;===========================================================================
; 忢帪娔帇僗僥乕僩乮亅俀乯
;===========================================================================
;---------------------------------------------------------------------------
; 捠忢偺怘傜偄忬懺乮Statedef 5000乣5199娫乯偱傕丄
; 憡庤偵乮乽P2StateNo乿傗乽TargetState乿摍偱乯惂屼傪扗傢傟偰傕丄
; 忢偵搊榐偟偨僗僥乕僩僐儞僩儘乕儔偑桳岠偵側傝傑偡丅
; 僒僽僔僗僥儉摍傪惂屼偡傞帪偵廳曮偡傞偱偟傚偆丅
;---------------------------------------------------------------------------

[Statedef -2]



[State ,攻击]
type = attackmulset
trigger1 = 1
value = 1+palno*0.2 ;palno后的1可以改成其他数字，数字越大攻击力随P数增大越多，但不可以是负数
ignorehitpause=1

[State ,防御]
type = defencemulset
trigger1 = 1
value = 1-palno*0.03;palno后的0.1可以改成其他数字，数字越大防御力随P数增大越多，范围为[0,0.1]闭区间
ignorehitpause=1

[State ,简单底力]
type = defencemulset
trigger1 = life <= lifemax*(palno*0.02)
value = 1-(1-(life/lifemax))
ignorehitpause=1

[State -2, 无限气]
type = powerset
trigger1 = palno>=9&&power<10000
value = 10000

;时常恢复血量
[State -2]
type = LifeAdd
triggerall =1
trigger1 = palno>= 7
trigger1 = life<lifemax*(palno*0.075)
trigger1 = GameTime%3 = 1
value = (palno-6)*0.625
ignorehitpause = 1




[State 0, VarSet]
type = VarSet
trigger1 = RoundState = 1
v = 13    ;fv = 10
value = Ceil(P2Life)

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = Stateno = [4330,4337]
flag = nomusic
flag2 = timerfreeze


[State 0, NotHitBy]
type = NotHitBy
trigger1 = Var(57)=1
value = ,NT,ST,HT
time = 1


[State 0, ParentVarSet]
type = VarSet
trigger1 = 1
v = 30    ;fv =
value = ceil(gametime)

[State -2, SelfState]
type = SelfState
trigger1 = Palno = [1,11]
trigger1 = Var(57) = 1
trigger1 = Var(30):=ceil(gametime)
trigger1 = Var(30)!= Var(33)
value = 4000
ctrl = 1

;KO堏峴
[State -2, 3]
type = Varset
trigger1 = Stateno = 0
trigger1 = Var(16) = 1
trigger1 = NumEnemy = 1
trigger1 = Enemy,Alive
trigger1 = RoundState =2
trigger1 = Anim = 4410
trigger1 = Time >300
v = 16    ;fv =
value = 0

;KO堏峴
[State -2, 3]
type = ChangeState
trigger1 = Stateno = 0
trigger1 = Var(16) = 0
trigger1 = NumEnemy = 1
trigger1 = Enemy,Alive
trigger1 = RoundState =2
trigger1 = Anim = 4410
trigger1 = Time >300
value = 5120

[State -2, SelfState]
type = SelfState
trigger1 = Stateno = [40,44]
trigger1 = Var(16) = 1
trigger1 = RoundState =2
value = 0
ctrl = 0

;KO堏峴
[State -2, 3]
type = ChangeState
trigger1 = Stateno = 0
trigger1 = Var(16) = 1
trigger1 = NumEnemy >= 2
trigger1 = Enemynear(0),Alive || Enemynear(1),Alive
trigger1 = RoundState =2
trigger1 = Anim = 4410
trigger1 = Time >300
value = 4411

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = Var(16) = 1
trigger1 = NumEnemy >= 2
trigger1 = Anim = 4410
flag = nokosnd
flag2 = nokoslow

;---------------------------------------------------------------------------------------------
;僶乕僗僩娭楢

[State 0, VarSet]
type = VarSet
triggerall = var(59)=0 || (var(59)>0 && Var(5)=0)     ; 僗僥敳偗僗僀僢僠
trigger1 =(PlayerID(var(49)),hitdefattr = SCA,HA,HP)||(PlayerID(var(49)),hitdefattr = SCA,NT,ST,HT)
trigger1 = PlayerID(var(49)),movetype = A
v = 25    ;fv = 10
value = Enemy,stateno

;[State 0, VarSet]
;type = VarSet
;triggerall = Var(30) = var(33)
;trigger1 = Enemy,ctrl = 1
;trigger1 = Enemy,movetype != A
;trigger1 = movetype !=H
;trigger2 = ctrl = 1
;trigger2 = Movetype != H
;v = 25    ;fv = 10
;value = 0

[State 0, VarSet]
type = VarSet
triggerall = Var(30) = var(33)
triggerall = Var(25) != 0
trigger1 = Enemy,ctrl = 1
trigger1 = var(25)!= Enemy,stateno
trigger2 = ctrl = 1
trigger2 = Movetype != H
v = 25    ;fv = 10
value = 0


[State -2, SelfState 僶乕僗僩婰弎]
type = SelfState
triggerall = Var(5) = 1     ; 僗僥敳偗僗僀僢僠
triggerall = !ctrl && Var(57) = 0
triggerall = Var(59) <= 0
triggerall = roundstate = 2
triggerall = !canrecover
triggerall = command !="a" ||command !="a+b"
triggerall = command !="b" ;||command !="hold_b"
triggerall = command ="z" || (command = "recovery" && !Canrecover )
triggerall = Var(23) < Var(24)
triggerall = Var(25) = 0
triggerall = Stateno != [5110,5120]
triggerall = Stateno != [120,139]
triggerall = Stateno != [4000,4510]
triggerall = Alive
trigger1 = power>= 500
trigger1 = movetype = H
;trigger2 = Var(30)!= Var(33)
;trigger2 =movetype = H
value = 1700
ctrl = 0


[State -2, SelfState AI僶乕僗僩婰弎]
type = SelfState
triggerall = var(59)>2 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(5) = 1     ; 僗僥敳偗僗僀僢僠
triggerall = !ctrl && Var(57) = 0; && !canrecover
triggerall = power>= 500 && Var(25)=0 && Var(23) < Var(24)
triggerall = movetype=H && (Stateno != [5110,5120]) && (Stateno != [120,159]) && (Stateno != [4000,4510])
triggerall = PlayerID(var(49)),movetype = A
Triggerall = PlayerID(var(49)),Time<=6 || GetHitVar(damage)
Triggerall = ((P2bodydist X=[-60,60]) && (P2bodydist Y=[-50,50])) || Life<=100
Triggerall = fvar(39)=0 || (fvar(39)>0 && Var(19)<100) || PlayerID(var(49)),statetype = A || Floor(Var(48))/1000=0

trigger1 = random%600 < 10-(var(59)*2)
trigger1 = Life>lifemax/2
trigger2 = Life<=lifemax/2
trigger2 = Random%180<=Var(59)*5
trigger3 = Life<=lifemax/4
trigger3 = (Random<=Var(59)*100 || var(59)<=4)
trigger4 = Life<=100 && var(59)>3

trigger5 = Life<=lifemax/2 || (Var(24)-Var(23)>1)
trigger5 = GetHitVar(hitcount)>10-ifelse(Palno>=10,5,0)
trigger5 = Random<=Var(59)*20
trigger6 = Life<=lifemax/4 || (Var(24)-Var(23)>1)
trigger6 = GetHitVar(hitcount)>5-ifelse(Palno>=10,2,0)
trigger6 = Random<=Var(59)*150

value = 1700
ctrl = 0

;-----------------------------------------------------------------------------------------
;傾僔僗僩儌乕僪婰弎

[State 0, VarAdd 7,8P傾僔僗僩僎乕僕忋徃]
type = VarAdd
trigger1 = Roundstate = 2
trigger1 =  Palno = [7,8]
trigger1 = time%6 = 0
trigger1 = Var(19) < 100
trigger1 = Numhelper(30000) = 0
v = 19    ;fv =
value = 1
ignorehitpause = 1

[State 0, VarAdd 10P傾僔僗僩僎乕僕忋徃]
type = VarAdd
trigger1 = Roundstate = 2
trigger1 =  Palno = 9 || Palno = 11
trigger1 = time%3 = 0
trigger1 = Var(19) < 100
trigger1 = Numhelper(30000) = 0
v = 19    ;fv =
value = 1
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
trigger1 =roundState = 1
v = 19    ;fv = 10
value = 50

[State 0, VarSet]
type = VarSet
trigger1 = Var(19) >= 100
v = 19    ;fv = 10
value = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(19) = 99
trigger1 = roundstate = 2
value = S19000+ceil(fvar(39)),Random%2
volume = 250
channel = ceil(fvar(39))
lowpriority  = 1

[State -1, 傾僔僗僩屇傃弌偟  7P8P9P]
type = Helper
triggerall = Var(59) <= 0
triggerall = Roundstate = 2
triggerall = command = "x"
triggerall = Alive
trigger1 = FVar(39)
trigger1 = Numhelper(30000) = 0
trigger1 = Var(19) = 100
helpertype = normal ;player
name = "asist"
ID = 30000
stateno = 29000+FVar(39)*1000
pos = ifelse(FVar(39)=4,-30,ifelse(Fvar(39)=2,40,0)),-0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1

[State -1, 傾僔僗僩屇傃弌偟  7P8P9P]
type = Helper
triggerall = Var(59) <= 0
triggerall = Roundstate = 2
triggerall = command = "y"
triggerall = Alive
trigger1 = FVar(39)
trigger1 = Numhelper(30000) = 0
trigger1 = Var(19) = 100
helpertype = normal ;player
name = "asist"
ID = 30000
stateno = 29500+FVar(39)*1000
pos = ifelse(FVar(39)=4,-30,ifelse(Fvar(39)=2,40,0)),-0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1

;^^^^^^^^^^^^^^^^^^^^^^^^^
;        AI傾僔僗僩
;^^^^^^^^^^^^^^^^^^^^^^^^^
[State -1, AI傾僔僗僩屇傃弌偟 X]
type = Helper
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Numhelper(30000) = 0 && FVar(39)
triggerall = Var(19) = 100
triggerall = (Stateno != [4300,4430]) && (Stateno != [3300,3308])
triggerall = (Floor(Var(48))/1000=0 && !(Movetype=H && stateno!=4120 && stateno!=[120,155])) || Floor(Var(48))/1000=1
triggerall = !PlayerID(var(49)),HitDefAttr = SCA,HA,HT

;搶嫿偝傫--------------------------------
trigger1 = Fvar(39) = 1 && var(59) < 4 && var(37) = 0
trigger1 = PlayerID(var(49)),Stateno != [5100,5110]
trigger1 = P2bodydist X =[0,220]
trigger1 = random < 10

trigger2 = Fvar(39) = 1 && var(59) > 3 && var(37) = 0
trigger2 = PlayerID(var(49)),Stateno != [5100,5110]
trigger2 = PlayerID(var(49)),Movetype = A
trigger2 = PlayerID(var(49)),statetype != A
trigger2 = P2bodydist X =[0,220]
trigger2 = random < 10 +ifelse((Stateno = [120,131]),90,0)

trigger3 = Fvar(39) = 1 && var(59) > 2 && var(37) = 0
trigger3 = movetype = H && (Stateno != [120,131])
trigger3 = P2bodydist X =[0,220]
trigger3 = PlayerID(var(49)),Movetype = A
trigger3 = GetHitVar(damage)
trigger3 = PlayerID(var(49)),Pos Y > -30 || PlayerID(var(49)),statetype != A

