;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(14): %d,var(24): %d,juggle: %d,HitShakeTime: %d,Combo: %d"
Params = ceil(fvar(14)),var(24),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 = 615 || stateno = 640 || stateno = 645
var(13) = 8
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 900
var(13) = ifelse(animelemtime(6)<=0,8,14)
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 900
trigger1 = animelemtime(6) > 0
fvar(31) = 1
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = stateno != 900
fvar(31) = 0

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 910
var(13) = 8
ignorehitpause = 1

;戝峌寕
[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 220 || stateno = 221 || stateno = 250 || stateno = 255
trigger2 = stateno = 420
var(13) = 11
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 225
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

[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 = 255
var(48) = ifelse(animelemtime(7)<0,14,11)
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 1100
trigger1 = animelemtime(4) <= 0
trigger2 = stateno = 1110
trigger2 = animelemtime(4) <= 0
trigger3 = stateno = 1120
trigger3 = animelemtime(6) <= 0
var(48) = 10
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 1110
trigger1 = animelemtime(4) <= 0
var(48) = 10
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = [1210,1220]
trigger1 = animelemtime(5) <= 0
var(48) = 5
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 3200
trigger1 = animelemtime(6) <= 0
trigger2 = stateno = 3210
trigger2 = animelemtime(5) <= 0
var(48) = ifelse(moveguarded,7,8)
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 3200
trigger1 = animelemtime(6) > 0
trigger1 = animelemtime(8) <= 0
trigger2 = stateno = 3210
trigger2 = animelemtime(5) > 0
trigger2 = animelemtime(7) <= 0
var(48) = 7
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 3220
trigger1 = animelemtime(7) <= 0
var(48) = 18
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 3300
trigger1 = animelemtime(11) <= 0
var(48) = 5
ignorehitpause = 1

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

[State -2, PowerAdd]
type = PowerAdd
triggerall = movehit
triggerall = !numtarget
trigger1 = stateno = 200
trigger2 = stateno = 205
trigger3 = stateno = 221
trigger4 = stateno = 230
trigger5 = stateno = 400
trigger6 = stateno = 430
trigger7 = stateno = 600
trigger8 = stateno = 605
trigger9 = stateno = 630
trigger10 = stateno = 635
trigger11 = stateno = 900
trigger11 = animelemtime(6) > 0
trigger12 = stateno = 920
value = 20
ignorehitpause = 1

[State -2, PowerAdd]
type = PowerAdd
triggerall = movehit
trigger1 = numtarget(210) || numtarget(215) || numtarget(240) || numtarget(245) || numtarget(255) || numtarget(256)
trigger2 = numtarget(410) || numtarget(440)
trigger3 = numtarget(610) || numtarget(615) || numtarget(640) || numtarget(645) || numtarget(910)
value = 40
ignorehitpause = 1

[State -2, PowerAdd]
type = PowerAdd
triggerall = movehit
trigger1 = numtarget(900)
value = 30
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)
value = 110
ignorehitpause = 1

[State -2, PowerAdd]
type = PowerAdd
triggerall = movehit
trigger1 = numtarget(1110)
value = 60
ignorehitpause = 1

[State -2, PowerAdd]
type = PowerAdd
triggerall = movehit
trigger1 = numtarget(1111)
trigger2 = numtarget(1120)
trigger3 = numtarget(1300)
trigger4 = numtarget(1310)
trigger5 = numtarget(1320)
value = 30
ignorehitpause = 1

[State -2, PowerAdd]
type = PowerAdd
triggerall = movehit
trigger1 = numtarget(1121)
trigger2 = numtarget(1122)
value = 20
ignorehitpause = 1

[State -2, PowerAdd]
type = PowerAdd
triggerall = movehit
trigger1 = numtarget(1200) || numtarget(1201)
trigger2 = numtarget(1210)
trigger3 = numtarget(1220)
value = 90
ignorehitpause = 1

[State -2, PowerAdd]
type = PowerAdd
triggerall = movehit
triggerall = !numtarget
trigger1 = stateno = 1210 && animelemtime(5) > 0
trigger2 = stateno = 1220 && animelemtime(5) > 0
value = 20
ignorehitpause = 1

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

[State -2, PowerAdd]
type = PowerAdd
triggerall = movehit
trigger1 = numtarget(1510)
trigger2 = numtarget(1520)
trigger3 = numtarget(1530)
value = 100
ignorehitpause = 1

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

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

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;Hit妋擣
[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = [200,240]
trigger2 = stateno = [245,655]
trigger3 = stateno = [910,930]
trigger4 = stateno = [1200,1240]
trigger5 = stateno = [1510,1530]
var(35) = stateno
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 255
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(6) <= 0)
var(35) = 255
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 255
trigger1 = (AnimElemtime(8) >= 0) && (AnimElemtime(12) <= 0)
var(35) = 256
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 900
var(35) = ifelse(AnimElemtime(6)<=0,900,901)
ignorehitpause = 1

