;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(55): %d,var(58): %d"
Params = var(55),var(58)
ignorehitpause = 1

[State -2]
Type = null;AppendToClipBoard
Trigger1 = 1
Text = "fvar(18): %d,var(47): %d,juggle: %d,HitShakeTime: %d,Combo: %f"
Params = ceil(fvar(18)),var(47),var(41),var(35),fvar(15)
ignorehitpause = 1


[State 200, ChangeAnim]
type = changeanim
trigger1 = movecontact
trigger1 = stateno = 240
value = 240
elem = 8
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
trigger1 = movecontact
trigger1 = stateno = 250
fvar(16) = 1
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
trigger1 = stateno != 250
trigger2 = stateno = 250
trigger2 = anim = 251
fvar(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
;僸僢僩億乕僘張棟
[State -2, HitPauseTime]
type = VarAdd
trigger1 = var(17) > 0
var(17) = -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(17) = 7
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 600
trigger2 = stateno = 630
var(17) = 7
ignorehitpause = 1

;拞峌寕
[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 210 || stateno = 410 || stateno = [440,441] 
trigger2 = stateno = 640
var(17) = 10
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 240
var(17) = 9
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 245
var(17) = 11
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 610
trigger2 = stateno = 640
var(17) = 8
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 920
var(17) = 9
ignorehitpause = 1

;戝峌寕
[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 420
var(17) = 11
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = [450,451]
var(17) = 11
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 930
var(17) = 13
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 620
trigger2 = stateno = 650
var(17) = 9
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 220
var(17) = 15
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 250
var(17) = 18
ignorehitpause = 1

;昁嶦媄
[State -2, HitPauseTime]
type = null;VarSet
triggerall = movehit
trigger1 = stateno = [1200,1220]
var(17) = 10
ignorehitpause = 1

[State -2, HitPauseTime]
type = null;VarSet
triggerall = moveguarded
trigger1 = stateno = [1200,1220]
var(17) = 12
ignorehitpause = 1

[State -2, HitPauseTime]
type = null;VarSet
triggerall = movecontact
trigger1 = stateno = 1230
var(17) = 8
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movehit
trigger1 = stateno = 1350
trigger1 = numtarget(1350)
var(17) = 14
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = stateno = 1350
trigger1 = moveguarded
trigger2 = movehit
trigger2 = !numtarget(1350)
var(17) = 9
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 > 1280
trigger1 = numpartner = 0
value = 1280
ignorehitpause = 1

[State -2, PowerSet]
type = PowerSet
trigger1 = var(2) = 2
trigger1 = power > 1920
trigger1 = numpartner = 0
value = 1920
ignorehitpause = 1

[State -2, PowerSet]
type = PowerSet
trigger1 = var(2) = 3
trigger1 = power > 800
trigger1 = numpartner = 0
value = 800
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 = 420
trigger5 = animelemtime(6) > 0
trigger6 = stateno = 430
trigger7 = stateno = 600
trigger8 = stateno = 630
trigger9 = stateno = 950
value = 20
ignorehitpause = 1

[State -2, PowerAdd]
type = PowerAdd
triggerall = movehit
trigger1 = numtarget(210) || numtarget(240) || numtarget(245)
trigger2 = numtarget(410) || numtarget(440) || numtarget(441)
trigger3 = numtarget(610) || numtarget(640) || numtarget(920)
value = 30
ignorehitpause = 1

[State -2, PowerAdd]
type = PowerAdd
triggerall = movehit
trigger1 = numtarget(220) || numtarget(250) 
trigger2 = numtarget(420) || numtarget(450) || numtarget(451)
trigger3 = numtarget(620) || numtarget(650) || numtarget(930) || numtarget(940)
value = 80
ignorehitpause = 1

[State -2, PowerAdd]
type = PowerAdd
triggerall = movehit
trigger1 = numtarget(1200)
trigger2 = numtarget(1210)
trigger3 = numtarget(1220)
value = 70
ignorehitpause = 1

[State -2, PowerAdd]
type = PowerAdd
triggerall = movehit
trigger1 = var(10)!=3
trigger1 = numtarget(1350)
trigger2 = numtarget(1400)
trigger3 = numtarget(1410)
trigger4 = numtarget(1420)
value = 40
ignorehitpause = 1

[State -2, PowerAdd]
type = PowerAdd
triggerall = movehit
triggerall = !numtarget
trigger1 = numtarget(1600)
trigger2 = numtarget(1610)
trigger3 = numtarget(1620)
value = 40
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 = 194
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 = [200,650]
trigger1 = stateno != 420
trigger2 = stateno = [920,950]
trigger3 = stateno = [1200,1220]
trigger4 = stateno = [1400,1420]
var(45) = stateno
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
triggerall = stateno = 420
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(6) < 0
var(45) = 420
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
triggerall = stateno = 420
trigger1 = animelemtime(6) >= 0
trigger1 = animelemtime(7) < 0
var(45) = 421
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
triggerall = stateno = 1230
trigger1 = animelemtime(6) >= 0
trigger1 = animelemtime(8) < 0
var(45) = 1230
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
triggerall = stateno = 1230
trigger1 = animelemtime(8) >= 0
trigger1 = animelemtime(10) < 0
var(45) = 1231
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
triggerall = stateno = 1430
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(7) < 0
var(45) = 1430
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
triggerall = stateno = 1430
trigger1 = animelemtime(11) >= 0
trigger1 = animelemtime(12) < 0
var(45) = 1431
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
triggerall = stateno = 3100
trigger1 = animelemtime(7) >= 0
trigger1 = animelemtime(9) < 0
var(45) = 3100
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
triggerall = stateno = 3100
trigger1 = animelemtime(13) >= 0
trigger1 = animelemtime(15) < 0
var(45) = 3101
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
triggerall = stateno = 3100
trigger1 = animelemtime(22) >= 0
trigger1 = animelemtime(24) < 0
var(45) = 3102
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
triggerall = stateno = 3100
trigger1 = animelemtime(28) >= 0
trigger1 = animelemtime(30) < 0
var(45) = 3103
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = movetype != A
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
;廲棴傔暘妱
[State -1, VarAdd]
type = VarAdd
trigger1 = Command = "holddown"
var(22) = 1
ignorehitpause = 1

[State -1, VarSet]
type = VarSet
trigger1 = var(22) >= 42
var(22) = 42
ignorehitpause = 1

[State -1, VarSet]
type = VarSet
trigger1 = Command = "holddown"
var(26) = -1
ignorehitpause = 1

