;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 = "fvar(31): %d,var(58): %d,juggle: %d,HitShakeTime: %d,Combo: %d"
Params = ceil(fvar(31)),var(58),var(41),var(36),ceil(fvar(10))
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 = 400 || stateno = 430
var(13) = 7
ignorehitpause = 1

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

;拞峌寕
[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 210 || stateno = 215 || stateno = 240
trigger2 = stateno = 410 || stateno = 440
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 = 640 || stateno = 645
var(13) = 8
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 615
var(13) = ifelse(animelemtime(4)<=0,7,8)
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 900 || stateno = 910
var(13) = 10
ignorehitpause = 1

;戝峌寕
[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 220 || stateno = 250 || stateno = 251
var(13) = 11
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 225 || stateno = 420
var(13) = 11
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 450
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

;昁嶦媄
[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = [1400,1430]
var(13) = 12
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movehit
trigger1 = numtarget(3000)
var(13) = 59
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 = 420
var(48) = 12
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = [1400,1430]
var(48) = 14
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 1100
trigger1 = animelemtime(4) <= 0
var(48) = 14
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 1110
trigger1 = animelemtime(4) <= 0
var(48) = 15
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 1120
trigger1 = animelemtime(5) <= 0
var(48) = 16
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 1130
trigger1 = animelemtime(4) <= 0
var(48) = 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
;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(30000)
trigger1 = numhelper(40000) = 0
trigger1 = stateno = 191 || 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

[State -2, VarSet]
type = VarSet
Trigger1 = numhelper(30000)
Trigger1 = helper(30000),var(14)
Trigger1 = helper(30000),var(11) = 0
Trigger1 = movehit
Trigger1 = numtarget(3000)
Trigger1 = abs(target(3000),pos X - pos X) <= ceil(125*const(size.xscale))
Trigger1 = abs(target(3000),pos Y - pos Y) <= ceil(60*const(size.yscale))
Trigger1 = target(3000),numpartner = 0
Trigger1 = numpartner = 0
var(6) = 1
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
Trigger1 = stateno != [3000,3010]
var(6) = 0

[State -2, TargetState]
type = TargetState
Triggerall = movehit
Trigger1 = numtarget(3000)
value = 7500
ignorehitpause = 1

[State -2, TargetState]
type = TargetState
Triggerall = movehit
Trigger1 = numtarget(3010)
value = 7501
ignorehitpause = 1

[State -2, TargetState]
type = TargetState
Triggerall = movehit
Trigger1 = numtarget(3011)
value = 7502
ignorehitpause = 1

[State -2, TargetState]
type = TargetState
Triggerall = movehit
Trigger1 = numtarget(3012)
value = 7503
ignorehitpause = 1

[State -2, Explod]
type = Explod
Triggerall = var(6)
Triggerall = movehit
Trigger1 = numtarget(3000)
Trigger2 = numtarget(3010)
Trigger3 = numtarget(3011)
Trigger4 = numtarget(3012)
anim = 8911
pos = 160,120
postype = left
sprpriority = -8
bindtime = -1
ignorehitpause = 1
ownpal = 1
scale = 1.5,1.5

[state 190, helper]
type = helper
triggerall = !numhelper(192)
triggerall = !numhelper(193)
triggerall = var(22)
;triggerall = stateno != [190,191]
trigger1 = RoundsExisted = 0
trigger1 = roundstate >= 2
trigger2 = RoundsExisted >= 1
ID = 193
pos = 0,0
postype = p1
stateno = 193
helpertype = normal
name = "fukuro"
sprpriority = -100
ownpal = 1
keyctrl = 0
Size.ShadowOffset = -3
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[state -2, helper]
type = helper
trigger1 = numhelper(8500) = 0
trigger1 = numenemy
trigger1 = enemy,prevstateno = 7301 || enemy,prevstateno = 7315
trigger1 = enemy,movetype = I
trigger1 = enemy,stateno = 7200
trigger1 = enemy,anim = 5300
ID = 8500
pos = 0,0
postype = left
stateno = 8500
helpertype = normal
name = "Stun"
sprpriority = -5
ownpal = 1
keyctrl = 0
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = fvar(18) < 0
fvar(18) = 0

[State -2, VarAdd]
type = VarAdd
triggerall = movecontact
trigger1 = stateno = 430
var(40) = 1
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = stateno != 430
trigger2 = movetype != A
var(40) = 0

[State -2, VarSet]
type = VarSet
trigger1 = stateno != 2
trigger1 = stateno != 5
trigger1 = stateno != 40
trigger1 = stateno != 50
trigger1 = stateno != 52
trigger1 = stateno != 101
trigger1 = stateno != 225
trigger1 = stateno != 1120
trigger2 = movetype = H
fvar(17) = 0

[State -2, Varset]
type = Varset
trigger1 = stateno != [1000,1030]
fvar(19) = 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
;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 > 1280
trigger1 = numpartner = 0
value = 1280
ignorehitpause = 1

