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

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

