; Walk
[Statedef 15]
type    = S
physics = S
sprpriority = 0
[State 20, 1]
type = VelSet
trigger1 = enemy,name = "JAGI"
trigger1 = enemy,Numhelper(1001) = 0
trigger1 = 1
trigger2 = enemy,name != "JAGI"
trigger2 = 1
x = const(velocity.walk.fwd.x)
[State 20, 1]
type = VelSet
triggerall = enemy,name = "JAGI"
triggerall = enemy,Numhelper(1001) >= 1
trigger1 = 1
x = 0.8;const(velocity.walk.fwd.x)
[State 20, 1]
type = null;VelSet
trigger1 = enemy,name = "JAGI"
trigger1 = enemy,Numhelper(1001) = 0
trigger1 = 1
trigger2 = enemy,name != "JAGI"
trigger2 = 1
x = const(velocity.walk.back.x)
[State 20, 1]
type = null;VelSet
triggerall = enemy,name = "JAGI"
triggerall = enemy,Numhelper(1001) >= 1
trigger1 = 1
x = -0.6;const(velocity.walk.back.x)
[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21
[State 20, 4]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20
[State -3,]
Type = ChangeState
Value = 980
TriggerAll=var(59)>0||helper(29000+id),var(20)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=A)&&(P2StateType!=L)&&(EnemyNear(var(50)),Alive)
TriggerAll=(P2BodyDist X<20)
TriggerAll=(var(3)<750)
Trigger1 = (Enemy,Ctrl=1)||(P2Movetype!=H)
[State -3,2B]
Type = ChangeState
Value = 430
TriggerAll=var(59)>0||helper(29000+id),var(20)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=A)&&(P2StateType!=L)&&(EnemyNear(var(50)),Alive)
TriggerAll=(P2BodyDist X<40)&&(time>8)
Trigger1 = (var(54)<7&&P2Movetype=H)||(P2Movetype!=H)
[State 20, 5]
type = ChangeState
trigger1 = time>24||(P2StateType=A)||(P2StateType=L)||(P2Dist X<0)
value = 0
ctrl=1
;ݎp`
[Statedef 402]
type    = C
movetype= A
physics = C
juggle  = 0
ctrl = 0
anim = 400
poweradd = 0
sprpriority = 2
;]
[State 1510, Turn]
type = Turn
trigger1 = time = 0
trigger1 = P2Dist X < 0
[State 200, HitDef]
type = HitDef
trigger1 = animelem=2
attr = C, NA
damage = ceil(ifelse(fvar(0)*34<5,5,fvar(0)*34)),ifelse(var(49)>0,6,0)
getpower = ceil(fvar(0)*51),51
animtype = Light
guardflag = M
hitflag = MAFD
priority = 5, Hit
pausetime = 10, 9
sparkno = -1;S8000
sparkxy = 0, -70
hitsound = S101, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 6
ground.hittime  = 10
guard.hittime = 8
guard.ctrltime = 8
ground.velocity = -4.5
air.velocity = -2,ifelse(var(30)>0,-0.1,-8.0)
air.fall = 1
p2facing = 1
fall.recovertime = 10+var(7)+9
ground.cornerpush.veloff=ifelse((var(27)>0||(var(26)=[1,25])),0,ifelse(var(30)>0&var(30)<200,-4.5*1.3*1.2-var(51)*0.05,-4.5*1.3-var(51)*0.05))-(var(51)>15&var(30)=0&stateno=prevstateno)*4.5+(var(30)=200)*4.0
down.cornerpush.veloff = ifelse((var(27)>0||(var(26)=[1,25])),0,-4.5*1.3*1.2-var(51)*0.05)
guard.cornerpush.veloff = ifelse((var(27)>0||(var(26)=[1,25])),0,-4.5)
fall.xvelocity = var(7)*-0.2-1.0
fall.yvelocity = ifelse(var(30)=1,-3.5,var(7)*-0.2-2.0-(fvar(37)*0.05)/2)
yaccel = 0.45*ifelse(p2statetype=A,1.5,1) + (var(7) - 1)*0.07
ID = 400
[State 200,]
type = statetypeset
trigger1 = animelem = 3
movetype = I
;
[state a];u[Xg
type = varset
trigger1 = var(59)<=0
trigger1 = command = "z"
trigger1 = animelem = 2,<=0
trigger1 = var(48)>=100 || (var(26)>0&&var(48)>=20)
trigger2 = var(48)>=100 || (var(26)>0&&var(48)>=20)
trigger2 = prevstateno=401&&time=1
var(26) = 1

[state a];u[Xg
type = veladd
trigger1 = var(59)<=0
trigger1 = command = "z"
trigger1 = animelem = 2,<=0
trigger1 = var(48)>=100 || (var(26)>0&&var(48)>=20)
trigger2 = var(48)>=100 || (var(26)>0&&var(48)>=20)
trigger2 = prevstateno=401&&time=1
x = 17

[State a];u[Xg
type = palfx
trigger1 = var(59)<=0
trigger1 = command = "z"
trigger1 = animelem = 2,<=0
trigger1 = var(48)>=100 || (var(26)>0&&var(48)>=20)
trigger2 = var(48)>=100 || (var(26)>0&&var(48)>=20)
trigger2 = prevstateno=401&&time=1
time = 5
add = 255,255,255
color = 1

[state a];u[XgQ[W
type = varadd
trigger1 = var(59)<=0
trigger1 = command = "z"
trigger1 = animelem = 2,<=0
trigger1 = var(48)>=100 || (var(26)>0&&var(48)>=20)
trigger2 = var(48)>=100 || (var(26)>0&&var(48)>=20)
trigger2 = prevstateno=401&&time=1
v = 48
value = -20
;
[State -3,]
type = Explod
trigger1 = var(59)<=0
trigger1 = command = "z"
trigger1 = animelem = 2,<=0
trigger1 = var(48)>=100 || (var(26)>0&&var(48)>=20)
trigger2 = var(48)>=100 || (var(26)>0&&var(48)>=20)
trigger2 = prevstateno=401&&time=1
anim = 9600
id = 9600
pos = 0,-60
postype = p1
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5,0.5
sprpriority = 9
ownpal = 1
removeongethit =0
ignorehitpause = 1
persistent = 0
[state a];qbgGtFNg
type = Helper
trigger1 = UniqHitCount = 1 
name = "hit"
pos = Ceil(P2Dist X/2-15), -70-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16000
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .4
size.yscale = .4
supermovetime = 999999
pausemovetime = 999999
[State 0, 0]
type = PlaySnd
trigger1 = time = 2
value = 100, 1
[state a]
type = varadd
trigger1 = movecontact = 1
trigger1 = var(26) = 0
v = 48
value = ifelse(MoveGuarded,3,ceil(3*fvar(0)))
ignorehitpause = 1
persistent = 0
[state a]
type = varadd
trigger1 = movehit = 1
trigger1 = var(27)=0
trigger1 = var(22)=0
trigger1 = var(51)<10
v = 33
value = ifelse(var(26)>0,1,ceil(fvar(0)*4))
ignorehitpause = 1
persistent = 0
[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 15
ctrl = 0
;A
[Statedef 432]
type    = C
movetype= A
physics = C
juggle  = 0
ctrl = 0
anim = 410
poweradd = 0
sprpriority = 2
;]
[State 1510, Turn]
type = Turn
trigger1 = time = 0
trigger1 = P2Dist X < 0
[State 200, HitDef]
type = HitDef
trigger1 = animelem=3
attr = C, NA
damage = ceil(ifelse(fvar(0)*34<5,5,fvar(0)*34)),ifelse(var(49)>0,6,0)
getpower = ceil(fvar(0)*102),102
animtype = medium
guardflag = L
hitflag = MAFD
priority = 6, Hit
pausetime = 12, 11
sparkno = -1;S8000
sparkxy = 0, -5
hitsound = S101, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 6
ground.hittime  = 14+(P2StateType=C)
guard.hittime = 12+(P2StateType=C)
guard.ctrltime = 12+(P2StateType=C)
ground.velocity = -5.0
air.velocity = -2.5,ifelse(var(30)>0,-0.1,-8.0)
air.fall = 1
p2facing = 1
fall.recovertime = 24+var(7)+9
ground.cornerpush.veloff=ifelse((var(27)>0||(var(26)=[1,25])),0,ifelse(var(30)>0&var(30)<200,-5.0*1.3*1.2-var(51)*0.05,-5.0*1.3-var(51)*0.05))-(var(51)>15&var(30)=0&stateno=prevstateno)*5.0+(var(30)=200)*4.0
down.cornerpush.veloff = ifelse((var(27)>0||(var(26)=[1,25])),0,-5.0*1.3*1.2-var(51)*0.05)
guard.cornerpush.veloff = ifelse((var(27)>0||(var(26)=[1,25])),0,-5.0)
fall.xvelocity = var(7)*-0.2-1.0
fall.yvelocity = ifelse(var(30)=1,-3.5,var(7)*-0.2-2.0-(fvar(37)*0.05)/2)
yaccel = 0.45*ifelse(p2statetype=A,1.5,1) + (var(7) - 1)*0.07
ID = 430
[State 200,]
type = statetypeset
trigger1 = animelem = 4
movetype = I
;
[state a];u[Xg
type = varset
trigger1 = var(59)<=0
trigger1 = command = "z"
trigger1 = animelem = 3,<=0
trigger1 = var(48)>=100 || (var(26)>0&&var(48)>=20)
trigger2 = var(48)>=100 || (var(26)>0&&var(48)>=20)
trigger2 = prevstateno=431&&time=1
var(26) = 1

[state a];u[Xg
type = veladd
trigger1 = var(59)<=0
trigger1 = command = "z"
trigger1 = animelem = 3,<=0
trigger1 = var(48)>=100 || (var(26)>0&&var(48)>=20)
trigger2 = var(48)>=100 || (var(26)>0&&var(48)>=20)
trigger2 = prevstateno=431&&time=1
x = 17

[State a];u[Xg
type = palfx
trigger1 = var(59)<=0
trigger1 = command = "z"
trigger1 = animelem = 3,<=0
trigger1 = var(48)>=100 || (var(26)>0&&var(48)>=20)
trigger2 = var(48)>=100 || (var(26)>0&&var(48)>=20)
trigger2 = prevstateno=431&&time=1
time = 5
add = 255,255,255
color = 1

[state a];u[XgQ[W
type = varadd
trigger1 = var(59)<=0
trigger1 = command = "z"
trigger1 = animelem = 3,<=0
trigger1 = var(48)>=100 || (var(26)>0&&var(48)>=20)
trigger2 = var(48)>=100 || (var(26)>0&&var(48)>=20)
trigger2 = prevstateno=431&&time=1
v = 48
value = -20
;
[State -3,]
type = Explod
trigger1 = var(59)<=0
trigger1 = command = "z"
trigger1 = animelem = 3,<=0
trigger1 = var(48)>=100 || (var(26)>0&&var(48)>=20)
trigger2 = var(48)>=100 || (var(26)>0&&var(48)>=20)
trigger2 = prevstateno=431&&time=1
anim = 9600
id = 9600
pos = 0,-60
postype = p1
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5,0.5
sprpriority = 9
ownpal = 1
removeongethit =0
ignorehitpause = 1
persistent = 0
[state a];qbgGtFNg
type = Helper
trigger1 = UniqHitCount = 1 
name = "hit"
pos = Ceil(P2Dist X/2-15), -5-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16000
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .4
size.yscale = .4
supermovetime = 999999
pausemovetime = 999999
[State 0, 0]
type = PlaySnd
trigger1 = time = 4
value = 100, 2
[state a]
type = varadd
trigger1 = movecontact = 1
trigger1 = var(26) = 0
v = 48
value = ifelse(MoveGuarded,8,ceil(8*fvar(0)))
ignorehitpause = 1
persistent = 0
[state a]
type = varadd
trigger1 = movehit = 1
trigger1 = var(27)=0
trigger1 = var(22)=0
trigger1 = var(51)<10
v = 33
value = ifelse(var(26)>0,1,ceil(fvar(0)*6))
ignorehitpause = 1
persistent = 0
[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 15
ctrl = 0
; 
[Statedef 21]
type = S
physics = S
sprpriority = 0
anim = 0
ctrl = 0
[State -1, Blocking]
type = HitOverride
triggerall = var(0) > 0
trigger1 = 1
attr = SAC,NA,SA,HA,NP,SP,HP
stateno = 2012
slot = 4
time = 1
[State -2, itigeki]
trigger1 = fvar(2) != 0
value = 1226
type = Changeanim
[state 0,0]
type = changestate
trigger1 = life = 0
value = 5050
ctrl = 0
[State 0, 2]
type = VelSet
trigger1 = vel y > 0
trigger1 = pos y >= 0
y = 0
[State 0, 2]
type = posSet
trigger1 = pos y > 0
y = 0
[State 0, 3]
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0
[State 0, 1]
type = ChangeAnim
triggerall = fvar(2) = 0
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim ove
value = 0
[State 1201,end]
type = Destroyself
triggerall = ishelper
trigger1 = time = 1
[State 20, 5]
type = ChangeState
trigger1 = time>19
trigger2 = p2movetype!=A
trigger3 = (EnemyNear(var(50)),HitDefAttr=,NT,ST,HT)||fvar(23)=1||var(0)=0
value = 0
ctrl=1
; 
[Statedef 22]
type = S
physics = S
sprpriority = 0
anim = 0
ctrl = 0
[State 0, 1]
type = ChangeAnim
triggerall = fvar(2) = 0
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim ove
value = 0
[State 0, 2]
type = VelSet
trigger1 = vel y > 0
trigger1 = pos y >= 0
y = 0
[State 0, 2]
type = posSet
trigger1 = pos y > 0
y = 0
[State 20, 5]
type = ChangeState
trigger1 = time>2
value = 0
ctrl=1
;---------------------------------------------------------------
[Statedef 2]
type    = C
physics = C
sprpriority = 0
ctrl = 0
[State 50, 2]
type = ChangeAnim
trigger1 = anim != 11
value = 11
[State 11, 1] ;Change from turning animation
type = ChangeAnim
trigger1 = Anim = 6 && AnimTime = 0
value = 11
[State 20, 4]
type = Changestate
triggerall = var(3)<500+(var(59)=3)*200
trigger1 = time>(1+random%6)-(prevstateno=520)
trigger1 = var(59)!=3
trigger2 = time>0
trigger2 = var(59)=3
value = 100
ctrl = 0
[State 20, 4]
type = Changestate
triggerall = var(3)<1000
trigger1 = time>(1+random%6)-(prevstateno=520)
trigger1 = var(59)!=3
trigger2 = time>0
trigger2 = var(59)=3
value = ifelse(var(59)!=3&&random%12<2,39,40110);40110
ctrl = 0
[State 20, 4]
type = Changestate
trigger1 = time>12
trigger2 = time>0
trigger2 = p2statetype=A||p2statetype=L
value = 0
ctrl = 1
[Statedef 3]
type    = C
physics = C
sprpriority = 0
ctrl = 0
[State 50, 2]
type = ChangeAnim
trigger1 = anim != 11
value = 11
[State 11, 1] ;Change from turning animation
type = ChangeAnim
trigger1 = Anim = 6 && AnimTime = 0
value = 11
[State 20, 4]
type = Changestate
triggerall = var(3)<300
trigger1 = time>random%6
trigger1 = var(59)!=3
value = ifelse(var(59)!=3&&random%12<2,39,40110);40110
ctrl = 0
[State 20, 4]
type = Changestate
triggerall = var(3)<1000
trigger1 = time>random%6
trigger1 = var(59)!=3
trigger2 = time>0
trigger2 = var(59)=3
value = ifelse(P2BodyDist X>60,100,430)
ctrl = 0
[State 20, 4]
type = Changestate
trigger1 = time>12
trigger2 = time>0
trigger2 = p2statetype=A||p2statetype=L
value = 0
ctrl = 1
[Statedef 4]
type    = C
physics = C
sprpriority = 0
ctrl = 0
[State 50, 2]
type = ChangeAnim
trigger1 = anim != 11
value = 11
[State 11, 1] ;Change from turning animation
type = ChangeAnim
trigger1 = Anim = 6 && AnimTime = 0
value = 11
[State 20, 4]
type = Changestate
triggerall = var(3)<200
trigger1 = time>4
trigger1 = var(59)!=3
value = 40110
ctrl = 0
[State 20, 4]
type = Changestate
triggerall = var(3)<700
triggerall = P2BodyDist X<20
triggerall = p2movetype!=H||enemy,ctrl
trigger1 = time>0
trigger1 = var(59)!=3
trigger2 = time>0
trigger2 = var(59)=3
value = 980
ctrl = 0
[State 20, 4]
type = Changestate
triggerall = var(3)<1000
trigger1 = time>4
trigger1 = var(59)!=3
trigger2 = time>0
trigger2 = var(59)=3
value = ifelse(P2BodyDist X>60,100,430)
ctrl = 0
[State 20, 4]
type = Changestate
trigger1 = time>12
trigger2 = time>0
trigger2 = p2statetype=A||p2statetype=L
value = 0
ctrl = 1
; Walk
[Statedef 18]
type    = S
physics = S
sprpriority = 0
[State 20, 1]
type = VelSet
trigger1 = enemy,name = "JAGI"
trigger1 = enemy,Numhelper(1001) = 0
trigger1 = 1
trigger2 = enemy,name != "JAGI"
trigger2 = 1
x = const(velocity.walk.fwd.x)
[State 20, 1]
type = VelSet
triggerall = enemy,name = "JAGI"
triggerall = enemy,Numhelper(1001) >= 1
trigger1 = 1
x = 0.8;const(velocity.walk.fwd.x)

[State 20, 1]
type = null;VelSet
trigger1 = enemy,name = "JAGI"
trigger1 = enemy,Numhelper(1001) = 0
trigger1 = 1
trigger2 = enemy,name != "JAGI"
trigger2 = 1
x = const(velocity.walk.back.x)
[State 20, 1]
type = null;VelSet
triggerall = enemy,name = "JAGI"
triggerall = enemy,Numhelper(1001) >= 1
trigger1 = 1
x = -0.6;const(velocity.walk.back.x)
[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21
[State 20, 4]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20
[State 20, 4]
type = Changestate
trigger1 = time>60
trigger2 = p2dist x<-2
value = 0
ctrl = 1
; Walk
[Statedef 19]
type    = S
physics = S
sprpriority = 0
[State 20, 1]
type = null;VelSet
trigger1 = enemy,name = "JAGI"
trigger1 = enemy,Numhelper(1001) = 0
trigger1 = 1
trigger2 = enemy,name != "JAGI"
trigger2 = 1
x = const(velocity.walk.fwd.x)
[State 20, 1]
type = null;VelSet
triggerall = enemy,name = "JAGI"
triggerall = enemy,Numhelper(1001) >= 1
trigger1 = 1
x = 0.8;const(velocity.walk.fwd.x)

