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

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

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

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

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

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


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

[State -3];ʒ[Aǂ߂H
Type = Varset
TriggerAll=NumHelper(50000+id)&&NumHelper(60000+id)
Trigger1=(Helper(50000+id),rootDist X)<(Helper(60000+id),rootDist X)
fvar(29) = 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(29) = 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(17) = ifelse((EnemyNear(floor(fvar(18))),facing=1),(helper(60000+id),P2bodydist X),(helper(50000+id),P2bodydist X))
IgNoreHitPause = 1


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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


[State -3];Gԗp
Type = VarSet
TriggerAll=StateNo=5210
TriggerAll=fvar(26)=0
Trigger1=RoundState=2
fvar(26) = 13
IgNoreHitPause = 1

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


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

[State -3,1];gc莞ԗp
Type = null;VarSet
TriggerAll=!EnemyNear(floor(fvar(18))),Time
TriggerAll=RoundState=2
Trigger1 = NumTarget(3100)
Trigger1 = Target,StateNo=3106
Trigger1 = fvar(30):=82+EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)
Trigger2 = NumTarget(1120)
Trigger2 = Target,StateNo=1121
Trigger2 = fvar(30):=49+EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)
Trigger3 = NumTarget(1400)
Trigger3 = Target,StateNo=1421
Trigger3 = fvar(30):=34+EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)
Trigger4 = StateNo=810
Trigger4 = var(58)!=2
Trigger4 = fvar(30):=999
IgNoreHitPause = 1

[State -3,1];gc莞ԗp
Type = varadd
TriggerAll=!EnemyNear(floor(fvar(18))),Time
TriggerAll=RoundState=2
Trigger1 = NumTarget(3100)
Trigger1 = Target,StateNo=[3107,3108]
Trigger1 = Target,PrevStateNo=[3107,3108]
Trigger2 = NumTarget(1120)
Trigger2 = Target,StateNo=[1122,1123]
Trigger2 = Target,PrevStateNo=[1122,1123]
Trigger3 = NumTarget(1400)
Trigger3 = Target,StateNo=[1422,1423]
Trigger3 = Target,PrevStateNo=[1422,1423]
fvar(30) = -1
IgNoreHitPause = 1

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

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

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


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

;
;ėpލs
;

;
;var(55) R{p
;
[State -2,JEg]
Type = VarSet
TriggerAll=fvar(30)>=10
Trigger1 = StateNo=1000
Trigger1 = Animtime=-1
Trigger1 = fvar(30)<100
Trigger2 = StateNo=[1410,1412]
Trigger2 = MoveHit=1&&!var(21)
var(55) = 1

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

[State -2,JEg]
Type = VarSet
TriggerAll=fvar(30)>=10
Trigger1 = P2StateNo=[1105,1119]
Trigger1 = (var(55)!=[26,28])
Trigger1 = var(58)=2
var(55) = 3

[State -2,JEg]
Type = VarSet
TriggerAll=fvar(30)>=10
Trigger1 = P2StateNo=[1105,1119]
Trigger1 = (var(55)!=[26,28])
Trigger1 = var(58)!=2
var(55) = 7

[State -2,JEg]
Type = VarSet
Trigger1 = StateNo=810
Trigger1 = var(58)!=2
var(55) = 8

[State -2,JEgZbg]
type = varset
TriggerAll = (var(55)=[1,10])||(var(55)=[26,29])||(var(55)=49)||var(55)=101
Trigger1 = MoveType=H||P2MoveType=A
Trigger2 = P2MoveType!=H
Trigger3 = var(55)=1||var(55)=3
Trigger3 = StateNo=600||fvar(30)<4||StateNo=640
Trigger4 = var(55)=2||(var(55)=[4,5])||var(55)=29
Trigger4 = StateType!=A&&StateNo!=39
Trigger5 = (var(55)=[26,28])
Trigger5 = StateNo=640
Trigger6 = var(55)=7
Trigger6 = P2Bodydist X*fvar(8)>300||P2Bodydist Y*fvar(9)<-300
Trigger7 = var(55)=8
Trigger7 = StateNo=640||StateNo=1050
Trigger8 = var(55)=10
Trigger8 = (StateNo=[220,235])||StateNo=450||fvar(30)<15
Trigger9 = var(55)=10
Trigger9 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*7.5)*15>0&&EnemyNear(floor(fvar(18))),vel y>0
var(55)=0

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

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

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

[State -2,JEg]
Type = VarSet
Trigger1 = StateNo=810&&time=1
Trigger1 = fvar(17)>=180
Trigger1 = var(58)=2
var(55) = 49

[State -2,JEg];
Type = VarSet
TriggerAll=var(58)=2
TriggerAll=StateNo=1000
TriggerAll=fvar(30)<100
Trigger1 = fvar(25)<1
Trigger2 = P2Name="SHIN"||P2Name="THOUTHER"||P2Name="REI"||P2Name="faust"||P2Name="baiken"||P2Name="justice"||P2Name="A.B.A"||P2Name="chipp"||P2Name="SLAYER"||P2Name="axl"||P2Name="venom"
var(55) = 75


[State -2,JEgZbg]
type = varset
Trigger1 = var(55)=40
Trigger1 = StateNo!=35&&StateNo!=41&&StateType!=A
Trigger2 = var(55)=50
Trigger2 = StateNo=1050||(StateNo!=[38,41])&&StateType!=A
var(55) = 0
[State -2,JEg];ΐlpē
Type = VarSet
TriggerAll=var(59)>6&&Random<=150+(ceil(var(50)/12))*50
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(45))
TriggerAll=P2StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,35]
Trigger1 = (StateNo=[400,410])||(StateNo=[200,220])
Trigger1 = MoveGuarded=1
Trigger2 = StateNo=52&&!time
Trigger2 = fvar(35)<3||(P2StateNo=[120,159])&&fvar(30)<5
var(55) = 100


[State -2,JEgZbg]
type = varset
TriggerAll = var(55)=100
Trigger1 = (P2StateNo=[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=var(59)>0
TriggerAll=StateNo=450
Trigger1=MoveHit=1
Trigger1=var(50)<-100
var(55) = 101

[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"
Trigger1 = EnemyNear(floor(fvar(18))),var(59)>0
var(55) = 200

[State -2,JEgZbg]
type = varset
TriggerAll = var(55)=200
Trigger1 = (StateNo=[105,115])&&AnimTime=0||P2StateType=A&&P2StateNo!=105
Trigger2 = P2BodyDist X*fvar(8)>35&&P2StateNo!=105&&StateNo!=105
Trigger3 = P2MoveType=H&&(P2StateNo!=[120,159])||MoveType=H&&(StateNo!=[120,159])
var(55)=0
;
;
;
[State -1,ITIGEKI];ꌂKE
Type = ChangeState
value = 4000
TriggerAll=!IsHelper
TriggerAll=var(59)>6
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=!var(25)
TriggerAll=Life>200
TriggerAll=var(40)=0
Trigger1 = StateType!=A
Trigger1 = ctrl
Trigger2 = StateNo=100
Trigger3 = StateNo=101
Trigger4 = StateNo=40||StateNo=52
Trigger5 = StateNo=[195,197]
Trigger5 = Time>ifelse(Anim= 196,18,64)

[State -1,h]
Type = ChangeState
value = 196
TriggerAll=var(59)>=7
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=PrevStateNo!=[195,197]
TriggerAll=Life<201
Trigger1 = StateType!=A
Trigger1 = ctrl
Trigger2 = StateNo=100
Trigger3 = StateNo=101
Trigger4 = StateNo=40
;
;\
;Time=1 Random StateNo
;
[State -1,ITIGEKI];ꌂKE\΍
Type = ChangeState
value = 4000
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=var(40)=1
Trigger1 = StateType!=A
Trigger1 = ctrl
Trigger2 = StateNo=100
Trigger3 = StateNo=101
Trigger4 = StateNo=40||StateNo=52
Trigger5 = StateNo=[195,197]
Trigger5 = Time>ifelse(Anim= 196,18,64)

;
;p΍
;

[State -1,Jump];Wv
Type = ChangeState
value = ifelse(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6<=-80,41,35)
TriggerAll=!IsHelper
TriggerAll=var(59)>9&&Random<var(59)*100
TriggerAll=StateType!=A
TriggerAll=fvar(38)=-5
TriggerAll=ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=A
TriggerAll=P2MoveType!=H
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6>=-300
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,40]
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)*5)*6<=-10
Trigger2 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,40]
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)*45,40]
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)*45,40]
Trigger4 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*9<=-10

[State -1,Jump];Wv
Type = null;ChangeState
value = ifelse(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6<=-80,41,35)
TriggerAll=!IsHelper
TriggerAll=var(59)>9&&Random<var(59)*100
TriggerAll=StateType!=A
TriggerAll=fvar(28)
TriggerAll=StateNo=200||(StateNo=[220,225])||StateNo=400
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=A
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,55]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6<=-10
Trigger2 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,55]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*6)*7<=-10
Trigger3 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,55]
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*7)*8<=-10
Trigger4 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,55]
Trigger4 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*9<=-10

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

[State -1,S_FP2];+P
type = ChangeState
value = 205
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=EnemyNear(floor(fvar(18))),vel y>=0
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||(!teammode=simul)&&Enemy,NumHelper=Helper(780+id),var(51)&&Enemy,NumProj=0
TriggerAll=P2StateType=A
TriggerAll=NumHelper(780+id)>0
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*13+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*91)=[-55,0]
TriggerAll=Random<var(59)*25
Trigger1 = P2BodyDist X*fvar(8)-vel x*4-(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)=[22,56]

[State -1,S_FP2];+P
type = ChangeState
value = 1520
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,11]
TriggerAll=fvar(38)>0&&var(58)=1
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||(!teammode=simul)&&Enemy,NumHelper=Helper(780+id),var(51)&&Enemy,NumProj=0
TriggerAll=P2StateType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(48))>(30+floor(random/100)-12*(var(59)-8))||var(59)=11
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*10=[-55,-10]
TriggerAll=Random<var(59)*85
Trigger1 = P2BodyDist X*fvar(8)-vel x*4-(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)=[-5,75]

[State -1,junp];󓊂pjunp
Type = ChangeState
value = ifelse(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6<=-80,41,35)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[10,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=P2StateNo!=105
TriggerAll=!(EnemyNear(floor(fvar(18))),vel y<0&&EnemyNear(floor(fvar(18))),StateNo>999)
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||StateNo=52||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6>=-300
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||PrevStateno=5120||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>3
TriggerAll=P2StateType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(48))>(35+floor(random/50)-12*(var(59)-8))||var(59)=11
TriggerAll=Random<var(59)*12
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,45]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6<=-10
Trigger2 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,45]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*6)*7<=-10
Trigger3 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,45]
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*7)*8<=-10
Trigger4 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,45]
Trigger4 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*9<=-10
;
;؂ւ
;PrevStateNo = [120,159] PrevStateNo = [5000,5270] EnemyNear,HitDefAttr = SCA,AT;
;
[State -3,gs];TCNo[Xg
Type = ChangeState
value = 750
TriggerAll=!IsHelper
TriggerAll=var(59)>4
TriggerAll=RoundState=2
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=fvar(33)>=1.5
TriggerAll=!fvar(28)
TriggerAll=numhelper(1220)<1
TriggerAll=Power<PowerMax/6
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*18)*(1-(Facing=Enemynear,Facing)*2)=[-55,55]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*18+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*171)=[-130,0]
TriggerAll=Alive
TriggerAll=!EnemyNear(floor(fvar(18))),ctrl
TriggerAll=P2MoveType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=InGuardDist||(Helper(780+id),var(58))||fvar(38)=3
TriggerAll=P2StateNo>199
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[130,159])
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-18||var(59)<7
TriggerAll=Random<var(59)*60||var(59)>9
Trigger1 = (ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])
Trigger2 = (Time<=1&&MoveType=A)
Trigger2 = StateNo=[200,640]
Trigger2 = PrevStateNo!=[200,640]

[State -3];
Type = ChangeState
value = ifelse((fvar(29)=[3,4]),805,800)
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=!fvar(35)
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),fvar(39)=0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,22-2*(var(58)=2)]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo!=40
TriggerAll=(Ctrl||fvar(28))||(StateNo=5120&&animtime=0)||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),Time>50||var(59)>10
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[130,159])

[State -3,T];󓊂
Type = ChangeState
value = 850
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(34)!=1
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-42,56-(var(58)=2)*11]
TriggerAll=P2BodyDist Y*fvar(9)=[-79,19]
TriggerAll=!fvar(35)
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),fvar(39)=0
TriggerAll=P2StateType=A
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=[141,159]
TriggerAll=P2StateNo!=105
TriggerAll=(Ctrl||fvar(28))
triggerall = !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,[ՁI]
Type = ChangeState
Value = 1510
TriggerAll=RoundState = 2
TriggerAll=var(59)>0&&var(58)=1
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(Ctrl||fvar(28))||(StateNo=[100,101])||(StateNo=5120&&animtime=0)||StateNo=52||(StateNo=[11,22])||(StateNo=[120,132])||(StateNo=[200,450])&&(MoveContAct||movereversed)&&StateNo!=240&&(stateno!=[215,216])&&!var(3)||(StateNo=[200,451])&&var(29)
TriggerAll=EnemyNear(floor(fvar(18))),Movetype=A
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[130,159])
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=NumHelper(780+id)>0
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime<-31
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*10)*(1-(Facing=Enemynear,Facing)*2)=[-20-(backedgebodydist<20)*45,85]
Trigger1 = P2StateType!=A

[State -3,[ՁI]
Type = ChangeState
Value = 1520
TriggerAll=RoundState = 2
TriggerAll=var(59)>0&&var(58)=1
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=EnemyNear(floor(fvar(18))),Movetype=A
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[130,159])
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=NumHelper(780+id)>0
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-10
TriggerAll=P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*10)*(1-(Facing=Enemynear,Facing)*2)=[-20-(backedgebodydist<20)*45,85]
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=[-55,-10])||P2StateType!=A
Trigger1 = (Ctrl||fvar(28))||(StateNo=[100,101])||(StateNo=5120&&animtime=0)||StateNo=52||(StateNo=[11,22])||(StateNo=[120,132])||(StateNo=[200,450])&&(MoveContAct||movereversed)&&StateNo!=240&&(stateno!=[215,216])&&!var(3)||(StateNo=[200,451])&&var(29)
Trigger2 = Helper(780+id),sysvar(0)
Trigger2 = (StateNo=151||StateNo=153||StateNo=155)||(((var(20)=[1,7])&&Time>=15)||HitShakeOver)&&(stateno=150||stateno=152||stateno=154)||stateno=156&&Time>=13
[State -3];da
Type = ChangeState
value = 37
TriggerAll=!ishelper
TriggerAll=var(59)=11
TriggerAll=RoundState=2
TriggerAll=var(58)!=[1,2]
TriggerAll=P2StateNo=[199,999]
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0||fvar(38)=-6
TriggerAll=StateType!=A
TriggerAll=P2MoveType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[140,159])
TriggerAll=Ctrl||(StateNo=206||(StateNo=[220,225])||StateNo=235||StateNo=450)&&(movecontact||movereversed||fvar(28))||StateNo=40||StateNo=52||(Stateno=[10,22])||(stateno=[100,101])
TriggerAll=(P2BodyDist Y*fvar(9)+EnemyNear(floor(fvar(18))),vel y*9=[-10,35+(P2StateType=S)*40])
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*9=[-5,65]
Trigger1 = ((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>3


