;
[Statedef -3]
;
[State -3,AILvFlagSet]
Type = VarSet
TriggerAll=RoundState<2||(RoundState=2&&ctrl)
TriggerAll=var(59)<1
Trigger1 = Command="AI0"||Command="AI1"||Command="AI2"||Command="AI3"
Trigger2 = Command="AI4"||Command="AI5"||Command="AI6"||Command="AI7"
Trigger3 = Command="AI8"||Command="AI9"||Command="AI10"||Command="AI11" 
Trigger4 = Command="AI12"||Command="AI13"||Command="AI14"||Command="AI15"
Trigger5 = Command="AI16"||Command="AI17"||Command="AI18"||Command="AI19"
Trigger6 = Command="AI20"||Command="AI21"||Command="AI22"||Command="AI23"
Trigger7 = Command="AI24"||Command="AI25"||Command="AI26"||Command="AI27"
Trigger8 = Command="AI28"||Command="AI29"||Command="AI30"||Command="AI31"
Trigger9 = Command="AI32"||Command="AI33"||Command="AI34"||Command="AI35"
Trigger10=command="a"^^command="a2"
Trigger11=command="b"^^command="b2"
Trigger12=command="c"^^command="c2"
Trigger13=command="x"^^command="x2"
Trigger14=command="y"^^command="y2"
Trigger15=command="z"^^command="z2"
Trigger16=command="start"^^command="start2"
Trigger17=command="fwd"^^command="fwd2"
Trigger18=command="back"^^command="back2"
Trigger19=command="up"^^command="up2"
Trigger20=command="down"^^command="down2"
Trigger21= var(59)=0
Trigger21= NumHelper(10000+id)
Trigger21= Helper(10000+id),var(59)>0
Trigger22= 1;TriggerÓGOƏ펞AIN@ł̓AogȂlAAIϐp
IgNoreHitPause = 1
var(59) = 10;ςĉ@AILv1`11

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

[State -2,ComboDebacFlagReset]
Type = VarSet
Trigger1 = 0;1
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, ̗͉]
type = varset
TriggerAll=RoundState=3
trigger1 = stateno=1310||stateno=1360
trigger1 = animelem = 8
trigger2 = stateno=1850
trigger2 = animelem = 3
fvar(26)= ceil(var(46)*(0.8+0.4*(stateno=1850)))

[State -3]
type = lifeadd
Trigger1 = RoundState=4
value =ceil(fvar(26))
absolute = 1
kill = 0

[State -3]
type = varset
Trigger1 =RoundState=4
fvar(26)=0


[state -3,E];ʒ[wp[
Type = Helper
Trigger1 = 1;Var(59)>0
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
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];iK[hp
Type = VarSet
TriggerAll=NumEnemy
Trigger1 = P2StateType!=A
Trigger2 = P2Name="millia"
Trigger2 = P2StateNo=1500
Trigger3 = P2Name="eddie"
Trigger3 = P2StateNo=1000||P2StateNo=1050||EnemyNear(floor(fvar(18))),NumHelper(1002);||EnemyNear(floor(fvar(18))),NumHelper(1001)
Trigger4 = P2Name="eddie"
Trigger4 = P2StateNo=1800||P2StateNo=1850
Trigger5 = P2Name="eddie"||P2Name="jam"
Trigger5 = P2StateNo=210
Trigger6 = P2Name="johnny"
Trigger6 = (P2StateNo=[1020,1021])||(P2StateNo=[1070,1077])
Trigger7 = P2Name="Aya Syameimaru"
Trigger7 = P2StateNo=804||EnemyNear(floor(fvar(18))),NumHelper(917)
Trigger8 = P2Name="AIHARA NATSUMI"
Trigger8 = P2StateNo=220
Trigger9 = P2Name="Rubber Soul"
Trigger9 = P2StateNo=[400,401]
fvar(38) = 1
IgNoreHitPause = 1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[State -3];gc莞ԗp
Type = VarSet
TriggerAll=!EnemyNear(floor(fvar(18))),Time
TriggerAll=P2MoveType=H
TriggerAll=RoundState=2
;Trigger1 = (P2StateNo=[1011,1019])||(P2StateNo=[1510,1513])||(P2StateNo=[10231,10233])
Trigger1 = EnemyNear(floor(fvar(18))),GetHitVar(fall)=1
fvar(39) = 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(39)
Trigger1 = EnemyNear(floor(fvar(18))),GetHitVar(fall)=1
fvar(39) = EnemyNear(floor(fvar(18))),GetHitVar(fall.RecoverTime)+(EnemyNear(floor(fvar(18))),GetHitVar(fall.Recover)=0)*999
IgNoreHitPause = 1

[State -3];莞ԗp nvar
Type = VarSet
TriggerAll=!EnemyNear(floor(fvar(18))),Time
TriggerAll=P2MoveType=H
TriggerAll=RoundState=2
;Trigger1 = (P2StateNo=[1011,1019])||(P2StateNo=[1510,1513])||(P2StateNo=[10231,10233])
Trigger1 = EnemyNear(floor(fvar(18))),GetHitVar(fall)=0
fvar(39) = 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 = VarSet
TriggerAll=EnemyNear(floor(fvar(18))),Time=1
TriggerAll=RoundState=2
TriggerAll=P2MoveType=H
TriggerAll=TeamSide=2
Trigger1 = !fvar(39)
Trigger1 = EnemyNear(floor(fvar(18))),GetHitVar(fall)=0
fvar(39) = EnemyNear(floor(fvar(18))),GetHitVar(SlideTime)+EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)-2-((enemynear(floor(fvar(18))),authorname="586")&&enemynear(floor(fvar(18))),StateType!=A&&(enemynear(floor(fvar(18))),StateNo!=[120,159]))
IgNoreHitPause = 1
[State -3,ComboFlagSet];莞ԗp K[h
Type = VarSet
TriggerAll=!EnemyNear,Time
TriggerAll=RoundState=2
TriggerAll=MoveGuarded=1
Trigger1 = 1
fvar(39) = EnemyNear(floor(fvar(18))),GetHitVar(CtrlTime)+EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)
IgNoreHitPause = 1

[State -2,ComboFlagSet];莞ԗp
Type = VarAdd
Trigger1 = fvar(39)>31
Trigger1 = StateNo=10220
Trigger1 = var(21)
Trigger1 = MoveHit=1
Trigger1 = P2StateType=S
fvar(39) = -8
IgNoreHitPause = 1

[State -2,ComboFlagSet];莞ԗp
Type = VarAdd
Trigger1 = fvar(39)>0
;Trigger1 = P2MoveType=H
fvar(39) = -1
IgNoreHitPause = 1

[State -2,ComboFlagSet];莞ԗpZbg
Type = VarSet
Trigger1 = P2MoveType!=H
fvar(39) = 0
IgNoreHitPause = 1

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

[State -2,ComboFlagSet];Gԗp
Type = VarAdd
Trigger1=RoundState=2
Trigger1 = fvar(26)>0
fvar(26) = -1
IgNoreHitPause = 1
;
;var(55) R{p
;
[State -2,JEg];s
Type = VarSet
Trigger1 = StateNo=(810+var(30))
Trigger2 = StateNo=1500
Trigger2 = MoveHit=1&&var(21)&&var(58)!=2
Trigger2 = EnemyNear(floor(fvar(18))),backedgebodydist<40
var(55) = 1

[State -2,JEg];FRCs
Type = VarSet
Trigger1 = var(55)!=[12,13]
Trigger1 = StateNo=961
var(55) = 2

[State -2,JEg];nʏ팋s
Type = VarSet
Trigger1 = StateNo=1360
var(55) = 3

[State -2,JEg];_XgR{
Type = VarSet
Trigger1 = StateNo=241&&var(30)=10000
var(55) = 4

[State -2,JEg];RCs
Type = VarSet
Trigger1 = StateNo=951
var(55) = 5

[State -2,JEg];fߌډ
Type = VarSet
Trigger1 = ((StateNo=[1400,1405])||(StateNo=[1450,1455])||StateNo=1020&&var(58)!=2)&&MoveHit
var(55) = 6

[State -2,JEg];fߌډ
Type = VarSet
Trigger1 = StateNo=1700&&MoveHit
var(55) = 7

[State -2,JEg];nʏ팋s
Type = VarSet
Trigger1 = StateNo=1310&&var(30)
var(55) = 8

[State -2,JEg];nʏ팋s
Type = VarSet
Trigger1 = StateNo=1600&&PrevStateNo=640&&var(58)=2
Trigger2 = StateNo=1600&&PrevStateNo=110&&var(58)=2
Trigger3 = StateNo=1600&&var(55)=13&&var(58)=2
var(55) = 9;+3*(PrevStateNo=110)


[State -2,JEg];nʏ팋s
Type = VarSet
TriggerAll=StateNo=1601
TriggerAll=Power>499
TriggerAll=var(50)>-55
TriggerAll=NumHelper(50000+id)>0
TriggerAll=fvar(39)>=20-Animtime
TriggerAll=P2BodyDist X<10
TriggerAll=Helper(50000+id),fvar(16)<100
TriggerAll=Helper(50000+id),fvar(17)<60&&Facing!=EnemyNear(floor(fvar(18))),facing
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+0.52*fvar(39)/2)*fvar(39)>-125
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+0.52*(20-Animtime)/2)*(20-Animtime)<-95
Trigger1 = EnemyNear(floor(fvar(18))),gethitvar(hitshaketime)<=0
Trigger2 = P2BodyDist Y*fvar(9)+(-7.5+0.52*(fvar(39)-EnemyNear(floor(fvar(18))),gethitvar(hitshaketime))/2)*(fvar(39)-EnemyNear(floor(fvar(18))),gethitvar(hitshaketime))>-105
Trigger2 = P2BodyDist Y*fvar(9)+(-7.5+0.52*((20-Animtime)-EnemyNear(floor(fvar(18))),gethitvar(hitshaketime))/2)*((20-Animtime)-EnemyNear(floor(fvar(18))),gethitvar(hitshaketime))<-95
Trigger2 = EnemyNear(floor(fvar(18))),gethitvar(hitshaketime)>0
var(55) = 12

[State -2,JEgZbg]
type = varset
TriggerAll = var(55)=[1,13]
Trigger1 = MoveType=H||P2MoveType=A&&var(55)!=2
Trigger2 = P2MoveType!=H&&var(55)!=2
Trigger3 = var(55)=1
Trigger3 = StateNo=1400||StateNo=1700||frontedgebodydist>=120&&EnemyNear(floor(fvar(18))),vel x<-3
Trigger4 = var(55)=4
Trigger4 = StateNo=10420
Trigger5 = var(55)=2
Trigger5 = (StateNo=[1000,1500])||(StateNo=[10220,10430])||StateNo=39||StateNo=110
Trigger6 = var(55)=5
Trigger6 = StateType!=A
Trigger7 = var(55)=7
Trigger7 = StateNo=1300||StateNo=1350||StateNo=1700
Trigger8 = var(55)=8
Trigger8 = StateNo=1950||P2StateType!=L&&P2MoveType!=H
Trigger9 = var(55)=10
Trigger9 = StateNo=10630||fvar(39)<12
Trigger10 = var(55)=9
Trigger10 = NumHelper(50000+id)>0
Trigger10 = Helper(50000+id),fvar(19)>=300
Trigger11 = var(55)=11||var(55)=14
Trigger11 = StateNo=1600&&(AnimelemTime(7)>=3||AnimelemTime(8)>0)||MoveHit||StateType!=A&&StateNo!=38&&StateNo!=41
Trigger12 = var(55)=12
Trigger12 = StateNo=1600&&fvar(11)<0&&(AnimelemTime(7)>=3||AnimelemTime(8)>0)||MoveHit||P2BodyDist X*fvar(8)>25&&fvar(39)<20&&StateType!=A
Trigger13 = var(55)=13
Trigger13 = StateNo=1601
var(55)=0

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

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

[State -2,JEg];ΐlpē
Type = VarSet
TriggerAll=var(59)>6&&Random<=150+(ceil(var(50)/12))*50
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(45))
TriggerAll=P2StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,35]
Trigger1 = (StateNo=[400,410])||(StateNo=[200,220])||StateNo=10431||StateNo=10230
Trigger1 = MoveGuarded=1
Trigger2 = StateNo=52&&!time
Trigger2 = fvar(35)<3||(P2StateNo=[120,159])&&fvar(30)<5
var(55) = 100

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

[State -2,JEg]
Type = VarSet
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=StateType!=A
TriggerAll=(StateNo=[200,450+var(30)])
TriggerAll=P2StateType!=L
TriggerAll=(PrevStateNo=[800,805])||(PrevStateNo=[10800,10805])
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
;
;ėpލs
;
;
;
;
[State -1,A_?type];
Type = ChangeState
value = 1300+(Statetype=A)*50
TriggerAll=!IsHelper
TriggerAll=(var(59)>4&&Random<=var(59)*100)
TriggerAll=RoundState=3
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=!var(44)
TriggerAll=Win
TriggerAll=Teammode=turns
TriggerAll=!fvar(26)
TriggerAll=P2BodyDist X*fvar(8)=[-20,92]
TriggerAll=P2BodyDist Y*fvar(9)=[-50,30]
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
Trigger1 = (StateNo=[600,620])||(StateNo=[10620,10630])||StateNo=640||(StateNo=[200,450])||(StateNo=[10200,10450])
Trigger1 = MoveHit
Trigger2 = (ctrl||fvar(28))||(StateNo=[11,22])||StateNo=52||(StateNo=[10100,10101])

[State -1,mode];Đ,
Type = ChangeState
value = 1800+50*(var(30)!=0)
TriggerAll=!IsHelper
TriggerAll=var(59)>6
TriggerAll=RoundState=3
TriggerAll=(var(30)=10000&&var(45)>0)||(var(30)=0)
TriggerAll=Win
TriggerAll=!var(25)
TriggerAll=var(44)>0
Trigger1 = StateType!=A
Trigger1 = ctrl
trigger2 = stateno = 100 && time >= 10
trigger3 = stateno = [10100,10101]
Trigger4 = StateNo=40||StateNo=52
Trigger5 = StateNo=[195,197]
trigger5 = time > ifelse(anim = 197,20,61)


[State -1,ITIGEKI];ꌂKE
Type = ChangeState
value = 4000
TriggerAll=!IsHelper
TriggerAll=var(59)>6
TriggerAll=RoundState=3
TriggerAll=(var(30)=10000&&var(45)>0)||(var(30)=0)
TriggerAll=Win
TriggerAll=!var(25)
TriggerAll=!(Teammode=turns)||fvar(26)>0||!var(30)
TriggerAll=Life>200
TriggerAll=var(40)=0
Trigger1 = StateType!=A
Trigger1 = ctrl
trigger2 = stateno = 100 && time >= 10
trigger3 = stateno = [10100,10101]
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=(var(30)=10000&&var(45)>0)||(var(30)=0)
TriggerAll=!(Teammode=turns)||fvar(26)>0||!var(30)
TriggerAll=PrevStateNo!=[195,197]
TriggerAll=Life<201
Trigger1 = StateType!=A
Trigger1 = ctrl
trigger2 = stateno=100 && time >= 10
Trigger3 = stateno=[10100,10101]
Trigger4 = StateNo=40
;
;\
;Time=1 Random StateNo
;
[State -1,ITIGEKI];ꌂKE\΍
Type = ChangeState
value = 4000
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=var(40)=1
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
Trigger1 = StateType!=A
Trigger1 = ctrl
trigger2 = stateno = 100 && time >= 10
trigger3 = stateno = [10100,10101]
Trigger4 = StateNo=40||StateNo=52
Trigger5 = StateNo=[195,197]
trigger5 = time > ifelse(anim = 197,20,61)
;
;ps
;
[State -3,syousei1];Đ
Type = ChangeState
value = 1800
TriggerAll=!IsHelper
TriggerAll=var(59)>5&&Random<var(59)*100
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=!var(30)
TriggerAll=var(44)>=1
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[10100,10101])||(StateNo=52&&!Time)||StateNo=100&&Time>=10
TriggerAll=P2BodyDist X*fvar(8)>100+(var(55)=3)*50
Trigger1=(EnemyNear,StateNo=[5120,5121])
Trigger1=EnemyNear,AnimTime<=-25
Trigger1=EnemyNear,StateType = L
Trigger2=var(55)=3
Trigger3=P2MoveType=H
Trigger4=P2StateNo=[120,159]
Trigger5=P2StateNo=1052&&P2MoveType=H
Trigger5=Helper(50000+id),fvar(16)>115
[State -3,bunri];ً}
Type = ChangeState
value = 1850
TriggerAll=!IsHelper
TriggerAll=var(59)>5&&Random<var(59)*100
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=var(44)>=1
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[10100,10101])||(StateNo=52&&!Time)||StateNo=100&&Time>=10
TriggerAll=var(45)<=10000
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)>149
Trigger2 = P2MoveType=H
Trigger2 = fvar(39)>=15

[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=[10100,10101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=A
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,55]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6<=-10
Trigger2 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,55]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*6)*7<=-10
Trigger3 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,55]
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*7)*8<=-10
Trigger4 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,55]
Trigger4 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*9<=-10

[State -1,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(28)
TriggerAll=((StateNo=200||(StateNo=[206,225])||StateNo=400||(StateNo=[420,450]))&&StateNo!=430)||((StateNo=[10235,10236])||StateNo=10220||StateNo=10420||StateNo=10431)
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=A
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,55]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6<=-10
Trigger2 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,55]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*6)*7<=-10
Trigger3 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,55]
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*7)*8<=-10
Trigger4 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,55]
Trigger4 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*9<=-10

[State -1,BackStep];obNXebv
Type = ChangeState
value = 105
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=StateType!=A
TriggerAll=ctrl||(StateNo=[11,22])||(Stateno=[100,101])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=var(55)=200
TriggerAll=NumHelper(780+id)>0
;TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
;TriggerAll=EnemyNear(floor(fvar(18))),AutHorName="muteki"
Trigger1 = P2BodyDist X*fvar(8)<25
Trigger2 = EnemyNear(floor(fvar(18))),var(55)=200
Trigger2 = EnemyNear(floor(fvar(18))),StateNo=105

;
;˂@ʏ
;
[State -1,S_NS];S
type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0&&fvar(38)!=3
TriggerAll=fvar(34)!=1
TriggerAll=!var(30)
TriggerAll=StateType!=A
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52&&P2StateNo<1000
TriggerAll=ctrl||(StateNo=[11,22])||(StateNo=100&&Time>=10)||StateNo=101||StateNo=52||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=7||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>7||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-7
TriggerAll=P2BodyDist X*fvar(8)=[-5,34]
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)*6)*7=[-65,0]
Trigger1 = Random<=var(59)*120

[State -1,5k];K
type = ChangeState
value = 210
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0&&fvar(38)!=3
TriggerAll=fvar(34)!=1
TriggerAll=!var(30)
TriggerAll=StateType!=A
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52&&P2StateNo<1000
TriggerAll=ctrl||(StateNo=[11,22])||(StateNo=100&&Time>=10)||StateNo=101||StateNo=52||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=7||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>7||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-7
TriggerAll=P2BodyDist X*fvar(8)=[-5,61+vel x*4+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*6)*7=[-50,0]
Trigger1 = Random<=var(59)*120

[State -1,masyou];
type = ChangeState
value = 1000
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0&&fvar(38)!=3
TriggerAll=fvar(34)!=1
TriggerAll=!var(30)
TriggerAll=StateType!=A
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52&&P2StateNo<1000
TriggerAll=ctrl||(StateNo=[11,22])||(StateNo=100&&Time>=10)||StateNo=101||StateNo=52||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=12||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>12||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-12
TriggerAll=P2BodyDist X*fvar(8)=[-5,148+vel x*7+(EnemyNear(floor(fvar(18))),vel x*12)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = Random<=var(59)*120

;
;˂@n
;
[State -1,moro_5hs];HS
type = ChangeState
value = 10230
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0&&fvar(38)!=3
TriggerAll=fvar(34)!=1
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=StateType!=A
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52&&P2StateNo<1000
TriggerAll=ctrl||(StateNo=[11,22])||(StateNo=100&&Time>=10)||StateNo=101||StateNo=52||(StateNo=[10100,10101])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),fvar(18)!=1
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=11||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>11||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=P2Stateno>=200
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-11+4*(fvar(30)=1)
TriggerAll=P2BodyDist X*fvar(8)=[-5,128+vel x*5+(EnemyNear(floor(fvar(18))),vel x*11)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*10)*11=[-60,0]
Trigger1 = Random<=var(59)*120

[State -1,moro_n5s];S
type = ChangeState
value = 10220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0&&fvar(38)!=3
TriggerAll=fvar(34)!=1
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=StateType!=A
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52&&P2StateNo<1000
TriggerAll=ctrl||(StateNo=[11,22])||(StateNo=100&&Time>=10)||StateNo=101||StateNo=52||(StateNo=[10100,10101])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=9||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>9||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-9+2*(fvar(30)=1)
TriggerAll=P2Stateno>=200
TriggerAll=P2BodyDist X*fvar(8)=[-5,34]
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)*8)*9=[-70,0]
Trigger1 = Random<=var(59)*120

