;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
; 忢帪娔帇僗僥乕僩乮憡庤偵峴摦傪惂屼偝傟偰傕娭學柍偔忢偵幚峴偝傟傞乯
;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚

[Statedef -2]

;僨僶僢僋
[State -2]
type = DisplayToClipBoard
trigger1 = 1
text = "P2BodyDist X: %d | P2BodyDist Y: %d | Pos X: %d | Pos Y: %d \n"
params	= floor(P2BodyDist X),ceil(P2BodyDist Y),ceil(Pos X),ceil(Pos Y)
ignorehitpause = 1

[State -2]
Type = AppendToClipBoard
Trigger1 = 1
Text = "var(13): %d,juggle: %d,HitShakeTime: %d,Combo: %d"
Params = var(13),var(41),var(36),ceil(fvar(16))
ignorehitpause = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僸僢僩億乕僘張棟
[State -2, HitPauseTime]
type = VarAdd
trigger1 = var(13) > 0
var(13) = -1
ignorehitpause = 1

;彫峌寕
[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 200 || stateno = 205 || stateno = 230 || stateno = 241
trigger2 = stateno = 400 || stateno = 430
var(13) = 7
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 600 || stateno = 605 || stateno = 630 || stateno = 635
trigger2 = stateno = 901
var(13) = 7
ignorehitpause = 1

;拞峌寕
[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 210 || stateno = 215
trigger2 = stateno = 410 || stateno = 440
trigger3 = stateno = 910
var(13) = 9
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 245
var(13) = 8
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 610 || stateno = 615 || stateno = 640 || stateno = 645
var(13) = 8
ignorehitpause = 1

;戝峌寕
[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 220 || stateno = 240 || stateno = 250 || stateno = 450
var(13) = 11
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 225 || stateno = 226
var(13) = 10
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 620 || stateno = 625 || stateno = 650 || stateno = 655
var(13) = 9
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 420
var(13) = 11
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 930
var(13) = 10
ignorehitpause = 1

[State -2, changeanim]
type = changeanim
triggerall = movecontact
trigger1 = stateno = 250
value = 251
ignorehitpause = 1

;昁嶦媄
[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = [1400,1420]
var(13) = 11
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 1440
var(13) = 8
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 3200
var(13) = 5+(AnimElemtime(49)>=0)*3
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarAdd
trigger1 = var(48) > 0
var(48) = -1
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 225 || stateno = 226 ||stateno = 420 || stateno = 930
var(48) = 12
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 920
var(48) = 11
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 1100
trigger1 = animelemtime(5) <= 0
var(48) = 14
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 1110
trigger1 = animelemtime(5) <= 0
var(48) = 12
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 1120
trigger1 = animelemtime(7) <= 0
trigger2 = stateno = 1140
trigger2 = animelemtime(6) <= 0
var(48) = 10
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = [1200,1240]
trigger1 = animelemtime(5) <= 0
var(48) = 4
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = [1200,1240]
trigger1 = animelemtime(5) <= 0
var(48) = 4
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 3100
trigger2 = stateno = 3110
trigger3 = stateno = 3120
trigger3 = animelemtime(7) <= 0
var(48) = 5
ignorehitpause = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僷儚乕僎乕僕
[State -2, PowerSet]
type = PowerSet
trigger1 = var(2) = 1
trigger1 = power > 2240
trigger1 = numpartner = 0
value = 2240
ignorehitpause = 1

[State -2, PowerSet]
type = PowerSet
trigger1 = var(2) = 2
trigger1 = power > 1040
trigger1 = numpartner = 0
value = 1040
ignorehitpause = 1

[State -2, PowerSet]
type = PowerSet
trigger1 = var(2) = 3
trigger1 = power > 2400
trigger1 = numpartner = 0
value = 2400
ignorehitpause = 1

[State -2, PowerAdd]
type = PowerAdd
triggerall = movehit
triggerall = !numtarget
trigger1 = stateno = 200
trigger2 = stateno = 205
trigger3 = stateno = 226
trigger4 = stateno = 230
trigger5 = stateno = 241
trigger5 = animelemtime(10) > 0
trigger6 = stateno = 400
trigger7 = stateno = 430
trigger8 = stateno = 600
trigger9 = stateno = 605
trigger10 = stateno = 630
trigger11 = stateno = 635
trigger12 = stateno = 900
trigger12 = animelemtime(8) > 0
trigger13 = stateno = 920
trigger14 = stateno = 930
trigger14 = animelemtime(11) > 0
value = 20
ignorehitpause = 1

[State -2, PowerAdd]
type = PowerAdd
triggerall = movehit
trigger1 = numtarget(241)
trigger2 = numtarget(900)
value = 30
ignorehitpause = 1

[State -2, PowerAdd]
type = PowerAdd
triggerall = movehit
trigger1 = numtarget(210) || numtarget(215) || numtarget(240) || numtarget(245)
trigger2 = numtarget(410) || numtarget(440)
trigger3 = numtarget(610) || numtarget(615) || numtarget(640) || numtarget(645) || numtarget(910)
value = 40
ignorehitpause = 1

[State -2, PowerAdd]
type = PowerAdd
triggerall = movehit
trigger1 = numtarget(220) || numtarget(225) || numtarget(250) 
trigger2 = numtarget(420) || numtarget(450) || numtarget(930)
trigger3 = numtarget(620) || numtarget(625) || numtarget(650) || numtarget(655)
value = 100
ignorehitpause = 1

[State -2, PowerAdd]
type = PowerAdd
triggerall = movehit
trigger1 = numtarget(1100)
trigger2 = numtarget(1110)
trigger3 = numtarget(1120)
value = 110
ignorehitpause = 1

[State -2, PowerAdd]
type = PowerAdd
triggerall = movehit
triggerall = !numtarget
trigger1 = stateno = 1110
trigger1 = animelemtime(5) > 0
trigger2 = stateno = 1120
trigger2 = animelemtime(5) > 0
value = 20
ignorehitpause = 1

[State -2, PowerAdd]
type = PowerAdd
triggerall = movehit
trigger1 = numtarget(1300)
trigger2 = numtarget(1310)
trigger3 = numtarget(1320)
value = 30
ignorehitpause = 1

[State -2, PowerAdd]
type = PowerAdd
triggerall = movehit
trigger1 = numtarget(1200)
trigger2 = numtarget(1210)
trigger3 = numtarget(1220)
value = 90
ignorehitpause = 1

[State -2, PowerAdd]
type = PowerAdd
triggerall = movehit
triggerall = !numtarget
trigger1 = stateno = 1200 && animelemtime(6) > 0
trigger2 = stateno = 1210 && animelemtime(6) > 0
trigger3 = stateno = 1220 && animelemtime(6) > 0
value = 20
ignorehitpause = 1

[State -2, PowerAdd]
type = PowerAdd
triggerall = movehit
triggerall = !numtarget
trigger1 = stateno = 1300
trigger1 = ((animelemtime(6)>=0)&&(animelemtime(9)<0))||(animelemtime(12)>=0)
trigger2 = stateno = 1310
trigger2 = ((animelemtime(6)>=0)&&(animelemtime(9)<0))||((animelemtime(12)>=0)&&(animelemtime(15)<0))||(animelemtime(18)>=0)
trigger3 = stateno = 1320
trigger3 = ((animelemtime(6)>=0)&&(animelemtime(9)<0))||((animelemtime(12)>=0)&&(animelemtime(15)<0))||((animelemtime(18)>=0)&&(animelemtime(21)<0))||(animelemtime(24)>=0)
value = 20
ignorehitpause = 1

[State -2, PowerAdd]
type = PowerAdd
triggerall = movehit
trigger1 = numtarget(1400)
trigger2 = numtarget(1410)
trigger3 = numtarget(1420)
value = 100
ignorehitpause = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僔僗僥儉僨傿儗僋僔儑儞
[State -3]
type = helper
trigger1 = numhelper(30000) = 0
name = "system direction"
id = 30000
pos =  0,0
postype = left
stateno = 30000
helpertype = normal
sprpriority = 1
keyctrl = 0

[state 190, helper]
type = helper
trigger1 = numhelper(40000) = 0
trigger1 = stateno = 191 || stateno = 192 || stateno = 193 || stateno = 194 || stateno = 199
trigger1 = time = 1
trigger1 = numpartner = 0
ID = 40000
pos = 0,0
postype = back
stateno = 40000+(helper(30000),var(18)=[0,3])*helper(30000),var(18)+(helper(30000),var(18)=4)*random%4
helpertype = normal
name = "SA-SELECT"
sprpriority = 0
ownpal = 1
keyctrl = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;Hit妋擣
[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = [200,240]
trigger2 = stateno = [245,655]
trigger3 = stateno = [910,930]
trigger4 = stateno = [1200,1240]
trigger5 = stateno = [1400,1420]
var(35) = stateno
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 241
trigger1 = (AnimElemtime(8) >= 0) && (AnimElemtime(10) <= 0)
var(35) = 241
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 241
trigger1 = (AnimElemtime(10) > 0) && (AnimElemtime(12) <= 0)
var(35) = 242
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 900
trigger1 = (AnimElemtime(6) >= 0) && (AnimElemtime(8) <= 0)
var(35) = 900
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 900
trigger1 = (AnimElemtime(8) > 0) && (AnimElemtime(10) <= 0)
var(35) = 901
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 1100
var(35) = 1100
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 1110
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(5) <= 0)
var(35) = 1110
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 1110
trigger1 = (AnimElemtime(5) > 0) && (AnimElemtime(7) <= 0)
var(35) = 1111
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 1120
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(5) <= 0)
var(35) = 1120
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 1120
trigger1 = (AnimElemtime(5) > 0) && (AnimElemtime(7) <= 0)
var(35) = 1121
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 1120
trigger1 = (AnimElemtime(7) >= 0) && (AnimElemtime(9) <= 7)
var(35) = 1122
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 1140
trigger1 = (AnimElemtime(2) >= 0) && (AnimElemtime(4) <= 0)
var(35) = 1140
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 1140
trigger1 = (AnimElemtime(4) > 0) && (AnimElemtime(6) <= 0)
var(35) = 1141
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 1140
trigger1 = (AnimElemtime(6) > 0) && (AnimElemtime(7) <= 1)
var(35) = 1142
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 1140
trigger1 = (AnimElemtime(7) > 1) && (AnimElemtime(8) <= 6)
var(35) = 1143
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 1440
trigger1 = (AnimElemtime(11) >= 0) && (AnimElemtime(13) <= 0)
var(35) = 1440
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 1440
trigger1 = (AnimElemtime(13) > 0) && (AnimElemtime(15) <= 0)
var(35) = 1441
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 1440
trigger1 = AnimElemtime(15) > 0
var(35) = 1442
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 3000
trigger1 = (AnimElemtime(4) >= 0) && (AnimElemtime(6) <= 0)
var(35) = 3000
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 3000
trigger1 = (AnimElemtime(6) > 0) && (AnimElemtime(8) <= 0)
var(35) = 3001
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 3100
trigger1 = (AnimElemtime(4) >= 0) && (AnimElemtime(5) <= 0)
var(35) = 3100
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 3100
trigger1 = (AnimElemtime(5) > 0) && (AnimElemtime(7) <= 0)
var(35) = 3101
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
triggerall = stateno = 3100
trigger1 = AnimElemtime(7) > 0
var(35) = 3102
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 3110
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(4) <= 0)
var(35) = 3110
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 3110
trigger1 = (AnimElemtime(4) > 0) && (AnimElemtime(6) <= 0)
var(35) = 3111
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 3110
trigger1 = AnimElemtime(6) > 0
var(35) = 3112
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 3120
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(5) <= 0)
var(35) = 3120
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 3120
trigger1 = (AnimElemtime(5) > 0) && (AnimElemtime(7) <= 0)
var(35) = 3121
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 3120
trigger1 = (AnimElemtime(7) > 0) && (AnimElemtime(8) <= 0)
var(35) = 3122
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 3120
trigger1 = (AnimElemtime(8) > 0) && (AnimElemtime(8) <= 4)
var(35) = 3123
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 3120
trigger1 = (AnimElemtime(8) > 4) && (AnimElemtime(9) <= 0)
var(35) = 3124
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 3120
trigger1 = (AnimElemtime(9) > 0) && (AnimElemtime(9) <= 4)
var(35) = 3125
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 3000
trigger1 = numtarget(3009)
var(35) = 3009
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 3000
trigger1 = numtarget(3010)
var(35) = 3010
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 3000
trigger1 = numtarget(3011)
var(35) = 3011
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 3000
trigger1 = numtarget(3012)
var(35) = 3012
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 3000
trigger1 = numtarget(3013)
var(35) = 3013
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 3000
trigger1 = numtarget(3014)
var(35) = 3014
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 3000
trigger1 = numtarget(3015)
var(35) = 3015
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 3000
trigger1 = numtarget(3016)
var(35) = 3016
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 3000
trigger1 = numtarget(3017)
var(35) = 3017
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 3000
trigger1 = numtarget(3018)
var(35) = 3018
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = movetype != A
var(35) = 0