[State -3,iai];da
Type = ChangeState
Value = 1300 + (var(58)=1)*10
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(58)!=2
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo=[199,999]
TriggerAll=NumHelper(780+id)>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),Pos Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*3)*6<-10||P2StateType!=A
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-6||var(59)<7
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=[140,159])||(PrevStateNo=[5000,5270])
TriggerAll=(P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*6=[-5,65])
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)*6=[-40,60-28*(var(58)=1)])
Trigger1 = (ctrl||fvar(28))||(StateNo=[110,115])&&Time>5||(StateNo=[600,630])&&(movecontact||movereversed||fvar(28))&&!var(3)
Trigger2 = Helper(780+id),sysvar(0)
Trigger2 = (StateNo=151||StateNo=153||StateNo=155)||(((var(20)=[1,7])&&Time>=15)||HitShakeOver)&&(stateno=150||stateno=152||stateno=154)||stateno=156&&Time>=13
[State -3,BackStep];ޯï
Type = ChangeState
Value = 105
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])||(StateNo=[120,132])
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo=[200,999]
TriggerAll=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<-16
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*12=[0,110]
Trigger1 = Random<var(59)*15||var(59)>9
Trigger1 = BackEdgeBodyDist>60
Trigger1 = EnemyNear(floor(fvar(18))),HitDefAttr=,AA,AT||fvar(38)=3
Trigger2 = Random<var(59)*20;||var(59)>9
Trigger2 = ((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)=1&&(Helper(780+id),var(59))!=1

[State -3,Jump2];Wv
Type  = ChangeState
Value = 39
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)>-5
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])
TriggerAll=Random<var(59)*60||var(59)>9
;TriggerAll=P2MoveType=A
TriggerAll=fvar(38)=3
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),Time>50||var(59)>10
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = PrevStateNo=[120,158]

;
;˂
;
[State -1,s_hs];hs
type = ChangeState
value = 230
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||ctrl&&(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2MoveType=A
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=10||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>10||(Helper(780+id),var(49))>0||facing=Enemynear,facing&&P2StateType!=A
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-10
TriggerAll=P2BodyDist X*fvar(8)=[0,109+vel x*5+(EnemyNear(floor(fvar(18))),vel x*10)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*4.5)*10=[-85,0]
Trigger1 = Random<=var(59)*120

[State -1,S_NS];S
type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||ctrl&&(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=9||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>9||(Helper(780+id),var(49))>0||facing=Enemynear,facing&&P2StateType!=A
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-9
TriggerAll=P2BodyDist X*fvar(8)=[-10,44]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*6)*7=[-35,0]
Trigger1 = Random<=var(59)*120

[State -1,S_NS];2D
type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||ctrl&&(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=8||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>8||(Helper(780+id),var(49))>0||facing=Enemynear,facing&&P2StateType!=A
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-8
TriggerAll= Random<=var(59)*120
TriggerAll=P2BodyDist X*fvar(8)=[-4,64+(vel X>0)*4+vel x*7+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = P2StateNo!=105
Trigger2 = P2StateNo=105&&(EnemyNear(floor(fvar(18))),Animtime=[-12,-8])
[State -1,C_S];2S
type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||ctrl&&(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=11||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>11||(Helper(780+id),var(49))>0||facing=Enemynear,facing&&P2StateType!=A
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-11
TriggerAll=P2BodyDist X*fvar(8)=[0,110+vel x*4+(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = Random<=var(59)*120

[State -1,C_S];S
type = ChangeState
value = 225
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||ctrl&&(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=9||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>9|(Helper(780+id),var(49))>0||facing=Enemynear,facing&&P2StateType!=A
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-9
TriggerAll=P2BodyDist X*fvar(8)=[45,99+vel x*3+(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = Random<=var(59)*120

[State -1,S_P];5P
type = ChangeState
value = 200
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||ctrl&&(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
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||facing=Enemynear,facing&&P2StateType!=A
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-5
TriggerAll=P2BodyDist X*fvar(8)=[-5,53+vel x*2+(EnemyNear(floor(fvar(18))),vel x*3)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*5+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*15)=[-35,0]
Trigger1 = Random<=var(59)*120


[State -3,Jump1];_bVpެ
Type = ChangeState
Value = 38
TriggerAll=!IsHelper
TriggerAll=var(59)>7
TriggerAll=StateType!=A
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
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)*10
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[100,240]
Trigger1 = P2StateType!=A

;
;󒆌˂
;
[State -1,A_S];AS
type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType=A
TriggerAll=var(55)!=25
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=Ctrl||(StateNo=[110,115])&&time>=5||(StateNo=[120,132])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=8||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>8||P2StateType!=A
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-8
TriggerAll=P2BodyDist X*fvar(8)=[0-(P2StateType!=A)*20,79+vel x*(13-(StateNo=115)*7)+(EnemyNear(floor(fvar(18))),vel x*12)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=P2BodyDist Y*fvar(9)-((vel y!=0)*(vel y+0.55*4)*8)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*4)*8=[-20,30+(P2StateType!=A)*40]
Trigger1 = Random<=var(59)*120
Trigger1 = Pos Y+(fvar(23)<=8)*(vel y+0.55*(8-fvar(23))/2)*(8-fvar(23))>0

[State -1,A_K];AK
type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=25
TriggerAll=StateType=A
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=Ctrl||(StateNo=[110,115])&&time>=5||(StateNo=[120,132])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=7||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>7||P2StateType!=A
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-7
TriggerAll=P2BodyDist X*fvar(8)=[0-(P2StateType!=A)*20,37+vel x*(7-(StateNo=115)*3)+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=P2BodyDist Y*fvar(9)-((vel y!=0)*(vel y+0.55*3.5)*7)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*3.5)*7=[-50,30]
Trigger1 = Random<=var(59)*120
Trigger1 = Pos Y+(fvar(23)<=7)*(vel y+0.55*(7-fvar(23))/2)*(7-fvar(23))>0

[State -1,A_2HS];A2HS
type = ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=25
TriggerAll=StateType=A
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=Ctrl||(StateNo=[110,115])&&time>=5||(StateNo=[120,132])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=A
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl&&EnemyNear(floor(fvar(18))),StateNo>199
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-9
TriggerAll=P2BodyDist X*fvar(8)=[0,135+EnemyNear(floor(fvar(18))),vel x*(9+3*(var(58)!=2))*(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+3*(var(58)!=2))/2)*(9+3*(var(58)!=2))=[-85,-10]
Trigger1 = Random<=var(59)*120

;
;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,]
Type = ChangeState
value = 1140
TriggerAll=!IsHelper
TriggerAll=var(59)>6&&var(58)=2
TriggerAll=(StateNo=[150,153])
TriggerAll=P2StateNo>199
TriggerAll=Power>499
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
triggerall=(anim=[120,155])||anim=1201
TriggerAll=!EnemyNear(floor(fvar(18))),ctrl&&(EnemyNear(floor(fvar(18))),vel Y>=0||!(EnemyNear(floor(fvar(18))),HitDefAttr=A,SA,HA))
TriggerAll=P2BodyDist X*fvar(8)=[0-25*(P2Dist X>0&&P2StateType!=A),85-35*(fvar(17)<10)]
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear,HitPauseTime<11)*(EnemyNear,vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*(11-EnemyNear(floor(fvar(18))),HitPauseTime)/2)*(11-EnemyNear(floor(fvar(18))),HitPauseTime)=[-65,-10])||P2StateType!=A
Trigger1 = Random<var(59)*100
Trigger1 = !time&&var(59)>=10||Time>(13-var(59))&&var(59)<10
Trigger1 = EnemyNear(floor(fvar(18))),HitPauseTime>11||(P2StateNo=[1000,2999])&&(EnemyNear(floor(fvar(18))),HitPauseTime>0)&&(EnemyNear(floor(fvar(18))),HitPauseTime-EnemyNear(floor(fvar(18))),AnimTime)>11|var(59)<7
Trigger2 = EnemyNear(floor(fvar(18))),AnimTime<-11
Trigger2 = !EnemyNear(floor(fvar(18))),MoveContAct||!EnemyNear(floor(fvar(18))),time||var(59)<10
Trigger2 = Random<var(59)*100
[State -1,W]
Type = ChangeState
value = 1130
TriggerAll=!IsHelper
TriggerAll=var(59)>6&&var(58)=2
TriggerAll=(StateNo=[150,153])
TriggerAll=P2StateNo>199
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
triggerall=(anim=[120,155])||anim=1201
TriggerAll=!EnemyNear(floor(fvar(18))),ctrl&&(EnemyNear(floor(fvar(18))),vel Y>=0||!(EnemyNear(floor(fvar(18))),HitDefAttr=A,SA,HA))
TriggerAll=P2BodyDist X*fvar(8)=[85-(fvar(17)<35&&P2Statetype=A)*85,250]
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear,HitPauseTime<19)*(EnemyNear,vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*(19-EnemyNear(floor(fvar(18))),HitPauseTime)/2)*(19-EnemyNear(floor(fvar(18))),HitPauseTime)=[-95,-10])||P2StateType!=A
TriggerAll=P2StateType!=C
TriggerAll=Random<var(59)*100
Trigger1 = (EnemyNear(floor(fvar(18))),HitPauseTime-EnemyNear(floor(fvar(18))),AnimTime)>19||var(59)<7
Trigger1 = !time&&var(59)>=10||Time>(13-var(59))&&var(59)<10

[State -1,dhw]
Type = ChangeState
value = 1100
TriggerAll=!IsHelper
TriggerAll=var(59)>5&&var(58)!=1
TriggerAll=(StateNo=[150,153])
TriggerAll=P2StateNo>199
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
triggerall=(anim=[120,155])||anim=1201
TriggerAll=!EnemyNear(floor(fvar(18))),ctrl&&(EnemyNear(floor(fvar(18))),vel Y>=0||!(EnemyNear(floor(fvar(18))),HitDefAttr=A,SA,HA))
TriggerAll=P2BodyDist X*fvar(8)=[-5-25*(P2Dist X>0&&P2StateType!=A),33+(p2StateType=A)*18+(EnemyNear,HitPauseTime<12+(!var(58)))*(EnemyNear(floor(fvar(18))),vel x*(12+(!var(58))-EnemyNear,HitPauseTime))*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear,HitPauseTime<12+(!var(58)))*(EnemyNear,vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*(12+(!var(58))-EnemyNear,HitPauseTime)/2)*(12+(!var(58))-EnemyNear,HitPauseTime)=[-95,-10])||P2StateType!=A
TriggerAll=Random<var(59)*100
Trigger1 = EnemyNear(floor(fvar(18))),HitPauseTime>12+(!var(58))||(P2StateNo=[1000,2999])&&EnemyNear(floor(fvar(18))),HitPauseTime>0&&(EnemyNear(floor(fvar(18))),HitPauseTime-EnemyNear(floor(fvar(18))),AnimTime)>12+(!var(58))||var(59)<7
Trigger1 = !time&&var(59)>=10||Time>(13-var(59))&&var(59)<10
Trigger2 = P2StateType=A
Trigger2 = !time&&var(59)>=10||Time>(13-var(59))&&var(59)<10
Trigger3 = 0;EnemyNear(floor(fvar(18))),AnimTime<-12
Trigger3 = !EnemyNear(floor(fvar(18))),MoveContAct||!EnemyNear(floor(fvar(18))),time||var(59)<10

[State -1,]
Type = ChangeState
value = 1120
TriggerAll=!IsHelper
TriggerAll=var(59)>4&&var(58)!=1
TriggerAll=(StateNo=[150,153])&&(!time||!EnemyNear(floor(fvar(18))),time)
TriggerAll=P2StateNo>199
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
triggerall=(anim=[120,155])||anim=1201
TriggerAll=!EnemyNear(floor(fvar(18))),ctrl
TriggerAll=P2BodyDist X*fvar(8)=[-5-25*(P2Dist X>0&&P2StateType!=A),85+(EnemyNear,HitPauseTime<17)*(EnemyNear(floor(fvar(18))),vel x*(17-EnemyNear,HitPauseTime))*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=P2StateType!=A
TriggerAll=Random<var(59)*100
Trigger1 = EnemyNear(floor(fvar(18))),HitPauseTime>17||(P2StateNo=[1000,2999])&&(EnemyNear(floor(fvar(18))),HitPauseTime>0)&&(EnemyNear(floor(fvar(18))),HitPauseTime-EnemyNear(floor(fvar(18))),AnimTime)>17||var(59)<7
Trigger1 = !time&&var(59)>=10||Time>(13-var(59))&&var(59)<10
Trigger2 = EnemyNear(floor(fvar(18))),AnimTime<-17
Trigger2 = !EnemyNear(floor(fvar(18))),MoveContAct||(EnemyNear(floor(fvar(18))),time=[0,1])||var(59)<10

[State -1,荞]
Type = ChangeState
value = 1110
TriggerAll=!IsHelper
TriggerAll=var(59)>3&&var(58)!=1
TriggerAll=(StateNo=[150,153])&&(!time||!EnemyNear(floor(fvar(18))),time)
TriggerAll=P2StateNo>199
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
triggerall=(anim=[120,155])||anim=1201
TriggerAll=!EnemyNear(floor(fvar(18))),ctrl
TriggerAll=P2StateType!=A
TriggerAll=Random<var(59)*40
Trigger1 = (EnemyNear(floor(fvar(18))),HitPauseTime-EnemyNear(floor(fvar(18))),AnimTime)>24&&(EnemyNear(floor(fvar(18))),HitPauseTime>0)||var(59)<7
Trigger1 = ifelse(facing=1,(helper(60000+id),rootdist X)<45,(helper(50000+id),rootdist X)<45)
Trigger1 = P2BodyDist X*fvar(8)=[-5,45+(EnemyNear(floor(fvar(18))),vel x*10)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !time
Trigger2 = (EnemyNear(floor(fvar(18))),HitPauseTime-EnemyNear(floor(fvar(18))),AnimTime)>15+(!var(58)*2)&&(EnemyNear(floor(fvar(18))),HitPauseTime>0)
Trigger2 = Power>999
Trigger2 = P2BodyDist X*fvar(8)=[35,75+(EnemyNear(floor(fvar(18))),vel x*10)*(1-(Facing=Enemynear,Facing)*2)]
Trigger2 = !time
Trigger3 = EnemyNear(floor(fvar(18))),AnimTime<-15
Trigger3 = !EnemyNear(floor(fvar(18))),MoveContAct||!EnemyNear(floor(fvar(18))),time
Trigger3 = P2BodyDist X*fvar(8)=[-5,45+(EnemyNear(floor(fvar(18))),vel x*10)*(1-(Facing=Enemynear,Facing)*2)]

