;
[Statedef -3]
;
[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;TriggerÓGOƏ펞AIN@ł̓CgȂlAAIϐp
IgNoreHitPause = 1
var(59) = 10;ςĉ@AILv1`11

[State -3,[hI]
Type = VarSet
Trigger1 = var(59)>0
var(58) = 2;   0=GGXX#+  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=P2name!="johnny"
TriggerAll=P4name!="johnny"
TriggerAll=TeamMode=Turns  
Trigger1 = stateno=5900  

[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=NumHelper(50000+id)&&NumHelper(60000+id)
Trigger1=(Helper(50000+id),rootDist X)<(Helper(60000+id),rootDist X)
fvar(24) = 1+(facing=-1)*2
IgNoreHitPause = 1

[State -3];ʒ[Aǂ߂H
Type = VarSet
TriggerAll=NumHelper(50000+id)&&NumHelper(60000+id)
Trigger1=(Helper(50000+id),rootDist X)>(Helper(60000+id),rootDist X)
fvar(24) = 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(29) = 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= 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
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) = 11
IgNoreHitPause = 1

[State -3,ComboFlagSet];Gԗp
Type = VarAdd
Trigger1 = fvar(26)>0
fvar(26) = -1
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
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
Trigger1 = !fvar(30)
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
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];gc莞ԗp
Type = null;VarSet
TriggerAll=!EnemyNear(floor(fvar(18))),Time
TriggerAll=RoundState=2
Trigger1 = P2StateNo=231
fvar(30) = 52
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
TriggerAll=MoveGuarded=1
Trigger1 = 1
fvar(30) = EnemyNear(floor(fvar(18))),GetHitVar(CtrlTime)+EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)
IgNoreHitPause = 1

[State -3,ComboFlagSet];莞ԗp
Type = VarAdd
Trigger1 = fvar(30)>0
;Trigger1 = P2MoveType=H
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];CJs
Type = VarSet
Trigger1 = StateNo=1000||StateNo=1010||StateNo=1003
var(55) = 2

[State -2,JEg];CJcs
Type = VarSet
Trigger1 = (StateNo=[1050,1060])&&!var(58)
var(55) = 3

[State -2,JEg];CJs
Type = VarSet
Trigger1 = var(55)=2
Trigger1 = StateNo=961
var(55) = 4

[State -2,JEg];CJs
Type = VarSet
Trigger1 = var(55)=3||var(55)=17
Trigger1 = StateNo=961
Trigger2 = var(55)=7
Trigger2 = StateType!=A
var(55) = 5

[State -2,JEg];s
Type = VarSet
Trigger1 = StateNo=810||StateNo=860
var(55) = 6
[State -2,JEg];CJs
Type = VarSet
Trigger1 = var(55)=5
Trigger1 = StateNo=110
var(55) = 7
[State -2,JEg];CJs
Type = VarSet
Trigger1 = var(50)>64&&movehit=1
Trigger1 = p2movetype = H || numtarget
Trigger1 = StateNo=1310
var(55) = 8
[State -2,JEg];_XgR{
Type = VarSet
Trigger1 = StateNo=241
var(55) = 9
[State -2,JEg];_R{
Type = VarSet
Trigger1 = StateNo=39
Trigger1 = PrevStateNo=220
var(55) = 15

[State -2,JEg];_R{
Type = VarSet
Trigger1 = var(55)=15
Trigger1 = StateNo=630
Trigger1 = time=22||Pos y>-10
var(55) = 16

[State -2,JEg];ACCJ[v
Type = VarSet
Trigger1 = StateNo=1001&&PrevStateNo=1053
Trigger1 = var(58)=2
var(55) = 17

[State -2,JEgZbg]
type = varset
TriggerAll = (var(55)=[4,10])||(var(55)=[15,17])
Trigger1 = MoveType=H||P2MoveType=A
Trigger2 = P2MoveType!=H
Trigger3 = var(55)=8
Trigger3 = StateNo=100
Trigger4 = var(55)=9
Trigger4 = StateType!=A
var(55)=0

[State -2,JEg];p
Type = VarSet
TriggerAll=(var(55)=[4,5])||var(55)=7
triggerAll=NumHelper(780+id)>0
Trigger1 = StateType!=A
Trigger1 = fvar(29)>45||var(55)=4
var(55) = 11

[State -2,JEgZbg]
type = varset
TriggerAll = var(55)=11
Trigger1 = MoveType=H||P2MoveType=A
Trigger2 = P2MoveType!=H
Trigger3 = StateType=A
var(55)=0

[State -2,JEgZbg]
type = varset
TriggerAll = var(55)=60
Trigger1 = P2MoveType=H
Trigger2 = MoveType!=H&&StateNo!=1300
var(55)=0

[State -2,JEg];s
Type = VarSet
Trigger1 = StateNo=1310
Trigger1 = var(50)<64&&movehit=1
Trigger1 = p2movetype = H || numtarget
var(55) = 24

[State -2,JEgZbg]
type = varset
TriggerAll = var(55)=24
Trigger1 = MoveType=H||P2MoveType=A
Trigger2 = P2MoveType!=H
Trigger3 = StateNo=[200,650]
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,JEgZbg]
type = varset
TriggerAll = var(55)=40
Trigger1 = StateNo!=35&&StateNo!=41&&StateType!=A
var(55)=0

[State -2,JEg];ΐlpē
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)=[-5,55]
Trigger1 = (StateNo=[400,410])||(StateNo=[200,220])
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 = (StateNo=[35,41])||P2StateType=A
Trigger2 = P2BodyDist X*fvar(8)>65
Trigger3 = P2MoveType=H&&(P2StateNo!=[120,159])
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"
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 = 4000
TriggerAll=!IsHelper
TriggerAll=var(59)>6
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=!var(25)
TriggerAll=Life>200
TriggerAll=var(40)=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= 196,18,64)

[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= 196,18,64)

[State -1,h];Ō}܂
Type = ChangeState
value = 196
TriggerAll=!IsHelper
TriggerAll=var(59)=[1,5]
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=StateType!=A
TriggerAll=ctrl
Trigger1 = PrevStateNo=961

;
;p΍
;

[State -1,OHK];OHK
type = ChangeState
value = 1300
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=(fvar(38)=[-4,-1])||P2StateNo=[231,233]
TriggerAll=fvar(35)<=3
triggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),fvar(39)<=3
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=ctrl||(StateNo=[11,22])||StateNo=100||StateNo=101||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H||P2StateNo=[231,233]
TriggerAll=P2BodyDist X*fvar(8)=[-5,40]
Trigger1 = P2stateType!=A
Trigger1 = Random<=var(59)*120

[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=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)*45,55-(var(58)=2)*13]
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)*45,55-(var(58)=2)*13]
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)*45,55-(var(58)=2)*13]
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)*45,55-(var(58)=2)*13]
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,Jump];Wv
Type = null;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(28)
TriggerAll=StateNo=200||(StateNo=[220,225])||StateNo=400
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=A
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,55]
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)*45,55]
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)*45,55]
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)*45,55]
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,iruka];CJcS,AC
Type = ChangeState
value = 1053
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,11]
TriggerAll=!var(43)
TriggerAll=StateType!=A
TriggerAll=var(55)!=10
TriggerAll=var(58)=2
TriggerAll=P2StateNo!=105
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||(!teammode=simul)&&Enemy,NumHelper=Helper(780+id),var(51)&&Enemy,NumProj=0
TriggerAll=P2StateType=A
TriggerAll=var(56)<1
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=Random<var(59)*11
TriggerAll=(Helper(780+id),var(48))>(30+floor(random/100)-12*(var(59)-8))||var(59)=11
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-11-15*(Facing=Enemynear,Facing),65]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*9+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*9)=[-110,-20]
Trigger2 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[43,73]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*9+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*9)=[-110,-40+(EnemyNear,BackEdgeBodyDist<=20)*10]

[State -1,S_FP2];+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=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=P2StateNo!=105
TriggerAll=NumHelper(780+id)>0
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(39)=0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||(!teammode=simul)&&Enemy,NumHelper=Helper(780+id),var(51)&&Enemy,NumProj=0
TriggerAll=P2StateType=A
TriggerAll=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)*6.5)*13=[-55,0]
TriggerAll=Random<var(59)*80
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*16)*(1-(Facing=Enemynear,Facing)*2)=[-5,63]

[State -1,up];CAbp[
Type = null;ChangeState
value = 1200
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,11]
triggerAll=!numhelper(1210)
triggerAll=!numhelper(1211)
triggerAll=!numhelper(1212)
triggerAll=!numhelper(1213)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=(ctrl||fvar(28))||(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))||(!teammode=simul)&&Enemy,NumHelper=Helper(780+id),var(51)&&Enemy,NumProj=0
TriggerAll=P2StateType=A
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)*13)*20=[-100,0]
TriggerAll=Random<var(59)*80
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*15)*(1-(Facing=Enemynear,Facing)*2)=[-5-(backedgebodydist<20)*45+(StateNo=100)*15,35]

[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=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=P2StateNo!=105
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||StateNo=52||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>3
TriggerAll=P2StateType=A
TriggerAll=(Helper(780+id),var(48))>(35+floor(random/50)-12*(var(59)-8))||var(59)=11
TriggerAll=Random<var(59)*80
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,60-(var(58)=2)*13]
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)*45,60-(var(58)=2)*13]
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)*45,60-(var(58)=2)*13]
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)*45,60-(var(58)=2)*13]
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,S_FP2];S
type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)<50
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=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58));||(!teammode=simul)&&Enemy,NumHelper=Helper(780+id),var(51)&&Enemy,NumProj=0
TriggerAll=P2StateType=A
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)*6)*7=[-65,0]
TriggerAll=Random<var(59)*80
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-5,63]

[State -1,S_FP2];S
type = ChangeState
value = 200
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
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=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58));||(!teammode=simul)&&Enemy,NumHelper=Helper(780+id),var(51)&&Enemy,NumProj=0
TriggerAll=P2StateType=A
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)*2.5)*5=[-65,0]
TriggerAll=Random<var(59)*80
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-5,63]

;
;؂ւ
;PrevStateNo = [120,159] PrevStateNo = [5000,5270] EnemyNear,HitDefAttr = SCA,AT;
;
[State -3,gs];TCNo[Xg
Type = ChangeState
value = 750
TriggerAll=!IsHelper
TriggerAll=var(59)>4
TriggerAll=RoundState=2
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=fvar(33)>=1.5
TriggerAll=!fvar(28)
TriggerAll=numhelper(1220)<1
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=NumHelper(780+id)>0
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];YAMADA
Type = ChangeState
value = 3100
TriggerAll=!ishelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=Power>999
triggerall=var(40)=0
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=P2MoveType=A
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-9
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-(9+ifelse(facing=1,(EnemyNear(floor(fvar(18))),ScreenPos X-60)/7.5,24-(EnemyNear(floor(fvar(18))),ScreenPos X-60)/7.5))
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=NumHelper(780+id)>0
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=Ctrl||(StateNo=[100,101])||StateNo=40||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(StateNo=[200,451])&&MoveContAct&&StateNo!=415&&StateNo!=240&&!var(3)||(Stateno=[11,22])
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=[-150,-10])||P2StateType!=A 
Trigger1 = facing=1
Trigger1 = P2BodyDist X*fvar(8)>=150
Trigger1 = EnemyNear(floor(fvar(18))),ScreenPos X+(EnemyNear(floor(fvar(18))),vel x*9)*(Enemynear(floor(fvar(18))),Facing)=[-55-255*(Enemynear(floor(fvar(18))),Facing!=facing&&Enemynear(floor(fvar(18))),vel x>0),320]
Trigger1 = P2StateType!=A 
Trigger2 = facing=-1
Trigger2 = P2BodyDist X*fvar(8)>=150
Trigger2 = EnemyNear(floor(fvar(18))),ScreenPos X+(EnemyNear(floor(fvar(18))),vel x*9)*(Enemynear(floor(fvar(18))),Facing)=[0,300+255*(Enemynear(floor(fvar(18))),Facing!=facing&&Enemynear(floor(fvar(18))),vel x>0)]
Trigger2 = P2StateType!=A 
Trigger3 = facing=1
Trigger3 = ((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>5
Trigger3 = EnemyNear(floor(fvar(18))),ScreenPos X+(EnemyNear(floor(fvar(18))),vel x*9)*(Enemynear(floor(fvar(18))),Facing)=[-55-255*(Enemynear(floor(fvar(18))),Facing!=facing&&Enemynear(floor(fvar(18))),vel x>0),320]
Trigger4 = facing=-1
Trigger4 = ((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>5
Trigger4 = EnemyNear(floor(fvar(18))),ScreenPos X+(EnemyNear(floor(fvar(18))),vel x*9)*(Enemynear(floor(fvar(18))),Facing)=[-150,300+255*(Enemynear(floor(fvar(18))),Facing!=facing&&Enemynear(floor(fvar(18))),vel x>0)]

[State -3];YAMADA
Type = ChangeState
value = 3100
TriggerAll=!ishelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=Power>999
triggerall=var(40)=0
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=P2MoveType=A
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-9
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-(9+ifelse(facing=1,(EnemyNear(floor(fvar(18))),ScreenPos X-60)/7.5,24-(EnemyNear(floor(fvar(18))),ScreenPos X-60)/7.5))
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=NumHelper(780+id)>0
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=Helper(780+id),sysvar(0)
TriggerAll=(StateNo=151||StateNo=153||StateNo=155)||(((var(20)=[1,7])&&Time>=15)||HitShakeOver)&&(stateno=150||stateno=152||stateno=154)||stateno=156&&Time>=13
TriggerAll=!(EnemyNear(floor(fvar(18))),MoveContAct)
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=[-150,-10])||P2StateType!=A 
Trigger1 = facing=1
Trigger1 = P2BodyDist X*fvar(8)>=150
Trigger1 = EnemyNear(floor(fvar(18))),ScreenPos X+(EnemyNear(floor(fvar(18))),vel x*9)*(Enemynear(floor(fvar(18))),Facing)=[-55-255*(Enemynear(floor(fvar(18))),Facing!=facing&&Enemynear(floor(fvar(18))),vel x>0),320]
Trigger1 = P2StateType!=A 
Trigger2 = facing=-1
Trigger2 = P2BodyDist X*fvar(8)>=150
Trigger2 = EnemyNear(floor(fvar(18))),ScreenPos X+(EnemyNear(floor(fvar(18))),vel x*9)*(Enemynear(floor(fvar(18))),Facing)=[0,300+255*(Enemynear(floor(fvar(18))),Facing!=facing&&Enemynear(floor(fvar(18))),vel x>0)]
Trigger2 = P2StateType!=A 
Trigger3 = facing=1
Trigger3 = ((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>5
Trigger3 = EnemyNear(floor(fvar(18))),ScreenPos X+(EnemyNear(floor(fvar(18))),vel x*9)*(Enemynear(floor(fvar(18))),Facing)=[-55-255*(Enemynear(floor(fvar(18))),Facing!=facing&&Enemynear(floor(fvar(18))),vel x>0),320]
Trigger4 = facing=-1
Trigger4 = ((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>5
Trigger4 = EnemyNear(floor(fvar(18))),ScreenPos X+(EnemyNear(floor(fvar(18))),vel x*9)*(Enemynear(floor(fvar(18))),Facing)=[-150,300+255*(Enemynear(floor(fvar(18))),Facing!=facing&&Enemynear(floor(fvar(18))),vel x>0)]


