[Statedef -3]

[state ] ;Effect
type = varset
trigger1 = name ="Afterainbow"
trigger1 = !ishelper
var(12):= 0 ;0 - Normal, 1 - Transparent

[state ] ;BGM
type = varset
trigger1 = name ="Afterainbow"
var(21):= 1 ;0 - OFF, 1 - ON

[state ] ;Level
type = varset
trigger1 = name ="Afterainbow"
var(30)= 1 ;1 - None (Lv1), 2 - %f Shield (Lv2)










































































;--------------------------------------------------------------------------------
; Do not change the following
;--------------------------------------------------------------------------------

[State -3, Damage based on hits]
type = varset
trigger1 = numenemy
fvar(12) = ifelse(enemynear,gethitvar(hitcount)<3, 24, ifelse(enemynear,gethitvar(hitcount) >=24, 2, 26-enemynear,gethitvar(hitcount))) / 24.0 
ignorehitpause = 1
     
;Damage Dampener Variable Reset (by POTS)
[State -3, Reset var when the opponent recovers]
type = varset
trigger1 = numenemy
trigger1 = (enemynear,movetype!=H)
trigger2 = !numenemy
fvar(12) = 1
     
;Damage Dampener
[State -3, Dampener itself]
type = attackmulset
trigger1 = 1
value=fvar(12)
ignorehitpause = 1

[State -3, VarSet]
Type = VarSet
Trigger1 = StateType = S
V = 9
Value = 0
;
; ƒ_ƒ[ƒW‹ò‚ç‚¢‰¹º
;
[State -3, PlaySnd]
Type = PlaySnd
TriggerAll = Var(11) = 1
TriggerAll = Time = 0
Trigger1 = StateNo = 5000
Trigger2 = StateNo = 5010
Trigger3 = StateNo = 5020
Trigger4 = StateNo = 5070
Value = s20,0
Channel = 4

[State -3, PlaySnd]
Type = PlaySnd
TriggerAll = Var(11) = 2
TriggerAll = Time = 0
Trigger1 = StateNo = 5000
Trigger2 = StateNo = 5010
Trigger3 = StateNo = 5020
Trigger4 = StateNo = 5070
Value = s20,1
Channel = 4

[State -3, PlaySnd]
Type = PlaySnd
TriggerAll = Var(11) = 3
TriggerAll = Time = 0
Trigger1 = StateNo = 5000
Trigger2 = StateNo = 5010
Trigger3 = StateNo = 5020
Trigger4 = StateNo = 5070
Value = s20,2
Channel = 4

[State -3, PlaySnd]
Type = PlaySnd
TriggerAll = Var(11) = 4
TriggerAll = Time = 0
Trigger1 = StateNo = 5000
Trigger2 = StateNo = 5010
Trigger3 = StateNo = 5020
Trigger4 = StateNo = 5070
Value = s20,3
Channel = 4

[State -3, PlaySnd]
Type = PlaySnd
TriggerAll = Var(11) = 5
TriggerAll = Time = 0
Trigger1 = StateNo = 5000
Trigger2 = StateNo = 5010
Trigger3 = StateNo = 5020
Trigger4 = StateNo = 5070
Value = s20,4
Channel = 4

[State -3, PlaySnd]
Type = PlaySnd
TriggerAll = Var(11) = 6
TriggerAll = Time = 0
Trigger1 = StateNo = 5000
Trigger2 = StateNo = 5010
Trigger3 = StateNo = 5020
Trigger4 = StateNo = 5070
Value = s20,5
Channel = 4

[State -3, PlaySnd]
Type = PlaySnd
TriggerAll = Var(11) = 7
TriggerAll = Time = 0
Trigger1 = StateNo = 5000
Trigger2 = StateNo = 5010
Trigger3 = StateNo = 5020
Trigger4 = StateNo = 5070
Value = s20,6
Channel = 4

[State -3, PlaySnd]
Type = PlaySnd
TriggerAll = Var(11) = 8
TriggerAll = Time = 0
Trigger1 = StateNo = 5000
Trigger2 = StateNo = 5010
Trigger3 = StateNo = 5020
Trigger4 = StateNo = 5070
Value = s20,7
Channel = 4

[State -3, PlaySnd]
Type = PlaySnd
TriggerAll = Var(11) = 9
TriggerAll = Time = 0
Trigger1 = StateNo = 5000
Trigger2 = StateNo = 5010
Trigger3 = StateNo = 5020
Trigger4 = StateNo = 5070
Value = s20,8
Channel = 4

