;==========================================================================================================
[Statedef -2]


;�h�䑝��LIFE�ݒ�-----------------------------------------------------------------
;var(15)�̐��l���ȉ��ɂȂ������A���E���v���j�[�̖h����UP���ʂ��K�p�B
;�������A�U�������炤�O��LIFE�ł͂Ȃ��A������������LIFE���Q�Ƃ��܂��B
[State -2]
type = varset
trigger1 = 1
var(15) = 100

;�F���ŋ������̂��܂����ݒ�-----------------------------------------------------------------
;var(16)�̐��l�ɂ����āA�딚���邩�ǂ��������܂��܂��B
;�ŏ�0��0���A�ő�999��100���딚���܂��B�i199����20���̊m���Ō딚�j
[State -2]
type = varset
trigger1 = 1
var(16) = 199

;�Ύ��l���C���g��-----------------------------------------------------------------
;var(17)�̐��l��0�̎���OFF�A1�̎���ON�ł��B
;ON�̏ꍇ���l���Ɣ��f���������Ɍ����A�����C���g�������B
[State -2]
type = varset
trigger1 = 1
var(17) = 1

;�ϐg�m���ݒ�-----------------------------------------------------------------
[State -2]
type = varset
trigger1 = 1
;����var(18) = "199"�̕����̐������ς��āA�v���e�B�v���j�[�ϐg�m�����ݒ��ł��܂��B
;���Ȃ݂ɁA199����20���ł��B
;�ŏ�0�A�ő�999�i1000�ȏ��Ɏw�肷���ƕϐg���Ȃ��Ȃ��܂��B�j

var(18) = 999

;�����������E���v���j�[�ݒ�-----------------------------------------------------------------
[State -2]
type = varset
trigger1 = 1
;����var(19) = "0"�̕����̐������ς��āA�����ɏ����������E���v���j�[���ݒ��ł��܂��B
;�ŏ�0�A�ő�5

var(19) = 5

;�����X�C�b�`-----------------------------------------------------------------
[State -2]
type = varset
trigger1 = 1
;����var(20) = "change to 1 for infinite fever
var(20) = cond(palno = 12, 1, 0)

;�Q�[�W�ނ̕\��-----------------------------------------------------------------
[State -2]
type = varset
trigger1 = 1
;����var(51) = "1"�̕����̐�����"0"�ɂ����ƃQ�[�W�ނ����\���ɂȂ��܂��B
var(51) = 1

;�X�g���X�Q�[�W�̕\���ʒu�ݒ�-----------------------------------------------------------------
;var(52)���������̈ʒu�ݒ��A+�ŉE�ɁA-�ō��Ɉړ�
;var(53)���c�����̈ʒu�ݒ��A+�ŉ��ɁA-�ŏ��Ɉړ�
[State -2]
type = varset
trigger1 = 1
var(52) = 0

[State -2]
type = varset
trigger1 = 1
var(53) = 0

;�v���j�[�Q�[�W�̕\���ʒu�ݒ�-----------------------------------------------------------------
;var(54)���������̈ʒu�ݒ��A+�ŉE�ɁA-�ō��Ɉړ�
;var(55)���c�����̈ʒu�ݒ��A+�ŉ��ɁA-�ŏ��Ɉړ�
[State -2]
type = varset
trigger1 = 1
var(54) = 0

[State -2]
type = varset
trigger1 = 1
var(55) = 0













;AI�X�C�b�`-----------------------------------------------
[State -3]
type = varset
trigger1 = AILevel
;�܂��A�܂��������Ƃ�� ����4�ɂ��Ƃ���
var(59) = 4

;Prinny suit things-----------------------------------------------
[state -3]
type = varset
trigger1 = var(58) = 0
var(58) = 5 ;Set this to the max rounds possible in your mugen roster (e.g. for BO3 you should set this to 5.)
ignorehitpause = 1

[state -3]
type = varset
trigger1 = roundstate > 2
var(47) = win+lose+var(48) ;This works
ignorehitpause = 1

