[Statedef -2]

;---------------------------------------------------------------------------
;僎乕僕昞帵娭楢
;---------------------------------------------------------------------------

[State 儂乕儈儞僌僎乕僕]
Type = Helper
Trigger1 = RoundState= 2
Trigger1 = Alive
Trigger1 = NumHelper(30000) = 0
StateNo 		= 30000
ID 				= 30000
name 			= "Gauge"
PosType 		= left
Ownpal 			= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;彑攕敾掕
;---------------------------------------------------------------------------

;var(34)
;2:儉僆儞丒儂儘價
;3:挻傾儖僇僫媄
;4:僔儅僣儕
;5:傾儖僇僫僽儗僀僘

[State 捠忢峌寕丒搳偘]
type = VarSet
Triggerall = RoundState = 2
Trigger1 = P2MoveType != H
Trigger2 = (StateNo = [200,799])
Trigger2 = MoveHit
var(34) = 0
IgnoreHitPause = 1
[State 僐儅儞僪媄]
type = VarSet
Triggerall = RoundState = 2
Triggerall = MoveHit
Trigger1 = (StateNo = [1000,2999])
var(34) = 1
IgnoreHitPause = 1
[State 儉僆儞丒儂儘價]
type = VarSet
Triggerall = RoundState = 2
trigger1 = StateNo = 3002 && time = 1
trigger2 = StateNo = 3101 && time = 1
var(34) = 2
IgnoreHitPause = 1
[State 僔儅僣儕]
type = VarSet
Triggerall = RoundState = 2
trigger1 = StateNo = 3503 && time = 1
trigger2 = StateNo = 3603 && time = 1
trigger3 = StateNo = 3703 && time = 1
var(34) = 4
IgnoreHitPause = 1
[State 僽儗僀僘]
type = VarSet
Triggerall = RoundState = 2
Trigger1 = var(35);杮晄惗偺堄
var(34) = 5
IgnoreHitPause = 1

[State KO僗儘乕側偟]
Type = AssertSpecial
Trigger1 = var(34) = 5
;Trigger2 = var(34) = 4;test
flag = nokoslow

[State 挻昁嶦僼傿僯僢僔儏僿儖僷乕]
Type = Helper
Triggerall = WinKO
;Triggerall = abs(var(55)) = 1
Triggerall = RoundState != 4
Triggerall = NumHelper(10800) = 0
Trigger1 = var(34) = 2
Trigger2 = var(34) = 3
Trigger3 = var(34) = 4;test
StateNo 		= 10800
ID 				= 10800
name 			= "Win"
PosType 		= left
Ownpal 			= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1

[State 僔儅僣儕丒僽儗僀僘僼傿僯僢僔儏僿儖僷乕]
Type = Helper
Triggerall = WinKO
;Triggerall = abs(var(55)) = 1
Triggerall = RoundState != 4
Triggerall = NumHelper(10810) = 0
Trigger1 = var(34) = 5
;Trigger2 = var(34) = 4;test
StateNo 		= 10810
ID 				= 10810
name 			= "Win"
PosType 		= left
Ownpal 			= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1

;[State 壒妝徚偟]
;type = AssertSpecial
;Trigger1 = WinKO
;Trigger1 = var(55) = -1 || var(55) = -3
;Trigger1 = var(34) = 4 || var(34) = 5
;Flag = nomusic
;IgnoreHitPause = 1

;---------------------------------------------------------------------------
;僸僢僩夞悢僇僂儞僩
;---------------------------------------------------------------------------

[State hitdef宯]
type = VarAdd
triggerall = MoveHit = 1
triggerall = NumTarget
triggerall = target,time = 1
trigger1 = StateNo = 200;5A
trigger2 = StateNo = 210;6A
trigger3 = StateNo = 220;5B
trigger4 = StateNo = 230;3B
trigger5 = StateNo = 240;5C
trigger6 = StateNo = 400;2A
trigger7 = StateNo = 410;3A
trigger8 = StateNo = 420;2B
trigger9 = StateNo = 440;2C
trigger10= StateNo = 460;1E
trigger11= StateNo = 600;j_5A
trigger12= StateNo = 610;j_6A
trigger13= StateNo = 620;j_5B
trigger14= StateNo = 640;j_5C
trigger15= StateNo = 650;尦j_5C
trigger16= StateNo = 660;j_5E
trigger17= StateNo = 291;5E棴傔柍偟
trigger18= StateNo = 292;5E嵟戝偨傔
trigger19= StateNo = 301;2E棴傔柍偟
trigger20= StateNo = 302;2E嵟戝偨傔
trigger21= StateNo = 703;N搳偘3
trigger22= StateNo = 753;嬻拞搳偘3

trigger23= StateNo = 1100					;僂儖儅A
trigger24= StateNo = 1110					;僂儖儅B
trigger25= StateNo = 1205					;僐乕僼A
trigger26= StateNo = 1215					;僐乕僼B
trigger27= StateNo = 1225					;僐乕僼C
trigger28= StateNo = 1235					;j_僐乕僼
trigger29= StateNo = 1300 && HitCount = 1	;僥儞僓A
trigger30= StateNo = 1310 && HitCount = 1	;僥儞僓B
trigger31= StateNo = 1310 && HitCount = 2	;僥儞僓B
trigger32= StateNo = 1320 && HitCount = 1	;僥儞僓C
trigger33= StateNo = 1320 && HitCount = 2	;僥儞僓C
trigger34= StateNo = 1320 && HitCount = 3	;僥儞僓C
trigger35= StateNo = 1420					;僴僶僉C
trigger36= StateNo = 1500					;儚僓僶僱A
trigger37= StateNo = 1510					;儚僓僶僱B
trigger38= StateNo = 1520					;儚僓僶僱C
trigger39= StateNo = 2100					;僙僀僓儞
trigger40= StateNo = 2200 && HitCount = 1	;僐僟儅
trigger41= StateNo = 2200 && HitCount = 2	;僐僟儅
var(14) = 1
IgnoreHitPause = 1
[State 億乕僘僞僀儉<1宯]
type = VarAdd
triggerall = MoveHit = 1
trigger1 = StateNo = 1120					;僂儖儅C
trigger2 = StateNo = 2000					;僇僎僔僉
var(14) = 1
IgnoreHitPause = 1

[State 僗僥庢傞宯]
type = VarAdd
trigger1 = StateNo = 703 && AnimElemTime(5)  = 1;嬻拞搳偘1
trigger2 = StateNo = 703 && AnimElemTime(13) = 1;嬻拞搳偘2
trigger3 = StateNo = 753 && AnimElemTime(2)  = 1;嬻拞搳偘1
trigger4 = StateNo = 753 && AnimElemTime(9)  = 1;嬻拞搳偘2

trigger5 = StateNo = 3002 && time = 1			;儉僆儞
trigger6 = StateNo = 3002 && AnimElemTime(6)=0	;儉僆儞
trigger7 = StateNo = 3101 && time = 1			;儂儘價
trigger8 = StateNo = 3101 && AnimElemTime(5)=0	;儂儘價

trigger9 = StateNo = 3503 && time = 1										;僔儅僣儕1
trigger10= StateNo = 3503 && (AnimElemTime(11) = [33,103]) && time%5 = 0	;僔儅僣儕1

trigger11= StateNo = 3603 && time = 1										;僔儅僣儕2
trigger12= StateNo = 3603 && (time = [90,210])  && time%6 = 0				;僔儅僣儕2
trigger13= StateNo = 3603 && (time = [215,315]) && time%5 = 0				;僔儅僣儕2
trigger14= StateNo = 3603 && AnimElemTime(22) = 0							;僔儅僣儕2

trigger15= StateNo = 3703 && time = 1										;僔儅僣儕3
trigger16= StateNo = 3703 && (time = [303,427]) && time%3 = 0				;僔儅僣儕3
trigger17= StateNo = 3703 && time = 430									;僔儅僣儕3
var(14) = 1
IgnoreHitPause = 1

;儕僙僢僩=================================
[State -2,僸僢僩夞悢儕僙僢僩]
type = VarSet
trigger1 = P2MoveType != H
var(14) = 0
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;庴偗恎帪娫
;---------------------------------------------------------------------------

;捠忢峌寕=================================
[State 庛]
type = VarSet
triggerall = MoveHit = 1
triggerall = NumTarget
triggerall = target,time = 1
trigger1 = StateNo = 200;5A
trigger2 = StateNo = 210;6A
trigger3 = StateNo = 400;2A
trigger4 = StateNo = 410;3A
;trigger5 = StateNo = 600;j_5A
;trigger6 = StateNo = 610;j_6A
fvar(20) = fvar(20)*0.95
IgnoreHitPause = 1

[State 拞]
type = VarSet
triggerall = MoveHit = 1
triggerall = NumTarget
triggerall = target,time = 1
trigger1 = StateNo = 220;5B
trigger2 = StateNo = 230;3B
trigger3 = StateNo = 420;2B
trigger4 = StateNo = 620;j_5B
fvar(20) = fvar(20)*0.88
IgnoreHitPause = 1

[State 嫮]
type = VarSet
triggerall = MoveHit = 1
triggerall = NumTarget
triggerall = target,time = 1
trigger1 = StateNo = 240;5C
trigger2 = StateNo = 440;2C
trigger3 = StateNo = 640;j_5C
trigger4 = StateNo = 650;尦j_5C
fvar(20) = fvar(20)*0.80
IgnoreHitPause = 1

[State E宯]
type = VarSet
triggerall = MoveHit = 1
triggerall = NumTarget
triggerall = target,time = 1
trigger1 = StateNo = 291;5E棴傔柍偟
trigger2 = StateNo = 292;5E嵟戝偨傔
trigger3 = StateNo = 301;2E棴傔柍偟
trigger4 = StateNo = 302;2E嵟戝偨傔
fvar(20) = fvar(20)*0.80
IgnoreHitPause = 1

[State fall宯]
type = VarSet
triggerall = MoveHit = 1
triggerall = NumTarget
triggerall = target,time = 1
trigger1 = StateNo = 460;1E
trigger2 = StateNo = 660;j_5E
fvar(20) = fvar(20)*0.96
IgnoreHitPause = 1

[State 搳偘]
type = VarSet
triggerall = MoveHit = 1
triggerall = NumTarget
triggerall = target,time = 1
trigger1 = StateNo = 703
trigger2 = StateNo = 753
fvar(20) = fvar(20)*0.8
IgnoreHitPause = 1

;媄=======================================
[State ]
type = VarSet
triggerall = MoveHit = 1
triggerall = NumTarget
triggerall = target,time = 1
trigger1 = StateNo = 1310 && HitCount = 1	;僥儞僓B
trigger2 = StateNo = 1320 && HitCount = 1	;僥儞僓C
trigger3 = StateNo = 1320 && HitCount = 2	;僥儞僓C
trigger4 = StateNo = 1420 && HitCount = 1	;僴僶僉C
trigger5 = StateNo = 2200 && HitCount = 1	;僐僟儅
trigger6 = StateNo = 2200 && HitCount = 2	;僐僟儅
fvar(20) = fvar(20)*0.98
IgnoreHitPause = 1

[State ]
type = VarSet
triggerall = MoveHit = 1
triggerall = NumTarget
triggerall = target,time = 1
trigger1 = StateNo = 1100					;僂儖儅A
trigger2 = StateNo = 1110					;僂儖儅B
trigger3 = StateNo = 1300 && HitCount = 1	;僥儞僓A
trigger4 = StateNo = 1310 && HitCount = 2	;僥儞僓B
trigger5 = StateNo = 1320 && HitCount = 3	;僥儞僓C
trigger6 = StateNo = 2100					;僙僀僓儞
fvar(20) = fvar(20)*0.92
IgnoreHitPause = 1
[State 億乕僘僞僀儉<1宯]
type = VarSet
triggerall = MoveHit = 1
trigger1 = StateNo = 1120					;僂儖儅C
trigger2 = StateNo = 2000					;僇僎僔僉
fvar(20) = fvar(20)*0.92
IgnoreHitPause = 1

