;＿/＿/＿/＿/＿/＿/＿/＿/＿/＿/＿/＿/＿/＿/＿/＿/＿/＿/＿/＿/＿/＿/＿/＿/

; オプション設定

;＿/＿/＿/＿/＿/＿/＿/＿/＿/＿/＿/＿/＿/＿/＿/＿/＿/＿/＿/＿/＿/＿/＿/＿/
;-------------------------------------------------------------------------
;-------------------------------------------------------------------------
[Statedef 99999]
Ctrl = 0
Anim = 10000
;-------------------------------------------------------------------------
;-------------------------------------------------------------------------
;---------------------[AILevel]
;※AILvの設定方法

;次の"Value = ○"という記述の○の値を1から8の間で変更してください

[State AILv設定]
Type = VarSet
TriggerAll = IsHelper
Trigger1 = IsHelper(94444 + Root,ID)
V = 59

Value = 8;(←ココを1~8の間で変更 ※Default = 8)

;1 = Beginner(ぬるぬる)
;2 = Easy(ぬるめ)
;3 = Normal(ふつう)
;4 = Advanced(つよめ)
;5 = Hard(つよい)
;6 = Expert(すごい)
;7 = Watch Mode Like(対AI用接待AI)
;8 = Watch Mode Mania(対AI用AI)

;-------------------------------------------------------------------------
;-------------------------------------------------------------------------
;---------------------[AI startup constantly]
;※AI常時起動スイッチの設定方法

;次の"Value = ○"という記述の○の値を0から1の間で変更してください

[State AI常時起動スイッチ]
Type = ParentVarSet
TriggerAll = IsHelper
TriggerAll = IsHelper(94444 + Root,ID)
TriggerAll = Parent,ID = Root,ID
Trigger1 = Root,Var(59) = 0
V = 59

Value = 0;(←ココを0~1の間で変更 ※Default = 0)

;0 = OFF(プレイヤー操作可能)
;1 = ON(常時AI起動)

;-------------------------------------------------------------------------
;-------------------------------------------------------------------------
;---------------------[Character Voice]
;※ボイス言語 (Language)の設定方法

;次の"Value = ○"という記述の○の値を下記に指定された値の間で変更してください

[State ボイス言語]
Type = ParentVarSet
TriggerAll = IsHelper
TriggerAll = IsHelper(99999 + Root,ID)
Trigger1 = Parent,ID = Root,ID
V = 33

Value = 1;(←ココを変更 ※Default = 2)

;1 = English - by Friendship is Magic (VA - Ashleigh Ball)
;2 = Japanese - by Tomodachi wa Maho (VA - Izumi Kitta)

;-------------------------------------------------------------------------
;-------------------------------------------------------------------------
;---------------------[Magic Gauge]
;※マジックゲージ位置の設定方法

;次の"Value = ○"という記述の○の値を変更してください

[State 横軸]
Type = ParentVarAdd
TriggerAll = IsHelper
TriggerAll = IsHelper(99999 + Root,ID)
Trigger1 = Parent,ID = Root,ID
V = 34

Value = 0;(←ココを変更 ※Default = 0)

;+値で中央側へ、-値で画面端へ移動します

[State 縦軸]
Type = ParentVarAdd
TriggerAll = IsHelper
TriggerAll = IsHelper(99999 + Root,ID)
Trigger1 = Parent,ID = Root,ID
V = 35

Value = 0;(←ココを変更 ※Default = 0)

;+値で上方へ、-値で下方へ移動します

;-------------------------------------------------------------------------
;-------------------------------------------------------------------------
;---------------------[Victory Music]
;※勝利BGMを流すかの設定方法

;次の"Value = ○"という記述の○の値を0から1の間で変更してください

[State 勝利BGM]
Type = ParentVarSet
TriggerAll = IsHelper
TriggerAll = IsHelper(99999 + Root,ID)
Trigger1 = Parent,ID = Root,ID
V = 36

Value = 0;(←ココを変更 ※Default = 0)

;0 = OFF(BGM流さない)
;1 = ON(BGM流す)

;※勝利BGMは最終ラウンド時に超必殺技で相手をKOすると流れます

;-------------------------------------------------------------------------
;-------------------------------------------------------------------------
;---------------------[P12 Power up]
;12Pカラー時強化オプション

;※パワーゲージ上昇量の設定方法

;次の"Value = ○"という記述の○の値を0から5の間で変更してください

[State 常時ゲージ上昇]
Type = ParentVarSet
TriggerAll = IsHelper
TriggerAll = IsHelper(99999 + Root,ID)
Trigger1 = Parent,ID = Root,ID
V = 30

Value = 2;(←ココを変更 ※Default = 2)

;0 = OFF(ゲージ上昇無し)
;1 = 常時ゲージ上昇Lv1(毎フレームPower1上昇)
;2 = 常時ゲージ上昇Lv2(毎フレームPower2上昇)
;3 = 常時ゲージ上昇Lv3(毎フレームPower4上昇)
;4 = 常時ゲージ上昇Lv4(毎フレームPower8上昇)
;5 = 常時ゲージMax

