
;---------------------- Integer variable list ----------------------

; var(2):= -3, 40
; var(3):= 40
; var(4):= 100, 40
; var(5):= 300, 650, -2, 200, 205, 220, 210, 215, 230, 235, 240, 245, 400, 410, 430, 440, 450, 600, 610, 630, 640, 1025, 1030, 1031
; var(6):= 52000
; var(8):= 300, 650, -2, 200, 205, 220, 210, 215, 230, 235, 240, 245, 400, 410, 430, 440, 450, 600, 610, 630, 640, 1000, 1005, 1010, 1020, 1025, 1030, 1031, 1035
;var(10):= 900, 901, -3
;var(11):= -2
;var(12):= -3
;var(14):= 300, 650, -2, 200, 205, 220, 210, 215, 230, 235, 240, 245, 400, 410, 430, 440, 450, 600, 610, 630, 640, 1025, 1030, 1031, 1035
;var(15):= -2
;var(16):= -2
;var(17):= 1000, 1005, 1010
;var(18):= -3
;var(19):= -3
;var(20):= -2
;var(22):= -2
;var(23):= 7000, -3
;var(24):= 7000
;var(26):= 101
;var(27):= -2
;var(28):= -3
;var(30):= -2
;var(57):= 300, 650, 7000, -2, -3, 200, 205, 220, 210, 215, 230, 235, 240, 245, 400, 410, 430, 440, 450, 600, 610, 630, 640, 1000, 1005, 1010, 1020, 1025, 1030, 1031, 1035

;---------------------- Float variable list ----------------------

; fvar(2):= -2


;---------------------------------------------------------------------------
; Lose by Time Over
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;------------------------------------
[Statedef 180]
Type = S
Ctrl = 0
Velset = 0
Sprpriority = -4



[State 180,0]
type = ChangeAnim
triggerall = prevstateno!=182
trigger1 = !Time
value = ifelse(random<499,180+var(9),182+var(9))

[State 191, 1]
Type = EnvShake
triggerall = prevstateno!=182
triggerall = anim=180+var(9)
Trigger1 = AnimElem = 3
Time = 10

[State 191, 1]
Type = PlaySnd
triggerall = prevstateno!=182
triggerall = anim=180+var(9)
Trigger1 = AnimElem = 3
Value = 12, 9
Channel =1

[State 750, Flames]
Type = Explod
triggerall = prevstateno!=182
triggerall = anim=180+var(9)
Trigger1 = AnimElem = 3
Trigger1 = var(9)=1
Anim = 1951
PosType = p1
Pos = 0,0
BindTime = -1
RemoveTime = 32
OwnPal = 1

[State 750, Shin mode Flames]
Type = Explod
triggerall = prevstateno!=182
triggerall = anim=180+var(9)
Trigger1 = AnimElem =3
Trigger1 = var(9)=1
Anim = 193
PosType = p1
Pos = 9*(var(10) = 2),0
BindTime = -1
OwnPal = 1
Sprpriority = 1
Facing = 1

[State 750, Flames]
Type = PalFX
triggerall = prevstateno!=182
triggerall = anim=180+var(9)
Trigger1 = AnimElem = 3
Trigger1 = var(9)=1
Add = -128,-128,-128
Time = 28


[State 191, 1]
Type = PlaySnd
triggerall = prevstateno!=182
Trigger1 = AnimElem = 3 && anim=180+var(9)
Trigger2 = AnimElem = 1 && anim=182+var(9)
Value = 3,ifelse(anim=180+var(9),8,2)
Channel = 0

;==========<WIN by S.G.S.>==========
[Statedef 182]
type=S
sprpriority=-4

[State 183, safety]
type=removeexplod
trigger1=1
ID=4000




[State 183, win]
type=changestate
trigger1=prevstateno=2011&&time>85
value=180
;----------------------------
;---------- Intro -----------
;----------------------------
[Statedef 191]
Type = S
Ctrl = 0
Anim = 190
Velset = 0


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = var(9)=1&&time=1
value = 191


[State 191, 1]
Type = AssertSpecial
Trigger1 = 1
flag = intro



[State 191, 1]
Type = PlaySnd
Trigger1 = AnimElem = 5
Trigger1 = var(9)=0
Value = 3,6
Channel = 0
[State 191, 1]
Type = PlaySnd
Trigger1 = AnimElem =1
Trigger1 = var(9)=1
Value = 3,7
Channel =0
[State 191, 1]
Type = EnvShake
Trigger1 = AnimElem = 5
Trigger1 = var(9)=0
Trigger2 = AnimElem = 10
Trigger2 =var(9)=1
Time = 10

[State 191, 1]
Type = PlaySnd
Trigger1 = AnimElem = 5
Trigger1 = var(9)=0
Trigger2 = AnimElem = 10
Trigger2 = var(9)=1
Value = 12, 9
Channel =1

