;
[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;TriggerOɁGtƏ펞AIN
IgNoreHitPause = 1
var(59) = 10;ςĉ@AILv1`11


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

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

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

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

[State -3, `[Cg]
type = ChangeState         ;type = nullɂOFF           
value = 190                    
TriggerAll=RoundsExisted=0 
TriggerAll=TeamMode=Turns  
Trigger1 = stateno=5900  


[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,E];ʒ[wp[
Type = Helper
Trigger1 = Var(59)>0||fvar(39)
Trigger1 = StateNo=1600
Trigger1 = !NumHelper(16000+id)
Helpertype = Normal
Name = "faf"
Facing = 1
Stateno = 16000
ID = 16000+id
pos=-20,0
postype = p1
Pausemovetime = 0
Persistent = 0
Ignorehitpause = 1
Keyctrl = 0
Ownpal = 1

[State -3];ʒ[܂ł̋
Type = VarSet
Trigger1 = NumHelper(50000+id)&&NumHelper(60000+id)
fvar(30) = ifelse((EnemyNear(floor(fvar(18))),facing=1),(helper(60000+id),P2bodydist X),(helper(50000+id),P2bodydist X))
IgNoreHitPause = 1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[State -3];薳G 󓊂GȂ
Type = VarSet
TriggerAll=NumEnemy
Trigger1 = EnemyNear(floor(fvar(18))),AutHorName="muteki"
Trigger1 = P2StateNo=750||(P2StateNo=5090&&EnemyNear(floor(fvar(18))),vel y<=0)
Trigger2 = P2Name="TOKI-(NERICYA)"||P2Name="AMIBA"
Trigger2 = P2StateNo=1600
Trigger3 = 0
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];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(17) = 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(17)
Trigger1 = EnemyNear(floor(fvar(18))),GetHitVar(fall)=1
fvar(17) = 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(17) = 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];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(17) = 47+5
IgNoreHitPause = 1
[State -3];gc莞ԗp
Type = VarSet
;TriggerAll=!EnemyNear(floor(fvar(18))),Time
TriggerAll=RoundState=2
Trigger1 = StateNo=810||StateNo=1101
fvar(17) = 999
IgNoreHitPause = 1

[State -3,1];gc莞ԗp
Type = VarSet
TriggerAll=EnemyNear(floor(fvar(18))),Time=1
TriggerAll=RoundState=2
TriggerAll=P2MoveType=H
TriggerAll=TeamSide=2
Trigger1 = !fvar(17)
Trigger1 = EnemyNear(floor(fvar(18))),GetHitVar(fall)=0
fvar(17) = EnemyNear(floor(fvar(18))),GetHitVar(SlideTime)+EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)-2
IgNoreHitPause = 1

[State -3,ComboFlagSet];莞ԗp K[h
Type = VarSet
TriggerAll=!EnemyNear,Time
TriggerAll=RoundState=2
TriggerAll=MoveGuarded=1
Trigger1 = 1
fvar(17) = EnemyNear(floor(fvar(18))),GetHitVar(CtrlTime)+EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)
IgNoreHitPause = 1

[State -3,ComboFlagSet];莞ԗp
Type = VarAdd
Trigger1 = fvar(17)>0
Trigger1 =EnemyNear(floor(fvar(18))),StateNo=[232,233]
Trigger1 =EnemyNear(floor(fvar(18))),prevStateNo=[232,233]
Trigger1 =!EnemyNear(floor(fvar(18))),Time
fvar(17) = -1
IgNoreHitPause = 1

[State -3,ComboFlagSet];莞ԗp
Type = VarAdd
Trigger1 = fvar(17)>0
Trigger1 = !(StateNo=3300&&Time>4)
fvar(17) = -1
IgNoreHitPause = 1


[State -3,ComboFlagSet];莞ԗpZbg
Type = VarSet
Trigger1 = P2MoveType!=H
fvar(17) = 0
IgNoreHitPause = 1

;
;ėpލs
;

;
;var(55) R{p
;

[State -2,JEg];
Type = VarSet
TriggerAll= fvar(24)<=200
Trigger1 = StateNo=810&&ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))>230&&AnimElem = 8
Trigger2 = StateNo=860&&ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))>200&&AnimElem = 4
var(55) = 1

[State -2,JEg];߂icqbg
Type = VarSet
TriggerAll=StateNo=640&&PrevStateNo=630&&(MoveHit=[1,2])&&!var(11)&&helper(50000+id),fvar(20)>0
TriggerAll=ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<170
TriggerAll=EnemyNear(floor(fvar(18))),Pos Y+(-3*fvar(5)+0.52*(helper(50000+id),fvar(20)+8)/2)*(helper(50000+id),fvar(20)+8)<-140
Trigger1 = fvar(17)-(helper(50000+id),fvar(20))>10
var(55) = 3

[State -2,JEg];faǌ
Type = VarSet
TriggerAll=NumHelper(1101)>0
TriggerAll=Helper(1101),MoveHit&&Stateno=1100;=2
Trigger1 = 1
var(55) = 0
ignoreHitPause=1

[State -2,JEg];faǌ
Type = VarSet
TriggerAll=NumHelper(1101)>0
TriggerAll=0;Helper(1101),MoveHit&&Stateno=1100&&fvar(17)<=80
Trigger1 = helper(50000+id),rootdist X<60||(helper(60000+id),rootdist X)<60
Trigger1 = Abs(P2BodyDist X)>180
Trigger2 = ifelse(facing=(1-2*(StateNo=1100&&time>26)),(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))>140
var(55) = 6
ignoreHitPause=1

[State -2,JEg];faǌ
Type = VarSet
TriggerAll=StateNo=1600&&MoveHit=1&&var(21)
Trigger1 = fvar(30)=[0,310]
var(55) = 7
ignoreHitPause=1
[State -2,JEgZbg]
type = varset
TriggerAll = (var(55)=[1,9])||(var(55)=[12,14])
Trigger1 = MoveType=H||P2MoveType=A
Trigger2 = P2MoveType!=H&&var(55)!=1||P2MoveType!=H&&P2StateType!=L&&var(55)=1
Trigger3 = var(55)=1&&MoveContAct&&(StateNo!=[810,860])
Trigger4 = var(55)=2&&StateNo=110
Trigger5 = (var(55)=[3,5])&&StateType!=A
Trigger6 = 0;var(55)=5&&(StateNo=99||StateNo=610)
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,JEgZbg];wK
type = varset
TriggerAll=NumHelper(50000+id)>0
Trigger1 = var(55)=1600
Trigger1 = StateNo!=1600
Trigger2 = var(55)=40
Trigger2 = StateType!=A&&StateNo!=39||Helper(50000+id),var(21)=1&&Time>1
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))&&!var(42)
TriggerAll=P2StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,45]
Trigger1 = (StateNo=[400,410])||(StateNo=[200,220])
Trigger1 = MoveGuarded=1
Trigger2 = StateNo=52&&!time
Trigger2 = fvar(35)<3||(P2StateNo=[120,159])&&fvar(17)<5
var(55) = 100

[State -2,JEgZbg]
type = varset
TriggerAll = var(55)=100
Trigger1 = (StateNo=[35,41])||P2StateType=A
Trigger2 = P2BodyDist X*fvar(8)>45
Trigger3 = P2MoveType=H&&(P2StateNo!=[120,159])
var(55)=0

[State -2,JEg];f
Type = VarSet
TriggerAll=var(59)>6&&Random<=500
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(45))
TriggerAll=P2StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-45,65]
TriggerAll=Pos Y>-65
Trigger1 = StateNo=620
Trigger1 = MoveGuarded=1
var(55) = 103

[State -2,JEgZbg]
type = varset
TriggerAll = var(55)=[101,105]
Trigger1 = MoveType=H||P2MoveType=A
Trigger2 = var(55)=101&&StateNo=1600
Trigger3 = var(55)=102&&((StateNo=[620,630])||StateNo=1320)
Trigger4 = var(55)=103&&StateNo=630
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 = 1500
TriggerAll=!IsHelper
TriggerAll=var(59)>6
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=!var(25)
TriggerAll=Life>200
TriggerAll=PrevStateNo!=[1500,1510]
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])&&PrevStateNo!=1100
TriggerAll=Life<201
Trigger1 = StateType!=A
Trigger1 = ctrl
Trigger2 = StateNo=100
Trigger3 = StateNo=101
Trigger4 = StateNo=40

[State -1];tfX
type = ChangeState
value = 3300
TriggerAll=!ishelper
TriggerAll=RoundState=2
TriggerAll=var(40) = 0
TriggerAll=var(59)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=helper(780+id),fvar(27)<=0
TriggerAll=palno = 11 || (helper(780+id),var(7) && power >= 2000)||(helper(60000+id),var(42)=1)
TriggerAll=power >= 1000 && var(42) = 0
TriggerAll=!(P2Life<300&&P2MoveType=H&&(P2StateNo!=[120,159]))
TriggerAll=(StateNo!=[235,242])&&StateNo!=430
TriggerAll=MoveType!=H||Helper(780+id),sysvar(0)&&(StateNo=[150,156])
TriggerAll=StateType!=A
Trigger1 = (ctrl||fvar(28))||(StateNo=5120&&animtime=0)||(StateNo=[100,101])||StateNo=40||StateNo=52||(StateNo=[120,132])||(StateNo=[200,451])&&var(29)||(Stateno=[11,22])||(StateNo=[200,451])&&(MoveContAct||movereversed)&&!var(3)
Trigger2 = Helper(780+id),sysvar(0)
Trigger2 = (StateNo=151||StateNo=153||StateNo=155)||(((var(20)=[1,7])&&Time>=15)||HitShakeOver)&&(stateno=150||stateno=152||stateno=154)||stateno=156&&Time>=13
Trigger2 = !(EnemyNear(floor(fvar(18))),MoveContAct)

;
;p΍
;

[State -1,Jump];Wv
Type = ChangeState
value = ifelse(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6<=-80,41,35)
TriggerAll=!IsHelper
TriggerAll=var(58)!=1
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]
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)*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)*3.5)*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)*4)*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)*4.5)*9<=-10

;
;΋
;

[State -1,junp];󓊂pjunp
Type = ChangeState
value = ifelse(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6<=-80,41,35)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[10,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=P2StateNo!=105
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||StateNo=52||(StateNo=[100,101])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=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=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*10)*20>-340
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)*45,55-(var(58)=2)*12]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*3)*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)*12]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*3.5)*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)*12]
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*4)*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)*12]
Trigger4 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*4.5)*9<=-10

[State -1,GB];GB
type = ChangeState
value = 1100
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||(StateNo=[120,140])
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=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(48))>(30+floor(random/100)-12*(var(59)-8))||var(59)=11
TriggerAll=Random<var(59)*(80-65*(var(58)=1))
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*23)*(1-(Facing=Enemynear,Facing)*2)=[-25,35]
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)*11.5)*23=[-165,-45]
Trigger2 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*24)*(1-(Facing=Enemynear,Facing)*2)=[-25,35]
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)*12)*24=[-165,-45]
Trigger3 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*25)*(1-(Facing=Enemynear,Facing)*2)=[-25,35]
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)*12.5)*25=[-165,-45]
Trigger4 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*26)*(1-(Facing=Enemynear,Facing)*2)=[-25,35]
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)*13)*26=[-165,-45]
Trigger5 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*27)*(1-(Facing=Enemynear,Facing)*2)=[-25,35]
Trigger5 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*13.5)*27=[-165,-45]
Trigger6 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*28)*(1-(Facing=Enemynear,Facing)*2)=[-25,35]
Trigger6 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*14)*28=[-165,-45]
Trigger7 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*29)*(1-(Facing=Enemynear,Facing)*2)=[-25,35]
Trigger7 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*14.5)*29=[-165,-45]
Trigger8 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*30)*(1-(Facing=Enemynear,Facing)*2)=[-25,35]
Trigger8 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*15)*30=[-165,-45]
[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 -3,blade];^C
Type = ChangeState
value = 3000+10*(fvar(26)=[100,199])+20*(fvar(26)=[200,300])
TriggerAll=!ishelper
TriggerAll=var(59)>0
TriggerAll=fvar(26)=[200,299]
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=MoveType!=H||Helper(780+id),sysvar(0)&&(StateNo=[150,156])
TriggerAll=(StateNo!=[235,240])&&StateNo!=430
TriggerAll=NumHelper(780+id)>0
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-13-2*(fvar(26)<100)+2*(fvar(26)=[200,300])
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[130,159])
TriggerAll=(EnemyNear(floor(fvar(18))),Pos Y+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5.5)*11=[-110,-10])||P2StateType!=A 
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*11=[-5+(P2StateType=A)*vel X*7.2,150+vel X*7.2]
TriggerAll=(fvar(26)=[200,299])
TriggerAll=var(42)=1
Trigger1 = (ctrl||fvar(28))||(StateNo=5120&&animtime=0)||(StateNo=[100,101])||(StateNo=[35,40])||StateNo=52||(StateNo=[120,132])||(StateNo=[200,451])&&var(29)||(Stateno=[11,22])||(StateNo=[200,451])&&(MoveContAct||movereversed)&&StateNo!=240&&!var(3)
Trigger2 = Helper(780+id),sysvar(0)
Trigger2 = (StateNo=151||StateNo=153||StateNo=155)||(((var(20)=[1,7])&&Time>=15)||HitShakeOver)&&(stateno=150||stateno=152||stateno=154)||stateno=156&&Time>=13
Trigger2 = !(EnemyNear(floor(fvar(18))),MoveContAct)

[State -1,s_hs];6hs
type = ChangeState
value = 1600
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>8
TriggerAll=fvar(38)>0&&fvar(38)!=3
TriggerAll=fvar(34)!=1
TriggerAll=power>499
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=P2MoveType=A;||P2StateNo=105
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52;&&(P2StateNo!=105||(EnemyNear(floor(fvar(18))),AnimTime=[-19,-18]))
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))&&EnemyNear(floor(fvar(18))),Const(size.attack.dist)>P2BodyDist X*fvar(9)||Helper(50000+id),fvar(26)>=10||((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)=[0,155+vel x*3.5+(EnemyNear(floor(fvar(18))),vel x*10)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = Random<=var(59)*120


[State -1,s_hs];6hs
type = ChangeState
value = 235
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>8
TriggerAll=fvar(38)>0&&fvar(38)!=3
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])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2MoveType=A;||P2StateNo=105
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52;&&(P2StateNo!=105||(EnemyNear(floor(fvar(18))),AnimTime=[-19,-18]))
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))&&EnemyNear(floor(fvar(18))),Const(size.attack.dist)>P2BodyDist X||Helper(50000+id),fvar(26)>=17||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>17||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-17
TriggerAll=P2BodyDist X*fvar(8)=[0,85+vel x*8+(EnemyNear(floor(fvar(18))),vel x*17)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = Random<=var(59)*120
[State -1,s_hs];6hs
type = ChangeState
value = 230
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>8
TriggerAll=fvar(38)>0&&fvar(38)!=3
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])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2MoveType=A;||P2StateNo=105
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52;&&(P2StateNo!=105||(EnemyNear(floor(fvar(18))),AnimTime=[-19,-18]))
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))&&EnemyNear(floor(fvar(18))),Const(size.attack.dist)>P2BodyDist X||Helper(50000+id),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)=[0,55+vel x*4+(EnemyNear(floor(fvar(18))),vel x*13)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = Random<=var(59)*120
[State -1,S_NS];S
type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>8
TriggerAll=fvar(38)>0&&fvar(38)!=3
TriggerAll=fvar(34)!=1
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52&&P2StateNo!=105
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=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||Helper(50000+id),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)=[-30,54]
TriggerAll=P2BodyDist X*fvar(8)-vel x-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-10,56]
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=[-95,0]
Trigger1 = Random<=var(59)*120

[State -1,S_NS];2d
type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>8
TriggerAll=fvar(38)>0&&fvar(38)!=3
TriggerAll=fvar(34)!=1
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52&&P2StateNo!=105
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=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||Helper(50000+id),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)-vel x-(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[-10,85]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = Random<=var(59)*120

[State -1,S_NS];S
type = ChangeState
value = 225
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>8
TriggerAll=fvar(38)>0&&fvar(38)!=3
TriggerAll=fvar(34)!=1
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52&&P2StateNo!=105
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=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||Helper(50000+id),fvar(26)>=10||((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)>54
TriggerAll=P2BodyDist X*fvar(8)-vel x-(EnemyNear(floor(fvar(18))),vel x*10)*(1-(Facing=Enemynear,Facing)*2)=[-10,126]
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=[-75,0]
Trigger1 = Random<=var(59)*120

[State -1,C_S];K
type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0&&fvar(38)!=3
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52&&P2StateNo!=105
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=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||Helper(50000+id),fvar(26)>=6||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>6||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-6
TriggerAll=P2BodyDist X*fvar(8)=[0,79+vel x*3+(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = Random<=var(59)*120

[State -1,C_S];K
type = ChangeState
value = 210
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0&&fvar(38)!=3
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52&&P2StateNo!=105
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=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||Helper(50000+id),fvar(26)>=4||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>4||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-4
TriggerAll=P2BodyDist X*fvar(8)=[0,52+vel x*3+(EnemyNear(floor(fvar(18))),vel x*4)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = Random<=var(59)*120

[State -3,Jump];эݗpެ
Type = ChangeState
Value = 39
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])||(StateNo=[120,132])
TriggerAll=P2StateType!=L
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=P2MoveType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=(Helper(50000+id),var(21)<=0)
TriggerAll=((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>3||EnemyNear(floor(fvar(18))),Time<3
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=life>300
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-18
Trigger1 = Random<=var(59)*120
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*28)*(1-(Facing=Enemynear,Facing)*2)=[140,240]
Trigger1 = P2StateType!=A
Trigger1 = var(55):=40