[State -1, VarSet]
type = VarSet
trigger1 = var(22) = [1,41]
trigger1 = var(26) = -1
trigger1 = Command != "holddown"
var(26) = 10
ignorehitpause = 1

[State -1, VarSet]
type = VarSet
trigger1 = var(26) = 10
var(23) = 0
ignorehitpause = 1

[State -1, VarAdd]
type = VarAdd
trigger1 = var(26) > 0
var(26) = -1
ignorehitpause = 1

[State -1, VarSet]
type = VarSet
trigger1 = Command = "holddown"
var(27) = -1
ignorehitpause = 1

[State -1, VarSet]
type = VarSet
trigger1 = var(22) = 42
trigger1 = var(27) = -1
trigger1 = Command != "holddown"
var(27) = 10
ignorehitpause = 1

[State -1, VarSet]
type = VarSet
trigger1 = var(27) = 10
var(22) = 0
ignorehitpause = 1

[State -1, VarSet]
type = VarSet
trigger1 = var(27) = 10
var(23) = 0
ignorehitpause = 1

[State -1, VarAdd]
type = VarAdd
trigger1 = var(27) > 0
var(27) = -1
ignorehitpause = 1

[State -1, VarSet]
type = VarSet
trigger1 = Command = "holddown"
var(28) = -1
ignorehitpause = 1

[State -1, VarSet]
type = VarSet
trigger1 = var(27) = [1,10]
trigger1 = var(28) = -1
trigger1 = Command = "holdup"
var(28) = 10
ignorehitpause = 1

[State -1, VarAdd]
type = VarAdd
trigger1 = var(28) > 0
var(28) = -1
ignorehitpause = 1

[State -1, Varset]
type = Varset
trigger1 = var(28) = [1,10]
trigger1 = Command = "僄傾僗僞儞僺乕僩_a" || Command = "僄傾僗僞儞僺乕僩_b" || Command = "僄傾僗僞儞僺乕僩_c"
var(22) = 0
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = Power >= 500
trigger1 = var(28) = [1,10]
trigger1 = Command = "僄傾僗僞儞僺乕僩EX"
var(22) = 0
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = var(2) = 0 || var(2) = 2
triggerall = Power >= ifelse(var(2)=0,1280,960)
trigger1 = Command = "僽乕儊儔儞儗僀僪_x" || Command = "僽乕儊儔儞儗僀僪_y" || Command = "僽乕儊儔儞儗僀僪_z"
var(22) = 0
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = var(2) = 0 || var(2) = 3
triggerall = Power >= ifelse(var(2)=0,1280,800)
trigger1 = Command = "僗僞儞僈儞僿僢僪僶僢僩_x" || Command = "僗僞儞僈儞僿僢僪僶僢僩_y" || Command = "僗僞儞僈儞僿僢僪僶僢僩_z"
var(22) = 0
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = var(2) = 0 || var(2) = 1
triggerall = Power >= 1280
trigger1 = Command = "僴僀僷乕儃儉"
var(22) = 0
ignorehitpause = 1

[State -1, VarSet]
type = VarSet
trigger1 = var(22) = [1,41]
trigger1 = var(26) = 0
trigger2 = var(23) = 42
trigger3 = stateno = [4000,4205]
trigger3 = time = 1
trigger4 = roundstate = 3
var(22) = 0
ignorehitpause = 1

[State -1, VarAdd]
type = VarAdd
trigger1 = Command != "holddown"
var(23) = 1
ignorehitpause = 1

[State -1, VarSet]
type = VarSet
trigger1 = var(23) >= 42
var(23) = 42
ignorehitpause = 1

[State -1, Varset]
type = Varset
trigger1 = var(28) = [1,10]
trigger1 = Command = "僄傾僗僞儞僺乕僩_a" || Command = "僄傾僗僞儞僺乕僩_b" || Command = "僄傾僗僞儞僺乕僩_c"
var(23) = 0
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = Power >= 500
trigger1 = var(28) = [1,10]
trigger1 = Command = "僄傾僗僞儞僺乕僩EX"
var(23) = 0
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = var(2) = 0 || var(2) = 2
triggerall = Power >= ifelse(var(2)=0,1280,960)
trigger1 = Command = "僽乕儊儔儞儗僀僪_x" || Command = "僽乕儊儔儞儗僀僪_y" || Command = "僽乕儊儔儞儗僀僪_z"
var(23) = 0
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = var(2) = 0 || var(2) = 3
triggerall = Power >= ifelse(var(2)=0,1280,800)
trigger1 = Command = "僗僞儞僈儞僿僢僪僶僢僩_x" || Command = "僗僞儞僈儞僿僢僪僶僢僩_y" || Command = "僗僞儞僈儞僿僢僪僶僢僩_z"
var(23) = 0
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = var(2) = 0 || var(2) = 1
triggerall = Power >= 1280
trigger1 = Command = "僴僀僷乕儃儉"
var(23) = 0
ignorehitpause = 1

[State -1, VarSet]
type = VarSet
trigger1 = var(22) = 42
trigger2 = var(22) < 42
trigger2 = var(23) = 42
trigger3 = stateno = [4000,4205]
trigger3 = time = 1
trigger4 = roundstate = 3
var(23) = 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
;墶棴傔暘妱
[State -1, VarAdd]
type = VarAdd
trigger1 = Command = "holdback"
fvar(32) = 1
ignorehitpause = 1

[State -1, VarSet]
type = VarSet
trigger1 = fvar(32) >= 42
fvar(32) = 42
ignorehitpause = 1

[State -1, VarSet]
type = VarSet
trigger1 = Command = "holdback"
fvar(33) = -1
ignorehitpause = 1

[State -1, VarSet]
type = VarSet
trigger1 = fvar(32) = [1,41]
trigger1 = fvar(33) = -1
trigger1 = Command != "holdback"
fvar(33) = 10
ignorehitpause = 1

[State -1, VarSet]
type = VarSet
trigger1 = fvar(33) = 10
fvar(33) = 0
ignorehitpause = 1

[State -1, VarAdd]
type = VarAdd
trigger1 = fvar(33) > 0
fvar(33) = -1
ignorehitpause = 1

[State -1, VarSet]
type = VarSet
trigger1 = Command = "holdback"
fvar(34) = -1
ignorehitpause = 1

[State -1, VarSet]
type = VarSet
trigger1 = fvar(32) = 42
trigger1 = fvar(34) = -1
trigger1 = Command != "holdback"
fvar(34) = 10
ignorehitpause = 1