[State -1,moro_d5s];S
type = ChangeState
value = 10225
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0&&fvar(38)!=3
TriggerAll=fvar(34)!=1
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=StateType!=A
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52&&P2StateNo<1000
TriggerAll=ctrl||(StateNo=[11,22])||(StateNo=100&&Time>=10)||StateNo=101||StateNo=52||(StateNo=[10100,10101])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),fvar(18)!=1
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=9||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>9||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-9
TriggerAll=P2Stateno>=200
TriggerAll=P2BodyDist X*fvar(8)=[-5,63+vel x*5+(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = Random<=var(59)*120


[State -1,moro_2s];2S
type = ChangeState
value = 10420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0&&fvar(38)!=3
TriggerAll=fvar(34)!=1
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=StateType!=A
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52&&P2StateNo<1000
TriggerAll=ctrl||(StateNo=[11,22])||(StateNo=100&&Time>=10)||StateNo=101||StateNo=52||(StateNo=[10100,10101])||(StateNo=[120,140])
TriggerAll=P2StateType=A
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),fvar(18)!=1
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=12||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>12||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-12
TriggerAll=P2BodyDist X*fvar(8)=[-5,80+vel x*5+(EnemyNear(floor(fvar(18))),vel x*12)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*6)*12=[-120,0]
Trigger1 = Random<=var(59)*120

[State -1,5k];K
type = ChangeState
value = 210
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0&&fvar(38)!=3
TriggerAll=fvar(34)!=1
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=StateType!=A
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52&&P2StateNo<1000
TriggerAll=ctrl||(StateNo=[11,22])||(StateNo=100&&Time>=10)||StateNo=101||StateNo=52||(StateNo=[10100,10101])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2Stateno>=200
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),fvar(18)!=1
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=7||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>7||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-7
TriggerAll=P2BodyDist X*fvar(8)=[-5,61+vel x*4+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*6)*7=[-50,0]
Trigger1 = Random<=var(59)*120

[State -1,5p];P
type = ChangeState
value = 200
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0&&fvar(38)!=3
TriggerAll=fvar(34)!=1
TriggerAll=!var(30)||var(30)=10000&&var(45)>0
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52&&P2StateNo<1000
TriggerAll=ctrl||(StateNo=[11,22])||(StateNo=100&&Time>=10)||StateNo=101||StateNo=52||(StateNo=[10100,10101])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=C
TriggerAll=P2MoveType!=H
TriggerAll=P2Stateno>=200
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=3||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>3||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-3
TriggerAll=P2BodyDist X*fvar(8)=[-5,19+vel x*2+(EnemyNear(floor(fvar(18))),vel x*3)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*2)*3=[-50,0]
Trigger1 = Random<=var(59)*120

[State -1,5p];GG
type = ChangeState
value = 1300+50*(StateType=A)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0&&fvar(38)!=3
TriggerAll=fvar(34)!=1
TriggerAll=!var(30)||var(30)=10000&&(var(45)=[1,65])
;TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52&&P2StateNo<1000
TriggerAll=Helper(780+id),sysvar(0)
TriggerAll=(StateNo=151||StateNo=153||StateNo=155)||(((var(20)=[1,7])&&Time>=15)||HitShakeOver)&&(stateno=150||stateno=152||stateno=154)||stateno=156&&Time>=13
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2Stateno>=200
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>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)=[-5,19+vel x*2+(EnemyNear(floor(fvar(18))),vel x*3)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*2)*3=[-50,45]
Trigger1 = Random<=var(59)*120

[State -1,5p];GG
type = ChangeState
value = 1300+50*(StateType=A)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0&&fvar(38)!=3
TriggerAll=fvar(34)!=1
TriggerAll=!var(30)||var(30)=10000&&(var(45)=[1,65])
;TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52;&&P2StateNo<1000
TriggerAll=Helper(780+id),sysvar(0)
TriggerAll=(StateNo=151||StateNo=153||StateNo=155)||(((var(20)=[1,7])&&Time>=15)||HitShakeOver)&&(stateno=150||stateno=152||stateno=154)||stateno=156&&Time>=13
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2Stateno>=200
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>13||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-13
TriggerAll=P2BodyDist X*fvar(8)=[-5,65+vel x*2+(EnemyNear(floor(fvar(18))),vel x*3)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*2)*3=[-50,45]
Trigger1 = Random<=var(59)*120

[State -1,5p];GG
type = ChangeState
value = 1100
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0&&fvar(38)!=3
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52;&&P2StateNo<1000
TriggerAll=Helper(780+id),sysvar(0)
TriggerAll=(StateNo=151||StateNo=153||StateNo=155)||(((var(20)=[1,7])&&Time>=15)||HitShakeOver)&&(stateno=150||stateno=152||stateno=154)||stateno=156&&Time>=13
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2Stateno>=200
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>15||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-15
TriggerAll=P2BodyDist X*fvar(8)=[-5,99+vel x*2+(EnemyNear(floor(fvar(18))),vel x*3)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = Random<=var(59)*120

;
;΋
;
[State -1,2s];2S
Type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,11]
TriggerAll=fvar(38)>0
TriggerAll=!var(30)
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||StateNo=100&&Time>=10||StateNo=52
TriggerAll=P2StateNo!=105
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||(!teammode=simul)&&Enemy,NumHelper<=Helper(780+id),var(51)&&Enemy,NumProj=0
TriggerAll=P2StateType=A
TriggerAll=(Helper(780+id),var(48))>(30+floor(random/100)-12*(var(59)-8))||var(59)=11
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*4)*8=[-100,0]
TriggerAll=Random<var(59)*80
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)=[-5-(backedgebodydist<20)*45,24]
Trigger1 = EnemyNear(floor(fvar(18))),vel x=[-2,2]

[State -1,2hs];2HS
type = ChangeState
value = 430
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,11]
TriggerAll=!var(30)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||StateNo=100&&Time>=10||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2StateNo!=105
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||(!teammode=simul)&&Enemy,NumHelper<=Helper(780+id),var(51)&&Enemy,NumProj=0
TriggerAll=P2StateType=A
TriggerAll=(Helper(780+id),var(48))>(30+floor(random/100)-12*(var(59)-8))||var(59)=11
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*7)*14=[-115,0]
TriggerAll=Random<var(59)*80
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*14)*(1-(Facing=Enemynear,Facing)*2)=[-5-(backedgebodydist<20)*45,58]


[State -1,6p];6P
type = ChangeState
value = 205
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,11]
TriggerAll=!var(30)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||StateNo=100&&Time>=10||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2StateNo!=105
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||(!teammode=simul)&&Enemy,NumHelper<=Helper(780+id),var(51)&&Enemy,NumProj=0;(!teammode=simul)&&(Enemy,NumProj=0)
TriggerAll=P2StateType=A
TriggerAll=(Helper(780+id),var(48))>(30+floor(random/100)-12*(var(59)-8))||var(59)=11
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*10=[-120,0]
TriggerAll=Random<var(59)*80
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*10)*(1-(Facing=Enemynear,Facing)*2)=[-5-(backedgebodydist<20)*45,51]

[State -1,6hs];6HS
type = ChangeState
value = 235
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,11]
TriggerAll=!var(30)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||StateNo=100&&Time>=10||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2StateNo!=105
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||(!teammode=simul)&&Enemy,NumHelper<=Helper(780+id),var(51)&&Enemy,NumProj=0
TriggerAll=P2StateType=A
TriggerAll=(Helper(780+id),var(48))>(30+floor(random/100)-12*(var(59)-8))||var(59)=11
TriggerAll=P2BodyDist Y*fvar(9)=[-120,0]
TriggerAll=Random<var(59)*80
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*17)*(1-(Facing=Enemynear,Facing)*2)=[-5-(backedgebodydist<20)*45,70]
Trigger1 = EnemyNear(floor(fvar(18))),vel y=0

;ʏ탂[hI
;
;n[h
[State -1,moro2s];2S
type = ChangeState
value = 10420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,11]
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||StateNo=52||(StateNo=[10100,10101])
TriggerAll=P2StateType!=L
TriggerAll=P2StateNo!=105
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||(!teammode=simul)&&Enemy,NumHelper<=Helper(780+id),var(51)&&Enemy,NumProj=0
TriggerAll=P2StateType=A
TriggerAll=(Helper(780+id),var(48))>(30+floor(random/100)-12*(var(59)-8))||var(59)=11
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*(6-1.5*(fvar(30)=1)))*(12-3*(fvar(30)=1))=[-140,-60]
TriggerAll=Random<var(59)*80
Trigger1 = P2BodyDist X*fvar(8)-vel x*5-(EnemyNear(floor(fvar(18))),vel x*12)*(1-(Facing=Enemynear,Facing)*2)=[34,76]


[State -1,danzai];f
type = ChangeState
value = 1400
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,11]
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2StateNo!=105
TriggerAll=StateType!=A
;TriggerAll=P2StateNo=[200,999]
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||StateNo=52||(StateNo=[10100,10101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||(!teammode=simul)&&Enemy,NumHelper<=Helper(780+id),var(51)&&Enemy,NumProj=0
TriggerAll=P2StateType=A
TriggerAll=(Helper(780+id),var(48))>(30+floor(random/100)-12*(var(59)-8))||var(59)=11
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*(9-3*(fvar(30)=1)))*(18-6*(fvar(30)=1))=[-170,-0]
TriggerAll=Random<var(59)*80
TriggerAll=EnemyNear(floor(fvar(18))),vel y>=0
TriggerAll=!(P2BodyDist Y*fvar(9)>-250&&(EnemyNear(floor(fvar(18))),vel X=[-1,1]))
Trigger1 = P2BodyDist X*fvar(8)-vel x*5-(EnemyNear(floor(fvar(18))),vel x*(18-6*(fvar(30)=1)))*(1-(Facing=Enemynear,Facing)*2)=[-5,76]

[State -1,6p];6P
type = ChangeState
value = 205
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,11]
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=fvar(38)>0
TriggerAll=P2StateNo!=105
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||StateNo=52||(StateNo=[10100,10101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||(!teammode=simul)&&Enemy,NumHelper<=Helper(780+id),var(51)&&Enemy,NumProj=0
TriggerAll=P2StateType=A
TriggerAll=(Helper(780+id),var(48))>(30+floor(random/100)-12*(var(59)-8))||var(59)=11
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*10=[-120,0]
TriggerAll=Random<var(59)*80
Trigger1 = P2BodyDist X*fvar(8)-vel x*5-(EnemyNear(floor(fvar(18))),vel x*10)*(1-(Facing=Enemynear,Facing)*2)=[-5-(backedgebodydist<20)*45,51]

[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=(ctrl||fvar(28))||(StateNo=[11,22])||StateNo=100&&Time>=10||StateNo=52||(StateNo=[10100,10101])
TriggerAll=P2StateType!=L
TriggerAll=P2StateNo!=105
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=(Helper(780+id),var(48))>(35+floor(random/50)-12*(var(59)-8))||var(59)=11
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||PrevStateno=5120||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>3
TriggerAll=Random<var(59)*80
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,55]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6<=-10
Trigger2 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,55]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*6)*7<=-10
Trigger3 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,55]
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*7)*8<=-10
Trigger4 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,55]
Trigger4 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*9<=-10

;
;؂ւ
;PrevStateNo = [120,159] PrevStateNo = [5000,5270] EnemyNear,HitDefAttr = SCA,AT;
;
[State -3,gs];TCNo[Xg
Type = null;ChangeState
value = 750
TriggerAll=!IsHelper
TriggerAll=var(59)>4
TriggerAll=RoundState=2
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=!EnemyNear(floor(fvar(18))),ctrl
TriggerAll=P2MoveType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
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=[10100,10101])||stateno=100&&time>=10||StateNo=52||Stateno=11||(Stateno=[20,22])
Trigger2 = (Time<=1&&MoveType=A)
Trigger2 = StateNo=[200,640]
Trigger2 = (PrevStateNo!=[10220,10640])&&(PrevStateNo!=[200,640])
Trigger3 = (Time<=1&&MoveType=A)
Trigger3 = StateNo=[10220,10630]
Trigger3 = (PrevStateNo!=[10220,10640])&&(PrevStateNo!=[200,640])


[State -3,T];
Type = ChangeState
value = ifelse((fvar(24)=[3,4]),800+var(30),805+var(30))
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(34)!=1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!fvar(35)
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),fvar(39)=0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=P2BodyDist X*fvar(8)=[-5,22]
TriggerAll=var(30)=10000&&var(45)>0||(var(30)=0)
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo!=40
TriggerAll=P2StateNo!=[141,159]
TriggerAll=(ctrl||fvar(28)) || (StateNo = 5120 && animtime = 0)||(StateNo=[10000,10101])||StateNo=52||(StateNo=[11,22])||(StateNo=[120,140])
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),Time>50||var(59)>10
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[130,159])

[State -3,T];󓊂
Type = ChangeState
value = 850
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(34)!=1
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!fvar(35)
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),fvar(39)=0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=P2BodyDist X*fvar(8)=[-42,55]
TriggerAll=P2BodyDist Y*fvar(9)=[-49,19]
TriggerAll=var(30)=10000&&var(45)>0||(var(30)=0)
TriggerAll=P2StateType=A
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=[141,159]
TriggerAll=P2StateNo!=105
triggerall = !helper(780+id),var(8)
TriggerAll=(ctrl||fvar(28))||(StateNo=[120,140])
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,intoku];؋EB
Type = ChangeState
value = 3000
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType=A||P2StateType=S
TriggerAll=Power>999
TriggerAll=!var(25)
triggerall=var(40)=0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=!var(30)
TriggerAll=P2BodyDist X*fvar(8)=[-12,94+(EnemyNear(floor(fvar(18))),vel x*19)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=P2MoveType=A
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-19||var(59)<7
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)*16)*17=[-130,-10])||P2StateType!=A
Trigger1 = Random<var(59)*60||var(59)>9
Trigger1 = EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[130,159])
Trigger1 = Ctrl||StateNo=52||stateno=100&&time>=10||Stateno=11||(Stateno=[20,22])||(StateNo=[120,140])
Trigger2 = Random<var(59)*20||var(59)>9
trigger2 = !var(3)
trigger2 = (StateNo=[200,451])&&MoveContAct
trigger2 = StateNo!=240

[State -3,inmetu];؋EB(H)
Type = ChangeState
value = 3050
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType=A
TriggerAll=Power>999
TriggerAll=P2life<100
TriggerAll=!var(25)
triggerall=var(40)=0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2BodyDist X*fvar(8)=[-12,130+(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=P2MoveType=A
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-10||var(59)<7
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)*9)*10=[-80,60])
Trigger1 = Random<var(59)*60||var(59)>9
Trigger1 = EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[130,159])
Trigger1 = Ctrl||(StateNo=[110,115])&&Time>=7

[State -3,yakekuso];ώ
Type = ChangeState
value = 3500
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(30)=10000&&(var(45)=[1,20000])
TriggerAll=!var(25)
triggerall=var(40)=0
TriggerAll=var(44)>0
TriggerAll=Power>999
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2BodyDist X*fvar(8)=[-77,77+(EnemyNear(floor(fvar(18))),vel x*15)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=P2MoveType=A
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-17||var(59)<7||(var(45)=[1,8000])
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)*14)*15=[-130,-10])||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||(PrevStateNo=[5000,5270])||(PrevStateNo=[130,159])
Trigger1 = (ctrl||fvar(28))||(StateNo=[11,22])||StateNo=52||(StateNo=[10100,10101])
trigger2 = (stateno=[200,2999])&&movecontact
trigger3 = (stateno = [10220,10451])&&movecontact

[State -3,danzai];f
Type = ChangeState
value = 1400+50*(var(58)=2&&power>499)
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=var(58)!=2||power>499
TriggerAll=!(EnemyNear(floor(fvar(18))),HitDefAttr=SCA,HA,HP)
TriggerAll=life>100
TriggerAll=!var(25)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2BodyDist X*fvar(8)=[-12,99+(EnemyNear(floor(fvar(18))),vel x*18)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=P2MoveType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=Enemy,NumHelper=Helper(780+id),var(51)&&Enemy,NumProj=0||var(58)=2
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-16||var(59)<7
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)*9)*18=[-160,-10])||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||(PrevStateNo=[5000,5270])||(PrevStateNo=[130,159])
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||StateNo=52||(StateNo=[10100,10101])||(stateno=[10220,10451])&&(movecontact||movereversed)
Trigger1 = !NumHelper(1960)
Trigger2 = 0;NumHelper(1960)>0
Trigger2 = Helper(1960),animelemtime(1)>=0

[State -3,BackStep];ޯï
Type = ChangeState
Value = 105
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||StateNo=52||Stateno=11||(Stateno=[20,22])
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo=[200,999]
TriggerAll=NumHelper(780+id)>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),Time>=30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>=50||var(59)>10||(PrevStateNo=[130,159])||(PrevStateNo=[5000,5270])
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-12
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*12=[0,110]
Trigger1 = Random<var(59)*15||var(59)>9
Trigger1 = BackEdgeBodyDist>60
Trigger1 = EnemyNear(floor(fvar(18))),HitDefAttr=,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
Trigger2 = (Helper(780+id),var(59))!=1

[State -3,Jump];Wv
Type  = ChangeState
Value = 39
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)>-5
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||(StateNo=[10100,10101])||(StateNo=[11,22])
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]
;
;K[h 
;inguarddist EnemyNear,HitDefAttr = SCA,AA;Ō
;
[State -1,ukemi];󒆎g
Type = ChangeState
value = 5200
TriggerAll=Roundstate=2
TriggerAll=var(59)>5&&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)>5&&Random<=var(59)*100
TriggerAll=fvar(38)>0
TriggerAll=Stateno=5050
TriggerAll=vel y>-1||1
TriggerAll=Alive
TriggerAll=CanRecover
Trigger1=(P2BodyDist X*fvar(8)=[-165,165])&&(Pos y<=-20)
Trigger1=P2BodyDist Y*fvar(9)=[-160,160]
Trigger1=P2MoveType=A&&EnemyNear(floor(fvar(18))),AnimTime<=-12
Trigger2=P2MoveType=H
Trigger3=P2MoveType=I
Trigger3=EnemyNear(floor(fvar(18))),vel x<4
Trigger3=P2BodyDist x>=200
Trigger4=Pos Y>=-30

[State -1,BackStep];obNXebv
Type = ChangeState
value = 105
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=StateType!=A
TriggerAll=ctrl||(StateNo=[11,22])||(Stateno=[10100,10101])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=A
TriggerAll=P2MoveType!=H
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>-40


[State -1,DAA]
Type = ChangeState
value = 700+var(30)
TriggerAll=!IsHelper
TriggerAll=var(59)>7
TriggerAll=StateNo=[150,153]
TriggerAll=P2StateType!=L
TriggerAll=P2StateNo>199
TriggerAll=fvar(38)>0
triggerall=var(40)=0
TriggerAll=fvar(34)!=1
triggerall=HitShakeOver
TriggerAll=!EnemyNear(floor(fvar(18))),ctrl
TriggerAll=Power>999
TriggerAll=Random<var(59)*(20+(var(30)=10000&&Helper(50000+id),fvar(16)<210)*80)
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime<-14||var(59)<7
Trigger1 = P2BodyDist X*fvar(8)=[-5,116+(EnemyNear(floor(fvar(18))),vel x*13)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*12)*13=[-80,-20])||(!P2BodyDist Y*fvar(9))
Trigger1 = !var(30)
Trigger2 = EnemyNear(floor(fvar(18))),AnimTime<-11||var(59)<7
Trigger2 = P2BodyDist X*fvar(8)=[-5,35+(EnemyNear(floor(fvar(18))),vel x*10)*(1-(Facing=Enemynear,Facing)*2)]
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)*9)*10=[-40,-10])||(!P2BodyDist Y*fvar(9))
Trigger2 = var(30)=10000

[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=!IsHelper
TriggerAll=var(59)>0
TriggerAll=!var(40)
TriggerAll=RoundState=2
TriggerAll=Power>0
TriggerAll=fvar(38)!=3
TriggerAll=NumHelper(780+id)>0
TriggerAll=Random<=var(59)*100
Trigger1 = StateNo=200
Trigger1 = P2StateType=L||(fvar(38)=[-4,-1])
Trigger2 = StateNo=[10100,10101]
Trigger2 = InGuardDist||(Helper(780+id),var(58))
Trigger3 = StateNo=10101
Trigger4 = fvar(38)<0||fvar(34)=1||InGuardDist||(Helper(780+id),var(58))
Trigger4 = (StateNo=[200,640])||(StateNo=[10220,10640])
Trigger4 = (PrevStateNo!=[200,640])&&(PrevStateNo!=[10220,10640])&&(StateNo!=[230+var(30),235+var(30)])
Trigger4 = StateNo!=430+var(30)&&StateNo!=630+var(30)
Trigger5 = (StateNo=150||StateNo=152||StateNo=154)&&!time
Trigger5 = GetHitVar(Damage)>0&&var(26)>life
Trigger5 = Power>1000||life<300
Trigger6 = (StateNo=[200,640])||(StateNo=[10220,10640])&&(PrevStateNo!=[200,640])&&(PrevStateNo!=[10220,10640])&&var(59)=11
Trigger6 = (EnemyNear(floor(fvar(18))),StateNo>=1000)
Trigger6 = (EnemyNear(floor(fvar(18))),StateType!=L)&&(EnemyNear(floor(fvar(18))),MoveType!=H)
Trigger6 = EnemyNear(floor(fvar(18))),time<=time
var(25) = 1

