;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 | numenemy: %d \n"
params	= floor(P2BodyDist X),ceil(P2BodyDist Y),ceil(Pos X),ceil(Pos Y),numenemy
ignorehitpause = 1

[State -2]
Type = AppendToClipBoard
Trigger1 = 1
Text = "fvar(27): %f,var(16): %d,juggle: %d,HitShakeTime: %d,Combo: %d"
Params = fvar(27),var(16),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
;儕僓儗僋僔儑儞
[State -2, PowerSet]
type = PowerSet
trigger1 = var(45) = 2
trigger1 = !numpartner
value = 0

[State -2, VarSet]
type = VarSet
trigger1 = roundstate < 2
var(45) = 0

[State -2, pause]
type = pause
trigger1 = var(45) = 1
trigger1 = alive
trigger1 = movetype = H
trigger1 = time%2 = 0
trigger1 = gethitvar(hitshaketime) = 0
time = 1

[State -2, lifeset]
type = lifeset
trigger1 = roundstate > 0
trigger1 = life > var(52)-1
value = var(52)-1
ignorehitpause = 1

[State -2, lifeadd]
type = lifeadd
trigger1 = power >= 1280
trigger1 = var(45) != 2
trigger1 = alive
;trigger1 = movetype = H
trigger1 = stateno != [4000,4205]
trigger1 = gethitvar(fall.kill) = 1
trigger1 = life <= 0 || GetHitVar(damage) >= life
trigger1 = var(45):= 1
value = 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
;僀儞僩儘
[State -2, AssertSpecial]
Type = AssertSpecial
Trigger1 = stateno = [190,191]
trigger1 = roundstate < 2
flag = nomusic

[State -2, stopsnd]
type = stopsnd
trigger1 = roundstate = 2
channel = 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
;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 = 230 || stateno = 400 || stateno = 430
var(13) = 7
ignorehitpause = 1

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

;拞峌寕
[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 210 || stateno = 240
trigger2 = stateno = 410 || stateno = 440
var(13) = 9
ignorehitpause = 1

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

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 900
var(13) = 8
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 910
var(13) = 9
ignorehitpause = 1

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

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 420 || stateno = 450
var(13) = 10
ignorehitpause = 1

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

;昁嶦媄
[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 1200
var(13) = 8
ignorehitpause = 1

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

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

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

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

[State -2, Varset]
type = Varset
trigger1 = stateno != [1000,1030]
fvar(19) = 0

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

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僷儚乕僎乕僕
[State -2, PowerAdd]
type = PowerAdd
triggerall = movehit
triggerall = !numtarget
trigger1 = stateno = 200
trigger2 = stateno = 230
trigger3 = stateno = 400
trigger4 = stateno = 430
trigger5 = stateno = 600
trigger6 = stateno = 630
trigger7 = stateno = 920
value = 20
ignorehitpause = 1

[State -2, PowerAdd]
type = PowerAdd
triggerall = movehit
trigger1 = numtarget(210) || numtarget(240)
trigger2 = numtarget(410) || numtarget(440)
trigger3 = numtarget(610) || numtarget(640)
trigger4 = numtarget(900) || numtarget(910)
value = 40
ignorehitpause = 1

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

[State -2, PowerAdd]
type = PowerAdd
triggerall = movehit
triggerall = !numtarget
trigger1 = stateno = 1100
trigger1 = animelemtime(6) >= 0
value = 20
ignorehitpause = 1

[State -2, PowerAdd]
type = PowerAdd
triggerall = movehit
triggerall = !numtarget
trigger1 = stateno = 1210
value = 40
ignorehitpause = 1

[State -2, PowerAdd]
type = PowerAdd
triggerall = movehit
trigger1 = numtarget(1100)
value = 20
ignorehitpause = 1

[State -2, PowerAdd]
type = PowerAdd
triggerall = movehit
trigger1 = numtarget(1300)
value = 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
;Hit妋擣
[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = [200,240]
trigger2 = stateno = [400,410]
trigger3 = stateno = [430,450]
trigger4 = stateno = [600,650]
trigger5 = stateno = [900,920]
trigger6 = stateno = [1200,1210]
trigger7 = stateno = 1300
var(35) = stateno
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 250
var(35) = ifelse(AnimElemtime(9)<=0,250,251)
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 420
var(35) = ifelse(AnimElemtime(4)<=0,420,421)
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 1100
var(35) = ifelse(AnimElemtime(6)<0,1100,1101)
ignorehitpause = 1

