;
[Data]
sparkno = 2
guard.sparkno = 40
fall.defence_up   = 0
liedown.time      = 40
airjuggle         = 999999 
KO.echo           = 0
intpersistindex   = 20
floatpersistindex = 25

;=================================================================================================
;ݒ肱A͐GȂł(ȍ~"CFG"Ƃ[hŌčsŊeݒɃWv܂)
;=================================================================================================
;ő̗͂ς܂A1000Wł

life = 1000

;=================================================================================================
;őp[ς܂A3000ɂƈꕔKEZoȂȂ܂A5000Wł

power = 5000

;=================================================================================================
;U͂ς܂A100W

attack = 100

;=================================================================================================
;h͂ς܂A100W

defence = 100

;=================================================================================================
;L̉ʂς܂A0W

volume = 0

;=================================================================================================
[Statedef -89];͏Ȃł=================================================================
[State ];͏Ȃł=======================================================================
;=================================================================================================
type = VarSet;͘MȂł==================================================================
ignorehitpause = 1;͘MȂł=============================================================
persistent = 256;͘MȂł===============================================================
trigger1 = 1;͘MȂł===================================================================
;=================================================================================================
;R[h`XCb`
;R[h`ς܂Amugen炵ȂǂɎgĂ
;1:sinoha̕ϐAhX擾ev^
;2:ᓐlVPϐ^
;3:PLVariableExpansionRecoded^

;ftH3

sysvar(0) = 3;̐ςĂ

;=================================================================================================
[Statedef -778];͏Ȃł================================================================
[State ];͏Ȃł=======================================================================

;ȉݒ藓(CFG)ƌ̂t܂A"CFG"Ōΐݒ荀ڂ̈ɃWvł܂B
;̃LNGXgۂɂ("L" 1P(͉PłOK) CFG1:ONorOFF CFG2:)ƌɃNGXgł悤ɂȂ܂B

;XCb`e

;CFG1-AI펞Nݒ
;CFG2-AILv
;CFG3-AIKUߗ
;CFG4-AI҂XCb`
;CFG5-AIGAgfXCb`
;CFG6-AIR{
;CFG7-KEZoZNg
;CFG8-oii[hXCb`
;CFG9-ZtoXCb`
;CFG10-vsog}X^[ ZtSSݒ蔽fXCb`
;CFG11-QW}VXCb`
;CFG12-Q[WXCb`
;CFG13-MEgpۃXCb`GԌpݒ
;CFG14-ZSGXCb`
;CFG15-CtǗXCb`
;CFG16-CtǗXCb`
;CFG17-SʋZgpۃXCb`
;CFG18-SʌnZ_[W_XCb`
;CFG19-SʌnZXCb`
;CFG20-AIpSʌnZ_XCb`
;CFG21-UqbgXe[gDXCb`
;CFG22-󒆃K[hZNg
;CFG23-̗͐ύX
;CFG24-@\XCb`
;1 Xe[gDƃXesǂ̐ݒ
;2 Xe[gDȂUɎŃT[LbgXp[N邩ǂ̐ݒ
;3 õTLXpۂ̃Ct
;4 Ct񕜗
;5 Ct񕜊Ԋu
;CFG25-oݒ
;CFG26-omZωXCb`
;CFG27-opmZCtݒ
;CFG28-oZeFωXCb`
;CFG29-opmZXCb`
;CFG30-~ߑϐXCb`

;(CFG1)===========================================================================================
;AI펞Nݒ
;0:AI펞NȂ
;1:AI펞N(g[jO[hł͖)
;1ɂAI펞NɂȂ܂vC[삪łȂȂ܂(AI̋Nxɉe͂Ȃ)

trigger1 = 1;̐ςĂ

;(CFG2)===========================================================================================
;AILv
; 1~5͈̔͂̐w肵ĂAΑقǍsSʂœK܂

trigger2 = 1||var(484) := 5;̐ςĂ

;(CFG3)===========================================================================================
;AIKUߗ
; 1~5͈̔͂̐w肵ĂAΑقǎU߂mオ܂
; 1 = wǎ͍U߂Ȃ
; 2 = XU߂
; 3 = U߂҂肪X
; 4 = Ȃ̊mōU߂AX҂
; 5 = KU߁A҂s؂Ȃ

trigger3 = 1||var(484) := 4;̐ςĂ

;(CFG4)===========================================================================================
;AI҂XCb`
;0OFF
;1ONAZÛ1bԑ҂܂B
;ftH 0

trigger4 = 0;̐ςĂ

;(CFG5)===========================================================================================
;AIGAgfXCb`(R{A֘A̓XCb`֌WȂGf)
;0OFF
;1ONAAI̖GԂⓖgԂlɍs悤ɂȂ܂B 
;ftH OFF

trigger5 = 0;̐ςĂ

;(CFG6)===========================================================================================
;AIR{
; 1~5͈̔͂̐w肵ĂAΑقAĨR{オ܂B ftH 5
; 1 = wǃR{Ȃ
; 2 = ܂ɃR{
; 3 = 莸s肪X
; 4 = ܂Ɏs邭炢Ŋ{
; 5 = قڊmɃR{𐬌ɍs

trigger6 = 0&&var(361) := 5;̐ςĂ

;(CFG7)===========================================================================================
;KEZoZNg
;()̒Ɉȉ̐ĂB
;ŏ()3Q[WA2Q[WAŌオ1Q[W̎̂ɂȂ܂
;0 = ??+2K2UMwi+2K2UMJbgC
;1 = ??+2K2UMwi
;2 = 2k2+2K2UMwi+2K2UMJbgC
;3 = 2k2+2K2UMwi
;4 = ??+2K2UMJbgC
;5 = ??
;6 = 2k2+2K2UMJbgC
;7 = 2k2

trigger7 = 0&&var(42) := (0)*100+(0)*10+(0)

;(CFG8)===========================================================================================
;oii[hXCb`
;0OFF
;1ON
;ONƃoiiɏ܂()iCtoiiɂȂ܂()
;摜2ȂȂ܂Al^[hłǂ΂ǂ

trigger8 = 0;̐ςĂ

;(CFG9)===========================================================================================
;ZtoXCb`(p[gi[Ȃ)
;0OFF
;1ON
;2Ńoii[hOFF
;ONƏoς܂(Zt悤ɂȂ)
;ftH 2(oii[hOFF)

trigger9 = 1||var(484):=2;̐ςĂ

;(CFG10)==========================================================================================
;vsog}X^[ ZtSSݒ蔽fXCb`
;0 = OFFASSݒ蔽fȂ
;1 = ONASSݒ蔽ff܂
;ftH 1

trigger9 = 1||var(485):=1;̐ςĂ

;=================================================================================================
;ȉ1P{ݒ(͈̐xǂŗ~̂Ō[h"CFG"uĒu܂)
;=================================================================================================
; ȉ(var(789):=( 1 ))( 1 )̐ύX鎖ł̕ݒ萔l܂ł̃J[ɂRtBO̐ݒ肪f悤ɂȂ܂B
; 1`12܂
; 
; (var(789):=( 3 ))||var(484):=1
; Ƃ1P`3PJ[܂ł̃RtBO̐ݒ肪f悤ɂȂ܂B
;
; ftHݒ莞z胉N(lIoȂ̂ł܂蓖Ăɂ͂ȂȂł);
; 1P 
; 2P 
; 3P 
; 4P 
; 5P 
; 6P 
; 7P 
; 8P ʁ`
; 9P ʁ`
; 10P ŏ
; 11P H
; 12P H
;
;=================================================================================================
;(CFG11)==========================================================================================
;QW}VXCb`

;ftH 1P:0 2P:2 3P:3 4P:4 5P:5 6P:6 7P:21 8P:24 9P:27 10P`12P:PowerMaxy( 1 )̐閈ɃRtBOKJ[͈͊gz

trigger10 = (var(789):=( 1 ))||var(484):=0;̐ςĂA܂PowerMaxƂƃQW}ɂȂ܂B(}CiXɂƋtɏ펞p[)

;(CFG12)==========================================================================================
;Q[WXCb`

;ftH 1P:1 2P:1.2 3P:1.3 4P:1.4 5P:1.5 6P:1.6 7P:2.75 8P:3 9P:3.25 10P`12P:PowerMaxy( 1 )̐閈ɃRtBOKJ[͈͊gz

trigger11 = (var(789):=( 1 ))||fvar(424):=1;̐ςĂAQ[WȂ܂B_\AftH 1

;(CFG13)==========================================================================================
;MEgpۃXCb`GԌpݒ
; 0 = MEgps\
; 1ȏ = MEgp\Ȃ傫ɉċZ̖GԌpԂݒł܂B

;ftH 1P`6P:0 7P`12P:1y( 1 )̐閈ɃRtBOKJ[͈͊gz

;Z\
;ʓcsɔщASG̏ԂōU킵AZ͉i^QAZ̖Gp͉̎i^QL
;ړx1FSʍUprojAR{p[cɂȂ邩Hł鑊ɂ͓Ȃ

trigger12 = (var(789):=( 1 ))||var(484):=0

;(CFG14)==========================================================================================
;ZSGXCb`
;0OFF
;1ONAׂĂ̋ZSGɂȂ܂

;ftH 1P`9P:OFF 10P`12P:ONy( 1 )̐閈ɃRtBOKJ[͈͊gz

trigger13 = (var(789):=( 1 ))||var(484):=0;̐ςĂ

;(CFG15)==========================================================================================
;CtǗXCb`(Ȃ`[ł͏ɐݒɊ֌WȂCt3񕜂)
;0:OFF
;1:ON,CtǗON

;ftH 1P`9P:OFF 10P`12P:ONy( 1 )̐閈ɃRtBOKJ[͈͊gz

trigger14 = (var(789):=( 1 ))||var(484):=0;̐ςĂ

;(CFG16)==========================================================================================
;CtǗXCb`
;0OFF
;1ON CtǗ̐l0ɂȂȂ|܂A܂鍐ϐt܂

;ftH 1P`10P:OFF 11P`12P:ONy( 1 )̐閈ɃRtBOKJ[͈͊gz

trigger15 = (var(789):=( 1 ))||var(484):=0;̐ςĂ

;(CFG17)==========================================================================================
;SʋZgpۃXCb`
;0OFF
;1ONAOFF̏ꍇSʋZn̋ZgpłȂȂ܂

;ftH 1P:ON 2P`5P:OFF 6P`12P:ONy( 1 )̐閈ɃRtBOKJ[͈͊gz

trigger16 = (var(789):=( 1 ))||var(484):=1;̐ςĂ

;(CFG18)==========================================================================================
;SʌnZ_[W_XCb`(SʋZgpۃXCb`ON)
;0OFF
;1ONASʌn̋Z1~1000̃__[WɂȂ܂A܂Zɂă_[WʂႢ܂

;ftH 1P`9P:OFF 10P`12P:ONy( 1 )̐閈ɃRtBOKJ[͈͊gz

trigger17 = (var(789):=( 1 ))||var(484):=0;̐ςĂ

;(CFG19)==========================================================================================
;SʌnZXCb`(SʋZgpۃXCb`ON)
;0OFF
;1ONASʌn̋Z̍Ōɋ^Q+^܂

;ftH 1P`10P:OFF 11P`12P:ONy( 1 )̐閈ɃRtBOKJ[͈͊gz

trigger18 = (var(789):=( 1 ))||var(484):=0;̐ςĂ

;(CFG20)==========================================================================================
;AIpSʌnZ_XCb`(SʋZgpۃXCb`ON)
;0OFF
;1ONAQ[W鎞AI_őSʍUn̋Zs܂

;ftH 1P`9P:OFF 10P`12P:ONy( 1 )̐閈ɃRtBOKJ[͈͊gz

trigger19 = (var(789):=( 1 ))||var(484):=0;̐ςĂ

;(CFG21)==========================================================================================
;UqbgXe[gDXCb`(1vs1̎LɂȂȂ)
;0:Xe[gD̂̂OFFɂ܂
;1:̃Xe[gŒD܂AKOFoEhƖGƂ܂ŕt^
;2:莩g̃Xe[gŒD܂AꌩXe[gDĂȂ悤Ɍ܂

;ftH 1P`4P:0 5P`7P:2 8P`9P:1 10P`12P:0y( 1 )̐閈ɃRtBOKJ[͈͊gz

trigger20 = (var(789):=( 1 ))||var(484):=0;̐ςĂ

;(CFG22)==========================================================================================
;󒆃K[hZNg
;0 = \    \
;1 = s\  \
;2 = \  @s\
;3 = s\  s\

;ftH SJ[0y( 1 )̐閈ɃRtBOKJ[͈͊gz

trigger21 = (var(789):=( 1 ))||var(484):=0;̐ςĂ

;(CFG23)==========================================================================================
;̗͐ύX
;ꕔKEZɊւ̗͐̐ݒs܂
;0 = ʏʂ
;1 = ̗͔p̋Z̐
;2 = ̗1/4p̋Z̐
;3 = ׂĂ̋Z̐

;ftH 1P`4P:0 5P`8P:1 9P`12P:3y( 1 )̐閈ɃRtBOKJ[͈͊gz

trigger22 = (var(789):=( 1 ))||var(484):=0;̐ςĂ

;(CFG24)==========================================================================================
;@\XCb`

;1
;Xe[gDƃXesǂ̐ݒ肪ł܂
;0OFF
;1ON

;ftH 1P`10P:OFF 11P`12P:ONy( 1 )̐閈ɃRtBOKJ[͈͊gz

trigger23 = (var(789):=( 1 ))||var(484):=0;̐ςĂ

;2
;Xe[gDȂUɎŃT[LbgXp[N邩ǂ̐ݒ肪ł܂A_[W󂯂ȂȂ܂ɔxɃCt@\XCb`3̐ݒ̕㉺܂
;0OFF
;1ON

;ftH 1P`10P:OFF 11P`12P:ONy( 1 )̐閈ɃRtBOKJ[͈͊gz

trigger24 = (var(789):=( 1 ))||var(484):=0;̐ςĂ

;3
;õTLXpۂ̃Ctʂݒł܂AɎw肷Ƌtɉ񕜂܂

;ftH SJ[150y( 1 )̐閈ɃRtBOKJ[͈͊gz

trigger25 = (var(789):=( 1 ))||var(484):=150;̐ςĂ

;4
;Ct񕜗ʂݒł܂AɎw肷ƋtɎ܂(̏ꍇ̗͂41ȉɂȂꍇ͎~܂܂)

;ftH 1P`10P:0 11P`12P:-1y( 1 )̐閈ɃRtBOKJ[͈͊gz

trigger26 = (var(789):=( 1 ))||var(484):=0;̐ςĂ

;5
;Ct񕜊Ԋuݒł܂AقǃQ[Wɂ₩ɂȂ܂A1̐ɂĂI1ɂȂ܂

;ftH SJ[4y( 1 )̐閈ɃRtBOKJ[͈͊gz

trigger27 = (var(789):=( 1 ))||var(484):=4;̐ςĂ

;(CFG25)==========================================================================================
;oݒ
;oɊւݒs܂
;0 = oOFF
;-1 = 1EhĂo
;1ȏ Ehڂo邩̐ݒA1Ȃ펞oA2ȍ~Ȃ炻̃Ehڈȍ~o

;ftH 1P`7P:0 8P`11P:-1 12P:1y( 1 )̐閈ɃRtBOKJ[͈͊gz

trigger28 = (var(789):=( 1 ))||var(484) := 0;̐ςĂ

;(CFG26)==========================================================================================
;omZωXCb`
;opmZω܂Aڍׂ͉Lɂ
;0OFF
;1ON

;ftH 1P`11P:OFF 12P:ONy( 1 )̐閈ɃRtBOKJ[͈͊gz

trigger29 = (var(789):=( 1 ))||var(484) := 0;̐ςĂ

;(CFG27)==========================================================================================
;opmZCtݒ
;omZCtς܂A̐lCtꍇɊomZ܂
;-1ȉŊomZ𔭓Ȃł܂Ȁꍇo||()(ꉞL̃XCb`oω悤ɂΈӖ͂)

;ftH 1P`11P:250 12P:500y( 1 )̐閈ɃRtBOKJ[͈͊gz

trigger30 = (var(789):=( 1 ))||var(484) := 250;̐ςĂ

;(CFG28)==========================================================================================
;oZeFωXCb`
;o̓Z̒e̐Fς܂
;0Ŕ
;1ō

;ftH 1P`11P:0 12P:1y( 1 )̐閈ɃRtBOKJ[͈͊gz

trigger31 = (var(789):=( 1 ))||var(484) := 0;̐ςĂ

;(CFG29)==========================================================================================
;opmZXCb`
;opmZ܂
;0OFF
;1ON

;ftH 1P`11P:OFF 12P:ONy( 1 )̐閈ɃRtBOKJ[͈͊gz

trigger32 = (var(789):=( 1 ))||var(484) := 0;̐ςĂ

;o
;opZgp\
;̗41ȉōs\Ɏ
;opmZXCb`ONƃwp[nokos܂(^bOlƂɂ)
;omZωXCb`OFF̏ꍇɎE[Y]ƂZA^QẴ^QXe^QCts܂
;ON̏ꍇE[Y]ƂZA~ߋ^Q܂AȂ̂ON̕łA̋Zœ|Ȃꍇł܂

