[Statedef -2]


;---------------------------------------------------------------------------
;偙傫傆偂偖
;---------------------------------------------------------------------------
;------------------------------------奜尒------------------------------------
[State -2,Explod];僇僢僩僀儞慖戰
type = varset
trigger1 = 1
V = 2
value = 4

;亂0:妎惲(DX條嶌),1:妎惲(Jinny條嶌),2:弶戙(FLAM(徫)嶌),3:偳傗婄(Jinny條嶌);4(傛傝巵)亃(def:0)

[State -2,Cutin(CANCEL)];僇僢僩僀儞2慖戰
type = varset
trigger1 = 1
var(6) = 1
IgNoreHitPause = 1

;亂0:崱傑偱偺,1:New偺亃

[State -2,VarSet];僯儏乕僩儔儖慖戰
type = varset
trigger1 = 1
FV = 2
value = 0
;亂0:僌僗僞僼晽,1:媽,2:僆僘儚儖僪晽,3:傾僥僫晽,4:儅僗僞乕僠儍僀僫晽,5:儅僗僞乕傾儗儞僕,6:弶戙亃

[State -2,VarSet];曕偒慖戰
type = varset
trigger1 = 1
FV = 3
value = 0;4
;亂0:僌僗僞僼晽,1:媽,2:僆僘儚儖僪晽,3:傾僥僫晽,4:儅僗僞乕僠儍僀僫晽,5:儅僗僞乕傾儗儞僕,6:弶戙亃

[State -2,VarSet];儃僀僗慖戰
type = VarSet
trigger1 = 1
fv = 4
value = 0
;亂0:OFF,1:ON亃

[State -2,VarSet];11,12P妎惲僯儏乕僩儔儖僗僀僢僠
type = VarSet
trigger1 = 1
v = 7
value = 1
;亂0:OFF,1:ON亃
;----------------------------------->deception<
[State -2,];purpurrot of dark blitzes&execution攚宨曄峏
type = VarSet
trigger1 = 1
sysfvar(1) = 1
;0:off/1:on
[State -2,];Super Cancel Effect&DREAMCANCEL&EXTINTION傪摟柧壔
type = VarSet
trigger1 = 1
sysfvar(2) = 1
ignorehitpause=1
;0:off/1:on
[State -2,];1.2僎乕僕媄偺僇僢僩僀儞慖戰
type = VarSet
trigger1 = 1
sysfvar(3) = 1
;0:柍偟/1:桳傝
[State -2,];3僎乕僕媄偺僇僢僩僀儞墘弌
type = VarSet
trigger1 = 1
sysfvar(4) = 1
;亂0:僨僼僅,1:曄偊傞亃
;----------------------------------->deception<

[State 3000];僷儚乕傾僢僾帪娫昞帵梡僄僼僃僋僩昞帵嵗昗X
Type = VarSet
Trigger1 = 1
var(14) = 54
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

[State 3000];僷儚乕傾僢僾帪娫昞帵梡僄僼僃僋僩昞帵嵗昗Y
Type = VarSet
Trigger1 = 1
var(15) = 41
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

[State 3000];僷儚乕傾僢僾帪娫昞帵梡僄僼僃僋僩trans = add or sub
Type = VarSet
Trigger1 = 1
var(16) = 0
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

;-------------------------------僔僗僥儉---------------------------------------
[State -2];僎乕僕夞廂
type = VarSet ;仼偙偙廳梫
trigger1 = 1
fv = 1
value = 1.00
;仸NOTA BENE(拲堄偣傛)仸=======================================================
;偙傟偼尦偁偭偨僎乕僕夞廂検偵偳偺偔傜偄偺検傪忋忔偣偡傞僗僀僢僠偱偡丅
;1.00偲偄偆偺偼寛偟偰尦乆偺夞廂棪偵側偭偰偄傞偙偲偱偼偁傝傑偣傫丅
;捠忢偵偟偨偄応崌偼亀type = varset亁偺晹暘偵亀type = null;varset亁
;偲曄偊傑偟傚偆丅
;偪側傒偵戝懱偑亀弌偡偩偗1僎乕僕亁儗儀儖側偺偱寉偔柍拑僎乕(柍拑嬯拑)偺堟偱偡丅
;==============================================================================

[State -2];僉儍儞僙儖僐僗僩
type = VarSet
trigger1 = 1
v = 55
value = 0;0側傜僐僗僩側偟,1側傜僐僗僩偲偟偰500傪巟暐偆(def:0)

[State -2,DASH];僟僢僔儏曄峏
type = VarSet
trigger1 = 1
v = 50
value = 0  ;0偼僼儘儞僩僗僥僢僾丅1偼僟僢僔儏丅(def:0)
IgnoreHitPause = 1

[State -2,12P惈擻];12P惈擻曄壔
type = VarSet
trigger1 = 1
v = 9
value = 1  
;0:側偟
;1:嬺傜偄敳偗(Not僗僥敳偗)<def>
;2:搳偘(僗僥乕僩)敳偗
;3:嬺傜偄敳偗(With僗僥敳偗)
;4:僟儊乕僕懴惈+傾乕儅乕
IgnoreHitPause = 1

[State -2,Explod];僱僞僗僀僢僠乮敋抏楢敪乯
type = varset
trigger1 = 1
V = 51
value = 0

[State -2,Explod];僱僞僗僀僢僠乮敋抏楢敪悢乯
type = varset
trigger1 = 1
V = 52
value = 100;偙偙傪擟堄偺悢偵

;--------------------------------------------------------------------------
;======================================================================
;                                Voice
;======================================================================
;劍劅劅劅劅劍劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅
;乥捠忢峴摦乥Channel = 枹愝掕
;劏劅劅劅劅劏劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅
[State -2,KOvoice]
type = Helper
triggerall = fvar(4) = 1
triggerall = alive = 0
trigger1 = numhelper(10001) = 0
ID = 10001
name = "ko"
postype = back
pos = 0,100
sprpriority = 2
stateno = 10001
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State -2,僟儊乕僕]
Type       = PlaySnd
TriggerAll = fvar(4) = 1
TriggerAll = Time = 1
TriggerAll = Alive
Trigger1   = StateNo = 5000 || StateNo = 5010 || StateNo = 5020 || StateNo = 5030
Trigger2   = StateNo = 5070 || StateNo = 5080
Value      = 5000,0+(Random%5)
Volume     = 192
IgnoreHitPause = 1

[State -2, 寖撍]
Type       = PlaySnd
TriggerAll = fvar(4) = 1
TriggerAll = Time = 1
TriggerAll = Alive
Trigger1   = StateNo = 5100
Value      = 5000,IfElse(random<=550,5,6)
Volume     = 192
IgnoreHitPause = 1

[State -2, 撲僕儍儉]
type       = PlaySnd
triggerall = fvar(4) = 1
triggerall = Alive
trigger1   = Anim = 5555
trigger1   = Time = 452;454
trigger2   = Anim = 5556
trigger2   = Time = 452
Value      = 200,17
Volume     = 192
IgnoreHitPause = 1

;劍劅劅劅劅劍劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅
;乥摿庩峴摦乥Channel = 枹愝掕
;劏劅劅劅劅劏劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅
[State -2, 夞旔]
Type     = PlaySnd
TriggerAll = Time = 1
TriggerAll = fvar(4) = 1
Trigger1 = StateNo = 700
Trigger2 = StateNo = 702
Value    = 200,IfElse((prevstateno = 150 || prevstateno = 152),4,15)
Volume   = 192
IgnoreHitPause = 1

[State -2, 僈乕僪斀寕]
Type     = PlaySnd
TriggerAll = fvar(4) = 1
TriggerAll = Time = 1
TriggerAll = (prevstateno = 150 || prevstateno = 152)||(numexplod(6020)>0)
Trigger1 = StateNo = 2200
Value    = 200,13
Volume   = 192
IgnoreHitPause = 1

[State -2, recov]
Type     = PlaySnd
TriggerAll = fvar(4) = 1
TriggerAll = Time = 1
Trigger1 = StateNo = 5201
Trigger2 = StateNo = 5202
Value    = 200,8
Volume   = 192
IgnoreHitPause = 1


