;
[Statedef -3];GfB
;
[State -3,AILvFlagSet]
Type = VarSet
TriggerAll=RoundState<2||(RoundState=2&&ctrl)
TriggerAll=var(59)<1
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="a"^^command="a2"
Trigger11=command="b"^^command="b2"
Trigger12=command="c"^^command="c2"
Trigger13=command="x"^^command="x2"
Trigger14=command="y"^^command="y2"
Trigger15=command="z"^^command="z2"
Trigger16=command="start"^^command="start2"
Trigger17=command="fwd"^^command="fwd2"
Trigger18=command="back"^^command="back2"
Trigger19=command="up"^^command="up2"
Trigger20=command="down"^^command="down2"
Trigger21= var(59)=0
Trigger21= NumHelper(10000+id)
Trigger21= Helper(10000+id),var(59)>0
Trigger22= 1;TriggerOɁGtƏ펞AIN
IgNoreHitPause = 1
var(59) = 10;ςĉ@AILv1`11

[State -3,[hŒ]
Type = VarSet
TriggerAll=!IsHelper
Trigger1 = var(59)>0
var(58) = 2           ;0=GGXX#    1=GGXX#EX    2=GGXXAC
IgNoreHitPause = 1

[State -3,ComboDebacFlagSet]
Type = VarSet
Trigger1 = 0;var(59)<1
Trigger1 = !fvar(39)
fvar(39) = 1
IgNoreHitPause = 1

[State -3,ComboDebacFlagReset]
Type = VarSet
Trigger1 = var(59)>0
Trigger1 = fvar(39)
fvar(39) = 0
IgNoreHitPause = 1
[State -2,ComboDebacFlagReset]
Type = VarSet
Trigger1 = 0
var(50) = 128
IgNoreHitPause = 1
[State -3, AINpwp[]
type=helper
TriggerAll=RoundState<2||(RoundState=2&&ctrl)
trigger1=!NumHelper(10000+id)
trigger1=alive
trigger1=var(59)=0
helpertype=normal
name="AI"
stateno=10000
ID=10000+id
pos=9999,9999
keyctrl=1
pausemovetime=2147483647
supermovetime=2147483647
persistent = 0

[State -3];]vȂƂȂ悤
Type = ChangeState
trigger1= ishelper
trigger1= ishelper(10000+root,id)
trigger1= stateno!=10000
value=10000

[State -3, `[Cg]
type = ChangeState         ;type = nullɂOFF           
value = 190                    
TriggerAll=RoundsExisted=0 
TriggerAll=TeamMode=Turns  
Trigger1 = stateno=5900
Trigger1 = p2name!="millia"&&p4name!="millia"
Trigger1 = p2name!="gg_venom"&&p4name!="gg_venom"

[state -3,E];ʒ[wp[
Type = Helper
Trigger1 = Var(59)>0||fvar(39)
Trigger1 = !NumHelper(50000+id)
Helpertype = Normal
Name = "Right"
Postype = right
Facing = -1
Stateno = 50000
ID = 50000+id
Pausemovetime = 0
Persistent = 0
Ignorehitpause = 1
Keyctrl = 0
Ownpal = 1
[State -3];]vȂƂȂ悤
type = changestate
trigger1= ishelper
trigger1= ishelper(50000+root,id)
trigger1= stateno!=50000
value = 50000
[state -3,];ʒ[wp[
Type = Helper
Trigger1 = 1;Var(59)>0||fvar(39)
Trigger1 = !NumHelper(60000+id)
Helpertype = Normal
Name = "Left"
Postype = left
Facing = 1
Stateno = 60000
ID = 60000+id
Pausemovetime = 0
Persistent = 0
Ignorehitpause = 1
Keyctrl = 0
Ownpal = 1
[State -3];]vȂƂȂ悤
type = changestate
trigger1= ishelper
trigger1= ishelper(60000+root,id)
trigger1= stateno!=60000
value = 60000

[State -3];ʒ[Aǂ߂H
Type = Varset
TriggerAll=!ishelper
TriggerAll=NumHelper(50000+id)&&NumHelper(60000+id)
Trigger1=(Helper(50000+id),rootDist X)<(Helper(60000+id),rootDist X)
fvar(29) = 1+(facing=-1)*2
IgNoreHitPause = 1

[State -3];ʒ[Aǂ߂H
Type = VarSet
TriggerAll=!ishelper
TriggerAll=NumHelper(50000+id)&&NumHelper(60000+id)
Trigger1=(Helper(50000+id),rootDist X)>(Helper(60000+id),rootDist X)
fvar(29) = 2+(facing=1)*2
IgNoreHitPause = 1
;@1=EE߂@2=߂@3=E߂@4=E߂

[State -3];ʒ[܂ł̋
Type = VarSet
Trigger1 = NumHelper(50000+id)&&NumHelper(60000+id)
fvar(17) = ifelse((EnemyNear(floor(fvar(18))),facing=1),(helper(60000+id),P2bodydist X),(helper(50000+id),P2bodydist X))
IgNoreHitPause = 1

;
;҂
;
[State -3];iK[hp
Type = VarSet
TriggerAll=NumEnemy
Trigger1 = P2StateType!=A
Trigger2 = P2Name="millia"
Trigger2 = P2StateNo=1500
Trigger3 = P2Name="eddie"
Trigger3 = P2StateNo=1000||P2StateNo=1050||EnemyNear(floor(fvar(18))),NumHelper(1002);||EnemyNear(floor(fvar(18))),NumHelper(1001)
Trigger4 = P2Name="eddie"
Trigger4 = P2StateNo=1800||P2StateNo=1850
Trigger5 = P2Name="eddie"||P2Name="jam"
Trigger5 = P2StateNo=210
Trigger6 = P2Name="johnny"
Trigger6 = (P2StateNo=[1020,1021])||(P2StateNo=[1070,1077])
Trigger7 = P2Name="Aya Syameimaru"
Trigger7 = P2StateNo=804||EnemyNear(floor(fvar(18))),NumHelper(917)
Trigger8 = P2Name="AIHARA NATSUMI"
Trigger8 = P2StateNo=220
Trigger9 = P2Name="Rubber Soul"
Trigger9 = P2StateNo=[400,401]
fvar(38) = 1
IgNoreHitPause = 1

[State -3];iK[hp
Type = VarSet
Triggerall = NumEnemy
Trigger1 = EnemyNear(floor(fvar(18))),AutHorName="muteki"||EnemyNear(floor(fvar(18))),AutHorName="Akutagawa"
Trigger1 = P2StateNo=240
Trigger2 = P2Name!="millia"||P2StateNo!=1500
Trigger2 = P2Name!="eddie"||!(P2StateNo=1000||P2StateNo=1050||P2StateNo=1800||P2StateNo=1850||EnemyNear(floor(fvar(18))),NumHelper(1001)||EnemyNear(floor(fvar(18))),NumHelper(1002))
Trigger2 = P2StateType=A
Trigger3 = P2Name="testament"||P2Name="justice"
Trigger3 = P2StateNo=[205,206]
Trigger4 = P2Name="millia"||P2Name="eddie"||P2Name="potemkin"
Trigger4 = P2StateNo=215
Trigger5 = P2Name="faust"||P2Name="kliff"
Trigger5 = P2StateNo=235
Trigger6 = P2Name="johnny"
Trigger6 = P2StateNo=1500||P2StateNo=3200||(P2StateNo=[3500,3501])||P2StateNo=1400&&EnemyNear(floor(fvar(18))),NumHelper(1401)
Trigger7 = P2Name="order-Sol=Badguy"
Trigger7 = P2StateNo=432
Trigger8 = P2Name="bridget"
Trigger8 = (P2StateNo=[215,216])||P2StateNo=3003
Trigger9 = P2Name="jam"
Trigger9 = P2StateNo=215
Trigger10= P2Name="Sion_Eltnam_Atlasia"
Trigger10= P2StateNo=[240,245]
Trigger11= P2Name="Reimu_Hakurei"
Trigger11= P2StateNo=240
Trigger12= P2Name="SHIN"||P2Name="THOUTHER"||P2Name="REI"
Trigger12= P2StateNo=250
Trigger13= P2Name="TOKI-(NERICYA)"||P2Name="AMIBA"
Trigger13= P2StateNo=900
Trigger14= P2Name="Geese Howard"
Trigger14= EnemyNear(floor(fvar(18))),AutHorName="Cannon Musume"
Trigger14= P2StateNo=230
Trigger15= P2Name="Remilia_Scarlet"
Trigger15= P2StateNo=230||P2StateNo=240
Trigger16= P2Name="Hong Meirin"
Trigger16= P2StateNo=820
Trigger17= P2Name="Aya Syameimaru"
Trigger17= P2StateNo=[707,708]
Trigger18= P2Name="Marisa Kirisame"
Trigger18= P2StateNo=1000
Trigger19= P2Name="Sakuya Izayoi"
Trigger19= P2StateNo=210||P2StateNo=400||P2StateNo=410||P2StateNo=530
Trigger20= P2Name="Yakumo Yukari"
Trigger20= P2StateNo=[2000,2020]
Trigger21= P2Name="Alice Margatroid"
Trigger21= P2StateNo=240
Trigger22= P2Name="Suika Ibuki"
Trigger22= P2StateNo=[707,708]
Trigger23= P2Name="Reimu_Hakurei"
Trigger23= P2StateNo=240
Trigger24= P2Name="siteittene"
Trigger24= P2StateNo=600
Trigger25= P2Name="Youmu_Konpaku"
Trigger25= P2StateNo=201||P2StateNo=205||P2StateNo=206||P2StateNo=252||P2StateNo=452||P2StateNo=700||P2StateNo=1001
Trigger26= P2Name="cvsryu"||P2Name="cvsken"||P2Name="cvsryo"||P2Name="cvssakura"||P2Name="cvsyun"||P2Name="cvsyuri"
Trigger26= P2StateNo=300
Trigger27= P2Name="cvsyamazaki"
Trigger27= P2StateNo=300||P2StateNo=1400
Trigger28= P2Name="Ash"
Trigger28= P2StateNo=310
Trigger29= P2Name="Jedah"
Trigger29= P2StateNo=250
Trigger30= P2Name="Bulleta SXP"
Trigger30= P2StateNo=241
Trigger31= P2Name="A.B.A"
Trigger31= P2StateNo=1200||P2StateNo=1500||P2StateNo=3050
Trigger32= P2Name="ROBO-KY MK-U"||P2Name="ROBO-KY1"||P2Name="ROBO-KY3"
Trigger32= P2StateNo=850||P2StateNo=1500
Trigger33= P2Name="Red_Arcueid"
Trigger33= P2StateNo=218
Trigger34= P2Name="Magaki"
Trigger34= P2StateNo=310||P2StateNo=1320||EnemyNear(floor(fvar(18))),NumHelper(1321)
Trigger35= Enemy(0),Name="Magaki"
Trigger35= Enemy(0),NumHelper(1321)
Trigger36= numenemy=2
Trigger36= Enemy(1),Name="Magaki"
Trigger36= Enemy(1),NumHelper(1321)
Trigger37= P2Name="cvskyo"||P2Name="cvskyo_ex"
Trigger37= P2StateNo=310||P2StateNo=1300
Trigger38= P2Name="chipp"
Trigger38= P2StateNo=1320
Trigger39= P2Name="JAGI"
Trigger39= P2StateNo=1200||P2StateNo=220||P2StateNo=245
Trigger40= P2Name="Patchouli_Knowledge"
Trigger40= P2StateNo=200||P2StateNo=700||P2StateNo=1000
Trigger41= P2Name="Maori"
Trigger41= P2StateNo=205||(P2StateNo=[1199,1200])
Trigger42= P2Name="Wolfgang Krauser"
Trigger42= EnemyNear(floor(fvar(18))),NumprojID(1000)
Trigger43= P2Name="blackpolnareff"
Trigger43= P2StateNo=1260||P2StateNo=1265
Trigger44= P2Name="Ky=kiske"
Trigger44= P2StateNo=10240
Trigger45= P2Name="Kohaku"
Trigger45= P2StateNo=1105
Trigger46= P2Name="Yumiduka_Satsuki"
Trigger46= P2StateNo=1002
Trigger47= P2Name="Len"
Trigger47= P2StateNo=1050
Trigger48= P2Name="Arima_Miyako"
Trigger48= P2StateNo=1310
Trigger49= P2Name="Hisui"
Trigger49= P2StateNo=275
Trigger50= P2Name="Akiha_Vermilion"
Trigger50= P2StateNo=240
Trigger51= P2Name="Warachia"
Trigger51= P2StateNo=1600
Trigger52= EnemyNear(floor(fvar(18))),AutHorName="Orochi Herman"
Trigger52= P2Name="Shadow DIO"
Trigger52= P2StateNo=205||P2StateNo=225||P2StateNo=245||P2StateNo=1300
Trigger53= P2Name="Fiona"
Trigger53= P2StateNo=9212
Trigger54= P2Name="Daigo Hotta"
Trigger54= P2StateNo=241||P2StateNo=1400||P2StateNo=1500
Trigger55= P2Name="burai yamamoto"
Trigger55= P2StateNo=260||P2StateNo=2000||P2StateNo=3000||P2StateNo=1215
Trigger56= P2Name="SLAYER"
Trigger56= P2StateNo=1045
Trigger57= P2Name="THOUTHER"
Trigger57= P2StateNo=2200
Trigger58= P2Name="zappa"
Trigger58= P2StateNo=1300||P2StateNo=1500||P2StateNo=240||P2StateNo=500
Trigger59= P2Name="Keiji"||P2Name="Date Masamune"
Trigger59= P2StateNo=250
Trigger60= P2Name="Mouri Motonari"
Trigger60= P2StateNo=250||(P2StateNo=[1230,1231])
Trigger61= P2Name="oichi"
Trigger61= P2StateNo=300||(P2StateNo=[1350,1380])
Trigger62= P2Name="Mr.HEART"
Trigger62= P2StateNo=300||P2StateNo=440
Trigger63= NumHelper(780+id)>0
Trigger63= P2StateNo=(Helper(780+id),var(40))||P2StateNo=(Helper(780+id),var(41))
Trigger64= P2Name="Nanaya_Shiki"
Trigger64= P2StateNo=217||P2StateNo=230
Trigger65= P2Name="Tohno_Shiki"
Trigger65= P2StateNo=217
Trigger66= P2Name="Nayuki Minase"
Trigger66= P2StateNo=1020
Trigger67= P2Name="Maxime"
Trigger67= (EnemyNear(floor(fvar(18))),StateNo=[201,203])||EnemyNear(floor(fvar(18))),StateNo=210||EnemyNear(floor(fvar(18))),StateNo=223
Trigger68= P2Name="HAKUREI"
Trigger68= EnemyNear(floor(fvar(18))),StateNo=235||EnemyNear(floor(fvar(18))),StateNo=240||EnemyNear(floor(fvar(18))),StateNo=11131||EnemyNear(floor(fvar(18))),NumProjID(6301)>0
Trigger69= P2Name="Rouga_Zanma"
Trigger69= P2StateNo=241
Trigger70= P2Name="anna"||P2Name="henri"
Trigger70= P2StateNo=230
Trigger71= P2Name="another blood"
Trigger71= P2StateNo=1100&&Enemy(floor(fvar(18))),var(5)=0||Enemy(floor(fvar(18))),StateNo=1110
Trigger72= P2Name="Ren_Idagawa"
Trigger72= P2StateNo=230
fvar(38) = 2
IgNoreHitPause = 1

[State -3];K[hs\p()
Type = VarSet
Triggerall = NumEnemy
Trigger1 = EnemyNear(floor(fvar(18))),HitDefAttr=SCA,AT
Trigger2 = 1;EnemyNear(floor(fvar(18))),AutHorName="muteki"||EnemyNear(floor(fvar(18))),AutHorName="Akutagawa"||EnemyNear(floor(fvar(18))),AutHorName="Hh"||EnemyNear(floor(fvar(18))),AutHorName="Phantom.of.the.Server"||1
Trigger2 = P2StateNo=[800,805]
Trigger3 = EnemyNear(floor(fvar(18))),AutHorName="GM"||EnemyNear(floor(fvar(18))),AutHorName="H"||EnemyNear(floor(fvar(18))),AutHorName="jin"||EnemyNear(floor(fvar(18))),AutHorName="Ahuron"
Trigger3 = P2StateNo=800
Trigger4 = EnemyNear(floor(fvar(18))),AutHorName="Warusaki3"
Trigger4 = P2StateNo=900
Trigger5 = P2Name="eddie"||P2Name="may"
Trigger5 = P2StateNo=1300
Trigger6 = P2Name="SLAYER"
Trigger6 = P2StateNo=1200||P2StateNo=1300
Trigger7 = P2Name="order-Sol=Badguy"||P2Name="faust"
Trigger7 = P2StateNo=1500
Trigger8 = P2Name="jam"
Trigger8 = P2StateNo=2500
Trigger9 = P2Name="sol"
Trigger9 = P2StateNo=1600
Trigger10= P2Name="johnny"
Trigger10= EnemyNear(floor(fvar(18))),var(49)
Trigger10= P2StateNo=[1000,1099]
Trigger11= P2Name="wind"
Trigger11= P2StateNo=[7600,7601]
Trigger12= P2Name="Shin Gouki"||P2Name="Ryu"||P2Name="Morrigan Aensland"||P2Name ="Sakura Kasugano"
Trigger12= P2StateNo=4000
Trigger13= P2Name="Yuri Sakazaki"||P2Name="cvsgouki"||P2Name="cvsryu"||P2Name="cvssakura"
Trigger13= P2StateNo=3300
Trigger14= P2Name="cvsg_rugal"||P2Name="cvsrugal"
Trigger14= P2StateNo=3200
Trigger15= P2Name="Gouki"
Trigger15= P2StateNo=3600||P2StateNo=1700
Trigger16= P2Name="Kaori Misaka"
Trigger16= P2StateNo=20080||P2StateNo=20060
Trigger17= P2Name="Evil Ken"
Trigger17= P2StateNo=3890
Trigger18= P2Name="Kohaku"
Trigger18= P2StateNo=1300||P2StateNo=[2050,2051]
Trigger19= P2Name="Omega Goenitz"
Trigger19= P2StateNo=3150
Trigger20= P2Name="RUGAL"
Trigger20= P2StateNo=2550||P2StateNo=2500
Trigger21= P2Name="cvszangief"
Trigger21= P2StateNo=820||P2StateNo=1300||P2StateNo=1450||P2StateNo=1520||P2StateNo=1620||P2StateNo=1750||P2StateNo=1850||P2StateNo=3150||P2StateNo=3050||P2StateNo=3250
Trigger22= P2Name="cvsyamazaki"
Trigger22= P2StateNo=1300
Trigger23= P2Name="cvsbenimaru"
Trigger23= P2StateNo=1400||P2StateNo=3200
Trigger24= P2Name="cvstodo"
Trigger24= P2StateNo=1200
Trigger25= P2Name="cvsrock"
Trigger25= P2StateNo=1500
Trigger26= P2Name="cvsvice"
Trigger26= P2StateNo=1000||P2StateNo=1300||P2StateNo=1400||P2StateNo=3100||P2StateNo=[3000,3001]
Trigger27= P2Name="Hugo"
Trigger27= P2StateNo=1000||P2StateNo=1010||P2StateNo=1020||P2StateNo=1100||P2StateNo=1110||P2StateNo=1120||P2StateNo=1200||P2StateNo=1210||P2StateNo=1220||P2StateNo=1300||P2StateNo=1310||P2StateNo=1320||P2StateNo=3000||P2StateNo=3100
Trigger28= P2Name="Alex";{bI
Trigger28= P2StateNo=1000||P2StateNo=1010||P2StateNo=1020||P2StateNo=1500||P2StateNo=1510||P2StateNo=1520||P2StateNo=3000
Trigger29= P2Name="Yumiduka_Satsuki"
Trigger29= P2StateNo=1101||P2StateNo=1111||P2StateNo=1310||P2StateNo=2400||P2StateNo=3000||P2StateNo=3050
Trigger30= P2Name="Kishima_kouma"
Trigger30= P2StateNo=230||P2StateNo=1000||P2StateNo=1050||P2StateNo=2000||P2StateNo=3000||P2StateNo=3100
Trigger31= P2Name="JAGI"
Trigger31= EnemyNear(floor(fvar(18))),AutHorName="Drowin hokuto"
Trigger31= P2StateNo=1000||P2StateNo=2000
Trigger32= P2Name="cvsyun"
Trigger32= P2StateNo=1400
Trigger33= P2Name="Magaki"
Trigger33= P2StateNo=1100||P2StateNo=1150||P2StateNo=2100
Trigger34= P2Name="Nanaya_Shiki"
Trigger34= P2StateNo=1120
Trigger35= P2Name="Akiha_Vermilion"
Trigger35= P2StateNo=3000
Trigger36= P2Name="Shadow DIO"
Trigger36= P2StateNo=[2100,2101]
Trigger37= P2Name="AIHARA NATSUMI"
Trigger37= P2StateNo=380||P2StateNo=350
Trigger38= P2Name="AL AZIF"
Trigger38= P2StateNo=480||P2StateNo=350||P2StateNo=353||P2StateNo=354||P2StateNo=370||P2StateNo=380
Trigger39= P2Name="dizzy"
Trigger39= P2StateNo=3100
Trigger40= P2Name="Fiona"
Trigger40= P2StateNo=9858
Trigger41= P2Name="potemkin"
Trigger41= P2StateNo=1000||P2StateNo=1600
Trigger42= P2Name="Keiji"
Trigger42= P2StateNo=1300
Trigger43= P2Name="Mr.HEART"
Trigger43= P2StateNo=3100
Trigger44= P2Name="kira"
Trigger44= P2StateNo=3000||P2StateNo=1000||P2StateNo=1050||P2StateNo=1060||P2StateNo=800||P2StateNo=810||P2StateNo=860||(P2StateNo=[1400,1402])
Trigger45= P2Name="ROBO-KY1"
Trigger45= P2StateNo=1400
Trigger46= NumHelper(780+id)>0
Trigger46= 0;P2StateNo=Helper(780+id),var(42)||P2StateNo=Helper(780+id),var(43)
Trigger47= P2Name="JAGI"
Trigger47= EnemyNear(floor(fvar(18))),AutHorName="Ahuron"
Trigger47= P2StateNo=850||P2StateNo=300||P2StateNo=1700||P2StateNo=2200
fvar(38) = 3
IgNoreHitPause = 1

[State -3];K[hs\p(ȊO)
Type = VarSet
Triggerall = NumEnemy
Trigger1= P2Name="Nanaya_Shiki"
Trigger1= P2StateNo=3050
Trigger2= P2Name="Nrvnqsr_Chaos"
Trigger2= P2StateNo=[3000,3052]
Trigger3= P2Name="Fiona"||P2Name="Saki"
Trigger3= (P2StateNo=[9230,9232])||(P2StateNo=[9425,9429])
Trigger4= P2Name="Maori"
Trigger4= (P2StateNo=[225,226])||(P2StateNo=[425,426])
Trigger5= P2Name="Tohno_Shiki"
Trigger5= P2StateNo=230||(P2StateNo=[3000,3050])
fvar(38) = 3
IgNoreHitPause = 1

[State -3];tOZbg
Type = VarSet
TriggerAll=NumEnemy
;Trigger1 = EnemyNear(floor(fvar(18))),ctrl||EnemyNear(floor(fvar(18))),MoveType=H
Trigger1 = fvar(34)=1
fvar(34) = 0
IgNoreHitPause = 1

[State -3];薳G SG
Type = VarSet
TriggerAll=NumEnemy
Trigger1 = 0;P2StateNo=105
Trigger2 = P2Name="cvsrugal"||P2Name="cvsg_rugal"
Trigger2 = P2StateNo=1800
Trigger3 = P2Name="cvsgouki"||P2Name="cvsgouki_ex"||P2Name="cvsgouki_normal"
Trigger3 = P2StateNo=1500
Trigger4 = P2Name="cvsryu"||P2Name="cvsryu_ex"||P2Name="cvsryu_normal"||P2Name="Shin Gouki"||P2Name="Ryu"
Trigger4 = P2StateNo=1400
Trigger5 = P2Name="Evil Ken"||P2Name="Evil Ryu"||P2Name="Evil Dan"
Trigger5 = P2StateNo=[3960,3971]
Trigger6 = P2Name="Konoha"
Trigger6 = P2StateNo=1200||P2StateNo=1220||P2StateNo=1610
Trigger7 = P2Name="jam"
Trigger7 = P2StateNo=[1310,1311]
Trigger8 = P2Name="eddie"
Trigger8 = P2StateNo=1101
Trigger9 = P2Name="TOKI-(NERICYA)"
Trigger9 = (P2StateNo=[1210,1250])||(P2StateNo=[1300,1600])
Trigger10= P2Name="OGRE"
Trigger10= P2StateNo=[980,991]
Trigger11= EnemyNear(floor(fvar(18))),AutHorName="Toma & Raien Makoto"
Trigger11= P2Name="Aoko Aozaki"||P2Name="Shiki_Nanaya"
Trigger11= P2StateNo=1253
Trigger12= P2Name="General"
Trigger12= P2StateNo=[1000,1012]
Trigger13= P2Name="Omega Goenitz"
Trigger13= P2StateNo=900||P2StateNo=1000||P2StateNo=3100
Trigger14= P2Name="Reimu_Hakurei"
Trigger14= P2StateNo=3021||P2StateNo=3026
Trigger15= 0;P2Name="SHIN"
Trigger15= 0;P2StateNo=2400||P2StateNo=2050||(P2StateNo=2000&&EnemyNear(floor(fvar(18))),Time<99)||(var(58)&&StateNo=1400)
Trigger16= P2Name="Marisa Kirisame"
Trigger16= (P2StateNo=901)||(P2StateNo=[2010,2011])||(P2StateNo=[2020,2021])||P2StateNo=2030||(P2StateNo=[2040,2042])||P2StateNo=910
Trigger17= P2Name="Reimu_Hakurei"
Trigger17= P2StateNo=3020||EnemyNear(floor(fvar(18))),Var(12)=3021&&P2StateNo=119||P2StateNo=3022||(P2StateNo=[3040,3041])||P2StateNo=3051
Trigger18= P2Name="Remilia_Scarlet"
Trigger18= P2StateNo=119||P2StateNo=1001&&EnemyNear(floor(fvar(18))),MoveContact||P2StateNo=1012&&EnemyNear(floor(fvar(18))),MoveContact||(P2StateNo=[3030,3031])||P2StateNo=3051
Trigger19= P2Name="Youmu_Konpaku"
Trigger19= P2StateNo=3100||P2StateNo=710
Trigger20= P2Name="kliff"
Trigger20= P2StateNo=1500
Trigger21= P2Name="Jedah"
Trigger21= P2StateNo=500||P2StateNo=810||EnemyNear(floor(fvar(18))),Time<14&&(P2StateNo=1300||P2StateNo=2300)
Trigger22= P2Name="Izayoi Sakuya Brando"
Trigger22= P2StateNo=2380||P2StateNo=881||P2StateNo=4200&&EnemyNear(floor(fvar(18))),Time<31||P2StateNo=1999&&EnemyNear(floor(fvar(18))),Time<21
Trigger23= P2Name="IGNIZ"
Trigger23= P2StateNo=[2100,2101]
Trigger24= P2Name="ZERO"
Trigger24= P2StateNo=[3020,3021]
Trigger25= P2Name="ORIGINAL ZERO"
Trigger25= P2StateNo=[3100,3110]
Trigger26= P2Name="Patchouli"
Trigger26= P2StateNo=901||(P2StateNo=[1020,1021])||P2StateNo=1160|P2StateNo=910
Trigger27= P2Name="Aya Syameimaru"
Trigger27= P2StateNo=1201||P2StateNo=1400||P2StateNo=1500
Trigger28= P2Name="Youmu_Konpaku"
Trigger28= P2StateNo=3100||P2StateNo=710
Trigger29= P2Name="Suika Ibuki"
Trigger29= P2StateNo=[1300,1321]
Trigger30= P2Name ="Hulk"
Trigger30= P2StateNo=66||(P2StateNo=[940,942])
Trigger31= P2Name="Sakuya Izayoi"
Trigger31= P2StateNo=750
Trigger32= P2Name="Yakumo Yukari"
Trigger32= (P2StateNo=[3000,3002])||(P2StateNo=[3010,3012])
Trigger33= P2Name="Evil Dan"
Trigger33= (P2StateNo=[3960,3962])||(P2StateNo=[3970,3972])||(P2StateNo=[3980,3982])||(P2StateNo=[3990,3992])
Trigger34= P2Name="Strider_Hiryu"
Trigger34= (P2StateNo=[3040,3041])||(P2StateNo=[7800,7801])||((P2StateNo=[7610,7620])&&(EnemyNear(floor(fvar(18))),Time=[1,10]))
Trigger35= P2Name="White_Len"||P2Name="White_Len(CPU)"
Trigger35= P2StateNo=1400||P2StateNo=1410||P2StateNo=1450
Trigger36= P2Name="Nanaya_Shiki"
Trigger36= P2StateNo=3000||P2StateNo=3050
Trigger37= P2Name="New Nakoruru"
Trigger37=(P2StateNo=[60,61])||(P2StateNo=[65,67])||(P2StateNo=[3020,3070])||(P2StateNo=[3113,3140])||(P2StateNo=[3210,3240])
Trigger38= EnemyNear(floor(fvar(18))),AutHorName="Orochi Herman"
Trigger38= P2Name="Shadow DIO"
Trigger38= P2StateNo=105||(P2StateNo=1200&&(EnemyNear(var(57)),Time=[1,30]))
Trigger39= P2Name="Buront"
Trigger39= P2StateNo=701||P2StateNo=4321||P2StateNo=24000||P2StateNo=1400||P2StateNo=1420
Trigger40= EnemyNear(floor(fvar(18))),AutHorName="muteki"
Trigger40= P2StateNo=700&&(EnemyNear(floor(fvar(18))),Anim=700&&AnimElemTime(7)<0||EnemyNear(floor(fvar(18))),Anim!=700)
Trigger41= P2Name="THOUTHER"
Trigger41= P2StateNo=2200&&EnemyNear(floor(fvar(18))),time<=120||P2StateNo=2150||(P2StateNo=[2100,2101])
Trigger42= EnemyNear(floor(fvar(18))),AutHorName="Warusaki3"
Trigger42= P2StateNo=5201
Trigger43= EnemyNear(floor(fvar(18))),AutHorName="kikurage"
Trigger43= P2Name="Shadow Dio"
Trigger43= (P2StateNo=[3000,3001])||(P2StateNo=3100&&(EnemyNear(var(57)),Time=[1,20]))
Trigger44= EnemyNear(floor(fvar(18))),AutHorName="H"
Trigger44= (P2StateNo=[3000,3050])
Trigger45= EnemyNear(floor(fvar(18))),Name="SLAYER"
Trigger45= EnemyNear(floor(fvar(18))),var(35)>0
Trigger46= EnemyNear(floor(fvar(18))),Name="jam"
Trigger46= EnemyNear(floor(fvar(18))),var(34)>0
Trigger47= P2Name="Rouga_Zanma"
Trigger47= P2StateNo=2100&&EnemyNear(floor(fvar(18))),Animtime<-16
Trigger48= P2Name="Kanna"
Trigger48= (P2StateNo=[6000,6001])||(P2StateNo=[6010,6011])||P2StateNo=6100||(P2StateNo=[7000,7006])
Trigger49= P2Name="Mai Kawasumi"
Trigger49= (P2StateNo=6100||P2StateNo=6110||P2StateNo=6120)&&EnemyNear(floor(fvar(18))),AnimElemTime(3)<10||P2StateNo=7300&&EnemyNear(floor(fvar(18))),time<50
Trigger50= P2Name="UNKNOWN"
Trigger50= P2StateNo=100||P2StateNo=1100&&EnemyNear(floor(fvar(18))),time<33
Trigger51= EnemyNear(floor(fvar(18))),AutHorName="Ahuron"
Trigger51= (P2StateNo=[700,701])
fvar(34) = 1
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=P2Name="cvsken"
Trigger1 = P2StateNo=1100
Trigger1 = EnemyNear(floor(fvar(18))),Time<6
Trigger2 = P2StateNo=1800
Trigger2 = EnemyNear(floor(fvar(18))),AnimElemTime(7)<0
Trigger3 = P2StateNo=3000||P2StateNo=3100||P2StateNo=3300
Trigger3 = EnemyNear(floor(fvar(18))),Time<ifelse(!EnemyNear(floor(fvar(18))),var(5),53,ifelse(EnemyNear(floor(fvar(18))),var(5)=1,59,64))
Trigger4 = P2StateNo=3200
Trigger4 = EnemyNear(floor(fvar(18))),Time<64
Trigger5 = P2StateNo=3400
Trigger5 = EnemyNear(floor(fvar(18))),Time<73
Trigger6 = P2StateNo=3401||P2StateNo=3405
fvar(34) = 1
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=P2Name="johnny"
Trigger1 = P2StateNo=3000
Trigger1 = EnemyNear(floor(fvar(18))),AnimElemTime(5)<2
Trigger2 = P2StateNo=3200
Trigger2 = EnemyNear(floor(fvar(18))),AnimElemTime(6)<2
Trigger3 = P2StateNo=3500
Trigger3 = EnemyNear(floor(fvar(18))),AnimElemTime(11)<0
Trigger4 = P2StateNo=1500
Trigger4 = EnemyNear(floor(fvar(18))),AnimElemTime(7)<0
fvar(34) = 1
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=P2Name="SHIN"
Trigger1 = P2StateNo=2400
Trigger2 = P2StateNo=2050
Trigger3 = P2StateNo=2000
Trigger3 = EnemyNear(floor(fvar(18))),Time<97
Trigger4 = P2StateNo=1400
Trigger4 = EnemyNear(floor(fvar(18))),Time<15
Trigger5 = P2StateNo=1100
Trigger5 = EnemyNear(floor(fvar(18))),var(5)<2
Trigger5 = EnemyNear(floor(fvar(18))),Time<(9+(EnemyNear(floor(fvar(18))),var(58)>0)*11)
Trigger6 = EnemyNear(floor(fvar(18))),var(58)>1
Trigger6 = StateNo=290||P2StateNo=1400||P2StateNo=1500||P2StateNo=1100||P2StateNo=2000||Anim!=[1500,1502]
fvar(34) = 1
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=P2Name="BRIDGET"
Trigger1 = (P2StateNo=1200||P2StateNo=1250)
Trigger1 = EnemyNear(floor(fvar(18))),Time<16
Trigger2 = P2StateNo=1590
Trigger2 = EnemyNear(floor(fvar(18))),AnimElemTime(12)<4
fvar(34) = 1
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=P2Name="sol"
Trigger1 = EnemyNear(floor(fvar(18))),AnimElemTime(5)<0
Trigger1 = P2StateNo=1200
Trigger2 = EnemyNear(floor(fvar(18))),AnimElemTime(2)<0
Trigger2 = P2StateNo=1300
Trigger3 = P2StateNo=1100
Trigger4 = P2StateNo=1150
Trigger5 = P2StateNo=1110
Trigger6 = P2StateNo=1160
Trigger7 = P2StateNo=2100
Trigger8 = P2StateNo=2110
Trigger9 = EnemyNear(floor(fvar(18))),AnimElemTime(7)<0
Trigger9 = P2StateNo=3000
Trigger10= EnemyNear(floor(fvar(18))),AnimElemTime(27)<1
Trigger10= P2StateNo=3100
fvar(34) = 1
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=P2Name="Ky=kiske"
Trigger1 = EnemyNear(floor(fvar(18))),Time<9
Trigger1 = (P2StateNo=1300||P2StateNo=1360||P2StateNo=1375)
Trigger2 = EnemyNear(floor(fvar(18))),Time<15
Trigger2 = P2StateNo=1350
Trigger3 = EnemyNear(floor(fvar(18))),Time<11
Trigger3 = (P2StateNo=1370||P2StateNo=1320)
Trigger4 = EnemyNear(floor(fvar(18))),Time<56
Trigger4 = (P2StateNo=3000||P2StateNo=3100||P2StateNo=3300||P2StateNo=3350||P2StateNo=3600)
Trigger5 = EnemyNear(floor(fvar(18))),Time<44
Trigger5 = (P2StateNo=3200||P2StateNo=3800||P2StateNo=3400)
fvar(34) = 1
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=P2Name="Ash"
Trigger1 = EnemyNear(floor(fvar(18))),AnimElemtime(3)<0
Trigger1 = (P2StateNo=[1100,1101])
Trigger2 = EnemyNear(floor(fvar(18))),AnimElemtime(4)<0
Trigger2 = (P2StateNo=[1150,1151])
Trigger3 = EnemyNear(floor(fvar(18))),Time<31
Trigger3 = P2StateNo=2000
Trigger4 = EnemyNear(floor(fvar(18))),Time<37
Trigger4 = P2StateNo=2100
Trigger5 = P2StateNo=3000
Trigger6 = EnemyNear(floor(fvar(18))),AnimElemtime(13)<0
Trigger6 = P2StateNo=3100
Trigger7 = EnemyNear(floor(fvar(18))),Time<31
Trigger7 = P2StateNo=3300
fvar(34) = 1
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=P2Name="Ryu"
Trigger1 = EnemyNear(floor(fvar(18))),AnimElemtime(4)<0
Trigger1 = ((P2StateNo=[1100,1110])||P2StateNo=3040||P2StateNo=3120)
Trigger2 = EnemyNear(floor(fvar(18))),AnimElemtime(7)<0
Trigger2 = (P2StateNo=3000||P2StateNo=3100||P2StateNo=3160)
Trigger3 = EnemyNear(floor(fvar(18))),AnimElemtime(10)<0
Trigger3 = P2StateNo=3140
Trigger4 = EnemyNear(floor(fvar(18))),AnimElemtime(15)<0
Trigger4 = P2StateNo=3180
Trigger5 = EnemyNear(floor(fvar(18))),AnimElemtime(3)<0
Trigger5 = P2StateNo=3020
fvar(34) = 1
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=P2Name="Aoko Aozaki"
Trigger1 = EnemyNear(floor(fvar(18))),Time<74
Trigger1 = P2StateNo=1100
Trigger2 = Anim=1120||Anim=1121&&EnemyNear(floor(fvar(18))),Time<146
Trigger2 = P2StateNo=1120
Trigger3 = EnemyNear(floor(fvar(18))),Time<124
Trigger3 = P2StateNo=1200
Trigger4 = EnemyNear(floor(fvar(18))),Time<6
Trigger4 = P2StateNo=1022
Trigger5 = EnemyNear(floor(fvar(18))),Time<8
Trigger5 = P2StateNo=1037||P2StateNo=1042||P2StateNo=1062||P2StateNo=1072||P2StateNo=1082||P2StateNo=1092
Trigger6 = P2StateNo=105
Trigger6 = EnemyNear(floor(fvar(18))),Time>7
Trigger7 = P2StateNo=801||P2StateNo=806||P2StateNo=811
fvar(34) = 1
IgNoreHitPause = 1

