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

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

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

[State -3,ComboDebacFlagReset]
Type = VarSet
Trigger1 = var(59)>0
Trigger1 = fvar(39)
fvar(39) = 0
IgNoreHitPause = 1

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

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

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


[state -3,E];ʒ[wp[
Type = Helper
Trigger1 = Var(59)>0
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];ʒ[܂ł̋
Type = VarSet
Trigger1 = NumHelper(50000+id)&&NumHelper(60000+id)
fvar(4) = ifelse((EnemyNear(floor(fvar(18))),facing=1),(helper(60000+id),P2bodydist X),(helper(50000+id),P2bodydist X))
IgNoreHitPause = 1
      
;
;҂
;
[State -3];iK[hp
Type = VarSet
TriggerAll=NumEnemy
Trigger1 = P2StateType!=A
Trigger2 = P2Name="millia"
Trigger2 = P2StateNo=1500
Trigger3 = P2Name="eddie"
Trigger3 = P2StateNo=1000||P2StateNo=1050||EnemyNear(floor(fvar(18))),NumHelper(1002);||EnemyNear(floor(fvar(18))),NumHelper(1001)
Trigger4 = P2Name="eddie"
Trigger4 = P2StateNo=1800||P2StateNo=1850
Trigger5 = P2Name="eddie"||P2Name="jam"
Trigger5 = P2StateNo=210
Trigger6 = P2Name="johnny"
Trigger6 = (P2StateNo=[1020,1021])||(P2StateNo=[1070,1077])
Trigger7 = P2Name="Aya Syameimaru"
Trigger7 = P2StateNo=804||EnemyNear(floor(fvar(18))),NumHelper(917)
Trigger8 = P2Name="AIHARA NATSUMI"
Trigger8 = P2StateNo=220
Trigger9 = P2Name="Rubber Soul"
Trigger9 = P2StateNo=[400,401]
fvar(38) = 1
IgNoreHitPause = 1

[State -3];iK[hp
Type = VarSet
Triggerall = NumEnemy
Trigger1 = EnemyNear(floor(fvar(18))),AutHorName="muteki"||EnemyNear(floor(fvar(18))),AutHorName="Akutagawa"
Trigger1 = P2StateNo=240
Trigger2 = P2Name!="millia"||P2StateNo!=1500
Trigger2 = P2Name!="eddie"||!(P2StateNo=1000||P2StateNo=1050||P2StateNo=1800||P2StateNo=1850||EnemyNear(floor(fvar(18))),NumHelper(1001)||EnemyNear(floor(fvar(18))),NumHelper(1002))
Trigger2 = P2StateType=A
Trigger3 = P2Name="testament"||P2Name="justice"
Trigger3 = P2StateNo=[205,206]
Trigger4 = P2Name="millia"||P2Name="eddie"||P2Name="potemkin"
Trigger4 = P2StateNo=215
Trigger5 = P2Name="faust"||P2Name="kliff"
Trigger5 = P2StateNo=235
Trigger6 = P2Name="johnny"
Trigger6 = P2StateNo=1500||P2StateNo=3200||(P2StateNo=[3500,3501])||P2StateNo=1400&&EnemyNear(floor(fvar(18))),NumHelper(1401)
Trigger7 = P2Name="order-Sol=Badguy"
Trigger7 = P2StateNo=432
Trigger8 = P2Name="bridget"
Trigger8 = (P2StateNo=[215,216])||P2StateNo=3003
Trigger9 = P2Name="jam"
Trigger9 = P2StateNo=215
Trigger10= P2Name="Sion_Eltnam_Atlasia"
Trigger10= P2StateNo=[240,245]
Trigger11= P2Name="Reimu_Hakurei"
Trigger11= P2StateNo=240
Trigger12= P2Name="SHIN"||P2Name="THOUTHER"||P2Name="REI"
Trigger12= P2StateNo=250
Trigger13= P2Name="TOKI-(NERICYA)"||P2Name="AMIBA"
Trigger13= P2StateNo=900
Trigger14= P2Name="Geese Howard"
Trigger14= EnemyNear(floor(fvar(18))),AutHorName="Cannon Musume"
Trigger14= P2StateNo=230
Trigger15= P2Name="Remilia_Scarlet"
Trigger15= P2StateNo=230||P2StateNo=240
Trigger16= P2Name="Hong Meirin"
Trigger16= P2StateNo=820
Trigger17= P2Name="Aya Syameimaru"
Trigger17= P2StateNo=[707,708]
Trigger18= P2Name="Marisa Kirisame"
Trigger18= P2StateNo=1000
Trigger19= P2Name="Sakuya Izayoi"
Trigger19= P2StateNo=210||P2StateNo=400||P2StateNo=410||P2StateNo=530
Trigger20= P2Name="Yakumo Yukari"
Trigger20= P2StateNo=[2000,2020]
Trigger21= P2Name="Alice Margatroid"
Trigger21= P2StateNo=240
Trigger22= P2Name="Suika Ibuki"
Trigger22= P2StateNo=[707,708]
Trigger23= P2Name="Reimu_Hakurei"
Trigger23= P2StateNo=240
Trigger24= P2Name="siteittene"
Trigger24= P2StateNo=600
Trigger25= P2Name="Youmu_Konpaku"
Trigger25= P2StateNo=201||P2StateNo=205||P2StateNo=206||P2StateNo=252||P2StateNo=452||P2StateNo=700||P2StateNo=1001
Trigger26= P2Name="cvsryu"||P2Name="cvsken"||P2Name="cvsryo"||P2Name="cvssakura"||P2Name="cvsyun"||P2Name="cvsyuri"
Trigger26= P2StateNo=300
Trigger27= P2Name="cvsyamazaki"
Trigger27= P2StateNo=300||P2StateNo=1400
Trigger28= P2Name="Ash"
Trigger28= P2StateNo=310
Trigger29= P2Name="Jedah"
Trigger29= P2StateNo=250
Trigger30= P2Name="Bulleta SXP"
Trigger30= P2StateNo=241
Trigger31= P2Name="A.B.A"
Trigger31= P2StateNo=1200||P2StateNo=1500||P2StateNo=3050
Trigger32= P2Name="ROBO-KY MK-U"||P2Name="ROBO-KY1"||P2Name="ROBO-KY3"
Trigger32= P2StateNo=850||P2StateNo=1500
Trigger33= P2Name="Red_Arcueid"
Trigger33= P2StateNo=218
Trigger34= P2Name="Magaki"
Trigger34= P2StateNo=310||P2StateNo=1320||EnemyNear(floor(fvar(18))),NumHelper(1321)
Trigger35= Enemy(0),Name="Magaki"
Trigger35= Enemy(0),NumHelper(1321)
Trigger36= numenemy=2
Trigger36= Enemy(1),Name="Magaki"
Trigger36= Enemy(1),NumHelper(1321)
Trigger37= P2Name="cvskyo"||P2Name="cvskyo_ex"
Trigger37= P2StateNo=310||P2StateNo=1300
Trigger38= P2Name="chipp"
Trigger38= P2StateNo=1320
Trigger39= P2Name="JAGI"
Trigger39= P2StateNo=1200||P2StateNo=220||P2StateNo=245
Trigger40= P2Name="Patchouli_Knowledge"
Trigger40= P2StateNo=200||P2StateNo=700||P2StateNo=1000
Trigger41= P2Name="Maori"
Trigger41= P2StateNo=205||(P2StateNo=[1199,1200])
Trigger42= P2Name="Wolfgang Krauser"
Trigger42= EnemyNear(floor(fvar(18))),NumprojID(1000)
Trigger43= P2Name="blackpolnareff"
Trigger43= P2StateNo=1260||P2StateNo=1265
Trigger44= P2Name="Ky=kiske"
Trigger44= P2StateNo=10240
Trigger45= P2Name="Kohaku"
Trigger45= P2StateNo=1105
Trigger46= P2Name="Yumiduka_Satsuki"
Trigger46= P2StateNo=1002
Trigger47= P2Name="Len"
Trigger47= P2StateNo=1050
Trigger48= P2Name="Arima_Miyako"
Trigger48= P2StateNo=1310
Trigger49= P2Name="Hisui"
Trigger49= P2StateNo=275
Trigger50= P2Name="Akiha_Vermilion"
Trigger50= P2StateNo=240
Trigger51= P2Name="Warachia"
Trigger51= P2StateNo=1600
Trigger52= EnemyNear(floor(fvar(18))),AutHorName="Orochi Herman"
Trigger52= P2Name="Shadow DIO"
Trigger52= P2StateNo=205||P2StateNo=225||P2StateNo=245||P2StateNo=1300
Trigger53= P2Name="Fiona"
Trigger53= P2StateNo=9212
Trigger54= P2Name="Daigo Hotta"
Trigger54= P2StateNo=241||P2StateNo=1400||P2StateNo=1500
Trigger55= P2Name="burai yamamoto"
Trigger55= P2StateNo=260||P2StateNo=2000||P2StateNo=3000||P2StateNo=1215
Trigger56= P2Name="SLAYER"
Trigger56= P2StateNo=1045
Trigger57= P2Name="THOUTHER"
Trigger57= P2StateNo=2200
Trigger58= P2Name="zappa"
Trigger58= P2StateNo=1300||P2StateNo=1500||P2StateNo=240||P2StateNo=500
Trigger59= P2Name="Keiji"||P2Name="Date Masamune"
Trigger59= P2StateNo=250
Trigger60= P2Name="Mouri Motonari"
Trigger60= P2StateNo=250||(P2StateNo=[1230,1231])
Trigger61= P2Name="oichi"
Trigger61= P2StateNo=300||(P2StateNo=[1350,1380])
Trigger62= P2Name="Mr.HEART"
Trigger62= P2StateNo=300||P2StateNo=440
Trigger63= NumHelper(780+id)>0
Trigger63= 0;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(55)&&StateNo=1400)
Trigger16= P2Name="Marisa Kirisame"
Trigger16= (P2StateNo=901)||(P2StateNo=[2010,2011])||(P2StateNo=[2020,2021])||P2StateNo=2030||(P2StateNo=[2040,2042])||P2StateNo=910
Trigger17= P2Name="Reimu_Hakurei"
Trigger17= P2StateNo=3020||EnemyNear(floor(fvar(18))),Var(12)=3021&&P2StateNo=119||P2StateNo=3022||(P2StateNo=[3040,3041])||P2StateNo=3051
Trigger18= P2Name="Remilia_Scarlet"
Trigger18= P2StateNo=119||P2StateNo=1001&&EnemyNear(floor(fvar(18))),MoveContact||P2StateNo=1012&&EnemyNear(floor(fvar(18))),MoveContact||(P2StateNo=[3030,3031])||P2StateNo=3051
Trigger19= P2Name="Youmu_Konpaku"
Trigger19= P2StateNo=3100||P2StateNo=710
Trigger20= P2Name="kliff"
Trigger20= P2StateNo=1500
Trigger21= P2Name="Jedah"
Trigger21= P2StateNo=500||P2StateNo=810||EnemyNear(floor(fvar(18))),Time<14&&(P2StateNo=1300||P2StateNo=2300)
Trigger22= P2Name="Izayoi Sakuya Brando"
Trigger22= P2StateNo=2380||P2StateNo=881||P2StateNo=4200&&EnemyNear(floor(fvar(18))),Time<31||P2StateNo=1999&&EnemyNear(floor(fvar(18))),Time<21
Trigger23= P2Name="IGNIZ"
Trigger23= P2StateNo=[2100,2101]
Trigger24= P2Name="ZERO"
Trigger24= P2StateNo=[3020,3021]
Trigger25= P2Name="ORIGINAL ZERO"
Trigger25= P2StateNo=[3100,3110]
Trigger26= P2Name="Patchouli"
Trigger26= P2StateNo=901||(P2StateNo=[1020,1021])||P2StateNo=1160|P2StateNo=910
Trigger27= P2Name="Aya Syameimaru"
Trigger27= P2StateNo=1201||P2StateNo=1400||P2StateNo=1500
Trigger28= P2Name="Youmu_Konpaku"
Trigger28= P2StateNo=3100||P2StateNo=710
Trigger29= P2Name="Suika Ibuki"
Trigger29= P2StateNo=[1300,1321]
Trigger30= P2Name ="Hulk"
Trigger30= P2StateNo=66||(P2StateNo=[940,942])
Trigger31= P2Name="Sakuya Izayoi"
Trigger31= P2StateNo=750
Trigger32= P2Name="Yakumo Yukari"
Trigger32= (P2StateNo=[3000,3002])||(P2StateNo=[3010,3012])
Trigger33= P2Name="Evil Dan"
Trigger33= (P2StateNo=[3960,3962])||(P2StateNo=[3970,3972])||(P2StateNo=[3980,3982])||(P2StateNo=[3990,3992])
Trigger34= P2Name="Strider_Hiryu"
Trigger34= (P2StateNo=[3040,3041])||(P2StateNo=[7800,7801])||((P2StateNo=[7610,7620])&&(EnemyNear(floor(fvar(18))),Time=[1,10]))
Trigger35= P2Name="White_Len"||P2Name="White_Len(CPU)"
Trigger35= P2StateNo=1400||P2StateNo=1410||P2StateNo=1450
Trigger36= P2Name="Nanaya_Shiki"
Trigger36= P2StateNo=3000||P2StateNo=3050
Trigger37= P2Name="New Nakoruru"
Trigger37=(P2StateNo=[60,61])||(P2StateNo=[65,67])||(P2StateNo=[3020,3070])||(P2StateNo=[3113,3140])||(P2StateNo=[3210,3240])
Trigger38= EnemyNear(floor(fvar(18))),AutHorName="Orochi Herman"
Trigger38= P2Name="Shadow DIO"
Trigger38= P2StateNo=105||(P2StateNo=1200&&(EnemyNear(var(57)),Time=[1,30]))
Trigger39= P2Name="Buront"
Trigger39= P2StateNo=701||P2StateNo=4321||P2StateNo=24000||P2StateNo=1400||P2StateNo=1420
Trigger40= EnemyNear(floor(fvar(18))),AutHorName="muteki"
Trigger40= P2StateNo=700&&(EnemyNear(floor(fvar(18))),Anim=700&&AnimElemTime(7)<0||EnemyNear(floor(fvar(18))),Anim!=700)
Trigger41= P2Name="THOUTHER"
Trigger41= P2StateNo=2200&&EnemyNear(floor(fvar(18))),time<=120||P2StateNo=2150||(P2StateNo=[2100,2101])
Trigger42= EnemyNear(floor(fvar(18))),AutHorName="Warusaki3"
Trigger42= P2StateNo=5201
Trigger43= EnemyNear(floor(fvar(18))),AutHorName="kikurage"
Trigger43= P2Name="Shadow Dio"
Trigger43= (P2StateNo=[3000,3001])||(P2StateNo=3100&&(EnemyNear(var(57)),Time=[1,20]))
Trigger44= EnemyNear(floor(fvar(18))),AutHorName="H"
Trigger44= (P2StateNo=[3000,3050])
Trigger45= EnemyNear(floor(fvar(18))),Name="SLAYER"
Trigger45= EnemyNear(floor(fvar(18))),var(35)>0
Trigger46= EnemyNear(floor(fvar(18))),Name="jam"
Trigger46= EnemyNear(floor(fvar(18))),var(34)>0
Trigger47= P2Name="Rouga_Zanma"
Trigger47= P2StateNo=2100&&EnemyNear(floor(fvar(18))),Animtime<-16
Trigger48= P2Name="Kanna"
Trigger48= (P2StateNo=[6000,6001])||(P2StateNo=[6010,6011])||P2StateNo=6100||(P2StateNo=[7000,7006])
Trigger49= P2Name="Mai Kawasumi"
Trigger49= (P2StateNo=6100||P2StateNo=6110||P2StateNo=6120)&&EnemyNear(floor(fvar(18))),AnimElemTime(3)<10||P2StateNo=7300&&EnemyNear(floor(fvar(18))),time<50
Trigger50= P2Name="UNKNOWN"
Trigger50= P2StateNo=100||P2StateNo=1100&&EnemyNear(floor(fvar(18))),time<33
Trigger51= EnemyNear(floor(fvar(18))),AutHorName="Ahuron"
Trigger51= (P2StateNo=[700,701])
fvar(34) = 1
IgNoreHitPause = 1

