
[Data]
life              = 1000   ;ライフ（体力ゲージ）最大値
power             = 9000   ;パワーゲージ最大値（オプション・デフォルトは3000=Lv.3）
attack            = 20    ;攻撃力（デフォルトは１００％）
defence           = 80    ;防御力（デフォルトは１００％）
fall.defence_up   = 0     ;横に倒れている時に一時的に加える防御力（％）
liedown.time      = 60     ;横に倒れている時間（フレーム）
airjuggle         = 10     ;ジャグルポイント限界値（「小ネタ.txt」参照）
sparkno           = 2      ;デフォルトのヒットスパーク（fightfxから）
guard.sparkno     = 40     ;デフォルトのガードスパーク（fightfxから）
KO.echo           = 0      ;ＫＯ時の音声（11,0）にエコーを掛けるか否か（0=掛けない,1=掛ける）
volume            = 0      ;キャラの標準の音量（最小-255・最大255）
IntPersistIndex   = 0     ;次のラウンドへ持ち越せる「Var」のアドレスの範囲を決める（※１）
FloatPersistIndex = 0     ;次のラウンドへ持ち越せる「FVar」のアドレスの範囲を決める（※１）


[Size]
xscale           = 0.5       ;キャラの横の大きさ（絶対値・float）
yscale           = 0.5       ;キャラの縦の大きさ（絶対値・float）
ground.back      = 15      ;地上にいる時の「後方の物理的な幅」
ground.front     = 16      ;地上にいる時の「前方の物理的な幅」
air.back         = 12      ;空中にいる時の「後方の物理的な幅」
air.front        = 12      ;空中にいる時の「前方の物理的な幅」
height           = 60      ;キャラの物理的な高さ（高いほど相手は飛び越しにくくなる）
attack.dist      = 160     ;相手がガード態勢に入る最低の距離
proj.attack.dist = 90      ;自分の「Projectile」に対して相手がガード態勢に入る最低の距離
proj.doscale     = 0       ;xscaleとyscaleを「Projectile」にも影響させるか否か（0=させない・1=させる）
head.pos         = -5,-90  ;キャラの標準の頭の座標（Bind系で適用される）
mid.pos          = -5,-60  ;キャラの標準の体中心の座標（Bind系で適用される）
shadowoffset     = 0       ;影のＹ軸方向の位置座標
draw.offset      = 0,-6     ;キャラの表示座標（Ｘ軸,Ｙ軸）

;---------------------------------------------------------------------------
; 移動速度
;---------------------------------------------------------------------------
[Velocity]
walk.fwd     = 3         ;前進速度（Ｘ軸・[Statedef 20]に適用される）
walk.back    = -3        ;後退速度（Ｘ軸・[Statedef 20]に適用される）
run.fwd      = 4.6,0       ;前方に走る速度（Ｘ軸,Ｙ軸・[Statedef 100]に適用される）
run.back     = -4.5,-3.8   ;後方に走る速度（Ｘ軸,Ｙ軸・[Statedef 105]に適用される）
jump.neu     = 0,-11.4      ;垂直ジャンプの速度（Ｘ軸,Ｙ軸・[Statedef 40]に適用される）
jump.back    = -2.55       ;後方ジャンプの速度（Ｘ軸・[Statedef 40]に適用される）
jump.fwd     = 2.5         ;前方ジャンプの速度（Ｘ軸・[Statedef 40]に適用される）
runjump.back = -2.55,-11.1  ;後方に走ってからのジャンプ速度（Ｘ軸,Ｙ軸・[Statedef 40]に適用される）
runjump.fwd  = 4,-11.1      ;前方に走ってからのジャンプ速度（Ｘ軸,Ｙ軸・[Statedef 40]に適用される）
airjump.neu  = 0,-11.1      ;空中垂直ジャンプ速度（Ｘ軸,Ｙ軸・[Statedef 45]に適用される）
airjump.back = -2.55       ;空中後方ジャンプ速度（Ｘ軸・[Statedef 45]に適用される）
airjump.fwd  = 2.5         ;空中前方ジャンプ速度（Ｘ軸・[Statedef 45]に適用される）

;---------------------------------------------------------------------------
; 運動関係
;---------------------------------------------------------------------------
[Movement]
airjump.num     = 5        ;空中ジャンプが出来る回数
airjump.height  = 35       ;空中ジャンプが出来る最低の高度（Ｙ軸）
yaccel          = .46      ;Ｙ軸加速度（重力）
stand.friction  = .85      ;立っている時の摩擦係数（ステートのPhysicsが「S」の時）
crouch.friction = .82      ;しゃがんでいる時の摩擦係数（ステートのPhysicsが「C」の時）






;タイムオーバー（負けた時）
[Statedef 170]
type = S
ctrl = 0
anim = 5300
velset = 0,0

[State 170, 無敵]
type = NotHitBy
Trigger1 = 1 ;トリガーを何も書かず「1」にする事により、『無条件で常に実行させる命令』になる。
Trigger1 =! enemynear,name ="Headmaster Murakumo"
value = SCA
time = 1

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

;---------------------------------------------------------------------------
;挑発
;[Statedef 195]
;type = S
;movetype = I
;physics = S
;ctrl = 0
;anim = 195
;velset = 0,0
;sprpriority = 2


