;-------------------------------------------------------
;--------------------y-2Xe[gz---------------------
;-------------------------------------------------------
[statedef -2]
;-------------------------------------------------------
;------------------IvV-------------------
;-------------------------------------------------------

[state -2, WFl];Ct񕜂
type = varset
trigger1 = (0)		;1ŃI ftHIt
var(30) = (10)		;lقǑxAbv ftH10
ignorehitpause = 1

[state -2, QW}V];p[Q[W񕜗ʂ̐ݒ
type = varset
trigger1 = 1
var(31) = (5)		;lقǑxAbv ftH5
ignorehitpause = 1

[state -2, Q[W];Round1Jñp[Q[W̐ݒ
type = varset
trigger1 = 1
var(32) = (0)	;l0~5000 ftH0
ignorehitpause = 1

[state -2, 펞œWJ];ɈłWJ
type = varset
trigger1 = (0)		;1ŃI ftHIt
var(33) = 1
ignorehitpause = 1

[state -2, 펞AIN];AI펞N
type = varset
trigger1 = (1)		;1ŃI ftHI
var(34) = 1
ignorehitpause = 1

[state -2, AI];AȈύX
type = varset
trigger1 = 1
fvar(0) = (0)		;l0~499 ftH0
ignorehitpause = 1

[state -2, ϐt^];ꕔɑ΂ϐt^
type = varset
trigger1 = (1)		;1ŃI ftHI
var(35) = (1)		;l1~4 ftH1
ignorehitpause = 1

[state -2, _[W];l𒴂_[W𖳌 ϐt^3ȏœKp
type = varset
trigger1 = 1
var(36) = (999)		;ő_[W ftH999
ignorehitpause = 1

[state -2, K[XeŏI];H炤_[WƓɂȂ ϐt^4œKp
type = varset
trigger1 = (0)		;1ŃI ftHIt
var(37) = 1
ignorehitpause = 1

;-------------------------------------------------------
;-------------------ȉ͕ύX񐄏--------------------
;-------------------------------------------------------


;---------------sLt---------------
[state -2]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[state -2,L]
type = Explod
trigger1 = NumExplod(0) = 0
anim = 1
postype = p1
pos = 0,0
sprpriority = 0
scale = 0.25,0.25
removetime = -1
ignorehitpause = 0
ownpal = 1
ID = 0
[state -2,L]
Type = ModifyExplod
Trigger1 = 1
ID = 0
postype = p1
pos = 0,0
scale = 0.25,0.25
trans = default
[state -2,L]
type = Explod
trigger1 = NumExplod(1) = 0
anim = 1
postype = p1
pos = 0,3
sprpriority = 0
scale = 0.2625,0.2625
removetime = -1
trans = sub
ignorehitpause = 0
facing = -1
ownpal = 1
ID = 1
[state -2,L]
Type = ModifyExplod
Trigger1 = 1
ID = 1
postype = p1
pos = 0,3
scale = 0.2625,0.2625
trans = sub

;--------------sst--------------
[state -2]
type = statetypeset
trigger1 = 1
statetype = a
physics = n
ignorehitpause = 1
[state -2]
type = statetypeset
trigger1 = roundstate = 3
trigger1 = sysvar(1) = 9999
statetype = s
movetype = i
ignorehitpause = 1
[state -2]
type = ctrlset
trigger1 = roundstate < 2
value = 0
ignorehitpause = 1
[state -2]
type = ctrlset
trigger1 = sysvar(1) != 9999
value = 1
ignorehitpause = 1
[state -2]
type=playerpush
trigger1 = 1
value = 0
ignorehitpause = 1
[state -2]
type = assertspecial
trigger1 = 1
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1
[state -2]
type = assertspecial
trigger1 = 1
flag = noautoturn
flag2 = nowalk
flag3 = nojugglecheck
ignorehitpause = 1
[state -2]
type = Turn
trigger1 = facing = -1
ignorehitpause = 1
[state -2]
type = VelSet
trigger1 = 1
x = 0
y = 0

;---------------sCtt---------------
[state -2]
type = varset
trigger1 = roundstate < 2
sysvar(0) = 0
ignorehitpause = 1

[state -2]
type = varadd
triggerall = var(35) = 2 || palno = 10
trigger1 = gethitvar(damage) = [-1000000,1000000]
sysvar(0) = gethitvar(damage)*100
ignorehitpause = 1
[state -2]
type = varadd
triggerall = var(35) >= 3
trigger1 = gethitvar(damage) = [-1000000,var(36)]
sysvar(0) = gethitvar(damage)*100
ignorehitpause = 1
[state -2]
type = varadd
triggerall = palno >= 12
trigger1 = gethitvar(damage) = [-1000000,200]
sysvar(0) = gethitvar(damage)*100
ignorehitpause = 1
[state -2]
type = varadd
triggerall = var(35) < 2 && palno != 10 && palno < 12 || palno = 6 || palno = 8
trigger1 = gethitvar(damage) != 0
sysvar(0) = gethitvar(damage)*100
ignorehitpause = 1

[state -2]
type = varadd
triggerall = sysvar(0) > 0
triggerall = sysvar(0) < lifemax*100
triggerall = alive && roundstate=2
triggerall = var(30) != 0
trigger1 = palno%2 = 1
trigger1 = palno < 12
trigger2 = palno = [1,4]
sysvar(0) = -ifelse(sysvar(0)<var(30), sysvar(0), var(30))
ignorehitpause = 1
[state -2]
type = varadd
triggerall = sysvar(0) > 0
triggerall = sysvar(0) < lifemax*100
triggerall = alive && roundstate=2
triggerall = var(30) != 0
trigger1 = palno = 8
sysvar(0) = -ifelse(sysvar(0)<25, sysvar(0), 25)
ignorehitpause = 1
[state -2]
type = varadd
triggerall = sysvar(0) > 0
triggerall = sysvar(0) < lifemax*100
triggerall = alive && roundstate=2
triggerall = var(30) != 0
trigger1 = palno = 10
sysvar(0) = -ifelse(sysvar(0)<100, sysvar(0), 100)
ignorehitpause = 1
[state -2]
type = varadd
triggerall = sysvar(0) > 0
triggerall = sysvar(0) < lifemax*100
triggerall = alive && roundstate=2
triggerall = var(30) != 0
trigger1 = palno >= 12
sysvar(0) = -ifelse(sysvar(0)<10, sysvar(0), 10)
ignorehitpause = 1

