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

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

[State -3,ComboDebacFlagSet]
Type = VarSet
Trigger1 = 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 
TriggerAll=p2name!="Ky Kiske"&&p4name!="Ky Kiske"
Trigger1 = stateno=5900


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

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

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

[State -3];ʒ[܂ł̋
Type = VarSet
Trigger1 = NumHelper(50000+id)&&NumHelper(60000+id)
fvar(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!=C
fvar(38) = 2
IgNoreHitPause = 1

[State -3];iK[hp
Type = VarSet
TriggerAll=NumEnemy
Trigger1 = P2StateType=C
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]
Trigger10= NumHelper(780+id)>0
Trigger10= P2StateNo=Helper(780+id),var(42)||P2StateNo=Helper(780+id),var(43)
fvar(38) = 1
IgNoreHitPause = 1

[State -3];iK[hp(Wp)
Type = VarSet
Triggerall = NumEnemy
Trigger1 = 0;P2StateType!=A
Trigger1 = fvar(38)!=2
Trigger2 = P2Name="millia"||P2Name="eddie"||P2Name="jam"||P2Name="potemkin"||P2Name="johnny"||P2Name="sol"||P2Name="Ky=kiske"
Trigger3 = P2Name="baiken"||P2Name="testa"||P2Name="justice"||P2Name="kliff"||P2Name="dizzy"||P2Name="gg_venom"||P2Name="faust"
Trigger4 = P2Name="anji mito"
Trigger4 = EnemyNear(floor(fvar(18))),AutHorName="@M"||EnemyNear(floor(fvar(18))),AutHorName="MEKA"
Trigger5 = P2Name="AXL"||P2Name="chipp"||P2Name="I-NO"||P2Name="may"||P2Name="SLAYER"||P2Name="A.B.A"
Trigger6 = P2Name="judgment"||P2Name="ROBO-KY"||P2Name="ROBO-KY1"
Trigger7 = EnemyNear(floor(fvar(18))),AutHorName="H"
Trigger7 = P2Name="Nanaya_Shiki"||P2Name="Yumiduka_Satsuki"||P2Name="Kohaku"||P2Name="Hisui"||P2Name="Akiha_Vermilion"||P2Name="Red_Arcueid"||P2Name="Hanny"
Trigger8 = EnemyNear(floor(fvar(18))),AutHorName="H"
Trigger8 = P2Name="Warachia"||P2Name="Nrvnqsr_Chaos"||P2Name="Sion_Eltnam_Atlasia"||P2Name="Len"||P2Name="Arima_Miyako"||P2Name="Kishima_kouma"
Trigger9 = EnemyNear(floor(fvar(18))),AutHorName="H"
Trigger9 = P2Name="Kishima_kouma"||P2Name="Tohno_Shiki"||P2Name="Aozaki_Aoko(CPU)"||P2Name="Kendo&Kyudo"||P2Name="Kunagi_Tenrou"||P2Name="Rouga_Zanma"
Trigger10 = EnemyNear(floor(fvar(18))),AutHorName="H"
Trigger10 = P2Name="Ren_Idagawa"||P2Name="Agito_Of_The_Dark"||P2Name="Sanzou_Kongoumaru"||P2Name="Manbou"||P2Name="Burai_Yamamoto"||P2Name="Devil_Daigo"
Trigger11 = EnemyNear(floor(fvar(18))),AutHorName="586"
Trigger11 = P2Name="Akane Satomura"||P2Name="Ayu Tukimiya"||P2Name="Kanna"||Enemy(0),Name="Kano Kirishima"||P2Name="Mai Kawasumi"||Enemy(0),Name="Makoto Sawatari"||P2Name="Mayu Shiina"
Trigger12 = EnemyNear(floor(fvar(18))),AutHorName="586"
Trigger12 = P2Name="Mishio Amano"||P2Name="Minagi Tohno"||P2Name="Misaki Kawana"||Enemy(0),Name="Misuzu Kamio"||P2Name="UNKNOWN"||Enemy(0),Name="Nayuki Minase"||P2Name="Sayuri Kurata"
Trigger13 = EnemyNear(floor(fvar(18))),AutHorName="Ahuron"
Trigger13 = P2Name="JAGI"||P2Name="REI"||P2Name="THOUTHER"||Enemy,Name="SHIN"
Trigger14 = P2Name="TOKI-(NERICYA)"||Enemy,Name="Toki"||P2Name="RAOH"||P2Name="KENSHIRO"||P2Name="JUDA-(NERICYA)"||P2Name="Mr.HEART"
Trigger15 = P2Name="Saki_Tsuzura"||P2Name="Heart_Aino"||P2Name="Lilica_Felchenerow"||Enemy,Name="Petra_Johanna_Lagerkvist"||P2Name="Kamui_Tokinomiya"
Trigger16 = Enemy,Name="kira"||P2Name="Fiona"||P2Name="Saki"||P2Name="Lieselotte"||P2Name="Konoha"||P2Name="Akane Inuwaka"||Enemy,Name="Maori"
Trigger17 = P2Name="Mouri Motonari"||Enemy,Name="Date Masamune"||P2Name="Katakura Kojuro"||P2Name="Keiji"||P2Name="oichi"
fvar(38) = 1
IgNoreHitPause = 1

[State -3];iK[hp(Wp)GG
Type = VarSet
Triggerall = NumEnemy
Trigger1 = 0;P2StateType!=A
Trigger1 = fvar(38)!=2
Trigger2 = P2Name="millia"
Trigger2 = (P2StateNo!=410&&P2StateNo!=420&&P2StateNo!=450&&P2StateNo!=1500)
Trigger3 = P2Name="eddie"
Trigger3 = (P2StateNo!=1000&&P2StateNo!=1050&&!EnemyNear(floor(fvar(18))),NumHelper(1002)&&!EnemyNear(floor(fvar(18))),NumHelper(1001))
Trigger3 = (P2StateNo!=1800&&P2StateNo!=1850)
Trigger3 = (P2StateNo!=210&&P2StateNo!=410&&P2StateNo!=450)
Trigger4 = 0
Trigger5 = 0
Trigger6 = P2Name="jam"
Trigger6 = (P2StateNo!=210&&P2StateNo!=410&&P2StateNo!=450&&P2StateNo!=432&&P2StateNo!=450&&P2StateNo!=1320)
Trigger7 = P2Name="potemkin"
Trigger7 = (P2StateNo!=210&&P2StateNo!=410&&P2StateNo!=450&&P2StateNo!=1301)
Trigger8 = P2Name="johnny"
Trigger8 = (P2StateNo!=410&&P2StateNo!=420&&(P2StateNo!=[450,451])&&(P2StateNo!=[1021,1023])&&P2StateNo!=1061&&(P2StateNo!=[1063,1064])&&P2StateNo!=1067&&(P2StateNo!=[1070,1074])&&P2StateNo!=1077)
Trigger9 = P2Name="baiken"||P2Name="testa"||P2Name="justice"||P2Name="kliff"||P2Name="dizzy"
Trigger9 = (P2StateNo!=410&&P2StateNo!=450)
Trigger10= P2Name="sol"
Trigger10= (P2StateNo!=410&&P2StateNo!=450&&P2StateNo!=1200)
Trigger11= P2Name="gg_venom"
Trigger11= (P2StateNo!=410&&P2StateNo!=420&&(P2StateNo!=[450,451]))
Trigger12= P2Name="anji mito"
Trigger12= EnemyNear(floor(fvar(18))),AutHorName="@M"
Trigger12= (P2StateNo!=410&&P2StateNo!=430&&P2StateNo!=1400&&P2StateNo!=2400)
Trigger13= P2Name="Anji Mito" 
Trigger13= P2Name="MEKA"
Trigger13= (P2StateNo!=410&&P2StateNo!=430&&P2StateNo!=450&&P2StateNo!=1450)
Trigger14= P2Name="Ky=kiske"
Trigger14= (P2StateNo!=210&&P2StateNo!=410&&P2StateNo!=420&&P2StateNo!=440&&P2StateNo!=450&&P2StateNo!=1200&&P2StateNo!=10210&&P2StateNo!=10410&&P2StateNo!=10420&&P2StateNo!=1500)
Trigger15= P2Name="faust"
Trigger15= (P2StateNo!=400&&(P2StateNo!=[410,411])&&P2StateNo!=415&&P2StateNo!=450&&P2StateNo!=1130&&P2StateNo!=3000)
Trigger16= P2Name="AXL"
Trigger16= (P2StateNo!=400&&P2StateNo!=410&&P2StateNo!=430&&P2StateNo!=450&&P2StateNo!=206&&(P2StateNo!=[1120,1124]))
Trigger17= P2Name="chipp"
Trigger17= (P2StateNo!=410&&P2StateNo!=420&&P2StateNo!=450&&P2StateNo!=1300&&P2StateNo!=1310)
Trigger18= P2Name="I-NO"
Trigger18= (P2StateNo!=410&&P2StateNo!=450&&P2StateNo!=1000&&P2StateNo!=1050)
Trigger19= P2Name="may"
Trigger19= (P2StateNo!=410&&P2StateNo!=415&&P2StateNo!=430&&P2StateNo!=450&&P2StateNo!=1500)
Trigger20= P2Name="SLAYER"
Trigger20= (P2StateNo!=410&&P2StateNo!=430&&P2StateNo!=450)
Trigger21= P2Name="A.B.A"
Trigger21= (P2StateNo!=225&&P2StateNo!=410&&P2StateNo!=450&&P2StateNo!=10450)
Trigger22= P2Name="judgment"
Trigger22= (P2StateNo!=400&&P2StateNo!=410&&P2StateNo!=3200&&!EnemyNear(floor(fvar(18))),NumHelper(6510))
Trigger23= P2Name="ROBO-KY"||P2Name="ROBO-KY1"
Trigger23= ((P2StateNo!=[230,231])&&P2StateNo!=410&&P2StateNo!=430)
fvar(38) = 2
IgNoreHitPause = 1

[State -3];iK[hp(Wp)Haaala@
Type = VarSet
Triggerall = NumEnemy
TriggerAll = EnemyNear(floor(fvar(18))),AutHorName="H"
Trigger1 = P2Name="Nanaya_Shiki"||P2Name="Rouga_Zanma"
Trigger1 = (P2StateNo!=410&&P2StateNo!=420)
Trigger2 = P2Name="Yumiduka_Satsuki"
Trigger2 = ((P2StateNo!=[420,422])&&(P2StateNo!=[430,433]))
Trigger3 = P2Name="Kohaku"
Trigger3 = (P2StateNo!=400&&P2StateNo!=420&&P2StateNo!=430&&P2StateNo!=932)
Trigger4 = P2Name="Hisui"
Trigger4 = (P2StateNo!=420)
Trigger5 = P2Name="Akiha_Vermilion"
Trigger5 = (P2StateNo!=400&&(P2StateNo!=[410,411])&&P2StateNo!=430&&P2StateNo!=932)
Trigger6 = P2Name="Red_Arcueid"
Trigger6 = (P2StateNo!=410&&(P2StateNo!=[400,401])&&P2StateNo!=420&&P2StateNo!=430)
Trigger7 = P2Name="Warachia"
Trigger7 = (P2StateNo!=400&&P2StateNo!=420)
Trigger8 = P2Name="Nrvnqsr_Chaos"
Trigger8 = (P2StateNo!=400&&P2StateNo!=410)
Trigger9 = P2Name="Sion_Eltnam_Atlasia"
Trigger9 = (P2StateNo!=400&&P2StateNo!=410&&P2StateNo!=420&&P2StateNo!=1000)
Trigger10 = P2Name="Len"
Trigger10 = (P2StateNo!=410&&(P2StateNo!=[1100,1110]))
Trigger11 = P2Name="Arima_Miyako"
Trigger11 = (P2StateNo!=400&&P2StateNo!=420&&P2StateNo!=1050)
Trigger12 = P2Name="Kishima_kouma"
Trigger12 = (P2StateNo!=420&&P2StateNo!=430&&P2StateNo!=1113&&P2StateNo!=1103)
Trigger13 = P2Name="Tohno_Shiki"
Trigger13 = (P2StateNo!=410&&P2StateNo!=420&&P2StateNo!=1000&&P2StateNo!=1050&&P2StateNo!=2000)
Trigger14 = P2Name="Aozaki_Aoko(CPU)"
Trigger14 = (P2StateNo!=200)
Trigger15 = P2Name="Kendo&Kyudo"
Trigger15 = (P2StateNo!=220)
Trigger16 = P2Name="Kunagi_Tenrou"
Trigger16 = (P2StateNo!=410&&P2StateNo!=420&&P2StateNo!=1020)
Trigger17 = P2Name="Ren_Idagawa"||P2Name="Manbou"
Trigger17 = (P2StateNo!=400)
Trigger18 = P2Name="Agito_Of_The_Dark"||P2Name="Burai_Yamamoto"||P2Name="Devil_Daigo"
Trigger18 = (P2StateNo!=410)
Trigger19 = P2Name="Sanzou_Kongoumaru"
Trigger19 = (P2StateNo!=1010&&P2StateNo!=400)
Trigger20 = P2Name="Hanny"
Trigger20 = (P2StateNo!=411)
fvar(38) = 2
IgNoreHitPause = 1

[State -3];iK[hp(Wp)586EFZ@
Type = VarSet
Triggerall = NumEnemy
TriggerAll = EnemyNear(floor(fvar(18))),AutHorName="586"
Trigger1 = P2Name="Akane Satomura"
Trigger1 = (P2StateNo!=1305&&P2StateNo!=300&&P2StateNo!=350)
Trigger2 = P2Name="Ayu Tukimiya"
Trigger2 = (P2StateNo!=300&&P2StateNo!=320)
Trigger3 = P2Name="Kanna"
Trigger3 = (P2StateNo!=300&&P2StateNo!=310)
Trigger4 = Enemy(0),Name="Kano Kirishima"
Trigger4 = (P2StateNo!=310&&P2StateNo!=325&&P2StateNo!=350&&P2StateNo!=360)
Trigger5 = P2Name="Mai Kawasumi"
Trigger5 = (P2StateNo!=300&&P2StateNo!=310&&P2StateNo!=320&&P2StateNo!=1020&&P2StateNo!=1101&&P2StateNo!=7120)
Trigger6 = Enemy(0),Name="Makoto Sawatari"
Trigger6 = (P2StateNo!=300&&P2StateNo!=370&&P2StateNo!=320&&P2StateNo!=350&&(P2StateNo!=[6200,6270]))
Trigger7 = P2Name="Mayu Shiina"
Trigger7 = (P2StateNo!=300&&P2StateNo!=310&&P2StateNo!=315&&P2StateNo!=320)
Trigger8 = P2Name="Mishio Amano"
Trigger8 = (P2StateNo!=200&&P2StateNo!=250&&P2StateNo!=300&&P2StateNo!=320&&P2StateNo!=350&&P2StateNo!=370)
Trigger9 = P2Name="Minagi Tohno"
Trigger9 = (P2StateNo!=310&&P2StateNo!=320&&P2StateNo!=350&&P2StateNo!=360)
Trigger10 = P2Name="Misaki Kawana"
Trigger10 = (P2StateNo!=300&&P2StateNo!=310&&P2StateNo!=320&&P2StateNo!=350&&P2StateNo!=360)
Trigger11 = P2Name="Misuzu Kamio"
Trigger11 = (P2StateNo!=300&&P2StateNo!=310&&P2StateNo!=320)
Trigger12 = P2Name="UNKNOWN"
Trigger12 = (P2StateNo!=300&&P2StateNo!=310&&P2StateNo!=320&&P2StateNo!=350&&P2StateNo!=360&&P2StateNo!=7001)
Trigger13 = P2Name="Nayuki Minase"
Trigger13 = (P2StateNo!=200&&P2StateNo!=240&&P2StateNo!=300&&P2StateNo!=310&&P2StateNo!=320&&P2StateNo!=350&&P2StateNo!=1000)
Trigger14 = P2Name="Sayuri Kurata"
Trigger14 = (P2StateNo!=210&&P2StateNo!=300)
fvar(38) = 2
IgNoreHitPause = 1

[State -3];iK[hp(Wp)گð@
Type = VarSet
Triggerall = NumEnemy
Trigger1 = EnemyNear(floor(fvar(18))),AutHorName="Ahuron"
Trigger1 = P2Name="JAGI"
Trigger1 = (P2StateNo!=235&&P2StateNo!=430&&P2StateNo!=1700)
Trigger2 = EnemyNear(floor(fvar(18))),AutHorName="Ahuron"
Trigger2 = P2Name="REI"
Trigger2 = (P2StateNo!=430&&P2StateNo!=440)
Trigger3 = EnemyNear(floor(fvar(18))),AutHorName="Ahuron"
Trigger3 = P2Name="THOUTHER"
Trigger3 = (P2StateNo!=245&&P2StateNo!=260&&P2StateNo!=410&&P2StateNo!=430&&P2StateNo!=440&&P2StateNo!=1320)
Trigger4 = EnemyNear(floor(fvar(18))),AutHorName="Ahuron"
Trigger4 = Enemy,Name="SHIN"
Trigger4 = (P2StateNo!=235&&P2StateNo!=240&&P2StateNo!=260&&P2StateNo!=430&&P2StateNo!=440&&P2StateNo!=2000)
Trigger5 = P2Name="TOKI-(NERICYA)"
Trigger5 = (P2StateNo!=430)
Trigger6 = Enemy,Name="Toki"
Trigger6 = (P2StateNo!=8420)
Trigger7 = P2Name="RAOH"
Trigger7 = (P2StateNo!=8400&&P2StateNo!=8430&&P2StateNo!=8420&&P2StateNo!=400&&P2StateNo!=420&&P2StateNo!=9400)
Trigger8 = P2Name="KENSHIRO"
Trigger8 = (P2StateNo!=8430&&P2StateNo!=8420)
Trigger9 = P2Name="JUDA-(NERICYA)"
Trigger9 = (P2StateNo!=235&&P2StateNo!=430&&P2StateNo!=440)
Trigger10 = P2Name="Mr.HEART"
Trigger10 = (P2StateNo!=430)
fvar(38) = 2
IgNoreHitPause = 1


[State -3];iK[hp(Wp)կұٶŁ|@
Type = VarSet
Triggerall = NumEnemy
Trigger1 = EnemyNear(floor(fvar(18))),AutHorName="Ina"
Trigger1 = P2Name="Saki_Tsuzura"
Trigger1 = (P2StateNo!=230&&P2StateNo!=240&&P2StateNo!=250&&P2StateNo!=512&&(P2StateNo!=[531,532])&&P2StateNo!=581)
Trigger2 = EnemyNear(floor(fvar(18))),AutHorName="Ina"
Trigger2 = P2Name="Heart_Aino"
Trigger2 = (P2StateNo!=230&&P2StateNo!=240&&P2StateNo!=250&&P2StateNo!=585)
Trigger3 = EnemyNear(floor(fvar(18))),AutHorName="Ina"
Trigger3 = P2Name="Lilica_Felchenerow"
Trigger3 = (P2StateNo!=230&&P2StateNo!=240&&P2StateNo!=250&&(P2StateNo!=[441,442]))
Trigger4 = EnemyNear(floor(fvar(18))),AutHorName="Ina"
Trigger4 = Enemy,Name="Petra_Johanna_Lagerkvist"
Trigger4 = (P2StateNo!=230&&P2StateNo!=245&&P2StateNo!=250&&P2StateNo!=512&&P2StateNo!=581)
Trigger5 = EnemyNear(floor(fvar(18))),AutHorName="Ina"
Trigger5 = P2Name="Kamui_Tokinomiya"
Trigger5 = (P2StateNo!=240&&P2StateNo!=250)
Trigger6 = Enemy,Name="kira"
Trigger6 = (P2StateNo!=420)
Trigger7 = P2Name="Fiona"
Trigger7 = (P2StateNo!=9400&&(P2StateNo!=[9420,9421])&&P2StateNo!=9731&&P2StateNo!=410&&P2StateNo!=420&&P2StateNo!=1020&&P2StateNo!=1041)
Trigger8 = P2Name="Saki"
Trigger8 = (P2StateNo!=9400&&(P2StateNo!=[9420,9421])&&P2StateNo!=9731&&P2StateNo!=410&&P2StateNo!=420&&P2StateNo!=1020&&P2StateNo!=1041&&P2StateNo!=2011)
Trigger9 = P2Name="Lieselotte"
Trigger9 = (P2StateNo!=410&&(P2StateNo!=[420,422]))
Trigger10 = P2Name="Konoha"
Trigger10 = ((P2StateNo!=[410,420]))
Trigger11 = P2Name="Akane Inuwaka"
Trigger11 = (P2StateNo!=400&&P2StateNo!=420&&P2StateNo!=1301)
Trigger12 = Enemy,Name="Maori"
Trigger12 = (((P2StateNo!=[997,1000])&&Enemy,var(5)!=2)&&P2StateNo!=215&&P2StateNo!=420&&P2StateNo!=405&&P2StateNo!=415&&P2StateNo!=620)
fvar(38) = 2
IgNoreHitPause = 1