[State 750, Flames]
Type = Explod
Trigger1 = AnimElem = 10
Trigger1 = var(9)=1
Anim = 1951
PosType = p1
Pos = 0,0
BindTime = -1
RemoveTime = 32
OwnPal = 1

[State 750, Shin mode Flames]
Type = Explod
Trigger1 = AnimElem =10
Trigger1 = var(9)=1
Anim = 193
PosType = p1
Pos = 9*(var(10) = 2),0
BindTime = -1
OwnPal = 1
Sprpriority = 1
Facing = 1

[State 750, Flames]
Type = PalFX
Trigger1 = AnimElem = 11
Trigger1 = var(9)=1
Add = -128,-128,-128
Time = 28

[State 191, 9]
Type = ChangeState
Trigger1 = !AnimTime
Value = 0

;-----------------------------------
[Statedef 193]
Type = S
MoveType = I
Physics = N
Anim = ifelse(palno<7,191,192)
VelSet = 0
Ctrl = 0
Sprpriority = -4

[State 3001, DM FX Sound]
type = AssertSpecial
trigger1 = 1
Flag = NoMusic

[State 3001, DM FX Sound]
type = AssertSpecial
Trigger1 = PrevStateNo != 180
Flag = NoBG
Flag2 = NoFG

[State 4203, Set]
type = CtrlSet
Trigger1 = PrevStateNo != 180
Trigger1 = Time = 50
value = 1

[State 3001, DM FX 2]
Type = AssertSpecial
trigger1 = 1
Flag = Intro

[State 3001, DM FX 2]
Type = AssertSpecial
trigger1 = time < 180
Flag = RoundNotOver

[State -2, RemoveBG]
type = removeExplod
Trigger1 = PrevStateNo = 180
trigger1 = !Time
ID = 11000
ignorehitpause = 1

[State -2, RemoveBG]
type = removeExplod
Trigger1 = PrevStateNo = 180
trigger1 = !Time
ID = 7960
ignorehitpause = 1


;----------------------------
;----------- Taunt ----------
;----------------------------
[Statedef 195]
Type = S
MoveType = A
Physics = S
Anim = 195
Velset = 0
Ctrl = 0

[State 195, 1]
Type = PlaySnd
Trigger1 = AnimElem = 2
Value = 195,0
Channel =0

[State 191, 1]
Type = EnvShake
Trigger1 = AnimElem = 3
Time = 10

[State 191, 1]
Type = PlaySnd
Trigger1 = AnimElem = 3
Value = 12, 9
Channel = 1

[State 195, Aof2 style]
Type = TargetPowerAdd
Trigger1 = Timemod = 5,0
Value = -30

[State 195, 2]
Type = Ctrlset
Trigger1 = Time > 20
Value = 1

[State 195, 9]
Type = ChangeState
Trigger1 = !AnimTime
Value = 0
Ctrl=1


;---------------------------------------------------------------------------
;?????
[Statedef 300]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = ifelse(var(9)=1,301,300)
sprpriority = 3
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
triggerall= prevstateno!=[120,155]
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
triggerall= prevstateno!=[120,155]
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 300,]
type = PowerAdd
trigger1 = prevstateno = [150,153]
trigger1 = time = 0
value = -1000

[State 300,]
type = NotHitBy
trigger1 = prevstateno = [150,153]
trigger1 = 1
value = SCA

[state 300,]
type = Posset
trigger1 = time = 0
y = 0

[State 300, ??????]
type = ChangeAnim
trigger1 = prevstateno = [150,153]
trigger1 = time = 0
value = 305+var(9)

[State 300, ?????]
type = HitDef
trigger1 = prevstateno = [150,153]
trigger1 = time = 0
attr = S, NA
animtype  = Diagup
damage    = 10
pausetime = 11,11
sparkno = s4010
sparkxy = -30,-70
hitsound   = s400,6
getpower=0
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -5.5,-6.5
guard.velocity=-14
air.velocity = -5.5,-6.5
fall = 1
fall.recover=0
yaccel=.4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 300 , 1]
type = HitDef
trigger1 = prevstateno != [150,153]
trigger1 = time = 0
attr = S, NA
animtype  = Hard
damage    = 80
priority = 5
pausetime = 11,11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -30,-70
hitsound = s400,6
hitflag = MAF
getpower=90
guardflag = MA
guardsound = s2,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -5.5,-6.5
guard.velocity=-14
air.velocity = -5.5,-6.5
air.animtype = Back
fall = 1
fall.recover=0
yaccel=.4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1&& var(14)=1
v = 8   ;v = 570
value = 0
ignorehitpause =1
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1
ignorehitpause =1
[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
ignorehitpause =1
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit=1 &&var(14)=0
trigger2= movehit && prevstateno=[120,155]
v = 5   ;fv = 10
value = 1
ignorehitpause =1
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,35,15)
ignorehitpause=1
persistent=0
[State 300, ?????]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0,4
channel=1
[State 300, ?????]
type = PlaySnd
trigger1 = AnimElem = 2
value = s8,7
channel=0

