;###########################################
[Statedef -2]
;###########################################

;--------------------------
;僕儍儞僾拞偺廳椡
[State -2, ikari]
type = VarSet
trigger1 = FVar(20) != .5
fv = 20
value = .5

;--------------------------
;僠僃乕儞敾掕
[State 200, 1]
type = VarRangeSet
trigger1 = MoveType != A
value = 0
first = 2
last = 13

;---------------------------------------------------------------------------
;暻寖撍偺壒
[State -2, ikari]
type = VarSet
triggerall = Var(24) = 1
trigger1 = P2StateNo != 227
trigger1 = P2MoveType != H
trigger2 = P2StateNo = 225
trigger2 = P2MoveType = H
v = 24
value = 0
ignorehitpause = 1

[State -2, ikari]
type = PlaySnd
trigger1 = Var(51)%10 = 1
trigger1 = Var(24) = 0
trigger1 = P2StateNo = 227
trigger1 = P2MoveType = H
trigger1 = Enemy,Time = 1
value = 15, 6

[State -2, ikari]
type = PlaySnd
trigger1 = Var(51)%10 = 2
trigger1 = Var(24) = 0
trigger1 = P2StateNo = 227
trigger1 = P2MoveType = H
trigger1 = Enemy,Time = 1
value = 35, 11

[State -2, ikari]
type = VarSet
trigger1 = P2StateNo = 227
trigger1 = P2MoveType = H
v = 24
value = 1
ignorehitpause = 1

;---------------------------------------------------------------------------
;妐栿丒峠梩(EX)偺惡徚偟
[State 50, 2]
type = StopSnd
trigger1 = MoveType = H
channel = 3

;---------------------------------------------------------------------------
;捁傪棊偲偡僄僼僃僋僩徚嫀(彫)
[State 420, 2]
type = RemoveExplod
trigger1 = MoveType = H
trigger2 = StateNo != 1000
id = 1001
ignorehitpause = 1

[State 420, 2]
type = RemoveExplod
trigger1 = MoveType = H
trigger2 = StateNo != 1000
id = 1002
ignorehitpause = 1

[State 420, 2]
type = RemoveExplod
trigger1 = MoveType = H
trigger2 = StateNo != 1000
id = 1003
ignorehitpause = 1

;捁傪棊偲偡僄僼僃僋僩徚嫀(拞)
[State 420, 2]
type = RemoveExplod
trigger1 = MoveType = H
trigger2 = StateNo != 1010
id = 1011
ignorehitpause = 1

[State 420, 2]
type = RemoveExplod
trigger1 = MoveType = H
trigger2 = StateNo != 1010
id = 1012
ignorehitpause = 1

[State 420, 2]
type = RemoveExplod
trigger1 = MoveType = H
trigger2 = StateNo != 1010
id = 1013
ignorehitpause = 1

[State 420, 2]
type = RemoveExplod
trigger1 = MoveType = H
trigger2 = StateNo != 1010
id = 1014
ignorehitpause = 1

;僔乕儖僪棫(帩懕)僄僼僃僋僩徚嫀
[State 420, 2]
type = RemoveExplod
trigger1 = Anim != 7500
id = 7551

;僔乕儖僪孅(帩懕)僄僼僃僋僩徚嫀
[State 420, 2]
type = RemoveExplod
trigger1 = Anim != 7510
id = 7552

;僔乕儖僪嬻拞(帩懕)僄僼僃僋僩徚嫀
[State 420, 2]
type = RemoveExplod
trigger1 = Anim != 7520
id = 7553

;---------------------------------------------------------------------------
;嬻拞捁傪棊偲偡夞悢惂尷僼儔僌
[State 420, 2]
type = RemoveExplod
trigger1 = NumExplod(1030) > 0
trigger1 = StateNo != 1030
id = 1030

[State 420, 2]
type = RemoveExplod
trigger1 = NumExplod(1040) > 0
trigger1 = StateNo != 1040
id = 1040

[State 420, 2]
type = RemoveExplod
trigger1 = NumExplod(1050) > 0
trigger1 = StateNo != 1050
id = 1050

;--------------------------
;嬻拞僟僢僔儏僼儔僌
[State -2]
type = VarSet
trigger1 = Var(15) = 1
trigger1 = StateType != A
v = 15
value = 0

;--------------------------
;僴僀僕儍儞僾
[State -2]
type = VarSet
triggerall = Var(59) = 0
trigger1 = Var(21) = 0
trigger1 = StateNo != 40
trigger1 = Command = "holddown"
v = 21
value = -1
ignorehitpause = 1

[State -2]
type = VarAdd
trigger1 = Var(21) = (-10, -1]
trigger1 = StateNo != 40
v = 21
value = -1
ignorehitpause = 1

[State -2]
type = VarSet
triggerall = Var(59) = 0
trigger1 = Var(21) <= -10
trigger1 = StateNo != 40
trigger1 = Command != "holddown"
trigger1 = Command != "holdfwd"
trigger1 = Command != "holdback"
trigger1 = Command != "holdup"
v = 21
value = 0
ignorehitpause = 1

;---------------------------------------------------------------------------
;掅嬻僟僢僔儏僼儔僌
[State -2,a]
type = VarSet
triggerall = Var(20) < 10
trigger1 = Command = "1"
trigger2 = Command = "2"
trigger3 = Command = "3"
trigger4 = Command = "8"
v = 20
value = 10
ignorehitpause = 1

[State -2,a]
type = VarAdd
triggerall = Var(20) < 10
trigger1 = Command = "4"
trigger2 = Command = "6"
v = 20
value = 1
ignorehitpause = 1

;掅嬻僟僢僔儏僼儔僌(慜)
[State -2]
type = VarAdd
trigger1 = Var(20) <= 3
trigger1 = Var(16) = [0, 10]
trigger1 = Var(17) = 0
trigger1 = Command = "holdup"
trigger1 = Command = "holdfwd"
v = 16
value = 1
ignorehitpause = 1

[State -2]
type = VarAdd
trigger1 = Var(20) <= 3
trigger1 = Var(19) = [0, 10]
trigger1 = Var(17) = 0
trigger1 = Command = "holdup"
trigger1 = Command = "holdback"
v = 19
value = 1
ignorehitpause = 1

;慜
[State -2, VarSet]
type = VarSet
trigger1 = Var(16) > 0
trigger1 = StateNo = 40 || StateNo = 50 || StateNo = 7200
trigger1 = Command != "holdup"
trigger1 = Command != "holdfwd"
trigger1 = Command != "holddown"
trigger1 = Command != "holdback"
v = 17
value = 1
ignorehitpause = 1

;屻傠
[State -2, VarSet]
type = VarSet
trigger1 = Var(19) > 0
trigger1 = StateNo = 40 || StateNo = 50 || StateNo = 7201
trigger1 = Command != "holdup"
trigger1 = Command != "holdfwd"
trigger1 = Command != "holddown"
trigger1 = Command != "holdback"
v = 17
value = 2
ignorehitpause = 1

[State -2, VarSet]
type = VarAdd
triggerall = Var(18) <= 6
triggerall = Command != "holdup"
triggerall = Command != "holdfwd"
triggerall = Command != "holddown"
triggerall = Command != "holdback"
trigger1 = Var(17) >= 1
v = 18
value = 1
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = Var(16) = 11
trigger1 = Command = "holdup"
trigger1 = Command = "holdfwd"
v = 16
value = -1
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = Var(19) = 11
trigger1 = Command = "holdup"
trigger1 = Command = "holdback"
v = 19
value = -1
ignorehitpause = 1

[State -2]
type = VarSet
triggerall = Command != "holdup"
triggerall = Command != "holdback"
trigger1 = Var(17) = 1
trigger2 = Var(16) = -1
v = 16
value = 0
ignorehitpause = 1

[State -2]
type = VarSet
triggerall = Command != "holdup"
triggerall = Command != "holdback"
trigger1 = Var(17) = 2
trigger2 = Var(19) = -1
v = 19
value = 0
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = Var(18) > 6
trigger2 = Var(17) = 1
trigger2 = Command = "holdup" || Command = "holddown" || Command = "holdback" || Command = "holdfwd"
trigger2 = Command != "6"
trigger3 = Var(17) = 2
trigger3 = Command = "holdup" || Command = "holddown" || Command = "holdback" || Command = "holdfwd"
trigger3 = Command != "4"
v = 18
value = 0
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = Var(18) = 0
v = 17
value = 0
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = Command != "holdup"
trigger1 = Command != "holdfwd"
trigger1 = Command != "holddown"
trigger1 = Command != "holdback"
v = 20
value = 0
ignorehitpause = 1

[State -2, VarSet]
type = VarAdd
triggerall = Var(17) = 1
triggerall = Var(18) <= 6
trigger1 = Command = "6"
trigger1 = Command != "holdup"
trigger1 = Command != "holddown"
v = 31
value = 1
ignorehitpause = 1

[State -2, VarSet]
type = VarAdd
triggerall = Var(17) = 2
triggerall = Var(18) <= 6
trigger1 = Command = "4"
trigger1 = Command != "holdup"
trigger1 = Command != "holddown"
v = 31
value = -1
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = Var(17) = 0
v = 31
value = 0
ignorehitpause = 1

;---------------------------------------------------------------------------
;僎乕僕尭彮梡僼儔僌徚嫀
[State 420, 2]
type = RemoveExplod
trigger1 = NumExplod(11900) > 0
trigger1 = MoveType = H
id = 11900

;---------------------------------------------------------------------------
;尰嵼偺Power抣奿擺
[State -2]
type = VarSet
trigger1 = Var(40) = 0
fv = 21
value = Power
ignorehitpause = 1

;---------------------------------------------------------------------------
;僷儚乕憹壛柍岠壔愝掕
[State -2]
Type = VarSet
Trigger1 = Var(40) = 1
Trigger1 = Power = PowerMax
FV = 21
Value = (Power)
IgnoreHitPause = 1

[State -2]
Type = VarSet
TriggerAll = FVar(21) > Power
Trigger1 = Var(40) != 0
FV = 21
Value = (Power)
IgnoreHitPause = 1

[State -2];Max
Type = VarAdd
Trigger1 = Var(40) = 1
Trigger1 = NumExplod(11900) = 0
Trigger1 = RoundState = 2
FV = 21
Value = -5
IgnoreHitPause = 1

[State -2];Heat
Type = VarAdd
Trigger1 = Var(40) = 2
Trigger1 = StateNo != 7800
Trigger1 = NumExplod(11900) = 0
Trigger1 = RoundState = 2
FV = 21
Value = -5;IfElse(GameTime%2=0,-5,-6)
IgnoreHitPause = 1

[State -2];BloodHeat
Type = VarAdd
Trigger1 = Var(40) = 3
Trigger1 = StateNo != 7800
Trigger1 = NumExplod(11900) = 0
Trigger1 = RoundState = 2
FV = 21
Value = -6
IgnoreHitPause = 1

[State -2]
Type = PowerSet
TriggerAll = RoundState = [1,2]
TriggerAll = Var(40) != 0
Trigger1 = 1
IgnoreHitPause = 1
Value = Ceil(FVar(21))

;---------------------------------------------------------------------------
;MAX忬懺(帺慠奐曻)

[State -2,a]
type = VarSet
triggerall = Var(40) = 0
triggerall = Alive
triggerall = RoundState >= 2
triggerall = Power = PowerMax
trigger1 = TeamMode = Single || TeamMode = Turns
trigger2 = TeamMode = Simul
trigger2 = Partner,ID > ID
trigger3 = TeamMode = Simul
trigger3 = ID > Partner,ID
trigger3 = !Partner,Alive
v = 40
value = 1
ignorehitpause = 1

[State -2,a]
type = Null;PowerAdd
trigger1 = Var(40) = 1
trigger1 = NumExplod(11900) = 0
trigger1 = RoundState >= 2
value = -5
ignorehitpause = 1

[State -2, LifeAdd]
Type = LifeAdd
TriggerAll = Var(51)%10 = 1
TriggerAll = Var(40) = 1
TriggerAll = Life < FVar(26)
TriggerAll = StateNo != 7800
TriggerAll = Alive && Life > 0 && !LoseKO && RoundState = 2
Trigger1 = GameTime % 8 = 0
Trigger1 = MoveType != H && StateNo != 5120
Value = 3
IgnoreHitPause = 1

[State -2,a]
type = VarSet
trigger1 = Var(40) = 1
trigger1 = RoundState >= 2
trigger1 = Power = 0
v = 40
value = 0
ignorehitpause = 1

[State 3010, 3]
type = AfterImage
trigger1 = Var(40) = 1
trigger1 = RoundState >= 2
trigger1 = NumExplod(8000) = 0
time = 3
timegap = 1
framegap = 2
length = 6
palcontrast = 100,100,255
palbright = 0,0,0
paladd = 0,0,0
palmull = 1,1,1
trans = add1
ignorehitpause = 1

[State -2,a]
type = PowerSet
trigger1 = Var(51)%10 = 1
trigger1 = Var(40) = 0
trigger1 = RoundState >= 2
trigger1 = NumExplod(8000) = 1
value = 1500
ignorehitpause = 1

[State -2,a]
type = PowerSet
trigger1 = Var(51)%10 = 2
trigger1 = Var(40) = 0
trigger1 = RoundState >= 2
trigger1 = NumExplod(8000) = 1
value = ifelse(StateNo = 2000, (PowerMax/3)*1, (PowerMax/3)*2)
ignorehitpause = 1

;僼儔僌
[State 420, 2]
type = Explod
trigger1 = Var(40) = 1
trigger1 = RoundState >= 2
trigger1 = NumExplod(8000) = 0
trigger1 = StateNo != 8100
anim = 1099
pos = 0, 0
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 4
ownpal = 1
id = 8000

[State 3000, 5]
type = AfterImageTime
trigger1 = Var(40) = 1
trigger1 = RoundState >= 2
trigger1 = NumExplod(8000) = 1
time = 3
ignorehitpause = 1

[State 3000, 5]
type = RemoveExplod
trigger1 = RoundState >= 2
trigger1 = NumExplod(8000) = 1
trigger1 = Var(40) != 1
id = 8000
ignorehitpause = 1

;---------------------------------------------------------------------------
;HEAT忬懺(嫮惂奐曻)

[State -2, PowerAdd]
type = Null;PowerAdd
trigger1 = Var(40) = 2
trigger1 = NumExplod(11900) = 0
trigger1 = RoundState >= 2
value = -5
ignorehitpause = 1

[State -2, LifeAdd]
Type = LifeAdd
TriggerAll = Var(40) = 2
TriggerAll = Life < FVar(26)
TriggerAll = StateNo != 7800
TriggerAll = Alive && Life > 0 && !LoseKO && RoundState = 2
Trigger1 = GameTime % 10 = 0
Trigger1 = MoveType != H && StateNo != 5120
Value = 2
IgnoreHitPause = 1

[State -2, LifeAdd]
Type = LifeAdd
TriggerAll = Var(40) = 2
TriggerAll = Life < FVar(26)
TriggerAll = StateNo != 7800
TriggerAll = Alive && Life > 0 && !LoseKO && RoundState = 2
Trigger1 = GameTime % 10 = [1,9]
Trigger1 = MoveType != H && StateNo != 5120
Value = 1
IgnoreHitPause = 1

[State -2,a]
type = VarSet
trigger1 = Var(40) = 2
trigger1 = RoundState >= 2
trigger1 = Power = 0
v = 40
value = 0
ignorehitpause = 1

[State 3010, 3]
type = AfterImage
trigger1 = Var(40) = 2
trigger1 = RoundState >= 2
trigger1 = NumExplod(8001) = 0
time = 3
timegap = 1
framegap = 2
length = 6
palcontrast = 100,100,255
palbright = 0,0,0
paladd = 0,0,0
palmull = 1,1,1
trans = add1
ignorehitpause = 1

;僼儔僌
[State 420, 2]
type = Explod
trigger1 = Var(40) = 2
trigger1 = RoundState >= 2
trigger1 = NumExplod(8001) = 0
anim = 1099
pos = 0, 0
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 4
ownpal = 1
id = 8001

[State 3000, 5]
type = AfterImageTime
trigger1 = Var(40) = 2
trigger1 = RoundState >= 2
trigger1 = NumExplod(8001) = 1
time = 3
ignorehitpause = 1

[State 3000, 5]
type = RemoveExplod
trigger1 = RoundState >= 2
trigger1 = NumExplod(8001) = 1
trigger1 = Var(40) != 2
id = 8001
ignorehitpause = 1

;---------------------------------------------------------------------------
;BLOODHEAT忬懺

[State -2,a]
type = Null;PowerAdd
trigger1 = Var(40) = 3
trigger1 = NumExplod(11900) = 0
trigger1 = RoundState >= 2
value = -6
ignorehitpause = 1

[State -2]
type = LifeAdd
triggerall = Var(40) = 3
triggerall = Life < FVar(26)
triggerall = StateNo != 7800
triggerall = Alive && Life > 0 && !LoseKO && RoundState = 2
trigger1 = GameTime % 10 = 0
trigger1 = MoveType != H && StateNo != 5120
value = 4
ignorehitpause = 1

[State -2]
type = LifeAdd
triggerall = Var(40) = 3
triggerall = Life < FVar(26)
triggerall = StateNo != 7800
triggerall = Alive && Life > 0 && !LoseKO && RoundState = 2
trigger1 = GameTime % 10 = [1,9]
trigger1 = MoveType != H && StateNo != 5120
value = 2
ignorehitpause = 1

[State -2,a]
type = VarSet
trigger1 = Var(40) = 3
trigger1 = RoundState >= 2
trigger1 = Power = 0
v = 40
value = 0
ignorehitpause = 1

[State 3010, 3]
type = AfterImage
trigger1 = Var(40) = 3
trigger1 = RoundState >= 2
trigger1 = NumExplod(8002) = 0
time = 3
timegap = 1
framegap = 2
length = 6
palcontrast = 255,255,100
palbright = 0,0,0
paladd = 0,0,0
palmull = .9, .9, .8
trans = add1
ignorehitpause = 1

;僼儔僌
[State 420, 2]
type = Explod
trigger1 = Var(40) = 3
trigger1 = RoundState >= 2
trigger1 = NumExplod(8002) = 0
anim = 1099
pos = 0, 0
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 4
ownpal = 1
id = 8002

[State 3000, 5]
type = AfterImageTime
trigger1 = Var(40) = 3
trigger1 = RoundState >= 2
trigger1 = NumExplod(8002) = 1
time = 3
ignorehitpause = 1