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

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 1110
trigger1 = (AnimElemtime(2) >= 0) && (AnimElemtime(4) <= 0)
var(35) = 1110
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 1110
trigger1 = (AnimElemtime(4) > 0) && (AnimElemtime(6) <= 0)
var(35) = 1111
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 1120
trigger1 = (AnimElemtime(2) >= 0) && (AnimElemtime(4) <= 0)
var(35) = 1120
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 1120
trigger1 = (AnimElemtime(4) > 0) && (AnimElemtime(6) <= 0)
var(35) = 1121
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 1120
trigger1 = (AnimElemtime(6) > 0) && (AnimElemtime(9) <= 0)
var(35) = 1122
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 3200
trigger1 = (AnimElemtime(4) >= 0) && (AnimElemtime(6) <= 0)
var(35) = 3200
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 3200
trigger1 = (AnimElemtime(6) > 0) && (AnimElemtime(9) <= 0)
var(35) = 3201
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 3210
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(5) <= 0)
var(35) = 3210
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 3210
trigger1 = (AnimElemtime(5) > 0) && (AnimElemtime(8) <= 0)
var(35) = 3211
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 3220
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(5) <= 0)
var(35) = 3220
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 3220
trigger1 = (AnimElemtime(5) > 0) && (AnimElemtime(7) <= 0)
var(35) = 3221
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 3220
trigger1 = (AnimElemtime(7) > 0) && (AnimElemtime(9) <= 0)
var(35) = 3222
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 3300
trigger1 = (AnimElemtime(9) > 0) && (AnimElemtime(11) <= 0)
var(35) = 3300
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 3300
trigger1 = (AnimElemtime(53) >= 0) && (AnimElemtime(55) <= 0)
var(35) = 3303
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 3400
trigger1 = (AnimElemtime(43) >= 0) && (AnimElemtime(45) <= 0)
var(35) = 3407
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"
value = 5600
ignorehitpause = 1

[State -2, varset]
type = varset
triggerall = numtarget
triggerall = target,gethitvar(hittime) = 0
trigger1 = (target,stateno = 5001) || (target,stateno =5011)
trigger2 = (target,stateno = 5610) || (target,stateno =5630)
trigger3 = (target,stateno = 151) || (target,stateno =153) || (target,stateno =155)
trigger4 = (target,stateno = 6151) || (target,stateno = 6153) || (target,stateno = 6155)
fvar(21) = 6
ignorehitpause = 1

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

[State -2, VarSet]
type = VarSet
trigger1 = stateno != [1000,1020]
trigger1 = stateno != [1600,1620]
trigger1 = stateno != [1700,1720]
trigger1 = stateno != [3000,3100]
trigger1 = time = 1
var(16) = 0

[State -2, VarAdd]
type = VarAdd
triggerall = movecontact
trigger1 = stateno = 430
fvar(38) = 1
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = stateno != 430
trigger2 = movetype != A
fvar(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
;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
;恀崑婼儌乕僪
[State -2, VarSet]
type = VarSet
trigger1 = numhelper(30000)
trigger1 = helper(30000),var(13)=1
trigger1 = palno = [7,12]
var(22) = 1

;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

[State -2, Varset]
type = Varset
trigger1 = stateno != [1000,1020]
fvar(19) = 0

[State -2, Varset]
type = Varset
trigger1 = stateno != [4000,4205]
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
;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

[State -3, StopSnd]
type = StopSnd
trigger1 = !numhelper(3520)
trigger1 = !numhelper(3530)
trigger2 = numhelper(3530)
trigger2 = helper(3530),animelemtime(23) = 0
channel = 4
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+fvar(12)]
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+fvar(12)]
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)

[State -2, 儔僀僼妋擣]
type = VarSet
triggerall = RoundState = [0,1]
trigger1 = RoundNo = 1  
var(6) = enemy,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(6) = enemy,const(data.life)

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

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

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

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

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

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

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

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

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

[State -2, varset]
type = varset
trigger1 = fvar(2) >= 56.0
trigger1 = anim = 5300
var(46) = 1
ignorehitpause = 1

[State -2, varset]
type = varset
trigger1 = fvar(2) < 56.0
var(46) = 0
ignorehitpause = 1

[State -2, varset]
type = varset
trigger1 = fvar(2) >= 56.0
trigger2 = anim = 5300
fvar(2) = 56.0
ignorehitpause = 1

[State -2, varadd]
type = varadd
trigger1 = fvar(2) > 0.0
trigger1 = fvar(2) < 56.0
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, DefenceMulSet]
type = DefenceMulSet
trigger1 = var(22) = 1
trigger1 = var(50) = 0
value = 1.40*ifelse(statetype=L,0.5,1.0)
ignorehitpause = 1