[State -2, PowerSet]
type = PowerSet
trigger1 = var(2) = 3
trigger1 = power > 960
trigger1 = numpartner = 0
value = 960
ignorehitpause = 1

[State -2, PowerAdd]
type = PowerAdd
triggerall = movehit
triggerall = !numtarget
trigger1 = stateno = 200
trigger2 = stateno = 205
trigger3 = stateno = 230
trigger4 = stateno = 400
trigger5 = stateno = 430
trigger6 = stateno = 600
trigger7 = stateno = 605
trigger8 = stateno = 630
trigger9 = stateno = 635
trigger10 = stateno = 920
value = 20
ignorehitpause = 1

[State -2, PowerAdd]
type = PowerAdd
triggerall = movehit
triggerall = !numtarget
trigger1 = stateno = 251
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)
trigger4 = numtarget(910) || numtarget(911)
value = 40
ignorehitpause = 1

[State -2, PowerAdd]
type = PowerAdd
triggerall = movehit
trigger1 = numtarget(900)
value = 10
ignorehitpause = 1

[State -2, PowerAdd]
type = PowerAdd
triggerall = movehit
trigger1 = numtarget(220) || numtarget(225) || numtarget(250)
trigger2 = numtarget(420) || numtarget(450)
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
trigger1 = numtarget(1200)||numtarget(1201)
trigger2 = numtarget(1210)||numtarget(1211)
trigger3 = numtarget(1220)||numtarget(1221)
value = 110
ignorehitpause = 1

[State -2, PowerAdd]
type = PowerAdd
triggerall = movehit
trigger1 = numtarget(1300)||numtarget(1301)
trigger2 = numtarget(1310)||numtarget(1311)
trigger3 = numtarget(1320)||numtarget(1321)
value = 50
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
;Hit妋擣
[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = [200,240]
trigger2 = stateno = [245,605]
trigger3 = stateno = [615,655]
trigger4 = stateno = 920
trigger5 = stateno = [1100,1120]
trigger6 = stateno = [1200,1230]
trigger7 = stateno = [1300,1330]
trigger8 = stateno = [1400,1430]
var(35) = stateno
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 610
var(35) = ifelse(AnimElemtime(4)<=0,610,611)
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 900
var(35) = ifelse(AnimElemtime(5)<=0,900,901)
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 910
var(35) = ifelse(AnimElemtime(7)<=0,910,911)
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 1130
var(35) = 1130+(AnimElemtime(4)>0)*1
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 3000
trigger1 = (AnimElemtime(4) > 0) && (AnimElemtime(6) <= 0)
var(35) = 3001
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 3000
trigger1 = (AnimElemtime(6) > 0) && (AnimElemtime(7) <= 0)
var(35) = 3002
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 3000
trigger1 = (AnimElemtime(7) > 0) && (AnimElemtime(7) <= 2)
var(35) = 3003
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 3000
trigger1 = (AnimElemtime(7) > 2) && (AnimElemtime(8) <= 0)
var(35) = 3004
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 3000
trigger1 = (AnimElemtime(8) > 0) && (AnimElemtime(8) <= 2)
var(35) = 3005
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 3000
trigger1 = (AnimElemtime(8) > 2) && (AnimElemtime(8) <= 4)
var(35) = 3006
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 3000
trigger1 = (AnimElemtime(8) > 4) && (AnimElemtime(9) <= 0)
var(35) = 3007
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 3010
trigger1 = (AnimElemtime(8) > 0) && (AnimElemtime(9) <= 0)
var(35) = 3010
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 3010
trigger1 = (AnimElemtime(9) > 0) && (AnimElemtime(10) <= 0)
var(35) = 3011
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 3010
trigger1 = (AnimElemtime(10) > 0) && (AnimElemtime(11) <= 0)
var(35) = 3012
ignorehitpause = 1

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

[State -2, TargetState]
type = TargetState
triggerall = movehit
trigger1 = numtarget(250)
trigger1 = target(250),stateno = 5000
trigger1 = target(250),authorname = "GM"
trigger1 = target(250),name="Alex"||target(250),name="Hugo"||target(250),name="Ryu"||target(250),name="Ken"||target(250),name="Gouki"||target(250),name="Ibuki"
trigger2 = numtarget(251)
trigger2 = target(251),stateno = 5000
trigger2 = target(251),authorname = "GM"
trigger2 = target(251),name="Alex"||target(251),name="Hugo"||target(251),name="Ryu"||target(251),name="Ken"||target(251),name="Gouki"||target(251),name="Ibuki"
value = 5600
ignorehitpause = 1

