;========================================================================================
; RtBOݒ
;========================================================================================
[Statedef 99999]
;

;***ݒ荀***

;1.AIx
;2.AI펞NXCb`
;3.ivR{gptO
;4.XCb`

;
;   
;
[State 1 AIx]
Type = VarSet
trigger1 = !RoundsExisted
V = 58


Value = 10

;1~6 = Easy(ʂʂ)
;7~8 = Normal(ʂ)
;9~10 = Hard(ӂ)

IgNoreHitPause = 1
;
[State 2 AI펞N]
Type = VarSet
trigger1 = !RoundsExisted
V = 59


Value = 1

;0 = OFF(vC[\)
;1 = ON(펞AIN)

IgNoreHitPause = 1
;
[State 3 ivR{gptO]
Type = VarSet
trigger1 = !RoundsExisted
V = 57


Value = 1

;0 = [vR{Ȃ
;1~ = [vR{

IgNoreHitPause = 1
;
[State 4 XCb`]
Type = VarSet
trigger1 = !RoundsExisted
V = 56


Value = 1

;0 = OFF
;1 = 12PJ[A̗͂40%ȉŔ[hɂȂ

IgNoreHitPause = 1
;
;   ܂
;
[State 5903, 3]
type = ChangeState
trigger1 = roundno = 1
value = 190

[State 5903, 4]
type = ChangeState
trigger1 = 1
value = 0

[Statedef 10014]
anim=0
ctrl=0

[State 10000,ԈႢŖ{̂痧ֈڍs]
type=selfstate
trigger1=!ishelper
value=0

[State 1825]
type = assertspecial
trigger1 = 1
flag = invisible

[State 10014]
type = NotHitBy
value = SCA
trigger1 = 1

[State 10000,vC[]
type=varset
trigger1=command="up"&&root,command="up"
trigger2=command="down"&&root,command="down"
trigger3=command="back"&&root,command="back"
trigger4=command="fwd"&&root,command="fwd"
trigger5=command="a"&&root,command="a"
trigger6=command="b"&&root,command="b"
trigger7=command="c"&&root,command="c"
trigger8=command="x"&&root,command="x"
trigger9=command="y"&&root,command="y"
trigger10=command="z"&&root,command="z"
trigger11=command="start"&&root,command="start"
var(59)=0

[State 10000,vC[]
type=parentvarset
Trigger1=command="a"&&root,command="a"
Trigger2=command="b"&&root,command="b"
Trigger3=command="c"&&root,command="c"
Trigger4=command="x"&&root,command="x"
Trigger5=command="y"&&root,command="y"
Trigger6=command="z"&&root,command="z"
Trigger7=command="start"&&root,command="start"
Trigger8=command="fwd"&&root,command="fwd"
Trigger9=command="back"&&root,command="back"
Trigger10=command="up"&&root,command="up"
Trigger11=command="down"&&root,command="down"
var(59)=0

[State 10000,]
Type = DestroySelf
triggerAll = isHelper
Trigger1 = root,var(59)!=0||var(59)=0
trigger2=command="up"&&root,command="up"
trigger3=command="down"&&root,command="down"
trigger4=command="back"&&root,command="back"
trigger5=command="fwd"&&root,command="fwd"
trigger6=command="a"&&root,command="a"
trigger7=command="b"&&root,command="b"
trigger8=command="c"&&root,command="c"
trigger9=command="x"&&root,command="x"
trigger10=command="y"&&root,command="y"
trigger11=command="z"&&root,command="z"
trigger12=command="start"&&root,command="start"