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



;ダッシュ
[Statedef 100]
type = S
movetype = I
physics = S
ctrl = 0
anim = 100
velset = 0,0
sprpriority = 2

[State ];自分以外
type = Changestate
triggerall =!ishelper
trigger1 = name != "Junko"
value = 5150
ignorehitpause = 1

[State 100, 音を鳴らす]
type = PlaySnd
Trigger1 = AnimElem = 4
value = 200, 2


[State -1, エフェクト画像];残像
type = Explod
trigger1 = time%2 = 0
anim = 100
pos = 0, 0
postype = p1
scale = 0.5,0.5
ontop = 1
bindtime = 1
removetime = 10
sprpriority = 3
ownpal = 0
pausemovetime = 9999999
removeongethit = 1
vel = 0,0
facing = 1
trans = AddAlpha
alpha = 56,256


[State 100, 移動]
type = VelSet
Trigger1 = 1
x = 8



[State 100, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1





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


;バックダッシュ
[Statedef 105]
type = S
movetype = I
physics = S
ctrl = 0
anim = 105
velset = 0,0
sprpriority = 2

[State ];自分以外
type = Changestate
triggerall =!ishelper
trigger1 = name != "Junko"
value = 5150
ignorehitpause = 1

[State 105, 音を鳴らす]
type = PlaySnd
Trigger1 = AnimElem = 4
value = 200, 2


[State -1, エフェクト画像];残像
type = Explod
trigger1 = time%2 = 0
anim = 105
pos = 0, 0
postype = p1
scale = 0.5,0.5
ontop = 1
bindtime = 1
removetime = 10
sprpriority = 3
ownpal = 0
pausemovetime = 9999999
removeongethit = 1
vel = 0,0
facing = 1
trans = AddAlpha
alpha = 56,256


[State 105, 移動]
type = VelSet
Trigger1 = 1
x = -8



[State 105, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1



;===========================================================================
; 常時監視ステート（−２）
;===========================================================================
;---------------------------------------------------------------------------
; 通常の食らい状態（Statedef 5000〜5199間）でも、
; 相手に（「P2StateNo」や「TargetState」等で）制御を奪われても、
; 常に登録したステートコントローラが有効になります。
; サブシステム等を制御する時に重宝するでしょう。
;---------------------------------------------------------------------------

[Statedef -2]




[State 1, ヘルパー召喚];操作ヘルパー
type = Helper
TriggerAll = roundstate = 2
TriggerAll = NumHelper(1) = 0
trigger1 = 1
name = "P_Helper"
ID = 1
pos = 0, 0
postype = p1
facing = 1
stateno = 0
keyctrl = 1
ownpal = 0
helpertype = player
superMoveTime = 256*256*256   
pauseMoveTime = 256*256*256   
IgnoreHitPause = 1


[State -2, ];アーマー召喚 
type = Helper
TriggerAll =! isHelper
TriggerAll = roundstate = 2
Triggerall = NumHelper(49999) = 0
TriggerAll = Alive
Trigger1 = 1
ID = 49999
postype = p1
pos = 0,0
facing = 1
stateno = 49999
pausemovetime =  99999999999999999999999999
supermovetime =  99999999999999999999999999
HelperType =  Player


[State 1, ヘルパー召喚];システムヘルパー
type = Helper
TriggerAll = roundstate <= 2
TriggerAll = NumHelper(90000) = 0
trigger1 = 1
name = "P_system"
ID = 90000
pos = 0, 0
postype = p1
facing = 1
stateno = 90000
ownpal = 0
helpertype = player
superMoveTime = 256*256*256   
pauseMoveTime = 256*256*256   
IgnoreHitPause = 1



[State 1, ヘルパー召喚];システムヘルパー
type = Helper
TriggerAll = roundstate <= 2
TriggerAll = NumHelper(90100) = 0
trigger1 = 1
name = "E_K"
ID = 90100
pos = 0, 0
postype = p1
facing = 1
stateno = 90100
ownpal = 0
helpertype = player
superMoveTime = 256*256*256   
pauseMoveTime = 256*256*256   
IgnoreHitPause = 1

[State -2, ヘルパー召喚];OTHK
type = Helper
TriggerAll =! isHelper
TriggerAll = life != 0
TriggerAll = NumHelper(8006) = 0
Trigger1 = 1
name = "OTHK"
ID = 8006
pos = 5, 0 
postype = p1
facing = 1
stateno = 8006
size.xscale  = 1
size.yscale  = 1
HelperType =  Player
pausemovetime=999999
supermovetime=999999
ignorehitpause = 1


[State -2, ヘルパー召喚];相手アニメ番号取得当身
type = Helper
TriggerAll =! isHelper
TriggerAll = life != 0
TriggerAll = NumHelper(8012) = 0
TriggerAll = Fvar(11) = 0
Trigger1 = 1
name = "ANIM_SEARCH"
ID = 8012
pos = 5, 0 
postype = p1
facing = 1
stateno = 8012
size.xscale  = 1
size.yscale  = 1
HelperType =  Player
pausemovetime=999999
supermovetime=999999

[State 1];誘導力
Type = Varset
Trigger1 =! isHelper
V  = 10
Value = 80
IgnoreHitPause = 1


