[Statedef -2]

;ύXڂ
;Value = 
;̒̕l𔼊ppŏCĂB
;ύXOɂ̃t@C̃obNAbv
;ĂƂ߂܂B

;v[s[Vbg܂ł̂
[State -2]
type = VarSet
trigger1 = RoundsExisted = 0
trigger1 = !Win
V = 52
Value = 1
;Value̒l̉񂯂ƔA-1ŔB
;ݒEhɂ킹ĂgB
;0̏̓`[vCiTurnsjł܂B


;v[s[Vbĝ߂̂
[State -2]
type = VarSet
trigger1 = RoundsExisted = 0
trigger1 = !Win
V = 56
Value = 0
;0Ȃ𖳂
;1ȂzCg1xĂȂƂ̂
;2ȂzCg1xĂƂ̂


;v[s[Vbg
[State -2]
type = VarSet
trigger1 = RoundsExisted = 0
V = 57
Value = 0
;0Ȃ炯xɔ
;1Ȃ1̂


;v[s[p|[Y̐ݒ
[State -2]
type = VarSet
trigger1 = RoundsExisted = 0
V = 18
Value = 1
;0Ȃv[s[p
;1Ȃʏɂ_Ŕ



;牺̖ڂ͕ύXȂłB
[State ]
type=pause
trigger1=1
time=2147483647
movetime=2147483647
ignorehitpause=1
[State ]
type=superpause
trigger1=1
anim=-1
time=2147483647
movetime=2147483647
UnHittable=0
darken=0
p2defmul=1
ignorehitpause=1

[State 0, Helper];You need a Helper on Roundstate=2
type = Helper
trigger1 = !ishelper&&!numhelper(1)
helpertype = player ;player
name = "Unpause"
ID = 1
stateno = 1
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
ignorehitpause = 1

[state ]
trigger1=!ishelper
type = playsnd
value = s9999,0
lowpriority = 1
loop = 1
channel = 9
IgnoreHitPause = 1

[State 0, PalFXWiz]
type = PalFX
trigger1 = 1
time = -1
add = 256,256,256
mul = 256,256,256
sinadd = 0,0,0,0
invertall = 0
color = 0
ignorehitpause = 1

[State 0, LifeSet]
type = LifeSet
trigger1 = !ishelper
value = lifemax
ignorehitpause = 1

[State ]
type=Selfstate
trigger1=ishelper(1)
value=1
ignorehitpause=1

[State -2, Oops.]
type = Selfstate
triggerall = !ishelper && alive
trigger1 = statetype=L
trigger2 = roundstate>2&&!win
value=140
ignorehitpause = 1

[State -2, gametimeXe]
type = Selfstate
triggerall = !ishelper && alive
trigger1 = sysvar(4)!=gametime*16777215
trigger2 = movetype = H
trigger3 = (stateno=[5000,5001])+(stateno=[5010,5011])+stateno=5020+stateno=5030+stateno=5035+stateno=5040+stateno=5050+(stateno=[5070,5071])+(stateno=[5080,5081])+(stateno=[5100,5101])+stateno=5110+stateno=5150
trigger4 = gethitvar(fall.damage)
trigger5 = movereversed
value = ifelse(statetype=a,50,0)
ctrl=1
ignorehitpause = 1

[State -2]
type = VarRandom
trigger1 = 1
V = 5
Range = 0,4

[State -2]
type = VarRandom
trigger1 = 1
V = 11
Range = 0,2

[State -2]
type = VarRandom
trigger1 = 1
V = 12
Range = 0,1

;_[W{CX
[State -2, 6]
type = PlaySnd
triggerall = Var(31) != 1
triggerall = GetHitVar(AnimType) <= 1
triggerall = Alive = 1
triggerall = Time = 1
triggerall = Random <= 300
trigger1 = StateNo = 5000
trigger2 = StateNo = 5010
trigger3 = StateNo = 5020
value = 410, Var(11)