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

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

[State -3];薳G
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=P2Name="SHIN"
Trigger1 = P2StateNo=2400
Trigger2 = P2StateNo=2050
Trigger3 = P2StateNo=2000
Trigger3 = EnemyNear(floor(fvar(18))),Time<97
Trigger4 = P2StateNo=1400
Trigger4 = EnemyNear(floor(fvar(18))),Time<15
Trigger5 = P2StateNo=1100
Trigger5 = EnemyNear(floor(fvar(18))),var(5)<2
Trigger5 = EnemyNear(floor(fvar(18))),Time<(9+(EnemyNear(floor(fvar(18))),var(55)>0)*11)
Trigger6 = EnemyNear(floor(fvar(18))),var(55)>1
Trigger6 = StateNo=290||P2StateNo=1400||P2StateNo=1500||P2StateNo=1100||P2StateNo=2000||Anim!=[1500,1502]
fvar(34) = 1
IgNoreHitPause = 1

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

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

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

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

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

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

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

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

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

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

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

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


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


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

[State -3,ComboFlagSet];Gԗp
Type = VarAdd
Trigger1 = fvar(26)>0
fvar(26) = -1
IgNoreHitPause = 1
[State -3];gc莞ԗp
Type = VarSet
TriggerAll=!EnemyNear(floor(fvar(18))),Time
TriggerAll=P2MoveType=H
TriggerAll=RoundState=2
Trigger1 = EnemyNear(floor(fvar(18))),GetHitVar(fall)=1
fvar(30) = EnemyNear(floor(fvar(18))),GetHitVar(fall.RecoverTime)+(EnemyNear(floor(fvar(18))),GetHitVar(fall.Recover)=0)*999+1;-(TeamSide=2)
IgNoreHitPause = 1
[State -3];gc莞ԗp
Type = VarSet
TriggerAll=EnemyNear(floor(fvar(18))),Time=1
TriggerAll=P2MoveType=H
TriggerAll=RoundState=2
TriggerAll=TeamSide=2
Trigger1 = !fvar(30)
Trigger1 = EnemyNear(floor(fvar(18))),GetHitVar(fall)=1
fvar(30) = EnemyNear(floor(fvar(18))),GetHitVar(fall.RecoverTime)+(EnemyNear(floor(fvar(18))),GetHitVar(fall.Recover)=0)*999
IgNoreHitPause = 1
[State -3];莞ԗp nvar
Type = VarSet
TriggerAll=!EnemyNear(floor(fvar(18))),Time;||TeamSide=2&&EnemyNear(floor(fvar(18))),Time=1;&&(NumHelper(1001)||NumHelper(1051)||NumHelper(187))
TriggerAll=P2MoveType=H
TriggerAll=RoundState=2
Trigger1 = StateNo!=235
Trigger1 = EnemyNear(floor(fvar(18))),GetHitVar(fall)=0
fvar(30) = EnemyNear(floor(fvar(18))),GetHitVar(SlideTime)+EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)-((enemynear(floor(fvar(18))),authorname="586")&&enemynear(floor(fvar(18))),StateType!=A&&(enemynear(floor(fvar(18))),StateNo!=[120,159]))
IgNoreHitPause = 1

[State -3,1];gc莞ԗp
Type = VarSet
TriggerAll=EnemyNear(floor(fvar(18))),Time=1
TriggerAll=RoundState=2
TriggerAll=P2MoveType=H
TriggerAll=TeamSide=2
Trigger1 = !fvar(30)
Trigger1 = StateNo!=235
Trigger1 = EnemyNear(floor(fvar(18))),GetHitVar(fall)=0
fvar(30) = EnemyNear(floor(fvar(18))),GetHitVar(SlideTime)+EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)-1-((enemynear(floor(fvar(18))),authorname="586")&&enemynear(floor(fvar(18))),StateType!=A&&(enemynear(floor(fvar(18))),StateNo!=[120,159]))
IgNoreHitPause = 1
[State -3];gc莞ԗp
Type = VarSet
TriggerAll=!EnemyNear(floor(fvar(18))),Time
TriggerAll=RoundState=2
Trigger1 = P2StateNo=880
fvar(30) = 999
IgNoreHitPause = 1

[State -3];gc莞ԗp
Type = VarSet
TriggerAll=!EnemyNear(floor(fvar(18))),Time
TriggerAll=RoundState=2
Trigger1 = P2StateNo=239
fvar(30) = 5
IgNoreHitPause = 1

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

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

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

;
;ėpލs
;

;
;var(55) R{p
;
[State -3,JEg];s
Type = VarSet
TriggerAll = (var(55)!=[2,3])&&var(55)!=5
TriggerAll= P2StateNo!=1636
Trigger1 = StateNo=810
Trigger2 = StateNo=1500&&MoveHit=1&&!var(21)&&var(58)!=2
Trigger3 = StateNo=1310&&var(50)<-60
Trigger4 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*2)*4>0
Trigger4 = P2StateType=A&&P2StateNo>=5000&&EnemyNear(floor(fvar(18))),GetHitvar(hitShakeTime)=0&&P2MoveType=H&&StateNo<200
Trigger5 = P2StateType=L||var(55)=7&&StateType!=A
var(55) = 1

[State -3,JEg];s
Type = VarSet
TriggerAll = (var(55)!=[2,3])&&var(55)!=5
Trigger1 = StateNo=1120&&time=1
Trigger1 = P2StateType=A
var(55) = 4

[State -1,jump];jump
Type = varset
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
TriggerAll=fvar(30)>=24
TriggerAll=!var(3)
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=StateNo=200||StateNo=210||StateNo=220||StateNo=225||(Helper(780+id),sysvar(0)=1&&((Stateno=[200,239])||(Stateno=[400,440])))
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[30,165]
Trigger1 = P2BodyDist Y*fvar(9)=[-96,-15]
Trigger1 = MoveHit=1
Trigger1 = P2StateNo!=[5070,5071]
var(55)=5
[State -1,jump];jump
Type = varset
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
TriggerAll=fvar(30)>=8
TriggerAll=!var(3)
TriggerAll=var(58)=2
trigger1 = ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<365
TriggerAll=var(55)!=100&&var(55)!=5
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=StateNo=200||StateNo=210||StateNo=220||StateNo=225||(Helper(780+id),sysvar(0)=1&&((Stateno=[200,239])||(Stateno=[400,440])))
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-10,165]
Trigger1 = P2BodyDist Y*fvar(9)=[-175,0]
Trigger1 = MoveHit
Trigger1 = P2StateNo!=[5070,5071]
var(55)=6
[State -3,JEgZbg]
type = varset
TriggerAll = var(55)=[1,7]
TriggerAll = !(var(55)=1&&P2StateType=L)
Trigger1 = MoveType=H||P2MoveType=A
Trigger2 = P2MoveType!=H
Trigger3 = var(55)=[2,3]
Trigger3 = MoveHit
Trigger4 = var(55)=1
Trigger4 = MoveHit&&StateNo!=1500&&(StateNo!=[1300,1399])||StateNo=960
Trigger5 = var(55)=4
Trigger5 = StateNo=1110
Trigger6 = var(55)=5
Trigger6 = StateNo=52||StateNo=630
Trigger7 = var(55)=6
Trigger7 = StateNo=52||(StateNo=[620,640])
Trigger8 = var(55)=7
Trigger8 = P2StateType=L
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;||P2BodyDist Y*fvar(9)<20
var(55)=0

[State -2,JEgZbg]
type = varset
TriggerAll = var(55)=1110
Trigger1 = StateNo!=1110&&MoveType!=H
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)=[-5,45]
Trigger1 = (StateNo=[400,410])||StateNo=200||StateNo=220||StateNo=210
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])
TriggerAll=P2StateType!=L
TriggerAll=PrevStateNo=[800,805]
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)<25
Trigger1 = EnemyNear(floor(fvar(18))),AutHorName="muteki"
var(55) = 200

[State -2,JEgZbg]
type = varset
TriggerAll = var(55)=200
Trigger1 = (StateNo=[105,115])&&AnimTime=0||P2StateType=A&&P2StateNo!=105
Trigger2 = P2BodyDist X*fvar(8)>35&&P2StateNo!=105&&StateNo!=105
Trigger3 = P2MoveType=H&&(P2StateNo!=[120,159])||MoveType=H&&(StateNo!=[120,159])
var(55)=0
;
;
;
[State -1,ITIGEKI];ꌂKE
Type = ChangeState
value = 4000
TriggerAll=!IsHelper
TriggerAll=var(59)>6
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=!var(25)
TriggerAll=Life>200
TriggerAll=var(40)=0
Trigger1 = StateType!=A
Trigger1 = ctrl
Trigger2 = StateNo=100
Trigger3 = StateNo=101
Trigger4 = StateNo=40||StateNo=52
Trigger5 = StateNo=[195,197]
Trigger5 = Time>ifelse(Anim=196,18,62)

[State -1,h]
Type = ChangeState
value = 196
TriggerAll=var(59)>=7
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=PrevStateNo!=[195,197]
TriggerAll=Life<201
Trigger1 = StateType!=A
Trigger1 = ctrl
Trigger2 = StateNo=100
Trigger3 = StateNo=101
Trigger4 = StateNo=40
;
;\
;Time=1 Random StateNo
;
[State -1,ITIGEKI];ꌂKE\΍
Type = ChangeState
value = 4000
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=var(40)=1
Trigger1 = StateType!=A
Trigger1 = ctrl
Trigger2 = StateNo=100
Trigger3 = StateNo=101
Trigger4 = StateNo=40||StateNo=52
Trigger5 = StateNo=[195,197]
Trigger5 = Time>ifelse(Anim=196,18,62)
;
;p΍
;

[State -1,Jump];Wv
Type = ChangeState
value = ifelse(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6<=-80,41,35)
TriggerAll=!IsHelper
TriggerAll=var(59)>6&&Random<var(59)*100
TriggerAll=StateType!=A
TriggerAll=fvar(28)
TriggerAll=StateNo=200||StateNo=210||StateNo=220||StateNo=225
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=A
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6>=-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

[State -1,tyuudan];hӃLZ
Type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=StateNo=196&&time=18
TriggerAll=P2StateType!=L
TriggerAll=MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)<75
Trigger1 = !P2BodyDist Y*fvar(9)

[State -1,BackStep];obNXebv
Type = ChangeState
value = 105
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=StateType!=A
TriggerAll=ctrl||(StateNo=[11,22])||(Stateno=[100,101])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=var(55)=200
TriggerAll=NumHelper(780+id)>0
;TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
;TriggerAll=EnemyNear(floor(fvar(18))),AutHorName="muteki"
Trigger1 = P2BodyDist X*fvar(8)<25
Trigger2 = EnemyNear(floor(fvar(18))),var(55)=200
Trigger2 = EnemyNear(floor(fvar(18))),StateNo=105
;
;΋
;
[State -1,junp];󓊂pjunp
Type = ChangeState
value = 35
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[10,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=P2StateNo!=105
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||StateNo=52||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>4
TriggerAll=P2StateType=A
TriggerAll=EnemyNear(floor(fvar(18))),vel y>=0
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*7)*14>=-205
TriggerAll=(Helper(780+id),var(48))>(35+floor(random/50)-15*(var(59)-8))||var(59)=11
TriggerAll=Random<var(59)*80
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,50]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6<=-10
Trigger2 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,50]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*6)*7<=-10
Trigger3 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,50]
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*7)*8<=-10
Trigger4 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,50]
Trigger4 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*9<=-10


[State -1,S_HS];HS
Type = ChangeState
value = 230+2*(var(58)=2)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,11]
TriggerAll=var(58)!=2
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=A&&P2StateNo<2000
TriggerAll=StateNo!=130
TriggerAll=!(P2StateNo>999&&EnemyNear(floor(fvar(18))),vel y<0)
TriggerAll=(Helper(780+id),var(48))>(30+floor(random/100)-12*(var(59)-8))||var(59)=11
TriggerAll=P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*12)*(1-(Facing=Enemynear,Facing)*2)=[-30,109]
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)*7.5)*15=[-90,-20]
Trigger1 = Random<var(59)*25
Trigger1 = !(((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)=[1,3])
[State -1,S_FP];+P
type = ChangeState
value = 225
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!(P2StateNo>999&&EnemyNear(floor(fvar(18))),vel y<0)
TriggerAll=NumHelper(780+id)>0
TriggerAll=StateNo!=130
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58));||(!teammode=simul)&&(EnemyNear(floor(fvar(18))),NumProj=0)
TriggerAll=P2StateType=A&&P2StateNo<2000
TriggerAll=(Helper(780+id),var(48))>(30+floor(random/100)-12*(var(59)-8))||var(59)=11
TriggerAll=Random<var(59)*70
Trigger1 = P2BodyDist X*fvar(8)-vel X*6.5-(EnemyNear(floor(fvar(18))),vel x*13)*(1-(Facing=Enemynear,Facing)*2)=[65-45*(var(58)!=2),65]
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)*6.5)*13=[-100,-30]
Trigger2 = P2BodyDist X*fvar(8)-vel X*6.5-(EnemyNear(floor(fvar(18))),vel x*13)*(1-(Facing=Enemynear,Facing)*2)=[65,105]
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)*6.5)*13=[-170,-30]
Trigger3 = P2BodyDist X*fvar(8)-vel X*7.5-(EnemyNear(floor(fvar(18))),vel x*15)*(1-(Facing=Enemynear,Facing)*2)=[65,105]
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)*7.5)*15=[-200,-120]

[State -1,S_FP];+P
type = ChangeState
value = 205
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!(P2StateNo>999&&EnemyNear(floor(fvar(18))),vel y<0)
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58));||(!teammode=simul)&&(EnemyNear(floor(fvar(18))),NumProj=0)
TriggerAll=P2StateType=A&&P2StateNo<2000
TriggerAll=(Helper(780+id),var(48))>(30+floor(random/100)-12*(var(59)-8))||var(59)=11
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=[-100,0]
TriggerAll=Random<var(59)*30
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*18)*(1-(Facing=Enemynear,Facing)*2)=[28,115]
[State -1,S_FP];+P
type = ChangeState
value = 200
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!(P2StateNo>999&&EnemyNear(floor(fvar(18))),vel y<0)
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58));||(!teammode=simul)&&(EnemyNear(floor(fvar(18))),NumProj=0)
TriggerAll=P2StateType=A&&P2StateNo<2000
TriggerAll=(Helper(780+id),var(48))>(30+floor(random/100)-12*(var(59)-8))||var(59)=11
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*2)*4=[-100,-40]
TriggerAll=Random<var(59)*30
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-5,65]


;
;؂ւ
;PrevStateNo = [120,159] PrevStateNo = [5000,5270] EnemyNear,HitDefAttr = SCA,AT;
;
[State -3,gs];TCNo[Xg
Type = ChangeState
value = 750
TriggerAll=!IsHelper
TriggerAll=var(59)>4
TriggerAll=RoundState=2
TriggerAll=!fvar(28)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=fvar(33)>=1.5
TriggerAll=Power<PowerMax/6
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*18)*(1-(Facing=Enemynear,Facing)*2)=[-55,55]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*9)*18=[-130,0]
TriggerAll=Alive
TriggerAll=!EnemyNear(floor(fvar(18))),ctrl
TriggerAll=P2MoveType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=InGuardDist||(Helper(780+id),var(58))||fvar(38)=3
TriggerAll=P2StateNo>199
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[130,159])
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-18||var(59)<7
TriggerAll=Random<var(59)*60||var(59)>9
Trigger1 = (ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])
Trigger2 = (Time<=1&&MoveType=A)
Trigger2 = StateNo=[200,640]
Trigger2 = (PrevStateNo!=[200,640])&&(PrevStateNo!=[130,132])
[State -3];
Type = ChangeState
value = ifelse((fvar(24)=[1,2]),800,805)
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=RoundState=2
TriggerAll=!fvar(35)
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),fvar(39)=0
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,22]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo!=40
TriggerAll=(ctrl||fvar(28)) || (StateNo = 5120 && animtime = 0)||(StateNo=[100,101])||StateNo=52||(Stateno=[10,22])||(StateNo=[120,140])&&(anim=[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=[140,159])
Trigger4 = PrevStateNo=1500