[State -2, VarAdd]
type = VarAdd
triggerall = movecontact
trigger1 = stateno = 400
trigger2 = stateno = 430
fvar(39) = 1
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = stateno != 400
trigger1 = stateno != 430
trigger2 = movetype != A
fvar(39) = 0

[State -2, TargetState]
type = TargetState
triggerall = movehit
triggerall = numenemy = 1
triggerall = numtarget
triggerall = target,statetype != A
triggerall = target,authorname = "GM"
triggerall = target,name="Alex"||target,name="Hugo"||target,name="Ryu"||target,name="Ken"||target,name="Gouki"||target,name="Ibuki"
trigger1 = NumTarget(1201)||NumTarget(1202)||NumTarget(1211)||NumTarget(1212)||NumTarget(1221)||NumTarget(1222)||NumTarget(1241)||NumTarget(1242)
trigger2 = NumTarget(1300)||NumTarget(1301)||NumTarget(1310)||NumTarget(1311)||NumTarget(1320)||NumTarget(1221)
value = 5600
ignorehitpause = 1

[State -2, varset]
type = varset
triggerall = numtarget
triggerall = target,gethitvar(hittime) = 0
trigger1 = (target,stateno = 5001) || (target,stateno =5011)
trigger2 = (target,stateno = 5610) || (target,stateno =5630)
trigger3 = (target,stateno = 151) || (target,stateno =153) || (target,stateno =155)
trigger4 = (target,stateno = 6151) || (target,stateno = 6153) || (target,stateno = 6155)
fvar(19) = 6

[State -2, VarAdd]
type = VarAdd
trigger1 = fvar(19) > 0
fvar(19) = -1

[State -2, VarSet]
type = VarSet
trigger1 = stateno != [1000,1030]
fvar(17) = 0

[State -2, VarSet]
type = VarSet
trigger1 = stateno != [1000,1030]
fvar(18) = 0

[State -2, Varset]
type = Varset
trigger1 = stateno != [4000,4205]
fvar(31) = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;嶍傝俲俷
[State -2, ChangeState] 
type = null;ChangeState
triggerall = !alive
trigger1 = (Stateno = 5000) || (Stateno = 5010)
trigger1 = (prevstateno = [130,131]) || (prevstateno = [150,153])
value = 5190

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;俲俷
[State -2, VarSet]
type = VarSet
trigger1 = alive
fvar(7) = 0

[State -2, VarSet]
type = VarSet
trigger1 = alive = 0
trigger1 = fvar(7) = 0
fvar(7) = 1
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
trigger1 = alive = 0
trigger1 = fvar(7) >= 1
fvar(7) = 1

[State -2, playsnd]
type = playsnd
triggerall = alive = 0
triggerall = fvar(7) = 3
trigger1 = stateno != 5190
trigger2 = anim != 5190
value = 11,1
channel = 1

[State -2, VarSet]
type = VarSet
trigger1 = fvar(7) = 3
fvar(7) = -1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;奺庬VarSet

;僴僀僕儍儞僾
[State -2,longjump]
type = VarSet
trigger1 = var(50) = 0
trigger1 = Command = "longjump_u" || Command = "longjump_f" || Command = "longjump_b"
var(3) = 1

[State -2,longjump]
type = VarSet
triggerall = var(3)
trigger1 = time = 1
trigger1 = stateno != [40,50]
var(3) = 0

;懳嬻僈乕僪
[State -2, VarSet]
type = VarSet
trigger1 = stateno != [120,153]
trigger1 = stateno != [6140,6153]
var(4) = 0

;僋僀僢僋僗僞儞僨傿儞僌
[State -2, VarSet]
type = VarSet
Trigger1 = statetype != L
var(7) = -1

[State -2, Varset]
type = Varset
trigger1 = var(50) = 1
trigger1 = stateno != [1100,1150]
var(22) = 0

[State -3, StopSnd]
type = StopSnd
trigger1 = movetype = H
channel = 3

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僽儘僢僉儞僌擖椡
[State -2, 僽儘僢僉儞僌]
type = VarSet
trigger1 = var(30) >= 23
trigger2 = (stateno = [4000,4205])&&!time
var(33) = 0

[State -2, 僽儘僢僉儞僌]
type = VarSet
trigger1 = var(30) >= 23
trigger2 = (stateno = [4000,4205])&&!time
var(30) = 0

[State -2, 僽儘僢僉儞僌]
type = VarAdd
trigger1 = var(30)
var(30) = 1
ignorehitpause = 1

[State -2, 僽儘僢僉儞僌]
type = VarAdd
trigger1 = fvar(9)
fvar(9) = -1
ignorehitpause = 1

[State -2, 僽儘僢僉儞僌]
type = VarSet
triggerall = var(30) = 0
triggerall = var(50) = 0
trigger1 = command = "bl1" && command != "holddown"&& Command != "holdup"
trigger1 = fvar(9):= 10
var(30) = 1

[State -2, 僽儘僢僉儞僌]
type = VarSet
trigger1 = var(50) = 0
trigger1 = var(30) = [1,6+helper(30000),var(1)]
trigger1 = command != "holddown" && Command != "holdup" && command != "holdfwd"&& Command != "holdback"
var(33) = 1

[State -2, 僽儘僢僉儞僌]
type = VarSet
trigger1 = var(31) >= 23
trigger2 = (stateno = [4000,4205])&&!time
var(34) = 0

[State -2, 僽儘僢僉儞僌]
type = VarSet
trigger1 = var(31) >= 23
trigger2 = (stateno = [4000,4205])&&!time
var(31) = 0

[State -2, 僽儘僢僉儞僌]
type = VarAdd
trigger1 = var(31)
var(31) = 1
ignorehitpause = 1

[State -2, 僽儘僢僉儞僌]
type = VarSet
triggerall = var(31) = 0
triggerall = var(50) = 0
trigger1 = command = "bl2" && command != "holdfwd"&& Command != "holdback"
trigger1 = fvar(9):= 10
var(31) = 1

[State -2, 僽儘僢僉儞僌]
type = VarSet
trigger1 = var(50) = 0
trigger1 = var(31) = [1,6+helper(30000),var(1)]
trigger1 = command != "holddown" && Command != "holdup" && command != "holdfwd"&& Command != "holdback"
var(34) = 1

[State -2, 僽儘僢僉儞僌]
type = VarSet
trigger1 = ctrl
trigger2 = stateno = [150,155]
trigger3 = stateno = [6150,6155]
var(29) = 0

[State -2, 僽儘僢僉儞僌]
type = VarSet
trigger1 = stateno = [6150,6155]
trigger2 = numhelper(30000)
trigger2 = helper(30000),var(4) = 1
trigger2 = stateno = [150,155]
var(32) = 1

[State -2, 僽儘僢僉儞僌]
type = VarSet
trigger1 = ctrl
trigger2 = numhelper(30000)
trigger2 = helper(30000),var(4) = 0
trigger2 = stateno = [150,155]
var(32) = 0

;棫偪僽儘
[State -2, HitOverride] 
type = HitOverride
triggerall = var(50) = 0
triggerall = statetype != A
trigger1 = (ctrl||((stateno = [4000,4115])&&!fvar(9))) && (var(30) = [1,6+helper(30000),var(1)]) && helper(30000),var(0)
trigger2 = (ctrl||((stateno = [4000,4115])&&!fvar(9))) && (var(30) = [7+helper(30000),var(1),10+helper(30000),var(1)]) && var(33) && helper(30000),var(0)
trigger3 = (stateno = [4000,4115]) && fvar(9)
trigger4 = (stateno = [6150,6153]) && (var(30) = [1,ifelse((enemynear,hitdefattr=S,SA,HA),2,3)+helper(30000),var(3)]) && helper(30000),var(2)
trigger5 = numhelper(30000) && helper(30000),var(4) = 1
trigger5 = (stateno = [150,153]) && (var(30) = [1,ifelse((enemynear,hitdefattr=S,SA,HA),2,3)+helper(30000),var(3)]) && helper(30000),var(2)
slot = 0
attr = S, AA
stateno = 4000
time = 1

[State -2, HitOverride] 
type = HitOverride
triggerall = var(50) = 0
triggerall = statetype != A
trigger1 = (ctrl||((stateno = [4000,4115])&&!fvar(9))) && (var(30) = [1,5+helper(30000),var(1)]) && helper(30000),var(0)
trigger2 = (stateno = [4000,4115]) && fvar(9)
trigger3 = (stateno = [6150,6153]) && (var(30) = [1,ifelse((enemynear,hitdefattr=A,SA,HA),2,3)+helper(30000),var(3)]) && helper(30000),var(2)
trigger4 = numhelper(30000) && helper(30000),var(4) = 1
trigger4 = (stateno = [150,153]) && (var(30) = [1,ifelse((enemynear,hitdefattr=A,SA,HA),2,3)+helper(30000),var(3)]) && helper(30000),var(2)
slot = 1
attr = A, AA
stateno = 4000
time = 1

[State -2, HitOverride] 
type = HitOverride
triggerall = var(50) = 0
triggerall = statetype != A
trigger1 = (ctrl||((stateno = [4000,4115])&&!fvar(9))) && (var(30) = [1,6+helper(30000),var(1)]) && helper(30000),var(0)
trigger2 = (ctrl||((stateno = [4000,4115])&&!fvar(9))) && (var(30) = [7+helper(30000),var(1),10+helper(30000),var(1)]) && var(33) && helper(30000),var(0)
trigger3 = (stateno = [4000,4115]) && fvar(9)
trigger4 = (stateno = [6150,6153]) && (var(30) = [1,2+helper(30000),var(3)]) && helper(30000),var(2)
trigger5 = numhelper(30000) && helper(30000),var(4) = 1
trigger5 = (stateno = [150,153]) && (var(30) = [1,2+helper(30000),var(3)]) && helper(30000),var(2)
slot = 2
attr = SA, AP
stateno = 4010
time = 1