[State 20, 1]
type = VelSet
trigger1 = enemy,name = "JAGI"
trigger1 = enemy,Numhelper(1001) = 0
trigger1 = 1
trigger2 = enemy,name != "JAGI"
trigger2 = 1
x = const(velocity.walk.back.x)
[State 20, 1]
type = VelSet
triggerall = enemy,name = "JAGI"
triggerall = enemy,Numhelper(1001) >= 1
trigger1 = 1
x = -0.6;const(velocity.walk.back.x)
[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21
[State 20, 4]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20
[State 20, 4]
type = Changestate
trigger1 = time>60
trigger2 = p2dist x<-2
value = 0
ctrl = 1

;nCp[A[}[
[Statedef 7040]
type = U
movetype = H
physics = U
ctrl = 0
[state 0,0]
type = lifeadd
trigger1 = time = 1
value = floor(gethitvar(damage))
[State a]
type = ChangeAnim
trigger1 = 1
value = 1150
elem = var(41)
[state 0,0]
type = pause
persistent = 0
trigger1 = 1
time = 10
movetime = 0
[State 2000, 1]
type = ChangeState
trigger1 = time > 10
value = 1000
ignorehitpause = 0
;
[Statedef 7045]
type = U
movetype = H
physics = U
ctrl = 0
[state 0,0]
type = lifeadd
trigger1 = time = 1
value = floor(gethitvar(damage))
[State a]
type = ChangeAnim
trigger1 = 1
value = 212
elem = var(41)
[state 0,0]
type = pause
persistent = 0
trigger1 = 1
time = 10
movetime = 0
[State 2000, 1]
type = ChangeState
trigger1 = time > 10
value = 260
ignorehitpause = 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 60]
Type = U
MoveType= I
Ctrl = 0
[State 249]
Type = ChangeState
Trigger1 = 1
value = 130
[Statedef 61]
Type = U
MoveType= I
Ctrl = 0
[State 249]
Type = ChangeState
Trigger1 = 1
value = 131
[Statedef 62]
Type = U
MoveType= I
Ctrl = 0
[State 249]
Type = ChangeState
Trigger1 = 1
value = 130
[Statedef 63]
Type = U
MoveType= I
Ctrl = 0
[State 249]
Type = ChangeState
Trigger1 = 1
value = 131
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Jump Start
[Statedef 39]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1
[State 40,0]
type = HitBy
trigger1 = 1
value = SAC, NA,SA,HA,NP,SP,HP
time=1
[State 20, 1]
type = changestate
triggerall = enemy,name = "JAGI"
trigger1 = enemy,Numhelper(1001) >= 1
value = 0
ctrl = 1
;]
[State 1510, Turn]
type = Turn
trigger1 = time = 0
trigger1 = P2Dist X < 0
[State 0, 0]
type = Explod
trigger1 = time = 0
;postype = p1
pos = 0,1
anim = 7800
ownpal = 1
keyctrl = 0
sprpriority = -5
scale = 0.5,0.5
[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0
[State 40, 2]
type = VarSet
trigger1 = 1
sysvar(1) = 1
[State 40, 3]
type = null;VarSet
trigger1 = 1
sysvar(1) = -1
[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)
[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)
[State 40, 6]
type = playsnd
trigger1 = AnimTime = 0
value = 40,0
[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
; Jump Start
[Statedef 38]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1
[State 40,0]
type = HitBy
trigger1 = 1
value = SAC, NA,SA,HA,NP,SP,HP
time=1
[State 20, 1]
type = changestate
triggerall = enemy,name = "JAGI"
trigger1 = enemy,Numhelper(1001) >= 1
value = 0
ctrl = 1
;]
[State 1510, Turn]
type = Turn
trigger1 = time = 0
trigger1 = P2Dist X < 0
[State 0, 0]
type = Explod
trigger1 = time = 0
;postype = p1
pos = 0,1
anim = 7800
ownpal = 1
keyctrl = 0
sprpriority = -5
scale = 0.5,0.5
[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0
[State 40, 2]
type = null;VarSet
trigger1 = 1
sysvar(1) = 1
[State 40, 3]
type = VarSet
trigger1 = 1
sysvar(1) = -1
[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)
[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)
[State 40, 6]
type = playsnd
trigger1 = AnimTime = 0
value = 40,0
[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
; Jump Start
[Statedef 30110]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1
[State 20, 1]
type = changestate
triggerall = enemy,name = "JAGI"
trigger1 = enemy,Numhelper(1001) >= 1
value = 0
ctrl = 1
[State 40,0]
type = HitBy
trigger1 = 1
value = SAC, NA,SA,HA,NP,SP,HP
time=1
;]
[State 1510, Turn]
type = Turn
trigger1 = time = 0
trigger1 = P2Dist X < 0
[State 0, 0]
type = Explod
trigger1 = time = 0
;postype = p1
pos = 0,1
anim = 7800
ownpal = 1
keyctrl = 0
sprpriority = -5
scale = 0.5,0.5
[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0
[State 40, 2]
type = VarSet
trigger1 = 1
sysvar(1) = 1
[State 40, 3]
type = null;VarSet
trigger1 = 1
sysvar(1) = -1
[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)
[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)
[State 40, 6]
type = playsnd
trigger1 = AnimTime = 0
value = 40,0
[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 30111
ctrl = 0
; Jump Up
[Statedef 30111]
type    = A
physics = A
[State 20, 1]
type = velmul
triggerall = facing = 1
triggerall = enemy,name = "JAGI"
triggerall = enemy,Numhelper(1061) >= 1
trigger1 = enemy,var(55) = [floor(p2dist x)-40,floor(p2dist x)+40]
trigger1 = pos y = [-10,1]
trigger1 = vel y <= -3
y = 0.7
[State 20, 1]
type = velmul
triggerall = facing = -1
triggerall = enemy,name = "JAGI"
triggerall = enemy,Numhelper(1061) >= 1
trigger1 = (enemy,var(55))*-1 = [floor(p2dist x)-40,floor(p2dist x)+40]
trigger1 = pos y = [-10,1]
trigger1 = vel y <= -3
y = 0.7
[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0
[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))
[State -1, Dash Air]
type = ChangeState
value = 110
trigger1 = pos y<-30
trigger2 = time>90
; Jump Start
[Statedef 40110]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1
[State 20, 1]
type = changestate
triggerall = enemy,name = "JAGI"
trigger1 = enemy,Numhelper(1001) >= 1
value = 0
ctrl = 1
[State 40,0]
type = HitBy
trigger1 = 1
value = SAC, NA,SA,HA,NP,SP,HP
time=1
;]
[State 1510, Turn]
type = Turn
trigger1 = time = 0
trigger1 = P2Dist X < 0
[State 0, 0]
type = Explod
trigger1 = time = 0
;postype = p1
pos = 0,1
anim = 7800
ownpal = 1
keyctrl = 0
sprpriority = -5
scale = 0.5,0.5
[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0
[State 40, 2]
type = VarSet
trigger1 = 1
sysvar(1) = 1
[State 40, 3]
type = null;VarSet
trigger1 = 1
sysvar(1) = -1
[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)
[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)
[State 40, 6]
type = playsnd
trigger1 = AnimTime = 0
value = 40,0
[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 40111
ctrl = 0
; Jump Up
[Statedef 40111]
type    = A
physics = A
[State 20, 1]
type = velmul
triggerall = facing = 1
triggerall = enemy,name = "JAGI"
triggerall = enemy,Numhelper(1061) >= 1
trigger1 = enemy,var(55) = [floor(p2dist x)-40,floor(p2dist x)+40]
trigger1 = pos y = [-10,1]
trigger1 = vel y <= -3
y = 0.7
[State 20, 1]
type = velmul
triggerall = facing = -1
triggerall = enemy,name = "JAGI"
triggerall = enemy,Numhelper(1061) >= 1
trigger1 = (enemy,var(55))*-1 = [floor(p2dist x)-40,floor(p2dist x)+40]
trigger1 = pos y = [-10,1]
trigger1 = vel y <= -3
y = 0.7
[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0
[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))
[State -1, Dash Air]
type = ChangeState
value = 110
trigger1 = pos y<-30
trigger2 = time>90
; HighJump Start
[Statedef 30039]
type    = S
movetype = I
physics = S
anim = 40
ctrl = 0
sprpriority = 1
;]
[State 1510, Turn]
type = Turn
trigger1 = time = 0
trigger1 = P2Dist X < -1
[State 40,0]
type = HitBy
trigger1 = 1
value = SAC, NA,SA,HA,NP,SP,HP
time=1
[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0
[State 40, 2]
type = VarSet
trigger1 = 1
sysvar(1) = 1
[State 40, 3]
type = null;VarSet
trigger1 = 1
sysvar(1) = -1
[state 0,0]
type = playsnd
trigger1 = time = 4
value = 0,2
[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1,4.4,-4.4))
y = -13.0
[State 100, 2]
type = Afterimage
trigger1 = AnimTime = 0
time = 15
length = 15
Trans = Add
PalAdd = 4, 4, 4
FrameGap = 3
palcontrast = 0,120,220
[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 4042
ctrl = 1
; Jump Start
[Statedef 20110]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1
[State 20, 1]
type = changestate
triggerall = enemy,name = "JAGI"
trigger1 = enemy,Numhelper(1001) >= 1
value = 0
ctrl = 1
[State 40,0]
type = HitBy
trigger1 = 1
value = SAC, NA,SA,HA,NP,SP,HP
time=1
;]
[State 1510, Turn]
type = Turn
trigger1 = time = 0
trigger1 = P2Dist X < 0
[State 0, 0]
type = Explod
trigger1 = time = 0
;postype = p1
pos = 0,1
anim = 7800
ownpal = 1
keyctrl = 0
sprpriority = -5
scale = 0.5,0.5
[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0
[State 40, 2]
type = VarSet
trigger1 = 1
sysvar(1) = 1
[State 40, 3]
type = null;VarSet
trigger1 = 1
sysvar(1) = -1
[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)
[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)
[State 40, 6]
type = playsnd
trigger1 = AnimTime = 0
value = 40,0
[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 20111
ctrl = 0
; Jump Up
[Statedef 20111]
type    = A
physics = A
[State 20, 1]
type = velmul
triggerall = facing = 1
triggerall = enemy,name = "JAGI"
triggerall = enemy,Numhelper(1061) >= 1
trigger1 = enemy,var(55) = [floor(p2dist x)-40,floor(p2dist x)+40]
trigger1 = pos y = [-10,1]
trigger1 = vel y <= -3
y = 0.7
[State 20, 1]
type = velmul
triggerall = facing = -1
triggerall = enemy,name = "JAGI"
triggerall = enemy,Numhelper(1061) >= 1
trigger1 = (enemy,var(55))*-1 = [floor(p2dist x)-40,floor(p2dist x)+40]
trigger1 = pos y = [-10,1]
trigger1 = vel y <= -3
y = 0.7
[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0
[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))
[State -1, Dash Air]
type = ChangeState
value = 20112
trigger1 = pos y<-30
trigger2 = time>90
; 󒆃_bVair dash
[Statedef 20112]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 1055;102
sprpriority = 2
[State 45, 3]
type = Varset
trigger1 = 1
var(32) = 1
[State 1000, 3]
type = ChangeState
trigger1 = time > 0
value = 630
ctrl = 0
[State -3,]
Type = PosSet
trigger1 = Pos Y>-30
trigger1 = time = 0
y = -30
[State -3,]
Type = AssertSpecial
Trigger1 = 1
flag = noairguard
[State 0, 0]
type = PlaySnd
trigger1 = time = 0
value = 0, 2
[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = 6.5
y = 0
[State 1000, 3]
type = Changeanim
trigger1 = time >= 17
value = 43
ctrl = 1
[state 0,0]
type = varset
trigger1 = 1
var(5) = 1
[state 0,0]
type = veladd
trigger1 = time >= 17
y = 0.58
[State 1000, 3]
type = ChangeState
trigger1 = time >= 17
value = 50
ctrl = 1
[State 1000, 3]
type = ChangeState
trigger1 = pos y >= 0
value = 52
ctrl = 1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; HIT_FALLRECOVER (still falling)
[Statedef 5200]
type    = A
movetype= H
physics = N

[State 5201, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 5

[state 0,0]
type = poweradd
trigger1 = time = 0
value = 130
[state 0,0]
type = varadd
trigger1 = time = 0
trigger1 = var(26)=0
v = 48
value = 15

[State 5200, 1] ;Change anim if done with transition
type = ChangeAnim
trigger1 = Anim = 5035
trigger1 = AnimTime = 0
value = 5050

[State 5200, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5200, 3]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
value = 5201
;---------------------------------------------------------------------------
; HIT_FALLRECOVER (on the ground)
[Statedef 5201]
type    = A
movetype= H
physics = A
anim = 5200
[State 5201, 1] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -5
[State 5201, 2]
type = VelSet
trigger1 = Time = 0
x = -.15
y = -3.5+1
[State 5201, 3]
type = PosSet
trigger1 = Time = 0
y = 0
[State 5201, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 5
[State 5201, 5] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256
[State 5201, 6]
type = GameMakeAnim
trigger1 = Time = 1
value = 60
pos = 0, 0
under = 1
; HIT_AIRFALLRECOVER
[Statedef 5210]
type    = A
movetype= I
physics = N
anim = 5210
ctrl = 0

[state 0,0]
type = poweradd
trigger1 = time = 0
value = 130
[state 0,0]
type = varadd
trigger1 = var(26)=0
trigger1 = time = 0
v = 48
value = 15