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

[State -2, TargetState]
type = TargetState
triggerall = movehit
trigger1 = numtarget(220)
trigger1 = target(220),stateno != [5800,5830]
trigger1 = target(220),statetype != L
trigger2 = numtarget(250)
trigger2 = target(250),stateno != [5800,5830]
trigger2 = target(250),statetype != L
trigger3 = numtarget(251)
trigger3 = target(251),stateno != [5800,5830]
trigger3 = target(251),statetype != L
trigger4 = numtarget(100420)
trigger4 = target(100420),stateno != [5800,5830]
trigger4 = target(100420),statetype != L
trigger5 = numtarget(100421)
trigger5 = target(100421),stateno != [5800,5830]
trigger5 = target(100421),statetype != L
trigger6 = numtarget(450)
trigger6 = target(450),stateno != [5800,5830]
trigger6 = target(450),statetype != L
trigger7 = numtarget(100620)
trigger7 = target(100620),stateno != [5800,5830]
trigger7 = target(100620),statetype != L
trigger8 = numtarget(100650)
trigger8 = target(100650),stateno != [5800,5830]
trigger8 = target(100650),statetype != L
trigger9 = numtarget(1101)
trigger9 = target(1101),stateno != [5800,5830]
trigger9 = target(1101),statetype != L
value = 5800
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
trigger1 = stateno != [3100,3200]
var(16) = 0

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

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

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

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

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

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

[State -2, VarSet]
type = VarSet
trigger1 = roundstate = 0
var(45) = 0

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

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

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

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

[State -3, StopSnd]
type = StopSnd
trigger1 = movetype = H
channel = 3
ignorehitpause = 1

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

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

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

[State -2, 僽儘僢僉儞僌]
type = VarAdd
trigger1 = var(19)
var(19) = -1
ignorehitpause = 1

[State -2, 僽儘僢僉儞僌]
type = VarSet
triggerall = var(30) = 0
triggerall = var(50) = 0
trigger1 = command = "bl1" && command != "holddown"&& Command != "holdup"
trigger1 = var(19):= 10
var(30) = 1

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

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

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

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

[State -2, 僽儘僢僉儞僌]
type = VarSet
triggerall = var(31) = 0
triggerall = var(50) = 0
trigger1 = command = "bl2" && command != "holdfwd"&& Command != "holdback"
trigger1 = var(19):= 10
var(31) = 1

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

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

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

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

;棫偪僽儘
[State -2, HitOverride] 
type = HitOverride
triggerall = var(50) = 0
triggerall = statetype != A
trigger1 = (ctrl||((stateno = [4000,4115])&&!var(19))) && (var(30) = [1,6+helper(30000),var(1)]) && helper(30000),var(0)
trigger2 = (ctrl||((stateno = [4000,4115])&&!var(19))) && (var(30) = [7+helper(30000),var(1),10+helper(30000),var(1)]) && var(33) && helper(30000),var(0)
trigger3 = (stateno = [4000,4115]) && var(19)
trigger4 = (stateno = [6150,6153]) && (var(30) = [1,ifelse((enemynear,hitdefattr=S,SA,HA),2,3)+helper(30000),var(3)]) && helper(30000),var(2)
trigger5 = numhelper(30000) && helper(30000),var(4) = 1
trigger5 = (stateno = [150,153]) && (var(30) = [1,ifelse((enemynear,hitdefattr=S,SA,HA),2,3)+helper(30000),var(3)]) && helper(30000),var(2)
slot = 0
attr = S, AA
stateno = 4000
time = 1

[State -2, HitOverride] 
type = HitOverride
triggerall = var(50) = 0
triggerall = statetype != A
trigger1 = (ctrl||((stateno = [4000,4115])&&!var(19))) && (var(30) = [1,5+helper(30000),var(1)]) && helper(30000),var(0)
trigger2 = (stateno = [4000,4115]) && var(19)
trigger3 = (stateno = [6150,6153]) && (var(30) = [1,ifelse((enemynear,hitdefattr=A,SA,HA),2,3)+helper(30000),var(3)]) && helper(30000),var(2)
trigger4 = numhelper(30000) && helper(30000),var(4) = 1
trigger4 = (stateno = [150,153]) && (var(30) = [1,ifelse((enemynear,hitdefattr=A,SA,HA),2,3)+helper(30000),var(3)]) && helper(30000),var(2)
slot = 1
attr = A, AA
stateno = 4000
time = 1

[State -2, HitOverride] 
type = HitOverride
triggerall = var(50) = 0
triggerall = statetype != A
trigger1 = (ctrl||((stateno = [4000,4115])&&!var(19))) && (var(30) = [1,6+helper(30000),var(1)]) && helper(30000),var(0)
trigger2 = (ctrl||((stateno = [4000,4115])&&!var(19))) && (var(30) = [7+helper(30000),var(1),10+helper(30000),var(1)]) && var(33) && helper(30000),var(0)
trigger3 = (stateno = [4000,4115]) && var(19)
trigger4 = (stateno = [6150,6153]) && (var(30) = [1,2+helper(30000),var(3)]) && helper(30000),var(2)
trigger5 = numhelper(30000) && helper(30000),var(4) = 1
trigger5 = (stateno = [150,153]) && (var(30) = [1,2+helper(30000),var(3)]) && helper(30000),var(2)
slot = 2
attr = SA, AP
stateno = 4010
time = 1

