
[Statedef -2]

;-------------------------------------------------------ゲージ表示可否
[State ,100]
type = VarSet
trigger1 = 1
var(58) = 1;0で非表示
ignorehitpause = 1

[State ,100] ;本体
type = null;Explod
trigger1 = command = "start"
anim = 850
ID = 1300
pos = Const (size.mid.pos.x),Const (size.mid.pos.y)
postype = p1
bindtime = -1
removetime = -2
;supermove = 1	***
supermovetime = 9999
pausemovetime = 9999
scale = 1,1
ontop = 1
ownpal = 1

[State ,100] ;ゲージ
type = null;Explod
triggerall = TeamSide = 1
trigger1 = command = "start"
anim = 851
ID = 1301
pos = 2,227
postype = left
bindtime = -1
removetime = -2
;supermove = 1	***
supermovetime = 9999
pausemovetime = 9999
scale = 1,1
ontop = 1
ownpal = 1

;-------------------------------------------------------告知管理
[State ,100] ;告知
type = RemoveExplod
triggerall = prevstateno != [3002,3005]
triggerall = NumExplod(1210)
trigger1 = NumHelper(500) = 2
trigger2 = NumHelper(501) = 2
trigger3 = NumHelper(500) = 1 
trigger3 = NumHelper(501) = 1
trigger3 = helper(500),var(0) = 0
trigger4 = NumHelper(500) = 1 
trigger4 = NumHelper(501) = 1
trigger4 = helper(501),var(0) = 0
trigger5 = NumHelper(500) = 1 
trigger5 = helper(500),var(0) = 0
trigger6 = NumHelper(501) = 1
trigger6 = helper(501),var(0) = 0
ID = 1210
ignorehitpause = 1

[State ,100] ;告知
type = RemoveExplod ;１フレームズレている
triggerall = prevstateno = [3002,3005]
triggerall = NumExplod(1210)
trigger1 = NumHelper(500) = 2
trigger1 = helper(500),var(0) = 0
trigger2 = NumHelper(501) = 1
trigger2 = helper(501),var(0) = 0
trigger3 = NumHelper(510) = 1
trigger3 = helper(510),var(0) = 0
ID = 1210
ignorehitpause = 1

[State ,100] ;告知
type = RemoveExplod ;１フレームズレている
triggerall = prevstateno = [3012,3015]
triggerall = NumExplod(1210)
trigger1 = NumHelper(500) = 2
trigger1 = helper(500),var(0) = 0
trigger2 = NumHelper(501) = 1
trigger2 = helper(501),var(0) = 0
trigger3 = NumHelper(510) = 1
trigger3 = helper(510),var(0) = 0
ID = 1210
ignorehitpause = 1

[State ,100] ;告知
type = RemoveExplod ;１フレームズレている
triggerall = prevstateno = [3022,3025]
triggerall = NumExplod(1210)
trigger1 = NumHelper(500) = 2
trigger1 = helper(500),var(0) = 0
trigger2 = NumHelper(501) = 1
trigger2 = helper(501),var(0) = 0
trigger3 = NumHelper(510) = 1
trigger3 = helper(510),var(0) = 0
ID = 1210
ignorehitpause = 1

;-------------------------------------------------------補正管理
[State ,100] ;A補正切り
type = varset
trigger1 = NumEnemy
trigger1 = enemynear,MoveType != H
fvar(0) = 1
ignorehitpause = 1

[State ,100] ;	ヒット補正 「103-ヒット数*3%」ずつ減り、34Hit以降3%固定。
type = VarSet
;		Gethitvar(hitcount)はヒットした後に値を返すので、実際にこの値が使われるのは2Hit以降から。
;		enemy,Gethitvar(hitcount)*3だと103-3=100%を返してしまうため、2Hit目が100%になってしまう。
trigger1 = NumEnemy
fvar(2) = 103 - IfElse(enemy,Gethitvar(hitcount) <= 32, enemy,Gethitvar(hitcount)*3+3,100)
ignorehitpause = 1

[State ,100] ;ヒット補正切り Gethitvar(hitcount) は攻撃が当たるまで以前の値を保存するので、相手がやられ状態でなければ、ヒット補正を切ります。
type = VarSet
trigger1 = NumEnemy
trigger1 = enemynear,MoveType != H
fvar(2) = 100
ignorehitpause = 1

[State ,100]
type = VarSet
trigger1 = 1
fvar(2) = fvar(2)/100
ignorehitpause = 1

;-------------------------------------------------------閲覧
[State ,100] ;ダメージ補正
type = null;DisplayToClipboard
trigger1 = 1
text = "A=%f   B=%f   AorB=%f   Hit=%f"
params = fvar(0),1-fvar(1),ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0)),fvar(2)
ignorehitpause = 1

[State ,100] ;防御力
type = null;AppendToClipboard
trigger1 = 1
text = "\ntype = %f   life = %f   defence = %f"
params = fvar(4),fvar(5),fvar(4)*fvar(5)
ignorehitpause = 1

[State ,100] ;デバッグ
type = null;DisplayToClipboard
trigger1 = 1
text = "%d"
params = time
ignorehitpause = 1

;-------------------------------------------------------状態補正
[State -2, 立ち]
type = VarSet
trigger1 = StateType = S
fvar(4) = 1.00
ignorehitpause = 1

[State -2, 屈み]
type = VarSet
trigger1 = StateType = C
fvar(4) = 1.08
ignorehitpause = 1

[State -2, 空中]
type = VarSet
trigger1 = StateType = A
fvar(4) = 0.88
ignorehitpause = 1

;-------------------------------------------------------根性値
[State -2, 100～75%]
type = VarSet
trigger1 = life > floor(lifemax * 0.75)
fvar(5) = 1.08
ignorehitpause = 1

[State -2, 75%～50%]
type = VarSet
trigger1 = life <= floor(lifemax * 0.75)
trigger1 = life > floor(lifemax * 0.5)
fvar(5) = 0.969
ignorehitpause = 1

[State -2, 50～25%]
type = VarSet
trigger1 = life <= floor(lifemax * 0.5)
trigger1 = life > floor(lifemax * 0.25)
fvar(5) = 0.843
ignorehitpause = 1

[State -2, 25～0%]
type = VarSet
trigger1 = life <= floor(lifemax * 0.25)
trigger1 = life > 0
fvar(5) = 0.724
ignorehitpause = 1

;-------------------------------------------------------最終防御力
[State ,100]
type = DefenceMulSet
trigger1 = 1
value = fvar(4)*fvar(5)
ignorehitpause = 1

;-------------------------------------------------------試合前後のゲージ
[State ,100]
type = PowerSet
trigger1 = RoundState = 0
trigger1 = RoundNo = 1
value = 1000

[State ,100]
type = PowerSet
trigger1 = RoundState = 0
trigger1 = var(54) = -1
value = 2000

[State ,100]
type = PowerSet
trigger1 = RoundState = 0
trigger1 = var(54) = -2 || var(54) = -3
value = 0

;-------------------------------------------------------MAX
[State ,100]
type = VarSet
triggerall = var(54) = 0
trigger1 = Power = PowerMax
var(54) = 1
ignorehitpause = 1

[State ,100];ゲージ増減
type = VarAdd
triggerall = var(54) = 1
trigger1 = var(55) = 1
var(40) = 5
ignorehitpause = 1

[State ,100];こうすると攻撃を食らってもPowerが変動しない
type = PowerSet
triggerall = var(54) = 1
trigger1 = var(55) = 1
value = 3000 - var(40)
ignorehitpause = 1

[State ,100];MAX終了宣言
type = VarSet
triggerall = var(54) = 1
triggerall = var(55) = 1
trigger1 = RoundState = 2 ;戦闘時以外は変動しません
trigger1 = var(40) >= 3000
trigger2 = RoundState = 0
var(54) = -1
ignorehitpause = 1

[State ,100];ゲージ減フラグOFF
type = VarSet
trigger1 = var(54) = -1
var(55) = 0
ignorehitpause = 1

[State ,100];ゲージ減少値値OFF
type = VarSet
trigger1 = var(54) = -1
var(40) = 0
ignorehitpause = 1

[State ,100]
type = PowerSet
triggerall = stateno != 800
trigger1 = var(54) = -1
value = 2000
ignorehitpause = 1

[State ,100]
type = PowerSet
triggerall = stateno = 800
trigger1 = var(54) = -1
value = 1000
ignorehitpause = 1

[State 100, 0]
type = AfterImageTime
trigger1 = var(54) = -1
time = 0
ignorehitpause = 1

[State ,100];MAX完全終了
type = VarSet
trigger1 = var(54) = -1
var(54) = 0
ignorehitpause = 1

[State ,100];MAX
type = Helper
triggerall = NumHelper(100) = 0
triggerall = var(55) = 0
trigger1 = var(54) = 1
helpertype = normal
name = "MAX"
ID = 100
pos = 0,0
postype = p1
stateno = 2000
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

;-------------------------------------------------------HEAT
[State ,100]
type = AssertSpecial
trigger1 = var(54) = 2
flag = timerfreeze
ignorehitpause = 1

[State ,100];ゲージ増減
type = VarAdd
triggerall = var(54) = 2
trigger1 = var(55) = 2
var(40) = 5
ignorehitpause = 1

[State ,100]
type = PowerSet
triggerall = var(54) = 2
trigger1 = var(55) = 2
value = var(41) - var(40)
ignorehitpause = 1

[State ,100];HEAT終了宣言
type = VarSet
triggerall = var(54) = 2
triggerall = var(55) = 2
trigger1 = RoundState = 2
trigger1 = var(41) < var(40) ;<=だとなぜかエラー
trigger2 = RoundState = 0
var(54) = -2
ignorehitpause = 1

[State ,100];ゲージ減フラグOFF
type = VarSet
trigger1 = var(54) = -2
var(55) = 0
ignorehitpause = 1

[State ,100];ゲージ減少値値OFF
type = VarSet
trigger1 = var(54) = -2
var(40) = 0
ignorehitpause = 1

[State ,100]
type = PowerSet
trigger1 = var(54) = -2
value = 0
ignorehitpause = 1

[State 100, 0]
type = AfterImageTime
trigger1 = var(54) = -2
time = 0
ignorehitpause = 1

[State ,100];HEAT完全終了
type = VarSet
trigger1 = var(54) = -2
var(54) = 0
ignorehitpause = 1

[State ,100];HEAT
type = Helper
triggerall = stateno = 1500 && AnimElemTime(6) = 1 ;0だと出現できない。このトリガーで無限出現抑制。
triggerall = NumHelper(101) = 0
triggerall = var(55) = 0
trigger1 = var(54) = 2
helpertype = normal
name = "HEAT"
ID = 101
pos = 0,0
postype = p1
stateno = 2001
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

;-------------------------------------------------------BLOOD HEAT
[State ,100]
type = AssertSpecial
trigger1 = var(54) = 3
flag = timerfreeze
ignorehitpause = 1

[State ,100];ゲージ増減
type = VarAdd
triggerall = var(54) = 3
trigger1 = var(55) = 3
var(40) = 5
ignorehitpause = 1

[State ,100]
type = PowerSet
triggerall = var(54) = 3
trigger1 = var(55) = 3
value = var(41) - var(40)
ignorehitpause = 1

[State ,100];BLOOD HEAT終了宣言
type = VarSet
triggerall = var(55) = 3
triggerall = var(54) = 3
trigger1 = RoundState = 2
trigger1 = var(41) < var(40)
trigger2 = RoundState = 0
var(54) = -3
ignorehitpause = 1

[State ,100];ゲージ減フラグOFF
type = VarSet
trigger1 = var(54) = -3
var(55) = 0
ignorehitpause = 1

[State ,100];ゲージ減少値値OFF
type = VarSet
trigger1 = var(54) = -3
var(40) = 0
ignorehitpause = 1

[State ,100]
type = PowerSet
trigger1 = var(54) = -3
value = 0
ignorehitpause = 1

[State 100, 0]
type = AfterImageTime
trigger1 = var(54) = -3
time = 0
ignorehitpause = 1

[State ,100];BLOOD HEAT完全終了
type = VarSet
trigger1 = var(54) = -3
var(54) = 0
ignorehitpause = 1

[State ,100];BLOOD HEAT
type = Helper
triggerall = stateno = 1500 && AnimElemTime(6) = 1
triggerall = NumHelper(102) = 0
trigger1 = var(54) = 3
helpertype = normal
name = "BLOOD HEAT"
ID = 102
pos = 0,0
postype = p1
stateno = 2002
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

;-------------------------------------------------------残像管理
[State 100,HEAT]
type = Afterimage
trigger1 = NumHelper(100) = 1
trigger1 = helper(100),time = 1
trigger2 = var(54) = 2
trigger2 = stateno = 1500 && AnimElemTime(6) = 1
time = -1
palcontrast = 128,128,128 ;	Rは+25されてしまいます。仕様。
palpostbright = -25,0,32 ;	なのでRは-25します。実際は0,0,32。
palbright = 0,0,0 ;		Rは機能せず。仕様。
paladd = 0,0,0
palmul = 0.8,0.8,0.8
length = 11
timegap = 1
framegap = 1
trans = addalpha ;		transのaddalphaやdefaultも使える
alpha = 256,256 ;		数値を弄ると反映される = 有効
ignorehitpause = 1

[State 100,BLOOD HEAT]
type = Afterimage
trigger1 = var(54) = 3
trigger1 = stateno = 1500 && AnimElemTime(6) = 1
time = -1
palcontrast = 128,128,128
palpostbright = 39,32,0 ;	64,32,0
palbright = 0,0,0
paladd = 0,0,0
palmul = 0.8,0.8,0.8 
length = 11
timegap = 1
framegap = 1
trans = addalpha
alpha = 256,256
ignorehitpause = 1

;-------------------------------------------------------Circuit Spark
[State ,100]
type = VarAdd
trigger1 = stateno = 1501
var(42) = 1
ignorehitpause = 1

[State ,100]
type = BGPalFX
triggerall = var(43) = 0
trigger1 = stateno = 1501
trigger1 = var(42) <= 17
time = 1
mul = 256-floor(var(42)*7.5), 256-floor(var(42)*7.5), 256-floor(var(42)*7.5)
ignorehitpause = 1

[State ,100]
type = BGPalFX
trigger1 = var(42) = 18
time = 22
mul = 128,128,128
ignorehitpause = 1

[State ,100]
type = VarSet
trigger1 = var(42) = 18
var(43) = 1
ignorehitpause = 1

[State ,100]
type = VarSet
trigger1 = var(43) = 1
var(42) = 0
ignorehitpause = 1

[State ,100]
type = VarSet
trigger1 = stateno != 1501
var(43) = 0
ignorehitpause = 1

[State ,100]
type = VarSet
trigger1 = stateno = 1501 && AnimElemTime(6) = 1
var(18) = 1
ignorehitpause = 1

[State ,100]
type = VarAdd
trigger1 = stateno != 1500
trigger1 = var(18) = 1
var(19) = 1

[State 115, 1]
type = PalFX
trigger1 = stateno != 1500
trigger1 = var(19) > 0
trigger1 = var(19) < 32 
time = 1
add = 256-floor(var(19)*8.26),256-floor(var(19)*8.26),256-floor(var(19)*8.26)
ignorehitpause = 1

[State ,100]
type = VarSet
trigger1 = stateno != 1500
trigger1 = var(19) = 32 
var(18) = 0
ignorehitpause = 1

[State ,100]
type = VarSet
trigger1 = stateno != 1500
trigger1 = var(19) = 32 
var(19) = 0
ignorehitpause = 1

;-------------------------------------------------------ゲージ計算
[State ,100] ;1000の位
type = VarSet
trigger1 = 1
var(50) = floor(power/1000)
ignorehitpause = 1

[State ,100] ;代入
type = VarSet
trigger1 = 1
fvar(30) = power
ignorehitpause = 1

[State ,100] ;以下の位
type = VarSet
trigger1 = 1
fvar(31) = fvar(30)/1000 - var(50) ;直接powerを1000で割ると端数が勝手に切り捨てられるので代入する必要あり。
ignorehitpause = 1

[State ,100] ;100の位
type = VarSet
trigger1 = 1
var(51) = floor(fvar(31)*10)
ignorehitpause = 1

[State ,100] ;以下の位
type = VarSet
trigger1 = 1
fvar(32) = fvar(31)*10 - var(51)
ignorehitpause = 1

[State ,100] ;10の位
type = VarSet
trigger1 = 1
var(52) = floor(fvar(32)*10)
ignorehitpause = 1

[State ,100] ;以下の位
type = VarSet
trigger1 = 1
fvar(33) = fvar(32)*10 - var(52)
ignorehitpause = 1

[State ,100] ;1の位
type = VarSet
trigger1 = 1
var(53) = floor(fvar(33)*10)
ignorehitpause = 1

[State ,100]
type = null;DisplayToClipboard
trigger1 = 1
text = "%d, %d, %d, %d,   power = %d"
params = var(50),var(51),var(52),var(53),power
;52から変
;1030

;-------------------------------------------------------ゲージの値を表示
[State 1000, 0]
type = RemoveExplod
trigger1 = var(50) != 1
trigger2 = var(54) != 0
id = 1011
ignorehitpause = 1

[State 1000, 0]
type = RemoveExplod
trigger1 = var(50) != 2
trigger2 = var(54) != 0
id = 1012
ignorehitpause = 1

[State ,100] ;1000
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = var(54) = 0
triggerall = NumExplod(1011) = 0
trigger1 = var(50) = 1
anim = 731
ID = 1011
pos = 0,227
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;1000
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = var(54) = 0
triggerall = NumExplod(1012) = 0
trigger1 = var(50) = 2
anim = 732
ID = 1012
pos = -1,227
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
;++++++++++++++++++++++++++++2P用
[State ,100] ;1000
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = var(54) = 0
triggerall = NumExplod(1011) = 0
trigger1 = var(50) = 1
anim = 731
ID = 1011
pos = -217,227
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;1000
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = var(54) = 0
triggerall = NumExplod(1012) = 0
trigger1 = var(50) = 2
anim = 732
ID = 1012
pos = -218,227
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
;++++++++++++++++++++++++++++2P用
;-------------------------------------------------------
[State 1000, 0]
type = RemoveExplod
trigger1 = var(50) = 0 && var(51) = 0
trigger2 = var(51) != 0
trigger3 = var(54) != 0
id = 1020
ignorehitpause = 1

[State 1000, 0]
type = RemoveExplod
trigger1 = var(51) != 1
trigger2 = var(54) != 0
id = 1021
ignorehitpause = 1

[State 1000, 0]
type = RemoveExplod
trigger1 = var(51) != 2
trigger2 = var(54) != 0
id = 1022
ignorehitpause = 1

[State 1000, 0]
type = RemoveExplod
trigger1 = var(51) != 3
trigger2 = var(54) != 0
id = 1023
ignorehitpause = 1

[State 1000, 0]
type = RemoveExplod
trigger1 = var(51) != 4
trigger2 = var(54) != 0
id = 1024
ignorehitpause = 1

[State 1000, 0]
type = RemoveExplod
trigger1 = var(51) != 5
trigger2 = var(54) != 0
id = 1025
ignorehitpause = 1

[State 1000, 0]
type = RemoveExplod
trigger1 = var(51) != 6
trigger2 = var(54) != 0
id = 1026
ignorehitpause = 1

[State 1000, 0]
type = RemoveExplod
trigger1 = var(51) != 7
trigger2 = var(54) != 0
id = 1027
ignorehitpause = 1

[State 1000, 0]
type = RemoveExplod
trigger1 = var(51) != 8
trigger2 = var(54) != 0
id = 1028
ignorehitpause = 1