[State -1, VarRandom]
Type = VarRandom
TriggerAll = Time = 0
Trigger1 = StateNo = 5000
Trigger2 = StateNo = 5010
Trigger3 = StateNo = 5020
Trigger4 = StateNo = 5070
V = 11
Range = -8,9
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
;
; ƒK[ƒh‰¹º
;
[State -3, PlaySnd]
Type = PlaySnd
TriggerAll = Var(11) = 1
TriggerAll = Time = 0
Trigger1 = StateNo = 150
Trigger2 = StateNo = 152
Trigger3 = StateNo = 154
Value = s22,0
Channel = 4

[State -3, PlaySnd]
Type = PlaySnd
TriggerAll = Var(11) = 2
TriggerAll = Time = 0
Trigger1 = StateNo = 150
Trigger2 = StateNo = 152
Trigger3 = StateNo = 154
Value = s22,1
Channel = 4

[State -1, VarRandom]
Type = VarRandom
TriggerAll = Time = 0
Trigger1 = StateNo = 150
Trigger2 = StateNo = 152
Trigger3 = StateNo = 154
V = 11
Range = -1,2
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
;
; ’…’n
;
[State -3, PlaySnd]
Type = PlaySnd
TriggerAll = Time = 1
Trigger1 = Stateno = 52
Trigger2 = Stateno = 106
Trigger3 = Stateno = 108
Value = s2,2

[State -1]
Type     = Helper
TriggerAll = Time = 1
Trigger1 = Stateno = 52
Trigger2 = Stateno = 106
Trigger3 = Stateno = 108
Stateno  = 16019
ID       = 16019
Pos      = 0,0
PosType  = P1
Ownpal   = 1
Keyctrl  = 0
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999
;
; AI”­“®ƒXƒCƒbƒ`
;
[State -3, AI]
Type = VarSet
TriggerAll = ((Var(59) != 1) && (RoundState = 2))
Trigger1 = command = "AI_00"
Trigger2 = command = "AI_01"
Trigger3 = command = "AI_02"
Trigger4 = command = "AI_03"
Trigger5 = command = "AI_04"
Trigger6 = command = "AI_05"
Trigger7 = command = "AI_06"
Trigger8 = command = "AI_07"
Trigger9 = command = "AI_08"
Trigger10= command = "AI_09"
Trigger11= command = "AI_10"
Trigger12 = command = "AI_11"
Trigger13 = command = "AI_12"
Trigger14 = command = "AI_13"
Trigger15 = command = "AI_14"
Trigger16 = command = "AI_15"
Trigger17 = command = "AI_16"
Trigger18 = command = "AI_17"
Trigger19 = command = "AI_18"
Trigger20 = command = "AI_19"
Trigger21 = command = "AI_20"
Trigger22 = command = "AI_21"
Trigger23 = command = "AI_22"
Trigger24 = command = "AI_23"
Trigger25 = command = "AI_24"
Trigger26 = command = "AI_25"
Trigger27 = command = "AI_26"
Trigger28 = command = "AI_27"
Trigger29 = command = "AI_28"
Trigger30 = command = "AI_29"
Trigger31 = command = "AI_30"
Trigger32 = command = "AI_31"
Trigger33 = command = "AI_32"
Trigger34 = command = "AI_33"
Trigger35 = command = "AI_34"
Trigger36 = command = "AI_35"
Trigger37 = command = "AI_36"
Trigger38 = command = "AI_37"
Trigger39 = command = "AI_38"
Trigger40 = command = "AI_39"
Trigger41 = command = "AI_40"
Trigger42 = command = "AI_41"
Trigger43 = command = "AI_42"
Trigger44 = command = "AI_43"
Trigger45 = command = "AI_44"
Trigger46 = command = "AI_45"
Trigger47 = command = "AI_46"
Trigger48 = command = "AI_47"
Trigger49 = command = "AI_48"
Trigger50 = command = "AI_49"
Trigger51 = command = "AI_50"
Trigger52 = command = "AI_51"
Trigger53 = command = "AI_52"
Trigger54 = command = "AI_53"
Trigger55 = command = "AI_54"
Trigger56 = command = "AI_55"
Trigger57 = command = "AI_56"
Trigger58 = command = "AI_57"
Trigger59 = command = "AI_58"
Trigger60 = command = "AI_59"
Trigger61 = command = "AI_60"
V = 59
Value = 1
;
; ŽEl
;
[State -3, AI]
Type = ChangeState
Value = 3000
TriggerAll = Var(59) = 1
TriggerAll = Var(29) = 1
TriggerAll = FVar(10) = 0
Trigger1 = Life <= 250
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
; ƒWƒƒƒ“ƒv
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
[State -3, AI]
Type = ChangeState
Value = 40
TriggerAll = Var(59) = 1
Trigger1 = P2StateType = A
;Trigger1 = P2MoveType != A
Trigger1 = Ctrl = 1
Trigger1 = StateType = S
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
; —§‚¿–hŒä
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
[State -3, AI]
Type = Null;ChangeState
Value = 130
TriggerAll = Var(59) = 1
Trigger1 = P2MoveType = A
Trigger1 = Ctrl = 1
Trigger1 = Statetype = S