;(CFG30)==========================================================================================
;~ߑϐXCb`(1P̎ݒ\)
;0:OFF
;1:ON,~ߑϐt^(łɎK[htOKA鍐ϐ)

;ftH 1P`11P:OFF 12P:ONy( 1 )̐閈ɃRtBOKJ[͈͊gz

trigger33 = (var(789):=( 1 ))||var(484):=0;̐ςĂ

;=================================================================================================
;ݒ肱܂ŁAȉ͐GȂł=================================================================
;=================================================================================================
;ݒ蔽f
Type = Null
triggerall = !ishelper
triggerall = 1||var(498) := (var(498)|7)-7
triggerall = 1||var(498) := (var(498)|56)-56
trigger1 = RoundState <= 2
trigger1 = var(var(4938572)+9892) != 3;g[ĥݖ
trigger1 = 1||var(368):=(var(368)|134217728)
trigger1 = 0&&var(489):= ifelse(NumEnemy,(var(489)|1),(var(489)|1)-1)
trigger2 = 0&&var(498) := (var(498)|(var(484)))
trigger3 = 0&&var(498) := (var(498)|8*(var(484)))
trigger4 = 0&&var(489) := (var(489)|2)
trigger5 = 0&&var(373) := (var(373)|16)
trigger8 = 0&&var(373) := (var(373)|1048576)
trigger9 = !NumPartner
trigger9 = ((var(484)=1)||(var(484)>2))||((var(484)=2)&&!(var(373)&1048576))
trigger9 = 1||var(373) := (var(373)|524288)
trigger9 = 0&&var(357):=(var(357)|4*(var(485)))
trigger10=Palno=1||var(789)>=Palno
trigger10=0&&var(389):=var(484)
trigger11=Palno=1||var(789)>=Palno
trigger11=0&&fvar(298) := fvar(424)
trigger12=Palno=1||var(789)>=Palno
trigger12=0&&var(599) := var(484)
trigger13=Palno=1||var(789)>=Palno
trigger13=0&&var(370) := (var(370)|8192)-(8192-(8192*var(484)))
trigger14=Palno=1||var(789)>=Palno
trigger14=!(var(373)&131072)
trigger14=0&&var(373):=(var(373)|131072)-(131072-(131072*var(484)))
trigger15=Palno=1||var(789)>=Palno
trigger15=(var(373)&131072)
trigger15=!(var(373)&262144)
trigger15=0&&var(373):=(var(373)|262144)-(262144-(262144*var(484)))
trigger16=Palno=1||var(789)>=Palno
trigger16=0&&var(373):=(var(373)|32768)-(32768-(32768*var(484)))
trigger17=Palno=1||var(789)>=Palno
trigger17=(var(373)&32768)
trigger17=0&&var(373):=(var(373)|8192)-(8192-(8192*var(484)))
trigger18=Palno=1||var(789)>=Palno
trigger18=(var(373)&32768)
trigger18=0&&var(373):=(var(373)|65536)-(65536-(65536*var(484)))
trigger19=Palno=1||var(789)>=Palno
trigger19=(var(373)&32768)
trigger19=0&&var(373):=(var(373)|2048)-(2048-(2048*var(484)))
trigger20=Palno=1||var(789)>=Palno
trigger20=!NumPartner
trigger20=NumEnemy = 1
trigger20=0&&var(373):=(var(373)|96)-(32*(var(484)))
trigger21=Palno=1||var(789)>=Palno
trigger21=0&&var(41):=var(484)
trigger22=Palno=1||var(789)>=Palno
trigger22=0&&var(44):=var(484)
trigger23=Palno=1||var(789)>=Palno
trigger23=0&&var(373):=(var(373)|512)-(!var(484)*512)
trigger24=Palno=1||var(789)>=Palno
trigger24=0&&var(373):=(var(373)|1024)-(!var(484)*1024)
trigger25=Palno=1||var(789)>=Palno
trigger25=0&&var(378):=var(484)
trigger26=Palno=1||var(789)>=Palno
trigger26=0&&var(379):=var(484)
trigger27=Palno=1||var(789)>=Palno
trigger27=0&&var(380):=var(484)
trigger28=Palno=1||var(789)>=Palno
trigger28=roundsexisted = 0
trigger28=RoundState < 2
trigger28=0&&var(385):=var(484)
trigger29=Palno=1||var(789)>=Palno
trigger29=roundsexisted = 0
trigger29=RoundState < 2
trigger29=0&&var(373):=(var(373)|16384)-(!var(484)*16384)
trigger30=Palno=1||var(789)>=Palno
trigger30=roundsexisted = 0
trigger30=RoundState < 2
trigger30=0&&var(374):=var(484)
trigger31=Palno=1||var(789)>=Palno
trigger31=roundsexisted = 0
trigger31=RoundState < 2
trigger31=0&&var(370):=(var(370)|131072)-(var(484)*131072)
trigger32=Palno=1||var(789)>=Palno
trigger32=roundsexisted = 0
trigger32=RoundState < 2
trigger32=0&&var(370):=(var(370)|262144)-(!var(484)*262144)
trigger33=Palno=1||var(789)>=Palno
trigger33=0&&var(369):=(var(369)|524288)-(524288-(524288*var(484)))
persistent = 256
ignorehitpause = 1

[State 0, ModifyExplod]
type = ModifyExplod
triggerall = ishelper
trigger1 = (Root,var(369)&524288)
ID = -1
pausemovetime = 2147483647
supermovetime = 2147483647
ignorehitpause = 1

[State 0, SelfState]
type = SelfState
trigger1 = ishelper
value = 1
ignorehitpause = 1
persistent = 256

;=================================================================================================
;ݒی
;--------------------------------------------------------------------------------------------------
[State ]
Type = Null
trigger1 = var(380) < 1
trigger1 = 1||var(380) := 1
ignorehitpause = 1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = (var(369)&524288)
ID = -1
pausemovetime = 2147483647
supermovetime = 2147483647
ignorehitpause = 1

;=================================================================================================
;^bOp[f
;--------------------------------------------------------------------------------------------------
[State 0, PowerAdd]
type = PowerAdd
trigger1 = 1
value = var(389)
ignorehitpause = 1
persistent = 256

;=================================================================================================
;2Pd͌vZ
;--------------------------------------------------------------------------------------------------
[State 0, VarSet]
type = Null
TriggerAll = PlayerIDEXist(var(398))
TriggerAll = PlayerID(var(398)),ID<ID
trigger1 = 1||var(484) := Ceil(ifelse((var(753)&1),PlayerID(var(398)),vel x,PlayerID(var(398)),GetHitVar(Xvel)))
trigger1 = 1||var(485) := Ceil(ifelse((var(753)&1),PlayerID(var(398)),vel y,PlayerID(var(398)),GetHitVar(Yvel))+fvar(437))
ignorehitpause = 1

[State 0, VarSet]
type = Null
TriggerAll = PlayerIDEXist(var(398))
TriggerAll = PlayerID(var(398)),ID<ID
trigger1 = 1||var(753) := (var(753)|1)-(1*!(PlayerID(var(398)),HitShakeOver))
ignorehitpause = 1

[State -1, 2Pd͌vZ];
type = Null
TriggerAll = PlayerIDEXist(var(398))
TriggerAll = PlayerID(var(398)),ID<ID
trigger1 = 1||var(395):=var(395)-var(484)
trigger1 = 1||var(396):=var(396)-var(485)
trigger1 = 1||var(397):=var(397)-var(484)
ignorehitpause = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::܂ "X"fBXvCl[
[State 0, Null]
type = Null
triggerall = !(var(373)&1048576)
trigger1 = 1||var(var(-912)+48):=1852138841;O Yeen
trigger1 = 1||var(var(-912)+52):=0;O 
trigger1 = 1||var(var(-912)+56):=0;O 
trigger1 = 1||var(var(-912)+60):=0;O 
ignorehitpause = 1

[State 0, Null]
type = Null
triggerall = NumEnemy
triggerall = !(var(373)&1048576)
triggerall = (Enemy(0),name="Xevel")||(Enemy(NumEnemy>1),name="Xevel")||(Enemy(0),name="Xevel_LostForce")||(Enemy(NumEnemy>1),name="Xevel_LostForce")
trigger1 = var(Enemy(0),var(-912)+48)=88;O X
trigger1 = var(Enemy(0),var(-912)+52)=0;O 
trigger1 = var(Enemy(0),var(-912)+56)=0;O 
trigger1 = var(Enemy(0),var(-912)+60)=0;O 
trigger1 = 1||var(var(-912)+48):=89;O Y
trigger1 = 1||var(var(-912)+52):=0;O 
trigger1 = 1||var(var(-912)+56):=0;O 
trigger1 = 1||var(var(-912)+60):=0;O 
trigger2 = var(Enemy(NumEnemy>1),var(-912)+48)=88;O X
trigger2 = var(Enemy(NumEnemy>1),var(-912)+52)=0;O 
trigger2 = var(Enemy(NumEnemy>1),var(-912)+56)=0;O 
trigger2 = var(Enemy(NumEnemy>1),var(-912)+60)=0;O 
trigger2 = 1||var(var(-912)+48):=89;O Y
trigger2 = 1||var(var(-912)+52):=0;O 
trigger2 = 1||var(var(-912)+56):=0;O 
trigger2 = 1||var(var(-912)+60):=0;O 
ignorehitpause = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::܂ oii[h
[State 0, Null]
type = Null
triggerall = (var(373)&1048576)
trigger1 = 1||var(var(-912)+48):=1634623810;O Bana
trigger1 = 1||var(var(-912)+52):=1700356462;O naYe
trigger1 = 1||var(var(-912)+56):=28261;O na
trigger1 = 1||var(var(-912)+60):=0;O 
trigger1 = 1||var(-810):=1;AssertSpecialԉ
persistent=256
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
triggerall = (var(373)&1048576)
trigger1 = NumExPlod(87788778)
id = 87788778
ignorehitpause = 1
persistent = 256
[State 0, RemoveExplod]
type = RemoveExplod
triggerall = (var(373)&1048576)
trigger1 = NumExPlod(87788779)
id = 87788779
ignorehitpause = 1
persistent = 256
[State 0, Explod]
type = Explod
triggerall = (var(373)&1048576)
trigger1 = !NumExPlod(87788778 + (MoveType=A))
anim = 87788778 + (MoveType=A)
ID = 87788778 + (MoveType=A)
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = var(-797)
ontop = 0
shadow = -1
ownpal = 0
angle = ifelse(var(758),var(757),0)
scale=fvar(315),fvar(316)
trans=addalpha
alpha=var(755),var(756)
ignorehitpause = 1
persistent = 256
[State 0, RemoveExplod]
type = RemoveExplod
triggerall = (var(373)&1048576)
triggerall = NumExPlod(87788778)
trigger1 = Anim=6005&&AnimElemTime(1)<45
trigger2 = Anim=8000&&AnimElemTime(8)>=0&&AnimElemTime(10)<0
trigger3 = (Anim=4300||Anim=8100)&&AnimElemTime(8)>=0&&AnimElemTime(9)<0
trigger4 = (Anim=[6600,6602])&&AnimElemTime(1)>=77
trigger5 = Anim=8501&&AnimElemTime(2)<0
trigger6 = Anim=8501&&AnimElemTime(3)>=0&&AnimElemTime(4)<0
trigger7 = Anim=8501&&AnimElemTime(9)>=0&&AnimElemTime(10)<0
trigger8 = Anim=8501&&AnimElemTime(20)>=0&&AnimElemTime(21)<0
trigger9 = Anim=175&&AnimElemTime(1)<62
trigger10 = Anim=191&&AnimElemTime(2)<0
trigger11 = !var(754)
trigger11 = var(494)!=gametime
id = 87788778
ignorehitpause = 1
persistent = 256
[State 0, RemoveExplod]
type = RemoveExplod
triggerall = (var(373)&1048576)
triggerall = NumExPlod(87788779)
trigger1 = Anim=6005&&AnimElemTime(1)<45
trigger2 = Anim=8000&&AnimElemTime(8)>=0&&AnimElemTime(10)<0
trigger3 = (Anim=4300||Anim=8100)&&AnimElemTime(8)>=0&&AnimElemTime(9)<0
trigger4 = (Anim=[6600,6602])&&AnimElemTime(1)>=77
trigger5 = Anim=8501&&AnimElemTime(2)<0
trigger6 = Anim=8501&&AnimElemTime(3)>=0&&AnimElemTime(4)<0
trigger7 = Anim=8501&&AnimElemTime(9)>=0&&AnimElemTime(10)<0
trigger8 = Anim=8501&&AnimElemTime(20)>=0&&AnimElemTime(21)<0
trigger9 = Anim=175&&AnimElemTime(1)<62
trigger10 = Anim=191&&AnimElemTime(2)<0
trigger11 = !var(754)
trigger11 = var(494)!=gametime
id = 87788779
ignorehitpause = 1
persistent = 256

;---------------------------------------------------------------------------
;␳(U)p
;---------------------------------------------------------------------------
[State U]
type = VarSet
Trigger1 = RoundState = 2
Trigger1 = !IsHelper
fv = 10
value = 1.0*(FVar(11)*fvar(12)*FVar(13)*FVar(14)*fvar(15))
IgnoreHitPause = 1
persistent = 1

[State qbg␳]
type = VarSet
Trigger1 = RoundState = 2
Trigger1 = !IsHelper
fv = 11
value = (1.00-(var(26)*0.015))
IgnoreHitPause = 1
persistent = 1

[State qbg␳]
type = VarSet
Trigger1 = RoundState = 2
Trigger1 = !IsHelper
Trigger1 = fvar(11) < 0.1
fv = 11
value = 0.1
IgnoreHitPause = 1
persistent = 1

[State MAX␳]
type = VarSet
Trigger1 = RoundState = 2
Trigger1 = !IsHelper
fv = 12
value = Ifelse(var(50)=1,0.70,1.00)
IgnoreHitPause = 1
persistent = 1

[State LZ␳]
type = VarSet
Triggerall = RoundState = 2
Triggerall = !IsHelper
Trigger1 = P2MoveType != H
trigger2 = P2StateNo = [150,155]
Trigger3 = fvar(13) > 1.000
fv = 13
value = 1.000
IgnoreHitPause = 1
persistent = 1

[State _Eǂł␳]
type = VarSet
Triggerall = RoundState = 2
Triggerall = !IsHelper
Trigger1 = P2MoveType != H
Trigger2 = fvar(14) > 1.000
fv = 14
value = 1.000
IgnoreHitPause = 1
persistent = 1

[State _Eǂł␳]
type = VarSet
Triggerall = RoundState = 2
Triggerall = !IsHelper
Triggerall = Fvar(14) < 0.55
Trigger1 = P2StateType != L
fv = 14
value = 0.550
IgnoreHitPause = 1
persistent = 1

[State _Eǂł␳]
type = VarSet
Trigger1 = RoundState = 2
Trigger1 = !IsHelper
Trigger1 = var(19) = [20,29]
fv = 14
value = 0.300
IgnoreHitPause = 1
persistent = 1

[State _Eǂł␳]
type = VarSet
Triggerall = RoundState = 2
Triggerall = !IsHelper
Trigger1 = P2MoveType != H
fv = 15
value = 1.000
IgnoreHitPause = 1
persistent = 1

[State _Eǂł␳]
type = VarSet
Triggerall = RoundState = 2
Triggerall = !IsHelper
Triggerall = NumEnemy
Trigger1 = P2StateType = L && (P2StateNo != [5070,5079]) && (P2StateNo != [6000,6019])
fv = 15
value = 1.000/EnemyNear(Var(31)),Const(Data.Fall.Defence_Mul)
IgnoreHitPause = 1
persistent = 1

;---------------------------------------------------------------------------
;␳(h)p
;---------------------------------------------------------------------------
[State h]
type = VarSet
Trigger1 = RoundState = 2
Trigger1 = !IsHelper
fv = 16
value = (1.00/fvar(17))
IgnoreHitPause = 1
persistent = 1

[State h̓Zbg]
Type = DefenceMulSet
Trigger1 = 1
value = fvar(16)
ignorehitpause = 1

[State h]
type = lifeset
Trigger1 = !IsHelper
Trigger1 = GetHitvar(HitCount) = [0,1]
trigger1 = Life < var(5)
trigger1 = ceil((Life)-(var(5)-(Life))*(0.5+(Life/(LifeMax/2)))) > 0
value = floor((Life)+((var(5)-(Life))-(var(5)-(Life))*(fvar(16))))
ignorehitpause = 1
persistent = 1

[State CtLp]
type = VarSet
Trigger1 = !IsHelper
trigger1 = alive
v = 5
value = Life
ignorehitpause = 1
persistent = 1

[State lp]
Type = VarSet
Trigger1 = 1
fv = 17
value = 1.00+((100*life/lifeMax)*0.0005)
ignorehitpause = 1