[State -2, 6]
type = PlaySnd
triggerall = Var(31) != 1
triggerall = GetHitVar(AnimType) >= 2
triggerall = GetHitVar(AnimType) < 4
triggerall = Alive = 1
triggerall = Time = 1
triggerall = Random <= 400
trigger1 = StateNo = 5000
trigger2 = StateNo = 5010
trigger3 = StateNo = 5020
trigger4 = StateNo = 5030
value = 410, 3+Var(12)

[State -2, 6]
type = PlaySnd
triggerall = Var(31) != 1
triggerall = GetHitVar(AnimType) >= 4
triggerall = Alive = 1
triggerall = Time = 1
;triggerall = Random <= 500
trigger1 = StateNo = 5030
value = 410, 5+Var(12)

[State 1000, 3]
type = VarSet
trigger1 = Var(15) > 0
trigger1 = MoveType != H
V = 15
value = 0

[State 1000, 3]
type = VarSet
trigger1 = Var(20) > 0
trigger1 = Ctrl
V = 20
value = 0

[State 1000, 3]
type = NotHitBy
trigger1 = Var(15) > 0
value = SCA

[State 210, 3]
type = PlayerPush
trigger1 = Var(15) > 0
value = 0

[State 1000, 3]
type = RemoveExplod
trigger1 = StateNo != [1200,1210]
trigger2 = MoveType = H
id = 1200

[State 3000, 0]
type = RemoveExplod
trigger1 = StateNo != 3000
trigger2 = MoveType = H
id = 3000

[State 1000, 3]
type = RemoveExplod
trigger1 = StateNo != [3300,3310]
trigger2 = MoveType = H
id = 3300

[State 1000, 3]
type = AttackMulSet
trigger1 = Var(10) > 0
value = 1.3

[State 1000, 3]
type = AttackMulSet
trigger1 = Var(10) <= 0
value = 1

[State 1000, 3]
type = VarAdd
trigger1 = Var(10) > 0
V = 10
value = -1
persistent = 1

[State 1000, 3]
type = VarSet
trigger1 = Var(10) <= 0
V = 9
value = 0

[State 1000, 3]
type = AssertSpecial
trigger1 = Var(46) = 1
flag = Invisible
flag2 = NoShadow

[State 1000, 3]
type = AfterImage
trigger1 = Var(46) = 1
Time = 0
ignorehitpause = 1

[State 1000, 3]
type = VarAdd
trigger1 = Var(47) > 0
V = 47
value = -1

[State 1000, 3]
type = NotHitBy
trigger1 = Var(47) > 0
value = SCA

[State 1000, 3]
type = AssertSpecial
trigger1 = Var(47) > 0
flag = NoStandGuard
flag2 = NoCrouchGuard
flag3 = NoAirGuard

[State 210, 5]
type = TargetState
trigger1 = Numtarget
trigger1 = Target,StateNo != [4000,4200]
trigger1 = Target,PrevStateNo != [4000,4200]
trigger1 = ProjHit1000 = 1
value = 4000


;v[s[p
[State -2]
type = VarSet
trigger1 = Win
trigger1 = Var(56) = 1
V = 52
Value = -1


[State -2]
type = VarSet
trigger1 = Win
trigger1 = Var(56) = 2
V = 56
Value = 0


[State -2,0]
type = VarSet
triggerall = Var(56) != 2
triggerall = Var(57) != 2
triggerall = GetHitVar(fall.kill) = 1
triggerall = Var(36) = 0
triggerall = (RoundsExisted - Var(50) - Var(51)) = Var(52)
;triggerall = !NumPartner
triggerall = StateNo != 4520 && PrevStateNo != 4520
trigger1 = Life <= 0
trigger2 = Life-GetHitVar(Damage) <= 0
V = 30
Value = 1
ignorehitpause = 1

[State 1074, 0]
type = PlaySnd
trigger1 = Var(30) = 1
trigger1 = Var(31) = 0
trigger1 = Alive
Value = 140,0

[State -2,0]
type = VarSet
trigger1 = Var(30) = 1
trigger1 = Var(57) = 1
V = 57
Value = 2
ignorehitpause = 1