[State -3, AI]
Type = ChangeState
Value = 130
TriggerAll = Var(59) = 1
TriggerAll = Ctrl = 1
TriggerAll = Statetype = S
Trigger1 = P2StateNo = 2010
Trigger1 = P2Name = "Marisa Kirisame"
Trigger2 = P2StateNo = 2011
Trigger2 = P2Name = "Marisa Kirisame"
Trigger3 = P2StateNo = 2020
Trigger3 = P2Name = "Marisa Kirisame"
Trigger4 = P2StateNo = 2021
Trigger4 = P2Name = "Marisa Kirisame"
Trigger5 = P2StateNo = 2100
Trigger5 = P2Name = "Marisa Kirisame"
Trigger6 = P2StateNo = 2150
Trigger6 = P2Name = "Marisa Kirisame"
Trigger7 = P2StateNo = 2151
Trigger7 = P2Name = "Marisa Kirisame"
Trigger8 = P2StateNo = 1000
Trigger8 = P2Name = "Keropi"
Trigger9 = P2StateNo = 1001
Trigger9 = P2Name = "Keropi"
Trigger10 = P2StateNo = 1002
Trigger10 = P2Name = "Keropi"
Trigger11 = P2StateNo = 1003
Trigger11 = P2Name = "Keropi"
Trigger12 = P2StateNo = 1100
Trigger12 = P2Name = "Warakia"
Trigger13 = P2StateNo = 1100
Trigger13 = P2Name = "Hisui"
Trigger14 = P2StateNo = 1102
Trigger14 = P2Name = "Hisui"
Trigger15 = P2StateNo = 1220
Trigger15 = P2Name = "Hisui"
Trigger16 = P2StateNo = 1221
Trigger16 = P2Name = "Hisui"

[State -3, AI]
Type = ChangeState
Value = 131
TriggerAll = Var(59) = 1
TriggerAll = Ctrl = 1
TriggerAll = Statetype = C
Trigger1 = P2StateNo = 2010
Trigger1 = P2Name = "Marisa Kirisame"
Trigger2 = P2StateNo = 2011
Trigger2 = P2Name = "Marisa Kirisame"
Trigger3 = P2StateNo = 2020
Trigger3 = P2Name = "Marisa Kirisame"
Trigger4 = P2StateNo = 2021
Trigger4 = P2Name = "Marisa Kirisame"
Trigger5 = P2StateNo = 2100
Trigger5 = P2Name = "Marisa Kirisame"
Trigger6 = P2StateNo = 2150
Trigger6 = P2Name = "Marisa Kirisame"
Trigger7 = P2StateNo = 2151
Trigger7 = P2Name = "Marisa Kirisame"
Trigger8 = P2StateNo = 1000
Trigger8 = P2Name = "Keropi"
Trigger9 = P2StateNo = 1001
Trigger9 = P2Name = "Keropi"
Trigger10 = P2StateNo = 1002
Trigger10 = P2Name = "Keropi"
Trigger11 = P2StateNo = 1003
Trigger11 = P2Name = "Keropi"
Trigger12 = P2StateNo = 1100
Trigger12 = P2Name = "Warakia"
Trigger13 = P2StateNo = 1100
Trigger13 = P2Name = "Hisui"
Trigger14 = P2StateNo = 1102
Trigger14 = P2Name = "Hisui"
Trigger15 = P2StateNo = 1220
Trigger15 = P2Name = "Hisui"
Trigger16 = P2StateNo = 1221
Trigger16 = P2Name = "Hisui"