[State 1000, 0]
type = RemoveExplod
trigger1 = var(51) != 9
trigger2 = var(54) != 0
id = 1029
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = var(54) = 0
triggerall = NumExplod(1020) = 0
triggerall = var(50) = [1,2]
trigger1 = var(51) = 0
anim = 730
ID = 1020
pos = 8,227
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = var(54) = 0
triggerall = NumExplod(1021) = 0
trigger1 = var(51) = 1
anim = 731
ID = 1021
pos = 8,227
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = var(54) = 0
triggerall = NumExplod(1022) = 0
trigger1 = var(51) = 2
anim = 732
ID = 1022
pos = 8,227
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = var(54) = 0
triggerall = NumExplod(1023) = 0
trigger1 = var(51) = 3
anim = 733
ID = 1023
pos = 8,227
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = var(54) = 0
triggerall = NumExplod(1024) = 0
trigger1 = var(51) = 4
anim = 734
ID = 1024
pos = 8,227
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = var(54) = 0
triggerall = NumExplod(1025) = 0
trigger1 = var(51) = 5
anim = 735
ID = 1025
pos = 8,227
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = var(54) = 0
triggerall = NumExplod(1026) = 0
trigger1 = var(51) = 6
anim = 736
ID = 1026
pos = 8,227
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = var(54) = 0
triggerall = NumExplod(1027) = 0
trigger1 = var(51) = 7
anim = 737
ID = 1027
pos = 8,227
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = var(54) = 0
triggerall = NumExplod(1028) = 0
trigger1 = var(51) = 8
anim = 738
ID = 1028
pos = 8,227
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = var(54) = 0
triggerall = NumExplod(1029) = 0
trigger1 = var(51) = 9
anim = 739
ID = 1029
pos = 8,227
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
;++++++++++++++++++++++++++++2P用
[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = var(54) = 0
triggerall = NumExplod(1020) = 0
triggerall = var(50) = [1,2]
trigger1 = var(51) = 0
anim = 730
ID = 1020
pos = -209,227
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = var(54) = 0
triggerall = NumExplod(1021) = 0
trigger1 = var(51) = 1
anim = 731
ID = 1021
pos = -209,227
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = var(54) = 0
triggerall = NumExplod(1022) = 0
trigger1 = var(51) = 2
anim = 732
ID = 1022
pos = -209,227
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = var(54) = 0
triggerall = NumExplod(1023) = 0
trigger1 = var(51) = 3
anim = 733
ID = 1023
pos = -209,227
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = var(54) = 0
triggerall = NumExplod(1024) = 0
trigger1 = var(51) = 4
anim = 734
ID = 1024
pos = -209,227
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = var(54) = 0
triggerall = NumExplod(1025) = 0
trigger1 = var(51) = 5
anim = 735
ID = 1025
pos = -209,227
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = var(54) = 0
triggerall = NumExplod(1026) = 0
trigger1 = var(51) = 6
anim = 736
ID = 1026
pos = -209,227
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = var(54) = 0
triggerall = NumExplod(1027) = 0
trigger1 = var(51) = 7
anim = 737
ID = 1027
pos = -209,227
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = var(54) = 0
triggerall = NumExplod(1028) = 0
trigger1 = var(51) = 8
anim = 738
ID = 1028
pos = -209,227
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = var(54) = 0
triggerall = NumExplod(1029) = 0
trigger1 = var(51) = 9
anim = 739
ID = 1029
pos = -209,227
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
;++++++++++++++++++++++++++++2P用
;-------------------------------------------------------
[State 1000, 0]
type = RemoveExplod
trigger1 = var(52)  != 0
trigger2 = var(54) != 0
id = 1030
ignorehitpause = 1

[State 1000, 0]
type = RemoveExplod
trigger1 = var(52)  != 1
trigger2 = var(54) != 0
id = 1031
ignorehitpause = 1

[State 1000, 0]
type = RemoveExplod
trigger1 = var(52)  != 2
trigger2 = var(54) != 0
id = 1032
ignorehitpause = 1

[State 1000, 0]
type = RemoveExplod
trigger1 = var(52)  != 3
trigger2 = var(54) != 0
id = 1033
ignorehitpause = 1

[State 1000, 0]
type = RemoveExplod
trigger1 = var(52)  != 4
trigger2 = var(54) != 0
id = 1034
ignorehitpause = 1

[State 1000, 0]
type = RemoveExplod
trigger1 = var(52)  != 5
trigger2 = var(54) != 0
id = 1035
ignorehitpause = 1

[State 1000, 0]
type = RemoveExplod
trigger1 = var(52)  != 6
trigger2 = var(54) != 0
id = 1036
ignorehitpause = 1

[State 1000, 0]
type = RemoveExplod
trigger1 = var(52)  != 7
trigger2 = var(54) != 0
id = 1037
ignorehitpause = 1

[State 1000, 0]
type = RemoveExplod
trigger1 = var(52)  != 8
trigger2 = var(54) != 0
id = 1038
ignorehitpause = 1

[State 1000, 0]
type = RemoveExplod
trigger1 = var(52)  != 9
trigger2 = var(54) != 0
id = 1039
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = var(54) = 0
triggerall = NumExplod(1030) = 0
trigger1 = var(52) = 0
anim = 730
ID = 1030
pos = 17,227
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = var(54) = 0
triggerall = NumExplod(1031) = 0
trigger1 = var(52) = 1
anim = 731
ID = 1031
pos = 17,227
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = var(54) = 0
triggerall = NumExplod(1032) = 0
trigger1 = var(52) = 2
anim = 732
ID = 1032
pos = 17,227
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = var(54) = 0
triggerall = NumExplod(1033) = 0
trigger1 = var(52) = 3
anim = 733
ID = 1033
pos = 17,227
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = var(54) = 0
triggerall = NumExplod(1034) = 0
trigger1 = var(52) = 4
anim = 734
ID = 1034
pos = 17,227
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = var(54) = 0
triggerall = NumExplod(1035) = 0
trigger1 = var(52) = 5
anim = 735
ID = 1035
pos = 17,227
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = var(54) = 0
triggerall = NumExplod(1036) = 0
trigger1 = var(52) = 6
anim = 736
ID = 1036
pos = 17,227
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = var(54) = 0
triggerall = NumExplod(1037) = 0
trigger1 = var(52) = 7
anim = 737
ID = 1037
pos = 17,227
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = var(54) = 0
triggerall = NumExplod(1038) = 0
trigger1 = var(52) = 8
anim = 738
ID = 1038
pos = 17,227
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = var(54) = 0
triggerall = NumExplod(1039) = 0
trigger1 = var(52) = 9
anim = 739
ID = 1039
pos = 17,227
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
;++++++++++++++++++++++++++++2P用

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = var(54) = 0
triggerall = NumExplod(1030) = 0
trigger1 = var(52) = 0
anim = 730
ID = 1030
pos = -200,227
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = var(54) = 0
triggerall = NumExplod(1031) = 0
trigger1 = var(52) = 1
anim = 731
ID = 1031
pos = -200,227
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = var(54) = 0
triggerall = NumExplod(1032) = 0
trigger1 = var(52) = 2
anim = 732
ID = 1032
pos = -200,227
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = var(54) = 0
triggerall = NumExplod(1033) = 0
trigger1 = var(52) = 3
anim = 733
ID = 1033
pos = -200,227
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = var(54) = 0
triggerall = NumExplod(1034) = 0
trigger1 = var(52) = 4
anim = 734
ID = 1034
pos = -200,227
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = var(54) = 0
triggerall = NumExplod(1035) = 0
trigger1 = var(52) = 5
anim = 735
ID = 1035
pos = -200,227
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = var(54) = 0
triggerall = NumExplod(1036) = 0
trigger1 = var(52) = 6
anim = 736
ID = 1036
pos = -200,227
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = var(54) = 0
triggerall = NumExplod(1037) = 0
trigger1 = var(52) = 7
anim = 737
ID = 1037
pos = -200,227
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = var(54) = 0
triggerall = NumExplod(1038) = 0
trigger1 = var(52) = 8
anim = 738
ID = 1038
pos = -200,227
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = var(54) = 0
triggerall = NumExplod(1039) = 0
trigger1 = var(52) = 9
anim = 739
ID = 1039
pos = -200,227
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
;++++++++++++++++++++++++++++2P用
;-------------------------------------------------------
[State 1000, 0]
type = RemoveExplod
trigger1 = var(53)  != 0
trigger2 = var(54) != 0
ID = 1040
ignorehitpause = 1

[State 1000, 0]
type = RemoveExplod
trigger1 = var(53)  != 1
trigger2 = var(54) != 0
ID = 1041
ignorehitpause = 1

[State 1000, 0]
type = RemoveExplod
trigger1 = var(53)  != 2
trigger2 = var(54) != 0
ID = 1042
ignorehitpause = 1

[State 1000, 0]
type = RemoveExplod
trigger1 = var(53)  != 3
trigger2 = var(54) != 0
ID = 1043
ignorehitpause = 1

[State 1000, 0]
type = RemoveExplod
trigger1 = var(53)  != 4
trigger2 = var(54) != 0
ID = 1044
ignorehitpause = 1

[State 1000, 0]
type = RemoveExplod
trigger1 = var(53)  != 5
trigger2 = var(54) != 0
ID = 1045
ignorehitpause = 1

[State 1000, 0]
type = RemoveExplod
trigger1 = var(53)  != 6
trigger2 = var(54) != 0
ID = 1046
ignorehitpause = 1

[State 1000, 0]
type = RemoveExplod
trigger1 = var(53)  != 7
trigger2 = var(54) != 0
ID = 1047
ignorehitpause = 1

[State 1000, 0]
type = RemoveExplod
trigger1 = var(53)  != 8
trigger2 = var(54) != 0
ID = 1048
ignorehitpause = 1

[State 1000, 0]
type = RemoveExplod
trigger1 = var(53)  != 9
trigger2 = var(54) != 0
ID = 1049
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = var(54) = 0
triggerall = NumExplod(1040) = 0
trigger1 = var(53) = 0
anim = 740
ID = 1040
pos = 0,227
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = var(54) = 0
triggerall = NumExplod(1041) = 0
trigger1 = var(53) = 1
anim = 741
ID = 1041
pos = 0,227
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = var(54) = 0
triggerall = NumExplod(1042) = 0
trigger1 = var(53) = 2
anim = 742
ID = 1042
pos = 0,227
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = var(54) = 0
triggerall = NumExplod(1043) = 0
trigger1 = var(53) = 3
anim = 743
ID = 1043
pos = 0,227
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = var(54) = 0
triggerall = NumExplod(1044) = 0
trigger1 = var(53) = 4
anim = 744
ID = 1044
pos = 0,227
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = var(54) = 0
triggerall = NumExplod(1045) = 0
trigger1 = var(53) = 5
anim = 745
ID = 1045
pos = 0,227
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = var(54) = 0
triggerall = NumExplod(1046) = 0
trigger1 = var(53) = 6
anim = 746
ID = 1046
pos = 0,227
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = var(54) = 0
triggerall = NumExplod(1047) = 0
trigger1 = var(53) = 7
anim = 747
ID = 1047
pos = 0,227
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = var(54) = 0
triggerall = NumExplod(1048) = 0
trigger1 = var(53) = 8
anim = 748
ID = 1048
pos = 0,227
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = var(54) = 0
triggerall = NumExplod(1049) = 0
trigger1 = var(53) = 9
anim = 749
ID = 1049
pos = 0,227
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
;++++++++++++++++++++++++++++2P用
[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = var(54) = 0
triggerall = NumExplod(1040) = 0
trigger1 = var(53) = 0
anim = 740
ID = 1040
pos = -218,227
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = var(54) = 0
triggerall = NumExplod(1041) = 0
trigger1 = var(53) = 1
anim = 741
ID = 1041
pos = -218,227
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = var(54) = 0
triggerall = NumExplod(1042) = 0
trigger1 = var(53) = 2
anim = 742
ID = 1042
pos = -218,227
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = var(54) = 0
triggerall = NumExplod(1043) = 0
trigger1 = var(53) = 3
anim = 743
ID = 1043
pos = -218,227
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = var(54) = 0
triggerall = NumExplod(1044) = 0
trigger1 = var(53) = 4
anim = 744
ID = 1044
pos = -218,227
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = var(54) = 0
triggerall = NumExplod(1045) = 0
trigger1 = var(53) = 5
anim = 745
ID = 1045
pos = -218,227
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = var(54) = 0
triggerall = NumExplod(1046) = 0
trigger1 = var(53) = 6
anim = 746
ID = 1046
pos = -218,227
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = var(54) = 0
triggerall = NumExplod(1047) = 0
trigger1 = var(53) = 7
anim = 747
ID = 1047
pos = -218,227
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = var(54) = 0
triggerall = NumExplod(1048) = 0
trigger1 = var(53) = 8
anim = 748
ID = 1048
pos = -218,227
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;100
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = var(54) = 0
triggerall = NumExplod(1049) = 0
trigger1 = var(53) = 9
anim = 749
ID = 1049
pos = -218,227
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
;++++++++++++++++++++++++++++2P用
;-------------------------------------------------------MAX
[State 1000, 0]
type = RemoveExplod
trigger1 = var(54) != 1
ID = 1080
ignorehitpause = 1

[State 1000, 0]
type = RemoveExplod
trigger1 = var(54) != 1
ID = 1090
ignorehitpause = 1

[State 1000, 0]
type = RemoveExplod
trigger1 = var(54) != 1
ID = 1100
ignorehitpause = 1

[State ,100] ;MAX下地
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = NumExplod(1080) = 0
trigger1 = var(54) = 1
anim = 760
ID = 1080
pos = -3,228
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;MAX
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = NumExplod(1090) = 0
trigger1 = var(54) = 1
anim = 770
ID = 1090
pos = -3,228
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;MAX点滅
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = NumExplod(1100) = 0
trigger1 = var(54) = 1
anim = 780
ID = 1100
pos = -3,228
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
;++++++++++++++++++++++++++++2P用
[State ,100] ;MAX下地
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = NumExplod(1080) = 0
trigger1 = var(54) = 1
anim = 760
ID = 1080
pos = -200,228
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;MAX
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = NumExplod(1090) = 0
trigger1 = var(54) = 1
anim = 770
ID = 1090
pos = -200,228
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;MAX点滅
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = NumExplod(1100) = 0
trigger1 = var(54) = 1
anim = 780
ID = 1100
pos = -200,228
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
;++++++++++++++++++++++++++++2P用
;-------------------------------------------------------HEAT
[State 1000, 0]
type = RemoveExplod
trigger1 = var(54) != 2
ID = 1081
ignorehitpause = 1

[State 1000, 0]
type = RemoveExplod
trigger1 = var(54) != 2
ID = 1091
ignorehitpause = 1

[State 1000, 0]
type = RemoveExplod
trigger1 = var(54) != 2
ID = 1101
ignorehitpause = 1

[State ,100] ;HEAT下地
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = NumExplod(1081) = 0
trigger1 = var(54) = 2
anim = 761
ID = 1081
pos = -3,228
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;HEAT
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = NumExplod(1091) = 0
trigger1 = var(54) = 2
anim = 771
ID = 1091
pos = -3,228
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;HEAT点滅
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = NumExplod(1101) = 0
trigger1 = var(54) = 2
anim = 781
ID = 1101
pos = -3,228
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
;++++++++++++++++++++++++++++2P用
[State ,100] ;HEAT下地
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = NumExplod(1081) = 0
trigger1 = var(54) = 2
anim = 761
ID = 1081
pos = -205,228
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;HEAT
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = NumExplod(1091) = 0
trigger1 = var(54) = 2
anim = 771
ID = 1091
pos = -205,228
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;HEAT点滅
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = NumExplod(1101) = 0
trigger1 = var(54) = 2
anim = 781
ID = 1101
pos = -205,228
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
;++++++++++++++++++++++++++++2P用
;-------------------------------------------------------BLOOD HEAT,UNLIMTED,BREAK
[State 1000, 0]
type = RemoveExplod
trigger1 = var(54) != 3
ID = 1082
ignorehitpause = 1

[State 1000, 0]
type = RemoveExplod
trigger1 = var(54) != 3
ID = 1092
ignorehitpause = 1

[State 1000, 0]
type = RemoveExplod
trigger1 = var(54) != 3
ID = 1102
ignorehitpause = 1

[State ,100] ;BLOOD HEAT下地
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = NumExplod(1082) = 0
trigger1 = var(54) = 3
anim = 762
ID = 1082
pos = -3,228
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;BLOOD HEAT
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = NumExplod(1092) = 0
trigger1 = var(54) = 3
anim = 772
ID = 1092
pos = -3,228
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;BLOOD HEAT点滅
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = NumExplod(1102) = 0
trigger1 = var(54) = 3
anim = 782
ID = 1102
pos = -3,228
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
;++++++++++++++++++++++++++++2P用
[State ,100] ;BLOOD HEAT下地
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = NumExplod(1082) = 0
trigger1 = var(54) = 3
anim = 762
ID = 1082
pos = -228,228
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;BLOOD HEAT
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = NumExplod(1092) = 0
trigger1 = var(54) = 3
anim = 772
ID = 1092
pos = -228,228
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;BLOOD HEAT点滅
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = NumExplod(1102) = 0
trigger1 = var(54) = 3
anim = 782
ID = 1102
pos = -228,228
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
;++++++++++++++++++++++++++++2P用
;-------------------------------------------------------ゲージ本体
[State ,100]
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
trigger1 = NumExplod(1000) = 0
anim = 700
ID = 1000
pos = 2,227
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100]
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
trigger1 = NumExplod(1001) = 0
anim = 705
ID = 1001
pos = 2,227
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
;++++++++++++++++++++++++++++2P用
[State ,100]
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
trigger1 = NumExplod(1000) = 0
anim = 701
ID = 1000
pos = -2,227
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100]
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
trigger1 = NumExplod(1001) = 0
anim = 706
ID = 1001
pos = -2,227
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
;++++++++++++++++++++++++++++2P用
;-------------------------------------------------------スクロール
[State 1000, 0]
type = RemoveExplod
trigger1 = var(54) != 0
trigger2 = power != [0,999]
id = 1060
ignorehitpause = 1

[State 1000, 0]
type = RemoveExplod
trigger1 = var(54) != 0
trigger2 = power != [1000,1999]
id = 1061
ignorehitpause = 1

[State 1000, 0]
type = RemoveExplod
trigger1 = var(54) != 0
trigger2 = power != [2000,2999]
id = 1062
ignorehitpause = 1

[State 1000, 0]
type = RemoveExplod
trigger1 = var(54) != 1
id = 1063
ignorehitpause = 1

[State 1000, 0]
type = RemoveExplod
trigger1 = var(54) != 2
id = 1064
ignorehitpause = 1

[State 1000, 0]
type = RemoveExplod
trigger1 = var(54) != 3
id = 1065
ignorehitpause = 1

[State ,100]
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = var(54) = 0
triggerall = power = [0,999]
trigger1 = NumExplod(1060) = 0
anim = 710
ID = 1060
pos = 2,227
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100]
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = var(54) = 0
triggerall = power = [1000,1999]
trigger1 = NumExplod(1061) = 0
anim = 711
ID = 1061
pos = 2,227
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100]
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = var(54) = 0
triggerall = power = [2000,2999]
trigger1 = NumExplod(1062) = 0
anim = 712
ID = 1062
pos = 2,227
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;MAX
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = NumExplod(1063) = 0
trigger1 = var(54) = 1
anim = 713
ID = 1063
pos = 2,227
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;HEAT
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = NumExplod(1064) = 0
trigger1 = var(54) = 2
anim = 713
ID = 1064
pos = 2,227
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;BLOOD HEAT
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = NumExplod(1065) = 0
trigger1 = var(54) = 3
anim = 714
ID = 1065
pos = 2,227
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
;++++++++++++++++++++++++++++2P用
[State ,100]
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = var(54) = 0
triggerall = power = [0,999]
trigger1 = NumExplod(1060) = 0
anim = 710
ID = 1060
pos = -2,227
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
facing = -1

[State ,100]
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = var(54) = 0
triggerall = power = [1000,1999]
trigger1 = NumExplod(1061) = 0
anim = 711
ID = 1061
pos = -2,227
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
facing = -1

[State ,100]
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = var(54) = 0
triggerall = power = [2000,2999]
trigger1 = NumExplod(1062) = 0
anim = 712
ID = 1062
pos = -2,227
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
facing = -1

[State ,100] ;MAX
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = NumExplod(1063) = 0
trigger1 = var(54) = 1
anim = 713
ID = 1063
pos = -2,227
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
facing = -1