[State 300, ??????]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;???????
[Statedef 650]
type     = A
movetype = A
physics  = A
juggle   = 0
poweradd = 0
ctrl     = 0
anim     = 650
sprpriority = 3
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 240 , 1]
type = HitDef
trigger1 = time = 0
attr = A, NA
animtype  = Hard
damage    = 80
priority = 5
pausetime = 11,12
sparkno = s4010
guard.sparkno = s4110
sparkxy = -30,-70
hitsound =s400,6
getpower=90
hitflag = MAF
guardflag = MA
guardsound = s2,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 15
ground.velocity = -5.5,-6.5
guard.velocity=-14
air.velocity = -5.5,-6.5
air.animtype = Back
fall = 1
fall.recover=0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
[State 300, ?????]
type = PlaySnd
trigger1 = AnimElem = 2
value = s8,7
channel=0
[State 200, ?????]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0,4
channel=1
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1&& var(14)=1
v = 8   ;v = 570
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit=1 &&var(14)=0
v = 5   ;fv = 10
value = 1
ignorehitpause =0 

[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,35,15)
ignorehitpause=1
persistent=0

;---------------------------------------------------------------------------
;?????

[Statedef 700]
type     = S
movetype = I
physics  = S
velset   = 0,0
anim     = 700
ctrl     = 0
velset   = 0,0
sprpriority = -2
[State 700,]
type = Poweradd
triggerall = time = 0
trigger1 = (prevstateno = 150||prevstateno=152) 
value = -1000

[State 200, ?????]
type = PlaySnd
trigger1 =(prevstateno != 150&&prevstateno!=152) 
trigger1 = AnimElem = 2
value = s8,1
channel = 0

[State 0, Pause]
type = Pause
trigger1 =(prevstateno = 150||prevstateno=152) 
trigger1=time=0 
time = 5

[State 200, ?????]
type = PlaySnd
trigger1 = (prevstateno = 150||prevstateno=152) 
trigger1=time=0 
value=s2,3
channel = 1


[State 2100, ???] ;?????????????
type = HitBy
triggerall= prevstateno != [150,151]
trigger1 = AnimElem = 9, <= 0
value = SC, NT, ST, HT 


[State 2100, ???] ;?????????????
type = notHitBy
triggerall= prevstateno = [150,151]
trigger1 = 1
value = SCA 


[State 2100, ???]
type = VelSet
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(9) < 0
x = 4.9*ifelse((prevstateno=[100,102]),1.3,1)

[State 2100, ????]
type = VelSet
trigger1 = AnimElem =9
x = 0

[State 2100, ?????????]
type = PlayerPush
trigger1 = AnimElemTime(1) > 0
value = 0

[State 2100, ??]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; ?????????????
[Statedef 900]
type = S
ctrl = 0
anim = ifelse((prevstateno=[200,450]),102,103)
velset = 0,0
movetype = I
physics = N
sprpriority = 1
poweradd = 0
sprpriority=0
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6210
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = 5
ownpal = 1
scale = .5,.5
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6220
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -1
ownpal = 1
scale = .5,.5

[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6211
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = 4
ownpal = 1
scale = .5,.5
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6221
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .5,.5

[State 0, CtrlSet]
type = CtrlSet
trigger1 =time>2 && anim=102 &&AILEvel=0
value = 1

[State 0, ChangeState]
type = ChangeState
trigger1 =AILEvel>0 && p2bodydist x <5 && time>4 && anim=102
value =215

;---------------------[]
[state a]
type = varset
trigger1 = time = 0
v = 10
value = 1

;---------------------[???]
[State 00];
type = PlaySnd
trigger1 = animelem = 1
value = S3000,1

[State 0, VelSet]
type = VelSet
trigger1 = time=0 && anim=102
x = 7

[State 0, VelMul]
type = VelMul
trigger1 = time>10 
x = .75

;ignorehitpause = 
;persistent = 

;---------------------[??]


;---------------------[??]


[State 1020, 4]
type = EnvShake
trigger1 = animelem = 3 && anim=103
time = 10
ampl = -5
freq = 95
phase = 95

;---------------------[??????]
[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; ?????????????
[Statedef 901]
type = U
ctrl = 0
movetype = I
physics = N
sprpriority = 1
poweradd = 0
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6200
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = 5
ownpal = 1
scale = .65,.65
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6205
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -1
ownpal = 1
scale = .65,.65

[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6201
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = 4
ownpal = 1
scale = .65,.65
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6206
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .65,.65

;---------------------[]
[state a]
type = varset
trigger1 = time = 0
v = 10
value = 1

;---------------------[???]
[State 00];
type = PlaySnd
trigger1 = time=0
value = S3000,1



;---------------------[??????]
[State 195, 2]
type = ChangeState
trigger1 = time=1
value = prevstateno
ctrl = 1

;---------------------------------------------------------------------------
;?????