[State -3,Guard];K[h
Type = ChangeState
Value = 120
ctrl=1
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=(StateNo!=[120,155])
;TriggerAll=InGuardDist||(p2statetype=A&&abs(p2dist x)<=70&&p2movetype=A&&var(59)>9)
TriggerAll=!(enemynear,hitdefattr=SCA,AT,ST,HT)
TriggerAll=fvar(38)>0||fvar(38)=-6||fvar(38)=-5
TriggerAll=fvar(38)!=3
TriggerAll=fvar(26)<=1
TriggerAll=NumHelper(780+id)>0
TriggerAll=Random<=var(59)*100
TriggerAll=ctrl||(StateNo=[11,22])||stateno=52
Trigger1 = InGuardDist
Trigger2 = Helper(780+id),var(58)
Trigger3 = Enemy,NumHelper>Helper(780+id),var(51)||Enemy,NumProj>0
Trigger3 = InGuardDist

[State -1,FD];tHgXfBtFX
Type = ChangeState
value = 130+(StateType=C)+(StateType=A)*2
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=Power>0
TriggerAll=var(25)
TriggerAll=NumHelper(780+id)>0
TriggerAll=fvar(38)!=3
TriggerAll=fvar(38)>0||fvar(38)=-6
TriggerAll=!fvar(26)
TriggerAll=InGuardDist||(Helper(780+id),var(58))
TriggerAll=StateNo!=[110,115]
Trigger1 = (ctrl||fvar(28))||(StateNo=[11,22])
Trigger2 = StateNo=100&&Time>=99||(StateNo=[10100,10101])
Trigger3 = StateNo=12||StateNo=52&&!fvar(26)

[State -1,FD];dݗpFD
Type = varset
TriggerAll=!IsHelper
TriggerAll=(var(59)>6&&Random<=var(59)*100)
TriggerAll=RoundState=2
TriggerAll=Power>0
Trigger1 = (StateNo=[200,205])&&((PrevStateNo=[800,810])&&StateNo!=810||(PrevStateNo=[10800,10810])&&StateNo!=10810)
Trigger2 = StateNo=600&&PrevStateNo=850&&StateNo!=860
Trigger3 = fvar(28)&&StateNo!=750&&StateNo!=5090
var(25)=1

[State -1,FD];LZpFD
Type = ChangeState
value = 120
TriggerAll=!IsHelper
TriggerAll=(var(59)>6&&Random<=var(59)*100)
TriggerAll=RoundState=2
TriggerAll=var(25)
TriggerAll=Power>0
TriggerAll=fvar(38)!=3
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(780+id)>0
Trigger1 = StateNo=200&&time<=2
Trigger1 = P2StateType=L||fvar(38)<0
Trigger2 = StateNo=[10100,10101]
Trigger2 = InGuardDist||(Helper(780+id),var(58))
Trigger3 = StateNo=10101
Trigger4 = fvar(28)&&StateNo!=750&&StateNo!=5090

;
;}L
;
[State -3,FRC];FϷ
Type = ChangeState
value = 961
TriggerAll=!IsHelper
TriggerAll=(var(59)>5&&Random<=var(59)*40)||var(59)>9
TriggerAll=RoundState=2
TriggerAll=Power>499
triggerall=var(40)=0
;TriggerAll=var(56)<1
TriggerAll=Stateno=1600
TriggerAll=NumHelper(780+id)>0
TriggerAll=MoveType=A
TriggerAll=AnimelemTime(7)=[0,2]
Trigger1 = P2MoveType=H
Trigger1 = P2Stateno=[120,159]
Trigger2 = InGuardDist||(Helper(780+id),var(58))
Trigger3 = PrevStateNo=110&&var(55)=9&&AnimelemTime(7)=2||var(55)=12&&fvar(11)<0
Trigger3 = var(55):=13
Trigger4 = P2BodyDist X*fvar(8)>80
Trigger4 = P2Stateno=[5000,5120]
Trigger4 = P2StateType!=A
Trigger4 = var(50)>-40
Trigger5 = P2MoveType!=H
Trigger6 = vel Y<0&&Pos Y>-40&&(var(55)!=[12,13])
igNorehitpause = 1

[State -1,FRC];FϷ
type = ChangeState
TriggerAll=!IsHelper
TriggerAll=(var(59)>5&&Random<=var(59)*40)||var(59)>9
TriggerAll=RoundState=2
TriggerAll=Power>499
triggerall=var(40)=0
TriggerAll=NumHelper(780+id)>0
TriggerAll=MoveType!=H
Trigger1 = numhelper(1297) >= 1;f
Trigger1 = StateNo=1020
Trigger1 = InGuardDist||(Helper(780+id),var(58))
Trigger2 = numhelper(1298) >= 1;2HS
Trigger2 = StateNo=[10430,10431]
Trigger2 = InGuardDist||(Helper(780+id),var(58))
Trigger3 = 0;numhelper(1299) >= 1
Trigger4 = (Stateno=1900||Stateno=1950)&&(time=[23,24])&&!(StateNo=1950&&!InGuardDist&&!(Helper(780+id),var(58)))
Trigger5 = 0;Stateno=1100&&(time=[10,13])
Trigger6 = Stateno=1200&&(AnimelemTime(7)=[0,3])
Trigger7 = numhelper(1297) >= 1;f
Trigger7 = StateNo=1020
Trigger7 = var(58)=2
Trigger7 = !var(30)||var(30)&&Helper(50000+id),fvar(16)>76
value = 960
ignorehitpause = 1
persistent = 0

[State -1,RC];}LZ
type = ChangeState
value = 951
TriggerAll=(var(59)>0&&Random<var(59)*150)
TriggerAll=!ishelper
TriggerAll=Power>999
TriggerAll=NumHelper(780+id)>0
triggerall=var(40)=0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=MoveHit=1
Trigger1 = StateNo=1700
Trigger1 = !var(21)
Trigger1 = var(56)<1
Trigger1 = !(Helper(50000+id),fvar(17)<20&&Enemynear(floor(fvar(18))),pos y<-40)
;
;nNU ʏ
;
[State -1,Dash];_bV
Type = ChangeState
value = 100+var(30)
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=RoundState=2
TriggerAll=var(30)=10000&&var(45)>0||!var(30)
TriggerAll=StateType!=A
TriggerAll=ctrl;||(StateNo=[11,22])
TriggerAll=StateNo!=[100+var(30),101+var(30)]
TriggerAll=P2StateType=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)>47+65*(var(58)=2&&Power>999)

[State -1,?gata];
Type = ChangeState
value = 1300
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<var(59)*140
TriggerAll=!var(30)||var(30)&&(var(45)<32000)
TriggerAll=fvar(38)>0
TriggerAll=P2Stateno!=[5102,5121]
TriggerAll=P2Stateno!=[120,155]
TriggerAll=fvar(39)>=13;||var(55)=7&&P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*fvar(39)/2)*fvar(39)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=P2StateType=A
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=100&&Time>=10)||StateNo=101||StateNo=52||(StateNo=[10100,10101])
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-5-22,92+(EnemyNear(floor(fvar(18))),vel x*4)*(1-(Facing=Enemynear,Facing)*2)+((Helper(50000+id),fvar(17))<20)*22]
Trigger1 = P2BodyDist Y*fvar(9)=[-20,20]
Trigger2 = 0;var(55)=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)*6.5)*13>-45
Trigger3 = 0;Helper(50000+id),fvar(16)=[65,115]
Trigger3 = 0;P2StateNo=1052&&EnemyNear(floor(fvar(18))),Time<19
[State -1,Jump];Wv
Type = null;ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=var(59)>4
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=ctrl||(StateNo=[11,22])||(StateNo=[10100,10101])
TriggerAll=P2StateType=L
TriggerAll=var(30)=10000&&Power<999
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),fvar(18)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(P2BodyDist X*fvar(8)=[80,160])||EnemyNear(floor(fvar(18))),BackEdgeBodyDist<20
TriggerAll=(EnemyNear,StateNo=[5120,5121])&&(EnemyNear,AnimTime=[-30,-28])
Trigger1 = Random<ifelse(var(59)>10,10,var(59))*80
Trigger2 = P2BodyDist X*fvar(8)<26||var(59)>9
Trigger2 = Random<var(59)*130

[State -1,Jump];Wv
Type = ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=var(59)>4
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(58)!=2||!var(30)||power<999
TriggerAll=ctrl||(StateNo=[11,22])||(StateNo=[10100,10101])
TriggerAll=P2StateType=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),fvar(18)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)-(var(30)=10000)*65=[65,125]
TriggerAll=(EnemyNear,StateNo=[5120,5121])&&(EnemyNear,AnimTime=[-37,-25])
Trigger1 = Random<ifelse(var(59)>10,10,var(59))*80
Trigger2 = P2BodyDist X*fvar(8)<26||var(59)>9
Trigger2 = Random<var(59)*130


[State -1,Jump];Wv
Type = ChangeState
value = 35
TriggerAll=!IsHelper
TriggerAll=var(59)>4
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=ctrl||(StateNo=[11,22])||(StateNo=[10100,10101])
TriggerAll=P2StateType=L
TriggerAll=var(30)=10000
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)<100
TriggerAll=(EnemyNear,StateNo=[5120,5121])&&(EnemyNear,AnimTime=[-22,-19])
TriggerAll=Power>999&&!var(58)
Trigger1 = Random<ifelse(var(59)>10,10,var(59))*80
Trigger2 = P2BodyDist X*fvar(8)<26||var(59)>9
Trigger2 = Random<var(59)*130


[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=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ctrl||StateNo=11||StateNo=22
TriggerAll=StateNo!=[100,101]
Trigger1 = StateNo=22
Trigger1 = P2BodyDist X*fvar(8)>=36+65*(var(58)=2&&Power>999)
Trigger2 = P2BodyDist X*fvar(8)-65*(var(58)=2&&Power>999)=[36,48]

[State -3,Walk];
Type = ChangeState
value = 22
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType=L||(var(58)=2&&Power>999)&&var(30)=10000&&var(45)>94000&&!fvar(30)
TriggerAll=P2MoveType!=H||(var(58)=2&&Power>999)&&var(30)=10000&&var(45)>94000&&!fvar(30)||(P2StateNo=[5195,5196])
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ctrl||StateNo=11||StateNo=21
TriggerAll=StateNo!=[100,101]
TriggerAll=P2BodyDist X*fvar(8)<26+65*(var(58)=2&&Power>999)
Trigger1 = BackEdgeBodyDist>26
Trigger2 = StateNo=21


[State -3,2k];2K
Type = ChangeState
value = 410
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<var(59)*100
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=EnemyNear,StateType = L
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),fvar(18)!=1
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[10100,10101])||(StateNo=52&&!Time)||StateNo=100&&Time>=10
TriggerAll=P2BodyDist X*fvar(8)<48
TriggerAll=Helper(780+id),var(44)!=1
Trigger1=(EnemyNear,StateNo=[5120,5121])
Trigger1=EnemyNear,AnimTime=[-5,-4]

[State -3,kihi];
Type = ChangeState
value = 1900
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<var(59)*100
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=!var(30)
TriggerAll=EnemyNear,StateType = L
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[10100,10101])||(StateNo=52&&!Time)||StateNo=100&&Time>=10
TriggerAll=P2BodyDist X*fvar(8)=[88,149]
TriggerAll=Helper(780+id),var(44)!=1
Trigger1=(EnemyNear,StateNo=[5120,5121])
Trigger1=EnemyNear,AnimTime=[-33,-10]

;
;nNU n
;
[State -3,moro_2hs];2hs
Type = ChangeState
value = 10430
TriggerAll=!IsHelper
TriggerAll=var(59)>6&&Random<=var(59)*50&&Random<=200
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=var(58)!=2||power<499
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),fvar(18)!=1
TriggerAll=EnemyNear,StateType = L
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[10100,10101])||(StateNo=52&&!Time);||StateNo=100&&Time>=10
TriggerAll=(EnemyNear,StateNo=[5120,5121])
TriggerAll=Helper(780+id),var(44)!=1
Trigger1=P2BodyDist X*fvar(8)-vel x*9=[85,115]
Trigger1=EnemyNear,AnimTime=[-26,-21]
Trigger2=P2BodyDist X*fvar(8)-vel x*9<85
Trigger2=EnemyNear,AnimTime=[-15,-13]

[State -3,danzai];f
Type = ChangeState
value = 1400
TriggerAll=!IsHelper
TriggerAll=var(59)>8&&Random<=var(59)*50&&Random<=500
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=var(58)!=2||power<499
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),fvar(18)!=1
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=EnemyNear,StateType = L
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[10100,10101])||(StateNo=52&&!Time);||StateNo=100&&Time>=10
TriggerAll=P2BodyDist X*fvar(8)<60
TriggerAll=Helper(780+id),var(44)!=1
Trigger1=(EnemyNear,StateNo=[5120,5121])
Trigger1=EnemyNear,AnimTime=[-16,-9]


[State -3,kasitu];ߎ
Type = ChangeState
value = 1500
TriggerAll=!IsHelper
TriggerAll=var(59)>8&&Random<=(var(59)*50+500)&&Random>=700
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=var(58)!=2||power<499
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=EnemyNear,StateType = L
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[10100,10101])||(StateNo=52&&!Time);||StateNo=100&&Time>=10
TriggerAll=P2BodyDist X*fvar(8)<57
TriggerAll=Helper(780+id),var(44)!=1
Trigger1=(EnemyNear,StateNo=[5120,5121])
Trigger1=EnemyNear,AnimTime=[-21,-10]

[State -3,kihi];
Type = ChangeState
value = 1950
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<var(59)*100
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=var(30)=10000
TriggerAll=var(58)=2&&power>999
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),fvar(18)!=1
TriggerAll=EnemyNear,StateType = L
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[10100,10101])||(StateNo=52&&!Time)||StateNo=100&&Time>=10
TriggerAll=P2BodyDist X*fvar(8)-(StateNo=10100)*vel X*8.2=[75,149]
TriggerAll=Helper(780+id),var(44)!=1
Trigger1=(EnemyNear,StateNo=[5120,5121])
Trigger1=EnemyNear,AnimTime=[-47,-10]
Trigger2=(EnemyNear,StateNo=[5195,5196])
Trigger2=30-20*(EnemyNear,StateNo=5195)-EnemyNear,Time+(Helper(780+id),var(53))=[25,47]

;
;󒆋NU߁@ʏ
;
[State -1,A_HS]
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<=var(59)*100
TriggerAll=StateType=A
TriggerAll=!var(30)
TriggerAll=(ctrl||fvar(28))||(StateNo=110||StateNo=115)&&Time>=7
TriggerAll=P2StateType=L
TriggerAll=P2BodyDist X*fvar(8)=[-40,40]
TriggerAll=Helper(780+id),var(44)!=1
Trigger1 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*14)*15>-20
Trigger2 = (EnemyNear,StateNo=[5120,5121])
Trigger2 = EnemyNear,AnimTime>=-16
Trigger3 = vel Y<0
;
;󒆋NU߁@n
;
[State -1,moroA_HS];HS
Type = ChangeState
value = 630+var(30)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<=var(59)*100
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||((StateNo=110||StateNo=115)&&Time>6)
TriggerAll=P2StateType=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=PrevStateNo!=38
TriggerAll=var(30)=10000
Trigger1 = P2BodyDist X*fvar(8)=[-55,83+vel x*15]
Trigger1 = Pos Y+(vel y!=0)*(vel y+0.55*7.5)*15>-20
Trigger2 = (StateNo=110||StateNo=115)&&Time>6
Trigger2 = (EnemyNear,StateNo=[5120,5121])
Trigger2 = EnemyNear,AnimTime>=-13||(StateNo=110||StateNo=115)&&Time=9

[State -1,konnzetu];
Type = ChangeState
value = 1600
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<=var(59)*100
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||((StateNo=110||StateNo=115)&&Time>6)
TriggerAll=P2StateType=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=PrevStateNo=35
TriggerAll=var(30)=10000
Trigger1 = P2BodyDist X*fvar(8)=[-55,83+vel x*10]


;
;nډ ʏ 
;!var(30)
;
[State -1,Dash];ꌂ
Type = ChangeState
value = 4000
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=!var(40)
TriggerAll=ctrl||(StateNo=[11,22])||StateNo=52||(StateNo=[100,101])||(StateNo=[10100,10101])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)>190)
TriggerAll=Enemynear,life>(500-300*(!var(30))/(Enemynear,const(data.defence)*0.01)*(const(data.attack)*0.01))
Trigger1 = !var(30)||var(30)>20000

[State -1,m̈];m̈
Type = ChangeState
value = 4001
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=ctrl||(StateNo=[11,22])||StateNo=52||(StateNo=[100,101])||(StateNo=[10100,10101])
TriggerAll=P2StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=var(40)=1
TriggerAll=(Helper(780+id),fvar(27)<=200)
TriggerAll=P2BodyDist X*fvar(8)<34+10*(StateNo=100)
Trigger1 = P2Stateno=[4400,4499]

[State -1,2d;2d
type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=var(58)=2
TriggerAll=var(55)!=100
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=100&&Time>=10)||StateNo=101||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=!var(30)
TriggerAll=P2StateNo=1052&&EnemyNear(floor(fvar(18))),time<22
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),fvar(16)<65
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=A
TriggerAll=P2BodyDist Y*fvar(9)=[-120,0]
TriggerAll=Random<var(59)*80
Trigger1 = P2BodyDist X*fvar(8)=[-30,61]

[State -1,n5s];S
Type = ChangeState
value = 220+var(30)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=100&&Time>=10)||StateNo=101||StateNo=52||(StateNo=[10100,10101])
TriggerAll=P2StateType!=L
TriggerAll=var(55)!=100
TriggerAll=!var(40)
TriggerAll=P2Stateno=[4400,4499]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)>0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-15,34]
Trigger1 = P2StateType!=A

[State -1,5k];K
Type = ChangeState
value = 210
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=100&&Time>=10)||StateNo=101||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=fvar(39)>=7||(P2StateNo=[1210,1212])||P2StateNo=1019
TriggerAll=!var(30)
TriggerAll=var(55)!=100&&var(55)!=7
TriggerAll=(P2StateNo!=[1061,1069])&&(P2StateNo!=[10631,10639])&&(P2StateNo!=[1051,1059])
TriggerAll=P2StateNo!=[120,155]
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-5,61]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3.5)*7=[-60,-20]
Trigger2 = P2StateType!=A

[State -1,n5s];S
Type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=fvar(39)>=7
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=100&&Time>=10)||StateNo=101||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(55)!=100
TriggerAll=!var(30)
TriggerAll=P2StateNo!=[120,155]
TriggerAll=(P2StateNo!=[1061,1069])&&(P2StateNo!=[10631,10639])&&(P2StateNo!=[1051,1059])
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-5,34]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3.5)*7=[-80,-20]
Trigger2 = P2StateType!=A

[State -1,6p];6P
type = ChangeState
value = 205
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=var(55)!=100
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=100&&Time>=10)||StateNo=101||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=!var(30)
TriggerAll=P2StateNo=[120,155]
TriggerAll=(P2StateNo!=[1061,1069])&&(P2StateNo!=[10631,10639])&&(P2StateNo!=[1051,1059])
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=A
TriggerAll=P2BodyDist Y*fvar(9)=[-120,0]
TriggerAll=Random<var(59)*80
Trigger1 = P2BodyDist X*fvar(8)=[-30,41]

;
;nډ n
;
[State -1,Jump];Wv
Type = ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>7&&Random<=var(59)*100)
TriggerAll=StateType!=A
TriggerAll=var(58)=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=(P2StateNo!=[1061,1069])&&(P2StateNo!=[10631,10639])&&(P2StateNo!=[1051,1059])
TriggerAll=ctrl||(StateNo=[11,22])||StateNo=52||StateNo=0||(StateNo=[10100,10101])
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),fvar(16)<100
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=var(55)!=100
TriggerAll=var(56)<1
TriggerAll=fvar(39)>=28
TriggerAll=P2BodyDist X*fvar(8)>0||Helper(50000+id),fvar(17)<40&&facing!=EnemyNear(floor(fvar(18))),facing
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+0.52*14)*28=[-185,-75]
Trigger1 = var(55):=14


[State -1,jump];jump
Type = ChangeState
value = 37
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>8
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),fvar(16)<35+vel X*4*(StateNo=10100)&&Helper(50000+id),fvar(17)<75
TriggerAll=var(58)=2
TriggerAll=power>499
TriggerAll=var(50)>-60
TriggerAll=StateType!=A
TriggerAll=(P2StateNo!=[1061,1069])&&(P2StateNo!=[10631,10639])&&(P2StateNo!=[1051,1059])
TriggerAll=ctrl||(StateNo=[11,22])||StateNo=52||StateNo=0||(StateNo=[10100,10101])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=A
TriggerAll=P2MoveType=H
;TriggerAll=var(55)=12
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=P2StateNo!=[120,155]
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=fvar(39)>=20
TriggerAll=P2BodyDist X*fvar(8)<25;&&facing!=EnemyNear(floor(fvar(18))),facing
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+0.52*10)*20=[-165,-55]
Trigger1 = EnemyNear(floor(fvar(18))),gethitvar(hitshaketime)<=0
Trigger1 = var(55):=12

