
;LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL
;LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL
                                                                                                               [Statedef -2]
;RtBO
;
;ȉ́Ag̏ɔpĕۑĉB

;LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL
;LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL

[State -2, AIx]
                                                                                                      type = VarSet
                                                                                                      trigger1 = var(40) = 1
                                                                                                      trigger2 = var(49) = 0
var(49) = 99 ;1`100̐
;        ~~~~
;قǍUpx┽x܂܂B
;܂Aȉ̃x؂ƂāA킢ω܂B
; 1`50 ccc\łȂ^C~OōUBʂȍs邵R}hR{͍TڂɂȂB
;51`80 ccc󋵂ɂ킹ĐFXȋZgƂBꉞAقڑSĂ̍sɎgpĂB
;81`99 cccU͋͂Ȃ̂gAɗ͌ȂBsB
;POO cccivR{_悤ɂȂBU[h͑_B
;0̏ꍇAAI͋N܂B

;sssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssss

[State -2,[hI]
                                                                                                type = VarSet
                                                                                                trigger1 = roundstate = 1
                                                                                                trigger1 = RoundsExisted = 0
var(58) = (random%3) ;ɓ
;        ~~~
;0=NormalcccQ[W߂⎩ȋZgp\Aꌂ̃_[Wd[h
;1=Rushcccc`F[R{⃂[VLZɂR{d[h
;2=All ccccSĂ̍sgp\\͂኱㋉Ҍ̃[h
;
;Normal Mode
;	Q[W߂ƎȋZg邪AQ[W߂̑x͔ɒxA
;	ȋZQ[WSĎĂ܂ŎgZ͋^Ȑ\Ȃ̂Rushقǂ͋ȂB
;	tR,A[hقǃR{ɈˑĂȂ̂ŁAǂ芴̂킢łB
;	AIx⑊̋炢ɂrIsEɂ̂_B
;
;Rush Mode
;	`F[R{gp\BɁAWv̉ivR{B̋炢ɂĂ̓~X̂_B
;	ivR{̓x100ŎgقALv81ȏłł̂ݎgB
;	ivR{𔲂ɂĂɃR{Η͂уR{n̕L邽ߋB
;	܂AQ[WUE[hȂǋ͂ȋZɉ񂵈Ղ̂݁B
;
;All Mode
;	ÚEh͂]ɑSVXeg悤ɂȂ邪A
;	Normal Modep̃VXeقǋ͂ł͂Ȃ̂Rush Mode̗򉻔ł̂悤ȈʒuÂB
;	Rush ModeƓR{ł̂ł̓_ł͋͂AivR{ȂƉΗ͂Normal ModeƑ卷ȂB
;	ł邱Ƃ͂܂ςĂȂ̂ɃXeC^XቺĂ܂ۂ̂郂[hB
;
;0`2Ń_ɂꍇ́Ȃɂ̋LqĂ(random%3)

;sssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssss

[State -2,H[h]
                                                                                                         type = VarSet
                                                                                                         trigger1 = Time = 0
var(57)  = 0 ;̐ύX
;         ~~~
;0=OFF
;1=ON
;iONɂĂH[huIłvԂɂȂ邾ŁAőΐ킷邱Ƃ\łj
;
;@@x@
;
;H[hONɂƐp̉oZgp\ɂȂ܂AS̉摜\ȂǉߌȐ`ʂs܂B
;悭lŎgpĉB
;肪玩ŐӔCƂĂB

;sssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssss
[State -2, ubLOx]
                                                                                                     type = VarSet
                                                                                                     trigger1 = var(49) != 0
var(50) = 999 ; 0`999̐
;        ~~~~~
;̍UubLOḿB
;RAubLÓuubLOłԁvłłȂ̂ŁA
;킢ɂĂ͐Ă܂ubLOĂȂƂ܂B
;܂ALifeȂƂAiqbg̍Uɑ΂Ă̓ubLOxオcȂB

;LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL
;LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL

;ݒ͂܂łłB牺́Aʂ͗̕֎~łB

;LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL
;LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL







;LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL
;VARꗗ
;LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL

;---------------------------------------------------------------------------------------------------------------------------
;EhNAVar
;---------------------------------------------------------------------------------------------------------------------------
;1=|[Y
;10=Wv
;11=ÂI[o[hCp
;12=OD & TW ^C}[
;13=ÂƂ_
;14=ÂUE[hp
;15=UE[hqbgmF
;16=UE[h_[WiԒ~ɍUƑAIɂ̐l*0.7Ԃ̃_[W^j
;17=XgCJ[{𑝂₷
;20=Jt[˂
;25=A[}[^C}[Var
;26=A[}[StateVar
;27=A[}[AnimVar
;28=A[}[AnimElemNoVar
;29=A[}[PosVar
;30=UmF(JE^[)
;31=JE^[mF
;32=JE^[(d)
;35=I[o[hC@}KJ~
;40=ȈAI

