;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
;丂俽倛倝値倠倝丂俠倧値倱倲倎値倲倱丂俥倝倢倕丂俶倧俆
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
; 忢帪娔帇僗僥乕僩
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
[Statedef -2]

[State 1000, 0]
Type = VarRangeSet
Trigger1 = 0;StateNo = 190 && Time = 1
Value = 1
First = 10
Last = 31

[State 1000, 0]
Type = VarSet
Trigger1 = 0
fvar(38) = 5000

[State -2, 媉墍忛 憈婱偝傫偺楈晞媦傃庻柦偵懳墳-1]
Type = LifeAdd
TriggerAll = NumEnemy
TriggerAll = GameTime%6 = 0
Trigger1 = Enemy(0),AuthorName = "Souki" && Enemy(0),Name = "Yuyuko Saigyouji"
Trigger1 = Enemy(0),Var(3) = 1 || Enemy(0),Var(3) = 2
Value = IfElse(Enemy(0),Var(3) = 1, -2, -3)
Kill = 0

[State -2, 媉墍忛 憈婱偝傫偺楈晞媦傃庻柦偵懳墳-2]
Type = LifeAdd
TriggerAll = NumEnemy > 1
TriggerAll = GameTime%6 = 0
Trigger1 = Enemy(1),AuthorName = "Souki" && Enemy(1),Name = "Yuyuko Saigyouji"
Trigger1 = Enemy(1),Var(3) = 1 || Enemy(1),Var(3) = 2
Value = IfElse(Enemy(1),Var(3) = 1, -2, -3)
Kill = 0

[State -2, 僎乕僕]
Type = Helper
Trigger1 = !NumHelper(7000)
StateNo = 7000
ID = 7000
Name = " "
Pos = 0,0
PosType = P1
Ownpal = 1
KeyCtrl = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
Size.Ground.Back = 0
Size.Ground.Front = 0

[State -2, 僄僼僃僋僩傪徚偡]
Type = RemoveExplod
Trigger1 = (StateNo != [150,155]) && (MoveType = H)
ID = 150

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[State -2, 僌儗僀僘]
Type = Helper
Trigger1 = (StateNo = [100,101]) || (StateNo = 105) || ((StateNo = 795) && (var(55) > 1))
Trigger2 = (StateNo = 111) && (!var(4))
Trigger3 = var(1)
Trigger3 = ((StateNo = [40,50]) && (Time < 31))
Trigger4 = (StateNo = [110,115]) && (Anim = 110) || (Anim = 115) || ((StateNo = 5210) && (Time < 14))
Trigger5 = (Anim = 210) && (AnimElem = 6,<1)
Trigger6 = (Anim = 211) && (AnimElem = 7,<3)
Trigger7 = (Anim = 3010) && ((AnimElem = 9,>=1) && (AnimElem = 13,<0))
Trigger8 = (Anim = [3521,3522]) && (var(55)> 2)
StateNo = 6110
ID = 6110
Name = "Graze"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9
PauseMoveTime = 9

[State -2, 旘傃摴嬶柍揋]
Type = NotHitBy
Trigger1 = (StateNo = [100,101]) || ((StateNo = 795) && (var(55) > 1))
Trigger2 = (StateNo = 111) && (!var(4))
Trigger3 = var(1)
Trigger3 = ((StateNo = [40,50]) && (Time < 31))
Trigger4 = (StateNo = [110,115]) && (Anim = 110) || (Anim = [112,115]) || ((StateNo = 5210) && (Time < 14))
Trigger5 = (Anim = 210) && (AnimElem = 6,<1)
Trigger6 = (Anim = 211) && (AnimElem = 7,<3)
Trigger7 = (Anim = 3010) && ((AnimElem = 9,>=1) && (AnimElem = 13,<0))
Trigger8 = (Anim = [3521,3522]) && (var(55)> 2)
Value2 = ,AP

[State -2, 儃乕僟乕僋儔僢僔儏]
Type = Helper
TriggerAll = NumEnemy
TriggerAll = MoveHit = 1
TriggerAll = (Enemy(0),Movetype = H)
TriggerAll = (Enemy(0),StateNo = 10020) && (Enemy(0),Time = 1)
Trigger1 = Enemy(0),GetHitvar(ChainID) = 206||Enemy(0),GetHitvar(ChainID) = 410
StateNo = 6115
ID = 6115
Name = "BorderCrush"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1

[State -2, 儃乕僟乕僋儔僢僔儏]
Type = Helper
TriggerAll = NumEnemy > 1
TriggerAll = MoveHit = 1
TriggerAll = (Enemy(1),Movetype = H)
TriggerAll = (Enemy(1),StateNo = 10020) && (Enemy(1),Time = 1)
Trigger1 = Enemy(1),GetHitvar(ChainID) = 206||Enemy(1),GetHitvar(ChainID) = 410
StateNo = 6115
ID = 6115
Name = "BorderCrush"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)+(Enemy(1),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1

[State -2, ComboLimit]
Type = Helper
TriggerAll = NumEnemy
TriggerAll = !NumHelper(6127)
TriggerAll = fvar(27) >= 100
TriggerAll = (Enemy(0),Movetype = H) && (Enemy(0),Time = 1)
Trigger1 = (Enemy(0),StateNo = 10100)+(Enemy(0),StateNo = 10102)+(Enemy(0),StateNo = 10105)+(Enemy(0),StateNo = 10107)+(Enemy(0),StateNo = 10130)+(Enemy(0),StateNo = [10150,10151])
StateNo = 6125
ID = 6127
Name = "ComboLimit"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Size.XScale = .5
Size.YScale = .5

[State -2, ComboLimit]
Type = Helper
TriggerAll = NumEnemy > 1
TriggerAll = !NumHelper(6125)
TriggerAll = fvar(27) >= 100
TriggerAll = (Enemy(1),Movetype = H) && (Enemy(1),Time = 1)
Trigger1 = (Enemy(1),StateNo = 10100)+(Enemy(1),StateNo = 10102)+(Enemy(1),StateNo = 10105)+(Enemy(1),StateNo = 10107)+(Enemy(1),StateNo = 10130)+(Enemy(1),StateNo = [10150,10151])
StateNo = 6125
ID = 6125
Name = "ComboLimit"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)+(Enemy(1),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Size.XScale = .5
Size.YScale = .5

[State -2, 乽懱椡夞暅乿]
Type = LifeAdd
Trigger1 = ((fvar(2)) && (GameTime%2 = 0))
Value = 1

[State -2, 摿庩岠壥]
Type = AssertSpecial
Trigger1 = ((Alive) && (var(59)))
Trigger1 = var(54)
Trigger1 = fvar(14)
Trigger2 = StateNo = 3061
Trigger3 = StateNo = 3071
Flag = TimerFreeze
IgnoreHitPause = 1

[State -2, 摿庩岠壥]
Type = AssertSpecial
TriggerAll = ((Alive) && (var(59)))
TriggerAll = var(58) < 4
TriggerAll = var(54)
TriggerAll = fvar(14) = 1
Trigger1 = NumEnemy = 1
Trigger1 = (Enemy,Alive) && (Enemy,Life > 0)
Trigger2 = NumEnemy = 2
Trigger2 = ((Enemy(0),Alive) && (Enemy(0),Life > 0) && (Enemy(1),Alive) && (Enemy(1),Life > 0))
Flag = NoKO

[State -2, 俠俹倀僗儁儖僇乕僪梡]
Type = LifeSet
TriggerAll = ((Alive) && (var(59)))
TriggerAll = var(54)
TriggerAll = var(58) < 4
TriggerAll = fvar(14)
Trigger1 = StateNo = [790,793]
Trigger2 = (100*Life/LifeMax) <= 1
Trigger3 = ((Life)-(GetHitVar(Damage))) < 1
Value = Ceil(LifeMax*.01)

[State -2, 僈乕僪偵偝偣側偄]
Type = AttackDist
Trigger1 = var(58) > 0
Value = 0

;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
;丂旘傃摴嬶僸僢僩/僈乕僪張棟
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[State -2, 峌寕椡曗惓]
Type = VarAdd
TriggerAll = NumEnemy
TriggerAll = ProjHitTime(2000) = 0
Trigger1 = ((Enemy(0),GetHitvar(ChainID) = 2001) && (Enemy(0),Time = [0,1]))
Trigger2 = NumEnemy > 1
Trigger2 = ((Enemy(1),GetHitvar(ChainID) = 2001) && (Enemy(1),Time = [0,1]))
Trigger3 = ((Enemy(0),GetHitvar(ChainID) = 2032) && (Enemy(0),Time = [0,1]))
Trigger4 = NumEnemy > 1
Trigger4 = ((Enemy(1),GetHitvar(ChainID) = 2032) && (Enemy(1),Time = [0,1]))
fvar(39) = -5*fvar(39)/100.
IgnoreHitPause = 1

[State -2, 峌寕椡曗惓]
Type = VarAdd
TriggerAll = NumEnemy
TriggerAll = ProjHitTime(2000) = 0
Trigger1 = ((Enemy(0),GetHitvar(ChainID) = 2020) && (Enemy(0),Time = [0,1]))
Trigger2 = NumEnemy > 1
Trigger2 = ((Enemy(1),GetHitvar(ChainID) = 2020) && (Enemy(1),Time = [0,1]))
Trigger3 = ((Enemy(0),GetHitvar(ChainID) = 2032) && (Enemy(0),Time = [0,1]))
Trigger4 = NumEnemy > 1
Trigger4 = ((Enemy(1),GetHitvar(ChainID) = 2032) && (Enemy(1),Time = [0,1]))
Trigger5 = ((Enemy(0),GetHitvar(ChainID) = 2105) && (Enemy(0),Time = [0,1]))
Trigger6 = NumEnemy > 1
Trigger6 = ((Enemy(1),GetHitvar(ChainID) = 2105) && (Enemy(1),Time = [0,1]))
Trigger7 = ((Enemy(0),GetHitvar(ChainID) = 2511) && (Enemy(0),Time = [0,1]))
Trigger8 = NumEnemy > 1
Trigger8 = ((Enemy(1),GetHitvar(ChainID) = 2511) && (Enemy(1),Time = [0,1]))
fvar(39) = -10*fvar(39)/100.
IgnoreHitPause = 1

[State -2, 峌寕椡曗惓]
Type = VarAdd
TriggerAll = NumEnemy
TriggerAll = ProjHitTime(2000) = 0
Trigger1 = ((Enemy(0),GetHitvar(ChainID) = 2025) && (Enemy(0),Time = [0,1]))
Trigger2 = NumEnemy > 1
Trigger2 = ((Enemy(1),GetHitvar(ChainID) = 2025) && (Enemy(1),Time = [0,1]))
Trigger3 = ((Enemy(0),GetHitvar(ChainID) = 2510) && (Enemy(0),Time = [0,1]))
Trigger4 = NumEnemy > 1
Trigger4 = ((Enemy(1),GetHitvar(ChainID) = 2510) && (Enemy(1),Time = [0,1]))
fvar(39) = -7*fvar(39)/100.
IgnoreHitPause = 1

[State -2, 峌寕椡曗惓]
Type = VarAdd
TriggerAll = NumEnemy
TriggerAll = ProjHitTime(2000) = 0
Trigger1 = ((Enemy(0),GetHitvar(ChainID) = 1110) && (Enemy(0),Time = [0,1]))
Trigger2 = NumEnemy > 1
Trigger2 = ((Enemy(1),GetHitvar(ChainID) = 1110) && (Enemy(1),Time = [0,1]))
Trigger3 = ((Enemy(0),GetHitvar(ChainID) = [2515,2517]) && (Enemy(0),Time = [0,1]))
Trigger4 = NumEnemy > 1
Trigger4 = ((Enemy(1),GetHitvar(ChainID) = [2515,2517]) && (Enemy(1),Time = [0,1]))
fvar(39) = -8*fvar(39)/100.
IgnoreHitPause = 1

