
;_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/

		      ;DeathStarla　- Option

;_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/

;			　　！【　注意事項　】！
;　		　　◆（　）で示されている数値箇所だけ変更してください。
;  		それ以外を変更すると正常に動かなくなり、壊れる可能性があります。

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[statedef -2];この文章は消さない事！！
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[state ];xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
type=varset;xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ignorehitpause = 1;xxxxxxxxxxxxxxxxxxxxxxxxxxxxx
trigger1 = !ishelper;xxxxxxxxxxxxxxxxxxxxxxxxxxx
;============================================================================
;★AIスイッチのON,OFF設定

;　MUGEN側のAIをオンにしてもキャラクターの内蔵AIはオンにならない為、ここを切り替えてください。

fvar(39) =  ( 1 ) ;0でAI[OFF]　1でAI[ON]

;============================================================================
[state ];xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
type=varset;xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ignorehitpause = 1;xxxxxxxxxxxxxxxxxxxxxxxxxxxxx
trigger1 = !ishelper;xxxxxxxxxxxxxxxxxxxxxxxxxxx
;============================================================================
;★戦闘機の強度設定

;　出撃させる全ての戦闘機の耐久力を設定できます。

fvar(37) =  ( 0 ) ;0で通常耐久　1で耐久増加　2で耐久力大幅増加(半不沈艦化）

;============================================================================
[state ];xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
type=varset;xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ignorehitpause = 1;xxxxxxxxxxxxxxxxxxxxxxxxxxxxx
trigger1 = !ishelper;xxxxxxxxxxxxxxxxxxxxxxxxxxx
;============================================================================
;★帝国総力戦兵装　総出撃スイッチ　　【!】　この設定をONにすると、上の戦闘機の強度設定は無効になります　【!】

;　試合開始と同時に　"弾幕"　を発動し、全戦闘機を発進させます。
;　また、戦闘機の耐久力が自動的に上限になり、戦闘機の攻撃頻度と威力が大幅に増加します。
;　試合中は全ての戦闘機が常に自動発艦するようになります。

fvar(34) =  ( 0 ) ;0で効果なし　1で総出撃ON 2で総出撃+全戦闘機超絶強化ON

;============================================================================
[state ];xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
type=varset;xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ignorehitpause = 1;xxxxxxxxxxxxxxxxxxxxxxxxxxxxx
trigger1 = !ishelper;xxxxxxxxxxxxxxxxxxxxxxxxxxx
;============================================================================
;★接触反射のON,OFF設定

;　攻撃を受けた時に、相手を弾き飛ばす防御システムを使用するかの設定。
;　設定1で攻撃を受けた時に10ダメージの反射波動を放つようになります。
;　設定2の反射強化状態にすると、減少HPの半分のダメージを反射と同時に与えるようになり、反射が強化されます。

fvar(38) =  ( 0 ) ;0で接触反射[OFF]　1で接触反射[ON]　2で接触反射[強化]

;============================================================================
[state ];xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
type=varset;xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ignorehitpause = 1;xxxxxxxxxxxxxxxxxxxxxxxxxxxxx
trigger1 = !ishelper;xxxxxxxxxxxxxxxxxxxxxxxxxxx
;============================================================================
;★粘り強さ設定

;　HPが少なくなってくると被ダメを抑えるようになり、粘り強く戦うようになります。
;　1にすると全体的なダメージを僅かに抑えつつ、HPが少なくなると更に耐久力があがります。
;　2にすると全体的なダメージを抑えつつ、HPがある程度減ってくると更に耐久力があがり、転生発動中の回復量も増加します。
;　3にすると全体的なダメージを大きく抑えつつ、HPが減り始めると更に耐久力があがり、転生発動中の回復量も増加します。
;　4にすると本家(2ndデススター)再現 全10ダメージ。　超硬い。

fvar(36) =  ( 0 ) ;0で通常　1で耐久度微増加　2で耐久度大幅増加 3で耐久度超増加　4で本家再現

;============================================================================
[state ];xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
type=varset;xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ignorehitpause = 1;xxxxxxxxxxxxxxxxxxxxxxxxxxxxx
trigger1 = !ishelper;xxxxxxxxxxxxxxxxxxxxxxxxxxx
;============================================================================
;★弱体化設定　　　【!】　この設定をONにすると、上の粘り強さ設定は無効になります　【!】

;　受けるダメージが相当大きくなり、攻撃力も半減します。
;　また、戦闘機が出撃する時間が約半分になり、戦場に留まる時間が短くなります。
;　更に、超必殺技 "転生"　と　"ガンマレイバースト"　を使用しなくなります。

fvar(35) =  ( 0 ) ;0で弱体化[OFF]　1で弱体化[ON]