[State -2, LifeAdd]
type = LifeAdd
trigger1 = roundstate = 2
trigger1 = var(22) = 1
trigger1 = var(50) = 0
trigger1 = var(40) = 0
trigger1 = movetype = H
trigger1 = (stateno != [150,155]) && (stateno != [6150,6155])
trigger1 = var(53)-life > 0
value = -ceil((var(53)-life)*0.4)
ignorehitpause = 1

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

[State -2, Varset]
type = Varset
trigger1 = movetype != H
var(40) = 0
ignorehitpause = 1

[State -2, Varset]
type = Varset
trigger1 = movetype = H
trigger1 = gethitvar(damage) = 0
var(40) = 1
ignorehitpause = 1

[State -2, Varset]
type = Varset
trigger1 = gethitvar(hitcount) > 0
trigger1 = movetype = H
trigger1 = var(53)-life > 0
var(40) = 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
;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) && 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 = fvar(15) = 1
trigger1 = numtarget
trigger1 = target,stateno = 5100
trigger1 = (target,prevstateno = [821,823]) || target,prevstateno = 1570
value = ceil(-110*1.5*fvar(26)*(const(data.attack)*0.01)*ifelse(var(22),1.25,1))

[State -2, VarAdd]
type = VarAdd
trigger1 = fvar(15) = 1
trigger1 = numtarget
trigger1 = target,stateno = 5100
trigger1 = (target,prevstateno = [821,823]) || target,prevstateno = 1570
fvar(10) = 1

[State -2, PowerAdd]
type = PowerAdd
trigger1 = fvar(15) = 1
trigger1 = numtarget
trigger1 = target,stateno = 5100
trigger1 = (target,prevstateno = [821,823]) || target,prevstateno = 1570
value = 80

[State -2, Poweradd]
type = TargetPoweradd
trigger1 = fvar(15) = 1
trigger1 = numtarget
trigger1 = target,stateno = 5100
trigger1 = (target,prevstateno = [821,823]) || target,prevstateno = 1570
value = 20

[State -2, HitAdd]
type = HitAdd
trigger1 = fvar(15) = 1
trigger1 = numtarget
trigger1 = target,stateno = 5100
trigger1 = (target,prevstateno = [821,823]) || target,prevstateno = 1570
value = 1

[state -3, VarSet]
type = null;VarSet
triggerall = var(59) = 0
triggerall = winko
trigger1 = numtarget
trigger1 = target,stateno = 5100
trigger1 = target,time = 1
trigger1 = (target,prevstateno = [821,823]) || target,prevstateno = 1570
var(59) = 2
ignorehitpause = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;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]) || target,prevstateno = 1570
time = 12
freq = 120
ampl = -6

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;抧柺徴撍僒僂儞僪
[State -2, PlaySnd]
type = PlaySnd
trigger1 = fvar(15) = 1
trigger1 = numtarget
trigger1 = target,stateno = 5100
trigger1 = (target,prevstateno = [821,823]) || target,prevstateno = 1570
value = S2,8

[State -2, varset]
type = VarSet
trigger1 = numtarget
trigger1 = target,stateno = 5100
trigger1 = (target,prevstateno = [821,823]) || target,prevstateno = 1570
fvar(15) = 0

[state -2, helper]
type = helper
triggerall = NumHelper(11000) = 0
triggerall = winko
triggerall = numtarget
triggerall = target,stateno = 5100
triggerall = (target,prevstateno = [821,823]) || target,prevstateno = 1570
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)

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

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僟儊乕僕曗惓
[State -2, Attack_Up]
type = VarSet
trigger1 = moveguarded
trigger2 = numhelper(6000)
trigger2 = helper(6000),moveguarded
trigger3 = numhelper(6100)
trigger3 = helper(6100),moveguarded
trigger4 = numhelper(6110)
trigger4 = helper(6110),moveguarded
trigger5 = numhelper(6120)
trigger5 = helper(6120),moveguarded
trigger6 = numhelper(6200)
trigger6 = helper(6200),moveguarded
trigger7 = numhelper(6210)
trigger7 = helper(6210),moveguarded
trigger8 = numhelper(6300)
trigger8 = helper(6300),moveguarded
trigger9 = numhelper(6400)
trigger9 = helper(6400),moveguarded
trigger10 = numhelper(3520)
trigger10 = helper(3520),moveguarded
trigger11 = numhelper(3530)
trigger11 = helper(3530),moveguarded
trigger12 = fvar(29) < 1.0
trigger13 = fvar(29) < 1.438
trigger13 = !numtarget
trigger13 = !var(14)
fvar(29) = 1
ignorehitpause = 1

