;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef -2]
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

;===========================================================================
;                       AIxeݒpLq
;===========================================================================
[State -2,AI Level]
type = varset
trigger1 = var(59)=-1
;trigger2 = roundstate = 2 && ctrl

var(59) = 10;ݒ

; var(59)̐l̕ύXAIxω܂B
; x̕1`10B10ōxłB0AIȂB
; trigger2̑Óu;vAI펞NɂȂ܂B



;AIXCb`
[State -2,AI tc]
type = varset
triggerall = var(59)>0
trigger1 = 1

var(50) = 1;ݒ

; var(50)̐l̕ύXAI̒̐ݒ肪ł܂B
; 1ŒB
; 0ŒȂB



;AIobNXebv/WvZON/OFF
[State -2,AI b/j 6a/4a]
type = varset
triggerall = var(59)>0
trigger1 = 1

var(51) = 1;ݒ

; var(51)̐l̕ύXAĨobNXebvorWvZgp邩ݒ肪ł܂B
; 1ŒZB
; 0ŒZȂB



;AI󂯐gcanrecoverXCb`
[State -2,AI ukemi]
type = varset
triggerall = var(59)>0
trigger1= 1

var(52) = 1;ݒ

; var(52)̐l̕ύXAI̎󂯐g̐ݒ肪ł܂B
; 1canrecover({̋Lq̂܂)B
; 0canrecover̂ݎ󂯐gB



;bZ[WON/OFFXCb`
[State -2,win m]
type = varset
trigger1= 1

var(53) = 1;ݒ

; var(53)̐l̕ύXŏbZ[W̐ݒ肪ł܂B
; 1ŏbZ[WB
; 0ŏbZ[WȂB





;--------------------------------------------------------------------------------------------------------------------------
;牺͂_
;--------------------------------------------------------------------------------------------------------------------------
[state -2, a];Eݒ
type = varset
trigger1 = var(10) = 0
trigger1 = facing = 1
v = 10
value = 1

[state -2, a];ݒ
type = varset
trigger1 = var(10) = 0
trigger1 = facing = -1
v = 10
value = 2

[State -2, 1];_bV̉~
type = stopSnd
trigger1 = var(59)<=0
trigger1 = stateno != 100
trigger2 = var(59)>0
trigger2 = stateno != [98,100]
channel = 1

[State -2, 4];nCWv
type = varadd
trigger1 = 1
v = 15
value = -1


[State -2, 1];~
type = stopSnd
trigger1 = movetype = H
channel = 5

[State -2, 1];~
type = stopSnd
trigger1 = movetype = H
channel = 6


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::pbgɂ郂[h
[state -2, a]
type = varset
trigger1 = palno = 1
trigger2 = palno = 2
trigger3 = palno = 3
trigger4 = palno = 4
trigger5 = palno = 5
trigger6 = palno = 6
v = 1
value = 0

[state -2, a]
type = varset
trigger1 = palno = 7
trigger2 = palno = 8
trigger3 = palno = 9
trigger4 = palno = 10
trigger5 = palno = 11
trigger6 = palno = 12
v = 1
value = 1


;===========================================================================
;AIpd͉xv
[state -2,yaccel]
type = varset
trigger1 = fvar(20) != enemynear(var(58)),const(movement.yaccel)
trigger1 = enemynear(var(58)),stateno != [5000,5210]
trigger1 = enemynear(var(58)),vel y != 0
fv = 20
value = enemynear(var(58)),const(movement.yaccel)
ignorehitpause = 1

[state -2,yaccel]
type = varset
trigger1 = fvar(20) != enemynear(var(58)),gethitvar(yaccel)
trigger1 = enemynear(var(58)),stateno = [5000,5210]
fv = 20
value = enemynear(var(58)),gethitvar(yaccel);(ŌĂyaccell)
ignorehitpause = 1

;G󒆂Ȃ
[state -2, yaccel]
type = varset
trigger1 = fvar(20) != 0
trigger1 = enemynear(var(58)),vel y = 0
fv = 20
value = 0;(ŌĂyaccell)
ignorehitpause = 1

;===========================================================================
;GNオ莞ΓtO
[State -2,tott1]
type = varset
trigger1 = p2stateno = 5120 && enemynear(var(58)),animtime = -2
var(49) = 1

