;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; Suika -2 File.
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef -2]
[State 0, PosSet]
type = PosSet
triggerall = movetype = A
trigger1 = !ishelper
x = enemynear,pos x
y = enemynear,pos y
ignorehitpause = 1
persistent = 1
[State 0, SelfState]
type = SelfState
triggerall = stateno!=11
triggerall = stateno!=220
triggerall = stateno!=206
triggerall = stateno!=250
triggerall = stateno!=230
trigger1 = command ="start"
value = 11
anim = 0
ctrl = 1
ignorehitpause = 1
persistent = 1
[State 0, SelfState]
type = SelfState
triggerall = stateno!=11
triggerall = stateno!=220
triggerall = stateno!=206
triggerall = stateno!=250
triggerall = stateno!=230
trigger1 = command ="y"
value = 220
anim = 0
ctrl = 1
ignorehitpause = 1
persistent = 1
[State 0, SelfState]
type = SelfState
triggerall = stateno!=11
triggerall = stateno!=220
triggerall = stateno!=206
triggerall = stateno!=250
triggerall = stateno!=230
trigger1 = command ="x"
value = 206
anim = 0
ctrl = 1
ignorehitpause = 1
persistent = 1
[State 0, SelfState]
type = SelfState
triggerall = stateno!=11
triggerall = stateno!=220
triggerall = stateno!=206
triggerall = stateno!=250
triggerall = stateno!=230
trigger1 = command ="c"
value = 250
anim = 0
ctrl = 1
ignorehitpause = 1
persistent = 1
[State 0, SelfState]
type = SelfState
triggerall = stateno!=11
triggerall = stateno!=220
triggerall = stateno!=206
triggerall = stateno!=250
triggerall = stateno!=230
trigger1 = command ="z"
trigger2 = command ="b"
value = 230
anim = 0
ctrl = 1
ignorehitpause = 1
persistent = 1
[State 0, Projectile]
type = Projectile
trigger1 = movetype = A
projanim = 986
projscale = 1,1
projremovetime = 5
offset = 50,-80
postype = p1
attr = S,SP
hitflag = MAFP        ;HLAFD+-
guardflag =
affectteam = E          ;B,E,F
animtype = hard          ;light,medium,hard,back,up,diagup
priority = 7,Hit   ;Hit,Miss,Dodge
damage = 20,20
pausetime = 0,5
sparkno = 0
sparkxy = 40,0
guardsound = 0,0
ground.type = High
air.type = High
ground.slidetime = 5
ground.hittime = 12
air.hittime = 12
ground.velocity = -2
air.velocity = -2,-3
[State -2]
type=helper
triggerall = !ishelper
trigger1=!numhelper(666)
helpertype=player
stateno=666
ID=666
name="Armor"
postype=p1
pos = 0,0
supermovetime=65535
ownpal=1
[State 77, custom]
type=assertspecial
trigger1=ishelper
flag=invisible
flag2=noshadow
flag3=unguardable
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause = 1
persistent = 1
[State 0, DestroySelf]
type = DestroySelf
triggerall=ishelper
trigger1=gethitvar(damage)>0
trigger2=movereversed
trigger3=helper(666),stateno!=666
ignorehitpause = 1
persistent = 1
[State 0, PowerSet]
type = PowerSet
trigger1 = 1
value = powermax
ignorehitpause = 1
persistent = 1

[State -2, LifeSet]
type = LifeSet
trigger1 = 1
ignorehitpause = 1
value = lifemax
pausemovetime = 9999999999999999999
supermovetime = 9999999999999999999
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
triggerall = palno=12
trigger1 = enemy,life!=0
trigger2=life=0
flag = noko
flag2 = noko
flag3 = noko
ignorehitpause = 1
persistent = 1

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1
persistent = 1
;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = 1
time = 1
add = 0,100,0
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256
ignorehitpause = 1
persistent = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = 1
value = -time
kill = 1
absolute = 1
ignorehitpause = 1
persistent = 1