;晽愭攜--------------------------------
trigger4 = Fvar(39) = 2 && var(59) < 4 && var(37) = 0
trigger4 = PlayerID(var(49)),Stateno != [5100,5110]
trigger4 = P2bodydist X = [0,165]
trigger4 = random < 10

trigger5 = Fvar(39) = 2 && var(59) > 2 && var(37) = 0
trigger5 = movetype = H && (Stateno != [120,131])
trigger5 = P2bodydist X =[-5,165]
trigger5 = PlayerID(var(49)),Movetype = A
trigger5 = GetHitVar(damage)
trigger5 = PlayerID(var(49)),Pos Y > -30 || PlayerID(var(49)),statetype != A
trigger5 = (Helper(111111),var(2)=[0,50])||(Helper(111112),var(2)=[0,50])

;庽偪傖傫--------------------------------
trigger6 = Fvar(39) = 3 && var(59) < 4 && var(37) = 0
trigger6 = PlayerID(var(49)),Stateno != [5100,5110]
trigger6 = random < 10

trigger7 = Fvar(39) = 3 && var(59) > 3 && var(37) = 0
trigger7 = PlayerID(var(49)),Stateno != [5100,5110]
trigger7 = PlayerID(var(49)),Movetype = A
trigger7 = PlayerID(var(49)),statetype != A
trigger7 = random < 10 +ifelse((Stateno = [120,131]),90,0)

trigger8 = Fvar(39) = 3 && var(59) > 2 && var(37) = 0
trigger8 = movetype = H && (Stateno != [120,131])
trigger8 = PlayerID(var(49)),Movetype = A
trigger8 = GetHitVar(damage)
;trigger8 = PlayerID(var(49)),Pos Y > -80

;壞辏偪傖傫--------------------------------
trigger9 = Fvar(39) = 4 && var(59) < 4 && var(37) = 0
trigger9 = PlayerID(var(49)),Stateno != [5100,5110]
trigger9 = P2bodydist X = [0,165]
trigger9 = random < 10

trigger10= Fvar(39) = 4 && var(59) > 2 && var(37) = 0
trigger10= movetype = H && (Stateno != [120,131])
trigger10= PlayerID(var(49)),Movetype = A
trigger10= P2bodydist X = [-5,165]
trigger10= GetHitVar(damage)
trigger10= PlayerID(var(49)),Pos Y > -30 || PlayerID(var(49)),statetype != A

helpertype = normal ;player
name = "asist"
ID = 30000
stateno = 29000+FVar(39)*1000
pos = ifelse(FVar(39)=4,-30,ifelse(Fvar(39)=2,40,0)),-0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1


[State -1, AI傾僔僗僩屇傃弌偟 Y]
type = Helper
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Numhelper(30000) = 0 && FVar(39)
triggerall = Var(19) = 100
triggerall = (Floor(Var(48))/1000=0 && !(Movetype=H && stateno!=4120 && stateno!=[120,155])) || Floor(Var(48))/1000=1
triggerall = (Stateno != [4300,4430]) && (Stateno != [3300,3308])

;搶嫿偝傫--------------------------------
trigger1 = Fvar(39) = 1 && var(59) < 3 && var(37) = 0
trigger1 = PlayerID(var(49)),Stateno != [5100,5110]
trigger1 = P2bodydist X > 0
trigger1 = random < 10
trigger1 = Helper(111111),var(2)>=80||Helper(111112),var(2)>=80

trigger2 = Fvar(39) = 1 && var(59) > 2 && var(37) = 0	;墦嫍棧捵偟
trigger2 = PlayerID(var(49)),Stateno != [5100,5110]
trigger2 = PlayerID(var(49)),statetype != A
trigger2 = P2bodydist X > 190
trigger2 = random < 10 +ifelse(PlayerID(var(49)),Movetype != A,90,0)

trigger3 = Fvar(39) = 1 && var(59) > 2 && var(37) = 0	;婲偒峌傔
trigger3 = PlayerID(var(49)),Statetype = L
trigger3 = PlayerID(var(49)),statetype != A
trigger3 = P2bodydist X = [70,180]
trigger3 = Helper(111111),var(2)<=-120||Helper(111112),var(2)<=-120
trigger3 = random < 20

trigger4 = Fvar(39) = 1 && var(59) > 2 && var(37) = 0	;曵偟慱偄
trigger4 = PlayerID(var(49)),Movetype != A
trigger4 = PlayerID(var(49)),statetype != A
trigger4 = P2bodydist X = [70,180]
trigger4 = Helper(111111),var(2)<=-120||Helper(111112),var(2)<=-120
trigger4 = random < 20

;晽愭攜--------------------------------
trigger5 = Fvar(39) = 2 && var(59) < 4 && var(37) = 0
trigger5 = PlayerID(var(49)),Stateno != [5100,5110]
trigger5 = P2bodydist X =[0,155]
trigger5 = random < 10

trigger6 = Fvar(39) = 2 && var(59) > 3 && var(37) = 0
trigger6 = PlayerID(var(49)),Stateno != [5100,5110]
trigger6 = PlayerID(var(49)),Movetype = A
trigger6 = PlayerID(var(49)),statetype != A
trigger6 = P2bodydist X =[-5,155]
trigger6 = random < 10 +ifelse((Stateno = [120,131]),90,0)

trigger7 = Fvar(39) = 2 && var(59) > 2 && var(37) = 0
trigger7 = movetype = H && (Stateno != [120,131])
trigger7 = P2bodydist X =[-5,155]
trigger7 = PlayerID(var(49)),Movetype = A
trigger7 = GetHitVar(damage)
trigger7 = PlayerID(var(49)),statetype != A
trigger7 = Helper(111111),var(2)>50||Helper(111112),var(2)>50

trigger8 = Fvar(39) = 2 && var(59) > 2 && var(37) = 0
trigger8 = ((stateno = [200,230]) || (stateno = [400,430]))
trigger8 = PlayerID(var(49)),statetype != A
trigger8 = PlayerID(var(49)),stateno = [120,155]
trigger8 = P2bodydist X =[-5,155]
trigger8 = random < 20

trigger9 = Fvar(39) = 2 && var(59) > 2 && var(37) = 0
trigger9 = PlayerID(var(49)),movetype != H
trigger9 = PlayerID(var(49)),statetype != A
trigger9 = PlayerID(var(49)),statetype != L
trigger9 = P2bodydist X =[-5,100]
trigger9 = random < 30

trigger10 = Fvar(39) = 2 && var(59) > 2 && var(37) = 0
trigger10 = PlayerID(var(49)),Statetype=L && (PlayerID(var(49)),Stateno=[5120,5149])
trigger10 = P2bodydist X =[-5,155]
trigger10 = random < 20

;庽偪傖傫--------------------------------
trigger11 = Fvar(39) = 3 && var(59) > 2 && var(37) = 0	;旘傃摴嬶捵偟
trigger11 = PlayerID(var(49)),Stateno != [5100,5110]
trigger11 = P2bodydist X > 190
trigger11 = random < 10 +ifelse(PlayerID(var(49)),Movetype != A,90,0)

trigger12 = Fvar(39) = 3 && var(59) > 2 && var(37) = 0 && Floor(Var(48))/1000=0	;僇僂儞僞乕慱偄
trigger12 = PlayerID(var(49)),Statetype != L
trigger12 = PlayerID(var(49)),statetype != A
trigger12 = PlayerID(var(49)),Movetype != H
trigger12 = P2bodydist X = [45,100]
trigger12 = random < 15

;壞辏偪傖傫--------------------------------
trigger13 = Fvar(39) = 4 && var(59) < 4 && var(37) = 0
trigger13 = PlayerID(var(49)),Stateno != [5100,5110]
trigger13 = random < 10

trigger14 = Fvar(39) = 4 && var(59) > 3 && var(37) = 0
trigger14 = PlayerID(var(49)),Stateno != [5100,5110]
trigger14 = PlayerID(var(49)),Movetype = A
trigger14 = PlayerID(var(49)),statetype != A
trigger14 = random < 10 +ifelse((Stateno = [120,131]),90,0)

trigger15= Fvar(39) = 4 && var(59) > 2 && var(37) = 0
trigger15= movetype = H && (Stateno != [120,131])
trigger15= PlayerID(var(49)),Movetype = A
trigger15= GetHitVar(damage)
trigger15= PlayerID(var(49)),statetype != A

trigger16 = Fvar(39) = 4 && var(59) > 2 && var(37) = 0	;旘傃摴嬶捵偟
trigger16 = PlayerID(var(49)),Stateno != [5100,5110]
trigger16 = PlayerID(var(49)),statetype != A
trigger16 = P2bodydist X > 65
trigger16 = random < 10 +ifelse((PlayerID(var(49)),Hitdefattr=SCA,NP,SP),90,0)


helpertype = normal ;player
name = "asist"
ID = 30000
stateno = 29500+FVar(39)*1000
pos = ifelse(FVar(39)=4,-30,ifelse(Fvar(39)=2,40,0)),-0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1

;--------------------------------------------------------------------------------------------------
;栚偺嶶壺

[State 0, SprPriority]
type = SprPriority
triggerall = Var(53) = 1
trigger1 = Stateno != 3500
trigger1 = Stateno != [4000,4999]
value = 5
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
trigger1 = NumHelper(10001) = 0
trigger1 = Var(53) =1
trigger1 = Var(8)
helpertype = normal ;player
name = "kuro"
ID = 10001
stateno = 10001
pos = 0,0
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0



;======================================================
;嶶壺売強
;======================================================

[State 0, VarSet]
type = VarSet
trigger1 = Var(9) != 2
trigger1 = Var(57) = 0
trigger1 = Stateno != [3500,3510]
trigger1 = Stateno != [4500,4510]
trigger1 = Stateno != [4400,4430]
trigger1 = Var(56)!=ceil(Fvar(38))
v = 56    ;fv = 10
value = ceil(Fvar(38))
ignorehitpause =1

[State 0, VarRandom]
type = VarRandom
trigger1 = Var(9) != 2
trigger1 = Var(57) = 0
trigger1 = Stateno != [3500,3510]
trigger1 = Stateno != [4500,4510]
trigger1 = Stateno != [4400,4430]
trigger1 = Var(51)+Var(52)+Var(53)+Var(54)+Var(55) !=Var(56)
trigger1 = Var(56) >=1 && Var(56) <= 5
trigger1 = Time =0
v = 50
range = 51,55
ignorehitpause =1

[State 0, VarSet]
type = VarSet
trigger1 = Var(9) != 2
trigger1 = Var(51)+Var(52)+Var(53)+Var(54)+Var(55) <Var(56)
trigger1 = Var(50) = 51
v = 51    ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = Var(9) != 2
trigger1 = Var(51)+Var(52)+Var(53)+Var(54)+Var(55) <Var(56)
trigger1 = Var(50) = 52
v = 52    ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = Var(9) != 2
trigger1 = Var(51)+Var(52)+Var(53)+Var(54)+Var(55) <Var(56)
trigger1 = Var(50) = 53
v = 53    ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = Var(9) != 2
trigger1 = Var(51)+Var(52)+Var(53)+Var(54)+Var(55) <Var(56)
trigger1 = Var(50) = 54
v = 54    ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = Var(9) != 2
trigger1 = Var(51)+Var(52)+Var(53)+Var(54)+Var(55) <Var(56)
trigger1 = Var(50) = 55
v = 55    ;fv = 10
value = 1