[State 3000, 5]
type = RemoveExplod
trigger1 = RoundState >= 2
trigger1 = NumExplod(8002) = 1
trigger1 = Var(40) != 3
id = 8002
ignorehitpause = 1

;---------------------------------------------------------------------------
;奐曻拞丄僇僂儞僩傪巭傔傞
[State -2, TimeStop]
type = AssertSpecial
trigger1 = Var(40) > 1
flag = timerfreeze
ignorehitpause = 1

;---------------------------------------------------------------------------
;婥愨梡
;惎1
[State 1000, 3]
type = Helper
trigger1 = Anim = 5300
trigger1 = NumHelper(5310) = 0
name = "star"
sprpriority = 4
pos = -26, -90
stateno = 5310
keyctrl = 0
ownpal = 1
id = 5310
ignorehitpause = 1

;惎2
[State 1000, 3]
type = Helper
trigger1 = Anim = 5300
trigger1 = NumHelper(5311) = 0
name = "star"
sprpriority = 4
pos = 7, -83
stateno = 5311
keyctrl = 0
ownpal = 1
id = 5311
ignorehitpause = 1

;惎3
[State 1000, 3]
type = Helper
trigger1 = Anim = 5300
trigger1 = NumHelper(5312) = 0
name = "star"
sprpriority = -1
pos = 6, -96
stateno = 5312
keyctrl = 0
ownpal = 1
id = 5312
ignorehitpause = 1

;---------------------------------------------------------------------------
[State 200, 7]
type = VarSet
triggerall = Var(36) = 1
trigger1 = StateNo != 220
v = 36
value = 0
ignorehitpause = 1

;---------------------------------------------------------------------------
; 憡庤偺柤慜

;墦栰巙婱
[State 180, 1]
type = VarSet
triggerall = RoundState = 0
trigger1 = P2Name = "Shiki_Tohno" || P4Name = "Shiki_Tohno"
trigger2 = P2Name = "Tohno_Shiki" || P4Name = "Tohno_Shiki"
v = 35
value = 1

;噫噙
[State 180, 1]
type = VarSet
triggerall = RoundState = 0
trigger1 = P2Name = "Kohaku" || P4Name = "Kohaku"
trigger2 = P2Name = "Kohaku By Toshi" || P4Name = "Kohaku By Toshi"
v = 35
value = 2

;闩悏仌噫噙
[State 180, 1]
type = VarSet
triggerall = RoundState = 0
trigger1 = P2Name = "Hisui&Kohaku" || P4Name = "Hisui&Kohaku"
v = 35
value = 3

;媩捤偝偮偒
[State 180, 1]
type = VarSet
triggerall = RoundState = 0
trigger1 = P2Name = "Yumiduka_Satsuki" || P4Name = "Yumiduka_Satsuki"
trigger2 = P2Name = "Satsuki Yumizuka" || P4Name = "Satsuki Yumizuka"
v = 35
value = 4

;僔僆儞丒僄儖僩僫儉丒傾僩儔僔傾
[State 180, 1]
type = VarSet
triggerall = RoundState = 0
trigger1 = P2Name = "Sion" || P4Name = "Sion"
trigger2 = P2Name = "Sion_Eltnam_Atlasia" || P4Name = "Sion_Eltnam_Atlasia"
trigger3 = P2Name = "Sion Eltnam Atlasia" || P4Name = "Sion Eltnam Atlasia"
v = 35
value = 5

;墦栰巼婭乮僄僗偝傫僆儕僕僫儖乯
[State 180, 1]
type = VarSet
triggerall = RoundState = 0
trigger1 = EnemyNear,Name = "shiki_tohno" && EnemyNear,AuthorName = "僠儐儕"
v = 35
value = 6

;嫻側傫偰乮倰倷
[State 180, 1]
type = VarSet
triggerall = RoundState = 0
trigger1  = P2Name = "Maori" || P4Name = "Maori"
trigger2  = P2Name = "cvsyoko" || P4Name = "cvsyoko"
trigger3  = P2Name = "Mai Shiranui" || P4Name = "Mai Shiranui"
trigger4  = P2Name = "cvsmai" || P4Name = "cvsmai"
trigger5  = P2Name = "Mai" || P4Name = "Mai"
trigger6  = P2Name = "mai_rb" || P4Name = "mai_rb"
trigger7  = P2Name = "mai_kof9495" || P4Name = "mai_kof9495"
trigger8  = P2Name = "ffsp_mai" || P4Name = "ffsp_mai"
trigger9  = P2Name = "I-NO" || P4Name = "I-NO"
trigger10 = P2Name = "Shermie" || P4Name = "Shermie"
trigger11 = P2Name = "Angel" || P4Name = "Angel"
trigger12 = P2Name = "Morrigan" || P4Name = "Morrigan"
trigger13 = P2Name = "Morrigan Aensland" || P4Name = "Morrigan Aensland"
trigger14 = P2Name = "Sonia" || P4Name = "Sonia"
trigger15 = P2Name = "Flamme" || P4Name = "Flamme"
trigger16 = P2Name = "dragon" || P4Name = "dragon"
trigger17 = P2Name = "Grizela" || P4Name = "Grizela"
trigger18 = P2Name = "Meifang" || P4Name = "Meifang"
trigger19 = P2Name = "Matou Sakura" || P4Name = "Matou Sakura"
trigger20 = P2Name = "cattleya 1.0 by grafo_maxi" || P4Name = "cattleya 1.0 by grafo_maxi"
trigger21 = P2Name = "miko" || P4Name = "miko"
trigger22 = P2Name = "Gloria" || P4Name = "Gloria"
trigger23 = P2Name = "sanae_X" || P4Name = "sanae_X"
trigger24 = P2Name = "AOBA" || P4Name = "AOBA"
trigger25 = P2Name = "Ruquia" || P4Name = "Ruquia"
trigger26 = P2Name = "Asutorea" || P4Name = "Asutorea"
trigger27 = P2Name = "Kung Fu Girl" || P4Name = "Kung Fu Girl"
trigger28 = P2Name = "Another Kung Fu girl" || P4Name = "Another Kung Fu girl"
trigger29 = P2Name = "Wonder Momo" || P4Name = "Wonder Momo"
trigger29 = Enemy,AuthorName = "Jaldabaoth"
v = 35
value = 7

;---------------------------------------------------------------------------
; 峌寕傪庴偗偨偲偒偺惡
[State -2, VarRandom]
type = VarRandom
trigger1 = Alive
trigger1 = Time = 1
trigger1 = (StateNo = 5000) || (StateNo = 5070)
v = 0
range = 51,60

[State -2, PlaySnd]
type = PlaySnd
triggerall = Alive
triggerall = Time = 1
triggerall = Var(0) = [51, 54]
triggerall = (StateNo = 5000) || (StateNo = 5070)
trigger1 = Anim = [5000,5002]
trigger2 = Anim = [5010,5012]
trigger3 = Anim = [5020,5022]
trigger4 = Anim = 5070
value = 20,Var(0)
channel = 0

;---------------------------------------------------------------------------
;僶僂儞僪僐儞儃僇僂儞僩
[State -2, ikari]
type = VarSet
triggerall = Var(28) > 0
trigger1 = NumTarget = 0
;trigger2 = NumTarget >= 1
;trigger2 = target, StateType = L
v = 28
value = 0
ignorehitpause = 1

[State -2, ikari]
type = VarSet
triggerall = Var(26) = 1
trigger1 = P2StateNo != 227
trigger1 = P2MoveType != H
trigger2 = P2StateNo = 225
trigger2 = P2MoveType = H
v = 26
value = 0
ignorehitpause = 1

[State -2, ikari]
type = VarAdd
triggerall = NumTarget >= 1
trigger1 = StateNo = 700
trigger1 = P2StateType = A
trigger1 = MoveHit = 1
trigger2 = Var(26) = 0
trigger2 = P2StateNo = 227
trigger2 = Enemy,Time = 1
trigger3 = StateNo = 7620
trigger3 = MoveHit = 1
trigger4 = Target,Time = 1
trigger4 = Target,StateNo = 5110
trigger5 = Var(51)%10 = 1
trigger5 = FVar(5) = 2
trigger5 = StateNo = [200,699]
trigger5 = MoveHit = 1
v = 28
value = 1

[State -2, ikari]
type = VarAdd
triggerall = NumTarget >= 1
trigger1 = StateNo = 801
trigger1 = MoveHit = 1
trigger2 = Var(51)%10 = 2
trigger2 = StateNo = 7630
trigger2 = MoveHit = 1
trigger3 = Var(51)%10 = 2
trigger3 = StateNo = 7631
trigger3 = MoveHit = 1
v = 28
value = 3

[State -2, ikari]
type = VarSet
trigger1 = P2StateNo = 227
trigger1 = P2MoveType = H
trigger1 = Enemy,Time = 1
v = 26
value = 1
ignorehitpause = 1

;---------------------------------------------------------------------------
;僕儍儞僾僇僂儞僩弶婜壔
[State -2, Reset]
type = VarSet
triggerall = Var(14) = 1 || Var(14) = -1
trigger1 = StateType != A
trigger2 = StateNo = 52
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 0
v = 14
value = 0
ignorehitpause = 1

;---------------------------------------------------------------------------
;僕儍儞僾僉儍儞僙儖
[State -2, J_Cancel]
type = VarSet
trigger1 = Var(25) = 1
trigger1 = Var(37) = 0  ;僸僢僩僇僂儞僩
v = 25
value = 0
ignorehitpause = 1

[State 200, 1]
type = ChangeState
triggerall = Var(59) = 0
triggerall = Var(25) = 0
triggerall = MoveType != H
triggerall = StateNo != 213
triggerall = StateNo != 412
triggerall = Command = "holdup"
trigger1 = StateNo = [200,219]
trigger1 = MoveHit = [1,10]
trigger2 = StateNo = [400,499]
trigger2 = MoveHit = [1,10]
trigger3 = Var(51)%10 = 1
trigger3 = StateNo = [220,399]
trigger3 = MoveHit = [1,10]
trigger4 = Var(51)%10 = 2
trigger4 = StateNo = [220,399]
trigger4 = MoveHit
trigger5 = Var(51)%10 = 1
trigger5 = StateNo = 7630 || StateNo = 7631
trigger5 = MoveContact
value = 40
ignorehitpause = 1

[State 200, AI]
type = ChangeState
value = 40
triggerall = Var(59) = [1,5]
triggerall = Var(51)%10 = 1
triggerall = Var(25) = 0
triggerall = MoveType != H
triggerall = StateType != A
triggerall = EnemyNear(Var(58)),StateType = A
triggerall = EnemyNear(Var(58)),MoveType = H
triggerall = StateNo != 213
triggerall = StateNo != 412
triggerall = MoveHit = [1,10]
trigger1 = StateNo = 200
trigger1 = EnemyNear(Var(58)),Pos Y <= -27
trigger1 = Random < Var(59) * 80
trigger2 = (StateNo = 310 || StateNo = 311) && AnimElemTime(5) > 0
trigger2 = Random < Var(59) * 120
trigger3 = PrevStateNo = 211
trigger3 = (StateNo = 310 || StateNo = 311) && AnimElemTime(5) > 0
trigger3 = Random < Var(59) * 200
ignorehitpause = 1

[State 200, AI]
type = ChangeState
value = 40
triggerall = Var(59) = [1,5]
triggerall = Var(51)%10 = 2
triggerall = Var(25) = 0
triggerall = MoveType != H
triggerall = StateType != A
triggerall = EnemyNear(Var(58)),StateType = A
triggerall = EnemyNear(Var(58)),MoveType = H
triggerall = StateNo != 213
triggerall = StateNo != 412
trigger1 = StateNo = 200
trigger1 = MoveHit = [1,10]
trigger1 = EnemyNear(Var(58)),Pos Y <= -25
trigger1 = Random > 1000 - Var(59) * 70
trigger2 = StateNo = 310 && AnimElemTime(5) > 0 && MoveHit
trigger2 = Random < IfElse(Var(28) = 0, Var(59) * 100, Var(59) * 200)
trigger3 = FrontEdgeBodyDist <= 60
trigger3 = EnemyNear(Var(58)),Pos Y <= -50
trigger3 = StateNo = 220
trigger3 = MoveHit = [3,4]
trigger3 = Random < Var(59) * 200
ignorehitpause = 1

;僄儕傾儖僕儍儞僾
[State 200, 1]
type = ChangeState
triggerall = Var(59) = 0
triggerall = MoveType != H
trigger1 = StateNo = 213
trigger1 = MoveHit = [1,2]
trigger1 = Command = "holdup"
value = 7400
ignorehitpause = 1

;僲乕儅儖僕儍儞僾
[State 200, 1]
type = ChangeState
triggerall = MoveType != H
trigger1 = StateNo = 213
trigger1 = MoveHit = [3,6]
trigger1 = Command = "holdup"
value = 40
ignorehitpause = 1

;------------------------------------
;擇抜僕儍儞僾傊
[State 50, 2]
type = ChangeState
triggerall = Var(59) = 0
triggerall = MoveType != H
trigger1 = Var(14) = 1
trigger1 = StateType = A
trigger1 = Ctrl
trigger1 = Command = "holdup"
value = 7200

;------------------------------------
;擇抜僕儍儞僾僉儍儞僙儖
[State -2, ikari]
type = VarSet
triggerall = MoveType != H
trigger1 = Command != "holdup"
trigger1 = Var(14) = 0
trigger1 = StateNo = [600,699]
v = 14
value = 1
ignorehitpause = 1

[State 200, 1]
type = ChangeState
triggerall = Var(59) = 0
triggerall = MoveType != H
trigger1 = Var(14) = 1
trigger1 = StateNo = [600,699]
trigger1 = MoveContact = [1,4]
trigger1 = Command = "holdup"
value = 7200
ignorehitpause = 1

;---------------------------------------------------------------------------
;彫偺僼僅儘乕僗儖乕僉儍儞僙儖
;僕儍儞僾
[State -2, ikari]
type = ChangeState
triggerall = Var(59) = 0
triggerall = MoveType != H
trigger1 = Var(14) = 1
trigger1 = StateNo = 600
trigger1 = AnimElemTime(4) >= 1
trigger1 = Command = "holdup"
value = 7200
ignorehitpause = 1

;---------------------------------------------------------------------------
;僈乕僪僉儍儞僙儖僔乕儖僪僶儞僇乕僉儍儞僙儖
[State -2]
type = VarSet
trigger1 = Var(34) > 0
trigger1 = Time > 0
trigger1 = StateNo != 150
trigger1 = StateNo != 152
v = 34
value = 0
ignorehitpause = 1

[State -2]
type = VarSet
triggerall = Var(59) = 0
triggerall = Var(51)%10 = 2
triggerall = Var(34) = 0
triggerall = Power >= 500
triggerall = Command = "214+41236_a"
trigger1 = StateNo = 150
trigger2 = StateNo = 152
v = 34
value = 1
ignorehitpause = 1

[State -2]
type = VarSet
triggerall = Var(59) = 0
triggerall = Var(51)%10 = 2
triggerall = Var(34) = 0
triggerall = Power >= 500
triggerall = Command = "214+623_a"
trigger1 = StateNo = 150
trigger2 = StateNo = 152
v = 34
value = 2
ignorehitpause = 1

[State -2]
type = VarSet
triggerall = Var(59) = 0
triggerall = Var(51)%10 = 2
triggerall = Var(34) = 0
triggerall = Power >= 500
triggerall = Command = "214+421_a"
trigger1 = StateNo = 150
trigger2 = StateNo = 152
v = 34
value = 3
ignorehitpause = 1

[State -2]
type = VarSet
triggerall = Var(59) = 0
triggerall = Var(51)%10 = 2
triggerall = Var(34) = 0
triggerall = Power >= 500
triggerall = Command = "214+236_a"
trigger1 = StateNo = 150
trigger2 = StateNo = 152
v = 34
value = 4
ignorehitpause = 1

[State -2]
type = VarSet
triggerall = Var(59) = 0
triggerall = Var(51)%10 = 2
triggerall = Var(34) = 0
triggerall = Power >= 500
triggerall = Command = "214+22_a"
trigger1 = StateNo = 150
trigger2 = StateNo = 152
v = 34
value = 5
ignorehitpause = 1

[State -2]
type = VarSet
triggerall = Var(59) = 0
triggerall = Var(51)%10 = 2
triggerall = Var(34) = 0
triggerall = Power >= 500
triggerall = Command = "214+6_a"
trigger1 = StateNo = 150
trigger2 = StateNo = 152
v = 34
value = 6
ignorehitpause = 1

[State -2]
type = VarSet
triggerall = Var(59) = 0
triggerall = Var(51)%10 = 2
triggerall = Var(34) = 0
triggerall = Power >= 500
triggerall = Command = "214_a"
trigger1 = StateNo = 150
trigger2 = StateNo = 152
v = 34
value = 7
ignorehitpause = 1

[State -2]
type = VarSet
triggerall = Var(59) = 0
triggerall = Var(51)%10 = 1
triggerall = Var(34) = 0
triggerall = Power >= 500
triggerall = Command = "214_a"
trigger1 = StateNo = 150
trigger2 = StateNo = 152
v = 34
value = 8
ignorehitpause = 1

;---------------------------------------------------------------------------
;儕僶乕僒儖敾暿
[State -2]
type = VarSet
trigger1 = StateNo = 5120
fvar(24) = -1
ignorehitpause = 1

[State -2]
type = VarAdd
trigger1 = FVar(24) > 0
trigger1 = StateNo != 5120
fvar(24) = -1
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = Floor(FVar(24)) = -1
trigger1 = StateNo != 5120
fvar(24) = 3
ignorehitpause = 1

;---------------------------------------------------------------------------
;夋柺抂偺旘傃墇偊懳嶔
[State -2]
Type = Width
Trigger1 = FrontEdgeDist < 8 && MoveType != H
Edge = 2,0
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;廱傪徟偑偡晄嬶崌懳嶔
[State -2]
Type = VarSet
Trigger1 = Var(56) = 1
Trigger1 = !NumHelper(1300) && !NumHelper(1301)
V = 56
Value = 0
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;僞僢僌帪憡庤敾暿
[State -2]
Type = VarSet
Trigger1 = NumEnemy = 1
Trigger2 = NumEnemy = 2
Trigger2 = EnemyNear,Alive
V = 58
Value = 0
IgnoreHitPause = 1

