[Data]
life = 1000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 60
airjuggle = 15
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 255
IntPersistIndex = 58
FloatPersistIndex = 40

[Size]
xscale = 1
yscale = 1
ground.back = 17
ground.front = 23
air.back = 12 
air.front = 12
height = 60
attack.dist = 160
proj.attack.dist = 90
proj.doscale = 0
head.pos = -5, -80
mid.pos = -5, -60
shadowoffset = 0
draw.offset = 0,0

[Velocity]
walk.fwd  = 2.5
walk.back = -2.2
run.fwd  = 6, 0
run.back = -4.5,-3.8
jump.neu = 0,-8.4
jump.back = -2.55
jump.fwd = 2.5
runjump.back = -2.55,-8.1
runjump.fwd = 4,-8.1
airjump.neu = 0,-8.1
airjump.back = -2.55
airjump.fwd = 2.5

[Movement]
airjump.num = 0
airjump.height = 35
yaccel = .44
stand.friction = .85
crouch.friction = .82

[Quotes]
victory1 = Code Red aborted.
victory2 = Enemy damage, level C.
victory3 = Maintaining basic defensive status...
victory4 = Metabolism at maximum.
victory5 = Mission complete.
victory6 = Sample obtained.
victory7 = Target destroyed.
victory8 = Vital signs undetectable.

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

[State 170]
type = PlaySnd
trigger1 = time = 1
value = 3,2

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

;---------------------------------------------------------------------------
; Win state decider
[Statedef 180]
type = S

[State 180]
type = ChangeState
trigger1 = Time = 0 && MatchOver
value = ifelse(var(58),182,185)

[State 180]
type = ChangeState
trigger1 = Time = 0 && !MatchOver
value = ifelse(var(58),181,ifelse((random <= 499),181,183))

;---------------------------------------------------------------------------
; 彑偪億乕僘侾
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 181]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; 彑偪億乕僘 (懳偐傝傫)
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State 182]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; 彑偪億乕僘 俀
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 183]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; 彑偪億乕僘 (帋崌廔椆仺婣搳)
[Statedef 185]
type = S
ctrl = 0
anim = 185
velset = 0,0

[State 185]
type = PlaySnd
trigger1 = time = 1
value = 3,1

[State 185]
type = PlaySnd
trigger1 = AnimElemTime(8) = 0
value = 6,0

[State 185]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; state decider
[Statedef 190]
type = S

[State 190]
type = VarSet
trigger1 = p2name = "Karin" || p4name = "Karin"
trigger1 = enemy,authorname = "Juke Kisaragi"
var(58) = 1

[State 190]
type = ChangeState
triggerall = Time = 0
trigger1 = p3name = "Karin" && partner,authorname = "Juke Kisaragi"
value = 194

[State 190]
type = ChangeState
trigger1 = Time = 0 && var(58)
value = 193

[State 190]
type = ChangeState
trigger1 = Time = 0
value = ifelse(random <= 499,191,192)

;---------------------------------------------------------------------------
; 僀儞僩儘侾
[Statedef 191]
type = S
ctrl = 0
anim = 191
velset = 0,0

[State 191]
type = ChangeAnim
trigger1 = RoundState = 0
value = 191

[State 191]
type = PlaySnd
trigger1 = time = 1
value = 3,0

[State 191]
type = AssertSpecial
trigger1 = 1
flag = intro

[State 191]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; 僀儞僩儘俀
[Statedef 192]
type = S
ctrl = 0
anim = 192
velset = 0,0

[State 192]
type = ChangeAnim
trigger1 = RoundState = 0
value = 192

[State 192]
type = AssertSpecial
trigger1 = 1
flag = intro

[State 192]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; 懳偐傝傫僀儞僩儘
[Statedef 193]
type = S
ctrl = 0
anim = 193
velset = 0,0

[State 193]
type = ChangeAnim
trigger1 = RoundState = 0
value = 193

[State 193]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = 0,0

[State 193]
type = AssertSpecial
trigger1 = 1
flag = intro

[State 193]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; 偐傝傫僞僢僌僀儞僩儘
[Statedef 194]
type = S
ctrl = 0
anim = 194
velset = 0,0
sprpriority = -1

[State 194]
type = ChangeAnim
trigger1 = RoundState = 0
value = 194

[State 194]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 6,0

[State 194]
type = AssertSpecial
trigger1 = 1
flag = intro

[State 194]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Taunt
[Statedef 195]
type = S
movetype = I
physics = S
sprpriority = 2
ctrl = 0
anim = 195
velset = 0,0

[State 195]
type = PlaySnd
trigger1 = Time = 0
value = 9,0

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Stand Light Punch
[Statedef 200]
type    = S
movetype= A 
physics = S
juggle  = 1
ctrl = 0  
anim = 200 
poweradd = 20 
sprpriority = 2 

[State 200]
type = PlaySnd
trigger1 = AnimElemTime(1) = 2
value = 0, IfElse((Random = [0,100]),10,var(20))
channel = 1
[State 200]
type = PlaySnd
trigger1 = AnimElemTime(1) = 2
value = 4, 0