;---------------------------------------------------------------------------
;Q[W␳p
;---------------------------------------------------------------------------
[State Q[W␳]
type = VarSet
Trigger1 = RoundState = 2
Trigger1 = !IsHelper
fvar(20) = Ifelse(var(7)=0,1.00,0.00)*fvar(21)*fvar(22)*fvar(298)
IgnoreHitPause = 1
persistent = 1

[State Q[W]
Type = VarAdd
Trigger1 = Var(6) > 0
var(6) = -1
IgnoreHitPause = 1
persistent = 1

[State Q[W~]
Type = VarAdd
Trigger1 = Var(7) > 0
var(7) = -1
IgnoreHitPause = 1
persistent = 1

[State Q[WZbg]
Type = VarSet
Trigger1 = Var(6) = 0
fvar(21) = 1.00
IgnoreHitPause = 1
persistent = 1

[State ̗͒ቺɂQ[W]
Type = VarSet
Trigger1 = (100*life/lifeMax) > 50
fv = 22
value = 1.00
ignorehitpause = 1
persistent = 1

[State ̗͒ቺɂQ[W]
Type = VarSet
Trigger1 = (100*life/lifeMax) = [26,50]
fv = 22
value = 1.10
ignorehitpause = 1
persistent = 1

[State ̗͒ቺɂQ[W]
Type = VarSet
Trigger1 = (100*life/lifeMax) < 25
fv = 22
value = 1.25
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;ǌ
;---------------------------------------------------------------------------
[State ǌ胊Zbg]
type = VarSet
trigger1 = P2MoveType != H
trigger1 = P2StateNo != 52
var(19) = 0
IgnoreHitPause = 1
persistent = 1

[State ǌ]
type = VarSet
trigger1 = var(19) = [10,29]
trigger1 = P2StateType = S || P2StateType = C
var(19) = (var(19)%10)
IgnoreHitPause = 1
persistent = 1

[State ǌ]
type = VarSet
trigger1 = var(19) = [0,19]
trigger1 = P2StateType = L
var(19) = 20
IgnoreHitPause = 1
persistent = 1

[State ǌ]
type = VarSet
trigger1 = var(19) = 20
trigger1 = MoveHit = 1
var(19) = 30
IgnoreHitPause = 1
persistent = 1

;---------------------------------------------------------------------------
;ǔ
;---------------------------------------------------------------------------
[State ǔ]
type = Width
trigger1 = StateNo != 1150 && StateNo != 2100 && !(StateNo = 2400 && (Anim = 2406 || Anim = 2407)) && StateNo != 3550
Edge = 5,0
IgnoreHitPause = 1
persistent = 1

;---------------------------------------------------------------------------
;ǂłLZ
;---------------------------------------------------------------------------
[State ǂLp]
type = VarSet
triggerall = time >= 2
trigger1 = StateNo = [1000,2999]
var(23) = StateNo
IgnoreHitPause = 1
persistent = 1

[State ǂLp]
type = VarSet
trigger1 = StateNo != [1000,2999]
var(23) = 0
IgnoreHitPause = 1
persistent = 1

;---------------------------------------------------------------------------
;EXZ
;---------------------------------------------------------------------------
[State EXZ_]
type = palfx
Triggerall = RoundState=2
Triggerall = MoveType = A
Triggerall = StateNo = [2000,2999]
trigger1 = gametime % 2 = 0
time = 1
add = 0,0,255
color = 1
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;MAX
;---------------------------------------------------------------------------
[State Q[Wc]
type = VarSet
trigger1 = var(50) = 0
var(52) = Power
IgnoreHitPause = 1
persistent = 1

[State MAXԃ^CJEg]
type = VarAdd
trigger1 = StateNo != 925
trigger1 = var(50) = 1
var(51) = -1
IgnoreHitPause = 1
persistent = 1

[State MAXԃ^CJEg]
type = VarSet
trigger1 = StateNo != 925
trigger1 = var(50) = 1
trigger1 = var(51) <= 0
var(51) = 0
IgnoreHitPause = 1
persistent = 1

[State MAXI]
type = VarSet
trigger1 = var(50) = 1
trigger1 = var(51) = 0
trigger2 = RoundState != 2
var(50) = 0
IgnoreHitPause = 1
persistent = 1

[State MAX_]
type = palfx
Triggerall = RoundState=2
Triggerall = var(50) = 1
Triggerall = StateNo != [2000,2999]
trigger1 = gametime % 2 = 0
time = 1
add = 126,126,0
color = 1
ignorehitpause = 1
persistent = 1

[State Q[Wc]
type = PowerSet
trigger1 = var(50) = 1
value = var(52)
IgnoreHitPause = 1
persistent = 1

;---------------------------------------------------------------------------
;HEAT
;---------------------------------------------------------------------------
[State Q[W~]
Type = VarSet
trigger1 = var(50) = 2
Trigger1 = Var(7) < 2
var(7) = 2
IgnoreHitPause = 1
persistent = 1

[State Q[Wc]
type = PowerSet
trigger1 = var(50) = 2
value = var(52)
IgnoreHitPause = 1
persistent = 1

[State HEATԃ^CJEg]
type = VarAdd
trigger1 = StateNo != 195
trigger1 = var(50) = 2
var(52) = -10
IgnoreHitPause = 1
persistent = 1

[State HEATI]
type = VarSet
trigger1 = var(52) < 0
trigger2 = RoundState != 2
var(52) = 0
IgnoreHitPause = 1
persistent = 1

[State HEATI]
type = VarSet
trigger1 = var(50) = 2
trigger1 = var(52) = 0
var(50) = 0
IgnoreHitPause = 1
persistent = 1

[State HEAT̗̓Q[W̑]
type = LifeAdd
trigger1 = var(50) = 2
trigger1 = MoveType != H
trigger1 = gametime%3 = 0
trigger1 = 1||var(383) := var(383) - 1
value = 1
ignorehitpause = 1
persistent = 1

[State HEAT_]
type = palfx
Triggerall = RoundState=2
Triggerall = var(50) = 2
Triggerall = StateNo != [2000,2999]
trigger1 = gametime % 2 = 0
time = 1
add = 126,0,0
color = 1
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;qbg
;---------------------------------------------------------------------------
[State qbg]
type = VarSet
trigger1 = P2MoveType != H
Trigger2 = NumEnemy
trigger2 = EnemyNear(var(31)),StateNo = [120,155]
var(26) = 0
IgnoreHitPause = 1
persistent = 1

[State qbg]
type = VarAdd
triggerall = var(21) <= 0
trigger1 = MoveHit = 1
trigger2 = ProjHitTime(0) = 0
var(26) = 1
IgnoreHitPause = 1
persistent = 1

[State qbgp]
type = VarSet
trigger1 = MoveContact = 1
var(21) = 1
IgnoreHitPause = 1
persistent = 1

[State qbgp]
type = VarSet
trigger1 = MoveReverSed = 1
var(21) = 2
IgnoreHitPause = 1
persistent = 1

[State qbgp]
type = VarSet
trigger1 = MoveType != A
var(21) = 0
IgnoreHitPause = 1
persistent = 1

[State LZ\^C~O]
type = VarSet
trigger1 = Anim != [1600,1603]
trigger1 = MoveType != A
var(22) = 0
IgnoreHitPause = 1
persistent = 0

;---------------------------------------------------------------------------
;JE^[p
;---------------------------------------------------------------------------
[State JE^[]
Type = VarSet
Trigger1 = P2MoveType = A
var(38) = 2
IgnoreHitPause = 1
persistent = 1

[State 蔻(ʏ퓊)]
Type = VarSet
Triggerall = NumEnemy
Trigger1 = Var(38) != 0
Trigger1 = EnemyNear(var(31)),HitDefAttr = SCA,NT
var(37) = 1
IgnoreHitPause = 1
persistent = 1

[State 蔻(KE)]
Type = VarSet
Triggerall = NumEnemy
Trigger1 = Var(38) != 0
Trigger1 = EnemyNear(var(31)),HitDefAttr = SCA,ST,HT
var(37) = 2
IgnoreHitPause = 1
persistent = 1

[State 蔻(ʏU)]
Type = VarSet
Triggerall = NumEnemy
Trigger1 = Var(38) != 0
Trigger1 = EnemyNear(var(31)),HitDefAttr = SCA,NA,NP
var(37) = 5
IgnoreHitPause = 1
persistent = 1

[State 蔻(KEZ)]
Type = VarSet
Triggerall = NumEnemy
Trigger1 = Var(38) != 0
Trigger1 = EnemyNear(var(31)),HitDefAttr = SCA,SA,SP
var(37) = 8
IgnoreHitPause = 1
persistent = 1

[State 蔻(KEZ)]
Type = VarSet
Triggerall = NumEnemy
Trigger1 = Var(38) != 0
Trigger1 = EnemyNear(var(31)),HitDefAttr = SCA,HA,HP
var(37) = 10
IgnoreHitPause = 1
persistent = 1

[State 蔻(UȊO)]
Type = VarSet
Trigger1 = Var(37) = 0
Trigger1 = Var(38) != 0
var(37) = 5
IgnoreHitPause = 1
persistent = 1

[State JE^[Zbg]
Type = VarSet
Trigger1 = Var(38) = 0
V = 37
Value = 0
IgnoreHitPause = 1
persistent = 1

[State ǌ]
type = VarSet
Trigger1 = Var(38) != 0
var(19) = 0
IgnoreHitPause = 1
persistent = 1

[State JE^[GtFNg]
type = Explod
trigger1 = Teamside = 1
trigger1 = P2MoveType = H
trigger1 = var(38) = 2
anim = 11450
pos = 60,60
postype = Left
BindTime = -1
id = 11450
Ownpal = 1
ontop = 1
SprPriority = 3
IgnoreHitPause = 1
persistent = 1
SuperMoveTime = 999999999999
PauseMoveTime = 999999999999

[State JE^[GtFNg]
type = Explod
trigger1 = Teamside = 2
trigger1 = P2MoveType = H
trigger1 = var(38) = 2
anim = 11451
pos = -60,60
postype = right
BindTime = -1
id = 11450
Ownpal = 1
ontop = 1
SprPriority = 3
IgnoreHitPause = 1
persistent = 1
SuperMoveTime = 999999999999
PauseMoveTime = 999999999999

[State JE^[Zbg]
Type = VarAdd
Trigger1 = Var(38) > 0
Trigger1 = P2MoveType != A
var(38) = -1
IgnoreHitPause = 1
persistent = 1

;---------------------------------------------------------------------------
;UqbgorK[h̓G
;---------------------------------------------------------------------------
[State G]
type = Varset
trigger1 = P2MoveType = H
Trigger2 = NumEnemy
trigger2 = EnemyNear(var(31)),StateNo = 5120
var(18) = 6
IgnoreHitPause = 1
persistent = 1

[State G]
type = Varadd
trigger1 = P2MoveType != H
trigger1 = var(18) > 0
var(18) = -1
IgnoreHitPause = 1
persistent = 1

[State GZbg]
type = VarSet
trigger1 = var(18) < 0
var(18) = 0
IgnoreHitPause = 1
persistent = 1

;---------------------------------------------------------------------------
;GԊǗ
;---------------------------------------------------------------------------
[State G]
type = Null
trigger1 = var(360)>0
trigger1 = 1||var(360):=var(360)-1
IgnoreHitPause = 1
persistent = 1

;---------------------------------------------------------------------------
;Wvp
;---------------------------------------------------------------------------
[State 󒆃Wvp]
type = Varset
trigger1 = Statetype != A
trigger1 = !((StateNo = [40,41]) && time <= 2)
var(28) = 0
IgnoreHitPause = 1
persistent = 1

[State 󒆃Wvp]
type = VarAdd
triggerall = (var(28)%10) = 0
trigger1 = StateNo = [40,41]
trigger2 = StateNo = 45
var(28) = 1
IgnoreHitPause = 1
persistent = 1

[State 󒆃Wvp]
type = VarAdd
triggerall = (var(28)%10) = 1
triggerall = !(var(489)&1)
trigger1 = command != "holdup"
var(28) = -1
IgnoreHitPause = 1
persistent = 1

;---------------------------------------------------------------------------
;_[W{CX
;---------------------------------------------------------------------------
[State K[h{CX]
type = PlaySnd
TriggerAll = Random%15 < 11
TriggerAll = Time = 1 && Alive
Trigger1 = (StateNo = 150 || StateNo = 152 || StateNo = 154)
value = 150,0+Random%4
channel = 0

[State N{CX]
type = PlaySnd
TriggerAll = Time = 1 && Alive
Trigger1 = (StateNo = 5120)
value = 5120,0+Random%2
channel = 0

[State 󂯐g{CX]
type = PlaySnd
TriggerAll = Time = 1 && Alive
Trigger1 = (StateNo = 5200 || StateNo = 5210)
value = 5120,0+Random%3
channel = 0

[State _[W{CX]
type = PlaySnd
TriggerAll = Random%15 < 13
TriggerAll = Time = 1 && Alive
TriggerAll = (StateNo = 5000 || StateNo = 5010 || StateNo = 5020 || StateNo = 5070 || StateNo = 5080 || (StateNo = 5030 && PrevStateNo != [5000,5030]))
Trigger1 = GetHitVar(animtype) = 0
Trigger2 = GetHitVar(animtype) = 1
value = 5000,0+Random%3
channel = 0

[State _[W{CX]
type = PlaySnd
TriggerAll = Random%15 < 13
TriggerAll = Time = 1 && Alive
TriggerAll = (StateNo = 5000 || StateNo = 5010 || StateNo = 5020 || StateNo = 5070 || StateNo = 5080 || (StateNo = 5030 && PrevStateNo != [5000,5030]))
Trigger1 = GetHitVar(animtype) = 2
Trigger2 = GetHitVar(animtype) = 3
value = 5000,3+Random%3
channel = 0

[State _[W{CX]
type = PlaySnd
TriggerAll = Random%15 < 13
TriggerAll = Time = 1 && Alive
TriggerAll = (StateNo = 5000 || StateNo = 5010 || StateNo = 5020 || StateNo = 5070 || StateNo = 5080 || (StateNo = 5030 && PrevStateNo != [5000,5030]))
Trigger1 = GetHitVar(animtype) = 4
Trigger2 = GetHitVar(animtype) = 5
value = 5000,6+Random%4
channel = 0

;---------------------------------------------------------------------------
;̒~
;---------------------------------------------------------------------------
[State sk~]
type = StopSnd
trigger1 = !Alive
channel = 0

[State Q[Wߌʉ]
type = StopSnd
trigger1 = StateNo != 920
channel = 7

[State Cg]
type = StopSnd
trigger1 = RoundState = 2
channel = 9

;---------------------------------------------------------------------------
;GtFNg̏
;---------------------------------------------------------------------------
[State ]
type = RemoveExplod
trigger1 = StateNo != 210
trigger2 = var(494)!=gametime
ID = 210

[State ]
type = RemoveExplod
trigger1 = StateNo != 260
trigger2 = var(494)!=gametime
ID = 260

[State ]
type = RemoveExplod
trigger1 = StateNo != 410
trigger2 = var(494)!=gametime
ID = 410

[State ]
type = RemoveExplod
trigger1 = StateNo != 610
trigger2 = var(494)!=gametime
ID = 610

[State ]
type = RemoveExplod
trigger1 = StateNo != 300
trigger2 = var(494)!=gametime
ID = 300

[State ]
type = RemoveExplod
trigger1 = StateNo != 310
trigger2 = var(494)!=gametime
ID = 310

[State ]
type = RemoveExplod
trigger1 = StateNo != 550
trigger2 = var(494)!=gametime
ID = 550

[State ]
type = RemoveExplod
trigger1 = StateNo != 570
trigger2 = var(494)!=gametime
ID = 570

[State ]
type = RemoveExplod
trigger1 = StateNo != 910
trigger2 = var(494)!=gametime
ID = 910

[State ]
type = RemoveExplod
trigger1 = StateNo != 915
trigger2 = var(494)!=gametime
ID = 915

[State ]
type = RemoveExplod
trigger1 = StateNo != 920
trigger2 = var(494)!=gametime
ID = 920

[State ]
type = RemoveExplod
trigger1 = StateNo != 1000
trigger2 = var(494)!=gametime
ID = 1000

[State ]
type = RemoveExplod
trigger1 = StateNo != 1001
trigger2 = var(494)!=gametime
ID = 1001

[State ]
type = RemoveExplod
trigger1 = StateNo != 1002
trigger2 = var(494)!=gametime
ID = 1002

[State ]
type = RemoveExplod
trigger1 = StateNo != 1010
trigger2 = var(494)!=gametime
ID = 1010

[State ]
type = RemoveExplod
trigger1 = StateNo != 1011
trigger2 = var(494)!=gametime
ID = 1011

[State ]
type = RemoveExplod
trigger1 = StateNo != 1100
trigger2 = var(494)!=gametime
ID = 1100

[State ]
type = RemoveExplod
trigger1 = StateNo != 1110
trigger2 = var(494)!=gametime
ID = 1110