[State -2, Attack_Up]
type = VarAdd
trigger1 = movehit
trigger1 = stateno != [3600,3610]
trigger2 = numhelper(6000)
trigger2 = helper(6000),movehit
trigger3 = numhelper(6100)
trigger3 = helper(6100),movehit
trigger4 = numhelper(6110)
trigger4 = helper(6110),movehit
trigger5 = numhelper(6120)
trigger5 = helper(6120),movehit
trigger6 = numhelper(6200)
trigger6 = helper(6200),movehit
trigger7 = numhelper(6210)
trigger7 = helper(6210),movehit
trigger8 = numhelper(6300)
trigger8 = helper(6300),movehit
trigger9 = numhelper(6400)
trigger9 = helper(6400),movehit
trigger10 = numhelper(3520)
trigger10 = helper(3520),movehit
trigger11 = numhelper(3530)
trigger11 = helper(3530),movehit
fvar(29) = -0.0625
ignorehitpause = 1

;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

;偟傖偑傒僇僂儞僞乕
[State -2, Attack_Up]
type = VarSet
triggerall = numenemy
trigger1 = enemynear,statetype=C
trigger2 = enemy,stateno=7510
trigger2 = enemy,statetype=A
trigger2 = enemy,movetype=H
fvar(28) = 1.25

[State -2, Attack_Up]
type = VarSet
triggerall = numenemy
trigger1 = enemynear,statetype!=C
trigger1 = enemy,stateno!=7510
fvar(28) = 1

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

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

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

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

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

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

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

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

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

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

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


[State -2, Attack_Down]
type = VarSet
triggerall = fvar(10)
trigger1 = !numtarget
trigger1 = !var(14)
fvar(10) = 0

[State -2, Attack_Down]
type = VarSet
trigger1 = !numhelper(6000)
trigger1 = !numhelper(6100)
trigger1 = !numhelper(6110)
trigger1 = !numhelper(6120)
trigger1 = !numhelper(6200)
trigger1 = !numhelper(6210)
trigger1 = !numhelper(6300)
trigger1 = !numhelper(6400)
trigger1 = !numhelper(3520)
trigger1 = !numhelper(3530)
var(14) = 0

[State -2, Attack_Down]
type = VarSet
trigger1 = !numhelper(6000)
trigger1 = !numhelper(6100)
trigger1 = !numhelper(6110)
trigger1 = !numhelper(6120)
trigger1 = !numhelper(6200)
trigger1 = !numhelper(6210)
fvar(36) = 0

[State -2, VarAdd]
type = VarAdd
triggerall = MoveHit 
trigger1 = stateno = [220,225]
trigger2 = stateno = 250
trigger3 = stateno = 420
trigger4 = stateno = 450
trigger5 = stateno = [620,625]
trigger6 = stateno = [650,655]
fvar(10) = 1
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
triggerall = MoveHit 
trigger1 = stateno = [210,215]
trigger2 = stateno = [240,245]
trigger3 = stateno = 255
trigger4 = stateno = 410
trigger5 = stateno = 440
trigger6 = stateno = [610,615]
trigger7 = stateno = [640,645]
trigger8 = 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 = [600,605]
trigger6 = stateno = [630,635]
trigger7 = stateno = 900
fvar(10) = 0.55
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
triggerall = MoveHit 
trigger1 = stateno = 1100
fvar(10) = 1.0
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
triggerall = MoveHit 
trigger1 = stateno = 1110
fvar(10) = 0.8
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
triggerall = MoveHit 
trigger1 = stateno = 1120
fvar(10) = 0.55
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
triggerall = MoveHit 
trigger1 = stateno = [1200,1220]
trigger2 = stateno = [1510,1530]
fvar(10) = 0.50
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
triggerall = MoveHit 
trigger1 = stateno = [1300,1320]
fvar(10) = 0.77
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
triggerall = MoveHit 
trigger1 = stateno = [3200,3220]
fvar(10) = 0.63
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
triggerall = MoveHit 
trigger1 = stateno = 3300
fvar(10) = 0.63
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
triggerall = MoveHit 
trigger1 = stateno = 3400
fvar(10) = 0.68
ignorehitpause = 1

[State -2, Attack_Down]
type = VarSet
trigger1 = !fvar(10)
fvar(25) = ifelse(var(22),1.25,1)