[State -2,VarSet]
type = VarSet
triggerall = var(53)!=99999
trigger1 = palno=12
var(53) = 99999
IgnoreHitPause = 1

;--------------------------------------[Intro]
[State -2, 1]
type = null;VarSet
triggerall = fvar(4)=1
triggerall = PalNo != [11,12]
trigger1 = p1name!="igniz_S"||p2name!="igniz_S"||p3name!="igniz_S"||p4name!="igniz_S"
trigger2 = p1name!="zero_I"||p2name!="zero_I"||p3name!="zero_I"||p4name!="zero_I"
v = 0
value = 1
IgnoreHitPause = 1

[State -2, VarSet]
type = VarSet
Triggerall = var(13) >= 0
triggerall = AnimElemNo(0) < Var(26) 
Trigger1 = stateno = [200,370]
Trigger2 = stateno = 1076
Trigger3 = stateno = 1071
Trigger4 = stateno = 1070
Trigger5 = stateno = 1077
Trigger6 = stateno = 1072
Trigger7 = stateno = 1031
var(26) = AnimElemNo(0) - 1

[State -2, VarAdd]
type = VarAdd
Triggerall = var(13) >= 0
triggerall = AnimElemTime(AnimElemNo(0) + 1) < 0
Trigger1 = stateno = [200,370]
Trigger2 = stateno = 1076
Trigger3 = stateno = 1071
Trigger4 = stateno = 1070
Trigger5 = stateno = 1077
Trigger6 = stateno = 1072
Trigger7 = stateno = 1031
var(26) = 1

[State -2, Speed]
type = ChangeAnim
Triggerall = var(13) >= 0
triggerall = AnimElemTime(AnimElemNo(0) + 1) < 0
Trigger1 = stateno = [200,370]
Trigger2 = stateno = 1076
Trigger3 = stateno = 1071
Trigger4 = stateno = 1070
Trigger5 = stateno = 1077
Trigger6 = stateno = 1072
Trigger7 = stateno = 1031
value = Anim
elem = Var(26)

[State 3000];摿庩媄巊梡敾掕(6B)
Type = VarSet
Trigger1 = movetype != A
var(27) = 0
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

[State 3000];摿庩媄巊梡敾掕(6A)
Type = VarSet
Trigger1 = movetype != A
var(20) = 0
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

[State 3000];摿庩媄巊梡敾掕(2B)
Type = VarSet
Trigger1 = movetype != A
var(21) = 0
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

[State -2, 巆憸]
type = AfterImage
trigger1 = Movetype = H
time = 1

[State -2,PowUpTime]
type = Helper
Triggerall = NumHelper(3000) = 0
Trigger1 = roundstate = 2
Trigger1 = var(13) > 0
stateno = 3001
id = 3000
helpertype = normal
pos = 0,0
postype = P1
keyctrl = 0
ownpal = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0

[State -2,]
type = Helper
Triggerall = NumHelper(3001) = 0
Trigger1 = var(13) > 0
trigger1 = Movetype != H
stateno = 3003
id = 3001
helpertype = normal
pos = 0,0
postype = P1
keyctrl = 0
ownpal = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
Size.XScale = 1.021
Size.YScale = 1.021
persistent = 0

[State -2]
type = PalFX
Triggerall = var(13) >= 0
triggerall = !ishelper
trigger1 = (GameTime%8) = 1
time = 15
add = 20,10,30
;mul = 0,0,0
sinadd = 10,10,10,5
ignorehitpause = 1

[State 3000]
Type = null;ctrlset
Trigger1 = var(13) >= 0
trigger1 = movecontact
trigger1 = statetype != A
trigger1 = movetype != H
value = 1

[State 3000]
Type = Varset
Trigger1 = palno = [11,12]
V = 13
value = 999
SuperMove   = 1
PauseMoveTime = 9999999
IgnoreHitPause = 1

[State 3000]
Type = Varadd
Trigger1 = palno != [11,12]
Trigger1 = var(13) >= 0
trigger1 = (GameTime%1) = 0
V = 13
value = -1
SuperMove   = 1
PauseMoveTime = 9999999
IgnoreHitPause = 1

[State 3000]
Type = Varadd
Trigger1 = var(13) >= 0
trigger1 = Time = 0
trigger1 = Movetype = H
V = 13
value = -80
SuperMove   = 1
PauseMoveTime = 9999999
IgnoreHitPause = 1

;--------------------------------------------[妱崌僟儊]
[State -2,VarSet(Wari)]
type = VarSet
trigger1 = palno=[11,12]
fvar(15) = (0.13+(PalNo=[11,12])*0.12)*Enemy,Const(Data.Life)*(0.01*Enemy,Const(Data.defence))

[State 601,]
type = targetlifeadd
triggerall = EnemyNear,Stateno = 6068
trigger1 = PalNo!=[11,12]
Trigger1 = Projhittime(4531) >= 0 && Projhittime(4531) <= 1
;trigger2 = PalNo=[11,12]
;trigger2 = Projhittime(4531) >= 0 && Projhittime(4531) <= 1
;trigger2 = ProjHitTime(4532) <= 0
value = -(Ceil((0.13+(PalNo=[11,12])*0.12) * Enemy,Const(data.life)))
persisitent = 0
absolute = 1

[state 6506,1]
type = powerset
trigger1 = helper(3000),stateno = 3002
value = 0

[state 6506,1]
type = poweradd
Trigger1 = var(13) >= 0
value = 10

[state 6506,1]
type = lifeadd
triggerall = palno = 12
Trigger1 = var(30)
trigger1 = Movetype != H
trigger1 = (GameTime%5) = 1
value = 1

[state 6506,1]
type = lifeadd
triggerall = palno != 12
Trigger1 = var(13) >= 0
trigger1 = Movetype != H
trigger1 = (GameTime%12) = 1
value = 1

;==============================================================
;曐尟梡Explod

[State -2,RemoveExplod];Extintion
type = RemoveExplod
trigger1 = NumExplod(6220)
id = 6225

[State -2,RemoveExplod];Extintion
type = RemoveExplod
trigger1 = NumExplod(6211)
id = 6226

[State -2,RemoveExplod];Dream
type = RemoveExplod
trigger1 = NumExplod(6210)
id = 6215

[State -2,RemoveExplod];Dream
type = RemoveExplod
trigger1 = NumExplod(6211)
id = 6212

[State -2,RemoveExplod];Super
type = RemoveExplod
trigger1 = NumExplod(6200)
id = 6205

[State -2,RemoveExplod];Super
type = RemoveExplod
trigger1 = NumExplod(6201)
id = 6202

;---------------------------------------
[State -2,RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(6225)
id = 6215

[State -2,RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(6215)
trigger2 = NumExplod(6225)
id = 6205

[State -2,RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(6226)
id = 6212

[State -2,RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(6212)
trigger2 = NumExplod(6226)
id = 6202

;------------------------------------
[State -2,Extintion Explod]
type = Explod
triggerall = var(6)
triggerall = !NumExplod(6220)
triggerall = !NumExplod(6225)
triggerall = time = [0,1]
trigger1 = prevstateno = 2000
trigger1 = Stateno=6065||Stateno=3050||Stateno=3060
anim = 6220+(5*(sysfvar(2)>0))
ID = 6225
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 99999
supermove = 99999
sprpriority = 9
ownpal = 1

[State -2,Extintion Explod]
type = Explod
triggerall=var(6)&sysfvar(2)=0
triggerall = !NumExplod(6211)
triggerall = !NumExplod(6226)
triggerall = time = [0,1]
;Extintion
trigger1 = prevstateno = 2000
trigger1 = Stateno=6065||Stateno=3050||Stateno=3060
anim = 6211
ID = 6226
pos = 0,73
postype = left
removetime = -2
bindtime = -1
pausemove = 99999;1
supermove = 99999;1
sprpriority = 5
trans = addalpha
alpha = 256, 135
ownpal = 1

