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

[Statedef -2]

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

[State -2]
Type = AppendToClipBoard
Trigger1 = 1
Text = "var(24): %d,fvar(26): %f,juggle: %d,HitShakeTime: %d,Combo: %d"
Params = var(24),fvar(26),var(41),var(36),ceil(fvar(35))
ignorehitpause = 1

[State 200, ChangeAnim]
type = changeanim
trigger1 = movecontact
trigger1 = stateno = 230
value = 230
elem = 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
;僸僢僩億乕僘張棟
[State -2, HitPauseTime]
type = VarAdd
trigger1 = var(13) > 0
var(13) = -1
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarAdd
trigger1 = var(40) > 0
var(40) = -1
ignorehitpause = 1

;彫峌寕
[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 200 || stateno = 400 || stateno = 430
var(13) = 9
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 200 || stateno = 400 || stateno = 430
var(40) = 11
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 230
var(13) = 10
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 600 || stateno = 630
var(13) = 8
ignorehitpause = 1

;拞峌寕
[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 210 || stateno = 240 || stateno = 440
trigger2 = stateno = 910
var(13) = 13
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 240
var(40) = 16
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 410
var(13) = 14
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 440
var(40) = 14
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 610 || stateno = 640
var(13) = 9
ignorehitpause = 1

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

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 420
var(40) = 15
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 = 450
var(40) = 11
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 250
var(13) = 14
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 620 || stateno = 650
trigger2 = stateno = 920
var(13) = 10
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 220
var(13) = 17
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 900
var(13) = 14
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 900
var(40) = 19
ignorehitpause = 1

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

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 1430
var(13) = ifelse(animelemtime(12)<0,1,10)
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
trigger1 = stateno = [1500,1530]
var(13) = 18
ignorehitpause = 1

;僴儞儅乕儅僂儞僥儞
[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
triggerall = stateno = 3210
trigger1 = (AnimElemtime(30) >= 0) && (AnimElemtime(32) <= 0)
var(13) = 10
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
triggerall = stateno = 3210
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(7) <= 0)
trigger2 = (AnimElemtime(13) >= 0) && (AnimElemtime(16) <= 0)
var(13) = 13
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = movecontact
triggerall = stateno = 3210
trigger1 = (AnimElemtime(25) >= 0) && (AnimElemtime(28) <= 0)
trigger2 = (AnimElemtime(41) >= 0) && (AnimElemtime(43) <= 0)
var(13) = 15
ignorehitpause = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僷儚乕僎乕僕
[State -2, PowerSet]
type = PowerSet
trigger1 = var(2) = 1
trigger1 = power > 1280
trigger1 = numpartner = 0
value = 1280
ignorehitpause = 1

[State -2, PowerSet]
type = PowerSet
trigger1 = var(2) = 2
trigger1 = power > 2240
trigger1 = numpartner = 0
value = 2240
ignorehitpause = 1

[State -2, PowerSet]
type = PowerSet
trigger1 = var(2) = 3
trigger1 = power > 1760
trigger1 = numpartner = 0
value = 1760
ignorehitpause = 1

[State -2, PowerAdd]
type = PowerAdd
triggerall = movehit
triggerall = !numtarget
trigger1 = stateno = 200
trigger2 = stateno = 230
trigger3 = stateno = 240
trigger3 = animelemtime(6) > 0
trigger4 = stateno = 400
trigger5 = stateno = 430
trigger6 = stateno = 600
trigger7 = stateno = 630
value = 10
ignorehitpause = 1

[State -2, PowerAdd]
type = PowerAdd
triggerall = movehit
triggerall = !numtarget
trigger1 = stateno = 910
value = 20
ignorehitpause = 1

[State -2, PowerAdd]
type = PowerAdd
triggerall = movehit
trigger1 = numtarget(240)
value = 40
ignorehitpause = 1

[State -2, PowerAdd]
type = PowerAdd
triggerall = movehit
trigger1 = numtarget(210)
trigger2 = numtarget(410) || numtarget(440)
trigger3 = numtarget(610) || numtarget(640)
value = 50
ignorehitpause = 1

[State -2, PowerAdd]
type = PowerAdd
triggerall = movehit
trigger1 = numtarget(220) || numtarget(250) 
trigger2 = numtarget(420) || numtarget(450)
trigger3 = numtarget(620) || numtarget(650)
trigger4 = numtarget(900) || numtarget(920)
value = 110
ignorehitpause = 1

[State -2, PowerAdd]
type = PowerAdd
triggerall = movehit
trigger1 = numtarget(1400)
trigger2 = numtarget(1410)
trigger3 = numtarget(1420)
value = 120
ignorehitpause = 1

[State -2, PowerAdd]
type = PowerAdd
triggerall = movehit
trigger1 = numtarget(1500)
trigger2 = numtarget(1510)
trigger3 = numtarget(1520)
value = 90
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(40000) = 0
name = "system direction"
id = 40000
pos =  0,0
postype = left
stateno = 40000
helpertype = normal
sprpriority = 1
keyctrl = 0

[state 190, helper]
type = helper
trigger1 = numhelper(60000) = 0
trigger1 = stateno = 191 || stateno = 192 || stateno = 193 || stateno = 194
trigger1 = time = 1
trigger1 = numpartner = 0
ID = 60000
pos = 0,0
postype = back
stateno = 60000+(helper(40000),var(18)=[0,3])*helper(40000),var(18)+(helper(40000),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
;摟柧僿儖僷乕2
[state -2, helper]
type = helper
trigger1 = numhelper(30000) = 0
trigger1 = roundstate = 2
ID = 30000
pos =  floor(abs(enemynear,Pos X - Pos X)/2),0
postype = p1
stateno = 30000
helpertype = normal
bindtime = -1
name = "toumei2"
sprpriority = 1
ownpal = 1
keyctrl = 0
ignorehitpause = 1

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

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

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

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

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

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

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

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

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

[State -2,longjump]
type = VarSet
trigger1 = time = 1
trigger1 = stateno = [1000,3200]
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

