[Statedef -2]

;------------------------------------------------------------------------------
;僨僶僢僌昞帵
[State -2, Debug]
type = DisplayToClipboard
trigger1 = 1
text = "fvar(5)=%f,var(58)=%d,var(8)=%f,fvar(9)=%f"
params = fvar(5),var(58),fvar(8),fvar(9)

;[State -2, 僨僶僢僌昞帵偦偺2]
;type = DisplayToClipboard
;trigger1 = 1
;text = " frontedge X=%d,"
;params = floor(facing*(helper(30000+(facing=-1)*10),pos x-pos x))
;ignorehitpause = 1

;[State -2, 僨僶僢僌昞帵偦偺3]
;type = DisplayToClipboard
;trigger1 = 1
;text = "\nDist X=%d,Y=%d, Vel X=%d/10,Y=%d/10 : Power=%d"
;params = floor(P2BodyDist X),ceil(P2BodyDist Y),ceil(enemynear,Vel X*10),floor(enemynear,Vel Y*10),Power
;ignorehitpause = 1



;僐儞僼傿僌

;---------------------------------------------------------------------------
;憰旛僗僉儖偺愝掕
;壓婰偺Value偺抣傪曄偊傞偲丄憰旛僗僉儖偑敪摦偟傑偡丅曄偊傞抣偼奺崁栚偺愢柧傪嶲徠偟偰偔偩偝偄丅
;巜掕偝傟偨抣埲奜偺悢帤傪擖傟傞偲丄0偲敾抐偝傟傑偡丅
;僗僉儖偵偼丄偦傟偧傟僐僗僩偑愝掕偝傟偰偍傝丄崌寁10僐僗僩傑偱帺桼偵愝掕偱偒傑偡丅
;10僐僗僩傪僆乕僶乕偟偨応崌偼丄儅僀僫僗僗僉儖偺亀杊屼椡DOWN亁偑帺摦敪摦偟傑偡丅
;1僐僗僩丄僆乕僶乕偡傞枅偵旐僟儊乕僕偑10亾憹壛偟傑偡丅
;僨僼僅儖僩偱偼丄慡僗僉儖OFF偵側偭偰傑偡丅

;憰旛僗僉儖-峌寕椡傾僢僾
[State -2,Skill ATK]
type = VarSet
trigger1 = RoundState = 0
trigger1 = RoundsExisted = 0
v = 26
Value = 0
;0仺柍偟
;1仺彫(僐僗僩3)峌寕椡1.05攞
;2仺拞(僐僗僩6)峌寕椡1.10攞
;3仺戝(僐僗僩9)峌寕椡1.15攞

;憰旛僗僉儖-夞旔惈擻
[State -2,Skill Kaihi1]
type = VarSet
trigger1 = RoundState = 0
trigger1 = RoundsExisted = 0
v = 27
Value = 0
;0仺柍偟
;1仺+1(僐僗僩7)柍揋帪娫偑6F偺媄偺柍揋帪娫偑10F偵側傞
;2仺+2(僐僗僩9)柍揋帪娫偑6F偺媄偺柍揋帪娫偑12F偵側傞

;憰旛僗僉儖-廤拞
[State -2,Skill Kaihi1]
type = VarSet
trigger1 = RoundState = 0
trigger1 = RoundsExisted = 0
v = 29
Value = 0
;0仺柍偟
;1仺敪摦(僐僗僩3)楤婼僎乕僕偺夞廂検偑1.2攞偵側傞

;憰旛僗僉儖-KO弍
[State -2,Skill KO]
type = VarSet
trigger1 = RoundState = 0
trigger1 = RoundsExisted = 0
v = 30
Value = 0
;0仺柍偟
;1仺敪摦(僐僗僩2)傔傑偄抣拁愊検偑1.2攞偵側傞

;憰旛僗僉儖-儃儅乕
[State -2,Skill Bommer]
type = VarSet
trigger1 = RoundState = 0
trigger1 = RoundsExisted = 0
v = 31
Value = 0
;0仺柍偟
;1仺敪摦(僐僗僩6)慡敋抏偺埿椡偑1.5攞偵側傝丄敋抏挷崌悢偑忢偵1偮憹偊傞

;憰旛僗僉儖-懱弍
[State -2,Skill Taijutsu]
type = VarSet
trigger1 = RoundState = 0
trigger1 = RoundsExisted = 0
v = 32
Value = 0
;0仺柍偟
;1仺+1(僐僗僩12)慡僎乕僕媄偺僎乕僕徚旓検偑4暘偺3偵側傞
;2仺+2(僐僗僩17)慡僎乕僕媄偺僎乕僕徚旓検偑敿暘偵側傞

;憰旛僗僉儖-夞暅懍搙
[State -2,Skill Kaifuku Sokudo]
type = VarSet
trigger1 = RoundState = 0
trigger1 = RoundsExisted = 0
v = 34
Value = 0
;0仺柍偟
;1仺+1(僐僗僩4)儔僀僼偑帺摦夞暅偡傞傛偆偵側傞
;2仺+2(僐僗僩8)儔僀僼偑+1偺2攞偺懍搙偱帺摦夞暅偡傞傛偆偵側傞

;憰旛僗僉儖-僗僞儈僫媫懍夞暅
[State -2,Skill Kyusoku Kaifuku]
type = VarSet
trigger1 = RoundState = 0
trigger1 = RoundsExisted = 0
v = 35
Value = 0
;0仺柍偟
;1仺敪摦(僐僗僩3)捠忢峌寕偺僎乕僕夞廂検偑1.5攞偵側傞

;憰旛僗僉儖-椡偺奐曻
[State -2,Skill Chikara no Kaihou]
type = VarSet
trigger1 = RoundState = 0
trigger1 = RoundsExisted = 0
v = 36
Value = 0
;0仺柍偟
;1仺+1(僐僗僩3)帋崌奐巒90昩屻偵20昩娫丄師偺岠壥偑敪摦偡傞
;夞旔惈擻+1丒懱弍+1丒峌寕椡1.1攞丒杊屼椡1.1攞(僟儊乕僕傪庴偗偨検偵墳偠偰敪摦偑憗傑傞)
;2仺+2(僐僗僩6)帋崌奐巒90昩屻偵20昩娫丄師偺岠壥偑敪摦偡傞
;夞旔惈擻+2丒懱弍+2丒峌寕椡1.2攞丒杊屼椡1.2攞(僟儊乕僕傪庴偗偨検偵墳偠偰敪摦偑憗傑傞)

;憰旛僗僉儖-晄孅
[State -2,Skill Fukutsu]
type = VarSet
trigger1 = RoundState = 0
trigger1 = RoundsExisted = 0
v = 39
Value = 0
;0仺柍偟
;1仺敪摦(僐僗僩1)儔僂儞僪偵攕杒偡傞搙偵峌寕椡偑1.1攞丒1.2攞偲憹偊偰偄偔

;憰旛僗僉儖-僈乕僪惈擻
[State -2,Guard Seinouo]
type = VarSet
trigger1 = RoundState = 0
trigger1 = RoundsExisted = 0
v = 43
Value = 0
;0仺柍偟
;1仺+1(僐僗僩2)儔儞僗偺僇僂儞僞乕偑挻昁堄奜偱嬄偗斀傜側偔側傞丒EX僇僂儞僞乕偲僈乕僪撍恑偼慡偔嬄偗斀傜側偔側傝丄僈乕僪撍恑偺傾乕儅乕夞悢偑1夞憹偊傞
;2仺+2(僐僗僩4)僇僂儞僞乕丄EX僇僂儞僞乕丄僈乕僪撍恑偑嫰傑側偔側傝丄僈乕僪撍恑偺傾乕儅乕悢偑2夞憹偊傞

;憰旛僗僉儖-挷崌惉岟棪
[State -2,Chougou]
type = VarSet
trigger1 = RoundState = 0
trigger1 = RoundsExisted = 0
v = 41
Value = 0
;0仺柍偟
;1仺20%UP(僐僗僩2)擫偺挷崌弍偺敪摦妋棪偑悢帺暘忋徃偡傞
;2仺45%UP(僐僗僩4)擫偺挷崌弍偺敪摦妋棪偑悢帺暘忋徃偡傞

;---------------------------------------------------------------------------
;敋抏弶婜悢
;偙偙偺Var偺抣傪曄偊傞偲丄奺庬敋抏偺弶婜僗僩僢僋悢傪曄峏偱偒傑偡丅
[State -1, 0];彫僞儖弶婜悢
type = VarSet
trigger1 = RoundState = 0
trigger1 = RoundsExisted = 0
var(10) = 5