;孅僽儘
[State -2, HitOverride]
type = HitOverride
triggerall = var(50) = 0
triggerall = statetype != A
trigger1 = (ctrl||((stateno = [4000,4115])&&!fvar(9))) && (var(31) = [1,6+helper(30000),var(1)]) && helper(30000),var(0)
trigger2 = (ctrl||((stateno = [4000,4115])&&!fvar(9))) && (var(31) = [7+helper(30000),var(1),10+helper(30000),var(1)]) && var(34) && helper(30000),var(0)
trigger3 = (stateno = [4000,4115]) && fvar(9)
trigger4 = (stateno = [6150,6153]) && (var(31) = [1,ifelse((enemynear,hitdefattr=C,SA,HA),2,3)+helper(30000),var(3)]) && helper(30000),var(2)
trigger5 = numhelper(30000) && helper(30000),var(4) = 1
trigger5 = (stateno = [150,153]) && (var(31) = [1,ifelse((enemynear,hitdefattr=C,SA,HA),2,3)+helper(30000),var(3)]) && helper(30000),var(2)
slot = 3
attr = C, AA
stateno = 4100
time = 1

[State -2, HitOverride]
type = HitOverride
triggerall = var(50) = 0
triggerall = statetype != A
trigger1 = (ctrl||((stateno = [4000,4115])&&!fvar(9))) && (var(31) = [1,6+helper(30000),var(1)]) && helper(30000),var(0)
trigger2 = (ctrl||((stateno = [4000,4115])&&!fvar(9))) && (var(31) = [7+helper(30000),var(1),10+helper(30000),var(1)]) && var(34) && helper(30000),var(0)
trigger3 = (stateno = [4000,4115]) && fvar(9)
trigger4 = (stateno = [6150,6153]) && (var(31) = [1,2+helper(30000),var(3)]) && helper(30000),var(2)
trigger5 = numhelper(30000) && helper(30000),var(4) = 1
trigger5 = (stateno = [150,153]) && (var(31) = [1,2+helper(30000),var(3)]) && helper(30000),var(2)
slot = 4
attr = C, AP
stateno = 4110
time = 1

;嬻拞僽儘
[State -2, HitOverride]
type = HitOverride
triggerall = var(50) = 0
triggerall = statetype = A
trigger1 = (ctrl||(stateno=5040&&var(0)=1)||((stateno = [4200,4205])&&!fvar(9))) && (var(30) = [1,6+helper(30000),var(1)]) && helper(30000),var(0)
trigger2 = (ctrl||(stateno=5040&&var(0)=1)||((stateno = [4200,4205])&&!fvar(9))) && (var(30) = 7+helper(30000),var(1)) && var(33) && helper(30000),var(0)
trigger3 = (stateno = [4200,4205]) && fvar(9)
slot = 5
attr = SCA, AA
stateno = 4200
time = 1

[State -2, HitOverride]
type = HitOverride
triggerall = var(50) = 0
triggerall = statetype = A
trigger1 = (ctrl||(stateno=5040&&var(0)=1)||((stateno = [4200,4205])&&!fvar(9))) && (var(30) = [1,6+helper(30000),var(1)]) && helper(30000),var(0)
trigger2 = (ctrl||(stateno=5040&&var(0)=1)||((stateno = [4200,4205])&&!fvar(9))) && (var(30) = 7+helper(30000),var(1)) && var(33) && helper(30000),var(0)
trigger3 = (stateno = [4200,4205]) && fvar(9)
slot = 6
attr = SCA, AP
stateno = 4205
time = 1

[State -2, PowerAdd]
type = PowerAdd
trigger1 = stateno = [4000,4205]
trigger1 = !time
trigger1 = power-ceil(fvar(21)) >= 0
value = 40-power+ceil(fvar(21))
ignorehitpause = 1

[State -2, varset]
type = varset
trigger1 = 1
fvar(21) = power
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
trigger1 = stateno = 151 || stateno = 153 || stateno = 155
trigger2 = stateno = 6151 || stateno = 6153 || stateno = 6155
fvar(3) = 1
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = stateno != 151 && stateno != 153 && stateno != 155
trigger1 = stateno != 6151 && stateno != 6153 && stateno != 6155
fvar(3) = 0
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = numpartner = 0
trigger1 = numenemy
trigger1 = enemy,numpartner = 0
trigger1 = enemy,authorname = "GM"
trigger1 = enemy,name="Alex"||enemy,name="Hugo"||enemy,name="Ryu"||enemy,name="Ken"||enemy,name="Gouki"||enemy,name="Ibuki"||enemy,name="Gill"
var(0) = 1

[State -2, VarSet]
type = VarSet
trigger1 = numpartner > 0
trigger2 = numenemy
trigger2 = enemy,numpartner > 0
trigger3 = numenemy
trigger3 = enemy,authorname = "GM"
trigger3 = enemy,name!="Alex"&&enemy,name!="Hugo"&&enemy,name!="Ryu"&&enemy,name!="Ken"&&enemy,name!="Gouki"&&enemy,name!="Ibuki"&&enemy,name!="Gill"
var(0) = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;stateno
[State -2, VarSet]
type = VarSet
trigger1 = movetype = A
var(49) = stateno
ignorehitpause = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;儔僀僼忣曬庢摼
[State -2, 儔僀僼妋擣]
type = VarSet
triggerall = RoundState = [0,1]
trigger1 = RoundNo = 1  
var(52) = Life

[State -2, 儔僀僼庢摼儈僗懳嶔]
type = VarSet
triggerall = Var(52) = [0,100]
triggerall = Time = 1
trigger1 = RoundNo = 1
trigger2 = RoundsExisted = 0
var(52) = const(data.life)

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僼傽乕僗僩傾僞僢僋敾掕
[State -2, varset]
type = varset
triggerall = var(9) = 0
trigger1 = movetype = H
trigger1 = (stateno != [150,155]) && (stateno != [6150,6155])
trigger1 = var(53)-life > 0
var(9) = 1
ignorehitpause = 1

[State -2, varset]
type = varset
triggerall = var(9) = 0
trigger1 = stateno != [800,899]
trigger1 = numenemy
trigger1 = enemy,movetype = H
trigger1 = enemy,stateno = [5000,5099]
var(9) = 1
ignorehitpause = 1

[State -2, varset]
type = varset
trigger1 = roundstate = 0
var(9) = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僗僞儞敾掕
[State -2, varset]
type = varset
trigger1 = roundstate = 0
fvar(2) = 0.0

[State -2, varset]
type = varset
trigger1 = fvar(2) <= 0.0
trigger2 = var(46) = 1
trigger2 = anim != [5300,5301]
fvar(2) = 0.0
ignorehitpause = 1

[State -2, varset]
type = varset
trigger1 = movetype != H
fvar(23) = 0

[State -2, varset]
type = varadd
trigger1 = numhelper(30000) && helper(30000),var(20)
trigger1 = roundstate = 2
trigger1 = stateno != [120,155]
trigger1 = movetype = H
trigger1 = numenemy
trigger1 = var(53)-life > 0
fvar(23) = ifelse(fvar(23)=0,1,fvar(23)*ifelse((enemy,HitDefAttr=SCA,NA),.1,ifelse((enemy,HitDefAttr=SCA,SA),.2,ifelse((enemy,HitDefAttr=SCA,HA),.3,.4))))
ignorehitpause = 1

[State -2, varset]
type = varset
trigger1 = numhelper(30000) && helper(30000),var(20) = 0
fvar(2) = 0

[State -2, varadd]
type = varadd
trigger1 = numhelper(30000) && helper(30000),var(20)
trigger1 = roundstate = 2
trigger1 = stateno != [120,155]
trigger1 = movetype = H
trigger1 = numenemy
trigger1 = var(53)-life > 0
fvar(2) = (var(53)-life)/(ifelse((enemy,HitDefAttr=SCA,NA),8,ifelse((enemy,HitDefAttr=SCA,SA),10,ifelse((enemy,HitDefAttr=SCA,HA),12,ifelse(enemy,hitcount>=10,1000,14))))*fvar(23))
ignorehitpause = 1

[State -2, varset]
type = varset
trigger1 = fvar(2) >= 64.0
trigger1 = anim = 5300
var(46) = 1
ignorehitpause = 1

[State -2, varset]
type = varset
trigger1 = fvar(2) < 64.0
var(46) = 0
ignorehitpause = 1

[State -2, varset]
type = varset
trigger1 = fvar(2) >= 64.0
trigger2 = anim = 5300
fvar(2) = 64.0
ignorehitpause = 1

[State -2, varadd]
type = varadd
trigger1 = fvar(2) > 0.0
trigger1 = fvar(2) < 64.0
trigger1 = gametime%11 = 0
fvar(2) = -0.5

[State -2, varadd]
type = null;varadd
trigger1 = anim = 9010
fvar(2) = 1.8
ignorehitpause = 1

[State -2, varset]
type = varset
trigger1 = 1
var(53) = life
ignorehitpause = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僎乕僕娭楢
[State -2, VarSet]
type = VarSet
triggerall = numpartner
triggerall = partner,authorname = "GM"
trigger1 = partner,name = "Alex"
trigger2 = partner,name = "Hugo"
trigger3 = partner,name = "Ryu"
trigger4 = partner,name = "Ken"
trigger5 = partner,name = "Gouki"
trigger6 = partner,name = "Ibuki"
trigger7 = partner,name = "Gill"
fvar(37) = 1

[State -2, VarSet]
type = VarSet
triggerall = numpartner
triggerall = partner,authorname = "Homura"
trigger1 = partner,name = "Remy"
fvar(37) = 1

;僷儚乕僎乕僕
[State -3]
type = helper
triggerall = numhelper(50000) = 0
trigger1 = numpartner = 0
trigger2 = numpartner && !fvar(37)
trigger3 = fvar(37) && id < partner,id
name = "僎乕僕"
id = 50000
pos =  0,0
postype = left
stateno = 50000
helpertype = normal
ontop = 1
keyctrl = 0

;僗僞儞僎乕僕
[State -3]
type = helper
triggerall = numhelper(30000)
triggerall = helper(30000),var(20) 
triggerall = helper(30000),var(21)
triggerall = numhelper(25000) = 0
trigger1 = numpartner = 0
trigger2 = numpartner && !fvar(37)
trigger3 = fvar(37) && id < partner,id
name = "僎乕僕"
id = 25000
pos =  0,0
postype = left
stateno = 25000
helpertype = normal
keyctrl = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;1P,2P懁敾掕
[State -2, VarSet]
type = VarSet
triggerall = Var(1) != 1
triggerall = Var(1) != 2
trigger1 = Facing = 1
var(1) = 1

[State -2, VarSet]
type = VarSet
triggerall = Var(1) != 1
triggerall = Var(1) != 2
trigger1 = Facing = -1
var(1) = 2

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;巆憸彍嫀
[State -2,Afterimage]
type = Afterimage
trigger1 = MoveType = H
time = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;AssertSpecial
[State -2, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
flag = NoAirGuard

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;抧崠幵憡庤嬺傜偄
[State 811, TargetLifeadd]
type = TargetLifeadd
trigger1 = fvar(15) = 1
trigger1 = numtarget
trigger1 = target,stateno = 5100
trigger1 = target,prevstateno = [821,823]
value = ceil(-110*1.5*fvar(26)*(const(data.attack)*0.01))

[State -2, VarAdd]
type = VarAdd
trigger1 = fvar(15) = 1
trigger1 = numtarget
trigger1 = target,stateno = 5100
trigger1 = target,prevstateno = [821,823]
fvar(16) = 1

[State -2, PowerAdd]
type = PowerAdd
trigger1 = fvar(15) = 1
trigger1 = numtarget
trigger1 = target,stateno = 5100
trigger1 = target,prevstateno = [821,823]
value = 80

[State -2, Poweradd]
type = TargetPoweradd
trigger1 = fvar(15) = 1
trigger1 = numtarget
trigger1 = target,stateno = 5100
trigger1 = target,prevstateno = [821,823]
value = 20