[State -1,DAA]
Type = ChangeState
value = 700
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=StateNo=[150,153]
TriggerAll=P2StateNo>199
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
triggerall=var(40)=0
triggerall=HitShakeOver
triggerall=P2StateType!=C
TriggerAll=!EnemyNear(floor(fvar(18))),ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-16||var(59)<7
TriggerAll=P2BodyDist X*fvar(8)=[-5,32+(EnemyNear(floor(fvar(18))),vel x*10)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*16+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*136)=[-60,-10])||P2StateType!=A
TriggerAll=(Power>=2000&&!(teammode=simul))
Trigger1 = Random<var(59)*1

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

[State -3,FDLZp]
Type = varset
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=!var(40)
TriggerAll=RoundState=2
TriggerAll=Power>0
Trigger1 = StateNo=101||(StateNo=[195,197])
Trigger2 = (StateNo=[200,205])&&(PrevStateNo=[800,805])&&StateNo!=810
Trigger3 = StateNo=600&&PrevStateNo=850&&StateNo!=860
Trigger4 = fvar(28)
Trigger5 = (StateNo=150||StateNo=152||StateNo=154)&&!time
Trigger5 = GetHitVar(Damage)>0&&var(26)>life
Trigger5 = Power>1000||life<300
Trigger6 = (StateNo=[200,640])&&(PrevStateNo!=[200,640])&&var(59)=11
Trigger6 = (EnemyNear(floor(fvar(18))),StateNo>=1000)||(EnemyNear(floor(fvar(18))),StateNo=105)
Trigger6 = (EnemyNear(floor(fvar(18))),StateType!=L)&&(EnemyNear(floor(fvar(18))),MoveType!=H)
Trigger6 = EnemyNear(floor(fvar(18))),time<=time
var(25) = 1

[State -3,Guard];K[h
Type = ChangeState
Value = 120
ctrl=1
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=(StateNo!=[120,155])
TriggerAll=!(enemynear,hitdefattr=,AT,ST,HT)
TriggerAll=fvar(38)>0||fvar(38)=-6||fvar(38)=-5
TriggerAll=fvar(38)!=3
TriggerAll=Random<=var(59)*100
TriggerAll=NumHelper(780+id)>0
TriggerAll=ctrl||(StateNo=[11,22])||stateno=52||stateno=960
Trigger1 = InGuardDist
Trigger2 = (Helper(780+id),var(58))
Trigger3 = Enemy,NumHelper>Helper(780+id),var(51);||Enemy,NumProj>0
Trigger3 = InGuardDist

[State -1,FD];tHgXfBtFX
Type = ChangeState
value = 130+(StateType=C)+(StateType=A)*2
TriggerAll=!IsHelper
TriggerAll=var(59)>0
triggerall=!var(40)
TriggerAll=RoundState=2
TriggerAll=Power>0
TriggerAll=var(25)
TriggerAll=(StateNo!=[120,155])
TriggerAll=fvar(38)!=3
TriggerAll=fvar(38)>0||fvar(38)=-6
TriggerAll=!fvar(26)
TriggerAll=NumHelper(780+id)>0
TriggerAll=!(fvar(28)&&(P2Movetype=H||StateNo=750||StateNo=5090||(StateNo=[1100,1140])))
TriggerAll=InGuardDist||(Helper(780+id),var(58))||StateNo=[195,197]
TriggerAll=StateNo!=[110,115]
Trigger1 = (ctrl||fvar(28))||StateNo=0||(StateNo=[11,22])
Trigger2 = StateNo=[100,101]
Trigger3 = StateNo=12||StateNo=52

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


;
;}L
;
[state -1]
type = ChangeState
value = 960
TriggerAll=!IsHelper
TriggerAll=(var(59)>4&&Random<=var(59)*100)||fvar(39);||var(59)>9
TriggerAll=RoundState=2
TriggerAll=Power>499
TriggerAll=StateType!=A
TriggerAll=var(56)<1
triggerall=!var(40)
trigger1 = stateno = 1000
trigger1 = time = [22,26]
trigger1 = (EnemyNear(floor(fvar(18))),StateNo=[120,159])||var(55)=75||InGuardDist
trigger1 = var(55):=1
trigger2 = var(58) != 2
trigger2 = stateno = 1110
trigger2 = time = [16,19]
trigger3 = var(58) = 2
trigger3 = stateno = 1110
trigger3 = time = [12,15]
trigger4 = numhelper(1299)>=1
trigger4 = var(58)!=2
trigger4 = stateno = 1120
ignorehitpause = 1

[state -1]
type = ChangeState
value = 960
TriggerAll=!IsHelper
TriggerAll=(var(59)>4&&Random<=var(59)*100)||fvar(39);||var(59)>9
TriggerAll=RoundState=2
TriggerAll=Power>499
TriggerAll=StateType!=A
TriggerAll=var(56)<1
triggerall=!var(40)
triggerAll=stateno = 1000
triggerAll=time = [22,26]
trigger1 = var(58)!=2
Trigger1 = fvar(17)<165;||P2BodyDist X*fvar(8)>100
Trigger1 = P2BodyDist Y*fvar(9)>-10
trigger1 = var(55):=1

[State -1]
type = ChangeState
value = 961
TriggerAll=!IsHelper
TriggerAll=(var(59)>4&&Random<=var(59)*100)||fvar(39);||var(59)>9
TriggerAll=RoundState=2
TriggerAll=Power>499
TriggerAll=StateType=A
TriggerAll=var(56)<1
triggerall=!var(40)
triggerall=movetype != H
trigger1 = 0;var(58) != 2
trigger1 = stateno = 1050
trigger1 = time = [16,18]
trigger2 = var(58) = 2
trigger2 = 0;stateno = 1050
trigger2 = time = [17,19]
trigger3 = var(58) = 2
trigger3 = stateno = 1300
trigger3 = time = [2,4]
trigger3 = 0;var(55)=18
trigger4 = numhelper(1298)>=1
trigger4 = stateno=640
trigger4 = fvar(17)>140
trigger4 = fvar(30)<250
trigger4 = !var(11)
trigger4 = power>999
trigger4 = P2BodyDist Y*fvar(9)=[-45,10]
trigger4 = var(58)=2
ignorehitpause = 1

[State -1,RC];}LZ
type = ChangeState
value = 950+(StateType=A)
TriggerAll=(var(59)>5&&Random<var(59)*150)||fvar(39)
TriggerAll=!ishelper
TriggerAll=Power>999
TriggerAll=P2MoveType=H
Trigger1 = StateNo=1300+10*(var(58)=1)
Trigger1 = MoveGuarded&&P2StateType!=A
Trigger2 = StateNo=1300+10*(var(58)=1)
Trigger2 = MoveHit=1&&!var(21)
trigger2 = P2BodyDist Y*fvar(9)=[-10,60]
trigger2 = Pos y>-35
Trigger3 = StateNo=1520
Trigger3 = MoveHit=1
trigger3 = P2BodyDist Y*fvar(9)=[-60+60*(var(21)>0),0]
trigger3 = var(55):=10
;
;nNU 
;
[State -2,JEg];Let'sNU
Type = null
TriggerAll=(P2StateNo=[5120,5121])||(P2StateNo=[5100,5101])
TriggerAll=(var(55)!=[15,20])&&var(55)!=50
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(45))
Trigger1 = RanDom<=150
Trigger1 = var(55):=15;i
Trigger2 = RanDom<=300
Trigger2 = var(55):=16;i
Trigger3 = RanDom<=500
Trigger3 = var(55):=17;lq
Trigger4 = RanDom<=600
Trigger4 = fvar(17)>50
Trigger4 = var(55):=18;iQ߂
Trigger5 = RanDom<=650
Trigger5 = var(55):=19;Wv邾
Trigger6 = var(55):=20;

[State -2,JEg];Let'sNU
Type = varset
TriggerAll=(P2StateNo=[5120,5121])||(P2StateNo=[5100,5101])
TriggerAll=var(55)!=50
Trigger1 =NumHelper(780+id)>0
Trigger1 =!(Helper(780+id),var(45))
Trigger2 =P2BodyDist X*fvar(8)>65
var(55)=20;

[State -2,JEg];Let'sNUߏI
Type = varset
Trigger1=(var(55)=[15,20])
Trigger1=!(P2StateNo=[5100,5121])
var(55)=0
[State -3,2k];2k
Type = ChangeState
value = 410
TriggerAll=!IsHelper
TriggerAll=(var(59)>4&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!Helper(780+id),var(44)
TriggerAll=var(55)=16
TriggerAll=P2StateType=L
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||(StateNo=[11,22])
TriggerAll=P2BodyDist X*fvar(8)=[22,49]
Trigger1=P2StateNo=[5120,5121]
Trigger1=(EnemyNear,AnimTime=[-2,-1])

[State -3,teidajump];Wv
Type = ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=(var(59)>4&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||(StateNo=[11,22])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!Helper(780+id),var(44)
TriggerAll=P2BodyDist X*fvar(8)>=-20
Trigger1 = var(55)=49
Trigger1 = P2BodyDist X*fvar(8)>=0
Trigger1 = (Helper(780+id),var(53)+(49-EnemyNear,Time)=[20,35])||!(Helper(780+id),var(53))
Trigger1 = var(55):=50
Trigger2 = P2StateType=L
Trigger2 = NumHelper(50000+id)>0&&NumHelper(60000+id)>0
Trigger2 = ifelse(facing=1,(helper(60000+id),rootdist X)<45,(helper(50000+id),rootdist X)<45)
Trigger3 = P2BodyDist X*fvar(8)>=199
Trigger3 = P2StateNo=[5120,5121]
Trigger3 = (EnemyNear,AnimTime=[-22,-20])
Trigger3 = var(55)=[19,20]
Trigger3 = var(55):=50
Trigger4 = P2BodyDist X*fvar(8)>=199
Trigger4 = P2StateNo=[5195,5196]
Trigger4 = (Helper(780+id),var(53))<19
Trigger4 = (((Helper(780+id),var(53))+ifelse(P2StateNo=5195,10,30)-EnemyNear,Time)=[22,24])
Trigger4 = var(55)=[19,20]
Trigger4 = var(55):=50
Trigger5 = ifelse(facing=1,(helper(50000+id),rootdist X)>200,(helper(60000+id),rootdist X)>200)
Trigger5 = var(55)=8
Trigger5 = var(55):=50

[State -3,jump];Wv
Type = ChangeState
value = ifelse(P2BodyDist X*fvar(8)<=35&&var(55)=20,36,39)
TriggerAll=!IsHelper
TriggerAll=(var(59)>4&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!Helper(780+id),var(44)
TriggerAll=var(55)=[19,20]
TriggerAll=P2StateType=L
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||(StateNo=[11,22])
TriggerAll=P2BodyDist X*fvar(8)>=0
Trigger1=P2StateNo=[5195,5196]
Trigger1=(P2BodyDist X*fvar(8)=[35,199])||(((Helper(780+id),var(53))+(ifelse(P2StateNo=5195,10,30)-EnemyNear,Time)-11*!(P2BodyDist X*fvar(8)<=35&&var(55)=20))=[22,35])
Trigger2=P2StateNo=[5120,5121]
Trigger2=(EnemyNear,AnimTime+11*!(P2BodyDist X*fvar(8)<=35&&var(55)=20)=[-22,-20]);||EnemyNear,AnimTime<=-11

[State -3,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=P2StateType=L
TriggerAll=(StateNo!=[100,101])
TriggerAll=Ctrl||StateNo=52||(StateNo=[11,22])
Trigger1 = P2BodyDist X*fvar(8)>50
Trigger2 = var(55)=18
Trigger2 = P2StateNo=[5120,5121]
Trigger2 = EnemyNear,AnimTime>-14

[State -3,youjump];Wv
Type = ChangeState
value = 37
TriggerAll=!IsHelper
TriggerAll=(var(59)>4&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||(StateNo=[11,22])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!Helper(780+id),var(44)
TriggerAll=P2BodyDist X*fvar(8)=[-25,45]
Trigger1 = P2StateNo=[5120,5121]
Trigger1 = (EnemyNear,AnimTime=[-5,-4])
Trigger1 = var(55)=15
Trigger2 = var(55)=18
Trigger2 = P2StateNo=[5120,5121]
Trigger2 = EnemyNear,AnimTime>-12
Trigger2 = P2BodyDist X*fvar(8)=[-25,15]
[State -3,Walk];O
Type = ChangeState
value = 21
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=!(var(55)=18&&(P2StateNo=[5120,5121])&&EnemyNear,AnimTime>-14)
TriggerAll=StateType!=A
TriggerAll=P2StateType=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ctrl||StateNo=11||StateNo=22
TriggerAll=StateNo!=[100,101]
Trigger1 = StateNo=22
Trigger1 = P2BodyDist X*fvar(8)>=36
Trigger2 = P2BodyDist X*fvar(8)=[36,49]

[State -3,Walk];
Type = ChangeState
value = 22
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType=L
TriggerAll=!(var(55)=18&&(P2StateNo=[5120,5121])&&EnemyNear,AnimTime>-14)
TriggerAll=P2MoveType!=H
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
Trigger1 = BackEdgeBodyDist>26
Trigger2 = StateNo=21
;
;󒆋NU
;
[State -3,A-K];jk
Type  = null;ChangeState
Value = 610
TriggerAll=!IsHelper
TriggerAll=(var(59)>4&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=(P2BodyDist X*fvar(8)-vel x*8=[-65,65])
;TriggerAll=P2StateType=L
TriggerAll=(PrevStateNo!=[36,38])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!Helper(780+id),var(44)
TriggerAll=(ctrl||fvar(28))||((StateNo=[110,115])&&Time>=5)||PrevStateNo=961
TriggerAll=Random<var(59)*100
Trigger1 = var(55)=18

[State -3,AirTATAMI];Ԃ
Type  = ChangeState
Value = 1050
TriggerAll=!IsHelper
TriggerAll=(var(59)>4&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(55)=20||var(55)=50
TriggerAll=(P2BodyDist X*fvar(8)-vel x*18=[0,190])
TriggerAll=P2StateType=L
TriggerAll=(PrevStateNo!=[36,38])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!Helper(780+id),var(44)
TriggerAll=(ctrl||fvar(28))||((StateNo=[110,115])&&Time>=5)&&Pos y<=-65
TriggerAll=Random<var(59)*100
TriggerAll=Pos Y+(fvar(23)<=18)*(vel y+0.55*(18-fvar(23))/2)*(18-fvar(23))<0
Trigger1 = P2StateNo=[5195,5196]
Trigger2 = P2StateNo=[5120,5121]
Trigger2 = Pos Y+(fvar(23)<=18)*(vel y+0.55*(18-fvar(23))/2)*(18-fvar(23))>-25||var(24)||1
Trigger3 = StateNo=[110,115]
;
;nډ 
;
[State -1,junp];ډp_
Type = ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=fvar(30)>=20
TriggerAll=fvar(17)<200
TriggerAll=(var(55)!=[100,101])
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=A
Trigger1 = P2BodyDist X*fvar(8)=[25,170]
Trigger1 = (P2BodyDist Y*fvar(9)=[-15,0])
Trigger1 = var(55)=1
Trigger1 = var(58)!=2