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮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(34) = 0

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

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

[State -2, 僽儘僢僉儞僌]
type = VarAdd
trigger1 = fvar(12)
fvar(12) = -1
ignorehitpause = 1

[State -2, 僽儘僢僉儞僌]
type = VarSet
triggerall = var(30) = 0
triggerall = var(50) = 0
trigger1 = command = "bl1" && command != "holddown"&& Command != "holdup"
trigger1 = fvar(12):= 10
var(30) = 1

[State -2, 僽儘僢僉儞僌]
type = VarSet
trigger1 = var(50) = 0
trigger1 = var(30) = [1,6+helper(40000),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 = var(31) >= 23
trigger2 = (stateno = [4000,4205])&&!time
var(35) = 0

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

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

[State -2, 僽儘僢僉儞僌]
type = VarSet
triggerall = var(31) = 0
triggerall = var(50) = 0
trigger1 = command = "bl2" && command != "holdfwd"&& Command != "holdback"
trigger1 = fvar(12):= 10
var(31) = 1

[State -2, 僽儘僢僉儞僌]
type = VarSet
trigger1 = var(50) = 0
trigger1 = var(31) = [1,6+helper(40000),var(1)]
trigger1 = command != "holddown" && Command != "holdup" && command != "holdfwd"&& Command != "holdback"
var(35) = 1

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

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

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

;棫偪僽儘
[State -2, HitOverride] 
type = HitOverride
triggerall = var(50) = 0
triggerall = statetype != A
trigger1 = (ctrl||((stateno = [4000,4115])&&!fvar(12))) && (var(30) = [1,6+helper(40000),var(1)]) && (helper(40000),var(0)=1)
trigger2 = (ctrl||((stateno = [4000,4115])&&!fvar(12))) && (var(30) = [7+helper(40000),var(1),10+helper(40000),var(1)]) && var(33) && (helper(40000),var(0)=1)
trigger3 = (stateno = [4000,4115]) && fvar(12)
trigger4 = (stateno = [6150,6153]) && (var(30) = [1,ifelse((enemynear,hitdefattr=S,SA,HA),2,3)+helper(40000),var(3)]) && (helper(40000),var(2)=1)
trigger5 = numhelper(40000) && helper(40000),var(4) = 1
trigger5 = (stateno = [150,153]) && (var(30) = [1,ifelse((enemynear,hitdefattr=S,SA,HA),2,3)+helper(40000),var(3)]) && (helper(40000),var(2)=1)
slot = 0
attr = S, AA
stateno = 4000
time = 1

[State -2, HitOverride] 
type = HitOverride
triggerall = var(50) = 0
triggerall = statetype != A
trigger1 = (ctrl||((stateno = [4000,4115])&&!fvar(12))) && (var(30) = [1,5+helper(40000),var(1)]) && (helper(40000),var(0)=1)
trigger2 = (stateno = [4000,4115]) && fvar(12)
trigger3 = (stateno = [6150,6153]) && (var(30) = [1,ifelse((enemynear,hitdefattr=A,SA,HA),2,3)+helper(40000),var(3)]) && (helper(40000),var(2)=1)
trigger4 = numhelper(40000) && helper(40000),var(4) = 1
trigger4 = (stateno = [150,153]) && (var(30) = [1,ifelse((enemynear,hitdefattr=A,SA,HA),2,3)+helper(40000),var(3)]) && (helper(40000),var(2)=1)
slot = 1
attr = A, AA
stateno = 4000
time = 1

[State -2, HitOverride] 
type = HitOverride
triggerall = var(50) = 0
triggerall = statetype != A
trigger1 = (ctrl||((stateno = [4000,4115])&&!fvar(12))) && (var(30) = [1,6+helper(40000),var(1)]) && (helper(40000),var(0)=1)
trigger2 = (ctrl||((stateno = [4000,4115])&&!fvar(12))) && (var(30) = [7+helper(40000),var(1),10+helper(40000),var(1)]) && var(33) && (helper(40000),var(0)=1)
trigger3 = (stateno = [4000,4115]) && fvar(12)
trigger4 = (stateno = [6150,6153]) && (var(30) = [1,2+helper(40000),var(3)]) && (helper(40000),var(2)=1)
trigger5 = numhelper(40000) && helper(40000),var(4) = 1
trigger5 = (stateno = [150,153]) && (var(30) = [1,2+helper(40000),var(3)]) && (helper(40000),var(2)=1)
slot = 2
attr = SA, AP
stateno = 4010
time = 1

;孅僽儘
[State -2, HitOverride]
type = HitOverride
triggerall = var(50) = 0
triggerall = statetype != A
trigger1 = (ctrl||((stateno = [4000,4115])&&!fvar(12))) && (var(31) = [1,6+helper(40000),var(1)]) && (helper(40000),var(0)=1)
trigger2 = (ctrl||((stateno = [4000,4115])&&!fvar(12))) && (var(31) = [7+helper(40000),var(1),10+helper(40000),var(1)]) && var(34) && (helper(40000),var(0)=1)
trigger3 = (stateno = [4000,4115]) && fvar(12)
trigger4 = (stateno = [6150,6153]) && (var(31) = [1,ifelse((enemynear,hitdefattr=C,SA,HA),2,3)+helper(40000),var(3)]) && (helper(40000),var(2)=1)
trigger5 = numhelper(40000) && helper(40000),var(4) = 1
trigger5 = (stateno = [150,153]) && (var(31) = [1,ifelse((enemynear,hitdefattr=C,SA,HA),2,3)+helper(40000),var(3)]) && (helper(40000),var(2)=1)
slot = 3
attr = C, AA
stateno = 4100
time = 1

