[statedef -2];---------------------------------------------------------------------------------
;----------------------------------------------------------------------------------------------
;I'm using a translation site.


[state ]
type=null
trigger1=ishelper=0
trigger1=var(0):=	        0		;  auto-AI	0 - off
ignorehitpause=1;	      ~~~~~		;		1 - on
[state ];					;　default 0
type=varset
trigger1=ishelper=0
sysvar(4)=sysvar(4)|1048576*!!var(0)
ignorehitpause=1


[state ]
type=null
trigger1=ishelper=0
trigger1=fvar(5):=	       0.5		;  attack multiplier
ignorehitpause=1;	     ~~~~~~~		;  default 0.5


[state ]
type=null
trigger1=ishelper=0
trigger1=var(25):=	        32		;  You can set the power consumption (%) of Fried Pipis.
ignorehitpause=1;	      ~~~~~~		;  If you set it to a value other than 0 to 100, you won't be able to use Fried Pipis.
;						;  default 32



[state ]
trigger1=ishelper(10000000)
ignorehitpause=1
trigger1=var(0):=	       20		;  number of wires
type=null;		     ~~~~~~		;  default 20
[state ]
type=varset
trigger1=ishelper(10000000)
sysvar(3)=ifelse(var(0)<1,1,var(0))
ignorehitpause=1



[state ]
type=null;					;  You can set about Bluelight Specil Mode.
trigger1=ishelper=0
trigger1=1||var(0):=	        1		;  To disable Bluelight Specil Mode, change 1 to 0.
;			      ~~~~~		;  default 1
;
trigger1=1||var(1):=	        1		;  To disable lower the Attack, change 1 to 0.
;			      ~~~~~		;  default 1
;
trigger1=1||var(2):=	        1		;  To disable raise the Defence, change 1 to 0.
;			      ~~~~~		;  default 1
;
trigger1=1||var(3):=	        1		;  To disable use FIR3WORKS, change 1 to 0.
;			      ~~~~~		;  default 1
;
trigger1=1||var(4):=	       10		;  You can set the upper limit of damage received while the defense is up.
ignorehitpause=1;	     ~~~~~~~		;  default 10
[state ]
type=varset
trigger1=ishelper=0
trigger1=var(16):=var(17):=0||var(0)
trigger1=1||var(16):=!!var(1)
trigger1=1||var(16):=(var(16)|2*!!var(2))
trigger1=1||var(16):=(var(16)|4*!!var(3))
trigger1=1||var(17):=var(4)*(var(4)>-1)
sysvar(4)=sysvar(4)|2097152
ignorehitpause=1



[state ]
type=null
trigger1=ishelper=0
trigger1=var(0):=	        1		;  To disable use of Enraged Mode, change 1 to 0.
ignorehitpause=1;	      ~~~~~		;  default 1
[state ]
type=varset
trigger1=ishelper=0
sysvar(4)=sysvar(4)|8388608*!!var(0)
ignorehitpause=1



[state ]
type=null
trigger1=ishelper=0				;  You can set the box and dark background while attacking.
trigger1=var(0):=	        0		;	0 - no the box and dark background
ignorehitpause=1;	      ~~~~~		;	1 - no the dark background
[state ];					;	2 - no the box
type=varset;					;	3 - original
trigger1=ishelper=0				;  default 0
sysvar(4)=sysvar(4)&-50331649|16777216*(var(0)&3)
ignorehitpause=1



[state ]
type=null
trigger1=ishelper=0
trigger1=var(0):=	        0		;  background music "BIG SHOT"
ignorehitpause=1;	      ~~~~~		;		0 - off
[state ];					;		1 - on
type=varset;					;  default 0
trigger1=ishelper=0
sysvar(4)=sysvar(4)|67108864*!!var(0)
ignorehitpause=1