[State -3];薳GorS̓gorZ
Type = VarSet
TriggerAll=NumEnemy
Trigger1 = EnemyNear(floor(fvar(18))),AutHorName="Warusaki3"
Trigger1 = P2StateNo=900
Trigger2 = P2Name="testament"
Trigger2 = P2StateNo=1300
Trigger3 = P2Name="dio"
Trigger3 = P2StateNo=1200||P2StateNo=1400||P2StateNo=800
Trigger4 = P2Name="Dragon Claw"
Trigger4 = (P2StateNo=[1300,1301])||(P2StateNo=[1310,1311])||(P2StateNo=[1320,1321])
Trigger5 = P2Name="cvstodo"
Trigger5 = P2StateNo=3100
Trigger6 = P2Name="Remy"
Trigger6 = P2StateNo=3200
Trigger7 = P2Name="joseph"
Trigger7 = P2StateNo=1020
Trigger8 = P2Name="Ella"
Trigger8 = P2StateNo=10004||P2StateNo=10006||P2StateNo=10008
Trigger9 = P2Name="Dhalsim with clones"
Trigger9 = P2StateNo=1600
Trigger10= P2Name="TOKI-(NERICYA)"||P2Name="AMIBA"
Trigger10= P2StateNo=1300
Trigger11= P2Name="Izayoi Sakuya Brando"
Trigger11= P2StateNo=1820
Trigger12= P2Name="Ash"
Trigger12= P2StateNo=700||P2StateNo=710
Trigger13= EnemyNear(floor(fvar(18))),AutHorName="Phantom.of.the.Server"
Trigger13= P2StateNo=720||P2StateNo=710
Trigger14= P2Name="IGNIZ"
Trigger14= P2StateNo=900||P2StateNo=910
Trigger15= P2Name="goenitz"
Trigger15= P2StateNo=900||P2StateNo=920
Trigger16= P2Name="BRIDGET"
Trigger16= P2StateNo=3200
Trigger16= EnemyNear(floor(fvar(18))),AnimElemTime(5)<1
Trigger17= P2Name="jotaro"
Trigger17= P2StateNo=300
Trigger18= P2Name="SHIN"
Trigger18= EnemyNear,var(51)
Trigger19= P2Name="Tin's Leona"
Trigger19= P2StateNo=500||P2StateNo=510||P2StateNo=3999
Trigger20= P2Name="Ralf Jones"
Trigger20= P2StateNo=810||P2StateNo=815
Trigger21= EnemyNear(floor(fvar(18))),AutHorName="Orochi Herman"
Trigger21= P2Name="Shadow DIO"
Trigger21= P2StateNo=270
Trigger22= EnemyNear(floor(fvar(18))),AutHorName="kikurage"
Trigger22= P2Name="Shadow Dio"
Trigger22= P2StateNo=10000
Trigger23= P2Name="may"
Trigger23= P2StateNo=1400
Trigger24= P2Name="axl"
Trigger24= (P2StateNo=[1200,1205])||P2StateNo=1300
Trigger25= P2Name="Mr.HEART"
Trigger25= P2StateNo=1100
Trigger26= P2Name="Sayuri Kurata"
Trigger26= P2StateNo=1300
Trigger27= P2Name="Maxime"
Trigger27= EnemyNear(floor(fvar(18))),StateNo=213||EnemyNear(floor(fvar(18))),StateNo=209
Trigger28= P2Name="AIHARA NATSUMI"
Trigger28= P2StateNo=380
Trigger29= P2Name="blackpolnareff"
Trigger29= P2StateNo=1300
Trigger30= EnemyNear(floor(fvar(18))),Name="another blood"
Trigger30= EnemyNear(floor(fvar(18))),StateNo=1300||EnemyNear(floor(fvar(18))),StateNo=1310||EnemyNear(floor(fvar(18))),StateNo=1320
Trigger31= P2Name="UNKNOWN"
Trigger31= P2StateNo=[6200,6220]
fvar(38) = -1
IgNoreHitPause = 1

[State -3];薳G-gioriG
Type = VarSet
TriggerAll=NumEnemy
Trigger1 = P2Name="justice"
Trigger1 = P2StateNo=1100
Trigger2 = P2Name="Geese Howard"
Trigger2 = EnemyNear(floor(fvar(18))),AutHorName="Cannon Musume"
Trigger2 = P2StateNo=1400
Trigger3 = EnemyNear(floor(fvar(18))),AutHorName="H"
Trigger3 = P2StateNo=900
Trigger4 = P2Name="Aoko Aozaki"||P2Name="Shiki_Nanaya"
Trigger4 = P2StateNo=900||P2StateNo=950
Trigger5 = P2Name="cvsgeese"
Trigger5 = P2StateNo=1300
Trigger6 = P2Name="cvsrock"
Trigger6 = P2StateNo=1300
Trigger7 = P2Name="TOKI-(NERICYA)"||P2Name="AMIBA"
Trigger7 = P2StateNo=1400
Trigger8 = P2Name="Ella"
Trigger8 = P2StateNo=10001
Trigger9 = P2Name="Abe"
Trigger9 = P2StateNo=1100
Trigger10= P2Name="Oswald"||P2Name="Oniwarud"
Trigger10= P2StateNo=1500
Trigger11= P2Name="cvsingrid"
Trigger11= P2StateNo=1300
Trigger12= P2Name="dio"
Trigger12= P2StateNo=1400
Trigger13= EnemyNear(floor(fvar(18))),AutHorName="Toma & Raien Makoto"
Trigger13= P2Name="Aoko Aozaki"||P2Name="Shiki_Nanaya"
Trigger13= P2StateNo=900
Trigger14= EnemyNear(floor(fvar(18))),AutHorName="H"
Trigger14= P2StateNo=[900,902]
Trigger15= P2Name="Konoha"
Trigger15= P2StateNo=1700
fvar(38) = -2
IgNoreHitPause = 1

[State -3];薳G蓖gii
Type = VarSet
TriggerAll=NumEnemy
Trigger1 = P2Name="cvsgeese"
Trigger1 = P2StateNo=1400
Trigger2 = P2Name="Geese Howard"
Trigger2 = EnemyNear(floor(fvar(18))),AutHorName="Cannon Musume"
Trigger2 = P2StateNo=1450
Trigger3 = P2Name="Date Masamune"
Trigger3 = P2StateNo=1400
fvar(38) = -3
IgNoreHitPause = 1

[State -3];薳G蓖gi
Type = VarSet
TriggerAll=NumEnemy
Trigger1 = P2Name="cvsgeese"
Trigger1 = P2StateNo=1500
Trigger2 = P2Name="Geese Howard"
Trigger2 = EnemyNear(floor(fvar(18))),AutHorName="Cannon Musume"
Trigger2 = P2StateNo=1500
Trigger3 = EnemyNear(floor(fvar(18))),AutHorName="H"
Trigger3 = P2StateNo=920
Trigger4 = P2Name="TOKI-(NERICYA)"||P2Name="AMIBA"
Trigger4 = P2StateNo=1500
Trigger5 = P2Name="Abe"
Trigger5 = P2StateNo=1110
Trigger6 = P2Name="cvsingrid"
Trigger6 = P2StateNo=1350
Trigger7 = EnemyNear(floor(fvar(18))),AutHorName="Toma & Raien Makoto"
Trigger7 = P2Name="Aoko Aozaki"||P2Name="Shiki_Nanaya"
Trigger7 = P2StateNo=910
Trigger8 = EnemyNear(floor(fvar(18))),AutHorName="H"
Trigger8 = P2StateNo=[910,912]
fvar(38) = -4
IgNoreHitPause = 1

[State -3];薳G 󓊂GȂ
Type = VarSet
TriggerAll=NumEnemy
Trigger1 = EnemyNear(floor(fvar(18))),AutHorName="muteki"
Trigger1 = P2StateNo=750||(P2StateNo=5090&&EnemyNear(floor(fvar(18))),vel y<=0)
Trigger2 = P2Name="TOKI-(NERICYA)"||P2Name="AMIBA"
Trigger2 = P2StateNo=1600
Trigger4 = EnemyNear(floor(fvar(18))),AutHorName="Toma & Raien Makoto"
Trigger4 = P2Name="Aoko Aozaki"||P2Name="Shiki_Nanaya"
Trigger4 = P2StateNo=920
Trigger5 = EnemyNear(floor(fvar(18))),AutHorName="H"
Trigger5 = P2StateNo=[920,922]
Trigger6 = P2Name="Kohaku"
Trigger6 = (P2StateNo=[2200,2260])||(P2StateNo=[1200,1260])
Trigger7 = NumHelper(780+id)>0
Trigger7 = Helper(780+id),var(50)!=0
Trigger8 = EnemyNear(floor(fvar(18))),AutHorName="ukege"
Trigger8 = P2StateNo=2013||(P2StateNo=2011&&EnemyNear(floor(fvar(18))),vel y<=0)
fvar(38) = -5
IgNoreHitPause = 1

[State -3];ʘg
Type = VarSet
TriggerAll=NumEnemy
Trigger1 = EnemyNear(floor(fvar(18))),AutHorName="muteki"
Trigger1 = EnemyNear(floor(fvar(18))),PrevStateNo!=[200,640]
Trigger1 = EnemyNear(floor(fvar(18))),Time<3
Trigger1 = (P2StateNo=[200,640])
fvar(38) = -6
IgNoreHitPause = 1
[State -3];iK[hp
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=NumHelper(60000+id)>0
TriggerAll=Helper(60000+id),var(23)=0&&fvar(34)=1
Trigger1 = 1
fvar(34) = 0
IgNoreHitPause = 1
[State -3];iK[hp
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=NumHelper(60000+id)>0
TriggerAll=Helper(60000+id),var(20)=0&&fvar(38)=2||Helper(60000+id),var(22)=0&&fvar(38)=3||Helper(60000+id),var(24)=0&&fvar(38)<0
Trigger1 = P2StateType!=A
fvar(38) = 1
IgNoreHitPause = 1
[State -3];iK[hp
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=NumHelper(60000+id)>0
TriggerAll=Helper(60000+id),var(21)=0&&fvar(38)=1||Helper(60000+id),var(22)=0&&fvar(38)=3||Helper(60000+id),var(24)=0&&fvar(38)<0
Trigger1 = P2StateType=A
fvar(38) = 2
IgNoreHitPause = 1
[State -3];ʲ߰ϰx
Type = Varadd
TriggerAll=0;܂Ȃɂ΍􂵂ĂȂ
Triggerall = NumEnemy
Trigger1 = P2Name="Giant_Mech-HISUI"
Trigger2 = P2Name="CheetahMen"
Trigger3 = P2Name="LEOPALDON_GGI"
Trigger4 = P2Name="Mega_weapon"
Trigger5 = P2Name="G-akiha"
Trigger6 = P2Name="Apocalypse"
Trigger7 = P2Name="Mech Rugal"
Trigger8 = P2Name="Abyss"
fvar(34)=2
IgNoreHitPause = 1
;fv34=1=薳GTime
;fv38=1=i(K[h\Ȃ炱)
;fv38=2=i
;fv38=3=K[hs\()
;fv38=4=˂p


[State -3];Nオ萧mF
Type = ChangeState
value = 5120
TriggerAll=fvar(39)
TriggerAll=StateType!=A
Trigger1 = Alive
Trigger1 = Time>0
Trigger1 = StateNo=5110


[State -3];Gԗp
Type = VarSet
TriggerAll=StateNo=5210
TriggerAll=fvar(26)=0
Trigger1=RoundState=2
fvar(26) = 13
IgNoreHitPause = 1

[State -3,ComboFlagSet];Gԗp
Type = VarAdd
Trigger1 = fvar(26)>0
fvar(26) = -1
IgNoreHitPause = 1


[State -3,ComboFlagSet];莞ԗp K[h
Type = VarSet
;TriggerAll=!EnemyNear,Time
TriggerAll=RoundState=2
TriggerAll=NumHelper(1600)>0
Trigger1 = Helper(1600),MoveGuarded
Trigger1 = EnemyNear(floor(fvar(18))),StateType=A
Trigger1 = EnemyNear(floor(fvar(18))),StateNo=[120,159]
fvar(30) = EnemyNear(floor(fvar(18))),GetHitVar(CtrlTime)+EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)
IgNoreHitPause = 1

[State -3];gc莞ԗp
Type = VarSet
TriggerAll=!EnemyNear(floor(fvar(18))),Time
TriggerAll=P2MoveType=H
TriggerAll=RoundState=2
Trigger1 = EnemyNear(floor(fvar(18))),GetHitVar(fall)=1
fvar(30) = EnemyNear(floor(fvar(18))),GetHitVar(fall.RecoverTime)+(EnemyNear(floor(fvar(18))),GetHitVar(fall.Recover)=0)*999+1-(TeamSide=2)
IgNoreHitPause = 1
[State -3];gc莞ԗp
Type = VarSet
TriggerAll=EnemyNear(floor(fvar(18))),Time=1
TriggerAll=P2MoveType=H
TriggerAll=RoundState=2
TriggerAll=TeamSide=2
TriggerAll=EnemyNear(floor(fvar(18))),GetHitVar(fall)=1
Trigger1 = !fvar(30)
fvar(30) = EnemyNear(floor(fvar(18))),GetHitVar(fall.RecoverTime)+(EnemyNear(floor(fvar(18))),GetHitVar(fall.Recover)=0)*999
IgNoreHitPause = 1
[State -3];gc莞ԗp
Type = VarSet
TriggerAll=EnemyNear(floor(fvar(18))),Time=1
TriggerAll=P2MoveType=H
TriggerAll=RoundState=2
TriggerAll=TeamSide=2
TriggerAll=EnemyNear(floor(fvar(18))),GetHitVar(fall)=1
TriggerAll=NumHelper(1600)>0
Trigger1 = Helper(1600),MoveHit<3
Trigger1 = !MoveHit&&(PrevStateNo!=[200,640])&&(StateNo!=[200,640])
fvar(30) = EnemyNear(floor(fvar(18))),GetHitVar(fall.RecoverTime)-(Helper(1600),MoveHit)
IgNoreHitPause = 1
[State -3];莞ԗp nvar
Type = VarSet
TriggerAll=!EnemyNear(floor(fvar(18))),Time
TriggerAll=P2MoveType=H
TriggerAll=RoundState=2
Trigger1 = P2StateNo!=[231,233]
Trigger1 = EnemyNear(floor(fvar(18))),GetHitVar(fall)=0
fvar(30) = EnemyNear(floor(fvar(18))),GetHitVar(SlideTime)+EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)-((enemynear(floor(fvar(18))),authorname="586")&&enemynear(floor(fvar(18))),StateType!=A&&(enemynear(floor(fvar(18))),StateNo!=[120,159]))
IgNoreHitPause = 1


[State -3,1];gc莞ԗp
Type = null;VarSet
TriggerAll=!EnemyNear(floor(fvar(18))),Time
TriggerAll=RoundState=2
Trigger1 = NumTarget(215)
Trigger1 = Target,StateNo=2101
Trigger1 = fvar(30):=32+EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)
Trigger2 = NumTarget(230)
Trigger2 = Target,StateNo=2111
Trigger2 = fvar(30):=37+EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)
Trigger3 = NumTarget(1160)
Trigger3 = Target,StateNo=1182
Trigger3 = fvar(30):=36+EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)
IgNoreHitPause = 1

[State -3,1];gc莞ԗp
Type = varadd
TriggerAll=!EnemyNear(floor(fvar(18))),Time
TriggerAll=RoundState=2
Trigger1 = NumTarget(215)
Trigger1 = Target,StateNo=[2101,2102]
Trigger1 = Target,PrevStateNo=[2101,2102]
Trigger2 = NumTarget(230)
Trigger2 = Target,StateNo=[2111,2112]
Trigger2 = Target,PrevStateNo=[2111,2112]
fvar(30) = -1
IgNoreHitPause = 1


[State -3,1];gc莞ԗp
Type = null;VarSet
TriggerAll=RoundState=2
Trigger1 = StateNo=810
Trigger1 = fvar(30):=999
IgNoreHitPause = 1

[State -3,1];gc莞ԗp
Type = VarSet
TriggerAll=EnemyNear(floor(fvar(18))),Time=1
TriggerAll=RoundState=2
TriggerAll=P2MoveType=H
TriggerAll=TeamSide=2
Trigger1 = !fvar(30)
Trigger1 = EnemyNear(floor(fvar(18))),GetHitVar(fall)=0
fvar(30) = EnemyNear(floor(fvar(18))),GetHitVar(SlideTime)+EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)-2-((enemynear(floor(fvar(18))),authorname="586")&&enemynear(floor(fvar(18))),StateType!=A&&(enemynear(floor(fvar(18))),StateNo!=[120,159]))
IgNoreHitPause = 1

[State -3,ComboFlagSet];莞ԗp K[h
Type = VarSet
TriggerAll=!EnemyNear,Time
TriggerAll=RoundState=2
Trigger1 = MoveGuarded=1
fvar(30) = EnemyNear(floor(fvar(18))),GetHitVar(CtrlTime)+EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)
IgNoreHitPause = 1


[State -3,ComboFlagSet];莞ԗp K[h
Type = Varadd
TriggerAll=!EnemyNear,Time
TriggerAll=RoundState=2
TriggerAll=MoveGuarded=1
Trigger1 = ((enemynear(floor(fvar(18))),authorname="muteki")&&(enemynear(floor(fvar(18))),var(20)=[1,7]))
fvar(30) = -(3+(EnemyNear(floor(fvar(18))),GetHitVar(CtrlTime)>6)+(EnemyNear(floor(fvar(18))),GetHitVar(CtrlTime)>14))
IgNoreHitPause = 1
persistent=0

[State -3,ComboFlagSet];莞ԗp
Type = VarAdd
Trigger1 = fvar(30)>0
fvar(30) = -1
IgNoreHitPause = 1

[State -3,ComboFlagSet];莞ԗpZbg
Type = VarSet
Trigger1 = P2MoveType!=H
fvar(30) = 0
IgNoreHitPause = 1

;
;ėpލs
;

;
;var(55) R{p
;
[State -2,JEg]
type = varset
Trigger1 = StateNo=1200&&MoveHit=1&&var(21)
Trigger2 = NumHelper(1600)>0
Trigger2 = Helper(1600),StateNo=2630&&Helper(1600),MoveHit=1&&var(21)
var(55)=1

[State -2,JEg]
type = varset
TriggerAll=var(32)
TriggerAll=var(33)>4
Trigger1=var(55)!=11
Trigger1=StateNo=1402&&MoveHit
Trigger1=var(58)!=2
Trigger2=var(55)=11&&var(58)!=2||var(58)=2
Trigger2=StateNo=1401&&MoveHit
var(55)=3+(var(55)=10)*8

[State -2,JEg]
type = varset
Trigger1 = StateNo=1310
Trigger1 = NumHelper(1600)>0
Trigger1 = Helper(1600),StateNo=1640
var(55)=4

[State -2,JEg]
type = varset
Trigger1 = (PrevStateNo=[230,231])||(PrevStateNo=450)
Trigger1 = StateNo=1000
Trigger1 = var(58)=2
;Trigger1 = fvar(17)<20
Trigger1 = fvar(5)<0.95;&&(var(52)=70||var(50)<-)
var(55)=6

[State -2,JEg]
type = varset
Trigger1 = StateNo=1520
Trigger1 = NumHelper(1600)>0
Trigger1 = Helper(1600),StateNo=1630&&Helper(1600),moveHit
Trigger1 = fvar(17)<25
var(55)=10

[State -2,JEg]
type = varset
Trigger1 = var(55)!=13
Trigger1 = StateNo=1160&&moveHit
Trigger1 = NumHelper(1600)>0
Trigger1 = var(33)>27
Trigger1 = NumHelper(50000+id)&&NumHelper(60000+id)
Trigger1 = ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<290
var(55)=12

[State -2,JEg]
type = varset
Trigger1 = var(55)!=14
Trigger1 = StateNo=1160&&moveHit
Trigger1 = NumHelper(1600)>0
Trigger1 = var(33)=[3,27]
Trigger1 = P2StateNo!=[2631,2639]
var(55)=13

[State -2,JEg]
type = varset
triggerall = numhelper(3680) = 0
triggerall = var(32) = 0
triggerall = var(33) >= 90
triggerall = var(34) <= 1
TriggerAll=NumHelper(50000+id)&&NumHelper(60000+id)
TriggerAll=ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))>275
Trigger1 = StateNo=1200&&MoveHit=1&&var(21)
Trigger1 = var(58)=2
var(55)=14

[State -2,JEgZbg]
type = varset
Trigger1 = NumHelper(1600)>0
Trigger1 = Helper(1600),StateNo=2620;&&Helper(1600),MoveHit
Trigger1 = P2BodyDist X*fvar(8)>0
Trigger1 = P2StateType=A
Trigger1 = var(33)=[2,29]
Trigger1 = Power>499
var(55)=15

[State -2,JEgZbg]
type = varset
TriggerAll = (var(55)=[1,15])||(var(55)=[26,29])
Trigger1 = MoveType=H||P2MoveType=A
Trigger2 = P2MoveType!=H&&!(P2StateType=L&&var(55)=6)
Trigger3 = var(55)=1
Trigger3 = (P2StateNo!=[1206,1209])&&(P2StateNo!=[2631,2639])
Trigger4 = var(55)=2
Trigger4 = StateNo=630
Trigger5 = var(55)=4
Trigger5 = P2StateType=L||StateNo=1400
Trigger6 = var(55)=3
Trigger6 = var(58)!=2&&(!NumHelper(1600)||!var(32)||var(33)<1&&Helper(1600),StateNo!=1630)||var(58)=2&&(!NumHelper(1600)||var(33)<1&&(Helper(1600),StateNo!=[2640,2649])||MoveHit&&StateNo=1402||(P2StateNo=[2631,2639]))
Trigger7 = var(55)=10
Trigger7 = (!NumHelper(1600)||!var(32))&&StateNo!=1520||StateNo=1160
Trigger8 = var(55)=[12,13]
Trigger8 = (!NumHelper(1600)&&!var(32))
Trigger9 = var(55)=[12,13]
Trigger9 = NumHelper(1600)>0
Trigger9 = !var(33)&&(Helper(1600),StateNo!=[1600,1602])&&(Helper(1600),StateNo!=[2640,2643])
Trigger10 = var(55)=5
Trigger10 = StateNo=1400||(StateNo=[39,41])
Trigger11 = var(55)=6
Trigger11 = StateNo=1080
Trigger12 = var(55)=14
Trigger12 = var(56)
Trigger13 = var(55)=15
Trigger13 = (!NumHelper(1600)&&!var(32))
var(55)=0

[State -2,JEgZbg]
type = varset
TriggerAll = var(55)=30
Trigger1 = MoveType=H||P2MoveType=A
Trigger2 = StateNo=630
Trigger3 = StateNo!=39&&StateNo!=41&&StateType!=A||P2StateType=A&&P2MoveType!=H
var(55)=0

[State -2,JEgZbg]
type = varset
TriggerAll = var(55)=32||var(55)=34
Trigger1 = MoveType=H||P2MoveType=A
Trigger2 = StateNo=640
Trigger3 = StateNo!=39&&StateNo!=41&&StateType!=A||P2StateType=A&&P2MoveType!=H
var(55)=0

[State -2,JEg];󓊂_
Type = VarSet
Trigger1 = StateNo=35||StateNo=41&&P2MoveType!=H
var(55) = 25

[State -2,JEgZbg]
type = varset
TriggerAll = var(55)=25
Trigger1 = StateNo!=35&&StateNo!=41&&StateType!=A||P2StateType!=A
var(55)=0

[State -2,JEg];gs
Type = VarSet
Trigger1 = StateNo=[5200,5210]
var(55) = 40

[State -2,JEg];ΐlpētwo
Type = VarSet
TriggerAll=var(59)>6&&Random<=150+(ceil(var(50)/12))*50
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(45))
TriggerAll=P2StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,35]
TriggerAll=NumHelper(1600)>0
TriggerAll=var(55)!=[101,105]
TriggerAll=(Helper(1600),StateNo!=[1620,1622])&&Helper(1600),StateNo!=2620&&!(Helper(1600),StateNo=2621&&!(Helper(1600),MoveContAct))
Trigger1 = (StateNo=[400,410])||(StateNo=[200,210])&&StateNo!=205
Trigger1 = MoveGuarded=1
Trigger2 = StateNo=52&&!time
Trigger2 = fvar(35)<3||(P2StateNo=[120,159])&&fvar(30)<5
var(55) = 100

[State -2,JEg];ΐlpētwoȂ
Type = VarSet
TriggerAll=var(59)>6&&Random<=150+(ceil(var(50)/12))*50
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(45))
TriggerAll=P2StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,35]
TriggerAll=var(55)!=[101,105]
TriggerAll=!NumHelper(1600)
Trigger1 = (StateNo=[400,410])||(StateNo=[200,210])&&StateNo!=205
Trigger1 = MoveGuarded=1
Trigger2 = StateNo=52&&!time
Trigger2 = fvar(35)<3||(P2StateNo=[120,159])&&fvar(30)<5
var(55) = 100

[State -2,JEgZbg]
type = varset
TriggerAll = var(55)=100
Trigger1 = (P2StateNo=[35,41])||P2StateType=A
Trigger2 = P2BodyDist X*fvar(8)>75
Trigger3 = P2MoveType=H&&(P2StateNo!=[120,159])
var(55)=0

[State -2,JEg];K[s
Type = VarSet
TriggerAll=var(59)>7
TriggerAll=var(58)!=2
TriggerAll=NumHelper(1600)>0
;TriggerAll=Power>945
TriggerAll=P2StateType!=A
TriggerAll=fvar(17)<20
TriggerAll=var(33)=[20,50]
Trigger1 = Helper(1600),StateNo=1630&&Helper(1600),MoveGuarded
Trigger1 = P2BodyDist X<75
Trigger1 = (ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52
Trigger2 = fvar(30)>9
Trigger2 = P2BodyDist X<28+3*(fvar(30)-9)
Trigger2 = (ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52
Trigger2 = P2StateNo=[120,159]
Trigger2 = Helper(1600),P2Bodydist X*fvar(8)<40+2*(fvar(30)-9)*(Helper(1600),StateNo=[1600,1602])
var(55) = 102

[State -2,JEg];K[s
Type = VarSet
TriggerAll=var(59)>7
TriggerAll=VAR(58)=2
TriggerAll=NumHelper(1600)>0
TriggerAll=P2StateType!=A
TriggerAll=fvar(17)<20
TriggerAll=var(33)=[7,60]
Trigger1 = Helper(1600),StateNo=2630&&Helper(1600),MoveGuarded
Trigger1 = P2BodyDist X<60
Trigger1 = (ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52
Trigger2 = fvar(30)>9
Trigger2 = P2BodyDist X<28+3*(fvar(30)-9)
Trigger2 = (ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52
Trigger2 = P2StateNo=[120,159]
;Trigger2 = Helper(1600),Animtime<-(17+fvar(30))
Trigger2 = Helper(1600),P2Bodydist X*fvar(8)<40+2*(fvar(30)-9)*(Helper(1600),StateNo=[1600,1602])
var(55) = 103
;
;
;S9+13        22
;2D9+13       22+4
;JCJK13+13+13 39
;

[State -2,JEgZbg]
type = varset
TriggerAll=var(55)=[102,103]
Trigger1 = !var(32)
Trigger2 = P2MoveType=H&&(P2StateNo!=[120,159])
var(55)=0

[State -2,JEg];K[s
Type = null;VarSet
TriggerAll=var(59)>7
TriggerAll=var(58)!=2
Trigger1 = NumHelper(1600)>0
Trigger1 = (Helper(1600),StateNo!=[1610,1640])
Trigger1 = StateNo=220&&MoveGuarded&&P2StateType!=A
Trigger1 = P2BodyDist X<45
Trigger1 = fvar(17)<20
Trigger1 = var(33)=[9,29]
var(55) = 104

[State -2,JEgZbg]
type = varset
TriggerAll = var(55)=104
Trigger1 = !var(32)
Trigger2 = P2MoveType=H&&(P2StateNo!=[120,159])
var(55)=0

[State -2,JEg];two
Type = VarSet
TriggerAll=var(59)>6
TriggerAll=var(55)!=[102,104]
Trigger1 = NumHelper(1600)>0
Trigger1 = (Helper(1600),StateNo!=[1620,1629])&&(Helper(1600),StateNo!=[2620,2629])
Trigger1 = Helper(1600),P2BodyDist X<50+4*(fvar(30)-9)||(Helper(1600),StateNo!=[1610,1640])
Trigger1 = (P2StateNo=[120,159])&&fvar(30)>9
Trigger1 = var(33)=[30,44]
var(55) = 105