[State -1,junp];ډpjunp
Type = ChangeState
value = ifelse((fvar(25)<=0.90||P2BodyDist Y*fvar(9)<-120||var(55)=27),41,39)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=fvar(30)>=8
;TriggerAll=var(58)=2
TriggerAll=(var(55)!=[100,101])
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=A
Trigger1 = P2BodyDist X*fvar(8)=[-15,25+(60*(var(58)!=2))]
Trigger1 = var(55)=1
Trigger2 = var(55)=27
Trigger2 = fvar(30)>=19

[State -1,Jump];Wv
Type = ChangeState
value = 37
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*(5+5*(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)!=10
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=P2BodyDist X*fvar(8)=[-5,35+var(12)*25]
Trigger1 = P2StateNo=[120,159]

[State -1,Dash];_bV
Type = ChangeState
value = 100
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=ctrl||(StateNo=[11,22])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
Trigger1 = fvar(30)>=0
Trigger1 = P2BodyDist X*fvar(8)>0+100*(var(55)=7)+15*(P2StateType=A&&P2BodyDist Y*fvar(9)<-30)
Trigger2 = (P2StateNo=[231,233])||P2StateNo=825

[State -1,Dash];
Type = ChangeState
value = 22
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=P2StateType=A
TriggerAll=StateNo!=22
TriggerAll=var(55)=7
TriggerAll=ctrl||(StateNo=[10,21])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
Trigger1 = fvar(30)>=0
Trigger1 = ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<70

[State -1,stop];I
Type = ChangeState
value = 0
ctrl=1
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=StateNo=22
Trigger1 = ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))>120

[State -1,junp];ډpjunp
Type = ChangeState
value = ifelse((fvar(25)<=0.90||P2BodyDist Y*fvar(9)<-120),41,39)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=fvar(30)>=8
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=A
Trigger1 = var(55)=1
Trigger1 = var(58)=2

[State -1,S_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=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=960
TriggerAll=P2MoveType=H&&(P2StateNo!=[120,159])
TriggerAll=PrevStateNo!=960
TriggerAll=var(50)>64||var(33)=2
TriggerAll=P2BodyDist X*fvar(8)-vel x*7-(fvar(17)>15)*(EnemyNear(floor(fvar(18))),vel x*15)*(1-(Facing=Enemynear,Facing)*2)=[-15,80]
Trigger1 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*7.5)*15=[-65,0])
Trigger2 = EnemyNear(floor(fvar(18))),time<=41
Trigger2 = P2StateNo=825

[State -1,S_HS];HS
Type = ChangeState
value = 230
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=960
TriggerAll=P2MoveType=H&&(P2StateNo!=[120,159])
TriggerAll=PrevStateNo!=960
TriggerAll=var(50)>64||var(33)=2
Trigger1 = P2BodyDist X*fvar(8)=[-15,100+vel x*5+(EnemyNear(floor(fvar(18))),vel x*10)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2StateType=A

[State -1,S_FHS];6HS
Type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=var(55)!=10
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo=825
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll= P2BodyDist X*fvar(8)-vel x*7-(fvar(17)>20)*(EnemyNear(floor(fvar(18))),vel x*15)*(1-(Facing=Enemynear,Facing)*2)=[-25,80]
Trigger1 = EnemyNear(floor(fvar(18))),time<=41

[State -1,S_FHS];6HS
Type = ChangeState
value = 235
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
;TriggerAll=var(55)!=10
TriggerAll=var(50)>-75
TriggerAll=P2MoveType=H
TriggerAll=(P2StateNo!=[120,155])&&(P2StateNo!=[1105,1119])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=fvar(30)=15||fvar(30)>=15&&(P2StateType=A||teammode=simul)
TriggerAll=var(58)!=2;||Helper(780+id),sysvar(0)!=1
TriggerAll=P2BodyDist X*fvar(8)-vel x*7-(fvar(17)>20)*(EnemyNear(floor(fvar(18))),vel x*15)*(1-(Facing=Enemynear,Facing)*2)=[-15-35*(var(55)=10&&P2BodyDist Y*fvar(9)>-35),80-15*(fvar(17)<20||var(58)=1)]
Trigger1 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*7)*14=[-15-30*(fvar(30)=15&&var(58)!=1||var(58)=2),0])
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)*(14-(EnemyNear,GetHitVar(HitShakeTime)))/2)*(14-(EnemyNear,GetHitVar(HitShakeTime)))=[-15-30*(fvar(30)=15&&var(58)!=1||var(58)=2),0])
Trigger2 = EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)>0

[State -1,S_FHS];6HS
Type = ChangeState
value = 230
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=var(55)!=10
;TriggerAll=var(50)>-75
TriggerAll=P2MoveType=H
TriggerAll=(P2StateNo!=[120,155]);&&(P2StateNo!=[1105,1119])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=fvar(30)=10+(var(58)=1)||fvar(30)>=10+(var(58)=1)&&(P2StateType=A||teammode=simul)
TriggerAll=Helper(780+id),sysvar(0)=1
TriggerAll=P2BodyDist X*fvar(8)=[-15-35*(var(55)=10&&P2BodyDist Y*fvar(9)>-35),145+vel x*5+(fvar(17)>20)*(EnemyNear(floor(fvar(18))),vel x*10+(var(58)=1))*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*(10+(var(58)=1)/2))*10+(var(58)=1)=[-25-80*(fvar(30)=(10+(var(58)=1))),0])
Trigger1 = EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)=0
Trigger2=(P2BodyDist Y*fvar(9)+(EnemyNear,vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*(10+(var(58)=1)-(EnemyNear,GetHitVar(HitShakeTime)))/2)*(10+(var(58)=1)-(EnemyNear,GetHitVar(HitShakeTime)))=[-40-65*(fvar(30)=(10+(var(58)=1))),0])
Trigger2 = EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)=[1,10+(var(58)=1)]
Trigger3 = P2BodyDist Y*fvar(9)=[-35-70*(fvar(30)=10+(var(58)=1)&&var(58)!=1),0]
Trigger3 = EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)>(10+(var(58)=1))
Trigger4 = (P2StateNo=[1121,1129])||(P2StateNo=[1421,1429])


[State -1,C_K];K
Type = ChangeState
value = 410
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(var(55)!=[100,101])
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||(StateNo=52&&!Time)||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo=[120,155]
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-5,64]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
Trigger1 = Random<ifelse((var(59)>7||fvar(39)),7,var(59))*50

[State -1,S_NS];S
Type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=Enemy,GetHitVar(hitshaketime)=0
TriggerAll=var(55)!=10
TriggerAll=(var(55)!=[100,101])
TriggerAll=fvar(30)>=9+(var(58)=1);||fvar(30)>=7&&(P2StateType=A||teammode=simul)
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=P2BodyDist X*fvar(8)=[-15-(fvar(17)<35||EnemyNear(floor(fvar(18))),StateType!=A&&Facing=(EnemyNear(floor(fvar(18))),Facing)||P2Dist X>0&&(p2StateType!=A||P2BodyDist Y*fvar(9)>-65))*20,44]
Trigger1 = P2BodyDist X*fvar(8)-vel x*4-(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[-10-(fvar(17)<35||P2Dist X>0&&(p2StateType!=A||P2BodyDist Y*fvar(9)>-65))*20,80]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4.5)*9=[-25-40*(fvar(30)=9&&var(55)!=7)-45*(var(55)=8),0];[-60-(fvar(30)=7)*30,0]
Trigger2 = var(55)=8
Trigger2 = P2BodyDist X*fvar(8)-vel x*4-(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[-10-(fvar(17)<35||P2Dist X>0&&(p2StateType!=A||P2BodyDist Y*fvar(9)>-65))*20,80]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4.5)*9=[-65,0]
[State -1,S_NS];S^bOp
Type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=var(55)!=10
TriggerAll=numpartner>=1&&teammode=simul
TriggerAll=Partner,Alive
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=P2BodyDist X*fvar(8)=[-15,44]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel))*9=[-45,0]


[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=P2StateNo=[120,155]
TriggerAll=(var(55)!=[100,101])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[69,98]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
Trigger1 = Random<ifelse(var(59)>7||fvar(39),7,var(59))*1
[State -1,C_D];2D
Type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(30)=8&&(P2StateNo!=[120,155])||fvar(30)>=8&&(P2StateType=A||teammode=simul)||(P2StateNo=[1121,1129])||(P2StateNo=[1421,1429])||(P2StateNo=[120,155])&&P2StateType=A
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=10
TriggerAll=(var(55)!=[100,101])
TriggerAll=StateType!=A
TriggerAll=Enemy,GetHitVar(hitshaketime)=0||(P2StateNo=[120,159])
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),sysvar(0)=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-4,82-45*(fvar(7)>=1.375||fvar(25)<=0.90)-22*((P2StateNo=[1121,1129])||(P2StateNo=[1421,1429]))+vel x*5+(Fvar(17)>15)*(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4)*8=[-10-(fvar(30)=8||var(58)!=2&&fvar(30)<14&&var(55)=7)*65,0]
Trigger1 = !(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*7)*14=[-65,0])||var(58)!=2&&fvar(30)<14
Trigger2 = (P2StateNo=[1121,1129])||(P2StateNo=[1421,1429])

[State -1,C_D];2D
Type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(30)=8&&(P2StateNo!=[120,155])||fvar(30)>=8&&(P2StateType=A||teammode=simul)||(P2StateNo=[1121,1129])||(P2StateNo=[1421,1429])||(P2StateNo=[120,155])&&P2StateType=A
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=10
TriggerAll=(var(55)!=[100,101])
TriggerAll=StateType!=A
TriggerAll=Enemy,GetHitVar(hitshaketime)=0||(P2StateNo=[120,159])
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),sysvar(0)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-4,82-45*(fvar(7)>=1.375||fvar(25)<=0.90)-22*((P2StateNo=[1121,1129])||(P2StateNo=[1421,1429]))+vel x*5+(Fvar(17)>15)*(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4)*8=[-30-(fvar(30)=8||var(58)!=2&&fvar(30)<14&&var(55)=7)*45,0]
Trigger1 = !(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*7)*14=[-65,0])||var(58)!=2&&fvar(30)<14
Trigger2 = (P2StateNo=[1121,1129])||(P2StateNo=[1421,1429])

[State -1,S_NS];S
Type = ChangeState
value = 225
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=var(55)!=10
TriggerAll=(var(55)!=[100,101])
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=Enemy,GetHitVar(hitshaketime)=0
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=A;&&(P2StateNo!=[120,159])
TriggerAll=fvar(30)=9||fvar(30)>=9&&(P2StateType=A||teammode=simul)||(P2StateNo=[120,159])
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
TriggerAll=P2StateNo!=[1420,1429]
TriggerAll=P2BodyDist X*fvar(8)=[45,117-28*(fvar(17)<20&&var(58)=2&&fvar(25)<0.8)+vel x*5+(Fvar(17)>15)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4.5)*9=[-20-(fvar(30)=9&&var(58)!=1)*40-35*(var(58)=1),0]

[State -1,S_K];5K
Type = ChangeState
value = 210
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=var(55)!=10
TriggerAll=Enemy,GetHitVar(hitshaketime)=0
TriggerAll=(var(55)!=[100,101])
TriggerAll=(fvar(30)=8)||fvar(30)>=8&&(P2StateType=A||teammode=simul)
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=P2BodyDist X*fvar(8)=[-10-(P2Dist X>0&&(p2StateType!=A||P2BodyDist Y*fvar(9)>-65))*20,34+vel x*5+(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)

[State -1,junp];ډpjunp
Type = ChangeState
value = ifelse((fvar(25)<=0.90||P2BodyDist Y*fvar(9)<-120),41,39)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=fvar(30)>=8
TriggerAll=(var(55)!=[100,101])
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=A
Trigger1 = P2BodyDist X*fvar(8)=[-15,85]
Trigger1 = var(55)=3

[State -1,S_P];5P
Type = ChangeState
value = 200
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=10
TriggerAll=StateType!=A
TriggerAll=Enemy,GetHitVar(hitshaketime)=0
TriggerAll=(var(55)!=[100,101])
TriggerAll=(fvar(30)=[5,7])||fvar(30)>=5&&(P2StateType=A||teammode=simul)
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=P2BodyDist X*fvar(8)=[-10-(P2Dist X>0&&(p2StateType!=A||P2BodyDist Y*fvar(9)>-65))*20,52+vel x*5+(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*2.5)*5=[-30-30*(fvar(30)=[5,6]),0]

[State -1,tetuzan];SR
Type = ChangeState
value = 1410- (var(58)=1)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-10-(EnemyNear(floor(fvar(18))),StateType!=A&&Facing=EnemyNear(floor(fvar(18))),Facing)*20,52+vel x*5+(EnemyNear(floor(fvar(18))),vel x*5)*(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))),GetHitVar(Yaccel)*3)*6=[-140,0]
triggerAll=(InGuardDist&&EnemyNear(floor(fvar(18))),AnimTime<-6)||(P2StateNo=[1421,1429])||P2Statetype=A&&fvar(30)>12
trigger1 = !MoveContAct
Trigger1 = StateNo=1400&&(time=[34,40])
Trigger2 = (StateNo=[1401,1404])&&(time=[3,9])&&(var(58)=2||P2StateType=A)

[State -1,junp];ډpjunp
Type = ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=10
TriggerAll=var(58)!=2
TriggerAll=fvar(30)>=20
TriggerAll=fvar(17)<200&&(Facing=1&&fvar(29)=1||Facing=-1&&fvar(29)=2)
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H&&(P2StateNo!=[120,159])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=A
TriggerAll=P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*20)*(1-(Facing=Enemynear,Facing)*2)=[15,215]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*10)*20=[-110,-20]
Trigger1 = ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))>250||var(55)!=7
Trigger1 = EnemyNear(floor(fvar(18))),GetHitvar(HitShakeTime)=0

