;========================================================================================
; RtBOݒ
;========================================================================================
[Statedef 99999]
;
;   
;
[State 1 AIx]
Type = VarSet
trigger1 = !RoundsExisted
V = 58


Value = 10

;1~6 = Easy
;7~8 = Normal
;9~10 = Hard

IgNoreHitPause = 1
;
[State 2 AI펞N]
Type = VarSet
trigger1 = !RoundsExisted
V = 59


Value = 1

;0 = OFF(vC[\)
;1 = ON(펞AIN)

IgNoreHitPause = 1
;
[State 3 K[hLZgp]
Type = VarSet
trigger1 = !RoundsExisted
V = 57


Value = 10

;0 = OFF
;1~10 = ON

IgNoreHitPause = 1
;
[State 4 ؂Ԃ]
Type = VarSet
trigger1 = !RoundsExisted
V = 55


Value = 10

;0 = OFF
;1 = ON

IgNoreHitPause = 1
;
[State 5 pQ[W^gpXCb`]
Type = VarSet
trigger1 = !RoundsExisted
V = 56


Value = 0

;0 = OFF
;1 = ON
;(͂Ȃ邯ǂ݂ƂȂ̂0)

IgNoreHitPause = 1
;
;
;   ܂
;
[State 5903, 3]
type = ChangeState
trigger1 = roundno = 1
value = 190

[State 5903, 4]
type = ChangeState
trigger1 = 1
value = 0

[Statedef 10014]
anim=0
ctrl=0

[State 10000,ԈႢŖ{̂痧ֈڍs]
type=selfstate
trigger1=!ishelper
value=0

[State 1825]
type = assertspecial
trigger1 = 1
flag = invisible

[State 10014]
type = NotHitBy
value = SCA
trigger1 = 1

[State 10000,vC[]
type=varset
trigger1=command="up"&&root,command="up"
trigger2=command="down"&&root,command="down"
trigger3=command="back"&&root,command="back"
trigger4=command="fwd"&&root,command="fwd"
trigger5=command="a"&&root,command="a"
trigger6=command="b"&&root,command="b"
trigger7=command="c"&&root,command="c"
trigger8=command="x"&&root,command="x"
trigger9=command="y"&&root,command="y"
trigger10=command="z"&&root,command="z"
trigger11=command="start"&&root,command="start"
var(59)=0

[State 10000,vC[]
type=parentvarset
Trigger1=command="a"&&root,command="a"
Trigger2=command="b"&&root,command="b"
Trigger3=command="c"&&root,command="c"
Trigger4=command="x"&&root,command="x"
Trigger5=command="y"&&root,command="y"
Trigger6=command="z"&&root,command="z"
Trigger7=command="start"&&root,command="start"
Trigger8=command="fwd"&&root,command="fwd"
Trigger9=command="back"&&root,command="back"
Trigger10=command="up"&&root,command="up"
Trigger11=command="down"&&root,command="down"
var(59)=0

[State 10000,]
Type = DestroySelf
triggerAll = isHelper
Trigger1 = root,var(59)!=0||var(59)=0
trigger2=command="up"&&root,command="up"
trigger3=command="down"&&root,command="down"
trigger4=command="back"&&root,command="back"
trigger5=command="fwd"&&root,command="fwd"
trigger6=command="a"&&root,command="a"
trigger7=command="b"&&root,command="b"
trigger8=command="c"&&root,command="c"
trigger9=command="x"&&root,command="x"
trigger10=command="y"&&root,command="y"
trigger11=command="z"&&root,command="z"
trigger12=command="start"&&root,command="start"

[State 10000,׸ON]
type=varset
triggerall=var(59)!=0
trigger1=root,command="up"&&(roundstate=2&&root,ctrl)
trigger2=root,command="down"&&(roundstate=2&&root,ctrl)
trigger3=root,command="back"&&(roundstate=2&&root,ctrl)
trigger4=root,command="fwd"&&(roundstate=2&&root,ctrl)
trigger5=root,command="a"
trigger6=root,command="b"
trigger7=root,command="c"
trigger8=root,command="x"
trigger9=root,command="y"
trigger10=root,command="z"
trigger11=root,command="start"
var(59)=1
;
[Statedef 10012]
Type = A
Physics = N
Velset = 0,0
SprPriority = -100
anim = 0
ctrl = 0