[State -1, 0];彫僞儖G弶婜悢
type = VarSet
trigger1 = RoundState = 0
trigger1 = RoundsExisted = 0
var(11) = 3

[State -1, 0];懪偪忋偘弶婜悢
type = VarSet
trigger1 = RoundState = 0
trigger1 = RoundsExisted = 0
var(12) = 5

[State -1, 0];懪偪忋偘G弶婜悢
type = VarSet
trigger1 = RoundState = 0
trigger1 = RoundsExisted = 0
var(13) = 3

;---------------------------------------------------------------------------
;僔價儗悌偺悢
[State -2, 0]
type = VarSet
trigger1 = RoundState = 0
trigger1 = RoundsExisted = 0
fvar(28) = 1;1儔僂儞僪偱巊偊傞僔價儗悌偺悢(弶婜1屄丒忋尷柍偟)
;---------------------------------------------------------------------------
;僱僐偺杊屼弍-敪摦妋棪
[State -2,Bougyo Jutsu]
type = VarSet
trigger1 = 1
v = 21
Value = 15;0乣100偱愝掕丅1=1%(僨僼僅儖僩15亾)

;僱僐偺婲忋偑傝弍-敪摦妋棪

[State -2,Okiagari Jutsu]
type = VarSet
trigger1 = 1
v = 23
Value = 10;0乣100偱愝掕丅1=1%(僨僼僅儖僩10亾)
;---------------------------------------------------------------------------
;楙婼僎乕僕埵抲挷惍廲
[State -2, 0]
type = VarSet
trigger1 = 1
var(15) = -5;悢帤傪憹傗偡偲壓偵丄尭傜偡偲忋偵堏摦偟傑偡丅

;楙婼僎乕僕埵抲挷惍墶
[State -2, 0]
type = VarSet
trigger1 = 1
var(14) = 0;悢帤傪憹傗偡偲拞墰偵丄尭傜偡偲奜懁偵堏摦偟傑偡丅

;---------------------------------------------------------------------------
;尭婥SE僗僀僢僠
[State -2, 0]
type = VarSet
trigger1 = 1
var(16) = 1;0偱尭婥SE柍偟丒1偱桳傝

;---------------------------------------------------------------------------
;EX儌乕僪乧偲偄偆柤偺儃僣媄奐曻儌乕僪
[State -2, 0]
type = VarSet
trigger1 = 1
var(49) = 0;0偱捠忢丒1偱EX儌乕僪


;僐儞僼傿僌偼偙偙傑偱偱偡丅
;---------------------------------------------------------------------------
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52
trigger2 = stateno = 106
value = 40, 0

劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僐儞儃惂屼梡
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[state -2];fvar(9)丂懳嬻梡
type=varset
triggerall=fvar(9)=0
trigger1=enemynear,statetype=A
Trigger1=enemynear,movetype!=H
trigger1=stateno=[1200,1202]
fvar(9)=1

[state -2];fvar(9)丂弶婜壔
type=varset
triggerall=fvar(9)
trigger1=P2stateno=5120
trigger2=movetype=H
trigger3=enemynear,Statetype=L
trigger4=enemynear,stateno=[13600,13620]
fvar(9)=0

[state -2];fvar(8)丂弶婜壔
type=varset
triggerall=fvar(8)
trigger1=enemynear,Statetype=L
trigger2=movetype=H
trigger3=P2stateno=5120
trigger4=enemynear,stateno=[13600,13620]
fvar(8)=0

[state -2];var(50)丂弶婜壔
type=varset
triggerall=var(50)
trigger1=enemynear,Statetype=L
trigger2=stateno=[150,159]
trigger3=enemynear,movetype=H
Trigger4=stateno=[5000,5120]
var(50)=0

[state -2,廳椡壛懍搙]
type=null
triggerall=numenemy
trigger1=enemy,movetype=h&&enemy,stateno!=[120,155]
trigger1=fvar(5):=enemy,gethitvar(yaccel)
trigger2=fvar(5):=enemy,const(movement.yaccel)
trigger3=enemy,movetype=h&&enemy,stateno=11709
trigger3=fvar(5):=enemy,gethitvar(yaccel)

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僗僉儖僥儞僾儗&AI偺惈擻曄壔
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State -2];擲傝
Type = varset
TriggerAll = var(59)>0
TriggerAll = var(58)>=15
Trigger1=var(51)=1
var(21) = 70
persistent=0

[State -2];擲傝
Type = varset
TriggerAll = var(59)>0
Trigger1=life<=250
Trigger1=var(51)=2
var(21) = 40
persistent=0

[State -2];擲傝
Type = varset
TriggerAll = var(59)>0
Trigger1=life>250
Trigger1=var(51)=2
var(21) = 20
persistent=0

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

;敋抏弶婜悢
[State -1, 0];彫僞儖弶婜悢
type = VarSet
Trigger1 = var(59) > 0
Trigger1 = var(55) = 2
var(10) = 10
persistent=0

[State -1, 0];彫僞儖弶婜悢
type = VarSet
Trigger1 = var(59) > 0
Trigger1 = var(55) = 3
var(10) = 0
persistent=0

[State -1, 0];彫僞儖G弶婜悢
type = VarSet
Trigger1 = var(59) > 0
Trigger1 = var(55) = 2
var(11) = 6
persistent=0

[State -1, 0];彫僞儖G弶婜悢
type = VarSet
Trigger1 = var(59) > 0
Trigger1 = var(55) = 3
var(11) = 0
persistent=0

[State -1, 0];懪偪忋偘弶婜悢
type = VarSet
Trigger1 = var(59) > 0
Trigger1 = var(55) = 2
var(12) = 10
persistent=0

[State -1, 0];懪偪忋偘弶婜悢
type = VarSet
Trigger1 = var(59) > 0
Trigger1 = var(55) = 3
var(12) = 0
persistent=0

[State -1, 0];懪偪忋偘G弶婜悢
type = VarSet
Trigger1 = var(59) > 0
Trigger1 = var(55) = 2
var(13) = 6
persistent=0

[State -1, 0];懪偪忋偘G弶婜悢
type = VarSet
Trigger1 = var(59) > 0
Trigger1 = var(55) = 3
var(13) = 0
persistent=0

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;憰旛僗僉儖-峌寕椡傾僢僾

[State -2,Skill ATK]
type = VarSet
trigger1 = RoundsExisted = 0 && RoundState =0
Trigger1 = var(51) = 2
Trigger1 = var(56) = 1
v = 26
Value = 1

[State -2,Skill ATK]
type = VarSet
trigger1 = RoundsExisted = 0 && RoundState =0
Trigger1 = var(51) = 2
Trigger1 = var(56) != 1
v = 26
Value = 0

[State -2,Skill ATK]
type = VarRandom
trigger1 = RoundsExisted = 0 && RoundState =0
Trigger1 = var(51) = 1
v = 26
range = 0,3
persistent=0

;0仺柍偟丒1仺彫(僐僗僩3)丒2仺拞(僐僗僩6)丒3仺戝(僐僗僩9)
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;憰旛僗僉儖-夞旔惈擻
[State -2,Skill Kaihi1]
type = VarSet
trigger1 = RoundsExisted = 0 && RoundState =0
Trigger1 = var(51) = 2
v = 27
Value = 0

[State -2,Skill Kaihi1]
type = VarRandom
trigger1 = RoundsExisted = 0 && RoundState =0
Trigger1 = var(51) = 1
v = 27
range = 0,2
persistent=0
;0仺柍偟丒1仺+1(僐僗僩7)丒2仺+2(僐僗僩11)
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;憰旛僗僉儖-廤拞
[State -2,Skill Kaihi1]
type = VarSet
trigger1 = RoundsExisted = 0 && RoundState =0
Trigger1 = var(51) = 2
Trigger1 = var(56) = 3
v = 29
Value = 1

;憰旛僗僉儖-廤拞
[State -2,Skill Kaihi1]
type = VarSet
trigger1 = RoundsExisted = 0 && RoundState =0
Trigger1 = var(51) = 2
Trigger1 = var(56) = 1&&var(55)=3
v = 29
Value = 1

;[State -2,Skill Kaihi1]
;type = VarSet
;trigger1 = RoundsExisted = 0 && RoundState =0
;Trigger1 = var(51) = 2
;Trigger1 = var(56)!= 3
;v = 29
;Value = 0

[State -2,Skill Kaihi1]
type = VarRandom
trigger1 = RoundsExisted = 0 && RoundState =0
Trigger1 = var(51) = 1
v = 29
range = 0,1
persistent=0

;0仺柍偟丒1仺敪摦(僐僗僩3)
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;憰旛僗僉儖-KO弍
[State -2,Skill KO]
type = VarSet
trigger1 = RoundsExisted = 0 && RoundState =0
Trigger1 = var(51) = 2
Trigger1 = var(56) = 3
Trigger1 = var(55)!=2
v = 30
Value = 1