[State 200]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 23, 0
animtype = Light
guardflag = MA 
hitflag = MAF 
priority = 3, Hit
pausetime = 9, 9
sparkno = s4500
guard.sparkno = s4600
sparkxy = -20, -76 
hitsound = s5, 0
guardsound = s5, 7
ground.type = High 
ground.slidetime = 5
ground.hittime  = 12  
ground.velocity = -4  
airguard.velocity = -1.9,-.8 
air.type = High 
air.velocity = -1.4,-3
air.hittime = 12 

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 210
sprpriority = -1

[State 210]
type = PlaySnd
trigger1 = AnimElemTime(2) = 1
value = 0, IfElse((Random = [0,100]),10,var(20)+2)
channel = 1
[State 210]
type = PlaySnd
trigger1 = AnimElemTime(2) = 1
value = 4, 2

[State 210]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = hard
damage    = 60
guardflag = MA
pausetime = 12,12
sparkno = s4510
guard.sparkno = s4600
sparkxy = -20,-70
hitsound   = s5,2
guardsound = s5,7
ground.type = High
ground.slidetime = 12
ground.hittime  = 19
ground.velocity = -8
air.velocity = -2.5,-4

[State 210, 4]
type = SprPriority
trigger1 = AnimElem = 5
value = 2

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing light kick
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 20
ctrl = 0
velset = 0,0,0
anim = 230

[State 230]
type = PlaySnd
trigger1 = AnimElemTime(2) = 1
value = 0, IfElse((Random = [0,100]),10,var(20))
channel = 1
[State 230]
type = PlaySnd
trigger1 = AnimElemTime(2) = 1
value = 4, 1

[State 230]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 15
guardflag = MA
pausetime = 6,8
sparkno = s4500
guard.sparkno = s4600
sparkxy = -10,-70
hitsound   = s5,1
guardsound = s5,7
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -6
air.velocity = -2.2,-3.2

[State 230]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing strong kick
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 65
ctrl = 0
velset = 0,0
anim = 240
sprpriority = -1

[State 240]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = 0, IfElse((Random = [0,100]),10,var(20)+2)
channel = 1
[State 240]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = 4, 3

[State 240]
type = SprPriority
trigger1 = AnimElem = 5
value = 2

[State 240]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Medium
damage    = 30
guardflag = MA
pausetime = 12,12
sparkno = s4510
guard.sparkno = s4600
sparkxy = -15,-60
hitsound   = s5,3
guardsound = s5,7
ground.type = Low
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -7
air.velocity = -2.2,-3.2

[State 240]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing strong kick F
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 38
ctrl = 0
velset = 0,0
anim = 250
sprpriority = 2

[State 250]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = 0, 4
channel = 1
[State 250]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = 4, 3

[State 250]
type = HitDef
trigger1 = AnimElem = 7
attr = S, NA
animtype  = hard
damage    = 35
guardflag = HA
pausetime = 9,12
sparkno = s4510
guard.sparkno = s4600
sparkxy = -10,-50
hitsound   = s5,2
guardsound = s5,7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
air.velocity = -2.2,-3.2
[State 250]
type = HitDef
trigger1 = AnimElem = 8
attr = S, NA
animtype  = Medium
damage    = 32
guardflag = HA
pausetime = 9,10
sparkno = s4510
guard.sparkno = s4600
sparkxy = -10,-50
hitsound   = s5,2
guardsound = s5,7
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -6
air.velocity = -2.2,-3.2

[State 250]
type = Posadd
trigger1 = AnimElemTime(7) = 0
x = 10

[State 250]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Crouching light punch
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 15
ctrl = 0
anim = 400
sprpriority = 2

[State 400]
type = PlaySnd
trigger1 = AnimElemTime(1) = 1
value = 0, IfElse((Random = [0,100]),10,var(20))
channel = 1
[State 400]
type = PlaySnd
trigger1 = AnimElemTime(1) = 1
value = 4, 0

[State 400]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage = 23
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = M
pausetime = 8,10
sparkno = s4500
guard.sparkno = s4600
sparkxy = -20,-42
hitsound   = s5,0
guardsound = s5,7
ground.type = Low
ground.slidetime = 8
ground.hittime  = 11
ground.velocity = -5.5
air.velocity = -1.5,-3

[State 400]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouching strong punch
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 50
ctrl = 0
anim = 410
sprpriority = 2

[State 410]
type = PlaySnd
trigger1 = AnimElemTime(3) = 1
value = 0, IfElse((Random = [0,100]),10,var(20)+2)
channel = 1
[State 410]
type = PlaySnd
trigger1 = AnimElemTime(3) = 1
value = 4, 2

[State 410]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
damage    = 63
animtype  = hard
hitflag = MAF
guardflag = M
pausetime = 7,12
sparkno = s4510
guard.sparkno = s4600
sparkxy = -20,-55
hitsound   = s5,2
guardsound = s5,7
ground.type = High
ground.slidetime = 12
ground.hittime  = 19
ground.velocity = -8
air.velocity = -3,-4