[State 5210, 1] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256
[State 5210, 1]
type = PosFreeze
trigger1 = Time <6
value = 1
[State 5210, 2] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -20
[State 5210, 1]
type = VelSet
trigger1 = Time = 0
y = -6.0
[State 5210, 2] ;Go fwd
type = VelSet
trigger1 = Time = 0
trigger1 = var(59)<=0
trigger1 = Command = "holdfwd"
x = 2
[State 5210, 2] ;Go back
type = VelSet
trigger1 = Time = 0
trigger1 = var(59)<=0
trigger1 = Command = "holdback"
trigger2 = Time = 0
trigger2 = var(59)>0
x = -2
[State 5210, 3]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 10
[State 5210, 4]
type = CtrlSet
trigger1 = Time >= 10
value = 1
[State 5210, 5]
type = Gravity
trigger1 = Time >= 6
[State 5210, 5] ;Land on ground
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMP_LAND
ctrl = 1
;`wi
[Statedef 9777]
type = A
ctrl = 0
anim = 9999
sprpriority = -99
[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SCA
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Invisible
Flag2 = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[state 6200]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
[state 6200]
type = Explod
trigger1 = time=0
trigger1 = P2Life>0
id = 9700
anim = 9777
pos = 0+(facing=-1)*320,0
postype = back
facing = facing
bindtime = -1
removetime = -1
sprpriority = -90
pausemovetime = 9999
supermovetime = 9999
scale = .5,.5
[state 6200]
type = Explod
trigger1 = NumExplod(9800)=0
trigger1 = roundstate=2
trigger1 = P2Life=0
id = 9800
anim = 9888
pos = 0+(facing=-1)*320,0
postype = back
facing = facing
bindtime = -1
removetime = -2
sprpriority = -90
pausemovetime = 9999
supermovetime = 9999
scale = .5,.5
[state 6200]
type = RemoveExplod
triggerall = NumExplod(9800)=0
trigger1 = (root,stateno!=[2000,2999])
trigger2 = root,movetype=H
[state 6200]
type = RemoveExplod
trigger1 = NumExplod(9800)>0
ID = 9700
[state 6200]
type = DestroySelf
triggerall = NumExplod(9800)=0
trigger1 = (root,stateno!=[2000,2999])
trigger2 = root,movetype=H
;
;`wi
[Statedef 9778]
type = A
ctrl = 0
anim = 9999
sprpriority = -99
[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SCA
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Invisible
Flag2 = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[state 6200]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
[state 6200]
type = Explod
trigger1 = NumExplod(9800)=0
trigger1 = roundstate=2
id = 9800
anim = 9888
pos = 0+(facing=-1)*320,0
postype = back
facing = facing
bindtime = -1
removetime = -2
sprpriority = -90
pausemovetime = 9999
supermovetime = 9999
scale = .5,.5
[state 6200]
type = DestroySelf
trigger1 = NumExplod(9800)=0&&Time>1
;
;
[Statedef 9291]
Type = A
Physics = N
Velset = 0,0
SprPriority = 5
Anim = 2531
ctrl=0
[State -1]
Type = playerpush
Trigger1 = p2dist x>0
Trigger1 = vel x>0
value = 1
[State -1]
Type = posset
Trigger1 = Time=0
X = enemy,pos x-10*facing
Y = enemy,pos y
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -1]
Type = null;turn
Trigger1 = root,facing != facing
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SCA
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Invisible
Flag2 = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -1]
type=selfstate
trigger1=!ishelper
value=0
ctrl=1
;
[State -1]
Type = velset
Trigger1 = Time=0
X = abs(root,fvar(21)*0.80);0.75
IgnoreHitPause = 0
[State -1]
Type = velmul
Trigger1 = Time>0
Trigger1 = vel x>=0
X = root,fvar(20)
[State -1]
Type = velset
trigger1 = root,var(15)!=100&&(root,stateno!=[150,155])
trigger2 = root,stateno!=[150,155]
trigger3 = root,ctrl=1
trigger4 = time>20
trigger5 = root,stateno=150||root,stateno=152||root,stateno=154
X = 0
;
[state a]
type = destroyself
trigger1 = root,var(15)!=100&&(root,stateno!=[150,155])
trigger2 = root,stateno!=[150,155]
trigger3 = root,ctrl=1
trigger4 = time>20
trigger5 = root,stateno=150||root,stateno=152||root,stateno=154
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 9292]
Type = A
Physics = N
Velset = 0,0
SprPriority = 9
ctrl=0
[State -1]
type=changeanim
triggerall=anim!=9292
trigger1=root,power<300
trigger2=(root,stateno!=[150,155])
value=9292
[State -1]
type=changeanim
triggerall=anim!=9294
trigger1=root,power>=300
trigger1=(root,stateno=[150,155])
value=9294
[State -1]
Type = playerpush
Trigger1 = 1
value = 0
[State -1]
Type = posset
Trigger1 = 1
X = root,pos x
Y = root,pos y-40-(root,statetype!=C)*35
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -1]
Type = turn
Trigger1 = root,facing != facing
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SCA
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -1]
type=selfstate
trigger1=!ishelper
value=0
ctrl=1
[state -1]
type = velset
Trigger1 = 1
x = 0
y = 0
[state a]
type = destroyself
trigger1 = root,var(15)!=100&&(root,stateno!=[150,155])
trigger2 = root,power<=0
trigger3 = root,stateno=110||root,stateno=115||root,stateno=100
;
; HITA_SHAKE
[Statedef 75020]
type    = A
movetype= H
physics = N
velset = 0,0
[State 5020, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)
[State 5020, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030
[State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type
[State 5020, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim
[State 5020, 5]
type = ChangeState
trigger1 = HitShakeOver
value = 75030
[State 5020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square
[State 5020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3
[State 5020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140
; HITA_UP (initial going up)
[Statedef 75030]
type    = A
movetype= H
physics = N
ctrl = 0
[State 5030, 1]
type = VelAdd;Gravity
trigger1 = 1
y = GetHitVar(yaccel)
[State 5030, 2]
type = HitVelSet
trigger1 = Time < 1
x = 1
y = 1
[State 5030, 4]
type = ChangeState
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 75050 ;HITA_FALL
[State 5030, 5]
type = ChangeState
trigger1 = time>0
trigger1 = AnimTime = 0
value = 75035 ;HITA_UP (transition)
;---------------------------------------------------------------------------
; HITA_UP_T (transition)
[Statedef 75035]
type    = A
movetype= H
physics = N
[State 5035, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] ;Not if in hit up anim
trigger1 = Anim != 5090 ;Not if hit off ground anim
value = 5035
[State 5035, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)
[State 5035, 4]
type = ChangeState
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Anim is over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 ;.
value = 75050 ;HITA_FALL
; HITA_FALL (knocked up, falling)
[Statedef 75050]
type    = A
movetype= H
physics = N
[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050
[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0
[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)
[State 5050, 4] ;Recover near ground
type = null;SelfState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
trigger2 = command="a"||command="b"||command="x"||command="y"
value = 5200 ;HITFALL_RECOVER
[State 5050, 5]; Recover in mid air
type = null;SelfState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
trigger2 = command="a"||command="b"||command="x"||command="y"
value = 5210 ;HITFALL_AIRRECOVER
[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 75100 ;HIT_BOUNCE
;---------------------------------------------------------------------------
; HIT_TRIP (shaking)
[Statedef 75070]
type    = A
movetype= H
physics = N
velset = 0,0
[State 5070, 1]
type = ChangeAnim
trigger1 = 1
value = 5070
[State 5070, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 75071
[State 5070, 3]
type = ForceFeedback
trigger1 = time = 0
time = 12
waveform = sinesquare
ampl = 140
;---------------------------------------------------------------------------
; HIT_TRIP2 (fall through air)
[Statedef 75071]
type    = A
movetype= H
physics = N
[State 5071, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1
[State 5071, 2] ;Acceleration
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)
[State 5071, 3] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = ChangeState
value = 75110
;---------------------------------------------------------------------------
; HITL_SHAKE
[Statedef 75080]
type    = L
movetype= H
physics = N
velset = 0,0
[State 5080, 1] ;Set default anim
type = VarSet
trigger1 = time = 0
sysvar(2) = ifelse (GetHitVar(yvel) = 0, 5080, 5090)
[State 5080, 2]
type = VarAdd
trigger1 = time = 0
trigger1 = (anim = [5081,5089]) || (anim = [5111,5119])
trigger1 = SelfAnimExist(sysvar(2) + (anim % 10))
sysvar(2) = anim % 10
[State 5080, 3] ;If 5090 doesn't exist, default to 5030
type = VarSet
trigger1 = time = 0
trigger1 = sysvar(2) = 5090
trigger1 = !SelfAnimExist(5090)
sysvar(2) = 5030
[State 5080, 3] ;Freeze
type = ChangeAnim
trigger1 = 1
value = sysvar(2)
[State 5080, 4]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 75081 ;HITL_SLIDE
[State 5080, 5]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) != 0
value = 75030 ;HITA_UP
;---------------------------------------------------------------------------
; HITL_SLIDE
[Statedef 75081]
type    = L
movetype= H
physics = C
[State 5081, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
[State 5081, 2]
type = VelSet
trigger1 = HitOver
x = 0
[State 5081, 3] ;Don't show hit ground frame
type = VarSet
trigger1 = Time = 0
sysvar(0) = 1
[State 5081, 4]
type = ChangeState
trigger1 = HitOver
value = 75110 ;HIT_LIEDOWN
;---------------------------------------------------------------------------
; HIT_BOUNCE (hit ground)
[Statedef 75100]
type    = A
movetype= H
physics = N
[State 5100, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1
[State 5100, EnvShake]
type = FallEnvShake
trigger1 = Time = 0
[State 5100, Var] ;Save fall velocity
type = VarSet
trigger1 = Time = 0
;trigger1 = GetHitVar(fall.yvel) = 0
sysvar(1) = floor(vel y)
[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100
[State 5100, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)
[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0
[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0
[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75
[State 5100, 7]
type = ChangeState
trigger1 = Time > 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 75110 ;HIT_LIEDOWN
[State 5100, 8]
type = GameMakeAnim
trigger1 = Time = 1
;value = 61
;pos = 0, 0
;under = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 10
[State 5100, 9]
type = lifeadd
trigger1 = Time = 2
value = -6
kill = 0
absolute = 1
persistent = 0
[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
;value = F7, 0 ;Hit ground
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)
[State 5100, 11]
type = PosFreeze
trigger1 = 1
[State 5100, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 75101
[State 15100]
Type = ChangeState
Trigger1 = Pos Y >= 0
value = 75101
[State 5100, 13]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20
;---------------------------------------------------------------------------
; HIT_BOUNCE (bounce into air)
[Statedef 75101]
type    = A
movetype= H
physics = N
[State 5101, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
triggerall = anim != 5075
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160
[State 5101, 2] ;Coming hit ground anim (for hit up)
type = ChangeAnim
triggerall = anim != 5075
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)
[State 5101, 3]
type = null;HitFallVel
trigger1 = Time = 0
[State 5101, 3]
type = VelSet
trigger1 = Time = 0
x = GetHitVar(fall.xvel)
y = -2.3
[State 5101, 4]
type = PosSet
trigger1 = Time = 0
y = 5;20
[State 5101, 5] ;Acceleration
type = VelAdd
trigger1 = 1
y = 0.4
[State 5101, 6] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0;12
type = ChangeState
value = 55110
;
; HITA_SHAKE
[Statedef 65020]
type    = A
movetype= H
physics = N
velset = 0,0
[State 5020, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)
[State 5020, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030
[State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type
[State 5020, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim
[State 5020, 5]
type = ChangeState
trigger1 = HitShakeOver
value = 65030
[State 5020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square
[State 5020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3
[State 5020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140
; HITA_UP (initial going up)
[Statedef 65030]
type    = A
movetype= H
physics = N
ctrl = 0
[State 5030, 1]
type = VelAdd;Gravity
trigger1 = 1
y = GetHitVar(yaccel)
[State 5030, 2]
type = HitVelSet
trigger1 = Time < 1
x = 1
y = 1
[State 5030, 4]
type = ChangeState
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 65050 ;HITA_FALL
[State 5030, 5]
type = ChangeState
trigger1 = time>0
trigger1 = AnimTime = 0
value = 65035 ;HITA_UP (transition)
;---------------------------------------------------------------------------
; HITA_UP_T (transition)
[Statedef 65035]
type    = A
movetype= H
physics = N
[State 5035, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] ;Not if in hit up anim
trigger1 = Anim != 5090 ;Not if hit off ground anim
value = 5035
[State 5035, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)
[State 5035, 4]
type = ChangeState
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Anim is over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 ;.
value = 65050 ;HITA_FALL
; HITA_FALL (knocked up, falling)
[Statedef 65050]
type    = A
movetype= H
physics = N
[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050
[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0
[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)
[State 5050, 4] ;Recover near ground
type = null;SelfState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
trigger2 = command="a"||command="b"||command="x"||command="y"
value = 5200 ;HITFALL_RECOVER
[State 5050, 5]; Recover in mid air
type = null;SelfState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
trigger2 = command="a"||command="b"||command="x"||command="y"
value = 5210 ;HITFALL_AIRRECOVER
[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 65100 ;HIT_BOUNCE
;---------------------------------------------------------------------------
; HIT_TRIP (shaking)
[Statedef 65070]
type    = A
movetype= H
physics = N
velset = 0,0
[State 5070, 1]
type = ChangeAnim
trigger1 = 1
value = 5070
[State 5070, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 65071
[State 5070, 3]
type = ForceFeedback
trigger1 = time = 0
time = 12
waveform = sinesquare
ampl = 140
;---------------------------------------------------------------------------
; HIT_TRIP2 (fall through air)
[Statedef 65071]
type    = A
movetype= H
physics = N
[State 5071, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1
[State 5071, 2] ;Acceleration
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)
[State 5071, 3] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = ChangeState
value = 65110
;---------------------------------------------------------------------------
; HITL_SHAKE
[Statedef 65080]
type    = L
movetype= H
physics = N
velset = 0,0
[State 5080, 1] ;Set default anim
type = VarSet
trigger1 = time = 0
sysvar(2) = ifelse (GetHitVar(yvel) = 0, 5080, 5090)
[State 5080, 2]
type = VarAdd
trigger1 = time = 0
trigger1 = (anim = [5081,5089]) || (anim = [5111,5119])
trigger1 = SelfAnimExist(sysvar(2) + (anim % 10))
sysvar(2) = anim % 10
[State 5080, 3] ;If 5090 doesn't exist, default to 5030
type = VarSet
trigger1 = time = 0
trigger1 = sysvar(2) = 5090
trigger1 = !SelfAnimExist(5090)
sysvar(2) = 5030
[State 5080, 3] ;Freeze
type = ChangeAnim
trigger1 = 1
value = sysvar(2)
[State 5080, 4]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 65081 ;HITL_SLIDE
[State 5080, 5]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) != 0
value = 65030 ;HITA_UP
;---------------------------------------------------------------------------
; HITL_SLIDE
[Statedef 65081]
type    = L
movetype= H
physics = C
[State 5081, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
[State 5081, 2]
type = VelSet
trigger1 = HitOver
x = 0
[State 5081, 3] ;Don't show hit ground frame
type = VarSet
trigger1 = Time = 0
sysvar(0) = 1
[State 5081, 4]
type = ChangeState
trigger1 = HitOver
value = 65110 ;HIT_LIEDOWN
;---------------------------------------------------------------------------
; HIT_BOUNCE (hit ground)
[Statedef 65100]
type    = A
movetype= H
physics = N
[State 5100, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1
[State 5100, EnvShake]
type = FallEnvShake
trigger1 = Time = 0
[State 5100, Var] ;Save fall velocity
type = VarSet
trigger1 = Time = 0
;trigger1 = GetHitVar(fall.yvel) = 0
sysvar(1) = floor(vel y)
[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100
[State 5100, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)
[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0
[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0
[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75
[State 5100, 7]
type = ChangeState
trigger1 = Time > 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 65110 ;HIT_LIEDOWN
[State 5100, 8]
type = GameMakeAnim
trigger1 = Time = 1
;value = 61
;pos = 0, 0
;under = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 10
[State 5100, 9]
type = lifeadd
trigger1 = Time = 2
value = -6
kill = 0
absolute = 1
persistent = 0
[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
;value = F7, 0 ;Hit ground
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)
[State 5100, 11]
type = PosFreeze
trigger1 = 1
[State 5100, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 65101
[State 15100]
Type = ChangeState
Trigger1 = Pos Y >= 0
value = 65101
[State 5100, 13]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20
;---------------------------------------------------------------------------
; HIT_BOUNCE (bounce into air)
[Statedef 65101]
type    = A
movetype= H
physics = N
[State 5101, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
triggerall = anim != 5075
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160
[State 5101, 2] ;Coming hit ground anim (for hit up)
type = ChangeAnim
triggerall = anim != 5075
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)
[State 5101, 3]
type = null;HitFallVel
trigger1 = Time = 0
[State 5101, 3]
type = VelSet
trigger1 = Time = 0
x = GetHitVar(fall.xvel)*0.5
y = GetHitVar(fall.yvel)*0.5
[State 5101, 4]
type = PosSet
trigger1 = Time = 0
y = 5;20
[State 5101, 5] ;Acceleration
type = VelAdd
trigger1 = 1
y = .385;0.4
[State 5101, 6] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0;12
type = ChangeState
value = 55110
;
; HITA_SHAKE
[Statedef 55020]
type    = A
movetype= H
physics = N
velset = 0,0
[State 5020, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)
[State 5020, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030
[State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type
[State 5020, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim
[State 5020, 5]
type = ChangeState
trigger1 = HitShakeOver
value = 55030
[State 5020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square
[State 5020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3
[State 5020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140
; HITA_UP (initial going up)
[Statedef 55030]
type    = A
movetype= H
physics = N
ctrl = 0
[State 5030, 1]
type = VelAdd;Gravity
trigger1 = 1
y = GetHitVar(yaccel)
[State 5030, 2]
type = HitVelSet
trigger1 = Time < 1
x = 1
y = 1
[State 5030, 4]
type = ChangeState
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 55050 ;HITA_FALL
[State 5030, 5]
type = ChangeState
trigger1 = time>0
trigger1 = AnimTime = 0
value = 55035 ;HITA_UP (transition)
;---------------------------------------------------------------------------
; HITA_UP_T (transition)
[Statedef 55035]
type    = A
movetype= H
physics = N
[State 5035, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] ;Not if in hit up anim
trigger1 = Anim != 5090 ;Not if hit off ground anim
value = 5035
[State 5035, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)
[State 5035, 4]
type = ChangeState
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Anim is over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 ;.
value = 55050 ;HITA_FALL
; HITA_FALL (knocked up, falling)
[Statedef 55050]
type    = A
movetype= H
physics = N
[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050
[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0
[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)
[State 5050, 4] ;Recover near ground
type = SelfState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
trigger2 = command="a"||command="b"||command="x"||command="y"
value = 5200 ;HITFALL_RECOVER
[State 5050, 5]; Recover in mid air
type = SelfState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
trigger2 = command="a"||command="b"||command="x"||command="y"
value = 5210 ;HITFALL_AIRRECOVER
[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 55100 ;HIT_BOUNCE
;---------------------------------------------------------------------------
; HIT_TRIP (shaking)
[Statedef 55070]
type    = A
movetype= H
physics = N
velset = 0,0
[State 5070, 1]
type = ChangeAnim
trigger1 = 1
value = 5070
[State 5070, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 55071
[State 5070, 3]
type = ForceFeedback
trigger1 = time = 0
time = 12
waveform = sinesquare
ampl = 140
;---------------------------------------------------------------------------
; HIT_TRIP2 (fall through air)
[Statedef 55071]
type    = A
movetype= H
physics = N
[State 5071, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1
[State 5071, 2] ;Acceleration
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)
[State 5071, 3] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = ChangeState
value = 55110
;---------------------------------------------------------------------------
; HITL_SHAKE
[Statedef 55080]
type    = L
movetype= H
physics = N
velset = 0,0
[State 5080, 1] ;Set default anim
type = VarSet
trigger1 = time = 0
sysvar(2) = ifelse (GetHitVar(yvel) = 0, 5080, 5090)
[State 5080, 2]
type = VarAdd
trigger1 = time = 0
trigger1 = (anim = [5081,5089]) || (anim = [5111,5119])
trigger1 = SelfAnimExist(sysvar(2) + (anim % 10))
sysvar(2) = anim % 10
[State 5080, 3] ;If 5090 doesn't exist, default to 5030
type = VarSet
trigger1 = time = 0
trigger1 = sysvar(2) = 5090
trigger1 = !SelfAnimExist(5090)
sysvar(2) = 5030
[State 5080, 3] ;Freeze
type = ChangeAnim
trigger1 = 1
value = sysvar(2)
[State 5080, 4]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 55081 ;HITL_SLIDE
[State 5080, 5]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) != 0
value = 55030 ;HITA_UP
;---------------------------------------------------------------------------
; HITL_SLIDE
[Statedef 55081]
type    = L
movetype= H
physics = C
[State 5081, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
[State 5081, 2]
type = VelSet
trigger1 = HitOver
x = 0
[State 5081, 3] ;Don't show hit ground frame
type = VarSet
trigger1 = Time = 0
sysvar(0) = 1
[State 5081, 4]
type = ChangeState
trigger1 = HitOver
value = 55110 ;HIT_LIEDOWN
;---------------------------------------------------------------------------
; HIT_BOUNCE (hit ground)
[Statedef 55100]
type    = A
movetype= H
physics = N
[State 5100, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1
[State 5100, EnvShake]
type = FallEnvShake
trigger1 = Time = 0
[State 5100, Var] ;Save fall velocity
type = VarSet
trigger1 = Time = 0
;trigger1 = GetHitVar(fall.yvel) = 0
sysvar(1) = floor(vel y)
[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100
[State 5100, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)
[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0
[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0
[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75
[State 5100, 7]
type = ChangeState
trigger1 = Time > 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 55110 ;HIT_LIEDOWN
[State 5100, 8]
type = GameMakeAnim
trigger1 = Time = 1
;value = 61
;pos = 0, 0
;under = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 10
[State 5100, 9]
type = lifeadd
trigger1 = Time = 2
value = -6
kill = 0
absolute = 1
persistent = 0
[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
;value = F7, 0 ;Hit ground
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)
[State 5100, 11]
type = PosFreeze
trigger1 = 1
[State 5100, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 55101
[State 15100]
Type = ChangeState
Trigger1 = Pos Y >= 0
value = 55101
[State 5100, 13]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20
;---------------------------------------------------------------------------
; HIT_BOUNCE (bounce into air)
[Statedef 55101]
type    = A
movetype= H
physics = N
[State 5101, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
triggerall = anim != 5075
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160
[State 5101, 2] ;Coming hit ground anim (for hit up)
type = ChangeAnim
triggerall = anim != 5075
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)
[State 5101, 3]
type = HitFallVel
trigger1 = Time = 0
[State 5101, 4]
type = PosSet
trigger1 = Time = 0
y = 10;20
[State 5101, 5] ;Acceleration
type = VelAdd
trigger1 = 1
y = .35;0.4
[State 5101, 6] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0;12
type = ChangeState
value = 55110