[State -3,T];󓊂
Type = ChangeState
value = 850
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(34)!=1
TriggerAll=RoundState=2
TriggerAll=!fvar(35)
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),fvar(39)=0
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-42,55-12*(var(58)=2)]
TriggerAll=P2BodyDist Y*fvar(9)=[-79,19]
TriggerAll=P2StateType=A
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=[141,159]
TriggerAll=P2StateNo!=105
TriggerAll=Ctrl
triggerall = !helper(780+id),var(8)
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),Time>50||var(59)>10
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[130,159])
[State -3];gr_
Type = ChangeState
value = 1110
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=RoundState=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),fvar(39)=0
TriggerAll=StateType!=A
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo!=40
TriggerAll=!(EnemyNear(floor(fvar(18))),HitDefAttr=SCA,AT)
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52||(Stateno=[10,22])||(StateNo=[120,140])&&(anim=[120,140])||(StateNo=[200,451])&&(Stateno!=[237,242])&&Stateno!=206&&Stateno!=225&&Stateno!=215&&(MoveContAct||MoveReversed)&&!var(3)
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=P2BodyDist X*fvar(8)=[-5,160]
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-23+3*(var(58)=2)
TriggerAll=P2StateType!=A
Trigger1 = Random<var(59)*100
Trigger1 = ((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)=1
Trigger1 = (Helper(780+id),var(59))!=1
Trigger1=NumHelper(50000+id)>0
Trigger1=Helper(50000+id),var(20)!=P2StateNo
Trigger1=Helper(50000+id),var(21)!=P2StateNo
Trigger1=Helper(50000+id),var(22)!=P2StateNo
Trigger1=Helper(50000+id),var(23)!=P2StateNo
Trigger1 = var(55):=1110
Trigger2 = (StateNo=[200,451])&&(Stateno!=[237,242])&&Stateno!=206&&Stateno!=215&&(MoveContAct||MoveReversed)

[State -3];gr_
Type = ChangeState
value = 1110
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=RoundState=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),fvar(39)=0
TriggerAll=StateType!=A
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo!=40
TriggerAll=!(EnemyNear(floor(fvar(18))),HitDefAttr=SCA,AT)
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=Random<var(59)*60||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=P2BodyDist X*fvar(8)=[-5,160]
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-23+3*(var(58)=2)
TriggerAll=P2StateType!=A
Trigger1 = Random<var(59)*100
Trigger1 = ((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)=1
Trigger1 = (Helper(780+id),var(59))!=1

[State -3];GP_Uj
Type = ChangeState
value = 215
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=RoundState=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),fvar(39)=0
TriggerAll=StateType!=A
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo!=40
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52||(Stateno=[10,22])||(StateNo=[120,140])&&(anim=[120,140])
TriggerAll=StateNo!=130
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=P2BodyDist X*fvar(8)=[-5,45+20*(power>499&&(var(58)=2))]
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*10=[-75,-10])||P2StateType!=A
TriggerAll=(P2StateType=S||P2StateType=A)
Trigger1 = Random<var(59)*100
Trigger1 = ((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)=[1,4]
Trigger1 = (Helper(780+id),var(59))!=1
[State -3];GP_2HS
Type = ChangeState
value = 430
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=RoundState=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),fvar(39)=0
TriggerAll=StateType!=A
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo!=40
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52||(Stateno=[10,22])||(StateNo=[120,140])&&(anim=[120,140])
TriggerAll=StateNo!=131
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=P2BodyDist X*fvar(8)=[-5,45+60*(power>499&&(var(58)=2)||power>999)]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=fvar(38)=1&&P2StateType=C
TriggerAll=Random<var(59)*100
Trigger1 = (((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)=[2,15])||EnemyNear(floor(fvar(18))),Time<16&&(Helper(780+id),var(59))<16
Trigger1 = (Helper(780+id),var(59))!=1||EnemyNear(floor(fvar(18))),Time<2&&(Helper(780+id),var(59))<16
Trigger1 = !var(58)
Trigger2 = ((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)=[10,19]
Trigger2 = (Helper(780+id),var(59))!=1
Trigger2 = var(58)=2
[State -3];GP_3K
Type = null;ChangeState
value = 212
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=RoundState=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),fvar(39)=0
TriggerAll=StateType!=A
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo!=40
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52||(Stateno=[10,22])||(StateNo=[120,140])&&(anim=[120,140])
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=P2BodyDist X*fvar(8)=[-5,45+60*(power>999-500*(var(58)=2))]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=fvar(38)=1&&P2StateType=C
TriggerAll=Random<var(59)*100
Trigger1 = ((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)=[2,4]
Trigger1 = (Helper(780+id),var(59))!=1
Trigger1 = var(58)=2
[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])||(Stateno=[120,140])&&(anim=[120,140])
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=11||(Stateno=[20,22])||(Stateno=[120,140])&&(anim=[120,140])
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=P2MoveType=A
TriggerAll=fvar(38)=3
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),Time>50||var(59)>10
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = PrevStateNo=[120,158]


;
;˂
;


[State -1,C_S];2D
type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=P2StateNo>=200
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])||(StateNo=[120,140])&&(anim=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
Trigger1=EnemyNear(floor(fvar(18))),AnimTime<-7
Trigger1=P2BodyDist X*fvar(8)=[0,85+vel x*3+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1=!P2BodyDist Y*fvar(9)
Trigger1=Random<=var(59)*120
Trigger1=!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

[State -1,2s];2S
type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])||(StateNo=[120,132])&&(anim=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2StateNo>=200
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=7||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>8||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-8
TriggerAll=P2BodyDist X*fvar(8)=[-10,70]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = Random<=var(59)*120

[State -1,5k];5k
type = ChangeState
value = 210
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])||(StateNo=[120,132])&&(anim=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2StateNo>=200
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=5||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>5||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-5
TriggerAll=P2BodyDist X*fvar(8)=[-10,60]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*2.5)*5=[-25,0]
Trigger1 = Random<=var(59)*120
[State -1,5p];5p
type = ChangeState
value = 200
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])||(StateNo=[120,132])&&(anim=[120,140])
TriggerAll=P2StateType!=L&&P2StateType!=C
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=4||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>4||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-4
TriggerAll=P2BodyDist X*fvar(8)=[-10,40]
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)*4=[-105,-45]
Trigger1 = Random<=var(59)*120
[State -1,S_NS1];S
type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])||(StateNo=[120,132])&&(anim=[120,140])
TriggerAll=P2StateType!=L&&P2StateType!=C
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=7||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>7||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-7
TriggerAll=P2BodyDist X*fvar(8)=[-10-(p2Dist X>0&&P2STateType!=A||P2BodyDist Y*fvar(9)>-100&&p2Dist X>0)*40,48]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*3.5)*7=[-105,0]
Trigger1 = Random<=var(59)*120


[State -1,S_P];c邩
type = ChangeState
value = 1400
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(StateNo=[120,140])&&(anim=[120,140])
TriggerAll=P2StateType=C
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>4
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-28
TriggerAll=P2BodyDist X*fvar(8)-(4+vel x)*20-(EnemyNear(floor(fvar(18))),vel x*3)*(1-(Facing=Enemynear,Facing)*2)=[70-200*(fvar(4)<20),110]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = Random<=var(59)*40
Trigger1 = (Helper(780+id),var(59))!=1

[State -1,S_P];c邩
type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(StateNo=[120,140])&&(anim=[120,140])
TriggerAll=P2StateNo=105
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime=[-11,-9]
TriggerAll=P2BodyDist X*fvar(8)=[-5,65+vel X*3+(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = Random<=var(59)*100

[State -1,S_P];c邩
type = ChangeState
value = 1110
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(StateNo=[120,140])&&(anim=[120,140])
TriggerAll=P2StateNo=105
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime-3*(var(58)=2)=[-25,-24]
TriggerAll=P2BodyDist X*fvar(8)=[0,210+(EnemyNear(floor(fvar(18))),vel x*23)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = Random<=var(59)*100

[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 -3,Jump];_bVpެ
Type = null;ChangeState
Value = 38
TriggerAll=!IsHelper
TriggerAll=var(59)>7
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=P2MoveType!=H
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=life>300
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-15
Trigger1 = Random<=var(59)*120
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[100,240]
Trigger1 = P2StateType!=A

;
;󒆌˂
;

;
;K[h 
;inguarddist EnemyNear,HitDefAttr = SCA,AA;Ō
;
[State -1,ukemi];󒆎g
Type = ChangeState
value = 5200
TriggerAll=Roundstate=2
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=fvar(38)>0
TriggerAll=Stateno=5050
TriggerAll=vel y>0||1
TriggerAll=Alive
TriggerAll=CanRecover
Trigger1=Pos Y>=-20

[State -1,ukemi];󒆎g
Type = ChangeState
value = 5210
TriggerAll=Roundstate=2
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=fvar(38)>0
TriggerAll=Stateno=5050
TriggerAll=vel y>-1||1
TriggerAll=Alive
TriggerAll=CanRecover
Trigger1=(P2BodyDist X*fvar(8)=[-165,165])&&(Pos y<=-20)
Trigger1=P2BodyDist Y*fvar(9)=[-160,160]
Trigger1=P2MoveType=A;&&EnemyNear(floor(fvar(18))),AnimTime<=-12
Trigger2=P2MoveType=H
Trigger3=P2MoveType=I
Trigger3=EnemyNear(floor(fvar(18))),vel x<4
Trigger3=P2BodyDist x>=200
Trigger4=Pos Y>=-30
[State -1,BackStep];obNXebv
Type = ChangeState
value = 105
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=StateType!=A
TriggerAll=ctrl||(StateNo=[11,22])||(Stateno=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=A
TriggerAll=P2Stateno=[5200,5210]
TriggerAll=EnemyNear(floor(fvar(18))),Time<5
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)=[0,99]
Trigger1 = EnemyNear(floor(fvar(18))),Pos Y>-30

[State -1,DAA]
Type = ChangeState
value = 700
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=(StateNo=[150,153])&&(anim=[150,153])
TriggerAll=P2StateNo>199
TriggerAll=fvar(38)>0
triggerall=var(40)=0
TriggerAll=fvar(34)!=1
triggerall=HitShakeOver
TriggerAll=!EnemyNear(floor(fvar(18))),ctrl
TriggerAll=!EnemyNear(floor(fvar(18))),MoveContAct||EnemyNear(floor(fvar(18))),Time<3
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-10||var(59)<7
TriggerAll=P2BodyDist X*fvar(8)=[-5,35+(EnemyNear(floor(fvar(18))),vel x*10)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*9)*10=[-80,0]
TriggerAll=Power>1999||Power>999&&EnemyNear(floor(fvar(18))),life<25
Trigger1 = Random<var(59)*5

[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])&&(Anim=[120,140])

[State -3,FDLZp]
Type = varset
TriggerAll=var(59)>0||fvar(39)
TriggerAll=!var(40)
TriggerAll=RoundState=2
TriggerAll=Power>0
TriggerAll=Random<=var(59)*100||fvar(39)
Trigger1 = StateNo=101||(StateNo=[195,197])
Trigger2 = (StateNo=[200,215])&&(PrevStateNo=[800,805])&&StateNo!=810
Trigger3 = StateNo=600&&PrevStateNo=850&&StateNo!=860
Trigger4 = fvar(28)
Trigger5 = (StateNo=150||StateNo=152||StateNo=154)&&!time
Trigger5 = GetHitVar(Damage)>0&&var(26)>life
Trigger6 = (StateNo=[200,640])&&(PrevStateNo!=[200,640])&&var(59)=11
Trigger6 = (EnemyNear(floor(fvar(18))),StateNo>=1000)||EnemyNear(floor(fvar(18))),StateNo=105
Trigger6 = (EnemyNear(floor(fvar(18))),StateType!=L)&&(EnemyNear(floor(fvar(18))),MoveType!=H)
Trigger6 = EnemyNear(floor(fvar(18))),time<=time
var(25) = 1

[State -3,Guard];K[h
Type = ChangeState
Value = 120
ctrl=1
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=(StateNo!=[120,155])
;TriggerAll=InGuardDist||(p2statetype=A&&abs(p2dist x)<=70&&p2movetype=A&&var(59)>9)
TriggerAll=!(enemynear,hitdefattr=,AT,ST,HT)
TriggerAll=fvar(38)>0||fvar(38)=-6||fvar(38)=-5
TriggerAll=fvar(38)!=3
TriggerAll=fvar(26)<=1
TriggerAll=Random<=var(59)*100
TriggerAll=NumHelper(780+id)>0
TriggerAll=ctrl||(StateNo=[11,22])||stateno=52
Trigger1 = InGuardDist
Trigger2 = NumHelper(780+id)>0
Trigger2 = (Helper(780+id),var(58))
Trigger3 = Enemy,NumHelper>0||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=fvar(38)!=3
TriggerAll=fvar(38)>0||fvar(38)=-6
TriggerAll=!fvar(26)
TriggerAll=NumHelper(780+id)>0
TriggerAll=InGuardDist||(Helper(780+id),var(58))||StateNo=[195,197]
TriggerAll=StateNo!=[110,132]
Trigger1 = (ctrl||fvar(28))||StateNo=0||(StateNo=[11,22])
Trigger2 = StateNo=[100,101]
Trigger3 = StateNo=12||StateNo=52

[State -1,FD];LZpFD
Type = ChangeState
value = 120
TriggerAll=!IsHelper
TriggerAll=(var(59)>6&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=var(25)
TriggerAll=NumHelper(780+id)>0
TriggerAll=Power>0
Trigger1 = StateNo=196
Trigger1 = time = 18
Trigger2 = StateNo=195
Trigger2 = time = 62
Trigger3 = StateNo=100
Trigger3 = InGuardDist||(Helper(780+id),var(58))
Trigger4 = StateNo=101
Trigger5 = fvar(28)&&StateNo!=750&&StateNo!=5090

;
;}L
;
[State -1]
type = ChangeState
TriggerAll=(var(59)>0&&Random<var(59)*150)||fvar(39)
triggerall = var(40) = 0
triggerall = !ishelper
triggerall = Power >= 1000
trigger1 = MoveHit=1
trigger1 = stateno = 1120
trigger1 = !var(58)
trigger1 = var(50)>-50
trigger1 = P2StateType=A&&var(55)=4
trigger1 = ifelse(facing=1,(helper(50000+id),rootdist X)<280,(helper(60000+id),rootdist X)<280)
trigger2 = MoveHit
trigger2 = stateno = 1100
trigger2 = !var(58)
trigger2 = var(50)>-40
trigger2 = P2BodyDist Y*fvar(9)<-30
trigger2 = ifelse(facing=1,(helper(50000+id),rootdist X)<135,(helper(60000+id),rootdist X)<135)
value = 950

[State -1]
type = ChangeState
TriggerAll=(var(59)>0&&Random<var(59)*150)||fvar(39)
triggerall = var(40) = 0
triggerall = !ishelper
triggerall = Power >= 500
trigger1 = animelemtime(16) = [0,3]
trigger1 = stateno = 3000
trigger2 = time = [22,25]
trigger2 = stateno = 1120
trigger2 = MoveContAct&&!(fvar(30)>=5-Animtime)&&!(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*(5-Animtime)/2)*(5-Animtime)<0)||time=25&&InGuardDist
trigger2 = var(58)=2
trigger3 = animelemtime(19) >= 0
trigger3 = animelemtime(20) < 0
trigger3 = stateno = 3102
trigger3 = var(58)=2
trigger4 = numhelper(1299) >= 1
trigger5 = time = [22,25]
trigger5 = stateno = 1120
trigger5 = MoveContAct&&ifelse(facing=1,(helper(50000+id),rootdist X)>155,(helper(60000+id),rootdist X)>155)
trigger5 = var(58)=2
value = 960

[State -1]
type = ChangeState
value = 961
TriggerAll=(var(59)>0&&Random<var(59)*150)||fvar(39)
triggerall = var(40) = 0
triggerall = !ishelper
triggerall = Power >= 500
trigger1 = 0;animelemtime(6) = [0,3]
trigger1 = stateno = 1130
trigger1 = var(58)!=2
trigger2 = animelemtime(8) = [8,11]
trigger2 = 0;stateno = 1450
trigger3 = 0;time = [5,8]
trigger3 = stateno = 1130
trigger3 = var(58)=2
[State -1,RC];}LZ
type = ChangeState
value = 950+(StateType=A)
TriggerAll=(var(59)>0&&Random<var(59)*150)||fvar(39)
TriggerAll=!ishelper
TriggerAll=Power>999
triggerall=var(40)=0
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=MoveContAct
trigger1 = stateno = 700
trigger1 = Palno=11
Trigger2 =StateNo=1210
Trigger2 =MoveHit
Trigger2 =var(58)!=2
Trigger2 =var(55):=2
Trigger3 =StateNo=1500
Trigger3 =MoveContAct=1&&!var(21)
trigger3 =Pos y>-55
trigger3 =var(50)>-10&&fvar(25)>=1.00
Trigger3 =var(55):=3
;
;nNU 
;