[State -2, HitAdd]
type = HitAdd
trigger1 = fvar(15) = 1
trigger1 = numtarget
trigger1 = target,stateno = 5100
trigger1 = target,prevstateno = [821,823]
value = 1

[state -3, VarSet]
type = null;VarSet
triggerall = var(59) = 0
triggerall = winko
trigger1 = numtarget
trigger1 = target,stateno = 5100
trigger1 = target,time = 1
trigger1 = target,prevstateno = [821,823]
var(59) = 2

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;抧柺徴撍僒僂儞僪
[State -2, PlaySnd]
type = PlaySnd
trigger1 = fvar(15) = 1
trigger1 = numtarget
trigger1 = target,stateno = 5100
trigger1 = target,prevstateno = [821,823]
value = S2,8

[State -2, varset]
type = VarSet
trigger1 = numtarget
trigger1 = target,stateno = 5100
trigger1 = target,prevstateno = [821,823]
fvar(15) = 0

[state -2, helper]
type = helper
triggerall = NumHelper(11000) = 0
triggerall = winko
triggerall = numtarget
triggerall = target,stateno = 5100
triggerall = target,prevstateno = [821,823]
trigger1 = !numpartner
trigger2 = numpartner
trigger2 = partner,alive = 0
ID = 11000
pos = 0,0
postype = left
stateno = 11000
helpertype = normal
name = "no-ko"
pausemovetime = 99999999
supermovetime = 99999999
sprpriority = -5
ownpal = 1
keyctrl = 0
ignorehitpause = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;抧恔
[State -2, Envshake]
type = Envshake
triggerall = numtarget
triggerall = target,stateno = 5100
triggerall = target,time = 3
trigger1 = target,prevstateno = 811 || target,prevstateno = [821,823]
time = 12
freq = 120
ampl = -6

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;抧柺徴撍僄僼僃僋僩
[State -2, Explod]
type = Explod
triggerall = NumExplod(6700) = 0
triggerall = numtarget
triggerall = target,stateno = 5100
triggerall = target,time = 1
trigger1 = target,prevstateno = [821,823]
ID = 6700
anim = 6700
postype = p2
pos = 0, 0
velocity = 0, 0
accel = 0, 0
bindtime = 1
sprpriority = 5
scale = const(size.xscale),const(size.yscale)

[State -2, Explod]
type = Explod
trigger1 = numtarget(1400)
trigger1 = target(1400),stateno = 5100
trigger1 = target(1400),time = 1
trigger2 = numtarget(1410)
trigger2 = target(1410),stateno = 5100
trigger2 = target(1410),time = 1
trigger3 = numtarget(1420)
trigger3 = target(1420),stateno = 5100
trigger3 = target(1420),time = 1
trigger4 = numtarget(1440)
trigger4 = target(1440),stateno = 5100
trigger4 = target(1440),time = 1
trigger5 = numtarget(1441)
trigger5 = target(1441),stateno = 5100
trigger5 = target(1441),time = 1
trigger6 = numtarget(1442)
trigger6 = target(1442),stateno = 5100
trigger6 = target(1442),time = 1
ID = 6700
anim = 6700
postype = p2
pos = 0, 0
velocity = 0, 0
accel = 0, 0
bindtime = 1
sprpriority = 5
scale = const(size.xscale),const(size.yscale)

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僟儊乕僕曗惓
[State -2, Attack_Up]
type = VarSet
trigger1 = moveguarded
trigger2 = fvar(29) < 1.0
trigger3 = fvar(29) < 1.313
trigger3 = !numtarget && !var(14)
fvar(29) = 1
ignorehitpause = 1

[State -2, Attack_Up]
type = VarAdd
trigger1 = fvar(29) > 1.0
trigger1 = movehit
fvar(29) = -0.0625
ignorehitpause = 1

;僗乕僷乕僉儍儞僙儖
[State -2, Varset]
type = Varset
trigger1 = movetype != A
trigger2 = fvar(27) = 0
trigger3 = !fvar(16) && !fvar(14)
trigger4 = stateno != [3000,3210]
fvar(27) = 1.0
ignorehitpause = 1

;偟傖偑傒僇僂儞僞乕
[State -2, Attack_Up]
type = VarSet
trigger1 = numenemy
trigger1 = enemy,statetype = C
fvar(28) = 1.25

[State -2, Attack_Up]
type = VarSet
trigger1 = numenemy
trigger1 = enemy,statetype != C
fvar(28) = 1

;崻惈抣曗惓
[State -2, VarSet]
type = VarSet
trigger1 = enemy,teammode = simul
trigger1 = (100*((enemy(0),life)+(enemy(1),life))/((enemy(0),const(data.life))+(enemy(1),const(data.life))))>30
fvar(26) = 1.0

[State -2, VarSet]
type = VarSet
trigger1 = enemy,teammode = simul
trigger1 = (100*((enemy(0),life)+(enemy(1),life))/((enemy(0),const(data.life))+(enemy(1),const(data.life))))<=30
trigger1 = (100*((enemy(0),life)+(enemy(1),life))/((enemy(0),const(data.life))+(enemy(1),const(data.life))))>20
fvar(26) = 0.89

[State -2, VarSet]
type = VarSet
trigger1 = enemy,teammode = simul
trigger1 = (100*((enemy(0),life)+(enemy(1),life))/((enemy(0),const(data.life))+(enemy(1),const(data.life))))<=20
trigger1 = (100*((enemy(0),life)+(enemy(1),life))/((enemy(0),const(data.life))+(enemy(1),const(data.life))))>10
fvar(26) = 0.78

[State -2, VarSet]
type = VarSet
trigger1 = enemy,teammode = simul
trigger1 = (100*((enemy(0),life)+(enemy(1),life))/((enemy(0),const(data.life))+(enemy(1),const(data.life))))<=10
trigger1 = (100*((enemy(0),life)+(enemy(1),life))/((enemy(0),const(data.life))+(enemy(1),const(data.life))))>5
fvar(26) = 0.67

[State -2, VarSet]
type = VarSet
trigger1 = enemy,teammode = simul
trigger1 = (100*((enemy(0),life)+(enemy(1),life))/((enemy(0),const(data.life))+(enemy(1),const(data.life))))<=5
fvar(26) = 0.56

[State -2, VarSet]
type = VarSet
triggerall = (enemy,teammode = single) || (enemy,teammode = turns)
trigger1 = (100*enemy,life/enemy,const(data.life))>30
fvar(26) = 1.0

[State -2, VarSet]
type = VarSet
triggerall = (enemy,teammode = single) || (enemy,teammode = turns)
trigger1 = (100*enemy,life/enemy,const(data.life))<=30
trigger1 = (100*enemy,life/enemy,const(data.life))>20
fvar(26) = 0.89

[State -2, VarSet]
type = VarSet
triggerall = (enemy,teammode = single) || (enemy,teammode = turns)
trigger1 = (100*enemy,life/enemy,const(data.life))<=20
trigger1 = (100*enemy,life/enemy,const(data.life))>10
fvar(26) = 0.78

[State -2, VarSet]
type = VarSet
triggerall = (enemy,teammode = single) || (enemy,teammode = turns)
trigger1 = (100*enemy,life/enemy,const(data.life))<=10
trigger1 = (100*enemy,life/enemy,const(data.life))>5
fvar(26) = 0.67

[State -2, VarSet]
type = VarSet
triggerall = (enemy,teammode = single) || (enemy,teammode = turns)
trigger1 = (100*enemy,life/enemy,const(data.life))<=5
fvar(26) = 0.56

;僠僃乕儞僐儞儃
[State -2, Attack_Up]
type = VarSet
trigger1 = movetype != A
trigger2 = !numtarget
fvar(24) = 1.0

[State -2, Attack_Down]
type = VarSet
triggerall = fvar(16)
trigger1 = !numtarget
trigger1 = !var(14)
fvar(16) = 0

[State -2, Attack_Down]
type = VarSet
triggerall = fvar(14)
trigger1 = !numtarget
trigger1 = !var(14)
fvar(14) = 0

[State -2, Attack_Down]
type = VarSet
trigger1 = !numhelper(6000)
trigger1 = !numhelper(6050)
var(14) = 0

[State -2, Attack_Down]
type = VarSet
trigger1 = !numhelper(6000)
trigger1 = !numhelper(6050)
fvar(36) = 0

[State -2, VarAdd]
type = VarAdd
triggerall = MoveHit 
trigger1 = stateno = [220,226]
trigger2 = stateno = [250,250]
trigger3 = stateno = 420
trigger4 = stateno = 450
trigger5 = stateno = [620,625]
trigger6 = stateno = [650,655]
trigger7 = stateno = 930
trigger8 = stateno = [1400,1420]
fvar(16) = 1
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
triggerall = MoveHit 
trigger1 = stateno = [210,215]
trigger2 = stateno = [240,245]
trigger3 = stateno = 410
trigger4 = stateno = 440
trigger5 = stateno = [610,615]
trigger6 = stateno = [640,645]
trigger7 = stateno = [900,920]
fvar(16) = 0.8
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
triggerall = MoveHit 
trigger1 = stateno = [200,205]
trigger2 = stateno = 230
trigger3 = stateno = 400
trigger4 = stateno = 430
trigger5 = stateno = [600,605]
trigger6 = stateno = [630,635]
trigger7 = stateno = [1100,1340]
trigger8 = stateno = 1440
fvar(16) = 0.55
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
triggerall = MoveHit 
trigger1 = stateno = 3000
fvar(14) = 1.1
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
triggerall = MoveHit 
trigger1 = stateno = [3100,3120]
fvar(14) = 0.8
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
triggerall = MoveHit 
trigger1 = stateno = [3200,3210]
fvar(14) = 1.2
ignorehitpause = 1

[State -2, Attack_Down]
type = VarSet
trigger1 = !fvar(16) && !fvar(14)
fvar(25) = 1.0

[State -2, Attack_Down]
type = VarSet
trigger1 = 1
fvar(0) = ifelse((1.0-(fvar(16)*0.095))<0.3,0.3,(1.0-(fvar(16)*0.095)))*ifelse((1.0-(fvar(14)*0.1))<0.5,0.5,(1.0-(fvar(14)*0.1)))
ignorehitpause = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僕儍僌儖儕僙僢僩
[State -2, Juggle Reset]
type = VarSet
triggerall = var(41)
triggerall = numenemy
trigger1 = enemy,stateno != [5000,5099]
trigger1 = enemy,stateno != [7000,7020]
trigger2 = !var(14)
trigger2 = enemy,statetype != A
var(41) = 0
ignorehitpause = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僕儍僌儖僠僃僢僋(捠忢媄)
[State -2, Juggle Check]
type = VarAdd
triggerall = MoveHit
trigger1 = stateno = 920
trigger2 = stateno = 241
trigger3 = stateno = 900
trigger4 = stateno = 930
var(41) = 1
ignorehitpause = 1

[State -2, Juggle Check]
type = VarAdd
triggerall = MoveHit
trigger1 = stateno = [600,655]
trigger2 = stateno = 910
var(41) = 3
ignorehitpause = 1

[State -2, Juggle Check]
type = VarAdd
triggerall = MoveHit
trigger1 = stateno = 240
var(41) = 6
ignorehitpause = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僕儍僌儖僠僃僢僋(昁嶦媄)
[State -2, Juggle Check]
type = VarAdd
triggerall = MoveHit
trigger1 = stateno = [1100,1110]
trigger2 = numtarget(1142) || numtarget(1143)
trigger3 = stateno = 1200
trigger3 = numtarget(1200)
trigger4 = stateno = 1210
trigger4 = numtarget(1210) || animelem = 7 || animelem = 10 || animelem = 13 || animelem = 16
trigger5 = stateno = 1220
trigger5 = numtarget(1220) || animelem = 7 || animelem = 10 || animelem = 13 || animelem = 16 || animelem = 19 || animelem = 22
trigger6 = stateno = 1240
trigger6 = numtarget(1240) || animelem = 7 || animelem = 10 || animelem = 13 || animelem = 16 || animelem = 19 || animelem = 22 || animelem = 25 || animelem = 28
trigger7 = stateno = [1300,1320]
var(41) = 3
ignorehitpause = 1

