;
; Config
;
[Statedef 10000]
Anim = 0
Ctrl = 0
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; AIݒ
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[State 10000]
type=parentvarset
trigger1=!parent,var(54)
var(54)  = 5		;AI Level
                        ;[0-5]

[State 10000]
type=parentvarset
trigger1=1
var(56)  = 5		;AI Guard Level
                        ;[0-5]

[State 10000]
type = parentvarset
trigger1=1
var(57)  = 5		;AI GC Level
                        ;[0-5]

[State 10000]
type=parentvarset
trigger1=1
var(58)  = 0		;펞AINXCb`
			;0 - OFF
			;1 - ON

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; ݒ͂܂
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[State 10000]
type = AssertSpecial
Trigger1 = 1
flag = NoShadow
flag2 = invisible

[State 10000]
type = NotHitBy
Trigger1 = 1
value = SCA

[State 10000]
type = DestroySelf
trigger1 = RoundState > 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; AINpwp[
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\  
[Statedef 12000]
anim = 0
ctrl = 0

[State 12000]
type = assertspecial
trigger1 = 1
flag = invisible
flag2 = noshadow

[State 12000]
type = selfstate
trigger1 = !ishelper
value = 0

[State 12000]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,AT

[State 12000]
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) = -1

[State 12000]
type = DestroySelf
triggerall = isHelper
trigger1 = root,var(59) || var(59) = -1
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 12000]
type = varset
triggerall = var(59) != -1
trigger1 = root,command = "up"
trigger2 = root,command = "down"
trigger3 = root,command = "back"
trigger4 = root,command = "fwd"
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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; K[h⏕wp[
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 15000]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 0
ID = 15000

[State 15000]
Type = AssertSpecial
Trigger1 = 1
flag = noshadow
flag2 = invisible

[State 15000]
Type = nothitby
Trigger1 = 1
value = SCA

[State 15000]
Type = selfstate
Trigger1 = !ishelper
value = 0

[State 15000]
Type = PlayerPush
Trigger1 = 1
value = 0

[State 15000]
Type = VelAdd
Trigger1 = 1
y = 0.0

[State 15000]
Type = BindToRoot
Trigger1 = 1
facing = 1
pos = -90,1000

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; AI⏕wp[
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\  
[Statedef 20000]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 0
ID = 20000

[State 20000]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
flag2 = invisible

[State 20000]
type = nothitby
Trigger1 = 1
value = SCA

[State 20000]
type = selfstate
trigger1 = !ishelper
value = 0

[State 20000]
type = PlayerPush
Trigger1 = 1
value = 0

[State 20000]
type = VelAdd
Trigger1 = 1
y = 0.0

[State 20000]
type = BindToRoot
Trigger1 = 1
facing = 1
pos = 100,1000

;==============================================================================================================
; WvUǌ
;==============================================================================================================
[State 20000]
Type = VarSet
TriggerAll = var(0) > 0
Trigger1 = RoundState != 2 || Root,StateType = L
Trigger2 = var(0) = 1
Trigger2 = EnemyNear(Root,var(51)),MoveType != H
Trigger3 = var(0) = 2
Trigger3 = EnemyNear(Root,var(51)),StateNo != [120,159]
var(0) = 0

[State 20000]
Type = VarSet
TriggerAll = Root,var(59) >= 1
TriggerAll = RoundState = 2
Trigger1 = Root,StateNo = 611 && Root,MoveHit
var(0) = 1

[State 20000]
Type = VarSet
TriggerAll = Root,var(59) >= 1
TriggerAll = RoundState = 2
Trigger1 = Root,StateNo = 611 && Root,MoveGuarded
var(0) = 2

;==============================================================================================================
; ǌf
;==============================================================================================================
[State 20000]
Type = VarSet
TriggerAll = var(7) = 1
Trigger1 = RoundState != 2 || EnemyNear(Root,var(51)),StateNo = 5120
Trigger2 = Root,StateType = L || EnemyNear(Root,var(51)),MoveType != H || EnemyNear(Root,var(51)),StateNo = [5200,5299] 
Trigger3 = EnemyNear(Root,var(51)),AuthorName = "jin" || EnemyNear(Root,var(51)),AuthorName = "Aoba"
Trigger3 = EnemyNear(Root,var(51)),StateNo = 52000
Trigger4 = EnemyNear(Root,var(51)),AuthorName = "ahuron" && EnemyNear(Root,var(51)),StateNo = [700,702]
Trigger5 = Root,StateNo = 1000
var(7) = 0

[State 20000]
Type = VarSet
TriggerAll = Root,var(59) >= 1
TriggerAll = RoundState = 2
Trigger1 = Root,StateNo = 800 || Root,StateNo = 830
var(7) = 1

;==============================================================================================================
; Nオ萧
;==============================================================================================================
[State 20000]
Type = VarSet
TriggerAll = Root,var(59) >= 1
TriggerAll = EnemyNear(Root,var(51)),Ctrl || EnemyNear(Root,var(51)),StateNo < 200
Trigger1 = Root,StateNo = [5000,5299]
var(10) = 10