[State -1,Dash];_bV
Type = ChangeState
value = 100
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=ctrl;||(StateNo=[11,22])
TriggerAll=StateNo!=[100,101]
TriggerAll=P2StateType=L||var(55)=1
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)>47+(113-45*(var(58)=2&&Power>499))*(var(55)=1)
[State -3,Walk];O
Type = ChangeState
value = 21
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType=L||var(55)=1
TriggerAll=P2MoveType!=H||var(55)=1||(P2StateNo=[5195,5196])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ctrl||StateNo=11||StateNo=22
TriggerAll=StateNo!=[100,101]
Trigger1 = StateNo=22
Trigger1 = P2BodyDist X*fvar(8)>=36+113*(var(55)=1)
Trigger2 = P2BodyDist X*fvar(8)-(113-45*(var(58)=2&&Power>499))*(var(55)=1)=[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(55)=1
TriggerAll=P2MoveType!=H||var(55)=1||(P2StateNo=[5195,5196])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ctrl||StateNo=11||StateNo=21
TriggerAll=StateNo!=[100,101]
TriggerAll=P2BodyDist X*fvar(8)<26+(113-45*(var(58)=2&&Power>499))*(var(55)=1)
Trigger1 = BackEdgeBodyDist>26
Trigger2 = StateNo=21
[State -3,];
Type = ChangeState
value = 1000+50*(var(58)=2&&Power>499&&P2BodyDist X*fvar(8)<160)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=!var(44)
TriggerAll=StateType!=A
;TriggerAll=P2StateType=L
;TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ctrl||(StateNo=[10,22])||(StateNo=[100,101])
TriggerAll=P2BodyDist X*fvar(8)=[55,235]
Trigger1 = P2StateNo=[5120,5121]
Trigger1 = Enemynear,AnimTime=[-45+(ceil(220-P2BodyDist X*fvar(8))/10),-19]
Trigger2 = (P2StateNo=[5195,5196])
Trigger2 = (P2BodyDist X*fvar(8)=[99,288])&&(Helper(780+id),var(53)=[1,20])||(((Helper(780+id),var(53))+(ifelse(P2StateNo=5195,10,30)-Enemy,Time))=[22,45-(ceil(220-P2BodyDist X*fvar(8))/10)])
Trigger2 = Helper(780+id),var(53)-Enemy,Time>0||ifelse(P2StateNo=5195,10,30)-Enemy,Time=1||Helper(780+id),var(53)>0
Trigger3 = P2StateNo=824
Trigger3 = (((Helper(780+id),var(53))+(10-EnemyNear,Time))=[22,45-(ceil(220-P2BodyDist X*fvar(8))/10)])
;
;󒆋NU
;

;
;nډ 
;

[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=PalNo!=[11,12]
TriggerAll=ctrl||(StateNo=[11,22])||StateNo=52||(StateNo=[100,101])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)>220)
Trigger1 = Enemynear,life>(400/(Enemynear,const(data.defence)*0.01)*(const(data.attack)*0.01))
Trigger2 = Power<500

[State -1,SW];SW
Type = ChangeState
value = 4001
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=ctrl||(StateNo=[11,22])||StateNo=52||(StateNo=[100,101])
TriggerAll=P2StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=var(40)=1
;TriggerAll=Power=2000||(Helper(780+id),fvar(27)<=130)
TriggerAll=P2BodyDist X*fvar(8)=[0-10*(StateNo=100),65]
Trigger1 = P2Stateno=[4400,4499]

[State -1,6HS];6HS
Type = ChangeState
value = 235
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(40)!=1
TriggerAll=PalNo!=[11,12]
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),fvar(39)<=3
TriggerAll=(Helper(780+id),var(43))||(P2Stateno=[4400,4499])
TriggerAll=(Power>=2000&&!(teammode=simul))&&(Helper(780+id),fvar(27)>=60)||(Helper(780+id),fvar(27)=[60,90])
TriggerAll=Power>=500
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
TriggerAll=NumHelper(50000+id)>0&&NumHelper(60000+id)>0
TriggerAll=ifelse(facing=1,(helper(50000+id),rootdist X)<55,(helper(60000+id),rootdist X)<55)
Trigger1 = P2BodyDist X*fvar(8)=[-15,30]
Trigger1 = P2StateType!=A

[State -1,S_NS2];NS
Type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(40)!=1
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43))||(P2Stateno=[4400,4499])
TriggerAll=StateType!=A
TriggerAll=(Power>=2000&&!(teammode=simul))&&ifelse(facing=1,(helper(50000+id),rootdist X)<55,(helper(60000+id),rootdist X)<55)||(Helper(780+id),fvar(27)<=30)
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
Trigger1 = P2BodyDist X*fvar(8)=[-15,48]
Trigger1 = P2StateType!=A

[State -1,Jump];Wv
Type = ChangeState
value = 37
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*(1+9*(Power>999)))||fvar(39)
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=(var(55)!=[100,101])
TriggerAll=P2MoveType=H
TriggerAll=P2StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(45))
TriggerAll=NumHelper(50000+id)>0
TriggerAll=!(Helper(50000+id),var(15))&&(Helper(50000+id),var(14)!=[1,2])
TriggerAll=P2BodyDist X*fvar(8)=[-5,35]
Trigger1 = P2StateNo=[120,159]
[State -1,HS_];HS_
Type = ChangeState
value = 1110
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=!var(56)
TriggerAll=!var(58)
TriggerAll=fvar(30)>=23
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])||StateNo=950&&time>0
TriggerAll=var(55)!=100
TriggerAll=var(55)!=2
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=P2StateNo!=[120,155]
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*20*(1-(Facing=Enemynear,Facing)*2)=[-10-20*(Facing!=Enemynear,Facing&&P2BodyDist X*fvar(8)>-25),200+vel x*8.4])||Facing!=Enemynear,Facing&&Enemynear,vel X>0&&P2BodyDist X*fvar(8)>0
Trigger1 = 0;P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*11.5)*23=[-160+75*(fvar(30)>=21),-40]
Trigger1 = (EnemyNear(floor(fvar(18))),GetHitvar(HitShakeTime)=0)
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*11.5)*23=[-160,-10]
Trigger2 = (EnemyNear(floor(fvar(18))),GetHitvar(HitShakeTime)=0)&&EnemyNear(floor(fvar(18))),vel y!=0
Trigger2 = ifelse(facing=1,(helper(50000+id),rootdist X)<295,(helper(60000+id),rootdist X)<295)
Trigger2 = P2StateNo!=[701,1119]
[State -1,Dash];_bV
Type = ChangeState
value = 100
TriggerAll=!IsHelper
TriggerAll=var(59)>0||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=[1,2]
TriggerAll=!((P2StateNo=[1103,1108])&&P2MoveType=H)
TriggerAll=ctrl||(StateNo=[11,22])||StateNo=52||StateNo=0;||StateNo=960
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L||Helper(780+id),fvar(27)>0
TriggerAll=P2MoveType=H||Helper(780+id),fvar(27)>0
Trigger1 = fvar(30)>=0||Helper(780+id),fvar(27)>0
Trigger1 = P2BodyDist X*fvar(8)>0-5*(Helper(780+id),fvar(27)>0)


[State -1,HS_];HS_
Type = ChangeState
value = 1110
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=!var(56)
TriggerAll=var(58)=2
TriggerAll=fvar(30)>=20
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=P2StateNo!=[120,155]
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*20*(1-(Facing=Enemynear,Facing)*2)=[-10-20*(Facing!=Enemynear,Facing&&P2BodyDist X*fvar(8)>-25),200+vel x*8.4])||Facing!=Enemynear,Facing&&Enemynear,vel X>0&&P2BodyDist X*fvar(8)>0
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*10)*20=[-160+75*(fvar(30)>=21),-40]
Trigger1 = (EnemyNear(floor(fvar(18))),GetHitvar(HitShakeTime)=0)&&EnemyNear(floor(fvar(18))),vel y!=0
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*10)*20=[-160,-40]
Trigger2 = (EnemyNear(floor(fvar(18))),GetHitvar(HitShakeTime)=0)&&EnemyNear(floor(fvar(18))),vel y!=0
Trigger2 = ifelse(facing=1,(helper(50000+id),rootdist X)<155,(helper(60000+id),rootdist X)<155)

[State -1,A];A
Type = ChangeState
value = 1300
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=!var(56)
TriggerAll=fvar(30)>=11
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=StateType!=A
TriggerAll=var(55)!=2||ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))>200
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)-(fvar(4)>30)*EnemyNear(floor(fvar(18))),vel x*11*(1-(Facing=Enemynear,Facing)*2)=[-10-20*(Facing!=Enemynear,Facing&&P2BodyDist X*fvar(8)>-25&&Enemynear,vel X<0),55]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5.5)*11=[-160,-55]
Trigger1 = (EnemyNear(floor(fvar(18))),GetHitvar(HitShakeTime)=0)
Trigger1 = var(55)!=2||EnemyNear(floor(fvar(18))),vel y>0
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*(11-(EnemyNear(floor(fvar(18))),GetHitvar(HitShakeTime)))/2)*(11-(EnemyNear(floor(fvar(18))),GetHitvar(HitShakeTime)>0))=[-160,-55]
Trigger2 = (EnemyNear(floor(fvar(18))),GetHitvar(HitShakeTime)=[1,11])
Trigger2 = var(55)!=2
Trigger3 = P2BodyDist Y*fvar(9)=[-160,-55]
Trigger3 = (EnemyNear(floor(fvar(18))),GetHitvar(HitShakeTime)>11)
Trigger4 = P2StateNo=[1161,1169]
Trigger5 = var(55)=2
Trigger5 = (EnemyNear(floor(fvar(18))),GetHitvar(HitShakeTime)>0)
Trigger5 = P2BodyDist Y*fvar(9)+(-15*fvar(5)+0.52*(11-EnemyNear(floor(fvar(18))),GetHitvar(HitShakeTime))/2)*(11-EnemyNear(floor(fvar(18))),GetHitvar(HitShakeTime))=[-120,-55]
trigger5 = ifelse(facing=1,(helper(60000+id),rootdist X),(helper(50000+id),rootdist X))>200

[State -1,C_K];stop
Type = ChangeState
value = 0
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=!var(56)
TriggerAll=fvar(30)>=11
TriggerAll=StateNo=21
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=StateType!=A
TriggerAll=var(55)=2
TriggerAll=P2Dist X<0
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = 1;P2BodyDist X*fvar(8)+EnemyNear(floor(fvar(18))),vel x*(1-(Facing=Enemynear,Facing)*2)>5
ctrl=1

[State -1,C_K];
Type = ChangeState
value = 21
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=!var(56)
TriggerAll=fvar(30)>=11
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])&&stateNo!=21||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=StateType!=A
TriggerAll=var(55)=2
TriggerAll=P2Dist X>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)+EnemyNear(floor(fvar(18))),vel x*(1-(Facing=Enemynear,Facing)*2)>5||Facing!=EnemyNear(floor(fvar(18))),facing

[State -1,C_K];K
Type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||(StateNo=52&&!Time)||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo=[120,155]
TriggerAll=fvar(30)>=8
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-5,56]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
Trigger1 = Random<ifelse(var(59)>7||fvar(39),7,var(59))*50
Trigger2 = NumHelper(50000+id)>0
Trigger2 = (Helper(50000+id),var(15)=[1,2])
[State -1,S_NS3];S
Type = ChangeState
value = 41
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=fvar(30)>=9
TriggerAll=facing!=EnemyNear(floor(fvar(18))),facing
TriggerAll=var(55)!=100
TriggerAll=NumHelper(50000+id)>0&&NumHelper(60000+id)>0
TriggerAll=ifelse(facing=1,(helper(50000+id),rootdist X)>200,(helper(60000+id),rootdist X)>200)&&!var(58)
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=A&&(P2StateNo=[1161,1169])
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
Trigger1 = 1

[State -1,S_NS3];S
Type = ChangeState
value = 230+2*(var(58)=2)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=fvar(30)=15||fvar(30)>=15&&P2StateType=A
TriggerAll=var(55)!=100
TriggerAll=NumHelper(50000+id)>0&&NumHelper(60000+id)>0
TriggerAll=ifelse(facing=1,(helper(50000+id),rootdist X)<100,(helper(60000+id),rootdist X)<100)&&!var(58)||P2StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=A||(P2StateNo!=[120,159])
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=P2BodyDist X*fvar(8)-vel x*2-EnemyNear(floor(fvar(18))),vel x*7*(1-(Facing=Enemynear,Facing)*2)=[-10-(fvar(4)<20)*20,65]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*7.5)*15=[-70,-30]

[State -1,S_NS3];S
Type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(fvar(30)=[7,8])||fvar(30)>=7&&(P2StateType=A||(teammode=simul)||Anim=229&&(var(1)=[7,8]))
TriggerAll=var(55)!=100
TriggerAll=!(var(55)=2&&(Enemynear,vel Y<=0||EnemyNear(floor(fvar(18))),GetHitVar(hitShakeTime)>0))
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])||Anim=229&&(var(1)=[7,8])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=!((Facing!=Enemynear,Facing)&&Enemynear,vel x>0)||(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>-25)
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=NumHelper(50000+id)>0&&NumHelper(60000+id)>0
TriggerAll=(P2BodyDist X*fvar(8)-vel x*2-EnemyNear(floor(fvar(18))),vel x*7*(1-(Facing=Enemynear,Facing)*2)=[-10-(p2Dist X>0&&P2STateType!=A||P2BodyDist Y*fvar(9)>-100&&p2Dist X>0)*40,65])||Anim=229&&(var(1)=[7,8])
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=[-100+50*(fvar(30)>7),0])||P2StateType!=A
Trigger1 = ifelse(facing=1,(helper(50000+id),rootdist X)<100,(helper(60000+id),rootdist X)<100)
Trigger2 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3.5)*7=[-100,0])||P2StateType!=A
Trigger2 = ifelse(facing=1,(helper(50000+id),rootdist X)>100,(helper(60000+id),rootdist X)>100)
[State -1,S_NS3];S
Type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(fvar(30)=[7,8])||fvar(30)>=7&&(P2StateType=A||(teammode=simul)||Anim=229&&(var(1)=[7,8]))
TriggerAll=var(55)!=100
TriggerAll=!(var(55)=2&&(Enemynear,vel Y<=0||EnemyNear(floor(fvar(18))),GetHitVar(hitShakeTime)>0))
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])||Anim=229&&(var(1)=[7,8])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=((Facing!=Enemynear,Facing)&&Enemynear,vel x>0)
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=NumHelper(50000+id)>0&&NumHelper(60000+id)>0
TriggerAll=(P2BodyDist X*fvar(8)-vel x*3-EnemyNear(floor(fvar(18))),vel x*7*(1-(Facing=Enemynear,Facing)*2)=[-10-(p2Dist X>0&&P2STateType!=A||P2BodyDist Y*fvar(9)>-100&&p2Dist X>0)*100,35])||Anim=229&&(var(1)=[7,8])
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=[-100+50*(fvar(30)>7),-0]
Trigger1 = ifelse(facing=1,(helper(50000+id),rootdist X)<100,(helper(60000+id),rootdist X)<100)
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3.5)*7=[-100,0]
Trigger2 = ifelse(facing=1,(helper(50000+id),rootdist X)>100,(helper(60000+id),rootdist X)>100)
Trigger3 = P2BodyDist X*fvar(8)=[-20,20+40*(fvar(30)=7)+vel x*2+EnemyNear(floor(fvar(18))),vel x*5*(1-(Facing=Enemynear,Facing)*2)]
Trigger3 = P2StateNo=1636
Trigger3 = P2BodyDist Y*fvar(9)+((Enemy(floor(fvar(18))),time)>23)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*((Enemy(floor(fvar(18))),time)-23)/2)*((Enemy(floor(fvar(18))),time)-23)=[-100,0]
Trigger4 =P2StateNo=[1161,1169]

[State -1,S_NS4];S
Type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=numpartner>=1&&teammode=simul
TriggerAll=Partner,Alive
TriggerAll=var(55)!=100
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=P2BodyDist X*fvar(8)-vel x*2-EnemyNear(floor(fvar(18))),vel x*5=[-10-(p2Dist X>0&&P2STateType!=A||P2BodyDist Y*fvar(9)>-100&&p2Dist X>0)*130,65]
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=[-100,0]