[State -2, HitOverride]
type = HitOverride
triggerall = var(50) = 0
triggerall = statetype != A
trigger1 = (ctrl||((stateno = [4000,4115])&&!fvar(12))) && (var(31) = [1,6+helper(40000),var(1)]) && (helper(40000),var(0)=1)
trigger2 = (ctrl||((stateno = [4000,4115])&&!fvar(12))) && (var(31) = [7+helper(40000),var(1),10+helper(40000),var(1)]) && var(34) && (helper(40000),var(0)=1)
trigger3 = (stateno = [4000,4115]) && fvar(12)
trigger4 = (stateno = [6150,6153]) && (var(31) = [1,2+helper(40000),var(3)]) && (helper(40000),var(2)=1)
trigger5 = numhelper(40000) && helper(40000),var(4) = 1
trigger5 = (stateno = [150,153]) && (var(31) = [1,2+helper(40000),var(3)]) && (helper(40000),var(2)=1)
slot = 4
attr = C, AP
stateno = 4110
time = 1

;嬻拞僽儘
[State -2, HitOverride]
type = HitOverride
triggerall = var(50) = 0
triggerall = statetype = A
trigger1 = (ctrl||(stateno=5040&&var(0)=1)||((stateno = [4200,4205])&&!fvar(12))) && (var(30) = [1,6+helper(40000),var(1)]) && (helper(40000),var(0)=1)
trigger2 = (ctrl||(stateno=5040&&var(0)=1)||((stateno = [4200,4205])&&!fvar(12))) && (var(30) = 7+helper(40000),var(1)) && var(33) && (helper(40000),var(0)=1)
trigger3 = (stateno = [4200,4205]) && fvar(12)
slot = 5
attr = SCA, AA
stateno = 4200
time = 1

[State -2, HitOverride]
type = HitOverride
triggerall = var(50) = 0
triggerall = statetype = A
trigger1 = (ctrl||(stateno=5040&&var(0)=1)||((stateno = [4200,4205])&&!fvar(12))) && (var(30) = [1,6+helper(40000),var(1)]) && (helper(40000),var(0)=1)
trigger2 = (ctrl||(stateno=5040&&var(0)=1)||((stateno = [4200,4205])&&!fvar(12))) && (var(30) = 7+helper(40000),var(1)) && var(33) && (helper(40000),var(0)=1)
trigger3 = (stateno = [4200,4205]) && fvar(12)
slot = 6
attr = SCA, AP
stateno = 4205
time = 1

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

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

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

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

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

[State -2, Varset]
type = Varset
trigger1 = stateno != [4000,4205]
fvar(21) = 0

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

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

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

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

[State -2, varset]
type = varset
triggerall = var(9) = 0
trigger1 = stateno != [800,899]
trigger1 = numenemy
trigger1 = enemy,movetype = H
trigger1 = enemy,stateno = [5000,5099]
trigger2 = stateno = 1050
trigger3 = stateno = 1150
trigger4 = stateno = 1250
trigger5 = stateno = 1350
trigger6 = numtarget
trigger6 = target,stateno = [1560,1571]
trigger7 = stateno = 3010
trigger8 = stateno = 3150
var(9) = 1
ignorehitpause = 1

[State -2, varset]
type = varset
trigger1 = roundstate = [0,1]
var(9) = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僟儊乕僕曗惓

;僷乕僜僫儖傾僋僔儑儞(懪寕)
[State -2, Varset]
type = Varset
trigger1 = fvar(23) >= 1.188
fvar(23) = 1.188
ignorehitpause = 1

[State -2, Varset]
type = Varset
trigger1 = fvar(23) <= 1.0
trigger2 = moveguarded
trigger3 = fvar(23) > 1.0
trigger3 = fvar(23) < 1.188
trigger3 = !numtarget
fvar(23) = 1.0
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
triggerall = fvar(23) > 1.0
triggerall = movehit
trigger1 = stateno = [200,650]
trigger2 = stateno = [900,920]
trigger3 = stateno = [1400,1430]
trigger4 = stateno = [1500,1530]
trigger5 = stateno = 3210
fvar(23) = -0.0625
ignorehitpause = 1

;僷乕僜僫儖傾僋僔儑儞(搳偘)
[State -2, Varset]
type = Varset
trigger1 = fvar(24) >= 1.25
fvar(24) = 1.25
ignorehitpause = 1

[State -2, Varset]
type = Varset
trigger1 = fvar(24) <= 1.0
trigger2 = moveguarded
trigger3 = fvar(24) > 1.0
trigger3 = fvar(24) < 1.25
trigger3 = !numtarget
fvar(24) = 1.0
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
triggerall = fvar(24) > 1.0
triggerall = movehit
trigger1 = stateno = [200,650]
trigger2 = stateno = [900,920]
trigger3 = stateno = [1400,1430]
trigger4 = stateno = [1500,1530]
trigger5 = stateno = 3210
fvar(24) = -0.0625
ignorehitpause = 1

;僷乕僜僫儖傾僋僔儑儞(杊屼椡)
[State -2, Varset]
type = Varset
trigger1 = fvar(26) >= 1.25
fvar(26) = 1.25
ignorehitpause = 1

[State -2, Varset]
type = Varset
trigger1 = fvar(26) <= 1.0
fvar(26) = 1.0

[State -2, DefenceMulSet]
type = DefenceMulSet
trigger1 = 1
value = (1.0/fvar(26))*ifelse((stateno=[5080,5110])&&(statetype=L),0.5,1.0)
ignorehitpause = 1

[State -2, LifeAdd]
type = LifeAdd
trigger1 = roundstate = 2
trigger1 = fvar(26) > 1.0
trigger1 = fvar(30) = 0
trigger1 = movetype = H
trigger1 = (stateno != [150,155]) && (stateno != [6150,6155])
trigger1 = var(53)-life > 0
value = ceil((var(53)-life)*(fvar(26)-1.0)/fvar(26))
ignorehitpause = 1

[State -2, Varset]
type = Varset
trigger1 = movetype != H
fvar(30) = 0
ignorehitpause = 1

[State -2, Varset]
type = Varset
trigger1 = movetype = H
trigger1 = gethitvar(damage) = 0
fvar(30) = 1
ignorehitpause = 1

;僗乕僷乕僉儍儞僙儖
[State -2, Varset]
type = Varset
trigger1 = movetype != A
trigger2 = stateno != [3000,3210]
trigger3 = !fvar(35)
trigger4 = fvar(27) = 0
fvar(27) = 1
ignorehitpause = 1