[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)))*ifelse(var(22),1.25,1)
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
;棾姫慁晽媟僸僢僩
[State -2, VarSet]
type = VarSet
trigger1 = stateno = 1250
trigger2 = stateno != [1200,1320]
trigger3 = movetype = H
var(18) = 0
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
triggerall = stateno = [1200,1320]
trigger1 = movehit
trigger1 = numtarget
var(18) = 1
ignorehitpause = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僕儍僌儖儕僙僢僩
[State -2, Juggle Reset]
type = VarSet
triggerall = var(41)
triggerall = numenemy
trigger1 = enemy,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 = stateno = 3300
trigger1 = numtarget(3300) || numtarget(3301) || numtarget(3302)
trigger2 = stateno = 3400
trigger2 = numtarget(3400) || numtarget(3401) || numtarget(3402) || numtarget(3403) || numtarget(3404) || numtarget(3405) || numtarget(3406)
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 = [600,655]
var(41) = 3
ignorehitpause = 1

[State -2, Juggle Check]
type = VarAdd
triggerall = MoveHit
trigger1 = stateno = 255
var(41) = 6
ignorehitpause = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僕儍僌儖僠僃僢僋(昁嶦媄)
[State -2, Juggle Check]
type = VarAdd
triggerall = MoveHit
trigger1 = stateno = 1110
trigger1 = numtarget(1111)
trigger2 = stateno = 3300
trigger2 = numtarget(3303)
trigger3 = stateno = 3400
trigger3 = numtarget(3407)
var(41) = 6
ignorehitpause = 1

[State -2, Juggle Check]
type = VarAdd
triggerall = MoveHit
trigger1 = stateno = 1100
var(41) = Ifelse(P2BodyDist X>35,6,3)
ignorehitpause = 1

[State -2, Juggle Check]
type = VarAdd
triggerall = MoveHit
trigger1 = stateno = 1110
trigger1 = numtarget(1110)
trigger2 = stateno = 1120
trigger2 = numtarget(1122)
trigger3 = stateno = 1200
trigger3 = numtarget(1200)
trigger4 = stateno = 1210
trigger4 = numtarget(1211) || numtarget(1212)
trigger5 = stateno = 1220
trigger5 = numtarget(1221) || numtarget(1222)
trigger6 = stateno = 1520
trigger6 = numtarget(1520)
var(41) = 3
ignorehitpause = 1

[State -2, Juggle Check]
type = VarAdd
triggerall = MoveHit
trigger1 = stateno = 1120
trigger1 = numtarget(1120) || numtarget(1121)
trigger2 = stateno = 1210
trigger2 = numtarget(1210)
trigger3 = stateno = 1220
trigger3 = numtarget(1220)
trigger4 = stateno = 1300
trigger4 = numtarget(1300)
trigger5 = stateno = 1310
trigger5 = numtarget(1310)
trigger6 = stateno = 1320
trigger6 = numtarget(1320)
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
trigger2 = stateno = [210,250]
trigger3 = stateno = [400,450]
trigger4 = stateno = 910
trigger5 = stateno = 1300
trigger5 = numtarget(1301)
trigger6 = stateno = 1310
trigger6 = numtarget(1311)
trigger7 = stateno = 1320
trigger7 = numtarget(1321)
trigger8 = stateno = 1510
trigger9 = stateno = 1530
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 = [1100,1120]
trigger2 = stateno = [1200,1220]
trigger3 = stateno = [1300,1320]
trigger4 = stateno = [3200,3220]
trigger5 = stateno = 3300
trigger6 = stateno = 3400
var(5) = 0
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = numpartner = 0
triggerall = movehit
triggerall = numtarget
triggerall = target,statetype = A
trigger1 = stateno = [200,255]
trigger2 = stateno = [400,655]
trigger3 = stateno = [900,920]
trigger4 = stateno = [1510,1530]
var(5) = 1
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
;triggerall = var(5) = 1
triggerall = stateno = 255 || stateno = 900
triggerall = movehit
trigger1 = numtarget
trigger1 = target,statetype = A
fvar(14) = stateno
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
trigger1 = stateno != fvar(14)
fvar(14) = 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 = [200,205]
trigger2 = stateno = [210,250]
trigger3 = stateno = [400,450]
trigger4 = stateno = 910
trigger5 = stateno = 1300
trigger5 = numtarget(1301)
trigger6 = stateno = 1310
trigger6 = numtarget(1311)
trigger7 = stateno = 1320
trigger7 = numtarget(1321)
trigger8 = stateno = 1510
trigger9 = stateno = 1530
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 = [1100,1120]
trigger4 = stateno = 1200
trigger4 = numtarget(1200)
trigger5 = stateno = 1210
trigger5 = numtarget(1210) || numtarget(1211) || numtarget(1212)
trigger6 = stateno = 1220
trigger6 = numtarget(1220) || numtarget(1221) || numtarget(1222)
trigger7 = stateno = 1300
trigger7 = numtarget(1300)
trigger8 = stateno = 1310
trigger8 = numtarget(1310)
trigger9 = stateno = 1320
trigger9 = numtarget(1320)
trigger10 = stateno = [3200,3220]
trigger11 = stateno = 3300
trigger12 = stateno = 3400
trigger13 = stateno = 255
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 != [3000,3600]
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
trigger1 = var(41) < (fvar(34)=1)*4+(fvar(34)=2)*6+(fvar(34)=3)*9+(fvar(34)=4)*999999999
trigger2 = var(41) >= (fvar(34)=1)*4+(fvar(34)=2)*6+(fvar(34)=3)*9+(fvar(34)=4)*999999999
trigger2 = fvar(4)
var(24) = 0
ignorehitpause = 1