[State -1,C_D];D
Type = ChangeState
value = 240
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||(StateNo=52&&!Time)||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(55)!=100
TriggerAll=P2StateNo=[120,155]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-5,20]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
Trigger1 = Random<ifelse(var(59)>7||fvar(39),7,var(59))*10
[State -1,S_K];K
Type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(30)=8||fvar(30)>=8&&(P2StateType=A||teammode=simul)
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=100
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
;TriggerAll=P2StateNo!=1622
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
TriggerAll=P2StateNo!=[120,155]
Trigger1 =P2BodyDist X*fvar(8)=[-30,20+20*(fvar(30)=8)+vel x*2+EnemyNear(floor(fvar(18))),vel x*5*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)&&P2StateType!=A
[State -1,S_K];K
Type = ChangeState
value = 210
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(30)=5||fvar(30)>=5&&(P2StateType=A||Stateno=215&&animelemtime(6)>=0||teammode=simul)
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=100&&var(55)!=7
TriggerAll=!(var(55)=2&&(Enemynear,vel Y<=0||EnemyNear(floor(fvar(18))),GetHitVar(hitShakeTime)>0))
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])||Stateno=215&&animelemtime(6)>=0
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
;TriggerAll=P2StateNo!=1622
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
TriggerAll=P2StateNo!=[120,155]
Trigger1 = P2BodyDist X*fvar(8)=[-5,58+20*(fvar(30)=5||Stateno=215&&animelemtime(6)>=0)+vel x*2+EnemyNear(floor(fvar(18))),vel x*5*(1-(Facing=Enemynear,Facing)*2)+(Facing=Enemynear,Facing)*(P2Dist X-P2BodyDist X)*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)*2.5)*5=[-60+50*(fvar(30)>5),0]
Trigger2 = P2BodyDist X*fvar(8)=[-5,70+vel x*2+EnemyNear(floor(fvar(18))),vel x*5*(1-(Facing=Enemynear,Facing)*2)+(Facing=Enemynear,Facing)*(P2Dist X-P2BodyDist X)*2]
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=[-10,0]
Trigger3 = P2BodyDist X*fvar(8)=[-5,20+50*(fvar(30)=5)+vel x*2+EnemyNear(floor(fvar(18))),vel x*5*(1-(Facing=Enemynear,Facing)*2)]
Trigger3 = P2StateNo=1636
Trigger3 = P2BodyDist Y*fvar(9)+((Enemy(floor(fvar(18))),time)>25)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*((Enemy(floor(fvar(18))),time)-25)/2)*((Enemy(floor(fvar(18))),time)-25)=[-50,0]
Trigger4 = P2BodyDist X*fvar(8)=[-5,58+20*(fvar(30)=5||Stateno=215&&animelemtime(6)>=0)+vel x*2+EnemyNear(floor(fvar(18))),vel x*5*(1-(Facing=Enemynear,Facing)*2)+(Facing=Enemynear,Facing)*(P2Dist X-P2BodyDist X)*2]
Trigger4 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*2.5)*5=[-60,0]
Trigger4 = 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>0
Trigger4 = P2StateNo=[5000,5999]
[State -1,S_K];K
Type = ChangeState
value = 210
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(30)=5||fvar(30)>=5&&(P2StateType=A||Stateno=215&&animelemtime(6)>=0||teammode=simul)
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=100&&var(55)!=7
TriggerAll=!(var(55)=2&&(Enemynear,vel Y<=0||EnemyNear(floor(fvar(18))),GetHitVar(hitShakeTime)>0))
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])||Stateno=215&&animelemtime(6)>=0
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=(p2Dist X>0&&P2STateType!=A||P2BodyDist Y*fvar(9)>-100&&p2Dist X>0)
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
;TriggerAll=P2StateNo!=1622
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
TriggerAll=P2StateNo!=[120,155]
Trigger1 = P2BodyDist X*fvar(8)=[-70,58+20*(fvar(30)=5||Stateno=215&&animelemtime(6)>=0)+vel x*2+EnemyNear(floor(fvar(18))),vel x*5*(1-(Facing=Enemynear,Facing)*2)+(Facing=Enemynear,Facing)*(P2Dist X-P2BodyDist X)*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)*2.5)*5=[-60+50*(fvar(30)>5),0]
Trigger2 = P2BodyDist X*fvar(8)=[-70,70+vel x*2+EnemyNear(floor(fvar(18))),vel x*5*(1-(Facing=Enemynear,Facing)*2)+(Facing=Enemynear,Facing)*(P2Dist X-P2BodyDist X)*2]
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=[-10,0]
Trigger3 = P2BodyDist X*fvar(8)=[-70,20+50*(fvar(30)=5)+vel x*2+EnemyNear(floor(fvar(18))),vel x*5*(1-(Facing=Enemynear,Facing)*2)]
Trigger3 = P2StateNo=1636
Trigger3 = P2BodyDist Y*fvar(9)+((Enemy(floor(fvar(18))),time)>25)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*((Enemy(floor(fvar(18))),time)-25)/2)*((Enemy(floor(fvar(18))),time)-25)=[-50,0]
Trigger4 = P2BodyDist X*fvar(8)=[-110,78+vel x*3+EnemyNear(floor(fvar(18))),vel x*5*(1-(Facing=Enemynear,Facing)*2)]
Trigger4 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*2.5)*5=[-60,0]
Trigger4 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3.5)*7>0
Trigger4 = P2StateNo=[5000,5999]
[State -1,S_K];K
Type = ChangeState
value = 200
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(30)=4&&P2StateType=A
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=100
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
;TriggerAll=P2StateNo!=1622
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
TriggerAll=P2StateNo!=[120,155]
Trigger1 = P2BodyDist X*fvar(8)=[-30,50+vel x*2+EnemyNear(floor(fvar(18))),vel x*4*(1-(Facing=Enemynear,Facing)*2)+25*(Facing=Enemynear,Facing)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*2)*4=[-120,-55]

;
;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=210||StateNo=220||StateNo=225
trigger2 = numhelper(780+id)
trigger2 = helper(780+id),sysvar(0)
trigger2 = (stateno = [200,239])||(stateno = [400,450])
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=(Helper(780+id),var(43)!=1)
TriggerAll=InGuardDist||(Helper(780+id),var(58))||movereversed
TriggerAll= (movecontact||movereversed||fvar(28))
Trigger1 = StateNo=200||StateNo=210||StateNo=220||StateNo=225
trigger2 = numhelper(780+id)
trigger2 = helper(780+id),sysvar(0)
trigger2 = (stateno = [200,239])||(stateno = [400,450])
[State -1,SAki];nCp[A[}[,K[Ln΍
Type = ChangeState
value = 1110
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>9&&Random<var(59)*10||fvar(39)||var(59)=11
TriggerAll=var(36)<24
TriggerAll=var(55)!=100
TriggerAll=StateType!=A
TriggerAll=P2MoveType!=H
TriggerAll=!teammode=simul
Trigger1 = ((movehit=[1,7])||movereversed)||fvar(28)
Trigger1 = (StateNo=[200,235])||(StateNo=[400,450])
Trigger1 = (P2StateNo!=[5000,5120])&&(P2StateNo!=[120,159])&&(P2StateNo!=[231,239])
Trigger2 = (moveGuarded=[1,7])||fvar(28)
Trigger2 = (StateNo=[200,235])||(StateNo=[400,450])
Trigger2 = (P2StateNo!=[120,159])

;hpI
;
;R{

[State -1,Jump];Wv
Type = ChangeState
value = 37
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>5&&Random<=var(59)*(5+25*(Power>999)))||fvar(39)
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateType!=A
TriggerAll=(var(55)!=[100,101])
TriggerAll=(Helper(780+id),var(45))
TriggerAll=NumHelper(50000+id)>0
TriggerAll=!(Helper(50000+id),var(15))&&(Helper(50000+id),var(14)!=[1,2])
TriggerAll=P2BodyDist X*fvar(8)=[-5,35]
Trigger1 = MoveGuarded
Trigger1 = StateNo=220


[State -1,2D];2D
Type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
TriggerAll=fvar(30)>=7
TriggerAll=!var(3)
triggerAll=StateNo=210||StateNo=220||(StateNo=[400,410])
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=NumHelper(50000+id)>0
TriggerAll=(Helper(50000+id),var(15)=[1,2])
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveGuarded
TriggerAll=P2BodyDist X*fvar(8)=[-10,75]
Trigger1 = !P2BodyDist Y*fvar(9)&&P2StateType!=A

[State -1,2D];2D
Type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
TriggerAll=fvar(30)>=7
TriggerAll=!var(3)
triggerAll=(StateNo=[200,230])||(StateNo=[400,430])
triggerAll=(StateNo!=[205,206])&&StateNo!=215
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=NumHelper(50000+id)>0
TriggerAll=(Helper(50000+id),var(15)=[1,2])
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveGuarded
TriggerAll=P2BodyDist X*fvar(8)=[-10,65]
Trigger1 = !P2BodyDist Y*fvar(9)&&P2StateType!=A

[State -1,S_HS];HS
Type = ChangeState
value = 230
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
TriggerAll=NumHelper(50000+id)>0
TriggerAll=fvar(30)>=15
TriggerAll=var(58)!=2
triggerAll=P2StateType=S
TriggerAll=!var(3)
triggerAll=StateNo=200||StateNo=205||StateNo=210||(StateNo=[220,225])||StateNo=420
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=(Helper(780+id),sysvar(0)=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveHit
TriggerAll=P2BodyDist X*fvar(8)=[-10-35*(p2Dist X>0),75]
Trigger1 = !P2BodyDist Y*fvar(9)&&P2StateType!=A

[State -1,S_HS];HS
Type = ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
TriggerAll=fvar(30)>=16
TriggerAll=!var(3)
triggerAll=P2StateType=S||MoveGuarded&&var(50)<128&&fvar(4)<25
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=(Helper(780+id),sysvar(0)=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveHit||MoveGuarded&&var(50)<128&&fvar(4)<25
TriggerAll=P2BodyDist X*fvar(8)=[-10-35*(p2Dist X>0),155]
Trigger1 = !P2BodyDist Y*fvar(9)&&P2StateType!=A
Trigger1 = StateNo=[200,450]

[State -1,S_HS];HS
Type = ChangeState
value = 205
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
TriggerAll=fvar(30)>=18
;TriggerAll=var(58)=2
TriggerAll=!var(3)
triggerAll=StateNo=220
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveHit
TriggerAll=P2BodyDist X*fvar(8)=[-10,35]
Trigger1 = !P2BodyDist Y*fvar(9)&&P2StateType!=A
[State -1,2D];2D
Type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
TriggerAll=fvar(30)>=7
TriggerAll=!var(3)
TriggerAll=!var(58)
TriggerAll=Power>999
TriggerAll=ifelse(facing=1,(helper(50000+id),rootdist X)<165,(helper(60000+id),rootdist X)<165)
triggerAll=(StateNo=[200,230])||(StateNo=[400,430])
triggerAll=(StateNo!=[205,206])&&StateNo!=215
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveHit;||MoveGuarded&&P2BodyDist X*fvar(8)<35
TriggerAll=P2BodyDist X*fvar(8)=[-10,65-35*(StateNo=230)-10*(StateNo=225)]
Trigger1 = !P2BodyDist Y*fvar(9)&&P2StateType!=A

[State -1,S_HS];HS
Type = ChangeState
value = 230+2*(var(58)=2)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(15)=2||Helper(50000+id),var(14)=2||fvar(30)>=15
TriggerAll=var(58)=2
TriggerAll=!var(3)
triggerAll=StateNo=200||StateNo=205||StateNo=210||(StateNo=[220,225])||StateNo=420
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct
TriggerAll=P2BodyDist X*fvar(8)=[-10,75]
Trigger1 = !P2BodyDist Y*fvar(9)&&P2StateType!=A

[State -1,S_HS];HS
Type = ChangeState
value = 230+2*(var(58)=2)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
TriggerAll=NumHelper(50000+id)>0
TriggerAll=fvar(30)>=15
TriggerAll=!var(58)
TriggerAll=!var(3)
triggerAll=StateNo=200||StateNo=205||StateNo=210||(StateNo=[220,225])||StateNo=420
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct
TriggerAll=P2BodyDist X*fvar(8)=[-10,75-30*(MoveHit>0)]
Trigger1 = !P2BodyDist Y*fvar(9)&&P2StateType!=A

[State -1,A];A
Type = ChangeState
value = 1450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
TriggerAll=fvar(30)>=34
triggerAll=(StateNo=[200,451])&&(Stateno!=[237,242])&&Stateno!=206&&Stateno!=215
triggerAll=!(StateNo=450&&(P2Stateno=[5070,5072]))
TriggerAll=!var(3)
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ifelse(facing=1,(helper(50000+id),rootdist X)<155,(helper(60000+id),rootdist X)<155)
Trigger1 = MoveHit
Trigger1 = P2BodyDist X*fvar(8)>0
Trigger1 = P2BodyDist Y*fvar(9)=[-160,-5]


[State -1,A];A
Type = ChangeState
value = 1300
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
TriggerAll=fvar(30)>=11
triggerAll=(StateNo=[200,451])&&(Stateno!=[237,242])&&Stateno!=206&&Stateno!=215
triggerAll=!(StateNo=450&&(P2Stateno=[5070,5072]))
TriggerAll=!var(3)
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = MoveHit||MoveGuarded&&EnemyNear(floor(fvar(18))),GetHitvar(HitShakeTime)>=11||var(29)
Trigger1 = P2BodyDist X*fvar(8)=[-45,40]
Trigger1 = P2Dist X>0
Trigger1 = P2BodyDist Y*fvar(9)=[-130,-5]
Trigger2 = 0;MoveGuarded
Trigger2 = P2BodyDist X*fvar(8)=[-25,5]
Trigger2 = P2BodyDist Y*fvar(9)=[-180,-90]
[State -1,HS_];HS_
Type = ChangeState
value = 1110
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(15)=2||Helper(50000+id),var(14)=2||fvar(30)>=23-3*(var(58)=2)
triggerAll=(StateNo=[200,451])&&(Stateno!=[237,242])&&Stateno!=206&&Stateno!=215
triggerAll=!(StateNo=450&&(P2Stateno=[5070,5072]))||var(21)
TriggerAll=!var(3)
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-10,170]
Trigger1 = MoveHit||MoveGuarded&&P2MoveType=H&&(P2StateNo!=[120,159])
Trigger1 = !P2BodyDist Y*fvar(9)&&P2StateType!=A||StateNo=450

[State -1,S_HS];HS
Type = ChangeState
value = 230+2*(var(58)=2)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
TriggerAll=fvar(30)>=15
TriggerAll=!var(3)
triggerAll=StateNo=200||StateNo=205||StateNo=210||(StateNo=[220,225])||StateNo=420
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct
TriggerAll=P2BodyDist X*fvar(8)=[-10,75]
Trigger1 = !P2BodyDist Y*fvar(9)&&P2StateType!=A
[State -1,2HS];2HS
Type = ChangeState
value = 430
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
TriggerAll=var(58)=2
TriggerAll=fvar(30)<=5
TriggerAll=!var(3)
triggerAll=StateNo=210||StateNo=220||(StateNo=[400,420])
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-10,65]
Trigger1 = P2BodyDist Y*fvar(9)=[-65,-25]
Trigger1 = MoveGuarded
[State -1,2S];2S
Type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
TriggerAll=fvar(30)>=7
TriggerAll=!var(3)
triggerAll=StateNo=210||StateNo=205||(StateNo=[400,410])
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct
TriggerAll=P2BodyDist X*fvar(8)=[-10,55+10*(P2StateType=A)]
Trigger1 = P2BodyDist Y*fvar(9)=[-75,0]
[State -1,2S];3S
Type = ChangeState
value = 222
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
TriggerAll=var(58)=2
TriggerAll=fvar(30)>=14
TriggerAll=!var(3)
triggerAll=StateNo=420
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveHit
TriggerAll=P2BodyDist X*fvar(8)=[-10,48]
Trigger1 = !P2BodyDist Y*fvar(9)&&P2StateType!=A

[State -1,2D];2D
Type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
TriggerAll=fvar(30)>=7
TriggerAll=!var(3)
TriggerAll=var(58)=2
triggerAll=(StateNo=[200,230])||(StateNo=[400,430])
triggerAll=(StateNo!=[205,206])&&StateNo!=215
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveHit;||MoveGuarded&&P2BodyDist X*fvar(8)<35
TriggerAll=P2BodyDist X*fvar(8)=[-10,65-30*(StateNo=430)]
Trigger1 = !P2BodyDist Y*fvar(9)&&P2StateType!=A
[State -1,2D];2D
Type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
TriggerAll=fvar(30)>=7
TriggerAll=!var(3)
;TriggerAll=!var(58)
triggerAll=(StateNo=[200,230])||(StateNo=[400,430])
triggerAll=(StateNo!=[205,206])&&StateNo!=215
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveHit||MoveGuarded&&(Helper(50000+id),var(25)<2)
TriggerAll=P2BodyDist X*fvar(8)=[-10,65-35*(StateNo=230||StateNo=430)-10*(StateNo=225)]
Trigger1 = !P2BodyDist Y*fvar(9)&&P2StateType!=A

