[Statedef -2]

[State -2]
Type = PlaySnd
Trigger1 = P2StateNo = 1087
Value = S400, 24
Channel = 7
Persistent = 0

[state 6500,1]
type = EnvShake
Trigger1 = P2StateNo = 1087
time = 10
ampl = -8
freq = 95
phase = 95
Persistent = 0

[State 1000]
type = null;Helper
Triggerall = NumHelper(6020) = 0
Trigger1 = roundstate <= 2
stateno = 6020
id = 6020
helpertype = normal
pos = 0,0
postype = P1
keyctrl = 0
ownpal = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0


[State -2, ]
type = defencemulset
triggerall = 1
trigger1 = var(13) = 0
value = 1
persistent = 0

[State -2, ]
type = defencemulset
trigger1 = var(26) = [1,3]
value = 0.75

[State -2, ]
type = defencemulset
trigger1 = var(26) = [4,6]
value = 0.6

[State -2, ]
type = defencemulset
trigger1 = var(26) = [7,9]
value = 0.4

[State -2, ]
type = defencemulset
trigger1 = palno = 12
value = 0.05

[State -2, ]
type = attackmulset
trigger1 = palno = 12
value = 1.25

[State -2, a];
type = palfx
trigger1 = palno = 12
trigger1 = time = 0
time = 9999999999999999999999
add = -10,-10,-10
sinadd = -10,-10,-10,200
color = 1
ignorehitpause = 1

[State -2, a];
type = null;palfx
trigger1 = palno = 12
trigger1 = time%4+random%4 = 1
time = 1
add = -60,-60,-60
color = 1
ignorehitpause = 1

[State -2, a];
type = palfx
trigger1 = var(26) = [1,3]
time = 1
add = 10,10,10
color = 1
ignorehitpause = 1

[State -2, a];
type = palfx
trigger1 = var(26) = [4,6]
time = 1
add = -20,-20,-20
color = 1
ignorehitpause = 1

[State -2, a];
type = palfx
trigger1 = var(26) = [7,9]
time = 1
add = -50,-50,-50
color = 1
ignorehitpause = 1

[State 3000]
Type = Varset
Trigger1 = var(26) >= 9
V = 26
value = 9
SuperMove   = 1
PauseMoveTime = 9999999
IgnoreHitPause = 1

[State 3000]
Type = Varadd
Trigger1 = var(26) >= 1
trigger1 = Time = 0
trigger1 = Movetype = H
trigger1 = stateno != [120,159]
V = 26
value = -1
SuperMove   = 1
PauseMoveTime = 9999999
IgnoreHitPause = 1


[State 3000];特殊技使用判定(6A)
Type = VarSet
Trigger1 = movetype != A
var(20) = 0
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

[State -2, 残像]
type = AfterImage
trigger1 = Movetype = H
time = 1


[State -2, 距離確認デバック]
type = AppendToClipboard
trigger1 = 1
text =  "P2X:%f,P2Y:%f,Vx%f,Vy%f,Py%f \n"
params = P2BodyDist x,P2BodyDist y,vel x,vel y,Pos y
IgnoreHitPause = 1

[State -2]
Type = varset
Trigger1 = var(59)>0
var(57)=ifelse((!enemynear,alive&&numenemy=2),1,0)

---------------


[Statedef 10000]
anim=30000;なにも表示しないｱﾆﾒでもいいけど入れなくても全然問題ない
ctrl=0

[State 10000,間違いで本体が来たら立ちへ移行]
type=selfstate
trigger1=!ishelper
value=0

[State 10000,プレイヤー判定]
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 10000,立ったら消失]
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 10000,ﾌﾗｸﾞON]
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