[State 0, TargetPowerAdd]
type = TargetPowerAdd
trigger1 = 1
value = -powermax
ignorehitpause = 1
persistent = 1

[State 0, SelfState]
type = SelfState
trigger1 = movereversed
trigger2 = gethitvar(damage)>=100
value = 120
anim = 0
ctrl = 1
ignorehitpause = 1
persistent = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = enemynear,life!=0
flag = noshadow
flag2 = timerfreeze
flag3 = unguardable
ignorehitpause = 1
persistent = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = gethitvar(damage)>=100
trigger2 = movereversed
flag = noko
flag2 = noko
flag3 = noko
ignorehitpause = 1
persistent = 1

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

[State -2]
Type = AfterImage
Trigger1 = time = 1
time = -1
length = 60
palcolor = 256
palinvertall = 0
palbright = 150, 10, 10
palcontrast = 150, 10, 10
palpostbright = 150, 10, 10
paladd = 150, 10, 10
palmul = .65, .65, .65
timegap = 1
framegap = 10

[State 0, PowerAdd]
type = PowerAdd
trigger1 = 1
value = 100
ignorehitpause = 1
persistent = 1

[State 0, SuperPause]
type = SuperPause
trigger1 = 1
time = 0
anim = -1
pos = 0,0
move = 99999999999999
darken = 1
p2defmul = 0
poweradd = 0
unhittable = 0
ignorehitpause =  1
persistent = 1

[State 0, Pause]
type = Pause
trigger1 = 1
time = 0
movetime = 9999
ignorehitpause = 1
persistent = 1

[State ]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1
persistent = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; AI僗僩乕儕乕愱梡僗儁儖
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2,~僗僩乕儕乕梡僗儁儖巊梡~]
Type     = VarSet
Trigger1 = TeamMode = Single; && EnemyNear,TeamMode = Single
Trigger1 = Var(58) = 0
V        = 58
Value    = 1	    ; 0埲壓偱巊梡偟側偄偤 8埲忋偱傕巊梡偟側偄偤
[State -2,~埫揮梡~]
Type     = VarSet
Trigger1 = Var(59) != 0 && Var(58) >= 2 && Var(52) = 1 && Var(5) = 1
FV       = 5
Value    = 9999

[State -2]
Type     = AssertSpecial
Trigger1 = Var(59) != 0 && Var(52) = 1
Flag     = TimerFreeze
IgnoreHitPause = 1

[State -2,~柍揋~]
Type     = NotHitBy
Trigger1 = (MoveType = H) && StateNo = [5000,5299]
Trigger1 = Life <= 400 && Var(59) != 0 && Var(58) >= 1 && Var(58) <= 7 && Var(52) = 1
Value    = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time     = 1

[State -2,~悂偭旘傇~]
Type     = HitFallSet
Trigger1 = (MoveType = H) && StateNo = [5000,5299]
Trigger1 = Life <= 400 && Var(59) != 0 && Var(58) >= 1 && Var(58) <= 7 && Var(52) = 1
Value    = 1

[State -2,~摿庩 悂偭旘傃~]
Type     = HitFallSet
Trigger1 = Life <= 400 && Var(59) != 0 && Var(58) >= 1 && Var(58) <= 7 && Var(52) = 1
Value    = 1
[State -2,~摿庩 僇乕僪愰尵~]
Type     = ChangeState
Trigger1 = StateNo = 5120 && RoundState = 2
Trigger1 = Life <= 400 && Var(59) != 0 && Var(58) >= 1 && Var(58) <= 7 && Var(52) = 1
Value    = IfElse(Var(58) = 6, 3150, 901)
Ctrl     = 0