;-----------------------------------------------------------------------------------------
;枮奐僎乕僕娭楢
[State 0, VarAdd 枮奐僎乕僕尭彮]
type = VarAdd
trigger1 =var(57) = 1
trigger1 = time%8 = 0
trigger1 = stateno !=4231
trigger1 = stateno !=4305
trigger1 = stateno !=[4330,4340]
trigger1 = Var(30)= Var(33)

v = 58    ;fv =
value = -1
ignorehitpause = 1
;persistent =

[State 0, VarSet]
type = VarSet
trigger1 = Var(58) < 0
v = 58    ;fv = 10
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = Var(57) = 1
trigger1 = Var(58) = 0
trigger2 = roundstate !=2

v = 57    ;fv = 10
value = 0

[State 0, ChangeState]
type = selfState
triggerAll = stateno != [4000,4999]
trigger1 = Var(57) = 1
trigger1 = Var(58) > 0
value = 4000
ctrl = 0

[State 0, NotHitBy]
type = NotHitBy
triggerAll = stateno = [4000,4999]
trigger1 = Var(57) = 1
trigger1 = Var(58) > 0
value = ,NT,ST,HT
time = 10


[State 0, VarSet]
type = VarSet
trigger1 = 1
fvar(35)  = Life*1.0/LIfeMAX*1.0*100.0

[State 0, ChangeState]   ; 嫮惂枮奐
type = SelfState
triggerALL = Var(58) >= 120
triggerALL = stateno != [4000,4999]
triggerALL = Stateno != [3500,3510]
triggerall = roundstate = 2
trigger1 = Var(6) = 1
trigger2 = Var(6) = 2 
trigger2 = Fvar(36) > Fvar(35)
value = 3500
ctrl = 0


[State 0, VarSet]
type = VarSet
trigger1 = Roundstate =2
trigger1 = Var(58) >= 120
v = 58    ;fv = 10
value = 120

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

[State -2];曗惓
type = Varset
trigger1 = enemy,movetype != H
trigger2 = enemy,stateno = [120,155]
trigger3 = movetype = H
fv = 1
value = 1
ignorehitpause = 1

[State -2];曗惓
type = Varset
trigger1 = enemy,movetype != H
trigger2 = enemy,stateno = [120,155]
trigger3 = movetype = H
fv = 3
value = 1
ignorehitpause = 1

[State -2];曗惓
type = Varset
trigger1 = enemy,movetype != H
trigger2 = enemy,stateno = [120,155]
trigger3 = movetype = H
fv = 15
value = 1
ignorehitpause = 1

[State -2];曗惓
type = Varset
trigger1 = enemy,movetype != H
trigger2 = enemy,stateno = [120,155]
trigger3 = Enemy,ctrl = 1
fv = 12
value = 1
ignorehitpause = 1

[State -2];曗惓
type = Varset
trigger1 = stateno = 10000
trigger1 = fvar(1) <=0.5
fv = 1
value = 0.5
ignorehitpause = 1


[State -2];曗惓
type = Varset
trigger1 = stateno = 10000
trigger1 = fvar(1) >0.5  && fvar(1) < 0.7
fv = 1
value = 0.7
ignorehitpause = 1


[State -2];曗惓
type = Varset
trigger1 = palno = [1,9]
trigger1 = palno != [10,12]
fv = 2
value = 1
ignorehitpause = 1

[State -2];曗惓
type = Varset
trigger1 = palno != [1,9]
trigger1 = palno = 10
fv = 2
value = 1.3
ignorehitpause = 1


[State -2];曗惓
type = Varset
trigger1 = palno != [1,10]
trigger1 = palno = 11
fv = 2
value = 1.5
ignorehitpause = 1

[State -2];曗惓
type = Varset
trigger1 = palno = 12
trigger1 = Var(57) = 0
fv = 2
value = 2
ignorehitpause = 1

[State -2];曗惓
type = Varset
trigger1 = palno = 12
trigger1 = Var(57) = 1
fv = 2
value = 3
ignorehitpause = 1

[State -2];曗惓
type = Varset
trigger1 = (P2Life-Life) > 300 
trigger1 = (P2Life-Life) <= 500
fv = 4
value = 0.1
ignorehitpause = 1


[State -2];曗惓
type = Varset
trigger1 =(P2Life-Life) > 500
trigger1 = Life >= 150
fv = 4
value = 0.12
ignorehitpause = 1

[State -2];曗惓
type = Varset
trigger1 =(P2Life-Life) > 400
trigger1 = Life < 150
fv = 4
value = 0.15
ignorehitpause = 1



[State -2]
type = Varset
trigger1 = enemy,movetype != H
trigger2 = enemy,stateno = [120,155]
trigger3 = movetype = H
v = 20
value = 0
ignorehitpause = 1

[State -2]
type = Varset
trigger1 = enemy,movetype != H
trigger2 = enemy,stateno = [120,155]
trigger3 = movetype = H
v = 22
value = 0
ignorehitpause = 1

[State -2];曗惓
type = AttackMulSet
trigger1 = 0
value = (1+fvar(4))*fvar(2)
ignorehitpause = 1


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

[State -2, VarSet];崻惈抣
type = VarSet
trigger1= palno =[1,9]
fvar(11) = (Life<500)*0.1+(Life<250)*0.25
Ignorehitpause = 1

[State -2, VarSet];崻惈抣
type = VarSet
trigger1= palno =10
fvar(11) = 0.1+(Life<500)*0.1+(Life<250)*0.25
Ignorehitpause = 1

[State -2, VarSet];崻惈抣
type = VarSet
trigger1= palno = 11
fvar(11) = 0.2+(Life<500)*0.1+(Life<250)*0.25
Ignorehitpause = 1

[State -2, VarSet];崻惈抣
type = VarSet
trigger1= palno = 12
fvar(11) = 0.25+(Life<500)*0.1+(Life<250)*0.25
Ignorehitpause = 1

[State -2, VarSet];儔僀僼忋彂偒
Type = VarSet
trigger1 = MoveType != H || (StateNo = [150,159]) || StateNo = [5200,5201]
var(12) = -Life
Ignorehitpause = 1

[State -2, VarSet];僟僂儞
Type = VarSet
trigger1 = StateType = L || StateNo = 5070
var(12)  = -1-LifeMax

[State -2, LifeAdd];1hit栚
Type = LifeAdd
trigger1 = MoveType = H && (StateNo != [150,159]) && StateNo != [5200,5201]
trigger1 = Life && Alive
trigger1 = Life < var(12)
Value = Ceil((var(12)-Life)*fvar(11))
Ignorehitpause = 1

[State -2, DefenceMulSet];捠忢
Type = DefenceMulSet
trigger1 = var(12) >= -LifeMax
Value = 1-fvar(11)
Ignorehitpause = 1

[State -2, DefenceMulSet];僟僂儞拞
Type = DefenceMulSet
trigger1= var(12) < -LifeMax
Value = (1-fvar(11))*Const(Data.Fall.Defence_Mul)
Ignorehitpause = 1

[State -2, VarSet];斀暅杊巭
Type = VarSet
trigger1 = MoveType = H && (StateNo != [150,159]) && StateNo != [5200,5201]
trigger1 = Life < var(12)
trigger1 = var(12)
var(12) = 0
Ignorehitpause = 1

[State -2, VarSet];1hit栚偺僟儊乕僕寉尭ON
Type = VarSet
trigger1 = MoveType = H && (StateNo != [150,159]) && StateNo != [5200,5201]
trigger1 = var(12) < 0 && var(12) > -1-LifeMax
var(12) = -var(12)
Ignorehitpause = 1

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

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = Var(52)
flag = nokosnd

[state -2]
type = poweradd
trigger1 = Life <= 500
trigger1 = Gethitvar(damage)
value = ceil(Gethitvar(damage)*0.3)

[State 0, VarSet]
type = VarSet
trigger1 = Stateno = 52 || Stateno = 5120
trigger2 = Statetype = S || Statetype = C
trigger3 = Pos Y >= -5 && Vel Y > 0
v = 32    ;fv = 10
value = 0

[State 0, Helper]
type = Helper
triggerall = Numhelper(151) = 0
;triggerall = time =0
trigger1 = stateno = [120,159]
;trigger2 = movetype = H
helpertype = normal ;player
name = "Gyuki"
ID = 151
stateno = 161
pos = 40,-70
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0

[State 0, Helper]
type = Helper
triggerall = time =0
trigger1 = stateno = [150,159]
trigger1 = Numhelper(150) = 0
;trigger2 = stateno != [150,159]
;trigger2 = movetype = H
helpertype = normal ;player
name = ""
ID = 150
stateno = 160
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0

[State 0, Helper]
type = Helper
trigger1=NumHelper(1053) =0
trigger1=numenemy
trigger1=P2name="33_reika"&&enemynear,authorname="33"&&(stateno=[3101,3102])&&movetype=H
trigger1=Fvar(39) != 1
helpertype = normal ;player
name = "Togo"
ID = 1053
stateno = 1053
pos = 0,0
postype = P1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 120
pausemovetime = 120

[State 0, Helper]
type = Helper
trigger1=NumHelper(1053) =0
trigger1=numenemy
trigger1 = AnimElemTime(1) = 1
trigger1=P2name="Kumagawa Misogi"&&enemynear,authorname="Elecbyte"&&(anim=88260)&&movetype=H
trigger1=Fvar(39) != 1
helpertype = normal ;player
name = "Togo"
ID = 1053
stateno = 1054
pos = 0,0
postype = P1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 120
pausemovetime = 120

[State 0, Explod]
type = Explod
trigger1 = Numexplod(5557) = 0
trigger1 = (anim=5555&&stateno=4530)||((anim=[5555,5556])&&stateno=3550)
anim = 5557
ID = 5557
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 1,1
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0


[State 0, Explod]
type = Explod
trigger1 = Numexplod(5558) = 0
trigger1=(anim=5555&&stateno=4530)||((anim=[5555,5556])&&stateno=3550)
anim = 5558
ID = 5558
pos = -35,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 1,1
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
persistent = 0


[State 0, Explod]
type = Explod
trigger1 = Numexplod(5559) = 0
trigger1=(anim=5555&&stateno=4530)||((anim=[5555,5556])&&stateno=3550)
anim = 1054
ID = 5559
pos = -60,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 1,1
sprpriority = -3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = Numexplod(5560) = 0
trigger1=(anim=5555&&stateno=4530)||((anim=[5555,5556])&&stateno=3550)
anim = 5559
ID = 5560
pos = 50,0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 1,1
sprpriority = -2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = Numexplod(5561) = 0
trigger1=(anim=5555&&stateno=4530)||((anim=[5555,5556])&&stateno=3550)
anim = 5560
ID = 5561
pos = 25,0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 1,1
sprpriority = -2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = Numexplod(5562) = 0
trigger1=(anim=5555&&stateno=4530)||((anim=[5555,5556])&&stateno=3550)
anim = 5561
ID = 5562
pos = -90,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 1,1
sprpriority = -2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
persistent = 0

[state -2];怘傋偨捈屻偺乽偟偽傜偔偍懸偪偔偩偝偄乿偺昞帵偑弌偰偄傞帪
type=PlaySnd
trigger1=(anim=5555&&stateno=4530&&time=100)||((anim=[5555,5556])&&stateno=3550&&time=180)
value=s5555,5
channel = 0
volume = 250