[State -1, VarSet]
type = VarSet
trigger1 = fvar(34) = 10
fvar(32) = 0
ignorehitpause = 1

[State -1, VarSet]
type = VarSet
trigger1 = fvar(34) = 10
fvar(33) = 0
ignorehitpause = 1

[State -1, VarAdd]
type = VarAdd
trigger1 = fvar(34) > 0
fvar(34) = -1
ignorehitpause = 1

[State -1, VarSet]
type = VarSet
trigger1 = Command = "holdback"
fvar(35) = -1
ignorehitpause = 1

[State -1, VarSet]
type = VarSet
trigger1 = fvar(34) = [1,10]
trigger1 = fvar(35) = -1
trigger1 = Command = "holdfwd"
fvar(35) = 10
ignorehitpause = 1

[State -1, VarAdd]
type = VarAdd
trigger1 = fvar(35) > 0
fvar(35) = -1
ignorehitpause = 1

[State -1, Varset]
type = Varset
trigger1 = fvar(35) = [1,10]
trigger1 = Command = "僗儔僢僔儏僄儖儃乕_a" || Command = "僗儔僢僔儏僄儖儃乕_b" || Command = "僗儔僢僔儏僄儖儃乕_c"
fvar(32) = 0
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = Power >= 500
trigger1 = fvar(35) = [1,10]
trigger1 = Command = "僗儔僢僔儏僄儖儃乕EX"
fvar(32) = 0
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = var(2) = 0 || var(2) = 2
triggerall = Power >= ifelse(var(2)=0,1280,960)
trigger1 = Command = "僽乕儊儔儞儗僀僪_x" || Command = "僽乕儊儔儞儗僀僪_y" || Command = "僽乕儊儔儞儗僀僪_z"
fvar(32) = 0
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = var(2) = 0 || var(2) = 3
triggerall = Power >= ifelse(var(2)=0,1280,800)
trigger1 = Command = "僗僞儞僈儞僿僢僪僶僢僩_x" || Command = "僗僞儞僈儞僿僢僪僶僢僩_y" || Command = "僗僞儞僈儞僿僢僪僶僢僩_z"
fvar(32) = 0
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = var(2) = 0 || var(2) = 1
triggerall = Power >= 1280
trigger1 = Command = "僴僀僷乕儃儉"
fvar(32) = 0
ignorehitpause = 1

[State -1, VarSet]
type = VarSet
trigger1 = fvar(32) = [1,41]
trigger1 = fvar(33) = 0
trigger2 = fvar(33) = 42
trigger3 = stateno = [4000,4205]
trigger3 = time = 1
trigger4 = roundstate = 3
fvar(32) = 0
ignorehitpause = 1

[State -1, VarAdd]
type = VarAdd
trigger1 = Command != "holdback"
fvar(33) = 1
ignorehitpause = 1

[State -1, VarSet]
type = VarSet
trigger1 = fvar(33) >= 42
fvar(33) = 42
ignorehitpause = 1

[State -1, Varset]
type = Varset
trigger1 = fvar(35) = [1,10]
trigger1 = Command = "僗儔僢僔儏僄儖儃乕_a" || Command = "僗儔僢僔儏僄儖儃乕_b" || Command = "僗儔僢僔儏僄儖儃乕_c"
fvar(33) = 0
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = Power >= 500
trigger1 = fvar(35) = [1,10]
trigger1 = Command = "僗儔僢僔儏僄儖儃乕EX"
fvar(33) = 0
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = var(2) = 0 || var(2) = 2
triggerall = Power >= ifelse(var(2)=0,1280,960)
trigger1 = Command = "僽乕儊儔儞儗僀僪_x" || Command = "僽乕儊儔儞儗僀僪_y" || Command = "僽乕儊儔儞儗僀僪_z"
fvar(33) = 0
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = var(2) = 0 || var(2) = 3
triggerall = Power >= ifelse(var(2)=0,1280,800)
trigger1 = Command = "僗僞儞僈儞僿僢僪僶僢僩_x" || Command = "僗僞儞僈儞僿僢僪僶僢僩_y" || Command = "僗僞儞僈儞僿僢僪僶僢僩_z"
fvar(33) = 0
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = var(2) = 0 || var(2) = 1
triggerall = Power >= 1280
trigger1 = Command = "僴僀僷乕儃儉"
fvar(33) = 0
ignorehitpause = 1

[State -1, VarSet]
type = VarSet
trigger1 = fvar(32) = 42
trigger2 = fvar(32) < 42
trigger2 = fvar(33) = 42
trigger3 = stateno = [4000,4205]
trigger3 = time = 1
trigger4 = roundstate = 3
fvar(33) = 0
ignorehitpause = 1

[State -1, VarSet]
type = VarSet
trigger1 = fvar(32) = 0
trigger1 = fvar(34) != [1,10]
trigger1 = fvar(35) != [1,10]
fvar(36) = 0
ignorehitpause = 1

[State -1, VarSet]
type = VarSet
trigger1 = fvar(32) = [1,41]
trigger1 = Command != "holdback"
fvar(36) = 1
ignorehitpause = 1

[State -1, VarSet]
type = VarSet
trigger1 = stateno = 50
fvar(37) = ifelse(var(3)=1,0,ifelse(vel X=0,8,0))
ignorehitpause = 1

[State -1, VarAdd]
type = VarAdd
trigger1 = statetype != A
trigger1 = fvar(37) > 0
fvar(37) = -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
;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
triggerall = numenemy
trigger1 = facing = 1
trigger1 = enemynear,facing = -1
trigger2 = facing = -1
trigger2 = enemynear,facing = 1
var(13) = 0
ignorehitpause = 1