[State ]
type = RemoveExplod
trigger1 = StateNo != 1150
trigger2 = var(494)!=gametime
ID = 1150

[State ]
type = RemoveExplod
trigger1 = StateNo != 1160
trigger1 = StateNo != 3150
trigger2 = var(494)!=gametime
ID = 1160

[State ]
type = RemoveExplod
trigger1 = StateNo != 1200
trigger2 = var(494)!=gametime
ID = 1200

[State ]
type = RemoveExplod
trigger1 = StateNo != 1210
trigger2 = var(494)!=gametime
ID = 1210

[State ]
type = RemoveExplod
trigger1 = StateNo != 1250
trigger2 = var(494)!=gametime
ID = 1250

[State ]
type = RemoveExplod
trigger1 = StateNo != 1260
trigger2 = var(494)!=gametime
ID = 1260

[State ]
type = RemoveExplod
trigger1 = StateNo != 1261
trigger2 = var(494)!=gametime
ID = 1261

[State ]
type = RemoveExplod
trigger1 = StateNo != 1400
trigger2 = var(494)!=gametime
ID = 1400

[State ]
type = RemoveExplod
trigger1 = StateNo != 1410
trigger2 = var(494)!=gametime
ID = 1410

[State ]
type = RemoveExplod
trigger1 = StateNo != 1450
trigger2 = var(494)!=gametime
ID = 1450

[State ]
type = RemoveExplod
trigger1 = StateNo != 1460
trigger2 = var(494)!=gametime
ID = 1460

[State ]
type = RemoveExplod
trigger1 = StateNo != 1500
trigger2 = var(494)!=gametime
ID = 1500

[State ]
type = RemoveExplod
trigger1 = StateNo != 1510
trigger2 = var(494)!=gametime
ID = 1510

[State ]
type = RemoveExplod
trigger1 = StateNo != 2000
trigger2 = var(494)!=gametime
ID = 2000

[State ]
type = RemoveExplod
trigger1 = StateNo != 2001
trigger2 = var(494)!=gametime
ID = 2001

[State ]
type = RemoveExplod
trigger1 = StateNo != 2002
trigger2 = var(494)!=gametime
ID = 2002

[State ]
type = RemoveExplod
trigger1 = StateNo != 2100
trigger2 = var(494)!=gametime
ID = 2100

[State ]
type = RemoveExplod
trigger1 = StateNo != 2150
trigger2 = var(494)!=gametime
ID = 2150

[State ]
type = RemoveExplod
trigger1 = StateNo != 2200
trigger2 = var(494)!=gametime
ID = 2200

[State ]
type = RemoveExplod
trigger1 = StateNo != 2250
trigger2 = var(494)!=gametime
ID = 2250

[State ]
type = RemoveExplod
trigger1 = StateNo != 2251
trigger2 = var(494)!=gametime
ID = 2251

[State ]
type = RemoveExplod
trigger1 = StateNo != 2400
trigger2 = var(494)!=gametime
ID = 2400

[State ]
type = RemoveExplod
trigger1 = StateNo != 2450
trigger2 = var(494)!=gametime
ID = 2450

[State ]
type = RemoveExplod
trigger1 = StateNo != 2500
trigger2 = var(494)!=gametime
ID = 2500

[State ]
type = RemoveExplod
trigger1 = StateNo != 3000
trigger2 = var(494)!=gametime
ID = 3000

[State ]
type = RemoveExplod
trigger1 = StateNo != 3010
trigger2 = var(494)!=gametime
ID = 3010

[State ]
type = RemoveExplod
trigger1 = StateNo != 3020
trigger2 = var(494)!=gametime
ID = 3020

[State ]
type = RemoveExplod
trigger1 = StateNo != 3030
trigger2 = var(494)!=gametime
ID = 3030

[State ]
type = RemoveExplod
trigger1 = StateNo != 3050
trigger2 = var(494)!=gametime
ID = 3050

[State ]
type = RemoveExplod
trigger1 = StateNo != 3060
trigger2 = var(494)!=gametime
ID = 3060

[State ]
type = RemoveExplod
trigger1 = StateNo != 3070
trigger2 = var(494)!=gametime
ID = 3070

[State ]
type = RemoveExplod
trigger1 = StateNo != 3080
trigger2 = var(494)!=gametime
ID = 3080

[State ]
type = RemoveExplod
trigger1 = StateNo != 3500
trigger2 = var(494)!=gametime
ID = 3500

[State ]
type = RemoveExplod
trigger1 = StateNo != 3550
trigger2 = var(494)!=gametime
ID = 3550

[State ]
type = RemoveExplod
trigger1 = StateNo != [3700,3701]
trigger2 = var(494)!=gametime
ID = 3700

[State ]
type = RemoveExplod
trigger1 = StateNo != [3710,3711]
trigger2 = var(494)!=gametime
ID = 3710

[State ]
type = RemoveExplod
trigger1 = StateNo != 3750
trigger2 = var(494)!=gametime
ID = 3750

[State ]
type = RemoveExplod
trigger1 = StateNo != 3760
trigger2 = var(494)!=gametime
ID = 3760

[State ]
type = RemoveExplod
trigger1 = StateNo != [4200,4201]
trigger2 = var(494)!=gametime
ID = 4200

[State ]
type = RemoveExplod
trigger1 = StateNo != 4250
trigger2 = var(494)!=gametime
ID = 4250

[State ]
type = RemoveExplod
trigger1 = StateNo != [4400,4401]
trigger2 = var(494)!=gametime
ID = 4400

[State ]
type = RemoveExplod
trigger1 = StateNo != 3700
trigger1 = StateNo != 3710
trigger1 = StateNo != 4200
trigger2 = var(494)!=gametime
ID = 4505

[State ]
type = RemoveExplod
trigger1 = Anim != 4400
trigger2 = var(494)!=gametime
ID = 4420

[State ]
type = RemoveExplod
trigger1 = Anim != 4400
trigger2 = var(494)!=gametime
ID = 10047

[State ]
type = RemoveExplod
trigger1 = Anim != 4400
trigger2 = var(494)!=gametime
ID = 18900

[State ]
type = RemoveExplod
trigger1 = Anim != [8500,8501]
trigger2 = var(494)!=gametime
ID = 8502

[State ]
type = RemoveExplod
trigger1 = Anim != [8500,8501]
trigger2 = var(494)!=gametime
ID = 8503

[State ]
type = RemoveExplod
trigger1 = Anim != [8500,8501]
trigger2 = var(494)!=gametime
ID = 8504

[State ]
type = RemoveExplod
trigger1 = Anim != [8500,8501]
trigger2 = var(494)!=gametime
ID = 8505

[State ]
type = RemoveExplod
trigger1 = Anim != [8500,8501]
trigger2 = var(494)!=gametime
ID = 8506

[State ]
type = RemoveExplod
trigger1 = Anim != [8500,8501]
trigger2 = var(494)!=gametime
ID = 8509

[State ]
type = RemoveExplod
trigger1 = Anim != [8500,8501]
trigger2 = var(494)!=gametime
ID = 16200

;---------------------------------------------------------------------------
;GtFNg\
;---------------------------------------------------------------------------
[State GtFNg]
type = Explod
trigger1 = Gametime%10 = 0
trigger1 = floor(var(30)/10) > 0
anim = 7110+(((var(30)%1000)%100)%10)
pos = 0,Ifelse(P2StateType=L,-5,-75)
Random = 50,Ifelse(P2StateType=L,10,60)
postype = P2
BindTime = -1
id = 7000
Ownpal = 1
SprPriority = 3
IgnoreHitPause = 0
persistent = 1
SuperMoveTime = 999999999999
PauseMoveTime = 999999999999

[State ]
type = RemoveExplod
trigger1 = MoveHit = 1
ID = 7000
IgnoreHitPause = 1
persistent = 1

[State GtFNg\]
type = VarAdd
trigger1 = 1
var(30) = -10
IgnoreHitPause = 1
persistent = 1

[State GtFNg\]
type = VarSet
trigger1 = var(30) < 0
var(30) = 0
IgnoreHitPause = 1
persistent = 1

;---------------------------------------------------------------------------
;oEh
;---------------------------------------------------------------------------
[State oEhGtFNg]
type = Explod
triggerall = P2MoveType = H
Triggerall = NumEnemy
triggerall = EnemyNear(var(31)),time = 1
trigger1 = P2StateNo = 6001 || P2StateNo = 6006 || P2StateNo = 6012 || P2StateNo = 6016
trigger1 = P2StateType = L
trigger2 = P2StateNo = 6011
trigger2 = P2StateType = A
anim = 7202
pos = 0,0
postype = P2
id = 7200
Ownpal = 1
SprPriority = 0
IgnoreHitPause = 1
persistent = 0
SuperMoveTime = 999999999999
PauseMoveTime = 999999999999

[State oEhʉ]
type = PlaySnd
triggerall = P2MoveType = H
Triggerall = NumEnemy
triggerall = EnemyNear(var(31)),time = 1
trigger1 = P2StateNo = 6001 || P2StateNo = 6006 || P2StateNo = 6012 || P2StateNo = 6016
trigger1 = abs(EnemyNear(var(31)),Vel X) > 3
trigger1 = P2StateType = L
value = 7,0
channel = 2
IgnoreHitPause = 1
persistent = 0

[State oEhʉ]
type = PlaySnd
triggerall = P2MoveType = H
Triggerall = NumEnemy
triggerall = EnemyNear(var(31)),time = 1
trigger1 = P2StateNo = 6001 || P2StateNo = 6006 || P2StateNo = 6012 || P2StateNo = 6016
trigger1 = abs(EnemyNear(var(31)),Vel X) <= 3
trigger1 = P2StateType = L
trigger2 = P2StateNo = 6011
trigger2 = P2StateType = A
value = 7,1
channel = 2
IgnoreHitPause = 1
persistent = 0

;---------------------------------------------------------------------------
;Wvp
;---------------------------------------------------------------------------
[State ߎ]
type = VarAdd
trigger1 = command = "holddown"
trigger2 = var(10) < 0
var(10) = 1
IgnoreHitPause = 1
persistent = 1

[State ߎԔ]
type = VarSet
trigger1 = command != "holddown"
trigger1 = var(10) > 0
var(10) = Ifelse(var(10)>=3,-3,0)
IgnoreHitPause = 1
persistent = 1

;---------------------------------------------------------------------------
;󒆃K[hs\
;---------------------------------------------------------------------------
[State 󒆃K[h]
Type = AssertSpecial
Trigger1 = var(41)%2=1
Flag = NoAirGuard
IgnoreHitPause = 1
persistent = 1

;---------------------------------------------------------------------------
;c̏
;---------------------------------------------------------------------------
[State c]
type = AfterImage
trigger1 = MoveType = H
time = 0

;---------------------------------------------------------------------------
;s͉
;---------------------------------------------------------------------------
[State ns̓Zbg]
type = VarSet
triggerall = var(15) != 0
trigger1 = var(17) <= 0
var(15) = 0
IgnoreHitPause = 1
persistent = 1

[State 󒆐s̓Zbg]
type = VarSet
triggerall = var(16) != 0
trigger1 = var(17) <= 0
var(16) = 0
IgnoreHitPause = 1
persistent = 1

[State s̓Zbg]
type = VarAdd
trigger1 = var(17) > 0
var(17) = -1
IgnoreHitPause = 0
persistent = 1

;---------------------------------------------------------------------------
;G؂ւ
;---------------------------------------------------------------------------
[State G]
Type = VarSet
Trigger1 = NumEnemy = 1
Trigger2 = NumEnemy = 2
Trigger2 = EnemyNear,Life > 0
V = 31
Value = 0
IgnoreHitPause = 1

[State G]
Type = VarSet
Trigger1 = NumEnemy > 1
Trigger1 = EnemyNear,Life = 0
V = 31
Value = 1
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;MAX2NEOMAXp̗͐
;---------------------------------------------------------------------------
[State ̗͐]
Type = VarSet
Trigger1 = RoundState != 2
v = 25
value = 0
ignorehitpause = 1
persistent = 1

[State ̗͔]
Type = VarSet
Triggerall = var(25) < 1
Trigger1 = (100*life/lifeMax) = [26,50]
Trigger2 = var(44) = 1 || var(44) = 3
v = 25
value = 1
ignorehitpause = 1
persistent = 1

[State ̗1/4]
Type = VarSet
Triggerall = var(25) < 2
Trigger1 = (100*life/lifeMax) = [0,25]
Trigger2 = var(44) = [2,3]
v = 25
value = 2
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;bZ[Wʗp
;---------------------------------------------------------------------------
[State KO]
type = VarSet
triggerall = RoundState = 3
trigger1 = StateNo = 3701 || StateNo = 3711 || StateNo = 4201
var(12) = 20
IgnoreHitPause = 1
persistent = 1

[State ZeKO]
type = VarSet
triggerall = RoundState = 3 && MoveHit
trigger1 = StateNo = 3050 || StateNo = 3060 || StateNo = 3070 || StateNo = 3080 || StateNo = 3550
var(12) = 21
IgnoreHitPause = 1
persistent = 1

[State  ɎKO]
type = VarSet
triggerall = RoundState = 3 && MoveHit
trigger1 = StateNo = 3750 || StateNo = 3760 || StateNo = 4250
var(12) = 22
IgnoreHitPause = 1
persistent = 1

[State EKO]
type = VarSet
triggerall = RoundState = 3
trigger1 = StateNo = 4401
var(12) = 23
IgnoreHitPause = 1
persistent = 1

;---------------------------------------------------------------------------
;G
;---------------------------------------------------------------------------
[State 肪uM]
type = VarSet
triggerall = NumEnemy = 1
Triggerall = !IsHelper
trigger1 = Enemy,Name = "Shiki_Tohno"
trigger1 = Enemy,AuthorName = "Ina"
trigger1 = (Enemy,var(58)%10) = 1
trigger2 = Enemy,Name = "Shiki_Tohno"
trigger2 = !(Enemy,AuthorName = "Ina")
trigger3 = Enemy,Name = "Shiki Tohno"
trigger4 = Enemy,Name = "Tohno Shiki"
trigger5 = Enemy,Name = "Tohno_Shiki"
v = 12
value = 30

[State 肪a]
type = VarSet
triggerall = NumEnemy = 1
Triggerall = !IsHelper
trigger1 = Enemy,Name = "Kishima Kouma"
trigger2 = Enemy,Name = "Kishima"
trigger3 = Enemy,Name = "Kishima_Kouma"
v = 12
value = 31

[State 肪Ő]
type = VarSet
triggerall = NumEnemy = 1
Triggerall = !IsHelper
trigger1 = Enemy,Name = "hisui"
v = 12
value = 32

[State 肪]
type = VarSet
triggerall = NumEnemy = 1
Triggerall = !IsHelper
trigger1 = Enemy,Name = "White_Len"
trigger2 = Enemy,Name = "White Len"
trigger3 = Enemy,Name = "White_Len(CPU)"
v = 12
value = 33

[State 肪s]
type = VarSet
triggerall = NumEnemy = 1
Triggerall = !IsHelper
trigger1 = Enemy,Name = "miyako"
trigger2 = Enemy,Name = "Miyako_Arima"
trigger3 = Enemy,Name = "Miyako Arima"
trigger4 = Enemy,Name = "Arima_Miyako"
trigger5 = Enemy,Name = "Arima Miyako"
v = 12
value = 34

[State 肪A]
type = VarSet
triggerall = NumEnemy = 1
Triggerall = !IsHelper
trigger1 = Enemy,Name = "Roa"
trigger2 = Enemy,Name = "Michael_Roa_Valdamjong"
trigger3 = Enemy,Name = "Michael Roa Valdamjong"
trigger4 = Enemy,Name = "Haruo"
v = 12
value = 35

[State 肪AN]
type = VarSet
triggerall = NumEnemy = 1
Triggerall = !IsHelper
trigger1 = Enemy,Name = "Arcueid Brunestud"
trigger2 = Enemy,Name = "Arcueid-Brunestud"
trigger3 = Enemy,Name = "Arcueid"
trigger4 = Enemy,Name = "Arcueid_Brunestud"
trigger5 = Enemy,Name = "Arc"
trigger6 = Enemy,Name = "Akaitsuki"
v = 12
value = 36

[State 肪N]
type = VarSet
triggerall = NumEnemy = 1
Triggerall = !IsHelper
trigger1 = Enemy,Name = "Warcueid"
trigger2 = Enemy,Name = "Red Arcueid"
trigger3 = Enemy,Name = "Dark Arcueid"
trigger4 = Enemy,Name = "Red_Arcueid"
v = 12
value = 37

[State 肪VG]
type = VarSet
triggerall = NumEnemy = 1
Triggerall = !IsHelper
trigger1 = Enemy,Name = "CIEL(ELEICIA)"
trigger2 = Enemy,Name = "ciel"
trigger3 = Enemy,Name = "CHIEL"
v = 12
value = 38