[State -3];iK[hp(Wp)Ӱް@̉̕D2MAD̕vo
Type = VarSet
Triggerall = NumEnemy
Trigger1 = P2Name="oichi"
Trigger1 = (P2StateNo!=200&&P2StateNo!=400&&P2StateNo!=420&&P2StateNo!=1300&&P2StateNo!=1330)
Trigger2 = P2Name="Keiji"
Trigger2 = (P2StateNo!=400&&P2StateNo!=420&&P2StateNo!=1105)
Trigger3 = P2Name="Katakura Kojuro"
Trigger3 = (P2StateNo!=400&&P2StateNo!=1005&&P2StateNo!=1300)
Trigger4 = Enemy,Name="Date Masamune"
Trigger4 = (P2StateNo!=400&&P2StateNo!=430)
Trigger5 = P2Name="Mouri Motonari"
Trigger5 = (P2StateNo!=260&&P2StateNo!=400&&P2StateNo!=430)
fvar(38) = 2
IgNoreHitPause = 1

[State -3];K[hs\p()
Type = VarSet
Triggerall = NumEnemy
Trigger1 = 0;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= 0;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=C
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!=C
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) = 15
IgNoreHitPause = 1

[State -3];Gԗp
Type = VarSet
TriggerAll=var(34)>0
Trigger1=RoundState=2
fvar(26) = var(34)
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(29) = 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(29)
Trigger1 = EnemyNear(floor(fvar(18))),GetHitVar(fall)=1
fvar(29) = 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(29) = 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(420)
Trigger1 = Target,StateNo=421
Trigger1 = fvar(29):=39+EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)
Trigger2 = NumTarget(205)
Trigger2 = Target,StateNo=201||Target,StateNo=204
Trigger2 = fvar(29):=38+EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)
Trigger3 = NumTarget(3200)
Trigger3 = Target,StateNo=1325
Trigger3 = fvar(29):=33+EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)
IgNoreHitPause = 1


[State -3,1];gc莞ԗp
Type = varadd
TriggerAll=!EnemyNear(floor(fvar(18))),Time
TriggerAll=RoundState=2
Trigger1 = NumTarget(420)
Trigger1 = Target,StateNo=[422,423]
Trigger1 = Target,PrevStateNo=[422,423]
Trigger2 = NumTarget(205)
Trigger2 = (Target,StateNo=[202,203])||(Target,StateNo=[207,208])
Trigger2 = (Target,PrevStateNo=[202,203])||(Target,PrevStateNo=[207,208])
Trigger3 = NumTarget(3200)
Trigger3 = Target,StateNo=[1326,1327]
Trigger3 = Target,PrevStateNo=[1326,1327]
Trigger4 = NumTarget(1400)
Trigger4 = Target,StateNo=[1422,1423]
Trigger4 = Target,PrevStateNo=[1422,1423]
fvar(29) = -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(29)
Trigger1 = EnemyNear(floor(fvar(18))),GetHitVar(fall)=0
fvar(29) = 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(29) = EnemyNear(floor(fvar(18))),GetHitVar(CtrlTime)+EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)
IgNoreHitPause = 1

[State -3,ComboFlagSet];莞ԗp
Type = VarAdd
Trigger1 = fvar(29)>0
;Trigger1 = P2MoveType=H
fvar(29) = -1
IgNoreHitPause = 1


[State -3,ComboFlagSet];莞ԗpZbg
Type = VarSet
Trigger1 = P2MoveType!=H
fvar(29) = 0
IgNoreHitPause = 1

;
;ėpލs
;

;
;var(55) R{p
;

[State -3,JEg];
Type = VarSet
Trigger1 = PrevStateNo=810
Trigger1 = StateNo=960
var(55) = 1


[State -3,JEg];󓊂
Type = VarSet
Trigger1 = fvar(17)>65&&(var(58)=2||Pos y>-120)
Trigger1 = StateNo=860&&time=1
var(55) = 2

[State -3,JEg];
Type = VarSet
Trigger1 = MoveHit=1&&!var(21)
Trigger1 = StateNo=810
Trigger1 = var(55)!=1
Trigger1 = var(58)=2
Trigger2 = MoveHit&&StateNo=3505
var(55) = 3



[State -3,JEg];
Type = VarSet
Trigger1 = MoveHit&&StateNo=3505
var(55) = 6

[State -3,JEg];
Type = VarSet
Trigger1 = MoveHit
Trigger1 = StateNo=[1340,1349]
Trigger1 = NumHelper(50000+id)>0&&NumHelper(60000+id)>0
Trigger1 = ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<110
Trigger2 = StateNo=620
Trigger2 = MoveHit
Trigger2 = fvar(29)>26
Trigger2 = var(55)!=3
Trigger2 = var(58)=2
var(55) = 9


[State -3,JEgZbg]
type = varset
TriggerAll = var(55)=[1,9]
Trigger1 = MoveType=H||P2MoveType=A
Trigger2 = P2MoveType!=H
Trigger3 = var(55)=1
Trigger3 = StateNo=430
Trigger4 = var(55)=2
Trigger4 = (StateNo=[1500,1530])||(StateNo=[220,450])
Trigger5 = var(55)=9
Trigger5 = (StateNo=[430,450])||StateNo=99||StateNo=233
Trigger6 = var(55)=3
Trigger6 = StateNo=52||StateNo=1102||StateNo=430
Trigger7 = var(55)=4||var(55)=6
Trigger7 = StateNo=52||(StateNo=[600,640])
Trigger8 = var(55)=5
Trigger8 = StateNo=[200,640]
var(55)=0


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

[State -2,JEgZbg]
type = varset
Trigger1 = var(55)=25
Trigger1 = StateNo!=35&&StateNo!=41&&StateType!=A||P2StateType!=A
Trigger2 = var(55)=40
Trigger2 = StateNo!=35&&StateNo!=41&&StateType!=A
var(55)=0

[State -2,JEgZbg]
type = varset
TriggerAll = var(55)=75
Trigger1 = StateNo=[120,159]
var(55)=0

[State -2,JEgZbg]
type = varset
TriggerAll = var(55)=22
Trigger1 = StateNo=1110||MoveType=H
Trigger2 = StateType!=A&&(StateNo!=[2700,2710])&&StateNo!=450&&StateNo!=232&&(StateNo!=[220,225])
var(55)=0

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


[State -2,JEg];␳؂_
Type = VarSet
TriggerAll=var(59)>7&&Random<=400
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(45))
TriggerAll=Power>499||var(42)>0||palNo=11
Trigger1 = MoveHit=1
Trigger1 = StateNo=220
Trigger1 = var(50)<-75
var(55) = 99
[State -2,JEgZbg]
type = varset
TriggerAll = var(55)=99
Trigger1 = StateNo!=220&&MoveContAct
var(55)=0

[State -2,JEg];ΐlpē
Type = VarSet
TriggerAll=var(59)>6&&Random<=150+(ceil(var(50)/12))*50*(Power>499)
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(45))
TriggerAll=P2StateType!=A
TriggerAll=Power>499
TriggerAll=P2BodyDist X*fvar(8)=[-5,55]
Trigger1 = (StateNo=[400,410])||StateNo=200||StateNo=210||StateNo=233&&var(50)>88||StateNo=600&&PrevStateNo=600
Trigger1 = MoveGuarded=1
Trigger2 = StateNo=52&&!time
Trigger2 = fvar(35)<3||(P2StateNo=[120,159])&&fvar(29)<5
var(55) = 100

[State -2,JEgZbg]
type = varset
TriggerAll = var(55)=100
Trigger1 = (P2StateNo=[35,41])||P2StateType=A
Trigger2 = P2BodyDist X*fvar(8)>65
Trigger3 = P2MoveType=H&&(P2StateNo!=[120,159])
var(55)=0

[State -2,JEg]
Type = VarSet
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=StateType!=A
TriggerAll=(StateNo=[200,450])
TriggerAll=P2StateType!=L
TriggerAll=PrevStateNo=[800,805]
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)<25
Trigger1 = EnemyNear(floor(fvar(18))),AutHorName="muteki"
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,]
Type = ChangeState
value = 195
TriggerAll=var(59)>=7
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=PrevStateNo!=[195,197]
TriggerAll=PrevStateNo!=4000
TriggerAll=P2Name="JAGI"||P2Name="REI"||P2Name="THOUTHER"||Enemy,Name="SHIN"||P2Name="TOKI-(NERICYA)"||Enemy,Name="Toki"||P2Name="RAOH"||P2Name="KENSHIRO"||P2Name="JUDA-(NERICYA)"||P2Name="Mr.HEART"
Trigger1 = StateType!=A
Trigger1 = ctrl
Trigger2 = StateNo=100
Trigger3 = StateNo=101
Trigger4 = StateNo=40||StateNo=52

[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=PrevStateNo!=[195,197]
TriggerAll=var(40)=0
Trigger1 = StateType!=A
Trigger1 = ctrl
Trigger2 = StateNo=100
Trigger3 = StateNo=101
Trigger4 = StateNo=40||StateNo=52

[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
TriggerAll=Helper(780+id),fvar(27)<=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= 196,20,63)

;
;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=[10,22])||(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,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,Ot];Ot
type = ChangeState
value = 1200
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,11]
TriggerAll=var(58)=2
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])||(StateNo=[120,140])&&(anim!=300)&&var(38)<=0
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=(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*7+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*28)=[-55,-10]
TriggerAll=Random<var(59)*(15+(var(42)>0||palNo=11)*15)
Trigger1 = P2BodyDist X*fvar(8)-vel x*7-(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-15,15]

[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=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])||(StateNo=[120,140])&&(anim!=300)&&var(38)<=0
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||(!teammode=simul)&&Enemy,NumHelper=Helper(780+id),var(51)&&Enemy,NumProj=0
TriggerAll=P2StateType=A
TriggerAll=EnemyNear(floor(fvar(18))),vel y>0
TriggerAll=(Helper(780+id),var(48))>(30+floor(random/100)-12*(var(59)-8))||var(59)=11
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*3.5)*7=[-65,0]
TriggerAll=Random<var(59)*15
Trigger1 = P2BodyDist X*fvar(8)-vel x*3.5-(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-5,40]

[State -1,junp];󓊂pjunp
Type = ChangeState
value = ifelse(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6<=-80,41,35)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[10,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=P2StateNo!=105
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||StateNo=52||(StateNo=[100,101])||(StateNo=[120,140])&&(anim!=300)&&var(38)<=0
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6>=-140
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||PrevStateno=5120||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>3
TriggerAll=P2StateType=A
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,FB];FBS
Type = ChangeState
Value = 1300
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(58)=2
TriggerAll=RoundState=2
triggerall=var(40)=0
TriggerAll=StateType!=A
TriggerAll=Power>499
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(StateNo=[120,140])&&(anim!=300)&&var(38)<=0||(StateNo=[200,451])&&(MoveContAct||MoveReversed)&&(StateNo!=[233,240])&&!var(3)
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo>199
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
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=Random<var(59)*60||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-18||var(59)<7
TriggerAll=!P2BodyDist Y*fvar(9)
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-5-45*(P2Dist X>0&&P2StateType!=A),200]
Trigger1 = ((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>7||fvar(26)>7
Trigger1 = var(55):=14
Trigger2 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[120,200]
Trigger2 = !(((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)<=7)||fvar(26)>7
Trigger2 = var(55):=14
[State -3,FB];FBS
Type = ChangeState
Value = 1300
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(58)=2
TriggerAll=RoundState=2
triggerall=var(40)=0
TriggerAll=StateType!=A
TriggerAll=Power>499
TriggerAll=Helper(780+id),sysvar(0)
TriggerAll=(StateNo=151||StateNo=153||StateNo=155)||(((var(20)=[1,7])&&Time>=15)||HitShakeOver)&&(stateno=150||stateno=152||stateno=154)||stateno=156&&Time>=13
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo>199
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
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=Random<var(59)*60||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-18||var(59)<7
TriggerAll=!P2BodyDist Y*fvar(9)
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-5,200]
Trigger1 = ((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>7
Trigger1 = var(55):=14
Trigger2 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[120,200]
Trigger2 = !(((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)<=7)
Trigger2 = var(55):=14

[State -3,saisin];r
Type = ChangeState
Value = 3400
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(58)=1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(StateNo=[120,140])&&(anim!=300)&&var(38)<=0||(StateNo=[200,451])&&MoveContAct&&(StateNo!=[233,240])&&!var(3)
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo>199&&(P2StateNo!=[800,805])
TriggerAll=!(EnemyNear(floor(fvar(18))),HitDefAttr=SCA,AT)
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=[5000,5270])||(PrevStateNo=[140,159])
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=MoveContAct
TriggerAll=(Helper(780+id),fvar(27)<=0)
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime<-19||var(59)<7
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-5,180]
Trigger1 = !P2BodyDist Y*fvar(9)


[State -3,saisin];r
Type = ChangeState
Value = 3500
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(58)=1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(StateNo=[120,140])&&(anim!=300)&&var(38)<=0||(StateNo=[200,451])&&MoveContAct&&(StateNo!=[233,240])&&!var(3)
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo>199&&(P2StateNo!=[800,805])
TriggerAll=!(EnemyNear(floor(fvar(18))),HitDefAttr=SCA,AT)
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=[5000,5270])||(PrevStateNo=[140,159])
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=MoveContAct
TriggerAll=(Helper(780+id),fvar(27)<=0)
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime<-9||var(59)<7
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-5,110]
Trigger1 = !P2BodyDist Y*fvar(9)

[State -3,saisin];Ӑ_
Type = ChangeState
Value = 3200
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Power>1499-500*(var(58)!=2)
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo>199&&(P2StateNo!=[800,805])
TriggerAll=!(EnemyNear(floor(fvar(18))),HitDefAttr=SCA,AT)
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=[5000,5270])||(PrevStateNo=[140,159])
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-3||var(59)<7
TriggerAll=P2BodyDist X*fvar(8)=[-5-25*(P2Dist X>0),32+((StateNo!=[0,26])&&StateNo!=130)*vel X*9.1+(EnemyNear(floor(fvar(18))),vel x*3)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=!P2BodyDist Y*fvar(9)
Trigger1 = ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(StateNo=[120,140])&&(anim!=300)&&var(38)<=0||(StateNo=[200,451])&&(MoveContAct||MoveReversed)&&(StateNo!=[233,240])&&!var(3)
Trigger2 = Helper(780+id),sysvar(0)
Trigger2 = (StateNo=151||StateNo=153||StateNo=155)||(((var(20)=[1,7])&&Time>=15)||HitShakeOver)&&(stateno=150||stateno=152||stateno=154)||stateno=156&&Time>=13
Trigger2 = !(EnemyNear(floor(fvar(18))),MoveContAct)

[State -1,Ot];Ot
type = ChangeState
value = 1200
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=fvar(26)<=1
TriggerAll=var(58)=2
TriggerAll=RoundState=2
triggerall=var(40)=0
TriggerAll=StateType!=A
TriggerAll=P2StateType!=C
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo=[200,999]
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=Random<var(59)*60||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-7||var(59)<7
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*7+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*28)=[-55,0]
TriggerAll=Random<var(59)*(5+(var(42)>0||palNo=11)*25)
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2BodyDist X*fvar(8)-vel x*3-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-15,15]
Trigger1 = Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(StateNo=[120,140])&&(anim!=300)&&var(38)<=0
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,gs];TCNo[Xg
Type = null;ChangeState
value = 750
TriggerAll=!IsHelper
TriggerAll=var(59)>4
TriggerAll=RoundState=2
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=fvar(33)>=1.5
TriggerAll=!fvar(28)
TriggerAll=fvar(26)<=1
TriggerAll=Power<PowerMax/2
TriggerAll=P2StateType!=C
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*18)*(1-(Facing=Enemynear,Facing)*2)=[-44,44]
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=[140,159])
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]
Trigger3 = 0;Anim = 300 && var(38) >= 1
Trigger3 = var(55):=75

[State -3];EM
Type = ChangeState
value = 2500
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=var(58)=1
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=!fvar(35)
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),fvar(39)=0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[22-22*(power<500),33]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=!(EnemyNear(floor(fvar(18))),HitDefAttr=SCA,AT)
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo!=40
TriggerAll=P2StateNo<1000
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=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = Ctrl||(StateNo=[100,101])||StateNo=52||(Stateno=[10,22])||(StateNo=[120,140])&&(anim!=300)&&var(38)<=0
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];
Type = ChangeState
value = ifelse((fvar(24)=[3,4]),805,800)
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=!fvar(35)
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),fvar(39)=0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-5-19*(P2Dist X>0),22]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo!=40
TriggerAll=(Ctrl||fvar(28))||(StateNo=5120&&animtime=0)||(StateNo=[100,101])||StateNo=52||(Stateno=[10,22])||(StateNo=[120,140])&&(anim!=300)&&var(38)<=0
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)=[-42,55-(var(58)=2)*11]
TriggerAll=P2BodyDist Y*fvar(9)=[-49,19]
TriggerAll=!fvar(35)
triggerall = !helper(780+id),var(8)
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=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 -2,P];P
type = varset
var(39) = 1
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[9,11]
;TriggerAll=fvar(26)<8
TriggerAll=StateType!=A
TriggerAll=P2MoveType=A||InGuardDist||(Helper(780+id),var(58))
triggerAll=!var(36)&&!var(35)
triggerAll=fvar(38)=2
TriggerAll=Random<=var(59)*var(59)*6||var(59)>10
TriggerAll=NumHelper(780+id)>0
TriggerAll=ctrl||fvar(28)||(StateNo=[10,22])||stateno=52||(StateNo=[100,101])||stateno=90&&var(38)=0||(stateno=[120,130]);&&!var(25)
Trigger1 = (Helper(780+id),var(59)-EnemyNear(floor(fvar(18))),Time)=[0,(6-2*(11-var(59)))]
Trigger1 = (Helper(780+id),var(59)>=2)
Trigger2 = (Helper(780+id),var(59)<=1)
Trigger2 = P2StateNo<=2000
Trigger2 = EnemyNear(floor(fvar(18))),time=4
Trigger3 = PrevStateNo=5120
Trigger4 = !(EnemyNear(floor(fvar(18))),MoveContAct)&&EnemyNear(floor(fvar(18))),time>=10
Trigger4 = (Helper(780+id),var(59)<EnemyNear(floor(fvar(18))),time)
[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 = 0;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,dash];dash
type = ChangeState
value = 100
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=1
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
;TriggerAll=(P2StateNo!=[10,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
;TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
;TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-8
TriggerAll=P2BodyDist X*fvar(8)>0
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*9)*10=[-65,0]
TriggerAll=Random<=var(59)*120
TriggerAll=fvar(26)>1
Trigger1 = Ctrl||(StateNo=[10,22])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])||(StateNo=[120,140])&&(anim!=300)&&var(38)<=0

[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!=[10,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-6
TriggerAll=P2BodyDist X*fvar(8)=[0-25*(p2Dist X>0&&p2StateType!=A),50+vel x*2+(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=!P2BodyDist Y*fvar(9)&&p2StateType!=A
TriggerAll=Random<=var(59)*120
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
Trigger1=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])||(StateNo=[120,140])&&(anim!=300)&&var(38)<=0
Trigger1=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=6||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>6||(Helper(780+id),var(49))>0


[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!=[10,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-6
TriggerAll=P2BodyDist X*fvar(8)=[-10,30]
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=[-45,0]
TriggerAll=Random<=var(59)*120
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
Trigger1 = !InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=6||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>6||(Helper(780+id),var(49))>0
Trigger1 = Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])||(StateNo=[120,140])&&(anim!=300)&&var(38)<=0

[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!=[10,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-6
TriggerAll=P2BodyDist X*fvar(8)=[0,40+vel x*4+(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=Random<=var(59)*120
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
Trigger1=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])||(StateNo=[120,140])&&(anim!=300)&&var(38)<=0
Trigger1=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=6||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>6||(Helper(780+id),var(49))>0


