[Statedef -3]

[State -3, AIե饰å]
type = VarSet
triggerall = var(59) = 0
triggerall = RoundState = [1,2]
trigger1 = Command = "AI0" || Command = "AI1" || Command = "AI2" || Command = "AI3"
trigger2 = Command = "AI4" || Command = "AI5" || Command = "AI6" || Command = "AI7"
trigger3 = Command = "AI8" || Command = "AI9" || Command = "AI10"|| Command = "AI11"
trigger4 = Command = "AI12"|| Command = "AI13"|| Command = "AI14"|| Command = "AI15"
trigger5 = Command = "AI16"|| Command = "AI17"|| Command = "AI18"|| Command = "AI19"
trigger6 = Command = "AI20"|| Command = "AI21"|| Command = "AI22"|| Command = "AI23"
trigger7 = Command = "AI24"|| Command = "AI25"|| Command = "AI26"|| Command = "AI27"
trigger8 = Command = "AI28"|| Command = "AI29"|| Command = "AI30"|| Command = "AI31"
trigger9 = Command = "AI32"|| Command = "AI33"|| Command = "AI34"|| Command = "AI35"
trigger10= Command = "AI36"|| Command = "AI37"|| Command = "AI38"|| Command = "AI39"
trigger11= Command = "AI40"|| Command = "AI41"|| Command = "AI42"|| Command = "AI43"
trigger12= Command = "AI44"|| Command = "AI45"|| Command = "AI46"|| Command = "AI47"
trigger13= Command = "AI48"|| Command = "AI49"|| Command = "AI50"
trigger14 = NumHelper(10000)
trigger14 = Helper(10000),var(59)>0
;trigger15 = stateno = 210 && p2statetype = A && var(1) = 1
var(59) = 11;䤨(111)	11ǳ
IgNoreHitPause = 1

;`ɥ٥O
[State -3, Guard Level]
type = VarSet
trigger1 = var(59) > 0
trigger1 = var(58) = 0
V = 58
value = 10;䤨(010)
IgNoreHitPause = 1

;ꥳ륬`ɥ٥O
[State -3, Recoil Guard Level]
type = VarSet
trigger1 = var(59) > 0
trigger1 = var(57) = 0
V = 57
value = 20;䤨(0100)
IgNoreHitPause = 1

;ꥳ륫󥿩`٥O
[State -3, Recoil Counter Level]
type = VarSet
trigger1 = var(59) > 0
trigger1 = var(53) = 0
V = 53
value = 70;䤨(0100)
IgNoreHitPause = 1

;Ӥޤنå
[State -3, Chibi-Mai Level]
type = VarSet
trigger1 = var(59) > 0
trigger1 = var(56) = 0
V = 56
value = 3;䤨(03)
;0Ӥޤʹäʤ
;1ʹʹä
;21+βʹä
;32+βaʹä
IgNoreHitPause = 1


;
;OΤϤޤ
;

[State -3]
type = Helper
trigger1 = !numhelper(888)
helpertype = normal
name = "AIConfig"
ID = 888
stateno=888
pos = 9999,9999
pausemovetime=2147483647
supermovetime=2147483647
persistent = 0

[State -3, AIåإѩ`]
type=helper
trigger1=!NumHelper(10000)
trigger1=alive
trigger1=var(59)=0
trigger1=PrevStateNo=4000||PrevStateNo=4010||PrevStateNo=4020||PrevStateNo=5900
trigger1=RoundState<2||(RoundState=2&&ctrl)
helpertype=normal
name="AI"
stateno=10000
ID=10000
pos=9999,9999
keyctrl=1
pausemovetime=2147483647
supermovetime=2147483647
persistent = 0

[State -3, vSoƩ`ȤФʤ褦]
type=changestate
trigger1= ishelper(888)
trigger1= stateno!=888
value=888

[State -3, vSoƩ`ȤФʤ褦]
type=changestate
trigger1= ishelper(10000)
trigger1= stateno!=10000
value=10000

[State -3,å]
Type = VarSet
trigger1 = NumEnemy = 1
trigger2 = NumEnemy = 2
trigger2 = EnemyNear,life > 0
V = 54
value = 0
IgNoreHitPause = 1
pausemovetime = 9999
supermovetime = 9999

[State -3,å]
Type = VarSet
trigger1 = NumEnemy > 1
trigger1 = EnemyNear,life = 0
V = 54
value = 1
IgNoreHitPause = 1
pausemovetime = 9999
supermovetime = 9999

[State -3,ꥻå]
type = VarSet
triggerall = var(59) > 0
triggerall = fvar(36)
trigger1 = RoundState = 4
trigger2 = Win = 1
trigger3 = Lose = 1
trigger4 = DrawGame = 1
fvar(36) = 0
IgNoreHitPause = 1

[State -3,ꥻå]
type = VarSet
triggerall = var(59) > 0
triggerall = fvar(35)
trigger1 = RoundState = 4
trigger2 = Win = 1
trigger3 = Lose = 1
trigger4 = DrawGame = 1
fvar(35) = 0
IgNoreHitPause = 1

[State -3, DisplayToClipBoard]
type = DisplayToClipBoard
trigger1 = 1
text =  "P2X:%d,P2Y:%d,eposY=%d,edge=%d,mais:%d\n"
params = ceil(P2BodyDist x),ceil(P2BodyDist y),ceil(enemynear,pos Y),(helper(888),var(2)),(helper(20000),stateno)
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State -3, AppendToClipBoard]
type = AppendToClipBoard
trigger1 = 1
text =  "fv2:%f,hv6:%d,hit:%d p2stateno:%d fv39:%f"
params = fvar(2),(helper(888),var(6)),(helper(888),var(18)),p2stateno,fvar(39)
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State -3, ѧإѩ`]
type=helper
trigger1=!NumHelper(60000)
;trigger1=var(59)>0
trigger1=Alive
trigger1=RoundState=2
helpertype=normal
name="Learning"
stateno=60000
ID=60000
pos=9999,9999
pausemovetime=2147483647
supermovetime=2147483647
persistent = 0

[State -3, vSoƩ`ȤФʤ褦]
type=changestate
trigger1= ishelper(60000)
trigger1= stateno!=60000
value=60000

[State -3, `ɥإѩ`]
type=helper
TriggerAll=!IsHelper
trigger1=!NumHelper(60001)
trigger1=var(59)>0
trigger1=Alive
trigger1=RoundState=2
helpertype=normal
name="Guard"
stateno=60001
ID=60001
Pos = 0,0
KeyCtrl = 0
postype = left
ownpal = 1
PauseMoveTime = 99999999
SuperMoveTime = 99999999
IgnoreHitPause = 1

[State -3, vSoƩ`ȤФʤ褦]
type=changestate
trigger1= ishelper(60001)
trigger1= stateno!=60001
value=60001

[State -2, VarSet];RootDist
type = VarSet
trigger1 = var(59) > 0
trigger1 = NumHelper(20000)
trigger1 = RoundState = 2
var(51) = -1*ceil(Helper(20000),RootDist X)*Facing*Helper(20000),Facing
ignorehitpause = 1

[State -2, VarSet];RootDist
type = VarSet
trigger1 = var(59) > 0
trigger1 = !NumHelper(20000)
var(51) = 0
ignorehitpause = 1

[State -3,ՏAD]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = PrevStateNo = 420;419
trigger1 = StateNo = 110
trigger1 = fvar(39) = 0 || fvar(39) = 10 || fvar(39) = 6 || fvar(39) = 14
fvar(39) = 1
IgNoreHitPause = 1

[State -3,Տ]
Type = VarSet
triggerall = var(59) > 0
;Trigger1 = PrevStateNo = 400
trigger1 = StateNo = 420
trigger1 = fvar(39) = 1
fvar(39) = 2
IgNoreHitPause = 1

[State -3,o]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = StateNo = [1500,1520]
trigger1 = !fvar(39)
trigger1 = EnemyNear(var(54)),StateType != L
trigger1 = EnemyNear(var(54)),MoveType = H
trigger1 = EnemyNear(var(54)),StateNo != [120,169]
fvar(39) = 2.5
IgNoreHitPause = 1

[State -3,HУָƤ룩]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = PrevStateNo = 210
trigger1 = StateNo = 39
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger1 = EnemyNear(var(54)),Pos Y < -20
trigger1 = var(1) = 1
trigger1 = fvar(39)
fvar(39) = 2
IgNoreHitPause = 1

[State -3,]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = PrevStateNo = 400
trigger1 = StateNo = 410
trigger1 = fvar(39) != 13
fvar(39) = 3
IgNoreHitPause = 1

[State -3,Fɢʽ]
Type = VarSet
triggerall = var(59) > 0
trigger1 = StateNo = 7100
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist < 50 || EnemyNear(var(54)),FrontEdgeBodyDist < 50 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
fvar(39) = 4
IgNoreHitPause = 1

[State -3,ͶIC]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = PrevStateNo = 510
trigger1 = StateNo = 600
fvar(39) = 5
IgNoreHitPause = 1

[State -3,ͶICFM]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = PrevStateNo = 510
trigger1 = StateNo = 600
trigger1 = fvar(12) = 4
fvar(39) = 5.1
IgNoreHitPause = 1

[State -3,sB׷ġIC]
Type = VarSet
triggerall = var(59) > 0
trigger1 = PrevStateNo = 1111
trigger1 = StateNo = 610
fvar(39) = 6
IgNoreHitPause = 1

[State -3,FɢJ]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = PrevStateNo = 1000
trigger1 = StateNo = 39
trigger1 = fvar(39) = 2
fvar(39) = 7
IgNoreHitPause = 1e

[State -3,H(ָǤʤ)]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = PrevStateNo = 210
trigger1 = StateNo = 39
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger1 = EnemyNear(var(54)),Pos Y >= -20
trigger1 = var(1) = 1
trigger1 = fvar(39) = 2
fvar(39) = 8
IgNoreHitPause = 1

[State -3,BġIC]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = PrevStateNo = 1300
trigger1 = StateNo = 600
fvar(39) = 9
IgNoreHitPause = 1

[State -3,RFsءIC]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = PrevStateNo = 1120
trigger1 = StateNo = 600 && fvar(39) != 4 && fvar(39) != 12 && fvar(39) != 16
trigger2 = PrevStateNo = 1010 && StateNo = 600
trigger2 = !fvar(39)
trigger2 = EnemyNear(var(54)),StateType = A
trigger2 = EnemyNear(var(54)),MoveType = H
trigger2 = EnemyNear(var(54)),StateNo != [120,159]
fvar(39) = 10
IgNoreHitPause = 1

[State -3,RFsICo]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = PrevStateNo = 1120
trigger1 = StateNo != 600
trigger1 = !fvar(39)
trigger1 = EnemyNear(var(54)),StateType = A
trigger1 = EnemyNear(var(54)),MoveType = H
trigger1 = EnemyNear(var(54)),StateNo != [120,159]
fvar(39) = 9.5
IgNoreHitPause = 1

[State -3,oзֹ]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = StateNo = [1500,1520]
trigger1 = fvar(39) = [1,2]
trigger2 = PrevStateNo = 510
trigger2 = StateNo != 600
trigger3 = StateNo = 1010 && var(1) = 1
trigger3 = !fvar(39)
trigger3 = EnemyNear(var(54)),StateType = A
trigger3 = EnemyNear(var(54)),MoveType = H
trigger3 = EnemyNear(var(54)),StateNo != [120,159]
fvar(39) = 10.1
IgNoreHitPause = 1

[State -3,ICFM]
Type = VarSet
triggerall = var(59) > 0
trigger1 = fvar(12) = 4
trigger1 = (PrevStateNo = [200,320]) && (var(1) = 1)
trigger1 = StateNo = 600
fvar(39) = 11
IgNoreHitPause = 1

[State -3,orFɢʽD]
Type = VarSet
triggerall = var(59) > 0
trigger1 = StateNo = 7110 || PrevStateNo = 7110 || StateNo = 7120 || PrevStateNo = 7120
trigger1 = EnemyNear(var(54)),StateType = A
trigger1 = EnemyNear(var(54)),MoveType = H
fvar(39) = 12
IgNoreHitPause = 1

[State -3,Fɢڶˣ]
Type = VarSet
triggerall = var(59) > 0
trigger1 = PrevStateNo = 1000
trigger1 = StateNo = 39
trigger1 = fvar(39) != 10
fvar(39) = 13
IgNoreHitPause = 1

[State -3,¡IC]
Type = VarSet
triggerall = var(59) > 0
trigger1 = PrevStateNo = 1200
trigger1 = StateNo = 610
fvar(39) = 14
IgNoreHitPause = 1

[State -3,FɢIC]
Type = VarSet
triggerall = var(59) > 0
trigger1 = PrevStateNo = 1010
trigger1 = StateNo = 600
fvar(39) = 15
IgNoreHitPause = 1

;ҙѥ
[State -3,RFsءIC]
Type = null;VarSet
triggerall = var(59) > 0
Trigger1 = PrevStateNo = 1120
trigger1 = StateNo = 600 && (fvar(39) = 10 || fvar(39) = 12) || StateNo != 600 && fvar(39) = 4
fvar(39) = 16
IgNoreHitPause = 1

[State -3,ComboDebacFlagReSet];ܴ_Jե饰ꥻå
Type = VarSet
triggerall = var(59) > 0
Triggerall = fvar(39) > 0
trigger1 = EnemyNear(var(54)),MoveType != H
trigger2 = EnemyNear(var(54)),StateType = L
trigger3 = EnemyNear(var(54)),StateNo = [120,159]
trigger4 = MoveType = H
trigger5 = StateType = L
fvar(39) = 0
IgNoreHitPause = 1

;Ӥޤkӥե饰
[State -3,Fɢ]
Type = VarSet
triggerall = var(59) > 7
triggerall = NumHelper(20000)
triggerall = Helper(20000),StateNo = 20000
triggerall = fvar(38) != 0
trigger1 = (StateNo = [1000,1010]) && AnimElemTime(4) >= 0 && (var(1) != 2)
trigger2 = (StateNo = 1120) && AnimElemTime(3) >= 0 
trigger2 = (fvar(16) != 3) && !fvar(39) && (var(1) = 1) || var(1) != 1
trigger3 = (StateNo = 1020) && AnimElemTime(4) >= 0 && ((var(1) != [1,2])||Power<1000||P2BodyDist X<65&&Power<2000||P2BodyDist X<100&&Power<3000)
trigger4 = StateNo = 1020 && EnemyNear(var(54)),StateType=A
var(52) = 1
IgNoreHitPause = 1

[State -3,s]
Type = VarSet
triggerall = var(59) > 7
triggerall = fvar(38) != 0
triggerall = NumHelper(20000)
triggerall = Helper(20000),StateNo = 20000
trigger1 = StateNo = 1100 || StateNo = 1110
trigger1 = EnemyNear(var(54)),StateNo != [120,159]
var(52) = 2
IgNoreHitPause = 1

[State -3,s׷]
Type = VarSet
triggerall = var(59) > 7
triggerall = fvar(38) != 0
triggerall = NumHelper(20000)
triggerall = Helper(20000),StateNo = 20000
trigger1 = StateNo = 1101 || StateNo = 1111
trigger1 = (var(1) = [2,3]) || EnemyNear(var(54)),MoveType != H && (EnemyNear(var(54)),StateNo != [120,159])
var(52) = 3
IgNoreHitPause = 1

[State -3,]
Type = VarSet
triggerall = var(59) > 7
triggerall = fvar(38) != 0
triggerall = NumHelper(20000)
triggerall = Helper(20000),StateNo = 20000
trigger1 = StateNo = 1201
trigger1 = (var(1) = [2,3]) || EnemyNear(var(54)),MoveType != H && (EnemyNear(var(54)),StateNo != [120,159])
var(52) = 4
IgNoreHitPause = 1

[State -3,[S]
Type = VarSet
triggerall = var(59) > 7
triggerall = fvar(38) != 0
triggerall = NumHelper(20000)
triggerall = Helper(20000),StateNo = 20000
trigger1 = StateNo = 6100 || StateNo = 6110 || StateNo = 6120
trigger1 = AnimElemTime(8) >= 0
trigger1 = (var(1) = [1,3]) || (EnemyNear(var(54)),StateNo != [120,159])
var(52) = 5
IgNoreHitPause = 1

[State -3,V(1)=3orMISS]
Type = VarSet
triggerall = var(59) > 7
triggerall = fvar(38) != 0
triggerall = NumHelper(20000)
triggerall = Helper(20000),StateNo = 20000
triggerall = var(1) = 3 || EnemyNear(var(54)),MoveType != H && (EnemyNear(var(54)),StateNo != [120,159])
trigger1 = StateNo = 200 && AnimElemTime(4) >= 0
trigger2 = (StateNo = [210,220]) && AnimElemTime(4) >= 0
trigger3 = (StateNo = 230) && AnimElemTime(5) >= 0
trigger4 = (StateNo = 240 || StateNo = 300) && AnimElemTime(3) >= 0 
trigger5 = (StateNo = [310,320]) && AnimElemTime(5) >= 0
var(52) = 6
IgNoreHitPause = 1

[State -3,ߥ{]
Type = VarSet
triggerall = var(59) > 7
triggerall = NumHelper(20000)
triggerall = Helper(20000),StateNo = 20000
trigger1 = (StateNo = [1000,1010]) && AnimElemTime(4) < 0
trigger2 = (StateNo = [310,320]) && AnimElemTime(5) < 0
trigger3 = ((StateNo = [6101,6103])||(StateNo = [6111,6113])||(StateNo = [6121,6123]))&&var(1)=1
trigger4 = (StateNo = 240 || StateNo = 300) && AnimElemTime(3) < 0 
trigger5 = StateNo = 6100 || StateNo = 6110 || StateNo = 6120
trigger5 = AnimElemTime(8) < 0 || AnimElemTime(8) >= 0 && var(1) = 1
trigger6 = StateNo = 1120 && AnimElemTime(3) < 0 
trigger7 = (StateNo = [210,220]) && AnimElemTime(4) < 0
trigger8 = (StateNo = 230) && AnimElemTime(5) < 0
trigger9 = (StateNo = [100,116]) && EnemyNear(var(54)),MoveType!=A
trigger10 = (StateNo = 1020) && AnimElemTime(4) < 0 && EnemyNear(var(54)),StateType!=A
var(52) = -1
IgNoreHitPause = 1

[State -3,֥`]
Type = VarSet
triggerall = var(59) > 7
triggerall = NumHelper(20000)
triggerall = Helper(20000),StateNo = 20000
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),MoveType=A || Helper(60000),var(59) > 0
trigger1 = (StateNo = [200,240])
trigger2 = (StateNo = [300,320])
trigger3 = (StateNo = [400,420])
trigger4 = (StateNo = [1000,1020])
trigger5 = (StateNo = [1100,1111])
trigger6 = (StateNo = [100,116])
trigger7 = (StateNo = [120,159]) || InguardDist
trigger8 = NumHelper(60000)
trigger8 = Helper(60000),InguardDist
trigger9 = NumHelper(60001)
trigger9 = Helper(60001),InguardDist
var(52) = 11
IgNoreHitPause = 1

[State -3,ꥻå]
Type = VarSet
trigger1 = var(59) > 0
trigger1 = var(52)
trigger1 = !NumHelper(20000) || Ctrl || MoveType = H
var(52) = 0
IgNoreHitPause = 1

;AIӡ
[State -3,AI٥̶]
Type = VarSet
trigger1 = var(59) > 11
var(59) = 11
IgNoreHitPause = 1

[State -3, Chibi-Mai Command]
type = VarSet
trigger1 = numhelper(20000)
trigger1 = helper(20000),movetype = A
var(50) = 0

;
;k
;Time=1 Random StateNo
;

[State -3, ״BOҕ]
type = VarSet
triggerall = var(59) > 6
triggerall = NumEnemy
triggerall = !fvar(37)
trigger1 = EnemyNear(var(54)),Name = "NANASE-MVC";Ůͻ
trigger1 = EnemyNear(var(54)),StateNo = [1000,1002]
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
fvar(37) = 3.5
IgNoreHitPause = 1

[State -3, ״B]
type = VarSet
triggerall = var(59) > 0
triggerall = NumEnemy
triggerall = fvar(37) = 3.5
trigger1 = EnemyNear(var(54)),Name = "NANASE-MVC"
trigger1 = EnemyNear(var(54)),StateNo != [1000,1002]
trigger2 = (EnemyNear(var(49)),Name = "NANASE-MVC")=0
fvar(37) = 0
IgNoreHitPause = 1

[State -3]
type = changestate
triggerall = var(59) > 0
triggerall = fvar(38) != 0
triggerall = roundstate = 2 && alive
triggerall = ctrl && statetype != A
triggerall = p2bodydist x = [0,30+5*(vel x+enemynear,vel x)]
triggerall = p2statetype != A
triggerall = fvar(38) > 0
triggerall = numhelper(60001)
trigger1 = random <= 9*var(59)
trigger1 = p2movetype = A && enemynear,time <= 1
trigger1 = p2stateno != helper(60001),var(2)
trigger2 = enemynear,stateno = helper(60001),var(2)
trigger2 = enemynear,time < helper(60001),var(3) - 5
trigger2 = random <= 60*var(59)
value = 300

[State -3]
type = changestate
triggerall = var(59) > 0
triggerall = fvar(38) != 0
triggerall = roundstate = 2 && alive
triggerall = ctrl && statetype != A
triggerall = p2statetype != C
triggerall = fvar(38) > 0
triggerall = p2bodydist x = [0,30+4*(vel x+enemynear,vel x)]
triggerall = enemynear,pos y + 4 * enemynear,vel y >= -40
triggerall = numhelper(60001) && helper(60001),var(16) <= -40
trigger1 = random <= 10*var(59)
trigger1 = p2movetype = A && enemynear,time <= 1
trigger1 = p2stateno != helper(60001),var(2)
trigger2 = enemynear,stateno = helper(60001),var(2)
trigger2 = enemynear,time < helper(60001),var(3) - 4
trigger2 = random <= 60*var(59)
value = 200

[State -3]
type = changestate
triggerall = var(59) > 0
triggerall = fvar(38) != 0
triggerall = roundstate = 2 && alive
triggerall = ctrl && statetype != A
triggerall = p2bodydist x <= 40
triggerall = fvar(38) > 0
triggerall = p2bodydist x = [0,40+5*(vel x+enemynear,vel x)]
triggerall = enemynear,pos y + 5 * enemynear,vel y >= -50
triggerall = numhelper(60001)
trigger1 = random <= 10*var(59)
trigger1 = p2movetype = A && enemynear,time <= 1
trigger1 = p2stateno != helper(60001),var(2)
trigger2 = enemynear,stateno = helper(60001),var(2)
trigger2 = enemynear,time < helper(60001),var(3) - 5
trigger2 = random <= 60*var(59)
value = 210

[State -3]
type = changestate
triggerall = var(59) > 0
triggerall = fvar(38) != 0
triggerall = roundstate = 2 && alive
triggerall = ctrl && statetype != A
triggerall = p2statetype = A
triggerall = fvar(38) > 0
triggerall = p2bodydist x - 5 * vel x - 5 * enemynear,vel x = [60,90]
triggerall = enemynear,pos y + 5 * enemynear,vel y >= -80
triggerall = numhelper(60001)
trigger1 = random <= 20*var(59)
trigger1 = p2movetype = A && enemynear,time <= 1
trigger1 = p2stateno != helper(60001),var(2)
trigger2 = enemynear,stateno = helper(60001),var(2)
trigger2 = enemynear,time < helper(60001),var(3) - 5
trigger2 = random <= 60*var(59)
value = 230

;
;ꥳ뷴		StateNo = 125
;

;٤Ƥܤ줿
[State -1, AA6BC]
type = VarSet
triggerall = var(59) > 6
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 4
triggerall = ((Life*100)/LifeMax) <= 33 || PalNo = 12
triggerall = StateNo = 125 && Time <= 2
triggerall = NumHelper(60000)
triggerall = fvar(38) != 0 && fvar(38) != -4
triggerall = fvar(37) != 3
triggerall = P2BodyDist X = [-10,45]
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = EnemyNear(var(54)),PrevStateNo != [5100,5299]
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = Random <= var(59)*60 || var(59) > 9
trigger1 = EnemyNear(var(54)),AnimTime <= -9-Helper(60000),var(58)
trigger1 = !var(18)
var(18) = 7300

;[SLv3
[State -1, 236236C]
type = VarSet
triggerall = var(59) > 6
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 3000
triggerall = StateNo = 125 && Time <= 2
triggerall = NumHelper(60000)
triggerall = fvar(38) > 0 && fvar(37) != 3 && fvar(37) != 6
triggerall = P2BodyDist X = [0,80]
triggerall = P2BodyDist Y >= -40
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = Random <= var(59)*60
trigger1 = EnemyNear(var(54)),AnimTime < -21-Helper(60000),var(58)
trigger1 = !var(18)
var(18) = 6120

;[SLv2
[State -1, 236236B]
type = VarSet
triggerall = var(59) > 6
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 2000
triggerall = StateNo = 125 && Time <= 2
triggerall = NumHelper(60000)
triggerall = fvar(38) > 0 && fvar(37) != 3 && fvar(37) != 6
triggerall = P2BodyDist X = [0,60]
triggerall = P2BodyDist Y >= -40
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = Random <= var(59)*50
trigger1 = EnemyNear(var(54)),AnimTime < -21-Helper(60000),var(58)
trigger1 = !var(18)
var(18) = 6110

;RFs(ҙ)
[State -1, 412C]
type = VarSet
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) = 4
triggerall = StateNo = 125 && Time <= 2
triggerall = NumHelper(60000)
triggerall = fvar(38) > 0
triggerall = P2BodyDist X = [-5,75]
triggerall = P2BodyDist Y >= -50
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = Random <= var(59)*60
trigger1 = EnemyNear(var(54)),AnimTime <= -9-Helper(60000),var(58)
trigger1 = !var(18)
var(18) = 1120

;RFs
[State -1, 412C]
type = VarSet
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) != 4
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3 
triggerall = StateNo = 125 && Time <= 2
triggerall = NumHelper(60000)
triggerall = fvar(38) > 0
triggerall = P2BodyDist X = [-5,75]
triggerall = P2BodyDist Y >= -50
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = Random <= var(59)*(ifelse(fvar(16)=3,60,30)-Time*10)
triggerall = BackEdgeBodyDist<=30||EnemyNear(var(54)),BackEdgeBodyDist<40||EnemyNear(var(54)),FrontEdgeBodyDist<40&&EnemyNear(var(54)),facing=facing&&BackEdgeBodyDist>50||fvar(16)=3||P2life<=125
trigger1 = EnemyNear(var(54)),AnimTime <= -9-Helper(60000),var(58)
trigger1 = !var(18)
var(18) = 1120

;[SLv1
[State -1, 236236A]
type = VarSet
triggerall = var(59) > 6
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 1000
triggerall = StateNo = 125 && Time <= 2
triggerall = NumHelper(60000)
triggerall = fvar(38) > 0 && fvar(37) != 3 && fvar(37) != 6
triggerall = P2BodyDist X = [0,40]
triggerall = P2BodyDist Y >= -40
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = Random <= var(59)*30
trigger1 = EnemyNear(var(54)),AnimTime < -21-Helper(60000),var(58)
trigger1 = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
trigger1 = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
trigger1 = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
trigger1 = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
trigger1 = !var(18)
var(18) = 6100

;RF
[State -1, 623C]
type = VarSet
triggerall = var(59) > 4
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) != 4
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3 
triggerall = StateNo = 125 && Time <= 2
triggerall = NumHelper(60000)
triggerall = fvar(38) > 0 && fvar(37) != 3
triggerall = P2BodyDist X = [-5,60]
triggerall = P2BodyDist Y = [-80,30]
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = Random <= var(59)*60
trigger1 = EnemyNear(var(54)),AnimTime <= -16-Helper(60000),var(58)
trigger1 = !var(18)
var(18) = 1220

;Fɢʽ
[State -1, 6B]
type = VarSet
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) = 4
triggerall = StateNo = 125 && Time <= 2
triggerall = NumHelper(60000)
triggerall = fvar(38) > 0
triggerall = P2BodyDist X = [0,90]
triggerall = P2BodyDist Y >= -40
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = Random <= var(59)*60
trigger1 = EnemyNear(var(54)),AnimTime <= -7-Helper(60000),var(58)
trigger1 = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
trigger1 = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
trigger1 = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
trigger1 = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
trigger1 = !var(18)
var(18) = 7110

;Fɢʽ
[State -1, 6A]
type = VarSet
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) = 4
triggerall = StateNo = 125 && Time <= 2
triggerall = NumHelper(60000)
triggerall = fvar(38) > 0
triggerall = P2BodyDist X = [0,70]
triggerall = P2BodyDist Y >= -80
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = Random <= var(59)*60
trigger1 = EnemyNear(var(54)),AnimTime <= -6-Helper(60000),var(58)
trigger1 = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
trigger1 = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
trigger1 = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
trigger1 = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
trigger1 = !var(18)
var(18) = 7100

;
;ꥳФ椨	var(14)=1
;

[State -1,ꥳ_ʼ]
type = VarSet
trigger1 = var(59) > 0
trigger1 = !var(55)
trigger1 = StateNo = 145
trigger1 = !var(18)
trigger1 = NumHelper(60000)
trigger1 = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
trigger1 = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
trigger1 = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
trigger1 = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
var(55) = 1