[State 10010]
type = assertspecial
trigger1 = 1
flag = invisible
flag2= noshadow
[State 10010]
type = nothitby
trigger1 = 1
value = SCA
[State 20000,ԈႢŖ{̂痧ֈڍs]
type = selfstate
trigger1= !ishelper
value = 0
ctrl = 1

[State -2,{̂Ɠ]
Type = Turn
trigger1 = Facing*(Parent,Facing) < 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2,{̂ɒǏ]]
Type = Posset
trigger1 = facing = 1
X = Ceil(Parent, Pos X)-50
Y = Ceil(Parent, Pos Y)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2,{̂ɒǏ]]
Type = Posset
trigger1 = facing = -1
X = Ceil(Parent, Pos X)+50
Y = Ceil(Parent, Pos Y)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
;
;Ewp[
;
;Xe[WE[op
[Statedef 10010]
Type = A
Ctrl = 0
Anim = 0
Velset = -10,0
Movetype = I
Physics = N
Sprpriority = 1

[State 10010]
type = assertspecial
trigger1 = 1
flag = invisible
flag2= noshadow
[State 10010]
type = nothitby
trigger1 = 1
value = SCA
[State 10010,ԈႢŖ{̂痧ֈڍs]
type=selfstate
trigger1=!ishelper
value=0

[State 10010]
type = Projectile
Trigger1 = time = 0
velocity = -10,0
projID = 10010
projhits = 9999
projpriority = 9999
projanim = 0
offset = 0,0
projstagebound = 0
Projedgebound = 100000
projremove = 0
Projremovetime = -1
supermovetime = 9999
pausemovetime = 9999

[State 20000]
type = velset
Trigger1 = Root,NumProjID(10010) = 0
Trigger1 = time > 0
x = 0
y = 0
;
;wp[/ɃK[h⏕
;
[Statedef 10011]
Type = A
Ctrl = 0
Anim = 0
Velset = -10,0
Movetype = I
Physics = N
Sprpriority = 1

;gpwp[Var
;var(1)`(5) ȑÕXe[gL
;1Eh莸swK()
;var(6) 
;var(7) 
;var(8) s
;var(9) ѓs
;var(10) эݎs
;var(11) _bVs
;var(12) ΋󎸔s
;var(13) ѓs
;var(15)`(19) iL
;var(20) iL
;var(40) wp[mF
;var(53) ̈ʒu
;
[State 10011]
type = assertspecial
trigger1 = 1
flag = invisible
flag2= noshadow
[State 10011]
type = nothitby
trigger1 = 1
value = SCA
[State 10011,ԈႢŖ{̂痧ֈڍs]
type=selfstate
trigger1=!ishelper
value=0

[State 10011]
type = Projectile
Trigger1 = time = 0
velocity = -10,0
projID = 10011
projhits = 9999
projpriority = 9999
projanim = 0
offset = 0,0
projstagebound = 0
Projedgebound = 100000
projremove = 0
Projremovetime = -1
supermovetime = 9999
pausemovetime = 9999

[State 10011]
type = velset
Trigger1 = Root,NumProjID(10011) = 0
Trigger1 = time > 0
x = 0
y = 0
;
[State -3,ȑÕXe[gL]
Type = Null
TriggerAll = Var(2) != Root,StateNo
TriggerAll = Root,Time = 1
Trigger1 = 0&& Var(5) := Var(4)
Trigger2 = 0&& Var(4) := Var(3)
Trigger3 = 0&& Var(3) := Var(2)
Trigger4 = 0&& Var(2) := Var(1)
Trigger5 = 0&& Var(1) := Root,StateNo
IgnoreHitPause = 1
;
[State 3, ]
Type = Varadd
TriggerAll = Root,Var(59)
Triggerall = EnemyNear(Root,var(30)),Movetype != H
TriggerAll = Root,Time = 1
Trigger1 = Root,MoveType = H
Trigger1 = Var(2) = [200,499]
var(8) = 3
IgNoreHitPause = 1

[State 3, ]
Type = Varadd
TriggerAll = Root,Var(59)
trigger1 =Root,stateno = [200,499]
trigger1 =EnemyNear(Root,var(30)),Movetype=H
trigger1 =EnemyNear(Root,var(30)),StateNo!=[120,159]
var(8) = -1
IgNoreHitPause = 1

[State 3, 0set]
Type = Varset
Trigger1 = var(8) <= 0
var(8) = 1
IgNoreHitPause = 1