[Statedef 710]
type     = S
movetype = I
physics  = S
velset   = 0,0
anim     = 710
ctrl     = 0
velset   = 0,0
sprpriority = -2

[State 700,]
type = Poweradd
triggerall = time = 0
trigger1 = (prevstateno = 150||prevstateno=152) 
value = -1000

[State 200, ?????]
type = PlaySnd
trigger1 =(prevstateno != 150&&prevstateno!=152) 
trigger1 = AnimElem = 2
value = s8,1
channel = 0

[State 0, Pause]
type = Pause
trigger1 =(prevstateno = 150||prevstateno=152) 
trigger1=time=0 
time = 5

[State 200, ?????]
type = PlaySnd
trigger1 = (prevstateno = 150||prevstateno=152) 
trigger1=time=0 
value=s2,3
channel = 1


[State 2100, ???] ;?????????????
type = HitBy
triggerall= prevstateno != [150,151]
trigger1 = AnimElem = 7, <= 0
value = SC, NT, ST, HT 


[State 2100, ???] ;?????????????
type = notHitBy
triggerall= prevstateno = [150,151]
trigger1 = AnimElem = 7, <= 0
value = SCA 



[State 2110, ???]
type = VelSet
trigger1 = AnimElemTime(3) > 0 && AnimElemTime(7) < 0
x = -4.9*ifelse((prevstateno=[100,102]),1.3,1)

[State 2110, ????]
type = VelSet
trigger1 = AnimElem =7
x = 0

[State 2110, ???????????]
type = PlayerPush
trigger1 = AnimElemTime(1) > 0
value = 0

[State 2110, ??]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;??

[Statedef 52000]
type     = L
movetype = I
physics  = S
velset   = 0,0
anim     = 52000
ctrl     = 0
sprpriority = 2

[State 5200]
type = Posset
trigger1 = time = 0
y = 0

[State 200, ?????]
type = PlaySnd
trigger1 = AnimElem = 1
value = s8,1
channel = 4

[State 2110, ??]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2110, ]
type = Varset
trigger1 = time = 0
trigger1 = command = "holdfwd"
var(6) = 1

[State 2110, ]
type = Varset
trigger1 = Animtime = 0
var(6) = 0

[State 2110, ???]
type = VelSet
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(9) < 0
x = -4.6

[state 300,]
type = null;Veladd
triggerall = var(6) = 0
trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(3) < 0
x = .021

[State 2110, ???]
type = VelSet
triggerall = var(6) = 1
trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(9) <= 0
x = 6

[State 2110, ]
type = ChangeAnim
triggerall = var(6) = 1
trigger1 = time = 0
value = 700

[State 2110, ????]
type = VelSet
triggerall = var(6) = 0
trigger1 = AnimElem = 8
x = 0

[State 2110, ????]
type = VelSet
triggerall = var(6) = 1
trigger1 = AnimElem = 9
x = 0

[State 2110, ???????????]
type = PlayerPush
trigger1 = AnimElemTime(1) > 0
value = 0

[State 2110, ??]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;????????????!



;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------

[Statedef -2]
[State 0, StateTypeSet]
type = StateTypeSet
triggerall = movetype=I
triggerall = (enemy,ctrl) || enemy,prevstateno=5120
trigger1 = stateno=[200,3999]
movetype = A 
;================================================================================
; ------- Front corner fix --------
;===============================================================================
;To prevent switching sides while making combos.
[State -2, Width]
type = Width
triggerall = stateno!=1210
trigger1 = facing != enemynear, facing
trigger1 = movetype != H
edge = 8,0
ignorehitpause = 1

[State -2, Helper]
type = Helper
trigger1 = roundstate=2
triggerall = NumHelper(7000) < 1
helpertype = normal ;player
name = "drive"
ID = 7000
stateno = 7000
pos = 0,0
postype = left   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
[State 0, VarSet]
type =VarSet
trigger1 =numhelper(1001)=0 
trigger1 =numhelper(1003)=0 
v = 25   ;fv = 10
value = 0

[State 0, VarSet]
type = VarSet
trigger1 =stateno!=[2000,2031] 
v = 37   ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 
[State -2, 二人目のイントロ]
type = ChangeState             ;二人目でもイントロを作る
value = 190                    ;イントロへ
triggerall = TeamMode = Turns  ;ターンモード
triggerall = enemy,teammode=turns 
trigger1 = stateno = 5900  