[State -2]
Type = VarSet
Trigger1 = NumEnemy > 1
Trigger1 = !EnemyNear,Alive
V = 58
Value = 1
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;僟僂儞捛偄懪偪敾掕
[State -2]
Type = VarSet
TriggerAll = FVar(5) != 1
Trigger1 = RoundState != 2
Trigger2 = P2MoveType != H
Trigger2 = P2StateType != L
Trigger3 = P2StateNo = 5120
Trigger4 = Var(51)%10 = 1
Trigger4 = NumHelper(1020) > 0
Trigger4 = Helper(1020),MoveHit
Trigger5 = Var(51)%10 = 1
Trigger5 = NumHelper(1055) > 0
Trigger5 = Helper(1055),MoveHit
Trigger6 = Var(51)%10 = 1
Trigger6 = NumHelper(1105) > 0
Trigger6 = Helper(1105),StateNo = 1125
Trigger6 = Helper(1105),MoveHit
Trigger7 = Var(51)%10 = 1
Trigger7 = NumHelper(1300) > 0
Trigger7 = Helper(1300),MoveHit
Trigger8 = Var(51)%10 = 1
Trigger8 = NumHelper(1301) > 0
Trigger8 = Helper(1301),MoveHit
IgnoreHitPause = 1
FV = 5
Value = 1

[State -2]
Type = VarSet
Trigger1 = P2MoveType = H
Trigger1 = P2StateType = L
IgnoreHitPause = 1
FV = 5
Value = 2

[State -2];庛峌寕
Type = VarSet
Trigger1 = FVar(5) = 2
Trigger1 = StateNo = 200 || StateNo = 400 || StateNo = 600
IgnoreHitPause = 1
FV = 6
Value = -1.9375 + 0.03125 * (Var(37))

[State -2];拞峌寕亄棫偪係嫮
Type = VarSet
TriggerAll = FVar(5) = 2
Trigger1 = StateNo = [210,211]
Trigger2 = StateNo = 310 || StateNo = 410 || StateNo = 610
IgnoreHitPause = 1
FV = 6
Value = -2.25 + 0.03125 * (Var(37))

[State -2];嫮峌寕乮棫偪俇嫮彍偔乯
Type = VarSet
TriggerAll = FVar(5) = 2
Trigger1 = StateNo = 220
Trigger2 = StateNo = [420,439]
Trigger3 = StateNo = [620,639]
IgnoreHitPause = 1
FV = 6
Value = -2.5625 + 0.03125 * (Var(37))

[State -2];偦偺懠
Type = VarSet
Trigger1 = FVar(5) = 2
Trigger1 = StateNo != [200,639]
Trigger1 = MoveType = A
IgnoreHitPause = 1
FV = 6
Value = -2.875 + 0.03125 * (Var(37))

[State -2]
Type = VarSet
Trigger1 = FVar(5) = 1
IgnoreHitPause = 1
FV = 6
Value = 0

;---------------------------------------------------------------------------
;摿掕峌寕僟儊乕僕曗惓
[State -2] 
Type = VarSet
Trigger1 = FVar(16) > 0
Trigger1 = FVar(16) < FVar(11)
Trigger2 = P2MoveType != H
Trigger3 = P2StateNo = [120,155]
Trigger4 = P2StateNo = [5200,5201]
FV = 11
Value = FVar(16)
IgnoreHitPause = 1

[State -2]
Type = VarSet
Trigger1 = FVar(11) <= 0.01
FV = 11
Value = 0.01
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;僸僢僩悢曗惓
[State -2] 
Type = VarSet
Trigger1 = P2MoveType != H
Trigger2 = P2StateNo = [120,155]
Trigger3 = P2StateNo = [5200,5201]
IgnoreHitPause = 1
V = 37
Value = 0

[State -2]
Type = VarSet
Trigger1 = Var(37) = 0
IgnoreHitPause = 1
FV = 12
Value = 1.00

[State -2]
Type = VarSet
Trigger1 = Var(37) = [1,31]
IgnoreHitPause = 1
FV = 12
Value = 1.00 - 0.03125 * (Var(37))
 
[State -2] 
Type = VarSet
Trigger1 = Var(37) >= 32
IgnoreHitPause = 1
FV = 12
Value = 0.03125

;---------------------------------------------------------------------------
;僋儕僥傿僇儖僸僢僩曗惓
[State -2]
Type = VarSet
Trigger1 = Var(38) = 31
IgnoreHitPause = 1
FV = 13
Value = 1.15

[State -2]
Type = BGPalFx
Trigger1 = P2MoveType = H
Trigger1 = Var(38) = 31
Trigger1 = MoveHit = 1
Time = 1
Add = 256,-120,-120
InvertAll = 0
IgnoreHitPause = 1

[State -2]
Type = EnvShake
Trigger1 = P2MoveType = H
Trigger1 = Var(38) = 31
Trigger1 = MoveHit
Time  = 9
Ampl  = 3
Freq  = 80
IgnoreHitPause = 1

[State -2]
Type = VarSet
Trigger1 = Var(38) != 31
Trigger1 = MoveType = A
Trigger2 = RoundState = 0
IgnoreHitPause = 1
FV = 13
Value = 1.00

;---------------------------------------------------------------------------
;忬懺僟儊乕僕曗惓
[State -2]
Type = VarSet
Trigger1 = FVar(5) = 1
IgnoreHitPause = 1
FV = 17
Value = IfElse(P2StateType=S,0,IfElse(P2StateType=C,-1,IfElse(P2StateType=A,1.5,7.25)))

[State -2]
Type = VarSet
Trigger1 = FVar(5) = 2
IgnoreHitPause = 1
FV = 17
Value = 7.25

[State -2]
Type = VarSet
TriggerAll = FVar(14) != 1.00
Trigger1 = P2MoveType != H
Trigger1 = P2StateNo != [5000,5999]
Trigger2 = P2StateNo = [120,155]
Trigger3 = P2StateNo = [5200,5210]
Trigger4 = P2StateNo = 5120
IgnoreHitPause = 1
FV = 14
Value = 1.00

[State -2]
Type = VarSet
Trigger1 = P2StateType = L
Trigger2 = P2StateNo = 5070
IgnoreHitPause = 1
FV = 14
Value = 1.00/Enemy,Const(Data.Fall.Defence_Mul)

;---------------------------------------------------------------------------
;儕僶乕僗價乕僩/僔乕儖僪僉儍儞僙儖僟儊乕僕曗惓
[State -2]
Type = VarSet
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(39) < 9
TriggerAll = Time = 1
Trigger1 = StateNo = 200 || StateNo = 400		;棫偪庛 or 偟傖偑傒庛
Trigger1 = PrevStateNo = 200 || PrevStateNo = 400
Trigger2 = StateNo = 600				;嬻拞庛
Trigger2 = PrevStateNo = 600
IgnoreHitPause = 1
V = 39
Value = 9

[State -2]
Type = VarAdd
TriggerAll = Var(51)%10 = 2
TriggerAll = Time = 1
Trigger1 = StateNo = 200 || StateNo = 400		;棫偪庛 or 偟傖偑傒庛
Trigger1 = PrevStateNo = 200 || PrevStateNo = 400
Trigger2 = StateNo = 600				;嬻拞庛
Trigger2 = PrevStateNo = 600
IgnoreHitPause = 1
FV = 16
Value = -0.00825

[State -2]
Type = VarSet
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(39) < 61
TriggerAll = Time = 1
Trigger1 = StateNo != [220,310]				;嫮峌寕儕僶乕僗
Trigger1 = StateNo = [200,419]
Trigger1 = PrevStateNo = 220 || PrevStateNo = 300 || PrevStateNo = 310 || PrevStateNo = 311 || PrevStateNo = 420
Trigger2 = StateNo = 200 || StateNo = 400		;棫偪拞儕僶乕僗
Trigger2 = PrevStateNo = 211 || PrevStateNo = 212 || PrevStateNo = 213
Trigger3 = StateNo = 200 || StateNo = 400		;偟傖偑傒拞儕僶乕僗
Trigger3 = PrevStateNo = 410 || PrevStateNo = 411
Trigger4 = StateNo = 600				;嬻拞拞儕僶乕僗
Trigger4 = PrevStateNo = 610
Trigger5 = StateNo = 600 || StateNo = 610		;嬻拞嫮儕僶乕僗
Trigger5 = PrevStateNo = 620
IgnoreHitPause = 1
V = 39
Value = 61

[State -2]
Type = VarAdd
TriggerAll = Var(51)%10 = 2
TriggerAll = Time = 1
Trigger1 = StateNo != [220,310]				;嫮峌寕儕僶乕僗
Trigger1 = StateNo = [200,419]
Trigger1 = PrevStateNo = 220 || PrevStateNo = 300 || PrevStateNo = 310 || PrevStateNo = 311 || PrevStateNo = 420
Trigger2 = StateNo = 200 || StateNo = 400		;棫偪拞儕僶乕僗
Trigger2 = PrevStateNo = 211 || PrevStateNo = 212 || PrevStateNo = 213
Trigger3 = StateNo = 200 || StateNo = 400		;偟傖偑傒拞儕僶乕僗
Trigger3 = PrevStateNo = 410 || PrevStateNo = 411
Trigger4 = StateNo = 600				;嬻拞拞儕僶乕僗
Trigger4 = PrevStateNo = 610
Trigger5 = StateNo = 600 || StateNo = 610		;嬻拞嫮儕僶乕僗
Trigger5 = PrevStateNo = 620
IgnoreHitPause = 1
FV = 16
Value = -0.2255

[State -2]
Type = VarSet
TriggerAll = Var(39) < 91
TriggerAll = Time = 1
TriggerAll = MoveType != H
TriggerAll = StateNo != 7500 && StateNo != 7510 && StateNo != 7520	;僔乕儖僪
TriggerAll = StateNo != 7525 && StateNo != 7900				;嬻拞僔乕儖僪拝抧丒LA
TriggerAll = StateNo != 0 && StateNo != 11 && StateNo != 52		;棫偪丒偟傖偑傒丒拝抧
Trigger1 = PrevStateNo = 7501 || PrevStateNo = 7502			;僔乕儖僪惉岟
IgnoreHitPause = 1
V = 39
Value = 91

[State -2]
Type = VarAdd
TriggerAll = Time = 1
TriggerAll = MoveType != H
TriggerAll = StateNo != 7500 && StateNo != 7510 && StateNo != 7520	;僔乕儖僪
TriggerAll = StateNo != 7525 && StateNo != 7900				;嬻拞僔乕儖僪拝抧丒LA
TriggerAll = StateNo != 0 && StateNo != 11 && StateNo != 52		;棫偪丒偟傖偑傒丒拝抧
Trigger1 = PrevStateNo = 7502						;帩懕僔乕儖僪惉岟
IgnoreHitPause = 1
FV = 16
Value = -0.3003

[State -2]
Type = VarAdd
TriggerAll = Time = 1
TriggerAll = MoveType != H
TriggerAll = StateNo != 7500 && StateNo != 7510 && StateNo != 7520	;僔乕儖僪
TriggerAll = StateNo != 7525 && StateNo != 7900				;嬻拞僔乕儖僪拝抧丒LA
TriggerAll = StateNo != 0 && StateNo != 11 && StateNo != 52		;棫偪丒偟傖偑傒丒拝抧
Trigger1 = PrevStateNo = 7501						;僕儍僗僩僔乕儖僪惉岟
IgnoreHitPause = 1
FV = 16
Value = -0.40

[State -2]
Type = VarAdd
Trigger1 = Var(39) > 0
V = 39
Value = -1
IgnoreHitPause = 1

[State -2]
Type = VarAdd
Trigger1 = Var(39) = 0
Trigger1 = FVar(16) < 1.00
FV = 16
Value = 1/300.0
IgnoreHitPause = 1

[State -2]
Type = VarSet
Trigger1 = RoundState = 0
Trigger2 = FVar(16)   > 1.00
FV = 16
Value = 1.00
IgnoreHitPause = 1

[State -2]
Type = VarSet
Trigger1 = FVar(16) <= 0.45
FV = 16
Value = 0.45
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;EX僉儍儞僙儖曗惓
[State -2] 
Type = VarSet
Trigger1 = P2MoveType != H
Trigger2 = P2StateNo = [120,155]
Trigger3 = P2StateNo = [5200,5201]
IgnoreHitPause = 1
FV = 15
Value = 1.00

[State -2]
Type = VarSet
TriggerAll = StateNo = 1020 || StateNo = 1050 || StateNo = 1120
TriggerAll = StateNo = 1220 || StateNo = 1320 || StateNo = 1350
TriggerAll = StateNo = 2000
TriggerAll = Time = 1
Trigger1 = PrevStateNo = 1000 || PrevStateNo = 1005
Trigger2 = PrevStateNo = 1010 || PrevStateNo = 1015
Trigger3 = PrevStateNo = 1210
FV = 15
Value = FVar(15)*0.65
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;MB僉儍儔敾掕
[State -2]
Type = VarSet
Trigger1 = 1
FV = 18
Value = 0
IgnoreHitPause = 1

[State -2]
Type = VarSet
Trigger1 = EnemyNear,Name = "Sion_Eltnam_Atlasia" && EnemyNear,AuthorName = "嘓"
FV = 18
Value = 1
IgnoreHitPause = 1

[State -2]
Type = VarSet
Trigger1 = EnemyNear,Name = "Sion_TATARI" && EnemyNear,AuthorName = "嘓"
FV = 18
Value = 2
IgnoreHitPause = 1

[State -2]
Type = VarSet
Trigger1 = EnemyNear,Name = "Arcueid_Brunestud" && EnemyNear,AuthorName = "嘓"
Trigger2 = EnemyNear,Name = "Arcueid_Brunestud" && EnemyNear,AuthorName = "kuro&嘓"
FV = 18
Value = 3
IgnoreHitPause = 1

[State -2]
Type = VarSet
Trigger1 = EnemyNear,Name = "Red_Arcueid" && EnemyNear,AuthorName = "嘓"
FV = 18
Value = 4
IgnoreHitPause = 1

[State -2]
Type = VarSet
Trigger1 = EnemyNear,Name = "Akiha_Tohno" && EnemyNear,AuthorName = "嘓"
Trigger2 = EnemyNear,Name = "Akiha" && EnemyNear,AuthorName = "tukemon&HAL"
FV = 18
Value = 5
IgnoreHitPause = 1

[State -2]
Type = VarSet
Trigger1 = EnemyNear,Name = "Akiha_Vermilion" && EnemyNear,AuthorName = "嘓"
FV = 18
Value = 6
IgnoreHitPause = 1

[State -2]
Type = VarSet
Trigger1 = EnemyNear,Name = "Ciel" && EnemyNear,AuthorName = "嘓"
FV = 18
Value = 7
IgnoreHitPause = 1

[State -2]
Type = VarSet
Trigger1 = EnemyNear,Name = "Hisui" && EnemyNear,AuthorName = "嘓"
FV = 18
Value = 8
IgnoreHitPause = 1

[State -2]
Type = VarSet
Trigger1 = EnemyNear,Name = "Mech-HISUI" && EnemyNear,AuthorName = "嘓"
FV = 18
Value = 9
IgnoreHitPause = 1

[State -2]
Type = VarSet
Trigger1 = EnemyNear,Name = "Kohaku" && EnemyNear,AuthorName = "嘓"
FV = 18
Value = 10
IgnoreHitPause = 1

[State -2]
Type = VarSet
Trigger1 = EnemyNear,Name = "Hisui&Kohaku" && EnemyNear,AuthorName = "嘓"
FV = 18
Value = 11
IgnoreHitPause = 1

[State -2]
Type = VarSet
Trigger1 = EnemyNear,Name = "Tohno_Shiki" && EnemyNear,AuthorName = "嘓"
FV = 18
Value = 12
IgnoreHitPause = 1

[State -2]
Type = VarSet
Trigger1 = EnemyNear,Name = "Nanaya_Shiki" && EnemyNear,AuthorName = "嘓"
FV = 18
Value = 13
IgnoreHitPause = 1

[State -2]
Type = VarSet
Trigger1 = EnemyNear,Name = "Arima_Miyako" && EnemyNear,AuthorName = "嘓"
FV = 18
Value = 14
IgnoreHitPause = 1

[State -2]
Type = VarSet
Trigger1 = EnemyNear,Name = "Warachia" && EnemyNear,AuthorName = "嘓"
FV = 18
Value = 15
IgnoreHitPause = 1

[State -2]
Type = VarSet
Trigger1 = EnemyNear,Name = "Nrvnqsr_Chaos" && EnemyNear,AuthorName = "嘓"
FV = 18
Value = 16
IgnoreHitPause = 1

[State -2]
Type = VarSet
Trigger1 = EnemyNear,Name = "Yumiduka_Satsuki" && EnemyNear,AuthorName = "嘓"
FV = 18
Value = 17
IgnoreHitPause = 1

[State -2]
Type = VarSet
Trigger1 = EnemyNear,Name = "Len" && EnemyNear,AuthorName = "嘓"
FV = 18
Value = 18
IgnoreHitPause = 1

[State -2]
Type = VarSet
Trigger1 = EnemyNear,Name = "White Len" && EnemyNear,AuthorName = "嘓&YoungKirei&Take.K"
FV = 18
Value = 19
IgnoreHitPause = 1

[State -2]
Type = VarSet
Trigger1 = EnemyNear,Name = "White_Len(CPU)" && EnemyNear,AuthorName = "嘓"
FV = 18
Value = 20
IgnoreHitPause = 1

[State -2]
Type = VarSet
Trigger1 = EnemyNear,Name = "Kishima_kouma" && EnemyNear,AuthorName = "嘓"
FV = 18
Value = 21
IgnoreHitPause = 1

[State -2]
Type = VarSet
Trigger1 = EnemyNear,Name = "Aozaki_Aoko" && EnemyNear,AuthorName = "嘓"
Trigger2 = EnemyNear,Name = "Aozaki_Aoko(CPU)" && EnemyNear,AuthorName = "嘓"
Trigger3 = EnemyNear,Name = "Aoko Aozaki" && EnemyNear,AuthorName = "Raien Makoto"
FV = 18
Value = 22
IgnoreHitPause = 1

[State -2]
Type = VarSet
Trigger1 = EnemyNear,Name = "Neco-Arc" && EnemyNear,AuthorName = "嘓"
FV = 18
Value = 23
IgnoreHitPause = 1

