;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
[Data]
fall.defence_up = 50
liedown.time = 0
airjuggle = 15
defence = 100
guard.sparkno = 40
KO.echo = 0
volume = 0
IntPersistIndex = 2
FloatPersistIndex = 3

;-----------------------------------------------------------------------------
;RtBO
;-----------------------------------------------------------------------------
life = 1000;ς΍ő僉Ctς܂BftH1000
attack = 100;ς΍U͂ς܂BftH100
sparkno = 140;ςΖh͂ς܂BftH140
Power = 90000;ς΍őp[ݒł܂BftH90Q[WA{lɂ͈ӖȂ̂Ń^bOpɂȂ܂B

;=================================================================================================
[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 -256];͏Ȃł=============================================================================
[State ];͏Ȃł==================================================================================
;=================================================================================================
;AI펞Nݒ
;0:AI펞NȂ
;1:AI펞N(g[jO[hł͖)
;1ɂAI펞NɂȂ܂vC[삪łȂȂ܂(AI̋Nxɉe͂Ȃ)

trigger1 = 1;̐ςĂ

;=================================================================================================
;AILv
; 1~5͈̔͂̐w肵ĂAΑقǍsSʂœK܂B܂ő僌xɂƖ\mx̐x̉[vs悤ɂȂ܂B
;ftH 5

trigger2 = 1||var(484) := 5;̐ςĂ

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

trigger3 = 1||var(484) := 4;̐ςĂ

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

trigger4 = 0;̐ςĂ

;=================================================================================================
;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

trigger5 = 0&&var(361) := 5;̐ςĂ

;=================================================================================================
;΍XCb`
;--------------------------------------------------------------------------------------------------
;0 XCb`OFF ΍Ȃ
;1 XCb`ON ΍􂠂
;̃XCb`ONɂƑ肪XeĂ_[W悤ɂȂ
;ftH OFF

trigger6 = 1||var(484) := 0;̐ςĂ

;=================================================================================================
;R{␳XCb`
;--------------------------------------------------------------------------------------------------
;0 XCb`OFF R{␳Ȃ
;1 XCb`ON R{␳ ͌\ ftHgݒ

trigger7 = 1;̐ςĂ

;=================================================================================================
;^bOpQW}VXCb`

trigger8 = 1||var(484):=0;̐lςĂAPowerMaxŃQW} ftH 0

;=================================================================================================
;AIXCfBO֘AvlXCb`
;--------------------------------------------------------------------------------------------------
;0 K[hɃXCfBOȂ
;1 ʂɑK[hɃXCfBOAʂɌł߂
;2 XCfBOőł߂Ă烏[vœ
;ftH 1

Trigger9 = 0&&var(358):=1;̐ςĂ

;=================================================================================================
;AI΋֘AvlXCb`
;--------------------------------------------------------------------------------------------------
;0 ΋ŝ̂XNŏɗ}
;1 XN𕉂Ăł΋să^[ɍs
;ftH 1

Trigger10 = 0&&var(360):=1;̐ςĂ

;=================================================================================================
;AIpA[}[΍XCb`
;--------------------------------------------------------------------------------------------------
;0 XCb`OFF AIpA[}[΍Ȃ
;1 XCb`ON AIpA[}[΍􂠂
;2 XCb`ON AIpA[}[΍􂠂AXɖG̑ɂ܂Ŕ
;̃XCb`ONɂƃA[}[ɑ̗͗LɂȂꍇ[vȂȂ(AIxႢƃ[vȂ)
;ftH OFF

Trigger11 = 0&&var(365):=0;̐ςĂ

;-----------------------------------------------------------------------------
;ȉMׂ炸
;-----------------------------------------------------------------------------
;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)
Trigger6 = 0&&var(0):=(var(0)|6)-(6-((var(484))*2))
trigger7 = 0&&var(0):=(var(0)|8)
trigger8 =RoundState <= 2
trigger8 =0&&var(-818):=ifelse((var(-818)+(var(484)))>=PowerMax,PowerMax,ifelse((var(-818)+(var(484)))<=0,0,(var(-818)+(var(484)))))
persistent=256
ignorehitpause = 1