;---------------------------------------------------------------------------
; HIT_LIEDOWN
[Statedef 55110]
type    = L
movetype= H
physics = N
[State 5110, 1]
type = ChangeAnim
persistent = 0
trigger1 = prevstateno = 5071
value = 5075
[State 5110, EnvShake]
type = FallEnvShake
trigger1 = Time = 0
[State 5110, 1] ;For hit up/up-diag type (from state 5081)
type = ChangeAnim
persistent = 0
triggerall = anim != 5075
triggerall = prevstateno != 5071
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)
[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = anim != 5075
triggerall = prevstateno != 5071
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170
[State 5110, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = anim != 5075
triggerall = prevstateno != 5071
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)
[State 5110, 4]
type = lifeadd
trigger1 = Time = 2
value = -6
kill = 0
absolute = 1
persistent = 0
[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0
[State 5110, Var] ;Get fall velocity
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)
[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
;value = F7, 0 ;Hit ground
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)
[State 5110, 7]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 10
[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0
[State 5110, 9] ;For hit up type
type = ChangeAnim
persistent = 0
triggerall = anim != 5075
triggerall = prevstateno != 5071
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim
value = 5110 + (anim % 10)
[State 5110, 10] ;For normal
type = ChangeAnim
persistent = 0
triggerall = anim != 5075
triggerall = prevstateno != 5071
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 5110
[State 5110, 11] ;If just died
type = SelfState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
trigger3 = Anim = [5110,5119]
value = 5150
[State 5110, 11] ;If just died
type = SelfState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
trigger3 = Anim = 5075
value = 5150
[State 5110, 12]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0
[State 5110, 13] ;Friction
type = VelMul
trigger1 = 1
x = 0.85
[State 5110, 14]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine
[State 5110, 15]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine
[State 5120, 5]
type = NotHitBy
trigger1 = Time>10
value = SCA
time = 1
[State 15110]
Type = SelfState
TriggerAll=alive
Trigger1 = Time>30
value = 5120
;---------------------------------------------------------------------------
; HIT_GETUP
[Statedef 15120]
type    = L
movetype= I
physics = N
[State 5120,a]
Type = NotHitBy
Trigger1 = 1
value = SCA
time = 1
[State 5120, 1a]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = 5075
value = 5077
[State 5120, 1a] ;Get up anim (normal)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != 5075
triggerall = anim != 5077
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120
[State 5120, 1b] ;Get up anim (for hit up/diag-up)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != 5075
triggerall = anim != 5077
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)
[State 5120, 2]
type = VelSet
trigger1 = Time = 0
x = 0
[State 5120, 4]
type = HitFallSet
trigger1 = AnimTime =0
value = 1
[State 5120, 5] ;Can't be thrown right after getting up
type = NotHitBy
trigger1 = AnimTime =0
value = ,NT,ST,HT
time = 12
[State 5120, 5] ;Can't be thrown right after getting up
type = NotHitBy
trigger1 = AnimTime =0
value2 = SCA
time = 3
[state 0,0]
type = playerpush
trigger1 = 1
value = 1
[State 5120, 7]
type = SelfState
trigger1 = AnimTime = 0
trigger2 = Time>240
value = 0
ctrl = 1
; HITA_UP (initial going up)
[Statedef 95030]
type    = A
movetype= H
physics = N
ctrl = 0
[State -2, a];
type = palfx
trigger1 = gametime%2
time = 1
add = 126,0,0
color = 1
[State 5030, 1]
type = VelAdd;Gravity
trigger1 = 1
y = GetHitVar(yaccel)
[State 5030, 2]
type = HitVelSet
trigger1 = Time < 1
x = 1
y = 1
[State 5030, 4]
type = ChangeState
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 95050 ;HITA_FALL
[State 5030, 5]
type = ChangeState
trigger1 = time>0
trigger1 = AnimTime = 0
value = 95035 ;HITA_UP (transition)
;---------------------------------------------------------------------------
; HITA_UP_T (transition)
[Statedef 95035]
type    = A
movetype= H
physics = N
[State -2, a];
type = palfx
trigger1 = gametime%2
time = 1
add = 126,0,0
color = 1
[State 5035, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] ;Not if in hit up anim
trigger1 = Anim != 5090 ;Not if hit off ground anim
value = 5035
[State 5035, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)
[State 5035, 4]
type = ChangeState
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Anim is over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 ;.
value = 95050 ;HITA_FALL
; HITA_FALL (knocked up, falling)
[Statedef 95050]
type    = A
movetype= H
physics = N
[State -2, a];
type = palfx
trigger1 = gametime%2
time = 1
add = 126,0,0
color = 1
[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050
[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0
[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)
[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 95100 ;HIT_BOUNCE
;---------------------------------------------------------------------------
; HIT_BOUNCE (hit ground)
[Statedef 95100]
type    = A
movetype= H
physics = N
[State -2, a];
type = palfx
trigger1 = gametime%2
time = 1
add = 126,0,0
color = 1
[State 5100, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1
[State 5100, EnvShake]
type = FallEnvShake
trigger1 = Time = 0
[State 5100, Var] ;Save fall velocity
type = VarSet
trigger1 = Time = 0
;trigger1 = GetHitVar(fall.yvel) = 0
sysvar(1) = floor(vel y)
[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100
[State 5100, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)
[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0
[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0
[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75
[State 5100, 7]
type = ChangeState
trigger1 = Time > 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 95110 ;HIT_LIEDOWN
[State 5100, 8]
type = GameMakeAnim
trigger1 = Time = 1
;value = 61
;pos = 0, 0
;under = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 10
[State 5100, 9]
type = lifeadd
trigger1 = Time = 2
value = -6
kill = 0
absolute = 1
persistent = 0
[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
;value = F7, 0 ;Hit ground
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)
[State 5100, 11]
type = PosFreeze
trigger1 = 1
[State 5100, 13]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20
[State 5100, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 95101
[State 15100]
Type = ChangeState
Trigger1 = Pos Y >= 0
value = 95101
;---------------------------------------------------------------------------
; HIT_BOUNCE (bounce into air)
[Statedef 95101]
type    = A
movetype= H
physics = N
[State -2, a];
type = palfx
trigger1 = gametime%2
time = 1
add = 126,0,0
color = 1
[State 5101, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
triggerall = anim != 5075
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160
[State 5101, 2] ;Coming hit ground anim (for hit up)
type = ChangeAnim
triggerall = anim != 5075
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)
[State 5101, 3]
type = HitFallVel
trigger1 = Time = 0
[State 5101, 4]
type = PosSet
trigger1 = Time = 0
y = 10;20
[State 5101, 5] ;Acceleration
type = VelAdd
trigger1 = 1
y = .4;0.4
[State 5101, 6] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0;12
type = ChangeState
value = 95110
;---------------------------------------------------------------------------
; HIT_LIEDOWN
[Statedef 95110]
type    = L
movetype= H
physics = N
[State -2, a];
type = palfx
trigger1 = gametime%2
time = 1
add = 126,0,0
color = 1
[State 5110, 1]
type = ChangeAnim
persistent = 0
trigger1 = prevstateno = 5071
value = 5075
[State 5110, EnvShake]
type = FallEnvShake
trigger1 = Time = 0
[State 5110, 1] ;For hit up/up-diag type (from state 5081)
type = ChangeAnim
persistent = 0
triggerall = anim != 5075
triggerall = prevstateno != 5071
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)
[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = anim != 5075
triggerall = prevstateno != 5071
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170
[State 5110, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = anim != 5075
triggerall = prevstateno != 5071
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)
[State 5110, 4]
type = lifeadd
trigger1 = Time = 2
value = -6
kill = 0
absolute = 1
persistent = 0
[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0
[State 5110, Var] ;Get fall velocity
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)
[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
;value = F7, 0 ;Hit ground
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)
[State 5110, 7]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 10
[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0
[State 5110, 9] ;For hit up type
type = ChangeAnim
persistent = 0
triggerall = anim != 5075
triggerall = prevstateno != 5071
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim
value = 5110 + (anim % 10)
[State 5110, 10] ;For normal
type = ChangeAnim
persistent = 0
triggerall = anim != 5075
triggerall = prevstateno != 5071
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 5110
[State 5110, 11] ;If just died
type = SelfState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
trigger3 = Anim = [5110,5119]
value = 5150
[State 5110, 11] ;If just died
type = SelfState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
trigger3 = Anim = 5075
value = 5150
[State 5110, 12]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0
[State 5110, 13] ;Friction
type = VelMul
trigger1 = 1
x = 0.85
[State 5110, 14]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine
[State 5110, 15]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine
[State 5120, 5]
type = NotHitBy
trigger1 = Time>=0
value = SCA
time = 1
[State 15110]
Type = ChangeState
TriggerAll=alive
Trigger1 = Time>1
value = 95120
;---------------------------------------------------------------------------
; HIT_GETUP
[Statedef 95120]
type    = L
movetype= I
physics = N
velset = 0,0
[state a]
type = posset
trigger1 = time = 0
y = 0
[State -2, a];
type = palfx
trigger1 = gametime%2
time = 1
add = 126,0,0
color = 1
[State 5120,a]
Type = NotHitBy
Trigger1 = 1
value = SCA
time = 1
[State 5120, 1a]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = 5075
value = 5077
[State 5120, 1a] ;Get up anim (normal)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != 5075
triggerall = anim != 5077
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120
[State 5120, 1b] ;Get up anim (for hit up/diag-up)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != 5075
triggerall = anim != 5077
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)
[State 5120, 2]
type = VelSet
trigger1 = Time = 0
x = 0
[State 5120, 4]
type = null;HitFallSet
trigger1 = AnimTime =0
value = 1
[state 0,0]
type = playerpush
trigger1 = 1
value = 1
[State 5120, 7]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = Time>120
value = 95121
ctrl = 0
;EEC
[Statedef 95122]
type    = S
movetype= H
physics = S
velset = 0,0
sprpriority = 1
[State 5120, 7]
type = ChangeState
trigger1 = Time >1
value = 95121
ctrl = 0
;
[Statedef 95121]
type    = S
movetype= I
physics = S
velset = 0,0
sprpriority = 1
[State -2, a];
type = palfx
trigger1 = gametime%2
time = 1
add = 126,0,0
color = 1
[State 5110, 11] ;If just died
type = SelfState
triggerall = !alive
trigger1 = Time >4
value = 5150
;]
[State 1510, Turn]
type = Turn
trigger1 = time = 0
trigger1 = P2Dist X < 0
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 5300
[state a]
type = null;changeanim
triggerall = time = 0
trigger1 = (name = "REI" || name = "REI")&& authorname = "ahuron"
trigger2 = (name = "JAGI" || name = "JAGI")&& authorname = "ahuron"
trigger3 = (name = "JUDA" || name = "JUDA")&& authorname = "ahuron"
trigger4 = (name = "SHIN" || name = "SHIN")&& authorname = "ahuron"
trigger5 = (name = "THOUTHER" || name = "THOUTHER")&& authorname = "ahuron"
trigger6 = (name = "Mr.HEART" || name = "Mr.HEART")&& authorname = "ahuron"
value = 361

[State 0, 2]
type = posset
trigger1 = pos y != 0
y = 0

[State a]
Type = selfstate
TriggerAll = Time>1
Trigger1 = Enemy,Name="KENSHIRO"
Trigger1 = Enemy,Var(34)>120
value = 0
ctrl = 1