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

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

;崻惈抣曗惓
[State -2, VarSet]
type = VarSet
trigger1 = numenemy > 2
fvar(31) = 1.0

[State -2, VarSet]
type = VarSet
triggerall = numenemy = 2
trigger1 = (100*((enemy(0),life)+(enemy(1),life))/((enemy(0),const(data.life))+(enemy(1),const(data.life))))>30
fvar(31) = 1.0

[State -2, VarSet]
type = VarSet
triggerall = numenemy = 2
trigger1 = (100*((enemy(0),life)+(enemy(1),life))/((enemy(0),const(data.life))+(enemy(1),const(data.life))))<=30
trigger1 = (100*((enemy(0),life)+(enemy(1),life))/((enemy(0),const(data.life))+(enemy(1),const(data.life))))>20
fvar(31) = 0.89

[State -2, VarSet]
type = VarSet
triggerall = numenemy = 2
trigger1 = (100*((enemy(0),life)+(enemy(1),life))/((enemy(0),const(data.life))+(enemy(1),const(data.life))))<=20
trigger1 = (100*((enemy(0),life)+(enemy(1),life))/((enemy(0),const(data.life))+(enemy(1),const(data.life))))>10
fvar(31) = 0.78

[State -2, VarSet]
type = VarSet
triggerall = numenemy = 2
trigger1 = (100*((enemy(0),life)+(enemy(1),life))/((enemy(0),const(data.life))+(enemy(1),const(data.life))))<=10
trigger1 = (100*((enemy(0),life)+(enemy(1),life))/((enemy(0),const(data.life))+(enemy(1),const(data.life))))>5
fvar(31) = 0.67

[State -2, VarSet]
type = VarSet
triggerall = numenemy = 2
trigger1 = (100*((enemy(0),life)+(enemy(1),life))/((enemy(0),const(data.life))+(enemy(1),const(data.life))))<=5
fvar(31) = 0.56

[State -2, VarSet]
type = VarSet
triggerall = numenemy = 1
trigger1 = (100*enemy,life/enemy,const(data.life))>30
fvar(31) = 1.0

[State -2, VarSet]
type = VarSet
triggerall = numenemy = 1
trigger1 = (100*enemy,life/enemy,const(data.life))<=30
trigger1 = (100*enemy,life/enemy,const(data.life))>20
fvar(31) = 0.89

[State -2, VarSet]
type = VarSet
triggerall = numenemy = 1
trigger1 = (100*enemy,life/enemy,const(data.life))<=20
trigger1 = (100*enemy,life/enemy,const(data.life))>10
fvar(31) = 0.78

[State -2, VarSet]
type = VarSet
triggerall = numenemy = 1
trigger1 = (100*enemy,life/enemy,const(data.life))<=10
trigger1 = (100*enemy,life/enemy,const(data.life))>5
fvar(31) = 0.67

[State -2, VarSet]
type = VarSet
triggerall = numenemy = 1
trigger1 = (100*enemy,life/enemy,const(data.life))<=5
fvar(31) = 0.56

;僠僃乕儞僐儞儃
[State -2, Attack_Up]
type = VarSet
trigger1 = movetype != A
trigger2 = !numtarget
fvar(39) = 1.0

;僱僢僋僴儞僊儞僌楢懕媄曗惓
[State -2, Attack_Down]
type = VarSet
trigger1 = !numtarget
fvar(33) = 1

[State -2, Attack_Down]
type = VarSet
trigger1 = !numtarget
fvar(34) = 1

;僐儞儃僟儊乕僕曗惓
[State -2, Attack_Down]
type = VarSet
triggerall = fvar(35) > 0
trigger1 = !numtarget
fvar(35) = 0

[State -2, VarAdd]
type = VarAdd
triggerall = MoveHit 
trigger1 = stateno = 220
trigger2 = stateno = 250
trigger3 = stateno = 410
trigger4 = stateno = 450
trigger5 = stateno = 620
trigger6 = stateno = 650
trigger7 = stateno = 900
trigger8 = stateno = 920
trigger9 = stateno = [1400,1430]
trigger10 = stateno = [1500,1530]
fvar(35) = 1.0
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(35) = 0.55
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
triggerall = MoveHit 
trigger1 = stateno = 210
trigger2 = stateno = 240
trigger3 = stateno = 410
trigger4 = stateno = 440
trigger5 = stateno = 610
trigger6 = stateno = 640
trigger7 = stateno = 910
fvar(10) = 0.80
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
triggerall = MoveHit 
trigger1 = stateno = 3210
fvar(35) = 0.5
ignorehitpause = 1

[State -2, Attack_Down]
type = VarSet
trigger1 = !fvar(35)
fvar(25) = 1.0

[State -2, Attack_Down]
type = VarSet
trigger1 = 1
fvar(0) = ifelse((1.0-(fvar(35)*0.095))<0.15,0.15,(1.0-(fvar(35)*0.095)))
ignorehitpause = 1

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

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

[State -2, varset]
type = varset
trigger1 = movetype != H
fvar(9) = 0

[State -2, varset]
type = varadd
trigger1 = numhelper(40000)
trigger1 = helper(40000),var(14) = 1
trigger1 = roundstate = 2
trigger1 = stateno != [120,155]
trigger1 = movetype = H
trigger1 = numenemy
trigger1 = var(53)-life > 0
fvar(9) = ifelse(fvar(9)=0,1,fvar(9)*ifelse((enemy,HitDefAttr=SCA,NA),.1,ifelse((enemy,HitDefAttr=SCA,SA),.2,ifelse((enemy,HitDefAttr=SCA,HA),.3,.4))))
ignorehitpause = 1

[State -2, varset]
type = varset
trigger1 = numhelper(40000)
trigger1 = helper(40000),var(14) = 0
fvar(2) = 0