[State -1,jump];jump
Type = ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>8
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),fvar(16)<340
TriggerAll=var(58)=2
TriggerAll=StateType!=A
TriggerAll=(P2StateNo!=[1061,1069])&&(P2StateNo!=[10631,10639])&&(P2StateNo!=[1051,1059])
TriggerAll=ctrl||(StateNo=[11,22])||StateNo=52||StateNo=0||(StateNo=[10100,10101])
TriggerAll=Helper(50000+id),fvar(16)<130||(StateNo=[10100,10101])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=A
TriggerAll=P2MoveType=H
TriggerAll=var(55)!=1&&var(55)!=12
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=P2StateNo!=[120,155]
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=fvar(39)>=14
TriggerAll=P2BodyDist X*fvar(8)=[-5-75*(EnemyNear(floor(fvar(18))),BackEdgeBodyDist<=1&&EnemyNear(floor(fvar(18))),vel x<=0),80+(StateNo=10100)*(vel X*10.4)+(EnemyNear(floor(fvar(18))),vel x*14)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+0.52*7)*14=[-96-24*(fvar(39)=14),-64]
Trigger1 = EnemyNear(floor(fvar(18))),gethitvar(hitshaketime)<=0
Trigger2 = P2BodyDist Y*fvar(9)+(-7.5+0.52*(14-EnemyNear(floor(fvar(18))),gethitvar(hitshaketime))/2)*(14-EnemyNear(floor(fvar(18))),gethitvar(hitshaketime))=[-105,-45]
Trigger2 = EnemyNear(floor(fvar(18))),gethitvar(hitshaketime)>0

[State -1,jump];jump
Type = ChangeState
value = ifelse(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4.5)*9<-125,41,39)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>8
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=NumHelper(50000+id)>0
TriggerAll=StateType!=A
TriggerAll=(P2StateNo!=[1061,1069])&&(P2StateNo!=[10631,10639])&&(P2StateNo!=[1051,1059])
TriggerAll=ctrl||(StateNo=[11,22])||StateNo=52||StateNo=0||(StateNo=[10100,10101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=P2StateNo!=[120,155]
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=fvar(39)>=9
TriggerAll=P2BodyDist X*fvar(8)=[-5,80+(EnemyNear(floor(fvar(18))),vel x*14)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*(fvar(39)/2)*(fvar(39)))<-140
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*(fvar(39)/2)*(fvar(39)))>-315

[State -1,Dash];_bV
Type = ChangeState
value = 100+var(30)
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2||RoundState=3&&((Teammode=turns)&&!fvar(26)&&var(30))
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=ctrl||(StateNo=[11,22])||StateNo=52||StateNo=0
TriggerAll=!(P2BodyDist X*fvar(8)<=110&&var(58)=2&&power>999&&var(55)=8)||Helper(780+id),fvar(27)>0
TriggerAll=P2StateType!=L||Helper(780+id),fvar(27)>0
TriggerAll=var(55)!=4
TriggerAll=!(var(55)=9&&P2BodyDist X*fvar(8)<80)
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H||Helper(780+id),fvar(27)>0
TriggerAll=var(30)=10000&&var(45)>0
Trigger1 = var(55)=1
;Trigger1 = EnemyNear(floor(fvar(18))),vel y=[-1,-0.3]
Trigger1 = P2BodyDist X*fvar(8)=[-15,60+vel x*10+(EnemyNear(floor(fvar(18))),vel x*10)*(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)*(5.5-2*(fvar(30)=1)))*(11-4*(fvar(30)=1))=[-30,0]
Trigger2 = (P2StateNo=[1011,1019])||(P2StateNo=[1510,1513])||(P2StateNo=[10231,10233])
Trigger3 = var(55)=2
Trigger3 = P2BodyDist X*fvar(8)>40&&var(55)!=1
Trigger4 = EnemyNear(floor(fvar(18))),BackEdgeBodyDist>=62||P2StateType=A||fvar(7)>=1.5||Helper(780+id),fvar(27)>0
Trigger4 = P2BodyDist X*fvar(8)>0+15*(P2StateType=A&&P2BodyDist Y*fvar(9)<-70)-20*(Helper(780+id),fvar(27)>0)
Trigger4 = fvar(39)>=10&&var(55)!=1||Helper(780+id),fvar(27)>0
Trigger5 = (P2StateNo=[1061,1069])||(P2StateNo=[10631,10639])

[State -1,Dash];_bV
Type = ChangeState
value = 100+var(30)
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2||RoundState=3&&((Teammode=turns)&&!fvar(26)&&var(30))
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=ctrl||(StateNo=[11,22])||StateNo=52||StateNo=0
TriggerAll=!(P2BodyDist X*fvar(8)<=110&&var(58)=2&&power>999&&var(55)=8)||Helper(780+id),fvar(27)>0
TriggerAll=P2StateType!=L||Helper(780+id),fvar(27)>0
TriggerAll=var(55)=9
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2BodyDist X*fvar(8)>5
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H||Helper(780+id),fvar(27)>0
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=NumHelper(50000+id)>0
;Trigger1 = Helper(50000+id),fvar(3)=1
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+0.52*7.5)*15=[-105,-53]
Trigger1 = EnemyNear(floor(fvar(18))),gethitvar(hitshaketime)<=0
;Trigger2 = Helper(50000+id),fvar(3)=1
Trigger2 = P2BodyDist Y*fvar(9)+(-7.5+0.52*(15-EnemyNear(floor(fvar(18))),gethitvar(hitshaketime))/2)*(15-EnemyNear(floor(fvar(18))),gethitvar(hitshaketime))=[-105,-45]
Trigger2 = EnemyNear(floor(fvar(18))),gethitvar(hitshaketime)>0
Trigger3 = fvar(39)=13
Trigger3 = Helper(50000+id),fvar(3)=0
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*6.5)*13=[-150,-40]
Trigger3 = EnemyNear(floor(fvar(18))),gethitvar(hitshaketime)<=0
Trigger4 = fvar(39)=13
Trigger4 = P2BodyDist Y*fvar(9)+(-7.5+0.52*(13-EnemyNear(floor(fvar(18))),gethitvar(hitshaketime))/2)*(13-EnemyNear(floor(fvar(18))),gethitvar(hitshaketime))=[-145,-45]
Trigger4 = EnemyNear(floor(fvar(18))),gethitvar(hitshaketime)>0
Trigger4 = Helper(50000+id),fvar(3)=1

[State -1,Dash];_bV
Type = ChangeState
value = 21
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2||RoundState=3&&((Teammode=turns)&&!fvar(26)&&var(30))
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=ctrl||(StateNo=[11,20])||StateNo=52||StateNo=22
TriggerAll=!(P2BodyDist X*fvar(8)<=110&&var(58)=2&&power>999&&var(55)=8)||Helper(780+id),fvar(27)>0
TriggerAll=P2StateType!=L||Helper(780+id),fvar(27)>0
TriggerAll=var(55)=9
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H||Helper(780+id),fvar(27)>0
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=NumHelper(50000+id)>0
Trigger1 = P2BodyDist X*fvar(8)>60

[State -1,Dash];_bV
Type = ChangeState
value = 22
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2||RoundState=3&&((Teammode=turns)&&!fvar(26)&&var(30))
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=ctrl||(StateNo=[11,21])||StateNo=52
TriggerAll=!(P2BodyDist X*fvar(8)<=110&&var(58)=2&&power>999&&var(55)=8)||Helper(780+id),fvar(27)>0
TriggerAll=P2StateType!=L||Helper(780+id),fvar(27)>0
TriggerAll=var(55)=9
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H||Helper(780+id),fvar(27)>0
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=NumHelper(50000+id)>0
Trigger1 = P2BodyDist X*fvar(8)<10

[State -1,Dash];stop
Type = ChangeState
value = 0
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2||RoundState=3&&((Teammode=turns)&&!fvar(26)&&var(30))
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=(StateNo=[21,21])
TriggerAll=!(P2BodyDist X*fvar(8)<=110&&var(58)=2&&power>999&&var(55)=8)||Helper(780+id),fvar(27)>0
TriggerAll=P2StateType!=L||Helper(780+id),fvar(27)>0
TriggerAll=var(55)=9
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H||Helper(780+id),fvar(27)>0
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=NumHelper(50000+id)>0
Trigger1 = P2BodyDist X*fvar(8)=[25,45]

[State -1,kasitu];ߎ
Type = ChangeState
value = 1500
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=NumHelper(50000+id)>0
TriggerAll=var(59)>0&&Random<=ifelse((var(59))*50>500,500,(var(59))*50)+500*(Helper(50000+id),fvar(18)=1)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=100
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||StateNo=52||(StateNo=[10100,10101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=P2StateNo=[120,155]
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-15,45+vel x*2+(EnemyNear(floor(fvar(18))),vel x*10)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=!P2BodyDist Y*fvar(9)
Trigger1 = var(55)=2
Trigger2 = (P2StateNo=[1011,1019])||(P2StateNo=[1510,1513])||(P2StateNo=[10231,10233])
Trigger2 = var(50)<=-75
Trigger2 = var(30)=10000&&var(45)>48000
Trigger2 = NumHelper(780+id)>0
Trigger2 = (Helper(780+id),var(45))
Trigger3 = (Helper(50000+id),fvar(18)=1)
Trigger3 = fvar(39)>=14

[State -1,5d];D
Type = ChangeState
value = 240
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=200
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(50)<=64
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(45))||fvar(39)>=22&&(P2StateNo=[120,159])
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||StateNo=52||(StateNo=[10100,10101])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=P2BodyDist X*fvar(8)=[-15,45+(EnemyNear(floor(fvar(18))),vel x*10)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=!P2BodyDist Y*fvar(9)
Trigger1 = var(55)=2
Trigger1 = P2StateNo!=[5000,5120]
Trigger2 = 0;(P2StateNo=[1011,1019])||(P2StateNo=[1510,1513])||(P2StateNo=[10231,10233])
Trigger2 = var(50)<=-75
Trigger2 = var(30)=10000&&var(45)>48000



[State -1,2k];2K
Type = ChangeState
value = 410
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)=2||P2StateNo=1062&&(EnemyNear(floor(fvar(18))),time=[25,33])
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||StateNo=52||(StateNo=[10100,10101])
TriggerAll=P2StateType!=L
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=P2StateNo!=[5000,5120]
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-15,45+36*(P2StateNo=1062&&(EnemyNear(floor(fvar(18))),time>=32))+(EnemyNear(floor(fvar(18))),vel x*10)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)&&P2StateNo!=1062||P2StateNo=1062&&(EnemyNear(floor(fvar(18))),time=[25,33])


[State -1,moro_5hs];hs
Type = ChangeState
value = 235+var(30)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140
TriggerAll=fvar(38)>0
TriggerAll=P2StateNo=1062&&(EnemyNear(floor(fvar(18))),time=[22,25])||P2StateNo=10632&&(EnemyNear(floor(fvar(18))),time=[12,14])
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=100
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||StateNo=52||(StateNo=[10100,10101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=(P2StateNo=[1061,1069])||(P2StateNo=[10631,10639])
TriggerAll=P2StateNo!=[120,155]
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-48,85+15*(EnemyNear(floor(fvar(18))),time=24)+vel x*7+(EnemyNear(floor(fvar(18))),vel x*10)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = 1


[State -1,moro_5hs];hs
Type = ChangeState
value = 230+var(30)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140
TriggerAll=fvar(38)>0
TriggerAll=fvar(39)>=11-4*(fvar(30)=1)
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=100
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||StateNo=52||(StateNo=[10100,10101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=(P2StateNo!=[1061,1069])&&(P2StateNo!=[10631,10639])&&(P2StateNo!=[1051,1059])
TriggerAll=P2StateNo!=[120,155]
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-22-(var(55)=1)*25,85-35*(Helper(50000+id),fvar(16)>200)+15*(fvar(39)=10)+vel x*7+(EnemyNear(floor(fvar(18))),vel x*10)*(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)*(5.5-2*(fvar(30)=1)))*(11-4*(fvar(30)=1))=[-30,0]
Trigger1 = P2StateType=A||P2BodyDist X*fvar(8)>32-32*(fvar(30)=1)&&(!fvar(30)||StateNo=10100)

[State -1,moro_5hs];hs
Type = ChangeState
value = 230+var(30)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140
TriggerAll=fvar(38)>0
TriggerAll=numpartner>=1&&teammode=simul
TriggerAll=Partner,Alive
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=100
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||StateNo=52||(StateNo=[10100,10101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=(P2StateNo!=[1061,1069])&&(P2StateNo!=[10631,10639])&&(P2StateNo!=[1051,1059])
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=P2StateNo!=[120,155]
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-22-(var(55)=1||P2StateType=A&&(Helper(50000+id),fvar(17))<20)*25,60+vel x*7+(EnemyNear(floor(fvar(18))),vel x*10)*(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)*5)*10=[-60,0]


[State -1,moro_2s];2S
Type = ChangeState
value = 420+var(30)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(50000+id)>0
TriggerAll=fvar(39)=12&&(var(55)=6||var(55)=9)||fvar(39)>=12&&(var(55)!=6||var(58)=2&&Helper(50000+id),fvar(16)<=160&&P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*6)*12>-55)&&var(55)!=9
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=P2StateType=A
TriggerAll=var(55)!=1&&var(55)!=12
TriggerAll=Helper(50000+id),fvar(3)!=1
TriggerAll=!(var(55)=9&&P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*fvar(39)/2)*fvar(39)=[-105,-50])
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||StateNo=52||(StateNo=[10100,10101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=(P2StateNo!=[1061,1069])&&(P2StateNo!=[10631,10639])&&(P2StateNo!=[1051,1059])
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-15,80-25*(fvar(39)>12)+vel x*5+(EnemyNear(floor(fvar(18))),vel x*12)*(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)*6)*12=[-150,-40]
Trigger1 = EnemyNear(floor(fvar(18))),gethitvar(hitshaketime)<=0
Trigger2 = P2BodyDist Y*fvar(9)+(-7.5+0.52*(14-EnemyNear(floor(fvar(18))),gethitvar(hitshaketime))/2)*(14-EnemyNear(floor(fvar(18))),gethitvar(hitshaketime))=[-145,-45]
Trigger2 = EnemyNear(floor(fvar(18))),gethitvar(hitshaketime)>0

[State -1,moro_2s];2S
Type = ChangeState
value = 420+var(30)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140
TriggerAll=fvar(38)>0
TriggerAll=numpartner>=1&&teammode=simul
TriggerAll=Partner,Alive
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=P2StateType=A
TriggerAll=var(55)!=1&&var(55)!=12
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||StateNo=52||(StateNo=[10100,10101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=(P2StateNo!=[1061,1069])&&(P2StateNo!=[10631,10639])&&(P2StateNo!=[1051,1059])
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-15,80+vel x*5+(EnemyNear(floor(fvar(18))),vel x*12)*(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))*11=[-160,-40]


[State -1,jump];Wv
Type = ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140
TriggerAll=fvar(38)>0
TriggerAll=fvar(39)=15
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=P2StateType=A
TriggerAll=var(55)!=1
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||StateNo=52||(StateNo=[10100,10101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=(P2StateNo!=[1061,1069])&&(P2StateNo!=[10631,10639])&&(P2StateNo!=[1051,1059])
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)-vel x*5-(EnemyNear(floor(fvar(18))),vel x*12)*(1-(Facing=Enemynear,Facing)*2)>=110
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel))*11=[-200,-70]


[State -1,moro_n5s];S
Type = ChangeState
value = 220+var(30)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140
TriggerAll=fvar(38)>0
TriggerAll=fvar(39)>=9
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=var(55)!=100&&var(55)!=12
TriggerAll=P2StateType!=A||P2StateType=A&&((P2StateNo=[120,155])||fvar(39)<=10)
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||StateNo=52||(StateNo=[10100,10101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=(P2StateNo!=[1061,1069])&&(P2StateNo!=[10631,10639])&&(P2StateNo!=[1051,1059])
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=(P2StateNo!=[120,155])||P2StateType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-15-(P2StateType=A&&(Helper(50000+id),fvar(17))<20)*25,34]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4.5)*9=[-80,0]
Trigger2 = !P2BodyDist Y*fvar(9)

[State -1,moro_d5s];S
Type = ChangeState
value = 225+var(30)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=fvar(39)=9||fvar(39)>=9&&(P2StateType=A||teammode=simul)
TriggerAll=StateType!=A
TriggerAll=var(55)!=100
TriggerAll=(P2StateNo!=[1061,1069])&&(P2StateNo!=[10631,10639])&&(P2StateNo!=[1051,1059])
TriggerAll=var(55)!=2||(P2StateNo=[5000,5120])
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||StateNo=52||(StateNo=[10100,10101])
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-10,91+vel x*5+(EnemyNear(floor(fvar(18))),vel x*9)*(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)*4.5)*9=[-40,0]
Trigger2 = P2StateType!=A

[State -1,5k];K
Type = ChangeState
value = 210
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=fvar(39)=7||fvar(39)>=7&&(P2StateType=A||teammode=simul)||(P2StateNo=[1011,1019])||(P2StateNo=[1510,1513])||(P2StateNo=[10231,10233])
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||StateNo=52||(StateNo=[10100,10101])
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=P2StateType!=L
TriggerAll=var(55)!=100&&var(55)!=7
TriggerAll=P2MoveType=H
TriggerAll=(P2StateNo!=[1061,1069])&&(P2StateNo!=[10631,10639])&&(P2StateNo!=[1051,1059])
TriggerAll=(P2StateNo!=[120,155])||P2StateType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-14-(P2StateType=A&&(Helper(50000+id),fvar(17))<20)*25,61+vel x*7+(EnemyNear(floor(fvar(18))),vel x*7)*(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)*3.5)*7=[-50+25*(fvar(39)>7),0]
Trigger2 = P2StateType!=A
;+((P2StateNo=[1015,1019])||(P2StateNo=[1510,1512])||(P2StateNo=[10231,10233]))*27
[State -1,5p];P
Type = ChangeState
value = 200
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=P2StateNo!=[1061,1069]
TriggerAll=(fvar(39)=[3,6])||fvar(39)>=3&&!var(30)
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=100&&Time>=10)||StateNo=101||StateNo=52||(StateNo=[10100,10101])
TriggerAll=P2StateType!=L
TriggerAll=!(var(55)=1&&var(30)=10000)
TriggerAll=P2MoveType=H
TriggerAll=var(55)!=100&&var(55)!=7
TriggerAll=(P2StateNo!=[1061,1069])&&(P2StateNo!=[10631,10639])&&(P2StateNo!=[1051,1059])
TriggerAll=P2StateNo!=[120,155]
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)-(vel x*3)*(var(30)=10000)-(EnemyNear(floor(fvar(18))),vel x*3)*(1-(Facing=Enemynear,Facing)*2)=[-15-(P2StateType=A&&(Helper(50000+id),fvar(17))<20)*25,19]
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=[-50,0]

[State -1,?gata];
Type = ChangeState
value = 1300
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<var(59)*140
TriggerAll=!var(30)
TriggerAll=fvar(38)>0
TriggerAll=P2Stateno!=[5102,5120]
TriggerAll=P2Stateno!=[1051,1059]
TriggerAll=P2Stateno!=[120,159]
TriggerAll=var(55)!=100
TriggerAll=(P2StateNo!=[1061,1069])&&(P2StateNo!=[10631,10639])&&(P2StateNo!=[1051,1059])
TriggerAll=fvar(39)>=13||P2StateType=L
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=100&&Time>=10)||StateNo=101||StateNo=52
TriggerAll=P2MoveType=H
Trigger1 = P2BodyDist X*fvar(8)=[0,92+(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2BodyDist Y*fvar(9)=[-50,20]

[State -1,2p];2P
Type = ChangeState
value = 400
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=100&&Time>=10)||(StateNo=[10100,10101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(55)!=100&&var(55)!=7
TriggerAll=!var(30)||var(30)=10000&&var(45)>0
TriggerAll=fvar(39)>=5
TriggerAll=(P2StateNo!=[1061,1069])&&(P2StateNo!=[10631,10639])&&(P2StateNo!=[1051,1059])
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-5-(P2StateType=A&&(Helper(50000+id),fvar(17))<20)*25,38+(vel x*4)*(var(30)=10000)+(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = (P2StateNo=[120,159])||(fvar(39)=[5,6])
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*2.5)*5=[-30,0]
Trigger2 = fvar(39)>=5

[State -1,2k];2K
Type = ChangeState
value = 410
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=P2StateNo!=[1061,1069]
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=100&&Time>=10)||(StateNo=[10100,10101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(55)!=100
TriggerAll=!var(30)||var(30)=10000&&var(45)>0
TriggerAll=P2StateNo=[120,159]
TriggerAll=(P2StateNo!=[1061,1069])&&(P2StateNo!=[10631,10639])&&(P2StateNo!=[1051,1059])
TriggerAll=fvar(39)>=7
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-5,46]
Trigger1 = !P2BodyDist Y*fvar(9)
;
;nq 
;
;hp
[State -1,var(17)Jumpflg];WveXg
Type = varset
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=(movecontact||fvar(28))
Trigger1 = StateNo=200||(StateNo=[206,225])||StateNo=400||(StateNo=[420,450])
Trigger1 = StateNo!=430
Trigger2 = (StateNo=[10235,10236])||StateNo=10220||StateNo=10420||StateNo=10430
Trigger3 = (StateNo=[10225,10230])
Trigger3 = fvar(30)
trigger4 = numhelper(780+id)
trigger4 = helper(780+id),sysvar(0)
trigger4 = (stateno = [200,236]) && (movecontact||movereversed||fvar(28))
trigger5 = numhelper(780+id)
trigger5 = helper(780+id),sysvar(0)
trigger5 = (stateno = [400,450]) && (movecontact||movereversed||fvar(28))
trigger6 = numhelper(780+id)
trigger6 = helper(780+id),sysvar(0)
trigger6 = (stateno = [10220,10451]) && (movecontact||movereversed||fvar(28))
var(17) = 1
ignorehitPause = 1