[State -3,Jump];_bVpެ
Type = null;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=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=life>300
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-18
Trigger1 = Random<=var(59)*120
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[140,240]
Trigger1 = P2StateType!=A

;
;؂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=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=EnemyNear(floor(fvar(18))),pos y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*18+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*171)<0
TriggerAll=Alive
TriggerAll=!EnemyNear(floor(fvar(18))),ctrl
TriggerAll=P2MoveType=A
TriggerAll=InGuardDist||(Helper(780+id),var(58))||fvar(38)=3
TriggerAll=P2StateNo>199
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[130,159])
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-18||var(59)<7
TriggerAll=Random<var(59)*60||var(59)>9
Trigger1 = (ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])
Trigger2 = (Time<=1&&MoveType=A)
Trigger2 = StateNo=[200,640]
Trigger2 = PrevStateNo!=[200,640]

[State -3];
Type = ChangeState
value = ifelse((helper(50000+id),fvar(30)=[1,2]),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(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=[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 -1,faf];iׂ
type = ChangeState
value = 1600
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=power>499
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])&&(anim=[120,140])
TriggerAll=P2StateType=C
TriggerAll=P2MoveType!=H
TriggerAll=P2MoveType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
;TriggerAll=((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>4
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-10
TriggerAll=P2BodyDist X*fvar(8)-vel x*4-(EnemyNear(floor(fvar(18))),vel x*3)*(1-(Facing=Enemynear,Facing)*2)=[-10,155]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = Random<=var(59)*100
Trigger1 = Helper(50000+id),var(20)!=1
Trigger1 = var(55):=1600

[State -3,blade];CKۂۂI
Type = ChangeState
value = 3100;+10*(fvar(26)=[100,199])+20*(fvar(26)=[200,300])
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=MoveType!=H||Helper(780+id),sysvar(0)&&(StateNo=[150,156])
TriggerAll=NumHelper(780+id)>0
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-5
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[130,159])
TriggerAll=(StateNo!=[235,240])&&StateNo!=430
TriggerAll=(EnemyNear(floor(fvar(18))),Pos Y+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*2.5)*5=[-70,-10])||P2StateType!=A 
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*5=[-5,220]
TriggerAll=ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<300
TriggerAll=((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>5
Trigger1 = (ctrl||fvar(28))||(StateNo=5120&&animtime=0)||(StateNo=[100,101])||StateNo=40||StateNo=52||(StateNo=[120,132])||(StateNo=[200,451])&&var(29)||(Stateno=[11,22])||(StateNo=[200,451])&&(MoveContAct||movereversed)&&!var(3)
Trigger2 = Helper(780+id),sysvar(0)
Trigger2 = (StateNo=151||StateNo=153||StateNo=155)||(((var(20)=[1,7])&&Time>=15)||HitShakeOver)&&(stateno=150||stateno=152||stateno=154)||stateno=156&&Time>=13
Trigger2 = !(EnemyNear(floor(fvar(18))),MoveContAct)


[State -3,blade];ۂۂI
Type = ChangeState
value = 3100+10*(fvar(26)=[100,199])+20*(fvar(26)=[200,300])
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=MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-3-2*(fvar(26)<100)-(fvar(26)=[200,300])
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[130,159])
TriggerAll=(StateNo!=[235,240])&&StateNo!=430
TriggerAll=(ctrl||fvar(28))||(StateNo=5120&&animtime=0)||(StateNo=[100,101])||StateNo=40||StateNo=52||(StateNo=[120,132])||(StateNo=[200,451])&&var(29)||(Stateno=[11,22])||(StateNo=[200,451])&&(MoveContAct||movereversed)&&!var(3)
Trigger1 = (EnemyNear(floor(fvar(18))),Pos Y+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*2.5)*5=[-70,-10])||P2StateType!=A 
Trigger1 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*5=[-5,220]
Trigger1 = ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<300
Trigger1 = ((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>5
Trigger1 = (fvar(26)<100)
Trigger2 = 0;(EnemyNear(floor(fvar(18))),Pos Y+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*1.5)*3=[-70,-10])||P2StateType!=A 
Trigger2 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*3=[-5,260]
Trigger2 = ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<330
Trigger2 = (fvar(26)=[100,199])
Trigger3 = (EnemyNear(floor(fvar(18))),Pos Y+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*2)*4=[-150,-10])||P2StateType!=A 
Trigger3 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*4=[-5,220]
Trigger3 = ((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>4
Trigger3 = (fvar(26)=[200,299])

[State -1,5p];GG
type = ChangeState
value = 1400
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)>16||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-16
TriggerAll=P2BodyDist X*fvar(8)=[-5,135+(EnemyNear(floor(fvar(18))),vel x*16)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = Random<=var(59)*120

[State -1,5p];GG
type = ChangeState
value = 1000
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)>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)=[-5,95+(EnemyNear(floor(fvar(18))),vel x*16)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = Random<=var(59)*120


[State -3,Sv]
Type = ChangeState
Value = 1200 + (fvar(26)=[200,300])*20+((fvar(26)=[100,200])&&(fvar(24)<100||ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<115))*10
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=MoveType!=H||(StateNo=[150,156])
TriggerAll=(StateNo!=[235,240])&&StateNo!=430
TriggerAll=NumHelper(780+id)>0
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-12+4*(fvar(26)=[200,300])+2*((fvar(26)=[100,200])&&fvar(24)<100)
TriggerAll=P2BodyDist X*fvar(8)=[0,50+vel x*4+(EnemyNear(floor(fvar(18))),vel x*(12-2*(fvar(26)=[100,200])-2*(fvar(26)=[200,300])))*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=(EnemyNear(floor(fvar(18))),Pos Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*6)*12=[-70,-10])||P2StateType!=A 
TriggerAll=EnemyNear(floor(fvar(18))),Movetype=A
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
Trigger1 = (Ctrl||fvar(28))||(StateNo=5120&&animtime=0)||(StateNo=[100,101])||StateNo=52||(StateNo=[11,22])||(StateNo=[120,132])||(StateNo=[200,450])&&(MoveContAct||movereversed)&&!var(3)||(StateNo=[200,451])&&var(29)
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,Sv]
Type = ChangeState
Value = 1250+ (fvar(26)=[200,300])*20+((fvar(26)=[100,200])&&(fvar(24)<100||ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<115)&&Pos Y>-45)*10
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType=A
TriggerAll=MoveType!=H||(StateNo=[150,156])
TriggerAll=NumHelper(780+id)>0
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-8
TriggerAll=P2BodyDist X*fvar(8)=[0,50+vel x*4+(EnemyNear(floor(fvar(18))),vel x*(12-2*(fvar(26)=[100,200])-2*(fvar(26)=[200,300])))*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*4)*8=[-70,30])
TriggerAll=EnemyNear(floor(fvar(18))),Movetype=A
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
Trigger1 = (Ctrl||fvar(28))||(StateNo=5120&&animtime=0)||(StateNo=[120,132])||(StateNo=[600,640])&&(MoveContAct||movereversed)&&!var(3)||(StateNo=[600,640])&&var(29)
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 = 1500
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)>2||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-20
TriggerAll=P2BodyDist X*fvar(8)=[-35,125+(EnemyNear(floor(fvar(18))),vel x*20)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = Random<=var(59)*120

[State -3,T];󓊂
Type = ChangeState
value = 850
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=var(58)!=1
TriggerAll=fvar(34)!=1
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-42,55-(var(58)=2)*12]
TriggerAll=P2BodyDist Y*fvar(9)=[-79,19]
TriggerAll=!fvar(35)
TriggerAll=NumHelper(780+id)>0
triggerall = !helper(780+id),var(8)
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=var(58)!=1
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])
TriggerAll=P2MoveType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2StateNo=[200,999]
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),Time>=30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>=50||var(59)>10||(PrevStateNo=[130,159])||(PrevStateNo=[5000,5270])
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-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=,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&&P2Dist X>0
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])
TriggerAll=Random<var(59)*60||var(59)>9
;TriggerAll=P2MoveType=A
TriggerAll=fvar(38)=3
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),Time>50||var(59)>10
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = PrevStateNo=[120,158]

;
;󒆌˂
;
[State -1,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=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=Ctrl||(StateNo=[110,115])&&time>=6||(StateNo=[120,132])
TriggerAll=P2StateType!=L
TriggerAll=PrevStateNo!=961
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||Helper(50000+id),fvar(26)>8||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>9||var(55)=40&&(Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*5.5)*10>0||EnemyNear(floor(fvar(18))),AnimTime>-11)
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-9
TriggerAll=P2BodyDist X*fvar(8) =[0,63+vel x*(9-(StateNo=115)*7)+(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=P2BodyDist Y*fvar(9)-((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*5)*9)+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*4.5)*9=[-90,20+(P2StateType!=A&&vel y>0)*70]
Trigger1 = Random<=var(59)*120
Trigger1 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*5)*9<0
[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=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=Ctrl;||(StateNo=[110,115])&&time>=6||(StateNo=[120,132])
TriggerAll=P2StateType!=L
TriggerAll=PrevStateNo!=961
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||Helper(50000+id),fvar(26)>8||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>9||var(55)=40&&(Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*5)*9>0||EnemyNear(floor(fvar(18))),AnimTime>-11)
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-8
TriggerAll=P2BodyDist X*fvar(8) =[-25,53+vel x*(8-(StateNo=115)*7)+(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=P2BodyDist Y*fvar(9)-((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*5)*9)+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*4)*8=[-90,20+(P2StateType!=A&&vel y>0)*70]
Trigger1 = Random<=var(59)*120
Trigger1 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4)*8<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=RoundState=2
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=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)=[0,99]
Trigger1 = EnemyNear(floor(fvar(18))),Pos Y>-30
Trigger1 = P2Stateno=[5200,5210]
Trigger1 = EnemyNear(floor(fvar(18))),Time<5

[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=P2MoveType!=H
triggerall=!(Helper(780+id),var(7))||var(42)
triggerall=HitShakeOver
TriggerAll=!EnemyNear(floor(fvar(18))),ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-5||var(59)<7
TriggerAll=P2BodyDist X*fvar(8)=[-5,63+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*2.5)*5=[-80,-10])||P2StateType!=A
Trigger1 = Power>999
Trigger1 = Random<var(59)*4
Trigger2 = Power>1999
Trigger2 = Random<var(59)*100
Trigger2 = EnemyNear(floor(fvar(18))),AnimTime<-5
Trigger2 = !EnemyNear(floor(fvar(18))),MoveContAct||(EnemyNear(floor(fvar(18))),time=[0,1])
[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)||var(58)=1
TriggerAll=RoundState=2
TriggerAll=Power>0
Trigger1 = StateNo=101||(StateNo=[195,197])
Trigger2 = (StateNo=[210,215])&&(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)||EnemyNear(floor(fvar(18))),StateNo=105
Trigger6 = (EnemyNear(floor(fvar(18))),StateType!=L)&&(EnemyNear(floor(fvar(18))),MoveType!=H)
Trigger6 = EnemyNear(floor(fvar(18))),time<=time
var(25) = 1

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

[State -1,FD];tHgXfBtFX
Type = ChangeState
value = 130+(StateType=C)+(StateType=A)*2
TriggerAll=!IsHelper
TriggerAll=var(59)>0
triggerall=!var(40)||var(58)=1
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=!(Helper(50000+id),fvar(26))
TriggerAll=NumHelper(780+id)>0
TriggerAll=!(fvar(28)&&(P2Movetype=H||StateNo=750||StateNo=5090))
TriggerAll=InGuardDist||(Helper(780+id),var(58))||StateNo=[195,197]
TriggerAll=StateNo!=[110,115]
Trigger1 = (ctrl||fvar(28))||StateNo=0||(StateNo=[11,22])
Trigger2 = StateNo=[100,101]
Trigger3 = StateNo=12||StateNo=52

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


;
;}L
;
[State -1]
type = ChangeState
triggerall = !ishelper
triggerall = var(40) = 0
triggerall = var(59)>0
triggerall = Power >= 500
triggerall = movetype != H
trigger1 = numhelper(1299) >= 1
trigger2 = numhelper(1298) >= 1
value = 960+(statetype=A)
ignorehitpause = 1

[State -1];AC
type = ChangeState
value = 960+(statetype=A)
triggerall = !ishelper
triggerall = var(40) = 0
triggerall = var(59)>0
triggerall = Power >= 500
triggerall = movetype != H
triggerall =!(Helper(780+id),fvar(27))
triggerall =PrevStateNo!=1100
triggerAll= StateNo=1550&&(animelemtime(3)=[0,6])||StateNo=1580&&(animelemtime(5)=[0,6])
trigger1 = P2MoveType!=H
trigger1 = P2BodyDist X*fvar(8)<100||P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+0.52*6.5)*13>-100
trigger2 = fvar(17)+5+6*((P2StateNo=[120,159])&&P2StateType=A)+5*((P2StateNo=[120,159])&&P2StateType=A&&facing=EnemyNear,facing)<-AnimTime&&PrevStateNo!=1361
trigger3 = PalNo=12
[State -1];GB
type = ChangeState
value = 960
triggerall = !ishelper
triggerall = var(40) = 0
triggerall = var(59)>0
triggerall = Power >= 500
triggerall = movetype != H
triggerall =!(Helper(780+id),fvar(27))
triggerAll=animelemtime(10) = [0,2]
triggerAll=stateno = 1100
trigger1 = NumHelper(1101)>0
trigger1 = Helper(1101),MoveReversed
trigger2 = NumHelper(1101)>0
trigger2 = !(Helper(1101),P2BodyDist X=[-30,30])
trigger2 = !(Helper(1101),MoveReversed)&&!(Helper(1101),MoveContAct)
;trigger2 = 0;animelemtime(13) = [0,2]
;trigger2 = stateno = 1110
;trigger3 = 0;animelemtime(16) = [0,2]
;trigger3 = stateno = 1120
ignorehitpause = 1

[State -1];
type = ChangeState
value = 961
triggerall = !ishelper
triggerall = var(40) = 0
triggerall = var(59)>0
triggerall = Power >= 500
triggerall = statetype = A
triggerall = movetype != H
triggerall =!(Helper(780+id),fvar(27))
trigger1 = animelemtime(3) = [0,3]
trigger1 = stateno = 1300
trigger1 = var(55)=102
trigger2 = 0;animelemtime(3) = [0,3]
trigger2 = stateno = 1310
trigger3 = 0;animelemtime(3) = [0,3]
trigger3 = stateno = 1320

[State -1];GB
type = ChangeState
value = 950+(StateType=A)
triggerall = !ishelper
triggerall = var(40) = 0
triggerall = var(59)>0
triggerall = Power >= 1000
triggerall =!(Helper(780+id),fvar(27))
triggerall = movetype != H
trigger1 = MoveHit=1&&!var(21)
trigger1 = stateno = 430
trigger1 = fvar(17)-3-2*(P2BodyDist X>45||fvar(30)<25)<-Animtime
trigger2 = MoveContAct||MoveReversed
trigger2 = stateno = 3022
trigger2 = var(42)
trigger3 = 0;MoveHit=1;&&!var(21)
trigger3 = stateno = 1200||StateNo=1250
trigger3 = PrevStateNo!=[200,640]
trigger4 = (movecontact||movereversed||fvar(28))||var(29)
trigger4 = (stateno=[200,450])||StateNo=1201||StateNo=1251||StateNo=1600
trigger4 = PalNo=12
trigger4 = !(P2StateType=A&&P2MoveType=H)||(P2StateNo=[120,159])||StateNo=1201||StateNo=1251
trigger5 = (movecontact||movereversed||fvar(28))||var(29)
trigger5 = (stateno=[200,450])&&StateNo!=235
trigger5 = P2StateType!=A
trigger5 = fvar(17)>=18
trigger5 = P2StateNo!=[120,159]
trigger5 = P2BodyDist X*fvar(8)<150
trigger5 = (Helper(780+id),sysvar(0)=1)
trigger5 =!(StateNo=430&&MoveHit&&Enemy,GetHitVar(HitShakeTime)>0)
trigger6 = MoveHit=1&&!var(21)
trigger6 = stateno = 1400
trigger6 = Power>1499
;
;nNU 
;
[State -2,JEg];Let'sNU
Type = null
TriggerAll=(P2StateNo=[5120,5121])||(P2StateNo=[5100,5101])
TriggerAll=(var(55)!=[35,40])&&(var(55)!=1)
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(45))
Trigger1 = RanDom<=500
Trigger1 = var(55):=40;GB
Trigger2 = RanDom<=250
Trigger2 = var(55):=36;i
Trigger3 = RanDom<=333
Trigger3 = var(55):=37;G
Trigger4 = RanDom<=500
Trigger4 = var(55):=38;JSni
Trigger5 = 0||RanDom<=650
Trigger5 = var(55):=39;JSe
Trigger6 = var(55):=35;i

[State -2,JEg];Let'sNU
Type = varset
TriggerAll=(P2StateNo=[5120,5121])||(P2StateNo=[5100,5101])
Trigger1 =NumHelper(780+id)>0
Trigger1 =!(Helper(780+id),var(45))&&(var(55)!=1)
var(55)=40;GB

[State -2,JEg];Let'sNUߏI
Type = varset
TriggerAll=(var(55)=[35,40])
Trigger1=(P2StateNo=[5120,5121])
Trigger1=EnemyNear,AnimTime>-(10*(var(55)=40)+30*(var(55)=[38,39])+8*(var(55)=37)+1*(var(55)=36)+12*(var(55)=35))
var(55)=0