[State -1,2S];2S
Type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
TriggerAll=fvar(30)>=8
TriggerAll=!var(3)
triggerAll=StateNo=210||StateNo=220||(StateNo=[400,410])
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-25,65]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = MoveHit&&StateNo!=220||MoveGuarded&&P2BodyDist X*fvar(8)<35
Trigger2 = P2BodyDist Y*fvar(9)=[-65,-25]
Trigger2 = MoveGuarded
[State -1,2S];2S
Type = ChangeState
value = 225
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
TriggerAll=fvar(30)>=13
TriggerAll=!var(3)
triggerAll=StateNo=220||StateNo=205
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-25,105]
Trigger1 = P2BodyDist Y*fvar(9)=[-125+35*(StateNo=220),0]
Trigger1 = MoveHit&&P2StateType=A

[State -1,jump];jump
Type = ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
TriggerAll=!var(3)
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=StateNo=200||StateNo=210||StateNo=220||StateNo=225||(Helper(780+id),sysvar(0)=1&&((Stateno=[200,239])||(Stateno=[400,440])))
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[30,165]
TriggerAll=P2BodyDist Y*fvar(9)=[-125,0]
TriggerAll=MoveHit
TriggerAll=P2StateNo!=[5070,5071]
TriggerAll=var(55)=5
Trigger1 = fvar(30)=27
Trigger2 = P2BodyDist Y*fvar(9)=[-55,0]
Trigger2 = Enemy,getHitvar(hitshaketime)>0
;Trigger3 = fvar(30)=[27,27-(20-ceil(P2BodyDist Y*fvar(9)+75)/20)]

[State -1,jump];jump
Type = ChangeState
value = 41
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
TriggerAll=fvar(30)>=8
TriggerAll=!var(3)
TriggerAll=var(55)!=100&&var(55)!=5
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=StateNo=200||StateNo=210||StateNo=220||StateNo=225||(Helper(780+id),sysvar(0)=1&&((Stateno=[200,239])||(Stateno=[400,440])))
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-10,165]
Trigger1 = P2BodyDist Y*fvar(9)=[-175,0]
Trigger1 = MoveHit
Trigger1 = P2StateNo!=[5070,5071]

[State -1,jump];jump
Type = ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
TriggerAll=StateNo=200||StateNo=210||StateNo=220||StateNo=225
TriggerAll=fvar(30)>=8
TriggerAll=!var(3)
TriggerAll=var(55)!=100&&var(55)!=5
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-30,0]
Trigger1 = P2BodyDist Y*fvar(9)=[-175,0]
Trigger1 = MoveHit

[State -1,r_];S
Type = ChangeState
value = 1110
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
triggerAll=(StateNo=[200,451])&&(Stateno!=[237,242])&&Stateno!=206&&Stateno!=215&&StateNo!=450
TriggerAll=NumHelper(50000+id)>0
TriggerAll=fvar(30)>=20+3*(!var(58))
TriggerAll=!var(3)
TriggerAll=var(55)!=100&&var(55)!=5
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-10-25*(MoveGuarded>0),165]
Trigger1 = P2BodyDist Y*fvar(9)=[-55,0]
Trigger1 = MoveHit

[State -1,r_];S
Type = ChangeState
value = 1100
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
triggerAll=(StateNo=[200,451])&&(Stateno!=[237,242])&&Stateno!=206&&Stateno!=215
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(15)=2||Helper(50000+id),var(14)=2||fvar(30)>=15;||MoveGuarded
TriggerAll=!var(3)
TriggerAll=var(55)!=100&&var(55)!=5
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-10-25*(MoveGuarded>0),105-25*(MoveGuarded>0&&P2StateType=A)]
Trigger1 = P2BodyDist Y*fvar(9)=[-75,0]
Trigger1 = MoveHit||MoveGuarded&&P2MoveType=H&&(P2StateNo!=[120,159])
Trigger2 = P2BodyDist Y*fvar(9)=[-145,-55+55*(Helper(50000+id),var(25)<2)]
Trigger2 = MoveGuarded

[State -1,Jump];z[~OWv
Type = ChangeState
value = ifelse(StateType=A&&StateNo!=240,242,241)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=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=630
Trigger2 = var(22)>=1

;
;󒆖ډ 
;
[State -3,j];j
Type = ChangeState
value = 1500
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>=5)
Trigger1 = PrevStateNo=37


[State -3,AirDash];_bV
Type = ChangeState
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<var(59)*120||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040&&Ctrl||(StateNo=[120,140])&&Ctrl
triggerAll=numhelper(780+id)
triggerAll=pos y<=ifelse(vel y<0,-35,-10)||helper(780+id),sysvar(0)
Trigger1 = PrevStateNo=38
Trigger2 = PrevStateNo=1500||vel Y>0
Trigger2 = P2Dist X>0
Trigger2 = var(58)=2
Trigger2 = fvar(30)>=12
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+0.52*6)*12=[-120,65]
Trigger3 = P2StateType!=A&&P2Dist X>0
Trigger3 = fvar(30)>=13
Trigger3 = vel y>0
Trigger3 = Pos Y>-30-15*(fvar(30)<14)
Value = 110

[State -3,AirDash];_bV
Type = ChangeState
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<var(59)*120||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040&&Ctrl||(StateNo=[120,140])&&Ctrl
triggerAll=pos y<=ifelse(vel y<0,-35,-10)
Trigger1 = PrevStateNo=36
;Trigger2 = PrevStateNo=39
;Trigger2 = P2BodyDist X*fvar(8)>100
;Trigger2 = P2MoveType!=A
Value = 115
[State -3,A-HS];HS
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(55)!=[2,3]
TriggerAll=(P2StateNo!=[120,159])
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>=6)
TriggerAll=P2BodyDist X*fvar(8)=[-80,117]
Trigger1 = var(22)>=15
Trigger1 = StateNo=[241,242]
Trigger2 = var(22)=0
Trigger2 = var(23)=10
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*14>-20
[State -1,A_S]
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=StateNo=640&&Time>=22||PrevStateNo=1500&&var(58)=2
TriggerAll=P2StateType!=L
;TriggerAll=var(11)&&vel y>0
TriggerAll=var(55)!=[2,3]
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-35,65+vel x*13]
TriggerAll=P2BodyDist Y*fvar(9)-(vel y+0.5*6.5)*13+(EnemyNear(floor(fvar(18))),vel y+0.52*6.5)*13=[-85,100]
TriggerAll=Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*6.5)*13<0
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(PrevStateNo!=[36,38])
TriggerAll=StateNo!=961
TriggerAll=(P2StateNo!=[120,155])||P2StateType!=A
TriggerAll=fvar(30)>=13
Trigger1 = Pos Y+(fvar(23)<=13)*(vel y+ifelse(!var(12)&&!var(48),0.60,0.55)*(13-fvar(23))/2)*(13-fvar(23))>-15||fvar(30)=13||P2BodyDist Y*fvar(9)-(vel y+0.5*6.5)*13+(EnemyNear(floor(fvar(18))),vel y+0.52*6.5)*13<-75
Trigger1 = var(55):=7

[State -1,A_S]
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=StateNo=640&&Time>=22||PrevStateNo=1500&&var(58)=2
TriggerAll=P2StateType!=L
;TriggerAll=var(11)&&vel y>0
TriggerAll=var(55)!=[2,3]
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X*fvar(8)>65+vel x*13
TriggerAll=P2BodyDist X*fvar(8)<105+vel x*7
TriggerAll=P2BodyDist Y*fvar(9)-(vel y+0.5*3.5)*7+(EnemyNear(floor(fvar(18))),vel y+0.52*3.5)*7=[-95,70]
TriggerAll=Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*6.5)*13<0
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(PrevStateNo!=[36,38])
TriggerAll=StateNo!=961
TriggerAll=(P2StateNo!=[120,155])||P2StateType!=A
TriggerAll=fvar(30)>=7
Trigger1 = Pos Y+(fvar(23)<=13)*(vel y+ifelse(!var(12)&&!var(48),0.60,0.55)*(13-fvar(23))/2)*(13-fvar(23))>-15||(fvar(30)=[7,13])
Trigger1 = var(55):=7
[State -1,A-K];K
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>5)
TriggerAll=P2StateType!=L
TriggerAll=(var(55)!=[2,3])&&var(55)!=5
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=pos y<=ifelse(vel y<0,-35,-10)||P2StateType=A
TriggerAll=P2StateNo!=823
TriggerAll=var(23)!=10
TriggerAll=P2BodyDist Y*fvar(9)=[-35,95]
Trigger1 = 0;P2StateType!=A
Trigger1 = P2StateType!=C
Trigger1 = P2BodyDist X*fvar(8)=[-6,25+vel x*7]
Trigger1 = (P2StateNo!=[120,159])
Trigger1 = StateNo=110
Trigger2 = EnemyNear,Pos y<-60
Trigger2 = P2BodyDist X*fvar(8)=[-6,25+vel x*7+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
Trigger3 = 0;P2StateType!=A
Trigger3 = P2BodyDist X*fvar(8)=[-6,25+vel x*7]
Trigger3 = (P2StateNo=[120,159])


[State -3,A-K];~pK
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=(P2StateNo!=[120,159])
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>=6)
TriggerAll=P2BodyDist X*fvar(8)=[-50,100]
TriggerAll=StateNo!=38
TriggerAll=StateNo!=39
Trigger1 = var(22)=0
Trigger1 = var(23)=10
Trigger1 = Pos Y<-200


[State -1,A_S]
Type = ChangeState
value = 600
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=StateNo=99&&PrevStateNo=620
TriggerAll=P2StateType!=L
TriggerAll=var(55)!=[2,3]
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(PrevStateNo!=[36,38])
TriggerAll=StateNo!=961
TriggerAll=(P2StateNo!=[120,155])||P2StateType!=A
Trigger1=fvar(30)>=8

[State -1,A_S]
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28));||StateNo=640&&Time>=22
TriggerAll=P2StateType!=L
TriggerAll=var(11)&&vel y>0
TriggerAll=var(55)!=[2,3]
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-35,65+vel x*13]
TriggerAll=P2BodyDist Y*fvar(9)-(vel y+ifelse(!var(12)&&!var(48),0.60,0.55)*6.5)*13+(EnemyNear(floor(fvar(18))),vel y+0.52*6.5)*13=[-95,100]
TriggerAll=Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*6.5)*13<0
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(PrevStateNo!=[36,38])
TriggerAll=StateNo!=961
TriggerAll=(P2StateNo!=[120,155])||P2StateType!=A
Trigger1=fvar(30)>=13

[State -1,A_S]
Type = ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28));||StateNo=640&&Time>=22
TriggerAll=P2StateType!=L
TriggerAll=PrevStateNo=640
TriggerAll=P2StateType=A
TriggerAll=var(55)!=[2,3]
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-35,55+vel x*5]
TriggerAll=P2BodyDist Y*fvar(9)-(vel y+ifelse(!var(12)&&!var(48),0.60,0.55)*3)*6+(EnemyNear(floor(fvar(18))),vel y+0.52*5)*10=[-195,-10]
TriggerAll=Pos Y+(vel y!=0)*(vel y+ifelse(!var(12)&&!var(48),0.60,0.55)*3)*6<0
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(PrevStateNo!=[36,38])
TriggerAll=StateNo!=961
TriggerAll=(P2StateNo!=[120,155])||P2StateType!=A
Trigger1=fvar(30)>=10
[State -1,A_S]
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))
TriggerAll=P2StateType!=L
TriggerAll=var(11)&&vel y>0
TriggerAll=(var(55)!=[2,3])&&var(55)!=5
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-35,65+vel x*13]
TriggerAll=P2BodyDist Y*fvar(9)-(vel y+0.5*2.5)*5+(EnemyNear(floor(fvar(18))),vel y+0.52*2.5)*5=[-45,60]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(PrevStateNo!=[36,38])
TriggerAll=StateNo!=961
TriggerAll=(P2StateNo!=[120,155])||P2StateType!=A
TriggerAll=Pos Y+(fvar(23)<=6)*(vel y+ifelse(!var(12)&&!var(48),0.60,0.55)*(6-fvar(23))/2)*(6-fvar(23))<0
Trigger1=fvar(30)=6||Pos Y+(fvar(23)<=7)*(vel y+ifelse(!var(12)&&!var(48),0.60,0.55)*(7-fvar(23))/2)*(7-fvar(23))>0

[State -1,A_S]
Type = ChangeState
value = 620-10*(var(55)=6)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||((StateNo=110||StateNo=115)&&Time>5)||(var(43)&&StateNo=99&&PrevStateNo=620)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(PrevStateNo!=[36,38])
TriggerAll=StateNo!=961
TriggerAll=(var(55)!=[2,3])&&var(55)!=5
TriggerAll=Pos Y+(fvar(23)<=7)*(vel y+ifelse(!var(12)&&!var(48),0.60,0.55)*(7-fvar(23))/2)*(7-fvar(23))<0
TriggerAll =pos y<=ifelse(vel y<0,-35,-10)||P2StateType=A
TriggerAll=PrevStateNo!=1501
TriggerAll=(P2StateNo!=[120,155])||P2StateType!=A
Trigger1 = P2BodyDist X*fvar(8)=[-9,102+vel x*7]
TriggerAll=P2BodyDist Y*fvar(9)-(fvar(23)<=7)*(vel y+ifelse(!var(12)&&!var(48),0.60,0.55)*(7-fvar(23))/2)*(7-fvar(23))+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+0.52*3.5)*7=[-135,65+55*(P2StateType!=C)]
Trigger1 = var(23)!=10
Trigger1 = var(11)||PrevStateNo!=640
Trigger1 = P2StateType=A||fvar(30)=7||Pos Y+(fvar(23)<=8)*(vel y+ifelse(!var(12)&&!var(48),0.60,0.55)*(8-fvar(23))/2)*(8-fvar(23))>0
Trigger1 = fvar(30)>=7||(P2StateNo=[120,155])
Trigger2 = var(22)<=9
Trigger2 = StateNo=[241,242]
Trigger3 = var(55)=3;||P2StateType=C
Trigger3 = fvar(30)=11||(P2StateNo!=[5000,5270])||P2StateType=A&&StateNo=110&&Time>=8;||TeamSide=2&&StateNo=110&&Time>=8

[State -1,A_S]
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=((StateNo=110||StateNo=115)&&Time>5)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(PrevStateNo!=[36,38])
TriggerAll=StateNo!=961
TriggerAll=var(55)=5
TriggerAll=(P2StateNo!=[120,155])||P2StateType!=A
Trigger1 = P2BodyDist X*fvar(8)=[-35,142+vel x*9]
Trigger1 = P2BodyDist Y*fvar(9)=[-95,90]
Trigger1 = var(23)!=10
Trigger1 = fvar(30)=7||Animtime=-1||Pos Y+(fvar(23)<=21)*(vel y+ifelse(!var(12)&&!var(48),0.60,0.55)*(21-fvar(23))/2)*(21-fvar(23))>=-20


[State -1,A_S]
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=ctrl
TriggerAll=P2StateType!=L
;TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(PrevStateNo!=[36,38])
TriggerAll=StateNo!=961
TriggerAll=var(28)>0
Trigger1 = Pos Y+(fvar(23)<=2)*(vel y+ifelse(!var(12)&&!var(48),0.60,0.55)*(2-fvar(23))/2)*(2-fvar(23))>0
;
;󒆌q 
;
;hp
[State -1,AirJump];2iWv
Type = ChangeState
value = 99
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=NumHelper(780+id)>0
TriggerAll=InGuardDist||(Helper(780+id),var(58))
TriggerAll=MoveContAct
Trigger1 = StateNo=620

;
;
;R{

[State -1,A_HS];HS
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=(var(59)>5&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(58)=2
TriggerAll=Pos Y+(fvar(23)<=13)*(vel y+ifelse(!var(12)&&!var(48),0.60,0.55)*(13-fvar(23))/2)*(13-fvar(23))<0||var(24)
TriggerAll=var(55)||P2BodyDist X*fvar(8)=[-90,117+vel x*14]
TriggerAll=(P2BodyDist Y*fvar(9)-(fvar(23)<13)*(vel y+ifelse(!var(12)&&!var(48),0.60,0.55)*(13-fvar(23))/2)*(13-fvar(23))+(P2StateType=A)*(-7*fvar(5)+0.52*6.5)*13=[-125,100])||var(55)=5
;TriggerAll=P2BodyDist Y*fvar(9)-(fvar(23)<=17)*(vel y+ifelse(!var(12)&&!var(48),0.60,0.55)*(17-fvar(23))/2)*(17-fvar(23))+(EnemyNear(floor(fvar(18))),vel y+0.52*6.5)*13+(8+0.52*5)*10=[-175,-30]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<100+vel X*13+vel X*4
TriggerAll=P2MoveType=H
TriggerAll=MoveContAct
TriggerAll=StateNo=620
Trigger1 = fvar(30)>=13