[State 10000,׸ON]
type=varset
triggerall=var(59)!=0
trigger1=root,command="up"&&(roundstate=2&&root,ctrl)
trigger2=root,command="down"&&(roundstate=2&&root,ctrl)
trigger3=root,command="back"&&(roundstate=2&&root,ctrl)
trigger4=root,command="fwd"&&(roundstate=2&&root,ctrl)
trigger5=root,command="a"
trigger6=root,command="b"
trigger7=root,command="c"
trigger8=root,command="x"
trigger9=root,command="y"
trigger10=root,command="z"
trigger11=root,command="start"
var(59)=1
;
[Statedef 10012]
Type = A
Physics = N
Velset = 0,0
SprPriority = -100
anim = 0
ctrl = 0

[State 10010]
type = assertspecial
trigger1 = 1
flag = invisible
flag2= noshadow
[State 10010]
type = nothitby
trigger1 = 1
value = SCA
[State 20000,ԈႢŖ{̂痧ֈڍs]
type = selfstate
trigger1= !ishelper
value = 0
ctrl = 1

[State -2,{̂Ɠ]
Type = Turn
trigger1 = Facing*(Parent,Facing) < 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2,{̂ɒǏ]]
Type = Posset
trigger1 = facing = 1
X = Ceil(Parent, Pos X)-50
Y = Ceil(Parent, Pos Y)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2,{̂ɒǏ]]
Type = Posset
trigger1 = facing = -1
X = Ceil(Parent, Pos X)+50
Y = Ceil(Parent, Pos Y)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
;
;Ewp[
;
;Xe[WE[op
[Statedef 10010]
Type = A
Ctrl = 0
Anim = 0
Velset = -10,0
Movetype = I
Physics = N
Sprpriority = 1

[State 10010]
type = assertspecial
trigger1 = 1
flag = invisible
flag2= noshadow
[State 10010]
type = nothitby
trigger1 = 1
value = SCA
[State 10010,ԈႢŖ{̂痧ֈڍs]
type=selfstate
trigger1=!ishelper
value=0

[State 10010]
type = Projectile
Trigger1 = time = 0
velocity = -10,0
projID = 10010
projhits = 9999
projpriority = 9999
projanim = 0
offset = 0,0
projstagebound = 0
Projedgebound = 100000
projremove = 0
Projremovetime = -1
supermovetime = 9999
pausemovetime = 9999

[State 20000]
type = velset
Trigger1 = Root,NumProjID(10010) = 0
Trigger1 = time > 0
x = 0
y = 0
;
;wp[/ɃK[h⏕
;
[Statedef 10011]
Type = A
Ctrl = 0
Anim = 0
Velset = -10,0
Movetype = I
Physics = N
Sprpriority = 1

;gpwp[Var
;var(1)`(5) ȑÕXe[gL
;1Eh莸swK()
;var(6) 
;var(7) 
;var(8) s
;var(9) ѓs
;var(10) эݎs
;var(11) _bVs
;var(12) ΋󎸔s
;var(13) ѓs
;var(15)`(19) iL
;var(20) iL
;var(40) wp[mF
;var(53) ̈ʒu
;
[State 10011]
type = assertspecial
trigger1 = 1
flag = invisible
flag2= noshadow
[State 10011]
type = nothitby
trigger1 = 1
value = SCA
[State 10011,ԈႢŖ{̂痧ֈڍs]
type=selfstate
trigger1=!ishelper
value=0

[State 10011]
type = Projectile
Trigger1 = time = 0
velocity = -10,0
projID = 10011
projhits = 9999
projpriority = 9999
projanim = 0
offset = 0,0
projstagebound = 0
Projedgebound = 100000
projremove = 0
Projremovetime = -1
supermovetime = 9999
pausemovetime = 9999