[State ,100] ;HEAT
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = NumExplod(1064) = 0
trigger1 = var(54) = 2
anim = 713
ID = 1064
pos = -2,227
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
facing = -1

[State ,100] ;BLOOD HEAT
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = NumExplod(1065) = 0
trigger1 = var(54) = 3
anim = 714
ID = 1065
pos = -2,227
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
facing = -1
;++++++++++++++++++++++++++++2P用
;-------------------------------------------------------色
[State 1000, 0]
type = RemoveExplod
trigger1 = var(54) != 0
trigger2 = power != [0,999]
id = 1050
ignorehitpause = 1

[State 1000, 0]
type = RemoveExplod
trigger1 = var(54) != 0
trigger2 = power != [1000,1999]
id = 1051
ignorehitpause = 1

[State 1000, 0]
type = RemoveExplod
trigger1 = var(54) != 0
trigger2 = power != [2000,2999]
id = 1052
ignorehitpause = 1

[State 1000, 0]
type = RemoveExplod
trigger1 = var(54) != 1
id = 1053
ignorehitpause = 1

[State 1000, 0]
type = RemoveExplod
trigger1 = var(54) != 2
id = 1054
ignorehitpause = 1

[State 1000, 0]
type = RemoveExplod
trigger1 = var(54) != 3
id = 1055
ignorehitpause = 1

[State ,100]
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = var(54) = 0
triggerall = power = [0,999]
trigger1 = NumExplod(1050) = 0
anim = 720
ID = 1050
pos = 2,227
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100]
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = var(54) = 0
triggerall = power = [1000,1999]
trigger1 = NumExplod(1051) = 0
anim = 721
ID = 1051
pos = 2,227
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100]
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = var(54) = 0
triggerall = power = [2000,2999]
trigger1 = NumExplod(1052) = 0
anim = 722
ID = 1052
pos = 2,227
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;MAX
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = var(54) = 1
trigger1 = NumExplod(1053) = 0
anim = 723
ID = 1053
pos = 2,227
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;HEAT
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = var(54) = 2
trigger1 = NumExplod(1054) = 0
anim = 724
ID = 1054
pos = 2,227
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;BLOOD HEAT
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
triggerall = var(54) = 3
trigger1 = NumExplod(1055) = 0
anim = 725
ID = 1055
pos = 2,227
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
;++++++++++++++++++++++++++++2P用
[State ,100]
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = var(54) = 0
triggerall = power = [0,999]
trigger1 = NumExplod(1050) = 0
anim = 720
ID = 1050
pos = -2,227
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
facing = -1

[State ,100]
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = var(54) = 0
triggerall = power = [1000,1999]
trigger1 = NumExplod(1051) = 0
anim = 721
ID = 1051
pos = -2,227
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
facing = -1

[State ,100]
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = var(54) = 0
triggerall = power = [2000,2999]
trigger1 = NumExplod(1052) = 0
anim = 722
ID = 1052
pos = -2,227
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
facing = -1

[State ,100] ;MAX
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = var(54) = 1
trigger1 = NumExplod(1053) = 0
anim = 723
ID = 1053
pos = -2,227
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
facing = -1

[State ,100] ;HEAT
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = var(54) = 2
trigger1 = NumExplod(1054) = 0
anim = 724
ID = 1054
pos = -2,227
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
facing = -1

[State ,100] ;BLOOD HEAT
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
triggerall = var(54) = 3
trigger1 = NumExplod(1055) = 0
anim = 725
ID = 1055
pos = -2,227
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
facing = -1
;++++++++++++++++++++++++++++2P用

;スケールの最大は1、ゲージの最大は3000。
;なのでスケール÷ゲージ　1÷3000 = 0.00033。
;さらに元々の大きさを÷2する必要があるので0.00033÷2 = 0.000165。
;縦軸Yは変化しないので0.5で固定。これで横軸X方向のみが右へ伸びる。

;ゲージを右へ伸ばすため、SFFでの座標を0,0に設定。
;0,0以外だとゲージが左にはみ出てしまう。

[State ,100]
type = ModifyExplod
triggerall = Power != PowerMax
trigger1 = 1
ID = 1050
scale = 0.000165 * power,0.5
ignorehitpause = 1

[State ,100]
type = ModifyExplod
triggerall = Power != PowerMax
trigger1 = 1
ID = 1051
scale = 0.000165 * power,0.5
ignorehitpause = 1

[State ,100]
type = ModifyExplod
triggerall = Power != PowerMax
trigger1 = 1
ID = 1052
scale = 0.000165 * power,0.5
ignorehitpause = 1

[State ,100]
type = ModifyExplod
triggerall = Power != PowerMax
trigger1 = 1
ID = 1053
scale = 0.000165 * power,0.5
ignorehitpause = 1

[State ,100]
type = ModifyExplod
triggerall = Power != PowerMax
trigger1 = 1
ID = 1054
scale = 0.000165 * power,0.5
ignorehitpause = 1

[State ,100]
type = ModifyExplod
triggerall = Power != PowerMax
trigger1 = 1
ID = 1055
scale = 0.000165 * power,0.5
ignorehitpause = 1

[State ,100]
type = ModifyExplod
triggerall = Power = PowerMax
trigger1 = 1
ID = 1050
scale = 0.5,0.5
ignorehitpause = 1

[State ,100]
type = ModifyExplod
triggerall = Power = PowerMax
trigger1 = 1
ID = 1051
scale = 0.5,0.5
ignorehitpause = 1

[State ,100]
type = ModifyExplod
triggerall = Power = PowerMax
trigger1 = 1
ID = 1052
scale = 0.5,0.5
ignorehitpause = 1

[State ,100]
type = ModifyExplod
triggerall = Power = PowerMax
trigger1 = 1
ID = 1053
scale = 0.5,0.5
ignorehitpause = 1

[State ,100]
type = ModifyExplod
triggerall = Power = PowerMax
trigger1 = 1
ID = 1054
scale = 0.5,0.5
ignorehitpause = 1

[State ,100]
type = ModifyExplod
triggerall = Power = PowerMax
trigger1 = 1
ID = 1055
scale = 0.5,0.5
ignorehitpause = 1

;-------------------------------------------------------ゲージ塗りつぶし
[State 1000, 0]
type = null;RemoveExplod
trigger1 = var(54) = 1
id = 1070
ignorehitpause = 1

[State ,100]
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 1
trigger1 = NumExplod(1070) = 0
anim = 726
ID = 1070
pos = 82,227
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
;++++++++++++++++++++++++++++2P用
[State ,100]
type = Explod
triggerall = var(58) = 1
triggerall = TeamSide = 2
trigger1 = NumExplod(1070) = 0
anim = 726
ID = 1070
pos = -82,227
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
facing = -1
;++++++++++++++++++++++++++++2P用
[State ,100]
type = ModifyExplod
triggerall = Power != PowerMax
trigger1 = 1
ID = 1070
scale = 0.5-0.000165 * power,0.5
ignorehitpause = 1

[State ,100]
type = ModifyExplod
triggerall = Power = PowerMax
trigger1 = 1
ID = 1070
scale = 0,0.5
ignorehitpause = 1

[State ,100] ;イカリングの波消去
type = RemoveExplod
trigger1 = NumExplod(203)
trigger1 = helper(34),FrontEdgeDist < -100
ID = 203

;----------------------------------------------------------------------------------------------------------------------------------------------------シールド
[State ,100]
type = VarSet
trigger1 = stateno != [3002,3005]
trigger1 = stateno != [3012,3015]
trigger1 = stateno != [3022,3025]
var(57) = 0

[State ,100]
type = VarSet
triggerall = Var(59) <= 0
triggerall = command != "holddown"
triggerall = command = "シールド"
trigger1 = stateno = [3002,3005]
trigger2 = stateno = [3012,3015]
var(57) = 3000

[State ,100]
type = VarSet
triggerall = Var(59) <= 0
triggerall = command = "holddown"
triggerall = command = "シールド"
trigger1 = stateno = [3002,3005]
trigger2 = stateno = [3012,3015]
var(57) = 3010

[State ,100]
type = VarSet
triggerall = Var(59) <= 0
triggerall = command = "シールド"
trigger1 = stateno = [3022,3025]
var(57) = 3020

[State ,100]
type = VarSet
triggerall = Var(59) <= 0
triggerall = var(54) != 2
triggerall = var(54) = 0 && power > 999 || var(54) = 1
triggerall = command = "A+B+C" || command = "クイック1"
trigger1 = stateno = [3002,3003]
trigger2 = stateno = [3012,3013]
var(57) = 1500

[State ,100]
type = VarSet
triggerall = Var(59) <= 0
triggerall = command = "holdfwd" || command = "holdback"
triggerall = command = "A+D" || command = "クイック1"
trigger1 = stateno = [3002,3003]
trigger2 = stateno = [3012,3013]
var(57) = 280

[State ,100]
type = VarSet
triggerall = Var(59) <= 0
triggerall = command = "屈み強"
trigger1 = stateno = [3002,3003]
trigger2 = stateno = [3012,3013]
var(57) = 307

[State ,100]
type = VarSet
triggerall = Var(59) <= 0
triggerall = command = "屈み中"
trigger1 = stateno = [3002,3003]
trigger2 = stateno = [3012,3013]
var(57) = 306

[State ,100]
type = VarSet
triggerall = Var(59) <= 0
triggerall = command = "屈み弱"
trigger1 = stateno = [3002,3003]
trigger2 = stateno = [3012,3013]
var(57) = 305

[State ,100]
type = VarSet
triggerall = Var(59) <= 0
triggerall = command != "holddown"
triggerall = command =  "強"
trigger1 = stateno = [3002,3003]
trigger2 = stateno = [3012,3013]
var(57) = 302

[State ,100]
type = VarSet
triggerall = Var(59) <= 0
triggerall = command != "holddown"
triggerall = command =  "中"
trigger1 = stateno = [3002,3003]
trigger2 = stateno = [3012,3013]
var(57) = 301

[State ,100]
type = VarSet
triggerall = Var(59) <= 0
triggerall = command != "holddown"
triggerall = command =  "弱"
trigger1 = stateno = [3002,3003]
trigger2 = stateno = [3012,3013]
var(57) = 300

[State ,100]
type = VarSet
triggerall = Var(59) <= 0
triggerall = command = "→+C"
trigger1 = stateno = [3002,3003]
trigger2 = stateno = [3012,3013]
var(57) = 303

[State ,100]
type = VarSet
triggerall = Var(59) <= 0
triggerall = command = "ファンブルコード（アポトーシス）C"
triggerall = power >= 1000 || var(54) = [1,3]
trigger1 = stateno = [3002,3005]
trigger2 = stateno = [3012,3015]
var(57) = 520

[State ,100]
type = VarSet
triggerall = Var(59) <= 0
triggerall = command = "ファンブルコード（アポトーシス）B"||  command = "ファンブルコード（アポトーシス）C" && power < 1000
trigger1 = stateno = [3002,3005]
trigger2 = stateno = [3012,3015]
var(57) = 505

[State ,100]
type = VarSet
triggerall = Var(59) <= 0
triggerall = command = "ファンブルコード（アポトーシス）A"
trigger1 = stateno = [3002,3005]
trigger2 = stateno = [3012,3015]
var(57) = 500

[State ,100]
type = VarSet
triggerall = Var(59) <= 0
triggerall = command = "レプリカントコーディネーター（イド）C" ||  command = "クリーチャーチャンネル（アポトーシス）" && power < 1500
trigger1 = stateno = [3002,3005]
trigger2 = stateno = [3012,3015]
var(57) = 715

[State ,100]
type = VarSet
triggerall = Var(59) <= 0
triggerall = command = "レプリカントコーディネーター（イド）B"
trigger1 = stateno = [3002,3005]
trigger2 = stateno = [3012,3015]
var(57) = 710

[State ,100]
type = VarSet
triggerall = Var(59) <= 0
triggerall = command = "レプリカントコーディネーター（イド）A"
trigger1 = stateno = [3002,3005]
trigger2 = stateno = [3012,3015]
var(57) = 700

[State ,100]
type = VarSet
triggerall = Var(59) <= 0
triggerall = command = "クリーチャーチャンネルC"
trigger1 = stateno = [3002,3005]
trigger2 = stateno = [3012,3015]
var(57) = 602

[State ,100]
type = VarSet
triggerall = Var(59) <= 0
triggerall = command = "クリーチャーチャンネルB"
trigger1 = stateno = [3002,3005]
trigger2 = stateno = [3012,3015]
var(57) = 601

[State ,100]
type = VarSet
triggerall = Var(59) <= 0
triggerall = command = "クリーチャーチャンネルA"
trigger1 = stateno = [3002,3005]
trigger2 = stateno = [3012,3015]
var(57) = 600

[State ,100]
type = VarSet
triggerall = Var(59) <= 0
triggerall = command = "バッドニュース（ライ）C"
trigger1 = stateno = [3002,3005]
trigger2 = stateno = [3012,3015]
var(57) = 420

[State ,100]
type = VarSet
triggerall = Var(59) <= 0
triggerall = command = "バッドニュース（ライ）B" ||  command = "バッドニュース（ライ）C" && power < 1000
trigger1 = stateno = [3002,3005]
trigger2 = stateno = [3012,3015]
var(57) = 410

[State ,100]
type = VarSet
triggerall = Var(59) <= 0
triggerall = command = "バッドニュース（ライ）A"
trigger1 = stateno = [3002,3005]
trigger2 = stateno = [3012,3015]
var(57) = 400

[State ,100]
type = VarSet
triggerall = Var(59) <= 0
triggerall = command = "バッドニュース（マリス）C"
trigger1 = stateno = [3002,3005]
trigger2 = stateno = [3012,3015]
var(57) = 494

[State ,100]
type = VarSet
triggerall = Var(59) <= 0
triggerall = command = "バッドニュース（マリス）B"
trigger1 = stateno = [3002,3005]
trigger2 = stateno = [3012,3015]
var(57) = 492

[State ,100]
type = VarSet
triggerall = Var(59) <= 0
triggerall = command = "バッドニュース（マリス）A"
trigger1 = stateno = [3002,3005]
trigger2 = stateno = [3012,3015]
var(57) = 490

[State ,100]
type = VarSet
triggerall = Var(59) <= 0
triggerall = command = "クリーチャーチャンネル（アポトーシス）"
triggerall = power >= 1500 || var(54) = [1,3]
trigger1 = stateno = [3002,3005]
trigger2 = stateno = [3012,3015]
var(57) = 720

[State ,100]
type = VarSet
triggerall = Var(59) <= 0
triggerall = command = "ナイト オン ザ ブラッドライアー"
triggerall = var(54) = [1,2]
trigger1 = stateno = [3002,3005]
trigger2 = stateno = [3012,3015]
var(57) = 800

[State ,100]
type = VarSet
triggerall = Var(59) <= 0
triggerall = command = "ナイト オン ザ ブラッドライアー"
triggerall = var(54) = 3
trigger1 = stateno = [3002,3005]
trigger2 = stateno = [3012,3015]
var(57) = 810

[State ,100] ;以下、空中
type = VarSet
triggerall = Var(59) <= 0
triggerall = command = "弱"
trigger1 = stateno = [3022,3023]
var(57) = 310

[State ,100]
type = VarSet
triggerall = Var(59) <= 0
triggerall = command = "中"
trigger1 = stateno = [3022,3023]
var(57) = 311

[State ,100]
type = VarSet
triggerall = Var(59) <= 0
triggerall = command = "強"
trigger1 = stateno = [3022,3023]
var(57) = 312

[State ,100]
type = VarSet
triggerall = Var(59) <= 0
triggerall = command = "↓+C"
trigger1 = stateno = [3022,3023]
var(57) = 315

[State ,100] ;投げをミスしてシールドが暴発し、そのシールドが成功した場合、強制的に投げへ
type = VarSet
triggerall = Var(59) <= 0
triggerall = stateno = [3022,3023]
trigger1 = command = "holdfwd" || command = "holdback"
trigger1 = command = "A+D" || command = "クイック1"
trigger2 = prevstateno = 279
var(57) = 279

[State ,100]
type = VarSet
triggerall = Var(59) <= 0
triggerall = command = "クリーチャーチャンネルA"
trigger1 = stateno = [3022,3025]
var(57) = 610

[State ,100]
type = VarSet
triggerall = Var(59) <= 0
triggerall = command = "クリーチャーチャンネルB" ||  command = "クリーチャーチャンネルB" && power < 1000
trigger1 = stateno = [3022,3025]
var(57) = 611

[State ,100]
type = VarSet
triggerall = Var(59) <= 0
triggerall = command = "クリーチャーチャンネルC"
triggerall = power >= 1000 || var(54) = [1,3]
trigger1 = stateno = [3022,3025]
var(57) = 612

[State ,100]
type = VarSet
triggerall = Var(59) <= 0
triggerall = var(11) = [0,1]
triggerall = command = "↑" || command = "UF" || command = "UB"
trigger1 = stateno = [3022,3023]
var(57) = 45

[State ,100] ;LA
type = VarSet
triggerall = Var(59) <= 0
triggerall = var(57) = 0
triggerall = var(54) = 3
trigger1 = stateno = [3002,3003]
trigger2 = stateno = [3012,3013]
var(57) = 900
;++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
[State ,100] ;立ちLA
type = null;VarSet
triggerall = var(57) = 0
triggerall = var(54) = 3
trigger1 = stateno = [3002,3003]
var(57) = 900

[State ,100] ;屈みLA
type = null;VarSet
triggerall = var(57) = 0
triggerall = var(54) = 3
trigger1 = stateno = [3012,3013]
var(57) = 905
;++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
[State ,100] ;シールド連打検出
type = VarRandom
triggerall = Var(59) = 0
triggerall = AnimElemTime(1) < 9 ;	シールド成立後8フレーム以内に
triggerall = command = "start" ;	シールドした
trigger1 = stateno = [3002,3005]
trigger2 = stateno = [3012,3015]
trigger3 = stateno = [3022,3025]
v = 49
range = 1,100

[State ,100]
type = VarSet
triggerall = AnimElemTime(1) = 9
triggerall = var(49) = [1,25] ;		1/4の確率で
trigger1 = stateno = [3002,3005]
trigger2 = stateno = [3012,3015]
trigger3 = stateno = [3022,3025]
var(49) = 1 ;			成功

[State ,100]
type = VarSet
triggerall = AnimElemTime(1) = 9
triggerall = var(49) != [0,25] ;		3/4の確率で	0 = Not連打 連打していない場合失敗しない
trigger1 = stateno = [3002,3005]
trigger2 = stateno = [3012,3015]
trigger3 = stateno = [3022,3025]
var(49) = 2 ;			失敗

[State 195, ステート変更]
type = ChangeState
triggerall = var(49) != 2 ;		失敗していないとき
triggerall = AnimElemTime(2) > 0 ;	AnimElemTime(2) >= 0だと下記の仕様により、time = 5のときシールドするとバグる
triggerall = var(57) > 0
trigger1 = stateno = [3002,3005]
trigger2 = stateno = [3012,3015]
trigger3 = stateno = [3022,3025]
value = var(57)

;立ちExシールドが成立しても、実際にステートが読まれるのはその1フレーム後。
;その1フレーム中は以前のステートの記述が継続している。
;これによるバグが「シールド成立後、再度シールドし、攻撃がヒットした瞬間に再度シールドが可能。そしてシールドエフェクトが出ないまま相手が停止する」である
;トリガーは今のところ見つかっていない。

[State ,100]
type = VarSet
trigger1 = stateno != [3002,3005] ;	シールドステート以外に飛べばリセット
trigger1 = stateno != [3012,3015]
trigger1 = stateno != [3022,3025]
var(49) = 0

[State ,100]
type = VarSet
trigger1 = stateno != [3002,3005]
trigger1 = stateno != [3012,3015]
trigger1 = stateno != [3022,3025]
var(57) = 0

;-------------------------------------------------------リバビリセット
;リバースビートカウントリセット
[State , Rev_Reset]
type = VarRangeSet
trigger1 = MoveType != A
value = 0
first = 30
last = 39

;------------------------------------------------------------------------------------------------------------------------------------------------------
;ステート特殊対応