[State -1,junp];ډpjunp
Type = ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=10
TriggerAll=(fvar(30)=[8,13])||fvar(30)<=21&&P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*(fvar(30)/2))*fvar(30)<-80
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*(fvar(30)/2))*fvar(30)<-80
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H&&(P2StateNo!=[120,159])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-15,33+43*(fvar(30)>=10)+23*(fvar(30)>=11)+(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = fvar(30)>=8
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4)*8=[-90,-60]
Trigger2 = fvar(30)>=9
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4.5)*9=[-100,-60]
Trigger3 = fvar(30)>=10
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5)*10=[-110,-60]
Trigger4 = fvar(30)>=11
Trigger4 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5.5)*11=[-1220,-60]
Trigger5 = fvar(30)>=12
Trigger5 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*6)*12=[-130,-60]
Trigger6 = fvar(30)>=13
Trigger6 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*6.5)*13=[-140,-70]

[State -1,junp];ډpjunp
Type = ChangeState
value = 41
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=10
TriggerAll=(fvar(30)=[8,13])||fvar(30)<=21&&P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*(fvar(30)/2))*fvar(30)<-80
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*(fvar(30)/2))*fvar(30)<-80
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H&&(P2StateNo!=[120,159])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-15,33+43*(fvar(30)>=10)+23*(fvar(30)>=11)+(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = fvar(30)>=8
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4)*8=[-90,-60]
Trigger2 = fvar(30)>=9
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4.5)*9=[-100,-60]
Trigger3 = fvar(30)>=10
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5)*10=[-110,-60]
Trigger4 = fvar(30)>=11
Trigger4 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5.5)*11=[-120,-60]
Trigger5 = fvar(30)>=12
Trigger5 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*6)*12=[-130,-60]
Trigger6 = fvar(30)>=13
Trigger6 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*6.5)*13=[-145,-70]

[State -1,junp];ډpjunp
Type = null;ChangeState
value = 41
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=fvar(32)>=8
TriggerAll=var(55)!=10
TriggerAll=Enemy,GetHitVar(hitshaketime)>1
TriggerAll=Helper(50000+id),var(11)=-200
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H&&(P2StateNo!=[120,159])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=A&&(P2StateNo!=[120,159])
Trigger1 = P2BodyDist X*fvar(8)=[-25-(backedgebodydist<20)*45,67+vel x*8-(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = fvar(32)=[11,15]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5)*10=[-140,0]
Trigger2 = P2BodyDist X*fvar(8)=[-25-(backedgebodydist<20)*45,57+vel x*14-(EnemyNear(floor(fvar(18))),vel x*14)*(1-(Facing=Enemynear,Facing)*2)]
Trigger2 = fvar(32)=14
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*7)*14=[-180,0]
Trigger3 = P2BodyDist X*fvar(8)=[-25-(backedgebodydist<20)*45,57+vel x*14-(EnemyNear(floor(fvar(18))),vel x*14)*(1-(Facing=Enemynear,Facing)*2)]
Trigger3 = fvar(32)>14
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*7)*14=[-280,-140]


;
;nq 
;
;hp
[State -1,var(17)Jumpflg];WveXg
Type = varset
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=StateType!=A
Trigger1 = (movecontact||fvar(28))
Trigger1 = StateNo=200||(StateNo=[210,225])||StateNo=206||StateNo=235&&var(58)!=1||StateNo=450||StateNo=700
var(17) = 1
ignorehitPause = 1

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


[State -1,hasiru];nCp[A[}[,K[Ln΍
Type = ChangeState
value = 1200
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>9&&Random<var(59)*10||fvar(39)||var(59)=11
TriggerAll=!var(3)
TriggerAll=(var(55)!=[100,101])
TriggerAll=StateType!=A
TriggerAll=P2StateType!=C
TriggerAll=P2MoveType=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!=[0,199])&&(P2StateNo!=[231,239])
Trigger2 = ((moveGuarded=[1,7])||MoveReversed)||fvar(28)
Trigger2 = (StateNo=[200,235])||(StateNo=[400,450])
Trigger2 = (P2StateNo!=[0,199])

[State -1,Jump3];Wv
Type = ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=InGuardDist||(Helper(780+id),var(58))||MoveReversed
Trigger1 = (movecontact||fvar(28))||MoveReversed
Trigger1 = StateNo=200||(StateNo=[210,225])||StateNo=206||StateNo=235&&var(58)!=1||StateNo=450||StateNo=700
Trigger1 = (moveGuarded=[1,4])&&(P2StateNo!=[0,199])||(moveHit=[1,4])&&(P2StateNo!=[5000,5120])&&(P2StateNo!=[0,199])||MoveReversed
Trigger2 = (movecontact||fvar(28))||MoveReversed
trigger2 = numhelper(780+id)
trigger2 = helper(780+id),sysvar(0)
trigger2 = (stateno = [200,236]) ||(stateno = [400,450])
Trigger2 = (moveGuarded=[1,4])&&(P2StateNo!=[0,199])||(moveHit=[1,4])&&(P2StateNo!=[5000,5120])&&(P2StateNo!=[0,199])||MoveReversed
;hpI
;
;R{

[State -1,Jump];Wv
Type = ChangeState
value = 37
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>5&&Random<=var(59)*(35+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=P2BodyDist X*fvar(8)=[-5,35+var(12)*25]
Trigger1 = MoveGuarded
Trigger1 = StateNo=220||StateNo=200||StateNo=450

[State -1,Jump];2K
Type = ChangeState
value = 410
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>5&&Random<=var(59)*25)||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=P2BodyDist X*fvar(8)=[-5,35+var(12)*25]
Trigger1 = MoveGuarded
Trigger1 = StateNo=200

[State -1,S_HS];HS
Type = ChangeState
value = 230
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=(var(55)!=[100,101])
TriggerAll=!var(3)
TriggerAll=var(58)=2||Helper(780+id),Sysvar(0)=1&&P2StateType=A
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveHit
TriggerAll=fvar(30)>=10+(var(58)=1)
Trigger1 = StateNo=220
Trigger1 = P2BodyDist X*fvar(8)=[-5-25*((P2StateType!=A||P2BodyDist Y*fvar(9)>-75)&&P2Dist X>0),65]
Trigger1 = !P2BodyDist Y*fvar(9)&&P2StateType!=A||Helper(780+id),Sysvar(0)=1&&P2BodyDist Y*fvar(9)>-95

[State -1,Jo];Jo
Type = ChangeState
value = 1400
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<=var(59)*100||fvar(39)
TriggerAll=!var(43)
TriggerAll=!var(3)
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[95-95*(var(58)!=2),150-(MoveGuarded>0)*16]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=MoveHit=1&&var(59)<10||MoveHit&&var(59)>=10
Trigger1 = StateNo=230&&var(21)

[State -1,tatami];
Type = ChangeState
value = 1000
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<=var(59)*100||fvar(39)
TriggerAll=!var(3)
TriggerAll=P2StateType!=L
TriggerAll=(var(55)!=[100,101])
TriggerAll=var(50)>64||var(33)=2
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveHit=1&&var(59)<10||MoveHit&&var(59)>=10
TriggerAll=P2BodyDist X*fvar(8)=[-15,150] 
Trigger1 = StateNo=450||(StateNo=[230,235])
[State -1,S_CD];2D
Type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=!var(3)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(var(55)!=[100,101])
TriggerAll=MoveContAct
TriggerAll=P2BodyDist X*fvar(8)=[-15,78*fvar(5)*3/(3+(fvar(17)<20))]
Trigger1 = 0;StateNo=220;||StateNo=235
Trigger1 = P2BodyDist Y*fvar(9)=[-25-15*(var(58)!=2)-(MoveGuarded>0)*55,20]
Trigger2 = StateNo=235
Trigger2 = P2BodyDist Y*fvar(9)=[-5-10*(var(58)=1)-(MoveGuarded>0)*65,20]

[State -1,Jump4];Wv
Type = ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>7&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=(var(55)!=[100,101])
TriggerAll=P2StateNo!=[5070,5072]
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[0,65+vel X*2.8+5*(fvar(30)-(13+7*(var(58)!=2)))+95*(Helper(780+id),Sysvar(0)=1)]
TriggerAll=var(56)<1
Trigger1 = P2StateType=A
Trigger1 = MoveHit
Trigger1 = StateNo=450||StateNo=235||(StateNo=220||StateNo=225||((StateNo=[200,235])||(StateNo=[400,450]))&&Helper(780+id),Sysvar(0)=1)&&P2BodyDist Y*fvar(9)>-30-40*(Helper(780+id),Sysvar(0)=1)*(fvar(30)>=17)
Trigger1 = fvar(17)<22||var(58)!=2&&fvar(17)<165
Trigger1 = fvar(30)>=14+7*(var(58)!=2)+3*(Helper(780+id),Sysvar(0)=1&&var(58)=2&&StateNo=230)

[State -1,S_CD];2D
Type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=!var(3)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(var(55)!=[100,101])
TriggerAll=MoveContAct
TriggerAll=P2BodyDist X*fvar(8)=[-15,78*fvar(5)*3/(3+(fvar(17)<20))]
Trigger1 = StateNo=220;||StateNo=235
Trigger1 = P2BodyDist Y*fvar(9)=[-15-(MoveGuarded>0)*55,20]
Trigger2 = StateNo=235
Trigger2 = P2BodyDist Y*fvar(9)=[-5-(MoveGuarded>0)*65,20]

[State -1,Jo];Jo
Type = ChangeState
value = 1400
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<=var(59)*30||fvar(39)
TriggerAll=!var(43)
TriggerAll=!var(3)
TriggerAll=(var(55)!=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[45,120-(MoveGuarded>0)*16]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=MoveGuarded=1&&(var(59)=[1,9])||MoveGuarded&&var(59)>=10
Trigger1 = (StateNo=[210,235])||StateNo=450

[State -1,tatami];
Type = ChangeState
value = 1000
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<=var(59)*100||fvar(39)
TriggerAll=!var(3)
TriggerAll=P2StateType!=L
TriggerAll=(var(55)!=[100,101])
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct=1&&var(59)<10||(MoveHit||MoveGuarded&&Random<=var(59)*20)&&var(59)>=10
TriggerAll=P2BodyDist X*fvar(8)=[-5,150]
Trigger1 = (P2StateNo=[5070,5072])||(P2StateNo=[120,159]);||(P2StateNo!=[5070,5072])&&(P2StateNo!=[120,159])&&var(58)=1&&P2BodyDist Y*fvar(9)>=-14
Trigger1 = StateNo=450
Trigger1 = var(55):=1

[State -1,Jump0];Wv
Type = null;ChangeState
value = ifelse(P2BodyDist Y*fvar(9)<-135+(var(55)=3)*15+((fvar(5)/0.05-10)*6.5),41,39)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||var(59)>7||fvar(39)
TriggerAll=(var(55)!=[100,101])
TriggerAll=var(53)<214
TriggerAll=fvar(17)<35
TriggerAll=fvar(30)>=18
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-15,34+(PrevStateNo=100)*19+25*(StateNo=450)]
TriggerAll=P2BodyDist Y*fvar(9)>=-30
TriggerAll=var(56)<1
Trigger1 = MoveHit
Trigger1 = (StateNo=[220,225])||StateNo=235||StateNo=206
Trigger1 = P2StateType=A
Trigger1 = 0;var(55):=26
Trigger2 = MoveHit
Trigger2 = StateNo=450
Trigger2 = (P2StateNo!=[5070,5072])
Trigger2 = 0;var(55):=26



[State -1,Jump5];Wv
Type = ChangeState
value = 36
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*85)||fvar(39)
TriggerAll=(var(55)!=[100,101])
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-15,77+(MoveGuarded>0)*53]
TriggerAll=var(56)<1
TriggerAll=MoveGuarded
Trigger1 = StateNo=450||StateNo=206
[State -1,jump];jump
type = ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<=var(59)*100||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=fvar(30)>=12+4*(var(58)!=2)
TriggerAll=!var(3)
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo=225||StateNo=206||StateNo=450&&P2StateType=A||Helper(780+id),sysvar(0)=1&&StateNo=230&&P2StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,120]
TriggerAll=MoveHit
Trigger1=(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<-75||StateNo=225&&fvar(17)<15&&fvar(7)>=1.125||Helper(780+id),sysvar(0)=1&&StateNo=230&&(fvar(17)<20)&&P2StateType=A||StateNo=450&&fvar(30)=12
Trigger1=P2StateType=S||StateNo=225&&fvar(17)<15&&fvar(7)>=1.125||Helper(780+id),sysvar(0)=1&&StateNo=230&&fvar(17)<20&&P2StateType=A||StateNo=450&&fvar(30)=12
Trigger1 = var(55):=4
Trigger2=ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<260
Trigger2=Helper(780+id),sysvar(0)=1
Trigger2 = var(55):=4

[State -1,Jump6];Wv
Type = ChangeState
value = ifelse(P2BodyDist Y*fvar(9)<-135+(var(55)=3)*15+((fvar(5)/0.05-10)*6.5),41,39)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||var(59)>7||fvar(39)
TriggerAll=(var(55)!=[100,101])
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-15,77+(MoveGuarded>0||fvar(30)>=11&&P2BodyDist Y*fvar(9)<-20)*67]
TriggerAll=var(56)<1
Trigger1 = MoveHit
Trigger1 = (StateNo=[220,225])||StateNo=235&&var(58)!=1||StateNo=450||StateNo=206||((StateNo=[200,235])||(StateNo=[400,450]))&&Helper(780+id),Sysvar(0)=1
Trigger1 = P2StateType=A
Trigger2 = MoveGuarded
Trigger2 = StateNo=450||StateNo=206

[State -1,Jump7];Wv
Type = ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateType!=A
TriggerAll=(var(55)!=[100,101])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(56)<1
TriggerAll=P2BodyDist X*fvar(8)=[-5,100+95*(Helper(780+id),Sysvar(0)=1)]
TriggerAll=P2BodyDist Y*fvar(9)=[-35,0]
TriggerAll=P2StateNo!=[5070,5072]
Trigger1 = P2StateType=A
Trigger1 = MoveHit
Trigger1 = StateNo=235&&var(58)!=1||StateNo=450||((StateNo=[200,235])||(StateNo=[400,450]))&&Helper(780+id),Sysvar(0)=1
Trigger1 = fvar(30)>=13

[State -1,tatami];
Type = ChangeState
value = 1000
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<=var(59)*100||fvar(39)
TriggerAll=!var(3)
TriggerAll=(var(55)!=[100,101])
TriggerAll=var(56)<1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct=1&&var(59)<10||MoveHit&&var(59)>=10
TriggerAll=P2BodyDist X*fvar(8)=[-5,120]
Trigger1 = P2BodyDist Y*fvar(9)=[-55,0]
Trigger1 = fvar(30)>14
Trigger1 = (StateNo=[220,235])||(StateNo=[420,432])
Trigger1 = !(fvar(25)<1&&var(58)=2)
Trigger1 = var(55):=1
Trigger2 = StateNo=450



