;==================================================================;
;                         To change the                            ;
;                     settings in EX-Groove,                       ;
;                        edit this file.                           ;
;==================================================================;

[Statedef -2]
;===================================================;
;                   GROOVE EDIT                     ;
;               O̕ҏWȂ                ;
;===================================================;
[State -2, VarSet]
type = Null
triggerall =  Var(20) = 0
trigger1 =   (var(5) := 2)  ; 1 = Dash, 2 = Run
trigger1 =   (var(6) := 2)  ; Small Jump
trigger1 =   (var(7) := 2)  ; Just Defend
trigger1 =   (var(8) := 2)  ; Parry
trigger1 =   (var(9) := 2)  ; 1 = Roll, 2 = Dodge, 3 = Neither
trigger1 =  (var(10) := 5)  ; 1 = C-Gauge, 2 = A-Gauge, 3 = P-Gauge
                            ; 4 = S-Gauge, 5 = N-Gauge, 6 = K-Gauge
trigger1 =  (var(11) := 2)  ; Super Combo Cancel
trigger1 =  (var(12) := 2)  ; Cancel any move
trigger1 =  (var(13) := 2)  ; Counter Attack
trigger1 =  (var(14) := 2)  ; Counter Movement
trigger1 = (fvar(23) := 2)  ; Air Guard
persistent = 1


;===================================================;
;                  To disable the                   ;
;                 announcer voice,                  ;
;                set this Var to 0.                 ;
;===================================================;
[State -2, Announcer]
type = VarSet
trigger1 = !Time
fvar(7) = 1


;==============================================================;
;     To enable/disable Groove Point display, set FVar(20)     ;
;                         accordingly.                         ;
; O[|Cg̕\ݒiFVar(20)̐lMĂj ;
;=============================================================-;
[State -2, GROOVE POINT]
type = VarSet
trigger1 = 1
fvar(20) = 0
;0...GROOVE POINT ON /O[|Cg̕\
;1...GROOVE POINT OFF/O[|Cg̕\Ȃ

;***************************DO NOT MODIFY**************************;
;***************************DO NOT MODIFY**************************;
;==================================================================;
;                               DO NOT                             ;
;                          MODIFY ANYTHING                         ;
;                               BELOW!                             ;
;==================================================================;
;***************************DO NOT MODIFY**************************;
;***************************DO NOT MODIFY**************************;

[State -2, removewalkbats]
type=removeexplod
trigger1= (anim!=20 && anim!=21) && numexplod(4101)
ID=4101

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Message Icon Display
[State -2, Message Icon Y axis]
type = VarSet
trigger1 = 1
fvar(24) = -10
;+...Up
;-...Down

;---------------------------------------------------------------------------
; DTC
[State -2, DisplaytoClipboard]
type = Null;DisplaytoClipboard
trigger1 = (GameTime%100) = 0
ignorehitpause = 1
text = "Var(20) = %d, Var(5) = %d, Var(6) = %d, Var(7) = %d, Var(8) = %d"
params = Var(20), Var(5), Var(6), Var(7), Var(8)

[State - 2, DTC]
type = Null;DisplaytoClipboard
trigger1 = (GameTime%200) = 0
ignorehitpause = 1
text = "Var(9) = %d, Var(10) = %d, Var(11) = %d, Var(12) = %d, Var(13) = %d"
params = Var(9), Var(10), Var(11), Var(12), Var(13)

[State -2, DTC]
type = Null;DisplaytoClipboard
trigger1 = (GameTime%300) = 0
ignorehitpause = 1
text = "Var(14) = %d, Var(15) = %d, Var(16) = %d, Var(30) = %d"
params = Var(14), Var(15), Var(16), Var(47)

[State -2, DTC]
type = NULL;DisplayToClipboard
trigger1 = 1
text = "SysVar(1) = %d"
params = SysVar(1)

[State -2, DTC]
type = DisplayToClipboard
trigger1 = 1
text = "Var(15) = %d, Var(48)= %d"
params = Var(15), var(48)

;----------------------------------------------------------------------------------
; Groove Point
[State -2, Helper]
type = Helper
triggerall = numenemy
triggerall = !FVar(20)
triggerall = !NumHelper(6500) && !NumHelper(6000)
trigger1 = numpartner
trigger1 = !(ID-partner,ID>0 && partner,authorname="warusaki3")
trigger1 = !(ID-partner,ID>0 && partner,authorname="Jesuszilla")
trigger1 = !(ID-partner,ID>0 && partner,authorname=".\/.")
trigger1 = !(ID-partner,ID>0 && partner,authorname="N64Mario")
trigger2 = !numpartner
ID = 6500
name = "groove point"
pos = 0,300
postype = Left
stateno = 6500
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
pausemovetime = 99999999999999

;----------------------------------------------------------------------------------
; Groove Select
[State -2, Groove]
type = Helper
triggerall = Time = 0
triggerall = roundstate = 0
triggerall = roundsexisted <= 0
trigger1 = numpartner
trigger1 = !(ID-partner,ID>0 && partner,authorname="warusaki3")
trigger1 = !(ID-partner,ID>0 && partner,authorname="Jesuszilla")
trigger1 = !(ID-partner,ID>0 && partner,authorname=".\/.")
trigger1 = !(ID-partner,ID>0 && partner,authorname="N64Mario")
trigger2 = !numpartner
ID = 6000
stateno = 6000+(random%7)
postype = p1
pos = 0,-15
name = "groove"
ontop = 1
bindtime = -1

[State -2, Arrow]
type = Helper
triggerall = Time = 0
triggerall = roundstate = 0
triggerall = roundsexisted <= 0
trigger1 = numpartner
trigger1 = !(ID-partner,ID>0 && partner,authorname="warusaki3")
trigger1 = !(ID-partner,ID>0 && partner,authorname="Jesuszilla")
trigger1 = !(ID-partner,ID>0 && partner,authorname=".\/.")
trigger1 = !(ID-partner,ID>0 && partner,authorname="N64Mario")
trigger2 = !numpartner
ID = 6050
stateno = 6050
postype = p1
scale = .5,.5
pos = 0,0
name = "Up-Arrow"
ontop = 1
bindtime = -1
keyctrl = 1
ownpal = 1

[State -2, Arrow]
type = Helper
triggerall = Time = 0
triggerall = roundstate = 0
triggerall = roundsexisted <= 0
trigger1 = numpartner
trigger1 = !(ID-partner,ID>0 && partner,authorname="warusaki3")
trigger1 = !(ID-partner,ID>0 && partner,authorname="Jesuszilla")
trigger1 = !(ID-partner,ID>0 && partner,authorname=".\/.")
trigger1 = !(ID-partner,ID>0 && partner,authorname="N64Mario")
trigger2 = !numpartner
ID = 6050
stateno = 6055
postype = p1
scale = .5,.5
pos = 0,0
name = "Down-Arrow"
ontop = 1
bindtime = -1
keyctrl = 1
ownpal = 1

;---------------------------------------------------------------------------
;                                       GROOVES
;---------------------------------------------------------------------------

;---------------------
; C-Groove
[State -2, VarSet]
type = Null
triggerall =  Var(20) = 1
trigger1 =   (var(5) := 1)  ; 1 = Dash, 2 = Run
trigger1 =   (var(6) := 1)  ; Small Jump
trigger1 =   (var(7) := 1)  ; Just Defend
trigger1 =   (var(8) := 1)  ; Parry
trigger1 =   (var(9) := 1)  ; 1 = Roll, 2 = Dodge, 3 = Neither
trigger1 =  (var(10) := 1)  ; 1 = C-Gauge, 2 = A-Gauge, 3 = P-Gauge
                            ; 4 = S-Gauge, 5 = N-Gauge, 6 = K-Gauge
trigger1 =  (var(11) := 2)  ; Super Combo Cancel
trigger1 =  (var(12) := 2)  ; Cancel any move
trigger1 =  (var(13) := 2)  ; Counter Attack
trigger1 =  (var(14) := 1)  ; Counter Movement
;trigger1 =  (var(15) := 2)  ; Tactical Movement
;trigger1 =  (var(16) := 1)  ; Safe Fall
trigger1 = (fvar(23) := 2)  ; Air Guard
persistent = 1

;---------------------
; A-Groove
[State -2, VarSet]
type = Null
triggerall =  Var(20) = 2
trigger1 =   (var(5) := 1)  ; 1 = Dash, 2 = Run
trigger1 =   (var(6) := 1)  ; Small Jump
trigger1 =   (var(7) := 1)  ; Just Defend
trigger1 =   (var(8) := 1)  ; Parry
trigger1 =   (var(9) := 1)  ; 1 = Roll, 2 = Dodge, 3 = Neither
trigger1 =  (var(10) := 2)  ; 1 = C-Gauge, 2 = A-Gauge, 3 = P-Gauge
                            ; 4 = S-Gauge, 5 = N-Gauge, 6 = K-Gauge
trigger1 =  (var(11) := 1)  ; Super Combo Cancel
trigger1 =  (var(12) := 1)  ; Cancel any move
trigger1 =  (var(13) := 2)  ; Counter Attack
trigger1 =  (var(14) := 1)  ; Counter Movement
;trigger1 =  (var(15) := 1)  ; Tactical Movement
;trigger1 =  (var(16) := 2)  ; Safe Fall
trigger1 = (fvar(23) := 1)  ; Air Guard
persistent = 1

;---------------------
; P-Groove
[State -2, VarSet]
type = Null
triggerall =  Var(20) = 3
trigger1 =   (var(5) := 1)  ; 1 = Dash, 2 = Run
trigger1 =   (var(6) := 2)  ; Small Jump
trigger1 =   (var(7) := 1)  ; Just Defend
trigger1 =   (var(8) := 2)  ; Parry
trigger1 =   (var(9) := 3)  ; 1 = Roll, 2 = Dodge, 3 = Neither
trigger1 =  (var(10) := 3)  ; 1 = C-Gauge, 2 = A-Gauge, 3 = P-Gauge
                            ; 4 = S-Gauge, 5 = N-Gauge, 6 = K-Gauge
trigger1 =  (var(11) := 1)  ; Super Combo Cancel
trigger1 =  (var(12) := 1)  ; Cancel any move
trigger1 =  (var(13) := 1)  ; Counter Attack
trigger1 =  (var(14) := 1)  ; Counter Movement
;trigger1 =  (var(15) := 2)  ; Tactical Movement
;trigger1 =  (var(16) := 1)  ; Safe Fall
trigger1 = (fvar(23) := 1)  ; Air Guard
persistent = 1