[State ]
type = VarSet
triggerall = MoveHit = 1
triggerall = NumTarget
triggerall = target,time = 1
trigger1 = StateNo = 1205					;僐乕僼A
trigger2 = StateNo = 1215					;僐乕僼B
trigger3 = StateNo = 1225					;僐乕僼C
trigger4 = StateNo = 1235					;j_僐乕僼
trigger5 = StateNo = 1500					;儚僓僶僱A
trigger6 = StateNo = 1510					;儚僓僶僱B
trigger7 = StateNo = 1520					;儚僓僶僱C
fvar(20) = fvar(20)*0.9
IgnoreHitPause = 1
[State ]
type = VarSet
trigger1 = StateNo = 3002 && AnimElemTime(6)=1	;儉僆儞		+1偟偰偍偔
trigger2 = StateNo = 3101 && AnimElemTime(5)=1	;儂儘價		+1偟偰偍偔
trigger3 = StateNo = 3503 && time = 206			;僔儅僣儕1	+1偟偰偍偔
trigger4 = StateNo = 3603 && time = 317			;僔儅僣儕2	+1偟偰偍偔
trigger5 = StateNo = 3703 && time = 431			;僔儅僣儕3	+1偟偰偍偔
fvar(20) = fvar(20)*0.9
IgnoreHitPause = 1

;儂乕儈儞僌巊梡==========================
[State 儂乕儈儞僌僉儍儞僙儖帪丄曗惓庒姳夞暅]
type = VarSet
trigger1 = StateNo = 350 && time = 1		;N儂乕儈儞僌巒摦(抧忋/嬻拞)
trigger2 = StateNo = 360 && time = 1		;慜抧忋儗僶乕儂乕儈儞僌巒摦
trigger3 = StateNo = 361 && time = 1		;屻傠抧忋儗僶乕儂乕儈儞僌巒摦
trigger4 = StateNo = 370 && time = 1		;嬻拞儗僶乕儂乕儈儞僌巒摦
trigger5 = StateNo = 43010 && time = 1		;帪僇僫丂嫊嬻偺堄
trigger6 = StateNo = 46010 && time = 1		;晽僇僫丂償僃儘僋僗
fvar(20) = ifelse(fvar(20)*1.25>=1.00,1.00,fvar(20)*1.25)
IgnoreHitPause = 1

;儕僙僢僩=================================
[State 庴偗恎帪娫儕僙僢僩]
type = VarSet
trigger1 = P2MoveType != H
trigger2 = P2StateType != A
trigger3 = StateNo = 40200 && time = 1		;傾儖僇僫僼僅乕僗丂僋僀僢僋敪摦
trigger4 = StateNo = 40300 && time = 1		;傾儖僇僫僼僅乕僗丂捠忢敪摦
fvar(20) = 1.0
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;憤崌曗惓(峌寕椡)敾掕梡
;---------------------------------------------------------------------------

;捠忢峌寕=================================
[State 庛]
type = VarSet
triggerall = MoveHit = 1
triggerall = NumTarget
triggerall = target,time = 1
trigger1 = StateNo = 200;5A
trigger2 = StateNo = 210;6A
trigger3 = StateNo = 410;3A
trigger4 = StateNo = 600;j_5A
trigger5 = StateNo = 610;j_6A
fvar(11) = ifelse(var(14)>1,fvar(11)*0.90,fvar(11)*0.7)
IgnoreHitPause = 1

[State 2A梡]
type = VarSet
triggerall = MoveHit = 1
triggerall = NumTarget
triggerall = target,time = 1
trigger1 = StateNo = 400;2A
fvar(11) = fvar(11)*0.68
IgnoreHitPause = 1

[State 拞]
type = VarSet
triggerall = MoveHit = 1
triggerall = NumTarget
triggerall = target,time = 1
trigger1 = StateNo = 220;5B
trigger2 = StateNo = 230;3B
trigger3 = StateNo = 420;2B
trigger4 = StateNo = 460;1E
trigger5 = StateNo = 620;j_5B
trigger6 = StateNo = 660;j_5E
fvar(11) = fvar(11)*0.85
IgnoreHitPause = 1

[State 嫮]
type = VarSet
triggerall = MoveHit = 1
triggerall = NumTarget
triggerall = target,time = 1
trigger1 = StateNo = 240;5C
trigger2 = StateNo = 440;2C
trigger3 = StateNo = 640;j_5C
trigger4 = StateNo = 650;尦j_5C
fvar(11) = fvar(11)*0.7
IgnoreHitPause = 1

[State E宯]
type = VarSet
triggerall = MoveHit = 1
triggerall = NumTarget
triggerall = target,time = 1
trigger1 = StateNo = 291;5E棴傔柍偟
trigger2 = StateNo = 292;5E嵟戝偨傔
trigger3 = StateNo = 301;2E棴傔柍偟
trigger4 = StateNo = 302;2E嵟戝偨傔
fvar(11) = fvar(11)*0.7
IgnoreHitPause = 1

[State 搳偘]
type = VarSet
triggerall = MoveHit = 1
triggerall = NumTarget
triggerall = target,time = 1
trigger1 = StateNo = 703
trigger2 = StateNo = 753
fvar(11) = fvar(11)*0.5
IgnoreHitPause = 1

;媄=======================================
[State 暋悢僸僢僩晹]
type = VarSet
triggerall = MoveHit = 1
triggerall = NumTarget
triggerall = target,time = 1
trigger1 = StateNo = 1310 && HitCount = 1	;僥儞僓B
trigger2 = StateNo = 1320 && HitCount = 1	;僥儞僓C
trigger3 = StateNo = 1320 && HitCount = 2	;僥儞僓C
trigger4 = StateNo = 1420 && HitCount = 1	;僴僶僉C
trigger5 = StateNo = 2200 && HitCount = 1	;僐僟儅
trigger6 = StateNo = 2200 && HitCount = 2	;僐僟儅
fvar(11) = fvar(11)*0.95
IgnoreHitPause = 1

[State 扨敪丒暋悢僸僢僩掲傔]
type = VarSet
triggerall = MoveHit = 1
triggerall = NumTarget
triggerall = target,time = 1
trigger1 = StateNo = 1100					;僂儖儅A
trigger2 = StateNo = 1110					;僂儖儅B
trigger3 = StateNo = 1300 && HitCount = 1	;僥儞僓A
trigger4 = StateNo = 1310 && HitCount = 2	;僥儞僓B
trigger5 = StateNo = 1320 && HitCount = 3	;僥儞僓C
trigger6 = StateNo = 2100					;僙僀僓儞
trigger7 = StateNo = 1320 && HitCount = 3	;僥儞僓C
fvar(11) = fvar(11)*0.83
IgnoreHitPause = 1
[State 扨敪丒暋悢僸僢僩掲傔丂億乕僘僞僀儉<1]
type = VarSet
triggerall = MoveHit = 1
;triggerall = NumTarget			;仸pausetime<1偱偼幚峴偝傟側偄
;triggerall = target,time = 1	;
trigger1 = StateNo = 1120					;僂儖儅C仸
trigger2 = StateNo = 2000					;僇僎僔僉仸
fvar(11) = fvar(11)*0.83
IgnoreHitPause = 1

[State 儚僓僶僱]
type = VarSet
triggerall = MoveHit = 1
triggerall = NumTarget
triggerall = target,time = 1
trigger1 = StateNo = 1500					;儚僓僶僱A
trigger2 = StateNo = 1510					;儚僓僶僱B
trigger3 = StateNo = 1520					;儚僓僶僱C
fvar(11) = fvar(11)*0.7
IgnoreHitPause = 1
[State 僐乕僼]
type = VarSet
triggerall = MoveHit = 1
triggerall = NumTarget
triggerall = target,time = 1
trigger1 = StateNo = 1205					;僐乕僼A
trigger2 = StateNo = 1215					;僐乕僼B
trigger3 = StateNo = 1225					;僐乕僼C
trigger4 = StateNo = 1235					;j_僐乕僼
fvar(11) = fvar(11)*0.5
IgnoreHitPause = 1

[State 僎乕僕媄]
type = VarSet
trigger1 = StateNo = 3002 && AnimElemTime(6)=1	;儉僆儞		+1偟偰偍偔
trigger2 = StateNo = 3101 && AnimElemTime(5)=1	;儂儘價		+1偟偰偍偔
;trigger3 = StateNo = 3503 && time = 206		;僔儅僣儕1	+1偟偰偍偔
;trigger4 = StateNo = 3603 && time = 317		;僔儅僣儕2	+1偟偰偍偔
;trigger5 = StateNo = 3703 && time = 431		;僔儅僣儕3	+1偟偰偍偔
fvar(11) = fvar(11)*0.7
IgnoreHitPause = 1

[State 僶乕僗僩]
type = VarSet
triggerall = MoveHit = 1
triggerall = NumTarget
triggerall = target,time = 1
trigger1 = StateNo = 40100					;僶乕僗僩
fvar(11) = 0.00
IgnoreHitPause = 1

;傾儖僇僫僼僅乕僗丂僋僀僢僋敪摦==========
[State 傾儖僇僫僼僅乕僗丂僋僀僢僋敪摦]
type = VarSet
trigger1 = StateNo = 40200 && time = 1		;傾儖僇僫僼僅乕僗丂僋僀僢僋敪摦
fvar(11) = fvar(11)*0.91
IgnoreHitPause = 1

;儂乕儈儞僌巊梡==========================
[State 儂乕儈儞僌僉儍儞僙儖帪丄曗惓庒姳夞暅]
type = VarSet
trigger1 = StateNo = 350 && time = 1		;N儂乕儈儞僌巒摦(抧忋/嬻拞)
trigger2 = StateNo = 360 && time = 1		;慜抧忋儗僶乕儂乕儈儞僌巒摦
trigger3 = StateNo = 361 && time = 1		;屻傠抧忋儗僶乕儂乕儈儞僌巒摦
trigger4 = StateNo = 370 && time = 1		;嬻拞儗僶乕儂乕儈儞僌巒摦
trigger5 = StateNo = 43010 && time = 1		;帪僇僫丂嫊嬻偺堄
trigger6 = StateNo = 46010 && time = 1		;晽僇僫丂償僃儘僋僗
fvar(11) = ifelse(fvar(11)*1.25>=1.00,1.00,fvar(11)*1.25)
IgnoreHitPause = 1



;儕僙僢僩=================================
[State 婎杮峌寕椡儕僙僢僩]
type = VarSet
trigger1 = P2Movetype != H
trigger1 = fvar(11) != 1
fvar(11) = 1
IgnoreHitPause = 1



[State 傾儖僇僫柍偟]
type = VarSet
trigger1 = var(58) = 0
fvar(13) = 1.00

[State 傾儖僇僫暿丂峌寕椡曗惓]
type = VarSet
trigger1 = fvar(11) = 0
fvar(13) = 0.00
[State 傾儖僇僫暿丂峌寕椡曗惓]
type = null
triggerall = fvar(11)
trigger1  = var(58) = 1	;垽
trigger1  = fvar(13) := 0.00  + (var(46) = 6)*0.05
trigger2  = var(58) = 2	;棆
trigger2  = fvar(13) := 0.00  + (var(46) = 6)*0.05
trigger3  = var(58) = 3	;帪
trigger3  = fvar(13) := -0.02
trigger4  = var(58) = 4	;庽
trigger4  = fvar(13) := 0.00  + (var(46) = 6)*0.03
trigger5  = var(58) = 6	;晽
trigger5  = fvar(13) := -0.02 + (var(46) = 6)*0.03
;trigger= var(58) = 5	;搚
;trigger= fvar(13) := -0.02
;trigger= var(58) = 7	;杺
;trigger= fvar(13) := 0.00 + (var(46) = 6)*(0.03)
;trigger= var(58) = 8	;墛
;trigger= fvar(13) := 0.03 + (var(46) = 6)*(-0.05)
;trigger= var(58) = 9	;悈
;trigger= fvar(13) := -0.02+ (var(46) = 6)*(0.03)
;trigger= var(58) = 10	;埮
;trigger= fvar(13) := -0.01
;trigger= var(58) = 11	;峾
;trigger= fvar(13) := 0.02 + (var(46) = 6)*(0.05);儗儀儖偵傛傝憹偊傞
;trigger= var(58) = 12	;岝
;trigger= fvar(13) := -0.02+ (var(46) = 6)*(-0.05)