[State -2,Skill KO]
type = VarSet
trigger1 = RoundsExisted = 0 && RoundState =0
Trigger1 = var(51) = 2
Trigger1 = var(56) != 3
v = 30
Value = 0

[State -2,Skill KO]
type = VarRandom
trigger1 = RoundsExisted = 0 && RoundState =0
Trigger1 = var(51) = 1
v = 30
range = 0,1
persistent=0

;0仺柍偟丒1仺敪摦(僐僗僩2)
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;憰旛僗僉儖-儃儅乕
[State -2,Skill Bommer]
type = VarSet
trigger1 = RoundsExisted = 0 && RoundState =0
Trigger1 = var(51) > 0
Trigger1 = var(55) = 2
v = 31
Value = 1

[State -2,Skill Bommer]
type = VarRandom
trigger1 = RoundsExisted = 0 && RoundState =0
Trigger1 = var(51) = 1
v = 31
range = 0,1
persistent=0

;0仺柍偟丒1仺敪摦(僐僗僩10)
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;憰旛僗僉儖-懱弍
[State -2,Skill Taijutsu]
type = VarSet
trigger1 = RoundsExisted = 0 && RoundState =0
Trigger1 = var(51) = 2
v = 32
Value = 0

[State -2,Skill Taijutsu]
type = VarRandom
trigger1 = RoundsExisted = 0 && RoundState =0
Trigger1 = var(51) = 1
v = 32
range = 0,2
persistent=0

;0仺柍偟丒1仺+1(僐僗僩15)丒2仺+2(僐僗僩20)
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;憰旛僗僉儖-夞暅懍搙
[State -2,Skill Kaifuku Sokudo]
type = VarSet
trigger1 = RoundsExisted = 0 && RoundState =0
Trigger1 = var(51) = 2
Trigger1 = var(56) = 2
v = 34
Value = 2

[State -2,Skill Kaifuku Sokudo]
type = VarSet
trigger1 = RoundsExisted = 0 && RoundState =0
Trigger1 = var(51) = 2
Trigger1 = var(56)!= 2
v = 34
Value = 0

[State -2,Skill Kaifuku Sokudo]
type = VarRandom
trigger1 = RoundsExisted = 0 && RoundState =0
Trigger1 = var(51) = 1
v = 34
range = 0,2
persistent=0

;0仺柍偟丒1仺+1(僐僗僩4)丒2仺+2(僐僗僩8)
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;憰旛僗僉儖-僗僞儈僫媫懍夞暅
[State -2,Skill Kyusoku Kaifuku]
type = VarSet
trigger1 = RoundsExisted = 0 && RoundState =0
Trigger1 = var(51) = 2
Trigger1 = var(56) = 3
v = 35
Value = 1

[State -2,Skill Kyusoku Kaifuku]
type = VarSet
trigger1 = RoundsExisted = 0 && RoundState =0
Trigger1 = var(51) = 2
Trigger1 = var(56)!= 3
v = 35
Value = 0

[State -2,Skill Kyusoku Kaifuku]
type = VarRandom
trigger1 = RoundsExisted = 0 && RoundState =0
Trigger1 = var(51) = 1
v = 35
range = 0,1
persistent=0

;0仺柍偟丒1仺敪摦(僐僗僩3)
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;憰旛僗僉儖-椡偺奐曻
[State -2,Skill Chikara no Kaihou]
type = VarSet
trigger1 = RoundsExisted = 0 && RoundState =0
Trigger1 = var(51) = 2
Trigger1 = var(56) = 1
v = 36
Value = 1

;憰旛僗僉儖-椡偺奐曻
[State -2,Skill Chikara no Kaihou]
type = VarSet
trigger1 = RoundsExisted = 0 && RoundState =0
Trigger1 = var(51) = 2
Trigger1 = var(56)!= 1
v = 36
Value = 0

[State -2,Skill Chikara no Kaihou]
type = VarRandom
trigger1 = RoundsExisted = 0 && RoundState =0
Trigger1 = var(51) = 1
v = 36
range = 0,2
persistent=0

;0仺柍偟丒1仺+1(僐僗僩7)丒2仺+2(僐僗僩14)
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;憰旛僗僉儖-晄孅
[State -2,Skill Fukutsu]
type = VarSet
trigger1 = RoundsExisted = 0 && RoundState =0
Trigger1 = var(51) = 2
Trigger1 = var(56) = 1||var(56) = 3
v = 39
Value = 1

;[State -2,Skill Fukutsu]
;type = VarSet
;trigger1 = RoundsExisted = 0 && RoundState =0
;Trigger1 = var(51) = 2
;Trigger1 = var(56)!= 1
;v = 39
;Value = 0

[State -2,Skill Fukutsu]
type = VarRandom
trigger1 = RoundsExisted = 0 && RoundState =0
Trigger1 = var(51) = 1
v = 39
range = 0,1
persistent=0

;0仺柍偟丒1仺敪摦(僐僗僩2)
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;憰旛僗僉儖-僈乕僪惈擻

[State -2,Guard Seinouo]
type = VarSet
trigger1 = RoundsExisted = 0 && RoundState =0
Trigger1 = var(51) = 2
Trigger1 = var(56) = 2
Trigger1 = var(55)!= 2
v = 43
Value = 1

[State -2,Guard Seinouo]
type = VarSet
trigger1 = RoundsExisted = 0 && RoundState =0
Trigger1 = var(51) = 2
Trigger1 = var(56)!= 2
v = 43
Value = 0

[State -2,Guard Seinouo]
type = VarRandom
trigger1 = RoundsExisted = 0 && RoundState =0
Trigger1 = var(51) = 1
v = 43
range = 0,2
persistent=0

;0仺柍偟丒1仺+1(僐僗僩2)丒2仺+2(僐僗僩4)
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;憰旛僗僉儖挷崌惉岟棪
[State -2,Chougou]
type = VarSet
trigger1 = RoundsExisted = 0 && RoundState =0
Trigger1 = var(51) = 2
Trigger1 = var(55) = 2
v = 41
Value = 2

[State -2,Chougou]
type = VarSet
trigger1 = RoundsExisted = 0 && RoundState =0
Trigger1 = var(51) = 2
Trigger1 = var(55) = 1&&var(56) = 1
v = 41
Value = 2

;[State -2,Chougou]
;type = VarSet
;trigger1 = RoundsExisted = 0 && RoundState =0
;Trigger1 = var(51) = 2
;Trigger1 = var(55)=3
;v = 41
;Value = 0

[State -2,Chougou]
type = VarRandom
trigger1 = RoundsExisted = 0 && RoundState =0
Trigger1 = var(51) = 1
v = 41
range = 0,2
persistent=0

;0仺柍偟丒1仺20%UP(僐僗僩2)丒2仺45%UP(僐僗僩5)

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;抂擣幆梡
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[state -2];塃僗僥乕僕抂敾掕梡丅ID傗stateno偑懠偺僿儖僷乕偲旐傜側偄傛偆偵拲堄丅
type=Helper
triggerall=!ishelper
trigger1=!numhelper(30000)
helpertype=normal
name="right_edge"
ID=30000
pos=0, 0
postype=right
facing=1
stateno=30000
ownpal=1
supermovetime=99999
pausemovetime=99999

[state -2];塃僗僥乕僕抂敾掕梡丅ID傗stateno偑懠偺僿儖僷乕偲旐傜側偄傛偆偵拲堄丅
type=Helper
triggerall=!ishelper
trigger1=!numhelper(30010)
helpertype=normal
name="reft_edge"
ID=30010
pos=0, 0
postype=reft
facing=-1
stateno=30010
ownpal=1
supermovetime=99999
pausemovetime=99999


;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

;---------------------------------------------------------------------------
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52
trigger2 = stateno = 106
value = 40, 0

;---------------------------------------------------------------------------
;敋抏娗棟
[State -1, 0];彫僞儖嵟戝悢
type = VarSet
trigger1 = var(10) > 10
var(10) = 10

