;===========================================================================
; 펞ĎXe[gi|Qj
;===========================================================================
[Statedef -2]

;---------------------------------------------------------------------------
;Option
;---------------------------------------------------------------------------

;AI
[State -1]
Type = VarSet
TriggerAll = ((Var(59) = 0) && (RoundState != 3))
triggerall = !ishelper
Trigger1 = Command = "AI_00" || Command = "AI_01" || Command = "AI_02" || Command = "AI_03" || Command = "AI_04"
Trigger2 = Command = "AI_05" || Command = "AI_06" || Command = "AI_07" || Command = "AI_08" || Command = "AI_09"
Trigger3 = Command = "AI_10" || Command = "AI_11" || Command = "AI_12" || Command = "AI_13" || Command = "AI_14"
Trigger4 = Command = "AI_15" || Command = "AI_16" || Command = "AI_17" || Command = "AI_18" || Command = "AI_19"
Trigger5 = Command = "AI_20" || Command = "AI_21" || Command = "AI_22" || Command = "AI_23" || Command = "AI_24"
Trigger6 = Command = "AI_25" || Command = "AI_26" || Command = "AI_27" || Command = "AI_28" || Command = "AI_29"
Trigger7 = Command = "AI_30" || Command = "AI_31" || Command = "AI_32" || Command = "AI_33" || Command = "AI_34"
Trigger8 = Command = "AI_35" || Command = "AI_36" || Command = "AI_37" || Command = "AI_38" || Command = "AI_39"
Trigger9 = Command = "AI_40"
Trigger10 = NumHelper(40000) > 0 && RoundState = 2
Trigger10 = Helper(40000),Var(1) = 1
trigger11=1
IgnoreHitPause = 1
var(59)=1;AIx1or2
;1 ȂAԂϗLAhԂL@SҕHBx
;2 AԂϖ@AIBΐl1苭ƂƂ͂܂

;h䃌x
[state -2]
type=varset
trigger1=1
v=48
value = 3;lグƐxAx㏸AƒቺBftHg3BAIx1̂ݗL

[State 300]
type = VarSet
trigger1 = 1
var(52) = 3      ;damage  3...the original(ʂ)  2...reduce damage(2/3)


[State 300]
type = VarSet
trigger1 = 1
var(10) = 1      ;reset power at the round start
@@@@@@@   ;0...No(ؾĂȂ)  1...Yes(ؾĂ)

;enemynear------------
[State -2]
Type = VarSet
Trigger1 = NumEnemy = 1
Trigger2 = NumEnemy = 2
Trigger2 = EnemyNear,Life > 0
V = 57
Value = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -2]
Type = VarSet
Trigger1 = NumEnemy > 1
Trigger1 = EnemyNear,Life = 0
V = 57
Value = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
;proj----------------------------
[state -2]
type = varset
trigger1 = !var(56)
trigger2 = var(56) > 0
trigger2 = enemynear,TeamMode = turns
trigger2 = roundstate = 1
var(56) = -1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[state -2]
type = varset
trigger1 = var(55)
trigger2 = var(55) > 0
trigger2 = enemynear,TeamMode = turns
trigger2 = roundstate = 1
var(55) = -1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[state -2]
type = varset
trigger1 = var(54)
trigger2 = var(54) > 0
trigger2 = enemynear,TeamMode = turns
trigger2 = roundstate = 1
var(54) = -1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[state -2]
type = varset
triggerall = !var(53)
triggerall = var(56) = -1
trigger1 = p2statetype = S && enemynear,pos Y = 0
trigger1 = !enemynear,ctrl
trigger1 = enemynear,numproj = [1,2]
var(56) = p2stateno
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[state -2]
type = varset
triggerall = !var(53)
triggerall = var(56) > 0
triggerall = p2stateno != var(56)
triggerall = var(55) = -1
trigger1 = p2statetype = S && enemynear,pos Y = 0
trigger1 = !enemynear,ctrl
trigger1 = enemynear,numproj = [1,2]
var(55) = p2stateno
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[state -2]
type = varset
triggerall = !var(53)
triggerall = var(56) > 0
triggerall = var(55) > 0
triggerall = p2stateno != var(56)
triggerall = p2stateno != var(55)
triggerall = var(54) = -1
trigger1 = p2statetype = S && enemynear,pos Y = 0
trigger1 = !enemynear,ctrl
trigger1 = enemynear,numproj = [1,2]
var(54) = p2stateno
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[state -2]
type=varset
trigger1=1
var(53)=ifelse(enemynear(var(57)),numproj>0,1,0)
;AI///////////////////////////////////////////////////////////////////////
;-------------------------------
;iwK
[state -2]
type = VarSet
trigger1 = !fvar(35)
trigger2 = fvar(35) > 0
trigger2 = enemynear,TeamMode = turns
trigger2 = roundstate = 1
fvar(35) = -1
ignorehitpause = 1