[State -2,tott2]
type = varadd
trigger1 = var(49)
var(49) = 1

[State -2,tott3]
type = varset
trigger1 = var(49)>14
var(49) = 0


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::JE^[qbgݒ
[state a]
type = varset
trigger1 = enemy,movetype = A
v = 8
value = 1
ignorehitpause = 1

[State a]
type = EnvColor
trigger1 = movehit = 1
trigger1 = var(8) = 1
persistent = 0
ignorehitpause = 1
time = 1
value = 255,255,255
under = 2

[state a]
type = varset
trigger1 = enemy,movetype != A
trigger2 = movecontact = 1
v = 8
value = 0
ignorehitpause = 1


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::X[
[state -2, a];X[鎞Ԃ̃JEg
type = varadd
trigger1 = 1
persistent = 0
ignorehitpause = 1
v = 4
value = -1

[state -2, a];X[
type = pause
trigger1 = var(4) >= 1
trigger1 = gametime % 2
persistent = 0
ignorehitpause = 1
time = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;_[W̃GtFNgATEh̏
;//////////////////////////////////////////////////////////////////////////
;_[W̃GtFNg̏
[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 3000

;_[W̎c̏
[state a];
type = afterimagetime
trigger1 = MoveType = H
time = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;//////////////////////////////////////////////////////////////////////////
;_[W{CX
[state a]
type = PlaySnd
triggerall = alive = 1
triggerall = stateno = 5000 ||  stateno = 5010 || stateno = 5020
triggerall = time = 0
trigger1 = GetHitVar(animtype) = 0
value = 5000,0+(random%5)
persistent = 0

[state a]
type = PlaySnd
triggerall = alive = 1
triggerall = stateno = 5000 ||  stateno = 5010 || stateno = 5020
triggerall = time = 0
trigger1 = GetHitVar(animtype) = 1
value = 5001,0+(random%5)
persistent = 0

[state a]
type = PlaySnd
triggerall = alive = 1
triggerall = stateno = 5000 ||  stateno = 5010 || stateno = 5020
triggerall = time = 0
trigger1 = GetHitVar(animtype) = 2
trigger2 = GetHitVar(animtype) = 3
trigger3 = GetHitVar(animtype) = 4
value = 5002,0+(random%5)
persistent = 0

;///////////////////////////////////////////////////////////////////////
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;R{ɂ_[W␳
;//////////////////////////////////////////////////////////////////////////
; 
[state varset]
type = varset
trigger1 = numtarget
trigger1 = stateno != [2000,2999]
fvar(5) = 1 - target,gethitvar(hitcount)*0.05

[state varset]
type = varset
trigger1 = fvar(5) <= 0.2
fvar(5) = 0.2

[state varset]
type = varset
trigger1 = stateno = [2000,2999]
trigger1 = fvar(5) <= 0.5
fvar(5) = 0.5

[state varset]
type = varset
trigger1 = numtarget = 0
trigger1 = stateno != [2000,2999]
fvar(5) = 1

[state c]
type = attackmulset
trigger1 = numtarget = 0
value = 1

[state c]
type = attackmulset
trigger1 = numtarget
trigger1 = stateno != [2000,2999]
value = fvar(5)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;ʐ
;//////////////////////////////////////////////////////////////////////////
[state a]
type = varset
trigger1 = enemy,stateno != [5000,5079]
trigger2 = p2bodydist y >= 0
v = 7
value = 0

[state a]
type = varset
triggerall = var(19)=0
trigger1 = var(7)>0
trigger2 = (stateno = [200,420]) && movehit && enemy,statetype = A
v = 19
value = 1

[state a]
type = varset
triggerall = var(19)=1
trigger1 = enemy,movetype != H
trigger2 = p2bodydist y >= 0
v = 19
value = 2

[state a]
type = varset
triggerall = var(19)>0
triggerall = enemy,stateno = [5040,5049]
trigger1 = enemy,ctrl=1 || enemy,movetype != H
v = 19
value = 3

[state a]
type = varset
trigger1 = var(19)=1
trigger1 = time > 120 || movetype = H
trigger2 = var(19)=2 || var(19)=3
trigger2 = time > 60
v = 19
value = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;_E
;//////////////////////////////////////////////////////////////////////////
[state a]
type = varset
trigger1 = movetype != H
trigger1 = alive = 0
v = 9
value = 0

[state a]
type = varset
triggerall = movetype = H
trigger1 = var(59)<=0
trigger1 = command = ""
trigger2 = var(59)>0
trigger2 = var(52)=0 && canrecover || var(52)>0
trigger2 = random <= (var(59))*75 || var(59)>9
v = 9
value = 6