[State -2]
Type = VarSet
Trigger1 = EnemyNear,Name = "Neco-Arc_Chaos" && EnemyNear,AuthorName = "嘓"
FV = 18
Value = 24
IgnoreHitPause = 1

[State -2]
Type = VarSet
Trigger1 = EnemyNear,Name = "Riesbyfe_Stridberg" && EnemyNear,AuthorName = "嘓"
FV = 18
Value = 25
IgnoreHitPause = 1

[State -2]
Type = VarSet
Trigger1 = EnemyNear,Name = "Michael_Roa_Valdamjong" && EnemyNear,AuthorName = "嘓"
FV = 18
Value = 26
IgnoreHitPause = 1

;媡崻惈抣乮儔僀僼曗惓崬傒乯摫擖僉儍儔
[State -2]
Type = VarSet
Trigger1  = EnemyNear,AuthorName = "kuro"	;廐梩偺崻惈抣偱偼側偄偗偳丄曗惓崬傒
Trigger2  = EnemyNear,AuthorName = "hanma"	;攏偺崪偝傫偺僷僢僠摫擖慜採
Trigger3  = EnemyNear,AuthorName = "UMA"
Trigger4  = EnemyNear,AuthorName = "shirokuma"
Trigger5  = EnemyNear,AuthorName = "seapon"
Trigger6  = EnemyNear,AuthorName = "huton"
Trigger7  = EnemyNear,AuthorName = "muteki"
FV = 18
Value = 27
IgnoreHitPause = 1

;崻惈抣摫擖僉儍儔
[State -2]
Type = VarSet
Trigger1  = EnemyNear,AuthorName = "bunshi&rouge noir&Slayer"
Trigger2  = EnemyNear,AuthorName = "kayui uma"
Trigger3  = EnemyNear,AuthorName = "shikkoku"
Trigger4  = EnemyNear,AuthorName = "Shiroto"
Trigger5  = EnemyNear,AuthorName = "1024byte"
Trigger6  = EnemyNear,AuthorName = "Toma & Raien Makoto"
Trigger7  = EnemyNear,AuthorName = "wraith"
Trigger8  = EnemyNear,AuthorName = "QWERTY"
Trigger9  = EnemyNear,AuthorName = "SUI"
Trigger10 = EnemyNear,AuthorName = "Nachel"
Trigger11 = EnemyNear,AuthorName = "ibukah"
Trigger12 = EnemyNear,AuthorName = "Averse"
Trigger13 = EnemyNear,AuthorName = "Yoshimune"
Trigger14 = EnemyNear,AuthorName = "nns"
Trigger15 = EnemyNear,AuthorName = "586"
Trigger16 = EnemyNear,AuthorName = "DABA"
Trigger17 = EnemyNear,AuthorName = "BF"
Trigger18 = EnemyNear,AuthorName = "frule"
Trigger19 = EnemyNear,AuthorName = "Drowin arcana"
Trigger20 = EnemyNear,AuthorName = "Ina"
Trigger21 = EnemyNear,AuthorName = "or2=3"
Trigger22 = EnemyNear,AuthorName = "ukege"
Trigger23 = EnemyNear,AuthorName = "EL"
Trigger23 = EnemyNear,Name = "DIZZY" || EnemyNear,Name = "ZAPPA" || EnemyNear,Name = "MAY" || EnemyNear,Name = "BRIDGET"
Trigger24 = EnemyNear,AuthorName = "DALA arranged by Ildanaf"
Trigger25 = EnemyNear,AuthorName = "儂僞儕儏僜(戙棟) arranged by Ildanaf"
Trigger26 = EnemyNear,AuthorName = "Nyankoro & Kokekoko"
Trigger27 = EnemyNear,AuthorName = "Ts"
Trigger28 = EnemyNear,AuthorName = "Drowin"
Trigger29 = EnemyNear,AuthorName = "Ruina&Azuma"
Trigger30 = EnemyNear,AuthorName = "僴儘償僃儕(HaloVeli)"
Trigger31 = EnemyNear,AuthorName = "choiyer" && EnemyNear,Name = "Haruhi Suzumiya"
Trigger32 = EnemyNear,AuthorName = "SWKT" && EnemyNear,Name = "Yomi"
Trigger33 = EnemyNear,AuthorName = "rokuyuki"
Trigger34 = EnemyNear,AuthorName = "IQS"
Trigger35 = EnemyNear,AuthorName = "Hyperhiroro"
Trigger35 = EnemyNear,Name = "Duna" || EnemyNear,Name = "Ryuza" || EnemyNear,Name = "Lemius" || EnemyNear,Name = "Aiwhen" || EnemyNear,Name = "Lunathia" || EnemyNear,Name = "Lynia"
Trigger36 = EnemyNear,AuthorName = "Hyperbazooka" && EnemyNear,Name = "Friede"
Trigger37 = EnemyNear,AuthorName = "Pre-to"
Trigger37 = EnemyNear,Name = "miko" || EnemyNear,Name = "Acirno" && Enemy,Var(32) != 1
FV = 18
Value = 28
IgnoreHitPause = 1

[State -2] 
Type = VarSet
Trigger1 = FVar(18) = 27 || FVar(18) = 28
FV = 19
Value = 1.000
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;崻惈抣曗惓(1000乣751)
[State -2]
Type = VarSet
TriggerAll = (1000*P2Life/EnemyNear,Const(Data.Life)) >= 751
Trigger1 = FVar(18) = 23
IgnoreHitPause = 1
FV = 19
Value = 1.400

[State -2]
Type = VarSet
TriggerAll = (1000*P2Life/EnemyNear,Const(Data.Life)) >= 751
Trigger1 = FVar(18) = 6 || FVar(18) = 18
IgnoreHitPause = 1
FV = 19
Value = 1.100

[State -2]
Type = VarSet
TriggerAll = (1000*P2Life/EnemyNear,Const(Data.Life)) >= 751
Trigger1 = FVar(18) = 15
IgnoreHitPause = 1
FV = 19
Value = 1.080

[State -2]
Type = VarSet
TriggerAll = (1000*P2Life/EnemyNear,Const(Data.Life)) >= 751
Trigger1 = FVar(18) = 2 || FVar(18) = 14 || FVar(18) = 25
IgnoreHitPause = 1
FV = 19
Value = 1.020

[State -2]
Type = VarSet
TriggerAll = (1000*P2Life/EnemyNear,Const(Data.Life)) >= 751
Trigger1 = FVar(18) = 0 || FVar(18) = 17 || FVar(18) = 19 || FVar(18) = 20 || FVar(18) = 22
IgnoreHitPause = 1
FV = 19
Value = 1.000

[State -2]
Type = VarSet
TriggerAll = (1000*P2Life/EnemyNear,Const(Data.Life)) >= 751
Trigger1 = FVar(18) = 13
IgnoreHitPause = 1
FV = 19
Value = 0.980

[State -2]
Type = VarSet
TriggerAll = (1000*P2Life/EnemyNear,Const(Data.Life)) >= 751
Trigger1 = FVar(18) = 26
IgnoreHitPause = 1
FV = 19
Value = 0.950

[State -2]
Type = VarSet
TriggerAll = (1000*P2Life/EnemyNear,Const(Data.Life)) >= 751
Trigger1 = FVar(18) = 21
IgnoreHitPause = 1
FV = 19
Value = 0.940

[State -2]
Type = VarSet
TriggerAll = (1000*P2Life/EnemyNear,Const(Data.Life)) >= 751
Trigger1 = FVar(18) = 5
IgnoreHitPause = 1
FV = 19
Value = 0.920

[State -2]
Type = VarSet
TriggerAll = (1000*P2Life/EnemyNear,Const(Data.Life)) >= 751
Trigger1 = FVar(18) = 1 || FVar(18) = 4 || FVar(18) = 7 || FVar(18) = 10
IgnoreHitPause = 1
FV = 19
Value = 0.900

[State -2]
Type = VarSet
TriggerAll = (1000*P2Life/EnemyNear,Const(Data.Life)) >= 751
Trigger1 = FVar(18) = 3 || FVar(18) = 12 || FVar(18) = 16
IgnoreHitPause = 1
FV = 19
Value = 0.880

[State -2]
Type = VarSet
TriggerAll = (1000*P2Life/EnemyNear,Const(Data.Life)) >= 751
Trigger1 = FVar(18) = 9
IgnoreHitPause = 1
FV = 19
Value = 0.870

[State -2]
Type = VarSet
TriggerAll = (1000*P2Life/EnemyNear,Const(Data.Life)) >= 751
Trigger1 = FVar(18) = 8 || FVar(18) = 11
IgnoreHitPause = 1
FV = 19
Value = 0.850

[State -2]
Type = VarSet
TriggerAll = (1000*P2Life/EnemyNear,Const(Data.Life)) >= 751
Trigger1 = FVar(18) = 24
IgnoreHitPause = 1
FV = 19
Value = 0.700

;---------------------------------------------------------------------------
;崻惈抣曗惓(750乣501)
[State -2]
Type = VarSet
Trigger1 = (1000*P2Life/EnemyNear,Const(Data.Life)) = [501,750]
Trigger1 = FVar(18) = 24
IgnoreHitPause = 1
FV = 19
Value = 1.356

[State -2]
Type = VarSet
Trigger1 = (1000*P2Life/EnemyNear,Const(Data.Life)) = [501,750]
Trigger1 = FVar(18) = 6
IgnoreHitPause = 1
FV = 19
Value = 1.065

[State -2]
Type = VarSet
Trigger1 = (1000*P2Life/EnemyNear,Const(Data.Life)) = [501,750]
Trigger1 = FVar(18) = 4 || FVar(18) = 15 || FVar(18) = 18 || FVar(18) = 20
IgnoreHitPause = 1
FV = 19
Value = 0.969

[State -2]
Type = VarSet
Trigger1 = (1000*P2Life/EnemyNear,Const(Data.Life)) = [501,750]
Trigger1 = FVar(18) = 2 || FVar(18) = 8 || FVar(18) = 13 || FVar(18) = 26
IgnoreHitPause = 1
FV = 19
Value = 0.920

[State -2]
Type = VarSet
Trigger1 = (1000*P2Life/EnemyNear,Const(Data.Life)) = [501,750]
Trigger1 = FVar(18) = 12
IgnoreHitPause = 1
FV = 19
Value = 0.890

[State -2]
Type = VarSet
TriggerAll = (1000*P2Life/EnemyNear,Const(Data.Life)) = [501,750]
Trigger1 = FVar(18) = 0 || FVar(18) = 1 || FVar(18) = 3 || FVar(18) = 7 || FVar(18) = 9 || FVar(18) = 10
Trigger2 = FVar(18) = 14 || FVar(18) = 17 || FVar(18) = 19 || FVar(18) = 21 || FVar(18) = 22 || FVar(18) = 25
IgnoreHitPause = 1
FV = 19
Value = 0.871

[State -2]
Type = VarSet
Trigger1 = (1000*P2Life/EnemyNear,Const(Data.Life)) = [501,750]
Trigger1 = FVar(18) = 5 || FVar(18) = 16
IgnoreHitPause = 1
FV = 19
Value = 0.823

[State -2]
Type = VarSet
Trigger1 = (1000*P2Life/EnemyNear,Const(Data.Life)) = [501,750]
Trigger1 = FVar(18) = 23
IgnoreHitPause = 1
FV = 19
Value = 0.677

;---------------------------------------------------------------------------
;崻惈抣曗惓(500乣251)
[State -2]
Type = VarSet
Trigger1 = (1000*P2Life/EnemyNear,Const(Data.Life)) = [251,500]
Trigger1 = FVar(18) = 6 || FVar(18) = 23 || FVar(18) = 24
IgnoreHitPause = 1
FV = 19
Value = 1.029

[State -2]
Type = VarSet
Trigger1 = (1000*P2Life/EnemyNear,Const(Data.Life)) = [251,500]
Trigger1 = FVar(18) = 10
IgnoreHitPause = 1
FV = 19
Value = 0.982

[State -2]
Type = VarSet
Trigger1 = (1000*P2Life/EnemyNear,Const(Data.Life)) = [251,500]
Trigger1 = FVar(18) = 20
IgnoreHitPause = 1
FV = 19
Value = 0.937

[State -2]
Type = VarSet
Trigger1 = (1000*P2Life/EnemyNear,Const(Data.Life)) = [251,500]
Trigger1 = FVar(18) = 4 || FVar(18) = 9 || FVar(18) = 18
IgnoreHitPause = 1
FV = 19
Value = 0.936

[State -2]
Type = VarSet
Trigger1 = (1000*P2Life/EnemyNear,Const(Data.Life)) = [251,500]
Trigger1 = FVar(18) = 8 || FVar(18) = 11 || FVar(18) = 12
IgnoreHitPause = 1
FV = 19
Value = 0.861

[State -2]
Type = VarSet
TriggerAll = (1000*P2Life/EnemyNear,Const(Data.Life)) = [251,500]
Trigger1 = FVar(18) = 0 || FVar(18) = 1 || FVar(18) = 2 || FVar(18) = 7 || FVar(18) = 14
Trigger2 = FVar(18) = 15 || FVar(18) = 17 || FVar(18) = 22 || FVar(18) = 25 || FVar(18) = 26
IgnoreHitPause = 1
FV = 19
Value = 0.843

[State -2]
Type = VarSet
Trigger1 = (1000*P2Life/EnemyNear,Const(Data.Life)) = [251,500]
Trigger1 = FVar(18) = 13
IgnoreHitPause = 1
FV = 19
Value = 0.842

[State -2]
Type = VarSet
Trigger1 = (1000*P2Life/EnemyNear,Const(Data.Life)) = [251,500]
Trigger1 = FVar(18) = 16 || FVar(18) = 21
IgnoreHitPause = 1
FV = 19
Value = 0.800

[State -2]
Type = VarSet
Trigger1 = (1000*P2Life/EnemyNear,Const(Data.Life)) = [251,500]
Trigger1 = FVar(18) = 3
IgnoreHitPause = 1
FV = 19
Value = 0.796

[State -2]
Type = VarSet
Trigger1 = (1000*P2Life/EnemyNear,Const(Data.Life)) = [251,500]
Trigger1 = FVar(18) = 5 || FVar(18) = 19
IgnoreHitPause = 1
FV = 19
Value = 0.750

;---------------------------------------------------------------------------
;崻惈抣曗惓(250乣0)
[State -2]
Type = VarSet
Trigger1 = (1000*P2Life/EnemyNear,Const(Data.Life)) <= 250
Trigger1 = FVar(18) = 10
IgnoreHitPause = 1
FV = 19
Value = 0.948

[State -2]
Type = VarSet
Trigger1 = (1000*P2Life/EnemyNear,Const(Data.Life)) <= 250
Trigger1 = FVar(18) = 20
IgnoreHitPause = 1
FV = 19
Value = 0.906

[State -2]
Type = VarSet
Trigger1 = (1000*P2Life/EnemyNear,Const(Data.Life)) <= 250
Trigger1 = FVar(18) = 6 || FVar(18) = 7 || FVar(18) = 9
IgnoreHitPause = 1
FV = 19
Value = 0.905

[State -2]
Type = VarSet
TriggerAll = (1000*P2Life/EnemyNear,Const(Data.Life)) <= 250
Trigger1 = FVar(18) = 1 || FVar(18) = 2 || FVar(18) = 4 || FVar(18) = 8 || FVar(18) = 11 || FVar(18) = 12
Trigger2 = FVar(18) = 13 || FVar(18) = 14 || FVar(18) = 18 || FVar(18) = 23 || FVar(18) = 24 || FVar(18) = 26
IgnoreHitPause = 1
FV = 19
Value = 0.815

[State -2]
Type = VarSet
Trigger1 = (1000*P2Life/EnemyNear,Const(Data.Life)) <= 250
Trigger1 = FVar(18) = 22
IgnoreHitPause = 1
FV = 19
Value = 0.769

[State -2]
Type = VarSet
Trigger1 = (1000*P2Life/EnemyNear,Const(Data.Life)) <= 250
Trigger1 = FVar(18) = 3 || FVar(18) = 25
IgnoreHitPause = 1
FV = 19
Value = 0.725

[State -2]
Type = VarSet
Trigger1 = (1000*P2Life/EnemyNear,Const(Data.Life)) <= 250
Trigger1 = FVar(18) = 0 || FVar(18) = 5 || FVar(18) = 15 || FVar(18) = 16 || FVar(18) = 17 || FVar(18) = 21
IgnoreHitPause = 1
FV = 19
Value = 0.724

[State -2]
Type = VarSet
Trigger1 = (1000*P2Life/EnemyNear,Const(Data.Life)) <= 250
Trigger1 = FVar(18) = 19
IgnoreHitPause = 1
FV = 19
Value = 0.678

;---------------------------------------------------------------------------
;憤崌僐儞儃曗惓
[State -2]
Type = VarSet
Trigger1 = 1
FV = 10
Value = Floor(Floor(FVar(11)*100)*0.01*Floor(FVar(12)*100)*0.01*Floor(FVar(13)*100)*0.01*Floor((1.00-(0.08*FVar(17)))*100)*0.01*100)*0.01
IgnoreHitPause = 1

[State -2]
Type = VarSet
Trigger1 = 1
FV = 10
Value = Floor(FVar(10)*Floor(FVar(14)*100)*0.01*Floor(FVar(15)*100)*0.01*100)*0.01*FVar(19)
IgnoreHitPause = 1

[State -2]
Type = VarSet
Trigger1 = FVar(10) < 0.01
FV = 10
Value = 0.01
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;僟儊乕僕儗儀儖曗惓

[State -2]
Type = AttackMulSet
Trigger1 = 1
Value = 100.0/Const(data.attack)
IgnoreHitPause = 1

[State -2]
Type = VarSet
Trigger1 = NumHelper(25000) > 0
Trigger1 = Helper(25000),FVar(35) = 1
FV = 22
Value = 0.4
IgnoreHitPause = 1

[State -2]
Type = VarSet
Trigger1 = NumHelper(25000) > 0
Trigger1 = Helper(25000),FVar(35) = 2
FV = 22
Value = 0.75
IgnoreHitPause = 1

[State -2]
Type = VarSet
TriggerAll = NumHelper(25000) > 0
Trigger1 = Helper(25000),FVar(35) = 3 || Helper(25000),FVar(35) = 0
Trigger2 = Helper(25000),FVar(35) >= 0
Trigger2 = !(Helper(25000),FVar(35) = 1 || Helper(25000),FVar(35) = 2 || Helper(25000),FVar(35) = 3 || Helper(25000),FVar(35) = 4 || Helper(25000),FVar(35) = 5)
FV = 22
Value = 1.0
IgnoreHitPause = 1