[State 20000]
Type = VarAdd
TriggerAll = var(10) > 0
Trigger1 = Root,MoveType != H && (Root,StateNo != [5000,5299])
var(10) = -1

;==============================================================================================================
; Z⏕
;==============================================================================================================
[State 20000]
Type = VarSet
Trigger1 = EnemyNear(Root,var(51)),StateType = L
var(17) = -1
IgNoreHitPause = 1

[State 20000]
Type = VarAdd
TriggerAll = var(17) > 0
Trigger1 = EnemyNear(Root,var(51)),StateType != L
var(17) = -1
IgNoreHitPause = 1

[State 20000]
Type = VarSet
TriggerAll = var(17) = -1
Trigger1 = EnemyNear(Root,var(51)),StateType != L
var(17) = 12
IgNoreHitPause = 1

;==============================================================================================================
; K[h؂ւwKp
;==============================================================================================================
;--------------------------------------------------------------------------------------------------------------
; ԊmF
;--------------------------------------------------------------------------------------------------------------
[State 20000]
Type = VarSet
Trigger1 = GameTime%2 = 0
var(20) = IfElse(Root,StateType=S,1,2)
IgNoreHitPause = 1

;--------------------------------------------------------------------------------------------------------------
; Xe[gmF
;--------------------------------------------------------------------------------------------------------------
[State 20000]
Type = VarSet
TriggerAll = GameTime%2 = 0
Trigger1 = Root,StateNo = 120
Trigger2 = Root,StateNo = 140
Trigger3 = Root,StateNo = 130
Trigger4 = Root,StateNo = 131
Trigger5 = Root,StateNo = [150,151]
Trigger6 = Root,StateNo = [152,153]
var(21) = 1
IgNoreHitPause = 1

[State 20000]
Type = VarSet
TriggerAll = var(21) > 0
Trigger1 = Root,StateNo != 120
Trigger1 = Root,StateNo != 130
Trigger1 = Root,StateNo != 131
Trigger1 = Root,StateNo != 140
Trigger1 = Root,StateNo != [150,151]
Trigger1 = Root,StateNo != [152,153]
var(21) = 0
IgNoreHitPause = 1

;--------------------------------------------------------------------------------------------------------------
; Xe[gL
;--------------------------------------------------------------------------------------------------------------
[State 20000]
Type = VarSet
TriggerAll = Root,var(59) >= 1
TriggerAll = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
TriggerAll = Root,MoveType = H
TriggerAll = var(23) = 0
Trigger1 = Root,var(46) > 0
Trigger1 = Root,var(46) < 100000 
var(23) = Root,var(46)
IgNoreHitPause = 1

[State 20000]
Type = VarSet
TriggerAll = Root,var(59) >= 1
TriggerAll = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
TriggerAll = Root,MoveType = H
TriggerAll = var(24) = 0
Trigger1 = Root,var(47) > 0
Trigger1 = Root,var(47) < 100000 
var(24) = Root,var(47)
IgNoreHitPause = 1

;--------------------------------------------------------------------------------------------------------------
; t[L
;--------------------------------------------------------------------------------------------------------------
[State 20000]
Type = VarSet
TriggerAll = Root,var(59) >= 1
TriggerAll = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
TriggerAll = Root,MoveType = H
TriggerAll = var(26) = 0
Trigger1 = Root,var(46) > 0
Trigger1 = Root,var(46) < 100000
var(26) = EnemyNear(Root,var(51)),Time
IgNoreHitPause = 1

[State 20000]
Type = VarSet
TriggerAll = Root,var(59) >= 1
TriggerAll = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
TriggerAll = Root,MoveType = H
TriggerAll = var(27) = 0
Trigger1 = Root,var(47) > 0
Trigger1 = Root,var(47) < 100000
var(27) = EnemyNear(Root,var(51)),Time
IgNoreHitPause = 1

;==============================================================================================================
; d͌vZ
;==============================================================================================================
[State 20000]
Type = Null
TriggerAll = NumEnemy
Trigger1 = EnemyNear(Root,var(51)),MoveType = H && EnemyNear(Root,var(51)),StateNo != [120,155]
Trigger1 = fvar(0):= EnemyNear(Root,var(51)),GetHitVar(yaccel)
Trigger2 = fvar(0):= EnemyNear(Root,var(51)),Const(movement.yaccel)

