;================================================================================
;                         設定スイッチ(Config)
;================================================================================
[Statedef -2]

;--------------------------------------------------------
; 共通設定
;--------------------------------------------------------

[State -2, AI常時起動スイッチ]
type     = VarSet
triggerall = !ishelper
trigger1 = roundstate = 0
var(49) = 1 ;0:無し 1:有り(Default:1)
ignorehitpause = 1
;設定値が『1』だとAIは常時起動されるようになります。人操作してみたい方は設定値を『0』にしましょう。
;AI戦をしてみたい場合は設定値を『1』にすることを推奨します。

[State -2, AIレベル]
type     = VarSet
triggerall = !ishelper
trigger1 = var(49)
var(59) = 3 ;0~5まで(Default:3)
ignorehitpause = 1
;0:無し(mugenの内部AIで動きます)
;1:超神氏製DBキャラに実装されてない技は基本的に自重する
;2:1と違って使用してコンボもちゃんとするけど3より精度はやや低め
;3:2と違ってコンボ中ほとんど落とさなくなる
;4:3と比べて立ち回りはそこまで変わらないが、若干超必殺技の頻度が上昇する
;5:4と同様だが、4よりも更に超必殺技の頻度が上昇し、隙が若干減る

[State -2, AIガード率]
type     = VarSet
trigger1 = !ishelper
var(51) = 5 ;0~10まで(Default:5)
ignorehitpause = 1
;設定値が高いほどAIがガードする確率が高くなります。
;設定値が『10』だとほぼ確定でガードしますが、設定値が『0』だと全くガードしなくなります。

[State -2, 初撃に対する防御力不適応バグ対応スイッチ]
type     = VarSet
trigger1 = !ishelper
var(2) = 1 ;0:無し 1:有り(Default:1)
ignorehitpause = 1
;Mugenでは防御力を変動させるDefencemulsetが初撃には対応できないバグ(?)が存在しており、
;設定値を『1』にすることでそのバグをある程度修正することができます。
;他のキャラ同様に初撃には防御力が適用されないようにしたい場合は設定値を『0』にしましょう。

[State -2,スパーキングゲージx座標]
Type = VarSet
trigger1 = !ishelper
var(38) = 0 ;0:無し 1~:有り(Default:0)
ignorehitpause = 1
;この値を変えることでスパーキングゲージのx座標を設定できます。正数で内側に、負数で外側に移動します。

[State -2,スパーキングゲージy座標]
Type = VarSet
trigger1 = !ishelper
var(39) = 0 ;0:無し 1~:有り(Default:0)
ignorehitpause = 1
;この値を変えることでスパーキングゲージのy座標を設定できます。正数で下に、負数で上に移動します。

[State -2, 超必殺技発動時時間停止スイッチ]
type = Varset
trigger1 = !ishelper
var(50) = 0;0:無し 1:有り(Default:0)
ignorehitpause = 1
;設定値を『1』にすることで超必殺技発動中に時間が止まるようになります。

[State -2, ヘルパー保護化削除スイッチ]
type = VarSet
trigger1 = !ishelper
var(31) = 0 ;0;保護化 1;保護化しない(Helpertype=Normal化) (Default:0)
ignorehitpause = 1
;設定値を『1』にすることでヘルパーが保護されなくなります。IKEMENで使用したい時は有効にすることを推奨します。

;--------------------------------------------------------
; 以下カラー専用設定
;--------------------------------------------------------

[State -2, (4P以下)体力自動回復値]
type = VarSet
triggerall = !ishelper
trigger1 = palno <= 4
var(6) = 0;0:無し 0以外:有り(Default:0)
ignorehitpause = 1
;体力が設定値var(6)だけ回復するようになります。逆にマイナスにすることで減少するようになります。
;ただし、常時ではなく、超必殺技発動中や投げられている最中は回復しないようになっています。
;※var(21)の設定値が0だと適用されません

[State -2, (4P以下)体力自動回復間隔フレーム]
type = VarSet
triggerall = !ishelper
trigger1 = palno <= 4
var(21) = 0;0:無し 1以上:有り(Default:0)
ignorehitpause = 1
;体力が設定値var(21)F(フレーム)毎に上昇していくようになります。

[State -2, (4P以下)気力自動回復値]
type = VarSet
triggerall = !ishelper
trigger1 = palno <= 4
var(7) = 0;0:無し 0以外:有り(Default:0)
ignorehitpause = 1
;ゲージが設定値var(7)だけ回復するようになります。逆にマイナスにすることで減少するようになります。
;var(7) = powermaxにすることでゲージが最大値になります。
;※var(22)の設定値が0だと適用されません

[State -2, (4P以下)気力自動回復間隔フレーム]
type = VarSet
triggerall = !ishelper
trigger1 = palno <= 4
var(22) = 0;0:無し 1以上:有り(Default:0)
ignorehitpause = 1
;ゲージが設定値var(22)F(フレーム)毎に上昇していくようになります。
;例えば、var(22) = 1にしてvar(7) = powermaxにすることでゲジマユにすることも可能です。

[State -2, (4P以下)気力溜めによる気力上昇率]
type = VarSet
triggerall = !ishelper
trigger1 = palno <= 4
fvar(20) = 1.0;(Default:1.0)
ignorehitpause = 1
;気力溜めによるゲージ上昇率を設定することができます。
;例えば、fvar(20) = 2.0にすることでゲージ上昇率が2.0倍になります。1.0だと通常です。
;fvar(20) = 0.5にすることで逆に溜まりにくくすることができます。
;設定値は0より上の数でないと機能しないため注意。

[State -2, (4P以下)気力初期値]
type = VarSet
triggerall = !ishelper
trigger1 = palno <= 4
var(35) = 0 ;0:無し 1:1/5 2:2/5 3:3/5 4:4/5 5:5/5 6:Sparking!(Default:0)
ignorehitpause = 1
;開幕からゲージが何本溜まってるか設定することができます。
;例えば、5にすることで開幕ゲージMAXにしたり、6にすることで開幕スパーキングモードにすることができます。

[State -2, (4P以下)気力回収率]
type = VarSet
triggerall = !ishelper
trigger1 = palno <= 4
fvar(9) = 1.0 ;0:無し 1以上:有り(Default:1.0)
ignorehitpause = 1
;攻撃時・被弾時のゲージ回収率を設定することができます。設定値が高くなる程ゲージが溜まりやすくなります。

[State -2, (4P以下)スパーキングモード持続時間]
type = VarSet
triggerall = !ishelper
trigger1 = palno <= 4
var(41) = 0 ;0:短 1:中 2:長 3:永続 (Default:0)
ignorehitpause = 1
;短で約15秒、中で約30秒、長で約60秒、永続で一度スパーキングモードになったら常時スパーキングモードとなります。
;var(35)=6かつvar(41)=3にすることで開幕から常時スパーキングモードにすることができます。

[State -2, (4P以下)ダメージ補正下限値]
type = VarSet
triggerall = !ishelper
trigger1 = palno <= 4
fvar(18) = 0.2 ;(Default:0.2)
ignorehitpause = 1
;一部の攻撃ヒット時にかかるダメージ補正の下限値を設定することができます。
;例えば、設定値を『0.2』にした場合、ダメージは通常の最小0.2倍まで威力は減衰されるようになります。
;また、設定値を『1.0』にすることでダメージ補正は一切かかりません。

[State -2, (4P以下)バニシングアタック・追撃可能回数]
type = VarSet
triggerall = !ishelper
trigger1 = palno <= 4
var(37) = 2 ;0:無し 1~:有り(Default:2)
ignorehitpause = 1
;相手を追撃して攻撃するバニシングアタックの連続使用可能回数を設定することができます。

[State -2, (4P以下)攻撃力倍率]
type = VarSet
triggerall = !ishelper
trigger1 = palno <= 4
fvar(4) = 1.0 ;(Default:1.0)
ignorehitpause = 1
;攻撃力が設定値だけ倍となります。

[State -2, (4P以下)防御力倍率]
type = VarSet
triggerall = !ishelper
trigger1 = palno <= 4
fvar(5) = 1.0 ;(Default:1.0)
ignorehitpause = 1
;防御力が設定値だけ倍となります。
;設定値が低い程硬くなりますが、逆に高い程脆くなります。

[State -2, (4P以下)「やわらかボディ」・被ダメージ軽減率]
type = VarSet
triggerall = !ishelper
trigger1 = palno <= 4
fvar(21) = 1.0 ;(Default:1.0)
ignorehitpause = 1
;設定値に応じて「やわらかボディ」によるダメージ軽減率が変化し、適用することで被ダメージは
;被ダメージ×(「やわらかボディ」・被ダメージ軽減率)へと変換されます。
;設定値を『1.0』にすることで「やわらかボディ」・性能強化スイッチの設定値に応じて以下のように変化します。
;(0)性能自体が消える※特殊な防御機構を消したい場合はこちらが推奨
;(1)打撃アーマーは残るが被ダメージは(被ダメージ)×(防御力倍率)へと変換される

[State -2, (4P以下)「やわらかボディ」・性能強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno <= 4
var(24) = 0 ;0~1まで (Default:0)
ignorehitpause = 1
;設定値に応じて「やわらかボディ」の防御性能が全体的に変化します。
;(0)相手本体からの攻撃(enemynear,movehit)を受けている時に発揮
;(1)(0)の効果が消える代わりに攻撃に打撃属性が含まれている時に発揮するかつ怯まなくなる(要するに打撃に対してアーマーが付与される。ただし喰らい中やガード中には解除される)

[State -2, (4P以下)「おかし光線」・体力回復値]
type = VarSet
triggerall = !ishelper
trigger1 = palno <= 4
var(8) = 150 ;0:無し 1~:有り (Default:150)
ignorehitpause = 1
;超必殺技「おかし光線」がヒットした時に自身の体力の回復値を設定できます。

[State -2, (4P以下)「おかし光線」・使用回数制限]
type = VarSet
triggerall = !ishelper
trigger1 = palno <= 4
var(55) = 1 ;0:無し 1~:有り -1:無制限 (Default:1)
ignorehitpause = 1
;超必殺技「おかし光線」をAIが1R中に使用できる回数を設定することができます。
;設定値を『-1』にすることで無制限に使用させることができます。

[State -2, (4P以下)AIガードキャンセル使用率]
type = VarSet
triggerall = !ishelper
trigger1 = palno <= 4
var(34) = 10;0:使用不可 1~1000:有り (Default:10)
ignorehitpause = 1
;AIがガード中にvar(34)の設定値に応じた確率でゲージを1000消費してガードキャンセルして反撃するようになります。
;0から1000まで設定でき、1000だと100%発動するようになってしまうため、設定は慎重に。

[State -2, (4P以下)AI用Zカウンター使用率]
type = VarSet
triggerall = !ishelper
trigger1 = palno <= 4
var(45) = 0;0:使用不可 1~1000:有り (Default:0)
ignorehitpause = 1
;ZカウンターをAIが使用する確率を設定できます。
;設定値が『0』だと使用しないようになり、『1000』だと100%発動するようになります

[State -2, (4P以下)AI用喰らい中Zカウンター使用率]
type = VarSet
triggerall = !ishelper
trigger1 = palno <= 4
var(53) = 0;0:使用不可 1~1000:有り (Default:0)
ignorehitpause = 1
;喰らい中にZカウンターをAIが使用する確率を設定できます。
;設定値が『0』だと使用しないようになり、『1000』だと100%発動するようになります

[State -2, (4P以下)AI用Zカウンター再使用可能インターバル]
type = VarSet
triggerall = !ishelper
trigger1 = palno <= 4
trigger1 = stateno = [751,754]
var(36) = 0;0:無し 1以上:有り (Default:0)
ignorehitpause = 1
;AIがZカウンターを再使用できるまでのフレーム数を設定することができます。
;例えば、設定値を60にすることでZカウンター発動成功後60F=1秒間はZカウンターを使用できません。

[State -2, (4P以下)喰らい抜けヒット数]
type = VarSet
triggerall = !ishelper
trigger1 = palno <= 4
var(26) = 0 ;0:無し 1以上:有り (Default:0)
ignorehitpause = 1
;var(26)回以上喰らった時に確定で高速移動で喰らい抜けするようになります。0にすることで無効にすることができます。

[State -2, (4P以下)喰らい抜けダメージ値]
type = VarSet
triggerall = !ishelper
trigger1 = palno <= 4
var(28) = 0 ;0:無し 1以上:有り (Default:0)
ignorehitpause = 1
;喰らっている時、合計ダメージ値がvar(28)以上であった時に確定で高速移動で喰らい抜けするようになります。0にすることで無効にすることができます。
;ただし、ダメージ処理に関してはダメージカットで処理されているため、設定値以上のダメージ値を完全に無効化するわけではないことに注意。
;また、値を負数にすることで投げられている間、つまりステートを奪われている間にnokoが付与され、Lifeset=0による即死をある程度防ぐようになります。

[State -2, (4P以下)無敵強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno <= 4
var(23) = 0 ;0~4まで (Default:0)
ignorehitpause = 1
;設定値に応じて無敵時間が全体的に変化します。
;(0)特に何も恩恵が与えられない
;(1)超必殺技発動中
;(2)必殺技発動中・派生技発動中・通常技に発生保障
;(3)高速移動中・ドラゴンダッシュ発動中・当身発動中
;(4)攻撃中・空中・着地硬直中

[State -2, (4P以下)通常・必殺技性能強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno <= 4
fvar(0) = 0 ;0~2まで (Default:0)
ignorehitpause = 1
;設定値に応じて通常技・必殺技の性能が全体的に変化します。
;(0)特に何も恩恵が与えられない
;(1)ほとんどの攻撃が受け身不可能
;(2)1+高速移動の強化(投げ以外に対しては終わるまで無敵)

[State -2, (4P以下)当身技強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno <= 4
var(15) = 0 ;0~2まで(Default:0)
ignorehitpause = 1
;当身ヘビー・Zカウンターの性能を設定値に応じて強化させることができます。
;(0)ステート奪取不可		+(attr=NA,SA,NT,SAのみ当身可能)
;(1)自身が喰らい中以外ステート奪取可能+(attr=NA,SA,NT,SAのみ当身可能)
;(2)自身が喰らい中でもステート奪取可能+(attr=AA,ATのみ当身可能)

[State -2, (4P以下)超必殺技性能強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno <= 4
var(17) = 0  ;0~5まで (Default:0)
ignorehitpause = 1
;設定値が高いほど超必殺技の性能が強化されます。詳細はReadMeをご参照ください。

[State -2, (4P以下)超必殺技追撃可否スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno <= 4
var(18) = 0  ;0:無し 1:有り (Default:0)
ignorehitpause = 1
;設定値を『有り』にすることでコンボが途切れない限り一回のみ1ゲージ技から更に1ゲージ消費して
;相手の背後に回って攻撃するバニシングアタックで追撃することができるようになります。

[State -2, (4P以下)耐性強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno <= 4
var(48) = 0 ;-2~3まで(Default:0)
ignorehitpause = 1
;設定値が高いほど耐性が強化されます。詳細はReadMeをご参照ください。

[State -2, (4P以下)アーマーダメージ制限値]
type = VarSet
triggerall = !ishelper
trigger1 = palno <= 4
var(0) = -1;(Default:-1)
ignorehitpause = 1
;設定値var(0)より上のダメージは強制的に設定値へと変換される。所謂ダメージカット
;var(0)=-1だと制限されない。

[State -2, (4P以下)アーマー被弾後無敵フレーム]
type = VarSet
triggerall = !ishelper
trigger1 = palno <= 4
var(11) = 0;F(フレーム);(Default:0)
ignorehitpause = 1
;アーマー被弾直後に加算される無敵フレームを設定することができる。
;例えば、設定値を60にすることで60F=1秒間被弾後無敵化する。
;自然数でないと機能しないため注意。


[State -2, (5P)体力自動回復値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 5
var(6) = 0;0:無し 0以外:有り(Default:0)
ignorehitpause = 1

[State -2, (5P)体力自動回復間隔フレーム]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 5
var(21) = 0;0:無し 1以上:有り(Default:0)
ignorehitpause = 1

[State -2, (5P)気力自動回復値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 5
var(7) = 0;0:無し 0以外:有り(Default:0)
ignorehitpause = 1

[State -2, (5P)気力自動回復間隔フレーム]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 5
var(22) = 0;0:無し 1以上:有り(Default:0)
ignorehitpause = 1

[State -2, (5P)気力溜めによる気力上昇率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 5
fvar(20) = 2.0;(Default:2.0)
ignorehitpause = 1