[State -2, 峌寕椡曗惓]
Type = VarAdd
TriggerAll = NumEnemy
TriggerAll = ProjHitTime(2000) = 0
Trigger1 = ((Enemy(0),GetHitvar(ChainID) = [2515,2517]) && (Enemy(0),Time = [0,1]))
Trigger2 = NumEnemy > 1
Trigger2 = ((Enemy(1),GetHitvar(ChainID) = [2515,2517]) && (Enemy(1),Time = [0,1]))
Trigger3 = ((Enemy(0),GetHitvar(ChainID) = 2115) && (Enemy(0),Time = [0,1]))
Trigger4 = NumEnemy > 1
Trigger4 = ((Enemy(1),GetHitvar(ChainID) = 2115) && (Enemy(1),Time = [0,1]))
Trigger5 = ((Enemy(0),GetHitvar(ChainID) = 3060) && (Enemy(0),Time = [0,1]))
Trigger6 = NumEnemy > 1
Trigger6 = ((Enemy(1),GetHitvar(ChainID) = 3060) && (Enemy(1),Time = [0,1]))
fvar(39) = -2*fvar(39)/100.
IgnoreHitPause = 1

[State -2, 僎乕僕憹壛]
Type = VarAdd
TriggerAll = NumEnemy
TriggerAll = ProjContactTime(2000) = 0
Trigger1 = ((Enemy(0),GetHitvar(ChainID) = 2001) && (Enemy(0),Time = [0,1]))
Trigger2 = NumEnemy > 1
Trigger2 = ((Enemy(1),GetHitvar(ChainID) = 2001) && (Enemy(1),Time = [0,1]))
Trigger3 = ((Enemy(0),GetHitvar(ChainID) = 2025) && (Enemy(0),Time = [0,1]))
Trigger4 = NumEnemy > 1
Trigger4 = ((Enemy(1),GetHitvar(ChainID) = 2025) && (Enemy(1),Time = [0,1]))
Trigger5 = ((Enemy(0),GetHitvar(ChainID) = 2105) && (Enemy(0),Time = [0,1]))
Trigger6 = NumEnemy > 1
Trigger6 = ((Enemy(1),GetHitvar(ChainID) = 2115) && (Enemy(1),Time = [0,1]))
Trigger7 = ((Enemy(0),GetHitvar(ChainID) = 2115) && (Enemy(0),Time = [0,1]))
Trigger8 = NumEnemy > 1
Trigger8 = ((Enemy(1),GetHitvar(ChainID) = 2115) && (Enemy(1),Time = [0,1]))
fvar(38) = (IfElse(ProjHitTime(2000)=0,50,25)*fvar(29))*var(2)/1000.0
IgnoreHitPause = 1

[State -2, 僎乕僕憹壛]
Type = VarAdd
TriggerAll = NumEnemy
TriggerAll = ProjContactTime(2000) = 0
Trigger1 = ((Enemy(0),GetHitvar(ChainID) = 2032) && (Enemy(0),Time = [0,1]))
Trigger2 = NumEnemy > 1
Trigger2 = ((Enemy(1),GetHitvar(ChainID) = 2032) && (Enemy(1),Time = [0,1]))
Trigger3 = ((Enemy(0),GetHitvar(ChainID) = 1110) && (Enemy(0),Time = [0,1]))
Trigger4 = NumEnemy > 1
Trigger4 = ((Enemy(1),GetHitvar(ChainID) = 1110) && (Enemy(1),Time = [0,1]))
fvar(38) = (IfElse(ProjHitTime(2000)=0,100,50)*fvar(29))*var(2)/1000.0
IgnoreHitPause = 1

[State -2, 僎乕僕憹壛]
Type = VarAdd
TriggerAll = NumEnemy
TriggerAll = ProjContactTime(2000) = 0
Trigger1 = ((Enemy(0),GetHitvar(ChainID) = 2020) && (Enemy(0),Time = [0,1]))
Trigger2 = NumEnemy > 1
Trigger2 = ((Enemy(1),GetHitvar(ChainID) = 2020) && (Enemy(1),Time = [0,1]))
Trigger3 = ((Enemy(0),GetHitvar(ChainID) = 2023) && (Enemy(0),Time = [0,1]))
Trigger4 = NumEnemy > 1
Trigger4 = ((Enemy(1),GetHitvar(ChainID) = 2023) && (Enemy(1),Time = [0,1]))
fvar(38) = (IfElse(ProjHitTime(2000)=0,200,100)*fvar(29))*var(2)/1000.0
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = NumEnemy
TriggerAll = ProjContactTime(2000) = 0
Trigger1 = ((Enemy(0),GetHitvar(ChainID) = 2001) && (Enemy(0),Time = [0,1]))
Trigger2 = NumEnemy > 1
Trigger2 = ((Enemy(1),GetHitvar(ChainID) = 2001) && (Enemy(1),Time = [0,1]))
Trigger3 = ((Enemy(0),GetHitvar(ChainID) = 2032) && (Enemy(0),Time = [0,1]))
Trigger4 = NumEnemy > 1
Trigger4 = ((Enemy(1),GetHitvar(ChainID) = 2032) && (Enemy(1),Time = [0,1]))
var(7) = IfElse(ProjHitTime(2000)=0,9,15)
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = NumEnemy
TriggerAll = ProjContactTime(2000) = 0
Trigger1 = ((Enemy(0),GetHitvar(ChainID) = 2001) && (Enemy(0),Time = [0,1]))
Trigger2 = NumEnemy > 1
Trigger2 = ((Enemy(1),GetHitvar(ChainID) = 2001) && (Enemy(1),Time = [0,1]))
Trigger3 = ((Enemy(0),GetHitvar(ChainID) = 2032) && (Enemy(0),Time = [0,1]))
Trigger4 = NumEnemy > 1
Trigger4 = ((Enemy(1),GetHitvar(ChainID) = 2032) && (Enemy(1),Time = [0,1]))
var(7) = IfElse(ProjHitTime(2000)=0,9,15)
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = NumEnemy
TriggerAll = ProjContactTime(2000) = 0
Trigger1 = ((Enemy(0),GetHitvar(ChainID) = 2105) && (Enemy(0),Time = [0,1]))
Trigger2 = NumEnemy > 1
Trigger2 = ((Enemy(1),GetHitvar(ChainID) = 2105) && (Enemy(1),Time = [0,1]))
Trigger3 = ((Enemy(0),GetHitvar(ChainID) = [2510,2511]) && (Enemy(0),Time = [0,1]))
Trigger4 = NumEnemy > 1
Trigger4 = ((Enemy(1),GetHitvar(ChainID) = [2510,2511]) && (Enemy(1),Time = [0,1]))
Trigger5 = ((Enemy(0),GetHitvar(ChainID) = [2515,2517]) && (Enemy(0),Time = [0,1]))
Trigger6 = NumEnemy > 1
Trigger6 = ((Enemy(1),GetHitvar(ChainID) = [2515,2517]) && (Enemy(1),Time = [0,1]))
var(7) = IfElse(ProjHitTime(2000)=0,3,15)
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = NumEnemy
TriggerAll = ProjContactTime(2000) = 0
Trigger1 = ((Enemy(0),GetHitvar(ChainID) = 2020) && (Enemy(0),Time = [0,1]))
Trigger2 = NumEnemy > 1
Trigger2 = ((Enemy(1),GetHitvar(ChainID) = 2020) && (Enemy(1),Time = [0,1]))
Trigger3 = ((Enemy(0),GetHitvar(ChainID) = 2023) && (Enemy(0),Time = [0,1]))
Trigger4 = NumEnemy > 1
Trigger4 = ((Enemy(1),GetHitvar(ChainID) = 2023) && (Enemy(1),Time = [0,1]))
Trigger5 = ((Enemy(0),GetHitvar(ChainID) = 1110) && (Enemy(0),Time = [0,1]))
Trigger6 = NumEnemy > 1
Trigger6 = ((Enemy(1),GetHitvar(ChainID) = 1110) && (Enemy(1),Time = [0,1]))
Trigger7 = ((Enemy(0),GetHitvar(ChainID) = 3060) && (Enemy(0),Time = [0,1]))
Trigger8 = NumEnemy > 1
Trigger8 = ((Enemy(1),GetHitvar(ChainID) = 3060) && (Enemy(1),Time = [0,1]))
var(7) = IfElse(ProjHitTime(2000)=0,4,15)
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = NumEnemy
TriggerAll = ProjContactTime(2000) = 0
Trigger1 = ((Enemy(0),GetHitvar(ChainID) = 2025) && (Enemy(0),Time = [0,1]))
Trigger2 = NumEnemy > 1
Trigger2 = ((Enemy(1),GetHitvar(ChainID) = 2025) && (Enemy(1),Time = [0,1]))
Trigger3 = ((Enemy(0),GetHitvar(ChainID) = 2115) && (Enemy(0),Time = [0,1]))
Trigger4 = NumEnemy > 1
Trigger4 = ((Enemy(1),GetHitvar(ChainID) = 2115) && (Enemy(1),Time = [0,1]))
var(7) = IfElse(ProjHitTime(2000)=0,8,15)
IgnoreHitPause = 1

[State -2, Rift Attack]
Type = VarAdd
TriggerAll = ProjHitTime(2000) = 0
TriggerAll = Floor(fvar(25)*.0001) = 0
Trigger1 = ((Enemy(0),GetHitvar(ChainID) = 2001) && (Enemy(0),Time = [0,1]))
Trigger2 = NumEnemy > 1
Trigger2 = ((Enemy(1),GetHitvar(ChainID) = 2001) && (Enemy(1),Time = [0,1]))
Trigger3 = ((Enemy(0),GetHitvar(ChainID) = 2020) && (Enemy(0),Time = [0,1]))
Trigger4 = NumEnemy > 1
Trigger4 = ((Enemy(1),GetHitvar(ChainID) = 2020) && (Enemy(1),Time = [0,1]))
Trigger5 = ((Enemy(0),GetHitvar(ChainID) = 2032) && (Enemy(0),Time = [0,1]))
Trigger6 = NumEnemy > 1
Trigger6 = ((Enemy(1),GetHitvar(ChainID) = 2032) && (Enemy(1),Time = [0,1]))
Trigger7 = ((Enemy(0),GetHitvar(ChainID) = 2025) && (Enemy(0),Time = [0,1]))
Trigger8 = NumEnemy > 1
Trigger8 = ((Enemy(1),GetHitvar(ChainID) = 2025) && (Enemy(1),Time = [0,1]))
Trigger9 = ((Enemy(0),GetHitvar(ChainID) = 2115) && (Enemy(0),Time = [0,1]))
Trigger10 = NumEnemy > 1
Trigger10 = ((Enemy(1),GetHitvar(ChainID) = 2115) && (Enemy(1),Time = [0,1]))
Trigger11 = ((Enemy(0),GetHitvar(ChainID) = [2510,2511]) && (Enemy(0),Time = [0,1]))
Trigger12 = NumEnemy > 1
Trigger12 = ((Enemy(1),GetHitvar(ChainID) = [2510,2511]) && (Enemy(1),Time = [0,1]))
Trigger13 = ((Enemy(0),GetHitvar(ChainID) = [2515,2517]) && (Enemy(0),Time = [0,1]))
Trigger14 = NumEnemy > 1
Trigger14 = ((Enemy(1),GetHitvar(ChainID) = [2515,2517]) && (Enemy(1),Time = [0,1]))
Trigger15 = ((Enemy(0),GetHitvar(ChainID) = 3060) && (Enemy(0),Time = [0,1]))
Trigger16 = NumEnemy > 1
Trigger16 = ((Enemy(1),GetHitvar(ChainID) = 3060) && (Enemy(1),Time = [0,1]))
fvar(25) = 10000
IgnoreHitPause = 1