;============================================================================
;設定はここまで。下の方は何にもないし見ても楽しくないわよ！































































;え～なんで見てるの～？？？？

[State 手加減で火力半減]
type = AttackMulSet
trigger1 = !ishelper
trigger1 = fvar(35)=1
trigger2 = ishelper
trigger2 = root,fvar(35)=1
value = 0.5
ignorehitpause = 1

[State Snd]
type=playsnd
trigger1= Moveguarded = 1
value=300,1
freqmul = 0.85

[State 試合開始前は無敵] 
type = NotHitBy
trigger1 = !ishelper
trigger1 = Numhelper(52000)
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 2
ignorehitpause = 1

[State 戦闘機軍 使わない]
type = null;NotHitBy
triggerall = ishelper
triggerall = root,fvar(34)=[1,2]
trigger1 = const(size.mid.pos.x)=53000
trigger2 = const(size.mid.pos.x)=53001
trigger3 = const(size.mid.pos.x)=53002
trigger4 = const(size.mid.pos.x)=53003
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1
ignorehitpause = 1


[state ]
type=Selfstate
trigger1 = ishelper;ishelper(const(size.mid.pos.x))
value=const(size.mid.pos.x)
ignorehitpause=1
[state ]
type=Selfstate
trigger1 = ishelper(51531)
value=const(size.mid.pos.x)
ignorehitpause=1
[state ]
type=Selfstate
trigger1 = ishelper(51532)
value=const(size.mid.pos.x)
ignorehitpause=1

[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = numhelper(51515)
text = "H,sysvar(3) = %d  , H,sysvar(2)=%d , H,sysvar(1)=%d"
params = helper(51515),sysvar(3),helper(52000),sysvar(2),helper(52000),sysvar(1)

[state ヘルパー出てないと死なない]
type=lifeset
triggerall = !ishelper
trigger1 = !numhelper(52000)
value = lifemax
ignorehitpause = 1

[State -2, AssertSpecial]
type = AssertSpecial
triggerall = !ishelper
triggerall = numhelper(52000)
trigger1 = (gethitvar(damage)>=life||gethitvar(damage)<0)
trigger1 = helper(52000),sysvar(2) < lifemax
flag = noko
ignorehitpause = 1

[State -2, AssertSpecial]
type = AssertSpecial
triggerall = !ishelper
trigger1 = !numhelper(51515)
flag = noko
ignorehitpause = 1

[state ]
type=lifeset
triggerall = !ishelper
trigger1 = numhelper(52000)
value = lifemax - helper(52000),sysvar(2)
ignorehitpause = 1


[State 0, SelfState]
type = SelfState
triggerall = !ishelper
trigger1 =!alive
trigger1 = stateno !=[5149,5150]
value =5149
ctrl =0


;===========　擬似硬直管理　===========

[state ステート移動で硬直オフ]
type=varset
trigger1=!ishelper
trigger1=animelemtime(1)=[0,1]
var(5)=0
ignorehitpause=1
[state 硬直管理]
type=varadd
trigger1=!ishelper
var(5)=-1
ignorehitpause=1
[state 硬直最低値]
type=varset
trigger1=!ishelper
trigger1=var(5)<=0
var(5)=0
ignorehitpause=1
[state 硬直最高値突破感知で硬直オフ]
type=varset
trigger1=!ishelper
trigger1=var(5)>=20
var(5)=0
ignorehitpause=1

[State 試合開始前は無敵] 
type = NotHitBy
triggerall = !ishelper
trigger1 = !var(4)
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 2
ignorehitpause = 1
[state 自動でctrlが入ったら変数格納]
type=varset
triggerall = !ishelper
trigger1 = roundstate=[0,1]
var(4)=0
ignorehitpause = 1
[state 自動でctrlが入ったら変数格納]
type=varset
triggerall = !ishelper
trigger1 = ctrl 
var(4)=1
ignorehitpause = 1
[state  試合開始変数を確認したらその後は0アニメでは常時CTRL]
type=ctrlset
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = var(4)
triggerall = Movetype!=H
trigger1 = anim = 0
value = 1
ignorehitpause = 1

;===========　永久ターゲットコンボ値管理　===========

[state 永久ターゲットコンボ値ズレ補正用-タッグは非表示-]
type=hitadd
triggerall = !ishelper
trigger1 = Numpartner != 0
trigger1 = Numenemy != 1
value = -9999

[state 永久ターゲットコンボ値ズレ補正用]
type = HitAdd
triggerall = !ishelper
triggerall = numhelper(51000) && var(21)
trigger1 = enemy,movetype!=H && enemy,stateno != 51001
value = -var(21)
ignorehitpause = 1
persistent=0