[State -2, 0];彫僞儖G嵟戝悢
type = VarSet
trigger1 = var(11) > 10
var(11) = 10

[State -2, 0];懪偪忋偘嵟戝悢
type = VarSet
trigger1 = var(12) > 10
var(12) = 10

[State -2, 0];懪偪忋偘G嵟戝悢
type = VarSet
trigger1 = var(13) > 10
var(13) = 10

[State -2, 0];彫僞儖嵟彫悢
type = VarSet
trigger1 = var(10) < 0
var(10) = 0

[State -2, 0];彫僞儖G嵟彫悢
type = VarSet
trigger1 = var(11) < 0
var(11) = 0

[State -2, 0];懪偪忋偘嵟彫悢
type = VarSet
trigger1 = var(12) < 0
var(12) = 0

[State -1, 0];懪偪忋偘G嵟彫悢
type = VarSet
trigger1 = var(13) < 0
var(13) = 0

;敋抏巆悢僌儔僼傿僢僋
[State -2, bomb]
type = Explod
trigger1 = TeamSide = 1
anim = 7009
scale = 0.5,0.5
postype = left
pos = 2,220
sprpriority = 3
ignorehitpause = 1
bindtime = -1
ownpal = 1

;彫僞儖敋抏巆悢僇僂儞僩
[State -2, bomb]
type = Explod
trigger1 = TeamSide = 1
anim = 7030 + var(10)
scale = 0.5,0.5
postype = left
pos = 25,228
sprpriority = 3
ignorehitpause = 1
bindtime = -1
ownpal = 1

;彫僞儖敋抏G巆悢僇僂儞僩
[State -2, bomb]
type = Explod
trigger1 = TeamSide = 1
anim = 7010 + var(11)
scale = 0.5,0.5
postype = left
pos = 49,228
sprpriority = 3
ignorehitpause = 1
bindtime = -1
ownpal = 1

;懪偪忋偘&懪偪壓敋抏巆悢僇僂儞僩
[State -2, bomb]
type = Explod
trigger1 = TeamSide = 1
anim = 7030 + var(12)
scale = 0.5,0.5
postype = left
pos = 94,228
sprpriority = 3
ignorehitpause = 1
bindtime = -1
ownpal = 1

;懪偪忋偘&懪偪壓偘僞儖敋抏G巆悢僇僂儞僩
[State -2, bomb]
type = Explod
trigger1 = TeamSide = 1
anim = 7010 + var(13)
scale = 0.5,0.5
postype = left
pos = 117,228
sprpriority = 3
ignorehitpause = 1
bindtime = -1
ownpal = 1

;敋抏巆悢僌儔僼傿僢僋
[State -2, bomb]
type = Explod
trigger1 = TeamSide = 2
anim = 7009
scale = 0.5,0.5
postype = right
pos = -162,220
sprpriority = 3
ignorehitpause = 1
bindtime = -1
ownpal = 1

;彫僞儖敋抏巆悢僇僂儞僩
[State -2, bomb]
type = Explod
trigger1 = TeamSide = 2
anim = 7030 + var(10)
scale = 0.5,0.5
postype = right
pos = -139,228
sprpriority = 3
ignorehitpause = 1
bindtime = -1
ownpal = 1

;彫僞儖敋抏G巆悢僇僂儞僩
[State -2, bomb]
type = Explod
trigger1 = TeamSide = 2
anim = 7010 + var(11)
scale = 0.5,0.5
postype = right
pos = -115,228
sprpriority = 3
ignorehitpause = 1
bindtime = -1
ownpal = 1

;懪偪忋偘&懪偪壓敋抏巆悢僇僂儞僩
[State -2, bomb]
type = Explod
trigger1 = TeamSide = 2
anim = 7030 + var(12)
scale = 0.5,0.5
postype = right
pos = -70,228
sprpriority = 3
ignorehitpause = 1
bindtime = -1
ownpal = 1

;懪偪忋偘&懪偪壓偘僞儖敋抏G巆悢僇僂儞僩
[State -2, bomb]
type = Explod
trigger1 = TeamSide = 2
anim = 7010 + var(13)
scale = 0.5,0.5
postype = right
pos = -47,228
sprpriority = 3
ignorehitpause = 1
bindtime = -1
ownpal = 1
;---------------------------------------------------------------------------
;僟儊乕僕曗惓
;僸僢僩僇僂儞僩
[State -2, damage]
type = VarAdd
trigger1 = MoveHit = 1
fvar(27) = 1

;4僸僢僩傑偱偺僟儊乕僕曗惓(曗惓柍偟)
[State -2,combo_damag4]
type = VarSet
trigger1 = fvar(27)<= 4 
trigger2 = p2movetype != H
fvar(10) = 1.00

;5僸僢僩埲崀偺僟儊乕僕曗惓(1僸僢僩偛偲偵12亾偢偮尭彮乯
[State -2, damage]
type = VarSet
trigger1 = roundstate = 2
trigger1 = fvar(27) >= 5
trigger1 = fvar(27) <= 10
fvar(10) = 1.00 - (((fvar(27)) - 4) * 0.12) 

;11乣15僸僢僩偺僟儊乕僕曗惓(1僸僢僩偛偲偵4亾偢偮尭彮丒20亾傑偱掅壓)
[State -2, damage]
type = VarSet
trigger1 = fvar(27) >= 11
trigger1 = fvar(27) <= 15
fvar(10) = 0.40 - (((fvar(27)) - 10) * 0.04) 

;15僸僢僩埲崀偺僐儞儃曗惓(20亾偱屌掕)
[State -2, damage]
type = VarSet
trigger1 = fvar(10) <= 0.20
fvar(10) = 0.20

;挻昁嶦媄曗惓(嵟掅50%曐徹)
[State -2, damage]
type = VarSet
trigger1 = fvar(10) <= 0.50
trigger1 = stateno = [1502,1554]
fvar(10) = 0.50

;僐儞儃曗惓+媄曗惓
[State -2, damage]
type = VarSet
trigger1 = fvar(10) - fvar(12) > 0.2
fvar(13) = fvar(10) - fvar(12)

;僐儞儃曗惓+媄曗惓嵟掅抣(嵟掅抣20亾)
[State -2, damage]
type = VarSet
trigger1 = fvar(10) - fvar(12) <= 0.2
fvar(13) = 0.20

;僐儞儃曗惓+媄曗惓儕僙僢僩
[State -2, damage]
type = VarSet
trigger1 = p2movetype != H
trigger2 = enemy,GethitVar(hitcount) = 0
fvar(13) = 1.00

;僐儞儃曗惓儕僙僢僩
[State -2, damage_reset]
type = VarSet
trigger1 = p2movetype != H
trigger2 = enemy,GethitVar(hitcount) = 0
fvar(10) = 1.00

;僸僢僩僇僂儞僩曗惓儕僙僢僩
[State -2, damage_reset]
type = VarSet
trigger1 = p2movetype != H
trigger2 = enemy,GethitVar(hitcount) = 0
fvar(27) = 0

;媄曗惓儕僙僢僩
[State -2, damage_reset]
type = VarSet
trigger1 = p2movetype != H
trigger2 = enemy,GethitVar(hitcount) = 0
fvar(12) = 0.00

;僟儊乕僕曗惓(僐儞儃曗惓 * 壩帠応 * 峌寕椡傾僢僾 * (楙婼MAX嫮壔 + 楙婼怓嫮壔)) * 椡偺奐曻 * 掙椡 * 夛怱)
[State -2, damage]
type = AttackMulSet
trigger1 = 1
value = fvar(13) * fvar(11) * (1 + (0.05 * var(26))) * (fvar(32) + fvar(35)) * (1 + (Var(36) * fvar(15)) * 0.2) * (1 + (0.1 * var(40))) * (1 + (0.5 * var(46)))

;---------------------------------------------------------------------------
;僱僐偺壩帠応椡

;壩帠応敪摦(儔僀僼嵟戝抣偺10暘偺1埲壓偵側偭偨傜敪摦)
[State -2, kajiba]
type = VarSet
trigger1 = life <= lifemax * 0.1
trigger1 = life >= 1
fvar(11) = 1.2

;壩帠応夝彍
[State -2, kajiba]
type = VarSet
trigger1 = life > lifemax * 0.1
fvar(11) = 1.0

;壩帠応昞帵
[State -2, kajiba]
type = Explod
trigger1 = TeamSide = 1
trigger1 = (GameTime% 65 )= 0
trigger1 = fvar(11) = 1.2
anim = 8004
scale = 0.5,0.5
postype = left
pos = 40,65
sprpriority = 2
ignorehitpause = 1
bindtime = -1
ownpal = 1

;壩帠応昞帵儊僀儞
[State -2, kajiba]
type = Explod
trigger1 = TeamSide = 1
trigger1 = fvar(11) = 1.2
anim = 8005
scale = 0.5,0.5
postype = left
pos = 40,65
sprpriority = 3
ignorehitpause = 1
bindtime = -1
ownpal = 1

;壩帠応昞帵2
[State -2, kajiba]
type = Explod
trigger1 = TeamSide = 2
trigger1 = (GameTime% 65 )= 0
trigger1 = fvar(11) = 1.2
anim = 8004
scale = 0.5,0.5
postype = right
pos = -40,65
sprpriority = 2
ignorehitpause = 1
bindtime = -1
ownpal = 1