[State -2,JEgZbg]
type = varset
TriggerAll = var(55)=105
Trigger1 = !var(32)
Trigger2 = P2MoveType=H&&(P2StateNo!=[120,159])
Trigger3 = NumHelper(1600)>0
Trigger3 = Helper(1600),StateNo!=1630
Trigger3 = var(33)<25
var(55)=0


[State -2,JEg]
Type = VarSet
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=StateType!=A
TriggerAll=(StateNo=[200,450])
TriggerAll=P2StateType!=L
TriggerAll=PrevStateNo=[800,805]
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)<25
Trigger1 = EnemyNear(floor(fvar(18))),AutHorName="muteki"
Trigger1 = EnemyNear(floor(fvar(18))),var(59)>0
var(55) = 200

[State -2,JEgZbg]
type = varset
TriggerAll = var(55)=200
Trigger1 = (StateNo=[105,115])&&AnimTime=0||P2StateType=A&&P2StateNo!=105
Trigger2 = P2BodyDist X*fvar(8)>35&&P2StateNo!=105&&StateNo!=105
Trigger3 = P2MoveType=H&&(P2StateNo!=[120,159])||MoveType=H&&(StateNo!=[120,159])
var(55)=0
;
;
;
[State -1,ITIGEKI];ꌂKE
Type = ChangeState
value = ifelse(var(40)=2,195,4000)
TriggerAll=!IsHelper
TriggerAll=var(59)>6
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=!var(25)
TriggerAll=Life>200
TriggerAll=(PrevStateNo!=[195,197])&&(StateNo!=[195,197])&&PrevStateNo<4000
TriggerAll=var(40)=0||var(40)=2
Trigger1 = StateType!=A
Trigger1 = ctrl
Trigger2 = StateNo=100
Trigger3 = StateNo=101
Trigger4 = StateNo=40||StateNo=52
Trigger5 = 0;StateNo=[195,197]
Trigger5 = Time>ifelse(anim = 197,20,61)

[State -1,h]
Type = ChangeState
value = 196
TriggerAll=var(59)>=7
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=PrevStateNo!=[195,197]
TriggerAll=Life<201
Trigger1 = StateType!=A
Trigger1 = ctrl
Trigger2 = StateNo=100
Trigger3 = StateNo=101
Trigger4 = StateNo=40
;
;\
;Time=1 Random StateNo
;
[State -1,ITIGEKI];ꌂKE\΍
Type = ChangeState
value = 4000
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=var(40)=1
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
Trigger1 = StateType!=A
Trigger1 = ctrl
Trigger2 = StateNo=100
Trigger3 = StateNo=101
Trigger4 = StateNo=40||StateNo=52
Trigger5 = StateNo=[195,197]
Trigger5 = Time>ifelse(anim = 197,20,61)

;
;p΍
;

[State -1,Jump];Wv
Type = ChangeState
value = ifelse(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6<=-80,41,35)
TriggerAll=!IsHelper
TriggerAll=var(59)>9&&Random<var(59)*100
TriggerAll=StateType!=A
TriggerAll=fvar(38)=-5
TriggerAll=ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=A
TriggerAll=P2MoveType!=H
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6>=-300
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,50]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6<=-10
Trigger2 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,50]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*6)*7<=-10
Trigger3 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,50]
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*7)*8<=-10
Trigger4 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,50]
Trigger4 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*9<=-10


[State -1,BackStep];obNXebv
Type = ChangeState
value = 105
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=StateType!=A
TriggerAll=ctrl||(StateNo=[11,22])||(Stateno=[100,101])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=var(55)=200
TriggerAll=NumHelper(780+id)>0
;TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
;TriggerAll=EnemyNear(floor(fvar(18))),AutHorName="muteki"
Trigger1 = P2BodyDist X*fvar(8)<25
Trigger2 = EnemyNear(floor(fvar(18))),var(55)=200
Trigger2 = EnemyNear(floor(fvar(18))),StateNo=105
;
;΋
;
[State -1,S_FP];+P
type = ChangeState
value = 205
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=!(P2StateNo>999&&EnemyNear(floor(fvar(18))),vel y<0)
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||(!teammode=simul)&&(EnemyNear(floor(fvar(18))),NumProj=0)
TriggerAll=P2StateType=A&&P2StateNo<2000
TriggerAll=(Helper(780+id),var(48))>(30+floor(random/100)-12*(var(59)-8))||var(59)=11
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*7)*13=[-100,0]
TriggerAll=Random<var(59)*30
TriggerAll=P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*13)*(1-(Facing=Enemynear,Facing)*2)=[-5-(backedgebodydist<20)*45,37]
Trigger1 = !var(32)
Trigger2 = NumHelper(1600)>0
Trigger2 = Helper(1600),StateNo!=1630&&Helper(1600),StateNo!=2630

[State -1,hJ[];hJ[
type = ChangeState
value = 1200
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>9
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=!(P2StateNo>999&&EnemyNear(floor(fvar(18))),vel y<0)
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2StateType=A&&P2StateNo<2000
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(48))>(30+floor(random/100)-12*(var(59)-8))||var(59)=11
TriggerAll=Random<var(59)*40
TriggerAll=P2BodyDist X*fvar(8)-vel x*6-(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[-32+26*(P2BodyDist X<0),64]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*4)*9=[-90,0]
Trigger1 = !var(32)
Trigger2 = NumHelper(1600)>0
Trigger2 = Helper(1600),StateNo!=1630&&Helper(1600),StateNo!=2630


[State -1,junp];󓊂pjunp
Type = ChangeState
value = ifelse(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6<=-80,41,35)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[10,11]
TriggerAll=fvar(38)>0
TriggerAll=!var(32)
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=NumHelper(1600)>0
TriggerAll=Helper(1600),StateNo!=1630&&Helper(1600),StateNo!=2630
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2StateNo!=105
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||StateNo=52||(StateNo=[100,101])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6>=-260
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>4
TriggerAll=P2StateType=A
TriggerAll=(Helper(780+id),var(48))>(35+floor(random/50)-12*(var(59)-8))||var(59)=11
TriggerAll=Random<var(59)*44
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,45-(var(58)=2)*12]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6<=-10
Trigger2 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,45-(var(58)=2)*12]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*6)*7<=-10
Trigger3 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,45-(var(58)=2)*12]
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*7)*8<=-10
Trigger4 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,45-(var(58)=2)*12]
Trigger4 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*9<=-10


[State -1,junp];󓊂pjunp
Type = ChangeState
value = ifelse(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6<=-80,41,35)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[10,11]
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=!var(32)
TriggerAll=P2StateNo!=105
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||StateNo=52||(StateNo=[100,101])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6>=-260
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>4
TriggerAll=P2StateType=A
TriggerAll=(Helper(780+id),var(48))>(35+floor(random/50)-12*(var(59)-8))||var(59)=11
TriggerAll=Random<var(59)*44
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,45]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6<=-10
Trigger2 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,45]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*6)*7<=-10
Trigger3 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,45]
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*7)*8<=-10
Trigger4 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,45]
Trigger4 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*9<=-10


;
;؂ւ
;PrevStateNo = [120,159] PrevStateNo = [5000,5270] EnemyNear,HitDefAttr = SCA,AT;
;
[State -3,gs];TCNo[Xg
Type = null;ChangeState
value = 750
TriggerAll=!IsHelper
TriggerAll=var(59)>4
TriggerAll=NumHelper(780+id)>0
TriggerAll=RoundState=2
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=fvar(33)>=1.5
TriggerAll=!var(32)
TriggerAll=!fvar(28)
TriggerAll=Power<PowerMax/6
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*18)*(1-(Facing=Enemynear,Facing)*2)=[-55,55]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*18+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*171)=[-130,0]
TriggerAll=Alive
TriggerAll=!EnemyNear(floor(fvar(18))),ctrl
TriggerAll=P2MoveType=A
TriggerAll=InGuardDist||(Helper(780+id),var(58))||fvar(38)=3
TriggerAll=P2StateNo>199
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[130,159])
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-18||var(59)<7
TriggerAll=Random<var(59)*60||var(59)>9
Trigger1 = (ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])
Trigger2 = (Time<=1&&MoveType=A)
Trigger2 = StateNo=[200,640]
Trigger2 = PrevStateNo!=[200,640]

[State -3];
Type = ChangeState
value = ifelse((fvar(29)=[3,4]),805,800)
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=!fvar(35)
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),fvar(36)=0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-15,25]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=NumHelper(50000+id)>0
TriggerAll=(Helper(50000+id),var(20)!=P2StateNo)
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo!=40
TriggerAll=(Ctrl||fvar(28))||(StateNo=5120&&animtime=0)||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])||(Stateno=[120,132])
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),Time>50||var(59)>10
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[130,159])

[State -3,T];󓊂
Type = ChangeState
value = 850
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(34)!=1
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2BodyDist X*fvar(8)=[-42,55-(var(58)=2)*12]
TriggerAll=P2BodyDist Y*fvar(9)=[-49,19]
TriggerAll=!fvar(35)
TriggerAll=Helper(780+id),fvar(36)=0
TriggerAll=P2StateType=A
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=[141,159]
TriggerAll=P2StateNo!=105
TriggerAll=(Ctrl||fvar(28))
triggerall = !helper(780+id),var(8)
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),Time>50||var(59)>10
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[130,159])

[State -1,hJ[];hJ[gL
type = ChangeState
value = 1200
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>9
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2MoveType=A
TriggerAll=!(P2StateNo>999&&EnemyNear(floor(fvar(18))),vel y<0)
TriggerAll=NumHelper(780+id)>0
TriggerAll=NumHelper(1600)>0
TriggerAll=(Helper(1600),StateNo!=[1610,1630])&&(Helper(1600),StateNo!=[2610,2630])
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52&&P2StateNo<2000
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||!Time&&var(59)>9||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[140,155])
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-9
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=P2BodyDist X*fvar(8)-vel x*6-(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[-6-26*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-75),63]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*4.5)*9=[-70,0]
TriggerAll=fvar(26)>=2||(Helper(780+id),var(59)-EnemyNear(floor(fvar(18))),Time)>=2||(Helper(780+id),var(59)=[0,1])||PrevStateNo=5120||fvar(38)=3
Trigger1=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])||(StateNo=[120,140])||((StateNo=[200,231])&&StateNo!=215||(StateNo=[400,450]))&&(MoveContAct||MoveReversed)&&!var(3)
Trigger2 = Helper(780+id),sysvar(0)
Trigger2 = (StateNo=151||StateNo=153||StateNo=155)||(((var(20)=[1,7])&&Time>=15)||HitShakeOver)&&(stateno=150||stateno=152||stateno=154)||stateno=156&&Time>=13

[State -1,hJ[];hJ[g
type = ChangeState
value = 1200
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>9
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2MoveType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!(P2StateNo>999&&EnemyNear(floor(fvar(18))),vel y<0)
TriggerAll=!var(32)
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52&&P2StateNo<2000
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||!Time&&var(59)>9||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[140,155])
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-9
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=P2BodyDist X*fvar(8)-vel x*6-(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[-6-26*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-75),63]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*4.5)*9=[-70,0]
TriggerAll=fvar(26)>=2||(Helper(780+id),var(59)-EnemyNear(floor(fvar(18))),Time)>=2||(Helper(780+id),var(59)=[0,1])||PrevStateNo=5120||fvar(38)=3
Trigger1=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])||(StateNo=[120,140])||((StateNo=[200,231])&&StateNo!=215||(StateNo=[400,450]))&&(MoveContAct||MoveReversed)&&!var(3)
Trigger2 = Helper(780+id),sysvar(0)
Trigger2 = (StateNo=151||StateNo=153||StateNo=155)||(((var(20)=[1,7])&&Time>=15)||HitShakeOver)&&(stateno=150||stateno=152||stateno=154)||stateno=156&&Time>=13

[State -3];OHK
Type = ChangeState
value = 1300
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=RoundState=2
TriggerAll=fvar(35)<=7-(var(58)=2)
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=Helper(780+id),fvar(36)<=7-(var(58)=2)
TriggerAll=NumHelper(50000+id)>0
TriggerAll=(Helper(50000+id),var(20)!=P2StateNo)
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,30]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=A
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=40
TriggerAll=P2StateNo<=999
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10
Trigger1 = Ctrl||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])
Trigger1 = fvar(38)=3&&var(58)!=2
Trigger2 = (StateNo=[200,231])&&StateNo!=215||(StateNo=[400,450])
Trigger2 = (MoveContAct||MoveReversed)
Trigger2 = !var(3)
Trigger2 = ((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>7-(var(58)=2)
Trigger3 = Ctrl||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])
Trigger3 = ((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>7-(var(58)=2)
Trigger4 = Helper(780+id),sysvar(0)
Trigger4 = (StateNo=151||StateNo=153||StateNo=155)||(((var(20)=[1,7])&&Time>=15)||HitShakeOver)&&(stateno=150||stateno=152||stateno=154)||stateno=156&&Time>=13
Trigger4 = ((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>7-(var(58)=2)
[State -3,am];At@X
Type = ChangeState
value = 3000
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=var(58)!=1
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=NumHelper(780+id)>0
TriggerAll=NumHelper(50000+id)&&NumHelper(60000+id)
TriggerAll=ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))>45
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo>199
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||!Time&&var(59)>9||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[140,155])
TriggerAll= EnemyNear(floor(fvar(18))),AnimTime<-16||var(59)<7
TriggerAll= P2BodyDist X*fvar(8)-vel x*8-(EnemyNear(floor(fvar(18))),vel x*16)*(1-(Facing=Enemynear,Facing)*2)=[40,145]
TriggerAll= (P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*16=[-60,-10])||P2Statetype!=A
Trigger1 = Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(StateNo=[200,451])&&(MoveContAct||MoveReversed)&&!var(3)&&(StateNo!=[232,240])&&StateNo!=215
Trigger2 = Helper(780+id),sysvar(0)
Trigger2 = (StateNo=151||StateNo=153||StateNo=155)||(((var(20)=[1,7])&&Time>=15)||HitShakeOver)&&(stateno=150||stateno=152||stateno=154)||stateno=156&&Time>=13
Trigger2 = !(EnemyNear(floor(fvar(18))),MoveContAct)
[State -3,am];At@X
Type = ChangeState
value = 3400
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=var(58)=1
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=!var(40)
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=!NumHelper(1600)
TriggerAll=NumHelper(780+id)>0
TriggerAll=NumHelper(50000+id)&&NumHelper(60000+id)
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo>199
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||!Time&&var(59)>9||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[140,155])
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-5||var(59)<7
TriggerAll=P2BodyDist X*fvar(8)-vel x*5-(EnemyNear(floor(fvar(18))),vel x*16)*(1-(Facing=Enemynear,Facing)*2)=[-20,75]
TriggerAll=(P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*2.5)*5=[-110,-10])||P2Statetype!=A
Trigger1 =Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(StateNo=[200,451])&&(MoveContAct||MoveReversed)&&!var(3)&&(StateNo!=232&&StateNo!=215&&StateNo!=236&&StateNo!=235&&StateNo!=240)
Trigger2 = Helper(780+id),sysvar(0)
Trigger2 = (StateNo=151||StateNo=153||StateNo=155)||(((var(20)=[1,7])&&Time>=15)||HitShakeOver)&&(stateno=150||stateno=152||stateno=154)||stateno=156&&Time>=13
Trigger2 = !(EnemyNear(floor(fvar(18))),MoveContAct)
[State -3,BackStep];ޯï
Type = ChangeState
Value = 105
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])||(StateNo=[120,132])
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo=[200,999]
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),Time>=30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>=50||var(59)>10||(PrevStateNo=[130,159])||(PrevStateNo=[5000,5270])
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-16
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*12=[0,110]
Trigger1 = Random<var(59)*15||var(59)>9
Trigger1 = BackEdgeBodyDist>60
Trigger1 = EnemyNear(floor(fvar(18))),HitDefAttr=,AA,AT||fvar(38)=3
Trigger2 = Random<var(59)*20;||var(59)>9
Trigger2 = ((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)=1&&(Helper(780+id),var(59))!=1

[State -3,Jump2];Wv
Type  = ChangeState
Value = 39
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2BodyDist X*fvar(8)>-5
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])
TriggerAll=Random<var(59)*60||var(59)>9
;TriggerAll=P2MoveType=A
TriggerAll=fvar(38)=3
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),Time>50||var(59)>10
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = PrevStateNo=[120,158]

;
;˂
;
[State -1,S_NS];S
type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52&&P2StateNo<1000
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=P2BodyDist X*fvar(8)=[-10,28]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*3)*5=[-65,0]
TriggerAll=Random<=var(59)*120
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-9
Trigger1 = !InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=9||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>9||(Helper(780+id),var(49))>0
Trigger1 = !NumHelper(1600)
Trigger2 = NumHelper(1600)
Trigger2 = !(Helper(1600),StateNo=2630&&Helper(1600),Time<=9)&&!(Helper(1600),StateNo=2610&&Helper(1600),Time<=10)&&!(Helper(1600),StateNo=1630&&Helper(1600),Time<=9)&&!((Helper(1600),StateNo=[1620,1622])&&Helper(1600),Time<=17)
Trigger2 = !((Helper(1600),StateNo=[2620,2622])&&Helper(1600),Time<=13)&&(Helper(1600),StateNo!=[2640,2649])
Trigger2 = !InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=9||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>9||(Helper(780+id),var(49))>0
Trigger3 = NumHelper(1600)
Trigger3 = Helper(1600),StateNo=1660
Trigger3 = Helper(1600),var(59)=P2StateNo
Trigger3 = Helper(1600),Animtime<-9
[State -1,C_S];5HS
type = ChangeState
value = 230+3*(var(58)=1)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=var(58)=2
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52&&P2StateNo<1000
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=!P2BodyDist Y*fvar(9)&&P2stateType!=A
TriggerAll=Random<=var(59)*120
TriggerAll=P2BodyDist X*fvar(8)=[0,70+vel x*4+(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-13
Trigger1 = !NumHelper(1600)
Trigger1 = !InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=13||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>13||(Helper(780+id),var(49))>0
Trigger2 = NumHelper(1600)
Trigger2 = !(Helper(1600),StateNo=2630&&Helper(1600),Time<=9)&&!(Helper(1600),StateNo=2610&&Helper(1600),Time<=10)&&!(Helper(1600),StateNo=1630&&Helper(1600),Time<=9)&&!((Helper(1600),StateNo=[1620,1622])&&Helper(1600),Time<=17)
Trigger2 = !((Helper(1600),StateNo=[2620,2622])&&Helper(1600),Time<=13)&&(Helper(1600),StateNo!=[2640,2649])
Trigger2 =!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=13||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>13||(Helper(780+id),var(49))>0
Trigger3 = NumHelper(1600)
Trigger3 = Helper(1600),StateNo=1660
Trigger3 = Helper(1600),var(59)=P2StateNo
Trigger3 = Helper(1600),Animtime<-13

[State -1,C_S];2S
type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,104])&&P2StateNo!=52&&P2StateNo<1000
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=!P2BodyDist Y*fvar(9)||P2Stateno=105
TriggerAll=Random<=var(59)*120
TriggerAll=P2BodyDist X*fvar(8)=[0,140+vel x*4+(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=9-(var(58)=1)||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>9-(var(58)=1)||(Helper(780+id),var(49))>0
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-9+(var(58)=1)
Trigger1 = !NumHelper(1600)
Trigger1 = P2StateNo!=105
Trigger2 = NumHelper(1600)
Trigger2 = !(Helper(1600),StateNo=2630&&Helper(1600),Time<=9)&&!(Helper(1600),StateNo=2610&&Helper(1600),Time<=10)&&!(Helper(1600),StateNo=1630&&Helper(1600),Time<=9)&&!((Helper(1600),StateNo=[1620,1622])&&Helper(1600),Time<=17)
Trigger2 = !((Helper(1600),StateNo=[2620,2622])&&Helper(1600),Time<=13)&&(Helper(1600),StateNo!=[2640,2649])
Trigger2 = P2StateNo!=105
Trigger3 = !NumHelper(1600)
Trigger3 = P2Stateno=105&&(EnemyNear(floor(fvar(18))),Animtime=[-11,-10])

[State -1,C_S];S
type = ChangeState
value = 225
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52&&P2StateNo<1000
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=11||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>11|(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-11
TriggerAll=P2BodyDist X*fvar(8)=[53,134+vel x*3+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=Random<=var(59)*120
Trigger1 = !NumHelper(1600)
Trigger2 = NumHelper(1600)
Trigger2 = !(Helper(1600),StateNo=2630&&Helper(1600),Time<=9)&&!(Helper(1600),StateNo=2610&&Helper(1600),Time<=10)&&!(Helper(1600),StateNo=1630&&Helper(1600),Time<=9)&&!((Helper(1600),StateNo=[1620,1622])&&Helper(1600),Time<=17)
Trigger2 = !((Helper(1600),StateNo=[2620,2622])&&Helper(1600),Time<=13)&&(Helper(1600),StateNo!=[2640,2649])

[State -1,S_P];2P
type = ChangeState
value = 400
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52&&P2StateNo<1000
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-5
TriggerAll=P2BodyDist X*fvar(8)=[-5,87+vel x*2+(EnemyNear(floor(fvar(18))),vel x*3)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=Random<=var(59)*120
Trigger1=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=5||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>5||(Helper(780+id),var(49))>0
Trigger1 = !NumHelper(1600)
Trigger2=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=5||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>5||(Helper(780+id),var(49))>0
Trigger2 = NumHelper(1600)
Trigger2 = !(Helper(1600),StateNo=2630&&Helper(1600),Time<=9)&&!(Helper(1600),StateNo=2610&&Helper(1600),Time<=10)&&!(Helper(1600),StateNo=1630&&Helper(1600),Time<=9)&&!((Helper(1600),StateNo=[1620,1622])&&Helper(1600),Time<=17)
Trigger2 = !((Helper(1600),StateNo=[2620,2622])&&Helper(1600),Time<=13)&&(Helper(1600),StateNo!=[2640,2649])
Trigger3 = NumHelper(1600)
Trigger3 = Helper(1600),StateNo=1660
Trigger3 = Helper(1600),var(59)=P2StateNo
Trigger3 = Helper(1600),Animtime<-5

[State -3,Jump1];_bVpެ
Type = ChangeState
Value = 38
TriggerAll=!IsHelper
TriggerAll=var(59)>7
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=life>300
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-17
Trigger1 = Random<=var(59)*10
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[100,240]
Trigger1 = P2StateType!=A

;
;󒆌˂
;
[State -1,A_S1];AD
type =null; ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType=A
TriggerAll=var(55)!=25
TriggerAll=var(55)!=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=Ctrl||(stateno = 110 && time >= ifelse(var(58)=2,9,6)) || (stateno = 115 && time >= ifelse(var(58)=2,8,5))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=11||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>11||P2StateType!=A
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-11
TriggerAll=P2BodyDist X*fvar(8)=[0-(P2StateType!=A)*20,70+vel x*(10-(StateNo=115)*7)+(EnemyNear(floor(fvar(18))),vel x*10)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=P2BodyDist Y*fvar(9)-((vel y!=0)*(vel y*11+Const(MoveMent.Yaccel)*66))+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*11+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*66)=[-65,-15]
Trigger1 = Random<=var(59)*120
Trigger1 = Pos Y+(vel y!=0)*(vel y*11+Const(MoveMent.Yaccel)*66)<0

[State -1,A_K];AK
type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=25
TriggerAll=var(55)!=2
TriggerAll=StateType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=Ctrl||(stateno = 110 && time >= ifelse(var(58)=2,9,6)) || (stateno = 115 && time >= ifelse(var(58)=2,8,5))||(StateNo=[120,132])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=5||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>5||P2StateType!=A
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-5
TriggerAll=P2BodyDist X*fvar(8)=[0-(P2StateType!=A)*20,92+vel x*(6-(StateNo=115)*3)+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=P2BodyDist Y*fvar(9)-((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*2.5)*5)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*2.5)*15=[10,60]
Trigger1 = Random<=var(59)*120
Trigger1 = Pos Y+(vel y!=0)*(vel y*5+Const(MoveMent.Yaccel)*15)<0
;
;K[h 
;inguarddist EnemyNear,HitDefAttr = SCA,AA;Ō
;
[State -1,ukemi];󒆎g
Type = ChangeState
value = 5200
TriggerAll=Roundstate=2
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=fvar(38)>0
TriggerAll=Stateno=5050
TriggerAll=vel y>0||1
TriggerAll=Alive
TriggerAll=CanRecover
Trigger1=Pos Y>=-20

[State -1,ukemi];󒆎g
Type = ChangeState
value = 5210
TriggerAll=Roundstate=2
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=fvar(38)>0
TriggerAll=Stateno=5050
TriggerAll=vel y>-1||1
TriggerAll=Alive
TriggerAll=CanRecover
Trigger1=(P2BodyDist X*fvar(8)=[-165,165])&&(Pos y<=-20)
Trigger1=P2BodyDist Y*fvar(9)=[-160,160]
Trigger1=P2MoveType=A;&&EnemyNear(floor(fvar(18))),AnimTime<=-12
Trigger2=P2MoveType=H
Trigger3=P2MoveType=I
Trigger3=EnemyNear(floor(fvar(18))),vel x<4
Trigger3=P2BodyDist x>=200
Trigger4=Pos Y>=-30

[State -1,BackStep];obNXebv
Type = ChangeState
value = 105
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=StateType!=A
TriggerAll=ctrl||(StateNo=[11,22])||(Stateno=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=A
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2Stateno=[5200,5210]
TriggerAll=EnemyNear(floor(fvar(18))),Time<5
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)=[0,99]
Trigger1 = EnemyNear(floor(fvar(18))),Pos Y>-30

[State -1,DAA]
Type = ChangeState
value = 700
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=StateNo=[150,153]
TriggerAll=P2StateNo>199
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
triggerall=var(40)=0
triggerall=HitShakeOver
TriggerAll=NumHelper(780+id)>0
TriggerAll=!EnemyNear(floor(fvar(18))),ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-13||var(59)<7
TriggerAll=P2BodyDist X*fvar(8)=[-5,36+(EnemyNear(floor(fvar(18))),vel x*10)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=(Power>=2000&&!(teammode=simul))
Trigger1 = Random<var(59)*3

[State -3,S];K[h
Type = ChangeState
value = 140
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[9,11]
TriggerAll=StateType!=A
triggerAll=!var(25)
TriggerAll=fvar(38)=3||(fvar(38)=[-4,-1])
TriggerAll=Random<=var(59)*100
Trigger1 = StateNo=[130,132]

[State -3,FDLZp]
Type = varset
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=!var(40)
TriggerAll=RoundState=2
TriggerAll=Power>0
TriggerAll=!((EnemyNear(floor(fvar(18))),StateNo=[1500,1599])&&EnemyNear(floor(fvar(18))),Movetype=H)
Trigger1 = StateNo=101||(StateNo=[195,197])
Trigger2 = (StateNo=[200,205])&&(PrevStateNo=[800,805])&&StateNo!=810
Trigger3 = StateNo=600&&PrevStateNo=850&&StateNo!=860
Trigger4 = fvar(28)
Trigger5 = (StateNo=150||StateNo=152||StateNo=154)&&!time
Trigger5 = GetHitVar(Damage)>0&&var(26)>life
Trigger5 = Power>1000||life<300||GetHitVar(Damage)>50
Trigger6 = (StateNo=[200,640])&&(PrevStateNo!=[200,640])&&var(59)=11
Trigger6 = (EnemyNear(floor(fvar(18))),StateNo>=1000)||P2StateNo=105
Trigger6 = (EnemyNear(floor(fvar(18))),StateType!=L)&&(EnemyNear(floor(fvar(18))),MoveType!=H)
Trigger6 = EnemyNear(floor(fvar(18))),time<=time
var(25) = 1

[State -3,Guard];K[h
Type = ChangeState
Value = 120
ctrl=1
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=(StateNo!=[120,155])
TriggerAll=!(enemynear,hitdefattr=,AT,ST,HT)
TriggerAll=fvar(38)>0||fvar(38)=-6||fvar(38)=-5
triggerAll=helper(780+id),fvar(15)=0
TriggerAll=fvar(38)!=3
TriggerAll=Random<=var(59)*100
TriggerAll=ctrl||(StateNo=[11,22])||stateno=52||(stateno=[950,961])&&time>0
Trigger1 = InGuardDist
Trigger2 = NumHelper(780+id)>0
Trigger2 = (Helper(780+id),var(58))
Trigger3 = Enemy,NumHelper>Helper(780+id),var(51);||Enemy,NumProj>0
Trigger3 = InGuardDist

[State -1,FD];tHgXfBtFX
Type = ChangeState
value = 130+(StateType=C)+(StateType=A)*2
TriggerAll=!IsHelper
TriggerAll=var(59)>0
triggerall=!var(40)
TriggerAll=RoundState=2
TriggerAll=Power>0
TriggerAll=var(25)
triggerAll=helper(780+id),fvar(15)=0
TriggerAll=(StateNo!=[120,155])
TriggerAll=fvar(38)!=3
TriggerAll=fvar(38)>0||fvar(38)=-6
TriggerAll=!fvar(26)
TriggerAll=!(fvar(28)&&(P2Movetype=H||StateNo=750||StateNo=5090))
TriggerAll=InGuardDist||(Helper(780+id),var(58))||StateNo=[195,197]
TriggerAll=StateNo!=[110,115]
Trigger1 = (ctrl||fvar(28))||StateNo=0||(StateNo=[11,22])
Trigger2 = StateNo=[100,101]
Trigger3 = StateNo=12||StateNo=52

[State -1,FD];LZpFD
Type = ChangeState
value = 120
TriggerAll=!IsHelper
TriggerAll=(StateNo!=[120,155])
TriggerAll=(var(59)>6&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=var(25)
TriggerAll=Power>0
Trigger1 = StateNo=196
Trigger1 = time = 18
Trigger2 = StateNo=195
Trigger2 = time = 64
Trigger3 = StateNo=100
Trigger3 = InGuardDist||(Helper(780+id),var(58))
Trigger4 = StateNo=101
Trigger5 = fvar(28)&&StateNo!=750&&StateNo!=5090

[State -1,FD];Xo
Type = ChangeState
value = 160+(statetype!=A&&P2StateType!=A)*2+(statetype = A)*4
TriggerAll=!IsHelper
TriggerAll=Power>20
TriggerAll=Palno=12
TriggerAll=(var(59)>9&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
triggerAll=var(40) = 0
TriggerAll=NumHelper(780+id)>0
TriggerAll=InGuardDist||(Helper(780+id),var(58))
triggerAll=helper(780+id),fvar(17)=0
TriggerAll=var(58)=2
triggerAll=helper(780+id),var(49)!=P2StateNo
Trigger1 = (StateNo=[530,532])||(StateNo=160||StateNo=162||StateNo=164)&&time>1+2*(helper(780+id),fvar(18)>0)
trigger1 = helper(780+id),fvar(15)>0
trigger2 = ctrl||(StateNo=[120,140])||(StateNo=160||StateNo=162||StateNo=164)&&time>1+2*(helper(780+id),fvar(18)>0)
trigger2 = StateType=A||Power>499&&(P2BodyDist Y*fvar(9)=[-75,0])&&(P2BodyDist X*fvar(9)=[0,65])||PalNo=12

[State -1,FD];Xo
Type = null;ChangeState
value = 161+(statetype!=A&&P2StateType!=A)*2+(statetype = A)*4
TriggerAll=!IsHelper
TriggerAll=Power>20
TriggerAll=(var(59)>9&&Random<=var(59)*((!EnemyNear(floor(fvar(18))),MoveContAct)*25)*(1+24*(palno=[11,12])+15*(StateType=A)*15))
TriggerAll=RoundState=2
triggerAll=var(40) = 0
TriggerAll=NumHelper(780+id)>0
triggerAll=helper(780+id),fvar(17)=0
TriggerAll=var(58)=2
Trigger1 = (StateNo=150||StateNo=152||StateNo=154)&&!time



;
;}L
;
[State -1]
type = ChangeState
triggerall = (var(59)>5&&Random<var(59)*var(59)*10)||fvar(39)
triggerall = var(40) = 0
triggerall = !ishelper
triggerall = Power >= 500
triggerall = movetype != H
triggerAll= numhelper(1298) >= 1
trigger1 = 0;stateno = 215 
trigger2 = stateno = 1050
trigger2 = time=11&&var(59)<10||var(59)>=10
trigger3 = stateno = 1080 
trigger3 = time=21&&var(59)<10||var(59)>=10
trigger3 = P2MoveType!=H||(PrevStateNo!=[200,999])&&!(Helper(1081),MoveContAct)
trigger4 = stateno = 1200
trigger4 = !NumHelper(1600)
trigger4 = Power>999
trigger4 = MoveHit=1&&!var(21)
value = 955
ignorehitpause = 1

[State -1]
type = ChangeState
triggerall = (var(59)>5&&Random<var(59)*var(59)*10)||fvar(39)
triggerall = var(40) = 0
triggerall = !ishelper
triggerall = Power >= 500
triggerall = movetype != H
trigger1 = numhelper(1299) >= 1
trigger1 = stateno = 1401
trigger1 = P2MoveType!=H||(P2StateNo=[120,159])||var(58)=2&&MoveHit&&NumHelper(1600)>0
trigger2 = numhelper(1297) >= 1
trigger2 = 0;stateno = 50 && prevstateno = 1310
value = 956
ignorehitpause = 1

[State -1,RC];}LZ
type = null;ChangeState
value = 951
TriggerAll=(var(59)>5&&Random<var(59)*150)||fvar(39)
TriggerAll=!ishelper
TriggerAll=Power>999
;TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=MoveContAct
Trigger1 = StateNo=1300

;
;nNU 
;
[State -2,JEg];Let'sNU
Type = null
TriggerAll=(P2StateNo=[5120,5121])||(P2StateNo=[5100,5101])||(P2StateNo=[5195,5196])
TriggerAll=var(55)=35
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(45))
Trigger1 = RanDom<=700
Trigger1 = var(55):=36;i
Trigger2 = var(55):=37;i
Trigger3 = var(55):=38;