[State -2, Varset]
type = Varset
triggerall = numenemy
trigger1 = facing = 1
trigger1 = enemynear,facing = 1
trigger2 = facing = -1
trigger2 = enemynear,facing = -1
var(13) = 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
;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(12)
fvar(12) = -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(12):= 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(12):= 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(12))) && (var(30) = [1,6+helper(30000),var(1)]) && (helper(30000),var(0)=1)
trigger2 = (ctrl||((stateno = [4000,4115])&&!fvar(12))) && (var(30) = [7+helper(30000),var(1),10+helper(30000),var(1)]) && var(33) && (helper(30000),var(0)=1)
trigger3 = (stateno = [4000,4115]) && fvar(12)
trigger4 = (stateno = [6150,6153]) && (var(30) = [1,ifelse((enemynear,hitdefattr=S,SA,HA),2,3)+helper(30000),var(3)]) && (helper(30000),var(2)=1)
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)=1)
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(12))) && (var(30) = [1,5+helper(30000),var(1)]) && (helper(30000),var(0)=1)
trigger2 = (stateno = [4000,4115]) && fvar(12)
trigger3 = (stateno = [6150,6153]) && (var(30) = [1,ifelse((enemynear,hitdefattr=A,SA,HA),2,3)+helper(30000),var(3)]) && (helper(30000),var(2)=1)
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)=1)
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(12))) && (var(30) = [1,6+helper(30000),var(1)]) && (helper(30000),var(0)=1)
trigger2 = (ctrl||((stateno = [4000,4115])&&!fvar(12))) && (var(30) = [7+helper(30000),var(1),10+helper(30000),var(1)]) && var(33) && (helper(30000),var(0)=1)
trigger3 = (stateno = [4000,4115]) && fvar(12)
trigger4 = (stateno = [6150,6153]) && (var(30) = [1,2+helper(30000),var(3)]) && (helper(30000),var(2)=1)
trigger5 = numhelper(30000) && helper(30000),var(4) = 1
trigger5 = (stateno = [150,153]) && (var(30) = [1,2+helper(30000),var(3)]) && (helper(30000),var(2)=1)
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(12))) && (var(31) = [1,6+helper(30000),var(1)]) && (helper(30000),var(0)=1)
trigger2 = (ctrl||((stateno = [4000,4115])&&!fvar(12))) && (var(31) = [7+helper(30000),var(1),10+helper(30000),var(1)]) && var(34) && (helper(30000),var(0)=1)
trigger3 = (stateno = [4000,4115]) && fvar(12)
trigger4 = (stateno = [6150,6153]) && (var(31) = [1,ifelse((enemynear,hitdefattr=C,SA,HA),2,3)+helper(30000),var(3)]) && (helper(30000),var(2)=1)
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)=1)
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(12))) && (var(31) = [1,6+helper(30000),var(1)]) && (helper(30000),var(0)=1)
trigger2 = (ctrl||((stateno = [4000,4115])&&!fvar(12))) && (var(31) = [7+helper(30000),var(1),10+helper(30000),var(1)]) && var(34) && (helper(30000),var(0)=1)
trigger3 = (stateno = [4000,4115]) && fvar(12)
trigger4 = (stateno = [6150,6153]) && (var(31) = [1,2+helper(30000),var(3)]) && (helper(30000),var(2)=1)
trigger5 = numhelper(30000) && helper(30000),var(4) = 1
trigger5 = (stateno = [150,153]) && (var(31) = [1,2+helper(30000),var(3)]) && (helper(30000),var(2)=1)
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(12))) && (var(30) = [1,6+helper(30000),var(1)]) && (helper(30000),var(0)=1)
trigger2 = (ctrl||(stateno=5040&&var(0)=1)||((stateno = [4200,4205])&&!fvar(12))) && (var(30) = 7+helper(30000),var(1)) && var(33) && (helper(30000),var(0)=1)
trigger3 = (stateno = [4200,4205]) && fvar(12)
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(12))) && (var(30) = [1,6+helper(30000),var(1)]) && (helper(30000),var(0)=1)
trigger2 = (ctrl||(stateno=5040&&var(0)=1)||((stateno = [4200,4205])&&!fvar(12))) && (var(30)= 7+helper(30000),var(1)) && var(33) && (helper(30000),var(0)=1)
trigger3 = (stateno = [4200,4205]) && fvar(12)
slot = 6
attr = SCA, AP
stateno = 4205
time = 1

[State -2, PowerAdd]
type = PowerAdd
trigger1 = stateno = [4000,4205]
trigger1 = !time
trigger1 = power-ceil(fvar(13)) >= 0
value = 40-power+ceil(fvar(13))
ignorehitpause = 1

[State -2, varset]
type = varset
trigger1 = 1
fvar(13) = 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

[State -2, Varset]
type = Varset
trigger1 = stateno != [4000,4205]
fvar(19) = 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 != [800,910]
trigger1 = numenemy
trigger1 = enemy,movetype = H
trigger1 = enemy,stateno = [5000,5099]
trigger2 = stateno = 910 && animelemtime(7) = 0
trigger3 = stateno = 960
trigger4 = stateno = 1050
trigger5 = stateno = 1100
trigger6 = stateno = 1355
trigger7 = stateno = 1550
trigger8 = stateno = 1650
trigger9 = stateno = 3010
trigger10 = stateno = 3050
trigger11 = stateno = 3150
trigger12 = stateno = 3250
var(9) = 1
ignorehitpause = 1

[State -2, varset]
type = varset
trigger1 = roundstate = [0,1]
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
;僟儊乕僕曗惓

[State -2, VarSet]
type = VarSet
trigger1 = fvar(11) = 1
trigger1 = movehit
fvar(11) = 2
ignorehitpause = 1

;僷乕僜僫儖傾僋僔儑儞(懪寕)
[State -2, Varset]
type = Varset
trigger1 = fvar(23) >= 1.375
fvar(23) = 1.375
ignorehitpause = 1

[State -2, Varset]
type = Varset
trigger1 = fvar(23) <= 1.0
trigger2 = moveguarded
trigger3 = fvar(11) = 2
trigger3 = !numtarget
fvar(23) = 1.0
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
triggerall = fvar(23) > 1.0
triggerall = movehit
trigger1 = stateno = [200,650]
trigger2 = numtarget(910)
trigger3 = stateno = [920,950]
trigger4 = stateno = [1200,1230]
trigger5 = stateno = [1400,1430]
trigger6 = numtarget(3100)||numtarget(3101)||numtarget(3102)||numtarget(3103)
fvar(23) = -0.0625
ignorehitpause = 1

;僷乕僜僫儖傾僋僔儑儞(搳偘)
[State -2, Varset]
type = Varset
trigger1 = fvar(24) >= 1.50
fvar(24) = 1.50
ignorehitpause = 1