[State -2, (5P)気力初期値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 5
var(35) = 0 ;0:無し 1:1/5 2:2/5 3:3/5 4:4/5 5:5/5 6:Sparking!(Default:0)
ignorehitpause = 1

[State -2, (5P)気力回収率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 5
fvar(9) = 1.5 ;0:無し 1以上:有り(Default:1.5)
ignorehitpause = 1

[State -2, (5P)スパーキングモード持続時間]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 5
var(41) = 0 ;0:短 1:中 2:長 3:永続 (Default:0)
ignorehitpause = 1

[State -2, (5P)ダメージ補正下限値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 5
fvar(18) = 0.4 ; (Default:0.4)
ignorehitpause = 1

[State -2, (5P)バニシングアタック・追撃可能回数]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 5
var(37) = 2 ;0:無し 1~:有り(Default:2)
ignorehitpause = 1

[State -2, (5P)攻撃力倍率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 5
fvar(4) = 1.0 ;(Default:1.0)
ignorehitpause = 1

[State -2, (5P)防御力倍率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 5
fvar(5) = 1.0 ;(Default:1.0)
ignorehitpause = 1

[State -2, (5P)「やわらかボディ」・被ダメージ軽減率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 5
fvar(21) = 0.75 ;(Default:0.75)
ignorehitpause = 1

[State -2, (5P)「やわらかボディ」・性能強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 5
var(24) = 0 ;0~1まで (Default:0)
ignorehitpause = 1

[State -2, (5P)「おかし光線」・体力回復値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 5
var(8) = 150 ;0:無し 1~:有り (Default:150)
ignorehitpause = 1

[State -2, (5P)「おかし光線」・使用回数制限]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 5
var(55) = 1 ;0:無し 1~:有り -1:無制限 (Default:1)
ignorehitpause = 1

[State -2, (5P)AIガードキャンセル使用率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 5
var(34) = 25;0:使用不可 1~1000:有り (Default:25)
ignorehitpause = 1

[State -2, (5P)AI用Zカウンター使用率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 5
var(45) = 250;0:使用不可 1~1000:有り (Default:250)
ignorehitpause = 1

[State -2, (5P)AI用喰らい中Zカウンター使用率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 5
var(53) = 0;0:使用不可 1~1000:有り (Default:0)
ignorehitpause = 1

[State -2, (5P)AI用Zカウンター再使用可能インターバル]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 5
trigger1 = stateno = [751,754]
var(36) = 600;0:無し 1以上:有り (Default:600)
ignorehitpause = 1

[State -2, (5P)喰らい抜けヒット数]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 5
var(26) = 0 ;0:無し 1以上:有り (Default:0)
ignorehitpause = 1

[State -2, (5P)喰らい抜けダメージ値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 5
var(28) = 0 ;0:無し 1以上:有り (Default:0)
ignorehitpause = 1

[State -2, (5P)無敵強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 5
var(23) = 0 ;0~4まで (Default:0)
ignorehitpause = 1

[State -2, (5P)通常・必殺技性能強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 5
fvar(0) = 0 ;0~2まで (Default:0)
ignorehitpause = 1

[State -2, (5P)当身技強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 5
var(15) = 0 ;0~2まで (Default:0)
ignorehitpause = 1

[State -2, (5P)超必殺技性能強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 5
var(17) = 0  ;0~5まで (Default:0)
ignorehitpause = 1

[State -2, (5P)超必殺技追撃可否スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 5
var(18) = 0  ;0:無し 1:有り (Default:0)
ignorehitpause = 1

[State -2, (5P)耐性強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 5
var(48) = 0 ;-2~3まで(Default:0)
ignorehitpause = 1

[State -2, (5P)アーマーダメージ制限値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 5
var(0) = -1;(Default:-1)
ignorehitpause = 1

[State -2, (5P)アーマー被弾後無敵フレーム]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 5
var(11) = 0;F(フレーム);(Default:0)
ignorehitpause = 1


[State -2, (6P)体力自動回復値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 6
var(6) = 0;0:無し 0以外:有り(Default:0)
ignorehitpause = 1

[State -2, (6P)体力自動回復間隔フレーム]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 6
var(21) = 0;0:無し 1以上:有り(Default:0)
ignorehitpause = 1

[State -2, (6P)気力自動回復値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 6
var(7) = 1;0:無し 0以外:有り(Default:1)
ignorehitpause = 1

[State -2, (6P)気力自動回復間隔フレーム]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 6
var(22) = 1;0:無し 1以上:有り(Default:1)
ignorehitpause = 1

[State -2, (6P)気力溜めによる気力上昇率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 6
fvar(20) = 3.0; (Default:3.0)
ignorehitpause = 1

[State -2, (6P)気力初期値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 6
var(35) = 0 ;0:無し 1:1/5 2:2/5 3:3/5 4:4/5 5:5/5 6:Sparking!(Default:0)
ignorehitpause = 1

[State -2, (6P)気力回収率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 6
fvar(9) = 1.75 ;0:無し 1以上:有り(Default:1.75)
ignorehitpause = 1

[State -2, (6P)スパーキングモード持続時間]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 6
var(41) = 1 ;0:短 1:中 2:長 3:永続 (Default:1)
ignorehitpause = 1

[State -2, (6P)ダメージ補正下限値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 6
fvar(18) = 0.6 ; (Default:0.6)
ignorehitpause = 1

[State -2, (6P)バニシングアタック・追撃可能回数]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 6
var(37) = 2 ;0:無し 1~:有り(Default:2)
ignorehitpause = 1

[State -2, (6P)攻撃力倍率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 6
fvar(4) = 1.0 ;(Default:1.0)
ignorehitpause = 1

[State -2, (6P)防御力倍率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 6
fvar(5) = 1.0 ;(Default:1.0)
ignorehitpause = 1

[State -2, (6P)「やわらかボディ」・被ダメージ軽減率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 6
fvar(21) = 0.75 ;(Default:0.75)
ignorehitpause = 1

[State -2, (6P)「やわらかボディ」・性能強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 6
var(24) = 0 ;0~1まで (Default:0)
ignorehitpause = 1

[State -2, (6P)「おかし光線」・体力回復値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 6
var(8) = 150 ;0:無し 1~:有り (Default:150)
ignorehitpause = 1

[State -2, (6P)「おかし光線」・使用回数制限]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 6
var(55) = 1 ;0:無し 1~:有り -1:無制限 (Default:1)
ignorehitpause = 1

[State -2, (6P)AIガードキャンセル使用率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 6
var(34) = 50;0:使用不可 1~1000:有り (Default:50)
ignorehitpause = 1

[State -2, (6P)AI用Zカウンター使用率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 6
var(45) = 500;0:使用不可 1~1000:有り (Default:500)
ignorehitpause = 1

[State -2, (6P)AI用喰らい中Zカウンター使用率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 6
var(53) = 0;0:使用不可 1~1000:有り (Default:0)
ignorehitpause = 1

[State -2, (6P)AI用Zカウンター再使用可能インターバル]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 6
trigger1 = stateno = [751,754]
var(36) = 600;0:無し 1以上:有り (Default:600)
ignorehitpause = 1

[State -2, (6P)喰らい抜けヒット数]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 6
var(26) = 0 ;0:無し 1以上:有り (Default:0)
ignorehitpause = 1

[State -2, (6P)喰らい抜けダメージ値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 6
var(28) = 0 ;0:無し 1以上:有り (Default:0)
ignorehitpause = 1

[State -2, (6P)無敵強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 6
var(23) = 0 ;0~4まで (Default:0)
ignorehitpause = 1

[State -2, (6P)通常・必殺技性能強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 6
fvar(0) = 1 ;0~2まで (Default:1)
ignorehitpause = 1

[State -2, (6P)当身技強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 6
var(15) = 0 ;0~2まで (Default:0)
ignorehitpause = 1

[State -2, (6P)超必殺技性能強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 6
var(17) = 0  ;0~5まで (Default:0)
ignorehitpause = 1

[State -2, (6P)超必殺技追撃可否スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 6
var(18) = 0  ;0:無し 1:有り (Default:0)
ignorehitpause = 1

[State -2, (6P)耐性強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 6
var(48) = 0 ;-2~3まで(Default:0)
ignorehitpause = 1

[State -2, (6P)アーマーダメージ制限値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 6
var(0) = -1;(Default:-1)
ignorehitpause = 1

[State -2, (6P)アーマー被弾後無敵フレーム]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 6
var(11) = 0;F(フレーム);(Default:0)
ignorehitpause = 1


[State -2, (7P)体力自動回復値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 7
var(6) = 0;0:無し 0以外:有り(Default:0)
ignorehitpause = 1

[State -2, (7P)体力自動回復間隔フレーム]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 7
var(21) = 0;0:無し 1以上:有り(Default:0)
ignorehitpause = 1

[State -2, (7P)気力自動回復値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 7
var(7) = 1;0:無し 0以外:有り(Default:1)
ignorehitpause = 1

[State -2, (7P)気力自動回復間隔フレーム]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 7
var(22) = 1;0:無し 1以上:有り(Default:1)
ignorehitpause = 1

[State -2, (7P)気力溜めによる気力上昇率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 7
fvar(20) = 5.0; (Default:5.0)
ignorehitpause = 1

[State -2, (7P)気力初期値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 7
var(35) = 0 ;0:無し 1:1/5 2:2/5 3:3/5 4:4/5 5:5/5 6:Sparking!(Default:0)
ignorehitpause = 1

[State -2, (7P)気力回収率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 7
fvar(9) = 2.0 ;0:無し 1以上:有り(Default:2.0)
ignorehitpause = 1

[State -2, (7P)スパーキングモード持続時間]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 7
var(41) = 1 ;0:短 1:中 2:長 3:永続 (Default:1)
ignorehitpause = 1

[State -2, (7P)ダメージ補正下限値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 7
fvar(18) = 0.8 ; (Default:0.8)
ignorehitpause = 1

[State -2, (7P)バニシングアタック・追撃可能回数]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 7
var(37) = 3 ;0:無し 1~:有り(Default:3)
ignorehitpause = 1

[State -2, (7P)攻撃力倍率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 7
fvar(4) = 1.0 ;(Default:1.0)
ignorehitpause = 1

[State -2, (7P)防御力倍率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 7
fvar(5) = 1.0 ;(Default:1.0)
ignorehitpause = 1

[State -2, (7P)「やわらかボディ」・被ダメージ軽減率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 7
fvar(21) = 0.5 ;(Default:0.5)
ignorehitpause = 1

[State -2, (7P)「やわらかボディ」・性能強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 7
var(24) = 0 ;0~1まで (Default:0)
ignorehitpause = 1

[State -2, (7P)「おかし光線」・体力回復値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 7
var(8) = 150 ;0:無し 1~:有り (Default:150)
ignorehitpause = 1

[State -2, (7P)「おかし光線」・使用回数制限]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 7
var(55) = 1 ;0:無し 1~:有り -1:無制限 (Default:1)
ignorehitpause = 1

[State -2, (7P)AIガードキャンセル使用率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 7
var(34) = 75;0:使用不可 1~1000:有り (Default:75)
ignorehitpause = 1

[State -2, (7P)AI用Zカウンター使用率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 7
var(45) = 500;0:使用不可 1~1000:有り (Default:500)
ignorehitpause = 1

[State -2, (7P)AI用喰らい中Zカウンター使用率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 7
var(53) = 0;0:使用不可 1~1000:有り (Default:0)
ignorehitpause = 1

[State -2, (7P)AI用Zカウンター再使用可能インターバル]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 7
trigger1 = stateno = [751,754]
var(36) = 600;0:無し 1以上:有り (Default:600)
ignorehitpause = 1

[State -2, (7P)喰らい抜けヒット数]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 7
var(26) = 0 ;0:無し 1以上:有り (Default:0)
ignorehitpause = 1

[State -2, (7P)喰らい抜けダメージ値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 7
var(28) = 0 ;0:無し 1以上:有り (Default:0)
ignorehitpause = 1

[State -2, (7P)無敵強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 7
var(23) = 1 ;0~4まで (Default:1)
ignorehitpause = 1

[State -2, (7P)通常・必殺技性能強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 7
fvar(0) = 1 ;0~2まで (Default:1)
ignorehitpause = 1

[State -2, (7P)当身技強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 7
var(15) = 0 ;0~2まで (Default:0)
ignorehitpause = 1

[State -2, (7P)超必殺技性能強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 7
var(17) = 1  ;0~5まで (Default:1)
ignorehitpause = 1

[State -2, (7P)超必殺技追撃可否スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 7
var(18) = 0  ;0:無し 1:有り (Default:0)
ignorehitpause = 1

[State -2, (7P)耐性強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 7
var(48) = 0 ;-2~3まで(Default:0)
ignorehitpause = 1

[State -2, (7P)アーマーダメージ制限値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 7
var(0) = -1;(Default:-1)
ignorehitpause = 1

[State -2, (7P)アーマー被弾後無敵フレーム]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 7
var(11) = 0;F(フレーム);(Default:0)
ignorehitpause = 1


[State -2, (8P)体力自動回復値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 8
var(6) = 0;0:無し 0以外:有り(Default:0)
ignorehitpause = 1

[State -2, (8P)体力自動回復間隔フレーム]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 8
var(21) = 0;0:無し 1以上:有り(Default:0)
ignorehitpause = 1

[State -2, (8P)気力自動回復値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 8
var(7) = 1;0:無し 0以外:有り(Default:1)
ignorehitpause = 1

[State -2, (8P)気力自動回復間隔フレーム]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 8
var(22) = 1;0:無し 1以上:有り(Default:1)
ignorehitpause = 1

[State -2, (8P)気力溜めによる気力上昇率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 8
fvar(20) = 10.0; (Default:10.0)
ignorehitpause = 1

[State -2, (8P)気力初期値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 8
var(35) = 0 ;0:無し 1:1/5 2:2/5 3:3/5 4:4/5 5:5/5 6:Sparking!(Default:0)
ignorehitpause = 1

[State -2, (8P)気力回収率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 8
fvar(9) = 2.5 ;0:無し 1以上:有り(Default:2.5)
ignorehitpause = 1

[State -2, (8P)スパーキングモード持続時間]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 8
var(41) = 2 ;0:短 1:中 2:長 3:永続 (Default:2)
ignorehitpause = 1

[State -2, (8P)ダメージ補正下限値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 8
fvar(18) = 1.0 ; (Default:1.0)
ignorehitpause = 1

[State -2, (8P)バニシングアタック・追撃可能回数]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 8
var(37) = 4 ;0:無し 1~:有り(Default:4)
ignorehitpause = 1

[State -2, (8P)攻撃力倍率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 8
fvar(4) = 1.25 ;(Default:1.25)
ignorehitpause = 1

[State -2, (8P)防御力倍率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 8
fvar(5) = 0.8 ;(Default:0.8)
ignorehitpause = 1

[State -2, (8P)「やわらかボディ」・被ダメージ軽減率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 8
fvar(21) = 0.5 ;(Default:0.5)
ignorehitpause = 1

[State -2, (8P)「やわらかボディ」・性能強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 8
var(24) = 0 ;0~1まで (Default:0)
ignorehitpause = 1

[State -2, (8P)「おかし光線」・体力回復値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 8
var(8) = 150 ;0:無し 1~:有り (Default:150)
ignorehitpause = 1

[State -2, (8P)「おかし光線」・使用回数制限]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 8
var(55) = 1 ;0:無し 1~:有り -1:無制限 (Default:1)
ignorehitpause = 1

[State -2, (8P)AIガードキャンセル使用率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 8
var(34) = 75;0:使用不可 1~1000:有り (Default:75)
ignorehitpause = 1

[State -2, (8P)AI用Zカウンター使用率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 8
var(45) = 500;0:使用不可 1~1000:有り (Default:500)
ignorehitpause = 1

[State -2, (8P)AI用喰らい中Zカウンター使用率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 8
var(53) = 50;0:使用不可 1~1000:有り (Default:50)
ignorehitpause = 1

[State -2, (8P)AI用Zカウンター再使用可能インターバル]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 8
trigger1 = stateno = [751,754]
var(36) = 600;0:無し 1以上:有り (Default:600)
ignorehitpause = 1

[State -2, (8P)喰らい抜けヒット数]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 8
var(26) = 0 ;0:無し 1以上:有り (Default:0)
ignorehitpause = 1

[State -2, (8P)喰らい抜けダメージ値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 8
var(28) = 0 ;0:無し 1以上:有り (Default:0)
ignorehitpause = 1