;---------------------
; S-Groove
[State -2, VarSet]
type = Null
triggerall =  Var(20) = 4
trigger1 =   (var(5) := 2)  ; 1 = Dash, 2 = Run
trigger1 =   (var(6) := 2)  ; Small Jump
trigger1 =   (var(7) := 1)  ; Just Defend
trigger1 =   (var(8) := 1)  ; Parry
trigger1 =   (var(9) := 2)  ; 1 = Roll, 2 = Dodge, 3 = Neither
trigger1 =  (var(10) := 4)  ; 1 = C-Gauge, 2 = A-Gauge, 3 = P-Gauge
                            ; 4 = S-Gauge, 5 = N-Gauge, 6 = K-Gauge
trigger1 =  (var(11) := 1)  ; Super Combo Cancel
trigger1 =  (var(12) := 1)  ; Cancel any move
trigger1 =  (var(13) := 2)  ; Counter Attack
trigger1 =  (var(14) := 1)  ; Counter Movement
;trigger1 =  (var(15) := 2)  ; Tactical Movement
;trigger1 =  (var(16) := 1)  ; Safe Fall
trigger1 = (fvar(23) := 1)  ; Air Guard
persistent = 1

;---------------------
; N-Groove
[State -2, VarSet]
type = Null
triggerall =  Var(20) = 5
trigger1 =   (var(5) := 2)  ; 1 = Dash, 2 = Run
trigger1 =   (var(6) := 2)  ; Small Jump
trigger1 =   (var(7) := 1)  ; Just Defend
trigger1 =   (var(8) := 1)  ; Parry
trigger1 =   (var(9) := 1)  ; 1 = Roll, 2 = Dodge, 3 = Neither
trigger1 =  (var(10) := 5)  ; 1 = C-Gauge, 2 = A-Gauge, 3 = P-Gauge
                            ; 4 = S-Gauge, 5 = N-Gauge, 6 = K-Gauge
trigger1 =  (var(11) := 1)  ; Super Combo Cancel
trigger1 =  (var(12) := 1)  ; Cancel any move
trigger1 =  (var(13) := 2)  ; Counter Attack
trigger1 =  (var(14) := 2)  ; Counter Movement
;trigger1 =  (var(15) := 1)  ; Tactical Movement
;trigger1 =  (var(16) := 2)  ; Safe Fall
trigger1 = (fvar(23) := 1)  ; Air Guard
persistent = 1

;---------------------
; K-Groove
[State -2, VarSet]
type = Null
triggerall =  Var(20) = 6
trigger1 =   (var(5) := 2)  ; 1 = Dash, 2 = Run
trigger1 =   (var(6) := 2)  ; Small Jump
trigger1 =   (var(7) := 2)  ; Just Defend
trigger1 =   (var(8) := 1)  ; Parry
trigger1 =   (var(9) := 3)  ; 1 = Roll, 2 = Dodge, 3 = None
trigger1 =  (var(10) := 6)  ; 1 = C-Gauge, 2 = A-Gauge, 3 = P-Gauge
                            ; 4 = S-Gauge, 5 = N-Gauge, 6 = K-Gauge
trigger1 =  (var(11) := 1)  ; Super Combo Cancel
trigger1 =  (var(12) := 1)  ; Cancel any move
trigger1 =  (var(13) := 1)  ; Counter Attack
trigger1 =  (var(14) := 1)  ; Counter Movement
;trigger1 =  (var(15) := 1)  ; Tactical Movement
;trigger1 =  (var(16) := 2)  ; Safe Fall
trigger1 = (fvar(23) := 1)  ; Air Guard
persistent = 1

;----------------------------------------------------------------------------
;-----------------------------------------------------------------------------------
; No Music
[State -2, AssertSpecial]
type = AssertSpecial
triggerall = roundno = 1
trigger1 = roundstate < 2
flag = NoMusic

; PERFECT
[State -2, Combo]
type = VarSet
triggerall = roundstate = 2
trigger1 = FVar(8) - Life > 0
fvar(15) = 1
ignorehitpause = 1

;----------------------------------------------------------------------------------
; Vars set upon victory/loss.
[State -2, 1]
type = VarSet
trigger1 = Win
var(27) = 1

[State -2, 1]
type = VarSet
trigger1 = Lose
var(27) = 2

[State -2, 1]
type = VarSet
trigger1 = Lose || DrawGame
var(36) = 1

[State -2,KO]
type = VarAdd
trigger1 = MatchOver
ignorehitpause = 1
var(39) = 1

[State -2,KO]
type = VarSet
trigger1 = !MatchOver
ignorehitpause = 1
var(39) = 0

[State 180, 1]
type = VarAdd
triggerall = Var(39) = 1
trigger1 = !Var(36)
var(38)= 1
ignorehitpause = 1
persistent = 0

[State 180, 1]
type = VarSet
trigger1 = Var(25)
var(38)= 0
ignorehitpause = 1

;----------------------------------------------------------------------------------
; STATE DECISION
[State -2, 1]
type = VarSet
triggerall = movetype != H && roundstate = 2 && Time = 1
trigger1 = (StateNo = [0,199]) && !Var(31)
var(28) = 0

[State -2, 1]
type = VarSet
triggerall = movetype != H && roundstate = 2 && Time = 1
trigger1 = (StateNo = [200,999]) && !Var(31)
var(28) = 1

[State -2, 1]
type = VarSet
triggerall = movetype != H && roundstate = 2 && Time = 1
trigger1 = (StateNo = [1000,2999]) && !Var(31)
var(28) = 2

[State -2, 1]
type = VarSet
triggerall = movetype != H && roundstate = 2 && Time = 1
trigger1 = ((StateNo = [3000,3999]) && Var(22)!=2) || Var(31)
var(28) = 3

[State -2, 1]
type = VarSet
triggerall = movetype != H && roundstate = 2 && Time = 1
trigger1 = (StateNo = [3000,3999]) && Var(22) = 2
var(28) = 4

[State -2, 1]
type = VarSet
triggerall = P2movetype != H && roundstate = 2 && Time = 1
trigger1 = P2StateNo = [0,199]
var(59) = 0

[State -2, 1]
type = VarSet
triggerall = P2movetype != H && roundstate = 2 && Time = 1
trigger1 = StateNo = [200,999]
var(59) = 1

[State -2, 1]
type = VarSet
triggerall = P2movetype != H && roundstate = 2 && Time = 1
trigger1 = P2StateNo = [1000,2999]
var(59) = 2

[State -2, 1]
type = VarSet
triggerall = P2movetype != H && roundstate = 2 && Time = 1
trigger1 = P2StateNo = [3000,3999]
var(59) = 3

;----------------------------------------------------------------------------------
; Resets Var(3) so it may be reused
[State -2, VarSet]
type = VarSet
triggerall = Time = 0
trigger1 = StateNo = [159,199]
trigger2 = StateNo = [181,189]
var(3) = 0

;----------------------------------------------------------------------------------
; Turns Mode Intro
[State -3, Turns Mode Intro]
type = ChangeState
trigger1 = roundsexisted <= 0
trigger1 = roundstate = 0
trigger1 = !Time
value = 190

;---------------------
;C-Gauge
[State -2, Helper]
type = Helper
triggerall = !NumHelper(6100) && !NumHelper(6000)
triggerall = Var(10) = 1
triggerall = numenemy
trigger1 = numpartner
trigger1 = !(ID-partner,ID>0 && partner,authorname="warusaki3")
trigger1 = !(ID-partner,ID>0 && partner,authorname="Jesuszilla")
trigger1 = !(ID-partner,ID>0 && partner,authorname=".\/.")
trigger1 = !(ID-partner,ID>0 && partner,authorname="N64Mario")
trigger2 = !numpartner
ID = 6100
name = "c_gauge"
pos = 0,300
postype = P1
stateno = 6100
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
pausemovetime = 99999999999999
facing = facing*ifelse(teamside=1,1,-1)

;---------------------
;A-Gauge
[State -2, Helper]
type = Helper
triggerall = !NumHelper(6110) && !NumHelper(6000)
triggerall = Var(10) = 2
triggerall = numenemy
trigger1 = numpartner
trigger1 = !(ID-partner,ID>0 && partner,authorname="warusaki3")
trigger1 = !(ID-partner,ID>0 && partner,authorname="Jesuszilla")
trigger1 = !(ID-partner,ID>0 && partner,authorname=".\/.")
trigger1 = !(ID-partner,ID>0 && partner,authorname="N64Mario")
trigger2 = !numpartner
ID = 6110
name = "a_gauge"
pos = 0,300
postype = P1
stateno = 6110
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
pausemovetime = 99999999999999
facing = facing*ifelse(teamside=1,1,-1)

;---------------------
;P-Gauge
[State -2, Helper]
type = Helper
triggerall = !NumHelper(6120) && !NumHelper(6000)
triggerall = Var(10) = 3
triggerall = numenemy
trigger1 = numpartner
trigger1 = !(ID-partner,ID>0 && partner,authorname="warusaki3")
trigger1 = !(ID-partner,ID>0 && partner,authorname="Jesuszilla")
trigger1 = !(ID-partner,ID>0 && partner,authorname=".\/.")
trigger1 = !(ID-partner,ID>0 && partner,authorname="N64Mario")
trigger2 = !numpartner
id = 6120
name = "p_gauge"
pos = 0,300
postype = P1
stateno = 6120
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
pausemovetime = 99999999999999
facing = facing*ifelse(teamside=1,1,-1)

;---------------------
;S-Gauge
[State -2, Helper]
type = Helper
triggerall = !NumHelper(6130) && !NumHelper(6000)
triggerall = Var(10) = 4
triggerall = numenemy
trigger1 = numpartner
trigger1 = !(ID-partner,ID>0 && partner,authorname="warusaki3")
trigger1 = !(ID-partner,ID>0 && partner,authorname="Jesuszilla")
trigger1 = !(ID-partner,ID>0 && partner,authorname=".\/.")
trigger1 = !(ID-partner,ID>0 && partner,authorname="N64Mario")
trigger2 = !numpartner
id = 6130
name = "s_gauge"
pos =0,0
postype = P1
stateno = 6130
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
pausemovetime = 99999999999999
facing = facing*ifelse(teamside=1,1,-1)

