;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;AIスイッチ
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Remap]
x = a
y = b
z = c
a = x
b = y
c = z
s = s 

;-| AI |----------------------------
[Command]
name = "AI_1"
command = a,a,a,a
time = 0
[Command]
name = "AI_2"
command = a,a,a,b
time = 0
[Command]
name = "AI_3"
command = a,a,a,c
time = 0
[Command]
name = "AI_4"
command = a,a,b,a
time = 0
[Command]
name = "AI_5"
command = a,a,b,b
time = 0
[Command]
name = "AI_6"
command = a,a,b,c
time = 0
[Command]
name = "AI_7"
command = a,a,c,a
time = 0
[Command]
name = "AI_8"
command = a,a,c,b
time = 0
[Command]
name = "AI_9"
command = a,a,c,c
time = 0
[Command]
name = "AI_10"
command = a,b,a,a
time = 0
[Command]
name = "AI_11"
command = a,b,a,b
time = 0
[Command]
name = "AI_12"
command = a,b,a,c
time = 0
[Command]
name = "AI_13"
command = a,b,b,a
time = 0
[Command]
name = "AI_14"
command = a,b,b,b
time = 0
[Command]
name = "AI_15"
command = a,b,b,c
time = 0
[Command]
name = "AI_16"
command = a,b,c,a
time = 0
[Command]
name = "AI_17"
command = a,b,c,b
time = 0
[Command]
name = "AI_18"
command = a,b,c,c
time = 0
[Command]
name = "AI_19"
command = a,c,a,a
time = 0
[Command]
name = "AI_20"
command = a,c,a,b
time = 0
[Command]
name = "AI_21"
command = a,c,a,c
time = 0
[Command]
name = "AI_22"
command = a,c,b,a
time = 0
[Command]
name = "AI_23"
command = a,c,b,b
time = 0
[Command]
name = "AI_24"
command = a,b,b,c
time = 0
[Command]
name = "AI_25"
command = a,c,c,a
time = 0
[Command]
name = "AI_26"
command = a,c,c,b
time = 0
[Command]
name = "AI_27"
command = a,c,c,c
time = 0
[Command]
name = "AI_28"
command = b,a,a,a
time = 0
[Command]
name = "AI_29"
command = b,a,a,b
time = 0
[Command]
name = "AI_30"
command = b,a,a,c
time = 0
[Command]
name = "AI_31"
command = b,a,b,a
time = 0
[Command]
name = "AI_32"
command = b,a,b,b
time = 0
[Command]
name = "AI_33"
command = b,a,b,c
time = 0
[Command]
name = "AI_34"
command = b,a,c,a
time = 0
[Command]
name = "AI_35"
command = b,a,c,b
time = 0
[Command]
name = "AI_36"
command = b,a,c,c
time = 0
[Command]
name = "AI_37"
command = b,b,a,a
time = 0
[Command]
name = "AI_38"
command = b,b,a,b
time = 0
[Command]
name = "AI_39"
command = b,b,a,c
time = 0
[Command]
name = "AI_40"
command = b,b,b,a
time = 0
[Command]
name = "AI_41"
command = b,b,b,b
time = 0
[Command]
name = "AI_42"
command = b,b,b,c
time = 0
[Command]
name = "AI_43"
command = b,b,c,a
time = 0
[Command]
name = "AI_44"
command = b,b,c,b
time = 0
[Command]
name = "AI_45"
command = b,b,c,c
time = 0
[Command]
name = "AI_46"
command = b,c,a,a
time = 0
[Command]
name = "AI_47"
command = b,c,a,b
time = 0
[Command]
name = "AI_48"
command = b,c,a,c
time = 0
[Command]
name = "AI_49"
command = b,c,b,a
time = 0
[Command]
name = "AI_50"
command = b,c,b,b
time = 0

;-| 超必殺技 |--------------------------------------------------------
[Command]
name = "未使用"
command = ~D,D, z+x
time = 30

[Command]
name = "パニッシュ・レイ"
command = ~D,D, c+x
time = 30

[Command]
name = "クラッシュ"
command = ~D,D, z+c
time = 30

[Command]
name = "ソウルドレイン"
command = ~D,F,D,F, s
time = 30

[Command]
name = "デッドリーレイブ"
command = ~D,F,D,F, c
time = 30

[Command]
name = "ブラックホール"
command = ~D,D, a+c
time = 30

[Command]
name = "ブラック・アビス"
command = ~D,D, y+c
time = 30

[Command]
name = "カオティック・フレア"
command = ~D,F,D,F, y
time = 30

[Command]
name = "バニッシュ"
command = ~D,B,D,B, y
time = 30

[Command]
name = "ニュークリアー・レイジエーション"
command = ~D,B,D,B, x
time = 30

[Command]
name = "死の誘い"
command = ~D,B,D,B, b
time = 30

[Command]
name =  "引き抜き"
command = ~D,D, y+z
time = 30

[Command]
name =  "カオティック・レイ"
command = ~D,D, b+z
time = 30

[Command]
name =  "闇を降らす"
command = ~D,D, c+b
time = 30

[Command]
name = "血の贖罪"
command = ~D,F,D,F, a
time = 30

[Command]
name = "ユニバースディストーションΩ"
command = ~D,F,D,F, b
time = 30

[Command]
name = "ジェノサイド"
command = ~D,F, s
time = 30

;-| 必殺技 |------------------------------------------------------
[Command]
name = "エクスプローディングスフィア"
command = ~D,DF, s
time = 25

[Command]
name = "フォトンスフィア"
command = ~D,F, b

[Command]
name = "髑髏柱4"
command = ~F,D,B, z
time = 25

[Command]
name = "髑髏柱3"
command = ~F,D,B, b
time = 25

[Command]
name = "髑髏柱2"
command = ~F,D,B, y
time = 25

[Command]
name = "髑髏柱1"
command = ~F,D,B, a
time = 25

[Command]
name = "髑髏柱0"
command = ~F,D,B, x
time = 25

[Command]
name = "バニシング"
command = ~B,D,DB, c
time = 25

[Command]
name = "オロチ飛び道具"
command = ~F,D,DF, x

[Command]
name = "オロチ飛び道具2"
command = ~F,D,DF, y

[Command]
name = "オロチ飛び道具3"
command = ~F,D,DF, z

[Command]
name = "オロチ飛び道具4"
command = ~F,D,DF, a

[Command]
name = "ウェベーリゼーション"
command = ~F,D,DF, b

[Command]
name = "3wayオロチ"
command = ~B,D,DB, y

[Command]
name = "グラビティー"
command = ~B,D,DB, x

[Command]
name = "光"
command = ~D,B, a

[Command]
name = "ヘル・パニッシュ"
command = ~D,B, b

[Command]
name = "クレイスト・ピラー"
command = ~D,F, a

[Command]
name = "エクスプロージョンスフィアΩ"
command = ~D,F, x

[Command]
name = "レールフォース"
command = ~D,F, y

[Command]
name = "マグネティックスフィア"
command = ~F,D,B, s
time = 25

[Command]
name = "ミラー・ウォール"
command = ~D,D, s

[Command]
name = "ワープ"
command = ~D,D, x

[Command]
name = "ワープ"
command = ~D,D, y

[Command]
name = "ワープ"
command = ~D,D, z

[Command]
name = "ワープ"
command = ~D,D, a

[Command]
name = "ワープ"
command = ~D,D, b

[Command]
name = "ワープ"
command = ~D,D, c

[Command]
name = "緊急回避前"
command = x+a
time = 1

[Command]
name = "緊急回避前"
command = z
time = 1

[Command]
name = "緊急回避後"
command = /$B,x+a
time = 1

[Command]
name = "緊急回避後"
command = /$B,z
time = 1

;------------------------------------------------------------------------------
;-| キー２回連続入力 |---------------------------------------------------------
[Command]
name = "FF"     ;Common1.cnsに使用されているため、コマンド名を変えるときは注意
command = F, F
time = 10

[Command]
name = "BB"     ;Common1.cns
command = B, B
time = 10

;------------------------------------------------------------------------------
;-| 同時押し |-----------------------------------------------------------------
[Command]
name = "recovery"   ;Common1.cns
command = x+y
time = 1

[Command]
name = "recovery"   ;Common1.cns
command = a+b
time = 1

[Command]
name = "投げ"
command = y+b
time = 1

[Command]
name = "ふっ飛ばし"
command = c
time = 1

[Command]
name = "roll"
command = x+a
time = 1

;------------------------------------------------------------------------------
;-| 方向キー＋ボタン |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1

[Command]
name = "down_b"
command = /$D,b
time = 1

;------------------------------------------------------------------------------
;-| ボタン単発 |---------------------------------------------------------------
[Command]
name = "a"
command = a
time = 1

[Command]
name = "b"
command = b
time = 1

[Command]
name = "c"
command = c
time = 1

[Command]
name = "x"
command = x
time = 1

[Command]
name = "y"
command = y
time = 1

[Command]
name = "z"
command = z
time = 1

[Command]
name = "start"
command = s
time = 1

;------------------------------------------------------------------------------
;-| ボタン押しっぱなし |-----------------------------------------------------
[Command]
name = "hold_c"
command = /c

;------------------------------------------------------------------------------
;-| 方向キー押しっぱなし |-----------------------------------------------------
[Command]
name = "holdfwd"   ;Common1.cnsで使用されている
command = /$F
time = 1

[Command]
name = "holdback"  ;Common1.cns
command = /$B
time = 1

[Command]
name = "holdup"    ;Common1.cns
command = /$U
time = 1

[Command]
name = "holddown"  ;Common1.cns
command = /$D
time = 1

[Command]
name = "fwd"  ;Required (do not remove)
command = /F
time = 1

[Command]
name = "back" ;Required (do not remove)
command = /B
time = 1

[Command]
name = "up"   ;Required (do not remove)
command = /U
time = 1

[Command]
name = "down" ;Required (do not remove)
command = /D
time = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;コマンド。必殺技は通常技より上に書くこと
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef -1]
;===========================================================================

;prevstatetoがきかないんでこちらに
;バックステップ
[State -3]
type = ChangeState
value = 105
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = statetype != A && stateno != 105
triggerall = p2statetype=L||p2statetype!=A&&p2StateNo=5120||EnemyNear,statetype!=A&&EnemyNear,HitDefAttr=SC,NT,ST,HT||(EnemyNear,statetype=S||EnemyNear,statetype=C)
triggerall = BackEdgeBodyDist >= 30
triggerall = p2BodyDist X = [-90,90]
triggerall = Ctrl = 1
trigger1 = Random <= (IfElse((EnemyNear,HitDefAttr = SC,NT,ST,HT),900,300)) + 30
trigger2 = p2statetype = L && Random <= 100
trigger3 = (prevstateno=1260||prevstateno=1100||prevstateno=12300||prevstateno=18100||prevstateno=1450)
trigger3 = Random <= 100-((EnemyNear,movetype=H)*90)

[State -3]
type = ChangeState
value = 25555
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = P2BodyDist X = [0,70]
triggerall = p2movetype = H
trigger1 = Ctrl        = 1
trigger1 = prevstateno = 22121
trigger1 = Random <= 500

[State 1]
Type       = SuperPause
triggerall = !ishelper
triggerall = enemy,name = "genjitsu"
Trigger1   = win
trigger2   = enemy,alive = 0
Time       = 4000
MoveTime   = 4000
Anim       = -1
Darken     = 0
P2DefMul   = 1
IgnoreHitPause = 1

[State 1]
Type       = Pause
triggerall = !ishelper
triggerall = enemy,name = "genjitsu"
Trigger1   = win
trigger2   = enemy,alive = 0
Time       = 4000
MoveTime   = 4000
IgnoreHitPause = 1

