;
[Statedef -3];{JC
;
[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) = 0     ;0=GGXX 1=GGXXEX@
IgNoreHitPause = 1

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

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

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

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


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

[State -3];ʒ[Aǂ߂H
Type = Varset
TriggerAll=NumHelper(50000+id)&&NumHelper(60000+id)
Trigger1=(Helper(50000+id),rootDist X)<(Helper(60000+id),rootDist X)
fvar(24) = 1+(facing=-1)*2
IgNoreHitPause = 1

[State -3];ʒ[Aǂ߂H
Type = VarSet
TriggerAll=NumHelper(50000+id)&&NumHelper(60000+id)
Trigger1=(Helper(50000+id),rootDist X)>(Helper(60000+id),rootDist X)
fvar(24) = 2+(facing=1)*2
IgNoreHitPause = 1
;@1=EE߂@2=߂@3=E߂@4=E߂

[State -3];ʒ[܂ł̋
Type = VarSet
Trigger1 = NumHelper(50000+id)&&NumHelper(60000+id)
fvar(27) = 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
fvar(34) = 1
IgNoreHitPause = 1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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


[State -3];Gԗp
Type = VarSet
TriggerAll=StateNo=5210
TriggerAll=fvar(29)=0
Trigger1=RoundState=2
fvar(29) = 15
IgNoreHitPause = 1

[State -3,ComboFlagSet];Gԗp
Type = VarAdd
Trigger1 = fvar(29)>0
fvar(29) = -1
IgNoreHitPause = 1

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


[State -3,1];gc莞ԗp
Type = null;VarSet
;TriggerAll=!EnemyNear(floor(fvar(18))),Time
TriggerAll=RoundState=2
Trigger1 = NumTarget(230)
Trigger1 = Target,StateNo=232
Trigger1 = fvar(30):=49+EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)
Trigger2 = NumTarget(10230)
Trigger2 = Target,StateNo=10231
Trigger2 = fvar(30):=34+EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)
Trigger3 = P2MoveType=H
Trigger3 = P2StateNo=[890,895]
Trigger3 = fvar(30):=999
IgNoreHitPause = 1

[State -3,1];gc莞ԗp
Type = varadd
TriggerAll=!EnemyNear(floor(fvar(18))),Time
TriggerAll=RoundState=2
Trigger1 = NumTarget(230)
Trigger1 = Target,StateNo=[232,233]
Trigger1 = Target,PrevStateNo=[232,233]
Trigger2 = NumTarget(10230)
Trigger2 = Target,StateNo=[10232,10233]
Trigger2 = Target,PrevStateNo=[10232,10233]
fvar(30) = -1
IgNoreHitPause = 1

[State -3,1];gc莞ԗp
Type = VarSet
TriggerAll=EnemyNear(floor(fvar(18))),Time=1
TriggerAll=RoundState=2
TriggerAll=P2MoveType=H
TriggerAll=TeamSide=2
Trigger1 = !fvar(30)
Trigger1 = EnemyNear(floor(fvar(18))),GetHitVar(fall)=0
fvar(30) = EnemyNear(floor(fvar(18))),GetHitVar(SlideTime)+EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)-2
IgNoreHitPause = 1

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

[State -3,ComboFlagSet];莞ԗp
Type = VarAdd
Trigger1 = fvar(30)>0
;Trigger1 = P2MoveType=H
fvar(30) = -1
IgNoreHitPause = 1


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

;
;ėpލs
;

;
;var(55) R{p
;

[State -2,JEgZbg]
type = varset
Trigger1 = (StateNo=1401||StateNo=1200||StateNo=1900)&&MoveHit
var(55)=1

[State -2,JEgZbg]
type = varset
Trigger1 = StateNo=1300&&MoveHit&&var(58)=1
Trigger2 = StateNo=860||StateNo=810
Trigger3 = StateNo=1910&&MoveHit
var(55)=2

[State -2,JEgZbg]
type = varset
TriggerAll = (var(55)=[1,9])||(var(55)=[26,29])||var(55)=101
TriggerAll = !(var(55)=2&&P2StateType=L)
Trigger1 = MoveType=H||P2MoveType=A
Trigger2 = P2MoveType!=H
Trigger3 = var(55)=1
Trigger3 = Statetype=A
Trigger4 = var(55)=2
Trigger4 = (StateNo=[950,961])||(StateNo=[1000,1050])||MoveContAct&&StateNo!=1910&&StateNo!=1300&&(StateNo!=[800,899])||(P2StateNo=[120,159])
Trigger5 = var(55)=3
Trigger5 = StateNo=[39,41]
Trigger6 = var(55)=101
Trigger6 = P2StateNo=[120,159]
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]
type = varset
TriggerAll = var(55)=[30,34]
Trigger1 = StateNo=[2300,2390]
var(55)=0

[State -2,JEgZbg]
type = null
TriggerAll=StateNo=1300
TriggerAll=var(59)=11
Trigger1=P2MoveType=A||var(55)=31&&P2StateType=A
Trigger1=P2BodyDist X*fvar(8)=[-55,45]
Trigger1=var(55):=30
Trigger2=P2StateNo=105
Trigger2=P2BodyDist X*fvar(8)>0
Trigger2=var(55):=33

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

[State -2,JEg];ΐlpē
Type = VarSet
TriggerAll=var(59)>6&&Random<=(150+(ceil(var(50)/12))*50)*(1-0.5*(StateNo=220))
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(45))
TriggerAll=P2StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,65]
Trigger1 = (StateNo=[400,410])||(StateNo=[200,220])&&StateNo!=205
Trigger1 = MoveGuarded=1
Trigger2 = StateNo=52&&!time
Trigger2 = fvar(35)<3||(P2StateNo=[120,159])&&fvar(30)<5
var(55) = 100


[State -2,JEgZbg]
type = varset
TriggerAll = var(55)=100
Trigger1 = (P2StateNo=[35,41])||P2StateType=A
Trigger2 = P2BodyDist X*fvar(8)>85
Trigger3 = P2MoveType=H&&(P2StateNo!=[120,159])
var(55)=0

[State -2,JEg];␳؂
Type = VarSet
TriggerAll=var(59)>7&&Random<=800
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(45))
TriggerAll=P2StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,65]
Trigger1 = StateNo=220-5*(!var(58))
Trigger1 = MoveHit=1&&var(50)<-64
var(55) = 101+(!var(58))

[State -2,JEgZbg]
type = varset
TriggerAll = var(55)=102
Trigger1 = StateNo=220||StateNo=210||StateNo=240
var(55)=0

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

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

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

;
;p΍
;

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


[State -1,BackStep];obNXebv
Type = ChangeState
value = 105
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=StateType!=A
TriggerAll=ctrl||(StateNo=[11,22])||(Stateno=[100,101])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=var(55)=200
TriggerAll=NumHelper(780+id)>0
;TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
;TriggerAll=EnemyNear(floor(fvar(18))),AutHorName="muteki"
Trigger1 = P2BodyDist X*fvar(8)<25
Trigger2 = EnemyNear(floor(fvar(18))),var(55)=200
Trigger2 = EnemyNear(floor(fvar(18))),StateNo=105
;
;΋
;
[State -1,S_FP];+P
type = ChangeState
value = 205+var(58)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateNo!=105
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||(!teammode=simul)&&(EnemyNear(floor(fvar(18))),NumProj=0)
TriggerAll=P2StateType=A&&P2StateNo<2000
TriggerAll=(Helper(780+id),var(48))>(30+floor(random/100)-12*(var(59)-8))||var(59)=11
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*3.5)*7=[-55,-10]
Trigger1 = Random<var(59)*30
Trigger1 = P2BodyDist X*fvar(8)-vel x*2-(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)=[-5-(backedgebodydist<20)*45,88]
Trigger1 = !var(58)
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*6)*12=[-110,0]
Trigger2 = Random<var(59)*30
Trigger2 = P2BodyDist X*fvar(8)-vel x*2-(EnemyNear(floor(fvar(18))),vel x*12)*(1-(Facing=Enemynear,Facing)*2)=[-5-(backedgebodydist<20)*45,34]
Trigger2 = var(58)=1

[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=NumHelper(50000+id)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2StateNo!=105
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||StateNo=52||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6>=-220
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>4
TriggerAll=P2StateType=A
TriggerAll=(Helper(780+id),var(48))>(30+floor(random/50)-12*(var(59)-8))||var(59)=11
TriggerAll=Random<var(59)*44
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,45]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6<=-10
Trigger2 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,45]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*6)*7<=-10
Trigger3 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,45]
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*7)*8<=-10
Trigger4 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,45]
Trigger4 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*9<=-10

;
;؂ւ
;PrevStateNo = [120,159] PrevStateNo = [5000,5270] EnemyNear,HitDefAttr = SCA,AT;
;
[State -3,gs];TCNo[Xg
Type = ChangeState
value = 750
TriggerAll=!IsHelper
TriggerAll=var(59)>4
TriggerAll=NumHelper(780+id)>0
TriggerAll=RoundState=2
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=fvar(33)>=1.5
TriggerAll=!(NumHelper(1600)>0||NumHelper(1610)>0||NumHelper(1050)>0||NumHelper(1000)>0)
TriggerAll=!var(32)
TriggerAll=!fvar(28)
TriggerAll=Power<PowerMax/6
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*18)*(1-(Facing=Enemynear,Facing)*2)=[-55,55]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*18+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*171)=[-130,0]
TriggerAll=Alive
TriggerAll=!EnemyNear(floor(fvar(18))),ctrl
TriggerAll=P2MoveType=A
TriggerAll=InGuardDist||(Helper(780+id),var(58))||fvar(38)=3
TriggerAll=P2StateNo>199
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[130,159])
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-18||var(59)<7
TriggerAll=Random<var(59)*60||var(59)>9
Trigger1 = (ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])
Trigger2 = (Time<=1&&MoveType=A)
Trigger2 = StateNo=[200,640]
Trigger2 = PrevStateNo!=[200,640]


[State -3];GKg
Type = ChangeState
value = 1400
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=!var(58)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=RoundState=2
TriggerAll=fvar(35)<5-(EnemyNear(floor(fvar(18))),AuthorName="muteki")
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),fvar(39)<5
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[0,33]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo<1000
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=40
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(13)=0
TriggerAll=Random<var(59)*30||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10
Trigger1 = 0;Ctrl||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])
Trigger2 = (StateNo=[200,450])&&StateNo!=240&&stateno!=217
Trigger2 = (MoveContAct||MoveReversed)
Trigger2 = !var(3)
Trigger2 = ((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>5
Trigger3 = Ctrl||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])
Trigger3 = ((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>5
Trigger4 = Helper(780+id),sysvar(0)
Trigger4 = (StateNo=151||StateNo=153||StateNo=155)||(((var(20)=[1,7])&&Time>=15)||HitShakeOver)&&(stateno=150||stateno=152||stateno=154)||stateno=156&&Time>=13
Trigger4 = ((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>5
[State -3];
Type = ChangeState
value = ifelse((fvar(24)=[3,4]),805,800)
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=!fvar(35)
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),fvar(39)=0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,24]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo!=40
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])||(Stateno=[120,132])
TriggerAll=Random<var(59)*30||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),Time>50||var(59)>10
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[130,159])