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

;=================================================================================================
;^bOp[f
;--------------------------------------------------------------------------------------------------
[State 0, PowerSet]
type = Null
trigger1 = NumPartner
trigger1 = Partner,ID < ID
trigger1 = 1||var(-818) := Partner,var(-818) + var(-818)
trigger1 = 1||var(var(var(4938572)+46928+(Partner,var(-910)*4))+376) := var(-818)
trigger1 = 1||var(-818) := 0
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(489)&4),PlayerID(var(398)),vel x,PlayerID(var(398)),GetHitVar(Xvel)))
trigger1 = 1||var(485) := Ceil(ifelse((var(489)&4),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(489) := (var(489)|4)-(4*!(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

;///////////////////////////////////////////////////////////////////////
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;⏕wp[o
;//////////////////////////////////////////////////////////////////////////
[State -1, ⏕wp[]
Type = Helper
trigger1 =!NumHelper(1927530000)
HelperType = Player
Name = "General"
PosType = P1
StateNo = 1927530000
ID = 1927530000
pos = 0,0
keyctrl = 0
ownpal = 0
pausemovetime=2147483647
supermovetime=2147483647
IgnoreHitPause = 1

[State -1, ⏕wp[]
Type = Helper
trigger1 =!NumHelper(1927530460)
HelperType = Player
Name = "General"
PosType = P1
StateNo = 1927530460
ID = 1927530460
pos = 0,0
keyctrl = 1
ownpal = 0
pausemovetime=2147483647
supermovetime=2147483647
IgnoreHitPause = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::sh~pϐ
[State -1, Throw]
type = Null
Trigger1 = var(357) := (var(357)|16384)
IgnoreHitPause = 1

[State -1, Throw]
type = Null
TriggerAll = NumEnemy
TriggerAll = Enemy(!!(var(0)&64)),MoveType != H;肪炢ԂȂ
Trigger1 = var(357) := (var(357)|16384)-16384
IgnoreHitPause = 1

[State -1, Throw]
type = Null
Trigger1 = (var(357)&16384)
Trigger1 = var(357) := (var(357)|12288)-12288
IgnoreHitPause = 1

[State -1, Throw]
type = Null
TriggerAll = NumEnemy
TriggerAll = ((var(357)&12288)/4096)=[0,2]
TriggerAll = Enemy(!!(var(0)&64)),MoveType != H;肪炢ԂȂ
Trigger1 = var(357) := var(357)+4096
IgnoreHitPause = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::GmF
[State -2, VarSet]
Type = Null
Trigger1 = NumEnemy = 1
Trigger1 = var(0) := (var(0)|64)-64
IgnoreHitPause = 1

[State -2, VarSet]
Type = Null
triggerall = NumEnemy > 1
Trigger1 = Enemy(0),ID = EnemyNear(0),ID
Trigger1 = Enemy(0),Alive
Trigger1 = var(0) := (var(0)|64)-64
Trigger2 = !Enemy(1),Alive
Trigger2 = var(0) := (var(0)|64)-64
IgnoreHitPause = 1

[State -2, VarSet]
Type = Null
triggerall = NumEnemy > 1
Trigger1 = Enemy(1),ID = EnemyNear(0),ID
Trigger1 = Enemy(1),Alive
Trigger1 = var(0) := (var(0)|64)
Trigger2 = !Enemy(0),Alive
Trigger2 = var(0) := (var(0)|64)
IgnoreHitPause = 1