[State -3]
type = ChangeState
value = 1008000
triggerall = !ishelper
triggerall = statetype  != A
triggerall = p2name != "G_Saber_varsion_etarnal_TEST"
triggerall = p2name != "Kyuketsuki"
triggerall = p2name != ""
triggerall = p2name != "MUAHAHAHAHAHAHAHAHA"
triggerall = p2name != "genjitsu"
trigger1 = numhelper(6400000)
trigger1 = roundstate <= 2
trigger1 = helper(6400000),var(2) < 50
trigger1 = stateno = 0 || roundno>1&&helper(6400000),gethitvar(damage)>0
trigger1 = stateno != 1008000
trigger1 = ctrl = 0
trigger1 = movetype = I
trigger1 = helper(6400000),gethitvar(damage)>0

超必殺技
;カオティック・フレア
[State -1]
type = ChangeState
value = 2200
triggerall = palno = [11,12]
triggerall = command = "カオティック・フレア"
triggerall = var(30) != 1
triggerall = power >= 6000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;カオティック・レイ
[State -1]
type = ChangeState
value = 19200
triggerall = palno = [11,12]
triggerall = command = "カオティック・レイ"
triggerall = var(30) != 1
triggerall = power >= 6000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;ブラックホール
[State -1]
type = ChangeState
value = 2300
triggerall = command = "ブラックホール"
triggerall = var(30) != 1
triggerall = power >= 4000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;ブラック・アビス
[State -1]
type = ChangeState
value = 14000
triggerall = palno = [7,12]
triggerall = command = "ブラック・アビス"
triggerall = var(30) != 1
triggerall = power >= 5000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;闇を降らす
[State -1]
type = ChangeState
value = 30050
triggerall = palno = [11,12]
triggerall = command = "闇を降らす"
triggerall = var(30) != 1
triggerall = power >= 5000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;ユニバースディストーションΩ
[State -1]
type = ChangeState
value = 4400
triggerall = palno = [7,12]
triggerall = command = "ユニバースディストーションΩ"
triggerall = var(30) != 1
triggerall = power >= 5000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;デッドリーレイブ
[State -1]
type = ChangeState
value = 7100
triggerall = palno != [7,12]
triggerall = command = "デッドリーレイブ"
triggerall = var(30) != 1
triggerall = power >= 4000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;パニッシュ・レイ
[State -1]
type = ChangeState
value = 33500
triggerall = palno = [7,12]
triggerall = command = "パニッシュ・レイ"
triggerall = var(30) != 1
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;三段攻撃
[State -1]
type = ChangeState
value = 2450
triggerall = palno != [7,12]
triggerall = command = "パニッシュ・レイ"
triggerall = var(30) != 1
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

[State -1]
type = ChangeState
value = 19500
triggerall = palno = [11,12]
triggerall = command = "死の誘い"
triggerall = var(30) != 1
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;引き抜き
[State -1]
type = ChangeState
value = 30080
triggerall = command = "引き抜き"
triggerall = var(30) != 1
triggerall = power >= 4000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;血の贖罪
[State -1]
type = ChangeState
value = 11220
triggerall = palno = [7,12]
triggerall = command = "血の贖罪"
triggerall = var(30) != 1
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;バニッシュ
[State -1]
type = ChangeState
value = 1007000
triggerall = palno = [11,12]
triggerall = command = "バニッシュ"
triggerall = var(30) != 1
triggerall = power >= 4000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;ベホマ
[State -1]
type = ChangeState
value = 3250
triggerall = palno != [11,12]
triggerall = command = "バニッシュ"
triggerall = var(30) != 1
triggerall = power >= 4000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;クラッシュ
[State -1]
type = ChangeState
value = 11000
triggerall = palno = [7,12]
triggerall = command = "クラッシュ"
triggerall = var(30) != 1
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;ニュークリアー・レイジエーション
[State -1]
type = ChangeState
value = 10120
triggerall = command = "ニュークリアー・レイジエーション"
triggerall = var(30) != 1
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;ソウルドレイン
[State -1]
type = ChangeState
value = 300800
triggerall = palno != [7,12]
triggerall = command = "ソウルドレイン"
triggerall = var(30) != 1
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;ユニバースディストーションΩ
[State -1]
type = ChangeState
value = 4400
triggerall = palno != [7,12]
triggerall = command = "ユニバースディストーションΩ"
triggerall = var(30) != 1
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;ソウルドレイン
[State -1]
type = ChangeState
value = 11800
triggerall = palno != [7,12]
triggerall = command = "ソウルドレイン"
triggerall = var(30) != 1
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;ジェノサイドカッター
[State -1]
type = ChangeState
value = 1030
triggerall = palno != [7,12]
triggerall = command = "ジェノサイド"
triggerall = var(30) != 1
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

必殺技

;髑髏柱
[State -1]
type = ChangeState
value = 1450
triggerall =  (command = "髑髏柱0")||(command = "髑髏柱1")||(command = "髑髏柱2")||(command = "髑髏柱3")||(command = "髑髏柱4")
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;オロチ飛び道具
[State -1]
type = ChangeState
value = 1050
triggerall = command = "オロチ飛び道具"
triggerall = enemy,stateno != 1205
triggerall = numhelper(1050) = 0
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;オロチ飛び道具2
[State -1]
type = ChangeState
value = 11610
triggerall = command = "オロチ飛び道具2"
triggerall = enemy,stateno != 1205
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;オロチ飛び道具3
[State -1]
type = ChangeState
value = 3001
triggerall = command = "オロチ飛び道具3"
triggerall = enemy,stateno != 1205
triggerall = numhelper(3002) = 0
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;ワープ
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1950
triggerall = command = "ワープ"
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;バニシングクラッシュ
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 22115
triggerall = palno = [7,12]
triggerall = command = "バニシング"
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;バニシングクラッシュ
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 22118
triggerall = palno != [7,12]
triggerall = command = "バニシング"
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;クレイスト・ピラー
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 18100
triggerall = command = "クレイスト・ピラー"
triggerall = numhelper(18101) = 0
triggerall = enemy,stateno != 1205
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;グラビティースフィア
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1700
triggerall = command = "グラビティー"
triggerall = numhelper(1720) = 0
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;エクスプロージョンスフィアΩ
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1800
triggerall = command = "エクスプロージョンスフィアΩ"
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;3wayオロチ
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1210
triggerall = palno != [7,12]
triggerall = command = "3wayオロチ"
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;エクスプロージョンΩ
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 32600
triggerall = palno = [7,12]
triggerall = command = "3wayオロチ"
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;レールフォース
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1080
triggerall = command = "レールフォース"
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;ミラー・ウォール
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 11600
triggerall = command = "ミラー・ウォール"
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;ヘル・パニッシュ
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1100
triggerall = command = "ヘル・パニッシュ"
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;エクスプローディングスフィア
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1250
triggerall = command = "エクスプローディングスフィア"
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;マグネティックスフィア
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 12300
triggerall = command = "マグネティックスフィア"
triggerall = numhelper(12310) = 0
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;フォトンスフィア
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 11101
triggerall = command = "フォトンスフィア"
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;光
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 11500
triggerall = command = "光"
triggerall = numhelper(11500) = 0
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;ウェベーリゼーション
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 25555
triggerall = command = "ウェベーリゼーション"
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;投げ
[State -1]
type = ChangeState
value = 800
triggerall = command = "y"
triggerall = command = "holdfwd" || command = "holdback"
triggerall = statetype != A
trigger1 = p2bodydist X < 20
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl

;ふっ飛ばし攻撃
[State -1]
type = ChangeState
value = 290
triggerall = var(30) != 1
triggerall = command = "ふっ飛ばし"
triggerall = statetype = S
trigger1 = ctrl

;空中ふっ飛ばし攻撃
[State -1]
type = ChangeState
value = 690
triggerall = var(30) != 1
triggerall = command = "ふっ飛ばし"
trigger1 = statetype = A
trigger1 = ctrl

;緊急回避後
[State -1]
type = ChangeState
value = 701
triggerall = var(30) != 1
triggerall = command = "緊急回避後"
trigger1 = statetype != A
trigger1 = ctrl

;ガードキャンセル緊急回避後
[State -1]
type = ChangeState
value = 701
triggerall = var(30) != 1
triggerall = command = "緊急回避後"
trigger1 = stateno = 150
trigger2 = stateno = 151

;ダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = var(30) != 1
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;後退ダッシュ
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(30) != 1
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

;タクティカルステップ
[State -1]
type = ChangeState
value = 700
triggerall = var(30) != 1
triggerall = var(30) = 0
triggerall = command = "緊急回避前"
trigger1 = statetype != A
trigger1 = ctrl

;ガードキャンセルタクティカルステップ
[State -1]
type = ChangeState
value = 700
triggerall = var(30) != 1
triggerall = command = "緊急回避前"
trigger1 = stateno = 150
trigger2 = stateno = 151

;ダウン回避
[State -1]
type = ChangeState
value = 702
triggerall = var(30) != 1
triggerall = command = "緊急回避前"
trigger1 = stateno = 5050
trigger1 = pos y >=-40

基本

[State -1]
type = ChangeState
value = 200
triggerall = command = "a"
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = var(30) = 0

[State -1]
type = ChangeState
value = 210
triggerall = command = "b"
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = var(30) = 0

[State -1]
type = ChangeState
value = 230
triggerall = command = "x"
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = var(30) = 0

[State -1]
type = ChangeState
value = 240
triggerall = command = "y"
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = var(30) = 0

[State -1]
type = ChangeState
value = 400
triggerall = command = "a"
trigger1 = statetype = C
trigger1 = ctrl
trigger1 = var(30) = 0

[State -1]
type = ChangeState
value = 410
triggerall = command = "b"
trigger1 = statetype = C
trigger1 = ctrl
trigger1 = var(30) = 0

[State -1]
type = ChangeState
value = 430
triggerall = command = "x"
trigger1 = statetype = C
trigger1 = ctrl
trigger1 = var(30) = 0

[State -1]
type = ChangeState
value = 440
triggerall = command = "y"
trigger1 = statetype = C
trigger1 = ctrl
trigger1 = var(30) = 0

[State -1]
type = ChangeState
value = 440
triggerall = command = "z"
trigger1 = statetype = C
trigger1 = ctrl
trigger1 = var(30) = 0

[State -1]
type = ChangeState
value = 600
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = var(30) = 0

[State -1]
type = ChangeState
value = 610
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = var(30) = 0

[State -1]
type = ChangeState
value = 630
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = var(30) = 0

[State -1]
type = ChangeState
value = 640
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = var(30) = 0

[State -1]
type = ChangeState
value = 640
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = var(30) = 0

[State -1]
type = ChangeState
value = 640
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = var(30) = 0

[State -1]
type = ChangeState
value = 11050
triggerall = command = "start"
triggerall = statetype != A
trigger1 = ctrl
trigger1 = var(30) = 0