[State -3,T];󓊂
Type = ChangeState
value = 850
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(34)!=1
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=NumHelper(780+id)>0
triggerall = !helper(780+id),var(8)
TriggerAll=P2BodyDist X*fvar(8)=[-32,55]
TriggerAll=P2BodyDist Y*fvar(9)=[-79,19]
TriggerAll=!fvar(35)
TriggerAll=Helper(780+id),fvar(39)=0
TriggerAll=P2StateType=A
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=[141,159]
TriggerAll=P2StateNo!=105
TriggerAll=Ctrl
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];FCp[
Type = ChangeState
value = 1100+(StateType=A)*50
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=!var(58)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=RoundState=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2BodyDist X*fvar(8)-vel x*5-(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[-45,45]
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*4.5)*9=[-120,-10])||P2StateType!=A&&StateType!=A
TriggerAll=P2MoveType=A
TriggerAll=P2MoveType!=H
TriggerAll=P2STateType!=C
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(12)=0||P2StateType=A
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-9
Trigger1 = Ctrl||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])||(Stateno=[120,132])
Trigger1 = var(55):=52
Trigger2 = (StateNo=[200,451])&&StateNo!=240&&stateno!=217
Trigger2 = (MoveContAct||MoveReversed)
Trigger2 = !var(3)
Trigger2 = var(55):=52
Trigger3 = Helper(780+id),sysvar(0)
Trigger3 = (StateNo=151||StateNo=153||StateNo=155)||(((var(20)=[1,7])&&Time>=15)||HitShakeOver)&&(stateno=150||stateno=152||stateno=154)||stateno=156&&Time>=13
Trigger3 = var(55):=52
[State -3];FCp[
Type = ChangeState
value = 2010;2000+(P2StateType!=A)*10
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=var(58)=1
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=RoundState=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2BodyDist X*fvar(8)-vel x*5-(EnemyNear(floor(fvar(18))),vel x*11)*(1-(Facing=Enemynear,Facing)*2)=[-45,45]
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5.5)*11=[-120,-10])||P2StateType!=A
TriggerAll=P2MoveType=A
TriggerAll=P2MoveType!=H
TriggerAll=StateType!=A
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(12)=0||P2StateType=A
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-11
Trigger1 = Ctrl||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])||(Stateno=[120,132])
Trigger1 = var(55):=52
Trigger2 = (StateNo=[200,451])&&StateNo!=240&&stateno!=217
Trigger2 = (MoveContAct||MoveReversed)
Trigger2 = !var(3)
Trigger2 = var(55):=52
Trigger3 = Helper(780+id),sysvar(0)
Trigger3 = (StateNo=151||StateNo=153||StateNo=155)||(((var(20)=[1,7])&&Time>=15)||HitShakeOver)&&(stateno=150||stateno=152||stateno=154)||stateno=156&&Time>=13
Trigger3 = var(55):=52
[State -3,am];▽`
Type = null;ChangeState
value = 3000
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=var(58)!=1
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo>199
TriggerAll=NumHelper(50000+id)>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||!Time&&var(59)>9||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[140,155])
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(StateNo=[200,451])&&MoveContAct&&!var(3)&&StateNo!=240
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime<-14||var(59)<7
Trigger1 = P2BodyDist X*fvar(8)-vel x*5-(EnemyNear(floor(fvar(18))),vel x*16)*(1-(Facing=Enemynear,Facing)*2)=[-5,135]
Trigger1 = !P2BodyDist Y

[State -3,am];▽`
Type = null;ChangeState
value = 3600
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=var(58)=1
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo>199
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)=-200
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||!Time&&var(59)>9||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[140,155])
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(StateNo=[200,451])&&MoveContAct&&!var(3)&&StateNo!=240
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime<-17||var(59)<7
Trigger1 = P2BodyDist X*fvar(8)-vel x*5-(EnemyNear(floor(fvar(18))),vel x*16)*(1-(Facing=Enemynear,Facing)*2)=[-65,85]
Trigger1 = !P2BodyDist Y


[State -3,BackStep];ޯï
Type = ChangeState
Value = 105
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])||(StateNo=[120,132])
TriggerAll=P2MoveType=A
TriggerAll=NumHelper(50000+id)>0
TriggerAll=P2StateNo=[200,1999]
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<-11
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*12=[0,110]
Trigger1 = Random<var(59)*15||var(59)>9
Trigger1 = BackEdgeBodyDist>60
Trigger1 = EnemyNear(floor(fvar(18))),HitDefAttr=,AA,AT||fvar(38)=3
Trigger2 = Random<var(59)*20;||var(59)>9
Trigger2 = ((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)=1&&(Helper(780+id),var(59))!=1

[State -3,Jump2];Wv
Type  = ChangeState
Value = 39
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2BodyDist X*fvar(8)>-5
TriggerAll=NumHelper(50000+id)>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,S_NS];S
type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=NumHelper(780+id)>0
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52&&P2StateNo<2000
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=P2BodyDist X*fvar(8)=[-10,72-38*(var(58)=1)]
TriggerAll=NumHelper(50000+id)>0
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=[-35,0]
TriggerAll=Random<=var(59)*120
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime<-5
Trigger1 = !InGuardDist&&!(Helper(780+id),var(58))||fvar(29)>=5||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>5||(Helper(780+id),var(49))>0

[State -1,C_S];HS
type = ChangeState
value = 230-5*(var(58)=1)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=NumHelper(50000+id)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52&&P2StateNo<2000
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=Random<=var(59)*120
Trigger1 = P2BodyDist X*fvar(8)=[0,111+vel x*4+(EnemyNear(floor(fvar(18))),vel x*10)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !InGuardDist&&!(Helper(780+id),var(58))||fvar(29)>=10||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>10||(Helper(780+id),var(49))>0
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime<-10

[State -1,C_S];SS
type = ChangeState
value = 225
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=P2StateType!=A
TriggerAll=NumHelper(50000+id)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52&&P2StateNo<2000
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>9||fvar(29)>=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)=[72-38*(var(58)=1),118+65*(!var(58))+vel x*3+(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = Random<=var(59)*120

[State -1,C_S];SS
type = ChangeState
value = 3100
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=power>999
TriggerAll=var(58)=0
TriggerAll=StateType!=A
TriggerAll=P2StateType=S
TriggerAll=NumHelper(50000+id)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52&&P2StateNo<2000
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>9||fvar(29)>=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)>=145
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = Random<=var(59)*120

[State -1,C_S];Cpng
type = ChangeState
value = 1300
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=P2StateType!=A
TriggerAll=NumHelper(50000+id)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52&&P2StateNo<2000
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=((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)=[0,260]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=Random<=var(59)*120
Trigger1 = Ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])||(StateNo=[120,140])
Trigger2 = Helper(780+id),sysvar(0)
Trigger2 = (StateNo=151||StateNo=153||StateNo=155)||(((var(20)=[1,7])&&Time>=15)||HitShakeOver)&&(stateno=150||stateno=152||stateno=154)||stateno=156&&Time>=13
;
;󒆌˂
;
[State -1,A_K];AS
type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=25
TriggerAll=StateType=A
TriggerAll=NumHelper(50000+id)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=Ctrl||(stateno = 110 || stateno = 115)&& time >= 7||(StateNo=[120,132])
;TriggerAll=P2StateType=A
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(29)>=7||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>7||P2StateType!=A
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-7
TriggerAll=P2BodyDist X*fvar(8)=[-50,92+vel x*(6-(StateNo=115)*3)+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=P2BodyDist Y*fvar(9)-((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*3.5)*7)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*3.5)*7=[-20,50]
Trigger1 = Random<=var(59)*120
Trigger1 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*3.5)*7<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
Trigger5=NumHelper(50000+id)>0
Trigger5=Helper(50000+id),var(11)=[1,5]

[State -1,BackStep];obNXebv
Type = ChangeState
value = 105
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=StateType!=A
TriggerAll=ctrl||(StateNo=[11,22])||(Stateno=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=A
TriggerAll=NumHelper(50000+id)>0
TriggerAll=P2Stateno=[5200,5210]
TriggerAll=EnemyNear(floor(fvar(18))),Time<5
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)=[0,99]
Trigger1 = EnemyNear(floor(fvar(18))),Pos Y>-30

[State -1,K[L]
Type = ChangeState
value = 1700
TriggerAll=!IsHelper
TriggerAll=var(59)>6
TriggerAll=(StateNo=[150,153])
TriggerAll=P2StateNo>199
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(50000+id)>0
triggerall=(anim=[120,155])
TriggerAll=!EnemyNear(floor(fvar(18))),ctrl
TriggerAll=P2BodyDist X*fvar(8)=[-5+35*(P2StateType=C),130]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
TriggerAll=Random<var(59)*100
Trigger1 = (gethitvar(hitshaketime)-EnemyNear(floor(fvar(18))),AnimTime)>16||var(59)<7
Trigger1 = !time&&var(59)>=10||Time>(13-var(59))&&var(59)<10
Trigger1 = P2StateNo<1000
Trigger1 = Helper(50000+id),var(10)=0
Trigger1 = var(55):=50
Trigger2 = (gethitvar(hitshaketime)-EnemyNear(floor(fvar(18))),AnimTime)>16||var(59)<7
Trigger2 = !time&&var(59)>=10||Time>(13-var(59))&&var(59)<10
Trigger2 = P2StateNo=[1000,2999]
Trigger2 = Helper(50000+id),var(11)=0
Trigger2 = var(55):=51
Trigger3 = gethitvar(hitshaketime)>16||var(59)<7
Trigger3 = !time&&var(59)>=10||Time>(13-var(59))&&var(59)<10

[State -1,DAA]
Type = ChangeState
value = 700+(var(58)=1)*10
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=StateNo=[150,153]
TriggerAll=P2StateNo>199
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
triggerall=var(40)=0
triggerall=HitShakeOver
TriggerAll=NumHelper(780+id)>0
TriggerAll=!EnemyNear(floor(fvar(18))),ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-9||var(59)<7
TriggerAll=P2BodyDist X*fvar(8)=[-5,36+(EnemyNear(floor(fvar(18))),vel x*10)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=(Power>=2000&&!(teammode=simul))
Trigger1 = Random<var(59)*3

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

[State -3,FDLZp]
Type = varset
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=!var(40)
TriggerAll=RoundState=2
TriggerAll=Power>0
TriggerAll=!((EnemyNear(floor(fvar(18))),StateNo=[1500,1599])&&EnemyNear(floor(fvar(18))),Movetype=H)
Trigger1 = StateNo=101||(StateNo=[195,197])
Trigger2 = (StateNo=[200,206])&&(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
Trigger6 = (StateNo=[200,640])&&(PrevStateNo!=[200,640])&&var(59)=11
Trigger6 = (EnemyNear(floor(fvar(18))),StateNo=[1000,4999])
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||fvar(39)
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=ctrl||(StateNo=[11,22])||stateno=52||(stateno=[950,961])&&time>0
Trigger1 = InGuardDist
Trigger2 = NumHelper(780+id)>0
Trigger2 = (Helper(780+id),var(58))
Trigger3 = Enemy,NumHelper>Helper(780+id),var(51);||Enemy,NumProj>0
Trigger3 = InGuardDist

[State -1,FD];tHgXfBtFX
Type = ChangeState
value = 130+(StateType=C)+(StateType=A)*2
TriggerAll=!IsHelper
TriggerAll=var(59)>0
triggerall=!var(40)
TriggerAll=RoundState=2
TriggerAll=Power>0
TriggerAll=var(25)
TriggerAll=(StateNo!=[120,155])
TriggerAll=fvar(38)!=3
TriggerAll=fvar(38)>0||fvar(38)=-6
TriggerAll=!fvar(29)
TriggerAll=NumHelper(780+id)>0
TriggerAll=InGuardDist||(Helper(780+id),var(58))||(StateNo=[195,197])||StateNo=615
TriggerAll=StateNo!=[110,115]
Trigger1 = (ctrl||fvar(28))||StateNo=0||(StateNo=[11,22])
Trigger2 = StateNo=[100,101]
Trigger3 = StateNo=12||StateNo=52

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


;
;}L
;

[State -1]
type = ChangeState
triggerall = (var(59)>5&&Random<var(59)*var(59)*10)||fvar(39)||var(59)>9
triggerall = !ishelper
triggerall = var(40) = 0
triggerall = Power >= 500
triggerAll = numhelper(1299) >= 1
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
trigger1 = StateNo=810&&MoveHit=1&&var(50)>-24
trigger1 = P2StateNo!=820
trigger2 = StateNo=1300
trigger2 = MoveContAct&&var(50)>-40&&!var(56)||((P2StateNo=[1000,4999])||P2StateType=A)&&P2MoveType!=H
trigger3 = StateNo=1700&&MoveHit=1;&&!var(21)
;trigger3 = P2StateType!=A
value = 960
ignorehitpause = 1
persistent = 0