[State -1,A_k];S
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(58)=2
TriggerAll=var(55)!=6
TriggerAll=Pos Y+(fvar(23)<=6)*(vel y+ifelse(!var(12)&&!var(48),0.60,0.55)*(6-fvar(23))/2)*(6-fvar(23))<0||var(24)
TriggerAll=P2BodyDist X*fvar(8)=[-70,142+vel x*9]
TriggerAll=P2BodyDist Y*fvar(9)-(fvar(23)<=6)*(vel y+ifelse(!var(12)&&!var(48),0.60,0.55)*(6-fvar(23))/2)*(6-fvar(23))+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3)*6=[-50,55+0*(P2StateType!=A)]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=MoveContAct
TriggerAll=fvar(30)>=6
TriggerAll=StateNo=600||StateNo=620
Trigger1 = fvar(30)=6||Pos Y+(fvar(23)<=7)*(vel y+ifelse(!var(12)&&!var(48),0.60,0.55)*(7-fvar(23))/2)*(7-fvar(23))>0
Trigger2=P2BodyDist Y*fvar(9)-(fvar(23)<=13)*(vel y+ifelse(!var(12)&&!var(48),0.60,0.55)*(13-fvar(23))/2)*(13-fvar(23))+(EnemyNear(floor(fvar(18))),vel y+0.52*3)*6+(-7*fvar(5)+0.52*3.5)*7=[-98,55+0*(P2StateType!=A)]
[State -1,A_S];S
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(58)=2
TriggerAll=var(55)!=6||fvar(30)=7
TriggerAll=P2BodyDist X*fvar(8)=[-70,142+vel x*9]
TriggerAll=P2BodyDist Y*fvar(9)-(fvar(23)<=7)*(vel y+ifelse(!var(12)&&!var(48),0.60,0.55)*(7-fvar(23))/2)*(7-fvar(23))+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3.5)*7=[-98,55+45*(P2StateType!=A)]
TriggerAll=Pos Y+(fvar(23)<=7)*(vel y+ifelse(!var(12)&&!var(48),0.60,0.55)*(7-fvar(23))/2)*(7-fvar(23))<0||var(24)
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=fvar(30)>=7
TriggerAll=MoveContAct
Trigger1 = StateNo=600||StateNo=610
Trigger1 = fvar(30)=7||Pos Y+(fvar(23)<=7)*(vel y+ifelse(!var(12)&&!var(48),0.60,0.55)*(7-fvar(23))/2)*(7-fvar(23))<0

[State -1,A_p];S
Type = ChangeState
value = 600
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=!var(12)
TriggerAll=Pos Y+(fvar(23)<=8)*(vel y+ifelse(!var(12)&&!var(48),0.60,0.55)*(8-fvar(23))/2)*(8-fvar(23))<0||var(24)
TriggerAll=P2BodyDist X*fvar(8)=[-70,142+vel x*9]
TriggerAll=P2BodyDist Y*fvar(9)-(vel y+0.5*4)*8+(-7*fvar(5)+0.52*4)*8=[-35,130]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=MoveContAct
Trigger1 = P2StateType=A
Trigger1 = StateNo=620
Trigger1 = PrevStateNo!=[600,610]
[State -1,AirJamp];QiWv
Type = ChangeState
value = 99
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=!var(12)
TriggerAll=P2StateType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=MoveHit
Trigger1 = P2BodyDist Y*fvar(9)<-25
Trigger1 = StateNo=620


[State -1,A_k];S
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!var(11)||fvar(30)=6||Pos Y+(fvar(23)<=8)*(vel y+ifelse(!var(12)&&!var(48),0.60,0.55)*(8-fvar(23))/2)*(8-fvar(23))>=0
TriggerAll=!var(12)||fvar(30)=6||Pos Y+(fvar(23)<=8)*(vel y+ifelse(!var(12)&&!var(48),0.60,0.55)*(8-fvar(23))/2)*(8-fvar(23))>=0
TriggerAll=Pos Y+(fvar(23)<=6)*(vel y+ifelse(!var(12)&&!var(48),0.60,0.55)*(6-fvar(23))/2)*(6-fvar(23))<0||var(24)
TriggerAll=P2BodyDist X*fvar(8)=[-70,142+vel x*9]
TriggerAll=P2BodyDist Y*fvar(9)-(fvar(23)<=6)*(vel y+ifelse(!var(12)&&!var(48),0.60,0.55)*(6-fvar(23))/2)*(6-fvar(23))+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3)*6=[-50,55+45*(P2StateType!=A)]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=MoveContAct
TriggerAll=fvar(30)>=6
Trigger1 = P2StateType=A
Trigger1 = StateNo=600
Trigger1 = PrevStateNo=620
Trigger2 = StateNo=600||StateNo=620
Trigger2 = fvar(30)=6||Pos Y+(fvar(23)<=8)*(vel y+ifelse(!var(12)&&!var(48),0.60,0.55)*(8-fvar(23))/2)*(8-fvar(23))>=0
[State -1,A_S];S
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(55)!=6
TriggerAll=P2BodyDist X*fvar(8)=[-70,142+vel x*9]
TriggerAll=P2BodyDist Y*fvar(9)-(fvar(23)<=7)*(vel y+ifelse(!var(12)&&!var(48),0.60,0.55)*(7-fvar(23))/2)*(7-fvar(23))+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3.5)*7=[-98,55+45*(P2StateType!=A)]
TriggerAll=Pos Y+(fvar(23)<=7)*(vel y+ifelse(!var(12)&&!var(48),0.60,0.55)*(7-fvar(23))/2)*(7-fvar(23))<0||var(24)
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=fvar(30)>=7
TriggerAll=MoveContAct
Trigger1 = P2StateType=A
Trigger1 = StateNo=600
Trigger2 = StateNo=610
Trigger3 = StateNo=600||StateNo=610
Trigger3 = fvar(30)=7||Pos Y+(fvar(23)<=9)*(vel y+ifelse(!var(12)&&!var(48),0.60,0.55)*(9-fvar(23))/2)*(9-fvar(23))>=0
[State -1,A_HS];HS
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=(var(59)>5&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Pos Y+(fvar(23)<=13)*(vel y+ifelse(!var(12)&&!var(48),0.60,0.55)*(13-fvar(23))/2)*(13-fvar(23))<0||var(24)
TriggerAll=var(55)||P2BodyDist X*fvar(8)=[-90,117+vel x*14]
TriggerAll=(P2BodyDist Y*fvar(9)-(fvar(23)<13)*(vel y+ifelse(!var(12)&&!var(48),0.60,0.55)*(13-fvar(23))/2)*(13-fvar(23))+(P2StateType=A)*(-7*fvar(5)+0.52*6.5)*13=[-105,100])||var(55)=5
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=MoveContAct
TriggerAll=StateNo=620
Trigger1 = fvar(30)>=13
[State -1,A_HS];HS
Type = ChangeState
value = 1500
TriggerAll=!IsHelper
TriggerAll=(var(59)>5&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(55)!=5
TriggerAll=var(58)=2;||ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))>100
TriggerAll=var(58)!=2||P2BodyDist X*fvar(8)>65+vel X*22||!var(11)&&(Pos y=[-300,-180])
TriggerAll=NumHelper(50000+id)>0&&NumHelper(60000+id)>0
TriggerAll=ifelse(facing=1,(helper(50000+id),rootdist X)<100,(helper(60000+id),rootdist X)<100)||StateNo=630
TriggerAll=var(55)||P2BodyDist X*fvar(8)=[-90,55]
TriggerAll=P2BodyDist Y*fvar(9)=[-120,75-130*(StateNo=630)]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=MoveHit
TriggerAll=StateNo=640||StateNo=630&&!var(58)||StateNo=620&&var(58)=2
TriggerAll=fvar(30)>=13+(var(58)=2)
Trigger1 = P2StateType=A
[State -1,A_HS];HS
Type = ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=(var(59)>5&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(55)!=5
TriggerAll=Pos Y+(fvar(23)<=10)*(vel y+ifelse(!var(12)&&!var(48),0.60,0.55)*(10-fvar(23))/2)*(10-fvar(23))<0;||var(24)
TriggerAll=P2BodyDist X*fvar(8)=[-90,55]
TriggerAll=P2BodyDist Y*fvar(9)=[-90-55,100];*(fvar(30)=10)
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=MoveHit
TriggerAll=StateNo=630||StateNo=620||StateNo=610&&var(55)!=6
TriggerAll=fvar(30)>=10
TriggerAll=P2StateType=A
Trigger1=fvar(30)=10||Pos Y+(fvar(23)<=11)*(vel y+ifelse(!var(12)&&!var(48),0.60,0.55)*(11-fvar(23))/2)*(11-fvar(23))>0||!(P2BodyDist Y*fvar(9)-(vel y+ifelse(!var(12)&&!var(48),0.60,0.55)*5.5)*11+(EnemyNear(floor(fvar(18))),vel y+0.52*5.5)*11=[-115,10])
Trigger2=var(58)!=2
[State -1,A_HS];HS
Type = ChangeState
value = 1500
TriggerAll=!IsHelper
TriggerAll=(var(59)>5&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(55)!=5
TriggerAll=var(58)!=2||P2BodyDist X*fvar(8)>65+vel X*22||!var(11)&&(Pos y=[-300,-180])
TriggerAll=NumHelper(50000+id)>0&&NumHelper(60000+id)>0
TriggerAll=ifelse(facing=1,(helper(50000+id),rootdist X)<100,(helper(60000+id),rootdist X)<100)||StateNo=630
TriggerAll=var(55)||P2BodyDist X*fvar(8)=[-90,55]
TriggerAll=P2BodyDist Y*fvar(9)=[-120,75-50*(StateNo=630)]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=MoveHit
TriggerAll=StateNo=640||StateNo=630&&!var(58)
TriggerAll=fvar(30)>=13+(var(58)=2)
Trigger1 = P2StateType=A
;
;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=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=StateType!=A
Trigger1 = fvar(38)=[2,3]
Trigger1 = StateNo=11
Trigger1 = Random<var(59)*20||var(59)>9
Trigger2 = StateNo=[21,22]
Trigger2 = P2Dist X < 0
Trigger3 = fvar(38)<0
Trigger3 = StateNo=11


[State -3,Walk];O
Type = ChangeState
value = 21
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=ctrl||StateNo=11||StateNo=22
TriggerAll=StateNo!=[100,101]
Trigger1 = P2BodyDist X*fvar(8)>=200
Trigger1 = StateNo=22
Trigger2 = P2BodyDist X*fvar(8)>=180
Trigger2 = NumHelper(50000+id)>0&&NumHelper(60000+id)>0
Trigger2 = ifelse(facing=1,(helper(60000+id),rootdist X)<15,(helper(50000+id),rootdist X)<15)
Trigger3 = var(55)=100
Trigger3 = P2BodyDist X*fvar(8)>=10
[State -3,Walk];
Type = ChangeState
value = 22
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=var(55)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=ctrl||StateNo=11||StateNo=21
TriggerAll=StateNo!=[100,101]
TriggerAll=NumHelper(50000+id)>0&&NumHelper(60000+id)>0
TriggerAll=ifelse(facing=1,(helper(60000+id),rootdist X)>15,(helper(50000+id),rootdist X)>15)
Trigger1 = P2BodyDist X*fvar(8)<(160+39*(StateNo!=21))

[State -1,Jump];_bVpWv
Type = null;ChangeState
value = 36
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=ctrl||(StateNo=[11,22])||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=P2StateNo!=[120,155]
TriggerAll=NumHelper(50000+id)>0&&NumHelper(60000+id)>0
TriggerAll=ifelse(facing=1,(helper(60000+id),rootdist X)>75,(helper(50000+id),rootdist X)>75)
TriggerAll=Random<var(59)*6
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[95,110]
Trigger1 = P2StateType!=A

[State -1,Jump];_bVpWv
Type = null;ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=ctrl||(StateNo=[11,22])||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=P2StateNo!=[120,155]
TriggerAll=Random<var(59)*3
TriggerAll=life>300
Trigger1 = P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[120,180]
Trigger1 = P2StateType!=A

[State -1,Dash];_bV
Type = ChangeState
value = 100
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=1
TriggerAll=ctrl||(StateNo=[11,22])
TriggerAll=!((P2StateNo=[1103,1108])&&P2MoveType=H)
TriggerAll=P2StateType!=L
TriggerAll=(P2BodyDist X*fvar(8)!=[160,202])||Power<1000||P2StateNo=105
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||(fvar(38)=[-4,-1])||P2StateNo=105
Trigger1 = P2BodyDist X*fvar(8)>80||P2BodyDist X*fvar(8)>0&&(fvar(38)=[-4,-1])&&var(59)>9||P2StateNo=105
Trigger1 = Random<=var(59)*100
Trigger2 = var(55)=100
Trigger2 = P2BodyDist X*fvar(8)>=10

;
;n㗧ZU 
;
[State -3,T];
Type  = ChangeState
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(34)!=1
TriggerAll=RoundState=2
TriggerAll=!fvar(35)
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=Helper(780+id),fvar(39)=0
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=5120&&animtime=0)||(StateNo=[100,101])||StateNo=52||(StateNo=[11,22])||(StateNo=[120,140])&&(anim=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=40
TriggerAll=P2BodyDist X*fvar(8)=[-5,22]
Trigger1 = Random<ifelse(var(59)>9,var(59)*60,var(59)*30)
Trigger2 = (P2StateNo=[120,159])
Trigger2 = Random<var(59)*25||var(59)>10
value = ifelse((fvar(24)=[1,2]),800,805)

;
;i

[State -1,C_K];K
type = ChangeState
value = 410
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,11]
TriggerAll=var(55)!=100
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-4,64+vel x*5+(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = P2StateType=S
Trigger1 = Random<var(59)*4

[State -1,C_D];D
type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,11]
TriggerAll=var(55)!=100
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=6
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=NumHelper(50000+id)>0
TriggerAll=(Helper(50000+id),var(15)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-4,74+vel x*7+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = P2StateType=S
Trigger1 = Random<var(59)*3

;
;
;i
[State -1,S_D];D
type = ChangeState
value = 196
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(55)!=100
TriggerAll=var(59)=[5,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=NumHelper(50000+id)>0
TriggerAll=(Helper(50000+id),var(14)=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-4,52+vel x*4+(EnemyNear(floor(fvar(18))),vel x*25)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = P2StateType=C
Trigger1 = Random<var(59)*2
Trigger1 = (Helper(780+id),var(45)=1)


[State -1,S_D];D
type = ChangeState
value = 206
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(55)!=100
TriggerAll=var(59)=[5,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=NumHelper(50000+id)>0
TriggerAll=(Helper(50000+id),var(14)=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-4,62+vel x*4+(EnemyNear(floor(fvar(18))),vel x*25)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = P2StateType=C
Trigger1 = Random<var(59)*11

[State -1,d];d
Type = ChangeState
value = 37
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(var(55)!=[100,101])
TriggerAll=StateType!=A
TriggerAll=P2StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(45))
TriggerAll=NumHelper(50000+id)>0
TriggerAll=!(Helper(50000+id),var(15))&&(Helper(50000+id),var(14)!=[1,2])
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=Random<var(59)*(2+(Power>999)*7)
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-3,51+14*(StateNo=100)]
Trigger1 = P2StateType=C||Random<var(59)*(3+(Power>999)*3)

[State -1,S_D];D
type = ChangeState
value = 240
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(55)!=100
TriggerAll=var(59)=[8,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-4,31+vel x*4+(EnemyNear(floor(fvar(18))),vel x*25)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = P2StateType=C
Trigger1 = Random<var(59)*1

;
;
;
[State -1,S_P];P
Type = ChangeState
value = 200
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=100
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2StateType=A
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=105
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*2)*4=[-100,-40]
TriggerAll=Random<var(59)*4
Trigger1 = P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-3,51]

[State -1,S_NS5];S
Type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=6
TriggerAll=var(55)!=100
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2StateNo!=105
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*3.5)*7=[-40,0]
TriggerAll=Random<=var(59)*7
Trigger1 = P2BodyDist X*fvar(8)=[-5,48]

[State -1,C_D];D
type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=Random<=var(59)*3
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=100
TriggerAll=StateType!=A
TriggerAll=var(55)!=6
TriggerAll=P2StateNo!=105
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=NumHelper(50000+id)>0
TriggerAll=(Helper(50000+id),var(15)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)=[-4,74+vel x*7+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)