[State -2, (8P)無敵強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 8
var(23) = 1 ;0~4まで (Default:1)
ignorehitpause = 1

[State -2, (8P)通常・必殺技性能強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 8
fvar(0) = 1 ;0~2まで (Default:1)
ignorehitpause = 1

[State -2, (8P)当身技強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 8
var(15) = 1 ;0~2まで (Default:1)
ignorehitpause = 1

[State -2, (8P)超必殺技性能強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 8
var(17) = 1  ;0~5まで (Default:1)
ignorehitpause = 1

[State -2, (8P)超必殺技追撃可否スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 8
var(18) = 0  ;0:無し 1:有り (Default:0)
ignorehitpause = 1

[State -2, (8P)耐性強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 8
var(48) = 0 ;-2~3まで(Default:0)
ignorehitpause = 1

[State -2, (8P)アーマーダメージ制限値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 8
var(0) = -1;(Default:-1)
ignorehitpause = 1

[State -2, (8P)アーマー被弾後無敵フレーム]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 8
var(11) = 0;F(フレーム);(Default:0)
ignorehitpause = 1


[State -2, (9P)体力自動回復値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 9
var(6) = 0;0:無し 0以外:有り(Default:0)
ignorehitpause = 1

[State -2, (9P)体力自動回復間隔フレーム]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 9
var(21) = 0;0:無し 1以上:有り(Default:0)
ignorehitpause = 1

[State -2, (9P)気力自動回復値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 9
var(7) = 5;0:無し 0以外:有り(Default:5)
ignorehitpause = 1

[State -2, (9P)気力自動回復間隔フレーム]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 9
var(22) = 1;0:無し 1以上:有り(Default:1)
ignorehitpause = 1

[State -2, (9P)気力溜めによる気力上昇率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 9
fvar(20) = 10.0; (Default:10.0)
ignorehitpause = 1

[State -2, (9P)気力初期値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 9
var(35) = 2 ;0:無し 1:1/5 2:2/5 3:3/5 4:4/5 5:5/5 6:Sparking!(Default:2)
ignorehitpause = 1

[State -2, (9P)気力回収率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 9
fvar(9) = 3.0 ;0:無し 1以上:有り(Default:3.0)
ignorehitpause = 1

[State -2, (9P)スパーキングモード持続時間]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 9
var(41) = 2 ;0:短 1:中 2:長 3:永続 (Default:2)
ignorehitpause = 1

[State -2, (9P)ダメージ補正下限値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 9
fvar(18) = 1.0 ; (Default:1.0)
ignorehitpause = 1

[State -2, (9P)バニシングアタック・追撃可能回数]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 9
var(37) = 5 ;0:無し 1~:有り(Default:5)
ignorehitpause = 1

[State -2, (9P)攻撃力倍率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 9
fvar(4) = 1.25 ;(Default:1.25)
ignorehitpause = 1

[State -2, (9P)防御力倍率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 9
fvar(5) = 0.8 ;(Default:0.5)
ignorehitpause = 1

[State -2, (9P)「やわらかボディ」・被ダメージ軽減率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 9
fvar(21) = 0.5 ;(Default:0.5)
ignorehitpause = 1

[State -2, (9P)「やわらかボディ」・性能強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 9
var(24) = 1 ;0~1まで (Default:1)
ignorehitpause = 1

[State -2, (9P)「おかし光線」・体力回復値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 9
var(8) = 150 ;0:無し 1~:有り (Default:150)
ignorehitpause = 1

[State -2, (9P)「おかし光線」・使用回数制限]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 9
var(55) = 1 ;0:無し 1~:有り -1:無制限 (Default:1)
ignorehitpause = 1

[State -2, (9P)AIガードキャンセル使用率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 9
var(34) = 75;0:使用不可 1~1000:有り (Default:75)
ignorehitpause = 1

[State -2, (9P)AI用Zカウンター使用率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 9
var(45) = 500;0:使用不可 1~1000:有り (Default:500)
ignorehitpause = 1

[State -2, (9P)AI用喰らい中Zカウンター使用率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 9
var(53) = 100;0:使用不可 1~1000:有り (Default:100)
ignorehitpause = 1

[State -2, (9P)AI用Zカウンター再使用可能インターバル]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 9
trigger1 = stateno = [751,754]
var(36) = 600;0:無し 1以上:有り (Default:600)
ignorehitpause = 1

[State -2, (9P)喰らい抜けヒット数]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 9
var(26) = 0 ;0:無し 1以上:有り (Default:0)
ignorehitpause = 1

[State -2, (9P)喰らい抜けダメージ値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 9
var(28) = 0 ;0:無し 1以上:有り (Default:0)
ignorehitpause = 1

[State -2, (9P)無敵強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 9
var(23) = 2 ;0~4まで (Default:2)
ignorehitpause = 1

[State -2, (9P)通常・必殺技性能強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 9
fvar(0) = 2 ;0~2まで (Default:2)
ignorehitpause = 1

[State -2, (9P)当身技強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 9
var(15) = 1 ;0~2まで (Default:1)
ignorehitpause = 1

[State -2, (9P)超必殺技性能強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 9
var(17) = 2  ;0~5まで (Default:2)
ignorehitpause = 1

[State -2, (9P)超必殺技追撃可否スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 9
var(18) = 0  ;0:無し 1:有り (Default:0)
ignorehitpause = 1

[State -2, (9P)耐性強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 9
var(48) = 1 ;-2~3まで(Default:1)
ignorehitpause = 1

[State -2, (9P)アーマーダメージ制限値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 9
var(0) = -1;(Default:-1)
ignorehitpause = 1

[State -2, (9P)アーマー被弾後無敵フレーム]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 9
var(11) = 0;F(フレーム);(Default:0)
ignorehitpause = 1


[State -2, (10P)体力自動回復値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 10
var(6) = 0;0:無し 0以外:有り(Default:0)
ignorehitpause = 1

[State -2, (10P)体力自動回復間隔フレーム]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 10
var(21) = 0;0:無し 1以上:有り(Default:0)
ignorehitpause = 1

[State -2, (10P)気力自動回復値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 10
var(7) = powermax;0:無し 0以外:有り(Default:powermax)
ignorehitpause = 1

[State -2, (10P)気力自動回復間隔フレーム]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 10
var(22) = 1;0:無し 1以上:有り(Default:1)
ignorehitpause = 1

[State -2, (10P)気力溜めによる気力上昇率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 10
fvar(20) = 10.0; (Default:10.0)
ignorehitpause = 1

[State -2, (10P)気力初期値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 10
var(35) = 6 ;0:無し 1:1/5 2:2/5 3:3/5 4:4/5 5:5/5 6:Sparking!(Default:6)
ignorehitpause = 1

[State -2, (10P)気力回収率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 10
fvar(9) = 3.0 ;0:無し 1以上:有り(Default:3.0)
ignorehitpause = 1

[State -2, (10P)スパーキングモード持続時間]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 10
var(41) = 3 ;0:短 1:中 2:長 3:永続 (Default:3)
ignorehitpause = 1

[State -2, (10P)ダメージ補正下限値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 10
fvar(18) = 1.0 ; (Default:1.0)
ignorehitpause = 1

[State -2, (10P)バニシングアタック・追撃可能回数]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 10
var(37) = 5 ;0:無し 1~:有り(Default:5)
ignorehitpause = 1

[State -2, (10P)攻撃力倍率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 10
fvar(4) = 2.0 ;(Default:2.0)
ignorehitpause = 1

[State -2, (10P)防御力倍率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 10
fvar(5) = 0.5 ;(Default:0.5)
ignorehitpause = 1

[State -2, (10P)「やわらかボディ」・被ダメージ軽減率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 10
fvar(21) = 0.5 ;(Default:0.5)
ignorehitpause = 1

[State -2, (10P)「やわらかボディ」・性能強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 10
var(24) = 1 ;0~1まで (Default:1)
ignorehitpause = 1

[State -2, (10P)「おかし光線」・体力回復値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 10
var(8) = 150 ;0:無し 1~:有り (Default:150)
ignorehitpause = 1

[State -2, (10P)「おかし光線」・使用回数制限]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 10
var(55) = 2 ;0:無し 1~:有り -1:無制限 (Default:2)
ignorehitpause = 1

[State -2, (10P)AIガードキャンセル使用率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 10
var(34) = 100;0:使用不可 1~1000:有り (Default:100)
ignorehitpause = 1

[State -2, (10P)AI用Zカウンター使用率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 10
var(45) = 500;0:使用不可 1~1000:有り (Default:500)
ignorehitpause = 1

[State -2, (10P)AI用喰らい中Zカウンター使用率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 10
var(53) = 100;0:使用不可 1~1000:有り (Default:500)
ignorehitpause = 1

[State -2, (10P)AI用Zカウンター再使用可能インターバル]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 10
trigger1 = stateno = [751,754]
var(36) = 600;0:無し 1以上:有り (Default:600)
ignorehitpause = 1

[State -2, (10P)喰らい抜けヒット数]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 10
var(26) = 45 ;0:無し 1以上:有り (Default:45)
ignorehitpause = 1

[State -2, (10P)喰らい抜けダメージ値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 10
var(28) = 600 ;0:無し 1以上:有り (Default:600)
ignorehitpause = 1

[State -2, (10P)無敵強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 10
var(23) = 2 ;0~4まで (Default:2)
ignorehitpause = 1

[State -2, (10P)通常・必殺技性能強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 10
fvar(0) = 2 ;0~2まで (Default:2)
ignorehitpause = 1

[State -2, (10P)当身技強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 10
var(15) = 1 ;0~2まで (Default:1)
ignorehitpause = 1

[State -2, (10P)超必殺技性能強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 10
var(17) = 3  ;0~5まで (Default:3)
ignorehitpause = 1

[State -2, (10P)超必殺技追撃可否スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 10
var(18) = 1  ;0:無し 1:有り (Default:1)
ignorehitpause = 1

[State -2, (10P)耐性強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 10
var(48) = 2 ;-2~3まで(Default:2)
ignorehitpause = 1

[State -2, (10P)アーマーダメージ制限値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 10
var(0) = 600;(Default:600)
ignorehitpause = 1

[State -2, (10P)アーマー被弾後無敵フレーム]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 10
var(11) = 5;F(フレーム);(Default:5)
ignorehitpause = 1


[State -2, (11P)体力自動回復値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 11
var(6) = 0;0:無し 0以外:有り(Default:1)
ignorehitpause = 1

[State -2, (11P)体力自動回復間隔フレーム]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 11
var(21) = 0;0:無し 1以上:有り(Default:0)
ignorehitpause = 1

[State -2, (11P)気力自動回復値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 11
var(7) = powermax;0:無し 0以外:有り(Default:powermax)
ignorehitpause = 1

[State -2, (11P)気力自動回復間隔フレーム]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 11
var(22) = 1;0:無し 1以上:有り(Default:1)
ignorehitpause = 1

[State -2, (11P)気力溜めによる気力上昇率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 11
fvar(20) = 10.0; (Default:10.0)
ignorehitpause = 1

[State -2, (11P)気力初期値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 11
var(35) = 6 ;0:無し 1:1/5 2:2/5 3:3/5 4:4/5 5:5/5 6:Sparking!(Default:6)
ignorehitpause = 1

[State -2, (11P)気力回収率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 11
fvar(9) = 3.0 ;0:無し 1以上:有り(Default:3.0)
ignorehitpause = 1

[State -2, (11P)スパーキングモード持続時間]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 11
var(41) = 3 ;0:短 1:中 2:長 3:永続 (Default:3)
ignorehitpause = 1

[State -2, (11P)ダメージ補正下限値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 11
fvar(18) = 1.0 ; (Default:1.0)
ignorehitpause = 1

[State -2, (11P)バニシングアタック・追撃可能回数]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 11
var(37) = 5 ;0:無し 1~:有り(Default:5)
ignorehitpause = 1

[State -2, (11P)攻撃力倍率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 11
fvar(4) = 3.0 ;(Default:3.0)
ignorehitpause = 1

[State -2, (11P)防御力倍率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 11
fvar(5) = 0.5 ;(Default:0.5)
ignorehitpause = 1

[State -2, (11P)「やわらかボディ」・被ダメージ軽減率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 11
fvar(21) = 0.5 ;(Default:0.5)
ignorehitpause = 1

[State -2, (11P)「やわらかボディ」・性能強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 11
var(24) = 1 ;0~1まで (Default:1)
ignorehitpause = 1

[State -2, (11P)「おかし光線」・体力回復値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 11
var(8) = 150 ;0:無し 1~:有り (Default:150)
ignorehitpause = 1

[State -2, (11P)「おかし光線」・使用回数制限]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 11
var(55) = 2 ;0:無し 1~:有り -1:無制限 (Default:2)
ignorehitpause = 1

[State -2, (11P)AIガードキャンセル使用率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 11
var(34) = 100;0:使用不可 1~1000:有り (Default:100)
ignorehitpause = 1

[State -2, (11P)AI用Zカウンター使用率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 11
var(45) = 500;0:使用不可 1~1000:有り (Default:500)
ignorehitpause = 1

[State -2, (11P)AI用喰らい中Zカウンター使用率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 11
var(53) = 100;0:使用不可 1~1000:有り (Default:100)
ignorehitpause = 1

[State -2, (11P)AI用Zカウンター再使用可能インターバル]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 11
trigger1 = stateno = [751,754]
var(36) = 600;0:無し 1以上:有り (Default:600)
ignorehitpause = 1

[State -2, (11P)喰らい抜けヒット数]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 11
var(26) = 30 ;0:無し 1以上:有り (Default:15)
ignorehitpause = 1

[State -2, (11P)喰らい抜けダメージ値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 11
var(28) = -350 ;0:無し 1以上:有り (Default:-350)
ignorehitpause = 1

[State -2, (11P)無敵強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 11
var(23) = 3 ;0~4まで (Default:4)
ignorehitpause = 1

[State -2, (11P)通常・必殺技性能強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 11
fvar(0) = 2 ;0~2まで (Default:2)
ignorehitpause = 1

[State -2, (11P)当身技強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 11
var(15) = 2 ;0~2まで (Default:2)
ignorehitpause = 1

[State -2, (11P)超必殺技性能強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 11
var(17) = 5  ;0~5まで (Default:5)
ignorehitpause = 1

[State -2, (11P)超必殺技追撃可否スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 11
var(18) = 1  ;0:無し 1:有り (Default:1)
ignorehitpause = 1

[State -2, (11P)耐性強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 11
var(48) = 2 ;-2~3まで(Default:2)
ignorehitpause = 1

[State -2, (11P)アーマーダメージ制限値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 11
var(0) = 200;(Default:200)
ignorehitpause = 1

[State -2, (11P)アーマー被弾後無敵フレーム]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 11
var(11) = 10;F(フレーム);(Default:10)
ignorehitpause = 1


[State -2, (12P)体力自動回復値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 12
var(6) = 0;0:無し 0以外:有り(Default:0)
ignorehitpause = 1

[State -2, (12P)体力自動回復間隔フレーム]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 12
var(21) = 0;0:無し 1以上:有り(Default:0)
ignorehitpause = 1

[State -2, (12P)気力自動回復値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 12
var(7) = powermax;0:無し 0以外:有り(Default:powermax)
ignorehitpause = 1

[State -2, (12P)気力自動回復間隔フレーム]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 12
var(22) = 1;0:無し 1以上:有り(Default:1)
ignorehitpause = 1

[State -2, (12P)気力溜めによる気力上昇率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 12
fvar(20) = 10.0; (Default:10.0)
ignorehitpause = 1

[State -2, (12P)気力初期値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 12
var(35) = 6 ;0:無し 1:1/5 2:2/5 3:3/5 4:4/5 5:5/5 6:Sparking!(Default:6)
ignorehitpause = 1

[State -2, (12P)気力回収率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 12
fvar(9) = 3.0 ;0:無し 1以上:有り(Default:3.0)
ignorehitpause = 1

[State -2, (12P)スパーキングモード持続時間]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 12
var(41) = 3 ;0:短 1:中 2:長 3:永続 (Default:3)
ignorehitpause = 1

[State -2, (12P)ダメージ補正下限値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 12
fvar(18) = 1.0 ; (Default:1.0)
ignorehitpause = 1

[State -2, (12P)バニシングアタック・追撃可能回数]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 12
var(37) = 5 ;0:無し 1~:有り(Default:5)
ignorehitpause = 1