;右代宮縁寿「メタ返し＆メタ再反論」対応ステート

;メタ返し～カットイン（右向き）
[State -2]
Type = Explod
TriggerAll = NumEnemy
TriggerAll = EnemyNear,Name = "USHIROMIYA ANGE" && EnemyNear,AuthorName = "YU-TOHARU"
TriggerAll = EnemyNear,StateNo = 2910 && EnemyNear,Time = 2
Trigger1 = Facing = 1
Anim = 19864
ID = 19864
PosType = Left
Pos = 0,240
Facing = 1
Scale = 0.5,0.5
Ownpal = 1
SprPriority = 50
SuperMoveTime = 999999999
PauseMoveTime = 999999999

;メタ返し～カットイン（左向き）
[State -2]
Type = Explod
TriggerAll = NumEnemy
TriggerAll = EnemyNear,Name = "USHIROMIYA ANGE" && EnemyNear,AuthorName = "YU-TOHARU"
TriggerAll = EnemyNear,StateNo = 2910 && EnemyNear,Time = 2
Trigger1 = Facing = -1
Anim = 19864
ID = 19864
PosType = Right
Pos = 0,240
Facing = -1
Scale = 0.5,0.5
Ownpal = 1
SprPriority = 50
SuperMoveTime = 999999999
PauseMoveTime = 999999999

;メタ返し～ボイス
[State -2]
Type = PlaySnd
TriggerAll = NumEnemy
TriggerAll = EnemyNear,Name = "USHIROMIYA ANGE" && EnemyNear,AuthorName = "YU-TOHARU"
Trigger1 = EnemyNear,StateNo = 2910 && EnemyNear,Time = 2
Value = S7,0

;メタ返し～パワーゲージ消費
[State -2]
Type = PowerAdd
TriggerAll = NumEnemy
TriggerAll = EnemyNear,Name = "USHIROMIYA ANGE" && EnemyNear,AuthorName = "YU-TOHARU"
Trigger1 = EnemyNear,StateNo = 2910 && EnemyNear,Time = 2
Value = -1000

;メタ再反論～カットイン（右向き）
[State -2]
Type = Explod
TriggerAll = NumEnemy
TriggerAll = EnemyNear,Name = "USHIROMIYA ANGE" && EnemyNear,AuthorName = "YU-TOHARU"
TriggerAll = EnemyNear,StateNo = 2930 && EnemyNear,Time = 2
Trigger1 = Facing = 1
Anim = 19865
ID = 19865
PosType = Left
Pos = 0,240
Facing = 1
Scale = 0.5,0.5
Ownpal = 1
SprPriority = 50
SuperMoveTime = 999999999
PauseMoveTime = 999999999

;メタ再反論～カットイン（左向き）
[State -2]
Type = Explod
TriggerAll = NumEnemy
TriggerAll = EnemyNear,Name = "USHIROMIYA ANGE" && EnemyNear,AuthorName = "YU-TOHARU"
TriggerAll = EnemyNear,StateNo = 2930 && EnemyNear,Time = 2
Trigger1 = Facing = -1
Anim = 19865
ID = 19865
PosType = Right
Pos = 0,240
Facing = -1
Scale = 0.5,0.5
Ownpal = 1
SprPriority = 50
SuperMoveTime = 999999999
PauseMoveTime = 999999999

;メタ再反論～ボイス
[State -2]
Type = PlaySnd
TriggerAll = NumEnemy
TriggerAll = EnemyNear,Name = "USHIROMIYA ANGE" && EnemyNear,AuthorName = "YU-TOHARU"
Trigger1 = EnemyNear,StateNo = 2930 && EnemyNear,Time = 2
Value = S15,3

;メタ再反論～パワーゲージ消費
[State -2]
Type = PowerAdd
TriggerAll = NumEnemy
TriggerAll = EnemyNear,Name = "USHIROMIYA ANGE" && EnemyNear,AuthorName = "YU-TOHARU"
Trigger1 = EnemyNear,StateNo = 2930 && EnemyNear,Time = 2
Value = -1000

;---------------------------------------------------------------------------
;獣を焦がす(黒秋葉)　相手ステータス変化
[State -2]
Type = LifeAdd
TriggerAll = Enemy,AuthorName = "tukemon&HAL" && Enemy,Name = "Akiha"
Trigger1 = Enemy,Var(56) = 1
Value = -8
Kill = 0

[State -2]
Type = PowerAdd
TriggerAll = Enemy,AuthorName = "tukemon&HAL" && Enemy,Name = "Akiha"
Trigger1 = Enemy,Var(51)%10 = 2
Trigger1 = Enemy,Var(56) = 1
Value = -33

;---------------------------------------------------------------------------
;略奪/獣を焦がす/獣を窮める　相手用
[State -2]
Type = LifeAdd
TriggerAll = Enemy,AuthorName = "⑨" && Enemy,Name = "Akiha_Vermilion"
Trigger1 = Enemy,Var(47) = 1
Value = -8
Kill = 0

[State -2]
Type = LifeAdd
TriggerAll = Enemy,AuthorName = "⑨" && Enemy,Name = "Akiha_Vermilion"
Trigger1 = Enemy,Var(48) = 1 && Enemy,NumExplod(4005)
Value = -8
Kill = 0

[State -2]
Type = PowerAdd
TriggerAll = Enemy,AuthorName = "⑨" && Enemy,Name = "Akiha_Vermilion"
Trigger1 = Enemy,Var(47) = 1
Value = -26

;---------------------------------------------------------------------------
;パウダースノウ　相手用
[State -2]
Type = LifeAdd
TriggerAll = Enemy,AuthorName = "⑨" && Enemy,Name = "Len"
Trigger1 = Enemy,Var(47) = 1 || Enemy,Var(48) = 1
Value = -Enemy,Var(47)*4-Enemy,Var(48)*4
Kill = 0

;---------------------------------------------------------------------------
;じょうろ　相手用
[State -2]
Type = LifeAdd
TriggerAll = Enemy,AuthorName = "⑨" && Enemy,Name = "Hisui"
Trigger1 = Enemy,Var(47) = 1
Value = -10
Kill = 0

[State -2]
Type = PowerAdd
TriggerAll = Enemy,AuthorName = "⑨" && Enemy,Name = "Hisui"
Trigger1 = Enemy,Var(47) = 1
Value = -150

;---------------------------------------------------------------------------
;ブラック・クラック　相手用
[State -2]
Type = LifeAdd
TriggerAll = Enemy,AuthorName = "⑨" && Enemy,Name = "Warachia"
Trigger1 = Enemy,Var(47) = 1
Value = -10
Kill = 0

[State -2]
Type = LifeAdd
TriggerAll = Enemy,AuthorName = "⑨" && Enemy,Name = "Warachia"
Trigger1 = Enemy,Var(47) = 2 || Enemy,Var(47) = 4
Value = -15
Kill = 0

[State -2]
Type = LifeAdd
TriggerAll = Enemy,AuthorName = "⑨" && Enemy,Name = "Warachia"
Trigger1 = Enemy,Var(47) = 3
Value = -30
Kill = 0

[State -2]
Type = PowerAdd
TriggerAll = Enemy,AuthorName = "⑨" && Enemy,Name = "Warachia"
Trigger1 = Enemy,Var(47) = 1
Value = 6

[State -2]
Type = PowerAdd
TriggerAll = Enemy,AuthorName = "⑨" && Enemy,Name = "Warachia"
Trigger1 = Enemy,Var(47) = 2 || Enemy,Var(47) = 3 || Enemy,Var(47) = 4
Value = 15

;---------------------------------------------------------------------------
;現代医学の犠牲者です。　相手用
[State -2]
Type = LifeAdd
TriggerAll = Enemy,AuthorName = "⑨" && Enemy,Name = "Kohaku"
Trigger1 = Enemy,Var(47) = 1
Value = -5
Kill = 0

;---------------------------------------------------------------------------
;毒効果（ドロウィンアルカナ)
[State -2]
Type = PowerAdd
TriggerAll = Enemy,AuthorName = "Drowin arcana"
TriggerAll = Enemy,FVar(20) > 0
Trigger1 = Power > 0
Value = -1

[State -2]
Type = LifeAdd
TriggerAll = Enemy,AuthorName = "Drowin arcana"
TriggerAll = Enemy,FVar(20) > 0
Trigger1 = GameTime % 7 = 0
Value = -1
Kill = 0

[State -2]
Type = Palfx
TriggerAll = Enemy,AuthorName = "Drowin arcana"
Trigger1 = Enemy,FVar(20) > 0
Add = 100,0,110
Mul = 220,220,220
Time = 5
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;■西行寺幽々子　霊符及び寿命相手ステート
[State -2]
Type       = LifeAdd
TriggerAll = Enemy,AuthorName    = "Souki" && Enemy,Name = "Yuyuko Saigyouji"
Trigger1   = Enemy,Var(3)        = 1 || Enemy,Var(3) = 2
Trigger1   = GameTime%6          = 0
Value      = IfElse(Enemy,Var(3) = 1, -2, -3)
Kill       = 0

;---------------------------------------------------------------------------
;□脱魂の儀

;振り向き抑制
[State -2]
Type = AssertSpecial
TriggerAll = (EnemyNear,Name = "Komachi Onoduka")*(EnemyNear,AuthorName = "mikage_th105")*(TeamMode = Single)
Trigger1 = (EnemyNear,StateNo = 820)*(EnemyNear,Anim = 823)*(EnemyNear,AnimElem = 6,13)
Trigger2 = (EnemyNear,StateNo = 821)*(EnemyNear,Anim = 823)*(EnemyNear,AnimElem = 6,43)
Flag = NoAutoTurn

;移動
[State -2]
Type = PosAdd
TriggerAll = (EnemyNear,Name = "Komachi Onoduka")*(EnemyNear,AuthorName = "mikage_th105")*(TeamMode = Single)
Trigger1 = (EnemyNear,StateNo = 820)*(EnemyNear,Anim = 823)*(EnemyNear,AnimElem = 6,13)
Trigger2 = (EnemyNear,StateNo = 821)*(EnemyNear,Anim = 823)*(EnemyNear,AnimElem = 6,43)
X = -Ceil(EnemyNear,fVar(24))*Facing*EnemyNear,Facing
Y = -Ceil(EnemyNear,fVar(25))*(StateType!=L)

;statetype!=A+statetype!=Lの場合強制落下stateへ
[State -2]
Type = ChangeState
TriggerAll = (Enemynear,Name = "Komachi Onoduka")*(Enemynear,AuthorName = "mikage_th105")*(TeamMode = Single)
TriggerAll = (StateType != A)*(Pos Y !=0)*(StateType != L)
Trigger1 = (EnemyNear,StateNo = 820)*(EnemyNear,Anim = 823)*(EnemyNear,AnimElem = 6,13)
Trigger2 = (EnemyNear,StateNo = 821)*(EnemyNear,Anim = 823)*(EnemyNear,AnimElem = 6,43)
Value = 50

;---------------------------------------------------------------------------
;■毒煙幕「瓦斯織物の玉」
[State -2]
Type = LifeAdd
Trigger1 = NumEnemy = 1
Trigger1 = Pos Y > -240
Trigger1 = (Enemy(0),Name = "Reisen Udongein Inaba")*(Enemy(0),AuthorName = "mikage_th105")*(Enemy(0),fVar(21))
Value = -Floor(Enemy(0),FVar(21))*2
IgnoreHitPause = 1
Absolute = 1
Kill = 0

[State -2]
Type = LifeAdd
TriggerAll = NumEnemy = 2
TriggerAll = Pos Y > -240
Trigger1 = (Enemy(0),Name = "Reisen Udongein Inaba")*(Enemy(0),AuthorName = "mikage_th105")*(Enemy(0),fVar(21))
Trigger2 = (Enemy(1),Name = "Reisen Udongein Inaba")*(Enemy(1),AuthorName = "mikage_th105")*(Enemy(1),fVar(21))
Value = -Floor(Enemy(0),FVar(21))*2-Floor(Enemy(1),FVar(21))*2
IgnoreHitPause = 1
Absolute = 1
Kill = 0

;---------------------------------------------------------------------------
;うどんげ　毒煙幕用（シロトさん）

[State -2]
Type = LifeAdd
TriggerAll = EnemyNear,AuthorName = "Shiroto"
TriggerAll = EnemyNear,Name = "Reisen Udongein Inaba"
Trigger1 = EnemyNear,Var(40) != 0
Trigger1 = Pos Y = [-30,10]
Trigger1 = GameTime%3 = 0
Value = -EnemyNear,Var(40)
Kill = 0

;---------------------------------------------------------------------------
;神尾観鈴　呪い効果付加

[State -2, LifeAdd]
Type = LifeAdd
TriggerAll = (Enemy,TeamMode = Simul) = 0
TriggerAll = (TeamMode = Simul) = 0
TriggerAll = NumEnemy
TriggerAll = Enemy,AuthorName = "586"
TriggerAll = Enemy,Name = "Misuzu Kamio"
TriggerAll = Enemy,FVar(11) > 0
Trigger1 = Enemy,Var(13) = 1
Trigger1 = GameTime % 13 = 0
Trigger2 = Enemy,Var(13) = 2
Trigger2 = GameTime % 11 = 0
Trigger3 = Enemy,Var(13) = 3
Trigger3 = GameTime % 8 = 0
Trigger4 = Enemy,Var(13) = 4
Trigger4 = GameTime % 6 = 0
Trigger5 = Enemy,Var(13) = 5
Trigger5 = GameTime % 3 = 0
Value = -1
Kill = 0
IgnoreHitPause = 1

[State -2, PalFX]
Type = PalFX
TriggerAll = (Enemy,TeamMode = Simul) = 0
TriggerAll = (TeamMode = Simul) = 0
TriggerAll = NumEnemy
TriggerAll = Enemy,AuthorName = "586"
TriggerAll = Enemy,Name = "Misuzu Kamio"
Trigger1 = Enemy,FVar(11) > 0
Add = -50,150,150
Time = 1
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;イチコロ毒（SAIKEIユダ）

[State -2]
Type = LifeAdd
Trigger1 = Enemy,Name = "JUDA"
Trigger1 = Enemy,AuthorName = "SAIKEI"
Trigger1 = Enemy,FVar(23) > 0
Trigger1 = Floor(Enemy,FVar(23))%4 = 0
Trigger1 = Enemy,Var(0) <= 0
Trigger1 = Enemy,MoveType != H || Enemy,MoveType = H && Enemy,HitShakeOver
Value = -1
Kill = 0

[State -2]
Type = PalFX
TriggerAll = GameTime%20 = 0
Trigger1 = Enemy,Name = "JUDA"
Trigger1 = Enemy,AuthorName = "SAIKEI"
Trigger1 = Enemy,FVar(23) > 0
Time = 8
Add = 255,0,0

;---------------------------------------------------------------------------
;愛原奈都美「挑発」対応ステート

[State -2]
Type = PowerAdd
TriggerAll = NumEnemy
TriggerAll = EnemyNear,Name = "AIHARA NATSUMI" && EnemyNear,AuthorName = "YU-TOHARU"
Trigger1 = EnemyNear,StateNo = 197 && EnemyNear,StateTime = 70
Value = -45

;---------------------------------------------------------------------------
;アル･アジフ「挑発」対応ステート

[State -2]
Type = PowerAdd
TriggerAll = NumEnemy
TriggerAll = EnemyNear,Name = "AL AZIF" && EnemyNear,AuthorName = "YU-TOHARU"
Trigger1 = EnemyNear,StateNo = 195 && EnemyNear,StateTime = 30
Value = -45

;---------------------------------------------------------------------------
;マミヤ「挑発」対応ステート

[State -2]
Type = PowerAdd
TriggerAll = NumEnemy
TriggerAll = EnemyNear,Name = "MAMIYA" && EnemyNear,AuthorName = "YU-TOHARU"
Trigger1 = EnemyNear,StateNo = 195 && EnemyNear,StateTime = 30
Value = 1000

;------------------------------------------------------------------------------------------------------------------------------------------------------
;AI起動用

[State -2, AI_Helper]
Type = Helper
Trigger1 = !NumHelper(20000)
Trigger1 = RoundState = 2
Trigger1 = Alive
Trigger1 = Var(59) = 0
Trigger1 = (PrevStateNo = [190,192]) || PrevStateNo = 5900
Trigger1 = Ctrl && StateNo = 0
HelperType = Normal
Name = "AI"
StateNo = 20000
ID = 20000
Pos = 9999,9999
KeyCtrl = 1
PauseMoveTime = 2147483647
SuperMoveTime = 2147483647
Persistent = 0

[State -2, 関係無いステートに行かないように]
Type = ChangeState
Trigger1 = IsHelper(20000)
Trigger1 = StateNo != 20000
Value = 20000

;------------------------------------------------------------------
;AI起動ヘルパー

[Statedef 20000]
Anim = 20000
Ctrl = 0

[State 20000, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = Invisible

[State 20000, Shift]
Type = SelfState
Trigger1 = !IsHelper 
Value = 0

[State 20000, Turn]
type = Turn
trigger1 = Facing != Root,Facing

[State 20000, Judgement]
Type = VarSet
Trigger1 = command = "a" && root,command = "a"
Trigger2 = command = "b" && root,command = "b"
Trigger3 = command = "c" && root,command = "c"
Trigger4 = command = "x" && root,command = "x"
Trigger5 = command = "y" && root,command = "y"
Trigger6 = command = "z" && root,command = "z"
Trigger7 = command = "start" && root,command = "start"
Trigger8 = command = "fwd" && root,command = "fwd"
Trigger9 = command = "back" && root,command = "back"
Trigger10 = command = "up" && root,command = "up"
Trigger11 = command = "down" && root,command = "down"
var(59) = -1

[State 20000, Disappear]
Type = DestroySelf
TriggerAll = IsHelper
Trigger1 = Root,Var(59) || Var(59) = -1
Trigger2 = command = "a" && root,command = "a"
Trigger3 = command = "b" && root,command = "b"
Trigger4 = command = "c" && root,command = "c"
Trigger5 = command = "x" && root,command = "x"
Trigger6 = command = "y" && root,command = "y"
Trigger7 = command = "z" && root,command = "z"
Trigger8 = command = "start" && root,command = "start"
Trigger9 = command = "fwd" && root,command = "fwd"
Trigger10 = command = "back" && root,command = "back"
Trigger11 = command = "up" && root,command = "up"
Trigger12 = command = "down" && root,command = "down"

[State 20000, AI_ON]
Type = VarSet
TriggerAll = Var(59) != -1
Trigger1 = root,command = "a"
Trigger2 = root,command = "b"
Trigger3 = root,command = "c"
Trigger4 = root,command = "x"
Trigger5 = root,command = "y"
Trigger6 = root,command = "z"
Trigger7 = root,command = "start"
Trigger8 = root,command = "fwd"
Trigger9 = root,command = "back"
Trigger10 = root,command = "up"
Trigger11 = root,command = "down"
var(59) = 1

;------------------------------------------------------------------------------------------------------------------------------------------------------
[Statedef -3]

[State -3,0] ; 試合開始前は操作不能
type = CtrlSet
trigger1 = RoundState = 0 
trigger2 = RoundState = 1
value = 0

[State -3,0] ; 試合開始前は無敵
type = NotHitBy
trigger1 = RoundState = 0 
trigger2 = RoundState = 1
value = SCA
time = 1

[State -3,1] ;攻撃くらい時、向きが同じなら反転
type = null;Turn
triggerall = NumEnemy
triggerall = enemynear,MoveContact
trigger1 = Facing = 1 && enemynear,Facing = 1
trigger2 = Facing = -1 && enemynear,Facing = -1
ignorehitpause = 1

[State -3,0] ; ダッシュ、空中ダッシュ、空中ジャンプリセット
type = VarRangeSet
triggerall = NumEnemy
trigger1 = enemynear,MoveContact
trigger2 = stateno = 620 ||  stateno = 621 || stateno = 622 ||  stateno = 623 ;		クリーチャーチャンネル（ノイド）着地
trigger3 = stateno = 1000 ;								ニュートラル
value = 0
first = 11
last = 13
ignorehitpause = 1