[State -1]
type = ChangeState
value = 961
triggerall = (var(59)>5&&Random<var(59)*var(59)*10)||fvar(39)||var(59)>9
triggerall = var(40) = 0
triggerall = !ishelper
triggerall = Power >= 500
triggerall = movetype != H
triggerall = statetype = A
trigger1 = 0;animelemtime(4) = [1,3]
trigger1 = stateno = 643
trigger2 = 0;animelemtime(5) = [0,2]
trigger2 = stateno = 217
trigger3 = animelemtime(11) = [0,2]
trigger3 = stateno = 2000
trigger3 = !MoveContAct
ignorehitpause = 1

[State -1]
type = ChangeState
value = 960
triggerall = (var(59)>5&&Random<var(59)*var(59)*10)||fvar(39)||var(59)>9
triggerall = var(40) = 0
triggerall = !ishelper
triggerall = Power >= 500
triggerall = movetype != H
triggerall = statetype != A
trigger1 = 0;stateno = 2300
trigger2 = animelemtime(7) = 5
trigger2 = stateno = 2311
trigger2 = var(55):=1
trigger3 = 0;animelemtime(15) >= 1
trigger3 = animelemtime(16) <= 1
trigger3 = stateno = 3100
trigger4 = 0;animelemtime(5) = [0,2]
trigger4 = stateno = 1911
trigger5 = animelemtime(10) = [2,4]
trigger5 = stateno = 1050
trigger5 = !(PrevStateNo=450&&(P2StateType=A||P2StateType=L))
trigger6 = animelemtime(10) = [0,2]
trigger6 = stateno = 1300
trigger6 = var(58)
trigger6 = ((P2StateNo=[1000,4999])||P2StateType=A)&&P2MoveType!=H
trigger7 = animelemtime(11) = [0,2]
trigger7 = 0;stateno = 1610
ignorehitpause = 1

[State -1]
type = ChangeState
value = 950
triggerall = (var(59)>5&&Random<var(59)*var(59)*10)||fvar(39)||var(59)>9
triggerall = var(40) = 0
triggerall = !ishelper
triggerall = Power >= 1000
triggerall = movetype != H
triggerall = statetype != A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
trigger1 = !var(58)
trigger1 = StateNo=1300&&MoveHit=1&&var(50)>-24
trigger2 = !var(58)
trigger2 = StateNo=810&&MoveHit=1&&var(50)>-24
trigger2 = P2StateNo!=820
trigger3 = !var(58)
trigger3 = StateNo=1700&&MoveHit=1;&&!var(21)
;trigger3 = P2StateType!=A
;
;nNU 
;
[State -2,JEg];Let'sNU
Type = null
TriggerAll=(P2StateNo=[5120,5121])||(P2StateNo=[5100,5101])
TriggerAll=(var(55)!=[15,20])&&(var(55)!=[30,31])
TriggerAll=NumHelper(780+id)>0
;TriggerAll=(Helper(780+id),var(45))
Trigger1 = 0;RanDom<=400
Trigger1 = var(55):=15;i
Trigger2 = 0;RanDom<=700
Trigger2 = var(55):=16;i
Trigger3 = 0;RanDom<=900
Trigger3 = var(55):=17;
Trigger4 = 0;var(55):=18;lq

[State -2,JEg];Let'sNUߏI
Type = varset
Trigger1=(var(55)=[15,20])
Trigger1=!(P2StateNo=[5100,5121])
var(55)=0

[State -1,S_CD];SS
Type = ChangeState
value = 1050-50*(P2BodyDist X*fvar(8)>145)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<=var(59)*100||fvar(39)
triggerall=!var(58)
triggerall=!var(44)
TriggerAll=StateType!=A
TriggerAll=NumHelper(50000+id)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=L
TriggerAll=P2BodyDist X*fvar(8)>95
TriggerAll=P2StateNo=[5120,5121]
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
Trigger1 = EnemyNear,AnimTime=[-33,-8]


[State -1,S_CD];SS
Type = ChangeState
value = 1600
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<=var(59)*100||fvar(39)
triggerall=var(58)=1
triggerall=!var(44)
TriggerAll=StateType!=A
TriggerAll=NumHelper(50000+id)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=L
TriggerAll=P2BodyDist X*fvar(8)=[-15,55]
TriggerAll=P2StateNo=[5120,5121]
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
Trigger1 = EnemyNear,AnimTime=[-33,-16]

[State -1,S_CD];SS
Type = ChangeState
value = 1610
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<=var(59)*100||fvar(39)
triggerall=var(58)=1
triggerall=!var(44)
TriggerAll=StateType!=A
TriggerAll=NumHelper(50000+id)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=L
TriggerAll=P2BodyDist X*fvar(8)=[56,115]
TriggerAll=P2StateNo=[5120,5121]
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
Trigger1 = EnemyNear,AnimTime=[-33,-23+16*(power>499)]

[State -1,S_CD];SS
Type = ChangeState
value = 2100
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<=var(59)*100||fvar(39)
triggerall=var(58)=1
triggerall=!var(44)
TriggerAll=StateType!=A
TriggerAll=NumHelper(50000+id)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=L
TriggerAll=P2BodyDist X*fvar(8)>56
TriggerAll=P2StateNo=[5120,5121]
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
Trigger1 = EnemyNear,AnimTime=[-33,-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||(P2StateNo=[5195,5196])
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)>=120
Trigger2 = P2BodyDist X*fvar(8)=[140,120]

[State -3,Walk];
Type = ChangeState
value = 22
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType=L
TriggerAll=!(var(55)=18&&(P2StateNo=[5120,5121])&&EnemyNear,AnimTime>-14)
TriggerAll=P2MoveType!=H||(P2StateNo=[5195,5196])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ctrl||StateNo=11||StateNo=21
TriggerAll=StateNo!=[100,101]
TriggerAll=P2BodyDist X*fvar(8)<115-16*(StateNo=21)
Trigger1 = BackEdgeBodyDist>20
Trigger2 = StateNo=21

[State -3,dash];_bV
Type = ChangeState
value = 100
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType=L
TriggerAll=P2MoveType!=H||(P2StateNo=[5195,5196])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ctrl||(StateNo=[10,22])
TriggerAll=StateNo!=[100,101]
TriggerAll=var(55)!=75
Trigger1 = P2BodyDist X*fvar(8)>120
;Trigger2 = P2BodyDist X*fvar(8)>44

[State -3,step];oNXe
Type = ChangeState
value = 105
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType=L
TriggerAll=P2MoveType!=H||(P2StateNo=[5195,5196])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ctrl||(StateNo=[10,22])||(StateNo=[100,101])
Trigger1 = P2BodyDist X*fvar(8)<96
Trigger1 = NumHelper(50000+id)&&NumHelper(60000+id)
Trigger1 = ifelse(facing=1,(helper(60000+id),rootdist X),(helper(50000+id),rootdist X))>30

[State -1,Jump6];Wv
Type = ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateType!=A
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>16||Helper(50000+id),var(11)=-200
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=L
TriggerAll=P2BodyDist X*fvar(8)=[-15,75]
TriggerAll=P2StateNo=[5120,5121]
TriggerAll=var(55)=15
TriggerAll=EnemyNear,AnimTime>-10
Trigger1 = (ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])

[State -1,2k];2K
Type = ChangeState
value = 410
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateType!=A
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>16||Helper(50000+id),var(11)=-200
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=L
TriggerAll=P2BodyDist X*fvar(8)=[-15,75]
TriggerAll=P2StateNo=[5120,5121]
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
Trigger1 = var(55)=16
Trigger1 = EnemyNear,AnimTime>-15
Trigger2 = var(55)=17
Trigger2 = EnemyNear,AnimTime>-19

[State -1,step];[Eo
Type = ChangeState
value = 41
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=[10,22])||(StateNo=[100,101])
Trigger1 = P2BodyDist X*fvar(8)<26
Trigger1 = NumHelper(50000+id)&&NumHelper(60000+id)
Trigger1 = ifelse(facing=1,(helper(60000+id),rootdist X),(helper(50000+id),rootdist X))<20

;
;󒆋NU
;

;
;nډ 
;

[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=(StateNo=[950,961])&&time>0
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=NumHelper(50000+id)>0
TriggerAll=P2MoveType=H
Trigger1 = fvar(30)>=0
Trigger1 = P2BodyDist X*fvar(8)>-15
Trigger2 = (var(55)=[100,104])
Trigger2 = P2BodyDist X*fvar(8)>0


[State -1,C_K];K
Type = ChangeState
value = 210
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)=102
TriggerAll=StateType!=A
TriggerAll=NumHelper(50000+id)>0
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||(StateNo=52&&!Time)||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-5,64-11*(!var(58))]
TriggerAll=fvar(30)=4
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
Trigger1 = 1


[State -1,C_K];K
Type = ChangeState
value = 210+200*(var(58)=1)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(var(55)!=[100,105])
TriggerAll=StateType!=A
TriggerAll=NumHelper(50000+id)>0
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||(StateNo=52&&!Time)||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo=[120,155]
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-5,64-11*(!var(58))]
TriggerAll=fvar(30)=5
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
Trigger1 = Random<ifelse((var(59)>7||fvar(39)),7,var(59))*50


[State -1,S_S];5hs
Type = null;ChangeState
value = 230
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=!var(58)
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(var(55)!=[100,105])
TriggerAll=NumHelper(50000+id)>0
TriggerAll=fvar(30)>=10
TriggerAll=(StateNo=100)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-5,35+vel x*3+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=!P2BodyDist Y*fvar(9)
Trigger1 = P2StateType!=A

[State -1,S_S];6P
Type = ChangeState
value = 205
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=!var(58)
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(var(55)!=[100,105])
TriggerAll=NumHelper(50000+id)>0
TriggerAll=fvar(30)>=7
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-5-35*(backedgeBodydist<20)-15*(EnemyNear(floor(fvar(18))),vel x*(1-(Facing=Enemynear,Facing)*2))<0,78+vel x*3+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*3.5)*7=[-45+10*(enemy,vel y>0),0]
Trigger1 = P2StateType=A

[State -1,S_NS];2K
Type = ChangeState
value = 410
TriggerAll=RoundState=2
TriggerAll=var(59)>7&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=!var(58)
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=(var(55)!=[100,105])
TriggerAll=var(50)<-64
TriggerAll=NumHelper(50000+id)>0
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=fvar(30)>=5
TriggerAll=P2BodyDist X*fvar(8)=[-20,65]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2BodyDist X*fvar(8)-vel x*2-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-10-(fvar(27)<35||P2StateType!=A)*20,115]
Trigger1 = 1

[State -1,S_NS];S
Type = ChangeState
value = 220
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<var(59)*100||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=(var(55)!=[100,105])
TriggerAll=NumHelper(50000+id)>0
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=fvar(30)=5
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950||P2StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-20-35*(backedgeBodydist<20),72-38*(var(58)=1)]
TriggerAll=P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*2.5)*5=[-40-40*(fvar(30)=5),0]
TriggerAll=P2BodyDist X*fvar(8)-vel x*2-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-10-(fvar(27)<35||P2StateType!=A)*20,115]
Trigger1 = 1

[State -1,S_CD];SS
Type = ChangeState
value = 1050+560*(var(58)=1)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<=var(59)*100||fvar(39)
triggerall=!var(58)
triggerall=!var(44)
TriggerAll=StateType!=A
;TriggerAll=P2MoveType=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(var(55)!=[100,105])
TriggerAll=ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))>105
Trigger1 = var(55)=2


[State -1,S_CD];SS
Type = ChangeState
value = 105
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<=var(59)*100||fvar(39)
triggerall=!var(44)
TriggerAll=StateType!=A
;TriggerAll=P2MoveType=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(var(55)!=[100,105])
TriggerAll=P2StateNo!=[890,895]
TriggerAll=ifelse(facing=1,(helper(60000+id),rootdist X),(helper(50000+id),rootdist X))>55
TriggerAll=var(55)=2
Trigger1 = var(58)=1&&(P2BodyDist X*fvar(8)<70)
Trigger2 = ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<105-40*(var(58)=1)