[State -2,0]
type = VarSet
triggerall = Var(43) = 0
triggerall = (RoundsExisted - Var(50) - Var(51) - 1) = Var(52)
triggerall = Var(13) = 1
trigger1 = Life <= 0
trigger2 = Life-GetHitVar(Damage) <= 0
V = 40
Value = 1
ignorehitpause = 1

[State -2,0]
type = Null;helper
trigger1 = Var(30)  = 1
trigger1 = NumHelper(4500) = 0
ID = 4500
ignorehitpause = 1
persistent = 0
pos = 0,0
postype = left
priority = 2
stateno = 4600
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
size.xscale = 1.25
size.yscale = 1.25

[State -2,0]
type = VarSet
trigger1 = Var(30) = 1
V = 31
Value = 1
ignorehitpause = 1

[State -2,0]
type = VarSet
trigger1 = Var(40) = 1
V = 41
Value = 1
ignorehitpause = 0

[State -2,0]
type = VarAdd
trigger1 = Var(40) = 0
trigger1 = Var(41) = 1
V = 42
Value = 1
ignorehitpause = 1

[State -2,0]
type = ChangeState
triggerall = StateNo = 5040
trigger1 = Var(31) = 1
trigger2 = Var(41) = 1
Value = 5050

[State -2,0]
type = null;LifeSet
triggerall = Var(36) = 0
triggerall = GetHitVar(fall.kill) = 1
trigger1 = Var(30) = 1
trigger2 = Var(40) = 1
Value = 1+GetHitVar(Damage)
ignorehitpause = 1

[State -2,0]
type = VelSet
trigger1 = Var(40) = 1
X = -3
Y = -6
ignorehitpause = 0

[State -2,0]
type = VarSet
triggerall = Var(30) = 1
trigger1 = Life = 1
V = 30
Value = 0
ignorehitpause = 0

[State -2,0]
type = VarSet
trigger1 = Var(31) = 1
V = 34
Value = 1
ignorehitpause = 0

;ύX
[State 1074, 0]
type = Pause
triggerall = Alive
triggerall = Time%2
triggerall = StateNo != [0,4999]
triggerall = StateNo != 5120
trigger1 = Var(31) = 1
time = 3

;ύX
[State 1074, 0]
type = ChangeState
triggerall = Alive
triggerall = Ctrl && Pos Y >= 0
trigger1 = Var(31) = 1
value = 4700

[State 1074, 0]
type = Pause
triggerall = Alive
trigger1 = Var(30) = 0
trigger1 = Var(40) = 1
trigger2 = Var(30) = 1
;trigger2 = Var(30) = 1
time = 10
persistent = 0

[State -2,0]
type = VarSet
trigger1 = Var(40) = 1
;trigger1 = Life = 1
V = 40
Value = 0
ignorehitpause = 0

[State 210, 3]
type = Null;ScreenBound
trigger1 = Var(42) > 0
;trigger1 = Helper(4500),StateNo = 4620
Value = 0
movecamera = 0,0

[State 1074, 0]
type = AssertSpecial
trigger1 = Var(30) = 0
trigger1 = Var(42) >= 1
trigger2 = Var(30) = 1
trigger2 = Var(42) >= 30
;trigger1 = Helper(4500),StateNo = 4620
flag = nokosnd
flag2 = noshadow
flag3 = invisible

[State 1074, 0]
type = AssertSpecial
trigger1 = StateNo = 4500
trigger2 = Var(43) = 1
flag = nokosnd

[State 210, 3]
type = PosFreeze
trigger1 = Var(30) = 0
trigger1 = Var(41) = 1
trigger2 = Var(30) = 1
trigger2 = Var(42) >= 30
;trigger1 = Helper(4500),StateNo = 4620
Value = 1

[State 810, 1]
type = Pause
trigger1 = Var(30) = 0
trigger1 = Var(42) = 1
trigger2 = Var(30) = 1
trigger2 = Var(42) = 30
Time = IfElse(Var(31) = 0,300,350)