[State -2, Helper]
type = Helper
trigger1 = winko && (stateno = [2000,3110]) && movehit
trigger2= projhit =1&& winko && stateno=2030
triggerall = NumHelper(11009) < 1
helpertype = normal ;player
name = "winko"
ID = 11009
stateno = 11009
pos = 0,0
postype = left   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime =999
pausemovetime = 999
ignorehitpause = 1

[State -2, Helper]
type = Helper
trigger1 = winko && (stateno = 3210) 
triggerall = NumHelper(11009) < 1
helpertype = normal ;player
name = "winko"
ID = 11009
stateno = 11009
pos = 0,0
postype = left   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove =999
pausemove = 999
ignorehitpause = 1
[State 100, VarSet]
type = VarSet
trigger1 =var(57)>1000 
v = 57   ;v = 570
value = 1000
ignorehitpause =1 
persistent = 1
[State 0, VarSet]
type = VarSet
trigger1 =var(10)=1 && roundstate!=2 
v = 57   ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 
[State 10, VarSet]
type = VarSet
trigger1 =var(57)<=0 
v = 57   ;v = 570
value =0
[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = 1
time = 1
value = fvar(2)
[State 0, VarSet]
type = VarSet
triggerall = enemy,movetype = H&&(p2stateno!=[120,155])
trigger1 =1
fv =2 ;v = 570
value = ifelse(fvar(2)>.1,1-(.05*(enemy,gethitvar(hitcount))),.1)
ignorehitpause=1

[State 0, VarSet]
type = VarSet
trigger1 =(stateno=[1000,1211]) && fvar(2)<.3
trigger2= projcontact=1
fv = 2   ;fv = 10
value = .3
ignorehitpause =1 
persistent = 1
[State 0, VarSet]
type = VarSet
trigger1 =(stateno=[2000,2025]) && fvar(2)<.4
fv = 2   ;fv = 10
value = .4
ignorehitpause =1 
persistent = 1
[State 0, VarSet]
type = VarSet
trigger1 =(stateno=[2030,2031]) && fvar(2)<.5
fv = 2   ;fv = 10
value = .5
ignorehitpause =1 
persistent = 1

[State 0, VarSet]
type = VarSet
trigger1 = enemy,movetype != H ||(p2stateno=[120,155])
fv = 2   ;v = 570
value = 1
ignorehitpause =  1
persistent =  1
[State -2, 二人目のイントロ]
type = ChangeState             ;二人目でもイントロを作る
value = 190                    ;イントロへ
triggerall = RoundsExisted = 0 ;自分が初参戦時
triggerall = TeamMode = Turns  ;ターンモード
trigger1 = stateno = 5900      ;5900番

;ここでtrigger用に自分の初期ライフを確認します
[State -2, ライフ確認]
type = VarSet
triggerall = RoundState = [0,1] ;開始前の間
trigger1 = RoundNo = 1          ;一試合目
trigger2 = TeamMode = Turns     ;5900でイントロを作らないと ↓
trigger2 = RoundsExisted = 0    ;これは使えません
v = 22
value = Life   ;Var(22)に自分のライフを保存

[State -2, ライフ取得ミス対策]
type = VarSet
triggerall = Var(22) = [0,100] ;ライフが100以下と認識されたら
triggerall = Time = 1
trigger1 = RoundNo = 1
trigger2 = RoundsExisted = 0
v = 22
value = const(data.life) ;自分のデータに書かれたLifeにする
[State 700, エフェクト表示]
type = Explod
triggerall=p2movetype=H
trigger1 = enemy,animelemtime(1)=1 && enemy,anim =614&&(p2stateno=[1151,1153])
trigger2= p2stateno=2034  && enemy,time=1
trigger3 = enemy,time=1 &&(p2stateno=1153)
anim = 1420
postype = P2
pos =0, 0
sprpriority = -5
ownpal = 0
scale=.5,.5
[State 700, エフェクト表示]
type = Explod
triggerall=p2movetype=H
trigger1 = enemy,animelemtime(1)=1 && enemy,anim =614&&(p2stateno=[1151,1153])
trigger2= p2stateno=2034  && enemy,time=1
trigger3 = enemy,time=1&&(p2stateno=1153)
anim = 1425
postype = P2
pos = 0, 0
sprpriority = 15
ontop=1
ownpal = 0
scale=.5,.5

[State 0, PlaySnd]
type = PlaySnd
triggerall=p2movetype=H
triggerall =((p2stateno=[1151,1153])||p2stateno=2034 )
trigger1 = enemy,animelemtime(1)=1 && enemy,anim =614
trigger2= p2stateno=2034  && enemy,time=1
trigger3 = enemy,time=1 &&(p2stateno=1153)
value = S12,9
channel=4