[State 410]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouching light kick
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 22
ctrl = 0
anim = 430
sprpriority = 2

[State 430]
type = PlaySnd
trigger1 = AnimElemTime(1) = 3
value = 0, IfElse((Random = [0,100]),10,var(20))
channel = 1
[State 430]
type = PlaySnd
trigger1 = AnimElemTime(1) = 3
value = 4, 1

[State 430]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 28
animtype  = Light
hitflag = MA
guardflag = L
pausetime = 7,9
sparkno = s4500
guard.sparkno = s4600
sparkxy = -10,-8
hitsound   = s5,1
guardsound = s5,7
ground.type = Low
ground.slidetime = 9
ground.hittime  = 12
ground.velocity = -6
air.velocity = -2,-3

[State 430]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouch Strong Kick
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 70
ctrl = 0
anim = 440
sprpriority = 2

[State 440]
type = PlaySnd
trigger1 = AnimElemTime(1) = 3
value = 0, IfElse((Random = [0,100]),10,var(20)+2)
channel = 1
[State 440]
type = PlaySnd
trigger1 = AnimElemTime(1) = 3
value = 4, 3

[State 440]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 72
hitflag = MA
guardflag = L
pausetime = 12,12
sparkno = s4510
guard.sparkno = s4600
sparkxy = -5,-10
hitsound   = s5,3
guardsound = s5,7
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5
fall = 1
fall.recover = 0

[State 440]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Jump Light Punch
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 11
ctrl = 0
anim = 600
sprpriority = 2

[State 600]
type = PlaySnd
trigger1 = AnimElemTime(1) = 1
value = 0, IfElse((Random = [0,100]),10,var(20))
channel = 1
[State 600]
type = PlaySnd
trigger1 = AnimElemTime(1) = 1
value = 4, 0

[State 600]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 13
guardflag = HA
priority = 3
pausetime = 9,9
sparkno = s4500
guard.sparkno = s4600
sparkxy = -15,-58
hitsound   = s5,0
guardsound = s5,7
ground.type = High
ground.slidetime = 8
ground.hittime  = 11
ground.velocity = -4
air.velocity = -1.3,-3

[State 600]
type = CtrlSet
trigger1 = Time = 17
value = 1

;---------------------------------------------------------------------------
;Jump Strong Punch
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 60
ctrl = 0
anim = 610
sprpriority = 2

[State 610]
type = PlaySnd
trigger1 = AnimElemTime(2) = 1
value = 0, IfElse((Random = [0,100]),10,var(20)+2)
channel = 1
[State 610]
type = PlaySnd
trigger1 = AnimElemTime(2) = 1
value = 4, 2

[State 610]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 30
guardflag = HA
priority = 4
pausetime = 11,12
sparkno = s4510
guard.sparkno = s4600
sparkxy = -10,-55
hitsound   = s5,2
guardsound = s5,7
animtype = Med
ground.type = High
ground.slidetime = 14
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-1

;---------------------------------------------------------------------------
;Jump Light Kick
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 20
ctrl = 0
anim = 630
sprpriority = 2

[State 630]
type = PlaySnd
trigger1 = AnimElemTime(1) = 2
value = 0, IfElse((Random = [0,100]),10,var(20))
channel = 1
[State 630]
type = PlaySnd
trigger1 = AnimElemTime(1) = 2
value = 4, 1

[State 630]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 16
guardflag = HA
priority = 3
pausetime = 8,9
sparkno = s4510
guard.sparkno = s4600
sparkxy = -10,-35
hitsound   = s5,1
guardsound = s5,7
ground.type = High
ground.slidetime = 9
ground.hittime  = 11
ground.velocity = -4
air.velocity = -2,-1

;---------------------------------------------------------------------------
;Jump Strong Kick
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 65
ctrl = 0
anim = 640
sprpriority = 2

[State 640]
type = PlaySnd
trigger1 = AnimElemTime(2) = 2
value = 0, IfElse((Random = [0,100]),10,var(20)+2)
channel = 1
[State 640]
type = PlaySnd
trigger1 = AnimElemTime(2) = 2
value = 4, 3

[State 640]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 30
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = s4510
guard.sparkno = s4600
sparkxy = -10,-40
hitsound   = s5,3
guardsound = s5,7
animtype = hard
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2,-2.5

;---------------------------------------------------------------------------
; 傇傠偭偒傫
[Statedef 700]
type = S
movetype = I
physics = S
anim = 700
velset = 0,0
sprpriority = 0
facep2 = 1
ctrl = 0

[State 700]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 15

[State 700]
type = playsnd
trigger1 = Time = 0
value = 0,2
channel = 1

[State 700]
type = playsnd
trigger1 = Time = 0
value = 6,7

[State 700]
type = Posfreeze
trigger1 = AnimElemTime(7) < 0

[State 700]
type = assertspecial
trigger1 = AnimElemTime(7) < 0
flag = nowalk
flag2 = nostandguard
flag3 = nocrouchguard

[State 700]
type = poweradd
trigger1 = time = 0
value = 40+((GetHitVar(animtype) = 0)*10)