[state a]
type = selfstate
trigger1 = time >= 480
value = 0
ctrl = 1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 201]
Type = U
MoveType= A
Ctrl = 0
[State e]
Type = ChangeState
Trigger1 = 1
value = ifelse(P2BodyDist X>=15,200,205)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 301]
Type = U
MoveType= A
Ctrl = 0
[State e]
Type = ChangeState
Trigger1 = 1
value = 300
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 318]
Type = U
MoveType= A
Ctrl = 0
[State e]
Type = ChangeState
Trigger1 = 1
value = 320
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 401]
Type = U
MoveType= A
Ctrl = 0
[State e]
Type = ChangeState
Trigger1 = 1
value = 400
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 431]
Type = U
MoveType= A
Ctrl = 0
[State e]
Type = ChangeState
Trigger1 = 1
value = 430
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 1011]
Type = U
MoveType= A
Ctrl = 0
[state 0,0]
type = pause
persistent = 0
trigger1 = 1
time = 1
movetime = 1
[State e]
Type = ChangeState
Trigger1 = 1
value = 1010
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 6201]
Type = U
MoveType= A
Ctrl = 0
[State e]
Type = ChangeState
Trigger1 = 1
value = 1026
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 6661]
Type = U
MoveType= A
Ctrl = 0
[State e]
Type = ChangeState
Trigger1 = 1
value = ifelse(var(8)=0,1017,1013)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 510]
Type = U
MoveType= A
Ctrl = 0
[State -2,]
Type = TargetState
;persistent = 0
triggerall = numtarget>0
trigger1 = target,StateType=A||target,StateType=L
trigger1 = target,stateno=5020
trigger1 = var(30)<100
trigger1 = var(27)=0
value = 55020
[State -2,]
Type = TargetState
;persistent = 0
triggerall = numtarget>0
trigger1 = target,StateType=A||target,StateType=L
trigger1 = target,stateno=5020
trigger1 = var(30)=100
trigger1 = var(27)=0
value = 65020
[State -2,]
Type = TargetState
;persistent = 0
triggerall = numtarget>0
trigger1 = target,StateType=A||target,StateType=L
trigger1 = target,stateno=5020
trigger1 = var(30)=200
trigger1 = var(27)=0
value = 75020
[state 0,0]
type = pause
persistent = 0
trigger1 = 1
time = var(45)
movetime = var(45)
[State e]
Type = ChangeState
Trigger1 = 1
value = 500
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 512]
Type = U
MoveType= A
Ctrl = 0
[State -2,]
Type = TargetState
;persistent = 0
triggerall = numtarget>0
trigger1 = target,StateType=A||target,StateType=L
trigger1 = target,stateno=5020
trigger1 = var(30)<100
trigger1 = var(27)=0
value = 55020
[State -2,]
Type = TargetState
;persistent = 0
triggerall = numtarget>0
trigger1 = target,StateType=A||target,StateType=L
trigger1 = target,stateno=5020
trigger1 = var(30)=100
trigger1 = var(27)=0
value = 65020
[State -2,]
Type = TargetState
;persistent = 0
triggerall = numtarget>0
trigger1 = target,StateType=A||target,StateType=L
trigger1 = target,stateno=5020
trigger1 = var(30)=200
trigger1 = var(27)=0
value = 75020
[state 0,0]
type = pause
persistent = 0
trigger1 = 1
time = var(45)
movetime = var(45)
[State e]
Type = ChangeState
Trigger1 = 1
value = 502
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 515]
Type = U
MoveType= A
Ctrl = 0
[State -2,]
Type = TargetState
;persistent = 0
triggerall = numtarget>0
trigger1 = target,StateType=A||target,StateType=L
trigger1 = target,stateno=5020
trigger1 = var(30)<100
trigger1 = var(27)=0
value = 55020
[State -2,]
Type = TargetState
;persistent = 0
triggerall = numtarget>0
trigger1 = target,StateType=A||target,StateType=L
trigger1 = target,stateno=5020
trigger1 = var(30)=100
trigger1 = var(27)=0
value = 65020
[State -2,]
Type = TargetState
;persistent = 0
triggerall = numtarget>0
trigger1 = target,StateType=A||target,StateType=L
trigger1 = target,stateno=5020
trigger1 = var(30)=200
trigger1 = var(27)=0
value = 75020
[state 0,0]
type = pause
persistent = 0
trigger1 = 1
time = var(45)
movetime = var(45)
[State e]
Type = ChangeState
Trigger1 = 1
value = 505
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 1002000]
Type = U
MoveType= A
Ctrl = 0
[State -2,]
Type = TargetState
;persistent = 0
triggerall = numtarget>0
trigger1 = target,StateType=A||target,StateType=L
trigger1 = target,stateno!=55020
trigger1 = var(30)<100
trigger1 = var(27)=0
value = 55020
[State -2,]
Type = TargetState
;persistent = 0
triggerall = numtarget>0
trigger1 = target,StateType=A||target,StateType=L
trigger1 = target,stateno!=55020
trigger1 = var(30)=100
trigger1 = var(27)=0
value = 65020
[State -2,]
Type = TargetState
;persistent = 0
triggerall = numtarget>0
trigger1 = target,StateType=A||target,StateType=L
trigger1 = target,stateno!=55020
trigger1 = var(30)=200
trigger1 = var(27)=0
value = 75020
[state 0,0]
type = pause
persistent = 0
trigger1 = 1
time = var(45)
movetime = var(45)
[State e]
Type = ChangeState
Trigger1 = 1
value = 2000
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 1008800]
Type = U
MoveType= A
Ctrl = 0
[State -2,]
Type = TargetState
;persistent = 0
triggerall = numtarget>0
trigger1 = target,StateType=A||target,StateType=L
trigger1 = target,stateno!=55020
trigger1 = var(30)<100
trigger1 = var(27)=0
value = 55020
[State -2,]
Type = TargetState
;persistent = 0
triggerall = numtarget>0
trigger1 = target,StateType=A||target,StateType=L
trigger1 = target,stateno!=55020
trigger1 = var(30)=100
trigger1 = var(27)=0
value = 65020
[State -2,]
Type = TargetState
;persistent = 0
triggerall = numtarget>0
trigger1 = target,StateType=A||target,StateType=L
trigger1 = target,stateno!=55020
trigger1 = var(30)=200
trigger1 = var(27)=0
value = 75020
[state 0,0]
type = pause
persistent = 0
trigger1 = 1
time = var(45)
movetime = var(45)
[State e]
Type = ChangeState
Trigger1 = 1
value = 8800
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
;HELPER@@
;
[StateDef 10000]
anim=9999
ctrl=0
[State 10000]
type = assertspecial
trigger1 = 1
Flag = Invisible
Flag2 = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 10000,ԈႢŖ{̂痧ֈڍs]
type=selfstate
trigger1=!ishelper
value=11
ctrl = 1
[State 10000,vC[]
type=varset
Trigger1=command="a"&&root,command="a"
Trigger2=command="b"&&root,command="b"
Trigger3=command="c"&&root,command="c"
Trigger4=command="x"&&root,command="x"
Trigger5=command="y"&&root,command="y"
Trigger6=command="z"&&root,command="z"
Trigger7=command="start"&&root,command="start"
Trigger8=command="fwd"&&root,command="fwd"
Trigger9=command="back"&&root,command="back"
Trigger10=command="up"&&root,command="up"
Trigger11=command="down"&&root,command="down"
var(59)=-1
[State 10000,vC[]
type=parentvarset
Trigger1=command="a"&&root,command="a"
Trigger2=command="b"&&root,command="b"
Trigger3=command="c"&&root,command="c"
Trigger4=command="x"&&root,command="x"
Trigger5=command="y"&&root,command="y"
Trigger6=command="z"&&root,command="z"
Trigger7=command="start"&&root,command="start"
Trigger8=command="fwd"&&root,command="fwd"
Trigger9=command="back"&&root,command="back"
Trigger10=command="up"&&root,command="up"
Trigger11=command="down"&&root,command="down"
var(59)=-1
[State 10000,]
Type = DestroySelf
TriggerAll=isHelper
Trigger1=root,var(59)!=0||var(59)=-1
Trigger2=command="a"&&root,command="a"
Trigger3=command="b"&&root,command="b"
Trigger4=command="c"&&root,command="c"
Trigger5=command="x"&&root,command="x"
Trigger6=command="y"&&root,command="y"
Trigger7=command="z"&&root,command="z"
Trigger8=command="start"&&root,command="start"
Trigger9=command="fwd"&&root,command="fwd"
Trigger10=command="back"&&root,command="back"
Trigger11=command="up"&&root,command="up"
Trigger12=command="down"&&root,command="down"
[State 10000,AI׸ON]
Type=varset
TriggerAll=var(59)!=-1
Trigger1=root,command="a"
Trigger2=root,command="b"
Trigger3=root,command="c"
Trigger4=root,command="x"
Trigger5=root,command="y"
Trigger6=root,command="z"
Trigger7=root,command="start"
Trigger8=root,command="fwd"&&(roundstate=2&&root,ctrl)
Trigger9=root,command="back"&&(roundstate=2&&root,ctrl)
Trigger10=root,command="up"&&(roundstate=2&&root,ctrl)
Trigger11=root,command="down"&&(roundstate=2&&root,ctrl)
var(59)=1
[Statedef 25000];K[hv^wK
Type = A
Physics = N
Velset = 0,0
SprPriority = 5
Anim = 2531
ctrl=0
;!"#$%&'!"#$%&'"#$%&'!"#$%&'!"#$%&'!"#$%&'!"#$%&'!"#$%&'!"#$%&'!"#$%&'!"#$%&'
;莞ԑ肪ԍɂ邩(j
[state -2]
type = varadd
trigger1 = var(0)
trigger1 = gametime%1 = 0
var(0) = 1
[state -2]
type = varset
trigger1 = (Root,P2bodydist X=(-30,30))&&!var(0)
var(0) = 1
[state -2]
type = varset
trigger1 = (Root,P2bodydist X!=(-30,30))
var(0) = 0
[state -2]
type = varset
trigger1 = var(0)
trigger1 = var(0) >= 240
var(0) = 240
;莞ԑ肪ԍɂ邩2
[state -2]
type = varadd
trigger1 = var(1)
trigger1 = gametime%1 = 0
var(1) = 1
[state -2]
type = varset
trigger1 = (Root,P2bodydist X=[-60,80])&&!var(1)
var(1) = 1
[state -2]
type = varset
trigger1 = (Root,P2bodydist X!=[-60,80])
var(1) = 0
[state -2]
type = varset
trigger1 = var(1)
trigger1 = var(1) >= 240
var(1) = 240
;莞ԑ肪ԍɂ邩3
[state -2]
type = varadd
trigger1 = var(2)
trigger1 = gametime%1 = 0
var(2) = 1
[state -2]
type = varset
trigger1 = (Root,P2bodydist X=[-100,100])&&!var(2)
var(2) = 1
[state -2]
type = varset
trigger1 = (Root,P2bodydist X!=[-100,100])
var(2) = 0
[state -2]
type = varset
trigger1 = var(2)
trigger1 = var(2) >= 240
var(2) = 240
;莞ԑ肪ԍɂ邩4
[state -2]
type = varadd
trigger1 = var(3)
trigger1 = gametime%1 = 0
var(3) = 1
[state -2]
type = varset
trigger1 = (Root,P2bodydist X>140)&&!var(3)
var(3) = 1
[state -2]
type = varset
trigger1 = (Root,P2bodydist X<=140)
var(3) = 0
[state -2]
type = varset
trigger1 = var(3)
trigger1 = var(3) >= 240
var(3) = 240
;莞ԑ肪ԍɂ邩7
[state -2]
type = varadd
trigger1 = var(4)
trigger1 = gametime%1 = 0
var(4) = 1
[state -2]
type = varset
trigger1 = (P2Statetype=A)&&!var(4)
var(4) = 1
[state -2]
type = varset
trigger1 = (P2Statetype!=A)
var(4) = 0
[state -2]
type = varset
trigger1 = var(4)
trigger1 = var(4) >= 100
var(4) = 100
;莞ԑ肪ԍɂ邩4
[state -2]
type = varadd
trigger1 = var(5)
trigger1 = gametime%1 = 0
var(5) = 1
[state -2]
type = varset
trigger1 = (Root,P2bodydist X=[-80,130])&&!var(5)
var(5) = 1
[state -2]
type = varset
trigger1 = (Root,P2bodydist X!=[-80,130])
var(5) = 0
[state -2]
type = varset
trigger1 = var(5)
trigger1 = var(5) >= 240
var(5) = 240
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[state -2];
type = varset
trigger1 = root,stateno=430
trigger1 = root,time>1
trigger1 = root,var(55)<=0
trigger1 = root,MoveGuarded=1
trigger1 = enemynear(root,var(50)),movetype=H
v = 30
value = 1
[state -2]
type = varadd
trigger1 = var(30)>0
v = 30
value = 1
[state -2]
type = varset
trigger1 = (p2movetype=A)
trigger2 = (root,movetype=H)
trigger3 = (p2statetype=A||p2statetype=L)
trigger4 = var(30)>24
trigger5 = (root,stateno=[600,640])||root,stateno=1028
trigger6 = root,MoveHit
v = 30
value = 0
;
[state -2];
type = varset
trigger1 = (root,stateno=[600,640])
trigger1 = root,time>1
trigger1 = root,var(55)<=0
trigger1 = root,MoveGuarded=1
trigger1 = root,pos y>-40
trigger1 = enemynear(root,var(50)),movetype=H
v = 31
value = 1
[state -2]
type = varadd
trigger1 = var(31)>0
v = 31
value = 1
[state -2]
type = varset
trigger1 = (p2movetype=A)
trigger2 = (root,movetype=H)
trigger3 = (p2statetype=A||p2statetype=L)
trigger4 = var(31)>24
trigger5 = root,stateno=430||root,stateno=1028
trigger6 = root,MoveHit
v = 31
value = 0
;
[state -2];
type = varset
trigger1 = (root,stateno=[600,640])
trigger1 = root,MoveHit=1
trigger1 = root,time>1
trigger1 = root,var(27)=0
trigger1 = root,var(55)<=0
trigger1 = enemynear(root,var(50)),movetype=H
v = 32
value = 1
[state -2]
type = varadd
trigger1 = var(32)>0
v = 32
value = 1
[state -2]
type = varset
trigger1 = var(32)>30
trigger2 = (root,movetype=H)
v = 32
value = 0
;
[state -2];
type = varset
trigger1 = (root,stateno=430)
trigger1 = root,MoveGuarded=1
trigger1 = root,time>1
trigger1 = root,var(27)=0
trigger1 = root,var(55)<=0
trigger1 = enemynear(root,var(50)),movetype=H
v = 33
value = 1
[state -2]
type = varadd
trigger1 = var(33)>0
v = 33
value = 1
[state -2]
type = varset
trigger1 = Root,P2bodydist X>150
trigger2 = (root,movetype=H)
trigger3 = (p2movetype=A)
trigger4 = root,MoveHit
trigger5 = (root,stateno=1040)||(root,stateno=250)||(root,stateno=260)||(root,stateno=320)
trigger6 = var(33)>60
v = 33
value = 0
;
[state -2];
type = varadd
trigger1 = root,stateno=200||root,stateno=205
trigger1 = root,time=1
trigger1 = root,var(54)=7015
trigger1 = enemynear(root,var(50)),movetype=H
v = 34
value = 1
[state -2]
type = varset
trigger1 = (p2movetype=A)
trigger2 = (root,movetype=H)
trigger3 = (enemynear(root,var(50)),movetype!=H)
trigger4 = root,var(54)!=7015
v = 34
value = 0
;
;
[state -2];
type = varadd
trigger1 = root,stateno=230||root,stateno=235
trigger1 = root,time=1
trigger1 = root,var(54)=7020
trigger1 = enemynear(root,var(50)),movetype=H
v = 35
value = 1
[state -2]
type = varset
trigger1 = (p2movetype=A)
trigger2 = (root,movetype=H)
trigger3 = (enemynear(root,var(50)),movetype!=H)
trigger4 = root,var(54)!=7020
v = 35
value = 0
;
[state -2];
type = varset
trigger1 = (root,stateno=245)
trigger1 = root,MoveGuarded=1
trigger1 = root,time>1
trigger1 = root,var(11)=0
trigger1 = root,var(54)<=0
trigger1 = enemynear(root,var(50)),movetype=H
v = 36
value = 1
[state -2]
type = varadd
trigger1 = var(36)>0
v = 36
value = 1
[state -2]
type = varset
trigger1 = var(36)>36
trigger2 = (root,movetype=H)
trigger3 = (root,stateno=[600,640])
trigger4 = (root,stateno=1100)
v = 36
value = 0
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[state -2];p2K[h
type = varadd
trigger1 = enemynear(root,var(50)),stateno=150||enemynear(root,var(50)),stateno=152||enemynear(root,var(50)),stateno=154
trigger1 = enemynear(root,var(50)),time=1
v = 9
value = 1
[state -2]
type = varset
trigger1 = (p2movetype=A)||(p2statetype=L)
trigger2 = (root,movetype=H)
trigger3 = (p2movetype=H)&&(p2stateno!=[120,155])
trigger4 = enemynear(root,var(50)),stateno=11&&enemynear(root,var(50)),time>60
trigger5 = (root,stateno=290)
v = 9
value = 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[state -2];K[h
type = varadd
trigger1 = root,stateno=150||root,stateno=152||root,stateno=154
trigger1 = root,time=1
v = 10
value = 1
[state -2]
type = varset
trigger1 = (root,movetype=A)
trigger2 = (enemynear(root,var(50)),movetype=H)
trigger3 = (root,movetype=H)&&(root,stateno!=[120,155])
trigger4 = root,stateno=11&&root,time>45
v = 10
value = 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[state -2];Nオ(p2)
type = varset
trigger1 = (enemynear(root,var(50)),stateno=5120)||(enemynear(root,var(50)),stateno=15120)||(enemynear(root,var(50)),anim=5120)||(enemynear(root,var(50)),anim=5121)||(enemynear(root,var(50)),anim=5122)
trigger1 = enemynear(root,var(50)),animtime<=0
v = 12
value = 1
[state -2]
type = varadd
trigger1 = var(12)
trigger1 = gametime%1 = 0
v = 12
value = 1
[state -2]
type = varset
trigger1 = var(12)
trigger1 = var(12) > 40
trigger2 = (root,movetype=H)
trigger3 = (root,stateno=290)
trigger4 = (enemynear(root,var(50)),movetype=H&&enemynear(root,var(50)),statetype!=L)&&(enemynear(root,var(50)),stateno!=[120,155])&&(enemynear(root,var(50)),time>1)
v = 12
value = 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[state -2];Nオ
type = varset
trigger1 = (root,stateno=5120)||(root,stateno=15120)
trigger1 = root,animtime=-1
v = 13
value = 1
[state -2]
type = varadd
trigger1 = var(13)
trigger1 = gametime%1 = 0
v = 13
value = 1
[state -2]
type = varset
trigger1 = var(13)
trigger1 = var(13) > 40
trigger2 = (p2movetype=H)||(root,movecontact)
trigger3 = (root,p2bodydist x>=180)&&(p2movetype=I)
trigger4 = (root,stateno=290)||(root,movetype=A)||(root,stateno=[1050,1052])
trigger5 = helper(25000+root,id),var(59)=3
trigger6 = helper(25000+root,id),var(59)=-1
v = 13
value = 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[state -2];K[h
type = varset
trigger1 = (root,stateno=[150,155])
trigger1 = (root,hitover)
v = 14
value = 1
[state -2]
type = varadd
trigger1 = var(14)
trigger1 = gametime%1 = 0
v = 14
value = 1
[state -2]
type = varset
trigger1 = var(14)
trigger1 = var(14) >= 24
trigger2 = (p2movetype=H)||(root,movecontact)||((root,movetype=H)&&(root,stateno!=[120,155]))
trigger3 = (root,p2bodydist x>=180)&&(p2movetype=I)
trigger4 = (root,stateno=290)||(root,movetype=A)||(root,stateno=[1050,1052])
trigger5 = helper(25000+root,id),var(59)=3
trigger6 = helper(25000+root,id),var(59)=-1
value = 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State -2]
type = varset
trigger1 = root,stateno = 131||(root,stateno = [152,153])
var(20) = 1
ignorehitpause = 1
[State -2]
type = varset
trigger1 = root,stateno = 130||(root,stateno = [150,151])
var(20) = -1
ignorehitpause = 1
[State -2]
type = varset
trigger1 = !((root,stateno = [130,131])||(root,stateno = [150,153]))
trigger1 = root,time >= 2
var(20) = 0
ignorehitpause = 1
[State -2]
type = varset
trigger1 = var(20)=1
trigger1 = !var(21)
trigger1 = root,movetype = H
trigger1 = root,stateno >= 200
trigger1 = P2Statetype != A
trigger1 = P2Movetype = A
var(21) = P2Stateno
ignorehitpause = 1
[State -2]
type = varset
trigger1 = var(20)=-1
trigger1 = var(21)=P2stateno
trigger1 = root,movetype = H
trigger1 = root,stateno >= 200
trigger1 = P2statetype != A
trigger1 = P2movetype = A
var(21) = 0
ignorehitpause = 1
[State -2]
type = varset
trigger1 = var(20)=1
trigger1 = var(21)>0&&!var(22)
trigger1 = root,movetype = H
trigger1 = root,stateno >= 200
trigger1 = P2Statetype != A
trigger1 = P2Movetype = A
var(22) = P2Stateno
ignorehitpause = 1
[State -2]
type = varset
trigger1 = var(20)=-1
trigger1 = var(22)=P2stateno
trigger1 = root,movetype = H
trigger1 = root,stateno >= 200
trigger1 = P2statetype != A
trigger1 = P2movetype = A
var(22) = 0
ignorehitpause = 1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State -3]
type = varset
TriggerAll = (ishelper)
Trigger1 = (NumHelper(26000+root,id) && NumHelper(27000+root,id))
fv = 36
value = abs(ifelse((Enemynear(root,var(50)),facing=1),ceil(helper(27000+root,id),P2dist X),ceil(helper(26000+root,id),P2dist X)))
IgnoreHitPause = 1

[State -3]
type = varset
TriggerAll = (ishelper)
Trigger1 = (NumHelper(26000+root,id) && NumHelper(27000+root,id))
fv = 37
value = abs(ifelse((facing=1),ceil(helper(27000+root,id),rootdist X),ceil(helper(26000+root,id),rootdist X)))
IgnoreHitPause = 1

[State -3]
type = varset
TriggerAll = (ishelper)
Trigger1 = (NumHelper(26000+root,id) && NumHelper(27000+root,id))
fv = 38
value = abs(ifelse((Enemynear(root,var(50)),facing=1),ceil(helper(26000+root,id),P2dist X),ceil(helper(27000+root,id),P2dist X)))
IgnoreHitPause = 1

[State -3]
type = varset
TriggerAll = (ishelper)
Trigger1 = (NumHelper(26000+root,id) && NumHelper(27000+root,id))
fv = 39
value = abs(ifelse((facing=1),ceil(helper(26000+root,id),rootdist X),ceil(helper(27000+root,id),rootdist X)))
IgnoreHitPause = 1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[state a]
type = null;varset
TriggerAll = ishelper
trigger1 = 1
v = 59
value = 1
[State -3];iK[hp
Type = VarSet
TriggerAll = ishelper
TriggerAll=NumEnemy
Trigger1 = Enemynear(root,var(50)),StateType!=A
Trigger2 = P2Name="millia"
Trigger2 = P2StateNo=1500
Trigger3 = P2Name="eddie"
Trigger3 = P2StateNo=1000||P2StateNo=1050||EnemyNear,NumHelper(1002);||EnemyNear,NumHelper(1001)
Trigger4 = P2Name="eddie"
Trigger4 = P2StateNo=1800||P2StateNo=1850
Trigger5 = P2Name="eddie"||P2Name="jam"
Trigger5 = P2StateNo=210
var(59) = 1
IgNoreHitPause = 1

