
[Statedef -2]
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;惢嶌梡
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2, 僐儞儃妋擣]
Type = VarSet
Trigger1 = 1
fvar(39) = 0

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;AI
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2, VarSet]
type = VarSet
triggerall = !var(59)
triggerall = !RoundState
triggerall = IsHomeTeam
trigger1 = TeamSide = 2
var(59) = 1

[State -2, AssertSpecial]
type = AssertSpecial
trigger1 = var(59)
flag = nowalk

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;斈梡張棟
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -3, VarAdd]
type = VarAdd
trigger1 = projhittime(3030) = 1
fvar(20) = 1
persistent = 0

[State -2, 僒儞僟乕僽儗僀僋揹寕傗傜傟]
type = TargetState
trigger1 = projhittime(3000) = 1
trigger1 = numtarget
value = 6020
ignorehitpause = 1

[State -2, 僒儞僟乕僽儗僀僋僸僢僩壒]
type = PlaySnd
trigger1 = projhittime(3000) = 1
trigger1 = numtarget
value = 6, 1
ignorehitpause = 1

[State -2, 彑棙僶僌夝徚]
type = CtrlSet
trigger1 = RoundState = 4
trigger1 = Win && Ctrl = 1
value = 0   

[State -2, 儗僀僕儞僌僗僩乕儉惂尷]
type = VarSet
trigger1 = p2movetype != H
trigger2 = numtarget
trigger2 = target,statetype != A
fvar(20) = 0
ignorehitpause = 1

[State -2, 儗僀僕儞僌僨僢僪僄儞僪嵍]
type = Explod
trigger1 = var(32)
trigger1 = !numexplod(8190)
trigger1 = anim = 1
trigger1 = movetype != H
anim = 8190
ID = 8190
pos = 0, 0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 6
ownpal = 1
removeongethit = 1

[State -2, 儗僀僕儞僌僨僢僪僄儞僪塃]
type = Explod
trigger1 = var(32)
trigger1 = !numexplod(10011)
trigger1 = anim = 1
trigger1 = movetype != H
anim = 8190
ID = 10011
pos = 0, 0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 6
ownpal = 1
removeongethit = 1

[State -2, ModifyExplod]
type = ModifyExplod
trigger1 = var(32)
trigger1 = numexplod(8190)
trigger1 = anim = 1
trigger1 = movetype != H
trigger1 = var(33) := (((animelemtime(1)>=0&&animelemtime(2)<0)*27)+((animelemtime(2)>=0&&animelemtime(4)<0)*28)+((animelemtime(4)>=0&&animelemtime(5)<0)*27)+((animelemtime(5)>=0&&animelemtime(10)<=12)*26)) || 1
trigger1 = var(34) := -(((animelemtime(1)>=0&&animelemtime(2)<0)*26)+((animelemtime(2)>=0&&animelemtime(4)<0)*27)+((animelemtime(4)>=0&&animelemtime(5)<0)*26)+((animelemtime(5)>=0&&animelemtime(7)<0)*25)+((animelemtime(7)>=0&&animelemtime(9)<0)*24)) || 1
trigger1 = var(34) := var(34)-((animelemtime(9)>=0&&animelemtime(10)<=12)*25) || 1
ID = 8190
pos = var(33), var(34)
postype = p1
bindtime = -1
removetime = -1
sprpriority = 1
ownpal = 1
removeongethit = 1

[State -2, ModifyExplod]
type = ModifyExplod
trigger1 = var(32)
trigger1 = numexplod(10011)
trigger1 = anim = 1
trigger1 = movetype != H
trigger1 = var(35) := -(((animelemtime(1)>=0&&animelemtime(2)<0)*23)+((animelemtime(2)>=0&&animelemtime(4)<0)*24)+((animelemtime(4)>=0&&animelemtime(5)<0)*23)+((animelemtime(5)>=0&&animelemtime(10)<=12)*22)) || 1
trigger1 = var(36) := -(((animelemtime(1)>=0&&animelemtime(2)<0)*26)+((animelemtime(2)>=0&&animelemtime(4)<0)*27)+((animelemtime(4)>=0&&animelemtime(5)<0)*26)+((animelemtime(5)>=0&&animelemtime(7)<0)*25)+((animelemtime(7)>=0&&animelemtime(9)<0)*24)) || 1
trigger1 = var(36) := var(36)-((animelemtime(9)>=0&&animelemtime(10)<=12)*25) || 1
ID = 10011
pos = var(35), var(36)
postype = p1
bindtime = -1
removetime = -1
sprpriority = 1
ownpal = 1
removeongethit = 1