[state -2]
type = lifeset
trigger1 = sysvar(0) < lifemax*100
value = lifemax - sysvar(0)/100
ignorehitpause = 1
[state -2]
type = lifeset
trigger1 = sysvar(0) >= lifemax*100
value = 0
ignorehitpause = 1

[state -2]
type = AssertSpecial
triggerall = var(35) >= 1 || palno = 8 || palno = 10 || palno >= 12
trigger1 = sysvar(0) < lifemax*100
trigger1 = enemy,life > 0
trigger1 = enemy,alive
trigger1 = numenemy < 2
trigger2 = sysvar(0) < lifemax*100
trigger2 = enemy,life > 0
trigger2 = enemy,alive
trigger2 = enemy(1),alive
trigger3 = roundstate != 2
flag = noko
ignorehitpause = 1

;---------------sQ[Wt---------------
[state -2]
type = poweradd
triggerall= roundno = 1
triggerall= roundstate = 0
triggerall= time = 0
trigger1 = palno%2 = 1
trigger1 = palno < 12
trigger2 = palno = [1,4]
value = var(32)
[state -2]
type = poweradd
triggerall= roundno = 1
triggerall= roundstate = 0
triggerall= time = 0
trigger1 = palno = 8
value = 1000
[state -2]
type = poweradd
triggerall= roundno = 1
triggerall= roundstate = 0
triggerall= time = 0
trigger1 = palno = 10
value = 3000

[state -2]
type = poweradd
triggerall= roundstate = 2
trigger1 = palno%2 = 1
trigger1 = palno < 12
trigger2 = palno = [1,4]
value = var(31)
[state -2]
type = poweradd
triggerall= roundstate = 2
trigger1 = palno = 6
value = 5
[state -2]
type = poweradd
triggerall= roundstate = 2
trigger1 = palno = 8
trigger2 = palno >= 12
value = 8
[state -2]
type = poweradd
triggerall= roundstate = 2
trigger1 = palno = 10
value = 15

;-------------sJœWJt-------------
[state -2]
type = Explod
triggerall = NumExplod(10000) = 0
trigger1 = var(33) != 0
trigger1 = palno%2 = 1
trigger2 = var(33) != 0
trigger2 = palno = [1,4]
trigger3 = palno >= 12
anim = 10000
postype = l
pos = 0,-(screenpos x - pos x)/4
sprpriority = -99999
scale = 2*(screenpos x - pos x)/175,2*(screenpos x - pos x)/175
removetime = -1
ignorehitpause = 0
ownpal = 1
ID = 10000
[state -2]
type = varset
triggerall = NumExplod(10000) > 0
triggerall = sysvar(4) > 100
trigger1 = var(33) != 0
trigger1 = palno%2 = 1
trigger2 = var(33) != 0
trigger2 = palno = [1,4]
trigger3 = palno >= 12
sysvar(4) = 100

;--------------sXe[gt--------------
[state -2]
type = selfstate
trigger1 = 1
value = 0
ignorehitpause = 1


;-------------------------------------------------------
;------------------y̑Xe[gz-------------------
;-------------------------------------------------------


[statedef 10]
[state 10]
type = selfstate
trigger1 = 1
value = 0
ctrl = 1
ignorehitpause = 1
[statedef 40]
[state 40]
type = selfstate
trigger1 = 1
value = 0
ctrl = 1
ignorehitpause = 1
[statedef 180]
[state 180]
type = selfstate
trigger1 = 1
value = 0
ctrl = 1
ignorehitpause = 1
[statedef 170]
[state 170]
type = selfstate
trigger1 = 1
value = 0
ctrl = 1
ignorehitpause = 1
[statedef 175]
[state 175]
type = selfstate
trigger1 = 1
value = 0
ctrl = 1
ignorehitpause = 1
[statedef 5030]
[state 5030]
type = selfstate
trigger1 = 1
value = 0
ctrl = 1
ignorehitpause = 1


;-------------------------------------------------------
;------------------------yCNSz------------------------
;-------------------------------------------------------


[data]
life = 1000
power = 5000
attack = 100
defence = 100
fall.defence_up = 0
liedown.time = 0
airjuggle = 0
sparkno = 2
guard.sparkno = 40
ko.echo = 0
volume = 0
intpersistindex = 60
floatpersistindex = 40

[size]
xscale = 1
yscale = 1
ground.back = 0
ground.front = 0
air.back = 0
air.front = 0
height = 0
attack.dist = 10000
proj.attack.dist = 10000
proj.doscale = 0
head.pos = 0,-23
mid.pos = 0,-23
shadowoffset = 0
draw.offset = 0,0

[velocity]
walk.fwd = 0
walk.back = 0
run.fwd = 0,0
run.back = 0,0
jump.neu = 0,0
jump.back = 0
jump.fwd = 0
runjump.back = 0,0
runjump.fwd = 0,0
airjump.neu = 0,0
airjump.back = 0
airjump.fwd = 0

[movement]
airjump.num = 0
airjump.height = 0
yaccel = 0
stand.friction = 0
crouch.friction = 0