[State -3,0] ; ダッシュ宣言解除
type = VarSet
triggerall = NumEnemy
trigger1 = enemynear,MoveContact
trigger2 = stateno = 105 || stateno = 120 || stateno = 250 || stateno = 285 || stateno = 290 ;	ダッシュ後ろ、ガード開始、避け、バックダッシュキャンセル
trigger3 = stateno = 305 || stateno = 306 || stateno = 307 ;					2A,B,C
trigger4 = stateno = 300 || stateno = 301 || stateno = 302 ||  stateno = 303 || stateno = 280 ;	A,B,C、6C、投げ
trigger5 = stateno = 310 || stateno = 311 || stateno = 312 ||  stateno = 315 ;			JA,B,C、J2C
trigger6 = stateno = 400 || stateno = 410 || stateno = 420 ;					バッドニュース（ライ）A,B,C
trigger7 = stateno = 490 || stateno = 492 || stateno = 494 ;					バッドニュース（マリス）A,B,C
trigger8 = stateno = 500 || stateno = 505 || stateno = 520 ;					ファンブルコード（アポトーシス）A,B,C
trigger9 = stateno = 600 || stateno = 601 || stateno = 602 ;					クリーチャーチャンネル（エス）A,B,C
trigger10 = stateno = 610 || stateno = 611 || stateno = 612 ;					クリーチャーチャンネル（ノイド）A,B,C
trigger11 = stateno = 700 || stateno = 710 || stateno = 715 || stateno = 720;			レプリカントコーディネーター（イド）A,B,C クリーチャーチャンネル（アポトーシス）
trigger12 = stateno = 1500 || stateno = 1600 || stateno = 3000 || stateno = 3010;		開放 シールドバンカー 立ちシールド 屈みシールド
trigger13 = stateno = 800 || stateno = 810 || stateno = 900 || stateno = 905;			AD AAD LA 屈LA
var(13) = 0
ignorehitpause = 1

[State 50, 1] ; JAジャンプキャンセルスイッチOFF（ダッシュキャンセルスイッチも）
type = VarSet
triggerall = NumEnemy
trigger1 = enemynear,MoveContact
trigger2 = stateno = 45 || stateno = 50 || stateno = 52 || stateno = 120
var(14) = 0
ignorehitpause = 1

[State 50, 1] ; 6cから繋げた場合の空中重力消去
type = VarSet
triggerall = NumEnemy
trigger1 = enemynear,MoveContact
trigger2 = stateno = 45 || stateno = 50 || stateno = 52 || stateno = 120
trigger3 = time = 1
trigger3 = stateno = 310 || stateno = 311 ||  stateno = 312 || stateno = 3020
var(15) = 0
ignorehitpause = 1

[State 50, 1] ;ハイジャンプ宣言解除
type = VarSet
triggerall = NumEnemy
trigger1 = enemynear,MoveContact
trigger2 = stateno = 45 || stateno = 50 || stateno = 52 || stateno = 120
trigger3 = time = 1
trigger3 = stateno = 310 || stateno = 311 ||  stateno = 312 || stateno = 315 || stateno = 279
trigger4 = stateno = 610 || stateno = 611 || stateno = 612 || stateno = 3020
trigger5 = stateno = 260 || stateno = 261
var(16) = 0
ignorehitpause = 1

[State 100,00] ;着地時、相手を飛び越した否かの判定解除
type = VarSet
triggerall = NumEnemy
trigger1 = enemynear,MoveContact
trigger2 = stateno != 52
var(17) = 0
ignorehitpause = 1

[State 100,00] ;反撃されたらヒット音停止
type = StopSnd
trigger1 = MoveReversed
trigger2 = NumHelper
trigger2 = helper,MoveReversed
channel = 10 ;弱
ignorehitpause = 1

[State 100,00] ;反撃されたらヒット音停止
type = StopSnd
trigger1 = MoveReversed
trigger2 = NumHelper
trigger2 = helper,MoveReversed
channel = 11 ;中
ignorehitpause = 1

[State 100,00] ;反撃されたらヒット音停止
type = StopSnd
trigger1 = MoveReversed
trigger2 = NumHelper
trigger2 = helper,MoveReversed
channel = 12 ;強
ignorehitpause = 1

[State 100,00] ;反撃されたらヒット音停止
type = StopSnd
trigger1 = MoveReversed
trigger2 = NumHelper
trigger2 = helper,MoveReversed
channel = 4 ;足払い
ignorehitpause = 1

[State 100,00] ;反撃されたらヒット音停止
type = StopSnd
trigger1 = MoveReversed
trigger2 = NumHelper
trigger2 = helper,MoveReversed
channel = 16 ; 斬撃
ignorehitpause = 1

[State 100,00] ;先行入力
type = VarSet
triggerall = var(54) = 1 ;MAXのみ
triggerall = alive
triggerall = statetype != A
triggerall = !ctrl
triggerall = HitOver = 0
triggerall = command = "A+B+C"
trigger1 = stateno =[130,153]
trigger2 = stateno = [5000,5020]
var(23) = 1
ignorehitpause = 1

[State 100,00] ;先行入力OFF
type = VarSet
trigger1 = stateno = 1501
var(23) = 0
ignorehitpause = 1

[State ,100] ;攻撃が当たったらワラキアを前面に出す
type = SprPriority
trigger1 = NumHelper(10)
trigger1 = helper(10),MoveContact
trigger2 = NumHelper(11)
trigger2 = helper(11),MoveContact
trigger3 = NumHelper(12)
trigger3 = helper(12),MoveContact
trigger4 = NumHelper(13)
trigger4 = helper(13),MoveContact
trigger5 = NumHelper(14)
trigger5 = helper(14),MoveContact
trigger6 = NumHelper(15)
trigger6 = helper(15),MoveContact
trigger7 = NumHelper(16)
trigger7 = helper(16),MoveContact
trigger8 = NumHelper(17)
trigger8 = helper(17),MoveContact
trigger9 = NumHelper(20)
trigger9 = helper(20),MoveContact
trigger10 = NumHelper(21)
trigger10 = helper(21),MoveContact
trigger11 = NumHelper(22)
trigger11 = helper(22),MoveContact
trigger12 = NumHelper(25)
trigger12 = helper(25),MoveContact
trigger13 = NumHelper(26)
trigger13 = helper(26),MoveContact
trigger14 = NumHelper(27)
trigger14 = helper(27),MoveContact
trigger15 = NumHelper(30)
trigger15 = helper(30),MoveContact
trigger16 = NumHelper(31)
trigger16 = helper(31),MoveContact
trigger17 = NumHelper(32)
trigger17 = helper(32),MoveContact
trigger18 = NumHelper(33)
trigger18 = helper(33),MoveContact
trigger19 = NumHelper(34)
trigger19 = helper(34),MoveContact
trigger20 = NumHelper(50)
trigger20 = helper(50),MoveContact
trigger21 = NumHelper(51)
trigger21 = helper(51),MoveContact
trigger22 = NumHelper(60)
trigger22 = helper(60),MoveContact
trigger23 = NumHelper(61)
trigger23 = helper(61),MoveContact
trigger24 = NumHelper(62)
trigger24 = helper(62),MoveContact
trigger25 = NumHelper(63)
trigger25 = helper(63),MoveContact
trigger26 = NumHelper(64)
trigger26 = helper(64),MoveContact
trigger27 = NumHelper(65)
trigger27 = helper(65),MoveContact
trigger28 = NumHelper(66)
trigger28 = helper(66),MoveContact
trigger29 = NumHelper(67)
trigger29 = helper(67),MoveContact
trigger30 = NumHelper(70)
trigger30 = helper(70),MoveContact
trigger31 = NumHelper(71)
trigger31 = helper(71),MoveContact
value = 1
ignorehitpause = 1

;---------------------------------------------------------------------------
;var(2)、var(5)を先に計算することによりvar(2)、var(5)は毎回新しい値を返し、var(7)に正しい情報を返す

;-2-3の処理(var(7)フラグ)がヘルパーである七夜ステートに反映されるのは、-2-3の優先度が高く、
;こちらの記述が先に読まれることによる。七夜ステートが、こちらより優先度が高いと成功しない・・・はず。

[State ,100] ; クリア	
type = null;ClearClipboard
triggerall = NumHelper(32)
triggerall = helper(32),Anim = 331
trigger1 = helper(32),AnimElemTime(16) = 0

[State ,100] ; ワラキア座標調査
type = VarSet
triggerall = NumHelper(32)
triggerall = helper(32),Anim = 331
trigger1 = helper(32),AnimElemTime(16) = 0
var(0) = floor(Pos X)
ignorehitpause = 1

[State ,100] ; ネロ座標調査
type = VarSet
triggerall = NumHelper(32)
triggerall = helper(32),Anim = 331
trigger1 = helper(32),AnimElemTime(16) = 0
var(1) = floor(helper(32),Pos X)
ignorehitpause = 1

[State ,100] ; ワラキアとネロの居場所を計算
type = VarSet
triggerall = NumHelper(32)
triggerall = helper(32),Anim = 331
trigger1 = helper(32),AnimElemTime(16) = 0
var(2) = var(0) * Facing  - var(1) * Facing
ignorehitpause = 1

[State ,100] ; 計算値を表示
type = null;DisplayToClipboard
triggerall = NumHelper(32)
triggerall = helper(32),Anim = 331
trigger1 = helper(32),AnimElemTime(16) = 0
text = "nero\nvar(0) = %d   var(1) = %d   var(2) = %d"
params = var(0),var(1),var(2)
ignorehitpause = 1

;---------------------------------------------------------------------------
[State ,100] ; クリア
type = null;ClearClipboard
triggerall = NumHelper(31)
triggerall = helper(31),Anim = 326
trigger1 = helper(31),AnimElemTime(11) = 0

[State ,100] ; ワラキア座標調査
type = VarSet
triggerall = NumHelper(31)
triggerall = helper(31),Anim = 326
trigger1 = helper(31),AnimElemTime(11) = 0
var(3) = floor(Pos X)
ignorehitpause = 1

[State ,100] ; 七夜座標調査
type = VarSet
triggerall = NumHelper(31)
triggerall = helper(31),Anim = 326
trigger1 = helper(31),AnimElemTime(11) = 0
var(4) = floor(helper(31),Pos X)
ignorehitpause = 1

[State ,100] ; ワラキアと七夜の居場所を計算
type = VarSet
triggerall = NumHelper(31)
triggerall = helper(31),Anim = 326
trigger1 = helper(31),AnimElemTime(11) = 0
var(5) = var(3) * Facing - var(4) * Facing
ignorehitpause = 1

[State ,100] ; 計算値を表示
type = null;DisplayToClipboard
triggerall = NumHelper(31)
triggerall = helper(31),Anim = 326
trigger1 = helper(31),AnimElemTime(11) = 0
text = "nanaya\nvar(3) = %d   var(4) = %d   var(5) = %d"
params = var(3),var(4),var(5)
ignorehitpause = 1

;---------------------------------------------------------------------------
[State 100,00] ;ネロ極死投げフラグON
type = VarSet
triggerall = NumHelper(32)
triggerall = helper(32),Anim = 331
triggerall = helper(32),AnimElemTime(15) = 0
trigger1 = Facing = 1
trigger1 = helper(32),Facing = 1
trigger1 = var(2) < 124
trigger2 = Facing = -1
trigger2 = helper(32),Facing = -1
trigger2 = var(2) < 124
trigger3 = Facing = 1
trigger3 = helper(32),Facing = -1
trigger3 = var(2) < -20
trigger4 = Facing = -1
trigger4 = helper(32),Facing = 1
trigger4 = var(2) < -20
var(7) = 1
ignorehitpause = 1

[State 100,00] ;七夜極死投げフラグON
type = VarSet
triggerall = NumHelper(31)
triggerall = helper(31),Anim = 326
triggerall = helper(31),AnimElemTime(11) = 0
trigger1 = Facing = 1
trigger1 = helper(31),Facing = 1
trigger1 = var(5) < -19
trigger1 = var(5) > -50
trigger2 = Facing = -1
trigger2 = helper(31),Facing = -1
trigger2 = var(5) < -19
trigger2 = var(5) > -50
var(7) = 2
ignorehitpause = 1

[State 100,00] ;極死投げフラグOFF
type = VarSet
trigger1 = NumHelper(32)
trigger1 = helper(32),Anim = 331
trigger1 = helper(32),AnimElemTime(16) = 0
trigger2 = NumHelper(31)
trigger2 = helper(31),Anim = 326
trigger2 = helper(31),AnimElemTime(12) = 0
trigger3 = NumHelper(31)
trigger3 = helper(31),Anim = 508 || helper(31),Anim = 509 || helper(31),Anim = 510
trigger4 = NumHelper(32)
trigger4 = helper(32),Anim = 511 || helper(32),Anim = 512 || helper(32),Anim = 513
var(7) = 0
ignorehitpause = 1

;---------------------------------------------------------------------------HP回復
[State ,100] ;HEAT回復
type = LifeAdd
triggerall = Alive && Life > 0 && !LoseKO && RoundState = 2
triggerall = var(54) = 2
triggerall = var(55) = 2
Trigger1 = GameTime % 3 = 0
trigger1 = MoveType != H && StateNo != 5120
value = 2
ignorehitpause = 1

[State ,100] ;BLOOD HEAT回復
type = LifeAdd
triggerall = Alive && Life > 0 && !LoseKO && RoundState = 2
triggerall = var(54) = 3
trigger1 = var(55) = 3
trigger1 = GameTime % 1 = 0
trigger1 = MoveType != H && StateNo != 5120
value = 1
ignorehitpause = 1

;---------------------------------------------------------------------------カウンター判定
[State 100,00] ;カウンターON
type = VarSet
trigger1 = P2MoveType = A
var(27) = 1
ignorehitpause = 1

[State 100,00] ;カウンターOFF
type = VarSet
trigger1 = P2MoveType != A && (enemy,time > 0) = 1
var(27) = 0
ignorehitpause = 1

;---------------------------------------------------------------------------AI
[State -3,AI]
Type = Varset
TriggerAll = Var(59) = 0
TriggerAll = RoundState = [1,2]
Trigger1 = command = "AI_00"
Trigger2 = command = "AI_01"
Trigger3 = command = "AI_02"
Trigger4 = command = "AI_03"
Trigger5 = command = "AI_04"
Trigger6 = command = "AI_05"
Trigger7 = command = "AI_06"
Trigger8 = command = "AI_07"
Trigger9 = command = "AI_08"
Trigger10= command = "AI_09"
Trigger11= command = "AI_10"
Trigger12= command = "AI_11"
Trigger13= command = "AI_12"
Trigger14= command = "AI_13"
Trigger15= command = "AI_14"
Trigger16= command = "AI_15"
Trigger17= command = "AI_16"
Trigger18= command = "AI_17"
Trigger19= command = "AI_18"
Trigger20= command = "AI_19"
Trigger21= command = "AI_20"
Trigger22= command = "AI_21"
Trigger23= command = "AI_22"
Trigger24= command = "AI_23"
Trigger25= command = "AI_24"
Trigger26= command = "AI_25"
Trigger27= command = "AI_26"
Trigger28= command = "AI_27"
Trigger29= command = "AI_28"
Trigger30= command = "AI_29"
Trigger31= command = "AI_30"
Trigger32= command = "AI_31"
Trigger33= command = "AI_32"
Trigger34= command = "AI_33"
Trigger35= command = "AI_34"
Trigger36= command = "AI_35"
Trigger37= command = "AI_36"
Trigger38= command = "AI_37"
Trigger39= command = "AI_38"
Trigger40= command = "AI_39"
Trigger41= command = "AI_40"
Trigger42= command = "AI_41"
Trigger43= command = "AI_42"
Trigger44= command = "AI_43"
Trigger45= command = "AI_44"
Trigger46= command = "AI_45"
Trigger47= NumHelper(20000) > 0
Trigger47= Helper(20000),Var(59)
;Trigger48= 1	;常時AIスイッチ。左端にある｢;｣を消すと、起動が早い変わりにプレイヤー操作は出来ません。
var(59) = 1

[State -3, AI]
Type = VarSet
TriggerAll = Var(59) >= 1
Trigger1 = Win = 1
Trigger2 = Lose = 1
Trigger3 = DrawGame = 1
Trigger4 = RoundState = 4
V = 59
Value = -Var(59)
IgnoreHitPause = 1

[State -3, AI]
Type = VarSet
Trigger1 = Var(59) <= -1
Trigger1 = RoundState = 2
V = 59
Value = -Var(59)
IgnoreHitPause = 1

;-----------------------------------------------------------------------------------------------
;投げ技学習

[State -3, AI]
Type = VarSet
TriggerAll = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
TriggerAll = FVar(36) = 0
Trigger1 = P2MoveType = A
Trigger1 = (EnemyNear,HitDefAttr = SC, AT || EnemyNear,HitDefAttr = SCA, NT, ST, HT)
Trigger1 = EnemyNear,Time > 1
fvar(36) = P2StateNo
IgnoreHitPause = 1

[State -3, AI]
Type = VarSet
TriggerAll = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
TriggerAll = FVar(36) != 0 && FVar(37) = 0
TriggerAll = P2StateNo != Floor(FVar(36))
Trigger1 = P2MoveType = A
Trigger1 = (EnemyNear,HitDefAttr = SC, AT || EnemyNear,HitDefAttr = SCA, NT, ST, HT)
Trigger1 = EnemyNear,Time > 1
fvar(37) = P2StateNo
IgnoreHitPause = 1

[State -3, AI]
Type = Varset
TriggerAll = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
TriggerAll = FVar(36) != 0 && FVar(37) != 0 && FVar(38) = 0
TriggerAll = P2StateNo != Floor(FVar(36)) && P2StateNo != Floor(FVar(37))
Trigger1 = P2MoveType = A
Trigger1 = (EnemyNear,HitDefAttr = SC, AT || EnemyNear,HitDefAttr = SCA, NT, ST, HT)
Trigger1 = EnemyNear,Time > 1
fvar(38) = P2StateNo
IgnoreHitPause = 1

;-----------------------------------------------------------------------------------------------
;壁にぶつかったかどうか

[State -3, AI]
Type = VarSet
TriggerAll = Var(59) > 0
Trigger1 = P2MoveType != H || P2StateType = L
FV = 39
Value = 0
IgnoreHitPause = 1

[State -3, AI]
Type = VarSet
TriggerAll = Var(59) > 0
Trigger1 = FVar(39) = 0
Trigger1 = P2MoveType = H
Trigger1 = P2StateNo = [460,463]
FV = 39
Value = 1
IgnoreHitPause = 1

[State -3, AI]
Type = VarSet
TriggerAll = Var(59) > 0
TriggerAll = Var(11) = 1
TriggerAll = Var(37) = 1
TriggerAll = Var(38) = 0
TriggerAll = Var(39) = 0
Trigger1 = P2MoveType = H
Trigger1 = MoveHit
Trigger1 = StateNo = 310
FV = 39
Value = 2
IgnoreHitPause = 1

[State -3, AI]
Type = VarSet
TriggerAll = Var(59) > 0
TriggerAll = Var(11) = 1
TriggerAll = Var(37) = 0
TriggerAll = Var(38) = 1
TriggerAll = Var(39) = 0
Trigger1 = P2MoveType = H
Trigger1 = MoveHit
Trigger1 = StateNo = 311
FV = 39
Value = 3
IgnoreHitPause = 1

[State -3, AI]
Type = VarSet
TriggerAll = Var(59) > 0
TriggerAll = Var(11) = 1
TriggerAll = Var(37) = 0
TriggerAll = Var(38) = 0
TriggerAll = Var(39) = 1
Trigger1 = P2MoveType = H
Trigger1 = MoveHit
Trigger1 = StateNo = 312
FV = 39
Value = 4
IgnoreHitPause = 1

[State -3, AI]
Type = VarSet
TriggerAll = Var(59) > 0
TriggerAll = FVar(39) = 0
Trigger1 = NumHelper(30) > 0
Trigger1 = Helper(30),StateNo = 701
Trigger1 = Helper(30),MoveHit
Trigger2 = NumHelper(34) > 0
Trigger2 = Helper(34),StateNo = 722
Trigger2 = Helper(34),MoveHit
FV = 39
Value = 5
IgnoreHitPause = 1