[state ]
type=null
trigger1=ishelper=0
trigger1=var(0):=	        1		;  background music "Dialtone"
ignorehitpause=1;	      ~~~~~		;		0 - off
[state ];					;		1 - on
type=varset;					;  default 1
trigger1=ishelper=0
sysvar(4)=sysvar(4)|536870912*!!var(0)
ignorehitpause=1



[state ]
type=null
trigger1=ishelper=0
trigger1=var(0):=	        1		;  add sound effect
ignorehitpause=1;	      ~~~~~		;		0 - off
[state ];					;		1 - on
type=varset;					;  default 1
trigger1=ishelper=0
sysvar(4)=sysvar(4)|134217728*!!var(0)
ignorehitpause=1



[state ]
type=null
trigger1=ishelper=0
trigger1=var(0):=	        1		;  Language	0 - Japanese
ignorehitpause=1;	      ~~~~~		;		1 - English
[state ];					;  default 1
type=varset
trigger1=ishelper=0
sysvar(4)=sysvar(4)|268435456*!!var(0)
ignorehitpause=1



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[state , 	　　   □　MUGENモード　□]
type=null
trigger1=ishelper=0
trigger1=var(0):=	        0		;　1にすると、青顔１とコースター１、２が他の技と同時に出せるようになります。
ignorehitpause=1;	      ~~~~~		;　ﾃﾞﾌｫﾙﾄ 0
[state ]
type=varset
trigger1=ishelper=0
sysvar(4)=sysvar(4)|256*!!var(0)
ignorehitpause=1


[state ]
type = assertspecial
trigger1 = 1
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1
[state ]
type = assertspecial
trigger1 = 1
flag = noautoturn
flag2 = nojugglecheck
ignorehitpause = 1
[state ]
type = assertspecial
trigger1 = ishelper = 0
trigger2 = ishelper
trigger1 = palno != [1, 10)
trigger2 = root, palno != [1, 10)
flag = unguardable
ignorehitpause = 1


[state , ヘルパーステ固定]
type = selfstate
trigger1 = ishelper
trigger1 = const(size.air.back) > -1
value = const(size.air.back)
ignorehitpause = 1
[state ]
type = statetypeset
trigger1 = ishelper
statetype = a
movetype = i
physics = n
ignorehitpause = 1
[state ]
type = velset
trigger1 = ishelper
x = 0
y = 0
ignorehitpause = 1
[state ]
type = ctrlset
trigger1 = ishelper
value = 0
ignorehitpause = 1
[state ]
type = playerpush
trigger1 = ishelper
value = 0
ignorehitpause = 1
[state ]
type = screenbound
trigger1 = ishelper
value = 0
movecamera = 0, 0
ignorehitpause = 1
[state ]
type = hitdef
trigger1 = ishelper
attr = 
hitflag = 
ignorehitpause = 1
[state ]
type = selfstate
trigger1 = ishelper
value = -const(size.air.back)
ignorehitpause = 1


;簡易トリガー
;　var(5)	2 ^ 0 ~ 1	演出設定
;　var(8)	RLモードtime
;　var(9)	共通time


[state , 簡易トリガー]
type = varset
trigger1 = 1 || fvar(40) := sysfvar(2)
trigger1 = 1 || var(9) := sysvar(0)
trigger1 = 1 || var(60) := var(9) + 1
sysfvar(2) = fvar(0)
ignorehitpause = 1
[state ]
type = varrangeset
trigger1 = 1
value = 0
first = 5
last = 8
ignorehitpause = 1
[state ]
type = null
trigger1 = var(5) := (sysvar(4) & 50331648) / 16777216
ignorehitpause = 1
[state ]
type = null
trigger1 = (sysvar(4) & 64)
trigger1 = numhelper(10000000)
trigger1 = helper(10000000), const(size.air.back) = -10000000
trigger1 = 1 || fvar(40) := helper(10000000), sysfvar(1)
trigger1 = 1 || var(8) := sysvar(0)
ignorehitpause = 1