[State -2, TargetState]
type = TargetState
triggerall = movehit
trigger1 = numtarget(1400)
trigger1 = target(1400),stateno = [5000,5020]
trigger1 = target(1400),authorname = "GM"
trigger1 = target(1400),name="Alex"||target(1400),name="Hugo"||target(1400),name="Ryu"||target(1400),name="Ken"||target(1400),name="Gouki"||target(1400),name="Ibuki"
trigger2 = numtarget(1410)
trigger2 = target(1410),stateno = [5000,5020]
trigger2 = target(1410),authorname = "GM"
trigger2 = target(1410),name="Alex"||target(1410),name="Hugo"||target(1410),name="Ryu"||target(1410),name="Ken"||target(1410),name="Gouki"||target(1410),name="Ibuki"
trigger3 = numtarget(1420)
trigger3 = target(1420),stateno = [5000,5020]
trigger3 = target(1420),authorname = "GM"
trigger3 = target(1420),name="Alex"||target(1420),name="Hugo"||target(1420),name="Ryu"||target(1420),name="Ken"||target(1420),name="Gouki"||target(1420),name="Ibuki"
value = 5700
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(21) = 6
ignorehitpause = 1

[State -2, varadd]
type = varadd
trigger1 = fvar(21) > 0
fvar(21) = -1

[State -2, VarSet]
type = VarSet
trigger1 = stateno != [1000,1030]
trigger1 = stateno != [3100,3220]
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
;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

[State -2, VarSet]
type = VarSet
trigger1 = roundstate = 0
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
;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 -3, StopSnd]
type = StopSnd
trigger1 = movetype = H
channel = 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
;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 = var(19)
var(19) = -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 = var(19):= 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 = var(19):= 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])&&!var(19))) && (var(30) = [1,6+helper(30000),var(1)]) && helper(30000),var(0)
trigger2 = (ctrl||((stateno = [4000,4115])&&!var(19))) && (var(30) = [7+helper(30000),var(1),10+helper(30000),var(1)]) && var(33) && helper(30000),var(0)
trigger3 = (stateno = [4000,4115]) && var(19)
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])&&!var(19))) && (var(30) = [1,5+helper(30000),var(1)]) && helper(30000),var(0)
trigger2 = (stateno = [4000,4115]) && var(19)
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])&&!var(19))) && (var(30) = [1,6+helper(30000),var(1)]) && helper(30000),var(0)
trigger2 = (ctrl||((stateno = [4000,4115])&&!var(19))) && (var(30) = [7+helper(30000),var(1),10+helper(30000),var(1)]) && var(33) && helper(30000),var(0)
trigger3 = (stateno = [4000,4115]) && var(19)
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])&&!var(19))) && (var(31) = [1,6+helper(30000),var(1)]) && helper(30000),var(0)
trigger2 = (ctrl||((stateno = [4000,4115])&&!var(19))) && (var(31) = [7+helper(30000),var(1),10+helper(30000),var(1)]) && var(34) && helper(30000),var(0)
trigger3 = (stateno = [4000,4115]) && var(19)
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])&&!var(19))) && (var(31) = [1,6+helper(30000),var(1)]) && helper(30000),var(0)
trigger2 = (ctrl||((stateno = [4000,4115])&&!var(19))) && (var(31) = [7+helper(30000),var(1),10+helper(30000),var(1)]) && var(34) && helper(30000),var(0)
trigger3 = (stateno = [4000,4115]) && var(19)
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])&&!var(19))) && (var(30) = [1,6+helper(30000),var(1)]) && helper(30000),var(0)
trigger2 = (ctrl||(stateno=5040&&var(0)=1)||((stateno = [4200,4205])&&!var(19))) && (var(30) = 7+helper(30000),var(1)) && var(33) && helper(30000),var(0)
trigger3 = (stateno = [4200,4205]) && var(19)
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])&&!var(19))) && (var(30) = [1,6+helper(30000),var(1)]) && helper(30000),var(0)
trigger2 = (ctrl||(stateno=5040&&var(0)=1)||((stateno = [4200,4205])&&!var(19))) && (var(30) = 7+helper(30000),var(1)) && var(33) && helper(30000),var(0)
trigger3 = (stateno = [4200,4205]) && var(19)
slot = 6
attr = SCA, AP
stateno = 4205
time = 1

[State -2, PowerAdd]
type = PowerAdd
trigger1 = stateno = [4000,4205]
trigger1 = !time
trigger1 = power-var(17) >= 0
value = 40-power+var(17)
ignorehitpause = 1

[State -2, varset]
type = varset
trigger1 = 1
var(17) = 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]) || (enemy,stateno = [7000,7999])
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, varset]
type = varset
trigger1 = roundstate = 0
fvar(29) = 0

[State -2, varadd]
type = varadd
triggerall = fvar(2) > 0.0
triggerall = fvar(2) < 64.0
trigger1 = fvar(29) = 0
trigger1 = gametime%11 = 0
trigger2 = fvar(29) = 1
trigger2 = gametime%10 = 0
trigger3 = fvar(29) = 2
trigger3 = gametime%8 = 0
trigger4 = fvar(29) >= 3
trigger4 = gametime%6 = 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
;憡庤僗僞儞敾掕
[State -2, varset]
type = varset
trigger1 = numenemy
fvar(14) = (enemy,numpartner=0)