[State -2, Juggle Check]
type = VarAdd
triggerall = MoveHit
trigger1 = stateno = 1340
var(41) = 1
ignorehitpause = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;嫮惂廔椆媄僸僢僩
[State -2, varset]
type = varset
triggerall = numenemy
trigger1 = enemy,statetype != A
trigger2 = enemy,movetype = A
trigger3 = enemy,life = 0
fvar(5) = 0
ignorehitpause = 1

[State -2, varset]
type = varset
triggerall = MoveHit
trigger1 = stateno = [195,230]
trigger2 = stateno = [250,450]
trigger3 = stateno = 1200
trigger3 = animelem = 7 || animelem = 10
trigger4 = stateno = 1210
trigger4 = animelem = 19 || animelem = 22
trigger5 = stateno = 1220
trigger5 = animelem = 25 || animelem = 28
trigger6 = stateno = 1240
trigger6 = animelem = 31 || animelem = 34
trigger7 = numtarget(3125) 
trigger8 = numtarget(3211) || numtarget(3212)
trigger9 = stateno = [1400,1440]
fvar(5) = 1
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = numenemy
trigger1 = enemy,statetype != A
trigger2 = enemy,movetype = A
trigger3 = enemy,life = 0
var(5) = 0
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movehit
triggerall = numtarget
trigger1 = stateno = [1100,1140]
trigger2 = stateno = [1200,1240]
trigger3 = stateno = [1300,1340]
trigger4 = stateno = [1400,1440]
trigger5 = stateno = 3000
trigger6 = stateno = [3100,3120]
trigger7 = stateno = [3200,3210]
var(5) = 0
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = numpartner = 0
triggerall = movehit
triggerall = numtarget
triggerall = target,statetype = A
trigger1 = stateno = [200,250]
trigger2 = stateno = [400,655]
trigger3 = stateno = [900,930]
var(5) = 1
ignorehitpause = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;捛偄摙偪敾掕梡僸僢僩妋擣
[State -2, VarAdd]
type = VarAdd
trigger1 = fvar(4) > 0
trigger1 = !var(13)
trigger1 = !var(48)
trigger1 = !var(25)
trigger1 = !var(15)
fvar(4) = -1

[State -2, VarSet]
type = VarSet
triggerall = MoveHit
trigger1 = stateno = [195,230]
trigger2 = stateno = [245,450]
trigger3 = stateno = 1200
trigger3 = animelem = 7 || animelem = 10
trigger4 = stateno = 1210
trigger4 = animelem = 19 || animelem = 22
trigger5 = stateno = 1220
trigger5 = animelem = 25 || animelem = 28
trigger6 = stateno = 1240
trigger6 = animelem = 31 || animelem = 34
trigger7 = numtarget(3125) 
trigger8 = numtarget(3211) || numtarget(3212)
trigger9 = stateno = [1400,1440]
fvar(4) = 1
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = MoveHit 
trigger1 = stateno = [600,605]
trigger2 = stateno = [630,635]
fvar(4) = 3
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = MoveHit 
trigger1 = stateno = [240,241]
trigger2 = stateno = [610,615]
trigger3 = stateno = [640,645]
trigger4 = stateno = [900,920]
fvar(4) = 5
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = MoveHit 
trigger1 = stateno = [620,625]
trigger2 = stateno = [650,655]
trigger3 = stateno = 930
trigger4 = stateno = [1100,1140]
trigger5 = stateno = 1200
trigger5 = numtarget(1200)
trigger6 = stateno = 1210
trigger6 = numtarget(1210) || animelem = 7 || animelem = 10 || animelem = 13 || animelem = 16
trigger7 = stateno = 1220
trigger7 = numtarget(1220) || animelem = 7 || animelem = 10 || animelem = 13 || animelem = 16 || animelem = 19 || animelem = 22
trigger8 = stateno = 1240
trigger8 = numtarget(1240) || animelem = 7 || animelem = 10 || animelem = 13 || animelem = 16 || animelem = 19 || animelem = 22 || animelem = 25 || animelem = 28
trigger9 = stateno = [1300,1340]
trigger10 = stateno = 3000
trigger11 = stateno = [3100,3110]
trigger12 = numtarget(3120) || numtarget(3121) || numtarget(3122) || numtarget(3123) || numtarget(3124)
trigger13 = stateno = 3200
trigger14 = numtarget(3210)
fvar(4) = 7
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = 1
fvar(34) = helper(30000),var(12)

[State -2, varset]
type = varset
trigger1 = stateno != [3000,3200]
var(25) = 0

[State -2, varadd]
type = varadd
trigger1 = var(15) > 0
var(15) = -1
ignorehitpause = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;捛偄摙偪偺壜晄
[State -2, VarSet]
type = VarSet
triggerall = numenemy
trigger1 = enemy,statetype != A
trigger2 = enemy,movetype = A
trigger3 = enemy,life = 0
var(24) = 0
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = enemy,life > 0
triggerall = numenemy
triggerall = enemy,statetype = A
triggerall = enemy,movetype = H
triggerall = !fvar(5)
trigger1 = var(41) < (fvar(34)=1)*4+(fvar(34)=2)*6+(fvar(34)=3)*9+(fvar(34)=4)*999999999
trigger2 = var(41) >= (fvar(34)=1)*4+(fvar(34)=2)*6+(fvar(34)=3)*9+(fvar(34)=4)*999999999
trigger2 = fvar(4)
var(24) = 0
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = enemy,life > 0
triggerall = numtarget || var(14)
triggerall = numenemy
triggerall = enemy,statetype = A
triggerall = enemy,movetype = H
trigger1 = fvar(5) = 1
trigger2 = !fvar(4)
trigger2 = var(41) >= (fvar(34)=1)*4+(fvar(34)=2)*6+(fvar(34)=3)*9+(fvar(34)=4)*999999999
var(24) = 1
ignorehitpause = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;憡庤嬻拞暅婣桿摫
[State -2, Air Recovery]
type = VarSet
triggerall = numenemy
trigger1 = enemy,stateno != [5000,5099]
trigger2 = enemy,statetype != A
var(6) = 0
ignorehitpause = 1

[State -2, Air Recovery]
type = VarSet
triggerall = MoveHit
trigger1 = stateno = 450
trigger2 = stateno = [1100,1140]
trigger3 = stateno = [1200,1240]
trigger4 = stateno = [1300,1340]
trigger5 = stateno = [3000,3210]
var(6) = 1
ignorehitpause = 1

[State -2, Air Recovery]
type = VarSet
trigger1 = numhelper(6050)
trigger1 = helper(6050),movehit
var(6) = 1
ignorehitpause = 1

[State -2, Air Recovery]
type = TargetState
triggerall = var(6) = 1
triggerall = MoveHit
trigger1 = stateno != 241
trigger1 = stateno != 450
trigger1 = stateno != [800,899]
trigger1 = stateno != 900
trigger1 = stateno != [1100,1440]
trigger1 = stateno != [3000,3210]
value = 7000
ignorehitpause = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僸僢僩妋擣
[State -2, VarSet]
type = VarSet
trigger1 = var(11) > 0
var(11) = 0
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = MoveHit 
trigger1 = var(49) = [200,655]
trigger2 = var(49) = [900,930]
trigger3 = var(49) = 3200
trigger4 = var(49) = 195
trigger5 = var(49) = [1400,1440]
var(11) = 1
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = MoveHit 
trigger1 = var(49) = [1100,1140]
trigger2 = var(49) = [3000,3120]
var(11) = 2
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = MoveHit 
trigger1 = var(49) = [1200,1240]
trigger2 = var(49) = [1300,1340]
trigger3 = var(49) = 3210
var(11) = 3
ignorehitpause = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僸僢僩僗僷乕僋
[State -2, Explod]
type = Explod
triggerall = var(11) = 1
triggerall = numtarget
trigger1 = target,stateno = [5000,5099]
trigger2 = target,stateno = [5600,5630]
trigger3 = target,stateno = [7000,7020]
anim = var(44)
pos = var(42),var(43)
postype = p1
sprpriority = 10
bindtime = 1
ignorehitpause = 1
ownpal = 1
facing = 1
scale = const(size.xscale),const(size.yscale)

[State -2, Explod]
type = Explod
triggerall = var(11) = 1
triggerall = !numtarget
triggerall = numenemy
triggerall = enemy,movetype = H
trigger1 = enemy,stateno = [5000,5099]
trigger2 = enemy,stateno = [5600,5630]
trigger3 = enemy,stateno = [7000,7020]
anim = var(44)
pos = var(42),var(43)
postype = p1
sprpriority = 10
bindtime = 1
ignorehitpause = 1
ownpal = 1
facing = 1
scale = const(size.xscale),const(size.yscale)

[state -2, helper]
type = helper
triggerall = numhelper(30000)
triggerall = helper(30000),var(13) = 1
triggerall = var(11) = 1
trigger1 = NumTarget(3200) || NumTarget(3201) || NumTarget(3202) || NumTarget(3203)
ID = 8600
pos = 0,0
postype = left
stateno = 8600
helpertype = normal
name = "Fire"
sprpriority = -5
ownpal = 1
keyctrl = 0
ignorehitpause = 1

[State -2, Explod];徃棿対
type = Explod
triggerall = var(11) = 2
triggerall = numtarget
trigger1 = target,stateno = [5000,5099]
trigger2 = target,stateno = [5600,5630]
trigger3 = target,stateno = [7000,7020]
anim = var(44)
pos = var(42),var(43)
postype = p2
sprpriority = 10
bindtime = 1
ignorehitpause = 1
ownpal = 1
facing = -1
scale = const(size.xscale),const(size.yscale)

[State -2, Explod];徃棿対
type = Explod
triggerall = var(11) = 2
triggerall = !numtarget
triggerall = numenemy
triggerall = enemy,movetype = H
trigger1 = enemy,stateno = [5000,5099]
trigger2 = enemy,stateno = [7000,7020]
anim = var(44)
pos = var(42),var(43)
postype = p2
sprpriority = 10
bindtime = 1
ignorehitpause = 1
ownpal = 1
facing = -1
scale = const(size.xscale),const(size.yscale)

[state -2, helper];徃棿対墛墘弌
type = helper
triggerall = var(11) = 2
trigger1 = NumTarget(1120) || NumTarget(1121) || NumTarget(1122)
trigger2 = NumTarget(1140) || NumTarget(1141) || NumTarget(1142) || NumTarget(1143)
trigger3 = NumTarget(3122) || NumTarget(3123) || NumTarget(3124) || NumTarget(3125)
ID = 8600
pos = 0,0
postype = left
stateno = 8600
helpertype = normal
name = "Fire"
sprpriority = -5
ownpal = 1
keyctrl = 0
ignorehitpause = 1