[State -3, AI]
Type = ChangeState
Value = 132
TriggerAll = Var(59) = 1
TriggerAll = Ctrl = 1
TriggerAll = Statetype = A
Trigger1 = P2StateNo = 2010
Trigger1 = P2Name = "Marisa Kirisame"
Trigger2 = P2StateNo = 2011
Trigger2 = P2Name = "Marisa Kirisame"
Trigger3 = P2StateNo = 2020
Trigger3 = P2Name = "Marisa Kirisame"
Trigger4 = P2StateNo = 2021
Trigger4 = P2Name = "Marisa Kirisame"
Trigger5 = P2StateNo = 2100
Trigger5 = P2Name = "Marisa Kirisame"
Trigger6 = P2StateNo = 2150
Trigger6 = P2Name = "Marisa Kirisame"
Trigger7 = P2StateNo = 2151
Trigger7 = P2Name = "Marisa Kirisame"
Trigger8 = P2StateNo = 1000
Trigger8 = P2Name = "Keropi"
Trigger9 = P2StateNo = 1001
Trigger9 = P2Name = "Keropi"
Trigger10 = P2StateNo = 1002
Trigger10 = P2Name = "Keropi"
Trigger11 = P2StateNo = 1003
Trigger11 = P2Name = "Keropi"
Trigger12 = P2StateNo = 1100
Trigger12 = P2Name = "Warakia"
Trigger13 = P2StateNo = 1100
Trigger13 = P2Name = "Hisui"
Trigger14 = P2StateNo = 1102
Trigger14 = P2Name = "Hisui"
Trigger15 = P2StateNo = 1220
Trigger15 = P2Name = "Hisui"
Trigger16 = P2StateNo = 1221
Trigger16 = P2Name = "Hisui"
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
; Ú‹ß
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
[State -1, AI]
Type = ChangeState
Value = 100
TriggerAll = Var(59) = 1
TriggerAll = StateType = S
TriggerAll = Ctrl = 1
TriggerAll = P2BodyDist X = [150,200]
Trigger1 = P2MoveType != A
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
; Ú‹ß
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
[State -1, AI]
Type = ChangeState
Value = 110
TriggerAll = Var(59) = 1
TriggerAll = Var(9) = 0
TriggerAll = StateType = A
TriggerAll = Ctrl = 1
TriggerAll = P2BodyDist X = [150,200]
Trigger1 = P2MoveType != A
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
; ‘ŠŽè‚ªƒK[ƒh‚Å‚µ‚á‚ª‚Ý‹­
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
[State -3, AI]
Type = ChangeState
Value = 420
TriggerAll = Var(59) = 1
TriggerAll = StateNo = 200 || StateNo = 210 || StateNo = 226 || StateNo = 227 || StateNo = 400 || StateNo = 410 || StateNo = 420
TriggerAll = MoveContAct
Trigger1 = P2StateNo = 150
Trigger1 = P2StateType = S
Trigger1 = StateType = S
Trigger1 = P2BodyDist X = [0,70]
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
; ƒV[ƒ‹ƒh
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
[State -3, AI]
Type = ChangeState
Value = 900
TriggerAll = Var(59) = 1
TriggerAll = P2MoveType = A
TriggerAll = StateType = S
TriggerAll = P2BodyDist X = [0,60]
TriggerAll = P2StateNo != [800,899]
Trigger1 = Ctrl = 1
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
; ƒV[ƒ‹ƒh
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
[State -3, AI]
Type = ChangeState
Value = 920
TriggerAll = Var(59) = 1
TriggerAll = P2MoveType = A
TriggerAll = StateType = A
TriggerAll = P2BodyDist X = [0,60]
TriggerAll = P2StateNo != [800,899]
Trigger1 = Ctrl = 1
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
; “Š‚°
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
[State -3, AI]
Type = Null;ChangeState
Value = 800
TriggerAll = Var(59) = 1
TriggerAll = StateType = S
TriggerAll = P2BodyDist X = [-1,1]
Trigger1 = Ctrl
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
; Žã
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
[State -3, AI]
Type = ChangeState
Value = 200
TriggerAll = Var(59) = 1
TriggerAll = StateType = S
TriggerAll = P2BodyDist X = [-10,40]
Trigger1 = Ctrl = 1
Trigger2 = StateNo = 200
Trigger2 = Time >= 7
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
; ’†
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
[State -3, AI]
Type = ChangeState
Value = 210
TriggerAll = Var(59) = 1
TriggerAll = P2BodyDist X = [-10,40]
Trigger1 = StateNo = 200
Trigger1 = MoveHit
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
; ‹­
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
[State -3, AI]
Type = Null;ChangeState
Value = 222
TriggerAll = Var(59) = 1
TriggerAll = P2BodyDist X = [-10,50]
Trigger1 = StateNo = 210
Trigger1 = MoveHit
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
; ‹üŽã
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