[State -3];iK[hp
Type = VarSet
TriggerAll = ishelper
Trigger1 = EnemyNear,AutHorName="muteki"||EnemyNear,AutHorName="Akutagawa"
Trigger1 = P2StateNo=240
Trigger2 = P2Name!="millia"||P2StateNo!=1500
Trigger2 = P2Name!="eddie"||!(P2StateNo=1000||P2StateNo=1050||P2StateNo=1800||P2StateNo=1850||EnemyNear,NumHelper(1001)||EnemyNear,NumHelper(1002))
Trigger2 = P2StateType=A
Trigger3 = P2Name="testa"||P2Name="justice"
Trigger3 = P2StateNo=205
Trigger4 = P2Name="millia"||P2Name="BRIDGET"||P2Name="eddie"
Trigger4 = P2StateNo=215
Trigger5 = P2Name="faust"||P2Name="kliff"
Trigger5 = P2StateNo=235
Trigger6 = P2Name="johnny"
Trigger6 = P2StateNo=1500||P2StateNo=[3500,3501]
Trigger7 = P2Name="order-Sol=Badguy"
Trigger7 = P2StateNo=432
Trigger8 = P2Name="eddie"
Trigger8 = 0;NumHelper(1600)
Trigger9 = P2Name="jam"
Trigger9 = P2StateNo=215
Trigger10= P2Name="Sion_Eltnam_Atlasia"
Trigger10= P2StateNo=[240,241]
Trigger11= P2Name="Reimu_Hakurei"
Trigger11= P2StateNo=240
Trigger12= P2Name="THOUTHER"||P2Name="REI"
Trigger12= P2StateNo=250
Trigger13= P2Name="TOKI-(NERICYA)"||P2Name="AMIBA"
Trigger13= P2StateNo=900
Trigger14= P2Name="Geese Howard"
Trigger14= EnemyNear,AutHorName="Cannon Musume"
Trigger14= P2StateNo=230
Trigger15= P2Name="Remilia_Scarlet"
Trigger15= P2StateNo=230||P2StateNo=240
Trigger16= P2Name="Hong Meirin"
Trigger16= P2StateNo=820
Trigger17= P2Name="Aya Syameimaru"
Trigger17= P2StateNo=[707,708]
Trigger18= P2Name="Marisa Kirisame"
Trigger18= P2StateNo=1000
Trigger19= P2Name="Sakuya Izayoi"
Trigger19= P2StateNo=210||P2StateNo=400||P2StateNo=410||P2StateNo=530
Trigger20= P2Name="Yakumo Yukari"
Trigger20= P2StateNo=[2000,2020]
Trigger21= P2Name="Alice Margatroid"
Trigger21= P2StateNo=240
Trigger22= P2Name="Suika Ibuki"
Trigger22= P2StateNo=[707,708]
Trigger23= P2Name="Reimu_Hakurei"
Trigger23= P2StateNo=240
Trigger24= P2Name="siteittene"
Trigger24= P2StateNo=600
Trigger25= P2Name="Youmu_Konpaku"
Trigger25= P2StateNo=700
Trigger26= P2Name="cvsryu"||P2Name="cvsken"||P2Name="cvsryo"||P2Name="cvssakura"||P2Name="cvsyun"||P2Name="cvsyuri"
Trigger26= P2StateNo=300
Trigger27= P2Name="cvsyamazaki"
Trigger27= P2StateNo=300||P2StateNo=1400
Trigger28= P2Name="Ash"
Trigger28= P2StateNo=310
Trigger29= P2Name="Jedah"
Trigger29= P2StateNo=250
Trigger30= P2Name="Bulleta SXP"
Trigger30= P2StateNo=241
Trigger31= P2Name="A.B.A"
Trigger31= P2StateNo=1200||P2StateNo=1500||P2StateNo=3050
Trigger32= P2Name="ROBO-KY MK-U"||P2Name="ROBO-KY"
Trigger32= P2StateNo=850||P2StateNo=1500
Trigger33= P2Name="Red_Arcueid"
Trigger33= P2StateNo=218
Trigger34= P2Name="Magaki"
Trigger34= P2StateNo=310||P2StateNo=1320||EnemyNear,NumHelper(1321)
Trigger35= Enemy(0),Name="Magaki"
Trigger35= Enemy(0),NumHelper(1321)
Trigger36= Enemy(1),Name="Magaki"
Trigger36= Enemy(1),NumHelper(1321)
Trigger37= P2Name="cvskyo"||P2Name="cvskyo_ex"
Trigger37= P2StateNo=310||P2StateNo=1300
Trigger38=EnemyNear,Name = "JAGI"
Trigger38=EnemyNear,StateNo = 1200||EnemyNear,StateNo = 220
Trigger39=EnemyNear,Name = "SHIN"
Trigger39=EnemyNear,StateNo = 250
Trigger40=EnemyNear,Name = "JUDA-(NERICYA)"
Trigger40=EnemyNear,StateNo = 900
Trigger41=EnemyNear,Name = "TOKI-(NERICYA)"
Trigger41=EnemyNear,StateNo = 900
Trigger42= P2Name="Fiona"
Trigger42= P2StateNo=9212
Trigger43= P2Name="Daigo Hotta"
Trigger43= P2StateNo=241||P2StateNo=1400||P2StateNo=1500
Trigger44= P2Name="burai yamamoto"
Trigger44= P2StateNo=260||P2StateNo=2000||P2StateNo=3000
Trigger45= P2Name="blackpolnareff"
Trigger45= P2StateNo=1260
Trigger46= P2Name="Maori"
Trigger46= P2StateNo=205||(P2StateNo=[1199,1200])
Trigger47= P2Name="Ky=kiske"
Trigger47= P2StateNo=10240
Trigger48= P2Name="zappa"
Trigger48= P2StateNo=240||P2StateNo=500||P2StateNo=13000||P2StateNo=1500
Trigger49= P2Name="Mr.HEART"
Trigger49= P2StateNo=300||P2StateNo=440
Trigger50= P2Name="Foxy"
Trigger50= P2StateNo=250||P2StateNo=255||P2StateNo=2055||P2StateNo=1300||P2StateNo=1310
Trigger51= var(21)>0
Trigger51= var(21)=p2stateno
Trigger52= var(22)>0
Trigger52= var(22)=p2stateno
Trigger53= P2Name="KENSHIRO"
Trigger53= P2StateNo=250||P2StateNo=8201
Trigger54= P2Name="Toki"
Trigger54= P2StateNo=250||P2StateNo=8201||P2StateNo=270
Trigger55= P2Name="cvskarin" 
Trigger55= P2StateNo=1600||P2StateNo=1605|P2StateNo=300||P2StateNo=1100||P2StateNo=1150
Trigger56= Enemy,Name="Jagi"
Trigger56= Enemy,AutHorName="Ts"
Trigger56= P2StateNo=300||P2StateNo=240
Trigger57= Enemy,Name="RAOH"
Trigger57= Enemy,AutHorName="shikkoku"
Trigger57= P2StateNo=250
var(59) = 2
IgNoreHitPause = 1

[State -3];K[hs\p()
Type = VarSet
TriggerAll = ishelper
Trigger1 = EnemyNear,HitDefAttr=,AT
Trigger2 = EnemyNear,AutHorName="muteki"||EnemyNear,AutHorName="Akutagawa"||EnemyNear,AutHorName="Hh"||EnemyNear,AutHorName="Phantom.of.the.Server"
Trigger2 = P2StateNo=800||P2StateNo=805
Trigger3 = EnemyNear,AutHorName="GM"||EnemyNear,AutHorName="H"||EnemyNear,AutHorName="jin"||EnemyNear,AutHorName="Ahuron"
Trigger3 = P2StateNo=800||P2StateNo=805
Trigger4 = EnemyNear,AutHorName="Warusaki3"
Trigger4 = P2StateNo=900
Trigger5 = P2Name="eddie"
Trigger5 = P2StateNo=1300||P2StateNo=800||P2StateNo=805
Trigger6 = P2Name="SLAYER"
Trigger6 = P2StateNo=1200||P2StateNo=1300||P2StateNo=800||P2StateNo=805
Trigger7 = P2Name="order-Sol=Badguy"||P2Name="faust"
Trigger7 = P2StateNo=1500||P2StateNo=800||P2StateNo=805
Trigger8 = P2Name="jam"
Trigger8 = P2StateNo=2500||P2StateNo=800||P2StateNo=805
Trigger9 = P2Name="sol"
Trigger9 = P2StateNo=1600||P2StateNo=800||P2StateNo=805
Trigger10= P2Name="johnny"
Trigger10= (P2StateNo=[1000,1099])||P2StateNo=800||P2StateNo=805
Trigger11= P2Name="wind"
Trigger11= P2StateNo=[7600,7601]
Trigger12= P2Name="Shin Gouki"||P2Name="Ryu"||P2Name="Morrigan Aensland"||P2Name ="Sakura Kasugano"
Trigger12= P2StateNo=4000
Trigger13= P2Name="Yuri Sakazaki"||P2Name="cvsgouki"||P2Name="cvsryu"||P2Name="cvssakura"
Trigger13= P2StateNo=3300
Trigger14= P2Name="cvsg_rugal"||P2Name="cvsrugal"
Trigger14= P2StateNo=3200
Trigger15= P2Name="Gouki"
Trigger15= P2StateNo=3600||P2StateNo=1700
Trigger16= P2Name="Kaori Misaka"
Trigger16= P2StateNo=20080||P2StateNo=20060
Trigger17= P2Name="Evil Ken"
Trigger17= P2StateNo=3890
Trigger18= P2Name="Kohaku"
Trigger18= P2StateNo=1300||P2StateNo=[2050,2051]
Trigger19= P2Name="Omega Goenitz"
Trigger19= P2StateNo=3150
Trigger20= P2Name="RUGAL"
Trigger20= P2StateNo=2550||P2StateNo=2500
Trigger21= P2Name="cvszangief"
Trigger21= P2StateNo=820||P2StateNo=1300||P2StateNo=1450||P2StateNo=1520||P2StateNo=1620||P2StateNo=1750||P2StateNo=1850||P2StateNo=3150||P2StateNo=3050||P2StateNo=3250
Trigger22= P2Name="cvsyamazaki"
Trigger22= P2StateNo=1300
Trigger23= P2Name="cvsbenimaru"
Trigger23= P2StateNo=1400||P2StateNo=3200
Trigger24= P2Name="cvstodo"
Trigger24= P2StateNo=1200
Trigger25= P2Name="cvsrock"
Trigger25= P2StateNo=1500
Trigger26= P2Name="cvsvice"
Trigger26= P2StateNo=1000||P2StateNo=1300||P2StateNo=1400||P2StateNo=3100||P2StateNo=[3000,3001]
Trigger27= P2Name="Hugo"
Trigger27= P2StateNo=1000||P2StateNo=1010||P2StateNo=1020||P2StateNo=1100||P2StateNo=1110||P2StateNo=1120||P2StateNo=1200||P2StateNo=1210||P2StateNo=1220||P2StateNo=1300||P2StateNo=1310||P2StateNo=1320||P2StateNo=3000||P2StateNo=3100
Trigger28= P2Name="Alex";{bI
Trigger28= P2StateNo=1000||P2StateNo=1010||P2StateNo=1020||P2StateNo=1500||P2StateNo=1510||P2StateNo=1520||P2StateNo=3000
Trigger29= P2Name="Yumiduka_Satsuki"
Trigger29= P2StateNo=1101||P2StateNo=1111||P2StateNo=1310||P2StateNo=2400||P2StateNo=3000||P2StateNo=3050
Trigger30= P2Name="Kishima_kouma"
Trigger30= P2StateNo=1000||P2StateNo=1050||P2StateNo=2000||P2StateNo=3000||P2StateNo=3100
Trigger31= P2Name="JAGI"
Trigger31= P2StateNo=1000||P2StateNo=2000||P2StateNo=2200||P2StateNo=800||P2StateNo=980||P2StateNo=981
Trigger32= P2Name="cvsyun"
Trigger32= P2StateNo=1400
Trigger33= 0
Trigger34= P2Name="Magaki"
Trigger34= P2StateNo=1100||P2StateNo=1150||P2StateNo=2100
Trigger35= P2Name="THOUTHER"||P2Name="REI"
Trigger35= P2StateNo=800||P2StateNo=850||P2StateNo=870||P2StateNo=310
Trigger36= P2Name="TOKI-(NERICYA)"||P2Name="AMIBA"||P2Name="JUDA-(NERICYA)"
Trigger36= P2StateNo=800||P2StateNo=805
Trigger37= P2Name="SHIN"
Trigger37= P2StateNo=800||P2StateNo=1500||P2StateNo=850||P2StateNo=310
Trigger38= P2Name="KENSHIRO"||P2Name="Toki"
Trigger38= P2StateNo=310||P2StateNo=980||P2StateNo=981
Trigger39= P2Name="shadow dio"
Trigger39= P2StateNo=1100
Trigger40= Enemy,Name="Jagi"
Trigger40= Enemy,AutHorName="Ts"
Trigger40= P2StateNo=320||P2StateNo=800||P2StateNo=850||P2StateNo=3000||P2StateNo=3100
Trigger41= Enemy,Name="RAOH"
Trigger41= Enemy,AutHorName="shikkoku"
Trigger41= P2StateNo=800||P2StateNo=850||P2StateNo=1800||P2StateNo=195
Trigger42= Enemy,Name="RAOH ATL"
Trigger42= P2StateNo=650||P2StateNo=500
var(59) = 3
IgNoreHitPause = 1

[State -3];薳G SG
Type = VarSet
TriggerAll=NumEnemy
TriggerAll = ishelper
Trigger1 = 0;P2StateNo=105
Trigger2 = P2Name="cvsrugal"||P2Name="cvsg_rugal"
Trigger2 = P2StateNo=1800
Trigger3 = P2Name="cvsgouki"||P2Name="cvsgouki_ex"||P2Name="cvsgouki_normal"
Trigger3 = P2StateNo=1500
Trigger4 = P2Name="cvsryu"||P2Name="cvsryu_ex"||P2Name="cvsryu_normal"||P2Name="Shin Gouki"||P2Name="Ryu"
Trigger4 = P2StateNo=1400
Trigger5 = P2Name="jam"
Trigger5 = P2StateNo=[1310,1311]
Trigger6 = P2Name="eddie"
Trigger6 = P2StateNo=1101
Trigger7 = P2Name="TOKI-(NERICYA)"
Trigger7 = (P2StateNo=[1210,1250])||(P2StateNo=[1300,1600])
Trigger8= P2Name="Reimu_Hakurei"
Trigger8= P2StateNo=3021||P2StateNo=3026
Trigger9= P2Name="Reimu_Hakurei"
Trigger9= P2StateNo=3020||EnemyNear,Var(12)=3021&&P2StateNo=119||P2StateNo=3022||(P2StateNo=[3040,3041])||P2StateNo=3051
Trigger10= P2Name="Remilia_Scarlet"
Trigger10= P2StateNo=119||P2StateNo=1001&&EnemyNear,MoveContact||P2StateNo=1012&&EnemyNear,MoveContact||(P2StateNo=[3030,3031])||P2StateNo=3051
Trigger11= P2Name="REI"
Trigger11= EnemyNear,numhelper(1005)>0||p2stateno=1000
Trigger12= P2Name="JUDA-(NERICYA)"
Trigger12= P2StateNo=2000
Trigger13= P2Name="KENSHIRO"
Trigger13= P2StateNo=1050
Trigger14= P2StateNo=[5200,5210]
Trigger15 = P2Name="kliff"
Trigger15 = P2StateNo=1500
Trigger16= Enemy,Name="Jagi"
Trigger16= Enemy,AutHorName="Ts"
Trigger16= Enemy,StateNo=1700
Trigger16= Enemy,Time=[6,44]
Trigger17= Enemy,Name="RAOH"
Trigger17= Enemy,AutHorName="shikkoku"
Trigger17= P2StateNo=2700
Trigger18= Enemy,Name="SLAYER"
Trigger18= Enemy,var(35)>0
Trigger19= Enemy,Name="jam"
Trigger19= Enemy,var(34)>0
Trigger20= Enemy,Name="RAOH ATL"
Trigger20= P2StateNo=2310
var(59) = 0
IgNoreHitPause = 1


[State -3];薳GorS̓gorZ
Type = VarSet
TriggerAll=NumEnemy
TriggerAll = ishelper
Trigger1 = EnemyNear,AutHorName="Warusaki3"
Trigger1 = P2StateNo=800
Trigger2 = P2Name="testa"
Trigger2 = P2StateNo=1300
Trigger3 = P2Name="dio"||p2name="final dio"
Trigger3 = P2StateNo=1200
Trigger4= P2Name="TOKI-(NERICYA)"||P2Name="AMIBA"
Trigger4= P2StateNo=1300
Trigger5 = P2Name="Polnareff"
Trigger5 = P2StateNo=300
Trigger6 = P2Name="Shadow Dio"
Trigger6 = P2StateNo=10000
Trigger7 = P2Name="Shadow DIO"
Trigger7 = P2StateNo=270
Trigger8 = P2Name="jotaro"||P2Name="Hol horse & Boingo"||P2Name="Hol horse"||P2Name="joseph"
Trigger8 = P2StateNo=300
Trigger9 = P2Name="shadow dio"
Trigger9 = P2StateNo=1400
Trigger10 = P2Name="Avdul"
Trigger10 = P2StateNo=300
Trigger11= P2Name="Toki"
Trigger11= P2StateNo=1050||P2StateNo=1052||P2StateNo=1030
Trigger12= Enemy,Name="RAOH"
Trigger12= Enemy,AutHorName="shikkoku"
Trigger12= P2StateNo=300
var(59) = -1
IgNoreHitPause = 1

[State -3];薳G-gioriG
Type = VarSet
TriggerAll=NumEnemy
TriggerAll = ishelper
Trigger1 = P2Name="justice"
Trigger1 = P2StateNo=1100||P2StateNo=1200
Trigger2 = EnemyNear,AutHorName="H"
Trigger2 = P2StateNo=[900,902]
Trigger3 = P2Name="TOKI-(NERICYA)"||P2Name="AMIBA"
Trigger3 = P2StateNo=1400
Trigger4= P2Name="dio"||p2name="final dio"
Trigger4= P2StateNo=1400
var(59) = 0
IgNoreHitPause = 1

[State -3];薳G蓖gi
Type = VarSet
TriggerAll=NumEnemy
TriggerAll = !(ishelper)
Trigger1 = EnemyNear,AutHorName="H"
Trigger1 = P2StateNo=920
Trigger2 = P2Name="TOKI-(NERICYA)"||P2Name="AMIBA"
Trigger2 = P2StateNo=1500
Trigger3 = EnemyNear,AutHorName="H"
Trigger3 = P2StateNo=[910,912]
var(59) = 0
IgNoreHitPause = 1