[State -3];YAMADA-R
Type = ChangeState
value = 3150
TriggerAll=!ishelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=Power>999
TriggerAll=var(58)!=2
triggerall=var(40)=0
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=P2MoveType=A
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2BodyDist X*fvar(8)>=150
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=Ctrl||(StateNo=[100,101])||StateNo=40||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(StateNo=[200,451])&&MoveContAct&&StateNo!=415&&StateNo!=240&&!var(3)||(Stateno=[11,22])
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=[-150,-10])||P2StateType!=A 
Trigger1 = facing=-1
Trigger1 = P2BodyDist X*fvar(8)>=150
Trigger1 = EnemyNear(floor(fvar(18))),ScreenPos X+(EnemyNear(floor(fvar(18))),vel x*9)*(Enemynear(floor(fvar(18))),Facing)=[-55-255*(Enemynear(floor(fvar(18))),Facing!=facing&&Enemynear(floor(fvar(18))),vel x>0),320]
Trigger2 = facing=1
Trigger2 = P2BodyDist X*fvar(8)>=150
Trigger2 = EnemyNear(floor(fvar(18))),ScreenPos X+(EnemyNear(floor(fvar(18))),vel x*9)*(Enemynear(floor(fvar(18))),Facing)=[120,300+255*(Enemynear(floor(fvar(18))),Facing!=facing&&Enemynear(floor(fvar(18))),vel x>0)]
Trigger3 = facing=-1
Trigger3 = ((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>5
Trigger3 = EnemyNear(floor(fvar(18))),ScreenPos X+(EnemyNear(floor(fvar(18))),vel x*9)*(Enemynear(floor(fvar(18))),Facing)=[-55-255*(Enemynear(floor(fvar(18))),Facing!=facing&&Enemynear(floor(fvar(18))),vel x>0),320]
Trigger4 = facing=1
Trigger4 = ((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>5
Trigger4 = EnemyNear(floor(fvar(18))),ScreenPos X+(EnemyNear(floor(fvar(18))),vel x*9)*(Enemynear(floor(fvar(18))),Facing)=[-55,300+255*(Enemynear(floor(fvar(18))),Facing!=facing&&Enemynear(floor(fvar(18))),vel x>0)]


[State -3];YAMADA-R
Type = ChangeState
value = 3150
TriggerAll=!ishelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=Power>999
TriggerAll=var(58)!=2
triggerall=var(40)=0
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=P2MoveType=A
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2BodyDist X*fvar(8)>=150
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=Helper(780+id),sysvar(0)
TriggerAll=(StateNo=151||StateNo=153||StateNo=155)||(((var(20)=[1,7])&&Time>=15)||HitShakeOver)&&(stateno=150||stateno=152||stateno=154)||stateno=156&&Time>=13
TriggerAll=!(EnemyNear(floor(fvar(18))),MoveContAct)
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=[-150,-10])||P2StateType!=A 
Trigger1 = facing=-1
Trigger1 = P2BodyDist X*fvar(8)>=150
Trigger1 = EnemyNear(floor(fvar(18))),ScreenPos X+(EnemyNear(floor(fvar(18))),vel x*9)*(Enemynear(floor(fvar(18))),Facing)=[-55-255*(Enemynear(floor(fvar(18))),Facing!=facing&&Enemynear(floor(fvar(18))),vel x>0),320]
Trigger2 = facing=1
Trigger2 = P2BodyDist X*fvar(8)>=150
Trigger2 = EnemyNear(floor(fvar(18))),ScreenPos X+(EnemyNear(floor(fvar(18))),vel x*9)*(Enemynear(floor(fvar(18))),Facing)=[120,300+255*(Enemynear(floor(fvar(18))),Facing!=facing&&Enemynear(floor(fvar(18))),vel x>0)]
Trigger3 = facing=-1
Trigger3 = ((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>5
Trigger3 = EnemyNear(floor(fvar(18))),ScreenPos X+(EnemyNear(floor(fvar(18))),vel x*9)*(Enemynear(floor(fvar(18))),Facing)=[-55-255*(Enemynear(floor(fvar(18))),Facing!=facing&&Enemynear(floor(fvar(18))),vel x>0),320]
Trigger4 = facing=1
Trigger4 = ((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>5
Trigger4 = EnemyNear(floor(fvar(18))),ScreenPos X+(EnemyNear(floor(fvar(18))),vel x*9)*(Enemynear(floor(fvar(18))),Facing)=[-55,300+255*(Enemynear(floor(fvar(18))),Facing!=facing&&Enemynear(floor(fvar(18))),vel x>0)]

[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)<=3
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=Helper(780+id),fvar(39)<=3
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,40]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=A
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=40
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
Trigger2 = (StateNo=[200,235])||(StateNo=[400,450])&&StateNo!=425
Trigger2 = (MoveContAct||movereversed)
Trigger2 = !var(3)
Trigger2 = ((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>4
Trigger3 = Ctrl||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])
Trigger3 = ((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>4
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)>4

[State -3];
Type = ChangeState
value = ifelse((fvar(24)=[3,4]),800,805)
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(27)<=0)
TriggerAll=Helper(780+id),fvar(39)=0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,22]
TriggerAll=!P2BodyDist Y*fvar(9)
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])
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,~Xg]
Type = ChangeState
Value = 1400
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=!var(58)
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,150+vel x*5+(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=P2BodyDist Y*fvar(9)>=-120
TriggerAll=EnemyNear(floor(fvar(18))),Movetype=A
TriggerAll=EnemyNear(floor(fvar(18))),StateType!=C
TriggerAll=NumHelper(780+id)>0
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=Random<var(59)*30||var(59)>9
TriggerAll=((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)=[6,8];>6
Trigger1 = (Ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52||(StateNo=[11,22])||(StateNo=[120,132])
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,T];󓊂
Type = ChangeState
value = 850
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(34)!=1
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-42,60-(var(58)=2)*12]
TriggerAll=P2BodyDist Y*fvar(9)=[-49,19]
TriggerAll=!fvar(35)
triggerall = !helper(780+id),var(8)
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),fvar(39)=0
TriggerAll=P2StateType=A
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=[141,159]
TriggerAll=P2StateNo!=105
TriggerAll=(Ctrl||fvar(28)) 
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,BackStep];ޯï
Type = ChangeState
Value = 105
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
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=NumHelper(780+id)>0
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<-12
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,Jump];Wv
Type  = ChangeState
Value = 39
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)>-5
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])||(StateNo=[120,132])
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_hs];hs
type = ChangeState
value = 230
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo!=105
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=NumHelper(780+id)>0
TriggerAll=!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
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-13
TriggerAll=P2BodyDist X*fvar(8)=[0,75+vel x*5+(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2Statetype!=A
Trigger1 = Random<=var(59)*120

[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=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=StateType!=A
TriggerAll=P2StateNo!=105
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=7||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>7||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-7
TriggerAll=P2BodyDist X*fvar(8)=[-10,49]
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)*3.5)*7=[-90,0]
Trigger1 = Random<=var(59)*120

[State -1,S_NS];2D
type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2Statetype!=A
TriggerAll=P2StateNo!=105
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=7||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>7||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-7
Trigger1 = P2BodyDist X*fvar(8)=[-4,64+(vel X>0)*13+vel x*7+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = Random<=var(59)*120

[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=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||ctrl&&(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2Statetype!=A
TriggerAll=P2StateNo!=105
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!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
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-9
TriggerAll=P2BodyDist X*fvar(8)=[0,110+vel x*4+(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = 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)=[-30,0]
Trigger1 = Random<=var(59)*120

[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=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2Statetype!=A
TriggerAll=P2StateNo!=105
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=12||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>12||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-12
TriggerAll=P2BodyDist X*fvar(8)=[50,120+vel x*3+(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*12+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*78)=[-35,0]
Trigger1 = Random<=var(59)*120

[State -1,C_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=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2Statetype!=A
TriggerAll=P2StateNo!=105
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!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
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-5
TriggerAll=P2BodyDist X*fvar(8)=[-5,35+vel x*2+(EnemyNear(floor(fvar(18))),vel x*3)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = Random<=var(59)*120

[State -1,S_P];5P
type = ChangeState
value = 200
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=105
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!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
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-5
TriggerAll=P2BodyDist X*fvar(8)=[-5,55+vel x*2+(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)]
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)*2.5)*5=[-45,0]
Trigger1 = Random<=var(59)*120

[State -1,S_P];c邩
type = ChangeState
value = 1050+(var(58)=2)*3
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=var(58)=2
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=Power>499
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=P2StateType=C
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>7
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-21
TriggerAll=P2BodyDist X*fvar(8)=[-5,120+vel x*9+(EnemyNear(floor(fvar(18))),vel x*3)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=Random<=var(59)*40
Trigger1 = Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(StateNo=[120,140])
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 -1,5p];GG
type = ChangeState
value = 1010
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0&&fvar(38)!=3
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52;&&P2StateNo<1000
TriggerAll=Helper(780+id),sysvar(0)
TriggerAll=(StateNo=151||StateNo=153||StateNo=155)||(((var(20)=[1,7])&&Time>=15)||HitShakeOver)&&(stateno=150||stateno=152||stateno=154)||stateno=156&&Time>=13
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2Stateno>=200
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>8||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-8
TriggerAll=P2BodyDist X*fvar(8)=[-5,75+8*(((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)-8)+vel x*2+(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = Random<=var(59)*120
[State -1,5p];GG
type = ChangeState
value = 1060
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0&&fvar(38)!=3
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=P2StateType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52;&&P2StateNo<1000
TriggerAll=Helper(780+id),sysvar(0)
TriggerAll=(StateNo=151||StateNo=153||StateNo=155)||(((var(20)=[1,7])&&Time>=15)||HitShakeOver)&&(stateno=150||stateno=152||stateno=154)||stateno=156&&Time>=13
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2Stateno>=200
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>8||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-8
TriggerAll=P2BodyDist X*fvar(8)=[-5,55+5*(((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)-8)+vel x*2+(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)]
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)*4)*8=[-105,0]
Trigger1 = Random<=var(59)*120

[State -1,5p];GG
type = ChangeState
value = 1190
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7&&var(58)=2
TriggerAll=fvar(38)>0&&fvar(38)!=3
TriggerAll=fvar(34)!=1
TriggerAll=StateType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52;&&P2StateNo<1000
TriggerAll=Helper(780+id),sysvar(0)
TriggerAll=(StateNo=151||StateNo=153||StateNo=155)||(((var(20)=[1,7])&&Time>=15)||HitShakeOver)&&(stateno=150||stateno=152||stateno=154)||stateno=156&&Time>=13
TriggerAll=P2StateType!=L
TriggerAll=pos y>=-85
TriggerAll=P2MoveType!=H
TriggerAll=P2Stateno>=200
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>10||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-10
TriggerAll=P2BodyDist X*fvar(8)=[-5,55+vel x*2+(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)]
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=[-105,50]
Trigger1 = Random<=var(59)*120
[State -3,Jump];_bVpެ
Type = ChangeState
Value = 38
TriggerAll=!IsHelper
TriggerAll=var(59)>7
TriggerAll=StateType!=A
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=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
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<-15
Trigger1 = Random<=var(59)*120
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_HS];AHS
type = ChangeState
value = 630
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=P2StateType=A
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=Ctrl||(StateNo=[110,115])&&time>=5||(StateNo=[120,159])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=12||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>12
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-12
TriggerAll=P2BodyDist X*fvar(8)=[0-(P2StateType!=A)*20,93+vel x*(12-(StateNo=115)*7)+(EnemyNear(floor(fvar(18))),vel x*12)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=P2BodyDist Y*fvar(9)-((vel y!=0)*(vel y*12+Const(MoveMent.Yaccel)*78))+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*12+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*78)=[-90,30+(P2StateType!=A&&vel y>0)*50]
Trigger1 = Random<=var(59)*120
TriggerAll=Pos Y+(var(18)<=12)*(vel y+ifelse(!var(12)&&!var(48),0.85,0.55)*(12-var(18))/2)*(12-var(18))<0||var(24)
[State -1,A_S];AS
type = ChangeState
value = 620
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=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=Ctrl||(StateNo=[110,115])&&time>=5||(StateNo=[120,159])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=13||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>13
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-13
TriggerAll=P2BodyDist X*fvar(8)=[0-(P2StateType!=A)*20,79+vel x*(13-(StateNo=115)*7)+(EnemyNear(floor(fvar(18))),vel x*12)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=P2BodyDist Y*fvar(9)-((vel y!=0)*(vel y*13+Const(MoveMent.Yaccel)*91))+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*13+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*91)=[-20,70+(P2StateType!=A)*40]
Trigger1 = Random<=var(59)*120
TriggerAll=Pos Y+(var(18)<=13)*(vel y+ifelse(!var(12)&&!var(48),0.85,0.55)*(13-var(18))/2)*(13-var(18))<0||var(24)

[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=StateType=A
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=Ctrl||(StateNo=[110,115])&&time>=5
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=7||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>7
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-7
TriggerAll=P2BodyDist X*fvar(8)=[0-(P2StateType!=A)*20,37+vel x*(7-(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*7+Const(MoveMent.Yaccel)*28))+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*7+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*28)=[-20,30]
Trigger1 = Random<=var(59)*120
TriggerAll=Pos Y+(var(18)<=7)*(vel y+ifelse(!var(12)&&!var(48),0.85,0.55)*(7-var(18))/2)*(7-var(18))<0||var(24)

[State -1,A_2HS];A2HS
type = ChangeState
value = 635
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=25
TriggerAll=StateType=A
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=Ctrl||(StateNo=[110,115])&&time>=5
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||P2StateType=C&&vel y<0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-13
TriggerAll=P2BodyDist X*fvar(8)=[0-(P2StateType!=A)*35,40+vel x*(7-(StateNo=115)*3)+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=P2BodyDist Y*fvar(9)=[0,110]
Trigger1 = Random<=var(59)*120
Trigger1 = Pos Y+(vel y!=0)*(vel y*13+Const(MoveMent.Yaccel)*91)<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=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=P2StateType!=C
triggerall=HitShakeOver
TriggerAll=!EnemyNear(floor(fvar(18))),ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-16||var(59)<7
TriggerAll=P2BodyDist X*fvar(8)=[-5,53+(EnemyNear(floor(fvar(18))),vel x*10)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*16+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*136)=[-60,-10])||P2StateType!=A
TriggerAll=(Power>=2000&&!(teammode=simul))
Trigger1 = Random<var(59)*4

[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
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)>25
Trigger6 = (StateNo=[200,640])&&(PrevStateNo!=[200,640])&&var(59)=11
Trigger6 = (EnemyNear(floor(fvar(18))),StateNo>=1000)
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=fvar(38)!=3
TriggerAll=Random<=var(59)*100
TriggerAll=NumHelper(780+id)>0
TriggerAll=ctrl||(StateNo=[11,22])||stateno=52
Trigger1 = InGuardDist
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=(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=NumHelper(780+id)>0
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=NumHelper(780+id)>0
TriggerAll=RoundState=2
TriggerAll=var(25)
TriggerAll=!(fvar(28)&&(P2Movetype=H||StateNo=750||StateNo=5090))
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

;
;}L
;
[State -3,FRC];FϷ
Type = ChangeState
value = 961
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39);||var(59)>9
TriggerAll=RoundState=2
TriggerAll=Power>499
;TriggerAll=StateType=A
TriggerAll=var(56)<1
TriggerAll=NumHelper(780+id)>0
triggerall=!var(40)
trigger1 = 0;stateno = 1001
trigger1 = time = 2;[0,6]
trigger1 = (P2StateNo=[120,159])&&Random<=333&&var(17)||(P2StateNo=[5000,5120])
trigger1 = Pos Y>-75&&EnemyNear,Pos Y>-120
trigger1 = var(50)>-75
trigger2 = stateno = 1410
trigger2 = animelemtime(7) = [0,2]
trigger2 = 0
trigger3 = stateno = [1200,1203]
trigger3 = animelemtime(7) >= 1
trigger3 = time = [19,21]
trigger3 = PrevStateno!=450 
;trigger3 = (P2BodyDist X*fvar(8)<120)&&P2MoveType!=H&&Random<=var(59)*50&&time=19&&Power>999||(InGuardDist||(Helper(780+id),var(58)))&&P2Statetype!=A||(var(59)=[1,5])
igNorehitpause = 1

[State -3,FRC];CJ
Type = ChangeState
value = 961
TriggerAll=!IsHelper
TriggerAll=(var(59)>5&&Random<=var(59)*40)||fvar(39)||var(59)>9
TriggerAll=RoundState=2
TriggerAll=Power>499
triggerall=!var(40)
;TriggerAll=StateType=A
TriggerAll=var(56)<1
triggerAll=var(50)>-75
triggerAll=stateno = 1001
trigger1 = Prevstateno = [1050,1060];#c
trigger1 = !var(58)
trigger1 = time = 2;[0,6]
trigger1 = (P2StateNo=[120,159])||(P2StateNo=[5000,5120])
trigger1 = (P2StateNo=[120,159])||Pos Y>-75&&EnemyNear,Pos Y>(-120+(fvar(29)>30)*20)
trigger1 = !(ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<45&&EnemyNear,Pos Y<Pos Y&&Pos Y>-75)
trigger2 = Prevstateno = [1000,1010];#
trigger2 = !var(58)
trigger2 = time = (1+(!var(11)&&fvar(29)<50||(P2StateNo=[120,159])||var(17)));[0,6]
trigger2 = (P2StateNo=[120,159])&&Random<=333&&var(17)&&Power>999||(P2StateNo=[5000,5120])&&(fvar(29)<50&&var(17)||P2Statetype=A)
trigger2 = Pos Y>-75&&EnemyNear,Pos Y>-120
trigger3 = Prevstateno = [1053,1060];ACc
trigger3 = var(58)=2
trigger3 = time = 9;[9,12])
trigger3 = (P2StateNo=[120,159])||EnemyNear,Pos Y>-5
trigger4 = Prevstateno = [1003,1010];AC
trigger4 = (P2StateNo=[5000,5120])&&(P2Statetype=A||fvar(29)>50&&fvar(30)>=19)&&var(17)
trigger4 = var(58)=2
trigger4 = (time = [9,12])