[State -1,S_CD];SS
Type = ChangeState
value = 1610-10*(P2BodyDist X*fvar(8)<60)+490*(P2BodyDist X*fvar(8)>130)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<=var(59)*100||fvar(39)
triggerall=var(58)=1
triggerall=!var(44)
TriggerAll=StateType!=A
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(var(55)!=[100,105])
TriggerAll=P2StateNo!=[890,895]
TriggerAll=ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))>65
TriggerAll=var(55)=2
TriggerAll=!((P2StateNo=[5120,5121])&&AnimTime>-20)
Trigger1 = (Helper(780+id),var(58)=[1,14])&&P2StateType!=L
Trigger2 = !(Helper(780+id),var(58))
Trigger3 = (Helper(780+id),var(58)>14)&&P2StateType=L

[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||(StateNo=[120,132])
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=NumHelper(50000+id)>0
TriggerAll=P2MoveType=H
Trigger1 = fvar(30)>=0
Trigger1 = P2BodyDist X*fvar(8)>0+(((EnemyNear(floor(fvar(18))),vel x=0)||(fvar(27)<10))+(fvar(27)<10))*10*(P2Statetype=A)
Trigger1 = !((P2StateNo=[890,895])&&ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<165)
Trigger2 = (var(55)=[100,104])
Trigger2 = P2BodyDist X*fvar(8)>0


[State -1,Dash];_bV
Type = null;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||(StateNo=[120,132])
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>3||Helper(50000+id),var(11)=-200
TriggerAll=P2MoveType=H||P2StateNo=3012
TriggerAll=P2BodyDist X*fvar(8)>5-45*(P2Dist X>0&&P2StateType!=A)
Trigger1 = fvar(30)>=9
Trigger1 = P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*4.5)*9=[-90+45*(fvar(27)<20&&fvar(30)>9&&var(58)=1),0]
Trigger2 = fvar(30)>=7
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*3.5)*7=[-70+45*(fvar(27)<20&&fvar(30)>7&&var(58)=1),0]
Trigger3 = fvar(30)>=9
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*3.5)*8=[-120+65*(fvar(27)<20&&fvar(30)>9&&var(58)=1),-45]

[State -1,S_NS];S
Type = ChangeState
value = 220
TriggerAll=RoundState=2
TriggerAll=var(59)>7&&Random<var(59)*(100-45*(var(59)<10&&fvar(30)>5))||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=(var(55)!=[100,105])
TriggerAll=NumHelper(50000+id)>0
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(fvar(30)>=5||(P2StateNo=[10231,10239]))&&(!numHelper(1050)||P2BodyDist X*fvar(8)<38)
TriggerAll=P2BodyDist X*fvar(8)=[-20-35*(P2Dist X>0&&(P2StateType!=A||P2BodyDist Y>-65)),72-38*(var(58)=1)]
TriggerAll=P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*2.5)*5=[-40-40*(fvar(30)=5),0]
TriggerAll=P2BodyDist X*fvar(8)-vel x*2-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-30-30*(P2BodyDist Y>-65),80];(fvar(27)<35||P2StateType!=A||(P2StateNo=[890,895]))*
Trigger1 = 1


[State -1,S_NS];5K
Type = ChangeState
value = 211
TriggerAll=RoundState=2
TriggerAll=var(59)>7&&Random<var(59)*(100-45*(var(59)<10&&fvar(30)>5))||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=var(58)=1
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=(var(55)!=[100,105])
TriggerAll=NumHelper(50000+id)>0
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=fvar(30)=5
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2BodyDist X*fvar(8)-vel x*2-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-10-(fvar(27)<35||P2StateType!=A)*20,67]
Trigger1 = 1


[State -1,S_NS];S^bOp
Type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=numpartner>=1&&teammode=simul
TriggerAll=Partner,Alive
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=P2BodyDist X*fvar(8)=[-15,72-38*(var(58)=1)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel))*8=[-70,0]

[State -1,C_D];D
Type = ChangeState
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||(StateNo=52&&!Time)||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo=[120,155]
TriggerAll=(var(55)!=[100,105])
TriggerAll=NumHelper(50000+id)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[24,76]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
Trigger1 = Random<ifelse(var(59)>7||fvar(39),7,var(59))*1
Trigger2 = fvar(30)>=24
Trigger2 = Random<var(59)*62
value = 240-24*(Helper(780+id),var(45)&&var(58)=1&&Random<600)

[State -1,S_P];5P
Type = ChangeState
value = 200
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(var(55)!=[100,105])
TriggerAll=fvar(30)=4
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=C
TriggerAll=NumHelper(50000+id)>0
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=P2BodyDist X*fvar(8)=[-10-(EnemyNear(floor(fvar(18))),StateType!=A&&Facing=EnemyNear(floor(fvar(18))),Facing)*20,41+15*(fvar(30)<7)+vel x*5+(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*3)*6=[-70,0]

[State -1,S_S];6P
Type = ChangeState
value = 205
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=!var(58)
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(var(55)!=[100,105])
TriggerAll=NumHelper(50000+id)>0
TriggerAll=fvar(30)=7||fvar(30)>=7&&(P2Statetype=A||teammode=simul)
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=P2BodyDist X*fvar(8)-vel x*3-(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-35,78]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*3.5)*7=[-50,0]
Trigger1 = !(P2StateType!=A&&P2BodyDist X*fvar(8)-vel x*2-(EnemyNear(floor(fvar(18))),vel x*2)*(1-(Facing=Enemynear,Facing)*2)<72)

[State -1,junp];ډpjunp
Type = ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=fvar(30)>=10
TriggerAll=var(55)=1||!(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*(fvar(30)-5)/2)*(fvar(30)-5)>-60)&&enemy,GetHitVar(hitShakeTime)=0
TriggerAll=(var(55)!=[100,101])
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H&&(P2StateNo!=[120,159])&&(P2StateNo!=[1181,1189])||(StateNo=52)
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=A&&(P2StateNo!=[120,159])
Trigger1 = P2BodyDist X*fvar(8)=[-25-(backedgebodydist<20)*45,67+33*(var(55)=10)+vel x*8-(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = fvar(30)>=10
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*5)*10=[-120,0]

[State -1,junp];ډpjunp
Type = ChangeState
value = 41
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=fvar(30)>=10
TriggerAll=var(55)=1||!(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*(fvar(30)-5)/2)*(fvar(30)-5)>-60)&&enemy,GetHitVar(hitShakeTime)=0
TriggerAll=(var(55)!=[100,101])
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||(StateNo=52)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H&&(P2StateNo!=[120,159])&&(P2StateNo!=[1181,1189])
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=A&&(P2StateNo!=[120,159])
Trigger1 = P2BodyDist X*fvar(8)=[-25-(backedgebodydist<20||fvar(17)<20)*45,67+vel x*8-(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = fvar(30)>=10
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*fvar(30)/2)*fvar(30)=[-160,0]

[State -1,walk];O
Type = ChangeState
value = 21
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=var(55)=4
TriggerAll=ctrl||(StateNo=[10,20])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
Trigger1 = fvar(30)>=4
Trigger1 = P2BodyDist X*fvar(8)>15


[State -1,Dash];
Type = ChangeState
value = 22
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=P2StateType=A
TriggerAll=StateNo!=22
TriggerAll=ctrl||(StateNo=[10,21])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
Trigger1 = fvar(30)>=0
Trigger1 = P2BodyDist X*fvar(8)<12
Trigger1 = !(P2BodyDist X*fvar(8)=[-10-(EnemyNear(floor(fvar(18))),StateType!=A&&Facing=EnemyNear(floor(fvar(18))),Facing)*20,41+35+15*(fvar(30)<7)+vel x*5+(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)])
Trigger1 = !(P2BodyDist X*fvar(8)=[-20,112+vel x*2+(fvar(27)>10)*(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)])
Trigger1 = !(P2BodyDist X*fvar(8)-vel x*2-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-10-(fvar(27)<35)*20,80])

[State -1,stop];I
Type = ChangeState
value = 0
ctrl=1
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
Trigger1 = StateNo=22
Trigger1 = (P2BodyDist X*fvar(8)=[-10-(EnemyNear(floor(fvar(18))),StateType!=A&&Facing=EnemyNear(floor(fvar(18))),Facing)*20,41+35+15*(fvar(30)<7)+vel x*5+(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)])
Trigger2 = StateNo=22
Trigger2 = (P2BodyDist X*fvar(8)=[-20,112+vel x*2+(fvar(27)>10)*(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)])
Trigger3 = StateNo=22
Trigger3 = (P2BodyDist X*fvar(8)-vel x*2-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-10-(fvar(27)<35)*20,80])
Trigger4 = StateNo=21
Trigger4 = P2BodyDist X*fvar(8)<15
;
;nq 
;
;hp
[State -1,var(17)Jumpflg];WveXg
Type = varset
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=StateType!=A
Trigger1 = (movecontact||fvar(28))
Trigger1 = StateNo=200||(StateNo=[210,211])||stateno=220||stateno=450||(stateno=[235,236])&&var(58)=1
var(17) = 1
ignorehitPause = 1

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

[State -1,OHK];ēۂ
Type = ChangeState
value = 1400
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>9&&Random<var(59)*10||fvar(39)||var(59)=11
TriggerAll=!var(3)
TriggerAll=!var(58)
TriggerAll=fvar(35)<5-(EnemyNear(floor(fvar(18))),AuthorName="muteki")
TriggerAll=NumHelper(50000+id)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),fvar(27)<=0
TriggerAll=Helper(780+id),fvar(39)<5
TriggerAll=P2BodyDist X*fvar(8)=[-5,32-(MoveGuarded>0&&fvar(27)<20)*20]
TriggerAll=P2StateType!=A
TriggerAll=StateType!=A
TriggerAll=P2MoveType!=H
Trigger1 = movehit||fvar(28)
Trigger1 = (StateNo=[200,450])&&StateNo!=240&&StateNo!=217
Trigger1 = (P2StateNo!=[5000,5120])&&(P2StateNo!=[150,159])&&(P2StateNo!=[231,239])
Trigger2 = moveGuarded||fvar(28)
Trigger2 = (StateNo=[200,450])&&StateNo!=240&&StateNo!=217
Trigger2 = (P2StateNo!=[150,159])

[State -1,Jump3];Wv
Type = ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=InGuardDist||(Helper(780+id),var(58))||MoveReversed
Trigger1 = (movecontact||fvar(28))||MoveReversed
Trigger1 = StateNo=200||(StateNo=[210,211])||StateNo=220||stateno = 450||(StateNo=[235,236])&&var(58)=1
Trigger1 = (moveGuarded=[1,4])&&(P2StateNo!=[0,199])||(moveHit=[1,4])&&(P2StateNo!=[5000,5120])&&(P2StateNo!=[0,199])
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,RC];N
Type = ChangeState
value = 1200
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<=333||fvar(39)
TriggerAll=!var(58)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=fvar(30)>=7
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=var(55)=102
TriggerAll=P2BodyDist X*fvar(8)=[-5,75+15*(PrevStateNo=100)]
TriggerAll=MoveHit=1
Trigger1 = StateNo=215

[State -1,S_NS];Sn
Type = ChangeState
value = 432
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),Sysvar(0)=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType=S
TriggerAll=fvar(30)>=12
TriggerAll=(var(55)!=[100,105])
TriggerAll=MoveHit&&!var(3)
TriggerAll=P2BodyDist X*fvar(8)=[-25-45*(P2Dist X>0),72]
Trigger1 = StateNo=[200,420]
Trigger1 = StateNo!=217&&(StateNo!=[230,242])
Trigger1 = var(58)=1

[State -1,Ljump];_
Type = ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<=var(59)*100||fvar(39)
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=S
TriggerAll=var(58)=1
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=fvar(30)>=16
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),Sysvar(0)=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(var(55)!=[100,105])
TriggerAll=(P2BodyDist X*fvar(8)=[-25-45*(P2Dist X>0),185])
TriggerAll=MoveHit
Trigger1 = ((StateNo=[200,236])||(StateNo=[400,432]))


[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=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
TriggerAll=(var(55)!=[100,105])
TriggerAll=MoveContAct&&!var(3)
TriggerAll=P2BodyDist X*fvar(8)=[-25,72-38*(var(58)=1)]
Trigger1 = StateNo=[205,211]
Trigger2 = (StateNo=[400,410])||StateNo=200
Trigger2 = var(58)=1