[State -1,C_S];2HS
type = ChangeState
value = 432
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=var(58)=1
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(P2StateNo!=[10,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-8
TriggerAll=P2BodyDist X*fvar(8)=[0,90+vel x*4+(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=!P2BodyDist Y*fvar(9)&&p2StateType!=A
TriggerAll=Random<=var(59)*120
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
Trigger1=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])||(StateNo=[120,140])&&(anim!=300)&&var(38)<=0
Trigger1=!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


[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!=[10,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-6
TriggerAll=P2BodyDist X*fvar(8)=[-4,70+(vel X>0)*4+vel x*3+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=!P2BodyDist Y*fvar(9)&&P2StateType!=A
TriggerAll=Random<=var(59)*120
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
Trigger1=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])||(StateNo=[120,140])&&(anim!=300)&&var(38)<=0
Trigger1=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=6||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>6||(Helper(780+id),var(49))>0

[State -1,5k];5K
type = ChangeState
value = 210
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(P2StateNo!=[10,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-5
TriggerAll=P2BodyDist X*fvar(8)=[0,52+vel x*3+(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=!P2BodyDist Y*fvar(9)&&p2StateType!=A
TriggerAll=Random<=var(59)*120
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
Trigger1=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])||(StateNo=[120,140])&&(anim!=300)&&var(38)<=0
Trigger1=!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

[State -1,6hs];6hs
type = ChangeState
value = 233
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=var(58)=2
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(P2StateNo!=[10,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-18
TriggerAll=P2BodyDist X*fvar(8)=[0,64+vel x*3+(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=!P2BodyDist Y*fvar(9)&&p2StateType!=A
TriggerAll=Random<=var(59)*120
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
Trigger1=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])||(StateNo=[120,140])&&(anim!=300)&&var(38)<=0
Trigger1=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=18||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>18||(Helper(780+id),var(49))>0

[State -1,2hs];2hs
type = ChangeState
value = 430
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=var(58)!=1
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2MoveType=A
TriggerAll=P2StateType=A
TriggerAll=(P2StateNo!=[10,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-9
TriggerAll=P2BodyDist X*fvar(8)=[0,75+vel x*3+(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*4)*8=[-65-40*(fvar(26)>9),0]
TriggerAll=Random<=var(59)*120
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
Trigger1 = !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
Trigger1 = Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])||(StateNo=[120,140])&&(anim!=300)&&var(38)<=0

[State -1,s_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=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2MoveType=A
TriggerAll=P2StateType!=C
TriggerAll=(P2StateNo!=[10,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-6
TriggerAll=P2BodyDist X*fvar(8)=[31,80+vel x*3+(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*4)*7=[-65-40*(fvar(26)>0),0]
TriggerAll=Random<=var(59)*120
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
Trigger1 = !InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=6||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>6||(Helper(780+id),var(49))>0
Trigger1 = Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])||(StateNo=[120,140])&&(anim!=300)&&var(38)<=0

[State -1,2p];2p
type = ChangeState
value = 400
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(P2StateNo!=[10,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-4
TriggerAll=P2BodyDist X*fvar(8)=[0,43+vel x*2+(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=!P2BodyDist Y*fvar(9)&&p2StateType!=A
TriggerAll=Random<=var(59)*120
TriggerAll=(Helper(780+id),fvar(27)<=0)
Trigger1 = Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])||(StateNo=[120,140])&&(anim!=300)&&var(38)<=0
Trigger1 = !InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=4||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>4|(Helper(780+id),var(49))>0

[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!=[10,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52
TriggerAll=P2StateType=A
TriggerAll=P2MoveType!=H
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-3
TriggerAll=P2BodyDist X*fvar(8)=[-5,25+vel x*2+(EnemyNear(floor(fvar(18))),vel x*3)*(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)*1.5)*3=[-55,-10]
TriggerAll=Random<=var(59)*120
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=3||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>3||(Helper(780+id),var(49))>0
Trigger1 = Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])||(StateNo=[120,140])&&(anim!=300)&&var(38)<=0&&(anim!=300)

[State -1];̎s
type = null
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(P2StateNo!=[10,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52
TriggerAll=P2MoveType!=H
TriggerAll=P2StateType!=L
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=Random<=var(59)*120
TriggerAll=fvar(26)>0
TriggerAll=stateno=90&&var(38)!=0||stateno=130&&var(25)=0&&prevstateno=90&&movetype!=H||(stateno = 0||(stateno = [130,131])||stateno = 151)&&(anim = 300)
TriggerAll=(Helper(780+id),fvar(27)<=0)
Trigger1=1;EnemyNear(floor(fvar(18))),AnimTime<-6
Trigger1=1;P2BodyDist X*fvar(8)=[-10,30]
Trigger1=1;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=var(37):=140;var(37):=220
Trigger2=EnemyNear(floor(fvar(18))),AnimTime<-6
Trigger2=P2BodyDist X*fvar(8)=[0,40+vel x*4+(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)]
Trigger2=!P2BodyDist Y*fvar(9)
Trigger2=var(37):=420
Trigger3=EnemyNear(floor(fvar(18))),AnimTime<-6
Trigger3=P2BodyDist X*fvar(8)=[-4,70+(vel X>0)*4+vel x*3+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
Trigger3=!P2BodyDist Y*fvar(9)
Trigger3=var(37):=450
Trigger4=EnemyNear(floor(fvar(18))),AnimTime<-5
Trigger4=P2BodyDist X*fvar(8)=[0,52+vel x*3+(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)]
Trigger4=!P2BodyDist Y*fvar(9)
Trigger4=var(37):=210
Trigger5=var(58)=2
Trigger5=EnemyNear(floor(fvar(18))),AnimTime<-18
Trigger5=P2BodyDist X*fvar(8)=[0,64+vel x*3+(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)]
Trigger5=!P2BodyDist Y*fvar(9)
Trigger5=var(37):=233
Trigger6=var(58)!=1
Trigger6=EnemyNear(floor(fvar(18))),AnimTime<-9
Trigger6=P2BodyDist X*fvar(8)=[0,75+vel x*3+(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)]
Trigger6=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*4)*8=[-65-40*(fvar(26)>0),0-10*(P2Statetype=A)]
Trigger6=var(42)>0||palNo=11||Power>499||P2Statetype=A
Trigger6=var(37):=430
Trigger7=EnemyNear(floor(fvar(18))),AnimTime<-6
Trigger7=P2BodyDist X*fvar(8)=[31,80+vel x*3+(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)]
Trigger7=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*4)*7=[-65-40*(fvar(26)>0),0]
Trigger7=var(37):=225
Trigger8=var(58)!=1
Trigger8=P2BodyDist X*fvar(8)>0
Trigger8=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*9)*10=[-65,0]
Trigger8=EnemyNear(floor(fvar(18))),AnimTime<-15
Trigger8=P2Statetype!=A
Trigger8=var(42)>0
Trigger8=var(55):=11
Trigger8=var(37):=1300
Trigger9=var(58)!=1
Trigger9=P2BodyDist X*fvar(8)>0
Trigger9=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*9)*10=[-65,0]
Trigger9=EnemyNear(floor(fvar(18))),AnimTime<-24
Trigger9=var(55):=12
Trigger9=var(37):=1300
Trigger10=EnemyNear(floor(fvar(18))),AnimTime<-4
Trigger10=P2BodyDist X*fvar(8)=[0,43+vel x*2+(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)]
Trigger10=!P2BodyDist Y*fvar(9)
Trigger10=var(37):=400
Trigger11=EnemyNear(floor(fvar(18))),AnimTime<-3
Trigger11=P2BodyDist X*fvar(8)=[-5,25+vel x*2+(EnemyNear(floor(fvar(18))),vel x*3)*(1-(Facing=Enemynear,Facing)*2)]
Trigger11=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*3+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*6)=[-55,-10]
Trigger11=var(37):=200
Trigger12=var(58)=1
Trigger12=EnemyNear(floor(fvar(18))),AnimTime<-8
Trigger12=P2BodyDist X*fvar(8)=[-5,90+vel x*2+(EnemyNear(floor(fvar(18))),vel x*3)*(1-(Facing=Enemynear,Facing)*2)]
Trigger12=!P2BodyDist Y*fvar(9)
Trigger12=var(37):=432
Trigger13=var(37):=100

[State -1]
type = ChangeState
value = var(37)
triggerall = !ishelper
triggerall = var(59) >= 1
triggerall = (var(37)=[200,3999])||var(37)=100||var(37)=140
triggerall = var(38)=0
trigger1 = stateno = 90
trigger2 = stateno = 130;&&var(25)=0
trigger2 = prevstateno = 90&&movetype != H
trigger3 = (stateno = 0||(stateno = [130,131])||stateno = 151)&&(anim = 300)

[State -3,Jump1];_bVpެ
Type = ChangeState
Value = 38
TriggerAll=!IsHelper
TriggerAll=var(59)>7
TriggerAll=StateType!=A
TriggerAll=(P2StateNo!=[10,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=Ctrl||(StateNo=[10,22])||(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)*3
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!=[10,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=Ctrl||(stateno = 110 && time >= ifelse(var(58)=2,6,4)) || (stateno = 115 && time >= 5)||(StateNo=[120,132])||(stateno = 2701 && animelemtime(7) >= 2)||(stateno = 2710 && animelemtime(6) >= 3)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=4||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>4
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-4
TriggerAll=P2BodyDist X*fvar(8)=[0-(P2StateType!=A)*20,25+vel x*(4-(StateNo=115)*2)+(EnemyNear(floor(fvar(18))),vel x*4)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=P2BodyDist Y*fvar(9)-((vel y!=0)*(vel y*4+Const(MoveMent.Yaccel)*10))+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*4+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*10)=[-85,0+(P2StateType!=A)*40]
Trigger1 = Random<=var(59)*120
Trigger1 = Pos Y+(vel y!=0)*(vel y*4+Const(MoveMent.Yaccel)*10)<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!=[10,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=Ctrl||(stateno = 110 && time >= ifelse(var(58)=2,6,4)) || (stateno = 115 && time >= 5)||(StateNo=[120,132])||(stateno = 2701 && animelemtime(7) >= 2)||(stateno = 2710 && animelemtime(6) >= 3)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=5||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>5
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-5
TriggerAll=P2BodyDist X*fvar(8)=[0,55+vel x*(4-(StateNo=115)*2)+(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=P2BodyDist Y*fvar(9)-((vel y!=0)*(vel y*5+Const(MoveMent.Yaccel)*15))+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*5+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*15)=[-20,30]
Trigger1 = Random<=var(59)*120
Trigger1 = Pos Y+(vel y!=0)*(vel y*5+Const(MoveMent.Yaccel)*15)<0

[State -1,A_2HS];A2HS
type = ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=var(58)!=1
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=25
TriggerAll=StateType=A
TriggerAll=(P2StateNo!=[10,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=Ctrl||(stateno = 110 && time >= ifelse(var(58)=2,6,4)) || (stateno = 115 && time >= 5)||(StateNo=[120,132])||(stateno = 2701 && animelemtime(7) >= 2)||(stateno = 2710 && animelemtime(6) >= 3)
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=S
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=7||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>7
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-7
TriggerAll=P2BodyDist X*fvar(8)-vel x*(7-(StateNo=115)*3)-(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-5,67]
TriggerAll=P2BodyDist Y*fvar(9)-((vel y!=0)*(vel y*9+Const(MoveMent.Yaccel)*45))+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*9+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*45)=[-35,35+(P2StateType!=A)*40]
Trigger1 = Random<=var(59)*120
Trigger1 = Pos Y+(vel y!=0)*(vel y*9+Const(MoveMent.Yaccel)*45)<0

[State -1,A_2HS];A2HS
type = ChangeState
value = 630
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!=[10,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=Ctrl||(stateno = 110 && time >= ifelse(var(58)=2,6,4)) || (stateno = 115 && time >= 5)||(StateNo=[120,132])||(stateno = 2701 && animelemtime(7) >= 2)||(stateno = 2710 && animelemtime(6) >= 3)
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=7||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>7
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-7
TriggerAll=P2BodyDist X*fvar(8)=[-30,35+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*9+Const(MoveMent.Yaccel)*45))+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*9+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*45)=[-35,35+(P2StateType!=A)*40]
Trigger1 = Random<=var(59)*120
Trigger1 = Pos Y+(vel y!=0)*(vel y*9+Const(MoveMent.Yaccel)*45)<0
;
;K[h 
;inguarddist EnemyNear,HitDefAttr = SCA,AA;Ō
;
[State -1,ukemi];󒆎g
Type = ChangeState
value = 5200
TriggerAll=Roundstate=2
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=fvar(38)>0
TriggerAll=Stateno=5050
TriggerAll=vel y>0||1
TriggerAll=Alive
TriggerAll=CanRecover
Trigger1=Pos Y>=-20

[State -1,ukemi];󒆎g
Type = ChangeState
value = 5210
TriggerAll=Roundstate=2
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=fvar(38)>0
TriggerAll=Stateno=5050
TriggerAll=vel y>-1||1
TriggerAll=Alive
TriggerAll=CanRecover
Trigger1=(P2BodyDist X*fvar(8)=[-165,165])&&(Pos y<=-20)
Trigger1=P2BodyDist Y*fvar(9)=[-160,160]
Trigger1=P2MoveType=A;&&EnemyNear(floor(fvar(18))),AnimTime<=-12
Trigger2=P2MoveType=H
Trigger3=P2MoveType=I
Trigger3=EnemyNear(floor(fvar(18))),vel x<4
Trigger3=P2BodyDist x>=200
Trigger4=Pos Y>=-30

[State -1,BackStep];obNXebv
Type = ChangeState
value = 105
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=StateType!=A
TriggerAll=ctrl||(StateNo=[10,22])||(Stateno=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=!fvar(26)
TriggerAll=P2StateType=A
TriggerAll=P2Stateno=[5200,5210]
TriggerAll=EnemyNear(floor(fvar(18))),Time<5
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)=[0,99]
Trigger1 = EnemyNear(floor(fvar(18))),Pos Y>-30

[State -1,DAA]
Type = ChangeState
value = 700
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=StateNo=[150,153]
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)||var(22)>0
TriggerAll=fvar(38)=3||(fvar(38)=[-4,-1])||fvar(26)||var(22)>0
TriggerAll=Random<=var(59)*100
Trigger1 = StateNo=[130,132]

[State -3,FDLZp]
Type = varset
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=!var(40)
TriggerAll=!var(35)
TriggerAll=RoundState=2
TriggerAll=Power>0
TriggerAll=fvar(26)<=1
Trigger1 = StateNo=101||(StateNo=[195,197])
Trigger2 = (StateNo=[200,205])&&(PrevStateNo=[800,805])&&StateNo!=810
Trigger3 = StateNo=600&&(PrevStateNo=850&&StateNo!=860||(PrevStateNo=[2700,2711])&&P2StateType=A)
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)
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=fvar(26)<=1
TriggerAll=Random<=var(59)*100
TriggerAll=NumHelper(780+id)>0
TriggerAll=ctrl||(StateNo=[10,22])||stateno=52
Trigger1 = InGuardDist
Trigger2 = NumHelper(780+id)>0
Trigger2 = (Helper(780+id),var(58))
Trigger3 = Enemy,NumHelper>Helper(780+id),var(51);||Enemy,NumProj>0
Trigger3 = InGuardDist

[State -1,FD];tHgXfBtFX
Type = ChangeState
value = 130+(StateType=C)+(StateType=A)*2
TriggerAll=!IsHelper
TriggerAll=var(59)>0
triggerall=!var(40)
TriggerAll=RoundState=2
TriggerAll=Power>0
TriggerAll=var(25)
TriggerAll=(StateNo!=[120,155])
TriggerAll=fvar(38)!=3
TriggerAll=fvar(26)<=1
TriggerAll=fvar(38)>0||fvar(38)=-6||fvar(38)=-5
TriggerAll=NumHelper(780+id)>0
TriggerAll=!(fvar(28)&&(P2Movetype=H||StateNo=750||StateNo=5090))
TriggerAll=InGuardDist||(Helper(780+id),var(58))||StateNo=[195,197]
TriggerAll=StateNo!=[110,115]
Trigger1 = (ctrl||fvar(28))||StateNo=0||(StateNo=[10,22])
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=fvar(26)<=1
TriggerAll=var(25)
TriggerAll=Power>0
TriggerAll=NumHelper(780+id)>0
Trigger1 = StateNo=196
Trigger1 = time = 20
Trigger2 = StateNo=195
Trigger2 = time = 63
Trigger3 = StateNo=100
Trigger3 = InGuardDist||(Helper(780+id),var(58))
Trigger4 = StateNo=101
Trigger5 = fvar(28)&&StateNo!=750&&StateNo!=5090
Trigger6 = 0;StateNo=750&&!time
Trigger6 = var(55)=75

[State -1,AP];LZpAP
Type = ChangeState
value = 600
TriggerAll=!IsHelper
TriggerAll=(var(59)>6&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=fvar(26)<=1
TriggerAll=Power>0
TriggerAll=(stateno = 2701 && animelemtime(7) >= 2)||(stateno = 2710 && animelemtime(6) >= 3)
TriggerAll=P2StateType=A||fvar(38)<0||fvar(34)=1
TriggerAll=NumHelper(780+id)>0
Trigger1 = InGuardDist||(Helper(780+id),var(58))
Trigger2 = fvar(38)<0||fvar(34)=1
;
;}L
;
[state -1]
type = ChangeState
value = 960
TriggerAll=!IsHelper
TriggerAll=(var(59)>4&&Random<=var(59)*40)||fvar(39)||var(59)>9
TriggerAll=RoundState=2
TriggerAll=Power>499
TriggerAll=StateType!=A
TriggerAll=var(56)<1
triggerall=!var(40)
trigger1 = numhelper(1299) >= 1
trigger1 = 0;StateNo=1340;痢
trigger2 = 0;numhelper(1298) >= 1
trigger2 = StateNo=450
trigger2 = MoveHit=1&&HitPauseTime<12
trigger2 = P2StateNo=[5070,5072]
trigger2 = fvar(17)<55
trigger2 = var(42)=0
trigger3 = numhelper(1297) >= 1
trigger3 = StateNo=3200
trigger3 = !MoveHit||MoveHit>=1&&HitPauseTime<13&&!(fvar(22)+(ceil((140*fvar(19)*helper(780+id),fvar(21)*helper(780+id),fvar(22))-10)*0.15/2.38)>(helper(780+id),fvar(20)))
trigger4 = time = [13,17]
trigger4 = stateno = 1800
trigger5 = time = [12,14]
trigger5 = stateno = 1600
ignorehitpause = 1

[State -1]
type = ChangeState
value = 961
TriggerAll=!IsHelper
TriggerAll=(var(59)>4&&Random<=var(59)*40)||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;time = [0,3]
trigger1 = stateno = 2701
trigger2 = 0;time = [6,9]
trigger2 = stateno = 2710
ignorehitpause = 1

[State -1,RC];}LZ
type = ChangeState
value = 951
TriggerAll=(var(59)>5&&Random<var(59)*150)||fvar(39)
TriggerAll=!ishelper
TriggerAll=Power>999
TriggerAll=P2MoveType=H
TriggerAll=MoveHit
Trigger1 = StateNo=1615

;
;nNU 
;
[State -2,JEg];Let'sNU
Type = null
TriggerAll=(P2StateNo=[5120,5121])||(P2StateNo=[5100,5101])
TriggerAll=var(55)!=[15,21]
TriggerAll=NumHelper(780+id)>0
TriggerAll=StateNo!=1300&&(StateNo!=[2700,2710])
TriggerAll=(Helper(780+id),var(45))
Trigger1 = RanDom<=320
Trigger1 = var(55):=16;i
Trigger2 = RanDom<=480
Trigger2 = var(55):=17;i
Trigger3 = var(55):=18;lq

[State -2,JEg];Let'sNU
Type = null
TriggerAll=(P2StateNo=[5120,5121])||(P2StateNo=[5100,5101])
TriggerAll=var(55)!=[16,21]
TriggerAll=StateNo!=1300&&(StateNo=[2700,2710])
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(45))
Trigger1 = RanDom<=250
Trigger1 = var(55):=19;\
Trigger2 = RanDom<=500
Trigger2 = var(55):=20;嗠
Trigger3 = RanDom<=750
Trigger3 = var(55):=21;咅ni
Trigger4 = var(55):=18;咅ni

[State -2,JEg];Let'sNUߏI
Type = varset
TriggerAll=StateNo!=1300&&(StateNo!=[2700,2710])&&(StateNo!=[110,115])
Trigger1=(var(55)=[16,21])
Trigger1=!(P2StateNo=[5000,5121])
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)=17
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2StateType=L
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||(StateNo=[10,22])
TriggerAll=P2BodyDist X*fvar(8)=[22,49]
Trigger1=P2StateNo=[5120,5121]
Trigger1=(EnemyNear,AnimTime=[-2,-1])