;孅僽儘
[State -2, HitOverride]
type = HitOverride
triggerall = var(50) = 0
triggerall = statetype != A
trigger1 = (ctrl||((stateno = [4000,4115])&&!var(19))) && (var(31) = [1,6+helper(30000),var(1)]) && helper(30000),var(0)
trigger2 = (ctrl||((stateno = [4000,4115])&&!var(19))) && (var(31) = [7+helper(30000),var(1),10+helper(30000),var(1)]) && var(34) && helper(30000),var(0)
trigger3 = (stateno = [4000,4115]) && var(19)
trigger4 = (stateno = [6150,6153]) && (var(31) = [1,ifelse((enemynear,hitdefattr=C,SA,HA),2,3)+helper(30000),var(3)]) && helper(30000),var(2)
trigger5 = numhelper(30000) && helper(30000),var(4) = 1
trigger5 = (stateno = [150,153]) && (var(31) = [1,ifelse((enemynear,hitdefattr=C,SA,HA),2,3)+helper(30000),var(3)]) && helper(30000),var(2)
slot = 3
attr = C, AA
stateno = 4100
time = 1

[State -2, HitOverride]
type = HitOverride
triggerall = var(50) = 0
triggerall = statetype != A
trigger1 = (ctrl||((stateno = [4000,4115])&&!var(19))) && (var(31) = [1,6+helper(30000),var(1)]) && helper(30000),var(0)
trigger2 = (ctrl||((stateno = [4000,4115])&&!var(19))) && (var(31) = [7+helper(30000),var(1),10+helper(30000),var(1)]) && var(34) && helper(30000),var(0)
trigger3 = (stateno = [4000,4115]) && var(19)
trigger4 = (stateno = [6150,6153]) && (var(31) = [1,2+helper(30000),var(3)]) && helper(30000),var(2)
trigger5 = numhelper(30000) && helper(30000),var(4) = 1
trigger5 = (stateno = [150,153]) && (var(31) = [1,2+helper(30000),var(3)]) && helper(30000),var(2)
slot = 4
attr = C, AP
stateno = 4110
time = 1

;嬻拞僽儘
[State -2, HitOverride]
type = HitOverride
triggerall = var(50) = 0
triggerall = statetype = A
trigger1 = (ctrl||(stateno=5040&&var(0)=1)||((stateno = [4200,4205])&&!var(19))) && (var(30) = [1,6+helper(30000),var(1)]) && helper(30000),var(0)
trigger2 = (ctrl||(stateno=5040&&var(0)=1)||((stateno = [4200,4205])&&!var(19))) && (var(30) = 7+helper(30000),var(1)) && var(33) && helper(30000),var(0)
trigger3 = (stateno = [4200,4205]) && var(19)
slot = 5
attr = SCA, AA
stateno = 4200
time = 1

[State -2, HitOverride]
type = HitOverride
triggerall = var(50) = 0
triggerall = statetype = A
trigger1 = (ctrl||(stateno=5040&&var(0)=1)||((stateno = [4200,4205])&&!var(19))) && (var(30) = [1,6+helper(30000),var(1)]) && helper(30000),var(0)
trigger2 = (ctrl||(stateno=5040&&var(0)=1)||((stateno = [4200,4205])&&!var(19))) && (var(30) = 7+helper(30000),var(1)) && var(33) && helper(30000),var(0)
trigger3 = (stateno = [4200,4205]) && var(19)
slot = 6
attr = SCA, AP
stateno = 4205
time = 1

[State -2, PowerAdd]
type = PowerAdd
trigger1 = stateno = [4000,4205]
trigger1 = !time
trigger1 = var(45) = 0
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, 儔僀僼庢摼儈僗懳嶔]
type = VarSet
triggerall = Var(52) = [0,100]
triggerall = Time = 1
trigger1 = RoundNo = 1
trigger2 = RoundsExisted = 0
var(52) = const(data.life)

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

[State -2, varset]
type = varset
triggerall = var(9) = 0
trigger1 = stateno != [800,899]
trigger1 = numenemy
trigger1 = enemy,movetype = H
trigger1 = (enemy,stateno = [5000,5099]) || (enemy,stateno = [7000,7999])
var(9) = 1
ignorehitpause = 1