[State -2, 1]
type = VarSet
triggerall = Var(10) = 4
trigger1 = !Var(17)
trigger1 = roundstate >= 2
trigger1 = Power >= 1000
var(17) = 750

[State -2, 1]
type = PowerSet
trigger1 = Var(17) = 750
value = 0
ignorehitpause = 1

[State -2, 1]
type = PowerSet
trigger1 = Var(17) = 1
value = 0
ignorehitpause = 1

[State 200, 3]
type = PlaySnd
trigger1 = Var(17) = 750
value = S6000,2

[State -2, 1]
type = VarAdd
trigger1 = Var(17)
var(17) = -1
ignorehitpause = 1

[State -2, 1]
type = VarSet
trigger1 = Var(17)
var(44) = 1

[State -2, 1]
type = VarSet
trigger1 = !Var(17) && ctrl
var(44) = 0

;---------------------
;N-Gauge
[State -2, Helper]
type = Helper
triggerall = !NumHelper(6140) && !NumHelper(6000)
triggerall = Var(10) = 5
triggerall = numenemy
trigger1 = numpartner
trigger1 = !(ID-partner,ID>0 && partner,authorname="warusaki3")
trigger1 = !(ID-partner,ID>0 && partner,authorname="Jesuszilla")
trigger1 = !(ID-partner,ID>0 && partner,authorname=".\/.")
trigger1 = !(ID-partner,ID>0 && partner,authorname="N64Mario")
trigger2 = !numpartner
id = 6140
name = "n_gauge"
pos = 0,300
postype = P1
stateno = 6140
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
pausemovetime = 99999999999999
facing = facing*ifelse(teamside=1,1,-1)

;N Groove Power MAX
[State -2, 1]
type = VarAdd
trigger1 = Var(29)
var(29) = -1
ignorehitpause = 1

[State -2, 1]
type = PalFX
triggerall = Var(10) = 5
trigger1 = (GameTime%2)=0
trigger1 = Var(29)
time = 1
add = 128,128,0
ignorehitpause = 1

[State -2, 1]
type = VarSet
trigger1 = !Var(29) && ctrl
var(18) = 0

;---------------------
;K-Gauge
[State 3001, Super]
type = Helper
triggerall = !NumHelper(6150) && !NumHelper(6000)
triggerall = Var(10) = 6
triggerall = numenemy
trigger1 = numpartner
trigger1 = !(ID-partner,ID>0 && partner,authorname="warusaki3")
trigger1 = !(ID-partner,ID>0 && partner,authorname="Jesuszilla")
trigger1 = !(ID-partner,ID>0 && partner,authorname=".\/.")
trigger1 = !(ID-partner,ID>0 && partner,authorname="N64Mario")
trigger2 = !numpartner
ID = 6150
name = "k_gauge"
pos =0,0
postype = P1
stateno = 6150
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
pausemovetime = 99999999999999
facing = facing*ifelse(teamside=1,1,-1)

[State -2, Combo]
type = VarAdd
triggerall = Var(10) = 6
triggerall = !Var(19)
triggerall = roundstate = 2
triggerall = FVar(14) < 7200
trigger1 = FVar(8) - Life > 0
fvar(14) = ceil((FVar(8)-Life)*14*(10+Var(41))/10)
ignorehitpause = 1

[State -2, 1]
type = VarSet
trigger1 = FVar(14) > 7200
fvar(14) = 7200

[State -2, 1]
type = VarSet
trigger1 = FVar(14) = 7200
var(19) = 1

[State -2, 1]
type = VarSet
trigger1 = FVar(14) <= 1 && ((StateNo != [3000,3999]) || roundstate != 2)
var(19) = 0

[State 860, 1]
type = Explod
trigger1 = FVar(14) = 7200 && !NumExplod(8420)
anim = 8420
pos = 0,-70
postype = p1
ontop = 0
ownpal = 1
ID = 8420
persistent = 0
pausemovetime = -1
scale = .5,.5

[State 200, 3]
type = PlaySnd
trigger1 = FVar(14) = 7200
value = S6000,5

[State -2, 1]
type = PowerAdd
trigger1 = FVar(14) = 7200
value = -3000
ignorehitpause = 1

[State -2, 1]
type = VarAdd
triggerall = Var(10) = 6
triggerall = Var(19)
trigger1 = FVar(14) > 0
fvar(14) = -7.2
ignorehitpause = 1

[State -2, 1]
type = PalFX
triggerall = Var(10) = 6
trigger1 = FVar(14) && Var(19)
time = 1
mul = 230,ceil(152-abs(76*sin(gametime*.05))),ceil(128-abs(64*sin(gametime*.05)))
ignorehitpause = 1
persistent = 0

[State -2, 1]
type = DefenceMulSet
triggerall = Var(10) = 6
trigger1 = FVar(14) && Var(19)
value = 0.775

[State -2, 1]
type = DefenceMulSet
trigger1 = !Var(19)
value = 1

;----------------------------------------------------------------------------------
; Level Up! Sound
[State -2, PlaySnd]
type = PlaySnd
triggerall = roundstate = 2
trigger1 = (floor(power*.001) - floor(FVar(37)*.001) > 0) && (Var(10) = 1 || Var(10) = 5)
trigger2 = (floor(power/1500) - floor(FVar(37)/1500) > 0) && Var(10) = 3
trigger3 = (floor(power/3000) - floor(FVar(37)/3000) > 0) && Var(10) = 4
value = 6000,IfElse(Var(10)=5,3,4)
ignorehitpause = 1

[State -2, 1]
type = VarSet
trigger1 = 1
fvar(37) = power
ignorehitpause = 1

;----------------------------------------------------------------------------------
; Power Charge
[State -2, 1]
type = VarAdd
triggerall = roundstate = 2
trigger1 = Var(30)
var(30) = -1
ignorehitpause = 1

[State -2, 1]
type = VarSet
trigger1 = MoveType = H
var(30) = 0

[State -2, 1]
type = VarSet
trigger1 = !Var(30) && ctrl
trigger2 = LoseKO
var(31) = 0

[State -2, 1]
type = VarAdd
trigger1 = Var(30)
var(43) = -9
ignorehitpause = 1

[State -2, 1]
type = PowerSet
triggerall = Var(31)
trigger1 = MoveType = H
value = Var(43)/2

[State -3, Kill Juggle Checking]
type = AssertSpecial
trigger1 = Var(31)
trigger1 = P2MoveType = H && P2stateType = A
flag = NoJuggleCheck

[State -3, No Blocking]
type = AssertSpecial
trigger1 = Var(30)
flag = NoStandGuard
flag2 = NoCrouchGuard
flag3 = NoAirGuard

;---------------------
; NoAirGuard
[State -2, AssertSpecial]
type = AssertSpecial
trigger1 = FVar(23) != 2
flag = NoAirGuard

;---------------------
; Combo Damage
[State -2, PowerReset]
type = VarSet
trigger1 = P2movetype != H
var(45) = P2life

[State 3001, Super]
type = Helper
triggerall = FVar(7)
triggerall = numenemy
triggerall = roundstate = 2
triggerall = (Var(45)-P2life)>250
trigger1 = !NumHelper(6800)&&!NumHelper(6801)&&!NumHelper(6802)&&!NumHelper(6803)&&!Var(35)
trigger2 = !NumHelper(6800)&&!NumHelper(6801)&&!NumHelper(6802)&&!NumHelper(6803)&&Var(35)=1&&!enemynear,NumHelper(6800)&&!enemynear,NumHelper(6801)&&!enemynear,NumHelper(6802)&&!enemynear,NumHelper(6803)
ID = 6803
name = "narration_1"
pos = 0,300
postype = Left
stateno = 6803
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
pausemovetime = 99999999999999

;Decrease Groove Points by Time
[State -2, PowerReset]
type = VarSet
triggerall = MatchNo = 1
triggerall = RoundNo = 1
trigger1 = roundstate = 0
var(47) = 100000

[State -2, PowerReset]
type = VarSet
trigger1 = Var(47) > 9999999
var(47) = 9999999
persistent = 1

[State -2, PowerReset]
type = VarSet
trigger1 = Var(47) < -9999999
var(47) = -9999999
persistent = 1

[State -2, PowerReset]
type = VarAdd
trigger1 = roundstate = 2
var(34) = 1
persistent = 1

[State -2, PowerReset]
type = VarAdd
triggerall = roundstate = 2
triggerall = Var(47) = [-9999999,9999999]
trigger1 = Var(34) >= 600
trigger1 = gametime%60 = 0
var(47) = -500
persistent = 1

[State 3001, Super]
type = Helper
triggerall = FVar(7)
triggerall = !Var(37)
triggerall = numenemy
triggerall = roundstate = 2
triggerall = Var(34) = 400
trigger1 = !NumHelper(6800)&&!NumHelper(6801)&&!NumHelper(6802)&&!NumHelper(6803)&&!Var(35)
trigger2 = !NumHelper(6800)&&!NumHelper(6801)&&!NumHelper(6802)&&!NumHelper(6803)&&Var(35)=1&&!enemynear,NumHelper(6800)&&!enemynear,NumHelper(6801)&&!enemynear,NumHelper(6802)&&!enemynear,NumHelper(6803)
ID = 6800
name = "narration_1"
pos = 0,300
postype = Left
stateno = 6800
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
pausemovetime = 99999999999999

;---------------------
; Super Combo Cancel
[State -2, PowerReset]
type = VarSet
triggerall = P2MoveType = H && P2stateType = A
triggerall = Var(11) = 2
triggerall = ((PrevStateNo=[1000,2999]) && !FVar(16)) || ((PrevStateNo=[1000,2999]) && FVar(16) = -1 && Time = 1)
trigger1 = StateNo=3000
trigger2 = StateNo=3100
trigger3 = StateNo=3200
trigger4 = StateNo=3300
fvar(16) = 1
ignorehitpause = 1

[State -2, PowerReset]
type = VarAdd
trigger1 = FVar(16) > 0
fvar(16) = 1

[State -3, Kill Juggle Checking]
type = AssertSpecial
trigger1 = FVar(16) > 0
flag = nojugglecheck

[State -2, PowerReset]
type = VarSet
triggerall = FVar(16) > 1
trigger1 = movehit
trigger2 = projhit = 1
fvar(17) = -1
ignorehitpause = 1