[State -3,FRC];FϷ
Type = ChangeState
value = 961
TriggerAll=!IsHelper
TriggerAll=(var(59)>5&&Random<=var(59)*40)||fvar(39)||var(59)>9
TriggerAll=RoundState=2
TriggerAll=Power>499
triggerall=!var(40)
TriggerAll=var(56)<1
trigger1 = stateno = 1411
trigger1 = time = [24,26]
Trigger1 = StateType!=A
trigger1 = movetype != H
trigger2 = var(58)=2
trigger2 = stateno = 415
trigger2 = animelemtime(12) = [0,2]
ignorehitpause = 1

[State -1]
type = ChangeState
triggerall = !ishelper
triggerall = var(40) = 0
triggerall = var(59) >= 0
triggerall = Power >= 500
trigger1 = numhelper(1298) >= 1
trigger1 = StateNo=1100
trigger2 = numhelper(1299) >= 1
trigger2 = StateNo=1190
value = 960 + (statetype = A)
ignorehitpause = 1

;
;nNU 
;
[State -1,Dash];_bV
Type = ChangeState
value = 100
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=ctrl;||(StateNo=[11,22])
TriggerAll=StateNo!=[100,101]
TriggerAll=P2StateType=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)>47
;Trigger2 = var(58)=2||(var(58)=[4,5])
;Trigger3 = var(58)=3
;Trigger3 = P2BodyDist X*fvar(8)<83+(EnemyNear,BackEdgeBodyDist>20)*20

[State -3,2D];5D
Type = ChangeState
value = 240
TriggerAll=var(59)>4&&Random<=var(59)*15||fvar(39)
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=EnemyNear,StateType = L
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2BodyDist X*fvar(8)=[26,77]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=(Helper(780+id),var(45))
Trigger1=EnemyNear,StateNo=[5120,5121]
Trigger1=EnemyNear,AnimTime=[-26,-21]

[State -3,2D];cCJr
Type = ChangeState
value = 1050+(var(58)=2)*3
TriggerAll=var(59)>4&&Random<=var(59)*20||fvar(39)
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=EnemyNear,StateType = L
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2BodyDist X*fvar(8)=[5,114]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=(Helper(780+id),var(45))
Trigger1=EnemyNear,StateNo=[5120,5121]
Trigger1=EnemyNear,AnimTime=[-27,-14]

[State -3,2D];2D
Type = ChangeState
value = 450
TriggerAll=var(59)>4&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=EnemyNear,StateType = L
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2BodyDist X*fvar(8)=[26,77]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
Trigger1=EnemyNear,StateNo=[5120,5121]
Trigger1=EnemyNear,AnimTime=[-13,-11]
Trigger1=EnemyNear,BackEdgeBodyDist>20

[State -1,Jump];Wv
Type = null;ChangeState
value = 37
TriggerAll=!IsHelper
TriggerAll=var(59)>4&&Random<=var(59)*15||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=ctrl||(StateNo=[11,22])||(StateNo=[100,101])
TriggerAll=var(58)=2
TriggerAll=power>999
TriggerAll=P2StateType=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)<100
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=(Helper(780+id),var(45))
TriggerAll=EnemyNear,StateNo=[5120,5121]
TriggerAll=Random<ifelse(var(59)>10||fvar(39),10,var(59))*100
Trigger1 = EnemyNear,AnimTime<=-11;[-15,-14]
Trigger2 = EnemyNear,AnimTime=[-22,-12]
;Trigger3 = EnemyNear,AnimTime=[-34,-32]

[State -1,Jump];Wv
Type = ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=var(59)>4||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=ctrl||(StateNo=[11,22])||(StateNo=[100,101])
TriggerAll=P2StateType=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)<140
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=EnemyNear,StateNo=[5120,5121]
TriggerAll=Random<ifelse(var(59)>10||fvar(39),10,var(59))*100
Trigger1 = EnemyNear,AnimTime<=-11;[-15,-14]
Trigger2 = EnemyNear,AnimTime=[-22,-20]
;Trigger3 = EnemyNear,AnimTime=[-34,-32]

[State -3,Walk];O
Type = ChangeState
value = 21
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))
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ctrl||StateNo=11||StateNo=22
TriggerAll=StateNo!=[100,101]
Trigger1 = StateNo=22
Trigger1 = P2BodyDist X*fvar(8)>=36
Trigger2 = P2BodyDist X*fvar(8)=[36,48]

[State -3,Walk];
Type = ChangeState
value = 22
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))
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ctrl||StateNo=11||StateNo=21
TriggerAll=StateNo!=[100,101]
TriggerAll=P2BodyDist X*fvar(8)<26
Trigger1 = BackEdgeBodyDist>26
Trigger2 = StateNo=21
;
;󒆋NU
;
[State -1,A_D]
Type = null;ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4||fvar(39)
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||(StateNo=110||StateNo=115)&&Time>=5
TriggerAll=P2StateType=L
TriggerAll=P2BodyDist X*fvar(8)=[-10,140]
TriggerAll=Random<=var(59)*100
TriggerAll=EnemyNear,StateNo=[5120,5121]
Trigger1=EnemyNear,AnimTime=-7
Trigger2=EnemyNear,AnimTime=-12

[State -1,A_K]
Type = ChangeState
value = 1190
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4||fvar(39)
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||(StateNo=110||StateNo=115)&&Time>=5
Trigger1 = PrevStateNo=37


[State -1,A_HS]
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4||fvar(39)
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||(StateNo=110||StateNo=115)&&Time>=5
TriggerAll=P2StateType=L
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*EnemyNear(floor(fvar(18))),vel x*14=[0,110]
TriggerAll=Random<=var(59)*5
TriggerAll=var(55)=1
Trigger1 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*14>-20
Trigger2=EnemyNear,StateNo=[5120,5121]
Trigger2=EnemyNear,AnimTime=-8

[State -1,A_2HS]
Type = ChangeState
value = 635
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4||fvar(39)
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||(StateNo=110||StateNo=115)&&Time>=5
TriggerAll=P2StateType=L
TriggerAll=P2BodyDist X*fvar(8)=[-40,40]
TriggerAll=NumHelper(780+id)>0
TriggerAll=Random<=var(59)*4+96*(!(Helper(780+id),var(45)))
Trigger1 = 0;Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*9>-20
Trigger2=EnemyNear,StateNo=[5120,5121]
;Trigger2=EnemyNear,AnimTime>=-7

;
;nډ 
;
[State -1,junp];s
Type = ChangeState
value = 0
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=P2StateNo!=1119
TriggerAll=(ctrl||fvar(28))||StateNo=52||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=A
Trigger1 = var(55)=8
ctrl=0


[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)>150)
Trigger1 = Enemynear,life>(400/(Enemynear,const(data.defence)*0.01)*(const(data.attack)*0.01))
Trigger2 = power<500

[State -1,SW];SW
Type = ChangeState
value = 4001
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=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)<=100)
TriggerAll=P2BodyDist X*fvar(8)<15
Trigger1 = P2Stateno=[4400,4499]

[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=ctrl||(StateNo=[11,22])||StateNo=52||!ctrl&&StateNo=0&&(P2StateNo=1119||EnemyNear(floor(fvar(18))),vel x>0)
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H||Helper(780+id),fvar(27)>0
TriggerAll=!(var(55)=17)||Helper(780+id),fvar(27)>0;&&P2BodyDist X*fvar(8)<15)
Trigger1 = fvar(30)>=0||Helper(780+id),fvar(27)>0
Trigger1 = P2BodyDist X*fvar(8)>(0-(Helper(780+id),fvar(27)>0&&(P2STatetype!=A||P2BodyDist Y>-40)&&p2Dist X>0)*30)
Trigger1 = !(var(55)=24&&ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<170)
Trigger2 = P2StateNo=[231,233]
Trigger3 = !ctrl&&StateNo=0
Trigger3 = P2StateNo=1119||EnemyNear(floor(fvar(18))),vel x>0

[State -1];s
Type = ctrlset
value = 1
TriggerAll=!IsHelper
TriggerAll=RoundState>=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Movetype!=H
TriggerAll=Stateno=0
TriggerAll=!ctrl
Trigger1 = P2StateNo=1119
Trigger2 = P2StateType=L
Trigger3 = P2MoveType!=H&&EnemyNear,ctrl
Trigger4 = RoundState>=3
Trigger5 = (EnemyNear(floor(fvar(18))),vel x)>0&&P2MoveType=H

[State -1,S_HS];HS
Type = ChangeState
value = 230
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
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=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=(P2StateNo=[231,233])&&P2MoveType=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
TriggerAll=var(50)>64
Trigger1 = P2BodyDist X*fvar(8)=[-15,75+vel x*5+(EnemyNear(floor(fvar(18))),vel x*13)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2StateType!=A


[State -1,C_HS];HS
Type = ChangeState
value = 430
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(44))||(P2Stateno=[4400,4499])
TriggerAll=StateType!=A
TriggerAll=power>499
TriggerAll=(Power>=2000&&!(teammode=simul))||(Helper(780+id),fvar(27)<=50)
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,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=Helper(780+id),fvar(39)<=3
TriggerAll=(Helper(780+id),var(44))||(P2Stateno=[4400,4499])
TriggerAll=(Power>=2000&&!(teammode=simul))||(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
Trigger1 = P2BodyDist X*fvar(8)=[-15,20]
Trigger1 = P2StateType!=A

[State -1,S_FHS];6HS
Type = ChangeState
value = 100
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=var(55)!=10
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo!=[120,155]
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=A
TriggerAll=EnemyNear(floor(fvar(18))),vel x<=0;&&p2dist X>0
TriggerAll=P2BodyDist X*fvar(8)+(EnemyNear(floor(fvar(18))),vel x*17)*(Facing*Enemynear,Facing)=[-45-15*(var(55)=24),80-(fvar(29)<20&&var(55)!=24)*20-(fvar(30)>=17&&fvar(29)>65&&Enemy(floor(fvar(18))),Pos y>-150)*25-(var(55)=24||var(50)>64)*15+vel x*7]
Trigger1 = fvar(30)>=17
Trigger1=(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*8.5)*17=[-45-(var(55)=24)*20-35*(P2BodyDist X*fvar(8)<20&&StateNo=100)-(fvar(29)<30)*20-(P2BodyDist X*fvar(8)<40&&StateNo=100)*20,-50])
Trigger2 = fvar(30)=17
Trigger2 = P2BodyDist Y*fvar(9)+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*8.5)*17=[-80-(fvar(29)<30)*20-(P2BodyDist X*fvar(8)<40)*20,-50]
Trigger3 = fvar(30)>=17&&(var(55)=24||var(55)=8||var(50)>64)
Trigger3 = P2BodyDist Y*fvar(9)+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*8.5)*17=[-80-(var(50)>64)*40-(fvar(29)<30)*20-(P2BodyDist X*fvar(8)<40)*20,-50]
Trigger4 = fvar(30)>=17&&(var(58)=2)
Trigger4 = P2BodyDist Y*fvar(9)+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*8.5)*17=[-65-(var(50)>64)*40-(fvar(29)<30)*20-(P2BodyDist X*fvar(8)<40)*20,-15]

[State -1,S_FHS];6HS
Type = ChangeState
value = 235
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=var(55)!=10
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo!=[120,155]
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=A
TriggerAll=P2BodyDist X*fvar(8)+(EnemyNear(floor(fvar(18))),vel x*16)*(Facing*Enemynear,Facing)=[-25-15*(var(55)=24),80-(fvar(29)<20&&var(55)!=24)*20-(fvar(30)>=17&&fvar(29)>65&&Enemy(floor(fvar(18))),Pos y>-150)*25-(var(55)=24||var(50)>64)*15+vel x*7]
Trigger1 = fvar(30)>=16
Trigger1 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*8)*16=[-45-(var(55)=24)*20-35*(P2BodyDist X*fvar(8)<20&&StateNo=100)-(fvar(29)<30)*20-(P2BodyDist X*fvar(8)<40&&StateNo=100)*20,-50])
Trigger2 = fvar(30)=16
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*8)*16=[-80-(fvar(29)<30)*20-(P2BodyDist X*fvar(8)<40)*20,-50]
Trigger3 = fvar(30)>=16&&(var(55)=24||var(55)=8||var(50)>64)
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*8)*16=[-80-(var(50)>64)*40-(fvar(29)<30)*20-(P2BodyDist X*fvar(8)<40)*20,-50]
Trigger4 = fvar(30)>=16&&(var(58)=2)
Trigger4 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*8)*16=[-65-(var(50)>64)*40-(fvar(29)<30)*20-(P2BodyDist X*fvar(8)<40)*20,-35]


[State -1,junp];ډpjunp
Type = ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(58)!=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)>=16
;TriggerAll=var(53)<=283
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||(StateNo=52)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=A
TriggerAll=P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*16)*(1-(Facing=Enemynear,Facing)*2)=[-5,70+vel x*16]
TriggerAll=var(55)=11
Trigger1 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*8)*16=[-145,-80])
Trigger1 = fvar(29)>=45
Trigger1 = fvar(30)>=16
Trigger2 = 0;(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*8)*16=[-185,-70])
Trigger2 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*16)*(1-(Facing=Enemynear,Facing)*2)=[-5,40+vel x*16]
Trigger2 = fvar(29)>=45
Trigger2 = fvar(30)>=11

[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(55)!=100
TriggerAll=StateType!=A
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=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=P2StateNo=[120,155]
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-5,64]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
Trigger1 = Random<ifelse((var(59)>7||fvar(39)),7,var(59))*50

[State -1,S_NS];S
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=var(55)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=fvar(30)>=7;||fvar(30)>=7&&(P2StateType=A||teammode=simul)
TriggerAll=(ctrl||fvar(28))||(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=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=P2BodyDist X*fvar(8)=[-15-(fvar(29)<35||var(58)=2)*40,49]
Trigger1 = P2BodyDist X*fvar(8)-vel x*2-(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-10-(P2BodyDist Y*fvar(9)>-100&&p2Dist X>0)*20,80]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3.5)*7=[-75-20*(EnemyNear(floor(fvar(18))),vel y<0),0];[-60-(fvar(30)=7)*30,0]
Trigger1 = !var(58)
Trigger2 = P2BodyDist X*fvar(8)-vel x*2-(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-30-45*(P2BodyDist Y*fvar(9)>-100&&p2Dist X>0),80]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3.5)*7=[-30-(fvar(30)=7)*30,0]
Trigger2 = var(58)=2
Trigger3 = P2BodyDist X*fvar(8)-vel x*2-(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-5-45*(Facing=Enemynear,Facing),80]
Trigger3 = 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=[-45-(fvar(30)=7)*50,0];=[-60-(fvar(30)=7)*30,-30-(fvar(30)=7)*30]
Trigger3 = var(58)=2
;Trigger3 = P2BodyDist X*fvar(8)-vel x*2-(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-30,80]
;Trigger3 = 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=[-75,0];[-60-(fvar(30)=7)*30,0]
;Trigger3 = var(58)=2

[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= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=P2BodyDist X*fvar(8)=[-15,49]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel))*9=[-90,0]

[State -1,iruka];CJcSs
Type = ChangeState
value = ifelse((P2BodyDist X*fvar(8)=[-15,49]),220,225)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,9]
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*25
TriggerAll=!var(43)
TriggerAll=StateType!=A
TriggerAll=var(55)!=10
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=P2StateNo!=[5110,5120]
TriggerAll=P2StateType=A
TriggerAll=P2MoveType=H
TriggerAll=var(56)<1
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(fvar(30)=[7,15])||(P2StateNo=[120,159])
Trigger1=P2BodyDist X*fvar(8)=[-25,33-(EnemyNear(floor(fvar(18))),BackEdgeBodyDist<=20)*33]
Trigger1=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*9+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*9)=[-180,-130+(BackEdgeBodyDist<=20)*110]