[State -2, varset]
type = varset
trigger1 = roundstate = 0
fvar(15) = 0

[State -2, varset]
type = varset
trigger1 = fvar(15) <= 0
trigger2 = fvar(15) = 64
trigger2 = enemy,stateno = 7200
trigger2 = enemy,anim = 5300
trigger3 = fvar(14) = 0
fvar(15) = 0

[State -2, varset]
type = varset
trigger1 = fvar(15) >= 64
fvar(15) = 64

[State -2, varadd]
type = varadd
triggerall = fvar(15) = 64
trigger1 = enemy,movetype != H
fvar(15) = -0.5

[State -2, varadd]
type = varadd
triggerall = fvar(15) > 0
triggerall = fvar(15) < 64
trigger1 = gametime%11 = 0
fvar(15) = -0.5

[State -2, varadd]
type = varadd
triggerall = movehit
trigger1 = numtarget(200)||numtarget(205)||numtarget(230)||numtarget(251)
trigger2 = numtarget(400)||numtarget(430)||numtarget(440)||numtarget(450)
trigger3 = numtarget(920)
trigger4 = numtarget(1131)
trigger5 = numtarget(1230)||numtarget(1231)||numtarget(1232)
trigger6 = numtarget(1331)
trigger7 = numtarget(3001)||numtarget(3002)||numtarget(3003)||numtarget(3004)||numtarget(3005)||numtarget(3006)||numtarget(3007)
fvar(15) = 3*fvar(0)
ignorehitpause = 1

[State -2, varadd]
type = varadd
triggerall = movehit
trigger1 = numtarget(630)
trigger2 = numtarget(1330)
trigger3 = numtarget(3000)||numtarget(3010)||numtarget(3011)||numtarget(3012)
fvar(15) = 5*fvar(0)
ignorehitpause = 1

[State -2, varadd]
type = varadd
triggerall = movehit
trigger1 = numtarget(215)||numtarget(410)
trigger2 = numtarget(600)||numtarget(605)||numtarget(610)||numtarget(611)||numtarget(630)
trigger3 = numtarget(901)||numtarget(910)||numtarget(911)
trigger4 = numtarget(1430)
fvar(15) = 7*fvar(0)
ignorehitpause = 1

[State -2, varadd]
type = varadd
triggerall = movehit
trigger1 = numtarget(240)||numtarget(640)||numtarget(645)||numtarget(900)
trigger2 = numtarget(1300)||numtarget(1301)
trigger3 = numtarget(1310)||numtarget(1311)
trigger4 = numtarget(1320)||numtarget(1321)
fvar(15) = 9*fvar(0)
ignorehitpause = 1

[State -2, varadd]
type = varadd
triggerall = movehit
trigger1 = numtarget(210)||numtarget(245)
trigger2 = numtarget(615)
trigger3 = numtarget(1130)
fvar(15) = 11*fvar(0)
ignorehitpause = 1

[State -2, varadd]
type = varadd
triggerall = movehit
trigger1 = numtarget(220)||numtarget(250)
trigger2 = numtarget(420)||numtarget(650)||numtarget(655)
trigger3 = numtarget(1100)
fvar(15) = 13*fvar(0)
ignorehitpause = 1

[State -2, varadd]
type = varadd
triggerall = movehit
trigger1 = numtarget(225)||numtarget(250)
trigger2 = numtarget(620)||numtarget(625)
trigger3 = numtarget(1110)
trigger4 = numtarget(1200)||numtarget(1201)
trigger5 = numtarget(1210)||numtarget(1211)
trigger6 = numtarget(1220)||numtarget(1221)
fvar(15) = 15*fvar(0)
ignorehitpause = 1

[State -2, varadd]
type = varadd
triggerall = movehit
trigger1 = numtarget(1120)
trigger2 = numtarget(1400)||numtarget(1410)||numtarget(1420)
fvar(15) = 17*fvar(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
;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
;攂搳偘憡庤嬺傜偄
[State 811, TargetLifeadd]
type = TargetLifeadd
trigger1 = var(23) = 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 = var(23) = 1
trigger1 = numtarget
trigger1 = target,stateno = 5100
trigger1 = target,prevstateno = [821,823]
fvar(10) = 1

[State -2, VarAdd]
type = VarAdd
trigger1 = var(23) = 1
trigger1 = numtarget
trigger1 = target,stateno = 5100
trigger1 = target,prevstateno = [821,823]
fvar(15) = 15

[State -2, PowerAdd]
type = PowerAdd
trigger1 = var(23) = 1
trigger1 = numtarget
trigger1 = target,stateno = 5100
trigger1 = target,prevstateno = [821,823]
value = 80