;-----------------------------------------------------------------------------------------------
;EXシールド後

[State -3, AI]
type = VarSet
TriggerAll = Var(59) > 0
TriggerAll = Var(57) = 0
TriggerAll = Var(54) = 3
Trigger1 = StateNo = [3002,3003]
Trigger2 = StateNo = [3012,3013]
var(57) = 900

[State -3, AI] ;投げをミスしてシールドが暴発し、そのシールドが成功した場合、強制的に投げへ
Type = VarSet
TriggerAll = Var(59) > 0
Trigger1 = StateNo = [3022,3023]
Trigger1 = PrevStateNo = 279
var(57) = 279

[State -3, AI]
Type = VarSet
TriggerAll = Var(59) > 0
TriggerAll = Var(57) = 0
TriggerAll = Var(54) = [1,2]
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll = P2StateType != L
TriggerAll = (StateNo = [3002,3005]) || (StateNo = [3012,3015])
Trigger1 = P2BodyDist X >= 200
Trigger1 = Random < 150
var(57) = 800

[State -3, AI]
Type = VarSet
TriggerAll = Var(59) > 0
TriggerAll = P2StateType != A
TriggerAll = P2StateType != L
TriggerAll = P2MoveType = I
TriggerAll = (StateNo = [3002,3003]) || (StateNo = [3012,3013])
Trigger1 = P2BodyDist X = [-5,10]
Trigger1 = Enemy,NumHelper = 0 || Enemy,NumProj = 0
var(57) = 280

[State -3, AI]
Type = VarSet
TriggerAll = Var(59) > 0
TriggerAll = Var(57) = 0
TriggerAll = StateType != A
TriggerAll = P2StateType != L
TriggerAll = (StateNo = [3002,3003]) || (StateNo = [3012,3013])
Trigger1 = P2BodyDist X = [-5,65]
Trigger1 = EnemyNear,Vel Y > 0
Trigger1 = EnemyNear,Pos Y > -90
var(57) = 300

[State -3, AI]
Type = VarSet
TriggerAll = Var(59) > 0
TriggerAll = Var(57) = 0
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll = P2StateType != L
TriggerAll = (StateNo = [3002,3003]) || (StateNo = [3012,3013])
Trigger1 = P2BodyDist X = [-5,55]
var(57) = 305

[State -3, AI]
Type = VarSet
TriggerAll = Var(59) > 0
TriggerAll = Var(57) = 0
TriggerAll = StateType != A
TriggerAll = P2StateType != L
TriggerAll = (StateNo = [3002,3003]) || (StateNo = [3012,3013])
Trigger1 = Enemy,NumHelper = 0 || Enemy,NumProj = 0
Trigger1 = P2BodyDist X = [60,90]
Trigger1 = EnemyNear,Vel Y > 0
Trigger1 = EnemyNear,Pos Y > -50
var(57) = 301

[State -3, AI]
Type = VarSet
TriggerAll = Var(59) > 0
TriggerAll = Var(57) = 0
TriggerAll = StateType != A
TriggerAll = P2StateType != L
TriggerAll = (StateNo = [3002,3003]) || (StateNo = [3012,3013])
Trigger1 = Enemy,NumHelper = 0 || Enemy,NumProj = 0
Trigger1 = P2BodyDist X = [50,80]
Trigger1 = EnemyNear,Vel Y > 0
Trigger1 = EnemyNear,Pos Y > -80
var(57) = 306

[State -3, AI]
Type = VarSet
TriggerAll = Var(59) > 0
TriggerAll = Var(57) = 0
TriggerAll = StateType != A
TriggerAll = P2StateType != L
TriggerAll = (StateNo = [3002,3003]) || (StateNo = [3012,3013])
Trigger1 = Enemy,NumHelper = 0 || Enemy,NumProj = 0
Trigger1 = P2BodyDist X = [85,130]
Trigger1 = EnemyNear,Vel Y > 0
Trigger1 = EnemyNear,Pos Y > -70
var(57) = 302

[State -3, AI]
Type = VarSet
TriggerAll = Var(59) > 0
TriggerAll = Var(57) = 0
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll = P2StateType != L
TriggerAll = (StateNo = [3002,3003]) || (StateNo = [3012,3013])
Trigger1 = Enemy,NumHelper = 0 || Enemy,NumProj = 0
Trigger1 = P2BodyDist X = [70,100]
var(57) = 307

[State -3, AI]
Type = VarSet
TriggerAll = Var(59) > 0
TriggerAll = Var(57) = 0
TriggerAll = StateType != A
TriggerAll = P2StateType != L
TriggerAll = (StateNo = [3002,3005]) || (StateNo = [3012,3015])
Trigger1 = P2BodyDist X - (EnemyNear,Vel X * 5) = [160,180]
Trigger1 = EnemyNear,Vel Y > 0
Trigger1 = EnemyNear,Pos Y > -150
var(57) = 505

[State -3, AI]
Type = VarSet
TriggerAll = Var(59) > 0
TriggerAll = Var(57) = 0
TriggerAll = StateType = A
TriggerAll = P2StateType != L
TriggerAll = StateNo = [3022,3023]
Trigger1 = P2BodyDist X - (Vel X * 5) - (EnemyNear,Vel X * 5) = [-15,40]
Trigger1 = P2BodyDist Y - (Vel Y * 5) + (EnemyNear,Vel Y * 5) = [-30,50]
var(57) = 310

[State -3, AI]
Type = VarSet
TriggerAll = Var(59) > 0
TriggerAll = Var(57) = 0
TriggerAll = StateType = A
TriggerAll = P2StateType != L
TriggerAll = StateNo = [3022,3023]
Trigger1 = P2BodyDist X - (Vel X * 5) - (EnemyNear,Vel X * 5) = [35,115]
Trigger1 = P2BodyDist Y - (Vel Y * 5) + (EnemyNear,Vel Y * 5) = [-40,60]
var(57) = 311

[State -3, AI]
Type = VarSet
TriggerAll = Var(59) > 0
TriggerAll = Var(57) = 0
TriggerAll = StateType = A
TriggerAll = P2StateType != L
TriggerAll = StateNo = [3022,3023]
Trigger1 = P2BodyDist X - (Vel X * 5) - (EnemyNear,Vel X * 5) = [70,100]
Trigger1 = P2BodyDist Y - (Vel Y * 5) + (EnemyNear,Vel Y * 5) = [-5,160]
var(57) = 312

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

;投げ回避
[State -3, AI]
Type = ChangeState
Value = 105
TriggerAll = Var(59) > 0
TriggerAll = StateType != A
TriggerAll = Ctrl
TriggerAll = BackEdgeBodyDist >= 40
Trigger1 = Enemy,NumProj = 0
Trigger1 = P2MoveType = A
Trigger1 = P2StateType != A
Trigger1 = EnemyNear,HitDefAttr = SCA, NT, ST, HT
Trigger1 = Random > 650 - (EnemyNear,StateTime * 10)
Trigger2 = FVar(36) != 0
Trigger2 = P2StateNo = Floor(FVar(36))
Trigger2 = EnemyNear,Time >= 10
Trigger2 = Random = [750 - ((EnemyNear,Time - 10) * 20),999]
Trigger3 = FVar(37) != 0
Trigger3 = P2StateNo = Floor(FVar(37))
Trigger3 = EnemyNear,Time >= 10
Trigger3 = Random = [750 - ((EnemyNear,Time - 10) * 20),999]
Trigger4 = FVar(38) != 0
Trigger4 = P2StateNo = Floor(FVar(38))
Trigger4 = EnemyNear,Time >= 10
Trigger4 = Random = [750 - ((EnemyNear,Time - 10) * 20),999]
IgnoreHitPause = 1

;ジャンプ
[State -3, AI]
Type = ChangeState
Value = 40
TriggerAll = Var(59) > 0
TriggerAll = StateType != A
TriggerAll = StateNo != [120,159]
TriggerAll = Alive
TriggerAll = Ctrl
Trigger1 = Enemy,NumProj = 0
Trigger1 = P2MoveType = A
Trigger1 = P2StateType != A
Trigger1 = EnemyNear,HitDefAttr = SCA, NT, ST, HT
Trigger1 = Random > 650 - (EnemyNear,StateTime * 10)
Trigger2 = FVar(36) != 0
Trigger2 = P2StateNo = Floor(FVar(36))
Trigger2 = EnemyNear,Time >= 5
Trigger2 = Random <= 200 + ((EnemyNear,Time - 5) * 20)
Trigger3 = FVar(37) != 0
Trigger3 = P2StateNo = Floor(FVar(37))
Trigger3 = EnemyNear,Time >= 5
Trigger3 = Random <= 200 + ((EnemyNear,Time - 5) * 20)
Trigger4 = FVar(38) != 0
Trigger4 = P2StateNo = Floor(FVar(38))
Trigger4 = EnemyNear,Time >= 5
Trigger4 = Random <= 200 + ((EnemyNear,Time - 5) * 20)

;二段ジャンプ
[State -3, AI]
Type = ChangeState
Value = 45
TriggerAll = Var(59) > 0
TriggerAll = StateType = A
TriggerAll = P2StateType = A
TriggerAll = Var(11) < 2
TriggerAll = Alive
Trigger1 = MoveHit
Trigger1 = StateNo = 312 && AnimElemTime(7) > 0
Trigger1 = P2BodyDist Y + (EnemyNear,Vel Y != 0) * (EnemyNear,Vel Y + (EnemyNear,Const(MoveMent.Yaccel) * 2)) * 3 <= 0
Trigger2 = FVar(39) != 3
Trigger2 = MoveHit
Trigger2 = StateNo = 311 && AnimElemTime(6) > 0
Trigger2 = P2BodyDist Y + (EnemyNear,Vel Y != 0) * (EnemyNear,Vel Y + (EnemyNear,Const(MoveMent.Yaccel) * 2)) * 3 <= -20
Trigger3 = MoveGuarded
Trigger3 = Stateno = 310
Trigger3 = P2BodyDist Y + (EnemyNear,Vel Y != 0) * (EnemyNear,Vel Y + (EnemyNear,Const(MoveMent.Yaccel) * 2)) * 3 <= -30
Trigger3 = Random > 500
Trigger4 = FVar(39) = 3
Trigger4 = MoveContact
Trigger4 = Stateno = 310
Trigger4 = P2BodyDist Y + (EnemyNear,Vel Y != 0) * (EnemyNear,Vel Y + (EnemyNear,Const(MoveMent.Yaccel) * 2)) * 3 <= -40
Trigger4 = Random > 250

;ジャンプキャンセル
[State -3, AI]
Type = ChangeState
Value = 40
TriggerAll = Var(59) > 0
TriggerAll = StateType != A
TriggerAll = P2StateType != L
TriggerAll = P2StateType = A
TriggerAll = P2MoveType = H
TriggerAll = P2StateNo != [120,159]
TriggerAll = Alive
Trigger1 = StateNo = 306 && MoveHit
Trigger1 = Random < 700
Trigger2 = StateNo = 300 && MoveHit
Trigger2 = Random < 450
Trigger3 = MoveHit
Trigger3 = StateNo = 302 && AnimElemTime(7) > 0
Trigger3 = P2BodyDist X = [-10,75]
Trigger3 = Random < 600

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

;地上投げ
[State -3, AI]
Type = ChangeState
Value = 280
TriggerAll = Var(59) > 0
TriggerAll = Alive
TriggerAll = StateType = S
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,StateType != A
TriggerAll = EnemyNear,MoveType != H || (EnemyNear,MoveType = H && EnemyNear,HitShakeOver = 1 && (EnemyNear,StateNo = [120,155])) || Var(7) > 0
TriggerAll = EnemyNear,StateNo != [150,155]
TriggerAll = EnemyNear,PrevStateNo != [5100,5299]
TriggerAll = Ctrl || (StateNo = 100 && AnimElemTime(3) >= 0)
TriggerAll = P2BodyDist X = [-5,10 + (Vel X * 3) + (EnemyNear,Vel X * 3)]
TriggerAll = Random < 250 + ((StateNo = 100) * 150) + ((NumHelper(32) > 0) * 100)
Trigger1 = EnemyNear,MoveType != A
Trigger2 = Enemy,NumHelper = 0 || Enemy,NumProj = 0
Trigger3 = PrevStateNo = [200,399]
Trigger4 = EnemyNear,PrevStateNo = [140,159]
Trigger5 = !EnemyNear,Ctrl
Trigger5 = !EnemyNear,HitDefAttr = SCA, NT, ST, HT, NA, SA, HA, NP, SP, HP
Trigger5 = EnemyNear,Time <= 1
Trigger6 = NumHelper(32) > 0
Trigger6 = EnemyNear,StateNo = 120 || EnemyNear,StateNo = 140

;地上投げ
[State -3, AI]
Type = ChangeState
Value = 280
TriggerAll = Var(59) > 0
TriggerAll = Alive
TriggerAll = StateType = S
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType != H || (EnemyNear,MoveType = H && EnemyNear,HitShakeOver = 1 && (EnemyNear,StateNo = [120,155])) || Var(7) > 0
TriggerAll = EnemyNear,StateNo != [150,155]
TriggerAll = EnemyNear,PrevStateNo != [5100,5299]
Trigger1 = Ctrl || (StateNo = 100 && AnimElemTime(3) >= 0)
Trigger1 = P2BodyDist X = [-5,10 + (Vel X * 3) + (EnemyNear,Vel X * 3)]
Trigger1 = P2StateType = A
Trigger1 = EnemyNear,Pos Y >= 0
Trigger1 = EnemyNear,Vel Y > 0
Trigger1 = Random < 250 + ((StateNo = 100) * 150)

;空中投げ
[State -3, AI]
Type = ChangeState
Value = 279
TriggerAll = Var(59) > 0
TriggerAll = Alive
TriggerAll = StateType = A
TriggerAll = P2StateType = A
TriggerAll = P2BodyDist X < 15 + Floor(Vel X)
TriggerAll = P2BodyDist Y = [-90,70]
Trigger1 = MoveHit
Trigger1 = StateNo = 312 && AnimElemTime(7) > 0
Trigger1 = Random > 650
Trigger2 = Power < 1000
Trigger2 = MoveHit
Trigger2 = StateNo = 312 && AnimElemTime(7) > 0
Trigger3 = MoveHit
Trigger3 = StateNo = 311 && AnimElemTime(6) > 0
Trigger4 = StateNo = 260 && AnimElemTime(4) >= 0

;空中投げ
[State -3, AI]
Type = ChangeState
Value = 279
TriggerAll = Var(59) > 0
TriggerAll = Alive
TriggerAll = StateType = A
TriggerAll = P2StateType = A
TriggerAll = P2StateType != L
TriggerAll = P2MoveType != H
TriggerAll = P2BodyDist X = [-5,12 + (Vel X) + (EnemyNear,Vel X)]
TriggerAll = P2BodyDist Y = [-90,55]
Trigger1 = Ctrl
Trigger1 = Random < 700
Trigger2 = StateNo = 45 || StateNo = 50
Trigger2 = Random < 200
Trigger3 = StateNo = 260 && AnimElemTime(4) >= 0 || StateNo = 261 && Anim = 41
Trigger3 = Random < 300
Trigger4 = StateNo = 266 || StateNo = 291
Trigger4 = Random < 500

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

;クリーチャーチャンネル（アポトーシス）
[State -3, AI]
Type = ChangeState
Value = 720
TriggerAll = Var(59) > 0
TriggerAll = Alive
TriggerAll = StateType != A
TriggerAll = Var(54) = [1,3]
TriggerAll = EnemyNear,BackEdgeBodyDist >= 30
Trigger1 = MoveHit
Trigger1 = StateNo = 307 && AnimElemTime(7) > 0
Trigger1 = P2BodyDist X <= 65

;バッドニュース（ライ）強
[State -3, AI]
Type = ChangeState
Value = 420
TriggerAll = Var(59) > 0
TriggerAll = Alive
TriggerAll = StateType != A
TriggerAll = Power >= 1000 || Var(54) = [1,3]
TriggerAll = FVar(39) = 0
Trigger1 = MoveHit
Trigger1 = StateNo = 307 && AnimElemTime(7) > 0
Trigger1 = EnemyNear,BackEdgeDist >= 60
Trigger1 = Random > 850
Trigger2 = MoveHit
Trigger2 = StateNo = 307 && AnimElemTime(7) > 0
Trigger2 = EnemyNear,BackEdgeDist <= 30
Trigger2 = Random > 500

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

;立ち弱
[State -3, AI]
Type = ChangeState
Value = 300
TriggerAll = Var(59) > 0
TriggerAll = Var(30) = 0 || StateNo = 300 && Var(30) = 1
TriggerAll = Alive
TriggerAll = StateType != A
Trigger1 = MoveGuarded
Trigger1 = StateNo = 307 && AnimElemTime(7) > 0
Trigger1 = Random < 250
Trigger2 = MoveGuarded
Trigger2 = StateNo = 307 && AnimElemTime(5) > 0
Trigger2 = Random > 950
Trigger3 = Ctrl || (StateNo = 100 && AnimElemTime(3) >= 0)
Trigger3 = EnemyNear,Pos Y + (EnemyNear,Vel Y * 4) = [-100,-30]
Trigger3 = P2BodyDist X = [-25,65]
Trigger3 = Random < 250
Trigger4 = MoveHit
Trigger4 = StateNo = 300
Trigger4 = EnemyNear,Pos Y = [-85,-25]
Trigger4 = P2BodyDist X = [-25,65]
Trigger4 = Random < 300
Trigger5 = P2MoveType = H
Trigger5 = StateNo = 100 && AnimElemTime(3) >= 0
Trigger5 = EnemyNear,Pos Y + (EnemyNear,Vel Y * 4) = [-80,-30]
Trigger5 = P2BodyDist X = [-25,65]
Trigger5 = Random < 750

;しゃがみ弱
[State -3, AI]
Type = ChangeState
Value = 305
TriggerAll = Var(59) > 0
TriggerAll = Var(34) = 0 || StateNo = 305 && Var(34) = 1
TriggerAll = Alive
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll = P2StateType != L
Trigger1 = Ctrl
Trigger1 = P2BodyDist X < 30
Trigger1 = P2MoveType != A
Trigger1 = Random < 750
Trigger2 = StateNo = 100 && AnimElemTime(3) >= 0
Trigger2 = P2BodyDist X < 30
Trigger2 = P2MoveType != A
Trigger2 = Random < 250
Trigger3 = StateNo = 305
Trigger3 = MoveGuarded
Trigger3 = P2BodyDist X < 10
Trigger3 = Random < 850
Trigger4 = StateNo = 305
Trigger4 = MoveHit
Trigger4 = P2BodyDist X < 6
Trigger4 = Random < 150
Trigger5 = StateNo = 400 && AnimTime = 0

;立ち中
[State -3, AI]
Type = ChangeState
Value = 301
TriggerAll = Var(59) > 0
TriggerAll = Var(31) = 0
TriggerAll = P2StateNo != [5100,5120]
TriggerAll = P2StateNo != 5050
TriggerAll = Alive
TriggerAll = StateType != A
TriggerAll = P2StateType != L
Trigger1 = Ctrl || StateNo = 100 && AnimElemTime(3) >= 0
Trigger1 = P2MoveType != A
Trigger1 = P2BodyDist X = [45,70]
Trigger1 = EnemyNear,Pos Y + EnemyNear,Vel Y * 2 > -45
Trigger1 = Random = [650,750]
Trigger2 = MoveGuarded
Trigger2 = StateNo = 307 && AnimElemTime(7) > 0
Trigger2 = Random > 850
Trigger3 = MoveGuarded
Trigger3 = StateNo = 307 && AnimElemTime(6) > 0
Trigger3 = Random < 50