[State -1,iruka];CJcHS,AC
Type = ChangeState
value = 1060
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<=var(59)*100||fvar(39)
TriggerAll=!var(43)
TriggerAll=StateType!=A
TriggerAll=var(55)!=10
TriggerAll=var(58)=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=P2StateType!=L
TriggerAll=P2StateNo!=[5110,5120]
TriggerAll=fvar(29)<20
TriggerAll=ifelse(facing=1,(helper(60000+id),rootdist X),(helper(50000+id),rootdist X))>55
TriggerAll=P2StateType=A
TriggerAll=P2MoveType=H
TriggerAll=var(56)<1
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(fvar(30)=[7,15])||(P2StateNo=[120,159])
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-11-15*(Facing=Enemynear,Facing),65]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*9+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*9)=[-180,-80]

[State -1,iruka];CJcS,AC
Type = ChangeState
value = 1053
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<=var(59)*100||fvar(39)
TriggerAll=!var(43)
TriggerAll=StateType!=A
TriggerAll=var(55)!=10
TriggerAll=var(58)=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=P2StateType!=L
TriggerAll=P2StateNo!=[5110,5120]
TriggerAll=P2StateType=A
TriggerAll=P2MoveType=H
TriggerAll=var(56)<1
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(fvar(30)=[7,15])||(P2StateNo=[120,159])
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-11-15*(Facing=Enemynear,Facing),65]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*9+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*9)=[-140,-35]
Trigger2 = P2BodyDist X*fvar(8)=[43,83+(fvar(29)<35)*27]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*9+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*9)=[-140,-40+(EnemyNear,BackEdgeBodyDist<=20)*10]

[State -1,iruka];CJcS
Type = ChangeState
value = 1050
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<=var(59)*100||fvar(39)
TriggerAll=!var(43)
TriggerAll=StateType!=A
TriggerAll=var(55)!=10
TriggerAll=!var(58)
TriggerAll=P2StateType!=L
TriggerAll=P2StateNo!=[5110,5120]
TriggerAll=P2StateType=A
TriggerAll=P2MoveType=H
TriggerAll=var(56)<1
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(fvar(30)=[7,15])||(P2StateNo=[120,159])
Trigger1=P2BodyDist X*fvar(8)=[-25-(fvar(29)<35)*15,33-(EnemyNear(floor(fvar(18))),BackEdgeBodyDist<=20)*33]
Trigger1=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*9+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*9)=[-180,-130+(BackEdgeBodyDist<=20)*110]

[State -1,iruka];CJcHSs
Type = ChangeState
value = 230
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,9]
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*25
TriggerAll=!var(43)
TriggerAll=var(56)<1
TriggerAll=StateType!=A
TriggerAll=var(55)!=10
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=P2StateType!=L
TriggerAll=P2StateNo!=[5110,5120]
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(fvar(30)=[8,15])||(P2StateNo=[120,159])
Trigger1 = P2BodyDist X*fvar(8)=[-19,43+(fvar(29)<35)*22]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*9+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*9)=[-180,-20]
Trigger2 = P2BodyDist X*fvar(8)=[43,83+(fvar(29)<35)*27]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*9+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*9)=[-180,-40+(EnemyNear,BackEdgeBodyDist<=20)*10]
Trigger3 = P2BodyDist X*fvar(8)=[83,133+(fvar(29)<35)*27]
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*11+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*11)=[-180,-70+(EnemyNear,BackEdgeBodyDist<=20)*20]


[State -1,iruka];CJcHS
Type = ChangeState
value = 1060
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<=var(59)*100||fvar(39)
TriggerAll=!var(43)
TriggerAll=var(58)!=2||(P2StateNo=[120,159])
TriggerAll=var(56)<1
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=var(55)!=10
TriggerAll=P2StateType!=L
TriggerAll=P2StateNo!=[5110,5120]
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(fvar(30)=[8,15])||(P2StateNo=[120,159])
Trigger1 = P2BodyDist X*fvar(8)-(var(58)=2)*(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-19+(var(58)=2)*14-(fvar(29)<35&&!var(58))*16,43+(fvar(29)<35)*22]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*9+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*9)=[-180,-20]
Trigger2 = P2BodyDist X*fvar(8)=[43,83+(fvar(29)<35)*27]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*9+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*9)=[-180,-40+(EnemyNear,BackEdgeBodyDist<=20)*10]
Trigger3 = P2BodyDist X*fvar(8)=[83,133+(fvar(29)<35)*27]
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*11+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*11)=[-180,-70+(EnemyNear,BackEdgeBodyDist<=20)*20]

[State -1,iruka];CJcHS^bOpt{bR
Type = ChangeState
value = 1060
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<=var(59)*100||fvar(39)
TriggerAll=!var(43)
TriggerAll=var(56)<1
TriggerAll=StateType!=A
TriggerAll=var(55)!=10
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=P2StateNo!=[5110,5120]
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=numpartner>=1&&teammode=simul
TriggerAll=Partner,Alive
Trigger1 = P2BodyDist X*fvar(8)=[-19,43+(EnemyNear,BackEdgeBodyDist<=20)*22]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*9+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*9)=[-180,-20]
Trigger2 = P2BodyDist X*fvar(8)=[43,83+(EnemyNear,BackEdgeBodyDist<=20)*27]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*9+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*9)=[-180,-40+(EnemyNear,BackEdgeBodyDist<=20)*10]
Trigger3 = P2BodyDist X*fvar(8)=[83,133+(EnemyNear,BackEdgeBodyDist<=20)*27]
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*11+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*11)=[-180,-70+(EnemyNear,BackEdgeBodyDist<=20)*20]


[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=(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=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=P2StateNo=[120,155]
TriggerAll=var(55)!=100
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[69,98]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
Trigger1 = Random<ifelse(var(59)>7||fvar(39),7,var(59))*10
[State -1,S_NS];S
Type = ChangeState
value = 225
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=var(55)!=10
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=(ctrl||fvar(28))||(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=P2StateType=A
TriggerAll=fvar(30)=12||fvar(30)>=12&&(P2StateType=A||teammode=simul)||(P2StateNo=[120,159])
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
TriggerAll=NumHelper(50000+id)>0
TriggerAll=!(Helper(50000+id),var(11)=1)
TriggerAll=P2StateNo!=[1420,1429]
TriggerAll=P2BodyDist X*fvar(8)=[50,142+vel x*7+(EnemyNear(floor(fvar(18))),vel x*12)*(1-(Facing=Enemynear,Facing)*2)-(P2StateNo=[3100,3199])*45]
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=[-10-(fvar(30)=12)*40,0]
TriggerAll=!(EnemyNear(floor(fvar(18))),GetHitVar(HitShaketime)>0)&&!(EnemyNear(floor(fvar(18))),vel y=0)
Trigger1 = fvar(29)<22&&StateNo=100&&!(P2BodyDist X*fvar(8)-(3.935+0.16*2-0.02*vel x)*5<49)
Trigger2 = fvar(29)>22&&StateNo=100&&!(P2BodyDist X*fvar(8)-(3.935+0.16*2-0.02*vel x)*5+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)<49);||StateNo!=100

[State -1,S_K];K
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(30)=9|fvar(30)>=9&&(P2StateType=A||teammode=simul)
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=10
TriggerAll=var(55)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=!(Helper(50000+id),var(11)=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateNo!=[120,155]
TriggerAll=P2BodyDist X*fvar(8)=[-4,108+vel x*5+(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)-(P2StateNo=[3100,3199])*45]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4.5)*9=[-10-(fvar(30)=9&&!var(58))*20,0]
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)!=[-70,-10])||fvar(30)<12
Trigger1 = fvar(29)<22&&StateNo=100&&!(P2BodyDist X*fvar(8)-(3.935+0.16*2-0.02*vel x)*5<49)
Trigger2 = fvar(29)>22&&StateNo=100&&!(P2BodyDist X*fvar(8)-(3.935+0.16*2-0.02*vel x)*5+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)<49);||StateNo!=100

[State -1,C_S];2S
Type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=10
TriggerAll=var(55)!=100
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=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=NumHelper(50000+id)>0
TriggerAll=!(Helper(50000+id),var(11)=1)
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo!=[120,155]
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
TriggerAll=var(55)!=11
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*9+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*45)=[-10-(fvar(30)=9)*50,0])||P2StateType!=A
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=P2BodyDist X*fvar(8)-vel x*5-(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[0,119-(P2StateType=A)*39]
TriggerAll=fvar(30)=9||fvar(30)>=9&&(P2StateType=A||teammode=simul)
Trigger1 = fvar(29)<22&&StateNo=100&&!(P2BodyDist X*fvar(8)-(3.935+0.16*2-0.02*vel x)*5<49)
Trigger2 = fvar(29)>22||StateNo!=100

[State -1,C_D];D
Type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=var(55)!=100
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=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
TriggerAll=(P2StateNo!=[120,159])||!var(58)
TriggerAll=P2StateNo!=[1420,1429]
TriggerAll= (Random-(Random>300)*300)<=ifelse(var(59)>10||fvar(39),10,var(59))*70
Trigger1 = P2StateType!=A
Trigger1 = !(P2BodyDist Y*fvar(9))
Trigger1 = P2BodyDist X*fvar(8)=[-5,77+vel x*3.5]
Trigger1 = fvar(30)=7||(P2StateNo=[120,159])
Trigger2 = 0;P2BodyDist X*fvar(8)=[-15,77+vel x*7+(EnemyNear(floor(fvar(18))),vel x*11)*(1-(Facing=Enemynear,Facing)*2)]
Trigger2 = P2StateType=A
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*7+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*28)=[-15,0]
Trigger2 = fvar(30)>=7&&(P2StateNo!=[120,159])
Trigger2 = !var(58)

[State -1,C_HS];HS
Type = ChangeState
value = 430
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
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=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
TriggerAll=(P2StateNo=[120,159]);||fvar(30)>=14
Trigger1 = P2BodyDist X*fvar(8)=[-15,80+vel x*3+(EnemyNear(floor(fvar(18))),vel x*14)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2StateType=A
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*14+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*105)=[-40,0]

[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=var(58)=2||fvar(30)<7&&p2Statetype!=A
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=var(55)!=100
TriggerAll=(fvar(30)=[5,6])||fvar(30)>=5&&(P2StateType=A||teammode=simul)
TriggerAll=(ctrl||fvar(28))||(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=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=P2BodyDist X*fvar(8)-(StateNo=100)*vel x*5-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-10-(var(58)=2||P2StateType!=A&&Facing=enemynear,Facing&&StateNo=100)*35,42-(P2Statetype!=A)*15]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*2)*4=[-10-17*(fvar(30)=[5,6]),0]


[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=var(55)!=100
TriggerAll=(fvar(30)=[5,6])||fvar(30)>=5&&(P2StateType=A||teammode=simul)
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=P2BodyDist X*fvar(8)-vel x*5*(Stateno!=[20,22])-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-10-(var(58)=2)*25,52+14*(var(55)=17)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*2)*4=[-30-40*(fvar(30)=[5,6]),0]

[State -3,Walk];
Type = ChangeState
value = 22
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=var(55)=17
TriggerAll=fvar(25)>=0.90
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!(Helper(780+id),fvar(27))
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ctrl||StateNo=11||StateNo=21||StateNo=52
TriggerAll=NumHelper(50000+id)>0&&NumHelper(60000+id)>0
TriggerAll=P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-35,25]
TriggerAll=ifelse(facing=1,(helper(60000+id),rootdist X),(helper(50000+id),rootdist X))>35
Trigger1 = StateNo!=[100,101]

;
;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=210||StateNo=220||StateNo=225||StateNo=400
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)<=3
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),fvar(39)<=3
TriggerAll=Helper(780+id),fvar(27)<=0
TriggerAll=P2BodyDist X*fvar(8)=[-5,40-(MoveGuarded>0&&fvar(29)<20)*20]
TriggerAll=P2StateType!=A
TriggerAll=StateType!=A
TriggerAll=P2MoveType!=H
Trigger1 = movehit||fvar(28)
Trigger1 = (StateNo=[200,235])||(StateNo=[400,450])&&StateNo!=425
Trigger1 = (P2StateNo!=[5000,5120])&&(P2StateNo!=[150,159])&&(P2StateNo!=[231,239])
Trigger2 = moveGuarded||fvar(28)
Trigger2 = (StateNo=[200,235])||(StateNo=[400,450])&&StateNo!=425
Trigger2 = (P2StateNo!=[150,159])

[State -1,mist];nCp[A[}[,K[Ln΍
Type = ChangeState
value = ifelse(!var(58),1400,1060)
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
TriggerAll=StateType!=A
TriggerAll=P2MoveType!=H
TriggerAll=!teammode=simul
Trigger1 = (movehit=[1,7])||fvar(28)
Trigger1 = (StateNo=[200,235])||(StateNo=[400,450])&&StateNo!=425
Trigger1 = (P2StateNo!=[5000,5120])&&(P2StateNo!=[120,159])&&(P2StateNo!=[231,239])
Trigger2 = (moveGuarded=[1,7])||fvar(28)
Trigger2 = (StateNo=[200,235])||(StateNo=[400,450])&&StateNo!=425
Trigger2 = (P2StateNo!=[120,159])



[State -1,Jump];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||movereversed)||fvar(28))
Trigger1 = StateNo=200||StateNo=210||StateNo=220||StateNo=225||StateNo=400
trigger2 = numhelper(780+id)
trigger2 = helper(780+id),sysvar(0)
trigger2 = (stateno = [200,236])||(stateno = [400,450])
trigger2 = (movecontact||movereversed||fvar(28))
[State -3,蒆ip]
Type = null;ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=var(59)>7||fvar(39)
TriggerAll=Random<=ifelse(var(59)*50>500||fvar(39),500,var(59)*50)||Power<1000&&Random<=var(59)*100
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=A
TriggerAll=MoveGuarded=1
Trigger1 = StateNo=220||StateNo=225
Trigger1 = P2BodyDist X*fvar(8)>0
;Trigger2 = StateNo=210
;Trigger3 = StateNo=220
;Trigger4 = StateNo=225

;hpI
;
;R{

[State -1,S_HS];c邩S
Type = ChangeState
value = 1053
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
TriggerAll=var(50)>-78
TriggerAll=var(58)=2
TriggerAll=!var(3)
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveHit
Trigger1 = StateNo=450
Trigger1 = P2BodyDist X*fvar(8)=[-20,10]
Trigger2 = StateNo=230
Trigger2 = Power>499
Trigger2 = P2StateType=S||var(21)
Trigger2 = P2BodyDist X*fvar(8)=[-20,30]
Trigger2 = !(Helper(780+id),sysvar(0)=1)
[State -1,S_HS];c邩HS
Type = ChangeState
value = 1060
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
TriggerAll=var(50)<=-78||fvar(25)<=0.85
TriggerAll=var(58)=2&&!(Helper(780+id),sysvar(0)=1&&p2StateType=S)
TriggerAll=!var(3)
TriggerAll=var(55)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveHit
TriggerAll=StateNo=200||StateNo=220||StateNo=400
Trigger1 = P2BodyDist X*fvar(8)=[-19-(MoveGuarded||fvar(29)<45||var(58)=2)*41,53+(fvar(29)<45||var(58)=2)*(!MoveGuarded)*27]
Trigger1 = P2BodyDist Y*fvar(9)=[-180,15]
Trigger2 = P2BodyDist X*fvar(8)=[53,83+(fvar(29)<45)*(!MoveGuarded)*27]
Trigger2 = P2BodyDist Y*fvar(9)=[-180,-40+(StateNo!=225)*(fvar(29)<45)*(!MoveGuarded)*40]
[State -1,S_HS];HS
Type = ChangeState
value = 230
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
TriggerAll=!var(3)
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveHit
TriggerAll=fvar(30)>=13
TriggerAll=P2StateType=S
Trigger1 = (StateNo=[210,225])||StateNo=420
Trigger1 = (Helper(780+id),sysvar(0)=1)
Trigger1 = P2StateType!=A
Trigger1 = P2BodyDist X*fvar(8)=[-5-35*(p2Dist x>0),45-(fvar(29)<10)*25]