[state a]
type = varadd
trigger1 = var(9) > 0
v = 9
value = -1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;̃TEhXgbv
;//////////////////////////////////////////////////////////////////////////
;
[State a]
type = AssertSpecial
trigger1 = RoundState != 2
flag = nobardisplay



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;풓wp[
;//////////////////////////////////////////////////////////////////////////
;---------------------[wp[]
[state a];jno
type = Helper
trigger1 = numhelper(8010) = 0
id = 8010
name = "g"
sprpriority = 1
pos = 0,0
postype = p1
stateno = 8010
helpertype = normal
pausemovetime = 999999
supermovetime = 999999
keyctrl = 1 
ownpal = 1

[state a];Q[W
type = Helper
triggerall = RoundState >= 2
trigger1 = numhelper(10000) = 0
id = 10000
name = "g"
sprpriority = 1
pos = 0,0
postype = p1
stateno = 10000
helpertype = normal
pausemovetime = 999999
supermovetime = 999999
keyctrl = 1 
ownpal = 1

[state a];K[hNbV
type = Helper
trigger1 = numhelper(12000) = 0
id = 12000
name = "g"
sprpriority = 1
pos = 0,0
postype = p1
stateno = 12000
helpertype = normal
keyctrl = 1 
ownpal = 1

[state a];X^l
type = Helper
trigger1 = numhelper(13000) = 0
id = 13000
name = "g"
sprpriority = 1
pos = 0,0
postype = p1
stateno = 13000
helpertype = normal
keyctrl = 1 
ownpal = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;HDQ[W
;//////////////////////////////////////////////////////////////////////////
[state varset]
type = varset
trigger1 = var(20) >= 1000
var(20) = 1000
ignorehitpause = 1

[state varset]
type = varset
trigger1 = var(20) <= 0
var(20) = 0
ignorehitpause = 1

[state varadd];_[W̑
type = varadd
triggerall = stateno = 5000 ||  stateno = 5010 || stateno = 5020
triggerall = time = 0
trigger1 = GetHitVar(animtype) = 0
var(20) = 30
persistent = 0

[state varadd]
type = varadd
triggerall = stateno = 5000 ||  stateno = 5010 || stateno = 5020
triggerall = time = 0
trigger1 = GetHitVar(animtype) = 1
var(20) = 50
persistent = 0

[state varadd]
type = varadd
triggerall = stateno = 5000 ||  stateno = 5010 || stateno = 5020
triggerall = time = 0
trigger1 = GetHitVar(animtype) = 2
trigger2 = GetHitVar(animtype) = 3
trigger3 = GetHitVar(animtype) = 4
var(20) = 80
persistent = 0


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;GCQ[W
;//////////////////////////////////////////////////////////////////////////
[state varset]
type = varset
trigger1 = var(25) >= 1000
var(25) = 1000
ignorehitpause = 1

[state varset]
type = varset
trigger1 = var(25) <= 0
var(25) = 0
ignorehitpause = 1

[state varset]
type = varset
trigger1 = moveguarded = 1
var(26) = 80
ignorehitpause = 1

[state varadd]
type = varadd
trigger1 = var(26) >0
var(26) = -1

[state varset]
type = varset
trigger1 = var(26) <= 0
var(26) = 0

[state varadd]
type = varadd
trigger1 = var(26) = 0
var(25) = -2

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;GCQ[Wgʒu
;//////////////////////////////////////////////////////////////////////////
[state varset]
type = varset
trigger1 = 1
var(34) = 0 ;Cӂ̒l͂ĉ

[state varset]
type = varset
trigger1 = 1
var(35) = 0 ;Cӂ̒l͂ĉ


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;X^l
;//////////////////////////////////////////////////////////////////////////
[state varset]
type = varset
trigger1 = var(30) >= 120
var(30) = 120
ignorehitpause = 1

[state varset]
type = varset
trigger1 = var(30) <= 0
var(30) = 0
ignorehitpause = 1

[state varset]
type = varset
trigger1 = movehit = 1
var(31) = 120
ignorehitpause = 1

[state varadd]
type = varadd
trigger1 = var(31) >0
var(31) = -1

[state varset]
type = varset
trigger1 = var(31) <= 0
var(31) = 0

[state varadd]
type = varadd
trigger1 = var(31) = 0
trigger1 = time % 2 = 0
trigger1 = enemy,movetype != H
var(30) = -1