[State -3];薳G 󓊂GȂ
Type = VarSet
TriggerAll=NumEnemy
TriggerAll = ishelper
Trigger1 = P2Name="TOKI-(NERICYA)"||P2Name="AMIBA"
Trigger1 = P2StateNo=1600
Trigger2 = EnemyNear,AutHorName="H"
Trigger2 = P2StateNo=[920,922]
var(59) = 0
IgNoreHitPause = 1
;!"#$%&'!"#$%&'"#$%&'!"#$%&'!"#$%&'!"#$%&'!"#$%&'!"#$%&'!"#$%&'!"#$%&'!"#$%&'
[State -1]
Type = posset
Trigger1 = 1
X = ceil(enemynear(root,var(50)),pos X)-30*facing
Y = ceil(enemynear(root,var(50)),pos Y)-30
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -1]
Type = turn
Trigger1 = facing = enemynear(root,var(50)),facing
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SCA
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Invisible
Flag2 = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = RoundState = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
;;;;;;;;;;;;;;;;;;;;;;;;;v40-50,fv0-10
[state -2];
type = varset
trigger1 = (p2movetype=A)
trigger1 = (var(40)<1)
v = 50
value=(var(42)>0&&var(43)>0&&fvar(0)>0)+(var(44)>0&&var(45)>0&&fvar(1)>0)+(var(46)>0&&var(47)>0&&fvar(2)>0)+(var(48)>0&&var(49)>0&&fvar(3)>0)+(var(52)>0&&var(53)>0&&fvar(4)>0)+(var(54)>0&&var(55)>0&&fvar(5)>0)+(var(56)>0&&var(57)>0&&fvar(6)>0)
;
[state -2];
type = varset
trigger1 = (p2movetype=A)
trigger1 = root,fvar(32)=0
trigger1 = enemynear(root,var(50)),time=1
trigger1 = (root,movetype!=H)||(root,stateno=[120,155])
v = 40
value = 1
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
[state -2];
type = varadd
trigger1 = (p2movetype=A)
trigger1 = var(40)>0
trigger1 = root,fvar(32)=0
v = 40
value = 1
IgnoreHitPause = 0
SuperMoveTime = 0
PauseMoveTime = 0
[state -2]
type = varset
trigger1 = (p2movetype!=A)
trigger2 = root,fvar(32)!=0
v = 40
value = 0
;
[state -2];
type = varset
trigger1 = var(40)>0
trigger1 = (p2stateno!=[5000,5999])
trigger1 = (p2stateno>199)
trigger1 = root,fvar(32)=0
v = 41
value = p2stateno
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
[state -2]
type = varset
trigger1 = var(40)=0
trigger2 = root,fvar(32)!=0
v = 41
value = 0
;
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(42)=0
trigger1 = var(50)=0
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(32)=0
trigger1 = enemynear(root,var(50)),movecontact
v = 42
value = var(40)-2
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(43)=0
trigger1 = var(50)=0
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(32)=0
trigger1 = enemynear(root,var(50)),movecontact
v = 43
value = var(41)
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = fvar(0)=0
trigger1 = var(50)=0
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(32)=0
trigger1 = enemynear(root,var(50)),movecontact
fv = 0
value = abs(root,p2bodydist x)
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
;
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(42)>0&&var(43)>0
trigger1 = var(43)!=var(41)
trigger1 = var(44)=0
trigger1 = var(50)=1
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(32)=0
trigger1 = enemynear(root,var(50)),movecontact
v = 44
value = var(40)-2
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(42)>0&&var(43)>0
trigger1 = var(43)!=var(41)
trigger1 = var(45)=0
trigger1 = var(50)=1
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(32)=0
trigger1 = enemynear(root,var(50)),movecontact
v = 45
value = var(41)
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(42)>0&&var(43)>0
trigger1 = var(43)!=var(41)
trigger1 = fvar(1)=0
trigger1 = var(50)=1
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(32)=0
trigger1 = enemynear(root,var(50)),movecontact
fv = 1
value = abs(root,p2bodydist x)
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
;
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(44)>0&&var(45)>0
trigger1 = var(45)!=var(41)
trigger1 = var(46)=0
trigger1 = var(50)=2
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(32)=0
trigger1 = enemynear(root,var(50)),movecontact
v = 46
value = var(40)-2
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(44)>0&&var(45)>0
trigger1 = var(45)!=var(41)
trigger1 = var(47)=0
trigger1 = var(50)=2
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(32)=0
trigger1 = enemynear(root,var(50)),movecontact
v = 47
value = var(41)
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(44)>0&&var(45)>0
trigger1 = var(45)!=var(41)
trigger1 = fvar(2)=0
trigger1 = var(50)=2
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(32)=0
trigger1 = enemynear(root,var(50)),movecontact
fv = 2
value = abs(root,p2bodydist x)
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
;
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(46)>0&&var(47)>0
trigger1 = var(47)!=var(41)
trigger1 = var(48)=0
trigger1 = var(50)=3
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(32)=0
trigger1 = enemynear(root,var(50)),movecontact
v = 48
value = var(40)-2
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(46)>0&&var(47)>0
trigger1 = var(47)!=var(41)
trigger1 = var(49)=0
trigger1 = var(50)=3
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(32)=0
trigger1 = enemynear(root,var(50)),movecontact
v = 49
value = var(41)
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(46)>0&&var(47)>0
trigger1 = var(47)!=var(41)
trigger1 = fvar(3)=0
trigger1 = var(50)=3
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(32)=0
trigger1 = enemynear(root,var(50)),movecontact
fv = 3
value = abs(root,p2bodydist x)
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
;
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(48)>0&&var(49)>0
trigger1 = var(49)!=var(41)
trigger1 = var(52)=0
trigger1 = var(50)=4
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(32)=0
trigger1 = enemynear(root,var(50)),movecontact
v = 52
value = var(40)-2
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(48)>0&&var(49)>0
trigger1 = var(49)!=var(41)
trigger1 = var(53)=0
trigger1 = var(50)=4
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(32)=0
trigger1 = enemynear(root,var(50)),movecontact
v = 53
value = var(41)
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(48)>0&&var(49)>0
trigger1 = var(49)!=var(41)
trigger1 = fvar(4)=0
trigger1 = var(50)=4
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(32)=0
trigger1 = enemynear(root,var(50)),movecontact
fv = 4
value = abs(root,p2bodydist x)
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
;
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(52)>0&&var(53)>0
trigger1 = var(53)!=var(41)
trigger1 = var(54)=0
trigger1 = var(50)=5
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(32)=0
trigger1 = enemynear(root,var(50)),movecontact
v = 54
value = var(40)-2
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(52)>0&&var(53)>0
trigger1 = var(53)!=var(41)
trigger1 = var(55)=0
trigger1 = var(50)=5
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(32)=0
trigger1 = enemynear(root,var(50)),movecontact
v = 55
value = var(41)
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(52)>0&&var(53)>0
trigger1 = var(53)!=var(41)
trigger1 = fvar(5)=0
trigger1 = var(50)=5
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(32)=0
trigger1 = enemynear(root,var(50)),movecontact
fv = 5
value = abs(root,p2bodydist x)
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
;
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(54)>0&&var(55)>0
trigger1 = var(55)!=var(41)
trigger1 = var(56)=0
trigger1 = var(50)=6
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(32)=0
trigger1 = enemynear(root,var(50)),movecontact
v = 56
value = var(40)-2
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(54)>0&&var(55)>0
trigger1 = var(55)!=var(41)
trigger1 = var(57)=0
trigger1 = var(50)=6
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(32)=0
trigger1 = enemynear(root,var(50)),movecontact
v = 57
value = var(41)
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(54)>0&&var(55)>0
trigger1 = var(55)!=var(41)
trigger1 = fvar(6)=0
trigger1 = var(50)=6
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(32)=0
trigger1 = enemynear(root,var(50)),movecontact
fv = 6
value = abs(root,p2bodydist x)
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
;;;;;;;;;;;;;;;;;;;;;;;;;v51-58
[state -2];
type = varset
trigger1 = (EnemyNear(root,var(50)),movetype=A)
trigger1 = root,movetype=H
trigger1 = root,time=1
v = 51
value = ceil(P2BodyDist X)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 26000]
Type = A
Physics = N
Velset = 5,0
SprPriority = 5
Anim = 2531
ctrl=0

[State -1]
Type = playerpush
Trigger1 = 1
value = 0

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SCA
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Invisible
Flag2 = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
type=selfstate
trigger1=!ishelper
value=0
ctrl=1
;wp[ƈꏏɔѓ΂
[state -1]
Type=Projectile
Trigger1 = time = 0
Velocity = 5,0
ProjID = 26500+root,id
projhits = 9999
projpriority = 9999
Projanim = 99999
Offset = 0,0
projstagebound = const(size.ground.front)
Projedgebound = 100000
projremove = 0
Projremovetime = -1
supermovetime=9999
pausemovetime=9999
;ѓ~܂
[state -1]
type = velset
Trigger1 = Root,NumProjID(26500+root,id) = 0
Trigger1 = time > 0
x = 0
y = 0

;-------------------------------
;ʍ[wp[
[Statedef 27000]
Type = A
Physics = N
Velset = 5,0
SprPriority = 5
Anim = 2531
ctrl=0