[State 20000]
Type = Null
Trigger1 = NumEnemy
Trigger1 = 1 || fvar(1):= EnemyNear(Root,var(51)),Vel Y+fvar(0)/2
Trigger1 = 1 || fvar(2):= EnemyNear(Root,var(51)),Vel Y*2+fvar(0)*2*2/2
Trigger1 = 1 || fvar(3):= EnemyNear(Root,var(51)),Vel Y*3+fvar(0)*3*3/2
Trigger1 = 1 || fvar(4):= EnemyNear(Root,var(51)),Vel Y*4+fvar(0)*4*4/2
Trigger1 = 1 || fvar(5):= EnemyNear(Root,var(51)),Vel Y*5+fvar(0)*5*5/2
Trigger1 = 1 || fvar(6):= EnemyNear(Root,var(51)),Vel Y*6+fvar(0)*6*6/2
Trigger1 = 1 || fvar(7):= EnemyNear(Root,var(51)),Vel Y*7+fvar(0)*7*7/2
Trigger1 = 1 || fvar(8):= EnemyNear(Root,var(51)),Vel Y*8+fvar(0)*8*8/2
Trigger1 = 1 || fvar(9):= EnemyNear(Root,var(51)),Vel Y*9+fvar(0)*9*9/2
Trigger1 = 1 || fvar(10):=EnemyNear(Root,var(51)),Vel Y*10+fvar(0)*10*10/2
Trigger1 = 1 || fvar(11):=EnemyNear(Root,var(51)),Vel Y*11+fvar(0)*11*11/2
Trigger1 = 1 || fvar(12):=EnemyNear(Root,var(51)),Vel Y*12+fvar(0)*12*12/2
Trigger1 = 1 || fvar(13):=EnemyNear(Root,var(51)),Vel Y*13+fvar(0)*13*13/2
Trigger1 = 1 || fvar(14):=EnemyNear(Root,var(51)),Vel Y*14+fvar(0)*14*14/2
Trigger1 = 1 || fvar(15):=EnemyNear(Root,var(51)),Vel Y*15+fvar(0)*15*15/2
Trigger1 = 1 || fvar(16):=EnemyNear(Root,var(51)),Vel Y*16+fvar(0)*16*16/2
Trigger1 = 1 || fvar(17):=EnemyNear(Root,var(51)),Vel Y*17+fvar(0)*17*17/2
Trigger1 = 1 || fvar(18):=EnemyNear(Root,var(51)),Vel Y*18+fvar(0)*18*18/2
Trigger1 = 1 || fvar(19):=EnemyNear(Root,var(51)),Vel Y*19+fvar(0)*19*19/2
Trigger1 = 1 || fvar(20):=EnemyNear(Root,var(51)),Vel Y*20+fvar(0)*20*20/2
Trigger1 = 1 || fvar(21):=EnemyNear(Root,var(51)),Vel Y*21+fvar(0)*21*21/2
Trigger1 = 1 || fvar(22):=EnemyNear(Root,var(51)),Vel Y*22+fvar(0)*22*22/2
Trigger1 = 1 || fvar(23):=EnemyNear(Root,var(51)),Vel Y*23+fvar(0)*23*23/2
Trigger1 = 1 || fvar(24):=EnemyNear(Root,var(51)),Vel Y*24+fvar(0)*24*24/2
Trigger1 = 1 || fvar(25):=EnemyNear(Root,var(51)),Vel Y*25+fvar(0)*25*25/2
Trigger1 = 1 || fvar(26):=EnemyNear(Root,var(51)),Vel Y*26+fvar(0)*26*26/2
Trigger1 = 1 || fvar(27):=EnemyNear(Root,var(51)),Vel Y*27+fvar(0)*27*27/2
Trigger1 = 1 || fvar(28):=EnemyNear(Root,var(51)),Vel Y*28+fvar(0)*28*28/2
Trigger1 = 1 || fvar(29):=EnemyNear(Root,var(51)),Vel Y*29+fvar(0)*29*29/2
Trigger1 = 1 || fvar(30):=EnemyNear(Root,var(51)),Vel Y*30+fvar(0)*30*30/2

;

;
; varꗗ(AIp)
;
;--------------------------------------------------------------------------------------------------------------
; {
;--------------------------------------------------------------------------------------------------------------
;var(46)             |  iwKp
;var(47)             |  iwKp
;var(51)             |  mF
;var(52)             |  p[gi[
;var(54)             |  AI Level
;var(55)             |  AINwp[\h~p
;var(56)             |  AI Guard Level
;var(57)             |  AI GC Level
;var(58)             |  펞AIXCb`
;var(59)             |  AI
;fvar(36)            |  ȈՃA[}[΍
;fvar(37)`fvar(38)  |  K[h⏕
;fvar(39)            |  K[h؂ւ
;--------------------------------------------------------------------------------------------------------------
; HELPER (20000)
;--------------------------------------------------------------------------------------------------------------
;var(0)              |  WvUǌf
;var(7)              |  ǌf
;var(10)             |  Nオ萧
;var(17)             |  Z⏕
;var(20)             |  ԊmF
;var(21)             |  Xe[gmF
;var(23)`var(24)    |  Xe[gL
;var(26)`var(27)    |  t[L
;fvar(0)`fvar(30)   |  d͌vZ
;