[State -2, PowerReset]
type = VarSet
trigger1 = FVar(16) > 120
trigger2 = NumEnemy
trigger2 = Enemy,MoveType != H
fvar(17) = 0
ignorehitpause = 1

;---------------------------------------------
; Wuddafuckisdisshit?
; Air Combo Restriction
[State -2, PowerReset]
type = VarSet
trigger1 = FVar(13) = 1
trigger2 = P2MoveType != H
fvar(18) = 0
ignorehitpause = 1

[State -2, PowerReset]
type = VarAdd
triggerall = !Var(25)
triggerall = !FVar(13)
triggerall = P2MoveType = H && P2stateType = A
trigger1 = movehit
fvar(18) = 1
ignorehitpause = 1

[State -2, PowerReset]
type = VarAdd
triggerall = !FVar(13)
triggerall = P2MoveType = H && P2stateType = A
triggerall = FVar(19) >= 0
trigger1 = projhit = 1
fvar(19) = 1
ignorehitpause = 1

[State -2, PowerReset]
type = VarSet
triggerall = FVar(19) >= 0
trigger1 = !NumProj
fvar(19) = 0
ignorehitpause = 1

[State -2, PowerReset]
type = VarAdd
triggerall = !Var(25)
triggerall = !FVar(13)
triggerall = P2MoveType = H && P2stateType = A
triggerall = !FVar(19)
trigger1 = projhit = 1
fvar(18) = 1
ignorehitpause = 1

[State -2, PowerReset]
type = VarSet
triggerall = FVar(19) < 0
trigger1 = !NumProj
fvar(19) = 0
ignorehitpause = 1

[State -3, Kill Juggle Checking]
type = AssertSpecial
triggerall = P2MoveType = H && P2stateType = A
trigger1 = (StateNo = 1300 || StateNo = 1310 || StateNo = 1320) && AnimElemTime(3) > 0 && (FVar(18)+FVar(19)) < 2
flag = nojugglecheck

;Lv. 2 Cancel Lead-ups
[State -2, PowerReset]
type = VarAdd
trigger1 = FVar(13)
fvar(13) = 1

[State -2, PowerReset]
type = VarSet
triggerall = PrevStateNo=[3000,3999]
triggerall = time = 1
triggerall = P2MoveType = H && P2stateType = A
trigger1 = StateNo=195
trigger2 = StateNo=1000
trigger3 = StateNo=1100
trigger4 = StateNo=1200
trigger5 = StateNo = 1300 || StateNo = 1310 || StateNo = 1320
trigger6 = StateNo=1400
trigger7 = StateNo=1500
trigger8 = StateNo=1600
trigger9 = StateNo=1700
trigger10 = StateNo=3000
trigger11 = StateNo=3100
trigger12 = StateNo=3200
fvar(13) = 1
ignorehitpause = 1

[State -3, Kill Juggle Checking]
type = assertspecial
trigger1 = FVar(13)
flag = nojugglecheck

[State -2, PowerReset]
type = VarSet
triggerall = FVar(13) > 1
trigger1 = movehit
trigger2 = projhit = 1
trigger3 = FVar(13) > 120
trigger4 = numenemy
trigger4 = enemy,MoveType != H
fvar(13) = 0
ignorehitpause = 1

;Lead-up attacks
[State -2, Combo]
type = VarSet
trigger1 = movehit
trigger2 = Projhit = 1
trigger3 = p2movetype != H
trigger4 = FVar(13) = 1
var(25) = 0
ignorehitpause = 1

[State -2, Combo]
type = NULL;VarSet
trigger1 = movehit
trigger1 = StateNo = 1210 || StateNo = 1211
var(25) = 1
ignorehitpause = 1

[State -3, Kill Juggle Checking]
type = AssertSpecial
trigger1 = Var(25)
flag = nojugglecheck

[State -2, Test]
type = Null;PlaySnd
trigger1 = NumHelper(77)
value = S7013,0
;ignorehitpause = 1

;----------------------------------------------------------------------------------
; Aerial Return Leads
[State -2, PowerReset]
type = VarSet
trigger1 = !NumTarget
trigger2 = P2MoveType != H
trigger3 = movehit
trigger4 = projhit = 1
fvar(34) = 0
ignorehitpause = 1

[State -2, PowerReset]
type = VarSet
triggerall = P2MoveType = H && P2stateType = A
triggerall = !Var(30)
triggerall = movehit
triggerall = (StateNo = [200,799])
trigger1 = StateNo != 450
trigger1 = !(StateNo = 240 && PrevStateNo = 310)
fvar(34) = 1
ignorehitpause = 1

[State 901, Throw]
type = TargetState
triggerall = NumTarget
triggerall = FVar(34)
trigger1 = target,StateNo = 5050
value =  840

;----------------------------------------------------------------------------------
;Groove points increase/decrease when damage is taken
[State -2, 1]
type = VarAdd
triggerall = roundstate = 2
triggerall = StateNo = 5000 || StateNo = 5020 || StateNo = 5070 || StateNo = 5080
trigger1 = Time = 1
var(47)=ifElse((enemynear,hitdefattr=SCA,NA,NP,NT),-500,ifElse((enemynear,hitdefattr=SCA,SA,SP,ST),-300,-200))
ignorehitpause = 1

[State -2, 1]
type = VarAdd
triggerall = roundstate = 2
triggerall = movetype = H
triggerall = (StateNo != 5000 && StateNo != 5020 && StateNo != 5070 && StateNo != 5080)
trigger1 = FVar(8) - Life > 0
var(47)=ifElse((enemynear,StateNo=[195,999]),-500,ifElse((enemynear,StateNo=[1000,2999]),-300,-200))
ignorehitpause = 1

[State -2, Combo]
type = VarSet
trigger1 = 1
fvar(8) = life
ignorehitpause = 1

;----------------------------------------------------------------------------------
; Messages
;Reversal Condition 1
[State 180, 1]
type = VarSet
trigger1 = movetype = H
fvar(30) = 2
ignorehitpause = 1

[State 180, 1]
type = VarSet
triggerall = ctrl
trigger1 = FVar(30) = 2
fvar(30) = 1
ignorehitpause = 1

[State 180, 1]
type = VarAdd
trigger1 = FVar(30) = 1
fvar(31) = 1
ignorehitpause = 1

;Bonus Message
[State 180, 1]
type = VarSet
triggerall = Time = 1
trigger1 = stateno = 700
trigger2 = stateno = 710
trigger3 = stateno = 720
fvar(32) = 0
ignorehitpause = 1

[State 180, 1]
type = VarSet
triggerall = Var(21)
triggerall = p2movetype = H
triggerall = roundstate = 2
trigger1 = (stateno != [800,899]) && (stateno != [3300,3399])
trigger1 = movehit
trigger2 = projhit = 1
fvar(32) = 1
ignorehitpause = 1

[State 180, 1]
type = VarSet
triggerall = !Var(37)
triggerall = p2movetype = H
triggerall = roundstate = 2
trigger1 = movehit
trigger2 = projhit = 1
fvar(32) = 2
ignorehitpause = 1

[State 180, 1]
type = VarSet
triggerall = Time = 1
trigger1 = stateno = 320
fvar(32) = 3
ignorehitpause = 1

[State 180, 1]
type = VarSet
triggerall = Time = 1
trigger1 = stateno = 2800
fvar(32) = 4
ignorehitpause = 1

[State 180, 1]
type = VarSet
triggerall = Time = 1
trigger1 = stateno = 330
fvar(32) = 5
ignorehitpause = 1

[State 180, 1]
type = VarSet
triggerall = Time = 1
trigger1 = stateno = 500
trigger2 = stateno = 510
trigger3 = stateno = 520
fvar(32) = 6
ignorehitpause = 1

[State 3001, Super]
type = Helper
triggerall = FVar(4)
triggerall = FVar(5)
triggerall = FVar(6)
triggerall = movetype != H
triggerall = !NumHelper(6600)
triggerall = Time = 1
trigger1 = stateno = 320
trigger2 = stateno = 330
trigger3 = stateno = 500
trigger4 = stateno = 510
trigger5 = stateno = 520
trigger6 = stateno = 700
trigger7 = stateno = 710
trigger8 = stateno = 720
trigger9 = stateno = 2800
id = 6600
name = "Guard"
pos =0,0
postype = P1
stateno = 6630
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)

[State 3001, Super]
type = Helper
triggerall = FVar(4)
triggerall = FVar(5)
triggerall = FVar(6)
triggerall = movetype != H
triggerall = !NumHelper(6600)
triggerall = Time = 1
trigger1 = stateno = 320
trigger2 = stateno = 330
trigger3 = stateno = 500
trigger4 = stateno = 510
trigger5 = stateno = 520
trigger6 = stateno = 700
trigger7 = stateno = 710
trigger8 = stateno = 720
trigger9 = stateno = 2800
id = 6600
name = "Guard"
pos =0,0
postype = P1
stateno = 6620
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)

[State 3001, Super]
type = Helper
triggerall = FVar(4)
triggerall = !FVar(5)
triggerall = movetype != H
triggerall = !NumHelper(6600)
triggerall = Time = 1
trigger1 = stateno = 320
trigger2 = stateno = 330
trigger3 = stateno = 500
trigger4 = stateno = 510
trigger5 = stateno = 520
trigger6 = stateno = 700
trigger7 = stateno = 710
trigger8 = stateno = 720
trigger9 = stateno = 2800
id = 6600
name = "Guard"
pos =0,0
postype = P1
stateno = 6610
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)

[State 3001, Super]
type = Helper
triggerall = !FVar(4)
triggerall = movetype != H
triggerall = !NumHelper(6600)
triggerall = Time = 1
trigger1 = stateno = 320
trigger2 = stateno = 330
trigger3 = stateno = 500
trigger4 = stateno = 510
trigger5 = stateno = 520
trigger6 = stateno = 700
trigger7 = stateno = 710
trigger8 = stateno = 720
trigger9 = stateno = 2800
id = 6600
name = "Guard"
pos =0,0
postype = P1
stateno = 6600
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)

[State 3001, Super]
type = Helper
triggerall = FVar(4)
triggerall = FVar(5)
triggerall = FVar(6)
triggerall = !NumHelper(6601)
triggerall = p2movetype = H
trigger1 = Var(21)
trigger1 = (stateno != [800,899]) && (stateno != [3300,3399])
trigger1 = movehit
trigger2 = Var(21)
trigger2 = projhit = 1
trigger3 = NumHelper(77)
id = 6601
name = "Counter Hit"
pos =0,0
postype = P1
stateno = 6631
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)