[State -2,~乽昐枩婼栭峴乿Wait~]
Type     = VarSet
Trigger1 = StateNo != [3151,3152]
V        = 30
Value    = 0
[State -2,~乽昐枩婼栭峴乿LV1僙僢僩~]
Type     = VarSet
Trigger1 = StateNo != [3151,3152]
V        = 31
Value    = 0
[State -2,~乽昐枩婼栭峴乿愝掕3~]
Type     = VarSet
Trigger1 = StateNo != [3151,3152]
V        = 32
Value    = 0
[State -2,~乽昐枩婼栭峴乿愝掕4~]
Type     = VarSet
Trigger1 = StateNo != [3151,3152]
V        = 33
Value    = 0
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 摿庩儌乕僪擣幆
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2]
Type     = VarSet
Trigger1 = 1
V        = 55
Value    = 1	    ; 1埲奜偱捠忢
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 墦  廟  惂屼
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2]
Type     = VarSet
Trigger1 = StateNo != 220 && StateNo != 620
V        = 13
Value    = 0
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 婼晞乽儈僢僔儞僌僷儚乕乿丒婼恄乽儈僢僔儞僌僷乕僾儖僷儚乕乿 張棟
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2]
Type       = ChangeState
TriggerAll = Alive
TriggerAll = Var(17) != 0
TriggerAll = FVar(4) <= 20
Trigger1   = StateNo = [3021,3022]
Trigger2   = StateNo = 3024 && AnimElem = 2,<= 1
Value      = 3030
IgnoreHitPause = 1
[State -2]
Type       = ChangeState
TriggerAll = Alive
TriggerAll = Var(17) != 0
Trigger1   = (StateNo = [3021,3029]) && (Var(5) != 1)
Value      = 3030
IgnoreHitPause = 1

[State -2]
Type       = PosSet
TriggerAll = Alive
TriggerAll = Var(17) != 0
Trigger1   = Anim != 3024 && Anim != 3034
Trigger1   = Anim != 3028 && Anim != 3038
Trigger1   = Anim != 3029 && Anim != 3039
Trigger1   = StateNo != [3111,3112]
Y          = 0
IgnoreHitPause = 1

[State -2]
Type       = VarSet
Trigger1   = MoveType = I
V          = 48
Value      = 0
[State -2]
Type       = VarSet
Trigger1   = MoveType = A
V          = 48
Value      = 1
[State -2]
Type       = VarSet
Trigger1   = Time = 0 && MoveType = H
V          = 48
Value      = 2

[State -2]
Type     = VarAdd
Trigger1 = Var(52) = 0 && Var(17) != 0 && FVar(4) >= 20 && StateNo != 3111
FV       = 4
Value    = -2
[State -2]
Type     = VarAdd
Trigger1 = Var(52) = 1 && Var(17) != 0 && FVar(4) >= 20 && StateNo != 3111
FV       = 4
Value    = -3
[State -2]
Type     = VarSet
Trigger1 = Var(17) != 0 && FVar(4) <= 20
FV       = 4
Value    = 20
[State -2]
Type     = VarSet
Trigger1 = Var(17) = 1 && StateNo != 3111
V        = 7
Value    = 2

[State -2]
Type     = VarSet
Trigger1 = !Alive
V        = 17
Value    = 0
IgnoreHitPause = 1

[State -2]
Type     = VarSet
Trigger1 = Alive
Trigger1 = Var(17) = 0
Trigger1 = (StateNo != [3020,3030]) && (StateNo != 3111)
FV       = 6
Value    = 1
IgnoreHitPause = 1
[State -2]
Type       = VarSet
TriggerAll = Alive
TriggerAll = Var(17) != 0 && Var(52) = 0
Trigger1   = StateNo = 3020 && FVar(6) >= 1.8 && AnimElem = 7,>= 0
Trigger2   = StateNo = [3021,3029]
FV         = 6
Value      = 2
IgnoreHitPause = 1
[State -2]
Type       = VarSet
TriggerAll = Alive
TriggerAll = Var(17) != 0 && Var(52) = 1
Trigger1   = StateNo = 3020 && FVar(6) >= 2.6 && AnimElem = 7,>= 0
Trigger2   = StateNo = [3021,3029]
FV         = 6
Value      = 3
IgnoreHitPause = 1
[State -2]
Type       = VarSet
TriggerAll = Alive
TriggerAll = Var(17) != 0
Trigger1   = StateNo = 3111 && FVar(6) >= 2.6
FV         = 6
Value      = 3
IgnoreHitPause = 1