[state -2];怘傋偨捈屻偺乽偟偽傜偔偍懸偪偔偩偝偄乿偺昞帵偑弌偰偄傞帪
type=PlaySnd
trigger1=(anim=5555&&stateno=4530&&time=510)||((anim=[5555,5556])&&stateno=3550&&time=590)
value=s5555,0
channel = 2
volume = 250

[state -2];怘傋偨捈屻偺乽偟偽傜偔偍懸偪偔偩偝偄乿偺昞帵偑弌偰偄傞帪
type=PlaySnd
trigger1=(anim=5555&&stateno=4530&&time=510)||((anim=[5555,5556])&&stateno=3550&&time=590)
value=s5555,7
channel = 3
volume = 250

[state -2];怘傋偨捈屻偺乽偟偽傜偔偍懸偪偔偩偝偄乿偺昞帵偑弌偰偄傞帪
type=PlaySnd
trigger1=(anim=5555&&stateno=4530&&time=510)||((anim=[5555,5556])&&stateno=3550&&time=590)
value=s19004,2
channel = 4
volume = 250

[state -2];怘傋偨捈屻偺乽偟偽傜偔偍懸偪偔偩偝偄乿偺昞帵偑弌偰偄傞帪
type=PlaySnd
trigger1=(anim=5555&&stateno=4530&&time=510)||((anim=[5555,5556])&&stateno=3550&&time=590)
value=s5555,6
channel = 1
volume = 250

[State 0, Pause]
type = Pause
trigger1=(anim=5555&&stateno=4530&&time=510)||((anim=[5555,5556])&&stateno=3550&&time=590)
time = 550
movetime = 1


;-----------------------------------------------------------------------------------------------
;旐僟儊帪僎乕僕憹壛偲儃僀僗

[State 0, VarAdd]
type = VarAdd
triggerall = alive
triggerall = time = 1
triggerall = Var(52) = 0
trigger1 = stateno = 5000 || stateno = 5010 || stateno = 5030
trigger1 = anim = 5000 || anim = 5010 || anim = 5020
trigger2 = var(30) != Var(33)
;trigger2 = anim = 5000 || anim = 5010 || anim = 5020
v = 58    ;fv =
value = 2
ignorehitpause = 1

[State 0, VarAdd]
type = VarAdd
triggerall = alive
triggerall = time = 1
trigger1 = stateno = 5100
trigger1 = anim = 5100
v = 58    ;fv =
value = 5
ignorehitpause = 1

[State -2]
type = playsnd
triggerall = alive
triggerall = time = 1
triggerall = Var(52) = 0
trigger1 = stateno = 5000 || stateno = 5010 || stateno = 5030
trigger1 = anim = 5000 || anim = 5010 || anim = 5020
trigger1 = random = [0,600]
value = 5000, 0
channel = 0
ignorehitpause = 1

[State -2]
type = playsnd
triggerall = alive
triggerall = time = 1
triggerall = Var(52) = 0
trigger1 = stateno = 5000 || stateno = 5010 || stateno = 5030
trigger1 = anim = 5001 || anim = 5011 || anim = 5021
trigger1 = random = [0,600]
value = 5000, 10
channel = 0
ignorehitpause = 1

[State -2]
type = playsnd
triggerall = alive
triggerall = time = 1
triggerall = Var(52) = 0
trigger1 = stateno = 5000 || stateno = 5010
trigger1 = anim = 5002 || anim = 5012 || anim = 5022
trigger1 = random = [0,600]
value = 5000, 10
channel = 0
ignorehitpause = 1

[State -2]
type = playsnd
triggerall = alive
triggerall = time = 1
triggerall = Var(52) = 0
trigger1 = GetHitVar(animtype) = [3,5]
trigger1 = stateno = 5020 || stateno = 5030
trigger1 = anim = 5030
trigger1 = random = [0,600]
value = 5000, 0
channel = 0
ignorehitpause = 1
lowpriority =1

[State -2]
type = playsnd
triggerall = alive
triggerall = time = 1
triggerall = Var(52) = 0
trigger1 = stateno = 5100
trigger1 = anim = 5100
trigger1 = random = [0,600]
value = 5000, 10
channel = 0
ignorehitpause = 1

[State -2]
type = playsnd
triggerall = alive
triggerall = time = 1
trigger1 = stateno = 5120
trigger1 = anim = 5120
value = 5120,4
ignorehitpause = 1

[State -2]
type = playsnd
triggerall = alive
triggerall = time = 1
triggerall = Var(52) = 0
trigger1 = stateno = 5120
trigger1 = anim = 5120
trigger1 = random = [0,600]
value = 5120, 0+random%3
channel = 0
ignorehitpause = 1


;=================================
[State -2, ];
Type = VarSet
trigger1 = RoundState = 2
var(40) = 0 + (NumEnemy = 2 && EnemyNear(0),life <= 0)
IgnoreHitPause = 1

;=================================


[State -2, 僄僼僃僋僩傪徚偡];僷儚乕棴傔僗僥乕僩梡
type = RemoveExplod
triggerall = NumExplod(4101) > 0
                          ;仾偼俬俢僫儞僶乕乽130乿偺Explod偺夋柺拞偺悢偑0傛傝傕懡偄丄
                          ;偮傑傝侾枃埲忋昞帵偝傟偰偄傞帪
trigger1 = StateNo != 4120 ;僗僥乕僩偑俈侽侽乮僷儚乕棴傔乯埲奜偺帪
trigger1 = StateNo != 4125
trigger2 = MoveType != I  ;MoveType偑乽I乮壗傕偟偰側偄乯乿埲奜偺帪
ID = 4101                  ;徚偡Explod偺摿掕偺俬俢僫儞僶乕傪巜掕



[State -2, 僄僼僃僋僩傪徚偡];僷儚乕棴傔僗僥乕僩梡
type = RemoveExplod
triggerall = NumExplod(8301) > 0
                          ;仾偼俬俢僫儞僶乕乽130乿偺Explod偺夋柺拞偺悢偑0傛傝傕懡偄丄
                          ;偮傑傝侾枃埲忋昞帵偝傟偰偄傞帪
trigger1 = StateNo != 3250 ;僗僥乕僩偑俈侽侽乮僷儚乕棴傔乯埲奜偺帪
trigger2 = MoveType != A  ;MoveType偑乽I乮壗傕偟偰側偄乯乿埲奜偺帪
ID = 8301


[State -2, 僄僼僃僋僩傪徚偡];僷儚乕棴傔僗僥乕僩梡
type = RemoveExplod
triggerall = NumExplod(1053) > 0
triggerall = NumHelper(1053) > 0
                          ;仾偼俬俢僫儞僶乕乽130乿偺Explod偺夋柺拞偺悢偑0傛傝傕懡偄丄
                          ;偮傑傝侾枃埲忋昞帵偝傟偰偄傞帪
trigger1 = anim != 88260 ;僗僥乕僩偑俈侽侽乮僷儚乕棴傔乯埲奜偺帪
ID = 1053

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =  Stateno != [2999,3000]
trigger2 = MoveType != A
id =  3000

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = Stateno != 1800
id =  1800


[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =  Stateno != [640,645]
trigger2 = MoveType != A
id =  650

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 != (anim=5555&&stateno=4530)&&((anim=[5555,5556])&&stateno=3550)
trigger2 = roundstate != 2
trigger3 = Stateno = [5120,5150]
id =  5557

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 != (anim=5555&&stateno=4530)&&((anim=[5555,5556])&&stateno=3550)
trigger2 = roundstate != 2
trigger3 = Stateno = [5120,5150]
id =  5558

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 != (anim=5555&&stateno=4530)&&((anim=[5555,5556])&&stateno=3550)
trigger2 = roundstate != 2
trigger3 = Stateno = [5120,5150]
id =  5559

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 != (anim=5555&&stateno=4530)&&((anim=[5555,5556])&&stateno=3550)
trigger2 = roundstate != 2
trigger3 = Stateno = [5120,5150]
id =  5560

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 != (anim=5555&&stateno=4530)&&((anim=[5555,5556])&&stateno=3550)
trigger2 = roundstate != 2
trigger3 = Stateno = [5120,5150]
id =  5561

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 != (anim=5555&&stateno=4530)&&((anim=[5555,5556])&&stateno=3550)
trigger2 = roundstate != 2
trigger3 = Stateno = [5120,5150]
id =  5562

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = Stateno!= [4230,4232]
id =4233

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = Stateno!= 16195
id = 16195


[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = Fvar(39) != 1
trigger2 = roundstate = 2
id = 19001

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = Fvar(39) != 2
trigger2 = roundstate = 2
id = 19002

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = Fvar(39) != 3
trigger2 = roundstate = 2
id = 19003

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = Fvar(39) != 4
trigger2 = roundstate = 2
id = 19004

;-----------------------------------
;偙偙偼乽僷儚乕棴傔乿偺僗僥乕僩偱敪惗偝偣偨乽Explod乿偺僄僼僃僋僩夋憸傪
;摿掕偺忦審偑桳岠偵側傟偽徚偡丄偲偄偆張棟傪偟偰偄傑偡丅

[State -2, 僄僼僃僋僩傪徚偡];僷儚乕棴傔僗僥乕僩梡
type = RemoveExplod
triggerall = NumExplod(130) > 0
                          ;仾偼俬俢僫儞僶乕乽130乿偺Explod偺夋柺拞偺悢偑0傛傝傕懡偄丄
                          ;偮傑傝侾枃埲忋昞帵偝傟偰偄傞帪
trigger1 = StateNo != 700 ;僗僥乕僩偑俈侽侽乮僷儚乕棴傔乯埲奜偺帪
trigger2 = MoveType != I  ;MoveType偑乽I乮壗傕偟偰側偄乯乿埲奜偺帪
ID = 130                  ;徚偡Explod偺摿掕偺俬俢僫儞僶乕傪巜掕



;-----------------------------------
;[State -2, 僋儕僢僾儃乕僪]
;type = DisplayToClipboard
;trigger1 = 1
;text = "Cancel=%d, Throw=%d, Button=%d, Body-Distance X=%d,Y=%d \n"
;params = var(1),var(2),var(5),floor(P2BodyDist X),floor(P2BodyDist Y)

;[State -2, 僋儕僢僾儃乕僪乮捛壛愱梡乯]
;type = AppendToClipboard
;trigger1 = 1
;text = "Position X=%d,Y=%d, Velocity X=%f,Y=%f, Hit=%d \n"
;params = floor(Pos X),floor(Pos Y),(Vel X),(Vel Y),(MoveHit)


;--------------------------------------------------------------------------------
;10P僇儔乕愱梡丂懱椡帺摦夞暅
[State -2, 10P僇儔乕愱梡丂懱椡帺摦夞暅]
type = lifeadd
triggerall = Alive
triggerall = roundState = 2
trigger1 = Palno = 10
trigger1 = (GameTime%6)=0
value = 1
;ignorehitpause = 1


[State -2, 10P僇儔乕梡僷儚乕憹壛]
type = Poweradd
triggerall = Alive
triggerall = roundState = 2
trigger1 = Palno = 10
trigger1 = (GameTime%3 )=0
value = 1
;ignorehitpause = 1

[State -2, 10P僇儔乕梡僷儚乕憹壛]
type = Poweradd
triggerall = Alive
triggerall = roundState = 2
trigger1 = Palno = 10
trigger1 = movehit = 1
value = 40