[state 永久ターゲットコンボ値ズレ補正用]
type = varset
triggerall = !ishelper
trigger1 = numhelper(51000) && var(21)
trigger1 = enemy,movetype!=H && enemy,stateno != 51001
trigger2 = !numhelper(51000)
var(21) = 0
ignorehitpause = 1

[state 永久ターゲットコンボカウンター制御用]
type=varset
trigger1 = 1
var(25)=0;０でズレない　１でズレる　１は確認用。 
;何かない限りは０にしておくこと。

[State ※追記分：hitadd操作]
type = hitadd
triggerall = !ishelper
trigger1 = movehit = 1
trigger2 = projhit = 1
value = 1
[State ※追記分：hitadd操作]
type = hitadd
triggerall = ishelper
trigger1 = movehit = 1
value = 1

[State -2, 上昇]
type = varadd
triggerall = !ishelper
trigger1 = movehit = 1
trigger2 = projhit = 1
var(21) = 1

[State -2, 上昇]
type = parentvaradd
triggerall = ishelper
trigger1 = movehit = 1
var(21) = 1

[State ヘルパーが死んでも音は出さない]
type = AssertSpecial
trigger1 = ishelper
flag = nokosnd
ignorehitpause = 1

[state 自動出撃]
type=helper
triggerall = !ishelper
trigger1 = fvar(34)=[1,2]
trigger1 = roundstate = 2
trigger1= numhelper(53000)<4
trigger1= fvar(33)=1;出撃スイッチON
trigger1 =stateno!=3030
id=53000
size.ground.front=53000
size.ground.back=0
size.mid.pos=53000,0
pos=-71+random%140,-150+random%100
helpertype=player
keyctrl=0
ownpal=1
pausemovetime=0
supermovetime=0

[state 自動出撃]
type=helper
triggerall = !ishelper
trigger1 = fvar(34)=[1,2]
trigger1 = roundstate = 2
trigger1= numhelper(53001)<4
trigger1= fvar(33)=1;出撃スイッチON
trigger1 =stateno!=3030
id=53001
size.ground.front=53001
size.ground.back=0
size.mid.pos=53001,0
pos=-71+random%140,-150+random%100
helpertype=player
keyctrl=0
ownpal=1
pausemovetime=0
supermovetime=0

[state 自動出撃]
type=helper
triggerall = !ishelper
trigger1 = fvar(34)=[1,2]
trigger1 = roundstate = 2
trigger1= numhelper(53002)<4
trigger1= fvar(33)=1;出撃スイッチON
trigger1 =stateno!=3030
id=53002
size.ground.front=53002
size.ground.back=0
size.mid.pos=53002,0
pos=-71+random%140,-150+random%100
helpertype=player
keyctrl=0
ownpal=1
pausemovetime=0
supermovetime=0

[state 自動出撃]
type=helper
triggerall = !ishelper
trigger1 = fvar(34)=[1,2]
trigger1 = roundstate = 2
trigger1= numhelper(53003)<3
trigger1= fvar(33)=1;出撃スイッチON
trigger1 =stateno!=3030
id=53003
size.ground.front=53003
size.ground.back=0
size.mid.pos=53003,0
pos=-71+random%140,-150+random%100
helpertype=player
keyctrl=0
ownpal=1
pausemovetime=0
supermovetime=0




[state 変数制限]
type=varset
triggerall=!ishelper
trigger1 = fvar(34)<0
fvar(34)=0
[state 変数制限]
type=varset
triggerall=!ishelper
trigger1 = fvar(34)>2
fvar(34)=2

[state 変数制限]
type=varset
triggerall=!ishelper
trigger1 = fvar(34)=0
fvar(33)=0;全兵力スイッチがないなら常に0


[state 変数制限-弱体化時は粘り強さ設定をOFF]
type=varset
triggerall=!ishelper
trigger1 = fvar(35)=1
fvar(36)=0

[state 変数制限]
type=varset
triggerall=!ishelper
trigger1 = fvar(38)<0
fvar(38)=0
[state 変数制限]
type=varset
triggerall=!ishelper
trigger1 = fvar(38)>2
fvar(38)=2

[state 変数制限]
type=varset
triggerall=!ishelper
trigger1 = fvar(37)<0
fvar(37)=0
[state 変数制限]
type=varset
triggerall=!ishelper
trigger1 = fvar(37)>2
fvar(37)=2

[state 変数制限]
type=varset
triggerall=!ishelper
trigger1 = fvar(36)<0
fvar(36)=0
[state 変数制限]
type=varset
triggerall=!ishelper
trigger1 = fvar(36)>4
fvar(36)=4