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;HD[h
;//////////////////////////////////////////////////////////////////////////
[state varadd]
type = varadd
trigger1 = var(21) > 0
trigger1 = time % 4 = 0
var(21) = -5
ignorehitpause = 1

[state varset]
type = varset
trigger1 = var(21) <= 0
var(21) = 0
ignorehitpause = 1

[state varset]
type = varset
trigger1 = var(21) > 0
var(20) = var(21)
ignorehitpause = 1



[state a];Q[Wۑ
type = varset
trigger1 = var(21) = 1000
v = 22
value = power

[state a];Q[Wۑ
type = varset
trigger1 = var(22) > power
v = 22
value = power


[state a];Q[Wۑ
type = powerset
trigger1 = var(21) > 0
value = var(22)


;---------------------[o]
[State a];_
type = palfx
triggerall = var(21) > 0
trigger1 = gametime % 14 = 0
time = 1
add = 96,96,0
color = 186
ignorehitpause = 1

[State a];_
type = palfx
triggerall = var(21) > 0
trigger1 = gametime % 14 = 1
trigger2 = gametime % 14 = 13
time = 1
add = 84,84,0
color = 196
ignorehitpause = 1

[State a];_
type = palfx
triggerall = var(21) > 0
trigger1 = gametime % 14 = 2
trigger2 = gametime % 14 = 12
time = 1
add = 72,72,0
color = 206
ignorehitpause = 1

[State a];_
type = palfx
triggerall = var(21) > 0
trigger1 = gametime % 14 = 3
trigger2 = gametime % 14 = 11
time = 1
add = 60,60,0
color = 216
ignorehitpause = 1

[State a];_
type = palfx
triggerall = var(21) > 0
trigger1 = gametime % 14 = 4
trigger2 = gametime % 14 = 10
time = 1
add = 48,48,0
color = 226
ignorehitpause = 1

[State a];_
type = palfx
triggerall = var(21) > 0
trigger1 = gametime % 14 = 5
trigger2 = gametime % 14 = 9
time = 1
add = 36,36,0
color = 236
ignorehitpause = 1

[State a];_
type = palfx
triggerall = var(21) > 0
trigger1 = gametime % 14 = 6
trigger2 = gametime % 14 = 8
time = 1
add = 24,24,0
color = 246
ignorehitpause = 1

[State a];_
type = palfx
triggerall = var(21) > 0
trigger1 = gametime % 14 = 7
time = 1
add = 12,12,0
color = 256
ignorehitpause = 1


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;s
;//////////////////////////////////////////////////////////////////////////
;---------------------[㔻]
[state a]
type = varset
triggerall = var(59)<=0
trigger1 = command = "x"
trigger2 = command = "a"
v = 39
value = 0

[state a]
type = varset
triggerall = var(59)<=0
trigger1 = command = "y"
trigger2 = command = "b"
v = 39
value = 1

;---------------------[R}h]
[state a]
type = varset
triggerall = var(59)<=0
trigger1 = command = "S}m"
v = 38
value = 10

[state a]
type = varset
triggerall = var(59)<=0
trigger1 = command = "EXS}m"
v = 38
value = 15

[state a]
type = varset
triggerall = var(59)<=0
trigger1 = command = ""
v = 38
value = 20

[state a]
type = varset
triggerall = var(59)<=0
trigger1 = command = "ޕrm"
v = 38
value = 30

[state a]
type = varset
triggerall = var(59)<=0
trigger1 = command = "EXޕrm"
v = 38
value = 35

[state a]
type = varset
triggerall = var(59)<=0
trigger1 = command = "]܃m"
v = 38
value = 40

[state a]
type = varset
triggerall = var(59)<=0
trigger1 = command = "EX]܃m"
v = 38
value = 45

[state a]
type = varset
triggerall = var(59)<=0
trigger1 = command = "hH"
v = 38
value = 50

[state a]
type = varset
triggerall = var(59)<=0
trigger1 = command = "ŃmD"
v = 38
value = 60

[state a]
type = varset
triggerall = var(59)<=0
trigger1 = command = "mb"
v = 38
value = 70

[state a]
type = varset
triggerall = var(59)<=0
trigger1 = command = "EXmb"
v = 38
value = 75

[state a]
type = varset
triggerall = var(59)<=0
trigger1 = command = "_W"
v = 38
value = 80