;<--lash:screenpack:0
;-----------------------------------------------------
;Club SyN -X- Screenpack state-1 codes
;-----------------------------------------------------
[State -1, Cs-X- Screenpack LB P1]
type = Helper
triggerall = teamside = 1
triggerall = Roundstate >= 0
triggerall = !numpartner
triggerall = !numhelper(900099991)
trigger1 = 1 && !numhelper(1990994321)
helpertype = normal ;player
name = "Lifebars P1"
ID = 1990994321
stateno = 1990994321
pos = 0,-99999999999999999
postype = left    ;p2,front,back,left,right
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -1, Cs-X- Screenpack LB P2]
type = Helper
triggerall = teamside = 2
triggerall = Roundstate >= 0
triggerall = !numpartner
triggerall = !enemy,numhelper(900099991)
trigger1 = 1 && !numhelper(1990994332)
helpertype = normal ;player
name = "Lifebars P2"
ID = 1990994332
stateno = 1990994332
pos = 0,-99999999999999999
postype = left    ;p2,front,back,left,right
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -1, Cs-X- Screenpack Global Announcer Helper]
type = Helper
triggerall = teamside = 1
triggerall = Roundstate >= 0
triggerall = !numpartner
triggerall = !numhelper(900099991)
trigger1 = 1 && !numhelper(1990994343)
helpertype = normal ;player
name = "Global Announcer Dummy"
ID = 1990994343
stateno = 1990994343
pos = 0,-99999999999999999
postype = left    ;p2,front,back,left,right
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -1, Cs-X- Screenpack Combo Grade System P1]
type = Helper
triggerall = teamside = 1
triggerall = Roundstate >= 0
triggerall = !numpartner
triggerall = !numhelper(900099991)
trigger1 = 1 && !numhelper(1990994346)
trigger1 = enemy,stateno != [150,155]
helpertype = normal ;player
name = "Combo Grade System P1"
ID = 1990994346
stateno = 1990994346
pos = 0,-99999999999999999
postype = left    ;p2,front,back,left,right
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -1, Cs-X- Screenpack Combo Grade System P2]
type = Helper
triggerall = teamside = 2
triggerall = Roundstate >= 0
triggerall = !numpartner
triggerall = !enemy,numhelper(900099991)
trigger1 = 1 && !numhelper(1990994347)
trigger1 = enemy,stateno != [150,155]
helpertype = normal ;player
name = "Combo Grade System P2"
ID = 1990994347
stateno = 1990994347
pos = 0,-99999999999999999
postype = left    ;p2,front,back,left,right
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -1, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nokosnd
ignorehitpause = 1

[State -1, MoveHitReset]
type = MoveHitReset
triggerall = roundstate > 1
triggerall = helper(1990994321),var(10) = 0
trigger1 = enemy,stateno = [120,152]
trigger2 = enemy,prevstateno = [150,152]
ignorehitpause = 1
;-->lash:screenpack:0

;<--lash:screenpack:1
;=Screenpack helper states below=====================
;P1 States
;----------------------------------------------------
[Statedef 1990994321]
type = S
physics = n
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
;flag = nobardisplay
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
trigger1 = enemy,stateno = [120,152]
v = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = enemy,movetype != H
v = 10
value = 0

[State 0, Explod]; Frame
type = Explod
trigger1 = time = 0
anim = f1990994321
ID = 1990994321
pos = 164,135
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = -6
ontop = 0
ownpal = 0
ignorehitpause = 1
persistent = 0

;============Lifebar P1 Side Start==================

[State 0, Explod]; Circular Wire Frame
type = Explod
trigger1 = time = 3
anim = f1990994322
ID = 1990994321
pos = 164,135
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = -3
ontop = 0
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, Explod]; Glowing Wire FX Red
type = Explod
trigger1 = time = 2
anim = f1990994324
ID = 1990994321
pos = 164,135
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = -3
ontop = 0
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, Explod]; Glowing Wire FX turquoise
type = Explod
trigger1 = time = 2
anim = f1990994325
ID = 1990994321
pos = 164,137
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = -3
ontop = 0
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, Explod]; Radar
type = Explod
trigger1 = time = 4
anim = f1990994323
ID = 1990994321
pos = 164,135
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = -2
ontop = 0
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, Explod]; Wins
type = Explod
trigger1 = time = 5
anim = f1990994458
ID = 1990994321
pos = 164,140
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = -2
ontop = 0
ownpal = 0
ignorehitpause = 1
persistent = 0

;---------------<HoloGram Timer + mini character overlook>----------------------

[State 0, Explod];lost signal static
type = Explod
trigger1 = 1 && !numexplod(900999)
anim = f900999
ID = 900999
pos = 168,160
postype = left  ;p2,front,back,left,right
facing = 1
scale = .5,.5
sprpriority = -3
removetime = -1
bindtime = -1
ontop = 0
ownpal = 1
ignorehitpause = 1

[State 0, Explod];lost signal logo
type = Explod
trigger1 = 1 && !numexplod(990999)
anim = f990999
ID = 990999
pos = 168,158
postype = left  ;p2,front,back,left,right
facing = 1
scale = .5,.5
sprpriority = -2
removetime = -1
bindtime = -1
ontop = 0
ownpal = 1
ignorehitpause = 1

;----------------<Life meter>-------------

[State 0, Explod]; Life meter
type = Explod
trigger1 = root,life > lifemax /2 && !numexplod(1990994326)
anim = f1990994326
ID = 1990994326
pos = 11,171
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .38,.331
sprpriority = -5
ontop = 0
ownpal = 0
ignorehitpause = 1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time > 0
ID = 1990994326
scale = .38,(100*parent,life/parent,const(data.life))*0.005
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,life <= lifemax /2
ID = 1990994326
ignorehitpause = 1

[State 0, Explod]; Life meter
type = Explod
trigger1 = root,life <= lifemax /2 && !numexplod(1990994330)
anim = f1990994330
ID = 1990994330
pos = 11,171
postype = left
bindtime = -1
facing = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .38,.331
sprpriority = -5
ontop = 0
ownpal = 0
ignorehitpause = 1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time > 0
ID = 1990994330
scale = .38,(100*parent,life/parent,const(data.life))*0.005
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,life <= lifemax /4 || root,life > lifemax /2
ID = 1990994330
ignorehitpause = 1

[State 0, Explod]; Life meter
type = Explod
trigger1 = root,life <= lifemax /4 && !numexplod(1990994328)
anim = f1990994328
ID = 1990994328
pos = 11,171
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .38,.331
sprpriority = -5
ontop = 0
ownpal = 0
ignorehitpause = 1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time > 0
ID = 1990994328
scale = .38,(100*parent,life/parent,const(data.life))*0.005
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,life > lifemax /4
ID = 1990994328
ignorehitpause = 1

;---------------<Power meter>-------------------
[State 0, Explod]; Power meter start
type = Explod
triggerall = root,power > 0 && root,power <= 999
trigger1 = 1 && !numexplod(1991994330)
anim = f1991994330
ID = 1991994330
pos = 139,12
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .58,.5
sprpriority = -5
ontop = 0
ownpal = 0
ignorehitpause = 1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time > 0
ID = 1991994330
scale = (100*parent,power/parent,const(data.power))*0.005,.5
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,power >= 1000 || root,power < 1
ID = 1991994330
ignorehitpause = 1
;===============================
[State 0, Explod]; Level 1 fill
type = Explod
triggerall = root,power >= 1000 && root,power <= 1999
trigger1 = 1 && !numexplod(1993994330)
anim = f1993994330
ID = 1993994330
pos = 139,12
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .58,.5
sprpriority = -5
ontop = 0
ownpal = 0
ignorehitpause = 1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time > 0
ID = 1993994330
scale = (100*parent,power/parent,const(data.power))*0.005,.5
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,power <= 999 || root,power >= 2000 || root,power < 1
ID = 1993994330
ignorehitpause = 1
;===============================
[State 0, Explod]; Level 2 fill
type = Explod
triggerall = root,power >= 2000 && root,power <= 2999
trigger1 = 1 && !numexplod(1995994330)
anim = f1995994330
ID = 1995994330
pos = 139,12
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .58,.5
sprpriority = -5
ontop = 0
ownpal = 0
ignorehitpause = 1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time > 0
ID = 1995994330
scale = (100*parent,power/parent,const(data.power))*0.005,.5
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,power >= 3000 || root,power <= 1999
ID = 1995994330
ignorehitpause = 1
;===============================
[State 0, Explod]; Level 3 MAX
type = Explod
triggerall = root,power >= 3000
trigger1 = 1 && !numexplod(1997994330)
anim = f1997994330
ID = 1997994330
pos = 139,12
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .58,.5
sprpriority = -5
ontop = 0
ownpal = 0
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,power < 3000 || root,power < 1
ID = 1997994330
ignorehitpause = 1

;-------------------<end>-----------------------

[State 0, Explod]; Frame
type = Explod
trigger1 = time = 2
anim = f1990994327
ID = 1990994321
pos = 164,135
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = -4
ontop = 0
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, Explod]; Frame timer box glow
type = Explod
trigger1 = time = 3
anim = f1990994447
ID = 1990994321
pos = 163,134
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .49,.49
sprpriority = -3
ontop = 0
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, Explod]; time logo
type = Explod
trigger1 = time = 5
anim = f1990994457
ID = 1990994321
pos = 163,134
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .49,.49
sprpriority = -2
ontop = 0
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, First Attack]
type = Helper
triggerall = !numpartner
trigger1 = time = 1 && !numhelper(1990994333)
helpertype = normal ;player
name = "First attack"
ID = 1990994333
stateno = 1990994333
pos = 0,-99999999999999999
postype = left    ;p2,front,back,left,right
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1
persistent = 0

[State 0, Dramatic KO Helper]
type = helper
triggerall = (root,alive || enemy,alive)
trigger1 = roundstate = 3 && root,life <= 0
helpertype = Normal
id = 1990994345
pos = 0,-999999999999999999999
postype = p1
name = "K.O."
stateno = 1990994345
supermovetime = 9999999999
pausemovetime = 9999999999
persistent = 0
ignorehitpause = 1

[State 0, pause]
type = Pause
triggerall = (root,alive || enemy,alive)
trigger1 = roundstate = 3 && root,life <= 0
time = 80;<---adjust to your likings
ignorehitpause = 1
persistent = 0

;================<win/lose arcade/Survival mode p1 modes>==============

[State 0, You Win/Lose P1]
type = Explod
triggerall = win
trigger1 = teammode = single
trigger1 = !ishometeam && matchno > 1
trigger1 = roundstate = 4
trigger2 = enemy,teammode = turns
trigger2 = matchno = 1
trigger2 = roundstate = 4
anim = f12000
ID = 1990994321
pos = 123,174
postype = left
bindtime = -1
removetime = 400
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 4
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, Win Lose Placeholder p2]
type = Explod
triggerall = lose
trigger1 = teammode = single
trigger1 = !ishometeam && matchno > 1
trigger1 = roundstate = 4
trigger2 = enemy,teammode = turns
trigger2 = matchno = 1
trigger2 = roundstate = 4
anim = f12001
ID = 1990994321
pos = 226,174
postype = left
bindtime = -1
removetime = 400
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 4
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, You win P1 logo]
type = Explod
triggerall = win
trigger1 = teammode = single
trigger1 = !ishometeam && matchno > 1
trigger1 = roundstate = 4
trigger2 = enemy,teammode = turns
trigger2 = matchno = 1
trigger2 = roundstate = 4
anim = f11001
ID = 1990994321
pos = 123,157
postype = left
bindtime = -1
removetime = 400
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 5
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, You Win P1 Snd]
type = PlaySnd
triggerall = win
trigger1 = teammode = single
trigger1 = !ishometeam && matchno > 1
trigger1 = roundstate = 4
trigger2 = enemy,teammode = turns
trigger2 = matchno = 1
trigger2 = roundstate = 4
value = f101,10
volume = 255
channel = -1
persistent = 0

[State 0, You lose P1 Logo]
type = Explod
triggerall = lose
trigger1 = teammode = single
trigger1 = !ishometeam && matchno > 1
trigger1 = roundstate = 4
trigger2 = enemy,teammode = turns
trigger2 = matchno = 1
trigger2 = roundstate = 4
anim = f11002
ID = 1990994321
pos = 220,157
postype = left
bindtime = -1
removetime = 400
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 5
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, You Lose P1 Snd]
type = PlaySnd
triggerall = lose
trigger1 = teammode = single
trigger1 = !ishometeam && matchno > 1
trigger1 = roundstate = 4
trigger2 = enemy,teammode = turns
trigger2 = matchno = 1
trigger2 = roundstate = 4
value = f101,11
volume = 255
channel = -1
persistent = 0