[state 変数制限]
type=varset
triggerall=!ishelper
trigger1 = fvar(35)<0
fvar(35)=0
[state 変数制限]
type=varset
triggerall=!ishelper
trigger1 = fvar(35)>1
fvar(35)=1

[state 弾幕変数]
type=varset
triggerall = !ishelper
trigger1 = var(6)<0
var(6)=0
[state 弾幕変数]
type=varadd
triggerall = !ishelper
trigger1 = var(6)>0
var(6)=-1

[State , エフェクト表示]
type = Explod
triggerall = !ishelper
trigger1 = numhelper(51000)
trigger1 = helper(51000),sysvar(2)>0
trigger1 = numexplod(7042)=0
anim = 7042
ID = 7042
postype = p1
pos = 0,-50
bindtime=199999
removetime =-1
scale = 0.95,0.95
ignorehitpause =1
sprpriority = -1
pausemovetime = 99999999
supermovetime = 99999999
ownpal =1
[State , エフェクト表示]
type = Explod
triggerall = !ishelper
trigger1 = numhelper(51000)
trigger1 = helper(51000),sysvar(2)>0
trigger1 = gametime%40=0
anim = 7029
postype = p1
pos = 0,-50
bindtime=199999	
scale = 1.32,1.32
ignorehitpause =1
sprpriority = -3
ownpal =1
[State 0, RemoveExplod]
type = RemoveExplod
triggerall = !ishelper
trigger1 = numhelper(51000)
trigger1 = helper(51000),sysvar(2)<=0
trigger1 = numexplod(7042)
id = 7042


[state 超必殺変数1]
type=varset
triggerall = !ishelper
trigger1 = var(40)<0
var(40) = 0
ignorehitpause = 1
[state 超必殺変数1]
type=varadd
triggerall = !ishelper
triggerall = roundstate=2
trigger1 = stateno!=720
trigger1 = stateno!=[3030,3040]
trigger1 = stateno!=100200
var(40) = 1
ignorehitpause = 1
[state 超必殺変数2]
type=varset
triggerall = !ishelper
trigger1 = var(41)<0
var(41) = 0
ignorehitpause = 1
[state 超必殺変数2]
type=varadd
triggerall = !ishelper
triggerall = roundstate=2
trigger1 = stateno!=720
trigger1 = stateno!=[3030,3040]
trigger1 = stateno!=100200
var(41) = 1
ignorehitpause = 1
[state 超必殺変数3]
type=varset
triggerall = !ishelper
trigger1 = var(42)<0
var(42) = 0
ignorehitpause = 1
[state 超必殺変数3]
type=varadd
triggerall = !ishelper
triggerall = roundstate=2
trigger1 = stateno!=720
trigger1 = stateno!=[3030,3040]
trigger1 = stateno!=100200
var(42) = 1
ignorehitpause = 1
[state 超必殺変数3]
type=varset
triggerall = !ishelper
trigger1 = roundstate<2
var(42) = 2200
ignorehitpause = 1

[state クェイスラジエイト変数]
type=varset
triggerall = !ishelper
trigger1 = var(43)<0
var(43) = 0
ignorehitpause = 1
[state クェイスラジエイト変数]
type=varadd
triggerall = !ishelper
triggerall = roundstate=2
trigger1 = stateno!=740
var(43) = 1
ignorehitpause = 1
[state クェイスラジエイト変数]
type=varset
triggerall = !ishelper
trigger1 = roundstate<2
var(43) = 450
ignorehitpause = 1


;---------------------------------------------------------------------------
[State ヘルパー召喚-根幹]
Type = Helper
triggerall = !ishelper
trigger1 = !numhelper(51515)
HelperType = player
Name = "test"
ID = 51515
Stateno = 51515
size.mid.pos = 51515,20
postype = left
pos = -40,0
Supermovetime = 2147483647	
Pausemovetime = 2147483647
Ignorehitpause = 1
ownpal =1
size.xscale = 1
size.yscale = 1

;---------------------------------------------------------------------------
[State 永久ターゲットヘルパー召喚]
Type = Helper
triggerall = !ishelper
Trigger1= !numhelper(51000)
HelperType = Player
Name = "Eikyu"
ID = 51000
Stateno = 51000
size.mid.pos = 51000,20
Supermovetime = 2147483647	
Pausemovetime = 2147483647	
Ignorehitpause = 1