[State -1,GB];GB
Type = ChangeState
value = 1100
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<var(59)*140
TriggerAll=fvar(38)>0
TriggerAll=P2StateType=L
TriggerAll=fvar(34)!=1
TriggerAll=var(55)=40
TriggerAll=StateType!=A
TriggerAll=P2StateType=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
;TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-55,25]
TriggerAll=P2Dist X>0
Trigger1 = EnemyNear,StateNo=[5120,5121]
Trigger1 = EnemyNear,AnimTime=[-33,-10]

[State -3,2k];2k
Type = ChangeState
value = 450-40*(Random<=333)
TriggerAll=!IsHelper
TriggerAll=(var(59)>4&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=var(55)=36
TriggerAll=P2StateType=L
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||(StateNo=[11,22])
TriggerAll=P2BodyDist X*fvar(8)=[-10-20*(P2Dist X>0&&StateNo=100),69]
Trigger1=P2StateNo=[5120,5121]
Trigger1=(EnemyNear,AnimTime=[-6,-2])

[State -3,2k];2k
Type = ChangeState
value = 215
TriggerAll=!IsHelper
TriggerAll=(var(59)>4&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=var(55)=37
TriggerAll=P2StateType=L
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||(StateNo=[11,22])
TriggerAll=P2BodyDist X*fvar(8)=[-10-20*(P2Dist X>0&&StateNo=100),69]
Trigger1=P2StateNo=[5120,5121]
Trigger1=(EnemyNear,AnimTime=[-11,-8])

[State -3,2k];2k
Type = ChangeState
value = ifelse(Power>999,430,240)
TriggerAll=!IsHelper
TriggerAll=(var(59)>4&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=var(55)=35
TriggerAll=P2StateType=L
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||(StateNo=[11,22])
TriggerAll=P2BodyDist X*fvar(8)=[-10-20*(P2Dist X>0&&StateNo=100),69]
Trigger1=P2StateNo=[5120,5121]
Trigger1=(EnemyNear,AnimTime=[-22+2*(Power<1000),-12])

[State -3,J];Jump
Type = ChangeState
value = 36
TriggerAll=!IsHelper
TriggerAll=(var(59)>4&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=(var(55)=[38,39])
TriggerAll=P2StateType=L
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||(StateNo=[11,22])
TriggerAll=P2BodyDist X*fvar(8)=[-10-20*(P2Dist X>0&&StateNo=100),69]
Trigger1=P2StateNo=[5120,5121]
Trigger1=(EnemyNear,AnimTime=[-34,-30])
Trigger2 = P2StateNo=[5100,5101]
Trigger2 = (Helper(780+id),var(53))<19
Trigger2 = (((Helper(780+id),var(53))-(EnemyNear,AnimTime))=[26,29])
[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)>-8

[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]
Trigger1 = StateNo=22
Trigger1 = P2BodyDist X*fvar(8)>=56
Trigger2 = P2BodyDist X*fvar(8)=[56,69]

[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=P2BodyDist X*fvar(8)<46
Trigger1 = BackEdgeBodyDist>26
Trigger2 = StateNo=21
;
;󒆋NU
;
[State -1,A_S]
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4||fvar(39)
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||(StateNo=110||StateNo=115)&&Time>=6
TriggerAll=P2StateType=L&&(P2StateNo=[5120,5121])
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2BodyDist X*fvar(8)=[-75,75]
TriggerAll=Random<=var(59)*100
Trigger1 = Pos Y+(vel y!=0)*(vel y+0.575*4)*8>-20
Trigger2=EnemyNear,StateNo=[5120,5121]
Trigger2=EnemyNear,AnimTime=-7
;
;nډ 
;
[State -1,C_HS];6Hs
Type = ChangeState
value = 235
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=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
triggerall=PalNo=12||(Helper(780+id),sysvar(0)=1)
TriggerAll=(Helper(780+id),fvar(27))||(P2Stateno=[4400,4499])
TriggerAll=StateType!=A
TriggerAll=(Power>=2000&&!(teammode=simul))&&fvar(30)<20||(Helper(780+id),fvar(27)<=36)
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)=[-15-35*(p2Dist X>0),40+vel x*5+(EnemyNear(floor(fvar(18))),vel x*14)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2StateType!=A

[State -1,C_HS];~J\
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=var(40)!=1
TriggerAll=var(42)=1
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27))||(P2Stateno=[4400,4499])
TriggerAll=StateType!=A
TriggerAll=(Power>=838&&fvar(24)>=145.5)
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=fvar(17)<=12
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
Trigger1 = P2BodyDist X*fvar(8)=[-15+10*(P2Dist X<0),45+vel x*5+(EnemyNear(floor(fvar(18))),vel x*14)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2StateType!=A

[State -1,C_HS];~J\
Type = ChangeState
value = 220
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=var(42)=1
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27))||(P2Stateno=[4400,4499])
TriggerAll=StateType!=A
TriggerAll=(Power>=900&&fvar(24)>=165.5)
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=fvar(17)<=4
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
Trigger1 = P2BodyDist X*fvar(8)=[-15+10*(P2Dist X<0),45+vel x*5+(EnemyNear(floor(fvar(18))),vel x*14)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2StateType!=A


[State -1,C_HS];~J\
Type = ChangeState
value = 1600
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=power>499
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27))||(P2Stateno=[4400,4499])
TriggerAll=StateType!=A
TriggerAll=(Power>=2000&&!(teammode=simul))&&fvar(30)<20||(Helper(780+id),fvar(27)<=36)
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)=[-15-45*(P2Dist x>0&&P2StateType!=A),25+vel x*5+(EnemyNear(floor(fvar(18))),vel x*14)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2StateType!=A

[State -1,C_HS];~J\
Type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(40)!=1
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27))||(P2Stateno=[4400,4499])
TriggerAll=StateType!=A
TriggerAll=(Power>=2000&&!(teammode=simul))&&fvar(30)<20||(Helper(780+id),fvar(27)<=36)
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)=[-15,25+vel x*5+(EnemyNear(floor(fvar(18))),vel x*14)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2StateType!=A

[State -1,C_HS];6Hs
Type = ChangeState
value = 235
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=P2MoveType!=H
;triggerall=!(var(58)=2&&ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<105)
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27))||(P2Stateno=[4400,4499])
TriggerAll=StateType!=A
TriggerAll=(Power>=2000&&!(teammode=simul))&&fvar(30)<20||(Helper(780+id),fvar(27)<=36)
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)=[-15-35*(p2Dist X>0),40+vel x*5+(EnemyNear(floor(fvar(18))),vel x*14)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2StateType!=A


[State -1,fdt3];tfX+^CR
type = ChangeState
value = 3020
TriggerAll=!ishelper
TriggerAll=var(40) = 0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=NumHelper(780+id)>0
TriggerAll=helper(780+id),fvar(27)<=0
TriggerAll=fvar(26)>199
TriggerAll=power>=1000&&var(42)=1
TriggerAll=MoveType!=H
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=fvar(17)>=11
Trigger1 = (ctrl||fvar(28))||(StateNo=5120&&animtime=0)||(Stateno=[11,22])||(StateNo=[100,101])||(StateNo=[35,40])||StateNo=52||(StateNo=[120,132])
Trigger1 = (P2StateNo!=[120,159])
Trigger1 = P2BodyDist X*fvar(8)-(StateNo=100)*vel x*5.5=[5-(StateNo=100)*vel x*11*(fvar(30)<25)-55*(fvar(30)<25&&(EnemyNear(floor(fvar(18))),vel x)<=0),135+(fvar(30)>25)*(EnemyNear(floor(fvar(18))),vel x*11)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = (P2BodyDist Y*fvar(9)+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+0.52*5.5)*11=[-122,-10])||P2StateType!=A
Trigger1 = EnemyNear(floor(fvar(18))),vel y!=0||P2StateType!=A
Trigger2 = (ctrl||fvar(28))||(StateNo=5120&&animtime=0)||(Stateno=[11,22])||(StateNo=[100,101])||(StateNo=[35,40])||StateNo=52||(StateNo=[120,132])
Trigger2 = (P2StateNo=[120,159])&&P2StateType=A
Trigger2 = P2BodyDist X*fvar(8)-(StateNo=100)*vel x*5.5=[5-(StateNo=100)*vel x*11*(fvar(30)<25),135+(fvar(30)>25)*(EnemyNear(floor(fvar(18))),vel x*11)*(1-(Facing=Enemynear,Facing)*2)]
Trigger2 = P2BodyDist Y*fvar(9)+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+0.52*5.5)*11=[-115,-15]
Trigger2 = (EnemyNear,GetHitVar(hitshaketime))<=0&&EnemyNear(floor(fvar(18))),vel y!=0
Trigger3 = (ctrl||fvar(28))||(StateNo=5120&&animtime=0)||(Stateno=[11,22])||(StateNo=[100,101])||(StateNo=[35,40])||StateNo=52||(StateNo=[120,132])
Trigger3 = (P2StateNo=[120,159])&&P2StateType=A
Trigger3=P2BodyDist X*fvar(8)-(StateNo=100)*vel x*5.5=[5-(StateNo=100)*vel x*11*(fvar(30)<25),135+(fvar(30)>25)*(EnemyNear,vel x*(EnemyNear,GetHitVar(hitshaketime)<11)*(11-(EnemyNear,GetHitVar(hitshaketime))))*(1-(Facing=Enemynear,Facing)*2)]
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+0.52*((EnemyNear,GetHitVar(hitshaketime)<11)*(11-(EnemyNear,GetHitVar(hitshaketime)))/2))*(EnemyNear,GetHitVar(hitshaketime)<11)*(11-(EnemyNear,GetHitVar(hitshaketime)))=[-115,-15]
Trigger3 = (EnemyNear,GetHitVar(hitshaketime))>0
Trigger4 = (StateNo!=[235,242])&&StateNo!=430
Trigger4 = (StateNo=[200,451])&&var(29)||(StateNo=[200,451])&&(MoveContAct||movereversed)&&!var(3)
Trigger4 = MoveHit
Trigger4 = P2BodyDist X*fvar(8)-(StateNo=100)*vel x*5.5=[-11-55*(P2dist X>0&&P2StateType!=A),135+(fvar(30)>25)*(EnemyNear(floor(fvar(18))),vel x*11)*(1-(Facing=Enemynear,Facing)*2)]
Trigger4 = P2BodyDist Y*fvar(9)=[-125,25]
Trigger4 = !var(56)
Trigger5 = (StateNo!=[235,242])&&StateNo!=430
Trigger5 = (StateNo=[200,451])&&var(29)||(StateNo=[200,451])&&(MoveContAct||movereversed)&&!var(3)
Trigger5 = MoveGuarded&&P2StateType=A
Trigger5 = P2BodyDist X*fvar(8)-(StateNo=100)*vel x*5.5=[-5,135+(fvar(30)>25)*(EnemyNear(floor(fvar(18))),vel x*11)*(1-(Facing=Enemynear,Facing)*2)]
Trigger5 = P2BodyDist Y*fvar(9)=[-145,-45]

[State -1,fdsf2];tfX+Tx3
type = ChangeState
value = 3120
TriggerAll=!ishelper
TriggerAll=var(40) = 0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=NumHelper(780+id)>0
TriggerAll=helper(780+id),fvar(27)<=0
TriggerAll=fvar(26)=[200,300]
TriggerAll=power>=1000&&var(42)=1
TriggerAll=var(50)>-70
TriggerAll=MoveType!=H
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=A||fvar(17)<5
TriggerAll=P2MoveType=H
TriggerAll=(P2StateNo!=[120,159])
TriggerAll=fvar(17)>=4
TriggerAll=(ctrl||fvar(28))||(StateNo=5120&&animtime=0)||(Stateno=[11,22])||(StateNo=[100,101])||StateNo=40||StateNo=52||(StateNo=[120,132])
TriggerAll=P2BodyDist X*fvar(8)-vel x*3=[-5-45*(P2BodyDist Y>-50&&P2Dist X>0),75+(fvar(30)>25)*(EnemyNear(floor(fvar(18))),vel x*3)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = (P2BodyDist Y*fvar(9)+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+0.52*2)*4=[-85,-5])
Trigger1 = (P2BodyDist Y*fvar(9)+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+0.52*5.5)*11>0)
Trigger1 = (EnemyNear,GetHitVar(hitshaketime))=0&&EnemyNear(floor(fvar(18))),vel y>0

[State -1,fdsf2];tfX+TxQ
type = ChangeState
value = 3110
TriggerAll=!ishelper
TriggerAll=var(40) = 0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=NumHelper(780+id)>0
TriggerAll=helper(780+id),fvar(27)<=0
TriggerAll=fvar(26)=[100,199]
TriggerAll=power>=1000&&var(42)=1
TriggerAll=MoveType!=H
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateType!=A&&!P2BodyDist Y*fvar(9)
TriggerAll=(P2StateNo=[120,159])
TriggerAll=fvar(17)>=3
Trigger1 = (ctrl||fvar(28))||(StateNo=5120&&animtime=0)||(Stateno=[11,22])||(StateNo=[100,101])||StateNo=40||StateNo=52||(StateNo=[120,132])
Trigger1 = P2BodyDist X*fvar(8)-vel x*11=[-5-45*(P2StateType!=A&&P2Dist X>0),75+(fvar(30)>25)*(EnemyNear(floor(fvar(18))),vel x*11)*(1-(Facing=Enemynear,Facing)*2)]
Trigger2 = (StateNo!=[235,242])&&StateNo!=430
Trigger2 = (StateNo=[200,451])&&var(29)||(StateNo=[200,451])&&(MoveContAct||movereversed)&&!var(3)
Trigger2 = MoveGuarded
Trigger2 = P2BodyDist X*fvar(8)-vel x*11=[-5-45*(P2StateType!=A&&P2Dist X>0),75+(fvar(30)>25)*(EnemyNear(floor(fvar(18))),vel x*11)*(1-(Facing=Enemynear,Facing)*2)]

[State -1,fdbhb3];tfX+BHB3
type = ChangeState
value = 1020
TriggerAll=!ishelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=NumHelper(780+id)>0
TriggerAll=helper(780+id),fvar(27)<=0
TriggerAll=fvar(26)=[200,299]
TriggerAll=var(42)=1
TriggerAll=MoveType!=H
TriggerAll=StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A&&!P2BodyDist Y*fvar(9)
TriggerAll=(P2StateNo=[120,159])
TriggerAll=fvar(17)>=12
Trigger1 = (ctrl||fvar(28))||(StateNo=5120&&animtime=0)||(Stateno=[11,22])||(StateNo=[100,101])||StateNo=40||StateNo=52||(StateNo=[120,132])
Trigger1 = P2BodyDist X*fvar(8)=[-15,68+vel x*7.6+(fvar(30)>25)*(EnemyNear(floor(fvar(18))),vel x*11)*(1-(Facing=Enemynear,Facing)*2)]
Trigger2 = (StateNo!=[235,242])&&StateNo!=430
Trigger2 = (StateNo=[200,451])&&var(29)||(StateNo=[200,451])&&(MoveContAct||movereversed)&&!var(3)
Trigger2 = MoveGuarded
Trigger2 = P2BodyDist X*fvar(8)=[-15,68+vel x*7.6+(fvar(30)>25)*(EnemyNear(floor(fvar(18))),vel x*11)*(1-(Facing=Enemynear,Facing)*2)]

[State -1,C_HS];2HS
Type = ChangeState
value = 1500
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=P2MoveType=H
TriggerAll=fvar(24)<299||(StateNo=[35,40])&&(PrevStateNo=235||PrevStateNo=430)
TriggerAll=(P2StateNo!=[120,159])||(StateNo=[35,40])&&(PrevStateNo=235||PrevStateNo=430)
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)||(StateNo=[35,40])&&(PrevStateNo=235||PrevStateNo=430)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(StateNo=[35,40])
Trigger1 = var(55)=1
Trigger2 = (StateNo=[35,40])&&(PrevStateNo=235||PrevStateNo=430)

[State -1,C_HS];2HS
Type = ChangeState
value = 235
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=P2StateType!=A&&!(P2BodyDist Y*fvar(9))
TriggerAll=!(EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)>0&&(P2StateNo!=[5000,5999]))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=(P2StateNo!=[120,159])
TriggerAll=fvar(17)>=17
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=PalNo=12||(Helper(780+id),sysvar(0)=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||(StateNo=52)||(StateNo=[950,961])&&time>0
Trigger1 = (P2BodyDist X*fvar(8)=[-15-45*(p2Dist X>0),155+vel x*8])
Trigger1 = fvar(17)=17||StateNo=100

[State -1,C_HS];2HS
Type = ChangeState
value = 230
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=P2StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=(P2StateNo!=[120,159])
TriggerAll=fvar(17)>=13
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=PalNo=12||(Helper(780+id),sysvar(0)=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||(StateNo=52)
Trigger1 = (P2BodyDist X*fvar(8)=[-15-45*(p2Dist X>0),65+vel X*7])
Trigger1 = fvar(17)=13||StateNo=100

[State -1,C_HS];2HS
Type = ChangeState
value = 1600
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=Power>499
TriggerAll=P2StateType!=A||(P2StateNo=[631,635])&&!(P2StateNo=632&&EnemyNear(floor(fvar(18))),Time>15)&&!(Facing=EnemyNear(floor(fvar(18))),facing)||(P2StateNo=[1461,1465])&&!(P2StateNo=1462&&EnemyNear(floor(fvar(18))),Time>30)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=(P2StateNo!=[120,159])||var(55)=101||palNo=12
TriggerAll=fvar(17)>=10||var(55)=101
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])
Trigger1 = (P2BodyDist X*fvar(8)=[-15-25*(P2Dist X>0&&P2StateType!=A),155+vel x*7])
Trigger1 = fvar(17)=10||P2StateNo=632&&EnemyNear(floor(fvar(18))),Time=14||P2StateNo=1462&&EnemyNear(floor(fvar(18))),Time=29||StateNo=100&&((P2BodyDist X*fvar(8)=[-5,60])||(P2StateNo=[231,239]))||var(55)=101||PalNo=12&&(P2StateNo=[120,159])