[State 0, PlaySnd]
type = PlaySnd
trigger1= enemy,animelemtime(1)=2 && p2stateno=1361
value = S12,9
[State 111, VarSet]
type = VarSet
trigger1 =(p2movetype!=A && movetype !=A && p2statetype!=A)|| p2stateno=5120
v = 14    ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = var(14)=0 && var(5)=1 && p2statetype=A 
trigger2= roundstate!=2 && movetype=A
trigger3= prevstateno=440
trigger4 = helper(10003),var(35)=0 && enemy,hitfall && var(8)=0
movetype = I  

[State 122, VarSet]
type = VarSet
trigger1 =p2statetype!=A || p2stateno=5120
v = 5   ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 
[State 112, VarSet]
type = VarSet
trigger1 = time=0 && var(14)=1&& (stateno=[200,650])
v = 14   ;fv = 10
value = 0
[State 113, VarSet]
type = VarSet
trigger1 = p2movetype=A 
v = 8   ;v = 570
value = 1

[State 114, VarSet]
type = VarSet
trigger1 = p2movetype!=A && movetype !=A
v = 8   ;v = 570
value = 0

[State 123, VarSet]
type = VarSet
triggerall =var(10)=0
trigger1 =movehit && (stateno=1100||stateno=1150||stateno=1160) 
v = 11    ;v = 570
value = 1
[State 124, VarSet]
type = VarSet
triggerall =var(10)=1
trigger1 =movecontact&& (stateno=1100||stateno=1150||stateno=1160) 
v = 11    ;v = 570
value = 2

[State 0, VarSet]
type = VarSet
trigger1 = prevstateno=1035
v =38   ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
trigger1 = stateno=[1000,1034]
trigger2= stateno=[1050,1299]
trigger3= stateno=[2000,2032]
trigger4= p2movetype!=H
v =38   ;fv = 10
value = 0


[State 125, VarSet]
type = VarSet
trigger1 =p2movetype!=H
v = 11    ;v = 570
value = 0
[State 125, VarSet]
type = VarSet
trigger1 =p2movetype!=H
v = 36    ;v = 570
value = 0

;persistent = 

[State 12, VarSet]
type = VarSet
trigger1 = (stateno=[1025,1031]) &&movehit
v = 16    ;fv = 10
value = 1
ignorehitpause = 1
[State 12, VarSet]
type = VarSet
trigger1 = (stateno=1041) &&movehit
trigger2=  var(10)=0
v = 16    ;fv = 100
value = 0
ignorehitpause = 1

[State 12, VarSet]
type = VarSet
trigger1 = var(10)=0
v = 21    ;fv = 10
value = 0
ignorehitpause = 1
[State 12, VarSet]
type = VarSet
trigger1 = (stateno=1041) &&movehit
v = 21
value = 1
ignorehitpause = 1

[State 0, VarSet]
type = Varadd
trigger1 =moveguarded=1
v = 27  ;fv = 10
value = 1
ignorehitpause = 0
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 =movehit 
v =27   ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 

[State 0, VarRangeSet]
type = VarRangeSet
trigger1 = p2movetype!=H 
value = 0 ;fvalue = 0
first =15
last = 16 ;39
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 =movetype=H || p2movetype!=H 
v = 34    ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 

[State -2, 残像]
type = AfterImage
trigger1 = Movetype = H
time = 1

[State -2,]
type = StopSnd
trigger1 = Movetype = H
channel = 4

[State -2,]
type = StopSnd
trigger1 = command != "holdfwd"
trigger2 = Anim != 100
channel = 6

[State -2,]
type = StopSnd
trigger1 = Movetype = H
channel = 7

[State -2,]
type = StopSnd
trigger1 = Movetype = H
channel = 9


[State 0, VarSet]
type = VarSet
trigger1 = (life> ceil(lifemax/2.15)) &&(p2life<ceil(enemy,lifemax/1.7))
trigger2 = (p2life>= ceil(enemy,lifemax/3.3)) 
trigger3 = power < 4750 && roundno=1&&(p2life>= ceil(enemy,lifemax/2.5))
v = 20   ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = (life<= ceil(lifemax/2.15)) &&(p2life>= ceil(enemy,lifemax/1.7))
trigger2 = (p2life< ceil(enemy,lifemax/3.3))
trigger3 = power >= 4750 && roundno=1&&(p2life< ceil(enemy,lifemax/2.5))
trigger4= var(10)=1
v = 20   ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 