[State -2,Dream Explod]
type = Explod
triggerall = var(6)
triggerall = !NumExplod(6210)
triggerall = !NumExplod(6215)
triggerall = time = [0,1]
trigger1 = prevstateno=3022||prevstateno=6060
trigger1 = Stateno=6065
trigger2 = PrevStateno=6060
trigger2 = Stateno=2000||Stateno=3050||Stateno=2100||Stateno=3060
anim = 6210+(5*(sysfvar(2)>0))
ID = 6215
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 99999;1
supermove = 99999;1
sprpriority = 8
ownpal = 1

[State -2,Dream Explod]
type = Explod
triggerall=var(6)&sysfvar(2)=0
triggerall = !NumExplod(6211)
triggerall = !NumExplod(6212)
triggerall = time = [0,1]
;Dream
trigger1 = prevstateno=3022||prevstateno=6060
trigger1 = Stateno=6065
trigger2 = PrevStateno=6060
trigger2 = Stateno=2000||Stateno=3050||Stateno=2100||Stateno=3060
anim = 6211
ID = 6212
pos = 0,73
postype = left
removetime = -2
bindtime = -1
pausemove = 99999
supermove = 99999
sprpriority = 5
trans = addalpha
alpha = 256, 135
ownpal = 1

[State -2,Super Explod]
type = Explod
triggerall = var(6)
triggerall = !NumExplod(6200)
triggerall = !NumExplod(6205)
triggerall = time = 0
trigger1 = (PrevStateno=[1030,1031])||PrevStateno=1800 
trigger1 = Stateno=3000
trigger2 = PrevStateno=1000||PrevStateno=1061||PrevStateno=1800
trigger2 = Stateno=3010
trigger3 = PrevStateno=1005||PrevStateno=1078
trigger3 = Stateno=3015
trigger4 = PrevStateno=1800
trigger4 = Stateno=3020
trigger5 = PrevStateno=1000||PrevStateno=1030||PrevStateno=1800
trigger5 = Stateno=6060
trigger6 = PrevStateno=1030||PrevStateno=1800
trigger6 = Stateno=6065
trigger7 = PrevStateno=1080||PrevStateno=1800
trigger7 = Stateno=2000
trigger8 = PrevStateno=1030||PrevStateno=1800
trigger8 = Stateno=3050
trigger9 = PrevStateno=1061||PrevStateno=1800
trigger9 = Stateno=3060
trigger10= PrevStateno=1800
trigger10= Stateno=2100
anim = 6200+(5*(sysfvar(2)>0))
ID = 6205
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 99999
supermove = 99999
sprpriority = 7
ownpal = 1

[State -2,Super Explod]
type = Explod
triggerall = var(6)&sysfvar(2)=0
triggerall = !NumExplod(6201)
triggerall = !NumExplod(6202)
triggerall = time = [0,1]
trigger1 = (PrevStateno=[1030,1031])||PrevStateno=1800 
trigger1 = Stateno=3000
trigger2 = PrevStateno=1000||PrevStateno=1061||PrevStateno=1800
trigger2 = Stateno=3010
trigger3 = PrevStateno=1005||PrevStateno=1078
trigger3 = Stateno=3015
trigger4 = PrevStateno=1800
trigger4 = Stateno=3020
trigger5 = PrevStateno=1000||PrevStateno=1030||PrevStateno=1800
trigger5 = Stateno=6060
trigger6 = PrevStateno=1030||PrevStateno=1800
trigger6 = Stateno=6065
trigger7 = PrevStateno=1080||PrevStateno=1800
trigger7 = Stateno=2000
trigger8 = PrevStateno=1030||PrevStateno=1800
trigger8 = Stateno=3050
trigger9 = PrevStateno=1061||PrevStateno=1800
trigger9 = Stateno=3060
trigger10= PrevStateno=1800
trigger10= Stateno=2100
anim = 6201
ID = 6202
pos = 0,73
postype = left
removetime = -2
bindtime = -1
pausemove = 99999
supermove = 99999
sprpriority = 5
trans = addalpha
alpha = 256, 135
ownpal = 1

;================================================================
[State -2,Dream Can];帤
type = Explod
triggerall = !var(6)
triggerall = !NumExplod(6000)
triggerall = !NumExplod(6003)
triggerall = time = [0,1]
;Dream
trigger1 = prevstateno=3022||prevstateno=6060
trigger1 = Stateno=6065
trigger2 = PrevStateno=6060
trigger2 = Stateno=2000||Stateno=3050||Stateno=2100||Stateno=3060
;Extintion
trigger3 = prevstateno = 2000
trigger3 = Stateno=6065||Stateno=3050||Stateno=3060
anim = 6000
ID = 6003
sprpriority = 50
postype = left
pos = 0,40
bindtime = -1
scale = 0.5,0.5
pausemove = 99999;1
supermove = 99999;1
under = 0
ownpal = 1
trans = add

[State -2,Dream Can];帤
type = Explod
triggerall = !var(6)
triggerall = !NumExplod(6001)
triggerall = !NumExplod(6004)
triggerall = time = [0,1]
;Dream
trigger1 = prevstateno=3022||prevstateno=6060
trigger1 = Stateno=6065
trigger2 = PrevStateno=6060
trigger2 = Stateno=2000||Stateno=3050||Stateno=2100||Stateno=3060
;Extintion
trigger3 = prevstateno = 2000
trigger3 = Stateno=6065||Stateno=3050||Stateno=3060
anim = 6001
ID = 6004
sprpriority = 51
postype = right
pos = 0,38
bindtime = -1
pausemove = 99999;1
supermove = 99999;1
under = 0
ownpal = 1

[State -2,Dream Can];帤
type = Explod
triggerall = !var(6)
triggerall = !NumExplod(6002)
triggerall = !NumExplod(6007)
triggerall = time = [0,1]
;Dream
trigger1 = prevstateno=3022||prevstateno=6060
trigger1 = Stateno=6065
trigger2 = PrevStateno=6060
trigger2 = Stateno=2000||Stateno=3050||Stateno=2100||Stateno=3060
;Extintion
trigger3 = prevstateno = 2000
trigger3 = Stateno=6065||Stateno=3050||Stateno=3060
anim = 6002
ID = 6007
sprpriority = 49
postype = left
pos = 0,34
bindtime = -1
pausemove = 99999;1
supermove = 99999;1
under = 0
ownpal = 1
trans = addalpha
alpha = 340-120,120

[State -2,SuperCan];帤
type = Explod
triggerall = !var(6)
triggerall = !NumExplod(6005)
triggerall = !NumExplod(6008)
triggerall = time = [0,1]
trigger1 = (PrevStateno=[1030,1031])||PrevStateno=1800 
trigger1 = Stateno=3000
trigger2 = PrevStateno=1000||PrevStateno=1061||PrevStateno=1800
trigger2 = Stateno=3010
trigger3 = PrevStateno=1005||PrevStateno=1078
trigger3 = Stateno=3015
trigger4 = PrevStateno=1800
trigger4 = Stateno=3020
trigger5 = PrevStateno=1000||PrevStateno=1030||PrevStateno=1800
trigger5 = Stateno=6060
trigger6 = PrevStateno=1030||PrevStateno=1800
trigger6 = Stateno=6065
trigger7 = PrevStateno=1080||PrevStateno=1800
trigger7 = Stateno=2000
trigger8 = PrevStateno=1030||PrevStateno=1800
trigger8 = Stateno=3050
trigger9 = PrevStateno=1061||PrevStateno=1800
trigger9 = Stateno=3060
trigger10= PrevStateno=1800
trigger10= Stateno=2100
anim = 6005
ID = 6008
sprpriority = 50
postype = left
pos = 0,50
bindtime = -1
scale = 0.5,0.5
pausemove = 99999;1
supermove = 99999;1
under = 0
ownpal = 1
trans = add