[State ,varbodydist1]
Type = null
TriggerAll = NumEnemy
Trigger1=1||var(8):=Ifelse((Enemy(!!(var(0)&64)),StateType!=A),Ifelse((Pos X<=Enemy(!!(var(0)&64)),Pos X^^Enemy(!!(var(0)&64)),Facing=1),(Enemy(!!(var(0)&64)),Const(Size.Ground.Front)),(Enemy(!!(var(0)&64)),Const(Size.Ground.back))),0);n
Trigger1=1||var(8):=Ifelse((Enemy(!!(var(0)&64)),StateType=A),Ifelse((Pos X<=Enemy(!!(var(0)&64)),Pos X^^Enemy(!!(var(0)&64)),Facing=1),(Enemy(!!(var(0)&64)),Const(Size.Air.Front)),(Enemy(!!(var(0)&64)),Const(Size.Air.back))),var(8));
Trigger1=1||var(7):=Floor((Pos X-Enemy(!!(var(0)&64)),Pos X)*Facing*-1);܂ł̋
Trigger1=1||var(7):=var(7)-var(8)*Ifelse(var(7)>0,1,-1);LZ
Trigger1=1||var(7):=Floor(var(7)/Const(size.xscale))-Ifelse((StateType!=A),Floor(Const(Size.Ground.Front)/Const(size.xscale)),Floor(Const(Size.Air.Front)/Const(size.xscale)));
;YW
Trigger1=1||var(8):=Floor((Enemy(!!(var(0)&64)),Pos Y-Pos Y)/Const(size.yscale))
Trigger1=1||var(9):=Floor((Enemy(!!(var(0)&64)),Pos X-Pos X)/Const(size.xscale))*facing
ignorehitpause = 1

;---------------------------------------------------------------------------
;󒆃qbg
[state -2]
type = Null
triggerall = RoundState = 2
triggerall = NumEnemy
Trigger1 = Movehit = 1
Trigger1 = Enemy(!!(var(0)&64)),StateType = A
Trigger1 = var(0) := (var(0)|16)

[state -2]
type = Null
trigger1 = NumEnemy
Trigger1 = (var(0)&16)
Trigger1 = Enemy(!!(var(0)&64)),StateType != A
Trigger1 = var(0) := (var(0)|16)-16
trigger2 = RoundState != 2
trigger2 = var(0) := (var(0)|16)-16

;---------------------------------------------------------------------------
;C
[state -2]
type = targetstate
triggerall = numtarget
triggerall = roundstate=2
triggerall = var(3)>=512||var(4)>0&&var(3)>0
trigger1=(target,time=1&&(target,stateno=825))
value = 15321
ignorehitpause=1

[state -2]
type = targetstate
triggerall = numtarget
triggerall = roundstate=2
triggerall = var(3)>=512||var(4)>0&&var(3)>0
trigger1=target,time=1&&(target,stateno=[875,876])
value = 15322
ignorehitpause=1

[state -2]
type = targetstate
triggerall = numtarget
triggerall = roundstate=2
triggerall = var(3)>=512||var(4)>0&&var(3)>0
trigger1=target,time=1&&(target,stateno=5001||target,stateno=5011||target,stateno=5020||target,stateno=5030||target,stateno=5050||(target,stateno=[5070,5071])||target,stateno=5100)
value = 15310
ignorehitpause=1

;CI
[State 1000 , 2];
type = explod
triggerall = NumEnemy
trigger1 = Enemy(!!(var(0)&64)),stateno=15308
trigger1 = !numexplod(15309)
trigger1 = var(3)<=0
trigger1 = var(4)<=0
anim = 15309
ID = 15309
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1

[State 200, 0];ClZ
type = null
triggerall=numtarget
triggerall=movehit=1
triggerall=var(3)>=0
triggerall=var(4)<=0
trigger1=stateno=200||stateno=205||stateno=220||stateno=230||stateno=400||stateno=410||stateno=600||stateno=610||stateno=620
trigger1=var(3):=var(3)+64
trigger2=stateno=210||stateno=215||stateno=235||stateno=420||stateno=430||stateno=630
trigger2=var(3):=var(3)+96
trigger3=stateno=650
trigger3=var(3):=var(3)+128
persistent = 1

[state -2]
type = Null
triggerall = NumEnemy
triggerall = Enemy(!!(var(0)&64)),hitshakeover
trigger1 = var(3)!=0&&(((stateno!=810)&&(stateno!=860)&&(Enemy(!!(var(0)&64)),stateno!=[15100,15110]))||var(494)!=gametime)
trigger1 = var(3) := var(3) + ifelse(var(3)>0,-ifelse(Gametime%7=0,2,1),ifelse(Gametime%7=0,2,1))
ignorehitpause=1

[state -2]
type = Null
trigger1 = roundstate!=2||NumEnemy>1
trigger1 = var(3) := 0
ignorehitpause=1