[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=(P2StateNo=[5100,5121]);P2StateType=L
TriggerAll=(StateNo!=[100,101])
TriggerAll=Ctrl||StateNo=52||(StateNo=[10,22])
Trigger1 = P2BodyDist X*fvar(8)>50


[State -3,jump;_pWv
Type = null;ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(P2StateNo=[5100,5121]);P2StateType=L
TriggerAll=(StateNo!=[100,101])
TriggerAll=NumHelper(780+id)>0
TriggerAll=Ctrl||StateNo=52||(StateNo=[10,22])||||(StateNo=[100,101])
TriggerAll=fvar(17)<30
TriggerAll=var(55)=16
TriggerAll=(Helper(780+id),fvar(27)<=0)
Trigger1 = P2StateNo=[5120,5121]
Trigger1 = EnemyNear,AnimTime>-36
Trigger2 = P2StateNo=[5100,5101]
Trigger2 = (Helper(780+id),var(53))<20
Trigger2 = (((Helper(780+id),var(53))-(EnemyNear,AnimTime))=[23,36])

[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=(P2StateNo=[5100,5121]);
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=(P2StateNo=[5100,5121]);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+13*(StateNo=[0,12])
Trigger1 = BackEdgeBodyDist>26
Trigger2 = StateNo=21
;
;󒆋NU
;

[State -3,AirDash];_bV
Type = ChangeState
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<var(59)*120||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(stateno = 2701 && animelemtime(7) >= 2)||(stateno = 2710 && animelemtime(6) >= 3)
triggerAll=pos y=[-50,-10]
TriggerAll=var(55)=[19,21]
TriggerAll=NumHelper(780+id)>0
Trigger1 = P2StateNo=[5120,5121]
Trigger1 = EnemyNear,AnimTime>-33
Trigger2 = P2StateNo=[5100,5101]
Trigger2 = (Helper(780+id),var(53))<22
Trigger2 = (((Helper(780+id),var(53))-(EnemyNear,AnimTime))=[23,43])
Trigger3 = animelemtime(7) >= 2&&time=21;&&Random<333
Value = 115

[State -3,AirDash];O_bV
Type = ChangeState
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<var(59)*120||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(stateno = 2701 && animelemtime(7) >= 2)||(stateno = 2710 && animelemtime(6) >= 3)
triggerAll=pos y=[-50,-10]
TriggerAll=var(55)=18
TriggerAll=NumHelper(780+id)>0
Trigger1 = P2StateNo=[5120,5121]
Trigger1 = EnemyNear,AnimTime<-14
Trigger2 = P2StateNo=[5100,5101]
Trigger2 = (Helper(780+id),var(53))<8
Trigger2 = (((Helper(780+id),var(53))-(EnemyNear,AnimTime))=[8,14])
Value = 110

[State -3,AirDash];O_bV
Type = ChangeState
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<var(59)*120||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(StateNo=[50,59])||ctrl
triggerAll=pos y<=-10
TriggerAll=var(55)=16
TriggerAll=NumHelper(780+id)>0
Trigger1 = P2StateNo=[5120,5121]
Trigger1 = EnemyNear,AnimTime<-33
Trigger2 = P2StateNo=[5100,5101]
Trigger2 = (Helper(780+id),var(53))<20
Trigger2 = (((Helper(780+id),var(53))-(EnemyNear,AnimTime))=[20,33])
Value = 110

[State -3,A-HS];jhs
Type  = ChangeState
Value = 630+(RanDom<500)*10
TriggerAll=!IsHelper
TriggerAll=(var(59)>4&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=(P2BodyDist X*fvar(8)=[0,65])
;TriggerAll=P2StateType=L
TriggerAll=(PrevStateNo!=[36,38])
TriggerAll=(StateNo=115&&Time>=5)
Trigger1 = var(55)=20

[State -3,A-HS];jhs
Type  = ChangeState
Value = 630
TriggerAll=!IsHelper
TriggerAll=(var(59)>4&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=(P2BodyDist X*fvar(8)=[0,65])
;TriggerAll=P2StateType=L
TriggerAll=(PrevStateNo!=[36,38])
TriggerAll=(StateNo=115&&Time>=5)||ctrl
TriggerAll=Pos Y+(vel y+Const(MoveMent.Yaccel)*3.5)*7>10
Trigger1 = var(55)=21

[State -1,t]
Type = ChangeState
value = 1110
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(18)>=3
TriggerAll=var(55)!=25
TriggerAll=StateType=A
TriggerAll=(StateNo=115&&Time>=5)
TriggerAll=(P2StateNo=[5100,5121])||P2StateType=L
Trigger1 = var(55)=19
Trigger1 = (P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[20,75])
Trigger2 = var(55)=19
Trigger2 = ifelse(facing=1,(helper(60000+id),rootdist X),(helper(50000+id),rootdist X))<35
Trigger3 = var(55)=16
Trigger3 = ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<35

[State -1,Ot]
Type = ChangeState
value = 1260
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(18)>=2
TriggerAll=var(55)!=25
TriggerAll=StateType=A
TriggerAll=(StateNo=110&&Time>=6)
TriggerAll=(P2StateNo=[5100,5121])||P2StateType=L
Trigger1 = var(55)=18
Trigger1 = (P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[-35,35])
Trigger2 = var(55)=19
Trigger2 = 0;ifelse(facing=1,(helper(60000+id),rootdist X),(helper(50000+id),rootdist X))<35

;
;nډ 
;

[State -1,Dash];ꌂ
Type = ChangeState
value = 4000
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=!var(40)
TriggerAll=ctrl||(StateNo=[11,22])||StateNo=52||(StateNo=[100,101])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)>170)
TriggerAll=Enemynear,life>(400/(Enemynear,const(data.defence)*0.01)*(const(data.attack)*0.01))||power<500
Trigger1 = 1

[State -1,ꌂ];ꌂ
Type = ChangeState
value = 4001
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=ctrl||(StateNo=[11,22])||StateNo=52||(StateNo=[100,101])
TriggerAll=P2StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=var(40)=1
TriggerAll=(Power>=2000&&!(teammode=simul))||(Helper(780+id),fvar(27)<=200)
TriggerAll=P2BodyDist X*fvar(8)=[-5,55]
Trigger1 = P2Stateno=[4400,4499]

[State -1,C_HS];D
Type = ChangeState
value = 233
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=var(58)=2
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(40)!=1
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43))||(P2Stateno=[4400,4499])
TriggerAll=StateType!=A
TriggerAll=(Power>=2000&&!(teammode=simul))&&fvar(17)<20&&(Helper(780+id),fvar(27)>=56)
TriggerAll=(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
TriggerAll=P2BodyDist X*fvar(8)=[-15-45*(P2Dist X>0),30]
TriggerAll=P2StateType!=A
Trigger1 = 1

[State -1,C_HS];D
Type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(40)!=1
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43))||(P2Stateno=[4400,4499])
TriggerAll=StateType!=A
TriggerAll=(Power>=2000&&!(teammode=simul))&&fvar(17)<20||(Helper(780+id),fvar(27)<=36)
TriggerAll=(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
TriggerAll=P2BodyDist X*fvar(8)=[-15-45*(P2Dist X>0),30]
TriggerAll=P2StateType!=A
Trigger1 = 1
[State -1,FB];FB
Type = ChangeState
value = 1300
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=(var(55)!=[100,101])
TriggerAll=var(58)=2
TriggerAll=P2MoveType=H
TriggerAll=Power>499
TriggerAll=var(50)>-35
TriggerAll=NumHelper(50000+id)>0
TriggerAll=var(21)
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
TriggerAll=MoveHit=1
TriggerAll=fvar(29)>=19
TriggerAll=P2BodyDist X*fvar(8)=[-5-25*(P2Dist X>0&&P2StateType!=A),95-(fvar(17)<20)*15-(MoveGuarded>0)*15]
Trigger1 = StateNo=450&&(P2StateNo=[5070,5072])
Trigger1 = var(55):=14

[State -1,ryu];̌ċzEn
Type = ChangeState
value = ifelse(Power>1999&&var(58)=2,1530,ifelse(var(42)<3,1500,ifelse(var(44)<3,1510,1520)))
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(58)!=1&&(PalNo!=11)
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=(var(55)!=[100,101])
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(53)!=[1,6])
TriggerAll=StateType!=A
TriggerAll=NumHelper(50000+id)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
Trigger1 = 0;MoveHit
Trigger1 = StateNo=450
;Trigger1 = !var(42)
Trigger1 = fvar(29)>=100
Trigger1 = Power<500||(Helper(50000+id),var(10)<=18)||var(50)<-35
Trigger2 = var(55)=2
Trigger2 = (ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52

[State -1,FB];FB
Type = ChangeState
value = 1300
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=(var(55)!=[100,101])
TriggerAll=Power>499
TriggerAll=var(58)=2
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=P2MoveType=H
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
Trigger1 = 0;P2StateNo=[1325,1329]
Trigger1 = var(55):=14
Trigger2 = P2StateNo=[1103,1119]
Trigger2 = fvar(29)>=19
Trigger2 = P2BodyDist X*fvar(8)>120
Trigger2 = var(55):=14
Trigger3 = fvar(29)>=18
Trigger3 = P2BodyDist X*fvar(8)<120
Trigger3 = PalNo=12
Trigger3 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*9)*19=[-110,-10])
Trigger3 = var(55):=14

[State -1,senri];痢
Type = ChangeState
value = 1300
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=(var(55)!=[100,101])
TriggerAll=var(58)!=1
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=P2MoveType=H
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)>=150
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=fvar(29)<60
TriggerAll=fvar(29)=[30,32]
Trigger1 = P2StateNo=[1354,1359]
Trigger1 = var(55):=13

[State -1,junp];ډpjunp
Type = ChangeState
value = ifelse((fvar(25)<=0.90||P2BodyDist Y*fvar(9)<-120)&&var(55)!=6,41,39)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=fvar(29)>=7
TriggerAll=(var(55)!=[100,101])
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-15,45]
Trigger1 = var(55)=3
Trigger2 = 0;fvar(29)=7
Trigger2 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3.5)*7=[-230,-130])
Trigger2 = var(55):=3
Trigger3 = fvar(29)>=7
Trigger3 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3.5)*7=[-230,-60])
Trigger3 = var(55)=6

[State -1,Jump];Wv
Type = null;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)!=[100,101])
TriggerAll=P2MoveType=H
TriggerAll=P2StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(45))
TriggerAll=(Helper(780+id),fvar(27)<=0)
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=var(55)!=1&&var(55)!=9&&var(55)!=3
TriggerAll=ctrl||(StateNo=[10,22])||StateNo=52||(StateNo=[120,132])
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2StateType!=L||Helper(780+id),fvar(27)>0
TriggerAll=ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))>95||P2StateType!=A||Helper(780+id),fvar(27)>0&&P2BodyDist Y*fvar(9)>-50
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H||Helper(780+id),fvar(27)>0
Trigger1 = fvar(29)>=4||Helper(780+id),fvar(27)>0
Trigger1 = P2BodyDist X*fvar(8)>0-20*(p2Dist X>0&&p2StateType!=A-60*(EnemyNear(floor(fvar(18))),BackEdgeBodyDist<=1&&EnemyNear(floor(fvar(18))),vel X<=0))

[State -1,junp];ډpjunp
Type = ChangeState
value = ifelse((P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3.5)*7<-90),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(29)>=7
;TriggerAll=!var(55)
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-25-(backedgebodydist<20)*45,75-50*(fvar(29)=7)+vel x*(fvar(29)-3)+(fvar(17)>30)*(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=fvar(29)>=7
Trigger1 = P2StateNo!=1356&&P2StateNo!=1076&&P2StateNo!=264
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*fvar(29)/2)*fvar(29)=[-130-10*(fvar(29)-7),-80]
Trigger1 = !(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*fvar(29)/2)*fvar(29)>-80)
Trigger2 = P2StateNo=1356
Trigger2 = P2BodyDist Y*fvar(9)+((30-EnemyNear(floor(fvar(18))),time)<fvar(29))*(0.55*(fvar(29)-(30-EnemyNear(floor(fvar(18))),time))/2)*(fvar(29)-(30-EnemyNear(floor(fvar(18))),time))=[-110-10*(fvar(29)-7),-90]
Trigger2 = !(P2BodyDist Y*fvar(9)+((30-EnemyNear(floor(fvar(18))),time)<fvar(29))*(0.55*(fvar(29)-(30-EnemyNear(floor(fvar(18))),time))/2)*(fvar(29)-(30-EnemyNear(floor(fvar(18))),time))>-90)
Trigger3 = P2StateNo=1076
Trigger3 = P2BodyDist Y*fvar(9)+((35-EnemyNear(floor(fvar(18))),time)<fvar(29))*(EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*(fvar(29)-(35-EnemyNear(floor(fvar(18))),time))/2)*(fvar(29)-(35-EnemyNear(floor(fvar(18))),time))=[-110-10*(fvar(29)-7),-90]
Trigger3 = !(P2BodyDist Y*fvar(9)+((35-EnemyNear(floor(fvar(18))),time)<fvar(29))*(EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*(fvar(29)-(35-EnemyNear(floor(fvar(18))),time))/2)*(fvar(29)-(35-EnemyNear(floor(fvar(18))),time))>-90)

[State -1,S_FHS];6HS
Type = ChangeState
value = 233
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=var(58)=2
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(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=(Helper(780+id),fvar(27)<=0)
TriggerAll=NumHelper(50000+id)>0&&NumHelper(60000+id)>0
TriggerAll=fvar(17)>25||P2BodyDist X*fvar(8)<35&&fvar(13)<=1.25||EnemyNear(floor(fvar(18))),vel X>0||Helper(780+id),sysvar(0)=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=fvar(29)=18||fvar(29)>=18&&(P2StateType=A||teammode=simul)
TriggerAll=P2BodyDist X*fvar(8)=[23-63*(EnemyNear(floor(fvar(18))),BackEdgeBodyDist<=1||P2BodyDist Y*fvar(9)>-80),65+(EnemyNear(floor(fvar(18))),vel x*18)*(1-(Facing=Enemynear,Facing)*2)*!(P2BodyDist Y*fvar(9)>-80&&EnemyNear(floor(fvar(18))),vel x>0)]
Trigger1 = P2StateNo=1356
Trigger1 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),time>=12)*(EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*(EnemyNear(floor(fvar(18))),time-12)/2)*(EnemyNear(floor(fvar(18))),time-12)=[-15-(Helper(780+id),sysvar(0)!=1||fvar(29)=18)*60,0])
Trigger2 = P2StateNo=1076
Trigger2 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),time>=15)*(EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*(EnemyNear(floor(fvar(18))),time-15)/2)*(EnemyNear(floor(fvar(18))),time-15)=[-15-(Helper(780+id),sysvar(0)!=1||fvar(29)=18)*60,0])
Trigger3 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*9)*18=[-65-(fvar(29)=18)*15,0])
Trigger3 = EnemyNear(floor(fvar(18))),vel y!=0
[State -1,S_NS];6K
Type = ChangeState
value = 217
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7&&Random<var(59)*50||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(58)=1
TriggerAll=StateType!=A
TriggerAll=(var(55)!=[100,101])
TriggerAll=var(55)=5
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo=[120,159]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)-vel x*2-(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[-10-(fvar(17)<35||var(55)=1)*20,60]
Trigger1 = !P2BodyDist Y*fvar(9)

[State -1,S_NS];5K
Type = ChangeState
value = 210
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7&&Random<var(59)*100||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(58)=1
TriggerAll=StateType!=A
TriggerAll=(var(55)!=[100,101])
TriggerAll=var(55)=5
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo=[120,159]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)-vel x*2-(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[-10-(fvar(17)<35||var(55)=1)*20,60]
Trigger1 = !P2BodyDist Y*fvar(9)

[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=var(58)!=2||ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<75+vel X*4.5
TriggerAll=StateType!=A
TriggerAll=(var(55)!=[100,101])
TriggerAll=fvar(29)=6||fvar(29)>=6&&(P2StateType=A||(P2StateNo=[421,429])||teammode=simul)
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-15-(fvar(17)<35||EnemyNear(floor(fvar(18))),StateType!=A&&Facing=(EnemyNear(floor(fvar(18))),Facing)||var(55)=1)*20,30]
TriggerAll= P2BodyDist X*fvar(8)-vel x*2-(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)=[-10-(fvar(17)<35||var(55)=1)*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)*3)*6=[-30-(fvar(29)=6)*50,0];[-60-(fvar(29)=7)*30,0]
Trigger2 = P2StateNo=1356
Trigger2 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),time>=24)*(0.55*(EnemyNear(floor(fvar(18))),time-21)/2)*(EnemyNear(floor(fvar(18))),time-24)=[-30-(fvar(29)=6)*50,0])
Trigger3 = (P2StateNo=[1810,1830])
Trigger3 = (P2BodyDist Y*fvar(9)=[-15-(fvar(29)=9)*80,0])||fvar(29)=9
Trigger4 = P2StateNo=1076
Trigger4 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),time>=27)*(0.55*(EnemyNear(floor(fvar(18))),time-24)/2)*(EnemyNear(floor(fvar(18))),time-27)=[-30-(fvar(29)=6)*50,0])

[State -1,S_NS];S
Type = null;ChangeState
value = 225
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=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=A&&StateNo=100
TriggerAll=P2MoveType=H
TriggerAll=var(58)=2
TriggerAll=ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<75+vel X*4.5
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=var(50)>-100||fvar(17)>25
TriggerAll=fvar(29)>=6&&(P2StateType=A||teammode=simul)||(P2StateNo=[120,159])
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
TriggerAll=P2StateNo!=[1420,1429]
TriggerAll=P2BodyDist X*fvar(8)=[31,80+vel x*3+(fvar(17)>20&&EnemyNear(floor(fvar(18))),vel x<0)*(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3)*6=[-75,-25]
Trigger1 = EnemyNear(floor(fvar(18))),vel y!=0
Trigger2 = P2StateNo=1356
Trigger2 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),time>=24)*(0.55*(EnemyNear(floor(fvar(18))),time-24)/2)*(EnemyNear(floor(fvar(18))),time-24)=[-45-(fvar(29)=9)*50,0])
Trigger3 = (P2StateNo=[1810,1830])
Trigger3 = (P2BodyDist Y*fvar(9)=[-15-(fvar(29)=9)*80,0])||fvar(29)=9
Trigger4 = P2StateNo=1076
Trigger4 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),time>=27)*(0.55*(EnemyNear(floor(fvar(18))),time-27)/2)*(EnemyNear(floor(fvar(18))),time-27)=[-45-(fvar(29)=9)*50,0])

[State -1,C_HS];2HS
Type = ChangeState
value = 430
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(58)=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType=A
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo!=[120,155]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))>15||var(58)!=2
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=fvar(29)>=9&&(P2StateType=A||teammode=simul)
TriggerAll=P2BodyDist X*fvar(8)-vel x*5*(StateNo!=22)-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[-25-35*(EnemyNear(floor(fvar(18))),BackEdgeBodyDist<=1),95]
Trigger1 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4.5)*9=[-15-(fvar(29)=9||(P2StateNo=[1109,1119]))*80,0])
Trigger2 = P2StateNo=1356
Trigger2 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),time>=21)*(0.55*(EnemyNear(floor(fvar(18))),time-21)/2)*(EnemyNear(floor(fvar(18))),time-21)=[-45-(fvar(29)=9)*50,0])
Trigger3 = (P2StateNo=[1810,1830])
Trigger3 = (P2BodyDist Y*fvar(9)=[-15-(fvar(29)=9)*80,0])||fvar(29)=9
Trigger4 = P2StateNo=1076
Trigger4 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),time>=24)*(0.55*(EnemyNear(floor(fvar(18))),time-24)/2)*(EnemyNear(floor(fvar(18))),time-24)=[-45-(fvar(29)=9)*50,0])

[State -1,C_K];K
Type = ChangeState
value = ifelse(Random<ifelse((var(59)>7||fvar(39)),7,var(59))*25,210,410)
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=[10,22])||(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=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-5,64-13*(Random<ifelse((var(59)>7||fvar(39)),7,var(59))*25)]
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=(var(55)!=[100,101])
TriggerAll=fvar(29)=6||fvar(29)>=6&&(P2StateType=A||(P2StateNo=[1325,1329])||(P2StateNo=[421,429])||teammode=simul)
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=P2BodyDist X*fvar(8)=[-15-(EnemyNear(floor(fvar(18))),BackEdgeBodyDist<=1||P2dist X>0&&p2StateType!=A)*20+(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2),30]
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=[-10-(fvar(29)=6)*70,0]
Trigger1 = P2BodyDist X*fvar(8)-vel x*2-(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)=[-10-(EnemyNear(floor(fvar(18))),BackEdgeBodyDist<=1||P2dist X>0&&p2StateType!=A||P2BodyDist Y*fvar(9)>-80)*30,80]
Trigger2 = P2BodyDist X*fvar(8)-vel x*2-(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)=[-10-(EnemyNear(floor(fvar(18))),vel x>0)*60,80]