;---------------------------------------------------------------------------
[State アーマーヘルパー召喚]
Type = Helper
triggerall = !ishelper
Trigger1= !numhelper(52000)
HelperType = Player
Name = "Armar"
ID = 52000
Stateno = 52000
size.mid.pos = 52000,0
Supermovetime = 2147483647	
Pausemovetime = 2147483647	
Ignorehitpause = 1


;---------------------------------------------------------------------------
[State シャドウヘルパー召喚]
Type = Helper
triggerall = !ishelper
trigger1 = alive
Trigger1= !numhelper(51520)
trigger1 = roundstate>=1
HelperType = Player
Name = "Shadow"
ID = 51520
Stateno = 51520
Supermovetime = 2147483647	
Pausemovetime = 2147483647
Ignorehitpause = 1
ownpal =1
size.mid.pos = 51520,0


;---------------------------------------------------------------------------
[State サテライト召喚]
Type = Helper
triggerall = !ishelper
trigger1 = alive
Trigger1= !numhelper(51530)
HelperType = Player
Name = "satellite"
ID = 51530
Stateno = 51530
size.mid.pos = 51530,0
postype = p1
pos = 0,-50
Supermovetime = 2147483647	
Pausemovetime = 2147483647
Ignorehitpause = 1
ownpal =1
[State サテライト召喚]
Type = Helper
triggerall = !ishelper
trigger1 = alive
Trigger1= !numhelper(51531)
HelperType = Player
Name = "satellite"
ID = 51531
Stateno = 51530
size.mid.pos = 51530,1
postype = p1
pos = 0,-50
Supermovetime = 2147483647	
Pausemovetime = 2147483647
Ignorehitpause = 1
ownpal =1
[State サテライト召喚]
Type = Helper
triggerall = !ishelper
trigger1 = alive
Trigger1= !numhelper(51532)
HelperType = Player
Name = "satellite"
ID = 51532
Stateno = 51530
size.mid.pos = 51530,2
postype = p1
pos = 0,-50
Supermovetime = 2147483647	
Pausemovetime = 2147483647
Ignorehitpause = 1
ownpal =1


;---------------------------------------------------------------------------
[State スパークヘルパー召喚]
Type = Helper
triggerall = !ishelper
triggerall = alive
triggerall = stateno!=100200
triggerall=stateno!=181
Trigger1= gametime%55=0
Trigger2= gametime%83=0
HelperType = Player
Name = "Shadow"
ID = 51510
Stateno = 51510
size.mid.pos = 51510,0
Supermovetime = 2147483647	
Pausemovetime = 2147483647
Ignorehitpause = 1
ownpal =1


[State , ヒットエフェクト表示]
type = Explod
triggerall = !ishelper
triggerall = alive
triggerall = stateno!=100200
triggerall=stateno!=181
trigger1 = gametime%56=0
anim = 7021
postype = p1
facing = ifelse(random%2=0,1,-1)
bindtime = 1
pos = 0,-50
scale = 1,1.2
sprpriority = 4
removeongethit = 0
supermovetime = 300
pausemovetime = 300
ownpal = 1
ignorehitpause = 1






[State , エフェクト表示]
type = Explod
triggerall = !ishelper
trigger1 = Projcontact216=1
anim = 7009
bindtime = 1
postype=p2
random = 20,20
pos = 0,-50
facing = ifelse(random%2=0,1,-1)
vfacing = ifelse(random%2=0,1,-1)
scale = 1.2,1.2
ownpal = 1
sprpriority =3
pausemovetime = 3
ignorehitpause = 1
[State , エフェクト表示]
type = Explod
triggerall = !ishelper
trigger1 = Projcontact216=1
anim = 7107
bindtime = 1
postype=p2
random = 20,20
pos = 0,-50
vfacing = ifelse(random%2=0,1,-1)
scale = 0.7,0.5
ownpal = 1
sprpriority =5
pausemovetime = 3
ignorehitpause = 1
[State 210, Snd]
type=playsnd
triggerall = !ishelper
trigger1 = Projcontact216=1
value=200,5
freqmul = 0.95


[State , エフェクト表示]
type = Explod
triggerall = !ishelper
trigger1 = Projcontact7314=1
anim = 7004+random%3
bindtime = 1
postype=p2
random = 20,20
pos = 0,-50
facing = ifelse(random%2=0,1,-1)
vfacing = ifelse(random%2=0,1,-1)
scale = 1,1
ownpal = 1
sprpriority =5
pausemovetime = 3
ignorehitpause = 1