[State 700]
type = EnvShake
trigger1 = time = 0
time = 0
ampl = 0
freq = 0

[State 700]
type = PalFX
trigger1 = time <= 15
trigger1 = (time % 2) = 0
time = 1
color = 0
add = 50,50,250

[State 700]
type = Explod
trigger1 = Time = 1
anim = 4700
pos = 32,-75
postype = p1
facing = 1
sprpriority = 3
bindtime = -1
pausemovetime = 999999999
ignorehitpause = 1
ownpal = 1

[State 700]
type = Pause
trigger1 = time = 0
time = 20-ifelse((GetHitVar(animtype)=[3,5]),5,GetHitVar(animtype))-ifelse(GetHitVar(hitshaketime)>15,15,GetHitVar(hitshaketime))
movetime = 20-ifelse((GetHitVar(animtype)=[3,5]),5,GetHitVar(animtype))-ifelse(GetHitVar(hitshaketime)>15,15,GetHitVar(hitshaketime))

[State 700]
type = VarSet
trigger1 = var(2)
trigger1 = time = 1
var(2) = 0

[State 700]
type = CtrlSet
trigger1 = AnimElemTime(7) >= 0
value = 1

[State 700]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 孅傒傇傠偭偒傫
[Statedef 710]
type = C
movetype = I
physics = C
anim = 710
velset = 0,0
sprpriority = 0
facep2 = 1
ctrl = 0

[State 710]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 15

[State 710]
type = playsnd
trigger1 = Time = 0
value = 0,2
channel = 1

[State 710]
type = playsnd
trigger1 = Time = 0
value = 6,7

[State 710]
type = Posfreeze
trigger1 = AnimElemTime(7) < 0

[State 710]
type = assertspecial
trigger1 = AnimElemTime(7) < 0
flag = nowalk
flag2 = nostandguard
flag3 = nocrouchguard

[State 710]
type = poweradd
trigger1 = time = 0
value = 40+((GetHitVar(animtype) = 0)*10)

[State 710]
type = EnvShake
trigger1 = time = 0
time = 0
ampl = 0
freq = 0

[State 710]
type = PalFX
trigger1 = time <= 15
trigger1 = (time % 2) = 0
time = 1
color = 0
add = 50,50,250

[State 710]
type = Explod
trigger1 = Time = 1
anim = 4700
pos = 38,-45
postype = p1
facing = 1
sprpriority = 3
bindtime = -1
pausemovetime = 999999999
ignorehitpause = 1
ownpal = 1

[State 710]
type = Pause
trigger1 = time = 0
time = 20-ifelse((GetHitVar(animtype)=[3,5]),5,GetHitVar(animtype))-ifelse(GetHitVar(hitshaketime)>15,15,GetHitVar(hitshaketime))
movetime = 20-ifelse((GetHitVar(animtype)=[3,5]),5,GetHitVar(animtype))-ifelse(GetHitVar(hitshaketime)>15,15,GetHitVar(hitshaketime))

[State 710]
type = VarSet
trigger1 = var(3)
trigger1 = time = 1
var(3) = 0

[State 710]
type = CtrlSet
trigger1 = AnimElemTime(7) >= 0
value = 1

[State 710]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 嬻拞傇傠偭偒傫
[Statedef 720]
type = A
movetype = I
physics = N
anim = 720
sprpriority = -1
facep2 = 1
ctrl = 0

[State 720]
type = VarSet
trigger1 = Time = 0
fvar(1) = Vel X
ignorehitpause = 1

[State 720]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 720]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 15

[State 720]
type = playsnd
trigger1 = Time = 0
value = 0,2
channel = 1

[State 720]
type = playsnd
trigger1 = Time = 0
value = 6,7

[State 720]
type = Posfreeze
trigger1 = AnimElemTime(5) < 0

[State 720]
type = assertspecial
trigger1 = AnimElemTime(5) < 0
flag = noairguard

[State 720]
type = poweradd
trigger1 = time = 0
value = 40+((GetHitVar(animtype) = 0)*10)

[State 720]
type = EnvShake
trigger1 = time = 0
time = 0
ampl = 0
freq = 0

[State 720]
type = PalFX
trigger1 = time <= 15
trigger1 = (time % 2) = 0
time = 1
color = 0
add = 50,50,250

[State 720]
type = Explod
trigger1 = Time = 1
anim = 4700
pos = 31,-87
postype = p1
facing = 1
sprpriority = 3
bindtime = -1
pausemovetime = 999999999
ignorehitpause = 1
ownpal = 1

[State 720]
type = Pause
trigger1 = time = 0
time = 20-ifelse((GetHitVar(animtype)=[3,5]),5,GetHitVar(animtype))-ifelse(GetHitVar(hitshaketime)>15,15,GetHitVar(hitshaketime))
movetime = 20-ifelse((GetHitVar(animtype)=[3,5]),5,GetHitVar(animtype))-ifelse(GetHitVar(hitshaketime)>15,15,GetHitVar(hitshaketime))