;---------------------------------------------------------------------------------------------------------------------------
;EhׂŕۑVar
;---------------------------------------------------------------------------------------------------------------------------
;41=|[YEDgp
;44=|[YƂ̋
;45=1R|[Y&Z
;46=ꏟ|[Y
;47=XgCJ[{
;49=ȈAIp Փxݒ
;50=AIɃubLO̔ݒ肳邽ߓオgp܂B
;51=AIɃI[o[V[ĝߎԂF邽ߓオgp܂B
;52=AIɉivR{ۂ̂̎gp񐔂F邽߂ɓオgp܂B
;57=[hZNgp1ڊmFiVar57=RoundnoƂƂł낵Hj
;58=[hZNgp
;59=[hZNgp

;LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL
;ꏈ
;LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL

;[hZNgp
[State -2,ModeSelect_摜\]
type = Explod
trigger1 = Var(57) < 2
trigger1 = StateNo = [191,195]
trigger1 = RoundNo = 1 && RoundState = 1
anim     = 9980 + (var(58))
ID       = 9980
postype  = P1
pos      = 0, -20
removetime  = 2
facing      = IfElse (TeamSide = 1, 1, -1)
sprpriority = 3
ontop = 1
ownpal = 1
shadow = 0,0,0
persistent  = 0

[State -2,MS-VarSet];ZNg_
type = VarSet
trigger1 = Var(57) = 1
trigger1 = RoundNo = 1 && StateNo = 5900 && Time = 0
var(58)  = 6

[State -2,MS-VarAdd]
type = VarAdd
trigger1 = Var(57) < 2
trigger1 = (StateNo = [191,195])
trigger1 = command  = "Fblock"
V       = 58
value   = 1

[State -2,MS-VarAdd2]
type = VarAdd
trigger1 = Var(57) < 2
trigger1 = (StateNo = [191,195])
trigger1 = command  = "Bblock"
V       = 58
value   = -1

[State -2,MS-VarSet]
type = VarSet
triggerall = command = "Fblock"
trigger1 = Var(57) = 0
trigger1 = (StateNo = [191,195]) && Var(58) >= 3
trigger2 = Var(57) = 1
trigger2 = (StateNo = [191,195]) && Var(58) >= 6
var(58)  = 0

[State -2,MS-VarSetNoH2]
type = VarSet
trigger1 = Var(57) = 0
trigger1 = (StateNo = [191,195]) && Var(58) <= -1
trigger1 = command = "Bblock"
var(58)  = 2

[State -2,MS-VarSet2]
type = VarSet
trigger1 = Var(57) = 1
trigger1 = (StateNo = [191,195]) && Var(58) <= -1
trigger1 = command = "Bblock"
var(58)  = 5

[State -2,MS-VarSet]
type = VarSet
;trigger1 = Var(57) < 2;Ȃ񂶂ȂHvar59=var58ł킹邽߂ɂ́B
;trigger1 = command = "Fblock"  || command = "Bblock";Ԃ񂱂ꂪWatch[hŃ[hI@\Ȃ
;trigger1 = (StateNo = [191,195]) && Var(58) >= 0 && Var(58) < 6;Cgvar581`5Ă̂ȂˁH
trigger1 = 1
var(59)  = var(58)
;̋LqɂĂ͂悭킩ȂBvar581`5̂Ƃvar59=var58ɂȂ炵B

[State 180,MS-VarRandom];_ZNg
type = VarRandom
trigger1 = Var(57) < 2
trigger1 = (StateNo = [191,195]) && (Var(58) != [0,5])
v        = 59
range    = 0,5
;var580`5ł͂ȂƂi܂6̃_IƂj1`5̂ǂꂩ蓖Ă

[State -2,MS-VarSet3]
type = VarSet
triggerall = var(57) != 2
trigger1 = command = "a" || command = "b" || command = "c"
trigger2 = command = "x" || command = "y" || command = "z" || command = "start"
trigger3 = RoundState = 2
var(57)  = 2

;---------------------------------------------------------------------------------------------------------------------------
;[hω
[State -2, Uω]
type = AttackMulset
trigger1 = Var(11)  = 0
trigger1 = Var(59) != 0 && Var(59) != 3
trigger1 = 1
value    = 0.9                    ;2ȂU2{
ignorehitpause = 1

[State -2, hω]
type = DefenceMulSet
trigger1 = Var(11) = 0
trigger1 = var(59) = 2 || var(59) = 5
trigger1 = 1
value    = 1.24                   ;0.5Ȃ_[W
ignorehitpause = 1


;ʒu Aɋ삯鋗ZoBꉞEEE
[State -2, ʒuZbg]
type = VarSet
trigger1 = RoundState = 1
var(44) = 0

[State -2, ʒu]
type = VarSet
trigger1 = StateNo != 184
trigger1 = RoundState = 3 && Life > P2Life
trigger1 = P2Dist X > 0
var(44)  = Floor((BackEdgeBodyDist)+(P2Dist X)-100)