[State -1,ꥳ_ʼ]
type = VarSet
triggerall = var(59) > 0
triggerall = var(55)=[0,1]
triggerall = StateNo = 145
triggerall = !var(18)
;¥ꥳ`פӛ
trigger1 = EnemyNear(var(54)),AuthorName="586"
trigger1 = EnemyNear(var(54)),NumHelper(10120)
trigger2 = EnemyNear(var(54)),AuthorName = "frule"
trigger2 = P2Name="EFZaya"||P2Name="EFZiku"||P2Name="Neyuki"||P2Name="Kaori"
var(55) = 2
IgNoreHitPause = 1

;֤״BǤʤʤK
[State -1,ꥳK]
type = VarSet
triggerall = var(59) > 0
triggerall = var(55)
trigger1 = EnemyNear(var(54)),MoveType != A
var(55) = 0

;
[State -1, Stand Medium Attack(Near)]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = !fvar(36)
triggerall = P2BodyDist X <= 40
triggerall = P2BodyDist Y > -70
triggerall = P2BodyDist X >= -5+(EnemyNear(var(54)),Vel X)*3
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
triggerall = var(55)=1&&Random<=var(59)*100||var(55)=2&&Random%100<var(59)*10-var(53)
triggerall = EnemyNear(var(54)),AnimTime < -5
trigger1 = var(14) = 1 && !var(18) && var(55)>0
trigger2 = Ctrl && var(55) > 0
trigger2 = EnemyNear(var(54)),MoveReversed 
trigger2 = (PrevStateNo=[0,159])
value = 210

;
[State -1, Crouch Light Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X = [-5,30+(EnemyNear(var(54)),Vel X)*4]
triggerall = fvar(38) > 0 || fvar(38) = -2
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
triggerall = var(55)=1&&Random<=var(59)*100||var(55)=2&&Random%100<var(59)*10-var(53)
triggerall = EnemyNear(var(54)),AnimTime < -5
trigger1 = var(14) = 1 && !var(18) && var(55)>0
trigger2 = Ctrl && var(55) > 0
trigger2 = EnemyNear(var(54)),MoveReversed 
trigger2 = (PrevStateNo=[0,159])
value = 300

;
[State -1, Stand Light Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = !fvar(36)
triggerall = P2BodyDist X = [-5,30+(EnemyNear(var(54)),Vel X)*3]
triggerall = P2BodyDist Y >= -20
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
triggerall = var(55)=1&&Random<=var(59)*100||var(55)=2&&Random%100<var(59)*10-var(53)
triggerall = EnemyNear(var(54)),AnimTime < -4
trigger1 = var(14) = 1 && !var(18) && var(55)>0
trigger2 = Ctrl && var(55) > 0
trigger2 = EnemyNear(var(54)),MoveReversed 
trigger2 = (PrevStateNo=[0,159])
value = 200

;
[State -1, Ariel Light Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = !fvar(36)
triggerall = P2BodyDist X = [-5,30]
triggerall = P2BodyDist Y = [-30,40]
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
triggerall = var(55)=1&&Random<=var(59)*100||var(55)=2&&Random%100<var(59)*10-var(53)
triggerall = EnemyNear(var(54)),AnimTime < -6
trigger1 = var(14) = 1 && !var(18) && var(55)>0
trigger2 = Ctrl && var(55) > 0
trigger2 = EnemyNear(var(54)),MoveReversed 
trigger2 = (PrevStateNo=[0,159])
value = 400

;
[State -1, 4C]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = !fvar(36)
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = P2BodyDist X = [-5,60+(EnemyNear(var(54)),Vel X)*3]
triggerall = P2BodyDist Y >= -30
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
triggerall = var(55)=1&&Random<=var(59)*100||var(55)=2&&Random%100<var(59)*10-var(53)
triggerall = EnemyNear(var(54)),AnimTime < -9
trigger1 = var(14) = 1 && !var(18) && var(55)>0
trigger2 = Ctrl && var(55) > 0
trigger2 = EnemyNear(var(54)),MoveReversed 
trigger2 = (PrevStateNo=[0,159])
value = 240

;
[State -1, Crouch Medium Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = !fvar(36)
triggerall = P2BodyDist X = [-5,70+(EnemyNear(var(54)),Vel X)*3]
triggerall = fvar(38) > 0 || fvar(38) = -2
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
triggerall = var(55)=1&&Random<=var(59)*100||var(55)=2&&Random%100<var(59)*10-var(53)
triggerall = EnemyNear(var(54)),AnimTime < -10
trigger1 = var(14) = 1 && !var(18) && var(55)>0
trigger2 = Ctrl && var(55) > 0
trigger2 = EnemyNear(var(54)),MoveReversed 
trigger2 = (PrevStateNo=[0,159])
value = 310

;h
[State -1, Stand Medium Attack(far)]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = !fvar(36)
triggerall = P2BodyDist X > 40
triggerall = P2BodyDist X <= 70+(EnemyNear(var(54)),Vel X)*3
triggerall = P2BodyDist Y > -50
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
triggerall = var(55)=1&&Random<=var(59)*100||var(55)=2&&Random%100<var(59)*10-var(53)
triggerall = EnemyNear(var(54)),AnimTime <= -10
trigger1 = var(14) = 1 && !var(18) && var(55)>0
trigger2 = Ctrl && var(55) > 0
trigger2 = EnemyNear(var(54)),MoveReversed 
trigger2 = (PrevStateNo=[0,159])
value = 220

;
[State -1, Stand Strong Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = !fvar(36)
triggerall = P2BodyDist X = [0,80+(EnemyNear(var(54)),Vel X)*3]
triggerall = P2BodyDist Y >= -70
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
triggerall = var(55)=1&&Random<=var(59)*100||var(55)=2&&Random%100<var(59)*10-var(53)
triggerall = EnemyNear(var(54)),AnimTime <= -5
trigger1 = var(14) = 1 && !var(18) && var(55)>0
trigger2 = Ctrl && var(55) > 0
trigger2 = EnemyNear(var(54)),MoveReversed 
trigger2 = (PrevStateNo=[0,159])
value = 230

;
[State -1, Crouch Strong Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = !fvar(36)
triggerall = P2BodyDist X = [0,85+(EnemyNear(var(54)),Vel X)*3]
triggerall = fvar(38) > 0 || fvar(38) = -2
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
triggerall = var(55)=1&&Random<=var(59)*100||var(55)=2&&Random%100<var(59)*10-var(53)
triggerall = EnemyNear(var(54)),AnimTime <= -14
trigger1 = var(14) = 1 && !var(18) && var(55)>0
trigger2 = Ctrl && var(55) > 0
trigger2 = EnemyNear(var(54)),MoveReversed 
trigger2 = (PrevStateNo=[0,159])
value = 320

;Տ
[State -1, Ariel Light Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = !fvar(36)
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = P2BodyDist X=[-5,60]
triggerall = P2BodyDist Y=[0,50]
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
triggerall = var(55)=1&&Random<=var(59)*100||var(55)=2&&Random%100<var(59)*10-var(53)
triggerall = EnemyNear(var(54)),AnimTime <= -10
trigger1 = var(14) = 1 && !var(18) && var(55)>0
trigger2 = Ctrl && var(55) > 0
trigger2 = EnemyNear(var(54)),MoveReversed 
trigger2 = (PrevStateNo=[0,159])
value = 420

[State 145, AI]
type = ChangeState
triggerall = var(59) > 0
triggerall = !var(18)
triggerall = StateNo = 145
trigger1 = AnimTime < 0
trigger1 = Random <= var(58)*200 || var(58) > 3
value = 130 + (StateType = C) + (StateType = A)*2
ctrl = 1

;ʤХꥳK
[State -1,ꥳK]
type = VarSet
triggerall = var(59) > 0
triggerall = var(55)
triggerall = NumHelper(60000) || RoundState != 2
trigger1 = MoveType = A || MoveType = H
trigger2 = EnemyNear(var(54)),Ctrl
trigger3 = EnemyNear(var(54)),MoveReversed = 0
trigger4 = EnemyNear(var(54)),StateNo = Helper(60000),var(21) || EnemyNear(var(54)),StateNo = Helper(60000),var(22)
trigger5 = EnemyNear(var(54)),StateNo = Helper(60000),var(23) || EnemyNear(var(54)),StateNo = Helper(60000),var(24)
var(55) = ifelse(StateNo=145,-1,0)

;
;Ф椨
;PrevStateNo = [120,159] PrevStateNo = [5000,5270] EnemyNear(var(54)),HitDefAttr = SCA,AT;Ͷ
;

;٤Ƥܤ줿
[State -1, -AA6BC]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 4
triggerall = ((Life*100)/LifeMax) <= 33 || PalNo = 12
triggerall = Ctrl || (StateNo = [200,320]) && (var(1) = [1,3]) || (StateNo = 1020) && (var(1) = [1,3])
triggerall = (fvar(38) != 0 && fvar(38) != -4) || !ctrl
triggerall = fvar(37) != 3
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),StateType != A
triggerall = (P2BodyDist X = [-10,40+(EnemyNear(var(54)),Vel X)*3]);95ޤǤݳʼޤʤΤǡ
triggerall = EnemyNear(var(54)),AnimTime <= -9 || var(59)<7
triggerall = Random <= var(59)*60 || var(59) > 9
triggerall = EnemyNear(var(54)),Time>=30||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo=[600,610])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=50||var(59)>10
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52 || PrevStateNo = 7303
trigger5 = Helper(60000),var(59)>0
trigger5 = EnemyNear(var(54)),Time>=30-var(59)*2||var(59)>9&&((Life*100)/LifeMax)<=33||var(59)>10
trigger6 = (PrevStateNo=[1100,1120])
value = 7300

;[SC
[State -1, 236236C]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 3000
triggerall = Ctrl||(StateNo=[200,320])&&(var(1)=[1,3])||(StateNo=1020)&&(var(1)=[1,3])
triggerall = fvar(38) > 0 || !ctrl
triggerall = fvar(37) != 3.5 && fvar(37) != 3 && fvar(37) != 6
triggerall = NumHelper(60000)
triggerall = P2BodyDist X = [0+(EnemyNear(var(54)),Vel X)*10,100+(EnemyNear(var(54)),Vel X)*10]
triggerall = P2BodyDist Y>=-25-(EnemyNear(var(54)),Vel Y)*5&&EnemyNear(var(54)),Vel Y<=0||(P2BodyDist Y=[-60-(EnemyNear(var(54)),Vel Y)*5,-30-(EnemyNear(var(54)),Vel Y)*5])&&EnemyNear(var(54)),Vel Y>0
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),AnimTime < -21 || var(59)<7
triggerall = Random <= var(59)*60 || !Ctrl && var(59)>9
triggerall = EnemyNear(var(54)),Time>=30||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo=[600,610])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=50||var(59)>10
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52 || PrevStateNo = 7303
trigger5 = Helper(60000),var(59)>0
trigger5 = EnemyNear(var(54)),Time>=30-var(59)*2||var(59)>9&&((Life*100)/LifeMax)<=33||var(59)>10
value = 6120

;[SB
[State -1, 236236B]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 2000
triggerall = Ctrl||(StateNo=[200,320])&&(var(1)=[1,3])||(StateNo=1020)&&(var(1)=[1,3])
triggerall = fvar(38) > 0 || !ctrl
triggerall = fvar(37) != 3.5 && fvar(37) != 3 && fvar(37) != 6
triggerall = NumHelper(60000)
triggerall = P2BodyDist X = [0+(EnemyNear(var(54)),Vel X)*10,60+(EnemyNear(var(54)),Vel X)*10]
triggerall = P2BodyDist Y>=-25-(EnemyNear(var(54)),Vel Y)*5&&EnemyNear(var(54)),Vel Y<=0||(P2BodyDist Y=[-60-(EnemyNear(var(54)),Vel Y)*5,-30-(EnemyNear(var(54)),Vel Y)*5])&&EnemyNear(var(54)),Vel Y>0
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),AnimTime < -20 || var(59)<7
triggerall = Random <= var(59)*40 || !Ctrl && var(59)>9
triggerall = EnemyNear(var(54)),Time>=30||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo=[600,610])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=50||var(59)>10
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52 || PrevStateNo = 7303
trigger5 = Helper(60000),var(59)>0
trigger5 = EnemyNear(var(54)),Time>=30-var(59)*2||var(59)>9&&((Life*100)/LifeMax)<=33||var(59)>10
value = 6110

;[SA
[State -1, 236236A]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 1000
triggerall = Ctrl||(StateNo=[200,320])&&(var(1)=[1,3])||(StateNo=1020)&&(var(1)=[1,3])
triggerall = fvar(38) > 0 || !ctrl
triggerall = fvar(37) != 3.5 && fvar(37) != 3 && fvar(37) != 6
triggerall = NumHelper(60000)
triggerall = P2BodyDist X = [-5+(EnemyNear(var(54)),Vel X)*10,35+(EnemyNear(var(54)),Vel X)*10]
triggerall = P2BodyDist Y>=-25-(EnemyNear(var(54)),Vel Y)*5&&EnemyNear(var(54)),Vel Y<=0||(P2BodyDist Y=[-60-(EnemyNear(var(54)),Vel Y)*5,-30-(EnemyNear(var(54)),Vel Y)*5])&&EnemyNear(var(54)),Vel Y>0
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),AnimTime < -21 || var(59)<7
triggerall = Random <= var(59)*30 || !Ctrl && var(59)>9
triggerall = EnemyNear(var(54)),Time>=30||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo=[600,610])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=50||var(59)>10
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52 || PrevStateNo = 7303
trigger5 = Helper(60000),var(59)>0
trigger5 = EnemyNear(var(54)),Time>=30-var(59)*2||var(59)>9&&((Life*100)/LifeMax)<=33||var(59)>10
value = 6100

;sA
[State -1, 412A]
type = ChangeState
triggerall = var(59) = [5,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl && fvar(37) != 3
triggerall = EnemyNear(var(54)),StateType != A
triggerall = (P2BodyDist X=[70,90]) && EnemyNear(var(54)),Vel X = 0 || (P2BodyDist X=[90,110]) && EnemyNear(var(54)),Vel X > 0
triggerall = EnemyNear(var(54)),HitDefAttr=C,AA || fvar(38) = -2
triggerall = EnemyNear(var(54)),AnimTime <= -35 || var(59)<7 || fvar(38) = -2
triggerall = Random<=var(59)*25
triggerall = EnemyNear(var(54)),Time>=30||(!Time&&var(59)>9)||var(59)>10
trigger1 = EnemyNear(var(54)),Time>=50||var(59)>10
trigger2 = PrevStateNo = [5000,5270]
trigger3 = (PrevStateNo = [120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52 || PrevStateNo = 7303
value = 1100

;sA(ҙѕr)
[State -1, 412A]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = P2BodyDist X = [50,110]
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),StateType != A
triggerall = Random <= var(59)*50
triggerall = fvar(12) = 4
triggerall = ((Life*100)/LifeMax) <= 33 || PalNo = 12
triggerall = fvar(11) < 30 || (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3
triggerall = fvar(38) != 0 && fvar(37) != 3
triggerall = Random<=var(59)*40 || var(59) > 9 && (fvar(16) = [2,3])
triggerall = EnemyNear(var(54)),AnimTime < -10 || var(59)<7
triggerall = EnemyNear(var(54)),Time>=30||(!Time&&var(59)>9)||var(59)>10
trigger1 = EnemyNear(var(54)),Time>=50||var(59)>10
trigger2 = PrevStateNo = [5000,5270]
trigger3 = (PrevStateNo = [120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52 || PrevStateNo = 7303
value = 1100

;sB(Hѳ)
[State -1, 412B]
type = null;ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = !EnemyNear(var(54)),Ctrl
triggerall = EnemyNear(var(54)),StateType = A && EnemyNear(var(54)),MoveType != A
triggerall = (P2BodyDist X = [10+(EnemyNear(var(54)),Vel X)*5,70+(EnemyNear(var(54)),Vel X)*5])
triggerall = BackEdgeBodyDist < 20
triggerall = P2BodyDist Y <= -50-(EnemyNear(var(54)),Vel Y)*5
triggerall = EnemyNear(var(54)),Vel X > 0
;triggerall = !InGuardDist
triggerall = Random<=var(59)*60
triggerall = EnemyNear(var(54)),Time>=30||(!Time&&var(59)>9)||var(59)>10
trigger1 = EnemyNear(var(54)),Time>=50||var(59)>10
trigger2 = PrevStateNo = [5000,5270]
trigger3 = (PrevStateNo = [120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52 || PrevStateNo = 7303
value = 1110

;sC
[State -1, 412C]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) != 4
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3
triggerall = Ctrl||(StateNo=[200,320])&&(var(1)=[1,3])||(StateNo=1020)&&(var(1)=[1,3])
triggerall = fvar(38) > 0 || !ctrl
triggerall = NumHelper(60000)
triggerall = P2BodyDist X=[-5,70+(EnemyNear(var(54)),Vel X)*5]
triggerall = P2BodyDist Y>-25-(EnemyNear(var(54)),Vel Y)*5 && EnemyNear(var(54)),Vel Y <= 0||P2BodyDist Y>-60-(EnemyNear(var(54)),Vel Y)*5&&EnemyNear(var(54)),Vel Y>0
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),AnimTime <= -9 || var(59)<7
triggerall = BackEdgeBodyDist<=30||EnemyNear(var(54)),BackEdgeBodyDist<40||EnemyNear(var(54)),FrontEdgeBodyDist<40&&EnemyNear(var(54)),facing=facing&&BackEdgeBodyDist>50||fvar(16)=3||P2life<125||!ctrl
triggerall = var(59)>6&&Random<=var(59)*80&&fvar(16)=3||var(59)>6&&Random<=var(59)*(140-(floor(fvar(15))))&&fvar(16)=2||var(59)<=6&&Random<=var(59)*30 || !Ctrl && var(59)>9
triggerall = EnemyNear(var(54)),Time>=30||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo=[600,610])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=50||var(59)>10
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52 || PrevStateNo = 7303
trigger5 = Helper(60000),var(59)>0
trigger5 = EnemyNear(var(54)),Time>=30-var(59)*2||var(59)>9&&((Life*100)/LifeMax)<=33||var(59)>10
value = 1120

;sC?ҙ
[State -1, 412C]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) = 4
triggerall = Ctrl||(StateNo=[200,320])&&(var(1)=[1,3])||(StateNo=1020)&&(var(1)=[1,3])
triggerall = fvar(38) > 0
triggerall = fvar(11) >= 32
triggerall = NumHelper(60000)
;triggerall = EnemyNear(var(54)),HitDefAttr=SCA,AA,AT||(EnemyNear(var(54)),StateNo=[200,999])
triggerall = P2BodyDist X=[-5,70+(EnemyNear(var(54)),Vel X)*5]
triggerall = P2BodyDist Y>-25-(EnemyNear(var(54)),Vel Y)*5 && EnemyNear(var(54)),Vel Y <= 0||P2BodyDist Y>-60-(EnemyNear(var(54)),Vel Y)*5&&EnemyNear(var(54)),Vel Y>0
triggerall = EnemyNear(var(54)),MoveType=A
triggerall = EnemyNear(var(54)),AnimTime <= -9 || var(59)<7
triggerall = var(59)>6&&Random<=var(59)*80&&fvar(16)=3||var(59)>6&&Random<=var(59)*(180-(floor(fvar(15))))&&fvar(16)=2||var(59)<=6&&Random<=var(59)*30 || !Ctrl && var(59)>9
triggerall = EnemyNear(var(54)),Time>=30||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo=[600,610])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=50||var(59)>10
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52 || PrevStateNo = 7303
trigger5 = Helper(60000),var(59)>0
trigger5 = EnemyNear(var(54)),Time>=30-var(59)*2||var(59)>9&&((Life*100)/LifeMax)<=33||var(59)>10
value = 1120

;RF
[State -1, 623C]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) != 4
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3 
triggerall = Ctrl||(StateNo=[400,420])&&(var(1)=[1,3])
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = P2BodyDist X = [-5,60+(EnemyNear(var(54)),Vel X)*5]
triggerall = P2BodyDist Y = [-80-(EnemyNear(var(54)),Vel Y)*5,30-(EnemyNear(var(54)),Vel Y)*5]
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),AnimTime <= -16 || var(59)<7
triggerall = Random <= var(59)*40 || !Ctrl && var(59)>9
triggerall = EnemyNear(var(54)),Time>=30||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo=[600,610])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=50||var(59)>10
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52 || PrevStateNo = 7303
trigger5 = Helper(60000),var(59)>0
trigger5 = EnemyNear(var(54)),Time>=30-var(59)*2||var(59)>9&&((Life*100)/LifeMax)<=33||var(59)>10
value = 1220

;Ͷ
[State -1, Throw - in Ariel]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType = A
triggerall = P2StateType = A
triggerall = P2BodyDist X < 20
triggerall = Alive
triggerall = !isHelper
triggerall = P2StateNo != [120,155]
triggerall = ctrl
triggerall = RoundState = 2
triggerall = fvar(38) > 0
triggerall = Random <= var(59)*60 || var(59) > 9
triggerall = EnemyNear(var(54)),Time >= 30 ||(!Time&&var(59)>9)||var(59)>10
trigger1 = EnemyNear(var(54)),MoveType = A
trigger1 = PrevStateNo = [120,159]
trigger2 = EnemyNear(var(54)),Ctrl
value = 520

;
[State -1, Crouch Light Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = P2BodyDist X = [-5,30+(EnemyNear(var(54)),Vel X)*3]
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),HitDefAttr=S,NA,SA,NT,ST||EnemyNear(var(54)),StateNo<1000&&EnemyNear(var(54)),Time>=12
triggerall = fvar(38) > 0 || fvar(38) = -2
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = Random <= var(59)*50
triggerall = EnemyNear(var(54)),Time>=15||EnemyNear(var(54)),StateNo=EnemyNear(var(54)),PrevStateNo||EnemyNear(var(54)),AnimTime<-5||Helper(60000),InguardDist&&EnemyNear(var(54)),MoveContact=0
trigger1 = EnemyNear(var(54)),Const(Size.head.Pos.Y) <= -90
trigger1 = EnemyNear(var(54)),AnimTime <= -4 || Time >= 30
trigger1 = !fvar(35)
value = 300

;Ͷ
[State -1, Throw - in Ground]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType = S
triggerall = MoveType = I
triggerall = P2BodyDist X < 20
triggerall = P2MoveType != H
triggerall = P2StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = ctrl
triggerall = P2StateNo != [120,155]
triggerall = P2Dist X >= 0
triggerall = fvar(38) != 0 && fvar(38) != -4
triggerall = fvar(37) != 3
triggerall = !Inguarddist
triggerall = EnemyNear(var(54)),Vel X=0&&EnemyNear(var(54)),Vel Y=0
triggerall = !EnemyNear(var(54)),Ctrl || EnemyNear(var(54)),AnimTime <=-4 || var(59) < 10
triggerall = !Inguarddist || EnemyNear(var(54)),StateNo < 1000 && Time <= 1
triggerall = (EnemyNear(var(54)),PrevStateNo != [5000,5270]) || EnemyNear(var(54)),Time > 12
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = EnemyNear(var(54)),PrevStateNo != [5120,5125]
triggerall = Random <= var(59)*60 || var(59) > 9
triggerall = EnemyNear(var(54)),Time >= 30 ||(!Time&&var(59)>9)||var(59)>10
trigger1 = var(59) < 7 || !(EnemyNear(var(54)),HitDefAttr= ,AA,AT,AP)
trigger1 = Random <= var(59)*ifelse(fvar(15)>=2,20,5)
trigger2 = (PrevStateNo=[5000,5270]) || (PrevStateNo=[120,159])
trigger2 = Random <= var(59)*ifelse(fvar(15)>=2,40,20)
value = 500

;`ɲܥåرܣFڤUNKNOWNã
[State -1, Dash]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != [100,106]
triggerall = Ctrl
triggerall = !EnemyNear(var(54)),Ctrl || EnemyNear(var(54)),MoveType = A
triggerall = fvar(38) = 3 && P2BodyDist X > 100 || fvar(38) = 3.1 && P2BodyDist X < 60 && BackEdgeBodyDist < 30
triggerall = Random<=var(59)*50||var(59)>9
triggerall = EnemyNear(var(54)),Time>=12||(!Time&&var(59)>9)||var(59)>10
trigger1 = EnemyNear(var(54)),Time>=30||var(59)>9
trigger2 = PrevStateNo = [5000,5270]
trigger3 = (PrevStateNo = [120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52 || PrevStateNo = 7303
value = 100

;`ɲܥХåر
[State -1, Back Dash]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != [100,106]
triggerall = Ctrl
triggerall = !EnemyNear(var(54)),Ctrl || EnemyNear(var(54)),MoveType = A
triggerall = Enemy(NumEnemy=2),Alive&&facing*((Enemy(NumEnemy=2),Pos X)-Pos X)>0||!Enemy(NumEnemy=2),Alive
triggerall = NumHelper(60000)
triggerall = fvar(38)=4||EnemyNear(var(54)),HitDefAttr=SCA,AT
triggerall = P2BodyDist X <= 110+(EnemyNear(var(54)),Vel X)*5
triggerall = EnemyNear(var(54)),StateType != A || P2BodyDist Y >= -80-(EnemyNear(var(54)),Vel Y)*12
triggerall = BackEdgeBodyDist > 40
triggerall = Random<=var(59)*50||var(59)>9
triggerall = EnemyNear(var(54)),Time>=12||(!Time&&var(59)>9)||var(59)>10
trigger1 = EnemyNear(var(54)),Time>=30||var(59)>9
trigger2 = PrevStateNo = [5000,5270]
trigger3 = (PrevStateNo = [120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52 || PrevStateNo = 7303
value = 105

[State -1, Air Back Dash]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != [110,116]
triggerall = var(6) = 0
triggerall = Pos Y <= -40
triggerall = Ctrl || (StateNo = [400,420]) && (var(1) >= 1)
triggerall = !EnemyNear(var(54)),Ctrl || EnemyNear(var(54)),MoveType = A
triggerall = Enemy(NumEnemy=2),Alive&&facing*((Enemy(NumEnemy=2),Pos X)-Pos X)>0||!Enemy(NumEnemy=2),Alive
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),HitDefAttr=SCA,AT||fvar(38)=4&&fvar(37)!=0.5||Helper(60000),var(13)>0&&Helper(60000),var(13)=EnemyNear(var(54)),StateNo&&Helper(60000),var(14)>0
triggerall = P2BodyDist X <= 100+(EnemyNear(var(54)),Vel X)*12
triggerall = P2BodyDist Y-(Vel Y)*5-(EnemyNear(var(54)),Vel Y)*12 = [-80,80]
triggerall = BackEdgeBodyDist > 40
triggerall = Random<=var(59)*50||var(59)>9
triggerall = EnemyNear(var(54)),Time>=12||(!Time&&var(59)>9)||var(59)>10
trigger1 = EnemyNear(var(54)),Time>=30||var(59)>9
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [600,610])
value = 115

;Ͷرܥ
[State -1, Jump in Ground]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl||(StateNo=[200,211])&&(var(1)=[1,3])||(StateNo=220)&&(var(1)=1)||(StateNo=300)&&(var(1)=[1,3])||(StateNo=[310,320])&&(var(1)=1)||(StateNo=1000)&&(var(1)=1)||(StateNo=[7100,7120])&&(var(1)=1)
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),HitDefAttr=SCA,AT||fvar(38)=4&&fvar(37)!=0.5||Helper(60000),var(13)>0&&Helper(60000),var(13)=EnemyNear(var(54)),StateNo&&Helper(60000),var(14)>0
triggerall = P2BodyDist X <= 125+(EnemyNear(var(54)),Vel X)*12
triggerall = EnemyNear(var(54)),StateType != A || P2BodyDist Y >= -80-(EnemyNear(var(54)),Vel Y)*12
triggerall = Random<=var(59)*50||var(59)>9
triggerall = EnemyNear(var(54)),Time>=12||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo=[600,610])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=30||var(59)>9
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52 || PrevStateNo = 7303
trigger5 = Helper(60000),var(59)>0
trigger5 = EnemyNear(var(54)),Time>=30-var(59)*2||var(59)>9&&((Life*100)/LifeMax)<=33||var(59)>10
value = ifelse(EnemyNear(var(54)),Vel X>6,39,41)

[State -1, Air Jump]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = var(5) < 1
triggerall = Ctrl || (StateNo = [400,420]) && (var(1) = [1,3])
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),HitDefAttr=SCA,AT||fvar(38)=4&&fvar(37)!=0.5||Helper(60000),var(13)>0&&Helper(60000),var(13)=EnemyNear(var(54)),StateNo&&Helper(60000),var(14)>0
triggerall = P2BodyDist X <= 120+(EnemyNear(var(54)),Vel X)*12
triggerall = P2BodyDist Y-(Vel Y)*5-(EnemyNear(var(54)),Vel Y)*12 = [-80,80]
triggerall = Random<=var(59)*50||var(59)>9
triggerall = EnemyNear(var(54)),Time>=12||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo=[600,610])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=30||var(59)>9
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52
trigger5 = Helper(60000),var(59)>0
trigger5 = EnemyNear(var(54)),Time>=30-var(59)*2||var(59)>9&&((Life*100)/LifeMax)<=33||var(59)>10
value = 45

;
;MoveType = I && !EnemyNear,Ctrl 
;

;sB
[State -1, 412B]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = fvar(38) > 0
;triggerall = !Inguarddist
triggerall = P2BodyDist X > 150
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType = I || fvar(37) = 2
triggerall = !EnemyNear(var(54)),Ctrl
triggerall = EnemyNear(var(54)),Vel X = 0
triggerall = EnemyNear(var(54)),PrevStateNo != [5000,5129]
triggerall = EnemyNear(var(54)),StateNo >= 1000
triggerall = !(EnemyNear(var(54)),HitDefAttr=SCA,AA,AT)
triggerall = EnemyNear(var(54)),Power >= 1000
;triggerall = EnemyNear(var(54)),AnimTime > -50
triggerall = Random <= var(59)*30 || var(59) > 7 && Random <= var(59)*100 || var(59) > 9
triggerall = EnemyNear(var(54)),Time >= 30 ||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo = [600,610])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=50 || var(59) > 10
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52
value = 1110