[State -2, (12P)攻撃力倍率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 12
fvar(4) = 3.0 ;(Default:3.0)
ignorehitpause = 1

[State -2, (12P)防御力倍率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 12
fvar(5) = 1.0 ;(Default:1.0)
ignorehitpause = 1

[State -2, (12P)「やわらかボディ」・被ダメージ軽減率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 12
fvar(21) = 0.25 ;(Default:0.25)
ignorehitpause = 1

[State -2, (12P)「やわらかボディ」・性能強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 12
var(24) = 1 ;0~1まで (Default:1)
ignorehitpause = 1

[State -2, (12P)「おかし光線」・体力回復値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 12
var(8) = 150 ;0:無し 1~:有り (Default:150)
ignorehitpause = 1

[State -2, (12P)「おかし光線」・使用回数制限]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 12
var(55) = 3 ;0:無し 1~:有り -1:無制限 (Default:3)
ignorehitpause = 1

[State -2, (12P)AIガードキャンセル使用率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 12
var(34) = 0;0:使用不可 1~1000:有り (Default:0)
ignorehitpause = 1

[State -2, (12P)AI用Zカウンター使用率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 12
var(45) = 500;0:使用不可 1~1000:有り (Default:500)
ignorehitpause = 1

[State -2, (12P)AI用喰らい中Zカウンター使用率]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 12
var(53) = 0;0:使用不可 1~1000:有り (Default:0)
ignorehitpause = 1

[State -2, (12P)AI用Zカウンター再使用可能インターバル]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 12
trigger1 = stateno = [751,754]
var(36) = 600;0:無し 1以上:有り (Default:600)
ignorehitpause = 1

[State -2, (12P)喰らい抜けヒット数]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 12
var(26) = 0 ;0:無し 1以上:有り (Default:0)
ignorehitpause = 1

[State -2, (12P)喰らい抜けダメージ値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 12
var(28) = 0 ;0:無し 1以上:有り (Default:0)
ignorehitpause = 1

[State -2, (12P)無敵強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 12
var(23) = 3 ;0~4まで (Default:4)
ignorehitpause = 1

[State -2, (12P)通常・必殺技性能強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 12
fvar(0) = 2 ;0~2まで (Default:2)
ignorehitpause = 1

[State -2, (12P)当身技強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 12
var(15) = 2 ;0~2まで (Default:2)
ignorehitpause = 1

[State -2, (12P)超必殺技性能強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 12
var(17) = 5  ;0~5まで (Default:5)
ignorehitpause = 1

[State -2, (12P)超必殺技追撃可否スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 12
var(18) = 1  ;0:無し 1:有り (Default:1)
ignorehitpause = 1

[State -2, (12P)耐性強化スイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 12
var(48) = 3 ;-2~3まで(Default:3)
ignorehitpause = 1

[State -2, (12P)アーマーダメージ制限値]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 12
var(0) = 50;(Default:50)
ignorehitpause = 1

[State -2, (12P)アーマー被弾後無敵フレーム]
type = VarSet
triggerall = !ishelper
trigger1 = palno = 12
var(11) = 30;F(フレーム);(Default:30)
ignorehitpause = 1


;設定はここまで。この下からはいじらないように。------------------------------------------------

[State -2, remove]
type = Removeexplod
triggerall = !ishelper
trigger1 = anim != 101; && anim != 1000 && anim != 1011
ID = 100
ignorehitpause = 1

[State -2, remove slashdown]
type = Removeexplod
triggerall = !ishelper
trigger1 = anim != 1801
trigger1 = anim != 1851
ID = 1805
ignorehitpause = 1

[state -2, remove charge aura]
type = removeexplod
triggerall = !ishelper
trigger1 = anim != 1900
id = 1900
ignorehitpause = 1

[state -2, remove charge dust]
type = removeexplod
triggerall = !ishelper
trigger1 = anim != 1900
id = 4040
ignorehitpause = 1

[state -2, remove charge aura]
type = removeexplod
triggerall = !ishelper
trigger1 = anim != 1501
id = 1501
ignorehitpause = 1

[state -2, remove charge aura]
type = removeexplod
triggerall = !ishelper
trigger1 = anim != 350 && anim != 2301 && anim != 2450
id = 1951
ignorehitpause = 1

[State -2, removeexplod]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 2200 && anim != 2205
ID = 2250
ignorehitpause = 1

[State -2, removeexplod]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 2200 && anim != 2205
ID = 4600
ignorehitpause = 1

[State -2, removeexplod]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 3100
ID = 3101
ignorehitpause = 1

[State -2, removeexplod]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 3300
ID = 3301
ignorehitpause = 1

[State -2, removeexplod]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 6700
ID = 6700
ignorehitpause = 1

[State -2, remove sparking effect]
type = Removeexplod
triggerall = !ishelper
trigger1 = Var(27) = 0
ID = 1958
ignorehitpause = 1

[state -2, stop charge voice]
type = stopsnd
triggerall = !ishelper
trigger1 = anim != 1900
channel = 2
ignorehitpause = 1

[state -2, stop charge sound]
type = stopsnd
triggerall = !ishelper
trigger1 = anim != 1900
channel = 3
ignorehitpause = 1

[State -2, stopsnd]
type = StopSnd
triggerall = !ishelper
trigger1 = anim != 2200
channel = 4
ignorehitpause = 1

[State -2, stopsnd]
type = StopSnd
triggerall = !ishelper
trigger1 = anim != 2300
channel = 5
ignorehitpause = 1

[State -2, stopsnd]
type = StopSnd
triggerall = !ishelper
trigger1 = anim != 2350
channel = 6
ignorehitpause = 1

[state -2, stopsnd]
type = stopsnd
triggerall = !ishelper
trigger1 = anim != 192
channel = 9
ignorehitpause = 1

[state -2, stop charge voice]
type = stopsnd
triggerall = !ishelper
trigger1 = anim != 191
channel = 11
ignorehitpause = 1

[state -2, stop laser sound]
type = stopsnd
triggerall = !ishelper
trigger1 = anim != 3100
channel = 15
ignorehitpause = 1

[State -2, stopsnd]
type = StopSnd
triggerall = !ishelper
trigger1 = anim != 197
trigger2 = anim = 197
trigger2 = animelemtime(1) = 380
channel = 21
ignorehitpause = 1

[State -2, チャージ攻撃・チャージ率リセット]
type = VarSet
triggerall = !ishelper
trigger1 = movetype = H
trigger1 = time > 0
var(20) = 0
ignorehitpause = 1

[State -2, チャージ攻撃・チャージ率セット]
type = VarSet
triggerall = !ishelper
trigger1 = anim != [700,722]
trigger1 = anim != [800,801]
trigger1 = anim != [7050,7051]
trigger1 = anim != [7000,7001]
var(20) = 0 + ifelse(Enemy,GetHitVar(HitCount) > 35 || var(27) = 1,35,Enemy,GetHitVar(HitCount))
ignorehitpause = 1

[State -2, 気力初期値設定]
type = PowerSet
triggerall = !ishelper
triggerall = var(35) = [1,5]
triggerall = roundstate = 0
trigger1 = RoundsExisted = 0
value = 1000 * var(35)
ignorehitpause = 1

[state -2 , バニシングアタック・追撃回数カウンター初期化]
type = VarSet
triggerall = !ishelper
trigger1 = anim != [6000,6500]
trigger1 = anim != 350 && anim != 355
;trigger1 = var(27) = 1
var(29) = 0
ignorehitpause = 1

[state -2, 地面にたたきつけられた音]
type = Playsnd
triggerall = !ishelper
triggerall = numtarget
triggerall = target,stateno = 1302
trigger1 = target,time = 1
value = 1,5
channel = 13
ignorehitpause = 1
persistent = 0
ignorehitpause = 1

[state -2, explod]
type = explod
triggerall = !ishelper
triggerall = numtarget
triggerall = target,stateno = 1302
trigger1 = target,time = 1
trigger1 = numexplod(4030) = 0
anim = 4030
id = 4030
pos = -50,0
sprpriority = 5
bindtime = -1
ownpal = 1
postype = p2
ignorehitpause = 1
persistent = 0
removetime = -2
scale = 1.2,1.2
facing = target,facing
ignorehitpause = 1

[state -2, explod]
type = explod
triggerall = !ishelper
triggerall = numtarget
triggerall = target,stateno = 1308
trigger1 = numexplod(4401) = 0
anim = 4401
id = 4401
pos = -50,-50
sprpriority = 5
ownpal = 1
postype = p2
ignorehitpause = 1
persistent = 0
removetime = -2
scale = 0.7,0.7
ignorehitpause = 1

[state -2, explod]
type = explod
triggerall = !ishelper
triggerall = numtarget
triggerall = target,time = 1
trigger1 = target,stateno = 310
trigger2 = target,stateno = 359
anim = 4400
id = 4400
pos = -50,0
postype = p2
sprpriority = 5
ownpal = 1
ignorehitpause = 1
persistent = 0
scale = .75,.75
supermove = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
ignorehitpause = 1

[State -2, snd]
type = PlaySnd
triggerall = !ishelper
triggerall = numtarget
triggerall = target,time = 1
trigger1 = target,stateno = 310
trigger2 = target,stateno = 359
value = 1,5
ignorehitpause = 1

[state -2, ground]
type = explod
triggerall = !IsHelper
triggerall = roundstate >= 3
triggerall = !numexplod(4950)
triggerall = win
triggerall = floor(sysfvar(0)) = 3205
trigger1 = animelemtime(1) >= 640
trigger2 = numhelper(3207)
trigger2 = helper(3207),animelemtime(1) >= 640
anim = 4950
ID = 4950
postype = p1
pos = 0,0
bindtime = 1
;supermove = 1
sprpriority = -4
ontop = 0
ownpal = 1
removetime = -1
facing = 1
scale = 1.5, 1.5
ignorehitpause = 1

[State -2, bg]
type = assertspecial
TriggerAll = !IsHelper
triggerall = roundstate >= 3
trigger1 = numexplod(4950)
trigger1 = win
flag = nobg
ignorehitpause = 1

[State -2, 試合外noko]
Type = AssertSpecial
TriggerAll = !IsHelper
Trigger1 = roundstate != 2
Flag = noko
ignorehitpause = 1

[State -2, 試合外無敵]
type = NotHitBy
TriggerAll = !IsHelper
trigger1 = roundstate != 2
trigger2 = abs(var(48)) < 3
trigger2 = stateno != [120,155]
trigger2 = roundstate <= 2
trigger2 = stateno = 0 || stateno = 5900
trigger2 = !ctrl
value = SCA
time = 2
ignorehitpause = 1

[State -2, ダウン補正リセット]
type = VarSet
triggerall = !ishelper
trigger1 = !NumTarget
trigger2 = enemynear,movetype != H;
trigger3 = enemynear,stateno = [5150,5210]
fvar(3) = 1.0
ignorehitpause = 1

[State -2, ダウン補正]
type = VarSet
triggerall = !ishelper
triggerall = numTarget
trigger1 = Target,GetHitVar(FallCount) > 0
fvar(3) = 1.0 /(Target,Const(data.fall.defence_mul)**(Target,GetHitVar(FallCount)))
ignorehitpause = 1
persistent = 0

[State -2, 攻撃力上昇(割合ダメージ化)]
type = AttackMulSet
triggerall = !ishelper
triggerall = var(17) > 1
trigger1 = floor(sysfvar(0)) = [2000,2500]
trigger2 = floor(sysfvar(0)) = [3100,3200)
trigger3 = floor(sysfvar(0)) = 3300
value = ifelse(Enemynear,Const(data.defence) = 0,1.0,Enemynear,Const(data.defence) * 0.01) * (ifelse(enemynear,const(data.life)>1000,enemynear,const(data.life),1000) * 0.001)  * fvar(4) * (1 - fvar(8)) * fvar(3)
ignorehitpause = 1

[State -2, 攻撃力上昇(割合ダメージ化)]
type = AttackMulSet
triggerall = ishelper
triggerall = root,var(17) > 1
trigger1 = floor(root,sysfvar(0)) = [2000,2500]
trigger2 = floor(root,sysfvar(0)) = [3100,3200)
trigger3 = floor(root,sysfvar(0)) = 3300
value = ifelse(Enemynear,Const(data.defence) = 0,1.0,Enemynear,Const(data.defence) * 0.01) * (ifelse(enemynear,const(data.life)>1000,enemynear,const(data.life),1000) * 0.001)  * root,fvar(4) * (1 - root,fvar(8)) * root,fvar(3)
ignorehitpause = 1

[State -2, 攻撃力定義(通常)]
type = AttackMulSet
triggerall = !ishelper
trigger1 = var(17) <= 1
trigger2 = var(17) > 1
trigger2 = floor(sysfvar(0)) != [2000,2500]
trigger2 = floor(sysfvar(0)) != [3100,3300]
value = 1.0 * (1 - fvar(8)) * fvar(4) * fvar(3)
ignorehitpause = 1

[State -2, 攻撃力定義(通常)]
type = AttackMulSet
triggerall = ishelper
trigger1 = root,var(17) <= 1
trigger2 = root,var(17) > 1
trigger2 = floor(root,sysfvar(0)) != [2000,2500]
trigger2 = floor(root,sysfvar(0)) != [3100,3300]
value = 1.0 * (1 - root,fvar(8)) * root,fvar(4) * root,fvar(3)
ignorehitpause = 1

[State -2, 遅延対策用]
type = VarSet
triggerall = !ishelper
trigger1 = var(59)
var(9) = 2700 - (var(59) * 300)
ignorehitpause = 1

[State -2, ctrl保存]
type = varset
trigger1 = ctrl
var(52) = 1
ignorehitpause = 1

[State -2, 永タゲ感知リセット]
type = VarSet
triggerall = !ishelper
trigger1 = sysvar(4) = gametime
var(47) = 0
ignorehitpause = 1

[State -2, 永タゲ感知]
type = VarSet
triggerall = !ishelper
trigger1 = movereversed
trigger1 = sysvar(4) != gametime
trigger2 = !movereversed
trigger2 = sysvar(4) != gametime
trigger2 = movetype != H
trigger2 = !hitpausetime;超即死投げは通すように
var(47) = 1
ignorehitpause = 1

[State -2, ヒット数判断用変数リセット]
type = Varset
triggerall = !ishelper
trigger1 = movetype != H
trigger2 = stateno = 365 || stateno = 375
trigger3 = anim = [120,155]
fvar(1) = 0
ignorehitpause = 1

[State -2, ヒット数判断用変数加算]
type = VarAdd
triggerall = !ishelper
triggerall = stateno != [120,155]
trigger1 = GetHitVar(Damage)
fvar(1) = 1
ignorehitpause = 1

[State -2, ヒット数判断用変数加算(ノーダメの打撃投げも加算するように)]
type = VarSet
triggerall = !ishelper
triggerall = !fvar(1)
triggerall = stateno != [120,155]
trigger1 = GetHitVar(Hitcount)
trigger1 = !GetHitVar(Damage)
trigger1 = !movereversed
fvar(1) = 1
ignorehitpause = 1

[State -2, 防御力定義]
type = DefenceMulSet
trigger1 = !ishelper
value = fvar(5)
ignorehitpause = 1

[State -2, ファットガムで拘束中は常にジャグル値をリセット]
type = AssertSpecial
triggerall = !ishelper
trigger1 = numhelper(1505)
trigger1 = helper(1505),anim = 1506
flag = nojugglecheck
ignorehitpause = 1

[State -2, スパーキングモードは常にジャグル値をリセット]
type = AssertSpecial
triggerall = !ishelper
trigger1 = var(27) != 0
flag = nojugglecheck
ignorehitpause = 1

[State -2, 敗北フラグリセット]
type = null;VarSet
triggerall = !ishelper
trigger1 = roundstate >= 3
trigger1 = win
var(57) = 0
ignorehitpause = 1

[State -2, 敗北フラグ]
type = VarSet
triggerall = !ishelper
trigger1 = roundstate >= 3
trigger1 = lose
var(57) = 1
ignorehitpause = 1

[State -2, 試合時間計測]
type = Varadd
triggerall = !ishelper
trigger1 = roundstate >= 2
var(1) = 1
ignorehitpause = 1

[state -2,Zカウンターを発動したらクールタイム計測スタート]
type = Varadd
triggerall = !ishelper
trigger1 = var(36) > 0
var(36) = -1
ignorehitpause = 1

[state -2,クールタイム計測リセット]
type = VarSet
triggerall = !ishelper
trigger1 = var(36) < 0
var(36) = 0
ignorehitpause = 1