;================<Versus Only>===========

[State 0, You Win/Lose Place holder P1]
type = Explod
triggerall = win
triggerall = root,teammode = single && enemy,teammode = single
trigger1 = roundstate = 4 && matchno = 1
anim = f12000
ID = 1990994321
pos = 123,174
postype = left
bindtime = -1
removetime = 400
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 4
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, You win P1 logo]
type = Explod
triggerall = win
triggerall = root,teammode = single && enemy,teammode = single
trigger1 = roundstate = 4 && matchno = 1
anim = f11001
ID = 1990994321
pos = 123,157
postype = left
bindtime = -1
removetime = 400
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 5
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, You Win P1 Snd]
type = PlaySnd
triggerall = win
triggerall = root,teammode = single && enemy,teammode = single
trigger1 = roundstate = 4 && matchno = 1
value = f101,10
volume = 255
channel = -1
persistent = 0

;----------------<Perfect victory>--------------------

[State 0, Perfect Victory]
type = Helper
triggerall = teamside = 1
triggerall = !numpartner
trigger1 = (roundstate > 3 && !drawgame)&& (root,WinKO || root,LoseKO) && !numhelper(1990994361)
helpertype = normal ;player
name = "Perfect Victory"
ID = 1990994361
stateno = 1990994361
pos = 0,-99999999999999999
postype = left    ;p2,front,back,left,right
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1
persistent = 0

[State 0, Cs-X- Screenpack Final Round BGM p1]
type = Helper
triggerall = teamside = 1
triggerall = roundno = 9
triggerall = !numpartner
triggerall = root,teammode = single && enemy,teammode = single
trigger1 = 1 && !numhelper(1990994348)
helpertype = normal ;player
name = "Combo Final Round BGM"
ID = 1990994348
stateno = 1990994348
pos = 0,-99999999999999999
postype = left    ;p2,front,back,left,right
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1
persistent = 0

[State 0, CS-X- Round Transition]
type = Helper
triggerall = !matchover
trigger1 = roundstate = 4
helpertype = normal ;player
name = "Round Change FX"
ID = 1990994350
stateno = 1990994350
pos = 0,-99999999999999999
postype = left    ;p2,front,back,left,right
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1
persistent = 0

[State 0, Explod];Double Knockout!
type = Explod
trigger1 = (root,stateno = 5150 && enemy,stateno = 5150) && enemy,time = 100
anim = f979895529
ID = 979895529
pos = 164,135
postype = left
removetime = 250
supermovetime = 999999999999
pausemovetime = 999999999999
bindtime = -1
scale = .5,.5
sprpriority = 5
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 0, Double KO snd]
type = playsnd
trigger1 = (root,stateno = 5150 && enemy,stateno = 5150) && enemy,time = 100
value = f101,3
channel = -1
volume = 255
persistent = 0

[State 0, Explod];Time over
type = Explod
trigger1 = (root,stateno = 170 || enemy,stateno = 170)
anim = f979895502
ID = 979895502
pos = 164,115
postype = left
removetime = 250
supermovetime = 999999999999
pausemovetime = 999999999999
bindtime = -1
scale = .5,.5
sprpriority = 5
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 0, Time Over snd]
type = playsnd
trigger1 = (root,stateno = 170 || enemy,stateno = 170)
value = f101,6
channel = -1
volume = 255
persistent = 0

;----------------------------------------------------
;P2 States
;----------------------------------------------------
[Statedef 1990994332]
type = S
physics = n
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
;flag = nobardisplay
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

;============Lifebar P2 Side Start==================

[State 0, Explod]; Circular Wire Frame
type = Explod
trigger1 = time = 3
anim = f1990994322
ID = 1990994321
pos = 156,135
postype = left
bindtime = -1
facing = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = -3
ontop = 0
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, Explod]; Glowing Wire FX Red
type = Explod
trigger1 = time = 2
anim = f1990994324
ID = 1990994321
pos = 156,135
postype = left
bindtime = -1
facing = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = -3
ontop = 0
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, Explod]; Glowing Wire FX turquoise
type = Explod
trigger1 = time = 2
anim = f1990994325
ID = 1990994321
pos = 156,135
postype = left
bindtime = -1
facing = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = -3
ontop = 0
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, Explod]; Radar
type = Explod
trigger1 = time = 4
anim = f1990994323
ID = 1990994321
pos = 156,135
postype = left
bindtime = -1
facing = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = -2
ontop = 0
ownpal = 0
ignorehitpause = 1
persistent = 0

;---------------<HoloGram Timer + mini character overlook>----------------------

[State 0, Explod];lost signal static
type = Explod
trigger1 = 1 && !numexplod(9009999)
anim = f900999
ID = 9009999
pos = 420,160
postype = left  ;p2,front,back,left,right
facing = 1
scale = .5,.5
sprpriority = -3
removetime = -1
bindtime = -1
ontop = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = -1

[State 0, Explod];lost signal logo
type = Explod
trigger1 = 1 && !numexplod(9909999)
anim = f990999
ID = 9909999
pos = 420,158
postype = left  ;p2,front,back,left,right
facing = 1
scale = .5,.5
sprpriority = -2
removetime = -1
bindtime = -1
ontop = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = -1

;----------------<Life meter>-------------

[State 0, Explod]; Life meter
type = Explod
trigger1 = root,life > lifemax /2 && !numexplod(1990994326)
anim = f1990994326
ID = 1990994326
pos = 308,171
postype = left
bindtime = -1
facing = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .38,.331
sprpriority = -5
ontop = 0
ownpal = 0
ignorehitpause = 1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time > 0
ID = 1990994326
scale = .38,(100*parent,life/parent,const(data.life))*0.005
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,life <= lifemax /2
ID = 1990994326
ignorehitpause = 1

[State 0, Explod]; Life meter
type = Explod
trigger1 = root,life <= lifemax /2 && !numexplod(1990994330)
anim = f1990994330
ID = 1990994330
pos = 308,171
postype = left
bindtime = -1
facing = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .38,.331
sprpriority = -5
ontop = 0
ownpal = 0
ignorehitpause = 1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time > 0
ID = 1990994330
scale = .38,(100*parent,life/parent,const(data.life))*0.005
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,life <= lifemax /4
ID = 1990994330
ignorehitpause = 1

[State 0, Explod]; Life meter
type = Explod
trigger1 = root,life <= lifemax /4 && !numexplod(1990994328)
anim = f1990994328
ID = 1990994328
pos = 308,171
postype = left
bindtime = -1
facing = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .38,.331
sprpriority = -5
ontop = 0
ownpal = 0
ignorehitpause = 1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time > 0
ID = 1990994328
scale = .38,(100*parent,life/parent,const(data.life))*0.005
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,life > lifemax /4
ID = 1990994328
ignorehitpause = 1

;---------------<Power meter>-------------------
[State 0, Explod]; Power meter
type = Explod
triggerall = root,power > 0 && root,power <= 999
trigger1 = 1 && !numexplod(1992994330)
anim = f1992994330
ID = 1992994330
pos = 182,12
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .59,.5
sprpriority = -5
ontop = 0
ownpal = 0
ignorehitpause = 1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time > 0
ID = 1992994330
scale = (100*parent,power/parent,const(data.power))*0.005,.5
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,power >= 1000 || root,power < 1
ID = 1992994330
ignorehitpause = 1
;===============================
[State 0, Explod]; Level 1 fill
type = Explod
triggerall = root,power >= 1000 && root,power <= 1999
trigger1 = 1 && !numexplod(1994994330)
anim = f1994994330
ID = 1994994330
pos = 182,12
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .59,.5
sprpriority = -5
ontop = 0
ownpal = 0
ignorehitpause = 1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time > 0
ID = 1994994330
scale = (100*parent,power/parent,const(data.power))*0.005,.5
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,power <= 999 || root,power >= 2000 || root,power < 1
ID = 1994994330
ignorehitpause = 1
;===============================
[State 0, Explod]; Level 2 fill
type = Explod
triggerall = root,power >= 2000 && root,power <= 2999
trigger1 = 1 && !numexplod(1996994330)
anim = f1996994330
ID = 1996994330
pos = 182,12
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .59,.5
sprpriority = -5
ontop = 0
ownpal = 0
ignorehitpause = 1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time > 0
ID = 1996994330
scale = (100*parent,power/parent,const(data.power))*0.005,.5
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,power >= 3000 || root,power <= 1999
ID = 1996994330
ignorehitpause = 1
;===============================
[State 0, Explod]; Level 3 MAX
type = Explod
triggerall = root,power >= 3000
trigger1 = 1 && !numexplod(1998994330)
anim = f1998994330
ID = 1998994330
pos = 182,12
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .59,.5
sprpriority = -5
ontop = 0
ownpal = 0
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,power < 3000 || root,power < 1
ID = 1998994330
ignorehitpause = 1

;-------------------------<end>-------------------------

[State 0, First Attack]
type = Helper
triggerall = !numpartner
trigger1 = time = 1 && !numhelper(1990994333)
helpertype = normal ;player
name = "First attack"
ID = 1990994333
stateno = 1990994333
pos = 0,-99999999999999999
postype = left    ;p2,front,back,left,right
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1
persistent = 0

[State 0, Dramatic KO Helper]
type = helper
triggerall = (root,alive || enemy,alive)
trigger1 = roundstate = 3 && root,life <= 0
helpertype = Normal
id = 1990994345
pos = 0,-999999999999999999999
postype = p1
name = "K.O."
stateno = 1990994345
supermovetime = 9999999999
pausemovetime = 9999999999
persistent = 0
ignorehitpause = 1

[State 0, pause]
type = Pause
triggerall = (root,alive || enemy,alive)
trigger1 = roundstate = 3 && root,life <= 0
time = 80;<---adjust to your likings
ignorehitpause = 1
persistent = 0



;================<win/lose arcade modes>==============

[State 0, Win/Lose Placeholder p2]
type = Explod
triggerall = win
trigger1 = teammode = single
trigger1 = !ishometeam && matchno > 1
trigger1 = roundstate = 4
trigger2 = enemy,teammode = turns
trigger2 = matchno = 1
trigger2 = roundstate = 4
anim = f12001
ID = 1990994321
pos = 226,174
postype = left
bindtime = -1
removetime = 400
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 4
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, You Win/Lose P1]
type = Explod
triggerall = lose
trigger1 = teammode = single
trigger1 = !ishometeam && matchno > 1
trigger1 = roundstate = 4
trigger2 = enemy,teammode = turns
trigger2 = matchno = 1
trigger2 = roundstate = 4
anim = f12000
ID = 1990994321
pos = 123,174
postype = left
bindtime = -1
removetime = 400
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 4
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, You win logo p2]
type = Explod
triggerall = win
trigger1 = teammode = single
trigger1 = !ishometeam && matchno > 1
trigger1 = roundstate = 4
trigger2 = enemy,teammode = turns
trigger2 = matchno = 1
trigger2 = roundstate = 4
anim = f11001
ID = 1990994321
pos = 220,157
postype = left
bindtime = -1
removetime = 400
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 5
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, You win Snd]
type = PlaySnd
triggerall = win
trigger1 = teammode = single
trigger1 = !ishometeam && matchno > 1
trigger1 = roundstate = 4
trigger2 = enemy,teammode = turns
trigger2 = matchno = 1
trigger2 = roundstate = 4
value = f101,10
volume = 255
channel = -1
persistent = 0