[state , ctrlセット]
type = varset
trigger1 = (sysvar(4) & 2) = 0
trigger1 = roundstate = 2 && ctrl || movetype != i
sysvar(4) = sysvar(4) | 2
ignorehitpause = 1


[state , この糸は！？　なぜ！？]
type = helper
trigger1 = numhelper(10000000) = 0
helpertype = player
id = 10000000
ownpal = 1
size.air.back = -10000000
supermovetime = 0
pausemovetime = 2147483647
ignorehitpause = 1
[state ]
type = helper
trigger1 = roundstate < 2
trigger1 = numhelper(10003000) = 0
helpertype = player
id = 10003000
ownpal = 1
size.air.back = -10003000
supermovetime = 0
pausemovetime = 2147483647
ignorehitpause = 1


[state , ID記録]
type = null
trigger1 = playeridexist(var(23)) = 0
trigger1 = var(23) := -1
ignorehitpause = 1


[state , 多段感知]
type = varadd
trigger1 = var(15) != -1
trigger1 = gethitvar(damage)
var(15) = 128 * ((var(15) & 3968) < 3968)
ignorehitpause = 1
[state ]
type = null
triggerall = var(15) != -1
trigger1 = (var(15) & 127) >= 20
trigger2 = (var(15) & 127) = (0, 20)
trigger2 = (var(15) & 3968) >= 10 * 128
trigger1 = var(15) := 0
trigger2 = var(15) := -1
ignorehitpause = 1
[state ]
type = varadd
trigger1 = var(15) != -1
trigger1 = (var(15) & 4095)
var(15) = ((var(15) & 127) < 127)
ignorehitpause = 1


[state , BLSモード]
type = varset
trigger1 = palno = [11, 12]
sysvar(4) = sysvar(4) | 2097152
ignorehitpause = 1
[state ]
type = varset
trigger1 = palno = [11, 12]
trigger1 = roundstate = 2
sysvar(4) = sysvar(4) | 32
ignorehitpause = 1


[state , RLモード]
type = varset
triggerall = (sysvar(4) & 64) = 0
triggerall = (sysvar(4) & 8388608)
triggerall = alive
triggerall = roundstate = 2
trigger1 = palno = [11, 12]
trigger2 = gethitvar(damage) = -2147483648
trigger3 = var(15) = -1
trigger4 = numprojid(20)
sysvar(4) = sysvar(4) | 64
ignorehitpause = 1
[state ]
type = varset
triggerall = (sysvar(4) & 64)
trigger1 = alive = 0
trigger2 = roundstate < 2
trigger2 = sysvar(2)
trigger3 = sysvar(2) = [5160, 5180)
sysvar(4) = sysvar(4) & - 65
ignorehitpause = 1


[state , 攻撃力]
type = null
triggerall = (sysvar(4) & 64)
triggerall = 1 || var(0) := 50
trigger1 = palno = [0, 4)
trigger2 = palno = [4, 7)
trigger3 = palno = [7, 10)
trigger4 = palno = 10
trigger5 = palno = 11
trigger6 = palno = 12
trigger7 = palno != [0, 12]
trigger1 = 1 || var(0) := 50
trigger2 = 1 || var(0) := 50
trigger3 = 1 || var(0) := 100
trigger4 = 1 || var(0) := 150
trigger5 = 1 || var(0) := 350
trigger6 = 1 || var(0) := 350
trigger7 = 1 || var(0) := 350
ignorehitpause = 1
[state ]
type = null
trigger1 = (sysvar(4) & 64)
trigger2 = (sysvar(4) & 32)
trigger2 = (var(16) & 1)
trigger1 = 1 || fvar(5) := fvar(5) * (1.50 + 0.01 * (random % var(0)))
trigger2 = 1 || fvar(5) := fvar(5) * 0.25
ignorehitpause = 1


[state , 無敵]
type = nothitby
trigger1 = (roundstate = 2 && (sysvar(4) & 2) && alive) = 0
trigger2 = 0 && var(10) := var(10) - !!var(10) || var(10)
value = sca
time = 1
ignorehitpause = 1