[State -2, 追撃フラグリセット]
type = VarSet
triggerall = !ishelper
trigger1 = enemy,movetype != H
trigger2 = enemy,ctrl
var(14) = 0

;---------------------------------------------------------------
; スパーキングシステム
;---------------------------------------------------------------

[State -2,スパーキングシステムヘルパー]
type = Helper
triggerall = !ishelper
triggerall = !var(31)
trigger1 = Numhelper(20000) = 0
stateno = 20000
ID = 20000
pos = 0,0
postype = left
helpertype = player
name = "Sparking!"
keyctrl = 0
ownpal = 1
sprpriority = 0
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
ignorehitpause = 1

[State -2,スパーキングシステムヘルパー]
type = Helper
triggerall = !ishelper
triggerall = var(31)
trigger1 = Numhelper(20000) = 0
stateno = 20000
ID = 20000
pos = 0,0
postype = left
helpertype = normal
name = "Sparking!"
keyctrl = 0
ownpal = 1
sprpriority = 0
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
ignorehitpause = 1

[State -2, Explod]
type = Explod
triggerall = !ishelper
triggerall = teamside = 1
triggerall = anim != [2402,2405]
triggerall = anim != 2460
triggerall = anim != 2465
triggerall = anim != [3202,3209]
triggerall = anim != [3502,3504]
triggerall = anim != 2405
trigger1 = var(27) = 1
trigger1 = numexplod(1958) = 0
anim = 1958
ID =  1958
pos = 85+var(38),230+var(39)
postype = left
bindtime = -1
removetime = -1
scale = 2,0.2
sprpriority = 32
shadow = 0,0,0
ownpal = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
removeongethit = 0

[State -2, Explod]
type = Explod
triggerall = !ishelper
triggerall = teamside = 2
triggerall = anim != [2402,2405]
triggerall = anim != 2460
triggerall = anim != 2465
triggerall = anim != [3202,3209]
triggerall = anim != [3502,3504]
triggerall = anim != 2405
trigger1 = var(27) = 1
trigger1 = numexplod(1958) = 0
anim = 1958
ID =  1958
pos = 295+var(38),230+var(39)
postype = left
bindtime = -1
removetime = -1
scale = 2,0.2
sprpriority = 31
shadow = 0,0,0
ownpal = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
removeongethit = 0

[State -2,技演出中は消去]
Type = RemoveExplod
triggerall = !ishelper
trigger1 = stateno = [2402,2405]
trigger2 = stateno = [3202,3206]
trigger3 = stateno = [3502,3504]
ID = 1958
Persistent = 1
IgnoreHitPause = 0

[State -2, Explod]
type = Explod
triggerall = !ishelper
triggerall = var(27) = 1
triggerall = alive
triggerall = anim != 101
triggerall = anim != 2405
triggerall = anim != [2402,2405]
triggerall = anim != 2460
triggerall = anim != 2465
triggerall = anim != [3202,3209]
triggerall = anim != [3502,3504]
trigger1 = random > 200
anim = 1954
ID =  1954
pos = 0,-45
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
accel = 0,0
random = 20,70
removetime = -2
scale = .1,.1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
Supermove = 1

[State -2, ゲージリセット]
type = powerset
triggerall = !ishelper
triggerall = var(27)
trigger1 = sysfvar(3) < 1
value = powermax
ignorehitpause = 1

[state -2 , ゲージ・最低値]
type = VarSet
triggerall = !ishelper
trigger1 = sysfvar(3) < 1
sysfvar(3) = 0
ignorehitpause = 1

[state -2 , ゲージ・最高値]
type = VarSet
triggerall = !ishelper
trigger1 = sysfvar(3) > 1000
trigger2 = var(35) >= 6;開幕からSparking!
trigger2 = roundstate <= 1
sysfvar(3) = 1000
ignorehitpause = 1

[state -2 , スパーキングスイッチ オン]
type = VarSet
triggerall = !ishelper
trigger1 = sysfvar(3) = 1000
trigger2 = var(35) >= 6;開幕からSparking!
trigger2 = var(41) >= 3
var(27) = 1
ignorehitpause = 1

[state -2 , スパーキングスイッチ オフ]
type = VarSet
triggerall = !ishelper
trigger1 = sysfvar(3) = 0
var(27) = 0
ignorehitpause = 1

[state -2 , ゲージ減少]
type = VarAdd
triggerall = !ishelper
triggerall = roundstate >= 2
triggerall = var(27) = 0
triggerall = anim != 1900
triggerall = sysfvar(3) > 0
trigger1 = var(41) <= 0
trigger2 = var(41) = 1
trigger2 = gametime % 5 = [0,4]
trigger3 = var(41) = 2
trigger3 = gametime % 3 = [0,1]
sysfvar(3) = -1
ignorehitpause = 1

[state -2 , ゲージ減少,スパーキングモード時]
type = VarAdd
triggerall = !ishelper
triggerall = roundstate >= 2
triggerall = var(27)
trigger1 = var(41) <= 0
trigger2 = var(41) = 1
trigger2 = gametime % 5 = [0,4]
trigger3 = var(41) = 2
trigger3 = gametime % 3 = [0,1]
sysfvar(3) = -1
ignorehitpause = 1

[State -2, ゲジマユ]
type = poweradd
triggerall = !ishelper
trigger1 = var(27)
trigger1 = sysfvar(3) >= 1
value = PowerMax
ignorehitpause = 1

;---------------------------------------------------------------
; やわらかボディ
;---------------------------------------------------------------

[State -2, 被ダメージ回復(ライフ管理無し)]
type = Lifeadd
triggerall = !ishelper
triggerall = abs(var(48)) < 1
triggerall = !NumHelper(9999)
triggerall = roundstate = 2
triggerall = gethitvar(damage)
triggerall = !var(24)
triggerall = floor(sysfvar(0)) != [2300,2301];マイティネスボマー中はダメージ受け付けない
triggerall = (sysvar(4) = gametime && (stateno != [751,754])) || (sysvar(4) != gametime)
trigger1 = enemynear,movehit;相手本体から打撃受けた場合
trigger1 = var(30) >= floor(lifemax * fvar(21) * 0.01)
trigger1 = movetype = H
value = floor(abs(gethitvar(damage)) * (1.0 - fvar(21)))
IgnoreHitPause = 1

[State -2, 被ダメージ回復(ライフ管理有り)]
type = Varadd
triggerall = !ishelper
triggerall = abs(var(48)) = [1,2]
triggerall = !NumHelper(9999)
triggerall = roundstate = 2
triggerall = gethitvar(damage)
triggerall = !var(24)
triggerall = floor(sysfvar(0)) != [2300,2301];マイティネスボマー中はダメージ受け付けない
triggerall = (sysvar(4) = gametime && (stateno != [751,754])) || (sysvar(4) != gametime)
triggerall = (abs(var(48)) = 1) || (abs(var(48)) = 2 && (stateno = [120,159]))
trigger1 = enemynear,movehit;相手本体から打撃受けた場合
trigger1 = var(30) >= floor(lifemax * fvar(21) * 0.01)
trigger1 = movetype = H
sysvar(3) = -floor(abs(gethitvar(damage)) * (1.0 - fvar(21)))
IgnoreHitPause = 1

;---------------------------------------------------------------
; ファーストアタック
;---------------------------------------------------------------
[State -2, effect];First Attack!（P1側）
type = Explod
triggerall = !ishelper
triggerall = RoundState = 2
trigger1 = numexplod(7100) = 0
trigger1 = var(40) = 0
trigger1 = TeamSide = 1
trigger1 = movehit = 1 || projhit = 1
anim = 7100
ID   = 7100
pos  = 5,70
postype = left
bindtime= -1
scale = 0.5,0.5
pausemovetime = 110
removetime    = 110
ignorehitpause= 1
SuperMove = 1
sprpriority = 10
ownpal      = 1
persistent  = 0

[State -2, effect];First Attack!（P2側）
type = Explod
triggerall = !ishelper
triggerall = RoundState = 2
trigger1 = numexplod(7101) = 0
trigger1 = TeamSide = 2
trigger1 = var(40) = 0
trigger1 = movehit = 1 || projhit = 1
anim = 7101
ID   = 7101
pos  = 257,70
postype = left
bindtime= -1
scale = 0.5,0.5
pausemovetime = 110
removetime    = 110
ignorehitpause= 1
SuperMove = 1
sprpriority = 10
ownpal      = 1
persistent  = 0

[State -2,ファーストアタックスイッチ]
type = VarSet
triggerall = !ishelper
trigger1 = movehit = 1 || projhit = 1
var(40) = 1

;---------------------------------------------------------------
; カウンターヒット
;---------------------------------------------------------------
[State -2,判定]
type = VarSet
triggerall = !ishelper
triggerall = var(42) = 0
trigger1 = EnemyNear,MoveType = A
var(42) = 1

[State -2,カウンターヒットリセット]
type = VarSet
triggerall = !ishelper
trigger1 = EnemyNear,ctrl
var(42) = 0

[State -2,カウンターヒットリセット※念のため] 
type = VarSet 
triggerall = !ishelper
trigger1 = EnemyNear,ctrl 
trigger2 = EnemyNear,MoveType = H 
var(42) = 0

[State -2,カウンターヒット補正]
type = VarSet
triggerall = !ishelper
trigger1 = var(42) != 0
fVar(10) = 1.2

[State -2,カウンターヒット補正リセット]
type = varset
triggerall = !ishelper
triggerall = fVar(10) != 1
trigger1 = var(42) = 0
fVar(10) = 1

[State -2, effect];Counter!（P1側）
type = Explod
triggerall = !ishelper
triggerall = RoundState = 2
trigger1 = numexplod(7200) = 0
trigger1 = TeamSide = 1
trigger1 = fVar(10) = 1.2
trigger1 = movehit = 1 || projhit = 1 || var(43) = 1
anim = 7200
ID   = 7200
pos  = 5,70 + (numexplod(7100)) * (20)
postype = left
bindtime= -1
scale = 0.5,0.5
pausemovetime = 110
removetime    = 110
ignorehitpause= 1
SuperMove = 1
sprpriority = 10
ownpal      = 1
persistent  = 0

[State -2, effect];Counter!（P2側）
type = Explod
triggerall = !ishelper
triggerall = RoundState = 2
trigger1 = numexplod(7201) = 0
trigger1 = TeamSide = 2
trigger1 = fVar(10) = 1.2
trigger1 = movehit = 1 || projhit = 1 || var(43) = 1
anim = 7201
ID   = 7201
pos  = 265,70 + (numexplod(7101)) * (20)
postype = left
bindtime= -1
scale = 0.5,0.5
pausemovetime = 110
removetime    = 110
ignorehitpause= 1
SuperMove = 1
sprpriority = 10
ownpal      = 1
persistent  = 0

[State -2,ヘルパー用カウンターヒットリセット]
type = VarSet
triggerall = !ishelper
trigger1 = var(43) != 0
var(43) = 0
ignorehitpause = 1

;------------------------------------------
; AI用ぶっぱインターバル
;------------------------------------------

[State -2, 1ゲージ技ぶっぱインターバル]
type = VarAdd
triggerall = !ishelper
trigger1 = floor(sysfvar(0)) != [2000,2160]
fvar(31) = -1
ignorehitpause = 1

[State -2, 1ゲージ技ぶっぱインターバル]
type = VarAdd
triggerall = !ishelper
trigger1 = floor(sysfvar(0)) != [2000,2160]
fvar(31) = -1 - (((var(59) = 4 && gametime % 4 = 0) || (var(59) >= 5 && gametime % 2 = 0)) * 1)
ignorehitpause = 1

[State -2, 1ゲージ技ぶっぱインターバルリセット]
type = VarSet
triggerall = !ishelper
trigger1 = fvar(31) <= 0
fvar(31) = 0
ignorehitpause = 1

[State -2, 2ゲージ技ぶっぱインターバル]
type = VarAdd
triggerall = !ishelper
trigger1 = floor(sysfvar(0)) != [2200,2500]
fvar(32) = -1
ignorehitpause = 1

[State -2, 2ゲージ技ぶっぱインターバル]
type = VarAdd
triggerall = !ishelper
trigger1 = floor(sysfvar(0)) != [2200,2500]
fvar(32) = -1 - (((var(59) = 4 && gametime % 4 = 0) || (var(59) >= 5 && gametime % 2 = 0)) * 1)
ignorehitpause = 1

[State -2, 2ゲージ技ぶっぱインターバルリセット]
type = VarSet
triggerall = !ishelper
trigger1 = fvar(32) <= 0
fvar(32) = 0
ignorehitpause = 1

[State -2, 3ゲージ技ぶっぱインターバル]
type = VarAdd
triggerall = !ishelper
trigger1 = floor(sysfvar(0)) != 3100
trigger1 = floor(sysfvar(0)) != [3300,3360]
fvar(33) = -1
ignorehitpause = 1

[State -2, 3ゲージ技ぶっぱインターバル]
type = VarAdd
triggerall = !ishelper
trigger1 = floor(sysfvar(0)) != 3100
trigger1 = floor(sysfvar(0)) != [3300,3360]
fvar(33) = -1 - (((var(59) = 4 && gametime % 4 = 0) || (var(59) >= 5)) * 1)
ignorehitpause = 1

[State -2, 3ゲージ技ぶっぱインターバルリセット]
type = VarSet
triggerall = !ishelper
trigger1 = fvar(33) <= 0
fvar(33) = 0
ignorehitpause = 1

[State -2, ファットスローイングぶっぱインターバル]
type = VarAdd
triggerall = !ishelper
trigger1 = stateno != [1500,1502]
fvar(34) = -1
ignorehitpause = 1

[State -2, ファットスローイングぶっぱインターバルリセット]
type = VarSet
triggerall = !ishelper
trigger1 = fvar(34) <= 0
fvar(34) = 0
ignorehitpause = 1

[State -2, 当身ぶっぱインターバル]
type = VarAdd
triggerall = !ishelper
trigger1 = floor(sysfvar(0)) != [850,855]
fvar(38) = -1
ignorehitpause = 1

[State -2, 当身ぶっぱインターバルリセット]
type = VarSet
triggerall = !ishelper
trigger1 = fvar(38) <= 0
fvar(38) = 0
ignorehitpause = 1

[State -2, アングリーエクスプロージョンぶっぱインターバル]
type = VarAdd
triggerall = !ishelper
trigger1 = floor(sysfvar(0)) != [3200,3260]
fvar(23) = -1
ignorehitpause = 1

[State -2, アングリーエクスプロージョンぶっぱインターバルリセット]
type = VarSet
triggerall = !ishelper
trigger1 = fvar(23) <= 0
fvar(23) = 0
ignorehitpause = 1

[State -2, ヒットフラグ解除]
type = VarSet
triggerall = !ishelper
trigger1 = anim != [3200,3205]
var(32) = 0
ignorehitpause = 1

[State -2, 瀕死フラグ成立]
type = VarSet
triggerall = !ishelper
trigger1 = abs(var(48)) = 0
trigger1 = life < 333
trigger2 = abs(var(48)) >= 1
trigger2 = lifemax - sysvar(3) < 333
fvar(24) = 1
ignorehitpause = 1

;------------------------------------------
; 特殊カラー専用性能
;------------------------------------------

[State -2, 超必殺技ガー不]
type = AssertSpecial
trigger1 = !ishelper
trigger1 = var(17) >= 4
trigger1 = (stateno = [2000,2500]) || (stateno = [3100,3600])
trigger2 = ishelper
trigger2 = root,var(17) >= 4
trigger2 = (root,stateno = [2000,2500]) || (root,stateno = [3100,3600])
flag = unguardable
ignorehitpause = 1

[State -2, 気力自動回復]
type = PowerAdd
triggerall = !ishelper
triggerall = roundstate = 2
triggerall = alive
triggerall = var(7) > 0
triggerall = var(22) > 0
trigger1 = gametime % var(22) = 0
value = var(7)
ignorehitpause = 1

[State -2, 被弾時気力上昇]
type = poweradd
triggerall = !Ishelper
triggerall = !NumHelper(9999)
trigger1 = gethitvar(damage)
value = floor(abs(gethitvar(damage) * (fvar(9) - 1.0)))
ignorehitpause = 1

[State -2, 被弾時気力上昇]
type = poweradd
triggerall = !Ishelper
triggerall = NumHelper(9999)
trigger1 = Helper(9999),gethitvar(damage)
;trigger1 = fvar(9) > 1.0
value = floor(abs(Helper(9999),gethitvar(damage) * (fvar(9) - 1.0)))
ignorehitpause = 1