;KEZ var(45)ŕʂƕKEʁBꉞEEE

[State -2, KE]
type = Changestate
triggerall = Var(59) >= 3
triggerall = Var(45) = 0 && !Alive && StateNo = [5000,5081]
triggerall = StateNo != 5150 || StateNo != 5400 && Vel Y < 0
trigger1 = enemyNear,hitdefattr = SCA, HA, HP
trigger2 = ProjHit = 1
value    = 5400

[State 5900,FVar߂]
type = VarSet
trigger1 = Alive != 0 && Var(45) != 0
trigger1 = RoundState = 2                  ;vC[Ă
var(45)  = 0

;---------------------------------------------------------------------------------------------------------------------------
;TEh֌W

[State -2, n]
type = PlaySnd
trigger1 = StateNo  = 52 || StateNo = 60
trigger1 = AnimElem = 1, 1
trigger2 = StateNo  = 191 && Anim = 60 && AnimElem = 1, 1
trigger3 = StateNo  = 100 || StateNo = 184
trigger3 = AnimElem = 3 || AnimElem = 6
trigger4 = StateNo = 106
trigger4 = Time = 1
value = s40, 0

[State -2, 󒆃_bV]
type = PlaySnd
trigger1 = StateNo  = [500,505]
trigger1 = AnimElem = 1, 1
value  = s0, 4

[State -2, ꐺ]
type = PlaySnd
trigger1 = Time = 1 && Alive
trigger1 = StateNo = 5000 || StateNo = 5010 || StateNo = 5020
value = s5, 1

[State -2, ꐺ2]
type = PlaySnd
trigger1 = Time = 1 && Alive
trigger1 = StateNo = 5030 || StateNo = 5070
value = s5, 2

[State -2, ꐺ3]
type = PlaySnd
triggerall = Time  = 1 && Alive
trigger1 = StateNo = 5050 || StateNo = 5080
trigger2 = StateNo = [5070,5071]
value  = s5, 0

:---------------------------------------------------------------------------------------------------------------------------
;\֌W

;JbgC
[State -2, KJbgCHp]
type = Explod
triggerall = Var(59) >= 3 && !NumExplod(9003)
trigger1 = StateNo = 3000  && AnimElem = 2, 1
trigger2 = StateNo = 3100  && AnimElem = 3, 1
trigger3 = StateNo = 3200  && AnimElem = 3, 0
trigger4 = StateNo = 3500  && AnimElem = 2, 1
trigger5 = StateNo = 10000 && AnimElem = 2, 1
anim = 9003
ID   = 9003
pos  = -15, 0
postype    = Back
sprpriority= 4
supermove  = 1
removetime = 27
ownpal = 1
ctrl   = 0

[State -2, KJbgCp]
type = Explod
triggerall = Var(59) < 3 && !NumExplod(9002)
trigger1 = StateNo = 3000  && AnimElem = 2, 1
trigger2 = StateNo = 3100  && AnimElem = 3, 1
trigger3 = StateNo = 3200  && AnimElem = 3, 0
trigger4 = StateNo = 3500  && AnimElem = 2, 1
trigger5 = StateNo = 10000 && AnimElem = 2, 1
anim = 9002
ID   = 9002
pos  = -30, 15
postype    = Back
sprpriority= -2
supermove  = 1
removetime = 27
vel    = 2,0
accel  = -0.08, 0
ownpal = 1
ctrl   = 0


[State 8000, ODJbgCp]
type = Explod
trigger1 = StateNo = 8000 && Anim = 8000 + (Var(59) = [3,5])    && AnimElem = 1, 1
trigger2 = StateNo = 8005 && Anim = 8000 + (Var(59) = [3,5])    && AnimElem = 1, 1
trigger3 = StateNo = 3050 && Anim = 3050 + (Var(59) = [3,5])*10 && AnimElem = 1, 1
anim     = 8004
ID       = 8000
pos      =  0, 0
postype  = Back
sprpriority= -1
supermove  = 1
removetime = 18
ownpal = 1  
ctrl   = 0

[State 8000, ODJbgCHp]
type = Explod
triggerall = Var(59) >= 3
trigger1 = StateNo = 8000 && Anim = 8001 && AnimElem = 3, 1
trigger2 = StateNo = 8005 && Anim = 8001 && AnimElem = 3, 1
trigger3 = StateNo = 3050 && Anim = 3050 + (Var(59) = [3,5])*10 && AnimElem = 3, 1
anim     = 8005
ID       = 8001
pos      = 160, 200
postype  = Back
sprpriority= -1
supermove  = 1
removetime = 20
ownpal = 1  
ctrl   = 0
vel    = 0, -40
scale  = 1.4, 1.4
Pausemovetime = 9999