[State -1,Jump9];Wv
Type = ChangeState
value = 37
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateType!=A
Trigger1 = MoveHit
Trigger1 = StateNo=206
[State -1,c_S];2S
Type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=!var(3)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=(var(55)!=[100,101])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = MoveGuarded
Trigger1 = (StateNo=[220,225])
Trigger2 = StateNo=225
Trigger2 = MoveHit
Trigger2 = P2BodyDist X*fvar(8)=[-5,100]
[State -1,S_NS];S
Type = ChangeState
value = 225
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=!var(3)
TriggerAll=P2StateType!=L
TriggerAll=(var(55)!=[100,101])
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContact
Trigger1 = StateNo=220||StateNo=420&&MoveHit
Trigger1 = !(P2BodyDist Y*fvar(9))
Trigger1 = P2BodyDist X*fvar(8)=[-5,90]
Trigger2 = StateNo=210||StateNo=410||StateNo=200||StateNo=420&&MoveHit
Trigger2 = P2BodyDist X*fvar(8)=[45,85]
Trigger2 = P2BodyDist Y*fvar(9)>=-30
[State -1,S_NS];Sn
Type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=!var(3)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
TriggerAll=(var(55)!=[100,101])
TriggerAll=MoveContAct
Trigger1 = StateNo=200||StateNo=210||StateNo=400||StateNo=410
Trigger1 = P2BodyDist X*fvar(8)=[-5,44]


[State -1,S_NS];S󒆃qbg
Type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=!var(3)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist Y*fvar(9)>-44
TriggerAll=P2StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-5-(StateNo=205)*35,44]
TriggerAll=MoveContAct
Trigger1 = StateNo=200||StateNo=210||StateNo=400||StateNo=410

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

[State -3,A-HS];da
Type = ChangeState
value = 1300 + (var(58)=1)*10
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 -1,A_D];D
Type = ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<var(59)*100
TriggerAll=StateType=A
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=var(58)!=2
TriggerAll=(ctrl||fvar(28))||((StateNo=110||StateNo=115)&&Time>=5)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=fvar(23)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = fvar(30)>=12
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*6)*12=[-115,35]
Trigger1 = P2BodyDist X*fvar(8)=[0-35*(EnemyNear(floor(fvar(18))),BackedgeBodyDist<=1&&EnemyNear(floor(fvar(18))),vel x>=0),155+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*12)*(1-(Facing=Enemynear,Facing)*2)]
Trigger2 = fvar(30)>=13
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*6.5)*13=[-115,35]
Trigger2 = P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*13)*(1-(Facing=Enemynear,Facing)*2)=[5-100*((P2BodyDist Y*fvar(9)=[-95,10])&&P2Dist X*fvar(8)>-10),155]
Trigger3 = fvar(30)>=14
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*7)*14=[-115,35]
Trigger3 = P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*14)*(1-(Facing=Enemynear,Facing)*2)=[5-100*((P2BodyDist Y*fvar(9)=[-95,10])&&P2Dist X*fvar(8)>-10),155]

[State -1,A_HS];HS
Type = null;ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<var(59)*100
TriggerAll=StateType=A
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=var(55)=26
TriggerAll=var(53)<220
TriggerAll=(ctrl||fvar(28));||((StateNo=110||StateNo=115)&&Time>=5)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=fvar(17)<45
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = fvar(30)>=15

[State -3,AirDash];_bV
Type = ChangeState
Value = 110
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<var(59)*120||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=movetype!=H
TriggerAll=(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040&&Ctrl||(StateNo=[120,140])&&Ctrl||(PrevStateNo=950)||(PrevStateNo=961)
triggerAll=pos y<=ifelse(vel y<0,-15-(var(55)=50)*50,-10)||Helper(780+id),sysvar(0)=1&&var(55)!=50
Trigger1 = var(55)=2&&var(58)!=2
Trigger1 = fvar(17)<150


[State -3,A-Tami];
Type = ChangeState
value = 1050
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2MoveType=H
TriggerAll=!((P2StateNo=[120,155])&&P2StateType=A)
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>=5)
Trigger1 = var(55)=2
Trigger1 = fvar(17)<60&&StateNo!=110||var(58)!=2

[State -3,A-D];D
Type = ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2MoveType=H
TriggerAll=Ctrl;||((StateNo=110||StateNo=115)&&Time>=5)
Trigger1 = var(55)=4
[State -3,AirDash];_bV
Type = ChangeState
Value = 115
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,-65,-10)
Trigger1 = PrevStateNo=36

[State -3,AirDash];_bV
Type = ChangeState
Value = 110
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<var(59)*120||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=movetype!=H
TriggerAll=(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040&&Ctrl||(StateNo=[120,140])&&Ctrl||(PrevStateNo=950)||(PrevStateNo=961)
triggerAll=pos y<=ifelse(vel y<0,-15-(var(55)=50)*50,-10)||Helper(780+id),sysvar(0)=1&&var(55)!=50
Trigger1 = PrevStateNo=38
Trigger2 = (PrevStateNo=[950,961])
Trigger2 = EnemyNear(floor(fvar(18))),StateNo!=[120,158]
Trigger2 = fvar(17)>60

[State -3,AirDash];_bV
Type = ChangeState
Value = 110
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<var(59)*120||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=var(58)!=2
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(var(55)!=[26,29])&&var(55)!=50
TriggerAll=ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<300||var(58)!=2
TriggerAll=!var(22)
TriggerAll=(ctrl||StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040&&Ctrl||(StateNo=[120,140])&&Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),Pos y<-35||(P2StateNo=[1107,1119])
triggerAll=pos y<=ifelse(vel y<0,-15,-10)||Helper(780+id),sysvar(0)=1&&var(55)!=50
TriggerAll=fvar(30)>=10+3*(var(58)!=2)
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5)*10=[-65,65]
Trigger1 = EnemyNear(floor(fvar(18))),Pos Y+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5)*10<0
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5.5)*11=[-65,65]
Trigger2 = EnemyNear(floor(fvar(18))),Pos Y+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5.5)*11<0
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*6)*12=[-65,65]
Trigger3 = EnemyNear(floor(fvar(18))),Pos Y+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*6)*12<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)*6.5)*13=[-65,65]
Trigger4 = EnemyNear(floor(fvar(18))),Pos Y+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*6.5)*13<0
Trigger5 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*7)*14=[-65,65]
Trigger5 = EnemyNear(floor(fvar(18))),Pos Y+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*7)*14<0
Trigger6 = 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=[-65,65]
Trigger6 = EnemyNear(floor(fvar(18))),Pos Y+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*7.5)*15<0
Trigger7 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*8)*16=[-65,65]
Trigger7 = EnemyNear(floor(fvar(18))),Pos Y+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*8)*16<0
Trigger8 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*8.5)*17=[-65,65]
Trigger8 = EnemyNear(floor(fvar(18))),Pos Y+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*8.5)*17<0
Trigger9 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*11.5)*21=[-65,65]
Trigger9 = EnemyNear(floor(fvar(18))),Pos Y+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*9)*18<0


[State -3,AirDash];_bV
Type = ChangeState
Value = 110
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<var(59)*120||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=var(58)=2
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(var(55)!=[26,29])
TriggerAll=ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<300
TriggerAll=!var(22)
TriggerAll=(ctrl||StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040&&Ctrl||(StateNo=[120,140])&&Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),Pos y<-35||(P2StateNo=[1107,1119])
triggerAll=pos y<=ifelse(vel y<0,-15,-10)||Helper(780+id),sysvar(0)=1&&var(55)!=50
TriggerAll=fvar(30)>=10
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5)*10=[-65,65]
Trigger1 = EnemyNear(floor(fvar(18))),Pos Y+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5)*10<0
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5.5)*11=[-65,65]
Trigger2 = EnemyNear(floor(fvar(18))),Pos Y+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5.5)*11<0
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*6)*12=[-65,65]
Trigger3 = EnemyNear(floor(fvar(18))),Pos Y+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*6)*12<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)*6.5)*13=[-65,65]
Trigger4 = EnemyNear(floor(fvar(18))),Pos Y+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*6.5)*13<0
Trigger5 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*7)*14=[-65,65]
Trigger5 = EnemyNear(floor(fvar(18))),Pos Y+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*7)*14<0
Trigger6 = 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=[-65,65]
Trigger6 = EnemyNear(floor(fvar(18))),Pos Y+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*7.5)*15<0
Trigger7 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*8)*16=[-65,65]
Trigger7 = EnemyNear(floor(fvar(18))),Pos Y+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*8)*16<0
Trigger8 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*8.5)*17=[-65,65]
Trigger8 = EnemyNear(floor(fvar(18))),Pos Y+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*8.5)*17<0
Trigger9 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*11.5)*21=[-65,65]
Trigger9 = EnemyNear(floor(fvar(18))),Pos Y+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*9)*18<0

[State -3,A-D];D
Type = ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=fvar(30)>=9
TriggerAll=var(58)=2
TriggerAll=(var(55)!=[26,29])
TriggerAll=ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<190
TriggerAll=PrevStateNo!=[950,961]
TriggerAll=!((P2StateNo=[120,155])&&P2StateType!=A)
TriggerAll=P2BodyDist X*fvar(8)=[-35,120+(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=StateNo=110&&Time>=5
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4.5)*9=[-115,-25]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5)*10=[-115,-25]
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5.5)*11=[-115,-25]

[State -1,A-P];D_P
Type = ChangeState
value = 600
TriggerAll=!IsHelper
TriggerAll=(var(59)>7&&Random<=var(59)*100)||fvar(39)
TriggerAll=var(58)=2
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=(StateNo=110||StateNo=115)&&Time>=5-(fvar(30)=5)
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=fvar(17)<20||fvar(30)<8
TriggerAll=fvar(23)>=14||fvar(30)<8
TriggerAll=(var(55)!=[26,29])
TriggerAll=P2MoveType=H
TriggerAll=(PrevStateNo!=[36,38])
TriggerAll=PrevStateNo!=[950,961]
TriggerAll=P2StateType=A
TriggerAll=fvar(30)>=5
Trigger1 = P2BodyDist X*fvar(8)-vel x*5-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)<=65+10*(fvar(17)<20)
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+0.52*2.5)*5=[-75,75]

[State -1,A_S1]
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=(var(55)!=[26,29])
TriggerAll=!var(11)||StateNo=110
TriggerAll=(ctrl||fvar(28))||((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=(PrevStateNo!=[36,38])
TriggerAll=(P2StateNo=[120,155])||fvar(30)>=8
TriggerAll=!((P2StateNo=[120,155])&&P2StateType!=A)
TriggerAll=PrevStateNo!=[950,961]
Trigger1 = P2BodyDist X*fvar(8)-vel x*8-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)=[-35-55*(fvar(17)<10),107+45*(fvar(30)>9)]
Trigger1 = P2BodyDist Y*fvar(9)-(fvar(23)<9)*(vel y+GetHitVar(Yaccel)*(8-fvar(23))/2)*(8-fvar(23))/2+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4)*8=[-65,45+45*(P2StateType!=A)]
Trigger2 = P2BodyDist X*fvar(8)-vel x*9-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[-35-55*(fvar(17)<10),107+45*(fvar(30)>9)]
Trigger2=P2BodyDist Y*fvar(9)-(fvar(23)<10)*(vel y+GetHitVar(Yaccel)*(9-fvar(23))/2)*(9-fvar(23))/2+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4.5)*9=[-65,45+45*(P2StateType!=A)]
Trigger3 = P2BodyDist X*fvar(8)-vel x*10-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*10)*(1-(Facing=Enemynear,Facing)*2)=[-35-55*(fvar(17)<10),107+45*(fvar(30)>9)]
Trigger3 = P2BodyDist Y*fvar(9)-(fvar(23)<11)*(vel y+GetHitVar(Yaccel)*(10-fvar(23))/2)*(10-fvar(23))/2+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5)*10=[-65,45+45*(P2StateType!=A)]
Trigger4 = P2BodyDist X*fvar(8)-vel x*11-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*11)*(1-(Facing=Enemynear,Facing)*2)=[-35-55*(fvar(17)<10),107+45*(fvar(30)>9)]
Trigger4=P2BodyDist Y*fvar(9)-(fvar(23)<12)*(vel y+GetHitVar(Yaccel)*(11-fvar(23))/2)*(11-fvar(23))/2+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5.5)*11=[-65,45+45*(P2StateType!=A)]
Trigger5 = P2BodyDist X*fvar(8)-vel x*12-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*12)*(1-(Facing=Enemynear,Facing)*2)=[-35-55*(fvar(17)<10),107+45*(fvar(30)>9)]
Trigger5 = P2BodyDist Y*fvar(9)-(fvar(23)<13)*(vel y+GetHitVar(Yaccel)*(12-fvar(23))/2)*(12-fvar(23))/2+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*6)*12=[-65,45+45*(P2StateType!=A)]
Trigger6 = P2BodyDist X*fvar(8)-vel x*13-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*13)*(1-(Facing=Enemynear,Facing)*2)=[-35-55*(fvar(17)<10),107+45*(fvar(30)>9)]
Trigger6=P2BodyDist Y*fvar(9)-(fvar(23)<14)*(vel y+GetHitVar(Yaccel)*(13-fvar(23))/2)*(13-fvar(23))/2+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*6.5)*13=[-65,45+45*(P2StateType!=A)]



[State -1,A-T];T
Type = ChangeState
value = 1050
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=((StateNo=110||StateNo=115)&&Time>=5)||ctrl
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=(PrevStateNo!=[36,38])
TriggerAll=PrevStateNo!=[950,961]
TriggerAll=!((P2StateNo=[120,155])&&P2StateType!=A)
TriggerAll=var(23)!=10
TriggerAll=pos y<=-55||vel y>0
TriggerAll=Pos Y+(fvar(23)<=18)*(vel y+0.55*(18-fvar(23))/2)*(18-fvar(23))<0
TriggerAll=P2BodyDist X*fvar(8)-vel x*7-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-25,45]
TriggerAll=P2BodyDist Y*fvar(9)=[-120,70]
Trigger1 = var(55)=29
Trigger1 = fvar(30)>=18
Trigger1 = Stateno=110&&time>=11||ctrl
Trigger1 = fvar(30)=18||Pos Y+(fvar(23)<=19)*(vel y+0.55*(19-fvar(23))/2)*(19-fvar(23))>=0||var(24)

[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)!=[26,29])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=(PrevStateNo!=[36,38])
TriggerAll=PrevStateNo!=[950,961]
TriggerAll=!((P2StateNo=[120,155])&&P2StateType!=A)
TriggerAll=var(23)!=10
TriggerAll=pos y<=-35||vel y>=0
TriggerAll=P2BodyDist X*fvar(8)-vel x*7-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-25,45]
TriggerAll=P2BodyDist Y*fvar(9)=[-120,70]
Trigger1 = fvar(30)>=7

[State -1,A-P];P
Type = ChangeState
value = 600
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=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=(var(55)!=[26,29])
TriggerAll=(PrevStateNo!=[36,38])
TriggerAll=PrevStateNo!=[950,961]
TriggerAll=!((P2StateNo=[120,155])&&P2StateType!=A)||StateNo=110
TriggerAll=fvar(30)>=5||(P2StateNo=[120,155])
Trigger1 = P2BodyDist X*fvar(8)-vel x*5-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-35,75]
Trigger1 = P2BodyDist Y*fvar(9)-(vel y+GetHitVar(Yaccel)*2.5)*5+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*2.5)*5=[-35,50+(P2StateType!=A)*25]
Trigger2 = var(55)=1&&var(58)=2