[State -1,Jump];Wv
Type = ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>6&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=(Helper(780+id),sysvar(0)=1)
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=S
TriggerAll=MoveHit
TriggerAll=var(56)<1
Trigger1 = fvar(30)>=17
Trigger1 = P2BodyDist X*fvar(8)=[-5-35*(p2Dist X>0),135]
Trigger1 = StateNo=[200,450]


[State -1,hakusyu];HS
Type = ChangeState
value = 1203
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
triggerAll=!numhelper(1210)
triggerAll=!numhelper(1211)
triggerAll=!numhelper(1212)
triggerAll=!numhelper(1213)
TriggerAll=fvar(34)!=1
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=Power<(500-15*fvar(37)-96*0.6*fvar(37))||var(50)<-70||MoveGuarded&&Power>1000
TriggerAll=StateType!=A
TriggerAll=P2StateType=A||StateNo=225||StateNo=230
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
TriggerAll=P2MoveType=H
Trigger1 = MoveHit
Trigger1 = StateNo=[430,450]
Trigger1 = Helper(780+id),var(54)!=3||var(56)=1||var(50)<-70
Trigger2 = MoveGuarded&&(Random=[var(59)*20,var(59)*40])
Trigger2 = StateNo=225||StateNo=230||StateNo=450&&var(58)=2
Trigger2 = P2StateType!=A
Trigger2 = Power>1000

[State -1,Jump];Wv
Type = ChangeState
value = 37
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>6&&Random<=var(59)*10)||fvar(39)
TriggerAll=StateType!=A
TriggerAll=var(58)=2
TriggerAll=Power>999
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=(Helper(780+id),var(45))
TriggerAll=P2MoveType=H
TriggerAll=P2StateType!=A
TriggerAll=MoveGuarded=1
TriggerAll=var(56)<1
Trigger1 = P2BodyDist X*fvar(8)=[-5,70]
Trigger1 = StateNo=220||StateNo=225

[State -1,Jump];Wv
Type = ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||var(59)>7||fvar(39)
TriggerAll=StateType!=A
TriggerAll=!var(58)
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=P2MoveType=H
TriggerAll=var(53)<=283
;TriggerAll=fvar(29)>95
TriggerAll=P2StateType=A
TriggerAll=MoveHit
TriggerAll=P2BodyDist Y*fvar(9)=[-68+8*ceil(2-(Gethitvar(hitcount)/5))*(Gethitvar(hitcount)<=10),-1]
TriggerAll=var(56)<1
Trigger1 = P2BodyDist X*fvar(8)=[-5,48]
Trigger1 = StateNo=220

[State -1,iruka];CJcHS
Type = ChangeState
value = ifelse(Random<=var(59)*10,1060,1050+3*(var(58)=2))
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=var(59)>5&&Random<=var(59)*20||fvar(39)
TriggerAll=!var(43)
TriggerAll=!var(58)
TriggerAll=!var(3)
TriggerAll=fvar(29)<45
TriggerAll=power>(500-30*fvar(37)-144*0.6*fvar(37))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateType!=A
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),var(45))
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
TriggerAll=MoveGuarded=1
TriggerAll=(StateNo=[220,235])||StateNo=420||StateNo=450
Trigger1 = P2BodyDist X*fvar(8)=[45-(var(58)=2)*35,99]

[State -1,S_HS];HS
Type = ChangeState
value = 230
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
TriggerAll=!var(3)
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct
TriggerAll=fvar(30)>=13
TriggerAll=fvar(25)>=0.95-(var(58)=2)*0.05||P2StateType!=A||var(58)=2&&var(50)>-90
Trigger1 = (StateNo=[220,225])&&(var(55)!=17||(PrevStateNo!=[200,210])&&PrevStateNo!=400)||StateNo=420
Trigger1 = P2BodyDist X*fvar(8)=[-5-35*(p2Dist x>0),45-(fvar(29)<10)*25]
Trigger1 = P2BodyDist Y*fvar(9)=[-40-15*(var(58)=2)+(fvar(25)>=0.90)*20,0+(var(58)=2)*15]
Trigger1 = MoveHit
Trigger1 = P2StateType=A&&StateNo!=225||EnemyNear(floor(fvar(18))),backedgebodydist<20&&(P2BodyDist X*fvar(8)=[43,55])&&Power>499&&var(50)>-70
Trigger2 = MoveGuarded
Trigger2 = (StateNo=[220,225])||StateNo=420
Trigger2 = P2BodyDist X*fvar(8)+vel x*5.4=[-5-15*(P2Dist X>0),40]
Trigger2 = P2StateType!=A

[State -1,S_FP];+P
Type = null;ChangeState
value = 205
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7&&Random<=var(59)*100||fvar(39)
TriggerAll=var(55)!=100
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
;TriggerAll=P2StateType!=A
TriggerAll=MoveContAct&&var(3)=0
TriggerAll=P2BodyDist X*fvar(8)=[-9-(MoveGuarded)*16,35]
TriggerAll=P2BodyDist Y*fvar(9)=[-22-(MoveGuarded)*70,-22+(MoveHit)*30]
Trigger1 = StateNo=220
Trigger1 = EnemyNear(floor(fvar(18))),backedgebodydist<20
Trigger1 = var(50)>-40
[State -1,S_CD];2D
Type = ChangeState
value = 240
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=var(55)!=100
TriggerAll=!var(3)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=!P2BodyDist Y*fvar(9)&&P2StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-10,48-19*(StateNo=230)]
Trigger1 = StateNo=220||StateNo=230
Trigger1 = MoveHit
Trigger1 = fvar(30)>=25
Trigger1 = Power<500

[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(55)!=100
TriggerAll=!var(3)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=!P2BodyDist Y*fvar(9)&&P2StateType!=A
TriggerAll=fvar(30)>=7
TriggerAll=P2BodyDist X*fvar(8)=[-5-15*(P2Dist X>0),56]
Trigger1 = MoveHit
Trigger1 = StateNo=210||StateNo=200||StateNo=400
Trigger2 = MoveGuarded&&var(58)=2
Trigger2 = StateNo=220
Trigger2 = Random<=var(59)*50

[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=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=fvar(30)>=12
TriggerAll=MoveContAct
Trigger1 = StateNo=220
Trigger1 = !(P2BodyDist Y*fvar(9))
Trigger1 = P2BodyDist X*fvar(8)=[-5,108-(MoveHit>=1)*96+(PrevStateNo=100)*8-25*(fvar(29)<20)]
Trigger2 = StateNo=210
Trigger2 = P2BodyDist X*fvar(8)=[49,120]
Trigger2 = P2BodyDist Y*fvar(9)>=-30

[State -1,c_HS];2HS
Type = ChangeState
value = ifelse(StateNo=205,230,430)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=!var(3)
TriggerAll=var(55)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct
Trigger1 = 0;MoveGuarded
Trigger1 = StateNo=220||StateNo=225||StateNo=420
Trigger1 = P2BodyDist X*fvar(8)=[-5,55]
Trigger1 = P2BodyDist Y*fvar(9)=[-60,-25]
Trigger2 = MoveHit
Trigger2 = StateNo=220||StateNo=225||StateNo=420
Trigger2 = !P2BodyDist Y*fvar(9)
Trigger2 = P2BodyDist X*fvar(8)=[-5,55+(StateNo=220)*10+(PrevStateNo=100)*11]
Trigger3 = MoveHit
Trigger3 = StateNo=205
Trigger3 = P2BodyDist X*fvar(8)=[-5,65]
Trigger3 = P2BodyDist Y*fvar(9)=[-40,0]
Trigger3 = EnemyNear,BackEdgeBodyDist<=20

[State -1,S_D];_Xg
Type = ChangeState
value = 240
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*10||fvar(39)
TriggerAll=!var(3)
TriggerAll=var(55)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct
Trigger1 = MoveGuarded=1
Trigger1 = StateNo=230;||StateNo=225||StateNo=420||StateNo=205||StateNo=220
Trigger1 = P2BodyDist X*fvar(8)=[56-35*(var(58)=2),78]
Trigger1 = !P2BodyDist Y*fvar(9)


[State -1,misuto];~XL
Type = ChangeState
value = 1400
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>9&&Random<=var(59)*100||fvar(39)
TriggerAll=!var(3)
TriggerAll=!var(58)
TriggerAll=var(55)!=100
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
Trigger1 = MoveHit=1&&var(21)
Trigger1 = StateNo=[230,235]
Trigger2 = MoveGuarded=1&&Random<=var(59)*20
Trigger2 = StateNo=225
Trigger2 = P2StateType!=A

[State -1,iruka];CJcS
Type = ChangeState
value = 1050
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<=var(59)*100||fvar(39)
TriggerAll=!var(43)
TriggerAll=!var(3)
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!var(58)
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=A
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-60,0]
TriggerAll=P2BodyDist Y*fvar(9)=[-160,-130+(P2BodyDist X*fvar(8)<0)*130]
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
Trigger1 = (StateNo=[220,235])||StateNo=420

[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=var(58)=2||StateNo=205||StateNo=200&&fvar(29)>75
TriggerAll=var(50)>-96
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist Y*fvar(9)>-90
TriggerAll=P2StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-5-(StateNo=205||var(58)=2)*35,49]
TriggerAll=MoveContAct
Trigger1 = StateNo=200||StateNo=210||StateNo=205||StateNo=400||StateNo=410


[State -1,iruka];CJHS
Type = ChangeState
value = 1010
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<=var(59)*100||fvar(39)
TriggerAll=!var(43)
TriggerAll=var(58)=2&&power>499
TriggerAll=var(55)!=17
TriggerAll=!var(3)
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=P2StateType!=L
TriggerAll=P2StateNo!=[231,238]
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[35,210]
TriggerAll=P2BodyDist Y*fvar(9)=[-70,30]
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
Trigger1 = StateNo=225
Trigger1 = MoveHit

[State -1,Jump];Wv
Type = null;ChangeState
value = ifelse(P2BodyDist Y*fvar(9)<-120,41,39)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||var(59)>7||fvar(39)
TriggerAll=StateType!=A
TriggerAll=!var(58)
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=P2StateType=A
TriggerAll=MoveHit
TriggerAll=P2BodyDist X*fvar(8)=[-5,63]
TriggerAll=var(56)<1
TriggerAll=fvar(30)>=16
TriggerAll=fvar(29)>=75
Trigger1 = StateNo=220

[State -1,iruka];CJcS
Type = ChangeState
value = 1053
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<=var(59)*100||fvar(39)
TriggerAll=var(58)=2
TriggerAll=!var(3)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=P2StateType=A
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
TriggerAll=(StateNo=[220,235])||StateNo=420||StateNo=200||StateNo=400||StateNo=1500
Trigger1 = P2BodyDist X*fvar(8)=[-19-(MoveGuarded||fvar(29)<45||var(58)=2)*41,53+(fvar(29)<45||var(58)=2)*(!MoveGuarded)*27]
Trigger1 = P2BodyDist Y*fvar(9)=[-120,15]
Trigger2 = P2BodyDist X*fvar(8)=[53,73]
Trigger2 = P2BodyDist Y*fvar(9)=[-120,-40+(StateNo!=225)*(fvar(29)<45)*(!MoveGuarded)*40]
;Trigger3 = StateNo!=225
;Trigger3 = P2BodyDist X*fvar(8)=[83,133+(fvar(29)<45)*(!MoveGuarded)*27]
;Trigger3 = P2BodyDist Y*fvar(9)=[-120,-70+(fvar(29)<45)*(!MoveGuarded)*40]

[State -1,iruka];CJcHS
Type = ChangeState
value = 1060
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<=var(59)*100||fvar(39)
;TriggerAll=!var(43)
TriggerAll=!var(3)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=P2StateType=A
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
TriggerAll=(StateNo=[220,235])&&StateNo!=225||StateNo=420||StateNo=200||StateNo=400
Trigger1 = P2BodyDist X*fvar(8)=[-19-(MoveGuarded||fvar(29)<45||var(58)=2)*41,53+(fvar(29)<45||var(58)=2)*(!MoveGuarded)*27]
Trigger1 = P2BodyDist Y*fvar(9)=[-180,15]
Trigger2 = P2BodyDist X*fvar(8)=[53,83+(fvar(29)<45)*(!MoveGuarded)*27]
Trigger2 = P2BodyDist Y*fvar(9)=[-180,-40+(StateNo!=225)*(fvar(29)<45)*(!MoveGuarded)*40]
Trigger3 = P2BodyDist X*fvar(8)=[83,133+(fvar(29)<45)*(!MoveGuarded)*27]
Trigger3 = P2BodyDist Y*fvar(9)=[-180,-70+(fvar(29)<45)*(!MoveGuarded)*40]

[State -1,yamada];Rc
Type = ChangeState
value = ifelse((EnemyNear(floor(fvar(18))),frontedgebodydist<EnemyNear(floor(fvar(18))),backedgebodydist&&Facing!=EnemyNear,Facing),3100,3150)
TriggerAll=!IsHelper
TriggerAll=var(59)>8&&Random<=var(59)*100||fvar(39)
TriggerAll=Power>999
TriggerAll=var(58)!=2
TriggerAll=var(50)>-35
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
triggerall=!var(40)
TriggerAll=!var(3)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateNo=[120,159]
TriggerAll=MoveContAct
Trigger1 = StateNo=230||StateNo=235||StateNo=225||StateNo=420
Trigger1 = MoveGuarded
Trigger1 = P2StateType=A;P2BodyDist Y*fvar(9)=[-70,-33]
Trigger1 = EnemyNear(floor(fvar(18))),frontedgebodydist<60||EnemyNear(floor(fvar(18))),backedgebodydist<60

[State -1,C_D];2D
Type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7&&Random<=var(59)*100||fvar(39)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=A
TriggerAll=MoveHit&&var(3)=0
TriggerAll=P2BodyDist X*fvar(8)=[-9,66]
TriggerAll=P2BodyDist Y*fvar(9)=[-50,-30+(MoveHit)*30]
Trigger1 = StateNo=200

[State -1,iruka];CJS
Type = ChangeState
value = 1000+3*(var(58)=2)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<=var(59)*100||fvar(39)
TriggerAll=!var(43)
TriggerAll=!var(3)
TriggerAll=!var(58)||P2BodyDist X*fvar(8)<40
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=P2StateNo!=[231,238]
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-9-(MoveGuarded)*16,73]
TriggerAll=P2BodyDist Y*fvar(9)=[-70,30]
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
Trigger1 = (StateNo=[220,225])||StateNo=420||StateNo=235||StateNo=230&&MoveHit
Trigger2 = MoveHit
Trigger2 = (StateNo=[430,450])
Trigger2 = Helper(780+id),var(54)!=3
Trigger2 = var(50)>-70

[State -1,iruka];CJHS
Type = ChangeState
value = 1010
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<=var(59)*100||fvar(39)
TriggerAll=!var(43)
TriggerAll=var(55)!=17
TriggerAll=!var(3)
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=P2StateType!=L
TriggerAll=P2StateNo!=[231,238]
TriggerAll=P2MoveType=H||MoveReversed
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-19-(MoveGuarded)*16,210]
TriggerAll=P2BodyDist Y*fvar(9)=[-70,30]
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10||MoveReversed&&var(59)>=10
Trigger1 = (StateNo=[220,225])||StateNo=420||StateNo=235||StateNo=230&&MoveHit||StateNo=205&&MoveHit||StateNo=450&&(var(58)=2||MoveReversed)
Trigger2 = MoveHit
Trigger2 = (StateNo=[430,450])
Trigger2 = Helper(780+id),var(54)!=3||StateNo=430
Trigger2 = var(50)>-70

[State -1,Jump];Wv
Type = null;ChangeState
value = ifelse(P2BodyDist Y*fvar(9)<-70,41,39)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||var(59)>7||fvar(39)
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=P2StateType=A
TriggerAll=MoveHit
TriggerAll=P2BodyDist X*fvar(8)=[-5,60]
TriggerAll=var(56)<1
Trigger1 = StateNo=220
Trigger2 = StateNo=225