;---------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
;11P僇儔乕愱梡丂懱椡帺摦夞暅
[State -2, 11P僇儔乕愱梡丂懱椡帺摦夞暅]
type = lifeadd
triggerall = Alive
triggerall = roundState = 2
trigger1 = Palno = 11
trigger1 = (GameTime%4 )=0
value = 1
;ignorehitpause = 1


[State -2, 11P僇儔乕梡僷儚乕憹壛]
type = Poweradd
triggerall = Alive
triggerall = roundState = 2
trigger1 = Palno = 11
trigger1 = (GameTime%3 )=0
value = 2
;ignorehitpause = 1

[State -2, 11P僇儔乕梡僷儚乕憹壛]
type = Poweradd
triggerall = Alive
triggerall = roundState = 2
trigger1 = Palno = 11
trigger1 = movehit = 1
value = 60
;---------------------------------------------------------------------------------
;12P僇儔乕愱梡丂懱椡帺摦夞暅
[State -2, 12P僇儔乕愱梡丂懱椡帺摦夞暅]
type = lifeadd
triggerall = Alive
triggerall = roundState = 2
trigger1 = Palno = 12
trigger1 = (GameTime%3 )=0
value = 1
;ignorehitpause = 1


[State -2, 12P僇儔乕梡僷儚乕憹壛]
type = Poweradd
triggerall = Alive
triggerall = roundState = 2
trigger1 = Palno = 12
trigger1 = (GameTime%3 )=0
value = 2
;ignorehitpause = 1

[State -2, 12P僇儔乕梡僷儚乕憹壛]
type = Poweradd
triggerall = Alive
triggerall = roundState = 2
trigger1 = Palno = 12
trigger1 = movehit = 1
value = 60

[State -2, 12P僇儔乕愱梡柍揋晅梌]
type = NotHitBy
triggerall = Palno =12
trigger1 = movetype = A
Value = SCA
time = 1

[State 0, VarSet]
type = VarSet
trigger1 = fvar(13) > 400
trigger1 = ctrl
fv = 13   ;fv =
value =  0

[State 0, VarAdd]
type = VarAdd
trigger1 = Gethitvar(damage)
fv = 13   ;fv =
value =  Ceil(Gethitvar(damage))

[State -2, 12P僇儔乕愱梡柍揋晅梌]
type = NotHitBy
triggerall = Palno =12
trigger1 = Fvar(13) > 400
trigger1 = movetype = H
Value = SCA
time = 1

[State -2, 12P僈乕僉儍儞]
type = SelfState
triggerall = Palno =12
triggerall = Var(59) <= 0
triggerall = !ctrl && Var(57) = 0
triggerall = roundstate = 2
triggerall = Stateno = [130,159]
;triggerall = Statetype != A
triggerall = command !="a" ||command !="a+b"
triggerall = command !="b" ;||command !="hold_b"
triggerall = command ="z" || (command = "recovery" && !Canrecover )
triggerall = Var(25) = 0
triggerall = Stateno != [5110,5120]
triggerall = Stateno != [4000,4510]
triggerall = Alive
trigger1 = power>= 500
value = 1710
ctrl = 0

[State -2, 12PAI僈乕僉儍儞]
type = SelfState
triggerall = Palno =12
triggerall = var(59)>2 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = !ctrl && Var(57) = 0 && Var(25) = 0
triggerall = (Stateno = [130,159]) && (Stateno != [5110,5120]) && (Stateno != [4000,4510])
triggerall = power>= 1500 || (power>=500 && Life<=300)
trigger1 = random < 40
trigger1 = P2bodydist X = [-5,60]
value = 1710
ctrl = 0

;-------------------------------------------------------------偙偙偐傜壓傪亅俀僗僥乕僩撪偵僐僺儁
[State -2, 傾乕儅乕僿儖僷乕屇傃弌偟]
type = Helper
triggerall = !NumHelper(22000) && MoveType != H
trigger1 = Var(57) = 1
trigger2 = Stateno = 3500 && time = 1
trigger3 = (Stateno = [4000,4999] )&& time = 1
name = "Armor"
stateno = 22000
ID = 22000
size.xscale = 1
size.yscale = 1
postype = p1
pos = 0,0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[State -2, 傾乕儅乕拞偺搳偘埲奜柍揋]
type = NotHitBy
trigger1 = NumHelper(22000)
trigger2 = Palno = 12 && Var(57) = 1
trigger3 = Palno = 12 && Stateno = [4000,4999]
value = SCA,AA,AP,AT
time = 1

[State -2, 傾乕儅乕拞偵旐抏偟偨帪偺柍揋帪娫墑挿乮俀廳旐抏梷惂張抲乯]
type = NotHitBy
trigger1 = NumHelper(22000)
trigger1 = Helper(22000),GetHitVar(damage)
value = SCA
time = Helper(22000),GetHitVar(hitshaketime)+5

[State -2, 傾乕儅乕庴偗偟偨帪偺揰柵]
type = PalFX
trigger1 = NumHelper(22000)
trigger1 = Helper(22000),GetHitVar(damage)
time = 5
add = 10,10,10

[State -2, 傾乕儅乕庴偗偟偨帪偺儔僀僼尭彮]
type = LifeAdd
trigger1 = NumHelper(22000)
trigger1 = Helper(22000),GetHitVar(damage)
value = ceil(-0.5*Helper(22000),GetHitVar(damage))
absolute = 1
ignorehitpause = 1

;-------------------------------------------------------------偙偙偐傜壓傪亅俀僗僥乕僩撪偵僐僺儁
[State -2, 傾乕儅乕僿儖僷乕屇傃弌偟]
type = Helper
triggerall = !NumHelper(22001) && MoveType != H
trigger1 = stateno = 1200 && time = 1
trigger2 = stateno = 1230 && time = 1
name = "Armor"
stateno = 22001
ID = 22001
size.xscale = 1
size.yscale = 1
postype = p1
pos = 0,0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[State -2, 傾乕儅乕拞偺搳偘埲奜柍揋]
type = NotHitBy
trigger1 = NumHelper(22001)
value = ,AP
time = 1

[State -2, 傾乕儅乕拞偵旐抏偟偨帪偺柍揋帪娫墑挿乮俀廳旐抏梷惂張抲乯]
type = NotHitBy
trigger1 = NumHelper(22001)
trigger1 = Helper(22001),GetHitVar(damage)
value = SCA
time = Helper(22001),GetHitVar(hitshaketime)+5

[State -2, 傾乕儅乕庴偗偟偨帪偺揰柵]
type = PalFX
trigger1 = NumHelper(22001)
trigger1 = Helper(22001),GetHitVar(damage)
time = 5
add = 100,100,100

[State -2, 傾乕儅乕庴偗偟偨帪偺儔僀僼尭彮]
type = LifeAdd
trigger1 = NumHelper(22001)
trigger1 = Helper(22001),GetHitVar(damage)
value = -1*Helper(22001),GetHitVar(damage)
absolute = 1
ignorehitpause = 1


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

;塃戙媨墢庻 懠乽儊僞曉偟仌儊僞嵞斀榑乿懳墳僗僥乕僩
[state -2, Meta-PowerAdd 1];備乕偲偼傞巵丄baggy巵丄僩僉傿巵丄my100yen巵梡
type = Poweradd
triggerall = alive&&!numexplod(19864)&&!numexplod(19865)
trigger1 = numenemy&&!numpartner
trigger1 = (enemy,var(56)=19861004&&enemy,Authorname="YU-TOHARU")||((enemy,name="trapsatoko"||enemy,name="oyashirorika"||enemy,name="Furudo_erika")&&enemy,Authorname="baggy")
trigger1 = (enemy,stateno=2910||enemy,stateno=2930)&&enemy,time=2
trigger2 = numenemy&&numpartner
trigger2 = (enemy,var(56)=19861004&&enemy,Authorname="YU-TOHARU")||((enemy,name="trapsatoko"||enemy,name="oyashirorika"||enemy,name="Furudo_erika")&&enemy,Authorname="baggy")
trigger2 = (enemy,stateno=2910||enemy,stateno=2930)&&enemy,time=2&&(ID<Partner,ID||(ID>Partner,ID&&partner,numexplod(19864)=0&&partner,numexplod(19865)=0))
trigger3 = numenemy>=2&&!numpartner
trigger3 = (enemy(1),var(56)=19861004&&enemy(1),Authorname="YU-TOHARU")||((enemy(1),name="trapsatoko"||enemy(1),name="oyashirorika"||enemy(1),name="Furudo_erika")&&enemy(1),Authorname="baggy")
trigger3 = (enemy(1),stateno=2910||enemy(1),stateno=2930)&&enemy(1),time=2
trigger4 = numenemy>=2&&numpartner
trigger4 = (enemy(1),var(56)=19861004&&enemy(1),Authorname="YU-TOHARU")||((enemy(1),name="trapsatoko"||enemy(1),name="oyashirorika"||enemy(1),name="Furudo_erika")&&enemy(1),Authorname="baggy")
trigger4 = (enemy(1),stateno=2910||enemy(1),stateno=2930)&&enemy(1),time=2&&(ID<Partner,ID||(ID>Partner,ID&&partner,numexplod(19864)=0&&partner,numexplod(19865)=0))
trigger5 = numenemy&&!numpartner
trigger5 = (enemy,Authorname="my100yen")||((enemy,name="Lucifer")&&enemy,Authorname="Tokey")
trigger5 = (enemy,stateno=2910||enemy,stateno=2930)&&enemy,time=2
trigger6 = numenemy&&numpartner
trigger6 = (enemy,Authorname="my100yen")||((enemy,name="Lucifer")&&enemy,Authorname="Tokey")
trigger6 = (enemy,stateno=2910||enemy,stateno=2930)&&enemy,time=2&&(ID<Partner,ID||(ID>Partner,ID&&partner,numexplod(19864)=0&&partner,numexplod(19865)=0))
trigger7 = numenemy>=2&&!numpartner
trigger7 = (enemy(1),Authorname="my100yen")||((enemy(1),name="Lucifer")&&enemy,Authorname="Tokey")
trigger7 = (enemy(1),stateno=2910||enemy(1),stateno=2930)&&enemy(1),time=2
trigger8 = numenemy>=2&&numpartner
trigger8 = (enemy(1),Authorname="my100yen")||((enemy(1),name="Lucifer")&&enemy,Authorname="Tokey")
trigger8 = (enemy(1),stateno=2910||enemy(1),stateno=2930)&&enemy(1),time=2&&(ID<Partner,ID||(ID>Partner,ID&&partner,numexplod(19864)=0&&partner,numexplod(19865)=0))
value = -2000
ignorehitpause=1