[State -2, Time最大値]
type = varset
trigger1 = !ishelper
trigger1 = sysfvar(1) >= 2
sysfvar(1) = 0
ignorehitpause = 0

[State -2, 落下ダメージ消去]
type = HitFallDamage
triggerall = !ishelper
trigger1 = abs(var(48)) >= 2
ignorehitpause = 1

[State -2, ライフ減少(ライフ管理有効時+投げダメージも通すように)]
type = VarAdd
triggerall = !ishelper
triggerall = roundstate < 3
triggerall = var(48) = 1
triggerall = !gethitvar(damage)
triggerall = !movereversed
triggerall = sysvar(4) != gametime
triggerall = sysvar(3) != lifemax - life
triggerall = !numhelper(9999)
triggerall = movetype = H
triggerall = floor(sysfvar(0)) != [2300,2301];マイティネスボマー中はダメージ受け付けない
triggerall = stateno != [750,754];ブロに成功したらダメージ受け付けない
trigger1 = var(28) = 0
sysvar(3) = abs((lifemax - life) - sysvar(3))
ignorehitpause = 1

[State -2, ライフ減少(ライフ管理有効時+投げダメージも通すように)]
type = VarAdd
triggerall = !ishelper
triggerall = roundstate < 3
triggerall = var(48) = 1
triggerall = !gethitvar(damage)
triggerall = !movereversed
triggerall = sysvar(4) != gametime
triggerall = sysvar(3) != lifemax - life
triggerall = !numhelper(9999)
triggerall = movetype = H
triggerall = floor(sysfvar(0)) != [2300,2301];マイティネスボマー中はダメージ受け付けない
triggerall = stateno != [750,754];ブロに成功したらダメージ受け付けない
trigger1 = abs(var(28)) > 0
sysvar(3) = abs(lifemax - life - sysvar(3)) - ifelse(abs(var(30) - life) >= abs(var(28)),abs(var(30) - life) - abs(var(28)),0)
ignorehitpause = 1

[State -2, ライフ減少(ライフ管理有効時+投げダメージも通すように)]
type = VarAdd
triggerall = !ishelper
triggerall = roundstate < 3
triggerall = var(48) = 2
triggerall = !gethitvar(damage)
triggerall = !movereversed
triggerall = stateno != [120,155];ガード中は通じない
triggerall = sysvar(4) != gametime
triggerall = !fvar(6)
triggerall = sysvar(3) != lifemax - life
triggerall = !numhelper(9999)
triggerall = movetype = H
triggerall = floor(sysfvar(0)) != [2300,2301];マイティネスボマー中はダメージ受け付けない
triggerall = stateno != [750,754];ブロに成功したらダメージ受け付けない
trigger1 = var(28) = 0
sysvar(3) = abs((lifemax - life) - sysvar(3))
ignorehitpause = 1

[State -2, ライフ減少(ライフ管理有効時+投げダメージも通すように)]
type = VarAdd
triggerall = !ishelper
triggerall = roundstate < 3
triggerall = var(48) = 2
triggerall = !gethitvar(damage)
triggerall = !movereversed
triggerall = stateno != [120,155];ガード中は通じない
triggerall = sysvar(4) != gametime
triggerall = !fvar(6)
triggerall = sysvar(3) != lifemax - life
triggerall = !numhelper(9999)
triggerall = movetype = H
triggerall = floor(sysfvar(0)) != [2300,2301];マイティネスボマー中はダメージ受け付けない
triggerall = stateno != [750,754];ブロに成功したらダメージ受け付けない
trigger1 = abs(var(28)) > 0
sysvar(3) = abs(lifemax - life - sysvar(3)) - ifelse(abs(var(30) - life) >= abs(var(28)),abs(var(30) - life) - abs(var(28)),0)
ignorehitpause = 1

[State -2, ライフ管理]
type = Lifeset
trigger1 = !ishelper
trigger1 = abs(var(48)) >= 1
value = lifemax - sysvar(3)
ignorehitpause = 1

[State -2, ライフちゃんと仕事しロット];ライフが切れた場合死亡
type = VarSet
triggerall = !ishelper
triggerall = roundstate >= 2
triggerall = abs(var(48)) < 3
trigger1 = !alive
sysvar(3) = lifemax
ignorehitpause = 1

[State -2, アーマーがあるためガード不能化]
type = Assertspecial
triggerall = !ishelper
trigger1 = abs(var(48)) >= 3
trigger2 = numhelper(9999)
;trigger3 = abs(var(48)) = 2;バグ防止
;trigger3 = var(59) >= 3
trigger3 = var(59)
trigger3 = !var(51)
trigger4 = var(59)
trigger4 = !NumHelper(9999)
trigger4 = abs(var(48)) = 2
trigger4 = sysvar(4) != Gametime
trigger4 = (!fvar(1)) || (var(47))
trigger5 = var(59)
trigger5 = var(23) > 3
trigger5 = statetype = A
trigger6 = var(59)
trigger6 = fvar(6)
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1

[State -2, 時止め解除ヘルパー]
type = Helper
triggerall = alive
triggerall = !ishelper
triggerall = abs(var(48)) >= 3
trigger1 = roundstate >= 3
trigger2 = abs(var(48)) >= 4
trigger3 = var(17) >= 3
trigger3 = floor(sysfvar(0)) = [3204,3205]
helpertype = player
name = "Reject-Time-Freeze"
ID  = 8888
stateno   = 8888
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1

[State -2, 時止め解除1]
type = Pause
triggerall = alive
triggerall = !ishelper
trigger1 = numhelper(8888)
trigger2 = abs(var(48)) >= 4
time = 2147483647
movetime = 2147483647
ignorehitpause = 1

[State -2, 時止め解除2]
type = SuperPause
triggerall = alive
triggerall = !ishelper
trigger1 = numhelper(8888)
trigger2 = abs(var(48)) >= 4
time = 2147483647
anim    = -1
movetime  = 2147483647
darken = 0
p2defmul  = 1
poweradd = 0
unhittable = 0
ignorehitpause = 1

[State -2, 凍結解除(ただし超即死当身に対してしか機能しない)]
type = selfstate
triggerall = !IsHelper
triggerall = alive
triggerall = abs(var(48)) = 2
triggerall = hitpausetime
triggerall = 2**9 = 4096;winmugenのみ
trigger1 = movereversed
trigger2 = sysfvar(0) = 3205
trigger2 = var(17) >= 3
value = 333333
ignorehitpause = 1

[State -2, 凍結解除]
type = selfstate
triggerall = !IsHelper
triggerall = alive
triggerall = (abs(var(48)) >= 3)
triggerall = hitpausetime
triggerall = 2**9 = 4096;winmugenのみ
trigger1 = sysvar(4) != gametime
trigger2 = movereversed
trigger3 = roundstate >= 3
trigger4 = win
trigger5 = sysfvar(0) = 3205
trigger5 = var(17) >= 3
value = 333333
ignorehitpause = 1

[State -2, アーマーヘルパー]
type = Helper
triggerall = !var(31)
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = !NumHelper(9999)
trigger1 = (abs(var(48)) >= 3)
name = "Armor"
stateno = 9999
ID = 9999
postype = p1
pos = 0,0
ownpal = 1
helpertype = player
supermovetime = 99999
pausemovetime = 99999
ignorehitpause = 1

[State -2, アーマーヘルパー]
type = Helper
triggerall = var(31)
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = !NumHelper(9999)
trigger1 = (abs(var(48)) >= 3)
name = "Armor"
stateno = 9999
ID = 9999
postype = p1
pos = 0,0
ownpal = 1
helpertype = normal
supermovetime = 99999
pausemovetime = 99999
ignorehitpause = 1

[State -2, 必殺技・派生技中無敵化]
type = NotHitBy
triggerall = !ishelper
triggerall = abs(var(48)) <= 2
triggerall = var(23) = [2,3]
triggerall = movetype = A
trigger1 = stateno != [200,650]
trigger1 = stateno != [6000,6200]
trigger1 = stateno != 1200
trigger1 = stateno != 1220
trigger1 = stateno != 1250
trigger1 = stateno != 1270
trigger1 = stateno != 1325
trigger1 = stateno != 1401
trigger1 = stateno != 1451
value = SCA
ignorehitpause = 1

[State -2, 攻撃中無敵化]
type = NotHitBy
triggerall = !ishelper
triggerall = abs(var(48)) <= 2
triggerall = var(23) >= 4
trigger1 = movetype = A
value = SCA
ignorehitpause = 1

[State -2, 空中・着地硬直中無敵化]
type = NotHitBy
triggerall = !ishelper
triggerall = abs(var(48)) <= 2
triggerall = var(23) >= 4
trigger1 = movetype = I
trigger1 = statetype = A
trigger2 = (stateno = [40,100)) || (floor(sysfvar(0)) = [40,100))
trigger3 = (stateno = [105,120)) || (floor(sysfvar(0)) = [105,120))
value = SCA
ignorehitpause = 1

[State -2, 無敵化(永タゲを食らっている場合)]
type = NotHitBy
triggerall = !ishelper
triggerall = abs(var(48)) = 2
trigger1 = sysvar(4) != Gametime
trigger1 = (!fvar(1)) || (var(47))
trigger1 = 1 || fvar(6) := ifelse(fvar(6) > 2,fvar(6) - 1,2)
trigger2 = fvar(6)
value = SCA
ignorehitpause = 1

[State -2, ステ抜け(TU/勝利イントロ中)]
type = SelfState
triggerall = !ishelper
triggerall = abs(var(48)) = 2
triggerall = roundstate >= 2
triggerall = alive
trigger1 = floor(sysfvar(0)) = [170,190)
trigger2 = floor(sysfvar(0)) = [10180,10190)
value = floor(sysfvar(0))
ignorehitpause = 1

[State -2, ステ抜け(ガード時)(永タゲ耐性(打撃投げ以外はなるべく通さない))]
type = SelfState
triggerall = !ishelper
triggerall = abs(var(48)) = 2
triggerall = roundstate >= 2
triggerall = alive
triggerall = sysvar(4) != Gametime
triggerall = (!fvar(1)) || (var(47))
trigger1 = anim = [120,130)
value = 120
ignorehitpause = 1

[State -2, ステ抜け(ガード時)(永タゲ耐性(打撃投げ以外はなるべく通さない))]
type = SelfState
triggerall = !ishelper
triggerall = abs(var(48)) = 2
triggerall = roundstate >= 2
triggerall = alive
triggerall = sysvar(4) != Gametime
triggerall = (!fvar(1)) || (var(47))
trigger1 = anim = [130,140)
value = anim
ignorehitpause = 1

[State -2, ステ抜け(ガード時)(永タゲ耐性(打撃投げ以外はなるべく通さない))]
type = SelfState
triggerall = !ishelper
triggerall = abs(var(48)) = 2
triggerall = roundstate >= 2
triggerall = alive
triggerall = sysvar(4) != Gametime
triggerall = (!fvar(1)) || (var(47))
trigger1 = anim = [140,150)
value = 140
ignorehitpause = 1

[State -2, ステ抜け(受身時)(永タゲ耐性(打撃投げ以外はなるべく通さない))]
type = SelfState
triggerall = !ishelper
triggerall = abs(var(48)) = 2
triggerall = roundstate >= 2
triggerall = alive
trigger1 = anim = 5210
value = 5210
ignorehitpause = 1

[State -2, ステ抜け(喰らい抜け直後/永タゲは喰らわない)]
type = SelfState
triggerall = !ishelper
triggerall = abs(var(48)) = 2
triggerall = roundstate = 2
triggerall = alive
triggerall = fvar(6)
triggerall = sysvar(4) != Gametime || movetype = H || movereversed
trigger1 = floor(sysfvar(0)) = [0,170)
trigger2 = floor(sysfvar(0)) = 195
trigger3 = floor(sysfvar(0)) = [200,5000)
trigger4 = floor(sysfvar(0)) = [6000,9000)
value = floor(sysfvar(0))
ignorehitpause = 1

[State -2, ステ抜け(Commonステート時)(永タゲ耐性(打撃投げ以外はなるべく通さない))]
type = SelfState
triggerall = !ishelper
triggerall = abs(var(48)) = 2
triggerall = roundstate >= 2
triggerall = alive
triggerall = sysvar(4) != Gametime
triggerall = (!fvar(1)) || (var(47))
trigger1 = floor(sysfvar(0)) = [0,170)
trigger2 = floor(sysfvar(0)) = 195
value = floor(sysfvar(0))
ignorehitpause = 1

[State -2, ステ抜け(永タゲ耐性・超必殺技発動中)]
type = SelfState
triggerall = !ishelper
triggerall = abs(var(48)) = 2
triggerall = roundstate >= 2
triggerall = alive
triggerall = var(23) > 0
triggerall = sysvar(4) != Gametime || movetype = H || movereversed
trigger1 = floor(sysfvar(0)) = [2000,4000)
value = floor(sysfvar(0))
ignorehitpause = 1

[State -2, ステ抜け(永タゲ耐性・必殺技/派生技 発動中)]
type = SelfState
triggerall = !ishelper
triggerall = abs(var(48)) = 2
triggerall = roundstate >= 2
triggerall = alive
triggerall = var(23) = [2,3]
triggerall = sysvar(4) != Gametime || movetype = H || movereversed
trigger1 = floor(sysfvar(0)) = [1000,1200)
trigger2 = floor(sysfvar(0)) = 1210
trigger3 = floor(sysfvar(0)) = [1260,1270)
trigger4 = floor(sysfvar(0)) = 1300
trigger5 = floor(sysfvar(0)) = [1350,1401)
trigger6 = floor(sysfvar(0)) = 1450
trigger7 = floor(sysfvar(0)) = [1500,2000)
trigger8 = floor(sysfvar(0)) = 1200
trigger8 = fvar(6)
trigger9 = floor(sysfvar(0)) = 1250
trigger9 = fvar(6)
trigger10 = floor(sysfvar(0)) = 6000
trigger10 = fvar(6)
trigger11 = floor(sysfvar(0)) = 6100
trigger11 = fvar(6)
trigger12 = floor(sysfvar(0)) = 6200
trigger12 = fvar(6)
trigger13 = floor(sysfvar(0)) = [6300,8000)
value = floor(sysfvar(0))
ignorehitpause = 1

[State -2, ステ抜け(永タゲ耐性・地上/屈み技(途中だけ保障) 発動中)]
type = SelfState
triggerall = !ishelper
triggerall = abs(var(48)) = 2
triggerall = roundstate >= 2
triggerall = alive
triggerall = var(23) = [2,3]
triggerall = sysvar(4) != Gametime || movetype = H || movereversed
trigger1 = floor(sysfvar(0)) = 200
trigger1 = fvar(6)
trigger2 = floor(sysfvar(0)) = 210
trigger2 = fvar(6)
trigger3 = floor(sysfvar(0)) = 220
trigger3 = fvar(6)
trigger4 = floor(sysfvar(0)) = 230
trigger4 = fvar(6)
trigger5 = floor(sysfvar(0)) = 250
trigger5 = fvar(6)
trigger6 = floor(sysfvar(0)) = 260
trigger6 = fvar(6)
trigger7 = floor(sysfvar(0)) = 270
trigger7 = fvar(6)
trigger8 = floor(sysfvar(0)) = 280
trigger8 = fvar(6)
trigger9 = floor(sysfvar(0)) = 410
trigger9 = fvar(6)
trigger10 = floor(sysfvar(0)) = 420
trigger10 = fvar(6)
trigger11 = floor(sysfvar(0)) = 450
trigger11 = fvar(6)
trigger12 = floor(sysfvar(0)) = [305,310]
trigger13 = floor(sysfvar(0)) = 400
trigger13 = fvar(6)
value = floor(sysfvar(0))
ignorehitpause = 1