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

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;憡庤嬻拞暅婣桿摫
[State -2, Air Recovery]
type = VarSet
triggerall = numenemy
trigger1 = (enemy,stateno != [5000,5050]) && (enemy,stateno != [7400,7999])
trigger2 = enemy,statetype != A
fvar(39) = 0
ignorehitpause = 1

[State -2, Air Recovery]
type = VarSet
triggerall = MoveHit
trigger1 = stateno = [1100,1120]
trigger2 = stateno = [1200,1220]
trigger3 = stateno = [1300,1320]
trigger4 = stateno = [3200,3220]
trigger5 = stateno = 3300
trigger6 = stateno = 3400
fvar(39) = 1
ignorehitpause = 1

[State -2, Air Recovery]
type = TargetState
triggerall = fvar(39) != 0
triggerall = MoveHit
trigger1 = stateno = [200,250]
trigger2 = numtarget(255)
trigger3 = stateno = [400,450]
trigger4 = stateno = [600,655]
trigger5 = stateno = [900,920]
trigger6 = stateno = 1530
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) = [1510,1530]
trigger4 = var(49) = 3300
trigger5 = var(49) = 3400
var(11) = 1
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = MoveHit 
trigger1 = var(49) = [1100,1120]
trigger2 = var(49) = [3200,3220]
var(11) = 2
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = MoveHit 
trigger1 = var(49) = [1200,1220]
trigger2 = var(49) = [1300,1320]
var(11) = 3
ignorehitpause = 1

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

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

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

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

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

[state -2, helper];徃棿対墛墘弌
type = helper
triggerall = var(22) = 1
triggerall = var(11) = 2
trigger1 = NumTarget(1120) || NumTarget(1121) || NumTarget(1122)
trigger2 = NumTarget(3220) || NumTarget(3221) || NumTarget(3222)
ID = 8700
pos = 0,0
postype = left
stateno = 8700
helpertype = normal
name = "Fire"
sprpriority = -5
ownpal = 1
keyctrl = 0
ignorehitpause = 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]
trigger2 = target,stateno = [5600,5630]
trigger3 = target,stateno = [7000,7020]
anim = var(44)
pos = var(42),var(43)
postype = p1
sprpriority = 10
bindtime = 1
ignorehitpause = 1
ownpal = 1
facing = 1
scale = const(size.xscale),const(size.yscale)

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

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僐儞儃梡僸僢僩妋擣
[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = [200,240]
trigger2 = stateno = [245,655]
trigger3 = stateno = [910,930]
trigger4 = stateno = [1200,1220]
trigger5 = stateno = [1300,1320]
trigger6 = stateno = [1510,1530]
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 = 255
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(6) <= 0)
var(38) = 255
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 255
trigger1 = (AnimElemtime(8) >= 0) && (AnimElemtime(12) <= 0)
var(38) = 256
ignorehitpause = 1