[state , パワー管理]
type = null
trigger1 = 1 || fvar(40) := ifelse(roundstate, sysfvar(1), fvar(38))
trigger1 = 1 || var(0) := sysvar(0)
ignorehitpause = 1
[state ]
type = null
trigger1 = gametime % 2 = 0
trigger1 = 1 || var(0) := var(0) + 1
ignorehitpause = 1
[state ]
type = null
trigger1 = var(0) != [0, powermax]
trigger1 = 1 || var(0) := powermax * (var(0) > powermax)
ignorehitpause = 1
[state ]
type = powerset
trigger1 = 1
value = var(0)
ignorehitpause = 1
[state ]
type = varset
trigger1 = 1 || var(60) := var(0)
sysfvar(1) = (fvar(38) := fvar(0))
ignorehitpause = 1


[state , F1相手回復]
type = null
trigger1 = (var(24) & 7) >= 3
trigger2 = (var(24) & 7)
trigger3 = gethitvar(damage)
trigger1 = 0 && var(24) := (var(24) & -8)
trigger2 = 0 && var(24) := var(24) + 1
trigger3 = 0 && var(24) := (var(24) & -8 | 1)
ignorehitpause = 1
[state ]
type = null
trigger1 = var(0) := 0 || (sysvar(4) & 4096) = 0
trigger1 = 0 && fvar(40) := sysfvar(0) || life != lifemax - sysvar(0)
trigger1 = (var(24) & 7) != [1, 3]
trigger1 = var(0) := 1
ignorehitpause = 1
[state ]
type = helper
trigger1 = var(0) & 1
helpertype = player
id = 10002000
ownpal = 1
size.height = 2 * (facing = -1)
size.air.back = -10002000
supermovetime = 0
pausemovetime = 2147483647
ignorehitpause = 1
[state ]
type = helper
trigger1 = var(0) & 1
trigger1 = numenemy > 1
helpertype = player
id = 10002000
ownpal = 1
size.height = 1 + 2 * (facing = -1)
size.air.back = -10002000
supermovetime = 0
pausemovetime = 2147483647
ignorehitpause = 1
[state ]
type = varset
trigger1 = var(0) & 1
sysvar(4) = sysvar(4) | 4096
ignorehitpause = 1


[state , ライフ管理]
type = null
trigger1 = 1 || fvar(40) := sysfvar(0)
trigger1 = 1 || var(0) := sysvar(0)
ignorehitpause = 1
[state ]
type = varset
trigger1 = var(0) != [0, lifemax]
var(0) = lifemax * (var(0) > lifemax)
ignorehitpause = 1
[state ]
type = lifeset
trigger1 = 1
value = lifemax - var(0)
ignorehitpause = 1
[state ]
type = varset
trigger1 = 1 || var(60) := var(0)
sysfvar(0) = fvar(0)
ignorehitpause = 1


[state , 墜落フラグ]
type = varset
trigger1 = numhelper(10000000)
trigger1 = helper(10000000), sysvar(2) = -1
trigger1 = helper(10000000), const(size.air.back) = -10000000
sysvar(4) = sysvar(4) | 4
ignorehitpause = 1


[state ]
type = assertspecial
triggerall = alive
triggerall = var(0) < lifemax
triggerall = (sysvar(4) & 4) = 0
trigger1 = (enemy, life = 0 || enemy, alive = 0 || enemy, lose) = 0
trigger1 = (enemy(numenemy > 1), life = 0 || enemy(numenemy > 1), alive = 0 || enemy(numenemy > 1), lose) = 0
trigger2 = enemy, life = 0 && enemy, alive && enemy, lose = 0 && enemy, hitpausetime
trigger3 = enemy(numenemy > 1), life = 0 && enemy(numenemy > 1), alive && enemy(numenemy > 1), lose = 0 && enemy(numenemy > 1), hitpausetime
flag = noko
ignorehitpause = 1


