[Statedef -2]

[State -2, LifeSet1];{̏@p[gi[̗̑͂ɍ킹
type = LifeSet
trigger1 = var(1) = 1
trigger1 = alive
trigger1 = numpartner
value = floor(lifemax * (1.0 * partner,life / partner,lifemax))

[State -2, LifeSet2];{̏@JƓɎE
type = LifeSet
trigger1 = var(1) = 2
value = 0

[State -2, LifeSet3];{̏@p[gi[玩E
type = LifeSet
trigger1 = numpartner
trigger1 = partner,alive = 0
value = 0

[State -2, LifeSet4];{̏@VOAAL^bȌ󋵂Ȃ玩E
type = LifeSet
trigger1 = TeamMode = single
trigger2 = TeamMode = turns
trigger3 = numpartner
trigger3 = partner,name = "Death Match"
trigger3 = partner,authorname = "Cannon Musume"
trigger4 = numpartner
trigger4 = partner,name = "Shinpan"
trigger4 = partner,authorname = "Cannon Musume"
value = 0

[State -2, var4];tCO΍
type = VarSet
trigger1 = roundstate != 2
var(4) = 0

[State -2, var4];tCO΍
type = VarAdd
trigger1 = roundstate = 2
var(4) = 1

[State -2, AssertSpecial noguard]
type = AssertSpecial
trigger1 = 1
flag  = nostandguard
flag2 = nocrouchguard
flag3 = noairguard

[State -2, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State -2, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State -2, posset]
type = posset
trigger1 = numpartner
x = (partner, pos x) - partner,facing * 1000
y = partner, pos y

[State -2, StateTypeSet]
type = StateTypeSet
trigger1 = numpartner
trigger1 = partner,statetype = S
statetype = S
physics = N

[State -2, StateTypeSet]
type = StateTypeSet
trigger1 = numpartner
trigger1 = partner,statetype = C
statetype = C
physics = N

[State -2, StateTypeSet]
type = StateTypeSet
trigger1 = numpartner
trigger1 = partner,statetype = A
statetype = A
physics = N

[State -2, StateTypeSet]
type = StateTypeSet
trigger1 = numpartner
trigger1 = partner,statetype = L
statetype = S
physics = N

[State -2, StateTypeSet]
type = StateTypeSet
trigger1 = numpartner
trigger1 = partner,movetype = I
movetype = I

[State -2, StateTypeSet]
type = StateTypeSet
trigger1 = numpartner
trigger1 = partner,movetype = A
movetype = A

[State -2, StateTypeSet]
type = StateTypeSet
trigger1 = numpartner
trigger1 = partner,movetype = H
movetype = H

[State -2, CtrlSet]
type = CtrlSet
trigger1 = numpartner
value = partner,ctrl

[State -2, Turn]
type = Turn
trigger1 = numpartner
value = partner,facing

[State -2, helper];n~
type = Helper
triggerall = (var(3) = 0 && var(4) > var(5)) || var(3) = 1
triggerall = random < var(11)
triggerall = numhelper(1000) < var(12)
trigger1 = roundstate = [0,1]
trigger1 = var(2) = 1 || var(2) = 3
trigger2 = roundstate = 2
trigger3 = roundstate = [3,4]
trigger3 = var(2) = 2 || var(2) = 3
helpertype = normal
name = "mine"
ID = 1000
postype = left
pos = ceil(random*0.3)+10, 0
facing = 1
stateno = 1000
ownpal = 1

[State -2, helper];ۃmR
type = Helper
triggerall = (var(3) = 0 && var(4) > var(5)) || var(3) = 1
triggerall = random < var(31)
triggerall = numhelper(1010) < var(32)
trigger1 = roundstate = [0,1]
trigger1 = var(2) = 1 || var(2) = 3
trigger2 = roundstate = 2
trigger3 = roundstate = [3,4]
trigger3 = var(2) = 2 || var(2) = 3
helpertype = normal
name = "saw"
ID = 1010
postype = back
pos = -10, 0
facing = 1
stateno = 1010
ownpal = 1

[State -1, Projectile];d𗁂тLodU
type = Projectile
triggerall = var(51) = 1
triggerall = time%2 = 1
triggerall = NumProjID(1050) = 0
trigger1 = enemy,stateno = [35000,35050]
trigger1 = enemy,movetype = H
trigger2 = enemy(1),stateno = [35000,35050]
trigger2 = enemy(1),movetype = H
projID = 1050
projanim = 1050
projscale = 0.1*var(52), 0.1*var(52)
projremove = 0
projremovetime = 1
projedgebound = 999999
projstagebound = 999999
offset = 0, 0
postype = p2
attr = A,SP
hitflag = MA
guardflag = 
affectteam = F
animtype = Light
air.animtype = Back
damage = 5*var(45),var(45)
getpower = 0, 0
givepower = 0, 0
pausetime = 21, 21
guard.pausetime = 22, 22
sparkno = S2000
guard.sparkno = S2100
sparkxy = -60, 20
hitsound = S2 ,0
guardsound = S2, 0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
ground.velocity = 4, -0.1*var(48)*var(46)
guard.velocity = 1
air.velocity = 4, -0.1*var(48)
airguard.velocity = 4, -0.1*var(48)
ground.cornerpush.veloff = 0
airguard.ctrltime = 20
air.juggle = 0
sprpriority = 1
fall = var(46)
kill = var(47)
numhits = 0
palfx.color = 60
palfx.time = 60
palfx.sinadd = 120,120,120,3
p2stateno = 35000

[State -2, SelfState0]
type = SelfState
trigger1 = roundstate = 2
trigger1 = alive
value = 0

[State -2, SelfState5150]
type = SelfState
trigger1 = stateno != 5150
trigger1 = !alive
value = 5150