;---------------------------------------------------------------------------------
[Statedef -3];常時監視ステート(p2statenoなどで相手に行動を制御された時は実行しない)
;---------------------------------------------------------------------------------
[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "var(10) = %d var(10) = %d  vel x = %d y=%f"
params =(helper(10003),var(11)),(helper(10003),var(10)),var(30),p2bodydist x 
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
triggerall = movetype=I && (p2movetype!=H||p2statetype=L) 
trigger1 =var(40)=1 && var(10)=0
v = 57    ;v = 570
value =1000
ignorehitpause =0
[State 0, VarSet]
type = VarSet
trigger1 = roundsexisted = 0 && roundstate < 2
trigger1 = !AILevel && (enemy, AILevel = 0) && power = powermax && (enemy, power = enemy,powermax)
v = 40    ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
trigger1 =stateno!=[1000,1999] 
v = 28   ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 
[State 0, PlayerPush]
type = PlayerPush
triggerall = p2statetype!=A
triggerall =(stateno=[1055,1056])|| stateno=[600,699]
trigger1 = P2BodyDist Y + (24 * Const(size.xscale)) > Enemy, Const(Size.Height)
value = 0
ignorehitpause=1
[State 0, Helper]
type = Helper
trigger1 =numhelper(10003)=0
helpertype = normal ;player
name = "neutrality"
ID =  10003
stateno = 9999
pos = 61,-37
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale =1*const(size.xscale)
size.yscale =1*const(size.yscale)
ignorehitpause=1
; fvar(2):= -2
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noairguard
ignorehitpause=1
[State 0, VarSet]
type = VarSet
trigger1 =stateno!=[40,53]
v = 2    ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 

      ;I,A,H
;ignorehitpause = 
;persistent = 

[State 0, VarSet]
type = VarSet
trigger1 =palno>6 
v =9   ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 

[State 0, VarSet]
type = Varadd
triggerall=var(10)=1&&time=1
trigger1= stateno=1006
trigger2=stateno=1017
trigger3=stateno=1012
trigger4=stateno=1013
trigger5=stateno=1031
trigger6=stateno=1041
trigger7=stateno=1042
trigger8=stateno=1052
trigger9=stateno=1250
trigger10=stateno=2000
trigger11=(stateno=700||stateno=710||stateno=300)&& prevstateno=[150,153]
v = 12    ;v = 570
value = -1000
[State 0, VarSet]
type = Varadd
triggerall=var(10)=1&&time=1
trigger1=stateno=2006
trigger2=stateno=2010
trigger3=stateno=2005
trigger4=stateno=2030
trigger5=stateno=2031
v = 12    ;v = 570
value = -2000



[State 0, VarRangeSet]
type = VarRangeSet
trigger1 = var(24)=1&&movehit 
value = 0 ;fvalue = 0
first = 23
last = 24 ;39
;ignorehitpause = 
;persistent = 



[State 0, VarSet]
type = VarSet
trigger1 = var(10)=0;||(stateno!=[1000,3210])
v = 12    ;v = 570
value = power
ignorehitpause=1
persistent=1
[State 0, PowerSet]
type = PowerSet
trigger1 = var(10)=1 
value = var(12)
ignorehitpause = 1
persistent =1 
 
[State 1, VarSet]
type = Varadd
triggerall=var(10)=0
trigger1 =projcontact1000=1 
v = 18    ;v = 570
value = 1
ignorehitpause=1
[State 2, VarSet]
type = VarSet
trigger1 =var(17)>=5
v = 19    ;fv = 10
value = ifelse((var(18)/var(17)>.4),1,0)
;ignorehitpause = 
;persistent = 




[State 0, VarSet]
type = Varset
trigger1 =var(57)<=0&& (stateno!=[3200,3210]) 
v = 10    ;v = 570
value = 0


[State -2, Helper]
type = Helper
trigger1 = winko &&projhittime(2000)=[1,40]
trigger2 = winko &&projhit2000=1
triggerall = NumHelper(11009) < 1
helpertype = normal ;player
name = "winko"
ID = 11009
stateno = 11009
pos = 0,0
postype = left   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime =999
pausemovetime = 999
ignorehitpause = 1

;※※※※※※※※※※※※※※※※※※※※ハイジャンプ・東方萃夢想風味
;理論は簡単
;ハイジャンプコマンドを入れた「瞬間」、varスイッチを１にする。
;でハイジャンプのコマンドは最後がU、つまりジャンプする。
;そしてジャンプステート５０の時にvarスイッチが１以上ならveladdで加速します。
;varスイッチを０にするトリガーは「ステート５０の２フレーム目」です。


;persistent = 

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
ignorehitpause = 1
persistent =1
flag = noairguard
;================================================================================
; ------- KOF Cornerpush System by Vans --------
;===============================================================================
[State -2, Superpause Check]
type = VarAdd
triggerall=stateno!=[900,901]
trigger1 = Var(31)
var(31) = -1

[State -2, Reset Time counter]
type = VarSet
triggerall=stateno!=[900,901]
trigger1 = movecontact = 1
var(32) = 0

[State -2, Accel]
type = VarSet
triggerall=stateno!=[900,901]
triggerall = roundstate = 2
triggerall = Var(31) <= 0
triggerall = numtarget >= 1
trigger1 = target, hitshakeover
fvar(6) = (target, gethitvar(xvel)*exp((-0.1886)*((var(32)))))