;しゃがみ中
[State -3, AI]
Type = ChangeState
Value = 306
TriggerAll = Var(59) > 0
TriggerAll = Var(35) = 0
TriggerAll = P2StateNo != [5100,5120]
TriggerAll = P2StateNo != 5050
TriggerAll = Alive
TriggerAll = StateType != A
Trigger1 = P2StateType != A
Trigger1 = StateNo = 305 && MoveContact
Trigger2 = Ctrl || StateNo = 100 && AnimElemTime(3) >= 0
Trigger2 = P2BodyDist X = [50,80]
Trigger2 = EnemyNear,Vel Y >= 0
Trigger2 = EnemyNear,Pos Y > -90
Trigger2 = Random < 150 - ((NumHelper(32) > 0) * 100)
Trigger3 = Ctrl
Trigger3 = P2StateType = A
Trigger3 = EnemyNear,Vel Y > 0
Trigger3 = P2BodyDist X = [20,80]
Trigger3 = P2BodyDist Y = [-100,-70]
Trigger3 = Random < 250
Trigger4 = P2StateType = A
Trigger4 = StateNo = 301 && MoveContact
Trigger4 = P2BodyDist X = [-5,80]
Trigger4 = EnemyNear,Vel Y >= 0
Trigger4 = EnemyNear,Pos Y > -90
Trigger4 = Random < 400

;しゃがみ強
[State -3, AI]
Type = ChangeState
Value = 307
TriggerAll = Var(59) > 0
TriggerAll = Var(36) = 0
TriggerAll = Alive
TriggerAll = StateType != A
TriggerAll = P2StateType != L
TriggerAll = P2BodyDist X < 120
Trigger1 = StateNo = 306 && MoveContact
Trigger1 = EnemyNear,Pos Y > -20
Trigger2 = Ctrl
Trigger2 = P2BodyDist X = [75,120]
Trigger2 = EnemyNear,Pos Y > -40
Trigger2 = Random < 150
Trigger3 = FVar(39) = 1
Trigger3 = Ctrl
Trigger3 = P2MoveType = H
Trigger4 = MoveContact
Trigger4 = StateNo = 301 && AnimElemTime(6) > 0
Trigger4 = EnemyNear,Pos Y > -20
Trigger5 = P2StateType != A
Trigger5 = MoveHit
Trigger5 = StateNo = 302 && AnimElemTime(6) > 0
Trigger5 = P2BodyDist X < 65
Trigger6 = Ctrl
Trigger6 = P2StateNo = 5110 || (P2MoveType = H && P2StateNo = 282)
Trigger6 = P2BodyDist X = [-5,120]
Trigger6 = EnemyNear,Pos Y > -75
Trigger6 = Random < 250 + (P2StateNo = 282) * 250

;立ち６強
[State -3, AI]
Type = ChangeState
Value = 303
TriggerAll = Var(59) > 0
TriggerAll = Var(33) = 0
TriggerAll = P2StateNo != [5100,5120]
TriggerAll = StateNo != 281
TriggerAll = Alive
TriggerAll = StateType != A
TriggerAll = P2BodyDist X < 80
Trigger1 = MoveHit
Trigger1 = (StateNo = [307,308]) && AnimElemTime(7) > 0

;立ち５強
[State -3, AI]
Type = ChangeState
Value = 302
TriggerAll = Var(59) > 0
TriggerAll = Var(32) = 0
TriggerAll = P2StateNo != [5110,5120]
TriggerAll = Alive
TriggerAll = StateType != A
TriggerAll = P2BodyDist X < 130
TriggerAll = EnemyNear,Pos Y > -75
Trigger1 = Ctrl
Trigger1 = P2BodyDist X = [90,130]
Trigger1 = Random > 900
Trigger2 = MoveHit
Trigger2 = StateNo = 307 && AnimElemTime(7) > 0
Trigger2 = Random > 250 + ((P2StateType = A) * 500)
Trigger3 = MoveGuarded
Trigger3 = StateNo = 307 && AnimElemTime(5) > 0
Trigger3 = Random > 600

;空中弱
[State -3, AI]
Type = ChangeState
Value = 310
TriggerAll = Var(59) > 0
TriggerAll = Var(37) = 0 || StateNo = 310 && Var(37) = 1
TriggerAll = Var(14) != 20
TriggerAll = StateNo != 612
TriggerAll = Alive
TriggerAll = StateType = A
TriggerAll = P2StateType != L
TriggerAll = P2BodyDist X - (Vel X * 5) - (EnemyNear,Vel X * 5) = [-15,50]
TriggerAll = P2BodyDist Y - (Vel Y * 5) + (EnemyNear,Vel Y * 5) = [-50,45]
Trigger1 = Ctrl
Trigger1 = Random > 650
Trigger2 = P2StateType != A
Trigger2 = P2MoveType != H
Trigger2 = Var(11) > 0
Trigger2 = StateNo = 50 && Time > 1
Trigger2 = Random > 600
Trigger3 = P2MoveType != H
Trigger3 = StateNo = 260 && AnimElemTime(4) >= 0 || StateNo = 261 && Anim = 41
Trigger3 = Random > 650
Trigger4 = P2StateType != A
Trigger4 = MoveContact
Trigger4 = Stateno = 310
Trigger4 = Random > 500
Trigger5 = P2StateType = A
Trigger5 = MoveContact
Trigger5 = Stateno = 310
Trigger5 = Random > 900
Trigger6 = MoveGuarded
Trigger6 = Stateno = 310
Trigger6 = Random > 250
Trigger7 = StateNo = 310
Trigger7 = Time >= 13
Trigger7 = Random > 750

;空中強
[State -3, AI]
Type = ChangeState
Value = 312
TriggerAll = Var(59) > 0
TriggerAll = Var(39) = 0
TriggerAll = StateNo != 612 && StateNo != 283
TriggerAll = Alive
TriggerAll = StateType = A
TriggerAll = Pos Y + Vel Y * 10 <= -55
TriggerAll = P2MoveType != H
TriggerAll = P2BodyDist X - (Vel X * 5) - (EnemyNear,Vel X * 5) = [85,115]
TriggerAll = P2BodyDist Y - (Vel Y * 6) + (EnemyNear,Vel Y * 6) = [10,160]
Trigger1 = P2StateType != L
Trigger1 = Ctrl
Trigger1 = Vel Y >= -3.0
Trigger1 = Random = [400,600]
Trigger2 = P2StateType != L
Trigger2 = P2StateType != A
Trigger2 = Var(11) > 0
Trigger2 = StateNo = 50 && Time > 1
Trigger2 = Random = [350,650]
Trigger3 = P2StateType != L
Trigger3 = StateNo = 260 && AnimElemTime(4) >= 0 || StateNo = 261 && Anim = 41
Trigger3 = Random = [400,600]
Trigger4 = P2StateType = L
Trigger4 = P2StateNo = 5120
Trigger4 = EnemyNear,AnimTime >= -12
Trigger4 = Random < 250

;空中中
[State -3, AI]
Type = ChangeState
Value = 311
TriggerAll = Var(59) > 0
TriggerAll = Var(38) = 0
TriggerAll = StateNo != 283
TriggerAll = Alive
TriggerAll = StateType = A
TriggerAll = P2StateType != L
TriggerAll = P2MoveType != H
TriggerAll = P2StateType = A || (P2StateType != A && Vel Y != 0)
TriggerAll = Pos Y + (Vel Y * 6) <= -35
TriggerAll = P2BodyDist X - (Vel X * 5) - (EnemyNear,Vel X * 5) = [25,120]
TriggerAll = P2BodyDist Y - (Vel Y * 5) + (EnemyNear,Vel Y * 5) = [-60,45]
Trigger1 = Ctrl
Trigger1 = Vel Y >= -6.0
Trigger1 = Random < 350
Trigger2 = P2StateType != A
Trigger2 = Var(11) > 0
Trigger2 = StateNo = 50 && Time > 1
Trigger2 = Random < 400
Trigger3 = StateNo = 260 && AnimElemTime(4) >= 0 || StateNo = 261 && Anim = 41
Trigger3 = Random < 300

;空中弱
[State -3, AI]
Type = ChangeState
Value = 310
TriggerAll = Var(59) > 0
TriggerAll = Var(37) = 0 || StateNo = 310 && Var(37) = 1
TriggerAll = Var(14) != 20
TriggerAll = StateNo != 612
TriggerAll = Alive
TriggerAll = StateType = A
TriggerAll = P2StateType = A
TriggerAll = P2StateType != L
TriggerAll = P2Dist X >= 0
TriggerAll = P2BodyDist X - (Vel X * 3) - (EnemyNear,Vel X * 3) = [-50,65]
TriggerAll = P2BodyDist Y - (Vel Y * 3) + (EnemyNear,Vel Y * 3) = [-65,45]
Trigger1 = Ctrl
Trigger1 = Var(11) = 1
Trigger1 = FVar(39) != 5
Trigger1 = Random < 250
Trigger2 = Var(11) = 3
Trigger2 = FVar(39) != [4,5]
Trigger2 = Stateno = 50 && Time > 1
Trigger2 = P2MoveType != A
Trigger2 = Random < 500
Trigger3 = MoveGuarded
Trigger3 = (Stateno = 311 && AnimElemTime(6) > 0) || (Stateno = 312 && AnimElemTime(7) > 0)
Trigger3 = Random < 200
Trigger4 = FVar(39) = 3
Trigger4 = MoveHit
Trigger4 = Stateno = 311 && AnimElemTime(6) > 0
Trigger4 = Random < 500

;空中強
[State -3, AI]
Type = ChangeState
Value = 312
TriggerAll = Var(59) > 0
TriggerAll = Var(39) = 0
TriggerAll = StateNo != 612 && StateNo != 283
TriggerAll = Alive
TriggerAll = StateType = A
TriggerAll = P2StateType != L
TriggerAll = P2BodyDist Y - (Vel Y * 10) + (EnemyNear,Vel Y * 10) - (P2BodyDist X) = [-110,100]
Trigger1 = Var(11) = 1
Trigger1 = StateNo = 266 && Time > 1
Trigger1 = P2BodyDist X = [-5,90]
Trigger2 = Var(11) = 1 && FVar(39) = 5 || (Var(11) = 3 && FVar(39) != [2,3])
Trigger2 = StateNo = 50 && Time > 1
Trigger2 = P2BodyDist X = [-5,90]
Trigger3 = P2MoveType = H
Trigger3 = PrevStateNo = 720
Trigger3 = P2BodyDist X = [-5,90]
Trigger3 = P2BodyDist Y < 0
Trigger4 = StateNo = 291 && Time > 2
Trigger4 = P2BodyDist X < 135
Trigger4 = Pos Y + (Vel Y * 10) <= -55
Trigger5 = MoveHit
Trigger5 = Stateno = 311 && AnimElemTime(6) > 0
Trigger5 = P2BodyDist Y > 10
Trigger6 = Var(11) = 3
Trigger6 = MoveContact
Trigger6 = StateNo = 311 && AnimElemTime(5) > 0
Trigger6 = P2BodyDist X > 45

;空中中
[State -3, AI]
Type = ChangeState
Value = 311
TriggerAll = Var(59) > 0
TriggerAll = Var(38) = 0
TriggerAll = StateNo != 283
TriggerAll = Alive
TriggerAll = StateType = A
TriggerAll = P2StateType != L
TriggerAll = P2StateType = A || (P2StateType != A && Vel Y != 0)
TriggerAll = P2BodyDist Y - (Vel Y * 5) + (EnemyNear,Vel Y * 5) = [-90,50]
Trigger1 = Var(11) = 3
Trigger1 = Time > 1
Trigger1 = MoveContact
Trigger1 = StateNo = 312 && AnimElemTime(7) > 0
Trigger1 = P2BodyDist X = [60,100]
Trigger1 = Random < 250
Trigger2 = Var(11) = 3
Trigger2 = FVar(39) != [4,5]
Trigger2 = StateNo = 50 && Time > 1
Trigger2 = P2BodyDist X = [40,100]
Trigger3 = Var(11) = 1
Trigger3 = StateNo = 310 && MoveHit
Trigger4 = Var(11) = 3
Trigger4 = StateNo = 310 && MoveHit
Trigger5 = Ctrl
Trigger5 = Var(11) = 1
Trigger5 = FVar(39) != 5
Trigger5 = P2StateType = A
Trigger5 = P2MoveType = H
Trigger5 = P2BodyDist X = [40,100]
Trigger5 = Random < 500
Trigger6 = StateNo = 291 && Time > 2
Trigger6 = P2BodyDist X < 100
Trigger6 = Random < 200

;空中２強
[State -3, AI]
Type = ChangeState
Value = 315
TriggerAll = Var(59) > 0
TriggerAll = Alive
TriggerAll = StateType = A
TriggerAll = P2StateType != L
TriggerAll = P2MoveType = H
Trigger1 = MoveHit
Trigger1 = StateNo = 312 && AnimElemTime(7) > 0
Trigger1 = P2BodyDist X = [30,60]
Trigger1 = P2BodyDist Y = [20,75]
Trigger1 = Random < 75

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

;エリアルジャンプ
[State -3, AI]
Type = ChangeState
Value = 265
TriggerAll = Var(59) > 0
TriggerAll = Alive
TriggerAll = MoveHit = 1
Trigger1 = StateNo = 303

;前ダッシュ
[State -3, AI]
Type = ChangeState
Value = 100
TriggerAll = Var(59) > 0
TriggerAll = StateNo != 52
TriggerAll = StateType != A
TriggerAll = P2BodyDist X != [-120,120]
Trigger1 = Ctrl
Trigger1 = P2MoveType != A
Trigger1 = P2BodyDist X >= 80
Trigger1 = Random < 250
Trigger2 = Ctrl
Trigger2 = !InGuardDist
Trigger2 = P2MoveType = A
Trigger2 = EnemyNear,Time = 1 || EnemyNear,AnimTime = -1
Trigger2 = P2StateType != A
Trigger2 = P2BodyDist X >= 150
Trigger2 = Random = [300,400]
Trigger3 = StateNo = 710 && AnimTime = 0
Trigger3 = Random = [800,900]
Trigger4 = Ctrl
Trigger4 = P2StateType != A
Trigger4 = (P2StateNo = [120,159]) || (EnemyNear,PrevStateNo = [120,159])
Trigger4 = P2BodyDist X >= 120
Trigger4 = Random = [500,700]
Trigger5 = Ctrl
Trigger5 = !InGuardDist
Trigger5 = P2MoveType != A
Trigger5 = EnemyNear,BackEdgeBodyDist <= 25
Trigger5 = P2BodyDist X >= 150
Trigger5 = Random = [700,800]
Trigger6 = P2MoveType = H
Trigger6 = StateNo = 420 && AnimTime = 0
Trigger6 = P2StateNo = 430 && EnemyNear,Anim = 5050

;後ろダッシュ
[State -3, AI]
Type = ChangeState
Value = 105
TriggerAll = Var(59) > 0
TriggerAll = StateNo != 52
TriggerAll = StateType != A
TriggerAll = P2StateNo != 2156
TriggerAll = P2MoveType != H
TriggerAll = Ctrl
TriggerAll = BackEdgeBodyDist >= 60
Trigger1 = P2MoveType != A
Trigger1 = P2BodyDist X = [0,150]
Trigger1 = Random = [925,999]
Trigger2 = P2MoveType = A
Trigger2 = EnemyNear,HitDefAttr = SCA, NA, SA, HA
Trigger2 = P2BodyDist X = [0,60]
Trigger2 = P2BodyDist Y = [-60,0]
Trigger2 = Random = [900,999]
Trigger3 = P2MoveType = A
Trigger3 = InGuardDist
Trigger3 = EnemyNear,Time >= 30
Trigger3 = Random = [850,999]

;空中 前ダッシュ
[State -3, AI]
Type = ChangeState
Value = 260
TriggerAll = Var(59) > 0
TriggerAll = Pos Y <= -32
TriggerAll = Var(12) != [1,4]
TriggerAll = StateType = A
TriggerAll = P2MoveType != A
Trigger1 = Ctrl
Trigger1 = P2BodyDist X > 130
Trigger1 = P2StateType != A && P2MoveType != H
Trigger1 = Random = [200,400]
Trigger2 = Ctrl
Trigger2 = P2BodyDist X > 100
Trigger2 = Pos Y = [-30,-25]
Trigger2 = Random = [100,250]
Trigger3 = Var(11) = 3
Trigger3 = P2BodyDist X > 35
Trigger3 = MoveHit
Trigger3 = (StateNo = 312 && AnimElemTime(7) > 0) || (StateNo = 311 && AnimElemTime(6) > 0)
Trigger3 = Random > IfElse(StateNo = 312 && Power > 1500, 900, 750)

;空中 後ダッシュ
[State -3, AI]
Type = ChangeState
Value = 261
TriggerAll = Var(59) > 0
TriggerAll = Pos Y <= -32
TriggerAll = Var(12) != [1,4]
TriggerAll = StateType = A
TriggerAll = P2MoveType != A
TriggerAll = BackEdgeBodyDist >= 30
TriggerAll = P2StateNo != 2156
TriggerAll = P2StateType != A && P2MoveType != H
Trigger1 = Ctrl
Trigger1 = P2BodyDist X = [50,150]
Trigger1 = Random < 100
Trigger2 = Ctrl
Trigger2 = Pos Y = [-20,-15]
Trigger2 = Random = [250,400]
Trigger3 = Ctrl
Trigger3 = P2BodyDist X = [-1,1]
Trigger3 = P2BodyDist Y = [50,90]
Trigger3 = Random > 250

;ジャンプ
[State -3, AI]
Type = ChangeState
Value = 40
TriggerAll = Var(59) > 0
TriggerAll = StateType != A
TriggerAll = StateNo != [120,159]
TriggerAll = Alive
Trigger1 = Ctrl
Trigger1 = P2MoveType = I
Trigger1 = P2BodyDist X != [-75,75]
Trigger1 = Random < 100
Trigger2 = Ctrl
Trigger2 = P2MoveType = H
Trigger2 = P2StateType = A
Trigger2 = P2StateNo != [120,159]
Trigger2 = P2BodyDist X = [30,80]
Trigger2 = P2BodyDist Y = [-150,-75]
Trigger2 = EnemyNear,Vel Y >= 0
Trigger2 = Random < 300
Trigger3 = Ctrl
Trigger3 = StateNo = 0
Trigger3 = Time >= 60
Trigger3 = Random%4 = 1
Trigger4 = StateNo = 720 && AnimTime = 0
Trigger4 = Random = [300,400]
Trigger5 = StateNo = 715 && AnimTime = 0
Trigger5 = Random = [600,680]
Trigger6 = Ctrl
Trigger6 = P2MoveType = H
Trigger6 = FVar(39) = 5
Trigger7 = Ctrl
Trigger7 = P2StateType != A
Trigger7 = EnemyNear,HitDefAttr = SCA, NA, SA, HA
Trigger7 = P2BodyDist X = [-5,80]
Trigger7 = P2BodyDist Y = [-60,0]
Trigger7 = Random = [500,599]

;ハイジャンプ
[State -3, AI]
Type = ChangeState
Value = 290
TriggerAll = Var(59) > 0
TriggerAll = Var(16) = 0
TriggerAll = StateType != A
TriggerAll = StateNo != [120,159]
TriggerAll = Alive
Trigger1 = StateNo = 710 && AnimTime = 0
Trigger1 = Random = [400,500]
Trigger2 = Ctrl
Trigger2 = Enemy,NumHelper > 0 || Enemy,NumProj > 0
Trigger2 = P2BodyDist X > 200
Trigger2 = Random = [800,950]

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

;バッドニュース（ライ）弱
[State -3 ,AI]
Type = ChangeState
Value = 400
TriggerAll = Var(59) > 0
TriggerAll = Alive
TriggerAll = StateType != A
TriggerAll = P2StateType = S
TriggerAll = P2StateType != L
TriggerAll = P2MoveType = H
Trigger1 = MoveContact
Trigger1 = StateNo = 300
Trigger1 = P2BodyDist X = [-5,30]