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

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

[State -2, varset]
type = varset
trigger1 = fvar(2) <= 0
trigger2 = var(46) = 1
trigger2 = anim != [5300,5301]
trigger2 = anim != [105300,105301]
fvar(2) = 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
triggerall = fvar(2) >= 72.0
trigger1 = anim = [5300,5301]
trigger2 = anim = [105300,105301]
var(46) = 1
ignorehitpause = 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 || anim = 105300
fvar(2) = 72.0
ignorehitpause = 1

[State -2, varadd]
type = varadd
triggerall = fvar(2) > 0.0
triggerall = fvar(2) < 72.0
trigger1 = gametime%10 = 0
fvar(2) = -0.5

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

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

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

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

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

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

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

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

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

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僀儞僷僋僩僋儘乕憡庤嬺傜偄
[State -2, Envshake]
type = Envshake
trigger1 = fvar(35) = 1
trigger1 = numtarget
trigger1 = target,prevstateno = 873
trigger1 = target,stateno = 5100
time = 10
freq = 120
ampl = -4

[State -2, Explod]
type = Explod
trigger1 = fvar(35) = 1
trigger1 = numtarget
trigger1 = target,prevstateno = 873
trigger1 = target,stateno = 5100
anim = 6700
postype = p2
pos = 0, 0
bindtime = 1
sprpriority = 5
scale = const(size.xscale),const(size.yscale)

[State -2, PlaySnd]
type = null;PlaySnd
trigger1 = fvar(35) = 1
trigger1 = numtarget
trigger1 = target,prevstateno = 873
trigger1 = target,stateno = 5100
value = S2,8

[State -2, Varset]
type = Varset
trigger1 = numtarget
trigger1 = target,prevstateno = 873
trigger1 = target,stateno = 5100
fvar(35) = 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
;僒僀僶乕儔儕傾僢僩憡庤嬺傜偄
[State -2, Varset]
type = Varset
trigger1 = movehit
trigger1 = numtarget(1100)
fvar(35) = 1
ignorehitpause = 1

[State -2, Envshake]
type = Envshake
trigger1 = fvar(35) = 1
trigger1 = numtarget(1100)
trigger1 = target(1100),stateno = 5100
time = 15
freq = 120
ampl = -6

[State -2, Explod]
type = Explod
trigger1 = fvar(35) = 1
trigger1 = numtarget(1100)
trigger1 = target(1100),stateno = 5100
anim = 6700
postype = p2
pos = 0, 0
bindtime = 1
sprpriority = 5
scale = const(size.xscale),const(size.yscale)

[State -2, PlaySnd]
type = PlaySnd
trigger1 = fvar(35) = 1
trigger1 = numtarget(1100)
trigger1 = target(1100),stateno = 5100
value = S5100,1

[State -2, Varset]
type = Varset
trigger1 = numtarget(1100)
trigger1 = target(1100),stateno = 5100
trigger2 = !numtarget(800)
trigger2 = !numtarget(1100)
fvar(35) = 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

;僷乕僜僫儖傾僋僔儑儞(懪寕)
[State -2, Attack_Up]
type = VarSet
trigger1 = moveguarded
trigger2 = fvar(29) < 1.0
trigger3 = fvar(29) > 1.0
trigger3 = fvar(29) < 1.52
trigger3 = !numtarget
trigger3 = !var(14)
fvar(29) = 1.0
ignorehitpause = 1

[State -2, Attack_Up]
type = VarAdd
trigger1 = movehit
trigger1 = stateno != [800,899]
fvar(29) = -0.0625
ignorehitpause = 1

;僷乕僜僫儖傾僋僔儑儞(搳偘)
[State -2, Varset]
type = Varset
trigger1 = fvar(18) >= 1.25
fvar(18) = 1.25
ignorehitpause = 1

[State -2, Varset]
type = Varset
trigger1 = fvar(18) <= 1.0
trigger2 = moveguarded
trigger3 = fvar(18) > 1.0
trigger3 = fvar(18) < 1.25
trigger3 = !numtarget
fvar(18) = 1.0
ignorehitpause = 1

[State -2, Attack_Up]
type = VarAdd
trigger1 = movehit
trigger1 = stateno != [800,899]
fvar(18) = -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
trigger1 = numenemy
fvar(28) = ifelse(enemynear,statetype=C,1.25,1)