[State 0, You lose logo Ps2]
type = Explod
triggerall = lose
trigger1 = teammode = single
trigger1 = !ishometeam && matchno > 1
trigger1 = roundstate = 4
trigger2 = enemy,teammode = turns
trigger2 = matchno = 1
trigger2 = roundstate = 4
anim = f11002
ID = 1990994321
pos = 123,157
postype = left
bindtime = -1
removetime = 400
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 5
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, You lose Snd]
type = PlaySnd
triggerall = lose
trigger1 = teammode = single
trigger1 = !ishometeam && matchno > 1
trigger1 = roundstate = 4
trigger2 = enemy,teammode = turns
trigger2 = matchno = 1
trigger2 = roundstate = 4
value = f101,11
volume = 255
channel = -1
persistent = 0

;==================<Versus Only>=============

[State 0, Win Lose Placeholder p2]
type = Explod
triggerall = win
triggerall = root,teammode = single && enemy,teammode = single
trigger1 = roundstate = 4 && matchno = 1
anim = f12001
ID = 1990994321
pos = 226,174
postype = left
bindtime = -1
removetime = 400
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 4
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, You win logo p2]
type = Explod
triggerall = win
triggerall = root,teammode = single && enemy,teammode = single
trigger1 = roundstate = 4 && matchno = 1
anim = f11001
ID = 1990994321
pos = 220,157
postype = left
bindtime = -1
removetime = 400
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 5
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, You win Snd]
type = PlaySnd
triggerall = win
triggerall = root,teammode = single && enemy,teammode = single
trigger1 = roundstate = 4 && matchno = 1
value = f101,10
volume = 255
channel = -1
persistent = 0

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

[State 0, Cs-X- Screenpack Final Round BGM p2]
type = Helper
triggerall = teamside = 2
triggerall = roundno = 9
triggerall = !numpartner
triggerall = root,teammode = single && enemy,teammode = single
trigger1 = 1 && !numhelper(1990994348)
helpertype = normal ;player
name = "Combo Final Round BGM"
ID = 1990994348
stateno = 1990994348
pos = 0,-99999999999999999
postype = left    ;p2,front,back,left,right
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1
persistent = 0

;----------------------------------------------------
;First attack Logo
;----------------------------------------------------
[Statedef 1990994333]
type = S
physics = n
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 0, VarRandom]
type = VarRandom
trigger1 = time = 0
v = 1
range = 0,1
ignorehitpause = 1
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
triggerall = enemy,alive
triggerall = teamside = 1
triggerall = !enemy,moveguarded
triggerall = root,movecontact && root,movetype != H
triggerall = var(1) = 0
trigger1 = (root,movehit && enemy,movetype = H || enemy,movetype = H ) && enemy,stateno != [120,155]
value = f104,0
volume = 255
channel = 20
ignorehitpause = 1
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
triggerall = enemy,alive
triggerall = teamside = 1
triggerall = !enemy,moveguarded
triggerall = root,movecontact && root,movetype != H
triggerall = var(1) = 1
trigger1 = (root,movehit && enemy,movetype = H || enemy,movetype = H ) && enemy,stateno != [120,155]
value = f104,1
volume = 255
channel = 20
ignorehitpause = 1
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
triggerall = enemy,alive
triggerall = teamside = 2
triggerall = !enemy,moveguarded
triggerall = root,movecontact && root,movetype != H
triggerall = var(1) = 0
trigger1 = (root,movehit && enemy,movetype = H || enemy,movetype = H ) && enemy,stateno != [120,155]
value = f104,0
volume = 255
channel = 20
ignorehitpause = 1
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
triggerall = enemy,alive
triggerall = teamside = 2
triggerall = !enemy,moveguarded
triggerall = root,movecontact && root,movetype != H
triggerall = var(1) = 1
trigger1 = (root,movehit && enemy,movetype = H || enemy,movetype = H ) && enemy,stateno != [120,155]
value = f104,1
volume = 255
channel = 20
ignorehitpause = 1
persistent = 0

;--------------P1 side-------------------
[State 0, Explod]; First attack
type = Explod
triggerall = enemy,alive
triggerall = teamside = 1
triggerall = !enemy,moveguarded
trigger1 = (root,movehit && enemy,movetype = H || enemy,movetype = H ) && enemy,stateno != [120,155]
anim = f1990994329
ID = 1990994329
pos = 164,119
postype = left
bindtime = -1
removetime = 169
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 1
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, Power Bonus]
type = PowerAdd
triggerall = enemy,alive
triggerall = teamside = 1
triggerall = !enemy,moveguarded
trigger1 = root,power < 3000
trigger1 = (root,movehit && enemy,movetype = H || enemy,movetype = H ) && enemy,stateno != [120,155]
value = 1000
ignorehitpause = 1
persistent = 0

[State 0, Explod]; Power Bonus
type = Explod
triggerall = enemy,alive
triggerall = teamside = 1
triggerall = !enemy,moveguarded
trigger1 = root,power < 3000
trigger1 = (root,movehit && enemy,movetype = H || enemy,movetype = H ) && enemy,stateno != [120,155]
anim = f979894329
ID = 1990994329
pos = 164,119
postype = left
bindtime = -1
removetime = 169
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 1
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

;--------------P2 side-------------------
[State 0, Explod]; First attack
type = Explod
triggerall = enemy,alive
triggerall = teamside = 2
triggerall = !enemy,moveguarded
trigger1 = (root,movehit && enemy,movetype = H || enemy,movetype = H ) && enemy,stateno != [120,155]
anim = f1990994339
ID = 1990994329
pos = 164,119
postype = left
bindtime = -1
removetime = 169
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 1
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, Power Bonus]
type = PowerAdd
triggerall = enemy,alive
triggerall = teamside = 2
triggerall = !enemy,moveguarded
trigger1 = root,power < 3000
trigger1 = (root,movehit && enemy,movetype = H || enemy,movetype = H ) && enemy,stateno != [120,155]
value = 1000
ignorehitpause = 1
persistent = 0

[State 0, Explod]; Power Bonus
type = Explod
triggerall = enemy,alive
triggerall = teamside = 2
triggerall = !enemy,moveguarded
trigger1 = root,power < 3000
trigger1 = (root,movehit && enemy,movetype = H || enemy,movetype = H ) && enemy,stateno != [120,155]
anim = f979894429
ID = 1990994329
pos = 164,119
postype = left
bindtime = -1
removetime = 169
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 1
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, Remove First attack and Power Bonus logo's on double impact]
type = RemoveExplod
trigger1 = root,movetype = H && enemy,movetype = H
id = 1990994329

[State 0, No Power Bonus on Double Impact]
type = Poweradd
triggerall = root,power < 3000
trigger1 = root,movetype = H && enemy,movetype = H
value = -1000
ignorehitpause = 1
persistent = 0

[State 0, Stop first attack Sound on double Impact]
type = StopSnd
trigger1 = root,movetype = H && enemy,movetype = H
channel = 20
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = root,movetype = H && enemy,movetype = H
value = f104,2
volume = 255
channel = -1
ignorehitpause = 1
persistent = 0

[State 0, Explod];No Contest
type = Explod
trigger1 = root,movetype = H && enemy,movetype = H
anim = f979894529
ID = 979894529
pos = 164,135
postype = left
bindtime = -1
removetime = -2
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 1
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, DestroySelf]
type = DestroySelf
triggerall = (!root,moveguarded || !enemy,moveguarded)
triggerall = root,stateno != [120,155]
triggerall = enemy,stateno != [120,155]
trigger1 = (root,movehit && enemy,movetype = H) || (enemy,movetype = H || root,movetype = H)

;--------------<end>-------------
;Global Announcer Dummy
;--------------------------------
[Statedef 1990994343]
type = S
physics = n
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 0, Round announcer]
type = VarRandom
triggerall = roundno != 10 || roundno != 20 || roundno != 30 || roundno != 40 || roundno != 50 || roundno != 60 || roundno != 70 || roundno != 80 || roundno != 90 || roundno != 100
trigger1 = statetime = 0 && roundstate < 2
v = 2
range = 0,3

[State 0, Round announcer for Ranking Matches]
type = VarSet
triggerall = roundno = 10 || roundno = 20 || roundno = 30 || roundno = 40 || roundno = 50 || roundno = 60 || roundno = 70 || roundno = 80 || roundno = 90 || roundno = 100
trigger1 = statetime = 0 && roundstate < 2
v = 2
value = 4

[State 0, Round announcer]
type = Helper
triggerall = !numpartner
trigger1 = roundstate = 2 && !numhelper(1990994344)
helpertype = normal ;player
name = "Round announcer"
ID = 1990994344
stateno = 1990994344
pos = 0,-99999999999999999
postype = left    ;p2,front,back,left,right
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1
persistent = 0

[State 0, Ranking Battle BGM]
type = Helper
triggerall = !numpartner
triggerall = var(2) = 4
trigger1 = 1 && !numhelper(1990994348)
helpertype = normal ;player
name = "Ranking Battle BGM"
ID = 1990994348
stateno = 1990994348
pos = 0,-99999999999999999
postype = left    ;p2,front,back,left,right
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

;--------------<end>-------------
;Global Announcer
;--------------------------------
[Statedef 1990994344]
type = S
physics = n
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 0, PalFXWiz]
type = BGPalFX
trigger1 = time = 0
time = 60
add = 0,-200,-200
mul = 256,256,256
sinadd = 40,80,40,60
invertall = 0
color = 0

[State 0, Explod]; Data Scroll
type = Explod
trigger1 = time = 2
anim = f1990994500
ID = 10001
pos = 244,182
postype = left
bindtime = -1
removetime = 140
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.52
sprpriority = 10
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 0, Explod]; Rapid Scan
type = Explod
trigger1 = time = 0
anim = f10003
ID = 10001
pos = 170,182
postype = left
bindtime = -1
removetime = 92
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 4
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

;----------------<set 1>--------------------
[State 0, Explod];Are you Ready?
type = Explod
triggerall = parent,var(2) != 4
triggerall = roundno != 10 || roundno != 15 || roundno != 20
triggerall = parent,var(2) = 0
trigger1 = time = 1
trigger1 = roundno != 9
trigger2 = time = 1
trigger2 = root,teammode = turns || enemy,teammode = turns
trigger2 = roundno = 9
anim = f10001
ID = 10001
pos = 164,135
postype = left
bindtime = -1
removetime = 140
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 5
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 0, Explod];Are you Ready Glow?
type = Explod
triggerall = parent,var(2) != 4
triggerall = roundno != 10 || roundno != 15 || roundno != 20
triggerall = parent,var(2) = 0
trigger1 = time = 1
trigger1 = roundno != 9
trigger2 = time = 1
trigger2 = root,teammode = turns || enemy,teammode = turns
trigger2 = roundno = 9
anim = f10002
ID = 10001
pos = 164,135
postype = left
bindtime = -1
removetime = 140
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 5
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
triggerall = parent,var(2) != 4
triggerall = parent,var(2) = 0
trigger1 = time = 1
trigger1 = roundno != 9
trigger2 = time = 1
trigger2 = root,teammode = turns || enemy,teammode = turns
trigger2 = roundno = 9
value = f100,0
volume = 255
channel = -1

[State 0, Explod];GO!
type = Explod
triggerall = parent,var(2) != 4
triggerall = parent,var(2) = 0
trigger1 = time = 97
trigger1 = roundno != 9
trigger2 = time = 97
trigger2 = root,teammode = turns || enemy,teammode = turns
trigger2 = roundno = 9
anim = f10010
ID = 10001
pos = 164,154
postype = left
bindtime = -1
removetime = 49
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 6
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
triggerall = parent,var(2) != 4
triggerall = parent,var(2) = 0
trigger1 = time = 100
trigger1 = roundno != 9
trigger2 = time = 97
trigger2 = root,teammode = turns || enemy,teammode = turns
trigger2 = roundno = 9
value = f100,1
volume = 255
channel = -1