[State -1,C_D];D
type = ChangeState
value = 225
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=Random<=var(59)*3
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=100
TriggerAll=StateType!=A
TriggerAll=var(55)!=6
TriggerAll=P2StateNo!=105
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=StateNo!=130
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=NumHelper(50000+id)>0
TriggerAll=(Helper(50000+id),var(15)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)-vel x*5.5-(EnemyNear(floor(fvar(18))),vel x*13)*(1-(Facing=Enemynear,Facing)*2)=[45,71]
Trigger1 = !P2BodyDist Y*fvar(9)
[State -1,C_S];2S
Type = ChangeState
value = 410
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=100
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=P2StateNo!=105
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=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)&&P2StateType!=A
Trigger1 = Random<var(59)*6

[State -1,C_S];2HS
Type = ChangeState
value = 430
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[3,11]
TriggerAll=fvar(34)!=1
;TriggerAll=!var(58)
TriggerAll=var(55)!=100
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=P2StateNo!=105
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=PrevStateNo!=131
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=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)&&P2StateType!=A
Trigger1 = Random<var(59)*4

[State -1,C_S];2S
Type = ChangeState
value = 210
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=100
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=P2StateNo!=105
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=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)&&P2StateType!=A
Trigger1 = Random<var(59)*3
[State -1,C_S];2S
Type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[4,11]
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=100
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=var(55)!=6
TriggerAll=P2StateNo!=105
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=NumHelper(50000+id)>0
TriggerAll=P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-5,75-20*((Helper(50000+id),var(15)=1))]
Trigger1 = !P2BodyDist Y*fvar(9)&&P2StateType!=A
Trigger1 = Random<var(59)*4
[State -1,C_S];2S
Type = ChangeState
value = 215
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[3,9]
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=100
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=var(55)!=6
TriggerAll=P2StateNo!=105
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=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)=[-5,75]
Trigger1 = P2BodyDist Y*fvar(9)=[-65,0]
Trigger1 = Random<var(59)*2

;
;󒆈ړ
;

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

[State -1,AirDash];_bV
Type = ChangeState
value = 110
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=25
TriggerAll=!var(11)
TriggerAll=StateType=A
triggerall = pos y <= ifelse(vel y < 0,-35,-10)
triggerall = pos y >=-50
TriggerAll=(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040&&Ctrl||(StateNo=[120,140])&&Ctrl
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=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(55)!=25
TriggerAll=var(59)>0
TriggerAll=!var(11)
TriggerAll=StateType=A
triggerall = pos y <= ifelse(vel y < 0,-35,-10)
TriggerAll=(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040&&Ctrl||(StateNo=[120,140])&&Ctrl
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=NumHelper(50000+id)>0&&NumHelper(60000+id)>0
Trigger1 = P2BodyDist X*fvar(8)=[0,180]
Trigger1 = Random<var(59)*7
Trigger1 = ifelse(facing=1,(helper(50000+id),rootdist X)>110,(helper(60000+id),rootdist X)>110)
;
;󒆗ZU 
;
[State -1,AirT];󒆓
type = ChangeState
value = 850
triggerall = !ishelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
triggerall = statetype = A
TriggerAll=!fvar(35)
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),fvar(39)=0
triggerall = ctrl
triggerall = !helper(780+id),var(8)
TriggerAll=P2BodyDist X*fvar(8)=[-43,55-12*(var(58)=2)]
TriggerAll=P2BodyDist Y*fvar(9)=[-79,19]
triggerall = p2statetype = A
triggerall = p2movetype != H
Trigger1 = Random<var(59)*70
Trigger2 = (P2StateNo=[120,159])||(P2StateNo=[5200,5210])||(StateNo=[5200,5210])
Trigger2 = Random<var(59)*140
;I

;
;_bV
[State -1,A_K]
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=25
TriggerAll=StateType=A
TriggerAll=(StateNo=110||StateNo=115)&&Time>5
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=P2BodyDist X*fvar(8)-vel x*(7-(StateNo=115)*4)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[-60,25]
Trigger1 = Random<=var(59)*100
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*6)*7=[-60,110]

[State -1,A_S];S
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=var(55)!=25
TriggerAll=(StateNo=110||StateNo=115)&&Time>5
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)-vel x*(8-(StateNo=115)*15)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)=[-80,149]
Trigger1 = Random<var(59)*35
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*9=[-60,60]
Trigger2 = P2StateType!=A
Trigger2 = Random<var(59)*60
Trigger2 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*8<-100
;

;
;
[State -1,A_K];K
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=fvar(38)>0
TriggerAll=var(55)!=25
TriggerAll=fvar(34)!=1
TriggerAll=(ctrl||fvar(28))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=(PrevStateNo!=[36,38])
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)=[-20,25]
Trigger1 = (Random-(Random>350)*350)<var(59)*30
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*8=[-70,90]
Trigger1 = !InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2StateType=A||var(59)<7
Trigger2 = var(59)>6
Trigger2 = P2StateType!=A
Trigger2 = Random<=var(59)*100
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*8>-20

[State -1,A_S];S
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=var(55)!=25
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=110&&Time>5)||(StateNo=115&&Time>5)
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43)!=1)
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)-vel x*(9-(StateNo=115)*13)-(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[0,72]
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4)*8=[-90,60]
Trigger1 = (Random-(Random>600)*600)<var(59)*35
Trigger1 = P2StateType=A||var(59)<8
Trigger1 = !InGuardDist&&!(Helper(780+id),var(58))
Trigger2 = P2StateType!=A
Trigger2 = Random<=var(59)*100
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*8>-90
Trigger2 = vel y>0
Trigger3 = P2StateType!=A
Trigger3 = Random<=var(59)*100
Trigger3 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*8>-30
Trigger3 = vel y>0


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

[State 21]
Type = poweradd
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 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

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

;
;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 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21


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


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

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

[State -2]
type = turn
triggerall = p2dist X < -1
trigger1 = prevstateno = 12
ignorehitpause = 1
persistent = 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)*45,45-12*(var(58)=2)]
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)>45-12*(var(58)=2)
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)<-20
sysvar(1) = -1

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

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

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

[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || stateno = 210 || (prevstateno = [220,225]) || (prevstateno = [235,236])||prevstateno=222||(helper(780+id),sysvar(0)&&(prevstateno=[200,239])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) > 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4];qbg|[YɃWvŃ_bVp
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || stateno = 210 || (prevstateno = [220,225]) || (prevstateno = [235,236])||prevstateno=222||(helper(780+id),sysvar(0)&&(prevstateno=[200,239])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.4)

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

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

[State 40, 5]
type = velset
trigger1 = var(12) = 1
trigger1 = animtime = 0
y = const(velocity.jump.y)-0.75

[State 40, 4]
type = veladd
trigger1 = var(12) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 5

[State 40, 4]
type = veladd
trigger1 = var(12) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -4.25

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

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


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

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

[State -2]
type = turn
triggerall = p2dist X < -1
trigger1 = prevstateno = 12
ignorehitpause = 1
persistent = 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>100
Trigger2 = Random<=333
sysvar(1) = 1

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

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

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

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

[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || stateno = 210 || (prevstateno = [220,225]) || (prevstateno = [235,236])||prevstateno=222||(helper(780+id),sysvar(0)&&(prevstateno=[200,239])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) > 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4];qbg|[YɃWvŃ_bVp
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || stateno = 210 || (prevstateno = [220,225]) || (prevstateno = [235,236])||prevstateno=222||(helper(780+id),sysvar(0)&&(prevstateno=[200,239])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.4)

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

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

[State 40, 5]
type = velset
trigger1 = var(12) = 1
trigger1 = animtime = 0
y = const(velocity.jump.y)-0.75

[State 40, 4]
type = veladd
trigger1 = var(12) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 5

[State 40, 4]
type = veladd
trigger1 = var(12) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -4.25

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

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

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

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

[State -2]
type = turn
triggerall = p2dist X < -1
trigger1 = prevstateno = 12
ignorehitpause = 1
persistent = 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>100
Trigger2 = Random<=333
sysvar(1) = 1

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

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

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

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

[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || stateno = 210 || (prevstateno = [220,225]) || (prevstateno = [235,236])||prevstateno=222||(helper(780+id),sysvar(0)&&(prevstateno=[200,239])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) > 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4];qbg|[YɃWvŃ_bVp
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || stateno = 210 || (prevstateno = [220,225]) || (prevstateno = [235,236])||prevstateno=222||(helper(780+id),sysvar(0)&&(prevstateno=[200,239])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.4)

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

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

[State 40, 5]
type = velset
trigger1 = var(12) = 1
trigger1 = animtime = 0
y = const(velocity.jump.y)-0.75

[State 40, 4]
type = veladd
trigger1 = var(12) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 5

[State 40, 4]
type = veladd
trigger1 = var(12) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -4.25

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

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

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

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

[State -2]
type = turn
triggerall = p2dist X < -1
trigger1 = prevstateno = 12
ignorehitpause = 1
persistent = 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>100
Trigger2 = Random<=333
sysvar(1) = 1

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

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

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

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

[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || stateno = 210 || (prevstateno = [220,225]) || (prevstateno = [235,236])||prevstateno=222||(helper(780+id),sysvar(0)&&(prevstateno=[200,239])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) > 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4];qbg|[YɃWvŃ_bVp
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || stateno = 210 || (prevstateno = [220,225]) || (prevstateno = [235,236])||prevstateno=222||(helper(780+id),sysvar(0)&&(prevstateno=[200,239])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.4)

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

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

[State 40, 5]
type = velset
trigger1 = var(12) = 1
trigger1 = animtime = 0
y = const(velocity.jump.y)-0.75

[State 40, 4]
type = veladd
trigger1 = var(12) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 5

[State 40, 4]
type = veladd
trigger1 = var(12) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -4.25

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

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


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

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

[State -2]
type = turn
triggerall = p2dist X < -1
trigger1 = prevstateno = 12
ignorehitpause = 1
persistent = 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 39]
type = VarSet
TriggerAll=!Time
Trigger1 = P2Movetype=H||P2StateType=L
Trigger2 = P2BodyDist X>100
Trigger2 = Random<=333
Trigger3 = fvar(38)=3
sysvar(1) = 1

[State 39]
type = VarSet
TriggerAll=AnimTime = 0
Trigger1 = P2Movetype!=H
Trigger1 = P2StateType!=L
Trigger1 = P2BodyDist X<180
Trigger1 = Random<=500
Trigger1 = fvar(38)!=3
sysvar(1) = -1

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

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

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

[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || stateno = 210 || (prevstateno = [220,225]) || (prevstateno = [235,236])||prevstateno=222||(helper(780+id),sysvar(0)&&(prevstateno=[200,239])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) > 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4];qbg|[YɃWvŃ_bVp
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || stateno = 210 || (prevstateno = [220,225]) || (prevstateno = [235,236])||prevstateno=222||(helper(780+id),sysvar(0)&&(prevstateno=[200,239])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.4)

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

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

[State 40, 5]
type = velset
trigger1 = var(12) = 1
trigger1 = animtime = 0
y = const(velocity.jump.y)-0.75

[State 40, 4]
type = veladd
trigger1 = var(12) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 5

[State 40, 4]
type = veladd
trigger1 = var(12) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -4.25

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

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


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

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

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

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

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

[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 -2];JE^[
type = varset
trigger1 = Root,MoveType!=H||(Root,StateNo=[120,159])
var(50) = Root,StateNo
persistent = 1
ignorehitpause = 1
[State -2];JE^[
type = varset
trigger1 = (Root,StateNo=[120,159])&&(Root,PrevStateNo!=[120,159])
trigger1 = (Root,PrevStateNo)>199
var(52) = Root,PrevStateNo
persistent = 1
ignorehitpause = 1
[State -2];L
type = null
triggerAll=Root,NumHelper(1001)>0
trigger1 = (Helper(1001),StateNo=1003)&&!(Helper(1001),MoveContAct)
trigger1 = var(14):=1
trigger2 = (Helper(1001),StateNo=1003)&&(Helper(1001),MoveContAct)
trigger2 = var(14):=2
trigger3 = (Helper(1001),StateNo=1004)&&(Helper(1001),MoveContAct)
trigger3 = var(14):=3
persistent = 1
ignorehitpause = 1
[State -2];
type = varset
triggerAll=var(14)
trigger1=!(Root,NumHelper(1001))
trigger2=Root,NumHelper(1001)>0
trigger2=(Helper(1001),StateNo=1002)
trigger3=Root,NumHelper(1001)>0
trigger3=(Helper(1001),StateNo=1004)&&(Helper(1001),MoveContAct)
var(14)=0
persistent = 1
ignorehitpause = 1
[State -2];eaL
type = null
triggerAll=Root,NumHelper(1051)>0
trigger1 = (Helper(1051),StateNo=1053)&&!(Helper(1051),MoveContAct)
trigger1 = var(15):=1
trigger2 = (Helper(1051),StateNo=1053)&&(Helper(1051),MoveContAct)
trigger2 = var(15):=2
trigger3 = (Helper(1051),StateNo=1054)&&(Helper(1051),MoveContAct)
trigger3 = var(15):=3
persistent = 1
ignorehitpause = 1
[State -2];ea
type = varset
triggerAll=var(15)
trigger1= !(Root,NumHelper(1051))
trigger2= Root,NumHelper(1051)>0
trigger2 =(Helper(1051),StateNo=1052)
trigger3= Root,NumHelper(1051)>0
trigger3 = (Helper(1051),StateNo=1054)&&(Helper(1051),MoveContAct)
var(15)=0
persistent = 1
ignorehitpause = 1
[State -2];ea
type = varset
trigger1=Root,StateNo=1150&&Root,PrevStateNo=1100
var(24)=1
persistent = 1
ignorehitpause = 1

[State -2];ea
type = varset
trigger1=Root,StateNo=1130&&Root,PrevStateNo=1100
var(24)=2
persistent = 1
ignorehitpause = 1

[State -2];ea
type = varset
trigger1=var(24)=1
trigger1=Root,MoveType=H&&Root,StateNo!=130
var(25)=1
persistent = 1
ignorehitpause = 1

[State -2];ea
type = varset
trigger1=var(24)=2
trigger1=Root,MoveType=H&&Root,StateNo!=130
var(25)=2
persistent = 1
ignorehitpause = 1

[State -2];ea
type = varset
triggerAll=Root,StateNo!=1150&&Root,StateNo!=130&&Root,StateNo!=1130
trigger1=Root,MoveType!=H
var(24)=0
persistent = 1
ignorehitpause = 1

[State -3];
Type = Varset
TriggerAll=Root,MoveType!=H
Trigger1=Root,var(55)=1110
Trigger1=var(19)=0
var(19) = P2StateNo
IgNoreHitPause = 1

[State -3];
Type = varset
TriggerAll=Root,MoveType=H
Trigger1=var(20)=0
Trigger1=Root,var(55)=1110
Trigger1=var(18):=1
var(20) = var(19)
IgNoreHitPause = 1
[State -3];
Type = varset
TriggerAll=Root,MoveType=H
Trigger1=var(20)&&var(20)!=var(19)
Trigger1=Root,var(55)=1110
Trigger1=var(18):=1
var(21) = var(19)
IgNoreHitPause = 1
[State -3];
Type = varset
TriggerAll=Root,MoveType=H
Trigger1=var(20)&&var(20)!=var(19)
Trigger1=var(21)&&var(21)!=var(19)
Trigger1=Root,var(55)=1110
Trigger1=var(18):=1
var(22) = var(19)
IgNoreHitPause = 1
[State -3];
Type = varset
TriggerAll=Root,MoveType=H
Trigger1=var(20)&&var(20)!=var(19)
Trigger1=var(21)&&var(21)!=var(19)
Trigger1=var(22)&&var(22)!=var(19)
Trigger1=Root,var(55)=1110
Trigger1=var(18):=1
var(23) = var(19)
IgNoreHitPause = 1

[State -3];
Type = Varset
TriggerAll=var(19)
Trigger1=var(18)
var(19) = 0
IgNoreHitPause = 1
[State -3];
Type = Varset
Trigger1=var(18)
var(18) = 0
IgNoreHitPause = 1

[State -2]
type = DisplayToClipboard
trigger1 = 1
ignorehitpause = 1
text = "GUARDLEVEL = %d  damageLEVEL = %d  Base = %d  counter = %d  combotime = %d"
params = var(20),var(19),(root,var(55)),var(21),var(34);var(1);var(9);var(56)


[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