;
;𤭹 
;EnemyNear(var(54)),StateType = L EnemyNear(var(54)),AnimTime P2bodyDist Y P2bodyDist X
;
;ʹ?kC
[State -1, 623C]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 0 && ctrl
triggerall = EnemyNear(var(54)),StateType = L
triggerall = enemynear(var(54)),stateno = 5120
triggerall = var(56) > 0 && enemynear,vel x <= 0
triggerall = p2bodydist x >= 200
trigger1 = enemynear,animtime =[-41,-39]
trigger1 = random <= 10*var(59)
trigger2 = enemynear,animtime =[-26,-24]
trigger2 = random <= 90*var(59)
value = 1420

;ʹ?kB
[State -1, 623B]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 0 && ctrl
triggerall = EnemyNear(var(54)),StateType = L
triggerall = enemynear(var(54)),stateno = 5120
triggerall = var(56) > 0 && enemynear,vel x <= 0
triggerall = p2bodydist x = [140,200]
trigger1 = enemynear,animtime =[-41,-39]
trigger1 = random <= 20*var(59)
trigger2 = enemynear,animtime =[-26,-24]
trigger2 = random <= 80*var(59)
value = 1410


;𤭹å
[State -1, Dash]
type = ChangeState
triggerall = var(59) > 1
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != [100,106]
triggerall = EnemyNear(var(54)),StateType = L
triggerall = P2BodyDist X > 140
;triggerall = BackEdgeBodyDist > 50
triggerall = !Inguarddist
triggerall = var(59) > 9 || Random <= var(59)*40
triggerall = Ctrl
trigger1 = EnemyNear(var(54)),StateNo = [5100,5119]
;trigger1 = NumHelper(20000) || var(59) < 10
trigger2 = EnemyNear(var(54)),StateNo = [5120,5125]
trigger2 = P2BodyDist X > 180
trigger3 = EnemyNear(var(54)),MoveType = I && EnemyNear(var(54)),StateNo >= 200 && (EnemyNear(var(54)),PrevStateNo = [5000,5219])
trigger3 = EnemyNear(var(54)),Vel X <= 0 && P2BodyDist X > 120+(EnemyNear(var(54)),Vel X)*5
value = 100

;ᡢӤޤʹʤrХå
[State -1, Back Dash]
type = ChangeState
triggerall = var(59) > 1
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != [100,106]
triggerall = !Inguarddist
triggerall = Ctrl
triggerall = BackEdgeBodyDist >= 60
triggerall = var(59) > 9 || Random <= var(59)*40
triggerall = fvar(12) > 0 || var(56) = 0 || fvar(12) = 0 && P2BodyDist X < 5
triggerall = P2BodyDist X <= 40
triggerall = Enemy(NumEnemy=2),Alive&&facing*((Enemy(NumEnemy=2),Pos X)-Pos X)>0||!Enemy(NumEnemy=2),Alive
trigger1 = EnemyNear(var(54)),StateType = L
trigger1 = EnemyNear(var(54)),Stateno = [5100,5125]
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist >= 30 || var(56) = 0 || (fvar(12) != [0,1])
trigger2 = EnemyNear(var(54)),Stateno = [5200,5201]
trigger3 = EnemyNear(var(54)),MoveType = I && EnemyNear(var(54)),StateNo >= 200 && (EnemyNear(var(54)),PrevStateNo = [5000,5219])
trigger3 = EnemyNear(var(54)),Vel X > 0 && P2BodyDist X <= 120+(EnemyNear(var(54)),Vel X)*5
value = 105

;֟oХå
[State -1, Back Dash]
type = ChangeState
triggerall = var(59) > 7
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != [100,106]
triggerall = Ctrl
triggerall = var(59) > 9 || Random <= var(59)*40
triggerall = P2BodyDist X <= 80
triggerall = BackEdgeBodyDist >= 40
triggerall = Enemy(NumEnemy=2),Alive&&facing*((Enemy(NumEnemy=2),Pos X)-Pos X)>0||!Enemy(NumEnemy=2),Alive
trigger1 = EnemyNear(var(54)),Stateno = [5200,5201]
trigger2 = fvar(38) = 0 && EnemyNear(var(54)),MoveType != A
trigger2 = P2BodyDist X < 20
value = 105

[State -1, Jump - in Ground]
type = ChangeState
triggerall = var(59) > 1
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = !Inguarddist
triggerall = Ctrl
;ѳ
trigger1 = EnemyNear(var(54)),StateType = L
trigger1 = EnemyNear(var(54)),Stateno = [5100,5125]
trigger1 = P2BodyDist X <= 30
trigger1 = Random <= var(59)*40
trigger1 = BackEdgeBodyDist < 60
;𤭹᥸
trigger2 = var(59) > 6
trigger2 = P2BodyDist X = [30,60]
trigger2 = EnemyNear(var(54)),Stateno = [5120,5125]
trigger2 = EnemyNear(var(54)),AnimTime = [-41,-38]
trigger2 = Random <= var(59)*30
trigger2 = helper(888),var(2) = 0
trigger3 = EnemyNear(var(54)),MoveType = I && EnemyNear(var(54)),StateNo >= 200 && (EnemyNear(var(54)),PrevStateNo = [5000,5219])
trigger3 = EnemyNear(var(54)),StateType != A
trigger3 = EnemyNear(var(54)),Vel X > 0 && P2BodyDist X <= 120+(EnemyNear(var(54)),Vel X)*5
trigger3 = Random <= var(59)*40 || var(59) > 9
;֟o,ڶ
trigger4 = (EnemyNear(var(54)),Stateno = [5200,5201]) || fvar(38) = 0 && EnemyNear(var(54)),MoveType != A
trigger4 = P2BodyDist X < 40 && BackEdgeBodyDist < 40
trigger4 = Random <= var(59)*40 || var(59)>9
value = 41

;Տ
[State -1, Ariel Light Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = fvar(38) > 0
;triggerall = !InGuardDist
triggerall = (PrevStateNo = 38 || PrevStateNo = 41 || PrevStateNo = 120) && Vel Y > 0
triggerall = P2BodyDist X - 9 * (enemynear,vel x + vel x) * (helper(888),var(2) = 0) = [-35,60]
triggerall = P2BodyDist Y - 9 * vel y =[0,80]
triggerall = Random <= var(59)*70
triggerall = EnemyNear(var(54)),AnimTime = [-8,-6]
trigger1 = EnemyNear(var(54)),Stateno = [5120,5125]
trigger2 = EnemyNear(var(54)),MoveType = I && EnemyNear(var(54)),StateNo >= 200 && (EnemyNear(var(54)),PrevStateNo = [5000,5219])
trigger2 = EnemyNear(var(54)),StateType != A
value = 420

;sB(Hѳ)
[State -1, 412B]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = P2BodyDist X < 40 && BackEdgeBodyDist < 30
triggerall = EnemyNear(var(54)),StateType = L
triggerall = EnemyNear(var(54)),Stateno = [5100,5125]
triggerall = !Inguarddist
trigger1 = Random <= var(59)*40
trigger1 = (numhelper(20000) && helper(20000),stateno = 20000) || fvar(16)>= 2
value = 1110

;ʹ?BC
[State -1, 236C]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3 
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 0
triggerall = Ctrl
triggerall = !Inguarddist
triggerall = EnemyNear(var(54)),StateType = L
triggerall = var(56) > 0
triggerall = P2BodyDist X = [0,80]
triggerall = random <= 30*var(59)
triggerall = EnemyNear(var(54)),StateNo = [5120,5125]
triggerall = EnemyNear(var(54)),AnimTime = [-22,-20]
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist >= 20 || EnemyNear(var(54)),FrontEdgeBodyDist >= 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger2 = EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger2 = P2BodyDist X = [5,80]
value = 1320

;ʹ?BB
[State -1, 236B]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 0
triggerall = EnemyNear(var(54)),StateType = L
triggerall = P2BodyDist X = [3,60]
triggerall = Ctrl && enemynear,vel x <= 0
triggerall = !Inguarddist
triggerall = var(56) > 0
triggerall = EnemyNear(var(54)),StateNo = [5120,5125]
trigger1 = EnemyNear(var(54)),AnimTime = [-40,-34] 
trigger1 = Random <= var(59)*80
trigger2 = EnemyNear(var(54)),AnimTime = [-25,-24] 
trigger2 = Random <= var(59)*40
value = 1310

;ʹ?kA
[State -1, 623A]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 0 && ctrl
triggerall = EnemyNear(var(54)),StateType = L
triggerall = enemynear(var(54)),stateno = 5120
triggerall = var(56) > 0 && enemynear,vel x <= 0
triggerall = p2bodydist x = [0,140]
trigger1 = enemynear,animtime =[-41,-39]
trigger1 = random <= 30*var(59)
trigger2 = enemynear,animtime =[-26,-24]
trigger2 = random <= 40*var(59)
value = 1400

[State -1, 412B]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = P2BodyDist X < 60 && backedgedist > 70
triggerall = EnemyNear(var(54)),StateType = L
triggerall = !Inguarddist
trigger1 = Random <= var(59)*60
trigger1 = enemynear,stateno = 5120 && enemynear,animtime = [-30,-25]
trigger1 = numhelper(20000) && helper(20000),stateno = 20000
value = 1110

[State -1, 412A]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X = [0,150]
triggerall = !Inguarddist
triggerall = numhelper(20000) && helper(20000),stateno = 20000
trigger1 = Ctrl
trigger1 = EnemyNear(var(54)),StateType = L
trigger1 = Random <= var(59)*50
trigger1 = enemynear,stateno = 5120 && enemynear,animtime = [-30,-25]
trigger2 = stateno = 240 && var(1) = 2
trigger2 = random <= 70*var(59)
value = 1100

;
[State -1, Crouch Medium Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = !InGuardDist
triggerall = P2BodyDist X =[-5,30]
triggerall = EnemyNear(var(54)),StateType = L
triggerall = Random <= var(59)*40
trigger1 = EnemyNear(var(54)),StateNo = [5120,5125]
trigger1 = EnemyNear(var(54)),AnimTime = [-3,-1]
trigger1 = NumHelper(60000)
trigger1 = Helper(60000),var(34)=0 || var(59) < 10
value = 300

[State -1, 4c]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = !InGuardDist
triggerall = P2BodyDist X =[0,60]
triggerall = EnemyNear(var(54)),StateType = L
triggerall = Random <= var(59)*20
trigger1 = EnemyNear(var(54)),StateNo = [5120,5125]
trigger1 = EnemyNear(var(54)),AnimTime = [-8,-6]
value = 240

[State -1, Walk]
type = ChangeState
triggerall = var(59) > 1
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = !Inguarddist
triggerall = Ctrl
triggerall = fvar(12) = [0,1]
triggerall = EnemyNear(var(54)),Stateno = [5100,5125]
;triggerall = EnemyNear(var(54)),BackEdgeBodyDist <= 30
triggerall = NumHelper(60000)
trigger1 = (P2BodyDist X < 40 || (P2BodyDist X =[40,60])) && BackEdgeBodyDist >= 20
trigger1 = Helper(60000),var(34)>0
trigger2 = (P2BodyDist X =[40,60]) && BackEdgeBodyDist >= 20
trigger2 = Helper(60000),var(34)>0
value = 20
ctrl = 1
;
;
;

;
[State -1, Stand Medium Attack(Near)]
type = ChangeState
triggerall = var(59) > 7
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X <= 40
triggerall = Ctrl
triggerall = !Inguarddist
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType = A
triggerall = Random <= var(59)*100
triggerall = P2BodyDist X >= 0
triggerall = P2BodyDist Y >= -40-(EnemyNear(var(54)),Vel Y)*3
trigger1 = EnemyNear(var(54)),StateNo = [5210,5219]
trigger1 = EnemyNear(var(54)),Time >= 12 || EnemyNear(var(54)),Ctrl
value = 210

;h
[State -1, Stand Medium Attack(far)]
type = ChangeState
triggerall = var(59) > 7
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X > 40
triggerall = Ctrl
triggerall = !Inguarddist
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType = A
triggerall = Random <= var(59)*100
triggerall = P2BodyDist X <= 70
triggerall = P2BodyDist Y >= -60-(EnemyNear(var(54)),Vel Y)*3
trigger1 = EnemyNear(var(54)),StateNo = [5210,5219]
trigger1 = EnemyNear(var(54)),Time >= 7 || EnemyNear(var(54)),Ctrl
value = 220

;
[State -1, Stand Strong Attack]
type = ChangeState
triggerall = var(59) > 7
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = !Inguarddist
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType = A
triggerall = Random <= var(59)*100
triggerall = P2BodyDist X <= 90
triggerall = P2BodyDist Y >= -80-(EnemyNear(var(54)),Vel Y)*3
trigger1 = EnemyNear(var(54)),StateNo = [5210,5219]
trigger1 = EnemyNear(var(54)),Time >= 12 || EnemyNear(var(54)),Ctrl
value = 230

;Ͷ
[State -1, Throw - in Ariel]
type = ChangeState
triggerall = var(59) > 7
triggerall = StateType = A
triggerall = P2StateType = A
triggerall = P2BodyDist X < 20
triggerall = Alive
triggerall = !isHelper
triggerall = P2StateNo != [120,155]
triggerall = ctrl
triggerall = RoundState = 2
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType = A
triggerall = Random <= var(59)*100
triggerall = P2BodyDist Y = [-70-(EnemyNear(var(54)),Vel Y)*3,40-(EnemyNear(var(54)),Vel Y)*3]
trigger1 = EnemyNear(var(54)),StateNo = [5210,5219]
trigger1 = EnemyNear(var(54)),Time >= 15 || EnemyNear(var(54)),Ctrl
value = 520

;
[State -1, Ariel Light Attack]
type = null;ChangeState
triggerall = var(59) > 7
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = P2BodyDist X = [0,30]
triggerall = P2BodyDist Y = [-30-(EnemyNear(var(54)),Vel Y)*3,40-(EnemyNear(var(54)),Vel Y)*3]
triggerall = !Inguarddist
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType = A
triggerall = Random <= var(59)*100
trigger1 = EnemyNear(var(54)),StateNo = [5210,5219]
trigger1 = EnemyNear(var(54)),Time >= 11 || EnemyNear(var(54)),Ctrl
value = 400

;
[State -1, Ariel Medium Attack]
type = ChangeState
triggerall = var(59) > 7
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = P2BodyDist X = [0,50]
triggerall = P2BodyDist Y = [-70-(EnemyNear(var(54)),Vel Y)*3,20-(EnemyNear(var(54)),Vel Y)*3]
triggerall = !Inguarddist
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType = A
triggerall = Random <= var(59)*100
trigger1 = EnemyNear(var(54)),StateNo = [5210,5219]
trigger1 = EnemyNear(var(54)),Time >= 9 || EnemyNear(var(54)),Ctrl
value = 410

;Տ
[State -1, Ariel Strong Attack]
type = ChangeState
triggerall = var(59) > 7
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = P2BodyDist X = [-10,50]
triggerall = P2BodyDist Y = [-20-(EnemyNear(var(54)),Vel Y)*3,70-(EnemyNear(var(54)),Vel Y)*3]
triggerall = !Inguarddist
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType = A
triggerall = Random <= var(59)*100
trigger1 = EnemyNear(var(54)),StateNo = [5210,5219]
trigger1 = EnemyNear(var(54)),Time >= 8 || EnemyNear(var(54)),Ctrl
value = 420

[State -1, Jump in Ground]
type = ChangeState
triggerall = var(59) > 7
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = P2BodyDist X = [-10,70]
triggerall = P2BodyDist Y = [-130-(EnemyNear(var(54)),Vel Y)*3,-50-(EnemyNear(var(54)),Vel Y)*3]
triggerall = !Inguarddist
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType = A
triggerall = Random <= var(59)*40
trigger1 = EnemyNear(var(54)),StateNo = [5210,5219]
trigger1 = !EnemyNear(var(54)),Ctrl
Value = ifelse(P2BodyDist X<=30,37,41)

;
;϶ 
;

;RFs
[State -1, 412C]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) != 4
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3 
triggerall = Ctrl
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = Inguarddist
triggerall = Random <= var(59)*40||var(59)>9
triggerall = P2bodydist X = [-5+(EnemyNear(var(54)),Vel X)*5,60+(EnemyNear(var(54)),Vel X)*5]
triggerall = P2bodydist Y = [-50-(EnemyNear(var(54)),Vel Y)*5,0-(EnemyNear(var(54)),Vel Y)*5]
triggerall = EnemyNear(var(54)),AnimTime <= -9
triggerall = EnemyNear(var(54)),MoveType = I
triggerall = fvar(16) = 3
trigger1 = (EnemyNear(var(54)),StateNo = [200,649])
trigger2 = EnemyNear(var(54)),StateType = A
trigger2 = !EnemyNear(var(54)),Ctrl
value = 1120

;RFs(ҙ)
[State -1, 412C]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) = 4
triggerall = Ctrl
triggerall = fvar(11) >= 32
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = Inguarddist
triggerall = Random <= var(59)*40||var(59)>9
triggerall = P2bodydist X = [-5+(EnemyNear(var(54)),Vel X)*5,60+(EnemyNear(var(54)),Vel X)*5]
triggerall = P2bodydist Y = [-50-(EnemyNear(var(54)),Vel Y)*5,0-(EnemyNear(var(54)),Vel Y)*5]
triggerall = EnemyNear(var(54)),AnimTime <= -9
triggerall = EnemyNear(var(54)),MoveType = I
trigger1 = (EnemyNear(var(54)),StateNo = [200,649])
trigger2 = EnemyNear(var(54)),StateType = A
trigger2 = !EnemyNear(var(54)),Ctrl
value = 1120

;
[State -1, Stand Medium Attack(Near)]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X <= 40
triggerall = !Inguarddist
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),MoveType = I
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = !fvar(39)
triggerall = Ctrl && fvar(39) != 10.1
triggerall = P2BodyDist X >= 0
triggerall = P2BodyDist Y = [-50-(EnemyNear(var(54)),Vel Y)*5,-15-(EnemyNear(var(54)),Vel Y)*5]
trigger1 = (EnemyNear(var(54)),StateNo = [50,55])&&EnemyNear(var(54)),Vel Y>0 || (EnemyNear(var(54)),StateNo = [90,119]) && (!EnemyNear(var(54)),Ctrl || EnemyNear(var(54)),facing = facing)
trigger1 = Random <= var(59)*(100-var(57))
trigger1 = EnemyNear(var(54)),StateNo != [120,169]
trigger2 = !EnemyNear(var(54)),Ctrl
trigger2 = EnemyNear(var(54)),AnimTime <= -9
trigger2 = EnemyNear(var(54)),StateNo != [120,169]
trigger2 = Random <= var(59)*100
trigger3 = EnemyNear(var(54)),StateNo = 132 || (EnemyNear(var(54)),StateNo = [154,155])
trigger3 = Random <= var(59)*100
value = 210

;
[State -1, Crouch Light Attack]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = !fvar(39)
triggerall = !Inguarddist
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = P2BodyDist X = [-5,30]
trigger1 = EnemyNear(var(54)),facing=facing
trigger1 = EnemyNear(var(54)),StateType != A
trigger1 = EnemyNear(var(54)),StateNo != [120,169]
trigger1 = !EnemyNear(var(54)),Ctrl
trigger1 = EnemyNear(var(54)),AnimTime <= -9
trigger1 = Random <= var(59)*100
trigger2 = P2BodyDist Y >= -20 && EnemyNear(var(54)),Vel Y > 0
trigger2 = EnemyNear(var(54)),StateType = A
trigger3 = EnemyNear(var(54)),facing=facing
trigger3 = EnemyNear(var(54)),StateType = S
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*20
trigger4 = StateNo = 52 || PrevStateNo = 52
trigger4 = EnemyNear(var(54)),StateType = S
trigger4 = EnemyNear(var(54)),StateNo = 130 || (EnemyNear(var(54)),StateNo = [150,151])
trigger4 = Random <= var(59)*30||var(59)>9
value = 300

;
[State -1, Crouch Medium Attack]
type = null;ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = !fvar(39)
triggerall = !Inguarddist
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = P2BodyDist X = [30,60]
triggerall = EnemyNear(var(54)),facing=facing
trigger1 = !EnemyNear(var(54)),Ctrl
trigger1 = EnemyNear(var(54)),AnimTime <= -15
trigger1 = Random <= var(59)*100
trigger2 = EnemyNear(var(54)),facing=facing
trigger3 = EnemyNear(var(54)),StateType = S
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*8
trigger4 = StateNo = 52 || PrevStateNo = 52
trigger4 = EnemyNear(var(54)),StateType = S
trigger4 = EnemyNear(var(54)),StateNo = 130 || (EnemyNear(var(54)),StateNo = [150,151])
trigger4 = Random <= var(59)*30||var(59)>9
value = 310

;
[State -1, Stand Light Attack]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = !fvar(39)
triggerall = !Inguarddist
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = P2BodyDist X = [-5,30]
trigger1 = StateNo = 52 || PrevStateNo = 52
trigger1 = EnemyNear(var(54)),StateType = C
trigger1 = EnemyNear(var(54)),StateNo = 131 || (EnemyNear(var(54)),StateNo = [152,153])
trigger1 = Random <= var(59)*30||var(59)>9
value = 200

;
[State -1, Stand Medium Attack(Near)]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X <= 40
triggerall = Ctrl
triggerall = !fvar(39)
triggerall = !Inguarddist
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = P2BodyDist X >= 30
trigger1 = StateNo = 52 || PrevStateNo = 52
trigger1 = EnemyNear(var(54)),StateType = C
trigger1 = EnemyNear(var(54)),StateNo = 131 || (EnemyNear(var(54)),StateNo = [152,153])
trigger1 = Random <= var(59)*30||var(59)>9
value = 210

;h
[State -1, Stand Medium Attack(far)]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X > 40
triggerall = Ctrl
triggerall = !fvar(39)
triggerall = !Inguarddist
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = P2BodyDist X <= 60
trigger1 = StateNo = 52 || PrevStateNo = 52
trigger1 = EnemyNear(var(54)),StateType = C
trigger1 = EnemyNear(var(54)),StateNo = 131 || (EnemyNear(var(54)),StateNo = [152,153])
trigger1 = Random <= var(59)*30||var(59)>9
value = 220

;
[State -1, Stand Medium Attack(Near)]
type = ChangeState
triggerall = var(59) > 4 
triggerall = StateType != A && alive && !ishelper
triggerall = RoundState = 2
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = Ctrl
triggerall = P2BodyDist X = [0,40]
triggerall = enemynear,pos Y + 5 * enemynear,vel y >= -50
triggerall = !enemynear,ctrl && enemynear,animtime < -5
trigger1 = !inguarddist
trigger1 = random <= 90*var(59)
trigger2 = helper(60001),var(1) > 1
trigger2 = p2statetype != A && random%2 = 0 || prevstateno = 1100 || prevstateno = 1110 || prevstateno = [120,159]
trigger2 = random <= 60*var(59)
value = 210

[State -1]
type = ChangeState
triggerall = var(59) > 4 
triggerall = StateType != A && alive && !ishelper
triggerall = RoundState = 2 && !inguarddist
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = Ctrl
triggerall = P2BodyDist X = [0,30+5*(vel x+enemynear,vel x)]
triggerall = p2statetype != A && p2statetype != L
triggerall = !enemynear,ctrl && enemynear,animtime < -5
trigger1 = !inguarddist
trigger1 = EnemyNear(var(54)),MoveType = A || enemynear,movetype = I && !enemynear,ctrl
trigger1 = random <= 90*var(59)
trigger2 = helper(60001),var(1) > 1 && p2movetype = A
trigger2 = p2statetype != A && random%2 = 0 || prevstateno = 1100 || prevstateno = 1110 || prevstateno = [120,159]
trigger2 = random <= 60*var(59)
value = 300

[State -1]
type = ChangeState
triggerall = var(59) > 4 
triggerall = StateType != A && alive && !ishelper
triggerall = RoundState = 2 && !inguarddist
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = Ctrl
triggerall = P2BodyDist X - 4 * (enemynear, vel x + vel x) * (helper(888),var(2) = 0) = [0,30]
triggerall = enemynear,pos Y + 4 * enemynear,vel y >= -50
triggerall = !enemynear,ctrl && enemynear,animtime < -4
trigger1 = !inguarddist
trigger1 = EnemyNear(var(54)),MoveType = A || enemynear,movetype = I && !enemynear,ctrl
trigger1 = random <= 90*var(59)
trigger2 = helper(60001),var(1) > 1 && p2movetype = A
trigger2 = p2statetype != A && random%2 = 0 || prevstateno = 1100 || prevstateno = 1110 || prevstateno = [120,159]
trigger2 = random <= 60*var(59)
value = 200

[State -1]
type = ChangeState
triggerall = var(59) > 4 
triggerall = StateType != A && alive && !ishelper
triggerall = RoundState = 2 && !inguarddist
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = Ctrl
triggerall = P2BodyDist X - 8 * (enemynear, vel x + vel x) * (helper(888),var(2) = 0) = [0,80]
triggerall = enemynear,pos Y + 8 * enemynear,vel y >= -60
triggerall = !enemynear,ctrl && enemynear,animtime < -8
trigger1 = !inguarddist
trigger1 = EnemyNear(var(54)),MoveType = A || enemynear,movetype = I && !enemynear,ctrl
trigger1 = random <= 90*var(59)
trigger2 = helper(60001),var(1) > 1 && p2movetype = A
trigger2 = p2statetype != A && random%2 = 0 || prevstateno = 1100 || prevstateno = 1110 || prevstateno = [120,159]
trigger2 = random <= 60*var(59)
value = 220

[State -1]
type = ChangeState
triggerall = var(59) > 4 
triggerall = StateType != A && alive && !ishelper
triggerall = RoundState = 2 && !inguarddist
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = Ctrl
triggerall = P2BodyDist X = [0,90+9*(vel x+enemynear,vel x)]
triggerall = p2statetype != A
triggerall = !enemynear,ctrl && enemynear,animtime < -9
trigger1 = !inguarddist
trigger1 = EnemyNear(var(54)),MoveType = A || enemynear,movetype = I && !enemynear,ctrl
trigger1 = random <= 90*var(59)
trigger2 = helper(60001),var(1) > 1 && p2movetype = A
trigger2 = p2statetype != A && random%2 = 0 || prevstateno = 1100 || prevstateno = 1110 || prevstateno = [120,159]
trigger2 = random <= 60*var(59)
value = 310

[State -1]
type = ChangeState
triggerall = var(59) > 4 
triggerall = StateType != A && alive && !ishelper
triggerall = RoundState = 2 && !inguarddist
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),MoveType = A || (enemynear,movetype = I && !enemynear,ctrl && enemynear,stateno > 160)
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = Ctrl && random <= 100*var(59)
triggerall = P2BodyDist X = [80,150]
triggerall = p2statetype != A
trigger1 = enemynear,animtime < -26
value = 100

;ܣСhСFɢorFɢ
;ܣСJADՏСhСʹ?o޶
;ܣСJADՏСʹ?BġLv1Lv3[S?޶
;ܣСJADՏСJСՏ*?޶
;`FɢFɢˉ䤨ˣLv1Lv3[S
;`FɢorFɢʹ?ƉLv2ˉ䤨
;ܣͶICСFɢorFɢorʹ?ƉLv2
;ܣ⟡FɢJDСFɢJСՏ*(޶
;ܣͿջ¡ICADՏܣ
;ܣСhСLv2ʹ?Ɖ
;ܣFɢʽFɢʽFMҙќg?޶
;10СhСFɢD(СhСFɢ)*nFM
;
;󥹥ȥ` IC
;

;IC
[State -1, Instant Charge]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3
triggerall = !Inguarddist
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
;Ͷ
trigger1 = (StateNo = 510) && (AnimElemTime(6) = 1)
trigger1 = helper(888),var(2)=1||EnemyNear,BackEdgeBodyDist<25||enemynear,frontedgedist < 20
;Fɢ
trigger2 = (StateNo = 1010) && (var(1) = 1)
trigger2 = helper(888),var(2) = 1
trigger2 = EnemyNear(var(54)),StateType != L
trigger2 = var(56) = 0 || !NumHelper(20000) || (numhelper (20000) && Helper(20000),movetype != A && helper(20000),stateno != 20000) 
;RFsؤ
trigger3 = (StateNo = 1120) && (var(1) = 1); && AnimElemTime(4) < 0
trigger3 = fvar(39) != 4
trigger3 = EnemyNear(var(54)),StateType != L
trigger3 = P2BodyDist X<=0||EnemyNear(var(54)),BackEdgeBodyDist<30&&EnemyNear(var(54)),facing!=facing||EnemyNear(var(54)),FrontEdgeBodyDist<30&&EnemyNear(var(54)),facing=facing
;ڶˡʹ?BĤ
trigger4 = (StateNo = 1300) && var(16) = 1
trigger4 = EnemyNear(var(54)),BackEdgeBodyDist < 25 || EnemyNear(var(54)),FrontEdgeBodyDist < 25 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger4 = fvar(39) = 2
trigger4 = EnemyNear(var(54)),StateType != A
trigger4 = EnemyNear(var(54)),StateType != L
trigger4 = Power >= 1000
;ҙѥRFs
trigger5 = (StateNo = 1120) && (var(1) = 1)
trigger5 = fvar(39) = 12
trigger5 = EnemyNear(var(54)),StateType != L
trigger6 = stateno = 1000 
trigger6 = var(1) = 1
trigger6 = power >= 1000 || fvar(16) = 3
trigger6 = (power >= 3000 && frontedgedist < 100) || helper(888),var(2) = 1
trigger6 = (random%4 = 0 && fvar(2) >= 0.5) || fvar(16) = 3
trigger7 = stateno = 210 && var(1) = 1
trigger7 = fvar(16) = 3 && fvar(15) >= 50
trigger7 = (fvar(2)+fvar(15)/200) <= 1.1
trigger8 = (StateNo = 510) && (AnimElemTime(6) = 1)
trigger8 = fvar(16) = 3 
trigger8 = power >= 2000
trigger8 = (fvar(2)+fvar(15)/200) >= 1
value = 600