[State 肪Ht]
type = VarSet
triggerall = NumEnemy = 1
Triggerall = !IsHelper
trigger1 = Enemy,Name = "Akiha_Tohno"
trigger2 = Enemy,Name = "Akiha Tohno"
trigger3 = Enemy,Name = "Tohno Akiha"
trigger4 = Enemy,Name = "Tohno_Akiha"
trigger5 = Enemy,Name = "Akiha"
v = 12
value = 39

[State 肪ԏHt]
type = VarSet
triggerall = NumEnemy = 1
Triggerall = !IsHelper
trigger1 = Enemy,Name = "Aka akiha"
trigger2 = Enemy,Name = "Akaakiha"
trigger3 = Enemy,Name = "akiha Vermilion"
trigger4 = Enemy,Name = "akiha_Vermilion"
v = 12
value = 40

[State 肪l]
type = VarSet
triggerall = NumEnemy = 1
Triggerall = !IsHelper
trigger1 = Enemy,Name = "Inferis Chaos"
trigger2 = Enemy,Name = "Inferis_Chaos"
trigger3 = Enemy,Name = "Nero_Chaos"
trigger4 = Enemy,Name = "Nero Chaos"
trigger5 = Enemy,Name = "Nrvnqsr Chaos"
trigger6 = Enemy,Name = "Nrvnqsr_Chaos"
v = 12
value = 41

[State 肪VVI]
type = VarSet
triggerall = NumEnemy = 1
Triggerall = !IsHelper
trigger1 = Enemy,Name = "Sion TATARI"
trigger2 = Enemy,Name = "Sion Eltnam Atlasia [Vampire]"
trigger3 = Enemy,Name = "V-sion-D"
trigger4 = Enemy,Name = "V-sion"
trigger5 = Enemy,Name = "VSion"
trigger6 = Enemy,Name = "Sion-T"
v = 12
value = 42

[State 肪LA]
type = VarSet
triggerall = NumEnemy = 1
Triggerall = !IsHelper
trigger1 = Enemy,Name = "Warachia"
trigger2 = Enemy,Name = "Warachianoyoru"
trigger3 = Enemy,Name = "Wara_ex"
trigger4 = Enemy,Name = "Zepia Eltnam Oberoun"
v = 12
value = 42

[State 肪]
type = VarSet
triggerall = NumEnemy = 1
Triggerall = !IsHelper
trigger1 = Enemy,Name = "len"
v = 12
value = 43

[State 肪q]
type = VarSet
triggerall = NumEnemy = 1
Triggerall = !IsHelper
trigger1 = Enemy,Name = "InferisAOKO"
trigger2 = Enemy,Name = "Aoko_Aozaki"
trigger3 = Enemy,Name = "Aoko Aozaki"
trigger4 = Enemy,Name = "Aozaki_Aoko"
trigger5 = Enemy,Name = "Aozaki Aoko"
trigger6 = Enemy,Name = "M's blue"
trigger7 = Enemy,Name = "Aozaki_Aoko(CPU)"
v = 12
value = 44

[State 肪VI]
type = VarSet
triggerall = NumEnemy = 1
Triggerall = !IsHelper
trigger1 = Enemy,Name = "Sion"
trigger2 = Enemy,Name = "Sion Eltnam Atlasia"
trigger3 = Enemy,Name = "Sion Eltnam"
trigger4 = Enemy,Name = "Sion_Eltnam_Atlasia"
v = 12
value = 45

[State 肪[Y]
type = VarSet
triggerall = NumEnemy = 1
Triggerall = !IsHelper
trigger1 = Enemy,Name = "Riesbyfe"
trigger2 = Enemy,Name = "Riesebyfe_Stridberg"
trigger3 = Enemy,Name = "Riesebyfe Stridberg"
v = 12
value = 45

[State 肪]
type = VarSet
triggerall = NumEnemy = 1
Triggerall = !IsHelper
trigger1 = Enemy,Name = "Shiki_Ryougi"
trigger2 = Enemy,Name = "Shiki Ryougi"
v = 12
value = 46

;---------------------------------------------------------------------------
;Up
;---------------------------------------------------------------------------
[State U]
Type = Turn
Triggerall = P2Dist X < 0
Triggerall = time = 1 && StateNo = [1000,4999]
Trigger1 = (PrevStateNo = [1400,1499])
IgnoreHitPause = 1
persistent = 1

;---------------------------------------------------------------------------
;違鐧񐔗p
;---------------------------------------------------------------------------
[State 郊Zbg]
type = varSet
trigger1 = P2MoveType != H
trigger2 = NumEnemy
trigger2 = EnemyNear(var(31)),StateNo = [120,155]
trigger3 = NumEnemy
trigger3 = EnemyNear(var(31)),StateNo = 5120
var(33) = 0
IgnoreHitPause = 1
persistent = 1

[State 郊Zbg]
type = varSet
trigger1 = P2MoveType != H
trigger2 = NumEnemy
trigger2 = EnemyNear(var(31)),StateNo = [120,155]
trigger3 = NumEnemy
trigger3 = EnemyNear(var(31)),StateNo = 5120
var(34) = 0
IgnoreHitPause = 1
persistent = 1

;-----------------------------------------------------------------------------
; AIR{pϐ
;-----------------------------------------------------------------------------
;-----------------------------------------------------------------------------
; R{p2
;-----------------------------------------------------------------------------
[State 0, VarSet]
type = null
triggerall = fvar(428) = 99
TriggerAll = var(393-Facing)<=9&&(var(395) = [-20,70])
triggerall = var(396) = [-60-floor(9*(fvar(538))+(9*(9+1)/2)*fvar(437)),0]
triggerall = Power >= 500
Trigger1 = MoveType != H
Trigger1 = PlayerIDExist(var(398))
Trigger1 = PlayerID(var(398)),MoveType = H
Trigger1 = PlayerID(var(398)),StateType =A
Trigger1 = fvar(428) := ifelse((var(395)=[-20,20]),ifelse(Power>=3500,8.2,15.9997),ifelse((var(395)=[-20,40]),15.9999,15.9996))
ignorehitpause = 1

[State 0, VarSet]
type = null
triggerall = fvar(428) = 99
triggerall = Stateno != 2150
TriggerAll = var(393+Facing)<=70
triggerall = (var(393+Facing)-var(397))<=20
Trigger1 = PlayerIDExist(var(398))
Trigger1 = PlayerID(var(398)),MoveType = H
Trigger1 = PlayerID(var(398)),StateType =A
Trigger1 = fvar(428) := 0
ignorehitpause = 1

;-----------------------------------------------------------------------------
; AIpR{ϐZbg
;-----------------------------------------------------------------------------
[State 0, VarSet]
type = Null
triggerall = PlayerIDEXist(var(398))
Trigger1 = PlayerID(var(398)),MoveType != H
Trigger1 = fvar(428) := 0
Trigger2 = (fvar(428)=[1,13.7))||(fvar(428)=[13.9,23.9))
Trigger2 = PlayerID(var(398)),StateType = L
Trigger2 = fvar(428) := 0
ignorehitpause = 1

[State 0, VarSet]
type = Null
Trigger1 = Stateno != 2250
Trigger1 = fvar(339) := 0
ignorehitpause = 1

[State 0, VarSet]
type = Null
triggerall = PlayerIDEXist(var(398))
Trigger1 = PlayerID(var(398)),MoveType != H||PlayerID(var(398)),StateType=L||RoundState!=2
Trigger1 = 1||var(496) := (var(496)|536870912)-536870912
Trigger1 = 1||var(370) := (var(370)|98304)-98304
ignorehitpause = 1

;-----------------------------------------------------------------------------
; R{p
;-----------------------------------------------------------------------------
[State 0, VarSet]
type = Null
trigger1 = fvar(428) != 0
Trigger1 = fvar(333) := fvar(428)
ignorehitpause = 1

[State 0, VarSet]
type = null
trigger1 = fvar(428) = 0
trigger1 = ((ctrl||(Stateno=[13,29])||(Stateno=[120,149])) || StateNo = 101) || (StateNo = [40,41])
Trigger1 = fvar(333) := 0
ignorehitpause = 1

[State 0, VarSet]
type = null
Trigger1 = PlayerIDExist(var(398))
Trigger1 = PlayerID(var(398)),MoveType = H
Trigger1 = ((fvar(428)!=[1,13))&&(fvar(428)!=[14,16)))||PlayerID(var(398)),StateType!=L
Trigger1 = fvar(428) := fvar(333)
ignorehitpause = 1

;-----------------------------------------------------------------------------
; AIR{
;-----------------------------------------------------------------------------
[State 0, VarSet]
type = null
triggerall = ProjHitTime(1600) = 0
TriggerAll = (var(393+Facing)-var(397))>320
trigger1 = MoveHit = 1
trigger1 = Power >= 2000
Trigger1 = fvar(428) := 22.2
ignorehitpause = 1

[State 0, VarSet]
type = null
triggerall = (Anim=[550,551])
triggerall = fvar(428) != [10,11)
triggerall = fvar(428) != [20,21)
TriggerAll = !(var(496)&536870912)
trigger1 = MoveHit = 1
Trigger1 = fvar(428) := 2
ignorehitpause = 1

[State 0, VarSet]
type = null
triggerall = Anim = 210
triggerall = fvar(428) = 0
triggerall = var(395) = [-20,10]
TriggerAll = !(var(496)&536870912)
TriggerAll = var(393+Facing)-var(397)>90
trigger1 = MoveHit = 1
trigger1 = Power < 2000
Trigger1 = fvar(428) := 16
ignorehitpause = 1

[State 0, VarSet]
type = null
triggerall = Anim = 210
triggerall = fvar(428) = 0
TriggerAll = !(var(496)&536870912)
TriggerAll = var(393+Facing)-var(397)<=20
trigger1 = MoveHit = 1
trigger1 = Power < 500
Trigger1 = fvar(428) := 17
ignorehitpause = 1

[State 0, VarSet]
type = null
triggerall = Anim = 205||Anim = 255
TriggerAll = !(var(496)&536870912)
triggerall = fvar(428) = 1.1
trigger1 = MoveHit = 1
trigger1 = (Power < 1500)
trigger1 = fvar(428) := 1.2
ignorehitpause = 1

[State 0, VarSet]
type = null
triggerall = Anim = 205||Anim = 255
TriggerAll = !(var(496)&536870912)
triggerall = fvar(428) != [1.1,1.3]
triggerall = fvar(428) != 5.1
triggerall = fvar(428) != 11.01
TriggerAll = (var(393+Facing)-var(397))>20||fvar(428)=0
TriggerAll = (var(393+Facing)-var(397))>70||Power<5000||fvar(428)=0
trigger1 = MoveHit = 1
trigger1 = (Power >= 500)
trigger1 = fvar(428) := 1
ignorehitpause = 1

[State 0, VarSet]
type = null
triggerall = Anim = 215||Anim = 260
TriggerAll = !(var(496)&536870912)
triggerall = fvar(428) = 0
TriggerAll = (var(393+Facing)-var(397))>20||fvar(428)=0
TriggerAll = (var(393+Facing)-var(397))>70||Power<5000||fvar(428)=0
trigger1 = MoveHit = 1
trigger1 = (Power >= 500)
trigger1 = fvar(428) := 1
ignorehitpause = 1

[State 0, VarSet]
type = null
triggerall = Anim = 215
TriggerAll = !(var(496)&536870912)
triggerall = fvar(428) = [0,1]
trigger1 = var(395) = [-20,50]
trigger1 = MoveHit = 1
trigger1 = (Power = [500,3999])
Trigger1 = fvar(428) := 3
ignorehitpause = 1

[State 0, VarSet]
type = null
triggerall = Anim = 310||Anim = 570
TriggerAll = !(var(496)&536870912)
triggerall = fvar(428) != [10,11)
triggerall = fvar(428) != [20,21)
triggerall = Random%2=0||Power>=500
TriggerAll = (var(393+Facing)-var(397))<=20
trigger1 = MoveHit = 1
Trigger1 = fvar(428) := 4
ignorehitpause = 1

[State 0, VarSet]
type = Null
triggerall = (Anim=[910,911])||(Anim=[2150,2151])||(Anim=3601)||(Anim=4300)||(Anim=8000)||(Anim=8100)||(Anim=1150&&AnimElemTime(8)<0)
triggerall = fvar(428) = 0||fvar(428) = 18
triggerall = (var(393+Facing)<=9&&(var(397)=[-ifelse((Anim=[2150,2151]),70,20),0]))||(Anim=1150&&AnimElemTime(8)<0&&((var(393+Facing)-var(397))<=20))
triggerall = Power >= 500
Trigger1 = MoveType != H
Trigger1 = PlayerIDExist(var(398))
Trigger1 = PlayerID(var(398)),MoveType = H
Trigger1 = PlayerID(var(398)),StateType =A
Trigger1 = fvar(428) := 99
ignorehitpause = 1

[State 0, VarSet]
type = null
triggerall = Anim = 210
TriggerAll = !(var(496)&536870912)
TriggerAll = (var(393+Facing)-var(397))>20
trigger1 = MoveHit = 1
trigger1 = Power >= 1000 && var(50) = 1 && var(51) >= 940
Trigger1 = fvar(428) := 13
ignorehitpause = 1

[State 0, VarSet]
type = null
triggerall = Anim = 205||Anim = 255
TriggerAll = !(var(496)&536870912)
triggerall = fvar(428) = 1.1
trigger1 = MoveHit = 1
trigger1 = (Power >= 1500)
trigger1 = fvar(428) := 1.3
ignorehitpause = 1

[State 0, VarSet]
type = null
triggerall = Anim = 200||Anim = 250
TriggerAll = !(var(496)&536870912)
TriggerAll = (var(393+Facing)-var(397))<=20
triggerall = fvar(428) = 0||fvar(428) = 1.1
trigger1 = MoveHit = 1
trigger1 = var(395) >= -20
trigger1 = (Power >= 500)||fvar(428) = 0
trigger1 = fvar(428) := 2.01
ignorehitpause = 1

[State 0, VarSet]
type = null
triggerall = (Anim=301)
TriggerAll = !(var(496)&536870912)
TriggerAll = (var(393+Facing)-var(397))<=20
trigger1 = MoveHit = 1
trigger1 = (Power >= 1000 && var(50) = 1 && var(51) >= 940)
Trigger1 = fvar(428) := 9.5
ignorehitpause = 1

[State 0, VarSet]
type = null
triggerall = Anim = 210
TriggerAll = !(var(496)&536870912)
triggerall = MoveHit = 1
trigger1 = (Power >=2000 && var(50) < 1)
Trigger1 = fvar(428) := 5
ignorehitpause = 1

[State 0, VarSet]
type = null
triggerall = Anim = 200||Anim = 250||Anim = 260||Anim = 265||Anim = 400||Anim = 450
TriggerAll = !(var(496)&536870912)
trigger1 = MoveHit = 1
trigger1 = (Power >= 2000 && var(50) < 1)
trigger1 = var(395) = [0,10]
trigger1 = fvar(428) := 5.1
ignorehitpause = 1

[State 0, VarSet]
type = null
triggerall = Anim = 210
TriggerAll = !(var(496)&536870912)
trigger1 = MoveHit = 1
TriggerAll = (var(393+Facing)-var(397))<=60
trigger1 = MoveHit = 1
trigger1 = Power >= 3000 && var(50) < 1
Trigger1 = fvar(428) := 9
ignorehitpause = 1

[State 0, VarSet]
type = null
triggerall = Anim = 260||Anim = 265
TriggerAll = !(var(496)&536870912)
TriggerAll = (var(393+Facing)-var(397))<=60
trigger1 = MoveHit = 1
trigger1 = (Power >=3000 && var(50) < 1)
Trigger1 = fvar(428) := 9.1
ignorehitpause = 1

[State 0, VarSet]
type = null
triggerall = Anim = 200||Anim = 205||Anim = 210||Anim = 215||Anim = 250||Anim = 255||Anim = 260||Anim = 265||Anim = 400||(Anim=301)
TriggerAll = !(var(496)&536870912)
TriggerAll = (var(393+Facing)-var(397))>=400
triggerall = fvar(428) != [1.1,1.3]
triggerall = fvar(428) != 5.1
triggerall = fvar(428) != [13,14)
triggerall = var(395) = [-20,30]
trigger1 = MoveHit = 1
trigger1 = (Power >= 1500)
trigger1 = fvar(428) := 11.01
ignorehitpause = 1

[State 0, VarSet]
type = null
triggerall = (Anim=301)
TriggerAll = !(var(496)&536870912)
TriggerAll = Power<2000
TriggerAll = (var(393+Facing)-var(397))<=20
trigger1 = MoveHit = 1
trigger1 = var(50) = 1 && var(51) >= 940
trigger1 = var(395) = [-20,20]
Trigger1 = fvar(428) := 6.2
ignorehitpause = 1

[State 0, VarSet]
type = null
triggerall = Anim = 310||Anim = 570
TriggerAll = !(var(496)&536870912)
triggerall = fvar(428) != [10,11)
triggerall = fvar(428) != [20,21)
TriggerAll = (var(393+Facing)-var(397))<=20
trigger1 = MoveHit = 1
trigger1 = Power >= 3500
Trigger1 = fvar(428) := 8
ignorehitpause = 1