[State -1,Jump];Wv
Type = ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=var(55)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=InGuardDist||(Helper(780+id),var(58))||fvar(28)||movereversed
TriggerAll=(movecontact||movereversed||fvar(28))
Trigger1 = StateNo=200||(StateNo=[206,225])||StateNo=400||(StateNo=[420,450])
Trigger1 = StateNo!=430
Trigger2 = (StateNo=[10235,10236])||StateNo=10220||StateNo=10420||StateNo=10431
Trigger3 = (StateNo=[10225,10230])
Trigger3 = fvar(30)
trigger4 = numhelper(780+id)
trigger4 = helper(780+id),sysvar(0)
trigger4 = (stateno = [200,236]) && (movecontact||movereversed||fvar(28))
trigger5 = numhelper(780+id)
trigger5 = helper(780+id),sysvar(0)
trigger5 = (stateno = [400,450]) && (movecontact||movereversed||fvar(28))
trigger6 = numhelper(780+id)
trigger6 = helper(780+id),sysvar(0)
trigger6 = (stateno = [10220,10451]) && (movecontact||movereversed||fvar(28))
;hpI
;
;R{@ʏ
[State -1,2d];2D
Type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=P2StateType!=L
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(58)=2
TriggerAll=P2MoveType=H
TriggerAll=var(55)!=100
TriggerAll=P2StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=!var(30)
TriggerAll=MoveHit
TriggerAll=P2BodyDist X*fvar(8)=[0,61]
TriggerAll=!P2BodyDist Y*fvar(9)
Trigger1 = (StateNo=[200,225])||(StateNo=[400,420])
[State -1,n5s];S
Type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=P2StateType!=L
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=!var(30)
TriggerAll=MoveContAct
TriggerAll=P2BodyDist X*fvar(8)=[-9,34]
TriggerAll=P2BodyDist Y*fvar(9)=[-50,0]
Trigger1 = StateNo=200||StateNo=210||StateNo=410
Trigger2 = StateNo=400
Trigger2 = MoveHit||P2BodyDist X*fvar(8)>=28

[State -1,2s];2S
Type = null;ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=A
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=!var(30)
TriggerAll=MoveContAct
TriggerAll=P2BodyDist X*fvar(8)=[-9,15-(EnemyNear(floor(fvar(18))),backedgebodydist<20)*15]
TriggerAll=P2BodyDist Y*fvar(9)=[-100+(P2StateNo!=[5000,5120])*30,0]
Trigger1 = StateNo=220

[State -1,d5s];S
Type = ChangeState
value = 225
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=P2StateType!=L
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2StateType!=A
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=!var(30)
TriggerAll=MoveContAct
TriggerAll=P2BodyDist X*fvar(8)=[34-(StateNo=220)*39,50-8*((Helper(50000+id),fvar(17))<20)]
TriggerAll=!P2BodyDist Y*fvar(9)
Trigger1 = StateNo=210||StateNo=220

[State -1,5hs];HS
Type = ChangeState
value = 230
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=P2StateType!=L
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2MoveType=H
TriggerAll=var(55)!=100
TriggerAll=P2StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=!var(30)
TriggerAll=MoveContAct
TriggerAll=P2BodyDist X*fvar(8)=[0,50]
TriggerAll=!P2BodyDist Y*fvar(9)
Trigger1 = StateNo=225
Trigger1 = EnemyNear,backedgebodydist<50

[State -1,2hs];2HS
Type = ChangeState
value = 430
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=P2StateType!=L
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2MoveType=H
TriggerAll=var(55)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=!var(30)
TriggerAll=MoveGuarded
TriggerAll=P2BodyDist X*fvar(8)=[-15,50]
Trigger1 = MoveGuarded
Trigger1 = P2BodyDist Y*fvar(9)=[-100,-40]
Trigger1 = StateNo=220||StateNo=210
Trigger1 = P2StateType=A
Trigger2 = StateNo=206
Trigger2 = P2StateType!=A
Trigger2 = MoveHit

[State -1,2d];2D
Type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=P2StateType!=L
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2MoveType=H
TriggerAll=var(55)!=100
TriggerAll=P2StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=!var(30)
TriggerAll=MoveContAct
TriggerAll=P2BodyDist X*fvar(8)=[0,73]
TriggerAll=!P2BodyDist Y*fvar(9)
Trigger1 = StateNo=410
Trigger2 = StateNo=220||StateNo=225
Trigger2 = MoveGuarded

[State -1,syousei2];Đ
Type = ChangeState
value = 1800
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5
TriggerAll=P2StateType!=L
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2MoveType=H
TriggerAll=var(55)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=var(44)>=1
TriggerAll=!var(30)
TriggerAll=StateNo=230||StateNo=235
Trigger1 = MoveGuarded=1&&var(59)<10||MoveGuarded&&var(59)>=10
Trigger1 = P2BodyDist X*fvar(8)>=85
Trigger1 = Random=[700,700+var(59)*30]
Trigger2 = P2StateType=A
Trigger2 = MoveHit&&Random<=var(59)*100||(MoveGuarded&&Random=[700,700+var(59)*30])

[State -1,masyo];
Type = ChangeState
value = 1000
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>1&&Random<=var(59)*100
TriggerAll=P2StateType!=L
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo!=[120,159]
TriggerAll=var(55)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=A
TriggerAll=!var(30)
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
TriggerAll=!P2BodyDist Y*fvar(9)
Trigger1 = StateNo=225||StateNo=220
Trigger1 = P2BodyDist X*fvar(8)=[0,105]
Trigger2 = StateNo=230
Trigger2 = P2BodyDist X*fvar(8)=[0,148]
Trigger2 = MoveHit||MoveGuarded&&Random<=var(59)*20

[State -1,kihi];
Type = ChangeState
value = 1900
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2
TriggerAll=P2StateType!=L
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=!var(30)
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
Trigger1 = StateNo=230||StateNo=450
Trigger1 = P2BodyDist X*fvar(8)=[0,148]
Trigger1 = MoveHit&&StateNo=230||(MoveGuarded&&Random=[200,200+var(59)*30])

[State -1,kenin];
Type = ChangeState
value = 1100
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>1
TriggerAll=P2StateType!=L
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=!var(30)
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
Trigger1 = StateNo=230
Trigger1 = P2BodyDist X*fvar(8)=[0,148]
Trigger1 = (MoveGuarded&&Random=[500,500+var(59)*10])

[State -1,syoukyaku];p
Type = ChangeState
value = 1100
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3
TriggerAll=P2StateType!=L
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=!var(30)
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
Trigger1 = StateNo=230||StateNo=450
Trigger1 = P2BodyDist X*fvar(8)=[0,148]
Trigger1 = (MoveGuarded&&Random=[600,600+var(59)*10])

[State -1,?type];
Type = ChangeState
value = 1300
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<=var(59)*100
TriggerAll=P2StateType!=L
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
TriggerAll=P2BodyDist X*fvar(8)=[0,110]
Trigger1 = StateNo=450
Trigger1 = MoveHit
Trigger1 = !var(30)
Trigger2 = StateNo=400
Trigger2 = MoveGuarded
Trigger2 = P2BodyDist X*fvar(8)=[0,27]
Trigger2 = fvar(39)=3
Trigger2 = !var(30)||var(30)=10000&&var(45)<=32000

;
;R{@n
[State -1,kasitu];ߎ
Type = ChangeState
value = 1500
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=ifelse((var(59))*10>250,250,(var(59))*25)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(55)!=100
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-15,40+15*(helper(50000+id),fvar(17)<20)+(EnemyNear(floor(fvar(18))),vel x*10)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=!P2BodyDist Y*fvar(9)
Trigger1 = (StateNo=[10430,10431])||StateNo=10230
Trigger1 = MoveGuarded=1
[State -1,kasitu];FB
Type = ChangeState
value = 1950
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=Power>999
TriggerAll=var(58)=2
TriggerAll=var(55)!=100
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[40,85]
TriggerAll=!P2BodyDist Y*fvar(9)
Trigger1 = (StateNo=10431)||StateNo=10230||StateNo=10450
Trigger1 = MoveGuarded=1

[State -1,2d];2D
Type = ChangeState
value = 10450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=P2StateType!=L
TriggerAll=var(55)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = (StateNo=[10420,10430])||(StateNo=[10220,10230])
Trigger1 = P2BodyDist X*fvar(8)=[-15,106+vel x*9+(EnemyNear(floor(fvar(18))),vel x*12)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2StateType=A
Trigger1 = P2BodyDist Y*fvar(9)=[-80,0];+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*10+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*11)
Trigger1 = MoveGuarded
;Trigger2 = MoveHit
;Trigger2 = StateNo=10220
;Trigger2 = var(50)<-75&&Power>=1000||var(45)<=3200
;Trigger2 = (Life+var(46)*1.2)<=1000||var(45)<=8


[State -1,Jump];Wv
Type = ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||var(59)>7
TriggerAll=StateType!=A
TriggerAll=var(58)=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),fvar(16)<200
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=P2MoveType=H
TriggerAll=var(55)!=100
TriggerAll=var(56)<1
TriggerAll=MoveHit
Trigger1 = 0;StateNo=10431
Trigger1 = P2BodyDist Y*fvar(9)>-65
;Trigger1 = 3
Trigger2 = StateNo=10420
Trigger2 = P2BodyDist Y*fvar(9)+(-7.5*fvar(5)+0.52*10)*20=[-165,-145]
Trigger2 = fvar(25)>=0.95
Trigger2 = var(55):=10


[State -1,Jump];Wv
Type = ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||var(59)>7
TriggerAll=StateType!=A
TriggerAll=var(58)=2
TriggerAll=Power>499
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),fvar(16)<100
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=P2MoveType=H
TriggerAll=var(55)!=100
TriggerAll=var(56)<1
TriggerAll=fvar(39)>=32
TriggerAll=MoveHit
Trigger1 = StateNo=10431
Trigger1 = var(55):=11
Trigger2 = StateNo=10420
Trigger2 = P2BodyDist Y*fvar(9)+(-7.5*fvar(5)+0.52*12)*24=[-145,-115]
Trigger2 = var(55):=11

[State -1,Jump];Wv
Type = ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||var(59)>7
TriggerAll=StateType!=A
TriggerAll=var(58)=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),fvar(16)<200
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=P2MoveType=H
TriggerAll=var(55)!=100
TriggerAll=var(56)<1
Trigger1 = StateNo=10431||StateNo=10420||StateNo=10236
Trigger1 = MoveHit
Trigger1 = P2BodyDist Y*fvar(9)>-65


[State -1,moro2s];2S
Type = ChangeState
value = 420+var(30)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=P2StateType!=L
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=100
TriggerAll=!var(56)
TriggerAll=P2StateType=A||StateNo=10431
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=MoveContAct
TriggerAll=fvar(39)>=12
TriggerAll=P2BodyDist X*fvar(8)=[-18,80-20*(StateNo=[10225,10226])]
TriggerAll=P2BodyDist Y*fvar(9)=[-160,10]
Trigger1 = StateNo=10220||(StateNo=[10225,10226])||(StateNo=[205,206])||StateNo=210||StateNo=410
Trigger2 = StateNo=10230
Trigger2 = MoveGuarded
Trigger2 = P2BodyDist Y*fvar(9)=[-160,-70]
Trigger3 = StateNo=10431&&!(fvar(7)>1.5&&(Helper(50000+id),fvar(17))<20)||StateNo=10230
Trigger3 = MoveHit
Trigger3 = fvar(25)<=0.95-(EnemyNear,backedgebodydist<20)*0.05||var(45)<20000;||var(58)=2&&Helper(50000+id),fvar(16)<=160

[State -1,moro_n5s];S
Type = ChangeState
value = 220+var(30)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=P2StateType!=L
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2MoveType=H
TriggerAll=var(55)!=100
TriggerAll=!var(56)
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=MoveContAct
TriggerAll=P2BodyDist X*fvar(8)=[-9,34]
TriggerAll=StateNo=200||StateNo=210||StateNo=400||StateNo=410
TriggerAll=fvar(39)>=9
Trigger1 = P2BodyDist Y*fvar(9)=[-90,10]
Trigger2 = !P2BodyDist Y*fvar(9)

[State -1,moro2hs];2HS
Type = ChangeState
value = 430+var(30)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=P2StateType!=L
TriggerAll=fvar(38)>0
TriggerAll=fvar(39)>=13
TriggerAll=fvar(34)!=1
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=var(55)!=100
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=MoveContAct
TriggerAll=P2BodyDist X*fvar(8)=[-9,105]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = StateNo=10220
Trigger2 = P2BodyDist Y*fvar(9)=[-55,0]
Trigger2 = (StateNo=[10225,10226])&&(moveHit||P2StateType!=A)
Trigger2 = fvar(39)>=14

[State -1,moro_d5s];S
Type = ChangeState
value = 225+var(30)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=P2StateType!=L
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2MoveType=H
TriggerAll=var(55)!=100
TriggerAll=!var(56)
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=MoveContAct
TriggerAll=P2BodyDist X*fvar(8)=[34,93]
TriggerAll=StateNo=200||StateNo=210||StateNo=400||StateNo=410
Trigger1 = P2BodyDist Y*fvar(9)=[-50,12]
Trigger2 = !P2BodyDist Y*fvar(9)

[State -1,bunri];
Type = ChangeState
value = 1850
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>5&&Random<=var(59)*100)
TriggerAll=P2StateType!=L
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=var(44)>=1
TriggerAll=var(45)<=8000
TriggerAll=var(30)=10000&&var(45)>0
Trigger1 = MoveHit
Trigger1 = StateNo=10450


[State -1,Jump];Wv
Type = ChangeState
value = ifelse(P2BodyDist Y*fvar(9)<-135+((fvar(5)/0.05-10)*6.5),41,39)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||var(59)>7
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A||StateNo=10431||StateNo=450
TriggerAll=var(56)<1
Trigger1 = StateNo=10420&&var(45)<20000
Trigger1 = MoveHit
[State -1,housyoku];OH
Type = ChangeState
value = 1700
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=P2StateType!=L
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=MoveHit=1
Trigger1 = StateNo=10450
Trigger1 = (P2StateNo!=[5070,5072])||var(21)
Trigger1 = fvar(39)>=23
Trigger1 = P2BodyDist X*fvar(8)>60
Trigger2 = P2BodyDist X*fvar(8)>0-(StateNo=10230)*47||EnemyNear,backedgebodydist<20
Trigger2 = StateNo=10230||StateNo=10431
Trigger2 = var(50)>63
Trigger2 = P2StateType=A||StateNo=10431
Trigger3 = 0;P2BodyDist X*fvar(8)>0-(StateNo=10230)*47||EnemyNear,backedgebodydist<20
Trigger3 = P2BodyDist Y*fvar(9)=[-80,-55]
Trigger3 = StateNo=10420
Trigger3 = fvar(39)>21
Trigger3 = P2StateType=A
[State -1,danzai];f
Type = ChangeState
value = 1400
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<=var(59)*100
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H||MoveReversed
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=NumHelper(50000+id)>0
TriggerAll=!(Helper(50000+id),fvar(16)<200&&StateNo=10235&&var(58)=2)
TriggerAll=fvar(25)>0.95-(P2BodyDist X*fvar(8)<(35+25*(PrevStateNo=100))||(Helper(50000+id),fvar(17))<45)*0.05
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10||MoveReversed&&P2StateType=A
Trigger1 = StateNo=10431||StateNo=10450
Trigger1 = P2BodyDist X*fvar(8)=[0,78-(StateNo=10450)*18]
Trigger1 = MoveHit
Trigger2 = P2StateType=A
Trigger2 = StateNo=10420||StateNo=10430||StateNo=10230||(StateNo=[10235,10236])
Trigger2 = P2BodyDist X*fvar(8)=[0-(StateNo=10230)*30,75]
Trigger2 = P2BodyDist Y*fvar(9)=[-60-30*(fvar(39)>=18&&(Helper(50000+id),fvar(17))<45),0]
Trigger3 = MoveGuarded
Trigger3 = StateNo=10220||StateNo=10230||(StateNo=[10235,10236])
Trigger3 = P2BodyDist X*fvar(8)=[0,70]
Trigger3 = P2BodyDist Y*fvar(9)=[-120,-40]

[State -1,masyo];
Type = ChangeState
value = 1000
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<=var(59)*100
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
TriggerAll=!P2BodyDist Y*fvar(9)||StateNo=10450
Trigger1 = StateNo=10230||(StateNo=[10235,10236])||(StateNo=[10225,10226])
Trigger1 = P2BodyDist X*fvar(8)=[0,148]
Trigger1 = MoveHit
Trigger1 = P2StateType!=A
Trigger2 = StateNo=10230||(StateNo=[10235,10236])
Trigger2 = P2BodyDist X*fvar(8)=[0,148]
Trigger2 = P2BodyDist Y*fvar(9)=[-70,0]
Trigger2 = MoveGuarded
Trigger2 = P2StateType=A
Trigger3 = MoveGuarded||MoveHit
Trigger3 = P2BodyDist X*fvar(8)=[65,148]
Trigger3 = StateNo=10450
Trigger3 = Random<=var(59)*20+80*(MoveHit>0)
Trigger4 = P2BodyDist X*fvar(8)=[0,148]
Trigger4 = 0;MoveHit
Trigger4 = P2StateType!=A
Trigger4 = StateNo=10430
Trigger4 = fvar(25)+(EnemyNear,backedgebodydist<20)*0.05=[0.90,0.95]


[State -1,Jump];Wv
Type = ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||var(59)>7
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=var(56)<1
TriggerAll=StateNo=10420
TriggerAll=MoveHit=1
TriggerAll=fvar(39)>=15
TriggerAll=P2BodyDist Y*fvar(9)+(-7.5*fvar(5)+0.52*7.5)*15=[-140,-75]
Trigger1 = P2BodyDist X*fvar(8)>100-1.2*(fvar(39)-14)

[State -1,Jump];Wv
Type = ChangeState
value = ifelse(P2BodyDist Y*fvar(9)<-135+((fvar(5)/0.05-10)*6.5),41,39)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||var(59)>7
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A||StateNo=10431||StateNo=450
TriggerAll=var(56)<1
Trigger1 = StateNo=206||StateNo=210||StateNo=220||StateNo=420||StateNo=431||StateNo=10420
Trigger1 = MoveHit
Trigger2 = MoveGuarded=1
Trigger2 = Random=[850-(var(50)=128)*(var(59)*15),850+var(59)*15]
Trigger2 = StateNo=10431
Trigger3 = MoveHit
Trigger3 = P2BodyDist X*fvar(8)>=78||fvar(25)<=0.95
Trigger3 = StateNo=10431
Trigger4 = MoveGuarded=1
Trigger4 = StateNo=450

[State -1,moro2s];2S
Type = ChangeState
value = 420+var(30)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=P2StateType!=L
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=100
TriggerAll=P2StateType=A||StateNo=10431
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=MoveContAct
TriggerAll=P2BodyDist X*fvar(8)=[-9,80]
TriggerAll=P2BodyDist Y*fvar(9)=[-160,0]
Trigger1 = StateNo=10220||(StateNo=[10225,10226])||(StateNo=[205,206])||StateNo=210
Trigger2 = StateNo=10230
Trigger2 = MoveGuarded
Trigger2 = P2BodyDist Y*fvar(9)=[-160,-70]
Trigger3 = StateNo=10431||StateNo=10230
Trigger3 = MoveHit

[State -1,moro2hs];2HS
Type = ChangeState
value = 230+var(30)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=P2StateType!=L
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=var(55)!=100
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=MoveContAct
TriggerAll=P2BodyDist X*fvar(8)=[-9,135]
TriggerAll=P2BodyDist Y*fvar(9)=[-45,0]
Trigger1 = StateNo=10220||(StateNo=[10225,10226])


[State -1,moro2s];2S
Type = ChangeState
value = 210
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=P2StateType!=L
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=100
TriggerAll=P2StateType=A||StateNo=10431
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=MoveContAct
TriggerAll=P2BodyDist X*fvar(8)=[-9,60]
TriggerAll=P2BodyDist Y*fvar(9)=[-50,0]
Trigger1 = StateNo=200||StateNo=400
Trigger1 = fvar(39)>=7

[State -1,Jump];z[~OWv
Type = ChangeState
value = 241
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=MoveHit
Trigger1 = StateNo=240
Trigger1 = numtarget(240)
Trigger2 = StateNo=620
Trigger2 = var(22)>=1
;
;󒆖ډ 
;
[State -3,AirDash];_bV
Type = ChangeState
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<var(59)*120
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=Ctrl
TriggerAll=NumHelper(780+id)>0
TriggerAll=(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040
triggerAll=pos y<=ifelse(vel y<0,-30,-10)||helper(780+id),sysvar(0)
Trigger1 = PrevStateNo=38||PrevStateNo=41&&var(55)=11
Trigger2 = var(55)=2
Trigger2 = P2BodyDist X*fvar(8)>99||vel X<0
Trigger3 = PrevStateNo=961
Trigger3 = (P2StateNo=[150,159])
Trigger3 = EnemyNear,backedgebodydist<20
Trigger3 = Random<var(59)*10
Value = 110