;IC
[State -1, Instant Charge]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3
triggerall = EnemyNear(var(54)),StateType != L
triggerall = Random <= var(59)*100
;sFIC
trigger1 = (StateNo = 1100) && var(16) = 1
trigger1 = EnemyNear(var(54)),StateType != A
trigger1 = EnemyNear(var(54)),MoveType != H
trigger1 = P2BodyDist X = [-5,45]
trigger1 = fvar(38) != 0 && fvar(37) != 3
trigger1 = fvar(12) = 4
trigger1 = ((Life*100)/LifeMax) <= 33 || PalNo = 12
;(ʹ?Borkoro ĺSʽ)Σꓸ֪FIC or (Fɢ FM)Σꓸ֪IC
trigger2 = EnemyNear(var(54)),Time >= 30-var(59)*3 || var(59) >= 10
trigger2 = ((Life*100)/LifeMax) < ifelse(EnemyNear(var(54)),Power<1000,33,70)
trigger2 = (StateNo=[1300,1520])&&var(16)=1||(StateNo=[1000,1020])&&(var(1)=[1,2])||(StateNo=[7200,7229])&&var(16)=1||(StateNo=7300)&&(AnimElemTime(8)>=0)&&(var(1)=[1,2])
trigger2 = Inguarddist&&EnemyNear(var(54)),MoveType != H || EnemyNear(var(54)),MoveType = A && P2BodyDist X<=120+(EnemyNear(var(54)),Vel X)*5&&P2BodyDist Y>=-120-(EnemyNear(var(54)),Vel Y)*5
trigger3 = (StateNo = [1000,1999]) || (StateNo = [7200,7229]) 
trigger3 = inguarddist && var(16) = 1
trigger3 = (helper(20000),stateno != 20000 && helper(20000),movetype != A) || var(56) = 0
value = 600

;IC
[State -1, Instant Charge]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3
;triggerall = !Inguarddist
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(54)),StateType != L
;¤
trigger1 = StateNo = 1200 && (var(1) = 1) && AnimElemTime(12) < 0
trigger1 = P2BodyDist X = [0,80]
trigger1 = EnemyNear(var(54)),MoveType = H
trigger1 = EnemyNear(var(54)),StateNo != [120,169]
trigger1 = !NumHelper(20000) || (numhelper (20000) && Helper(20000),movetype != A && helper(20000),stateno != 20000) || var(56) = 0
;Ӥޤʤ
trigger2 = StateNo = 1200 && (var(1) = [2,3])
trigger2 = P2BodyDist X = [0,60]
trigger2 = var(56) = 0 || !NumHelper(20000) || (numhelper (20000) && Helper(20000),movetype != A && helper(20000),stateno != 20000) || helper(20000),stateno = 22500
;sB׷Ĥ
trigger3 = StateNo = 1111 && (var(1) = 1)
trigger3 = P2BodyDist X = [0,40]
trigger3 = P2BodyDist Y = [-30,30]
trigger3 = EnemyNear(var(54)),MoveType = H
trigger3 = EnemyNear(var(54)),StateNo != [120,169]
trigger3 = AnimElemTime(3) >= 0
;Ӥޤʤ
trigger4 = StateNo = 1111 && (var(1) = [2,3])
trigger4 = P2BodyDist X = [0,60]
trigger4 = var(56) = 0 || !NumHelper(20000) || (fvar(12) = [2,3]) || fvar(12) = 5 || (numhelper (20000) && Helper(20000),movetype != A && helper(20000),stateno != 20000 && time >= 24)
trigger6 = StateNo = 1200 && (var(1) = 1)
trigger6 = NumHelper(60000)
trigger6 = Helper(60000),var(59)>0
trigger6 = !NumHelper(20000) || (numhelper (20000) && Helper(20000),movetype != A && helper(20000),stateno != 20000)
trigger7 = stateno = 420 && var(1) = 1
trigger7 = prevstateno = 400 && enemynear,pos Y > -60
trigger7 = fvar(16) = 3 && fvar(15) >= 50
trigger7 = (fvar(2)+fvar(15)/200) <= 1.1
value = 610

;
;ĿѺ 
;Prevstateno EnemyNear(var(54)),Movetype = H EnemyNear(var(54)),stateno = [120,159]
;

[State -1, Ariel Light Attack]
type = ChangeState
triggerall = var(59) >= 9
triggerall = StateType = A && alive && roundstate = 2 && !ishelper
triggerall = !inguarddist
triggerall = P2BodyDist X < 30
triggerall = P2BodyDist Y >= -10
triggerall = ctrl
triggerall = EnemyNear(var(54)),movetype = H && EnemyNear(var(54)),statetype = A
trigger1 = helper(888),var(6) = [6,7]
value = 400

[State -1, Ariel Light Attack]
type = ChangeState
triggerall = var(59) >= 9
triggerall = StateType = A && alive && roundstate = 2 && !ishelper
triggerall = !inguarddist
triggerall = P2BodyDist X < 60
triggerall = P2BodyDist Y < 0
triggerall = (stateno != 110 && prevstateno != 110) || random%5 = 0
triggerall = ctrl || (stateno = 400 && var(1) = 1)
triggerall = EnemyNear(var(54)),movetype = H && EnemyNear(var(54)),statetype = A
trigger1 = helper(888),var(6) = [8,9]
value = 410

[State -1, Ariel Light Attack]
type = ChangeState
triggerall = var(59) >= 9
triggerall = StateType = A && alive && roundstate = 2 && !ishelper
triggerall = !inguarddist
triggerall = P2BodyDist X < 60
triggerall = P2BodyDist Y >= -30
triggerall = (stateno != 110 && prevstateno != 110) || random%4 = 0
triggerall = ctrl || (var(1) = 1 && stateno = [400,410])
triggerall = EnemyNear(var(54)),movetype = H && EnemyNear(var(54)),statetype = A
trigger1 = helper(888),var(6) = [9,10]
value = 420


[State -1, Ariel Light Attack]
type = ChangeState
triggerall = var(59) >= 9
triggerall = StateType != A && alive && roundstate = 2 && !ishelper
triggerall = !inguarddist
triggerall = P2BodyDist X < 30
triggerall = p2bodydist y + 4 * enemynear,vel y + enemynear,gethitvar(yaccel)*10 > -80
triggerall = ctrl
triggerall = EnemyNear(var(54)),movetype = H && EnemyNear(var(54)),statetype = A
trigger1 = helper(888),var(6) = [4,5]
value = 200

[State -1, Ariel Light Attack]
type = ChangeState
triggerall = var(59) >= 9
triggerall = StateType != A && alive && roundstate = 2 && !ishelper
triggerall = !inguarddist
triggerall = P2BodyDist X < 40
triggerall = p2bodydist y + 5 * enemynear,vel y + enemynear,gethitvar(yaccel)*15 > -75
triggerall = ctrl || (stateno = 200 && var(1) = 1)
triggerall = EnemyNear(var(54)),movetype = H && EnemyNear(var(54)),statetype = A
trigger1 = helper(888),var(6) = [5,9]
value = 210

[State -1, Ariel Light Attack]
type = ChangeState
triggerall = var(59) >= 9
triggerall = StateType != A && alive && roundstate = 2 && !ishelper
triggerall = !inguarddist
triggerall = P2BodyDist X = [40,60]
triggerall = p2bodydist y + 9*enemynear,vel y + enemynear,gethitvar(yaccel)*45 = [-60,-1]
triggerall = ctrl || (var(1) = 1 && stateno = [200,210])
triggerall = EnemyNear(var(54)),movetype = H && EnemyNear(var(54)),statetype = A
trigger1 = helper(888),var(6) = [9,10]
value = 220

[State -1, Ariel Light Attack]
type = ChangeState
triggerall = var(59) >= 9
triggerall = StateType != A && alive && roundstate = 2 && !ishelper
triggerall = !inguarddist
triggerall = P2BodyDist X < 60
triggerall = p2bodydist y + 5 * enemynear,vel y + enemynear,gethitvar(yaccel)*15 > -120
triggerall = ctrl || (var(1) = 1 && stateno = [200,220])
triggerall = EnemyNear(var(54)),movetype = H && EnemyNear(var(54)),statetype = A
trigger1 = helper(888),var(6) = [5,6]
value = 230


[State -1, Ariel Light Attack]
type = ChangeState
triggerall = var(59) >= 9
triggerall = StateType != A && alive && roundstate = 2 && !ishelper
triggerall = !inguarddist
triggerall = P2BodyDist X < 30
triggerall = p2bodydist y > -10
triggerall = ctrl
triggerall = EnemyNear(var(54)),movetype = H && EnemyNear(var(54)),statetype = A
trigger1 = !enemynear,canrecover
value = 300

;٤Ƥܤ줿()
[State -1, AA6BC]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 4
triggerall = ((Life*100)/LifeMax) <= 33 || PalNo = 12
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = Random <= var(59)*100
triggerall = PrevStateNo != [7300,7303]
triggerall = P2BodyDist X < 80
triggerall = Ctrl
trigger1 = fvar(11) < 15 || fvar(6) < 8
trigger1 = EnemyNear(var(54)),StateType = A
trigger1 = EnemyNear(var(54)),Vel Y > 0
trigger1 = fvar(39) = 4 || fvar(39) = 10 || fvar(39) = 12
trigger1 = P2BodyDist Y > -40-(EnemyNear(var(54)),Vel Y)*10
trigger2 = P2BodyDist Y > -40-(EnemyNear(var(54)),Vel Y)*10
trigger2 = fvar(39) = 5.1 && P2BodyDist X <= 45 && prevstateno = 600
trigger3 = var(59) > 6 && fvar(39) = 16
trigger3 = EnemyNear(var(54)),StateNo = [41123,41125]
value = 7300

;ҙѥܡݳFM
[State -1, 412C]
type = null;ChangeState
triggerall = var(59) > 6
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) = 4
triggerall = Ctrl
triggerall = Random <= var(59)*70 || var(59)>8
triggerall = !Inguarddist
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),MoveType = H
trigger1 = fvar(39) = 4
trigger1 = P2BodyDist X < 80
;trigger1 = P2BodyDist Y = [-120,-30]
trigger1 = P2BodyDist Y > -40-(EnemyNear(var(54)),Vel Y)*10
trigger1 = fvar(11) < 16 || fvar(6) < 10
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist < 25 || EnemyNear(var(54)),FrontEdgeBodyDist < 25 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger2 = fvar(39) = 10 || fvar(39) = 12
trigger2 = P2BodyDist X < 60
trigger2 = P2BodyDist Y > -40-(EnemyNear(var(54)),Vel Y)*10
trigger2 = fvar(11) < 16 || fvar(6) < 10
trigger2 = fvar(16) = [2,3]
value = 1120

;ҙѥã
[State -1, Stand Strong Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = Random <= var(59)*70 || var(59)>8
trigger1 = fvar(39) = 4
trigger1 = P2BodyDist X < 80
trigger1 = EnemyNear(var(54)),Pos Y > -80 || p2bodydist y + 5*enemynear,vel y + enemynear,gethitvar(yaccel)*15 > -40
trigger1 = fvar(11) >= 13 || fvar(6) >= 8
trigger1 = EnemyNear(var(54)),StateType = A
trigger1 = EnemyNear(var(54)),MoveType = H
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist < 25 || EnemyNear(var(54)),FrontEdgeBodyDist < 25 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
value = 230

;٤Ƥܤ줿(ȫʹä㤪)
[State -1, AA6BC]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 4
triggerall = ((Life*100)/LifeMax) <= 33 || PalNo = 12
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = PrevStateNo != [7300,7303]
triggerall = Random <= var(59)*100
triggerall = P2BodyDist X < 80
triggerall = P2BodyDist Y > -40-(EnemyNear(var(54)),Vel Y)*10
triggerall = EnemyNear(var(54)),Vel Y > 0
triggerall = fvar(39) = 4 || fvar(39) = 10 || fvar(39) = 12
trigger1 = (StateNo = [200,320]) && (var(1) = [1,3])
trigger1 = fvar(11) < 13 || fvar(6) < 8
value = 7300

[State -1, 214214C]
type = ChangeState
triggerall = var(59) > 0
triggerall = random <= 100*var(59)
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000)
triggerall = Helper(20000),StateNo = 20000
triggerall = fvar(12) = 1
triggerall = Power >= 3000
triggerall = helper(20000),p2bodydist x = [0,120]
triggerall = helper(888),var(2) = 1
trigger1 = ctrl
trigger1 = helper(888),var(0) = 1000
trigger1 = (enemynear(var(54)),pos Y + 21 * enemynear(var(54)),vel y + enemynear(var(54)),gethitvar(yaccel)*21*22/2 = [-40,-10]) || enemynear,vel y > 0
value = 6070

[State -1, 214214B]
type = ChangeState
triggerall = var(59) > 0
triggerall = random <= 100*var(59)
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000)
triggerall = Helper(20000),StateNo = 20000
triggerall = fvar(12) = 1
triggerall = Power >= 2000
triggerall = helper(20000),p2bodydist x = [0,120]
triggerall = helper(888),var(2) = 1
trigger1 = ctrl
trigger1 = helper(888),var(0) = 1000
trigger1 = (enemynear(var(54)),pos Y + 21 * enemynear(var(54)),vel y + enemynear(var(54)),gethitvar(yaccel)*21*22/2 = [-40,-10]) || enemynear,vel y > 0
value = 6060

[State -1, 214214A]
type = ChangeState
triggerall = var(59) > 0
triggerall = random <= 100*var(59)
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000)
triggerall = Helper(20000),StateNo = 20000
triggerall = fvar(12) = 1
triggerall = Power >= 1000
triggerall = helper(20000),p2bodydist x = [0,120]
triggerall = helper(888),var(2) = 1
trigger1 = ctrl
trigger1 = helper(888),var(0) = 1000
trigger1 = (enemynear(var(54)),pos Y + 21 * enemynear(var(54)),vel y + enemynear(var(54)),gethitvar(yaccel)*21*22/2 = [-40,-10]) || enemynear,vel y > 0
value = 6050

;ʹ?ƉLv3
[State -1, 214214B]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 0
triggerall = Power >= 3000
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = EnemyNear(var(54)),StateType != L
triggerall = Random <= var(59)*100
triggerall = var(56) > 0
trigger1 = ctrl
trigger1 = helper(888),var(0) = 1000
trigger1 = helper(888),var(2) = 1
trigger1 = (enemynear(var(54)),pos Y + 21 * enemynear(var(54)),vel y + enemynear(var(54)),gethitvar(yaccel)*21*22/2 = [-40,-10]) || enemynear,vel y > 0
value = 6020

;[SC
[State -1, 236236C]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 3000
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = EnemyNear(var(54)),StateNo >= 200
triggerall = ctrl
triggerall = Random <= var(59)*100
triggerall = enemynear(var(54)),pos Y + 20 * enemynear(var(54)),vel y + enemynear(var(54)),gethitvar(yaccel)*21*20/2 = [-40,-10]
triggerall = fvar(2) < 0.81 || random%2 = 0
trigger1 = helper(888),var(0) = 1000
trigger2 = helper(888),var(0) = 1120 && prevstateno = 600
trigger2 = enemynear,gethitvar(hitcount) >= 2
value = 6120

;[SB
[State -1, 236236C]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 2000
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = EnemyNear(var(54)),StateNo >= 200
triggerall = ctrl
triggerall = Random <= var(59)*100
triggerall = enemynear(var(54)),pos Y + 20 * enemynear(var(54)),vel y + enemynear(var(54)),gethitvar(yaccel)*21*20/2 = [-40,-10]
triggerall = fvar(2) < 0.81 || random%2 = 0
trigger1 = helper(888),var(0) = 1000
trigger1 = helper(888),var(2) = 1
trigger2 = helper(888),var(0) = 1120 && prevstateno = 600
trigger2 = enemynear,gethitvar(hitcount) >= 2
value = 6110

;[SA
[State -1, 236236C]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 1000
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo >= 200
triggerall = ctrl
triggerall = Random <= var(59)*100
triggerall = enemynear(var(54)),pos Y + 20 * enemynear(var(54)),vel y + enemynear(var(54)),gethitvar(yaccel)*21*20/2 = [-40,-10]
triggerall = fvar(2) < 0.81 || random%2 = 0
trigger1 = helper(888),var(0) = 1000
trigger1 = helper(888),var(2) = 1
trigger2 = helper(888),var(0) = 1120 && prevstateno = 600
trigger2 = enemynear,gethitvar(hitcount) >= 2
value = 6100

;[SC
[State -1, 236236C]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 3000
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo >= 200
triggerall = P2BodyDist X <= 120 || P2BodyDist X <= 140 && EnemyNear(var(54)),BackEdgeBodyDist < 25 || EnemyNear(var(54)),FrontEdgeBodyDist < 25 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
triggerall = P2BodyDist Y > -40
triggerall = P2life >= 350
triggerall = EnemyNear(var(54)),StateNo != [41124,41125]
triggerall = NumHelper(20000)
;triggerall = Helper(20000),MoveContact
trigger1 = Ctrl
trigger1 = Random <= var(59)*100
trigger1 = (Helper(20000),StateNo = [21300,21320]) || Helper(20000),StateNo = 22300 && Helper(20000),Time < 63 || (Helper(20000),StateNo = [26050,26072])
trigger1 = Helper(20000),StateNo=21300&&Helper(20000),Time<56||Helper(20000),StateNo=21310&&Helper(20000),Time<30||Helper(20000),StateNo=21320&&Helper(20000),Time<100||(Helper(20000),StateNo != [21300,21320])
value = 6120

;[SB
[State -1, 236236B]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 2000
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo >= 200
triggerall = P2BodyDist X <= 85 || P2BodyDist X <= 110 && EnemyNear(var(54)),BackEdgeBodyDist < 25 || EnemyNear(var(54)),FrontEdgeBodyDist < 25 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
triggerall = P2BodyDist Y > -40
triggerall = P2life >= 250
triggerall = EnemyNear(var(54)),StateNo != [41124,41125]
triggerall = NumHelper(20000)
;triggerall = Helper(20000),MoveContact
trigger1 = Ctrl
trigger1 = Random <= var(59)*100
trigger1 = (Helper(20000),StateNo = [21300,21320]) || Helper(20000),StateNo = 22300 && Helper(20000),Time < 63 || (Helper(20000),StateNo = [26050,26072])
trigger1 = Helper(20000),StateNo=21300&&Helper(20000),Time<56||Helper(20000),StateNo=21310&&Helper(20000),Time<30||Helper(20000),StateNo=21320&&Helper(20000),Time<100||(Helper(20000),StateNo != [21300,21320])
value = 6110

;[SA
[State -1, 236236A]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 1000
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo >= 200
triggerall = P2BodyDist X <= 60 || P2BodyDist X <= 100 && EnemyNear(var(54)),BackEdgeBodyDist < 25 || EnemyNear(var(54)),FrontEdgeBodyDist < 25 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
triggerall = P2BodyDist Y > -40
triggerall = EnemyNear(var(54)),StateNo != [41124,41125]
triggerall = P2life >= 100
triggerall = NumHelper(20000)
;triggerall = Helper(20000),MoveContact
trigger1 = Ctrl
trigger1 = Random <= var(59)*100
trigger1 = (Helper(20000),StateNo = [21300,21320]) || Helper(20000),StateNo = 22300 && Helper(20000),Time < 63 || (Helper(20000),StateNo = [26050,26072])
trigger1 = Helper(20000),StateNo=21300&&Helper(20000),Time<56||Helper(20000),StateNo=21310&&Helper(20000),Time<30||Helper(20000),StateNo=21320&&Helper(20000),Time<100||(Helper(20000),StateNo != [21300,21320])
value = 6100

;FɢʽB
[State -1, 6B]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) = 4
triggerall = ctrl && !inguarddist
triggerall = P2BodyDist X >= 0
triggerall = enemynear,pos Y > -50
trigger1 = helper(888),var(0) = 7120
trigger1 = p2movetype = H && p2statetype = A
trigger1 = p2stateno != [120,159]
value = 7110

[State -1, 6A]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = !inguarddist && ctrl
triggerall = helper(888),var(2) = 1
triggerall = p2statetype = A && p2movetype = H
triggerall = p2statetype != L && p2stateno != [120,159]
trigger1 = helper(888),var(0) = 1010
trigger2 = helper(888),var(0) = 6103 || helper(888),var(0) = 6113 || helper(888),var(0) = 6123
value = 1000

[State -1, 2c]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = Ctrl
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(54)),StateType = A
triggerall = helper(888),var(2) = 1
triggerall = fvar(12) != 4 || !fvar(39)
trigger1 = helper(888),var(0) = 1120 && prevstateno = 600
trigger1 = fvar(2) > 0.95
value = 320

;air dash
[State -1, air dash]
type = ChangeState
triggerall = var(59) > 2
triggerall = StateType != A && ctrl
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(54)),movetype = H 
trigger1 = helper(888),var(10) = 5
trigger1 = helper(20000),time < 50
trigger1 = random%2 = 0
value = 39

;air dash
[State -1, air dash]
type = ChangeState
triggerall = var(59) > 2
triggerall = StateType = A && ctrl
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(54)),movetype = H 
trigger1 = pos Y = [-40,-50]
trigger1 = helper(888),var(10) = 5
value = 110

;jump
[State -1, Ariel Strong Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A && alive && roundstate = 2 && !ishelper
triggerall = EnemyNear,StateType = A
triggerall = EnemyNear,MoveType = H
triggerall = Random <= var(59)*100
triggerall = ctrl
trigger1 = helper(888),var(0) = 410
trigger1 = fvar(2) >= 0.75
trigger2 = helper(20000),stateno = 22500
trigger2 = p2bodydist x = [40,100]
trigger2 = enemynear,stateno != [120,159]
trigger2 = enemynear,vel y >= -3
value = 41

;
[State -1, Stand Medium Attack(Near)]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = Ctrl
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(54)),StateType = A
triggerall = P2BodyDist X = [0,40]
triggerall = fvar(12) != 4 || !fvar(39) || enemynear,backedgebodydist > 25
triggerall = !enemynear,canrecover
trigger1 = EnemyNear(var(54)),Pos Y + (EnemyNear(var(54)),Vel Y)*5 + enemynear(var(54)),gethitvar(yaccel)*5*6/2 > -40
trigger1 = random%2 = 0 || EnemyNear(var(54)),Pos Y + (EnemyNear(var(54)),Vel Y)*5 + enemynear(var(54)),gethitvar(yaccel)*15 > -20
trigger2 = helper(888),var(0) = 1210 || helper(888),var(0) = 7210 || helper(888),var(0) = [400,420] 
trigger2 = EnemyNear(var(54)),Vel Y > 0 && enemynear,pos Y >= -30
trigger3 = fvar(39) = 10
trigger3 = enemynear,pos Y >= -30
trigger3 = EnemyNear(var(54)),Vel Y > 0
value = 210

;
[State -1, Stand Medium Attack(Near)]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X <= 40
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateType = A
;triggerall = !Inguarddist
triggerall = Ctrl
triggerall = Random <= var(59)*100
triggerall = P2BodyDist X >= 0
trigger1 = P2BodyDist Y > -30-(EnemyNear(var(54)),Vel Y)*5
trigger1 = EnemyNear(var(54)),Vel Y >= 0
trigger1 = TeamMode = Simul
trigger1 = NumPartner
trigger1 = Partner,Alive
trigger1 = fvar(39) != 10.1 && fvar(39) != 16
value = 210

;(ֿ?ҙã
[State -1, Stand Medium Attack(Near)3]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X <= 40
triggerall = P2BodyDist X >= 0
;triggerall = !Inguarddist
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateType = A
triggerall = fvar(39) != 4
triggerall = Random <= var(59)*100
trigger1 = fvar(12) = 4
trigger1 = Ctrl
trigger1 = P2BodyDist Y > -40-(EnemyNear(var(54)),Vel Y)*5
trigger1 = fvar(39) != 10.1 && fvar(39) != 16
value = 211

;hУФ줫ʤrã
[State -1, Stand Medium Attack(Near)]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X > 40
;triggerall = !Inguarddist
triggerall = fvar(39) != 4
triggerall = Ctrl
trigger1 = EnemyNear(var(54)),Pos Y + (EnemyNear(var(54)),Vel Y)*9 + enemynear(var(54)),gethitvar(yaccel)*9*10/2 > -50
trigger1 = Random <= var(59)*100
trigger1 = EnemyNear(var(54)),StateType = A
trigger1 = EnemyNear(var(54)),MoveType = H
trigger1 = P2BodyDist X < 80
trigger2 = helper(888),var(0) = 1210 || helper(888),var(0) = [400,420] 
trigger2 = EnemyNear(var(54)),Vel Y > 0 && enemynear,pos Y >= -50
trigger3 = fvar(39) = 10
trigger3 = enemynear,pos Y >= -50
trigger3 = EnemyNear(var(54)),Vel Y > 0
value = 220

[State -1, 5c]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = EnemyNear,MoveType = H
triggerall = Ctrl
triggerall = Random <= var(59)*100
triggerall = EnemyNear,StateType = A
triggerall = helper(888),var(2) = 1
trigger1 = EnemyNear,Pos Y + EnemyNear,Vel Y*5 + enemynear,gethitvar(yaccel)*5*6/2 > -90
;trigger1 = helper(888),var(0) = 420
value = 210


;
[State -1, Crouch Medium Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
;triggerall = !Inguarddist
triggerall = EnemyNear(var(54)),StateType != L
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(54)),StateNo != [146001,146022]
triggerall = P2BodyDist X =[30,80]
triggerall = EnemyNear(var(54)),MoveType = H && (EnemyNear(var(54)),StateNo != [120,169])
triggerall = !fvar(39) && fvar(39) != 10.1
triggerall = EnemyNear(var(54)),StateNo != 40514
triggerall = EnemyNear(var(54)),StateNo != [41124,41125]
trigger1 = NumHelper(20000)
trigger1 = (Helper(20000),StateNo = [22700,22701]) && EnemyNear(var(54)),StateType != A
trigger2 = P2BodyDist X > 30 && P2BodyDist Y >= -30
value = 310

;
[State -1, Crouch Light Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X <= 30
;triggerall = !Inguarddist
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateType != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(54)),StateNo != [41124,41125]
triggerall = Ctrl
triggerall = EnemyNear(var(54)),StateNo != [146001,146022]
trigger1 = EnemyNear(var(54)),MoveType = H || EnemyNear(var(54)),StateNo = [120,159]
trigger1 = NumHelper(20000)
trigger1 = (Helper(20000),StateNo = [21300,21320]) || Helper(20000),StateNo = 22300 || (Helper(20000),StateNo = [26050,26072]) || (Helper(20000),StateNo = [22700,22701])
trigger2 = EnemyNear(var(54)),MoveType = H && (EnemyNear(var(54)),StateNo != [120,169])
trigger2 = !fvar(39)
value = 300

;Ͷ-
[State -1, Crouch Medium Attack]
type = ChangeState
triggerall = var(59) > 2
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = P2BodyDist X < 90
triggerall = P2BodyDist Y > -40
triggerall = Random <= var(59)*100
trigger1 = Ctrl
trigger1 = fvar(39) = 5
trigger1 = prevstateno = 600
value = 310

[State -1, b]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = p2statetype != A && p2statetype != L && p2stateno != 5120
triggerall = p2movetype = H && ctrl
triggerall = p2bodydist x <= 40
trigger1 = p2bodydist x - 5 * (vel x + enemynear,vel x)*(helper(888),var(2) = 0) = [0,40]
trigger1 = enemynear,animtime < -5
trigger1 = (p2stateno != [120,159]) || random <= 80*var(59)
value = 210

[State -1, 2A]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = p2statetype != A && p2statetype != L && p2stateno != 5120
triggerall = p2movetype = H && ctrl
trigger1 = p2bodydist x - 5 * (vel x + enemynear,vel x)*(helper(888),var(2) = 0) = [0,30]
trigger1 = enemynear,animtime < -4
trigger1 = (p2stateno != [120,159]) || random <= 80*var(59)
value = 300

[State -1, 2b]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = p2statetype != A && p2statetype != L && p2stateno != 5120
triggerall = p2movetype = H && ctrl
trigger1 = p2bodydist x - 10 * (vel x + enemynear,vel x)*(helper(888),var(2) = 0) = [0,90]
trigger1 = enemynear,animtime < -10
trigger1 = (p2stateno != [120,159]) || random <= 80*var(59)
value = 310


;
;Ͽ 
;Movecontact MoveHit MoveGuarded AnimElem = ,>0
;

;ȫƤܤ줿
[State -1, AA6BC]
type = ChangeState
triggerall = var(59) > 6
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 4
triggerall = ((Life*100)/LifeMax) <= 33 || PalNo = 12
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = Random <= var(59)*100
trigger1 = Ctrl && (PrevStateNo = 600 || PrevStateNo = 1100 || PrevStateNo = 1110)
trigger1 = P2BodyDist X = [-10,45]
trigger1 = fvar(38) != 0 && fvar(37) != 3
value = 7300