[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=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&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)=[-15,30]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3)*6=[-65,0]

[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=var(58)=1
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(var(55)!=[100,101])
TriggerAll=(fvar(29)=4)||fvar(29)>=4&&(P2StateType=A||teammode=simul)
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=P2BodyDist X*fvar(8)=[-10-(EnemyNear(floor(fvar(18))),StateType!=A&&Facing=EnemyNear(floor(fvar(18))),Facing)*20,54+vel x*3+(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)*4=[-20-10*(fvar(29)=4),0]


[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=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=C
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=var(50)>-100||fvar(17)>25
TriggerAll=fvar(29)=6||fvar(29)>=6&&(P2StateType=A||teammode=simul)||(P2StateNo=[120,159])
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
TriggerAll=P2StateNo!=[1420,1429]
TriggerAll=P2BodyDist X*fvar(8)=[31,80+vel x*3+(fvar(17)>20&&EnemyNear(floor(fvar(18))),vel x<0)*(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3)*6=[-35-(fvar(29)=6||var(58)=1)*65,-25]
Trigger1 = EnemyNear(floor(fvar(18))),vel y!=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=[10,22])||(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=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[23,54]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
Trigger1 = Random<ifelse(var(59)>7||fvar(39),7,var(59))*1


[State -1,S_K];5K
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(34)!=1
TriggerAll=StateType!=A
TriggerAll=(var(55)!=[100,101])
TriggerAll=(fvar(29)=6);||fvar(29)>=8&&(P2StateType=A||teammode=simul)
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=P2BodyDist X*fvar(8)=[-10,62+vel x*3+(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)

[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)!=[100,101])
TriggerAll=(fvar(29)=5)||fvar(29)>=5&&(P2StateType=A||teammode=simul)
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=P2BodyDist X*fvar(8)=[-10-(EnemyNear(floor(fvar(18))),StateType!=A&&Facing=EnemyNear(floor(fvar(18))),Facing)*20,54+vel x*3+(fvar(17)>10)*(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)*4=[-10-10*(fvar(29)=5),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)*2.5)*5=[-22,0]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3)*6>=0

[State -1,C_P];2P
Type = ChangeState
value = 400
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(var(55)!=[100,101])
TriggerAll=(fvar(29)=4)||fvar(29)>=4&&(P2StateType=A||teammode=simul)
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=P2BodyDist X*fvar(8)=[-10-(EnemyNear(floor(fvar(18))),BackEdgeBodyDist<=1||P2dist X>0&&p2StateType!=A)*30,45+vel x*4+(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*4)*(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)*4=[-10-35*(fvar(29)=[4,5]),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)*2)*4=[-35,0]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*2.5)*5>=0

[State -1,S_P];5P
Type = ChangeState
value = 200
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(var(55)!=[100,101])
TriggerAll=(fvar(29)=3)||fvar(29)>=3&&(P2StateType=A||teammode=simul)
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=C
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=P2BodyDist X*fvar(8)=[-10-(EnemyNear(floor(fvar(18))),StateType!=A&&Facing=EnemyNear(floor(fvar(18))),Facing)*20,35+vel x*3+(EnemyNear(floor(fvar(18))),vel x*3)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*1.5)*3=[-10-70*(fvar(29)=[3,4]),0]

[State -1,junp];ډpjunp
Type = ChangeState
value = ifelse((P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3.5)*7<-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(29)>=7
;TriggerAll=!var(55)
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=A
TriggerAll=fvar(29)>=7
TriggerAll=!(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*fvar(29)/2)*fvar(29)>-80)
TriggerAll=(P2StateNo!=[1351,1356])&&P2StateNo!=1076&&P2StateNo!=264
TriggerAll=EnemyNear(floor(fvar(18))),GetHitVar(HitShaketime)=0
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3.5)*7=[-160-10*(fvar(29)-7),-80]
Trigger1 = P2BodyDist X*fvar(8)=[-25-(backedgebodydist<20)*45,75-50*(fvar(29)=7)+vel x*2+(2.625+(StateNo=100)*(vel X*0.74))*5+(fvar(17)>30)*(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
Trigger2 = fvar(29)>=8
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4)*8=[-170-10*(fvar(29)-7),-80]
Trigger2 = P2BodyDist X*fvar(8)=[-25-(backedgebodydist<20)*45,75-50*(fvar(29)=7)+vel x*2+(2.625+(StateNo=100)*(vel X*0.74))*6+(fvar(17)>30)*(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)]
Trigger3 = fvar(29)>=9
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4.5)*9=[-190-10*(fvar(29)-7),-80]
Trigger3 = P2BodyDist X*fvar(8)=[-25-(backedgebodydist<20)*45,75-50*(fvar(29)=7)+vel x*2+(2.625+(StateNo=100)*(vel X*0.74))*7+(fvar(17)>30)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)]
Trigger4 = fvar(29)>=10
Trigger4 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5)*10=[-200-10*(fvar(29)-7),-80]
Trigger4 = P2BodyDist X*fvar(8)=[-25-(backedgebodydist<20)*45,75-50*(fvar(29)=7)+vel x*2+(2.625+(StateNo=100)*(vel X*0.74))*8+(fvar(17)>30)*(EnemyNear(floor(fvar(18))),vel x*10)*(1-(Facing=Enemynear,Facing)*2)]
Trigger5 = fvar(29)>=11
Trigger5 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5.5)*11=[-210-10*(fvar(29)-7),-80]
Trigger5 = P2BodyDist X*fvar(8)=[-25-(backedgebodydist<20)*45,75-50*(fvar(29)=7)+vel x*2+(2.625+(StateNo=100)*(vel X*0.74))*9+(fvar(17)>30)*(EnemyNear(floor(fvar(18))),vel x*11)*(1-(Facing=Enemynear,Facing)*2)]
Trigger6 = fvar(29)>=12
Trigger6 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*6)*12=[-220-10*(fvar(29)-7),-80]
Trigger6 = P2BodyDist X*fvar(8)=[-25-(backedgebodydist<20)*45,75-50*(fvar(29)=7)+vel x*2+(2.625+(StateNo=100)*(vel X*0.74))*10+(fvar(17)>30)*(EnemyNear(floor(fvar(18))),vel x*12)*(1-(Facing=Enemynear,Facing)*2)]

[State -1,walk];O
Type = ChangeState
value = 21
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=var(55)=9||var(55)=3
TriggerAll=ctrl||(StateNo=[10,20])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))>65||P2StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
Trigger1 = fvar(29)>=4
Trigger1 = P2BodyDist X*fvar(8)>0


[State -1,Dash];
Type = ChangeState
value = 22
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=P2StateType=A
TriggerAll=StateNo!=22
TriggerAll=ctrl||(StateNo=[10,21])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<56
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
Trigger1 = fvar(29)>=0
Trigger1 = P2BodyDist X*fvar(8)=[-35,35]

[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=StateNo=22
TriggerAll=P2StateType!=L
TriggerAll=ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))>58
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
Trigger1 = fvar(29)>=2
;
;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=[220,225])||(StateNo=[215,216])||StateNo=450||StateNo=238
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 = 2500
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>9&&Random<var(59)*10||fvar(39)||var(59)=11
TriggerAll=(var(55)!=[100,101])
TriggerAll=var(58)=1
TriggerAll=StateType!=A
TriggerAll=P2MoveType=A
TriggerAll=P2MoveType!=H&&p2stateno!=40
TriggerAll=P2Statetype!=A
TriggerAll=!fvar(35)
TriggerAll=P2BodyDist X*fvar(8)=[0,33]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=!teammode=simul
TriggerAll=(Helper(780+id),fvar(27)<=0)
Trigger1 = (movehit=[1,7])||fvar(28)
Trigger1 = (StateNo=[200,235])||(StateNo=[400,450])
Trigger1 = (P2StateNo!=[5000,5120])&&(P2StateNo!=[0,199])&&(P2StateNo!=[231,239])
Trigger2 = (moveGuarded=[1,7])||fvar(28)
Trigger2 = (StateNo=[200,235])||(StateNo=[400,450])
Trigger2 = (P2StateNo!=[0,199])

[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(55)!=[100,101])
TriggerAll=var(58)=2
TriggerAll=StateType!=A
TriggerAll=P2MoveType=A
TriggerAll=P2MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,35+var(12)*25]
TriggerAll=!teammode=simul
TriggerAll=(Helper(780+id),fvar(27)<=0)
Trigger1 = ((movehit=[1,7])||MoveReversed&&P2MoveType=A)||fvar(28)
Trigger1 = (StateNo=[200,235])||(StateNo=[400,450])
Trigger1 = (P2StateNo!=[5000,5120])&&(P2StateNo!=[0,199])&&(P2StateNo!=[231,239])
Trigger2 = ((moveGuarded=[1,7])||MoveReversed&&P2MoveType=A)||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=(Helper(780+id),fvar(27)<=0)
TriggerAll=InGuardDist||(Helper(780+id),var(58))||MoveReversed
Trigger1 = (movecontact||MoveReversed||fvar(28))
Trigger1 = StateNo=200||(StateNo=[220,225])||(StateNo=[215,216])||StateNo=450
Trigger1 = ((moveGuarded=[1,4])||MoveReversed)&&(P2StateNo!=[150,159])||((moveHit=[1,4])||MoveReversed)&&(P2StateNo!=[5000,5120])&&(P2StateNo!=[150,159])
trigger2 = numhelper(780+id)
trigger2 = helper(780+id),sysvar(0)
trigger2 = (stateno = [200,239])&&(StateNo!=[235,236])||(stateno = [400,450])
trigger2 = (movecontact||movereversed||fvar(28))
;hpI
;
;R{
[State -1,6P];6P
Type = ChangeState
value = 205
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=var(59)>5&&Random<=500||fvar(39)
TriggerAll=StateType!=A
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateType!=A
TriggerAll=(var(55)!=[100,101])
TriggerAll=P2BodyDist X*fvar(8)=[-5-45*(P2Dist X>0),35+var(12)*25]
TriggerAll=MoveGuarded=1
Trigger1 = StateNo=220
Trigger1 = var(50)=128


[State -1,Jump];Wv
Type = ChangeState
value = 36
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=var(59)>5&&Random<=var(59)*(20+80*(Helper(780+id),var(45)=0||StateNo=450))||fvar(39)
TriggerAll=StateType!=A
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateType!=A
TriggerAll=(var(55)!=[100,101])
TriggerAll=P2BodyDist X*fvar(8)=[-5,35+var(12)*25]
TriggerAll=MoveGuarded=1
Trigger1 = StateNo=220
Trigger1 = var(50)=128
Trigger2 = StateNo=450

[State -1,Jump];Wv
Type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&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
TriggerAll=(var(55)!=[100,101])
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=(Helper(780+id),var(45))
TriggerAll=P2BodyDist X*fvar(8)=[-5,65+var(12)*15]
TriggerAll=MoveGuarded=5
Trigger1 = StateNo=[220,225]

[State -1,Jump];Wv
Type = ChangeState
value = 37
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<=var(59)*15||fvar(39)
TriggerAll=var(58)!=1
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=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=(Helper(780+id),var(45))
TriggerAll=P2BodyDist X*fvar(8)=[-5,35+var(12)*15]
TriggerAll=MoveGuarded=1
Trigger1 = StateNo=[220,225]
Trigger2 = StateNo=450

[State -1,v];v
Type =  ChangeState
value = 2700
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<=var(59)*35||fvar(39)
TriggerAll=StateType!=A
TriggerAll=var(58)=2
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=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2BodyDist X*fvar(8)=[-15,65]
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
Trigger1 = MoveGuarded=1
Trigger1 = ((StateNo=[220,225])||StateNo=450)&&fvar(17)>45||StateNo=232&&var(50)>100
Trigger1 = RanDom<500&&(P2BodyDist X*fvar(8)<65||fvar(17)<10&&StateNo=232)
Trigger1 = var(55):=22
Trigger2 = MoveHit=1
Trigger2 = StateNo=232&&var(50)<-64
Trigger2 = RanDom<500
Trigger2 = var(55):=22
Trigger3 = MoveGuarded=1
Trigger3 = ((StateNo=[220,225])||StateNo=450)&&fvar(17)>45||StateNo=232&&var(50)>100
Trigger4 = MoveHit=1
Trigger4 = StateNo=232&&var(50)<-64

[State -1,Jump];Wv
Type = ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<=var(59)*15||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=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(45))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2BodyDist X*fvar(8)>=55
TriggerAll=MoveGuarded=1
Trigger1 = StateNo=225
Trigger2 = StateNo=450

[State -1,c_S];\Ԃ2S
Type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*25||fvar(39)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=(var(55)!=[100,101])
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(45))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=fvar(29)=5
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveGuarded
Trigger1 = (StateNo=[220,225])
Trigger2 = StateNo=410


[State -1,Jump];唚R
Type = null;ChangeState
value = 1300
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType!=A
TriggerAll=var(58)=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(50)<-45
TriggerAll=(var(55)!=[100,101])
TriggerAll=(Helper(780+id),var(45))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
TriggerAll=P2BodyDist X*fvar(8)>=-5
TriggerAll=P2BodyDist Y*fvar(9)>-25
TriggerAll=MoveHit=1
TriggerAll=StateNo=430
Trigger1 = fvar(17)<25
Trigger1 = 0;var(55):=15

[State -1,Jump];R
Type = ChangeState
value = 1300
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<=var(59)*50||fvar(39)
TriggerAll=StateType!=A
TriggerAll=var(58)!=1
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=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2BodyDist X*fvar(8)>=-5
TriggerAll=MoveGuarded=1
TriggerAll=StateNo=225||StateNo=450
Trigger1 = Random<=150 
Trigger1 = var(55):=10
Trigger2 = Random<=220
Trigger2 = var(42)>0||palNo=11
Trigger2 = var(55):=11
Trigger3 = var(58)=2
Trigger3 = Random<=444
Trigger3 = Power>999
Trigger3 = var(55):=14
Trigger4 = Random<=666
Trigger4 = var(55):=12
Trigger5 = 1
Trigger5 = var(55):=13

[State -1,Jump];R
Type = ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType!=A
TriggerAll=var(58)=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=(var(55)!=[100,101])
TriggerAll=(Helper(780+id),sysvar(0)=1)
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<300
TriggerAll=StateNo=234&&MoveHit
TriggerAll=fvar(29)>=29
Trigger1 = var(55):=13


[State -1,Jump];R
Type = ChangeState
value = 1300
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType!=A
TriggerAll=var(58)=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=(var(55)!=[100,101])
TriggerAll=(Helper(780+id),sysvar(0)=1)
TriggerAll=(Helper(780+id),fvar(27)<=0)
;TriggerAll=P2BodyDist X*fvar(8)>=-5
TriggerAll=StateNo=39&&PrevStateNo=234
Trigger1 = var(55):=13

[State -1,Jump];5K
Type = ChangeState
value = 430+2*(var(58)=1)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>5&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=(Helper(780+id),sysvar(0)=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateType!=A
TriggerAll=P2StateType=S&&(P2StateNo!=[120,159])
TriggerAll=var(50)<128
TriggerAll=fvar(29)>=9-(var(58)=1)
TriggerAll=(var(55)!=[100,101])
TriggerAll= MoveContAct
Trigger1 = P2BodyDist X*fvar(8)=[-35*(p2Dist X>0)-5,60+35*(var(58)=1)]
Trigger1 = (StateNo=[200,225])&&StateNo!=217||(StateNo=[400,420])

[State -1,Jump];5K
Type = ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>5&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=(Helper(780+id),sysvar(0)=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=S&&(P2StateNo!=[120,159])
TriggerAll=P2StateType!=A
TriggerAll=var(50)<128||(StateNo=[430,432])
TriggerAll=(var(55)!=[100,101])
TriggerAll=fvar(29)>=15+1*(var(58)=2)
TriggerAll= MoveContAct
Trigger1 = P2BodyDist X*fvar(8)=[-35*(p2Dist X>0)-5,195]
Trigger1 = (StateNo=[200,239])&&(StateNo!=[235,236])||(StateNo=[400,451])


[State -1,Jump];5K
Type = ChangeState
value = 210
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>5&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateType!=A
TriggerAll=(var(55)!=[100,101])
TriggerAll= MoveGuarded
Trigger1 = P2BodyDist X*fvar(8)=[-5,35+var(12)*25]
Trigger1 = StateNo=200
Trigger2 = StateNo=[410,420]

[State -1,FB];FB
Type = ChangeState
value = 1300
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=(var(55)!=[100,101])
TriggerAll=var(58)=2
TriggerAll=P2MoveType=H
TriggerAll=Power>499
TriggerAll=var(50)>-35
TriggerAll=NumHelper(50000+id)>0
TriggerAll=(Helper(50000+id),var(10)>18)||var(21)
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
TriggerAll=MoveHit=1
TriggerAll=fvar(29)>=19
TriggerAll=P2BodyDist X*fvar(8)=[-5-25*(P2Dist X>0&&P2StateType!=A),135-(fvar(17)<20)*15-(MoveGuarded>0)*15]
Trigger1 = StateNo=450&&(P2StateNo=[5070,5072])
Trigger1 = var(55):=14

[State -1]
type = ChangeState
value = 960
TriggerAll=!IsHelper
TriggerAll=(var(59)>4&&Random<=var(59)*40)||fvar(39)||var(59)>9
TriggerAll=RoundState=2
TriggerAll=Power>499
TriggerAll=StateType!=A
TriggerAll=var(56)<1
triggerall=!var(40)
triggerAll=numhelper(1298)>=1
triggerAll=StateNo=450
trigger1 = MoveHit=1&&HitPauseTime<12
trigger1 = P2StateNo=[5070,5072]
;trigger1 = fvar(17)<55||P2Life<600
trigger1 = var(50)>-25
trigger1 = !var(42)
Trigger1 = NumHelper(50000+id)>0
Trigger1 = (Helper(50000+id),var(10)<19)
trigger2 = Time=(6+(var(58)=1))&&!MoveConTAct&&(P2StateType=A||P2StateNo>199&&Time>Enemy,time)
ignorehitpause = 1

[State -1,asi];
Type = ChangeState
value = 1300
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=var(58)!=1
TriggerAll=(var(55)!=[100,101])
TriggerAll=P2MoveType=H
TriggerAll=var(50)>-75
TriggerAll=var(42)>0||palNo=11||!var(58)
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
TriggerAll=MoveHit
Trigger1 = StateNo=450
Trigger1 = P2BodyDist X*fvar(8)=[-5,85-(MoveGuarded>0)*15]
Trigger1 = P2StateNo=[5070,5072]
Trigger1 = var(55):=11
Trigger2 = StateNo=232
Trigger2 = !var(58)
Trigger2 = P2BodyDist X*fvar(8)=[-5,85-(MoveGuarded>0)*15]
Trigger2 = P2StateType!=A
Trigger2 = var(55):=11
[State -1,ryu];̌ċzEn
Type = ChangeState
value = ifelse(Power>1999&&var(58)=2,1530,ifelse(var(42)<3,1500,ifelse(var(44)<3,1510,1520)))
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(58)!=1&&(PalNo!=11)
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=(var(55)!=[100,101])
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(53)!=[1,6])
TriggerAll=StateType!=A
TriggerAll=NumHelper(50000+id)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
Trigger1 = MoveHit
Trigger1 = StateNo=450
;Trigger1 = !var(42)
Trigger1 = fvar(29)>=100
Trigger1 = Power<500||(Helper(50000+id),var(10)<=18)||var(50)<-35
Trigger2 = 0;var(55)=2
Trigger2 = (ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52

[State -1,FB];FB
Type = ChangeState
value = 1300
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=var(58)=2
TriggerAll=(var(55)!=[100,101])
TriggerAll=P2MoveType=H
TriggerAll=Power>499
TriggerAll=var(50)>-35
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveHit
TriggerAll=fvar(29)>=19||StateNo=420&&var(21)
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
TriggerAll=P2BodyDist X*fvar(8)=[-5-25*(P2Dist X>0&&P2StateType!=A),145-(MoveGuarded>0)*15]
Trigger1 = StateNo=232||PalNo=12&&(StateNo=450||(StateNo=[430,431])&&P2BodyDist X*fvar(8)>40)
Trigger1 = var(52)=150||PalNo=12
Trigger1 = fvar(17)<75||PalNo=12
Trigger1 = var(55):=14
Trigger2 = StateNo=225||(StateNo=420||(StateNo=[430,431])&&P2Statetype!=A)&&var(21)
Trigger2 = var(55):=14