[State 3001, Super]
type = Helper
triggerall = FVar(4)
triggerall = FVar(5)
triggerall = !FVar(6)
triggerall = !NumHelper(6601)
triggerall = p2movetype = H
trigger1 = Var(21)
trigger1 = (stateno != [800,899]) && (stateno != [3300,3399])
trigger1 = movehit
trigger2 = Var(21)
trigger2 = projhit = 1
trigger3 = NumHelper(77)
id = 6601
name = "Counter Hit"
pos =0,0
postype = P1
stateno = ifelse(Var(37)=0,6631,6621)
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)

[State 3001, Super]
type = Helper
triggerall = FVar(4)
triggerall = !FVar(5)
triggerall = !NumHelper(6601)
triggerall = p2movetype = H
trigger1 = Var(21)
trigger1 = (stateno != [800,899]) && (stateno != [3300,3399])
trigger1 = movehit
trigger2 = Var(21)
trigger2 = projhit = 1
trigger3 = NumHelper(77)
id = 6601
name = "Counter Hit"
pos =0,0
postype = P1
stateno = ifelse(Var(37)=0,6621,6611)
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)

[State 3001, Super]
type = Helper
triggerall = !FVar(4)
triggerall = !NumHelper(6601)
triggerall = p2movetype = H
trigger1 = Var(21)
trigger1 = (stateno != [800,899]) && (stateno != [3300,3399])
trigger1 = movehit
trigger2 = Var(21)
trigger2 = projhit = 1
trigger3 = NumHelper(77)
id = 6601
name = "Counter Hit"
pos =0,0
postype = P1
stateno = ifelse(Var(37)=0,6611,6601)
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)

[State 3001, Super]
type = Helper
triggerall = FVar(4)
triggerall = FVar(5)
triggerall = FVar(6)
triggerall = !NumHelper(6602)
triggerall = p2movetype = H
triggerall = roundstate = 2
trigger1 = movehit
trigger1 = !Var(37)
trigger2 = projhit = 1
trigger2 = !Var(37)
trigger3 = NumHelper(78)
id = 6602
name = "First Attack"
pos =0,0
postype = P1
stateno = 6632
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)

[State 3001, Super]
type = Helper
triggerall = FVar(4)
triggerall = FVar(5)
triggerall = !FVar(6)
triggerall = !NumHelper(6602)
triggerall = p2movetype = H
triggerall = roundstate = 2
trigger1 = movehit
trigger1 = !Var(37)
trigger2 = projhit = 1
trigger2 = !Var(37)
trigger3 = NumHelper(78)
id = 6602
name = "First Attack"
pos =0,0
postype = P1
stateno = 6622
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)

[State 3001, Super]
type = Helper
triggerall = FVar(4)
triggerall = !FVar(5)
triggerall = !NumHelper(6602)
triggerall = p2movetype = H
triggerall = roundstate = 2
trigger1 = movehit
trigger1 = !Var(37)
trigger2 = projhit = 1
trigger2 = !Var(37)
trigger3 = NumHelper(78)
id = 6602
name = "First Attack"
pos =0,0
postype = P1
stateno = 6612
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)

[State 3001, Super]
type = Helper
triggerall = !FVar(4)
triggerall = !NumHelper(6602)
triggerall = p2movetype = H
triggerall = roundstate = 2
trigger1 = movehit
trigger1 = !Var(37)
trigger2 = projhit = 1
trigger2 = !Var(37)
trigger3 = NumHelper(78)
id = 6602
name = "First Attack"
pos =0,0
postype = P1
stateno = 6602
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)

[State 3001, Super]
type = Helper
triggerall = FVar(4)
triggerall = FVar(5)
triggerall = FVar(6)
triggerall = !NumHelper(6603)
triggerall = Time = 1
trigger1 = stateno = 1800
id = 6603
name = "Tech Hit"
pos =0,0
postype = P1
stateno = 6633
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)

[State 3001, Super]
type = Helper
triggerall = FVar(4)
triggerall = FVar(5)
triggerall = !FVar(6)
triggerall = !NumHelper(6603)
triggerall = Time = 1
trigger1 = stateno = 1800
id = 6603
name = "Tech Hit"
pos =0,0
postype = P1
stateno = 6623
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)

[State 3001, Super]
type = Helper
triggerall = FVar(4)
triggerall = !FVar(5)
triggerall = !NumHelper(6603)
triggerall = Time = 1
trigger1 = stateno = 1800
id = 6603
name = "Tech Hit"
pos =0,0
postype = P1
stateno = 6613
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)

[State 3001, Super]
type = Helper
triggerall = !FVar(4)
triggerall = !NumHelper(6603)
triggerall = Time = 1
trigger1 = stateno = 1800
id = 6603
name = "Tech Hit"
pos =0,0
postype = P1
stateno = 6603
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)

[State 3001, Super]
type = Helper
triggerall = FVar(4)
triggerall = FVar(5)
triggerall = FVar(6)
triggerall = !NumHelper(6604)
triggerall = Time = 1
triggerall = FVar(31)
triggerall = movetype != H
trigger1 = stateno = [1000,3999]
id = 6604
name = "Reversal"
pos =0,0
postype = P1
stateno = 6634
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)

[State 3001, Super]
type = Helper
triggerall = FVar(4)
triggerall = FVar(5)
triggerall = !FVar(6)
triggerall = !NumHelper(6604)
triggerall = Time = 1
triggerall = FVar(31)
triggerall = movetype != H
trigger1 = stateno = [1000,3999]
id = 6604
name = "Reversal"
pos =0,0
postype = P1
stateno = 6624
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)

[State 3001, Super]
type = Helper
triggerall = FVar(4)
triggerall = !FVar(5)
triggerall = !NumHelper(6604)
triggerall = Time = 1
triggerall = FVar(31)
triggerall = movetype != H
trigger1 = stateno = [1000,3999]
id = 6604
name = "Reversal"
pos =0,0
postype = P1
stateno = 6614
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)

[State 3001, Super]
type = Helper
triggerall = !FVar(4)
triggerall = !NumHelper(6604)
triggerall = Time = 1
triggerall = FVar(31)
triggerall = movetype != H
trigger1 = stateno = [1000,3999]
id = 6604
name = "Reversal"
pos =0,0
postype = P1
stateno = 6604
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)

[State 180, 1]
type = VarAdd
triggerall = Time = 1
triggerall = FVar(31)
triggerall = movetype != H
trigger1 = stateno = [1000,3999]
var(47) = 2000
ignorehitpause = 1

[State 180, 1]
type = VarSet
trigger1 = FVar(31) = 3
trigger2 = (stateno = [1000,3999]) && time = 1
fvar(30) = 0
ignorehitpause = 1

[State 180, 1]
type = VarSet
trigger1 = FVar(31) = 3
trigger2 = (stateno = [1000,3999]) && time = 1
fvar(31) = 0
ignorehitpause = 1

[State 180, 1]
type = VarSet
triggerall = alive
triggerall = Var(28) = [0,1]
trigger1 = FVar(21) = 1
fvar(33) = 1
ignorehitpause = 1

[State 180, 1]
type = VarSet
triggerall = alive
triggerall = Var(28) = 2
trigger1 = FVar(21) = 1
fvar(33) = 5
ignorehitpause = 1

[State 180, 1]
type = VarSet
triggerall = alive
triggerall = Var(28) = 3 || Var(28) = 4
trigger1 = FVar(21) = 1
fvar(33) = 6
ignorehitpause = 1

[State 180, 1]
type = VarSet
triggerall = alive
triggerall = Var(31)
trigger1 = FVar(21) = 1
fvar(33) = 3
ignorehitpause = 1

[State 3001, Super]
type = Helper
triggerall = FVar(4)
triggerall = FVar(5)
triggerall = FVar(6)
triggerall = !NumHelper(6700)
triggerall = winKO
triggerall = alive
trigger1 = FVar(21) = 2
id = 6700
name = "Finish Hit"
pos =0,0
postype = P1
stateno = 6730
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)

[State 3001, Super]
type = Helper
triggerall = FVar(4)
triggerall = FVar(5)
triggerall = !FVar(6)
triggerall = !NumHelper(6700)
triggerall = winKO
triggerall = alive
trigger1 = Var(21) = 2
id = 6700
name = "Finish Hit"
pos =0,0
postype = P1
stateno = 6720
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)

[State 3001, Super]
type = Helper
triggerall = FVar(4)
triggerall = !FVar(5)
triggerall = !NumHelper(6700)
triggerall = winKO
triggerall = alive
trigger1 = FVar(21) = 2
id = 6700
name = "Finish Hit"
pos =0,0
postype = P1
stateno = 6710
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)

[State 3001, Super]
type = Helper
triggerall = !FVar(4)
triggerall = !NumHelper(6700)
triggerall = winKO
triggerall = alive
trigger1 = FVar(21) = 2
id = 6700
name = "Finish Hit"
pos =0,0
postype = P1
stateno = 6700
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)

[State 3001, Super]
type = Helper
triggerall = FVar(4)
triggerall = FVar(5)
triggerall = FVar(6)
triggerall = !NumHelper(6704)
triggerall = win
triggerall = alive
trigger1 = Var(39) = 5
trigger1 = FVar(15) = 1
trigger1 = !Var(36)
id = 6704
name = "Complete"
pos =0,0
postype = P1
stateno = 6734
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)

[State 3001, Super]
type = Helper
triggerall = FVar(4)
triggerall = FVar(5)
triggerall = !FVar(6)
triggerall = !NumHelper(6704)
triggerall = win
triggerall = alive
trigger1 = Var(39) = 5
trigger1 = FVar(15) = 1
trigger1 = !Var(36)
id = 6704
name = "Complete"
pos =0,0
postype = P1
stateno = 6724
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)

[State 3001, Super]
type = Helper
triggerall = FVar(4)
triggerall = !FVar(5)
triggerall = !NumHelper(6704)
triggerall = win
triggerall = alive
trigger1 = Var(39) = 5
trigger1 = FVar(15) = 1
trigger1 = !Var(36)
id = 6704
name = "Complete"
pos =0,0
postype = P1
stateno = 6714
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)