[State -2, Poweradd]
type = TargetPoweradd
trigger1 = var(23) = 1
trigger1 = numtarget
trigger1 = target,stateno = 5100
trigger1 = target,prevstateno = [821,823]
value = 20

[State -2, HitAdd]
type = HitAdd
trigger1 = var(23) = 1
trigger1 = numtarget
trigger1 = target,stateno = 5100
trigger1 = target,prevstateno = [821,823]
value = 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
;抧柺徴撍僒僂儞僪
[State -2, PlaySnd]
type = PlaySnd
trigger1 = var(23) = 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]
var(23) = 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

[State -2, PlaySnd]
type = PlaySnd
trigger1 = numtarget(3012)
trigger1 = target(3012),stateno = 5100
trigger1 = target(3012),time = 1
value = S5100,1

;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

[State -2, Envshake]
type = Envshake
trigger1 = numtarget(3012)
trigger1 = target(3012),stateno = 5100
trigger1 = target(3012),time = 1
trigger1 = target(3012),prevstateno = 7503
time = 15
freq = 120
ampl = -8

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮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
trigger1 = numtarget
trigger1 = target,prevstateno = [821,823]
trigger1 = target,stateno = 5100
trigger1 = target,time = 1
anim = 6700
postype = p2
pos = 0,0
velocity = 0, 0
accel = 0, 0
bindtime = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State -2, Explod]
type = Explod
trigger1 = numtarget(3012)
trigger1 = target(3012),stateno = 5100
trigger1 = target(3012),time = 1
ID = 6700
anim = 6700
postype = p2
pos = 0, 0
velocity = 0, 0
accel = 0, 0
bindtime = 1
sprpriority = 3
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

;僗乕僷乕僉儍儞僙儖
[State -2, Varset]
type = Varset
trigger1 = fvar(27) = 0
trigger2 = fvar(27) < 1.0
trigger2 = !fvar(10) && !var(14)
fvar(27) = 1.0
ignorehitpause = 1

[State -2, Varset]
type = Varset
trigger1 = numtarget(1430)
fvar(27) = 0.75
ignorehitpause = 1

;偟傖偑傒僇僂儞僞乕
[State -2, Attack_Up]
type = VarSet
trigger1 = numenemy
fvar(28) = ifelse(enemynear,statetype=C,1.25,1)

;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(10)
trigger1 = !numtarget
trigger1 = !var(14)
fvar(10) = 0

[State -2, Attack_Down]
type = VarSet
trigger1 = !numhelper(6000)
trigger1 = !numhelper(6100)
trigger1 = !numhelper(6200)
trigger1 = !numhelper(6300)
var(14) = 0

[State -2, Attack_Down]
type = VarSet
trigger1 = !numhelper(6000)
trigger1 = !numhelper(6100)
fvar(36) = 0

[State -2, VarAdd]
type = VarAdd
triggerall = MoveHit 
trigger1 = stateno = [220,225]
trigger2 = stateno = [250,251]
trigger3 = stateno = 420
trigger4 = stateno = 450
trigger5 = stateno = [620,625]
trigger6 = stateno = [650,655]
trigger7 = stateno = [1100,1120]
trigger8 = stateno = [1200,1220]
trigger9 = stateno = [1300,1320]
trigger10 = stateno = [1400,1430]
fvar(10) = 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 = 615
trigger6 = stateno = [640,645]
trigger7 = stateno = [910,920]
fvar(10) = 0.80
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
triggerall = MoveHit 
trigger1 = stateno = [200,205]
trigger2 = stateno = 230
trigger3 = stateno = 400
trigger4 = stateno = 430
trigger5 = stateno = 610
trigger6 = stateno = 900
trigger7 = stateno = 1130
trigger8 = stateno = 1230
trigger9 = stateno = 1330
fvar(10) = 0.55
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
triggerall = MoveHit 
trigger1 = numtarget(3000)
trigger2 = numtarget(3010)
trigger3 = numtarget(3011)
fvar(10) = 0.7
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
triggerall = MoveHit 
trigger1 = numtarget(3012)
fvar(10) = 4.2
ignorehitpause = 1

[State -2, Attack_Down]
type = VarSet
trigger1 = !fvar(10)
fvar(25) = 1.0

[State -2, Attack_Down]
type = VarSet
trigger1 = 1
fvar(0) = ifelse((1.0-(fvar(10)*0.095))<0.15,0.15,(1.0-(fvar(10)*0.095)))
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
;忋抜懌搧廟傝EX僸僢僩
[State -2, targetstate]
type = targetstate
trigger1 = movehit
trigger1 = numtarget(1430)
trigger1 = target(1430),stateno != [1460,1463]
value = 1460
ignorehitpause = 1

[State -2, playsnd]
type = playsnd
trigger1 = numtarget(1430)
trigger1 = target(1430),stateno = 1462
trigger1 = target(1430),time = 1
value = 5100,1