[State -1,6P];6P
Type = ChangeState
value = 205
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<=var(59)*100||fvar(39)
TriggerAll=(var(55)!=[100,101])
TriggerAll=!var(56)
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(StateNo=[210,220])||StateNo=200
TriggerAll=MoveGuarded
Trigger1 = P2StateType=A
Trigger1 = P2BodyDist X*fvar(8)=[-5,52]
Trigger1 = P2BodyDist Y*fvar(9)=[-65,-20]

[State -1,Jump];Wv
Type = ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType!=A
TriggerAll=!var(58)||var(58)=2&&fvar(29)>=17
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=S
TriggerAll=NumHelper(50000+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<-105||Helper(50000+id),var(21)>0
TriggerAll=(var(55)!=[100,101])
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2BodyDist X*fvar(8)>=0;55-25*(StateNo=216)-55*(fvar(17)<10)
TriggerAll=MoveHit
Trigger1 = StateNo=225||StateNo=216
Trigger1 = var(55):=4


[State -1,Jump];6K
Type = ChangeState
value = 215
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType!=A
TriggerAll=!var(58)
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=C
TriggerAll=P2MoveType=H
TriggerAll=var(50)>=-75
TriggerAll=NumHelper(50000+id)>0
TriggerAll=(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<-105||Helper(50000+id),var(21)>0
TriggerAll=P2StateType!=A
TriggerAll=(var(55)!=[100,101])
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2BodyDist X*fvar(8)<=45
TriggerAll=MoveHit
Trigger1 = StateNo=210
Trigger2 = (StateNo=[200,206])||(StateNo=[230,232])


[State -1,Jump];6K
Type = ChangeState
value = 225
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType!=A
TriggerAll=!var(58)
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=S
TriggerAll=P2MoveType=H
TriggerAll=var(50)>=-75
TriggerAll=NumHelper(50000+id)>0
TriggerAll=(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<-105||Helper(50000+id),var(21)>0
TriggerAll=P2StateType!=A
TriggerAll=(var(55)!=[100,101])
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2BodyDist X*fvar(8)=[30-40*(StateNo=220),80]
TriggerAll=MoveHit
Trigger1 = StateNo=220||(StateNo=[230,232])


[State -1,jin];n
Type = ChangeState
value = 1020+50*(var(42)>0||palNo=11)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=(var(55)!=[100,101])
TriggerAll=!var(56)
triggerAll=!var(58)
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo=1320
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
Trigger1 = MoveHit
;Trigger1 = ifelse((var(42)>0||palNo=11)&&P2StateType=A,var(55):=5,1)

[State -1,jin];n
Type = ChangeState
value = 1000+50*(var(42)>0||palNo=11)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=(var(55)!=[100,101])
TriggerAll=!var(56)
triggerAll=!var(58)
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo=[430,431]
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
Trigger1 = MoveGuarded
Trigger1 = P2BodyDist X*fvar(8)=[-5,85-(MoveGuarded>0)*15]
Trigger1 = P2BodyDist Y*fvar(9)=[-130,-20]
Trigger2 = MoveHit
Trigger2 = P2BodyDist X*fvar(8)=[-5,120]
Trigger2 = (P2BodyDist Y*fvar(9)=[-60,-10])||P2Statetype!=A

[State -1,jin];n
Type = ChangeState
value = 1000
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=(var(55)!=[100,101])
TriggerAll=!var(56)
triggerAll=var(58)=2
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo=[430,431]
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
Trigger1 = MoveGuarded
Trigger1 = P2BodyDist X*fvar(8)=[-5,85-(MoveGuarded>0)*15]
Trigger1 = P2BodyDist Y*fvar(9)=[-130,-20]
Trigger2 = MoveHit
Trigger2 = P2BodyDist X*fvar(8)=[-5,120]
Trigger2 = (P2BodyDist Y*fvar(9)=[-60,-10])||P2Statetype!=A
Trigger2 = fvar(17)>60||P2Statetype!=A
trigger2 = var(42)>=1||PalNo=11

[State -1,ryujin];n
Type = ChangeState
value = 1070
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=(var(55)!=[100,101])
TriggerAll=!var(56)
TriggerAll=P2StateType!=L
triggerAll=var(58)=2
TriggerAll=P2MoveType=H
triggerAll=var(42)>=1||PalNo=11
triggerAll=var(31)<3
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
TriggerAll=MoveHit
Trigger1 = StateNo=1320
trigger1 = time=[2,38]
Trigger2 = StateNo=1350
Trigger2 = fvar(17)>35;ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))>65
Trigger3 = StateNo=1070||(StateNo=1001||StateNo=1010)&&P2BodyDist Y*fvar(9)>-65
Trigger4 = (StateNo=[1200,1204])||(StateNo=[1210,1218])||(StateNo=[1220,1223])
Trigger4 = P2BodyDist Y*fvar(9)=[-45,10]

[State -1,Sor6P];
Type = ChangeState
value = ifelse(fvar(17)>15,225,205)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=(var(55)!=[99,101])
TriggerAll=P2MoveType=H
TriggerAll=var(50)<=-75
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveHit
Trigger1 = StateNo=220
Trigger1 = P2BodyDist X*fvar(8)=[-5,65-(MoveGuarded>0)*15]
Trigger1 = !P2BodyDist Y*fvar(9)

[State -1,S_FHS];6HS
Type = ChangeState
value = 237
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<=var(59)*100||fvar(39)
TriggerAll=(var(55)!=[100,101])
TriggerAll=var(58)=1
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct
Trigger1 = (StateNo=[200,232])||(StateNo=[430,431])
Trigger1 = MoveHit
Trigger1 = P2BodyDist X*fvar(8)=[-5,55]
Trigger1 = P2StateType!=A
Trigger1 = fvar(29)>=16

[State -1,S_FHS];6HS
Type = ChangeState
value = 233
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<=var(59)*100||fvar(39)
TriggerAll=(var(55)!=[100,101])
TriggerAll=var(58)=2
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct
Trigger1 = (StateNo=[200,229])||(StateNo=[430,431])
Trigger1 = MoveHit
Trigger1 = P2BodyDist X*fvar(8)=[-5,45]
Trigger1 = P2StateType!=A
Trigger1 = fvar(29)>=18

[State -1,5d];5D
Type = ChangeState
value = 240
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=400||fvar(39)
TriggerAll=var(55)=99
TriggerAll=P2MoveType=H
TriggerAll=var(50)<=-75
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveHit=1
Trigger1 = (StateNo=[220,225])||(StateNo=[205,206])
Trigger1 = P2BodyDist X*fvar(8)=[-5,65-(MoveGuarded>0)*15]
Trigger1 = !P2BodyDist Y*fvar(9)


[State -1,2d];2D
Type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=(var(55)!=[99,101])||var(55)=99&&fvar(29)<=4
TriggerAll=P2MoveType=H
TriggerAll=var(50)<=-75
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveHit
Trigger1 = (StateNo=[220,225])||(StateNo=[205,206])
Trigger1 = P2BodyDist X*fvar(8)=[-5,65-(MoveGuarded>0)*15]
Trigger1 = !P2BodyDist Y*fvar(9)&&P2StateType!=A

[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)!=[99,101])
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct
TriggerAll=fvar(29)>=13
Trigger1 = (StateNo=[200,225])&&!(StateNo=205&&var(50)>100)||(StateNo=[400,420])&&StateNo!=410&&(P2StateNo!=[421,429])
Trigger1 = P2BodyDist X*fvar(8)=[-5,30-11*(fvar(17)<14)-8*(StateNo=225)-(MoveGuarded>0)*15+vel X*6.5]
Trigger1 = !P2BodyDist Y*fvar(9)&&P2StateType!=A


[State -1,S_FHS];6HS
Type = ChangeState
value = 233
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<=var(59)*20||fvar(39)
TriggerAll=var(58)=2
TriggerAll=(var(55)!=[100,101])
TriggerAll=P2MoveType=H
TriggerAll=P2StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=(Helper(780+id),var(45))
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveGuarded=1
TriggerAll=P2BodyDist X*fvar(8)=[-5,75]
Trigger1 = (StateNo=[220,225])||StateNo=206||(StateNo=[410,431])

[State -1,6P];6P
Type = ChangeState
value = 205
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<=var(59)*25||fvar(39)
TriggerAll=(var(55)!=[100,101])
TriggerAll=!var(56)
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(StateNo=[210,220])||StateNo=200||StateNo=410
TriggerAll=MoveGuarded
Trigger1 = P2StateType!=A
Trigger1 = P2BodyDist X*fvar(8)=[-5,32]


[State -1,c_S];2S
Type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=(var(55)!=[100,101])
TriggerAll=NumHelper(780+id)>0
;TriggerAll=(Helper(780+id),var(45))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=fvar(29)>=6
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveGuarded
Trigger1 = (StateNo=[217,225])
Trigger1 = P2BodyDist X*fvar(8)=[-10,50]

[State -1,S_HS];2HS
Type = ChangeState
value = 432
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=var(58)=1
TriggerAll=(var(55)!=[99,101])
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveHit
TriggerAll=!P2BodyDist Y*fvar(9)&&P2StateType!=A
Trigger1 = (StateNo=[220,225])||Stateno=205&&MoveHit||StateNo=206||StateNo=420&&(P2StateNo!=[421,429])
Trigger1 = P2BodyDist X*fvar(8)=[-5,75-10*(StateNo=225)-(MoveGuarded>0)*15]
Trigger1 = MoveHit
Trigger2 = StateNo=410
Trigger2 = P2BodyDist X*fvar(8)=[29,75-(MoveGuarded>0)*15]
Trigger2 = MoveHit
Trigger3 = 0;Power>499
Trigger3 = (StateNo=[220,225])||(StateNo=[205,206])||StateNo=420&&(P2StateNo!=[421,429])
Trigger3 = fvar(29)>7
Trigger3 = var(55):=70
Trigger4 = StateNo=210||(StateNo=[400,410])||StateNo=200
Trigger4 = fvar(29)>7
Trigger4 = P2BodyDist X*fvar(8)=[33,75-(MoveGuarded>0)*15]
Trigger5 = MoveHit
Trigger5 = (Helper(780+id),var(45))
Trigger5 = Stateno=205&&(time=[12,17])
Trigger5 = MoveGuarded&&Random<=40

[State -1,S_HS];2D
Type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=(var(55)!=[99,101])
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=MoveHit||MoveContAct=1&&Power>499&&(Random<=var(59)*10)
TriggerAll=!P2BodyDist Y*fvar(9)&&P2StateType!=A
Trigger1 = (StateNo=[220,225])||Stateno=205&&MoveHit||StateNo=206||StateNo=420&&(P2StateNo!=[421,429])||StateNo=432
Trigger1 = P2BodyDist X*fvar(8)=[-5,65-20*(StateNo=432)-10*(StateNo=225)-(MoveGuarded>0)*15]
Trigger1 = MoveHit
Trigger2 = StateNo=410
Trigger2 = P2BodyDist X*fvar(8)=[29,65-(MoveGuarded>0)*15]
Trigger2 = MoveHit
Trigger3 = 0;Power>499
Trigger3 = (StateNo=[220,225])||(StateNo=[205,206])||StateNo=420&&(P2StateNo!=[421,429])
Trigger3 = fvar(29)>7
Trigger3 = var(55):=70
Trigger4 = StateNo=210||(StateNo=[400,410])||StateNo=200||StateNo=432
Trigger4 = fvar(29)>7
Trigger4 = P2BodyDist X*fvar(8)=[33,65-10*(StateNo=432)-(MoveGuarded>0||StateNo=432)*15]
Trigger5 = MoveHit
Trigger5 = (Helper(780+id),var(45))
Trigger5 = Stateno=205&&(time=[12,17])
Trigger5 = MoveGuarded&&Random<=40

[State -1,Ajin];󗴐n
Type = ChangeState
value = 37
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=var(58)=2
TriggerAll=(var(55)!=[100,101])
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveHit=1
Trigger1 = StateNo=450
Trigger1 = P2BodyDist X*fvar(8)=[-5,100]
Trigger1 = P2StateNo!=[5070,5072]
Trigger1 = (var(42)>=1||PalNo=11)&&fvar(29)>=13
Trigger2 = StateNo=225
Trigger2 = P2BodyDist X*fvar(8)=[-5,100]
Trigger2 = P2StateType=S
Trigger2 = (EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<-85

[State -1,100];S
Type = null;ChangeState
value = 1300
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=var(58)!=1
TriggerAll=(var(55)!=[100,101])
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveHit=1&&fvar(29)>=23+2*(var(58)!=2)
Trigger1 = StateNo=450
Trigger1 = P2BodyDist X*fvar(8)=[-5,100]
Trigger1 = P2StateNo!=[5070,5072]
Trigger1 = 0;var(55):=12
Trigger2 = StateNo=[430,431]
Trigger2 = P2BodyDist X*fvar(8)=[-5,140]
Trigger2 = P2StateType=A
Trigger2 = P2BodyDist Y*fvar(9)+(-5.5+fvar(5)+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*9)*18=[-150,-90]
Trigger2 = 0;var(55):=12
[State -1,S_FHS];6HS
Type = ChangeState
value = 233
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<=var(59)*100||fvar(39)
TriggerAll=(var(55)!=[100,101])
TriggerAll=var(58)=2
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct
Trigger1 = StateNo=232;StateNo=[230,232]
Trigger1 = P2BodyDist X*fvar(8)=[-5-25*(P2Dist X>0),55+(StateNo=232)*30]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = MoveHit||MoveGuarded&&StateNo=232
Trigger2 = StateNo=[430,431]
Trigger2 = MoveHit
Trigger2 = P2BodyDist X*fvar(8)=[-5-25*(P2BodyDist Y*fvar(9)>-80),95]
Trigger2 = P2BodyDist Y*fvar(9)+(ifelse(MoveHit=1,-4.5*fvar(5),(EnemyNear(floor(fvar(18))),vel y))+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*9)*18=[-90,0]
Trigger2 = P2StateType=A
Trigger2 = fvar(29)=18||(ifelse(facing=1,(helper(50000+id),rootdist X)<160,(helper(60000+id),rootdist X)<160)||var(21))&&P2BodyDist Y*fvar(9)>=-75||P2BodyDist Y*fvar(9)>=-25
Trigger3 = (StateNo=[200,229])||(StateNo=[400,431])&&StateNo!=420
Trigger3 = MoveHit
Trigger3 = P2BodyDist X*fvar(8)=[-5-25*(P2Dist X>0),65]
Trigger3 = P2StateType!=A
Trigger3 = fvar(29)>=18
Trigger4 = MoveHit
Trigger4 = P2BodyDist X*fvar(8)=[-5-25*(P2Dist X>0),65]
Trigger4 = P2StateType!=A
Trigger4 = fvar(29)>=18
Trigger4 = (StateNo=[230,231])&&(Helper(780+id),sysvar(0)=1)
[State -1,S_HS+];6HSǉ
Type = ChangeState
value = 234
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=(var(55)!=[100,101])
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A||var(59)<9
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveHit
TriggerAll=fvar(29)>=10
TriggerAll=!var(56)
triggerAll=stateno = 233
triggerAll=movetype != H
triggerAll=time = [18,31]
TriggerAll=P2BodyDist Y*fvar(9)+(ifelse(moveHit=1,-7*fvar(5),(EnemyNear(floor(fvar(18))),vel y))+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5)*10>-110
triggerAll=(fvar(29)=10||time=31)||time=18&&P2BodyDist Y*fvar(9)>=-35&&ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<160||(Helper(780+id),sysvar(0)=1)
triggerAll=ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<300&&(Helper(780+id),sysvar(0)=1)||(Helper(780+id),sysvar(0)!=1)||(fvar(29)=10||time=31)
Trigger1 = ifelse(facing=1,(helper(50000+id),rootdist X)<160,(helper(60000+id),rootdist X)<160)
Trigger2 = P2BodyDist Y*fvar(9)<=80-fvar(25)*200
Trigger3 = fvar(17)>=55&&fvar(25)<=0.9
Trigger4 = ifelse(facing=1,(helper(50000+id),rootdist X)<300,(helper(60000+id),rootdist X)<300)&&(Helper(780+id),sysvar(0)=1)
Trigger4 = P2BodyDist Y*fvar(9)+(ifelse(moveHit=1,-7*fvar(5),(EnemyNear(floor(fvar(18))),vel y))+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5)*10>-110
[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=var(58)=2
TriggerAll=P2StateType=A
TriggerAll=fvar(29)>=8
TriggerAll=fvar(17)>=75
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist Y*fvar(9)<-55-15*(StateNo=200)+15||var(59)<8
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = (StateNo=[220,225])||StateNo=200
Trigger1 = P2BodyDist X*fvar(8)=[-5,98]
Trigger1 = MoveHit

[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=var(58)=2
TriggerAll=P2StateType=A
TriggerAll=fvar(29)>=8
TriggerAll=fvar(17)>=75
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist Y*fvar(9)<-55-15*(StateNo=200)+15||var(59)<8
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = (StateNo=[220,225])||StateNo=200
Trigger1 = P2BodyDist X*fvar(8)=[-5,98]
Trigger1 = MoveHit

[State -1,C_HS];2HS
Type = ChangeState
value = 430
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<=var(59)*100||fvar(39)
TriggerAll=(var(55)!=[100,101])
TriggerAll=var(58)!=1
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct&&var(58)=2||MoveGuarded
TriggerAll=fvar(29)>=9
Trigger1 = (StateNo=[200,225])||(StateNo=[400,420])
Trigger1 = P2BodyDist X*fvar(8)=[-25,75-(MoveGuarded>0||StateNo=225&&fvar(17)<15)*35]
Trigger1 = P2BodyDist Y*fvar(9)=[-120,10]


[State -1,A-dash]
Type = ChangeState
value = 3050
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=(var(55)!=[100,101])
TriggerAll=var(58)=2
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveHit=1
TriggerAll=Power>999
TriggerAll=var(50)>-18
Trigger1 = StateNo=225
Trigger1 = P2BodyDist X*fvar(8)=[-5,130]


[State -1,Jump9];Wv
Type = null;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=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateType!=A
Trigger1 = MoveHit
Trigger1 = StateNo=206

[State -1,jump];jump
type = null;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=P2StateType=S
TriggerAll=fvar(29)>=12
TriggerAll=P2MoveType=H
TriggerAll=(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<-85
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = StateNo=225
Trigger1 = P2BodyDist X*fvar(8)=[-5,140]
Trigger1 = MoveHit
Trigger1 = 0;var(55):=2

[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=P2StateType!=L
TriggerAll=P2StateType!=C
TriggerAll=(var(55)!=[99,101])
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContact
Trigger1 = StateNo=210&&MoveHit||(StateNo=[400,410])||StateNo=220||StateNo=200||StateNo=205&&MoveHit||StateNo=206||StateNo=217
Trigger1 = P2BodyDist X*fvar(8)=[30-40*(StateNo=220),80]
Trigger1 = P2BodyDist Y*fvar(9)>=-90

[State -1,S_NS];Sn
Type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2StateType!=A
TriggerAll=(var(55)!=[100,101])
TriggerAll=MoveContAct
Trigger1 = StateNo=210&&MoveHit||(StateNo=[400,410])||StateNo=200||StateNo=205&&MoveHit||StateNo=206||StateNo=217
Trigger1 = P2BodyDist X*fvar(8)=[-15,30]


[State -1,S_NS];S󒆃qbg
Type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist Y*fvar(9)>-125
TriggerAll=P2StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-5-(StateNo=205)*35,30]
TriggerAll=MoveContAct
Trigger1 = StateNo=210&&MoveHit||(StateNo=[400,410])||StateNo=200||(StateNo=[205,206])||StateNo=217

[State -1,S_NS]
Type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveGuarded
Trigger1 = StateNo=217


[State -1,jump];jump
type = ChangeState
value = 37
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<=var(59)*100||fvar(39)
TriggerAll=!var(58)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2StateType=A
TriggerAll=fvar(29)>=8
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist Y*fvar(9)>-35
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = StateNo=225
Trigger1 = P2BodyDist X*fvar(8)=[-5,111]
Trigger1 = MoveHit