;壩帠応昞帵儊僀儞2
[State -2, kajiba]
type = Explod
trigger1 = TeamSide = 2
trigger1 = fvar(11) = 1.2
anim = 8005
scale = 0.5,0.5
postype = right
pos = -40,65
sprpriority = 3
ignorehitpause = 1
bindtime = -1
ownpal = 1

;---------------------------------------------------------------------------
;楙婼僎乕僕娗棟
;楙婼僎乕僕嵟戝抣
[State -2,renki]
type = VarSet
trigger1 = fvar(30) > 101
ignorehitpause = 1
persistent = 0
fvar(30) = 101

;楙婼僎乕僕嵟彫抣
[State -2,renki]
type = VarSet
trigger1 = fvar(30) < 0
ignorehitpause = 1
persistent = 0
fvar(30) = 0

;楙婼僎乕僕MAX帩懕帪娫
[State -2,renki];
type = VarSet
trigger1 = fvar(30) = 101
ignorehitpause = 1
persistent = 0
fvar(31) = 1200

;楙婼僎乕僕MAX僇僂儞僩僗僞乕僩
[State -2,renki]
type = VarAdd
trigger1 = fvar(30) = 101
ignorehitpause = 1
persistent = 0
fvar(30) = -1

;楙婼僎乕僕MAX嫮壔
[State -2, renki]
type = VarSet
trigger1 = fvar(31) > 0
fvar(32) = 1.1

;楙婼僎乕僕MAX嫮壔夝彍
[State -2, renki]
type = VarSet
trigger1 = fvar(31) = 0
fvar(32) = 1.0



;楙婼僎乕僕僌儔僼傿僢僋
;柍怓仺fvar(31)偑0
;敀怓仺fvar(31)偑1埲忋丄5400埲壓(80昩帩懕)
;墿怓仺fvar(31)偑5401埲忋丄8400埲壓(50昩帩懕)
;愒怓仺fvar(31)偑9601埲忋(20昩帩懕)
;楙婼僎乕僕儊僀儞1
[State -2, renki]
type = Explod
trigger1 = TeamSide = 1
trigger1 = fvar(31) = 0
anim = 8081
scale = fvar(30)/200 ,0.5
postype = left
pos = 17 + var(14),47 + var(15)
sprpriority = 3
ignorehitpause = 1
bindtime = -1
ownpal = 1

;楙婼僎乕僕儊僀儞MAX
[State -2, renki]
type = Explod
trigger1 = TeamSide = 1
trigger1 = fvar(31) > 0
trigger1 = !NumExplod(8082)
anim = 8082
id = 8082
scale = fvar(30)/200 ,0.5
postype = left
pos = 17 + var(14),47 + var(15)
sprpriority = 3
ignorehitpause = 1
bindtime = -1
ownpal = 1

;楙婼僎乕僕僶僢僋
[State -2, renki]
type = Explod
trigger1 = TeamSide = 1
anim = 8080
scale = 0.5,0.5
postype = left
pos = 2 + var(14),47 + var(15)
sprpriority = 2
ignorehitpause = 1
bindtime = -1
ownpal = 1

;楙婼敀榞
[State -2, renki]
type = Explod
trigger1 = TeamSide = 1
trigger1 = fvar(34) > 0
trigger1 = fvar(34) <= 5400
anim = 8083
scale = 0.5,0.5
postype = left
pos = 2 + var(14),47 + var(15)
sprpriority = 2
ignorehitpause = 1
bindtime = -1
ownpal = 1

;楙婼敀僎乕僕
[State -2, renki]
type = Explod
trigger1 = TeamSide = 1
trigger1 = fvar(34) > 0
trigger1 = fvar(34) <= 5400
anim = 8084
scale = fvar(34)/10800,0.5
postype = left
pos = 10 + var(14),47 + var(15)
sprpriority = 1
ignorehitpause = 1
bindtime = -1
ownpal = 1

;楙婼墿榞
[State -2, renki]
type = Explod
trigger1 = TeamSide = 1
trigger1 = fvar(34) > 5400
trigger1 = fvar(34) <= 8400
anim = 8085
scale = 0.5,0.5
postype = left
pos = 2 + var(14),47 + var(15)
sprpriority = 2
ignorehitpause = 1
bindtime = -1
ownpal = 1

;楙婼墿僎乕僕
[State -2, renki]
type = Explod
trigger1 = TeamSide = 1
trigger1 = fvar(34) > 5400
trigger1 = fvar(34) <= 8400
anim = 8086
scale = (fvar(34)-5400)/6000,0.5
postype = left
pos = 10 + var(14),47 + var(15)
sprpriority = 1
ignorehitpause = 1
bindtime = -1
ownpal = 1

;楙婼愒榞
[State -2, renki]
type = Explod
trigger1 = TeamSide = 1
trigger1 = fvar(34) > 7800
anim = 8087
scale = 0.5,0.5
postype = left
pos = 2 + var(14),47 + var(15)
sprpriority = 2
ignorehitpause = 1
bindtime = -1
ownpal = 1

;楙婼愒僎乕僕
[State -2, renki]
type = Explod
trigger1 = TeamSide = 1
trigger1 = fvar(34) > 8400
anim = 8088
scale = (fvar(34)-8400)/2400,0.5
postype = left
pos = 10 + var(14),47 + var(15)
sprpriority = 1
ignorehitpause = 1
bindtime = -1
ownpal = 1

;楙婼僎乕僕儊僀儞2P
[State -2, renki]
type = Explod
trigger1 = TeamSide = 2
trigger1 = fvar(31) = 0
anim = 8081
scale = fvar(30)/200 ,0.5
postype = right
facing = -1
pos = -17 - var(14),47 + var(15)
sprpriority = 3
ignorehitpause = 1
bindtime = -1
ownpal = 1

;楙婼僎乕僕儊僀儞MAX2P
[State -2, renki]
type = Explod
trigger1 = TeamSide = 2
trigger1 = fvar(31) > 0
trigger1 = !NumExplod(8082)
anim = 8082
id = 8082
scale = fvar(30)/200 ,0.5
postype = right
facing = -1
pos = -17 - var(14),47 + var(15)
sprpriority = 3
ignorehitpause = 1
bindtime = -1
ownpal = 1

;楙婼僎乕僕僶僢僋2P
[State -2, renki]
type = Explod
trigger1 = TeamSide = 2
anim = 8080
scale = 0.5,0.5
postype = right
facing = -1
pos = -2 - var(14),47 + var(15)
sprpriority = 2
ignorehitpause = 1
bindtime = -1
ownpal = 1

;楙婼敀榞2P
[State -2, renki]
type = Explod
trigger1 = TeamSide = 2
trigger1 = fvar(34) > 0
trigger1 = fvar(34) <= 5400
anim = 8083
scale = 0.5,0.5
postype = right
facing = -1
pos = -2 - var(14),47 + var(15)
sprpriority = 2
ignorehitpause = 1
bindtime = -1
ownpal = 1

;楙婼敀僎乕僕2P
[State -2, renki]
type = Explod
trigger1 = TeamSide = 2
trigger1 = fvar(34) > 0
trigger1 = fvar(34) <= 5400
anim = 8084
scale = fvar(34)/10800,0.5
postype = right
facing = -1
pos = -10 - var(14),47 + var(15)
sprpriority = 1
ignorehitpause = 1
bindtime = -1
ownpal = 1

;楙婼墿榞2P
[State -2, renki]
type = Explod
trigger1 = TeamSide = 2
trigger1 = fvar(34) > 5400
trigger1 = fvar(34) <= 8400
anim = 8085
scale = 0.5,0.5
postype = right
facing = -1
pos = -2 - var(14),47 + var(15)
sprpriority = 2
ignorehitpause = 1
bindtime = -1
ownpal = 1

;楙婼墿僎乕僕2P
[State -2, renki]
type = Explod
trigger1 = TeamSide = 2
trigger1 = fvar(34) > 5400
trigger1 = fvar(34) <= 8400
anim = 8086
scale = (fvar(34)-5400)/6000,0.5
postype = right
facing = -1
pos = -10 - var(14),47 + var(15)
sprpriority = 1
ignorehitpause = 1
bindtime = -1
ownpal = 1

;楙婼愒榞2P
[State -2, renki]
type = Explod
trigger1 = TeamSide = 2
trigger1 = fvar(34) > 8400
anim = 8087
scale = 0.5,0.5
postype = right
facing = -1
pos = -2 - var(14),47 + var(15)
sprpriority = 2
ignorehitpause = 1
bindtime = -1
ownpal = 1