[State -1,S_NS];S󒆃qbg
Type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist Y*fvar(9)>-75
TriggerAll=P2StateType=A
TriggerAll=(var(55)!=[100,105])
TriggerAll=MoveContAct&&!var(3)
TriggerAll=P2BodyDist X*fvar(8)=[-25,72-38*(var(58)=1)]
Trigger1 = StateNo=[205,211]
Trigger2 = (StateNo=[400,410])||StateNo=200
Trigger2 = var(58)=1


[State -1,S_CD];6K
Type = ChangeState
value = 215
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<=var(59)*100||fvar(39)
TriggerAll=!var(58)
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=fvar(30)>=15
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(var(55)!=[100,105])
TriggerAll=(P2BodyDist X*fvar(8)=[-25,75+15*(PrevStateNo=100)-15*(StateNo=230)-15*(P2StateType=S&&fvar(27)<20&MoveHit)])
TriggerAll=MoveContAct;&&!var(3)
Trigger1 = (StateNo=[205,210])||(StateNo=[220,230])||(StateNo=[400,420])

[State -1,Ljump];_
Type = ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<=var(59)*100||fvar(39)
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=S
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=!var(58);||Helper(50000+id),var(59)>0
TriggerAll=fvar(30)>=15
TriggerAll=var(50)>-75
TriggerAll=fvar(27)<20&&(fvar(24)=[1,2])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(var(55)!=[100,105])
TriggerAll=(P2BodyDist X*fvar(8)=[-25,185])
TriggerAll=MoveHit
Trigger1 = StateNo=220


[State -1,S_CD];6P
Type = ChangeState
value = 205
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<=var(59)*100||fvar(39)
TriggerAll=!var(58)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=fvar(30)>=7
TriggerAll=!(MoveHit&&StateNo=220&&fvar(30)>30&&P2StateType=A)
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(var(55)!=[100,105])
TriggerAll=P2BodyDist X*fvar(8)=[-5,75+15*(PrevStateNo=100)]
TriggerAll=MoveContAct&&!var(3)
Trigger1 = (StateNo=[400,410])||(StateNo=[210,211])||StateNo=220||StateNo=200
Trigger1 = P2BodyDist Y*fvar(9)=[-45+25*(StateNo=220)-45*(MoveGuarded>0),0]

[State -1,S_CD];SS
Type = ChangeState
value = 225
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<=var(59)*100||fvar(39)
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=fvar(30)>=9
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(var(55)!=[100,105])
TriggerAll=P2BodyDist X*fvar(8)=[-5+37*(StateNo!=220)+40*(!var(58)),110+56*(!var(58))]
TriggerAll=MoveContAct&&!var(3)
Trigger1 = StateNo=205
Trigger2 = (StateNo=[200,220])&&StateNo!=217||StateNo=410
Trigger2 = 0;var(58)=1


[State -1,S_CD];2D
Type = ChangeState
value = 410
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(var(55)!=[100,105])
TriggerAll=MoveHit
TriggerAll=fvar(30)>=5
TriggerAll=P2BodyDist X*fvar(8)=[-5,44+10*(fvar(27)>20)]
Trigger1 = StateNo=410
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = !var(58)


[State -1,S_CD];2D
Type = ChangeState
value = 450+var(58)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(var(55)!=[100,105])
TriggerAll=MoveHit
TriggerAll=fvar(30)>=9
TriggerAll=P2BodyDist X*fvar(8)=[-5,88-23*(Stateno=225)+14*(var(58)=1&&fvar(30)>=12)]
Trigger1 = (StateNo=[200,431])&&StateNo!=200&&(StateNo!=[215,220])&&(StateNo!=[235,240])&&StateNo!=230
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = !var(58)
Trigger2 = 0;(StateNo=[200,431])&&StateNo!=200&&(StateNo!=[215,220])&&(StateNo!=[235,240])
Trigger2 = P2BodyDist Y*fvar(9)
Trigger2 = var(58)=1

[State -1,S_CD];SS
Type = ChangeState
value = 1050
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<=var(59)*100||fvar(39)
TriggerAll=!var(58)
triggerall=!var(44)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=fvar(30)>=9
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(var(55)!=[100,105])
TriggerAll=P2BodyDist X*fvar(8)=[0,220]
TriggerAll=MoveHit;&&!var(3)
Trigger1 = StateNo=450;&&(P2StateNo=[5070,5072])


[State -1,RC];N
Type = ChangeState
value = 1200
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<=var(59)*10||fvar(39)
TriggerAll=!var(58)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=fvar(30)>=13
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(45)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=var(55)!=[100,105]
TriggerAll=P2BodyDist X*fvar(8)=[-5,78-23*(Stateno=225)+14*(var(58)=1&&fvar(30)>=12)]
TriggerAll=MoveGuarded=1
Trigger1 = (StateNo=[200,431])&&StateNo!=200&&(StateNo!=[215,220])&&(StateNo!=[235,240])&&StateNo!=230
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = !var(58)

[State -1,S_CD];2D
Type = ChangeState
value = 450+var(58)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(45)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(var(55)!=[100,105])
TriggerAll=MoveGuarded
TriggerAll=fvar(30)>=13
TriggerAll=P2BodyDist X*fvar(8)=[-5,78-23*(Stateno=225)+14*(var(58)=1&&fvar(30)>=12)]
Trigger1 = (StateNo=[200,431])&&StateNo!=200&&(StateNo!=[215,220])&&(StateNo!=[235,240])&&StateNo!=230
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = !var(58)

[State -1,S_CD];2D
Type = ChangeState
value = 206
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=A
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(var(55)!=[100,105])
TriggerAll=MoveHit
TriggerAll=fvar(30)>=12
TriggerAll=P2BodyDist X*fvar(8)=[-5,16+vel x*2]
Trigger1 = StateNo=220
Trigger1 = P2BodyDist Y*fvar(9)>-22
Trigger1 = var(58)=1

[State -1,Jump6];Wv
Type = ChangeState
value = ifelse(P2BodyDist Y*fvar(9)<-155+((fvar(5)/0.05-10)*6.5),41,39)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||var(59)>7||fvar(39)
TriggerAll=(var(55)!=[100,105])
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-45,100]
TriggerAll=var(56)<1
TriggerAll=fvar(30)>=11
TriggerAll=P2StateType=A
Trigger1 = MoveHit
Trigger1 = StateNo=200||StateNo=210||StateNo=220&&MoveHit=1&&!var(21)||StateNo=450&&(P2StateNo!=[5070,5072])||(((StateNo=[200,236])||(StateNo=[400,432]))&&Helper(780+id),sysvar(0)=1)&&StateNo!=220

[State -1,S_CD];SS
Type = ChangeState
value = 216+24*(Random<=var(59)*15)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7&&Random<=var(59)*35||fvar(39)
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=H
;TriggerAll=Power>499
TriggerAll=NumHelper(50000+id)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(45)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(var(55)=101)
TriggerAll=P2BodyDist X*fvar(8)=[-25,61+13*(StateNo!=231)+vel x*3]
TriggerAll=fvar(30)=19
Trigger1 = StateNo=220
Trigger1 = var(58)=1

[State -1,S_CD];SS
Type = ChangeState
value = 1300
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7||fvar(39)
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=H
;TriggerAll=Power>499
TriggerAll=NumHelper(50000+id)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(45)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(var(55)=101)
TriggerAll=P2BodyDist X*fvar(8)=[-25,280]
TriggerAll=fvar(30)=16
TriggerAll=StateNo=220
TriggerAll=var(58)=1
Trigger1 = Random<250
Trigger1 = var(55):=32
Trigger2 = Random<400&&fvar(27)>20
Trigger2 = var(55):=33
Trigger3 = 1

[State -1,S_CD];SS
Type = ChangeState
value = 216+24*(Random<=var(59)*25)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<=var(59)*50||fvar(39)
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=H
;TriggerAll=Power>499
TriggerAll=NumHelper(50000+id)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(45)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(var(55)!=[100,105])
TriggerAll=P2BodyDist X*fvar(8)=[-5,61+13*(StateNo!=231)+vel x*3]
TriggerAll=MoveGuarded=1&&!var(3)
Trigger1 = StateNo=220
Trigger1 = var(58)=1

[State -1,S_CD];SS
Type = ChangeState
value = 1900
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<=var(59)*40||fvar(39)
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=H
;TriggerAll=Power>499
TriggerAll=NumHelper(50000+id)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(45)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(var(55)!=[100,105])
TriggerAll=P2BodyDist X*fvar(8)=[-5,61+13*(StateNo!=231)+vel x*3]
TriggerAll=MoveGuarded=1&&!var(3)
Trigger1 = (StateNo=231||StateNo=225||StateNo=420)
Trigger1 = var(58)=1

[State -1,S_CD];2D
Type = ChangeState
value = 450+var(58)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<=var(59)*(40+60*(StateNo=220))||fvar(39)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
;TriggerAll=Power>499
TriggerAll=NumHelper(50000+id)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(45)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(var(55)!=[100,105])
TriggerAll=fvar(30)>=9
TriggerAll=P2BodyDist X*fvar(8)=[-5-30*(MoveGuarded>0),55+13*(StateNo!=231)+vel x*3]
Trigger1 = (StateNo=231||StateNo=225||StateNo=420||StateNo=220)
Trigger1 = P2Statetype!=A
Trigger1 = MoveGuarded=1
Trigger1 = var(58)=1

[State -1,S_CD];2D
Type = ChangeState
value = 1300
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<=333||fvar(39)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
;TriggerAll=Power>499
TriggerAll=NumHelper(50000+id)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(45)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(var(55)!=[100,105])
TriggerAll=fvar(30)=4-(EnemyNear(floor(fvar(18))),AuthorName="muteki")
TriggerAll=P2BodyDist X*fvar(8)<=160
TriggerAll=(StateNo=450||StateNo=225||StateNo=420||StateNo=220)
TriggerAll=P2Statetype!=A
TriggerAll=MoveGuarded
TriggerAll=var(58)=1
Trigger1 = Random<250
Trigger1 = var(55):=32
Trigger2 = Random<400&&fvar(27)>20
Trigger2 = var(55):=33
Trigger3 = Random<740&&fvar(27)>20
Trigger3 = var(55):=31
Trigger4 = 1

[State -1,S_CD];SS
Type = ChangeState
value = 2100
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<=var(59)*100||fvar(39)
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A||StateNo=451
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=fvar(30)>=15
TriggerAll=!var(44)
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(var(55)!=[100,105])
TriggerAll=P2BodyDist X*fvar(8)=[-5,22-11*(StateNo=451)+vel x*2]
TriggerAll=MoveContAct&&!var(3)
;TriggerAll=!(MoveHit&&StateNo=220&&P2StateType=C&&(P2BodyDist X<20&&MoveHit=1||fvar(30)>5&&MoveHit>1))
TriggerAll=var(58)=1
Trigger1 = StateNo=220&&PrevStateNo=100
Trigger1 = MoveGuarded||fvar(27)<20
Trigger2 = StateNo=451&&(P2StateNo=[5070,5072])
Trigger2 = fvar(27)>80

[State -1,S_CD];SS
Type = ChangeState
value = 231
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<=var(59)*100||fvar(39)
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=fvar(30)>=9
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(var(55)!=[100,105])
TriggerAll=P2BodyDist X*fvar(8)=[64,87+vel x*3]
TriggerAll=MoveContAct&&!var(3)
;TriggerAll=!(MoveHit&&StateNo=220&&P2StateType=C&&(P2BodyDist X<20&&MoveHit=1||fvar(30)>5&&MoveHit>1)&&var(50)>-72)
Trigger1 = (StateNo=[200,420])&&StateNo!=217&&StateNo!=410&&(StateNo!=[230,241])
Trigger1 = var(58)=1

[State -1,S_CD];SS
Type = ChangeState
value = 225
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<=var(59)*100||fvar(39)
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=fvar(30)>=9
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(var(55)!=[100,105])
TriggerAll=P2BodyDist X*fvar(8)=[-5+37*(StateNo!=220),110]
TriggerAll=MoveContAct&&!var(3)
;TriggerAll=!(MoveHit&&StateNo=220&&P2StateType=C&&(P2BodyDist X<20&&MoveHit=1||fvar(30)>5&&MoveHit>1)&&var(59)>8)
Trigger1 = (StateNo=[200,220])&&StateNo!=217||StateNo=410
Trigger1 = var(58)=1
Trigger1 = fvar(27)>25