[State -2]
Type = VarSet
Trigger1 = NumHelper(25000) > 0
Trigger1 = Helper(25000),FVar(35) = 4
FV = 22
Value = 1.25
IgnoreHitPause = 1

[State -2]
Type = VarSet
Trigger1 = NumHelper(25000) > 0
Trigger1 = Helper(25000),FVar(35) = 5
FV = 22
Value = 1.8
IgnoreHitPause = 1

[State -2]
Type = VarSet
Trigger1 = NumHelper(25000) > 0
Trigger1 = Helper(25000),FVar(35) < 0
FV = 22
Value = -Helper(25000),FVar(35)
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;崻惈抣曗惓
;仸乽Akiha-AI_Config.cns乿偺崻惈抣愝掕傪乽桳傝乿偵偟偨応崌偺傒桳岠

;ReACT儌乕僪
[State -2]
Type = DefenceMulSet
TriggerAll = Var(51)%10 = 1
TriggerAll = Var(51)/1000%10 = 1
TriggerAll = (1000*Life/Const(Data.Life)) >= 751
Trigger1 = FVar(18) = 0
Trigger2 = FVar(18) = 28
Value = 0.900
IgnoreHitPause = 1

[State -2]
Type = DefenceMulSet
TriggerAll = Var(51)%10 = 1
TriggerAll = Var(51)/1000%10 = 1
TriggerAll = (1000*Life/Const(Data.Life)) = [501,750]
Trigger1 = FVar(18) = 0
Trigger2 = FVar(18) = 28
Value = 0.775
IgnoreHitPause = 1

[State -2]
Type = DefenceMulSet
TriggerAll = Var(51)%10 = 1
TriggerAll = Var(51)/1000%10 = 1
TriggerAll = (1000*Life/Const(Data.Life)) = [251,500]
Trigger1 = FVar(18) = 0
Trigger2 = FVar(18) = 28
Value = 0.750
IgnoreHitPause = 1

[State -2]
Type = DefenceMulSet
TriggerAll = Var(51)%10 = 1
TriggerAll = Var(51)/1000%10 = 1
TriggerAll = (1000*Life/Const(Data.Life)) <= 250
Trigger1 = FVar(18) = 0
Trigger2 = FVar(18) = 28
Value = 0.706
IgnoreHitPause = 1

;ActCadenza儌乕僪
[State -2]
Type = DefenceMulSet
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(51)/1000%10 = 1
TriggerAll = (1000*Life/Const(Data.Life)) >= 751
Trigger1 = FVar(18) = 0
Trigger2 = FVar(18) = 28
Value = 0.920
IgnoreHitPause = 1

[State -2]
Type = DefenceMulSet
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(51)/1000%10 = 1
TriggerAll = (1000*Life/Const(Data.Life)) = [501,750]
Trigger1 = FVar(18) = 0
Trigger2 = FVar(18) = 28
Value = 0.823
IgnoreHitPause = 1

[State -2]
Type = DefenceMulSet
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(51)/1000%10 = 1
TriggerAll = (1000*Life/Const(Data.Life)) = [251,500]
Trigger1 = FVar(18) = 0
Trigger2 = FVar(18) = 28
Value = 0.750
IgnoreHitPause = 1

[State -2]
Type = DefenceMulSet
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(51)/1000%10 = 1
TriggerAll = (1000*Life/Const(Data.Life)) <= 250
Trigger1 = FVar(18) = 0
Trigger2 = FVar(18) = 28
Value = 0.724
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;償傽僀僞儖僜乕僗
[State -2]
Type = VarSet
Trigger1 = 1
FV = 25
Value = 0.1*Var(52)
IgnoreHitPause = 1

[State -2]
Type = VarRandom
Trigger1 = RoundState = 2
Trigger1 = Time%10 = 0
V = 52
Range = 9,12
IgnoreHitPause = 1

[State -2]
Type = VarSet
Trigger1 = Var(54) != (Life)
Trigger1 = (Life)-(Var(54)) < 0
V = 53
Value = (Life)-(Var(54))
IgnoreHitPause = 1

[State -2]
Type = VarSet
Trigger1 = Var(54) = (Life)
Trigger2 = (Life)-(Var(54)) >= 0
V = 53
Value = 0
IgnoreHitPause = 1

[State -2]
Type = VarSet
Trigger1 = Var(54) != (Life)
Trigger1 = 1
V = 54
Value = (Life)
IgnoreHitPause = 1

[State -2]
Type = VarSet
TriggerAll = RoundState = 0
Trigger1 = RoundNo = 1
Trigger2 = TeamMode = Turns
Trigger2 = RoundsExisted = 0
FV = 26
Value = (Life)
IgnoreHitPause = 1

[State -2]
Type = VarAdd
Trigger1 = Var(53) < LifeMax
Trigger1 = ((Life*100)/LifeMax) > 75
Trigger1 = StateNo != [150,155]
FV = 26
Value = 0.60*FVar(25)*Var(53)*(1/(1+0.03125*(GetHitVar(HitCount)-1)))
IgnoreHitPause = 1

[State -2]
Type = VarAdd
Trigger1 = Var(53) < LifeMax
Trigger1 = ((Life*100)/LifeMax) = [51,75]
Trigger1 = StateNo != [150,155]
FV = 26
Value = 0.60*FVar(25)*Var(53)*(1/(1+0.03125*(GetHitVar(HitCount))))
IgnoreHitPause = 1

[State -2]
Type = VarAdd
Trigger1 = Var(53) < LifeMax
Trigger1 = ((Life*100)/LifeMax) = [26,50]
Trigger1 = StateNo != [150,155]
FV = 26
Value = 0.60*FVar(25)*Var(53)*(1/(1+0.03125*(GetHitVar(HitCount)+1)))
IgnoreHitPause = 1

[State -2]
Type = VarAdd
Trigger1 = Var(53) < LifeMax
Trigger1 = ((Life*100)/LifeMax) <= 25
Trigger1 = StateNo != [150,155]
FV = 26
Value = 0.60*FVar(25)*Var(53)*(1/(1+0.03125*(GetHitVar(HitCount)+2)))
IgnoreHitPause = 1

[State -2]
Type = VarAdd
TriggerAll = FVar(26) > Life
Trigger1 = StateNo = 150
Trigger2 = StateNo = 152
Trigger3 = StateNo = 154
FV = 26
Value = -0.1
IgnoreHitPause = 1

[State -2]
Type = VarSet
TriggerAll = RoundState = [1,2]
Trigger1 = FVar(26) < Life
FV = 26
Value = Life
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;愭峴擖椡庴晅帪娫
[State -2]
Type = VarSet
Trigger1 = FVar(27) = 0
fvar(28) = -1
IgnoreHitPause = 1

[State -2]
Type = VarAdd
Trigger1 = FVar(27) != 0
Trigger1 = FVar(28) >  0
fvar(28) = -1
IgnoreHitPause = 1

[State -2]
Type = VarSet
Trigger1 = FVar(27) != 0
Trigger1 = Ctrl
Trigger1 = Time = 0
fvar(28) = 5
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;僇僂儞僞乕僄僼僃僋僩
[State -2]
Type = Explod
TriggerAll = Var(51)%10 = 2
TriggerAll = NumExplod(4000) = 0
TriggerAll = Alive
Trigger1 = Var(1) = 1
Trigger1 = P2MoveType = H
Trigger1 = P2StateNo != [120,199]
Anim = 4000
ID = 4000
PosType = P2
Pos = 0,(Const(size.mid.pos.y)+Const(size.head.pos.y))/IfElse(StateType = C, 4, 2)
Scale = 0.5,0.5
Ownpal = 1
RemoveTime = -2
SprPriority = 6
Persistent = 0
IgnoreHitPause = 1
SuperMoveTime = 999999999
PauseMoveTime = 999999999

[State -2]
Type = Explod
TriggerAll = Var(51)%10 = 2
TriggerAll = NumExplod(4001) = 0
TriggerAll = Alive
Trigger1 = Var(1) = 1
Trigger1 = P2MoveType = H
Trigger1 = P2StateNo != [120,199]
Anim = 4001
ID = 4000
PosType = P2
Pos = 0,(Const(size.mid.pos.y)+Const(size.head.pos.y))/IfElse(StateType = C, 4, 2)
Scale = 1,1
Ownpal = 1
RemoveTime = -2
SprPriority = 5
Persistent = 0
IgnoreHitPause = 1
SuperMoveTime = 999999999
PauseMoveTime = 999999999

[State -2]
Type = Explod
TriggerAll = Var(51)%10 = 2
TriggerAll = NumExplod(4002) = 0
TriggerAll = Alive
Trigger1 = Var(1) = 1
Trigger1 = P2MoveType = H
Trigger1 = P2StateNo != [120,199]
Anim = 4002
ID = 4000
PosType = P2
Pos = 0,(Const(size.mid.pos.y)+Const(size.head.pos.y))/IfElse(StateType = C, 4, 2)
Scale = 0.5,0.5
Ownpal = 1
RemoveTime = -2
SprPriority = 6
Persistent = 0
IgnoreHitPause = 1
SuperMoveTime = 999999999
PauseMoveTime = 999999999

[State -2]
Type = Explod
TriggerAll = Var(51)%10 = 2
TriggerAll = NumExplod(4003) = 0
TriggerAll = Alive
Trigger1 = Var(1) = 1
Trigger1 = P2MoveType = H
Trigger1 = P2StateNo != [120,199]
Anim = 4003
ID = 4000
PosType = P2
Pos = 0,(Const(size.mid.pos.y)+Const(size.head.pos.y))/IfElse(StateType = C, 4, 2)
Scale = 0.5,0.5
Ownpal = 1
RemoveTime = -2
SprPriority = 5
Persistent = 0
IgnoreHitPause = 1
SuperMoveTime = 999999999
PauseMoveTime = 999999999

;---------------------------------------------------------------------------
;僋儕僥傿僇儖昞帵
[State -2]
Type = RemoveExplod
TriggerAll = P2MoveType = H
TriggerAll = NumExplod(12500) = 1
TriggerAll = Var(38) = 31
Trigger1  = MoveHit = 1
Trigger2  = StateNo = 2001
Trigger3  = NumHelper(1020) > 0
Trigger3  = Helper(1020),MoveHit = 1
Trigger4  = NumHelper(1030) > 0
Trigger4  = Helper(1030),MoveHit = 1
Trigger5  = NumHelper(1055) > 0
Trigger5  = Helper(1055),MoveHit = 1
Trigger6  = NumHelper(1105) > 0
Trigger6  = Helper(1105),MoveHit = 1
Trigger7  = NumHelper(1300) > 0
Trigger7  = Helper(1300),MoveHit = 1
Trigger8  = NumHelper(1301) > 0
Trigger8  = Helper(1301),MoveHit = 1
Trigger9  = NumHelper(2015) > 0
Trigger9  = Helper(2015),MoveHit = 1
Trigger10 = NumHelper(2095) > 0
Trigger10 = Helper(2095),MoveHit = 1
Trigger11 = NumHelper(7900) > 0
Trigger11 = Helper(7900),MoveHit = 1
IgnoreHitPause = 1
SuperMoveTime = 999999999
PauseMoveTime = 999999999
ID = 12500

[State -2]
Type = Explod
TriggerAll = P2MoveType = H
TriggerAll = NumExplod(12500) = 0
TriggerAll = Var(38) = 31
TriggerAll = TeamSide = 1
Trigger1  = MoveHit = 1
Trigger2  = StateNo = 2001
Trigger3  = NumHelper(1020) > 0
Trigger3  = Helper(1020),MoveHit = 1
Trigger4  = NumHelper(1030) > 0
Trigger4  = Helper(1030),MoveHit = 1
Trigger5  = NumHelper(1055) > 0
Trigger5  = Helper(1055),MoveHit = 1
Trigger6  = NumHelper(1105) > 0
Trigger6  = Helper(1105),MoveHit = 1
Trigger7  = NumHelper(1300) > 0
Trigger7  = Helper(1300),MoveHit = 1
Trigger8  = NumHelper(1301) > 0
Trigger8  = Helper(1301),MoveHit = 1
Trigger9  = NumHelper(2015) > 0
Trigger9  = Helper(2015),MoveHit = 1
Trigger10 = NumHelper(2095) > 0
Trigger10 = Helper(2095),MoveHit = 1
Trigger11 = NumHelper(7900) > 0
Trigger11 = Helper(7900),MoveHit = 1
Anim = 12500
ID = 12500
Scale = 0.5,0.5
Pos = 0,81
PosType = Left
BindTime = -1
RemoveTime = -2
Facing = 1
Ownpal = 1
SprPriority = 4
Persistent = 0
IgnoreHitPause = 1
SuperMoveTime = 999999999
PauseMoveTime = 999999999

[State -2]
Type = Explod
TriggerAll = P2MoveType = H
TriggerAll = NumExplod(12500) = 0
TriggerAll = Var(38) = 31
TriggerAll = TeamSide = 2
Trigger1  = MoveHit = 1
Trigger2  = StateNo = 2001
Trigger3  = NumHelper(1020) > 0
Trigger3  = Helper(1020),MoveHit = 1
Trigger4  = NumHelper(1030) > 0
Trigger4  = Helper(1030),MoveHit = 1
Trigger5  = NumHelper(1055) > 0
Trigger5  = Helper(1055),MoveHit = 1
Trigger6  = NumHelper(1105) > 0
Trigger6  = Helper(1105),MoveHit = 1
Trigger7  = NumHelper(1300) > 0
Trigger7  = Helper(1300),MoveHit = 1
Trigger8  = NumHelper(1301) > 0
Trigger8  = Helper(1301),MoveHit = 1
Trigger9  = NumHelper(2015) > 0
Trigger9  = Helper(2015),MoveHit = 1
Trigger10 = NumHelper(2095) > 0
Trigger10 = Helper(2095),MoveHit = 1
Trigger11 = NumHelper(7900) > 0
Trigger11 = Helper(7900),MoveHit = 1
Anim = 12501
ID = 12500
Scale = 0.5,0.5
Pos = 320,81
PosType = Left
BindTime = -1
RemoveTime = -2
Facing = -1
Ownpal = 1
SprPriority = 4
Persistent = 0
IgnoreHitPause = 1
SuperMoveTime = 999999999
PauseMoveTime = 999999999

[State -2]
Type = VarSet
Trigger1 = Var(38) != 0
Trigger1 = MoveType != A
Trigger1 = NumHelper(1020) = 0
Trigger1 = NumHelper(1030) = 0
Trigger1 = NumHelper(1055) = 0
Trigger1 = NumHelper(1105) = 0
Trigger1 = NumHelper(1300) = 0
Trigger1 = NumHelper(1301) = 0
Trigger1 = NumHelper(2015) = 0
Trigger1 = NumHelper(2095) = 0
Trigger1 = NumHelper(7900) = 0
V = 38
Value = 0
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;僇僂儞僞乕僸僢僩昞帵
[State -2]
Type = VarSet
TriggerAll = !IsHelper
TriggerAll = Var(1) = 0
TriggerAll = MoveType = A
TriggerAll = P2MoveType = A
Trigger1 = StateNo != [800, 802]
;Trigger1 = StateNo != 620
Trigger1 = StateNo != [800, 813]
Trigger1 = StateNo != [1020, 1200)
Trigger1 = StateNo != [1300, 7620)
Trigger1 = StateNo != 7900
V = 1
Value = 1
IgnoreHitPause = 1

[State -2]
Type = RemoveExplod
Trigger1 = Var(1) = 1
Trigger1 = P2MoveType = H
Trigger1 = P2StateNo != [120,159]
Trigger1 = NumExplod(12570) > 0
IgnoreHitPause = 1
SuperMoveTime = 999999999
PauseMoveTime = 999999999
ID = 12570

[State -2]
Type = Explod
Trigger1 = Var(1) = 1
Trigger1 = P2MoveType = H
Trigger1 = NumExplod(12570) = 0
Trigger1 = TeamSide = 1
Anim = 12570
ID = 12570
Scale = 0.5,0.5
Pos = 0,91
PosType = Left
BindTime = -1
RemoveTime = -2
Facing = 1
Ownpal = 1
SprPriority = 4
Persistent = 0
IgnoreHitPause = 1
SuperMoveTime = 999999999
PauseMoveTime = 999999999

[State 420, 2]
Type = Explod
Trigger1 = Var(1) = 1
Trigger1 = P2MoveType = H
Trigger1 = NumExplod(12570) = 0
Trigger1 = TeamSide = 2
Anim = 12571
ID = 12570
Scale = 0.5,0.5
Pos = 0,91
PosType = Right
BindTime = -1
RemoveTime = -2
Facing = -1
Ownpal = 1
SprPriority = 4
Persistent = 0
IgnoreHitPause = 1
SuperMoveTime = 999999999
PauseMoveTime = 999999999

[State -2]
Type = VarSet
Trigger1 = Var(1) = 1
Trigger1 = P2MoveType != A
V = 1
Value = 0
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;儕僶乕僒儖昞帵
[State -2]
Type = Explod
TriggerAll = FVar(24) > 0
TriggerAll = NumExplod(12580) = 0
TriggerAll = MoveType != H
TriggerAll = TeamSide = 1
Trigger1 = StateNo = 100
Trigger2 = StateNo = 105
Trigger3 = StateNo >= 200
Anim = 12580
ID = 12580
Scale = 0.5,0.5
Pos = 0,101
PosType = Left
BindTime = -1
RemoveTime = -2
Facing = 1
Ownpal = 1
SprPriority = 4
Persistent = 0
IgnoreHitPause = 1
SuperMoveTime = 999999999
PauseMoveTime = 999999999

[State -2]
Type = Explod
TriggerAll = FVar(24) > 0
TriggerAll = NumExplod(12580) = 0
TriggerAll = MoveType != H
TriggerAll = TeamSide = 2
Trigger1 = StateNo = 100
Trigger2 = StateNo = 105
Trigger3 = StateNo >= 200
Anim = 12581
ID = 12580
Scale = 0.5,0.5
Pos = 0,101
PosType = Right
BindTime = -1
RemoveTime = -2
Facing = -1
Ownpal = 1
SprPriority = 4
Persistent = 0
IgnoreHitPause = 1
SuperMoveTime = 999999999
PauseMoveTime = 999999999