[state -2]
type = Null
trigger1 = roundstate!=2||NumEnemy>1
trigger1 = var(4) := 0
trigger2 = var(4)<0
trigger2 = var(4) := 0
ignorehitpause=1

;Cc莞
[state -2]
type = Null
triggerall = NumEnemy
trigger1 = var(4)>0&&(Enemy(!!(var(0)&64)),stateno=15308||Enemy(!!(var(0)&64)),stateno!=[15300,15340])
trigger1 = Enemy(!!(var(0)&64)),gethitvar(hitshaketime)<=4
trigger1 = var(4) := var(4) - ifelse(Gametime%7=0,4,2)
ignorehitpause=1

;Cc莞(oK`)
[state -2]
type = Null
triggerall = var(4)>0&&Enemy(!!(var(0)&64)),stateno=15308
triggerall = NumEnemy
trigger1 = (Enemy(!!(var(0)&64)),command="fwd"||Enemy(!!(var(0)&64)),command="back"||Enemy(!!(var(0)&64)),command="up"||Enemy(!!(var(0)&64)),command="down")
trigger1 = var(4) := var(4) + (-1-(Enemy(!!(var(0)&64)),stateno=15308)*3)
trigger2 = (Enemy(!!(var(0)&64)),command="x"||Enemy(!!(var(0)&64)),command="y"||Enemy(!!(var(0)&64)),command="z")
trigger2 = var(4) := var(4) + (-1-(Enemy(!!(var(0)&64)),stateno=15308)*3)
ignorehitpause=1

;Cc莞
[state -2]
type = Null
triggerall = NumEnemy
trigger1 = Enemy(!!(var(0)&64)),stateno!=15308
trigger1 = Enemy(!!(var(0)&64)),stateno=[15300,15340]
trigger1 = var(4) := 256
ignorehitpause=1

;C
[state -2]
type = Null
triggerall=numtarget
triggerall=movehit=1
triggerall = NumEnemy
trigger1 = var(3)<=0&&var(4)>0
trigger1 = Enemy(!!(var(0)&64)),stateno!=[15300,15340]
trigger1 = 1||var(3):=-90
trigger1 = var(4) := 0
ignorehitpause=1

[State 200, 0];ClZ
type = null
triggerall=var(3)>0
triggerall=var(4)>0
trigger1=var(3):=0
persistent = 1

[State 5100, 10]
type = PlaySnd
triggerall = NumEnemy
triggerall = gametime%2=1&&(Enemy(!!(var(0)&64)),time=[1,2])&&!NumExplod(17020)&&!NumExplod(17021)&&!NumExplod(17022)
trigger1 = Enemy(!!(var(0)&64)),StateNo=15320
trigger2 = Enemy(!!(var(0)&64)),StateNo=15340
value = 5110,0

[State 5110, XvCg\1];
type = Explod
triggerall = NumEnemy
triggerall = gametime%2=1&&(Enemy(!!(var(0)&64)),time=[1,2])&&!NumExplod(17020)
trigger1 = Enemy(!!(var(0)&64)),StateNo=15320
trigger2 = Enemy(!!(var(0)&64)),StateNo=15340
anim = 7020
ID = 17020
postype = p2
pos = -35, 5
vel = 0,-3
scale = 1.0,1.0
sprpriority = 4
removeongethit = 0
ownpal = 1

[State 5110, XvCg\2];
type = Explod
triggerall = NumEnemy
triggerall = gametime%2=1&&(Enemy(!!(var(0)&64)),time=[1,2])&&!NumExplod(17021)&&!NumExplod(17022)
trigger1 = Enemy(!!(var(0)&64)),StateNo=15320
trigger2 = Enemy(!!(var(0)&64)),StateNo=15340
anim = 7020
ID = 17021
postype = p2
pos = 0, 5
vel = 0,-3
scale = 1.0,1.0
sprpriority = 4
removeongethit = 0
ownpal = 1