[State -2, ステ抜け(永タゲ耐性・空中技(途中だけ保障) 発動中)]
type = SelfState
triggerall = !ishelper
triggerall = abs(var(48)) = 2
triggerall = roundstate >= 2
triggerall = alive
triggerall = var(23) = [2,3]
triggerall = sysvar(4) != Gametime || movetype = H || movereversed
trigger1 = floor(sysfvar(0)) = 600
trigger1 = fvar(6)
trigger2 = floor(sysfvar(0)) = 610
trigger2 = fvar(6)
trigger3 = floor(sysfvar(0)) = 620
trigger3 = fvar(6)
trigger4 = floor(sysfvar(0)) = 635
trigger4 = fvar(6)
trigger5 = floor(sysfvar(0)) = 630
trigger5 = fvar(6)
trigger6 = floor(sysfvar(0)) = 640
trigger6 = fvar(6)
trigger7 = floor(sysfvar(0)) = 650
trigger7 = fvar(6)
trigger8 = floor(sysfvar(0)) = 500
trigger8 = fvar(6)
trigger9 = floor(sysfvar(0)) = 510
trigger9 = fvar(6)
trigger10 = floor(sysfvar(0)) = 525
trigger10 = fvar(6)
trigger11 = floor(sysfvar(0)) = 550
trigger11 = fvar(6)
value = floor(sysfvar(0))
ignorehitpause = 1

[State -2, ステ抜け(永タゲ耐性・移動技/当身 発動中)]
type = SelfState
triggerall = !ishelper
triggerall = abs(var(48)) = 2
triggerall = roundstate >= 2
triggerall = alive
triggerall = var(23) >= 3
triggerall = sysvar(4) != Gametime || movetype = H || movereversed
trigger1 = floor(sysfvar(0)) = [350,380)
trigger2 = floor(sysfvar(0)) = [850,855]
value = floor(sysfvar(0))
ignorehitpause = 1

[State -2, ステ抜け(永タゲ耐性・着地硬直中・空中)]
type = SelfState
triggerall = !ishelper
triggerall = abs(var(48)) = 2
triggerall = roundstate >= 2
triggerall = alive
triggerall = var(23) >= 4
triggerall = sysvar(4) != Gametime || movetype = H || movereversed
;trigger1 = floor(sysfvar(0)) = 52
trigger1 = floor(sysfvar(0)) = 950
trigger2 = floor(sysfvar(0)) = [40,100)
trigger3 = floor(sysfvar(0)) = [105,120)
trigger4 = floor(sysfvar(0)) = 1220
trigger5 = floor(sysfvar(0)) = 1270
trigger6 = floor(sysfvar(0)) = 1401
trigger7 = floor(sysfvar(0)) = 1451
value = floor(sysfvar(0))
ignorehitpause = 1

[State -2, ステ抜け(永タゲ耐性・攻撃中)]
type = SelfState
triggerall = !ishelper
triggerall = abs(var(48)) = 2
triggerall = roundstate >= 2
triggerall = alive
triggerall = var(23) >= 4
triggerall = sysvar(4) != Gametime || movetype = H || movereversed
trigger1 = floor(sysfvar(0)) = [200,5000)
trigger2 = floor(sysfvar(0)) = [6000,9000)
value = floor(sysfvar(0))
ignorehitpause = 1

[State -2, ステ抜け(永タゲ耐性(打撃投げ以外はなるべく通さない))]
type = SelfState
triggerall = !ishelper
triggerall = abs(var(48)) = 2
triggerall = roundstate >= 2
triggerall = alive
triggerall = sysvar(4) != Gametime || movereversed
triggerall = (!fvar(1)) || (var(47)) || (movetype = A && var(23) >= 4)
trigger1 = floor(sysfvar(0)) = [200,5000)
trigger2 = floor(sysfvar(0)) = [6000,9000)
value = floor(sysfvar(0))
ignorehitpause = 1

[State -2, オバフロダメージ対策noko]
type = null;Assertspecial
triggerall = !IsHelper
triggerall = alive
triggerall = abs(var(48)) = 2
triggerall = var(30) >= abs(var(28))
trigger1 = movetype = H
trigger2 = gethitvar(damage)
flag = noko
ignorehitpause = 1

[State -2, StateTypeSet]
type = StateTypeSet
triggerall = !isHelper
triggerall = alive
triggerall = abs(var(48)) <= 2
triggerall = gametime = sysvar(4);ステートを奪われている場合は出さない
triggerall = (abs(var(48)) = 2 && !fvar(6)) || (abs(var(48)) < 2)
trigger1 = MoveType = H
trigger1 = stateno = 8500
trigger1 = var(24)
MoveType = I
ignorehitpause = 1

[State -2, 打撃アーマー]
type = Hitoverride
triggerall = !ishelper
triggerall = alive
triggerall = abs(var(48)) <= 2
triggerall = gametime = sysvar(4);ステートを奪われている場合は出さない
triggerall = (abs(var(48)) = 2 && !fvar(6)) || (abs(var(48)) < 2)
trigger1 = stateno != [120,159];ガード中は発動しない
trigger1 = stateno != [5000,5120);喰らい中には発動しない
trigger1 = var(24)
stateno = 8500
slot = 5
time = 2
attr = SCA,AA
ignorehitpause = 1

[State -2, 被初撃フラグリセット]
type = VarSet
triggerall = !IsHelper
trigger1 = MoveType != H
trigger2 = StateNo = [120, 159]
fvar(2) = 0
ignorehitpause = 1

[State -2, 被初撃フラグON]
type = VarSet
triggerall = !IsHelper
trigger1 = MoveType = H
trigger1 = StateNo != [120, 159]
fvar(2) = GetHitVar(HitCount)
ignorehitpause = 1

[State -2, 防御力バグ防止(ライフ管理無し)];初撃だけなぜか適用されないため
type = LifeAdd
triggerall = !ishelper
triggerall = Alive
triggerall = !numhelper(9999)
triggerall = abs(var(48)) = 0
triggerall = MoveType = H
triggerall = var(2)
triggerall = fvar(2) = 1			; 初撃である場合(fvar(2)=被初撃フラグ)
triggerall = var(33) := GetHitVar(Damage)   	; ダメージを取得
triggerall = (stateno != [751,754])               ; ブロに成功しても回復しないように
trigger1 = var(28) = 0			; ダメージ喰らい抜けが無い場合
trigger2 = abs(var(28)) > 0			; ダメージ喰らい抜けが有る場合
trigger2 = GetHitVar(Damage) < abs(var(28))	; 一定以上ダメージ出なかったら補正はかけない(ダメージカットで十分)
value = Floor(var(33) * (1.0 - fvar(5)))
absolute = 1
persistent = 0
ignorehitpause = 1

[State -2, 防御力バグ防止(ライフ管理有り)];初撃だけなぜか適用されないため
type = VarAdd
triggerall = !ishelper
triggerall = Alive
triggerall = !numhelper(9999)
triggerall = abs(var(48)) = [1,2]
triggerall = MoveType = H
triggerall = var(2)
triggerall = fvar(2) = 1						; 初撃である場合(fvar(2)=被初撃フラグ)
triggerall = var(33) := GetHitVar(Damage)   				; ダメージを取得
triggerall = GetHitVar(Damage) > 0
triggerall = (stateno != [751,754])               			; ブロに成功しても回復しないように
triggerall = (floor(sysfvar(0)) != [751,754])     			; ブロに成功しても回復しないように
trigger1 = var(28) = 0						; ダメージ喰らい抜けが無い場合
trigger2 = abs(var(28)) > 0						; ダメージ喰らい抜けが有る場合
trigger2 = GetHitVar(Damage) < abs(var(28))				; 一定以上ダメージ出なかったら補正はかけない(ダメージカットで十分)
sysvar(3) = -abs(Floor(var(33) * (1.0 - fvar(5))))	; 補正後ダメージとの差を取得
persistent = 0
ignorehitpause = 1

[state -2, ライフ管理・青天井防止]
type = VarSet
triggerall = !ishelper
trigger1 = sysvar(3) < 0
sysvar(3) = 0
ignorehitpause = 1

[State -2, ライフ減少(ライフ管理有効時)]
type = VarAdd
triggerall = !ishelper
triggerall = roundstate < 3
triggerall = abs(var(48)) = 1
triggerall = gethitvar(damage) > 0
triggerall = !numhelper(9999)
triggerall = movetype = H
triggerall = floor(sysfvar(0)) != [2300,2301];マイティネスボマー中はダメージ受け付けない
triggerall = stateno != [750,754];ブロに成功したらダメージ受け付けない
trigger1 = var(28) = 0
sysvar(3) = ifelse(abs(gethitvar(damage)) >=lifemax,lifemax,gethitvar(damage))
ignorehitpause = 1

[State -2, ライフ減少(ライフ管理有効時)]
type = VarAdd
triggerall = !ishelper
triggerall = roundstate < 3
triggerall = abs(var(48)) = 1
triggerall = gethitvar(damage) > 0
triggerall = !numhelper(9999)
triggerall = movetype = H
triggerall = floor(sysfvar(0)) != [2300,2301];マイティネスボマー中はダメージ受け付けない
triggerall = stateno != [750,754]
trigger1 = abs(var(28)) > 0
sysvar(3) = ifelse(gethitvar(damage) >= abs(var(28)),abs(var(28)),gethitvar(damage))
ignorehitpause = 1

[State -2, ライフ減少(ライフ管理有効時)]
type = VarAdd
triggerall = !ishelper
triggerall = roundstate < 3
triggerall = abs(var(48)) = 2
triggerall = stateno != [120,155];ガード中は通じない
triggerall = gethitvar(damage) > 0
triggerall = !numhelper(9999)
triggerall = movetype = H
triggerall = floor(sysfvar(0)) != [2300,2301];マイティネスボマー中はダメージ受け付けない
triggerall = stateno != [750,754]
triggerall = !fvar(6)
trigger1 = var(28) = 0
sysvar(3) = ifelse(abs(gethitvar(damage)) >=lifemax,lifemax,gethitvar(damage))
ignorehitpause = 1

[State -2, ライフ減少(ライフ管理有効時)]
type = VarAdd
triggerall = !ishelper
triggerall = roundstate < 3
triggerall = abs(var(48)) = 2
triggerall = stateno != [120,155];ガード中は通じない
triggerall = gethitvar(damage) > 0
triggerall = !numhelper(9999)
triggerall = movetype = H
triggerall = floor(sysfvar(0)) != [2300,2301];マイティネスボマー中はダメージ受け付けない
triggerall = stateno != [750,754]
triggerall = !fvar(6)
trigger1 = abs(var(28)) > 0
sysvar(3) = ifelse(gethitvar(damage) >= abs(var(28)),abs(var(28)),gethitvar(damage))
ignorehitpause = 1

[State -2, アーマーがある時は無敵]
type = NotHitBy
TriggerAll = !IsHelper
trigger1 = abs(var(48)) >= 3
value = SCA
time = -1
ignorehitpause = 1

[State -2, アーマーがある時は無敵]
type = NotHitBy
TriggerAll = !IsHelper
trigger1 = numhelper(9999)
value = SCA
ignorehitpause = 1

[state -2, アーマー用被弾時無敵フレーム増加]
type = VarSet
TriggerAll = IsHelper(9999)
triggerall = root,var(11) > 0
triggerall = Gethitvar(damage)
trigger1 = root,sysfvar(0) != [751,752]
sysvar(0) = root,var(11)
ignorehitpause = 1

[State -2, アーマー受けした時のライフ減少(通常+制限値を超えていない場合)]
type = VarAdd
triggerall = !ishelper
triggerall = roundstate < 3
triggerall = NumHelper(9999)
triggerall = (abs(var(48)) >= 3)
triggerall = ((floor(sysfvar(0)) != [2000,4000)) || (stateno != [2000,4000)));超必殺技発動中は喰らわないように
triggerall = Helper(9999),stateno = 9996
trigger1 = var(0) <= 0
trigger1 = Helper(9999),GetHitVar(damage)
trigger2 = var(0) > 0;制限あり
trigger2 = Helper(9999),GetHitVar(damage) = [0,var(0)]
sysvar(3) = floor(Helper(9999),GetHitVar(damage) * ifelse(fvar(21) = 1.0,fvar(5),fvar(21)))
ignorehitpause = 1

[State -2, アーマー受けした時のライフ減少(通常+制限値を超えていた場合)]
type = VarAdd
triggerall = !ishelper
triggerall = roundstate < 3
triggerall = NumHelper(9999)
triggerall = (abs(var(48)) >= 3)
triggerall = ((floor(sysfvar(0)) != [2000,4000)) || (stateno != [2000,4000)));超必殺技発動中は喰らわないように
triggerall = Helper(9999),stateno = 9996
trigger1 = var(0) > 0
trigger1 = Helper(9999),GetHitVar(damage) > var(0)
sysvar(3) = floor(var(0) * ifelse(fvar(21) = 1.0,fvar(5),fvar(21)))
ignorehitpause = 1

[State -2, アーマー受けした時のライフ減少(通常+制限値を超えていない場合)]
type = VarAdd
triggerall = !ishelper
triggerall = roundstate < 3
triggerall = NumHelper(9999)
triggerall = (abs(var(48)) >= 3)
triggerall = ((floor(sysfvar(0)) != [2000,4000)) || (stateno != [2000,4000)));超必殺技発動中は喰らわないように
triggerall = Helper(9999),stateno = 9998
trigger1 = var(0) <= 0
trigger1 = Helper(9999),GetHitVar(damage)
trigger2 = var(0) > 0;制限あり
trigger2 = Helper(9999),GetHitVar(damage) = [0,var(0)]
sysvar(3) = floor(Helper(9999),GetHitVar(damage) * fvar(5))
ignorehitpause = 1

[State -2, アーマー受けした時のライフ減少(通常+制限値を超えていた場合)]
type = VarAdd
triggerall = !ishelper
triggerall = roundstate < 3
triggerall = NumHelper(9999)
triggerall = (abs(var(48)) >= 3)
triggerall = ((floor(sysfvar(0)) != [2000,4000)) || (stateno != [2000,4000)));超必殺技発動中は喰らわないように
triggerall = Helper(9999),stateno = 9998
trigger1 = var(0) > 0
trigger1 = Helper(9999),GetHitVar(damage) > var(0)
sysvar(3) = floor(var(0) * fvar(5))
ignorehitpause = 1

[State -2, 相手ライフ監視(ライフが満タンなら置換)]
type = VarSet
triggerall = !ishelper 
trigger1 = enemy(0),Life = enemy(0),LifeMax
var(19) = enemy(0),Life
ignorehitpause = 1

[State -2, 相手ライフ監視(ライフが保存ライフより少なくなったら置換)]
type = VarSet
triggerall = !ishelper
trigger1 = enemy(0),Life < var(19)
var(19) = enemy(0),Life
Ignorehitpause = 1

[State -2, 変数式ステ抜け(イントロスキップ対策)]
Type = Selfstate
triggerall = !isHelper
triggerall = (abs(var(48)) >= 3)
triggerall = RoundState = 2
trigger1 = floor(sysfvar(0)) = [190,195) 
trigger2 = floor(sysfvar(0)) = [196,200)
trigger3 = floor(sysfvar(0)) = [10190,10199]
value = 0
ctrl = 0
ignorehitpause = 1

[State -2, CtrlSet]
type = CtrlSet
triggerall = !ishelper
triggerall = roundstate = 3
triggerall = (stateno = 0) || (floor(sysfvar(0)) = 0)
triggerall = alive
trigger1 = abs(var(48)) >= 3
value = 1
ignorehitpause = 1

[State -2, ライフ記憶]
type = Varset
triggerall = !ishelper
triggerall = abs(var(48)) < 1
triggerall = !NumHelper(9999)
trigger1 = movetype != H
trigger2 = roundstate = 1
;trigger3 = abs(var(48)) = [1,2]
;trigger3 = var(28) < 0
;trigger3 = movetype != H
;trigger3 = movetype = I
;trigger3 = floor(sysfvar(0)) != [360,375]
var(30) = life
IgnoreHitPause = 1

[State -2, ライフ記憶]
type = Varset
triggerall = !ishelper
triggerall = abs(var(48)) = [1,2]
triggerall = !NumHelper(9999)
trigger1 = movetype != H;A
trigger2 = roundstate = 1
;trigger3 = movetype = I
;trigger3 = floor(sysfvar(0)) != [360,375]
var(30) = lifemax - sysvar(3)
IgnoreHitPause = 1

[state -2,ダメージカット(通常)]
type = lifeset
Triggerall = !ishelper
triggerall = alive
triggerall = abs(var(48)) < 1
triggerall = roundstate < 3
triggerall = !NumHelper(9999)
triggerall = (movetype = H && (stateno != [751,754])) || (sysvar(4) != Gametime)
triggerall = floor(sysfvar(0)) != [2300,2301];マイティネスボマー中はダメージ受け付けない
trigger1 = abs(var(28)) > 0;ダメージ値喰らい抜け
trigger1 = Gethitvar(damage) >= abs(var(28))
value = var(30) - abs(var(28))
IgnoreHitPause = 1