[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=var(55)!=100
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H||MoveReversed
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
TriggerAll=MoveContAct||MoveReversed
Trigger1 = StateNo=200||StateNo=210||StateNo=400||StateNo=410||StateNo=205
Trigger1 = P2BodyDist X*fvar(8)=[-5-15*(P2Dist X>0),49]
[State -1,S_NS];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=var(55)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct
Trigger1 = StateNo=410
Trigger1 = !(P2BodyDist Y*fvar(9))
Trigger1 = P2BodyDist X*fvar(8)=[-5,116]
[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=P2MoveType=H||MoveReversed
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist Y*fvar(9)>-90
TriggerAll=P2StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-5-(StateNo=205||var(58)=2)*35,49]
TriggerAll=MoveContAct||MoveReversed
Trigger1 = StateNo=200||StateNo=210||StateNo=205||StateNo=400||StateNo=410


[State -1,misuto];~XL
Type = ChangeState
value = 1400
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>9&&Random<=var(59)*100||fvar(39)
TriggerAll=!var(3)
TriggerAll=!var(58)
TriggerAll=var(55)!=100
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
TriggerAll=AnimTime<=-16
Trigger1 = (StateNo=[200,450])&&StateNo!=240&&StateNo!=415


[State -1,Jump];z[~OWv
Type = ChangeState
value = ifelse(Statetype=A,242,241)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=MoveHit
Trigger1 = numtarget(240)
Trigger1 = StateNo=240
Trigger2 = StateNo=630
Trigger2 = var(22)>0
;
;󒆖ډ 
;
[State -3,AirDash];_bV
Type = ChangeState
Value = 110
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=Ctrl||(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040&&Ctrl||(StateNo=[120,140])&&Ctrl||Stateno=961
triggerAll=pos y<=ifelse(vel y<0,-35-20*(Helper(780+id),sysvar(0)=1&&P2MoveType!=H),-10)||Helper(780+id),sysvar(0)=1&&P2MoveType=H
Trigger1 = PrevStateNo=38
Trigger2 = var(55)=5&&((P2BodyDist Y*fvar(8)=[-50,0])&&fvar(29)>50)&&P2BodyDist X*fvar(9)>0&&var(58)!=2
Trigger2 = !var(58)||EnemyNear,pos y<-10
Trigger3 = var(55)=4

[State -1,AirJamp];QiWv
Type = ChangeState
value = 99
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!var(11)
TriggerAll=!var(12)
TriggerAll=P2StateType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
Trigger1 = StateNo=242
Trigger1 = var(55)=9
Trigger1 = var(22)=0
Trigger1 =time=9
[State -3,A-HS];HS
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=!(var(18)>=12&&(P2StateNo=[120,159])&&P2StateType!=A)
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=(P2StateNo!=[120,159])
TriggerAll=Pos Y+(var(18)<=12)*(vel y+ifelse(!var(12)&&!var(48),0.85,0.55)*(12-var(18))/2)*(12-var(18))<0||var(24)
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>=5)
TriggerAll=P2BodyDist X*fvar(8)=[-10-(var(55)=5||p2StateType=A&&(P2BodyDist Y=[-85,55])&&P2Dist X>0)*60,108+vel x*12]
TriggerAll=fvar(30)>=12
Trigger1 = var(22)=[12,25]
Trigger2 = var(22)=0
Trigger2 = var(55)=9
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*14>-20||fvar(30)=12
Trigger3 = var(55)=4
Trigger3 = StateNo=110
Trigger3 = P2StateType=A
Trigger3 = Pos Y+(var(18)<=12)*(vel y+ifelse(!var(12)&&!var(48),0.85,0.55)*(12-var(18))/2)*(12-var(18))>-20|fvar(30)=12
Trigger4 = var(55)=5
Trigger4 = EnemyNear,pos y>-120&&StateNo!=110&&fvar(29)<50||StateNo!=110&&fvar(25)<0.90||fvar(30)=14||(StateNo=110&&Pos Y+(var(18)<=13)*(vel y+ifelse(!var(12)&&!var(48),0.85,0.55)*(13-var(18))/2)*(13-var(18))>=0)
Trigger5 = var(55)=4
Trigger5 = StateNo=50
Trigger5 = NumHelper(50000+id)>0&&NumHelper(60000+id)>0
Trigger5 = var(11)||ifelse(facing=1,(helper(50000+id),rootdist X)<66,(helper(60000+id),rootdist X)<66)
Trigger5 = Time=6||fvar(30)=14||EnemyNear,pos y<-35&&P2StateType=A
Trigger6 = StateNo=110&&time=(6+(Helper(780+id),var(46)))||Pos Y+(var(18)<=12)*(vel y+ifelse(!var(12)&&!var(48),0.85,0.55)*(12-var(18))/2)*(12-var(18))>-20
Trigger6 = var(55)=7
Trigger7 = P2BodyDist Y*fvar(9)-(var(18)<=12)*(vel y+ifelse(!var(12)&&!var(48),0.85,0.55)*(12-var(18))/2)*(12-var(18))+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*6)*12=[-100,10+90*(P2StateType!=A)]
Trigger7 = !var(55)
[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=!var(11)||StateNo=110
TriggerAll=(ctrl||fvar(28))||((StateNo=110||StateNo=115)&&Time>=5)||(var(43)&&StateNo=99&&PrevStateNo=620)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=!(var(18)>=12&&(P2StateNo=[120,159])&&P2StateType!=A)
TriggerAll=Pos Y+(var(18)<=13)*(vel y+ifelse(!var(12)&&!var(48),0.85,0.55)*(13-var(18))/2)*(13-var(18))<0||var(24)
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=var(55)!=5&&var(55)!=7&&var(55)!=16&&var(55)!=9
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=PrevStateNo!=38
TriggerAll=fvar(30)>=13
TriggerAll=StateNo!=961
;TriggerAll=pos y<=-35||vel y>=0||P2StateType=A
Trigger1 = P2BodyDist X*fvar(8)=[-29,97+vel x*9]
Trigger1 = P2BodyDist Y*fvar(9)-(var(18)<=13)*(vel y+ifelse(!var(12)&&!var(48),0.85,0.55)*(13-var(18))/2)*(13-var(18))+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*6.5)*13=[-40,120]
Trigger1 = var(55)!=4
Trigger2 = var(55)=4
Trigger2 = StateNo=110
Trigger2 = P2StateType!=A
Trigger3 = var(55)=11
Trigger3 = P2BodyDist X*fvar(8)=[-25,100+vel x*13+EnemyNear(floor(fvar(18))),vel x*13]
Trigger3 = P2BodyDist Y*fvar(9)-(var(18)<=13)*(vel y+ifelse(!var(12)&&!var(48),0.85,0.55)*(13-var(18))/2)*(13-var(18))+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*6.5)*13=[-40,120]

[State -1,A-K];K
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(55)!=5&&var(55)!=7&&var(55)!=9
TriggerAll=var(55)!=15
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>=5)
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=var(23)!=10
TriggerAll=PrevStateNo!=38
TriggerAll=Pos Y+(var(18)<=7)*(vel y+ifelse(!var(12)&&!var(48),0.85,0.55)*(7-var(18))/2)*(7-var(18))<0||var(24)
TriggerAll=P2BodyDist X*fvar(8)=[-25,55+vel X*7]
TriggerAll=P2BodyDist Y*fvar(9)-(var(18)<=7)*(vel y+ifelse(!var(12)&&!var(48),0.85,0.55)*(13-var(18))/2)*(13-var(18))+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3.5)*7=[-60,60+40*(P2StateType!=A)]
Trigger1 = fvar(30)>=7
Trigger1 = var(55)!=4
Trigger2 = var(55)=4
Trigger2 = StateNo=110
Trigger2 = P2StateType=A
Trigger2 = fvar(30)=[7,11]

[State -1,A-P];P
Type = null;ChangeState
value = 600
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=StateType=A
TriggerAll=var(55)!=5&&var(55)!=7&&var(55)!=9
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>=5)
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
Trigger1 = fvar(30)>=5
Trigger1 = var(55)=15
Trigger1 = StateNo=110

[State -1,A_S]
Type = ChangeState
value = 620+10*(fvar(30)<13)
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=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=PrevStateNo!=38
;TriggerAll=(P2StateNo=[120,155])||fvar(30)>=13
TriggerAll=StateNo!=961
Trigger1 = P2BodyDist X*fvar(8)=[-18,97+vel x*9]
Trigger1 = P2BodyDist Y*fvar(9)=[-60,140]

;
;󒆌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||MoveReversed
Trigger1 = StateNo=620||StateNo=640

;
;
;R{

[State -1,AirJamp];QiWv
Type = ChangeState
value = 99
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!var(11)
TriggerAll=!var(12)
TriggerAll=P2StateType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=MoveHit
Trigger1 = P2BodyDist Y*fvar(9)<50
Trigger1 = StateNo=640
Trigger2 = StateNo=620
Trigger2 = P2BodyDist Y*fvar(9)<-45
[State -1,AirJamp];QiWv
Type = ChangeState
value = 242
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=MoveHit
triggerall=var(11)!=1
triggerall=var(12)=0
trigger1 = var(23) = 0
trigger1 = var(22) >= 13
Trigger1 = StateNo=630

[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=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=MoveHit
triggerAll=var(55)!=9&&(var(55)!=15||fvar(30)<=11)
TriggerAll=fvar(30)>=10||(P2StateNo=[120,159])
Trigger1 = StateNo=620&&!var(11)
Trigger1 = MoveHit=1||MoveHit&&fvar(30)<=11
Trigger1 = fvar(29)>75
Trigger1 = P2BodyDist X*fvar(8)=[-10,44]
Trigger1 = P2BodyDist Y*fvar(9)+(vel y+GetHitVar(Yaccel)*7)*14=[-180,-40]

[State -1,A_HS];HS
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=(var(59)>5&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=Pos Y+(var(18)<=12)*(vel y+ifelse(!var(12)&&!var(48),0.85,0.55)*(12-var(18))/2)*(12-var(18))<0||var(24)
TriggerAll=P2BodyDist X*fvar(8)=[-24-(P2StateType!=A||(P2BodyDist Y*fvar(9)=[-80,30]))*40,95+vel x*14]
TriggerAll=P2BodyDist Y*fvar(9)-(var(18)<=12)*(vel y+ifelse(!var(12)&&!var(48),0.85,0.55)*(12-var(18))/2)*(12-var(18))+(P2StateType=A)*(ifelse(MoveHit=1,-7.5*fvar(5),EnemyNear,vel y)+EnemyNear,GetHitVar(Yaccel)*6)*12=[-130,60+40*(P2StateType!=A)]
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll= fvar(30)>=12
TriggerAll=MoveContAct
TriggerAll=StateNo=620||StateNo=610
Trigger1 = 1;EnemyNear,Pos y>-60
Trigger1 = fvar(30)>=12||Pos Y+(var(18)<=12)*(vel y+ifelse(!var(12)&&!var(48),0.85,0.55)*(13-var(18))/2)*(13-var(18))>=0
trigger1 = var(55)!=15
Trigger1 = P2StateType=A
Trigger2 = EnemyNear,Pos y<-59||var(55)=15&&fvar(30)=12
trigger2 = var(55)!=15||var(55)=15&&fvar(30)=12
Trigger2 = P2StateType=A
Trigger3 = P2StateType!=A
Trigger3 = fvar(30)=12||Pos Y+(var(18)<=14)*(vel y+ifelse(!var(12)&&!var(48),0.85,0.55)*(14-var(18))/2)*(14-var(18))>=0

[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=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=Pos Y+(var(18)<=12)*(vel y+ifelse(!var(12)&&!var(48),0.85,0.55)*(13-var(18))/2)*(13-var(18))<0||var(24)
TriggerAll=P2BodyDist X*fvar(8)=[-5,67+vel x*9]
TriggerAll=P2BodyDist Y*fvar(9)=[-30,100]
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=P2StateType!=A
TriggerAll=MoveContAct
TriggerAll=fvar(30)>=13
Trigger1 = StateNo=600
Trigger2 = StateNo=610


[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=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=MoveHit
triggerAll=var(55)!=9&&var(55)!=15
TriggerAll=fvar(30)>=10||(P2StateNo=[120,159])
Trigger1 = P2BodyDist X*fvar(8)=[-5,44]
Trigger1 = P2BodyDist Y*fvar(9)=[-70,40]
Trigger1 = (StateNo=[610,630])&&(var(55)!=[4,5])
Trigger1 = Pos Y<-60
Trigger1 = !(StateNo=630&&vel y<=0&&EnemyNear(floor(fvar(18))),Pos Y>-76)
Trigger1 = MoveHit=1&&!var(21)
Trigger2 = StateNo=630&&PrevStateNo=620&&!var(11)
Trigger2 = MoveHit=1
Trigger2 = fvar(29)>75
Trigger2 = P2BodyDist X*fvar(8)=[-10,44]
Trigger2 = P2BodyDist Y*fvar(9)=[-120,70]

[State -1,A_S];K
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=Pos Y+(var(18)<=7)*(vel y+ifelse(!var(12)&&!var(48),0.85,0.55)*(7-var(18))/2)*(7-var(18))<0||var(24)
TriggerAll=P2BodyDist X*fvar(8)=[-25,62+vel X*7]
TriggerAll=P2BodyDist Y*fvar(9)-(var(18)<=7)*(vel y+ifelse(!var(12)&&!var(48),0.85,0.55)*(7-var(18))/2)*(7-var(18))+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3.5)*7=[-70,40+35*(P2StateType!=A)]
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=MoveContAct
TriggerAll=fvar(30)>=7||(P2StateNo=[120,159])
Trigger1 = StateNo=600
Trigger2 = StateNo=620&&var(58)=2
Trigger2 = fvar(30)=7||Pos Y+(var(18)<=9)*(vel y+ifelse(!var(12)&&!var(48),0.85,0.55)*(9-var(18))/2)*(9-var(18))>0

[State -1,A_S];K
Type = ChangeState
value = 600
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=Pos Y+(var(18)<=5)*(vel y+ifelse(!var(12)&&!var(48),0.85,0.55)*(5-var(18))/2)*(5-var(18))<0||var(24)
TriggerAll=P2BodyDist X*fvar(8)=[-25,42+vel X*5]
TriggerAll=P2BodyDist Y*fvar(9)-(var(18)<=5)*(vel y+ifelse(!var(12)&&!var(48),0.85,0.55)*(5-var(18))/2)*(5-var(18))+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*2.5)*5=[-70,40+35*(P2StateType!=A)]
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=MoveContAct
TriggerAll=fvar(30)>=5||(P2StateNo=[120,159])
Trigger1 = StateNo=610
Trigger1 = fvar(30)=5||Pos Y+(var(18)<=6)*(vel y+ifelse(!var(12)&&!var(48),0.85,0.55)*(6-var(18))/2)*(6-var(18))>0||var(18)>5
[State -1,AirJamp];QiWv
Type = ChangeState
value = 99
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!var(11)
TriggerAll=!var(12)
TriggerAll=var(55)!=15||P2BodyDist Y*fvar(9)-(vel y+Const(MoveMent.Yaccel)*7)*14+(P2StateType=A)*(-7.5*fvar(5)+0.52*7)*14<-65
TriggerAll=P2StateType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=MoveHit=1
Trigger1 = StateNo=620
Trigger1 = P2BodyDist X*fvar(8)=[-5,75]
Trigger1 = P2BodyDist Y*fvar(9)<45
;
;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=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
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=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 -1];
Type = ChangeState
value = 3000
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=Power>999
triggerall=!var(40)
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])
TriggerAll=P2MoveType=A||EnemyNear(floor(fvar(18))),ctrl
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*25
Trigger1 = P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[-9,92]
Trigger1 = !P2BodyDist Y*fvar(9)

[State -1];Rc
Type = ChangeState
value = ifelse(Random<=500&&var(58)!=2,3150,3100)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=Power>999
triggerall=!var(40)
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=40||StateNo=52||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
TriggerAll=P2StateNo!=[120,159]
TriggerAll=P2MoveType!=H
TriggerAll=P2MoveType=A||EnemyNear(floor(fvar(18))),ctrl
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*4
Trigger1 = P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*4)*(1-(Facing=Enemynear,Facing)*2)>-5
Trigger1 = P2BodyDist Y*fvar(9)>-70

;
;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
Trigger3 = fvar(38)<0
Trigger3 = StateNo=11

[State -1,Jump];_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)*20
TriggerAll=life>300
Trigger1 = P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[80,180]
Trigger1 = P2StateType!=A