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

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 900
var(38) = ifelse(AnimElemtime(6)<=0,900,901)
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 1100
var(38) = 1100
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 1110
trigger1 = (AnimElemtime(2) >= 0) && (AnimElemtime(4) <= 0)
var(38) = 1110
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 1110
trigger1 = (AnimElemtime(4) > 0) && (AnimElemtime(6) <= 0)
var(38) = 1111
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 1120
trigger1 = (AnimElemtime(2) >= 0) && (AnimElemtime(4) <= 0)
var(38) = 1120
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 1120
trigger1 = (AnimElemtime(4) > 0) && (AnimElemtime(6) <= 0)
var(38) = 1121
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 1120
trigger1 = (AnimElemtime(6) > 0) && (AnimElemtime(9) <= 0)
var(38) = 1122
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 3200
trigger1 = (AnimElemtime(4) >= 0) && (AnimElemtime(6) <= 0)
var(38) = 3200
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 3200
trigger1 = (AnimElemtime(6) > 0) && (AnimElemtime(9) <= 0)
var(38) = 3201
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 3210
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(5) <= 0)
var(38) = 3210
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 3210
trigger1 = (AnimElemtime(5) > 0) && (AnimElemtime(8) <= 0)
var(38) = 3211
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 3220
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(5) <= 0)
var(38) = 3220
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 3220
trigger1 = (AnimElemtime(5) > 0) && (AnimElemtime(7) <= 0)
var(38) = 3221
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 3220
trigger1 = (AnimElemtime(7) > 0) && (AnimElemtime(9) <= 0)
var(38) = 3222
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 3300
trigger1 = (AnimElemtime(9) > 0) && (AnimElemtime(11) <= 0)
var(38) = 3300
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
triggerall = stateno = 3300
trigger1 = animelem = 13
trigger2 = animelem = 17
trigger3 = animelem = 21
trigger4 = animelem = 25
trigger5 = animelem = 29
trigger6 = animelem = 33
trigger7 = animelem = 37
trigger8 = animelem = 41
trigger9 = animelem = 45
trigger10 = animelem = 50
var(38) = 3301
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
triggerall = stateno = 3300
trigger1 = animelem = 15
trigger2 = animelem = 19
trigger3 = animelem = 23
trigger4 = animelem = 27
trigger5 = animelem = 31
trigger6 = animelem = 35
trigger7 = animelem = 39
trigger8 = animelem = 43
trigger9 = animelem = 47
var(38) = 3302
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 3300
trigger1 = (AnimElemtime(53) >= 0) && (AnimElemtime(55) <= 0)
var(38) = 3303
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
triggerall = stateno = 3400
trigger1 = animelem = 7
trigger2 = animelem = 11
trigger3 = animelem = 15
trigger4 = animelem = 19
trigger5 = animelem = 23
trigger6 = animelem = 27
trigger7 = animelem = 31
trigger8 = animelem = 35
trigger9 = animelem = 40
var(38) = 3400
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
triggerall = stateno = 3400
trigger1 = animelem = 9
trigger2 = animelem = 13
trigger3 = animelem = 17
trigger4 = animelem = 21
trigger5 = animelem = 25
trigger6 = animelem = 29
trigger7 = animelem = 33
trigger8 = animelem = 37
var(38) = 3401
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 3400
trigger1 = (AnimElemtime(43) >= 0) && (AnimElemtime(45) <= 0)
var(38) = 3407
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = [200,655]
trigger2 = stateno = [900,930]
trigger3 = stateno = [1100,1120]
trigger4 = stateno = [1200,1220]
trigger5 = stateno = [1300,1320]
trigger6 = stateno = [1510,1530]
trigger7 = stateno = [3200,3220]
trigger8 = stateno = 3300
trigger9 = stateno = 3400
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) = [1100,1120]
trigger2 = var(49) = [3200,3220]
var(12) = 1
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = MoveGuarded 
trigger1 = var(49) = [1200,1220]
trigger2 = var(49) = [1300,1320]
trigger3 = var(49) = 3300
trigger4 = var(49) = 3400
var(12) = 2
ignorehitpause = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;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 = [220,221]
fvar(1) = 14*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 225
fvar(1) = 15*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
fvar(1) = 14*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 255
fvar(1) = 8*const(size.xscale)
ignorehitpause = 1

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

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

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

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

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

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 450
trigger2 = stateno = 1510
fvar(1) = 10*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 900
fvar(1) = 12*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
triggerall = numtarget
triggerall = target,statetype != A
trigger1 = stateno = [600,655]
trigger2 = stateno = 910
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]
trigger3 = 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 = [620,625]
trigger2 = stateno = [650,655]
fvar(1) = 12*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 910
trigger2 = stateno = 1520
trigger3 = stateno = 1530
fvar(1) = 6*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
trigger2 = stateno = 1110
trigger2 = numtarget(1110) || numtarget(1111) || numtarget(1112)
trigger3 = stateno = 1120
trigger3 = numtarget(1120) || numtarget(1121) || numtarget(1122)
fvar(1) = 7*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movehit
triggerall = numtarget
triggerall = target,statetype != A
trigger1 = stateno = 1110
trigger1 = numtarget(1110) || numtarget(1111) || numtarget(1112)
trigger2 = stateno = 1120
trigger2 = numtarget(1120) || numtarget(1121) || numtarget(1122)
fvar(1) = 7*const(size.xscale)
ignorehitpause = 1

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

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 1200
trigger1 = animelemtime(5) >= 0
trigger2 = stateno = 1210
trigger2 = animelemtime(5) >= 0
trigger3 = stateno = 1220
trigger3 = animelemtime(5) >= 0
fvar(1) = 9*ifelse(p2dist X<0,-1,1)*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = [1300,1320]
fvar(1) = 11*ifelse(p2dist X<0,-1,1)*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = [3200,3210]
fvar(1) = 7*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = moveguarded
trigger1 = stateno = 3220
fvar(1) = 7*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = moveguarded
trigger1 = stateno = 3300
trigger1 = animelemtime(12) >= 0
trigger2 = stateno = 3400
fvar(1) = 9.0*ifelse(p2dist X<0,-1,1)*const(size.xscale)
ignorehitpause = 1

