;伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂
; 偊偄偨僿儖僷乕
[Statedef 11111]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11111
ctrl = 0

[State 11111, 1]
type = HitDef
trigger1 = !Time
attr = A, NT
pausetime = 0,1
sparkno = -1
hitsound = -1
numhits = 0
hitonce = 1
p2stateno = 11112

[State 11111, 2]
type = ReversalDef
trigger1 = Time = 1
reversal.attr = A, NT
pausetime = 0,0
sparkno = -1
hitsound = -1
numhits = 0
p2stateno = 5900

[State 11111, 3]
type = VarSet
trigger1 = RoundState = 2 && Root,Ctrl
var(0) = 1

;Life尭彮
[State 11111, 4]
type = TargetLifeAdd
triggerall = NumTarget
trigger1 = Root,StateNo = 3333 && Root,Time > 10
value = -(Root,PalNo)
kill = 0
absolute = 1

;Power尭彮
[State 11111, 4]
type = TargetPowerAdd
triggerall = NumTarget
trigger1 = Root,StateNo = 2222 && Root,Time > 10
value = -(Root,PalNo*2)

;Life尭彮
[State 11111, 4]
type = TargetLifeAdd
trigger1 = Root,PalNo >= 12
trigger1 = RoundState >= 3
value = -2147483648
kill = 1
absolute = 1
ignorehitpause = 1

[State 11111, 5]
type = ChangeAnim
trigger1 = Time >= 2
value = 40000

[State 11111, 6]
type = StateTypeSet
trigger1 = Time >= 2
movetype = I

[State 11111, 7]
type = AssertSpecial
trigger1 = Root,Var(2) = 0
trigger1 = RoundState = 2 && Root,Ctrl
flag = NoKO
ignorehitpause = 1

[State 11111, 8]
type = DestroySelf
trigger1 = !NumTarget
trigger1 = Time > 1 && !Var(0)
trigger2 = NumTarget
trigger2 = Target,IsHelper

;伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂
; 偊偄偨俀
[Statedef 11112]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
ctrl = 0

[State 11112, 1]
type = ChangeAnim2
trigger1 = !Time
value = 11112

[State 11112, 2]
type = HitDef
trigger1 = !Time
attr = A, NT
pausetime = 0,0
sparkno = -1
hitsound = -1
numhits = 0
hitonce = 1

[State 11112, 3]
type = DestroySelf
trigger1 = IsHelper

[State 11112, 4]
type = SelfState
trigger1 = Time = 1
value = 0

;伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂
; Initialize (at the start of the round)
[Statedef 5900]
type = S

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = RoundsExisted = 0 && Anim != 11112
value = 0

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = RoundsExisted = 0 && Anim != 11112
fvalue = 0

[State 5900, 3] ;Intro for round 1
type = ChangeState
trigger1 = (RoundNo = 1 || !RoundsExisted) && Anim != 11112
value = 190

[State 5900, 4]
type = PosSet
trigger1 = Anim = 11112
y = 0

[State 5900, 5] ;Intro for round 1
type = SelfState
trigger1 = Anim = 11112
trigger1 = Enemy,AuthorName = "HAL" && Enemy,Name = "QB"
trigger1 = Enemy,Var(2) = 0
value = 0

[State 5900, 5] ;Intro for round 1
type = SelfState
trigger1 = Anim = 11112
trigger1 = Enemy,AuthorName = "HAL" && Enemy,Name = "QB"
trigger1 = Enemy,Var(2) != 0
value = 0
ctrl = 1

;伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂
; 僀儞僩儘僿儖僷乕
[Statedef 19200]
type     = S
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 20
ctrl = 0
sprpriority = 2

[State 19200, 1]
type = AssertSpecial
trigger1 = 1
flag = Intro
ignorehitpause = 1

[State 19200, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 19200, 3]
type = VelSet
trigger1 = Time > 0
x = const(velocity.walk.fwd.x)

[State 19200, 4]
type = DestroySelf
trigger1 = Time > 0
trigger1 = RootDist X <= 0