[State -3,Walk];O
Type = ChangeState
value = 21
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ctrl||StateNo=11||StateNo=22
TriggerAll=StateNo!=[100,101]
TriggerAll=numHelper(50000+id)>0
TriggerAll=!(Helper(50000+id),var(59))
Trigger1 = !(NumHelper(1210)>0)&&!(NumHelper(1213)>0)
Trigger1 = P2BodyDist X*fvar(8)>=180
Trigger2 = NumHelper(1210)>0
Trigger2 = (Helper(1210),Facing=Facing)&&Helper(1210),rootdist X<-30||(Helper(1210),Facing!=Facing)&&Helper(1210),rootdist X>120
Trigger3 = NumHelper(1213)>0
Trigger3 = (Helper(1213),Facing=Facing)&&Helper(1213),rootdist X<-30||(Helper(1213),Facing!=Facing)&&Helper(1213),rootdist X>120
[State -3,Walk];
Type = ChangeState
value = 22
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
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)>0
TriggerAll=!(Helper(50000+id),var(59))
Trigger1 = !(NumHelper(1210)>0)&&!(NumHelper(1213)>0)
Trigger1 = BackEdgeBodyDist>26||StateNo=21
Trigger1 = P2BodyDist X*fvar(8)<160
Trigger2 = NumHelper(1210)>0
Trigger2 = (Helper(1210),Facing=Facing)&&Helper(1210),rootdist X>-10||(Helper(1210),Facing!=Facing)&&Helper(1210),rootdist X<100
Trigger3 = NumHelper(1213)>0
Trigger3 = (Helper(1213),Facing=Facing)&&Helper(1213),rootdist X>-10||(Helper(1213),Facing!=Facing)&&Helper(1213),rootdist X<100
[State -3];jump
Type = ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ctrl||StateNo=11||(StateNo=[21,22])
TriggerAll=StateNo!=[100,101]
TriggerAll=numHelper(50000+id)>0
TriggerAll=!(Helper(50000+id),var(59))
TriggerAll=Random<var(59)*3
Trigger1 = P2BodyDist X*fvar(8)=[160,180]
Trigger1 = !(NumHelper(1210)>0)&&!(NumHelper(1213)>0)
Trigger2 = NumHelper(1210)>0
Trigger2 = ((Helper(1210),Facing=Facing)&&Helper(1210),rootdist X=[-30,-10])||((Helper(1210),Facing!=Facing)&&Helper(1210),rootdist X=[100,120])
Trigger3 = NumHelper(1213)>0
Trigger3 = ((Helper(1213),Facing=Facing)&&Helper(1213),rootdist X=[-30,-10])||((Helper(1213),Facing!=Facing)&&Helper(1213),rootdist X=[100,120])

[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||var(55)=100
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])&&P2BodyDist X*fvar(8)>0
Trigger1 = Random<=var(59)*100
Trigger1 = numHelper(50000+id)>0
Trigger1 = (Helper(50000+id),var(59))
Trigger2 = fvar(38)<0
Trigger2 = var(59)>9
Trigger3 = (P2BodyDist X*fvar(8)=[0,80])||BackedgeBodydist<20&&(StateNo=11||StateNo=22)
Trigger3 = Random<=var(59)*3
Trigger4 = NumHelper(1213)>0
Trigger4 = (Helper(1213),Facing!=Facing)&&Helper(1213),rootdist X>120
Trigger4 = Helper(1213),rootdist X>P2BodyDist X*fvar(8)
Trigger5 = NumHelper(1210)>0
Trigger5 = (Helper(1210),Facing!=Facing)&&Helper(1210),rootdist X>120
Trigger5 = Helper(1210),rootdist X>P2BodyDist X*fvar(8)
Trigger6 = var(55)=100&&P2BodyDist X*fvar(8)>0

;[State -1,BackStep];obNXebv
;Type = ChangeState
;value = 105
;TriggerAll=!IsHelper
;TriggerAll=var(59)>0
;TriggerAll=StateType!=A
;TriggerAll=ctrl||(StateNo=[11,22])
;TriggerAll=P2StateType!=L
;TriggerAll=P2MoveType!=H
;TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
;TriggerAll=P2MoveType=A||EnemyNear(floor(fvar(18))),ctrl
;Trigger1 = P2BodyDist X*fvar(8)=[0,99]
;Trigger1 = Random<var(59)*8
;Trigger1 = backedgebodydist>40


;
;n㗧ZU 
;
[State -3];OHK
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(44)!=1)
TriggerAll=Helper(780+id),fvar(39)<=3
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(0)=0
TriggerAll=Helper(50000+id),var(40)=0
TriggerAll=fvar(34)!=1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,35]
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 = var(55):=60
Trigger2 = (P2StateNo=[120,140])
Trigger2 = Random<var(59)*70||var(59)>9
Trigger2 = 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),var(44)!=1)
TriggerAll=Helper(780+id),fvar(39)=0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(Ctrl||fvar(28)) || (StateNo = 5120 && animtime = 0)||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=40
TriggerAll=P2BodyDist X*fvar(8)=[-5,21]
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(24)=[3,4]),800,805)

;
;i

[State -1,C_K];K
type = ChangeState
value = 410
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,11]
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=100
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,13])||(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=P2BodyDist X*fvar(8)=[-4,48+vel x*5+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = P2StateType=S
Trigger1 = Random<var(59)*10

[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(44)!=1)
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=var(58)!=2
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=P2BodyDist X*fvar(8)=[-4,52+vel x*4+(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = P2StateType=S
Trigger1 = Random<var(59)*12

;
;
;i

[State -1,S_D];D
type = 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
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,13])||(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=P2BodyDist X*fvar(8)=[42,77+vel x*10+(EnemyNear(floor(fvar(18))),vel x*25)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = P2StateType=C||(Numhelper(1200)||Numhelper(1201)||Numhelper(1202)||Numhelper(1203))
Trigger1 = Random<var(59)*3+(Numhelper(1200)||Numhelper(1201)||Numhelper(1202)||Numhelper(1203))*5
;
;
;

[State -1,S_P];P
Type = ChangeState
value = ifelse(P2Statetype=C,400,200)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(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=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*2.5)*5=[-50,0]
TriggerAll=Random<var(59)*10
Trigger1 = P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-3,51-20*(P2Statetype=C)]

[State -1,S_FP1];6P
Type = ChangeState
value = 205
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[6,10]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=100
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=(ctrl||fvar(28))||(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=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)*16=[-60,0]
TriggerAll=Random<var(59)*7
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*3)*(1-(Facing=Enemynear,Facing)*2)=[-3,46]

[State -1,S_NS];S
Type = 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
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(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=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)*7=[-90,0]
TriggerAll=Random<=var(59)*7
Trigger1 = P2BodyDist X*fvar(8)=[-5,49]

[State -1,C_D];D
type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=Random<=var(59)*9
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=var(55)!=100
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)=[-4,54+(vel X>0)*13+vel x*7+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
;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)*2)*3>=0


[State -1,C_D];󃌃X
type = ChangeState
value = 37
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=Random<=var(59)*2
TriggerAll=var(59)=[1,11]
TriggerAll=var(58)=2
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=(Helper(780+id),var(45))
TriggerAll=var(55)!=100
TriggerAll=Power>=1000
TriggerAll=Ctrl||(StateNo=[11,13])||(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))
Trigger1 = P2BodyDist X*fvar(8)=[-4,54+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
;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)*2)*3>=0


[State -1,C_HS];HS
Type = ChangeState
value = 430
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[6,11-(var(58)=2)]
TriggerAll=Random<=var(59)*2
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=100
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=var(58)!=6
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)=[-15,60+vel x*3]
Trigger1 = P2StateType!=A

[State -1,C_S];2S
Type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[6,10]
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=var(55)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=var(58)!=6
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType!=H
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)=[-5,100]
TriggerAll=Random<var(59)*4
Trigger1 = 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)=[-50,0]
Trigger1 = !var(58)
Trigger2 = !P2BodyDist Y*fvar(9)
Trigger2 = var(58)=2

[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
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=var(58)!=6
TriggerAll=P2MoveType!=H
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)=[49,113]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*12+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*78)=[-40,0]
Trigger1 = Random<var(59)*7

[State -1,C_S];5k
Type = ChangeState
value = 210
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[6,10+(var(58)=2)]
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=var(55)!=100
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=var(58)=2
TriggerAll=P2MoveType!=H
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)=[-5,91]
TriggerAll=Random<var(59)*3
Trigger1 = 0;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=[-50,0]
Trigger1 = !var(58)
Trigger2 = !P2BodyDist Y*fvar(9)
Trigger2 = 1;var(58)=2

[State -1,S_S];Ԃϔ
Type = ChangeState
value = 1200
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
triggerAll=!numhelper(1210)
triggerAll=!numhelper(1211)
triggerAll=!numhelper(1212)
triggerAll=!numhelper(1213)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=100
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=var(58)!=6
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = Random<var(59)*10
Trigger1 = var(59)=[1,5]
Trigger2 = P2BodyDist X*fvar(8)>130
Trigger2 = Random<var(59)*2
Trigger2 = Power>1000
Trigger2 = numHelper(50000+id)>0
Trigger2 = !(Helper(50000+id),var(59))
;
;󒆈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=NumHelper(780+id)>0
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=[120,155]
Trigger1 = 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
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 = ChangeState
value = 110
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=25
TriggerAll=!var(11)
TriggerAll=NumHelper(780+id)>0
TriggerAll=StateType=A
triggerall = pos y <= ifelse(vel y < 0,-35,-10)
triggerall = pos y >=-50
TriggerAll=(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040&&Ctrl||(StateNo=[120,140])&&Ctrl
TriggerAll=P2StateType!=L
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)!=25
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(29)<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(39)=0
triggerall = !helper(780+id),var(8)
triggerall = statetype = A
triggerall =(Ctrl||fvar(28)) 
TriggerAll=P2BodyDist X*fvar(8)=[-42,60-(var(58)=2)*12]
TriggerAll=P2BodyDist Y*fvar(9)=[-49,19]
triggerall = p2statetype = A
triggerall = p2movetype != H
Trigger1 = Random<var(59)*70
Trigger2 = (P2StateNo=[120,140])||(P2StateNo=[5200,5210])||(StateNo=[5200,5210])
Trigger2 = Random<var(59)*140
;I

;
;_bV
[State -1,A_K]
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=25
TriggerAll=StateType=A
TriggerAll=(StateNo=110||StateNo=115)&&Time>=5
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)-vel x*(7-(StateNo=115)*4)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[-60,25]
Trigger1 = Random<=var(59)*100
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*6)*7=[-60,40]

[State -1,A_S];S
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=var(55)!=25
TriggerAll=(StateNo=110||StateNo=115)&&Time>=5
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)-vel x*(8-(StateNo=115)*4)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*13)*(1-(Facing=Enemynear,Facing)*2)=[-0,76]
Trigger1 = Random<var(59)*35
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*6)*13=[0,90]
Trigger2 = P2StateType!=A
Trigger2 = Random<var(59)*60
Trigger2 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*6)*13<-100
;

;
;
;[State -1,A_D];D
;Type = ChangeState
;value = 640
;TriggerAll=!IsHelper
;TriggerAll=var(59)>0
;TriggerAll=StateType=A
;TriggerAll=P2StateType!=L
;TriggerAll=P2MoveType=A
;Trigger1 = (StateNo=110||StateNo=115)&&Time>=5
;Trigger1 = P2BodyDist X*fvar(8)=
;Trigger1 = P2BodyDist Y*fvar(9)=

[State -1,A_K];K
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=fvar(38)>0
TriggerAll=var(55)!=25
TriggerAll=fvar(34)!=1
TriggerAll=(ctrl||fvar(28))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=PrevStateNo!=38
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)=[-20,37]
Trigger1 = (Random-(Random>350)*350)<var(59)*30
Trigger1 = P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y*8+Const(MoveMent.Yaccel)*36)=[-70,30]
Trigger1 = !InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2StateType=A||var(59)<7

[State -1,A_HS];HS
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=25
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=110&&Time>5)||(StateNo=115&&Time>5)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(P2BodyDist X*fvar(8)=[0,93+vel x*(12-(StateNo=115)*7)+(EnemyNear(floor(fvar(18))),vel x*12)*(1-(Facing=Enemynear,Facing)*2)])||!(Helper(50000+id),var(59))&&P2BodyDist X*fvar(8)>0
Trigger1 = P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*14+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*7)*14=[-90,60-(vel y>0)*40]
Trigger1 = Random<var(59)*35
Trigger1 = P2StateType=A||var(59)<8
Trigger1 = !InGuardDist&&!(Helper(780+id),var(58))
Trigger2 = P2StateType!=A
Trigger2 = Random<=var(59)*100
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*14>-10

[State -1,A_S];S
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=var(55)!=25
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=110&&Time>5)||(StateNo=115&&Time>5)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)-vel x*(10-(StateNo=115)*4)+(EnemyNear(floor(fvar(18))),vel x*13)*(1-(Facing=Enemynear,Facing)*2)=[0-(P2StateType=A)*10,79]
TriggerAll=P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*12)*13=[-30,90]
Trigger1 = (Random-(Random>600)*600)<var(59)*35
Trigger1 = P2StateType=A||var(59)<8
Trigger1 = !InGuardDist&&!(Helper(780+id),var(58))
Trigger2 = P2StateType!=A
Trigger2 = Random<=var(59)*100
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*8>-90
Trigger2 = vel y>0
Trigger3 = P2StateType!=A
Trigger3 = Random<=var(59)*100
Trigger3 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*8>-30
Trigger3 = vel y>0

[State -1,hakusyu];HS
Type = ChangeState
value = 1203
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<var(59)*140
TriggerAll=fvar(38)>0
triggerAll=var(55)!=17||fvar(25)<=0.90||var(50)<=-85
triggerAll=!numhelper(1210)
triggerAll=!numhelper(1211)
triggerAll=!numhelper(1212)
triggerAll=!numhelper(1213)
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= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2MoveType=H
TriggerAll=P2Stateno!=[3000,3199]
TriggerAll=EnemyNear,StateNo!=[120,159]
Trigger1 = P2BodyDist Y*fvar(9)=[-20,20]
Trigger2 = EnemyNear,StateNo=[5120,5121]
Trigger2 = EnemyNear,AnimTime<=-35
Trigger3 = var(55)=6
Trigger3 = (Helper(780+id),var(53))>18||Power>999||!var(58)
Trigger4 = var(56)=1


; 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


; Jump Start
[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 -2]
type = varset
trigger1 = time = 0
var(35) = 1

[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)*13]
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)*13
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 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(0) = 1

[State 40, 1]
type = VarSet
triggerall = p2dist X < -1
trigger1 = Time = 0
trigger1 = prevstateno = 12
sysvar(0) = -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)=-1,0,1.6)

[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*0.74,0)


[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno=200||prevstateno=210||(prevstateno=[220,225])||prevstateno=400||prevstateno=1500||(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=[220,225])||prevstateno=400||prevstateno=1500||(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)=-1,0,1.3)

[State 40, 4]
type = varset
triggerall = time = 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)

[State 40, 4]
type = veladd
trigger1 = palno = 11
trigger1 = var(12) = 0
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 4

[State 40, 4]
type = veladd
trigger1 = palno = 11
trigger1 = var(12) = 0
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -4

[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 -2]
type = varset
trigger1 = time = 0
var(35) = 1

[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
Trigger2 = P2BodyDist X>0
;Trigger2 = Random<=333
Trigger3 = fvar(38)=3
Trigger4 = P2StateType=L
sysvar(1) = 1

[State 40]
type = VarSet
TriggerAll=AnimTime = 0
trigger1 = P2Movetype!=H
Trigger1 = P2BodyDist X<170
;trigger1 = Random<=500
Trigger1 = P2StateType!=L
sysvar(1) = -1

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

[State 40, 1]
type = VarSet
triggerall = p2dist X < -1
trigger1 = Time = 0
trigger1 = prevstateno = 12
sysvar(0) = -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)=-1,0,1.6)

[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*0.74,0)

[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno=200||prevstateno=210||(prevstateno=[220,225])||prevstateno=400||prevstateno=1500||(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=[220,225])||prevstateno=400||prevstateno=1500||(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)=-1,0,1.3)

[State 40, 4]
type = varset
triggerall = time = 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)

[State 40, 4]
type = veladd
trigger1 = palno = 11
trigger1 = var(12) = 0
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 4

[State 40, 4]
type = veladd
trigger1 = palno = 11
trigger1 = var(12) = 0
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -4