[State 5110, XvCg\3];
type = Explod
triggerall = NumEnemy
triggerall = gametime%2=1&&(Enemy(!!(var(0)&64)),time=[1,2])&&!NumExplod(17022)
trigger1 = Enemy(!!(var(0)&64)),StateNo=15320
trigger2 = Enemy(!!(var(0)&64)),StateNo=15340
anim = 7020
ID = 17022
postype = p2
pos = 35, 5
vel = 0,-3
scale = 1.0,1.0
sprpriority = 4
removeongethit = 0
ownpal = 1

[State -2]
type = Helper
triggerall = NumEnemy
triggerall = var(4)>0
trigger1 = gametime%48=1
trigger2 = gametime%48=9
trigger3 = gametime%48=17
stateno = 15302
ID = 15302
pos = -25+random%50,Enemy(!!(var(0)&64)),const(size.head.pos.y)+5-random%10
postype = P2
helpertype = Player
keyctrl = 0
ownpal = 1
ignorehitpause = 1

;---------------------------------------------------------------------------
;l
;---------------------------------------------------------------------------
[state ];l
type=null
trigger1=var(-884):=Ceil(const(data.sparkno)*ifelse(((var(0)&1920)/128)=12,0.5,1))
ignorehitpause=1
[state ];l
type=null
trigger1=Ceil(life*100.0/lifemax*1.0)=[50,60]
trigger1=var(-884):=Ceil(const(data.sparkno)*1.2*ifelse(((var(0)&1920)/128)=12,0.5,1))
ignorehitpause=1
[state ];l
type=null
trigger1=Ceil(life*100.0/lifemax*1.0)=[40,49]
trigger1=var(-884):=Ceil(const(data.sparkno)*1.265*ifelse(((var(0)&1920)/128)=12,0.5,1))
ignorehitpause=1
[state ];l
type=null
trigger1=Ceil(life*100.0/lifemax*1.0)=[30,39]
trigger1=var(-884):=Ceil(const(data.sparkno)*1.315*ifelse(((var(0)&1920)/128)=12,0.5,1))
ignorehitpause=1
[state ];l
type=null
trigger1=Ceil(life*100.0/lifemax*1.0)=[20,29]
trigger1=var(-884):=Ceil(const(data.sparkno)*1.351*ifelse(((var(0)&1920)/128)=12,0.5,1))
ignorehitpause=1
[state ];l
type=null
trigger1=Ceil(life*100.0/lifemax*1.0)=[10,19]
trigger1=var(-884):=Ceil(const(data.sparkno)*1.369*ifelse(((var(0)&1920)/128)=12,0.5,1))
ignorehitpause=1
[state ];l
type=null
trigger1=Ceil(life*100.0/lifemax*1.0)<10
trigger1=var(-884):=Ceil(const(data.sparkno)*1.428*ifelse(((var(0)&1920)/128)=12,0.5,1))
ignorehitpause=1
;Ct
[state -2]
type = lifeadd
triggerall = movetype != H
trigger1 = ((var(0)&1920)/128) = 12
value = 1
persistent = 1
ignorehitpause = 1

[State -2]
type = null
trigger1=stateno=45
trigger1=var(0):=(var(0)|1)
trigger2=statetype=S||statetype=C
trigger2=var(0):=(var(0)|1)-1
ignorehitpause = 1

[State -2]
type = Null
trigger1 = fvar(1)<20
Trigger1 = roundstate=[2,3]
Trigger1 = (stateno!=[120,160))
Trigger1 = ((var(5)-life)/40.00) > 0
trigger1 = fvar(1):=fvar(1)+Ceil((var(5)-life)/40.00)

[State -2]
type = Null
trigger1 = fvar(1)>20 || ((var(0)&1920)/128) = [11,12]
trigger1 = fvar(1):=20

[State 45, 3]
type = Null
trigger1 = var(5) := life
ignorehitpause = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::qbgJEg
[state -2,var]
type = Null
TriggerAll = !NumTarget
Trigger1 = NumEnemy
Trigger1 = Enemy(0),MoveType != H||(Enemy(0),Stateno=5150)
Trigger1 = var(1) := 0
Trigger2 = NumEnemy > 1
Trigger2 = Enemy(0),MoveType != H||(Enemy(0),Stateno=5150)
Trigger2 = Enemy(1),MoveType != H||(Enemy(1),Stateno=5150)
Trigger2 = var(1) := 0
IgnoreHitPause = 1