;----------------<set 2>--------------------
[State 0, Explod];Fighters Ready?
type = Explod
triggerall = parent,var(2) != 4
triggerall = roundno != 10 || roundno != 15 || roundno != 20
triggerall = parent,var(2) = 1
trigger1 = time = 1
trigger1 = roundno != 9
trigger2 = time = 1
trigger2 = root,teammode = turns || enemy,teammode = turns
trigger2 = roundno = 9
anim = f100131
ID = 10001
pos = 164,135
postype = left
bindtime = -1
removetime = 140
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 5
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 0, Explod];Fighters Ready Glow?
type = Explod
triggerall = parent,var(2) != 4
triggerall = roundno != 10 || roundno != 15 || roundno != 20
triggerall = parent,var(2) = 1
trigger1 = time = 1
trigger1 = roundno != 9
trigger2 = time = 1
trigger2 = root,teammode = turns || enemy,teammode = turns
trigger2 = roundno = 9
anim = f100132
ID = 10001
pos = 164,135
postype = left
bindtime = -1
removetime = 140
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 5
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
triggerall = parent,var(2) != 4
triggerall = parent,var(2) = 1
trigger1 = time = 1
trigger1 = roundno != 9
trigger2 = time = 1
trigger2 = root,teammode = turns || enemy,teammode = turns
trigger2 = roundno = 9
value = f100,2
volume = 255
channel = -1

[State 0, Explod];Engage!
type = Explod
triggerall = parent,var(2) != 4
triggerall = parent,var(2) = 1
trigger1 = time = 97
trigger1 = roundno != 9
trigger2 = time = 97
trigger2 = root,teammode = turns || enemy,teammode = turns
trigger2 = roundno = 9
anim = f11010
ID = 10001
pos = 164,154
postype = left
bindtime = -1
removetime = 49
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 6
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
triggerall = parent,var(2) != 4
triggerall = parent,var(2) = 1
trigger1 = time = 100
trigger1 = roundno != 9
trigger2 = time = 97
trigger2 = root,teammode = turns || enemy,teammode = turns
trigger2 = roundno = 9
value = f100,3
volume = 255
channel = -1

;----------------<set 3>--------------------
[State 0, Explod];Enter The Heat of Battle Ready?
type = Explod
triggerall = parent,var(2) != 4
triggerall = roundno != 10 || roundno != 15 || roundno != 20
triggerall = parent,var(2) = 2
trigger1 = time = 1
trigger1 = roundno != 9
trigger2 = time = 1
trigger2 = root,teammode = turns || enemy,teammode = turns
trigger2 = roundno = 9
anim = f100133
ID = 10001
pos = 164,135
postype = left
bindtime = -1
removetime = 140
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 5
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 0, Explod];Enter The Heat of Battle Glow?
type = Explod
triggerall = parent,var(2) != 4
triggerall = roundno != 10 || roundno != 15 || roundno != 20
triggerall = parent,var(2) = 2
trigger1 = time = 1
trigger1 = roundno != 9
trigger2 = time = 1
trigger2 = root,teammode = turns || enemy,teammode = turns
trigger2 = roundno = 9
anim = f100134
ID = 10001
pos = 164,135
postype = left
bindtime = -1
removetime = 140
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 5
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
triggerall = parent,var(2) != 4
triggerall = parent,var(2) = 2
trigger1 = time = 1
trigger1 = roundno != 9
trigger2 = time = 1
trigger2 = root,teammode = turns || enemy,teammode = turns
trigger2 = roundno = 9
value = f100,4
volume = 255
channel = -1

[State 0, Explod];Go for it!
type = Explod
triggerall = parent,var(2) != 4
triggerall = parent,var(2) = 2
trigger1 = time = 97
trigger1 = roundno != 9
trigger2 = time = 97
trigger2 = root,teammode = turns || enemy,teammode = turns
trigger2 = roundno = 9
anim = f12010
ID = 10001
pos = 164,154
postype = left
bindtime = -1
removetime = 49
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 6
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
triggerall = parent,var(2) != 4
triggerall = parent,var(2) = 2
trigger1 = time = 100
trigger1 = roundno != 9
trigger2 = time = 97
trigger2 = root,teammode = turns || enemy,teammode = turns
trigger2 = roundno = 9
value = f100,5
volume = 255
channel = -1

;----------------<set 4>--------------------
[State 0, Explod];Prepare to Strike?
type = Explod
triggerall = parent,var(2) != 4
triggerall = roundno != 10 || roundno != 15 || roundno != 20
triggerall = parent,var(2) = 3
trigger1 = time = 1
trigger1 = roundno != 9
trigger2 = time = 1
trigger2 = root,teammode = turns || enemy,teammode = turns
trigger2 = roundno = 9
anim = f100135
ID = 10001
pos = 164,135
postype = left
bindtime = -1
removetime = 140
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 5
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 0, Explod];Prepare to Strike Glow?
type = Explod
triggerall = parent,var(2) != 4
triggerall = roundno != 10 || roundno != 15 || roundno != 20
triggerall = parent,var(2) = 3
trigger1 = time = 1
trigger1 = roundno != 9
trigger2 = time = 1
trigger2 = root,teammode = turns || enemy,teammode = turns
trigger2 = roundno = 9
anim = f100136
ID = 10001
pos = 164,135
postype = left
bindtime = -1
removetime = 140
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 5
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
triggerall = parent,var(2) != 4
triggerall = parent,var(2) = 3
trigger1 = time = 1
trigger1 = roundno != 9
trigger2 = time = 1
trigger2 = root,teammode = turns || enemy,teammode = turns
trigger2 = roundno = 9
value = f100,6
volume = 255
channel = -1

[State 0, Explod];Now!
type = Explod
triggerall = parent,var(2) != 4
triggerall = parent,var(2) = 3
trigger1 = time = 97
trigger1 = roundno != 9
trigger2 = time = 97
trigger2 = root,teammode = turns || enemy,teammode = turns
trigger2 = roundno = 9
anim = f13010
ID = 10001
pos = 164,154
postype = left
bindtime = -1
removetime = 49
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 6
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
triggerall = parent,var(2) != 4
triggerall = parent,var(2) = 3
trigger1 = time = 100
trigger1 = roundno != 9
trigger2 = time = 100
trigger2 = root,teammode = turns || enemy,teammode = turns
trigger2 = roundno = 9
value = f100,7
volume = 255
channel = -1

;----------------<Final Round>--------------------
[State 0, Explod];Final Round
type = Explod
triggerall = roundno != 10 || roundno != 15 || roundno != 20
triggerall = Roundno = 9
triggerall = root,teammode = single && enemy,teammode = single
trigger1 = time = 1
anim = f100137
ID = 10001
pos = 164,135
postype = left
bindtime = -1
removetime = 140
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 5
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 0, Explod];Final Round Glow?
type = Explod
triggerall = roundno != 10 || roundno != 15 || roundno != 20
triggerall = Roundno = 9
triggerall = root,teammode = single && enemy,teammode = single
trigger1 = time = 1
anim = f100138
ID = 10001
pos = 164,135
postype = left
bindtime = -1
removetime = 140
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 5
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
triggerall = Roundno = 9
triggerall = root,teammode = single && enemy,teammode = single
trigger1 = time = 1
value = f100,8
volume = 255
channel = -1

[State 0, Explod];Go for it!
type = Explod
triggerall = Roundno = 9
triggerall = root,teammode = single && enemy,teammode = single
trigger1 = time = 97
anim = f12010
ID = 10001
pos = 164,154
postype = left
bindtime = -1
removetime = 49
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 6
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
triggerall = Roundno = 9
triggerall = root,teammode = single && enemy,teammode = single
trigger1 = time = 100
value = f100,5
volume = 255
channel = -1

;----------------<Promotion>--------------------
[State 0, Explod];Ranking Battle
type = Explod
triggerall = roundno != 3
triggerall = parent,var(2) = 4
trigger1 = time = 1
anim = f100139
ID = 10001
pos = 164,135
postype = left
bindtime = -1
removetime = 140
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 5
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 0, Explod];Ranking Battle Glow
type = Explod
triggerall = roundno != 3
triggerall = parent,var(2) = 4
trigger1 = time = 1
anim = f100140
ID = 10001
pos = 164,135
postype = left
bindtime = -1
removetime = 140
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 5
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 0, Explod];Engage!
type = Explod
triggerall = parent,var(2) = 4
trigger1 = time = 97
anim = f11010
ID = 10001
pos = 164,154
postype = left
bindtime = -1
removetime = 49
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 6
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
triggerall = parent,var(2) = 4
trigger1 = time = 100
value = f100,3
volume = 255
channel = -1
;---------------<Announcer Round start text & Snd end>-------------------

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = statetime = 92
id = 10001

[State 0, Explod];Fx Start FX 1
type = Explod
trigger1 = time = 94
anim = f10004
ID = 10001
pos = 164,135
postype = left
bindtime = -1
removetime = 52
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 5
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 0, DestroySelf]
type = Destroyself
trigger1 = statetime = 150

;--------------<Round Anouncer end>-------------
;Global Announcer K.O
;-----------------------------------------------
[Statedef 1990994345]
type = S
physics = n
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
triggerall = enemynear,hitdefattr = SCA,HA,HT,HP
trigger1 = 1
flag = nomusic
flag2 = nobg
flag3 = nofg
ignorehitpause = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
;triggerall = enemynear,hitdefattr != SCA,HA,HT,HP
trigger1 = time = 0
value = f101,9
volume = 255
channel = -1
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
triggerall = enemynear,hitdefattr = SCA,HA,HT,HP
trigger1 = time = 0
value = f101,7
volume = 255
channel = -1
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 2;00
value = s11,0
volume = 255
channel = -1

[State 0, Explod];KO FX
type = Explod
triggerall = enemynear,hitdefattr = SCA,HA,HT,HP
trigger1 = time = 0
anim = f13000
ID = 110000
pos = 170,135
postype = left
removetime = 100
supermovetime = 999999999999
pausemovetime = 999999999999
bindtime = -1
scale = .6,.5
sprpriority = -1
ontop = 0
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 0, Explod];KO FX
type = Explod
trigger1 = time = 0
anim = f110000
ID = 110001
pos = 164,135
postype = left
removetime = 80
supermovetime = 999999999999
pausemovetime = 999999999999
bindtime = -1
scale = .5,.5
sprpriority = 5
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 0, DestroySelf]
type = Destroyself
trigger1 = time = 100

;----------------------------------------------------
;P1 combo ranking logos
;----------------------------------------------------
[Statedef 1990994346]
type = S
physics = n
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
;flag = nobardisplay
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

;============<good>===================

[State 0, Good]; scroll in
type = Explod
trigger1 = enemy,gethitvar(hitcount) >= 4
anim = f14000
ID = 14000
pos = 164,135
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 20
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = enemy,movetype != H || enemy,gethitvar(hitcount) >= 10 || Roundstate = 4
id = 14000
ignorehitpause = 1

;============<excellent>===================

[State 0, Good]; scroll in
type = Explod
trigger1 = enemy,gethitvar(hitcount) >= 10
anim = f14001
ID = 14001
pos = 164,135
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 20
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = enemy,movetype != H || enemy,gethitvar(hitcount) >= 20 || Roundstate = 4
id = 14001
ignorehitpause = 1