[State -2, varadd]
type = varadd
trigger1 = numhelper(40000)
trigger1 = helper(40000),var(14) = 1
trigger1 = roundstate = 2
trigger1 = stateno != [120,155]
trigger1 = movetype = H
trigger1 = numenemy
trigger1 = var(53)-life > 0
fvar(2) = (var(53)-life)/(ifelse((enemy,HitDefAttr=SCA,NA),8,ifelse((enemy,HitDefAttr=SCA,SA),10,ifelse((enemy,HitDefAttr=SCA,HA),12,ifelse(enemy,hitcount>=10,1000,14)))*fvar(9)))
ignorehitpause = 1

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

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

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

[State -2, varadd]
type = varadd
trigger1 = fvar(2) > 0.0
trigger1 = fvar(2) < 72.0
trigger1 = gametime%11 = 0
fvar(2) = -0.5
ignorehitpause = 1

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

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

[State -2, Varset]
type = Varset
trigger1 = gethitvar(hitcount) > 0
trigger1 = movetype = H
trigger1 = var(53)-life > 0
fvar(30) = 1
ignorehitpause = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
[State -2, VarSet]
type = VarSet
triggerall = numpartner
triggerall = partner,authorname = "GM"||target,authorname = "BM"
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(38) = 1

[State -2, VarSet]
type = VarSet
triggerall = numpartner
triggerall = partner,authorname = "Homura"
trigger1 = partner,name = "Remy"
fvar(38) = 1

;僷儚乕僎乕僕
[State -3]
type = helper
triggerall = numhelper(50000) = 0
trigger1 = numpartner = 0
trigger2 = numpartner && !fvar(38)
trigger3 = fvar(38) && id < partner,id
name = "僎乕僕"
id = 50000
pos =  0,0
postype = left
stateno = 50000
helpertype = normal
ontop = 1
keyctrl = 0

;僗僞儞僎乕僕
[State -3]
type = helper
triggerall = helper(40000),var(14) = 1
triggerall = fvar(15) = 1
triggerall = numhelper(25000) = 0
trigger1 = numpartner = 0
trigger2 = numpartner && !fvar(38)
trigger3 = fvar(38) && 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
;僕儍僌儖儕僙僢僩
[State -2, Juggle Reset]
type = VarSet
triggerall = var(41)
triggerall = numenemy
trigger1 = enemy,statetype != A
trigger2 = enemy,movetype = A
trigger3 = enemy,life = 0
var(41) = 0
ignorehitpause = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僕儍僌儖僠僃僢僋(捠忢媄)
[State -2, Juggle Check]
type = VarAdd
triggerall = MoveHit
trigger1 = stateno = 910
var(41) = 1
ignorehitpause = 1

[State -2, Juggle Check]
type = VarAdd
triggerall = MoveHit
trigger1 = stateno = [600,650]
trigger2 = stateno = 920
var(41) = 3
ignorehitpause = 1

[State -2, Juggle Check]
type = VarAdd
triggerall = MoveHit
trigger1 = stateno = [200,450]
trigger2 = stateno = 900
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 = numtarget(3204)
var(41) = 6
ignorehitpause = 1

[State -2, Juggle Check]
type = VarAdd
triggerall = MoveHit
trigger1 = stateno = [1400,1420]
var(41) = 5
ignorehitpause = 1

[State -2, Juggle Check]
type = VarAdd
triggerall = MoveHit
trigger1 = numtarget(1432)
var(41) = 3
ignorehitpause = 1

[State -2, Juggle Check]
type = VarAdd
triggerall = MoveHit
trigger1 = numtarget(1430)
trigger2 = numtarget(1431)
trigger3 = numtarget(3200)
trigger4 = numtarget(3201)
trigger5 = numtarget(3202)
trigger6 = numtarget(3203)
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 = [1200,1220]
trigger2 = stateno = [1500,1530]
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 = [1400,1430]
trigger2 = stateno = 3210
var(5) = 0
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = numpartner = 0
triggerall = movehit
triggerall = numtarget
trigger1 = stateno = [200,450]
trigger2 = stateno = [600,650]
trigger3 = stateno = [900,920]
trigger4 = stateno = [1500,1530]
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
[State -2, VarAdd]
type = VarAdd
trigger1 = fvar(4) > 0
trigger1 = !var(13)
trigger1 = !var(40)
trigger1 = !var(25)
fvar(4) = -1

[State -2, VarSet]
type = VarSet
triggerall = MoveHit 
trigger1 = stateno = [1200,1220]
trigger2 = stateno = [1500,1530]
fvar(4) = 1
ignorehitpause = 1

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

[State -2, VarSet]
type = VarSet
triggerall = MoveHit 
trigger1 = stateno = 210
trigger2 = stateno = 240
trigger3 = stateno = 410
trigger4 = stateno = 440
trigger5 = stateno = 610
trigger6 = stateno = 640
trigger7 = stateno = 910
fvar(4) = 5
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = MoveHit 
trigger1 = stateno = 220
trigger2 = stateno = 250
trigger3 = stateno = 420
trigger4 = stateno = 620
trigger5 = stateno = 650
trigger6 = stateno = 900
trigger7 = stateno = 920
trigger8 = stateno = [1400,1430]
trigger9 = stateno = 3210
fvar(4) = 7
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = 1
fvar(10) = helper(40000),var(12)

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

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

[State -2, VarSet]
type = VarSet
triggerall = enemy,life > 0
triggerall = numenemy
triggerall = enemy,statetype = A
triggerall = enemy,movetype = H
trigger1 = var(41) < (fvar(10)=1)*4+(fvar(10)=2)*6+(fvar(10)=3)*9+(fvar(10)=4)*999999999
trigger2 = var(41) >= (fvar(10)=1)*4+(fvar(10)=2)*6+(fvar(10)=3)*9+(fvar(10)=4)*999999999
trigger2 = fvar(4)
var(24) = 0
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = enemy,life > 0
triggerall = numtarget 
triggerall = numenemy
triggerall = enemy,statetype = A
triggerall = enemy,movetype = H
trigger1 = fvar(5) = 1
trigger2 = !fvar(4)
trigger2 = var(41) >= (fvar(10)=1)*4+(fvar(10)=2)*6+(fvar(10)=3)*9+(fvar(10)=4)*999999999
var(24) = 1
ignorehitpause = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;憡庤嬻拞暅婣桿摫
[State -2, Air Recovery]
type = VarSet
triggerall = numenemy
trigger1 = enemy,stateno != [5000,5050]
trigger2 = enemy,statetype != A
var(6) = 0
ignorehitpause = 1