[State -2, 儗僀僕儞僌僨僢僪僄儞僪摉偰恎嵍]
type = Explod
trigger1 = var(32)
trigger1 = !numexplod(10012)
trigger1 = stateno = 3410
trigger1 = movetype != H
anim = 8190
ID = 10012
pos = 0, 0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 6
ownpal = 1
removeongethit = 1

[State -2, 儗僀僕儞僌僨僢僪僄儞僪摉偰恎塃]
type = Explod
trigger1 = var(32)
trigger1 = !numexplod(10013)
trigger1 = stateno = 3410
trigger1 = movetype != H
anim = 8190
ID = 10013
pos = 0, 0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 6
ownpal = 1
removeongethit = 1

[State -2, ModifyExplod]
type = ModifyExplod
trigger1 = var(32)
trigger1 = numexplod(10012)
trigger1 = stateno = 3410
trigger1 = movetype != H
trigger1 = var(33) := (((animelemtime(1)>=0&&animelemtime(2)<0)*14)+((animelemtime(2)>=0&&animelemtime(3)<0)*16)+((animelemtime(3)>=0&&animelemtime(4)<0)*37)+((animelemtime(4)>=0&&animelemtime(5)<0)*28)) || 1
trigger1 = var(33) := var(33)+(((animelemtime(5)>=0&&animelemtime(6)<0)*35)+((animelemtime(6)>=0&&animelemtime(7)<0)*33)+((animelemtime(7)>=0&&animelemtime(7)<=4)*-5)) || 1
trigger1 = var(34) := -(((animelemtime(1)>=0&&animelemtime(2)<0)*38)+((animelemtime(2)>=0&&animelemtime(3)<0)*29)+((animelemtime(3)>=0&&animelemtime(4)<0)*35)+((animelemtime(4)>=0&&animelemtime(5)<0)*42)) || 1
trigger1 = var(34) := var(34)-(((animelemtime(5)>=0&&animelemtime(6)<0)*38)+((animelemtime(6)>=0&&animelemtime(7)<0)*36)+((animelemtime(7)>=0&&animelemtime(7)<=4)*28)) || 1
ID = 10012
pos = var(33), var(34)
postype = p1
bindtime = -1
removetime = -1
sprpriority = !(animelemtime(4)>=0&&animelemtime(5)<0)
ownpal = 1
removeongethit = 1

[State -2, ModifyExplod]
type = ModifyExplod
trigger1 = var(32)
trigger1 = numexplod(10013)
trigger1 = stateno = 3410
trigger1 = movetype != H
trigger1 = var(34) := (((animelemtime(1)>=0&&animelemtime(2)<0)*20)+((animelemtime(2)>=0&&animelemtime(3)<0)*26)+((animelemtime(3)>=0&&animelemtime(4)<0)*-14)+((animelemtime(4)>=0&&animelemtime(5)<0)*-19)) || 1
trigger1 = var(34) := var(34)+(((animelemtime(5)>=0&&animelemtime(6)<0)*-10)+((animelemtime(6)>=0&&animelemtime(7)<0)*-10)+((animelemtime(7)>=0&&animelemtime(7)<=4)*25)) || 1
trigger1 = var(35) := -(((animelemtime(1)>=0&&animelemtime(2)<0)*29)+((animelemtime(2)>=0&&animelemtime(3)<0)*55)+((animelemtime(3)>=0&&animelemtime(4)<0)*58)+((animelemtime(4)>=0&&animelemtime(5)<0)*53)) || 1
trigger1 = var(35) := var(35)-(((animelemtime(5)>=0&&animelemtime(6)<0)*46)+((animelemtime(6)>=0&&animelemtime(7)<0)*42)+((animelemtime(7)>=0&&animelemtime(7)<=4)*31)) || 1
ID = 10013
pos = var(34), var(35)
postype = p1
bindtime = -1
removetime = -1
sprpriority = !((animelemtime(5)>=0&&animelemtime(7)<0)||(animelemtime(2)>=0&&animelemtime(3)<0))
ownpal = 1
removeongethit = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僸僢僩悢
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2, VarAdd]
type = VarAdd
trigger1 = (stateno != [800,810]) && (stateno != [1500,1710]) && (stateno != [1900,1910]) && (stateno != [3100,3110]) && (stateno != [3410,3420])
trigger1 = movehit
trigger2 = projhit = 1
var(3) = 1
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = p2movetype != H
var(3) = 0
ignorehitpause = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僸僢僩敾掕
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2, Combo]
type = VarSet
trigger1 = movehit
trigger2 = projhit = 1
var(0) = ifelse(movehit,1,3)
ignorehitpause = 1