;---------------------------------------------------------------------------
;僔乕儖僪昞帵
[State -2]
Type = RemoveExplod
TriggerAll = Time = 0
TriggerAll = StateNo = 7502
Trigger1 = NumExplod(12510) > 0
ID = 12510

[State -2]
Type = RemoveExplod
TriggerAll = Time = 0
TriggerAll = StateNo = 7502
Trigger1 = NumExplod(12520) > 0
ID = 12520

[State -2]
Type = Explod
TriggerAll = StateNo = 7502
TriggerAll = NumExplod(12510) = 0
Trigger1 = TeamSide = 1
Anim = 12510
ID = 12510
Scale = 0.5,0.5
Pos = 0,111
PosType = Left
BindTime = -1
RemoveTime = -2
Facing = 1
Ownpal = 1
SprPriority = 4
Persistent = 0
IgnoreHitPause = 1
SuperMoveTime = 999999999
PauseMoveTime = 999999999

[State -2]
Type = Explod
TriggerAll = StateNo = 7502
TriggerAll = NumExplod(12510) = 0
Trigger1 = TeamSide = 2
Anim = 12511
ID = 12510
Scale = 0.5,0.5
Pos = 0,111
PosType = Right
BindTime = -1
RemoveTime = -2
Facing = -1
Ownpal = 1
SprPriority = 4
Persistent = 0
IgnoreHitPause = 1
SuperMoveTime = 999999999
PauseMoveTime = 999999999

;---------------------------------------------------------------------------
;EX僔乕儖僪昞帵
[State -2]
Type = RemoveExplod
TriggerAll = Time = 0
TriggerAll = StateNo = 7501
Trigger1 = NumExplod(12510) > 0
ID = 12510

[State -2]
Type = RemoveExplod
TriggerAll = Time = 0
TriggerAll = StateNo = 7501
Trigger1 = NumExplod(12520) > 0
ID = 12520

[State -2]
Type = Explod
TriggerAll = StateNo = 7501
TriggerAll = NumExplod(12520) = 0
Trigger1 = TeamSide = 1
Anim = 12520
ID = 12520
Scale = 0.5,0.5
Pos = 0,111
PosType = Left
BindTime = -1
RemoveTime = -2
Facing = 1
Ownpal = 1
SprPriority = 4
Persistent = 0
IgnoreHitPause = 1
SuperMoveTime = 999999999
PauseMoveTime = 999999999

[State -2]
Type = Explod
TriggerAll = StateNo = 7501
TriggerAll = NumExplod(12520) = 0
Trigger1 = TeamSide = 2
Anim = 12521
ID = 12520
Scale = 0.5,0.5
Pos = 0,111
PosType = Right
BindTime = -1
RemoveTime = -2
Facing = -1
Ownpal = 1
SprPriority = 4
Persistent = 0
IgnoreHitPause = 1
SuperMoveTime = 999999999
PauseMoveTime = 999999999

;---------------------------------------------------------------------------
;儕僶乕僗價乕僩昞帵
[State -2]
Type = RemoveExplod
TriggerAll = Time = 1
Trigger1 = StateNo != [220,310]
Trigger1 = StateNo = [200,419]
Trigger1 = PrevStateNo = 220 || PrevStateNo = 300 || PrevStateNo = 310 || PrevStateNo = 311 || PrevStateNo = 420
Trigger2 = StateNo = 200 || StateNo = 400
Trigger2 = PrevStateNo = 211 || PrevStateNo = 212 || PrevStateNo = 213
Trigger3 = StateNo = 200 || StateNo = 400
Trigger3 = PrevStateNo = 410 || PrevStateNo = 411
Trigger4 = StateNo = 600
Trigger4 = PrevStateNo = 610
Trigger5 = StateNo = 600 || StateNo = 610
Trigger5 = PrevStateNo = 620
IgnoreHitPause = 1
SuperMoveTime = 999999999
PauseMoveTime = 999999999
ID = 12590

[State -2]
Type = Explod
TriggerAll = MoveType = A
TriggerAll = NumExplod(12590) = 0
TriggerAll = Time = 1
TriggerAll = TeamSide = 1
Trigger1 = StateNo != [220,311]
Trigger1 = StateNo = [200,419]
Trigger1 = PrevStateNo = 220 || PrevStateNo = 300 || PrevStateNo = 310 || PrevStateNo = 311 || PrevStateNo = 420
Trigger2 = StateNo = 200 || StateNo = 400
Trigger2 = PrevStateNo = 211 || PrevStateNo = 212 || PrevStateNo = 213
Trigger3 = StateNo = 200 || StateNo = 400
Trigger3 = PrevStateNo = 410 || PrevStateNo = 411
Trigger4 = StateNo = 600
Trigger4 = PrevStateNo = 610
Trigger5 = StateNo = 600 || StateNo = 610
Trigger5 = PrevStateNo = 620
Anim = 12590
ID = 12590
PosType = Left
Pos = 0,121
Scale = 0.5,0.5
BindTime = -1
RemoveTime = -2
Facing = 1
Ownpal = 1
SprPriority = 4
Persistent = 0
IgnoreHitPause = 1
SuperMoveTime = 999999999
PauseMoveTime = 999999999

[State -2]
Type = Explod
TriggerAll = MoveType = A
TriggerAll = NumExplod(12590) = 0
TriggerAll = Time = 1
TriggerAll = TeamSide = 2
Trigger1 = StateNo != [220,311]
Trigger1 = StateNo = [200,419]
Trigger1 = PrevStateNo = 220 || PrevStateNo = 300 || PrevStateNo = 310 || PrevStateNo = 311 || PrevStateNo = 420
Trigger2 = StateNo = 200 || StateNo = 400
Trigger2 = PrevStateNo = 211 || PrevStateNo = 212 || PrevStateNo = 213
Trigger3 = StateNo = 200 || StateNo = 400
Trigger3 = PrevStateNo = 410 || PrevStateNo = 411
Trigger4 = StateNo = 600
Trigger4 = PrevStateNo = 610
Trigger5 = StateNo = 600 || StateNo = 610
Trigger5 = PrevStateNo = 620
Anim = 12591
ID = 12590
PosType = Right
Pos = 0,121
Scale = 0.5,0.5
BindTime = -1
RemoveTime = -2
Facing = -1
Ownpal = 1
SprPriority = 4
Persistent = 0
IgnoreHitPause = 1
SuperMoveTime = 999999999
PauseMoveTime = 999999999

;---------------------------------------------------------------------------
;僀儞僶儕僢僪昞帵
[State -2]
Type = RemoveExplod
TriggerAll = Floor(FVar(23)) = 2
TriggerAll = NumExplod(12600) > 0
Trigger1  = MoveHit = 1
Trigger2  = NumHelper(1020) > 0
Trigger2  = Helper(1020),MoveHit = 1
Trigger3  = NumHelper(1030) > 0
Trigger3  = Helper(1030),MoveHit = 1
Trigger4  = NumHelper(1055) > 0
Trigger4  = Helper(1055),MoveHit = 1
Trigger5  = NumHelper(1105) > 0
Trigger5  = Helper(1105),MoveHit = 1
Trigger6  = NumHelper(1300) > 0
Trigger6  = Helper(1300),MoveHit = 1
Trigger7  = NumHelper(1301) > 0
Trigger7  = Helper(1301),MoveHit = 1
Trigger8  = NumHelper(2015) > 0
Trigger8  = Helper(2015),MoveHit = 1
Trigger9  = NumHelper(2095) > 0
Trigger9  = Helper(2095),MoveHit = 1
Trigger10 = NumHelper(7900) > 0
Trigger10 = Helper(7900),MoveHit = 1
IgnoreHitPause = 1
SuperMoveTime = 999999999
PauseMoveTime = 999999999
ID = 12600

[State -2]
Type = Explod
TriggerAll = Floor(FVar(23)) = 2
TriggerAll = NumExplod(12600) = 0
TriggerAll = TeamSide = 1
Trigger1  = MoveHit = 1
Trigger2  = NumHelper(1020) > 0
Trigger2  = Helper(1020),MoveHit = 1
Trigger3  = NumHelper(1030) > 0
Trigger3  = Helper(1030),MoveHit = 1
Trigger4  = NumHelper(1055) > 0
Trigger4  = Helper(1055),MoveHit = 1
Trigger5  = NumHelper(1105) > 0
Trigger5  = Helper(1105),MoveHit = 1
Trigger6  = NumHelper(1300) > 0
Trigger6  = Helper(1300),MoveHit = 1
Trigger7  = NumHelper(1301) > 0
Trigger7  = Helper(1301),MoveHit = 1
Trigger8  = NumHelper(2015) > 0
Trigger8  = Helper(2015),MoveHit = 1
Trigger9  = NumHelper(2095) > 0
Trigger9  = Helper(2095),MoveHit = 1
Trigger10 = NumHelper(7900) > 0
Trigger10 = Helper(7900),MoveHit = 1
Anim = 12600
ID = 12600
Scale = 0.5,0.5
Pos = 0,131
PosType = Left
BindTime = -1
RemoveTime = -2
Facing = 1
Ownpal = 1
SprPriority = 4
Persistent = 0
IgnoreHitPause = 1
SuperMoveTime = 999999999
PauseMoveTime = 999999999

[State -2]
Type = Explod
TriggerAll = Floor(FVar(23)) = 2
TriggerAll = NumExplod(12600) = 0
TriggerAll = TeamSide = 2
Trigger1  = MoveHit = 1
Trigger2  = NumHelper(1020) > 0
Trigger2  = Helper(1020),MoveHit = 1
Trigger3  = NumHelper(1030) > 0
Trigger3  = Helper(1030),MoveHit = 1
Trigger4  = NumHelper(1055) > 0
Trigger4  = Helper(1055),MoveHit = 1
Trigger5  = NumHelper(1105) > 0
Trigger5  = Helper(1105),MoveHit = 1
Trigger6  = NumHelper(1300) > 0
Trigger6  = Helper(1300),MoveHit = 1
Trigger7  = NumHelper(1301) > 0
Trigger7  = Helper(1301),MoveHit = 1
Trigger8  = NumHelper(2015) > 0
Trigger8  = Helper(2015),MoveHit = 1
Trigger9  = NumHelper(2095) > 0
Trigger9  = Helper(2095),MoveHit = 1
Trigger10 = NumHelper(7900) > 0
Trigger10 = Helper(7900),MoveHit = 1
Anim = 12601
ID = 12600
Scale = 0.5,0.5
Pos = 0,131
PosType = Right
BindTime = -1
RemoveTime = -2
Facing = -1
Ownpal = 1
SprPriority = 4
Persistent = 0
IgnoreHitPause = 1
SuperMoveTime = 999999999
PauseMoveTime = 999999999

[State -2]
Type = VarAdd
Trigger1 = FVar(23) = [0,1]
Trigger1 = P2StateType = A || P2StateType = L
Trigger1 = P2MoveType = H
Trigger1 = EnemyNear,HitFall = 1
Trigger1 = EnemyNear,CanRecover
Trigger2 = FVar(23) = [0,1]
Trigger2 = P2StateType = A || P2StateType = L
Trigger2 = P2MoveType = H
Trigger2 = P2StateNo = 706
FV = 23
Value = 1
IgnoreHitPause = 1

[State -2]
Type = VarSet
TriggerAll = Floor(FVar(23)) = 2
TriggerAll = !(P2MoveType = H && P2StateNo = 706)
Trigger1 = P2MoveType = I || P2MoveType = A
Trigger2 = !EnemyNear,CanRecover
Trigger3 = EnemyNear,HitFall = 0
Trigger4 = P2StateNo = [5200,5210]
FV = 23
Value = 0
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;MAX昞帵
[State -2]
Type = Explod
TriggerAll = RoundState = 2
TriggerAll = Var(40) = 1
TriggerAll = FVar(21) = PowerMax
TriggerAll = StateNo != 7800
TriggerAll = NumExplod(12530) = 0
Trigger1 = TeamSide = 1
Anim = 12530
ID = 12530
Scale = 0.5,0.5
Pos = 0,151
PosType = Left
BindTime = -1
RemoveTime = -2
Facing = 1
Ownpal = 1
SprPriority = 4
Persistent = 0
IgnoreHitPause = 1
SuperMoveTime = 999999999
PauseMoveTime = 999999999

[State -2]
Type = Explod
TriggerAll = RoundState = 2
TriggerAll = Var(40) = 1
TriggerAll = FVar(21) = PowerMax
TriggerAll = StateNo != 7800
TriggerAll = NumExplod(12530) = 0
Trigger1 = TeamSide = 2
Anim = 12531
ID = 12530
Scale = 0.5,0.5
Pos = 0,151
PosType = Right
BindTime = -1
RemoveTime = -2
Facing = -1
Ownpal = 1
SprPriority = 4
Persistent = 0
IgnoreHitPause = 1
SuperMoveTime = 999999999
PauseMoveTime = 999999999

;---------------------------------------------------------------------------
;HEAT昞帵
[State -2]
Type = Explod
TriggerAll = Var(40) = 0
TriggerAll = StateNo = 7800
TriggerAll = AnimElem = 4
TriggerAll = NumExplod(12540) = 0
Trigger1 = TeamSide = 1
Anim = 12540
ID = 12540
Scale = 0.5,0.5
Pos = 0,151
PosType = Left
BindTime = -1
RemoveTime = -2
Facing = 1
Ownpal = 1
SprPriority = 4
Persistent = 0
IgnoreHitPause = 1
SuperMoveTime = 999999999
PauseMoveTime = 999999999

[State -2]
Type = Explod
TriggerAll = Var(40) = 0
TriggerAll = StateNo = 7800
TriggerAll = AnimElem = 4
TriggerAll = NumExplod(12540) = 0
Trigger1 = TeamSide = 2
Anim = 12541
ID = 12540
Scale = 0.5,0.5
Pos = 0,151
PosType = Right
BindTime = -1
RemoveTime = -2
Facing = -1
Ownpal = 1
SprPriority = 4
Persistent = 0
IgnoreHitPause = 1
SuperMoveTime = 999999999
PauseMoveTime = 999999999

;---------------------------------------------------------------------------
;BLOODHEAT昞帵
[State -2]
Type = Explod
TriggerAll = Var(40) = 1
TriggerAll = StateNo = 7800
TriggerAll = AnimElem = 4
TriggerAll = NumExplod(12550) = 0
Trigger1 = TeamSide = 1
Anim = 12550
ID = 12550
Scale = 0.5,0.5
Pos = 0,151
PosType = Left
BindTime = -1
RemoveTime = -2
Facing = 1
Ownpal = 1
SprPriority = 4
Persistent = 0
IgnoreHitPause = 1
SuperMoveTime = 999999999
PauseMoveTime = 999999999

[State -2]
Type = Explod
TriggerAll = Var(40) = 1
TriggerAll = StateNo = 7800
TriggerAll = AnimElem = 4
TriggerAll = NumExplod(12550) = 0
Trigger1 = TeamSide = 2
Anim = 12551
ID = 12550
Scale = 0.5,0.5
Pos = 0,151
PosType = Right
BindTime = -1
RemoveTime = -2
Facing = -1
Ownpal = 1
SprPriority = 4
Persistent = 0
IgnoreHitPause = 1
SuperMoveTime = 999999999
PauseMoveTime = 999999999

[State -2]
Type = RemoveExplod
Trigger1 = NumExplod(12530) > 0
Trigger1 = NumExplod(12550) > 0
ID = 12530

;---------------------------------------------------------------------------
;僒乕僉僢僩僗僷乕僋昞帵
[State -2]
Type = RemoveExplod
TriggerAll = Time = 1
TriggerAll = StateNo = 8100
Trigger1 = NumExplod(12560) > 0
ID = 12560

[State -2]
Type = Explod
TriggerAll = StateNo = 8100
TriggerAll = Time = 6
TriggerAll = NumExplod(12560) = 0
Trigger1 = TeamSide = 1
Anim = 12560
ID = 12560
Scale = 0.5,0.5
Pos = 0,163
PosType = Left
BindTime = -1
RemoveTime = -2
Facing = 1
Ownpal = 1
SprPriority = 4
Persistent = 0
IgnoreHitPause = 1
SuperMoveTime = 999999999
PauseMoveTime = 999999999

[State -2]
Type = Explod
TriggerAll = StateNo = 8100
TriggerAll = Time = 6
TriggerAll = NumExplod(12550) = 0
Trigger1 = TeamSide = 2
Anim = 12561
ID = 12560
Scale = 0.5,0.5
Pos = 0,163
PosType = Right
BindTime = -1
RemoveTime = -2
Facing = -1
Ownpal = 1
SprPriority = 4
Persistent = 0
IgnoreHitPause = 1
SuperMoveTime = 999999999
PauseMoveTime = 999999999

;---------------------------------------------------------------------------
;僗僞僀儖慖戰
[State -2]
Type = Helper
TriggerAll = Var(51)/10%10 = 0
TriggerAll = RoundState = 0
TriggerAll = StateNo != 5900
TriggerAll = NumEnemy > 0
TriggerAll = NumHelper(13000) = 0
TriggerAll = Time = 1
Trigger1 = RoundNo = 1
Trigger2 = TeamMode = Turns
Trigger2 = RoundsExisted = 0
StateNo = 13000
ID = 13000
Name = "Style"
PosType = P1
Pos = 0, 0
Ownpal = 1
SprPriority = 7
IgnoreHitPause = 1
SuperMoveTime = 999999999
PauseMoveTime = 999999999

[State -2]
Type = Explod
TriggerAll = Var(51)/10%10 = 0
TriggerAll = RoundState = 0
TriggerAll = StateNo != 5900
TriggerAll = NumEnemy > 0
TriggerAll = NumExplod(13000) = 0
TriggerAll = Time = 1
Trigger1 = RoundNo = 1
Trigger2 = TeamMode = Turns
Trigger2 = RoundsExisted = 0
Anim = 13000
ID = 13000
PosType = P1
Pos = -22,-65
BindTime = -1
RemoveTime = -1
Scale = 0.5,0.5
Ownpal = 1
SprPriority = 7
IgnoreHitPause = 1
SuperMoveTime = 999999999
PauseMoveTime = 999999999