[State -2, Air Recovery]
type = VarSet
triggerall = MoveHit
trigger1 = stateno = 220
trigger2 = stateno = [410,420]
trigger3 = stateno = 450
trigger4 = stateno = [1400,1430]
trigger5 = stateno = [1500,1540]
trigger6 = stateno = 3210
var(6) = 1
ignorehitpause = 1

[State -2, Air Recovery]
type = TargetState
triggerall = var(6) = 1
triggerall = MoveHit
trigger1 = stateno = [200,210]
trigger2 = stateno = [230,250]
trigger3 = stateno = 400
trigger4 = stateno = [430,440]
trigger5 = 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
;Hit妋擣
[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = [200,650]
trigger1 = stateno!= 240
trigger2 = stateno = [900,920]
trigger3 = stateno = [1400,1430]
trigger4 = stateno = [1500,1530]
var(23) = stateno
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
trigger1 = stateno = 240
trigger1 = anim = 240
var(23) = ifelse(animelemtime(6)<0,240,241)
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
triggerall = stateno = 3210
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(7) < 0
var(23) = 3200
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
triggerall = stateno = 3210
trigger1 = animelemtime(13) >= 0
trigger1 = animelemtime(16) < 0
var(23) = 3201
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
triggerall = stateno = 3210
trigger1 = animelemtime(25) >= 0
trigger1 = animelemtime(28) < 0
var(23) = 3202
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
triggerall = stateno = 3210
trigger1 = animelemtime(30) >= 0
trigger1 = animelemtime(32) < 0
var(23) = 3203
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact || movereversed
triggerall = stateno = 3210
trigger1 = animelemtime(41) >= 0
trigger1 = animelemtime(43) < 0
var(23) = 3204
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = movetype != A
var(23) = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僸僢僩妋擣
[State -2, VarSet]
type = VarSet
trigger1 = var(11)
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) = [1400,1430]
trigger4 = var(49) = 3210
var(11) = 1
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = MoveHit 
trigger1 = var(49) = [1500,1530]
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 = [5600,5630]
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, Explod]
type = Explod
triggerall = var(11) = 2
triggerall = numtarget
trigger1 = target,stateno = [5000,5099]
trigger2 = target,stateno = 1560
trigger3 = target,stateno = 1570
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
triggerall = numenemy
triggerall = enemy,movetype = H
trigger1 = enemy,stateno = [5000,5099]
trigger2 = enemy,stateno = 1560
trigger3 = enemy,stateno = 1570
anim = var(44)
pos = var(42),var(43)
postype = p1
sprpriority = 10
bindtime = 1
ignorehitpause = 1
ownpal = 1
facing = 1
scale = const(size.xscale),const(size.yscale)

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僐儞儃梡僸僢僩妋擣
[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = [200,650]
trigger1 = stateno!= 240
trigger2 = stateno = [900,920]
trigger3 = stateno = [1400,1430]
trigger4 = stateno = [1500,1530]
var(38) = stateno
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 240
trigger1 = anim = 240
var(38) = ifelse(animelemtime(6)<0,240,241)
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
triggerall = stateno = 3210
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(7) <= 0
var(38) = 3200
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
triggerall = stateno = 3210
trigger1 = animelemtime(13) >= 0
trigger1 = animelemtime(16) <= 0
var(38) = 3201
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
triggerall = stateno = 3210
trigger1 = animelemtime(25) >= 0
trigger1 = animelemtime(28) <= 0
var(38) = 3202
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
triggerall = stateno = 3210
trigger1 = animelemtime(30) >= 0
trigger1 = animelemtime(32) <= 0
var(38) = 3203
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
triggerall = stateno = 3210
trigger1 = animelemtime(41) >= 0
trigger1 = animelemtime(43) <= 0
var(38) = 3204
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = stateno = [200,650]
trigger2 = stateno = [900,920]
trigger3 = stateno = [1400,1430]
trigger4 = stateno = [1500,1530]
trigger5 = stateno = 3210
fvar(29) = 5
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
trigger1 = var(38)
trigger1 = !var(13)
trigger1 = fvar(29) > 0
fvar(29) = -1

[State -2, VarSet]
type = VarSet
trigger1 = ctrl
trigger2 = !var(13)
trigger2 = !fvar(29)
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
;儌儞僗僞乕儔儕傾僢僩俫俬俿
[State -2, ChangeState] 
type = ChangeState
trigger1 = stateno = [1500,1530]
trigger1 = movehit
value = 1550
ignorehitpause = 1

[State -2, ChangeState] 
type = ChangeState
triggerall = stateno = [1500,1530]
trigger1 = moveguarded
value = 1555
ignorehitpause = 1

[State -2, ChangeState] 
type = ChangeState
triggerall = stateno = [1500,1530]
trigger1 = movereversed
value = 1556
ignorehitpause = 1

[State -2, varset]
type = varset
triggerall = movecontact || movereversed
trigger1 = stateno = 1500
trigger1 = animelem = 7
trigger2 = stateno = 1510
trigger2 = animelem = 7
trigger3 = stateno = 1520
trigger3 = animelem = 11
trigger4 = stateno = 1530
trigger4 = anim = 1531
trigger4 = animelem = 3
var(14) = 1
ignorehitpause = 1