[State -1]
Type = playerpush
Trigger1 = 1
value = 0

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SCA
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Invisible
Flag2 = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
type=selfstate
trigger1=!ishelper
value=0
ctrl=1
;wp[ƈꏏɔѓ΂
[state -1]
Type = Projectile
Trigger1 = time = 0
Velocity = 5,0
ProjID = 27500+root,id
Projanim = 99999
projhits = 9999
projpriority = 9999
Offset = 0,0
projstagebound = const(size.ground.front)
Projedgebound = 100000
Projremovetime = -1
supermovetime=9999
pausemovetime=9999
;ѓ~܂
[state -1]
type = velset
Trigger1 = Root,NumProjID(27500+root,id) = 0
Trigger1 = time > 0
x = 0
y = 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 29005]
Type = A
Physics = N
Velset = 0,0
SprPriority = 5
Anim = 1181
ctrl=0
[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SCA
IgnoreHitPause = 1
SuperMoveTime = 99999999999
PauseMoveTime = 99999999999
[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Invisible
Flag2 = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 99999999999
PauseMoveTime = 99999999999
[State -1]
Type = DestroySelf
Trigger1 = RoundState = 0
IgnoreHitPause = 1
SuperMoveTime = 99999999999
PauseMoveTime = 99999999999
[State -1]
type=ParentVarSet
trigger1=Parent,IsHelper(29000+root,id)
trigger2=IsHelper(29005+root,id)
var(2)=ID
;
[state -1]
type=ParentVarSet
trigger1 = (!root,InGuardDist)&&(!parent,InGuardDist)
trigger2 = (root,MoveType=H)&&(root,time>1)
var(1)=0
[state -1]
type=null;ParentVarSet
trigger1 = (!root,InGuardDist)&&(!parent,InGuardDist)
trigger2 = (root,MoveType=H)&&(root,time>1)
var(3)=0
[state -1]
type=null;ParentVarSet
trigger1 = (!root,InGuardDist)&&(!parent,InGuardDist)
trigger2 = (root,MoveType=H)&&(root,time>1)
var(4)=0
[state -1]
type=null;ParentVarSet
trigger1 = (!root,InGuardDist)&&(!parent,InGuardDist)
trigger2 = (root,MoveType=H)&&(root,time>1)
var(5)=0
[state -1]
type=null;ParentVarSet
trigger1 = (!root,InGuardDist)&&(!parent,InGuardDist)
trigger2 = (root,MoveType=H)&&(root,time>1)
var(6)=0
[state -1]
type=null;ParentVarSet
trigger1 = (!root,InGuardDist)&&(!parent,InGuardDist)
trigger2 = (root,MoveType=H)&&(root,time>1)
var(7)=0
[state -1]
type=null;ParentVarSet
trigger1 = (!root,InGuardDist)&&(!parent,InGuardDist)
trigger2 = (root,MoveType=H)&&(root,time>1)
var(8)=0
[state -1]
type=null;ParentVarSet
trigger1 = (!root,InGuardDist)&&(!parent,InGuardDist)
trigger2 = (root,MoveType=H)&&(root,time>1)
var(9)=0
;
[state -1]
type=DestroySelf
trigger1 = (!root,InGuardDist)&&(!parent,InGuardDist)
trigger2 = (root,MoveType=H)&&(root,time>1)
trigger2 = (root,stateno!=[120,155])
trigger3 = roundstate!=2
;
[Statedef 29001]
Type = A
Physics = N
Velset = 0,0
SprPriority = 5
Anim = 2531
ctrl=0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SCA
IgnoreHitPause = 1
SuperMoveTime = 99999999999
PauseMoveTime = 99999999999
[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Invisible
Flag2 = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 99999999999
PauseMoveTime = 99999999999
[State -1]
Type = DestroySelf
Trigger1 = RoundState != 2
IgnoreHitPause = 1
SuperMoveTime = 99999999999
PauseMoveTime = 99999999999
[State -1]
type=BindToRoot
trigger1=1
facing=1
pos=100,0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;var(0)~var(2)
[State -1]
type = VarSet
triggerall = !root,InGuardDist
triggerall = (P2MoveType!=A)
trigger1 = Enemy,NumHelper>0
var(0) = Enemy,NumHelper
[State -1]
type = VarSet
triggerall = (P2MoveType=A)
triggerall = p2stateno!=[0,199]
triggerall = p2stateno!=[5000,5900]
trigger1 = Enemy,NumHelper>0
trigger1 = ((Enemy,NumHelper)-var(0))>=0
trigger1 = (root,MoveType!=H||(root,stateno=[120,155]))
trigger1 = (root,time>1)
trigger1 = var(1)=0
var(1) = (Enemy,NumHelper)-var(0)
[State -1]
type = Helper
triggerall = (root,InGuardDist)||(InGuardDist)
trigger1 = numhelper(29005+root,id)=0&&root,numhelper(29005+root,id)=0
trigger1 = RoundState=2
trigger1 = Enemy,NumHelper>0
trigger1 = var(1)>0
trigger1 = (root,MoveType!=H||(root,stateno=[120,155]))&&(p2MoveType!=H)
trigger1 = (root,time>1)
Name = "minit"
id = 29005+root,id
stateno = 29005
helpertype = normal
keyctrl = 0
IgnoreHitPause = 1
SuperMoveTime = 0
PauseMoveTime = 0
SprPriority = 999
[State -1]
type = VarSet
trigger1 = numhelper(29005+root,id)=0
var(2) = 0
[State -1]
type = VarSet
triggerall = numhelper(29005+root,id)=0||PlayerIDExist(var(3))=0
trigger1 = PlayerIDExist(var(3))=0
trigger2 = (root,MoveType=H)&&(root,time>1)
trigger2 = (root,stateno!=[120,155])
trigger3 = PlayerIDExist(var(3))>0
trigger3 = PlayerID(var(3)),MoveType!=A
trigger4 = PlayerID(var(3)),pos y>40||PlayerID(var(3)),pos y<-300
var(3) = 0
[State -1]
type = VarSet
triggerall = numhelper(29005+root,id)=0||PlayerIDExist(var(4))=0
trigger1 = PlayerIDExist(var(4))=0
trigger2 = (root,MoveType=H)&&(root,time>1)
trigger2 = (root,stateno!=[120,155])
trigger3 = PlayerIDExist(var(4))>0
trigger3 = PlayerID(var(4)),MoveType!=A
trigger4 = PlayerID(var(4)),pos y>40||PlayerID(var(4)),pos y<-300
var(4) = 0
[State -1]
type = VarSet
triggerall = numhelper(29005+root,id)=0||PlayerIDExist(var(5))=0
trigger1 = PlayerIDExist(var(5))=0
trigger2 = (root,MoveType=H)&&(root,time>1)
trigger2 = (root,stateno!=[120,155])
trigger3 = PlayerIDExist(var(5))>0
trigger3 = PlayerID(var(5)),MoveType!=A
trigger4 = PlayerID(var(5)),pos y>40||PlayerID(var(5)),pos y<-300
var(5) = 0
[State -1]
type = VarSet
triggerall = numhelper(29005+root,id)=0||PlayerIDExist(var(6))=0
trigger1 = PlayerIDExist(var(6))=0
trigger2 = (root,MoveType=H)&&(root,time>1)
trigger2 = (root,stateno!=[120,155])
trigger3 = PlayerIDExist(var(6))>0
trigger3 = PlayerID(var(6)),MoveType!=A
trigger4 = PlayerID(var(6)),pos y>40||PlayerID(var(6)),pos y<-300
var(6) = 0
[State -1]
type = VarSet
triggerall = numhelper(29005+root,id)=0||PlayerIDExist(var(7))=0
trigger1 = PlayerIDExist(var(7))=0
trigger2 = (root,MoveType=H)&&(root,time>1)
trigger2 = (root,stateno!=[120,155])
trigger3 = PlayerIDExist(var(7))>0
trigger3 = PlayerID(var(7)),MoveType!=A
trigger4 = PlayerID(var(7)),pos y>40||PlayerID(var(7)),pos y<-300
var(7) = 0
[State -1]
type = VarSet
triggerall = numhelper(29005+root,id)=0||PlayerIDExist(var(8))=0
trigger1 = PlayerIDExist(var(8))=0
trigger2 = (root,MoveType=H)&&(root,time>1)
trigger2 = (root,stateno!=[120,155])
trigger3 = PlayerIDExist(var(8))>0
trigger3 = PlayerID(var(8)),MoveType!=A
trigger4 = PlayerID(var(8)),pos y>40||PlayerID(var(8)),pos y<-300
var(8) = 0
[State -1]
type = VarSet
triggerall = numhelper(29005+root,id)=0||PlayerIDExist(var(9))=0
trigger1 = PlayerIDExist(var(9))=0
trigger2 = (root,MoveType=H)&&(root,time>1)
trigger2 = (root,stateno!=[120,155])
trigger3 = PlayerIDExist(var(9))>0
trigger3 = PlayerID(var(9)),MoveType!=A
trigger4 = PlayerID(var(9)),pos y>40||PlayerID(var(9)),pos y<-300
var(9) = 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;var(3)~var(9)
[State -1]
type = VarSet
triggerall = (root,InGuardDist)||(InGuardDist)
triggerall = numhelper(29005+root,id)>0
triggerall = var(1)>0
trigger1 = var(3)=0||var(3)>240
trigger1 = var(2)!=0
var(3)=var(2)
[State -1]
type = VarAdd
triggerall = (root,InGuardDist)||(InGuardDist)
triggerall = numhelper(29005+root,id)>0
triggerall = var(1)>0
triggerall = var(3)<99999
triggerall = var(3)!=0
trigger1 = PlayerIDExist(var(3))=0||var(2)=var(3)||(PlayerID(var(3)),Movetype!=A&&PlayerIDExist(var(3))>0)
trigger2 = PlayerIDExist(var(3))=IsHelper=0&&PlayerIDExist(var(3))>0
var(3)=1
[State -1]
type = VarSet
triggerall = (root,InGuardDist)||(InGuardDist)
triggerall = numhelper(29005+root,id)>0
triggerall = var(1)>0
trigger1 = var(4)=0
trigger1 = var(2)!=0
var(4)=var(2)
[State -1]
type = VarAdd
triggerall = (root,InGuardDist)||(InGuardDist)
triggerall = numhelper(29005+root,id)>0
triggerall = var(1)>0
triggerall = var(4)>0
trigger1 = PlayerIDExist(var(4))=0||var(2)=var(4)||(PlayerID(var(4)),Movetype!=A&&PlayerIDExist(var(4))>0)
trigger2 = PlayerIDExist(var(4))=IsHelper=0&&PlayerIDExist(var(4))>0
var(4)=-1
[State -1]
type = VarSet
triggerall = (root,InGuardDist)||(InGuardDist)
triggerall = numhelper(29005+root,id)>0
triggerall = var(1)>0&&var(2)>0
trigger1 = var(5)=0||var(5)>300
trigger1 = var(2)!=0
var(5)=var(2)-5
[State -1]
type = VarAdd
triggerall = (root,InGuardDist)||(InGuardDist)
triggerall = numhelper(29005+root,id)>0
triggerall = var(1)>0
triggerall = var(5)>0
trigger1 = PlayerIDExist(var(5))=0||var(2)=var(5)||(PlayerID(var(5)),Movetype!=A&&PlayerIDExist(var(5))>0)
trigger2 = (PlayerIDExist(var(3))>0)&&(var(5)=var(3))
trigger3 = (PlayerIDExist(var(4))>0)&&(var(5)=var(4))
trigger4 = PlayerIDExist(var(5))=IsHelper=0&&PlayerIDExist(var(5))>0
var(5)=1
[State -1]
type = VarSet
triggerall = (root,InGuardDist)||(InGuardDist)
triggerall = numhelper(29005+root,id)>0
triggerall = var(1)>0&&var(2)>0
trigger1 = var(6)=0||var(6)>300
trigger1 = var(2)!=0
var(6)=var(2)-10
[State -1]
type = VarAdd
triggerall = (root,InGuardDist)||(InGuardDist)
triggerall = numhelper(29005+root,id)>0
triggerall = var(1)>0
triggerall = var(6)>0
trigger1 = PlayerIDExist(var(6))=0||var(2)=var(6)||(PlayerID(var(6)),Movetype!=A&&PlayerIDExist(var(6))>0)
trigger2 = (PlayerIDExist(var(4))>0)&&(var(6)=var(4))
trigger3 = (PlayerIDExist(var(3))>0)&&(var(6)=var(3))
trigger4 = (PlayerIDExist(var(5))>0)&&(var(6)=var(5))
trigger5 = PlayerIDExist(var(6))=IsHelper=0&&PlayerIDExist(var(6))>0
var(6)=2
[State -1]
type = VarSet
triggerall = (root,InGuardDist)||(InGuardDist)
triggerall = numhelper(29005+root,id)>0
triggerall = var(1)>0&&var(2)>0
trigger1 = var(7)=0||var(7)>300
trigger1 = var(2)!=0
var(7)=var(2)-20
[State -1]
type = VarAdd
triggerall = (root,InGuardDist)||(InGuardDist)
triggerall = numhelper(29005+root,id)>0
triggerall = var(1)>0
triggerall = var(7)>0
trigger1 = PlayerIDExist(var(7))=0||var(2)=var(7)||(PlayerID(var(7)),Movetype!=A&&PlayerIDExist(var(7))>0)
trigger2 = (PlayerIDExist(var(4))>0)&&(var(7)=var(4))
trigger3 = (PlayerIDExist(var(3))>0)&&(var(7)=var(3))
trigger4 = (PlayerIDExist(var(5))>0)&&(var(7)=var(5))
trigger5 = (PlayerIDExist(var(6))>0)&&(var(7)=var(6))
trigger6 = PlayerIDExist(var(7))=IsHelper=0&&PlayerIDExist(var(7))>0
var(7)=3
[State -1]
type = VarSet
triggerall = (root,InGuardDist)||(InGuardDist)
triggerall = numhelper(29005+root,id)>0
triggerall = var(1)>0&&var(2)>0
trigger1 = var(8)=0||var(8)>300
trigger1 = var(2)!=0
var(8)=var(2)-20
[State -1]
type = VarAdd
triggerall = (root,InGuardDist)||(InGuardDist)
triggerall = numhelper(29005+root,id)>0
triggerall = var(1)>0
triggerall = var(8)>0
trigger1 = PlayerIDExist(var(8))=0||var(2)=var(8)||(PlayerID(var(8)),Movetype!=A&&PlayerIDExist(var(8))>0)
trigger2 = (PlayerIDExist(var(4))>0)&&(var(8)=var(4))
trigger3 = (PlayerIDExist(var(3))>0)&&(var(8)=var(3))
trigger4 = (PlayerIDExist(var(5))>0)&&(var(8)=var(5))
trigger5 = (PlayerIDExist(var(6))>0)&&(var(8)=var(6))
trigger6 = (PlayerIDExist(var(7))>0)&&(var(8)=var(7))
trigger7 = PlayerIDExist(var(8))=IsHelper=0&&PlayerIDExist(var(8))>0
var(8)=5+random%3
[State -1]
type = VarSet
triggerall = (root,InGuardDist)||(InGuardDist)
triggerall = numhelper(29005+root,id)>0
triggerall = var(1)>0&&var(2)>0
trigger1 = var(9)=0||var(9)>300
trigger1 = var(2)!=0
var(9)=var(2)-20
[State -1]
type = VarAdd
triggerall = (root,InGuardDist)||(InGuardDist)
triggerall = numhelper(29005+root,id)>0
triggerall = var(1)>0
triggerall = var(9)>0
trigger1 = PlayerIDExist(var(9))=0||var(2)=var(9)||(PlayerID(var(9)),Movetype!=A&&PlayerIDExist(var(9))>0)
trigger2 = (PlayerIDExist(var(4))>0)&&(var(9)=var(4))
trigger3 = (PlayerIDExist(var(3))>0)&&(var(9)=var(3))
trigger4 = (PlayerIDExist(var(5))>0)&&(var(9)=var(5))
trigger5 = (PlayerIDExist(var(6))>0)&&(var(9)=var(6))
trigger6 = (PlayerIDExist(var(7))>0)&&(var(9)=var(7))
trigger7 = (PlayerIDExist(var(8))>0)&&(var(9)=var(8))
trigger8 = PlayerIDExist(var(9))=IsHelper=0&&PlayerIDExist(var(9))>0
var(9)=7+random%3
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;var(10)~var(16)
[State -1,var3]
type = VarSet
triggerall = numhelper(29005+root,id)=0||PlayerIDExist(var(3))=0
trigger1 = PlayerIDExist(var(3))=0
trigger2 = var(3)=0
trigger3 = root,MoveType=H
trigger3 = (root,stateno!=[120,155])&&(root,time>1)
var(10)=0
[State -1,var3]
type = VarSet
triggerall = PlayerIDExist(var(3))>0
trigger1 = PlayerID(var(3)),vel x = 0
var(10)=1
[State -1,var3]
type = VarSet
triggerall = PlayerIDExist(var(3))>0
trigger1 = PlayerID(var(3)),vel x != 0
trigger1 = PlayerID(var(3)),vel y = 0
var(10)=2
[State -1,var3]
type = VarSet
triggerall = PlayerIDExist(var(3))>0
trigger1 = PlayerID(var(3)),vel x != 0
trigger1 = PlayerID(var(3)),vel y > 0
var(10)=3
[State -1,var3]
type = VarSet
triggerall = PlayerIDExist(var(3))>0
trigger1 = PlayerID(var(3)),vel x != 0
trigger1 = PlayerID(var(3)),vel y < 0
var(10)=4
[State -1,var3]
type = VarSet
triggerall = PlayerIDExist(var(3))>0
trigger1 = PlayerID(var(3)),vel x = 0
trigger1 = P2name="JUDA-(NERICYA)"
trigger1 = PlayerID(var(3)),stateno=8135
var(10)=5
[State -1,var3]
type = VarSet
triggerall = PlayerIDExist(var(3))>0
trigger1 = PlayerID(var(3)),facing=root,facing
trigger2 = PlayerID(var(3)),p2dist x<-1
var(10)=10
[State -1,var3]
type = VarSet
triggerall = PlayerIDExist(var(3))>0
trigger1 = PlayerID(var(3)),pos y<-300
trigger2 = PlayerID(var(3)),MoveType!=A
trigger3 = PlayerID(var(3)),p2dist x<-70
var(10)=0
;
[State -1,var4]
type = VarSet
triggerall = numhelper(29005+root,id)=0||PlayerIDExist(var(4))=0
trigger1 = PlayerIDExist(var(4))=0
trigger2 = var(4)=0
trigger3 = root,MoveType=H
trigger3 = (root,stateno!=[120,155])&&(root,time>1)
var(11)=0
[State -1,var4]
type = VarSet
triggerall = PlayerIDExist(var(4))>0
trigger1 = PlayerID(var(4)),vel x = 0
var(11)=1
[State -1,var4]
type = VarSet
triggerall = PlayerIDExist(var(4))>0
trigger1 = PlayerID(var(4)),vel x != 0
trigger1 = PlayerID(var(4)),vel y = 0
var(11)=2
[State -1,var4]
type = VarSet
triggerall = PlayerIDExist(var(4))>0
trigger1 = PlayerID(var(4)),vel x != 0
trigger1 = PlayerID(var(4)),vel y > 0
var(11)=3
[State -1,var4]
type = VarSet
triggerall = PlayerIDExist(var(4))>0
trigger1 = PlayerID(var(4)),vel x != 0
trigger1 = PlayerID(var(4)),vel y < 0
var(11)=4
[State -1,var4]
type = VarSet
triggerall = PlayerIDExist(var(4))>0
trigger1 = PlayerID(var(4)),vel x = 0
trigger1 = P2name="JUDA-(NERICYA)"
trigger1 = PlayerID(var(4)),stateno=8135
var(11)=5
[State -1,var4]
type = VarSet
triggerall = PlayerIDExist(var(4))>0
trigger1 = PlayerID(var(4)),facing=root,facing
trigger2 = PlayerID(var(4)),p2dist x<-1
var(11)=10
[State -1,var4]
type = VarSet
triggerall = PlayerIDExist(var(4))>0
trigger1 = PlayerID(var(4)),pos y<-300
trigger2 = PlayerID(var(4)),MoveType!=A
trigger3 = PlayerID(var(4)),p2dist x<-70
var(11)=0
;
[State -1,var5]
type = VarSet
triggerall = numhelper(29005+root,id)=0||PlayerIDExist(var(5))=0
trigger1 = PlayerIDExist(var(5))=0
trigger2 = var(5)=0
trigger3 = root,MoveType=H
trigger3 = (root,stateno!=[120,155])&&(root,time>1)
var(12)=0
[State -1,var5]
type = VarSet
triggerall = PlayerIDExist(var(5))>0
trigger1 = PlayerID(var(5)),vel x = 0
var(12)=1
[State -1,var5]
type = VarSet
triggerall = PlayerIDExist(var(5))>0
trigger1 = PlayerID(var(5)),vel x != 0
trigger1 = PlayerID(var(5)),vel y = 0
var(12)=2
[State -1,var5]
type = VarSet
triggerall = PlayerIDExist(var(5))>0
trigger1 = PlayerID(var(5)),vel x != 0
trigger1 = PlayerID(var(5)),vel y > 0
var(12)=3
[State -1,var5]
type = VarSet
triggerall = PlayerIDExist(var(5))>0
trigger1 = PlayerID(var(5)),vel x != 0
trigger1 = PlayerID(var(5)),vel y < 0
var(12)=4
[State -1,var5]
type = VarSet
triggerall = PlayerIDExist(var(5))>0
trigger1 = PlayerID(var(5)),vel x = 0
trigger1 = P2name="JUDA-(NERICYA)"
trigger1 = PlayerID(var(5)),stateno=8135
var(12)=5
[State -1,var5]
type = VarSet
triggerall = PlayerIDExist(var(5))>0
trigger1 = PlayerID(var(5)),facing=root,facing
trigger2 = PlayerID(var(5)),p2dist x<-1
var(12)=10
[State -1,var5]
type = VarSet
triggerall = PlayerIDExist(var(5))>0
trigger1 = PlayerID(var(5)),pos y<-300
trigger2 = PlayerID(var(5)),MoveType!=A
trigger3 = PlayerID(var(5)),p2dist x<-70
var(12)=0
;
[State -1,var6]
type = VarSet
triggerall = numhelper(29005+root,id)=0||PlayerIDExist(var(6))=0
trigger1 = PlayerIDExist(var(6))=0
trigger2 = var(6)=0
trigger3 = root,MoveType=H
trigger3 = (root,stateno!=[120,155])&&(root,time>1)
var(13)=0
[State -1,var6]
type = VarSet
triggerall = PlayerIDExist(var(6))>0
trigger1 = PlayerID(var(6)),vel x = 0
var(13)=1
[State -1,var6]
type = VarSet
triggerall = PlayerIDExist(var(6))>0
trigger1 = PlayerID(var(6)),vel x != 0
trigger1 = PlayerID(var(6)),vel y = 0
var(13)=2
[State -1,var6]
type = VarSet
triggerall = PlayerIDExist(var(6))>0
trigger1 = PlayerID(var(6)),vel x != 0
trigger1 = PlayerID(var(6)),vel y > 0
var(13)=3
[State -1,var6]
type = VarSet
triggerall = PlayerIDExist(var(6))>0
trigger1 = PlayerID(var(6)),vel x != 0
trigger1 = PlayerID(var(6)),vel y < 0
var(13)=4
[State -1,var6]
type = VarSet
triggerall = PlayerIDExist(var(6))>0
trigger1 = PlayerID(var(6)),vel x = 0
trigger1 = P2name="JUDA-(NERICYA)"
trigger1 = PlayerID(var(6)),stateno=8135
var(13)=5
[State -1,var6]
type = VarSet
triggerall = PlayerIDExist(var(6))>0
trigger1 = PlayerID(var(6)),facing=root,facing
trigger2 = PlayerID(var(6)),p2dist x<-1
var(13)=10
[State -1,var6]
type = VarSet
triggerall = PlayerIDExist(var(6))>0
trigger1 = PlayerID(var(6)),pos y<-300
trigger2 = PlayerID(var(6)),MoveType!=A
trigger3 = PlayerID(var(6)),p2dist x<-70
var(13)=0
;
[State -1,var7]
type = VarSet
triggerall = numhelper(29005+root,id)=0||PlayerIDExist(var(7))=0
trigger1 = PlayerIDExist(var(7))=0
trigger2 = var(7)=0
trigger3 = root,MoveType=H
trigger3 = (root,stateno!=[120,155])&&(root,time>1)
var(14)=0
[State -1,var7]
type = VarSet
triggerall = PlayerIDExist(var(7))>0
trigger1 = PlayerID(var(7)),vel x = 0
var(14)=1
[State -1,var7]
type = VarSet
triggerall = PlayerIDExist(var(7))>0
trigger1 = PlayerID(var(7)),vel x != 0
trigger1 = PlayerID(var(7)),vel y = 0
var(14)=2
[State -1,var7]
type = VarSet
triggerall = PlayerIDExist(var(7))>0
trigger1 = PlayerID(var(7)),vel x != 0
trigger1 = PlayerID(var(7)),vel y > 0
var(14)=3
[State -1,var7]
type = VarSet
triggerall = PlayerIDExist(var(7))>0
trigger1 = PlayerID(var(7)),vel x != 0
trigger1 = PlayerID(var(7)),vel y < 0
var(14)=4
[State -1,var7]
type = VarSet
triggerall = PlayerIDExist(var(7))>0
trigger1 = PlayerID(var(7)),vel x = 0
trigger1 = P2name="JUDA-(NERICYA)"
trigger1 = PlayerID(var(7)),stateno=8135
var(14)=5
[State -1,var6]
type = VarSet
triggerall = PlayerIDExist(var(7))>0
trigger1 = PlayerID(var(7)),facing=root,facing
trigger2 = PlayerID(var(7)),p2dist x<-1
var(14)=10
[State -1,var7]
type = VarSet
triggerall = PlayerIDExist(var(7))>0
trigger1 = PlayerID(var(7)),pos y<-300
trigger2 = PlayerID(var(7)),MoveType!=A
trigger3 = PlayerID(var(7)),p2dist x<-70
var(14)=0
;
[State -1,var8]
type = VarSet
triggerall = numhelper(29005+root,id)=0||PlayerIDExist(var(8))=0
trigger1 = PlayerIDExist(var(8))=0
trigger2 = var(8)=0
trigger3 = root,MoveType=H
trigger3 = (root,stateno!=[120,155])&&(root,time>1)
var(15)=0
[State -1,var8]
type = VarSet
triggerall = PlayerIDExist(var(8))>0
trigger1 = PlayerID(var(8)),vel x = 0
var(15)=1
[State -1,var8]
type = VarSet
triggerall = PlayerIDExist(var(8))>0
trigger1 = PlayerID(var(8)),vel x != 0
trigger1 = PlayerID(var(8)),vel y = 0
var(15)=2
[State -1,var8]
type = VarSet
triggerall = PlayerIDExist(var(8))>0
trigger1 = PlayerID(var(8)),vel x != 0
trigger1 = PlayerID(var(8)),vel y > 0
var(15)=3
[State -1,var8]
type = VarSet
triggerall = PlayerIDExist(var(8))>0
trigger1 = PlayerID(var(8)),vel x != 0
trigger1 = PlayerID(var(8)),vel y < 0
var(15)=4
[State -1,var8]
type = VarSet
triggerall = PlayerIDExist(var(8))>0
trigger1 = PlayerID(var(8)),vel x = 0
trigger1 = P2name="JUDA-(NERICYA)"
trigger1 = PlayerID(var(8)),stateno=8135
var(15)=5
[State -1,var8]
type = VarSet
triggerall = PlayerIDExist(var(8))>0
trigger1 = PlayerID(var(8)),facing=root,facing
trigger2 = PlayerID(var(8)),p2dist x<-1
var(15)=10
[State -1,var8]
type = VarSet
triggerall = PlayerIDExist(var(8))>0
trigger1 = PlayerID(var(8)),pos y<-300
trigger2 = PlayerID(var(8)),MoveType!=A
trigger3 = PlayerID(var(8)),p2dist x<-70
var(15)=0
;
[State -1,var9]
type = VarSet
triggerall = numhelper(29005+root,id)=0||PlayerIDExist(var(9))=0
trigger1 = PlayerIDExist(var(9))=0
trigger2 = var(9)=0
trigger3 = root,MoveType=H
trigger3 = (root,stateno!=[120,155])&&(root,time>1)
var(16)=0
[State -1,var9]
type = VarSet
triggerall = PlayerIDExist(var(9))>0
trigger1 = PlayerID(var(9)),vel x = 0
var(16)=1
[State -1,var9]
type = VarSet
triggerall = PlayerIDExist(var(9))>0
trigger1 = PlayerID(var(9)),vel x != 0
trigger1 = PlayerID(var(9)),vel y = 0
var(16)=2
[State -1,var9]
type = VarSet
triggerall = PlayerIDExist(var(9))>0
trigger1 = PlayerID(var(9)),vel x != 0
trigger1 = PlayerID(var(9)),vel y > 0
var(16)=3
[State -1,var9]
type = VarSet
triggerall = PlayerIDExist(var(9))>0
trigger1 = PlayerID(var(9)),vel x != 0
trigger1 = PlayerID(var(9)),vel y < 0
var(16)=4
[State -1,var9]
type = VarSet
triggerall = PlayerIDExist(var(9))>0
trigger1 = PlayerID(var(9)),vel x = 0
trigger1 = P2name="JUDA-(NERICYA)"
trigger1 = PlayerID(var(9)),stateno=8135
var(16)=5
[State -1,var9]
type = VarSet
triggerall = PlayerIDExist(var(9))>0
trigger1 = PlayerID(var(9)),facing=root,facing
trigger2 = PlayerID(var(9)),p2dist x<-1
var(16)=10
[State -1,var9]
type = VarSet
triggerall = PlayerIDExist(var(9))>0
trigger1 = PlayerID(var(9)),pos y<-300
trigger2 = PlayerID(var(9)),MoveType!=A
trigger3 = PlayerID(var(9)),p2dist x<-70
var(16)=0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;var(20)
[State -3,]
Type = null;VarSet
Trigger1 = 1
var(20) = 1
IgNoreHitPause = 1
[State -3,]
Type = null;VarSet
Trigger1 = 1
var(21) = 1
IgNoreHitPause = 1