[State 摿庩忬懺梡(峌寕椡)];帪僇僫丂帪巭傔拞
Type = VarSet
trigger1 = 1
fvar(14) = ifelse(var(35)>0,0.85,1.00)
IgnoreHitPause = 1

[State 憤崌峌寕椡]
type = VarSet
trigger1 = RoundState = 2
fvar(10) = (fvar(11)+fvar(13))*fvar(14)
IgnoreHitPause = 1
[State 憤崌峌寕椡嵟掅尷搙]
type = VarSet
trigger1 = RoundState = 2
trigger1 = fvar(10)
trigger1 = fvar(10) < 0.01
fvar(10) = 0.01
IgnoreHitPause = 1

;僿儖僷乕椶偼偆傑偔偱偒側偄偺偱偦偺僗僥乕僩偐傜parentvar乣

;---------------------------------------------------------------------------
;憤崌曗惓(杊屼椡)敾掕梡
;---------------------------------------------------------------------------

;En巵幃偺崻惈抣
[State 僈乕僪]
Type = VarSet
Trigger1 = Ctrl && StateNo%2 && StateNo = [151,155]
Trigger2 = PrevStateNo%2 = 0 && PrevStateNo = [150,154]
Trigger2 = StateNo%2 = 0 && StateNo = [150,154]
var(10) = 0
Ignorehitpause = 1

[State 儔僀僼斀揮]
Type = VarSet
Trigger1 = MoveType != H
var(10) = -Life
Ignorehitpause = 1

[State 1僸僢僩栚丂杊屼椡]
Type = LifeAdd
Trigger1 = MoveType = H
Trigger1 = Life && Alive
Trigger1 = Life < var(10)
Value = Floor((var(10)-Life)*fvar(15))
Ignorehitpause = 1
Absolute = 1

[State 2僸僢僩埲崀丂杊屼椡]
Type = DefenceMulSet
Trigger1 = var(10) >= -LifeMax
Value = 1-fvar(15)
Ignorehitpause = 1

[State 僟僂儞桳岠]
Type = VarSet
Trigger1 = StateType = L || StateNo = 5070
Trigger1 = var(10) = 0
var(10) = -1-LifeMax
Ignorehitpause = 1

[State 僟僂儞拞僟儊乕僕寉尭]
Type = DefenceMulSet
Trigger1 = var(10) < -LifeMax
Value    = (1-fvar(15))*Const(Data.Fall.Defence_Mul)
Ignorehitpause = 1

[State 堦懪廔椆]
Type = VarSet
Trigger1 = MoveType = H
Trigger1 = Life <= var(10) && var(10)
var(10) = 0
Ignorehitpause = 1
[State 儔僀僼]
Type = VarSet
Trigger1 = MoveType = H
Trigger1 = var(10) < 0 && var(10) > -1-LifeMax
var(10) = -var(10)
Ignorehitpause = 1



[State 傾儖僇僫柍偟]
type = VarSet
trigger1 = var(58) = 0
fvar(17) = 0.00

[State 傾儖僇僫暿丂杊屼椡曗惓]
type = null
trigger1  = var(58) = 1	;垽
trigger1  = fvar(17) := 0.00 + (var(46) = 6)*(0.03)
trigger2  = var(58) = 2	;棆
trigger2  = fvar(17) := -0.05 + (var(46) = 6)*(0.02)
trigger3  = var(58) = 3	;帪
trigger3  = fvar(17) := -0.05
trigger4  = var(58) = 4	;庽
trigger4  = fvar(17) := -0.07 + (var(46) = 6)*(-0.10)
trigger5  = var(58) = 6	;晽
trigger5  = fvar(17) := -0.06 + (var(46) = 6)*(-0.02)
;trigger= var(58) = 5	;搚
;trigger= fvar(17) := 0.04 + (var(46) = 6)*(0.20)
;trigger= var(58) = 7	;杺
;trigger= fvar(17) := -0.02 + (var(46) = 6)*(0.03)
;trigger= var(58) = 8	;墛
;trigger= fvar(17) := -0.03 + (var(46) = 6)*(-0.05)
;trigger= var(58) = 9	;悈
;trigger= fvar(17) := 0.00 + (var(46) = 6)*(0.05)
;trigger= var(58) = 10	;埮
;trigger= fvar(17) := -0.04 + (var(46) = 6)*(0.05)
;trigger= var(58) = 11	;峾
;trigger= fvar(17) := 0.02 + (var(46) = 6)*(0.05);儗儀儖偵傛傝憹偊傞
;trigger= var(58) = 12	;岝
;trigger= fvar(17) := -0.06 + (var(46) = 6)*(-0.05)

[State 崻惈抣 100-45%]
type = VarSet
trigger1 = Life > LifeMax*0.45
fvar(16) = 0.00
IgnoreHitPause = 1
[State 崻惈抣 45-0%]
type = VarSet
trigger1 = Life <= LifeMax*0.45
;fvar(16) = -0.888888888888889*(100*Life/LifeMax)*0.01 +0.4
fvar(16) = -(0.4/0.45)*(100*Life/LifeMax)*0.01 +0.4
IgnoreHitPause = 1

[State 憤崌曗惓棪(僟儊乕僕寉尭棪)]
type = VarSet
trigger1 = RoundState = 2
fvar(15) = fvar(16)+fvar(17)
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;儂乕儈儞僌娭楢張棟
;---------------------------------------------------------------------------
[State 憡庤偲偺妏搙]
type = VarSet
trigger1 = 1
;fvar(3) = 90-(atan(abs(P2Dist X)/(abs(P2Dist Y)+0.0000001))*180/Pi)
;fvar(3) = (atan((P2Dist X)/((P2Dist Y)+0.0001))*180/Pi)-(90*ifelse(P2dist Y<0,-1,1))
;fvar(3) = (atan((P2Dist X)/((P2Dist Y)+EnemyNear,const(size.mid.pos.y)+0.0001))*180/Pi)-(90*ifelse(P2dist Y+EnemyNear,const(size.mid.pos.y)<0,-1,1))
fvar(3) = (atan((P2Dist X)/(P2Dist Y -30+0.0001))*180/Pi)-(90*ifelse(P2dist Y -30<0,-1,1))
IgnoreHitPause = 1
[State 憡庤偲偺捈慄嫍棧]
type = VarSet
trigger1 = P2Dist X != 0
;fvar(4) = abs(P2Dist X)/(cos((90-(atan(abs(P2Dist X)/(abs(P2Dist Y)+0.0001))*180/Pi))*Pi/180))
;fvar(4) = abs(P2Dist X)/(cos((90-(atan(abs(P2Dist X)/(abs(P2Dist Y+EnemyNear,const(size.mid.pos.y))+0.0001))*180/Pi))*Pi/180))
fvar(4) = abs(P2Dist X)/(cos((90-(atan(abs(P2Dist X)/(abs(P2Dist Y -30)+0.0001))*180/Pi))*Pi/180))
IgnoreHitPause = 1
[State 憡庤偲偺捈慄嫍棧丂X=0偺偲偒]
type = VarSet
trigger1 = P2Dist X = 0
;fvar(4) = abs(P2Dist Y)+EnemyNear,const(size.mid.pos.y)
fvar(4) = abs(P2Dist Y)-30
IgnoreHitPause = 1

[State 傾儖僇僫暿丂儂乕儈儞僌僎乕僕夞暅]
type = VarSet
trigger1 = var(58) = 0
fvar(26) = 1.00

[State 傾儖僇僫暿丂儂乕儈儞僌僎乕僕夞暅]
type = null
trigger1  = var(58) = 1	;垽
trigger1  = fvar(26) := 1.00  + (var(46) = 6)*0.5
trigger2  = var(58) = 2	;棆
trigger2  = fvar(26) := 0.80  + (var(46) = 6)*0.6
trigger3  = var(58) = 3	;帪
trigger3  = fvar(26) := 0.65  + (var(46) = 6)*1.35 +(var(46) = 3)*2.35
trigger4  = var(58) = 4	;庽
trigger4  = fvar(26) := 1.00  + (var(46) = 6)*0.5
trigger5  = var(58) = 6	;晽
trigger5  = fvar(26) := 1.10  + (var(46) = 6)*0.5

;trigger = var(58) = 5	;搚
;trigger = fvar(26) := 0.70
;trigger = var(58) = 7	;杺
;trigger = fvar(26) := 0.85
;trigger = var(58) = 8	;墛
;trigger = fvar(26) := 0.9
;trigger = var(58) = 9	;悈
;trigger = fvar(26) := 0.75
;trigger = var(58) = 10;埮
;trigger = fvar(26) := 0.80
;trigger = var(58) = 11;峾
;trigger = fvar(26) := 1.00
;trigger = var(58) = 12;岝
;trigger = fvar(26) := 1.05

[State 忬嫷暿曗惓]
type = VarSet
trigger1 = MoveType != H
fvar(27) = 1.00
IgnoreHitPause = 1
[State 忬嫷暿曗惓]
type = VarSet
trigger1 = MoveType = H
trigger1 = StateNo != [120,155];僈乕僪埲奜
fvar(27) = 0.4
IgnoreHitPause = 1
[State 忬嫷暿曗惓]
type = VarSet
trigger1 = MoveType = H
trigger1 = StateNo = [120,155];僈乕僪
fvar(27) = 0.15
IgnoreHitPause = 1

[State 僎乕僕検暿曗惓]
type = VarSet
trigger1 = fvar(25) = [0,999]
fvar(28) = 1.00
IgnoreHitPause = 1
[State 僎乕僕検暿曗惓]
type = VarSet
trigger1 = fvar(25) = [1000,1999]
fvar(28) = 1.05
IgnoreHitPause = 1
[State 僎乕僕検暿曗惓]
type = VarSet
trigger1 = fvar(25) >= 2000
fvar(28) = 1.10
IgnoreHitPause = 1

[State 儂乕儈儞僌僎乕僕夞暅]
type = Varadd
trigger1 = fvar(25) < 3000
trigger1 = var(30) = 0
fvar(25) = 5*fvar(26)*fvar(27)*fvar(28)
IgnoreHitPause = 1

[State 儂乕儈儞僌僎乕僕夞暅丂尷奅]
type = VarSet
trigger1 = fvar(25) < 0
fvar(25) = 0
IgnoreHitPause = 1
[State 儂乕儈儞僌僎乕僕夞暅丂尷奅]
type = VarSet
trigger1 = fvar(25) > 3000
fvar(25) = 3000
IgnoreHitPause = 1

[State 夞暅奐巒懸偪帪娫]
type = VarAdd
triggerall = var(30) > 0
trigger1 = var(30) = 120
trigger1 = P2MoveType != H
trigger2 = var(30) < 120
var(30) = -1
IgnoreHitPause = 1
[State 夞暅奐巒懸偪帪娫丂尷奅]
type = VarSet
trigger1 = var(30) < 0
var(30) = 0
IgnoreHitPause = 1


[State se儂乕儈儞僌丂捛壛擖椡帪1]
type = PlaySnd
trigger1 = NumHelper(355)
trigger1 = helper(355),var(35) = 0
trigger1 = helper(355),var(29) = 1
value = s2,0
channel = 1
freqmul = 1.1
IgnoreHitPause = 1
[State se儂乕儈儞僌丂捛壛擖椡帪2]
type = PlaySnd
trigger1 = NumHelper(355)
trigger1 = helper(355),var(35) = 0
trigger1 = helper(355),var(29) = 2
value = s2,0
channel = 1
freqmul = 1.2
IgnoreHitPause = 1
Persistent = 0

;---------------------------------------------------------------------------
;僎乕僕憹壛検
;---------------------------------------------------------------------------
[State 垽偺傾儖僇僫]
type = VarSet
trigger1 = var(58) = 0
trigger2 = var(58) = 1
fvar(21) = 1
IgnoreHitPause = 1

[State 棆偺傾儖僇僫]
type = VarSet
trigger1 = var(58) = 2
fvar(21) = 0.96
IgnoreHitPause = 1

[State 帪偺傾儖僇僫]
type = VarSet
trigger1 = var(58) = 3
fvar(21) = 1.02
IgnoreHitPause = 1

[State 庽偺傾儖僇僫]
type = VarSet
trigger1 = var(58) = 4
fvar(21) = 1.07
IgnoreHitPause = 1