[State -2, Combo]
type = VarSet
trigger1 = moveguarded
trigger2 = projguarded = 1
var(0) = ifelse(moveguarded,2,4)
ignorehitpause = 1

[State -2, Combo]
type = VarSet
trigger1 = Time = 1
var(0) = 0
ignorehitpause = 1

[State -2, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;儕僐僀儖僈乕僪
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(10) = ifelse((gethitvar(hitshaketime))>20,20,(gethitvar(hitshaketime)))
ignorehitpause = 1

[State -2, varadd]
type = varadd
trigger1 = var(6)
trigger1 = command = "holdback"
var(6) = 1
ignorehitpause = 1

[State -2, varset]
type = varset
trigger1 = !var(6)
trigger1 = stateno != [140,155]
trigger1 = command = "holdback"
var(6) = 1
ignorehitpause = 1

[State -2, varset]
type = varset
trigger1 = command != "holdback"
var(6) = 0
ignorehitpause = 1

[State -2, 儕僐僀儖僈乕僪] 
type = ChangeState
triggerall = stateno = 150 || stateno = 152 || stateno = 154
triggerall = time = 0
trigger1 = !var(59)
trigger1 = var(6) = [1,10]
trigger2 = var(59) || fvar(39)
trigger2 = random <= 100+((100*life/lifemax)<=30)*100
trigger2 = prevstateno != [140,155]
value = 160

[State -2, varset]
type = varset
triggerall = var(0)
trigger1 = enemynear(var(58)),authorname = "epigon"
trigger1 = enemynear(var(58)),stateno = 160
trigger2 = enemynear(var(58)),authorname = "kuma"
trigger2 = enemynear(var(58)),name = "Boon by kuma"
trigger2 = enemynear(var(58)),stateno = [160,162]
var(12) = stateno
ignorehitpause = 1

[State -2, varset]
type = varset
trigger1 = var(12) != stateno
var(12) = -1
ignorehitpause = 1

[State -2, 儕僐僀儖僇僂儞僞乕] 
type = HitOverRide
triggerall = var(12) != -1
trigger1 = !var(59)
trigger1 = var(6) = [1,10]
trigger2 = var(59) || fvar(39)
trigger2 = Random <= 500
attr = SCA, AA, AP
stateno = 160
time = 1
ignorehitpause = 1

[State -2, varset]
type = varset
trigger1 = stateno != 161
var(7) = 0
ignorehitpause = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僇僂儞僞乕
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2, VarSet]
type = VarSet
trigger1 = P2MoveType = A
var(2) = 1

[State -2, VarSet]
type = VarSet
trigger1 = P2MoveType != A
var(2) = 0

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;曗惓
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2, 僐儞儃曗惓]
type = VarSet
trigger1 = var(3) >= 30
trigger1 = (stateno !=[3000, 3420])
fvar(0) = .02
ignorehitpause = 1

[State -2, 僐儞儃曗惓]
type = VarSet
trigger1 = var(3) = [6,29]
trigger1 = (stateno !=[3000, 3420])
fvar(0) = (25-(var(3)-5))*.02
ignorehitpause = 1

[State -2, 僐儞儃曗惓]
type = VarSet
trigger1 = var(3) <= 5
trigger2 = (stateno =[3000, 3420])
fvar(0) = 1
ignorehitpause = 1

[State -2, 峌寕椡曗惓]
type = VarSet
trigger1 = 1
fvar(1) = (10+(var(2)*2))*.1*fvar(0)
ignorehitpause = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;嶍傝俲俷
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2, ChangeState] 
type = ChangeState
trigger1 = !alive
trigger1 = (prevstateno = [130,131]) || (prevstateno = [150,153])
trigger1 = stateno = [5000,5050]
value = 5950
ignorehitpause = 1

[State -2, NULL]
type = NULL
trigger1 = stateno = [120,155]
trigger1 = var(9) := (StateType != S)
ignorehitpause = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;偁偗傏偺KO
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2, VarSet]
Type = helper
trigger1 = !numhelper(6000)
trigger1 = winko && !var(8)
stateno = 6000
ID = 6000
pos = 9999, 9999
postype = p1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

[State -2, pause]
type = pause
trigger1 = winko && !var(8)
time = 10
ignorehitpause = 1