[State 1];純化ゲージ　大ダメージ
Type = Varadd
TriggerAll = root,Alive
TriggerAll = isHelper(90000)
Trigger1 = Helper(49999),GetHitVar(Damage) > 100
FV  = 7
Value = floor(Helper(49999),GetHitVar(Damage)/100)+1
IgnoreHitPause = 1

[State 1];純化ゲージ　体力低下
Type = Varadd
TriggerAll = root,Alive
TriggerAll = isHelper(90000)
Trigger1 = root,life < 500
Trigger1 = time%2 = 0
FV  = 7
Value = 0.1
IgnoreHitPause = 1

[State 1];純化ゲージ　同じダメージ 間隔が短い
Type = Varadd
TriggerAll = root,Alive
TriggerAll = isHelper(90000)
Trigger1 = Helper(49999),GetHitVar(Damage) = [root,var(40)-2,root,var(40)+2]
Trigger1 = Helper(49999),GetHitVar(Damage) > 0
Trigger2 = Helper(49999),GetHitVar(Damage) > 0
Trigger2 = var(43) != 0
FV  = 7
Value = 1
IgnoreHitPause = 1


[State 1];純化ゲージ　混線　当身
Type = Varadd
TriggerAll = root,Alive
TriggerAll = isHelper(90000)
Trigger1 = Helper,Stateno = 120
Trigger2 = Helper,movetype= H
Trigger3 = Helper(1),var(42) != 0
FV  = 7
Value = 2
IgnoreHitPause = 1

[State 1];純化ゲージ　敵の体力が減らない
Type = Varadd
TriggerAll = root,Alive
TriggerAll = isHelper(90000)
TriggerAll = Helper(90000),time >= 600
Trigger1 = EnemyNear(Var(55)),life = [(EnemyNear(Var(55)),lifeMax-50),(EnemyNear(Var(55)),lifeMax)]
Trigger1 = time%2 = 0
FV  = 7
Value = 0.1
IgnoreHitPause = 1


[State 1];純化ゲージ 上限
Type = Varset
TriggerAll = isHelper(90000)
Trigger1 = Fvar(7) > root,var(46)
FV  = 7
Value = root,var(46)
IgnoreHitPause = 1

[State 1];純化ゲージ 修正
Type = Varset
TriggerAll = isHelper(90000)
Trigger1 = Fvar(7) > 100
FV  = 7
Value = 100
IgnoreHitPause = 1

[State 1];純化ゲージ フライング
Type = Varset
TriggerAll = isHelper(90000)
Trigger1 = root,var(47) != 0
FV  = 7
Value = 100
IgnoreHitPause = 1


[State 1];ラウンド純化率記憶
Type = Varset
TriggerAll =!isHelper
Trigger1 = roundstate > 2
V  = 45
Value = Helper(90000),Fvar(7)
IgnoreHitPause = 1



[State 1];戦闘開始前に純化に達していた場合演出スキップ
Type = Varset
TriggerAll = isHelper(90000)
TriggerAll = roundstate < 2
Trigger1 = Fvar(7) >= 100
FV  = 8
Value = 1
IgnoreHitPause = 1


[State 1];喰らい条件非成立
Type = Varset
TriggerAll =!isHelper
Trigger1 = Helper(49999),GetHitVar(Damage) > 0
Trigger1 = Helper(49999),GetHitVar(Damage) = [var(40)-2,var(40)+2];ダメージが同じ
Trigger2 = Helper(49999),GetHitVar(Damage) > 400;大ダメージ
Trigger3 = var(43) > 0;喰らう間隔が短い
Trigger3 = Helper(49999),GetHitVar(Damage) > 0
Trigger4 = Helper(1),var(42) != 0;ヘルパーが混線&当身を受けた
V  = 41
Value = 1
IgnoreHitPause = 1

[State 1];喰らい条件非成立(ライフ300以下で追加項目)
Type = Varset
TriggerAll =!isHelper
TriggerAll = Life <= 300
TriggerAll = Helper(49999),GetHitVar(Damage) > 0
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) != [-70,70]
Trigger1 = EnemyNear(Var(55)),vel X = 0;まったく動いていない
Trigger2 = EnemyNear(Var(55)),vel X >= 18 ;早すぎる
Trigger3 = EnemyNear(Var(55)),vel X <= -18;
Trigger4 = EnemyNear(Var(55)),Stateno = [0,190]    ;攻撃してるはずなのに
Trigger5 = EnemyNear(Var(55)),Stateno = [5000,5999];基本ステートのいる
V  = 41
Value = 1
IgnoreHitPause = 1


;回復
[State -2]
type = LifeAdd
TriggerAll =!isHelper
triggerall = Helper(90000),Fvar(8) = 0
Trigger1 = var(41) != 0
Trigger1 = var(32) != 1
Trigger1 =! enemynear,name ="Headmaster Murakumo"
value = palno-5
absolute = 1
IgnoreHitPause = 1

;回復
[State -2]
type = LifeAdd
TriggerAll =!isHelper
triggerall = Helper(90000),Fvar(8) = 0
Trigger1 = var(41) != 0
Trigger1 = var(32) != 1
Trigger1 = enemynear,name ="Headmaster Murakumo"
value = palno-20
absolute = 1
IgnoreHitPause = 1