[State -1,S_NS];5P
Type = ChangeState
value = 220
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(17)=5;||fvar(17)>=4&&(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),fvar(27)<=0)
TriggerAll=!(P2StateNo=[1051,1059]);||fvar(17)<7
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=(EnemyNear,GetHitVar(hitshaketime))<=0&&(EnemyNear(floor(fvar(18))),vel y!=0||P2StateType!=A)||(P2StateNo=[823,825])||(P2StateNo=[632,635])||(P2StateNo=[1462,1465])
TriggerAll=P2BodyDist X*fvar(8)=[-30-25*(p2dist X>0&&P2StateType!=A),54]
Trigger1 = P2BodyDist X*fvar(8)-vel x*5=[-26-vel x*5*(fvar(30)<25||P2BodyDist Y*fvar(9)>-40)-35*(p2dist X>0&&P2StateType!=A),62-25*(fvar(17)>5&&P2StateType!=A)+(fvar(30)>25)*(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1=P2BodyDist Y*fvar(9)+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+0.52*2.5)*5=[-25-90*(fvar(17)<6||EnemyNear(floor(fvar(18))),vel y<0&&P2BodyDist Y*fvar(9)+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+0.52*fvar(17)/2)*fvar(17)<-115),7]
Trigger1 = P2BodyDist Y*fvar(9)+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3)*6>0||StateNo=100||P2StateType!=A||fvar(17)=5
Trigger2 = (P2StateNo=[823,825])
Trigger2 = P2BodyDist X*fvar(8)-vel x*5=[-26-vel x*5*(fvar(30)<25||P2BodyDist Y*fvar(9)>-40),62-25*(fvar(17)>5&&P2StateType!=A)+(fvar(30)>25)*(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)]
Trigger3 = (P2StateNo=[632,635])&&!(P2StateNo=632&&EnemyNear(floor(fvar(18))),Time>20)||(P2StateNo=[1462,1465])&&!(P2StateNo=1462&&EnemyNear(floor(fvar(18))),Time>30)
Trigger3 = P2BodyDist X*fvar(8)-vel x*5=[-26-104*(Facing=EnemyNear(floor(fvar(18))),Facing),62-25*(fvar(17)>5&&P2StateType!=A)+(fvar(30)>25)*(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)]

[State -1,S_K];5P
Type = ChangeState
value = 210
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=var(55)!=100
TriggerAll=(fvar(17)=[3,4])||fvar(17)>=4&&(P2BodyDist Y*fvar(9)+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*2.5)*5>0)
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),fvar(27)<=0)
TriggerAll=!(P2StateNo=[1051,1059]);||fvar(17)<7
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=(EnemyNear,GetHitVar(hitshaketime))<=0&&(EnemyNear(floor(fvar(18))),vel y!=0||P2StateType!=A)
Trigger1 = P2BodyDist X*fvar(8)-vel x*2.7-(EnemyNear(floor(fvar(18))),vel x*3)*(1-(Facing=Enemynear,Facing)*2)=[-16-(vel x*2.7+15)*(fvar(30)<25||P2BodyDist Y*fvar(9)>-40)-45*(p2dist X>0&&P2StateType!=A),22]
Trigger1 = P2BodyDist Y*fvar(9)+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*1.5)*3=[-10-50*(fvar(17)<=4),0]
Trigger1 = fvar(17)=3||P2BodyDist Y*fvar(9)+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*2)*4>0||StateNo=100
Trigger2 = fvar(17)=4
Trigger2 = P2BodyDist X*fvar(8)-vel x*2.7-(EnemyNear(floor(fvar(18))),vel x*4)*(1-(Facing=Enemynear,Facing)*2)=[-16-(vel x*2.7+15)*(fvar(30)<25||P2BodyDist Y*fvar(9)>-40)-45*(p2dist X>0&&P2StateType!=A),45]
Trigger2 = P2BodyDist Y*fvar(9)+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*2)*4=[-10-50*(fvar(17)<=4),0]
Trigger2 = P2BodyDist Y*fvar(9)+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*2.5)*5>0||StateNo=100||P2StateType!=A

[State -1,Dash];
Type = ChangeState
value = 21
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=ctrl||(StateNo=[11,20])||StateNo=22||StateNo=52
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2StateNo!=[1560,1562]
TriggerAll=P2StateType!=L||Helper(780+id),fvar(27)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H||Helper(780+id),fvar(27)>0
Trigger1 = (var(42)>0&&ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<120&&P2MoveType=H&&(P2StateNo!=[120,159])&&P2StateType=A&&(fvar(17)>=11&&P2BodyDist Y*fvar(9)+(P2StateType=A)*(EnemyNear,vel y+0.52*5.5)*11<-10))
Trigger1 = ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))>110
Trigger2 = (var(42)>0&&ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))>120&&P2MoveType=H&&(P2StateNo!=[120,159])&&P2StateType=A&&(fvar(17)>=11&&P2BodyDist Y*fvar(9)+(P2StateType=A)*(EnemyNear,vel y+0.52*5.5)*11<-10))
Trigger2 = ifelse(facing=1,(helper(60000+id),rootdist X),(helper(50000+id),rootdist X))<60

[State -1,Dash];
Type = ChangeState
value = 22
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=ctrl||(StateNo=[11,21])||StateNo=52
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2StateNo!=[1560,1562]
TriggerAll=P2StateType!=L;||Helper(780+id),fvar(27)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H;||Helper(780+id),fvar(27)>0
TriggerAll=(var(42)>0&&ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<120&&P2MoveType=H&&(P2StateNo!=[120,159])&&P2StateType=A&&(fvar(17)>=11&&P2BodyDist Y*fvar(9)+(P2StateType=A)*(EnemyNear,vel y+0.52*5.5)*11<-10))
Trigger1 = ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<100

[State -1,Dash];stop
Type = ChangeState
value = 0
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=StateNo=[21,22]
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2StateNo!=[1560,1562]
TriggerAll=P2StateType!=L||Helper(780+id),fvar(27)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H||Helper(780+id),fvar(27)>0
Trigger1 = (var(42)>0&&ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<120&&P2MoveType=H&&(P2StateNo!=[120,159])&&P2StateType=A&&(fvar(17)>=11&&P2BodyDist Y*fvar(9)+(P2StateType=A)*(EnemyNear,vel y+0.52*5.5)*11<-10))
Trigger1 = (ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))=[100-100*(StateNo=21),120])
Trigger2 = (var(42)>0&&ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))>120&&P2MoveType=H&&(P2StateNo!=[120,159])&&P2StateType=A&&(fvar(17)>=11&&P2BodyDist Y*fvar(9)+(P2StateType=A)*(EnemyNear,vel y+0.52*5.5)*11<-10))
Trigger2 = (ifelse(facing=1,(helper(60000+id),rootdist X),(helper(50000+id),rootdist X))=[50,75])||StateNo=21&&P2Dist x<0
ctrl =1
[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
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2StateNo!=[1560,1562]
TriggerAll=P2StateType!=L||Helper(780+id),fvar(27)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H||Helper(780+id),fvar(27)>0
TriggerAll=!(var(42)>0&&ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<120&&P2MoveType=H&&(P2StateNo!=[120,159])&&P2StateType=A&&(fvar(17)>=11&&P2BodyDist Y*fvar(9)+(P2StateType=A)*(EnemyNear,vel y+0.52*5.5)*11<-10))
Trigger1 = 0;fvar(17)>=0
Trigger1 = var(55)!=7||P2BodyDist X*fvar(8)>105+30*(Helper(780+id),sysvar(0)=1)||P2BodyDist Y*fvar(9)+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear,GetHitvar(yaccel)*6)*12>-40&&EnemyNear(floor(fvar(18))),vel y>0&&(P2StateNo!=[1625,1629])
Trigger1 = P2BodyDist X*fvar(8)-vel X-(EnemyNear(floor(fvar(18))),vel x)*(1-(Facing=Enemynear,Facing)*2)>0+25*(P2StateType=A&&(P2BodyDist Y*fvar(9)<-40||EnemyNear(floor(fvar(18))),vel y<-1))
Trigger1 = !(EnemyNear,GetHitvar(hitShaketime)=0&&P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*2.5)*5>0)||(P2StateNo=[1051,1059])
Trigger2 = 0;(P2StateNo=[231,233])||(P2StateNo=[631,639])&&P2Dist X>0
Trigger3 = ifelse(facing=1,(helper(60000+id),rootdist X),(helper(50000+id),rootdist X))<120
Trigger3 = 0;P2BodyDist X<(8-EnemyNear(floor(fvar(18))),vel X)*(fvar(17)-5)
Trigger3 = P2StateType=A&&EnemyNear(floor(fvar(18))),vel y<0
Trigger3 = P2BodyDist Y*fvar(9)+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear,GetHitvar(yaccel)*fvar(17)/2)*fvar(17)>-110
Trigger3 = P2Dist X>0

[State -1,Dash];_bV
Type = ChangeState
value = 21
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=ctrl||(StateNo=[11,21])||StateNo=52
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),fvar(27)<=0
TriggerAll=P2StateNo!=[1560,1562]
TriggerAll=P2StateType=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=!(var(42)>0&&ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<120&&P2MoveType=H&&(P2StateNo!=[120,159])&&P2StateType=A&&(fvar(17)>=11&&P2BodyDist Y*fvar(9)+(P2StateType=A)*(EnemyNear,vel y+0.52*5.5)*11<-10))
TriggerAll=!(EnemyNear(floor(fvar(18))),BackEdgeBodyDist<=1&&EnemyNear(floor(fvar(18))),vel x<=0)
Trigger1 = fvar(17)>=0
Trigger1 = var(55)!=7||P2BodyDist X*fvar(8)>105+30*(Helper(780+id),sysvar(0)=1)||P2BodyDist Y*fvar(9)+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear,GetHitvar(yaccel)*6)*12>-40&&EnemyNear(floor(fvar(18))),vel y>0&&(P2StateNo!=[1625,1629])
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x)*(1-(Facing=Enemynear,Facing)*2)=[5,5+25*(P2StateType=A&&(P2BodyDist Y*fvar(9)<-40||EnemyNear(floor(fvar(18))),vel y<-1))]
Trigger1 = !(EnemyNear,GetHitvar(hitShaketime)=0&&P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*7)*14>0)||(P2StateNo=[1051,1059])
Trigger1 = P2Dist X>0
[State -1,Dash];_bVXgbv
Type = ChangeState
value = 0
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=StateNo=21
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2StateNo!=[1560,1562]
TriggerAll=P2StateType=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
Trigger1 = P2BodyDist X*fvar(8)-vel X-(EnemyNear(floor(fvar(18))),vel x)*(1-(Facing=Enemynear,Facing)*2)<5
Trigger2 = P2Dist X<0
ctrl =1
[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
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2StateNo!=[1560,1562]
TriggerAll=P2Dist X>0
TriggerAll=P2StateType!=L||Helper(780+id),fvar(27)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H||Helper(780+id),fvar(27)>0
TriggerAll=!(var(42)>0&&ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<120&&P2MoveType=H&&(P2StateNo!=[120,159])&&P2StateType=A&&(fvar(17)>=11&&P2BodyDist Y*fvar(9)+(P2StateType=A)*(EnemyNear,vel y+0.52*5.5)*11<-10))
Trigger1 = fvar(17)>=0
Trigger1 = var(55)!=7||P2BodyDist X*fvar(8)>105+30*(Helper(780+id),sysvar(0)=1)||P2BodyDist Y*fvar(9)+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear,GetHitvar(yaccel)*6)*12>-40&&EnemyNear(floor(fvar(18))),vel y>0&&(P2StateNo!=[1625,1629])
Trigger1 = P2BodyDist X*fvar(8)-vel X-(EnemyNear(floor(fvar(18))),vel x)*(1-(Facing=Enemynear,Facing)*2)>-40+65*(P2StateType=A&&(P2BodyDist Y*fvar(9)<-40||EnemyNear,vel y<-1))+70*((Facing=Enemynear,Facing)&&P2StateType=A&&EnemyNear,vel X>0)
Trigger1 = !(EnemyNear,GetHitvar(hitShaketime)=0&&P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*2.5)*5>0)||(P2StateNo=[1051,1059])
Trigger2 = (P2StateNo=[231,233])||(P2StateNo=[631,639])&&P2Dist X>0
Trigger3 = ifelse(facing=1,(helper(60000+id),rootdist X),(helper(50000+id),rootdist X))<120
Trigger3 = P2BodyDist X<(8-EnemyNear(floor(fvar(18))),vel X)*(fvar(17)-5)
Trigger3 = P2StateType=A&&EnemyNear(floor(fvar(18))),vel y<0
Trigger3 = P2BodyDist Y*fvar(9)+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear,GetHitvar(yaccel)*fvar(17)/2)*fvar(17)>-110
Trigger3 = P2Dist X>0

[State -1,GB];GB
Type = null;ChangeState
value = 1100
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=NumHelper(780+id)>0
TriggerAll=P2StateNo!=[1560,1562]
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=fvar(17)>=23
TriggerAll=!(P2BodyDist Y*fvar(9)+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*fvar(17)/2)*fvar(17)>-110&&EnemyNear(floor(fvar(18))),vel y<=0&&EnemyNear(floor(fvar(18))),Pos Y<-155)
TriggerAll=P2BodyDist X*fvar(8)-vel x*3-(EnemyNear(floor(fvar(18))),vel x*23)*(1-(Facing=Enemynear,Facing)*2)=[-45-45*(P2Dist x<-1),25-10*(StateNo!=[100,101])]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear,vel y+0.52*11.5)*23=[-60-50*(P2Dist X<-1&&fvar(17)>=25)-50*(P2Dist X<-1&&fvar(17)>=27)-50*(P2Dist X<-1&&fvar(17)>=29)-50*((fvar(17)=[24,31])||P2Dist X<-1&&fvar(17)>=31),-10]
Trigger1 = fvar(17)=23||P2Dist X<-1||P2BodyDist Y*fvar(9)+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*12)*24>-10
Trigger1 = (var(55)!=[6,7])||ifelse(facing=1,(helper(60000+id),rootdist X),(helper(50000+id),rootdist X))<100
Trigger2 = ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<130&&ifelse(facing=1,(helper(60000+id),rootdist X),(helper(50000+id),rootdist X))>300
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear,vel y+0.52*11.5)*23=[-60-130*(P2Dist X<-1||ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<130&&P2Dist X>0&&fvar(17)<26),-10]

[State -1,jump];Wv
Type = ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=(StateNo=[100,101])||StateNo=21
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=A&&(P2StateNo!=[120,159])
TriggerAll=fvar(17)>=12
TriggerAll=P2BodyDist X*fvar(8)=[12-25*(fvar(30)<25),69+(3+vel X*0.7*(StateNo=100)+1.8*(StateNo=101))*9]
TriggerAll=P2StateType=A
Trigger1 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear,GetHitvar(yaccel)*6)*12=[-60-60*(fvar(17)=12),-26])||P2StateNo=824&&EnemyNear(floor(fvar(18))),Time<23
Trigger1 = (EnemyNear,GetHitVar(hitshaketime))<=0&&EnemyNear(floor(fvar(18))),vel y!=0||P2StateNo=824&&EnemyNear(floor(fvar(18))),Time<23
Trigger1 = ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<69+(3+vel X*0.7*(StateNo=100)+1.8*(StateNo=101))*26+13*4.6

[State -1,i];5P
Type = ChangeState
value = 240+210*(fvar(17)>=23&&Power>999)
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=fvar(17)>=22;||fvar(17)>=4&&(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=P2StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=(P2StateNo=[120,159]);||fvar(17)<7
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)-vel x*5-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-26-45*(P2Dist X>0),42+30*(fvar(17)>=23&&Power>999)]
Trigger1 = !P2BodyDist Y*fvar(9)

[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
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2StateNo!=[1560,1562]
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
Trigger1 = fvar(17)>=6
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-16,72-25*(fvar(17)>6&&P2StateType!=A)]
Trigger1 = P2BodyDist Y*fvar(9)+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3)*6=[-30-80*(fvar(17)<=6),0]
Trigger1 = P2BodyDist Y>-40&&P2Dist X>0||P2BodyDist X*fvar(8)>0
Trigger2 = fvar(17)>=14
Trigger2 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*14)*(1-(Facing=Enemynear,Facing)*2)=[-11,52]
Trigger2 = P2BodyDist Y*fvar(9)+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*7)*14=[-20,0]
Trigger2 = P2BodyDist Y>-40&&P2Dist X>0||P2BodyDist X*fvar(8)>18

[State -1,S_HS];5P
Type = ChangeState
value = 230
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(17)>=13;||fvar(17)>=4&&(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=StateNo=100
TriggerAll=P2StateType=A
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!(P2StateNo=[120,159]);||fvar(17)<7
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=(EnemyNear,GetHitVar(hitshaketime))<=0&&(EnemyNear(floor(fvar(18))),vel y!=0||P2StateType!=A)
TriggerAll=P2BodyDist X*fvar(8)-vel x*5-(EnemyNear(floor(fvar(18))),vel x*13)*(1-(Facing=Enemynear,Facing)*2)=[-6-24*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-60),42]
Trigger1 = P2BodyDist Y*fvar(9)+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*6.5)*13=[-20,0]