[State -2, Varset]
type = Varset
trigger1 = fvar(24) <= 1.0
trigger2 = moveguarded
trigger3 = fvar(11) = 2
trigger3 = !numtarget
fvar(24) = 1.0
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
triggerall = fvar(24) > 1.0
triggerall = movehit
trigger1 = stateno = [200,650]
trigger2 = numtarget(910)
trigger3 = stateno = [920,950]
trigger4 = stateno = [1200,1230]
trigger5 = stateno = [1400,1430]
trigger6 = numtarget(3100)||numtarget(3101)||numtarget(3102)||numtarget(3103)
fvar(24) = -0.0625
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = fvar(11)
trigger1 = moveguarded
trigger2 = fvar(11) = 2
trigger2 = !numtarget
fvar(11) = 0
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(15)
trigger4 = stateno != [3000,3250]
fvar(27) = 1
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(31) = 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(31) = 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(31) = 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(31) = 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(31) = 0.56

[State -2, VarSet]
type = VarSet
triggerall = (enemy,teammode = single) || (enemy,teammode = turns)
trigger1 = (100*enemy,life/enemy,const(data.life))>30
fvar(31) = 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(31) = 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(31) = 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(31) = 0.67

[State -2, VarSet]
type = VarSet
triggerall = (enemy,teammode = single) || (enemy,teammode = turns)
trigger1 = (100*enemy,life/enemy,const(data.life))<=5
fvar(31) = 0.56

;僗儔僢僔儏僠儑僢僾楢懕媄曗惓
[State -2, Attack_Down]
type = VarSet
triggerall = movehit
trigger1 = numtarget(1200)
trigger2 = numtarget(1210)
trigger3 = numtarget(1220)
fvar(26) = 0.81
ignorehitpause = 1

[State -2, Attack_Down]
type = VarSet
trigger1 = !numtarget
fvar(26) = 1

;僠僃乕儞僐儞儃
[State -2, Attack_Up]
type = VarSet
trigger1 = movetype != A
trigger2 = !numtarget
fvar(21) = 1.0

;僐儞儃僟儊乕僕曗惓
[State -2, Attack_Down]
type = VarSet
triggerall = fvar(15) > 0
trigger1 = !numtarget
fvar(15) = 0

[State -2, VarAdd]
type = VarAdd
triggerall = MoveHit
trigger1 = stateno = 220
trigger2 = stateno = 250
trigger3 = stateno = [450,451]
trigger4 = stateno = 620
trigger5 = stateno = 650
trigger6 = stateno = [930,940]
trigger7 = stateno = [1200,1230]
trigger8 = stateno = [1400,1430]
trigger9 = numtarget(3100) || numtarget(3101) || numtarget(3102) || numtarget(3103)
fvar(15) = 1.0
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
triggerall = MoveHit
trigger1 = stateno = [200,205]
trigger2 = stateno = 230
trigger3 = stateno = 400
trigger4 = stateno = 420
trigger5 = stateno = 430
trigger6 = stateno = 600
trigger7 = stateno = 630
fvar(15) = 0.55
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
triggerall = MoveHit
trigger1 = stateno = 210
trigger2 = stateno = 240
trigger3 = stateno = 410
trigger4 = stateno = [440,441]
trigger5 = stateno = 610
trigger6 = stateno = 640
trigger7 = stateno = 920
trigger8 = stateno = 950
fvar(15) = 0.8
ignorehitpause = 1

[State -2, Attack_Down]
type = VarSet
trigger1 = !fvar(15)
fvar(25) = 1.0

[State -2, Attack_Down]
type = VarSet
trigger1 = 1
fvar(0) = ifelse((1.0-(fvar(15)*0.095))<0.15,0.15,(1.0-(fvar(15)*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
;僗僞儞敾掕
[State -2, varset]
type = varset
trigger1 = roundstate != 2
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(9) = 0

[State -2, varset]
type = varadd
trigger1 = numhelper(30000)
trigger1 = helper(30000),var(14) = 1
trigger1 = roundstate = 2
trigger1 = stateno != [120,155]
trigger1 = movetype = H
trigger1 = numenemy
trigger1 = var(53)-life > 0
fvar(9) = ifelse(fvar(9)=0,1,fvar(9)*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)
trigger1 = helper(30000),var(14) = 0
fvar(2) = 0

[State -2, varadd]
type = varadd
trigger1 = numhelper(30000)
trigger1 = helper(30000),var(14) = 1
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(9)))
ignorehitpause = 1

[State -2, varset]
type = varset
trigger1 = fvar(2) >= 72.0
trigger1 = anim = 5300
var(46) = 1

[State -2, varset]
type = varset
trigger1 = fvar(2) < 72.0
var(46) = 0
ignorehitpause = 1

[State -2, varset]
type = varset
trigger1 = fvar(2) >= 72.0
trigger2 = anim = 5300
fvar(2) = 72.0
ignorehitpause = 1

[State -2, varadd]
type = varadd
trigger1 = fvar(2) > 0.0
trigger1 = fvar(2) < 72.0
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
[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(29) = 1

[State -2, VarSet]
type = VarSet
triggerall = numpartner
triggerall = partner,authorname = "Homura"
trigger1 = partner,name = "Remy"
fvar(29) = 1

;僷儚乕僎乕僕
[State -3]
type = helper
triggerall = numhelper(50000) = 0
trigger1 = numpartner = 0
trigger2 = numpartner && !fvar(29)
trigger3 = fvar(29) && 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 = helper(30000),var(14) = 1
triggerall = helper(30000),var(15) = 1
triggerall = numhelper(25000) = 0
trigger1 = numpartner = 0
trigger2 = numpartner && !fvar(29)
trigger3 = fvar(29) && 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

[State -2, afterimage]
type = afterimage
triggerall = time = 1
trigger1 = stateno = [1000,1020]
trigger2 = stateno = [1200,1220]
trigger3 = stateno = [1300,1320]
trigger4 = stateno = [1400,1420]
trigger5 = stateno = [1500,1520]
trigger6 = stateno = [1600,1620]
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
;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

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮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 = numtarget(420)
trigger2 = stateno = 950
var(41) = 1
ignorehitpause = 1

[State -2, Juggle Check]
type = VarAdd
triggerall = MoveHit
trigger1 = stateno = [200,410]
trigger2 = stateno = [430,441]
trigger3 = stateno = 920
var(41) = 6
ignorehitpause = 1

[State -2, Juggle Check]
type = VarAdd
triggerall = MoveHit
trigger1 = stateno = 930
var(41) = 6
ignorehitpause = 1

[State -2, Juggle Check]
type = VarAdd
triggerall = MoveHit
trigger1 = stateno = [600,650]
trigger2 = stateno = 940
var(41) = 3
ignorehitpause = 1