[state -3]
type = varset
trigger1 = roundstate = 2
var(48) = var(47)
ignorehitpause = 1

[state -3]
type = varset
trigger1 = roundstate > 2
var(49) = DrawGame+var(50) ;This also works
ignorehitpause = 1

[state -3]
type = varset
trigger1 = roundstate = 2
var(50) = var(49)
ignorehitpause = 1

[state -3]
type = varset
trigger1 = (var(58)-cond(var(47)>0, var(47), 0)-cond(var(49)>0, var(49)-1, 0)) = 1 ;The last round
var(58) = -4 ;YOU'RE FINISHED
ignorehitpause = 1

;Reset the Prinny meter------------------------------------------------------------
[state -3]
type = varset
trigger1 = roundstate = 1 && roundsexisted = 0
var(46) = 0
ignorehitpause = 1

[state -3]
type = varset
trigger1 = roundstate > 1 && var(56) = 0 && var(46) = 0
var(46) = 1
ignorehitpause = 1

[state -3]
type = varset
trigger1 = roundstate = 1 && roundsexisted > 0 && var(46) = 1 && palno != 12
var(56) = 0
ignorehitpause = 1

;12p Prinny Meter------------------------------------------------------------
[state -3]
type = varset
trigger1 = palno = 12
var(56) = 10
ignorehitpause = 1


;�悭�킩���Ȃ��l�͂������牺�͂��܂����Ⴞ�߁���-------------------------------------------------------------



[State -2]
type = varset
trigger1 = var(20) = 1
var(3) = 1

[State -2]
type = varset
trigger1 = var(20) = 1
var(57) = 60



;�U���͕␳------------------------------------------------------------
[State -2]
type = AttackMulSet
trigger1 = !Ishelper
value = (1+fvar(2))*(1+fvar(3))*(1+(palno=12))
ignorehitpause = 1

;�h���͕␳------------------------------------------------------------
[State -2]
type = varset
trigger1 = Alive
trigger1 = movetype != H
var(14) = life

[State -2]
type = lifeadd
trigger1 = var(56) = 1
trigger1 = life <= lifemax*var(15)*0.01
trigger1 = Alive
trigger1 = movetype = H
value = floor((var(14) - life)*0.05)

[State -2]
type = lifeadd
trigger1 = var(56) = 2
trigger1 = life <= lifemax*var(15)*0.01
trigger1 = Alive
trigger1 = movetype = H
value = floor((var(14) - life)*0.09)

[State -2]
type = lifeadd
trigger1 = var(56) = 3
trigger1 = life <= lifemax*var(15)*0.01
trigger1 = Alive
trigger1 = movetype = H
value = floor((var(14) - life)*0.13)

[State -2]
type = lifeadd
trigger1 = var(56) = 4
trigger1 = life <= lifemax*var(15)*0.01
trigger1 = Alive
trigger1 = movetype = H
value = floor((var(14) - life)*0.17)

[State -2]
type = lifeadd
trigger1 = var(56) >= 5
trigger1 = life <= lifemax*var(15)*0.01
trigger1 = Alive
trigger1 = movetype = H
value = floor((var(14) - life)*0.34)

[State -2]
type = varset
trigger1 = Alive
trigger1 = movetype = H
var(14) = life

;�R���{�␳------------------------------------------------------------
[State -2]
type = varset
triggerall = !Ishelper
trigger1 = !Numtarget
fvar(2) = 0

[State -2]
type = varset
triggerall = !Ishelper
triggerall = Numtarget
trigger1 = target,GetHitVar(hitcount) = [1,2]
fvar(2) = 0

[State -2]
type = varset
triggerall = !Ishelper
triggerall = Numtarget
trigger1 = target,GetHitVar(hitcount) = 3
fvar(2) = -0.1

[State -2]
type = varset
triggerall = !Ishelper
triggerall = Numtarget
trigger1 = target,GetHitVar(hitcount) = [4,5]
fvar(2) = -0.2