[State -2,JEgZbg]
type = varset
Trigger1 = StateNo=810||StateNo=860;||StateNo=1310&&!NumHelper(1600)
var(55)=20

[State -2,JEgZbg]
type = null;varset
Trigger1 = NumHelper(1001)>0
Trigger1 = Helper(1001),MoveHit
Trigger2 = NumHelper(1002)>0
Trigger2 = Helper(1002),MoveHit
var(55)=21

[State -2,JEg];Let'sNUߏI
Type = varset
TriggerAll=(var(55)=21)
Trigger1=MoveContAct
Trigger2=P2MoveType!=H&&P2StateType!=L
Trigger3=P2StateNo=[120,159]
var(55)=0

[State -2,JEg];Let'sNUߏI
Type = varset
TriggerAll=(var(55)=[15,20])
Trigger1=P2MoveType!=H&&P2StateType!=L
Trigger2=P2StateNo=[120,159]
var(55)=0

[State -2,JEg];Let'sNUߏI
Type = varset
TriggerAll=(var(55)=[35,38])
Trigger1=InGuardDist||(Helper(780+id),var(58))
Trigger2=MoveContAct
Trigger3=StateNo=1300
Trigger4=P2StateNo=105
var(55)=0

[State -3,sr];pi
Type = null;ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=!(P2StateNo=5120&&EnemyNear(floor(fvar(18))),AnimTime>-18)
TriggerAll=(Helper(780+id),var(45))
TriggerAll=StateType!=A
;TriggerAll=var(34)=3
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ctrl||(StateNo=[10,22])||StateNo=100
TriggerAll=var(55)=21
TriggerAll=P2BodyDist X*fvar(8)-vel x*6=[-10,60]
TriggerAll=EnemyNear,GetHitvar(hitShaketime)=0
TriggerAll=(P2BodyDist Y*fvar(9)=[-10,10])&&EnemyNear,vel y>0
Trigger1 = !NumHelper(1600)
Trigger1 = var(55):=35

[State -1,Jump6];Wv
Type = ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>5&&Random<=var(59)*100)||fvar(39)
;TriggerAll=var(34)=3
TriggerAll=StateType!=A
triggerall = numhelper(1001) = 0
triggerall = numhelper(1002) = 0
triggerall = numhelper(1081) = 0
triggerall = numhelper(1600) = 0
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(45))
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=L
TriggerAll=P2BodyDist X*fvar(8)=[-15,75]
TriggerAll=P2StateNo=[5120,5121]
TriggerAll=EnemyNear,AnimTime=-18&&RanDom<500||EnemyNear,AnimTime=-17
TriggerAll=(Helper(780+id),var(53)>=14)||1
Trigger1 = (ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
Trigger1 = var(55):=31

[State -3,sr];^PmRr
Type = ChangeState
value = 1000
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=!(P2StateNo=5120&&EnemyNear(floor(fvar(18))),AnimTime>-18)&&!(P2StateNo=5196&&EnemyNear(floor(fvar(18))),Time<13)
triggerall =(P2StateNo!=[1321,1323])
triggerall = numhelper(1001) = 0
triggerall = numhelper(1002) = 0
triggerall = numhelper(1081) = 0
triggerall = var(30) = 0
triggerall = var(32) = 0
TriggerAll=StateType!=A
TriggerAll=P2StateType=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ctrl||(StateNo=[10,22])||StateNo=100
;TriggerAll=var(55)=20
TriggerAll=P2BodyDist X*fvar(8)-vel x*6*(StateNo=[100,101])=[36+20*(fvar(17)<20),76]
Trigger1 = !NumHelper(1600)

[State -3,sgr];^PmRgr
Type = ChangeState
value = 1050
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
;TriggerAll=P2StateNo=5110||(P2StateNo=5120&&EnemyNear(floor(fvar(18))),AnimTime>-21)
TriggerAll=!(P2StateNo=5196&&EnemyNear(floor(fvar(18))),Time<14)
triggerall =(P2StateNo!=[1321,1323])
triggerall = numhelper(1002) = 0
triggerall = numhelper(1081) = 0
triggerall = var(31) = 0
triggerall = var(32) = 0
TriggerAll=StateType!=A
TriggerAll=P2StateType=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ctrl||(StateNo=[10,22])||StateNo=100
;TriggerAll=var(55)=20
TriggerAll=P2BodyDist X*fvar(8)=[190,220]
Trigger1 = !NumHelper(1600)

[State -3,sgr];^PmRD
Type = ChangeState
value = 1080
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=var(58)=2
TriggerAll=Power>499&&!numhelper(1081)
TriggerAll=StateType!=A
TriggerAll=P2StateType=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ctrl||(StateNo=[10,22])||StateNo=100
TriggerAll=P2BodyDist X*fvar(8)-vel x*14*(StateNo!=[21,22])=[70,140]
Trigger1 = var(55)=6
Trigger1 = !NumHelper(1600)
Trigger1 = !(Helper(780+id),var(53)>=28)
Trigger1 = (P2StateNo=[5195,5196])&&!(P2StateNo=5196&&Enemy,Time<22)
Trigger2 = !NumHelper(1600)&&!(NumHelper(1002))
Trigger2 = P2StateNo=5120&&(EnemyNear(floor(fvar(18))),AnimTime=[-36,-28])
;Trigger2 = (Helper(780+id),var(53)>=28)
Trigger2 = var(55)=6||Power>999

[State -3,dash];_bV
Type = ChangeState
value = 100
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType=L
TriggerAll=P2MoveType!=H||(P2StateNo=[5195,5196])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ctrl||(StateNo=[10,22])
TriggerAll=StateNo!=[100,101]
TriggerAll=var(55)!=75
Trigger1 = P2BodyDist X*fvar(8)>98+44*(var(55)=6)
Trigger2 = P2BodyDist X*fvar(8)>0
Trigger2 = NumHelper(1600)>0
Trigger2 = Helper(1600),StateNo=1640
Trigger2 = -(Helper(1600),RootDist X)*facing*(Helper(1600),facing)>P2BodyDist X
Trigger2 = Helper(1600),P2BodyDist X!=[-20,20]

[State -3,step];oNXe
Type = ChangeState
value = 105
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType=L
TriggerAll=P2MoveType!=H||(P2StateNo=[5195,5196])
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=NumHelper(50000+id)>0
TriggerAll=(Helper(50000+id),var(10)=0)
TriggerAll=!NumHelper(1081)
TriggerAll=!(Helper(780+id),var(45))||P2StateNo=5120&&EnemyNear(floor(fvar(18))),AnimTime>=-13
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ctrl||(StateNo=[10,22])||(StateNo=[100,101])
TriggerAll=P2BodyDist X*fvar(8)<26
TriggerAll=NumHelper(50000+id)&&NumHelper(60000+id)
TriggerAll=ifelse(facing=1,(helper(60000+id),rootdist X),(helper(50000+id),rootdist X))>50
Trigger1 = NumHelper(1600)>0
Trigger1 = Helper(1600),StateNo!=1640&&!(Helper(1600),StateNo=[2640,2641])
Trigger2 = !NumHelper(1600)


[State -1,Jump6];Wv
Type = ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=(var(55)!=[100,105])
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[155,275]
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll= NumHelper(1002)>0
TriggerAll= !(Helper(1002),MoveContAct)&&(Helper(1002),P2Dist X=[-40,40])
Trigger1=P2StateType=L
Trigger1=P2StateNo=[5120,5121]
Trigger1=EnemyNear,AnimTime>-30
Trigger2=P2StateType!=L
Trigger2=P2StateType!=A
[State -1,Jump6];Wv
Type = ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
;TriggerAll=(var(55)!=[100,105])
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=L
;TriggerAll=P2BodyDist X*fvar(8)=[-15,75]
TriggerAll=P2StateNo=[5120,5121]
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=EnemyNear,AnimTime>-11||EnemyNear,AnimTime=-17
Trigger1 = NumHelper(1600)>0
Trigger1 = Helper(1600),StateNo=1640||(Helper(1600),StateNo=[2640,2641])||var(34)=3
Trigger1 = var(55):=31
Trigger2 = NumHelper(1081)>0
Trigger2 = !(Helper(1081),MoveContAct)
Trigger2 = var(55):=31
Trigger3 = NumHelper(1001)>0
Trigger3 = !(Helper(1001),MoveContAct)&&(Helper(1001),P2Dist X=[-30,30])
Trigger3 = var(55):=31
Trigger4 = NumHelper(1002)>0
Trigger4 = !(Helper(1002),MoveContAct)&&(Helper(1002),P2Dist X=[-30,30])
Trigger4 = var(55):=31

[State -3,Walk];O
Type = ChangeState
value = 21
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType=L||(var(55)=6)
TriggerAll=P2MoveType!=H||(var(55)=6)||(P2StateNo=[5195,5196])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=!(var(55)=18&&(P2StateNo=[5120,5121])&&EnemyNear,AnimTime>-14)
TriggerAll=ctrl||StateNo=11||StateNo=22
TriggerAll=StateNo!=[100,101]
Trigger1 = NumHelper(50000+id)&&NumHelper(60000+id) 
Trigger1 = StateNo=22||(var(55)=6)
Trigger1 = P2BodyDist X*fvar(8)>=68+(52-45*(ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))>160))*(var(55)=6)
Trigger2 = P2BodyDist X*fvar(8)=[50,98]
Trigger2 = StateNo!=22
Trigger2 = (var(55)!=6)
[State -3,Walk];
Type = ChangeState
value = 22
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType=L||var(55)=6
TriggerAll=!(var(55)=18&&(P2StateNo=[5120,5121])&&EnemyNear,AnimTime>-14)
TriggerAll=P2MoveType!=H||var(55)=6||(P2StateNo=[5195,5196])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ctrl||StateNo=11||StateNo=21
TriggerAll=StateNo!=[100,101]
TriggerAll=NumHelper(50000+id)&&NumHelper(60000+id) 
TriggerAll=P2BodyDist X*fvar(8)<48+(52-45*(ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))>160))*(var(55)=6)
Trigger1 = BackEdgeBodyDist>20
Trigger2 = StateNo=21

[State -1,step];[Eo
Type = ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType=L
;TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ctrl||(StateNo=[10,22])||(StateNo=[100,101])
Trigger1 = P2BodyDist X*fvar(8)<26
Trigger1 = NumHelper(50000+id)&&NumHelper(60000+id)
Trigger1 = ifelse(facing=1,(helper(60000+id),rootdist X),(helper(50000+id),rootdist X))<20


[State -1,C_K];K
type = ChangeState
value = 210
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[0,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)=37
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L||(P2StateNo=[5120,5121])&&EnemyNear,AnimTime>-5
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=Random<var(59)*100
TriggerAll= P2BodyDist X*fvar(8)=[-4,48+4*(var(58)=2)+vel x*5+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !NumHelper(1600)
Trigger2 = NumHelper(1600)
Trigger2 = !(Helper(1600),StateNo=2630&&Helper(1600),Time<=9)&&!(Helper(1600),StateNo=2610&&Helper(1600),Time<=10)&&!(Helper(1600),StateNo=1630&&Helper(1600),Time<=9)&&!((Helper(1600),StateNo=[1620,1622])&&Helper(1600),Time<=17)
Trigger2 = !((Helper(1600),StateNo=[2620,2622])&&Helper(1600),Time<=13)&&(Helper(1600),StateNo!=[2640,2649])

;
;󒆋NU
;
[State -1,A_S]
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=stateno=110
TriggerAll=P2StateType=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(PrevStateNo!=[36,38])
TriggerAll=PrevStateNo!=[950,961]
TriggerAll=(P2StateNo=[5120,5121])
Trigger1 = EnemyNear,AnimTime>-5
Trigger1 = var(55)=36
Trigger1 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*3.5)*7=[-12,-4]
Trigger2 = var(55)=[37,38]
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*3.5)*7>0
Trigger2 = EnemyNear,AnimTime>-5

[State -1,A_S]
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=stateno=99
TriggerAll=P2StateType=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(PrevStateNo!=[36,38])
TriggerAll=PrevStateNo!=[950,961]
TriggerAll=(P2StateNo=[5120,5121])
Trigger1 = EnemyNear,AnimTime>-5
Trigger1 = var(55)=36
Trigger1 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*3.5)*7=[-12,-4]
Trigger2 = var(55)=[37,38]
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*3.5)*7>0
Trigger2 = EnemyNear,AnimTime>-5
trigger3 = numhelper(1001) = 0
trigger3 = numhelper(1002) = 0
trigger3 = numhelper(1081) = 0
;trigger3 = numhelper(1600) = 0
Trigger3 = var(55)!=[36,38]
trigger3 = Time=4
;
;nډ 
;
[State -1,Dash];2HS
Type = ChangeState
value = 430+670*(ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))>75&&fvar(30)>=30)
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=ctrl||(StateNo=[11,22])||StateNo=52||(StateNo=[100,101])
TriggerAll=P2MoveType=H&&(P2StateNo!=[120,159])&&(P2StateNo!=[1181,1189])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=var(58)=2
Trigger1 = var(55)=10
Trigger1 = NumHelper(1600)>0
Trigger1 = Helper(1600),StateNo=2630||(P2StateNo=[2631,2639])
Trigger1 = fvar(17)<35
Trigger1 = P2BodyDist Y*fvar(9)=[-155,0]


[State -1,minieddie];ǉMpuCNEUEE
Type = ChangeState
value = 1100
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<var(59)*140
TriggerAll=fvar(38)>0
TriggerAll=var(58)=2
TriggerAll=var(55)!=3&&var(55)!=15
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ctrl||(StateNo=[11,22])||StateNo=52||(StateNo=[100,101])
TriggerAll=P2MoveType=H&&(P2StateNo!=[120,159])
TriggerAll=P2Stateno!=[3000,3199]
TriggerAll=numHelper(1600)>0
TriggerAll=(var(33)>27||Helper(1600),StateNo=2630&&Helper(1600),time<9||Helper(1600),StateNo=2620&&Power<500||(P2StateNo!=[1181,1182]))
Trigger1 = Helper(1600),StateNo=2630&&Helper(1600),MoveHit
Trigger1 = ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))=[45,165]
Trigger1 = P2BodyDist Y*fvar(9)=[-65,0]
Trigger1 = facing!=Enemynear,facing
Trigger1 = fvar(30)>30
Trigger2 = Helper(1600),StateNo=2620&&Helper(1600),MoveHit
Trigger2 = P2BodyDist X*fvar(8)>0
Trigger2 = P2StateType=A
Trigger2 = var(55)!=15
Trigger3 = (Helper(1600),StateNo=[1600,1602])&&(Helper(1600),P2BodyDist X*fvar(8)<30)||P2StateNo=1182&&(var(33)>3||Helper(1600),StateNo=2630&&Helper(1600),time<=9)
Trigger3 = ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))=[45,165]
Trigger3 = P2BodyDist Y*fvar(9)=[-65,0]
Trigger3 = facing!=Enemynear,facing
Trigger3 = fvar(30)>9


[State -1,Dash];ǉM
Type = ChangeState
value = 1160
TriggerAll=!IsHelper
TriggerAll=var(59)>0
;TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=StateNo=1101
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=var(58)=2
Trigger1 = ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<110
Trigger2 = fvar(30)=20||fvar(30)>=20&&P2BodyDist X*fvar(8)<65+(EnemyNear(floor(fvar(18))),vel x*20)*(1-(Facing=Enemynear,Facing)*2)+(P2StateNo=[2632,2634])*76
Trigger2 = !NumHelper(1600)
Trigger3 = NumHelper(1600)>0
Trigger3 = fvar(30)=20||fvar(30)>=20&&P2BodyDist X*fvar(8)<65+(EnemyNear(floor(fvar(18))),vel x*20)*(1-(Facing=Enemynear,Facing)*2)+((P2StateNo=[2632,2634])||Helper(1600),StateNo=2621&&(Helper(1600),MoveHit))*76
Trigger3 = !(Helper(1600),StateNo=2620&&(Helper(1600),MoveHit||Teamside=2)||Helper(1600),StateNo=2621&&Helper(1600),var(2)>0&&fvar(30)>20)

[State -1,Jump6];Wv
Type = ChangeState
value = 37
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||var(59)>7||fvar(39)
TriggerAll=(var(55)!=[100,105])
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H&&(P2StateNo!=[120,159])&&(P2StateNo!=[1181,1189])
TriggerAll=P2BodyDist X*fvar(8)=[-5-15*(fvar(17)<10)-(backedgebodydist<20)*45,65+Enemy,vel X*15]
TriggerAll=var(56)<1
TriggerAll=fvar(30)>=15
TriggerAll=var(55)=15
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52
Trigger1 = NumHelper(1600)>0
Trigger1 = Helper(1600),StateNo=2621
Trigger1 = Helper(1600),MoveHit||(fvar(30)>=15)&&Teamside=2
Trigger1 = (fvar(30)=[20,99])||(fvar(30)>=15)&&Teamside=2

[State -1,Dash];ꌂ
Type = ChangeState
value = 4000
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=!var(40)
TriggerAll=ctrl||(StateNo=[11,22])||StateNo=52||(StateNo=[100,101])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)>170)
TriggerAll=Enemynear,life>(500-400*(var(33)<70&&(var(34)=3||var(33)<=0))-280*(var(58)!=2&&var(34)<=1)/(Enemynear,const(data.defence)*0.01)*(const(data.attack)*0.01))||power<500
Trigger1 = !(NumHelper(1600))
Trigger2 = NumHelper(1600)
Trigger2 = !(Helper(1600),StateNo=2641&&(Helper(1600),P2BodyDist X=[-35,35]))

[State -1,ubNC}Ch];ubNC}Ch
Type = ChangeState
value = 4001
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=(StateNo=[100,101])
TriggerAll=P2StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=var(40)=1
TriggerAll=(Power>=2000&&!(teammode=simul))||(Helper(780+id),fvar(27)<=200)
TriggerAll=P2BodyDist X*fvar(8)<17
Trigger1 = P2Stateno=[4400,4499]

[State -1,minieddie1];Җ߂
Type = ChangeState
value = 1580
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<var(59)*140
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(1600)>0
triggerall = var(34) = 2
triggerall = var(32) = 1
triggerall = var(33)>=3-2*(Helper(1600),StateNo!=[1600,1602])
triggerall = !var(40)
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
;TriggerAll=(Helper(780+id),var(43))||(P2Stateno=[4400,4499])
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)>80)
Trigger1 = (ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 197,20,61)&&StateNo=[195,196])
Trigger2 = MoveContAct
Trigger2 = (StateNo=[200,450])&&StateNo!=240&&!(StateNo=215&&var(58)!=2)&&StateNo!=232&&StateNo!=236&&StateNo!=235

[State -1,C_HS];5Hs
Type = ChangeState
value = 230+3*(var(58)=1)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(40)!=1
triggerall=numhelper(3680) = 0
triggerall=var(32) = 0
triggerall=var(33) >= 90
triggerall=var(34) <= 1
TriggerAll=ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<55
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43))||(P2Stateno=[4400,4499])
TriggerAll=StateType!=A
TriggerAll=(Power>=2000&&!(teammode=simul))&&fvar(17)<20&&var(33)=120+5*(var(58)=2)||(Helper(780+id),fvar(27)<=48)
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
Trigger1 = P2BodyDist X*fvar(8)=[-15,40+vel x*5+(EnemyNear(floor(fvar(18))),vel x*14)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2StateType!=A

[State -1,C_HS];D
Type = ChangeState
value = 205;450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(40)!=1
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43))||(P2Stateno=[4400,4499])
TriggerAll=StateType!=A
TriggerAll=(Power>=2000&&!(teammode=simul))&&fvar(17)<20&&var(33)=120+5*(var(58)=2)&&ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<55||(Helper(780+id),fvar(27)<=36)
TriggerAll=(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
TriggerAll=P2BodyDist X*fvar(8)=[-15,40+vel x*5+(EnemyNear(floor(fvar(18))),vel x*14)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=P2StateType!=A
Trigger1 = !NumHelper(1600)
Trigger2 = NumHelper(1600)>0
Trigger2 = Helper(1600),StateNo!=[2640,2649]

[State -1,OHK];OHK
Type = ChangeState
value = 1300
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(40)!=1
TriggerAll=NumHelper(780+id)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),fvar(36)<=7-(var(58)=2)
TriggerAll=(Helper(780+id),var(43))||(P2Stateno=[4400,4499])
TriggerAll=(Power>=2000&&!(teammode=simul))&&fvar(17)<20&&var(33)=120+5*(var(58)=2)&&ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<55||(Helper(780+id),fvar(27)<=20)
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
TriggerAll=P2BodyDist X*fvar(8)=[-15,25]
TriggerAll=P2StateType!=A
Trigger1 = !NumHelper(1600)
Trigger2 = NumHelper(1600)>0
Trigger2 = Helper(1600),StateNo!=[2640,2649]

[State -1,S_6P];6P
Type = ChangeState
value = 205
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=P2StateType=A&&(P2StateNo=[120,159])
TriggerAll=(var(55)!=[10,11])&&!(var(55)=3&&var(58)=2)&&var(55)!=15
TriggerAll=(var(55)!=[100,105])
TriggerAll=fvar(30)>=13&&(P2StateType=A||teammode=simul)
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H&&(P2StateNo!=[1181,1189])
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
Trigger1=P2BodyDist X*fvar(8)=[-10-(EnemyNear,Pos y>-90&&P2Dist X>0)*20,52+vel x*6+(EnemyNear(floor(fvar(18))),GetHitvar(HitShakeTime)<13)*-4*(13-EnemyNear(floor(fvar(18))),GetHitvar(HitShakeTime))*(1-(Facing=Enemynear,Facing)*2)]
Trigger1=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),GetHitVar(hitshaketime)=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*6)*12=[-90,0]
Trigger1 = EnemyNear(floor(fvar(18))),GetHitvar(HitShakeTime)=0
Trigger1 = EnemyNear(floor(fvar(18))),vel y!=0
Trigger2 = EnemyNear(floor(fvar(18))),GetHitvar(HitShakeTime)=[1,12]
Trigger2 =P2BodyDist X*fvar(8)=[-10-(EnemyNear,Pos y>-90&&P2Dist X>0)*20,52+vel x*6+(EnemyNear(floor(fvar(18))),vel x*(13-EnemyNear(floor(fvar(18))),GetHitvar(HitShakeTime)))*(1-(Facing=Enemynear,Facing)*2)]
Trigger2 =P2BodyDist Y*fvar(9)+(-0.8+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*(13-EnemyNear(floor(fvar(18))),GetHitvar(HitShakeTime))/2)*(13-EnemyNear(floor(fvar(18))),GetHitvar(HitShakeTime))=[-90,0]
Trigger3 = EnemyNear(floor(fvar(18))),GetHitvar(HitShakeTime)>=13
Trigger3 =P2BodyDist X*fvar(8)=[-10-(EnemyNear,Pos y>-90&&P2Dist X>0)*20,52+vel x*6]
Trigger3 =P2BodyDist Y*fvar(9)=[-90,0]

[State -1,6HS];6HS
Type = ChangeState
value = 430
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||var(59)>7||fvar(39)
TriggerAll=(var(55)!=[100,101])
TriggerAll=StateType!=A
;TriggerAll=var(33)!=[3,30]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=A
TriggerAll=P2MoveType=H&&(P2StateNo=[120,159])&&(P2StateNo!=[1181,1189])
TriggerAll=var(56)<1
TriggerAll=fvar(30)>=11
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52
Trigger1 = 0;P2BodyDist X*fvar(8)=[-11-9*(fvar(17)<10)-(backedgebodydist<20)*45,110]
Trigger1 = EnemyNear(floor(fvar(18))),pos y>-300
Trigger1 = EnemyNear(floor(fvar(18))),GetHitvar(HitShakeTime)>0
Trigger2 = (P2BodyDist X*fvar(8)=[-11-9*(fvar(17)<10)-(backedgebodydist<20)*45,75+vel X*5+(EnemyNear(floor(fvar(18))),vel x*11)])
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),gethitvar(Yaccel)*5.5)*11=[-170,-10]
Trigger2 = EnemyNear(floor(fvar(18))),GetHitvar(HitShakeTime)=0
Trigger2 = fvar(30)=11||P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),gethitvar(Yaccel)*5.5)*11>-60


[State -1,6HS];6HS
Type = ChangeState
value = 235
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||var(59)>7||fvar(39)
TriggerAll=(var(55)!=[100,101])
TriggerAll=StateType!=A
TriggerAll=var(33)!=[3,30]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=A
TriggerAll=P2MoveType=H&&(P2StateNo=[120,159])&&(P2StateNo!=[1181,1189])
TriggerAll=var(56)<1
TriggerAll=fvar(30)>=13
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52
Trigger1 = 0;P2BodyDist X*fvar(8)=[-11-9*(fvar(17)<10)-(backedgebodydist<20)*45,110]
Trigger1 = EnemyNear(floor(fvar(18))),pos y>-300
Trigger1 = EnemyNear(floor(fvar(18))),GetHitvar(HitShakeTime)>0
Trigger2 = (P2BodyDist X*fvar(8)=[-11-9*(fvar(17)<10)-(backedgebodydist<20)*45,110+(EnemyNear(floor(fvar(18))),vel x*13)])
Trigger2 = (P2BodyDist X*fvar(8)-vel X*6-(EnemyNear(floor(fvar(18))),vel x*13)=[70,110])
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),gethitvar(Yaccel)*6.5)*13=[-150,-10]
Trigger2 = EnemyNear(floor(fvar(18))),GetHitvar(HitShakeTime)=0
Trigger2 = fvar(30)=13||P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),gethitvar(Yaccel)*6.5)*13>-30
Trigger3 = (P2BodyDist X*fvar(8)-vel X*6-(EnemyNear(floor(fvar(18))),vel x*18)=[70,110])
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),gethitvar(Yaccel)*9)*18=[-300,-20]
Trigger3 = EnemyNear(floor(fvar(18))),GetHitvar(HitShakeTime)=0
Trigger3 = fvar(30)=18

[State -1,S_6P];6P
Type = ChangeState
value = 22
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=P2StateType=A&&(P2StateNo=[120,159])
TriggerAll=(var(55)!=[10,11])&&!(var(55)=3&&var(58)=2)&&var(55)!=15
TriggerAll=(var(55)!=[100,105])
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H&&(P2StateNo!=[1181,1189])
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=P2BodyDist X*fvar(8)<-5-5*(fvar(17)<10)||EnemyNear(floor(fvar(18))),pos y<-300
Trigger1 = NumHelper(1600)>0
Trigger1 = (Helper(1600),StateNo=2630)&&Helper(1600),MoveGuarded

[State -1,Jump6];Wv
Type = ChangeState
value = 37
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||var(59)>7||fvar(39)
TriggerAll=(var(55)!=[100,105])
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H&&(P2StateNo!=[120,159])&&(P2StateNo!=[1181,1189])
TriggerAll=P2BodyDist X*fvar(8)=[-5-15*(fvar(17)<10)-(backedgebodydist<20)*45,50]
TriggerAll=EnemyNear(floor(fvar(18))),pos y>-50
TriggerAll=var(56)<1
TriggerAll=fvar(30)>=15
TriggerAll=fvar(17)<50&&(facing=1&&fvar(29)=1||facing=-1&&fvar(29)=2)
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52
Trigger1 = NumHelper(1600)>0
Trigger1 = Helper(1600),StateNo=1630
Trigger1 = Helper(1600),MoveHit||(Helper(1600),time=9)&&Teamside=2
Trigger1 = (fvar(30)=[20,99])||(Helper(1600),time=9)&&Teamside=2
Trigger1 = P2BodyDist Y*fvar(9)-3*(18-(EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)))>-35

[State -1,Jump6];Wv
Type = ChangeState
value = 37
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||var(59)>7||fvar(39)
TriggerAll=var(55)=11
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=NumHelper(1600)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H&&(P2StateNo!=[120,159])&&(P2StateNo!=[1181,1189])
TriggerAll=P2BodyDist X*fvar(8)=[-5-15*(fvar(17)<10)-(backedgebodydist<20)*45,50]
TriggerAll=var(56)<1
TriggerAll=fvar(30)>=7-(Helper(1600),time)*(Helper(1600),StateNo=1610&&Helper(1600),time<7)
TriggerAll=fvar(17)<50&&(facing=1&&fvar(29)=1||facing=-1&&fvar(29)=2)
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52
Trigger1 = Helper(1600),StateNo=1610;||(Helper(1600),StateNo=[1600,1609])
;Trigger1 = !(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*(9-(Helper(1600),Animtime)*(Helper(1600),StateNo=1630))*0.5)*(9-(Helper(1600),Animtime)*(Helper(1600),StateNo=1630))<0)

[State -1,junp];ډpjunp
Type = ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=fvar(30)>=8+(var(58)=2)
TriggerAll=var(55)!=10||fvar(30)<19&&var(58)!=2
TriggerAll=(var(55)!=[100,101])&&var(55)!=5&&var(55)!=15
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H&&(P2StateNo!=[120,159])&&(P2StateNo!=[1181,1189])
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=A&&(P2StateNo!=[120,159])
Trigger1 = P2BodyDist X*fvar(8)=[-25-(backedgebodydist<20)*45,100+33*(var(55)=10)+vel x*8+(fvar(17)>30)*(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = fvar(30)=[8,14]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*5)*10=[-65-75*(var(55)=10),-35]
Trigger2 = P2BodyDist X*fvar(8)=[-25-(backedgebodydist<20)*45,128+vel x*14+(fvar(17)>30)*(EnemyNear(floor(fvar(18))),vel x*14)*(1-(Facing=Enemynear,Facing)*2)]
Trigger2 = fvar(30)=15
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*7)*14=[-180,-75]
Trigger2 = var(55):=2
Trigger3 = P2BodyDist X*fvar(8)=[-25-(backedgebodydist<20)*45,100+33*(var(55)=10)+vel x*8+(fvar(17)>30)*(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)]
Trigger3 = var(55)=10&&(fvar(30)>=8)
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*5)*10=[-95-105*(var(55)=10),0]
Trigger3 = var(55):=32
Trigger4 = NumHelper(1600)>0
Trigger4 = Enemy,GetHitVar(hitshaketime)>7
Trigger4 = Helper(1600),StateNo=2630
Trigger4 = Helper(1600),MoveHit
Trigger4 = P2BodyDist Y*fvar(9)=[-120,-60]
Trigger4 = P2BodyDist X*fvar(8)=[-5,89]

[State -1,junp];ډpjunp
Type = ChangeState
value = 41
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=fvar(30)>=8+(var(58)=2)
TriggerAll=(var(55)!=[10,11])&&var(55)!=5&&var(55)!=15
TriggerAll=(var(55)!=[100,101])
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H&&(P2StateNo!=[120,159])&&(P2StateNo!=[1181,1189])
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=A&&(P2StateNo!=[120,159])
Trigger1 = P2BodyDist X*fvar(8)=[-25-(backedgebodydist<20||fvar(17)<20)*45,117+vel x*8+(fvar(17)>30)*(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = fvar(30)=[8,13]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*fvar(30)/2)*fvar(30)=[-140,-60]
Trigger2 = P2BodyDist X*fvar(8)=[-25-(backedgebodydist<20)*45,128+vel x*(fvar(30)-3)+(fvar(17)>30)*(EnemyNear(floor(fvar(18))),vel x*fvar(30))*(1-(Facing=Enemynear,Facing)*2)]
Trigger2 = fvar(30)=14
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*fvar(30)/2)*fvar(30)=[-180,0]
Trigger3 = P2BodyDist X*fvar(8)=[-25-(backedgebodydist<20)*45,128+vel x*(fvar(30)-3)+(fvar(17)>30)*(EnemyNear(floor(fvar(18))),vel x*fvar(30))*(1-(Facing=Enemynear,Facing)*2)]
Trigger3 = fvar(30)=[14,22]
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*fvar(30)/2)*fvar(30)=[-210-15*(fvar(30)-14),-140]
Trigger3 = !(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*fvar(30)/2)*fvar(30)>-180)
Trigger4 = NumHelper(1600)>0
Trigger4 = fvar(30)<65
Trigger4 = Helper(1600),StateNo=1630
Trigger4 = Helper(1600),MoveHit
Trigger4 = P2BodyDist Y*fvar(9)=[-300,-60]
Trigger5 = NumHelper(1600)>0
Trigger5 = Enemy,GetHitVar(hitshaketime)>7+5*(P2BodyDist Y*fvar(9)<-170)
Trigger5 = Helper(1600),StateNo=2630
Trigger5 = Helper(1600),MoveHit
Trigger5 = P2BodyDist Y*fvar(9)=[-330,-90]
Trigger5 = P2BodyDist X*fvar(8)-vel x*12=[-5,89]

[State -1,Jump6];iWv
Type = ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*5)||fvar(39)
TriggerAll=(var(55)!=[100,105])
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(45))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-15,60]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=var(56)<1
TriggerAll=fvar(30)>=9&&(P2StateNo=[120,159])
Trigger1 = (ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
Trigger1 = var(55):=31


[State -1,Jump6];iWv
Type = ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=(var(55)!=[100,105])
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-15,65]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=!(P2MoveType=H&&(P2StateNo!=[120,159]))
TriggerAll=var(56)<1
TriggerAll=NumHelper(1081)>0
TriggerAll=!(Helper(1081),MoveContAct)
Trigger1 = (ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
Trigger1 = var(55):=31