[State -2, Smash Attack]
Type = VarAdd
TriggerAll = ProjHitTime(2000) = 0
TriggerAll = Floor(fvar(25)*.001) = 0
Trigger1 = ((Enemy(0),GetHitvar(ChainID) = 2105) && (Enemy(0),Time = [0,1]))
Trigger2 = NumEnemy > 1
Trigger2 = ((Enemy(1),GetHitvar(ChainID) = 2105) && (Enemy(1),Time = [0,1]))
fvar(25) = 1000
IgnoreHitPause = 1

[State -2, ComboLimit]
Type = VarAdd
TriggerAll = NumEnemy
TriggerAll = ProjHitTime(2000) = 0
Trigger1 = ((Enemy(0),GetHitvar(ChainID) = 2001) && (Enemy(0),Time = [0,1]))
Trigger2 = NumEnemy > 1
Trigger2 = ((Enemy(1),GetHitvar(ChainID) = 2001) && (Enemy(1),Time = [0,1]))
Trigger3 = ((Enemy(0),GetHitvar(ChainID) = 2025) && (Enemy(0),Time = [0,1]))
Trigger4 = NumEnemy > 1
Trigger4 = ((Enemy(1),GetHitvar(ChainID) = 2025) && (Enemy(1),Time = [0,1]))
Trigger5 = ((Enemy(0),GetHitvar(ChainID) = 1110) && (Enemy(0),Time = [0,1]))
Trigger6 = NumEnemy > 1
Trigger6 = ((Enemy(1),GetHitvar(ChainID) = 1110) && (Enemy(1),Time = [0,1]))
Trigger7 = ((Enemy(0),GetHitvar(ChainID) = 2105) && (Enemy(0),Time = [0,1]))
Trigger8 = NumEnemy > 1
Trigger8 = ((Enemy(1),GetHitvar(ChainID) = 2105) && (Enemy(1),Time = [0,1]))
Trigger9 = ((Enemy(0),GetHitvar(ChainID) = 2115) && (Enemy(0),Time = [0,1]))
Trigger10 = NumEnemy > 1
Trigger10 = ((Enemy(1),GetHitvar(ChainID) = 2115) && (Enemy(1),Time = [0,1]))
fvar(27) = 5
IgnoreHitPause = 1
Persistent = 1

[State -2, ComboLimit]
Type = VarAdd
TriggerAll = NumEnemy
TriggerAll = ProjHitTime(2000) = 0
Trigger1 = ((Enemy(0),GetHitvar(ChainID) = 2020) && (Enemy(0),Time = [0,1]))
Trigger2 = NumEnemy > 1
Trigger2 = ((Enemy(1),GetHitvar(ChainID) = 2020) && (Enemy(1),Time = [0,1]))
fvar(27) = 15
IgnoreHitPause = 1
Persistent = 1

[State -2, ComboLimit]
Type = VarAdd
TriggerAll = NumEnemy
TriggerAll = ProjHitTime(2000) = 0
Trigger1 = ((Enemy(0),GetHitvar(ChainID) = 2032) && (Enemy(0),Time = [0,1]))
Trigger2 = NumEnemy > 1
Trigger2 = ((Enemy(1),GetHitvar(ChainID) = 2032) && (Enemy(1),Time = [0,1]))
Trigger3 = ((Enemy(0),GetHitvar(ChainID) = 2511) && (Enemy(0),Time = [0,1]))
Trigger4 = NumEnemy > 1
Trigger4 = ((Enemy(1),GetHitvar(ChainID) = 2511) && (Enemy(1),Time = [0,1]))
fvar(27) = 10
IgnoreHitPause = 1
Persistent = 1

[State -2, ComboLimit]
Type = VarAdd
TriggerAll = NumEnemy
TriggerAll = ProjHitTime(2000) = 0
Trigger1 = ((Enemy(0),GetHitvar(ChainID) = 2032) && (Enemy(0),Time = [0,1]))
Trigger2 = NumEnemy > 1
Trigger2 = ((Enemy(1),GetHitvar(ChainID) = 2032) && (Enemy(1),Time = [0,1]))
Trigger3 = ((Enemy(0),GetHitvar(ChainID) = [2515,2516]) && (Enemy(0),Time = [0,1]))
Trigger4 = NumEnemy > 1
Trigger4 = ((Enemy(1),GetHitvar(ChainID) = [2515,2516]) && (Enemy(1),Time = [0,1]))
fvar(27) = 2
IgnoreHitPause = 1
Persistent = 1

[State -2, ComboLimit]
Type = VarAdd
TriggerAll = NumEnemy
TriggerAll = ProjHitTime(2000) = 0
Trigger1 = ((Enemy(0),GetHitvar(ChainID) = 2510) && (Enemy(0),Time = [0,1]))
Trigger2 = NumEnemy > 1
Trigger2 = ((Enemy(1),GetHitvar(ChainID) = 2510) && (Enemy(1),Time = [0,1]))
Trigger3 = ((Enemy(0),GetHitvar(ChainID) = 3060) && (Enemy(0),Time = [0,1]))
Trigger4 = NumEnemy > 1
Trigger4 = ((Enemy(1),GetHitvar(ChainID) = 3060) && (Enemy(1),Time = [0,1]))
fvar(27) = 1
IgnoreHitPause = 1
Persistent = 1

[State -2, ComboLimit]
Type = VarAdd
TriggerAll = NumEnemy
TriggerAll = ProjHitTime(2000) = 0
Trigger1 = ((Enemy(0),GetHitvar(ChainID) = 2517) && (Enemy(0),Time = [0,1]))
Trigger2 = NumEnemy > 1
Trigger2 = ((Enemy(1),GetHitvar(ChainID) = 2517) && (Enemy(1),Time = [0,1]))
fvar(27) = 100
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State -2, 憡庤僗僥乕僩曄峏-LimitOver]
Type = TargetState
TriggerAll = NumTarget
TriggerAll = NumEnemy
TriggerAll = ((ProjHitTime(2000) = 0) && (Target,StateNo != 10130) && (fvar(27) >= 100))
Trigger1 = ((Enemy(0),GetHitvar(ChainID) = 2001) && (Enemy(0),Time = [0,1]))
Trigger2 = NumEnemy > 1
Trigger2 = ((Enemy(1),GetHitvar(ChainID) = 2001) && (Enemy(1),Time = [0,1]))
Value = 10130
ID = 2001
IgnoreHitPause = 1

[State -2, 憡庤僗僥乕僩曄峏-LimitOver]
Type = TargetState
TriggerAll = NumTarget
TriggerAll = NumEnemy
TriggerAll = ((ProjHitTime(2000) = 0) && (Target,StateNo != 10130) && (fvar(27) >= 100))
Trigger1 = ((Enemy(0),GetHitvar(ChainID) = 2020) && (Enemy(0),Time = [0,1]))
Trigger2 = NumEnemy > 1
Trigger2 = ((Enemy(1),GetHitvar(ChainID) = 2020) && (Enemy(1),Time = [0,1]))
Value = 10130
ID = 2020
IgnoreHitPause = 1

[State -2, 憡庤僗僥乕僩曄峏-LimitOver]
Type = TargetState
TriggerAll = NumTarget
TriggerAll = NumEnemy
TriggerAll = ((ProjHitTime(2000) = 0) && (Target,StateNo != 10130) && (fvar(27) >= 100))
Trigger1 = ((Enemy(0),GetHitvar(ChainID) = 2023) && (Enemy(0),Time = [0,1]))
Trigger2 = NumEnemy > 1
Trigger2 = ((Enemy(1),GetHitvar(ChainID) = 2023) && (Enemy(1),Time = [0,1]))
Value = 10130
ID = 2023
IgnoreHitPause = 1

[State -2, 憡庤僗僥乕僩曄峏-LimitOver]
Type = TargetState
TriggerAll = NumTarget
TriggerAll = NumEnemy
TriggerAll = ((ProjHitTime(2000) = 0) && (Target,StateNo != 10130) && (fvar(27) >= 100))
Trigger1 = ((Enemy(0),GetHitvar(ChainID) = 2025) && (Enemy(0),Time = [0,1]))
Trigger2 = NumEnemy > 1
Trigger2 = ((Enemy(1),GetHitvar(ChainID) = 2025) && (Enemy(1),Time = [0,1]))
Value = 10130
ID = 2025
IgnoreHitPause = 1

[State -2, 憡庤僗僥乕僩曄峏-LimitOver]
Type = TargetState
TriggerAll = NumTarget
TriggerAll = NumEnemy
TriggerAll = ((ProjHitTime(2000) = 0) && (Target,StateNo != 10130) && (fvar(27) >= 100))
Trigger1 = ((Enemy(0),GetHitvar(ChainID) = 2032) && (Enemy(0),Time = [0,1]))
Trigger2 = NumEnemy > 1
Trigger2 = ((Enemy(1),GetHitvar(ChainID) = 2032) && (Enemy(1),Time = [0,1]))
Value = 10130
ID = 2032
IgnoreHitPause = 1

[State -2, 憡庤僗僥乕僩曄峏-LimitOver]
Type = TargetState
TriggerAll = NumTarget
TriggerAll = NumEnemy
TriggerAll = ((ProjHitTime(2000) = 0) && (Target,StateNo != 10130) && (fvar(27) >= 100))
Trigger1 = ((Enemy(0),GetHitvar(ChainID) = 1110) && (Enemy(0),Time = [0,1]))
Trigger2 = NumEnemy > 1
Trigger2 = ((Enemy(1),GetHitvar(ChainID) = 1110) && (Enemy(1),Time = [0,1]))
Value = 10150
ID = 1110
IgnoreHitPause = 1

[State -2, 憡庤僗僥乕僩曄峏-LimitOver]
Type = TargetState
TriggerAll = NumTarget
TriggerAll = NumEnemy
TriggerAll = ((ProjHitTime(2000) = 0) && (Target,StateNo != 10130) && (fvar(27) >= 100))
Trigger1 = ((Enemy(0),GetHitvar(ChainID) = 2105) && (Enemy(0),Time = [0,1]))
Trigger2 = NumEnemy > 1
Trigger2 = ((Enemy(1),GetHitvar(ChainID) = 2105) && (Enemy(1),Time = [0,1]))
Value = 10107
ID = 2105
IgnoreHitPause = 1

[State -2, 憡庤僗僥乕僩曄峏-LimitOver]
Type = TargetState
TriggerAll = NumTarget
TriggerAll = NumEnemy
TriggerAll = ((ProjHitTime(2000) = 0) && (Target,StateNo != 10130) && (fvar(27) >= 100))
Trigger1 = ((Enemy(0),GetHitvar(ChainID) = 2115) && (Enemy(0),Time = [0,1]))
Trigger2 = NumEnemy > 1
Trigger2 = ((Enemy(1),GetHitvar(ChainID) = 2115) && (Enemy(1),Time = [0,1]))
Value = 10107
ID = 2115
IgnoreHitPause = 1