[State 810, Explod]
type = Explod
trigger1 = numtarget(1500)
trigger1 = target(1500),stateno = 5100
trigger1 = target(1500),time = 1
trigger2 = numtarget(1510)
trigger2 = target(1510),stateno = 5100
trigger2 = target(1510),time = 1
trigger3 = numtarget(1520)
trigger3 = target(1520),stateno = 5100
trigger3 = target(1520),time = 1
anim = 6700
postype = p2
pos = 0, 0
persistent = 0
velocity = 0, 0
accel = 0, 0
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
;屻傠嬄偗斀傝峌寕俫俬俿
[State -2, TargetState]
type = TargetState
triggerall = movehit
triggerall = numenemy = 1
triggerall = numtarget
triggerall = target,statetype != A
triggerall = target,statetype != C
triggerall = target,authorname = "GM"||target,authorname = "BM"
triggerall = target,name="Alex"||target,name="Hugo"||target,name="Ryu"||target,name="Ken"||target,name="Gouki"||target,name="Ibuki"
trigger1 = NumTarget(250)
trigger2 = NumTarget(900)
trigger3 = NumTarget(3201)
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,authorname = "GM"||target,authorname = "BM"
trigger4 = target,name="Alex"||target,name="Hugo"||target,name="Ryu"||target,name="Ken"||target,name="Gouki"||target,name="Ibuki"
trigger4 = (target,stateno = 6151) || (target,stateno = 6153) || (target,stateno = 6155)
var(18) = 6
ignorehitpause = 1

[State -2, varadd]
type = varadd
trigger1 = var(18) > 0
var(18) = -1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;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) = [200,650]
trigger2 = var(49) = [900,920]
trigger3 = var(49) = [1400,1430]
trigger4 = var(49) = 3210
var(12) = 1
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = MoveGuarded 
trigger1 = var(49) = [1500,1530]
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]
type = null;Explod
trigger1 = var(12) = 1
anim = 8410
pos = var(42),var(43)
postype = p2
sprpriority = 10
bindtime = 1
ignorehitpause = 1
ownpal = 1
facing = -1
scale = const(size.xscale),const(size.yscale)

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

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

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

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僸僢僩僶僢僋僼儔僌敪惗
[State -2, CornerPush]
type = VarSet
triggerall = movecontact
triggerall = numtarget
triggerall = target,statetype != A
trigger1 = stateno = 600 || stateno = 630 || stateno = 920
trigger2 = stateno = 610 || stateno = 640
trigger3 = stateno = 620 || stateno = 650
fvar(1) = 6*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
triggerall = numtarget
triggerall = target,statetype = A
trigger1 = stateno = 600 || stateno = 630 || stateno = 920
fvar(1) = 6*const(size.xscale)
ignorehitpause = 1

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

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

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 200
fvar(1) = 12.0*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 400
fvar(1) = 12.0*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 420
trigger2 = stateno = 450
fvar(1) = 12*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 430
fvar(1) = 12*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 230
fvar(1) = 10.5*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 = 210
fvar(1) = 12.5*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 220
fvar(1) = 14*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 440
fvar(1) = 16*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 250 || stateno = 900
fvar(1) = 34*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 910
fvar(1) = 9.5*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = 410
fvar(1) = 13*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = stateno = [1400,1420]
fvar(1) = 11*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movehit
trigger1 = numtarget(1430)
trigger2 = numtarget(1431)
trigger3 = numtarget(1432)
fvar(1) = 14*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = moveguarded
trigger1 = numtarget(1430)
trigger2 = numtarget(1431)
trigger3 = numtarget(1432)
fvar(1) = 7*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = numtarget(3203)
trigger2 = numtarget(3204)
fvar(1) = 6*const(size.xscale)
ignorehitpause = 1

[State -2, CornerPush]
type = VarSet
triggerall = movecontact
trigger1 = numtarget(3200)
trigger2 = numtarget(3201)
fvar(1) = 10*const(size.xscale)
ignorehitpause = 1

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

[State -2, CornerPush]
type = VarSet
trigger1 = !var(13) && !var(40) && fvar(1) < 1.0
fvar(1) = 0

[State -2, CornerPush]
type = PosAdd
trigger1 = !var(13) && !var(40) && 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(40) && fvar(1) && !fvar(6)
fvar(1) = fvar(1)*.8

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

[State -2, CornerPush]
type = VarSet
triggerall = movehit
triggerall = numtarget
trigger1 = stateno = [200,650]
trigger2 = stateno = [900,920]
trigger3 = stateno = [1400,1430]
trigger4 = stateno = 3210
fvar(14) = 1
ignorehitpause = 1

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

[State -2, VelSet]
type = posadd
triggerall = fvar(14)
triggerall = stateno = 20 || stateno = 100
triggerall = vel X > 0
triggerall = FrontEdgeBodyDist < ceil(90*const(size.xscale))
trigger1 = numenemy
trigger1 = (enemynear,stateno = [5020,5050])||(enemynear,stateno = [7000,7020])||enemynear,stateno = 5700
trigger1 = enemynear,BackEdgeBodyDist <= 0
x = -(vel X)

;嬻拞捠忢媄(懳僽儘僢僉儞僌)
[State -2, Velocity]
type = VelSet
triggerall = stateno = 250 || (stateno = [600,650]) || (stateno = [910,920])
triggerall = statetype = A
triggerall = movehit
triggerall = numenemy
triggerall = enemynear,authorname = "GM"||target,authorname = "BM"
triggerall = enemynear,name="Alex"||enemynear,name="Hugo"||enemynear,name="Ryu"||enemynear,name="Ken"||enemynear,name="Gouki"||enemynear,name="Ibuki"||enemynear,name="Gill"
trigger1 = enemynear,stateno = [4000,4205]
x = ifelse(vel X < 0,(vel X)*.4,ifelse(vel X > 0,-(vel X)*.6,-1.0))
y = ifelse(vel Y<0,(vel Y)*.85,0)
ignorehitpause = 1

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

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

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

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

[Statedef -3]