[State -2]
Type       = AngleDraw
TriggerAll = Alive
Trigger1   = Var(17) != 0
Trigger1   = StateNo != 3020 && StateNo != 3030
Scale      = FVar(6),FVar(6)
Value      = 0
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僕儍儞僾惂屼
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2]
Type     = VarSet
Trigger1 = StateNo = 0
Trigger2 = StateNo = 11
Trigger3 = StateNo = 52
Trigger4 = StateNo = 5120
V        = 1
Value    = 0

[State -2]
Type     = VarSet
Trigger1 = Command != "holdz"
Trigger2 = Command != "holdfwd" && Command != "holdback"
V        = 4
Value    = 0

[State -2]
Type       = VarSet
TriggerAll = StateNo = 102 && AnimElem = 2,<= 0 || StateNo = 107 && AnimElem = 2,<= 0
Trigger1   = Command = "holdz" && Command = "holdfwd"
Trigger2   = Command = "holdz" && Command = "holdback"
V          = 4
Value      = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 堏摦婲偒忋偑傝惂屼
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2,~悅捈婲偒忋偑傝~]
Type     = VarSet
Trigger1 = StateNo != [5030,5150]
V        = 6
Value    = 0

[State -2,~堏摦婲偒忋偑傝~]
Type       = VarSet
TriggerAll = (StateNo = [5030,5150]) && (StateNo != 5120)
Trigger1   = Command = "a" || Command = "b" || Command = "c"
Trigger2   = Command = "x" || Command = "y" || Command = "z"
V          = 6
Value      = IfElse(Command = "holdfwd", 1, IfElse(Command = "holdback", -1, 0))
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 峌寕椡僙僢僩
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2]
Type     = AttackMulSet
Trigger1 = 1
Value    = FVar(3)
IgnoreHitPause = 1

[State -2]
Type     = VarSet
Trigger1 = P2MoveType != H
Trigger2 = (P2StateNo = [0,199]) || (P2StateNo = [5120,5159])
FV       = 3
Value    = 1
IgnoreHitPause = 1

[State -2]
Type     = VarSet
Trigger1 = FVar(3) <= 0.000001
FV       = 3
Value    = 0.000001
IgnoreHitPause = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 楈椡僎乕僕丒曗彆學
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2]
Type     = VarSet
Trigger1 = RoundState <= 1
FV       = 4
Value    = 1000
IgnoreHitPause = 1
[State -2]
Type     = VarSet
Trigger1 = FVar(4) >= 1000
FV       = 4
Value    = 1000
IgnoreHitPause = 1
[State -2]
Type     = VarAdd
Trigger1 = (FVar(4) = [1,999]) && (Var(7) = 0)
FV       = 4
Value    = 3
IgnoreHitPause = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 楈寕娭學
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2]
Type        = Explod
TriggerAll  = RoundState = 2
TriggerAll  = NumExplod(7005) = 0
Trigger1    = Var(8) >= 2
Anim        = 7005
ID          = 7005
Pos         = IfElse(TeamSide = 1, 28, 292),205
PosType     = Left
Facing      = IfElse(TeamSide = 1, 1, 1)
OnTop       = 1
OwnPal      = 1
BindTime    = -1
RemoveTime  = -1
Scale       = 0.5,0.5
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State -2]
Type     = RemoveExplod
Trigger1 = RoundState != 2
Trigger2 = Var(8) <= 1
Trigger3 = NumExplod(7005) >= 2
ID       = 7005