[State -2, Explod]
type = null;Explod
trigger1 = numtarget(1430)
trigger1 = target(1430),stateno = 1462
trigger1 = target(1430),time = 1
anim = 6800
postype = p2
pos = -20,target(1430),const(size.mid.pos.Y)
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
;僕儍僌儖儕僙僢僩
[State -2, Juggle Reset]
type = VarSet
triggerall = var(41)
triggerall = numenemy
trigger1 = enemy,statetype != A
trigger2 = enemy,movetype = A
trigger3 = enemy,life = 0
var(41) = 0
ignorehitpause = 1

[State -2, Juggle Reset]
type = VarSet
triggerall = var(41)
triggerall = MoveHit
trigger1 = numtarget(3000)
trigger2 = stateno = 3010
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 = 205
trigger2 = stateno = 900
var(41) = 1
ignorehitpause = 1

[State -2, Juggle Check]
type = VarAdd
triggerall = MoveHit
trigger1 = stateno = 920
trigger2 = stateno = [600,655]
var(41) = 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
;僕儍僌儖僠僃僢僋(昁嶦媄)
[State -2, Juggle Check]
type = VarAdd
triggerall = MoveHit
trigger1 = stateno = [1100,1120]
var(41) = 6
ignorehitpause = 1

[State -2, Juggle Check]
type = VarAdd
triggerall = MoveHit
trigger1 = numtarget(1130)
var(41) = 1
ignorehitpause = 1

[State -2, Juggle Check]
type = VarAdd
triggerall = MoveHit
trigger1 = numtarget(1131)
trigger2 = numtarget(1231) || numtarget(1233)
trigger3 = stateno = [1400,1430]
var(41) = 3
ignorehitpause = 1

[State -2, Juggle Check]
type = VarAdd
triggerall = MoveHit
trigger1 = numtarget(1230) || numtarget(1232)
trigger2 = stateno = 1330
var(41) = 1
ignorehitpause = 1

[State -2, Juggle Check]
type = VarAdd
triggerall = MoveHit
trigger1 = numtarget(3001)
trigger2 = numtarget(3002)
trigger3 = numtarget(3003)
trigger4 = numtarget(3004)
trigger5 = numtarget(3005)
trigger6 = numtarget(3006)
trigger7 = numtarget(3007)
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 = [200,450]
trigger1 = stateno != 205
trigger2 = stateno = 910
trigger3 = stateno = [1200,1220]
trigger4 = stateno = [1300,1320]
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 = [1100,1130]
trigger2 = stateno = [1200,1230]
trigger3 = stateno = [1300,1330]
trigger4 = stateno = [1400,1430]
trigger5 = stateno = [3000,3010]
var(5) = 0
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = numpartner = 0
triggerall = movehit
triggerall = numtarget
triggerall = target,statetype = A
trigger1 = stateno = [200,251]
trigger2 = stateno = [400,450]
trigger3 = stateno = [600,655]
trigger4 = stateno = [900,920]
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
trigger1 = fvar(4) < 1
fvar(4) = 0

[State -2, VarSet]
type = VarSet
triggerall = MoveHit
trigger1 = stateno = [200,251]
trigger1 = stateno != 205
trigger2 = stateno = [400,450]
trigger3 = stateno = 910
trigger4 = stateno = 1120
trigger5 = stateno = [1200,1220]
trigger6 = stateno = [1300,1320]
fvar(4) = 1
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = MoveHit 
trigger1 = stateno = 205
trigger2 = stateno = [600,605]
trigger3 = stateno = [630,635]
fvar(4) = 3
ignorehitpause = 1

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

[State -2, VarSet]
type = VarSet
triggerall = MoveHit 
trigger1 = stateno = [620,625]
trigger2 = stateno = [650,655]
trigger3 = stateno = [1100,1110]
trigger4 = stateno = 1130
trigger5 = stateno = 1230
trigger6 = stateno = 1330
trigger7 = stateno = [1400,1430]
trigger8 = stateno = 3000
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) = 0
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,statetype != A
trigger2 = enemy,movetype = A
trigger3 = enemy,life = 0
fvar(39) = 0
ignorehitpause = 1

[State -2, Air Recovery]
type = VarSet
triggerall = MoveHit
trigger1 = stateno = 450
trigger2 = stateno = [1100,1130]
trigger3 = stateno = [1200,1230]
trigger4 = stateno = [1300,1330]
trigger5 = stateno = [1400,1420]
fvar(39) = 1
ignorehitpause = 1