[State , エフェクト表示]
type = Explod
triggerall = !ishelper
trigger1 = Projcontact223=1
anim = 7115
bindtime = 1
postype=p2
random = 20,20
pos = 0,-50
facing = ifelse(random%2=0,1,-1)
vfacing = ifelse(random%2=0,1,-1)
scale = 0.5,0.5
ownpal = 1
sprpriority =5
pausemovetime = 3
ignorehitpause = 1
[State , エフェクト表示]
type = Explod
triggerall = !ishelper
trigger1 = Projcontact223=1
anim = 7021
bindtime = 1
postype=p2
random = 10,10
pos = 0,-50
facing = ifelse(random%2=0,1,-1)
scale =1,1
ownpal = 1
sprpriority =-4
pausemovetime = 3
ignorehitpause = 1
[State , エフェクト表示]
type = Explod
triggerall = !ishelper
trigger1 = Projcontact223=1
anim = 7019;7004+random%3
bindtime = 1
postype=p2
random = 10,10
pos = 0,-50
facing = ifelse(random%2=0,1,-1)
vfacing = ifelse(random%2=0,1,-1)
scale =1.3,1.3
ownpal = 1
sprpriority =1
pausemovetime = 3
ignorehitpause = 1

[State 210, Snd]
type=playsnd
triggerall = !ishelper
trigger1 = Projcontact223=1
value=850,2
freqmul = 0.95


[State , エフェクト表示]
type = Explod
triggerall = !ishelper
trigger1 = Projcontact223=1
trigger2 = Projcontact226=1
anim = 7113
bindtime = 1
postype=left
pos = -20,-20
scale = 4,4
ownpal = 1
sprpriority =-7
ignorehitpause = 1
trans=addalpha
alpha=96,256

[State , エフェクト表示]
type = Explod
triggerall = !ishelper
trigger1 = Projcontact758=1
trigger2 = Projcontact226=1
trigger3 = Projcontact1001=1
anim = 7019
bindtime = 1
postype=p2
pos = 0,-50
random = 10,10
facing =ifelse(random%2=0,1,-1)
vfacing =ifelse(random%2=0,1,-1)
scale = 1,1
ownpal = 1
sprpriority =5
ignorehitpause = 1
[State , エフェクト表示]
type = Explod
triggerall = !ishelper
trigger1 = Projcontact1001=1
anim = 7000
bindtime = 1
postype=p2
pos = 0,-50
random = 10,10
facing =ifelse(random%2=0,1,-1)
vfacing =ifelse(random%2=0,1,-1)
scale = 1,1
ownpal = 1
sprpriority =5
ignorehitpause = 1

[State , エフェクト表示]
type = Explod
triggerall = !ishelper
trigger1 = Projcontact758=1
anim = 7007
bindtime = 1
postype=p2
pos = 0,-50
random = 10,10
facing =ifelse(random%2=0,1,-1)
vfacing =ifelse(random%2=0,1,-1)
scale = 0.3,0.3
ownpal = 1
sprpriority =-2
ignorehitpause = 1

[State 210, Snd]
type=playsnd
triggerall = !ishelper
trigger1 = Projcontact758=1
value=1,26
freqmul = 1.2


[State , エフェクト表示]
type = Explod
triggerall = !ishelper
trigger1 = Projcontact226=1
anim = 7000
bindtime = 1
postype=p2
pos = 0,-50
random = 10,10
facing =ifelse(random%2=0,1,-1)
vfacing =ifelse(random%2=0,1,-1)
scale = 0.6,0.6
ownpal = 1
sprpriority =-2
ignorehitpause = 1


[State , エフェクト表示]
type = Explod
triggerall = !ishelper
trigger1 = Projcontact53003=1
anim = 7019
bindtime = 1
postype=p2
pos = 0,-50
random = 10,10
facing =ifelse(random%2=0,1,-1)
vfacing =ifelse(random%2=0,1,-1)
scale = 1.2,1.2
ownpal = 1
sprpriority =3
ignorehitpause = 1
[State , エフェクト表示]
type = Explod
triggerall = !ishelper
trigger1 = Projcontact53003=1
anim = 7002
bindtime = 1
postype=p2
pos = 0,-50
random = 10,10
facing =ifelse(random%2=0,1,-1)
vfacing =ifelse(random%2=0,1,-1)
scale =0.8,0.8
ownpal = 1
sprpriority =-2
ignorehitpause = 1
[State , エフェクト表示]
type = Explod
triggerall = !ishelper
trigger1 = Projcontact53003=1
anim = 7021
bindtime = 1
postype=p2
pos = 0,-50
random = 10,10
facing =ifelse(random%2=0,1,-1)
scale = 1.2,1.2
ownpal = 1
sprpriority =6
ignorehitpause = 1