[State -2, Push]
type = PosAdd
triggerall=stateno!=[900,901]
triggerall = roundstate = 2
triggerall = !var(31)
triggerall = stateno!=[2000,2031]
triggerall = numtarget >= 1
triggerall = (target, BackEdgeBodyDist <= 0) || (target, FrontEdgeBodyDist <= 0)
triggerall = stateno != [900,949]
triggerall = stateno != [956,979]
triggerall = target,statetype != A
triggerall = target,statetype != L
trigger1 = Statetype != A
x = ifelse(facing = -1,fvar(6),-fvar(6))

[State -2, Increase]
type = VarSet
triggerall=stateno!=[900,901]
triggerall = numtarget >= 1
triggerall = target, hitshakeover
trigger1 = Var(31) <= 0
trigger1 = var(32)
var(32) = var(32)+1

[State -2, Time counter]
type = VarSet
triggerall=stateno!=[900,901]
trigger1 = !var(32)
trigger1 = fvar(6)
var(32) = 1

[State -2, Freeze Pos During Superpause]
type = PosFreeze
triggerall=stateno!=[900,901]
trigger1 = Var(31)
value = 1

[State -2, Drop]
type = VarSet
triggerall=stateno!=[900,901]
triggerall = fvar(6)
trigger1 = !numtarget
trigger2 = projcontact = 1
trigger3 = movecontact = 1
fvar(6) = 0
ignorehitpause = 1

[State -2, TargetDrop]
type = TargetDrop
triggerall=stateno!=[900,901]
trigger1 = numhelper(1005)
trigger1 = helper(1005), numtarget
trigger2 = numhelper(1021)
trigger2 = helper(1021), numtarget

;---------------------[‰‰?o]
[State a];“_??
type = palfx
triggerall = var(10) > 0
trigger1 = gametime % 14 = 0
time = 1
add = 96,96,0
color = 186
ignorehitpause = 1

[State a];“_??
type = palfx
triggerall = var(10) > 0
trigger1 = gametime % 14 = 1
trigger2 = gametime % 14 = 13
time = 1
add = 84,84,0
color = 196
ignorehitpause = 1

[State a];“_??
type = palfx
triggerall = var(10) > 0
trigger1 = gametime % 14 = 2
trigger2 = gametime % 14 = 12
time = 1
add = 72,72,0
color = 206
ignorehitpause = 1

[State a];“_??
type = palfx
triggerall = var(10) > 0
trigger1 = gametime % 14 = 3
trigger2 = gametime % 14 = 11
time = 1
add = 60,60,0
color = 216
ignorehitpause = 1

[State a];“_??
type = palfx
triggerall = var(10) > 0
trigger1 = gametime % 14 = 4
trigger2 = gametime % 14 = 10
time = 1
add = 48,48,0
color = 226
ignorehitpause = 1

[State a];“_??
type = palfx
triggerall = var(10) > 0
trigger1 = gametime % 14 = 5
trigger2 = gametime % 14 = 9
time = 1
add = 36,36,0
color = 236
ignorehitpause = 1

[State a];“_??
type = palfx
triggerall = var(10) > 0
trigger1 = gametime % 14 = 6
trigger2 = gametime % 14 = 8
time = 1
add = 24,24,0
color = 246
ignorehitpause = 1

[State a];“_??
type = palfx
triggerall = var(10) > 0
trigger1 = gametime % 14 = 7
time = 1
add = 12,12,0
color = 256
ignorehitpause = 1



[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52
trigger2 = stateno = 106
value = 40, 3

[State -3, weakhit]
type = PlaySnd
triggerall = Random <= 200
triggerall = Time = 1 && Alive = 1
trigger1 = StateNo = 5000 || StateNo = 5010 || StateNo = 5020 || StateNo = 5070 || StateNo = 5100
value = 5000,0

[State -3, weakhit1]
type = PlaySnd
triggerall = Random <= 200
triggerall = Time = 1 && Alive = 1
trigger1 = StateNo = 5000 || StateNo = 5010 || StateNo = 5020 || StateNo = 5070 || StateNo = 5100
value = 5000,1

[State -3, weakhit2]
type = PlaySnd
triggerall = Random <= 200
triggerall = Time = 1 && Alive = 1
trigger1 = StateNo = 5000 || StateNo = 5010 || StateNo = 5020 || StateNo = 5070 || StateNo = 5100
value = 5000,2

[State -3, weakhit2]
type = PlaySnd
triggerall = Random <= 200
triggerall = Time = 1 && Alive = 1
trigger1 = StateNo = 5000 || StateNo = 5010 || StateNo = 5020 || StateNo = 5070 || StateNo = 5100
value = 5000,3

[State -3, weakhit3]
type = PlaySnd
triggerall = Random <= 200
triggerall = Time = 1 && Alive = 1
trigger1 = StateNo = 5000 || StateNo = 5010 || StateNo = 5020 || StateNo = 5070 || StateNo = 5100
value = 5000,4