[State 搚偺傾儖僇僫]
type = VarSet
trigger1 = var(58) = 5
fvar(21) = 0.89
IgnoreHitPause = 1

[State 晽偺傾儖僇僫]
type = VarSet
trigger1 = var(58) = 6
fvar(21) = 0.96
IgnoreHitPause = 1

[State 杺偺傾儖僇僫]
type = VarSet
trigger1 = var(58) = 7
fvar(21) = 1.14
IgnoreHitPause = 1

[State 壩偺傾儖僇僫]
type = VarSet
trigger1 = var(58) = 8
fvar(21) = 0.92
IgnoreHitPause = 1

[State 悈偺傾儖僇僫]
type = VarSet
trigger1 = var(58) = 9
fvar(21) = 1.01
IgnoreHitPause = 1

[State 埮偺傾儖僇僫]
type = VarSet
trigger1 = var(58) = 10
fvar(21) = 0.83
IgnoreHitPause = 1

[State 峾偺傾儖僇僫]
type = VarSet
trigger1 = var(58) = 11
fvar(21) = 0
IgnoreHitPause = 1

[State 岝偺傾儖僇僫]
type = VarSet
trigger1 = var(58) = 12
fvar(21) = 0.50
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;傾儖僇僫僼僅乕僗娭楢張棟
;---------------------------------------------------------------------------

[State 僼僅乕僗岠壥帪娫僇僂儞僩僟僂儞]
type = VarAdd
triggerall = StateNo != 320		;憡嶦堦帪僗僥乕僩
triggerall = StateNo != 40200	;僼僅乕僗揥奐丂僋僀僢僋
triggerall = StateNo != 40300	;僼僅乕僗揥奐丂捠忢
triggerall = var(47) > 0
triggerall = var(46) = 6
trigger1 = StateNo != 1205
trigger1 = StateNo != 1215
trigger1 = StateNo != 1225
trigger1 = StateNo != 1235
trigger1 = StateNo != 3000
trigger1 = StateNo != 3100
trigger1 = StateNo != 3500
trigger1 = StateNo != 3600
trigger1 = StateNo != 41500
trigger1 = StateNo != 41600
trigger1 = StateNo != 42500
trigger1 = StateNo != 42502
trigger1 = StateNo != 42600
trigger1 = StateNo != 43500
trigger1 = StateNo != 43800
trigger1 = StateNo != 44500
trigger1 = StateNo != 44600
trigger1 = StateNo != 46500
trigger2 = StateNo = 1205 && AnimElemTime(2) > 0
trigger3 = StateNo = 1215 && AnimElemTime(2) > 0
trigger4 = StateNo = 1225 && AnimElemTime(2) > 0
trigger5 = StateNo = 1235 && AnimElemTime(2) > 0
trigger6 = StateNo = 3000  && time > 50
trigger7 = StateNo = 3100  && time > 62
trigger8 = StateNo = 3500  && time > 95
trigger9 = StateNo = 3600  && time > 140
trigger10= StateNo = 41500 && time > 48
trigger11= StateNo = 41600 && time > 34
trigger12= StateNo = 42500 && time > 42
trigger13= StateNo = 42502 && time > 42
trigger14= StateNo = 42600 && time > 31
trigger15= StateNo = 43500 && time > 22
trigger16= StateNo = 44500 && time > 32
trigger17= StateNo = 44500 && time > 25
trigger18= StateNo = 46500 && time > 26
var(47) = -1
IgnoreHitPause = 1

[State 僽儗僀僘丒CF巊梡丂 僼僅乕僗揥奐帪娫儕僙僢僩]
type = VarSet
triggerall = var(47)
trigger1 = var(46) = 2
trigger1 = StateNo != 41800
trigger1 = StateNo != 42800
trigger1 = StateNo != 43800
trigger1 = StateNo != 44800
trigger1 = StateNo != 44801
trigger1 = StateNo != 46800
trigger2 = var(46) = 3
trigger2 = var(35) = 0
trigger3 = var(46) = 4
trigger3 = StateNo != [3700,3703]

trigger4 = var(46) = 5
trigger5 = var(47) < 0
var(47) = 0
IgnoreHitPause = 1

[State 僼僅乕僗揥奐廔椆僼儔僌]
type = VarSet
triggerall = NumHelper(10800) = 0
triggerall = NumHelper(10810) = 0
triggerall = var(46) != 5
trigger1 = var(47) = 0
trigger1 = var(46) = 6
trigger1 = StateNo != 3000
trigger1 = StateNo != 3002
trigger1 = StateNo != 3100
trigger1 = StateNo != 3101
trigger1 = StateNo != 3500
trigger1 = StateNo != 3501
trigger1 = StateNo != 3502
trigger1 = StateNo != 3503
trigger1 = StateNo != 3504
trigger1 = StateNo != 3600
trigger1 = StateNo != 3601
trigger1 = StateNo != 3602
trigger1 = StateNo != 3603
trigger1 = StateNo != 3604
trigger1 = StateNo != 44500
trigger1 = StateNo != 44502

trigger2 = var(46) = 2
trigger2 = StateNo != 41800
trigger2 = StateNo != 42800
trigger2 = StateNo != 43800
trigger2 = StateNo != 44800
trigger2 = StateNo != 44801
trigger2 = StateNo != 46800

trigger3 = var(46) = 3
trigger3 = var(35) = 0

trigger4 = var(46) = 4
trigger4 = (StateNo != [3700,3703])

trigger5 = !Alive

trigger6 = roundstate = 4

var(46) = 5
IgnoreHitPause = 1


[State 僼僅乕僗岠壥拞廳椡憹]
type = VelAdd
triggerall = var(46) = 6 || var(46) = 3
triggerall = StateType = A
trigger1 = StateNo = 50
trigger2 = StateNo = 105 && Anim = [106,107]
trigger3 = StateNo = 111
trigger4 = StateNo = 116
trigger5 = StateNo = 120
trigger6 = StateNo = 600
trigger7 = StateNo = 610
trigger8 = StateNo = 620
trigger9 = StateNo = 640
trigger10= StateNo = 650
trigger11= StateNo = 660
trigger12= StateNo = 750
trigger13= StateNo = 752
trigger14= StateNo = 753 && AnimElemTime(18) = 0
trigger15= StateNo = 1230
trigger16= StateNo = 1235 && AnimElemTime(5) >= 0
trigger17= StateNo = 1240
trigger18= StateNo = 1300 && AnimElemTime(6) >= 1
trigger19= StateNo = 1310 && AnimElemTime(6) >= 1
trigger20= StateNo = 1320 && AnimElemTime(6) >= 1
trigger21= StateNo = 1500
trigger22= StateNo = 1510
trigger23= StateNo = 1520
trigger24= StateNo = 2100 && AnimElemTime(7) >= 1
trigger25= StateNo = 3100 && AnimElemTime(3) >= 0
trigger26= StateNo = 41100 && AnimElemTime(8) >= 0
trigger27= StateNo = 41200 && AnimElemTime(10) >= 0
trigger28= StateNo = 41300 && Anim = 41303 && AnimElemTime(5) >= 0
trigger29= StateNo = 41500 && AnimElemTime(17) >= 0
trigger30= StateNo = 41600 && AnimElemTime(27) >= 0
trigger31= StateNo = 42100 && AnimElemTime(10) >= 0
trigger32= StateNo = 42200 && AnimElemTime(10) >= 0
trigger33= StateNo = 42202 && AnimElemTime(10) >= 0
trigger34= StateNo = 42500 && AnimElemTime(14) >= 0
trigger35= StateNo = 42502 && AnimElemTime(14) >= 0
trigger36= StateNo = 42600 && AnimElemTime(10) >= 0
trigger37= StateNo = 43100 && AnimElemTime(9) >= 0
trigger38= StateNo = 43500 && AnimElemTime(17) >= 0
trigger39= StateNo = 44100 && AnimElemTime(13) >= 0
trigger40= StateNo = 44102 && AnimElemTime(13) >= 0
trigger41= StateNo = 44200 && AnimElemTime(8) >= 0
trigger42= StateNo = 44500 && AnimElemTime(11) >= 0
trigger43= StateNo = 44502 && AnimElemTime(5) >= 0
trigger44= StateNo = 44600 && AnimElemTime(8) >= 0
trigger45= StateNo = 46010 && time >= 8
trigger46= StateNo = 46020 && time >= 16
trigger47= StateNo = 46100 && AnimElemTime(8) >= 0
trigger48= StateNo = 46200 && AnimElemTime(9) >= 0
trigger49= StateNo = 46500 && AnimElemTime(38) >= 0
y = ifelse(var(58)=3,0.20,0.15)

;---------------------------------------------------------------------------
;嬻拞僕儍儞僾仌僟僢僔儏偺惂尷夝彍
;僴僀僕儍儞僾僼儔僌夝彍
;---------------------------------------------------------------------------
[State 45, 3]
type = VarSet
trigger1 = StateType != A
trigger2 = MoveType = H && stateno != [120,155]
var(12) = 0

[State 45, 3]
type = VarSet
trigger1 = StateType != A
trigger2 = MoveType = H && stateno != [120,155]
var(13) = 0

[State 僴僀僕儍儞僾僼儔僌]
type = VarSet
trigger1 = StateType != A
trigger1 = stateno != 41
var(9) = 0

;---------------------------------------------------------------------------
;棤傔偔傝惂尷
;---------------------------------------------------------------------------
[State 1200, 9]
type = Width
triggerall = P2MoveType = H
trigger1 = StateNo != 43010 && PrevStateNo != 43010
edge = 10,10
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;峌寕僸僢僩or僈乕僪屻偺搳偘柍揋
;---------------------------------------------------------------------------
[State 45, 3]
type = VarSet
trigger1 = P2MoveType = H
var(18) = 5
IgnoreHitPause = 1

[State 45, 3]
type = VarSet
trigger1 = EnemyNear(var(52)),StateNo = 5120
var(18) = 10
IgnoreHitPause = 1

[State 45, 3]
type = Varadd
trigger1 = P2MoveType != H
trigger1 = var(18) > 0
var(18) = -1
IgnoreHitPause = 1

[State 45, 3]
type = VarSet
trigger1 = var(18) < 0
var(18) = 0
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;儗僶乕仌儃僞儞擖椡夝彍梡
;---------------------------------------------------------------------------
;儂乕儈儞僌梡
[State -2,儂乕儈儞僌梡]
type = VarSet
trigger1 = var(33)
trigger1 = command != "holdx"
var(33) = 0

[State -2,嬻拞屻傠僈乕僉儍儞梡]
type = VarSet
trigger1 = var(32)
trigger1 = command != "holdback"
var(32) = 0

;僕儍儞僾梡
[State -2,僕儍儞僾梡]
type = VarSet
trigger1 = var(29)
trigger1 = command != "holdup"
trigger1 = StateNo != 351
var(29) = 0
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;愭峴擖椡夝彍
;---------------------------------------------------------------------------
[State 愭峴擖椡丂抧忋儕僙僢僩]
type = VarSet
trigger1 = var(15) != 0
trigger1 = var(17) <= 0
var(15) = 0
IgnoreHitPause = 1

[State 愭峴擖椡丂嬻拞儕僙僢僩]
type = VarSet
trigger1 = var(16) != 0
trigger1 = var(17) <= 0
var(16) = 0
IgnoreHitPause = 1

[State 僇僂儞僩僟僂儞]
type = VarAdd
trigger1 = var(17) > 0
trigger1 = StateNo != 320
trigger1 = !(StateNo = 1205 && (AnimElemTime(2) < 0))
trigger1 = !(StateNo = 1215 && (AnimElemTime(2) < 0))
trigger1 = !(StateNo = 1225 && (AnimElemTime(2) < 0))
trigger1 = !(StateNo = 1235 && (AnimElemTime(2) < 0))
trigger1 = !(StateNo = 1280 && (AnimElemTime(2) < 0))
trigger1 = !(StateNo = 1285 && (AnimElemTime(2) < 0))
var(17) = -1