[State , エフェクト表示]
type = Explod
triggerall = !ishelper
trigger1 = Projcontacttime(780)=0
anim = 7002
bindtime = 1
postype=p2
random = 40,40
pos = 0,-30
facing = ifelse(random%2=0,1,-1)
vfacing = ifelse(random%2=0,1,-1)
scale = 0.8,1
ownpal = 1
sprpriority =3
pausemovetime = 3
ignorehitpause = 1
[State , エフェクト表示]
type = Explod
triggerall = !ishelper
trigger1 = Projcontacttime(780)=0
anim = 7234
bindtime = 1
postype=p2
random = 40,40
pos = 0,-30
facing = ifelse(random%2=0,1,-1)
vfacing = ifelse(random%2=0,1,-1)
scale = 0.8,1
ownpal = 1
sprpriority =3
pausemovetime = 3
ignorehitpause = 1
[State , エフェクト表示]
type = Explod
triggerall = !ishelper
trigger1 = Projcontacttime(780)=0
anim = 7107
bindtime = 1
postype=p2
random = 40,40
pos = 0,-30
facing = ifelse(random%2=0,1,-1)
vfacing = ifelse(random%2=0,1,-1)
scale = 0.5,0.5
ownpal = 1
sprpriority =3
pausemovetime = 3
ignorehitpause = 1

[State 210, Snd]
type=playsnd
triggerall = !ishelper
trigger1 = Projcontacttime(9995)=0
value=850,6
freqmul = 1.1
[State 210, Snd]
type=playsnd
triggerall = !ishelper
trigger1 = Projcontacttime(9995)=0
value=1,17
freqmul = 1
[State 210, Snd]
type=playsnd
triggerall = !ishelper
trigger1 = Projcontacttime(9995)=0
value=1,26
freqmul = 1

;この下、一行以上空ける事！


;┏━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━╋
;┃†Mapelao。

;音響。
[state ]
type=playsnd
triggerall=projcontacttime(53000)=0||projcontacttime(53001)=0
trigger1=1
value=s1,5
freqmul=1.3
volume=-256
channel=1
ignorehitpause=1
[state ]
type=playsnd
triggerall=numprojid(53002)<sysfvar(4)
trigger1=1
value=s1,14
freqmul=1.0
volume=-128
channel=2
ignorehitpause=1
[state ]
type=playsnd
triggerall=projcontacttime(53003)=0
trigger1=1
value=s10000,4
freqmul=1.1
volume=0
channel=3
ignorehitpause=1
[state ]
type=playsnd
triggerall=projcontacttime(53100)=0||projcontacttime(53101)=0
trigger1=1
value=s10000,4
freqmul=1.0
volume=255
ignorehitpause=1
[state ]
type=playsnd
triggerall=projcontacttime(53100)=0||projcontacttime(53101)=0
trigger1=1
value=s10000,4
freqmul=1.0
volume=255
ignorehitpause=1



;画面設定。
[state ]
type=bgpalfx
triggerall=projcontacttime(53101)=0
trigger1=1
time=2
add=48,48,48
ignorehitpause=1
[state ]
type=envshake
triggerall=numprojid(53002)<sysfvar(4)
trigger1=1
time=6
freq=165
ampl=3
phase=90
ignorehitpause=1
[state ]
type=envshake
triggerall=projcontacttime(53101)=0
trigger1=1
time=9
freq=165
ampl=6
phase=90
ignorehitpause=1



;ヒットスパーク。
[state ]
type=forcefeedback
trigger1=1||fvar(10):=random
trigger1=1||fvar(11):=enemynear,pos y+enemynear,const(size.mid.pos.y)-pos y+25*cos(random)*sin(fvar(10))
trigger1=1||fvar(10):=facing*(enemynear,pos x+enemynear,const(size.mid.pos.x)-pos x)+25*cos(random)*cos(fvar(10))
ignorehitpause=1

[state ]
type=explod
triggerall=projcontacttime(53000)=0||projcontacttime(53001)=0
trigger1=1
id=0
anim=7004+floor(fvar(10)**2)%3
;trans=addalpha
;alpha=0,0
facing=1-2*(random%2)
vfacing=1-2*(random%2)
scale=0.4-0.06*(floor(fvar(10)**2)%3),0.4-0.06*(floor(fvar(10)**2)%3)
shadow=0,0,0
sprpriority=6
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(fvar(10)),floor(fvar(11))
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
triggerall=projcontacttime(53000)=0
trigger1=1
id=0
anim=8962
;trans=addalpha
;alpha=0,0
facing=1
vfacing=1
scale=0.15,0.15
shadow=0,0,0
sprpriority=6
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(fvar(10)),floor(fvar(11))
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
triggerall=projcontacttime(53001)=0
trigger1=1
id=0
anim=8963
;trans=addalpha
;alpha=0,0
facing=1
vfacing=1
scale=0.15,0.15
shadow=0,0,0
sprpriority=6
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(fvar(10)),floor(fvar(11))
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1