[state -2, helper];徃棿対墛墘弌
type = helper
triggerall = numhelper(30000)
triggerall = helper(30000),var(13) = 1
triggerall = var(11) = 2
trigger1 = NumTarget(3000) || NumTarget(3001) || NumTarget(3002) || NumTarget(3003) || NumTarget(3005)
trigger2 = NumTarget(3006) || NumTarget(3007) || NumTarget(3008) || NumTarget(3009) || NumTarget(3010)
trigger3 = NumTarget(3011) || NumTarget(3012) || NumTarget(3013) || NumTarget(3014) || NumTarget(3015)
trigger4 = NumTarget(3016) || NumTarget(3017) || NumTarget(3018)
trigger5 = NumTarget(3100) || NumTarget(3101) || NumTarget(3102)
trigger6 = NumTarget(3110) || NumTarget(3111) || NumTarget(3112)
ID = 8600
pos = 0,0
postype = left
stateno = 8600
helpertype = normal
name = "Fire"
sprpriority = -5
ownpal = 1
keyctrl = 0
ignorehitpause = 1

[State -2, Explod];棾姫慁晽媟
type = Explod
triggerall = var(11) = 3
triggerall = numtarget
trigger1 = target,stateno = [5000,5099]
trigger2 = target,stateno = [5600,5630]
trigger3 = target,stateno = [7000,7020]
anim = var(44)
pos = var(42),var(43)
postype = p1
sprpriority = 10
bindtime = 1
ignorehitpause = 1
ownpal = 1
facing = 1
scale = const(size.xscale),const(size.yscale)

[State -2, Explod];棾姫慁晽媟
type = Explod
triggerall = var(11) = 3
triggerall = !numtarget
triggerall = numenemy
triggerall = enemy,movetype = H
trigger1 = enemy,stateno = [5000,5099]
trigger2 = enemy,stateno = [5600,5630]
trigger3 = enemy,stateno = [7000,7020]
anim = var(44)
pos = var(42),var(43)
postype = p1
sprpriority = 10
bindtime = 1
ignorehitpause = 1
ownpal = 1
facing = 1
scale = const(size.xscale),const(size.yscale)

[state -2, helper];棾姫慁晽媟墛墘弌
type = helper
triggerall = numhelper(30000)
triggerall = helper(30000),var(13) = 1
triggerall = var(11) = 3
trigger1 = NumTarget(3210) || NumTarget(3211)
ID = 8600
pos = 0,0
postype = left
stateno = 8600
helpertype = normal
name = "Fire"
sprpriority = -5
ownpal = 1
keyctrl = 0
ignorehitpause = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僐儞儃梡僸僢僩妋擣
[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = [200,240]
trigger2 = stateno = [245,655]
trigger3 = stateno = [910,930]
trigger4 = stateno = [1200,1240]
trigger5 = stateno = [1400,1420]
trigger6 = stateno = [3200,3210]
var(38) = stateno
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 241
trigger1 = (AnimElemtime(8) >= 0) && (AnimElemtime(10) <= 0)
var(38) = 241
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 241
trigger1 = (AnimElemtime(10) > 0) && (AnimElemtime(12) <= 0)
var(38) = 242
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 225
trigger1 = AnimElemtime(6) > 0
var(38) = 10225
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 226
trigger1 = AnimElemtime(4) > 0
var(38) = 10226
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 420
trigger1 = AnimElemtime(4) > 0
var(38) = 10420
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 900
trigger1 = (AnimElemtime(6) >= 0) && (AnimElemtime(8) <= 0)
var(38) = 900
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 900
trigger1 = (AnimElemtime(8) > 0) && (AnimElemtime(10) <= 0)
var(38) = 901
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 1100
trigger1 = (AnimElemtime(3) > 0) && (AnimElemtime(5) <= 0)
var(38) = 1100
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 1110
trigger1 = (AnimElemtime(5) > 0) && (AnimElemtime(7) <= 0)
var(38) = 1101
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 1110
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(5) <= 0)
var(38) = 1110
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 1110
trigger1 = (AnimElemtime(5) > 0) && (AnimElemtime(7) <= 0)
var(38) = 1111
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 1120
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(5) <= 0)
var(38) = 1120
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 1120
trigger1 = (AnimElemtime(5) > 0) && (AnimElemtime(7) <= 0)
var(38) = 1121
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 1120
trigger1 = (AnimElemtime(7) > 0) && (AnimElemtime(9) <= 7)
var(38) = 1122
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 1140
trigger1 = (AnimElemtime(2) >= 0) && (AnimElemtime(4) <= 0)
var(38) = 1140
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 1140
trigger1 = (AnimElemtime(4) > 0) && (AnimElemtime(6) <= 0)
var(38) = 1141
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 1140
trigger1 = (AnimElemtime(6) > 0) && (AnimElemtime(7) <= 1)
var(38) = 1142
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 1140
trigger1 = (AnimElemtime(7) > 1) && (AnimElemtime(8) <= 6)
var(38) = 1143
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = [1200,1240]
trigger1 = AnimElemtime(5) > 0
var(38) = stateno+1
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 1440
trigger1 = (AnimElemtime(11) >= 0) && (AnimElemtime(13) <= 0)
var(38) = 1440
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 1440
trigger1 = (AnimElemtime(13) > 0) && (AnimElemtime(15) <= 0)
var(38) = 1441
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 1440
trigger1 = AnimElemtime(15) > 0
var(38) = 1442
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 3000
trigger1 = (AnimElemtime(4) >= 0) && (AnimElemtime(6) <= 0)
var(38) = 3000
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 3000
trigger1 = (AnimElemtime(6) > 0) && (AnimElemtime(8) <= 0)
var(38) = 3001
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 3000
trigger1 = AnimElemtime(8) > 0
var(38) = 3002
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 3100
trigger1 = (AnimElemtime(4) >= 0) && (AnimElemtime(5) <= 0)
var(38) = 3100
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 3100
trigger1 = (AnimElemtime(5) > 0) && (AnimElemtime(7) <= 0)
var(38) = 3101
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 3100
trigger1 = AnimElemtime(7) > 0
var(38) = 3102
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 3110
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(4) <= 0)
var(38) = 3110
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 3110
trigger1 = (AnimElemtime(4) > 0) && (AnimElemtime(6) <= 0)
var(38) = 3111
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 3110
trigger1 = AnimElemtime(6) > 0
var(38) = 3112
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 3120
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(5) <= 0)
var(38) = 3120
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 3120
trigger1 = (AnimElemtime(5) > 0) && (AnimElemtime(7) <= 0)
var(38) = 3121
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 3120
trigger1 = (AnimElemtime(7) > 0) && (AnimElemtime(8) <= 0)
var(38) = 3122
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 3120
trigger1 = (AnimElemtime(8) > 0) && (AnimElemtime(8) <= 4)
var(38) = 3123
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 3120
trigger1 = (AnimElemtime(8) > 4) && (AnimElemtime(9) <= 0)
var(38) = 3124
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 3120
trigger1 = (AnimElemtime(9) > 0) && (AnimElemtime(9) <= 4)
var(38) = 3125
ignorehitpause = 1


[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = [200,655]
trigger2 = stateno = [900,930]
trigger3 = stateno = [1100,1140]
trigger4 = stateno = [1200,1240]
trigger5 = stateno = [1300,1340]
trigger6 = stateno = [1400,1440]
trigger7 = stateno = [3000,3210]
fvar(13) = 5
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
trigger1 = var(38)
trigger1 = !var(13)
trigger1 = fvar(13) > 0
fvar(13) = -1

[State -2, VarSet]
type = VarSet
trigger1 = ctrl
trigger2 = !var(13)
trigger2 = !fvar(13)
var(38) = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;姍暐偄僉僢僋Hit
[State -2, VarSet]
type = VarSet
trigger1 = stateno = 240
trigger1 = movecontact
var(45) = 1
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = stateno != 240
var(45) = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;嬻拞棾姫慁晽媟僸僢僩
[State -2, VarSet]
type = VarSet
trigger1 = stateno = 1250
trigger2 = movetype = H
var(18) = 0
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
triggerall = stateno = [1300,1340]
trigger1 = movehit
trigger1 = numtarget
var(18) = 1
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = stateno != [1200,1340]
var(23) = 0

[State -2, VarSet]
type = VarSet
trigger1 = stateno = [1200,1340]
trigger1 = p2dist X >= 0
var(23) = 1
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = stateno = [1200,1340]
trigger1 = p2dist X < 0
var(23) = 2
ignorehitpause = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;幘晽恦棆媟僸僢僩妋擣
[State -2, Juggle Reset]
type = VarSet
trigger1 = stateno = 3200
trigger1 = movehit
var(41) = 0
ignorehitpause = 1

[State -2, Juggle Reset]
type = VarSet
trigger1 = movehit
trigger1 = numtarget(3204)
var(16) = 1
ignorehitpause = 1

[State -2, Juggle Reset]
type = VarSet
trigger1 = !numtarget(3204)
var(16) = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;恄棿対僸僢僩
[State -2, Juggle Reset]
type = VarSet
trigger1 = stateno = 3000
trigger1 = movehit
var(41) = 0
ignorehitpause = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僈乕僪妋擣
[State -2, VarSet]
type = VarSet
trigger1 = var(12) > 0
var(12) = 0
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = MoveGuarded 
trigger1 = var(49) = [1100,1140]
trigger2 = var(49) = [3000,3120]
var(12) = 1
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = MoveGuarded 
trigger1 = var(49) = [1200,1240]
trigger2 = var(49) = [1300,1340]
var(12) = 2
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = MoveGuarded 
trigger1 = var(49) = [1400,1440]
var(12) = 3
ignorehitpause = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僈乕僪僗僷乕僋
[State -2, Explod];徃棿対
type = Explod
trigger1 = var(12) = 1
anim = 8410
pos = var(42),var(43)
postype = p2
sprpriority = 10
bindtime = 1
ignorehitpause = 1
ownpal = 1
facing = -1
scale = const(size.xscale),const(size.yscale)

[State -2, Explod];棾姫慁晽媟
type = Explod
trigger1 = var(12) = 2
anim = ifelse(p2dist X >= 0,8410,8415)
pos = var(42),var(43)
postype = p1
sprpriority = 10
bindtime = 1
ignorehitpause = 1
ownpal = 1
facing = 1
scale = const(size.xscale),const(size.yscale)

[State -2, Explod];棿慚媟
type = Explod
trigger1 = var(12) = 3
anim = 8410
pos = var(42),var(43)
postype = p1
sprpriority = 10
bindtime = 1
ignorehitpause = 1
ownpal = 1
facing = 1
scale = const(size.xscale),const(size.yscale)