[State 3, эݔ]
Type = Varadd
TriggerAll = Root,Var(59)
Triggerall = EnemyNear(Root,var(30)),Movetype != H
TriggerAll = Root,Time = 1
Triggerall = Root,MoveType = H
Trigger1 = Var(2) = [600,699]
Trigger2 = Var(2) = [39,60]
var(10) = 2
IgNoreHitPause = 1

[State 3, эݐ]
Type = Varadd
TriggerAll = Root,Var(59)
trigger1 =Root,stateno = [600,699]
Trigger1 = Root,MoveContact
var(10) = -1
IgNoreHitPause = 1

[State 3, 0set]
Type = Varset
Trigger1 = var(10) <= 0
var(10) = 1
IgNoreHitPause = 1
;
[State 3, ΋󎸔s]
Type = Varadd
TriggerAll = Root,Var(59)
Triggerall = EnemyNear(Root,var(30)),Movetype != H
Trigger1 = Root,StateNo = [1100,1199]
Trigger1 = AnimTime = 0
var(12) = 1
IgNoreHitPause = 1

[State 3, ΋󔽌]
Type = Varadd
TriggerAll = Root,Var(59)
Triggerall = EnemyNear(Root,var(30)),Movetype != H
TriggerAll = Root,Time = 1
Trigger1 = Root,MoveType = H
Trigger1 = Var(2) = [1100,1199]
var(12) = 2
IgNoreHitPause = 1

[State 3, ΋󐬌]
Type = Varadd
TriggerAll = Root,Var(59)
trigger1 =Root,stateno = [1100,1199]
Trigger1 = Root,MoveContact
var(12) = -2
IgNoreHitPause = 1

[State 3, 0set]
Type = Varset
Trigger1 = var(12) <= 0
var(12) = 1
IgNoreHitPause = 1
;
[State 3,ѓs]
Type = Varadd
Triggerall = Root,Var(59)
Triggerall = EnemyNear(Root,var(30)),Movetype != H
Trigger1 = Root,StateNo = [1300,1310]
Trigger1 = AnimTime = 0
var(13) = 5
IgNoreHitPause = 1

[State 3,ѓ]
Type = Varadd
Triggerall = Root,Var(59)
Triggerall = EnemyNear(Root,var(30)),Movetype != H
Triggerall = Root,Time = 1
Trigger1 = Root,MoveType = H
Trigger1 = Var(2) = [1300,1310]
var(13) = 10
IgNoreHitPause = 1

[State 3,ѓ]
Type = Varadd
TriggerAll = Root,Var(59)
trigger1 =Root,stateno = [1300,1310]
Trigger1 = EnemyNear(Root,var(30)),StateNo=[45010,45070]
var(13) = -10
IgNoreHitPause = 1

[State 3, 0set]
Type = Varset
Trigger1 = var(13) <= 0
var(13) = 1
IgNoreHitPause = 1
;
[State -3, iL]
Type = Null
TriggerAll = Root,Var(58)>=8
TriggerAll = Var(15) != EnemyNear(Root,var(30)),StateNo
TriggerAll = EnemyNear(Root,var(30)),time >= 16
TriggerAll = Root,GetHitVar(guarded) = 0
TriggerAll = Root,GetHitVar(hitshaketime)
triggerall =Root,statetype = C&&EnemyNear(Root,var(30)),statetype = S
Trigger1 = 0&& Var(19) := Var(18)
Trigger2 = 0&& Var(18) := Var(17)
Trigger3 = 0&& Var(17) := Var(16)
Trigger4 = 0&& Var(16) := Var(15)
Trigger5 = 0&& Var(15) := EnemyNear(Root,var(30)),StateNo
IgnoreHitPause = 1

[State -3, iL]
Type = Null
TriggerAll = Root,Var(58) >= 8
TriggerAll = Var(20) != EnemyNear(Root,var(30)),StateNo
TriggerAll = EnemyNear(Root,var(30)),time >= 12
TriggerAll = Root,GetHitVar(guarded) = 0
TriggerAll = Root,GetHitVar(hitshaketime)
triggerall =Root,statetype = S&&EnemyNear(Root,var(30)),statetype != C
Trigger1 = 0&& Var(24) := Var(23)
Trigger2 = 0&& Var(23) := Var(22)
Trigger3 = 0&& Var(22) := Var(21)
Trigger4 = 0&& Var(21) := Var(20)
Trigger5 = 0&& Var(20) := EnemyNear(Root,var(30)),StateNo
IgnoreHitPause = 1
;
[State -3,d͉x]
type=varset
triggerall = ishelper
trigger1 = teamside=1&&numpartner=0
trigger1 = root,movetype=A || EnemyNear(Root,var(30)),movetype!=A
trigger1 = fvar(0) := fvar(1) || 1
trigger2 = teamside=1 && numpartner>0
trigger2 = id<partner,id
trigger2 = root,movetype=A || EnemyNear(Root,var(30)),movetype!=A
trigger2 = fvar(0) := fvar(1) || 1
trigger3 = root,movetype=A && EnemyNear(Root,var(30)),movetype!=A
trigger3 = fvar(0) := fvar(1) || 1
trigger4 = fvar(0) := EnemyNear(Root,var(30)),vel y || 1
fvar(3) = fvar(0)*(EnemyNear(Root,var(30)),statetype=A)
IgnoreHitPause=1