[State -2]
type = varset
triggerall = !Ishelper
triggerall = Numtarget
trigger1 = target,GetHitVar(hitcount) = [6,7]
fvar(2) = -0.3

[State -2]
type = varset
triggerall = !Ishelper
triggerall = Numtarget
trigger1 = target,GetHitVar(hitcount) = 8
fvar(2) = -0.4

[State -2]
type = varset
triggerall = !Ishelper
triggerall = Numtarget
trigger1 = target,GetHitVar(hitcount) = 9
fvar(2) = -0.5

[State -2]
type = varset
triggerall = !Ishelper
triggerall = Numtarget
trigger1 = target,GetHitVar(hitcount) = 10
fvar(2) = -0.6

[State -2]
type = varset
triggerall = !Ishelper
triggerall = Numtarget
trigger1 = target,GetHitVar(hitcount) >= 11
fvar(2) = -0.7

;life�ɂ����U���͕␳--------------------------------------------------
[State -2]
type = varset
trigger1 = !Ishelper
fvar(3) = (lifemax-life)*0.0002

;�t�B�[�o�[����--------------------------------------------------------

[State -2]
type = Varset
trigger1 = Pos Y >= 0
var(5) = 0

[State -2]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52
trigger2 = stateno = 106
value = 0,22

[State -2]
type = Helper
trigger1 = (NumHelper(20000) = 0)
trigger1 = var(51)
helpertype = normal
name = "Stress"
stateno = 20000
postype = back
pos = 0, 0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
ID = 20000

[State -2]
type = Helper
triggerall = (RoundState < 3) && (NumEnemy != 0)
trigger1 = (NumHelper(25000) = 0)
trigger1 = stateno = 17997
helpertype = normal
name = "Song"
stateno = 25000
postype = back
pos = 0, 0
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
ID = 25000

[State -2]
type = Helper
triggerall = (RoundState < 3) && (NumEnemy != 0)
trigger1 = (NumHelper(30001) = 0)
helpertype = normal
name = "config"
stateno = 30001
postype = back
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
ID = 30001

[State -2]
type = AssertSpecial
trigger1 = var(4) = 1
trigger1 = 1
flag = nomusic
persistent=0

[State -2]
type = varset
trigger1 = var(3) = 1
var(1) = 0

[State -2]
type = varset
trigger1 = var(3) = 1
var(2) = 0

;�X�g���X����
[State -2]
type = varadd
triggerall = ProjContact = 1
triggerall = var(57) = [0,59]
trigger1 = var(3) = 0
trigger1 = enemynear,stateno != [5000,5100]
var(57) = 1

[State -2]
type = varadd
triggerall = ProjContact = 1
triggerall = var(57) = [1,59]
trigger1 = var(3) = 0
trigger1 = enemynear,stateno = [5000,5100]
var(57) = -1

[State -2]
type = varadd
triggerall = movetype = H
triggerall = var(57) = [0,59]
trigger1 = var(3) = 0
trigger1 = time%10 = 0
var(57) = 1

[State -2]
type = varadd
triggerall = stateno = [5000,5070]
triggerall = var(57) = [0,59]
triggerall = var(3) = 0
triggerall = time = 0
trigger1 = prevstateno = 900
trigger2 = prevstateno = 3000
trigger2 = Numhelper(3001) <= 5
trigger3 = prevstateno = 3010
trigger3 = Numhelper(3010) <= 5
trigger4 = prevstateno = [3100, 3110]
trigger4 = Numhelper(3100) = 0
var(57) = 10

;�v���j�[���j
[State -2]
type = Varset
triggerall = !Ishelper
triggerall = var(59) = 0
triggerall = command = "start"
trigger1 = Numhelper(1801) > 0
trigger2 = Numhelper(1811) > 0
trigger3 = Numhelper(1821) > 0
var(6) = 1