[State -2, ㏸]
type = Null
trigger1 = !(var(0)&32)
trigger1 = movehit = 1
trigger1 = 1 || var(0) := (var(0)|32)
Trigger1 = var(1) := var(1) + 1
IgnoreHitPause = 1

[State -2, ㏸]
type = Null
trigger1 = !(var(0)&32)
trigger1 = ProjHitTime(0) = 0
trigger1 = 1 || var(0) := (var(0)|32)
Trigger1 = var(1) := var(1) + 1
IgnoreHitPause = 1

[State -2, ㏸]
type = Null
trigger1 = (var(0)&32)
trigger1 = var(0) := (var(0)|32)-32

;///////////////////////////////////////////////////////////////////////
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;R{ɂ_[W␳
;//////////////////////////////////////////////////////////////////////////
[state a]
type = Null
triggerall = NumEnemy
Trigger1 = (var(0)&8)
Trigger1 = Enemy(!!(var(0)&64)),movetype = H
Trigger1 = Enemy(!!(var(0)&64)),stateno != [120,155]
Trigger1 = fvar(0) := (0.77**var(1))
ignorehitpause = 1

[state a]
type = Null
Trigger1 = (var(0)&8)
trigger1 = fvar(0) <= 0.05
Trigger1 = fvar(0) := 0.05
ignorehitpause = 1

[state varset]
type = Null
Trigger1 = (var(0)&8)
Trigger1 = NumEnemy
Trigger1 = Enemy(!!(var(0)&64)),movetype != H
Trigger1 = fvar(0) := 1
Trigger2 = !(var(0)&8)
Trigger2 = fvar(0) := 1
ignorehitpause = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State -3,]
type = AttackMulSet
trigger1 = ((var(0)&1920)/128) != 12
value = 1*fvar(0)
IgnoreHitPause = 1

[State -3,]
type = AttackMulSet
trigger1 = ((var(0)&1920)/128) = 12
value = 1.85*fvar(0)
IgnoreHitPause = 1

[State -2]
type = Null
trigger1 = ((var(0)&1920)/128) != 12
trigger1 = fvar(2) := 100.00/const(data.attack)
ignorehitpause = 1

[State -2]
type = Null
trigger1 = ((var(0)&1920)/128) = 12
trigger1 = fvar(2) := 100.00/(const(data.attack)*1.85)
ignorehitpause = 1

;------------------------------------------------------------------------------;
; CtrlǗ
;------------------------------------------------------------------------------;
[State 0, VarSet]
type = Null
triggerall=!(var(357)&65536)
trigger1=Anim=0||Anim=5
trigger1=RoundState=2
trigger1=(backedgedist-backedgebodydist)<90000
trigger1=var(357):=(var(357)|65536)
trigger2=Ctrl
trigger2=var(357):=(var(357)|65536)
persistent=256
ignorehitpause = 1

[State 0, VarSet]
type = Null
triggerall=(var(357)&65536)
trigger1=Anim=0||Anim=5
trigger1=RoundState>3
trigger1=(backedgedist-backedgebodydist)>=90000
trigger1=var(357):=(var(357)|65536)-65536
trigger2=RoundState<2
trigger2=var(357):=(var(357)|65536)-65536
persistent=256
ignorehitpause=1

[state ]
type=displaytoclipboard
triggerall = name = "General"
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

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

[Size]
xscale = 1
yscale = 1
ground.back = 17
ground.front = 17
air.back = 18
air.front = 12
height = 60
attack.dist = 160
proj.attack.dist = 90
proj.doscale = 0
head.pos = -11, -88
mid.pos = -13, -54
shadowoffset = 0
draw.offset = 0,0
z.width=64
attack.z.width=256,256

[Velocity]
walk.fwd  = 3.6
walk.back = -2.6
jump.neu = 0,-11.4
jump.back = -4
jump.fwd = 3.6
run.back = -8.0,-1.5

[Movement]
airjump.num = 0
airjump.height = 28
yaccel = .73
stand.friction = .85
crouch.friction = .82