[State -2, 憡庤僗僥乕僩曄峏-LimitOver]
Type = TargetState
TriggerAll = NumTarget
TriggerAll = NumEnemy
TriggerAll = ((ProjHitTime(2000) = 0) && (Target,StateNo != 10130) && (fvar(27) >= 100))
Trigger1 = ((Enemy(0),GetHitvar(ChainID) = 2510) && (Enemy(0),Time = [0,1]))
Trigger2 = NumEnemy > 1
Trigger2 = ((Enemy(1),GetHitvar(ChainID) = 2510) && (Enemy(1),Time = [0,1]))
Value = 10130
ID = 2510
IgnoreHitPause = 1

[State -2, 憡庤僗僥乕僩曄峏-LimitOver]
Type = TargetState
TriggerAll = NumTarget
TriggerAll = NumEnemy
TriggerAll = ((ProjHitTime(2000) = 0) && (Target,StateNo != 10130) && (fvar(27) >= 100))
Trigger1 = ((Enemy(0),GetHitvar(ChainID) = 2511) && (Enemy(0),Time = [0,1]))
Trigger2 = NumEnemy > 1
Trigger2 = ((Enemy(1),GetHitvar(ChainID) = 2511) && (Enemy(1),Time = [0,1]))
Value = 10130
ID = 2511
IgnoreHitPause = 1

[State -2, 憡庤僗僥乕僩曄峏-LimitOver]
Type = TargetState
TriggerAll = NumTarget
TriggerAll = NumEnemy
TriggerAll = ((ProjHitTime(2000) = 0) && (Target,StateNo != 10130) && (fvar(27) >= 100))
Trigger1 = ((Enemy(0),GetHitvar(ChainID) = 2515) && (Enemy(0),Time = [0,1]))
Trigger2 = NumEnemy > 1
Trigger2 = ((Enemy(1),GetHitvar(ChainID) = 2515) && (Enemy(1),Time = [0,1]))
Value = 10130
ID = 2515
IgnoreHitPause = 1

[State -2, 憡庤僗僥乕僩曄峏-LimitOver]
Type = TargetState
TriggerAll = NumTarget
TriggerAll = NumEnemy
TriggerAll = ((ProjHitTime(2000) = 0) && (Target,StateNo != 10130) && (fvar(27) >= 100))
Trigger1 = ((Enemy(0),GetHitvar(ChainID) = 2516) && (Enemy(0),Time = [0,1]))
Trigger2 = NumEnemy > 1
Trigger2 = ((Enemy(1),GetHitvar(ChainID) = 2516) && (Enemy(1),Time = [0,1]))
Value = 10130
ID = 2516
IgnoreHitPause = 1

[State -2, 憡庤僗僥乕僩曄峏-LimitOver]
Type = TargetState
TriggerAll = NumTarget
TriggerAll = NumEnemy
TriggerAll = ((ProjHitTime(2000) = 0) && (Target,StateNo != 10130) && (fvar(27) >= 100))
Trigger1 = ((Enemy(0),GetHitvar(ChainID) = 2517) && (Enemy(0),Time = [0,1]))
Trigger2 = NumEnemy > 1
Trigger2 = ((Enemy(1),GetHitvar(ChainID) = 2517) && (Enemy(1),Time = [0,1]))
Value = 10130
ID = 2517
IgnoreHitPause = 1

[State -2, 憡庤僗僥乕僩曄峏-LimitOver]
Type = TargetState
TriggerAll = NumTarget
TriggerAll = NumEnemy
TriggerAll = ((ProjHitTime(2000) = 0) && (Target,StateNo != 10130) && (fvar(27) >= 100))
Trigger1 = ((Enemy(0),GetHitvar(ChainID) = 3060) && (Enemy(0),Time = [0,1]))
Trigger2 = NumEnemy > 1
Trigger2 = ((Enemy(1),GetHitvar(ChainID) = 3060) && (Enemy(1),Time = [0,1]))
Value = 10130
ID = 3060
IgnoreHitPause = 1

;**************************************************
[State -2, 僸僢僩僄僼僃僋僩]
Type = Helper
TriggerAll = NumEnemy
TriggerAll = ((ProjHitTime(2000) = 0) && (Enemy(0),Time = [0,1]))
TriggerAll = (Enemy(0),Movetype = H)
TriggerAll = (Enemy(0),StateNo != [5100,5150]) && (Enemy(0),StateNo != [120,155])
Trigger1 = (Enemy(0),GetHitvar(ChainID) = 2020)||(Enemy(0),GetHitvar(ChainID) = 2023)
Trigger2 = (Enemy(0),GetHitvar(ChainID) = 1110)||(Enemy(0),GetHitvar(ChainID) = 2105)
Trigger3 = (Enemy(0),GetHitvar(ChainID) = 2133)||(Enemy(0),GetHitvar(ChainID) = [2510,2511])
Trigger4 = (Enemy(0),GetHitvar(ChainID) = [2515,2517])||(Enemy(0),GetHitvar(ChainID) = 3060)
StateNo = 6000
ID = 6002
Name = "HitEffect"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State -2, 僸僢僩僄僼僃僋僩]
Type = Helper
TriggerAll = NumEnemy > 1
TriggerAll = ((ProjHitTime(2000) = 0) && (Enemy(1),Time = [0,1]))
TriggerAll = (Enemy(1),Movetype = H)
TriggerAll = (Enemy(1),StateNo != [5100,5150]) && (Enemy(1),StateNo != [120,155])
Trigger1 = (Enemy(1),GetHitvar(ChainID) = 2020)||(Enemy(1),GetHitvar(ChainID) = 2023)
Trigger2 = (Enemy(1),GetHitvar(ChainID) = 1110)||(Enemy(1),GetHitvar(ChainID) = 2105)
Trigger3 = (Enemy(1),GetHitvar(ChainID) = 2133)||(Enemy(1),GetHitvar(ChainID) = [2510,2511])
Trigger4 = (Enemy(1),GetHitvar(ChainID) = [2515,2517])||(Enemy(1),GetHitvar(ChainID) = 3060)
StateNo = 6000
ID = 6002
Name = "HitEffect"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)+(Enemy(1),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State -2, 僸僢僩僄僼僃僋僩]
Type = Helper
TriggerAll = NumEnemy
TriggerAll = ((ProjHitTime(2000) = 0) && (Enemy(0),Time = [0,1]))
TriggerAll = (Enemy(0),Movetype = H)
TriggerAll = (Enemy(0),StateNo != [5100,5150]) && (Enemy(0),StateNo != [120,155])
Trigger1 = (Enemy(0),GetHitvar(ChainID) = 2025)+(Enemy(0),GetHitvar(ChainID) = 2115)
StateNo = 6000
ID = 6007
Name = "HitEffect"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 3
Size.YScale = 3

[State -2, 僸僢僩僄僼僃僋僩]
Type = Helper
TriggerAll = NumEnemy > 1
TriggerAll = ((ProjHitTime(2000) = 0) && (Enemy(1),Time = [0,1]))
TriggerAll = (Enemy(1),Movetype = H)
TriggerAll = (Enemy(1),StateNo != [5100,5150]) && (Enemy(1),StateNo != [120,155])
Trigger1 = (Enemy(1),GetHitvar(ChainID) = 2025)+(Enemy(1),GetHitvar(ChainID) = 2115)
StateNo = 6000
ID = 6007
Name = "HitEffect"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)+(Enemy(1),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 3
Size.YScale = 3

[State -2, 僸僢僩僄僼僃僋僩]
Type = Helper
TriggerAll = NumEnemy
TriggerAll = ((ProjHitTime(2000) = 0) && (Enemy(0),Time = [0,1]))
TriggerAll = (Enemy(0),Movetype = H)
TriggerAll = (Enemy(0),StateNo != [5100,5150]) && (Enemy(0),StateNo != [120,155])
Trigger1 = (Enemy(0),GetHitvar(ChainID) = 2001) || (Enemy(0),GetHitvar(ChainID) = 2032)
Trigger2 = (Enemy(0),GetHitvar(ChainID) = 2717) || (Enemy(0),GetHitvar(ChainID) = 2718)
Trigger3 = (Enemy(0),GetHitvar(ChainID) = 2719) || (Enemy(0),GetHitvar(ChainID) = 2720)
Trigger4 = (Enemy(0),GetHitvar(ChainID) = 2721) || (Enemy(0),GetHitvar(ChainID) = 2722)
Trigger5 = (Enemy(0),GetHitvar(ChainID) = 2723) || (Enemy(0),GetHitvar(ChainID) = 2724)
StateNo = 6000
ID = 6011
Name = "HitEffect"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State -2, 僸僢僩僄僼僃僋僩]
Type = Helper
TriggerAll = NumEnemy > 1
TriggerAll = ((ProjHitTime(2000) = 0) && (Enemy(1),Time = [0,1]))
TriggerAll = (Enemy(1),Movetype = H)
TriggerAll = (Enemy(1),StateNo != [5100,5150]) && (Enemy(1),StateNo != [120,155])
Trigger1 = (Enemy(1),GetHitvar(ChainID) = 2001) || (Enemy(1),GetHitvar(ChainID) = 2032)
Trigger2 = (Enemy(1),GetHitvar(ChainID) = 2717) || (Enemy(1),GetHitvar(ChainID) = 2718)
Trigger3 = (Enemy(1),GetHitvar(ChainID) = 2719) || (Enemy(1),GetHitvar(ChainID) = 2720)
Trigger4 = (Enemy(1),GetHitvar(ChainID) = 2721) || (Enemy(1),GetHitvar(ChainID) = 2722)
Trigger5 = (Enemy(1),GetHitvar(ChainID) = 2723) || (Enemy(1),GetHitvar(ChainID) = 2724)
StateNo = 6000
ID = 6011
Name = "HitEffect"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)+(Enemy(1),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

;**************************************************
[State -2, 僈乕僪僄僼僃僋僩]
Type = Helper
TriggerAll = NumEnemy
TriggerAll = ProjGuardedTime(2000) = 0
TriggerAll = ((Enemy(0),Movetype = H) && (Enemy(0),Time = [0,1]))
TriggerAll = (Enemy(0),StateNo != [5100,5150]) && (Enemy(0),StateNo = [150,155])
Trigger1 = (Enemy(0),GetHitvar(ChainID) = 2001)||(Enemy(0),GetHitvar(ChainID) = 2020)
Trigger2 = (Enemy(0),GetHitvar(ChainID) = 2023)||(Enemy(0),GetHitvar(ChainID) = 2025)
Trigger3 = (Enemy(0),GetHitvar(ChainID) = 2032)||(Enemy(0),GetHitvar(ChainID) = 1110)
Trigger4 = (Enemy(0),GetHitvar(ChainID) = 2115)||(Enemy(0),GetHitvar(ChainID) = [2510,2511])
Trigger5 = (Enemy(0),GetHitvar(ChainID) = [2515,2517])||(Enemy(0),GetHitvar(ChainID) = 3060)
StateNo = 6000
ID = 6025
Name = "GuardEffect"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State -2, 僈乕僪僄僼僃僋僩]
Type = Helper
TriggerAll = NumEnemy > 1
TriggerAll = ProjGuardedTime(2000) = 0
TriggerAll = ((Enemy(1),Movetype = H) && (Enemy(1),Time = [0,1]))
TriggerAll = (Enemy(1),StateNo != [5100,5150]) && (Enemy(1),StateNo = [150,155])
Trigger1 = (Enemy(1),GetHitvar(ChainID) = 2001)||(Enemy(1),GetHitvar(ChainID) = 2020)
Trigger2 = (Enemy(1),GetHitvar(ChainID) = 2023)||(Enemy(1),GetHitvar(ChainID) = 2025)
Trigger3 = (Enemy(1),GetHitvar(ChainID) = 2032)||(Enemy(1),GetHitvar(ChainID) = 1110)
Trigger4 = (Enemy(1),GetHitvar(ChainID) = 2115)||(Enemy(1),GetHitvar(ChainID) = [2510,2511])
Trigger5 = (Enemy(1),GetHitvar(ChainID) = [2515,2517])||(Enemy(1),GetHitvar(ChainID) = 3060)
StateNo = 6000
ID = 6025
Name = "GuardEffect"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)+(Enemy(1),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
;丂壒娭學
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
;1-彫
;2-拞
;3-戝
;4-摿戝
;5-巃彫
;6-巃拞
;7-巃戝
;8-巃戝2
;9-旘彫
;10-旘拞
;11-旘戝
;15-僈乕僪
[State -2, 僸僢僩壒]
Type = PlaySnd
Trigger1 = var(7) = [1,15]
Value = s1,var(7)
Channel = 5+var(7)
IgnoreHitPause = 1