[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

; Jump Start
[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 -2]
type = varset
trigger1 = time = 0
var(35) = 1

[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
Trigger2 = P2BodyDist X>0
;Trigger2 = Random<=333
Trigger3 = fvar(38)=3
Trigger4 = P2StateType=L
sysvar(1) = 1

[State 40]
type = VarSet
TriggerAll=AnimTime = 0
trigger1 = P2Movetype!=H
Trigger1 = P2BodyDist X<170
;trigger1 = Random<=500
Trigger1 = P2StateType!=L
sysvar(1) = -1

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

[State 40, 1]
type = VarSet
triggerall = p2dist X < -1
trigger1 = Time = 0
trigger1 = prevstateno = 12
sysvar(0) = -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)=-1,0,1.6)

[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*0.74,0)


[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno=200||prevstateno=210||(prevstateno=[220,225])||prevstateno=400||prevstateno=1500||(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=[220,225])||prevstateno=400||prevstateno=1500||(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)=-1,0,1.3)

[State 40, 4]
type = varset
triggerall = time = 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)

[State 40, 4]
type = veladd
trigger1 = palno = 11
trigger1 = var(12) = 0
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 4

[State 40, 4]
type = veladd
trigger1 = palno = 11
trigger1 = var(12) = 0
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -4

[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

; Jump Start
[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 -2]
type = varset
trigger1 = time = 0
var(35) = 1

[State 40, 1]
type = hitby
trigger1 = Time >= 0
value = SCA, AA, AP
time = 1

;================================================================================
[State 40, 1]
type = VarSet
trigger1 = Time = 0
Trigger2 = P2StateType=L
Trigger2 = (EnemyNear(floor(fvar(18))),backedgebodydist>20)&&(PrevStateNo=100&&(P2BodyDist X*fvar(8)=[-6,60]))
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
Trigger2 = numHelper(50000+id)>0
Trigger2 = !(Helper(50000+id),var(59))
Trigger2 = numHelper(1210)>0||numHelper(1213)>0
Trigger2 = P2MoveType!=H&&(P2Statetype!=L||Random>500)&&!(P2Statetype=L&&P2BodyDist X*fvar(8)>45)
Trigger2 = !(((Helper(1213),Facing=Facing)&&Helper(1213),rootdist X=[-30,-10])||((Helper(1213),Facing!=Facing)&&Helper(1213),rootdist X=[100,120]))
sysvar(1) = -1

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

[State 40, 1]
type = VarSet
triggerall = p2dist X < -1
trigger1 = Time = 0
trigger1 = prevstateno = 12
sysvar(0) = -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)=-1,0,1.6)

[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*0.74,0)

[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno=200||prevstateno=210||(prevstateno=[220,225])||prevstateno=400||prevstateno=1500||(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=[220,225])||prevstateno=400||prevstateno=1500||(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)=-1,0,1.3)

[State 40, 4]
type = varset
triggerall = time = 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)

[State 40, 4]
type = veladd
trigger1 = palno = 11
trigger1 = var(12) = 0
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 4

[State 40, 4]
type = veladd
trigger1 = palno = 11
trigger1 = var(12) = 0
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -4

[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


;
;AIpO@AI fwdWalk
;
[Statedef 21]
Type    = S
physics = S
sprpriority = 0
Ctrl = 0

[State 20, 1]
type = poweradd
trigger1 = anim = 20
trigger1 = p2dist x > 0
value = ceil(2*fvar(37))

[State 20, 1]
type = VelSet
Trigger1=1
x = const(velocity.walk.fwd.x)*ifelse(helper(780+id),sysvar(0),1.2,1)

[State 20, 1]
type = VelSet
trigger1 = palno = 11
x = 4*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 200]
type = PlaySnd
trigger1 = Anim = 20
trigger1 = Animelem = 3
trigger2 = Anim = 20
trigger2 = Animelem = 8
trigger3 = Anim = 21
trigger3 = Animelem = 2
trigger4 = Anim = 21
trigger4 = Animelem = 6
value = 52, 0
;
;AIp@AI BackWalk
;
[Statedef 22]
Type    = S
physics = S
sprpriority = 0
Ctrl = 0

[State 20, 2]
type = VelSet
Trigger1=1
x = const(velocity.walk.back.x)*ifelse(helper(780+id),sysvar(0),1.2,1)

[State 20, 2]
type = VelSet
trigger1 = palno = 11
x = -3.25*ifelse(helper(780+id),sysvar(0),1.2,1)

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

[State 200]
type = PlaySnd
trigger1 = Anim = 20
trigger1 = Animelem = 3
trigger2 = Anim = 20
trigger2 = Animelem = 8
trigger3 = Anim = 21
trigger3 = Animelem = 2
trigger4 = Anim = 21
trigger4 = Animelem = 6
value = 52, 0
[StateDef 10000]
anim=9999
ctrl=0

[State 825]
type = assertspecial
trigger1 = 1
flag = invisible

[State 10000,ԈႢŖ{̂痧ֈڍs]
type=selfstate
trigger1=!ishelper
value=0

[State 10000,vC[]
Type = Varset
Trigger1=command="a"&&root,command="a"
Trigger2=command="b"&&root,command="b"
Trigger3=command="c"&&root,command="c"
Trigger4=command="x"&&root,command="x"
Trigger5=command="y"&&root,command="y"
Trigger6=command="z"&&root,command="z"
Trigger7=command="start"&&root,command="start"
Trigger8=command="fwd"&&root,command="fwd"
Trigger9=command="back"&&root,command="back"
Trigger10=command="up"&&root,command="up"
Trigger11=command="down"&&root,command="down"
var(59)=-1

[State 10000,vC[]
type=parentvarset
Trigger1=command="a"&&root,command="a"
Trigger2=command="b"&&root,command="b"
Trigger3=command="c"&&root,command="c"
Trigger4=command="x"&&root,command="x"
Trigger5=command="y"&&root,command="y"
Trigger6=command="z"&&root,command="z"
Trigger7=command="start"&&root,command="start"
Trigger8=command="fwd"&&root,command="fwd"
Trigger9=command="back"&&root,command="back"
Trigger10=command="up"&&root,command="up"
Trigger11=command="down"&&root,command="down"
var(59)=-1

[State 10000,]
Type = DestroySelf
TriggerAll=isHelper
Trigger1=root,var(59)!=0||var(59)=-1
Trigger2=command="a"&&root,command="a"
Trigger3=command="b"&&root,command="b"
Trigger4=command="c"&&root,command="c"
Trigger5=command="x"&&root,command="x"
Trigger6=command="y"&&root,command="y"
Trigger7=command="z"&&root,command="z"
Trigger8=command="start"&&root,command="start"
Trigger9=command="fwd"&&root,command="fwd"
Trigger10=command="back"&&root,command="back"
Trigger11=command="up"&&root,command="up"
Trigger12=command="down"&&root,command="down"

[State 10000,AI׸ON]
Type=varset
TriggerAll=var(59)!=-1
Trigger1=root,command="a"
Trigger2=root,command="b"
Trigger3=root,command="c"
Trigger4=root,command="x"
Trigger5=root,command="y"
Trigger6=root,command="z"
Trigger7=root,command="start"
Trigger8=root,command="fwd"&&roundstate=2
Trigger9=root,command="back"&&roundstate=2
Trigger10=root,command="up"&&roundstate=2
Trigger11=root,command="down"&&roundstate=2
var(59)=1
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;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]
Type = varset
Trigger1 = root,Stateno=5120
var(0) = 10
[State -3]
Type = varadd
Trigger1 = var(0)>0
var(0) = -1
[State -3]
Type = varset
Trigger1 = Root,MoveType=H&&(Root,StateNo!=[120,159])
Trigger1 = Root,PreVStateNo=205
var(39) = 1

[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];[hݒ
Type = varset
Trigger1 = var(59)!=[0,1]
Trigger2 = Root,NumHelper(780+Root,id)>0
Trigger2 = (Helper(780+Root,id),var(45))
Trigger2 = Root,life>(Root,lifeMax/2)
var(59) = 0;ob^҂C[h
[State -3]
Type = varset
Trigger1 = var(59)=0
Trigger1 = EnemyNear(var(9)),life>(root,life+250)
Trigger2 = Root,NumHelper(780+Root,id)>0
Trigger2 = !(Helper(780+Root,id),var(45))
var(59) = 1;ʏKU߃[h

[State -3]
Type = null
TriggerAll=P2StateNo=3118&&(Enemy,time=[3,4])
Trigger1=EnemyNear(var(9)),Pos Y+(-7.2+0.55*20*0.5)*20>0
Trigger1=var(10):=20
Trigger2=EnemyNear(var(9)),Pos Y+(-7.2+0.55*21*0.5)*21>0
Trigger2=var(10):=21
Trigger3=EnemyNear(var(9)),Pos Y+(-7.2+0.55*22*0.5)*22>0
Trigger3=var(10):=22
Trigger4=EnemyNear(var(9)),Pos Y+(-7.2+0.55*23*0.5)*23>0
Trigger4=var(10):=23
Trigger5=EnemyNear(var(9)),Pos Y+(-7.2+0.55*24*0.5)*24>0
Trigger5=var(10):=24
Trigger6=EnemyNear(var(9)),Pos Y+(-7.2+0.55*25*0.5)*25>0
Trigger6=var(10):=25
Trigger7=EnemyNear(var(9)),Pos Y+(-7.2+0.55*26*0.5)*26>0
Trigger7=var(10):=26
Trigger8=EnemyNear(var(9)),Pos Y+(-7.2+0.55*27*0.5)*27>0
Trigger8=var(10):=27
Trigger9=EnemyNear(var(9)),Pos Y+(-7.2+0.55*28*0.5)*28>0
Trigger9=var(10):=28
Trigger10=EnemyNear(var(9)),Pos Y+(-7.2+0.55*29*0.5)*29>0
Trigger10=var(10):=29
Trigger11=EnemyNear(var(9)),Pos Y+(-7.2+0.55*30*0.5)*30>0
Trigger11=var(10):=30
Trigger12=EnemyNear(var(9)),Pos Y+(-7.2+0.55*31*0.5)*31>0
Trigger12=var(10):=31
Trigger13=EnemyNear(var(9)),Pos Y+(-7.2+0.55*32*0.5)*32>0
Trigger13=var(10):=32
Trigger14=EnemyNear(var(9)),Pos Y+(-7.2+0.55*33*0.5)*33>0
Trigger14=var(10):=33
Trigger15=EnemyNear(var(9)),Pos Y+(-7.2+0.55*34*0.5)*34>0
Trigger15=var(10):=34
Trigger16=EnemyNear(var(9)),Pos Y+(-7.2+0.55*35*0.5)*35>0
Trigger16=var(10):=35
Trigger17=EnemyNear(var(9)),Pos Y+(-7.2+0.55*36*0.5)*36>0
Trigger17=var(10):=36
Trigger18=EnemyNear(var(9)),Pos Y+(-7.2+0.55*37*0.5)*37>0
Trigger18=var(10):=37
Trigger19=EnemyNear(var(9)),Pos Y+(-7.2+0.55*38*0.5)*38>0
Trigger19=var(10):=38
Trigger20=EnemyNear(var(9)),Pos Y+(-7.2+0.55*39*0.5)*39>0
Trigger20=var(10):=39
Trigger21=EnemyNear(var(9)),Pos Y+(-7.2+0.55*40*0.5)*40>0
Trigger21=var(10):=40
Trigger22=EnemyNear(var(9)),Pos Y+(-7.2+0.55*41*0.5)*41>0
Trigger22=var(10):=41
Trigger23=EnemyNear(var(9)),Pos Y+(-7.2+0.55*42*0.5)*42>0
Trigger23=var(10):=42
Trigger24=EnemyNear(var(9)),Pos Y+(-7.2+0.55*43*0.5)*43>0
Trigger24=var(10):=43
Trigger25=EnemyNear(var(9)),Pos Y+(-7.2+0.55*44*0.5)*44>0
Trigger25=var(10):=44
Trigger26=EnemyNear(var(9)),Pos Y+(-7.2+0.55*45*0.5)*45>0
Trigger26=var(10):=45
Trigger27=EnemyNear(var(9)),Pos Y+(-7.2+0.55*46*0.5)*46>0
Trigger27=var(10):=46
Trigger28=EnemyNear(var(9)),Pos Y+(-7.2+0.55*47*0.5)*47>0
Trigger28=var(10):=47
Trigger29=EnemyNear(var(9)),Pos Y+(-7.2+0.55*48*0.5)*48>0
Trigger29=var(10):=48
Trigger30=EnemyNear(var(9)),Pos Y+(-7.2+0.55*49*0.5)*49>0
Trigger30=var(10):=49
Trigger31=EnemyNear(var(9)),Pos Y+(-7.2+0.55*50*0.5)*50>0
Trigger31=var(10):=50
Trigger32=EnemyNear(var(9)),Pos Y+(-7.2+0.55*51*0.5)*51>0
Trigger32=var(10):=51
Trigger33=EnemyNear(var(9)),Pos Y+(-7.2+0.55*52*0.5)*52>0
Trigger33=var(10):=52
Trigger34=EnemyNear(var(9)),Pos Y+(-7.2+0.55*53*0.5)*53>0
Trigger34=var(10):=53
Trigger35=EnemyNear(var(9)),Pos Y+(-7.2+0.55*54*0.5)*54>0
Trigger35=var(10):=54
Trigger36=EnemyNear(var(9)),Pos Y+(-7.2+0.55*55*0.5)*55>0
Trigger36=var(10):=55
Trigger37=EnemyNear(var(9)),Pos Y+(-7.2+0.55*56*0.5)*56>0
Trigger37=var(10):=56
Trigger38=EnemyNear(var(9)),Pos Y+(-7.2+0.55*57*0.5)*57>0
Trigger38=var(10):=57
Trigger39=EnemyNear(var(9)),Pos Y+(-7.2+0.55*58*0.5)*58>0
Trigger39=var(10):=58
Trigger40=EnemyNear(var(9)),Pos Y+(-7.2+0.55*59*0.5)*59>0
Trigger40=var(10):=59
Trigger41=EnemyNear(var(9)),Pos Y+(-7.2+0.55*60*0.5)*60>0
Trigger41=var(10):=60
Trigger42=EnemyNear(var(9)),Pos Y+(-7.2+0.55*61*0.5)*61>0
Trigger42=var(10):=61
Trigger43=EnemyNear(var(9)),Pos Y+(-7.2+0.55*62*0.5)*62>0
Trigger43=var(10):=62
Trigger44=EnemyNear(var(9)),Pos Y+(-7.2+0.55*63*0.5)*63>0
Trigger44=var(10):=63
Trigger45=EnemyNear(var(9)),Pos Y+(-7.2+0.55*64*0.5)*64>0
Trigger45=var(10):=64
Trigger46=EnemyNear(var(9)),Pos Y+(-7.2+0.55*65*0.5)*65>0
Trigger46=var(10):=65
Trigger47=EnemyNear(var(9)),Pos Y+(-7.2+0.55*66*0.5)*66>0
Trigger47=var(10):=66
Trigger48=EnemyNear(var(9)),Pos Y+(-7.2+0.55*67*0.5)*67>0
Trigger48=var(10):=67
Trigger49=EnemyNear(var(9)),Pos Y+(-7.2+0.55*68*0.5)*68>0
Trigger49=var(10):=68
Trigger50=EnemyNear(var(9)),Pos Y+(-7.2+0.55*69*0.5)*69>0
Trigger50=var(10):=69
Trigger51=var(10):=70
[State -3]
Type = varset
Trigger1=P2StateNo!=3119&&P2MoveType!=H
var(10) = 0


[State -3]
Type = varset
TriggerAll=P2StateNo=3118&&(Enemy,time=[3,4])
Trigger1=Root,P2BodyDist X-3.5*(var(10)-7)-4.1*(var(10)+Root,Animtime-7)<49
Trigger1=Root,P2BodyDist X>0
Trigger2=-Root,P2BodyDist X-3.5*(var(10)-7)-4.1*(var(10)+Root,Animtime-7)<49
Trigger2=Root,P2BodyDist X<0
var(11) = 1

[State -3]
Type = varset
Trigger1=P2StateNo!=3119&&P2MoveType!=H||Root,Facing=Enemy,facing&&Enemy,vel x>0&&Root,P2BodyDist X>0&&(Root,StateNo!=[3100,3199])
var(11) = 0

[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