;楙婼愒僎乕僕2P
[State -2, renki]
type = Explod
trigger1 = TeamSide = 2
trigger1 = fvar(34) > 8400
anim = 8088
scale = (fvar(34)-8400)/2400,0.5
postype = right
facing = -1
pos = -10 - var(14),47 + var(15)
sprpriority = 1
ignorehitpause = 1
bindtime = -1
ownpal = 1

;楙婼怓偺峌寕椡曗惓
;楙婼怓嫮壔-柍
[State -2, renki]
type = VarSet
trigger1 = fvar(34) = 0
fvar(35) = 0.0

;楙婼怓嫮壔-敀
[State -2, renki]
type = VarSet
trigger1 = fvar(34) > 0
trigger1 = fvar(34) <= 5400
fvar(35) = 0.10

;楙婼怓嫮壔-墿
[State -2, renki]
type = VarSet
trigger1 = fvar(34) > 5400
trigger1 = fvar(34) <= 8400
fvar(35) = 0.25

;楙婼怓嫮壔-愒
[State -2, renki]
type = VarSet
trigger1 = fvar(34) > 8400
fvar(35) = 0.50


;---------------------------------------------------------------------------
;斈梡
[State -2,TeamHosei]
type = VarSet
trigger1 = TeamMode = turns
trigger1 = RoundsExisted = 0 && RoundState =0
fv = 30 
Value = 101

;巆憸徚偟
[State -2,Zanzou Keshi]
type = AfterImageTime
trigger1 = ctrl = 1
trigger2 = movetype != A && stateno != 8010
time = 0

;傔傑偄抣拁愊柍岠
[State -2,memai]
type = VarSet
trigger1 = TeamMode = simul
v = 19
Value = 0

;僱僐偺婲偒忋偑傝弍
;僱僐偺婲忋偑傝弍-僼儔僌1
[State -2,Okiagari Jutsu]
type = VarSet
trigger1 = Random%100 <= Var(23)
v = 22
Value = 1

;僱僐偺婲忋偑傝弍-僼儔僌2
[State -2,Okiagari Jutsu]
type = VarSet
trigger1 = Random%100 > Var(23)
v = 22
Value = 0

[State -2,Okiagari Jutsu1]
type = NotHitBy
trigger1 = PrevStateNo = 5120 && time = 1
trigger1 = Var(22) = 1
trigger1 = Var(27) = 0
value = SCA
time = 6

[State -2,Okiagari Jutsu2]
type = NotHitBy
trigger1 = PrevStateNo = 5120 && time = 1
trigger1 = Var(22) = 1
trigger1 = Var(27) = 1
value = SCA
time = 10

[State -2,Okiagari Jutsu3]
type = NotHitBy
trigger1 = PrevStateNo = 5120 && time = 1
trigger1 = Var(22) = 1
trigger1 = Var(27) = 2
value = SCA
time = 12


;僱僐偺婲忋偑傝弍-昞帵
[State -2,Okiagari Jutsu]
type = Explod
trigger1 = PrevStateNo = 5120 && time = 1
trigger1 = Var(22) = 1
anim = 8108
scale = 0.5,0.5
facing = Facing
vel = 0, -0.3
postype = p1
pos = 0,-70
ontop = 1
ownpal = 1

[State 1765, White];敀揰柵
type = PalFX
trigger1 = PrevStateNo = 5120 && time = 1
trigger1 = Var(22) = 1
time = 6
ownpal = 1
framegap = 5
add = 80,80,80
sinadd = 64,64,64,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

;晄孅
[State -2,Fukutsu]
type = VarAdd
trigger1 = Var(39) = 1
trigger1 = Lose
trigger1 = Time = 1
trigger1 = RoundState = 4 
v = 40
Value = 1

;---------------------------------------------------------------------------
;僱僐偺杊屼弍
;僱僐偺杊屼弍-儔僀僼娗棟

;僱僐偺杊屼弍-僼儔僌1
[State -2,Bougyo Jutsu]
type = VarSet
trigger1 = Random%100 <= Var(21)
v = 20
Value = 1

;僱僐偺杊屼弍-僼儔僌2
[State -2,Bougyo Jutsu]
type = VarSet
trigger1 = Random%100 > Var(21)
v = 20
Value = 0

[State -2,Bougyo Jutsu]
type = LifeAdd
trigger1 = GetHitVar(damage) > 0
trigger1 = Var(20) = 1
Value = GetHitVar(damage) / 2

;僱僐偺杊屼弍-昞帵
[State -2,Bougyo Jutsu]
type = Explod
trigger1 = GetHitVar(damage) > 0
trigger1 = Var(20) = 1
anim = 8107
scale = 0.5,0.5
facing = Facing
vel = 0, -0.3
postype = p1
pos = 0,-70
ontop = 1
ownpal = 1

[State 1765, White];敀揰柵
type = PalFX
trigger1 = GetHitVar(damage) > 0
trigger1 = Var(20) = 1
time = 10
ownpal = 1
framegap = 5
add = 80,80,80
sinadd = 64,64,64,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

;僱僐偺杊屼弍-SE
[State -2,Bougyo Jutsu]
type = PlaySnd
trigger1 = GetHitVar(damage) > 0
trigger1 = Var(20) = 1
Value = S2001,0

;夞暅懍搙
[State -2,Kaifuku Sokudo]
Type = LifeAdd
trigger1 = RoundState = 2 && (GameTime% 12)= 0 && MoveType != H
Value = Var(34)

;懱弍偲椡偺奐曻偺僎乕僕徚旓検
[State -2,Taijutsu&Kaihou]
Type = VarSet
trigger1 = 1
fv = 14
Value = (1 - (Var(32) * 0.25)) * (1 - (Var(36) * fvar(15)) * 0.2) 

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;椡偺奐曻
;椡偺奐曻-敪摦帪娫
[State -2,Chikara no Kaihou1]
Type = VarSet
trigger1 = RoundState = 0 && ifElse(var(12)=1, 1.15, ifElse(var(12)=2,ifElse(P2BodyDist X < 50, 1.3, 1) ,1)) = 1 && Var(36) = [1,2]
v = (37)
Value = 9000

;椡偺奐曻-帪娫宱夁
[State -2,Chikara no Kaihou2]
Type = VarAdd
trigger1 = RoundState = 2
trigger1 = Var(36) = [1,2]
trigger1 = Var(38) = 0
v = (37)
Value = -1

;椡偺奐曻-帪娫僟儊乕僕抁弅
[State -2,Chikara no Kaihou3]
Type = VarAdd
trigger1 = RoundState = 2
trigger1 = Var(36) = [1,2]
trigger1 = Var(38) = 0
v = (37)
Value = -GetHitVar(damage)*2

;椡偺奐曻-奐曻帪娫
[State -2,Chikara no Kaihou4]
Type = VarSet
trigger1 = RoundState != [0,1]
trigger1 = Var(36) = [1,2]
trigger1 = Var(37) <= 0
trigger1 = Var(38) = 0
trigger2 = Var(44) = 1
v = (38)
Value = 20

;椡偺奐曻-奐曻帪娫
[State -2,Chikara no Kaihou5]
Type = VarAdd
trigger1 = RoundState = 2 
trigger1 = (GameTime% 60) = 0
trigger1 = Var(36) = [1,2]
trigger1 = Var(38) > 0
v = (38)
Value = -1 + Var(44)

;椡偺奐曻-帪娫儕僙僢僩
[State -2,Chikara no Kaihou6]
Type = VarSet
trigger1 = RoundState = 2 
trigger1 = Var(36) = [1,2]
trigger1 = Var(38) != 0
v = (37)
Value = 9000

;椡偺奐曻-奐曻帪娫0昩
[State -2,Chikara no Kaihou7]
Type = VarSet
trigger1 = Var(38) < 0
v = (38)
Value = 0

;椡偺奐曻-敪摦僗僀僢僠0
[State -2,Chikara no Kaihou8]
Type = VarSet
trigger1 = Var(38) <= 0
fv = (15)
Value = 0

;椡偺奐曻-敪摦僗僀僢僠1
[State -2,Chikara no Kaihou9]
Type = VarSet
trigger1 = Var(38) > 0
fv = (15)
Value = 1

;椡偺奐曻-僄僼僃僋僩
[State -2,Chikara no Kaihou10]
type = Explod
trigger1 = !NumExplod(8060)
trigger1 = Var(36) = [1,2]
trigger1 = Var(38) > 0
anim = 8060
ID = 8060
ontop = 1
bindtime = -1
scale = 0.5,0.5
facing = Facing
postype = P1
pos = 0,-30
ownpal = 1