[state -2,ダメージカット(通常)]
type = lifeset
Triggerall = !ishelper
triggerall = alive
triggerall = abs(var(48)) < 1
;triggerall = movetype = H || sysvar(4) != Gametime
triggerall = roundstate < 3
triggerall = !NumHelper(9999)
trigger1 = abs(var(28)) > 0;ダメージ値喰らい抜け
trigger1 = var(30) - life > abs(var(28))
value = var(30) - abs(var(28))
IgnoreHitPause = 1

[state -2,ダメージカット(ライフ管理)]
type = Varadd
Triggerall = !ishelper
triggerall = alive
triggerall = abs(var(48)) = [1,2]
triggerall = (movetype = H && (stateno != [751,754])) || (sysvar(4) != Gametime)
triggerall = var(30) >= abs(var(28))
triggerall = roundstate < 3
triggerall = !NumHelper(9999)
trigger1 = abs(var(28)) > 0;ダメージ値喰らい抜け
trigger1 = (Gethitvar(damage) >= abs(var(28))) || (var(30) - (lifemax - sysvar(3)) > abs(var(28)))
sysvar(3) = -((var(30) - (lifemax - sysvar(3))) - abs(var(28)))
IgnoreHitPause = 1

[state -2, 無敵時間計測スタート]
type = Varadd
triggerall = !ishelper
trigger1 = fvar(6) > 0
trigger1 = sysvar(4) = gametime
fvar(6) = -1
ignorehitpause = 1

[state -2, 無敵時間リセット]
type = VarSet
triggerall = !ishelper
trigger1 = fvar(6) < 0
fvar(6) = 0
ignorehitpause = 1

[State -2, Lifeset=0対策(超即死投げは通すように)]
Type = AssertSpecial
triggerall = !Ishelper
triggerall = abs(var(48)) <= 2
trigger1 = roundstate <= 2
trigger1 = sysvar(4) != gametime
trigger1 = movetype = H
trigger1 = !hitpausetime
trigger1 = var(28) < 0
trigger1 = sysvar(3) < lifemax
trigger1 = alive
trigger1 = var(30) >= abs(var(28))
Flag = Noko
IgnoreHitPause = 1

[state -2, 喰らい抜け時保険無敵]
type = nothitby
triggerall = !ishelper
triggerall = !NumHelper(9999)
triggerall = abs(var(48)) <= 2
triggerall = Gethitvar(damage)
triggerall = (movetype = H && (stateno != [751,754])) || (sysvar(4) != Gametime)
trigger1 = var(26) > 0;ヒット数喰らい抜け
trigger1 = floor(fvar(1)) >= var(26)
trigger1 = 1 || fvar(6) := ifelse(fvar(6) > 0,fvar(6) - 1,70)
trigger2 = abs(var(48)) = 0
trigger2 = abs(var(28)) > 0;ダメージ値喰らい抜け
trigger2 = (Gethitvar(damage) >= abs(var(28))) || (var(30) - life >= abs(var(28)))
trigger3 = abs(var(48)) = [1,2]
trigger3 = abs(var(28)) > 0;ダメージ値喰らい抜け
trigger3 = (Gethitvar(damage) >= abs(var(28))) || (var(30) - (lifemax - sysvar(3)) >= abs(var(28)))
trigger3 = 1 || fvar(6) := ifelse(fvar(6) > 0,fvar(6) - 1,70)
value2 = SCA
time = 60
IgnoreHitPause = 1

[State -2, 喰らい抜け用保険noko]
type = Assertspecial
triggerall = !IsHelper
triggerall = alive
triggerall = abs(var(48)) <= 2
;triggerall = movetype = H || sysvar(4) != Gametime || stateno = 365 || stateno = 375
trigger1 = var(26) > 0;ヒット数喰らい抜け
trigger1 = floor(fvar(1)) >= var(26)
trigger2 = abs(var(48)) = 0
trigger2 = abs(var(28)) > 0;ダメージ値喰らい抜け
trigger2 = (Gethitvar(damage) >= abs(var(28))) || (var(30) - life >= abs(var(28)) && Gethitvar(damage))
trigger3 = abs(var(48)) = [1,2]
trigger3 = abs(var(28)) > 0;ダメージ値喰らい抜け
trigger3 = (Gethitvar(damage) >= abs(var(28))) || ((var(30) - (lifemax - sysvar(3)) >= abs(var(28))) && Gethitvar(damage))
flag = noko
ignorehitpause = 1

[State -2, 喰らい抜け]
type = SelfState
triggerall = !IsHelper
triggerall = alive
triggerall = !NumHelper(9999)
triggerall = (movetype = H && (stateno != [751,754])) || (sysvar(4) != Gametime)
triggerall = stateno != [751,754]
triggerall = floor(sysfvar(0)) != [2300,2301]
triggerall = abs(var(48)) <= 2
triggerall = Gethitvar(damage)
trigger1 = var(26) > 0;ヒット数喰らい抜け
trigger1 = floor(fvar(1)) >= var(26)
trigger2 = abs(var(48)) = 0
trigger2 = abs(var(28)) > 0;ダメージ抜け
trigger2 = (Gethitvar(damage) >= abs(var(28))) || (var(30) - life = abs(var(28)))
trigger3 = abs(var(48)) = [1,2]
trigger3 = abs(var(28)) > 0;ダメージ抜け(ライフ管理有り)
trigger3 = (Gethitvar(damage) >= abs(var(28))) || (var(30) - (lifemax - sysvar(3)) = abs(var(28)))
trigger4 = abs(var(48)) = 1
trigger4 = var(28) < 0;Lifeset抜け
trigger4 = (var(30) - life > abs(var(28))) || (life = 0)
trigger4 = sysvar(4) != Gametime
trigger5 = abs(var(48)) = 2
trigger5 = var(28) < 0;Lifeset抜け
trigger5 = (var(30) - life > abs(var(28))) || (life = 0)
trigger5 = sysvar(4) != Gametime
trigger5 = !fvar(1)
value = ifelse(!alive,5050,5210)
ctrl = 0
ignorehitpause = 1

[State -2, 護身対策]
type = SelfState
triggerall = !IsHelper
triggerall = alive
triggerall = !NumHelper(9999)
triggerall = movetype = H || sysvar(4) != Gametime
trigger1 = abs(var(48)) <= 2;護身対策
trigger1 = abs(var(28)) > 0
trigger1 = time >= 2000
value = ifelse(statetype != A ,365,375)
ctrl = 0
ignorehitpause = 1

[State -2, ステ抜け(イントロ中)]
type = SelfState
triggerall = !ishelper
triggerall = (abs(var(48)) >= 3)
triggerall = roundstate < 2
triggerall = alive
trigger1 = floor(sysfvar(0)) = [190,195)
trigger2 = floor(sysfvar(0)) = [10190,10199] 
trigger3 = floor(sysfvar(0)) = 5900
trigger4 = floor(sysfvar(0)) = [196,200)
value = floor(sysfvar(0))
ignorehitpause = 1

[State -2, 当身ブロ成功したら上/下Zカウンター(耐性強化=3)]
type = Varset
triggerall = !ishelper
triggerall = alive
triggerall = (power >= 500) || (var(27))
triggerall = roundstate = 2
triggerall = movetype != A
triggerall = (abs(var(48)) >= 3)
trigger1 = Helper(9999),gethitvar(damage)
trigger1 = Helper(9999),stateno = 9997
trigger2 = NumHelper(750)
trigger2 = Helper(750),numtarget
sysfvar(0) = ifelse(Pos Y > -120,752,751)
ignorehitpause = 1

[State -2, 当身ブロ成功したら上/下Zカウンター(耐性強化=3)]
type = SelfState
triggerall = !ishelper
triggerall = alive
triggerall = (power >= 500) || (var(27))
triggerall = roundstate = 2
triggerall = movetype != A
triggerall = (abs(var(48)) >= 3)
trigger1 = Helper(9999),gethitvar(damage)
trigger1 = Helper(9999),stateno = 9997
trigger2 = NumHelper(750)
trigger2 = Helper(750),numtarget
value = ifelse(Pos Y > -120,752,751)
ctrl = 0
ignorehitpause = 1

[State -2, 変数式ステ抜け(Commonステート時)]
type = SelfState
triggerall = !ishelper
triggerall = (abs(var(48)) >= 3)
triggerall = roundstate >= 2
triggerall = alive
triggerall = sysvar(4) != Gametime || movetype = H || movereversed
trigger1 = floor(sysfvar(0)) = [0,170)
trigger2 = floor(sysfvar(0)) = 195
value = floor(sysfvar(0))
ignorehitpause = 1

[State -2, 変数式ステ抜け(イントロ中)]
type = SelfState
triggerall = !ishelper
triggerall = (abs(var(48)) >= 3)
triggerall = roundstate < 2
triggerall = alive
trigger1 = floor(sysfvar(0)) = [190,195)
trigger2 = floor(sysfvar(0)) = [10190,10199] 
trigger3 = floor(sysfvar(0)) = 5900
trigger4 = floor(sysfvar(0)) = [196,200)
value = floor(sysfvar(0))
ignorehitpause = 1

[State -2, 変数式ステ抜け(攻撃中/勝利イントロ中)]
type = SelfState
triggerall = !ishelper
triggerall = (abs(var(48)) >= 3)
triggerall = roundstate >= 2
triggerall = alive
trigger1 = floor(sysfvar(0)) = [200,5000)
trigger2 = floor(sysfvar(0)) = [6000,9000)
trigger3 = floor(sysfvar(0)) = [10180,10190)
trigger4 = floor(sysfvar(0)) = [170,190)
value = floor(sysfvar(0))
ignorehitpause = 1

[State -2,ステージ端(右)検知ヘルパー]
type = Helper
triggerall = !var(31)
triggerall = !ishelper
trigger1 = Numhelper(70000) = 0
stateno = 70000
ID = 70000
pos = 0,0
postype = right
helpertype = player
name = "rightedge-detection"
keyctrl = 0
ownpal = 1
facing = 1
sprpriority = 0
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
ignorehitpause = 1

[State -2,ステージ端(右)検知ヘルパー]
type = Helper
triggerall = var(31)
triggerall = !ishelper
trigger1 = Numhelper(70000) = 0
stateno = 70000
ID = 70000
pos = 0,0
postype = right
helpertype = normal
name = "rightedge-detection"
keyctrl = 0
ownpal = 1
facing = 1
sprpriority = 0
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
ignorehitpause = 1

[State -2,ステージ端(左)検知ヘルパー]
type = Helper
triggerall = !var(31)
triggerall = !ishelper
trigger1 = Numhelper(70001) = 0
stateno = 70005
ID = 70001
pos = 0,0
postype = left
helpertype = player
name = "leftedge-detection-right"
keyctrl = 0
ownpal = 1
facing = 1
sprpriority = 0
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
ignorehitpause = 1

[State -2,ステージ端(左)検知ヘルパー]
type = Helper
triggerall = var(31)
triggerall = !ishelper
trigger1 = Numhelper(70001) = 0
stateno = 70005
ID = 70001
pos = 0,0
postype = left
helpertype = normal
name = "leftedge-detection-right"
keyctrl = 0
ownpal = 1
facing = 1
sprpriority = 0
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
ignorehitpause = 1

[State -2, 前方端までの距離]
type     = VarSet
triggerall = !Ishelper
Trigger1 = NumHelper(70000+(facing=-1))
fvar(35)  = floor(facing*(helper(70000+(facing=-1)),pos x-pos x))
ignorehitpause = 1

[State -2, 後方端までの距離]
type     = VarSet
triggerall = !Ishelper
Trigger1 = NumHelper(70000+(facing=-1))
fvar(36)  = floor(-facing*(helper(70000+(facing=1)),pos x-pos x))
ignorehitpause = 1

[State -2, 相手後方端までの距離]
type     = VarSet
triggerall = !Ishelper
Trigger1 = NumHelper(70000+(facing=-1))
fvar(37)  = floor(facing*(helper(70000+(facing=-1)),pos x-enemy,pos x))
ignorehitpause = 1

[State -2,永タゲ(超必殺技強化時限定)]
type = Helper
triggerall = !ishelper
triggerall = var(17) >= 4
trigger1 = !numHelper(7777);使ってないヘルパーIDなら何でも。上とは違う番号にして
stateno = 7777;使ってないステート番号ならどこでも。上とは違う番号にして
ID = 7777;ここはtrigger1で設定してるヘルパーIDと同じにしないとダメ
name = "Marking_Reversal"
supermovetime=2147483647
pausemovetime=2147483647;いわゆる時止め耐性。必須
helpertype = player
ignorehitpause = 1

[State -2, 保険]
type = Lifeadd
trigger1 = ishelper
value = Lifemax
ignorehitpause = 1

[State -2, ドゴン・当身ヘルパー保護]
type = selfstate
trigger1 = ishelper(750)
value = 750
ignorehitpause = 1

[State -2, 気溜め・オーラヘルパーその1保護]
type = selfstate
trigger1 = ishelper(1902)
value = 1902
ignorehitpause = 1

[State -2, 気溜め・オーラヘルパーその2保護]
type = selfstate
trigger1 = ishelper(1903)
value = 1903
ignorehitpause = 1

[State -2, ファットガムヘルパー保護]
type = selfstate
trigger1 = ishelper(1505)
value = 1505
ignorehitpause = 1

[State -2, 地上版エネルギーブリット・エネルギー弾ヘルパー保護]
type = selfstate
trigger1 = ishelper(2005)
value = 2005
ignorehitpause = 1

[State -2, 空中版エネルギーブリット・エネルギー弾ヘルパー保護]
type = selfstate
trigger1 = ishelper(2055)
value = 2055
ignorehitpause = 1

[State -2, イノセンスバレット・エネルギー弾ヘルパー保護]
type = selfstate
trigger1 = ishelper(2205)
trigger2 = ishelper(2206)
value = 2205
ignorehitpause = 1

[State -2, マイティネスボマー・エネルギー弾ヘルパー保護]
type = selfstate
trigger1 = ishelper(2310)
value = ifelse((hitpausetime) && (2**9 = 4096),333333,2310)
ignorehitpause = 1

[State -2, 超即死投げ用被弾ヘルパー保護]
type = selfstate
trigger1 = ishelper(3105)
trigger2 = ishelper(3205)
value = 3105
ignorehitpause = 1

[State -2, お菓子ヘルパー保護]
type = selfstate
trigger1 = ishelper(3110)
value = 3110
ignorehitpause = 1

[State -2, アングリーエクスプロージョン・エフェクトその1ヘルパー保護]
type = selfstate
trigger1 = ishelper(3206)
value = 3206
ignorehitpause = 1

[State -2, アングリーエクスプロージョン・エフェクトその2ヘルパー保護]
type = selfstate
trigger1 = ishelper(3207)
value = 3207
ignorehitpause = 1

[State -2, アングリーエクスプロージョン・カメラ固定用ヘルパー保護]
type = selfstate
trigger1 = ishelper(3280)
trigger2 = ishelper(3281)
trigger3 = ishelper(3285)
value = 3280
ignorehitpause = 1

[State -2, フレイムシャワーブレス・空気ヘルパー保護]
type = selfstate
trigger1 = ishelper(3305)
value = 3305
ignorehitpause = 1

[State -2, フレイムシャワーブレス・ヘルパー型Reversaldef保護]
type = selfstate
trigger1 = ishelper(3350)
value = 3350
ignorehitpause = 1

[state -2, 当身版永続ターゲットヘルパーステ固定]
type = selfstate
trigger1 = ishelper(7777)
value = 7777
ignorehitpause = 1

[State -2, 時止め解除ヘルパー保護]
type = selfstate
trigger1 = ishelper(8888)
trigger2 = ishelper(8889)
trigger3 = ishelper(8890)
value = 8888
ignorehitpause = 1

[State -2, アーマーヘルパー保護]
type = selfstate
trigger1 = ishelper(9999)
value = 9999
ignorehitpause = 1

[State -2, スパーキングゲージヘルパー保護]
type = selfstate
trigger1 = ishelper(20000)
value = 20000
ignorehitpause = 1

[State -2, AI起動用ヘルパー保護]
type = Selfstate
trigger1 = ishelper(9741)
value = 9741
ignorehitpause = 1

[State -2, ステージ端検出(右)ヘルパー保護]
type = selfstate
trigger1 = ishelper(70000)
value = 70000
ignorehitpause = 1

[State -2, ステージ端検出(左)ヘルパー保護]
type = selfstate
trigger1 = ishelper(70001)
value = 70005
ignorehitpause = 1