;---------------------------------------------------------------------------
;悂偒旘偽偟丒懪偪忋偘丂傛傠偗夝彍
;---------------------------------------------------------------------------
[State -2,棴傔俤僈乕僪帪悂偒旘偽偟丄憡庤傛傠偗夝彍僇僂儞僩僟僂儞]
type = VarAdd
triggerall = var(25) > 0
trigger1 = Enemy,stateno = 294 || Enemy,stateno = 304
trigger1 = Enemy,time >= 5
trigger1 = Enemy,command = "F" || Enemy,command = "B" || Enemy,command = "U" || Enemy,command = "D"
trigger2 = EnemyNear,stateno = 294 || EnemyNear,stateno = 304
trigger2 = EnemyNear,time >= 5
trigger2 = EnemyNear,command = "F" || EnemyNear,command = "B" || EnemyNear,command = "U" || EnemyNear,command = "D"
var(25) = -1
IgnoreHitPause = 1

[State -2,悂偒旘偽偟宯丄憡庤暅婣壜擻帪娫僇僂儞僩僟僂儞]
;棴傔柍偟5E		50	乮shaketime13乯
;棴傔嵟戝5E		100	乮shaketime13乯
;抧忋B僐乕僼	50	乮shaketime13乯
;棆僋儕傿乕僆僼	37	乮shaketime0乯
type = VarAdd
triggerall = var(36) <= 0
triggerall = var(25) > 0
trigger1 = Enemy,stateno = 293
trigger1 = Enemy,time >= 13
trigger2 = EnemyNear,stateno = 293
trigger2 = EnemyNear,time >= 13
var(25) = -1
IgnoreHitPause = 1

[State -2,僇僂儞僩儕僙僢僩]
type = VarSet
triggerall = var(25)
trigger1 = Enemy,MoveType != H && EnemyNear,MoveType != H
;trigger2 = Enemy,stateno != 293 && Enemy,stateno != 294 && Enemy,stateno != 304
;trigger2 = EnemyNear,stateno != 293 && EnemyNear,stateno != 294 && EnemyNear,stateno != 304
var(25) = 0
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;傾儖僇僫僼僅乕僗乮僶乕僗僩乯梡丂憡庤偺HitDefAttr敾暿
;---------------------------------------------------------------------------
[State 儕僙僢僩]
type = VarSet
triggerall = var(7)
trigger1 = EnemyNear,HitDefAttr = SCA,HA,HP
trigger1 = !(StateNo = [120,159])
trigger1 = MoveType = H
trigger1 = time = [0,1]
trigger2 = MoveType != H
trigger3 = !Alive
var(7) = 0
IgnoreHitPause = 1

[State 憡庤偺HitDefAttr敾暿];挻昁嶦媄偼敪摦晄壜丅旘傃摴嬶偼敾暿晄壜丅
type = VarSet				;僈乕僪帪偼ok丅
trigger1 = MoveType = H
trigger1 = EnemyNear,HitDefAttr = SCA,NA,NP,SA,SP
;trigger1 = EnemyNear(var(52)),HitDefAttr = SCA,NA,NP,SA,SP
trigger2 = (StateNo = [150,159]) && time = 1
var(7) = 1
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;僈乕僉儍儞梡丂憡庤偺僔僃僀僋僞僀儉婰壇
;---------------------------------------------------------------------------

[State 僇僂儞僩僟僂儞]
type = VarAdd
trigger1 = var(8) > 0
var(8) = -1
IgnoreHitPause = 1
[State 僔僃僀僋僞僀儉婰壇]
type = VarSet
trigger1 = MoveType = H
trigger1 = time = 0
var(8) = GetHitVar(hitshaketime)
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;憡嶦乮慡恎僈乕僪億僀儞僩偺傛偆側傕偺乯梡
;---------------------------------------------------------------------------
[State 憡嶦僗僥乕僩偐傜偺栠傝僗僥乕僩僫儞僶乕梡]
type = VarSet
;trigger1 = Movetype != H
trigger1 = StateNo != 320
var(21) = StateNo
IgnoreHitPause = 1

[State 憡嶦僗僥乕僩傜偺栠傝帪娫];嵟掅尷搙
type = VarSet
trigger1 = Movetype = H
trigger1 = time = 0
trigger1 = var(8) <6
var(22) = 5
IgnoreHitPause = 1
[State 憡嶦僗僥乕僩傜偺栠傝帪娫]
type = VarSet
trigger1 = Movetype = H
trigger1 = time = 0
trigger1 = var(8) = [6,20]
var(22) = var(8)
IgnoreHitPause = 1
[State 憡嶦僗僥乕僩傜偺栠傝帪娫];嵟戝尷搙
type = VarSet
trigger1 = Movetype = H
trigger1 = time = 0
trigger1 = var(8) >20
var(22) = 21
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;揋愗傝懼偊
;---------------------------------------------------------------------------
[State -3, AI]
Type = VarSet
Trigger1 = NumEnemy = 1
Trigger2 = NumEnemy = 2
Trigger2 = EnemyNear,Life > 0
V = 52
Value = 0
IgnoreHitPause = 1

[State -3, AI]
Type = VarSet
Trigger1 = NumEnemy > 1
Trigger1 = EnemyNear,Life = 0
V = 52
Value = 1
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;傾僼僞乕僀儊乕僕徚嫀
;---------------------------------------------------------------------------
[State 僴僀僕儍儞僾巆憸徚嫀]
type = AfterImage
triggerall = var(9)
trigger1 = MoveType = A
trigger2 = MoveType = H
time = 0

;---------------------------------------------------------------------------
;僄僼僃僋僩偺徚嫀
;---------------------------------------------------------------------------

[State 5A丂寱慚僄僼僃1]
type = removeExplod
trigger1 = StateNo != 200
ID = 201
[State 5A丂寱慚僄僼僃2]
type = removeExplod
trigger1 = StateNo != 200
ID = 203
[State 5A丂栠傝僄僼僃僋僩]
type = removeExplod
trigger1 = StateNo != 200
ID = 205
[State 5A丂寱僆乕儔]
type = removeExplod
trigger1 = StateNo != 200
ID = 207

[State 6A丂寱慚僄僼僃1]
type = removeExplod
trigger1 = StateNo != 210
ID = 211
[State 6A丂寱慚僄僼僃2]
type = removeExplod
trigger1 = StateNo != 210
ID = 213
[State 6A丂栠傝僄僼僃僋僩]
type = removeExplod
trigger1 = StateNo != 210
ID = 215
[State 6A丂寱僆乕儔]
type = removeExplod
trigger1 = StateNo != 210
ID = 217

[State 5B丂寱慚僄僼僃1]
type = removeExplod
trigger1 = StateNo != 220
ID = 221
[State 5B丂寱慚僄僼僃2]
type = removeExplod
trigger1 = StateNo != 220
ID = 223
[State 5B丂寱僆乕儔]
type = removeExplod
trigger1 = StateNo != 220
ID = 225

[State 3B丂寱慚僄僼僃1]
type = removeExplod
trigger1 = StateNo != 230
ID = 231
[State 3B丂寱慚僄僼僃2]
type = removeExplod
trigger1 = StateNo != 230
ID = 233
[State 3B丂寱僆乕儔1]
type = removeExplod
trigger1 = StateNo != 230
ID = 235
[State 3B丂寱僆乕儔2]
type = removeExplod
trigger1 = StateNo != 230
ID = 237

[State 5C丂寱慚僄僼僃1]
type = removeExplod
trigger1 = StateNo != 240
ID = 241
[State 5C丂寱慚僄僼僃2]
type = removeExplod
trigger1 = StateNo != 240
ID = 243
[State 5C丂寱僆乕儔1]
type = removeExplod
trigger1 = StateNo != 240
ID = 245
[State 5C丂寱僆乕儔2]
type = removeExplod
trigger1 = StateNo != 240
ID = 247



[State 5E丂忊僄僼僃僋僩1]
type = removeExplod
trigger1 = StateNo != 291
trigger1 = StateNo != 292
ID = 311
[State 5E丂忊僄僼僃僋僩2]
type = removeExplod
trigger1 = StateNo != 291
trigger1 = StateNo != 292
ID = 312
[State 2E丂忊僄僼僃僋僩1]
type = removeExplod
trigger1 = StateNo != 301
trigger1 = StateNo != 302
ID = 315
[State 2E丂忊僄僼僃僋僩2]
type = removeExplod
trigger1 = StateNo != 301
trigger1 = StateNo != 302
ID = 316




[State 2A丂寱慚僄僼僃1]
type = removeExplod
trigger1 = StateNo != 400
ID = 401
[State 2A丂寱慚僄僼僃2]
type = removeExplod
trigger1 = StateNo != 400
ID = 403
[State 2A丂栠傝僄僼僃僋僩]
type = removeExplod
trigger1 = StateNo != 400
ID = 405
[State 2A丂寱僆乕儔]
type = removeExplod
trigger1 = StateNo != 400
ID = 407

[State 3A丂寱慚僄僼僃1]
type = removeExplod
trigger1 = StateNo != 410
ID = 411
[State 3A丂寱慚僄僼僃2]
type = removeExplod
trigger1 = StateNo != 410
ID = 413
[State 3A丂栠傝僄僼僃僋僩]
type = removeExplod
trigger1 = StateNo != 410
ID = 415
[State 3A丂寱僆乕儔]
type = removeExplod
trigger1 = StateNo != 410
ID = 417

[State 2B丂寱慚僄僼僃1]
type = removeExplod
trigger1 = StateNo != 420
ID = 421
[State 2B丂寱慚僄僼僃2]
type = removeExplod
trigger1 = StateNo != 420
ID = 423
[State 2B丂寱僆乕儔1]
type = removeExplod
trigger1 = StateNo != 420
ID = 425
[State 2B丂寱僆乕儔2]
type = removeExplod
trigger1 = StateNo != 420
ID = 427

[State 2C丂寱慚僄僼僃1]
type = removeExplod
trigger1 = StateNo != 440
ID = 441
[State 2C丂寱慚僄僼僃2]
type = removeExplod
trigger1 = StateNo != 440
ID = 443
[State 2C丂寱僆乕儔1]
type = removeExplod
trigger1 = StateNo != 440
ID = 445
[State 2C丂寱僆乕儔2]
type = removeExplod
trigger1 = StateNo != 440
ID = 447




[State 1E丂忊僄僼僃僋僩1]
type = removeExplod
trigger1 = StateNo != 460
ID = 461
[State 1E丂忊僄僼僃僋僩2]
type = removeExplod
trigger1 = StateNo != 460
ID = 462




[State j_5A丂寱慚僄僼僃1]
type = removeExplod
trigger1 = StateNo != 600
ID = 601
[State j_5A丂寱慚僄僼僃2]
type = removeExplod
trigger1 = StateNo != 600
ID = 603
[State j_5A丂栠傝僄僼僃僋僩]
type = removeExplod
trigger1 = StateNo != 600
ID = 605
[State j_5A丂寱僆乕儔]
type = removeExplod
trigger1 = StateNo != 600
ID = 607

[State j_6A丂寱慚僄僼僃1]
type = removeExplod
trigger1 = StateNo != 610
ID = 611
[State j_6A丂寱慚僄僼僃2]
type = removeExplod
trigger1 = StateNo != 610
ID = 613
[State j_6A丂栠傝僄僼僃僋僩]
type = removeExplod
trigger1 = StateNo != 610
ID = 615
[State j_6A丂寱僆乕儔]
type = removeExplod
trigger1 = StateNo != 610
ID = 617

[State j_5B丂寱慚僄僼僃1]
type = removeExplod
trigger1 = StateNo != 620
ID = 621
[State j_5B丂寱慚僄僼僃2]
type = removeExplod
trigger1 = StateNo != 620
ID = 623
[State j_5B丂寱僆乕儔1]
type = removeExplod
trigger1 = StateNo != 620
ID = 625
[State j_5B丂寱僆乕儔2]
type = removeExplod
trigger1 = StateNo != 620
ID = 627
[State j_5B丂栠傝僄僼僃僋僩]
type = removeExplod
trigger1 = StateNo != 620
ID = 629

[State j_5C丂寱慚僄僼僃1]
type = removeExplod
trigger1 = StateNo != 640
ID = 641
[State j_5C丂寱慚僄僼僃2]
type = removeExplod
trigger1 = StateNo != 640
ID = 643
[State j_5C丂寱僆乕儔1]
type = removeExplod
trigger1 = StateNo != 640
ID = 645
[State j_5C丂寱僆乕儔2]
type = removeExplod
trigger1 = StateNo != 640
ID = 647