[State -1,S_P];2P
Type = ChangeState
value = 400
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
;TriggerAll=(var(55)!=[100,105])||(var(55)=[102,103])&&fvar(30)=5
TriggerAll=(P2StateNo=[120,155])||fvar(30)=5
TriggerAll=fvar(30)=5||fvar(30)>=5&&(P2StateType=A||teammode=simul)
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])||(StateNo=[120,132])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=P2BodyDist X*fvar(8)=[-10-116*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-75),59+vel x*5+(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=!P2BodyDist Y*fvar(9)&&P2StateType!=A
Trigger1 = NumHelper(1600)>0
Trigger1 = !((P2StateNo=[120,159])&&Helper(1600),StateNo=2630&&((9-Helper(1600),time)<=fvar(30)))
Trigger1 = !((P2StateNo=[120,159])&&Helper(1600),StateNo=1630&&((9-Helper(1600),time)<=fvar(30)))
Trigger1 = !((P2StateNo=[120,159])&&Helper(1600),StateNo=2620&&((13-Helper(1600),time)<=fvar(30))&&Helper(1600),time<13)
Trigger1 = !(P2MoveType=H&&(Helper(1600),StateNo=2620)&&((28+6*(Helper(1600),var(2)>0)-Helper(1600),time)<=fvar(30))&&Helper(1600),time<28+6*(Helper(1600),var(2)>0))
Trigger1 = !(P2MoveType=H&&(Helper(1600),StateNo=2621)&&((28-Helper(1600),time)<=fvar(30))&&Helper(1600),time<28)||(Helper(1600),StateNo=2621&&(Helper(1600),MoveContAct))
Trigger1 = !((Helper(1600),StateNo=[1620,1622])&&!(Helper(1600),MoveContAct))
Trigger1 = !((P2StateNo=[120,159])&&Helper(1600),StateNo=2630&&P2Statetype=A)
Trigger2 = !NumHelper(1600)

[State -1,C_K];K
Type = ChangeState
value = 410
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(58)!=2
TriggerAll=(var(55)!=[100,105])
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||(StateNo=52&&!Time)||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo=[120,155]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-5+45*(var(58)=2),64]
TriggerAll=fvar(30)=7&&P2BodyDist X*fvar(8)-vel x*3>54
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
Trigger1 = Random<ifelse((var(59)>7||fvar(39)),7,var(59))*50||var(55)=102

[State -1,Dash];_bV
Type = ChangeState
value = 100
TriggerAll=!IsHelper
TriggerAll=var(59)>0||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=10&&var(55)!=6
TriggerAll=ctrl||(StateNo=[11,22])||StateNo=52||(StateNo=[120,132])
TriggerAll=P2StateType!=L||Helper(780+id),fvar(27)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H||Helper(780+id),fvar(27)>0
Trigger1 = fvar(30)>=0+6*(P2BodyDist X*fvar(8)<65)
Trigger1 = P2BodyDist X*fvar(8)>0+25*(fvar(17)<30&&P2StateType=A)+15*(fvar(17)<30&&P2StateType=A&&fvar(30)>11&&P2BodyDist Y<-100)+140*(P2StateNo=[1206,1219])+75*(var(55)=14&&(P2StateNo=[1218,1219]))
Trigger1 = var(55)!=1&&!(var(58)=2&&var(55)=3)&&var(55)!=15
Trigger1 = !((P2StateNo=[1208,1209])&&ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<130)
Trigger2 = (P2StateNo=[231,233])
Trigger3 = (var(55)=[100,104])
Trigger4 = (Helper(780+id),fvar(27)>0)
Trigger4 = P2BodyDist X*fvar(8)>10-20*(P2Statetype!=A||P2BodyDist Y>-40)
Trigger5 = fvar(30)>=0
Trigger5 = NumHelper(1600)>0
Trigger5 = Helper(1600),RootDist X<-55
Trigger5 = var(55)=15
Trigger6 = fvar(30)>=0
Trigger6 = P2StateType!=A
Trigger6 = P2Dist X*fvar(8)>0
Trigger6 = !NumHelper(1600)
Trigger7 = fvar(30)>=0
Trigger7 = P2StateType!=A
Trigger7 = P2Dist X*fvar(8)>0
Trigger7 = NumHelper(1600)>0
Trigger7 = Helper(1600),StateNo!=[2620,2621]
[State -1,Dash];_bV
Type = ChangeState
value = 21
TriggerAll=!IsHelper
TriggerAll=var(59)>0||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=10&&var(55)!=6
TriggerAll=ctrl||(StateNo=[11,20])||StateNo=52||(StateNo=22)
TriggerAll=P2StateType!=L||Helper(780+id),fvar(27)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H||Helper(780+id),fvar(27)>0
Trigger1 = fvar(30)>=0
Trigger1 = NumHelper(1600)>0
Trigger1 = Helper(1600),RootDist X<-45
Trigger1 = var(55)=15
[State -1,Dash];_bV
Type = ChangeState
value = 22
TriggerAll=!IsHelper
TriggerAll=var(59)>0||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=10&&var(55)!=6
TriggerAll=ctrl||(StateNo=[11,21])||StateNo=52
TriggerAll=P2StateType!=L||Helper(780+id),fvar(27)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H||Helper(780+id),fvar(27)>0
Trigger1 = fvar(30)>=0
Trigger1 = NumHelper(1600)>0
Trigger1 = Helper(1600),RootDist X>-15
Trigger1 = var(55)=15

[State -1,6p];6p
Type = ChangeState
value = 205
TriggerAll=RoundState=2
TriggerAll=var(59)>7&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=((var(55)=[102,103])&&fvar(30)=13)
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-20,28]
TriggerAll=P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*5)*9=[-60,0]
Trigger1 = NumHelper(1600)>0
Trigger1 = (Helper(1600),StateNo=1630||Helper(1600),StateNo=2630)&&Helper(1600),MoveHit||!((Helper(1600),StateNo=1630||Helper(1600),StateNo=2630)&&Helper(1600),MoveHit)
Trigger1 = (P2BodyDist Y=[-30,0])||!((Helper(1600),StateNo=1630||Helper(1600),StateNo=2630)&&Helper(1600),MoveHit)
Trigger1 = !((P2StateNo=[120,159])&&Helper(1600),StateNo=2630&&((9-Helper(1600),time)<=fvar(30))&&Helper(1600),time<9)
Trigger1 = !((P2StateNo=[120,159])&&Helper(1600),StateNo=1630&&((9-Helper(1600),time)<=fvar(30))&&Helper(1600),time<9)
Trigger1 = !((P2StateNo=[120,159])&&Helper(1600),StateNo=2620&&((13-Helper(1600),time)<=fvar(30))&&Helper(1600),time<13)
Trigger1 = !(P2MoveType=H&&(Helper(1600),StateNo=2620)&&((28+6*(Helper(1600),var(2)>0)-Helper(1600),time)<=fvar(30))&&Helper(1600),time<28+6*(Helper(1600),var(2)>0))
Trigger1 = !(P2MoveType=H&&(Helper(1600),StateNo=2621)&&((28-Helper(1600),time)<=fvar(30))&&Helper(1600),time<28)||(Helper(1600),StateNo=2621&&(Helper(1600),MoveContAct))
Trigger1 = !((Helper(1600),StateNo=[1620,1622])&&!(Helper(1600),MoveContAct))&&!((Helper(1600),StateNo=[1620,1622])&&(Helper(1600),MoveHit)&&fvar(30)>9)
Trigger1=P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[-10-(fvar(17)<35)*20-20*(EnemyNear(floor(fvar(18))),StateType!=A&&(Facing=EnemyNear(floor(fvar(18))),Facing||(Helper(1600),StateNo=[2630,2631]))),80]
Trigger2 = !NumHelper(1600)
Trigger2=P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-10-(fvar(17)<35)*20,80]


[State -1,S_NS];S
Type = ChangeState
value = 220
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=(var(55)!=[100,105])||((var(55)=[102,103])&&fvar(30)=9)
TriggerAll=(var(55)!=3)&&(var(55)!=[10,11])&&var(55)!=15
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=fvar(30)>=9+2*(P2StateType=C)&&(P2StateNo!=[1181,1189])||var(46)>0
TriggerAll=P2BodyDist X*fvar(8)=[-20,28]
TriggerAll=P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*4.5)*9=[-40,0]
Trigger1 = NumHelper(1600)>0
Trigger1 = (Helper(1600),StateNo=1630||Helper(1600),StateNo=2630)&&Helper(1600),MoveHit||!((Helper(1600),StateNo=1630||Helper(1600),StateNo=2630)&&Helper(1600),MoveHit)
Trigger1 = (P2BodyDist Y=[-30,0])||!((Helper(1600),StateNo=1630||Helper(1600),StateNo=2630)&&Helper(1600),MoveHit)
Trigger1 = !((P2StateNo=[120,159])&&Helper(1600),StateNo=2630&&((9-Helper(1600),time)<=fvar(30))&&Helper(1600),time<9)
Trigger1 = !((P2StateNo=[120,159])&&Helper(1600),StateNo=1630&&((9-Helper(1600),time)<=fvar(30))&&Helper(1600),time<9)
Trigger1 = !((P2StateNo=[120,159])&&Helper(1600),StateNo=2620&&((13-Helper(1600),time)<=fvar(30))&&Helper(1600),time<13)
Trigger1 = !(P2MoveType=H&&(Helper(1600),StateNo=2620)&&((28+6*(Helper(1600),var(2)>0)-Helper(1600),time)<=fvar(30))&&Helper(1600),time<28+6*(Helper(1600),var(2)>0))
Trigger1 = !(P2MoveType=H&&(Helper(1600),StateNo=2621)&&((28-Helper(1600),time)<=fvar(30))&&Helper(1600),time<28)||(Helper(1600),StateNo=2621&&(Helper(1600),MoveContAct))
Trigger1 = !((Helper(1600),StateNo=[1620,1622])&&!(Helper(1600),MoveContAct))&&!((Helper(1600),StateNo=[1620,1622])&&(Helper(1600),MoveHit)&&fvar(30)>9)
Trigger1 = !((P2StateNo=[120,159])&&Helper(1600),StateNo=2630&&P2Statetype=A)
Trigger1=P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[-10-96*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-75)-20*((Helper(1600),StateNo=[2620,2631])),80]
Trigger2 = !NumHelper(1600)
Trigger2=P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-10-26*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-75),80]

[State -1,S_NS];S^bOp
Type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=var(55)!=10
TriggerAll=numpartner>=1&&teammode=simul
TriggerAll=Partner,Alive
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=P2BodyDist X*fvar(8)=[-15,28]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel))*5=[-60,0]

[State -3,S_FK];K
Type = null;ChangeState
value = 215
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||(StateNo=52&&!Time)||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=(var(55)!=[100,105])
TriggerAll=var(55)!=2||fvar(30)<11
TriggerAll=fvar(30)<16||fvar(25)>=0.85
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=fvar(30)=8||fvar(30)>=8&&(P2StateType=A||teammode=simul)
TriggerAll=(P2StateNo!=[120,155])
Trigger1 = P2BodyDist X=[-3,97+vel x*4+(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*4)*8=[-110+45*(var(55)=3||fvar(30)>=16),0]
Trigger2 = P2BodyDist X=[-3,117+vel x*4+(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)]
Trigger2 = P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*4)*8=[-75+45*(var(55)=3||fvar(30)>=16),0]
Trigger3 = P2BodyDist X=[-3,117+vel x*4+(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)]
Trigger3 = P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*4)*8=[-110+45*(var(55)=3||fvar(30)>=16),0]
Trigger3 = Stateno=100

[State -1,C_D];2D
Type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*60+40*(P2StateNo=1182)||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=(P2StateNo=[120,155])&&P2StateType!=A||P2StateNo=1182
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=2
TriggerAll=(var(55)!=[100,105])
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A||P2StateNo=1182
TriggerAll=P2MoveType=H
TriggerAll=(fvar(30)=9||P2StateNo=1182&&fvar(30)>=9)&&!((P2StateNo=[1181,1189])&&var(55)=13)
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-4,52+vel x*5+(Fvar(17)>15)*(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=!P2BodyDist Y*fvar(9)||P2StateNo=1182
Trigger1 = NumHelper(1600)>0
Trigger1 = (Helper(1600),StateNo=1630||Helper(1600),StateNo=2630)&&Helper(1600),MoveHit||!((Helper(1600),StateNo=1630||Helper(1600),StateNo=2630)&&Helper(1600),MoveHit)
Trigger1 = (P2BodyDist Y=[-30,0])||!((Helper(1600),StateNo=1630||Helper(1600),StateNo=2630)&&Helper(1600),MoveHit)
Trigger1 = !((P2StateNo=[120,159])&&Helper(1600),StateNo=2630&&((9-Helper(1600),time)<=fvar(30))&&Helper(1600),time<9)
Trigger1 = !((P2StateNo=[120,159])&&Helper(1600),StateNo=2620)
Trigger1 = !((P2StateNo=[120,159])&&Helper(1600),StateNo=1630&&((9-Helper(1600),time)<=fvar(30))&&Helper(1600),time<9)
Trigger1 = !((P2StateNo=[120,159])&&Helper(1600),StateNo=2620&&((13-Helper(1600),time)<=fvar(30))&&Helper(1600),time<13)
Trigger1 = !(P2MoveType=H&&(Helper(1600),StateNo=2620)&&((28+6*(Helper(1600),var(2)>0)-Helper(1600),time)<=fvar(30))&&Helper(1600),time<28+6*(Helper(1600),var(2)>0))
Trigger1 = !(P2MoveType=H&&(Helper(1600),StateNo=2621)&&((28-Helper(1600),time)<=fvar(30))&&Helper(1600),time<28)||(Helper(1600),StateNo=2621&&(Helper(1600),MoveContAct))
Trigger1 = !((Helper(1600),StateNo=[1620,1622])&&!(Helper(1600),MoveContAct))
Trigger2 = !NumHelper(1600)

[State -1,C_D];D
Type = ChangeState
value = 240
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=var(32)
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||(StateNo=52&&!Time)||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo=[120,155]
TriggerAll=(var(55)!=[100,105])
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[44,76]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
Trigger1 = Random<ifelse(var(59)>7||fvar(39),7,var(59))*1
Trigger1 = !NumHelper(1600)

[State -1,S_K];5K
Type = ChangeState
value = 210
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(var(55)!=3)&&(var(55)!=[10,11])&&var(55)!=15
TriggerAll=(var(55)!=[100,105])
TriggerAll=(fvar(30)=(7+(var(58)=2)))&&(P2StateNo=[120,159])||fvar(30)>=(7+(var(58)=2))&&(P2StateType=A||teammode=simul)
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H&&!((P2StateNo=[1181,1189])&&var(55)=13)
TriggerAll=var(55)!=2||fvar(30)<11
TriggerAll=!NumHelper(1081)
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=P2BodyDist X*fvar(8)=[-10-(EnemyNear(floor(fvar(18))),StateType!=A&&Facing=EnemyNear(floor(fvar(18))),Facing)*20,68+vel x*3+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*3)*6=[-20,0]
Trigger1 = NumHelper(1600)>0
Trigger1 = (Helper(1600),StateNo=1630||Helper(1600),StateNo=2630)&&Helper(1600),MoveHit||!((Helper(1600),StateNo=1630||Helper(1600),StateNo=2630)&&Helper(1600),MoveHit)
Trigger1 = (P2BodyDist Y=[-20,0])||!((Helper(1600),StateNo=1630||Helper(1600),StateNo=2630)&&Helper(1600),MoveHit)
Trigger1 = !((P2StateNo=[120,159])&&Helper(1600),StateNo=2630&&((9-Helper(1600),time)<=fvar(30))&&Helper(1600),time<9)
Trigger1 = !((P2StateNo=[120,159])&&Helper(1600),StateNo=1630&&((9-Helper(1600),time)<=fvar(30))&&Helper(1600),time<9)
Trigger1 = !((P2StateNo=[120,159])&&Helper(1600),StateNo=2620&&((13-Helper(1600),time)<=fvar(30))&&Helper(1600),time<13)
Trigger1 = !((P2StateNo=[120,159])&&Helper(1600),StateNo=2630&&P2Statetype=A)
Trigger1 = !(P2MoveType=H&&(Helper(1600),StateNo=2620)&&((28+6*(Helper(1600),var(2)>0)-Helper(1600),time)<=fvar(30))&&Helper(1600),time<28+6*(Helper(1600),var(2)>0))
Trigger1 = !(P2MoveType=H&&(Helper(1600),StateNo=2621)&&((28-Helper(1600),time)<=fvar(30))&&Helper(1600),time<28)||(Helper(1600),StateNo=2621&&(Helper(1600),MoveContAct))
Trigger1 = !((Helper(1600),StateNo=[1620,1622])&&!(Helper(1600),MoveContAct))
Trigger2 = !NumHelper(1600)
Trigger2 = !NumHelper(1002)
Trigger3 = !NumHelper(1600)
Trigger3 = !(NumHelper(1002)>0&&EnemyNear(floor(fvar(18))),GetHitVar(hitshaketime)>0)
[State -1,S_P];2P
Type = ChangeState
value = 400
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(var(55)!=[100,105])
TriggerAll=fvar(30)=5||fvar(30)>=5&&(P2StateType=A||teammode=simul)
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H&&(P2StateNo!=[1181,1189])
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=!P2BodyDist Y*fvar(9)&&P2StateType!=A
Trigger1 = NumHelper(1600)>0
Trigger1 = (Helper(1600),StateNo=1630||Helper(1600),StateNo=2630)&&Helper(1600),MoveHit||!((Helper(1600),StateNo=1630||Helper(1600),StateNo=2630)&&Helper(1600),MoveHit)
Trigger1 = (P2BodyDist Y=[-20,0])||!((Helper(1600),StateNo=1630||Helper(1600),StateNo=2630)&&Helper(1600),MoveHit)
Trigger1 = !((P2StateNo=[120,159])&&Helper(1600),StateNo=2630&&((9-Helper(1600),time)<=fvar(30))&&Helper(1600),time<9)
Trigger1 = !((P2StateNo=[120,159])&&Helper(1600),StateNo=1630&&((9-Helper(1600),time)<=fvar(30))&&Helper(1600),time<9)
Trigger1 = !((P2StateNo=[120,159])&&Helper(1600),StateNo=2620&&((13-Helper(1600),time)<=fvar(30))&&Helper(1600),time<13)
Trigger1 = !(P2MoveType=H&&(Helper(1600),StateNo=2620)&&((28+6*(Helper(1600),var(2)>0)-Helper(1600),time)<=fvar(30))&&Helper(1600),time<28+6*(Helper(1600),var(2)>0))
Trigger1 = !(P2MoveType=H&&(Helper(1600),StateNo=2621)&&((29-Helper(1600),time)<=fvar(30))&&Helper(1600),time<28)||(Helper(1600),StateNo=2621&&(Helper(1600),MoveContAct))
Trigger1 = !((Helper(1600),StateNo=[1620,1622])&&!(Helper(1600),MoveContAct))
Trigger1 = !((P2StateNo=[120,159])&&Helper(1600),StateNo=2630&&P2Statetype=A)
Trigger1 = (P2BodyDist X*fvar(8)=[-10-((Helper(1600),StateNo=[2620,2621]))*70,62+vel x*5+(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)])||P2BodyDist X*fvar(8)<60&&P2Dist X>0&&(Helper(1600),StateNo=[2620,2621])
Trigger2 = !NumHelper(1600)
Trigger2 = P2BodyDist X*fvar(8)=[-10-26*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-75),62+vel x*5+(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)]


[State -1,S_6P];6P
Type = ChangeState
value = 205
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=P2StateType=A
TriggerAll=(var(55)!=[10,11])&&!(var(55)=3&&var(58)=2)&&var(55)!=15
TriggerAll=(var(55)!=[100,105])
TriggerAll=fvar(30)>=13&&(P2StateType=A||teammode=simul)||fvar(30)=13&&(P2StateNo!=[120,159])
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H&&(P2StateNo!=[1181,1189])
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=EnemyNear(floor(fvar(18))),GetHitvar(HitShakeTime)=0||(P2StateNo!=[120,159])
TriggerAll=P2BodyDist X*fvar(8)=[-10-(EnemyNear(floor(fvar(18))),StateType!=A&&(Facing=EnemyNear(floor(fvar(18))),Facing||P2Dist X>0))*20,52+vel x*6+(EnemyNear(floor(fvar(18))),vel x*13)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*6)*12=[-80,0]
Trigger1 = NumHelper(1600)>0
Trigger1 = (Helper(1600),StateNo=1630||Helper(1600),StateNo=2630)&&Helper(1600),MoveHit||!((Helper(1600),StateNo=1630||Helper(1600),StateNo=2630)&&Helper(1600),MoveHit)
Trigger1 = (P2BodyDist Y=[-30,0])&&(fvar(17)>30||fvar(30)<15)||!((Helper(1600),StateNo=1630||Helper(1600),StateNo=2630)&&Helper(1600),MoveHit)
Trigger1 = !((P2StateNo=[120,159])&&Helper(1600),StateNo=2630&&((9-Helper(1600),time)<=fvar(30))&&Helper(1600),time<9)
Trigger1 = !((P2StateNo=[120,159])&&Helper(1600),StateNo=1630&&((9-Helper(1600),time)<=fvar(30))&&Helper(1600),time<9)
Trigger1 = !((P2StateNo=[120,159])&&Helper(1600),StateNo=2620&&((13-Helper(1600),time)<=fvar(30))&&Helper(1600),time<13)
Trigger1 = !(P2MoveType=H&&(Helper(1600),StateNo=2620)&&((28+6*(Helper(1600),var(2)>0)-Helper(1600),time)<=fvar(30))&&Helper(1600),time<28+6*(Helper(1600),var(2)>0))
Trigger1 = !(P2MoveType=H&&(Helper(1600),StateNo=2621)&&((28-Helper(1600),time)<=fvar(30))&&Helper(1600),time<28)||(Helper(1600),StateNo=2621&&(Helper(1600),MoveContAct))
Trigger1 = !((Helper(1600),StateNo=[1620,1622])&&!(Helper(1600),MoveContAct))
Trigger2 = !NumHelper(1600)

[State -1,C_S];2S
Type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=P2StateType!=A
TriggerAll=(var(55)!=3)&&(var(55)!=10)
TriggerAll=(var(55)!=[100,105])
TriggerAll=(fvar(30)=8+(var(58)!=1))
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H&&(P2StateNo!=[1181,1189])&&(P2StateNo!=[120,159])
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=P2BodyDist X*fvar(8)=[75,135+vel x*3+(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=!P2BodyDist Y*fvar(9)
Trigger1 = NumHelper(1600)>0
Trigger1 = (Helper(1600),StateNo=1630||Helper(1600),StateNo=2630)&&Helper(1600),MoveHit||!((Helper(1600),StateNo=1630||Helper(1600),StateNo=2630)&&Helper(1600),MoveHit)
Trigger1 = (P2BodyDist Y=[-30,0])&&(fvar(17)>30||fvar(30)<15)||!((Helper(1600),StateNo=1630||Helper(1600),StateNo=2630)&&Helper(1600),MoveHit)
Trigger1 = !((P2StateNo=[120,159])&&Helper(1600),StateNo=2630&&((9-Helper(1600),time)<=fvar(30))&&Helper(1600),time<9)
Trigger1 = !((P2StateNo=[120,159])&&Helper(1600),StateNo=1630&&((9-Helper(1600),time)<=fvar(30))&&Helper(1600),time<9)
Trigger1 = !((P2StateNo=[120,159])&&Helper(1600),StateNo=2620&&((13-Helper(1600),time)<=fvar(30))&&Helper(1600),time<13)
Trigger1 = !(P2MoveType=H&&(Helper(1600),StateNo=2620)&&((28+6*(Helper(1600),var(2)>0)-Helper(1600),time)<=fvar(30))&&Helper(1600),time<28+6*(Helper(1600),var(2)>0))
Trigger1 = !(P2MoveType=H&&(Helper(1600),StateNo=2621)&&((28-Helper(1600),time)<=fvar(30))&&Helper(1600),time<28)||(Helper(1600),StateNo=2621&&(Helper(1600),MoveContAct))
Trigger1 = !((Helper(1600),StateNo=[1620,1622])&&!(Helper(1600),MoveContAct))
Trigger2 = !NumHelper(1600)

[State -1,S_P];5P
Type = ChangeState
value = 200
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=P2StateType=A
TriggerAll=(var(55)!=3)&&(var(55)!=[10,11])&&var(55)!=15
TriggerAll=(var(55)!=[100,105])
TriggerAll=(fvar(30)=[5+(var(58)=2),8])||fvar(30)>=(5+(var(58)=2))&&(P2StateType=A||teammode=simul)
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H&&(P2StateNo!=[1181,1189])
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=P2BodyDist X*fvar(8)=[-10-(EnemyNear(floor(fvar(18))),StateType!=A&&(Facing=EnemyNear(floor(fvar(18))),Facing||P2Dist X>0))*20,54+(P2StateType=A)*12+vel x*2+(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*(5+(var(58)=2))/2)*(5+(var(58)=2))=[-60,0]
Trigger1 = NumHelper(1600)>0
Trigger1 = (Helper(1600),StateNo=1630||Helper(1600),StateNo=2630)&&Helper(1600),MoveHit||!((Helper(1600),StateNo=1630||Helper(1600),StateNo=2630)&&Helper(1600),MoveHit)
Trigger1 = (P2BodyDist Y=[-30,0])&&(fvar(17)>30||fvar(30)<15)||!((Helper(1600),StateNo=1630||Helper(1600),StateNo=2630)&&Helper(1600),MoveHit)
Trigger1 = !((P2StateNo=[120,159])&&Helper(1600),StateNo=2630&&((9-Helper(1600),time)<=fvar(30))&&Helper(1600),time<9)
Trigger1 = !((P2StateNo=[120,159])&&Helper(1600),StateNo=1630&&((9-Helper(1600),time)<=fvar(30))&&Helper(1600),time<9)
Trigger1 = !((P2StateNo=[120,159])&&Helper(1600),StateNo=2620&&((13-Helper(1600),time)<=fvar(30))&&Helper(1600),time<13)
Trigger1 = !((P2StateNo=[120,159])&&Helper(1600),StateNo=2630&&P2Statetype=A)
Trigger1 = !(P2MoveType=H&&(Helper(1600),StateNo=2620)&&((28+6*(Helper(1600),var(2)>0)-Helper(1600),time)<=fvar(30))&&Helper(1600),time<28+6*(Helper(1600),var(2)>0))
Trigger1 = !(P2MoveType=H&&(Helper(1600),StateNo=2621)&&((28-Helper(1600),time)<=fvar(30))&&Helper(1600),time<28)||(Helper(1600),StateNo=2621&&(Helper(1600),MoveContAct))
Trigger1 = !((Helper(1600),StateNo=[1620,1622])&&!(Helper(1600),MoveContAct))
Trigger2 = !NumHelper(1600)

;
;nq 
;
;hp
[State -1,var(17)Jumpflg];WveXg
Type = varset
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=StateType!=A
Trigger1 = (movecontact||fvar(28))
Trigger1 = StateNo=200||(StateNo=[205,206])||StateNo=210||StateNo=220||StateNo=450
var(17) = 1
ignorehitPause = 1

[State -1,var(17)Jumpflg];WveXg
Type = varset
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=StateType!=A
TriggerAll=var(17) = 1
Trigger1 = StateNo=[100,101]
var(17) = 0
ignorehitPause = 1

[State -1,OHK];ēۂ
Type = ChangeState
value = 1300
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>9&&Random<var(59)*10||fvar(39)||var(59)=11
TriggerAll=!var(3)
TriggerAll=fvar(35)<=5
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),fvar(36)<=6-(var(58)=2)
TriggerAll=Helper(780+id),fvar(27)<=0
TriggerAll=P2BodyDist X*fvar(8)=[-5,32-(MoveGuarded>0&&fvar(17)<20)*20]
TriggerAll=P2StateType!=A
TriggerAll=StateType!=A
TriggerAll=P2MoveType!=H
Trigger1 = movehit||fvar(28)
Trigger1 = (StateNo=[200,231])&&StateNo!=215||(StateNo=[400,450])
Trigger1 = (P2StateNo!=[5000,5120])&&(P2StateNo!=[150,159])&&(P2StateNo!=[231,239])
Trigger2 = moveGuarded||fvar(28)
Trigger2 = (StateNo=[200,231])&&StateNo!=215||(StateNo=[400,450])
Trigger2 = (P2StateNo!=[150,159])

[State -1,hasiru];nCp[A[}[,K[Ln΍
Type = ChangeState
value = 1200
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>9&&Random<var(59)*10||fvar(39)||var(59)=11
TriggerAll=!var(3)
TriggerAll=(var(55)!=[100,105])
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=StateType!=A
TriggerAll=P2MoveType=A
TriggerAll=P2MoveType!=H
TriggerAll=!teammode=simul
Trigger1 = ((movehit=[1,7])||MoveReversed)||fvar(28)
Trigger1 = (StateNo=[200,230])||(StateNo=[400,450])
Trigger1 = (P2StateNo!=[5000,5120])&&(P2StateNo!=[0,199])&&(P2StateNo!=[231,239])
Trigger2 = ((moveGuarded=[1,7])||MoveReversed)||fvar(28)
Trigger2 = (StateNo=[200,230])||(StateNo=[400,450])
Trigger2 = (P2StateNo!=[0,199])

[State -1,Jump3];Wv
Type = ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=InGuardDist||(Helper(780+id),var(58))||movereversed
Trigger1 = (movecontact||fvar(28))||movereversed
Trigger1 = StateNo=200||StateNo=210||StateNo=220||StateNo=450
Trigger1 = (moveGuarded=[1,4])&&(P2StateNo!=[0,199])||(moveHit=[1,4])&&(P2StateNo!=[5000,5120])&&(P2StateNo!=[0,199])||movereversed
trigger2 = numhelper(780+id)
trigger2 = helper(780+id),sysvar(0)
trigger2 = (stateno = [200,236])||(stateno = [400,450])
trigger2 = (movecontact||movereversed||fvar(28))
;hpI
;
;R{
[State -1,minieddie];ǉMpuCNEUEE
Type = ChangeState
value = 1100
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<var(59)*140
TriggerAll=fvar(38)>0
TriggerAll=var(58)=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(StateNo=[200,450])&&StateNo!=232&&StateNo!=235&&StateNo!=240&&StateNo!=400
TriggerAll=MoveHit
TriggerAll=P2MoveType=H&&(P2StateNo!=[120,159])
TriggerAll=P2Stateno!=[3000,3199]
TriggerAll=numHelper(1600)>0
Trigger1 = Helper(1600),StateNo=2630&&Helper(1600),MoveHit
Trigger1 = ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))=[45,145]
Trigger1 = P2BodyDist Y*fvar(9)=[-65,0]
Trigger1 = facing!=Enemynear,facing
Trigger1 = fvar(30)>30
Trigger2 = Helper(1600),StateNo=2620&&Helper(1600),MoveHit
Trigger2 = P2BodyDist X*fvar(8)=[50,215]
Trigger2 = P2StateType=A
Trigger3 = (Helper(1600),StateNo=[1600,1602])&&(Helper(1600),P2BodyDist X*fvar(8)<30)&&(Helper(1600),facing=facing)
Trigger3 = ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))=[45,145]
Trigger3 = P2BodyDist Y*fvar(9)=[-65,0]
Trigger3 = facing!=Enemynear,facing
Trigger3 = fvar(30)>9
Trigger4 = StateNo=430
Trigger4 = var(55)=10

[State -1,minieddie];S
Type = ChangeState
value = 1520
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
triggerall = numhelper(3680) = 0
triggerall = var(32) = 0
triggerall = var(33) >= 90
triggerall = var(34) <= 1
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo=230||StateNo=233||StateNo=231&&(var(58)=2)
TriggerAll=MoveHit
TriggerAll=fvar(17)<25+30*(var(58)=2)
TriggerAll=P2MoveType=H
TriggerAll=P2Stateno!=[3000,3199]
Trigger1 = P2BodyDist X*fvar(8)<25+30*(var(58)=2)
Trigger1 = var(55):=10

[State -1,minieddie];S
Type = ChangeState
value = 1520
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
triggerall = numhelper(3680) = 0
triggerall = var(32) = 0
triggerall = var(33) >= 90
triggerall = var(34) <= 1
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo=230||StateNo=233||StateNo=231&&(var(58)=2)
TriggerAll=MoveGuarded
triggerall=fvar(30)>=18
TriggerAll=P2MoveType=H
TriggerAll=P2Stateno!=[3000,3199]
Trigger1 = P2BodyDist X*fvar(8)<45-30*(var(58)!=2)-10*(PrevStateNo!=100)

[State -1,minieddie];HS
Type = ChangeState
value = 1530
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<var(59)*140
TriggerAll=fvar(38)>0
triggerall = numhelper(3680) = 0
triggerall = var(32) = 0
triggerall = var(33) >= 90
triggerall = var(34) <= 1
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
triggerall=fvar(30)>=18
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=!(var(58)=2&&(StateNo=[230,231])&&P2StateType=C&&power>499&&var(50)>-38)
TriggerAll=(StateNo=[200,450])&&StateNo!=215&&StateNo!=235&&(StateNo!=[230,239])&&StateNo!=240&&StateNo!=236
TriggerAll=MoveContAct
TriggerAll=P2MoveType=H
TriggerAll=P2Stateno!=[3000,3199]
Trigger1 = (EnemyNear,StateNo=[120,159])&&fvar(30)>=19

[State -1,minieddie];HS
Type = ChangeState
value = 1530
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<var(59)*140
TriggerAll=fvar(38)>0
triggerall = numhelper(3680) = 0
triggerall = var(32) = 0
triggerall = var(33) >= 90
triggerall = var(34) <= 1
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
triggerall=fvar(30)>=25
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=var(58)=2
TriggerAll=P2StateType=A
TriggerAll=(StateNo=[200,450])&&StateNo!=215&&StateNo!=235&&(StateNo!=[232,239])&&StateNo!=240&&StateNo!=236
TriggerAll=MoveHit=1
TriggerAll=P2MoveType=H
TriggerAll=P2Stateno!=[5070,5072]
Trigger1 = P2BodyDist Y*fvar(9)+(-7.5*fvar(5)+0.52*fvar(30)/2)*fvar(30)>-65
Trigger1 = var(55):=14