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

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

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

[State -2, CornerPush]
type = VarSet
triggerall = fvar(33)
trigger1 = !NumTarget
trigger2 = NumTarget
trigger2 = target,statetype != A
trigger3 = movetype = H
trigger4 = fvar(1)
fvar(33) = 0
ignorehitpause = 1

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

[State -2, CornerPush]
type = VarSet
triggerall = movehit
triggerall = numtarget
triggerall = target,statetype = A
trigger1 = stateno = 1110
trigger1 = numtarget(1110)
trigger2 = stateno = 1120
trigger2 = numtarget(1120) || numtarget(1121)
trigger3 = stateno = 3200
trigger3 = numtarget(3200) || numtarget(3201) || numtarget(3202)
trigger4 = stateno = 3210
trigger4 = numtarget(3210) || numtarget(3211) || numtarget(3212)
fvar(33) = 2.5
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movehit
trigger1 = stateno = 1100
trigger1 = numtarget(1100)
trigger2 = stateno = 1110
trigger2 = numtarget(1111)
trigger3 = stateno = 1120
trigger3 = numtarget(1122)
trigger4 = stateno = 3220
trigger5 = stateno = 3300
trigger6 = stateno = 3400
fvar(33) = 2.5
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movehit
trigger1 = stateno = 1210 && var(18) = 2
trigger1 = numtarget(1211) || numtarget(1213)
trigger2 = stateno = 1220 && var(18) = 3
trigger2 = numtarget(1221) || numtarget(1223)
fvar(33) = 3.5
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) < 45
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) < 45
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 = enemy,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]
trigger3 = stateno = 1110 && !var(22)
trigger3 = numtarget(1110)
trigger4 = stateno = 1120 && !var(22)
trigger4 = numtarget(1120) || numtarget(1121)
trigger5 = stateno = [1510,1530]
trigger6 = stateno = [3200,3210]
fvar(9) = 1
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movehit
trigger1 = stateno = 1100
trigger1 = numtarget(1100)
trigger2 = stateno = 1110
trigger2 = numtarget(1111)
trigger3 = stateno = 1120
trigger3 = numtarget(1122)
trigger4 = stateno = 1110 && var(22)
trigger4 = numtarget(1110)
trigger5 = stateno = 1120 && var(22)
trigger5 = numtarget(1120) || numtarget(1121)
trigger6 = stateno = [1200,1220]
trigger7 = stateno = [1300,1320]
trigger8 = stateno = 3220
trigger9 = stateno = 3300
trigger10 = stateno = 3400
fvar(9) = 1
ignorehitpause = 1

[State -2, VelSet]
type = posadd
triggerall = fvar(9)
triggerall = statetype = A
triggerall = stateno != [1100,1120]
triggerall = vel X > 0
triggerall = FrontEdgeBodyDist < 120
trigger1 = numenemy
trigger1 = (enemynear,stateno = [5020,5050])||(enemynear,stateno = [7000,7020])||enemynear,stateno = 5700
trigger1 = enemynear,BackEdgeBodyDist <= 0
x = (enemy,vel X)*.4

[State -2, VelSet]
type = posadd
triggerall = fvar(9)
triggerall = stateno = 20 || stateno = 100 || stateno = [1100,1120]
triggerall = vel X > 0
triggerall = FrontEdgeBodyDist < 70
trigger1 = numenemy
trigger1 = (enemynear,stateno = [5020,5050])||(enemynear,stateno = [7000,7020])||enemynear,stateno = 5700
trigger1 = enemynear,BackEdgeBodyDist <= 0
x = -(vel X)

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

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

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮

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

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

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

[Statedef -3]

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[state -3, VarSet]
type = VarSet
triggerall = var(59) = 0
triggerall = winko
trigger1 = stateno = [3200,3220]
trigger2 = stateno = 3300
trigger3 = stateno = 3400
trigger4 = numhelper(3520)
trigger4 = helper(3520),var(59)
trigger5 = numhelper(3530)
trigger5 = helper(3530),var(59)
trigger6 = numhelper(6300)
trigger6 = helper(6300),var(59)
trigger7 = numhelper(6400)
trigger7 = helper(6400),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
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(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 = [1100,1320]
trigger3 = stateno = [1510,1530]
trigger4 = numhelper(6000)
trigger4 = helper(6000),var(59)
trigger5 = numhelper(6100)
trigger5 = helper(6100),var(59)
trigger6 = numhelper(6110)
trigger6 = helper(6110),var(59)
trigger7 = numhelper(6120)
trigger7 = helper(6120),var(59)
trigger8 = numhelper(6200)
trigger8 = helper(6200),var(59)
trigger9 = numhelper(6210)
trigger9 = helper(6210),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
scale = const(size.xscale),const(size.yscale)