[State -2, KO]
type = Varadd
trigger1 = roundstate = 3
var(8) = 1
ignorehitpause = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;巆憸
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2, afterimage]
type = afterimage
triggerall = time = 1
trigger1 = stateno = 50 && var(4) && !var(5)
trigger2 = stateno = 500
trigger3 = stateno = 550
trigger4 = stateno = 5201
trigger5 = stateno = 5210
time = 999-((stateno=50)*979)
length = 10
palbright = 0, 0, 0
palcontrast = 128, 128, 128
paladd = 0, 0, 0
palmul = .9, .9, .9
timegap = 1
framegap = 4
trans = add1

[State -2, afterimage]
type = afterimage
trigger1 = stateno = 3000 && time = 3
trigger2 = stateno = 3100 && time = 3
trigger3 = stateno = 3200 && time = 4
trigger4 = stateno = 3300 && time = 3
trigger5 = stateno = 3400 && time = 4
trigger6 = stateno = 3420 && animelem = 15
time = 999
length = 10
palbright = 0, 0, 0
palcontrast = ifelse(!var(1),128,ifelse(var(1)=1,32,160)),ifelse(!var(1),128,ifelse(var(1)=1,32,32)),ifelse(!var(1),128,ifelse(var(1)=1,160,32))
paladd = 0, 0, 0
palmul = .9, .9, .9
timegap = 3
framegap = 4
trans = add1

[State -2, AfterImageTime]
type = AfterImageTime
trigger1 = MoveType = H
trigger2 = StateNo = [0,49]
trigger3 = StateNo = [160,410]
trigger4 = StateNo = [560,2010]
trigger5 = StateNo = [4000,4530]
trigger6 = StateNo = 5950
time = 0
IgnoreHitPause = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僄僼僃僋僩彍嫀
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2, 幾塭対]
type = RemoveExplod
trigger1 = movetype = H
trigger2 = stateno != 1400
ID = 1400

[State -2, 旘隳擔椫巃]
type = RemoveExplod
trigger1 = movetype = H
trigger2 = stateno != 1800
ID = 1800

[State -2, 儗僀僕儞僌僗僩乕儉]
type = RemoveExplod
trigger1 = movetype = H
trigger2 = stateno != 3000
ID = 3000

[State -2, 僨僢僪儕乕儗僀僽]
type = RemoveExplod
trigger1 = movetype = H
trigger2 = stateno != 3300
ID = 3300

[State -2, 儗僀僕儞僌僨僢僪僄儞僪]
type = RemoveExplod
trigger1 = movetype = H
trigger2 = stateno != 0
trigger3 = anim != 1
trigger4 = !var(32)
ID = 8190

[State -2, 儗僀僕儞僌僨僢僪僄儞僪]
type = RemoveExplod
trigger1 = movetype = H
trigger2 = stateno != 0
trigger3 = anim != 1
trigger4 = !var(32)
ID = 10011

[State -2, 儗僀僕儞僌僨僢僪僄儞僪]
type = RemoveExplod
trigger1 = movetype = H
trigger2 = stateno != 3410
ID = 10012

[State -2, 儗僀僕儞僌僨僢僪僄儞僪]
type = RemoveExplod
trigger1 = movetype = H
trigger2 = stateno != 3410
ID = 10013

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僉儍儞僙儖
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2, varset]
type = varset
trigger1 = 1
var(11) = 0
ignorehitpause = 1

[State -2, 捠忢媄僉儍儞僙儖]
type = varset
trigger1 = StateNo = 200
trigger2 = StateNo = 210 && (var(0) = [1,2])
trigger3 = StateNo = 400
trigger4 = StateNo = 410 && (var(0) = [1,2])
trigger5 = StateNo = 560 && (var(0) = [1,2])
var(11) = 2
ignorehitpause = 1

[State -2, 楢懪僉儍儞僙儖]
type = varset
trigger1 = StateNo = 200 && Time > 4
trigger2 = StateNo = 400 && Time > 4
var(11) = 1
ignorehitpause = 1