[State -2, Juggle Check]
type = VarAdd
triggerall = MoveHit
trigger1 = numtarget(421)
var(41) = 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
;僕儍僌儖僠僃僢僋(昁嶦媄)
[State -2, Juggle Check]
type = VarAdd
triggerall = MoveHit
trigger1 = numtarget(1230)
trigger2 = stateno = [1400,1420]
trigger3 = numtarget(1430)
var(41) = 3
ignorehitpause = 1

[State -2, Juggle Check]
type = VarAdd
triggerall = MoveHit
trigger1 = numtarget(1231)
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
;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 = [450,451]
trigger2 = stateno = [1200,1220]
trigger3 = numtarget(1431)
fvar(5) = 1
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = numenemy
trigger1 = enemy,statetype != A
trigger2 = enemy,movetype = A
trigger3 = enemy,life = 0
fvar(30) = 0
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movehit
triggerall = numtarget
trigger1 = stateno = 420
trigger2 = stateno = 940
trigger3 = stateno = [1200,1230]
trigger4 = stateno = [1400,1430]
trigger5 = stateno = 3100
fvar(30) = 0
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = numpartner = 0
triggerall = movehit
triggerall = numtarget
trigger1 = stateno = [200,410]
trigger2 = stateno = [430,451]
trigger3 = stateno = [600,655]
trigger4 = stateno = [920,930]
trigger5 = stateno = 950
fvar(30) = 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(17)
trigger1 = !var(25)
fvar(4) = -1

[State -2, VarSet]
type = VarSet
triggerall = MoveHit 
trigger1 = stateno = [450,451]
trigger2 = stateno = [1200,1220]
trigger3 = numtarget(1431)
fvar(4) = 1
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = MoveHit 
trigger1 = stateno = [200,205]
trigger2 = stateno = 400
trigger3 = stateno = 430
trigger4 = stateno = 600
trigger5 = stateno = 630
fvar(4) = 3
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = MoveHit 
trigger1 = stateno = 210
trigger2 = stateno = [240,245]
trigger3 = stateno = 410
trigger4 = stateno = [440,441]
trigger5 = stateno = 610
trigger6 = stateno = 640
trigger7 = stateno = 920
trigger8 = stateno = 950
fvar(4) = 5
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = MoveHit 
trigger1 = stateno = 220
trigger2 = stateno = 250
trigger3 = stateno = 420
trigger4 = stateno = 620
trigger5 = stateno = 650
trigger6 = stateno = [930,940]
trigger7 = stateno = 1230
trigger8 = stateno = [1400,1420]
trigger9 = numtarget(1430)
fvar(4) = 7
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = 1
fvar(10) = helper(30000),var(12)

[State -2, varset]
type = varset
trigger1 = stateno != [3000,3200]
var(25) = 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
;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(10)=1)*4+(fvar(10)=2)*6+(fvar(10)=3)*9+(fvar(10)=4)*999999999
trigger2 = var(41) >= (fvar(10)=1)*4+(fvar(10)=2)*6+(fvar(10)=3)*9+(fvar(10)=4)*999999999
trigger2 = fvar(4)
var(24) = 0
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = enemy,life > 0
triggerall = numtarget
triggerall = numenemy
triggerall = enemy,statetype = A
triggerall = enemy,movetype = H
trigger1 = fvar(5) = 1
trigger2 = !fvar(4)
trigger2 = var(41) >= (fvar(10)=1)*4+(fvar(10)=2)*6+(fvar(10)=3)*9+(fvar(10)=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
var(6) = 0
ignorehitpause = 1

[State -2, Air Recovery]
type = VarSet
triggerall = MoveHit
trigger1 = stateno = 220
trigger2 = stateno = 250
trigger3 = stateno = 420
trigger4 = stateno = [450,451]
trigger5 = stateno = 940
trigger6 = stateno = [1200,1240]
trigger7 = stateno = [1400,1440]
trigger8 = stateno = 3100
var(6) = 1
ignorehitpause = 1

[State -2, Air Recovery]
type = TargetState
triggerall = var(6) = 1
triggerall = MoveHit
trigger1 = stateno = [200,210]
trigger2 = stateno = [230,240]
trigger3 = stateno = [400,410]
trigger4 = stateno = [430,441]
trigger5 = stateno = [600,650]
trigger6 = stateno = [920,930]
trigger7 = stateno = 950
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) = [200,650]
trigger2 = var(49) = [920,950]
trigger3 = var(49) = [1200,1230]
trigger4 = var(49) = [1400,1430]
trigger5 = var(49) = 3100
var(11) = 1
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = MoveHit 
trigger1 = stateno = 910
trigger1 = time > 0
var(11) = 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
;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)

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮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 = [200,650]
trigger1 = stateno != 420
trigger2 = stateno = [920,950]
trigger3 = stateno = [1200,1220]
trigger4 = stateno = 1350
trigger5 = stateno = [1400,1420]
var(47) = stateno
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 420
var(47) = ifelse(animelemtime(6)<=0,420,421)
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 1230
var(47) = ifelse(animelemtime(8)<=0,1230,1231)
ignorehitpause = 1


[State -2, VarSet]
type = VarSet
triggerall = movecontact
triggerall = stateno = 1430
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(7) <= 0
var(47) = 1430
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
triggerall = stateno = 1430
trigger1 = animelemtime(11) >= 0
trigger1 = animelemtime(12) <= 0
var(47) = 1431
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
triggerall = stateno = 3100
trigger1 = animelemtime(7) >= 0
trigger1 = animelemtime(9) <= 0
var(47) = 3100
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
triggerall = stateno = 3100
trigger1 = animelemtime(13) >= 0
trigger1 = animelemtime(15) <= 0
var(47) = 3101
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
triggerall = stateno = 3100
trigger1 = animelemtime(22) >= 0
trigger1 = animelemtime(24) <= 0
var(47) = 3102
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
triggerall = stateno = 3100
trigger1 = animelemtime(28) >= 0
trigger1 = animelemtime(30) <= 0
var(47) = 3103
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = [200,650]
trigger2 = stateno = [920,950]
trigger3 = stateno = [1200,1230]
trigger4 = stateno = 1350
trigger5 = stateno = [1400,1430]
trigger6 = stateno = 3100
var(14) = 5
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
trigger1 = var(47)
trigger1 = !var(17)
trigger1 = var(14) > 0
var(14) = -1