[State -3, AI]
Type = ChangeState
Value = 400
TriggerAll = Var(59) = 1
TriggerAll = P2BodyDist X = [-10,40]
Trigger1 = StateNo = 226
Trigger1 = MoveHit
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
; ‹ü’†
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
[State -3, AI]
Type = ChangeState
Value = 410
TriggerAll = Var(59) = 1
TriggerAll = P2BodyDist X = [-10,40]
Trigger1 = StateNo = 400
Trigger1 = MoveHit
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
; ‹ü‹­
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
[State -3, AI]
Type = ChangeState
Value = 420
TriggerAll = Var(59) = 1
TriggerAll = P2BodyDist X = [-10,50]
Trigger1 = StateNo = 410
Trigger1 = MoveHit
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
; ‹óŽã
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
[State -3, AI]
Type = ChangeState
Value = 600
TriggerAll = Var(59) = 1
TriggerAll = StateType = A
TriggerAll = P2BodyDist X = [-10,40]
Trigger1 = Ctrl = 1
Trigger2 = StateNo = 600
Trigger2 = Time >= 7
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
; ‹ó“Š‚°
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
[State -3, AI]
Type = Null;ChangeState
Value = 810
TriggerAll = Var(59) = 1
TriggerAll = StateType = A
Trigger1 = P2BodyDist X = [-10,10]
Trigger1 = StateNo = 620
Trigger1 = MoveHit
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
; ‘MâE”ª“_Õ@’†
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
[State -3, AI]
Type = ChangeState
Value = 1001
TriggerAll = Power <= 1000
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = P2BodyDist X = [40,70]
Trigger1 = Ctrl = 1
Trigger2 = MoveContAct
Trigger2 = StateNo = 200 || StateNo = 210 || StateNo = 226 || StateNo = 227 || StateNo = 400 || StateNo = 410 || StateNo = 420
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
; ‘MâE”ª“_Õ@‹­
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
[State -3, AI]
Type = ChangeState
Value = 1002
TriggerAll = Power >= 1000
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = P2BodyDist X = [40,70]
Trigger1 = Ctrl = 1
Trigger2 = MoveContAct
Trigger2 = StateNo = 200 || StateNo = 210 || StateNo = 226 || StateNo = 227 || StateNo = 400 || StateNo = 410 || StateNo = 420
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
; ‘MâEŽµ–é
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
[State -3, AI]
Type = ChangeState
Value = 1050
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = P2BodyDist X = [80,100]
Trigger1 = Ctrl = 1
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
; ‘MâEˆê•—
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
[State -3, AI]
Type = ChangeState
Value = 1060
TriggerAll = Var(59) = 1
TriggerAll = Var(29) = 0
TriggerAll = StateType != A
TriggerAll = P2BodyDist X = [100,140]
Trigger1 = Ctrl = 1
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
; ‘MâE”ªú
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
[State -3, AI]
Type = ChangeState
Value = 1040
TriggerAll = Var(59) = 1
TriggerAll = Var(29) = 0
TriggerAll = StateType != A
TriggerAll = P2BodyDist X = [140,160]
Trigger1 = Ctrl = 1
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
; ŽËŒ‚‚Q
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
[State -3, AI]
Type = ChangeState
Value = 2007
TriggerAll = Var(59) = 1
TriggerAll = Var(29) = 1
TriggerAll = StateType = S
TriggerAll = P2BodyDist X = [100,330]
Trigger1 = Ctrl = 1
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
; ŽËŒ‚‚Q
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
[State -3, AI]
Type = ChangeState
Value = 2008
TriggerAll = Var(59) = 1
TriggerAll = Var(29) = 1
TriggerAll = StateType = C
TriggerAll = P2BodyDist X = [100,330]
Trigger1 = Ctrl = 1
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
; ŽËŒ‚‚Q
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
[State -3, AI]
Type = ChangeState
Value = 2009
TriggerAll = Var(59) = 1
TriggerAll = Var(29) = 1
TriggerAll = StateType = A
TriggerAll = P2BodyDist X = [100,330]
Trigger1 = Ctrl = 1
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
; ‘MâE–À–¹–å
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