[State -2, 摿庩媄僉儍儞僙儖]
type = varset
trigger1 = StateNo = 1000 && (var(0) = [1,2])
var(11) = 3
ignorehitpause = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;愱梡婰弎
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;仭恄旜娤楅乮586巵乯仭
;乽晄岾偺夠乿乽娤楅偪傫僺儞僠両乿
[State -2, LifeAdd]
type = LifeAdd
trigger1 = Enemy(0),AuthorName = "586"
trigger1 = Enemy(0),Name = "Misuzu Kamio"
trigger1 = Enemy(0),fvar(11) > 0
trigger1 = GameTime%(((Enemy(0),var(13)=1)*13)+((Enemy(0),var(13)=2)*11)+((Enemy(0),var(13)=3)*8)+((Enemy(0),var(13)=4)*6)+((Enemy(0),var(13)=5)*3)) = 0
value = -1
kil = -1
ignorehitpause = 1

[State -2, LifeAdd]
type = LifeAdd
trigger1 = NumEnemy = 2
trigger1 = Enemy(1),AuthorName = "586"
trigger1 = Enemy(1),Name = "Misuzu Kamio"
trigger1 = Enemy(1),fvar(11) > 0
trigger1 = GameTime%(((Enemy(1),var(13)=1)*13)+((Enemy(1),var(13)=2)*11)+((Enemy(1),var(13)=3)*8)+((Enemy(1),var(13)=4)*6)+((Enemy(1),var(13)=5)*3)) = 0
value = -1
kil = -1
ignorehitpause = 1

[State -2, PalFX]
type = PalFX
trigger1 = Enemy(0),AuthorName = "586"
trigger1 = Enemy(0),Name = "Misuzu Kamio"
trigger1 = Enemy(0),fvar(11) > 0
trigger2 = NumEnemy = 2
trigger2 = Enemy(1),AuthorName = "586"
trigger2 = Enemy(1),Name = "Misuzu Kamio"
trigger2 = Enemy(1),fvar(11) > 0
add = -50,150,150
time = 1
ignorehitpause = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;仭愒庡廐梩乮嘓巵乯仭
;乽廱傪徟偑偡乿乽幘嬱偡傞廱傪徟偑偡乿
[State -2]
Type = LifeAdd
Trigger1 = Enemy(0),AuthorName = "嘓" && Enemy(0),Name = "Akiha_Vermilion"
Trigger1 = Enemy(0),Var(47) = 1
Value = -5
Kill = 0

[State -2]
Type = LifeAdd
Trigger1 = NumEnemy = 2
Trigger1 = Enemy(1),AuthorName = "嘓" && Enemy(1),Name = "Akiha_Vermilion"
Trigger1 = Enemy(1),Var(47) = 1
Value = -5
Kill = 0

[State -2]
Type = PowerAdd
Trigger1 = Enemy(0),AuthorName = "嘓" && Enemy(0),Name = "Akiha_Vermilion"
Trigger1 = Enemy(0),Var(47) = 1
Value = -26

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

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;仭惣峴帥桯乆巕乮媉墍忛憈婱巵乯仭
;乽楈晞乽澷庻偺柌乿乿乽庻柦乽澷庻崙傊偺栺懇庤宍乿乿
[State -2, LifeAdd]
Type = LifeAdd
Trigger1 = Enemy(0),AuthorName = "Souki" && Enemy(0),Name = "Yuyuko Saigyouji"
Trigger1 = Enemy(0),Var(3) = 1 || Enemy(0),Var(3) = 2
Trigger1 = GameTime%6 = 0
Value = IfElse(Enemy(0),Var(3) = 1,-2,-3)
Kill = 0

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

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;仭擓妝嶀昉/庨嶋媨恄埶/僼傿僆僫丒儊僀僼傿乕儖僪乮僪儘僂傿儞巵乯仭
;乽傾儞僾僝儚僱乿乽傾僶僩儚乕儖乿
[state -2]
type = poweradd
triggerall = power > 0
trigger1 = enemy(0),authorname = "Drowin arcana"
trigger1 = enemy(0),fvar(20) > 0
value = -1

[state -2]
type = poweradd
triggerall = power > 0
trigger1 = numenemy = 2
trigger1 = enemy(1),authorname = "Drowin arcana"
trigger1 = enemy(1),fvar(20) > 0
value = -1

[state -2]
type = lifeadd
triggerall = gametime % 7 = 0
trigger1 = enemy(0),authorname = "Drowin arcana"
trigger1 = enemy(0),fvar(20) > 0
value = -1
kill = 0

[state -2]
type = lifeadd
triggerall = gametime % 7 = 0
trigger1 = numenemy = 2
trigger1 = enemy(1),authorname = "Drowin arcana"
trigger1 = enemy(1),fvar(20) > 0
value = -1
kill = 0
			