[State -2, VarSet]
type = VarSet
trigger1 = ctrl
trigger2 = !var(17)
trigger2 = !var(14)
var(47) = 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
;僿僢僪僶僢僩俫俬俿
[State -2, TargetState]
type = TargetState
triggerall = movehit
trigger1 = numtarget(910)
value = 915
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
;僄傾僗僞儞僺乕僩俫俬俿
[State -2, TargetState]
type = TargetState
triggerall = movehit
trigger1 = numtarget(1350)
trigger1 = target(1350),statetype = A
value = 1370
ignorehitpause = 1

[State -2, TargetState]
type = TargetState
triggerall = movehit
trigger1 = numtarget(1350)
trigger1 = target(1350),statetype != A
value = 1360
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
;僄傾僯乕僗儅僢僔儏俫俬俿
[State -2, TargetState]
type = TargetState
triggerall = movehit
trigger1 = numtarget(1600)
trigger2 = numtarget(1610)
trigger3 = numtarget(1620)
trigger4 = numtarget(1630)
value = 1660
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
;僗儔僢僔儏僠儑僢僾俫俬俿
[State -2, TargetState]
type = TargetState
triggerall = movehit
trigger1 = numtarget(1200)
trigger1 = target(1200),stateno = [5000,5010]
trigger2 = numtarget(1210)
trigger2 = target(1210),stateno = [5000,5010]
trigger3 = numtarget(1220)
trigger3 = target(1220),stateno = [5000,5010]
trigger4 = numtarget(3101)
trigger4 = target(3101),stateno = [5000,5010]
trigger5 = numtarget(3103)
trigger5 = target(3103),stateno = [5000,5010]
value = 5620
ignorehitpause = 1

[State -2, TargetState]
type = TargetState
triggerall = movehit
trigger1 = numtarget(930)
trigger1 = target(930),stateno = 5000
trigger1 = target(930),authorname = "GM"
trigger1 = target(930),name="Alex"||target(930),name="Hugo"||target(930),name="Ryu"||target(930),name="Ken"||target(930),name="Gouki"||target(930),name="Ibuki"
value = 5600
ignorehitpause = 1

[State -2, varset]
type = varset
triggerall = numtarget
triggerall = target,movetype = H
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)
var(18) = 6
ignorehitpause = 1

[State -2, varadd]
type = varadd
trigger1 = var(18) > 0
var(18) = -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
;儅僔儞僈儞僿僢僪僶僢僩(憡庤婥愨)
[State -2, VarSet]
type = VarSet
triggerall = numenemy
trigger1 = enemy,stateno != 7500
trigger2 = enemy,movetype = H
var(15) = 0
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = numenemy
trigger1 = enemy,prevstateno = 3260
trigger1 = enemy,movetype = I
trigger1 = enemy,stateno = 7500
var(15) = 1
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = var(16) = 1
trigger1 = movehit
trigger1 = stateno = [200,3100]
var(16) = 0
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = var(16) = 1
triggerall = numenemy
trigger1 = enemy,ctrl = 1
trigger2 = enemy,movetype = A
var(16) = 0
ignorehitpause = 1

[state -2, helper]
type = helper
trigger1 = numhelper(8600) = 0
trigger1 = numenemy
trigger1 = enemy,prevstateno = 3260
trigger1 = enemy,movetype = I
trigger1 = enemy,stateno = 7500
trigger1 = enemy,anim = 5300
ID = 8600
pos = 0,0
postype = left
stateno = 8600
helpertype = normal
name = "Stun2"
sprpriority = -5
ownpal = 1
keyctrl = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State -2, VarSet]
type = VarSet
trigger1 = fvar(18) < 0
fvar(18) = 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
trigger1 = MoveGuarded 
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]
type = null;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, 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 = movecontact
trigger1 = stateno = 200
fvar(1) = 7.5*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 205
fvar(1) = 8.5*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
triggerall = numtarget
triggerall = target,statetype != A
trigger1 = stateno = 600 || stateno = 630
trigger2 = stateno = 610 || stateno = 640
trigger3 = stateno = 620 || stateno = 650
fvar(1) = 6*const(size.xscale)
ignorehitpause = 1

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

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

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

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 950
fvar(1) = 10.5*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 420
fvar(1) = 15.0*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 230
fvar(1) = 9.0*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 400
fvar(1) = 10.0*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 430
fvar(1) = 10.0*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = [440,441]
fvar(1) = 10.0*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 240
fvar(1) = 20.0*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 245
fvar(1) = 10.0*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 210
fvar(1) = 10.5*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 410
fvar(1) = 14.0*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = [450,451]
fvar(1) = 17.0*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 930
fvar(1) = 16.0*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 220
fvar(1) = 16.0*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = moveguarded
trigger1 = stateno = 900
fvar(1) = 11.0*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 920
fvar(1) = 12*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 250
fvar(1) = 26*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 940
fvar(1) = 25*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movehit
trigger1 = stateno = 1200
fvar(1) = 8.0*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movehit
trigger1 = stateno = 1210
fvar(1) = 9.0*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movehit
trigger1 = stateno = 1220
fvar(1) = 10.0*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = moveguarded
trigger1 = stateno = [1200,1220]
fvar(1) = 20*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movehit
trigger1 = numtarget(1230)
fvar(1) = 8.0*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = moveguarded
trigger1 = numtarget(1230)
fvar(1) = 20.0*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = numtarget(1231)
fvar(1) = 20.0*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movehit
trigger1 = numtarget(1350)
fvar(1) = 6.0*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = moveguarded
trigger1 = numtarget(1350)
fvar(1) = 18.0*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = [1400,1420]
fvar(1) = 18*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = numtarget(1430)
fvar(1) = 16.0*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movehit
trigger1 = numtarget(1431)
fvar(1) = 16.0*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = moveguarded
trigger1 = numtarget(1431)
fvar(1) = 20.0*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = moveguarded
trigger1 = numtarget(1630)
fvar(1) = 5.0*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movehit
trigger1 = numtarget(3100)
trigger2 = numtarget(3101)
trigger3 = numtarget(3102)
trigger4 = numtarget(3103)
fvar(1) = 7.0*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = moveguarded
trigger1 = numtarget(3100)
trigger2 = numtarget(3101)
trigger3 = numtarget(3102)
trigger4 = numtarget(3103)
fvar(1) = 25*const(size.xscale)
ignorehitpause = 1

;僐乕僫乕僾僢僔儏張棟
[State -2, CornerPush]
type = VarSet
trigger1 = !NumTarget
trigger2 = movetype = H
fvar(1) = 0

[State -2, CornerPush]
type = VarSet
trigger1 = !var(17) && fvar(1) < 1.0
fvar(1) = 0

