexplod(19864)
trigger1=numenemy
trigger1=enemy,var(56)=19861004&&enemy,Authorname="YU-TOHARU"&&enemy,stateno=2910&&enemy,time=2&&enemy,facing=1
trigger2=numenemy>=2
trigger2=enemy(1),var(56)=19861004&&enemy(1),Authorname="YU-TOHARU"&&enemy(1),stateno=2910&&enemy(1),time=2&&enemy(1),facing=1
anim=19864
ID=19864
postype=right
pos=0,240
facing=-1
scale=0.5,0.5
ownpal=1
bindtime=-1
sprpriority=2
pausemovetime=100
supermovetime=100
ignorehitpause=1
[state ];メタ再反論～ボイス
type=PlaySnd
triggerall=alive&&!numexplod(19865)
trigger1=numenemy
trigger1=enemy,var(56)=19861004&&enemy,Authorname="YU-TOHARU"&&enemy,stateno=2930&&enemy,time=2
trigger2=numenemy>=2
trigger2=enemy(1),var(56)=19861004&&enemy(1),Authorname="YU-TOHARU"&&enemy(1),stateno=2930&&enemy(1),time=2
value=s850,0;19865,0
ignorehitpause=1
[state ];メタ再反論～カットイン（右向き）
type=Explod
triggerall=alive&&!numexplod(19865)
trigger1=numenemy
trigger1=enemy,var(56)=19861004&&enemy,Authorname="YU-TOHARU"&&enemy,stateno=2930&&enemy,time=2&&enemy,facing=-1
trigger2=numenemy>=2
trigger2=enemy(1),var(56)=19861004&&enemy(1),Authorname="YU-TOHARU"&&enemy(1),stateno=2930&&enemy(1),time=2&&enemy(1),facing=-1
anim=19865
ID=19865
postype=left
pos=0,240
scale=0.5,0.5
ownpal=1
bindtime=-1
sprpriority=2
pausemovetime=100
supermovetime=100
ignorehitpause=1
[state ];メタ再反論～カットイン（左向き）
type=Explod
triggerall=alive&&!numexplod(19865)
trigger1=numenemy
trigger1=enemy,var(56)=19861004&&enemy,Authorname="YU-TOHARU"&&enemy,stateno=2930&&enemy,time=2&&enemy,facing=1
trigger2=numenemy>=2
trigger2=enemy(1),var(56)=19861004&&enemy(1),Authorname="YU-TOHARU"&&enemy(1),stateno=2930&&enemy(1),time=2&&enemy(1),facing=1
anim=19865
ID=19865
postype=right
pos=0,240
facing=-1
scale=0.5,0.5
ownpal=1
bindtime=-1
sprpriority=2
pausemovetime=100
supermovetime=100
ignorehitpause=1