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

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

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

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

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

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

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

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

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

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

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


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

[State -2, Attack_Down]
type = VarSet
trigger1 = !numhelper(6000)
trigger1 = !numhelper(6001)
trigger1 = !numhelper(6002)
trigger1 = !numhelper(6100)
trigger1 = !numhelper(6101)
trigger1 = !numhelper(6102)
trigger1 = !numhelper(6103)
trigger1 = !numhelper(6104)
trigger1 = !numhelper(6105)
trigger1 = !numhelper(6106)
trigger1 = !numhelper(6107)
trigger1 = !numhelper(6108)
trigger1 = !numhelper(6109)
trigger1 = !numhelper(6110)
trigger1 = !numhelper(6111)
trigger1 = !numhelper(6112)
trigger1 = !numhelper(6113)
trigger1 = !numhelper(6114)
trigger1 = !numhelper(6115)
var(14) = 0

[State -2, Attack_Down]
type = VarSet
trigger1 = !numhelper(6000)
trigger1 = !numhelper(6001)
trigger1 = !numhelper(6002)
fvar(36) = 0

[State -2, VarAdd]
type = VarAdd
triggerall = MoveHit 
trigger1 = stateno = 220
trigger2 = stateno = 250
trigger3 = stateno = 450
trigger4 = stateno = 620
trigger5 = stateno = 650
trigger6 = stateno = 1300
fvar(10) = 1
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
triggerall = MoveHit 
trigger1 = stateno = 210
trigger2 = stateno = 240
trigger3 = stateno = [410,420]
trigger4 = stateno = 440
trigger5 = stateno = 610
trigger6 = stateno = 640
trigger7 = stateno = [900,920]
trigger8 = stateno = 1100
trigger9 = stateno = [1200,1210]
fvar(10) = 0.80
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
triggerall = MoveHit 
trigger1 = stateno = 200
trigger2 = stateno = 230
trigger3 = stateno = 400
trigger4 = stateno = 430
trigger5 = stateno = 600
trigger6 = stateno = 630
fvar(10) = 0.55
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
triggerall = MoveHit 
trigger1 = stateno = 3200
fvar(10) = 0.26
ignorehitpause = 1

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

[State -2, Attack_Down]
type = VarSet
trigger1 = 1
fvar(0) = ifelse((1.0-(fvar(10)*0.095))<0.15,0.15,(1.0-(fvar(10)*0.095)))
ignorehitpause = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僒僀僶乕儔儕傾僢僩丒儉乕儞僒儖僩僯乕僪儘僢僾僸僢僩
[State -2, targetstate]
type = targetstate
trigger1 = movehit
trigger1 = numtarget(1100)
trigger1 = target(1100),pos Y >= ceil(-40*const(size.yscale))
value = 1150
ignorehitpause = 1

[State -2, TargetBind]
type = TargetBind
trigger1 = stateno = 1100
trigger1 = numtarget(1100)
trigger1 = target(1100),stateno = 1150
pos = ceil(20*const(size.xscale)),ceil(-97*const(size.yscale))
ignorehitpause = 1

[State -2, Juggle Reset]
type = VarSet
trigger1 = stateno != 1100
trigger1 = stateno != [1200,1210]
var(22) = 0

[State -2, Juggle Reset]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 1100
trigger1 = animelemtime(6) < 0
trigger2 = stateno = 1200
var(22) = 1
ignorehitpause = 1

[State -2, Juggle Reset]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 1100
trigger1 = animelemtime(6) >= 0
trigger2 = stateno = 1210
var(22) = 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
;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 = 3200
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 = [200,650]
trigger2 = stateno = [900,920]
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
;僕儍僌儖僠僃僢僋(昁嶦媄)
[State -2, Juggle Check]
type = VarAdd
triggerall = MoveHit
trigger1 = stateno = 1100
trigger2 = stateno = [1200,1210]
var(41) = 1
ignorehitpause = 1

[State -2, Juggle Check]
type = VarAdd
triggerall = MoveHit
trigger1 = stateno = 1300
var(41) = 3
ignorehitpause = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;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
var(5) = 0
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movehit
triggerall = numtarget
trigger1 = stateno = 220
trigger2 = stateno = 250
trigger3 = stateno = 420
trigger4 = stateno = 450
trigger5 = stateno = 620
trigger6 = stateno = 650
trigger7 = stateno = 1100
trigger8 = stateno = [1200,1210]
trigger9 = stateno = 1300
trigger10 = stateno = 3200
var(5) = 0
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = numpartner = 0
triggerall = movehit
triggerall = numtarget
triggerall = target,statetype = A
trigger1 = stateno = [200,210]
trigger2 = stateno = [230,240]
trigger3 = stateno = [400,410]
trigger4 = stateno = [430,440]
trigger5 = stateno = [600,610]
trigger6 = stateno = [630,640]
trigger7 = stateno = [900,920]
var(5) = 1
ignorehitpause = 1