[State -2, CornerPush]
type = PosAdd
trigger1 = !var(17) && fvar(1) && !fvar(6)
trigger1 = numtarget
trigger1 = target,BackEdgeBodyDist <= 0 || target,FrontEdgeBodyDist <= 0
x = -fvar(1)

[State -2, CornerPush]
type = VarSet
trigger1 = !var(17) && fvar(1) && !fvar(6)
fvar(1) = fvar(1)*.8

[State -2, CornerPush]
type = VarSet
triggerall = numenemy
trigger1 = (enemy,stateno != [5000,5050]) && (enemy,stateno != [7000,7999]) && enemy,stateno != 5700
trigger2 = enemynear,statetype != A
fvar(14) = 0

[State -2, CornerPush]
type = VarSet
triggerall = movehit
triggerall = numtarget
trigger1 = stateno = [200,655]
trigger2 = stateno = [920,950]
trigger3 = stateno = [1200,1230]
trigger4 = stateno = [1400,1430]
trigger5 = stateno = 3100
fvar(14) = 1
ignorehitpause = 1

[State -2, VelSet]
type = posadd
triggerall = fvar(14)
triggerall = statetype = A
triggerall = vel X > 0
triggerall = FrontEdgeBodyDist < ceil(90*const(size.xscale))
trigger1 = numenemy
trigger1 = (enemynear,stateno = [5020,5050])||(enemynear,stateno = [7000,7020])||enemynear,stateno = 5700
trigger1 = enemynear,BackEdgeBodyDist <= 0
x = (enemy,vel X)*.8

[State -2, VelSet]
type = posadd
triggerall = fvar(14)
triggerall = stateno = 20 || stateno = 100 || stateno = [941,942]
triggerall = vel X > 0
triggerall = FrontEdgeBodyDist < ceil(90*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 = [600,650]) || (stateno = [940,950])
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
triggerall = Time = 1
trigger1 = stateno = [52,55] 
trigger2 = stateno = 951
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(22)
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;20000
ID = 20000
pos = 10,helper(30000),var(23)
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(22)
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;20001
ID = 20000
pos = -10,helper(30000),var(23)
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(22)
triggerall = NumExplod(20030) = 0
triggerall = Var(1) = 1
triggerall = time = 1
triggerall = Stateno = [1000,3300]
;triggerall = movetype = A
trigger1 = Prevstateno = 5120
trigger2 = PrevStateNo = [5300,5301]
trigger3 = PrevStateNo = [5400,5410]
trigger4 = (PrevStateNo = [150,155]) || (PrevStateNo = [6150,6155])
trigger5 = (Prevstateno = 5001) || (Prevstateno = 5011)
trigger6 = Prevstateno = 5610
anim = 20030
ID = 20030
pos = 10,helper(30000),var(23)
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(22)
triggerall = NumExplod(20030) = 0
triggerall = Var(1) = 2
triggerall = time = 1
triggerall = Stateno = [1000,3300]
;triggerall = movetype = A
trigger1 = Prevstateno = 5120
trigger2 = PrevStateNo = [5300,5301]
trigger3 = PrevStateNo = [5400,5410]
trigger4 = (PrevStateNo = [150,155]) || (PrevStateNo = [6150,6155])
trigger5 = (Prevstateno = 5001) || (Prevstateno = 5011)
trigger6 = Prevstateno = 5610
anim = 20031
ID = 20030
pos = -10,helper(30000),var(23)
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(22)
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]
trigger2 = stateno = 910 && animelemtime(7) = 0
trigger3 = stateno = 960
trigger4 = stateno = 1050
trigger5 = stateno = 1100
trigger6 = stateno = 1355
trigger7 = stateno = 1550
trigger8 = stateno = 1650
trigger9 = stateno = 3010
trigger10 = stateno = 3050
trigger11 = stateno = 3150
trigger12 = stateno = 3250
anim = 20040
ID = 20040
pos = 10,helper(30000),var(23); + 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(22)
triggerall = NumExplod(20040) = 0
triggerall = var(1) = 2
triggerall = var(9) = 0
trigger1 = stateno != [800,910]
trigger1 = numenemy
trigger1 = enemy,movetype = H
trigger1 = enemy,stateno = [5000,5099]
trigger2 = stateno = 910 && animelemtime(7) = 0
trigger3 = stateno = 960
trigger4 = stateno = 1050
trigger5 = stateno = 1100
trigger6 = stateno = 1355
trigger7 = stateno = 1550
trigger8 = stateno = 1650
trigger9 = stateno = 3010
trigger10 = stateno = 3050
trigger11 = stateno = 3150
trigger12 = stateno = 3250
anim = 20041
ID = 20040
pos = -10,helper(30000),var(23); + 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(22)
triggerall = NumExplod(20050) = 0
triggerall = Var(1) = 1
triggerall = stateno = 180
trigger1 = var(59) = -1
anim = 20050
ID = 20050
pos = 10,helper(30000),var(23)
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(22)
triggerall = NumExplod(20050) = 0
triggerall = Var(1) = 2
triggerall = stateno = 180
trigger1 = var(59) = -1
anim = 20051
ID = 20050
pos = -10,helper(30000),var(23)
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(48) = 0

[State -2, VarSet]
type = VarSet
trigger1 = var(48) = 0
trigger1 = roundstate = 3
var(48) = 1
ignorehitpause = 1

[State -2, VarAdd]
type = VarSet
trigger1 = var(48) = 1
var(48) = -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 = [0,1]
var(59) = 0

[state -3, VarSet]
type = VarSet
triggerall = var(59) = 0
triggerall = winko
trigger1 = stateno = [3000,3250]
trigger2 = var(10) = 3
trigger2 = stateno = 1051
var(59) = 1
ignorehitpause = 1

[state -3, helper]
type = helper
triggerall = NumHelper(10000) = 0
triggerall = NumHelper(11000) = 0
triggerall = var(48)
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
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
;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(22)
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(23) + ifelse(var(59)=-1,16,0)
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(22)
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(23) + ifelse(var(59)=-1,16,0)
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 = [200,950]
trigger2 = stateno = [961,962]
trigger3 = var(10) != 3 && stateno = 1051
trigger4 = stateno = [1100,1651]
var(59) = 2
ignorehitpause = 1

[state -2, helper]
type = helper
triggerall = NumHelper(10000) = 0
triggerall = NumHelper(11000) = 0
triggerall = var(59) = 2
triggerall = var(48)
triggerall = numtarget
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
scale = const(size.xscale),const(size.yscale)