[State -2,SuperCan];帤
type = Explod
triggerall = !var(6)
triggerall = !NumExplod(6006)
triggerall = !NumExplod(6009)
triggerall = time = [0,1]
trigger1 = (PrevStateno=[1030,1031])||PrevStateno=1800 
trigger1 = Stateno=3000
trigger2 = PrevStateno=1000||PrevStateno=1061||PrevStateno=1800
trigger2 = Stateno=3010
trigger3 = PrevStateno=1005||PrevStateno=1078
trigger3 = Stateno=3015
trigger4 = PrevStateno=1800
trigger4 = Stateno=3020
trigger5 = PrevStateno=1000||PrevStateno=1030||PrevStateno=1800
trigger5 = Stateno=6060
trigger6 = PrevStateno=1030||PrevStateno=1800
trigger6 = Stateno=6065
trigger7 = PrevStateno=1080||PrevStateno=1800
trigger7 = Stateno=2000
trigger8 = PrevStateno=1030||PrevStateno=1800
trigger8 = Stateno=3050
trigger9 = PrevStateno=1061||PrevStateno=1800
trigger9 = Stateno=3060
trigger10= PrevStateno=1800
trigger10= Stateno=2100
anim = 6006
ID = 6009
sprpriority = 51
postype = right
pos = 0,48
bindtime = -1
pausemove = 99999;1
supermove = 99999;1
under = 0
ownpal = 1

[State -2,SuperCan];帤
type = Explod
triggerall = !var(6)
triggerall = !NumExplod(6002)
triggerall = !NumExplod(6007)
triggerall = time = [0,1]
trigger1 = (PrevStateno=[1030,1031])||PrevStateno=1800 
trigger1 = Stateno=3000
trigger2 = PrevStateno=1000||PrevStateno=1061||PrevStateno=1800
trigger2 = Stateno=3010
trigger3 = PrevStateno=1005||PrevStateno=1078
trigger3 = Stateno=3015
trigger4 = PrevStateno=1800
trigger4 = Stateno=3020
trigger5 = PrevStateno=1000||PrevStateno=1030||PrevStateno=1800
trigger5 = Stateno=6060
trigger6 = PrevStateno=1030||PrevStateno=1800
trigger6 = Stateno=6065
trigger7 = PrevStateno=1080||PrevStateno=1800
trigger7 = Stateno=2000
trigger8 = PrevStateno=1030||PrevStateno=1800
trigger8 = Stateno=3050
trigger9 = PrevStateno=1061||PrevStateno=1800
trigger9 = Stateno=3060
trigger10= PrevStateno=1800
trigger10= Stateno=2100
anim = 6002
ID = 6007
sprpriority = 49
postype = left
pos = 0,41
scale = 1,0.5
bindtime = -1
pausemove = 99999;1
supermove = 99999;1
under = 0
ownpal = 1
trans = addalpha
alpha = 340-120,120

;--------------------------[曗惓]
[State -2,]
type = AttackMulSet
triggerall = palno = 12
Trigger1 = numhelper(3000) = 1
trigger1 = time > 0
value = 1.20

[State -2,]
type = AttackMulSet
triggerall = palno = 11
Trigger1 = numhelper(3000) = 1
trigger1 = time > 0
value = 1.15 - ((Stateno=[3050,3051])*0.1)

[State -2,]
type = AttackMulSet
triggerall = palno != [11,12]
Trigger1 = numhelper(3000) = 1
trigger1 = time > 0
value = 1.1 - (fvar(6)* 0.150) - ((Stateno=[3050,3051])*0.2)

[State -2, ];摿庩(3攞)
type = defencemulset
triggerall = 1
trigger1 = PalNo = 12
value = 0.3

[State -2, ];摿庩(2攞)
type = defencemulset
triggerall = 1
trigger1 = PalNo = 11
value = 0.5

[State -2, ]
type = defencemulset
triggerall = 1
trigger1 = PalNo != [11,12]
trigger1 = var(13) >= 0
value = 0.7

;---------------------------------------[僟儊乕僕懴惈]
[State -2,LifeSet1]
type = null;LifeSet
triggerall = PalNo=12
trigger1 = GetHitVar(Damage)>80
trigger2 = EnemyNear(floor(fvar(10))),MoveType = H
trigger2 = Stateno!=[5000,5049]
value = var(7)

[State -2,VaeSet1]
type = null;VarSet
trigger1 = MoveType != H
trigger1 = Ctrl
var(7) = Life

;----------------------------------------[僗僥乕僩敳偗]
[State -2,StateCancel1]
type = VarSet
trigger1 = 1
fvar(7) = 0
IgNoreHitPause = 1

[State -2,StateCancel2]
type = VarSet
trigger1 = Stateno=0||(Stateno=[10,12])||stateno=20||(stateno=[21,22])||(stateno=[40,59])
trigger2 = (stateno=[99,104])||(Stateno=[120,155])
trigger3 = stateno=170||(stateno=[180,185])||(Stateno=[190,199])
trigger4 = stateno=200||stateno=205||stateno=210||stateno=215||stateno=225||stateno=222||stateno=2200
trigger5 = stateno=300||stateno=320
trigger6 = stateno=400
trigger7 = stateno=600||stateno=601||(Stateno=[700,705])||stateno=810
trigger8 = stateno=1000||stateno=1005
trigger9 = stateno=1010||stateno=1015||stateno=1016;||stateno=1072
trigger10= stateno=1020||stateno=1030||stateno=1031||stateno=1035
trigger11= stateno=1050||stateno=1052||stateno=1060||stateno=1061||stateno=1063
trigger12= stateno=1070||stateno=1071||stateno=1072||stateno=1074||stateno=1076||stateno=1077
trigger13= stateno=1080||stateno=1085
trigger14= stateno=1050||stateno=1800
trigger15= stateno=3000||stateno=3010||stateno=3011||stateno=3015
trigger16= stateno=3020||stateno=3021||stateno=3022
trigger17= stateno=3030||stateno=3031||stateno=3047||stateno=4095
trigger18= stateno=6060||stateno=6061||stateno=6065||stateno=6066
trigger19= stateno=2000||stateno=2100||stateno=3050||stateno=3051||stateno=3060||stateno=3061||stateno=3062
trigger20= stateno=5000||stateno=5001||stateno=5010||stateno=5011||stateno=5020||stateno=5030
trigger21= stateno=5035||stateno=5040||stateno=5050||stateno=5070||stateno=5071||stateno=5072
trigger22= stateno=5080||stateno=5081||stateno=5100||stateno=5101||stateno=5110||stateno=5120
trigger23= stateno=5150||stateno=5200||stateno=5201||stateno=5210||stateno=5500||stateno=5900
fvar(7) = 1
IgNoreHitPause = 1

[State -2,,StateCancel3]
type = VarSet
trigger1 = fvar(8)<Life||(GameTime%90=0&&MoveType!=H&&RoundState=2)
fvar(8) = Life

[State -2,,StateCancel4]
type = SelfState
trigger1 = Alive
trigger1 = (PalNo=12)&&(var(9)=2||var(9)=3||var(9)=4)&&stateno!=[150,155]
trigger1 = GetHitVar(damage)>70||fvar(8)-life>70||fvar(7)!=1||MoveType=H&&RoundState!=2
trigger2 = (PalNo=12)&&time>300&&stateno!=5150&&(fvar(7)!=1||movetype=H)&&(var(9)=2||var(9)=3||var(9)=4)
value = 46

[State -2,StateCancel5]
type = SelfState
trigger1 = time=0&&fvar(7)=1&&(RoundState=2||RoundState=3)
trigger1 = MoveType!=H||(stateno=[150,155])||stateno=[5000,5150]
value = StateNo

[State -2,,StateCancel6]
type = SelfState
trigger1 = time=0&&fvar(7)=1&&RoundState>1
trigger1 = MoveType=H&&(stateno!=[150,155])&&stateno!=[5000,5150]
trigger1 = (PalNo=12)&&(var(9)=2||var(9)=3||var(9)=4)
value = 46

;----------------------------------------[嬺傜偄敳偗]
[State -2]
type = VarAdd
triggerall = PalNo = 12
triggerall = (var(9)=1||var(9)=3)
trigger1 = MoveType = H
var(8) = Ceil(floor(Gethitvar(damage))/10.0);50.0
ignorehitpause = 1