[State -2]
Type = Explod
TriggerAll = Var(51)/10%10 = 0
TriggerAll = RoundState = 0
TriggerAll = StateNo != 5900
TriggerAll = NumEnemy > 0
TriggerAll = NumExplod(13001) = 0
TriggerAll = Time = 1
Trigger1 = RoundNo = 1
Trigger2 = TeamMode = Turns
Trigger2 = RoundsExisted = 0
Anim = 13000
ID = 13001
PosType = P1
Pos = -22,3
VFacing = -1
BindTime = -1
RemoveTime = -1
Scale = 0.5,0.5
Ownpal = 1
SprPriority = 7
IgnoreHitPause = 1
SuperMoveTime = 999999999
PauseMoveTime = 999999999

[State -2]
Type = Explod
TriggerAll = Var(51)/10%10 = 1
TriggerAll = Var(51)%10 = 1
TriggerAll = RoundState = 0
TriggerAll = StateNo != 5900
TriggerAll = NumEnemy > 0
TriggerAll = NumExplod(13100) = 0
TriggerAll = Time = 1
Trigger1 = RoundNo = 1
Anim = 13010
ID = 13100
PosType = P1
Pos = 0,-130
BindTime = -1
RemoveTime = -1
Scale = 0.3,0.3
Ownpal = 1
SprPriority = 7
IgnoreHitPause = 1
SuperMoveTime = 999999999
PauseMoveTime = 999999999

[State -2]
Type = Explod
TriggerAll = Var(51)/10%10 = 1
TriggerAll = Var(51)%10 = 2
TriggerAll = RoundState = 0
TriggerAll = StateNo != 5900
TriggerAll = NumEnemy > 0
TriggerAll = NumExplod(13100) = 0
TriggerAll = Time = 1
Trigger1 = RoundNo = 1
Anim = 13020
ID = 13100
PosType = P1
Pos = 0,-130
BindTime = -1
RemoveTime = -1
Scale = 0.3,0.3
Ownpal = 1
SprPriority = 7
IgnoreHitPause = 1
SuperMoveTime = 999999999
PauseMoveTime = 999999999

[State -2]
Type = VarSet
TriggerAll = NumHelper(13000) > 0
TriggerAll = StateNo != 5900
TriggerAll = RoundState = 1
TriggerAll = Command = "down"
Trigger1 = RoundNo <= 1
Trigger2 = TeamMode = Turns
Trigger2 = RoundsExisted = 0
V = 51
Value = Var(51) + IfElse(Var(51)%10 = 1, 1, -1);IfElse(Var(51)%10 = 1, 2, 1)
IgnoreHitPause = 1

[State -2]
Type = VarSet
TriggerAll = NumHelper(13000) > 0
TriggerAll = StateNo != 5900
TriggerAll = RoundState = 1
TriggerAll = Command = "up"
Trigger1 = RoundNo = 1
Trigger2 = TeamMode = Turns
Trigger2 = RoundsExisted = 0
V = 51
Value = Var(51) + IfElse(Var(51)%10 = 2, -1, 1);IfElse(Var(51)%10 = 2, 1, 2)
IgnoreHitPause = 1

[State -2]
Type = PlaySnd
TriggerAll = NumHelper(13000) > 0
TriggerAll = StateNo != 5900
TriggerAll = RoundState = 1
TriggerAll = Command = "down" || Command = "up"
Trigger1 = RoundNo = 1
Trigger2 = TeamMode = Turns
Trigger2 = RoundsExisted = 0
Value = s30,0
Channel = 2
IgnoreHitPause = 1

[State -2]
Type = PlaySnd
Trigger1 = RoundState = 2
Trigger1 = NumExplod(13100) > 0
Value = s30, 1
Channel = 2
IgnoreHitPause = 1

[State -2]
Type = RemoveExplod
Trigger1 = RoundState = 2
Trigger1 = NumExplod(13000) > 0
Trigger2 = Command = "start"
Trigger3 = Command = "a"
Trigger4 = Command = "b"
Trigger5 = Command = "c"
Trigger6 = Command = "x"
Trigger7 = Command = "y"
Trigger8 = Command = "z"
IgnoreHitPause = 1
SuperMoveTime = 999999999
PauseMoveTime = 999999999
ID = 13000

[State -2]
Type = RemoveExplod
Trigger1 = RoundState = 2
Trigger1 = NumExplod(13001) > 0
Trigger2 = Command = "start"
Trigger3 = Command = "a"
Trigger4 = Command = "b"
Trigger5 = Command = "c"
Trigger6 = Command = "x"
Trigger7 = Command = "y"
Trigger8 = Command = "z"
IgnoreHitPause = 1
SuperMoveTime = 999999999
PauseMoveTime = 999999999
ID = 13001

[State -2]
Type = RemoveExplod
Trigger1 = RoundState = 2
Trigger1 = NumExplod(13100) > 0
IgnoreHitPause = 1
SuperMoveTime = 999999999
PauseMoveTime = 999999999
ID = 13100

;僎乕僕
[State -2]
type = Helper
TriggerAll = NumHelper(11000) = 0
TriggerAll = NumHelper(13000) = 0
TriggerAll = RoundState != 0;MatchOver = 0
Trigger1 = Var(51)/10%10 = 0
Trigger2 = Var(51)/10%10 = 1
Trigger2 = !(Partner,AuthorName = "tukemon&HAL")
StateNo = 11000
ID = 11000
Name = "Power_Gauge"
Pos = 0,0
PosType = Back
KeyCtrl = 0
Ownpal = 1
SprPriority = -4
Persistent = 0
SuperMoveTime = 999999999
PauseMoveTime = 999999999

[State -2]
Type = Helper
TriggerAll = NumHelper(13000) = 0
TriggerAll = NumHelper(14000) = 0
TriggerAll = RoundState != 0
Trigger1 = Var(51)/10%10 = 0
Trigger2 = Var(51)/10%10 = 1
Trigger2 = !(Partner,AuthorName = "tukemon&HAL")
StateNo = 14000
ID = 14000
Name = "Gauge_Number"
PosType = Back
Pos = 0,320
Ownpal = 1
SprPriority = 7
IgnoreHitPause = 1
SuperMoveTime = 999999999
PauseMoveTime = 999999999

;---------------------------------------------------------------------------
;塃戙媨墢庻 懠乽儊僞曉偟仌儊僞嵞斀榑乿懳墳僗僥乕僩

;儊僞曉偟仌儊僞嵞斀榑乣僷儚乕僎乕僕徚旓亊2
[State -2]
Type = Poweradd
TriggerAll = Alive && !NumExplod(19864) && !NumExplod(19865)
Trigger1 = NumEnemy && !NumPartner
Trigger1 = (Enemy,Var(56) = 19861004 && Enemy,AuthorName = "YU-TOHARU") || (Enemy,Name = "Lucifer" && Enemy,AuthorName = "Tokey")
Trigger1 = (Enemy,StateNo = 2910 || Enemy,StateNo = 2930) && Enemy,Time = 2
Trigger2 = NumEnemy && NumPartner
Trigger2 = (Enemy,Var(56) = 19861004 && Enemy,AuthorName = "YU-TOHARU") || (Enemy,Name = "Lucifer" && Enemy,AuthorName = "Tokey")
Trigger2 = (Enemy,StateNo = 2910 || Enemy,StateNo = 2930) && Enemy,Time = 2
Trigger2 = (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 = "Lucifer" && Enemy(1),AuthorName = "Tokey")
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 = "Lucifer" && Enemy(1),AuthorName = "Tokey")
Trigger4 = (Enemy(1),StateNo = 2910 || Enemy(1),StateNo = 2930) && Enemy(1),Time = 2
Trigger4 = (ID < Partner,ID || (ID > Partner,ID && Partner,NumExplod(19864) = 0 && Partner,NumExplod(19865) = 0))
Value = IfElse(Var(40) != 0 && Power >= 2000, IfElse(Enemy,StateNo = 2910, 0, -2000), -1000)
IgnoreHitPause = 1

;儊僞曉偟乣儃僀僗
[State -2]
Type = PlaySnd
TriggerAll = Alive && !NumExplod(19864)
Trigger1 = NumEnemy
Trigger1 = (Enemy,Var(56) = 19861004 && Enemy,AuthorName = "YU-TOHARU") || (Enemy,Name = "Lucifer" && Enemy,AuthorName = "Tokey")
Trigger1 = Enemy,StateNo = 2910 && Enemy,Time = 2
Trigger2 = NumEnemy >= 2
Trigger2 = (Enemy(1),Var(56) = 19861004 && Enemy(1),AuthorName = "YU-TOHARU") || (Enemy(1),Name = "Lucifer" && Enemy(1),AuthorName = "Tokey")
Trigger2 = Enemy(1),StateNo = 2910 && Enemy(1),Time = 2
Value = S20,68
IgnoreHitPause = 1

;儊僞曉偟乣僇僢僩僀儞乮塃岦偒乯
[State -2]
Type = Explod
TriggerAll = Alive && !NumExplod(19864)
Trigger1 = NumEnemy
Trigger1 = (Enemy,Var(56) = 19861004 && Enemy,AuthorName = "YU-TOHARU") || (Enemy,Name = "Lucifer" && Enemy,AuthorName = "Tokey")
Trigger1 = 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),Name = "Lucifer" && Enemy(1),AuthorName = "Tokey")
Trigger2 = Enemy(1),StateNo = 2910 && Enemy(1),Time = 2 && Enemy(1),Facing = -1
Anim = 19864
ID = 19864
PosType = Left
Pos = 0,240
Scale = 0.5,0.5
Ownpal = 1
BindTime = -1
SprPriority = 50
PauseMoveTime = 100
SuperMoveTime = 100
IgnoreHitPause = 1

;儊僞曉偟乣僇僢僩僀儞乮嵍岦偒乯
[State -2]
Type = Explod
TriggerAll = Alive&&!NumExplod(19864)
Trigger1 = NumEnemy
Trigger1 = (Enemy,Var(56) = 19861004 && Enemy,AuthorName = "YU-TOHARU") || (Enemy,Name = "Lucifer" && Enemy,AuthorName = "Tokey")
Trigger1 = 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),Name = "Lucifer" && Enemy(1),AuthorName = "Tokey")
Trigger2 = Enemy(1),StateNo = 2910 && 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
BindTime = -1
SprPriority = 50
PauseMoveTime = 100
SuperMoveTime = 100
IgnoreHitPause = 1

;儊僞嵞斀榑乣儃僀僗
[State -2]
Type = PlaySnd
TriggerAll = Alive && !NumExplod(19865)
Trigger1 = NumEnemy
Trigger1 = (Enemy,Var(56) = 19861004 && Enemy,AuthorName = "YU-TOHARU") || (Enemy,Name = "Lucifer" && Enemy,AuthorName = "Tokey")
Trigger1 = Enemy,StateNo = 2930 && Enemy,Time = 2
Trigger2 = NumEnemy >= 2
Trigger2 = (Enemy(1),Var(56) = 19861004 && Enemy(1),AuthorName = "YU-TOHARU") || (Enemy(1),Name = "Lucifer" && Enemy(1),AuthorName = "Tokey")
Trigger2 = Enemy(1),StateNo = 2930 && Enemy(1),Time = 2
Value = S20,65
IgnoreHitPause = 1

;儊僞嵞斀榑乣僇僢僩僀儞乮塃岦偒乯
[State -2]
Type = Explod
TriggerAll = Alive && !NumExplod(19865)
Trigger1 = NumEnemy
Trigger1 = (Enemy,Var(56) = 19861004 && Enemy,AuthorName = "YU-TOHARU") || (Enemy,Name = "Lucifer" && Enemy,AuthorName = "Tokey")
Trigger1 = 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),Name = "Lucifer" && Enemy(1),AuthorName = "Tokey")
Trigger2 = Enemy(1),StateNo = 2930 && Enemy(1),Time = 2 && Enemy(1),Facing = -1
Anim = 19865
ID = 19865
PosType = Left
Pos = 0,240
Scale = 0.5,0.5
Ownpal = 1
BindTime = -1
SprPriority = 50
PauseMoveTime = 100
SuperMoveTime = 100
IgnoreHitPause = 1

;儊僞嵞斀榑乣僇僢僩僀儞乮嵍岦偒乯
[State -2]
Type = Explod
TriggerAll = Alive && !NumExplod(19865)
Trigger1 = NumEnemy
Trigger1 = (Enemy,Var(56) = 19861004 && Enemy,AuthorName = "YU-TOHARU") || (Enemy,Name = "Lucifer" && Enemy,AuthorName = "Tokey")
Trigger1 = 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),Name = "Lucifer" && Enemy(1),AuthorName = "Tokey")
Trigger2 = Enemy(1),StateNo = 2930 && 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
Bindtime = -1
SprPriority = 50
PauseMoveTime = 100
SuperMoveTime = 100
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;廱傪徟偑偡(崟廐梩)丂帺暘僗僥乕僞僗曄壔

[State -2]
Type = LifeAdd
Trigger1 = Var(51)%10 = 2
Trigger1 = Var(56) = 1
Value = 5

[State -2]
Type = PowerAdd
Trigger1 = Var(51)%10 = 2
Trigger1 = Var(40) = 0	;Heat仌BloodHeat仌嫮惂奐曻埲奜
Trigger1 = Var(56) = 1
Value = 19

;---------------------------------------------------------------------------
;廱傪徟偑偡(崟廐梩)丂憡庤僗僥乕僞僗曄壔

[State -2]
Type = LifeAdd
TriggerAll = NumEnemy
TriggerAll = Enemy,AuthorName = "tukemon&HAL" && Enemy,Name = "Akiha"
Trigger1 = Enemy,Var(56) = 1
Value = -8
Absolute = 1
Kill = 0

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

;---------------------------------------------------------------------------
;棯扗/廱傪徟偑偡/廱傪媷傔傞丂憡庤梡

[State -2]
Type = LifeAdd
TriggerAll = NumEnemy
TriggerAll = Enemy,AuthorName = "嘓" && Enemy,Name = "Akiha_Vermilion"
Trigger1 = Enemy,Var(47) = 1
Value = -7
Absolute = 1
Kill = 0

[State -2]
Type = LifeAdd
TriggerAll = NumEnemy
TriggerAll = Enemy,AuthorName = "嘓" && Enemy,Name = "Akiha_Vermilion"
Trigger1 = Enemy,Var(48) = 1 && Enemy,NumExplod(4005)
Value = -7
Absolute = 1
Kill = 0

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

;---------------------------------------------------------------------------
;僷僂僟乕僗僲僂丂憡庤梡

[State -2]
Type = LifeAdd
TriggerAll = NumEnemy
TriggerAll = Enemy,AuthorName = "嘓" && Enemy,Name = "Len"
Trigger1 = Enemy,Var(47) = 1 || Enemy,Var(48) = 1
Value = -Enemy,Var(47)*4-Enemy,Var(48)*4
Absolute = 1
Kill = 0

;---------------------------------------------------------------------------
;偠傚偆傠丂憡庤梡

[State -2]
Type = LifeAdd
TriggerAll = NumEnemy
TriggerAll = Enemy,AuthorName = "嘓" && Enemy,Name = "Hisui"
Trigger1 = Enemy,Var(47) = 1
Value = -10
Absolute = 1
Kill = 0

[State -2]
Type = PowerAdd
TriggerAll = NumEnemy
TriggerAll = Enemy,AuthorName = "嘓" && Enemy,Name = "Hisui"
Trigger1 = Enemy,Var(47) = 1
Value = -135

;---------------------------------------------------------------------------
;偑傫偽傝傑偟偨丅EX丂憡庤梡

[State -2]
Type = LifeAdd
TriggerAll = NumEnemy
TriggerAll = Enemy,AuthorName = "嘓" && Enemy,Name = "Hisui"
Trigger1 = Enemy,Var(48) = 1
Value = IfElse(GameTime%2 = 0, -3, -4)
Absolute = 1
Kill = 0

;---------------------------------------------------------------------------
;僽儔僢僋丒僋儔僢僋丂憡庤梡

[State -2]
Type = LifeAdd
TriggerAll = NumEnemy
TriggerAll = Enemy,AuthorName = "嘓" && Enemy,Name = "Warachia"
Trigger1 = Enemy,Var(47) = 1
Value = -10
Absolute = 1
Kill = 0

[State -2]
Type = LifeAdd
TriggerAll = NumEnemy
TriggerAll = Enemy,AuthorName = "嘓" && Enemy,Name = "Warachia"
Trigger1 = Enemy,Var(47) = 2 || Enemy,Var(47) = 4
Value = -15
Absolute = 1
Kill = 0

[State -2]
Type = LifeAdd
TriggerAll = NumEnemy
TriggerAll = Enemy,AuthorName = "嘓" && Enemy,Name = "Warachia"
Trigger1 = Enemy,Var(47) = 3
Value = -30
Absolute = 1
Kill = 0

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

[State -2]
Type = PowerAdd
TriggerAll = NumEnemy
TriggerAll = Enemy,AuthorName = "嘓" && Enemy,Name = "Warachia"
Trigger1 = Enemy,Var(47) = 2 || Enemy,Var(47) = 3 || Enemy,Var(47) = 4
Value = 15

;---------------------------------------------------------------------------
;尰戙堛妛偺媇惖幰偱偡丅丂憡庤梡

[State -2]
Type = LifeAdd
TriggerAll = NumEnemy
TriggerAll = Enemy,AuthorName = "嘓" && Enemy,Name = "Kohaku"
Trigger1 = Enemy,Var(47) = 1
Value = IfElse(GameTime%2 = 0, -3, -4)
Absolute = 1
Kill = 0

;---------------------------------------------------------------------------
;撆岠壥乮僪儘僂傿儞傾儖僇僫)

[State -2]
Type = PowerAdd
TriggerAll = NumEnemy
TriggerAll = Enemy,AuthorName = "Drowin arcana"
TriggerAll = Enemy,FVar(20) > 0
Trigger1 = Power > 0
Value = -1

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

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

;---------------------------------------------------------------------------
;仭惣峴帥桯乆巕丂楈晞媦傃庻柦憡庤僗僥乕僩

[State -2]
Type       = LifeAdd
TriggerAll = NumEnemy
TriggerAll = Enemy,AuthorName    = "Souki" && Enemy,Name = "Yuyuko Saigyouji"
Trigger1   = Enemy,Var(3)        = 1 || Enemy,Var(3) = 2
Trigger1   = GameTime%6          = 0
Value      = IfElse(Enemy,Var(3) = 1, -2, -3)
Kill       = 0

;---------------------------------------------------------------------------
;偆偳傫偘丂撆墝枊梡乮僔儘僩偝傫乯