[State -2, Meta-PowerAdd 2];barai巵丄僔儘僩巵梡
type = Poweradd
triggerAll = Alive&&!NumExplod(19864)&&!NumExplod(19865)
trigger1 = numenemy&&!numpartner
Trigger1 = ((enemy,name="Rosa_Ushiromiya"||enemy,name="Chiester410")&&enemy,Authorname="barai")||((Enemy,Name="Dlanor A. Knox")&&Enemy,AuthorName="Shiroto")
Trigger1 = (enemy,stateno=2910||enemy,Stateno=2930)&&enemy,Statetime=2
trigger2 = numenemy&&numpartner
Trigger2 = ((enemy,name="Rosa_Ushiromiya"||enemy,name="Chiester410")&&enemy,Authorname="barai")||((Enemy,Name="Dlanor A. Knox")&&Enemy,AuthorName="Shiroto")
Trigger2 = (enemy,stateno=2910||enemy,Stateno=2930)&&enemy,Statetime=2
Trigger2 = ID<Partner,ID||(ID>Partner,ID&&partner,numexplod(19864)=0&&partner,numexplod(19865)=0)
trigger3 = numenemy>=2&&!numpartner
trigger3 = ((enemy(1),name="Rosa_Ushiromiya"||enemy(1),name="Chiester410")&&enemy(1),Authorname="barai")||((Enemy(1),Name="Dlanor A. Knox")&&Enemy(1),AuthorName="Shiroto")
trigger3 = (enemy(1),stateno=2910||enemy(1),stateno=2930)&&enemy(1),Statetime=2
trigger4 = numenemy>=2&&numpartner
trigger4 = ((enemy(1),name="Rosa_Ushiromiya"||enemy(1),name="Chiester410")&&enemy(1),Authorname="barai")||((Enemy(1),Name="Dlanor A. Knox")&&Enemy(1),AuthorName="Shiroto")
trigger4 = (enemy(1),stateno=2910||enemy(1),stateno=2930)&&enemy(1),Statetime=2
Trigger4 = ID<Partner,ID||(ID>Partner,ID&&partner,numexplod(19864)=0&&partner,numexplod(19865)=0)
value = -1*(floor(PowerMax)/5)*2
ignorehitpause=1

[state -2, Meta-PowerAdd 3];Flowr兛lli兛巵梡
type = Poweradd
triggerall = alive&&!NumExplod(19864)&&!NumExplod(19865)
triggerall = power>=floor(PowerMax*0.4)
trigger1 = Enemy,var(56)=19861004&&Enemy,AuthorName="flowrallia"
trigger1 = (Enemy,stateno=3001||Enemy(0),stateno=3003)&&Enemy,time=2-(TeamSide=1)*1
trigger2 = NumEnemy>=2
trigger2 = Enemy(1),var(56)=19861004&&Enemy(1),AuthorName="flowrallia"
trigger2 = (Enemy(1),stateno=3001||Enemy(1),stateno=3003)&&Enemy(1),time=2-(TeamSide=1)*1
value = floor(-Powermax*0.4)
ignorehitpause=1

[State -2, Meta-Voice1];儊僞曉偟乣儃僀僗
type = PlaySnd
triggerall = alive&&!numexplod(19864) && Var(52) = 0
trigger1 = numenemy
trigger1 = enemy,var(56)=19861004&&enemy,Authorname="YU-TOHARU"&&enemy,stateno=2910&&enemy,time=2
trigger2 = numenemy>=2
trigger2 = enemy(1),var(56)=19861004&&enemy(1),Authorname="YU-TOHARU"&&enemy(1),stateno=2910&&enemy(1),time=2
trigger3 = numenemy
trigger3 = (enemy,name="trapsatoko"||enemy,name="oyashirorika"||enemy,name="Furudo_erika")&&enemy,Authorname="baggy"&&enemy,stateno=2910&&enemy,time=2
trigger4 = numenemy>=2
trigger4 = (enemy(1),name="trapsatoko"||enemy(1),name="oyashirorika"||enemy(1),name="Furudo_erika")&&enemy(1),Authorname="baggy"&&enemy(1),stateno=2910&&enemy(1),time=2
trigger5 = NumEnemy
trigger5 = (enemy,name="Rosa_Ushiromiya"||enemy,name="Chiester410")&&enemy,Authorname="barai"&&enemy,stateno=2910&&enemy,time=2
trigger6 = NumEnemy>=2
trigger6 = (enemy(1),name="Rosa_Ushiromiya"||enemy(1),name="Chiester410")&&enemy(1),Authorname="barai"&&enemy(1),stateno=2910&&enemy(1),time=2
Trigger7 = NumEnemy
Trigger7 = (Enemy,Name="Dlanor A. Knox")&&Enemy,AuthorName="Shiroto"&&Enemy,StateNo=2910&&Enemy,StateTime=2
Trigger8 = NumEnemy>=2
Trigger8 = (Enemy(1),Name="Dlanor A. Knox")&&Enemy(1),AuthorName="Shiroto"&&Enemy(1),StateNo=2910&&Enemy(1),StateTime=2
Trigger9 = NumEnemy
Trigger9 = enemy,Authorname="my100yen"&&Enemy,StateNo=2910&&Enemy,StateTime=2
Trigger10= NumEnemy>=2
Trigger10= enemy(1),Authorname="my100yen"&&Enemy(1),StateNo=2910&&Enemy(1),StateTime=2
Trigger11= NumEnemy
Trigger11= (enemy,name="Lucifer")&&enemy,Authorname="Tokey"&&Enemy,StateNo=2910&&Enemy,StateTime=2
Trigger12= NumEnemy>=2
Trigger12= (enemy(1),name="Lucifer")&&enemy(1),Authorname="Tokey"&&Enemy(1),StateNo=2910&&Enemy(1),StateTime=2
Trigger13= NumEnemy
Trigger13= Enemy,var(56)=19861004&&Enemy,AuthorName="flowrallia"&&Enemy,StateNo=3001&&Enemy,time<=2
Trigger14= NumEnemy>=2
Trigger14= Enemy(1),var(56)=19861004&&Enemy(1),AuthorName="flowrallia"&&Enemy(1),StateNo=3001&&Enemy(1),time<=2
value = s5120,2

[State -2, Meta-CutIn1 Right];儊僞曉偟乣僇僢僩僀儞乮塃岦偒乯
type = Explod
triggerall = alive&&!numexplod(19864)
trigger1 = numenemy
trigger1 = enemy,var(56)=19861004&&enemy,Authorname="YU-TOHARU"&&enemy,stateno=2910&&enemy,time=2&&enemy,facing=-1
trigger2 = numenemy>=2
trigger2 = enemy(1),var(56)=19861004&&enemy(1),Authorname="YU-TOHARU"&&enemy(1),stateno=2910&&enemy(1),time=2&&enemy(1),facing=-1
trigger3 = numenemy
trigger3 = (enemy,name="trapsatoko"||enemy,name="oyashirorika"||enemy,name="Furudo_erika")&&enemy,Authorname="baggy"&&enemy,stateno=2910&&enemy,time=2&&enemy,facing=-1
trigger4 = numenemy>=2
trigger4 = (enemy(1),name="trapsatoko"||enemy(1),name="oyashirorika"||enemy(1),name="Furudo_erika")&&enemy(1),Authorname="baggy"&&enemy(1),stateno=2910&&enemy(1),time=2&&enemy(1),facing=-1
trigger5 = NumEnemy
trigger5 = (enemy,name="Rosa_Ushiromiya"||enemy,name="Chiester410")&&enemy,Authorname="barai"&&enemy,stateno=2910&&enemy,time=2&&enemy,facing=-1
trigger6 = NumEnemy>=2
trigger6 = (enemy(1),name="Rosa_Ushiromiya"||enemy(1),name="Chiester410")&&enemy(1),Authorname="barai"&&enemy(1),stateno=2910&&enemy(1),time=2&&enemy(1),facing=-1
Trigger7 = NumEnemy
Trigger7 = (Enemy,Name="Dlanor A. Knox")&&Enemy,AuthorName="Shiroto"&&Enemy,StateNo=2910&&Enemy,StateTime=2&&enemy,facing=-1
Trigger8 = NumEnemy>=2
Trigger8 = (Enemy(1),Name="Dlanor A. Knox")&&Enemy(1),AuthorName="Shiroto"&& Enemy(1),StateNo=2910&&Enemy(1),StateTime=2&&enemy(1),facing=-1
Trigger9 = NumEnemy
Trigger9 = enemy,Authorname="my100yen"&&Enemy,StateNo=2910&&Enemy,StateTime=2&&enemy,facing=-1
Trigger10= NumEnemy>=2
Trigger10= enemy(1),Authorname="my100yen"&&Enemy(1),StateNo=2910&&Enemy(1),StateTime=2&&enemy(1),facing=-1
Trigger11= NumEnemy
Trigger11= (enemy,name="Lucifer")&&enemy,Authorname="Tokey"&&Enemy,StateNo=2910&&Enemy,StateTime=2&&enemy,facing=-1
Trigger12= NumEnemy>=2
Trigger12= (enemy(1),name="Lucifer")&&enemy(1),Authorname="Tokey"&&Enemy(1),StateNo=2910&&Enemy(1),StateTime=2&&enemy(1),facing=-1
Trigger13= NumEnemy
Trigger13= Enemy,var(56)=19861004&&Enemy,AuthorName="flowrallia"&&Enemy,StateNo=3001&&Enemy,time<=2&&enemy,facing=-1
Trigger14= NumEnemy>=2
Trigger14= Enemy(1),var(56)=19861004&&Enemy(1),AuthorName="flowrallia"&&Enemy(1),StateNo=3001&&Enemy(1),time<=2&&enemy(1),facing=-1
anim = 19864
ID = 19864
postype = left
pos = 0,240
facing = 1
scale = 0.5,0.5
ownpal = 1
sprpriority = -1
pausemovetime = 999999999
supermovetime = 999999999

[State -2, Meta-CutIn1 Left];儊僞曉偟乣僇僢僩僀儞乮嵍岦偒乯
type = Explod
triggerall = alive&&!numexplod(19864)
trigger1 = numenemy
trigger1 = enemy,var(56)=19861004&&enemy,Authorname="YU-TOHARU"&&enemy,stateno=2910&&enemy,time=2&&enemy,facing=1
trigger2 = numenemy>=2
trigger2 = enemy(1),var(56)=19861004&&enemy(1),Authorname="YU-TOHARU"&&enemy(1),stateno=2910&&enemy(1),time=2&&enemy(1),facing=1
trigger3 = numenemy
trigger3 = (enemy,name="trapsatoko"||enemy,name="oyashirorika"||enemy,name="Furudo_erika")&&enemy,Authorname="baggy"&&enemy,stateno=2910&&enemy,time=2&&enemy,facing=1
trigger4 = numenemy>=2
trigger4 = (enemy(1),name="trapsatoko"||enemy(1),name="oyashirorika"||enemy(1),name="Furudo_erika")&&enemy(1),Authorname="baggy"&&enemy(1),stateno=2910&&enemy(1),time=2&&enemy(1),facing=1
trigger5 = NumEnemy
trigger5 = (enemy,name="Rosa_Ushiromiya"||enemy,name="Chiester410")&&enemy,Authorname="barai"&&enemy,stateno=2910&&enemy,time=2&&enemy,facing=1
trigger6 = NumEnemy>=2
trigger6 = (enemy(1),name="Rosa_Ushiromiya"||enemy(1),name="Chiester410")&&enemy(1),Authorname="barai"&&enemy(1),stateno=2910&&enemy(1),time=2&&enemy(1),facing=1
Trigger7 = NumEnemy
Trigger7 = (Enemy,Name="Dlanor A. Knox")&&Enemy,AuthorName="Shiroto"&&Enemy,StateNo=2910&&Enemy,StateTime=2&&enemy,facing=1
Trigger8 = NumEnemy>=2
Trigger8 = (Enemy(1),Name="Dlanor A. Knox")&&Enemy(1),AuthorName="Shiroto"&& Enemy(1),StateNo=2910&&Enemy(1),StateTime=2&&enemy(1),facing=1
Trigger9 = NumEnemy
Trigger9 = enemy,Authorname="my100yen"&&Enemy,StateNo=2910&&Enemy,StateTime=2&&enemy,facing=1
Trigger10= NumEnemy>=2
Trigger10= enemy(1),Authorname="my100yen"&&Enemy(1),StateNo=2910&&Enemy(1),StateTime=2&&enemy(1),facing=1
Trigger11= NumEnemy
Trigger11= (enemy,name="Lucifer")&&enemy,Authorname="Tokey"&&Enemy,StateNo=2910&&Enemy,StateTime=2&&enemy,facing=1
Trigger12= NumEnemy>=2
Trigger12= (enemy(1),name="Lucifer")&&enemy(1),Authorname="Tokey"&&Enemy(1),StateNo=2910&&Enemy(1),StateTime=2&&enemy(1),facing=1
Trigger13= NumEnemy
Trigger13= Enemy,var(56)=19861004&&Enemy,AuthorName="flowrallia"&&Enemy,StateNo=3001&&Enemy,time<=2&&enemy,facing=1
Trigger14= NumEnemy>=2
Trigger14= Enemy(1),var(56)=19861004&&Enemy(1),AuthorName="flowrallia"&&Enemy(1),StateNo=3001&&Enemy(1),time<=2&&enemy(1),facing=1
anim = 19864
ID = 19864
postype = right
pos = 0,240
facing = -1
scale = 0.5,0.5
ownpal = 1
sprpriority = -1
pausemovetime = 999999999
supermovetime = 999999999