[State -1,S_NS];5P
Type = ChangeState
value = 220
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(17)>=5;||fvar(17)>=4&&(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),fvar(27)<=0)
TriggerAll=!(P2StateNo=[1051,1059]);||fvar(17)<7
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=(EnemyNear,GetHitVar(hitshaketime))<=0&&(EnemyNear(floor(fvar(18))),vel y!=0||P2StateType!=A)||(P2StateNo=[823,825])||(P2StateNo=[632,635])||(P2StateNo=[1462,1465])
TriggerAll=P2BodyDist X*fvar(8)=[-30,54]
TriggerAll=P2BodyDist X*fvar(8)-vel x*5=[-26-vel x*5*(fvar(30)<25||P2BodyDist Y*fvar(9)>-60),62-25*(fvar(17)>5&&P2StateType!=A)+(fvar(30)>25)*(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1=P2BodyDist Y*fvar(9)+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+0.52*2.5)*5=[-25-90*(fvar(17)<6||EnemyNear(floor(fvar(18))),vel y<0&&P2BodyDist Y*fvar(9)+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+0.52*fvar(17)/2)*fvar(17)<-115),7]
Trigger2 = (P2StateNo=[823,825])
Trigger3 = (P2StateNo=[632,635])&&!(P2StateNo=632&&EnemyNear(floor(fvar(18))),Time>20)||(P2StateNo=[1462,1465])&&!(P2StateNo=1462&&EnemyNear(floor(fvar(18))),Time>30)

[State -1,S_K];5P
Type = ChangeState
value = 210
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=var(55)!=100
TriggerAll=fvar(17)>=3||fvar(17)>=4&&(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),fvar(27)<=0)
TriggerAll=!(P2StateNo=[1051,1059]);||fvar(17)<7
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=(EnemyNear,GetHitVar(hitshaketime))<=0&&(EnemyNear(floor(fvar(18))),vel y!=0||P2StateType!=A)
Trigger1 = P2BodyDist X*fvar(8)-vel x*1-(EnemyNear(floor(fvar(18))),vel x*3)*(1-(Facing=Enemynear,Facing)*2)=[-16-34*(P2Dist X>0&&p2StateType!=A),22]
Trigger1 = P2BodyDist Y*fvar(9)+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*1.5)*3=[-10-50*(fvar(17)<=4),0]
Trigger2 = fvar(17)>=4
Trigger2 = P2BodyDist X*fvar(8)-vel x*1-(EnemyNear(floor(fvar(18))),vel x*4)*(1-(Facing=Enemynear,Facing)*2)=[-16-34*(P2Dist X>0&&p2StateType!=A),45]
Trigger2 = P2BodyDist Y*fvar(9)+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*2)*4=[-10-50*(fvar(17)<=4),0]

[State -1,S_P];2s
Type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=var(55)!=100
TriggerAll=fvar(17)=6||fvar(17)>=6&&(P2StateType=A||(P2StateNo=[231,239])||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),fvar(27)<=0)
TriggerAll=!(P2StateNo=[1051,1059]);||fvar(17)<7
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=!(fvar(17)>=6&&P2StateType!=A&&P2BodyDist X*fvar(8)-vel x*(fvar(17)-3)-(EnemyNear(floor(fvar(18))),vel x*fvar(17))*(1-(Facing=Enemynear,Facing)*2)=[-8,54])||(P2StateNo=[231,239])
Trigger1 = P2BodyDist X*fvar(8)-vel x*2-(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)=[-8,75+25*(P2StateType=A)]
Trigger1 = P2BodyDist Y*fvar(9)+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear,GetHitvar(yaccel)*3)*6=[-12-5*(fvar(17)<=6),0+15]
Trigger1 = (EnemyNear,GetHitVar(hitshaketime))<=0&&(EnemyNear(floor(fvar(18))),vel y!=0||P2StateType!=A)
Trigger1 = P2BodyDist Y*fvar(9)+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear,GetHitvar(yaccel)*3.5)*7>0||P2StateType!=A||fvar(17)=6
[State -1,jump];Wv
Type = ChangeState
value = 39+2*(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*4)*8<-95)
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=P2StateType!=L
TriggerAll=var(55)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A&&(P2StateNo!=[120,159])
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*fvar(17)/2)*fvar(17)>-115)
TriggerAll=fvar(17)>=8
TriggerAll=(EnemyNear,GetHitVar(hitshaketime))<=0&&EnemyNear(floor(fvar(18))),vel y!=0
Trigger1 = fvar(17)>=8
Trigger1 = P2BodyDist X*fvar(8)=[0-25*(fvar(30)<45),46+vel X*fvar(17)+(EnemyNear(floor(fvar(18))),vel x*8)*(fvar(30)>20)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*4)*8=[-150,-75]
Trigger2 = fvar(17)>=9
Trigger2 = P2BodyDist X*fvar(8)=[0-25*(fvar(30)<45),46+vel X*fvar(17)+(EnemyNear(floor(fvar(18))),vel x*9)*(fvar(30)>20)]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*4.5)*9=[-170,-75]
Trigger3 = fvar(17)>=10
Trigger3 = P2BodyDist X*fvar(8)=[0-25*(fvar(30)<45),46+vel X*fvar(17)+(EnemyNear(floor(fvar(18))),vel x*10)*(fvar(30)>20)]
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*5)*10=[-190,-95]
Trigger4 = fvar(17)>=11
Trigger4 = P2BodyDist X*fvar(8)=[0-25*(fvar(30)<45),78+vel X*fvar(17)+(EnemyNear(floor(fvar(18))),vel x*11)*(fvar(30)>20)]
Trigger4 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*5.5)*11=[-210,-105]
Trigger5 = fvar(17)>=12
Trigger5 = P2BodyDist X*fvar(8)=[0-25*(fvar(30)<45),78+vel X*fvar(17)+(EnemyNear(floor(fvar(18))),vel x*12)*(fvar(30)>20)]
Trigger5 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*6)*12=[-230,-125]
Trigger6 = fvar(17)>=13
Trigger6 = P2BodyDist X*fvar(8)=[0-25*(fvar(30)<45),78+vel X*fvar(17)+(EnemyNear(floor(fvar(18))),vel x*13)*(fvar(30)>20)]
Trigger6 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*6.5)*13=[-270,-135]
Trigger7 = fvar(17)>=14
Trigger7 = P2BodyDist X*fvar(8)=[0-25*(fvar(30)<45),78+vel X*fvar(17)+(EnemyNear(floor(fvar(18))),vel x*14)*(fvar(30)>20)]
Trigger7 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*7)*14=[-300,-165]

[State -1,jump];Wv
Type = null;ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=var(55)=8
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=A&&(P2StateNo!=[120,159])
TriggerAll=fvar(17)>=14
TriggerAll=P2BodyDist X*fvar(8)=[-10,270]
TriggerAll=P2StateType=A
Trigger1 = !(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+0.52*fvar(17)/2)*fvar(17)>-50-35*(P2BodyDist X*fvar(8)-vel x*fvar(17)>70))||P2BodyDist X*fvar(8)-5*fvar(17)>=30&&fvar(17)<16
Trigger1 = (EnemyNear,GetHitVar(hitshaketime))<=0
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+0.52*6.5)*13=[-120,-15]
Trigger1 = EnemyNear(floor(fvar(18))),vel y!=0

[State -1,Dash];_bV
Type = ChangeState
value = 21
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=ctrl||(StateNo=[11,20])||StateNo=52
TriggerAll=NumHelper(780+id)>0
TriggerAll=PrevStateNo=1600
TriggerAll=P2StateNo!=[1560,1562]
TriggerAll=P2StateType!=L||Helper(780+id),fvar(27)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H||Helper(780+id),fvar(27)>0
TriggerAll=!(var(42)>0&&ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<120&&P2MoveType=H&&(P2StateNo!=[120,159])&&P2StateType=A&&(fvar(17)>=11&&P2BodyDist Y*fvar(9)+(P2StateType=A)*(EnemyNear,vel y+0.52*5.5)*11<-10))
Trigger1 = fvar(17)>=0
Trigger1 = var(55)!=7||P2BodyDist X*fvar(8)>40
Trigger1 = P2BodyDist X*fvar(8)>0
;
;nq 
;
;hp
[State -1,var(17)Jumpflg];WveXg
Type = varset
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=StateType!=A
TriggerAll=(movecontact||fvar(28))
Trigger1 = StateNo=200||StateNo=210||StateNo=220||StateNo=225||StateNo=230
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,sbt];nCp[A[}[,K[Ln΍
Type = ChangeState
value = 1500
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>9&&Random<var(59)*10||fvar(39)||var(59)=11
TriggerAll=!var(3)
TriggerAll=StateType!=A
TriggerAll=P2MoveType!=H
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!teammode=simul
Trigger1 = ((movehit=[1,7])||MoveReversed)||fvar(28)
Trigger1 = (StateNo=[200,230])&&StateNo!=205||(StateNo=[400,450])&&StateNo!=430
Trigger1 = (P2StateNo!=[5000,5120])&&(P2StateNo!=[120,159])&&(P2StateNo!=[231,239])
Trigger2 = ((moveGuarded=[1,7])||MoveReversed)||fvar(28)
Trigger2 = (StateNo=[200,230])&&StateNo!=205||(StateNo=[400,450])&&StateNo!=430
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=InGuardDist||(Helper(780+id),var(58))||MoveReversed
Trigger1 = (movecontact||MoveReversed||fvar(28))
Trigger1 = StateNo=200||StateNo=210||StateNo=220||StateNo=225||StateNo=230
trigger2 = numhelper(780+id)
trigger2 = helper(780+id),sysvar(0)
trigger2 = (stateno = [200,236])||(stateno = [400,450])
trigger2 = (movecontact||movereversed||fvar(28))
;hpI
;
;R{
[State -1];AC
type = ChangeState
value = 1580
triggerall = !ishelper
triggerall = var(59)>0
triggerall = MoveType!=H
triggerall = var(42)=0
triggerall = fvar(24)<220
trigger1 = anim = 1200 && animelemtime(11) >= 0&&!(helper(780+id),var(7)||palNo=11)
trigger1 = Pos y>-40
trigger1 = P2BodyDist X*fvar(8)>100||P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+0.52*6.5)*13<-200
trigger2 = 0;anim = 1210 && animelemtime(13) >= 0
trigger3 = anim = 1250 && animelemtime(11) >= 0&&!(helper(780+id),var(7)||palNo=11)
trigger3 = Pos y>-40
trigger3 = P2BodyDist X*fvar(8)>100||P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+0.52*6.5)*13<-200
trigger4 = 0;anim = 1260 && animelemtime(14) >= 0
trigger5 = anim = 1270 && animelemtime(24) >= 0&&(ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<149||P2Dist X<0)
trigger6 = 0;anim = 1350 && animelemtime(7) >= 2
trigger7 = anim = 1360 && animelemtime(13) >= 3
trigger8 = anim = 1370 && animelemtime(13) >= 3

[State -1];AC
type = ChangeState
value = 1550
triggerall = !ishelper
triggerall = var(59)>0
triggerall = var(42)=0
triggerall = MoveType!=H
triggerall = fvar(24)<220
trigger1 = 0;anim = 1400 && animelemtime(15) >= 0
trigger2 = 0;anim = 1410 && animelemtime(19) >= 2
trigger3 = 0;anim = 1420 && animelemtime(23) >= 2
trigger4 = stateno = 1208 && time >= 2&&ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<149
trigger5 = stateno = 1209 && prevstateno = 1223 && time >= 2&&(ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<149||P2Dist X<0)
trigger6 = stateno = 1309 && time >= 2
trigger7 = stateno = 1319 && time >= 2
trigger8 = stateno = 1329
trigger9 = stateno = 1100 && time >= 32&&(P2StateNo=[150,159])&&P2StateType=A
trigger10 = stateno = 1110 && time >= 40
trigger11 = stateno = 1120 && time >= 46
trigger12 = stateno = 1000 && time >= 25
trigger13 = stateno = 1010 && time >= 25
trigger14 = stateno = 1020 && time >= 25

[State -1,BRP];BRP
Type = ChangeState
value = 1300+20*(var(59)<11&&(fvar(26)=[200,299]))
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<=var(59)*25
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(55)!=100
TriggerAll=fvar(17)>=13
TriggerAll=Power>499
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(45)
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveGuarded=1
TriggerAll=(StateNo=[220,230])||StateNo=420||StateNo=450
TriggerAll=P2BodyDist X*fvar(8)=[42-15*(StateNo=230&&!(var(59)<11&&(fvar(26)=[200,299]))),118]
TriggerAll=!P2BodyDist Y*fvar(9)&&P2StateType!=A
Trigger1 = var(55):=102


[State -1,C_HS];2Hs
Type = ChangeState
value = 430
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*11
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(55)!=100
TriggerAll=Power>999||var(50)>=72
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(45)
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveGuarded=1
TriggerAll=StateNo=220||StateNo=420
TriggerAll=P2BodyDist X*fvar(8)=[-7,48]
TriggerAll=!P2BodyDist Y*fvar(9)&&P2StateType!=A
Trigger1 = 1

[State -1,faf];faf
Type = ChangeState
value = 1500
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*15
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(55)!=100
TriggerAll=Power>499
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(45)
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=fvar(17)>=13
TriggerAll=MoveGuarded=1
TriggerAll=(StateNo=[220,230])||StateNo=420||StateNo=450
TriggerAll=P2BodyDist X*fvar(8)=[37,118]
TriggerAll=!P2BodyDist Y*fvar(9)&&P2StateType!=A
Trigger1 = var(55):=101


[State -1,S_NS];6Hs
Type = ChangeState
value = 1200
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),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=fvar(17)>=12
TriggerAll=MoveGuarded
Trigger1 = StateNo=[220,230]
Trigger1 = P2BodyDist X*fvar(8)=[-7,28]
Trigger1 = P2BodyDist Y*fvar(9)=[-115,-45]
Trigger1 = P2StateType=A


[State -1,S_NS];6Hs
Type = ChangeState
value = 3000+10*(fvar(26)=[100,199])
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=!var(3)
TriggerAll=Power>999
TriggerAll=fvar(26)<200
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=fvar(17)>=15-2*((fvar(26)=[100,199]))
TriggerAll=MoveGuarded
Trigger1 = StateNo=[220,230]
Trigger1 = P2BodyDist X*fvar(8)=[-7,140]
Trigger1 = P2BodyDist Y*fvar(9)=[-165,-65+10*(fvar(26)=[100,199])]
Trigger1 = P2StateType=A

[State -1,RI];RI
Type = ChangeState
value = 1400
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&&(P2StateNo=[120,159])
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=fvar(17)>=16
TriggerAll=MoveGuarded
Trigger1 = StateNo=[220,230]
Trigger1 = P2BodyDist X*fvar(8)=[-20,150]
Trigger1 = P2BodyDist Y*fvar(9)=[-155,-55]
Trigger1 = P2StateType=A

[State -1,Jump];`[W
Type = ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=NumHelper(780+id)>0
;TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=(Helper(780+id),sysvar(0)=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
;TriggerAll=P2MoveType=H
TriggerAll=MoveContAct||MoveReversed
Trigger1 = StateNo=235||StateNo=430
Trigger1 = AnimTime<-13


[State -1,S_NS];6Hs
Type = ChangeState
value = 235
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=var(55)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=fvar(17)>=17
TriggerAll=MoveHit
Trigger1 = StateNo=215||StateNo=225||StateNo=420
Trigger1 = P2BodyDist X*fvar(8)=[-7-33*(p2dist X>0),120]
Trigger1 = !P2BodyDist Y*fvar(9)&&P2StateType!=A

[State -1,S_NS];Sn
Type = ChangeState
value = 230
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=var(55)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=(Helper(780+id),sysvar(0)=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=fvar(17)>=13
TriggerAll=P2StateType=S||fvar(30)<25&&var(50)<128
TriggerAll=MoveHit||fvar(30)<25&&MoveGuarded&&var(50)<128
Trigger1 = StateNo=200||StateNo=210||(StateNo=[220,225])||StateNo=400||StateNo=410||StateNo=420
Trigger1 = P2BodyDist X*fvar(8)=[-7-33*(P2Dist X>0),65]
Trigger1 = !P2BodyDist Y*fvar(9)&&P2StateType!=A

[State -1,Jump];gg
Type = ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=(Helper(780+id),sysvar(0)=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2StateType=S||fvar(30)<25&&var(50)<128
TriggerAll=P2MoveType=H
TriggerAll=MoveHit||fvar(30)<25&&MoveGuarded&&var(50)<128
TriggerAll=fvar(17)>=16
TriggerAll=(StateNo=[200,235])||(StateNo=[400,450])
Trigger1 = Movehit&&fvar(17)>=19
Trigger1 = var(55):=9
Trigger2 = 1
[State -1,S_NS];Sn
Type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=!var(3)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(55)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=fvar(17)>=5
TriggerAll=MoveContAct
Trigger1 = StateNo=200||StateNo=210||StateNo=400||StateNo=410
Trigger1 = P2BodyDist X*fvar(8)=[-7,54-10*(StateNo=410)]
Trigger1 = P2BodyDist Y*fvar(9)=[-85,0]
[State -1,S_NS];5hs
Type = ChangeState
value = 230
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=var(55)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=fvar(17)>=13
TriggerAll=MoveGuarded
Trigger1 = StateNo=220||StateNo=225||StateNo=420
Trigger1 = P2BodyDist X*fvar(8)=[-7,43+vel X*6.5]
Trigger1 = !P2BodyDist Y*fvar(9)