[State 720]
type = VarSet
trigger1 = var(2)
trigger1 = time = 1
var(2) = 0

[State 720]
type = VelSet
trigger1 = AnimElemTime(5) = 0
x = fvar(1)
y = -2

[State 720]
type = VelAdd
trigger1 = AnimElemTime(5) >= 0
y = .5

[State 720]
type = CtrlSet
trigger1 = AnimElemTime(5) >= 4
value = 1

[State 720]
type = ChangeState
trigger1 = AnimElemTime(5) >= 0
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52

;------------------------------------------------------------------------
;僷儚乕僠儍乕僕丂奐巒 
[Statedef 790]
type = S
movetype = I
physics = S
anim = 790
velset = 0
ctrl = 0
sprpriority = 1

[State 790]
type = PlaySnd
trigger1 = Time = 0
value = 2,2
channel = 5

[State 790]
type = PlaySnd
trigger1 = Time = 0
value = 6,5
channel = 6

[State 790]
type = PowerAdd
trigger1 = ((Time + 2) % 2) = 0
value = 14

[State 790]
type = ChangeState
triggerall = Var(59) <= 0
triggerall = AnimTime = 0
trigger1 = command != "hold_s"
trigger2 = command != "holddown"
trigger3 = power >= 3000
value = 799


[State 790]
type = ChangeState
trigger1 = AnimTime = 0
value = 794

;------------------------------------------------------------------------
;僷儚乕僠儍乕僕丂奐巒 
[Statedef 791]
type = S
movetype = I
physics = S
anim = 790
velset = 0
ctrl = 0
sprpriority = 1

[State 791]
type = PlaySnd
trigger1 = Time = 0
value = 2,2
channel = 5

[State 791]
type = PlaySnd
trigger1 = Time = 0
value = 6,5
channel = 6

[State 791]
type = PowerAdd
trigger1 = ((Time + 2) % 2) = 0
value = 12

[State 791]
type = ChangeState
triggerall = Var(59) != 1
triggerall = AnimTime = 0
trigger1 = command != "hold_x"
trigger2 = command != "hold_y"
trigger3 = command != "hold_a"
trigger4 = power >= 3000
value = 799

[State 791]
type = ChangeState
trigger1 = AnimTime = 0
value = 795

;-----------------
;僷儚乕僠儍乕僕拞 
[Statedef 794]
type = S
movetype = I
physics = S
anim = 794
sprpriority = 1

[State effect]
type = Helper
trigger1 = time = 0
trigger1 = !numhelper(4790)
helpertype = normal
stateno = 4790
ID = 4790
name = "Power Charge"
postype = p1
pausemovetime = 999999
supermovetime = 999999
ownpal = 1

[State 794]
type=palfx
trigger1= 1
time=1
add= 20+ceil(sin(time/6.0*pi)*20), -10, 70+ceil(sin(time/6.0*pi)*70)

[State 794]
type = PlaySnd
trigger1 = ((Time + 40) % 40) = 0
value = 6,5
channel = 6

[State 794]
type = PlaySnd
trigger1 = ((Time + 15) % 15) = 0
value = 6,6
channel = 7

[State 794]
type = PowerAdd
trigger1 = ((Time + 2) % 2) = 0
value = 15

[State 794]
type = ChangeState
triggerall = Var(59) <= 0
triggerall = AnimElem = 2, >= 0
trigger1 = command != "hold_s"
trigger2 = command != "holddown"
trigger3 = power >= 3000
value = 799

[State 794]
type = ChangeState
triggerall = Var(59) > 0
triggerall = AnimElem = 2, >= 0
Trigger1 = InGuardDist || (P2BodyDist X <= 60)
Trigger1 = (Random < Var(59) * 100) || (Var(59) = [5,6])
trigger2 = power >= 3000
value = 799

;-----------------
;僷儚乕僠儍乕僕拞 
[Statedef 795]
type = S
movetype = I
physics = S
anim = 794
sprpriority = 1

[State effect]
type = Helper
trigger1 = time = 0
trigger1 = !numhelper(4790)
helpertype = normal
stateno = 4790
ID = 4790
name = "Power Charge"
postype = p1
pausemovetime = 999999
supermovetime = 999999
ownpal = 1

[State 795]
type=palfx
trigger1= 1
time=1
add= 20+ceil(sin(time/6.0*pi)*20), -10, 70+ceil(sin(time/6.0*pi)*70)

[State 795]
type = PlaySnd
trigger1 = ((Time + 40) % 40) = 0
value = 6,5
channel = 6

[State 795]
type = PlaySnd
trigger1 = ((Time + 15) % 15) = 0
value = 6,6
channel = 7

[State 795]
type = PowerAdd
trigger1 = ((Time + 2) % 2) = 0
value = 13

[State 795]
type = ChangeState
triggerall = Var(59) <= 0
triggerall = AnimElem = 2, >= 0
trigger1 = command != "hold_x"
trigger2 = command != "hold_y"
trigger3 = command != "hold_a"
trigger4 = power >= 3000
value = 799