;---------------------------------------------------------------------------
;憰旛僗僉儖
;憰旛僗僉儖-僐僗僩
[State -2,Skill Cost]
type = VarSet
trigger1 = 1
v = 24
Value = ((3 * Var(26)) + Var(28) + (3 * Var(29)) + (2 * Var(30)) + (6 * Var(31)) + Var(33) + (4 * Var(34)) + (3 * Var(35)) + (3 * Var(36)) + Var(39) + Var(41) + (2 * Var(43)) + (1 * Var(47)) + (fvar(25) * fvar(24))) - (Var(44) * 200)

;憰旛僗僉儖-杊屼椡曗惓(10埲壓)
[State -2,Skill DEF]
type = DefenceMulSet
trigger1 = Var(24) <= 10
Value = 1.00 - ((Var(36) * fvar(15)) * 0.2) 

;憰旛僗僉儖-杊屼椡曗惓(僐僗僩僆乕僶乕)
[State -2,Skill DEF]
type = DefenceMulSet
trigger1 = Var(24) > 10
Value = 1 + (5 *((Var(24) - 10) * 0.01)) - ((Var(36) * fvar(15)) * 0.2) 

;---------------------------------------------------------------------------
;僼儔僀儞僌儁僫儖僥傿
[State -2,]
type = VarSet
trigger1 = RoundState = [0,1]
trigger1 = movetype = H
v = 44
Value = 1

[State -2,]
type = VarSet
trigger1 = var(44) = 1
v = 26
Value = 3

[State -2,]
type = VarSet
trigger1 = var(44) = 1
v = 27
Value = 2

[State -2,]
type = VarSet
trigger1 = var(44) = 1
v = 29
Value = 1

[State -2,]
type = VarSet
trigger1 = var(44) = 1
v = 30
Value = 1

[State -2,]
type = VarSet
trigger1 = var(44) = 1
v = 31
Value = 1

[State -2,]
type = VarSet
trigger1 = var(44) = 1
v = 32
Value = 2

[State -2,]
type = VarSet
trigger1 = var(44) = 1
v = 34
Value = 1

[State -2,]
type = VarSet
trigger1 = var(44) = 1
v = 36
Value = 2

[State -2,]
type = VarSet
trigger1 = var(44) = 1
v = 39
Value = 1

[State -2,]
type = VarSet
trigger1 = var(44) = 1
v = 41
Value = 2

[State -2,]
type = VarSet
trigger1 = var(44) = 1
v = 43
Value = 2

[State -2,]
type = VarSet
trigger1 = var(44) = 1
fv = 23
Value = 2

[State -2,]
type = VarSet
trigger1 = var(44) = 1
v = 47
Value = 1

;---------------------------------------------------------------------------
;僐僗僩娗棟
;夞旔惈擻偺僐僗僩
[State -2,Skill Kaihi2]
type = VarSet
trigger1 = Var(27) = 0
v = 28
Value = 0

[State -2,Skill Kaihi2]
type = VarSet
trigger1 = Var(27) = 1
v = 28
Value =7

[State -2,Skill Kaihi3]
type = VarSet
trigger1 = Var(27) = 2
v = 28
Value = 9

;懱弍偺僐僗僩
[State -2,Skill Taijutsu1]
type = VarSet
trigger1 = Var(32) = 0
v = 33
Value = 0

[State -2,Skill Taijutsu2]
type = VarSet
trigger1 = Var(32) = 1
v = 33
Value = 12

[State -2,Skill Taijutsu3]
type = VarSet
trigger1 = Var(32) = 2
v = 33
Value = 17

;挷崌惉岟棪偺僐僗僩
[State -2,Skill Chougou]
type = VarSet
trigger1 = Var(41) = 0
v = 42
Value = 0

[State -2,Skill Chougou]
type = VarSet
trigger1 = Var(41) = 1
v = 42
Value = 2

[State -2,Skill Chougou]
type = VarSet
trigger1 = Var(41) = 2
v = 42
Value = 4

;---------------------------------------------------------------------------
;憰旛僗僉儖-惓婯壔
;峌寕椡UP
[State -2,memai2]
type = VarSet
trigger1 = Var(26) <= 0 || Var(26) > 3
var(26) = 0

;夞旔惈擻
[State -2,memai2]
type = VarSet
trigger1 = Var(27) <= 0 || Var(27) > 2
var(27) = 0

;廤拞
[State -2,memai2]
type = VarSet
trigger1 = Var(29) <= 0 || Var(29) > 1
var(29) = 0

;KO弍
[State -2,memai2]
type = VarSet
trigger1 = Var(30) <= 0 || Var(30) > 1
var(30) = 0

;儃儅乕
[State -2,memai2]
type = VarSet
trigger1 = Var(31) <= 0 || Var(31) > 1
var(31) = 0

;懱弍
[State -2,memai2]
type = VarSet
trigger1 = Var(32) <= 0 || Var(32) > 2
var(32) = 0

;夞暅懍搙
[State -2,memai2]
type = VarSet
trigger1 = Var(34) <= 0 || Var(34) > 2
var(34) = 0

;僗僞儈僫媫懍夞暅
[State -2,memai2]
type = VarSet
trigger1 = Var(35) <= 0 || Var(35) > 1
var(35) = 0

;椡偺奐曻
[State -2,memai2]
type = VarSet
trigger1 = Var(36) <= 0 || Var(36) > 2
var(36) = 0

;晄孅
[State -2,memai2]
type = VarSet
trigger1 = Var(39) <= 0 || Var(39) > 1
var(39) = 0

;挷崌惉岟棪
[State -2,memai2]
type = VarSet
trigger1 = Var(41) <= 0 || Var(41) > 2
var(41) = 0

;僈乕僪惈擻
[State -2,memai2]
type = VarSet
trigger1 = Var(43) <= 0 || Var(43) > 2
var(43) = 0
;---------------------------------------------------------------------------
;憰旛僗僉儖-昞帵
[State -2,Skill];攚宨1
type = Explod
trigger1 = RoundState = [0,1]
trigger1 = RoundsExisted = 0
anim = 9500
scale = 0.5,0.5
facing = 1
postype = Left
pos = 10 + IfElse(TeamSide = 1,0 ,220),60
ontop = 1
ownpal = 1

[State -2,Skill];攚宨2
type = Explod
trigger1 = RoundState = [0,1]
trigger1 = RoundsExisted = 0
anim = 9500
scale = 0.5,0.5
facing = 1
postype = Left
pos = 10 + IfElse(TeamSide = 1,0 ,220),60
ontop = 1
ownpal = 1

[State -2,Skill];榞
type = Explod
trigger1 = RoundState = [0,1]
trigger1 = RoundsExisted = 0
anim = 9499
scale = 0.5,0.5
facing = 1
postype = Left
pos = 10 + IfElse(TeamSide = 1,0 ,220),60
ontop = 1
ownpal = 1

[State -2,ATK];峌寕椡傾僢僾
type = Explod
trigger1 = RoundState = [0,1]
trigger1 = RoundsExisted = 0
anim = 9501 + Var(26)
scale = 0.5,0.5
facing = 1
postype = Left
pos = 15 + IfElse(TeamSide = 1,0 ,220),68
ontop = 1
ownpal = 1
trans = addalpha
alpha = ifelse(Var(26)=0,128,256), ifelse(Var(26)=0,128,256)

[State -2,Kaihi];夞旔惈擻
type = Explod
trigger1 = RoundState = [0,1]
trigger1 = RoundsExisted = 0
anim = 9505 + Var(27)
scale = 0.5,0.5
facing = 1
postype = Left
pos = 15 + IfElse(TeamSide = 1,0 ,220),78
ontop = 1
ownpal = 1
trans = addalpha
alpha = ifelse(Var(27)=0,128,256), ifelse(Var(27)=0,128,256)

[State -2,Syuchu];廤拞
type = Explod
trigger1 = RoundState = [0,1]
trigger1 = RoundsExisted = 0
anim = 9508 + Var(29)
scale = 0.5,0.5
facing = 1
postype = Left
pos = 15 + IfElse(TeamSide = 1,0 ,220),88
ontop = 1
ownpal = 1
trans = addalpha
alpha = ifelse(Var(29)=0,128,256), ifelse(Var(29)=0,128,256)

[State -2,KO];KO弍
type = Explod
trigger1 = RoundState = [0,1]
trigger1 = RoundsExisted = 0
anim = 9510 + Var(30)
scale = 0.5,0.5
facing = 1
postype = Left
pos = 15 + IfElse(TeamSide = 1,0 ,220),98
ontop = 1
ownpal = 1
trans = addalpha
alpha = ifelse(Var(30)=0,128,256), ifelse(Var(30)=0,128,256)