[State 0, VarSet]
type = null
triggerall = Anim = 210||Anim = 215||(Anim=301)
TriggerAll = var(25)>=1
TriggerAll = !(var(496)&536870912)
TriggerAll = (var(393+Facing)-var(397))<=70
trigger1 = MoveHit = 1
trigger1 = Power >= 3000 && var(50) = 1 && var(51) >= 940
Trigger1 = fvar(428) := 15
ignorehitpause = 1

[State 0, VarSet]
type = null
triggerall = Anim = 210
TriggerAll = !(var(496)&536870912)
triggerall = fvar(428) != [10,11)
triggerall = fvar(428) != [20,21)
TriggerAll = (var(393+Facing)-var(397))<=20
trigger1 = MoveHit = 1
trigger1 = (Power = [1500,1999]) && var(50) < 1
Trigger1 = fvar(428) := 10
ignorehitpause = 1

[State 0, VarSet]
type = null
triggerall = Anim = 570
TriggerAll = !(var(496)&536870912)
triggerall = fvar(428) != [10,11)
triggerall = fvar(428) != [20,21)
TriggerAll = (var(393+Facing)-var(397))<=20
trigger1 = MoveHit = 1
trigger1 = (Power = [1500,1999]) && var(50) < 1
Trigger1 = fvar(428) := 10.1
ignorehitpause = 1

[State 0, VarSet]
type = null
triggerall = Anim = 210
TriggerAll = !(var(496)&536870912)
triggerall = (fvar(428) != [10,11))||(var(25)=1)
triggerall = fvar(428) != [20,21)
triggerall = var(25)!=2
TriggerAll = (var(393+Facing)-var(397))<=20
TriggerAll = (Power>=4500&&var(50)<1)
trigger1 = MoveHit = 1
Trigger1 = fvar(428) := 20
ignorehitpause = 1

[State 0, VarSet]
type = null
triggerall = Anim = 570
TriggerAll = !(var(496)&536870912)
triggerall = (fvar(428) != [10,11))||(var(25)=1)
triggerall = fvar(428) != [20,21)
triggerall = var(25)!=2
TriggerAll = (var(393+Facing)-var(397))<=20
TriggerAll = (Power>=4500&&var(50)<1)
trigger1 = MoveHit = 1
Trigger1 = fvar(428) := ifelse(Power>=5000&&(Random%2=0&&var(25)!=1),4,20.1)

[State 0, VarSet]
type = null
triggerall = Anim = 310||Anim = 570
triggerall = var(25) < 2
TriggerAll = !(var(496)&536870912)
triggerall = fvar(428) != [10,11)
triggerall = fvar(428) != [20,21)
triggerall = Random%2=0&&Power>=5000
TriggerAll = (var(393+Facing)-var(397))<=20
trigger1 = MoveHit = 1
Trigger1 = fvar(428) := 4
ignorehitpause = 1

[State 0, VarSet];QW}pR{ϐ
type = null
triggerall = Anim = 210||(Anim=[550,551])
triggerall = var(25) = 1
TriggerAll = !(var(496)&536870912)
triggerall = var(389)>=20
triggerall = Random%2=0
TriggerAll = (var(393+Facing)-var(397))>=100
trigger1 = MoveHit = 1
trigger1 = Power >= 5000
Trigger1 = fvar(428) := 14
ignorehitpause = 1

[State 0, VarSet]
type = null
triggerall = Anim = 200||Anim = 205||Anim = 210||Anim = 215||Anim = 250||Anim = 255||Anim = 260||Anim = 265||Anim = 400||(Anim=301)
TriggerAll = !(var(496)&536870912)
TriggerAll = var(50)<1
TriggerAll = (var(393+Facing)-var(397))>70
triggerall = (var(393+Facing)-var(397))<=180
trigger1 = MoveHit = 1
trigger1 = (Power >= 3500)
trigger1 = fvar(428) := 1.001
ignorehitpause = 1

[State 0, VarSet]
type = null
triggerall = (Anim=301)
TriggerAll = var(25)>=2
TriggerAll = !(var(496)&536870912)
TriggerAll = (var(393+Facing)-var(397))<=70
trigger1 = MoveHit = 1
trigger1 = (Power >= 5000 && var(50) < 1)
Trigger1 = fvar(428) := 23
ignorehitpause = 1

[State 0, VarSet]
type = null
triggerall = Anim = 210
TriggerAll = !(var(496)&536870912)
triggerall = fvar(428) != [10,11)
triggerall = (fvar(428) != [20,21))||(var(389)<20)
TriggerAll = (var(393+Facing)-var(397))<=20
TriggerAll = (var(25)>=2&&Power>=4500&&var(50)<1)
trigger1 = MoveHit = 1
Trigger1 = fvar(428) := 10
ignorehitpause = 1

[State 0, VarSet]
type = null
triggerall = Anim = 570
TriggerAll = !(var(496)&536870912)
triggerall = fvar(428) != [10,11)
triggerall = (fvar(428) != [20,21))||(var(389)<20)
TriggerAll = (var(393+Facing)-var(397))<=20
TriggerAll = (var(25)>=2&&Power>=4500&&var(50)<1)
trigger1 = MoveHit = 1
Trigger1 = fvar(428) := 10.1
ignorehitpause = 1

[State 0, VarSet]
type = null
triggerall = Anim = 210
TriggerAll = !(var(496)&536870912)
triggerall = fvar(428) != [20,21)
triggerall = var(25)>=2
triggerall = var(389)>=20
TriggerAll = (var(393+Facing)-var(397))<=20
TriggerAll = (Power>=4500&&var(50)<1)
trigger1 = MoveHit = 1
Trigger1 = fvar(428) := 20
ignorehitpause = 1

[State 0, VarSet]
type = null
triggerall = Anim = 570
TriggerAll = !(var(496)&536870912)
triggerall = var(25)>=2
triggerall = var(389)>=20
TriggerAll = (var(393+Facing)-var(397))<=20
TriggerAll = (Power>=4500&&var(50)<1)
trigger1 = MoveHit = 1
Trigger1 = fvar(428) := ifelse(Power>=5000&&(Random%2=0),4,20.1)

[State 0, VarSet]
type = null
triggerall = Anim = 460
TriggerAll = PlayerIDEXist(var(398))
triggerall = PlayerID(var(398)),statetype != L
triggerall = PlayerID(var(398)),movetype = H
TriggerAll = (var(393+Facing)-var(397))>50
TriggerAll = ((PlayerID(var(398)),Stateno != [120,159])||(PlayerID(var(398)),MoveType=A))
trigger1 = MoveHit
Trigger1 = Power >= 1000
Trigger1 = fvar(428) := ifelse((var(393+Facing)-var(397))<=300,11.41,11.35)
ignorehitpause = 1

[State 0, VarSet]
type = Null
triggerall = Anim = 925
triggerall = fvar(428) = 5.2
triggerall = Power < 2000
Trigger1 = (var(393+Facing)-var(397))<=20
Trigger1 = var(395) = [0,100]
Trigger1 = fvar(428) := 6
ignorehitpause = 1

[State 0, VarSet]
type = null
triggerall = Anim = 925
triggerall = fvar(428) = 9.9
TriggerAll = Random%2=0
TriggerAll = Time = 1
Trigger1 = (var(393+Facing)-var(397))<=20
Trigger1 = fvar(428) := ifelse(Random%2=0,7.31,12)
ignorehitpause = 1

[State 0, VarSet]
type = null
triggerall = Anim = 925
triggerall = fvar(428) = 7.31
TriggerAll = Random%2=0
TriggerAll = Time = 1
Trigger1 = (var(393+Facing)-var(397))<=20
Trigger1 = fvar(428) := ifelse(Random%2=0,9.9,12)
ignorehitpause = 1

[State 0, VarSet]
type = null
triggerall = Anim = 1011
triggerall = fvar(428) = 0
TriggerAll = !(var(496)&536870912)
trigger1 = MoveHit = 1
trigger1 = (Power >= 1000) || var(50) >= 1
trigger1 = fvar(428) := 19
ignorehitpause = 1

[State 0, VarSet]
type = null
triggerall = Anim = 1260||Anim = 2250
triggerall = fvar(428) = 0
TriggerAll = !(var(496)&536870912)
triggerall = var(25) = 1
triggerall = floor(var(19)/10) = 0
TriggerAll = (var(393+Facing)-var(397))<=40
trigger1 = MoveHit = 1
Trigger1 = fvar(428) := 4.7
ignorehitpause = 1

[State 0, VarSet]
type = null
triggerall = Anim = 1260||Anim = 2250
triggerall = fvar(428) = 0
TriggerAll = !(var(496)&536870912)
triggerall = floor(var(19)/10) = 0
TriggerAll = (var(393+Facing)-var(397))<=120
trigger1 = MoveHit = 1
trigger1 = Power >= 500
Trigger1 = fvar(428) := 6.5
ignorehitpause = 1

[State 0, VarSet]
type = Null
triggerall = Anim = 2151
triggerall = fvar(428) != 99
TriggerAll = PlayerIDEXist(var(398))
triggerall = PlayerID(var(398)),statetype = A
triggerall = PlayerID(var(398)),movetype = H
TriggerAll = ((PlayerID(var(398)),Stateno != [120,159])||(PlayerID(var(398)),MoveType=A))
Trigger1 = fvar(428) := 18
ignorehitpause = 1

[State 0, VarSet]
type = Null
triggerall = Anim = 2151
TriggerAll = PlayerIDEXist(var(398))
triggerall = PlayerID(var(398)),statetype = A
triggerall = PlayerID(var(398)),movetype = H
TriggerAll = ((PlayerID(var(398)),Stateno != [120,159])||(PlayerID(var(398)),MoveType=A))
Trigger1 = (var(393-Facing)+var(397))<=170
Trigger1 = Power >= 1500 && var(50) < 1
Trigger1 = fvar(428) := 7
ignorehitpause = 1

[State 0, VarSet]
type = Null
triggerall = Anim = 2250
TriggerAll = !(var(496)&536870912)
triggerall = fvar(339) = 0.1
TriggerAll= (var(393+Facing)-var(397))<=20
trigger1 = MoveHit = 1
trigger1 = (Power = [1000,4500+((var(25)<2)*PowerMax))) && var(50) < 1
trigger1 = fvar(428) := ifelse(Random<=500,7.2,9.7)
ignorehitpause = 1

[State 0, VarSet]
type = Null
triggerall = Anim = 2250
TriggerAll = !(var(496)&536870912)
triggerall = var(25) >= 2
triggerall = fvar(339) = 0.1
TriggerAll= (var(393+Facing)-var(397))<=20
trigger1 = MoveHit = 1
trigger1 = Power >= 4500 && var(50) < 1
trigger1 = fvar(428) := 10.3
ignorehitpause = 1

[State 0, VarSet]
type = null
triggerall = Anim = 3110
TriggerAll = !(var(496)&536870912)
triggerall = PrevStateno=3110
TriggerAll = (var(393+Facing)-var(397))>=400
triggerall = var(395) = [-20,70]
trigger1 = MoveHit = 1
trigger1 = (Power >= 1500)
trigger1 = fvar(428) := 11.2
ignorehitpause = 1

[State 0, VarSet]
type = null
TriggerAll = (ProjHitTime(1600)=0)
TriggerAll = PlayerIDEXist(var(398))
trigger1 = 1||fvar(428) := ifelse((var(25)<1)||Power<2000||PlayerID(var(398)),statetype=S||PlayerID(var(398)),statetype=C,0,22.2)
trigger1 = 1||fvar(333) := ifelse((var(25)<1)||Power<2000||PlayerID(var(398)),statetype=S||PlayerID(var(398)),statetype=C,0,22.2)
trigger1 = 1||var(370) := (var(370)|98304)-98304
ignorehitpause = 1

;-----------------------------------------------------------------------------
; SʂR{
;-----------------------------------------------------------------------------
[State 0, VarSet]
type = Null
triggerall = (Anim=[910,911])||((Anim=3021&&AnimElemTime(20)>=0)&&(fvar(428)=0))
triggerall = fvar(428) != 7||(ProjHitTime(1600)=0&&fvar(428)=0)
triggerall = fvar(428) != 99||(ProjHitTime(1600)=0&&fvar(428)=0)
TriggerAll = PlayerIDEXist(var(398))
triggerall = PlayerID(var(398)),statetype = A
triggerall = PlayerID(var(398)),movetype = H
TriggerAll = (var(393+Facing)-var(397))>50
TriggerAll = ((PlayerID(var(398)),Stateno != [120,159])||(PlayerID(var(398)),MoveType=A))
Trigger1 = Power >= 3000 && var(50) < 1
Trigger1 = 1||fvar(428) := ifelse((var(25)<1)||fvar(428)||Power<2000,fvar(428),22.2)
Trigger1 = fvar(428) != 22.2
Trigger1 = var(370) := (var(370)|ifelse((var(393+Facing)-var(397))<=300,65536,32768))
ignorehitpause = 1

[State 0, VarSet]
type = Null
triggerall = (Anim=2151&&AnimElemTime(17)>=0)||(Anim=3601&&AnimElemTime(16)>=0)||(Anim=4300&&AnimElemTime(10)>=0)||(Anim=1150&&AnimElemTime(8)<0&&((var(393+Facing)-var(397))<=50&&fvar(428)=0))
triggerall = fvar(428) != 7||Anim = 4300||(ProjHitTime(1600)=0&&fvar(428)=0)
triggerall = fvar(428) != 99||(ProjHitTime(1600)=0&&fvar(428)=0)
TriggerAll = PlayerIDEXist(var(398))
triggerall = PlayerID(var(398)),statetype = A
triggerall = PlayerID(var(398)),movetype = H
TriggerAll = (var(393-Facing)+var(397))>50
TriggerAll = ((PlayerID(var(398)),Stateno != [120,159])||(PlayerID(var(398)),MoveType=A))
Trigger1 = Power >= 3000 && var(50) < 1
Trigger1 = 1||fvar(428) := ifelse((var(25)<1)||(fvar(428)&&fvar(428)!=18)||Power<2000,fvar(428),22.2)
Trigger1 = fvar(428) != 22.2
Trigger1 = var(370) := (var(370)|ifelse((var(393-Facing)+var(397))<=300,65536,32768))
ignorehitpause = 1

[State 0, VarSet]
type = Null
triggerall = (Anim=8100&&AnimElemTime(9)>=0)
triggerall = fvar(428) != 99
TriggerAll = PlayerIDEXist(var(398))
triggerall = PlayerID(var(398)),statetype = A
triggerall = PlayerID(var(398)),movetype = H
TriggerAll = (var(393-Facing)+var(397))>50
TriggerAll = ((PlayerID(var(398)),Stateno != [120,159])||(PlayerID(var(398)),MoveType=A))
Trigger1 = Power >= 3000 && var(50) < 1
Trigger1 = 1||fvar(428) := ifelse((var(25)<1)||(fvar(428)&&fvar(428)!=18)||Power<2000,fvar(428),22.2)
Trigger1 = fvar(428) != 22.2
Trigger1 = var(370) := (var(370)|ifelse((var(393-Facing)+var(397))<=300,65536,32768))
ignorehitpause = 1

;-----------------------------------------------------------------------------
; foMEꗢl҈ȍ~̃R{
;-----------------------------------------------------------------------------
[State 0, VarSet]
type = null
triggerall = Anim = 3000
TriggerAll = !(var(496)&536870912)
TriggerAll = var(25)>=2
triggerall = fvar(428)=0
TriggerAll = (var(393+Facing)-var(397))<=20
trigger1 = MoveHit = 1
trigger1 = (Power>=5000||(Power>=2500&&var(50)=2))
Trigger1 = fvar(428) := 10.8
ignorehitpause = 1

;-----------------------------------------------------------------------------
; foMEȍ~̃R{
;-----------------------------------------------------------------------------
[State 0, VarSet]
type = null
triggerall = Anim = 3500
TriggerAll = !(var(496)&536870912)
TriggerAll = var(25)>=2
triggerall = fvar(428)=0
trigger1 = MoveHit = 1
trigger1 = (Power >=2000 && var(50) < 1)
Trigger1 = fvar(428) := 23.9
ignorehitpause = 1

;-----------------------------------------------------------------------------
; AIR{pqbg|[YtO
;-----------------------------------------------------------------------------
[State 0, VarSet]
type = Null
Trigger1 = var(496) := (var(496)|536870912)-536870912

[State 0, VarSet]
type = Null
trigger1 = HitPauseTime
Trigger1 = var(496) := (var(496)|536870912)
ignorehitpause = 1
;-----------------------------------------------------------------------------
; AIR{pϐI
;-----------------------------------------------------------------------------

;++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
;    qbgGtFNg
;++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
[State 0, Null]
type = Null
trigger1 = 0&&var(373):=(var(373)|2)-2
trigger2 = (var(221)=5)&&(var(222)=[20,25])
trigger2 = 0&&var(373):=(var(373)|2)
ignorehitpause = 1