[State -1,S_CD];SS
Type = ChangeState
value = 231
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<=var(59)*100||fvar(39)
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=fvar(30)>=9
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(var(55)!=[100,105])
TriggerAll=P2BodyDist X*fvar(8)=[-5,87+vel x*3]
TriggerAll=MoveContAct&&!var(3)
;TriggerAll=!(MoveHit&&StateNo=220&&P2StateType=C&&(P2BodyDist X<20&&MoveHit=1||fvar(30)>5&&MoveHit>1)&&var(50)>-72)
Trigger1 = (StateNo=[200,420])&&StateNo!=217&&StateNo!=410&&(StateNo!=[230,241])
Trigger1 = var(58)=1

[State -1,S_CD];2HS
Type = ChangeState
value = 432
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(var(55)!=[100,105])
TriggerAll=fvar(30)>=12
;TriggerAll=!(MoveHit&&StateNo=220&&P2StateType=C&&(P2BodyDist X<20&&MoveHit=1||fvar(30)>5&&MoveHit>1))
TriggerAll=P2BodyDist X*fvar(8)=[-5,88+24*(P2StateType=A)]
Trigger1 = (StateNo=[200,420])&&StateNo!=217&&(StateNo!=[230,241])&&StateNo!=206&&StateNo!=220
Trigger1 = P2BodyDist Y*fvar(9)=[-90,0]
Trigger1 = MoveHit
Trigger1 = var(58)=1

[State -1,S_CD];2D
Type = ChangeState
value = 450+var(58)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(var(55)!=[100,105])
TriggerAll=fvar(30)>=9
TriggerAll=P2BodyDist X*fvar(8)=[-5-30*(MoveGuarded>0),51+13*(StateNo!=231)+vel x*3]
;TriggerAll=!(MoveHit&&StateNo=220&&P2StateType=C&&(P2BodyDist X<20&&MoveHit=1||fvar(30)>5&&MoveHit>1))
Trigger1 = (StateNo=[200,431])&&StateNo!=200&&(StateNo!=[235,240])&&StateNo!=217
Trigger1 = P2BodyDist Y*fvar(9)=[-30-35*(MoveGuarded>0),0]
Trigger1 = MoveHit||MoveGuarded&&P2StateType=A
Trigger1 = var(58)=1

[State -1,S_HS];ride
Type = ChangeState
value = 3000
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=!var(58)
TriggerAll=Power>999
TriggerAll=(var(55)!=[100,105])
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=var(50)>-15
TriggerAll=fvar(27)<175
Trigger1 = MoveHit
Trigger1 = fvar(30)>=13+(P2BodyDist X*fvar(8)>20)*((P2BodyDist X*fvar(8)-20)/25)
Trigger1 = (StateNo=[200,451])&&StateNo!=240&&(StateNo!=[215,217])&&(StateNo!=[235,237])&&StateNo!=230||StateNo=215&&(P2BodyDist X*fvar(8)>43+5*(P2Statetype=C))&&!var(21)&&MoveHit=1||StateNo=230&&!var(21)&&MoveHit=1
Trigger1 = P2BodyDist X*fvar(8)=[-5,300]
Trigger1 = P2StateType!=A||(StateNo=[450,451])&&(P2StateNo=[5070,5072])&&var(50)>-76

[State -1,S_HS];Cp
Type = ChangeState
value = 1300
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=(var(55)!=[100,105])
TriggerAll=var(58)=1
TriggerAll=P2MoveType=H
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(50000+id)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
;TriggerAll=!(MoveHit&&StateNo=220&&P2StateType=C&&(P2BodyDist X<20&&MoveHit=1||fvar(30)>5&&MoveHit>1))
TriggerAll=MoveHit
Trigger1 = fvar(30)>=18
Trigger1 = StateNo=432||StateNo=451&&power<500&&(P2StateNo=[5070,5072])
Trigger1 = P2BodyDist X*fvar(8)=[-5,170]
Trigger1 = P2StateType=A
Trigger1 = var(55):=30
Trigger2 = fvar(30)>=24
Trigger2 = (StateNo=451&&(P2StateNo!=[5070,5072]))
Trigger2 = P2BodyDist X*fvar(8)=[-5,170]
Trigger2 = P2StateType=A
Trigger2 = var(55):=32

[State -1,S_HS];Cp
Type = ChangeState
value = 1300
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=(var(55)!=[100,105])
TriggerAll=P2MoveType=H
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(50000+id)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
;TriggerAll=!(MoveHit&&StateNo=220&&P2StateType=C&&(P2BodyDist X<20&&MoveHit=1||fvar(30)>5&&MoveHit>1))
Trigger1 = MoveHit
Trigger1 = fvar(30)>=17
Trigger1 = (StateNo=[200,451])&&StateNo!=240&&(StateNo!=[215,217])&&(StateNo!=[235,237])&&StateNo!=230||StateNo=215&&(P2BodyDist X*fvar(8)>43+5*(P2Statetype=C)||fvar(7)>=1.5||var(50)<-64)&&MoveHit=1&&!var(21)||StateNo=230&&!var(21)&&MoveHit=1
Trigger1 = P2BodyDist X*fvar(8)=[-5,240]
Trigger1 = P2StateType!=A||(StateNo=[450,451])&&((P2StateNo=[5070,5072]))&&var(50)>-76



[state 1000, 1];Cpǉ
type = changestate
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=(var(55)!=[100,105])
TriggerAll=NumHelper(50000+id)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
triggerAll=animelemtime(7) = 0
triggerAll=StateNo=1300
Trigger1 = var(55)=[30,34]
value = 2300+(var(55)=30)*50+(var(55)=31)*20+(var(55)=32)*10+(var(55)=33&&!var(44))*60

[state 1000, 1];Cpǉ
type = changestate
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=(var(55)!=[100,105])
TriggerAll=NumHelper(50000+id)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
triggerAll=animelemtime(7) = 0
triggerAll=StateNo=2351
Trigger1 = fvar(30)>12
Trigger1 = P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*6.5)*13=[-150,-40]
value = 2352

[State -1,S_CD];SS
Type = ChangeState
value = 2010-910*(!var(58))
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<=var(59)*100||fvar(39)
TriggerAll=var(58)=1
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=A
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=fvar(30)>=8
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(var(55)!=[100,105])
TriggerAll=P2BodyDist X*fvar(8)=[-35,35-12*(MoveGuarded>0)]
TriggerAll=P2BodyDist Y*fvar(9)=[-165,0-28*(MoveGuarded>0)]
TriggerAll=MoveContAct&&!var(3)
Trigger1 = (StateNo=[200,451])&&StateNo!=240&&StateNo!=217&&StateNo!=220&&(StateNo!=[205,206])


[State -1,S_CD];SS
Type = ChangeState
value = 1050
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<=var(59)*100||fvar(39)
TriggerAll=!var(58)
triggerall=!var(44)
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=fvar(30)>=9
TriggerAll=Power>499
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(var(55)!=[100,105])
TriggerAll=P2BodyDist X*fvar(8)=[90,220]
TriggerAll=MoveContAct&&!var(3)
Trigger1 = (StateNo=[200,451])&&StateNo!=240&&StateNo!=217&&StateNo!=220&&StateNo!=230&&(StateNo!=[235,236])&&StateNo!=215


[State -1,S_CD];SS
Type = ChangeState
value = 1000
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<=var(59)*100||fvar(39)
TriggerAll=!var(58)
triggerall=!var(44)
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=fvar(30)>=9
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(var(55)!=[100,105])
TriggerAll=P2BodyDist X*fvar(8)>0
TriggerAll=MoveContAct&&!var(3)
Trigger1 = (StateNo=[200,451])&&StateNo!=240&&StateNo!=217&&StateNo!=220&&StateNo!=230&&(StateNo!=[235,236])&&StateNo!=215

[State -1,Jump];z[~OWv
Type = ChangeState
value = ifelse(Statetype=A,242,241)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=MoveHit
Trigger1 = StateNo=240
Trigger1 = numtarget(240)
Trigger1 = var(55):=3
Trigger2 = StateNo=620
Trigger2 = var(22)>7

;
;󒆖ډ 
;
[State -3,AirDash];_bV
Type = ChangeState
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<var(59)*120||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(StateNo=[50,59])&&var(13)<2&&ctrl||(StateNo=[5200,5210])
;triggerAll=pos y <= ifelse(vel y < 0,-15,0)
Trigger1 = PrevStateNo=38||PrevStateNo=36
Trigger2 = 0;var(55)=22
Value = ifelse(PrevStateNo=38,110,115)

[State -1,A_S]
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||(stateno=110||StateNo=115)&&time>=7
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(PrevStateNo!=[36,38])
TriggerAll=fvar(30)>=7
TriggerAll=!((P2StateNo=[120,155])&&P2StateType=A)
TriggerAll=PrevStateNo!=[950,961]
Trigger1 = P2BodyDist X*fvar(8)=[-45,110+vel x*7+(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*12)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = (P2BodyDist Y*fvar(9)-(vel y+GetHitVar(Yaccel)*3.5)*7+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3.5)*7=[-25-(vel y<0)*35,55+(P2StateTYpe=S)*45])
Trigger1 = var(55)!=3
Trigger2 = var(55)=3
Trigger2 = var(22)>7

[State -1,A_S]
Type = ChangeState
value = 630+var(58)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||(stateno=110||StateNo=115)&&time>=7||stateno=99
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(PrevStateNo!=[36,38])
TriggerAll=fvar(30)>=10
;TriggerAll=Pos y+(fvar(23)<=13)*(vel y+GetHitVar(Yaccel)*(13-fvar(23))/2)*(13-fvar(23))<0
TriggerAll=!((P2StateNo=[120,155])&&P2StateType=A)
TriggerAll=PrevStateNo!=[950,961]
TriggerAll=var(55)=3
Trigger1 = Pos y+(vel y+GetHitVar(Yaccel)*6.5)*13>-17||fvar(30)=13
Trigger1 = !var(58)
Trigger2 = Pos y+(vel y+GetHitVar(Yaccel)*6.5)*13>-17||fvar(30)=10
Trigger2 = var(58)=1

;
;󒆌q 
;
;hp
[State -1,AirJump];2iWv
Type = ChangeState
value = 99
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=NumHelper(780+id)>0
TriggerAll=InGuardDist||(Helper(780+id),var(58))
TriggerAll=MoveContAct
Trigger1 = StateNo=620

;
;R{
;
[State -1,A_S]
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=A
TriggerAll=P2MoveType=H
TriggerAll=!var(11)
TriggerAll=!var(58)
TriggerAll=Pos y+(fvar(23)<=13)*(vel y+0.55*(13-fvar(23))/2)*(13-fvar(23))<0
TriggerAll=var(55)!=3
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=Helper(780+id),sysvar(0)=1
TriggerAll=StateNo=620
TriggerAll=MoveContAct&&!var(3)
TriggerAll=fvar(30)>=13
TriggerAll=PrevStateNo!=[950,961]
Trigger1 = P2BodyDist X*fvar(8)=[-5,95+vel x*13+(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*13)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = (P2BodyDist Y*fvar(9)-(fvar(23)<=13)*(vel y+0.55*(13-fvar(23))/2)*(13-fvar(23))+(-7.5*fvar(5)+0.52*6.5)*13=[-75,35])

[State -1,A_S]
Type = ChangeState
value = 600
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=A
TriggerAll=P2MoveType=H
TriggerAll=!var(11)
TriggerAll=var(55)!=3
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo=620&&PrevStateNo!=600
TriggerAll=MoveContAct&&!var(3)
TriggerAll=fvar(30)>=7
TriggerAll=PrevStateNo!=[950,961]
Trigger1 = P2BodyDist X*fvar(8)=[-5,45+vel x*7+(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*12)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = (P2BodyDist Y*fvar(9)-(vel y+GetHitVar(Yaccel)*3.5)*7+(-7.5*fvar(5)+0.52*3.5)*7=[-25-(vel y<0)*35,15])
Trigger1 = (P2BodyDist Y*fvar(9)-(vel y+GetHitVar(Yaccel)*7)*14+(-6.5*fvar(5)+0.52*3.5)*7+(-7.5*fvar(5)+0.52*3.5)*7=[-25-(vel y<0)*35,45])