[State 8000, ODJbgCHp2]
type = Explod
triggerall = Var(59) >= 3
trigger1 = StateNo = 8000 && Anim = 8001 && AnimElem = 3, 1
trigger2 = StateNo = 8005 && Anim = 8001 && AnimElem = 3, 1
trigger3 = StateNo = 3050 && Anim = 3050 + (Var(59) = [3,5])*10 && AnimElem = 3, 1
anim     = 8005
ID       = 8002
pos      = 160, 160
postype  = Back
sprpriority= -2
supermove  = 1
removetime = 25
ownpal = 1  
ctrl   = 0
vel    = 0, -6.7
scale  = 1, 1
Pausemovetime = 9999

[State 8000, ODJbgCHp3]
type = Explod
triggerall = Var(59) >= 3
trigger1 = StateNo = 8000 && Anim = 8001 && AnimElem = 3, 1
trigger2 = StateNo = 8005 && Anim = 8001 && AnimElem = 3, 1
trigger3 = StateNo = 3050 && Anim = 3050 + (Var(59) = [3,5])*10 && AnimElem = 3, 1
anim     = 8005
ID       = 8003
pos      = 160, 120
postype  = Back
sprpriority= -3
supermove  = 1
removetime = 30
ownpal = 1  
ctrl   = 0
vel    = 0, -2.3
scale  = .8, .8
Pausemovetime = 9999

;p[{Q[W
[State 195,p[{]
type = Explod
trigger1 = Alive && RoundState = 2
trigger1 = TeamSide = 1
trigger1 = 1
anim = 950 + Ceil(Var(47))            ;ceil _ȉ؂グ
ID   = 950
pos  = 31,208
postype  = Left
facing   = 1
bindtime = 2
sprpriority = 3
ownpal = 1
ontop  = 1
ignorehitpause = 1
pausemovetime  = 2

[State 195,p[{]
type = Explod
trigger1 = Alive && RoundState = 2
trigger1 = TeamSide = 2
trigger1 = 1
anim = 950+Ceil(Var(47))
ID   = 950
pos  = -31,208
postype  = Right
facing   = -1
bindtime = 2
sprpriority = 3
ownpal = 1
ontop  = 1
ignorehitpause = 1
pausemovetime  = 2


;NeBJ
[State -2,Critical]
type = Explod
triggerall = !NumExplod(9991)
trigger1 = StateNo = 1000 || StateNo = 1002
trigger1 = Time > 8 && Time < 23 && MoveHit
trigger1 = enemynear,GetHitVar(yvel) < -1 
trigger2 = StateNo = 310 && MoveHit
trigger2 = P2StateType != A
trigger3 = StateNo = 1505 && MoveHit
anim = 9991
ID   = 9991
pos  = IfElse (Facing = 1, -5, 5), -100
postype  = P1
facing   = IfElse (Facing = 1, 1, -1)
bindtime = 20
pausemovetime = 20
removetime    = 20
ignorehitpause = 1
sprpriority = -1
ownpal = 1
persistent  = 0


;ubLO
[State -2,Blocking]
type = Explod
trigger1 = !NumExplod(9992) && Time = 0
trigger1 = StateNo = [880,882]
anim = 9992
ID   = 9992
pos  = IfElse (Facing = 1, -5, 5), -100
postype = P1
facing  = IfElse (Facing = 1, 1, -1)
bindtime= 20
pausemovetime = 20
removetime    = 20
ignorehitpause= 1
sprpriority = -1
ownpal      = 1
persistent  = 0

[State -2,Blocking]
type = PowerAdd
trigger1 = StateNo = [880,882]
trigger1 = Time = 0
value    = 10
pausemovetime = 20

[State -2,Blocking]
type = Explod
trigger1 = StateNo = [880,882]
trigger1 = Time = 0
anim     = 885
postype  = P1
pos      = 0, -60
removetime    = 5
pausemovetime = 999
sprpriority   = 2
persistent  = 0


;JE^[
[State -2,UmFVar]
type = VarSet
trigger1 = enemyNear,MoveType = A
trigger1 = Var(14) != 1
ignorehitpause = 1
var(30) = 1

[State -2,UmFVar]
type = VarSet
triggerall = Var(30) = 1
trigger1 = Var(31) > 0
trigger2 = Var(31) <= 0 && enemyNear,MoveType = I
trigger3 = MoveType = H
var(30) = 0
ignorehitpause = 1

[State -2,JE^[Var]
type = VarSet
trigger1 = Var(30) = 1
v = 32
value = 2
persistent  = 1
ignorehitpause = 1

[State -2,JE^[Var]
type = VarSet
trigger1 = Var(30) != 1
v = 32
value = 0
persistent  = 1
ignorehitpause = 1

[State -2,JE^[mFVar]
type = VarSet
trigger1 = hitdefattr = SCA, NA, SA, HA, SP, HP
trigger1 = Var(30) = 1 && MoveHit
var(31) = 3
ignorehitpause = 1

[State -2,Counter]
type = Explod
triggerall = !NumExplod(9990)
trigger1 = Var(31) = 3
trigger2 = StateNo = 1610 && Time = 7
anim = 9990
ID   = 9990
pos  = IfElse (Facing = 1, -5, 5), -100
postype = P1
facing  = IfElse (Facing = 1, 1, -1)
sprpriority = -1
ownpal    = 1
bindtime = 20
pausemovetime = 20
removetime    = 20
ignorehitpause = 1
persistent  = 0