[State 795]
type = ChangeState
triggerall = Var(59) > 0
triggerall = AnimElem = 2, >= 0
Trigger1 = InGuardDist || (P2BodyDist X <= 60)
Trigger1 = (Random < Var(59) * 100) || (Var(59) = [5,6])
trigger2 = power >= 3000
value = 799


;-----------------
;僷儚乕僠儍乕僕拞巭
[Statedef 799]
type = S
movetype = I
physics = S
anim = 799
sprpriority = 1

[State 799]
type = StopSnd
trigger1 = Time = 0
channel = 5

[State 799]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 799]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;搳偘
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 800
ctrl = 0
poweradd = 30

[state 800]
type = nothitby
trigger1 = p2bodydist x <= 35 && enemy, hitdefattr = SC, AA, AT
value = SCA, AA, AT
time = 2

[State 800]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s10,2

[State 800]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s4,0

[State 800]
type = HitDef
trigger1 = Time = 0
attr = S, NT
animtype = hard
damage = 0,0
Hitflag = M
pausetime = 5,0
sparkno = -1
sparkxy = 0,-72
sprpriority = -2
Hitsound = -1
ground.type = low
ground.slidetime = 15
ground.hittime = 15
guard.velocity = -5.8
ground.velocity = -8
air.type = Low
air.velocity = -8,-2
p1stateno = 810
p2stateno = 850
p1facing = ifelse((command = "holdback"),-1,1)
p2facing = 1
fall = 1
fall.recover = 0

[State 800]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;丂偠傖乕傑傫
[Statedef 810]
type    = S
movetype= I
physics = N
anim = 810
poweradd = 40
sprpriority = 3

[State 810]
type = BindToTarget
trigger1 = time = 0
pos = ifelse((command = "holdback"),-10,-30),0

[State 810]
type = Width
trigger1 = AnimElemTime(5) < 0
edge = 30,0

[State 810]
type = Width
trigger1 = AnimElem = 5
edge = 40,0

[State 810]
type = Width
trigger1 = AnimElem = 6
edge = 50,0

[State 810]
type = Width
trigger1 = AnimElem = 7
edge = 65,0

[State 810]
type = Width
trigger1 = AnimElem = 8
edge = 80,0

[State 810]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = S5,9

[State HitEff]
type = Explod
trigger1 = AnimElemTime(2) = 0
postype = p2
anim = 4510
pos = 0, -60
sprpriority = 5

[State 810]
type = TargetState
trigger1 = time = 0
value = 850

[State 810]
type = PosAdd
trigger1 = AnimElemTime(2) = 0
x = 20

[State 810]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(4) < 0
pos = -48, 0
[State 810]
type = TargetBind
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0
pos = -30, 0
[State 810]
type = TargetBind
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
pos = -30, -43
[State 810]
type = TargetBind
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(7) < 0
pos = -17, -60
[State 810]
type = TargetBind
trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(8) < 0
pos = 63, -51
[State 810]
type = TargetBind
trigger1 = AnimElemTime(8) >= 0 && AnimElemTime(9) < 0
pos = 73, -7

[State 810]
type = TargetLifeAdd
triggerall = numtarget = 1
trigger1 = animelem = 9
value = -100
absolute = 1
persistent = 0

[State 810]
type = PlaySnd
trigger1 = animelem = 4
value = 0,2

[State 810]
type = PlaySnd
trigger1 = animelem = 5
value = 6,4
[State 810]
type = PlaySnd
trigger1 = animelem = 8
value = 6,8

[State 810]
type = EnvShake
Trigger1 = animelem = 8
time = 15
ampl = -5
freq = 90
phase = 90

[State 810]
Type = Helper
trigger1 = animelem = 8
Stateno = 4800
ID = 4800
Pos = 73,-5
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 810]
Type = turn
trigger1 = AnimElemTime(11) = 0

[State 810]
type = ChangeState
trigger1 = AnimTime = 0
value = 5120

;--------------------------------------
; Throw no aite
[Statedef 850]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 0

[state 850]
type = screenbound
trigger1 = 1
value = 0
movecamera = 1,0

[state 850]
type = changeanim2
trigger1 = Time = 0
value = 850

[State 850]
type = VelSet
trigger1 = AnimTime = 0
x = -4

[State 850]
type = SelfState
trigger1 = AnimTime = 0
value = 5100

;---------------------------------------------------------------------------
;嬻拞搳偘
[Statedef 900]
type    = A
movetype= A
physics = A
juggle  = 0
anim = 900
ctrl = 0
poweradd = 30

[State 900]
type = HitDef
trigger1 = time = 0
attr = A, NT
animtype = hard
damage = 0,0
guard = 0
hitflag = AF
pausetime = 1,1
sparkno = -1
sparkxy = 0,-72
sprpriority = -2
Hitsound = -1
ground.type = low
ground.slidetime = 15
ground.hittime = 15
guard.velocity = -5.8
ground.velocity = -8
air.type = Low
air.velocity = -8,-2
p1stateno = 910
p2stateno = 950
facing = 1
fall = 1
fall.recover = 0