;============<Hell Yeah>===================

[State 0, Good]; scroll in
type = Explod
trigger1 = enemy,gethitvar(hitcount) >= 20
anim = f14002
ID = 14002
pos = 164,135
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 20
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = enemy,movetype != H || enemy,gethitvar(hitcount) >= 30 || Roundstate = 4
id = 14002
ignorehitpause = 1

;============<Fuck Yeah>===================

[State 0, Good]; scroll in
type = Explod
trigger1 = enemy,gethitvar(hitcount) >= 30
anim = f14004
ID = 14004
pos = 164,135
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 20
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = enemy,movetype != H || enemy,gethitvar(hitcount) >= 40 || Roundstate = 4
id = 14004
ignorehitpause = 1

;============<Oh Shit>===================

[State 0, Good]; scroll in
type = Explod
trigger1 = enemy,gethitvar(hitcount) >= 40
anim = f14003
ID = 14003
pos = 164,135
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 20
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = enemy,movetype != H || enemy,gethitvar(hitcount) >= 50 || Roundstate = 4
id = 14003
ignorehitpause = 1

;============<That's Crazy>===================

[State 0, Good]; scroll in
type = Explod
trigger1 = enemy,gethitvar(hitcount) >= 50
anim = f14005
ID = 14005
pos = 157,135
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 20
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = enemy,movetype != H || enemy,gethitvar(hitcount) >= 60 || Roundstate = 4
id = 14005
ignorehitpause = 1

;============<Alright Damn>===================

[State 0, Good]; scroll in
type = Explod
trigger1 = enemy,gethitvar(hitcount) >= 60
anim = f14006
ID = 14006
pos = 157,135
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 20
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = enemy,movetype != H || enemy,gethitvar(hitcount) >= 80 || Roundstate = 4
id = 14006
ignorehitpause = 1

;============<Are you Done>===================

[State 0, Good]; scroll in
type = Explod
trigger1 = enemy,gethitvar(hitcount) >= 80
anim = f14007
ID = 14007
pos = 150,135
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 20
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = enemy,movetype != H || enemy,gethitvar(hitcount) >= 100 || Roundstate = 4
id = 14007
ignorehitpause = 1

;============<Calm Down>===================

[State 0, Good]; scroll in
type = Explod
trigger1 = enemy,gethitvar(hitcount) >= 100
anim = f14004
ID = 14004
pos = 164,135
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 20
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = enemy,movetype != H || enemy,gethitvar(hitcount) >= 200 || Roundstate = 4
id = 14004
ignorehitpause = 1

;============<What The Fuck>===================

[State 0, Good]; scroll in
type = Explod
trigger1 = enemy,gethitvar(hitcount) >= 200
anim = f14007
ID = 14007
pos = 150,135
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 20
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = enemy,movetype != H || Roundstate = 4 ;|| enemy,gethitvar(hitcount) >= 100
id = 14007
ignorehitpause = 1

;===============<end>======================

[State 0, DestroySelf]
type = Destroyself
trigger1 = enemy,movetype != H
persistent = 0

;--------------Combo Ranking End>--------------------
;P2 combo ranking logos
;----------------------------------------------------
[Statedef 1990994347]
type = S
physics = n
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
;flag = nobardisplay
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

;============<good>===================

[State 0, Good]; scroll in
type = Explod
trigger1 = enemy,gethitvar(hitcount) >= 4
anim = f14010
ID = 14010
pos = 330,135
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 20
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = enemy,movetype != H || enemy,gethitvar(hitcount) >= 10 || Roundstate = 4
id = 14010
ignorehitpause = 1

;============<Excellent>===================

[State 0, Good]; scroll in
type = Explod
trigger1 = enemy,gethitvar(hitcount) >= 10
anim = f14011
ID = 14011
pos = 320,135
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 20
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = enemy,movetype != H || enemy,gethitvar(hitcount) >= 20 || Roundstate = 4
id = 14011
ignorehitpause = 1

;============<Hell Yeah>===================

[State 0, Good]; scroll in
type = Explod
trigger1 = enemy,gethitvar(hitcount) >= 20
anim = f14012
ID = 14012
pos = 310,135
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 20
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = enemy,movetype != H || enemy,gethitvar(hitcount) >= 30 || Roundstate = 4
id = 14012
ignorehitpause = 1

;============<Oh Shit>===================

[State 0, Good]; scroll in
type = Explod
trigger1 = enemy,gethitvar(hitcount) >= 30
anim = f14013
ID = 14013
pos = 320,135
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 20
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = enemy,movetype != H || enemy,gethitvar(hitcount) >= 40 || Roundstate = 4
id = 14013
ignorehitpause = 1

;============<Fuck Yeah>===================

[State 0, Good]; scroll in
type = Explod
trigger1 = enemy,gethitvar(hitcount) >= 40
anim = f14014
ID = 14014
pos = 310,135
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 20
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = enemy,movetype != H || enemy,gethitvar(hitcount) >= 50 || Roundstate = 4
id = 14014
ignorehitpause = 1

;============<That's Crazy>===================

[State 0, Good]; scroll in
type = Explod
trigger1 = enemy,gethitvar(hitcount) >= 50
anim = f14015
ID = 14015
pos = 300,135
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 20
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = enemy,movetype != H || enemy,gethitvar(hitcount) >= 60 || Roundstate = 4
id = 14015
ignorehitpause = 1

;============<Alright Damn>===================

[State 0, Good]; scroll in
type = Explod
trigger1 = enemy,gethitvar(hitcount) >= 60
anim = f14016
ID = 14016
pos = 295,135
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 20
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = enemy,movetype != H || enemy,gethitvar(hitcount) >= 80 || Roundstate = 4
id = 14016
ignorehitpause = 1

;============<Are You Done>===================

[State 0, Good]; scroll in
type = Explod
trigger1 = enemy,gethitvar(hitcount) >= 80
anim = f14017
ID = 14017
pos = 287,135
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 20
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = enemy,movetype != H || enemy,gethitvar(hitcount) >= 100 || Roundstate = 4
id = 14017
ignorehitpause = 1

;============<Calm Down>===================

[State 0, Good]; scroll in
type = Explod
trigger1 = enemy,gethitvar(hitcount) >= 100
anim = f14015
ID = 14015
pos = 300,135
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 20
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = enemy,movetype != H || enemy,gethitvar(hitcount) >= 200 || Roundstate = 4
id = 14015
ignorehitpause = 1

;============<What The Fuck>===================

[State 0, Good]; scroll in
type = Explod
trigger1 = enemy,gethitvar(hitcount) >= 200
anim = f14019
ID = 14019
pos = 287,135
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 20
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = enemy,movetype != H || Roundstate = 4 ;|| enemy,gethitvar(hitcount) >= 100
id = 14019
ignorehitpause = 1

;================<end>=====================

[State 0, DestroySelf]
type = Destroyself
trigger1 = enemy,movetype != H
persistent = 0

;----------------------------------------------------
;Final Round BGM
;----------------------------------------------------
[Statedef 1990994348]
type = S
physics = n
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = nomusic
ignorehitpause = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = roundno = 9
trigger1 = time = 0 && roundstate < 2
value = f103,0
volume = 150
channel = 6
ignorehitpause = 1
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
triggerall = roundno = 9
trigger1 = time = 160 || roundstate = 2 && time = 0
value = f103,1
volume = 255
channel = -1
loop = 1
ignorehitpause = 1
persistent = 0

[State 0, VarRandom]
type = VarRandom
triggerall = roundno = 10 || roundno = 20 || roundno = 30 || roundno = 40 || roundno = 50 || roundno = 60 || roundno = 70 || roundno = 80 || roundno = 90 || roundno = 100
trigger1 = statetime = 0 && roundstate < 2
v = 2
range = 0,1

[State 0, PlaySnd]
type = PlaySnd
triggerall = roundno = 10 || roundno = 20 || roundno = 30 || roundno = 40 || roundno = 50 || roundno = 60 || roundno = 70 || roundno = 80 || roundno = 90 || roundno = 100
trigger1 = var(2) = 0
value = f202,0
volume = 255
channel = -1
loop = 1
ignorehitpause = 1
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
triggerall = roundno = 10 || roundno = 20 || roundno = 30 || roundno = 40 || roundno = 50 || roundno = 60 || roundno = 70 || roundno = 80 || roundno = 90 || roundno = 100
trigger1 = var(2) = 1
value = f202,1
volume = 255
channel = -1
loop = 1
ignorehitpause = 1
persistent = 0

;--------------------------------------------------
;Statc Sounds helper for Lifebars ports
;--------------------------------------------------
[Statedef 1990994349]
type = S
physics = n
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = 1
value = f200,0
volume = 10
channel = 6
persistent = 0
loop = 1

[State 0, StopSnd]
type = StopSnd
trigger1 = root,movetype != H
trigger2 = roundstate >= 3
channel = 6

[State 0, DestroySelf]
type = DestroySelf
trigger1 = root,movetype != H

;------------------------------------
;Mini Port Overlook p1
;------------------------------------
[Statedef 1990994359]
type = S
physics = n
ignorehitpause = 1
sprpriority = -4

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = selfanimexist(root,anim)
elem = root,animelemno(0)
value = root,anim

[State 0, Bind with bars]
type = OffSet
trigger1 = 1
x = IfElse(teamside = 1, -ScreenPos X + 30, -ScreenPos X + 300)
y = -ScreenPos Y + 55 ;<--- # determines vertical position of the Team Leader (lower number = higher position:higher number = lower position)
sprpriority = -4
ignorehitpause = 1
persistent = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = root,movetype = H && root,stateno != [120,155]

;------------------------------------
;Mini Port Overlook p2
;------------------------------------
[Statedef 1990994360]
type = S
physics = n
ignorehitpause = 1
sprpriority = -4

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = selfanimexist(root,anim)
elem = root,animelemno(0)
value = root,anim

[State 0, Bind with bars]
type = OffSet
trigger1 = 1
x = IfElse(teamside = 2, -ScreenPos X + 288, -ScreenPos X + 300)
y = -ScreenPos Y + 55 ;<--- # determines vertical position of the Team Leader (lower number = higher position:higher number = lower position)
sprpriority = -4
ignorehitpause = 1
persistent = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = root,movetype = H && root,stateno != [120,155]

;------------------------------------
;Perfect Victory
;------------------------------------
[Statedef 1990994361]
type = S
physics = n
ignorehitpause = 1
sprpriority = -4

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible
flag3 = roundnotover
ignorehitpause = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

;---------------<perfect!>-----------

[State 0, Perfect Voice Decider]
type = VarRandom
trigger1 = 1
v = 2
range = 0,3

[State 0, Perfect Logo]
type = Explod
triggerall = statetime = 100
trigger1 = root,life = lifemax || enemy,life = lifemax
anim = f15001
ID = 1990994321
pos = 164,105
postype = left
bindtime = -1
removetime = 300
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 3
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, That's cool Snd for Perfect]
type = PlaySnd
triggerall = statetime = 100
trigger1 = var(2) = 0 && (root,life = lifemax || enemy,life = lifemax)
value = f201,0
volume = 255
channel = -1
persistent = 0

[State 0, Excellent Job Snd for Perfect]
type = PlaySnd
triggerall = statetime = 100
trigger1 = var(2) = 1 && (root,life = lifemax || enemy,life = lifemax)
value = f201,1
volume = 255
channel = -1
persistent = 0

[State 0, Alright Snd for Perfect]
type = PlaySnd
triggerall = statetime = 100
trigger1 = var(2) = 2 && (root,life = lifemax || enemy,life = lifemax)
value = f201,2
volume = 255
channel = -1
persistent = 0

[State 0, Thats what I expected Snd for Perfect]
type = PlaySnd
triggerall = statetime = 100
trigger1 = var(2) = 3 && (root,life = lifemax || enemy,life = lifemax)
value = f201,3
volume = 255
channel = -1
persistent = 0