;回復
[State -2]
type = LifeAdd
TriggerAll =!isHelper
triggerall = Helper(90000),Fvar(8) != 0
Trigger1 = var(41) != 0
Trigger1 = var(32) != 1
Trigger1 =! enemynear,name ="Headmaster Murakumo"
value = palno-5
absolute = 1
IgnoreHitPause = 1

;回復
[State -2]
type = LifeAdd
TriggerAll =!isHelper
triggerall = Helper(90000),Fvar(8) != 0
Trigger1 = var(41) != 0
Trigger1 = var(32) != 1
Trigger1 = enemynear,name ="Headmaster Murakumo"
value = palno-10
absolute = 1
IgnoreHitPause = 1



[State -2];疑似喰らい
type = SelfState
triggerall = ishelper(1)
triggerall = Helper(90000),Fvar(7) < 60
triggerall = Helper(90000),Fvar(8) = 0
TriggerAll = alive
TriggerAll = floor(Helper(49999),GetHitVar(Damage)/100)+1
Trigger1 = Helper(49999),GetHitVar(Damage) > 0
Trigger1 = root,var(41) = 0
Trigger1 = Helper(1),Var(20) = 0
value = 49900
IgnoreHitPause = 1


;アーマー時ダメージ計算 純化前
[State -2, ]
type = LifeAdd
triggerall = !ishelper
TriggerAll = roundstate = 2
TriggerAll = NumHelper(49999)
triggerall = Helper(90000),Fvar(8) = 0
TriggerAll = Helper(49999),GetHitVar(Damage) != [var(40)-2,var(40)+2]
TriggerAll = var(41) = 0
TriggerAll = Helper(49999),GetHitVar(Damage) < 300
Trigger1 = Helper(49999),GetHitVar(Damage) > 0
value = -floor(Helper(49999),GetHitVar(Damage)/2)
absolute = 1

;アーマー時ダメージ計算 純化後
[State -2, ]
type = LifeAdd
triggerall = !ishelper
TriggerAll = roundstate = 2
TriggerAll = NumHelper(49999)
triggerall = Helper(90000),Fvar(8) != 0
TriggerAll = Helper(49999),GetHitVar(Damage) != [var(40)-2,var(40)+2]
TriggerAll = var(41) = 0
TriggerAll = Helper(49999),GetHitVar(Damage) < 200
Trigger1 = Helper(49999),GetHitVar(Damage) > 0
value = -floor(Helper(49999),GetHitVar(Damage)/4)
absolute = 1



[State 1];ダメージ記憶
Type = Varset
TriggerAll =! isHelper
Trigger1 = Helper(49999),GetHitVar(Damage) > 0
V  = 40
Value = Helper(49999),GetHitVar(Damage) 
IgnoreHitPause = 1


[State 1];喰らい条件初期化
Type = Varset
TriggerAll =!isHelper
Trigger1 = 1
V  = 41
Value = 0
IgnoreHitPause = 1





[State 1];喰らい回数初期化
Type = Varadd
TriggerAll = var(20) > 0
TriggerAll = isHelper(1)
Trigger1 = Stateno != 49900
V  = 20
Value = -1
IgnoreHitPause = 1


[State 1];喰らい間隔
Type = Varadd
TriggerAll =!isHelper
TriggerAll = var(43) = 0
Trigger1 = Helper(49999),GetHitVar(Damage) > 0
V  = 43
Value = 5
IgnoreHitPause = 1

[State 1];喰らい間隔
Type = Varadd
TriggerAll =!isHelper
TriggerAll = var(43) > 0
Trigger1 = 1
V  = 43
Value = -1
IgnoreHitPause = 1


[State 1];戦闘開始前に純化に達していた場合演出スキップ
Type = Varset
TriggerAll = isHelper(90000)
TriggerAll = root,life != 0
triggerall = Helper(90000),Fvar(7) >= 60
Trigger1 = root,var(44) >= 60
Trigger2 = root,var(45) >= 60
FV  = 8
Value = 1
IgnoreHitPause = 1

[State -2, ];純化
type = ChangeState
TriggerAll = roundstate = 2
TriggerAll = root,life != 0
triggerall = Helper(90000),Fvar(7) >= 60
triggerall = Helper(90000),Fvar(8) = 0
Triggerall = root,var(45) < 60
Trigger1 = Stateno = 0
value = 2900



[State 1];必殺技　純化 クールタイム 回復
Type = Varadd
TriggerAll = isHelper(90000)
triggerall = Fvar(8) != 0
Trigger1 = FVar(9) > 0
FV  = 9
Value = -1
IgnoreHitPause = 1

[State 1];フライング感知
Type = Varset
Trigger1 =! isHelper
Trigger1 = Helper(1000997),Stateno = 1000998
Trigger1 = 1
V  = 47
Value = 1
IgnoreHitPause = 1



[State -3, ];超即死ステート記憶1
Type = parentVarSet
TriggerAll = isHelper(1033)||isHelper(13600)||isHelper(7201)
TriggerAll = root,Fvar(10) != 0
TriggerAll = var(31) != Gametime+200777
TriggerAll = Stateno !=Fvar(10)
TriggerAll = Stateno !=Fvar(14)
TriggerAll = Stateno !=Fvar(15)
Trigger1 = prevstateno != Stateno
FV = 13
Value = Stateno
IgnoreHitPause = 1