[State -2]
Type = LifeAdd
TriggerAll = NumEnemy
TriggerAll = EnemyNear,AuthorName = "Shiroto"
TriggerAll = EnemyNear,Name = "Reisen Udongein Inaba"
Trigger1 = EnemyNear,Var(40) != 0
Trigger1 = Pos Y = [-30,10]
Trigger1 = GameTime%3 = 0
Value = -EnemyNear,Var(40)
Kill = 0

;---------------------------------------------------------------------------
;仭扙嵃偺媀 惂屼乮AuthorName = "mikage_th"乯

;怳傝岦偒梷惂
[State pos moving]
Type = AssertSpecial
TriggerAll = (EnemyNear,Name = "Komachi Onoduka")*(EnemyNear,AuthorName = "mikage_th")*(TeamMode = Single)
Trigger1 = (EnemyNear,StateNo = 820)*(EnemyNear,Anim = 823)*(EnemyNear,AnimElem = 6,13)
Trigger2 = (EnemyNear,StateNo = 821)*(EnemyNear,Anim = 823)*(EnemyNear,AnimElem = 6,43)
Flag = NoAutoTurn

;堏摦
[State pos moving]
Type = PosAdd
TriggerAll = (Enemynear,Name = "Komachi Onoduka")*(Enemynear,AuthorName = "mikage_th")*(TeamMode = single)
Trigger1 = (EnemyNear,StateNo = 820)*(EnemyNear,Anim = 823)*(EnemyNear,AnimElem = 6,13)
Trigger2 = (EnemyNear,StateNo = 821)*(EnemyNear,Anim = 823)*(EnemyNear,AnimElem = 6,43)
X = -Ceil(EnemyNear,FVar(36))*Facing*EnemyNear,Facing
Y = -Ceil(EnemyNear,FVar(37))*(StateType != L)

;StateType != A + StateType != L 偺応崌嫮惂棊壓State傊
[State pos moving]
Type = ChangeState
TriggerAll = (Enemynear,Name = "Komachi Onoduka")*(Enemynear,AuthorName = "mikage_th")*(TeamMode = single)
TriggerAll = (StateType != A)*(Pos Y != 0)*(StateType != L)
Trigger1 = (EnemyNear,StateNo = 820)*(EnemyNear,Anim = 823)*(EnemyNear,AnimElem = 6,13)
Trigger2 = (EnemyNear,StateNo = 821)*(EnemyNear,Anim = 823)*(EnemyNear,AnimElem = 6,43)
Value = 50

;---------------------------------------------------------------------------
;仭扙嵃偺媀 惂屼乮AuthorName = "mikage_th105"乯

;怳傝岦偒梷惂
[State pos moving]
Type = AssertSpecial
TriggerAll = (Enemynear,Name = "Komachi Onoduka")*(Enemynear,AuthorName = "mikage_th105")*(TeamMode = Single)
Trigger1 = (EnemyNear,StateNo = 820)*(EnemyNear,Anim = 823)*(EnemyNear,AnimElem = 6,13)
Trigger2 = (EnemyNear,StateNo = 821)*(EnemyNear,Anim = 823)*(EnemyNear,AnimElem = 6,43)
Flag = NoAutoTurn

;堏摦
[State pos moving]
Type = PosAdd
TriggerAll = (Enemynear,Name = "Komachi Onoduka")*(Enemynear,AuthorName = "mikage_th105")*(TeamMode = Single)
Trigger1 = (EnemyNear,StateNo = 820)*(EnemyNear,Anim = 823)*(EnemyNear,AnimElem = 6,13)
Trigger2 = (EnemyNear,StateNo = 821)*(EnemyNear,Anim = 823)*(EnemyNear,AnimElem = 6,43)
X = -Ceil(EnemyNear,FVar(24))*Facing*EnemyNear,Facing
Y = -Ceil(EnemyNear,FVar(25))*(StateType != L)

;StateType != A + StateType != L 偺応崌嫮惂棊壓State傊
[State pos moving]
Type = ChangeState
TriggerAll = (Enemynear,Name = "Komachi Onoduka")*(Enemynear,AuthorName = "mikage_th105")*(TeamMode = Single)
TriggerAll = (StateType != A)*(Pos Y != 0)*(StateType != L)
Trigger1 = (EnemyNear,StateNo = 820)*(EnemyNear,anim = 823)*(EnemyNear,AnimElem = 6,13)
Trigger2 = (EnemyNear,StateNo = 821)*(EnemyNear,anim = 823)*(EnemyNear,AnimElem = 6,43)
Value = 50

;---------------------------------------------------------------------------
;仭撆墝枊乽姠巣怐暔偺嬍乿 惂屼乮AuthorName = "mikage_th"乯

[State LifeAdd]
Type = LifeAdd
Trigger1 = NumEnemy = 1
Trigger1 = Pos Y > -240
Trigger1 = (Enemy(0),Name = "Reisen Udongein Inaba")*(Enemy(0),AuthorName = "mikage_th")*(Enemy(0),FVar(35))
Value = -Floor(Enemy(0),FVar(35))*2
IgnoreHitPause = 1
Absolute = 1
Kill = 0

[State LifeAdd]
Type = LifeAdd
TriggerAll = NumEnemy = 2
TriggerAll = Pos Y > -240
Trigger1 = (Enemy(0),Name = "Reisen Udongein Inaba")*(Enemy(0),AuthorName = "mikage_th")*(Enemy(0),FVar(35))
Trigger2 = (Enemy(1),Name = "Reisen Udongein Inaba")*(Enemy(1),AuthorName = "mikage_th")*(Enemy(1),FVar(35))
Value = -Floor(Enemy(0),FVar(35))*2-Floor(Enemy(1),FVar(35))*2
IgnoreHitPause = 1
Absolute = 1
Kill = 0

;---------------------------------------------------------------------------
;仭撆墝枊乽姠巣怐暔偺嬍乿 惂屼乮AuthorName = "mikage_th105"乯

[State LifeAdd]
Type = LifeAdd
Trigger1 = NumEnemy = 1
Trigger1 = Pos Y > -240
Trigger1 = (Enemy(0),Name = "Reisen Udongein Inaba")*(Enemy(0),AuthorName = "mikage_th105")*(Enemy(0),FVar(21))
Value = -Floor(Enemy(0),FVar(21))*2
IgnoreHitPause = 1
Absolute = 1
Kill = 0

[State LifeAdd]
Type = LifeAdd
TriggerAll = NumEnemy = 2
TriggerAll = Pos Y > -240
Trigger1 = (Enemy(0),Name = "Reisen Udongein Inaba")*(Enemy(0),AuthorName = "mikage_th105")*(Enemy(0),FVar(21))
Trigger2 = (Enemy(1),Name = "Reisen Udongein Inaba")*(Enemy(1),AuthorName = "mikage_th105")*(Enemy(1),FVar(21))
Value = -Floor(Enemy(0),FVar(21))*2-Floor(Enemy(1),FVar(21))*2
IgnoreHitPause = 1
Absolute = 1
Kill = 0

;---------------------------------------------------------------------------
;仭搚拝恄偺釳傝仌儈僔儍僌僕偝傑偺釳傝 惂屼

;搚拝恄偺釳傝
[State LifeAdd]
Type = LifeAdd
Trigger1 = NumEnemy
Trigger1 = (Enemynear,Name = "Suwako Moriya")*(Enemynear,AuthorName = "mikage_th")*(TeamMode = Single)
Trigger1 = Floor((Enemynear,Var(42)%100)*0.1) = [0,1]
Trigger1 = (Floor(Enemynear,FVar(38)))%1000 > 0
Trigger1 = Floor(Enemynear,FVar(38)*0.001) = 2
Value = Floor(Enemynear,FVar(36)*(LifeMax/10000.000000))
IgnoreHitPause = 1
Absolute = 1
Kill = 0

[State 儈僔儍僌僕偝傑偺釳傝]
Type = LifeAdd
TriggerAll = NumEnemy
TriggerAll = (Enemynear,Name = "Suwako Moriya")*(Enemynear,AuthorName = "mikage_th")*(TeamMode = Single)
Trigger1 = Floor(EnemyNear,FVar(35)) = 1
Trigger1 = MoveType = H
Trigger1 = StateNo != [150,155]
Trigger2 = Floor(EnemyNear,FVar(35)) = 2
Trigger2 = MoveType = H
Trigger2 = StateNo = [150,155]
Value = Floor(EnemyNear,FVar(33))
IgnoreHitPause = 1
Absolute = 1
Kill = 0

;---------------------------------------------------------------------------
;恄旜娤楅丂庺偄岠壥晅壛

[State -2, LifeAdd]
Type = LifeAdd
TriggerAll = (Enemy,TeamMode = Simul) = 0
TriggerAll = (TeamMode = Simul) = 0
TriggerAll = NumEnemy
TriggerAll = Enemy,AuthorName = "586"
TriggerAll = Enemy,Name = "Misuzu Kamio"
TriggerAll = Enemy,fvar(11) > 0
Trigger1 = Enemy,var(13) = 1
Trigger1 = GameTime % 13 = 0
Trigger2 = Enemy,var(13) = 2
Trigger2 = GameTime % 11 = 0
Trigger3 = Enemy,var(13) = 3
Trigger3 = GameTime % 8 = 0
Trigger4 = Enemy,var(13) = 4
Trigger4 = GameTime % 6 = 0
Trigger5 = Enemy,var(13) = 5
Trigger5 = GameTime % 3 = 0
Value = -1
Kill = 0
IgnoreHitPause = 1

[State -2, PalFX]
Type = PalFX
TriggerAll = (Enemy,TeamMode = Simul) = 0
TriggerAll = (TeamMode = Simul) = 0
TriggerAll = NumEnemy
TriggerAll = Enemy,AuthorName = "586"
TriggerAll = Enemy,Name = "Misuzu Kamio"
Trigger1 = Enemy,fvar(11) > 0
Add = -50,150,150
Time = 1
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;僀僠僐儘撆乮SAIKEI儐僟乯

[State -2]
Type = LifeAdd
TriggerAll = NumEnemy
Trigger1 = Enemy,Name = "JUDA"
Trigger1 = Enemy,AuthorName = "SAIKEI"
Trigger1 = Enemy,FVar(23) > 0
Trigger1 = Floor(Enemy,FVar(23))%4 = 0
Trigger1 = Enemy,Var(0) <= 0
Trigger1 = Enemy,MoveType != H || Enemy,MoveType = H && Enemy,HitShakeOver
Value = -1
Kill = 0

[State -2]
Type = PalFX
TriggerAll = NumEnemy
TriggerAll = GameTime%20 = 0
Trigger1 = Enemy,Name = "JUDA"
Trigger1 = Enemy,AuthorName = "SAIKEI"
Trigger1 = Enemy,FVar(23) > 0
Time = 8
Add = 255,0,0

;---------------------------------------------------------------------------
;傾僌儕傾僗儌乕僌儕壎宐

[State -2]
Type = PalFX
TriggerAll = NumEnemy
TriggerAll = !IsHelper
Trigger1 = RoundState = 2
Trigger1 = Alive = 1
Trigger1 = NumPartner = 1
Trigger1 = Partner,AuthorName = "ouchi" && Partner,Name = "Agrias_Oaks"
Trigger1 = Partner,Var(25)%100 = 7
Trigger1 = Partner,Var(10) = 100
Time = 50
Add = 0,0,54
Mul = 256,256,256
SinAdd = 0,0,108,100

[State -2]
Type = LifeAdd
TriggerAll = NumEnemy
TriggerAll = !IsHelper
Trigger1 = RoundState = 2
Trigger1 = Alive = 1
Trigger1 = NumPartner = 1
Trigger1 = Partner,AuthorName = "ouchi" && Partner,Name = "Agrias_Oaks"
Trigger1 = Partner,Var(25)%100 = 7
Trigger1 = Partner,Var(10) > 0
Value = 1
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;垽尨撧搒旤乽挧敪乿懳墳僗僥乕僩

[State -2]
Type = PowerAdd
TriggerAll = NumEnemy
TriggerAll = EnemyNear,Name = "AIHARA NATSUMI" &&  EnemyNear,AuthorName = "YU-TOHARU"
Trigger1 = EnemyNear,StateNo = 197 && EnemyNear,StateTime = 70
Value = -45

;---------------------------------------------------------------------------
;傾儖A僕僼乽挧敪乿懳墳僗僥乕僩

[State -2]
Type = PowerAdd
TriggerAll = NumEnemy
TriggerAll = EnemyNear,Name = "AL AZIF" &&  EnemyNear,AuthorName = "YU-TOHARU"
Trigger1 = EnemyNear,StateNo = 195 && EnemyNear,StateTime = 30
Value = -45

;---------------------------------------------------------------------------
;儅儈儎乽挧敪乿懳墳僗僥乕僩

[State -2]
Type = PowerAdd
TriggerAll = NumEnemy
TriggerAll = EnemyNear,Name = "MAMIYA" &&  EnemyNear,AuthorName = "YU-TOHARU"
Trigger1 = EnemyNear,StateNo = 195 && EnemyNear,StateTime = 30
Value = 1000

;---------------------------------------------------------------------------
;彑棙墘弌堏峴

[State -2, Winner]
Type = ChangeState
TriggerAll = Var(51)/100%10 > 0
TriggerAll = MatchOver
TriggerAll = StateNo = 181 && Time = 200
Trigger1 = TeamMode = Single || TeamMode = Turns
Trigger1 = Var(51)/100%10 = [1,2]
Trigger2 = TeamMode = Simul
Trigger2 = Var(51)/100%10 = 2
Trigger2 = !(Partner,AuthorName = "tukemon&HAL")
Trigger3 = TeamMode = Simul
Trigger3 = Var(51)/10%10 = 0
Trigger3 = Var(51)/100%10 = 2
Trigger3 = Partner,AuthorName = "tukemon&HAL"
Value = 15000

;---------------------------------------------------------------------------
;AI婲摦梡

[State -2, AI_Helper]
Type = Helper
Trigger1 = !NumHelper(20000)
Trigger1 = Var(59) = 0
Trigger1 = RoundState = 2
Trigger1 = Alive
Trigger1 = PrevStateNo = 191 || PrevStateNo = 5900
Trigger1 = Ctrl && StateNo = 0
HelperType = Normal
Name = "AI"
StateNo = 20000
ID = 20000
Pos = 9999,9999
KeyCtrl = 1
PauseMoveTime = 2147483647
SuperMoveTime = 2147483647
Persistent = 0

[State -2, 娭學柍偄僗僥乕僩偵峴偐側偄傛偆偵]
Type = ChangeState
Trigger1 = IsHelper(20000)
Trigger1 = StateNo != 20000
Value = 20000

[State -2, AI_Learning]
Type = Helper
Trigger1 = !NumHelper(25000)
Trigger1 = RoundState = 2
Trigger1 = Alive
HelperType = Normal
Name = "Learning"
Stateno = 25000
ID = 25000
Pos = 9999,9999
KeyCtrl = 0
PauseMoveTime = 2147483647
SuperMoveTime = 2147483647
Persistent = 0

[State -2, 娭學柍偄僗僥乕僩偵峴偐側偄傛偆偵]
Type = ChangeState
Trigger1 = IsHelper(25000)
Trigger1 = StateNo != 25000
Value = 25000

;---------------------------------------------------------------------------
;摉恎峌寕婰壇

[State -2, AI]
Type = VarSet
TriggerAll = !IsHelper
Trigger1 = MoveReversed
fvar(35) = 1

[State -2, AI]
Type = Null
Trigger1 = FVar(36) = 0
Trigger1 = FVar(36) := -1
Trigger2 = FVar(36) > 0
Trigger2 = Enemy,TeamMode = Turns
Trigger2 = RoundState = [0,1]
Trigger2 = FVar(36) := -1

[State -2, AI]
Type = VarSet
TriggerAll = !IsHelper
TriggerAll = NumHelper(25000) > 0
Trigger1 = Floor(FVar(35)) = 1
Trigger1 = FVar(36) = -1
fvar(36) = Helper(25000),Var(29)

;---------------------------------------------------------------------------
;僨僶僢僋梡

;僗僥乕僞僗妋擣
[State -2, DisplayToClipBoard]
type = Null;DisplayToClipboard
trigger1 = 1
text = "V(28):%d, V(40):%d, FV(26):%f, FV(10):%f, FV(21):%f \n"
params = Var(28), Var(40), FVar(26), FVar(10), FVar(21)
ignorehitpause = 1

;帺暘嫇摦妋擣
[State -2, DisplayToClipBoard]
type = Null;AppendToClipBoard
trigger1 = 1
text = "Vel X:%f Vel Y:%f Pos Y:%f Dis X:%f Dis Y:%f"
params = Vel X, Vel Y, Pos Y, Floor(P2BodyDist X), Floor(P2BodyDist Y)
ignorehitpause = 1

;僗僥乕僞僗妋擣
[State -2, DisplayToClipBoard]
type = DisplayToClipboard
trigger1 = 1
text = "VelX:%f VelY:%f, PosY:%f, DisX:%d, DisY:%d \n"
params = Vel X, Vel Y, Pos Y, Floor(P2BodyDist X), Floor(P2BodyDist Y)
ignorehitpause = 1

;憡庤嫇摦妋擣
[State -2, DisplayToClipBoard]
type = Null;AppendToClipBoard
trigger1 = 1
text = "VelX:%f VelY:%f PosY:%f DisX:%d DisY:%d"
params = Enemy,Vel X, Enemy,Vel Y, Enemy,Pos Y, Floor(P2BodyDist X), Floor(P2BodyDist Y)
ignorehitpause = 1

;僗僥乕僞僗妋擣
[State -2, DisplayToClipBoard]
type = AppendToClipboard
trigger1 = NumHelper(25000) > 0
text = "V(20):%d, V(21):%d, V(15):%d, V(16):%d, Time:%d"
params = Helper(25000),Var(20), Helper(25000),Var(40), Helper(25000),Var(15), Helper(25000),Var(16), Floor(Helper(25000),FVar(20));EnemyNear(Var(58)),AnimTime
ignorehitpause = 1

;僗僥乕僞僗妋擣
[State -2, DisplayToClipBoard]
type = AppendToClipboard
trigger1 = NumHelper(25000) > 0
text = " FV(38):%d, HFV(15):%d, 37:%d, 38:%d"
params = Floor(FVar(38)), Floor(Helper(25000),FVar(15)), Var(37), Var(38)
ignorehitpause = 1