;================<Survival Only>==============

;-----------------------------------------------
; Promotion Phrases
;-----------------------------------------------
[State 0, Explod]; Promoted to 1st Dan
type = Explod
triggerall = statetime = 30
triggerall = root,win
trigger1 = roundno = 10
anim = f19000
ID = 19000
pos = 164,135
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 15
persistent = 0

[State 0, Explod]; Promoted to 2nd Dan
type = Explod
triggerall = statetime = 30
triggerall = root,win
trigger1 = roundno = 20
anim = f19001
ID = 19000
pos = 164,135
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 15
persistent = 0

[State 0, Explod]; Promoted to 3rd Dan
type = Explod
triggerall = statetime = 30
triggerall = root,win
trigger1 = roundno = 30
anim = f19002
ID = 19000
pos = 164,135
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 15
persistent = 0

[State 0, Explod]; Promoted to 4th Dan
type = Explod
triggerall = statetime = 30
triggerall = root,win
trigger1 = roundno = 40
anim = f19003
ID = 19000
pos = 164,135
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 15
persistent = 0

[State 0, Explod]; Promoted to 5th Dan
type = Explod
triggerall = statetime = 30
triggerall = root,win
trigger1 = roundno = 50
anim = f19004
ID = 19000
pos = 164,135
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 15
persistent = 0

[State 0, Explod]; Promoted to 6th Dan
type = Explod
triggerall = statetime = 30
triggerall = root,win
trigger1 = roundno = 60
anim = f19005
ID = 19000
pos = 164,135
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 15
persistent = 0

[State 0, Explod]; Promoted to 7th Dan
type = Explod
triggerall = statetime = 30
triggerall = root,win
trigger1 = roundno = 70
anim = f19006
ID = 19000
pos = 164,135
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 15
persistent = 0

[State 0, Explod]; Promoted to 8th Dan
type = Explod
triggerall = statetime = 30
triggerall = root,win
trigger1 = roundno = 80
anim = f19007
ID = 19000
pos = 164,135
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 15
persistent = 0

[State 0, Explod]; Promoted to 9th Dan
type = Explod
triggerall = statetime = 30
triggerall = root,win
trigger1 = roundno = 90
anim = f19008
ID = 19000
pos = 164,135
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 15
persistent = 0

[State 0, Promotion cheer]
type = PlaySnd
triggerall = statetime = 30
triggerall = root,win
trigger1 = roundno = 10 || roundno = 20 || roundno = 30 || roundno = 40 || roundno = 50 || roundno = 60 || roundno = 70 || roundno = 80 || roundno = 90 || roundno = 100
value = f400,0
volume = 255
channel = -1
persistent = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = roundno != 10 || roundno != 20 || roundno != 30 || roundno != 40 || roundno != 50 || roundno != 60 || roundno != 70 || roundno != 80 || roundno != 90 || roundno != 100
trigger1 = statetime = 200

[State 0, DestroySelf]
type = DestroySelf
triggerall = root,win
trigger1 = roundno = 10 || roundno = 20 || roundno = 30 || roundno = 40 || roundno = 50 || roundno = 60 || roundno = 70 || roundno = 80 || roundno = 90 || roundno = 100
trigger1 = statetime = 500

;------------------------------------
;Round Change
;------------------------------------
[Statedef 1990994350]
type = S
physics = n
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time < 750
flag = noshadow
flag2 = invisible
flag3 = roundnotover
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time >= 400
flag = nobg
flag2 = nofg
ignorehitpause = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 330
value = f500,0
channel = -1
volume = 100

[State 0, Explod];Hotsuma
type = Explod
trigger1 = time = 401
anim = f20003
ID = 1990994351
pos = -20,138
postype = left
removetime = 20
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 10
ontop = 1
ownpal = 0
vel = 9
ignorehitpause = 1

[State 0, ModifyExplod];Hotsuma
type = ModifyExplod
trigger1 = time = 420
anim = f20003
ID = 1990994351
pos = 165,138
postype = left
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
bindtime = -1
scale = .505,.505
sprpriority = 10
ontop = 1
ownpal = 0
vel = 0
ignorehitpause = 1

[State 0, Explod];data scroll
type = Explod
trigger1 = time = 405
anim = f20006
ID = 1990994353
pos = 164,138
postype = left
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 12
ontop = 1
ownpal = 0
vel = 0,-.15
ignorehitpause = 1

[State 0, Explod]; Shutting Borders
type = Explod
trigger1 = time = 410
anim = f20000
ID = 1990994354
pos = 164,138
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 14
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, Explod];Cs-X- logo
type = Explod
trigger1 = time = 425
anim = f20004
ID = 1990994352
pos = 164,137
postype = left
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
bindtime = -1
scale = .5,.5
sprpriority = 15
ontop = 1
ownpal = 0
vel = 0
ignorehitpause = 1

[State 0, Explod];text
type = Explod
trigger1 = time = 425
anim = f20007
ID = 1990994352
pos = 164,137
postype = left
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
bindtime = -1
scale = .5,.5
sprpriority = 15
ontop = 1
ownpal = 0
vel = 0
ignorehitpause = 1

[State 0, Explod]; Glow FX
type = Explod
trigger1 = time = 425
anim = f20002
ID = 1990994355
pos = 164,138
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 16
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

;----------------------------------------------------
;Custom Vs Screen player states
;----------------------------------------------------
[Statedef 900099990]
type = s
physics = s
ctrl = 0
velset = 0,0

[State 0, Invisible]
type = Changeanim
trigger1 = 1
value = 9100999

[State 0, ChangeState]
type = Changestate
trigger1 = time = 601
value = 190
ctrl = 0

;----------------------------------------------------
;Custom Vs Screen shit
;----------------------------------------------------
[Statedef 900099991]
type = a
physics = n

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = intro
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobg
flag2 = nofg
flag3 = nobardisplay
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nomusic
ignorehitpause = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 0, Playsnd]
type = playsnd
trigger1 = time = 1
value = f600,0
volume = 255
channel = -1
;-----------------------------------
[State 0, Explod]; BLACK
type = Explod
trigger1 = time = 0
anim = f979896613
ID = 900099991
pos = 164,137
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 5
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, Explod]; Scrolling Binary
type = Explod
triggerall = matchno > 1
trigger1 = time = 1
anim = f20123
ID = 900099991
pos = 100,138
postype = left
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 6
ontop = 1
ownpal = 1
vel = 0,-.2
ignorehitpause = 1
persistent = 0

[State 0, Explod]; Hotsuma bg
type = Explod
triggerall = matchno > 1
trigger1 = time = 2
anim = f20120
ID = 900099991
pos = 164,138
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 7
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, Explod]; Cs-X- Logo
type = Explod
triggerall = matchno > 1
trigger1 = time = 10
anim = f20126
ID = 900099991
pos = 164,137
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 8
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, Explod]; Cs-X- Logo
type = Explod
triggerall = matchno = 1
trigger1 = time = 10
anim = f979896612
ID = 900099991
pos = 164,137
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 5
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, Custom Port Fade to Normal]
type = PalFX
trigger1 = time = 50
time = 60
sinadd = 256,256,256,-120
persistent = 0
ignorehitpause = 0

[State 0, Explod]; character port arcade mode
type = Explod
triggerall = matchno > 1 && ishometeam
trigger1 = time = 3
anim = 9000999
ID = 910099991
pos = 164,138
postype = left
removetime = -1
facing = 1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 10
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, Explod]; character port
type = Explod
triggerall = matchno = 1 && teamside = 2
trigger1 = time = 2
anim = 9000999
ID = 910099991
pos = 164,138
postype = left
removetime = -1
facing = 1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 10
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, Explod]; character port
type = Explod
triggerall = matchno = 1 && teamside = 1
trigger1 = time = 2
anim = 9000999
ID = 910099991
pos = 155,138
postype = left
removetime = -1
facing = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 10
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, Explod]; VS AND ROUND 1 TEXT
type = Explod
triggerall = matchno = 1
trigger1 = time = 3
anim = f979896502
ID = 900099991
pos = 164,138
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 7
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 0, Explod]; VS AND ROUND 1 TEXT 2
type = Explod
triggerall = matchno = 1
trigger1 = time = 3
anim = f979896602
ID = 900099991
pos = 164,138
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 7
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 0, Explod]; Top Bottom Borders
type = Explod
trigger1 = time = 4
anim = f20121
ID = 900099991
pos = 164,138
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 7
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 0, Explod]; Top Bottom Borders strobe lights
type = Explod
trigger1 = time = 5
anim = f20122
ID = 900099991
pos = 164,138
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 8
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 0, Explod]; Next Opponent
type = Explod
triggerall = matchno > 1
trigger1 = time = 6
anim = f20124
ID = 900099991
pos = 164,138
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 9
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 0, Explod]; Prepare Yourself
type = Explod
triggerall = matchno > 1
trigger1 = time = 120
anim = f20125
ID = 900099991
pos = 164,138
postype = left
bindtime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 10
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 590
id = 900099991

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 590
id = 910099991

[State 0, AllPalFX]
type = AllPalFX
trigger1 = time = 580
time = 40
add = 0,0,0
mul = 256,256,256
sinadd = 256,256,256,80
persistent = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 600

;----------------------------------------------------
;Custom Continue Screen shit
;----------------------------------------------------
[Statedef 900099992]
type = S
physics = n
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time < 1820
flag = noshadow
flag2 = invisible
flag3 = roundnotover
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time < 1820
flag = nomusic
flag3 = roundnotover
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
triggerall = time = 400
trigger1 = time < 1820
flag = nobardisplay
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
triggerall = time = 400
trigger1 = time <= 1820
flag = nobg
flag2 = nofg
ignorehitpause = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 0, StopSnd]
type = StopSnd
trigger1 = time = 399
channel = -1
persistent = 0

[State 0, Playsnd]
type = playsnd
trigger1 = time = 420
value = f700,0
volume = 255
channel = -1
loop = 1

[State 0, Playsnd]
type = playsnd
trigger1 = time = 400
value = f700,1
volume = 255
channel = -1

[State 0, pause]
type = Pause
triggerall = time = 400
trigger1 = time < 1820
time = -1
ignorehitpause = 1
persistent = 0

[State 0, Playsnd]
type = playsnd
trigger1 = time = 1650
value = f700,2
volume = 255
channel = -1
;------------------------------------------------
[State 0, Explod];Continue BG
type = Explod
trigger1 = time = 401
anim = f3015475
ID = 900099992
pos = 164,138
postype = left
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
bindtime = -1
scale = .5,.5
sprpriority = 10
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 0, Custom Port Fade to Normal]
type = PalFX
trigger1 = time = 350
time = 50
sinadd = 256,256,256,-100
persistent = 0
ignorehitpause = 0

[State 0, Explod]; character port
type = Explod
trigger1 = time = 402
anim = 9200999
ID = 910099991
pos = 164,138
postype = left
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
bindtime = -1
sprpriority = 11
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, Explod]; character dizzy anim
type = Explod
trigger1 = time = 403
anim = 5300
ID = 910099991
pos = 70,150
postype = left
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
bindtime = -1
sprpriority = 11
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, Explod];Text
type = Explod
trigger1 = time = 403
anim = f3015474
ID = 900099992
pos = 165,138
postype = left
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
bindtime = -1
scale = .5,.5
sprpriority = 12
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 0, Explod];Continue FG
type = Explod
trigger1 = time = 404
anim = f3015476
ID = 900099992
pos = 164,138
postype = left
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
bindtime = -1
scale = .5,.5
sprpriority = 13
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 1820
;-->lash:screenpack:1