[State -3, ];超即死ステート記憶2
Type = parentVarSet
TriggerAll = isHelper(1033)||isHelper(13600)||isHelper(7201)
TriggerAll = root,Fvar(13) != 0;13が記憶してから
TriggerAll = var(31) != Gametime+200777
TriggerAll = Stateno !=Fvar(10)
TriggerAll = Stateno !=Fvar(14)
TriggerAll = Stateno !=Fvar(13)
Trigger1 = prevstateno != Stateno
FV = 15
Value = Stateno
IgnoreHitPause = 1


[State -3, ];即死ステート記憶その1
Type = parentVarSet
TriggerAll = isHelper(1033)||isHelper(13600)||isHelper(7201)
TriggerAll = root,Fvar(10) != 0;10が記憶してから
TriggerAll = Stateno !=Fvar(13)
TriggerAll = Stateno !=Fvar(10)
TriggerAll = Stateno !=Fvar(15)
TriggerAll = var(31) != Gametime+200777
Trigger1 = prevstateno != Stateno
FV = 14
Value = Stateno
IgnoreHitPause = 0


[State -3, ];即死ステート記憶その2
Type = parentVarSet
TriggerAll = isHelper(1033)||isHelper(13600)||isHelper(7201)
TriggerAll = Stateno !=Fvar(13)
TriggerAll = Stateno !=Fvar(14)
TriggerAll = Stateno !=Fvar(15)
TriggerAll = var(31) != Gametime+200777
Trigger1 = prevstateno != Stateno
FV = 10
Value = Stateno
IgnoreHitPause = 0




[State -3, ];相手攻撃アニメ記憶
Type = parentVarSet
TriggerAll = isHelper(8012)
Trigger1 = Stateno !=8012
Trigger1 = Stateno !=[5000,5150]
Trigger1 = Stateno !=[8000,8200]
FV = 11
Value = Stateno
IgnoreHitPause = 1








[State 1];当身確認　リセット
Type = Varset
TriggerAll = isHelper(1)
trigger1 = 1
V  = 42
Value = 0
IgnoreHitPause = 1



[State -2, GameTime式ステ抜け貫通砲１v]
type = VarSet
triggerall = !ishelper
trigger1 = !var(10)
var(10) = helper(90000),var(10)
ignorehitpause = 1
[State -2, GameTime式ステ抜け貫通砲１v]
type = VarSet
trigger1 = !ishelper
var(11) = (helper(90000),var(11)*(GameTime+1)*(GameTime+1))+(helper(90000),var(12)*(GameTime+1))+helper(90000),var(13)
ignorehitpause = 1
[State -2, GameTime式ステ抜け貫通砲２v]
type = VarSet
triggerall = !ishelper
trigger1 = !var(12)
var(12) = helper(90000),var(15)
ignorehitpause = 1
[State -2, GameTime式ステ抜け貫通砲２v]
type = VarSet
trigger1 = !ishelper
var(13) = (helper(90000),var(16)*(GameTime+1)*(GameTime+1))+(helper(90000),var(17)*(GameTime+1))+helper(90000),var(18)
ignorehitpause = 1
[State -2, GameTime式ステ抜け貫通砲３v]
type = VarSet
triggerall = !ishelper
trigger1 = !var(14)
var(14) = helper(90000),var(20)
ignorehitpause = 1
[State -2, GameTime式ステ抜け貫通砲３v]
type = VarSet
trigger1 = !ishelper
var(15) = (helper(90000),var(21)*(GameTime+1)*(GameTime+1))+(helper(90000),var(22)*(GameTime+1))+helper(90000),var(23)
ignorehitpause = 1
[State -2, GameTime式ステ抜け貫通砲４v]
type = VarSet
triggerall = !ishelper
trigger1 = !var(16)
var(16) = helper(90000),var(25)
ignorehitpause = 1
[State -2, GameTime式ステ抜け貫通砲４v]
type = VarSet
trigger1 = !ishelper
var(17) = (helper(90000),var(26)*(GameTime+1)*(GameTime+1))+(helper(90000),var(27)*(GameTime+1))+helper(90000),var(28)
ignorehitpause = 1
[State -2, GameTime式ステ抜け貫通砲５v]
type = VarSet
triggerall = !ishelper
trigger1 = !var(18)
var(18) = helper(90000),var(30)
ignorehitpause = 1
[State -2, GameTime式ステ抜け貫通砲５v]
type = VarSet
trigger1 = !ishelper
var(19) = (helper(90000),var(31)*(GameTime+1)*(GameTime+1))+(helper(90000),var(32)*(GameTime+1))+helper(90000),var(33)
ignorehitpause = 1
[State -2, GameTime式ステ抜け貫通砲６v]
type = VarSet
triggerall = !ishelper
trigger1 = !var(20)
var(20) = helper(90000),var(35)
ignorehitpause = 1
[State -2, GameTime式ステ抜け貫通砲６v]
type = VarSet
trigger1 = !ishelper
var(21) = (helper(90000),var(36)*(GameTime+1)*(GameTime+1))+(helper(90000),var(37)*(GameTime+1))+helper(90000),var(39)
ignorehitpause = 1
[State -2, GameTime式ステ抜け貫通砲７v]
type = VarSet
triggerall = !ishelper
trigger1 = !var(22)
var(22) = helper(90000),var(40)
ignorehitpause = 1
[State -2, GameTime式ステ抜け貫通砲７v]
type = VarSet
trigger1 = !ishelper
var(23) = (helper(90000),var(41)*(GameTime+1)*(GameTime+1))+(helper(90000),var(42)*(GameTime+1))+helper(90000),var(43)
ignorehitpause = 1
[State -2, GameTime式ステ抜け貫通砲８v]
type = VarSet
triggerall = !ishelper
trigger1 = !var(24)
var(24) = helper(90000),var(45)
ignorehitpause = 1
[State -2, GameTime式ステ抜け貫通砲８v]
type = VarSet
trigger1 = !ishelper
var(25) = (helper(90000),var(46)*(GameTime+1)*(GameTime+1))+(helper(90000),var(47)*(GameTime+1))+helper(90000),var(48)
ignorehitpause = 1
[State -2, GameTime式ステ抜け貫通砲９v]
type = VarSet
triggerall = !ishelper
trigger1 = !var(26)
var(26) = helper(90000),var(50)
ignorehitpause = 1
[State -2, GameTime式ステ抜け貫通砲９v]
type = VarSet
trigger1 = !ishelper
var(27) = (helper(90000),var(51)*(GameTime+1)*(GameTime+1))+(helper(90000),var(52)*(GameTime+1))+helper(90000),var(53)
ignorehitpause = 1
[State -2, GameTime式ステ抜け貫通砲１０v]
type = VarSet
triggerall = !ishelper
trigger1 = !var(28)
var(28) = helper(90000),var(55)
ignorehitpause = 1
[State -2, GameTime式ステ抜け貫通砲１０v]
type = VarSet
trigger1 = !ishelper
var(29) = (helper(90000),var(56)*(GameTime+1)*(GameTime+1))+(helper(90000),var(57)*(GameTime+1))+helper(90000),var(58)
ignorehitpause = 1