[State -1, AA6BC]
type = ChangeState
triggerall = var(59) > 6
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 0
triggerall = ((Life*100)/LifeMax) <= 33 || PalNo = 12
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = Random <= var(59)*100
triggerall = power >= 3000
trigger1 = stateno = 210 && var(1) = 1
trigger1 = fvar(2) >= 0.85 
trigger1 = frontedgedist < 90 && p2statetype = A
trigger2 = stateno = 210 || stateno = 230 || stateno = 240 || stateno = 320 || stateno = 1020
trigger2 = var(1) = [2,3]
trigger3 = stateno = 210 && p2statetype != A && var(1) = 1
trigger3 = p2bodydist x <= 30
value = 7000

[State -1, 214214C]
type = ChangeState
triggerall = var(59) > 0
triggerall = random <= 100*var(59)
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000)
triggerall = Helper(20000),StateNo = 20000
triggerall = fvar(12) = 1
triggerall = Power >= 3000
triggerall = helper(20000),p2bodydist x = [0,120]
triggerall = helper(888),var(2) = 1 || enemynear,statetype != A 
trigger1 = stateno = 230 || stateno = 240 || stateno = 320 || stateno = 1020
trigger1 = var(1) = 1 
trigger1 = fvar(2) >= 0.6 || enemynear,statetype != A
trigger1 = random%2 = 0
value = 6070

[State -1, 214214B]
type = ChangeState
triggerall = var(59) > 0
triggerall = random <= 100*var(59)
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000)
triggerall = Helper(20000),StateNo = 20000
triggerall = fvar(12) = 1
triggerall = Power >= 2000
triggerall = helper(20000),p2bodydist x = [0,120]
triggerall = helper(888),var(2) = 1 || enemynear,statetype != A
trigger1 = stateno = 230 || stateno = 240 || stateno = 320 || stateno = 1020
trigger1 = var(1) = 1 
trigger1 = fvar(2) >= 0.6 || enemynear,statetype != A
value = 6060

[State -1, 214214A]
type = ChangeState
triggerall = var(59) > 0
triggerall = random <= 100*var(59)
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000)
triggerall = Helper(20000),StateNo = 20000
triggerall = fvar(12) = 1
triggerall = Power >= 1000
triggerall = helper(20000),p2bodydist x = [0,120]
triggerall = helper(888),var(2) = 1 || enemynear,statetype != A
trigger1 = stateno = 230 || stateno = 240 || stateno = 320 || stateno = 1020
trigger1 = var(1) = 1
trigger1 = fvar(2) >= 0.6 || enemynear,statetype != A
value = 6050

;[SABC
[State -1, 236236]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 1000
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = P2BodyDist X <= 130
triggerall = P2BodyDist Y > -40
triggerall = NumHelper(20000)
triggerall = (Helper(20000),StateNo = [26050,26072])
triggerall = Helper(20000),RootDist X = [-60,60]
triggerall = Random <= var(59)*100
triggerall = P2life >= ifelse(power>= 3000,350,ifelse(power>= 2000,250,100))
trigger1 = StateNo = 300 && (var(1) = 1)
trigger2 = StateNo = 200 && (var(1) = 1)
trigger3 = StateNo = 210 && (var(1) = 1) && fvar(39) != 9.5
trigger4 = StateNo = 220 && (var(1) = 1)
value = ifelse(power>= 3000,6120,ifelse(power>= 2000,6110,6100))

;ʹ?ƉLv2,3
[State -1, 214214]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 0
triggerall = Power >= 2000
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = EnemyNear(var(54)),StateType != L
triggerall = Random <= var(59)*100
triggerall = var(56) > 0
trigger1 = (StateNo = 310) && (var(1) = 1)
trigger1 = P2BodyDist X < 70
trigger1 = P2BodyDist Y > -70
trigger1 = fvar(39) = 5
trigger1 = fvar(2) > 0.75 || power < 3000
trigger2 = (StateNo = 230) && (var(1) = 1)
trigger2 = P2BodyDist X < 70
trigger2 = (P2BodyDist Y = [-150,-50]) || EnemyNear(var(54)),StateType != A
trigger2 = helper(888),var(2) = 1
trigger2 = fvar(2) >= 0.87 || enemynear(var(54)),statetype != A
trigger2 = random%2 = 0
trigger3 = (StateNo = 240) && (var(1) = 1)
trigger3 = P2BodyDist X < 70
trigger3 = P2BodyDist Y <= -50
trigger3 = fvar(2) >= 0.87
trigger3 = helper(888),var(2) = 1
trigger3 = random%2 = 0
trigger4 = stateno = 320 && var(1) = 1
trigger4 = fvar(2) >= 0.87 && helper(888),var(2) = 1
trigger4 = p2statetype = A
trigger5 = stateno = 210 && var(1) = 1
trigger5 = p2statetype = A && fvar(2) >= 0.87 && power >= 3000
trigger5 = helper(888),var(2) = 1
value = ifelse(power >= 3000,6020,6010)

[SCͶУ
[State -1, 236236C]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 3000
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = Random <= var(59)*100
trigger1 = (StateNo = 310) && (var(1) = 1)
trigger1 = fvar(39) = 5
trigger1 = enemynear(var(54)),vel y >= -2
value = 6120

;[SA
[State -1, 236236A]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 1000
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = P2BodyDist X <= 50
triggerall = P2BodyDist Y > -50
triggerall = Random <= var(59)*100
trigger1 = (StateNo = 1020) && (var(1) = 1)
trigger1 = P2BodyDist X<=35||EnemyNear(var(54)),BackEdgeBodyDist < 40 || EnemyNear(var(54)),FrontEdgeBodyDist < 40 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger1 = Random <= var(59)*40||var(59)>9
trigger2 = (StateNo = 240) && (var(1) = 1)
trigger2 = helper(888),var(2) = 1 && fvar(2) >= 0.87
trigger2 = Random <= var(59)*40
trigger2 = helper(888),var(2) = 1
trigger3 = (StateNo = 230) && (var(1) = 1)
trigger3 = Random <= var(59)*30 && time = [5,7]
trigger3 = enemynear(var(54)),statetype = A
trigger3 = helper(888),var(2) = 1
trigger3 = fvar(2) >= 0.87
trigger3 = enemynear,pos Y >= -40 && enemynear,vel Y >= 0
trigger4 = P2BodyDist X<=45||helper(888),var(2) = 1||helper(20000),facing = enemynear,facing
trigger4 = helper(888),var(10) = [2,3]
trigger4 = var(1) = 1
trigger4 = fvar(2) > 0.6 || enemynear,statetype != A
trigger4 = stateno = 230 || stateno = 320 || stateno = 1020
trigger4 = stateno != 230 || (stateno = 230 && helper(20000),movetype = A)
trigger4 = enemynear,statetype != A || helper(888),var(2) = 1
value = 6100

;[SB
[State -1, 236236B]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 2000
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = P2BodyDist X <= 85
triggerall = P2BodyDist Y > -50
trigger1 = (StateNo = 1020) && (var(1) = 1)
trigger1 = P2BodyDist X<=65||(EnemyNear(var(54)),BackEdgeBodyDist<20||EnemyNear(var(54)),FrontEdgeBodyDist<20&&EnemyNear(var(54)),facing=facing&&BackEdgeBodyDist>50)&&P2BodyDist X<=75
trigger1 = Random <= var(59)*40||var(59)>9
trigger2 = (StateNo = 240) && (var(1) = 1)
trigger2 = helper(888),var(2) = 1 && fvar(2) >= 0.87
trigger2 = Random <= var(59)*40
trigger2 = helper(888),var(2) = 1
trigger3 = (StateNo = 230) && (var(1) = 1)
trigger3 = Random <= var(59)*100 && time = [5,7]
trigger3 = enemynear(var(54)),statetype = A
trigger3 = fvar(2) >= 0.87 
trigger3 = helper(888),var(2) = 1
trigger3 = enemynear,pos Y >= -40 && enemynear,vel Y >= 0
trigger4 = P2BodyDist X<=65||helper(888),var(2) = 1||helper(20000),facing = enemynear,facing
trigger4 = helper(888),var(10) = [2,3]
trigger4 = var(1) = 1
trigger4 = fvar(2) > 0.6 || enemynear,statetype != A
trigger4 = stateno = 230 || stateno = 320 || stateno = 1020
trigger4 = stateno != 230 || stateno = 230 && helper(20000),movetype = A 
trigger4 = enemynear,statetype != A || helper(888),var(2) = 1
value = 6110

;[SC
[State -1, 236236C]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 3000
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = P2BodyDist X <= 130
triggerall = P2BodyDist Y > -50
triggerall = Random <= var(59)*100
trigger1 = (StateNo = 1020) && (var(1) = 1)
trigger1 = P2BodyDist X<=110||EnemyNear(var(54)),BackEdgeBodyDist < 40 || EnemyNear(var(54)),FrontEdgeBodyDist < 40 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger1 = Random <= var(59)*40||var(59)>9
trigger2 = (StateNo = 240) && (var(1) = 1)
trigger2 = EnemyNear(var(54)),BackEdgeBodyDist < 40 || EnemyNear(var(54)),FrontEdgeBodyDist < 40 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger2 = Random <= var(59)*40||var(59)>9
trigger2 = helper(888),var(2) = 1
trigger3 = (StateNo = 230) && (var(1) = 1)
trigger3 = Random <= var(59)*100 && time = [5,7]
trigger3 = enemynear(var(54)),statetype = A
trigger3 = fvar(2) >= 0.87
trigger3 = helper(888),var(2) = 1
trigger3 = enemynear,pos Y >= -40 && enemynear,vel Y >= 0
trigger4 = P2BodyDist X<=110||helper(888),var(2) = 1||helper(20000),facing = enemynear,facing
trigger4 = helper(888),var(10) = [2,3]
trigger4 = var(1) = 1
trigger4 = fvar(2) > 0.6 || enemynear,statetype != A
trigger4 = stateno = 230 || stateno = 320 || stateno = 1020
trigger4 = stateno != 230 || stateno = 230 && helper(20000),movetype = A
trigger4 = enemynear,statetype != A || helper(888),var(2) = 1
value = 6120

;RFs
[State -1, 412C]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) != 4 && fvar(16) = 3 && fvar(15) >= 50 || fvar(12) = 4 && (fvar(16) = [2,3])
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = P2BodyDist X <= 50
triggerall = P2BodyDist Y > -50
triggerall = Random <= var(59)*60 || var(59)>9
trigger1 = stateno = 230 || stateno = 320
trigger1 = EnemyNear(var(54)),StateType != A
trigger1 = var(1) = 1 && fvar(16) = 3
value = 1120

;ʹ?BC
[State -1, 236C]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3 
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 0
triggerall = var(56) > 0
triggerall = P2BodyDist X = [0,60]
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = helper(888),var(2) = 1
trigger1 = stateno = 230 || stateno = 320
trigger1 = var(1) = 1
trigger1 = random%2 = 0
value = 1320

;ʹ?B
[State -1, 236]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 0
triggerall = P2BodyDist Y >= -20
triggerall = Random <= var(59)*100
triggerall = var(56) > 0
triggerall = P2BodyDist X = [0,60]
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),stateno = [150,159]
trigger1 = StateNo = [210,230]
trigger1 = var(1) = [2,3]
trigger1 = random%4 = 0
value = ifelse(random%3=0,1300,1310)

;ʹ?Bģ
[State -1, 236A]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 0
;triggerall = P2BodyDist X < 60
triggerall = P2BodyDist Y >= -20
triggerall = Random <= var(59)*100
triggerall = var(56) > 0
triggerall = P2BodyDist X >= 0
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = helper(888),var(2) = 1
triggerall = StateNo = 230 && (var(1) = 1)
triggerall = Power >= 1000 && P2BodyDist X <= 50 || Power >= 2000 && P2BodyDist X <= 70 || Power >= 3000 && P2BodyDist X <= 80
trigger1 = !fvar(39)
trigger2 = fvar(39) = 2 && (fvar(16) = 2 && fvar(15) > 100)
trigger3 = fvar(39) = 2 && fvar(16) = 3
value = 1300

;
[State -1, Stand Light Attack]
type = ChangeState
triggerall = var(59) > 1
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist Y > -40
triggerall = EnemyNear(var(54)),StateType != L
triggerall = Stateno = 200
triggerall = TeamMode = Single || TeamMode = Turns
trigger1 = (P2BodyDist X = [0,20]) && EnemyNear(var(54)),StateType != S
trigger1 = var(1) = 2 && Random <= var(59)*70
trigger2 = (P2BodyDist X = [0,9]) && (var(1) = 1) && EnemyNear(var(54)),MoveType = H && (EnemyNear(var(54)),StateNo != [120,169])
trigger2 = EnemyNear(var(54)),StateType != A && (EnemyNear(var(54)),facing != facing || PrevStateNo != 200)
trigger2 = helper(888),var(50) = 1 || (helper(888),var(50) = 2 && random%2 = 0)
trigger3 = (P2BodyDist X = [0,20]) && EnemyNear(var(54)),StateType != S
trigger3 = var(1)=3&&Random<=var(59)*50 && fvar(38)>0
trigger3 = EnemyNear(var(54)),StateNo!=125&&(EnemyNear(var(54)),StateNo!=[140,145])&&(EnemyNear(var(54)),StateNo!=[160,162])&&EnemyNear(var(54)),Ctrl=0
trigger3 = (EnemyNear(var(54)),StateNo=[120,159])||EnemyNear(var(54)),StateNo<1000&&Time<=1
value = 200

;(åã
[State -1, Stand Light Attack]
type = ChangeState
triggerall = var(59) > 1
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist Y > -40
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != L
triggerall = Stateno = 200
triggerall = TeamMode = Simul && NumPartner
triggerall = !Partner,Alive || Partner,facing=facing || Pos X-Partner,Pos X<=0
trigger1 = (P2BodyDist X = [0,20]) && EnemyNear(var(54)),StateType != S
trigger1 = var(1) = 2 && Random <= var(59)*70
trigger2 = (P2BodyDist X = [0,9]) && (var(1) = 1) && EnemyNear(var(54)),MoveType = H && (EnemyNear(var(54)),StateNo != [120,169])
trigger2 = EnemyNear(var(54)),StateType != A && (EnemyNear(var(54)),facing != facing || PrevStateNo != 200)
trigger2 = Random <= var(59)*100
trigger3 = (P2BodyDist X = [0,20]) && EnemyNear(var(54)),StateType != S
trigger3 = var(1)=3&&Random<=var(59)*50 && fvar(38)>0
trigger3 = EnemyNear(var(54)),StateNo!=125&&(EnemyNear(var(54)),StateNo!=[140,145])&&(EnemyNear(var(54)),StateNo!=[160,162])&&EnemyNear(var(54)),Ctrl=0
trigger3 = (EnemyNear(var(54)),StateNo=[120,159])||EnemyNear(var(54)),StateNo<1000&&Time<=1
value = 200

;
[State -1, Crouch Light Attack]
type = ChangeState
triggerall = var(59) > 1
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = TeamMode = Single || TeamMode = Turns
trigger1 = Stateno = 200 && (var(1) = 1) || Stateno = 300 && (var(1) = 1)
trigger1 = (P2BodyDist X = [0,9]) && EnemyNear(var(54)),MoveType = H && (EnemyNear(var(54)),StateNo != [120,169])
trigger1 = EnemyNear(var(54)),facing != facing
trigger1 = Random <= var(59)*100
trigger2 = Stateno = 200 && EnemyNear(var(54)),StateType = C || Stateno = 300
trigger2 = (P2BodyDist X = [0,20]) && (EnemyNear(var(54)),facing != facing || PrevStateNo != 200 && PrevStateNo != 300)
trigger2 = var(1) = 2 && Random <= var(59)*90
trigger1 = helper(888),var(50) = 1 || (helper(888),var(50) = 2 && random%2 = 0)
trigger3 = Stateno = 200 && EnemyNear(var(54)),StateType = C || Stateno = 300
trigger3 = (P2BodyDist X = [0,20]) && (EnemyNear(var(54)),facing != facing || PrevStateNo != 200 && PrevStateNo != 300)
trigger3 = var(1)=3 && Random<=var(59)*70 && (fvar(38)>0||fvar(38)=-2)
trigger3 = EnemyNear(var(54)),StateNo!=125&&(EnemyNear(var(54)),StateNo!=[140,145])&&(EnemyNear(var(54)),StateNo!=[160,162])&&EnemyNear(var(54)),Ctrl=0
trigger3 = (EnemyNear(var(54)),StateNo=[120,159])||EnemyNear(var(54)),StateNo<1000&&Time<=1||fvar(38)=-2
;trigger4 = p2bodydist x = [0,30]
;trigger4 = p2statetype != A && !inguarddist
;trigger4 = stateno = 700 && prevstateno = 210
;trigger4 = animtime = 0
;trigger4 = random%2 = 0
value = 300

;(åã
[State -1, Crouch Light Attack]
type = ChangeState
triggerall = var(59) > 1
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = TeamMode = Simul && NumPartner
triggerall = !Partner,Alive || Partner,facing=facing || Pos X-Partner,Pos X<=0
trigger1 = Stateno = 200 && (var(1) = 1) || Stateno = 300 && (var(1) = 1)
trigger1 = (P2BodyDist X = [0,9]) && EnemyNear(var(54)),MoveType = H && (EnemyNear(var(54)),StateNo != [120,169])
trigger1 = Random <= var(59)*100
trigger2 = Stateno = 200 && EnemyNear(var(54)),StateType = C || Stateno = 300
trigger2 = (P2BodyDist X = [0,20]) && (EnemyNear(var(54)),facing != facing || PrevStateNo != 200 && PrevStateNo != 300)
trigger2 = var(1) = 2 && Random <= var(59)*90
trigger3 = Stateno = 200 && EnemyNear(var(54)),StateType = C || Stateno = 300
trigger3 = (P2BodyDist X = [0,20]) && (EnemyNear(var(54)),facing != facing || PrevStateNo != 200 && PrevStateNo != 300)
trigger3 = var(1)=3 && Random<=var(59)*70 && (fvar(38)>0||fvar(38)=-2)
trigger3 = EnemyNear(var(54)),StateNo!=125&&(EnemyNear(var(54)),StateNo!=[140,145])&&(EnemyNear(var(54)),StateNo!=[160,162])&&EnemyNear(var(54)),Ctrl=0
trigger3 = (EnemyNear(var(54)),StateNo=[120,159])||EnemyNear(var(54)),StateNo<1000&&Time<=1||fvar(38)=-2
value = 300

[State -1, Jump Cancel - in Ground]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = EnemyNear(var(54)),StateType != L
triggerall = NumHelper(60000)
triggerall = (Helper(60000),var(59)>0 || EnemyNear(var(54)),Vel X >= 0 && EnemyNear(var(54)),facing != facing || EnemyNear(var(54)),Vel X <= 0 && EnemyNear(var(54)),facing = facing) && BackEdgeBodyDist <= 30 && P2BodyDist X <= 30
triggerall = Random <= var(59)*20
trigger1 = (StateNo = 200) && (var(1) = 2)
trigger2 = (StateNo = 210) && (var(1) = 2)
trigger3 = (StateNo = 300) && (var(1) = 2)
value = 41

[State -1, Jump Cancel - in Ground]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = EnemyNear(var(54)),StateType != L
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType = C && (P2BodyDist X = [20,60])
triggerall = Random <= var(59)*20
trigger1 = (StateNo = 200) && (var(1) = 2)
trigger2 = (StateNo = 210) && (var(1) = 2)
trigger3 = (StateNo = 300) && (var(1) = 2)
value = ifelse(fvar(16)=2&&fvar(15)>100&&(Helper(60000),var(56)<2||var(59)<9),38,41)

;jump
[State -1, jump]
type = ChangeState
triggerall = var(59) > 2
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),movetype = H 
trigger1 = stateno = 210 || (stateno = 220 && p2bodydist x < 30)
trigger1 = var(1) = 1 && fvar(12) != 4
trigger1 = (fvar(2) >= 0.76 && helper(888),var(2) = 0) || fvar(2) >= 0.788
trigger1 = fvar(2) >= 0.85 || helper(888),var(2) = 0 || random%2 = 0
trigger2 = prevstateno = 600 && ctrl
trigger2 = helper(888),var(0) = 210
value = 39

;
[State -1, 623A]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Random <= var(59)*100
triggerall = Ctrl
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType != L
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(56) < 2 || var(59) < 8
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3 || var(59) < 9
trigger1 = PrevStateNo = 38
trigger1 = P2BodyDist X <= 70+(EnemyNear(var(54)),Vel X)*5
value = 1200

;Fɢ
[State -1, 6A]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) != 4
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(54)),StateType != L
triggerall = (StateNo = [210,240]) && (var(1) = 1)
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),MoveType = H
trigger1 = fvar(2) < 0.8
trigger1 = helper(888),var(2) = 0
trigger1 = stateno = [210,220]
trigger1 = random%5 = 0 || stateno = 220 && fvar(12) != 0
trigger2 = stateno = 230 && var(1) = 1
trigger2 = helper(888),var(2) = 1 || enemynear,backedgedist < 10 || frontedgedist < 100
trigger2 = time = [7,9]
trigger3 = stateno = 240 && var(1) = 1
trigger3 = helper(888),var(24) = 0 || fvar(2) < 0.8
trigger4 = stateno = 220 || (fvar(2) <= 0.69 && stateno = 210)
trigger4 = helper(888),var(2) = 1
trigger4 = fvar(2) =[0.55,0.732]
trigger5 = stateno = 220
trigger5 = helper(888),var(2) = 1
trigger5 = p2bodydist y < -60
value = 1000

[State -1, 412A]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) != 4
triggerall = random<= var(59)*100
triggerall = stateno = 230 && (time = [5,7]) && var(1) = 1
triggerall = enemynear,statetype = A && helper(888),var(2) = 0
trigger1 = fvar(12) != 0 
trigger2 = enemynear,pos Y < -60 || fvar(12) = 1
trigger2 = random%2 = 0 || enemynear,backedgedist < 5 || enemynear,frontedgedist < 5
value = 1100

[State -1, 623C]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 0
triggerall = EnemyNear(var(54)),StateType = A
triggerall = var(56) > 0
triggerall = (StateNo = 230) && (var(1) = 1) && time >= 7
triggerall = Random <= var(59)*100
trigger1 = helper(888),var(2) = 0 
trigger1 = random%3 = 0
value = 1420

;ʹ?oB
[State -1, 214B]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 0
triggerall = EnemyNear(var(54)),StateType = A
triggerall = !Inguarddist
triggerall = var(56) > 0
triggerall = (StateNo = 230) && (var(1) = 1) && time >= 7
triggerall = Random <= var(59)*100 
trigger1 = helper(888),var(2) = 0
trigger1 = frontedgedist < 120 || p2bodydist x = [75,120]
value = 1510

;ʹ?oC
[State -1, 214C]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 0
triggerall = EnemyNear(var(54)),StateType = A
triggerall = var(56) > 0
triggerall = (StateNo = 230) && (var(1) = 1) && time >= 7
triggerall = Random <= var(59)*100
trigger1 = fvar(39) = [1,2]
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist > 50 && EnemyNear(var(54)),facing != facing && FrontEdgeBodyDist > 100
trigger2 = fvar(39) = [1,2]
trigger2 = EnemyNear(var(54)),FrontEdgeBodyDist > 50 && EnemyNear(var(54)),facing = facing && FrontEdgeBodyDist > 100
trigger3 = helper(888),var(2) = 0
value = 1520

;Fɢʽ
[State -1, 6A]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) = 4
triggerall = Random <= var(59)*100
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(59)!=1||var(59)<10
triggerall = P2BodyDist X >= 0
triggerall = EnemyNear(var(54)),StateType != L
trigger1 = (StateNo = 230) && (var(1) = [1,2])
trigger1 = helper(888),var(2) = 1 || frontedgedist < 90
trigger2 = (StateNo = 240) && (var(1) = 1)
trigger2 = helper(888),var(2) = 1 || frontedgedist < 90
trigger2 = EnemyNear(var(54)),StateNo != [120,169]
trigger2 = EnemyNear(var(54)),MoveType = H
trigger3 = StateNo = 1100 && AnimElemTime(7) >= 0
trigger3 = P2BodyDist X < 40
trigger3 = EnemyNear(var(54)),BackEdgeBodyDist < 30 || EnemyNear(var(54)),FrontEdgeBodyDist < 30 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger3 = fvar(11) >= 40
trigger3 = EnemyNear(var(54)),StateNo != [120,169]
trigger4 = StateNo = 1110 && AnimElemTime(7) >= 0
trigger4 = P2BodyDist X < 40
trigger4 = EnemyNear(var(54)),BackEdgeBodyDist < 30 || EnemyNear(var(54)),FrontEdgeBodyDist < 30 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger4 = fvar(11) >= 40
trigger4 = EnemyNear(var(54)),StateNo != [120,169]
value = 7100

;FɢʽB
[State -1, 6B]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) = 4
triggerall = Random <= var(59)*100
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(59)!=1||var(59)<10
triggerall = P2BodyDist X >= 0
triggerall = enemynear,pos Y > -50 && enemynear,statetype != C
triggerall = EnemyNear(var(54)),StateType != L
trigger1 = (StateNo = [220,230]) && (var(1) = 1)
trigger1 = EnemyNear(var(54)),MoveType = H
trigger1 = EnemyNear(var(54)),StateNo != [120,169]
trigger2 = (StateNo = 310) && (var(1) = 1)
trigger2 = EnemyNear(var(54)),MoveType = H
trigger2 = EnemyNear(var(54)),StateNo != [120,169]
trigger3 = (StateNo = 320) && (var(1) = 1)
trigger3 = EnemyNear(var(54)),MoveType = H
trigger3 = EnemyNear(var(54)),StateNo != [120,169]
trigger4 = StateNo = 1100 && AnimElemTime(7) >= 0
trigger4 = P2BodyDist X < 60
trigger4 = EnemyNear(var(54)),BackEdgeBodyDist >= 30 || EnemyNear(var(54)),FrontEdgeBodyDist >= 30 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger4 = EnemyNear(var(54)),StateNo != [120,169]
trigger4 = fvar(11) > 40
trigger5 = StateNo = 1110 && AnimElemTime(7) >= 0
trigger5 = P2BodyDist X < 60
trigger5 = EnemyNear(var(54)),BackEdgeBodyDist >= 30 || EnemyNear(var(54)),FrontEdgeBodyDist >= 30 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger5 = EnemyNear(var(54)),StateNo != [120,169]
trigger5 = fvar(11) > 40
trigger6 = (StateNo = 240) && (var(1) = [1,2])
value = 7110

;4c
[State -1, Stand Medium Attack(Near)]
type = ChangeState
triggerall = var(59) > 1
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Random <= var(59)*100
triggerall = P2BodyDist X >= 30
triggerall = EnemyNear(var(54)),StateType != L
trigger1 = stateno = 210 && animtime = 0 && random%2 = 0
trigger1 = EnemyNear(var(54)),StateType != A 
trigger1 = EnemyNear(var(54)),movetype = H || var(1) = 1
trigger1 = EnemyNear(var(54)),stateno != [120,169]
trigger1 = helper(888),var(2) = 1
value = 240

;
[State -1, Stand Medium Attack(Near)]
type = ChangeState
triggerall = var(59) > 1
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X <= 40
triggerall = Random <= var(59)*100
triggerall = P2BodyDist X >= -5
triggerall = EnemyNear(var(54)),StateType != A || P2BodyDist Y >= -40 && (var(1) = 1)
triggerall = EnemyNear(var(54)),StateType != L
trigger1 = StateNo = 300 || stateno = 200 
trigger1 = var(1) = [1,2]
trigger1 = (P2BodyDist X <= 35 && helper(888),var(2) = 1) || p2bodydist x <= 25 || var(59) < 7
trigger2 = stateno = 210 && animtime = 0
trigger2 = EnemyNear(var(54)),StateType != A 
trigger2 = EnemyNear(var(54)),movetype = H || var(1) = 1
trigger2 = EnemyNear(var(54)),stateno != [120,169]
trigger3 = p2statetype != A && !inguarddist
trigger3 = stateno = 700
trigger3 = prevstateno = 210
trigger3 = animtime = 0
trigger3 = random%2 = 0 || p2stateno != [120,159]
value = 210

;ӤޤON
[State -1, Z]
type = ChangeState
triggerall = var(59) > 1
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) = [0,1]
triggerall = NumHelper(20000) = 0
triggerall = var(56) > 1 && !inguarddist
triggerall = random <= 90*var(59)
trigger1 = stateno = 210 || stateno = 220 || stateno = 310 || stateno = 240
trigger1 = var(1) = 2
trigger1 = EnemyNear(var(54)),StateNo = [150,159]
trigger1 = EnemyNear(var(54)),Statetype != A
trigger2 = stateno = 210 && var(1) = 1 && p2statetype != A
trigger2 = (p2bodydist x <= 25 && helper(888),var(2) = 1) || p2bodydist x < 6
trigger3 = stateno = 210 || (stateno = 240 && helper(888),var(24) = 1)
trigger3 = var(1) = 1
trigger3 = fvar(2) > 0.9 && helper(888),var(2) = 1
value = 700