[State -2,JE^[Vel]
type = TargetVelAdd
trigger1 = Var(31) > 0
trigger1 = enemyNear,GetHitVar(yvel) < 0
trigger1 = enemyNear,GetHitVar(hitshaketime) = 1
y = -9.99
ignorehitpause = 1

[State -2,JE^[Var]
type = VarAdd
trigger1 = Var(31) > 0 && Var(30) = 0
trigger1 = 1
v = 31
value = -1
;ignorehitpause = 1


;LZ
[State -2,Cancel]
type = Explod
triggerall = !NumExplod(9993)
trigger1 = StateNo = 750 || StateNo = 755
trigger2 = StateNo = 352 || StateNo = 362 || StateNo = 856
anim = 9993
ID   = 9993
pos  = IfElse (Facing = 1, -5, 5), -100
postype = P1
facing  = IfElse (Facing = 1, 1, -1)
sprpriority = -1
ownpal   = 1
bindtime = 20
pausemovetime = 20
removetime    = 20
ignorehitpause= 1
persistent  = 0

;---------------------------------------------------------------------------------------------------------------------------
;K֌W

;I[o[hC&UE[h
[State 8000, p[֎~]
type = PowerSet
triggerall = StateNo != [8000,8006]
trigger1 = Var(11) > 0 && Var(12) >= 0     ;I[o[hC
trigger2 = Var(14) = 1                     ;UE[h
value    = 0
ignorehitpause = 1
persistent  = 1

;---------------------------------------------------------
;I[o[hCIp
[State 8000, X[p[LZp]
type = VarSet
triggerall = Var(11) > 0 && Var(12) > 0
trigger1 = StateNo = [3000,3500]
var(12)  = 0

[State 8000, UωI]
type = AttackMulset
triggerall = Var(11) = 1
trigger1 = Var(12)  <= 0
trigger2 = Var(12)  >= 0
trigger2 = !Alive || RoundState = 3
value    = 1
ignorehitpause = 1

[State 8000, hωI]
type = DefenceMulSet
trigger1 = Var(11) = 2 && Var(12) <= 0
trigger2 = Var(11) = 2 && Var(12) >= 0
trigger2 = !Alive || RoundState = 3
trigger3 = Var(35) = 1
trigger3 = Life <= 0
value    = 1
ignorehitpause = 1

[State 8000, čpԕωI]
type = Afterimagetime
trigger1 = Var(11) > 0 && Var(12) <= 2
trigger2 = Var(11) > 0 && Var(12) >= 0 && StateNo != 8051
trigger2 = !Alive || RoundState = 3
trigger3 = Var(35) = 1                     ;}KJ~
trigger3 = Life <= 0 || RoundState = 3
time     = 0
ignorehitpause = 1
pausemovetime  = 999

[State 8000, _ŏI]
type = PalFX
triggerall = StateNo != 8000 && StateNo != 8005 && StateNo != 8500
trigger1 = Var(11) > 0 && Var(12) <= 2
trigger2 = Var(11) > 0 && Var(12) >= 0 && StateNo != 8051
trigger2 = !Alive || RoundState = 3
trigger3 = Var(35) = 1
trigger3 = Life <= 0 || RoundState = 3
time     = 3
add      = 200,190,200
ignorehitpause = 1
pausemovetime  = 999
supermove  = 1

[State 8000, IVarZbg]
type = VarSet
triggerall = Var(11) != 0
trigger1 = Var(12) <= 0
trigger2 = !Alive
var(11)  = 0

[State 8900, IVarZbg]
type = VarSet
trigger1 = Var(35) != 0
trigger1 = !Alive
v = 35
value = 0


;---------------------------------------------------------------------------------------------------------------------------
;I[o[hC&UE[h^C}[
[State 8000, ^C}[VarZbg]
type = VarSet
trigger1 = Alive = 0 || RoundState = 3
trigger2 = Var(11) > 0 && Var(12) <= 0 && Var(14) != 1
var(12)  = 0

[State 8000, ^C}[pVar]
type = VarAdd
triggerall = 1
trigger1 = Var(11) > 0 && Var(12) >= 1
V       = 12
value   = -4
ignorehitpause = 1
[State 8000, ^C}[pVar]
type = VarAdd
triggerall = 1
trigger1 = Var(14) = 1
V       = 12
value   = -8
ignorehitpause = 1

;I[o[hC&UE[hp^C}[Q[W

[State 8001, Q[W]
type = Explod
triggerall = TeamSide = 1 && Var(12) > 0 && Var(13) != 1
trigger1 = Var(11) > 0
trigger2 = Var(14) = 1
anim = 8200+Ceil(Var(12)/200)
ID   = 8200
pos  = 66,200
postype  = Left
facing   = -1
bindtime = -1
ignorehitpause = 1
pausemovetime  = 999
sprpriority = 3
ownpal = 1
ontop  = 1