[State -2,Bommer];儃儅乕
type = Explod
trigger1 = RoundState = [0,1]
trigger1 = RoundsExisted = 0
anim = 9512 + Var(31)
scale = 0.5,0.5
facing = 1
postype = Left
pos = 15 + IfElse(TeamSide = 1,0 ,220),108
ontop = 1
ownpal = 1
trans = addalpha
alpha = ifelse(Var(31)=0,128,256), ifelse(Var(31)=0,128,256)

[State -2,Taijutsu];懱弍
type = Explod
trigger1 = RoundState = [0,1]
trigger1 = RoundsExisted = 0
anim = 9514 + Var(32)
scale = 0.5,0.5
facing = 1
postype = Left
pos = 15 + IfElse(TeamSide = 1,0 ,220),118
ontop = 1
ownpal = 1
trans = addalpha
alpha = ifelse(Var(32)=0,128,256), ifelse(Var(32)=0,128,256)

[State -2,Kaifuku Sokudo];夞暅懍搙
type = Explod
trigger1 = RoundState = [0,1]
trigger1 = RoundsExisted = 0
anim = 9517 + Var(34)
scale = 0.5,0.5
facing = 1
postype = Left
pos = 15 + IfElse(TeamSide = 1,0 ,220),128
ontop = 1
ownpal = 1
trans = addalpha
alpha = ifelse(Var(34)=0,128,256), ifelse(Var(34)=0,128,256)

[State -2,Kyusoku Kaifuku];僗僞儈僫媫懍夞暅
type = Explod
trigger1 = RoundState = [0,1]
trigger1 = RoundsExisted = 0
anim = 9520 + Var(35)
scale = 0.5,0.5
facing = 1
postype = Left
pos = 15 + IfElse(TeamSide = 1,0 ,220),138
ontop = 1
ownpal = 1
trans = addalpha
alpha = ifelse(Var(35)=0,128,256), ifelse(Var(35)=0,128,256)

[State -2,Chikara no Kaihou];椡偺奐曻
type = Explod
trigger1 = RoundState = [0,1]
trigger1 = RoundsExisted = 0
anim = 9522 + Var(36)
scale = 0.5,0.5
facing = 1
postype = Left
pos = 15 + IfElse(TeamSide = 1,0 ,220),148
ontop = 1
ownpal = 1
trans = addalpha
alpha = ifelse(Var(36)=0,128,256), ifelse(Var(36)=0,128,256)

[State -2,Chikara no Kaihou];晄孅
type = Explod
trigger1 = RoundState = [0,1]
trigger1 = RoundsExisted = 0
anim = 9525 + Var(39)
scale = 0.5,0.5
facing = 1
postype = Left
pos = 15 + IfElse(TeamSide = 1,0 ,220),158
ontop = 1
ownpal = 1
trans = addalpha
alpha = ifelse(Var(39)=0,128,256), ifelse(Var(39)=0,128,256)

[State -2,Guard Seinou];僈乕僪惈擻
type = Explod
trigger1 = RoundState = [0,1]
trigger1 = RoundsExisted = 0
anim = 9542 + Var(43)
scale = 0.5,0.5
facing = 1
postype = Left
pos = 15 + IfElse(TeamSide = 1,0 ,220),168
ontop = 1
ownpal = 1
trans = addalpha
alpha = ifelse(Var(43)=0,128,256), ifelse(Var(43)=0,128,256)

[State -2,Chougou];挷崌惉岟棪
type = Explod
trigger1 = RoundState = [0,1]
trigger1 = RoundsExisted = 0
anim = 9527 + Var(41)
scale = 0.5,0.5
facing = 1
postype = Left
pos = 15 + IfElse(TeamSide = 1,0 ,220),178
ontop = 1
ownpal = 1
trans = addalpha
alpha = ifelse(Var(41)=0,128,256), ifelse(Var(41)=0,128,256)

[State -2,Chougou];杊屼椡0
type = Explod
trigger1 = RoundState = [0,1]
trigger1 = RoundsExisted = 0
trigger1 = Var(24) <= 10
anim = 9530
scale = 0.5,0.5
facing = 1
postype = Left
pos = 15 + IfElse(TeamSide = 1,0 ,220),208
ontop = 1
ownpal = 1
trans = addalpha
alpha = ifelse(Var(24)<=10,128,256), ifelse(Var(24)<=10,128,256)

[State -2,Chougou];杊屼椡1
type = Explod
trigger1 = RoundState = [0,1]
trigger1 = RoundsExisted = 0
trigger1 = Var(24) > 10
anim = 9531
scale = 0.5,0.5
facing = 1
postype = Left
pos = 15 + IfElse(TeamSide = 1,0 ,220),208
ontop = 1
ownpal = 1

[State -2,Chougou];杊屼椡-擇寘
type = Explod
trigger1 = RoundState = [0,1]
trigger1 = RoundsExisted = 0
trigger1 = Var(24) > 10
anim = 9532 + ((Var(24) - 10)/10%10)
scale = 0.5,0.5
facing = 1
postype = Left
pos = 61 + IfElse(TeamSide = 1,0 ,220),208
ontop = 1
ownpal = 1


[State -2,Chougou];杊屼椡-堦寘
type = Explod
trigger1 = RoundState = [0,1]
trigger1 = RoundsExisted = 0
trigger1 = Var(24) > 10
anim = 9532 + ((Var(24) - 10)%10) 
scale = 0.5,0.5
facing = 1
postype = Left
pos = 65 + IfElse(TeamSide = 1,0 ,220),208
ontop = 1
ownpal = 1

;---------------------------------------------------------------------------
[Statedef 30000]
type=A
movetype=I
physics=N
ctrl=0
anim=30000;壗傕昞帵偟側偄Anim側傜丄壓婰姰慡柍揋偲塭徚偟丄晄壜帇壔偼晄梫
sprpriority=0
velset=10, 0;懍搙丅projectile偺傕偺偲摨偠偵偡傞

[State 9741, Safety];堦墳
type=selfstate
trigger1=!ishelper
value=0

[State -2];忢帪姰慡柍揋
type=Nothitby
trigger1=1
value=SCA


[State 30000];夋柺偵偲傜傢傟側偄
type=ScreenBound
trigger1=1
value=0
movecamera=0,0

[State 30000];敾掕梡旘傃摴嬶幩弌
type=Projectile
trigger1=time=0
projID=30001
projanim=30000
velocity=10, 0;傊儖僷乕偺弶婜懍搙偲摨偠偵
projpriority=4
projsprpriority=2
projstagebound=0;0偑僆僗僗儊
projedgebound=99999
offset=0, 0
postype=right
supermovetime=99999
pausemovetime=99999
projremovetime=-1

[State -2];晄壜帇壔仌塭徚偟丅
type=assertspecial
trigger1=1
flag=noshadow
flag2=invisible
ignorehitpause=1

[State -2];旘傃摴嬶偑徚偊偨傜掆巭丅
type=velset
trigger1=!(root,numprojID(30001));僿儖僷乕偑弌偟偨projectile傕杮懱娗棟偵側傞偺偱丄乽root,乿傪朰傟側偄傛偆偵
x=0
y=0


;------------------------------------------

[Statedef 30010]
type=A
movetype=I
physics=N
ctrl=0
anim=30000;壗傕昞帵偟側偄Anim側傜丄壓婰姰慡柍揋偲塭徚偟丄晄壜帇壔偼晄梫
sprpriority=0
velset=10, 0;懍搙丅projectile偺傕偺偲摨偠偵偡傞

[State 9741, Safety];堦墳
type=selfstate
trigger1=!ishelper
value=0

[State -2];忢帪姰慡柍揋
type=Nothitby
trigger1=1
value=SCA



[State 30010];夋柺偵偲傜傢傟側偄
type=ScreenBound
trigger1=1
value=0
movecamera=0,0

[State 30010];敾掕梡旘傃摴嬶幩弌
type=Projectile
trigger1=time=0
projID=30002
projanim=30000
velocity=10, 0;傊儖僷乕偺弶婜懍搙偲摨偠偵
projpriority=4
projsprpriority=2
projstagebound=0;0偑僆僗僗儊
projedgebound=99999
offset=0, 0
postype=right
supermovetime=99999
pausemovetime=99999
projremovetime=-1

[State -2];晄壜帇壔仌塭徚偟丅
type=assertspecial
trigger1=1
flag=noshadow
flag2=invisible
ignorehitpause=1

[State -2];旘傃摴嬶偑徚偊偨傜掆巭丅
type=velset
trigger1=!(root,numprojID(30002));僿儖僷乕偑弌偟偨projectile傕杮懱娗棟偵側傞偺偱丄乽root,乿傪朰傟側偄傛偆偵
x=0
y=0

;---------------------------------------------------------------------------