[state -2]
type = VarSet
trigger1 = !fvar(36)
trigger2 = fvar(36) > 0
trigger2 = enemynear,TeamMode = turns
trigger2 = roundstate = 1
fvar(36) = -1
ignorehitpause = 1

[state -2]
type = VarSet
trigger1 = !fvar(37)
trigger2 = fvar(37) > 0
trigger2 = enemynear,TeamMode = turns
trigger2 = roundstate = 1
fvar(37) = -1
ignorehitpause = 1

[state -2]
type = VarSet
trigger1 = !fvar(38)
trigger2 = fvar(38) > 0
trigger2 = enemynear,TeamMode = turns
trigger2 = roundstate = 1
fvar(38) = -1
ignorehitpause = 1

[state -2]
type = varset
trigger1 = fvar(35) = -1
trigger1 = movetype = H && stateno > 155&stateno!=9000
trigger1 = prevstateno = 130 || (!fvar(39) && prevstateno = [150,153])
trigger1 = p2movetype = A
fvar(35) = p2stateno
ignorehitpause = 1

[state -2]
type = varset
trigger1 = fvar(36) = -1
trigger1 = movetype = H && stateno > 155&stateno!=9000
trigger1 = prevstateno = 131 || (fvar(39) && prevstateno = [150,153])
trigger1 = p2movetype = A
fvar(36) = p2stateno
ignorehitpause = 1

[state -2]
type = varset
trigger1 = fvar(37) = -1
trigger1 = fvar(35) > 0 && p2stateno != fvar(35)
trigger1 = !fvar(34)
trigger1 = movetype = H && stateno > 155&stateno!=9000
trigger1 = prevstateno = 130 || (!fvar(39) && prevstateno = [150,153])
trigger1 = p2movetype = A
fvar(37) = p2stateno
ignorehitpause = 1

[state -2]
type = varset
trigger1 = fvar(38) = -1
trigger1 = fvar(36) > 0 && p2stateno != fvar(36)
trigger1 = !fvar(34)
trigger1 = movetype = H && stateno > 155&stateno!=9000
trigger1 = prevstateno = 131 || (fvar(39) && prevstateno = [150,153])
trigger1 = p2movetype = A
fvar(38) = p2stateno
ignorehitpause = 1

[state -2]
type = varset
trigger1 = stateno = [150,153]
fvar(39) = ifelse(statetype = C,1,0)
ignorehitpause = 1

[state -2]
type = varset
trigger1 = movetype = H && stateno > 155&stateno!=9000
fvar(34) = 1
ignorehitpause = 1

[state -2]
type = varset
trigger1 = movetype != H
fvar(34) = 0
ignorehitpause = 1

;p2󒆕⏕
[state -2]
type=varset
trigger1=p2statetype!=A
trigger1=var(50)>0
var(50)=var(58)
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
[state -2]
type=varset
trigger1=!var(58)
var(50)=0
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999

;p2
[state -2]
type=varadd
trigger1=p2statetype=A
var(58)=1
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
[state -2]
type=varset
trigger1=p2statetype!=A
trigger1=random<=((var(58)-var(50))**3)|random>=970|movetype!=I
var(58)=0
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999

;U
[state -2]
type=varadd
trigger1=p2movetype=A
trigger2=inguarddist
var(51)=1
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
[state -2]
type=varset
trigger1=p2movetype!=A
trigger1=!inguarddist
var(51)=0
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999

;Q[WZgp
[state -2]
type=varset
triggerall=!numpartner
trigger1=stateno=3000
var(46)=1
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
[state -2]
type=varset
trigger1=roundstate<2
trigger2=power>2000&p2life>500
var(46)=0
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999