[State 10011]
type = velset
Trigger1 = Root,NumProjID(10011) = 0
Trigger1 = time > 0
x = 0
y = 0
;
[State -3,ȑÕXe[gL]
Type = Null
TriggerAll = Var(2) != Root,StateNo
TriggerAll = Root,Time = 1
Trigger1 = 0&& Var(5) := Var(4)
Trigger2 = 0&& Var(4) := Var(3)
Trigger3 = 0&& Var(3) := Var(2)
Trigger4 = 0&& Var(2) := Var(1)
Trigger5 = 0&& Var(1) := Root,StateNo
IgnoreHitPause = 1
;
[State 3, ]
Type = Varadd
TriggerAll = Root,Var(59)
Triggerall = EnemyNear(Root,var(30)),Movetype != H
TriggerAll = Root,Time = 1
Trigger1 = Root,MoveType = H
Trigger1 = Var(2) = [200,499]
var(8) = 3
IgNoreHitPause = 1

[State 3, ]
Type = Varadd
TriggerAll = Root,Var(59)
trigger1 =Root,stateno = [200,499]
trigger1 =EnemyNear(Root,var(30)),Movetype=H
trigger1 =EnemyNear(Root,var(30)),StateNo!=[120,159]
var(8) = -1
IgNoreHitPause = 1

[State 3, 0set]
Type = Varset
Trigger1 = var(8) <= 0
var(8) = 1
IgNoreHitPause = 1

[State 3, эݔ]
Type = Varadd
TriggerAll = Root,Var(59)
Triggerall = EnemyNear(Root,var(30)),Movetype != H
TriggerAll = Root,Time = 1
Triggerall = Root,MoveType = H
Trigger1 = Var(2) = [600,699]
Trigger2 = Var(2) = [39,60]
var(10) = 2
IgNoreHitPause = 1

[State 3, эݐ]
Type = Varadd
TriggerAll = Root,Var(59)
trigger1 =Root,stateno = [600,699]
Trigger1 = Root,MoveContact
var(10) = -1
IgNoreHitPause = 1

[State 3, 0set]
Type = Varset
Trigger1 = var(10) <= 0
var(10) = 1
IgNoreHitPause = 1
;
[State 3, ΋󎸔s]
Type = Varadd
TriggerAll = Root,Var(59)
Triggerall = EnemyNear(Root,var(30)),Movetype != H
Trigger1 = Root,StateNo = [1100,1199]
Trigger1 = AnimTime = 0
var(12) = 1
IgNoreHitPause = 1

[State 3, ΋󔽌]
Type = Varadd
TriggerAll = Root,Var(59)
Triggerall = EnemyNear(Root,var(30)),Movetype != H
TriggerAll = Root,Time = 1
Trigger1 = Root,MoveType = H
Trigger1 = Var(2) = [1100,1199]
var(12) = 2
IgNoreHitPause = 1

[State 3, ΋󐬌]
Type = Varadd
TriggerAll = Root,Var(59)
trigger1 =Root,stateno = [1100,1199]
Trigger1 = Root,MoveContact
var(12) = -2
IgNoreHitPause = 1

[State 3, 0set]
Type = Varset
Trigger1 = var(12) <= 0
var(12) = 1
IgNoreHitPause = 1
;
[State 3,ѓs]
Type = Varadd
Triggerall = Root,Var(59)
Triggerall = EnemyNear(Root,var(30)),Movetype != H
Trigger1 = Root,StateNo = [1300,1310]
Trigger1 = AnimTime = 0
var(13) = 5
IgNoreHitPause = 1

[State 3,ѓ]
Type = Varadd
Triggerall = Root,Var(59)
Triggerall = EnemyNear(Root,var(30)),Movetype != H
Triggerall = Root,Time = 1
Trigger1 = Root,MoveType = H
Trigger1 = Var(2) = [1300,1310]
var(13) = 10
IgNoreHitPause = 1

[State 3,ѓ]
Type = Varadd
TriggerAll = Root,Var(59)
trigger1 =Root,stateno = [1300,1310]
Trigger1 = EnemyNear(Root,var(30)),StateNo=[45010,45070]
var(13) = -10
IgNoreHitPause = 1