[State -2, Meta-Voice2];儊僞嵞斀榑乣儃僀僗
type = PlaySnd
triggerall = alive&&!numexplod(19865) && Var(52) = 0
trigger1 = numenemy
trigger1 = enemy,var(56)=19861004&&enemy,Authorname="YU-TOHARU"&&enemy,stateno=2930&&enemy,time=2
trigger2 = numenemy>=2
trigger2 = enemy(1),var(56)=19861004&&enemy(1),Authorname="YU-TOHARU"&&enemy(1),stateno=2930&&enemy(1),time=2
trigger3 = numenemy
trigger3 = (enemy,name="trapsatoko"||enemy,name="oyashirorika"||enemy,name="Furudo_erika")&&enemy,Authorname="baggy"&&enemy,stateno=2930&&enemy,time=2
trigger4 = numenemy>=2
trigger4 = (enemy(1),name="trapsatoko"||enemy(1),name="oyashirorika"||enemy(1),name="Furudo_erika")&&enemy(1),Authorname="baggy"&&enemy(1),stateno=2930&&enemy(1),time=2
trigger5 = NumEnemy
trigger5 = (enemy,name="Rosa_Ushiromiya"||enemy,name="Chiester410")&&enemy,Authorname="barai"&&enemy,stateno=2930&&enemy,time=2
trigger6 = NumEnemy>=2
trigger6 = (enemy(1),name="Rosa_Ushiromiya"||enemy(1),name="Chiester410")&&enemy(1),Authorname="barai"&&enemy(1),stateno=2930&&enemy(1),time=2
Trigger7 = NumEnemy
Trigger7 = (Enemy,Name="Dlanor A. Knox")&&Enemy,AuthorName="Shiroto"&&Enemy,StateNo=2930&&Enemy,StateTime=2
Trigger8 = NumEnemy>=2
Trigger8 = (Enemy(1),Name="Dlanor A. Knox")&&Enemy(1),AuthorName="Shiroto"&& Enemy(1),StateNo=2930&&Enemy(1),StateTime=2
Trigger9 = NumEnemy
Trigger9 = enemy,Authorname="my100yen"&&Enemy,StateNo=2930&&Enemy,StateTime=2
Trigger10= NumEnemy>=2
Trigger10= enemy(1),Authorname="my100yen"&&Enemy(1),StateNo=2930&&Enemy(1),StateTime=2
Trigger11= NumEnemy
Trigger11= (enemy,name="Lucifer")&&enemy,Authorname="Tokey"&&Enemy,StateNo=2930&&Enemy,StateTime=2
Trigger12= NumEnemy>=2
Trigger12= (enemy(1),name="Lucifer")&&enemy(1),Authorname="Tokey"&&Enemy(1),StateNo=2930&&Enemy(1),StateTime=2
Trigger13= NumEnemy
Trigger13= Enemy,var(56)=19861004&&Enemy,AuthorName="flowrallia"&&Enemy,StateNo=3003&&Enemy,time<=2
Trigger14= NumEnemy>=2
Trigger14= Enemy(1),var(56)=19861004&&Enemy(1),AuthorName="flowrallia"&&Enemy(1),StateNo=3003&&Enemy(1),time<=2
value = s5120,3

[State -2, Meta-CutIn2 Right];儊僞嵞斀榑乣僇僢僩僀儞乮塃岦偒乯
type = Explod
triggerall = alive&&!numexplod(19865)
trigger1 = numenemy
trigger1 = enemy,var(56)=19861004&&enemy,Authorname="YU-TOHARU"&&enemy,stateno=2930&&enemy,time=2&&enemy,facing=-1
trigger2 = numenemy>=2
trigger2 = enemy(1),var(56)=19861004&&enemy(1),Authorname="YU-TOHARU"&&enemy(1),stateno=2930&&enemy(1),time=2&&enemy(1),facing=-1
trigger3 = numenemy
trigger3 = (enemy,name="trapsatoko"||enemy,name="oyashirorika"||enemy,name="Furudo_erika")&&enemy,Authorname="baggy"&&enemy,stateno=2930&&enemy,time=2&&enemy,facing=-1
trigger4 = numenemy>=2
trigger4 = (enemy(1),name="trapsatoko"||enemy(1),name="oyashirorika"||enemy(1),name="Furudo_erika")&&enemy(1),Authorname="baggy"&&enemy(1),stateno=2930&&enemy(1),time=2&&enemy(1),facing=-1
trigger5 = NumEnemy
trigger5 = (enemy,name="Rosa_Ushiromiya"||enemy,name="Chiester410")&&enemy,Authorname="barai"&&enemy,stateno=2930&&enemy,time=2&&enemy,facing=-1
trigger6 = NumEnemy>=2
trigger6 = (enemy(1),name="Rosa_Ushiromiya"||enemy(1),name="Chiester410")&&enemy(1),Authorname="barai"&&enemy(1),stateno=2930&&enemy(1),time=2&&enemy(1),facing=-1
Trigger7 = NumEnemy
Trigger7 = (Enemy,Name="Dlanor A. Knox")&&Enemy,AuthorName="Shiroto"&&Enemy,StateNo=2930&&Enemy,StateTime=2&&enemy,facing=-1
Trigger8 = NumEnemy>=2
Trigger8 = (Enemy(1),Name="Dlanor A. Knox")&&Enemy(1),AuthorName="Shiroto"&& Enemy(1),StateNo=2930&&Enemy(1),StateTime=2&&enemy(1),facing=-1
Trigger9 = NumEnemy
Trigger9 = enemy,Authorname="my100yen"&&Enemy,StateNo=2930&&Enemy,StateTime=2&&enemy,facing=-1
Trigger10= NumEnemy>=2
Trigger10= enemy(1),Authorname="my100yen"&&Enemy(1),StateNo=2930&&Enemy(1),StateTime=2&&enemy(1),facing=-1
Trigger11= NumEnemy
Trigger11= (enemy,name="Lucifer")&&enemy,Authorname="Tokey"&&Enemy,StateNo=2930&&Enemy,StateTime=2&&enemy,facing=-1
Trigger12= NumEnemy>=2
Trigger12= (enemy(1),name="Lucifer")&&enemy(1),Authorname="Tokey"&&Enemy(1),StateNo=2930&&Enemy(1),StateTime=2&&enemy(1),facing=-1
Trigger13= NumEnemy
Trigger13= Enemy,var(56)=19861004&&Enemy,AuthorName="flowrallia"&&Enemy,StateNo=3003&&Enemy,time<=2&&enemy,facing=-1
Trigger14= NumEnemy>=2
Trigger14= Enemy(1),var(56)=19861004&&Enemy(1),AuthorName="flowrallia"&&Enemy(1),StateNo=3003&&Enemy(1),time<=2&&enemy(1),facing=-1
anim = 19865
ID = 19865
postype = left
pos = 0,240
facing = 1
scale = 0.5,0.5
ownpal = 1
sprpriority = 5
pausemovetime = 999999999
supermovetime = 999999999

[State -2, Meta-CutIn2 Left];儊僞嵞斀榑乣僇僢僩僀儞乮嵍岦偒乯
type = Explod
triggerall = alive&&!numexplod(19865)
trigger1 = numenemy
trigger1 = enemy,var(56)=19861004&&enemy,Authorname="YU-TOHARU"&&enemy,stateno=2930&&enemy,time=2&&enemy,facing=1
trigger2 = numenemy>=2
trigger2 = enemy(1),var(56)=19861004&&enemy(1),Authorname="YU-TOHARU"&&enemy(1),stateno=2930&&enemy(1),time=2&&enemy(1),facing=1
trigger3 = numenemy
trigger3 = (enemy,name="trapsatoko"||enemy,name="oyashirorika"||enemy,name="Furudo_erika")&&enemy,Authorname="baggy"&&enemy,stateno=2930&&enemy,time=2&&enemy,facing=1
trigger4 = numenemy>=2
trigger4 = (enemy(1),name="trapsatoko"||enemy(1),name="oyashirorika"||enemy(1),name="Furudo_erika")&&enemy(1),Authorname="baggy"&&enemy(1),stateno=2930&&enemy(1),time=2&&enemy(1),facing=1
trigger5 = NumEnemy
trigger5 = (enemy,name="Rosa_Ushiromiya"||enemy,name="Chiester410")&&enemy,Authorname="barai"&&enemy,stateno=2930&&enemy,time=2&&enemy,facing=1
trigger6 = NumEnemy>=2
trigger6 = (enemy(1),name="Rosa_Ushiromiya"||enemy(1),name="Chiester410")&&enemy(1),Authorname="barai"&&enemy(1),stateno=2930&&enemy(1),time=2&&enemy(1),facing=1
Trigger7 = NumEnemy
Trigger7 = (Enemy,Name="Dlanor A. Knox")&&Enemy,AuthorName="Shiroto"&&Enemy,StateNo=2930&&Enemy,StateTime=2&&enemy,facing=1
Trigger8 = NumEnemy>=2
Trigger8 = (Enemy(1),Name="Dlanor A. Knox")&&Enemy(1),AuthorName="Shiroto"&& Enemy(1),StateNo=2930&&Enemy(1),StateTime=2&&enemy(1),facing=1
Trigger9 = NumEnemy
Trigger9 = enemy,Authorname="my100yen"&&Enemy,StateNo=2930&&Enemy,StateTime=2&&enemy,facing=1
Trigger10= NumEnemy>=2
Trigger10= enemy(1),Authorname="my100yen"&&Enemy(1),StateNo=2930&&Enemy(1),StateTime=2&&enemy(1),facing=1
Trigger11= NumEnemy
Trigger11= (enemy,name="Lucifer")&&enemy,Authorname="Tokey"&&Enemy,StateNo=2930&&Enemy,StateTime=2&&enemy,facing=1
Trigger12= NumEnemy>=2
Trigger12= (enemy(1),name="Lucifer")&&enemy(1),Authorname="Tokey"&&Enemy(1),StateNo=2930&&Enemy(1),StateTime=2&&enemy(1),facing=1
Trigger13= NumEnemy
Trigger13= Enemy,var(56)=19861004&&Enemy,AuthorName="flowrallia"&&Enemy,StateNo=3003&&Enemy,time<=2&&enemy,facing=1
Trigger14= NumEnemy>=2
Trigger14= Enemy(1),var(56)=19861004&&Enemy(1),AuthorName="flowrallia"&&Enemy(1),StateNo=3003&&Enemy(1),time<=2&&enemy(1),facing=1
anim = 19865
ID = 19865
postype = right
pos = 0,240
facing = -1
scale = 0.5,0.5
ownpal = 1
sprpriority = 5
pausemovetime = 999999999
supermovetime = 999999999