[State -2, Var]
type = VarSet
trigger1 = movetype != A
var(42) = 0

[State -2, Var]
type = VarSet
trigger1 = movetype != A
var(43) = 0

[State -2, Var]
type = VarSet
trigger1 = movetype != A
var(44) = -1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僸僢僩僶僢僋僼儔僌敪惗
[State -2, CornerPush]
type = VarSet
triggerall = fvar(1)
trigger1 = !NumTarget
trigger2 = NumTarget
trigger2 = Target,statetype = L
trigger3 = movetype = H
trigger4 = fvar(33)
fvar(1) = 0
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 195
fvar(1) = 2.5*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 200
fvar(1) = 7*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 205
fvar(1) = 8*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 210
fvar(1) = 10*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 215
fvar(1) = 8.0*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 220
fvar(1) = 11*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 225
fvar(1) = 10*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 226
fvar(1) = 15.0*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 230
fvar(1) = 8*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 240
fvar(1) = 8.0*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = numtarget(241)
trigger2 = numtarget(900)
fvar(1) = 8*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = numtarget(242)
trigger2 = numtarget(901)
fvar(1) = 12*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 245
fvar(1) = 11*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 250
fvar(1) = 15*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 400
fvar(1) = 8*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 410
fvar(1) = 10.0*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 420
fvar(1) = 11.0*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 430
fvar(1) = 7*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 440
fvar(1) = 7*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 450
fvar(1) = 10*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
triggerall = numtarget
triggerall = target,statetype != A
trigger1 = stateno = [600,655]
fvar(1) = 6*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
triggerall = numtarget
triggerall = target,statetype = A
trigger1 = stateno = [600,605]
trigger2 = stateno = [630,635]
fvar(1) = 6*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
triggerall = numtarget
triggerall = target,statetype = A
trigger1 = stateno = [610,615]
trigger2 = stateno = [640,645]
fvar(1) = 9*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
triggerall = numtarget
triggerall = target,statetype = A
trigger1 = stateno = [620,625]
trigger2 = stateno = [650,655]
fvar(1) = 12*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 910
fvar(1) = 9*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 920
fvar(1) = 8*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 930
fvar(1) = 8.5*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = moveguarded
trigger1 = stateno = 1120
trigger1 = numtarget(1120)
trigger2 = stateno = 1140
trigger2 = numtarget(1140) || numtarget(1141)
fvar(1) = 10*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = moveguarded
trigger1 = stateno = 1100
trigger2 = stateno = 1110
trigger2 = numtarget(1110) || numtarget(1111)
fvar(1) = 7*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = moveguarded
trigger1 = stateno = 1120
trigger1 = numtarget(1122)
trigger2 = stateno = 1140
trigger2 = numtarget(1142) || numtarget(1143)
fvar(1) = 10*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movehit
triggerall = numtarget
triggerall = target,statetype != A
trigger1 = stateno = 1110
trigger1 = numtarget(1110)
fvar(1) = 7*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movehit
triggerall = numtarget
triggerall = target,statetype != A
trigger1 = stateno = 1120
trigger1 = numtarget(1120)
trigger2 = stateno = 1140
trigger2 = numtarget(1140) || numtarget(1141)
fvar(1) = 10*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 1200
trigger1 = animelemtime(5) < 0
trigger2 = stateno = 1210
trigger2 = animelemtime(5) < 0
trigger3 = stateno = 1220
trigger3 = animelemtime(5) < 0
trigger4 = stateno = 1240
trigger4 = animelemtime(5) < 0
fvar(1) = 11.0*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 1210
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(17) < 0
trigger2 = stateno = 1220
trigger2 = animelemtime(5) >= 0
trigger2 = animelemtime(23) < 0
trigger3 = stateno = 1240
trigger3 = animelemtime(5) >= 0
trigger3 = animelemtime(29) < 0
fvar(1) = 13.5*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 1200
trigger1 = animelemtime(5) >= 0
trigger2 = stateno = 1210
trigger2 = animelemtime(17) >= 0
trigger3 = stateno = 1220
trigger3 = animelemtime(23) >= 0
trigger4 = stateno = 1240
trigger4 = animelemtime(29) >= 0
fvar(1) = 22.0*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = [1300,1340]
fvar(1) = (7+(vel X>1.3*const(size.xscale))*7)*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = [1400,1440]
fvar(1) = 10.0*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = [3100,3110]
fvar(1) = 7.5*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = moveguarded
trigger1 = stateno = 3120
fvar(1) = 7.5*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 3200
trigger1 = animelemtime(8) >= 0
trigger1 = animelemtime(48) < 0
fvar(1) = 10*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = moveguarded
triggerall = stateno = 3210
trigger1 = animelem = 3
trigger2 = animelem = 9
trigger3 = animelem = 15
trigger4 = animelem = 21
trigger5 = animelem = 27
trigger6 = animelem = 33
trigger7 = animelem = 39
trigger8 = animelem = 45
fvar(1) = 7.5*const(size.xscale)
ignorehitpause = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僐乕僫乕僾僢僔儏張棟
[State -2, CornerPush]
type = VarSet
trigger1 = !var(13) && !var(25) && !var(48) && !fvar(6) && fvar(1) < 0.1
fvar(1) = 0

[State -2, CornerPush]
type = PosAdd
trigger1 = !var(13) && !var(25) && !var(48) && fvar(1) && !fvar(6)
trigger1 = numtarget
trigger1 = target,BackEdgeBodyDist <= 0 || target,FrontEdgeBodyDist <= 0
x = -fvar(1)

[State -2, CornerPush]
type = VarSet
trigger1 = !var(13) && !var(25) && !var(48) && fvar(1) && !fvar(6)
fvar(1) = fvar(1)*.8

[State -2, CornerPush]
type = VarSet
triggerall = fvar(33)
trigger1 = !NumTarget
trigger2 = NumTarget
trigger2 = Target,statetype != A
trigger3 = movetype = H
trigger4 = fvar(35) = [1,3]
trigger4 = abs(target,Pos X - Pos X) >= 95*const(size.xscale)-fvar(35)*3.0
trigger5 = fvar(35) = 4
trigger5 = abs(target,Pos X - Pos X) >= 100*const(size.xscale)
trigger6 = fvar(35) = 5
trigger6 = abs(target,Pos X - Pos X) >= 130*const(size.xscale)
trigger7 = fvar(1)
fvar(33) = 0
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = fvar(35)
trigger1 = !fvar(33)
fvar(35) = 0
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movehit
triggerall = numtarget
triggerall = target,statetype = A
trigger1 = stateno = 1110
trigger1 = numtarget(1110)
trigger1 = fvar(35):= 2
trigger2 = stateno = 1120
trigger2 = numtarget(1120) || numtarget(1121)
trigger2 = fvar(35):= 3
trigger3 = stateno = 1140
trigger3 = numtarget(1140) || numtarget(1141)
trigger3 = fvar(35):= 3
fvar(33) = 2.5
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movehit
trigger1 = stateno = 1100
trigger1 = numtarget(1100)
trigger1 = fvar(35):= 1
trigger2 = stateno = 1110
trigger2 = numtarget(1111)
trigger2 = fvar(35):= 2
trigger3 = stateno = 1120
trigger3 = numtarget(1122)
trigger3 = fvar(35):= 3
trigger4 = stateno = 1140
trigger4 = numtarget(1142) || numtarget(1143)
trigger4 = fvar(35):= 3
trigger5 = stateno = 3120
trigger5 = fvar(35):= 1
trigger6 = stateno = 3000
trigger6 = fvar(35):= 4
trigger7 = stateno = 3210
trigger7 = numtarget(3211)
trigger7 = fvar(35):= 5
fvar(33) = 2.5
ignorehitpause = 1

[State -2, CornerPush]
type = PosAdd
triggerall = !var(13) && !var(25) && !var(48) && !fvar(6) && fvar(33)
triggerall = numtarget
triggerall = target,BackEdgeBodyDist <= 0 || target,FrontEdgeBodyDist <= 0
trigger1 = facing = 1
trigger1 = target,Pos X - Pos X >= 0
trigger2 = facing = -1
trigger2 = target,Pos X - Pos X < 0
x = -fvar(33)

[State -2, CornerPush]
type = PosAdd
triggerall = !var(13) && !var(25) && !var(48) && !fvar(6) && fvar(33)
triggerall = numtarget
triggerall = target,BackEdgeBodyDist <= 0 || target,FrontEdgeBodyDist <= 0
trigger1 = facing = 1
trigger1 = target,Pos X - Pos X < 0
trigger2 = facing = -1
trigger2 = target,Pos X - Pos X >= 0
x = fvar(33)

[State -2, CornerPush]
type = VarSet
triggerall = numenemy
trigger1 = (enemy,stateno != [5000,5050]) && (enemy,stateno != [7000,7999]) && enemy,stateno != 5700
trigger2 = enemynear,statetype != A
fvar(38) = 0

[State -2, CornerPush]
type = VarSet
triggerall = movehit
triggerall = numtarget
triggerall = target,statetype = A
trigger1 = stateno = [200,655]
trigger2 = stateno = [900,930]
trigger3 = stateno = 1110
trigger3 = numtarget(1110)
trigger4 = stateno = 1120
trigger4 = numtarget(1120) || numtarget(1121)
trigger5 = stateno = 1140
trigger5 = numtarget(1140) || numtarget(1141)
trigger6 = stateno = [1200,1240]
trigger7 = stateno = [1300,1340]
trigger8 = stateno = [1400,1440]
fvar(38) = 1
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movehit
trigger1 = stateno = 1100
trigger1 = numtarget(1100)
trigger2 = stateno = 1110
trigger2 = numtarget(1111)
trigger3 = stateno = 1120
trigger3 = numtarget(1122)
trigger4 = stateno = [3000,3210]
fvar(38) = 1
ignorehitpause = 1

[State -2, VelSet]
type = posadd
triggerall = fvar(38)
triggerall = statetype = A
triggerall = stateno != [1100,1140]
triggerall = stateno != [3000,3120]
triggerall = vel X > 0
triggerall = FrontEdgeBodyDist < 120
trigger1 = numenemy
trigger1 = (enemynear,stateno = [5020,5050])||(enemynear,stateno = [7000,7020])||enemynear,stateno = 5700
trigger1 = enemynear,BackEdgeBodyDist <= 0
x = (enemy,vel X)*.4

[State -2, VelSet]
type = posadd
triggerall = fvar(38)
triggerall = stateno = 20 || stateno = 100 || (stateno = [1100,1140]) || stateno = [3100,3120]
triggerall = vel X > 0
triggerall = FrontEdgeBodyDist < 70
trigger1 = numenemy
trigger1 = (enemynear,stateno = [5020,5050])||(enemynear,stateno = [7000,7020])||enemynear,stateno = 5700
trigger1 = enemynear,BackEdgeBodyDist <= 0
x = -(vel X)

;嬻拞捠忢媄(懳僽儘僢僉儞僌)
[State -2, Velocity]
type = VelSet
triggerall = (stateno = [600,655]) || stateno = 920
triggerall = statetype = A
triggerall = movehit
triggerall = numenemy
triggerall = enemynear,authorname = "GM"
triggerall = enemynear,name="Alex"||enemynear,name="Hugo"||enemynear,name="Ryu"||enemynear,name="Ken"||enemynear,name="Gouki"||enemynear,name="Ibuki"||enemynear,name="Gill"
trigger1 = enemynear,stateno = [4000,4205]
x = ifelse(vel X < 0,(vel X)*.4,ifelse(vel X > 0,-(vel X)*.6,-1.0))
y = ifelse(vel Y<0,(vel Y)*.85,0)
ignorehitpause = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;MoveHitReset
[State -2, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
trigger2 = var(11) || var(12)
ignorehitpause = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
[State -3, PlaySnd]
type = PlaySnd
triggerall = time = 1
triggerall = alive
triggerall = movetype = H
trigger1 = stateno = 7000
trigger1 = Anim = 5000 || Anim = 5001 || Anim = 5010 || Anim = 5011
value = S5000,0
channel = 2

[State -3, PlaySnd]
type = PlaySnd
triggerall = time = 1
triggerall = alive
triggerall = movetype = H
trigger1 = stateno = 5600
trigger1 = Anim = 5600
trigger2 = stateno = 7000
trigger2 = Anim = 5002 || Anim = 5012 || Anim = 5030
trigger3 = stateno = [7400,7500]
trigger3 = Anim = 5002 || Anim = 5012 || Anim = 5022 || Anim = 5030 || Anim = [5050,5052]
trigger4 = stateno = 5700
trigger4 = Anim = 5700
value = S5000,1
channel = 2

;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
; 忢帪娔帇僗僥乕僩乮p2stateno側偳偱憡庤偵峴摦傪惂屼偝傟偨帪偼幚峴偟側偄乯
;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚

[Statedef -3]

;奺庬壒惡
[State -3, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 1
trigger1 = stateno = [52,54] 
value = 52, 0