[State 0, BGPalFX]
type = BGPalFX
Triggerall = !(var(373)&1)
Triggerall = (var(221)=5)&&(var(222)=14)
Triggerall = (Anim != 8000)||AnimElemTime(8)<0
Triggerall = (Anim != 8100)
Trigger1 = MoveHit = 1
add = 256,256,256
time = 2
color= 0
ignorehitpause = 1
persistent = 256

[state 6500,1]
type = EnvShake
Triggerall = !(var(373)&1)
Triggerall = (var(221)=5)
Triggerall = (var(222)=12)||(var(222)=[20,25])
Triggerall = (Anim != 8000)||AnimElemTime(8)<0
Triggerall = (Anim != 8100)
Trigger1 = MoveHit = 1
time = 5
ampl = 5
freq = 120
phase = 120
ignorehitpause = 1
persistent = 256

[state 6500,1]
type = EnvShake
Triggerall = !(var(373)&1)
Triggerall = (var(221)=5)&&(var(222)=14)
Triggerall = (Anim != 8000)||AnimElemTime(8)<0
Triggerall = (Anim != 8100)
Trigger1 = MoveHit = 1
time = 10
ampl = 10
freq = 120
phase = 120
ignorehitpause = 1
persistent = 256

[State 0, PlaySnd]
type = PlaySnd
Triggerall = !(var(373)&1)
Triggerall = (var(221)=5)
Triggerall = (var(222)=12)||(var(222)=[20,25])
Triggerall = (Anim != 8000)||AnimElemTime(8)<0
Triggerall = (Anim != 8100)
Trigger1 = MoveHit = 1
value = S12000,0
freqmul = 1.5
ignorehitpause = 1
persistent = 256

[State 0, PlaySnd]
type = PlaySnd
Triggerall = !(var(373)&1)
Triggerall = (var(221)=5)
Triggerall = (var(222)=14)
Triggerall = (Anim != 8000)||AnimElemTime(8)<0
Triggerall = (Anim != 8100)
Trigger1 = MoveHit = 1
value = S12000,1
freqmul = 1.3
ignorehitpause = 1
persistent = 256

[State -2,HitSpark]
Type                       = Helper
Triggerall                 = !(var(373)&1)
Triggerall                 = Stateno != [800,899]
Triggerall                 = Stateno != [990,999]
Triggerall                 = Stateno != [1012,1016]
Triggerall                 = Stateno != 1016
Triggerall                 = Stateno != 1111
Triggerall                 = Stateno != [1251,1252]
Triggerall                 = Stateno != 2150||Anim=2151
Triggerall                 = Stateno != [2401,2402]
Triggerall                 = Stateno != 2404
Triggerall                 = Stateno != [3600,3699]
Triggerall                 = Stateno != [3700,3799]
Triggerall                 = Stateno != [4200,4300]
Triggerall                 = Stateno != [4400,4499]
Triggerall                 = Anim != 4750
Triggerall               = (Anim != 8000)||AnimElemTime(8)<0
Triggerall               = (Anim != 8100)
Trigger1                   = MoveHit = 1
StateNo                    = ifelse((var(373)&2),16200,16100)
ID                         = ifelse((var(373)&2),6200,6100)
Name                       = "HitSpark"
size.height                 = ifelse((var(373)&2),16200,16100)
size.shadowoffset     = ifelse((var(221)=5)&&(var(222)=14),1,0)
HelperType                 = Player
Size.XScale                = 1
Size.YScale                = 1
OwnPal                     = 1
KeyCtrl                    = 0
Pos                        = var(258)+Ceil(P2Dist X/2),var(259)-Ceil(P2BodyDist Y)
PosType                    = P2
IgnoreHitPause             = 1
PauseMoveTime              = 9999
SuperMoveTime              = 9999

[State -2,HitSpark]
Type                       = Helper
Trigger1                 = ProjHitTime(1600) = 0
StateNo                    = 16200
ID                         = 6200
Name                       = "HitSpark"
size.height                 = 16200
HelperType                 = Player
Size.XScale                = 1
Size.YScale                = 1
OwnPal                     = 1
KeyCtrl                    = 0
Pos                        = 0,-60
PosType                    = P2
IgnoreHitPause             = 1
PauseMoveTime              = 9999
SuperMoveTime              = 9999

;++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
;    K[hGtFNg
;++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
[State -2,GuardSpark]
Type                       = Explod
TriggerAll              = !(var(373)&1)
Triggerall               = Stateno != [800,899]
Triggerall               = Stateno != [990,999]
Triggerall               = Stateno != [1012,1013]
Triggerall               = Stateno != 1016
Triggerall               = Stateno != 1111
Triggerall               = Stateno != [1251,1252]
Triggerall               = Stateno != 2150||Anim=2151
Triggerall               = Stateno != [2401,2402]
Triggerall               = Stateno != 2404
Triggerall               = Stateno != [4400,4499]
Trigger1                 = MoveGuarded = 1
Anim                       = 10120
ID                         = 10120
OwnPal                     = 1
Pos                        = var(258)+Ceil(P2Dist X/2),var(259)-Ceil(P2BodyDist Y)
PosType                    = P2
SprPriority                = 3
IgnoreHitPause             = 1
PauseMoveTime              = 9999
SuperMoveTime              = 9999

[State -2,GuardSpark]
Type                       = Explod
Trigger1                 = ProjguardedTime(1600) = 0
Anim                       = 10120
ID                         = 10120
OwnPal                     = 1
Pos                        = 0,-60
PosType                    = P2
SprPriority                = 3
IgnoreHitPause             = 1
PauseMoveTime              = 9999
SuperMoveTime              = 9999

;
;YGtFNg
;
[State a];
type = explod
triggerall = Alive
triggerall = !(var(370)&131072)
triggerall = (var(373)&128)
triggerall = Anim != 193 || AnimElemTime(1) >= 45
trigger1 = Gametime%9 = 0
anim = 78000
id = 310310
sprpriority = 10
postype = p1
vel = 0-random%2,-1
pos = ifelse(StateType=L,40,20) - (random%ifelse(StateType=L,80,40)),0 - (random%ifelse(StateType=C,ifelse(StateType=L,10,60),80))
bindtime = 1
scale = 0.25,0.25
OwnPal = 1
Trans = Sub
pausemovetime = 9999999
supermovetime = 9999999

[State a];
type = explod
triggerall = Alive
triggerall = !(var(370)&131072)
triggerall = (var(373)&128)
triggerall = Anim != 193 || AnimElemTime(1) >= 45
trigger1 = Gametime%9 = 0
anim = 78000
id = 310310
sprpriority = 10
postype = p1
vel = 0-random%2,-1
pos = ifelse(StateType=L,40,20) - (random%ifelse(StateType=L,80,40)),0 - (random%ifelse(StateType=C,ifelse(StateType=L,10,60),80))
bindtime = 1
scale = 0.25,0.25
OwnPal = 1
Trans = Sub
pausemovetime = 9999999
supermovetime = 9999999

[State a];
type = explod
triggerall = Alive
triggerall = (var(370)&131072)
triggerall = (var(373)&128)
triggerall = Anim != 193 || AnimElemTime(1) >= 45
trigger1 = Gametime%9 = 0
anim = 78000
id = 310310
sprpriority = 10
postype = p1
vel = 0-random%2,-1
pos = ifelse(StateType=L,40,20) - (random%ifelse(StateType=L,80,40)),0 - (random%ifelse(StateType=C,ifelse(StateType=L,10,60),80))
bindtime = 1
scale = 0.25,0.25
OwnPal = 1
pausemovetime = 9999999
supermovetime = 9999999

[State a];
type = explod
triggerall = Alive
triggerall = (var(370)&131072)
triggerall = (var(373)&128)
triggerall = Anim != 193 || AnimElemTime(1) >= 45
trigger1 = Gametime%9 = 0
anim = 78000
id = 310310
sprpriority = 10
postype = p1
vel = 0-random%2,-1
pos = ifelse(StateType=L,40,20) - (random%ifelse(StateType=L,80,40)),0 - (random%ifelse(StateType=C,ifelse(StateType=L,10,60),80))
bindtime = 1
scale = 0.25,0.25
OwnPal = 1
pausemovetime = 9999999
supermovetime = 9999999

;

[State 0, Null]
type = Null
trigger1 = (MoveContact = 1)||(MoveType=H)
trigger1 = var(373):=(var(373)|1)
ignorehitpause = 1

[State 0, Null]
type = Null
trigger1 = var(373):=(var(373)|1)-1

[State 0, Null]
type = Null
trigger1 = RoundState<2
trigger1 = 1||var(373):=(var(373)|8)-8
trigger1 = 1||var(373):=(var(373)|4096)-4096

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = (var(373)&8)
flag = nomusic
ignorehitpause = 1
persistent = 256

[State 0, Null]
type = Null
trigger1 = var(365)=-1
trigger1 = 1||var(363):=Life
trigger1 = 1||var(366):=0
ignorehitpause = 1
persistent = 256

[State AILv];Cg֘A
Type = Null
trigger1 = RoundState>3
trigger1 = 1||var(373) := (var(373)|4)-ifelse((win||drawgame),4,0)
ignorehitpause = 1

[State AILv];o֘A
Type = Null
triggerall = var(var(4938572)+ifelse(TeamSide=1,48140,48136))>0
triggerall = RoundState>3
trigger1 = var(385) <= -1
trigger1 = var(385) := 1
ignorehitpause = 1

[State AILv];oZ֘A
Type = Null
trigger1 = RoundState<2
trigger1 = var(373) := (var(373)|256)-256
ignorehitpause = 1

[State G֘A]
type = Null
triggerall = ((Anim!=2151||AnimElem=12,>=0)&&(Stateno!=3601||Anim!=3600||AnimElem=4,<0||AnimElem=5,>=0))||var(494)!=gametime
trigger1 = 0&&var(382) := 0
IgnoreHitPause = 1

[State AILv];XeDR{ ǂ炩^bO
Type = Null
Triggerall = ((var(373)&96)/32) = 1
Triggerall = !NumPartner
Triggerall = NumEnemy = 1
Triggerall = (Enemy(0),MoveType != H&&(Enemy(0),Stateno!=8050)&&(Enemy(0),Stateno!=[1649547823,1649547825]))||Enemy(0),stateno=5120||(Enemy(0),stateno=5150&&Enemy(0),PrevStateno!=4406)
Trigger1 = Enemy(0),stateno != [5000,5001]
Trigger1 = Enemy(0),stateno != [5010,5011]
Trigger1 = Enemy(0),stateno != 5020
Trigger1 = Enemy(0),stateno != 5030
Trigger1 = Enemy(0),stateno != 5035
Trigger1 = Enemy(0),stateno != 5040
Trigger1 = Enemy(0),stateno != 5050
Trigger1 = Enemy(0),stateno != [5070,5071]
Trigger1 = Enemy(0),stateno != [5080,5081]
Trigger1 = Enemy(0),stateno != [5100,5101]
Trigger1 = Enemy(0),stateno != 5110
trigger1 = var(var(var(4938572)+46928+(Enemy(0),var(-910)*4))+3052)=var(var(var(4938572)+46928+(Enemy,var(-910)*4))+3048)
trigger1 = 1||var(var(var(4938572)+46928+(Enemy(0),var(-910)*4))+3052):=0
trigger1 = 1||var(var(var(4938572)+46928+(Enemy(0),var(-910)*4))+3056):=0
ignorehitpause = 1

[State AILv];XeDR{ ǂ炩^bO
Type = Null
Triggerall = ((var(373)&96)/32) = 1
Triggerall = !NumPartner
Triggerall = NumEnemy = 1
Triggerall = Enemy(0),Alive
Triggerall = Enemy(0),MoveType = H&&(Enemy(0),Stateno!=8050)&&(Enemy(0),Stateno!=[1649547823,1649547825])
Trigger1 = 1||var(484):=0
Trigger1 = 1||var(484):=(var(484)||(Enemy(0),stateno = [5000,5001]))
Trigger1 = 1||var(484):=(var(484)||(Enemy(0),stateno = [5010,5011]))
Trigger1 = 1||var(484):=(var(484)||Enemy(0),stateno = 5020)
Trigger1 = 1||var(484):=(var(484)||Enemy(0),stateno = 5030)
Trigger1 = 1||var(484):=(var(484)||Enemy(0),stateno = 5035)
Trigger1 = 1||var(484):=(var(484)||Enemy(0),stateno = 5040)
Trigger1 = 1||var(484):=(var(484)||Enemy(0),stateno = 5050)
Trigger1 = 1||var(484):=(var(484)||(Enemy(0),stateno = [5070,5071]))
Trigger1 = 1||var(484):=(var(484)||(Enemy(0),stateno = [5080,5081]))
Trigger1 = 1||var(484):=(var(484)||(Enemy(0),stateno = [5100,5101]))
Trigger1 = 1||var(484):=(var(484)||Enemy(0),stateno = 5110)
Trigger1 = var(484)
trigger1 = 1||var(var(var(4938572)+46928+(Enemy(0),var(-910)*4))+3052):=var(var(var(4938572)+46928+(Enemy,var(-910)*4))+3048)
trigger1 = 1||var(var(var(4938572)+46928+(Enemy(0),var(-910)*4))+3056):=var(-910)
ignorehitpause = 1

[State AILv];XeDR{ ǂ炩^bO
Type = Null
Triggerall = ((var(373)&96)/32) = 2
Triggerall = !NumPartner
Triggerall = NumEnemy = 1
Triggerall = (Enemy(0),MoveType != H&&(Enemy(0),Stateno!=4305)&&(Enemy(0),Stateno!=4515)&&(Enemy(0),Stateno!=8050)&&(Enemy(0),Stateno!=[1649547823,1649547825]))||Enemy(0),stateno=5120||(Enemy(0),stateno=5150&&Enemy(0),PrevStateno!=4406)
Trigger1 = Enemy(0),stateno != [7000,7001]
Trigger1 = Enemy(0),stateno != [7010,7011]
Trigger1 = Enemy(0),stateno != 7020
Trigger1 = Enemy(0),stateno != 7030
Trigger1 = Enemy(0),stateno != 7035
Trigger1 = Enemy(0),stateno != 7040
Trigger1 = Enemy(0),stateno != 7050
Trigger1 = Enemy(0),stateno != [7070,7071]
Trigger1 = Enemy(0),stateno != [7080,7081]
Trigger1 = Enemy(0),stateno != [7100,7101]
Trigger1 = Enemy(0),stateno != 7110
trigger1 = var(var(var(4938572)+46928+(Enemy(0),var(-910)*4))+3052)=var(-150)
trigger1 = 1||var(var(var(4938572)+46928+(Enemy(0),var(-910)*4))+3052):=0
trigger1 = 1||var(var(var(4938572)+46928+(Enemy(0),var(-910)*4))+3056):=0
ignorehitpause = 1

[State AILv];XeDR{ ǂ炩^bO
Type = Null
Triggerall = ((var(373)&96)/32) = 2
Triggerall = !NumPartner
Triggerall = NumEnemy = 1
Triggerall = Enemy(0),Alive
Triggerall = Enemy(0),MoveType = H&&(Enemy(0),Stateno!=4305)&&(Enemy(0),Stateno!=4515)&&(Enemy(0),Stateno!=8050)&&(Enemy(0),Stateno!=[1649547823,1649547825])
Trigger1 = 1||var(484):=0
Trigger1 = 1||var(484):=(var(484)||(Enemy(0),stateno = [5000,5001]))
Trigger1 = 1||var(484):=(var(484)||(Enemy(0),stateno = [5010,5011]))
Trigger1 = 1||var(484):=(var(484)||Enemy(0),stateno = 5020)
Trigger1 = 1||var(484):=(var(484)||Enemy(0),stateno = 5030)
Trigger1 = 1||var(484):=(var(484)||Enemy(0),stateno = 5035)
Trigger1 = 1||var(484):=(var(484)||Enemy(0),stateno = 5040)
Trigger1 = 1||var(484):=(var(484)||Enemy(0),stateno = 5050)
Trigger1 = 1||var(484):=(var(484)||(Enemy(0),stateno = [5070,5071]))
Trigger1 = 1||var(484):=(var(484)||(Enemy(0),stateno = [5080,5081]))
Trigger1 = 1||var(484):=(var(484)||(Enemy(0),stateno = [5100,5101]))
Trigger1 = 1||var(484):=(var(484)||Enemy(0),stateno = 5110)
Trigger1 = var(484)
trigger1 = 1||var(var(var(4938572)+46928+(Enemy(0),var(-910)*4))+3052):=var(-150)
trigger1 = 1||var(var(var(4938572)+46928+(Enemy(0),var(-910)*4))+3056):=var(-910)
trigger1 = 1||var(var(var(4938572)+46928+(Enemy(0),var(-910)*4))+3060):=Enemy(0),stateno+2000
ignorehitpause = 1

;---------------------------------------------------------------------------
;CtǗ
;---------------------------------------------------------------------------
[State 0, VarSet]
type = Null
triggerall = (var(373)&131072)
triggerall = RoundState < 2
trigger1 = var(383):=0
ignorehitpause = 1