[State 3001, Super]
type = Helper
triggerall = !FVar(4)
triggerall = !NumHelper(6704)
triggerall = win
triggerall = alive
trigger1 = Var(39) = 5
trigger1 = FVar(15) = 1
trigger1 = !Var(36)
id = 6704
name = "Complete"
pos =0,0
postype = P1
stateno = 6704
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)

[State 3001, Super]
type = Helper
triggerall = !FVar(4)
triggerall = !FVar(20)
triggerall = win
triggerall = alive
trigger1 = FVar(22) = 1
id = 6701
name = "Vital"
pos =0,0
postype = P1
stateno = 6701
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)

[State 3001, Super]
type = Helper
triggerall = !FVar(5)
triggerall = !FVar(20)
triggerall = win
triggerall = alive
trigger1 = fvar(22) = 1
trigger1 = !FVar(15)
id = 6702
name = "Perfect"
pos =0,0
postype = P1
stateno = 6712
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)

[State 3001, Super]
type = Helper
triggerall = !FVar(5)
triggerall = !FVar(20)
triggerall = win
triggerall = alive
trigger1 = FVar(22) = 1
trigger1 = FVar(15) = 1
id = 6703
name = "Max Combo"
pos =0,0
postype = P1
stateno = 6713
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)

[State 3001, Super]
type = Helper
triggerall = !FVar(6)
triggerall = !FVar(20)
triggerall = win
triggerall = alive
trigger1 = FVar(22) = 1
trigger1 = !FVar(15)
id = 6703
name = "Max Combo"
pos =0,0
postype = P1
stateno = 6723
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)

;----------------------------------------------------------------------------------
; Counter Hit Effect
[State -2, Combo]
type = VarSet
trigger1 = FVar(25) = 1
fvar(25) = 0
ignorehitpause = 1

[State -2, Combo]
type = VarSet
triggerall = p2movetype = H
triggerall = (stateno != [800,899]) && (stateno != [3300,3399])
triggerall = movehit || ProjHit = 1
trigger1 = Var(21)
fvar(25) = 1
ignorehitpause = 1

[State -3, Blocking5]
type = Helper
triggerall = p2movetype = H
triggerall = (stateno != [800,899]) && (stateno != [3300,3399])
triggerall = movehit
trigger1 = Var(21)
ID = 8130
name = "COUNTER HIT EFFECT"
pos = Ceil(enemy,Const(size.ground.front)+FVar(26)),Ceil(Pos Y-enemy,Pos Y+FVar(27))
postype = P2
stateno = 8130
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999

;----------------------------------------------------------------------------------
; Announcer Voice
[State -2, Combo]
type = VarSet
trigger1 = NumEnemy
trigger1 = Enemy,MoveType != H
var(51) = 0
ignorehitpause = 1

[State -2, Combo]
type = VarAdd
trigger1 = MoveHit
trigger2 = ProjHit = 1
var(51) = 1
ignorehitpause = 1

[State 3001, Super]
type = Helper
triggerall = FVar(7)
triggerall = NumEnemy
triggerall = roundstate = 2
triggerall = (Var(51) = 5 && !Var(31)) || (Var(51) = 10 && Var(31))
triggerall = StateNo != 810
triggerall = StateNo != 3100
trigger1 = NumHelper(6800)=0&&NumHelper(6801)=0&&NumHelper(6802)=0&&NumHelper(6803)=0&&Var(35)=0
trigger2 = NumHelper(6800)=0&&NumHelper(6801)=0&&NumHelper(6802)=0&&NumHelper(6803)=0&&Var(35)=1&&enemynear,NumHelper(6800)=0&&enemynear,NumHelper(6801)=0&&enemynear,NumHelper(6802)=0&&enemynear,NumHelper(6803)=0
ID = 6802
name = "narration_3"
pos =0,0
postype = P1
stateno = 6802
helpertype = Normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
pausemovetime = 99999999999999

[State 180, 1];First Attack
type = VarAdd
triggerall = !Var(37)
triggerall = roundstate = 2
triggerall = p2movetype = H
trigger1 = movehit
trigger2 = projHit = 1
var(47) = 5000
ignorehitpause = 1

[State 3001, Super]
type = Helper
triggerall = FVar(7)
triggerall = roundstate = 2
triggerall = p2movetype = H
triggerall = Var(34) < 400
triggerall = (movehit && !Var(37))||(projHit = 1 && !Var(37))||NumHelper(78)
trigger1 = NumHelper(6800)=0&&NumHelper(6801)=0&&NumHelper(6802)=0&&NumHelper(6803)=0&&Var(35)=0
trigger2 = NumHelper(6800)=0&&NumHelper(6801)=0&&NumHelper(6802)=0&&NumHelper(6803)=0&&Var(35)=1&&enemynear,NumHelper(6800)=0&&enemynear,NumHelper(6801)=0&&enemynear,NumHelper(6802)=0&&enemynear,NumHelper(6803)=0
ID = 6801
name = "narration_2"
pos = 0,300
postype = Left
stateno = 6801
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
pausemovetime = 99999999999999

[State -2, Combo]
type = VarSet
triggerall = !Var(37)
triggerall = roundstate = 2
trigger1 = MoveHit && p2movetype = H
trigger2 = ProjHit = 1 && p2movetype = H
trigger3 = MoveType = H && (StateNo != [150,159]) && (StateNo != [500,599])
var(37) = 1
ignorehitpause = 1
persistent = 0

[State 180, 1];Hit bonus
type = VarAdd
triggerall = roundstate = 2
triggerall = Var(51) < 2
trigger1 = moveguarded
trigger2 = projGuarded = 1
var(47)=IfElse((hitdefattr=SCA,NA,NP,NT),-50,IfElse((hitdefattr=SCA,SA,SP,ST),-30,-20))
ignorehitpause = 1
persistent = 1

[State 180, 1]
type = VarAdd
triggerall = roundstate = 2
triggerall = Var(51) < 2
triggerall = Var(21) = 0
triggerall = p2movetype = H
trigger1 = movehit
trigger2 = projhit = 1
var(47)=500
ignorehitpause = 1
persistent = 1

[State 180, 1]
type = VarAdd
triggerall = roundstate = 2
triggerall = Var(51) < 2
triggerall = Var(21)
triggerall = p2movetype = H
trigger1 = movehit
trigger2 = projhit = 1
var(47)=IfElse((hitdefattr=SCA,NA,NP,NT),1001,IfElse((hitdefattr=SCA,SA,SP,ST),3001,5001))
ignorehitpause = 1
persistent = 1

[State 180, 1]
type = VarAdd
triggerall = roundstate = 2
triggerall = Var(21)
triggerall = p2movetype = H
trigger1 = movehit
trigger2 = projhit = 1
var(47)=1000
ignorehitpause = 1
persistent = 1

[State -2, Combo];MAX Power Combo Bonus
type = VarSet
trigger1 = P2MoveType = H
trigger1 = Var(33) < Var(51)
var(33) = Var(51)
ignorehitpause = 1
persistent = 1

[State 180, 1];Combo bonus
type = VarAdd
triggerall = roundstate = 2
triggerall = Var(51) >= 2
trigger1 = movehit
trigger2 = projhit = 1
var(47) = IfElse(Var(51)<6,2000,500)
ignorehitpause = 1
persistent = 1

[State -2, Combo]
type = VarSet
trigger1 = movehit
trigger2 = projHit = 1
var(50) = ifElse(MoveHit,1,3)
ignorehitpause = 1

[State -2, Combo]
type = VarSet
trigger1 = MoveGuarded
trigger2 = ProjGuarded = 1
var(50) = ifElse(MoveGuarded,2,4)
ignorehitpause = 1

[State -2, Combo]
type = VarSet
triggerall = Time = 1
trigger1 = StateNo != 1305
var(50) = 0
ignorehitpause = 1

[State -2, Combo]
type = VarSet
trigger1 = 1
fvar(12) = 0
ignorehitpause = 1

[State -2, Combo]
type = VarSet
trigger1 = movehit
trigger2 = projHit = 1
fvar(12) = ifElse(MoveHit,1,3)
ignorehitpause = 1

[State -2, Combo]
type = VarSet
trigger1 = moveguarded
trigger2 = projGuarded = 1
fvar(12) = ifElse(MoveGuarded,2,4)
ignorehitpause = 1

[State -2, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

;----------------------------------------------------------------------------------
; Power Increase
[State -2, Power]
type = VarSet
trigger1 = Var(10) = 1
var(40) = 0

[State -2, Power]
type = VarSet
trigger1 = Var(10) = 2
var(40) = 167

[State -2, Power]
type = VarSet
trigger1 = Var(10) = 3
var(40) = -125

[State -2, Power]
type = VarSet
trigger1 = Var(10) = 5
var(40) = -222

[State -2, Power]
type = VarSet
trigger1 = Var(10) = 4 || Var(10) = 6
var(40) = -1000

[State -2, Power2]
type = VarSet
triggerall = RoundState = 2
trigger1 = (100*life/const(data.life))<=100
trigger1 = (100*life/const(data.life))>30
var(41) = 0

[State -2, Power3]
type = VarSet
triggerall = RoundState = 2
trigger1 = (100*life/const(data.life))<=30
trigger1 = (100*life/const(data.life))>15
var(41) = 2

[State -2, Power4]
type = VarSet
triggerall = RoundState = 2
trigger1 = (100*life/const(data.life))<=15
trigger1 = (100*life/const(data.life))>0
var(41) = 4

[State -2, Power]
type = VarSet
triggerall = RoundState = 2
trigger1 = 1
var(42) = GetHitVar(damage)

;----------------------------------------------------------------------------------
; Combo Dampener
[State -2, PowerReset]
type = VarSet
triggerall = Var(10) = 1
triggerall = !Var(31)
triggerall = roundstate = 2
trigger1 = power = [0,999]
var(52) = 0

[State -2, PowerReset]
type = VarSet
triggerall = Var(10) != 1
trigger1 = roundstate = 2
var(52) = 0

[State -2, PowerReset]
type = VarSet
triggerall = Var(10) = 1
triggerall = !Var(31)
triggerall = roundstate = 2
trigger1 = power = [1000,1999]
var(52) = 1

[State -2, PowerReset]
type = VarSet
triggerall = Var(10) = 1
triggerall = !Var(31)
triggerall = roundstate = 2
trigger1 = power = [2000,2999]
var(52) = 2

[State -2, PowerReset]
type = VarSet
triggerall = Var(10) = 1
triggerall = !Var(31)
triggerall = roundstate = 2
trigger1 = power >= 3000
var(52) = 5