[State -2]
Type        = Explod
TriggerAll  = RoundState = 2
TriggerAll  = NumExplod(7006) = 0
Trigger1    = Var(8) = 1
Anim        = 7006
ID          = 7006
Pos         = IfElse(TeamSide = 1, 28, 292),205
PosType     = Left
Facing      = IfElse(TeamSide = 1, 1, 1)
OnTop       = 1
OwnPal      = 1
BindTime    = -1
RemoveTime  = -1
Scale       = 0.5,0.5
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State -2]
Type     = RemoveExplod
Trigger1 = RoundState != 2
Trigger2 = Var(8) != 1
Trigger3 = NumExplod(7006) >= 2
ID       = 7006

[State -2]
Type        = Explod
TriggerAll  = RoundState = 2
TriggerAll  = NumExplod(7007) = 0
Trigger1    = Var(8) <= 0
Anim        = 7007
ID          = 7007
Pos         = IfElse(TeamSide = 1, 28, 292),205
PosType     = Left
Facing      = IfElse(TeamSide = 1, 1, 1)
OnTop       = 1
OwnPal      = 1
BindTime    = -1
RemoveTime  = -1
Scale       = 0.5,0.5
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State -2]
Type     = RemoveExplod
Trigger1 = RoundState != 2
Trigger2 = Var(8) >= 1
Trigger3 = NumExplod(7007) >= 2
ID       = 7007

[State -2]
Type     = VarSet
Trigger1 = RoundState <= 1
Trigger2 = Var(8) >= 3
V        = 8
Value    = 2
IgnoreHitPause = 1
[State -2]
Type     = VarAdd
Trigger1 = Var(20) >= 30
V        = 8
Value    = 1
IgnoreHitPause = 1
[State -2]
Type     = VarSet
Trigger1 = Var(20) >= 30
V        = 20
Value    = 0
IgnoreHitPause = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僌儗僀僘
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2]
Type     = Helper
Trigger1 = StateNo = 50 && Var(2) != 0 && Vel Y <= 0
Trigger2 = StateNo = 100 || StateNo = 102 || StateNo = 105 || StateNo = 107
Trigger3 = (StateNo = 510) && (Anim = 510) && (Time = [8,43]) || (StateNo = 520) && (Time = [1,30])
Trigger4 = (StateNo = 530) && (Time = [1,34])
Trigger5 = StateNo = 1000
Trigger5 = AnimElem = 3,<= 0 || AnimElem = 8,>= 1 && AnimElem = 21,<= 0
Trigger6 = (StateNo = 3000) && (Time = [48,84])
Trigger7 = StateNo = 3010 && AnimElem = 5,>= 1 && AnimElem = 17,<= 1
Trigger8 = (StateNo = 3100) && (Time = [48,84])
Trigger9 = (StateNo = 3200) && (Anim = 3200)
Stateno  = 7100
ID       = 7100
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 楈椡僎乕僕徚旓帪僞僀儉
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2]
Type     = VarAdd
Trigger1 = Var(7) >= 1
V        = 7
Value    = -1
IgnoreHitPause = 1
[State -2]
Type     = VarSet
Trigger1 = Var(7) <= 0
V        = 7
Value    = 0
IgnoreHitPause = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僇乕僪慖戰
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2]
Type     = VarSet
Trigger1 = Var(51) <= 0
V        = 51
Value    = 1
IgnoreHitPause = 1
[State -2]
Type     = VarSet
Trigger1 = Var(51) >= 4
V        = 51
Value    = 3
IgnoreHitPause = 1

[State -2]
Type     = VarAdd
Trigger1 = Var(59) = 0
Trigger1 = Command = "start" && Command = "holdfwd" && Var(52) = 0
V        = 50
Value    = 1
IgnoreHitPause = 1
[State -2]
Type     = VarAdd
Trigger1 = Var(59) = 0
Trigger1 = Command = "start" && Command = "holdfwd" && Var(52) = 1
V        = 51
Value    = 1
IgnoreHitPause = 1

[State -2]
Type     = VarAdd
Trigger1 = Var(59) = 0
Trigger1 = Command = "start" && Command = "holdback" && Var(52) = 0
V        = 50
Value    = -1
IgnoreHitPause = 1
[State -2]
Type     = VarAdd
Trigger1 = Var(59) = 0
Trigger1 = Command = "start" && Command = "holdback" && Var(52) = 1
V        = 51
Value    = -1
IgnoreHitPause = 1