[State -2, 僌儗僀僘壒]
Type = PlaySnd
Trigger1 = var(7) = 16
Value = s0,8
Channel = 21
IgnoreHitPause = 1

[State -2, 嫮幩寕丂壒]
Type = PlaySnd
Trigger1 = var(8) = [1,2]
Value = s10,1+var(8)
Channel = 21+var(8)
IgnoreHitPause = 1

[State -2, 巃寕壒]
Type = PlaySnd
Trigger1 = var(8) = 2025
Value = s0,8
Channel = 23
IgnoreHitPause = 1

[State -2, rainspear丂壒]
Type = PlaySnd
Trigger1 = (var(8) = 2100)+(var(8) = 2101)
Value = s10,9+(var(8)=2101)
Channel = 24+(var(8)=2101)
IgnoreHitPause = 1

[State -2, explosion丂壒]
Type = PlaySnd
Trigger1 = (var(8) = 2105)+(var(8) = 2106)
Value = s10,12+(var(8)=2106)
Channel = 26+(var(8)=2106)
IgnoreHitPause = 1

[State -2, 僋儔僢僔儏峌寕梡僸僢僩壒]
Type = PlaySnd
Trigger1 = var(7) = 700
Value = s1,3
Channel = 22
IgnoreHitPause = 1

[State -2, 儃乕僟乕僋儔僢僔儏壒]
Type = PlaySnd
TriggerAll = NumEnemy
TriggerAll = MoveHit = 1
Trigger1 = (Enemy(0),Movetype = H)
Trigger1 = (Enemy(0),StateNo = 10020) && (Enemy(0),Time = 1)
Trigger1 = Enemy(0),GetHitvar(ChainID) = 206||Enemy(0),GetHitvar(ChainID) = 400||Enemy(0),GetHitvar(ChainID) = 410||Enemy(0),GetHitvar(ChainID) = 1100
Trigger2 = NumEnemy > 1
Trigger2 = (Enemy(1),Movetype = H)
Trigger2 = (Enemy(1),StateNo = 10020) && (Enemy(1),Time = 1)
Trigger2 = Enemy(1),GetHitvar(ChainID) = 206||Enemy(1),GetHitvar(ChainID) = 400||Enemy(1),GetHitvar(ChainID) = 410||Enemy(1),GetHitvar(ChainID) = 1100
Value = s1,16
Channel = 22
IgnoreHitPause = 1

;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
; 峌寕椡曗惓
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[State -2, 儕僙僢僩]
Type = VarSet
Trigger1 = (P2MoveType != H) || (P2StateNo = 5120)
Trigger2 = NumEnemy = 1
Trigger2 = (Enemy(0),StateNo = 5150)
Trigger3 = NumEnemy > 1
Trigger3 = (Enemy(0),StateNo = 5150) || (Enemy(1),StateNo = 5150)
fvar(39) = 100
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
Trigger1 = fvar(39) <= 1
fvar(39) = 1
IgnoreHitPause = 1

[State -2, Chain Arts]
Type = VarAdd
TriggerAll = Floor(fvar(24))%10 = 0
Trigger1 = ((StateNo = [1000,1999]) && (PrevStateNo = [200,699]))
fvar(24) = 1
IgnoreHitPause = 1

[State -2, Chain Spell]
Type = VarAdd
TriggerAll = Floor(fvar(24)*.1)%10 = 0
Trigger1 = ((StateNo = [3000,3999]) && (PrevStateNo = [200,1999]))
fvar(24) = 10
IgnoreHitPause = 1

[State -2, Border Resist]
Type = VarAdd
TriggerAll = (fvar(39) != 100)
TriggerAll = Floor(fvar(25))%10 = 0
Trigger1 = ((EnemyNear,StateNo != [120,155]) && (EnemyNear,MoveType = H) && (EnemyNear,PrevStateNo = 10020))
fvar(25) = 1
IgnoreHitPause = 1

[State -2, Chain Spell]
Type = VarAdd
TriggerAll = (fvar(39) != 100)
TriggerAll = Floor(fvar(25)*.1)%10 = 0
Trigger1 = Floor(fvar(24)*.1)%10 != 0
fvar(25) = 10
IgnoreHitPause = 1

[State -2, Chain Arts]
Type = VarAdd
TriggerAll = (fvar(39) != 100)
TriggerAll = Floor(fvar(25)*.01)%10 = 0
Trigger1 = Floor(fvar(24))%10 != 0
fvar(25) = 100
IgnoreHitPause = 1

[State -2, Smash Attack]
Type = VarAdd
TriggerAll = MoveHit = 1
TriggerAll = Floor(fvar(25)*.001)%10 = 0
Trigger1 = (StateNo = 202)||(StateNo = 206)||(StateNo = [211,212])
Trigger2 = (StateNo = 610)||(StateNo = 620)
fvar(25) = 1000
IgnoreHitPause = 1

[State -2, Rift Attack]
Type = VarAdd
TriggerAll = MoveHit = 1
TriggerAll = Floor(fvar(25)*.0001) = 0
Trigger1 = (StateNo = 210)||(StateNo = 410)
fvar(25) = 10000
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarRangeSet
Trigger1 = fvar(39) = 100
FValue = 0
First = 24
Last = 25
IgnoreHitPause = 1

[State -2, 摿庩曗惓]
Type = VarSet
Trigger1 = 1
fvar(26) = 1*(IfElse(Floor(fvar(25)*.0001)=0,1,.8)*IfElse(Floor(fvar(25)*.001)%10=0,1,.8)*IfElse(Floor(fvar(25)*.01)%10=0,1,.85)*IfElse(Floor(fvar(25)*.1)%10=0,1,.85)*IfElse(Floor(fvar(25))%10=0,1,.8))
IgnoreHitPause = 1

[State -2, 峌寕椡]
Type = AttackMulSet
Trigger1 = 1
Value = IfElse(fvar(39)<=3,.03,fvar(39)/100.0)*fvar(26)
IgnoreHitPause = 1

;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
;丂曄悢娗棟
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[State -2, 嬻拞僟僢僔儏]
Type = VarSet
Trigger1 = StateType != A && var(0) != 0
Trigger1 = StateNo != 40
var(0) = 0

[State -2, 崅懍僕儍儞僾]
Type = VarSet
Trigger1 = ((StateType != A) && (!var(1)) && (StateNo != 40)) || (MoveType = H)
Trigger2 = (StateNo = 212)||(StateNo = 610)||(StateNo = 630)||(StateNo = [650,690])||(StateNo = [1000,3999])
var(1) = 0

[State -2, 帪娫曗惓]
Type = VarSet
Trigger1 = fvar(39) = 100
var(2) = 1000
IgnoreHitPause = 1

[State -2, 帪娫曗惓]
Type = VarAdd
Trigger1 = fvar(39) != 100
Trigger1 = var(2) > 100
var(2) = -1
IgnoreHitPause = 1

[State -2, 曄悢憹尭]
Type = VarAdd
Trigger1 = var(3) = [2,11]
var(3) = -1

[State -2, 曄悢]
Type = VarSet
TriggerAll = NumEnemy
Trigger1 = var(3) = 0
Trigger1 = EnemyNear,MoveType = A
var(3) = 12

[State -2, 曄悢]
Type = VarSet
TriggerAll = NumEnemy
TriggerAll = (var(3) = 12)
TriggerAll = EnemyNear,MoveType = A
Trigger1 = EnemyNear,HitDefAttr = SCA,AA,AP,AT
var(3) = 11

[State -2, 曄悢]
Type = VarSet
TriggerAll = NumEnemy
Trigger1 = ((EnemyNear,MoveType != A) && (EnemyNear,Time > 0))
Trigger1 = (!MoveContact)
Trigger2 = ((EnemyNear,MoveType != A) && (EnemyNear,Time > 0))
Trigger2 = (MoveContact > 1)
var(3) = 0

[State -2, 曄悢]
Type = VarSet
Trigger1 = (MoveHit > 1) && (var(3) > 1)
var(3) = 1
IgnoreHitPause = 1

[State -2, 壒梡]
Type = VarSet
Trigger1 = var(7) > 0
var(7) = (var(7)!=99)*99
IgnoreHitPause = 1

[State -2, 壒梡]
Type = VarSet
Trigger1 = var(8) > 0
var(8) = 0
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
Trigger1 = 0;Power = Const(Data.Power)
Trigger1 = (MatchNo = 1) && (RoundNo = 1) && (RoundState = [0,1])
Trigger1 = (NumPartner = 0) && (NumEnemy = 1)
var(11) = 1

[State -2, 枴曽敾暿]
Type = VarSet
TriggerAll = NumPartner
TriggerAll = Partner,AuthorName = "Kurogane"
Trigger1 = Partner,Name = "Iku_Nagae"
Trigger2 = Partner,Name = "Flandre_Scarlet"
Trigger3 = Partner,Name = "Shinki"
var(50) = Partner,ID

[State -2, 枴曽敾暿]
Type = VarSet
Trigger1 = !var(50)
var(50) = ID

[State -2, 曄悢]
Type = VarSet
Trigger1 = (fvar(2) > 0) && (MoveType = H)
fvar(2) = 0
IgnoreHitPause = 1

[State -2, 曄悢憹尭]
Type = VarAdd
Trigger1 = (fvar(2) > 0)
fvar(2) = -1
IgnoreHitPause = 1

[State -2, 攕杒僼儔僌]
Type = VarSet
Trigger1 = (Lose) || (LoseKO) || (LoseTime) || (DrawGame)
fvar(14) = 1

[State -2, ComboLimit]
Type = VarSet
Trigger1 = fvar(39) = 100
fvar(27) = 0
IgnoreHitPause = 1

;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
;丂姷惈丂廳椡
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[State -2, 懍搙忔嶼]
Type = VelMul
TriggerAll = StateType != A
TriggerAll = MoveType != H
TriggerAll = Vel X != [-1.5,1.5]
Trigger1 = (StateNo = [200,599]) || (StateNo = [700,730]) || (StateNo = [1000,1999])
Trigger2 = (StateNo = [3000,3110]) || (StateNo = [3200,3310]) || (StateNo = [3500,3610])
X = .93

[State -2, 堏摦懍搙]
Type = VelSet
TriggerAll = StateType != A
TriggerAll = MoveType != H
TriggerAll = Vel X = [-1.5,1.5]
Trigger1 = (StateNo = [200,599]) || (StateNo = [700,730]) || (StateNo = [1000,1999])
Trigger2 = (StateNo = [3000,3110]) || (StateNo = [3200,3310]) || (StateNo = [3500,3610])
X = 0