[State -2, PowerReset]
type = VarSet
triggerall = roundstate = 2
trigger1 = (100*life/const(data.life))<=100
trigger1 = (100*life/const(data.life))>30
var(53) = 0

[State -2, PowerReset2]
type = VarSet
triggerall = roundstate = 2
trigger1 = (100*life/const(data.life))<=30
trigger1 = (100*life/const(data.life))>15
var(53) = 5

[State -2, PowerReset3]
type = VarSet
triggerall = roundstate = 2
trigger1 = (100*life/const(data.life))<=15
trigger1 = (100*life/const(data.life))>0
var(53) = 10

[State -2, PowerReset4]
type = VarSet
triggerall = roundstate = 2
trigger1 = (100*enemy,life/enemy,const(data.life))<=100
trigger1 = (100*enemy,life/enemy,const(data.life))>30
var(54) = 0

[State -2, PowerReset5]
type = VarSet
triggerall = roundstate = 2
trigger1 = (100*enemy,life/enemy,const(data.life))<=30
trigger1 = (100*enemy,life/enemy,const(data.life))>15
var(54) = -10

[State -2, PowerReset6]
type = VarSet
triggerall = roundstate = 2
trigger1 = (100*enemy,life/enemy,const(data.life))<=15
trigger1 = (100*enemy,life/enemy,const(data.life))>0
var(54) = -25

[State -2, PowerReset]
type = VarSet
triggerall = Var(10) = 6
triggerall = roundstate = 2
trigger1 = Var(19)
var(58) = ifElse((Stateno = [195,999]),35,ifElse((Stateno = [1000,2999]),30,10))

[State -2, PowerReset]
type = VarSet
triggerall = Var(10) = 6
triggerall = roundstate = 2
trigger1 = !Var(19)
var(58) = 0

[State -2, PowerReset]
type = VarSet
triggerall = Var(10) != 6
triggerall = roundstate = 2
trigger1 = 1
var(58) = 0

[State -2, PowerReset]
type = VarSet
triggerall = Var(10) = 4
triggerall = roundstate = 2
trigger1 = Var(44)
var(55) = 15

[State -2, PowerReset]
type = VarSet
triggerall = Var(10) = 4
triggerall = roundstate = 2
trigger1 = !Var(44)
var(55) = 0

[State -2, PowerReset]
type = VarSet
triggerall = Var(10) != 4
triggerall = roundstate = 2
trigger1 = 1
var(55) = 0

[State -2, PowerReset]
type = VarSet
triggerall = Var(10) = 5
triggerall = roundstate = 2
trigger1 = Var(18)
var(56) = 20

[State -2, PowerReset]
type = VarSet
triggerall = Var(10) = 5
triggerall = roundstate = 2
trigger1 = !Var(18)
var(56) = 0

[State -2, PowerReset]
type = VarSet
triggerall = Var(10) != 5
triggerall = roundstate = 2
trigger1 = 1
var(56) = 0

[State -2, 1]
type = VarSet
trigger1 = P2movetype != H
var(51) = 0

[State -2]
type = VarSet
trigger1 = (Var(51)-Var(57)) < 10
trigger1 = Var(31)
trigger1 = StateNo = [0, 2999]
fvar(9) = (10-(Var(51)-Var(57)))*.1*.72
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = (Var(51)-Var(57)) >= 10
trigger1 = Var(31)
trigger1 = StateNo = [0, 2999]
fvar(9) = .072
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = Var(31)
trigger1 = StateNo = [3000, 3999]
fvar(9) = .8
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = !Var(31)
trigger1 = Var(51) = [6,29]
trigger1 = StateNo = [0, 2999]
fvar(9) = (25-(Var(51)-5))*.02
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = !Var(31)
trigger1 = Var(51) > 30
trigger1 = StateNo = [0, 2999]
fvar(9) = .02
ignorehitpause = 1

[State -2]
type = VarSet
triggerall = !Var(31)
trigger1 = Var(51) <= 5
trigger2 = StateNo = [3000, 3999]
fvar(9) = 1
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = 1
fvar(10) = (100+Var(52))*.01*(100+Var(53))*.01*(100+Var(54))*.01*(100+Var(58))*.01*(100+Var(55))*.01*(100+Var(56))*.01*(10+(Var(21)*2))*.1*FVar(9)
ignorehitpause = 1

;---------------------
; Counter Hit
[State -2, PowerReset]
type = VarSet
trigger1 = P2MoveType = A
var(21) = 1

[State -2, PowerReset]
type = VarSet
trigger1 = P2MoveType != A
var(21) = 0

;---------------------
; Cheap KO Anim
[State -2, 3]
type = ChangeState
trigger1 = !Alive
trigger1 = PrevStateNo = 130 || PrevStateNo = 131 || PrevStateNo = [150,153]
trigger1 = Stateno = [5000,5050]
value = 5950

[State -2,KO]
type = Varset
triggerall = StateNo = [120,159]
trigger1 = StateType = S
ignorehitpause = 1
fvar(1) = 0

[State -2,KO]
type = Varset
triggerall = StateNo = [120,159]
trigger1 = StateType = C
ignorehitpause = 1
fvar(1) = 1

[State -2,KO]
type = Varset
triggerall = StateNo = [120,159]
trigger1 = StateType = A
ignorehitpause = 1
fvar(1) = 2

;----------------Parry-------------------------------------------------------
;----------------------------------------------------------------------------
;Parry Input
[State -2, Parry]
type = VarSet
trigger1 = Var(1) >= 20
trigger2 = (StateNo = [700,720]) && Time = 1
var(23) = 0

[State -2, Parry]
type = VarSet
trigger1 = Var(1) >= 20
trigger2 = (StateNo = [700,720]) && Time = 1
var(1) = 0

[State -2, Parry]
type = VarAdd
trigger1 = Var(1)
var(1) = 1
ignorehitpause = 1

[State -2, Parry]
type = VarSet
triggerall = !Var(1)
triggerall = Var(8) = 2
trigger1 = command = "parry" && command != "holddown"&& Command != "holdup"
var(1) = 1

[State -2, Blocking-1]
type = VarSet
trigger1 = Var(1) = [1,4]
trigger1 = command != "holdfwd" && command != "holdback" && command != "holdup" && command != "holddown"
var(23) = 1

[State -2, Blocking-1]
type = VarSet
trigger1 = Var(48) >= 20
trigger2 = (StateNo = [700,720]) && Time = 1
var(49) = 0

[State -2, Blocking-2]
type = VarSet
trigger1 = Var(48) >= 20
trigger2 = (StateNo = [700,720]) && Time = 1
var(48) = 0

[State -2, Blocking-2]
type = VarAdd
trigger1 = Var(48)
var(48) = 1
ignorehitpause = 1

[State -2, Blocking-2]
type = VarSet
triggerall = !Var(48)
triggerall = Var(8) = 2
trigger1 = command = "parry2" && command != "holdfwd"&& Command != "holdback"
var(48) = 1

[State -2, Parry]
type = VarSet
trigger1 = Var(48) = [1,4]
trigger1 = command != "holdfwd" && Command != "holdback" && command != "holdup" && Command != "holddown"
var(49) = 1

;Upper Parrying
[State -2, Parry]
type = HitOverride
triggerall = Var(8) = 2
triggerall = statetype != A && ctrl
trigger1 = (Var(1) = [1,4])
trigger2 = (Var(1) = [5,8]) && Var(23)
slot = 0
stateno = 700
attr = SA, AA, AP
time = 1

;Crouching Parrying
[State -2, Parry]
type = HitOverride
triggerall = Var(8) = 2
triggerall = statetype != A && ctrl
trigger1 = (Var(48) = [1,4])
trigger2 = (Var(48) = [5,8]) && Var(49)
slot = 0
stateno = 710
attr = C, AA, AP
time = 1

;Aerial Parrying
[State -2, Parry]
type = HitOverride
triggerall = Var(8) = 2
triggerall = statetype = A && ctrl
trigger1 = (Var(1) = [1,4])
trigger2 = (Var(1) = [5,8]) && Var(23)
slot = 0
stateno = 720
attr = SCA, AA, AP
time = 1

;------------Just Defense----------------------------------------------------
;----------------------------------------------------------------------------
; Again, thank you Warusaki.

;Just Defense Input
[State -2, VarAdd]
type = VarAdd
trigger1 = 1
var(0) = 1
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = Var(7) = 2
triggerall = Var(0) > 14
trigger1 = Command = "back"
trigger2 = Command = "downback"
var(0) = 0

;----------------------------------------------------------------------------------
;Returns ShakeTime for Just Defense
[State -2, WTF]
type = VarAdd
trigger1 = Var(2)
var(2) = -1
ignorehitpause = 1

[State -2, WTF2]
type = VarSet
trigger1 = StateNo = 150 || StateNo = 152 || StateNo = 154
trigger1 = Time = 0
var(2) = GetHitVar(hitshaketime)
ignorehitpause = 1

;Standing Just Defense
[State -2, 3]
type = ChangeState
triggerall = Var(7) = 2
triggerall = StateNo = 150
triggerall = !Time
trigger1 = Var(0) <= 5
value = 500

;Crouching Just Defense
[State -2, 3]
type = ChangeState
triggerall = Var(7) = 2
triggerall = StateNo = 152
triggerall = !Time
trigger1 = Var(0) <= 5
value = 510

;Aerial Just Defense
[State -2, 3]
type = ChangeState
triggerall = Var(7) = 2
triggerall = StateNo = 154
triggerall = !Time
trigger1 = Var(0) <= 5
value = 520

;----------------------------------------------------------------------------------
; KO Voice
[State -2,AI]
type = VarSet
trigger1 = 1
ignorehitpause = 1
fvar(2) = 0

[State -2,AI]
type = VarSet
trigger1 = Anim = 5950 || StateNo = 5950
ignorehitpause = 1
fvar(2) = 1

[State -2,AI]
type = VarSet
trigger1 = movetype != H
trigger1 = roundstate = 2
ignorehitpause = 1
fvar(35) = 0

[State -2,AI]
type = VarSet
trigger1 = StateNo = 5000 || StateNo = 5020 || StateNo = 5070 || StateNo = 5080
trigger1 = roundstate = 2
trigger1 = Time = 0
ignorehitpause = 1
fvar(35) = GetHitVar(hitshaketime)