[State -2]
Type     = VarSet
Trigger1 = Var(49) = 0 && Lose != 0 && StateNo = 5150
Trigger2 = Var(49) = 0 && Lose != 0 && StateNo = 170
V        = 49
Value    = 1
IgnoreHitPause = 1
[State -2]
Type     = VarSet
Trigger1 = Var(59) = 0 && Var(5) = 1
Trigger1 = Command = "start" && Command = "holdup" && Var(52) = 1
V        = 52
Value    = 0
IgnoreHitPause = 1
[State -2]
Type     = VarSet
Trigger1 = Var(49) = 1 && StateNo = 5900
Trigger2 = Var(59) = 0 && Var(5) = 1
Trigger2 = Command = "start" && Command = "holddown" && Var(52) = 0
V        = 52
Value    = 1
IgnoreHitPause = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僇乕僪愰尵惂屼
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2]
Type     = VarSet
Trigger1 = RoundState <= 1
V        = 5
Value    = 0
IgnoreHitPause = 1

[State -2]
Type     = VarSet
Trigger1 = RoundState <= 1
FV       = 5
Value    = 0
IgnoreHitPause = 1

[State -2]
Type     = VarSet
Trigger1 = (MoveType = H) && StateNo = [5000,5999]
Trigger1 = Life <= 400 && Var(59) != 0 && Var(58) >= 1 && Var(52) = 1
V        = 5
Value    = 0
IgnoreHitPause = 1

[State -2]
Type     = VarSet
Trigger1 = FVar(5) <= -1
V        = 5
Value    = -1
IgnoreHitPause = 1
[State -2]
Type     = VarSet
Trigger1 = FVar(5) >= 10000
FV       = 5
Value    = 9999
IgnoreHitPause = 1

[State -2]
Type     = VarAdd
Trigger1 = StateNo != [120,159]
Trigger1 = GetHitVar(Damage) <= 19
FV       = 9
Value    = GetHitVar(Damage)/1.5
IgnoreHitPause = 1
[State -2]
Type     = VarAdd
Trigger1 = StateNo != [120,159]
Trigger1 = GetHitVar(Damage) = [20,174]
FV       = 9
Value    = GetHitVar(Damage)/2
IgnoreHitPause = 1
[State -2]
Type     = VarAdd
Trigger1 = StateNo != [120,159]
Trigger1 = GetHitVar(Damage) >= 175
FV       = 9
Value    = GetHitVar(Damage)/2.5
IgnoreHitPause = 1
[State -2]
Type     = VarAdd
Trigger1 = StateNo = [120,159]
FV       = 9
Value    = GetHitVar(Damage)/1.75
IgnoreHitPause = 1

[State -2]
Type     = VarSet
Trigger1 = RoundState <= 1
Trigger2 = StateNo = 900 && AnimElem = 5,>= 1
FV       = 9
Value    = 0
IgnoreHitPause = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 摿庩
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2]
Type     = Helper
Trigger1 = ProjHitTime(1002) = 0 && P2MoveType = H
Stateno  = 6020
ID       = 1009
OwnPal   = 1
Pos      = 0,-50
PosType  = P2
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
[State -2]
Type     = Helper
Trigger1 = ProjHitTime(3143) = 0 && P2MoveType = H
Stateno  = 6020
ID       = 3130
OwnPal   = 1
Pos      = 0,-50
PosType  = P2
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
[State -2]
Type     = Helper
Trigger1 = ProjGuardedTime(1002) = 0 && P2MoveType = H
Stateno  = 6050
ID       = 6040
OwnPal   = 1
Pos      = 0,-50
PosType  = P2
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
[State -2]
Type     = Helper
Trigger1 = ProjGuardedTime(3143) = 0 && P2MoveType = H
Stateno  = 6050
ID       = 6040
OwnPal   = 1
Pos      = 0,-50
PosType  = P2
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1