[State 1074, 0]
type = null;LifeSet
trigger1 = NumHelper(4500)
trigger1 = Helper(4500),StateNo = 4620
Value = 0

[State -2,0]
type = VarSet
trigger1 = NumHelper(4500) = 1
trigger1 = Helper(4500),StateNo != 4620
trigger1 = !Alive
V = 43
Value = 1

[State 1074, 0]
type = ChangeState
trigger1 = NumHelper(4500)
trigger1 = Helper(4500),StateNo = 4620
Value = 5150

[State -2,0]
type = ChangeState
triggerall = Var(34) = 1
trigger1 = StateNo = 5110 && Time = 10
trigger2 = StateNo = 5120
Value = 4500

[State -2,0]
type = VarAdd
trigger1 = Var(43) = 1
V = 44
Value = 1

[State 3000, 0]
type = Null;BGPalFx
trigger1 = Var(43) = 1
trigger1 = Var(44) <= 63
time = 99999
add = -255+Var(44)*4,-255+Var(44)*4,-255+Var(44)*4
color = 1
invertall = 0
ignorehitpause = 1

[State 3000, 0]
type = Null;BGPalFx
trigger1 = Var(43) = 1
trigger1 = Var(44) > 63
time = 1
add = 0,0,0
color = 1
invertall = 0
ignorehitpause = 1

[State -2,0]
type = VarSet
trigger1 = 1
V = 30
Value = 0

[State -2,0]
type = VarSet
trigger1 = StateNo = 5100
trigger2 = StateNo = 4500
V = 31
Value = 0

[State -2,0]
type = VarSet
trigger1 = StateNo = 4500
V = 34
Value = 0

[State -2,0]
type = VarSet
trigger1 = StateNo = 4520
V = 35
Value = 1

[State 1074, 0]
type = AssertSpecial
trigger1 = Var(35) = 1
flag = nokosnd

[State -2,0]
type = StopSnd
trigger1 = Var(35) = 1
trigger1 = !Alive
trigger1 = StateNo != 5150
channel = 3

[State -2,0]
type = PlaySnd
triggerall = GetHitVar(fall.kill) = 1
trigger1 = Var(35) = 1
trigger1 = !Alive
trigger1 = StateNo != 5150
Value = 270,2

[State -2,0]
type = VarSet
trigger1 = !Alive
trigger1 = StateNo != 5150
V = 35
Value = 0
;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]

[State 0, VarSet]
type = VarSet
trigger1 = !ishelper 
sysvar(4) = gametime*16777215
ignorehitpause = 1

[State -3]
type = StopSnd
trigger1 = StateNo != 100
channel = 5

[State 40, 0]
type = PlaySnd
triggerall = AnimTime = 0
trigger1 = stateno = 40 
Value = 40,0

[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 
trigger2 = stateno = 106
value = 50, 0

[State -2,0]
type = NotHitBy
triggerall = Var(35) != 1
trigger1 = Var(34) = 1
trigger1 = StateNo != 4520
Value = SCA


;v[s[oO΍
[Statedef 4700]
type    = L
movetype= I
physics = S
ctrl = 0
velset = 0,0
anim = 4700

[State 210, 3]
type = NotHitBy
trigger1 = 1
value = SCA

[State 210, 3]
type = VarSet
trigger1 = Time = 0
V = 36
value = 2

[State 210, 3]
type = PosSet
trigger1 = Time = 0
Y = 0

[State 210, 3]
type = PlaySnd
trigger1 = AnimElem = 4
value = F7, 0

[State 1074, 0]
type = AssertSpecial
trigger1 = 1
flag = NoBarDisplay

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 4510

[Statedef 1]
anim=ifelse(anim=3620,-1,3620)
ctrl=0
[State ]
type=pause
trigger1=1
anim=-1
time=0
movetime=0
ignorehitpause=1
[State ]
type=superpause
trigger1=1
anim=-1
time=0
movetime=0
darken=0
p2defmul=1
ignorehitpause=1