[State 900]
type = PlaySnd
trigger1 = Time = 5
value = s10,2

[State 900]
type = PlaySnd
trigger1 = Time = 5
value = s4,2

[State 900]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 52

;---------------------------------------------------------------------------
;丂嬻拞側偘
[Statedef 910]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 910
sprpriority = 2

[State 910]
type = TargetState
trigger1 = Time = 0
value = 950

[State 910]
type = Width
trigger1 = AnimElemTime(4) < 0
edge = 60,0

[State 910]
type = PlaySnd
trigger1 = Time = 0
value = S5,9

[State HitEff]
type = Explod
trigger1 = Time = 0
postype = p1
anim = 4510
pos = -18, -98
sprpriority = 5

[State 910]
type = TargetBind
trigger1 = AnimElemTime(3) < 0
pos = -18, -98

[State 910]
type = TargetBind
trigger1 = AnimElemTime(3) = 0
pos = 20, -99

[State 910]
type = TargetLifeAdd
trigger1 = AnimElemTime(4) = 0
value = -108

[State 910]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = 0, 3
channel = 1

[State 910]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = 4, 4

[State 910]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 2
y = -4

[State 910]
type = veladd
trigger1 = AnimElemtime(2) >= 0
y = .4

[State 910]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 52

;---------------------------------------------------------------------------
;丂憡庤
[Statedef 950]
type    = A
movetype= H
physics = N
velset = 0,0
poweradd = 40

[State 950]
type = ChangeAnim2
trigger1 = Time = 0
value = 950

[State 950]
type = VelSet
trigger1 = AnimElemTime(3) >= 0
x = -7
y = 15

[State 950]
type = VelAdd
trigger1 = AnimElemTime(3) >= 0
y = .4

[State 950]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100

;------------------------------------------------------------------------
; 僋僀僢僋僉儍儞僙儖
[Statedef 888]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0,0
poweradd = -1000
sprpriority = 2

[State Image]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 888]
type = PalFX
trigger1 = (Time = 0 || Time = 3 || Time = 6 || Time = 9)
time = 1
add = 0,0,255

[State 888]
type = ChangeAnim
trigger1 = time = 2
value = 40

[State 888]
type = ChangeAnim
trigger1 = time = 6
value = 51

[State 888]
type = PlaySnd
trigger1 = time = 6
value = s6,0

[state 888]
type = velset
trigger1 = time = 6
x = 2
y = -5

[state 888]
type = veladd
trigger1 = time >= 6
y = .5

[state 888]
type = ctrlset
trigger1 = time >= 8
value = 1

[State 888]
type = ChangeState
trigger1 = time >= 26
value = 52

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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婲摦梡僿儖僷乕
;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劒劒劒劒劒劒
;---------------------------------------------------------------------------

[Statedef 10000]
anim=0;側偵傕昞帵偟側偄逼覀艂鄠瘋菗鼈陚葌瓊膫鄳S慠栤戣側偄
ctrl=0

[State 10000,娫堘偄偱杮懱偑棃偨傜棫偪傊堏峴]
type=selfstate
trigger1=!ishelper(10000)
value=0

[State 10000,僾儗僀儎乕敾掕]
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,棫偭偨傜徚幐]
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套皋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

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
[Statedef -2]
;---------------------------------------------------------------------------
;丂儔儞僟儅僀僓
[State -2]
type = VarRandom
trigger1 = 1
v = 20
range = 0,1

[State -2]
type = VarRandom
trigger1 = 1
v = 21
range = 0,2

;---------------------------------------------------------------------
; 壒柍嬁巕
[State -2]
type = StopSnd
trigger1 = MoveType = H
channel = 1

[State -2]
type = StopSnd
trigger1 = stateno != 100
channel = 2

[State -2]
type = StopSnd
trigger1 = stateno != [195,199]
channel = 3

;---------------------------------------------------------------------
; 僟儊乕僕帪偺摿庩僄僼僃僋僩徚嫀
[State -2]
type = AfterImageTime
trigger1 = MoveType = H
time = 0

[State -2]
type = RemoveExplod
trigger1 = MoveType = H
id = 1000

;---------------------------------------------------------------------------
;傇傠偭偒傫
[State -2]
type = VarAdd
trigger1 = var(2)
var(2) = 1
ignorehitpause = 1

[State -2]
type = VarAdd
trigger1 = var(3)
var(3) = 1
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = var(2) >= 15
var(2) = 0

[State -2]
type = VarSet
trigger1 = var(3) >= 15
var(3) = 0

[State -2] 
type = HitOverride
triggerall = statetype != A
trigger1 = ctrl && (var(2) = [1,7])
slot = 0
attr = SA, NA, SA, HA, NP, SP, HP
stateno = 700
time = 1

[State -2]
type = HitOverride
triggerall = statetype != A
trigger1 = ctrl && (var(3) = [1,7])
slot = 0
attr = C, NA, SA, HA, NP, SP, HP
stateno = 710
time = 1

[State -2]
type = HitOverride
triggerall = statetype = A
trigger1 = ctrl && (var(2) = [1,9])
slot = 0
attr = SCA, AA, AP
stateno = 720
time = 1