[State j_6C丂寱慚僄僼僃1]
type = removeExplod
trigger1 = StateNo != 650
ID = 651
[State j_6C丂寱慚僄僼僃2]
type = removeExplod
trigger1 = StateNo != 650
ID = 653
[State j_6C丂寱僆乕儔1]
type = removeExplod
trigger1 = StateNo != 650
ID = 655
[State j_6C丂寱僆乕儔2]
type = removeExplod
trigger1 = StateNo != 650
ID = 657

[State j_5E丂忊僄僼僃僋僩1]
type = removeExplod
trigger1 = StateNo != 660
ID = 661
[State j_5E丂忊僄僼僃僋僩2]
type = removeExplod
trigger1 = StateNo != 660
ID = 662


[State N搳偘丂忊僄僼僃僋僩]
type = removeExplod
trigger1 = StateNo != 703
ID = 710
[State j_搳偘丂寱慚丒寱僆乕儔僄僼僃僋僩]
type = removeExplod
trigger1 = StateNo != 753
ID = 760




[State AB塠娫丂寱慚僄僼僃僋僩1]
type = removeExplod
trigger1 = StateNo != 1100
trigger1 = StateNo != 1110
ID = 1161
[State AB塠娫丂寱慚僄僼僃僋僩2]
type = removeExplod
trigger1 = StateNo != 1100
trigger1 = StateNo != 1110
ID = 1162
[State AB塠娫丂寱慚僄僼僃僋僩3]
type = removeExplod
trigger1 = StateNo != 1100
trigger1 = StateNo != 1110
ID = 1163

[State C塠娫丂寱慚僄僼僃僋僩]
type = removeExplod
trigger1 = StateNo != 1120
ID = 1165

[State 塠娫丂寱僆乕儔1]
type = removeExplod
trigger1 = StateNo != 1100
trigger1 = StateNo != 1110
trigger1 = StateNo != 1120
ID = 1171
[State 塠娫丂寱僆乕儔2]
type = removeExplod
trigger1 = StateNo != 1100
trigger1 = StateNo != 1110
trigger1 = StateNo != 1120
ID = 1172
[State 塠娫丂寱僆乕儔3]
type = removeExplod
trigger1 = StateNo != 1100
trigger1 = StateNo != 1110
trigger1 = StateNo != 1120
ID = 1173
[State 塠娫丂寱僆乕儔4]
type = removeExplod
trigger1 = StateNo != 1100
trigger1 = StateNo != 1110
trigger1 = StateNo != 1120
ID = 1174






[State A巣晻丂巣晻僄僼僃僋僩1]
type = removeExplod
trigger1 = StateNo != 1200
trigger1 = StateNo != 1205
trigger1 = StateNo != 1280
ID = 1260
[State A巣晻丂巣晻僄僼僃僋僩2]
type = removeExplod
trigger1 = StateNo != 1200
ID = 1270
[State B巣晻丂巣晻僄僼僃僋僩1]
type = removeExplod
trigger1 = StateNo != 1210
trigger1 = StateNo != 1215
trigger1 = StateNo != 1280
ID = 1261
[State B巣晻丂巣晻僄僼僃僋僩2]
type = removeExplod
trigger1 = StateNo != 1210
ID = 1271
[State C巣晻丂巣晻僄僼僃僋僩1]
type = removeExplod
trigger1 = StateNo != 1220
trigger1 = StateNo != 1225
trigger1 = StateNo != 1285
ID = 1262
[State C巣晻丂巣晻僄僼僃僋僩2]
type = removeExplod
trigger1 = StateNo != 1220
ID = 1272

[State 嬻拞A巣晻丂巣晻僄僼僃僋僩1]
type = removeExplod
trigger1 = StateNo != 1230
trigger1 = StateNo != 1235
ID = 1266
[State 嬻拞A巣晻丂巣晻僄僼僃僋僩2]
type = removeExplod
trigger1 = StateNo != 1230
ID = 1276
[State 嬻拞B巣晻丂巣晻僄僼僃僋僩1]
type = removeExplod
trigger1 = StateNo != 1240
trigger1 = StateNo != 1235
ID = 1267
[State 嬻拞B巣晻丂巣晻僄僼僃僋僩2]
type = removeExplod
trigger1 = StateNo != 1240
ID = 1277

[State A巣晻攈惗丂忊僄僼僃僋僩1]
type = removeExplod
trigger1 = StateNo != 1205
ID = 1206
[State A巣晻攈惗丂忊僄僼僃僋僩2]
type = removeExplod
trigger1 = StateNo != 1205
ID = 1207
[State B巣晻攈惗丂忊僄僼僃僋僩1]
type = removeExplod
trigger1 = StateNo != 1215
ID = 1216
[State B巣晻攈惗丂忊僄僼僃僋僩2]
type = removeExplod
trigger1 = StateNo != 1215
ID = 1217
[State C巣晻攈惗丂忊僄僼僃僋僩1]
type = removeExplod
trigger1 = StateNo != 1225
ID = 1226
[State C巣晻攈惗丂忊僄僼僃僋僩2]
type = removeExplod
trigger1 = StateNo != 1225
ID = 1227

[State 嬻拞AB巣晻攈惗丂忊僄僼僃僋僩1]
type = removeExplod
trigger1 = StateNo != 1235
ID = 1236
[State 嬻拞AB巣晻攈惗丂忊僄僼僃僋僩2]
type = removeExplod
trigger1 = StateNo != 1235
ID = 1237

[State 懳旘傃摴嬶梡AB巣晻丂寱僆乕儔]
type = removeExplod
trigger1 = StateNo != 1280
ID = 1291
[State 懳旘傃摴嬶梡C巣晻丂寱僆乕儔]
type = removeExplod
trigger1 = StateNo != 1285
ID = 1292

[State 揤嵔丂寱僆乕儔elem1]
type = removeExplod
trigger1 = StateNo != 1300
trigger1 = StateNo != 1310
trigger1 = StateNo != 1320
ID = 1351
[State 揤嵔丂寱僆乕儔elem2]
type = removeExplod
trigger1 = StateNo != 1300
trigger1 = StateNo != 1310
trigger1 = StateNo != 1320
ID = 1352
[State 揤嵔丂寱僆乕儔elem3]
type = removeExplod
trigger1 = StateNo != 1300
trigger1 = StateNo != 1310
trigger1 = StateNo != 1320
ID = 1353
[State 揤嵔丂寱僆乕儔elem4]
type = removeExplod
trigger1 = StateNo != 1300
trigger1 = StateNo != 1310
trigger1 = StateNo != 1320
ID = 1354

[State C揻愗丂寱慚僄僼僃僋僩1]
type = removeExplod
trigger1 = StateNo != 1420
ID = 1453
[State C揻愗丂寱慚僄僼僃僋僩2]
type = removeExplod
trigger1 = StateNo != 1420
ID = 1454
[State C揻愗丂寱慚僄僼僃僋僩3]
type = removeExplod
trigger1 = StateNo != 1420
ID = 1455

[State A揻愗丂寱僆乕儔]
type = removeExplod
trigger1 = StateNo != 1400
ID = 1461
[State B揻愗丂寱僆乕儔]
type = removeExplod
trigger1 = StateNo != 1410
ID = 1462
[State C揻愗丂寱僆乕儔1]
type = removeExplod
trigger1 = StateNo != 1420
ID = 1463
[State C揻愗丂寱僆乕儔2]
type = removeExplod
trigger1 = StateNo != 1420
ID = 1464

[State ABC揻愗丂栠傝1]
type = removeExplod
trigger1 = StateNo != 1285;懳旘傃摴嬶梡C巣晻
trigger1 = StateNo != 1400
trigger1 = StateNo != 1410
trigger1 = StateNo != 1420
ID = 1481
[State ABC揻愗丂栠傝2]
type = removeExplod
trigger1 = StateNo != 1280;懳旘傃摴嬶梡AB巣晻
trigger1 = StateNo != 1400
trigger1 = StateNo != 1410
trigger1 = StateNo != 1420
ID = 1482


[State 塭廻丂寱慚僄僼僃僋僩1]
type = removeExplod
trigger1 = StateNo != 2000
ID = 2061
[State 塭廻丂寱慚僄僼僃僋僩2]
type = removeExplod
trigger1 = StateNo != 2000
ID = 2062
[State 塭廻丂寱慚僄僼僃僋僩3]
type = removeExplod
trigger1 = StateNo != 2000
ID = 2063
[State 塭廻丂寱慚僄僼僃僋僩4]
type = removeExplod
trigger1 = StateNo != 2000
ID = 2064
[State 塭廻丂寱僆乕儔elem1]
type = removeExplod
trigger1 = StateNo != 2000
ID = 2071
[State 塭廻丂寱僆乕儔elem2]
type = removeExplod
trigger1 = StateNo != 2000
ID = 2072
[State 塭廻丂寱僆乕儔elem3]
type = removeExplod
trigger1 = StateNo != 2000
ID = 2073
[State 塭廻丂寱僆乕儔elem4]
type = removeExplod
trigger1 = StateNo != 2000
ID = 2074




[State 惱巃丂寱僆乕儔1]
type = removeExplod
trigger1 = StateNo != 2100
ID = 2151

[State 屚楈丂寱慚僄僼僃僋僩1]
type = removeExplod
trigger1 = StateNo != 2200
ID = 2251
[State 屚楈丂寱慚僄僼僃僋僩2]
type = removeExplod
trigger1 = StateNo != 2200
ID = 2252
[State 屚楈丂栠傝1]
type = removeExplod
trigger1 = StateNo != 2200
ID = 2253
[State 屚楈丂寱慚僄僼僃僋僩3]
type = removeExplod
trigger1 = StateNo != 2200
ID = 2254
[State 屚楈丂寱慚僄僼僃僋僩4]
type = removeExplod
trigger1 = StateNo != 2200
ID = 2255
[State 屚楈丂栠傝2]
type = removeExplod
trigger1 = StateNo != 2200
ID = 2256

[State 屚楈丂寱僆乕儔1]
type = removeExplod
trigger1 = StateNo != 2200
ID = 2261
[State 屚楈丂寱僆乕儔2]
type = removeExplod
trigger1 = StateNo != 2200
ID = 2262
[State 屚楈丂寱僆乕儔3]
type = removeExplod
trigger1 = StateNo != 2200
ID = 2263

;---------------------------------------------------------------------------
;嫟捠僒僂儞僪僄僼僃僋僩
;---------------------------------------------------------------------------