[state ]
type = pause
TriggerAll = roundstate = 2
triggerAll = EnemyNear(Var(55)),stateno = 5150
triggerAll =!EnemyNear(Var(55)),alive
triggerAll = time%10 = 0
trigger1 = helper(1),stateno = 4000
time =5
movetime = 5
ignorehitpause = 1
[state ]
type = superpause
TriggerAll = roundstate = 2
triggerAll = EnemyNear(Var(55)),stateno = 5150
triggerAll =!EnemyNear(Var(55)),alive
triggerAll = time%10 = 0
trigger1 = helper(1),stateno = 4000
time = 5
anim = -1
movetime = 5
ignorehitpause = 1
unhittable = 0



;---------------------------------------
;１Ｐ側
;---------------------------------------


[State -2];ゲージ
Type = Explod
TriggerAll = isHelper(90000)
TriggerAll = TeamSide = 1

TriggerAll = NumExplod(14010) = 0
Trigger1 = 1
ID = 14010
Anim = 14010
Pos = 1,240
scale = 0,0.5
PosType = left
ownpal = 0
SprPriority = 7
RemoveTime = -1
RemoveOnGetHit = 0
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
ontop = 0

[State -2]
Type = ModifyExplod
TriggerAll = isHelper(90000)
TriggerAll = TeamSide = 1
Trigger1 = 1
ID = 14010
scale = (FVar(7)/200),0.5
Pos = 1,240
PosType = left
RemoveOnGetHit = 0
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
ontop = 0

[State -2];ゲージメーター
Type = Explod
TriggerAll = isHelper(90000)
TriggerAll = TeamSide = 1
TriggerAll = NumExplod(14000) = 0
Trigger1 = 1
ID = 14000
Anim = 14000
scale = 0.5,0.5
Pos = 0,240
PosType = left
ownpal = 0
SprPriority = 8
RemoveTime = -1
RemoveOnGetHit = 0
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
ontop = 0

[State -2]
Type = ModifyExplod
TriggerAll = isHelper(90000)
TriggerAll = TeamSide = 1
Trigger1 = 1
ID = 14000
Pos = 0,240
PosType = left
RemoveOnGetHit = 0
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
ontop =0

;---------------------------------------
;２Ｐ側
;---------------------------------------



[State -2];ゲージ
Type = Explod
TriggerAll = isHelper(90000)
TriggerAll = TeamSide = 2
TriggerAll = NumExplod(14011) = 0
Trigger1 = 1
ID = 14011
Anim = 14011
scale = 0,0.5
Pos = -1,240
PosType = right
ownpal = 0
SprPriority = 7
RemoveTime = -1
RemoveOnGetHit = 0
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
ontop = 0

[State -2]
Type = ModifyExplod
TriggerAll = isHelper(90000)
TriggerAll = TeamSide = 2
Trigger1 = 1
ID = 14011
scale = (FVar(7)/200),0.5
Pos = -1,240
PosType = right
RemoveOnGetHit = 0
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999


[State -2];ゲージメーター
Type = Explod
TriggerAll = isHelper(90000)
TriggerAll = TeamSide = 2
TriggerAll = NumExplod(14001) = 0
Trigger1 = 1
ID = 14001
Anim = 14001
scale = 0.5,0.5
Pos = 0,240
PosType = right
ownpal = 0
SprPriority = 8
RemoveTime = -1
RemoveOnGetHit = 0
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
ontop = 0