[State -1,A-P];P
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=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=var(28)>0
Trigger1 = Pos Y+(fvar(23)<=2)*(vel y+0.55*(2-fvar(23))/2)*(7-fvar(23))>0||var(24)

;
;󒆌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||StateNo=640

;
;
;R{


[State -1,A_S];K
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-5-25*(fvar(23)>0),12+vel X*15]
TriggerAll=P2BodyDist Y*fvar(9)-(fvar(23)<=15)*(vel y+0.55*(15-fvar(23))/2)*(15-fvar(23))+(P2StateType=A)*(ifelse(MoveHit=1,-7.5*fvar(5),EnemyNear(floor(fvar(18))),vel Y)+0.52*4)*8=[-20,40+(P2StateType!=A)*60]
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=Pos Y+(fvar(23)<=15)*(vel y+0.55*(15-fvar(23))/2)*(15-fvar(23))<0
TriggerAll=Pos Y+(fvar(23)<=15)*(vel y+0.55*(15-fvar(23))/2)*(15-fvar(23))>-30||P2StateType!=A
TriggerAll=MoveHit
TriggerAll=fvar(30)>=15||(P2StateNo=[120,159])
Trigger1 = StateNo=620


[State -1,A_S];D
Type = ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(58)=2
TriggerAll=fvar(17)<20
;TriggerAll=fvar(23)>=8
TriggerAll=P2BodyDist X*fvar(8)=[-5,120]
TriggerAll=P2BodyDist Y*fvar(9)=[-90,90]
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=MoveHit
TriggerAll=fvar(30)>=9||(P2StateNo=[120,159])
Trigger1 = StateNo=600

[State -1,A_S];P
Type = ChangeState
value = 600
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-30,40+vel x*5]
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=Pos Y+(fvar(23)<=13)*(vel y+0.55*(13-fvar(23))/2)*(13-fvar(23))<0
TriggerAll=fvar(17)>160
TriggerAll=fvar(23)=0
TriggerAll=MoveHit
TriggerAll=fvar(30)>=5||(P2StateNo=[120,159])
TriggerAll=StateNo=620&&(PrevStateNo!=600&&(PrevStateNo!=110||P2StateType!=A)||MoveGuarded)
Trigger1 = var(58)!=2
Trigger1 = P2BodyDist Y*fvar(9)-(vel y+0.55*2.5)*5+(-7.5*fvar(5)+0.52*2.5)*5=[-35,30+(P2StateType!=A)*35]
Trigger1 = P2BodyDist Y*fvar(9)-(vel y+0.55*6.5)*13+(-7.5*fvar(5)+0.52*2.5)*5+(-7.5*fvar(5)+0.52*4)*8=[-65,40+(P2StateType!=A)*35]

[State -1,A_S];S
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,89+vel x*9]
TriggerAll=P2BodyDist Y*fvar(9)-vel y*5=[-65,100]
TriggerAll=NumHelper(780+id)>0
TriggerAll=Pos Y+(fvar(23)<=8)*(vel y+0.55*(8-fvar(23))/2)*(8-fvar(23))<0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
;TriggerAll=P2StateType!=A
TriggerAll=MoveContAct
TriggerAll=fvar(30)>=8||(P2StateNo=[120,159])
Trigger1 = StateNo=600&&(PrevStateNo!=620||MoveGuarded||var(58)!=2)

[State -1,A_S];D
Type = ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,120]
TriggerAll=P2BodyDist Y*fvar(9)=[-80,60]
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=MoveHit
TriggerAll=fvar(30)>=12-3*(var(58)=2)
Trigger1 = StateNo=620&&(PrevStateNo=600||fvar(17)<45&&fvar(25)=1.00)
Trigger1 = P2BodyDist X*fvar(8)<90||fvar(30)=12-3*(var(58)=2)||fvar(23)<0||vel X<=0

[State -1,A_S];S
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,89+vel x*9]
TriggerAll=P2BodyDist Y*fvar(9)-vel y*5=[-65,100]
TriggerAll=Pos Y+(fvar(23)<=8)*(vel y+0.55*(8-fvar(23))/2)*(8-fvar(23))<0
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
;TriggerAll=P2StateType!=A
TriggerAll=MoveContAct
TriggerAll=fvar(30)>=8||(P2StateNo=[120,159])
TriggerAll=StateNo=600&&(PrevStateNo!=620||MoveGuarded||var(58)!=2)
Trigger1 = P2StateType=A
Trigger2 = P2StateType!=A||(P2StateNo=[120,159])
Trigger2 = Pos Y+(fvar(23)<=13)*(vel y+0.55*(13-fvar(23))/2)*(13-fvar(23))<0||Pos Y+(fvar(23)<=9)*(vel y+0.55*(9-fvar(23))/2)*(9-fvar(23))>0||fvar(30)=8
[State -1,A_S];P
Type = ChangeState
value = 600
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-5-(P2StateType!=A)*30,40+vel x*5]
TriggerAll=P2BodyDist Y*fvar(9)-vel y*5=[-40,60+(P2StateType!=A)*40]
TriggerAll=Pos Y+(fvar(23)<=5)*(vel y+0.55*(5-fvar(23))/2)*(5-fvar(23))<0
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=!(fvar(17)>320&&Power>968)
;TriggerAll=P2StateType!=A||PrevStateNo=110
TriggerAll=MoveContAct
TriggerAll=fvar(30)>=5||(P2StateNo=[120,159])
TriggerAll=StateNo=620&&(PrevStateNo!=600&&(PrevStateNo!=110||P2StateType!=A)||MoveGuarded)||StateNo=600&&P2StateType!=A
Trigger1 = var(58)=2||P2StateType!=A||MoveGuarded
Trigger1 = P2StateType=A
Trigger2 = P2StateType=A
Trigger2 = var(58)!=2
Trigger2 = P2BodyDist Y*fvar(9)-(vel y+0.55*2.5)*5+(-7.5*fvar(5)+0.52*2.5)*5=[-35,40+(P2StateType!=A)*35]
Trigger2 = P2BodyDist Y*fvar(9)-(vel y+0.55*6.5)*13+(-7.5*fvar(5)+0.52*2.5)*5+(-7.5*fvar(5)+0.52*4)*8=[-65,20+(P2StateType!=A)*35]
Trigger2 = Pos Y+(fvar(23)<=13)*(vel y+0.55*(13-fvar(23))/2)*(13-fvar(23))<0
Trigger3 = P2StateType!=A||(P2StateNo=[120,159])
Trigger3 = Pos Y+(fvar(23)<=13)*(vel y+0.55*(13-fvar(23))/2)*(13-fvar(23))<0||Pos Y+(fvar(23)<=6)*(vel y+0.55*(6-fvar(23))/2)*(6-fvar(23))>0||fvar(30)=5
[State -1,A_S];D
Type = ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,150]
TriggerAll=P2BodyDist Y*fvar(9)=[-80,60]
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=MoveHit
TriggerAll=fvar(30)>=9+3*(var(58)!=2)
Trigger1 = (StateNo=[600,620])&&(StateNo!=610||Pos y<-45||PrevStateNo=110&&StateNo=620)

[State -1,A_S];K
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,42+vel X*7]
TriggerAll=P2BodyDist Y*fvar(9)=[-70,40+(P2StateType!=A)*60]
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=Pos Y+(fvar(23)<=7)*(vel y+0.55*(7-fvar(23))/2)*(7-fvar(23))<0
;TriggerAll=P2StateType=A
TriggerAll=MoveHit
TriggerAll=fvar(30)>=7||(P2StateNo=[120,159])
Trigger1 = StateNo=600
;Trigger1 = var(55)=15

[State -1,AT];AT
Type = ChangeState
value = 1050
TriggerAll=!IsHelper
TriggerAll=(var(59)>5&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-25,75+vel x*9]
TriggerAll=P2BodyDist Y*fvar(9)-vel y*18=[-60,90+(P2StateType!=A)*40]
TriggerAll=Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*9)*18<-2
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A||P2StateType!=A&&(fvar(17)<35||MoveGuarded)
TriggerAll=MoveContAct
TriggerAll=Pos Y+(fvar(23)<=18)*(vel y+0.55*(18-fvar(23))/2)*(18-fvar(23))<0
TriggerAll=fvar(30)>=18||(P2StateNo=[120,159])
TriggerAll=StateNo=630
Trigger1 = var(55)=26
Trigger1 = var(55):=27
Trigger2 = 1
;
;Ԃ
;
[State -3];TCNo[Xg
Type = ChangeState
value = 750
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=fvar(33)>=1.5
TriggerAll=Power<PowerMax/2
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*18)*(1-(Facing=Enemynear,Facing)*2)=[-55,55]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*18+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*171)=[-130,0]
TriggerAll=Alive
TriggerAll=P2StateNo!=[120,155]
TriggerAll=P2MoveType!=H
TriggerAll=P2MoveType=A||EnemyNear(floor(fvar(18))),ctrl
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*40
Trigger1 = (ctrl||fvar(28))||(StateNo=[100,101])
Trigger2 = (Time<=1&&MoveType=A)
Trigger2 = StateNo=[200,640]
Trigger2 = PrevStateNo!=[200,640]


;
;nړ 
;
[State -3,C];Ⴊ(ްސؑւ˂Ă)
Type = ChangeState
value = 11
ctrl=0
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=[120,155]
TriggerAll=StateNo!=[120,155]
TriggerAll=fvar(38)=1
TriggerAll=fvar(38)>0
TriggerAll=StateNo=0
TriggerAll=ctrl
Trigger1 = Random<var(59)*20||var(59)>9


[State -3,S];Ⴊ݉(ްސؑւ˂Ă)
Type = ChangeState
value = 0
ctrl=1
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=StateType!=A
Trigger1 = fvar(38)=[2,3]
Trigger1 = StateNo=11
Trigger1 = Random<var(59)*20||var(59)>9
Trigger2 = StateNo=[21,22]
Trigger2 = P2Dist X < 0
Trigger3 = fvar(38)<0
Trigger3 = StateNo=11

[State -1,Jump8];_bVpWv
Type = ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=ctrl||(StateNo=[11,22])||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateNo!=[120,155]
TriggerAll=Random<var(59)*10
TriggerAll=life>300
Trigger1 = P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[220,300]
Trigger1 = P2StateType!=A
Trigger1 = var(55):=50

[State -1,Dash];_bV
Type = ChangeState
value = 100
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)!=-6
TriggerAll=ctrl||(StateNo=[11,22])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||(fvar(38)=[-4,-1])
Trigger1 = P2BodyDist X*fvar(8)>80||((fvar(38)=[-4,-1])||var(55)=100||P2StateNo=105)&&P2BodyDist X*fvar(8)>0
Trigger1 = Random<=var(59)*100
Trigger2 = fvar(38)<0
Trigger2 = var(59)>9
Trigger3 = (P2BodyDist X*fvar(8)=[0,80])||BackedgeBodydist<20&&(StateNo=11||StateNo=22)
Trigger3 = Random<=var(59)*3

[State -3];jump
Type = ChangeState
value = ifelse(P2BodyDist X*fvar(8)<80,36,39)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=(var(55)!=[100,101])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ctrl||StateNo=11||(StateNo=[21,22])||(StateNo=[100,101])
TriggerAll=Random<var(59)*3
Trigger1 = P2BodyDist X*fvar(8)=[30,180]

;
;n㗧ZU 
;
[State -3,T];
Type  = ChangeState
TriggerAll=!IsHelper
TriggerAll=var(59)>1
TriggerAll=fvar(34)!=1
TriggerAll=!fvar(35)
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),fvar(39)=0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(Ctrl||fvar(28))||(StateNo=5120&&animtime=0)||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=40
TriggerAll=P2BodyDist X*fvar(8)=[-5,22-2*(var(58)=2)]
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(29)=[3,4]),805,800)

;
;i

[State -1,C_K];K
type = ChangeState
value = 410
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(var(55)!=[100,101])
TriggerAll=StateType!=A
TriggerAll=P2StateNo!=105
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-4,48+vel x*5+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = P2StateType=S
Trigger1 = Random<var(59)*10

[State -1,C_D];D
type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=var(58)!=6
TriggerAll=P2StateNo!=105
TriggerAll=(var(55)!=[100,101])
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-4,52+vel x*4+(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = P2StateType=S
Trigger1 = Random<var(59)*4

;
;
;i

[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=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(45))
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=Random<var(59)*(6+(Power>999)*6)
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(59)=[8,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(var(55)!=[100,101])
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[42,77+vel x*10+(EnemyNear(floor(fvar(18))),vel x*25)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = P2StateType=C
Trigger1 = Random<ceil(var(59)*0.5)
;
;
;

[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)!=[100,101])
TriggerAll=StateType!=A
TriggerAll=P2StateNo!=105
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*5+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*15)=[-50,0]
TriggerAll=Random<var(59)*10
Trigger1 = P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-3,51]

[State -1,S_FP1];6P
Type = ChangeState
value = 205
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[6,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(var(55)!=[100,101])
TriggerAll=StateType!=A
TriggerAll=P2StateNo!=105
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*8+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*36)=[-60,0]
TriggerAll=Random<var(59)*5
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*3)*(1-(Facing=Enemynear,Facing)*2)=[-3,25]

[State -1,S_NS];S
Type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(58)!=6
TriggerAll=(var(55)!=[100,101])
TriggerAll=StateType!=A
TriggerAll=P2StateNo!=105
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*9+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*45)=[-15,0]
TriggerAll=Random<=var(59)*7
Trigger1 = P2BodyDist X*fvar(8)=[-5,44]

[State -1,C_D];D
type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=Random<=var(59)*3
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=var(58)!=6
TriggerAll=P2StateNo!=105
TriggerAll=(var(55)!=[100,101])
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)=[-4,54+(vel X>0)*13+vel x*7+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
;Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*2)*3>=0

[State -1,C_D];D
Type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[6,11]
TriggerAll=Random<=var(59)*14
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(var(55)!=[100,101])
TriggerAll=StateType!=A
TriggerAll=P2StateNo!=105
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)=[-15,75+vel x*3+(EnemyNear(floor(fvar(18))),vel x*14)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2StateType=A
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4)*9=[-55,0]

[State -1,C_S];2S
Type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[6,11]
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=(var(55)!=[100,101])
TriggerAll=StateType!=A
TriggerAll=P2StateNo!=105
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[46,100]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = Random<var(59)*6

[State -1,S_S];S
Type = ChangeState
value = 225
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,10]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(var(55)!=[100,101])
TriggerAll=StateType!=A
TriggerAll=P2StateNo!=105
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=var(58)!=6
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[49,113]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*9+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*45)=[-40,0]
Trigger1 = Random<var(59)*3