[State -2, Air Recovery]
type = TargetState
triggerall = fvar(39) != 0
triggerall = MoveHit
trigger1 = stateno = [200,251]
trigger2 = stateno = [400,440]
trigger3 = stateno = [600,655]
trigger4 = stateno = [900,920]
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) = [900,920]
trigger3 = var(49) = [1400,1430]
trigger4 = var(49) = [3000,3010]
var(11) = 1
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = MoveHit 
trigger1 = var(49) = [1100,1130]
var(11) = 2
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = MoveHit 
trigger1 = var(49) = [1200,1230]
trigger2 = var(49) = [1300,1330]
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 = [5600,5899]
trigger3 = target,stateno = [7000,7599]
trigger4 = target,stateno = 1460
anim = var(44)
pos = var(42),var(43)
postype = p1
sprpriority = 10
bindtime = 1
ignorehitpause = 1
ownpal = 1
facing = 1
scale = const(size.xscale)*ifelse(var(6)=2,fvar(38),1),const(size.yscale)*ifelse(var(6)=2,fvar(38),1)

[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 = [5600,5899]
trigger3 = enemy,stateno = [7000,7020]
trigger4 = enemy,stateno = 1460
anim = var(44)
pos = var(42),var(43)
postype = p1
sprpriority = 10
bindtime = 1
ignorehitpause = 1
ownpal = 1
facing = 1
scale = const(size.xscale)*ifelse(var(6)=2,fvar(38),1),const(size.yscale)*ifelse(var(6)=2,fvar(38),1)

[State -2, Explod];徃棿対
type = Explod
triggerall = var(11) = 2
triggerall = numtarget
trigger1 = target,stateno = [5000,5099]
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]
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];棾姫慁晽媟
type = Explod
triggerall = var(11) = 3
triggerall = numtarget
trigger1 = target,stateno = [5000,5099]
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]
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)

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮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 = [245,605]
trigger3 = stateno = [615,655]
trigger4 = stateno = 920
trigger5 = stateno = [1200,1230]
trigger6 = stateno = [1300,1330]
trigger7 = stateno = [1400,1430]
var(38) = stateno
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 = 420
trigger1 = AnimElemtime(4) > 0
var(38) = 10420
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 610
var(38) = ifelse(AnimElemtime(4)<=0,610,611)
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 900
var(38) = ifelse(AnimElemtime(5)<=0,900,901)
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 910
var(38) = ifelse(AnimElemtime(7)<=0,910,911)
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = [1100,1130]
var(38) = stateno+(AnimElemtime(4)>0)
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 3000
trigger1 = (AnimElemtime(4) > 0) && (AnimElemtime(6) <= 0)
var(38) = 3001
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 3000
trigger1 = (AnimElemtime(6) > 0) && (AnimElemtime(7) <= 0)
var(38) = 3002
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 3000
trigger1 = (AnimElemtime(7) > 0) && (AnimElemtime(7) <= 2)
var(38) = 3003
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 3000
trigger1 = (AnimElemtime(7) > 2) && (AnimElemtime(8) <= 0)
var(38) = 3004
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 3000
trigger1 = (AnimElemtime(8) > 0) && (AnimElemtime(8) <= 2)
var(38) = 3005
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 3000
trigger1 = (AnimElemtime(8) > 2) && (AnimElemtime(8) <= 4)
var(38) = 3006
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 3000
trigger1 = (AnimElemtime(8) > 4) && (AnimElemtime(9) <= 0)
var(38) = 3007
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 3010
trigger1 = (AnimElemtime(8) > 0) && (AnimElemtime(9) <= 0)
var(38) = 3010
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 3010
trigger1 = (AnimElemtime(9) > 0) && (AnimElemtime(10) <= 0)
var(38) = 3011
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 3010
trigger1 = (AnimElemtime(10) > 0) && (AnimElemtime(11) <= 0)
var(38) = 3012
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = [200,655]
trigger2 = stateno = [900,920]
trigger3 = stateno = [1100,1130]
trigger4 = stateno = [1200,1230]
trigger5 = stateno = [1300,1330]
trigger6 = stateno = [1400,1430]
trigger7 = stateno = [3000,3010]
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
;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) = [1100,1130]
var(12) = 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
;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, 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 = 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*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 220
fvar(1) = 12*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 225
fvar(1) = 14*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 230
fvar(1) = 9*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 240
fvar(1) = 10*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
trigger2 = stateno = 251
fvar(1) = 14*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) = 7.5*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
trigger2 = stateno = 1510
fvar(1) = 10*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 900
fvar(1) = 13*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
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 = 920
fvar(1) = 8*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = moveguarded
trigger1 = stateno = [1100,1130]
fvar(1) = 7*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = moveguarded
trigger1 = stateno = [1200,1220]
fvar(1) = 16.0*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = moveguarded
trigger1 = stateno = 1230
trigger1 = numtarget(1232)
fvar(1) = 18.0*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = null;VarSet
triggerall = movehit
trigger1 = stateno = [1300,1320]
fvar(1) = 20*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = moveguarded
trigger1 = stateno = [1300,1330]
fvar(1) = 18.0*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movehit
trigger1 = stateno = [1400,1420]
fvar(1) = 20*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = moveguarded
trigger1 = stateno = [1400,1430]
fvar(1) = 10*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = moveguarded
triggerall = stateno = 3000
trigger1 = numtarget(3001)
trigger2 = numtarget(3002)
trigger3 = numtarget(3003)
trigger4 = numtarget(3004)
trigger5 = numtarget(3005)
trigger6 = numtarget(3006)
trigger7 = numtarget(3007)
fvar(1) = 7*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 = movehit
trigger1 = numtarget(1330)
trigger2 = numtarget(1331)
fvar(1) = 0
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = numtarget(1230)
trigger2 = numtarget(1231)
trigger3 = numtarget(3000)
trigger4 = numtarget(3010)
trigger5 = numtarget(3011)
trigger6 = numtarget(3012)
fvar(1) = 0
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = fvar(33)
trigger1 = !NumTarget
trigger2 = NumTarget
trigger2 = target,statetype != A
trigger3 = movetype = H
trigger4 = fvar(1)
trigger5 = stateno = 1150
trigger6 = stateno = 3020
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
trigger1 = stateno = [1100,1130]
trigger2 = stateno = 3010
trigger2 = numtarget(3012)
fvar(33) = 2.0
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movehit
triggerall = stateno = 3000
trigger1 = numtarget(3001)
trigger2 = numtarget(3002)
trigger3 = numtarget(3003)
trigger4 = numtarget(3004)
trigger5 = numtarget(3005)
trigger6 = numtarget(3006)
trigger7 = numtarget(3007)
fvar(33) = 2.0
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movehit
trigger1 = stateno = [1200,1220]
trigger2 = stateno = 1330
fvar(33) = 5.0
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movehit
trigger1 = stateno = 1230
trigger1 = numtarget(1232)
trigger2 = stateno = [1300,1320]
fvar(33) = 10.0
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
trigger1 = fvar(35) = 0
trigger1 = fvar(33)
trigger1 = numtarget
trigger1 = target,BackEdgeBodyDist <= 0 || target,FrontEdgeBodyDist <= 0
fvar(35) = pos X
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
triggerall = abs(target,pos X-pos X) < 120
;triggerall = statetype = A
triggerall = abs(fvar(35)-pos X) < ceil((50+(numtarget(1232)||numtarget(1300)||numtarget(1310)||numtarget(1320))*50-(stateno=3010)*10)*const(size.xscale))
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) && fvar(35)
triggerall = numtarget
triggerall = target,BackEdgeBodyDist <= 0 || target,FrontEdgeBodyDist <= 0
triggerall = abs(target,pos X-pos X) < 120
;triggerall = statetype = A
triggerall = abs(fvar(35)-pos X) < ceil((50+(numtarget(1232)||numtarget(1300)||numtarget(1310)||numtarget(1320))*50-(stateno=3010)*10)*const(size.xscale))
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(9) = 0