[State -1,jump];jump
type = ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<=var(59)*100||fvar(39)
TriggerAll=var(58)=1
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2StateType=A
TriggerAll=fvar(29)>=11
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist Y*fvar(9)>-35
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = StateNo=225
Trigger1 = P2BodyDist X*fvar(8)=[-5,111]
Trigger1 = MoveHit

[State -1,jump];jump
type = ChangeState
value = ifelse(P2BodyDist Y*fvar(9)<-105+((fvar(5)/0.05-10)*6.5),41,39)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<=var(59)*100||fvar(39)
TriggerAll=var(58)!=2
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2StateType=A
TriggerAll=fvar(29)>=8
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist Y*fvar(9)<=0||var(59)<8
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = (StateNo=[220,225])||StateNo=200||StateNo=238
Trigger1 = P2BodyDist X*fvar(8)=[-5,98]
Trigger1 = MoveHit

[State -1,jump];jump
type = ChangeState
value = ifelse(P2BodyDist Y*fvar(9)<-115+((fvar(5)/0.05-10)*6.5),41,39)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<=var(59)*100||fvar(39)
TriggerAll=var(58)=2
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2StateType=A
TriggerAll=fvar(29)>=8
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist Y*fvar(9)+(-7*fvar(5)+0.52*4)*8<-65
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = (StateNo=[220,225])||StateNo=200||StateNo=238
Trigger1 = P2BodyDist X*fvar(8)=[-5,98]
Trigger1 = MoveHit

[State -1,100];S
Type = ChangeState
value = 1600
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=var(58)=1
TriggerAll=(var(55)!=[100,101])
TriggerAll=Power>499
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveHit
Trigger1 = StateNo=450
Trigger1 = P2BodyDist X*fvar(8)=[-5,350]

[State -1,100];S
Type = ChangeState
value = 1700
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=var(58)=1
TriggerAll=(var(55)!=[100,101])
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveHit
Trigger1 = (StateNo=[200,450])&&(StateNo!=[233,237])&&StateNo!=240&&((P2StateNo!=[421,429])||StateNo=432)
Trigger1 = P2BodyDist X*fvar(8)=[-5,180]
Trigger1 = fvar(29)>=17

[State -1,100];S
Type = ChangeState
value = 1600
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=var(58)=1
TriggerAll=(var(55)!=[100,101])
TriggerAll=Power>499
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveGuarded
Trigger1 = (StateNo=[432,450])
Trigger1 = P2BodyDist X*fvar(8)=[-5,350]
Trigger1 = fvar(29)>=12
Trigger1 = var(55):=5

[State -1,100];S
Type = ChangeState
value = 1300
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=var(58)=2
TriggerAll=(var(55)!=[100,101])
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveHit
Trigger1 = StateNo=431
Trigger1 = P2BodyDist X*fvar(8)=[-5,130]
Trigger1 = fvar(29)>=23
Trigger1 = P2BodyDist Y*fvar(9)+(ifelse(MoveHit=1,-4.5*fvar(5),(EnemyNear(floor(fvar(18))),vel y))+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*fvar(29)/2)*fvar(29)<-90
Trigger1 = P2BodyDist Y*fvar(9)+(ifelse(MoveHit=1,-4.5*fvar(5),(EnemyNear(floor(fvar(18))),vel y))+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*11.5)*23=[-145,0]
Trigger1 = var(55):=12

[State -1,100];S
Type = ChangeState
value = 1100
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=var(58)=2
TriggerAll=(var(55)!=[100,101])
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveHit
Trigger1 = StateNo=431
Trigger1 = P2BodyDist X*fvar(8)=[35,140]
Trigger1 = fvar(29)>=17
Trigger1 = P2BodyDist Y*fvar(9)+(ifelse(MoveHit=1,-4.5*fvar(5),(EnemyNear(floor(fvar(18))),vel y))+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*fvar(29)/2)*fvar(29)<-90
Trigger1 = P2BodyDist Y*fvar(9)+(ifelse(MoveHit=1,-4.5*fvar(5),(EnemyNear(floor(fvar(18))),vel y))+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*8.5)*17=[-165,0]

[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=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=MoveHit
Trigger1 = StateNo=240
Trigger1 = numtarget(240)
Trigger1 = var(55):=9
Trigger2 = 1;var(58)=1
Trigger2 = StateNo=620
Trigger2 = var(22)>0
;
;󒆖ډ 
;
[State -3,A-ryuu];󗳐n
Type = ChangeState
value = 1010+50*(!var(58)&&(var(42)>0||palNo=11))
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=var(58)!=1
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateNo!=[120,159]
TriggerAll=Ctrl||(stateno = 110 && time >= ifelse(var(58)=2,6,4)) || (stateno = 115 && time >= 5)
Trigger1 = PrevStateNo=37

[State -3,A-ryuu];kousyuu
Type = ChangeState
value = 1615
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=RoundState=2
TriggerAll=var(58)!=1
TriggerAll=StateType=A
TriggerAll=P2StateType!=A
TriggerAll=P2StateNo=[120,159]
TriggerAll=P2BodyDist X*fvar(8)=[-10,65]
TriggerAll=Ctrl||(stateno = 110 && time >= ifelse(var(58)=2,6,4)) || (stateno = 115 && time >= 5)
Trigger1 = PrevStateNo=37

[State -3,AirDash];_bV
Type = ChangeState
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<var(59)*120||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040&&Ctrl||(StateNo=[120,140])&&(anim!=300)&&var(38)<=0&&Ctrl||(stateno = 2701 && animelemtime(7) >= 2)||(stateno = 2710 && animelemtime(6) >= 3)
triggerAll=pos y<=-10||(Helper(780+id),sysvar(0)=1)
Trigger1 = PrevStateNo=38||PrevStateNo=36
Trigger2 = var(55)=22
Value = ifelse(PrevStateNo=38,110,115)


[State -1,t]
Type = ChangeState
value = ifelse(var(58)=1,642,1110)
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(18)>=3
TriggerAll=var(55)!=25
TriggerAll=StateType=A
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=(stateno = 110 && time >= ifelse(var(58)=2,6,4)) || (stateno = 115 && time >= 5)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=(P2StateNo=[120,159])||var(55)=22
Trigger1 = P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[10,110]
Trigger1 = Random<=var(59)*(20+80*(StateNo=115))
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*6)*7=[30,120]
Trigger2 = var(55)=22
Trigger2 = (P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[20,75])
Trigger3 = var(55)=22
Trigger3 = ifelse(facing=1,(helper(60000+id),rootdist X)<35,(helper(50000+id),rootdist X)<35)

[State -1,A-p]
Type = ChangeState
value = 600
TriggerAll=!IsHelper
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=25
TriggerAll=var(55)!=3
TriggerAll=StateType=A
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=(stateno=110&&time>=ifelse(var(58)=2,6,4)) || (stateno = 115 && time >= 5)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=(P2StateNo=[120,159])||(P2Statetype=S||(Helper(780+id),sysvar(0)=1))&&fvar(29)>=5
Trigger1 = P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[10-65*(Helper(780+id),sysvar(0)=1),55+vel X*5]
Trigger1 = Random<=var(59)*100||fvar(39)
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*6)*7=[30-30*(p2Statetype!=A),120]
Trigger2 = var(55)=4


[State -1,A_S]
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType=A
;TriggerAll=!var(11)
TriggerAll=!var(22)
TriggerAll=var(58)!=2||var(22)>0||fvar(29)=4
TriggerAll=var(55)!=3
TriggerAll=(ctrl||fvar(28))||(stateno = 110 && time >= ifelse(var(58)=2,6,4)) || (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(29)>=4
TriggerAll=!((P2StateNo=[120,155])&&P2StateType!=A)
TriggerAll=PrevStateNo!=[950,961]
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll = P2BodyDist X*fvar(8)-vel x*4-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*4)*(1-(Facing=Enemynear,Facing)*2)=[-45-15*(StateNo=110||EnemyNear(floor(fvar(18))),BackEdgeBodyDist<=1||(P2BodyDist Y*fvar(9)=[-90,30])),13]
Trigger1 = P2BodyDist Y*fvar(9)-(vel y+0.55*2)*4+(EnemyNear(floor(fvar(18))),vel y+(EnemyNear(floor(fvar(18))),vel y!=0)*EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*2)*4=[-75-(var(55)=3||var(58)=1)*55,25+(P2Statetype!=A&&(StateNo=[110,115]))*35]
Trigger2 = var(22)>0

[State -1,A_HS1]
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=!var(11)||var(22)>0
TriggerAll=var(55)!=[3,4]
TriggerAll=(ctrl||fvar(28))&&var(22)>0||(stateno = 2701 && animelemtime(7) >= 2)||(stateno = 2710 && animelemtime(6) >= 3)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(PrevStateNo!=[36,38])
TriggerAll=(P2StateNo=[120,155])||fvar(29)>=7
TriggerAll=PrevStateNo!=[950,961]
Trigger1 = 0;P2BodyDist X*fvar(8)-vel x*8-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)=[-45-55*(fvar(17)<10),97]
Trigger1 = P2BodyDist Y*fvar(9)-vel y*8+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*8+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*36)=[-65,65]
Trigger2 = var(22)>0
Trigger2 = StateNo=241&&time=1

[State -1,A_K]
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=var(55)!=[3,4]
;TriggerAll=!var(11)
TriggerAll=!var(22)
TriggerAll=(ctrl||fvar(28))||(stateno = 110 && time >= ifelse(var(58)=2,6,4)) || (stateno = 115 && time >= 5)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(PrevStateNo!=[36,38])
TriggerAll=(P2StateNo=[120,155])||fvar(29)>=5
TriggerAll=!((P2StateNo=[120,155])&&P2StateType!=A)
TriggerAll=PrevStateNo!=[950,961]
TriggerAll=P2BodyDist X*fvar(8)-vel x*5-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-15-35*(StateNo=110||EnemyNear(floor(fvar(18))),BackEdgeBodyDist<=1),98]
Trigger1 = P2BodyDist Y*fvar(9)-(vel y+0.55*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=[-35,35]
Trigger2 = P2StateNo=1356
Trigger2 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),time>=25)*(0.55*(EnemyNear(floor(fvar(18))),time-24)/2)*(EnemyNear(floor(fvar(18))),time-12)=[-15-(fvar(29)=18)*60,0])
Trigger3 = P2StateNo=1076
Trigger3 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),time>=30)*(0.55*(EnemyNear(floor(fvar(18))),time-29)/2)*(EnemyNear(floor(fvar(18))),time-15)=[-15-(fvar(29)=18)*60,0])

[State -1,A_S]
Type = ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=var(58)!=1
TriggerAll=StateType=A
TriggerAll=var(11)
TriggerAll=!var(22)
TriggerAll=var(55)!=[3,4]
TriggerAll=(ctrl||fvar(28))||(stateno = 110 && time >= ifelse(var(58)=2,6,4)) || (stateno = 115 && time >= 5)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(PrevStateNo!=[36,38])
TriggerAll=(P2StateNo=[120,155])||fvar(29)>=7
TriggerAll=!((P2StateNo=[120,155])&&P2StateType!=A)
TriggerAll=PrevStateNo!=[950,961]
Trigger1 = P2BodyDist X*fvar(8)-vel x*4-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-15,34]
Trigger1 = P2BodyDist Y*fvar(9)-vel y*4+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*4+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*10)=[-75,25+(P2Statetype!=A&&(StateNo=[110,115]))*35]


[State -1,A_S]
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType=A
;TriggerAll=!var(11)
TriggerAll=!var(22)
TriggerAll=var(55)!=[3,4]
TriggerAll=(ctrl||fvar(28))||(stateno = 110 && time >= ifelse(var(58)=2,6,4)) || (stateno = 115 && time >= 5)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(PrevStateNo!=[36,38])
TriggerAll=(P2StateNo=[120,155])||fvar(29)>=4
TriggerAll=!((P2StateNo=[120,155])&&P2StateType!=A)
TriggerAll=PrevStateNo!=[950,961]
Trigger1 = P2BodyDist X*fvar(8)-vel x*4-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-15,27]
Trigger1 = P2BodyDist Y*fvar(9)-(vel y+GetHitVar(Yaccel)*2)*4+(EnemyNear,vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+0.52*2)*4=[-75-(var(55)=3||fvar(29)=4)*45,25+(P2Statetype!=A&&(StateNo=[110,115]))*35]

[State -1,A_D]
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||(stateno = 110 && time >= ifelse(var(58)=2,6,4)) || (stateno = 115 && time >= 5)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(PrevStateNo!=[36,38])
TriggerAll=!((P2StateNo=[120,155])&&P2StateType!=A)
TriggerAll=PrevStateNo!=[950,961]
TriggerAll=var(55)=3
TriggerAll=(P2StateNo=[120,155])||fvar(29)>=4
Trigger1 = P2BodyDist X*fvar(8)-vel x*4-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-25,34]
Trigger1 = P2BodyDist Y*fvar(9)-(vel y+GetHitVar(Yaccel)*2)*4+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+0.52*2)*4=[-65-(fvar(29)=4)*55,25+(P2Statetype!=A&&(StateNo=[110,115]))*35]

;
;󒆌q 
;
[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=(Helper(780+id),fvar(27)<=0)
TriggerAll=InGuardDist||(Helper(780+id),var(58))
TriggerAll=MoveContAct
Trigger1 = StateNo=620

;
;
;R{

[State -1,geki];t
Type = ChangeState
value = 1110
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=var(58)=2
TriggerAll=StateType=A
TriggerAll=fvar(29)>=17
TriggerAll=P2BodyDist X*fvar(8)=[-25,120]
TriggerAll=P2BodyDist Y*fvar(9)=[-90,90]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=var(55)!=9
TriggerAll=Pos y<-75
TriggerAll=P2StateType=A
TriggerAll=MoveHit
Trigger1 = StateNo=641
Trigger1 = !var(22)

[State -1,geki];t
Type = ChangeState
value = ifelse(var(58)=1,642,1110)
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=fvar(29)>=17
TriggerAll=var(18)>=2
TriggerAll=P2BodyDist X*fvar(8)=[-25,45]
TriggerAll=P2BodyDist Y*fvar(9)=[-90,90]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=var(55)=9
TriggerAll=P2StateType=A
TriggerAll=MoveHit
Trigger1 = StateNo=620&&PrevStateno=110

[State -1,A_HS1]
Type = ChangeState
value = 1615
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=var(58)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveHit
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=StateNo=630
Trigger1 = var(22)>0
Trigger1 = var(23)=10
Trigger2 = var(55)=3

[State -1,AirJump];2iWv
Type = ChangeState
value = 99
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=P2BodyDist X*fvar(8)=[-5,97]
TriggerAll=P2BodyDist Y*fvar(9)=[-160,80]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveHit
TriggerAll=StateNo=620
Trigger1 = var(55)!=3
Trigger1 = var(58)!=1
Trigger2 = var(58)=1
Trigger2 = vel y>0

[State -1,geki];
Type = ChangeState
value = 1010+50*(var(42)>0||palNo=11)
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=!var(58)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=fvar(29)>=9+2*(var(42)>0||palNo=11)
TriggerAll=P2BodyDist X*fvar(8)=[-35,120]
TriggerAll=P2BodyDist Y*fvar(9)=[-100,40]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=var(55)!=9
TriggerAll=P2StateType=A
TriggerAll=MoveHit
Trigger1 = StateNo=630||StateNo=641||StateNo=640&&PrevStateNo=610

[State -1,geki];Ot
Type = ChangeState
value = 1220+50*(var(46)>0||palNo=11)
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=!var(58)
triggerall=var(31)<2
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=fvar(29)>=5
TriggerAll=P2BodyDist X*fvar(8)=[-25,28]
TriggerAll=P2BodyDist Y*fvar(9)=[-135,40]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=var(55)!=9
TriggerAll=P2StateType=A
TriggerAll=MoveHit
Trigger1 = StateNo=1001||StateNo=1010||StateNo=1020||(StateNo=1051||StateNo=1060||StateNo=1070)

[State -1,geki];t
Type = ChangeState
value = 1120+50*(var(44)>0||palNo=11)
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=!var(58)
triggerall=var(31)<3
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=fvar(29)>=16
TriggerAll=P2BodyDist X*fvar(8)=[-25,76]
TriggerAll=P2BodyDist Y*fvar(9)=[-90,90]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=var(55)!=9
TriggerAll=P2StateType=A
TriggerAll=MoveHit||var(30)
Trigger1 = StateNo=1001||StateNo=1010||StateNo=1020||(StateNo=1051||StateNo=1060||StateNo=1070)
Trigger2 = (stateno = [1201,1204])||(stateno = [1210,1218])||(stateno = [1220,1223])||(stateno = [1250,1258])||(stateno = [1260,1268])||(stateno = [1270,1278])


[State -1,A_HS];HS
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=(P2BodyDist X*fvar(8)=[-35-25*(PrevStateNo=600),35+40*(StateNo=610)])||MoveHit&&var(55)=3
TriggerAll=(P2BodyDist Y*fvar(9)=[-140,60])||MoveHit&&var(55)=3
TriggerAll=NumHelper(780+id)>0
TriggerAll=NumHelper(50000+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
;TriggerAll=P2StateType=A||P2StateType=S
TriggerAll=Moveguarded||MoveHit&&(var(55)=3||var(58)!=2||(Helper(780+id),sysvar(0)=1))
TriggerAll=fvar(29)>=7||(P2StateNo=[120,159])
Trigger1 = StateNo=620
Trigger2 = StateNo=600&&(PrevStateNo=600||Helper(50000+id),var(22)=1||(Helper(780+id),sysvar(0)=1))
Trigger3 = StateNo=610&&Var(58)=1

[State -1,A_S];D
Type = ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=var(58)!=1
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,97]
TriggerAll=P2BodyDist Y*fvar(9)=[-80,60]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=MoveHit
TriggerAll=Pos Y+(vel y+Const(MoveMent.Yaccel)*3.5)*7<-10
TriggerAll=fvar(29)>=7||(P2StateNo=[120,159])
Trigger1 = StateNo=610




[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=(var(55)!=[100,101])
TriggerAll=P2BodyDist X*fvar(8)=[-35,35]
TriggerAll=P2BodyDist Y*fvar(9)=[-140,70]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
;TriggerAll=P2StateType=A
TriggerAll=fvar(29)>=4||(P2StateNo=[120,159])
Trigger1 = StateNo=600&&PrevStateNo=600
Trigger1 = MoveGuarded
Trigger2 = StateNo=600
Trigger2 = MoveHit
Trigger2 = var(58)=2||P2Statetype=A
Trigger3 = StateNo=630&&var(58)=1||StateNo=610
Trigger3 = MoveHit
Trigger3 = P2Statetype=A

[State -1,A_P];P
Type = ChangeState
value = 600
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-35,35]
TriggerAll=P2BodyDist Y*fvar(9)=[-80,70]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
;TriggerAll=P2StateType=A
TriggerAll=MoveGuarded||MoveHit&&P2StateType!=A&&var(58)!=2&&PrevStateNo!=600
TriggerAll=fvar(29)>=7||(P2StateNo=[120,159])
Trigger1 = StateNo=600

;
;Ԃ
;
[State -3];TCNo[Xg
Type = ChangeState
value = 750
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=fvar(33)>=1.5
TriggerAll=Power<PowerMax/2
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*18)*(1-(Facing=Enemynear,Facing)*2)=[-55,55]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*18+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*171)=[-130,0]
TriggerAll=Alive
TriggerAll=P2StateNo!=[120,155]
TriggerAll=P2MoveType!=H
TriggerAll=P2MoveType=A||EnemyNear(floor(fvar(18))),ctrl
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*40
TriggerAll=(Helper(780+id),fvar(27)<=0)
Trigger1 = (ctrl||fvar(28))||(StateNo=[100,101])
Trigger2 = (Time<=1&&MoveType=A)
Trigger2 = StateNo=[200,640]
Trigger2 = PrevStateNo!=[200,640]

[State -1];rP
Type = ChangeState
value = 3100+400*(var(58)=1)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=Power>999
triggerall=!var(40)
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])
TriggerAll=P2MoveType=A||EnemyNear(floor(fvar(18))),ctrl
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*25
TriggerAll=(Helper(780+id),fvar(27)<=0)
Trigger1 = P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[-9,42]
Trigger1 = !P2BodyDist Y*fvar(9)