[State -3, PlaySnd]
type = PlaySnd
triggerall = time = 1
triggerall = alive
trigger1 = stateno = 5000
trigger1 = Anim = 15000 || Anim = 15001 || Anim = 15010 || Anim = 15011
trigger2 = stateno = 5010
trigger2 = Anim = 15020 || Anim = 15021
trigger3 = stateno = 5020
trigger3 = Anim = 5000 || Anim = 5001 || Anim = 5010 || Anim = 5011
value = S5000,0
channel = 2

[State -3, PlaySnd]
type = PlaySnd
triggerall = time = 1
triggerall = alive
trigger1 = stateno = 5000
trigger1 = Anim = 15002 || Anim = 15012
trigger2 = stateno = 5010
trigger2 = Anim = 15022
trigger3 = stateno = 5020
trigger3 = Anim = 5002 || Anim = 5012
trigger4 = stateno = 5070
trigger4 = Anim = 5070
trigger5 = stateno = 5080
trigger5 = Anim = 5080 || Anim = 5090
value = S5000,1
channel = 2

[State -3, PlaySnd]
type = PlaySnd
triggerall = time = 1
triggerall = alive
trigger1 = stateno = 5000 || stateno = 5010
trigger1 = anim != [15000,15002]
trigger1 = anim != [15010,15012]
trigger1 = anim != [15020,15022]
trigger2 = stateno = 5020
trigger2 = anim != [5000,5002]
trigger2 = anim != [5010,5012]
trigger2 = anim != [5020,5022]
value = S5000,1
channel = 2

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;Width
[State -3, 暔棟揑側僉儍儔偺暆]
type = Width
triggerall = numenemy
triggerall = enemynear,BackEdgeBodyDist <= 0 || enemynear,FrontEdgeBodyDist <= 0
trigger1 = facing = 1
trigger1 = enemynear,Pos X - Pos X >= 0
trigger2 = facing = -1
trigger2 = enemynear,Pos X - Pos X < 0
edge = 5,0

[State -3, 暔棟揑側僉儍儔偺暆]
type = Width
triggerall = numtarget
triggerall = target,statetype = A
triggerall = target,BackEdgeBodyDist <= 0 || target,FrontEdgeBodyDist <= 0
trigger1 = facing = 1
trigger1 = target,Pos X - Pos X >= 0
trigger2 = facing = -1
trigger2 = target,Pos X - Pos X < 0
edge = target,const(size.air.front),0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僽儘僢僉儞僌僥僉僗僩

;Blocking text (1p)
[State -3, Explod]
type = Explod
triggerall = Numhelper(30000)
triggerall = helper(30000),var(24)
triggerall = NumExplod(20000) = 0
triggerall = IsHelper != 1
triggerall = Var(1) = 1
trigger1 = stateno = [4000,4015]
trigger2 = stateno = [4100,4115]
trigger3 = stateno = [4200,4205]
anim = 20060
ID = 20000
pos = 10,helper(30000),var(25)
postype = left
removetime = 42
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -2
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

;Blocking text (2p)
[State -3, Explod]
type = Explod
triggerall = Numhelper(30000)
triggerall = helper(30000),var(24)
triggerall = NumExplod(20000) = 0
triggerall = IsHelper != 1
triggerall = Var(1) = 2
trigger1 = stateno = [4000,4015]
trigger2 = stateno = [4100,4115]
trigger3 = stateno = [4200,4205]
anim = 20061
ID = 20000
pos = -10,helper(30000),var(25)
postype = right
removetime = 42
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -2
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(20000) = 1
ID = 20020
ignorehitpause = 1

[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(20000) = 1
ID = 20030
ignorehitpause = 1

[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(20000) = 1
ID = 20040
ignorehitpause = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;儕僶乕僒儖僥僉僗僩

;Reversal text (1p)
[State -3, Explod]
type = Explod
triggerall = Numhelper(30000)
triggerall = helper(30000),var(24)
triggerall = NumExplod(20030) = 0
triggerall = Var(1) = 1
triggerall = time = 1
triggerall = Stateno = [1000,3300]
;triggerall = movetype = A
trigger1 = Prevstateno = [5120,5123]
trigger2 = PrevStateNo = [5300,5301]
trigger3 = PrevStateNo = 5610
trigger4 = (PrevStateNo = [150,155]) || (PrevStateNo = [6150,6155])
trigger5 = (Prevstateno = 5001) || (Prevstateno = 5011)
anim = 20030
ID = 20030
pos = 10,helper(30000),var(25)
postype = left
removetime = 60
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -2
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

;Reversal text (2p)
[State -3, Explod]
type = Explod
triggerall = Numhelper(30000)
triggerall = helper(30000),var(24)
triggerall = NumExplod(20030) = 0
triggerall = Var(1) = 2
triggerall = time = 1
triggerall = Stateno = [1000,3300]
;triggerall = movetype = A
trigger1 = Prevstateno = [5120,5123]
trigger2 = PrevStateNo = [5300,5301]
trigger3 = PrevStateNo = 5610
trigger4 = (PrevStateNo = [150,155]) || (PrevStateNo = [6150,6155])
trigger5 = (Prevstateno = 5001) || (Prevstateno = 5011)
anim = 20031
ID = 20030
pos = -10,helper(30000),var(25)
postype = right
removetime = 60
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -2
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(20030) = 1
ID = 20000
ignorehitpause = 1

[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(20030) = 1
ID = 20010
ignorehitpause = 1

[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(20030) = 1
ID = 20040
ignorehitpause = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僼傽乕僗僩傾僞僢僋僥僉僗僩

;First Attack text (1p)
[State -3, Explod]
type = Explod
triggerall = Numhelper(30000)
triggerall = helper(30000),var(24)
triggerall = NumExplod(20040) = 0
triggerall = var(1) = 1
triggerall = var(9) = 0
trigger1 = stateno != [800,899]
trigger1 = numenemy
trigger1 = enemy,movetype = H
trigger1 = enemy,stateno = [5000,5099]
anim = 20040
ID = 20040
pos = 10,helper(30000),var(25); + ifelse(NumExplod(20030) = 1,16,0)
postype = left
removetime = 60
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -2
ownpal = 1
ignorehitpause = 1
persistent = 0
scale = 0.5,0.5

;First Attack text (2p)
[State -3, Explod]
type = Explod
triggerall = Numhelper(30000)
triggerall = helper(30000),var(24)
triggerall = NumExplod(20040) = 0
triggerall = var(1) = 2
triggerall = var(9) = 0
trigger1 = stateno != [800,899]
trigger1 = numenemy
trigger1 = enemy,movetype = H
trigger1 = enemy,stateno = [5000,5099]
anim = 20041
ID = 20040
pos = -10,helper(30000),var(25); + ifelse(NumExplod(20031) = 1,16,0)
postype = right
removetime = 60
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -2
ownpal = 1
ignorehitpause = 1
persistent = 0
scale = 0.5,0.5

[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(20040) = 1
ID = 20000
ignorehitpause = 1

[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(20040) = 1
ID = 20010
ignorehitpause = 1

[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(20040) = 1
ID = 20030
ignorehitpause = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僗乕僷乕傾乕僣僼傿僯僢僔儏僥僉僗僩
;Super Arts Finish text (1p)
[State -3, Explod]
type = Explod
triggerall = Numhelper(30000)
triggerall = helper(30000),var(24)
triggerall = NumExplod(20050) = 0
triggerall = Var(1) = 1
triggerall = stateno = 180
trigger1 = var(59) = -1
anim = 20050
ID = 20050
pos = 10,helper(30000),var(25)
postype = left
removetime = 120
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -2
ownpal = 1
scale = 0.5,0.5

;Super Arts Finish text (2p)
[State -3, Explod]
type = Explod
triggerall = Numhelper(30000)
triggerall = helper(30000),var(24)
triggerall = NumExplod(20050) = 0
triggerall = Var(1) = 2
triggerall = stateno = 180
trigger1 = var(59) = -1
anim = 20051
ID = 20050
pos = -10,helper(30000),var(25)
postype = right
removetime = 120
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -2
ownpal = 1
scale = 0.5,0.5

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;彑棙敾掕
[State -3, VarSet]
type = VarSet
trigger1 = roundstate = [0,1]
var(54) = 0

[State -2, VarSet]
type = VarSet
trigger1 = var(54) = 0
trigger1 = roundstate = 3
var(54) = 1
ignorehitpause = 1

[State -2, VarAdd]
type = VarSet
trigger1 = var(54) = 1
var(54) = -1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僗乕僷乕傾乕僣丂僼傿僯僢僔儏
[State -3, VarSet]
type = VarSet
trigger1 = roundstate = 0
var(59) = 0

[state -3, VarSet]
type = VarSet
triggerall = var(59) = 0
triggerall = winko
trigger1 = stateno = [3000,3210]
var(59) = 1
ignorehitpause = 1

[state -3, helper]
type = helper
triggerall = NumHelper(10000) = 0
triggerall = NumHelper(11000) = 0
triggerall = winko
triggerall = var(54)
triggerall = var(59) = 1
triggerall = numtarget
trigger1 = !numpartner
trigger2 = numpartner
trigger2 = partner,alive = 0
ID = 10000
pos = 0,0
postype = left
stateno = 10000
helpertype = normal
name = "sa-ko"
pausemovetime = 99999999
supermovetime = 99999999
sprpriority = -5
ownpal = 1
keyctrl = 0
ignorehitpause = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僷乕僼僃僋僩僥僉僗僩
[State -2, VarAdd]
type = VarSet
trigger1 = roundstate != [3,4]
fvar(8) = 0

[State -2, VarSet]
type = VarSet
trigger1 = roundstate = 3
trigger1 = life >= var(52)
fvar(8) = 1
ignorehitpause = 1

;Perfect text (1p)
[State -3, Explod]
type = Explod
triggerall = Numhelper(30000)
triggerall = helper(30000),var(24)
triggerall = NumExplod(20070) = 0
triggerall = Var(1) = 1
trigger1 = stateno = 180
trigger1 = fvar(8) = 1
trigger1 = life = var(52)
anim = 20070
ID = 20070
pos = 10,helper(30000),var(25) + (var(59)=-1)*16
postype = left
removetime = 120
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -2
ownpal = 1
scale = 0.5,0.5

;Perfect text (2p)
[State -3, Explod]
type = Explod
triggerall = Numhelper(30000)
triggerall = helper(30000),var(24)
triggerall = NumExplod(20070) = 0
triggerall = Var(1) = 2
trigger1 = stateno = 180
trigger1 = fvar(8) = 1
trigger1 = life = var(52)
anim = 20071
ID = 20070
pos = -10,helper(30000),var(25) + (var(59)=-1)*16
postype = right
removetime = 120
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -2
ownpal = 1
scale = 0.5,0.5

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僲乕儅儖僼傿僯僢僔儏
[state -3, VarSet]
type = VarSet
triggerall = var(59) = 0
triggerall = winko
trigger1 = stateno = [200,930]
trigger2 = stateno = [1100,1340]
trigger3 = numhelper(6000)
trigger3 = helper(6000),var(59)
trigger4 = numhelper(6050)
trigger4 = helper(6050),var(59)
var(59) = 2
ignorehitpause = 1

[state -2, helper]
type = helper
triggerall = NumHelper(11000) = 0
triggerall = var(59) = 2
triggerall = winko
triggerall = var(54)
triggerall = numtarget || var(14)
trigger1 = !numpartner
trigger2 = numpartner
trigger2 = partner,alive = 0
ID = 11000
pos = 0,0
postype = left
stateno = 11000
helpertype = normal
name = "no-ko"
pausemovetime = 99999999
supermovetime = 99999999
sprpriority = -5
ownpal = 1
keyctrl = 0
ignorehitpause = 1