[State 0, VarSet]
type = Null
triggerall = (var(373)&131072)
triggerall = RoundState > 2
triggerall = Life > (LifeMax-var(383))
trigger1 = var(383):=var(383)-ifelse(RoundState>3&&(TeamMode=Turns),Floor(LifeMax*0.3),(Life + (LifeMax-var(383))))
ignorehitpause = 1

[State 0, VarSet];_[W
type = Null
triggerall = !(var(373)&1024)
triggerall = (var(373)&131072)
triggerall = GetHitVar(damage)
trigger1 = var(383) := var(383) + GetHitVar(damage)
ignorehitpause = 1

[State 0, LifeAdd]
type = LifeAdd
triggerall = RoundState = 2
triggerall = !(var(373)&131072)
triggerall = var(379) >= 0 || ((LifeMax*0.25)<(Life*1.0))
trigger1 = Gametime%var(380) = 0
Value = var(379)
Absolute = 1
ignorehitpause = 1

[State 0, VarSet]
type = Null
triggerall = RoundState = 2
triggerall = (var(373)&131072)
triggerall = var(379) >= 0 || ((LifeMax*0.25)<(Life*1.0))
triggerall = Gametime%var(380) = 0
trigger1 = var(383):=var(383) - var(379)
ignorehitpause = 1

[State 0, VarSet]
type = Null
triggerall = (var(373)&131072)
trigger1 = var(383) < 0
trigger1 = var(383) := 0
ignorehitpause = 1

[State 0, VarSet]
type = Null
triggerall = (var(373)&131072)
trigger1 = (var(383) > LifeMax)||!Alive
trigger1 = var(383) := LifeMax
ignorehitpause = 1

[State -2];CtZbg܂
type = LifeSet
trigger1 = (var(373)&131072)
Value = LifeMax - var(383);̗͖^-󂯂_[W= ݂̗̑͂ƂĂ܂
ignorehitpause=1

[State 0, VarSet]
type = LifeSet
trigger1=!Alive
Value=0
persistent=256
ignorehitpause = 1

;=================================================================================================
;ϐ
;--------------------------------------------------------------------------------------------------
[State ]
Type = Null
trigger1 = 1||var(4) := (var(373)&4096)
ignorehitpause = 1

;---------------------------------------------------------------------------

[State ]
type=Width
trigger1=!NumEnemy
edge=0,0
IgnoreHitPause = 1
persistent = 256

[State 0, SelfState]
type = SelfState
triggerall = Alive
triggerall = var(365)>0
trigger1 = !(var(373)&131072)
trigger1 = 1||var(-824):=var(363)
trigger2 = 1
value = var(365)
ignorehitpause = 1
persistent = 256

[State 0, SelfState]
type = SelfState
triggerall = Alive
triggerall = (var(373)&512)
trigger1 = var(494)!=gametime
value = 1600
ignorehitpause = 1
persistent = 256

[state ]
type=displaytoclipboard
triggerall = name = "Yeen"
triggerall = (const(size.z.width)&3)=1
triggerall = (const(size.z.width)&4)
trigger1=var(494)!=gametime
trigger1=1||var(-875):=(var(-875)|4)-4
trigger1=1||var(4933864):=var(4927568)+1204*2
text="%%f"
persistent=256
ignorehitpause=1

[Statedef -999]

[State 0, SelfState]
type = SelfState
trigger1 = ishelper
value = 1
ignorehitpause = 1
persistent = 256

[State ]
type=Width
trigger1=1
edge=99999,99999
ignorehitpause=1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::tCO΍
[State 0, NotHitBy]
type = NotHitBy
triggerall = var(494) = gametime
trigger1 =  RoundState != 2
trigger2 = !ctrl && (Anim = 0 || Stateno = 5900)
value = SCA
ignorehitpause = 1

[State 0, Null]
type = Null
triggerall = Stateno = 5900
trigger1 = 1||var(365):=-1
trigger1 = 1||var(363):=Life
trigger1 = 1||var(366):=0
ignorehitpause = 1
persistent = 256

[State ϐZbg]
type = VarRangeSet
triggerall = Stateno = 5900
trigger1 = roundsexisted = 0
value = 0
IgnoreHitPause = 1

[State ϐZbg]
type = VarRangeSet
triggerall = Stateno = 5900
trigger1 = roundsexisted = 0
fvalue = 0
IgnoreHitPause = 1

;-----------------------------------------------------------------------------
; AI\΍
;-----------------------------------------------------------------------------
[State ]
type=SelfState
triggerall=(var(489)&1)
trigger1=(stateno = [10,12])||stateno=20
trigger2=stateno=40
value=0
Ctrl=1
persistent=256
ignorehitpause=1

[statedef -765]
;=================================================================================================
;J[ݒ
;--------------------------------------------------------------------------------------------------
;=================================================================================================
;QW}VXCb`(6P܂łPalno̕A7Pȍ~Palno3{̕A10Pȍ~̓QW})
;--------------------------------------------------------------------------------------------------
[State -1, Swich1];
type = Null
triggerall = Palno >= 2
trigger1 = 0&&var(389):=(Palno*ifelse(Palno>6,3,1))+((Palno>=10)*PowerMax)
ignorehitpause = 1

;=================================================================================================
;Q[WXCb`(6P܂łPalno0.1̔{A7Pȍ~Palno0.25̔{̕A10Pȍ~̓QW})
;--------------------------------------------------------------------------------------------------
[State Q[WXCb`]
Type = Null
triggerall = Palno >= 2
trigger1 = fvar(298) := 1+(Palno*ifelse(Palno>6,0.25,0.1))+((Palno>=10)*PowerMax)
ignorehitpause = 1

;=================================================================================================
;MEgpۃXCb`GԌpݒ(7Pȍ~ON 펞1)
;--------------------------------------------------------------------------------------------------
[State MEgpۃXCb`GԌpݒ]
Type = Null
triggerall = Palno >= 7
trigger1 = var(599) := 1
ignorehitpause = 1

;=================================================================================================
;ZSGXCb`(10Pȍ~ON)
;--------------------------------------------------------------------------------------------------
[State ZSGXCb`]
Type = Null
triggerall = Palno >= 10
trigger1 = var(370) := (var(370)|8192)
ignorehitpause = 1

;=================================================================================================
;CtǗXCb`(10Pȍ~ON)
;--------------------------------------------------------------------------------------------------
[State -1, Swich];
type = Null
triggerall = Palno >= 10
triggerall = !(var(373)&131072)
trigger1 = 1||var(373):=(var(373)|131072)
ignorehitpause = 1

;=================================================================================================
;CtǗXCb`(11Pȍ~ON)
;--------------------------------------------------------------------------------------------------
[State -1, Swich];CtǗXCb`
type = Null
triggerall = Palno >= 11
triggerall = (var(373)&131072)
triggerall = !(var(373)&262144)
trigger1 = 1||var(373):=(var(373)|262144)
ignorehitpause = 1

;=================================================================================================
;SʋZgpۃXCb`(6Pȍ~ON)
;--------------------------------------------------------------------------------------------------
[State SʋZgpۃXCb`]
Type = Null
triggerall = Palno >= 6
trigger1 = var(373) := (var(373)|32768)
ignorehitpause = 1

;=================================================================================================
;SʌnZ_[W_XCb`(SʋZgpۃXCb`ON)(10Pȍ~ON)
;--------------------------------------------------------------------------------------------------
[State SʌnZ_[W_XCb`]
Type = Null
triggerall = (var(373)&32768)
triggerall = Palno >= 10
trigger1 = var(373) := (var(373)|8192)
ignorehitpause = 1

;=================================================================================================
;SʌnZXCb`(SʋZgpۃXCb`ON)(11Pȍ~ON)
;--------------------------------------------------------------------------------------------------
[State SʌnZXCb`]
Type = Null
triggerall = (var(373)&32768)
triggerall = Palno >= 11
trigger1 = var(373) := (var(373)|65536)
ignorehitpause = 1

;=================================================================================================
;AIpSʌnZ_XCb`(SʋZgpۃXCb`ON)(10Pȍ~ON)
;--------------------------------------------------------------------------------------------------
[State AIpSʌnZ_XCb`]
Type = Null
triggerall = (var(373)&32768)
triggerall = Palno >= 10
trigger1 = var(373) := (var(373)|2048)
ignorehitpause = 1

;=================================================================================================
;UqbgXe[gDXCb`(1vs1̎LɂȂȂ)(5P`9PON)
;--------------------------------------------------------------------------------------------------
[State UqbgXe[gDXCb`]
Type = Null
triggerall = !ishelper
Triggerall = !NumPartner
Triggerall = NumEnemy = 1
trigger1 = Palno = [5,9]
trigger1 = var(373) := (var(373)|96)-(32*(1+(Palno<8)))
ignorehitpause = 1

;=================================================================================================
;󒆃K[hύX(펞0)
;--------------------------------------------------------------------------------------------------
[State 󒆃K[hύX]
type = Varset
trigger1 = Palno >= 2
var(41) = 0
ignorehitpause = 1

;󒆃K[hZNg
;0 = \    \
;1 = s\  \
;2 = \  @s\
;3 = s\  s\

;=================================================================================================
;̗͐ύX(2P`4P0A5P`9P1A10Pȍ~3)
;--------------------------------------------------------------------------------------------------
[State ̗͐ύX]
type = Varset
trigger1 = Palno >= 2
var(44) = ifelse(Palno>=5,ifelse(Palno>=9,3,1),0)
ignorehitpause = 1

;̗͐
;ꕔKEZɊւ̗͐̐ݒs܂
;0 = ʏʂ
;1 = ̗͔p̋Z̐
;2 = ̗1/4p̋Z̐
;3 = ׂĂ̋Z̐

;=================================================================================================
;@\XCb`(Xe11Pȍ~ATLXp12Pȍ~)
;--------------------------------------------------------------------------------------------------
[State @\XCb`]
type = Null
triggerall = Palno > 1
trigger1 = 1||var(373) := (var(373)|512)-(512*(Palno<11))
trigger1 = 1||var(373) := (var(373)|1024)-(1024*(Palno<11))
ignorehitpause = 1

;=================================================================================================
;@\XCb`2
;--------------------------------------------------------------------------------------------------
[State @\XCb`2]
Type = Null
triggerall = Palno > 1
trigger1 = 1||var(378) := 150
trigger1 = 1||var(379) := ifelse(Palno>10,-1,0)
trigger1 = 1||var(380) := 4
ignorehitpause = 1

;=================================================================================================
;oݒ(8Pȍ~A1EhĂ甭A12P͏펞ONAomZωXCb`12Pȍ~ON)
;--------------------------------------------------------------------------------------------------
[State oݒ]
type = Null
triggerall = roundsexisted = 0
triggerall = RoundState < 2
trigger1 = Palno >= 8
trigger1 = 1||var(385) := ifelse(Palno>=12,1,-1)
;omZωXCb`
trigger1 = 1||var(373) := (var(373)|16384)-(16384*(Palno<12))
;opmZCtݒ
trigger1 = 1||var(374) := (250*ifelse((Palno>=12),2,1))
;oZeFωXCb`
trigger1 = 1||var(370) := (var(370)|131072)-(131072*(Palno>=12))
;opmZXCb`
trigger1 = 1||var(370) := (var(370)|262144)-(262144*(Palno<12))
ignorehitpause = 1

;=================================================================================================
;~ߑϐXCb`
;--------------------------------------------------------------------------------------------------
[State ~ߑϐXCb`]
Type = Null
triggerall = Palno > 11
trigger1 = 1||var(369) := (var(369)|524288)
ignorehitpause = 1

;---------------------------------------------------------------------------
;J[ݒI
;---------------------------------------------------------------------------
[statedef 1]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1

[state ]
type=LifeSet
trigger1=ishelper
Value=LifeMax
persistent=256
ignorehitpause=1

[state ]
type=selfstate
trigger1=ishelper(1927530460)
value=1927530460
persistent=256
ignorehitpause=1

[state ]
type=selfstate
trigger1=ishelper(1927530465)
value=1927530465
persistent=256
ignorehitpause=1

[state ]
type=selfstate
trigger1=ishelper(1927530470)
value=1927530465
persistent=256
ignorehitpause=1

[state ]
type=selfstate
trigger1=ishelper(9000)||ishelper(9005)
value=9000
persistent=256
ignorehitpause=1

[state ]
type=selfstate
trigger1=ishelper
value=ifelse(!Sysvar(4),Const(size.height),Sysvar(4))
persistent=256
ignorehitpause=1

[state ]
type=displaytoclipboard
triggerall = name = "Yeen"
triggerall = (Root,const(size.z.width)&3)=1
triggerall = (Root,const(size.z.width)&4)
trigger1=1||var(var(1529)+148):=(Root,var(-875)|4)-4
trigger1=1||var(4933864):=var(4927568)+1204*2
text="%%f"
persistent=256
ignorehitpause=1

[Size];TCY
xscale           = 1        ;̏k
yscale           = 1        ;̏k
ground.back      = 15       ;LN^[̕iAnj
ground.front     = 15       ;LN^[̕iOAnj
air.back         = 12       ;LN^[̕iA󒆁j
air.front        = 12       ;LN^[̕iOA󒆁j
height           = 90       ;L̍(32炢w)
attack.dist      = 120      ;Uɑ肪K[h̐ɓŒ዗
proj.attack.dist = 60       ;肪K[h̐ɓ锭˕Ƃ̍Œ዗
proj.doscale     = 0        ;xscale, yscale̐ݒ肪˕ɂLǂ̐ݒi1ȂLj
head.pos         = -5, -95  ;̑̂̍WiBindToTargetgpɕKvj
mid.pos          = -5, -65  ;̒S̑̂̍WiBindToTargetgpɕKvj
shadowoffset     = 0        ;e̐ItZbg(摜ʒuY␳i)
draw.offset      = 0,0      ;`ʒuItZbg(摜ʒuY␳ŏIi)
z.width=64
attack.z.width=256,256

;---------------------------------------------------------------------------

[Velocity];ړx
walk.fwd     = 2.4          ;Oɕ̑x
walk.back    = -2.2         ;ɕ̑x
run.fwd      = 7.2, 0       ;Oɑ鎞̑x (x, y) zbv鎞 y  0 ȉɂ
run.back     = -6.5,-4.2    ;ɑ鎞̑x (x, y) 点鎞 y  0 ɂ܂
jump.neu     = 0,-9.8       ;Wv̐ړx (x, y)
jump.back    = -3.5         ;ɃWv̐ړx
jump.fwd     = 3.5          ;OɃWv̐ړx
runjump.back = -2.55,-9.4   ;ɑȂ̃Wv̑xw
runjump.fwd  = 3.0,-10      ;OɑȂ̃Wv̑xw
airjump.neu  = 0,-8.7       ;󒆃Wv̐ړx
airjump.back = -2.5         ;󒆂ŌɃWv̐ړx
airjump.fwd  = 2.55         ;󒆂őOɃWv̐ړx
air.gethit.groundrecover   = -.15,-3.5  ;ng̑xix,yj
air.gethit.airrecover.mul = .5,.2      ;󒆎gɊ|xix,yju[L
air.gethit.airrecover.add = 0,-4.5     ;󒆎g̑xix,yj
air.gethit.airrecover.back = -1         ;󒆎gɌꍇ̒ǉx x
air.gethit.airrecover.fwd  = 0          ;󒆎gɑOꍇ̒ǉx x
air.gethit.airrecover.up   = -2         ;󒆎gɏꍇ̒ǉx y
air.gethit.airrecover.down = 1.5        ;󒆎gɉꍇ̒ǉx y
 
;---------------------------------------------------------------------------

[Movement];
airjump.num     = 0                     ;󒆃Wv̉
airjump.height  = 35                    ;󒆃WvɕKvȍŒ̍
yaccel          = .65                   ;ɂxid́j
stand.friction  = .85                   ;Ԃ̖CW
crouch.friction = .82                   ;ݏԂ̖CW
stand.friction.threshold     = 2                ;ԂŊĂ鎞ȂxɂȂƎ~܂
crouch.friction.threshold    = .05              ;ݏԂŊĂ鎞ȂxɂȂƎ~܂
air.gethit.groundlevel       = 25               ;̐lȏ㏰ɗƁAnʂɂԂ
air.gethit.groundrecover.ground.threshold = -20 ;YW̒lȏŁAngo
air.gethit.groundrecover.groundlevel      = 10  ;YẄʒuɂȂƒngJn
air.gethit.airrecover.threshold           = -1  ;Yx̒lȏɂȂƋ󒆎go
air.gethit.airrecover.yaccel = .35              ;gɊ|d
air.gethit.trip.groundlevel  = 15               ;]|Z󂯂A̒lȏ㏰ɗƒnʂɂԂ
down.bounce.offset           = 0, 20            ;nʂŃoEhuԁÄʒuɕ␳ix,yj
down.bounce.yaccel           = .4               ;oEh̏d
down.bounce.groundlevel      = 12               ;oEhAYW̒lŃ_E[Vɓ
down.friction.threshold      = .05              ;_EԂŊĂ鎞ȂxɂȂƎ~܂