[State -2]
type = VarAdd
triggerall = PalNo = 12
triggerall = (var(9)=1||var(9)=3)
triggerall = MoveType = H
triggerall = StateType = A
trigger1 = EnemyNear(floor(fvar(10))),MoveType = I
var(8) = 10
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = var(8)
trigger1 = !(MoveType = H)
var(8) = 0
ignorehitpause = 1

[State -2]
type = NotHitBy
triggerall = PalNo = 12
triggerall = (var(9)=1||var(9)=3)
triggerall = MoveType = H
trigger1 = var(8) >= 10
value = SCA
time = 1
ignorehitpause = 1

[State -2]
type = SelfState
triggerall = PalNo = 12
triggerall = (var(9)=1||var(9)=3)
trigger1 = MoveReversed
value = 5050
ignorehitpause = 1

[State -2, 僶僌夞旔乮庴恎乯]
type = null;SelfState
value = 5100 + (Pos Y < -20)*10
;triggerall = abs(var(22) - var(23)) > 300
triggerall = Time > 300
triggerall = Vel Y = 0
trigger1 = !(EnemyNear(floor(fvar(10))),MoveType = A)

;------------------------------------------------------------
;Counter Hits
[State -2, Counter Hit1]
type = VarSet
trigger1 = enemynear, movetype = A
ignorehitpause = 1
var(38) = 1

[State -2, Counter Hit2]
type = VarSet
trigger1 = enemynear, movetype = I || var(39) >= 1
ignorehitpause = 1
var(38) = 0

[State -2, Counter Hit3]
type = VarSet
trigger1 = var(39) > 10 && enemynear, movetype = H
ignorehitpause = 1
var(38) = 0

[State -2, Counter Hit4]
type = VarSet
trigger1 = var(38) = 1 && movehit
trigger2 = var(38) = 1 && Projhit4561=1;Projhittime(4561)
trigger3 = var(38) = 1 && Projhit4569=1;Projhittime(4569)
trigger4 = var(38) = 1 && Projhit1014=1;Projhittime(1014)
trigger5 = var(38) = 1 && Projhit4600=1;Projhittime(4600)
trigger6 = var(38) = 1 && Projhit4605=1;Projhittime(4605)
trigger7 = var(38) = 1 && Projhit4581=1;Projhittime(4581)
trigger8 = var(38) = 1 && Projhit4527=1;Projhittime(4527)
trigger9 = var(38) = 1 && Projhit2005=1;Projhittime(2005)
trigger10= var(38) = 1 && Projhit4582=1;Projhittime(4531)
trigger11= var(38) = 1 && Projhit4582=1;Projhittime(4582)
trigger12= var(38) = 1 && Projhit2100=1;Projhittime(2100)
trigger13= var(38) = 1 && Projhit3050=1;Projhittime(3050)
ignorehitpause = 1
var(39) = 1

[State -2, Counter Hit5]
type = Varadd
trigger1 = var(39) >= 1
ignorehitpause = 1
var(39) = 1

[State -2, Counter Hit6]
type = VarSet
trigger1 = p2movetype != H
trigger2 = var(39) > 22 && p2stateno = 5030;|| p2stateno = 1300
trigger3 = p2statetype = L
trigger4 = var(39) > 30 && movehit
ignorehitpause = 1
var(39) = 0

[State -2, Counter Hit7]
type = Assertspecial
trigger1 = var(38) = 1 && numexplod(7000) <= 1
flag = Nojugglecheck

[State -2, EnvColor]
type = EnvColor
trigger1 = var(39) = [1,2]
value = 255,255,255
time = 1
ignorehitpause = 1
under = 1

[State -2, Counter]
type = Explod
triggerall = (var(39) = [1,2]) && numexplod(7000) <= 0 && teamside = 1
trigger1 = movehit = 1
anim = 7000
id = 7000
pos = 17,95
postype = Left
bindtime = -1
removetime = -2
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0


[State -2, Counter]
type = Explod
triggerall = (var(39) = [1,2]) && numexplod(7000) <= 0 && teamside = 2
trigger1 = movehit = 1
anim = 7001
id = 7000
pos = -84,95
postype = right
bindtime = -1
removetime = -2
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

;------------------------------------------------------------
[State 220, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Projhittime(4561) >= 0 && Projhittime(4561) <= 1
trigger2 = Projhittime(4581) >= 0 && Projhittime(4581) <= 1
value = 500, 11
ignorehitpause = 1

[State 220, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Projhittime(4581) >= 0 && Projhittime(4581) <= 1
trigger2 = Projhittime(4582) >= 0 && Projhittime(4582) <= 1
trigger2 = stateno = 3045
trigger3 = Projhittime(4582) >= 0 && Projhittime(4582) <= 1
trigger3 = stateno = 3047
value = 500, 1-(random%3)
ignorehitpause = 1

[State 220, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Projhittime(4582) >= 0 && Projhittime(4582) <= 1
value = 500, 11
ignorehitpause = 1
persistent = 0

[State 220, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Projhittime(4600) >= 0 && Projhittime(4600) <= 1
value = 5, 5
ignorehitpause = 1

[State 220]
type = pause
trigger1 = Projhittime(4569) >= 0 && Projhittime(4569) <= 1
trigger1 = (GameTime%3) = 1
trigger2 = enemynear,stateno = 6068
trigger2 = stateno = 6066
trigger3 = Projhittime(4600) >= 0 && Projhittime(4600) <= 1
trigger3 = (GameTime%2) = 1
time = 1
movetime = 0
ignorehitpause = 1

[State 220]
type = pause
trigger1 = Projhittime(4561) >= 0 && Projhittime(4561) <= 1
trigger2 = ProjGuarded4561 = 1
time = 3
movetime = 0
ignorehitpause = 1

[State -2, EnvColor]
type = EnvColor
trigger1 = ProjHit4561 = 1 <= 1
trigger2 = Projhit4581 = 1 <= 1
trigger3 = ProjHit4582 = 1
value = 255,255,255
time = 1
under = 1

[State 2383]
Type = VarRandom
Trigger1 = Time >= 0
V = 17
Range = 0,3

[State 1000, 5]
type = Explod
trigger1 = ProjHit4561 = 1
trigger2 = ProjHit4581 = 1
trigger3 = ProjHit4582 = 1
anim = 8600+Var(17)
sprpriority = 100
postype = p2
pos = -10 + (random%10),-60 + (random%20)
bindtime = -1
ignorehitpause =0
under = 0
ownpal = 1
PauseMoveTime = 9999999
trans = add

[State 1000, 5]
type = Explod
trigger1 = ProjGuarded4561 = 1
trigger2 = ProjGuarded4581 = 1
anim = 8400
sprpriority = 100
postype = p2
pos = -10 + (random%10),-60 + (random%30)
bindtime = -1
ignorehitpause =0
under = 0
ownpal = 1
PauseMoveTime = 99999999

[State 1000, 5]
type = removeExplod
trigger1 = stateno != 400
id = 400


;===================================================================================
;                                  僈乕僪曗彆僿儖僷乕
;===================================================================================
;僿儖僷乕岆摦嶌杊巭
[State -2]
type = null;DestroySelf
trigger1 = MoveType = H
trigger1 = IsHelper
trigger2 = (Parent,Stateno = [5000,5110])
trigger2 = IsHelper

[State -2];僈乕僪曗彆僿儖僷乕1
type = Helper
trigger1 = numhelper(30000) = 0
trigger1 = var(59)
ID = 30000
name = "Guard1"
postype = p1
pos = 0,0
sprpriority = -1
stateno = 30000
helpertype = normal
keyctrl = 0
pausemovetime = 2147483647
supermovetime = 2147483647
persistent = 0
ignorehitpause = 1

[State -2];僈乕僪曗彆僿儖僷乕2
type = Helper
trigger1 = numhelper(30001) = 0
trigger1 = var(59)
ID = 30001
name = "Guard2"
postype = p1
pos = 0,0
sprpriority = -1
stateno = 30001
helpertype = normal
keyctrl = 0
pausemovetime = 2147483647
supermovetime = 2147483647
persistent = 0
ignorehitpause = 1