;※12Pカラーを選択した時のみ適用されます

;-------------------------------------------------------------------------
;※開幕ゲージ量の設定方法

;次の"Value = ○"という記述の○の値を0から5の間で変更してください

[State 開幕ゲージ量]
Type = ParentVarSet
TriggerAll = IsHelper
TriggerAll = IsHelper(99999 + Root,ID)
Trigger1 = Parent,ID = Root,ID
V = 31

Value = 0;(←ココを変更 ※Default = 0)

;0 = OFF(開幕ゲージ増加無し)
;1 = 開幕Power1000増加
;2 = 開幕Power2000増加
;3 = 開幕Power3000増加
;4 = 開幕Power4000増加
;5 = 開幕PowerMax

;※12Pカラーを選択した時のみ適用されます

;-------------------------------------------------------------------------
;※コンボ補正の設定方法

;次の"Value = ○"という記述の○の値を0から1の間で変更してください

[State コンボ補正]
Type = ParentVarSet
TriggerAll = IsHelper
TriggerAll = IsHelper(99999 + Root,ID)
Trigger1 = Parent,ID = Root,ID
V = 32

Value = 1;(←ココを変更 ※Default = 1)

;0 = OFF(コンボ補正が掛かりません)
;1 = ON(コンボ補正が掛かります)

;※12Pカラーを選択した時のみ適用されます

;-------------------------------------------------------------------------
; ↑↑↑オプション設定ここまで↑↑↑
;-------------------------------------------------------------------------




















































































































































;Helper(94444 + Root,ID) = AI起動兼AILv管理ヘルパー
;Helper(99999 + Root,ID) = AI環境設定ヘルパー

[State 99999, 間違いで本体が来たら立ちへ復帰]
Type = SelfState
Trigger1 = !IsHelper
Value = 0
Ctrl = 1

[State 99999, 無敵]
Type = NotHitBy
Trigger1 = IsHelper
Value = SCA,AA,AP,AT
Time = 1
Persistent = 1
IgNoreHitPause = 1

[State 99999, 不可視化]
Type = AssertSpecial
Trigger1 = IsHelper
Flag = NoShadow
Flag2 = Invisible
Persistent = 1
IgNoreHitPause = 1

[State 99999, 本体に追従]
Type = BindToRoot
Trigger1 = IsHelper
Time = 1
Facing = 1
Pos = 0, 9999
Persistent = 1
IgNoreHitPause = 1

[State 99999, Var(59)の下限]
Type = VarSet
TriggerAll = IsHelper
TriggerAll = IsHelper(94444 + Root,ID)
Trigger1 = Var(59) < 1
V = 59
Value = 1

[State 99999, Var(59)の上限]
Type = VarSet
TriggerAll = IsHelper
TriggerAll = IsHelper(94444 + Root,ID)
Trigger1 = Var(59) > 8
V = 59
Value = 8

[State 99999, プレイヤー判定]
Type = ParentVarSet
TriggerAll = IsHelper
TriggerAll = IsHelper(94444 + Root,ID)
TriggerAll = Parent,ID = Root,ID
TriggerAll = Root,Var(59) = 0
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"
V = 59
Value = -1

[State 99999, AI判定]
Type = ParentVarSet
TriggerAll = IsHelper
TriggerAll = IsHelper(94444 + Root,ID)
TriggerAll = Parent,ID = Root,ID
TriggerAll = Root,Var(59) = 0
Trigger1 = Command != "up" && Root,Command = "up" && (RoundState = 2 && Root,Ctrl)
Trigger2 = Command != "down" && Root,Command = "down" && (RoundState = 2 && Root,Ctrl)
Trigger3 = Command != "back" && Root,Command = "back" && (RoundState = 2 && Root,Ctrl)
Trigger4 = Command != "fwd" && Root,Command = "fwd" && (RoundState = 2 && Root,Ctrl)
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"
V = 59
Value = 1

[State 99999, AIレベル代入]
Type = ParentVarSet
TriggerAll = IsHelper
TriggerAll = IsHelper(94444 + Root,ID)
TriggerAll = Parent,ID = Root,ID
Trigger1 = Root,Var(59) > 0
V = 59
Value = Var(59)

[State 99999, Var(59)の上限限界]
Type = ParentVarSet
TriggerAll = IsHelper
TriggerAll = IsHelper(94444 + Root,ID)
TriggerAll = Parent,ID = Root,ID
Trigger1 = Root,Var(59) > 8
V = 59
Value = 8

[State 99999, 立ったら消失]
Type = DestroySelf
TriggerAll = IsHelper
TriggerAll = IsHelper(94444 + Root,ID)
Trigger1 = Root,Var(59)

[State 99999, 消滅]
Type = DestroySelf
TriggerAll = IsHelper
TriggerAll = IsHelper(94444 + Root,ID) = 0
Trigger1 = Root,StateNo != 5900