[State 8001, Q[W]
type = Explod
triggerall = TeamSide = 2 && Var(12) > 0 && Var(13) != 1
trigger1 = Var(11) > 0
trigger2 = Var(14) = 1
anim = 8200+Ceil(Var(12)/200)
id   = 8200
pos  = -66,200
postype  = Right
facing   = 1
bindtime = -1
ignorehitpause = 1
pausemovetime  = 999
sprpriority = 3
ownpal = 1
ontop  = 1

;=========================================================
;I[o[hC
[State 8000, _Type-M]
type = PalFX
trigger1 = Var(11) = 1 && Var(12) > 0
trigger1 = TimeMod = 14, 0             ;  Timemod = a,b  State-time~a+b
time     = 2000
add      =  25,-65,-45
sinadd   = -40,-40,-40,14
ignorehitpause = 1
supermove = 1

[State 8000, _Type-R]
type = PalFX
trigger1 = Var(11) = 2 && Var(12) > 0
trigger1 = TimeMod = 14, 0
time     = 2000
add      = -45,-65, 25
sinadd   = -40,-40,-40,14
ignorehitpause = 1
supermove = 1

[State 8000, c]
type = AfterImage
trigger1 = Var(11) > 0 && Var(12) > 0
trigger1 = Time = 2
length = 7
PalBright   =  20, 20, 20
PalContrast = 100, 80, 130
PalAdd      =  -10,-10,-14
PalMul      =   1,  1,  1
TimeGap  = 1
FrameGap = 2
Trans = add
time  = 22
ignorehitpause = 1

[State 8000, Uω]
type = AttackMulset
trigger1 = Var(11) = 1
trigger1 = 1
value    = 0.82                   ;2ȂU2{
ignorehitpause = 1

[State 8001, hω]
type = DefenceMulSet
trigger1 = Var(11) = 2
trigger1 = 1
value    = 0.85                   ;0.5Ȃ_[W
ignorehitpause = 1

[State 8000, Xs[hUP]    ;Type-Mp
type = VelMul
trigger1 = Var(11) = 1 && MoveType != H
trigger1 = TimeMod = 10, 1
x        = 1.18
y        = IfElse(Vel Y < 0, 0.88, 2.8)

[State 8000, w]      ;all
type = AssertSpecial
trigger1 = Var(59) = 2 || Var(59) = 5
trigger1 = Var(11) > 0 && MoveType != H
trigger1 = StateNo != 8000 && StateNo != 8005
trigger1 = 1
flag     = invisible

;---------------------------------------------------------------------------------------------------------------------------
;I[o[hCType-R A[}[
[State 8010, A[}[VarZbg]
type = VarSet
trigger1 = Var(11) = 0
trigger1 = StateNo = 8050
var(25)  = 0

[State 8010, A[}[VarZbg]
type = VarSet
trigger1 = Var(11) = 2 && Var(12) > 0
trigger1 = Var(25) = 0 && MoveType != H
var(25)  = 40
ignorehitpause = 1

[State 8010, A[}[Var^C}[]
type = VarAdd
trigger1 = Var(11) = 2 && Var(12) > 0
trigger1 = Var(25) > 0 && Var(25) < 40
trigger1 = StateNo != 8010 && MoveType != H
trigger1 =  1
var(25)  = -1

[State 8010, U]
type = HitOverride
trigger1 = Var(11) = 2 && Var(12) > 0
trigger1 = Var(25) = 40 && Life > 0
trigger1 = (StateNo != [120,155]) && StateNo != 8010
attr     = SCA, NA, SA, HA, NP, SP, HP
slot     = 1
stateno  = 8010
time     = 1

[State 8010, StateVarZbg]
type = VarSet
triggerall = Var(11) = 2 && Var(12) > 0
trigger1 = Var(25) = 40 && MoveType != H
var(26)  = StateNo
ignorehitpause = 1

[State 8010, AnimVarZbg]
type = VarSet
triggerall = Var(11) = 2 && Var(12) > 0
trigger1 = Var(25) = 40 && MoveType != H
var(27)  = Anim

[State 8010, AnimElemNoVarZbg]
type = VarSet
triggerall = Var(11) = 2 && Var(12) > 0
trigger1 = Var(25) = 40 && MoveType != H
trigger1 = StateNo = var(26)
var(28)  = AnimElemNo(0)

[State 8010, PosVarZbg]
type = VarSet
triggerall = Var(11) = 2 && Var(12) > 0
trigger1 = Var(25) = 40 && MoveType != H
var(29)  = (statetype = S) + (statetype = C)*2+ (statetype = A)*3

[State 8010, u~܂]
type = Pause
trigger1 = StateNo = 8010
trigger1 = Time = 0
time = GetHitVar(hitshaketime)
Pausemovetime = 9999