[State -3,Airjump];jump
Type = ChangeState
Value = 99
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<var(59)*120||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=MoveHit
TriggerAll=StateNo=620&&fvar(30)>7||StateNo=630&&(Helper(780+id),sysvar(0)=1)
Trigger1 = P2StateType=A
Trigger1 = P2BodyDist Y*fvar(9)<-10||var(55)=3

[State -1,A_S]
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo=[600,610]
TriggerAll=MoveContAct&&!var(3)
TriggerAll=fvar(30)>=7
TriggerAll=PrevStateNo!=[950,961]
Trigger1 = P2BodyDist X*fvar(8)=[-45,110+vel x*7+(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*12)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = (P2BodyDist Y*fvar(9)-(vel y+GetHitVar(Yaccel)*3.5)*7=[-55,55])


[State -1,A_S]
Type = ChangeState
value = 2050
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=var(58)=1
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=A
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo=[620,632]
TriggerAll=var(55)!=3
TriggerAll=MoveHit;&&!var(3)
TriggerAll=fvar(30)>=9
TriggerAll=PrevStateNo!=[950,961]
Trigger1 = P2BodyDist X*fvar(8)=[-45,40+vel x*3+(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*12)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = (P2BodyDist Y*fvar(9)=[-180,10])
Trigger1 = (P2BodyDist Y*fvar(9)-(vel y+GetHitVar(Yaccel)*5)*10-10>-65)

[State -1,A_S]
Type = ChangeState
value = 630+(var(58)=1)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo=620
TriggerAll=MoveContAct&&!var(3)
TriggerAll=fvar(30)>=13-3*(var(58)=1)
TriggerAll=PrevStateNo!=[950,961]
Trigger1 = P2BodyDist X*fvar(8)=[-45,110+vel x*7+(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*12)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = (P2BodyDist Y*fvar(9)-(vel y+GetHitVar(Yaccel)*6.5)*13=[-75-(vel y<0)*35,75+45*(P2StateType!=A)])

[State -1,A_S]
Type = ChangeState
value = 1150+900*(var(58)=1)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=A
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo=[630,632]
TriggerAll=var(55)!=3
TriggerAll=MoveHit;&&!var(3)
TriggerAll=fvar(30)>=9
TriggerAll=PrevStateNo!=[950,961]
Trigger1 = P2BodyDist X*fvar(8)=[-45,40+vel x*3+(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*12)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = (P2BodyDist Y*fvar(9)=[-180,10])

[State -1]
type = ChangeState
value = 1910
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=var(58)=1
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(780+id)>0
;TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=PrevStateNo!=[950,961]
triggerAll=(stateno = [2001,2012])||(stateno = [2050,2051])
triggerAll=animelemtime(10)>0&&animelemtime(13)<0
Trigger1 = MoveHit
Trigger1 = fvar(30)>=20
Trigger1 = P2StateType=A
Trigger1 = P2MoveType=H
Trigger1 = P2BodyDist X*fvar(8)=[-45,97+vel x*3+(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*12)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = (P2BodyDist Y*fvar(9)-(vel y+GetHitVar(Yaccel)*10)*20=[-150,100])
Trigger2 = StateNo=[2050,2051]
Trigger2 = P2MoveType!=H
Trigger3 = StateNo=[2000,2012]
Trigger3 = P2MoveType!=H
Trigger3 = P2BodyDist X*fvar(8)=[-35,75+vel x*3+(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*12)*(1-(Facing=Enemynear,Facing)*2)]
;
;Ԃ
;
[State -3];TCNo[Xg
Type = ChangeState
value = 750
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=fvar(33)>=1.5
TriggerAll=Power<PowerMax/2
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*18)*(1-(Facing=Enemynear,Facing)*2)=[-55,55]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*18+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*171)=[-130,0]
TriggerAll=Alive
TriggerAll=P2StateNo!=[120,155]
TriggerAll=P2MoveType!=H
TriggerAll=P2MoveType=A||EnemyNear(floor(fvar(18))),ctrl
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*40
Trigger1 = (ctrl||fvar(28))||(StateNo=[100,101])
Trigger2 = (Time<=1&&MoveType=A)
Trigger2 = StateNo=[200,640]
Trigger2 = PrevStateNo!=[200,640]


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

[State -1,Dash];Wv
Type = ChangeState
value = 41
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)!=-6
TriggerAll=ctrl||(StateNo=[11,22])||(StateNo=[100,101])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = NumHelper(50000+id)>0
Trigger1 = Helper(50000+id),var(11)=[7,14]
;
;n㗧ZU 
;
[State -3];GKg
Type = ChangeState
value = 1400
TriggerAll=!IsHelper
TriggerAll=var(59)=[5,11]
TriggerAll=!var(58)
TriggerAll=fvar(38)>0
TriggerAll=fvar(35)<=4-(EnemyNear(floor(fvar(18))),AuthorName="muteki")
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=Helper(780+id),fvar(39)<=4
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(0)=0
TriggerAll=Helper(50000+id),var(13)=0
TriggerAll=fvar(34)!=1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,32]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2StateNo!=40
TriggerAll=P2MoveType!=H
TriggerAll=PrevStateNo!=[5120,5121]
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])
Trigger1 = Random<ifelse(var(59)>9,var(59)*60,var(59)*30)
Trigger2 = (P2StateNo=[120,140])
Trigger2 = Random<var(59)*70||var(59)>9

[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=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])||(Stateno=[120,132])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=40
TriggerAll=P2BodyDist X*fvar(8)=[-5,24]
Trigger1 = Random<ifelse(var(59)>9,var(59)*60,var(59)*30)
Trigger2 = (P2StateNo=[120,159])
Trigger2 = Random<var(59)*25||var(59)>10
Value = ifelse((fvar(24)=[3,4]),805,800)

;
;i

[State -1,C_K];K
type = ChangeState
value = 410-200*(!var(58))
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=NumHelper(50000+id)>0
TriggerAll=(var(55)!=[100,105])
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-4,66-14*(!var(58))+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)*4


[State -1,C_D];D
type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,10]
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=NumHelper(50000+id)>0
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=EnemyNear(floor(fvar(18))),Anim!=40
TriggerAll=var(55)!=100
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-4,67+vel x*4+(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = P2StateType=S
Trigger1 = Random<var(59)*2

;
;
;i

[State -1,S_D];D
type = ChangeState
value = 240
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[3,10]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(var(55)!=[100,105])
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[19,63+vel x*10+(EnemyNear(floor(fvar(18))),vel x*25)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = P2StateType=C
Trigger1 = Random<ceil(var(59)*0.4)
;
;
;


[State -1,S_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(55)!=[100,105])
TriggerAll=StateType!=A
TriggerAll=NumHelper(50000+id)>0
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*2.5)*5=[-35,0]
TriggerAll=Random<=var(59)*8
Trigger1 = P2BodyDist X*fvar(8)=[-5,72-34*(var(58)=1)]


[State -1,S_NS];S
Type = ChangeState
value = 205
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[6,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=!var(58)
TriggerAll=(var(55)!=[100,105])
TriggerAll=StateType!=A
TriggerAll=NumHelper(50000+id)>0
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*3.5)*7=[-45,0]
TriggerAll=Random<=var(59)*5
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[-5,77]


[State -1,C_S];2S
Type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[6,11]
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=(var(55)!=[100,105])
TriggerAll=StateType!=A
TriggerAll=NumHelper(50000+id)>0
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[36,102]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = Random<var(59)*4


[State -1,C_S];2S
Type = ChangeState
value = 230+(var(58)=1)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[6,11]
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=(var(55)!=[100,105])
TriggerAll=StateType!=A
TriggerAll=NumHelper(50000+id)>0
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[43,111]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = Random<var(59)*4

[State -1,C_S];2S
Type = ChangeState
value = 225
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[6,11]
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=(var(55)!=[100,105])
TriggerAll=StateType!=A
TriggerAll=NumHelper(50000+id)>0
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[72-38*(var(58)=1)+25,174-62*(var(58)=1)+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = Random<var(59)*2

[State -1,S_P];2P
Type = ChangeState
value = 400
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(var(55)!=[100,105])
TriggerAll=StateType!=A
TriggerAll=NumHelper(50000+id)>0
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*5+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*15)=[-30,0]
TriggerAll=Random<var(59)*3
Trigger1 = P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-3,35]

[State -1,S_CD];SS
Type = ChangeState
value = 1050
TriggerAll=!IsHelper
TriggerAll=!var(58)
TriggerAll=RoundState=2
TriggerAll=var(59)=[5,10]
TriggerAll=fvar(38)>0
TriggerAll=Power>499
TriggerAll=fvar(34)!=1
triggerall=!var(44)
TriggerAll=(var(55)!=[100,105])
TriggerAll=StateType!=A
TriggerAll=NumHelper(50000+id)>0
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=Random<var(59)*6
Trigger1 = P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[140,200]


[State -1,S_CD];SS
Type = ChangeState
value = 1000+1100*(var(58)=1)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[4,11]
TriggerAll=fvar(38)>0
triggerall=!var(44)
TriggerAll=fvar(34)!=1
TriggerAll=(var(55)!=[100,105])
TriggerAll=StateType!=A
TriggerAll=NumHelper(50000+id)>0
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=Random<var(59)*8
Trigger1 = P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)>140

[State -1,S_CD]
Type = null
TriggerAll=!IsHelper
TriggerAll=0;RoundState=2
triggerall=!Power&&!var(40)
triggerall=!var(55)
trigger1=Random<440
trigger1=var(55):=50
trigger2=Random<720
trigger2=var(55):=51
trigger3=var(55):=52


[State -1,S_CD]
Type = null
TriggerAll=!IsHelper
TriggerAll=0;RoundState=2
triggerall=!Power&&!var(40)
triggerall=var(55)=52
triggerall=StateNo=105
trigger1=Random<500
trigger1=var(55):=50
trigger2=var(55):=51

[State -1,S_CD]
Type = varset
TriggerAll=!IsHelper
TriggerAll=RoundState=2
triggerall=var(55)=[50,52]
trigger1 = Power>0
var(55)=0

[State -1,S_CD];SS
Type = ChangeState
value = (var(55)=50)*(1000+1100*(var(58)=1))+(var(55)=51)*39+(var(55)=52)*105
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
triggerall=!var(44)
triggerall=!Power&&!var(40)
TriggerAll=fvar(34)!=1
TriggerAll=(var(55)!=[100,105])
TriggerAll=StateType!=A
TriggerAll=NumHelper(50000+id)>0
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=!P2BodyDist Y*fvar(9)
Trigger1 = var(55)=[50,52]

;
;󒆈ړ
;

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

;
;󒆗ZU 
;
[State -1,AirT];󒆓
type = ChangeState
value = 850
triggerall = !ishelper
TriggerAll=RoundState=2
TriggerAll=var(59)>1
TriggerAll=!fvar(35)
TriggerAll=NumHelper(780+id)>0
triggerall = !helper(780+id),var(8)
TriggerAll=Helper(780+id),fvar(39)=0
triggerall = statetype = A
triggerall = ctrl
TriggerAll=P2BodyDist X*fvar(8)=[-32,55]
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
;
;
[State -1,A_S]
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=var(55)!=25
TriggerAll=(ctrl||fvar(28))||(stateno=110||StateNo=115)&&time>=7
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(PrevStateNo!=[36,38])
TriggerAll=PrevStateNo!=[950,961]
Trigger1 = P2BodyDist X*fvar(8)=[-55,110+vel x*7+(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*12)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = (P2BodyDist Y*fvar(9)-(vel y+GetHitVar(Yaccel)*3.5)*7+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3.5)*7=[-25-(vel y<0)*35,35+25*(P2StateType!=C)-(vel y<0)*35])