;h
[State -1, Stand Medium Attack(far)]
type = ChangeState
triggerall = var(59) > 2
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Random <= var(59)*100
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(59)!=1||var(59)<10
triggerall = EnemyNear(var(54)),StateType != L
triggerall = enemynear(var(54)),movetype = H
triggerall = p2statetype = A || random%2 = 0 || !(fvar(16) = 3 && fvar(15) > 25)
trigger1 = StateNo = 210 && var(1) = 1
trigger1 = enemynear(var(54)),statetype != A && enemynear(var(54)),movetype = H
trigger1 = (helper(888),var(2) = 0 && p2bodydist x > 10) || (helper(888),var(2) = 1 && p2bodydist x > 30)
trigger1 = helper(888),var(2) = 0 || random%2 = 0
trigger2 = StateNo = 200 || stateno = 300
trigger2 = var(1) = [1,2]
trigger2 = P2BodyDist X > 40
trigger3 = StateNo = 210 
trigger3 = var(1) = 1 && fvar(2) >=0.5
trigger3 = enemynear(var(54)),statetype = A
trigger4 = stateno = 310 && var(1) = 1
trigger4 = p2bodydist x <= 50
value = 220

;
[State -1, Crouch Medium Attack]
type = ChangeState
triggerall = var(59) > 2
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Random <= var(59)*100
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(59)!=1||var(59)<10
triggerall = P2BodyDist X >= 0
triggerall = EnemyNear(var(54)),StateType != L
trigger1 = StateNo = 300 && (var(1) = 2) || StateNo = 200 && (var(1) = 2)
value = 310

;
[State -1, Stand Strong Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),MoveType = H
trigger1 = StateNo = 210 && (var(1) = 1) 
trigger2 = StateNo = 220 && (var(1) = 1)
value = 230

;
[State -1, Stand Strong Attack]
type = ChangeState
triggerall = var(59) > 2
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Random <= var(59)*100
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(59)!=1||var(59)<10
triggerall = (P2BodyDist X = [0,75]) || var(59) < 10
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateType != A
trigger1 = StateNo = 220 && (var(1) = [1,2])
trigger2 = StateNo = 200 && (var(1) = [1,2])
trigger3 = StateNo = 300 && (var(1) = [1,2])
trigger4 = StateNo = 210 && (var(1) = [1,2])
trigger4 = P2BodyDist Y > -10 && !fvar(39) || P2BodyDist Y >= 0 && fvar(39) = 12
trigger4 = (helper(888),var(2) = 0 && p2bodydist x > 10) || (helper(888),var(2) = 1 && p2bodydist x > 30)
trigger4 = helper(888),var(2) = 0 || random%2 = 0
value = 230

;
[State -1, Crouch Strong Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Random <= var(59)*100
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(59)!=1||var(59)<10
triggerall = Helper(60000),var(59)!=1||var(59)<10
triggerall = P2BodyDist X >= 0
triggerall = EnemyNear(var(54)),StateType != L
trigger1 = StateNo = 310 && (var(1) = [1,2]) || StateNo = 220 && (var(1) = [1,2])
trigger1 = fvar(39) != 5
trigger1 = EnemyNear(var(54)),StateType != A
trigger2 = StateNo = 210 && (var(1) = 1)
trigger2 = P2BodyDist Y >= 0 && fvar(39) = 12
value = 320

;(ҙѕr
[State -1, Stand Strong Attack]
type = ChangeState
triggerall = var(59) > 2
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Random <= var(59)*100
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(59)!=1||var(59)<10
triggerall = (P2BodyDist X = [0,75]) || var(59) < 10
triggerall = EnemyNear(var(54)),StateType != L
triggerall = fvar(12) = 4
trigger1 = StateNo = 200 && (var(1) = [1,2])
trigger2 = StateNo = 210 && (var(1) = [1,2])
trigger3 = StateNo = 220 && (var(1) = [1,2])
trigger4 = StateNo = 300 && (var(1) = [1,2])
trigger5 = StateNo = 310 && (var(1) = [1,2])
trigger6 = StateNo = 211 && (var(1) = [1,2])
value = 230



;Fɢ
[State -1, 6C]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) != 4
triggerall = Random <= var(59)*100
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(59)!=1||var(59)<10
triggerall = P2BodyDist X >= 0
triggerall = P2BodyDist X < 100
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateType != A
trigger1 = StateNo = 230 && (var(1) = [1,3]) || StateNo = 220 && (var(1) = [1,3])
trigger1 = time >= 7
trigger1 = helper(888),var(10) = 0 
trigger2 = StateNo = 320 && (var(1) = [1,2])
trigger2 = helper(888),var(10) = 0 
trigger3 = stateno = 240 && var(1) = 2
value = 1020

;Fɢ
[State -1, 6B]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) != 4
triggerall = Random <= var(59)*100
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(59)!=1||var(59)<10
triggerall = P2BodyDist X = [0,94]
triggerall = EnemyNear(var(54)),StateType = S
trigger1 = (StateNo = 230) && (var(1) = [1,2])
trigger1 = helper(888),var(10) = 0 
trigger2 = (StateNo = 320) && (var(1) = [1,2])
trigger2 = helper(888),var(10) = 0
trigger3 = stateno = 240 && var(1) = 2
value = 1010

;FɢʽC
[State -1, 6C]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) = 4
triggerall = Random <= var(59)*100
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(59)!=1||var(59)<10
triggerall = P2BodyDist X >= 0
triggerall = EnemyNear(var(54)),StateType != L
triggerall = enemynear,statetype != A
triggerall = fvar(11) > 40 || EnemyNear(var(54)),MoveType = H && (EnemyNear(var(54)),StateNo != [120,169])
trigger1 = StateNo = 230 && (var(1) = 1)
trigger2 = StateNo = 320 && (var(1) = 1)
trigger3 = StateNo = 220 && (var(1) = 1)
value = 7120

;ʹ?kA
[State -1, 623A]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 0
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(54)),StateType != L
triggerall = enemynear(var(54)),movetype = H
triggerall = var(56) > 0
triggerall = EnemyNear(var(54)),BackEdgeBodyDist < 50 || EnemyNear(var(54)),FrontEdgeBodyDist < 50 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger1 = (StateNo = 1020) 
trigger1 = var(1) = [1,2]
trigger2 = stateno = 230 || stateno = 320
trigger2 = var(1) = [1,2]
trigger2 = enemynear(var(54)),statetype != A
value = 1400

;ʹ?kB
[State -1, 623B]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 0
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = P2BodyDist X > 160 
triggerall = var(56) > 0
triggerall = EnemyNear(var(54)),BackEdgeBodyDist >= 50 || EnemyNear(var(54)),FrontEdgeBodyDist >= 50 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger1 = (StateNo = 1020) && var(1) = [1,2]
trigger2 = stateno = 230 || stateno = 320
trigger2 = var(1) = [1,2]
trigger2 = enemynear(var(54)),statetype != A
value = 1410

;ӤޤON
[State -1, Z]
type = ChangeState
triggerall = var(59) > 1
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper && !inguarddist
triggerall = fvar(12) = [0,1]
triggerall = NumHelper(20000) = 0
triggerall = var(56) > 1
;Fɢor󥻥
trigger1 = (StateNo = 320 || StateNo = 1020) && (var(1) = 1)
trigger1 = EnemyNear(var(54)),StateType = L || EnemyNear(var(54)),MoveType = H && (EnemyNear(var(54)),StateNo != [120,169])
trigger1 = Power < 1000 || P2BodyDist X > 60 && (Power = [1000,1999]) || P2BodyDist X > 85 && (Power = [2000,2999]) || P2BodyDist X > 130
trigger1 = var(59)>3 && Random <= var(59)*(var(59)-2)
trigger2 = (StateNo = 1020) && (var(1) = 2)
trigger2 = EnemyNear(var(54)),StateNo = [120,159]
trigger2 = Helper(60000),var(59) = 0
trigger2 = P2BodyDist X >= 60
trigger2 = var(59)>3 && Random <= var(59)*15
value = 700

[State -1, 412B]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) != 4
triggerall = random<= var(59)*100
trigger1 = stateno = 1020 && (var(1) = [1,2])
trigger1 = (fvar(12) = [2,3]) || fvar(12) = 5
trigger1 = numhelper(20000) = 0
trigger1 = random%10 = 0 && time = [13,14]
trigger1 = fvar(16) >=2
trigger1 = (helper(20000),stateno = 20000) || p2bodydist x < 60
value = 1110

;ҙ
[State -1, AA6BC]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 0
triggerall = ((Life*100)/LifeMax) <= 33 || PalNo = 12
triggerall = Power >= 3000
triggerall = Ctrl
triggerall = P2BodyDist X < 40
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = fvar(39) != 10
;Lv8¤ϥ饤250¤֤饤դ٤ʤȤ˰k
trigger1 = Random <= var(59)*5 && var(59) <= 8
trigger1 = life <= lifemax*0.4 && P2life > life
;Lv9֥饤դ500(1000붨)Εr˰k
trigger2 = Random <= var(59)*10 && var(59) = 9
trigger2 = P2life <= lifemax*0.2
trigger3 = Random <= var(59)*20 && var(59) >= 10
value = 7000


;
;ĿѺ 
;AnimTime=0 Prevstateno EnemyNear(var(54)),Movetype = H EnemyNear(var(54)),stateno = [120,159]
;

[State -1, Air Back Dash]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != [110,116]
triggerall = var(6) = 0
triggerall = Ctrl
triggerall = Pos Y <= -40
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H || EnemyNear(var(54)),stateno = [120,159]
triggerall = !Inguarddist
triggerall = Enemy(NumEnemy=2),Alive&&facing*((Enemy(NumEnemy=2),Pos X)-Pos X)>0||!Enemy(NumEnemy=2),Alive
trigger1 = PrevStateNo = 610
trigger1 = (EnemyNear(var(54)),StateNo = [120,169]) || EnemyNear(var(54)),Ctrl
trigger1 = Random <= var(59)*30 || Random <= var(59)*100 && var(59) > 6
trigger1 = backedgebodydist >= 30
trigger1 = P2BodyDist X >= 0
value = 115

[State -1, Air Dash]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != [110,116]
triggerall = var(6) = 0
triggerall = Pos Y <= -40
triggerall = Ctrl
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H || EnemyNear(var(54)),stateno = [120,159]
triggerall = !Inguarddist
trigger1 = PrevStateNo = 610
trigger1 = (EnemyNear(var(54)),StateNo = [120,169]) || EnemyNear(var(54)),Ctrl
trigger1 = Random <= var(59)*30 || Random <= var(59)*100 && var(59) > 6
trigger1 = frontedgebodydist >= 30
trigger1 = P2BodyDist X < 0
value = 110



[State -1, Air Dash]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != [110,116]
triggerall = var(6) = 0
triggerall = Pos Y <= -40
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = Random <= var(59)*40 || var(59) >= 5
;ՏADՏ
trigger1 = EnemyNear(var(54)),StateType = A
trigger1 = (StateNo = 420) && (var(1) = 1);419
trigger1 = fvar(2) >= 0.7
;Ϳջ¡ICՏ
trigger2 = Ctrl
trigger2 = fvar(39) = 6
trigger2 = PrevStateNo = 610
trigger2 = P2BodyDist X > 40
;FɢJСJՏAD
trigger3 = fvar(39) = 8
trigger3 = StateNo = 420 && var(1) = 1
trigger4 = fvar(39) = 14
trigger4 = PrevStateNo = 610
trigger4 = Ctrl
trigger5 = Ctrl
trigger5 = fvar(39) = 3 || fvar(39) = 8 || fvar(39) = 13 && fvar(6) > 35
trigger5 = EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger5 = EnemyNear(var(54)),Vel Y > 1 || EnemyNear(var(54)),Vel Y < 0 && EnemyNear(var(54)),Pos Y > -70 && Pos Y < -20
trigger5 = P2BodyDist Y > -10
;
trigger6 = (StateNo = [400,420]) && (var(1) = 1)
trigger6 = var(5) >= 1 && var(6) = 0 && var(59) > 7
trigger6 = EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger6 = P2BodyDist X <= 40
trigger6 = P2BodyDist Y <= 40
value = 110

[State -1, Air Dash]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != [110,116]
triggerall = var(6) = 0
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = Random <= var(59)*40 || var(59) >= 5
;FɢJADՏ
trigger1 = Ctrl
trigger1 = fvar(2) = [0.5,0.75]
trigger1 = helper(888),var(0) = 1000
trigger1 = PrevStateNo = 39
trigger1 = Pos Y <= -50
value = 110

;Տ
[State -1, Ariel Strong Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = Random <= var(59)*100
triggerall = ctrl
trigger1 = var(5) = 0 && var(6) = 0
trigger1 = helper(888),var(0) = 210 || helper(888),var(0) = 220
trigger1 = fvar(2) > 0.75 || helper(888),var(2) = 0
trigger1 = fvar(2) > 0.95 && p2bodydist y > -20 || fvar(2) >= 0.76 && p2bodydist y > -10+random%11 || fvar(2) < 0.76 
trigger2 = var(5) = 0 && var(6) = 0
trigger2 = helper(888),var(0) = 410
trigger2 = fvar(2) > 0.79
trigger3 = helper(888),var(0) = 1000
trigger3 = var(5) = 0 && var(6) = 0
trigger3 = (fvar(2) < 0.5 && enemynear,vel y >= -2) || (fvar(2) > 0.79 && p2bodydist y > -30)
trigger4 = helper(888),var(0) = [1200,1210]
trigger5 = var(5) = 1 && var(6) = 1
trigger5 = helper(888),var(0) = 420
trigger5 = helper(888),var(26) = 1 && fvar(2) > 0.8
trigger6 = helper(888),var(10) = 5
trigger6 = var(5) = 1 && var(6) = 1 && p2bodydist x <= 50
trigger7 = helper(20000),stateno = 22500 || (enemynear,gethitvar(hitcount) = 1 && helper(888),var(0) != 210)
trigger7 = p2bodydist x = [0,50+9*(vel x + enemynear,vel x) * (helper(888),var(2) = 0)]
trigger7 = p2bodydist y - 9 * vel y + 9 * enemynear,vel y + enemynear,gethitvar(hitcount)*45 = [-30,70]
trigger7 = p2movetype = H && p2statetype = A
trigger7 = !enemynear,canrecover
trigger8 = helper(888),var(2) = 1
trigger8 = helper(888),var(0) = 420
trigger8 = var(5) = 1 && var(6) = 1
trigger8 = fvar(2) > 0.9
value = 420

;
[State -1, Ariel Light Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateType = A
triggerall = Ctrl
triggerall = Random <= var(59)*100
trigger1 = var(5) = 1 && var(6) = 1
trigger1 = helper(888),var(0) = 420
trigger1 = fvar(2) > 0.9
trigger1 = p2bodydist x - 6*(vel x + enemynear,vel x)*(helper(888),var(2) = 0) = [0,30]
trigger1 = p2bodydist y - 6 * vel y + 6 * enemynear,vel y + enemynear,gethitvar(yaccel)*6*7/2 = [-10,10]
trigger2 = var(5) = 1 && var(6) = 1
trigger2 = helper(888),var(0) = 1000
trigger2 = fvar(2) = [0.5,0.75]
trigger2 = helper(888),var(2) = 1
trigger2 = (enemynear,pos y + 6 * enemynear,vel y + enemynear,gethitvar(yaccel)*6*7/2 = [-40,20]) || p2bodydist y >= -10
trigger3 = var(5) = 1 && var(6) = 1
trigger3 = helper(888),var(0) = 420
trigger3 = fvar(2) > 0.7
trigger3 = p2bodydist y >= -20
trigger4 = helper(888),var(0) = 1111
trigger4 = p2bodydist y >= 0
value = 400

;С
[State -1, Ariel Medium Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateType = A
triggerall = Random <= var(59)*100
trigger1 = StateNo = 400 && (var(1) = 1)
trigger1 = fvar(2) > 0.85
trigger1 = time >= 8 || pos Y > -60
trigger2 = StateNo = 400 && (var(1) = 1)
trigger2 = EnemyNear(var(54)),Pos Y >= -20 && p2bodydist y <= 20
trigger2 = helper(888),var(2) = 1
trigger3 = helper(888),var(0) = 1000
trigger3 = var(5) = 0 && var(6) = 0
trigger3 = fvar(2) < 0.5
trigger3 = enemynear,vel y >= -2
trigger4 = helper(888),var(0) = 1111
trigger4 = p2bodydist y < 0 && ctrl
trigger5 = P2BodyDist Y < 0
trigger5 = StateNo = 400 && (var(1) = 1)
trigger5 = pos Y > -50
value = 410


;Տ
[State -1, Ariel Strong Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = Random <= var(59)*100
trigger1 = StateNo = 400 && var(1) = 1
trigger1 = fvar(2) < 0.7 || time >= 8
trigger2 = StateNo = 410 && var(1) = 1
trigger2 = helper(888),var(2) = 1
trigger3 = fvar(39) = 8 && Ctrl
trigger3 = PrevStateNo = 45
trigger4 = StateNo = 410 && var(1) = 1
trigger4 = fvar(2) > 0.9
trigger4 = time >= 12 || p2bodydist Y <= 0
value = 420

;
[State -1, Ariel Light Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X <= 30
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateType = A
triggerall = Random <= var(59)*100
trigger1 = StateNo = 400 && (var(1) = 1)
trigger1 = helper(888),var(2) = 1
trigger1 = fvar(2) < 0.5
trigger2 = ctrl
trigger2 = var(5) = 1 && var(6) = 0
trigger2 = fvar(2) < 0.5
value = 400

[State -1, air dash]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X <= 40
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = Random <= var(59)*100
triggerall = !EnemyNear(var(54)),CanRecover || var(59) < 8
trigger1 = StateNo = 420 && (var(1) = 1)
trigger1 = var(6) = 0
trigger1 = helper(888),var(2) = 1 && fvar(2) < 0.5
value = 110

;
;п 
;Movecontact MoveHit MoveGuarded AnimElem = ,>0
;
;
[State -1, Ariel Light Attack]
type = ChangeState
triggerall = var(59) > 2
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = EnemyNear(var(54)),StateType != L
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(59)!=1||var(59)<10
triggerall = P2BodyDist X=[-5,25]
triggerall = P2BodyDist Y=[-30,10]
triggerall = Random <= var(59)*100
trigger1 = StateNo = 400 && (var(1) = [1,2])
trigger1 = !fvar(39) || var(1) = 2
trigger1 = EnemyNear(var(54)),StateType != A || EnemyNear(var(54)),MoveType != H || var(1) = 2
value = 400

[State -1, Jump Cancel - in Ground]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = Random <= var(59)*40 || var(59) >= 5
;еƤr
trigger1 = StateNo = 210 && var(1) = 1 && fvar(39) != 9.5
trigger1 = PrevStateNo != 200
;RFsءICʹär(ӡ)
trigger2 = PrevStateNo = 600
trigger2 = P2BodyDist X < 40 
trigger2 = fvar(39) = 20
;FɢƤr
trigger3 = StateNo = 1000 && var(1) = 1
trigger3 = EnemyNear(var(54)),BackEdgeBodyDist < 30 || EnemyNear(var(54)),FrontEdgeBodyDist < 30 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger3 = P2BodyDist X < 110
;ե`֤Է֤Ϥˤr
trigger4 = Ctrl
trigger4 = fvar(39) = 0
trigger4 = EnemyNear(var(54)),Pos Y = [-100,-50]
trigger4 = EnemyNear(var(54)),Vel Y < 0
trigger4 = P2BodyDist X = [-20,20]
trigger4 = Random <= var(59)*30
trigger4 = EnemyNear(var(54)),StateNo != [146001,146022]
trigger5 = StateNo = 210 && var(1) = 1 && fvar(39) = 9.5 && EnemyNear(var(54)),Pos Y <= -30
value = 39



[State -1, Jump Cancel - in Air]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = var(5) < 1
triggerall = var(1) = [1,3]
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateType = A
triggerall = Random <= var(59)*40 || var(59) >= 5
;
trigger1 = fvar(2) < 0.5
trigger1 = StateNo = 420
value = 45

;
;Ӥޤ
;

;ҙ
[State -1, AA6BC]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 0
triggerall = ((Life*100)/LifeMax) <= 33 || PalNo = 12
triggerall = Power >= 3000
triggerall = Ctrl
;triggerall = !Inguarddist
;triggerall = EnemyNear(var(54)),MoveType != A
triggerall = Random<=var(59)*1&&var(59)<=8&&life<=lifemax*0.4&&EnemyNear(var(54)),life>life||Random<=var(59)*2&&var(59)=9&&EnemyNear(var(54)),life<=lifemax/2||Random<=var(59)*10&&var(59)>9
trigger1 = P2BodyDist X >= 80 && EnemyNear(var(54)),MoveType != H || EnemyNear(var(54)),StateType = L
trigger2 = NumPartner
trigger2 = Partner,Alive
trigger2 = TeamMode = Simul && Enemy,TeamMode = Simul
trigger2 = Enemy(0),Alive && Enemy(NumEnemy=2),Alive
trigger2 = (P2BodyDist X >= 80 || EnemyNear(var(54)),facing = facing) && EnemyNear(var(54)),MoveType != H || EnemyNear(var(54)),StateType = L
value = 7000

;ӤޤON
[State -1, Z]
type = ChangeState
triggerall = var(59) > 1
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) = [0,1]
triggerall = NumHelper(20000) = 0
triggerall = NumHelper(60000)
triggerall = Ctrl || (StateNo = [200,320]) && (var(1) = 1) || (StateNo = 1020) && (var(1) = [1,2])
triggerall = !Inguarddist && p2movetype != A && p2stateno != 100
triggerall = Helper(60000),Inguarddist=0
triggerall = var(56) > 1
triggerall = Helper(60000),var(46) > 0 && EnemyNear(var(54)),StateNo != Helper(60000),var(46) || Helper(60000),var(46)=0
triggerall = Helper(60000),var(47) > 0 && EnemyNear(var(54)),StateNo != Helper(60000),var(47) || Helper(60000),var(47)=0
triggerall = Helper(60000),var(48) > 0 && EnemyNear(var(54)),StateNo != Helper(60000),var(48) || Helper(60000),var(48)=0
triggerall = Helper(60000),var(49) > 0 && EnemyNear(var(54)),StateNo != Helper(60000),var(49) || Helper(60000),var(49)=0
triggerall = EnemyNear(var(54)),MoveType!=H||fvar(37)=2||EnemyNear(var(54)),StateType=L||EnemyNear(var(54)),MoveType=H&&(EnemyNear(var(54)),StateNo!=[120,169])&&!ctrl&&(P2BodyDist X>=100||StateNo=1020)
;triggerall = EnemyNear(var(54)),Vel X < 3 && EnemyNear(var(54)),MoveType = I || EnemyNear(var(54)),StateType = L
;ȤꤢO
trigger1 = var(56) = 2
trigger1 = P2BodyDist X = [80+(EnemyNear(var(54)),Vel X)*5,200-(EnemyNear(var(54)),Vel X)*5]
trigger1 = EnemyNear(var(54)),MoveType != A
trigger1 = Random <= var(59)*20-ifelse(Helper(60000),var(46)>0,10,0)
;׷zޤ줿r
trigger2 = var(56) = 3
trigger2 = P2BodyDist X >= 120+(EnemyNear(var(54)),Vel X)*5 && Backedgebodydist <= 40
trigger2 = EnemyNear(var(54)),Vel X < 3
trigger2 = EnemyNear(var(54)),MoveType != A
trigger2 = EnemyNear(var(54)),StateType != L
trigger2 = Random <= var(59)*10-ifelse(Helper(60000),var(46)>0,5,0) || EnemyNear(var(54)),AnimTime <= -17 && Random <= var(59)*30
;׷zr
trigger3 = var(56) = 3
trigger3 = P2BodyDist X >= 100+(EnemyNear(var(54)),Vel X)*5 && EnemyNear(var(54)),Backedgebodydist <= 40
trigger3 = EnemyNear(var(54)),Vel X <= 0
trigger3 = EnemyNear(var(54)),MoveType != A
trigger3 = EnemyNear(var(54)),StateType != L
trigger3 = Random <= var(59)*10-ifelse(Helper(60000),var(46)>0,5,0) || EnemyNear(var(54)),AnimTime <= -17 && Random <= var(59)*30
;֤줿r
trigger4 = var(56) = 3
trigger4 = EnemyNear(var(54)),StateType = L
trigger4 = EnemyNear(var(54)),StateNo = [5100,5125]
trigger4 = P2BodyDist X = [80,165]
trigger4 = EnemyNear(var(54)),Vel X <= 0
trigger4 = Random <= var(59)*30
;״BrȤ
trigger5 = var(56) = 3
trigger5 = EnemyNear(var(54)),MoveType = I || fvar(37) = 2
trigger5 = EnemyNear(var(54)),StateType != A
trigger5 = EnemyNear(var(54)),StateType != L
trigger5 = EnemyNear(var(54)),StateNo != [0,169]
trigger5 = !EnemyNear(var(54)),Ctrl
trigger5 = EnemyNear(var(54)),Vel X = 0
trigger5 = P2BodyDist X > 100
trigger5 = Random <= var(59)*20 || EnemyNear(var(54)),AnimTime <= -17 && Random <= var(59)*40
;år
trigger6 = NumPartner
trigger6 = TeamMode = Simul && Partner,Alive
trigger6 = P2BodyDist X > 100+(EnemyNear(var(54)),Vel X)*5
trigger6 = Power >= 1000
trigger6 = Random <= var(59)*20
trigger7 = p2bodydist x = [0,80]
trigger7 = p2statetype = A && enemynear,vel y <= 0 && enemynear,pos Y < -90
trigger7 = p2movetype = I && random <= 30*var(59)
value = 700

;ӤޤOFF
[State -1, Z]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) = [0,1]
triggerall = NumHelper(20000) = 1
triggerall = NumHelper(60000)
triggerall = Helper(20000),StateNo = 20000
triggerall = Ctrl
triggerall = Random <= var(59)*20
triggerall = Helper(60000),var(46) > 0 && EnemyNear(var(54)),StateNo != Helper(60000),var(46) || Helper(60000),var(46)=0
triggerall = Helper(60000),var(47) > 0 && EnemyNear(var(54)),StateNo != Helper(60000),var(47) || Helper(60000),var(47)=0
triggerall = Helper(60000),var(48) > 0 && EnemyNear(var(54)),StateNo != Helper(60000),var(48) || Helper(60000),var(48)=0
triggerall = Helper(60000),var(49) > 0 && EnemyNear(var(54)),StateNo != Helper(60000),var(49) || Helper(60000),var(49)=0
triggerall = EnemyNear(var(54)),MoveType = I
triggerall = !Inguarddist
triggerall = Helper(60000),Inguarddist=0
trigger1 = P2BodyDist X >= 250+(EnemyNear(var(54)),Vel X)*5
trigger1 = Helper(20000),RootDist X = [-30,30]
trigger1 = BackEdgeBodyDist < 25
trigger1 = EnemyNear(var(54)),Ctrl || (EnemyNear(var(54)),StateNo = [105,109]) || (EnemyNear(var(54)),StateNo = [115,119])
trigger1 = EnemyNear(var(54)),Vel X <= 0
trigger1 = random <= 30*var(59)
trigger2 = NumPartner
trigger2 = TeamMode = Simul && Partner,Alive
trigger2 = Power < 1000
trigger2 = P2BodyDist X >= 250+(EnemyNear(var(54)),Vel X)*5
trigger2 = Helper(20000),RootDist X = [-30,30]
trigger2 = BackEdgeBodyDist < 25
value = 701

;
;` 
;inguarddist EnemyNear(var(54)),HitDefAttr = SCA,AA;
;

[State -2, RicoilGard];ޥؤ˱Ҫʤä????
type = hitoverride
triggerall = var(59) > 0 && roundstate = 2
triggerall = movetype != A
trigger1 = ctrl || stateno = [120,159] 
trigger1 = ctrl || movetype = H
trigger1 = (prevstateno != 125 && prevstateno != 145) || statetype = A || time >= 30
trigger1 = random < helper(888),var(40)*100
trigger1 = statetype = A || !enemynear,hitdefattr = ,aa || random%2 = 0 || helper(27000),var(50) >= 10
attr = SCA,AA,AP
stateno = 125
time = 1
slot = 0
ignorehitpause = 1

[State -3,`]
Type = ChangeState
TriggerAll = var(59) > 0
TriggerAll = Ctrl || StateNo = 101 || StateNo = 116 || StateNo = 52 && Time >= 3
triggerall = RoundState <= 2
triggerall = StateNo != 125 && StateNo != 145
triggerall = Random <= var(58)*(40+EnemyNear(var(54)),Time/3)||var(58)>9
triggerall = fvar(38) != [3,4]
trigger1 = Inguarddist
trigger1 = !(EnemyNear(var(54)),Hitdefattr = SCA,NT,ST,HT,AT)
trigger2 = !Inguarddist
trigger2 = EnemyNear(var(54)),Vel X > 0
trigger2 = EnemyNear(var(54)),HitDefAttr=SCA,AA
trigger3 = !Inguarddist && Abs(P2Dist X) < 40
trigger3 = EnemyNear(var(54)),StateType = A || EnemyNear(var(54)),HitDefAttr=SCA,AA
trigger3 = EnemyNear(var(54)),MoveType = A
trigger4 = NumHelper(60000)
trigger4 = Helper(60000),Inguarddist
trigger5 = NumHelper(60001)
trigger5 = Helper(60001),Inguarddist
trigger5 = var(59)>=9
trigger6 = !Inguarddist
trigger6 = fvar(37) = 5 || (p2movetype = A && p2dist x < 0)
Value = 120

;
;Ƅ 
;Ctrl Random P2bodyDist X
;