[State -2, 懍搙壛嶼]
Type = VelAdd
TriggerAll = StateType = A
Trigger1 = sysvar(1) = 0
Y = var(1)*.085

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
;楈椡
[State -2, 曄悢]
Type = VarSet
TriggerAll = fvar(35) < 900
Trigger1 = ((StateNo = 111) && (!var(4)) && (fvar(35) < 3))
Trigger2 = (Anim = 251)+(Anim = 451)+(Anim = 651)+(Anim = 1000)+(Anim = 1100)
Trigger2 = (AnimElem = 3,=0)
Trigger3 = (Anim = 250)+(Anim = 450)+(Anim = 650)+(Anim = 255)+(Anim = 455)+(Anim = 655)+(Anim = 1020)+(Anim = 1030)+(Anim = 1110)
Trigger3 = (AnimElem = 4,=0)
Trigger4 = (Anim = 260)+(Anim = 660)
Trigger4 = AnimElem = 6
Trigger5 = (Anim = 1010)
Trigger5 = AnimElem = 1,=1
Trigger6 = (Anim = [1120,1121])
Trigger6 = (AnimElem = 4,=1)
Trigger7 = (Anim = 1130)
Trigger7 = AnimElem = 8,=6
fvar(35) = (StateNo=111)*2+(StateNo=[200,999])*45+(StateNo=[255,260])*15+(StateNo=455)*15+(StateNo=[655,660])*15+(StateNo=[1000,1999])*120
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = 0;fvar(35) < 900
Trigger1 = (Anim = 3000) && (AnimElem = 4,=0)
Trigger2 = (Anim = 3001) && (AnimElem = 7,=45)
Trigger3 = (Anim = 3010) && (AnimElem = 6,=0)
Trigger4 = (Anim = 3012) && (Time = 40)
Trigger5 = (Anim = 3020) && (AnimElem = 7,=0)
Trigger6 = (Anim = 3030) && (AnimElem = 4,=0)
fvar(35) = 120
IgnoreHitPause = 1

[State -2, 曄悢憹尭]
Type = VarAdd
TriggerAll = fvar(37) > 999
TriggerAll = fvar(36) < IfElse((fvar(37)=[1000,1999]),1000,IfElse((fvar(37)=[2000,2999]),2000,IfElse((fvar(37)=[3000,3999]),3000,IfElse((fvar(37)=[4000,4999]),4000,5000))))
Trigger1 = fvar(35) = 0
Trigger2 = fvar(35) = 901
fvar(36) = IfElse((fvar(35)=901),10,30)
IgnoreHitPause = 1

[State -2, 曄悢憹尭]
Type = VarAdd
TriggerAll = fvar(35) = [1,900]
Trigger1 = 1;((StateNo != [250,260]) && (StateNo != [450,460]) && (StateNo != [650,660]))
fvar(35) = -1
IgnoreHitPause = 1

[State -2, 曄悢憹尭]
Type = VarAdd
Trigger1 = fvar(37) < 5000
fvar(37) = 1.25+(fvar(37)<4000)*.45+(fvar(37)<3000)*.85+(fvar(37)<2000)*1.25+(fvar(37)<1000)*1.55
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
Trigger1 = (StateNo = 5900)+(RoundState = [0,1])+(fvar(37)=[0,999.9])
Trigger2 = fvar(36) > IfElse((fvar(37)=[1000,1999.9]),1000,IfElse((fvar(37)=[2000,2999.9]),2000,IfElse((fvar(37)=[3000,3999.9]),3000,IfElse((fvar(37)=[4000,4999.9]),4000,5000))))
fvar(36) = IfElse((fvar(37)=[0,999.9]),0,IfElse((fvar(37)=[1000,1999.9]),1000,IfElse((fvar(37)=[2000,2999.9]),2000,IfElse((fvar(37)=[3000,3999.9]),3000,IfElse((fvar(37)=[4000,4999.9]),4000,5000)))))
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
Trigger1 = fvar(36) < 0
fvar(36) = 0
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
Trigger1 = (StateNo = 5900) || (RoundState = [0,1])
Trigger2 = fvar(37) > 5000
fvar(37) = 5000
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
Trigger1 = fvar(37) < 0
fvar(37) = 0
IgnoreHitPause = 1

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
;僇乕僪僎乕僕
[State -2, 曄悢憹尭]
Type = VarAdd
Trigger1 = (MoveType = H) && (Time = 0)
fvar(38) = GetHitVar(Damage)
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
Trigger1 = fvar(38) > IfElse(var(39),5000,IfElse(var(38),4000,IfElse(var(37),3000,IfElse(var(36),2000,IfElse(var(35),1000,0)))))
fvar(38) = IfElse(var(39),5000,IfElse(var(38),4000,IfElse(var(37),3000,IfElse(var(36),2000,IfElse(var(35),1000,0)))))
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
Trigger1 = fvar(38) < 0
fvar(38) = 0
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
Trigger1 = 1
fvar(29) = IfElse(fvar(38)<3000,1,IfElse(fvar(38)<4000,.66,.5))
IgnoreHitPause = 1

;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
;丂僨僢僉惂屼
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
;僇乕僪僜乕僩
[State -2, 曄悢]
Type = VarSet
Trigger1 = ((var(41) = 0) && (var(35) = 0) && (var(39) > 0))
var(41) = (var(35)=0)+(var(36)=0)+(var(37)=0)+(var(38)=0)

[State -2, 曄悢]
Type = VarSet
Trigger1 = ((var(41) = 0) && (var(35) = 0) && (var(38) > 0))
var(41) = (var(35)=0)+(var(36)=0)+(var(37)=0)

[State -2, 曄悢]
Type = VarSet
Trigger1 = ((var(41) = 0) && (var(35) = 0) && (var(37) > 0))
var(41) = (var(35)=0)+(var(36)=0)

[State -2, 曄悢]
Type = VarSet
Trigger1 = ((var(41) = 0) && (var(35) = 0) && (var(36) > 0))
var(41) = 1

[State -2, 曄悢]
Type = VarSet
Trigger1 = (var(41) != 0)
var(35) = var(36)
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
Trigger1 = (var(41) != 0)
var(36) = var(37)
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
Trigger1 = (var(41) != 0)
var(37) = var(38)
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
Trigger1 = (var(41) != 0)
var(38) = var(39)
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
Trigger1 = (var(41) != 0)
var(39) = 0
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
Trigger1 = (var(41) > 1)
var(35) = var(36)
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
Trigger1 = (var(41) > 1)
var(36) = var(37)
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
Trigger1 = (var(41) > 1)
var(37) = var(38)
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
Trigger1 = (var(41) > 2)
var(35) = var(36)
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
Trigger1 = (var(41) > 2)
var(36) = var(37)
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
Trigger1 = (var(41) > 3)
var(35) = var(36)
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarRangeSet
Trigger1 = (var(41) > 0)
Value = 0
First = (40-var(41))
Last = 39

[State -2, 曄悢]
Type = VarSet
Trigger1 = (var(41) != 0)
var(41) = 0

;**************************************************
[State -2, 曄悢]
Type = VarSet
Trigger1 = (!var(59))
Trigger1 = ((fvar(38) = [2000,5000]) && (var(41) = 0) && (var(35) != 0) && (Command = "x"))
var(41) = var(35)

[State -2, 曄悢]
Type = VarSet
TriggerAll = (var(59))
Trigger1 = ((fvar(38) = [2000,5000]) && (var(41) = 0) && (var(35) != 0) && (fvar(17) = 5))
var(41) = var(35)

[State -2, 曄悢]
Type = VarSet
Trigger1 = ((var(41) != 0) && (var(35) != 0))
var(35) = 0
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
Trigger1 = var(40) != 0
var(40) = 0
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
Trigger1 = ((var(41) != 0) && (var(35) = 0) && (var(36) > 0))
var(40) = var(36)
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
Trigger1 = ((var(41) != 0) && (var(40) > 0))
var(35) = var(40)
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
Trigger1 = ((var(41) != 0) && (var(40) > 0))
var(36) = 0
IgnoreHitPause = 1

;**************************************************
[State -2, 曄悢]
Type = VarSet
Trigger1 = var(40) != 0
var(40) = 0
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
Trigger1 = ((var(41) != 0) && (var(36) = 0) && (var(37) > 0))
var(40) = var(37)
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
Trigger1 = ((var(41) != 0) && (var(40) > 0) && (fvar(38) = [3000,5000]))
var(36) = var(40)
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
Trigger1 = ((var(41) != 0) && (var(40) > 0) && (fvar(38) = [3000,5000]))
var(37) = 0
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
Trigger1 = ((fvar(38) = [2000,2999]) && (var(41) = [10,33]) && (var(36) = 0))
var(36) = var(41)
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
Trigger1 = ((fvar(38) = [2000,2999]) && (var(41) > 0))
var(41) = 0
IgnoreHitPause = 1

;**************************************************
[State -2, 曄悢]
Type = VarSet
Trigger1 = var(40) != 0
var(40) = 0
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
Trigger1 = ((var(41) != 0) && (var(37) = 0) && (var(38) > 0))
var(40) = var(38)
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
Trigger1 = ((var(41) != 0) && (var(40) > 0) && (fvar(38) = [4000,5000]))
var(37) = var(40)
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
Trigger1 = ((var(41) != 0) && (var(40) > 0) && (fvar(38) = [4000,5000]))
var(38) = 0
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
Trigger1 = ((fvar(38) = [3000,3999]) && (var(41) = [10,33]) && (var(37) = 0))
var(37) = var(41)
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
Trigger1 = ((fvar(38) = [3000,3999]) && (var(41) > 0))
var(41) = 0
IgnoreHitPause = 1

;**************************************************
[State -2, 曄悢]
Type = VarSet
Trigger1 = var(40) != 0
var(40) = 0
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
Trigger1 = ((var(41) != 0) && (var(38) = 0) && (var(39) > 0))
var(40) = var(39)
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
Trigger1 = ((var(41) != 0) && (var(40) > 0) && (fvar(38) = 5000))
var(38) = var(40)
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
Trigger1 = ((var(41) != 0) && (var(40) > 0) && (fvar(38) = 5000))
var(39) = 0
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
Trigger1 = ((fvar(38) = [4000,4999]) && (var(41) = [10,33]) && (var(38) = 0))
var(38) = var(41)
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
Trigger1 = ((fvar(38) = [4000,4999]) && (var(41) > 0))
var(41) = 0
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
Trigger1 = ((var(41) = [10,33]) && (var(39) = 0))
var(39) = var(41)
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
Trigger1 = (var(41) > 0)
var(41) = 0
IgnoreHitPause = 1