[State 0, DestroySelf]
type = DestroySelf
trigger1 = IShelper
trigger1 = Stateno = 0
;ignorehitpause =
;persistent =

;嶍傝KO堏峴
[State -2, 3]
type = ChangeState
trigger1 = !alive
trigger1 = prevstateno = 130 || prevstateno = 131 || prevstateno = [150,153]
trigger1 = Stateno = [5000,5050]
value = 5950



[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = Anim = 5950
trigger2 = PrevStateno = [120,139]
flag = nokosnd

[state ]
type=ChangeAnim
triggerall=numenemy&&movetype=H&&statetype!=A
trigger1=((P2name="cvsgouki"||P2name="cvsgouki_ex")&&enemynear,authorname="Warusaki3"&&stateno=3450&&time=1)||(P2name="Shin Gouki SSF'2 Plus"&&enemynear,authorname="Guille_N_Roll"&&enemynear,stateno=3410&&(stateno=[5000,5100]))
trigger2=(P2name="Tin's S_Gouki"&&stateno=5951&&anim=5951)
value=5950

[State ]
type=selfstate
trigger1=P2name="Tin's S_Gouki"&&stateno=5951&&anim=5950&&animelem=7
value=5110




[State 0, AssertSpecial]
type = AssertSpecial
triggerAll = Var(57) = 1
trigger1 = Stateno != [3500,4510]
trigger2 = Anim != [4000,4510]
flag = invisible


[State 0, VarSet]
type = VarSet
trigger1 = NumEnemy = 1
trigger1 = Enemy,name = "hosikuzu" && Enemy,Authorname = "Taisha"
v =  14   ;fv = 10
value = 100

[State 0, ChangeState]
type = ChangeState
trigger1 = Var(59) > 0
trigger1 = roundstate = 3
trigger1 = stateno =[20,23]
value = 0
ctrl = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = NumEnemy = 1
trigger1 = Enemy,name = "hosikuzu" && Enemy,Authorname = "Taisha"
trigger1 = Var(59) > 0
flag = noautoturn

[State 0, Helper]
type = Helper
triggerall = NumHelper(21500) = 0
trigger1 = NumEnemy = 1
trigger1 = Enemy,name = "hosikuzu" && Enemy,Authorname = "Taisha"
helpertype = normal ;player
name = "VShosikuzu"
ID = 21500
stateno = 21500
pos = 0,0
postype = P1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 120
pausemovetime = 120



;揤奀弔崄乽I Want乿懳墳僗僥乕僩

[State 0, Explod]
type = Explod
;trigger1 = stateno=3100&&movetype=H
trigger1 = anim=7651 && Animelem = 2
anim = 7652
ID = 7652
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
scale = 1,1
sprpriority = 20
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
supermove = 1
pausemove = 1

;儗僀丄僥儞僔丄楅愬C僫僶乽搳偘乿懳墳僗僥乕僩
[state ]
type=ChangeAnim
trigger1=numenemy
trigger1=movetype=H&&((stateno=20020&&anim=5600&&enemynear,name="A-Rei"&&enemynear,authorname="simotsuki")||(stateno=755&&anim=5000&&(enemynear,name="tenshi"||enemynear,name="tenshi_rei")))
value=814
persistent=0

[state ]
type=ChangeAnim
trigger1=numenemy
trigger1=stateno=806&&anim=806&&movetype=H&&(enemynear,name="REIsen U Inaba"||enemynear,name="TEOC REISEN")
value=807
persistent=0


[state ]
type=PlaySnd
trigger1 = anim=7651 && movetype=H && Animelem = 2
value = s800,1

;懳偆傠僽儔 僱僐儈儈儌乕僪
[state ]
type=PlaySnd
trigger1 = anim=9848 && movetype=H && Time = 3
value = s9848,0

;劒劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劜Ts劙
;仧僕儍僊
[State -2, 捠忢搳偘乛嵗昗幉堏摦]
type = PosAdd
triggerall = stateno = 805 && Anim = 11
triggerall = MoveType = H
trigger1   = NumEnemy <= 1 || NumEnemy >= 2
trigger1   = EnemyNear(0),Name = "JAGI" && EnemyNear(0),authorname = "Ts"
trigger1   = EnemyNear(0),stateno = 801
trigger2   = NumEnemy >= 2
trigger2   = EnemyNear(1),Name = "JAGI" && EnemyNear(1),authorname = "Ts"
trigger2   = EnemyNear(1),stateno = 801
x = 0
y = 0

[State -2, 捠忢搳偘乛傾僯儊曄峏]
type = ChangeAnim
triggerall = stateno = 805 && Anim = 11
triggerall = MoveType = H && SelfAnimExist(9810)
trigger1   = NumEnemy <= 1 || NumEnemy >= 2
trigger1   = EnemyNear(0),Name = "JAGI" && EnemyNear(0),authorname = "Ts"
trigger1   = EnemyNear(0),stateno = 801
trigger2   = NumEnemy >= 2
trigger2   = EnemyNear(1),Name = "JAGI" && EnemyNear(1),authorname = "Ts"
trigger2   = EnemyNear(1),stateno = 801
value      = 9810


;===========================================================================
;懳儘僢僋儅儞僄僌僛帪丄儕僓儖僩夋柺懳墳婰弎
;===========================================================================


[State -2];怜踢偺奊傪昞帵
type = Explod
triggerall = roundstate >= 3
triggerall = MatchOver
triggerall = P2Name="ROCKMAN_EXE"||P4Name="ROCKMAN_EXE"
triggerall = Lose
triggerall = !NumExplod(12365)
trigger1 = Enemy,Teammode != Simul
trigger1 = Enemy,NumHelper(183)
trigger1 = Enemy,var(35)=1
trigger2 = Enemy,Teammode = Simul
trigger2 = !((ID>Partner,ID)&&Partner,NumExplod(12365))
trigger2 = Enemy(0),NumHelper(183)||Enemy(1),NumHelper(183)
trigger2 = (Enemy(0),Alive && P2Name="ROCKMAN_EXE")||(Enemy(1),Alive && P4Name="ROCKMAN_EXE")
trigger2 = (Enemy(0),var(35)=1 && P2Name="ROCKMAN_EXE")||(Enemy(1),var(35)=1 && P4Name="ROCKMAN_EXE")
anim=12365
ID=12365
pos = 179,128
postype = Left
facing = 1
ontop = 0
scale=0.25,0.25
ownpal=1
bindtime=-1
sprpriority=499
removetime = -1
pausemovetime = 0
supermovetime = 0
removeongethit = 0
ignorehitpause=1


[State -2];僞僢僌傪慻傫偱偄偰帺暘偑3P傑偨偼4P偺帪偵枴曽傕懳墳偟偰偄傞帪偼徚嫀
type = RemoveExplod
trigger1 = NumPartner
trigger1 = ((Teammode=Simul)&&(ID>Partner,ID)&&Partner,NumExplod(12366))
ID=12365



[State -2];怜踢偺柤慜傪昞帵
type = Explod
triggerall = roundstate >= 3
triggerall = MatchOver
triggerall = P2Name="ROCKMAN_EXE"||P4Name="ROCKMAN_EXE"
triggerall = Lose
triggerall = !NumExplod(12366)
trigger1 = Enemy,Teammode != Simul
trigger1 = Enemy,NumHelper(183)
trigger1 = Enemy,var(35)=2
trigger2 = Enemy,Teammode = Simul
trigger2 = !((ID>Partner,ID)&&Partner,NumExplod(12365))
trigger2 = Enemy(0),NumHelper(183)||Enemy(1),NumHelper(183)
trigger2 = (Enemy(0),Alive && P2Name="ROCKMAN_EXE")||(Enemy(1),Alive && P4Name="ROCKMAN_EXE")
trigger2 = (Enemy(0),var(35)=2 && P2Name="ROCKMAN_EXE")||(Enemy(1),var(35)=2 && P4Name="ROCKMAN_EXE")
anim=12366
ID=12366
pos = 83,147
postype = Left
facing = 1
ontop = 0
scale=1,1
ownpal=1
bindtime=-1
sprpriority=505
removetime = -1
pausemovetime = 0
supermovetime = 0
removeongethit = 0
ignorehitpause=1



[State ];怜踢僐乕僪傪昞帵
type = Explod
triggerall = roundstate >= 3
triggerall = MatchOver
triggerall = P2Name="ROCKMAN_EXE"||P4Name="ROCKMAN_EXE"
triggerall = Lose
triggerall = !NumExplod(12367)
trigger1 = Enemy,Teammode != Simul
trigger1 = Enemy,NumHelper(183)
trigger1 = Enemy,var(35)=2
trigger2 = Enemy,Teammode = Simul
trigger2 = !((ID>Partner,ID)&&Partner,NumExplod(12365))
trigger2 = Enemy(0),NumHelper(183)||Enemy(1),NumHelper(183)
trigger2 = (Enemy(0),Alive && P2Name="ROCKMAN_EXE")||(Enemy(1),Alive && P4Name="ROCKMAN_EXE")
trigger2 = (Enemy(0),var(35)=2 && P2Name="ROCKMAN_EXE")||(Enemy(1),var(35)=2 && P4Name="ROCKMAN_EXE")
anim=12367
ID=12367
pos = 156,147
postype = Left
facing = 1
ontop = 0
scale=1,1
ownpal=1
bindtime=-1
sprpriority=505
removetime = -1
pausemovetime = 0
supermovetime = 0
removeongethit = 0
ignorehitpause=1

[State -2, SelfState]
type = SelfState
trigger1 = Palno = 12
trigger1 = Var(57) = 1
trigger1 = Var(30):=CeiL(gametime)
trigger1 = Var(30)!= Var(33)
value = 4000
ctrl = 1

;偙偙傑偱
;===========================================================================

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 仭嵟屻偵亀僐儌儞僗僥乕僩亁偵偮偄偰仭
; 僐儌儞僗僥乕僩偲偼丄慡僉儍儔嫟捠偺婎杮摦嶌偺僗僥乕僩偱偡丅
; 捠忢偼摿偵曄峏偟側偄尷傝丄M.U.G.E.N杮懱偺data僼僅儖僟偵偁傞
;乽common1.cns乮僐儌儞僗僥乕僩僼傽僀儖乯乿傪巊偄傑偡丅
;
; 偟偐偟丄傕偟傕偁側偨偺僉儍儔偺僗僥乕僩僼傽僀儖偱common1.cns偲摨偠斣崋偺
; 婎杮摦嶌偺僗僥乕僩傪嶌偭偨応崌偼張棟偑忋彂偒偝傟丄
; common1.cns懁偺摨偠斣崋偺僗僥乕僩偼柍岠偵側傝傑偡丅
;
; common1.cns偺僾儘僌儔儉桪愭搙偼嵟掅偵懏偟偰偄傞偺偱丄
; 僗僥乕僩偺嶌惉偵偼斣崋偵拲堄偟側偄偲偄偗傑偣傫丅
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------