[State -1,A_S]
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=!var(58)
TriggerAll=var(55)!=25
TriggerAll=(ctrl||fvar(28))||(stateno=110||StateNo=115)&&time>=7
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(PrevStateNo!=[36,38])
TriggerAll=PrevStateNo!=[950,961]
Trigger1 = P2BodyDist X*fvar(8)-vel x*13-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*12)*(1-(Facing=Enemynear,Facing)*2)=[-5,125]
Trigger1 = (P2BodyDist Y*fvar(9)-(vel y+GetHitVar(Yaccel)*3.5)*7+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3.5)*7=[-25-(vel y<0)*35,55+45*(P2StateType!=C)-(vel y<0)*35])


;
;FwdWalk@AIpO
;
[Statedef 21]
Type    = S
PhySics = S
SprPriority = 0
Ctrl = 0

[State 20, 1]
type = VelSet
trigger1 = 1
x = ifelse(palno=11,3,const(velocity.walk.fwd.x))*ifelse(helper(780+id),sysvar(0),1.2,1)

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

[State 200]
type = PlaySnd
trigger1 = Anim = 20 || Anim = 21
trigger1 = Animelemtime(3) = 1
value = 20, 0
;
;Walk@AIp
;
[Statedef 22]
Type    = S
PhySics = S
SprPriority = 0
Ctrl = 0


[State 20, 2]
type = VelSet
trigger1 = 1
x = ifelse(palno=11,-2.25,const(velocity.walk.back.x))*ifelse(helper(780+id),sysvar(0),1.2,1)

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

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

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

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

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

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

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

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


[State 40, 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)*45,40]
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)>40
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 = prevstateno = 101
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.8)

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

[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
trigger1 = AnimTime = 0
trigger1 = (prevstateno = [210, 211]) || prevstateno = 220 || prevstateno = 200 || prevstateno = 450 || ((prevstateno = [235, 236])&&(var(58) = 1))
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 = [210, 211]) || prevstateno = 220 || prevstateno = 200 || prevstateno = 450 || ((prevstateno = [235, 236])&&(var(58) = 1))
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];qbg|[YɃWvŃ_bV
type = velset
trigger1 = helper(780+id),sysvar(0)
trigger1 = AnimTime = 0
trigger1 = (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]
type = varset
triggerall = time = 0
trigger1 = command = "highjump"
var(12) = 1

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

[State 40, 5]
type = velset
trigger1 = var(12) = 1
trigger1 = animtime = 0
y = const(velocity.jump.y)-2.5

[State 50, 2]
type = varset
trigger1 = AnimTime = 0
trigger1 = sysvar(1) = -1
var(15) = 0

[State 40, 4]
type = veladd
trigger1 = var(12) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 1.5

[State 40, 4]
type = veladd
trigger1 = var(12) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -1.5

[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
ctrl = 0
sprpriority = 2

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

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

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

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

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

[State 40]
Type = VarSet
TriggerAll=!Time
Trigger1 = P2MoveType=H
Trigger2 = P2BodyDist X>100
Trigger2 = Random<=333
sysvar(1) = 1

[State 40]
Type = VarSet
TriggerAll=!AnimTime
Trigger1 = P2MoveType!=H
Trigger1 = P2BodyDist X<180
Trigger1 = Random<=500
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 = prevstateno = 101
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.8)

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

[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
trigger1 = AnimTime = 0
trigger1 = (prevstateno = [210, 211]) || prevstateno = 220 || prevstateno = 200 || prevstateno = 450 || ((prevstateno = [235, 236])&&(var(58) = 1))
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 = [210, 211]) || prevstateno = 220 || prevstateno = 200 || prevstateno = 450 || ((prevstateno = [235, 236])&&(var(58) = 1))
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];qbg|[YɃWvŃ_bV
type = velset
trigger1 = helper(780+id),sysvar(0)
trigger1 = AnimTime = 0
trigger1 = (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]
type = varset
triggerall = time = 0
trigger1 = command = "highjump"
var(12) = 1

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

[State 40, 5]
type = velset
trigger1 = var(12) = 1
trigger1 = animtime = 0
y = const(velocity.jump.y)-2.5

[State 50, 2]
type = varset
trigger1 = AnimTime = 0
trigger1 = sysvar(1) = -1
var(15) = 0

[State 40, 4]
type = veladd
trigger1 = var(12) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 1.5

[State 40, 4]
type = veladd
trigger1 = var(12) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -1.5

[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
ctrl = 0
sprpriority = 2

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

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

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

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

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

[State 40]
Type = VarSet
TriggerAll=!Time
Trigger1 = P2MoveType=H
Trigger2 = P2BodyDist X>100
Trigger2 = Random<=333
sysvar(1) = 1

[State 40]
Type = VarSet
TriggerAll=!AnimTime
Trigger1 = P2MoveType!=H
Trigger1 = P2BodyDist X<180
Trigger1 = Random<=500
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 = prevstateno = 101
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.8)

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

[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
trigger1 = AnimTime = 0
trigger1 = (prevstateno = [210, 211]) || prevstateno = 220 || prevstateno = 200 || prevstateno = 450 || ((prevstateno = [235, 236])&&(var(58) = 1))
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 = [210, 211]) || prevstateno = 220 || prevstateno = 200 || prevstateno = 450 || ((prevstateno = [235, 236])&&(var(58) = 1))
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];qbg|[YɃWvŃ_bV
type = velset
trigger1 = helper(780+id),sysvar(0)
trigger1 = AnimTime = 0
trigger1 = (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]
type = varset
triggerall = time = 0
trigger1 = command = "highjump"
var(12) = 1

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

[State 40, 5]
type = velset
trigger1 = var(12) = 1
trigger1 = animtime = 0
y = const(velocity.jump.y)-2.5

[State 50, 2]
type = varset
trigger1 = AnimTime = 0
trigger1 = sysvar(1) = -1
var(15) = 0

[State 40, 4]
type = veladd
trigger1 = var(12) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 1.5

[State 40, 4]
type = veladd
trigger1 = var(12) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -1.5

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

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

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

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

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

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

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

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

[State 40]
Type = VarSet
TriggerAll=!Time
Trigger1 = P2MoveType=H
Trigger2 = P2BodyDist X>100
Trigger2 = Random<=333
sysvar(1) = 1

[State 40]
Type = VarSet
TriggerAll=!AnimTime
Trigger1 = P2MoveType!=H
Trigger1 = P2BodyDist X<180
Trigger1 = Random<=500
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 = prevstateno = 101
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.8)

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

[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
trigger1 = AnimTime = 0
trigger1 = (prevstateno = [210, 211]) || prevstateno = 220 || prevstateno = 200 || prevstateno = 450 || ((prevstateno = [235, 236])&&(var(58) = 1))
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 = [210, 211]) || prevstateno = 220 || prevstateno = 200 || prevstateno = 450 || ((prevstateno = [235, 236])&&(var(58) = 1))
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];qbg|[YɃWvŃ_bV
type = velset
trigger1 = helper(780+id),sysvar(0)
trigger1 = AnimTime = 0
trigger1 = (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]
type = varset
triggerall = time = 0
trigger1 = command = "highjump"
var(12) = 1

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

[State 40, 5]
type = velset
trigger1 = var(12) = 1
trigger1 = animtime = 0
y = const(velocity.jump.y)-2.5

[State 50, 2]
type = varset
trigger1 = AnimTime = 0
trigger1 = sysvar(1) = -1
var(15) = 0

[State 40, 4]
type = veladd
trigger1 = var(12) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 1.5

[State 40, 4]
type = veladd
trigger1 = var(12) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -1.5

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

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

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

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

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

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

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

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


[State 40]
Type = VarSet
TriggerAll=!Time
Trigger1 = P2MoveType=H
Trigger2 = P2BodyDist X>100
Trigger2 = Random<=333
Trigger3 = var(55)=51
sysvar(1) = 1

[State 40]
Type = VarSet
TriggerAll=!AnimTime
TriggerAll=var(55)!=51
Trigger1 = P2MoveType!=H
Trigger1 = P2BodyDist X<180
Trigger1 = Random<=500
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 = prevstateno = 101
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.8)

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

[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
trigger1 = AnimTime = 0
trigger1 = (prevstateno = [210, 211]) || prevstateno = 220 || prevstateno = 200 || prevstateno = 450 || ((prevstateno = [235, 236])&&(var(58) = 1))
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 = [210, 211]) || prevstateno = 220 || prevstateno = 200 || prevstateno = 450 || ((prevstateno = [235, 236])&&(var(58) = 1))
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];qbg|[YɃWvŃ_bV
type = velset
trigger1 = helper(780+id),sysvar(0)
trigger1 = AnimTime = 0
trigger1 = (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]
type = varset
triggerall = time = 0
trigger1 = command = "highjump"
var(12) = 1

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

[State 40, 5]
type = velset
trigger1 = var(12) = 1
trigger1 = animtime = 0
y = const(velocity.jump.y)-2.5

[State 50, 2]
type = varset
trigger1 = AnimTime = 0
trigger1 = sysvar(1) = -1
var(15) = 0

[State 40, 4]
type = veladd
trigger1 = var(12) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 1.5

[State 40, 4]
type = veladd
trigger1 = var(12) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -1.5

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

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

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

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

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

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


[State -3]
Type = varset
Trigger1 = Root,var(55)=50
Trigger1 = Root,MoveType=H&&(Root,StateNo!=[120,159])
Trigger1 = Root,PreVStateNo=1700
var(10) = 1

[State -3]
Type = varset
Trigger1 = Root,var(55)=51
Trigger1 = Root,MoveType=H&&(Root,StateNo!=[120,159])
Trigger1 = Root,PreVStateNo=1700
var(11) = 1

[State -3]
Type = varset
Trigger1 = Root,var(55)=52
Trigger1 = !(Root,MoveContAct)&&(Root,Time>12)
Trigger1 = Root,StateNo=1100||Root,StateNo=2000||(Root,StateNo=[2010,2012])
var(12) = 1

[State -3]
Type = varset
Trigger1 = Root,MoveType=H&&(Root,StateNo!=[120,159])
Trigger1 = Root,PreVStateNo=1400
var(13) = 1

[State -3]
Type = varset
Trigger1 = EnemyNear(var(9)),Const(Size.Head.Pos.Y)<-100
Trigger2=EnemyNear(floor(fvar(18))),AutHorName="586"
Trigger2=P2Name="Kanna"||P2Name="Mai Kawasumi"||P2Name="Misuzu Kamio"||P2Name="Sayuri Kurata"||P2Name="Kano Kirishima"||P2Name="Makoto Sawatari"
Trigger3=EnemyNear(floor(fvar(18))),AutHorName="H"
Trigger3=P2Name="Kishima_kouma"||P2Name="Aozaki_Aoko(CPU)"||P2Name="Akiha_Vermilion"||P2Name="Warachia"||P2Name="Nrvnqsr_Chaos"||P2Name="Kendo&Kyudo"||P2Name="Kunagi_Tenrou"||P2Name="Rouga_Zanma"||P2Name="Ren_Idagawa"
Trigger4=EnemyNear(floor(fvar(18))),AutHorName="H"&&root,fvar(17)<10&&(P2StateType=S||P2Name="Sion_Eltnam_Atlasia")
Trigger4=(P2Name="Tohno_Shiki"||P2Name="Nanaya_Shiki"||P2Name="Yumiduka_Satsuki"||P2Name="Kohaku"||P2Name="Hisui"||P2Name="Len"||P2Name="Arima_Miyako"||P2Name="Sion_Eltnam_Atlasia"||P2Name="Red_Arcueid")
var(59) = 1

[State -2];GB
type = varset
trigger1 = NumEnemy=1
trigger1 = P2StateNo=[150,155]
fvar(0) = 30
ignorehitpause = 1
[State -2];GB
type = varadd
trigger1 = NumEnemy=1
trigger1 = fvar(0)>0 
trigger1 = P2StateNo!=[150,155]
fvar(0) = -1
ignorehitpause = 1
[state 50000]
Type=Projectile
Trigger1 = time=0
Velocity = -5,0
ProjID = 50000+root,id
Projanim = 9999
Offset = 0,0
projstagebound = 0
Projedgebound = 100000
Projremovetime = -1
[state 50000]
type = velset
Trigger1 = !Root,NumProjID(50000+root,id)
Trigger1 = time>0
x=0
y=0



[StateDef 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