[State 8010, AjύX]
type = ChangeAnim
triggerall = Var(11) = 2 && Var(12) > 0
trigger1 = Var(25) > 0 && Var(25) < 40 && Life > 0
trigger1 = StateNo = (var(26)) && PrevStateNo = 8010
trigger1 = Anim = (var(27))
trigger1 = AnimElemTime(var(28)) < 0
value    = var(27)
elem     = var(28)
Pausemovetime = 9999

[State 8010,test]
type = DisplayToClipboard;
triggerall = Var(25) = 39
trigger1 = 1
text = "StateNo = %d, Anim = %d, AnimElemNo = %d, statetype = %d"
params = var(26),var(27),var(28),var(29)

;=========================================================
;I[o[hC ܂
[State 8500, ICtrlSet]
type = CtrlSet
trigger1 = Var(35) = 1
trigger1 = Life <= 0 || RoundState = 3
value    = 0

[State 8500, I|[Y]
type = ChangeState
triggerall = Var(35) = 1 && StateNo != 8900
trigger1 = Power <= 0 && (StateNo = [8510,8660])
trigger2 = RoundState = 3 && Life > 0
value    = 8900
ctrl     = 0

[State 8500, ʏ|[Y]
type = ChangeState
triggerall = Var(35) = 1 && Life > 0 && Power > 0
trigger1 = StateNo = [0,60]
value    = 8510

[State 8500, c]
type = AfterImage
trigger1 = Var(35) = 1
trigger1 = Time = 1
length   = 3
PalBright   =  20, 20, 20
PalContrast = 120, 120, 170
PalAdd      =  -10,-14,-10
PalMul      =   1,  1,  1
TimeGap  = 1
FrameGap = 1
Trans    = add1
time     = 200
ignorehitpause = 1

[State 8680, ̗͉]
type = LifeAdd
trigger1 = Var(35) = 1 && Movetype != A
trigger1 = 1
trigger1 = (GameTime%17) = 0
value    = 1
absolute = 1

[State 8500, lKeBuyieB];p[
type = PowerAdd
triggerall = Var(35) = 1 && Power > 0
trigger1 = (GameTime%10) = 0
value    = -(P2BodyDist X > 80)*5 -(P2BodyDist Y > 75)*5

[State 8500, hUP]
type = DefenceMulSet
trigger1 = Var(35) = 1
trigger1 = 1
value    = 0.7
ignorehitpause = 1

[State 8500, _]
type = PalFX
trigger1 = Var(35) = 1
trigger1 = Time = 1
time     = 1000
add      = -30,-30,-5
sinadd   = -100,-100,-160, 25
ignorehitpause = 1

[State 8500, wi]
type = BGPalFX
trigger1 = Var(35) = 1
add      = 140, -20, -20
invertall= 1
time     = 70
ignorehitpause = 1
persistent  = 1

;=========================================================
;Â`FWEUE[h TW
;TW_[Wp
[State 4000, VarZbg]
type = VarSet
triggerall = Var(14) = 1
trigger1 = Var(15) = 0 && MoveHit = 0
var(15)  = 1