[State -3,d͉x]
type=varset
triggerall = ishelper
trigger1 = EnemyNear(Root,var(30)),statetype=A
fvar(1) = EnemyNear(Root,var(30)),vel y
IgnoreHitPause=1
;
[state -3,߰mF]
type = varset
triggerall = var(40)<1
trigger1 = EnemyNear(Root,var(30)),NumHelper>0
trigger1 = RoundState < 2 || (EnemyNear(Root,var(30)),movetype = H && EnemyNear(Root,var(30)),StateNo!=[120,159])
var(40) = EnemyNear(Root,var(30)),NumHelper

[state -3,߰mF]
type = varset
triggerall = Var(40) > EnemyNear(Root,var(30)),NumHelper
trigger1 = RoundState = 2
var(40) = EnemyNear(Root,var(30)),NumHelper
;
[state -3,GmF]
Type = VarSet
trigger1 = EnemyNear(Root,var(30)),StateType = L
V = 41
Value = -1
IgnoreHitPause = 1

[state -3]
Type = VarAdd
triggerall = var(41) > 0
trigger1 = EnemyNear(Root,var(30)),StateType != L
V = 41
Value = -1
IgnoreHitPause = 1

[state -3]
Type = VarSet
triggerall = var(41) = -1
trigger1 = EnemyNear(Root,var(30)),StateType != L
V = 41
Value = 12
IgnoreHitPause = 1
;
[state -3,K[hԋL^]
type = varset
triggerall = var(10)>0
trigger1 = root,statetype=L
trigger2 = root,movetype=H
trigger2 = root,stateno !=[120,159]
trigger3 = root,stateno=[5000,5120]
trigger4 = root,stateno=[0,100]
var(42) = 0

[state -3,K[hԋL^]
type = varadd
trigger1 = root,stateno=[120,159]
var(42) = 1
;
;commont@CƎȂꍇA`hpɃR
;
; Walk
[Statedef 20]
type    = S
physics = S
sprpriority = 0

[State ,AI]
type = ChangeState
trigger1 = Var(59)
trigger1 = Time = 0
value = ifelse((PrevStateNo=[120,159]),PrevStateNo,0)
ctrl = 1

[State 20, 1]
type = VelSet
triggerall = var(59)!
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)

[State 20, 2]
type = VelSet
triggerall = var(59)!
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21
;---------------------------------------------------------------------------
[Statedef 21];AIpFrontWalk
type    = S
physics = S
sprpriority = 0
ctrl = 0

[State 21, 1]
type = Turn
trigger1 = P2dist X < 0

[State 21, 2]
type = VelSet
trigger1 = P2BodyDist X >= 0
x = const(velocity.walk.fwd.x)

[State 21, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 21, 5]
type = ChangeState
trigger1 = EnemyNear(var(30)),MoveType=H
trigger1 = P2BodyDist X < 5
trigger2 = EnemyNear(var(30)),MoveType !=H
trigger2 = P2BodyDist X < 20
trigger3 = !var(59)
trigger4 = RoundState = 3
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 22];AIWalk back
type    = S
physics = S
sprpriority = 0
ctrl = 0

[State 22, 1]
type = Turn
trigger1 = P2dist X < 0

[State 22, 2]
type = VelSet
triggerall = var(59)
trigger1 = P2BodyDist X >= 0
x = const(velocity.walk.back.x)

[State 22, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21

[State 22, 5]
type = ChangeState
trigger1 = P2BodyDist X >40
trigger2 = !var(59)
trigger3 = RoundState = 3
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; GUARD (start)
[Statedef 120]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged

[State 120, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 120 + (statetype = C) + (statetype = A)*2