[State 3, 0set]
Type = Varset
Trigger1 = var(13) <= 0
var(13) = 1
IgNoreHitPause = 1
;
[State -3, iL]
Type = Null
TriggerAll = Root,Var(58)>=8
TriggerAll = Var(15) != EnemyNear(Root,var(30)),StateNo
TriggerAll = EnemyNear(Root,var(30)),time >= 16
TriggerAll = Root,GetHitVar(guarded) = 0
TriggerAll = Root,GetHitVar(hitshaketime)
triggerall =Root,statetype = C&&EnemyNear(Root,var(30)),statetype = S
Trigger1 = 0&& Var(19) := Var(18)
Trigger2 = 0&& Var(18) := Var(17)
Trigger3 = 0&& Var(17) := Var(16)
Trigger4 = 0&& Var(16) := Var(15)
Trigger5 = 0&& Var(15) := EnemyNear(Root,var(30)),StateNo
IgnoreHitPause = 1

[State -3, iL]
Type = Null
TriggerAll = Root,Var(58) >= 8
TriggerAll = Var(20) != EnemyNear(Root,var(30)),StateNo
TriggerAll = EnemyNear(Root,var(30)),time >= 12
TriggerAll = Root,GetHitVar(guarded) = 0
TriggerAll = Root,GetHitVar(hitshaketime)
triggerall =Root,statetype = S&&EnemyNear(Root,var(30)),statetype != C
Trigger1 = 0&& Var(24) := Var(23)
Trigger2 = 0&& Var(23) := Var(22)
Trigger3 = 0&& Var(22) := Var(21)
Trigger4 = 0&& Var(21) := Var(20)
Trigger5 = 0&& Var(20) := EnemyNear(Root,var(30)),StateNo
IgnoreHitPause = 1
;
[State -3,d͉x]
type=varset
triggerall = ishelper
trigger1 = teamside=1&&numpartner=0
trigger1 = root,movetype=A || EnemyNear(Root,var(30)),movetype!=A
trigger1 = fvar(0) := fvar(1) || 1
trigger2 = teamside=1 && numpartner>0
trigger2 = id<partner,id
trigger2 = root,movetype=A || EnemyNear(Root,var(30)),movetype!=A
trigger2 = fvar(0) := fvar(1) || 1
trigger3 = root,movetype=A && EnemyNear(Root,var(30)),movetype!=A
trigger3 = fvar(0) := fvar(1) || 1
trigger4 = fvar(0) := EnemyNear(Root,var(30)),vel y || 1
fvar(3) = fvar(0)*(EnemyNear(Root,var(30)),statetype=A)
IgnoreHitPause=1

[State -3,d͉x]
type=varset
triggerall = ishelper
trigger1 = EnemyNear(Root,var(30)),statetype=A
fvar(1) = EnemyNear(Root,var(30)),vel y
IgnoreHitPause=1
;
[state -3,߰mF]
type = varset
triggerall = var(40)<1
trigger1 = EnemyNear(Root,var(30)),NumHelper>0
trigger1 = RoundState < 2 || (EnemyNear(Root,var(30)),movetype = H && EnemyNear(Root,var(30)),StateNo!=[120,159])
var(40) = EnemyNear(Root,var(30)),NumHelper

[state -3,߰mF]
type = varset
triggerall = Var(40) > EnemyNear(Root,var(30)),NumHelper
trigger1 = RoundState = 2
var(40) = EnemyNear(Root,var(30)),NumHelper
;
[state -3,GmF]
Type = VarSet
trigger1 = EnemyNear(Root,var(30)),StateType = L
V = 41
Value = -1
IgnoreHitPause = 1

[state -3]
Type = VarAdd
triggerall = var(41) > 0
trigger1 = EnemyNear(Root,var(30)),StateType != L
V = 41
Value = -1
IgnoreHitPause = 1

[state -3]
Type = VarSet
triggerall = var(41) = -1
trigger1 = EnemyNear(Root,var(30)),StateType != L
V = 41
Value = 12
IgnoreHitPause = 1