[State se嬻怳傝1];庛宯
type = PlaySnd
trigger1  = StateNo = 200   && AnimElemTime(2)  = 0
trigger2  = StateNo = 210   && AnimElemTime(2)  = 0
trigger3  = StateNo = 400   && AnimElemTime(2)  = 0
trigger4  = StateNo = 410   && AnimElemTime(2)  = 0
trigger5  = StateNo = 600   && AnimElemTime(2)  = 0
trigger6  = StateNo = 610   && AnimElemTime(2)  = 0
trigger7  = StateNo = 753   && AnimElemTime(2)  = 0
trigger8  = StateNo = 1100  && (Anim = 1101 || Anim = 7101 || Anim = 17101) && AnimElemTime(3)  = 0
value = s1,0
channel = 8
[State se嬻怳傝2];拞宯
type = PlaySnd
trigger1  = StateNo = 220   && AnimElemTime(4)  = 0
trigger2  = StateNo = 230   && AnimElemTime(4)  = 0
trigger3  = StateNo = 420   && AnimElemTime(4)  = 0
trigger4  = StateNo = 620   && AnimElemTime(5)  = 0
trigger5  = StateNo = 753   && AnimElemTime(9)  = 0
trigger6  = StateNo = 1110  && (Anim = 1111 || Anim = 7111 || Anim = 17111) && AnimElemTime(3)  = 0
trigger7  = StateNo = 3701  && AnimElemTime(7)  = 0
value = s1,1
channel = 8
lowpriority = 8
[State se嬻怳傝3];嫮宯
type = PlaySnd
trigger1  = StateNo = 240   && AnimElemTime(4)  = 0
trigger2  = StateNo = 440   && AnimElemTime(5)  = 0
trigger3  = StateNo = 640   && AnimElemTime(4)  = 0
trigger4  = StateNo = 650   && AnimElemTime(4)  = 0
trigger5  = StateNo = 660   && AnimElemTime(4)  = 0
trigger6  = StateNo = 753   && AnimElemTime(17) = 0
trigger7  = StateNo = 1120  && (Anim = 1121 || Anim = 7121 || Anim = 17121 | Anim = 1122 || Anim = 7122 || Anim = 17122) && AnimElemTime(3)  = 0
trigger8  = StateNo = 2000  && (Anim = 2001 || Anim = 2002) && AnimElemTime(3)  = 0
value = s1,2
channel = 8
lowpriority = 8
[State se嬻怳傝4];忊傪怳傞壒
type = PlaySnd
trigger1  = StateNo = 291   && AnimElemTime(3)  = 0
trigger2  = StateNo = 292   && AnimElemTime(3)  = 0
trigger3  = StateNo = 301   && AnimElemTime(3)  = 0
trigger4  = StateNo = 302   && AnimElemTime(3)  = 0
trigger5  = StateNo = 460   && AnimElemTime(4)  = 0
trigger6  = StateNo = 660   && AnimElemTime(4)  = 0
trigger7  = StateNo = 1205  && AnimElemTime(4)  = 0
trigger8  = StateNo = 1215  && AnimElemTime(4)  = 0
trigger9  = StateNo = 1225  && AnimElemTime(5)  = 0
trigger10 = StateNo = 1235  && AnimElemTime(5)  = 0
trigger11 = StateNo = 1500  && AnimElemTime(9)  = 0
trigger12 = StateNo = 1510  && AnimElemTime(9)  = 0
trigger13 = StateNo = 1520  && AnimElemTime(9)  = 0
trigger14 = StateNo = 3100  && AnimElemTime(3)  = 0;儂儘價
value = s1,4
channel = 8
lowpriority = 8

[State se擺搧]
type = PlaySnd
trigger1  = Anim    = 181   && AnimElemTime(21) = 0
trigger2  = StateNo = 200   && AnimElemTime(6)  = 0
trigger3  = StateNo = 210   && AnimElemTime(6)  = 0
trigger4  = StateNo = 220   && AnimElemTime(10) = 0
trigger5  = StateNo = 230   && AnimElemTime(9)  = 0
trigger6  = StateNo = 240   && AnimElemTime(12) = 0
trigger7  = StateNo = 400   && AnimElemTime(6)  = 0
trigger8  = StateNo = 410   && AnimElemTime(7)  = 0
trigger9  = StateNo = 420   && AnimElemTime(9)  = 0
trigger10 = StateNo = 440   && AnimElemTime(11) = 0
trigger11 = StateNo = 600   && AnimElemTime(6)  = 0
trigger12 = StateNo = 610   && AnimElemTime(6)  = 0
trigger13 = StateNo = 620   && AnimElemTime(10) = 0
trigger14 = StateNo = 640   && AnimElemTime(10) = 0
trigger15 = StateNo = 650   && AnimElemTime(9)  = 0
trigger16 = StateNo = 723   && AnimElemTime(9)  = 0
trigger17 = StateNo = 753   && AnimElemTime(22) = 0
trigger18 = StateNo = 1000  && AnimElemTime(7)  = 0
trigger19 = StateNo = 1010  && AnimElemTime(7)  = 0
trigger20 = StateNo = 1020  && AnimElemTime(7)  = 0
trigger21 = StateNo = 1100  && AnimElemTime(9)  = 0 && MoveContact ;Anim = 1101
trigger22 = StateNo = 1110  && AnimElemTime(9)  = 0 && MoveContact ;Anim = 1111
trigger23 = StateNo = 1120  && AnimElemTime(8)  = 0 && MoveContact ;(Anim = 1121 || Anim = 1122)
trigger24 = StateNo = 1280  && AnimElemTime(11) = 0
trigger25 = StateNo = 1285  && AnimElemTime(11) = 0
trigger26 = StateNo = 1300  && AnimElemTime(6)  = 0
trigger27 = StateNo = 1310  && AnimElemTime(6)  = 0
trigger28 = StateNo = 1320  && AnimElemTime(6)  = 0
trigger29 = StateNo = 1400  && AnimElemTime(17) = 0
trigger30 = StateNo = 1410  && AnimElemTime(17) = 0
trigger31 = StateNo = 1420  && AnimElemTime(17) = 0
trigger32 = StateNo = 2000  && (Anim = 2001 || Anim = 2002) && AnimElemTime(8)  = 0
trigger33 = StateNo = 2100  && AnimElemTime(7)  = 0
trigger34 = StateNo = 2200  && AnimElemTime(17) = 0
trigger35 = StateNo = 3002  && AnimElemTime(11) = 0
trigger36 = StateNo = 3101  && AnimElemTime(1)  = 1
trigger37 = StateNo = 3102  && AnimElemTime(1)  = 1
trigger38 = StateNo = 3500  && AnimElemTime(7)  = 0
trigger39 = StateNo = 3503  && AnimElemTime(11) = 0
trigger40 = StateNo = 3600  && AnimElemTime(7)  = 0
trigger41 = StateNo = 3603  && AnimElemTime(22) = 0
trigger42 = StateNo = 3700  && AnimElemTime(7)  = 0
trigger43 = StateNo = 3701  && AnimElemTime(13) = 0
trigger44 = StateNo = 3703  && AnimElemTime(31) = 0
value = s1,6
channel = 9

;---------------------------------------------------------------------------
;屚楈儃僀僗
;---------------------------------------------------------------------------
[State voice僐僟儅]
type = PlaySnd
trigger1  = Alive
trigger1  = MoveType != H
trigger1  = NumHelper(2210)
trigger1  = helper(2210),StateNo = 2211
trigger1  = helper(2210),time = 1
value = s114,4
channel = 2

;---------------------------------------------------------------------------
;僟儊乕僕丒晧偗儃僀僗
;---------------------------------------------------------------------------
;晧偗儃僀僗
[State 僿儖僷乕偑挐傞傛]
type = AssertSpecial
trigger1 = TeamMode = single
trigger2 = TeamMode = simul
trigger3 = TeamMode = turns
flag = nokosnd

[State KOvoice僿儖僷乕]
type = Helper
triggerall = var(50) = 0
triggerall = !Alive
triggerall = NumHelper(10900) = 0
trigger1 = TeamMode = single
trigger2 = TeamMode = simul
trigger3 = TeamMode = turns
PosType 		= P1
StateNo 		= 10900
ID 				= 10900
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1

;僟儊乕僕儃僀僗

[State type Light]
type = PlaySnd
triggerall = NumHelper(10900) = 0
triggerall = Alive
triggerall = Movetype = H && stateno != [120,155]
triggerall = stateno != 320

trigger1 = GetHitVar(animtype) = 0
trigger1 = GetHitVar(damage) != 0
trigger2 = GetHitVar(animtype) = [3,5]
trigger2 = GetHitVar(damage) = [1,30]
value = s5000,0+random%3
channel = 2

[State type Medium]
type = PlaySnd
triggerall = NumHelper(10900) = 0
triggerall = Alive
triggerall = Movetype = H && stateno != [120,155]
triggerall = stateno != 320
trigger1 = GetHitVar(animtype) = 1
trigger1 = GetHitVar(damage) != 0
trigger2 = GetHitVar(animtype) = [3,5]
trigger2 = GetHitVar(damage) = [31,60]
value = s5000,10+random%3
channel = 2

[State type Hard]
type = PlaySnd
triggerall = NumHelper(10900) = 0
triggerall = Alive
triggerall = Movetype = H && stateno != [120,155]
triggerall = stateno != 320
trigger1 = GetHitVar(animtype) = 2
trigger1 = GetHitVar(damage) != 0
trigger2 = GetHitVar(animtype) = [3,5]
trigger2 = GetHitVar(damage) >= 61
value = s5000,20+random%3
channel = 2

;[State ]
;type = StopSnd
;trigger1 = !Alive
;channel = 2
;IgnoreHitPause = 1

[State voice僗僞儞傾僯儊]
type = PlaySnd
trigger1 = Anim = 5300
trigger1 = AnimElemTime(1) = 15
value = s111,7
channel = 0

;---------------------------------------------------------------------------
;壒惡偺掆巭
;---------------------------------------------------------------------------
[State voice旕愴摤帪]
type = stopSnd
trigger1 = roundstate = 2
channel = 5
IgnoreHitPause = 1

[State se旕愴摤帪]
type = stopSnd
trigger1 = roundstate = 2
channel = 6
IgnoreHitPause = 1

[State voice]
type = stopSnd
trigger1 = Life = 0
channel = 2
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;傾僰僩僁僷乕僟梡
;---------------------------------------------------------------------------

[State 柍検岝偺堄僔僃僀僋僞僀儉梡]
type = VarAdd
triggerall = var(36) > 0
trigger1 = StateNo != 3000
trigger1 = StateNo != 3100
trigger1 = StateNo != 3500
trigger1 = StateNo != 3600
trigger1 = StateNo != 3700
trigger1 = StateNo != 43500
trigger2 = StateNo = 3000 && time > 50
trigger3 = StateNo = 3100 && time > 62
trigger4 = StateNo = 3500 && time > 95
trigger5 = StateNo = 3600 && time > 140
trigger6 = StateNo = 3700 && time > 168
trigger7 = StateNo = 43500 && time > 22
var(36) = -1
;IgnoreHitPause = 1

[State 杮晄忩偺堄僇僂儞僩僟僂儞]
type = VarAdd
triggerall = var(35) > 0
trigger1 = StateNo != 3000
trigger1 = StateNo != 3100
trigger1 = StateNo != 3500
trigger1 = StateNo != 3600
trigger1 = StateNo != 3700
trigger1 = StateNo != 43500
trigger1 = StateNo != 43800
trigger2 = StateNo = 3000 && time > 50
trigger3 = StateNo = 3100 && time > 62
trigger4 = StateNo = 3500 && time > 95
trigger5 = StateNo = 3600 && time > 140
trigger6 = StateNo = 3700 && time > 168
trigger7 = StateNo = 43500 && time > 22
var(35) = -1
IgnoreHitPause = 1

[State KO僗儘乕側偟]
Type = AssertSpecial
Trigger1 = var(35)
flag = nokoslow
IgnoreHitPause = 1

[State 帪娫掆巭儕僙僢僩]
type = VarSet
trigger1 = RoundState = 3;儔僂儞僪廔椆
var(35) = 0
IgnoreHitPause = 1

[State 柍揋]
type = NotHitBy
Trigger1 = var(35) > 0
value = SCA
IgnoreHitPause = 1

[State 億乕僘]
type = Pause
Trigger1 = var(35) > 0
trigger1 = enemy,life != 0;hitdef埲奜偱儔僀僼傪0偵偟偨偲偒
time = 2
Movetime = 2
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;儌儕僆儌僩
;---------------------------------------------------------------------------
[State 宐傒偺岝夞暅]
type = LifeAdd
triggerAll = roundState = 2
triggerAll = Alive
triggerAll = MoveType != H
triggerAll = gametime%5 = 0
triggerAll = var(58) = 4
triggerAll = var(46) = 6 || var(46) = 2 || var(46) = 4
trigger1 = StateNo != 3000
trigger1 = StateNo != 3100
trigger1 = StateNo != 3500
trigger1 = StateNo != 3600
trigger1 = StateNo != 3700
trigger1 = StateNo != 44500
trigger1 = StateNo != 44600
trigger1 = StateNo != 44800
trigger2 = StateNo = 3000  && time > 50
trigger3 = StateNo = 3100  && time > 62
trigger4 = StateNo = 3500  && time > 95
trigger5 = StateNo = 3600  && time > 140
trigger6 = StateNo = 3700  && time > 168
trigger7 = StateNo = 44500 && time > 32
trigger8 = StateNo = 44500 && time > 25
trigger9 = StateNo = 44800 && time > 102
value = ifelse(var(46)=6,2,1)

;---------------------------------------------------------------------------
;憡庤丂棊壓丒拝抧僄僼僃僋僩
;---------------------------------------------------------------------------