[State -1,A_S];S
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=StateType=A
TriggerAll=P2StateType=A
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(ctrl||fvar(28))||((StateNo=110||StateNo=115)&&Time>6)||(var(43)&&StateNo=99&&PrevStateNo=620)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=PrevStateNo!=38
TriggerAll=!var(30)
TriggerAll=P2StateType=A||P2StateType!=A&&StateNo=110
Trigger1 = P2BodyDist X*fvar(8)=[-17,44+vel x*7]
Trigger1 = P2BodyDist Y*fvar(9)=[-20-(vel Y<-1)*110,60]

[State -1,A_HS];HS
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=StateType=A
TriggerAll=P2StateType!=A
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(ctrl||fvar(28))||((StateNo=110||StateNo=115)&&Time>6)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=PrevStateNo!=38
TriggerAll=!var(30)
TriggerAll=(P2StateNo=[120,155])||P2StateType!=A
TriggerAll=P2BodyDist Y*fvar(9)>0
Trigger1 = P2BodyDist X*fvar(8)=[-20,60+vel x*11+(EnemyNear(floor(fvar(18))),vel x*11)*(1-(Facing=Enemynear,Facing)*2)]

;ʏ탂[hI
;
;n[h

[State -1,moroA_S];RCS
Type = ChangeState
value = 1600
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=StateType=A
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(ctrl||fvar(28))||((StateNo=110||StateNo=115)&&Time>6)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=PrevStateNo!=38
TriggerAll=var(30)=10000
TriggerAll=fvar(39)>=16;-4*(var(55)=12)
TriggerAll=P2BodyDist X*fvar(8)=[-88,88]
Trigger1 = var(55)=12
Trigger1 = fvar(39)=16||P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*8)*16>-10&&Enemy,GetHitVar(hitShaketime)=0&&EnemyNear(floor(fvar(18))),vel y!=0
Trigger2 = PrevStateNo=37
Trigger3 = var(55)=13
Trigger3 = Pos y>-10&&vel y!=0||fvar(39)=16||P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*8)*16>-10&&Enemy,GetHitVar(hitShaketime)=0&&EnemyNear(floor(fvar(18))),vel y!=0

[State -1,moroA_HS];JHS
Type = ChangeState
value = 10630
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=StateType=A
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(ctrl||fvar(28))||((StateNo=110||StateNo=115)&&Time>6)||(var(43)&&StateNo=99&&PrevStateNo=620)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=PrevStateNo!=38
TriggerAll=fvar(39)>11
TriggerAll=var(8)
TriggerAll=var(30)=10000
TriggerAll=P2BodyDist X*fvar(8)=[-30-(var(55)=2)*40,80+vel x*10]
Trigger1 = P2BodyDist Y*fvar(9)-(vel y+Const(MoveMent.Yaccel)*5)*10+(EnemyNear(floor(fvar(18))),vel y+0.52*5)*10+(-0.75*fvar(5)+0.52*5)*10<-50
Trigger1 = P2BodyDist Y*fvar(9)-(vel y+Const(MoveMent.Yaccel)*6)*12+(EnemyNear(floor(fvar(18))),vel y+0.52*6)*12=[-95,30]

[State -1,moroA_S];S
Type = ChangeState
value = 620+var(30)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=StateType=A
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(ctrl||fvar(28))||((StateNo=110||StateNo=115)&&Time>6)||(var(43)&&StateNo=99&&PrevStateNo=620)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=PrevStateNo!=[36,38]
TriggerAll=var(55)!=5&&var(55)!=10&&var(55)!=11&&var(55)!=13&&var(55)!=14
TriggerAll=var(30)=10000
TriggerAll=(P2StateNo=[120,155])||fvar(39)>=10
TriggerAll=P2BodyDist X*fvar(8)=[-30-(var(55)=2)*40,60+vel x*10]
TriggerAll=P2BodyDist Y*fvar(9)-(vel y+0.55*5)*10+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5)*10=[-75,60+45*(P2StateType=A)]
Trigger1 = P2StateType=A
Trigger1 = var(55)!=4
Trigger2 = P2StateType!=A
Trigger2 = fvar(39)=10;||fvar(39)<=10
Trigger3 = var(55)=2
Trigger3 = Pos Y+(vel y!=0)*(vel y+0.55*5)*10>-25||fvar(39)>=10&&(P2StateNo!=[120,155])||PrevStateNo=[39,40]
Trigger4 = var(55)=4
Trigger4 = var(22)>15||fvar(39)=10||Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*5)*10>-20

[State -3,AirDash];_bV
Type = ChangeState
Value = 110
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<var(59)*120
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=Ctrl
TriggerAll=var(55)!=5&&var(55)!=4&&var(55)!=10&&var(55)!=11&&var(55)!=13&&var(55)!=14
TriggerAll=var(30)=10000
TriggerAll=P2StateType=A
TriggerAll=fvar(39)>=12
triggerAll=pos y<=ifelse(vel y<0,-30,-10)
TriggerAll=P2BodyDist X*fvar(8)>=60+vel x*(10+(fvar(39)-10))
Trigger1 = P2BodyDist Y*fvar(9)-(vel y<0)*40+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*6)*12=[-100,35]


[State -1,moroA_HS];JHS
Type = ChangeState
value = 10630
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=StateType=A
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(ctrl||fvar(28))||((StateNo=110||StateNo=115)&&Time>6)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=PrevStateNo!=[36,38]
TriggerAll=fvar(39)>11
TriggerAll=var(55)=10
TriggerAll=var(30)=10000
TriggerAll=P2BodyDist X*fvar(8)=[-30-(var(55)=2)*40,80+vel x*10]
Trigger1 = P2BodyDist Y*fvar(9)-(vel y+Const(MoveMent.Yaccel)*6)*12+(EnemyNear(floor(fvar(18))),vel y+0.52*6)*12=[-135,60+45*(P2StateType=A)]
Trigger1 = P2BodyDist Y*fvar(9)-(vel y+Const(MoveMent.Yaccel)*12.5)*25+(EnemyNear(floor(fvar(18))),vel y+0.52*6)*12+(4+0.52*6.5)*13=[-75,32]
Trigger1 = Pos Y+(vel y+Const(MoveMent.Yaccel)*12.5)*25=[-75,0]
[State -1,moroA_D];RCD
Type = null;ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=StateType=A
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(ctrl||fvar(28))||((StateNo=110||StateNo=115)&&Time>6)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=PrevStateNo!=[36,38]
TriggerAll=EnemyNear,backedgebodydist>30
TriggerAll=var(55)=5
TriggerAll=var(30)=10000
TriggerAll=P2BodyDist X*fvar(8)=[-30-(var(55)=2)*40,80+vel x*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))*16<-10

[State -1,moroA_S];RCS
Type = ChangeState
value = ifelse(var(58)=2,1600,620+var(30))
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=StateType=A
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(ctrl||fvar(28))||((StateNo=110||StateNo=115)&&Time>6)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=PrevStateNo!=[36,38]
TriggerAll=var(55)=5
TriggerAll=var(30)=10000
TriggerAll=P2BodyDist X*fvar(8)=[-30-(var(55)=2)*40,60+40*(var(58)=2)+vel x*10]
Trigger1 = (Pos y-(vel y+Const(MoveMent.Yaccel)*5)*10=[-10,0])||var(58)=2

[State -1,moroA_S];RCS
Type = ChangeState
value = 1600
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=StateType=A
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(ctrl||fvar(28))||((StateNo=110||StateNo=115)&&Time>=6)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=PrevStateNo!=[36,38]
TriggerAll=var(55)=11||var(55)=14
TriggerAll=var(30)=10000
TriggerAll=fvar(39)>=16
TriggerAll=P2BodyDist X*fvar(8)=[-88,88]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*8)*16>-10||fvar(39)=16||!var(18);||Animtime=0


[State -1,moroA_p];S
Type = ChangeState
value = 600
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=StateType=A
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(ctrl||fvar(28))||((StateNo=110||StateNo=115)&&Time>6)||(var(43)&&StateNo=99&&PrevStateNo=620)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=PrevStateNo!=[36,38]
TriggerAll=var(30)=10000
;TriggerAll=(P2StateNo!=[120,155])||P2StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-30-(var(55)=2)*40,40+vel x*10]
TriggerAll=P2BodyDist Y*fvar(9)-(vel y+Const(MoveMent.Yaccel)*5)*10+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*2.5)*5=[-40,60+45*(P2StateType=A)]
Trigger1 = fvar(39)<10
Trigger1 = P2StateType=A
[State -1,moroA_p];S
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=StateType=A
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(ctrl||fvar(28))||((StateNo=110||StateNo=115)&&Time>6)||(var(43)&&StateNo=99&&PrevStateNo=620)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=PrevStateNo!=[36,38]
TriggerAll=var(30)=10000
;TriggerAll=(P2StateNo!=[120,155])||P2StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-30-(var(55)=2)*40,20+vel x*5]
TriggerAll=P2BodyDist Y*fvar(9)-(vel y+Const(MoveMent.Yaccel)*5)*10+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*2.5)*5=[-100,45*(P2StateType=A)]
Trigger1 = P2StateType=A
Trigger1 = fvar(39)<10

;
;󒆌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||fvar(28)
Trigger1 = StateNo=620

;
;
;R{@ʏ
[State -1,A_?type];󒆌
Type = ChangeState
value = 1350
TriggerAll=!IsHelper
TriggerAll=(var(59)>4&&Random<=var(59)*100)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!var(30)
TriggerAll=P2Dist X>0
TriggerAll=P2BodyDist X*fvar(8)=[-20,92]
TriggerAll=P2BodyDist Y*fvar(9)=[-50-106*(StateNo=10630&&var(58)=2),30]
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=StateNo=620
TriggerAll=MoveHit
Trigger1 = var(8)

[State -1,A_S];S
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)
TriggerAll=RoundState=2
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-20,44+vel x*7]
TriggerAll=P2BodyDist Y*fvar(9)=[-80,40]
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=StateNo=600||StateNo=610
TriggerAll=!var(30)
TriggerAll=MoveContAct
Trigger1 = vel y<2
Trigger2 = vel y+Const(MoveMent.Yaccel)*6>0
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*6)*7=[-15,0]

[State -1,AirJamp];QiWv
Type = ChangeState
value = 99
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=!var(12)
TriggerAll=!var(8)
TriggerAll=var(55)!=5
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
;TriggerAll=P2StateType=A
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=MoveContAct
Trigger1 = P2BodyDist Y*fvar(9)<25
Trigger1 = StateNo=620
Trigger1 = var(55)!=4
Trigger1 = MoveHit
Trigger1 = P2StateType=A

[State -1,A_P];P
Type = ChangeState
value = 600
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2BodyDist X*fvar(8)=[-20,44+vel x*7]
TriggerAll=P2BodyDist Y*fvar(9)=[-80,40]
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=!var(22)
TriggerAll=!var(30)
TriggerAll=StateNo=620
TriggerAll=MoveContAct
Trigger1 = vel y<-1
Trigger2 = vel y+Const(MoveMent.Yaccel)*4>0
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4)*5=[-15,0]


;
;R{@n
[State -1,A_S];S
Type = ChangeState
value = 10620
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-20,70+vel x*10]
TriggerAll=P2BodyDist Y*fvar(9)=[-80,40]
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=fvar(39)>=10
TriggerAll=P2MoveType=H
TriggerAll=var(30)=10000
TriggerAll=StateNo=600;||StateNo=610
TriggerAll=MoveContAct
Trigger1 = vel y<2
Trigger2 = vel y+Const(MoveMent.Yaccel)*9>0
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*9)*10=[-15,0]

[State -1,A_?type];󒆌
Type = ChangeState
value = 1350
TriggerAll=!IsHelper
TriggerAll=(var(59)>4&&Random<=var(59)*100)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=(var(30)=10000&&var(45)>0)
TriggerAll=fvar(39)>=10
TriggerAll=P2BodyDist X*fvar(8)=[-20,92]
TriggerAll=(P2BodyDist Y*fvar(9)=[-50-106*(StateNo=10630&&var(58)=2),50-(EnemyNear(floor(fvar(18))),vel Y*6)*(vel Y<0)+(StateNo=630+var(30))*(P2StateType=A)*70])
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=MoveHit
Trigger1 = StateNo=620+var(30)
Trigger1 = fvar(5)<=0.7

[State -1,A_HS];HS
Type = ChangeState
value = 10630
TriggerAll=!IsHelper
TriggerAll=(var(59)>8&&Random<=var(59)*100)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!var(8)
TriggerAll=var(58)=2
TriggerAll=var(45)>=10000
TriggerAll=P2BodyDist X*fvar(8)=[-30-(P2StateType!=A)*30,70+vel x*12]
TriggerAll=P2BodyDist Y*fvar(9)-(vel y+0.55*6)*12+(-7.5*fvar(5)+0.52*6)*12=[-145,70+(P2StateType!=A)*90]
TriggerAll=P2BodyDist Y*fvar(9)-(vel y+0.55*12.5)*25+(-7.5*fvar(5)+0.52*6)*12+(4+0.52*6.5)*13=[-85,70+(P2StateType!=A)*90]
TriggerAll=EnemyNear(floor(fvar(18))),Pos Y+(-7.5*fvar(5)+0.52*6)*12+(4+0.52*6.5)*13<0
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),fvar(16)-vel x*25<180
TriggerAll=P2MoveType=H
TriggerAll=var(30)=10000
TriggerAll=StateNo=10620
TriggerAll=fvar(5)>=0.90
TriggerAll=Pos Y+(vel y+0.55*12.5)*25=[-75,0]
TriggerAll=MoveHit
Trigger1 = P2StateType=A


[State -1,A_D];D
Type = ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=(var(59)>8&&Random<=var(59)*100)
TriggerAll=RoundState=2
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=fvar(39)>=13
TriggerAll=StateType=A
TriggerAll=var(58)=2
TriggerAll=!var(8)
TriggerAll=P2StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-50,95]
TriggerAll=P2BodyDist Y*fvar(9)-(vel y+Const(MoveMent.Yaccel)*6.5)*13+(4+0.52*6.5)*13=[-115,155]
TriggerAll=NumHelper(780+id)>0
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),fvar(16)-vel x*13<180
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=var(30)=10000
TriggerAll=StateNo=10630
TriggerAll=MoveHit
TriggerAll=Pos Y+(vel y+0.55*6.5)*13<0
Trigger1 = fvar(39)=13||Pos Y+(vel y+0.55*7)*14>0

[State -1,konzetu];
Type = ChangeState
value = 1600
TriggerAll=!IsHelper
TriggerAll=(var(59)>8&&Random<=var(59)*100)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(30)=10000
TriggerAll=P2BodyDist X*fvar(8)=[-111,160]
TriggerAll=P2BodyDist Y*fvar(9)=[-70,70]
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),fvar(16)<180
TriggerAll=var(58)=2
TriggerAll=fvar(39)>=16
TriggerAll=var(45)>=10000
TriggerAll=P2StateType=A
TriggerAll=P2StateNo!=[10630,10639]
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=MoveHit
Trigger1 = StateNo=640
Trigger1 = fvar(39)=16||Pos y>-10||P2BodyDist Y*fvar(9)<-64
[State -1,AirJamp];QiWv
Type = ChangeState
value = 99
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=!var(12)
TriggerAll=!var(8)
TriggerAll=var(55)!=5
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
;TriggerAll=P2StateType=A
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=MoveContAct
TriggerAll=fvar(39)>=10
Trigger1 = P2BodyDist Y*fvar(9)<25
Trigger1 = StateNo=620+var(30)||StateNo=600||StateNo=610
Trigger1 = var(55)!=4
Trigger1 = MoveHit
Trigger1 = P2StateType=A
Trigger2 = StateNo=10630
Trigger2 = var(55)=4
Trigger3 = StateNo=620+var(30)
Trigger3 = Pos Y>-20
Trigger3 = MoveGuarded=1
Trigger3 = Random<=var(59)*25


[State -1,A_HS];HS
Type = ChangeState
value = 10630
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!var(3)
TriggerAll=!var(8)||P2StateType!=A||MoveGuarded
TriggerAll=P2BodyDist X*fvar(8)=[-30-(P2StateType!=A)*30,70+vel x*12]
TriggerAll=P2BodyDist Y*fvar(9)=[-40,70+(P2StateType!=A)*90]
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=!(P2BodyDist X*fvar(8)>45&&P2StateType=A&&((Helper(50000+id),fvar(17))<20||var(58)=2&&(Helper(50000+id),fvar(17))>20))
TriggerAll=P2MoveType=H
TriggerAll=var(30)=10000
TriggerAll=StateNo=10620
TriggerAll=Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*6)*12<0
TriggerAll=MoveContAct
;Trigger1 = MoveGuarded
Trigger1 = P2StateType=A
Trigger1 = fvar(39)>=12
Trigger1 = !(P2BodyDist Y*fvar(9)-(vel y+Const(MoveMent.Yaccel)*6)*12+(-7.5*fvar(5)+0.52*6)*12+(-7.5*fvar(5)+0.52*5)*10<30)||var(58)=2
Trigger2 = P2StateType!=A
Trigger2 = vel y+Const(MoveMent.Yaccel)*10>0
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*6)*12=[-15,0]
Trigger3 = P2StateType!=A
Trigger3 = fvar(39)=(14-(Helper(780+id),var(47))*2)-3*(fvar(30)=1)||Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*14>-10||Animtime=-1
Trigger4 = var(22)>0


[State -1,A_K];K
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*(40+60*(StateNo=600)))
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-20,30]
TriggerAll=P2BodyDist Y*fvar(9)=[-80,60+(P2StateType!=A)*80]
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2MoveType=H
TriggerAll=var(30)=10000
TriggerAll=fvar(39)>=5
Trigger1 = StateNo=10620||StateNo=600
Trigger1 = MoveGuarded
Trigger1 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*2.5)*6=[-40,0]
Trigger2 = StateNo=600
Trigger2 = MoveContAct

[State -1,konzetu];
Type = ChangeState
value = 1600
TriggerAll=!IsHelper
TriggerAll=(var(59)>8&&Random<=var(59)*100)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(30)=10000
TriggerAll=P2BodyDist X*fvar(8)=[-111,111]
TriggerAll=P2BodyDist Y*fvar(9)-55*(StateNo=10630&&var(58)=2)=[-70,70]
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=P2StateNo!=[10630,10639]
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=MoveContAct
Trigger1 = StateNo=10630
Trigger1 = P2StateType!=A&&P2StateType!=C
Trigger1 = (Pos Y=[-6,0])||fvar(39)=16-4*(fvar(30)=1)&&MoveHit
Trigger1 = var(45)>=3200
Trigger2 = P2StateType=A
Trigger2 = StateNo=10630;||StateNo=640
Trigger2 = (Pos Y=[-15,0])&&fvar(39)>=16||(Pos Y=[-35,0])&&fvar(39)=16
Trigger2 = P2StateNo=[120,159]
Trigger3 = var(8)
Trigger3 = StateNo=620+var(30)||StateNo=640||StateNo=630+var(30)
Trigger3 = var(45)>=64000&&(Helper(50000+id),fvar(17))>60

[State -1,A_?type];󒆌
Type = ChangeState
value = 1350
TriggerAll=!IsHelper
TriggerAll=(var(59)>4&&Random<=var(59)*100)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=(var(30)=10000&&var(45)>0)
TriggerAll=fvar(39)>=10
TriggerAll=P2Dist X>0
TriggerAll=P2BodyDist X*fvar(8)=[-20,92]
TriggerAll=(P2BodyDist Y*fvar(9)=[-50-106*(StateNo=10630&&var(58)=2),50-(EnemyNear(floor(fvar(18))),vel Y*6)*(vel Y<0)-(StateNo=630+var(30))*(P2StateType=A)*70])
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=MoveHit
Trigger1 = var(8)||var(45)<=1200&&var(30)||StateNo=640&&var(58)=2&&(fvar(39)<16||var(45)<10000)
Trigger1 = StateNo=620+var(30)||StateNo=640||StateNo=630+var(30)
;Trigger1 = var(45)<=160||EnemyNear(floor(fvar(18))),BackEdgeBodyDist<60
Trigger2 = StateNo=630+var(30)&&(P2StateNo!=[10631,10639])
Trigger2 = fvar(39)<13||Pos Y+(vel y+0.55*7)*14>0&&P2StateType=A
Trigger3 = fvar(39)>=10&&(StateNo=[600,610])
[State -1,A_D];D
Type = ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)
TriggerAll=RoundState=2
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=fvar(39)>=16
TriggerAll=StateType=A
TriggerAll=var(58)=2
TriggerAll=P2StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-20,40+(EnemyNear,backedgebodydist<20)*30]
TriggerAll=P2BodyDist Y*fvar(9)-(vel y+Const(MoveMent.Yaccel)*8)*16+(4+0.52*8)*16=[-25,60]
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=var(30)=10000
TriggerAll=StateNo=10630
TriggerAll=MoveHit
Trigger1 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*16<0

;
;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+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*17)*18=[-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=fvar(38)=1
TriggerAll=fvar(38)>0
TriggerAll=StateNo=0
TriggerAll=ctrl
TriggerAll=NumHelper(780+id)>0
TriggerAll=InGuardDist||(Helper(780+id),var(58))
Trigger1 = Random<var(59)*20||var(59)>9

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


[State -1,Jump];Wv
Type = null;ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=StateNo=10100
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateNo!=[120,155]
TriggerAll=Random<var(59)*5
Trigger1 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*9=[120,180]
;Trigger2 = P2BodyDist X*fvar(8)<70
;Trigger2 = P2StateType=A
;Trigger2 = var(59)>7