;sAƉoroärã
[State -1, 412A]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = NumHelper(20000)
triggerall = P2BodyDist X > 150
triggerall = P2BodyDist Y < -50 || EnemyNear(var(54)),Vel Y < -3
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = Random <= var(59)*100
triggerall = !Inguarddist
triggerall = PrevStateNo != [1100,1110]
triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = (Helper(20000),StateNo = [21400,21500])
trigger2 = (Helper(20000),StateNo = [26050,26072])
trigger3 = (Helper(20000),StateNo = 21320)
value = 1100

;s
[State -1, 412A]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = !Inguarddist
triggerall = P2BodyDist X>120
triggerall = Random <= var(59)*40
triggerall = p2movetype = A && enemynear,animtime < -42
trigger1 = enemynear,numhelper || enemynear,numproj || (numhelper(20000) && helper(20000),stateno = 20000)
trigger1 = !enemynear,hitdefattr = sca,ha,hp
value = ifelse(enemynear,animtime < -50,1110,1100)

;s
[State -1, 412A]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = !Inguarddist
triggerall = P2BodyDist X > 120
triggerall = Random <= var(59)*30
triggerall = p2movetype = I && !enemynear,ctrl && enemynear,stateno > 160
triggerall = enemynear,animtime < -42
trigger1 = (numhelper(20000) && helper(20000),stateno = 20000) || random%11 = 0
value = 1100


;sA
[State -1, 412A]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = !Inguarddist
triggerall = NumHelper(20000)
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = (P2BodyDist X>150)
triggerall = Random <= var(59)*50
triggerall = Helper(60000),var(45) = 0 || (fvar(16) = [2,3])
triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = helper(20000),time <= 1
trigger1 = Helper(20000),StateNo = 22700
trigger2 = EnemyNear(var(54)),MoveType = H || helper(20000),time <= 1
trigger2 = Helper(20000),StateNo = 21400
value = 1100

;sB(Ӥޤͻ)
[State -1, 412B]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = !Inguarddist
triggerall = NumHelper(20000)
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = (P2BodyDist X>150)
triggerall = Random <= var(59)*50
triggerall = Helper(60000),var(45) = 0 || (fvar(16) = [2,3])
triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = helper(20000),time <= 1
trigger1 = Helper(20000),StateNo = 22700
trigger2 = EnemyNear(var(54)),MoveType = H || helper(20000),time <= 1
trigger2 = Helper(20000),StateNo = 21400
value = 1110

;sB(Hѳ)
[State -1, 412B]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = P2BodyDist X = [0,60+(EnemyNear(var(54)),Vel X)*5]
triggerall = P2BodyDist Y < -50-(EnemyNear(var(54)),Vel Y)*5
triggerall = BackEdgeBodyDist < 25
triggerall = EnemyNear(var(54)),Vel X > 0
triggerall = EnemyNear(var(54)),MoveType = I
triggerall = EnemyNear(var(54)),StateType = A
;triggerall = !Inguarddist
trigger1 = Random <= var(59)*50
trigger1 = (fvar(15) > 100 && fvar(16) = 2) || (numhelper(20000) && helper(20000),stateno = 20000)
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
value = 1110

;s
[State -1, 412B]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl 
triggerall = p2statetype != A && p2statetype != L && p2movetype != H
triggerall = !Inguarddist
triggerall = P2BodyDist X = [0,50]
triggerall = Random <= var(59)*40
trigger1 = (numhelper(20000) && helper(20000),stateno = 20000) || random%11 = 0
value = 1110

[State -1, Dash]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != [100,106]
triggerall = Ctrl
triggerall = fvar(39) != 10.1
triggerall = EnemyNear(var(54)),StateType != L
triggerall = (p2movetype != A && !Inguarddist) || var(58) < 8
triggerall = NumHelper(60000)
trigger1 = P2BodyDist X > 230-(EnemyNear(var(54)),Vel X)*10
trigger1 = Random <= var(59)*var(58)
trigger1 = EnemyNear(var(54)),MoveType = I
trigger1 = Helper(60000),Inguarddist=0
trigger2 = P2BodyDist X = [170+(EnemyNear(var(54)),Vel X)*10,230-(EnemyNear(var(54)),Vel X)*10]
trigger2 = EnemyNear(var(54)),MoveType = I
trigger2 = EnemyNear(var(54)),Vel X < 3 || var(59) < 9
trigger2 = Helper(60000),Inguarddist=0 || var(58) < 8
trigger2 = (EnemyNear(var(54)),StateNo != [90,104]) || var(59) < 8
trigger2 = Random <= var(59)*(10+var(58))
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = P2BodyDist X >= 130+(EnemyNear(var(54)),Vel X)*10
trigger4 = FrontEdgeBodyDist > 20
trigger4 = Random <= var(59)*50
trigger4 = EnemyNear(var(54)),MoveType = H
trigger4 = EnemyNear(var(54)),StateNo != [120,169]
trigger4 = fvar(39) != 2 && fvar(39) != 12
trigger4 = P2BodyDist X > 65 && P2BodyDist Y < -40 || P2BodyDist X > 130
trigger5 = PrevStateNo = 1120
trigger5 = P2BodyDist X = [40,70]
trigger5 = Random <= var(59)*100
trigger5 = EnemyNear(var(54)),MoveType = H
trigger6 = fvar(39) = 10
;trigger6 = PrevStateNo = 600
trigger6 = P2BodyDist X >= 50
trigger6 = Random <= var(59)*100
trigger7 = FrontEdgeBodyDist > 20
trigger7 = P2BodyDist X > 20
trigger7 = Random <= var(59)*80
trigger7 = EnemyNear(var(54)),MoveType = H
trigger7 = (EnemyNear(var(54)),StateNo != [5200,5201]) || P2BodyDist X > 140
trigger7 = PrevStateNo = 6010 || PrevStateNo = 6020 || PrevStateNo = 6050 || PrevStateNo = 6060 || PrevStateNo = 6070
trigger8 = PrevStateNo = 7110 || PrevStateNo = 7120 || fvar(39) = 12
trigger8 = P2BodyDist X > 60
trigger8 = Random <= var(59)*100
trigger8 = EnemyNear(var(54)),StateType = A
trigger8 = EnemyNear(var(54)),MoveType = H
trigger9 = PrevStateNo = 7100
trigger9 = P2BodyDist X > 45
trigger9 = Random <= var(59)*100
trigger9 = EnemyNear(var(54)),StateType = A
trigger9 = EnemyNear(var(54)),MoveType = H
trigger9 = FrontEdgeBodyDist > 20
trigger10 = fvar(39) = 9 && P2BodyDist X > 50 || fvar(39) = 15 && P2BodyDist X > 60
trigger10 = PrevStateNo = 600
trigger10 = Random <= var(59)*100
;ҙУ`
trigger11 = fvar(12) = 4
trigger11 = EnemyNear(var(54)),StateNo = [120,159]
trigger11 = !EnemyNear(var(54)),Ctrl
trigger11 = Random <= var(59)*30
trigger11 = P2BodyDist X > 120
;ӤޤBĥҥå
trigger12 = P2BodyDist X = [90-(EnemyNear(var(54)),Vel X)*5,150-(EnemyNear(var(54)),Vel X)*5]
trigger12 = EnemyNear(var(54)),MoveType = H && (EnemyNear(var(54)),StateNo != [120,169]) && Random <= var(59)*100 || (EnemyNear(var(54)),StateNo = [120,159]) && Random <= var(59)*30
trigger12 = PrevStateNo != [1100,1110]
trigger12 = NumHelper(20000)
trigger12 = (Helper(20000),StateNo = [21310,21500]) || (Helper(20000),StateNo = [22300,22700])
trigger12 = Helper(20000),StateNo = 22300 && Helper(20000),Time < 63 || Helper(20000),StateNo = 22500 && Helper(20000),Time < 85 || Helper(20000),StateNo != 22300 && Helper(20000),StateNo != 22500
;rֹȷ
trigger13 = EnemyNear(var(54)),StateType != A
trigger13 = EnemyNear(var(54)),StateType != L
trigger13 = EnemyNear(var(54)),StateNo != [0,169]
trigger13 = EnemyNear(var(54)),StateNo != [5100,5125]
trigger13 = !EnemyNear(var(54)),Ctrl
trigger13 = EnemyNear(var(54)),Vel X = 0
trigger13 = P2BodyDist X > 110
trigger13 = EnemyNear(var(54)),AnimTime < -30 || EnemyNear(var(54)),Time >= 12
trigger13 = EnemyNear(var(54)),MoveType = I || fvar(37) = 2
trigger13 = Random <= var(59)*30 || Random <= var(59)*80 && var(59) > 7
;;;;
trigger14 = fvar(39) = 5.1 && Random <= var(59)*120 && prevstateno = 600
trigger14 = EnemyNear(var(54)),MoveType = H
trigger14 = EnemyNear(var(54)),StateNo != [120,169]
trigger14 = P2BodyDist X > 40
;Ӥޤʹ?Ɖorͻĥҥåor`
trigger15 = NumHelper(20000)
trigger15 = (Helper(20000),StateNo = [26000,26021]) || (Helper(20000),StateNo = [22700,22701])
trigger15 = P2BodyDist X = [100-(EnemyNear(var(54)),Vel X)*5,200-(EnemyNear(var(54)),Vel X)*5]
trigger15 = EnemyNear(var(54)),MoveType=H&&Random<=var(59)*100&&(EnemyNear(var(54)),StateNo!=[120,169])||(EnemyNear(var(54)),StateNo=[120,159])&&Random<=var(59)*30
;Ӥޤʹ?Ɖorͻ 
trigger16 = NumHelper(20000)
trigger16 = (Helper(20000),StateNo = [26000,26021]) || (Helper(20000),StateNo = [22700,22701])
trigger16 = P2BodyDist X = [100-(EnemyNear(var(54)),Vel X)*5,230-(EnemyNear(var(54)),Vel X)*5]
trigger16 = EnemyNear(var(54)),StateType != A
trigger16 = Random <= var(59)*40
trigger16 = EnemyNear(var(54)),StateNo = [120,159]
;Ӥޤʹ?Ɖorͻ 
trigger17 = NumHelper(20000)
trigger17 = (Helper(20000),StateNo = [26000,26021]) || (Helper(20000),StateNo = [22700,22701])
trigger17 = P2BodyDist X = [40-(EnemyNear(var(54)),Vel X)*5,200-(EnemyNear(var(54)),Vel X)*5]
trigger17 = EnemyNear(var(54)),StateType = A && (P2BodyDist Y = [-100,-20])
trigger17 = Random <= var(59)*80
trigger17 = EnemyNear(var(54)),StateNo = [120,159]
value = 100

;Ӥޤ?Ɖå
[State -1, Dash]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != [100,106]
triggerall = Ctrl
triggerall = fvar(39) != 10.1
triggerall = EnemyNear(var(54)),StateType != L
triggerall = !Inguarddist || var(58) < 8
triggerall = NumHelper(60000)
triggerall = NumHelper(20000)
trigger1 = (Helper(20000),StateNo=[26050,26051])||(Helper(20000),StateNo=[26060,26061])||(Helper(20000),StateNo=[26070,26071])
trigger1 = P2BodyDist X >= 60-(EnemyNear(var(54)),Vel X)*5
trigger1 = EnemyNear(var(54)),MoveType = H && EnemyNear(var(54)),StateType = A && Random <= var(59)*100
trigger2 = Helper(20000),StateNo=26052
trigger2 = NumHelper(16050)
trigger2 = P2BodyDist X >= 60-(EnemyNear(var(54)),Vel X)*5
trigger2 = EnemyNear(var(54)),MoveType = H && EnemyNear(var(54)),StateType = A && Random <= var(59)*100
trigger3 = Helper(20000),StateNo=26062
trigger3 = NumHelper(16050) || (Helper(20000),var(1)=[1,2])
trigger3 = P2BodyDist X >= 60-(EnemyNear(var(54)),Vel X)*5
trigger3 = EnemyNear(var(54)),MoveType = H && EnemyNear(var(54)),StateType = A && Random <= var(59)*100
trigger4 = Helper(20000),StateNo=26072
trigger4 = NumHelper(16050) || (Helper(20000),var(1)=[1,6])
trigger4 = P2BodyDist X >= 60-(EnemyNear(var(54)),Vel X)*5
trigger4 = EnemyNear(var(54)),MoveType = H && EnemyNear(var(54)),StateType = A && Random <= var(59)*100
;¥`orҥåȤƤʤ
trigger5 = (Helper(20000),StateNo=[26050,26051])||(Helper(20000),StateNo=[26060,26061])||(Helper(20000),StateNo=[26070,26071])
trigger5 = P2BodyDist X >= 90-(EnemyNear(var(54)),Vel X)*5
trigger5 = P2BodyDist Y >= -80-(EnemyNear(var(54)),Vel Y)*5 || EnemyNear(var(54)),StateType != A
trigger5 = (EnemyNear(var(54)),StateNo = [120,159]) || EnemyNear(var(54)),Ctrl
trigger5 = Random <= var(59)*70
trigger6 = Helper(20000),StateNo=26052
trigger6 = NumHelper(16050)
trigger6 = P2BodyDist X >= 90-(EnemyNear(var(54)),Vel X)*5
trigger6 = P2BodyDist Y >= -80-(EnemyNear(var(54)),Vel Y)*5 || EnemyNear(var(54)),StateType != A
trigger6 = (EnemyNear(var(54)),StateNo = [120,159]) || EnemyNear(var(54)),Ctrl
trigger6 = Random <= var(59)*40
trigger7 = Helper(20000),StateNo=26062
trigger7 = NumHelper(16050) || (Helper(20000),var(1)=[1,2])
trigger7 = P2BodyDist X >= 90-(EnemyNear(var(54)),Vel X)*5
trigger7 = P2BodyDist Y >= -80-(EnemyNear(var(54)),Vel Y)*5 || EnemyNear(var(54)),StateType != A
trigger7 = (EnemyNear(var(54)),StateNo = [120,159]) || EnemyNear(var(54)),Ctrl
trigger7 = Random <= var(59)*40
trigger8 = Helper(20000),StateNo=26072
trigger8 = NumHelper(16050) || (Helper(20000),var(1)=[1,6])
trigger8 = P2BodyDist X >= 90-(EnemyNear(var(54)),Vel X)*5
trigger8 = P2BodyDist Y >= -80-(EnemyNear(var(54)),Vel Y)*5 || EnemyNear(var(54)),StateType != A
trigger8 = (EnemyNear(var(54)),StateNo = [120,159]) || EnemyNear(var(54)),Ctrl
trigger8 = Random <= var(59)*40
value = 100

[State -1, Back Dash]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != [100,106]
triggerall = Ctrl
triggerall = (EnemyNear(var(54)),StateNo != [5210,5219]) || var(59)<8
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = backedgebodydist > 62
triggerall = !Inguarddist
triggerall = Enemy(NumEnemy=2),Alive&&facing*((Enemy(NumEnemy=2),Pos X)-Pos X)>0||!Enemy(NumEnemy=2),Alive
trigger1 = P2BodyDist X = [0+(EnemyNear(var(54)),Vel X)*10,60+(EnemyNear(var(54)),Vel X)*10]
trigger1 = Random <= var(59)*(ifelse(fvar(37)=3,50,10))
trigger1 = EnemyNear(var(54)),Vel X > 0 && EnemyNear(var(54)),Ctrl
trigger1 = EnemyNear(var(54)),StateType != A
trigger1 = NumHelper(20000)
trigger1 = (Helper(20000),StateNo != [21310,21500]) && Helper(20000),StateNo != 22700 && (Helper(20000),RootDist X != [-60,60])
trigger2 = P2BodyDist X = [40,70]
trigger2 = Random <= var(59)*(3+EnemyNear(var(54)),Time/3) && EnemyNear(var(54)),StateNo < 200
trigger2 = EnemyNear(var(54)),Time = [15,60]
trigger2 = EnemyNear(var(54)),Vel X = 0
trigger2 = EnemyNear(var(54)),StateType != A
trigger2 = EnemyNear(var(54)),Ctrl
trigger3 = P2BodyDist X = [-10,60]
trigger3 = P2BodyDist Y <= -80+(EnemyNear(var(54)),Vel Y)*10
trigger3 = Random <= var(59)*10
trigger3 = EnemyNear(var(54)),Vel X >= 0 && EnemyNear(var(54)),Vel X < 3
trigger3 = EnemyNear(var(54)),Ctrl && EnemyNear(var(54)),StateType = A
trigger3 = NumHelper(20000)
trigger3 = (Helper(20000),StateNo != [21310,21500]) && Helper(20000),StateNo != 22700 && (Helper(20000),RootDist X != [-60,60])
trigger4 = P2BodyDist X = [0+(EnemyNear(var(54)),Vel X)*10,60+(EnemyNear(var(54)),Vel X)*10]
trigger4 = Random <= var(59)*(ifelse(fvar(37)=3,50,10))
trigger4 = EnemyNear(var(54)),Vel X > 0 && EnemyNear(var(54)),Ctrl
trigger4 = EnemyNear(var(54)),StateType != A
trigger4 = !NumHelper(20000)
trigger5 = P2BodyDist X = [-10,60+(EnemyNear(var(54)),Vel X)*10]
trigger5 = P2BodyDist Y <= -80+(EnemyNear(var(54)),Vel Y)*10
trigger5 = Random <= var(59)*20
trigger5 = EnemyNear(var(54)),Vel X >= 0 && EnemyNear(var(54)),Vel X < 3
trigger5 = EnemyNear(var(54)),Ctrl && EnemyNear(var(54)),StateType = A
trigger5 = !numhelper(20000)
value = 105

[State -1, Jump in Ground]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = Ctrl
triggerall = fvar(37)!=0.5
trigger1 = P2BodyDist X > 110-(EnemyNear(var(54)),Vel X)*7
trigger1 = Random <= var(59)*(10+(var(57)/20)+ifelse(EnemyNear(var(54)),Time>=30,50,ifelse(EnemyNear(var(54)),Time>=12,15,0)))
trigger1 = EnemyNear(var(54)),MoveType = A
trigger1 = InguardDist||EnemyNear(var(54)),HitDefAttr=,AP||(EnemyNear(var(54)),Vel X>6||P2BodyDist X>180)&& EnemyNear(var(54)),StateType != A
trigger1 = EnemyNear(var(54)),NumHelper > 0 || EnemyNear(var(54)),NumProj > 0
trigger2 = (P2BodyDist X > Enemy(var(54)),Const(size.attack.dist)) && Random <= var(59)*8
trigger2 = EnemyNear(var(54)),MoveType = I
trigger3 = P2BodyDist X < 120-(EnemyNear(var(54)),Vel X)*3
trigger3 = (fvar(37) = 3 || fvar(37) = 6) && EnemyNear(var(54)),Vel X>6 && Random <= var(59)*60 || Random <= 15 && var(59)<8
Value = ifelse(EnemyNear(var(54)),Vel X<3,41,39)

;
[State -1, Jump in Ground]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = !InGuardDist
triggerall = NumHelper(60000)
triggerall = P2BodyDist X=[-5,60]
trigger1 = EnemyNear(var(54)),StateType = C
trigger1 = (EnemyNear(var(54)),StateNo = [120,159]) && Random <= var(59)*50 || Random <= var(59)*4
trigger1 = (fvar(16) = 2 && fvar(15) > 100) || fvar(16)=3 && (var(59)<10||fvar(15)<25||Random<=40) || var(59) < 8
trigger1 = Helper(60000),var(56) < 2 || var(59) < 9
trigger2 = NumPartner
trigger2 = TeamMode = Simul && Partner,Alive
trigger2 = EnemyNear(var(54)),facing=facing || (EnemyNear(var(54)),Pos X-Partner,Pos X=[-60,60])&&Partner,MoveType=A
trigger2 = EnemyNear(var(54)),StateType = C
trigger2 = Random <= var(59)*(ifelse(Partner,StateType=C&&Partner,MoveType=A,21,7))
trigger2 = fvar(16)=2 && (fvar(16) = 2 && fvar(15) > 100) || fvar(16)=3 && (var(59)<10||fvar(15)<25||Random<=40)
value = 38

[State -1, Walk]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = fvar(38) != -1 && fvar(38) != 4
triggerall = !Inguarddist
trigger1 = fvar(39) = 12 || (fvar(39) = [1,2]) || fvar(39) = 16
;trigger1 = fvar(12) = 4
trigger1 = (P2BodyDist X = [5,60]) || (P2BodyDist X = [-60,-5])
trigger2 = fvar(39) = 10 || fvar(39) = 15
trigger3 = P2BodyDist X < 60
trigger3 = EnemyNear(var(54)),MoveType = H
trigger3 = EnemyNear(var(54)),StateNo != [120,169]
trigger3 = NumHelper(20000)
trigger3 = (Helper(20000),StateNo = [21300,21320]) || Helper(20000),StateNo = 22300 || (Helper(20000),StateNo = [26050,26072])
trigger4 = EnemyNear(var(54)),StateType = A && EnemyNear(var(54)),MoveType = H
trigger4 = !fvar(39) || (fvar(39) = [1,2])
trigger4 = P2BodyDist X < 60
trigger4 = NumHelper(20000)
trigger4 = Helper(20000),StateNo = 22701 || Helper(20000),StateNo != 22701 && P2BodyDist Y < -30
trigger4 = !EnemyNear(var(54)),CanRecover
trigger5 = EnemyNear(var(54)),StateType = A && EnemyNear(var(54)),MoveType = H
trigger5 = !fvar(39) || (fvar(39) = [1,2])
trigger5 = P2BodyDist X < 60 && P2BodyDist Y < -30
trigger5 = !NumHelper(20000)
trigger5 = !EnemyNear(var(54)),CanRecover
trigger6 = Random <= var(59)*(GameTime/2)
trigger6 = P2BodyDist X = [70,100]
trigger6 = EnemyNear(var(54)),StateType != A && EnemyNear(var(54)),MoveType != H
value = 20
ctrl = 1

[State -1, dash]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2 && ctrl
triggerall = !isHelper && !inguarddist
trigger1 = helper(20000),movetype = A
trigger1 = enemynear,movetype = H && !enemynear,ctrl
trigger1 = p2bodydist x = [40,120]
trigger1 = random <= 90*var(59)
value = 100

;
;ؤ꼼 
;Ctrl Random EnemyNear(var(54)),Movetype = Iinguarddist  P2bodyDist Y P2bodyDist X
;
;
;֤ä
;EnemyNear(var(54)),Ctrl EnemyNear(var(54)),MoveType=A P2BodyDist X
;

;β?ƉLv3
[State -1, 214214C]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 1
triggerall = Helper(20000),StateNo = 20000
triggerall = fvar(12) = 1
triggerall = Power >= 3000
triggerall = var(56) > 1
triggerall = Ctrl
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),MoveType=A || EnemyNear(var(54)),Ctrl
Trigger1 = var(59) = 3
Trigger1 = Random <= var(59)*40
Trigger2 = var(59) = [4,6]
Trigger2 = Random <= (10-var(59))*40
value = 6070

;β?ƉLv2
[State -1, 214214B]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 1
triggerall = Helper(20000),StateNo = 20000
triggerall = fvar(12) = 1
triggerall = Power >= 2000
triggerall = var(56) > 1
triggerall = Ctrl
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),MoveType=A || EnemyNear(var(54)),Ctrl
Trigger1 = var(59) = 3
Trigger1 = Random <= var(59)*40
Trigger2 = var(59) = [4,6]
Trigger2 = Random <= (10-var(59))*40
value = 6060

;[SC
[State -1, 236236C]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 3000
triggerall = Ctrl
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),MoveType=A || EnemyNear(var(54)),Ctrl
Trigger1 = var(59) = 3
Trigger1 = Random <= var(59)*40
Trigger2 = var(59) = [4,6]
Trigger2 = Random <= (10-var(59))*40
value = 6120

;[SB
[State -1, 236236B]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 2000
triggerall = Ctrl
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),MoveType=A || EnemyNear(var(54)),Ctrl
Trigger1 = var(59) = 3
Trigger1 = Random <= var(59)*40
Trigger2 = var(59) = [4,6]
Trigger2 = Random <= (10-var(59))*40
value = 6110

;
;å
;

;β?ƉLv3
[State -1, 214214C]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 1
triggerall = Helper(20000),StateNo = 20000
triggerall = fvar(12) = 1
triggerall = Power >= 3000
triggerall = var(56) > 1
triggerall = Ctrl
triggerall = !fvar(39)
triggerall = EnemyNear(var(54)),StateType != L
triggerall = !InGuardDist
triggerall = TeamMode = Simul && Enemy,TeamMode = Simul
triggerall = Enemy(0),Alive && Enemy(NumEnemy=2),Alive
triggerall = P2BodyDist X > 50
triggerall = (P2BodyDist X)-(Helper(20000),RootDist X)>125
triggerall = NumPartner
triggerall = Partner,Alive
trigger1 = Partner,MoveType = A || Partner,MoveType = H || (Partner,StateNo = [120,169])
trigger1 = Random <= var(59)*50
trigger1 = P2BodyDist X > 150 || BackEdgeBodyDist < 30
trigger2 = Partner,Name = "Sayuri Kurata"
trigger2 = Partner,StateNo = 6210 || Partner,StateNo = 6220
value = 6070

;β?ƉLv2
[State -1, 214214B]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 1
triggerall = Helper(20000),StateNo = 20000
triggerall = fvar(12) = 1
triggerall = Power >= 2000
triggerall = var(56) > 1
triggerall = Ctrl
triggerall = !fvar(39)
triggerall = !InGuardDist
triggerall = EnemyNear(var(54)),StateType != L
triggerall = TeamMode = Simul && Enemy,TeamMode = Simul
triggerall = Enemy(0),Alive && Enemy(NumEnemy=2),Alive
triggerall = P2BodyDist X > 50
triggerall = (P2BodyDist X)-(Helper(20000),RootDist X)>125
triggerall = NumPartner
triggerall = Partner,Alive
trigger1 = Partner,MoveType = A || Partner,MoveType = H || (Partner,StateNo = [120,169])
trigger1 = Random <= var(59)*50
trigger1 = P2BodyDist X > 150 || BackEdgeBodyDist < 30
trigger2 = Partner,Name = "Sayuri Kurata"
trigger2 = Partner,StateNo = 6210 || Partner,StateNo = 6220
value = 6060

;ʹ?ƉLv3
[State -1, 214214C]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 0
triggerall = Power >= 3000
triggerall = var(56) > 0
triggerall = Ctrl
triggerall = !fvar(39)
triggerall = EnemyNear(var(54)),StateType != L
triggerall = !InGuardDist
triggerall = TeamMode = Simul && Enemy,TeamMode = Simul
triggerall = Enemy(0),Alive && Enemy(NumEnemy=2),Alive
triggerall = P2BodyDist X > 50
triggerall = NumPartner
triggerall = Partner,Alive
trigger1 = Partner,MoveType = A || Partner,MoveType = H || (Partner,StateNo = [120,169])
trigger1 = Random <= var(59)*50
trigger1 = P2BodyDist X > 150 || BackEdgeBodyDist < 30
trigger2 = Partner,Name = "Sayuri Kurata"
trigger2 = Partner,StateNo = 6210 || Partner,StateNo = 6220
value = 6020

;ʹ?ƉLv2
[State -1, 214214B]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 0
triggerall = Power >= 2000
triggerall = var(56) > 0
triggerall = Ctrl
triggerall = !fvar(39)
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = P2BodyDist Y > -80
triggerall = !InGuardDist
triggerall = TeamMode = Simul && Enemy,TeamMode = Simul
triggerall = Enemy(0),Alive && Enemy(NumEnemy=2),Alive
triggerall = P2BodyDist X > 50
triggerall = NumPartner
triggerall = Partner,Alive
trigger1 = Partner,MoveType = A || Partner,MoveType = H || (Partner,StateNo = [120,169])
trigger1 = Random <= var(59)*50
trigger1 = P2BodyDist X > 150 || BackEdgeBodyDist < 30
trigger2 = Partner,Name = "Sayuri Kurata"
trigger2 = Partner,StateNo = 6210 || Partner,StateNo = 6220
value = 6010

;
;ؤ꼼 Ͷ
;

;٤Ƥܤ줿
[State -1, -AA6BC]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 4
triggerall = ((Life*100)/LifeMax) <= 33 || PalNo = 12
triggerall = Ctrl
triggerall = fvar(38) != 0 && fvar(38) != -4
triggerall = fvar(37) != 3
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateType != A || var(59) < 10
triggerall = (EnemyNear(var(54)),StateNo != [5100,5299])
triggerall = EnemyNear(var(54)),PrevStateNo != [5100,5299]
triggerall = (P2BodyDist X = [-10,45+(EnemyNear(var(54)),Vel X)*3]);95ޤǤݳʼޤʤΤǡ
trigger1 = Random <= var(59)*30-ifelse(EnemyNear(var(54)),StateType=A&&var(59)<10,15,0)
trigger1 = (EnemyNear(var(54)),StateNo = [120,159]) || var(59)<10 && (!EnemyNear(var(54)),Ctrl || EnemyNear(var(54)),StateNo < 1000)
value = 7300

;
;ؤ꼼ꡡ
;

;Fɢʽ
[State -1, 6A]
type = ChangeState
triggerall = var(59) = [1,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) = 4
triggerall = fvar(11) > 75 || ((Life*100)/LifeMax) > 33
triggerall = Ctrl || (StateNo = [7200,7220]) && (AnimElemTime(3) >= 0) && (AnimElemTime(5) < 0)
triggerall = fvar(38) > 0
triggerall = NumHelper(60000) && !inguarddist
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = P2BodyDist X - 7 * (vel x + enemynear,vel x) * (helper(888),var(2) = 0)= [40,90]
triggerall = P2BodyDist Y >= -100-(EnemyNear(var(54)),Vel Y)*7
triggerall = EnemyNear(var(54)),StateType = A
trigger1 = Random <= var(59)*20
trigger1 = Helper(60000),var(40) = 0 || var(59) < 10
trigger2 = Random <= var(59)*5
trigger2 = Helper(60000),var(40) > 0
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*20
value = 7100