[State -2, KO]
type = PlaySnd
triggerall = roundstate = 3
trigger1 = !FVar(2) && !FVar(0)
trigger1 = FVar(36) = ifElse(!FVar(35),1,ifelse(FVar(35)>20,20,FVar(35)))
trigger2 = !FVar(19) && FVar(0)
trigger2 = FVar(36) = 12
ignorehitpause = 1
value = S111, 0

[State -2, KO]
type = PlaySnd
triggerall = roundstate = 3
triggerall = FVar(2)
trigger1 = Anim = 5950 && AnimElemTime(1) = 2
ignorehitpause = 1
value = S9020, 0

[State -2,KO]
type = Varadd
trigger1 = !Alive
ignorehitpause = 1
fvar(36) = 1

[State -2,KO]
type = Varset
trigger1 = Alive
ignorehitpause = 1
fvar(36) = 0

;----------------------------------------------------------------------------------
; Do this crap when KO'd
[State -2,KO]
type = VarAdd
trigger1 = roundstate = 3
ignorehitpause = 1
fvar(21) = 1

[State -2,KO]
type = Varset
trigger1 = roundstate != 3
ignorehitpause = 1
fvar(21) = 0

[State -2,KO]
type = VarAdd
trigger1 = roundstate = 4
ignorehitpause = 1
fvar(22) = 1

[State -2,KO]
type = Varset
trigger1 = roundstate != 4
ignorehitpause = 1
fvar(22) = 0

[State -2, HyperComboFinish]
type = Helper
triggerall = WinKo && FVar(21) = 1
trigger1 = StateNo = [3000, 3999]
trigger2 = Var(31)
trigger3 = projhittime(3005) = 1 || projhittime(3405) = 1
ID = 9000
stateno = ifElse((Var(10)=[4,6]),9010,9000)
postype = left
pos = -50,0
pausemovetime = 999999
supermovetime = 999999
ignorehitpause = 1
persistent = 0

[State -2, HyperComboFinish]
type = PlaySnd
trigger1 = WinKo && FVar(21) = 1
value = S9000,0
ignorehitpause = 1

;----------------------------------------------------------------------------------
; Remove Effects
[State -2, Power Charge]
type = RemoveExplod
trigger1 = movetype = H
trigger2 = stateno != 3000
ID = 7111

;-------
; AfterImage Remover
[State -2, AfterImageTime]
type = AfterImageTime
triggerall = !Var(30)
trigger1 = MoveType = H
trigger2 = StateNo = [0,40]
trigger3 = StateNo = [52,199]
time = 0

[State -2, VarSet]
type = VarSet
triggerall = !Var(30)
trigger1 = MoveType = H
trigger2 = StateNo != [40,50]
var(4) = 0

;----------------------------------------------------------------------------------
; Reset Power at the start of the round
[State -2, 1]
type = PowerSet
triggerall = roundstate = 0
trigger1 = FVar(14) || Var(24)
trigger2 = Var(20) = 4
value = 0

[State -2, 1]
type = PowerSet
triggerall = RoundState = 0
triggerall = Var(20) = 6
trigger1 = Var(36) = 2
value = 0

[State -2, 1]
type = VarSet
trigger1 = Roundstate = 0 && (Var(19) || Var(27) = 2) && RoundNo != 1
trigger2 = Roundstate = 0 && roundno = 1
fvar(14) = 0

[State -2, 1]
type = VarSet
trigger1 = roundstate = 0
var(17) = 0

[State -2, 1]
type = VarSet
trigger1 = roundstate = 0
var(29) = 0

[State -2, 1]
type = VarSet
trigger1 = roundstate = 0
var(30) = 0

[State -2, 1]
type = VarSet
trigger1 = roundstate = 0
var(31) = 0

[State -2, 1]
type = VarSet
trigger1 = matchover
var(32) = 0

[State -2, 1]
type = VarSet
trigger1 = roundstate = 0 && roundno = 1
var(19) = 0

[State -2, 1]
type = VarSet
trigger1 = roundstate = 0
var(33) = 0

[State -2, 1]
type = VarSet
trigger1 = roundstate = 0
var(34) = 0

[State -2, 1]
type = VarSet
trigger1 = roundstate = 0
var(35) = 0

[State -2, 1]
type = VarSet
trigger1 = roundstate = 0 && roundno = 1
var(36) = 0

[State -2, 1]
type = VarSet
trigger1 = roundstate = 0
var(37) = 0

[State -2, 1]
type = VarSet
trigger1 = roundstate = 0
fvar(4) = 0

[State -2, 1]
type = VarSet
trigger1 = roundstate = 0
fvar(5) = 0

[State -2, 1]
type = VarSet
trigger1 = roundstate = 0
fvar(6) = 0

[State -2, 1]
type = VarSet
trigger1 = roundstate = 0 && roundno = 1
fvar(14) = 0

[State -2, 1]
type = VarSet
trigger1 = roundstate = 0
fvar(15) = 0

[State -2, 1]
type = VarSet
trigger1 = roundstate = 0
fvar(16) = 0

[State -2, 1]
type = PalFX
trigger1 = roundstate = 0
Time = 1
add   = 0,0,0
ignorehitpause = 1

;CvS2 Character
[State -2, 1]
type = VarSet
trigger1 = 1
fvar(17) = 1;CAPCOM VS SNK 2

;----------------------------------------------------------------------------------
; Descale Groove Bar
[State -2, 1]
type = VarSet
triggerall = numenemy
triggerall = roundstate = 2
trigger1 = enemy,authorname = "warusaki3" && enemy,fvar(39) = 1
trigger2 = enemy,authorname = "mouser" && (P2Name = "Hibiki Takane" || P4Name = "Hibiki Takane")
trigger3 = enemy,authorname = "Jesuszilla" && enemy,fvar(17) = 1
trigger4 = enemy,authorname = "N64Mario" && enemy, Name = "Zero" && enemy,fvar(17) = 1
var(35) = 1

[State -2, 1]
type = VarSet
triggerall = numenemy
trigger1 = (enemynear,authorname="warusaki3"&&enemynear,name="cvsgouki"&&enemynear,var(13))
trigger2 = (enemynear,authorname="SUMI"&&enemynear,name="Destrudo Ryu"&&enemynear,var(16)=1)
trigger3 = (enemynear,authorname="warusaki3"&&enemynear,name="cvsrugal"&&enemynear,var(13))
trigger4 = (enemynear,authorname="warusaki3"&&enemynear,name="cvsryu"&&enemynear,var(13))
trigger5 = (enemynear,authorname="warusaki3"&&enemynear,name="cvsg_rugal"&&enemynear,var(13))
trigger6 = (enemynear,authorname="warusaki3"&&enemynear,name="cvsgeese"&&enemynear,var(13))
trigger7 = (enemynear,authorname="warusaki3"&&enemynear,name="cvssakura"&&enemynear,var(13))
fvar(0) = 1

[State -2, 1]
type = VarSet
triggerall = numenemy
trigger1 = (enemynear,authorname="warusaki3"&&enemynear,name="cvsgouki"&&enemynear,var(13)=0)
trigger2 = (enemynear,authorname="SUMI"&&enemynear,name="Destrudo Ryu"&&enemynear,var(16)=0)
trigger3 = (enemynear,authorname="warusaki3"&&enemynear,name="cvsrugal"&&enemynear,var(13)=0)
trigger4 = (enemynear,authorname="warusaki3"&&enemynear,name="cvsryu"&&enemynear,var(13)=0)
trigger5 = (enemynear,authorname="warusaki3"&&enemynear,name="cvsg_rugal"&&enemynear,var(13)=0)
trigger6 = (enemynear,authorname="warusaki3"&&enemynear,name="cvsgeese"&&enemynear,var(13)=0)
trigger7 = (enemynear,authorname="warusaki3"&&enemynear,name="cvssakura"&&enemynear,var(13)=0)
fvar(0) = 0

;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------

[Statedef 69]
[State -2, 69]
type = ChangeState
trigger1 = 1
value = 69;@#

[State -2, OH SHI-]
type = ChangeState
triggerall = numenemy
trigger1 = enemy, AuthorName = "RyouWin"
trigger2 = enemy, AuthorName = "Ex-Inferis"
trigger3 = enemy, AuthorName = "Tetchi"
trigger4 = enemy, AuthorName = "bomb"
trigger5 = enemy, AuthorName = "beppu"
trigger6 = enemy, AuthorName = "Overmind"
trigger7 = enemy, AuthorName = "@ndroide"
trigger8 = enemy, AuthorName = "Moldredd"
trigger9 = enemy, AuthorName = "Smoke"
trigger10 = enemy, AuthorName = "Ninja_Naruto"
trigger11 = enemy, AuthorName = "tengu"
trigger12 = enemy, Name = "Kan Cho Man"
trigger13 = enemy, Name = "Get weady"
trigger14 = enemy, Name = "Lord Roger"
trigger15 = enemy, Name = "Slime" || enemy, Name = "slime"
trigger16 = enemy, Name = "Takakazu Abe" || enemy, Name = "takakazuabe" || enemy, Name = "Abe"
trigger17 = enemy, Name = "kuromaru"
trigger18 = enemy, Name = "zangyura"

value = 69;@#

[State -2, OH SHI-]
type = ChangeState
triggerall = numpartner
trigger1 = Partner, AuthorName = "RyouWin"
trigger2 = Partner, AuthorName = "Ex-Inferis"
trigger3 = Partner, AuthorName = "Tetchi"
trigger4 = Partner, AuthorName = "bomb"
trigger5 = Partner, AuthorName = "beppu"
trigger6 = Partner, AuthorName = "Overmind"
trigger7 = Partner, AuthorName = "@ndroide"
trigger8 = Partner, AuthorName = "Moldredd"
trigger9 = Partner, AuthorName = "Smoke"
trigger10 = Partner, AuthorName = "Ninja_Naruto"
trigger11 = Partner, AuthorName = "tengu"
trigger12 = Partner, Name = "Kan Cho Man"
trigger13 = Partner, Name = "Get weady"
trigger14 = Partner, Name = "Lord Roger"
trigger15 = Partner, Name = "Slime" || Partner, Name = "slime"
trigger16 = Partner, Name = "Takakazu Abe" || Partner, Name = "takakazuabe" || Partner, Name = "Abe"
trigger17 = Partner, Name = "kuromaru"
trigger18 = Partner, Name = "zangyura"

value = 69;@#


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