[State 120, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 120, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 120, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 120, Hi to Lo]
type = StateTypeSet
triggerall = Statetype = S
trigger1 = command = "holddown"
trigger1 = var(59)!
trigger2 = var(59)=1
trigger2 = (random<=var(58)*60) || var(58)>9
trigger2 = fvar(38)=1
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
triggerall = StateType = C
trigger1 = var(59)!
trigger1 = command != "holddown"
trigger2 = var(59)=1
trigger2 = (random<=var(58)*60) || var(58)>9
trigger2 = fvar(38)=2
statetype = S
physics = S

[State 120, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 130 + (statetype = C) + (statetype = A)*2

[State 120, Stop Guarding]
type = ChangeState
trigger1 = var(59)!
trigger1 = (command !="holdback") || !inguarddist
trigger2 = var(59)=1
trigger2 = !(fvar(38)=[1,2])
value = 140
;---------------------------------------------------------------------------
; STAND GUARD (guarding)
[Statedef 130]
type    = S
physics = S

[State 130, 1]
type = ChangeAnim
trigger1 = Anim != 130
value = 130

[State 130, Hi to Lo]
type = ChangeState
trigger1 = var(59)!
trigger1 = command = "holddown"
trigger2 = var(59)=1
trigger2 = random<=var(58)*60 || var(58)>9
trigger2 = fvar(38)=1
value = 131

[State 130, Stop Guarding]
type = ChangeState
trigger1 = var(59)!
trigger1 = (command !="holdback") || !inguarddist
trigger2 = var(59)=1
trigger2 = !(fvar(38)=[1,2])
value = 140
;---------------------------------------------------------------------------
; CROUCH GUARD (guarding)
[Statedef 131]
type    = C
physics = C

[State 131, 1]
type = ChangeAnim
trigger1 = Anim != 131
value = 131

[State 131, Lo to Hi]
type = ChangeState
trigger1 = var(59)!
trigger1 = command != "holddown"
trigger2 = var(59)=1
trigger2 = fvar(38)=2
trigger2 = (random<=var(58)*40) || var(58)>9
value = 130

[State 131, Stop Guarding]
type = ChangeState
trigger1 = var(59)!
trigger1 = (command !="holdback") || !inguarddist
trigger2 = var(59)=1
trigger2 = !(fvar(38)=[1,2])
value = 140
;---------------------------------------------------------------------------
; AIR GUARD (guarding)
[Statedef 132]
type    = A
physics = N

[State 132, 1]
type = ChangeAnim
trigger1 = Anim != 132
value = 132

[State 132, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 132, 3]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 132, 4]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 132, 5]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 132, 6]
type = ChangeState
triggerall = sysvar(0)
trigger1 = var(59)!
trigger1 = command != "holddown"
trigger2 = var(59)=1
trigger2 = fvar(38)=2
trigger2 = (random<=var(58)*40) || var(58)>9
value = 130

[State 132, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

[State 132, Stop Guarding]
type = ChangeState
trigger1 = var(59)!
trigger1 = (command !="holdback") || !inguarddist
trigger2 = var(59)=1
trigger2 = !(fvar(38)=[1,2])
value = 140
;---------------------------------------------------------------------------
; GUARD (end)
[Statedef 140]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged
ctrl = 1

[State 140, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 140 + (statetype = C) + (statetype = A)*2

[State 140, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 140, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 140, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 140, Hi to Lo]
type = StateTypeSet
triggerall = Statetype = S
trigger1 = command = "holddown"
trigger1 = var(59)!
trigger2 = var(59)=1
trigger2 = random<=var(58)*60 || var(58)>9
trigger2 = fvar(38)=1
statetype = C
physics = C

[State 140, Lo to Hi]
type = StateTypeSet
triggerall = StateType = C
trigger1 = var(59)!
trigger1 = command != "holddown"
trigger2 = var(59)=1
trigger2 = random<=var(58)*60 || var(58)>9
trigger2 = fvar(38)=2
statetype = S
physics = S
;---------------------------------------------------------------------------
; SGUARDHIT (shaking)
[Statedef 150]
type    = S
movetype= H
physics = N
velset = 0,0

[State 150, 1]
type = ChangeAnim
trigger1 = 1
value = 150

[State 150, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*ifelse((!var(59)),(command = "holddown"),(fvar(38)=2))