[state -2]
type = Palfx
trigger1 = enemy(0),authorname = "Drowin arcana"
trigger1 = enemy(0),fvar(20) > 0
trigger2 = numenemy = 2
trigger2 = enemy(1),authorname = "Drowin arcana"
trigger2 = enemy(1),fvar(20) > 0
add = 100,0,110
mul = 220,220,220
time = 5
ignorehitpause = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;仭彫栰捤彫挰乮悈塭巵乯仭
;乽扙嵃偺媀乿
;怳傝岦偒梷惂
[State pos moving]
type = AssertSpecial
Triggerall = (Enemynear(var(58)),Name = "Komachi Onoduka")*(Enemynear(var(58)),AuthorName = "mikage_th105")*(TeamMode = single)
trigger1 = (enemynear(var(58)),stateno = 820)*(enemynear(var(58)),anim = 823)*(enemynear(var(58)),animelem = 6,13)
trigger2 = (enemynear(var(58)),stateno = 821)*(enemynear(var(58)),anim = 823)*(enemynear(var(58)),animelem = 6,43)
flag = noautoturn

;堏摦
[State pos moving]
type = Posadd
Triggerall = (Enemynear(var(58)),Name = "Komachi Onoduka")*(Enemynear(var(58)),AuthorName = "mikage_th105")*(TeamMode = single)
trigger1 = (enemynear(var(58)),stateno = 820)*(enemynear(var(58)),anim = 823)*(enemynear(var(58)),animelem = 6,13)
trigger2 = (enemynear(var(58)),stateno = 821)*(enemynear(var(58)),anim = 823)*(enemynear(var(58)),animelem = 6,43)
x = -ceil(enemynear(var(58)),fVar(24))*facing*enemynear(var(58)),facing
y = -ceil(enemynear(var(58)),fVar(25))*(statetype!=L)

;statetype!=A+statetype!=L偺応崌嫮惂棊壓state傊
[State pos moving]
type = Changestate
Triggerall = (Enemynear(var(58)),Name = "Komachi Onoduka")*(Enemynear(var(58)),AuthorName = "mikage_th105")*(TeamMode = single)
Triggerall = (statetype != A)*(pos y!=0)*(statetype!=L)
trigger1 = (enemynear(var(58)),stateno = 820)*(enemynear(var(58)),anim = 823)*(enemynear(var(58)),animelem = 6,13)
trigger2 = (enemynear(var(58)),stateno = 821)*(enemynear(var(58)),anim = 823)*(enemynear(var(58)),animelem = 6,43)
value = 50

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;仭楅愬丒桪撥壺堾丒僀僫僶乮悈塭巵乯仭
;乽撆墝枊乽姠巣怐暔偺嬍乿乿
[State lifeadd]
type = lifeadd
Trigger1 = Pos y > -240
Trigger1 = (Enemy(0),Name = "Reisen Udongein Inaba")*(Enemy(0),AuthorName = "mikage_th105")*(Enemy(0),fvar(21))
value = -floor(Enemy(0),fvar(21))*2
ignorehitpause = 1
absolute = 1
kill = 0

[State lifeadd]
type = lifeadd
Trigger1 = NumEnemy = 2
Trigger1 = Pos y > -240
Trigger1 = (Enemy(1),Name = "Reisen Udongein Inaba")*(Enemy(1),AuthorName = "mikage_th105")*(Enemy(1),fvar(21))
value = -floor(Enemy(1),fvar(21))*2
ignorehitpause = 1
absolute = 1
kill = 0

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僋儕僢僾儃乕僪
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2, 僨僶僢僌昞帵]
type = DisplayToClipboard
trigger1 = 0
text = "v3=%d,v14=%d,v12=%d,var(8)=%d,numhelper=%d\n"
params = var(3),var(14),var(12),var(8),numhelper(6000)
ignorehitpause = 1

[State -2, 昞帵傪墶偵壛偊傞]
type = AppendToClipboard
trigger1 = 0
text = "Front=%d/Back=%d Vel X=%d,Y=%d Power=%d\n"
params = FrontEdgeBodyDist,enemy,BackEdgeBodyDist,floor(Vel X),floor(Vel Y),Power
ignorehitpause = 1

[State -2, 昞帵傪墶偵壛偊傞]
type = AppendToClipboard
trigger1 = 0
text = "P2X=%d/P2Y=%d Vel X=%d,Y=%d Power=%d"
params = floor(P2BodyDist X),floor(P2BodyDist Y),floor(Vel X),floor(Vel Y),Power
ignorehitpause = 1