[state , ステ固定]
type = selfstate
trigger1 = (sysvar(4) & 4)
value = ifelse((sysvar(2) = [5170, 5172]), sysvar(2), 5170)
ignorehitpause = 1
[state ]
type = selfstate
trigger1 = 0 && fvar(40) := sysfvar(0) || sysvar(0) >= lifemax || (sysvar(2) = [5160, 5163])
value = ifelse((sysvar(2) = [5160, 5163]), sysvar(2), 5160)
ignorehitpause = 1


[state , 被弾処理]
type = hitoverride
trigger1 = 1
attr = sca, aa, at, ap
stateno = ifelse(gethitvar(damage), 5000, sysvar(2))
slot = 0
time = -1
ignorehitpause = 1
[state ]
type = varset
trigger1 = gethitvar(damage)
trigger1 = (sysvar(4) & 8) = 0
sysvar(4) = sysvar(4) | 8 + (var(12) := var(13) := 0)
ignorehitpause = 1
[state ]
type = varset
trigger1 = (sysvar(4) & 24) = 8
sysvar(2) = 5000 + (sysvar(2) = 5001)
ignorehitpause = 1
[state ]
type = selfstate
trigger1 = (sysvar(4) & 8)
value = sysvar(2) + (sysvar(2) = 5000)
ignorehitpause = 1


[state ]
type = selfstate
trigger1 = sysvar(2) = [2603, 2604]
trigger2 = sysvar(2) = [2900, 3200)
trigger2 = sysvar(2) % 100 = 1
trigger3 = sysvar(2) = [3201, 3202]
value = sysvar(2)
ignorehitpause = 1





;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[statedef -3]
[state ]
type = null
trigger1 = ishelper(10000000)
trigger1 = var(58) := gametime
ignorehitpause = 1
[state ]
type = varset
trigger1 = ishelper(10003000)
sysvar(3) = gametime
ignorehitpause = 1


[state , 初期化]
type = varrangeset
trigger1 = ishelper = 0
trigger1 = roundstate = 0
value = 0
first = 20
last = 22
ignorehitpause = 1


[state , 引継ぎ]
type = varset
trigger1 = ishelper = 0
trigger1 = roundstate = 0
trigger1 = 0 && fvar(40) := fvar(39) || (sysvar(0) & 1)
sysvar(4) = sysvar(4) | 1024
ignorehitpause = 1
[state ]
type = null
trigger1 = ishelper = 0
trigger1 = roundstate > 2
trigger1 = (sysvar(4) & 1024)
trigger1 = 1 || fvar(40) := fvar(39)
trigger1 = 1 || var(60) := (sysvar(0) | 1)
trigger1 = 1 || fvar(39) := fvar(0)
ignorehitpause = 1
[state , 引継ぎ]
type = varset
trigger1 = ishelper = 0
trigger1 = roundstate = 0
trigger1 = 0 && fvar(40) := fvar(39) || (sysvar(0) & 2)
sysvar(4) = sysvar(4) | 64
ignorehitpause = 1
[state ]
type = null
trigger1 = ishelper = 0
trigger1 = roundstate > 2
trigger1 = (sysvar(4) & 64)
trigger1 = 1 || fvar(40) := fvar(39)
trigger1 = 1 || var(60) := (sysvar(0) | 2)
trigger1 = 1 || fvar(39) := fvar(0)
ignorehitpause = 1





;　Now's your chance to be a big shot.
;　Be a big, be a big, bi-ig shot.
;　Now's your chance to be a big shot.
;　Be a big, be a big, bi-i-i-i-i-i-ig shot.


;　Please Mike, answer the phone. Please, I can't be all alone.
;　Pull the strings and make them ring. I'll tell you how much it's ringing!
;　Please Mike, answer the phone. Please, I can't be all alone.
;　Pull the strings and - pull the strings - JUST TELL ME WHAT YOU REALLY SELL!