[State -2]
type = Varset
triggerall = !Ishelper
triggerall = time%3 = 0
triggerall = var(59)
triggerall = Random <= var(59)*15||var(59) > 3
trigger1 = Numhelper(1801) > 0
trigger1 = helper(1801),var(0) = 1
trigger2 = Numhelper(1811) > 0
trigger2 = helper(1811),var(0) = 1
trigger3 = Numhelper(1821) > 0
trigger3 = helper(1821),var(0) = 1
var(6) = 1

[State -2]
type = Varset
triggerall = !Ishelper
trigger1 = Numhelper(1801) > 0
trigger1 = helper(1801),stateno = 1840
trigger2 = Numhelper(1811) > 0
trigger2 = helper(1811),stateno = 1840
trigger3 = Numhelper(1821) > 0
trigger3 = helper(1821),stateno = 1840
var(6) = 0

;�X�g���X�␳-----------------------------------------------------------------------------------
[State -2]
type = varadd
triggerall = GetHitVar(damage) > 50
triggerall = var(57) = [0,59]
trigger1 = var(3) = 0
var(57) = 1

[State -2]
type = varadd
triggerall = GetHitVar(damage) > 100
triggerall = var(57) = [0,59]
trigger1 = var(3) = 0
var(57) = 3

[State -2]
type = varset
trigger1 = var(57) >= 60
var(57) = 60

[State -2]
type = varset
trigger1 = var(57) < 0
var(57) = 0

[State -2]
type = PowerAdd
trigger1 = var(3) = 1
value = 3

[State -2]
type = varset
trigger1 = var(56) >= 10
var(56) = 10

;�A�[�}�[-----------------------------------------------------
[State -2]
type = varset
trigger1 = var(7) = 1
var(57) = 0

[State -2]
type = varset
trigger1 = var(7) = 1
trigger1 = stateno != 19000
var(8) = stateno

[State -2]
type = AssertSpecial
trigger1 = var(7) = 1
flag = nokoslow

[State -2]
type = varset
trigger1 = var(7) = 1
trigger1 = var(9) = 1
trigger1 = time > 40
var(9) = 0

[State -2]
type = PalFX
trigger1 = var(7) = 1
trigger1 = var(9) = 1
trigger1 = gametime%3 = 0
time = 1
add = 256,256,256

[State -2]
type = changestate
triggerall = stateno = 18000
triggerall = var(7) = 1
trigger1 = !Alive
trigger2 = var(10) = 1
value = 19200

[State -2]
type = changeanim
trigger1 = var(7) = 1
trigger1 = !Alive
trigger1 = stateno = 5150
value = 19200

[State -2]
type = velset
trigger1 = var(7) = 1
trigger1 = anim = 19200
x = 0
y = 0

[State -2]
type = posset
trigger1 = var(7) = 1
trigger1 = anim = 19200
y = 0

[State -2]
type = ctrlset
trigger1 = var(7) = 1
trigger1 = stateno = 5150
value = 1

[State -2]
type = selfstate
trigger1 = var(7) = 1
trigger1 = stateno != [17997,19202]
trigger1 = stateno != 5150
trigger1 = stateno != 170
trigger1 = stateno != 175
trigger1 = stateno != 180
trigger1 = stateno != 185
value = 18000

[State -2]
type = lifeset
trigger1 = var(10) = 1
value = 0

;���o-------------------------------------------------------

[State -2]
type = Varset
trigger1 = ctrl
var(13) = 0

;������-------------------------------------------------------
[State -2]
type = playsnd
triggerall = (RoundState = 2)
triggerall = Alive
trigger1 = (Stateno = 5000) && (MoveType = H) && (Time = 1)
trigger2 = (Stateno = 5010) && (MoveType = H) && (Time = 1)
trigger3 = (Stateno = 5020) && (MoveType = H) && (Time = 1)
trigger4 = (Stateno = 5070) && (MoveType = H) && (Time = 1)
value = S504, random%18
channel = 1

[State -2]
Type = DisplayToClipboard
Trigger1 = 1
Text = "R:%d, L:%d, var(3):%d, var(56) :%d"
Params = var(1), var(2), var(3), var(56)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999