;---------------------------------------------------------------------------
; 僷儚乕僟僂儞
[State -2]
Type = AttackMulSet
trigger1 = Var(9) = [0, 2]
trigger2 = (stateno = [3000,3999])
IgnoreHitPause = 1
Value = 1

[State -2]
Type = AttackMulSet
trigger1 = (stateno != [3000,3999]) && Var(9) = [3, 5]
IgnoreHitPause = 1
Value = .7

[State -2]
Type = AttackMulSet
trigger1 = (stateno != [3000,3999]) && Var(9) = [6, 8]
IgnoreHitPause = 1
Value = .5

[State -2]
Type = AttackMulSet
trigger1 =  (stateno != [3000,3999]) && Var(9) = [9, 11]
IgnoreHitPause = 1
Value = .3

[State -2]
Type = AttackMulSet
trigger1 = (stateno != [3000,3999]) && Var(9) = [12, 15]
IgnoreHitPause = 1
Value = .2

[State -2]
Type = AttackMulSet
trigger1 = (stateno != [3000,3999]) && Var(9) >= 16
IgnoreHitPause = 1
Value = .1

[State -2]
Type = VarSet
trigger1 = P2MoveType != H
IgnoreHitPause = 1
V = 9
Value = 0

[State -2]
Type = VarAdd
trigger1 = ProjHit = 1, 1
trigger2 = MoveHit = 1
persistent = 0
V = 9
Value = 1

[State -2]
Type = VarSet
trigger1 = (Stateno = 888)
persistent = 0
V = 9
Value = 4

;/////丂僨僶僢僌昞帵丂////

[State -2, 僨僶僢僋(曄悢妋擣)]
Type = DisplayToClipBoard
Trigger1 = 1
Text = "var(59) = %d, fvar(39) = %d\n"
Params = var(59),fvar(39)
IgnoreHitPause = 1

[State -2, 嫍棧妋擣僨僶僢僋]
type = AppendToClipboard
trigger1 = 1
text =  "P2X : %1.0f, P2Y : %1.0f, Var(56) = %d, Var(57) = %d Var(54) = %d \n";Vx%f,Vy%f,Py%f , var(58) = %d \n\n"
params = P2BodyDist x,P2BodyDist y,var(56),var(57),var(54);,vel x,vel y,Pos y
IgnoreHitPause = 1

[State -2,庛俹僇僂儞僩1]
Type = Varadd
TriggerAll = Var(59) >= 1
TriggerAll = Var(56) < 4
Trigger1 = StateNo = 200
Trigger1 = Time = 0
V = 56
Value = 1
IgnoreHitPause = 1

[State -2,庛俹僇僂儞僩儕僙僢僩]
Type = VarSet
TriggerAll = Var(59) >= 1
TriggerAll = Var(56) >= 1
Trigger1 = Time = 0
Trigger1 = StateNo != 200 && MoveType = A
Trigger2 = MoveType = H
V = 56
Value = 0
IgnoreHitPause = 1

[State -2,儕僼僩妋擣]
Type = VarSet
Trigger1 = StateNo = 3020
trigger2 = StateNo = 3620
V = 57
Value = 1
IgnoreHitPause = 1

[State -2,儕僼僩妋擣]
Type = VarSet
Trigger1 = StateType != A
V = 57
Value = 0
IgnoreHitPause = 1

[State -2,孅傒堏峴妋擣丒懳恖]
Type = VarSet
Trigger1 = Var(59) = [1,3]
Trigger1 = Var(55) <= 0 
Trigger1 = (StateNo = 10) || (StateNo = 12)
V = 55
Value = 90

[State -2,孅傒堏峴妋擣丒懳俙俬]
Type = VarSet
Trigger1 = Var(59) = [4,5]
Trigger1 = Var(55) <= 0 
Trigger1 = (StateNo = 10) || (StateNo = 12)
V = 55
Value = 60

[State -2,孅傒堏峴妋擣丒驸斀墳]
Type = VarSet
Trigger1 = Var(59) = 6
Trigger1 = Var(55) <= 0 
Trigger1 = (StateNo = 10) || (StateNo = 12)
V = 55
Value = 30

[State -2,孅傒堏峴僇僂儞僩尭彮]
Type = VarAdd
Trigger1 = Var(59) >= 1
Trigger1 = Var(55) > 0
V = 55
Value = -1

[State -2,嬻俛妋擣]
Type = VarSet
TriggerAll = Var(59) >= 1
TriggerAll = var(54) = 0
TriggerAll = StateNo = 640
trigger1 = MoveContact
V = 54
Value = 1
IgnoreHitPause = 1

[State -2,嬻俛妋擣儕僙僢僩]
Type = VarSet
TriggerAll = Var(59) >= 1
TriggerAll = Var(54) = 1
TriggerAll = StateNo != 640
Trigger1 = MoveType = H
Trigger2 = (MoveType = A) && (StateNo != [200,299])
V = 54
Value = 0
IgnoreHitPause = 1