[State -1,minieddie2];Җ߂
Type = ChangeState
value = 1580
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<var(59)*140
TriggerAll=NumHelper(1600)>0
TriggerAll=fvar(38)>0
triggerall = var(34) = 2
triggerall = var(32) = 1
triggerall=(var(33)=[3-2*(Helper(1600),StateNo!=[1600,1602]),30])&&(var(55)!=[102,103])
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(StateNo=[200,450])&&StateNo!=215&&StateNo!=235&&StateNo!=232&&StateNo!=240&&StateNo!=236
TriggerAll=MoveContAct
TriggerAll=P2MoveType=H
TriggerAll=P2Stateno!=[3000,3199]
Trigger1 = (EnemyNear,StateNo=[120,159])&&fvar(30)>=29
Trigger2 = fvar(30)>=40
Trigger2 = NumHelper(1600)>0
Trigger2 = Helper(1600),StateNo=1630||Helper(1600),StateNo=2630
Trigger2 = Helper(1600),MoveHit
Trigger3 = StateNo=450&&MoveHit
Trigger3 = var(50)<-55
[State -1,Jump6];Wv
Type = ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=(var(55)!=[100,105])
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(45))||StateNo=220
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-45,100]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=var(56)<1
TriggerAll=fvar(30)>=8+(var(58)=2)
TriggerAll=MoveGuarded
Trigger1 = (StateNo=220||(StateNo=[205,206]))&&P2StateType!=A||StateNo=450
Trigger1 = Random<=var(59)*(45+55*(NumHelper(1600)>0&&fvar(17)<25))
Trigger1 = var(55):=30
Trigger2 = StateNo=210
Trigger2 = Random<=var(59)*35
Trigger2 = var(55):=31

[State -1,Jump6];Wv
Type = ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=(var(55)!=[100,105])
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-45,100]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=var(56)<1
TriggerAll=fvar(30)>=6
TriggerAll=MoveGuarded
Trigger1 = (StateNo=205&&PrevStateNo=220||StateNo=220&&PrevStateNo=205||StateNo=206)
Trigger1 = var(55):=30

[State -1,2k];2K
Type = ChangeState
value = 410
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>5&&Random<=var(59)*25)||fvar(39)
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateType!=A
TriggerAll=(var(55)!=[100,105])
TriggerAll=(Helper(780+id),var(45))
TriggerAll=P2BodyDist X*fvar(8)=[-5+30*(var(58)=2),35+var(12)*25]
Trigger1 = MoveGuarded
Trigger1 = StateNo=200||StateNo=400

[State -1,S_CD];6P
Type = ChangeState
value = 205
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=!var(3)
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-10,30+10*(PrevStateNo=100)]
TriggerAll=StateNo=220&&((PrevStateNo!=[205,206])||(P2StateNo=[2640,2649]))
TriggerAll=!P2BodyDist Y*fvar(9)
Trigger1 = var(55)=103
Trigger1 = MoveGuarded
Trigger2 = P2StateNo=[2640,2649]
Trigger2 = MoveHit

[State -1,S_HS];hJ[
Type = ChangeState
value = 1200
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=(var(55)!=[100,105])
TriggerAll=!var(3)
TriggerAll=P2Statetype=A||StateNo=215&&var(58)=2
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=Moveguarded||MoveContAct&&StateNo=215&&var(58)=2
Trigger1 = StateNo=220||Stateno=225||Stateno=420||(Stateno=[230,231])||(Stateno=[233,234])||StateNo=215&&var(58)=2
Trigger1 = P2BodyDist X*fvar(8)=[-25,35+15*(StateNo=215&&var(58)=2)]
Trigger1 = P2BodyDist Y*fvar(9)=[-155,-50+50*(StateNo=215&&var(58)=2)]

[State -3,S_FK];h
Type = ChangeState
value = 1080
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=var(58)=2
TriggerAll=StateType!=A
TriggerAll=Power>=499
TriggerAll=!var(40)
TriggerAll=var(50)>=-45
TriggerAll=StateNo=220||(Stateno=[225,228])||Stateno=420||(Stateno=[230,231])||Stateno=430
TriggerAll=MoveHit
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2BodyDist Y*fvar(9)=[-125,0]
TriggerAll=(P2StateNo!=[120,155])
TriggerAll=fvar(30)>=20
TriggerAll=P2BodyDist X*fvar(8)=[45-45*(Stateno=430),135-15*(fvar(17)>10)+vel x*5+(EnemyNear(floor(fvar(18))),vel x*11)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !NumHelper(1600)


[State -1,S_HS];SD
Type = ChangeState
value = 1000
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=var(34)=3
TriggerAll=!var(3)
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=fvar(30)>=18
triggerall = numhelper(1001) = 0
triggerall = var(30) = 0
TriggerAll=StateNo=[230,231]
TriggerAll=P2StateType!=A
Trigger1 = P2BodyDist X*fvar(8)=[-5,70]
Trigger1 = MoveGuarded

[State -1,S_HS];6P
Type = ChangeState
value = 205
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=(var(55)!=[100,105])||var(55)=104
TriggerAll=!var(3)
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=fvar(30)>=13||NumHelper(1600)>0
TriggerAll=var(46)<=9
TriggerAll=StateNo=400||StateNo=220
TriggerAll=(P2BodyDist Y*fvar(9)=[-25,0])
Trigger1 = P2BodyDist X*fvar(8)=[-25,25+vel X*6]
Trigger2 = 0;var(58)=2
Trigger2 = NumHelper(1600)>0
Trigger2 = 1;var(33)>30
Trigger2 = MoveHit
Trigger2 = Helper(1600),StateNo=2621&&Helper(1600),Animtime<-2||1
Trigger2 = P2BodyDist X*fvar(8)=[-5,20+25*(Helper(1600),StateNo=[2620,2621])-20*(MoveHit&&fvar(30)<15)]
Trigger2 = fvar(30)>=13||Helper(1600),StateNo=2621&&Helper(1600),Animtime<-2

[State -1,S_HS];HS
Type = ChangeState
value = 230+3*(var(58)=1)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=(var(55)!=[100,105])||var(55)=104
TriggerAll=!var(3)
TriggerAll=P2MoveType=H
TriggerAll=P2StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=fvar(30)>=13||NumHelper(1600)>0
TriggerAll=var(46)<=9
TriggerAll=(StateNo=[220,228])||StateNo=420||(StateNo=[205,206])||StateNo=400
TriggerAll=(P2BodyDist Y*fvar(9)=[-45,0])
Trigger1 = !NumHelper(1600)
Trigger1 = P2BodyDist X*fvar(8)=[-5,65-20*(MoveHit&&fvar(30)<15)]
Trigger1 = MoveContAct
Trigger1 =!(StateNo=205&&P2BodyDist X*fvar(8)<35)
Trigger1 = !var(32)||var(55)=104
Trigger1 = var(50)>=-38
Trigger1 = fvar(30)>=13
Trigger2 = NumHelper(1600)>0
Trigger2 = !(StateNo=206&&StateNo=220&&MoveHit&&((Helper(1600),StateNo=[1600,1609])||(Helper(1600),StateNo=[2620,2622])&&Helper(1600),Time<=15||Helper(1600),StateNo=2621&&Helper(1600),Animtime<-1))
Trigger2 = P2BodyDist X*fvar(8)=[-5,65-20*(MoveHit&&fvar(30)<15)]
Trigger2 = MoveContAct
Trigger2 = !var(32)||var(55)=104
Trigger2 = var(50)>=-38
Trigger2 = fvar(30)>=13
Trigger2 =!(StateNo=205&&P2BodyDist X*fvar(8)<35)
Trigger3 = var(58)=2
Trigger3 = NumHelper(1600)>0
Trigger3 = var(33)>30
Trigger3 = MoveContAct
Trigger3 =!(StateNo=205&&P2BodyDist X*fvar(8)<35)
Trigger3 = !(MoveGuarded&&fvar(17)<20)
Trigger3 = !(StateNo=206&&StateNo=220&&MoveHit&&((Helper(1600),StateNo=[1600,1609])||(Helper(1600),StateNo=[2620,2622])&&Helper(1600),Time<=15||Helper(1600),StateNo=2621&&Helper(1600),Animtime<-1))
Trigger3 = Helper(1600),StateNo=2621&&Helper(1600),Animtime<-2||1
Trigger3 = P2BodyDist X*fvar(8)=[-5,65+25*(Helper(1600),StateNo=[2620,2621])-20*(MoveHit&&fvar(30)<15)]
Trigger3 = fvar(30)>=13||Helper(1600),StateNo=2621&&Helper(1600),Animtime<-2
Trigger4 = var(58)=2
Trigger4 = NumHelper(1600)>0
Trigger4 = Helper(1600),StateNo=2644
Trigger4 = var(33)=0
Trigger4 = MoveHit
Trigger4 = StateNo=220||(StateNo=[205,206])
Trigger4 = P2BodyDist X*fvar(8)=[-5,45]
Trigger4 = fvar(30)>=13

[State -1,Jump6];Wv
Type = ChangeState
value = 37
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||var(59)>7||fvar(39)
TriggerAll=(var(55)!=[100,105])
TriggerAll=NumHelper(780+id)>0
TriggerAll=StateType!=A
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-45,100]
TriggerAll=var(56)<1
TriggerAll=fvar(30)>=15
TriggerAll=fvar(17)<30||!NumHelper(1600)
TriggerAll=StateNo=450||(StateNo=[200,206])||StateNo=220
TriggerAll=MoveHit
Trigger1 = NumHelper(1600)>0
Trigger1 = Helper(1600),StateNo=1630
Trigger1 = Helper(1600),MoveHit||Helper(1600),time<9
Trigger1 = (fvar(30)=[22,99])||Helper(1600),time<9
Trigger1 = P2BodyDist Y*fvar(9)+3*(18-(EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)))>-35
Trigger2 = P2BodyDist X*fvar(8)=[-45,65]
Trigger2 = !NumHelper(1600)
Trigger2 = 0;StateNo=450&&(P2StateNo=[5070,5072])
Trigger2 = fvar(5)=1
Trigger2 = var(58)!=2

[State -1,mega];KXwbh
Type = ChangeState
value = 3200
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)
TriggerAll=StateType!=A
TriggerAll=!var(58)
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!var(40)
TriggerAll=Power>999
;triggerall = var(32) = 1
;triggerall = var(33) >= 1
;triggerall = var(34) = 2
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(56)<1
TriggerAll=fvar(30)>=8
TriggerAll=StateNo=450
Trigger1 = NumHelper(1600)>0
Trigger1 = (Helper(1600),StateNo=[1650,1651])&&((Helper(1600),MoveContAct)||MoveHit)
;Trigger1 = Helper(1600),P2BodyDist X*fvar(8)=[-20,40]
Trigger1 = MoveContAct
Trigger1 = P2StateNo!=[120,159]

[State -1,Jump6];Wv
Type = ChangeState
value = ifelse(P2BodyDist Y*fvar(9)<-135+((fvar(5)/0.05-10)*6.5),41,39)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-45,100]
TriggerAll=var(56)<1
TriggerAll=fvar(30)>=8
Trigger1 = NumHelper(1600)>0
Trigger1 = !((Helper(1600),StateNo=[1650,1651])&&!(Helper(1600),MoveContAct))||(Helper(1600),StateNo!=[1650,1651])&&(Helper(1600),StateNo!=[1600,1602])
Trigger1 = MoveContAct
Trigger1 = (StateNo=220||(StateNo=[205,206]))&&P2StateType!=A
Trigger1 = var(55)=102

[State -1,hells];hells
Type = ChangeState
value = 1000
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)
TriggerAll=StateType!=A
TriggerAll=!var(58)
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!var(40)
triggerall = numhelper(1001) = 0
triggerall = var(30) = 0
TriggerAll=Power<1000
TriggerAll=fvar(30)>=18
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(56)<1
TriggerAll=StateNo=450
Trigger1 = NumHelper(1600)>0
Trigger1 = (Helper(1600),StateNo=[1650,1651])&&((Helper(1600),MoveContAct)||MoveHit)
;Trigger1 = Helper(1600),P2BodyDist X*fvar(8)=[40,90]
Trigger1 = MoveContAct
Trigger1 = P2StateNo!=[120,159]

[State -1,Jump6];Wv
Type = ChangeState
value = ifelse(P2BodyDist Y*fvar(9)<-135+((fvar(5)/0.05-10)*6.5),41,39)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)
TriggerAll=(var(55)!=[100,105])||var(55)=103&&(StateNo=205&&PrevStateNo=220||StateNo=220&&PrevStateNo=205||StateNo=206||StateNo=450)
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-45,100]
TriggerAll=var(56)<1
TriggerAll=fvar(30)>=8
TriggerAll=P2StateType=A||StateNo=450||(StateNo=220||(StateNo=[205,206]));&&(P2StateNo!=[120,159])
Trigger1 = MoveHit&&StateNo!=450||MoveGuarded&&StateNo=450
Trigger1 = (StateNo=220||(StateNo=[205,206]))&&P2StateType!=A||StateNo=450
Trigger1 = P2StateType=A||StateNo=450;||(StateNo=220||(StateNo=[205,206]))&&(P2StateNo!=[120,159])
Trigger1 = var(55):=30
Trigger2 = MoveHit
Trigger2 = StateNo=450
Trigger2 = !(var(58)=2&&var(52)=70&&fvar(5)<=0.95)
Trigger2 = (P2StateNo=[5070,5072])||(P2StateNo=[2631,2639])
Trigger2 = P2BodyDist X*fvar(8)<50+10*(P2StateNo=[2631,2639])-10*(fvar(17)<10)
Trigger2 = var(55):=31
Trigger3 = MoveHit
Trigger3 = StateNo=450
Trigger3 = NumHelper(1600)>0
Trigger3 = Helper(1600),StateNo=1630&&(Helper(1600),MoveHit||Helper(1600),Time<9)||Helper(1600),StateNo=2630&&(Helper(1600),MoveHit||Helper(1600),Time<9)
Trigger3 = P2BodyDist X*fvar(8)<65
Trigger3 = var(55):=31
Trigger4 = MoveHit=1
Trigger4 = StateNo=[205,206]
Trigger4 = fvar(30)>16
Trigger4 = ((P2BodyDist Y*fvar(9)=[-75,-5-20*(StateNo=205)])&&P2BodyDist X*fvar(8)>-5)
Trigger4 = ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<210
Trigger4 = var(55):=32
Trigger5 = MoveHit
Trigger5 = StateNo=200||StateNo=210||StateNo=220||StateNo=206||StateNo=205&&(P2BodyDist Y*fvar(9)<-65||P2BodyDist X*fvar(8)<-5)||StateNo=450&&(P2StateNo!=[5070,5072])
Trigger5 = P2StateType=A
Trigger6 = Random<=var(59)*30
Trigger6 = MoveGuarded
Trigger6 = (StateNo=220||(StateNo=[205,206]))&&P2StateType!=A||StateNo=450
Trigger6 = var(55):=30

[State -1,S_CD];2D
Type = null;ChangeState
value = 205
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=!var(3)
TriggerAll=var(58)=2
TriggerAll=P2StateNo!=[2642,2649]
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=var(55)=103
TriggerAll=MoveContAct
TriggerAll=P2BodyDist X*fvar(8)=[-10,50]
TriggerAll=StateNo=220
TriggerAll=!P2BodyDist Y*fvar(9)
Trigger1 = var(55)!=102

[State -1,S_CD];2D
Type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=!var(3)
TriggerAll=var(58)!=2
TriggerAll=P2StateNo!=[2642,2649]
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=(var(55)!=[100,105])||var(55)=103||var(55)=102
TriggerAll=MoveContAct
TriggerAll=P2BodyDist X*fvar(8)=[-5,50]
TriggerAll=(StateNo=[220,228])||StateNo=200||StateNo=400
TriggerAll=!P2BodyDist Y*fvar(9)
Trigger1 = var(55)!=102
Trigger2 = var(55)=102
Trigger2 = NumHelper(1600)>0
Trigger2 = Helper(1600),StateNo=[1650,1651]

[State -1,S_NS];Sn
Type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=!var(3)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
TriggerAll=!(StateNo=205&&P2BodyDist X*fvar(8)<35)||var(55)=103&&StateNo=205&&PrevStateNo!=220
TriggerAll=(var(55)!=[100,105])||var(55)=103&&StateNo=205&&PrevStateNo!=220
TriggerAll=StateNo!=205||!var(46)
TriggerAll=MoveContAct
TriggerAll=(StateNo=[200,210])||(StateNo=[400,410])
TriggerAll=P2BodyDist X*fvar(8)=[-5,28]
Trigger1 = !NumHelper(1600)
Trigger2 = NumHelper(1600)>0
Trigger2 = !(StateNo=206&&MoveHit&&((Helper(1600),StateNo=[1600,1609])||(Helper(1600),StateNo=[2620,2622])&&Helper(1600),Time<=15||Helper(1600),StateNo=2621&&Helper(1600),Animtime<-1))

[State -1,S_NS];S󒆃qbg
Type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=!var(3)
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2BodyDist Y*fvar(9)>-45
TriggerAll=P2StateType=A
TriggerAll=MoveContAct
Trigger1 = (StateNo=[200,210])&&StateNo!=205||(StateNo=[400,410])
Trigger1 = P2BodyDist X*fvar(8)=[-25,28]
[State -1,S_CD];2D
Type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=!var(3)
TriggerAll=P2StateNo!=[2642,2649]
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=(var(55)!=[100,105])||var(55)=102||var(55)=103
TriggerAll=MoveContAct
TriggerAll=P2BodyDist X*fvar(8)=[-5,50]
TriggerAll=(StateNo=[220,228])||StateNo=200||StateNo=400
TriggerAll=!P2BodyDist Y*fvar(9)
Trigger1 = var(55)!=102
Trigger2 = var(55)=102
Trigger2 = NumHelper(1600)>0
Trigger2 = Helper(1600),StateNo=[1650,1651]

[State -1,S_NS];S
Type = ChangeState
value = 225
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=!var(3)
TriggerAll=P2StateType!=L
TriggerAll=(var(55)!=[100,105])
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!(StateNo=205&&P2BodyDist X*fvar(8)<35)
TriggerAll=MoveContact
Trigger1 = StateNo=220
Trigger1 = !(P2BodyDist Y*fvar(9))&&P2StateType!=A
Trigger1 = P2BodyDist X*fvar(8)=[-5,125]
Trigger2 = !NumHelper(1600)
Trigger2 = (StateNo=[200,210])||(StateNo=[400,410])
Trigger2 = P2BodyDist X*fvar(8)=[29,125]
Trigger2 = !P2BodyDist Y*fvar(9)&&P2StateType!=A
Trigger3 = NumHelper(1600)>0
Trigger3 = !(StateNo=206&&StateNo=220&&MoveHit&&((Helper(1600),StateNo=[1600,1609])||(Helper(1600),StateNo=[2620,2622])&&Helper(1600),Time<=15||Helper(1600),StateNo=2621&&Helper(1600),Animtime<-1))
Trigger3 = (StateNo=[200,210])||(StateNo=[400,410])
Trigger3 = P2BodyDist X*fvar(8)=[29,125]
Trigger3 = !P2BodyDist Y*fvar(9)&&P2StateType!=A

[State -1,c_S];2S
Type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=!var(3)
TriggerAll=P2StateType!=L&&P2StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(var(55)!=[100,105])
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!var(46)
TriggerAll=!(StateNo=205&&P2BodyDist X*fvar(8)<35)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct
Trigger1 = !NumHelper(1600)
Trigger1 = (StateNo=[200,220])&&StateNo!=215||(StateNo=[400,410])
Trigger1 = !(P2BodyDist Y*fvar(9))
Trigger1 = P2BodyDist X*fvar(8)=[-5,125]
Trigger2 = NumHelper(1600)>0
Trigger2 = !(StateNo=206&&StateNo=220&&MoveHit&&((Helper(1600),StateNo=[1600,1609])||(Helper(1600),StateNo=[2620,2622])&&Helper(1600),Time<=15||Helper(1600),StateNo=2621&&Helper(1600),Animtime<-1))
Trigger2 = (StateNo=[200,220])&&StateNo!=215||(StateNo=[400,410])
Trigger2 = !(P2BodyDist Y*fvar(9))
Trigger2 = P2BodyDist X*fvar(8)=[-5,125]
Trigger3 = (StateNo=[225,228])
Trigger3 = !(P2BodyDist Y*fvar(9))
Trigger3 = (P2BodyDist X*fvar(8)=[80+(fvar(17)<20)*20,125])||StateNo=228
Trigger3 = fvar(30)>=8

[State -1,S_HS];6HS
Type = ChangeState
value = 235
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=(var(55)!=[100,105])
TriggerAll=!var(3)
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveHit
TriggerAll=fvar(30)>=13
Trigger1 = StateNo=410
Trigger1 = P2BodyDist X*fvar(8)=[-5,75]
Trigger1 = (P2BodyDist Y*fvar(9)=[-75,0])

[State -1,minieddie];HS
Type = ChangeState
value = 1530
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<var(59)*30
TriggerAll=fvar(38)>0
TriggerAll=(var(55)!=[100,105])
triggerall = numhelper(3680) = 0
triggerall = var(32) = 0
triggerall = var(33) >= 90
triggerall = var(34) <= 1
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(StateNo=[200,450])&&StateNo!=215&&StateNo!=235&&StateNo!=232&&StateNo!=240&&StateNo!=230
TriggerAll=P2MoveType=H
TriggerAll=P2Stateno!=[3000,3199]
TriggerAll=MoveGuarded
Trigger1 = (EnemyNear,StateNo=[120,159])


[State -3,S_FK];A
Type = ChangeState
value = 3000
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=var(58)!=1&&!(var(58)=2&&P2StateType=C)
TriggerAll=StateType!=A
TriggerAll=Power>=999
TriggerAll=!var(40)
TriggerAll=var(50)>=-45&&var(52)>70
TriggerAll=Stateno=225||Stateno=420||(Stateno=[230,231])||Stateno=430
TriggerAll=MoveHit
TriggerAll=!(Stateno=230&&P2BodyDist X*fvar(8)<40)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2BodyDist Y*fvar(9)=[-125,0]
TriggerAll=(P2StateNo!=[120,155])
TriggerAll=fvar(30)>=16
TriggerAll=P2BodyDist X*fvar(8)=[10,135-35*(fvar(17)>10)+vel x*5+(EnemyNear(floor(fvar(18))),vel x*11)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = 0;NumHelper(1600)>0&&var(58)!=2
Trigger1 = (Helper(1600),StateNo!=[1620,1630])&&(Helper(1600),StateNo!=[2610,2630])
Trigger2 = !NumHelper(1600)
Trigger2 = !(var(32)=0&&var(34)<=1)

[State -3,S_FK];Z`l
Type = ChangeState
value = 3400
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=var(58)=1
TriggerAll=StateType!=A
TriggerAll=Power>=999
TriggerAll=!var(40)
TriggerAll=var(50)>=-45
TriggerAll=(Stateno=234)
TriggerAll=MoveHit
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2BodyDist Y*fvar(9)=[-125,0]
TriggerAll=(P2StateNo!=[120,155])
TriggerAll=fvar(30)>=6
TriggerAll=P2BodyDist X*fvar(8)=[10,75+7*(fvar(30)-6)]
Trigger1 = !NumHelper(1600)
Trigger1 = !(var(32)=0&&var(34)<=1)

[State -3,INV_S];C@CgwS
Type = ChangeState
Value = 1000
TriggerAll=(var(59)>0&&Random<var(59)*100)||fvar(39)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(var(55)!=[100,105])
TriggerAll=P2StateNo!=[2642,2649]
TriggerAll=P2BodyDist X*fvar(8)=[-5+40*(StateNo=230),100+25*(StateNo=450)]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!(Stateno=230&&P2BodyDist X*fvar(8)<40&&power>999&&var(34)=3&&var(50)>-32)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
triggerall = numhelper(1001) = 0
triggerall = var(30) = 0
TriggerAll=Movehit
TriggerAll=fvar(30)>=18
TriggerAll=!(var(58)=2&&(StateNo=[230,231])&&P2StateType=C&&power>499&&var(34)=3&&var(50)>-32)
TriggerAll=(StateNo=[230,231])&&P2BodyDist X*fvar(8)<=59||StateNo=220&&P2BodyDist X*fvar(8)<=62||(StateNo=420||StateNo=450)&&!NumHelper(1600)
Trigger1 = !NumHelper(1600)
Trigger2 = NumHelper(1600)>0
Trigger2 = !((Helper(1600),StateNo=[1600,1602])&&Helper(1600),P2BodyDist X<75)||(StateNo=[231,232])&&P2StateType=A
Trigger2 = !(var(58)=2&&StateNo=230&&var(33)>40&&Helper(1600),P2BodyDist X<75)&&var(58)!=2
Trigger3 = NumHelper(1600)>0
Trigger3 = Helper(1600),StateNo=2644
[State -1,minieddie];HS
Type = ChangeState
value = 1530
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<var(59)*140
TriggerAll=fvar(38)>0
triggerall = numhelper(3680) = 0
triggerall = var(32) = 0
triggerall = var(33) >= 90
triggerall = var(34) <= 1
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(StateNo=[230,236])&&StateNo!=232&&(StateNo!=[235,236])
TriggerAll=MoveContAct
TriggerAll=P2MoveType=H
TriggerAll=P2Stateno!=[3000,3199]
Trigger1 = (EnemyNear,StateNo=[120,159])&&fvar(30)>=19


[State -3,INV_HS];qC@CgwHS
Type = ChangeState
TriggerAll=(var(59)>0&&Random<var(59)*100)||fvar(39)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(var(55)!=[100,105])
TriggerAll=P2StateNo!=[2642,2649]
triggerall = numhelper(1002) = 0
triggerall = var(31) = 0
TriggerAll=(P2BodyDist X*fvar(8)=[130,280])
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=A
TriggerAll=MoveContAct
TriggerAll=(StateNo=[230,231])||(StateNo=[225,228])||StateNo=420
Trigger1 = !NumHelper(1600)
Trigger2 = NumHelper(1600)>0
Trigger2 = 0;(P2StateNo=[120,159])&&var(58)!=2||(StateNo=[231,232])&&P2StateType=A
Trigger3 = 0;NumHelper(1600)>0
Trigger3 = (Helper,StateNo=[1600,1602])||Helper,StateNo=1610+1000*(var(58)=2)&&Helper,Animtime>-4&&Power<500
Trigger3 = (P2StateNo!=[120,159])
Value = 1050

[State -3,S_FK];A
Type = ChangeState
value = 3000
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=var(58)!=1
TriggerAll=StateType!=A
TriggerAll=Power>=999
TriggerAll=!var(40)
TriggerAll=var(50)>=-45
TriggerAll=Stateno=225||Stateno=420||(Stateno=231)||Stateno=430
TriggerAll=MoveHit
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2BodyDist Y*fvar(9)=[-125,0]
TriggerAll=(P2StateNo!=[120,155])
TriggerAll=fvar(30)>=16
TriggerAll=!(var(58)=2&&(StateNo=[230,231])&&P2StateType=C&&power>499&&var(34)=3&&var(50)>-32)
TriggerAll=P2BodyDist X*fvar(8)=[10,135-35*(fvar(17)>10)+vel x*5+(EnemyNear(floor(fvar(18))),vel x*11)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = 0;NumHelper(1600)>0&&var(58)!=2
Trigger1 = (Helper(1600),StateNo!=[1620,1630])&&(Helper(1600),StateNo!=[2610,2630])
Trigger2 = !NumHelper(1600)

[State -3,S_FK];Z`l
Type = ChangeState
value = 3400
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=var(58)=1
TriggerAll=StateType!=A
TriggerAll=Power>=999
TriggerAll=!var(40)
TriggerAll=var(50)>=-45
TriggerAll=(Stateno=234)
TriggerAll=MoveHit
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2BodyDist Y*fvar(9)=[-125,0]
TriggerAll=(P2StateNo!=[120,155])
TriggerAll=fvar(30)>=6
TriggerAll=P2BodyDist X*fvar(8)=[10,75+7*(fvar(30)-6)]
Trigger1 = !NumHelper(1600)
[State -3,S_FK];Z`l
Type = ChangeState
value = 3400
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=var(58)=1
TriggerAll=StateType!=A
TriggerAll=Power>=999
TriggerAll=!var(40)
TriggerAll=var(50)>=-45
TriggerAll=(StateNo=[225,228])||StateNo=420
TriggerAll=MoveHit
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2BodyDist Y*fvar(9)=[-125,0]
TriggerAll=(P2StateNo!=[120,155])
TriggerAll=fvar(30)>=6
TriggerAll=P2BodyDist X*fvar(8)=[10,65+4*(fvar(30)-6)]
Trigger1 = !NumHelper(1600)

[State -1,minieddie];HS
Type = ChangeState
value = 1530
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<var(59)*140
TriggerAll=fvar(38)>0
triggerall = numhelper(3680) = 0
triggerall = var(32) = 0
triggerall = var(33) >= 90
triggerall = var(34) <= 1
TriggerAll=(var(55)!=[100,105])
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(StateNo=[200,450])&&StateNo!=215&&StateNo!=235&&StateNo!=232&&StateNo!=240&&StateNo!=205&&(StateNo!=[225,227])
TriggerAll=P2MoveType=H
TriggerAll=P2Stateno!=[3000,3199]
Trigger1 = MoveContAct

[State -1,Jump];z[~OWv
Type = ChangeState
value = ifelse(Statetype=A,242,241)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=MoveHit
Trigger1 = StateNo=240
Trigger1 = numtarget(240)
Trigger1 = var(22)=24
Trigger1 = var(55):=5
Trigger2 = StateNo=640
Trigger2 = var(22)>11||var(22)>1&&fvar(17)<20&&var(58)=2
;
;󒆖ډ 
;
[State -3,AirDash];_bV
Type = ChangeState
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<var(59)*120||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040&&Ctrl||ctrl
triggerAll=pos y <= ifelse(vel y < 0,-37.5,-10)
Trigger1 = PrevStateNo=38||PrevStateNo=36
Trigger2 = 0;var(55)=22
Value = ifelse(PrevStateNo=38,110,115)

[State -1,A_S];M[
Type = ChangeState
value = 1400
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040&&Ctrl||ctrl||(StateNo=99||StateNo=242)&&var(55)=5
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=fvar(30)>=12||var(55)=11
Trigger1 = PrevStateNo=37
Trigger2 = var(58)=2
Trigger2 = 0;var(55)=5&&!var(22)
Trigger2 = ifelse(facing=1,(helper(50000+id),rootdist X)<95,(helper(60000+id),rootdist X)<95)||fvar(17)<20
Trigger2 = fvar(30)<=40

[State -1,A_S]
Type = ChangeState
value = 99
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType=A
triggerall=var(11) != 1
triggerall=var(12) = 0
triggerAll=var(13) = 2
triggerAll=ctrl
;TriggerAll=P2StateType!=L
;TriggerAll=(P2StateNo!=[130,159])||Pos Y<-30
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = var(55)=[30,31]
Trigger1 = ifelse(var(55)=31,var(55):=30,1)
Trigger2 = var(55)=32||(var(55)=[35,38])
Trigger3 = var(55)=102

[State -1,A_S]
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||(stateno = 110 && time >= ifelse(var(58)=2,9,6)) || (stateno = 115 && time >= ifelse(var(58)=2,8,5))||stateno=99
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(58)!=1
TriggerAll=!(var(58)=2&&var(55)=3)
TriggerAll=(var(55)!=[35,38])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=(PrevStateNo!=[36,38])
TriggerAll=fvar(30)>=7
;TriggerAll=!((P2StateNo=[120,155])&&P2StateType!=A)
TriggerAll=PrevStateNo!=[950,961]
Trigger1 = var(55)=34
Trigger2 = var(55)=30||var(55)=102&&StateNo=99
Trigger2 = P2BodyDist X*fvar(8)=[-35,9+vel x*7+(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
Trigger2 = fvar(30)=7;||fvar(30)>=7&&P2StateType!=A&&(P2StateNo=[120,159])&&StateNo=99
Trigger2 = !NumHelper(1600)
Trigger3 = NumHelper(1600)>0
Trigger3 = var(55)=30||var(55)=102&&StateNo=99
Trigger3 = P2BodyDist X*fvar(8)=[-35,9+23*(Helper(1600),StateNo=2621)+vel x*7+(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*12)*(1-(Facing=Enemynear,Facing)*2)]
Trigger3 = fvar(30)=7;||fvar(30)>=7&&P2StateType=A

[State -1,A_D]
Type = ChangeState
value = 640;-10*(var(55)=10)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||(stateno = 110 && time >= ifelse(var(58)=2,9,6)) || (stateno = 115 && time >= ifelse(var(58)=2,8,5))||stateno=99
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=!(var(58)=2&&var(55)=3)
TriggerAll=(var(55)!=[35,38])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=(PrevStateNo!=[36,38])
TriggerAll=fvar(30)>=11
TriggerAll=!((P2StateNo=[120,155])&&P2StateType!=A)
TriggerAll=PrevStateNo!=[950,961]
TriggerAll=(P2BodyDist Y*fvar(9)-vel y*11+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*11+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*66)=[-108-(vel y<0)*45,35])||var(55)=10||var(55)=5
Trigger1 = var(55)=32&&StateNo=99
Trigger2 = var(22)>=12
;Trigger3 = var(55)=10

[State -1,A_D]
Type = null;ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||(stateno = 110 && time >= ifelse(var(58)=2,9,6)) || (stateno = 115 && time >= ifelse(var(58)=2,8,5))||stateno=99
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=(var(55)!=[35,38])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=(PrevStateNo!=[36,38])
TriggerAll=fvar(30)>=11
TriggerAll=var(58)!=2
TriggerAll=!((P2StateNo=[120,155])&&P2StateType!=A)
TriggerAll=PrevStateNo!=[950,961]
TriggerAll=(P2BodyDist Y*fvar(9)-vel y*11+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*11+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*66)=[-108-(vel y<0)*45,35])||var(55)=10||var(55)=5
TriggerAll=ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))-vel x*11<95||fvar(17)<20
TriggerAll=(P2BodyDist X*fvar(8)=[-45,95+vel x*11])
TriggerAll=NumHelper(1600)>0
TriggerAll=Helper(1600),StateNo!=[1610,1690]
TriggerAll=EnemyNear(floor(fvar(18))),GetHitVar(HitshakeTime)=0
Trigger1 = EnemyNear(floor(fvar(18))),Pos Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5.5)*11=[-156,-126]