[State -1,S_NS];Sn
Type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=!var(3)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(55)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=fvar(17)>=9
TriggerAll=MoveContAct
Trigger1 = StateNo=200||StateNo=210||StateNo=215||StateNo=220||StateNo=400||StateNo=410||StateNo=420
Trigger1 = P2BodyDist X*fvar(8)=[-7,65+vel X*4.2]
Trigger1 = !P2BodyDist Y*fvar(9)&&P2StateType!=A

[State -1,Jump];Wv
Type = ChangeState
value = ifelse((P2BodyDist Y*fvar(9)<-95+(fvar(5)/0.05-10)*1.5),41,39)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>3&&Random<=var(59)*100)||var(59)>7||fvar(39)
TriggerAll=StateType!=A
TriggerAll=var(55)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=!(StateNo=230&&MoveHit=1&&var(21))
TriggerAll=MoveHit
TriggerAll=ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<260
TriggerAll=P2StateNo!=[120,159]
TriggerAll=var(56)<1
Trigger1 = P2BodyDist X*fvar(8)=[-30,85];-25*(PrevStateNo!=100&&StateNo=230&&fvar(30)<15)
Trigger1 = P2BodyDist Y*fvar(9)>-85+(fvar(5)/0.05-10)*1.5
Trigger1 = StateNo=220||StateNo=230

[State -1,Jump];`[W
Type = ChangeState
value = 1500
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=NumHelper(780+id)>0
TriggerAll=var(55)!=100
;TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
;TriggerAll=P2MoveType=H
Trigger1 = MoveHit=1&&var(21)&&P2StateType=A&&fvar(17)>=27
Trigger1 = (StateNo=[200,230])&&StateNo!=205||(StateNo=[400,450])&&StateNo!=430
Trigger1 = AnimTime<-13
Trigger2 = MoveHit
Trigger2 = StateNo=230
Trigger2 = P2StateType=A&&P2BodyDist Y*fvar(9)>-35&&fvar(17)>=18&&P2BodyDist X*fvar(8)<55||var(21)
Trigger2 = AnimTime<-13
[State -1,S_NS];5hs
Type = ChangeState
value = 230
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=!var(3)
TriggerAll=!var(56)
TriggerAll=P2StateType!=L
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=fvar(17)>=13
TriggerAll=MoveContAct
Trigger1 = StateNo=220||StateNo=225||StateNo=420
Trigger1 = P2BodyDist X*fvar(8)=[-7,135-85*(P2StateType!=A)-26*(MoveGuarded>0&&P2StateType=A)]
Trigger1 = P2BodyDist Y*fvar(9)=[-95-20*(P2BodyDist X*fvar(8)>95),17-76*(MoveGuarded>0)]

[State -1,Jump];Wv
Type = ChangeState
value = ifelse((P2BodyDist Y*fvar(9)<-85+(fvar(5)/0.05-10)*2.5),41,39)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>3&&Random<=var(59)*100)||var(59)>7||fvar(39)
TriggerAll=StateType!=A
TriggerAll=var(55)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=MoveHit
TriggerAll=P2StateNo!=[120,159]
TriggerAll=var(56)<1
Trigger1 = P2BodyDist X*fvar(8)=[-30,82-16*(var(15)=0)];-25*(PrevStateNo!=100&&StateNo=230&&fvar(30)<15)
Trigger1 = StateNo=220||StateNo=230

[State -1,Jump];Wv
Type = ChangeState
value = 41
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>3&&Random<=var(59)*100)||var(59)>7||fvar(39)
TriggerAll=StateType!=A
TriggerAll=var(55)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=MoveHit=1&&!var(21)
TriggerAll=fvar(17)>=17
TriggerAll=P2StateNo!=[120,159]
TriggerAll=var(56)<1
Trigger1 = P2BodyDist X*fvar(8)>=82-16*(var(15)=0)
Trigger1 = StateNo=230
Trigger1 = P2BodyDist Y*fvar(9)<-72||(Helper(780+id),sysvar(0)=1)
Trigger1 = var(55):=2

[State -1,Jump];Wv
Type = ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>3&&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=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=MoveHit=1&&!var(21)
TriggerAll=fvar(17)>=17
TriggerAll=P2StateNo!=[120,159]
TriggerAll=var(56)<1
Trigger1 = P2BodyDist X*fvar(8)>=82-16*(var(15)=0)
Trigger1 = StateNo=230

[State -1,RI];RI
Type = ChangeState
value = 1400+10*(fvar(26)=[100,199])+20*(fvar(26)=[200,300])
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),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=fvar(17)>=16-2*(fvar(26)>99)
TriggerAll=MoveHit
Trigger1 = StateNo=230||StateNo=225
Trigger1 = P2BodyDist X*fvar(8)=[-7,145]
Trigger1 = !P2BodyDist Y*fvar(9)


[State -1,fdsf2];tfX+TxQ
type = null;ChangeState
value = 3110
TriggerAll=!ishelper
TriggerAll=var(40) = 0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=NumHelper(780+id)>0
TriggerAll=helper(780+id),fvar(27)<=0
TriggerAll=!(helper(780+id),var(45))
TriggerAll=fvar(26)=[100,199]
TriggerAll=power>=1000
TriggerAll=MoveType!=H
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateType!=A&&!P2BodyDist Y*fvar(9)
TriggerAll=(P2StateNo=[150,159])
TriggerAll=fvar(17)>=3
Trigger1 = (StateNo!=[235,242])&&StateNo!=430
Trigger1 = (StateNo=[200,451])&&var(29)||(StateNo=[200,451])&&(MoveContAct||movereversed)&&!var(3)
Trigger1 = MoveGuarded
Trigger1 = P2BodyDist X*fvar(8)-vel x*11=[-5-45*(P2StateType!=A&&P2Dist X>0),75+(fvar(30)>25)*(EnemyNear(floor(fvar(18))),vel x*3)*(1-(Facing=Enemynear,Facing)*2)]


[State -1,Jump];`[W
Type = ChangeState
value = 1500
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=NumHelper(780+id)>0
;TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
;TriggerAll=P2MoveType=H
TriggerAll=MoveContAct||MoveReversed
Trigger1 = (StateNo=[200,230])&&StateNo!=205||(StateNo=[400,450])&&StateNo!=430
Trigger1 = AnimTime<-13

[State -1,Jump];z[~OWv
Type = ChangeState
value = ifelse(StateType!=A,241,242)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=(p2stateno = [246,248]) && p2movetype = H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=MoveHit
Trigger1 = StateNo=240
Trigger1 = numtarget(240)
Trigger1 = var(55):=7
Trigger2 = StateNo=630
Trigger2 = var(22)>=0

;
;󒆖ډ 
;
[State -3,AirDash];_bV
Type = ChangeState
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<var(59)*120||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(11)=0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(NumHelper(780+id)>0)
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040&&Ctrl||(StateNo=[120,140])&&Ctrl
triggerAll=pos y<=ifelse(vel y<0,-30-20*((Helper(780+id),sysvar(0)=1)&&p2Statetype=A),-10)||(Helper(780+id),sysvar(0)=1)&&p2Statetype!=A
Trigger1 = PrevStateNo=38
Trigger2 = PrevStateNo=41&&var(55)=2
Value = 110

[State -3,AirDash];_bV
Type = ChangeState
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<var(59)*120||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(11)=0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(NumHelper(780+id)>0)
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040&&Ctrl||(StateNo=[120,140])&&Ctrl
triggerAll=pos y<=ifelse(vel y<0,-15-20*(P2MoveType=H&&P2StateType=A&&fvar(17)>10),-10)|| var(58)=1
Trigger1 = PrevStateNo=37
Value = 115

[State -3,A-S];S
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=P2StateType!=A
TriggerAll=var(55)=102
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=PrevStateNo!=38
TriggerAll=PrevStateNo!=41
TriggerAll=PrevStateNo!=961
TriggerAll=(NumHelper(780+id)>0)
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>=6)
TriggerAll=P2BodyDist X*fvar(8)=[-22,105+vel x*8+(EnemyNear(floor(fvar(18))),vel x*8)*(fvar(30)>20)]
Trigger1 = Pos Y+(StateNo!=110)*(vel y+0.575*4)*8<0

[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(55)!=2
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=PrevStateNo!=38
TriggerAll=PrevStateNo!=41
TriggerAll=PrevStateNo!=961
TriggerAll=var(22)>9
TriggerAll=(NumHelper(780+id)>0)
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>=6)||StateNo=99&&(PrevStateNo=[600,620])
TriggerAll=P2BodyDist X*fvar(8)=[-22-22*(var(55)=9),77+vel x*9+(EnemyNear(floor(fvar(18))),vel x*9)*(fvar(30)>20)]
TriggerAll=fvar(17)>=9;||(P2StateNo=[120,159])
Trigger1 = P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+0.575*4.5)*9+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*4.5)*9=[-35,75+65*(var(55)=103)]
Trigger1 = Pos Y+(StateNo!=110)*(vel y+0.575*4.5)*9<0
Trigger1 = (P2StateNo!=[120,159])
Trigger1= var(55)!=4||fvar(17)=9||Pos Y+(StateNo!=110)*(vel y+0.575*12)*23>0||P2BodyDist Y*fvar(9)-(vel y+0.575*4.5)*9+(EnemyNear(floor(fvar(18))),vel y+0.52*4.5)*9>25||EnemyNear(floor(fvar(18))),Pos Y+(EnemyNear(floor(fvar(18))),vel y+0.52*5.5)*10>0
Trigger2 = StateNo=110&&P2StateType!=A
Trigger2 = (P2StateNo=[120,159])||fvar(30)<20
Trigger3 = var(55)=103
[State -3,A-HS];ډWv
Type = null;ChangeState
value = 99
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(11)
TriggerAll=var(28)=1
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=PrevStateNo!=38
TriggerAll=PrevStateNo!=41
TriggerAll=PrevStateNo!=961
TriggerAll=(NumHelper(780+id)>0)
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>=6)
TriggerAll=fvar(17)>=10
TriggerAll=(P2StateNo!=[120,159])
Trigger1 = P2BodyDist Y*fvar(9)-(-7.825+0.575*5)*10+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*5)*10=[-45,75]
Trigger1 = EnemyNear(floor(fvar(18))),Pos Y+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*5)*10<-20
Trigger1 = ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<70+(3+1.6*(var(15)=1))*10
Trigger1 = P2BodyDist X*fvar(8)=[-22,77+(3+1.6*(var(15)=1))*10+(EnemyNear(floor(fvar(18))),vel x*10)*(fvar(30)>20)]
Trigger2 = fvar(17)>=11
Trigger2 = P2BodyDist Y*fvar(9)-(-7.825+0.575*5.5)*11+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*5.5)*11=[-45,75]
Trigger2 = EnemyNear(floor(fvar(18))),Pos Y+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*5.5)*11<-20
Trigger2 = ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<70+(3+1.6*(var(15)=1))*11
Trigger2 = P2BodyDist X*fvar(8)=[-22,77+(3+1.6*(var(15)=1))*11+(EnemyNear(floor(fvar(18))),vel x*11)*(fvar(30)>20)]
Trigger3 = fvar(17)>=12
Trigger3 = P2BodyDist Y*fvar(9)-(-7.825+0.575*6)*12+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*6)*12=[-45,75]
Trigger3 = EnemyNear(floor(fvar(18))),Pos Y+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*6)*12<-20
Trigger3 = ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<70+(3+1.6*(var(15)=1))*12
Trigger3 = P2BodyDist X*fvar(8)=[-22,77+(3+1.6*(var(15)=1))*12+(EnemyNear(floor(fvar(18))),vel x*12)*(fvar(30)>20)]
Trigger4 = fvar(17)>=13
Trigger4 = P2BodyDist Y*fvar(9)-(-7.825+0.575*6.5)*13+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*6.5)*13=[-45,75]
Trigger4 = EnemyNear(floor(fvar(18))),Pos Y+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*6.5)*13<-20
Trigger4 = ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<70+(3+1.6*(var(15)=1))*13
Trigger4 = P2BodyDist X*fvar(8)=[-22,77+(3+1.6*(var(15)=1))*13+(EnemyNear(floor(fvar(18))),vel x*13)*(fvar(30)>20)]


[State -3,A-HS];HS
Type = ChangeState
value = 640
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=(Helper(780+id),fvar(27)<=0)
TriggerAll=var(55)!=2&&var(55)!=7
TriggerAll=PrevStateNo!=38
TriggerAll=PrevStateNo!=41
TriggerAll=PrevStateNo!=961
TriggerAll=ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<70+vel X*29&&!var(11)
TriggerAll=EnemyNear(floor(fvar(18))),Pos Y+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*6.5)*13<-72
TriggerAll=(NumHelper(780+id)>0)
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>=6)
TriggerAll=P2BodyDist X*fvar(8)=[-22,105+vel x*13+(EnemyNear(floor(fvar(18))),vel x*13)*(fvar(30)>20)]
TriggerAll=fvar(17)>=13||(P2StateNo=[120,159])
Trigger1 = P2BodyDist Y*fvar(9)-(PrevStateno!=110)*(vel y+0.575*6.5)*13+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*6.5)*13=[-105,75]
Trigger1 = Pos Y+(StateNo!=110)*(vel y+0.575*6.5)*13<0
Trigger1 = (P2StateNo!=[120,159])
Trigger1 = var(55):=5
Trigger2 = StateNo=110&&P2StateType!=A
Trigger2 = (P2StateNo=[120,159])||fvar(30)<20


[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(55)!=2
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=PrevStateNo!=38
TriggerAll=PrevStateNo!=41
TriggerAll=PrevStateNo!=961
TriggerAll=ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<90+vel X*27+9*(3+1.6*(var(15)=1&&!var(16)))||var(11)||var(55)=103||var(22)>9||var(55)=9
TriggerAll=(NumHelper(780+id)>0)
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>=6)||StateNo=99&&(PrevStateNo=[600,620])&&var(55)=103
TriggerAll=P2BodyDist X*fvar(8)=[-22-22*(var(55)=9),77+vel x*9+(EnemyNear(floor(fvar(18))),vel x*9)*(fvar(30)>20)]
TriggerAll=fvar(17)>=9
Trigger1 = P2BodyDist Y*fvar(9)-(PrevStateNo!=110)*(vel y+0.575*4.5)*9+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*4.5)*9=[-35,75+65*(var(55)=103)]
Trigger1 = Pos Y+(StateNo!=110)*(vel y+0.575*4.5)*9<0
Trigger1 = (P2StateNo!=[120,159])
Trigger1= var(55)!=4||fvar(17)=9||Pos Y+(StateNo!=110)*(vel y+0.575*12)*23>0||P2BodyDist Y*fvar(9)-(vel y+0.575*4.5)*9+(EnemyNear(floor(fvar(18))),vel y+0.52*4.5)*9>25||EnemyNear(floor(fvar(18))),Pos Y+(EnemyNear(floor(fvar(18))),vel y+0.52*5.5)*10>0
Trigger2 = StateNo=110&&P2StateType!=A
Trigger2 = (P2StateNo=[120,159])||fvar(30)<20||var(55)=9
Trigger3 = var(55)=103

[State -3,A-HS];HS
Type = ChangeState
value = 620
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(55)!=2&&var(55)!=4&&var(55)!=9
TriggerAll=PrevStateNo!=38
TriggerAll=(NumHelper(780+id)>0)
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>=6);||StateNo=99&&(PrevStateNo=[600,610])
TriggerAll=P2BodyDist X*fvar(8)=[-44,79+vel x*8+(EnemyNear(floor(fvar(18))),vel x*8)]
TriggerAll=fvar(17)>=8||(P2StateNo=[120,159])
Trigger1 = P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+0.575*4)*8+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*4)*8=[-65,55]
Trigger1 = Pos Y+(StateNo!=110)*(vel y+0.575*4)*8<0
Trigger1 = (P2StateNo!=[120,159])
Trigger2 = StateNo=110&&P2StateType!=A
Trigger2 = (P2StateNo=[120,159])||fvar(30)<20

[State -3,A-HS];HS
Type = ChangeState
value = 610
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(55)!=2&&var(55)!=4&&var(55)!=9
TriggerAll=PrevStateNo!=38
TriggerAll=(NumHelper(780+id)>0)
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>=6);||StateNo=99&&PrevStateNo=620
TriggerAll=P2BodyDist X*fvar(8)=[-22,59+18*(fvar(17)=5||var(55)=5)+vel x*5+(EnemyNear(floor(fvar(18))),vel x*5)*(fvar(30)>25)]
TriggerAll=fvar(17)>=5||(P2StateNo=[120,159])
Trigger1 = P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+0.575*2.5)*5+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*2.5)*5=[-135-25*(var(55)=5),5+25*(var(55)=5)]
Trigger1 = Pos Y+(StateNo!=110)*(vel y+0.575*2.5)*5<0
Trigger1 = (P2StateNo!=[120,159])
Trigger2 = StateNo=110&&P2StateType!=A
Trigger2 = (P2StateNo=[120,159])||fvar(30)<20
[State -3,A-HS];HS
Type = ChangeState
value = 600
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(55)!=2&&var(55)!=4&&var(55)!=9
TriggerAll=PrevStateNo!=38
TriggerAll=(NumHelper(780+id)>0)
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>=6);||StateNo=99&&PrevStateNo=620
TriggerAll=P2BodyDist X*fvar(8)=[-22,49+vel x*4+(EnemyNear(floor(fvar(18))),vel x*4)]
TriggerAll=fvar(17)>=4||(P2StateNo=[120,159])
Trigger1 = P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+0.575*2)*4+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*2)*4=[-45,35]
Trigger1 = Pos Y+(StateNo!=110)*(vel y+0.575*2)*4<0
Trigger1 = (P2StateNo!=[120,159])
Trigger2 = StateNo=110&&P2StateType!=A
Trigger2 = (P2StateNo=[120,159])||fvar(30)<20