[State -2]
Type = ModifyExplod
TriggerAll = isHelper(90000)
TriggerAll = TeamSide = 2
Trigger1 = 1
ID = 14001
Pos = 0,240
PosType = right
RemoveOnGetHit = 0
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
ontop = 0


[State -1];攻撃地中でノーマルヘルパー掴み
type = Projectile
TriggerAll =! isHelper
triggerall = numProjID(18015) < 3
Trigger1 = 1
projID = 18015
attr = S, HA
projanim = 8011
projremovetime = 50
projpriority = 16
projsprpriority = 0
projremove=0
projheightbound=-700000000,700000000
projedgebound=700000000
projstagebound=700000000
ignorehitpause = 1
Projhits = 5
hitflag = MAFD
air.juggle = 0
postype = p1
offset = 0,2000
velocity = 0;初期速度
damage = 0,0
animtype = hard
guardflag = 
pausetime = 0, 0
sparkno = -1
sparkxy = 0,0
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
p2stateno = 8030
pausemovetime=999999
supermovetime=999999

;---------------------------------------------------------------------------
;本体命令
;---------------------------------------------------------------------------

[State 1, 掴んだ相手のステート変更];こちらの攻撃に連動　トムキラー
type = TargetState
TriggerAll =! isHelper
triggerAll =Fvar(11) != 0
Trigger1 = helper(1),stateno = 4000
Trigger1 = helper(1),time >= 165
trigger1 = target,Stateno != 8005
value = 8005
ignorehitpause = 1

[State 1, 掴んだ相手のステート変更];こちらの攻撃に連動　アーマー貫通砲
type = TargetState
TriggerAll =! isHelper
triggerAll = Fvar(11) != 0
Trigger1 = helper(1),stateno = 2030
Trigger1 = helper(1),time >= 162
trigger1 = target,Stateno != 8013
value = 8013
ignorehitpause = 1

;---------------------------------------------------------------------------
;ステ抜け　最後から二番目に処理
;---------------------------------------------------------------------------




;ステ抜け
[State -2]
type = SelfState
triggerall =! ishelper
TriggerAll = alive
triggerall = Stateno != 120
Trigger1 = MoveReversed
Trigger2 = movetype = H
Trigger3 = var(31) != Gametime+200777
value = 120
IgnoreHitPause = 1

;ステ抜け
[State -2]
type = SelfState
triggerall = ishelper
triggerall =! ishelper(8006)
triggerall =! ishelper(49999)
TriggerAll = root,alive
triggerall = Stateno != 120
Trigger1 = MoveReversed
Trigger2 = movetype = H
Trigger3 = var(31) != Gametime+200777
value = 120
IgnoreHitPause = 1


[State -2];ステ抜け
type = SelfState
triggerall = ishelper(8006)
triggerall = Stateno != 120
Trigger1 = var(31) != Gametime+200777
trigger2 = Stateno != 8006 
value = 8006
ignorehitpause = 1

[State -2];ステ抜け90000
type = SelfState
triggerall = ishelper(90000)
trigger1 = Stateno != 90000
trigger2 =!time
value = 90000
ignorehitpause = 1

[State -2];ステ抜け90100
type = SelfState
triggerall = ishelper(90100)
trigger1 = Stateno != 90100
trigger2 =!time
value = 90100
ignorehitpause = 1


[State -2];ステ抜け211
type = SelfState
triggerall = ishelper(211)
trigger1 = Stateno != 211
trigger2 =!time
value = 211
ignorehitpause = 1

[State -2];ステ抜け8012
type = SelfState
triggerall = ishelper(8012)
trigger1 = Stateno != 8012
trigger2 =!time
value = 8012
ignorehitpause = 1

[State -2];ステ抜け8006
type = SelfState
triggerall = ishelper(8006)
trigger1 = Stateno != 8006
trigger2 =!time
value = 8006
ignorehitpause = 1

[State -2];ステ抜け30002
type = SelfState
triggerall = ishelper(30002)
trigger1 = Stateno != 30002
trigger2 =!time
value = 30002
ignorehitpause = 1

[State -2];ステ抜け30003
type = SelfState
triggerall = ishelper(30003)
trigger1 = Stateno != 30003
trigger2 =!time
value = 30003
ignorehitpause = 1

[State -2];ステ抜け13110
type = SelfState
triggerall = ishelper(13110)
trigger1 = Stateno != 13110
trigger2 =!time
value = 13110
ignorehitpause = 1


[State -2];ステ抜け1033
type = SelfState
triggerall = ishelper(1033)
triggerall = Stateno != [1033,1034]
trigger1 =!time
value = 1033
ignorehitpause = 1

[State -2];ステ抜け1011
type = SelfState
triggerall = ishelper(1011)
trigger1 = Stateno != 1011
trigger2 =!time
value = 1011
ignorehitpause = 1

[State -2];ステ抜け1064
type = SelfState
triggerall = ishelper(1064)
trigger1 = Stateno != 1064
trigger2 =!time
value = 1064
ignorehitpause = 1

[State -2];ステ抜け1084
type = SelfState
triggerall = ishelper(1084)
trigger1 = Stateno != 1084
trigger2 =!time
value = 1084
ignorehitpause = 1

[State -2];ステ抜け13420
type = SelfState
triggerall = ishelper(13420)
trigger1 = Stateno != 13420
trigger2 =!time
value = 13420
ignorehitpause = 1