[State -1,A_D]
Type = null;ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||(stateno = 110 && time >= ifelse(var(58)=2,9,6)) || (stateno = 115 && time >= ifelse(var(58)=2,8,5))||stateno=99
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(PrevStateNo!=[36,38])
TriggerAll=fvar(30)>=11
TriggerAll=var(58)!=2
TriggerAll=!((P2StateNo=[120,155])&&P2StateType!=A)
TriggerAll=PrevStateNo!=[950,961]
TriggerAll=P2BodyDist Y*fvar(9)-(vel y+GetHitVar(Yaccel)*5.5)*11+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5.5)*11=[-35,65]
TriggerAll=ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))-vel x*11<95||fvar(17)<20
TriggerAll=(P2BodyDist X*fvar(8)=[-45,95+vel x*11])
TriggerAll=NumHelper(1600)>0&&var(33)>9
TriggerAll=EnemyNear(floor(fvar(18))),GetHitVar(HitshakeTime)=0
Trigger1 = EnemyNear(floor(fvar(18))),Pos Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5.5)*11-20=[-156,-126]
;Trigger1 = var(55):=10

[State -1,A_K]
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||(stateno = 110 && time >= ifelse(var(58)=2,9,6)) || (stateno = 115 && time >= ifelse(var(58)=2,8,5))||stateno=99
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=(PrevStateNo!=[36,38])
TriggerAll=(var(55)!=5)
TriggerAll=!(var(58)=2&&var(55)=3)
TriggerAll=(var(55)!=[35,38])
TriggerAll=(var(55)!=[31,33])&&var(55)!=102||stateno=99&&var(55)=102&&fvar(30)=5
TriggerAll=!var(22)
TriggerAll=((P2StateNo=[120,155])||fvar(30)>=5)&&var(55)!=30||(fvar(30)=5||P2StateType=A)&&var(55)=30
TriggerAll=PrevStateNo!=[950,961]
TriggerAll=P2BodyDist X*fvar(8)-vel x*(5+5*(StateNo=110))-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-45,97]
TriggerAll=P2BodyDist Y*fvar(9)-vel y*5+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*5+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*15)=[-28-(vel y<0)*45,78]
TriggerAll=EnemyNear(floor(fvar(18))),Pos y-vel y*5+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*5+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*15)>-140||fvar(30)<11
Trigger1 = var(55)!=2||fvar(30)<11
Trigger2 = NumHelper(1600)>0
Trigger2 = Helper(1600),StateNo=2630&&Helper(1600),MoveHit

[State -1,A_HStwo];AHS-two
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||(stateno = 110 && time >= ifelse(var(58)=2,9,6)) || (stateno = 115 && time >= ifelse(var(58)=2,8,5))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=(var(55)!=5);||var(22)<1
TriggerAll=!(var(58)=2&&var(55)=3)
TriggerAll=(var(55)!=[35,38])
TriggerAll=(var(55)!=[31,33])&&var(55)!=102
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=(PrevStateNo!=[36,38])
TriggerAll=(P2StateNo=[120,155])||fvar(30)>=11+3*(var(58)=1)
TriggerAll=!((P2StateNo=[120,155])&&P2StateType!=A)
TriggerAll=PrevStateNo!=[950,961]
TriggerAll=NumHelper(1600)>0
TriggerAll=!(Helper(1600),StateNo=1630&&Helper(1600),MoveHit)
Trigger1 = P2BodyDist X*fvar(8)-vel x*11-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*11)*(1-(Facing=Enemynear,Facing)*2)=[-35-55*(fvar(17)<10),67]
Trigger1 = fvar(39):=(EnemyNear(floor(fvar(18))),GetHitvar(HitShaketime))||1
Trigger1 = P2BodyDist Y*fvar(9)-(vel y+GetHitVar(Yaccel)*5.5)*11+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*(11-fvar(39))*0.5)*(11-fvar(39))=[-35,65]
Trigger2 = fvar(30)>=12
Trigger2 = P2BodyDist X*fvar(8)-vel x*12-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*12)*(1-(Facing=Enemynear,Facing)*2)=[-35-55*(fvar(17)<10),67]
Trigger2 = fvar(39):=(EnemyNear(floor(fvar(18))),GetHitvar(HitShaketime))||1
Trigger2 = P2BodyDist Y*fvar(9)-(vel y+GetHitVar(Yaccel)*6)*12+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*(12-fvar(39))*0.5)*(12-fvar(39))=[-35,65]
Trigger3 = fvar(30)>=13
Trigger3 = P2BodyDist X*fvar(8)-vel x*13-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*13)*(1-(Facing=Enemynear,Facing)*2)=[-35-55*(fvar(17)<10),67]
Trigger3 = fvar(39):=(EnemyNear(floor(fvar(18))),GetHitvar(HitShaketime))||1
Trigger3 = P2BodyDist Y*fvar(9)-(vel y+GetHitVar(Yaccel)*6.5)*13+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*(13-fvar(39))*0.5)*(13-fvar(39))=[-35,65]
Trigger4 = fvar(30)>=14
Trigger4 = P2BodyDist X*fvar(8)-vel x*14-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*14)*(1-(Facing=Enemynear,Facing)*2)=[-35-55*(fvar(17)<10),67]
Trigger4 = fvar(39):=(EnemyNear(floor(fvar(18))),GetHitvar(HitShaketime))||1
Trigger4 = P2BodyDist Y*fvar(9)-(vel y+GetHitVar(Yaccel)*7)*14+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*(14-fvar(39))*0.5)*(14-fvar(39))=[-35,65]
Trigger5 = fvar(30)>=15
Trigger5 = P2BodyDist X*fvar(8)-vel x*15-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*15)*(1-(Facing=Enemynear,Facing)*2)=[-35-55*(fvar(17)<10),67]
Trigger5 = fvar(39):=(EnemyNear(floor(fvar(18))),GetHitvar(HitShaketime))||1
Trigger5 = P2BodyDist Y*fvar(9)-(vel y+GetHitVar(Yaccel)*7.5)*15+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*(15-fvar(39))*0.5)*(15-fvar(39))=[-35,65]
Trigger6 = fvar(30)>=16
Trigger6 = P2BodyDist X*fvar(8)-vel x*16-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*16)*(1-(Facing=Enemynear,Facing)*2)=[-35-55*(fvar(17)<10),67]
Trigger6 = fvar(39):=(EnemyNear(floor(fvar(18))),GetHitvar(HitShaketime))||1
Trigger6 = P2BodyDist Y*fvar(9)-(vel y+GetHitVar(Yaccel)*8)*16+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*(16-fvar(39))*0.5)*(16-fvar(39))=[-35,65]
Trigger7 = var(55)=2
Trigger8 = var(22)>=12

[State -1,A_HStwo];AHS-two
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||(stateno = 110 && time >= ifelse(var(58)=2,9,6)) || (stateno = 115 && time >= ifelse(var(58)=2,8,5))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=(var(55)!=5);||var(22)<1
TriggerAll=!(var(58)=2&&var(55)=3)
TriggerAll=(var(55)!=[35,38])
TriggerAll=(var(55)!=[31,33])&&var(55)!=102
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=(PrevStateNo!=[36,38])
TriggerAll=(P2StateNo=[120,155])||fvar(30)>=11+3*(var(58)=1)
TriggerAll=!((P2StateNo=[120,155])&&P2StateType!=A)
TriggerAll=PrevStateNo!=[950,961]
TriggerAll=NumHelper(1600)>0
TriggerAll=(Helper(1600),StateNo=1630&&Helper(1600),MoveHit)
Trigger1 = P2BodyDist X*fvar(8)-vel x*11-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*11)*(1-(Facing=Enemynear,Facing)*2)=[-35-55*(fvar(17)<10),67]
Trigger1 = P2BodyDist Y*fvar(9)-(vel y+GetHitVar(Yaccel)*5.5)*11=[-20+5*(11-(EnemyNear,GetHitVar(hitshaketime))),65]
Trigger2 = fvar(30)>=12
Trigger2 = P2BodyDist X*fvar(8)-vel x*12-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*12)*(1-(Facing=Enemynear,Facing)*2)=[-35-55*(fvar(17)<10),67]
Trigger2 = P2BodyDist Y*fvar(9)-(vel y+GetHitVar(Yaccel)*6)*12=[-20+5*(11-(EnemyNear,GetHitVar(hitshaketime))),65]
Trigger3 = fvar(30)>=13
Trigger3 = P2BodyDist X*fvar(8)-vel x*13-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*13)*(1-(Facing=Enemynear,Facing)*2)=[-35-55*(fvar(17)<10),67]
Trigger3 = P2BodyDist Y*fvar(9)-(vel y+GetHitVar(Yaccel)*6.5)*13=[-20+5*(11-(EnemyNear,GetHitVar(hitshaketime))),65]
Trigger4 = fvar(30)>=14
Trigger4 = P2BodyDist X*fvar(8)-vel x*14-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*14)*(1-(Facing=Enemynear,Facing)*2)=[-35-55*(fvar(17)<10),67]
Trigger4 = P2BodyDist Y*fvar(9)-(vel y+GetHitVar(Yaccel)*7)*14=[-20+5*(11-(EnemyNear,GetHitVar(hitshaketime))),65]
Trigger5 = fvar(30)>=15
Trigger5 = P2BodyDist X*fvar(8)-vel x*15-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*15)*(1-(Facing=Enemynear,Facing)*2)=[-35-55*(fvar(17)<10),67]
Trigger5 = P2BodyDist Y*fvar(9)-(vel y+GetHitVar(Yaccel)*7.5)*15=[-20+5*(11-(EnemyNear,GetHitVar(hitshaketime))),65]
Trigger6 = fvar(30)>=16
Trigger6 = P2BodyDist X*fvar(8)-vel x*16-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*16)*(1-(Facing=Enemynear,Facing)*2)=[-35-55*(fvar(17)<10),67]
Trigger6 = P2BodyDist Y*fvar(9)-(vel y+GetHitVar(Yaccel)*8)*16=[-20+5*(11-(EnemyNear,GetHitVar(hitshaketime))),65]
Trigger7 = var(55)=2
Trigger8 = var(22)>=1
[State -1,A_HS];AHS-notwo
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||(stateno = 110 && time >= ifelse(var(58)=2,9,6)) || (stateno = 115 && time >= ifelse(var(58)=2,8,5))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=(var(55)!=5);||var(22)<1
TriggerAll=!(var(58)=2&&var(55)=3)
TriggerAll=(var(55)!=[35,38])
TriggerAll=(var(55)!=[31,33])&&var(55)!=102
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=(PrevStateNo!=[36,38])
TriggerAll=(P2StateNo=[120,155])||fvar(30)>=11+3*(var(58)=1)
TriggerAll=!((P2StateNo=[120,155])&&P2StateType!=A)
TriggerAll=PrevStateNo!=[950,961]
TriggerAll=!numHelper(1600)
Trigger1 = P2BodyDist X*fvar(8)-vel x*11-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*11)*(1-(Facing=Enemynear,Facing)*2)=[-35-55*(fvar(17)<10),67]
Trigger1 = P2BodyDist Y*fvar(9)-(vel y+GetHitVar(Yaccel)*5.5)*11+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5.5)*11=[-30,65]
Trigger2 = fvar(30)>=12
Trigger2 = P2BodyDist X*fvar(8)-vel x*12-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*12)*(1-(Facing=Enemynear,Facing)*2)=[-35-55*(fvar(17)<10),67]
Trigger2 = P2BodyDist Y*fvar(9)-(vel y+GetHitVar(Yaccel)*6)*12+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*6)*12=[-30,65]
Trigger3 = fvar(30)>=13
Trigger3 = P2BodyDist X*fvar(8)-vel x*13-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*13)*(1-(Facing=Enemynear,Facing)*2)=[-35-55*(fvar(17)<10),67]
Trigger3 = P2BodyDist Y*fvar(9)-(vel y+GetHitVar(Yaccel)*6.5)*13+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*6.5)*13=[-30,65]
Trigger4 = fvar(30)>=14
Trigger4 = P2BodyDist X*fvar(8)-vel x*14-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*14)*(1-(Facing=Enemynear,Facing)*2)=[-35-55*(fvar(17)<10),67]
Trigger4 = P2BodyDist Y*fvar(9)-(vel y+GetHitVar(Yaccel)*7)*14+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*7)*14=[-30,65]
Trigger5 = fvar(30)>=15
Trigger5 = P2BodyDist X*fvar(8)-vel x*15-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*15)*(1-(Facing=Enemynear,Facing)*2)=[-35-55*(fvar(17)<10),67]
Trigger5 = P2BodyDist Y*fvar(9)-(vel y+GetHitVar(Yaccel)*7.5)*15+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*7.5)*15=[-30,65]
Trigger6 = fvar(30)>=16
Trigger6 = P2BodyDist X*fvar(8)-vel x*16-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*16)*(1-(Facing=Enemynear,Facing)*2)=[-35-55*(fvar(17)<10),67]
Trigger6 = P2BodyDist Y*fvar(9)-(vel y+GetHitVar(Yaccel)*8)*16+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*8)*16=[-30,65]
Trigger7 = var(55)=2
Trigger8 = var(22)>=1

[State -1,A_D]
Type = ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||(stateno = 110 && time >= ifelse(var(58)=2,9,6)) || (stateno = 115 && time >= ifelse(var(58)=2,8,5))
TriggerAll=P2StateType!=L
TriggerAll=!(var(58)=2&&var(55)=3)
TriggerAll=P2MoveType=H
TriggerAll=(var(55)!=[35,38])
TriggerAll=(var(55)!=[31,33])&&var(55)!=102&&var(55)!=5
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=(PrevStateNo!=[36,38])
TriggerAll=(P2StateNo=[120,155])||fvar(30)>=11
TriggerAll=!((P2StateNo=[120,155])&&P2StateType!=A)
TriggerAll=PrevStateNo!=[950,961]
Trigger1 = 1;P2BodyDist X*fvar(8)-vel x*11-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*11)*(1-(Facing=Enemynear,Facing)*2)=[-35-55*(fvar(17)<10),76]
Trigger1 = P2BodyDist Y*fvar(9)-(vel y+GetHitVar(Yaccel)*5.5)*11+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5.5)*11=[-108-(vel y<0)*45,35-45*(P2Statetype=C)]
Trigger1 = Pos y+(vel y+GetHitVar(Yaccel)*5.5)*11<0
Trigger1 = !(EnemyNear(floor(fvar(18))),GetHitvar(HitShaketime)=0&&(P2BodyDist Y*fvar(9)-(vel y+GetHitVar(Yaccel)*fvar(30)/2)*fvar(30)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*fvar(30)/2)*fvar(30)<35)&&vel y>2)
;
;󒆌q 
;
;hp
[State -1,AirJump];2iWv
Type = ChangeState
value = 99
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=NumHelper(780+id)>0
TriggerAll=InGuardDist||(Helper(780+id),var(58))
TriggerAll=MoveContAct
Trigger1 = StateNo=610

;
;
;R{

[State -3,Airjump];jump
Type = ChangeState
Value = 99
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<var(59)*120||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=MoveContAct
TriggerAll=StateNo=610||StateNo=640&&var(22)>0
Trigger1 = (P2BodyDist X*fvar(8)=[-55,-5])||(P2BodyDist X*fvar(8)-vel x*11>60-30*(vel x<0))
Trigger1 = P2StateType=A
Trigger1 = var(55):=2
Trigger2 = P2StateType!=A
Trigger2 = vel y<0
Trigger2 = var(55):=30
Trigger3 = P2BodyDist Y*fvar(9)-(vel y+GetHitVar(Yaccel)*5.5)*11>75&&vel y>0
Trigger3 = P2StateType=A
Trigger3 = var(55):=2


[State -1,A_S];M[
Type = ChangeState
value = 1400
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(58)=2
TriggerAll=var(33)>=30
TriggerAll=(P2BodyDist X*fvar(8)=[-15,30+fvar(17)<20*10])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2MoveType=H&&P2StateType=A
TriggerAll=fvar(30)>=13
TriggerAll=NumHelper(1600)>0
TriggerAll=Helper(1600),Stateno=[1600,1602]
TriggerAll=(Helper(1600),P2BodyDist X=[10,80])&&Helper(1600),facing=facing
Trigger1 = (StateNo=[610,630])&&MoveHit
Trigger1 = Power>499&&(EnemyNear(floor(fvar(18))),Pos Y=[-156,0])&&Pos y<-35||Power<499&&(EnemyNear(floor(fvar(18))),Pos Y=[-156,-126])

[State -1,A_S];S
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(58)!=1||fvar(30)<14
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2StateType!=A&&PrevStateNo=110||P2StateType=A&&(vel y<-10.2||MoveGuarded);||var(55)!=30
TriggerAll=MoveContact
TriggerAll=fvar(30)>=9||(P2StateNo=[120,159])
TriggerAll=StateNo=610
Trigger1 = PrevStateNo!=110||var(58)=2
Trigger1 = P2BodyDist X*fvar(8)=[-35,70-30*(vel y<-10.2)]
Trigger1 = P2BodyDist Y*fvar(9)=[-50+20*(vel y<-10.2),60]
Trigger2 = PrevStateNo=110||MoveGuarded&&P2StateType=A
Trigger2 = fvar(30)<11||MoveGuarded&&P2StateType=A

[State -1,A_S];HS
Type = ChangeState
value = 630-10*(var(58)=1&&var(55)=30&&MoveGuarded&&StateNo!=620)
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-35,140]
TriggerAll=P2BodyDist Y*fvar(9)=[-120,110]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
;TriggerAll=P2StateType=A
TriggerAll=MoveContact
TriggerAll=(fvar(30)>=11+3*(var(58)=1)||(P2StateNo=[120,159]))&&var(55)!=30&&var(55)!=102||fvar(30)=11+3*(var(58)=1&&(MoveHit||StateNo=620))&&(var(55)=30||var(55)=102);||StateNo=620&&fvar(30)>=11+3*(var(58)=1&&MoveHit)
Trigger1 = StateNo=620||StateNo=610&&(PrevStateNo!=110||P2StateType=A||var(58)=2);&&(var(58)=1||var(55)!=30)

[State -1,A_S];D
Type = ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-45,120]
;TriggerAll=P2BodyDist Y*fvar(9)=[-100,60]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
;TriggerAll=P2StateType=A
TriggerAll=MoveHit
TriggerAll=Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*5)*10<0
TriggerAll=StateNo=630||StateNo=600
Trigger1 = fvar(30)=11||fvar(30)>=11&&(P2BodyDist Y*fvar(9)-(vel y+GetHitVar(Yaccel)*5.5)*11<=-55)
Trigger2 = fvar(30)>=11&&(Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*5.5)*11=[-15,-5])||var(55)=4||var(55)=10

[State -1,A_S];M[
Type = ChangeState
value = 1400
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=ifelse(facing=1,(helper(50000+id),rootdist X)<95,(helper(60000+id),rootdist X)<95)||fvar(17)<20
TriggerAll=(P2BodyDist X*fvar(8)=[-45,40+55*((EnemyNear(floor(fvar(18))),Pos Y=[-166,-126])&&NumHelper(1600)>0)])||var(55)=4
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2MoveType=H
TriggerAll=fvar(30)>=16
Trigger1 = StateNo=640
Trigger1 = MoveHit=1
Trigger1 = (var(22)=[1,10])&&var(58)!=2||var(55)=10;EnemyNear(floor(fvar(18))),Pos Y>-90*fvar(25)||
Trigger2 = StateNo=[610,630]
Trigger2 = NumHelper(1600)>0
Trigger2 = Helper(1600),StateNo=1630
Trigger2 = Helper(1600),MoveHit
Trigger2 = MoveHit
Trigger2 = P2BodyDist Y*fvar(9)-10*(15-(EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)))=[-35,0]
Trigger3 = StateNo=640
Trigger3 = MoveHit=1&&var(33)>32
Trigger3 = var(58)!=2
Trigger3 = NumHelper(1600)>0
Trigger3 = Helper(1600),StateNo!=[1610,1690]
Trigger3 = EnemyNear(floor(fvar(18))),Pos Y+(-10*fvar(5)+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*fvar(30)*0.5)*fvar(30)=[-216,0]
;Trigger3 = fvar(30)>=27
Trigger3 = var(55):=10

[State -3,Airjump];jump
Type = ChangeState
Value = 99
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<var(59)*120||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(11)!=1
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=MoveContAct
TriggerAll=StateNo=640&&var(22)>0
Trigger1 = 1;var(58)!=2
Trigger2 = var(58)=2
Trigger2 = ifelse(facing=1,(helper(50000+id),rootdist X)>95,(helper(60000+id),rootdist X)>95)&&fvar(17)>20

;
;Ԃ
;
[State -3];TCNo[Xg
Type = ChangeState
value = 750
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=fvar(33)>=1.5
TriggerAll=Power<PowerMax/2
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*18)*(1-(Facing=Enemynear,Facing)*2)=[-55,55]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*18+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*171)=[-130,0]
TriggerAll=Alive
TriggerAll=P2StateNo!=[120,155]
TriggerAll=P2MoveType!=H
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2MoveType=A||EnemyNear(floor(fvar(18))),ctrl
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*40
Trigger1 = (ctrl||fvar(28))||(StateNo=[100,101])
Trigger2 = (Time<=1&&MoveType=A)
Trigger2 = StateNo=[200,640]
Trigger2 = PrevStateNo!=[200,640]


[State -3,am];At@X
Type = ChangeState
value = 3000
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,9]
triggerall=var(40)=0
triggerall=var(58)!=1
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=NumHelper(50000+id)&&NumHelper(60000+id)
TriggerAll=ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))>45
TriggerAll=P2StateNo!=[120,159]
TriggerAll=P2MoveType!=H
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*4
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52
Trigger1 = P2BodyDist X*fvar(8)-vel x*9-(EnemyNear(floor(fvar(18))),vel x*16)*(1-(Facing=Enemynear,Facing)*2)=[40,135]
Trigger1 = (P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*16=[-60,-10])||P2Statetype!=A

[State -3,am];Z`l
Type = ChangeState
value = 3400
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,9]
triggerall=var(40)=0
triggerall=var(58)=1
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=NumHelper(50000+id)&&NumHelper(60000+id)
TriggerAll=P2StateNo!=[120,159]
TriggerAll=P2MoveType!=H
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*4
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52
Trigger1 = P2BodyDist X*fvar(8)-vel x*5-(EnemyNear(floor(fvar(18))),vel x*16)*(1-(Facing=Enemynear,Facing)*2)=[-20,75]
Trigger1 = (P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*2.5)*5=[-110,-10])||P2Statetype!=A

;
;nړ 
;
[State -3,C];Ⴊ(ްސؑւ˂Ă)
Type = ChangeState
value = 11
ctrl=0
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=[120,155]
TriggerAll=StateNo!=[120,155]
TriggerAll=fvar(38)=1
TriggerAll=fvar(38)>0
TriggerAll=StateNo=0
TriggerAll=ctrl
Trigger1 = Random<var(59)*20||var(59)>9


[State -3,S];Ⴊ݉(ްސؑւ˂Ă)
Type = ChangeState
value = 0
ctrl=1
TriggerAll=!IsHelper
triggerAll=RoundState>=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=StateType!=A
Trigger1 = fvar(38)=[2,3]
Trigger1 = StateNo=11
Trigger1 = Random<var(59)*20||var(59)>9
Trigger2 = StateNo=[21,22]
Trigger2 = P2Dist X < 0||RoundState>2
Trigger2 = !((P2StateNo=[120,159])&&P2StateType=A)||RoundState>2
Trigger3 = fvar(38)<0
Trigger3 = StateNo=11

[State -1,Jump8];_bVpWv
Type = null;ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=ctrl||(StateNo=[11,22])||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateNo!=[120,155]
TriggerAll=Random<var(59)*10
TriggerAll=life>300
Trigger1 = P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[220,300]
Trigger1 = P2StateType!=A

[State -1,Dash];_bV
Type = ChangeState
value = 100
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)!=-6
TriggerAll=ctrl||(StateNo=[11,22])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
;triggerall=!var(49)||(fvar(38)=[-4,-1])||(var(55)=[100,104])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||(fvar(38)=[-4,-1])
Trigger1 = P2BodyDist X*fvar(8)>80||((fvar(38)=[-4,-1])||var(55)=100)&&P2BodyDist X*fvar(8)>0
Trigger1 = Random<=var(59)*100
Trigger2 = fvar(38)<0
Trigger2 = var(59)>9
Trigger3 = (P2BodyDist X*fvar(8)=[0,80])&&P2StateType!=A||BackedgeBodydist<20&&(StateNo=11||StateNo=22)
Trigger3 = Random<=var(59)*3

;
;n㗧ZU 
;
[State -3];_h
Type = ChangeState
value = 1300
TriggerAll=!IsHelper
TriggerAll=var(59)=[5,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(35)<=3
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=Helper(780+id),fvar(36)<=7-(var(58)=2)
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(0)=0
TriggerAll=Helper(50000+id),var(40)=0
TriggerAll=(Helper(50000+id),var(20)!=P2StateNo)
TriggerAll=fvar(34)!=1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,30]
TriggerAll=P2StateNo<=999
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2StateNo!=40
TriggerAll=P2MoveType!=H
TriggerAll=PrevStateNo!=[5120,5121]
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])
Trigger1 = Random<ifelse(var(59)>9,var(59)*60,var(59)*30)
Trigger1 = !numhelper(1600)
Trigger1 = var(55):=60
Trigger2 = (P2StateNo=[120,140])
Trigger2 = Random<var(59)*70||var(59)>9
Trigger2 = !numhelper(1600)
Trigger2 = var(55):=60
Trigger3 = Random<ifelse(var(59)>9,var(59)*60,var(59)*30)
Trigger3 = numhelper(1600)>0
Trigger3 = (helper(1600),StateNo!=[1620,1622])&&(helper(1600),StateNo!=[2620,2622])
Trigger3 = !(Helper(1600),StateNo=1630&&Helper(1600),Time<=9)&&!((Helper(1600),StateNo=[1620,1622])&&Helper(1600),Time<=17)&&!(Helper(1600),StateNo=1610&&Helper(1600),Time<=7)
Trigger3 = !((Helper(1600),StateNo=[2620,2622])&&Helper(1600),Time<=15)&&(Helper(1600),StateNo!=[2640,2649])&&!(Helper(1600),StateNo=2610&&Helper(1600),Time<=11)&&!(Helper(1600),StateNo=2630&&Helper(1600),Time<=13)
Trigger3 = var(55):=60
Trigger4 = (P2StateNo=[120,140])
Trigger4 = Random<var(59)*70||var(59)>9
Trigger4 = numhelper(1600)>0
Trigger4 = !(Helper(1600),StateNo=1630&&Helper(1600),Time<=9)&&!((Helper(1600),StateNo=[1620,1622])&&Helper(1600),Time<=17)&&!(Helper(1600),StateNo=1610&&Helper(1600),Time<=7)
Trigger4 = !((Helper(1600),StateNo=[2620,2622])&&Helper(1600),Time<=15)&&(Helper(1600),StateNo!=[2640,2649])&&!(Helper(1600),StateNo=2610&&Helper(1600),Time<=11)&&!(Helper(1600),StateNo=2630&&Helper(1600),Time<=13)
Trigger4 = (helper(1600),StateNo!=[1620,1622])&&(helper(1600),StateNo!=[2620,2622])
Trigger4 = var(55):=60

[State -3,T];
Type  = ChangeState
TriggerAll=!IsHelper
TriggerAll=var(59)>1
TriggerAll=fvar(34)!=1
TriggerAll=!fvar(35)
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),fvar(36)=0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=NumHelper(50000+id)>0
TriggerAll=(Helper(50000+id),var(20)!=P2StateNo)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(Ctrl||fvar(28))||(StateNo=5120&&animtime=0)||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])||(Stateno=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=40
TriggerAll=P2BodyDist X*fvar(8)=[-15,25]
Trigger1 = Random<ifelse(var(59)>9,var(59)*60,var(59)*30)
Trigger2 = (P2StateNo=[120,159])
Trigger2 = Random<var(59)*25||var(59)>10
Value = ifelse((fvar(29)=[3,4]),805,800)

;
;i

[State -1,C_K];K
type = ChangeState
value = 410
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,11]
TriggerAll=var(58)!=2
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(var(55)!=[100,105])
TriggerAll=StateType!=A
TriggerAll=P2StateNo!=105&&(P2StateNo!=[30,40])&&EnemyNear(floor(fvar(18))),Anim!=40
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType=S
TriggerAll=Random<var(59)*6
TriggerAll= P2BodyDist X*fvar(8)+vel x*5+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-4+38*(var(58)=2),48+4*(var(58)=2)]
Trigger1 = !NumHelper(1600)
Trigger2 = NumHelper(1600)
Trigger2 = !(Helper(1600),StateNo=1630&&Helper(1600),Time<=9)&&!((Helper(1600),StateNo=[1620,1622])&&Helper(1600),Time<=17)&&!(Helper(1600),StateNo=1610&&Helper(1600),Time<=7)
Trigger2 = !((Helper(1600),StateNo=[2620,2622])&&Helper(1600),Time<=15)&&(Helper(1600),StateNo!=[2640,2649])&&!(Helper(1600),StateNo=2610&&Helper(1600),Time<=11)&&!(Helper(1600),StateNo=2630&&Helper(1600),Time<=13)

[State -1,C_D];D
type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,11]
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=P2StateNo!=105&&(P2StateNo!=[30,40])&&EnemyNear(floor(fvar(18))),Anim!=40
TriggerAll=var(55)!=100
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2BodyDist X*fvar(8)=[-4,52+vel x*4+(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType=S
TriggerAll=Random<var(59)*12
Trigger1 = !NumHelper(1600)
Trigger2 = NumHelper(1600)
Trigger2 = !(Helper(1600),StateNo=1630&&Helper(1600),Time<=9)&&!((Helper(1600),StateNo=[1620,1622])&&Helper(1600),Time<=17)&&!(Helper(1600),StateNo=1610&&Helper(1600),Time<=7)
Trigger2 = !((Helper(1600),StateNo=[2620,2622])&&Helper(1600),Time<=15)&&(Helper(1600),StateNo!=[2640,2649])&&!(Helper(1600),StateNo=2610&&Helper(1600),Time<=11)&&!(Helper(1600),StateNo=2630&&Helper(1600),Time<=13)

;
;
;i

[State -1,6p];6K
Type = null;ChangeState
value = 215
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(var(55)!=[100,105])
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(45))
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=Random<var(59)*4
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-3,51+14*(StateNo=100)]
Trigger1 = P2StateType=C||Random<var(59)*2&&P2Statetype!=A

[State -1,Jump6];Wv
Type = ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*6)||fvar(39)
TriggerAll=(var(55)!=[100,105])
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(45))
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)=[-15,60]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=var(56)<1
Trigger1 = (ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
Trigger1 = P2StateType=C||Random<var(59)*3
Trigger1 = var(55):=31


[State -1,S_D];D
type = null;ChangeState
value = 240
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(var(55)!=[100,105])
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[42,134+vel x*10+(EnemyNear(floor(fvar(18))),vel x*25)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = P2StateType=C
Trigger1 = Random<ceil(var(59)*0.4)
;
;
;

[State -1,S_P];2P
Type = ChangeState
value = 400
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(var(55)!=[100,105])
TriggerAll=P2StateNo!=105&&(P2StateNo!=[30,40])&&EnemyNear(floor(fvar(18))),Anim!=40
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=Random<var(59)*6
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-3,51]
Trigger1 = !NumHelper(1600)
Trigger2 = NumHelper(1600)
Trigger2 = !(Helper(1600),StateNo=1630&&Helper(1600),Time<=9)&&!((Helper(1600),StateNo=[1620,1622])&&Helper(1600),Time<=17)&&!(Helper(1600),StateNo=1610&&Helper(1600),Time<=7)
Trigger2 = !((Helper(1600),StateNo=[2620,2622])&&Helper(1600),Time<=15)&&(Helper(1600),StateNo!=[2640,2649])&&!(Helper(1600),StateNo=2610&&Helper(1600),Time<=11)&&!(Helper(1600),StateNo=2630&&Helper(1600),Time<=13)

[State -1,S_NS];S
Type = null;ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(58)!=6
TriggerAll=(var(55)!=[100,105])
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*9+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*45)=[-15,0]
TriggerAll=Random<=var(59)*7
TriggerAll=P2BodyDist X*fvar(8)=[-5,28]
Trigger1 = !NumHelper(1600)
Trigger2 = NumHelper(1600)
Trigger2 = !(Helper(1600),StateNo=1630&&Helper(1600),Time<=9)&&!((Helper(1600),StateNo=[1620,1622])&&Helper(1600),Time<=17)&&!(Helper(1600),StateNo=1610&&Helper(1600),Time<=7)
Trigger2 = !((Helper(1600),StateNo=[2620,2622])&&Helper(1600),Time<=15)&&(Helper(1600),StateNo!=[2640,2649])&&!(Helper(1600),StateNo=2610&&Helper(1600),Time<=11)&&!(Helper(1600),StateNo=2630&&Helper(1600),Time<=13)

[State -1,5k];5k
type = ChangeState
value = 210
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=Random<=var(59)*3
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=var(58)!=6
TriggerAll=P2StateNo!=105&&(P2StateNo!=[30,40])&&EnemyNear(floor(fvar(18))),Anim!=40
TriggerAll=(var(55)!=[100,105])
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-4,67+vel x*7+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=!P2BodyDist Y*fvar(9)
Trigger1 = !NumHelper(1600)
Trigger2 = NumHelper(1600)
Trigger2 = !(Helper(1600),StateNo=1630&&Helper(1600),Time<=9)&&!((Helper(1600),StateNo=[1620,1622])&&Helper(1600),Time<=17)&&!(Helper(1600),StateNo=1610&&Helper(1600),Time<=7)
Trigger2 = !((Helper(1600),StateNo=[2620,2622])&&Helper(1600),Time<=15)&&(Helper(1600),StateNo!=[2640,2649])&&!(Helper(1600),StateNo=2610&&Helper(1600),Time<=11)&&!(Helper(1600),StateNo=2630&&Helper(1600),Time<=13)