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

[State -2, VarSet]
type = VarSet
trigger1 = fvar(4) < 1
fvar(4) = 0

[State -2, VarSet]
type = VarSet
triggerall = MoveHit 
trigger1 = stateno = 200
trigger2 = stateno = 230
trigger3 = stateno = 400
trigger4 = stateno = 430
trigger5 = stateno = 600
trigger6 = stateno = 630
fvar(4) = 3
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = MoveHit 
trigger1 = stateno = 210
trigger2 = stateno = 240
trigger3 = stateno = 310
trigger4 = stateno = 340
trigger5 = stateno = 610
trigger6 = stateno = 640
trigger7 = stateno = [900,920]
fvar(4) = 5
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = MoveHit 
trigger1 = stateno = 220
trigger2 = stateno = 250
trigger3 = stateno = 420
trigger4 = stateno = 450
trigger5 = stateno = 620
trigger6 = stateno = 650
trigger7 = stateno = 1100
trigger8 = stateno = [1200,1210]
trigger9 = stateno = 1300
fvar(4) = 7
ignorehitpause = 1

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

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

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

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

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

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;憡庤嬻拞暅婣桿摫
[State -2, Air Recovery]
type = VarSet
triggerall = numenemy
trigger1 = enemy,statetype != A
trigger2 = enemy,movetype != H
trigger3 = enemy,life = 0
fvar(39) = 0
ignorehitpause = 1

[State -2, Air Recovery]
type = VarSet
triggerall = MoveHit
trigger1 = stateno = 220
trigger2 = stateno = 250
trigger3 = stateno = 420
trigger4 = stateno = 450
trigger5 = stateno = 620
trigger6 = stateno = 650
trigger7 = stateno = 1100
trigger8 = stateno = [1200,1210]
trigger9 = stateno = 1300
fvar(39) = 1
ignorehitpause = 1

[State -2, Air Recovery]
type = TargetState
triggerall = fvar(39) != 0
triggerall = MoveHit
trigger1 = stateno = [200,210]
trigger2 = stateno = [230,240]
trigger3 = stateno = [400,410]
trigger4 = stateno = [430,440]
trigger5 = stateno = [600,610]
trigger6 = stateno = [630,640]
trigger7 = stateno = [900,920]
value = 7000
ignorehitpause = 1

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

[State -2, VarSet]
type = VarSet
triggerall = MoveHit 
trigger1 = var(49) = [200,650]
trigger2 = var(49) = [900,920]
trigger3 = var(49) = 1100
trigger4 = var(49) = [1200,1220]
trigger5 = var(49) = 1300
var(11) = 1
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = MoveHit 
trigger1 = var(49) = 3200
var(11) = 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
;僸僢僩僗僷乕僋
[State -2, Explod]
type = Explod
triggerall = var(11) = 1
triggerall = numtarget
trigger1 = target,stateno = [5000,5099]
trigger2 = target,stateno = [5600,5899]
trigger3 = target,stateno = [7000,7599]
trigger4 = target,stateno = 1150
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 = [5600,5899]
trigger3 = enemy,stateno = [7000,7020]
trigger4 = enemy,stateno = 1150
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) = 2
triggerall = numtarget
trigger1 = target,stateno = [5000,5099]
trigger2 = target,stateno = [7000,7599]
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]
type = Explod
triggerall = var(11) = 2
triggerall = !numtarget
triggerall = numenemy
triggerall = enemy,movetype = H
trigger1 = enemy,stateno = [5000,5099]
trigger2 = enemy,stateno = [7000,7599]
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]
type = helper
triggerall = var(11) = 1
trigger1 = NumTarget(100220)||NumTarget(100250)||NumTarget(100251)||NumTarget(420)||NumTarget(421)||NumTarget(100450)||NumTarget(620)||NumTarget(650)
trigger2 = NumTarget(101101)
ID = 8600
pos = 0,0
postype = p2
stateno = 8600
helpertype = normal
name = "Fire"
sprpriority = -5
ownpal = 1
keyctrl = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[state -2, helper]
type = helper
triggerall = var(11) = 1
trigger1 = NumTarget(220)||NumTarget(250)||NumTarget(251)||NumTarget(100420)||NumTarget(100421)||NumTarget(450)||NumTarget(100620)||NumTarget(100650)
trigger2 = NumTarget(1101)
ID = 8700
pos = 0,0
postype = p2
stateno = 8700
helpertype = normal
name = "freeze"
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
;僐儞儃梡僸僢僩妋擣
[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = [200,240]
trigger2 = stateno = [400,410]
trigger3 = stateno = [430,450]
trigger4 = stateno = [600,650]
trigger5 = stateno = [900,920]
trigger6 = stateno = [1200,1210]
trigger7 = stateno = 1300
var(38) = stateno
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 250
var(38) = ifelse(AnimElemtime(9)<=0,250,251)
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 420
var(38) = ifelse(AnimElemtime(4)<=0,420,421)
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 1100
var(38) = ifelse(AnimElemtime(6)<0,1100,1101)
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = [200,250]
trigger2 = stateno = [400,450]
trigger3 = stateno = [600,650]
trigger4 = stateno = [900,920]
trigger5 = stateno = 1000
trigger6 = stateno = [1200,1210]
trigger7 = stateno = 1300
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, 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
fvar(1) = 0
ignorehitpause = 1