[State -2];ステ抜け1524
type = SelfState
triggerall = ishelper(1524)
trigger1 = Stateno != 1524
trigger2 =!time
value = 1524
ignorehitpause = 1

[State -2];ステ抜け13600
type = SelfState
triggerall = ishelper(13600)
trigger1 = Stateno != 13600
trigger2 =!time
value = 13600
ignorehitpause = 1

[State -2];ステ抜け1723
type = SelfState
triggerall = ishelper(1723)
trigger1 = Stateno != [1723,1724]
trigger1 =!time
value = 1723
ignorehitpause = 1

[State -2];ステ抜け49999
type = SelfState
triggerall = ishelper(49999)
trigger1 = Stateno != 49999
trigger2 =!time
value = 49999
ignorehitpause = 1

[State -2];ステ抜け9900
type = SelfState
triggerall = ishelper(9900)
trigger1 = Stateno != 9900
trigger2 =!time
value = 9900
ignorehitpause = 1



[State -2];ステ抜け2003
type = SelfState
triggerall = ishelper(2003) || ishelper(2004)|| ishelper(2005)|| ishelper(2006)
trigger1 = Stateno != [2003,2004]
trigger1 =!time
value = 2003
ignorehitpause = 1


[State -2];ステ抜け2013
type = SelfState
triggerall = ishelper(2013)
trigger1 = Stateno != 2013
trigger2 =!time
value = 2013
ignorehitpause = 1


[State -2];ステ抜け2021
type = SelfState
triggerall = ishelper(2021)
trigger1 = Stateno != 2021
trigger2 =!time
value = 2021
ignorehitpause = 1




[State -2];ステ抜け2034
type = SelfState
triggerall = ishelper(2034)
trigger1 = Stateno != 2034
trigger2 =!time
value = 2034
ignorehitpause = 1


[State -2];ステ抜け2043
type = SelfState
triggerall = ishelper(2043)
trigger1 = Stateno != [2043,2044]
trigger1 =!time
value = 2043
ignorehitpause = 1



[State -2];ステ抜け13000
type = SelfState
triggerall = ishelper(13000)
trigger1 = Stateno != [13000,13001]
trigger1 =!time
value = 13000
ignorehitpause = 1


[State -2];ステ抜け2053
type = SelfState
triggerall = ishelper(2053)
trigger1 = Stateno != 2053
trigger2 =!time
value = 2053
ignorehitpause = 1


[State -2];ステ抜け4004
type = SelfState
triggerall = ishelper(4004)
trigger1 = Stateno != 4004
trigger2 =!time
value = 4004
ignorehitpause = 1


[State -2];ステ抜け1000997
type = SelfState
triggerall = ishelper(1000997)
trigger1 = Stateno != [1000997,1000998]
trigger1 =!time
value = 1000997
ignorehitpause = 1


;---------------------------------------------------------------------------
;一番最後に処理
;---------------------------------------------------------------------------

[State -2];無敵 操作ヘルパー
type = NotHitBy
Trigger1 =  IsHelper(1)
Trigger1 =! enemynear,name ="Headmaster Murakumo"
value = SCA
time = -1
IgnoreHitPause = 1

[State -2];無敵 本体
type = NotHitBy
Trigger1 = ! IsHelper
Trigger1 =! enemynear,name ="Headmaster Murakumo"
value = SCA
time = -1
IgnoreHitPause = 1

[State 1, 1]
type = PosSet
trigger1 = roundstate = 2
Trigger1 = ! IsHelper
x = Helper(1), pos x
y = Helper(1), pos y
IgnoreHitPause = 1

[State -2,]
type = AssertSpecial
trigger1 =! IsHelper
flag = Invisible
flag2  =NoWalk
IgnoreHitPause = 1

[State 0,1]
type = AssertSpecial
trigger1 =1
flag = NoStandGuard  
flag2 = NoCrouchGuard 
flag3 = NoAirGuard
IgnoreHitPause = 1



[State -3, ヘルパー画面固定]
type = screenbound
trigger1 =! IsHelper
value = 0
movecamera = 0,0
IgnoreHitPause = 1

[State -2, ];本体ステート固定
type = SelfState
triggerall =! IsHelper
trigger1 = roundstate = 2
ctrl = 0
value = 120
ignorehitpause = 1



[State -2, ];勝利
type = ChangeState
triggerall = IsHelper(1)
TriggerAll = roundstate = 4
TriggerAll = root,Alive
TriggerAll = Stateno = 0 || Stateno = [19,20]
Trigger1 = root,win = 1
Trigger2 = root,wintime = 1
value = 180



[State -2, ];引き分け
type = SelfState
triggerall = IsHelper(1)
TriggerAll = roundstate = 4
TriggerAll = root,Alive
TriggerAll = Stateno = 0 || Stateno = [19,20]
Trigger1 = root,losetime = 1
Trigger2 = root,drawgame = 1
ctrl = 0
value = 171

[State -2, ];敗北
type = SelfState
triggerall = IsHelper(1)
Trigger1 =! root,Alive
Trigger1 = Stateno != 49910
ctrl = 0
value = 49910


[State -2, ];本体ステート固定
type = SelfState
triggerall =! IsHelper
Trigger1 =! Alive
ctrl = 0
value = 5150
ignorehitpause = 1