[State -3,A-HS];HS
Type = ChangeState
value = 610
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=(NumHelper(780+id)>0)
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>=6)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=var(28)=1
Trigger1 = Pos Y+(StateNo!=110)*(vel y+0.575*1)*2>0


;
;󒆌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)!=1
TriggerAll=var(12)=0
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=InGuardDist||(Helper(780+id),var(58))
TriggerAll=MoveContAct
Trigger1 = StateNo=610||StateNo=620||StateNo=640

;
;
;R{
[State -1,AirJump];2iWv
Type = ChangeState
value = 99
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=var(11)!=1
TriggerAll=var(12)=0
TriggerAll=var(55)=103
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=MoveGuarded
Trigger1 = StateNo=620

[State -1,A_D];D
Type = ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-55,99+vel x*13]
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=MoveHit&&!var(3)
TriggerAll=(P2StateNo!=[631,635])
TriggerAll=fvar(17)>=13||(P2StateNo=[120,159])
Trigger1 = StateNo=620||StateNo=620
Trigger1 = !var(11)&&ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<70+vel X*13+(23*fvar(5))*(3+1.6*(var(15)&&!var(16)))
Trigger1 = PrevStateNo!=110
Trigger1 = Pos Y+(vel y+0.575*6.5)*13<0&&Pos Y+(vel y+0.575*6.5)*13>-110
Trigger1 = P2BodyDist Y*fvar(9)-(vel y+0.575*7)*13+(EnemyNear(floor(fvar(18))),vel y+0.52*6.5)*13=[-65-30*(ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<195+vel X*13&&Pos Y>-110),85]
Trigger2 = StateNo=610
Trigger2 = PrevStateNo=110
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*6.5)*13=[-20,85]

[State -1,A_P];P
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-25,45+vel x*5]
TriggerAll=P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+0.575*2)*4+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*2)*4=[-90,5]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))>70+vel X*22+75*(var(15)=1)
TriggerAll=P2MoveType=H
TriggerAll=MoveHit&&!var(3)
TriggerAll=fvar(17)>=5||(P2StateNo=[120,159])
TriggerAll=StateNo=620
Trigger1 = !var(11)&&Pos Y+(vel y+0.575*6)*12<0
Trigger1 = P2BodyDist Y*fvar(9)-(vel y+0.575*6.5)*13+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*2.5)*5+(-7.5*fvar(5)+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*4)*8=[-60,85]


[State -1,A_P];P
Type = ChangeState
value = 600
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-25,30+vel x*5]
TriggerAll=P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+0.575*2)*4+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*2)*4=[-40,40]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))>70+vel X*22+75*(var(15)=1)
TriggerAll=P2MoveType=H
TriggerAll=MoveHit&&!var(3)
TriggerAll=fvar(17)>=4||(P2StateNo=[120,159])
TriggerAll=StateNo=620
Trigger1 = !var(11)&&Pos Y+(vel y+0.575*6)*12<0
Trigger1 = P2BodyDist Y*fvar(9)-(vel y+0.575*6)*12+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*2)*4+(-7*fvar(5)+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*4)*8=[-60,85]
[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=P2BodyDist X*fvar(8)=[-35,90+vel x*8]
TriggerAll=P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+0.575*4)*8+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*4)*8=[-70,95]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))>70+vel X*22+75*(var(15)=1)&&!var(11)
TriggerAll=P2MoveType=H
TriggerAll=MoveContAct&&!var(3)
TriggerAll=fvar(17)>=8||(P2StateNo=[120,159])
TriggerAll=StateNo=[600,610]
Trigger1 = 1

[State -1,AirJump];2iWv
Type = ChangeState
value = 99
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=P2StateType=A
TriggerAll=var(11)!=1
TriggerAll=var(12)=0
TriggerAll=var(55)!=5
TriggerAll=ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))>70+vel X*22+75*(var(15)=1)
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=MoveHit
Trigger1 = StateNo=610||StateNo=620


[State -1,A_D];D
Type = ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-55,99+vel x*13]
TriggerAll=P2BodyDist Y*fvar(9)-(vel y+0.575*7)*13+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*6.5)*13=[-65-30*(ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<195+vel X*13&&Pos Y>-110),85]
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=MoveHit&&!var(3)
TriggerAll=PrevStateNo!=110
TriggerAll=Pos Y+(vel y+0.575*6.5)*13<0
TriggerAll=(P2StateNo!=[631,635])
TriggerAll=fvar(17)>=13||(P2StateNo=[120,159])
Trigger1 = StateNo=630;||StateNo=620
Trigger1 = !var(11)||var(11)&&Pos Y<-120||fvar(17)=13||Pos Y+(vel y+0.575*7.5)*14>0&&Pos Y+(vel y+0.575*7)*13<0||P2BodyDist Y*fvar(9)-(vel y+0.575*7.5)*14+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*7)*14<-55
Trigger2 = StateNo=620;||StateNo=630
Trigger2 = var(11)&&ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<195+vel X*13||ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<125+vel X*(13+17*(!var(11)))&&pos Y>-135

[State -1,A_HS];HS
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-25,64+vel x*9]
TriggerAll=P2BodyDist Y*fvar(9)-(vel y+0.575*4.5)*9+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*4.5)*9=[-10,95]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=MoveHit&&!var(3)
TriggerAll=fvar(17)>=9||(P2StateNo=[120,159])
TriggerAll=Pos Y+(vel y+0.575*4.5)*9<0
TriggerAll=StateNo=[600,620]
Trigger1 = var(11)||P2StateType!=A
Trigger2 = !var(11)&&Pos Y+(vel y+0.575*11)*22<0
Trigger2 = P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+0.575*11)*22+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*4.5)*9+(-7.5*fvar(5)+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*6.5)*13=[-70,65]

[State -1,A_P];P
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-25,45+vel x*5]
TriggerAll=P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+0.575*2)*4+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*2)*4=[-90,40]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=MoveHit&&!var(3)
TriggerAll=fvar(17)>=5||(P2StateNo=[120,159])
TriggerAll=StateNo=620
Trigger1 = !var(11)&&Pos Y+(vel y+0.575*6)*12<0
Trigger1 = P2BodyDist Y*fvar(9)-(vel y+0.575*6.5)*13+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*2.5)*5+(-7.5*fvar(5)+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*4)*8=[-60,85]


[State -1,A_P];P
Type = ChangeState
value = 600
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-25,30+vel x*5]
TriggerAll=P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+0.575*2)*4+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*2)*4=[-40,40]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=MoveHit&&!var(3)
TriggerAll=fvar(17)>=4||(P2StateNo=[120,159])
TriggerAll=StateNo=620
Trigger1 = !var(11)&&Pos Y+(vel y+0.575*6)*12<0
Trigger1 = P2BodyDist Y*fvar(9)-(vel y+0.575*6)*12+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*2)*4+(-7*fvar(5)+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*4)*8=[-60,85]
[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=P2BodyDist X*fvar(8)=[-35,90+vel x*8]
TriggerAll=P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+0.575*4)*8+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*4)*8=[-70,95]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=MoveContAct&&!var(3)
TriggerAll=fvar(17)>=8||(P2StateNo=[120,159])
TriggerAll=StateNo=[600,610]
Trigger1 = 1
[State -1,AirJump];2iWv
Type = ChangeState
value = 99
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=P2StateType=A
TriggerAll=var(11)!=1
TriggerAll=var(12)=0&&var(55)!=5
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=MoveHit
Trigger1 = StateNo=610||StateNo=620
Trigger2 = StateNo=640&&var(55)!=3&&var(55)!=5
Trigger2 = fvar(17)<=10||Pos Y+(vel y+0.575*0.5)*1>0;||Pos Y+(-7.825+0.575*11)*22>0
Trigger2 = var(55):=4
Trigger3 = StateNo=640&&var(55)!=3&&var(55)!=5
Trigger3 = (PrevStateNo=[600,630])&&(Pos Y<-100||EnemyNear(floor(fvar(18))),Pos Y<-165)&&ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<145+vel X*fvar(17)-70*(!var(15))
Trigger3 = fvar(17)<=10||P2BodyDist Y*fvar(9)<-15

[State -1,A_K];K
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-25,45+vel x*5]
TriggerAll=P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+0.575*2.5)*5+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*2.5)*5=[-20,105]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=MoveHit&&!var(3)
TriggerAll=fvar(17)>=5||(P2StateNo=[120,159])
TriggerAll=StateNo=600
Trigger1 = 1

[State -1,A_SV];SV
Type = ChangeState
value = 1250
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-35,45+15*(2-fvar(7))*(StateNo=640)]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*4)*8=[-80-25*(fvar(17)>=13)-45*(fvar(17)>=16),55]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=var(11)||var(12)
TriggerAll=MoveHit&&!var(3)
TriggerAll=(P2StateNo!=[631,635])
TriggerAll=fvar(17)>=8||(P2StateNo=[120,159])
TriggerAll=StateNo=[600,640]
Trigger1 = !(Pos Y+(vel y+0.575*6.5)*13>0&&StateNo!=640)&&!(StateNo=640&&fvar(30)>=25)&&StateNo!=630&&!(StateNo=640&&pos y>-80)||(StateNo=[600,620])
Trigger2 = StateNo=630&&(P2BodyDist Y*fvar(9)-(vel y+0.575*7.5)*14+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*7)*14<-55||fvar(17)<13)&&(P2StateType=A||fvar(17)=8)
Trigger2 = !(pos y+(fvar(23)<=fvar(17)-5)*(vel y+0.575*(fvar(17)-5-fvar(23))/2)*(fvar(17)-5-fvar(23))>=0)||P2StateType=A
[State -1,A_P];P
Type = ChangeState
value = 600
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-25,45+vel x*5]
TriggerAll=P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+0.575*2.5)*5+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*2.5)*5=[-40,65]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=MoveContAct&&!var(3)
TriggerAll=fvar(17)>=4||(P2StateNo=[120,159])
TriggerAll=StateNo=600||StateNo=620
Trigger1 = 1
[State -1,A_BRP];BRP
Type = ChangeState
value = 1350+10*((fvar(26)=[100,199])&&Pos Y>-90)
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
;TriggerAll=fvar(26)=[0,199]
TriggerAll=P2BodyDist X*fvar(8)=[-25,185+vel x*8]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*11)*22=[-105,95]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=MoveHit
TriggerAll=fvar(17)>=19||(P2StateNo=[120,159])
TriggerAll=StateNo=640&&var(55)!=3&&var(55)!=5
TriggerAll=var(11)&&pos y<-80||!var(11)&&ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))>210&&var(15)||fvar(7)>=1.875&&var(11)
Trigger1 = ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))>210&&var(15)||ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<275
;
;Ԃ
;
[State -3];TCNo[Xg
Type = ChangeState
value = 750
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(58)!=1
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=fvar(33)>=1.5
TriggerAll=Power<PowerMax/2
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*18)*(1-(Facing=Enemynear,Facing)*2)=[-55,55]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*18+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*171)=[-130,0]
TriggerAll=Alive
TriggerAll=P2StateNo!=[120,155]
TriggerAll=P2MoveType!=H
TriggerAll=P2MoveType=A||EnemyNear(floor(fvar(18))),ctrl
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*40
TriggerAll=(Helper(780+id),fvar(27)<=0)
Trigger1 = (ctrl||fvar(28))||(StateNo=[100,101])
Trigger2 = (Time<=1&&MoveType=A)
Trigger2 = StateNo=[200,640]
Trigger2 = PrevStateNo!=[200,640]


;
;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 -1,Jump];_bVpWv
Type = null;ChangeState
value = 37
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=var(58)=1
TriggerAll=var(35)<120
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateNo!=[120,155]
TriggerAll=Random<var(59)*5
TriggerAll=life>300
Trigger1 = P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[45,130]
Trigger1 = P2StateType!=A

[State -1,Dash];_bV
Type = ChangeState
value = 100
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=ctrl||(StateNo=[11,22])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H||var(55)=100&&P2BodyDist X*fvar(8)>10
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||(fvar(38)=[-4,-1])
Trigger1 = P2BodyDist X*fvar(8)>80-85*(Helper(780+id),Fvar(27))||var(55)=100&&P2BodyDist X*fvar(8)>10
Trigger1 = Random<=var(59)*100
Trigger2 = fvar(38)<0
Trigger2 = var(59)>9

;[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,T];
Type  = ChangeState
TriggerAll=!IsHelper
TriggerAll=var(59)>1
TriggerAll=fvar(34)!=1
TriggerAll=!fvar(35)
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),fvar(39)=0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52||(StateNo=[11,22])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=40
TriggerAll=P2BodyDist X*fvar(8)=[-5,22]
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((helper(50000+id),fvar(30)=[1,2]),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=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&&P2StateNo!=105
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
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)*7

[State -1,C_K];K
type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,11]
TriggerAll=fvar(38)>0
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&&P2StateNo!=105
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2BodyDist X*fvar(8)=[-4,76+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)*8
;
;
;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=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&&P2StateNo!=105
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[22,45+vel x*7+(EnemyNear(floor(fvar(18))),vel x*25)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = P2StateType=C
Trigger1 = Random<var(59)*3

[State -1,S_D];D
type = ChangeState
value = 430
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,10]
TriggerAll=fvar(38)>0
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&&P2StateNo!=105
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[15,67+vel x*3+(EnemyNear(floor(fvar(18))),vel x*20)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = P2StateType=C
Trigger1 = Random<var(59)*3
;
;
;

[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=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&&P2StateNo!=105
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*7+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*21)=[-90,0]
TriggerAll=Random<=var(59)*7
Trigger1 = P2BodyDist X*fvar(8)=[-5,54]

[State -1,S_K];K
Type = ChangeState
value = 210
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
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= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=var(55)!=100
TriggerAll=P2MoveType!=H&&P2StateNo!=105
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)-vel X*3.3-(EnemyNear(floor(fvar(18))),vel x*4)*(1-(Facing=Enemynear,Facing)*2)=[15,30]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = Random<var(59)*8

[State -1,S_FP1];6P
Type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[6,11]
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>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H&&P2StateNo!=105
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=Random<var(59)*9
Trigger1 = P2BodyDist X*fvar(8)-vel X*2.2-(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)=[-3,62]

[State -1,C_S];2S
Type = ChangeState
value = 225
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[3,11]
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=var(55)!=100
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&&P2StateNo!=105
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)>55
TriggerAll=P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*10)*(1-(Facing=Enemynear,Facing)*2)=[35,100]
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=[-70,0]
Trigger1 = Random<var(59)*4


[State -1,C_D];D
type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=Random<=var(59)*4
TriggerAll=var(59)=[4,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
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=P2MoveType!=H&&P2StateNo!=105
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)=[-4,66+vel x*4+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)

[State -1,S_D];D
type = ChangeState
value = 430
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[6,10+(power>999||var(50)>=78)]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
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&&P2StateNo!=105
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[15,77+vel x*7+(EnemyNear(floor(fvar(18))),vel x*20)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = Random<var(59)*7

[State -1,S_D];Lv2Tx
type = ChangeState
value = 3110
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=Power>999
TriggerAll=P2Life<300
TriggerAll=fvar(26)=[100,199]
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&&P2StateNo!=105
TriggerAll=P2StateNo!=[120,159]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)-vel x*1-(EnemyNear(floor(fvar(18))),vel x*3)*(1-(Facing=Enemynear,Facing)*2)=[40,158]
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)*1.5)*3=[-50,-10])||P2StateType!=A
Trigger1 = Random<var(59)*15+85*(P2Life<100)

[State -1,RI];RI
Type = ChangeState
value = 1400
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=var(59)=[3,10+(Helper(780+id),var(45)>0)]
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=var(55)!=100
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&&P2StateNo!=105
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)>100
TriggerAll=P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*10)*(1-(Facing=Enemynear,Facing)*2)=[35,270]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = Random<var(59)*1
;
;󒆈ړ
;

;[State -1,AirJump];QiWv
;Type = ChangeState
;value = 99
;TriggerAll=!IsHelper
;TriggerAll=var(59)>0
;TriggerAll=StateType=A
;TriggerAll=!var(11)
;TriggerAll=ctrl
;TriggerAll=StateNo!=[120,155]
;TriggerAll=P2StateType!=L
;TriggerAll=P2MoveType!=H
;TriggerAll=P2StateNo!=[120,155]
;Trigger1 = vel y>0
;Trigger1 = P2BodyDist Y*fvar(9)=[-100,99]
;Trigger1 = Random<var(59)*5

[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)!=1
TriggerAll=StateType=A
TriggerAll=!(var(58)=1&&PrevStateNo=115)
triggerall = pos y <= ifelse(vel y < 0,-30,-10)||var(58)=1
triggerall = pos y >=-50
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=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)>140
Trigger1 = Random<var(59)*9

[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)!=1
TriggerAll=StateType=A
triggerall = pos y <= ifelse(vel y < 0,-30,-10)
triggerall=NumHelper(50000+id)>0&&NumHelper(60000+id)>0
TriggerAll=ifelse(facing=1,(helper(60000+id),rootdist X),(helper(50000+id),rootdist X))>100
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=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)=[0,180]
Trigger1 = Random<var(59)*7

;
;󒆗ZU 
;
[State -1,AirT];󒆓
type = ChangeState
value = 850
triggerall = !ishelper
TriggerAll=RoundState=2
TriggerAll=var(59)>1
TriggerAll=var(58)!=1
TriggerAll=!fvar(35)
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),fvar(39)=0
TriggerAll=(Helper(780+id),fvar(27)<=0)
triggerall = !helper(780+id),var(8)
triggerall = statetype = A
triggerall =(ctrl||fvar(28))
TriggerAll=P2BodyDist X*fvar(8)=[-42,55-(var(58)=2)*12]
TriggerAll=P2BodyDist Y*fvar(9)=[-79,19]
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_S];S
Type = ChangeState
value = 630
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>=6
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2BodyDist X*fvar(8)-vel x*(9-(StateNo=115)*4)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[-10,45]
Trigger1 = Random<var(59)*35
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4.5)*9=[0,90]
Trigger2 = P2StateType!=A
Trigger2 = Random<var(59)*60
Trigger2 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4.5)*9>-150
;