[State -2, 僈乕僪曗彆僿儖僷乕3]
type = Helper
trigger1 = NumHelper(30002) = 0
trigger1 = var(59)
helpertype = normal
name = "Guard3"
ID = 30002
pos = -60,0
postype = p1
facing = 1
stateno = 30002
keyctrl = 0
ownpal = 1
supermovetime = 999999999
pausemovetime = 999999900
ignorehitpause = 1

;===================================================================================
;                                   僈乕僪塣梡
;===================================================================================

;懳傔偔傝峌寕
[State -2]
type = VarSet
trigger1 = NumHelper(30000)
trigger1 = !InGuardDist && Helper(30000),InGuardDist
trigger2 = NumHelper(30001)
trigger2 = Facing = EnemyNear(floor(fvar(10))),Facing
trigger2 = Helper(30001),InGuardDist
var(34) = 1
ignorehitpause = 1

[State -2]
type = VarSet
triggerall = NumHelper(30000)
triggerall = NumHelper(30001)
trigger1 = !(!InGuardDist && Helper(30000),InGuardDist)
trigger1 = !((Facing = EnemyNear(floor(fvar(10))),Facing) && (Helper(30001),InGuardDist))
trigger1 = !(Helper(30001),InGuardDist)
var(34) = 0
ignorehitpause = 1

;===================================================================================
;                               儔僂儞僪奐巒帪娫婰榐
;===================================================================================
[State -2]
type = varset
triggerall = var(30)
trigger1 = RoundState != 2
var(30) = 0
ignorehitpause = 1

[State -2]
type = varset
triggerall = !var(30)
trigger1 = Ctrl
var(30) = GameTime
persistent = 0

;===================================================================================
;                              懳旘傃摴嬶仌僿儖僷乕梡
;===================================================================================
[State -2];揋A僿儖僷乕悢
type = varset
triggerall = RoundState = 2
trigger1 = GameTime = var(30)
trigger2 = P2MoveType = I && !InGuardDist
var(31) = Enemy(0),NumHelper
ignorehitpause = 1

[State -2];揋B僿儖僷乕悢
type = varset
triggerall = NumEnemy = 2
triggerall = RoundState = 2
trigger1 = GameTime = var(30)
trigger2 = P2MoveType = I && !InGuardDist
var(32) = Enemy(1),NumHelper
ignorehitpause = 1

;===================================================================================
;                              揋峌寕梡僿儖僷乕桳柍敾掕
;===================================================================================

[State -2]
type = varset
trigger1 = NumEnemy = 1
trigger1 = Enemy(0),NumHelper - var(31) > 0
trigger1 = Enemy(0),MoveType = A || (Enemy(0),MoveType != A && InGuardDist)
trigger2 = NumEnemy = 2
trigger2 = Enemy(0),NumHelper - var(31) > 0
trigger2 = Enemy(0),MoveType = A || (Enemy(0),MoveType != A && InGuardDist)
trigger3 = NumEnemy = 2
trigger3 = Enemy(1),NumHelper - var(32) > 0
trigger3 = Enemy(1),MoveType = A || (Enemy(1),MoveType != A && InGuardDist)
var(33) = 1
ignorehitpause = 1

[State -2]
type = varset
trigger1 = NumEnemy = 1
trigger1 = !(Enemy(0),NumHelper - var(31) > 0 && (Enemy(0),MoveType = A || (Enemy(0),MoveType != A && InGuardDist)))
trigger2 = NumEnemy = 2
trigger2 = !(Enemy(0),NumHelper - var(31) > 0 && (Enemy(0),MoveType = A || (Enemy(0),MoveType != A && InGuardDist)))
trigger2 = !(Enemy(1),NumHelper - var(31) > 0 && (Enemy(1),MoveType = A || (Enemy(1),MoveType != A && InGuardDist)))
var(33) = 0
ignorehitpause = 1

;================================================================================================
;                                       僞僢僌埵抲娭學 
;================================================================================================
[State -2,43(0)];My->E0,E1
type = VarSet
trigger1 = NumEnemy<2
trigger2 = !(EnemyNear(0),Alive&&EnemyNear(1),Alive)
v = 43
value = 0

[State -2,43(1)];My->E0,E1
type = VarSet
triggerall=NumEnemy>1
triggerall=EnemyNear(0),Alive
triggerall=EnemyNear(1),Alive
trigger1 = IfElse(facing=1,EnemyNear(0),Pos X-Pos X>0,EnemyNear(0),Pos X-Pos X<0)
trigger1 = IfElse(facing=1,EnemyNear(1),Pos X-Pos X>0,EnemyNear(1),Pos X-Pos X<0)
v = 43
value =1

[State -2,43(2)];My->P,E0,E1
type = VarSet
triggerall=NumEnemy>1
triggerall=NumPartner
triggerall=EnemyNear(0),Alive
triggerall=EnemyNear(1),Alive
triggerall=Partner,Alive
trigger1 = IfElse(facing=1,EnemyNear(0),Pos X-Pos X>0,EnemyNear(0),Pos X-Pos X<0)
trigger1 = IfElse(facing=1,EnemyNear(1),Pos X-Pos X>0,EnemyNear(1),Pos X-Pos X<0)
trigger1 = IfElse(facing=1,EnemyNear(0),Pos X-Partner,Pos X>0,EnemyNear(0),Pos X-Partner,Pos X<0)
trigger1 = IfElse(facing=1,EnemyNear(1),Pos X-Partner,Pos X>0,EnemyNear(1),Pos X-Partner,Pos X<0)
v = 43
value =2

[State -2,43(3)];My->E0,P,E1
type = VarSet
triggerall=NumEnemy>1
triggerall=NumPartner
triggerall=EnemyNear(0),Alive
triggerall=EnemyNear(1),Alive
triggerall=Partner,Alive
trigger1 = IfElse(facing=1,EnemyNear(0),Pos X-Pos X>0,EnemyNear(0),Pos X-Pos X<0)
trigger1 = IfElse(facing=1,EnemyNear(1),Pos X-Pos X>0,EnemyNear(1),Pos X-Pos X<0)
trigger1 = IfElse(facing=1,EnemyNear(0),Pos X-Partner,Pos X<0,EnemyNear(0),Pos X-Partner,Pos X>0)
trigger1 = IfElse(facing=1,EnemyNear(1),Pos X-Partner,Pos X>0,EnemyNear(1),Pos X-Partner,Pos X<0)
v = 43
value =3

[State -2,43(4)];My->E0,E1,P
type = VarSet
triggerall=NumEnemy>1
triggerall=NumPartner
triggerall=EnemyNear(0),Alive
triggerall=EnemyNear(1),Alive
triggerall=Partner,Alive
trigger1 = IfElse(facing=1,EnemyNear(0),Pos X-Pos X>0,EnemyNear(0),Pos X-Pos X<0)
trigger1 = IfElse(facing=1,EnemyNear(1),Pos X-Pos X>0,EnemyNear(1),Pos X-Pos X<0)
trigger1 = IfElse(facing=1,EnemyNear(0),Pos X-Partner,Pos X<0,EnemyNear(0),Pos X-Partner,Pos X>0)
trigger1 = IfElse(facing=1,EnemyNear(1),Pos X-Partner,Pos X<0,EnemyNear(1),Pos X-Partner,Pos X>0)
v = 43
value =4

[State -2,43(5)];E1,E0,My->(P)
type = VarSet
triggerall=NumEnemy>1
triggerall=EnemyNear(0),Alive
triggerall=EnemyNear(1),Alive
trigger1 = IfElse(facing=1,EnemyNear(0),Pos X-Pos X<0,EnemyNear(0),Pos X-Pos X>0)
trigger2 = IfElse(facing=1,EnemyNear(1),Pos X-Pos X<0,EnemyNear(1),Pos X-Pos X>0)
v = 43
value =5

;================================================================================================
;                                       僞僢僌忬嫷 
;================================================================================================
[State -2,44(0)];P:None
type = VarSet
triggerall=TeamMode=Simul
trigger1 = !NumPartner
trigger2 = !Partner,Alive
v = 44
value = 0