;Nオ
[state -2]
type=varset
trigger1=stateno=5120
var(45)=20
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
[state -2]
type=varadd
trigger1=var(45)>0
var(45)=-1
[state -2]
type=varset
trigger1=var(45)<0
trigger2=roundstate!=2
var(45)=0
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999

;p2proj
[state -2]
type=varset
trigger1=enemynear(var(57)),numproj
trigger2=(var(54)>0&p2stateno=var(54))|(var(55)>0&p2stateno=var(55))|(var(56)>0&p2stateno=var(56))
var(49)=100
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
[state -2]
type=varadd
trigger1=var(49)>1
trigger1=!enemynear(var(57)),numproj
var(49)=-1
IgnoreHitPause = 1

[State -2]
Type = Helper
Trigger1 = NumHelper(5555) = 0
StateNo = 5555
PosType = Left
Pos = 0, 320
Ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
SprPriority = 7
ID = 5555

;AI
[State -2]
Type = Helper
TriggerAll = Var(59) = 0
TriggerAll = NumHelper(40000) = 0
TriggerAll = Ctrl
TriggerAll = RoundState = 2
TriggerAll = StateNo = 0
triggerall = prevstateno = 190
Trigger1 = RoundNo = 1
Trigger2 = TeamMode = Turns
Trigger2 = RoundsExisted = 0
StateNo = 40000
PosType = P1
Pos = 0, 0
KeyCtrl = 1
Ownpal = 1
ID = 40000
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;Ô߁tĂ
[State -3,֌WXe[gɍsȂ悤]
Type=changestate
Trigger1 = IsHelper(40000)
Trigger1 = StateNo!=40000
Value = 40000

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;c
[State -2]
type = AfterImageTime
trigger1 = MoveType = H
trigger2 = StateNo = [0,89]
trigger3 = StateNo = [100,155]
trigger4 = StateNo = [200,999]
trigger5 = (StateNo != [1600,1605]) && (StateNo = [1000,1999])
time = 0

;p[Q[W
[State -2]
type = helper
triggerall = !NumHelper(8900)
trigger1 = !numpartner
trigger2 = numpartner
trigger2 = ID < partner,ID
trigger3 = numpartner
trigger3 = ID > partner,ID
trigger3 = !partner,authorname = "G.D.T"
helpertype = normal
name = "gauge"
stateno = 8900
ID = 8900
pos = 0,10
postype = P1
keyctrl = 0
pausemovetime = 99999999
supermovetime = 99999999

;hitp
[State -2]
type = VarSet
trigger1 = movehit
trigger2 = projHit = 1
var(3) = ifelse(movehit,1,3)
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = moveguarded
trigger2 = projGuarded = 1
var(3) = ifelse(moveguarded,2,4)
ignorehitpause = 1

[State -2]
type = VarSet
triggerall = Time = 1
trigger1 = stateno != 1005
trigger1 = stateno != 1025
trigger1 = stateno != 1105
trigger1 = stateno != 1125
trigger1 = stateno != 1505
trigger1 = stateno != 1525
trigger1 = stateno != 1706
trigger1 = stateno != 1716
trigger1 = stateno != 3105
trigger1 = stateno != 3125
var(3) = 0
ignorehitpause = 1

;U
[State -2]
type = Turn
triggerall = RoundState = 2
triggerall = P2Dist X < 0
triggerall = time = 1
trigger1 = prevstateno = 52 || prevstateno = 100 || prevstateno = 620
trigger2 = prevstateno = 1105 || prevstateno = 1125
ignorehitpause = 1

;ܔM
[State -2]
type = TargetState
triggerall = stateno = 1000
triggerall = var(6) = 2
triggerall = var(3) = 1
triggerall = AnimElemTime(4) < 0
triggerall = numenemy = 1
triggerall = target,stateno != [2000,2021]
trigger1 = numtarget
trigger1 = target,movetype = H
value = ifelse(P2statetype=S,2000,ifelse(P2statetype=C,2010,2020))
ignorehitpause = 1