[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 = 210
fvar(1) = 12*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 220
fvar(1) = 16*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 230
fvar(1) = 7.5*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 240
fvar(1) = 12*const(size.xscale)
ignorehitpause = 1

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

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 400
fvar(1) = 7.5*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 410
fvar(1) = 12.0*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = numtarget(420)
trigger1 = target(420),statetype != A
trigger2 = numtarget(100420)
trigger2 = target(100420),statetype != A
fvar(1) = 16.0*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = numtarget(420)
trigger1 = target(420),statetype = A
trigger2 = numtarget(100420)
trigger2 = target(100420),statetype = A
fvar(1) = 7.5*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = moveguarded
trigger1 = numtarget(421)
trigger2 = numtarget(100421)
fvar(1) = 16.0*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movehit
trigger1 = numtarget(421)
trigger2 = numtarget(100421)
fvar(1) = 7.5*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 430
fvar(1) = 7.5*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 440
fvar(1) = 12*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 450
fvar(1) = 16*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
trigger1 = stateno = 910
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]
fvar(1) = 6*const(size.xscale)
ignorehitpause = 1

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

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

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

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

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 1100
fvar(1) = 8*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
triggerall = numtarget
trigger1 = stateno = [1200,1210]
trigger2 = stateno = 1300
fvar(1) = 18*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
triggerall = numtarget
triggerall = target,statetype = A
trigger1 = stateno = [1200,1210]
trigger2 = stateno = 1300
fvar(1) = 8*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 = numenemy
trigger1 = (enemy,stateno != [5000,5050]) && (enemy,stateno != [7000,7999]) && enemy,stateno != 5700 && enemy,stateno != [5820,5830]
trigger2 = enemynear,statetype != A
fvar(9) = 0

[State -2, CornerPush]
type = VarSet
triggerall = movehit
triggerall = numtarget
triggerall = target,statetype = A
trigger1 = stateno = [200,650]
trigger2 = stateno = [900,920]
fvar(9) = 1
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movehit
trigger1 = stateno = 1100
trigger2 = stateno = [1200,1210]
trigger3 = stateno = 1300
fvar(9) = 1
ignorehitpause = 1

[State -2, VelSet]
type = posadd
triggerall = fvar(9)
triggerall = statetype = A
triggerall = (stateno!=[1200,1220])&&(stateno!=1300)&&(stateno!=3200)
triggerall = vel X > 0
trigger1 = numenemy
trigger1 = (enemynear,stateno = [5020,5050])||(enemynear,stateno = [7000,7020])||enemynear,stateno = 5700
trigger1 = enemynear,BackEdgeBodyDist <= 0
x = (enemy,vel X)*.4

[State -2, VelSet]
type = posadd
triggerall = fvar(9)
triggerall = stateno = 20 || stateno = 100
triggerall = vel X > 0
triggerall = FrontEdgeBodyDist < ceil(80*const(size.xscale))
trigger1 = numenemy
trigger1 = (enemynear,stateno = [5020,5050])||(enemynear,stateno = [7000,7020])||enemynear,stateno = 5700
trigger1 = enemynear,BackEdgeBodyDist <= 0
x = -(vel X)

;嬻拞捠忢媄(懳僽儘僢僉儞僌)
[State -2, Velocity]
type = VelSet
triggerall = (stateno = [600,650]) || 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 || Anim = 105000 || Anim = 105001 || Anim = 105010 || Anim = 105011
value = S5000,0
channel = 2

[State -3, PlaySnd]
type = PlaySnd
triggerall = time = 1
triggerall = alive
triggerall = movetype = H
trigger1 = stateno = 5600
trigger1 = Anim = 5600 || Anim = 105600
trigger2 = stateno = 7000
trigger2 = Anim = 5002 || Anim = 5012 || Anim = 5030 || Anim = 105002 || Anim = 105012 || Anim = 105030
trigger3 = stateno = [7400,7599]
trigger3 = Anim = 5002 || Anim = 5012 || Anim = 5022 || Anim = 5030 || Anim = [5050,5052]
trigger4 = stateno = [7400,7599]
trigger4 = Anim = 105002 || Anim = 105012 || Anim = 105022 || Anim = 105030 || Anim = [105050,105052]
trigger5 = stateno = 5700
trigger5 = Anim = 5700 || Anim = 105700
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 || Anim = 115000 || Anim = 115001 || Anim = 115010 || Anim = 115011
trigger2 = stateno = 5010
trigger2 = Anim = 15020 || Anim = 15021 || Anim = 115020 || Anim = 115021
trigger3 = stateno = 5020
trigger3 = Anim = 5000 || Anim = 5001 || Anim = 5010 || Anim = 5011 || Anim = 105000 || Anim = 105001 || Anim = 105010 || Anim = 105011
value = S5000,0
channel = 2