[State 150, Hi to Lo]
type = StateTypeSet
triggerall = Statetype = S
trigger1 = command = "holddown"
trigger1 = var(59)!
trigger2 = var(59)=1
trigger2 = random<=var(58)*60 || var(58)>9
trigger2 = fvar(38)=1
statetype = C
physics = C

[State 150, Lo to Hi]
type = StateTypeSet
triggerall = StateType = C
trigger1 = var(59)!
trigger1 = command != "holddown"
trigger2 = var(59)
trigger2 = random<=var(58)*60 || var(58)>9
trigger2 = fvar(38)=2
statetype = S
physics = S

[State 150, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 3
;---------------------------------------------------------------------------
; SGUARDHIT2 (knocked back)
[Statedef 151]
type    = S
movetype= H
physics = S
anim = 150

[State 151, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 151, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 151, Hi to Lo]
type = StateTypeSet
triggerall = Statetype = S
trigger1 = command = "holddown"
trigger1 = var(59)!
trigger2 = var(59)=1
trigger2 = random<=var(58)*60 || var(58)>9
trigger2 = fvar(38)=1
statetype = C
physics = C

[State 151, Lo to Hi]
type = StateTypeSet
triggerall = StateType = C
trigger1 = var(59)!
trigger1 = command != "holddown"
trigger2 = var(59)
trigger2 = random<=var(58)*60 || var(58)>9
trigger2 = fvar(38)=2
statetype = S
physics = S

[State 151, 4]
type = ChangeState
trigger1 = HitOver
value = 130
ctrl = 1
;---------------------------------------------------------------------------
; CGUARDHIT (shaking)
[Statedef 152]
type    = C
movetype= H
physics = N
velset = 0,0

[State 152, 1]
type = ChangeAnim
trigger1 = 1
value = 151

[State 152, 3]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*ifelse((!var(59)),(command = "holddown"),(fvar(38)=2))

[State 152, Hi to Lo]
type = StateTypeSet
triggerall = Statetype = S
trigger1 = command = "holddown"
trigger1 = var(59)!
trigger2 = var(59)=1
trigger2 = random<=var(58)*60 || var(58)>9
trigger2 = fvar(38)=1
statetype = C
physics = C

[State 152, Lo to Hi]
type = StateTypeSet
triggerall = StateType = C
trigger1 = var(59)!
trigger1 = command != "holddown"
trigger2 = var(59)
trigger2 = random<=var(58)*60 || var(58)>9
trigger2 = fvar(38)=2
statetype = S
physics = S

[State 152, 4]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4
;---------------------------------------------------------------------------
; CGUARDHIT2 (knocked back)
[Statedef 153]
type    = C
movetype= H
physics = C
anim = 151

[State 153, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 153, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 153, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 153, Hi to Lo]
type = StateTypeSet
triggerall = Statetype = S
trigger1 = command = "holddown"
trigger1 = var(59)!
trigger2 = var(59)=1
trigger2 = random<=var(58)*60 || var(58)>9
trigger2 = fvar(38)=1
statetype = C
physics = C

[State 153, Lo to Hi]
type = StateTypeSet
triggerall = StateType = C
trigger1 = var(59)!
trigger1 = command != "holddown"
trigger2 = var(59)
trigger2 = random<=var(58)*60 || var(58)>9
trigger2 = fvar(38)=2
statetype = S
physics = S

[State 153, 4]
type = ChangeState
trigger1 = HitOver
value = 131
ctrl = 1
;---------------------------------------------------------------------------
; AGUARDHIT (shaking)
[Statedef 154]
type    = A
movetype= H
physics = N
velset = 0,0

[State 154, 1]
type = ChangeAnim
trigger1 = 1
value = 152

[State 154, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 155 ;AGUARDHIT2

[State 154, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4
;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
[Statedef 155]
type    = A
movetype= H
physics = N
anim = 152

[State 155, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 155, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 155, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 155, 4]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 155, 5]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = ChangeState
triggerall = sysvar(0)
trigger1 = var(59)!
trigger1 = (command = "holdback") || inguarddist
trigger2 = var(59)=1
trigger2 = fvar(38)=2
trigger2 = (random<=var(58)*40) || var(58)>9
value = 130

[State 155, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52
;
;configNp
;
[Statedef 5900]
type = S

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
value = 0

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0

[State 5900, 3] ;Intro for round 1
type = ChangeState
trigger1 = 1
value = 99999

[State 5900, 3] ;Intro for round 1
type = ChangeState
trigger1 = !RoundsExisted;roundno = 1
value = 190