[State -2]
type = helper
triggerall = !NumHelper(7200)
triggerall = stateno = 1000
triggerall = var(6) = 2
triggerall = var(3) = 1
triggerall = AnimElemTime(4) < 0
trigger1 = numenemy = 1
helpertype = normal
name = "burn"
stateno = 7200
ID = 7200
pos = 0,0
postype = P2
keyctrl = 0
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State -2]
type = null;helper
triggerall = !NumHelper(7220)
triggerall = numenemy = 1
triggerall = stateno = 1000
triggerall = var(6) = 2
triggerall = var(3) = 1
triggerall = AnimElemTime(4) < 0
trigger1 = P2statetype = A
helpertype = normal
name = "burn"
stateno = 7220
ID = 7220
pos = 0,0
postype = P2
keyctrl = 0
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

;GtFNg
[State -2]
type = RemoveExplod
trigger1 = movetype = H
trigger2 = stateno != 1000
ID = 7300

;
[State -2]
type = VarSet
trigger1 = stateno != 3000
trigger1 = stateno != [1300,1550]
trigger1 = stateno != [650,651]
trigger1 = stateno != [910,919]
var(9) = 0
ignorehitpause = 1

;
[State -2]
type = VarSet
trigger1 = var(1) = 91
var(1) = 0
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = roundstate >= 2
trigger1 = stateno = 3000
trigger1 = time = 2
var(1) = 1
ignorehitpause = 1

[State -2]
type = VarAdd
trigger1 = var(1)
var(1) = 1
ignorehitpause = 0

;KOo
[State -2]
type = Helper
triggerall = roundstate >= 2
triggerall = !Numhelper(8011)
triggerall = WinKo
triggerall = var(4) = [0,1]
trigger1 = stateno = 3000 && var(3) = [1,2]
ID = 8011
stateno = 8011
postype = left
pos = 0,0
pausemovetime = 999999
supermovetime = 999999
ignorehitpause = 1
ownpal = 1

[State -2]
type = pause
triggerall = roundstate >= 2
triggerall = WinKo
triggerall = var(4) >= 2
trigger1 = (stateno = [3000,3005]) || var(1)
time = ifelse(var(4)<30,2,1)
pausebg = 0
ignorehitpause = 1

;roundstate3time
[State -2]
type = VarSet
trigger1 = roundstate = 2
trigger1 = var(4)
trigger2 = roundstate = 0
trigger3 = roundstate = 4
var(4) = 0
ignorehitpause = 1

[State -2]
type = VarAdd
trigger1 = roundstate = 3
var(4) = 1
ignorehitpause = 1

;YOUWIN\
[State -2]
Type = Helper
Triggerall = !NumHelper(8030)
Triggerall = win
Triggerall = RoundState >= 3
Triggerall = time = 1
Triggerall = (StateNo = [180,183]) || StateNo = 3204
Triggerall = time = 1
Trigger1 = !NumPartner
Trigger2 = NumPartner
Trigger2 = Partner,Authorname = "G.D.T"
Trigger2 = ID = [32,33]
ID = 8030
stateno = 8030
postype = left
pos = 0,0
pausemovetime = 999999
supermovetime = 999999
ignorehitpause = 1
ownpal = 1

;R{1
[State -2]
type = VarSet
trigger1 = P2MoveType != H
trigger2 = numtarget
trigger2 = target,statetype = S
trigger3 = numtarget
trigger3 = target,statetype = C
var(7) = 0
ignorehitpause = 1

[State -2]
type = VarAdd
triggerall = movehit
triggerall = numtarget
triggerall = stateno != 420
trigger1 = P2MoveType = H && P2stateType = A
trigger1 = movehit < 2
trigger2 = target,gethitvar(yvel) && target,stateType != A
trigger2 = movehit < 2
trigger3 = target,gethitvar(fall)
trigger3 = movehit < 2
ignorehitpause = 0
var(7) = 1

[State -2]
type = assertspecial
triggerall = P2MoveType = H && P2stateType = A
triggerall = var(53)
triggerall = var(7)
trigger1 = stateno = 1020 && var(7) < 3
trigger2 = stateno = 1120 && var(7) < 3
trigger3 = stateno = 1520 && var(7) < 3
ignorehitpause = 1
flag = nojugglecheck