[state a]
type = varset
triggerall = var(59)<=0
trigger1 = command = "ϐg"
v = 38
value = 90

[state a]
type = varset
triggerall = var(59)<=0
trigger1 = command = "g"
v = 38
value = 100


;---------------------[s͎t]
[state a]
type = varset
triggerall = var(59)<=0
trigger1 = command = "S}m"
trigger2 = command = "EXS}m"
trigger3 = command = ""
trigger4 = command = "ޕrm"
trigger5 = command = "EXޕrm"
trigger6 = command = "]܃m"
trigger7 = command = "EX]܃m"
trigger8 = command = "hH"
trigger9 = command = "ŃmD"
trigger10= command = "mb"
trigger11= command = "EXmb"
trigger12= command = "_W"
trigger13= command = "ϐg"
trigger14= command = "g"
v = 40
value = 16

[state a]
type = varadd
trigger1 = var(40) > 0
v = 40
value = -1

[state a]
type = varset
trigger1 = var(40) <= 0
v = 40
value = 0



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;KO
;//////////////////////////////////////////////////////////////////////////
[state a]
type = changestate
triggerall = loseko
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
trigger3 = prevstateno = 130
trigger4 = prevstateno = 131
value = 5400

[State a]
type = AssertSpecial
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
trigger3 = prevstateno = 130
trigger4 = prevstateno = 131
trigger5 = stateno = 5400
flag = nokosnd
;flag2 = nokoslow


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;bZ[Wp蔻
;//////////////////////////////////////////////////////////////////////////
[state varset];L
type = varset
trigger1 = p2name = "H-SaikiXIII" || p4name = "H-SaikiXIII"
var(3) = 1

[state varset];
type = varset
trigger1 = p2name = "kyo" || p4name = "kyo"
trigger2 = p2name = "kyo kusanagi" || p4name = "kyo kusanagi"
trigger3 = p2name = "KyoXIII" || p4name = "KyoXIII"
var(3) = 2

[state varset];
type = varset
trigger1 = p2name = "iori" || p4name = "iori"
trigger2 = p2name = "iori yagami" || p4name = "iori yagami"
trigger3 = p2name = "orochi iori" || p4name = "orochi iori"
trigger4 = p2name = "iori Bogard" || p4name = "iori Bogard"
trigger5 = p2name = "Yagami Iori" || p4name = "Yagami Iori"
trigger6 = p2name = "d-Yagami" || p4name = "d-Yagami"
trigger7 = p2name = "IoriXIII" || p4name = "IoriXIII"
var(3) = 3

[state varset];
type = varset
trigger1 = p2name = "Raiden" || p4name = "Raiden"
trigger2 = p2name = "cvsraiden" || p4name = "cvsraiden"
trigger3 = p2name = "raidencvs" || p4name = "raidencvs"
trigger4 = p2name = "big bear" || p4name = "big bear"
trigger5 = p2name = "bigbear" || p4name = "bigbear"
trigger6 = p2name = "RaidenXIII" || p4name = "RaidenXIII"
trigger7 = p2name = "Chang" || p4name = "Chang"
trigger8 = p2name = "Chang Koehan" || p4name = "Chang Koehan"
trigger9 = p2name = "cvsChang" || p4name = "cvsChang"
trigger10= p2name = "Changcvs" || p4name = "Changcvs"
trigger11= p2name = "Roast_uncle" || p4name = "Roast_uncle"
trigger12= p2name = "Earthquake" || p4name = "Earthquake"
trigger13= p2name = "Kobuta" || p4name = "Kobuta"
var(3) = 4

[state varset];E
type = varset
trigger1 = p2name = "ryo" || p4name = "ryo"
trigger2 = p2name = "ryo sakazaki" || p4name = "ryo sakazaki"
trigger3 = p2name = "RyuKoAct" || p4name = "RyuKoAct"
var(3) = 5



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;fobOpR}h
;//////////////////////////////////////////////////////////////////////////
[state varset]
type = varset;null;varset
triggerall = var(59)<=0
trigger1 = command = "fobOpR}h"
v = 20
value = 1000

[state lifeset]
type = null;lifeset;varset;
triggerall = var(59)<=0
trigger1 = command = "fobOpR}h"
value = 1000

[state poweradd]
type = varset;null;poweradd
triggerall = var(59)<=0
trigger1 = command = "fobOpR}h"
value = 5000