[State -1,C_S];2S
Type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[6,11]
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=(var(55)!=[100,105])
TriggerAll=StateType!=A
TriggerAll=P2StateNo!=105&&(P2StateNo!=[30,40])&&EnemyNear(floor(fvar(18))),Anim!=40
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[46,100]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=Random<var(59)*4
Trigger1 = !NumHelper(1600)
Trigger2 = NumHelper(1600)
Trigger2 = !(Helper(1600),StateNo=1630&&Helper(1600),Time<=9)&&!((Helper(1600),StateNo=[1620,1622])&&Helper(1600),Time<=17)&&!(Helper(1600),StateNo=1610&&Helper(1600),Time<=7)
Trigger2 = !((Helper(1600),StateNo=[2620,2622])&&Helper(1600),Time<=15)&&(Helper(1600),StateNo!=[2640,2649])&&!(Helper(1600),StateNo=2610&&Helper(1600),Time<=11)&&!(Helper(1600),StateNo=2630&&Helper(1600),Time<=13)

[State -1,S_S];S
Type = ChangeState
value = 225
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,10]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(var(55)!=[100,105])
TriggerAll=StateType!=A
TriggerAll=P2StateNo!=105&&(P2StateNo!=[30,40])&&EnemyNear(floor(fvar(18))),Anim!=40
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=var(58)!=6
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*11)*(1-(Facing=Enemynear,Facing)*2)=[54,122]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5.5)*11=[-40,0]
TriggerAll=Random<var(59)*3
Trigger1 = !NumHelper(1600)
Trigger2 = NumHelper(1600)
Trigger2 = !(Helper(1600),StateNo=1630&&Helper(1600),Time<=9)&&!((Helper(1600),StateNo=[1620,1622])&&Helper(1600),Time<=17)&&!(Helper(1600),StateNo=1610&&Helper(1600),Time<=7)
Trigger2 = !((Helper(1600),StateNo=[2620,2622])&&Helper(1600),Time<=15)&&(Helper(1600),StateNo!=[2640,2649])&&!(Helper(1600),StateNo=2610&&Helper(1600),Time<=11)&&!(Helper(1600),StateNo=2630&&Helper(1600),Time<=13)

;
;󒆈ړ
;

[State -1,AirJump];QiWv
Type = ChangeState
value = 99
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=var(55)!=40
TriggerAll=ctrl
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=[120,155]
Trigger1 = 0;StateNo!=[120,155]
Trigger1 = numHelper(50000+id)>0
Trigger1 = !(Helper(50000+id),var(59))
Trigger1 = vel y>0
Trigger1 = P2BodyDist Y*fvar(9)=[-100,99]
Trigger1 = Random<var(59)*5
TriggerAll=NumHelper(780+id)>0
Trigger2 = InGuardDist||(Helper(780+id),var(58))
Trigger2 = P2StateType!=A
Trigger2 = EnemyNear(floor(fvar(18))),Stateno>199
Trigger2 = vel y>0

[State -1,AirDash];_bV
Type = null;ChangeState
value = 110
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=2||fvar(30)<115
TriggerAll=var(55)!=25
TriggerAll=!var(11)
TriggerAll=StateType=A
triggerall = pos y <= ifelse(vel y<0,-40,-10)
triggerall = pos y >=-50
TriggerAll=(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040&&Ctrl||(StateNo=[120,140])&&Ctrl
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2MoveType!=H||(Helper(780+id),var(45))&&(P2StateNo=[120,159])
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)>140
Trigger1 = Random<var(59)*10

[State -1,AirBackDash];_bV
Type = null;ChangeState
value = 115
TriggerAll=!IsHelper
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=2||fvar(30)<115
TriggerAll=var(59)>0
TriggerAll=!var(11)
TriggerAll=StateType=A
triggerall = pos y <= ifelse(vel y < 0,-35,-10)
TriggerAll=(StateNo=[50,59]);||(StateNo=[5200,5210])||StateNo=5040&&Ctrl||(StateNo=[120,140])&&Ctrl
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=!((NumHelper(1210)>0||NumHelper(1213)>0)&&fvar(17)<35)
Trigger1 = P2BodyDist X*fvar(8)=[0,180]
Trigger1 = Random<var(59)*2

;
;󒆗ZU 
;
[State -1,AirT];󒆓
type = ChangeState
value = 850
triggerall = !ishelper
TriggerAll=RoundState=2
TriggerAll=var(59)>1
TriggerAll=!fvar(35)
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),fvar(36)=0
triggerall = statetype = A
triggerall =(Ctrl||fvar(28))
TriggerAll=P2BodyDist X*fvar(8)=[-42,55-(var(58)=2)*12]
TriggerAll=P2BodyDist Y*fvar(9)=[-49,19]
triggerall = p2statetype = A
triggerall = p2movetype != H
triggerall = !helper(780+id),var(8)
Trigger1 = Random<var(59)*70
Trigger2 = (P2StateNo=[120,140])||(P2StateNo=[5200,5210])||(StateNo=[5200,5210])
Trigger2 = Random<var(59)*140
;I
;
;
[State -3];K
Type = ChangeState
Value = 620
TriggerAll=var(59)>0
TriggerAll=var(58)=2||var(55)=30
TriggerAll=fvar(38)
TriggerAll=!fvar(34)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=!Numhelper(1081)
TriggerAll=var(55)!=31&&var(55)!=25
TriggerAll=StateNo!=99||StateNo=99&&Time>4
TriggerAll=(ctrl||fvar(28))||(stateno = 110 && time >= ifelse(var(58)=2,9,6)) || (stateno = 115 && time >= ifelse(var(58)=2,8,5));||stateno = 99
TriggerAll=(P2BodyDist X*fvar(8)-vel x*7-EnemyNear(floor(fvar(18))),vel x*7=[-20,35-15*(var(55)=30)]);||var(55)=30
Trigger1 = 0;P2StateType=A
Trigger1 = Random<var(59)*37
Trigger2 = P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*3.5)*7=[0,90+30*(P2StateType!=C)-45*(vel y<0)]
Trigger2 = P2StateType!=A
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*3.5)*7<-10
Trigger2 = NumHelper(1600)>0
Trigger2 = Helper(1600),StateNo!=[2640,2641]
Trigger2 = Random<var(59)*100
Trigger3 = var(55)=30
Trigger3 = NumHelper(1600)>0
Trigger3 = Helper(1600),StateNo!=[2640,2641]
Trigger4 = var(55)=30
Trigger4 = !NumHelper(1600)
Trigger5 = !NumHelper(1600)
Trigger5 = P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*3.5)*7=[0,90+30*(P2StateType!=C)-45*(vel y<0)]
Trigger5 = P2StateType!=A
Trigger5 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*3.5)*7<-10
Trigger5 = Random<var(59)*100
[State -3];K
Type = ChangeState
Value = 610
TriggerAll=var(59)>0
TriggerAll=fvar(38)
TriggerAll=!fvar(34)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=NumHelper(50000+id)>0
TriggerAll=!((P2BodyDist X*fvar(8)-vel x*7-EnemyNear(floor(fvar(18))),vel x*7=[-20,35-15*(var(55)=30)])&&P2StateType!=A&&var(55)=30)||Helper(50000+id),var(10)
TriggerAll=var(55)!=31&&var(55)!=25
TriggerAll=(ctrl||fvar(28))||(stateno = 110 && time >= ifelse(var(58)=2,9,6)) || (stateno = 115 && time >= ifelse(var(58)=2,8,5))||stateno = 99
TriggerAll=(P2BodyDist X*fvar(8)-vel x*4-EnemyNear(floor(fvar(18))),vel x*4=[-20+20*(var(58)=2),120])||var(55)=30
Trigger1 = P2StateType=A
Trigger1 = Random<var(59)*37
Trigger1 = P2BodyDist Y*fvar(9)=[-50,170]
Trigger2 = P2StateType!=A
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4)*5>-20
Trigger2 = Random<var(59)*100
Trigger3 = var(55)=30

[State -1,minieddie];HS
Type = ChangeState
value = 1530
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<var(59)*140
TriggerAll=fvar(38)>0
triggerall = numhelper(3680) = 0
triggerall = var(32) = 0
triggerall = var(33) >= 90
triggerall = var(34) <= 1
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 197,20,61)&&StateNo=[195,196])
TriggerAll=P2MoveType=H&&(var(55)!=20||P2BodyDist X<145)
TriggerAll=P2Stateno!=[3000,3199]
TriggerAll=P2StateType=A||P2StateType=L||(EnemyNear,StateNo=[120,159])
TriggerAll=(EnemyNear,StateNo!=[120,159])||(EnemyNear,StateNo=[120,159])&&fvar(30)>=19
Trigger1 = P2BodyDist Y*fvar(9)=[-20,20]
Trigger1 = !NumHelper(1001)&&!NumHelper(1002)&&!NumHelper(1081)||P2StateType=L
Trigger2 = EnemyNear,StateNo=[5120,5121]
Trigger2 = EnemyNear,AnimTime<=-35
Trigger3 = fvar(30)<=7
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*10<=-200
Trigger4 = (P2BodyDist Y*fvar(9)=[-5,20])&&EnemyNear(floor(fvar(18))),vel y>=0
Trigger4 = NumHelper(1001)>0
Trigger4 = Helper(1001),MoveHit&&!(Enemy,GetHitVar(hitshaketime))
Trigger4 = fvar(17)>30||P2BodyDist X*fvar(8)>98
Trigger5 = var(55)=14

[State -1,minieddie];HS
Type = ChangeState
value = 1530
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<var(59)*140
TriggerAll=fvar(38)>0
triggerall = numhelper(3680) = 0
triggerall = var(32) = 0
triggerall = var(33) >= 90
triggerall = var(34) <= 1
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
;TriggerAll=fvar(30)>=6||P2StateType=L
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=P2StateType=A||P2StateType=L
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 197,20,61)&&StateNo=[195,196])
TriggerAll=P2MoveType!=H
TriggerAll=P2Stateno!=[3000,3199]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*10<=-300
[State -1,minieddie1];Җ߂
Type = ChangeState
value = 1580
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<var(59)*140
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(1600)>0
TriggerAll=!((Helper(1600),StateNo=[2620,2621])&&P2StateType=A)||var(56);&&Helper(1600),MoveHit
triggerall = var(34) = 2
triggerall = var(32) = 1
triggerall = var(33) = [3-2*(Helper(1600),StateNo!=[1600,1602]),30]
TriggerAll=fvar(34)!=1&&(var(55)!=[102,103])
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 197,20,61)&&StateNo=[195,196])
TriggerAll=P2MoveType=H
TriggerAll=P2Stateno!=[3000,3199]
TriggerAll=P2StateType=A||P2StateType=L||(EnemyNear,StateNo=[120,159])
TriggerAll=(EnemyNear,StateNo!=[120,159])||(EnemyNear,StateNo=[120,159])&&fvar(30)>=19
Trigger1 = P2BodyDist Y*fvar(9)=[-20,20]
Trigger1 = !NumHelper(1001)&&!NumHelper(1002)&&!NumHelper(1081)&&(P2StateNo!=[1181,1189])
Trigger2 = EnemyNear,StateNo=[5120,5121]
Trigger2 = EnemyNear,AnimTime<=-35
Trigger3 = fvar(30)<=7
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*10<=-200

[State -1,minieddie3];Җ߂
Type = ChangeState
value = 1580
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<var(59)*140
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(1600)>0
TriggerAll=!((Helper(1600),StateNo=[2620,2621])&&P2StateType=A)||var(56);&&Helper(1600),MoveHit
triggerall = var(34) = 2
triggerall = var(32) = 1
triggerall = var(33) = [3-2*(Helper(1600),StateNo!=[1600,1602]),30]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
;TriggerAll=fvar(30)>=6||P2StateType=L
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=P2StateType=A||P2StateType=L
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 197,20,61)&&StateNo=[195,196])
TriggerAll=P2MoveType!=H
TriggerAll=P2Stateno!=[3000,3199]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*10<=-300

[State -1,minieddie4];Җ߂
Type = ChangeState
value = 1580
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<var(59)*140
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(1600)>0
triggerall = var(34) = 2
triggerall = var(32) = 1
triggerall = (var(33) = [3-2*(Helper(1600),StateNo!=[1600,1602]),30])&&(var(55)!=[102,103])
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 197,20,61)&&StateNo=[195,196])
TriggerAll=P2MoveType=H
TriggerAll=P2Stateno!=[3000,3199]
Trigger1 = (EnemyNear,StateNo=[120,159])&&fvar(30)>=27
Trigger2 = fvar(30)>=40
Trigger2 = Helper(1600),StateNo=1630||Helper(1600),StateNo=2630
Trigger2 = Helper(1600),MoveContAct
Trigger2 = (var(55)!=[12,13])||var(50)>-25
Trigger3 = fvar(30)>=22
Trigger3 = NumHelper(1600)>0
Trigger3 = Helper(1600),StateNo=2630
Trigger3 = Helper(1600),MoveGuarded
Trigger3 = P2StateType=A
Trigger4 = P2StateNo=[1181,1189]
Trigger4 = P2MoveType=H
Trigger4 = (var(55)!=[12,13])&&var(55)!=15
Trigger4 = !((Helper(1600),StateNo=[2620,2621])&&P2StateType=A)
;-------------------------------------------------------------------------------
;ʒ[wp[
;-------------------------------------------------------------------------------

[Statedef 50000]
Type = A
Ctrl = 0
Anim = 9999
Velset = -5,0
Movetype = I
Physics = N
Sprpriority = 1

[State -3]
Type = varset
Trigger1 = numenemy=1
var(9) = 0

[State -3]
Type = varset
Trigger1 = numenemy=2
var(9) = ifelse(EnemyNear(0),Alive,0,1)

[State -3];hn
Type = Varset
TriggerAll=Root,NumHelper(1600)>0
Trigger1 = (Helper(1600),StateNo=[1640,1649])||(Helper(1600),StateNo=[2640,2641])
var(10) = 1
IgNoreHitPause = 1

[State -3];hn
Type = Varset
Trigger1 = Root,NumHelper(1600)>0
Trigger1 = (Helper(1600),StateNo!=[1640,1649])&&(Helper(1600),StateNo!=[2640,2641])
;Trigger2 = Root,var(32)=0
var(10) = 0
IgNoreHitPause = 1

[State -3]
Type = varset
Trigger1 = Root,StateNo=[200,205]
Trigger1 = (Root,PrevStateNo=[800,805])
var(20) = P2StateNo

[State -3]
Type = varset
Trigger1 = Root,var(55)=60
Trigger1 = Root,MoveType=H&&(Root,StateNo!=[120,159])
Trigger1 = Root,PreVStateNo=1300
var(40) = 1

[State -3]
Type = varset
TriggerAll=var(41)=0
Trigger1 = Root,NumHelper(1600)>0
Trigger1 = (Helper(1600),StateNo=2620)&&(Helper(1600),var(2)>=1)&&P2Statetype=A
Trigger1 = Helper(1600),P2Bodydist X<55
var(41) = 1
IgNoreHitPause = 1
[State -3]
Type = varset
TriggerAll=var(41)=1
Trigger1 = !(Root,NumHelper(1600))
Trigger2 = Root,NumHelper(1600)>0
Trigger2 = Helper(1600),StateNo!=[2620,2621]
Trigger3 = P2MoveType!=H
var(41) = 0
IgNoreHitPause = 1


[State -2];GB
type = varset
trigger1 = NumEnemy=1
trigger1 = P2StateNo=[150,155]
fvar(0) = 30
ignorehitpause = 1
[State -2];GB
type = varadd
trigger1 = NumEnemy=1
trigger1 = fvar(0)>0 
trigger1 = P2StateNo!=[150,155]
fvar(0) = -1
ignorehitpause = 1

[state 50000]
Type=Projectile
Trigger1 = time=0
Velocity = -5,0
ProjID = 50000+root,id
Projanim = 9999
Offset = 0,0
projstagebound = 0
Projedgebound = 100000
Projremovetime = -1
[state 50000]
type = velset
Trigger1 = !Root,NumProjID(50000+root,id)
Trigger1 = time>0
x=0
y=0


[Statedef 35]
type = S
physics = S
anim = 40
ctrl = 0
sprpriority = 2

[State -1];ڲ԰͐Kެ߂
Type = ChangeState
value = 40
Trigger1=var(59)<=0
Trigger1=!fvar(39)
[State 40, 1]
type = hitby
trigger1 = Time >= 0
value = SCA, AA, AP
time = 1

;================================================================================
[State 40, 1]
type = VarSet
triggerAll = Time = 0
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-25-(backedgebodydist<20)*45,50-(var(58)=2)*12]
sysvar(1) = 0

[State 40]
type = VarSet
TriggerAll=!Time
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)>50-(var(58)=2)*12
Trigger2 = P2StateType=L
sysvar(1) = 1

[State 40]
type = VarSet
TriggerAll=AnimTime = 0
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)<-25
sysvar(1) = -1

[State -2]
type = turn
triggerall = p2dist X < -1
trigger1 = Time = 0
trigger1 = prevstateno = 12
ignorehitpause = 1
persistent = 0

[State 40, 2]
type = VarSet
triggerall = Time = 0
trigger1 = command = "holdfwd"&&command != "highjump"
trigger2 = command = "highjump"&&command = "highjump_f"
sysvar(1) = 1*sysvar(0)

[State 40, 3]
type = VarSet
triggerall = Time = 0
trigger1 = command = "holdback"&&command != "highjump"
trigger2 = command = "highjump"&&command = "highjump_b"
sysvar(1) = -1*sysvar(0)

[State 40, 1]
type = VarSet
triggerall = Time = 0
trigger1 = command = "highjump"&&command = "highjump_n"
sysvar(1) = 0
;================================================================================
[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno != 100
trigger1 = prevstateno != 101
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 101
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.8)

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x)+4,ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=1,vel x*0.7,0)

[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || prevstateno = 210 || prevstateno = 220 || prevstateno = 205 || prevstateno = 206 || prevstateno = 450 ||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) > 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4];qbg|[YɃWvŃ_bVp
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || prevstateno = 210 || prevstateno = 220 || prevstateno = 205 || prevstateno = 206 || prevstateno = 450 ||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.4)

[State 40, 4]
type = varset
triggerall = time = 0
triggerall = var(59) <= 0
trigger1 = command = "highjump"
var(12) = 1

[State 40, 4]
type = velset
trigger1 = var(12) = 0
trigger1 = animtime = 0
y = const(velocity.jump.y)

[State 40, 5]
type = velset
trigger1 = var(12) = 1
trigger1 = animtime = 0
y = const(velocity.jump.y)-3

[State 100, 1]
type = veladd
trigger1 = var(12) = 0
trigger1 = palno = 11
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 2.5

[State 100, 1]
type = veladd
trigger1 = var(12) = 0
trigger1 = palno = 11
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -2.5

[state -2]
type = varset
trigger1 = sysvar(1) = -1
trigger1 = AnimTime = 0
var(15) = 0

[State 40, 4]
type = varset
trigger1 = animtime = 0
var(17) = 0

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1


[Statedef 36]
type = S
physics = S
anim = 40
ctrl = 0
sprpriority = 2

[State -1];ڲ԰͐Kެ߂
Type = ChangeState
value = 40
Trigger1=var(59)<=0
Trigger1=!fvar(39)
[State 40, 1]
type = hitby
trigger1 = Time >= 0
value = SCA, AA, AP
time = 1

;================================================================================
[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40]
type = VarSet
TriggerAll=!Time
Trigger1 = P2Movetype=H&&P2StateType!=L
Trigger2 = P2BodyDist X>0
Trigger3 = P2StateType=L
Trigger3 = (EnemyNear(floor(fvar(18))),backedgebodydist<20)||(PrevStateNo=100&&(P2BodyDist X*fvar(8)=[-6,60]))=0
Trigger4 = fvar(38)=3||fvar(38)=-5
Trigger5 = StateNo=100&&(P2BodyDist X*fvar(8)=[100,180])
Trigger6 = InGuardDist
sysvar(1) = 1

[State 40]
type = VarSet
TriggerAll=AnimTime = 0
trigger1 = 0;P2Movetype!=H
Trigger1 = P2BodyDist X<180
trigger1 = Random<=500
Trigger1 = P2StateType!=L
sysvar(1) = -1

[State -2]
type = turn
triggerall = p2dist X < -1
trigger1 = Time = 0
trigger1 = prevstateno = 12
ignorehitpause = 1
persistent = 0

[State 40, 2]
type = VarSet
triggerall = Time = 0
trigger1 = command = "holdfwd"&&command != "highjump"
trigger2 = command = "highjump"&&command = "highjump_f"
sysvar(1) = 1*sysvar(0)

[State 40, 3]
type = VarSet
triggerall = Time = 0
trigger1 = command = "holdback"&&command != "highjump"
trigger2 = command = "highjump"&&command = "highjump_b"
sysvar(1) = -1*sysvar(0)

[State 40, 1]
type = VarSet
triggerall = Time = 0
trigger1 = command = "highjump"&&command = "highjump_n"
sysvar(1) = 0
;================================================================================
[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno != 100
trigger1 = prevstateno != 101
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 101
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.8)

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x)+4,ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=1,vel x*0.7,0)

[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || prevstateno = 210 || prevstateno = 220 || prevstateno = 205 || prevstateno = 206 || prevstateno = 450 ||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) > 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4];qbg|[YɃWvŃ_bVp
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || prevstateno = 210 || prevstateno = 220 || prevstateno = 205 || prevstateno = 206 || prevstateno = 450 ||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.4)

[State 40, 4]
type = varset
triggerall = time = 0
triggerall = var(59) <= 0
trigger1 = command = "highjump"
var(12) = 1

[State 40, 4]
type = velset
trigger1 = var(12) = 0
trigger1 = animtime = 0
y = const(velocity.jump.y)

[State 40, 5]
type = velset
trigger1 = var(12) = 1
trigger1 = animtime = 0
y = const(velocity.jump.y)-3

[State 100, 1]
type = veladd
trigger1 = var(12) = 0
trigger1 = palno = 11
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 2.5

[State 100, 1]
type = veladd
trigger1 = var(12) = 0
trigger1 = palno = 11
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -2.5

[state -2]
type = varset
trigger1 = sysvar(1) = -1
trigger1 = AnimTime = 0
var(15) = 0

[State 40, 4]
type = varset
trigger1 = animtime = 0
var(17) = 0

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[Statedef 37]
type = S
physics = S
anim = 40
ctrl = 0
sprpriority = 2

[State -1];ڲ԰͐Kެ߂
Type = ChangeState
value = 40
Trigger1=var(59)<=0
Trigger1=!fvar(39)
[State 40, 1]
type = hitby
trigger1 = Time >= 0
value = SCA, AA, AP
time = 1

;================================================================================
[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40]
type = VarSet
TriggerAll=!Time
Trigger1 = P2Movetype=H&&P2StateType!=L
Trigger2 = P2BodyDist X>0
Trigger3 = P2StateType=L
Trigger3 = (EnemyNear(floor(fvar(18))),backedgebodydist<20)||(PrevStateNo=100&&(P2BodyDist X*fvar(8)=[-6,60]))=0
Trigger4 = fvar(38)=3||fvar(38)=-5
Trigger5 = StateNo=100&&(P2BodyDist X*fvar(8)=[100,180])
Trigger6 = InGuardDist
sysvar(1) = 1

[State 40]
type = VarSet
TriggerAll=AnimTime = 0
trigger1 = P2Movetype=H
Trigger1 = P2BodyDist X<10
sysvar(1) = -1

[State -2]
type = turn
triggerall = p2dist X < -1
trigger1 = Time = 0
trigger1 = prevstateno = 12
ignorehitpause = 1
persistent = 0

[State 40, 2]
type = VarSet
triggerall = Time = 0
trigger1 = command = "holdfwd"&&command != "highjump"
trigger2 = command = "highjump"&&command = "highjump_f"
sysvar(1) = 1*sysvar(0)

[State 40, 3]
type = VarSet
triggerall = Time = 0
trigger1 = command = "holdback"&&command != "highjump"
trigger2 = command = "highjump"&&command = "highjump_b"
sysvar(1) = -1*sysvar(0)

[State 40, 1]
type = VarSet
triggerall = Time = 0
trigger1 = command = "highjump"&&command = "highjump_n"
sysvar(1) = 0
;================================================================================
[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno != 100
trigger1 = prevstateno != 101
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 101
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.8)

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x)+4,ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=1,vel x*0.7,0)

[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || prevstateno = 210 || prevstateno = 220 || prevstateno = 205 || prevstateno = 206 || prevstateno = 450 ||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) > 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4];qbg|[YɃWvŃ_bVp
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || prevstateno = 210 || prevstateno = 220 || prevstateno = 205 || prevstateno = 206 || prevstateno = 450 ||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.4)

[State 40, 4]
type = varset
triggerall = time = 0
triggerall = var(59) <= 0
trigger1 = command = "highjump"
var(12) = 1

[State 40, 4]
type = velset
trigger1 = var(12) = 0
trigger1 = animtime = 0
y = const(velocity.jump.y)

[State 40, 5]
type = velset
trigger1 = var(12) = 1
trigger1 = animtime = 0
y = const(velocity.jump.y)-3

[State 100, 1]
type = veladd
trigger1 = var(12) = 0
trigger1 = palno = 11
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 2.5

[State 100, 1]
type = veladd
trigger1 = var(12) = 0
trigger1 = palno = 11
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -2.5

[state -2]
type = varset
trigger1 = sysvar(1) = -1
trigger1 = AnimTime = 0
var(15) = 0

[State 40, 4]
type = varset
trigger1 = animtime = 0
var(17) = 0

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1


[Statedef 38]
type = S
physics = S
anim = 40
ctrl = 0
sprpriority = 2

[State -1];ڲ԰͐Kެ߂
Type = ChangeState
value = 40
Trigger1=var(59)<=0
Trigger1=!fvar(39)
[State 40, 1]
type = hitby
trigger1 = Time >= 0
value = SCA, AA, AP
time = 1

;================================================================================
[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40]
type = VarSet
TriggerAll=!Time
Trigger1 = P2Movetype=H&&P2StateType!=L
Trigger2 = P2BodyDist X>0
Trigger3 = P2StateType=L
Trigger3 = (EnemyNear(floor(fvar(18))),backedgebodydist<20)||(PrevStateNo=100&&(P2BodyDist X*fvar(8)=[-6,60]))=0
Trigger4 = fvar(38)=3||fvar(38)=-5
Trigger5 = StateNo=100&&(P2BodyDist X*fvar(8)=[100,180])
Trigger6 = InGuardDist
sysvar(1) = 1

[State 40]
type = VarSet
TriggerAll=AnimTime = 0
trigger1 = 0;P2Movetype!=H
Trigger1 = P2BodyDist X<180
trigger1 = Random<=500
Trigger1 = P2StateType!=L
sysvar(1) = -1

[State -2]
type = turn
triggerall = p2dist X < -1
trigger1 = Time = 0
trigger1 = prevstateno = 12
ignorehitpause = 1
persistent = 0

[State 40, 2]
type = VarSet
triggerall = Time = 0
trigger1 = command = "holdfwd"&&command != "highjump"
trigger2 = command = "highjump"&&command = "highjump_f"
sysvar(1) = 1*sysvar(0)

[State 40, 3]
type = VarSet
triggerall = Time = 0
trigger1 = command = "holdback"&&command != "highjump"
trigger2 = command = "highjump"&&command = "highjump_b"
sysvar(1) = -1*sysvar(0)

[State 40, 1]
type = VarSet
triggerall = Time = 0
trigger1 = command = "highjump"&&command = "highjump_n"
sysvar(1) = 0
;================================================================================
[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno != 100
trigger1 = prevstateno != 101
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 101
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.8)

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x)+4,ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=1,vel x*0.7,0)

[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || prevstateno = 210 || prevstateno = 220 || prevstateno = 205 || prevstateno = 206 || prevstateno = 450 ||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) > 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4];qbg|[YɃWvŃ_bVp
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || prevstateno = 210 || prevstateno = 220 || prevstateno = 205 || prevstateno = 206 || prevstateno = 450 ||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.4)

[State 40, 4]
type = varset
triggerall = time = 0
triggerall = var(59) <= 0
trigger1 = command = "highjump"
var(12) = 1

[State 40, 4]
type = velset
trigger1 = var(12) = 0
trigger1 = animtime = 0
y = const(velocity.jump.y)

[State 40, 5]
type = velset
trigger1 = var(12) = 1
trigger1 = animtime = 0
y = const(velocity.jump.y)-3

[State 100, 1]
type = veladd
trigger1 = var(12) = 0
trigger1 = palno = 11
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 2.5

[State 100, 1]
type = veladd
trigger1 = var(12) = 0
trigger1 = palno = 11
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -2.5

[state -2]
type = varset
trigger1 = sysvar(1) = -1
trigger1 = AnimTime = 0
var(15) = 0

[State 40, 4]
type = varset
trigger1 = animtime = 0
var(17) = 0

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[Statedef 39]
type = S
physics = S
anim = 40
ctrl = 0
sprpriority = 2

[State -1];ڲ԰͐Kެ߂
Type = ChangeState
value = 40
Trigger1=var(59)<=0
Trigger1=!fvar(39)
[State 40, 1]
type = hitby
trigger1 = Time >= 0
value = SCA, AA, AP
time = 1

;================================================================================
[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40]
type = VarSet
TriggerAll=!Time
Trigger1 = P2Movetype=H&&P2StateType!=L
Trigger2 = P2BodyDist X>0
Trigger3 = P2StateType=L
Trigger3 = (EnemyNear(floor(fvar(18))),backedgebodydist<20)||(PrevStateNo=100&&(P2BodyDist X*fvar(8)=[-6,60]))=0
Trigger4 = fvar(38)=3||fvar(38)=-5
Trigger5 = StateNo=100&&(P2BodyDist X*fvar(8)=[100,180])
Trigger6 = InGuardDist
Trigger7 = (var(55)=[30,31])
sysvar(1) = 1

[State 40]
type = VarSet
TriggerAll=AnimTime = 0
trigger1 = 0;P2Movetype!=H
Trigger1 = P2BodyDist X<180
trigger1 = Random<=500
Trigger1 = P2StateType!=L
sysvar(1) = -1

[State -2]
type = turn
triggerall = p2dist X < -1
trigger1 = Time = 0
trigger1 = prevstateno = 12
ignorehitpause = 1
persistent = 0

;================================================================================
[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno != 100
trigger1 = prevstateno != 101
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 101
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.8)

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x)+4,ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=1,vel x*0.7,0)

[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || prevstateno = 210 || prevstateno = 220 || prevstateno = 205 || prevstateno = 206 || prevstateno = 450 ||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) > 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4];qbg|[YɃWvŃ_bVp
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || prevstateno = 210 || prevstateno = 220 || prevstateno = 205 || prevstateno = 206 || prevstateno = 450 ||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.4)

[State 40, 4]
type = varset
triggerall = time = 0
triggerall = var(59) <= 0
trigger1 = command = "highjump"
var(12) = 1

[State 40, 4]
type = velset
trigger1 = var(12) = 0
trigger1 = animtime = 0
y = const(velocity.jump.y)

[State 40, 5]
type = velset
trigger1 = var(12) = 1
trigger1 = animtime = 0
y = const(velocity.jump.y)-3

[State 100, 1]
type = veladd
trigger1 = var(12) = 0
trigger1 = palno = 11
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 2.5

[State 100, 1]
type = veladd
trigger1 = var(12) = 0
trigger1 = palno = 11
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -2.5

[state -2]
type = varset
trigger1 = sysvar(1) = -1
trigger1 = AnimTime = 0
var(15) = 0

[State 40, 4]
type = varset
trigger1 = animtime = 0
var(17) = 0

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[Statedef 21]
type    = S
physics = S
sprpriority = 0

[State 20, 1]
type = poweradd
trigger1 = anim = 20
trigger1 = p2dist x > 0
value = ceil(3*fvar(37))


[State 20, 1]
type = VelSet
triggerall = palno != 11
trigger1 = 1
x = const(velocity.walk.fwd.x)*ifelse(helper(780+id),sysvar(0),1.2,1)

[State 20, 2]
type = VelSet
triggerall = palno = 11
trigger1 = 1
x = const(velocity.walk.back.x)*2*ifelse(helper(780+id),sysvar(0),1.2,1)

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21

[State 20, 4]
type = ChangeAnim
triggerall = vel x = 0
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 0

[Statedef 22]
type    = S
physics = S
sprpriority = 0
[State 20, 1]
type = poweradd
trigger1 = anim = 20
trigger1 = p2dist x > 0
value = ceil(3*fvar(37))
[State 20, 2]
type = VelSet
triggerall = palno != 11
trigger1 = 1
x = const(velocity.walk.back.x)*ifelse(helper(780+id),sysvar(0),1.2,1)
[State 20, 1]
type = VelSet
triggerall = palno = 11
trigger1 = 1
x = const(velocity.walk.fwd.x)*2*ifelse(helper(780+id),sysvar(0),1.2,1)

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21

[State 20, 4]
type = ChangeAnim
triggerall = vel x = 0
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 0

; Stand to Crouch
[Statedef 10]
type    = C
physics = C
;anim = 10

[State 20];ެߐ
Type = ChangeState
value = 0
ctrl=1
TriggerAll=var(59)>0
trigger1 = time = 0 

[State 20, 4] 
type = ChangeAnim 
trigger1 = time = 0 
value = 10

[State 10, 1]
type = VelMul
trigger1 = Time = 0
x = .75

[State 10, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11