;R{2
[State -2]
type = VarSet
trigger1 = P2MoveType != H
trigger2 = numtarget
trigger2 = target,statetype = S
trigger3 = numtarget
trigger3 = target,statetype = C
var(8) = -1

[State -2]
type = VarSet
triggerall = var(8) = -1
triggerall = numtarget
triggerall = movehit || projhit = 1
trigger1 = target,gethitvar(yvel)
trigger1 = movehit < 2
trigger2 = target,gethitvar(fall)
trigger2 = movehit < 2
var(8) = 1
ignorehitpause = 1

[State -2]
type = VarSet
triggerall = var(8) = 1
trigger1 = stateno = 1000 && var(7) >= 1
trigger2 = (stateno = [1300,1550]) && var(7) >= 1
trigger3 = (stateno = [200,500]) && var(7)
trigger4 = stateno = 1200 && time = 1
trigger5 = stateno = 1100 && var(7) >= 1
trigger6 = stateno = 1600 && var(7) >= 1
var(8) = 0
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = stateno = 3000 && var(3) = [1,2]
trigger1 = roundstate >= 3
trigger1 = winko
var(8) = 0
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999

;󒆕AU
[State -2]
type = VarSet
triggerall = movetype != H
trigger1 = !NumTarget
trigger2 = P2MoveType != H
trigger3 = movehit
trigger4 = projhit = 1
trigger5 = numtarget
trigger5 = !target,gethitvar(fall)
var(2) = 0
ignorehitpause = 1

[State -2]
type = VarSet
triggerall = var(2) != 2
triggerall = (stateno = [200,499])
trigger1 = stateno != 330
var(2) = 1
ignorehitpause = 1

[State -2]
type = VarSet
triggerall = var(2) = 1
trigger1 = movehit
var(2) = 2
ignorehitpause = 1

[State -2]
type = TargetState
triggerall = Numtarget
triggerall = var(2) = 2
trigger1 = target,stateno = 5050 && target,alive
value = 2050
ignorehitpause = 1

;ʉ
[State 1000]
type = StopSnd
trigger1 = numhelper(8011)
channel = 1

[State -2]
type = PlaySnd
trigger1 = projhittime(1100) = 1
trigger2 = !numhelper(8011) || var(4) = [1,3]
trigger2 = projhittime(1500) = 1
trigger3 = projhittime(1101) = 1
value = 1, 2
channel = 5

[State -2]
type = PlaySnd
trigger1 = ProjGuardedTime(1100) = 1
trigger2 = !numhelper(8011) || var(4) = [1,3]
trigger2 = ProjGuardedTime(1500) = 1
trigger3 = ProjGuardedTime(1101) = 1
value = 3, 0
channel = 5

[State -2]
type = PlaySnd
triggerall = Time = 1
trigger1 = StateNo = 5100 || StateNo = 5110
value = 4,5
channel = 20

;---------------------------------------------------------------------------
[State -2, Nbv{[h]
type = DisplayToClipboard
trigger1 = 1
text = "Body-Distance X=%d,Y=%d  Velocity X=%f,Y=%f \n" ;Cancel=%d, Throw=%d, Button=%d, 
params = floor(P2BodyDist X),floor(P2bodyDist Y),(Vel X),(Vel Y)

[State -2, Nbv{[h]
type = null;DisplayToClipboard
trigger1 = 1
text = "var(20)=%d,var(21)=%d var(22)=%d,var(23)=%d var(24)=%d \n"  
params = var(20),var(21),var(22),var(23),var(24)

[State -2, Nbv{[hiǉpj]
type = AppendToClipboard
trigger1 = 1
text = "Command = %d Command =  %d var(9)= %d var(12) = %d RecoverTime = %d  \n"
params = Command = "x",Command = "y",var(9),var(12),(enemynear,GetHitVar(RecoverTime))

[State -2, Nbv{[hiǉpj]
type = null;AppendToClipboard
trigger1 = 1
text = "Position138 X=%d,Y=%d, Velocity X=%f,Y=%f, Hit=%d \n"
params = floor(Pos X),floor(Pos Y),(Vel X),(Vel Y),(MoveHit)

;===========================================================================
; 펞ĎXe[gi|Rj
;===========================================================================
;[Statedef -3]