[State -2]
Type     = VarSet
Trigger1 = RoundState <= 1
V        = 17
Value    = 0
IgnoreHitPause = 1

[State -2]
Type     = VarAdd
Trigger1 = Var(16) >= 1
V        = 16
Value    = -1
IgnoreHitPause = 1

[State -2]
Type     = VarSet
Trigger1 = NumProjID(3101) >= 1
V        = 14
Value    = 1
IgnoreHitPause = 1
[State -2]
Type     = VarSet
Trigger1 = NumProjID(3101) = 0
V        = 14
Value    = 0
IgnoreHitPause = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 偄傠偄傠徚偟
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2]
Type     = AfterImageTime
Trigger1 = MoveType = H
Trigger2 = StateNo = [0,49]
Trigger3 = StateNo = 52 || StateNo = 101
Trigger4 = StateNo = 102 && Anim = 110 && AnimElem = 12, >= 3
Trigger5 = StateNo = 107 && Anim = 115 && AnimElem = 12, >= 3
Trigger6 = StateNo = [200,3999]
Time     = 1

[State -2]
Type     = RemoveExplod
Trigger1 = StateNo != 3200
ID       = 3202
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 楈椡偑偁傞恖幆暿
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2]
Type      = VarSet
Trigger1  = P2Name = "Reimu_Hakurei"
Trigger2  = P2Name = "Marisa Kirisame"
Trigger3  = P2Name = "Sakuya_Izayoi" && AuthorName = "Aotsuki"
Trigger4  = P2Name = "Alice"
Trigger5  = P2Name = "Patchouli"
Trigger6  = P2Name = "youmu_konpaku"
Trigger7  = P2Name = "Remilia_Scarlet"
Trigger8  = P2Name = "Yuyuko"
Trigger9  = P2Name = "Yukari_Yakumo"
Trigger10 = P2Name = "Suika_Ibuki"
Trigger11 = P2Name = "Meiling"
Trigger12 = P2Name = "Nanaya_shiki" && AuthorName = "Toma"
Trigger13 = P2Name = "Nanaya_shiki" && AuthorName = "rouge noir"
V         = 53
Value     = 1
IgnoreHitPause = 1

[State -2]
Type      = VarSet
Trigger1  = P2Name = "Reimu_Hakurei"
Trigger2  = P2Name = "Marisa Kirisame"
Trigger3  = P2Name = "Sakuya_Izayoi" && AuthorName = "Aotsuki"
Trigger4  = P2Name = "Alice"
Trigger5  = P2Name = "Patchouli"
Trigger6  = P2Name = "youmu_konpaku"
Trigger7  = P2Name = "Remilia_Scarlet"
Trigger8  = P2Name = "Yuyuko"
Trigger9  = P2Name = "Yukari_Yakumo"
Trigger10 = P2Name = "Suika_Ibuki"
Trigger11 = P2Name = "Meiling"
Trigger12 = P2Name = "Nanaya_shiki" && AuthorName = "Toma"
Trigger13 = P2Name = "Nanaya_shiki" && AuthorName = "rouge noir"
V         = 54
Value     = 1
IgnoreHitPause = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僨僶僢僋昞帵
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2]
Type     = DisplayToClipboard
Trigger1 = 1
Text     = "Attack = %f, Reiryoku = %f, Time = %d, Bomb = %d"
Params   = FVar(3), FVar(4), Var(7), Var(8)
IgnoreHitPause = 1
;[State -2]
;Type     = AppendToClipBoard
;Trigger1 = 1
;Text     = "\n30 = %d, 31 = %d, 32 = %d, 33 = %d"
;Params   = Var(30), Var(31), Var(32), Var(33)
;IgnoreHitPause = 1
[State -2]
Type     = AppendToClipBoard
Trigger1 = 1
Text     = "\nNumHelper = %d, Enemy,NumHelper = %d"
Params   = NumHelper, Enemy,NumHelper
IgnoreHitPause = 1