[State -3, PlaySnd]
type = PlaySnd
triggerall = time = 1
triggerall = alive
trigger1 = stateno = 5000
trigger1 = Anim = 15002 || Anim = 15012 || Anim = 115002 || Anim = 115012
trigger2 = stateno = 5010
trigger2 = Anim = 15022 || Anim = 115022
trigger3 = stateno = 5020
trigger3 = Anim = 5002 || Anim = 5012 || Anim = 105002 || Anim = 105012
trigger4 = stateno = 5070
trigger4 = Anim = 5070 || Anim = 105070
trigger5 = stateno = 5080
trigger5 = Anim = 5080 || Anim = 5090 || Anim = 105080 || Anim = 105090
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]
trigger1 = anim != [115000,115002]
trigger1 = anim != [115010,115012]
trigger1 = anim != [115020,115022]
trigger2 = stateno = 5020
trigger2 = anim != [5000,5002]
trigger2 = anim != [5010,5012]
trigger2 = anim != [5020,5022]
trigger2 = anim != [105000,105002]
trigger2 = anim != [105010,105012]
trigger2 = anim != [105020,105022]
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 = [1000,3200]
;triggerall = movetype = A
trigger1 = Prevstateno = [5110,5123]
trigger2 = PrevStateNo = [5300,5301]
trigger3 = PrevStateNo = 5610
trigger4 = (PrevStateNo = [150,155]) || (PrevStateNo = [6150,6155])
trigger5 = (Prevstateno = 5001) || (Prevstateno = 5011)
anim = 20030
ID = 20030
pos = 10,helper(30000),var(25)
postype = left
removetime = 60
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -2
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

;Reversal text (2p)
[State -3, Explod]
type = Explod
triggerall = Numhelper(30000)
triggerall = helper(30000),var(24)
triggerall = NumExplod(20030) = 0
triggerall = Var(1) = 2
triggerall = time = 1
triggerall = Stateno = [1000,3200]
;triggerall = movetype = A
trigger1 = Prevstateno = [5110,5123]
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
trigger1 = animelemtime(15) >= 0
trigger2 = numhelper(6100)
trigger2 = helper(6100),var(59)
trigger3 = numhelper(6101)
trigger3 = helper(6101),var(59)
trigger4 = numhelper(6102)
trigger4 = helper(6102),var(59)
trigger5 = numhelper(6103)
trigger5 = helper(6103),var(59)
trigger6 = numhelper(6104)
trigger6 = helper(6104),var(59)
trigger7 = numhelper(6105)
trigger7 = helper(6105),var(59)
trigger8 = numhelper(6106)
trigger8 = helper(6106),var(59)
trigger9 = numhelper(6107)
trigger9 = helper(6107),var(59)
trigger10 = numhelper(6108)
trigger10 = helper(6108),var(59)
trigger11 = numhelper(6109)
trigger11 = helper(6109),var(59)
trigger12 = numhelper(6110)
trigger12 = helper(6110),var(59)
trigger13 = numhelper(6111)
trigger13 = helper(6111),var(59)
trigger14 = numhelper(6112)
trigger14 = helper(6112),var(59)
trigger15 = numhelper(6113)
trigger15 = helper(6113),var(59)
trigger16 = numhelper(6114)
trigger16 = helper(6114),var(59)
trigger17 = numhelper(6115)
trigger17 = helper(6115),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)-1
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)-1
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)-1
anim = 20071
ID = 20070
pos = -10,helper(30000),var(25) + (var(59)=-1)*16
postype = right
removetime = 120
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -2
ownpal = 1
scale = 0.5,0.5

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僲乕儅儖僼傿僯僢僔儏
[state -3, VarSet]
type = VarSet
triggerall = var(59) = 0
triggerall = winko
trigger1 = stateno = [200,920]
trigger2 = stateno = [1100,1430]
trigger3 = numhelper(6000)
trigger3 = helper(6000),var(59)
trigger4 = numhelper(6001)
trigger4 = helper(6001),var(59)
trigger5 = numhelper(6002)
trigger5 = helper(6002),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)