[State -1,];
Type = ChangeState
value = 1400
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,10]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(var(55)!=[100,101])
TriggerAll=StateType!=A
TriggerAll=P2StateNo!=105
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=var(58)!=6
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[72,145]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = Random<var(59)*1
;
;󒆈ړ
;

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

[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,-15-(var(55)=50)*50,-10)
triggerall = pos y >=-50
TriggerAll=(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040&&Ctrl||(StateNo=[120,140])&&Ctrl
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2MoveType!=H||(Helper(780+id),var(45))&&(P2StateNo=[120,159])
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)>140
Trigger1 = Random<var(59)*10

[State -1,AirBackDash];_bV
Type = null;ChangeState
value = 115
TriggerAll=!IsHelper
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=25
TriggerAll=var(59)>0
TriggerAll=!var(11)
TriggerAll=StateType=A
triggerall = pos y <= ifelse(vel y < 0,-35,-10)
TriggerAll=(StateNo=[50,59]);||(StateNo=[5200,5210])||StateNo=5040&&Ctrl||(StateNo=[120,140])&&Ctrl
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=!((NumHelper(1210)>0||NumHelper(1213)>0)&&fvar(17)<35)
Trigger1 = P2BodyDist X*fvar(8)=[0,180]
Trigger1 = Random<var(59)*2

;
;󒆗ZU 
;
[State -1,AirT];󒆓
type = ChangeState
value = 850
triggerall = !ishelper
TriggerAll=RoundState=2
TriggerAll=var(59)>1
TriggerAll=!fvar(35)
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),fvar(39)=0
triggerall = statetype = A
triggerall =(Ctrl||fvar(28))
triggerall = !helper(780+id),var(8)
TriggerAll=P2BodyDist X*fvar(8)=[-42,56-(var(58)=2)*11]
TriggerAll=P2BodyDist Y*fvar(9)=[-79,19]
triggerall = p2statetype = A
triggerall = p2movetype != H
Trigger1 = Random<var(59)*70
Trigger2 = (P2StateNo=[120,140])||(P2StateNo=[5200,5210])||(StateNo=[5200,5210])
Trigger2 = Random<var(59)*140
;I

;
;_bV
[State -1,Airtatami]
Type = ChangeState
value = 1050
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=25
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateType=A
TriggerAll=(StateNo=110||StateNo=115)&&Time>=5
TriggerAll=Pos y<=-75||var(55)=50
TriggerAll=P2StateType!=L||var(55)=50
TriggerAll=P2MoveType!=H||var(55)=50
TriggerAll=P2BodyDist X*fvar(8)-vel x*(8-(StateNo=115)*4)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)=[-15,330]
Trigger1 = Random<=var(59)*100

[State -1,A_HS];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=P2StateType=A
TriggerAll=P2MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)-vel x*(8-(StateNo=115)*4)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*13)*(1-(Facing=Enemynear,Facing)*2)=[-10,120]
Trigger1 = Random<var(59)*25
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4)*8=[-35,55]


[State -1,A_HS];HS
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=var(55)!=25
TriggerAll=(StateNo=110||StateNo=115)&&Time>=5
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)-vel x*(8-(StateNo=115)*4)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*13)*(1-(Facing=Enemynear,Facing)*2)=[-0,26+(vel x>0)*50]
Trigger1 = Random<var(59)*35
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*6)*13=[0,90]
Trigger2 = P2StateType!=A
Trigger2 = Random<var(59)*60
Trigger2 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*6)*13<-100

[State -1,A_P];P
Type = ChangeState
value = 600
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=P2StateType!=A
TriggerAll=P2MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)-vel x*(5-(StateNo=115)*1)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-10-(fvar(17)<15)*55,65]
Trigger1 = Random<var(59)*25
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*2.5)*5=[-35,55]
;
;
;[State -1,A_D];D
;Type = ChangeState
;value = 640
;TriggerAll=!IsHelper
;TriggerAll=var(59)>0
;TriggerAll=StateType=A
;TriggerAll=P2StateType!=L
;TriggerAll=P2MoveType=A
;Trigger1 = (StateNo=110||StateNo=115)&&Time>=5
;Trigger1 = P2BodyDist X*fvar(8)=
;Trigger1 = P2BodyDist Y*fvar(9)=

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

[State -1,A_S];S
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=var(55)!=25
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=110&&Time>5)||(StateNo=115&&Time>5)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)-vel x*(10-(StateNo=115)*4)+(EnemyNear(floor(fvar(18))),vel x*13)*(1-(Facing=Enemynear,Facing)*2)=[0-(P2StateType=A)*10,24]
TriggerAll=P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*12)*13=[67,145]
Trigger1 = (Random-(Random>600)*600)<var(59)*35
Trigger1 = P2StateType=A||var(59)<8
Trigger1 = !InGuardDist&&!(Helper(780+id),var(58))
Trigger2 = P2StateType!=A
Trigger2 = Random<=var(59)*100
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*8>-90
Trigger2 = vel y>0
Trigger3 = P2StateType!=A
Trigger3 = Random<=var(59)*100
Trigger3 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*8>-30
Trigger3 = vel y>0

[State -1,A_S];S
Type = ChangeState
value = 620
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=!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)=[-20,76]
Trigger1 = (Random-(Random>350)*350)<var(59)*30
Trigger1 = P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y*8+Const(MoveMent.Yaccel)*36)=[-70,30]
Trigger1 = !InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2StateType=A||var(59)<7
[State -1,A_HS];HS
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=var(55)!=25
TriggerAll=(ctrl||fvar(28))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)-vel x*(8-(StateNo=115)*4)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*13)*(1-(Facing=Enemynear,Facing)*2)=[-34,25+(vel x>0)*25]
Trigger1 = Random<var(59)*35
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*6)*13=[0,90+(P2StateType!=A)*60]

[State -1,A_tatami];tatami
Type = ChangeState
value = 1050
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=var(55)!=25
TriggerAll=(ctrl||fvar(28))
TriggerAll=P2StateType!=L
TriggerAll=PrevStateNo!=[36,38]
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)-vel x*(8-(StateNo=115)*4)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*13)*(1-(Facing=Enemynear,Facing)*2)=[0+50*(P2Statetype!=A),220]
Trigger1 = Random<var(59)*35
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*6)*13>-20
Trigger1 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*16<-20


; 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


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

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

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

[State 20, 1]
type = VelSet
triggerall = palno = 11
trigger1 = 1
x = 2.5

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

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

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

; Walk
[Statedef 22]
type    = S
physics = S
sprpriority = 0

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

[State 20, 2]
type = VelSet
triggerall = palno = 11
trigger1 = 1
x = -2.5

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

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

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


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

[State -1];ڲ԰͐Kެ߂
Type = ChangeState
value = 40
Trigger1=var(59)<=0
Trigger1=!fvar(39)
[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)*45,40]
sysvar(1) = 0

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

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

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

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

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

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

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

[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, 210]) || (prevstateno = [220, 226]) || prevstateno = 235 || prevstateno = 450||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) > 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4];qbg|[YɃWvŃ_bVp
type = velset
trigger1 = AnimTime = 0
trigger1 = (prevstateno = [200, 210]) || (prevstateno = [220, 226]) || prevstateno = 235 || prevstateno = 450||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.4)

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

[State 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)-1

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

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

[State 40, 6]
type = varset
triggerall = AnimTime = 0
triggerall = authorname = "muteki"
trigger1 = name != "baiken"
trigger2 = name = "baiken"
trigger2 = prevstateno = 48
var(11) = 3

[State 40, 6]
type = SelfState
triggerall = AnimTime = 0
triggerall = authorname = "muteki"
trigger1 = name != "baiken"
trigger2 = name = "baiken"
trigger2 = prevstateno = 48
value = 50
ctrl = 0

[State 40, 6]
type = SelfState
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 40, 1]
type = hitby
trigger1 = Time >= 0
value = SCA ,AA ,AP
time = 1

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


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

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

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

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

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

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

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

[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, 210]) || (prevstateno = [220, 226]) || prevstateno = 235 || prevstateno = 450||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) > 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4];qbg|[YɃWvŃ_bVp
type = velset
trigger1 = AnimTime = 0
trigger1 = (prevstateno = [200, 210]) || (prevstateno = [220, 226]) || prevstateno = 235 || prevstateno = 450||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.4)

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

[State 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)-1

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

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

[State 40, 6]
type = varset
triggerall = AnimTime = 0
triggerall = authorname = "muteki"
trigger1 = name != "baiken"
trigger2 = name = "baiken"
trigger2 = prevstateno = 48
var(11) = 3

[State 40, 6]
type = SelfState
triggerall = AnimTime = 0
triggerall = authorname = "muteki"
trigger1 = name != "baiken"
trigger2 = name = "baiken"
trigger2 = prevstateno = 48
value = 50
ctrl = 0

[State 40, 6]
type = SelfState
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 40, 1]
type = hitby
trigger1 = Time >= 0
value = SCA ,AA ,AP
time = 1

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


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

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

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

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

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

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

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

[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, 210]) || (prevstateno = [220, 226]) || prevstateno = 235 || prevstateno = 450||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) > 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4];qbg|[YɃWvŃ_bVp
type = velset
trigger1 = AnimTime = 0
trigger1 = (prevstateno = [200, 210]) || (prevstateno = [220, 226]) || prevstateno = 235 || prevstateno = 450||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.4)

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

[State 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)-1

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

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

[State 40, 6]
type = varset
triggerall = AnimTime = 0
triggerall = authorname = "muteki"
trigger1 = name != "baiken"
trigger2 = name = "baiken"
trigger2 = prevstateno = 48
var(11) = 3

[State 40, 6]
type = SelfState
triggerall = AnimTime = 0
triggerall = authorname = "muteki"
trigger1 = name != "baiken"
trigger2 = name = "baiken"
trigger2 = prevstateno = 48
value = 50
ctrl = 0

[State 40, 6]
type = SelfState
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 40, 1]
type = hitby
trigger1 = Time >= 0
value = SCA ,AA ,AP
time = 1

;================================================================================
[State 40, 1]
type = VarSet
trigger1 = Time = 0
Trigger2 = P2StateType=L
Trigger2 = ((P2BodyDist X*fvar(8)-(PrevStateNo=100)*25=[16,95]))
sysvar(1) = 0


[State 40]
type = VarSet
TriggerAll=!Time
Trigger1 = P2Movetype=H
Trigger1 = P2StateType!=L
Trigger2 = P2BodyDist X>0
Trigger2 = P2StateType!=L
Trigger3 = fvar(38)=3
Trigger4 = P2StateType=L
Trigger4 = ((P2BodyDist X*fvar(8)-(PrevStateNo=100)*25>=95))
sysvar(1) = 1

[State 40]
type = VarSet
TriggerAll=AnimTime = 0
trigger1 = P2Movetype!=H
Trigger1 = P2BodyDist X<170
;trigger1 = Random<=500
Trigger1 = P2StateType!=L
Trigger2 = P2StateType=L
Trigger2 = ((P2BodyDist X*fvar(8)-(PrevStateNo=100)*25<=16))
sysvar(1) = -1

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

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

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

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

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

[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, 210]) || (prevstateno = [220, 226]) || prevstateno = 235 || prevstateno = 450||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) > 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4];qbg|[YɃWvŃ_bVp
type = velset
trigger1 = AnimTime = 0
trigger1 = (prevstateno = [200, 210]) || (prevstateno = [220, 226]) || prevstateno = 235 || prevstateno = 450||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.4)

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

[State 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)-1

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

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

[State 40, 6]
type = varset
triggerall = AnimTime = 0
triggerall = authorname = "muteki"
trigger1 = name != "baiken"
trigger2 = name = "baiken"
trigger2 = prevstateno = 48
var(11) = 3

[State 40, 6]
type = SelfState
triggerall = AnimTime = 0
triggerall = authorname = "muteki"
trigger1 = name != "baiken"
trigger2 = name = "baiken"
trigger2 = prevstateno = 48
value = 50
ctrl = 0

[State 40, 6]
type = SelfState
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 40, 1]
type = hitby
trigger1 = Time >= 0
value = SCA ,AA ,AP
time = 1

;================================================================================
[State 40, 1]
type = VarSet
trigger1 = Time = 0
Trigger2 = P2StateType=L
Trigger2 = ((P2BodyDist X*fvar(8)-(PrevStateNo=100)*25-(fvar(17)<25)*55=[45,95]))
sysvar(1) = 0


[State 40]
type = VarSet
TriggerAll=!Time
Trigger1 = P2Movetype=H
Trigger1 = P2StateType!=L
Trigger2 = P2BodyDist X>0
Trigger2 = P2StateType!=L
Trigger3 = fvar(38)=3
Trigger4 = P2StateType=L
Trigger4 = ((P2BodyDist X*fvar(8)-(PrevStateNo=100)*25-(fvar(17)<25)*55>=95))
sysvar(1) = 1

[State 40]
type = VarSet
TriggerAll=AnimTime = 0
trigger1 = P2Movetype!=H
Trigger1 = P2BodyDist X<170
;trigger1 = Random<=500
Trigger1 = P2StateType!=L
Trigger2 = P2StateType=L
Trigger2 = ((P2BodyDist X*fvar(8)-(PrevStateNo=100)*25-(fvar(17)<25)*55<=45))
Trigger3 = P2StateNo=[120,159]
Trigger3 = (P2BodyDist X*fvar(8)<65)
sysvar(1) = -1

[State 40, 1]
type = VarSet
Trigger1 = P2StateType=L
Trigger1 = ((P2BodyDist X*fvar(8)-(PrevStateNo=100)*25-(fvar(17)<25)*55=[45,95]))
Trigger2 = P2StateNo=[120,159]
Trigger2 = (P2BodyDist X*fvar(8)=[65,99])
Trigger3 = var(55)=18
sysvar(1) = 0

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

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

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

[State 40, 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, 210]) || (prevstateno = [220, 226]) || prevstateno = 235 || prevstateno = 450||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) > 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4];qbg|[YɃWvŃ_bVp
type = velset
trigger1 = AnimTime = 0
trigger1 = (prevstateno = [200, 210]) || (prevstateno = [220, 226]) || prevstateno = 235 || prevstateno = 450||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.4)

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

[State 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)-1

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

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

[State 40, 6]
type = varset
triggerall = AnimTime = 0
triggerall = authorname = "muteki"
trigger1 = name != "baiken"
trigger2 = name = "baiken"
trigger2 = prevstateno = 48
var(11) = 3

[State 40, 6]
type = SelfState
triggerall = AnimTime = 0
triggerall = authorname = "muteki"
trigger1 = name != "baiken"
trigger2 = name = "baiken"
trigger2 = prevstateno = 48
value = 50
ctrl = 0

[State 40, 6]
type = SelfState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;-------------------------------------------------------------------------------
;ʒ[wp[
;-------------------------------------------------------------------------------

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

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

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


[state 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];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