[State -2, CornerPush]
type = VarSet
triggerall = movehit
triggerall = numtarget
triggerall = target,statetype = A
trigger1 = stateno = [200,655]
trigger2 = stateno = [900,920]
fvar(9) = 1
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movehit
trigger1 = stateno = [1100,1130]
trigger2 = stateno = [1200,1220]
trigger3 = stateno = [1300,1320]
trigger4 = stateno = [1400,1420]
fvar(9) = 1
ignorehitpause = 1

[State -2, VelSet]
type = posadd
triggerall = fvar(9)
triggerall = statetype = A
triggerall = (stateno!=[1100,1130])&&(stateno!=[1200,1230])&&(stateno!=[1300,1330])&&stateno!=3000
triggerall = vel X > 0
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(9)
triggerall = stateno=20||stateno=100||(stateno=[1100,1130])||(stateno=[1200,1230])||(stateno=[1300,1330])||stateno=3000
triggerall = vel X > 0
triggerall = FrontEdgeBodyDist < ceil(80*const(size.xscale))
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+(helper(30000),var(13))*100
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 = [7400,7599]
trigger3 = Anim = 5002 || Anim = 5012 || Anim = 5022 || Anim = 5030 || Anim = [5050,5052]
trigger4 = stateno = 5700
trigger4 = Anim = 5700
value = S5000,1+(helper(30000),var(13))*100
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+(helper(30000),var(13))*100
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+(helper(30000),var(13))*100
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+(helper(30000),var(13))*100
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 = [1000,3200]
;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 = [1000,3200]
;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 = [3000,3010]
trigger2 = numhelper(6200)
trigger2 = helper(6200),var(59)
trigger3 = numhelper(6300)
trigger3 = helper(6300),var(59)
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 || var(14)
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 = [200,920]
trigger2 = stateno = [1100,1430]
trigger3 = numhelper(6000)
trigger3 = helper(6000),var(59)
trigger4 = numhelper(6100)
trigger4 = helper(6100),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