[State 憡庤抧柺僶僂儞僪僄僼僃僋僩]
type = Explod
trigger1 = enemy,time = 1
trigger1 = p2stateno = 4990;憡庤抧柺寖撍
Anim 			= 20910
PosType 		= p2
Pos 			= 0,7
BindTime 		= 1
Scale 			= 0.5,0.5
OwnPal 			= 1
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
ID = 20910

[State 儂僐儕5]
Type = Helper
trigger1 = p2stateno = 2106;僙僀僓儞
trigger1 = NumTarget(2100)
trigger1 = target(2100),time = 1
trigger2 = p2stateno = 1237;嬻僐乕僼
trigger2 = NumTarget(1235)
trigger2 = target(1235),time = 1
StateNo 		= 20994
ID 				= 20994
name 			= "Dust5"
PosType 		= p2
Pos 			= -10,10
OwnPal 			= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;憡庤丂抧忋搳偘敳偗
;---------------------------------------------------------------------------
[State dust抧忋搳偘敳偗]
type = Explod
trigger1 = enemy,stateno = 706
trigger1 = enemy,time = 10
Anim 			= 20990
PosType 		= p2
Pos 			= 20,0
facing 			= -1
BindTime 		= 1
Scale 			= 0.5,0.5
OwnPal 			= 1
PauseMoveTime 	= 999999999999
SprPriority 	= 2
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;憡庤丂悂偒旘偽偟學
;---------------------------------------------------------------------------
;僈乕僪悂偒旘傃夞暅
[State dust傛傠偗夞暅]
type = Explod
trigger1 = enemy,stateno = 295
trigger1 = enemy,time = 13
Anim = 20990
PosType 		= p2
facing 			= -1
BindTime 		= 1
Scale 			= 0.5,0.5
OwnPal 			= 1
PauseMoveTime 	= 999999999999
SprPriority 	= 2

;---------------------------------------------------------------------------
;P2name宯懳墳
;---------------------------------------------------------------------------
;廱傪徟偑偡(崟廐梩)丂憡庤僗僥乕僞僗曄壔
[State -2]
Type = LifeAdd
TriggerAll = Enemy,AuthorName = "tukemon&HAL" && Enemy,Name = "Akiha"
Trigger1 = Enemy,Var(56) = 1
Value = -8
Kill = 0

[State -2]
Type = PowerAdd
TriggerAll = Enemy,AuthorName = "tukemon&HAL" && Enemy,Name = "Akiha"
Trigger1 = Enemy,Var(51)%10 = 2
Trigger1 = Enemy,Var(56) = 1
Value = -33

;---------------------------------------------------------------------------
;廱傪徟偑偡丂憡庤梡
[State -2]
Type = LifeAdd
TriggerAll = Enemy,AuthorName = "嘓" && Enemy,Name = "Akiha_Vermilion"
Trigger1 = Enemy,Var(47) = 1
Value = -5
Kill = 0

[State -2]
Type = PowerAdd
TriggerAll = Enemy,AuthorName = "嘓" && Enemy,Name = "Akiha_Vermilion"
Trigger1 = Enemy,Var(47) = 1
Value = -26

;---------------------------------------------------------------------------
;僷僂僟乕僗僲僂丂憡庤梡
[State -2]
Type = LifeAdd
TriggerAll = Enemy,AuthorName = "嘓" && Enemy,Name = "Len"
Trigger1 = Enemy,Var(47) = 1 || Enemy,Var(48) = 1
Value = -Enemy,Var(47)*4-Enemy,Var(48)*4
Kill = 0
;---------------------------------------------------------------------------
;偠傚偆傠丂憡庤梡
[State -2]
Type = LifeAdd
TriggerAll = Enemy,AuthorName = "嘓" && Enemy,Name = "Hisui"
Trigger1 = Enemy,Var(47) = 1
Value = -10
Kill = 0

[State -2]
Type = PowerAdd
TriggerAll = Enemy,AuthorName = "嘓" && Enemy,Name = "Hisui"
Trigger1 = Enemy,Var(47) = 1
Value = -150
;---------------------------------------------------------------------------
;僽儔僢僋丒僋儔僢僋丂憡庤梡
[State -2]
Type = LifeAdd
TriggerAll = Enemy,AuthorName = "嘓" && Enemy,Name = "Warachia"
Trigger1 = Enemy,Var(47) = 1
Value = -10
Kill = 0

[State -2]
Type = LifeAdd
TriggerAll = Enemy,AuthorName = "嘓" && Enemy,Name = "Warachia"
Trigger1 = Enemy,Var(47) = 2 || Enemy,Var(47) = 4
Value = -15
Kill = 0

[State -2]
Type = LifeAdd
TriggerAll = Enemy,AuthorName = "嘓" && Enemy,Name = "Warachia"
Trigger1 = Enemy,Var(47) = 3
Value = -30
Kill = 0

[State -2]
Type = PowerAdd
TriggerAll = Enemy,AuthorName = "嘓" && Enemy,Name = "Warachia"
Trigger1 = Enemy,Var(47) = 1
Value = 6

[State -2]
Type = PowerAdd
TriggerAll = Enemy,AuthorName = "嘓" && Enemy,Name = "Warachia"
Trigger1 = Enemy,Var(47) = 2 || Enemy,Var(47) = 3 || Enemy,Var(47) = 4
Value = 15
;---------------------------------------------------------------------------
;尰戙堛妛偺媇惖幰偱偡丅丂憡庤梡
[State -2]
Type = LifeAdd
TriggerAll = Enemy,AuthorName = "嘓" && Enemy,Name = "Kohaku"
Trigger1 = Enemy,Var(47) = 1
Value = -5
Kill = 0

;---------------------------------------------------------------------------
;撆岠壥乮僪儘僂傿儞傾儖僇僫)
[State -2]
Type = PowerAdd
TriggerAll = Enemy,AuthorName = "Drowin arcana"
TriggerAll = Enemy,FVar(20) > 0
Trigger1 = Power > 0
Value = -1

[State -2]
Type = LifeAdd
TriggerAll = Enemy,AuthorName = "Drowin arcana"
TriggerAll = Enemy,FVar(20) > 0
Trigger1 = GameTime % 7 = 0
Value = -1
kill = 0

[State -2]
Type = Palfx
TriggerAll = Enemy,AuthorName = "Drowin arcana"
Trigger1 = Enemy,FVar(20) > 0
Add = 100,0,110
Mul = 220,220,220
Time = 5
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;仭惣峴帥桯乆巕丂楈晞媦傃庻柦憡庤僗僥乕僩
[State -2, LifeAdd]
Type       = LifeAdd
TriggerAll = NumEnemy           >= 1
TriggerAll = Enemy,AuthorName    = "Souki" && Enemy,Name   = "Yuyuko Saigyouji"
Trigger1   = Enemy,Var(3)        = 1       || Enemy,Var(3) = 2
Trigger1   = GameTime%6          = 0
Value      = IfElse(Enemy,Var(3) = 1, -2, -3)
Kill       = 0


;---------------------------------------------------------------------------
;僨僶僢僌儌乕僪
;---------------------------------------------------------------------------

[State 僩儗乕僯儞僌憡庤丂奐枊僨僶僢僌儌乕僪婲摦]
type = VarSet
trigger1 = roundstate = 1
trigger1 = P2Name = "Training"
trigger1 = var(1) = 0
var(1) = 120

[state 僨僶僢僌儌乕僪婲摦丂儃僞儞挿墴偟]
type = VarAdd
trigger1 = command = "holds"
trigger1 = command = "holdy"
var(1) =1

[state 僨僶僢僌儌乕僪婲摦丂僺儘儕儞]
type = PlaySnd
trigger1 = var(1) = 120
value = s200,0
[state 僨僶僢僌儌乕僪婲摦丂偟側偄]
type = VarSet
trigger1 = var(1) < 120
trigger1 = command != "holds"
trigger1 = command != "holdy"
var(1) = 0
[state 僨僶僢僌儌乕僪婲摦]
type = VarSet
trigger1 = var(1) = 120
var(1) = 121

[state 僨僶僢僌儌乕僪夝彍丂偆傢乕傫]
type = PlaySnd
trigger1 = var(1) >= 120
trigger1 = command = "holds"
trigger1 = command = "y"
value = s11,0
[state 僨僶僢僌儌乕僪夝彍]
type = VarSet
trigger1 = var(1) >= 120
trigger1 = command = "holds"
trigger1 = command = "y"
var(1) = 0

[state 僨僶僢僌梡丂僞僀儉僼儕乕僘]
type = AssertSpecial
trigger1 = var(1) >= 120
flag = timerfreeze
IgnoreHitPause = 1

[State 僨僶僢僌梡丂儔僀僼MAX僨僶僢僌梡]
type = LifeSet
triggerall = roundstate = 2
triggerall = var(1) >= 120
trigger1 = command = "start"
value = lifemax
[State 僨僶僢僌梡丂僷儚乕MAX僨僶僢僌梡]
type = PowerSet
triggerall = roundstate = 2
triggerall = var(1) >= 120
trigger1 = command = "start"
value = powermax
[State 僨僶僢僌梡丂儂乕儈儞僌僎乕僕MAX]
type = VarSet
triggerall = roundstate = 2
triggerall = var(1) >= 120
trigger1 = command = "start"
fvar(25) = 3000
[State 僨僶僢僌梡丂僼僅乕僗揥奐僼儔僌儕僙僢僩]
type = VarSet
triggerall = roundstate = 2
triggerall = var(1) >= 120
trigger1 = command = "start"
trigger1 = var(46) = 5
var(46) = 0

[State 僨僶僢僌梡丂僸僢僩僗僷乕僋曄峏]
type = VarSet
triggerall = var(1) >= 120
trigger1 = command = "holds" && command = "a"
var(51) = 1
[State 僨僶僢僌梡丂僸僢僩僗僷乕僋曄峏]
type = VarSet
triggerall = var(1) >= 120
trigger1 = command = "holds" && command = "b"
var(51) = 2
[State 僨僶僢僌梡丂僸僢僩僗僷乕僋曄峏]
type = VarSet
triggerall = var(1) >= 120
trigger1 = command = "holds" && command = "c"
 var(51) = 3
[State 僨僶僢僌梡丂僸僢僩僗僷乕僋曄峏]
type = VarSet
triggerall = var(1) >= 120
trigger1 = command = "holds" && command = "z"
var(51) = 0

[state 僨僶僢僌梡丂傾儖僇僫曄峏丂僺儘儕儞]
type = PlaySnd
triggerall = var(1) >= 120
triggerall = command = "holds"
trigger1 = command = "F"
trigger2 = command = "B"
value = s200,0

[State 僨僶僢僌梡丂傾儖僇僫曄峏丂塃擖椡]
type = null
triggerall = var(1) >= 120
triggerall = command = "holds"
triggerall = facing = 1 && command = "F" || facing = -1 && command = "B"
trigger1 = var(58) = 1
trigger1 = var(58) := 2
trigger2 = var(58) = 2
trigger2 = var(58) := 3
trigger3 = var(58) = 3
trigger3 = var(58) := 4
trigger4 = var(58) = 4
trigger4 = var(58) := 6
trigger5 = var(58) = 6
trigger5 = var(58) := 1

[State 僨僶僢僌梡丂傾儖僇僫曄峏丂嵍擖椡]
type = null
triggerall = var(1) >= 120
triggerall = command = "holds"
triggerall = facing = 1 && command = "B" || facing = -1 && command = "F"
trigger1 = var(58) = 1
trigger1 = var(58) := 6
trigger2 = var(58) = 2
trigger2 = var(58) := 1
trigger3 = var(58) = 3
trigger3 = var(58) := 2
trigger4 = var(58) = 4
trigger4 = var(58) := 3
trigger5 = var(58) = 6
trigger5 = var(58) := 4

;s---------------------------------------------------
[State -2-3, 晧偗偰搢傟偨傜僇儊儔奜傊弌傜傟傞]
type = ScreenBound
triggerall = (Life <= 0) || (!Alive) || (Lose)
triggerall = MatchOver || TeamMode = turns
triggerall = (RoundState = 4)
trigger1 = (StateNo = 5150) && (time > 50)	;俲俷搢傟
trigger2 = (StateNo = 170) && (time > 10)	;帪娫愗傟晧偗
value = 0
MoveCamera = 0,0
;s---------------------------------------------------