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
;僇乕僪侾
[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
Trigger1 = var(35) = 0
var(40) = 0
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
TriggerAll = var(35) = 0
Trigger1 = (var(10)+var(11)+var(12)+var(13)+var(14)+var(15)+var(16)+var(17)+var(18)+var(19)+var(20)+var(21)) > 0
Trigger2 = (var(22)+var(23)+var(24)+var(25)+var(26)+var(27)+var(28)+var(29)+var(30)+var(31)) > 0
var(34) = 10+Random%22
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
TriggerAll = (var(var(34)) = 0)
Trigger1 = (var(10)+var(11)+var(12)+var(13)+var(14)+var(15)+var(16)+var(17)+var(18)+var(19)+var(20)) > 0
var(34) = 10+Random%11
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
TriggerAll = (var(var(34)) = 0)
Trigger1 = (var(21)+var(22)+var(23)+var(24)+var(25)+var(26)+var(27)+var(28)+var(29)+var(30)+var(31)) > 0
var(34) = 21+Random%11
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
TriggerAll = (var(var(34)) = 0)
Trigger1 = (var(10)+var(11)+var(12)+var(13)+var(14)+var(15)+var(16)+var(17)+var(18)+var(19)+var(20)+var(21)) > 0
Trigger2 = (var(22)+var(23)+var(24)+var(25)+var(26)+var(27)+var(28)+var(29)+var(30)+var(31)) > 0
var(34) = var(34)+1
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
TriggerAll = (var(var(34)) = 0)
Trigger1 = (var(10)+var(11)+var(12)+var(13)+var(14)+var(15)+var(16)+var(17)+var(18)+var(19)+var(20)+var(21)) > 0
Trigger2 = (var(22)+var(23)+var(24)+var(25)+var(26)+var(27)+var(28)+var(29)+var(30)+var(31)) > 0
var(34) = var(34)+1
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
Trigger1 = ((var(35) = 0) && (var(var(34)) > 0))
var(40) = 1
IgnoreHitPause = 1

[State -2, 曄悢憹尭]
Type = VarAdd
TriggerAll = RoundState = 2
Trigger1 = ((var(35) = 0) && (var(34) = [10,31]) && (var(var(34)) > 0))
var(var(34)) = -1
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
Trigger1 = var(35) = 0
Trigger1 = var(40) > 0
var(35) = var(34)
IgnoreHitPause = 1

;**************************************************
[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
TriggerAll = var(35) = 0
Trigger1 = (var(10)+var(11)+var(12)+var(13)+var(14)+var(15)+var(16)+var(17)+var(18)+var(19)+var(20)+var(21)) = 0
Trigger1 = (var(22)+var(23)+var(24)+var(25)+var(26)+var(27)+var(28)+var(29)+var(30)+var(31)) = 0
var(34) = 0
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
TriggerAll = var(35) = 0
Trigger1 = (var(10)+var(11)+var(12)+var(13)+var(14)+var(15)+var(16)+var(17)+var(18)+var(19)+var(20)+var(21)) > 0
var(34) = IfElse(var(10),10,IfElse(var(11),11,IfElse(var(12),12,IfElse(var(13),13,IfElse(var(14),14,IfElse(var(15),15,IfElse(var(16),16,IfElse(var(17),17,IfElse(var(18),18,IfElse(var(19),19,IfElse(var(20),20,21)))))))))))
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
TriggerAll = var(35) = 0
TriggerAll = (var(10)+var(11)+var(12)+var(13)+var(14)+var(15)+var(16)+var(17)+var(18)+var(19)+var(20)+var(21)) = 0
Trigger1 = (var(22)+var(23)+var(24)+var(25)+var(26)+var(27)+var(28)+var(29)+var(30)+var(31)) > 0
var(34) = IfElse(var(22),22,IfElse(var(23),23,IfElse(var(24),24,IfElse(var(25),25,IfElse(var(26),26,IfElse(var(27),27,IfElse(var(28),28,IfElse(var(29),29,IfElse(var(30),30,31)))))))))
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
Trigger1 = ((var(35) = 0) && (var(var(34)) > 0))
var(40) = 1
IgnoreHitPause = 1

[State -2, 曄悢憹尭]
Type = VarAdd
TriggerAll = RoundState = 2
Trigger1 = ((var(35) = 0) && (var(34) = [10,31]) && (var(var(34)) > 0))
var(var(34)) = -1
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
Trigger1 = var(35) = 0
Trigger1 = var(40) > 0
var(35) = var(34)
IgnoreHitPause = 1

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
;僇乕僪俀
[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
Trigger1 = var(36) = 0
var(40) = 0
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
TriggerAll = var(36) = 0
Trigger1 = (var(10)+var(11)+var(12)+var(13)+var(14)+var(15)+var(16)+var(17)+var(18)+var(19)+var(20)+var(21)) > 0
Trigger2 = (var(22)+var(23)+var(24)+var(25)+var(26)+var(27)+var(28)+var(29)+var(30)+var(31)) > 0
var(34) = 10+Random%22
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
TriggerAll = (var(var(34)) = 0)
Trigger1 = (var(10)+var(11)+var(12)+var(13)+var(14)+var(15)+var(16)+var(17)+var(18)+var(19)+var(20)) > 0
var(34) = 10+Random%11
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
TriggerAll = (var(var(34)) = 0)
Trigger1 = (var(21)+var(22)+var(23)+var(24)+var(25)+var(26)+var(27)+var(28)+var(29)+var(30)+var(31)) > 0
var(34) = 21+Random%11
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
TriggerAll = (var(var(34)) = 0)
Trigger1 = (var(10)+var(11)+var(12)+var(13)+var(14)+var(15)+var(16)+var(17)+var(18)+var(19)+var(20)+var(21)) > 0
Trigger2 = (var(22)+var(23)+var(24)+var(25)+var(26)+var(27)+var(28)+var(29)+var(30)+var(31)) > 0
var(34) = var(34)+1
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
TriggerAll = (var(var(34)) = 0)
Trigger1 = (var(10)+var(11)+var(12)+var(13)+var(14)+var(15)+var(16)+var(17)+var(18)+var(19)+var(20)+var(21)) > 0
Trigger2 = (var(22)+var(23)+var(24)+var(25)+var(26)+var(27)+var(28)+var(29)+var(30)+var(31)) > 0
var(34) = var(34)+1
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
Trigger1 = ((var(36) = 0) && (var(var(34)) > 0))
var(40) = 1
IgnoreHitPause = 1

[State -2, 曄悢憹尭]
Type = VarAdd
TriggerAll = RoundState = 2
Trigger1 = ((var(36) = 0) && (var(34) = [10,31]) && (var(var(34)) > 0))
var(var(34)) = -1
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
Trigger1 = var(36) = 0
Trigger1 = var(40) > 0
var(36) = var(34)
IgnoreHitPause = 1

;**************************************************
[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
TriggerAll = var(36) = 0
Trigger1 = (var(10)+var(11)+var(12)+var(13)+var(14)+var(15)+var(16)+var(17)+var(18)+var(19)+var(20)+var(21)) = 0
Trigger1 = (var(22)+var(23)+var(24)+var(25)+var(26)+var(27)+var(28)+var(29)+var(30)+var(31)) = 0
var(34) = 0
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
TriggerAll = var(36) = 0
Trigger1 = (var(10)+var(11)+var(12)+var(13)+var(14)+var(15)+var(16)+var(17)+var(18)+var(19)+var(20)+var(21)) > 0
var(34) = IfElse(var(10),10,IfElse(var(11),11,IfElse(var(12),12,IfElse(var(13),13,IfElse(var(14),14,IfElse(var(15),15,IfElse(var(16),16,IfElse(var(17),17,IfElse(var(18),18,IfElse(var(19),19,IfElse(var(20),20,21)))))))))))
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
TriggerAll = var(36) = 0
TriggerAll = (var(10)+var(11)+var(12)+var(13)+var(14)+var(15)+var(16)+var(17)+var(18)+var(19)+var(20)+var(21)) = 0
Trigger1 = (var(22)+var(23)+var(24)+var(25)+var(26)+var(27)+var(28)+var(29)+var(30)+var(31)) > 0
var(34) = IfElse(var(22),22,IfElse(var(23),23,IfElse(var(24),24,IfElse(var(25),25,IfElse(var(26),26,IfElse(var(27),27,IfElse(var(28),28,IfElse(var(29),29,IfElse(var(30),30,31)))))))))
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
Trigger1 = ((var(36) = 0) && (var(var(34)) > 0))
var(40) = 1
IgnoreHitPause = 1

[State -2, 曄悢憹尭]
Type = VarAdd
TriggerAll = RoundState = 2
Trigger1 = ((var(36) = 0) && (var(34) = [10,31]) && (var(var(34)) > 0))
var(var(34)) = -1
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
Trigger1 = var(36) = 0
Trigger1 = var(40) > 0
var(36) = var(34)
IgnoreHitPause = 1

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
;僇乕僪俁
[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
Trigger1 = var(37) = 0
var(40) = 0
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
TriggerAll = var(37) = 0
Trigger1 = (var(10)+var(11)+var(12)+var(13)+var(14)+var(15)+var(16)+var(17)+var(18)+var(19)+var(20)+var(21)) > 0
Trigger2 = (var(22)+var(23)+var(24)+var(25)+var(26)+var(27)+var(28)+var(29)+var(30)+var(31)) > 0
var(34) = 10+Random%22
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
TriggerAll = (var(var(34)) = 0)
Trigger1 = (var(10)+var(11)+var(12)+var(13)+var(14)+var(15)+var(16)+var(17)+var(18)+var(19)+var(20)) > 0
var(34) = 10+Random%11
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
TriggerAll = (var(var(34)) = 0)
Trigger1 = (var(21)+var(22)+var(23)+var(24)+var(25)+var(26)+var(27)+var(28)+var(29)+var(30)+var(31)) > 0
var(34) = 21+Random%11
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
TriggerAll = (var(var(34)) = 0)
Trigger1 = (var(10)+var(11)+var(12)+var(13)+var(14)+var(15)+var(16)+var(17)+var(18)+var(19)+var(20)+var(21)) > 0
Trigger2 = (var(22)+var(23)+var(24)+var(25)+var(26)+var(27)+var(28)+var(29)+var(30)+var(31)) > 0
var(34) = var(34)+1
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
TriggerAll = (var(var(34)) = 0)
Trigger1 = (var(10)+var(11)+var(12)+var(13)+var(14)+var(15)+var(16)+var(17)+var(18)+var(19)+var(20)+var(21)) > 0
Trigger2 = (var(22)+var(23)+var(24)+var(25)+var(26)+var(27)+var(28)+var(29)+var(30)+var(31)) > 0
var(34) = var(34)+1
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
Trigger1 = ((var(37) = 0) && (var(var(34)) > 0))
var(40) = 1
IgnoreHitPause = 1

[State -2, 曄悢憹尭]
Type = VarAdd
TriggerAll = RoundState = 2
Trigger1 = ((var(37) = 0) && (var(34) = [10,31]) && (var(var(34)) > 0))
var(var(34)) = -1
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
Trigger1 = var(37) = 0
Trigger1 = var(40) > 0
var(37) = var(34)
IgnoreHitPause = 1

;**************************************************
[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
TriggerAll = var(37) = 0
Trigger1 = (var(10)+var(11)+var(12)+var(13)+var(14)+var(15)+var(16)+var(17)+var(18)+var(19)+var(20)+var(21)) = 0
Trigger1 = (var(22)+var(23)+var(24)+var(25)+var(26)+var(27)+var(28)+var(29)+var(30)+var(31)) = 0
var(34) = 0
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
TriggerAll = var(37) = 0
Trigger1 = (var(10)+var(11)+var(12)+var(13)+var(14)+var(15)+var(16)+var(17)+var(18)+var(19)+var(20)+var(21)) > 0
var(34) = IfElse(var(10),10,IfElse(var(11),11,IfElse(var(12),12,IfElse(var(13),13,IfElse(var(14),14,IfElse(var(15),15,IfElse(var(16),16,IfElse(var(17),17,IfElse(var(18),18,IfElse(var(19),19,IfElse(var(20),20,21)))))))))))
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
TriggerAll = var(37) = 0
TriggerAll = (var(10)+var(11)+var(12)+var(13)+var(14)+var(15)+var(16)+var(17)+var(18)+var(19)+var(20)+var(21)) = 0
Trigger1 = (var(22)+var(23)+var(24)+var(25)+var(26)+var(27)+var(28)+var(29)+var(30)+var(31)) > 0
var(34) = IfElse(var(22),22,IfElse(var(23),23,IfElse(var(24),24,IfElse(var(25),25,IfElse(var(26),26,IfElse(var(27),27,IfElse(var(28),28,IfElse(var(29),29,IfElse(var(30),30,31)))))))))
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
Trigger1 = ((var(37) = 0) && (var(var(34)) > 0))
var(40) = 1
IgnoreHitPause = 1