;ʹ?oA
[State -1, 214A]
type = ChangeState
triggerall = var(59) = [1,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 0
triggerall = Ctrl && !inguarddist
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A && !InguardDist || (PrevStateNo != [5100,5120])
triggerall = P2BodyDist X - 20 * (vel x + enemynear,vel x) * (helper(888),var(2) = 0)= [70,110]
triggerall = P2BodyDist Y >= -70-(EnemyNear(var(54)),Vel Y)*10
triggerall = EnemyNear(var(54)),StateType = A
triggerall = FrontEdgeBodyDist > 50
triggerall = var(56) > 0
trigger1 = Random <= var(59)*23 && var(59) < 8
trigger2 = Random <= 3*var(59) && var(59) >= 8
value = 1500

;
[State -1, Stand Strong Attack]
type = ChangeState
triggerall = var(59) = [1,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = !Inguarddist
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateNo != [5000,5299]
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A && !InguardDist || (PrevStateNo != [5100,5120])
triggerall = P2BodyDist X - 5 * (vel x + enemynear,vel x) * (helper(888),var(2) = 0) = [60,80]
triggerall = P2BodyDist Y + 5 * enemynear,vel y = [-70,-20]
triggerall = (EnemyNear(var(54)),StateNo != [120,169])
triggerall = EnemyNear(var(54)),StateType = A
trigger1 = Random <= var(59)*12
trigger1 = Helper(60000),var(33) = 0 || var(59) < 10
trigger2 = Random <= var(59)*2
trigger2 = Helper(60000),var(33) > 0
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*12
value = 230

;
[State -1, Stand Medium Attack(Near)]
type = ChangeState
triggerall = var(59) = [1,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X <= 40
triggerall = Ctrl && !inguarddist
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = !fvar(33) || var(59) < 8
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = P2BodyDist X >= 0
triggerall = P2BodyDist Y >= -30-(EnemyNear(var(54)),Vel Y)*5
triggerall = (EnemyNear(var(54)),StateNo != [120,169])
triggerall = EnemyNear(var(54)),StateType = A
trigger1 = Random <= var(59)*40
trigger1 = Helper(60000),var(31) = 0 || var(59) < 10
trigger2 = Random <= var(59)*10
trigger2 = Helper(60000),var(31) > 0
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*25
value = 210

;Fɢ
[State -1, 6A]
type = ChangeState
triggerall = var(59) = [1,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) != 4
triggerall = Ctrl
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = !InGuardDist
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = P2BodyDist X - 13 * (vel x + enemynear,vel x) * (helper(888),var(2) = 0)= [90,120]
triggerall = EnemyNear(var(54)),Vel X < 3
triggerall = P2BodyDist Y >= -100-(EnemyNear(var(54)),Vel Y)*13
triggerall = EnemyNear(var(54)),StateType = A
triggerall = (EnemyNear(var(54)),StateNo != [120,169])
trigger1 = Random <= var(59)*12
trigger1 = Helper(60000),var(37) = 0 || var(59) < 10
trigger1 = NumHelper(20000)
trigger1 = Helper(20000),StateNo = 20000 && var(56) > 2
trigger2 = Random <= var(59)*4
trigger2 = Helper(60000),var(37) > 0
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*12
trigger4 = Random <= var(59)*(12-var(59)/2)
trigger4 = Helper(60000),var(37) = 0 || var(59) < 10
trigger4 = var(56) <= 2 || var(59) <= 9
value = 1000

;
;ؤ꼼ꡡ¶
;

;
[State -1, Crouch Medium Attack]
type = ChangeState
triggerall = var(59) = [1,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl && !inguarddist
triggerall = fvar(38) > 0 || fvar(38) = -2
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateType != A
triggerall = P2BodyDist X - 5 * (vel x + enemynear,vel x) * (helper(888),var(2) = 0)= [0,30]
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
trigger1 = Random <= var(59)*ifelse(!EnemyNear(var(54)),Ctrl,50,30)
trigger1 = Helper(60000),var(34) = 0 || var(59) < 10
trigger2 = Random <= var(59)*ifelse(!EnemyNear(var(54)),Ctrl,10,5)
trigger2 = Helper(60000),var(34) > 0
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*ifelse(!EnemyNear(var(54)),Ctrl,50,30)
value = 300

;
[State -1, Crouch Medium Attack]
type = ChangeState
triggerall = var(59) = [1,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl && !inguarddist
triggerall = fvar(38) > 0 || fvar(38) = -2
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = EnemyNear(var(54)),StateType != A
triggerall = P2BodyDist X - 10 * (vel x + enemynear,vel x) * (helper(888),var(2) = 0) =[40,80]
trigger1 = Random <= var(59)*8
trigger1 = Helper(60000),var(35) = 0 || var(59) < 10
trigger2 = Random <= var(59)*2
trigger2 = Helper(60000),var(35) > 0
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*8
value = 310

;Fɢ
[State -1, 6C]
type = ChangeState
triggerall = var(59) = [1,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) != 4
triggerall = Ctrl
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = !InGuardDist
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = EnemyNear(var(54)),StateType = S
triggerall = EnemyNear(var(54)),Vel X < 3
triggerall = (EnemyNear(var(54)),StateNo != [120,169])
triggerall = P2BodyDist X- 13 * (vel x + enemynear,vel x) * (helper(888),var(2) = 0) =[110,120]
trigger1 = Random <= var(59)*6
trigger1 = Helper(60000),var(39) = 0 || var(59) < 10
trigger1 = NumHelper(20000)
trigger1 = Helper(20000),StateNo = 20000 && var(56) > 2
trigger2 = Random <= var(59)*1
trigger2 = Helper(60000),var(39) > 0
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*6
trigger4 = Random <= var(59)*var(59)*(6-var(59)/2)
trigger4 = Helper(60000),var(39) = 0 || var(59) < 10
trigger4 = var(56) <= 2 || var(59) <= 9
value = 1020

;
;ؤ꼼ꡡж
;

;
;ؤ꼼ꡡ
;
;٤Ƥܤ줿
[State -1, -AA6BC]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 4
triggerall = ((Life*100)/LifeMax) <= 33 || PalNo = 12
triggerall = Ctrl
triggerall = fvar(38) != 0 && fvar(38) != -4
triggerall = fvar(37) != 3
triggerall = EnemyNear(var(54)),StateType != A && enemynear,vel y >= 0
triggerall = p2movetype != H && p2stateno != [38,41]
triggerall = P2BodyDist X = [-10,30]
trigger1 = Random <= var(59)*60
trigger1 = p2stateno = [120,169]
trigger2 = Random <= var(59)*40
value = 7300

[State -1, Throw]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl && !inguarddist
triggerall = fvar(38) != 0
triggerall = p2bodydist x = [0,20]
triggerall = p2movetype != H 
triggerall = p2statetype != A && p2statetype != L && p2stateno != 40
trigger1 = random <= 50*var(59) 
value = 500

;
[State -1, Stand Light Attack]
type = ChangeState
triggerall = var(59) = [1,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl && !inguarddist
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = enemynear,pos Y + 4 * enemynear,vel y >= -40
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = P2BodyDist X - 4 * (vel x + enemynear,vel x) * (helper(888),var(2) = 0) = [-5,30]
trigger1 = Random <= var(59)*ifelse(!EnemyNear(var(54)),Ctrl,50,30)
trigger1 = Helper(60000),var(30) = 0 || var(59) < 10
trigger2 = Random <= var(59)*ifelse(!EnemyNear(var(54)),Ctrl,10,5)
trigger2 = Helper(60000),var(30) > 0
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*ifelse(!EnemyNear(var(54)),Ctrl,50,30)
value = 200

;
[State -1, Stand Medium Attack(Near)]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X <= 40
triggerall = Ctrl && !inguarddist
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = enemynear,pos Y>=-50-(EnemyNear(var(54)),Vel Y)*5
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = P2BodyDist X >= -5
trigger1 = Random <= var(59)*15
trigger1 = Helper(60000),var(32) = 0 || var(59) < 10
trigger2 = Random <= var(59)*3
trigger2 = Helper(60000),var(32) > 0
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*15
value = 210

;h
[State -1, Stand Medium Attack(far)]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl && !inguarddist
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = enemynear,pos Y>=-50-(EnemyNear(var(54)),Vel Y)*9
triggerall = (PrevStateNo = [5100,5125]) && EnemyNear(var(54)),MoveType != A && !InguardDist || (PrevStateNo != [5100,5125])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = P2BodyDist X - 9 * (vel x + enemynear,vel x) * (helper(888),var(2) = 0) = [40,70]
trigger1 = Random <= var(59)*9
trigger1 = Helper(60000),var(32) = 0 || var(59) < 10
trigger2 = Random <= var(59)*2
trigger2 = Helper(60000),var(32) > 0
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*9
value = 220

;Fɢ
[State -1, 6B]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) != 4
triggerall = Ctrl && !inguarddist
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != L && EnemyNear(var(54)),StateType != C
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = !InGuardDist
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = EnemyNear(var(54)),Vel X < 3
triggerall = P2BodyDist X-14 * (vel x + enemynear,vel x) * (helper(888),var(2) = 0)=[50,110]
triggerall = P2BodyDist Y>=-60-(EnemyNear(var(54)),Vel Y)*14
trigger1 = Random <= var(59)*5
trigger1 = Helper(60000),var(38) = 0 || var(59) < 10
trigger1 = NumHelper(20000)
trigger1 = Helper(20000),StateNo = 20000 && var(56) > 2
trigger2 = Random <= var(59)*1
trigger2 = Helper(60000),var(38) > 0
trigger2 = NumHelper(20000)
trigger2 = Helper(20000),StateNo = 20000 && var(56) > 2
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*5
trigger4 = Random <= var(59)*(5-var(59)/2)
trigger4 = Helper(60000),var(38) = 0 || var(59) < 10
trigger4 = var(56) <= 2 || var(59) <= 9
value = 1010

;
[State -1, Crouch Strong Attack]
type = ChangeState
triggerall = var(59) = [1,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = fvar(38) > 0 || fvar(38) = -2
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = !InGuardDist
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),Vel X < 3
triggerall = P2BodyDist X - 13 * (vel x + enemynear,vel x) * (helper(888),var(2) = 0)= [80,100]
trigger1 = Random <= var(59)*5
trigger1 = Helper(60000),var(36) = 0
trigger1 = NumHelper(20000)
trigger1 = Helper(20000),StateNo = 20000 && var(56) > 2
trigger2 = Random <= var(59)*1
trigger2 = Helper(60000),var(36) > 0
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*5
trigger4 = Random <= var(59)*5
trigger4 = Helper(60000),var(36) = 0 || var(59) < 10
trigger4 = var(56) <= 2 || var(59) <= 9
value = 320

;FɢʽC
[State -1, 6C]
type = ChangeState
triggerall = var(59) = [1,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) = 4
triggerall = fvar(11) > 75 || ((Life*100)/LifeMax) > 33
triggerall = Ctrl || (StateNo = [7200,7220]) && (AnimElemTime(3) >= 0) && (AnimElemTime(5) < 0)
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = EnemyNear(var(54)),StateType != A && enemynear(var(54)),stateno != 40
triggerall = P2BodyDist X - (EnemyNear(var(54)),Vel X)* 7 =[50,120]
trigger1 = Random <= var(59)*6
trigger1 = Helper(60000),var(42) = 0 || var(59) < 10
trigger2 = Random <= var(59)*1
trigger2 = Helper(60000),var(42) > 0
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*6
value = 7120

;FɢʽB
[State -1, 6B]
type = ChangeState
triggerall = var(59) = [1,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) = 4
triggerall = fvar(11) > 75 || ((Life*100)/LifeMax) > 33
triggerall = Ctrl || (StateNo = [7200,7220]) && (AnimElemTime(3) >= 0) && (AnimElemTime(5) < 0)
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = P2BodyDist X-(EnemyNear(var(54)),Vel X)*7=[40,130]
triggerall = P2BodyDist Y>=-40-(EnemyNear(var(54)),Vel Y)*15
trigger1 = Random <= var(59)*5 && var(59) < 12
trigger1 = Helper(60000),var(41) = 0 || var(59) < 10
trigger2 = Random <= var(59)*1 && var(59) < 12
trigger2 = Helper(60000),var(41) > 0
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*5
value = 7110

;
[State -1, 4C]
type = ChangeState
triggerall = var(59) = [1,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = P2BodyDist X+(EnemyNear(var(54)),Vel X)*5 = [50,60]
triggerall = P2BodyDist Y >= -30-(EnemyNear(var(54)),Vel Y)*5
triggerall = Ctrl
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
trigger1 = Random<=var(59)*4||EnemyNear(var(54)),BackEdgeBodyDist<30&&Random<=var(59)*6
trigger1 = Helper(60000),var(43) = 0 || var(59) < 10
trigger2 = Random <= var(59)*1 || Random <= var(59)*2 && EnemyNear(var(54)),BackEdgeBodyDist < 30
trigger2 = Helper(60000),var(43) > 0
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*4 || Random <= var(59)*6 && EnemyNear(var(54)),BackEdgeBodyDist < 30
value = 240

;ʹ?kC
[State -1, 623C]
type = ChangeState
triggerall = var(59) = [3,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 0
triggerall = Ctrl
triggerall = fvar(38) != 0
triggerall = fvar(37) != 1
triggerall = PrevStateNo != [5100,5120]
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = !InGuardDist || var(58) < 10
triggerall = P2BodyDist X >= 200+(EnemyNear(var(54)),Vel X)*29
triggerall = P2BodyDist Y >= -40-(EnemyNear(var(54)),Vel Y)*5
triggerall = (EnemyNear(var(54)),StateNo != [120,169]) || EnemyNear(var(54)),StateType=A
triggerall = var(56) > 0
triggerall = enemynear,vel x < 0 && p2stateno != 40 && p2stateno != 100
trigger1 = Random <= var(59)*15
value = 1420

;ʹ?ƉA
[State -1, 214214A]
type = ChangeState
triggerall = var(59) = [5,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 0
triggerall = Power >= 1000
triggerall = Ctrl
triggerall = fvar(38) != 0
triggerall = fvar(37) != 1
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = !InGuardDist || var(58) < 10
triggerall = P2BodyDist X = [100+(EnemyNear(var(54)),Vel X)*5,120+(EnemyNear(var(54)),Vel X)*5]
triggerall = P2BodyDist Y >= -40-(EnemyNear(var(54)),Vel Y)*5
triggerall = (EnemyNear(var(54)),StateNo != [120,169])
triggerall = !EnemyNear(var(54)),Ctrl || EnemyNear(var(54)),StateType = A
triggerall = var(56) > 0
trigger1 = Random <= var(59)*12 && var(59) < 8
trigger2 = Random <= 30 && var(59) >= 8
value = 6000

;β?ƉC
[State -1, 214214C]
type = ChangeState
triggerall = var(59) = [5,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 1
triggerall = Helper(20000),StateNo = 20000
triggerall = fvar(12) = 1
triggerall = Power >= 3000
triggerall = Ctrl
triggerall = fvar(38) != 0
triggerall = fvar(37) != 1
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = P2BodyDist X>200+(EnemyNear(var(54)),Vel X)*5&&(P2BodyDist X)-(Helper(20000),RootDist X)>175
triggerall = P2BodyDist Y >= -120-(EnemyNear(var(54)),Vel Y)*5
triggerall = (EnemyNear(var(54)),StateNo != [120,169])
triggerall = EnemyNear(var(54)),AnimTime <= -22 || fvar(38) < 0
triggerall = !EnemyNear(var(54)),Ctrl || EnemyNear(var(54)),StateType = A
triggerall = var(56) > 1
trigger1 = Random <= var(59)*15
value = 6070

;β?ƉB
[State -1, 214214B]
type = ChangeState
triggerall = var(59) = [5,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 1
triggerall = Helper(20000),StateNo = 20000
triggerall = fvar(12) = 1
triggerall = Power >= 2000
triggerall = Ctrl
triggerall = fvar(38) != 0
triggerall = fvar(37) != 1
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = P2BodyDist X = [100+(EnemyNear(var(54)),Vel X)*5,200+(EnemyNear(var(54)),Vel X)*5]
triggerall = P2BodyDist Y >= -50-(EnemyNear(var(54)),Vel Y)*5
triggerall = (P2BodyDist X)-(Helper(20000),RootDist X)>75
triggerall = (EnemyNear(var(54)),StateNo != [120,169])
triggerall = EnemyNear(var(54)),AnimTime <= -22 || fvar(38) < 0
triggerall = !EnemyNear(var(54)),Ctrl || EnemyNear(var(54)),StateType = A
triggerall = var(56) > 1
trigger1 = Random <= var(59)*12
value = 6060

;β?ƉA
[State -1, 214214A]
type = ChangeState
triggerall = var(59) = [5,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) >= 1
triggerall = Helper(20000),StateNo = 20000
triggerall = fvar(12) = 1
triggerall = Power >= 1000
triggerall = Ctrl
triggerall = fvar(38) != 0
triggerall = fvar(37) != 1
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = P2BodyDist X = [100+(EnemyNear(var(54)),Vel X)*5,150+(EnemyNear(var(54)),Vel X)*5]
triggerall = P2BodyDist Y >= -40-(EnemyNear(var(54)),Vel Y)*5
triggerall = (P2BodyDist X)-(Helper(20000),RootDist X)>25
triggerall = (EnemyNear(var(54)),StateNo != [120,169])
triggerall = EnemyNear(var(54)),AnimTime <= -22-floor(P2BodyDist X)/10 || fvar(38) < 0
triggerall = !EnemyNear(var(54)),Ctrl || EnemyNear(var(54)),StateType = A
triggerall = var(56) > 1
trigger1 = Random <= var(59)*12
value = 6050

;ĺSʽA
[State -1, 214A]
type = ChangeState
triggerall = var(59) = [5,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 4
triggerall = Ctrl
triggerall = fvar(38) != 0
triggerall = fvar(37) != 1
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = P2BodyDist X - (EnemyNear(var(54)),Vel X) * 15= [50,80]
triggerall = (EnemyNear(var(54)),StateNo != [120,169])
triggerall = !EnemyNear(var(54)),Ctrl || EnemyNear(var(54)),StateType = A
trigger1 = Random <= var(59)*20 && var(59) < 8 || Random <= 20 && var(59) >= 8
trigger1 = fvar(11) >= 75 || var(59) < 5 || ((Life*100)/LifeMax) > 33 && PalNo != 12
trigger2 = Random <= var(59)*30 && var(59) < 8 || Random <= 30 && var(59) >= 8
trigger2 = fvar(11) >= 30 || var(59) < 5 || ((Life*100)/LifeMax) > 33 && PalNo != 12
trigger2 = NumPartner
trigger2 = TeamMode = Simul && Partner,Alive
value = 7200

;ĺSʽB
[State -1, 214B]
type = ChangeState
triggerall = var(59) = [5,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 4
triggerall = Ctrl
triggerall = fvar(38) != 0
triggerall = fvar(37) != 1
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = P2BodyDist X -(EnemyNear(var(54)),Vel X)*15 = [80,160]
triggerall = (EnemyNear(var(54)),StateNo != [120,169])
triggerall = !EnemyNear(var(54)),Ctrl || EnemyNear(var(54)),StateType = A
trigger1 = Random <= var(59)*20
trigger1 = fvar(11) >= 75 || var(59) < 5 || ((Life*100)/LifeMax) > 33 && PalNo != 12
trigger2 = Random <= var(59)*30
trigger2 = fvar(11) >= 30 || var(59) < 5 || ((Life*100)/LifeMax) > 33 && PalNo != 12
trigger2 = NumPartner
trigger2 = TeamMode = Simul && Partner,Alive
value = 7210

;ĺSʽC
[State -1, 214C]
type = ChangeState
triggerall = var(59) = [5,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 4
triggerall = Ctrl
triggerall = fvar(38) != 0
triggerall = fvar(37) != 1
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = P2BodyDist X - (EnemyNear(var(54)),Vel X)*15 > 160
triggerall = (EnemyNear(var(54)),StateNo != [120,169])
triggerall = !EnemyNear(var(54)),Ctrl || EnemyNear(var(54)),StateType = A
trigger1 = Random <= var(59)*25
trigger1 = fvar(11) >= 75 || var(59) < 5 || ((Life*100)/LifeMax) > 33 && PalNo != 12
trigger2 = Random <= var(59)*35
trigger2 = fvar(11) >= 30 || var(59) < 5 || ((Life*100)/LifeMax) > 33 && PalNo != 12
trigger2 = NumPartner
trigger2 = TeamMode = Simul && Partner,Alive
value = 7220

;vå
[State -1, Walk]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = fvar(38) != -1 && fvar(38) != 4
triggerall = !Inguarddist
triggerall = NumPartner
triggerall = TeamMode = Simul && Partner,Alive
triggerall = Partner,Name = "Sayuri Kurata"
triggerall = Partner,AuthorName = "586"
;åLv3
trigger1 = Partner,StateNo = [106021,106024]
trigger1 = EnemyNear(var(54)),StateNo = [146001,146022]
trigger1 = P2BodyDist X != [-10,10]
;ץ쥹Lv1
;trigger2 = Partner,StateNo = [6001,6002]
;trigger2 = EnemyNear(var(54)),StateNo = [41400,41402]
;ץ쥹Lv2
;ץ쥹Lv3 
value = 20
ctrl = 1

[State -1, Walk]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl && StateNo != 20
triggerall = fvar(38) != -1 && fvar(38) != 4
triggerall = !Inguarddist
triggerall = NumHelper(60000)
triggerall = Helper(60000),Inguarddist=0
triggerall = NumHelper(60001)
triggerall = Helper(60001),Inguarddist=0
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = !fvar(39)
trigger1 = fvar(12) = 4
trigger1 = P2BodyDist X  = [30-(EnemyNear(var(54)),Vel X)*5,140-(EnemyNear(var(54)),Vel X)*5]
trigger1 = ((Life*100)/LifeMax) <= 33 || PalNo = 12
trigger2 = fvar(12) != 4
trigger2 = P2BodyDist X = [60,140]
trigger2 = EnemyNear(var(54)),Vel X = 0
trigger3 = fvar(12) != 4
trigger3 = P2BodyDist X + (EnemyNear(var(54)),Vel X)*5 = [80,120]
value = 20
ctrl = 1

;
;Ƅ 
;Ctrl Random P2bodyDist X
;

[State -1, Air Dash]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != [110,116]
triggerall = Ctrl
triggerall = var(6) = 0
triggerall = Pos Y <= -40
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateType != L
triggerall = !Inguarddist
triggerall = Pos Y <= -40+Enemy(var(54)),Const(size.head.pos.y)
trigger1 = Random <= var(59)*(10-(var(57))/10) || Random <= var(59)*10 && var(59) < 12
trigger1 = P2BodyDist X >= 100+(EnemyNear(var(54)),Vel X)*5
trigger1 = EnemyNear(var(54)),Vel X <= 0
trigger2 = EnemyNear(var(54)),Vel Y > 0 && P2BodyDist Y > 50 || P2BodyDist Y > 120 && EnemyNear(var(54)),StateType != A
trigger2 = P2BodyDist X = [-40,40]
trigger2 = Random <= var(59)*30 || var(59) > 6 && Random <= var(59)*100
trigger2 = BackEdgeBodyDist < 25
value = 110

[State -1, Air Back Dash]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != [110,116]
triggerall = var(6) = 0
triggerall = Pos Y <= -40
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateNo != [5210,5219]
triggerall = Ctrl
triggerall = !Inguarddist
triggerall = Enemy(NumEnemy=2),Alive&&facing*((Enemy(NumEnemy=2),Pos X)-Pos X)>0||!Enemy(NumEnemy=2),Alive
triggerall = backedgebodydist >= 62
trigger1 = EnemyNear(var(54)),MoveType = I
trigger1 = P2BodyDist X = [40+(EnemyNear(var(54)),Vel X)*5,130+(EnemyNear(var(54)),Vel X)*5]
trigger1 = P2BodyDist Y = [-40+(EnemyNear(var(54)),Vel Y)*5,40+(EnemyNear(var(54)),Vel Y)*5]
trigger1 = Random <= var(59)*8
trigger2 = EnemyNear(var(54)),StateType != A
trigger2 = P2BodyDist X = [0,40]
trigger2 = P2BodyDist Y > 120
trigger2 = Random <= var(59)*30 || var(59) > 6 && Random <= var(59)*100
value = 115

[State -1, Air Jump]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = var(5) < 1
triggerall = ctrl
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateType != L
trigger1 = !Inguarddist
trigger1 = EnemyNear(var(54)),MoveType = I
trigger1 = P2BodyDist X = [120+(EnemyNear(var(54)),Vel X)*5,240+(EnemyNear(var(54)),Vel X)*5]
Trigger1 = vel Y > 0
trigger1 = Random <= var(59)*35
trigger1 = StateNo != 5210
trigger2 = P2BodyDist X > 100+(EnemyNear(var(54)),Vel X)*5
trigger2 = Random <= var(59)*(10+(var(57)/2))
trigger2 = EnemyNear(var(54)),MoveType = A
trigger2 = InguardDist||EnemyNear(var(54)),HitDefAttr=,AP||(EnemyNear(var(54)),Vel X>6||P2BodyDist X>120)&& EnemyNear(var(54)),StateType != A
trigger2 = EnemyNear(var(54)),NumHelper > 0 || EnemyNear(var(54)),NumProj > 0
trigger2 = fvar(37)!=0.5
trigger2 = Pos Y >= -20+(10-Enemy(var(54)),Const(size.head.pos.y)) && Vel Y > 0
value = 45

;
;ؤ꼼 
;Ctrl Random EnemyNear(var(54)),Movetype = I inguarddist P2bodyDist Y P2bodyDist X
;

;
[State -1, 623A]
type = ChangeState
triggerall = var(59) = [3,11]
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl && !inguarddist
triggerall = fvar(38) > 0
triggerall = Pos Y <= -60+(Vel Y)*3 || EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = Pos Y < -50
triggerall = P2BodyDist X=[-5,60]
triggerall = P2BodyDist Y=[-10,90]
triggerall = EnemyNear(var(54)),StateType = C
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(56) < 2 || var(59) < 9
triggerall = (fvar(16)=[2,3]) || var(59) < 9
trigger1 = Random <= var(59)*12
value = 1200

;
[State -1, Ariel Light Attack]
type = ChangeState
triggerall = var(59) = [1,11]
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl && !inguarddist
triggerall = fvar(38) > 0
triggerall = Pos Y <= -40+(Vel Y)*3 || EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = P2BodyDist X - 6 * (vel x + enemynear,vel x) * (helper(888),var(2) = 0)=[-5,35]
triggerall = (EnemyNear(var(54)),StateNo != [120,169]) || EnemyNear(var(54)),StateType != A
trigger1 = Random <= var(59)*35
trigger1 = P2BodyDist Y - 6 * vel y + 6 * enemynear,vel y=[-10,30]
value = 400

;Տ
[State -1, Ariel Light Attack]
type = ChangeState
triggerall = var(59) = [1,11]
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl && !inguarddist
triggerall = fvar(38) > 0
triggerall = Pos Y <= -60+(Vel Y)*3 || EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = P2BodyDist X - 9 * (enemynear,vel x + vel x) * (helper(888),var(2) = 0)=[-40,60]
triggerall = (EnemyNear(var(54)),StateNo != [120,169]) || EnemyNear(var(54)),StateType = C || P2BodyDist X < 0; || EnemyNear(var(54)),StateType != A
trigger1 = Random <= var(59)*30 && PrevStateNo != 38 && PrevStateNo != 41
trigger1 = P2BodyDist X>=-5
trigger1 = P2BodyDist Y - vel Y * 9 + enemynear,vel Y * 9=[-20,100]
trigger2 = (PrevStateNo = 38 || PrevStateNo = 41 || PrevStateNo = 120) && Vel Y > 0
trigger2 = P2BodyDist X <= 5
trigger2 = P2BodyDist Y <= 90+(EnemyNear(var(54)),Vel Y)*5+(Vel Y)*3
trigger2 = Random <= var(59)*100
value = 420

;
[State -1, Ariel Light Attack]
type = ChangeState
triggerall = var(59) = [1,11]
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = fvar(38) > 0
triggerall = Pos Y <= -50+(Vel Y)*8 || EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = P2BodyDist X - 8 * (vel x + enemynear,vel x)* (helper(888),var(2) = 0) =[-5,60]
triggerall = P2BodyDist Y - 8 * vel y + 8 * enemynear,vel y =[-40,20]
triggerall = (EnemyNear(var(54)),StateNo != [120,169]) || EnemyNear(var(54)),StateType != A
trigger1 = Random <= var(59)*25 && PrevStateNo != 38 && PrevStateNo != 41
value = 410

;л
[State -1, 623B]
type = ChangeState
triggerall = var(59) = [3,11]
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = fvar(38) > 0
triggerall = Pos Y <= -60+(Vel Y)*3 || EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = Pos Y < -50
triggerall = P2BodyDist X - 16 * (vel x + enemynear,vel x)* (helper(888),var(2) = 0)=[-5,50]
triggerall = P2BodyDist Y - 16 * vel y + 16 * enemynear,vel y =[-70,20]
triggerall = (EnemyNear(var(54)),StateNo != [120,169])
triggerall = EnemyNear(var(54)),StateType = A
trigger1 = Random <= var(59)*13
value = 1210