[State -2,44(1)];P:REAR
type = VarSet
triggerall=TeamMode=Simul
triggerall = NumPartner
triggerall = Partner,Alive
trigger1 = IfElse(facing=1,Partner,Pos X-Pos X<0,Partner,Pos X-Pos X>0)
v = 44
value = 1

[State -2,44(2)];P:VANGUARD
type = VarSet
triggerall=TeamMode=Simul
triggerall = NumPartner
triggerall = Partner,Alive
trigger1 = IfElse(facing=1,Partner,Pos X-Pos X>0,Partner,Pos X-Pos X<0)
v = 44
value = 2

[State -2,44(3)];P:DAMEAGE
type = VarSet
triggerall=TeamMode=Simul
triggerall=NumPartner
triggerall=Partner,Alive
triggerall=Partner,movetype=H
triggerall=IfElse(facing=1,Partner,Pos X-Pos X>0,Partner,Pos X-Pos X<0);P:VAN
trigger1 = Partner,stateno=[5000,5099]
trigger2 = Partner,stateno=[120,159]
v = 44
value = 3

[State -2,44(4)];P:ATTACK
type = VarSet
triggerall=TeamMode=Simul
triggerall=NumPartner
triggerall=Partner,Alive
triggerall=Partner,movetype=A
triggerall=Partner,movetype!=H
triggerall=EnemyNear(floor(fvar(10))),movetype=H
triggerall=IfElse(facing=1,Partner,Pos X-Pos X>0,Partner,Pos X-Pos X<0)
trigger1 = EnemyNear(floor(fvar(10))),stateno=[5000,5099]
v = 44
value = 4

[State -2,44(5)];P:Re.STATE
type = VarSet
triggerall=TeamMode=Simul
triggerall=NumPartner
triggerall=Partner,Alive
triggerall=Partner,movetype=H
triggerall=IfElse(facing=1,Partner,Pos X-Pos X>0,Partner,Pos X-Pos X<0)
trigger1 = Partner,stateno!=[5000,5500]
trigger1 = Partner,stateno!=[120,159]
v = 44
value = 5

[State -2,44(6)];P:Rob.STATE
type = VarSet
triggerall=TeamMode=Simul
triggerall=NumPartner
triggerall=Partner,Alive
triggerall=(Partner,stateno=[2000,4999])||Partner,stateno>5500
trigger1 = EnemyNear(floor(fvar(10))),movetype=H
trigger1 = EnemyNear(floor(fvar(10))),stateno!=[5000,5500]
trigger1 = EnemyNear(floor(fvar(10))),stateno!=[120,159]
v = 44
value = 6

;================================================================================================
;                                       攚屻嫍棧(僞僢僌)
;================================================================================================

[State -2,46]
type = VarSet
trigger1 = RoundState=2
v = 46
value = IfElse(Facing=-1,EnemyNear(1),Pos X-Pos X,Pos X-EnemyNear(1),Pos X)

;================================================================================================
;                                       揋懾嬻帪娫  
;================================================================================================
[State -2];
type = VarSet
triggerall = !var(40)
trigger1 = EnemyNear(floor(fvar(10))),StateType = A
var(40) = 1
[State -2]
type = VarAdd
trigger1 = var(40)
trigger1 = !(EnemyNear(floor(fvar(10))),GetHitVar(hitshaketime) > 0)
var(40) = 1
[State -2]
type = VarSet
trigger1 = !(EnemyNear(floor(fvar(10))),StateType = A)
var(40) = 0

;=======================================================================
;                              揋懍搙曗惓(夋柺抂)
;=======================================================================
[State -2,揋懍搙曗惓0]
type = VarSet
trigger1 = EnemyNear(floor(fvar(10))),BackEdgeBodyDist<10&&EnemyNear(floor(fvar(10))),Vel X<0
trigger2 = EnemyNear(floor(fvar(10))),FrontEdgeBodyDist<10&&EnemyNear(floor(fvar(10))),Vel X>0
trigger3 = EnemyNear(floor(fvar(10))),BackEdgeBodyDist<10 &&EnemyNear(floor(fvar(10))),Vel X=0&&EnemyNear(floor(fvar(10))),GetHitVar(xvel)*(EnemyNear(floor(fvar(10))),Facing)<0
trigger4 = EnemyNear(floor(fvar(10))),FrontEdgeBodyDist<10&&EnemyNear(floor(fvar(10))),Vel X=0&&EnemyNear(floor(fvar(10))),GetHitVar(xvel)*(EnemyNear(floor(fvar(10))),Facing)>0
trigger5 = Facing=-1&&BackEdgeBodyDist<10&&(ScreenPos X-EnemyNear(floor(fvar(10))),ScreenPos X)>0&&EnemyNear(floor(fvar(10))),Vel X<0
trigger6 = Facing=1&&BackEdgeBodyDist<10&&(EnemyNear(floor(fvar(10))),ScreenPos X-ScreenPos X)>0&&EnemyNear(floor(fvar(10))),Vel X>0
trigger7 = Facing=-1&&BackEdgeBodyDist<10&&(ScreenPos X-EnemyNear(floor(fvar(10))),ScreenPos X)>0&&EnemyNear(floor(fvar(10))),Vel X=0 && EnemyNear(floor(fvar(10))),GetHitVar(xvel)*(EnemyNear(floor(fvar(10))),Facing)<0
trigger8 = Facing=1&&BackEdgeBodyDist<10&&(EnemyNear(floor(fvar(10))),ScreenPos X-ScreenPos X)>0&&EnemyNear(floor(fvar(10))),Vel X=0 && EnemyNear(floor(fvar(10))),GetHitVar(xvel)*(EnemyNear(floor(fvar(10))),Facing)>0
fvar(14) = 0
ignorehitpause = 1

[State -2,揋懍搙曗惓1]
type = VarSet
trigger1 = !(EnemyNear(floor(fvar(10))),BackEdgeBodyDist<10&&EnemyNear(floor(fvar(10))),Vel X<0)
trigger1 = !(EnemyNear(floor(fvar(10))),FrontEdgeBodyDist<10&&EnemyNear(floor(fvar(10))),Vel X>0)
trigger1 = !(EnemyNear(floor(fvar(10))),BackEdgeBodyDist<10 &&EnemyNear(floor(fvar(10))),Vel X=0&&EnemyNear(floor(fvar(10))),GetHitVar(xvel)*(EnemyNear(floor(fvar(10))),Facing)<0)
trigger1 = !(EnemyNear(floor(fvar(10))),FrontEdgeBodyDist<10&&EnemyNear(floor(fvar(10))),Vel X=0&&EnemyNear(floor(fvar(10))),GetHitVar(xvel)*(EnemyNear(floor(fvar(10))),Facing)>0)
trigger1 = !(Facing=-1&&BackEdgeBodyDist<10&&(ScreenPos X-EnemyNear(floor(fvar(10))),ScreenPos X)>0&&EnemyNear(floor(fvar(10))),Vel X<0)
trigger1 = !(Facing=1&&BackEdgeBodyDist<10&&(EnemyNear(floor(fvar(10))),ScreenPos X-ScreenPos X)>0&&EnemyNear(floor(fvar(10))),Vel X>0)
trigger1 = !(Facing=-1&&BackEdgeBodyDist<10&&(ScreenPos X-EnemyNear(floor(fvar(10))),ScreenPos X)>0&&EnemyNear(floor(fvar(10))),Vel X=0 && EnemyNear(floor(fvar(10))),GetHitVar(xvel)*(EnemyNear(floor(fvar(10))),Facing)<0)
trigger1 = !(Facing=1&&BackEdgeBodyDist<10&&(EnemyNear(floor(fvar(10))),ScreenPos X-ScreenPos X)>0&&EnemyNear(floor(fvar(10))),Vel X=0 && EnemyNear(floor(fvar(10))),GetHitVar(xvel)*(EnemyNear(floor(fvar(10))),Facing)>0)
fvar(14) = 1
ignorehitpause = 1

;================================================================================================
;                                       AI梡忬懺敾抐 
;================================================================================================
[State -2,忬懺1];堷偒宲偘
type = VarSet
triggerall = fvar(12)
triggerall = RoundState!=2
trigger1 = TeamMode = Single
trigger2 = TeamMode = simul
fv = 12
value = fvar(12)