;奺庬壒惡
[State -3, 壒傪柭傜偡]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = [52,54] 
value = 5100, 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 = fvar(18) = 1
triggerall = NumExplod(20000) = 0
triggerall = IsHelper != 1
triggerall = Var(1) = 1
trigger1 = stateno = [4000,4015]
trigger2 = stateno = [4100,4115]
trigger3 = stateno = [4200,4205]
anim = 20060;20000
ID = 20000
pos = 10,ceil(fvar(19))
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 = fvar(18) = 1
triggerall = NumExplod(20000) = 0
triggerall = IsHelper != 1
triggerall = Var(1) = 2
trigger1 = stateno = [4000,4015]
trigger2 = stateno = [4100,4115]
trigger3 = stateno = [4200,4205]
anim = 20061;20001
ID = 20000
pos = -10,ceil(fvar(19))
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 = fvar(18) = 1
triggerall = NumExplod(20030) = 0
triggerall = Var(1) = 1
triggerall = time = 1
triggerall = Stateno = 195 || Stateno = [1000,3200]
;triggerall = movetype = A
trigger1 = Prevstateno = [5120,5121]
trigger2 = PrevStateNo = [5300,5301]
trigger3 = PrevStateNo = [5400,5420]
trigger4 = (PrevStateNo = [150,155]) || (PrevStateNo = [6150,6155])
trigger5 = (Prevstateno = 5001) || (Prevstateno = 5011)
trigger6 = Prevstateno = 5610
anim = 20030
ID = 20030
pos = 10,ceil(fvar(19))
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 = fvar(18) = 1
triggerall = NumExplod(20030) = 0
triggerall = Var(1) = 2
triggerall = time = 1
triggerall = Stateno = 195 || Stateno = [1000,3200]
;triggerall = movetype = A
trigger1 = Prevstateno = [5120,5121]
trigger2 = PrevStateNo = [5300,5301]
trigger3 = PrevStateNo = [5400,5420]
trigger4 = (PrevStateNo = [150,155]) || (PrevStateNo = [6150,6155])
trigger5 = (Prevstateno = 5001) || (Prevstateno = 5011)
trigger6 = Prevstateno = 5610
anim = 20031
ID = 20030
pos = -10,ceil(fvar(19))
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 = fvar(18) = 1
triggerall = NumExplod(20040) = 0
triggerall = var(1) = 1
triggerall = var(9) = 0
trigger1 = stateno != [800,899]
trigger1 = numenemy
trigger1 = enemy,movetype = H
trigger1 = enemy,stateno = [5000,5099]
trigger2 = stateno = 1050
trigger3 = stateno = 1150
trigger4 = stateno = 1250
trigger5 = stateno = 1350
trigger6 = numtarget
trigger6 = target,stateno = 1560
trigger7 = stateno = 3010
trigger8 = stateno = 3150
anim = 20040
ID = 20040
pos = 10,ceil(fvar(19)); + ifelse(NumExplod(20030) = 1,16,0)
postype = left
removetime = 60
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -2
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

;First Attack text (2p)
[State -3, Explod]
type = Explod
triggerall = fvar(18) = 1
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]
trigger2 = stateno = 1050
trigger3 = stateno = 1150
trigger4 = stateno = 1250
trigger5 = stateno = 1350
trigger6 = numtarget
trigger6 = target,stateno = 1560
trigger7 = stateno = 3010
trigger8 = stateno = 3150
anim = 20041
ID = 20040
pos = -10,ceil(fvar(19)); + ifelse(NumExplod(20031) = 1,16,0)
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(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 = fvar(18) = 1
triggerall = NumExplod(20050) = 0
triggerall = Var(1) = 1
triggerall = stateno = 180
trigger1 = var(59) = -1
anim = 20050
ID = 20050
pos = 10,ceil(fvar(19))
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 = fvar(18) = 1
triggerall = NumExplod(20050) = 0
triggerall = Var(1) = 2
triggerall = stateno = 180
trigger1 = var(59) = -1
anim = 20051
ID = 20050
pos = -10,ceil(fvar(19))
postype = right
removetime = 120
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -2
ownpal = 1
scale = 0.5,0.5

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;彑棙敾掕
[State -3, VarSet]
type = VarSet
trigger1 = roundstate = [0,1]
var(48) = 0

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

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

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僗乕僷乕傾乕僣丂僼傿僯僢僔儏
[State -3, VarSet]
type = VarSet
trigger1 = roundstate = [0,1]
var(59) = 0

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

[state -3, helper]
type = helper
triggerall = NumHelper(10000) = 0
triggerall = NumHelper(11000) = 0
triggerall = var(48)
triggerall = var(59) = 1
triggerall = numtarget
trigger1 = !numpartner
trigger2 = numpartner
trigger2 = partner,alive = 0
ID = 10000
pos = 0,0
postype = left
stateno = 10000
helpertype = normal
name = "sa-ko"
pausemovetime = 99999999
supermovetime = 99999999
sprpriority = -5
ownpal = 1
keyctrl = 0
ignorehitpause = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮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 = fvar(18) = 1
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,ceil(fvar(19)) + ifelse(var(59)=-1,16,0)
postype = left
removetime = 120
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -2
ownpal = 1
scale = 0.5,0.5

;Perfect text (2p)
[State -3, Explod]
type = Explod
triggerall = fvar(18) = 1
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,ceil(fvar(19)) + ifelse(var(59)=-1,16,0)
postype = right
removetime = 120
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -2
ownpal = 1
scale = 0.5,0.5

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僲乕儅儖僼傿僯僢僔儏
[state -3, VarSet]
type = VarSet
triggerall = var(59) = 0
triggerall = winko
trigger1 = stateno = [200,950]
trigger2 = stateno = [1000,1560]
var(59) = 2
ignorehitpause = 1

[state -2, helper]
type = helper
triggerall = NumHelper(10000) = 0
triggerall = NumHelper(11000) = 0
triggerall = var(59) = 2
triggerall = var(48)
triggerall = numtarget
trigger1 = !numpartner
trigger2 = numpartner
trigger2 = partner,alive = 0
ID = 11000
pos = 0,0
postype = left
stateno = 11000
helpertype = normal
name = "no-ko"
pausemovetime = 99999999
supermovetime = 99999999
sprpriority = -5
ownpal = 1
keyctrl = 0
ignorehitpause = 1