[State 4000, TW_[W17]
type = VarAdd
triggerall = Var(14) = 1 && var(15) = 1 && MoveHit
trigger1 = StateNo = 1300 || 1301
var(16)  = 17
[State 4000, TW_[W20]
type = VarAdd
triggerall = Var(14) = 1 && var(15) = 1 && MoveHit
trigger1 = StateNo = 600
var(16)  = 20
[State 4000, TW_[W23]
type = VarAdd
triggerall = Var(14) = 1 && var(15) = 1 && MoveHit
trigger1 = StateNo = [200,201]
trigger2 = StateNo = 400
trigger3 = StateNo = 1005
var(16)  = 23
[State 4000, TW_[W26]
type = VarAdd
triggerall = Var(14) = 1 && var(15) = 1 && MoveHit
trigger1 = (StateNo = [230,231]) || (StateNo = 630)
trigger2 = (StateNo = [300,301]) || (StateNo = 361)
trigger3 = StateNo = 1903
var(16)  = 26
[State 4000, TW_[W28]
type = VarAdd
triggerall = Var(14) = 1 && var(15) = 1 && MoveHit
trigger1 = StateNo = 430
var(16)  = 28
[State 4000, TW_[W35]
type = VarAdd
triggerall = Var(14) = 1 && var(15) = 1 && MoveHit
trigger1 = StateNo = 1402
var(16)  = 35
[State 4000, TW_[W36]
type = VarAdd
triggerall = Var(14) = 1 && var(15) = 1 && MoveHit
trigger1 = StateNo = 410
var(16)  = 36
[State 4000, TW_[W37]
type = VarAdd
triggerall = Var(14) = 1 && var(15) = 1 && MoveHit
trigger1 = StateNo = 410
var(16)  = 37
[State 4000, TW_[W45]
type = VarAdd
triggerall = Var(14) = 1 && var(15) = 1 && MoveHit
trigger1 = StateNo = 350 || StateNo = 1900
trigger2 = 1020
var(16)  = 45
[State 4000, TW_[W50]
type = VarAdd
triggerall = Var(14) = 1 && var(15) = 1 && MoveHit
trigger1 = StateNo = 700
trigger2 = StateNo = 720
trigger3 = StateNo = 1000
var(16)  = 50
[State 4000, TW_[W53]
type = VarAdd
triggerall = Var(14) = 1 && var(15) = 1 && MoveHit
trigger1 = StateNo = 1002
trigger2 = StateNo = 1400
var(16)  = 53
[State 4000, TW_[W57]
type = VarAdd
triggerall = Var(14) = 1 && var(15) = 1 && MoveHit
trigger1 = StateNo = [210,211]
var(16)  = 57
[State 4000, TW_[W60]
type = VarAdd
triggerall = Var(14) = 1 && var(15) = 1 && MoveHit
trigger1 = StateNo = 1200
trigger2 = StateNo = 1410
var(16)  = 60
[State 4000, TW_[W63]
type = VarAdd
triggerall = Var(14) = 1 && var(15) = 1 && MoveHit
trigger1 = StateNo = [240,241]
trigger2 = StateNo = 1500
trigger3 = StateNo = 1503
var(16)  = 63
[State 4000, TW_[W65]
type = VarAdd
triggerall = Var(14) = 1 && var(15) = 1 && MoveHit
trigger1 = StateNo = 1201
var(16)  = 65
[State 4000, TW_[W67]
type = VarAdd
triggerall = Var(14) = 1 && var(15) = 1 && MoveHit
trigger1 = StateNo = 1030
trigger2 = StateNo = 1505
var(16)  = 67
[State 4000, TW_[W70]
type = VarAdd
triggerall = Var(14) = 1 && var(15) = 1 && MoveHit
trigger1 = StateNo = 640
trigger2 = StateNo = 1011
trigger3 = StateNo = 1202
trigger4 = StateNo = 1512
var(16)  = 70
[State 4000, TW_[W72]
type = VarAdd
triggerall = Var(14) = 1 && var(15) = 1 && MoveHit
trigger1 = StateNo = 440
trigger2 = StateNo = 610 || StateNo = 1025
var(16)  = 72
[State 4000, TW_[W73]
type = VarAdd
triggerall = Var(14) = 1 && var(15) = 1 && MoveHit
trigger1 = StateNo = 370
var(16)  = 73
[State 4000, TW_[W76]
type = VarAdd
triggerall = Var(14) = 1 && var(15) = 1 && MoveHit
trigger1 = StateNo = 1203
var(16)  = 76

[State 4000, VarZbg]
type = VarSet
trigger1 = Var(14) != 1
trigger2 = MoveHit = 1
var(15)  = 0

;---------------------------------------------------------
;UE[h
[State 4000, G]
type = NotHitBy
trigger1 = Var(14) = 1
value    = SCA
time     = 1

[State 4000, ]
type = AssertSpecial
trigger1 = Var(14) = 1
trigger1 = 1
flag     = timerfreeze      ;Ԓ~
flag2    = nojugglecheck

[State 4000, ~]
type = Pause
trigger1 = StateNo != 4011
trigger1 = Var(14) = 1
time = 30
movetime = 30

[State 4000, c]
type = AfterImage
trigger1 = Var(14) = 1
trigger1 = Time = 1
length   = 7
time     = 6
PalBright   =   0,  0,  0
PalContrast =  70, 70, 70
PalAdd      =  70, 40,160
PalMul      =   1,  1,  1
TimeGap  = 2
FrameGap = 4
Trans    = add1

[State 4000, Fω]
type = BGPalFX
trigger1 = Var(14) = 1
trigger1 = 1
time     = 30
color    = 0
persistent  = 0

[State 4000, Xe[gړ]
type = ChangeState
trigger1 = Var(14) = 1 && Var(12) <= 0
value = 4010







;LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL
;LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL
[Statedef -3] ; ΂ɏȂ
;LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL
;LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL

;ȈAI
[State -3, AII]
type = VarSet
triggerall = Var(40) = 1
trigger1 = !Alive || RoundState = 3
var(40)  = 0

[State -3, AI]
type = Varset
triggerall = Var(49) > 0 && Var(40) != 1
trigger1   = command = "AI_1"
trigger2   = command = "AI_2"
trigger3   = command = "AI_3"
trigger4   = command = "AI_4"
trigger5   = command = "AI_5"
trigger6   = command = "AI_6"
trigger7   = command = "AI_7"
trigger8   = command = "AI_8"
trigger9   = command = "AI_9"
trigger10  = command = "AI_10"
trigger11  = command = "AI_11"
trigger12  = command = "AI_12"
trigger13  = command = "AI_13"
trigger14  = command = "AI_14"
trigger15  = command = "AI_15"
trigger16  = command = "AI_16"
trigger17  = command = "AI_17"
trigger18  = command = "AI_18"
trigger19  = command = "AI_19"
trigger20  = command = "AI_20"
var(40)    = 1