[State -1,Jump];_bVpWv
Type = null;ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=StateNo=10100
TriggerAll=P2StateType!=L
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateNo!=[120,155]
TriggerAll=Random<var(59)*20
TriggerAll=life>300
Trigger1 = P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[80,180]
Trigger1 = P2StateType!=A

[State -1,Dash];_bV
Type = ChangeState
value = 100+var(30)
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=1
TriggerAll=!(P2BodyDist X*fvar(8)<=110&&var(58)=2&&power>499&&var(55)=8)
TriggerAll=ctrl||(StateNo=[11,22])
TriggerAll=P2StateType!=L
TriggerAll=!(var(55)=9)
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||(fvar(38)=[-4,-1])
Trigger1 = P2MoveType=H
Trigger1 = frontedgebodydist>60||var(30)!=0||PrevStateNo=3000
Trigger1 = P2BodyDist X*fvar(8)>92||PrevStateNo=3000
Trigger2 = fvar(38)=[-4,-1]
Trigger2 = var(59)>9
Trigger2 = P2BodyDist X*fvar(8)>22
Trigger3 = P2MoveType=H
Trigger3 = var(30)!=0&&var(55)!=1
;Trigger3 = EnemyNear(floor(fvar(18))),vel y=[-1,-0.3]
Trigger4 = P2BodyDist X*fvar(8)>150||(P2StateNo=[1210,1213])||var(55)=100&&P2BodyDist X*fvar(8)>10
Trigger4 = var(30)!=0
Trigger5 = Helper(50000+id),fvar(18)
Trigger5 = var(30)!=0

[State -3,S];
Type = ChangeState
value = 0
ctrl=1
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=!var(30)
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
Trigger1 = StateNo=21
Trigger1 = P2BodyDist X*fvar(8)<=0

[State -3,Walk];O
Type = ChangeState
value = 21
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=!var(30)
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=fvar(34)!=1
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ctrl||StateNo=11||StateNo=22
TriggerAll=StateNo!=[100,101]
TriggerAll=StateNo!=[20,21]
TriggerAll=PrevStateNo!=[20,21]
Trigger1 = (P2BodyDist X*fvar(8)=[10,50])||!var(30)
Trigger1 = P2MoveType!=H||P2StateType=A


[State -1,BackStep];obNXebv
Type = ChangeState
value = 105
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=!var(30)
TriggerAll=StateType!=A
TriggerAll=ctrl||(StateNo=[11,22])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=A||EnemyNear(floor(fvar(18))),ctrl
Trigger1 = (P2BodyDist X*fvar(8)=[0,99])||(P2BodyDist X*fvar(8)=[116,144])
Trigger1 = Random<var(59)*(8+(PrevStateNo=960)*42)
Trigger1 = backedgebodydist>40

;
;n㗧ZU 
;
[State -3,T];
Type  = ChangeState
TriggerAll=!IsHelper
TriggerAll=var(59)>2
TriggerAll=fvar(34)!=1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!fvar(35)
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=Helper(780+id),fvar(39)=0
TriggerAll=(ctrl||fvar(28)) || (StateNo = 5120 && animtime = 0)||(StateNo=[11,22])||(StateNo=[10100,10101])||StateNo=52
TriggerAll=var(30)=10000&&var(45)>0||(var(30)=0)
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=40
TriggerAll=P2BodyDist X*fvar(8)=[-5,22]
Trigger1 = Random<ifelse(var(59)>9,var(59)*60,var(59)*30)
Trigger2 = (P2StateNo=[120,140])
Trigger2 = Random<var(59)*25||var(59)>10
Value = ifelse((fvar(24)=[3,4]),800+var(30),805+var(30))

;
;i
[State -1,2k];2K
Type = ChangeState
value = 410
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=Random<var(59)*5
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=100
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=100&&Time>=10)||StateNo=101||StateNo=52||(StateNo=[10100,10101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!var(30)||var(30)=10000&&var(45)>0
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),fvar(18)!=1
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-5,46]
Trigger1 = !P2BodyDist Y*fvar(9)

[State -1,2d];2D
Type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=Random<var(59)*6
TriggerAll=var(55)!=100
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=100&&Time>=10)||StateNo=101||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),fvar(18)!=1
TriggerAll=!var(30)
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*10)*(1-(Facing=Enemynear,Facing)*2)=[-5,69]
Trigger1 = !P2BodyDist Y*fvar(9)

[State -1,moro_2d];2D
Type = ChangeState
value = 10450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=Random<var(59)*6
TriggerAll=fvar(38)>0
TriggerAll=var(55)!=100
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=100&&Time>=10)||StateNo=101||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),fvar(18)!=1
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)-vel x*5-(EnemyNear(floor(fvar(18))),vel x*10)*(1-(Facing=Enemynear,Facing)*2)=[-5,126]
Trigger1 = !P2BodyDist Y*fvar(9)
;
;
;i

[State -1,5d];D
Type = ChangeState
value = 240
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=Random<var(59)*2
TriggerAll=fvar(38)>0
TriggerAll=var(55)!=100
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=var(50)<=64
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=100&&Time>=10)||StateNo=101||StateNo=52||(StateNo=[10100,10101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),fvar(18)!=1
TriggerAll=!var(30)||var(30)=10000&&var(45)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*11)*(1-(Facing=Enemynear,Facing)*2)=[-5,69]
Trigger1 = !P2BodyDist Y*fvar(9)

[State -1,syokyaku];p
Type = ChangeState
value = 1200
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=Random<var(59)*3
TriggerAll=fvar(38)>0
TriggerAll=Power>499
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=100
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=100&&Time>=10)||StateNo=101||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2StateType=C
TriggerAll=!var(30)
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*11)*(1-(Facing=Enemynear,Facing)*2)=[-5,155]
Trigger1 = !P2BodyDist Y*fvar(9)

;
;
;
[State -1,5k];K
Type = ChangeState
value = 210
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=Random<var(59)*10
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=100
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=100&&Time>=10)||StateNo=101||StateNo=52||(StateNo=[10100,10101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),fvar(18)!=1
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!var(30)||var(30)=10000&&var(45)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-5,61]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel))*7=[-50,-20]
Trigger2 = !P2BodyDist Y*fvar(9)

[State -1,moro_d5s];S
Type = ChangeState
value = 225+var(30)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=Random<var(59)*10
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=100
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=100&&Time>=10)||StateNo=101||StateNo=52||(StateNo=[10100,10101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),fvar(18)!=1
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)-vel x*4-(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[-5,93]
Trigger1 = !P2BodyDist Y*fvar(9)

[State -1,5hs];hs
Type = ChangeState
value = 230
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=Random<var(59)*10
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=100
TriggerAll=StateType!=A
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),fvar(18)!=1
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=100&&Time>=10)||StateNo=101||StateNo=52||(StateNo=[10100,10101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!var(30)
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*13)*(1-(Facing=Enemynear,Facing)*2)=[-5,116]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel))*13=[-80,-30]
Trigger2 = P2StateType!=A

[State -1,moro_5hs];hs
Type = ChangeState
value = 230+var(30)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5
TriggerAll=Random<var(59)*10
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=100
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=100&&Time>=10)||StateNo=101||StateNo=52||(StateNo=[10100,10101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),fvar(18)!=1
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)-vel x*6-(EnemyNear(floor(fvar(18))),vel x*11)*(1-(Facing=Enemynear,Facing)*2)=[-5,128]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel))*11=[-80,-30]
Trigger2 = !P2BodyDist Y*fvar(9)

[State -1,2d];2D
Type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=Random<var(59)*9
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=100
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=100&&Time>=10)||StateNo=101||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!var(30)
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),fvar(18)!=1
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*10)*(1-(Facing=Enemynear,Facing)*2)=[-5,69]
Trigger1 = !P2BodyDist Y*fvar(9)


[State -1,masyo];
Type = ChangeState
value = 1000
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2
TriggerAll=Random<var(59)*8
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=100
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=100&&Time>=10)||StateNo=101||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!var(30)
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),fvar(18)!=1
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*12)*(1-(Facing=Enemynear,Facing)*2)=[56,144]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel))*12=[-80,-30]
Trigger2 = !P2BodyDist Y*fvar(9)

[State -1,moro_masyo];
Type = ChangeState
value = 1000
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5
TriggerAll=Random<var(59)*10
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=100
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=100&&Time>=10)||StateNo=101||StateNo=52||(StateNo=[10100,10101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),fvar(18)!=1
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)-vel x*8-(EnemyNear(floor(fvar(18))),vel x*12)*(1-(Facing=Enemynear,Facing)*2)=[56,178]
Trigger1 = !P2BodyDist Y*fvar(9)

[State -1,kihi];
Type = ChangeState
value = 1900
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2
TriggerAll=Random=[var(59)*16,var(59)*23]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=var(55)!=100
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=100&&Time>=10)||StateNo=101||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!var(30)
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),fvar(18)!=1
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*13)*(1-(Facing=Enemynear,Facing)*2)=[45,189]
Trigger1 = !P2BodyDist Y*fvar(9)

[State -1,kenin];
Type = ChangeState
value = 1100
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>1
TriggerAll=Random=[800,var(59)*10+800]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=100
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=100&&Time>=10)||StateNo=101||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=C
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),fvar(18)!=1
TriggerAll=!var(30)
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)>142
Trigger1 = !P2BodyDist Y*fvar(9)

[State -3,syousei1];Đ
Type = ChangeState
value = 1800
TriggerAll=!IsHelper
TriggerAll=var(59)>5&&Random<var(59)*10
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=!var(30)
TriggerAll=var(44)>=1
TriggerAll=NumHelper(780+id)>0
TriggerAll=var(55)!=100
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[10100,10101])||(StateNo=52&&!Time)||StateNo=100&&Time>=10
Trigger1 = P2BodyDist X*fvar(8)>210

[State -3,FDLZpP]
Type = ChangeState
Value = 200
TriggerAll=!IsHelper
TriggerAll=var(59)>6
TriggerAll=!var(40)
TriggerAll=RoundState=2
TriggerAll=Power>0
TriggerAll=Random<=var(59)*100
TriggerAll=!var(30)
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
Trigger1 = StateNo=100&&time>=10
Trigger1 = P2StateType=L||fvar(38)<0||InGuardDist


;
;󒆈ړ
;

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

[State -1,AirDash];_bV
Type = ChangeState
value = 110
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(34)!=1
TriggerAll=!var(11)
TriggerAll=var(55)!=25||P2BodyDist Y*fvar(9)>0
TriggerAll=StateType=A
triggerall=pos y<=ifelse(vel y < 0,-30,-10)
triggerall=pos y>=-50
TriggerAll=(StateNo=[5200,5210])||StateNo=5040||(StateNo=[50,59])
TriggerAll=ctrl
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)>140
Trigger1 = Random<var(59)*9

[State -1,AirBackDash];_bV
Type = ChangeState
value = 115
TriggerAll=!IsHelper
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(59)>0
TriggerAll=var(55)!=25||P2BodyDist Y*fvar(9)>0
TriggerAll=!var(11)
TriggerAll=StateType=A
triggerall = pos y <= ifelse(vel y < 0,-30,-10)
TriggerAll=(StateNo=[5200,5210])||StateNo=5040||(StateNo=[50,59])
TriggerAll=ctrl
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)=[0,180]
Trigger1 = Random<var(59)*5+(!var(30))*15

;
;󒆗ZU 
;
[State -1,AirT];󒆓
type = ChangeState
value = 850
triggerall=!ishelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2
TriggerAll=var(30)=10000&&var(45)>0||(var(30)=0)
triggerall=statetype = A
triggerall=ctrl
TriggerAll=!fvar(35)
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=Helper(780+id),fvar(39)=0
TriggerAll=P2BodyDist X*fvar(8)=[-34,55]
TriggerAll=P2BodyDist Y*fvar(9)=[-49,19]
triggerall=p2statetype = A
triggerall=p2movetype != H
TriggerAll=P2StateNo!=105
triggerall = !helper(780+id),var(8)
Trigger1 = Random<var(59)*70
Trigger2 = (P2StateNo=[120,129])||(P2StateNo=[5200,5210])||(StateNo=[5200,5210])
Trigger2 = Random<var(59)*140
;I

;
;_bV
[State -1,A_HS]
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=!var(30)
TriggerAll=StateType=A
TriggerAll=(StateNo=110||StateNo=115)&&Time>6
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)-vel x*(5-(StateNo=115)*4)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-20,20]
Trigger1 = Random<=var(59)*100
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4)*5<=-10

[State -1,moro_A_S]
Type = ChangeState
value = 10620
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(30)=10000
TriggerAll=StateType=A
TriggerAll=(StateNo=110||StateNo=115)&&Time>6
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)-vel x*(10-(StateNo=115)*4)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*10)*(1-(Facing=Enemynear,Facing)*2)=[-10,103]
Trigger1 = Random<=var(59)*100
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*9)*10=[-55,60]

[State -1,moro_A_S]
Type = ChangeState
value = 10620
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(30)=10000
TriggerAll=StateType=A
TriggerAll=(StateNo=110||StateNo=115)&&Time>6
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)-vel x*(10-(StateNo=115)*4)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*10)*(1-(Facing=Enemynear,Facing)*2)=[-10,103]
Trigger1 = Random<=var(59)*100
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*9)*10=[-55,30]

[State -1,konzetu];
Type = ChangeState
value = 1600
TriggerAll=!IsHelper
TriggerAll=var(59)>5
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=StateType=A
TriggerAll=(StateNo=110||StateNo=115)&&Time>=7
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*16)*(1-(Facing=Enemynear,Facing)*2)=[-96,96]
Trigger1 = Random<=var(59)*100
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*16=[-63,45]


[State -1,moro_A_HS]
Type = ChangeState
value = 10630
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(30)=10000
TriggerAll=StateType=A
TriggerAll=(StateNo=110||StateNo=115)&&Time>6
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)-vel x*(14-(StateNo=115)*4)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*11)*(1-(Facing=Enemynear,Facing)*2)=[-50,63]
Trigger1 = Random<=var(59)*100
Trigger1 = P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*6)*12=[-45,30]
Trigger2 = P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7.5)*15=[-5,80]

[State -1,A_K]
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType=A
TriggerAll=P2StateType=A
TriggerAll=(StateNo=110||StateNo=115)&&Time>6
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)-vel x*(6-(StateNo=115)*4)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)=[-20,25]
Trigger1 = Random<=var(59)*100
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*5)*6=[-80,10]

[State -1,A_S]
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=!var(30)
TriggerAll=StateType=A
TriggerAll=(StateNo=110||StateNo=115)&&Time>6
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)-vel x*(7-(StateNo=115)*4)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-20,48]
Trigger1 = Random<=var(59)*100
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4)*5=[-30,40]


[State -1,A_P]
Type = ChangeState
value = 600
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType=A
TriggerAll=(StateNo=110||StateNo=115)&&Time>6
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)-vel x*(5-(StateNo=115)*4)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-20,35]
Trigger1 = Random<=var(59)*100
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4)*5=[-10,40]

;
;
;

[State -1,A_HS]
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=!var(30)
TriggerAll=var(55)!=25
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=110||StateNo=115)&&Time>6
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)-vel x*(11-(StateNo=115)*4)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-20,40]
Trigger1 = Random<=var(59)*100
Trigger1 = P2BodyDist Y*fvar(9)>0

[State -1,moro_A_S]
Type = ChangeState
value = 10620
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(30)=10000
TriggerAll=var(55)!=25
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=110||StateNo=115)&&Time>6
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)-vel x*(10-(StateNo=115)*4)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*10)*(1-(Facing=Enemynear,Facing)*2)=[-10,103]
Trigger1 = Random<=var(59)*100
Trigger1 = P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+0.55*5)*10+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel Y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*10=[-45,65]

[State -1,konzetu];
Type = ChangeState
value = 1600
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=25
TriggerAll=var(30)=10000&&var(45)>0
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=110||StateNo=115)&&Time>=7
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=vel y>0||Power>499&&var(55)!=2
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*16)*(1-(Facing=Enemynear,Facing)*2)=[-96,96]
Trigger1 = Random<=var(59)*100
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel Y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*16=[-65,-15]
Trigger1 = P2StateType=A&&!(NumHelper(1605)>0||NumHelper(1606)>0)

[State -1,moro_A_HS]
Type = ChangeState
value = 10630
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(30)=10000
TriggerAll=StateType=A
TriggerAll=var(55)!=25
TriggerAll=Ctrl||(StateNo=110||StateNo=115)&&Time>6
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=P2BodyDist X*fvar(8)-vel x*(10-(StateNo=115)*4)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*11)*(1-(Facing=Enemynear,Facing)*2)=[-50,63]
Trigger1 = P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+0.55*6)*12+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel Y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*6)*12=[-45,35]
Trigger2 = P2StateType!=A
Trigger2 = Pos Y+(vel y!=0)*(vel y+0.55*7.5)*15=[-60,5]

[State -1,A_K]
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=25
TriggerAll=StateType=A
TriggerAll=P2StateType=A
TriggerAll=Ctrl||(StateNo=110||StateNo=115)&&Time>6
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=P2BodyDist X*fvar(8)-vel x*(6-(StateNo=115)*4)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)=[-20,25]
Trigger1 = Random<=var(59)*100
Trigger1 = P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+0.55*2)*4+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel Y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*2)*4=[-75,-25]

[State -1,A_S]
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=25
TriggerAll=!var(30)
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=110||StateNo=115)&&Time>6
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=P2BodyDist X*fvar(8)-vel x*(7-(StateNo=115)*4)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-20,48]
Trigger1 = Random<=var(59)*100
Trigger1 = P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+0.55*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=[-45,35]
[State -1,A_P]
Type = ChangeState
value = 600
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=25
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=110||StateNo=115)&&Time>6
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=Helper(780+id),var(44)!=1
TriggerAll=P2BodyDist X*fvar(8)-vel x*(5-(StateNo=115)*4)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-20,35]
Trigger1 = Random<=var(59)*100
Trigger1 = P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+0.55*2.5)*5+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel Y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*2.5)*5=[-15,35]

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

[State 21]
Type = poweradd
trigger1 = anim = 20+var(30)
Trigger1 = P2Dist X>0
value = ceil(2*fvar(37))


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

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20+var(30) && Anim != 5+var(30)
trigger2 = Anim = 5+var(30) && AnimTime = 0
value = 20+var(30)

[State 200, 1]
type = PlaySnd
triggerall = anim = 20+var(30)
trigger1 = animelem = 8
value = 5, 1

;
;AIp@AI BackWalk
;
[Statedef 22]
Type    = S
physics = S
sprpriority = 0
Ctrl = 0

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

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21+var(30) && Anim != 5+var(30)
trigger2 = Anim = 5+var(30) && AnimTime = 0
value = 21+var(30)

[State 22, 1]
type = PlaySnd
triggerall = anim = 21+var(30)
trigger1 = animelem = 3
value = 5, 1


; Jump Start 󓊂p
[Statedef 35]
type = S
physics = S
anim = 40+var(30)
ctrl = 0
sprpriority = 2

[State -1];ڲ԰͐Kެ߂
Type = ChangeState
value = 40
Trigger1=var(59)<=0
[State -2]
type = varset
trigger1 = time = 0
trigger1 = prevstateno != [200,451]
trigger1 = prevstateno != [10220,10451]
var(35) = 1

[State -2]
type = varset
triggerall = time = 0
trigger1 = prevstateno = [200,451]
trigger2 = prevstateno = [10220,10451]
var(35) = 0

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

;================================================================================
[State 40, 1]
type = VarSet
triggerAll = Time = 0
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-25-(backedgebodydist<20)*45,44]
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)>44
Trigger2 = P2StateType=L
sysvar(1) = 1

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

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

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

;================================================================================

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno != 100+var(30)
trigger1 = prevstateno != 101+var(30)
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
triggerall = AnimTime = 0
trigger1 = prevstateno = 101+var(30)
trigger2 = (prevstateno = 0&&var(15))
trigger3 = (prevstateno = 960&&var(15))
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)=-1,0,1.2)

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100+var(30)
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x)+2,ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=1,vel x*0.74,0)

[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || (prevstateno = [206,225]) || prevstateno = 400 || ((prevstateno = [420,450])&&prevstateno != 430) || prevstateno = 10220 || (prevstateno = [10225,10236]) || prevstateno = 10420 || (prevstateno = [10431,10450])
trigger1 = var(15) = 1
trigger1 = var(16) > 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4];qbg|[YɃWvŃ_bVp
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || (prevstateno = [206,225]) || prevstateno = 400 || ((prevstateno = [420,450])&&prevstateno != 430) || prevstateno = 10220 || (prevstateno = [10225,10236]) || prevstateno = 10420 || (prevstateno = [10431,10450])
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,ifelse(var(30) = 0,0.7,1.2))
[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
trigger1 = AnimTime = 0
trigger1 = (helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450])||(stateno=[10220,10451]))
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 = (helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450])||(stateno=[10220,10451]))
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,ifelse(var(30) = 0,0.7,1.2))

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

[State 40, 4]
type = velset
trigger1 = var(12) = 0
trigger1 = fvar(30) = 0
trigger1 = animtime = 0
y = const(velocity.jump.y)

[State 40, 4]
type = velset
trigger1 = var(12) = 0
trigger1 = fvar(30) = 1
trigger1 = animtime = 0
y = -8.9