[State -2,忬懺2];傕偆朰傟傠
type = VarSet
triggerall = fvar(12)
trigger1 = TeamMode = turns
trigger1 = RoundState=[3,4]
fv = 12
value = 0

[State -2,忬懺3];傗偭傁傾乕儅乕偠傖側偐偭偨
type = VarSet
triggerall = fvar(12)
triggerall = RoundState=2
triggerall = EnemyNear(floor(fvar(10))),stateno!=[4000,4500];僽儘偠傖偹乕傛
trigger1 = stateno=1800&&movehit
trigger1 = EnemyNear(floor(fvar(10))),stateno=[5000,5090]
trigger2 = (EnemyNear(floor(fvar(10))),stateno=[3028,3029])
trigger3 = (EnemyNear(floor(fvar(10))),stateno=3041)
trigger4 = stateno=3034&&movehit;僐僀僣傔仚
trigger4 = EnemyNear(floor(fvar(10))),stateno=[5000,5090]
trigger5 = EnemyNear(floor(fvar(10))),stateno=820
fv = 12
value = 0

[State -2,忬懺4];寈夲夝彍
type = VarSet
triggerall = fvar(12)
triggerall = RoundState=2
trigger1 = EnemyNear(floor(fvar(10))),Name="Hei-Meiling"&&(EnemyNear(floor(fvar(10))),AuthorName="Elecbyte"||EnemyNear(floor(fvar(10))),AuthorName="Lates")
trigger1 = EnemyNear(floor(fvar(10))),StateNo!=1080
trigger2 = EnemyNear(floor(fvar(10))),Name="Hei_F"&&EnemyNear(floor(fvar(10))),AuthorName="Lates&FLAM"
trigger2 = EnemyNear(floor(fvar(10))),StateNo!=1080  
fv = 12
value = 0

[State -2,忬懺5];寈夲幰(偡傒傑偣傫乧乧orz)
type = VarSet
triggerall = RoundState = 2
triggerall = !fvar(12)
trigger1 = EnemyNear(floor(fvar(10))),Name="Giant_Mech-HISUI"
trigger2 = EnemyNear(floor(fvar(10))),Name="CheetahMen"
trigger3 = EnemyNear(floor(fvar(10))),Name="LEOPALDON_GGI"
trigger4 = EnemyNear(floor(fvar(10))),Name="Mega_weapon"
trigger5 = EnemyNear(floor(fvar(10))),Name="G-akiha"
trigger6 = EnemyNear(floor(fvar(10))),Name="Apocalypse"
trigger7 = EnemyNear(floor(fvar(10))),Name="Mech Rugal"
trigger8 = EnemyNear(floor(fvar(10))),Name="Abyss"
trigger9 = EnemyNear(floor(fvar(10))),Name="Barbatos_Goetia"
trigger10 = EnemyNear(floor(fvar(10))),Name="Full Armor Ciel"
trigger11 = EnemyNear(floor(fvar(10))),Name="Bloodbane"
trigger12 = EnemyNear(floor(fvar(10))),Name="senna kyoudou"&&EnemyNear(floor(fvar(10))),AuthorName="kayui uma"
trigger12 = EnemyNear(floor(fvar(10))),PalNo=12
trigger13 = EnemyNear(floor(fvar(10))),Name="9"&&EnemyNear(floor(fvar(10))),AuthorName="Elecbyte"
trigger13 = EnemyNear(floor(fvar(10))),PalNo=12
trigger14 = EnemyNear(floor(fvar(10))),Name="Hei-Meiling"&&(EnemyNear(floor(fvar(10))),AuthorName="Elecbyte"||EnemyNear(floor(fvar(10))),AuthorName="Lates")
trigger14 = EnemyNear(floor(fvar(10))),StateNo=1080
fv = 12
value = 1

[State -2,忬懺6];傾乕儅乕偠傖偹?(尋媶拞)
type = VarSet
triggerall = !fvar(12)
triggerall = EnemyNear(floor(fvar(10))),stateno!=[4000,4500];僽儘偠傖偹乕傛
trigger1 = stateno=1800&&movehit;嫰傑側偄偩乧偲乧
trigger1 = EnemyNear(floor(fvar(10))),stateno!=[5000,5090]
trigger2 = (EnemyNear(floor(fvar(10))),stateno=[3028,3029])
trigger3 = (EnemyNear(floor(fvar(10))),stateno=3041)
trigger4 = stateno=3034&&movehit;僐僀僣傔仚
trigger5 = stateno=800&&movehit
trigger5 = EnemyNear(floor(fvar(10))),stateno!=820
fv = 12
value = 1

[State -2, 僨僶僢僋(曄悢妋擣)]
Type = DisplayToClipBoard
Trigger1 = 1
Text = "var(46)=%d,var(56)=%d,var(41)=%d,var(42)=%d,fvar(15)=%f\n"
Params = var(46),var(56),var(41),var(42),fvar(15);fvar(11);fvar(6);var(45);
IgnoreHitPause = 1

[State -2, 嫍棧妋擣僨僶僢僋]
type = AppendToClipboard
trigger1 = 1
text =  "P2X:%d,P2Y:%d,P2DX:%d,P2DY:%d,Front:%d \n";Vx%f,Vy%f
params = floor(P2BodyDist x),floor(P2BodyDist y),floor(P2Dist X),floor(P2Dist Y),frontedgebodydist ;vel x,vel y,
IgnoreHitPause = 1

;KO Flash Effect----------------------------------------------------------
[State -2, Sp Finish]
type = Explod
triggerall = numexplod(9010) <= 0
trigger1 = winKo = 1 && movehit && stateno = [899,4999]
trigger2 = winKo = 1 && Projhittime(4561) >= 0 && Projhittime(4561) <= 1
trigger3 = winKo = 1 && Projhittime(4569) >= 0 && Projhittime(4569) <= 1
trigger4 = winKo = 1 && Projhittime(1014) >= 0 && Projhittime(1014) <= 1
trigger5 = winKo = 1 && Projhittime(4600) >= 0 && Projhittime(4600) <= 1
trigger6 = winKo = 1 && Projhittime(4605) >= 0 && Projhittime(4605) <= 1
trigger7 = winKo = 1 && Projhittime(4581) >= 0 && Projhittime(4581) <= 1
trigger8 = winKo = 1 && Projhittime(4527) >= 0 && Projhittime(4527) <= 1
trigger9 = winKo = 1 && Projhittime(2005) >= 0 && Projhittime(2005) <= 1
trigger10 = winKo = 1 && Projhittime(4531) >= 0 && Projhittime(4531) <= 1
trigger11 = winKo = 1 && Projhittime(4582) >= 0 && Projhittime(4582) <= 1
trigger12 = winKo = 1 && Projhittime(2100) >= 0 && Projhittime(2100) <= 1
trigger13 = winKo = 1 && Projhittime(3050) >= 0 && Projhittime(3050) <= 1
anim = 9010
removetime = -2
id = 9010
sprpriority = -9
pos = 0,0
scale = 7.0, 20.0
postype = left
bindtime = -1
ignorehitpause = 1
ownpal = 1

[state -2, PlaySound]
type = playsnd
trigger1 = WinKO
trigger1 = RoundState = 3
trigger1 = var(19) = 0
IgnoreHitPause = 1
persistent = 0
value = 5200,0

[state -2, varset]
type = varset
trigger1 = RoundState = 3
IgnoreHitPause = 1
v = 19
value = 1

[state -2, varset]
type = varset
trigger1 = RoundState = 2
IgnoreHitPause = 1
v = 19
value = 0
;----------------------------------->deception<
[State ]
type = VarSet
triggerall=(p3Name="Psyqhical"|p3Name="Physalis_F"|p3Name="Gustab Munchausen"|p3Name="Physalis")
triggerall=RoundState=[0,1]
trigger1=teamside=2
trigger1=pos x<(partner,Pos X)
trigger2=teamside=1
trigger2=pos x>(partner,pos X)
v = 58
value = 1
;0:off/1:on
;----------------------------------->deception<