;ファンブルコード（アポトーシス）中
[State -3, AI]
Type = ChangeState
Value = 505
TriggerAll = Var(59) > 0
TriggerAll = Alive
TriggerAll = StateType != A
Trigger1 = MoveGuarded
Trigger1 = StateNo = 302 && AnimElemTime(8) > 0
Trigger1 = P2BodyDist X = [75,220]
Trigger1 = Random < 150
Trigger2 = Ctrl
Trigger2 = P2StateType != L
Trigger2 = P2MoveType != H
Trigger2 = !InGuardDist
Trigger2 = P2BodyDist X - (Enemynear,Vel X * 15) = [150,220]
Trigger2 = (P2StateNo != [120,159]) || P2StateType = A
Trigger2 = Random > 850
Trigger3 = P2StateType = A
Trigger3 = MoveHit
Trigger3 = StateNo = 302 && AnimElemTime(7) > 0
Trigger3 = P2BodyDist X - (Enemynear,Vel X * 15) = [110,180]
Trigger3 = Random < 650

;クリーチャーチャンネル（ゲシュタルト）中
[State -3, AI]
Type = ChangeState
Value = 611
TriggerAll = Var(59) > 0
TriggerAll = Alive
TriggerAll = StateType = A
TriggerAll = Var(54) = 0
Trigger1 = Var(11) = 3
Trigger1 = P2BodyDist X < 50 + ((EnemyNear,BackEdgeBodyDist <= 10) * 25)
Trigger1 = P2BodyDist Y = [-65,55]
Trigger1 = MoveHit
Trigger1 = StateNo = 312 && AnimElemTime(7) > 0
Trigger1 = Random < IfElse(Power < 1000, 500, IfElse(P2Life < 75, 750, 100))

;クリーチャーチャンネル（ゲシュタルト）強
[State -3, AI]
Type = ChangeState
Value = 612
TriggerAll = Var(59) > 0
TriggerAll = Alive
TriggerAll = StateType = A
TriggerAll = Power >= 1000 || Var(54) = [1,3]
Trigger1 = Var(11) = 3
Trigger1 = P2BodyDist X < 75 + ((EnemyNear,BackEdgeBodyDist <= 10) * 25)
Trigger1 = P2BodyDist Y = [-100,70]
Trigger1 = MoveHit
Trigger1 = StateNo = 312 && AnimElemTime(7) > 0
Trigger1 = Random < IfElse((Var(54) = [1,3]), 900, IfElse(Power >= 2000, 750, 500))

;レプリカントコーディネーター（イド）弱
[State -3, AI]
Type = ChangeState
Value = 700
TriggerAll = Var(59) > 0
TriggerAll = Alive
TriggerAll = StateType != A
TriggerAll = NumHelper(30) = 0
TriggerAll = NumHelper(31) = 0
TriggerAll = NumHelper(32) = 0
TriggerAll = MoveGuarded
TriggerAll = P2BodyDist X - ((EnemyNear,BackEdgeBodyDist <= 15) * 20) = [30,70]
TriggerAll = Random = [500,700]
Trigger1 = StateNo = 302 && AnimElemTime(5) > 0
Trigger2 = StateNo = 307 && AnimElemTime(5) > 0

;レプリカントコーディネーター（イド）中
[State -3, AI]
Type = ChangeState
Value = 710
TriggerAll = Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = NumHelper(30) = 0
TriggerAll = NumHelper(31) = 0
TriggerAll = NumHelper(32) = 0
TriggerAll = P2StateType != L
TriggerAll = P2MoveType != H
TriggerAll = !InGuardDist
TriggerAll = P2BodyDist X = [180,270]
TriggerAll = P2BodyDist Y <= 30
TriggerAll = P2StateType != A || P2StateNo != [120,159]
TriggerAll = Ctrl
Trigger1 = Random <= 200

;レプリカントコーディネーター（イド）中
[State -3, AI]
Type = ChangeState
Value = 710
TriggerAll = Var(59) > 0
TriggerAll = Alive
TriggerAll = StateType != A
TriggerAll = NumHelper(30) = 0
TriggerAll = NumHelper(31) = 0
TriggerAll = NumHelper(32) = 0
Trigger1 = MoveGuarded
Trigger1 = StateNo = 302 && AnimElemTime(8) > 0
Trigger1 = Random = [500,550]
Trigger2 = MoveGuarded
Trigger2 = StateNo = 307 && AnimElemTime(7) > 0
Trigger2 = Random = [500,550]

;レプリカントコーディネーター（イド）強
[State -3, AI]
Type = ChangeState
Value = 715
;TriggerAll = Var(59) > 0
TriggerAll = Alive
TriggerAll = StateType != A
TriggerAll = NumHelper(30) = 0
TriggerAll = NumHelper(31) = 0
TriggerAll = NumHelper(32) = 0
Trigger1 = MoveGuarded && StateNo = 302
Trigger1 = AnimElemTime(8) > 0
Trigger1 = Random > 900
Trigger2 = MoveGuarded && StateNo = 307
Trigger2 = AnimElemTime(7) > 0
Trigger2 = Random < 100
Trigger3 = MoveContact && StateNo = 307
Trigger3 = AnimElemTime(8) > 0
Trigger3 = Random < 500

;レプリカントコーディネーター（イド）弱
[State -3, AI]
Type = ChangeState
Value = 700
TriggerAll = Var(59) > 0
TriggerAll = Alive
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = NumHelper(30) = 0
TriggerAll = NumHelper(31) = 0
TriggerAll = NumHelper(32) = 0
TriggerAll = Ctrl || StateNo = 10 || StateNo = 52 || StateNo = 100 && AnimElemTime(3) >= 0
TriggerAll = P2BodyDist X = [50,100]
TriggerAll = Random >= 900
Trigger1 = P2StateNo = 5110
Trigger2 = EnemyNear,Time >= 10
Trigger2 = P2StateNo = 5120
Trigger2 = EnemyNear,AnimTime = [-30,-20]

;レプリカントコーディネーター（イド）中
[State -3, AI]
Type = ChangeState
Value = 710
TriggerAll = Var(59) > 0
TriggerAll = Alive
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = NumHelper(30) = 0
TriggerAll = NumHelper(31) = 0
TriggerAll = NumHelper(32) = 0
TriggerAll = Ctrl || StateNo = 10 || StateNo = 52 || StateNo = 100 && AnimElemTime(3) >= 0
TriggerAll = P2BodyDist X >= 80
TriggerAll = Random = [500,600]
Trigger1 = P2StateNo = [5100,5110]
Trigger2 = P2StateNo = 5120
Trigger2 = EnemyNear,AnimTime = [-30,-20]

;レプリカントコーディネーター（イド）強
[State -3, AI]
Type = ChangeState
Value = 715
TriggerAll = Var(59) > 0
TriggerAll = Alive
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = NumHelper(30) = 0
TriggerAll = NumHelper(31) = 0
TriggerAll = NumHelper(32) = 0
TriggerAll = Ctrl || StateNo = 10 || StateNo = 52 || StateNo = 100 && AnimElemTime(3) >= 0
TriggerAll = P2BodyDist X >= 50
TriggerAll = Random < 100
Trigger1 = P2StateNo = [5100,5110]
Trigger2 = P2StateNo = 5120
Trigger2 = EnemyNear,AnimTime = [-30,-20]

;バッドニュース（マリス）強
[State -3, AI]
Type = ChangeState
Value = 494
TriggerAll = Var(59) > 0
TriggerAll = Alive
TriggerAll = StateType != A
TriggerAll = P2StateNo != [5110,5120]
TriggerAll = P2MoveType != H
TriggerAll = Power >= 1500 || Var(54) = [1,3]
Trigger1 = P2StateType = A
Trigger1 = P2BodyDist X - (EnemyNear,Vel X * 8) = [5,65]
Trigger1 = EnemyNear,Pos Y + (EnemyNear,Vel Y * 8) = [-130,0]
Trigger1 = Ctrl || StateNo = 100 && AnimElemTime(3) >= 0
Trigger1 = Random = [975,999]

;バッドニュース（マリス）中
[State -3, AI]
Type = ChangeState
Value = 492
TriggerAll = Var(59) > 0
TriggerAll = Alive
TriggerAll = StateType != A
TriggerAll = P2StateNo != [5110,5120]
TriggerAll = P2MoveType != H
Trigger1 = P2StateType = A
Trigger1 = P2BodyDist X - (EnemyNear,Vel X * 10) = [20,65]
Trigger1 = EnemyNear,Pos Y + (EnemyNear,Vel Y * 10) = [-130,-50]
Trigger1 = Ctrl || StateNo = 100 && AnimElemTime(3) >= 0
Trigger1 = Random = [950,999]

;ファンブルコード（アポトーシス）強
[State -3, AI]
Type = ChangeState
Value = 520
TriggerAll = Var(59) > 0
TriggerAll = Alive
TriggerAll = StateType != A
TriggerAll = Power >= 1000 || Var(54) = [1,3]
TriggerAll = P2MoveType = H
TriggerAll = P2BodyDist X = [100,200]
Trigger1 = StateNo = 500 && AnimElemTime(4) >= 0
Trigger1 = Random = [500,600]
Trigger2 = StateNo = 505 && AnimElemTime(4) >= 0
Trigger2 = Random = [960,999]

;ファンブルコード（アポトーシス）弱
[State -3, AI]
Type = ChangeState
Value = 500
TriggerAll = Var(59) > 0
TriggerAll = Alive
TriggerAll = StateType != A
TriggerAll = P2StateNo != [5110,5120]
Trigger1 = Ctrl
Trigger1 = P2StateType = A
Trigger1 = P2MoveType != H
Trigger1 = P2BodyDist X - (Enemynear,Vel X * 15) = [65,115]
Trigger1 = EnemyNear,Pos Y = [-160,-120]
Trigger1 = Random = [150,300]
Trigger2 = P2StateType = A
Trigger2 = P2BodyDist X - (Enemynear,Vel X * 15) = [65,115]
Trigger2 = StateNo = 301 && AnimElemTime(8) >= 0
Trigger2 = Random = [500,700]

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

;開放
[State -3, AI]
Type = ChangeState
Value = 1500
TriggerAll = Var(59) > 0
TriggerAll = Var(54) != 2
TriggerAll = Var(54) = 0 && Power >= 1000 || Var(54) = 1 && Power >= 1500
TriggerAll = StateType != A
TriggerAll = P2StateNo != 812
TriggerAll = P2StateNo != [5110,5120]
TriggerAll = Alive
TriggerAll = Ctrl
TriggerAll = !InGuardDist
TriggerAll = P2BodyDist X - (EnemyNear,Vel X * 15) != [40,175]
TriggerAll = P2BodyDist Y + (EnemyNear,Vel Y * 15) >= -100
TriggerAll = Random = [700,999]
Trigger1 = Var(54) = 1
Trigger1 = RoundNo = 1
Trigger1 = ((Life*100)/LifeMax) <= 20
Trigger1 = ((EnemyNear,Life*100)/EnemyNear,LifeMax) <= 49
Trigger2 = Var(54) = 0
Trigger2 = RoundNo = 1
Trigger2 = ((Life*100)/LifeMax) <= 25
Trigger2 = ((EnemyNear,Life*100)/EnemyNear,LifeMax) <= 49
Trigger3 = Var(54) = 1
Trigger3 = RoundNo >= 2
Trigger3 = ((Life*100)/LifeMax) <= 35
Trigger4 = Var(54) = 0
Trigger4 = RoundNo >= 2
Trigger4 = ((Life*100)/LifeMax) <= 40

;開放
[State -3, AI]
Type = ChangeState
Value = 1500
TriggerAll = Var(59) > 0
TriggerAll = Var(54) != 2
TriggerAll = Var(54) = 0 && Power >= 1000 || Var(54) = 1 && Power >= 1500
TriggerAll = StateType != A
TriggerAll = P2StateType = A
TriggerAll = P2MoveType = H
TriggerAll = P2StateNo != 812
TriggerAll = (P2StateNo = [5000,5099]) || (P2StateNo = [5600,5799])
TriggerAll = Alive
TriggerAll = !InGuardDist
TriggerAll = !EnemyNear,CanRecover
TriggerAll = Enemy,NumProj = 0
TriggerAll = Ctrl
TriggerAll = Random = [500 + (P2BodyDist X < 200) * 150,999]
Trigger1 = Var(54) = 1
Trigger1 = RoundNo = 1
Trigger1 = ((Life*100)/LifeMax) <= 40
Trigger1 = ((EnemyNear,Life*100)/EnemyNear,LifeMax) <= 49
Trigger2 = Var(54) = 0
Trigger2 = RoundNo = 1
Trigger2 = ((Life*100)/LifeMax) <= 35
Trigger2 = ((EnemyNear,Life*100)/EnemyNear,LifeMax) <= 49
Trigger3 = Var(54) = 1
Trigger3 = RoundNo >= 2
Trigger3 = ((Life*100)/LifeMax) <= 35
Trigger4 = Var(54) = 0
Trigger4 = RoundNo >= 2
Trigger4 = ((Life*100)/LifeMax) <= 40

;開放
[State -3, AI]
Type = ChangeState
Value = 1500
TriggerAll = Var(59) > 0
TriggerAll = Var(54) != 2
TriggerAll = Var(54) = 0 && Power >= 1000 || Var(54) = 1 && Power >= 1500
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = P2StateNo != 5120
TriggerAll = P2BodyDist X != [-120,120]
TriggerAll = !InGuardDist
TriggerAll = Alive
TriggerAll = Ctrl
TriggerAll = Random = [600,999]
Trigger1 = Var(54) = 1
Trigger1 = RoundNo = 1
Trigger1 = ((Life*100)/LifeMax) <= 40
Trigger1 = ((EnemyNear,Life*100)/EnemyNear,LifeMax) <= 49
Trigger2 = Var(54) = 0
Trigger2 = RoundNo = 1
Trigger2 = ((Life*100)/LifeMax) <= 35
Trigger2 = ((EnemyNear,Life*100)/EnemyNear,LifeMax) <= 49
Trigger3 = Var(54) = 1
Trigger3 = RoundNo >= 2
Trigger3 = ((Life*100)/LifeMax) <= 35
Trigger4 = Var(54) = 0
Trigger4 = RoundNo >= 2
Trigger4 = ((Life*100)/LifeMax) <= 40

;ナイト オン ザ ブラッドライアー（アンザニティ）
[State -3, AI]
Type = ChangeState
Value = 800
TriggerAll = Var(59) > 0
TriggerAll = Alive
TriggerAll = StateType != A
TriggerAll = Var(54) = 1 || Var(54) = 2
Trigger1 = Ctrl
Trigger1 = !InGuardDist
Trigger1 = P2StateType != L
Trigger1 = P2MoveType != H
Trigger1 = P2BodyDist X = [180,260]
Trigger1 = (P2StateNo != [120,159]) || P2StateType = A
Trigger1 = Random < 250
Trigger2 = MoveHit
Trigger2 = StateNo = 303

;ナイト オン ザ ブラッドライアー（インザニティ）
[State -3, AI]
Type = ChangeState
Value = 810
TriggerAll = Var(59) > 0
TriggerAll = Alive
TriggerAll = StateType != A
TriggerAll = Var(54) = 3
TriggerAll = P2StateType != L
TriggerAll = P2MoveType != H
TriggerAll = !InGuardDist
TriggerAll = P2BodyDist X = [90,260]
TriggerAll = (P2StateNo != [120,159]) || P2StateType = A
TriggerAll = Ctrl
Trigger1 = Random < 350

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

;ガード
[State -3, AI]
Type = ChangeState
Value = 120
TriggerAll = Var(59) > 0
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateNo != [120,159]
TriggerAll = Ctrl || (StateNo = 100 && AnimElemTime(3) >= 0) || (StateNo = 260 && AnimElemTime(4) >= 0)
TriggerAll = InGuardDist
Trigger1 = Enemy,NumHelper > 0 || Enemy,NumProj > 0
Trigger2 = StateType = A
Trigger2 = P2BodyDist X >= 0
Trigger2 = EnemyNear,HitDefAttr = A, NA, SA, HA, NP, SP, HP
Trigger3 = StateType != A
Trigger3 = P2BodyDist X >= 0
Trigger3 = EnemyNear,HitDefAttr = SCA, NA, SA, HA, NP, SP, HP
Trigger4 = P2BodyDist X < 0
Trigger4 = !EnemyNear,HitDefAttr = SCA, NT, ST, HT
Trigger5 = P2Dist X < 0
Trigger5 = !EnemyNear,HitDefAttr = SCA, NT, ST, HT
IgnoreHitPause = 1

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

;立ちシールド
[State -3, AI]
Type = ChangeState
Value = 3000
TriggerAll = Var(59) > 0
TriggerAll = Alive
TriggerAll = StateType != A
TriggerAll = P2MoveType = A
TriggerAll = EnemyNear,HitDefAttr = SA, NA, SA, HA
TriggerAll = InguardDist
TriggerAll = PrevStateNo != [3000,3029]
TriggerAll = StateNo != [3000,3029]
Trigger1 = Ctrl || StateNo = 100 && AnimElemTime(3) >= 0
Trigger1 = P2BodyDist X - (Vel X * 3) - (EnemyNear,Vel X * 3) = [-55,55]
Trigger1 = P2BodyDist Y + (EnemyNear,Vel Y * 4) = [-60,60]
Trigger1 = Random >= IfElse(Var(54) = 3, 850, 500)
IgnoreHitPause = 1

;屈みシールド
[State -3, AI]
Type = ChangeState
Value = 3010
TriggerAll = Var(59) > 0
TriggerAll = Alive
TriggerAll = StateType != A
TriggerAll = P2MoveType = A
TriggerAll = EnemyNear,HitDefAttr = C, NA, SA, HA
TriggerAll = InguardDist
TriggerAll = PrevStateNo != [3000,3029]
TriggerAll = StateNo != [3000,3029]
Trigger1 = Ctrl || StateNo = 100 && AnimElemTime(3) >= 0
Trigger1 = P2BodyDist X - (Vel X * 3) - (EnemyNear,Vel X * 3) = [-45,55]
Trigger1 = P2BodyDist Y + (EnemyNear,Vel Y * 4) = [-50,50]
Trigger1 = Random = [850,999]
IgnoreHitPause = 1

;空中シールド
[State -3, AI]
Type = ChangeState
Value = 3020
TriggerAll = Var(59) > 0
TriggerAll = Alive
TriggerAll = StateType = A
TriggerAll = P2MoveType = A
TriggerAll = EnemyNear,HitDefAttr = SCA, NA, SA, HA
TriggerAll = InguardDist
TriggerAll = PrevStateNo != [3000,3029]
TriggerAll = StateNo != [3000,3029]
Trigger1 = Ctrl || StateNo = 260 && AnimElemTime(4) >= 0
Trigger1 = P2BodyDist X - (Vel X * 3) - (EnemyNear,Vel X * 3) = [-45,55]
Trigger1 = P2BodyDist Y - (Vel Y * 4) + (EnemyNear,Vel Y * 4) = [-60,60]
Trigger1 = Random = [800,999]
IgnoreHitPause = 1

;ガードキャンセルシールドバンカー
[State -3, AI]
Type = ChangeState
Value = 1603
TriggerAll = Var(59) > 0
TriggerAll = StateNo = 150 || StateNo = 152
TriggerAll = HitShakeOver
TriggerAll = Power >= 500
Trigger1 = P2StateType != A
Trigger1 = Power >= 1000
Trigger1 = P2BodyDist X = [-5,60]
Trigger1 = EnemyNear,AnimTime <= -20
Trigger1 = Random = [900,999]
IgnoreHitPause = 1

;---------------------------------------------------------------------------デバッグ

;自分挙動確認
[State -2, DisplayToClipBoard]
Type = DisplayToClipBoard
Trigger1 = 1
text = "Vel X:%f Vel Y:%f Pos Y:%d FV39:%d V11:%d \n"
params = Vel X, Vel Y, Floor(Pos Y), Floor(FVar(39)), Var(14)
ignorehitpause = 1

;相手挙動確認
[State -2, DisplayToClipBoard]
Type = AppendToClipBoard
Trigger1 = 1
text = "EVel X:%f EVel Y:%f EPos Y:%d Dis X:%d Dis Y:%d"
params = Enemy,Vel X, Enemy,Vel Y, Floor(Enemy,Pos Y), Floor(P2BodyDist X), Floor(P2BodyDist Y)
ignorehitpause = 1