;
;

;-------------------------------------------------------------------------------

[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&&root,ctrl)
Trigger9=root,command="back"&&(roundstate=2&&root,ctrl)
Trigger10=root,command="up"&&(roundstate=2&&root,ctrl)
Trigger11=root,command="down"&&(roundstate=2&&root,ctrl)
var(59)=1



;-------------------------------------------------------------------------------
;ʒ[wp[
;-------------------------------------------------------------------------------

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

[State -3];
Type = Varset
TriggerAll=Root,MoveType!=H
Trigger1=Root,var(55)=1600
var(19) = Root,StateNo
IgNoreHitPause = 1

[State -3];
Type = null;Varset
TriggerAll=Root,MoveType=H
Trigger1=var(19)=1600
Trigger1=var(20):=1
Trigger2=Root,var(55)=40&&(Root,StateNo!=[120,159])
Trigger2=var(21):=1
IgNoreHitPause = 1

[State -3];
Type = Varset
TriggerAll=Root,StateNo=156&&Root,var(55)=40
Trigger1=var(21)
var(21) = 0
IgNoreHitPause = 1

[State -3];
Type = Varset
TriggerAll=Root,MoveType!=H&&(Root,StateNo!=[120,159])
Trigger1=Root,StateNo!=1600
var(19) = 0
IgNoreHitPause = 1
[State -3];ʒ[Aǂ߂H
Type = Varset
TriggerAll=NumHelper(50000+root,id)&&NumHelper(60000+root,id)
Trigger1=(Helper(50000+root,id),rootDist X)<(Helper(60000+root,id),rootDist X)
fvar(30) = 1+(root,facing=-1)*2
IgNoreHitPause = 1

[State -3];ʒ[Aǂ߂H
Type = VarSet
TriggerAll=NumHelper(50000+root,id)&&NumHelper(60000+root,id)
Trigger1=(Helper(50000+root,id),rootDist X)>(Helper(60000+root,id),rootDist X)
fvar(30) = 2+(root,facing=1)*2
IgNoreHitPause = 1
;@1=EE߂@2=߂@3=E߂@4=E߂

[State -3];Gԗp
Type = VarSet
TriggerAll=Root,StateNo=5210
TriggerAll=fvar(26)=0
Trigger1=RoundState=2
fvar(26) = 14
IgNoreHitPause = 1

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

[State -3,ComboFlagSet];Gԗp
Type = Varset
Trigger1 = Root,StateType!=A
fvar(20) = 0
IgNoreHitPause = 1

[State -3];Gԗp
Type = null
TriggerAll=Root,StateNo=640&&Root,MoveHit=1&&Root,var(11)=0
Trigger1=Root,Pos Y+(Root,vel y+0.575*0.5)*1<0&&Root,Pos Y+(Root,vel y+0.575*1)*2>0
Trigger1=fvar(20):=1||1
Trigger2=Root,Pos Y+(Root,vel y+0.575*1)*2<0&&Root,Pos Y+(Root,vel y+0.575*1.5)*3>0
Trigger2=fvar(20):=2||1
Trigger3=Root,Pos Y+(Root,vel y+0.575*1.5)*3<0&&Root,Pos Y+(Root,vel y+0.575*2)*4>0
Trigger3=fvar(20):=3||1
Trigger4=Root,Pos Y+(Root,vel y+0.575*2)*4<0&&Root,Pos Y+(Root,vel y+0.575*2.5)*5>0
Trigger4=fvar(20):=4||1
Trigger5=Root,Pos Y+(Root,vel y+0.575*2.5)*5<0&&Root,Pos Y+(Root,vel y+0.575*3)*6>0
Trigger5=fvar(20):=5||1
Trigger6=Root,Pos Y+(Root,vel y+0.575*3)*6<0&&Root,Pos Y+(Root,vel y+0.575*3.5)*7>0
Trigger6=fvar(20):=6||1
Trigger7=Root,Pos Y+(Root,vel y+0.575*3.5)*7<0&&Root,Pos Y+(Root,vel y+0.575*4)*8>0
Trigger7=fvar(20):=7||1
Trigger8=Root,Pos Y+(Root,vel y+0.575*4)*8<0&&Root,Pos Y+(Root,vel y+0.575*4.5)*9>0
Trigger8=fvar(20):=8||1
Trigger9=Root,Pos Y+(Root,vel y+0.575*4.5)*9<0&&Root,Pos Y+(Root,vel y+0.575*5)*10>0
Trigger9=fvar(20):=9||1
Trigger10=Root,Pos Y+(Root,vel y+0.575*5)*10<0&&Root,Pos Y+(Root,vel y+0.575*5.5)*11>0
Trigger10=fvar(20):=10||1
Trigger11=Root,Pos Y+(Root,vel y+0.575*5.5)*11<0&&Root,Pos Y+(Root,vel y+0.575*6)*12>0
Trigger11=fvar(20):=11||1
Trigger12=Root,Pos Y+(Root,vel y+0.575*6)*12<0&&Root,Pos Y+(Root,vel y+0.575*6.5)*13>0
Trigger12=fvar(20):=12||1
Trigger13=Root,Pos Y+(Root,vel y+0.575*6.5)*13<0&&Root,Pos Y+(Root,vel y+0.575*7)*14>0
Trigger13=fvar(20):=13||1
Trigger14=Root,Pos Y+(Root,vel y+0.575*7)*14<0&&Root,Pos Y+(Root,vel y+0.575*7.5)*15>0
Trigger14=fvar(20):=14||1
Trigger15=Root,Pos Y+(Root,vel y+0.575*7.5)*15<0
Trigger15=fvar(20):=100
IgNoreHitPause = 1

[State -2];GB
type = varset
trigger1 = NumEnemy=1
trigger1 = P2StateNo=[150,155]
fvar(0) = 30
ignorehitpause = 1
[State -2];GB
type = varadd
trigger1 = NumEnemy=1
trigger1 = fvar(0)>0 
trigger1 = P2StateNo!=[150,155]
fvar(0) = -1
ignorehitpause = 1
[Statedef 16000]
Type = S
Ctrl = 0
Anim = 0
Movetype = I
Physics = N
Sprpriority = 1

[State -3]
type = PlayerPush
trigger1 = 1
value = 1
IgNoreHitPause = 1

[state 3000, 1]
type = nothitby
trigger1 = 1
value = SCA
IgNoreHitPause = 1

[state 3000, 1]
type = DestroySelf
trigger1 = Root,StateNo!=1600
trigger2 = Root,StateNo=1600&&Root,animelemtime(7)>=0
IgNoreHitPause = 1

[state 3000, 1]
type = BindToParent
trigger1 = 1
time = 1
facing = 1
pos = -20, 0
IgNoreHitPause = 1

[State 4200]
type = AssertSpecial
trigger1 = 1
flag = invisible

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

[State 20, 1]
type = poweradd
triggerall = p2dist x > 0
trigger1 = anim = 20
value = ceil(2*fvar(37)) * ifelse(palno=11,4,1)

[State 20, 1]
type = VelSet
trigger1 = 1
x = const(velocity.walk.fwd.x)*ifelse(var(42),1.2,1)*ifelse(palno=11,2,1)*ifelse(helper(780+id),sysvar(0),1.2,1)

[State 20, 3]
type = ChangeAnim
triggerall = vel x = 0
trigger1 = Anim != 0 && Anim != 5 && Anim != 810
trigger2 = Anim = 5 && AnimTime = 0
trigger3 = Anim = 810 && AnimTime = 0
value = 0

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5 && Anim != 810
trigger2 = Anim = 5 && AnimTime = 0
trigger3 = Anim = 810 && AnimTime = 0
value = 20

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5 && Anim != 810
trigger2 = Anim = 5 && AnimTime = 0
trigger3 = Anim = 810 && AnimTime = 0
value = 21

[State 200]
type = PlaySnd
trigger1 = Anim = 20 || Anim = 21
trigger1 = Animelemtime(3) = 1
value = 20, 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(var(42),1.2,1)*ifelse(palno=11,2,1)*ifelse(helper(780+id),sysvar(0),1.2,1)


[State 20, 3]
type = ChangeAnim
triggerall = vel x = 0
trigger1 = Anim != 0 && Anim != 5 && Anim != 810
trigger2 = Anim = 5 && AnimTime = 0
trigger3 = Anim = 810 && AnimTime = 0
value = 0

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5 && Anim != 810
trigger2 = Anim = 5 && AnimTime = 0
trigger3 = Anim = 810 && AnimTime = 0
value = 21

[State 200]
type = PlaySnd
trigger1 = Anim = 20 || Anim = 21
trigger1 = Animelemtime(3) = 1
value = 20, 0

; Jump Start
[Statedef 35]
type = S
physics = S
anim = 40-(P2MoveType=H&&P2StateType=A)
ctrl = 0
sprpriority = 2

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

[State -1];ڲ԰͐Kެ߂
Type = ChangeState
value = 40
Trigger1=var(59)<=0
Trigger1=!fvar(39)

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

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

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

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

[State 40, 4]
type = velset
trigger1 = AnimTime = 0

trigger1 = sysvar(0) = 1
trigger1 = prevstateno = 100
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x)+4,ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=1,vel x*0.7,0)



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

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = sysvar(0) = -1
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)))



[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno=200||prevstateno=210||prevstateno=220||prevstateno=230||prevstateno=225||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) > 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4];qbg|[YɃWvŃ_bVp
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno=200||prevstateno=210||prevstateno=220||prevstateno=230||prevstateno=225||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.4)

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

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

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

[State 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)-5.25

[State 40, 5]
type = velmul
trigger1 = helper(780+id),sysvar(0)
trigger1 = animtime = 0
x = 1.2

[State 40, 5]
type = velmul
trigger1 = var(42)
trigger1 = animtime = 0
x = 1.2

[State 50, 2]
type = varset
trigger1 = AnimTime = 0
trigger1 = sysvar(1) = -1
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 36]
type = S
physics = S
anim = 40-(P2MoveType=H&&P2StateType=A)
ctrl = 0
sprpriority = 2

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

[State -1];ڲ԰͐Kެ߂
Type = ChangeState
value = 40
Trigger1=var(59)<=0
Trigger1=!fvar(39)


[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 || prevstateno = [100,101]
sysvar(0) = -1

[State -2]
type = turn
triggerall = p2dist X < -1
trigger1 = Time = 0
trigger1 = prevstateno = 12 || prevstateno = [100,101]
ignorehitpause = 1
persistent = 0

[State 40, 1]
type = VarSet
triggerAll = Time = 0
Trigger1 = 1
sysvar(1) = 0

[State 40]
type = VarSet
TriggerAll=!Time
Trigger1 = P2BodyDist X>119
sysvar(1) = 1

[State 40]
type = VarSet
TriggerAll=Time = 0
trigger1 = 0;PrevStateNo=100&&P2BodyDist X+20<119
sysvar(1) = -1

[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 = sysvar(0) = 1
trigger1 = prevstateno = 101
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.8)

[State 40, 4]
type = velset
trigger1 = AnimTime = 0

trigger1 = sysvar(0) = 1
trigger1 = prevstateno = 100
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x)+4,ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=1,vel x*0.7,0)



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

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = sysvar(0) = -1
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)))



[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno=200||prevstateno=210||prevstateno=220||prevstateno=230||prevstateno=225||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) > 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4];qbg|[YɃWvŃ_bVp
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno=200||prevstateno=210||prevstateno=220||prevstateno=230||prevstateno=225||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.4)

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

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

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

[State 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)-5.25

[State 40, 5]
type = velmul
trigger1 = helper(780+id),sysvar(0)
trigger1 = animtime = 0
x = 1.2

[State 40, 5]
type = velmul
trigger1 = var(42)
trigger1 = animtime = 0
x = 1.2

[State 50, 2]
type = varset
trigger1 = AnimTime = 0
trigger1 = sysvar(1) = -1
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 37]
type = S
physics = S
anim = 40-(P2MoveType=H&&P2StateType=A)
ctrl = 0
sprpriority = 2

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

[State -1];ڲ԰͐Kެ߂
Type = ChangeState
value = 40
Trigger1=var(59)<=0
Trigger1=!fvar(39)

[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 || prevstateno = [100,101]
sysvar(0) = -1

[State -2]
type = turn
triggerall = p2dist X < -1
trigger1 = Time = 0
trigger1 = prevstateno = 12 || prevstateno = [100,101]
ignorehitpause = 1
persistent = 0

[State 40, 1]
type = VarSet
triggerAll = Time = 0
Trigger1 = 1
sysvar(1) = 0

[State 40]
type = VarSet
TriggerAll=!Time
Trigger1 = P2BodyDist X>119
sysvar(1) = 1

[State 40]
type = VarSet
TriggerAll=Time = 0
trigger1 = PrevStateNo=100&&P2BodyDist X+20<119
sysvar(1) = -1

[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 = sysvar(0) = 1
trigger1 = prevstateno = 101
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.8)

[State 40, 4]
type = velset
trigger1 = AnimTime = 0

trigger1 = sysvar(0) = 1
trigger1 = prevstateno = 100
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x)+4,ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=1,vel x*0.7,0)



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

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = sysvar(0) = -1
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)))



[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno=200||prevstateno=210||prevstateno=220||prevstateno=230||prevstateno=225||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) > 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4];qbg|[YɃWvŃ_bVp
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno=200||prevstateno=210||prevstateno=220||prevstateno=230||prevstateno=225||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.4)

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

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

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

[State 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)-5.25

[State 40, 5]
type = velmul
trigger1 = helper(780+id),sysvar(0)
trigger1 = animtime = 0
x = 1.2

[State 40, 5]
type = velmul
trigger1 = var(42)
trigger1 = animtime = 0
x = 1.2

[State 50, 2]
type = varset
trigger1 = AnimTime = 0
trigger1 = sysvar(1) = -1
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-(P2MoveType=H&&P2StateType=A)
ctrl = 0
sprpriority = 2

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

[State -1];ڲ԰͐Kެ߂
Type = ChangeState
value = 40
Trigger1=var(59)<=0
Trigger1=!fvar(39)

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

[State 40]
type = VarSet
TriggerAll=!Time
Trigger1 = P2Movetype=H
Trigger2 = P2BodyDist X>100
sysvar(1) = 1

[State 40]
type = VarSet
TriggerAll=AnimTime = 0
trigger1 = 0;
sysvar(1) = -1

[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 = sysvar(0) = 1
trigger1 = prevstateno = 101
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.8)

[State 40, 4]
type = velset
trigger1 = AnimTime = 0

trigger1 = sysvar(0) = 1
trigger1 = prevstateno = 100
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x)+4,ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=1,vel x*0.7,0)



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

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = sysvar(0) = -1
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)))



[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno=200||prevstateno=210||prevstateno=220||prevstateno=230||prevstateno=225||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) > 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4];qbg|[YɃWvŃ_bVp
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno=200||prevstateno=210||prevstateno=220||prevstateno=230||prevstateno=225||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.4)

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

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

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

[State 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)-5.25

[State 40, 5]
type = velmul
trigger1 = helper(780+id),sysvar(0)
trigger1 = animtime = 0
x = 1.2

[State 40, 5]
type = velmul
trigger1 = var(42)
trigger1 = animtime = 0
x = 1.2

[State 50, 2]
type = varset
trigger1 = AnimTime = 0
trigger1 = sysvar(1) = -1
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-(P2MoveType=H&&P2StateType=A)
ctrl = 0
sprpriority = 2

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

[State -1];ڲ԰͐Kެ߂
Type = ChangeState
value = 40
Trigger1=var(59)<=0
Trigger1=!fvar(39)

[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 || prevstateno = [100,101]
sysvar(0) = -1

[State -2]
type = turn
triggerall = p2dist X < -1
trigger1 = Time = 0
trigger1 = prevstateno = 12 || prevstateno = [100,101]
ignorehitpause = 1
persistent = 0

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

[State 40]
type = VarSet
TriggerAll=!Time
Trigger1 = P2Movetype=H
Trigger2 = 1;P2Movetype!=H
Trigger2 = 1;P2BodyDist X>100
sysvar(1) = 1

[State 40]
type = VarSet
TriggerAll=AnimTime = 0
trigger1 = 0
sysvar(1) = -1

[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 = sysvar(0) = 1
trigger1 = prevstateno = 101
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.8)

[State 40, 4]
type = velset
trigger1 = AnimTime = 0

trigger1 = sysvar(0) = 1
trigger1 = prevstateno = 100
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x)+4,ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=1,vel x*0.7,0)



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

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = sysvar(0) = -1
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)))



[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno=200||prevstateno=210||prevstateno=220||prevstateno=230||prevstateno=225||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) > 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4];qbg|[YɃWvŃ_bVp
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno=200||prevstateno=210||prevstateno=220||prevstateno=230||prevstateno=225||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.4)

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

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

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

[State 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)-5.25

[State 40, 5]
type = velmul
trigger1 = helper(780+id),sysvar(0)
trigger1 = animtime = 0
x = 1.2

[State 40, 5]
type = velmul
trigger1 = var(42)
trigger1 = animtime = 0
x = 1.2

[State 50, 2]
type = varset
trigger1 = AnimTime = 0
trigger1 = sysvar(1) = -1
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

; 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 = 1