[State 40, 5]
type = velset
trigger1 = var(12) = 1
trigger1 = animtime = 0
y = const(velocity.jump.y)-4.75

[State 40, 4]
type = veladd
trigger1 = var(12) = 0
trigger1 = fvar(30) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 0.2

[State 40, 4]
type = veladd
trigger1 = var(12) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 1.25

[State 40, 4]
type = veladd
trigger1 = var(12) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -2

[State 40, 4]
type = veladd
trigger1 = var(12) = 0
trigger1 = palno=11
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 2.75

[State 40, 4]
type = veladd
trigger1 = var(12) = 0
trigger1 = palno=11
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -2

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

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

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


; Jump Start _p
[Statedef 37]
type = S
physics = S
anim = 40+var(30)
ctrl = 0
sprpriority = 2

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

[State -2]
type = varset
trigger1 = time = 0
trigger1 = prevstateno != [200,451]
trigger1 = prevstateno != [10220,10451]
var(35) = 1

[State -2]
type = varset
triggerall = time = 0
trigger1 = prevstateno = [200,451]
trigger2 = prevstateno = [10220,10451]
var(35) = 0

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

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

[State 40]
type = VarSet
TriggerAll=!Time
Trigger1 = P2Movetype=H
Trigger2 = P2BodyDist X>0
;Trigger2 = Random<=333
Trigger3 = fvar(38)=3
Trigger4 = P2StateType=L
sysvar(1) = 1

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

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

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

;================================================================================

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno != 100+var(30)
trigger1 = prevstateno != 101+var(30)
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
triggerall = AnimTime = 0
trigger1 = prevstateno = 101+var(30)
trigger2 = (prevstateno = 0&&var(15))
trigger3 = (prevstateno = 960&&var(15))
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)=-1,0,1.2)

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100+var(30)
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x)+2,ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=1,vel x*0.74,0)

[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || (prevstateno = [206,225]) || prevstateno = 400 || ((prevstateno = [420,450])&&prevstateno != 430) || prevstateno = 10220 || (prevstateno = [10225,10236]) || prevstateno = 10420 || (prevstateno = [10431,10450])
trigger1 = var(15) = 1
trigger1 = var(16) > 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4];qbg|[YɃWvŃ_bVp
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || (prevstateno = [206,225]) || prevstateno = 400 || ((prevstateno = [420,450])&&prevstateno != 430) || prevstateno = 10220 || (prevstateno = [10225,10236]) || prevstateno = 10420 || (prevstateno = [10431,10450])
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,ifelse(var(30) = 0,0.7,1.2))
[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
trigger1 = AnimTime = 0
trigger1 = (helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450])||(stateno=[10220,10451]))
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 = (helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450])||(stateno=[10220,10451]))
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,ifelse(var(30) = 0,0.7,1.2))

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

[State 40, 4]
type = velset
trigger1 = var(12) = 0
trigger1 = fvar(30) = 0
trigger1 = animtime = 0
y = const(velocity.jump.y)

[State 40, 4]
type = velset
trigger1 = var(12) = 0
trigger1 = fvar(30) = 1
trigger1 = animtime = 0
y = -8.9

[State 40, 5]
type = velset
trigger1 = var(12) = 1
trigger1 = animtime = 0
y = const(velocity.jump.y)-4.75

[State 40, 4]
type = veladd
trigger1 = var(12) = 0
trigger1 = fvar(30) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 0.2

[State 40, 4]
type = veladd
trigger1 = var(12) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 1.25

[State 40, 4]
type = veladd
trigger1 = var(12) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -2

[State 40, 4]
type = veladd
trigger1 = var(12) = 0
trigger1 = palno=11
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 2.75

[State 40, 4]
type = veladd
trigger1 = var(12) = 0
trigger1 = palno=11
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -2

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

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

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


; Jump Start _p
[Statedef 38]
type = S
physics = S
anim = 40+var(30)
ctrl = 0
sprpriority = 2

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

[State -2]
type = varset
trigger1 = time = 0
trigger1 = prevstateno != [200,451]
trigger1 = prevstateno != [10220,10451]
var(35) = 1

[State -2]
type = varset
triggerall = time = 0
trigger1 = prevstateno = [200,451]
trigger2 = prevstateno = [10220,10451]
var(35) = 0

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

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

[State 40]
type = VarSet
TriggerAll=!Time
Trigger1 = P2Movetype=H
Trigger2 = P2BodyDist X>0
;Trigger2 = Random<=333
Trigger3 = fvar(38)=3
Trigger4 = P2StateType=L
sysvar(1) = 1

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

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

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

;================================================================================

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno != 100+var(30)
trigger1 = prevstateno != 101+var(30)
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
triggerall = AnimTime = 0
trigger1 = prevstateno = 101+var(30)
trigger2 = (prevstateno = 0&&var(15))
trigger3 = (prevstateno = 960&&var(15))
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)=-1,0,1.2)

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100+var(30)
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x)+2,ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=1,vel x*0.74,0)

[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || (prevstateno = [206,225]) || prevstateno = 400 || ((prevstateno = [420,450])&&prevstateno != 430) || prevstateno = 10220 || (prevstateno = [10225,10236]) || prevstateno = 10420 || (prevstateno = [10431,10450])
trigger1 = var(15) = 1
trigger1 = var(16) > 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4];qbg|[YɃWvŃ_bVp
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || (prevstateno = [206,225]) || prevstateno = 400 || ((prevstateno = [420,450])&&prevstateno != 430) || prevstateno = 10220 || (prevstateno = [10225,10236]) || prevstateno = 10420 || (prevstateno = [10431,10450])
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,ifelse(var(30) = 0,0.7,1.2))
[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
trigger1 = AnimTime = 0
trigger1 = (helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450])||(stateno=[10220,10451]))
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 = (helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450])||(stateno=[10220,10451]))
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,ifelse(var(30) = 0,0.7,1.2))

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

[State 40, 4]
type = velset
trigger1 = var(12) = 0
trigger1 = fvar(30) = 0
trigger1 = animtime = 0
y = const(velocity.jump.y)

[State 40, 4]
type = velset
trigger1 = var(12) = 0
trigger1 = fvar(30) = 1
trigger1 = animtime = 0
y = -8.9

[State 40, 5]
type = velset
trigger1 = var(12) = 1
trigger1 = animtime = 0
y = const(velocity.jump.y)-4.75

[State 40, 4]
type = veladd
trigger1 = var(12) = 0
trigger1 = fvar(30) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 0.2

[State 40, 4]
type = veladd
trigger1 = var(12) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 1.25

[State 40, 4]
type = veladd
trigger1 = var(12) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -2

[State 40, 4]
type = veladd
trigger1 = var(12) = 0
trigger1 = palno=11
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 2.75

[State 40, 4]
type = veladd
trigger1 = var(12) = 0
trigger1 = palno=11
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -2

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

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

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


; Jump Start
[Statedef 39]
type = S
physics = S
anim = 40+var(30)
ctrl = 0
sprpriority = 2

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

[State -2]
type = varset
trigger1 = time = 0
trigger1 = prevstateno != [200,451]
trigger1 = prevstateno != [10220,10451]
var(35) = 1

[State -2]
type = varset
triggerall = time = 0
trigger1 = prevstateno = [200,451]
trigger2 = prevstateno = [10220,10451]
var(35) = 0

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

;================================================================================
[State 40, 1]
type = VarSet
trigger1 = Time = 0
Trigger2 = P2StateType=L
Trigger2 = (EnemyNear(floor(fvar(18))),backedgebodydist>20)&&(PrevStateNo=10100&&(P2BodyDist X*fvar(8)=[-6,60]))
sysvar(1) = 0

[State 40]
type = VarSet
TriggerAll=!Time
Trigger1 = P2Movetype=H&&P2StateType!=L
Trigger2 = P2BodyDist X>0
Trigger3 = P2StateType=L
Trigger3 = (EnemyNear(floor(fvar(18))),backedgebodydist<20)||(PrevStateNo=10100&&(P2BodyDist X*fvar(8)=[-6,60]))=0
Trigger4 = fvar(38)=3||fvar(38)=-5
Trigger5 = StateNo=10100&&(P2BodyDist X*fvar(8)=[100,180])
Trigger6 = InGuardDist
sysvar(1) = 1

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

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

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

;================================================================================

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno != 100+var(30)
trigger1 = prevstateno != 101+var(30)
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
triggerall = AnimTime = 0
trigger1 = prevstateno = 101+var(30)
trigger2 = (prevstateno = 0&&var(15))
trigger3 = (prevstateno = 960&&var(15))
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)=-1,0,1.2)

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100+var(30)
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x)+2,ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=1,vel x*0.74,0)

[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || (prevstateno = [206,225]) || prevstateno = 400 || ((prevstateno = [420,450])&&prevstateno != 430) || prevstateno = 10220 || (prevstateno = [10225,10236]) || prevstateno = 10420 || (prevstateno = [10431,10450])
trigger1 = var(15) = 1
trigger1 = var(16) > 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4];qbg|[YɃWvŃ_bVp
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || (prevstateno = [206,225]) || prevstateno = 400 || ((prevstateno = [420,450])&&prevstateno != 430) || prevstateno = 10220 || (prevstateno = [10225,10236]) || prevstateno = 10420 || (prevstateno = [10431,10450])
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,ifelse(var(30) = 0,0.7,1.2))
[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
trigger1 = AnimTime = 0
trigger1 = (helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450])||(stateno=[10220,10451]))
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 = (helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450])||(stateno=[10220,10451]))
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,ifelse(var(30) = 0,0.7,1.2))

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

[State 40, 4]
type = velset
trigger1 = var(12) = 0
trigger1 = fvar(30) = 0
trigger1 = animtime = 0
y = const(velocity.jump.y)

[State 40, 4]
type = velset
trigger1 = var(12) = 0
trigger1 = fvar(30) = 1
trigger1 = animtime = 0
y = -8.9

[State 40, 5]
type = velset
trigger1 = var(12) = 1
trigger1 = animtime = 0
y = const(velocity.jump.y)-4.75

[State 40, 4]
type = veladd
trigger1 = var(12) = 0
trigger1 = fvar(30) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 0.2

[State 40, 4]
type = veladd
trigger1 = var(12) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 1.25

[State 40, 4]
type = veladd
trigger1 = var(12) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -2

[State 40, 4]
type = veladd
trigger1 = var(12) = 0
trigger1 = palno=11
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 2.75

[State 40, 4]
type = veladd
trigger1 = var(12) = 0
trigger1 = palno=11
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -2

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

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

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

[StateDef 10000]
anim=9999
ctrl=0

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

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

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

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

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

[State 10000,AI׸ON]
Type=varset
TriggerAll=var(59)!=-1
Trigger1=root,command="a"
Trigger2=root,command="b"
Trigger3=root,command="c"
Trigger4=root,command="x"
Trigger5=root,command="y"
Trigger6=root,command="z"
Trigger7=root,command="start"
Trigger8=root,command="fwd"&&roundstate=2
Trigger9=root,command="back"&&roundstate=2
Trigger10=root,command="up"&&roundstate=2
Trigger11=root,command="down"&&roundstate=2
var(59)=1



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

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

[state 50000]
Type=Projectile
Trigger1 = time=0
Velocity = -5,0
ProjID = 50000+root,id
Projanim = 9999
Offset = 0,0
projstagebound = 0
Projedgebound = 100000
Projremovetime = -1
[state 50000]
type = velset
Trigger1 = !Root,NumProjID(50000+root,id)
Trigger1 = time>0
x=0
y=0
[State -3];ʒ[܂ł̋
Type = VarSet
Trigger1 = root,NumHelper(50000+root,id)&&root,NumHelper(60000+root,id)
fvar(16) = ifelse(Root,facing=1,(helper(50000+root,id),rootdist X),(helper(60000+root,id),rootdist X))
IgNoreHitPause = 1

[State -3];ʒ[܂ł̋
Type = VarSet
Trigger1 = root,NumHelper(50000+root,id)&&root,NumHelper(60000+root,id)
fvar(17) = ifelse((EnemyNear(floor(root,fvar(18))),facing=1),(helper(60000+root,id),P2bodydist X),(helper(50000+root,id),P2bodydist X))
IgNoreHitPause = 1
[State -3];ʒ[܂ł̋
Type = VarSet
Trigger1= root,NumHelper(1910)>0
Trigger1= Helper(1910),Anim=1910&&(P2StateType!=A&&P2MoveType!=H||P2MoveType=H)
Trigger2= root,NumHelper(1960)>0
Trigger2= (Helper(1960),Anim=[1960,1961])&&(P2StateType!=A&&P2MoveType!=H||P2MoveType=H)
Trigger3= Root,StateNo=1900||Root,StateNo=1950
fvar(18) = 1
IgNoreHitPause = 1
[State -3];ʒ[܂ł̋
Type = VarSet
TriggerAll=root,var(55)=9
TriggerAll=Root,StateNo=1601&&Root,Animtime=0
Trigger1 = root,fvar(39)>=14
Trigger1 = P2BodyDist Y*root,fvar(9)+(EnemyNear(floor(root,fvar(18))),vel y+0.52*(14-EnemyNear(floor(root,fvar(18))),gethitvar(hitshaketime))/2)*(14-EnemyNear(floor(root,fvar(18))),gethitvar(hitshaketime))=[-105,-50]
Trigger2 = root,fvar(39)>=15
Trigger2 = P2BodyDist Y*root,fvar(9)+(EnemyNear(floor(root,fvar(18))),vel y+0.52*(15-EnemyNear(floor(root,fvar(18))),gethitvar(hitshaketime))/2)*(15-EnemyNear(floor(root,fvar(18))),gethitvar(hitshaketime))=[-105,-50]
Trigger3 = root,fvar(39)>=16
Trigger3 = P2BodyDist Y*root,fvar(9)+(EnemyNear(floor(root,fvar(18))),vel y+0.52*(16-EnemyNear(floor(root,fvar(18))),gethitvar(hitshaketime))/2)*(16-EnemyNear(floor(root,fvar(18))),gethitvar(hitshaketime))=[-105,-50]
Trigger4 = root,fvar(39)>=17
Trigger4 = P2BodyDist Y*root,fvar(9)+(EnemyNear(floor(root,fvar(18))),vel y+0.52*(17-EnemyNear(floor(root,fvar(18))),gethitvar(hitshaketime))/2)*(17-EnemyNear(floor(root,fvar(18))),gethitvar(hitshaketime))=[-105,-50]
Trigger5 = root,fvar(39)>=18
Trigger5 = P2BodyDist Y*root,fvar(9)+(EnemyNear(floor(root,fvar(18))),vel y+0.52*(18-EnemyNear(floor(root,fvar(18))),gethitvar(hitshaketime))/2)*(18-EnemyNear(floor(root,fvar(18))),gethitvar(hitshaketime))=[-105,-50]
Trigger6 = root,fvar(39)>=19
Trigger6 = P2BodyDist Y*root,fvar(9)+(EnemyNear(floor(root,fvar(18))),vel y+0.52*(19-EnemyNear(floor(root,fvar(18))),gethitvar(hitshaketime))/2)*(19-EnemyNear(floor(root,fvar(18))),gethitvar(hitshaketime))=[-105,-50]
Trigger7 = root,fvar(39)>=20
Trigger7 = P2BodyDist Y*root,fvar(9)+(EnemyNear(floor(root,fvar(18))),vel y+0.52*(20-EnemyNear(floor(root,fvar(18))),gethitvar(hitshaketime))/2)*(20-EnemyNear(floor(root,fvar(18))),gethitvar(hitshaketime))=[-105,-50]
Trigger8 = root,fvar(39)>=21
Trigger8 = P2BodyDist Y*root,fvar(9)+(EnemyNear(floor(root,fvar(18))),vel y+0.52*(21-EnemyNear(floor(root,fvar(18))),gethitvar(hitshaketime))/2)*(21-EnemyNear(floor(root,fvar(18))),gethitvar(hitshaketime))=[-105,-50]
Trigger9 = root,fvar(39)>=22
Trigger9 = P2BodyDist Y*root,fvar(9)+(EnemyNear(floor(root,fvar(18))),vel y+0.52*(22-EnemyNear(floor(root,fvar(18))),gethitvar(hitshaketime))/2)*(22-EnemyNear(floor(root,fvar(18))),gethitvar(hitshaketime))=[-105,-50]
Trigger10 = root,fvar(39)>=23
Trigger10 = P2BodyDist Y*root,fvar(9)+(EnemyNear(floor(root,fvar(18))),vel y+0.52*(23-EnemyNear(floor(root,fvar(18))),gethitvar(hitshaketime))/2)*(23-EnemyNear(floor(root,fvar(18))),gethitvar(hitshaketime))=[-105,-50]
Trigger11 = root,fvar(39)>=24
Trigger11 = P2BodyDist Y*root,fvar(9)+(EnemyNear(floor(root,fvar(18))),vel y+0.52*(24-EnemyNear(floor(root,fvar(18))),gethitvar(hitshaketime))/2)*(24-EnemyNear(floor(root,fvar(18))),gethitvar(hitshaketime))=[-105,-50]
Trigger12 = root,fvar(39)>=25
Trigger12 = P2BodyDist Y*root,fvar(9)+(EnemyNear(floor(root,fvar(18))),vel y+0.52*(25-EnemyNear(floor(root,fvar(18))),gethitvar(hitshaketime))/2)*(25-EnemyNear(floor(root,fvar(18))),gethitvar(hitshaketime))=[-105,-50]
Trigger13 = root,fvar(39)>=26
Trigger13 = P2BodyDist Y*root,fvar(9)+(EnemyNear(floor(root,fvar(18))),vel y+0.52*(26-EnemyNear(floor(root,fvar(18))),gethitvar(hitshaketime))/2)*(26-EnemyNear(floor(root,fvar(18))),gethitvar(hitshaketime))=[-105,-50]
Trigger14 = root,fvar(39)>=27
Trigger14 = P2BodyDist Y*root,fvar(9)+(EnemyNear(floor(root,fvar(18))),vel y+0.52*(27-EnemyNear(floor(root,fvar(18))),gethitvar(hitshaketime))/2)*(27-EnemyNear(floor(root,fvar(18))),gethitvar(hitshaketime))=[-105,-50]
Trigger15 = root,fvar(39)>=28
Trigger15 = P2BodyDist Y*root,fvar(9)+(EnemyNear(floor(root,fvar(18))),vel y+0.52*(28-EnemyNear(floor(root,fvar(18))),gethitvar(hitshaketime))/2)*(28-EnemyNear(floor(root,fvar(18))),gethitvar(hitshaketime))=[-105,-50]
Trigger16 = root,fvar(39)>=29
Trigger16 = P2BodyDist Y*root,fvar(9)+(EnemyNear(floor(root,fvar(18))),vel y+0.52*(29-EnemyNear(floor(root,fvar(18))),gethitvar(hitshaketime))/2)*(29-EnemyNear(floor(root,fvar(18))),gethitvar(hitshaketime))=[-105,-50]
Trigger17 = root,fvar(39)>=30
Trigger17 = P2BodyDist Y*root,fvar(9)+(EnemyNear(floor(root,fvar(18))),vel y+0.52*(30-EnemyNear(floor(root,fvar(18))),gethitvar(hitshaketime))/2)*(30-EnemyNear(floor(root,fvar(18))),gethitvar(hitshaketime))=[-105,-50]
Trigger18 = root,fvar(39)>=31
Trigger18 = P2BodyDist Y*root,fvar(9)+(EnemyNear(floor(root,fvar(18))),vel y+0.52*(31-EnemyNear(floor(root,fvar(18))),gethitvar(hitshaketime))/2)*(31-EnemyNear(floor(root,fvar(18))),gethitvar(hitshaketime))=[-105,-50]
Trigger19 = root,fvar(39)>=32
Trigger19 = P2BodyDist Y*root,fvar(9)+(EnemyNear(floor(root,fvar(18))),vel y+0.52*(32-EnemyNear(floor(root,fvar(18))),gethitvar(hitshaketime))/2)*(32-EnemyNear(floor(root,fvar(18))),gethitvar(hitshaketime))=[-105,-50]
fvar(3) = 1
IgNoreHitPause = 1

[State -3];ʒ[܂ł̋
Type = VarSet
TriggerAll= fvar(3)=1
Trigger1 = root,StateNo=39||root,StateNo=10420||!(root,var(30))
Trigger2 = fvar(16)>=300
Trigger3 = P2MoveType!=H
fvar(3) = 0
IgNoreHitPause = 1

[State -3];ʒ[܂ł̋
Type = VarSet
TriggerAll= fvar(18)>0
Trigger1= P2StateType=A&&P2MoveType!=H
Trigger2= root,NumHelper(1910)>0
Trigger2= Helper(1910),Anim=9999
Trigger3= root,NumHelper(1960)>0
Trigger3= Helper(1960),Anim=9999
Trigger4= !(root,NumHelper(1910))&&!(root,NumHelper(1960))
fvar(18) = 0
IgNoreHitPause = 1

[State -3];foOp
Type = varset
TriggerAll= var(50)>0
Trigger1= Root,MoveHit
Trigger1= Root,StateNo!=[10800,10805]
var(50) = 0
IgNoreHitPause = 1

[State -3];foOp
Type = null
Trigger1= Root,StateNo=1020&&Root,Time<3
Trigger1= var(50):=56+8*(Root,var(30)>0)
Trigger2= Root,StateNo=1405
Trigger2= var(50):=70
IgNoreHitPause = 1


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