[State -2, 曄悢憹尭]
Type = VarAdd
TriggerAll = RoundState = 2
Trigger1 = ((var(37) = 0) && (var(34) = [10,31]) && (var(var(34)) > 0))
var(var(34)) = -1
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
Trigger1 = var(37) = 0
Trigger1 = var(40) > 0
var(37) = var(34)
IgnoreHitPause = 1

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
;僇乕僪係
[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
Trigger1 = var(38) = 0
var(40) = 0
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
TriggerAll = var(38) = 0
Trigger1 = (var(10)+var(11)+var(12)+var(13)+var(14)+var(15)+var(16)+var(17)+var(18)+var(19)+var(20)+var(21)) > 0
Trigger2 = (var(22)+var(23)+var(24)+var(25)+var(26)+var(27)+var(28)+var(29)+var(30)+var(31)) > 0
var(34) = 10+Random%22
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
TriggerAll = (var(var(34)) = 0)
Trigger1 = (var(10)+var(11)+var(12)+var(13)+var(14)+var(15)+var(16)+var(17)+var(18)+var(19)+var(20)) > 0
var(34) = 10+Random%11
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
TriggerAll = (var(var(34)) = 0)
Trigger1 = (var(21)+var(22)+var(23)+var(24)+var(25)+var(26)+var(27)+var(28)+var(29)+var(30)+var(31)) > 0
var(34) = 21+Random%11
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
TriggerAll = (var(var(34)) = 0)
Trigger1 = (var(10)+var(11)+var(12)+var(13)+var(14)+var(15)+var(16)+var(17)+var(18)+var(19)+var(20)+var(21)) > 0
Trigger2 = (var(22)+var(23)+var(24)+var(25)+var(26)+var(27)+var(28)+var(29)+var(30)+var(31)) > 0
var(34) = var(34)+1
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
TriggerAll = (var(var(34)) = 0)
Trigger1 = (var(10)+var(11)+var(12)+var(13)+var(14)+var(15)+var(16)+var(17)+var(18)+var(19)+var(20)+var(21)) > 0
Trigger2 = (var(22)+var(23)+var(24)+var(25)+var(26)+var(27)+var(28)+var(29)+var(30)+var(31)) > 0
var(34) = var(34)+1
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
Trigger1 = ((var(38) = 0) && (var(var(34)) > 0))
var(40) = 1
IgnoreHitPause = 1

[State -2, 曄悢憹尭]
Type = VarAdd
TriggerAll = RoundState = 2
Trigger1 = ((var(38) = 0) && (var(34) = [10,31]) && (var(var(34)) > 0))
var(var(34)) = -1
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
Trigger1 = var(38) = 0
Trigger1 = var(40) > 0
var(38) = var(34)
IgnoreHitPause = 1

;**************************************************
[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
TriggerAll = var(38) = 0
Trigger1 = (var(10)+var(11)+var(12)+var(13)+var(14)+var(15)+var(16)+var(17)+var(18)+var(19)+var(20)+var(21)) = 0
Trigger1 = (var(22)+var(23)+var(24)+var(25)+var(26)+var(27)+var(28)+var(29)+var(30)+var(31)) = 0
var(34) = 0
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
TriggerAll = var(38) = 0
Trigger1 = (var(10)+var(11)+var(12)+var(13)+var(14)+var(15)+var(16)+var(17)+var(18)+var(19)+var(20)+var(21)) > 0
var(34) = IfElse(var(10),10,IfElse(var(11),11,IfElse(var(12),12,IfElse(var(13),13,IfElse(var(14),14,IfElse(var(15),15,IfElse(var(16),16,IfElse(var(17),17,IfElse(var(18),18,IfElse(var(19),19,IfElse(var(20),20,21)))))))))))
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
TriggerAll = var(38) = 0
TriggerAll = (var(10)+var(11)+var(12)+var(13)+var(14)+var(15)+var(16)+var(17)+var(18)+var(19)+var(20)+var(21)) = 0
Trigger1 = (var(22)+var(23)+var(24)+var(25)+var(26)+var(27)+var(28)+var(29)+var(30)+var(31)) > 0
var(34) = IfElse(var(22),22,IfElse(var(23),23,IfElse(var(24),24,IfElse(var(25),25,IfElse(var(26),26,IfElse(var(27),27,IfElse(var(28),28,IfElse(var(29),29,IfElse(var(30),30,31)))))))))
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
Trigger1 = ((var(38) = 0) && (var(var(34)) > 0))
var(40) = 1
IgnoreHitPause = 1

[State -2, 曄悢憹尭]
Type = VarAdd
TriggerAll = RoundState = 2
Trigger1 = ((var(38) = 0) && (var(34) = [10,31]) && (var(var(34)) > 0))
var(var(34)) = -1
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
Trigger1 = var(38) = 0
Trigger1 = var(40) > 0
var(38) = var(34)
IgnoreHitPause = 1

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
;僇乕僪俆
[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
Trigger1 = var(39) = 0
var(40) = 0
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
TriggerAll = var(39) = 0
Trigger1 = (var(10)+var(11)+var(12)+var(13)+var(14)+var(15)+var(16)+var(17)+var(18)+var(19)+var(20)+var(21)) > 0
Trigger2 = (var(22)+var(23)+var(24)+var(25)+var(26)+var(27)+var(28)+var(29)+var(30)+var(31)) > 0
var(34) = 10+Random%22
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
TriggerAll = (var(var(34)) = 0)
Trigger1 = (var(10)+var(11)+var(12)+var(13)+var(14)+var(15)+var(16)+var(17)+var(18)+var(19)+var(20)) > 0
var(34) = 10+Random%11
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
TriggerAll = (var(var(34)) = 0)
Trigger1 = (var(21)+var(22)+var(23)+var(24)+var(25)+var(26)+var(27)+var(28)+var(29)+var(30)+var(31)) > 0
var(34) = 21+Random%11
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
TriggerAll = (var(var(34)) = 0)
Trigger1 = (var(10)+var(11)+var(12)+var(13)+var(14)+var(15)+var(16)+var(17)+var(18)+var(19)+var(20)+var(21)) > 0
Trigger2 = (var(22)+var(23)+var(24)+var(25)+var(26)+var(27)+var(28)+var(29)+var(30)+var(31)) > 0
var(34) = var(34)+1
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
TriggerAll = (var(var(34)) = 0)
Trigger1 = (var(10)+var(11)+var(12)+var(13)+var(14)+var(15)+var(16)+var(17)+var(18)+var(19)+var(20)+var(21)) > 0
Trigger2 = (var(22)+var(23)+var(24)+var(25)+var(26)+var(27)+var(28)+var(29)+var(30)+var(31)) > 0
var(34) = var(34)+1
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
Trigger1 = ((var(39) = 0) && (var(var(34)) > 0))
var(40) = 1
IgnoreHitPause = 1

[State -2, 曄悢憹尭]
Type = VarAdd
TriggerAll = RoundState = 2
Trigger1 = ((var(39) = 0) && (var(34) = [10,31]) && (var(var(34)) > 0))
var(var(34)) = -1
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
Trigger1 = var(39) = 0
Trigger1 = var(40) > 0
var(39) = var(34)
IgnoreHitPause = 1

;**************************************************
[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
TriggerAll = var(39) = 0
Trigger1 = (var(10)+var(11)+var(12)+var(13)+var(14)+var(15)+var(16)+var(17)+var(18)+var(19)+var(20)+var(21)) = 0
Trigger1 = (var(22)+var(23)+var(24)+var(25)+var(26)+var(27)+var(28)+var(29)+var(30)+var(31)) = 0
var(34) = 0
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
TriggerAll = var(39) = 0
Trigger1 = (var(10)+var(11)+var(12)+var(13)+var(14)+var(15)+var(16)+var(17)+var(18)+var(19)+var(20)+var(21)) > 0
var(34) = IfElse(var(10),10,IfElse(var(11),11,IfElse(var(12),12,IfElse(var(13),13,IfElse(var(14),14,IfElse(var(15),15,IfElse(var(16),16,IfElse(var(17),17,IfElse(var(18),18,IfElse(var(19),19,IfElse(var(20),20,21)))))))))))
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
TriggerAll = var(39) = 0
TriggerAll = (var(10)+var(11)+var(12)+var(13)+var(14)+var(15)+var(16)+var(17)+var(18)+var(19)+var(20)+var(21)) = 0
Trigger1 = (var(22)+var(23)+var(24)+var(25)+var(26)+var(27)+var(28)+var(29)+var(30)+var(31)) > 0
var(34) = IfElse(var(22),22,IfElse(var(23),23,IfElse(var(24),24,IfElse(var(25),25,IfElse(var(26),26,IfElse(var(27),27,IfElse(var(28),28,IfElse(var(29),29,IfElse(var(30),30,31)))))))))
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
Trigger1 = ((var(39) = 0) && (var(var(34)) > 0))
var(40) = 1
IgnoreHitPause = 1

[State -2, 曄悢憹尭]
Type = VarAdd
TriggerAll = RoundState = 2
Trigger1 = ((var(39) = 0) && (var(34) = [10,31]) && (var(var(34)) > 0))
var(var(34)) = -1
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
Trigger1 = var(39) = 0
Trigger1 = var(40) > 0
var(39) = var(34)
IgnoreHitPause = 1

[State -2, 曄悢]
Type = VarSet
TriggerAll = RoundState = 2
Trigger1 = var(40) != 0
var(40) = 0
IgnoreHitPause = 1

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[State -2, 僨僶僢僌昞帵怓]
Type = AllPalFx
Trigger1 = 0
Add = 0,-96,-96
Time = 1
IgnoreHitPause = 1

[State -2, 僨僶僢僌昞帵]
Type = DisplayToClipBoard
Trigger1 = 1
Text = "var(5)=%d Pos Y=%f var(35)=%d fvar(36)=%f\nfvar(38)=%f"
Params = var(5), Pos Y, var(35), fvar(36), fvar(38)
IgnoreHitPause = 1

[State -2, 僨僶僢僌昞帵]
Type = AppendToClipBoard
Trigger1 = 0
Text = "var(36)=%d var(37)=%d var(38)=%d var(39)=%d var(40)=%d"
Params = var(36), var(37), var(38), var(39), var(40)
IgnoreHitPause = 1

[State -2, 僨僶僢僌昞帵]
Type = AppendToClipBoard
Trigger1 = 0
Text = "var(4)=%d var(6)=%d var(28)=%d var(29)=%d var(31)=%d"
Params = var(4), var(6), var(28), var(29), var(31)
IgnoreHitPause = 1

[State -2, 僨僶僢僌昞帵]
Type = AppendToClipBoard
Trigger1 = 0
Text = "fvar(36)=%f fvar(37)=%f "
Params = fvar(36), fvar(37)
IgnoreHitPause = 1

[State -2, 僨僶僢僌昞帵]
Type = AppendToClipBoard
Trigger1 = 1
Text = "P2BodyDist X=%f, P2Dist Y=%f"
Params = P2BodyDist X, P2Dist Y
IgnoreHitPause = 1

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