[state ]
type=explod
triggerall=projcontacttime(53100)=0||projcontacttime(53101)=0
trigger1=1
id=0
anim=7004+floor(fvar(10)**2)%3
;trans=addalpha
;alpha=0,0
facing=1-2*(random%2)
vfacing=1-2*(random%2)
scale=1.5*(0.4-0.06*(floor(fvar(10)**2)%3)),1.5*(0.4-0.06*(floor(fvar(10)**2)%3))
shadow=0,0,0
sprpriority=7
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(fvar(10)),floor(fvar(11))
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
triggerall=projcontacttime(53100)=0
trigger1=1
id=0
anim=8963
;trans=addalpha
;alpha=0,0
facing=1
vfacing=1
scale=0.15*1.5,0.15*1.5
shadow=0,0,0
sprpriority=7
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(fvar(10)),floor(fvar(11))
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
triggerall=projcontacttime(53101)=0
trigger1=1
id=0
anim=8964
;trans=addalpha
;alpha=0,0
facing=1
vfacing=1
scale=0.15*2.5,0.15*2.5
shadow=0,0,0
sprpriority=7
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(fvar(10)),floor(fvar(11))
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
triggerall=projcontacttime(53101)=0
trigger1=1
id=0
anim=7107
;trans=addalpha
;alpha=0,0
facing=1
vfacing=1
scale=0.4,0.4
shadow=0,0,0
sprpriority=6
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(fvar(10)),floor(fvar(11))
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
triggerall=projcontacttime(53101)=0
trigger1=1
id=0
anim=7107
;trans=addalpha
;alpha=0,0
facing=-1
vfacing=-1
scale=0.4,0.4
shadow=0,0,0
sprpriority=6
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(fvar(10)),floor(fvar(11))
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1



;offset適用変数セット。
[state ]
type=forcefeedback
trigger1=1||fvar(20):=pos x
trigger1=1||fvar(21):=pos y
ignorehitpause=1



;爆弾管理変数セット。
[state ]
type=varset
trigger1=1
sysfvar(4)=numprojid(53002)
ignorehitpause=1

;┃†Mapelao。
;┗━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━╋


[state ]
type=varset
triggerall = !ishelper
trigger1 = anim = 0
trigger2 = roundstate < 2
sysvar(2) = 0
ignorehitpause = 1

[state 超必殺中はHPが0にならない]
type=lifeset
triggerall = !ishelper
trigger1 = life <= 0
trigger1 = sysvar(2)
value = 1
ignorehitpause = 1

[state Ko条件満たしてたら超必殺固定を外す]
type=varset
trigger1 = !alive
sysvar(2) = 0
ignorehitpause = 1

[state ]
type=selfstate
triggerall = !ishelper
trigger1 = sysvar(2)
value = sysvar(2)
ignorehitpause = 1


[state ]
type=selfstate
triggerall = !ishelper
trigger1 = alive
trigger1 = gametime!=sysvar(4)
value = ifelse(pos y >= 0,0,50)
ignorehitpause = 1
ctrl = 1

[state ]
type=selfstate
triggerall = !ishelper
trigger1 = !alive
trigger1 = gametime!=sysvar(4)
value = 5150
ignorehitpause = 1
ctrl = 1



[statedef -3]

[state ]
type=varset
trigger1 = !ishelper
sysvar(4)=gametime

;--------------------------------------------------------------------------
[State NoGuard];AI記述ステートの最後に加える
type = AssertSpecial
trigger1 = 1
flag  = nostandguard;立ちガードするな
flag2 = nocrouchguard;しゃがみガードするな
flag3 = noairguard;空中ガードするな
ignorehitpause = 1

[State NoWalk];AI記述ステートの最後に加える
type = AssertSpecial
trigger1 = fvar(39)
flag = nowalk;歩くな
ignorehitpause = 1

[State NoMove];AI記述ステートの最後に加える
Type = ChangeState
Value = 0 ;強制立ち
TriggerAll = fvar(39);AI起動中
;TriggerAll = Alive
TriggerAll = PrevStateNo = 0;直前が立ちステート。
TriggerAll =(StateType = S || StateType = C) && Ctrl && !Time ;地上+Ctrl+Time=0
Trigger1= StateNo = 20 ;左右(歩き)
Trigger2= StateNo = 40 ;上(ジャンプ)
Trigger3= StateNo = 10 ;下(屈み)
Trigger4= Stateno = 120;ガード
Ctrl=1