[State -1];o
Type = ChangeState
value = 3050-50*(!var(58))+350*(var(58)=1)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=Power>999
triggerall=!var(40)
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])
TriggerAll=P2MoveType=A||EnemyNear(floor(fvar(18))),ctrl
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*25
TriggerAll=(Helper(780+id),fvar(27)<=0)
Trigger1 = P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[-9,92]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*3)*6=[-100,0]
;
;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
TriggerAll=NumHelper(780+id)>0
;TriggerAll=InGuardDist||(Helper(780+id),var(58))
Trigger1 = Random<var(59)*20||var(59)>9


[State -3,S];Ⴊ݉(ްސؑւ˂Ă)
Type = ChangeState
value = 0
ctrl=1
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=StateType!=A
Trigger1 = fvar(38)=[2,3]
Trigger1 = StateNo=[11,12]
Trigger1 = Random<var(59)*20||var(59)>9
Trigger2 = StateNo=[21,22]
Trigger2 = P2Dist X < 0&&ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))>56
Trigger3 = fvar(38)<0
Trigger3 = StateNo=11

[State -1,Jump8];_bVpWv
Type = null;ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=ctrl||(StateNo=[10,22])||(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)*6
TriggerAll=life>300
Trigger1 = P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[150,240]
Trigger1 = P2StateType!=A

[State -1,Dash];_bV
Type = ChangeState
value = 100
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(55)!=1
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)!=-6
TriggerAll=ctrl||(StateNo=[10,22])
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)&&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 = null;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=(Helper(780+id),fvar(27)<=0)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(Ctrl||fvar(28))||(StateNo=5120&&animtime=0)||(StateNo=[100,101])||StateNo=52||(Stateno=[10,22])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=40
TriggerAll=P2BodyDist X*fvar(8)=[-5-19*(P2Dist X>0),21]
Trigger1 = Random<ifelse(var(59)>9,var(59)*120,var(59)*30)
Trigger2 = (P2StateNo=[120,159])
Trigger2 = Random<var(59)*25||var(59)>10
Value = ifelse((fvar(24)=[3,4]),805,800)

[State -3];EM
Type = ChangeState
value = 2500
TriggerAll=!IsHelper
TriggerAll=var(59)>1
TriggerAll=var(58)=1
TriggerAll=fvar(34)!=1
TriggerAll=!fvar(35)
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),fvar(39)=0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||(Stateno=[10,22])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=40
TriggerAll=P2BodyDist X*fvar(8)=[0+22*(power>499),32]
Trigger1 = Random<ifelse(var(59)>9,var(59)*120,var(59)*30)
Trigger2 = (P2StateNo=[120,159])
Trigger2 = Random<var(59)*25||var(59)>10

[State -3,Walk];O
Type = ChangeState
value = 21
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H||fvar(29)<=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ctrl||(StateNo=[10,12])||StateNo=22
TriggerAll=StateNo!=[100,101]
Trigger1 = P2BodyDist X*fvar(8)>=50
Trigger1 = StateNo=22
Trigger2 = P2BodyDist X*fvar(8)>=40
Trigger2 = NumHelper(50000+id)>0&&NumHelper(60000+id)>0
Trigger2 = ifelse(facing=1,(helper(60000+id),rootdist X)<15,(helper(50000+id),rootdist X)<15)
Trigger2 = StateNo!=22
Trigger3 = var(55)=100
Trigger3 = P2BodyDist X*fvar(8)>=10

[State -3,Walk];
Type = ChangeState
value = 22
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H||fvar(29)<=2
TriggerAll=var(58)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ctrl||(StateNo=[10,12])||StateNo=21
TriggerAll=StateNo!=[100,101]
TriggerAll=NumHelper(50000+id)>0&&NumHelper(60000+id)>0
TriggerAll=ifelse(facing=1,(helper(60000+id),rootdist X)>15,(helper(50000+id),rootdist X)>15)
Trigger1 = P2BodyDist X*fvar(8)<30

;
;i
[State -1,S_K];5K
type = ChangeState
value = 210
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= 196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-4,52+vel x*5+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = P2StateType=S
Trigger1 = Random<var(59)*4

[State -1,C_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= 196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-4,60+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)*2

[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=(var(55)!=[100,101])
TriggerAll=P2StateNo!=105
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-4,60+vel x*3+(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,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=P2StateNo!=105
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[22,46+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,C_P];2P
Type = ChangeState
value = 400
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(var(55)!=[100,101])
TriggerAll=StateType!=A
TriggerAll=P2StateNo!=105
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=Random<var(59)*5
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*3)*(1-(Facing=Enemynear,Facing)*2)=[-3,46]


[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=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=EnemyNear(floor(fvar(18))),vel y>=0
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*3.5)*7=[-60,0]
TriggerAll=Random<var(59)*5
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*3)*(1-(Facing=Enemynear,Facing)*2)=[-3,45]

[State -1,S_K];5K
type = ChangeState
value = 210
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[3,11]
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= 196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-4,52+vel x*5+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = Random<var(59)*6


[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=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=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)=[-5,30]

[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=(var(55)!=[100,101])
TriggerAll=P2StateNo!=105
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)=[-4,54+(vel X>0)*10+vel x*3+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)

[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=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)=[15,42]
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)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(var(55)!=[100,101])
TriggerAll=StateType!=A
TriggerAll=P2StateNo!=105
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2StateType!=C
TriggerAll=var(58)!=6
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=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)=[30,72]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*3)*6=[-40,0]
Trigger1 = Random<var(59)*3


[State -1,FB];FB
Type = ChangeState
value = 1300
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[7,11]
TriggerAll=var(58)!=[0,1]
TriggerAll=(var(55)!=[100,101])
TriggerAll=Power>1499
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=105
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=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)=[65,145]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = Random<var(59)*9
Trigger1 = var(55):=14

;
;󒆈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||(stateno = 2701 && animelemtime(7) >= 2)||(stateno = 2710 && animelemtime(6) >= 3)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2StateNo!=[120,155]
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 <= -10
triggerall = pos y >=-50
TriggerAll=(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040&&Ctrl||(StateNo=[120,140])&&(anim!=300)&&var(38)<=0&&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 <= -10
TriggerAll=(StateNo=[50,59]);||(StateNo=[5200,5210])||StateNo=5040&&Ctrl||(StateNo=[120,140])&&(anim!=300)&&var(38)<=0&&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 = !helper(780+id),var(8)
triggerall =(Ctrl||fvar(28))
TriggerAll=P2BodyDist X*fvar(8)=[-42,55-11*(var(58)=2)]
TriggerAll=P2BodyDist Y*fvar(9)=[-49,19]
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,t]
Type = ChangeState
value = ifelse(var(58)=1,642,1110)
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(18)>=3
TriggerAll=var(55)!=25
TriggerAll=StateType=A
TriggerAll=(StateNo=110&&Time>=6)||(StateNo=115&&Time>=4)
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
Trigger1 = P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[10,75]
Trigger1 = Random<=var(59)*100
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*6)*7=[30,120]
Trigger2 = var(55)=22
Trigger2 = (P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[20,75])
Trigger3 = var(55)=22
Trigger3 = 0;ifelse(facing=1,(helper(60000+id),rootdist X),(helper(50000+id),rootdist X))<35

[State -1,AS]AS
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(18)>=1
TriggerAll=var(55)!=25
TriggerAll=StateType=A
TriggerAll=(StateNo=110&&Time>=6)||(StateNo=115&&Time>=4)
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)-vel x*4-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[-10,25]
Trigger1 = Random<=var(59)*100
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*6)*7=[-85,50]


[State -1,AP]AP
Type = ChangeState
value = 600
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(18)>=1
TriggerAll=var(55)!=25
TriggerAll=StateType=A
TriggerAll=(StateNo=110&&Time>=6)||(StateNo=115&&Time>=4)
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)-vel x*5-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-5,25]
Trigger1 = Random<=var(59)*100
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4)*5=[-35,60]

[State -1,AK]AK
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(18)>=1
TriggerAll=var(55)!=25
TriggerAll=StateType=A
TriggerAll=(StateNo=110&&Time>=6)||(StateNo=115&&Time>=4)
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)-vel x*5-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-5,78]
Trigger1 = Random<=var(59)*100
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*6)*7=[-35,25]


[State -1,AD]AD
Type = ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=var(58)!=1
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(18)>=1
TriggerAll=var(55)!=25
TriggerAll=StateType=A
TriggerAll=(StateNo=110&&Time>=6)||(StateNo=115&&Time>=4)
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)-vel x*7-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-5,56]
Trigger1 = Random<=var(59)*100
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*6)*7=[-48,90]

;
;
[State -1,A_2HS];A2HS
type = ChangeState
value = 630
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=(stateno = 2701 && animelemtime(7) >= 2)||(stateno = 2710 && animelemtime(6) >= 3)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)-vel x*(7-(StateNo=115)*3)-(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-55,67]
TriggerAll=P2BodyDist Y*fvar(9)-((vel y!=0)*(vel y*9+Const(MoveMent.Yaccel)*45))+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*9+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*45)=[-35,35+(P2StateType!=A)*40]
Trigger1 = Random<=var(59)*120
Trigger1 = Pos Y+(vel y!=0)*(vel y*9+Const(MoveMent.Yaccel)*45)<0

[State -1,A_2HS];A2HS
type = ChangeState
value = 630
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=Ctrl||(stateno = 110 && time >= ifelse(var(58)=2,6,4)) || (stateno = 115 && time >= 5)||(StateNo=[120,132])||(stateno = 2701 && animelemtime(7) >= 2)||(stateno = 2710 && animelemtime(6) >= 3)
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-30,35+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*9+Const(MoveMent.Yaccel)*45))+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*9+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*45)=[-35,35+(P2StateType!=A)*40]
Trigger1 = Random<=var(59)*120
Trigger1 = Pos Y+(vel y!=0)*(vel y*9+Const(MoveMent.Yaccel)*45)<0

[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=Ctrl||(stateno = 110 && time >= ifelse(var(58)=2,6,4)) || (stateno = 115 && time >= 5)||(StateNo=[120,132])||(stateno = 2701 && animelemtime(7) >= 2)||(stateno = 2710 && animelemtime(6) >= 3)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[0-(P2StateType!=A)*20,25+vel x*(4-(StateNo=115)*2)+(EnemyNear(floor(fvar(18))),vel x*4)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=P2BodyDist Y*fvar(9)-((vel y!=0)*(vel y*4+Const(MoveMent.Yaccel)*10))+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*4+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*10)=[-85,10+(P2StateType!=A)*30]
Trigger1 = Random<=var(59)*120
Trigger1 = Pos Y+(vel y!=0)*(vel y*4+Const(MoveMent.Yaccel)*10)<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=Ctrl||(stateno = 110 && time >= ifelse(var(58)=2,6,4)) || (stateno = 115 && time >= 5)||(StateNo=[120,132])||(stateno = 2701 && animelemtime(7) >= 2)||(stateno = 2710 && animelemtime(6) >= 3)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[0,55+vel x*(4-(StateNo=115)*2)+(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=P2BodyDist Y*fvar(9)-((vel y!=0)*(vel y*5+Const(MoveMent.Yaccel)*15))+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*5+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*15)=[-20,30]
Trigger1 = Random<=var(59)*120
Trigger1 = Pos Y+(vel y!=0)*(vel y*5+Const(MoveMent.Yaccel)*15)<0

[State -1,A_2HS];A2HS
type = ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=var(58)!=1
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=25
TriggerAll=StateType=A
TriggerAll=Ctrl||(stateno = 110 && time >= ifelse(var(58)=2,6,4)) || (stateno = 115 && time >= 5)||(StateNo=[120,132])||(stateno = 2701 && animelemtime(7) >= 2)||(stateno = 2710 && animelemtime(6) >= 3)
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=C
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)-vel x*(7-(StateNo=115)*3)-(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-5,67]
TriggerAll=P2BodyDist Y*fvar(9)-((vel y!=0)*(vel y*9+Const(MoveMent.Yaccel)*45))+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*9+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*45)=[-35,35+(P2StateType!=A)*40]
Trigger1 = Random<=var(59)*120
Trigger1 = Pos Y+(vel y!=0)*(vel y*9+Const(MoveMent.Yaccel)*45)<0


; 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

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

[State 21,Power]
Type = PowerAdd
Trigger1 = P2Dist X>0
value = ceil(2*fvar(37))

[State 21,PSnd]
Type = PlaySnd
Trigger1 = AnimElem=6
value = 52,0

[State 21,vel_x]
Type = VelSet
Trigger1 = 1
x = (const(velocity.walk.fwd.x)+ifelse(palno=11,0.25,0))*ifelse(helper(780+id),sysvar(0),1.2,1)

[State 21,CAnim]
Type = ChangeAnim
Trigger1 = !Time
value = 20

[State 21,CState]
Type = ChangeState
Trigger1 = P2Dist X<0
value = 0
Ctrl = 1

;
; BackWalk@
;
[Statedef 22]
Type = S
PhySics = S
SprPriority = 0
Ctrl = 0

[State 22,PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem=3
value = 52,0

[State 22,vel_x]
Type = VelSet
Trigger1 = 1
x = (const(velocity.walk.back.x)-ifelse(palno=11,0.25,0))*ifelse(helper(780+id),sysvar(0),1.2,1)

[State 22,CAnim]
Type = ChangeAnim
Trigger1 = !Time
value = 21

[State 22,CState]
Type = ChangeState
Trigger1 = P2Dist X<0
value = 0
Ctrl = 1

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

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

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

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

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

;================================================================================
[State 40, 1]
type = VarSet
triggerAll = Time = 0
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-25-(backedgebodydist<20)*45,40]
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*0.74,0)

[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || (prevstateno = [215,216]) || (prevstateno = [220,225]) || prevstateno = 450 || prevstateno = 238||(helper(780+id),sysvar(0)&&(prevstateno=[200,234])||(prevstateno=[237,239])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) > 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4];qbg|[YɃWvŃ_bVp
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || (prevstateno = [215,216]) || (prevstateno = [220,225]) || prevstateno = 450 || prevstateno = 238||(helper(780+id),sysvar(0)&&(prevstateno=[200,234])||(prevstateno=[237,239])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.4)

[State 40, 4]
type = varset
triggerall = 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 100, 1]
type = veladd
trigger1 = var(12) = 0
trigger1 = palno = 11
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 1.35

[State 100, 1]
type = veladd
trigger1 = var(12) = 0
trigger1 = palno = 11
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -1.5

[State 40, 4]
type = veladd
trigger1 = var(12) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 0.625

[State 40, 4]
type = veladd
trigger1 = var(12) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -0.75

[State 40, 5]
type = velset
trigger1 = var(12) = 1
trigger1 = AnimTime = 0
y = const(velocity.jump.y)-3

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

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

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


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

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

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

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

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

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

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

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


[State 40, 1]
type = VarSet
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*0.74,0)

[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || (prevstateno = [215,216]) || (prevstateno = [220,225]) || prevstateno = 450 || prevstateno = 238||(helper(780+id),sysvar(0)&&(prevstateno=[200,234])||(prevstateno=[237,239])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) > 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4];qbg|[YɃWvŃ_bVp
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || (prevstateno = [215,216]) || (prevstateno = [220,225]) || prevstateno = 450 || prevstateno = 238||(helper(780+id),sysvar(0)&&(prevstateno=[200,234])||(prevstateno=[237,239])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.4)

[State 40, 4]
type = varset
triggerall = 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 100, 1]
type = veladd
trigger1 = var(12) = 0
trigger1 = palno = 11
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 1.35

[State 100, 1]
type = veladd
trigger1 = var(12) = 0
trigger1 = palno = 11
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -1.5

[State 40, 4]
type = veladd
trigger1 = var(12) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 0.625

[State 40, 4]
type = veladd
trigger1 = var(12) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -0.75

[State 40, 5]
type = velset
trigger1 = var(12) = 1
trigger1 = AnimTime = 0
y = const(velocity.jump.y)-3

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

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

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


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

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

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

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

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

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

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

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


[State 40, 1]
type = VarSet
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*0.74,0)

[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || (prevstateno = [215,216]) || (prevstateno = [220,225]) || prevstateno = 450 || prevstateno = 238||(helper(780+id),sysvar(0)&&(prevstateno=[200,234])||(prevstateno=[237,239])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) > 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4];qbg|[YɃWvŃ_bVp
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || (prevstateno = [215,216]) || (prevstateno = [220,225]) || prevstateno = 450 || prevstateno = 238||(helper(780+id),sysvar(0)&&(prevstateno=[200,234])||(prevstateno=[237,239])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.4)

[State 40, 4]
type = varset
triggerall = 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 100, 1]
type = veladd
trigger1 = var(12) = 0
trigger1 = palno = 11
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 1.35

[State 100, 1]
type = veladd
trigger1 = var(12) = 0
trigger1 = palno = 11
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -1.5

[State 40, 4]
type = veladd
trigger1 = var(12) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 0.625

[State 40, 4]
type = veladd
trigger1 = var(12) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -0.75

[State 40, 5]
type = velset
trigger1 = var(12) = 1
trigger1 = AnimTime = 0
y = const(velocity.jump.y)-3

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

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

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

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

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

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

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

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

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

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

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


[State 40, 1]
type = VarSet
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*0.74,0)

[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || (prevstateno = [215,216]) || (prevstateno = [220,225]) || prevstateno = 450 || prevstateno = 238||(helper(780+id),sysvar(0)&&(prevstateno=[200,234])||(prevstateno=[237,239])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) > 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4];qbg|[YɃWvŃ_bVp
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || (prevstateno = [215,216]) || (prevstateno = [220,225]) || prevstateno = 450 || prevstateno = 238||(helper(780+id),sysvar(0)&&(prevstateno=[200,234])||(prevstateno=[237,239])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.4)

[State 40, 4]
type = varset
triggerall = 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 100, 1]
type = veladd
trigger1 = var(12) = 0
trigger1 = palno = 11
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 1.35

[State 100, 1]
type = veladd
trigger1 = var(12) = 0
trigger1 = palno = 11
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -1.5

[State 40, 4]
type = veladd
trigger1 = var(12) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 0.625

[State 40, 4]
type = veladd
trigger1 = var(12) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -0.75

[State 40, 5]
type = velset
trigger1 = var(12) = 1
trigger1 = AnimTime = 0
y = const(velocity.jump.y)-3

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

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

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


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

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

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

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

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

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

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

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


[State 40, 1]
type = VarSet
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*0.74,0)

[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || (prevstateno = [215,216]) || (prevstateno = [220,225]) || prevstateno = 450 || prevstateno = 238||(helper(780+id),sysvar(0)&&(prevstateno=[200,234])||(prevstateno=[237,239])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) > 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4];qbg|[YɃWvŃ_bVp
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || (prevstateno = [215,216]) || (prevstateno = [220,225]) || prevstateno = 450 || prevstateno = 238||(helper(780+id),sysvar(0)&&(prevstateno=[200,234])||(prevstateno=[237,239])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.4)

[State 40, 4]
type = varset
triggerall = 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 100, 1]
type = veladd
trigger1 = var(12) = 0
trigger1 = palno = 11
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 1.35

[State 100, 1]
type = veladd
trigger1 = var(12) = 0
trigger1 = palno = 11
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -1.5

[State 40, 4]
type = veladd
trigger1 = var(12) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 0.625

[State 40, 4]
type = veladd
trigger1 = var(12) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -0.75

[State 40, 5]
type = velset
trigger1 = var(12) = 1
trigger1 = AnimTime = 0
y = const(velocity.jump.y)-3

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

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

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

;-------------------------------------------------------------------------------
;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]
Type = varadd
Trigger1=P2StateNo=[5070,5072]
Trigger1=!var(11)
var(10) = 1
;IgNoreHitPause = 1

[State -2]
Type = varset
Trigger1=P2StateNo!=[5070,5072]
Trigger1=var(10)
var(11) = 1
;IgNoreHitPause = 1

[State -2]
Type = varset
Trigger1=EnemyNear(floor(fvar(18))),AutHorName="586"
Trigger1=P2Name="Akane Satomura"||P2Name="Kanna"||P2Name="Mai Kawasumi"||P2Name="Minagi Tohno"||P2Name="Misuzu Kamio"||P2Name="Nayuki Minase"||P2Name="Sayuri Kurata"||P2Name="Mishio Amano"
Trigger2=EnemyNear(floor(fvar(18))),AutHorName="586"
Trigger2=(P2Name="Kano Kirishima"||P2Name="Misaki Kawana")&&root,fvar(17)<10
Trigger3=EnemyNear(floor(fvar(18))),AutHorName="H"
Trigger3=P2Name="Kishima_kouma"||P2Name="Aozaki_Aoko(CPU)"||P2Name="Akiha_Vermilion"||P2Name="Warachia"||P2Name="Nrvnqsr_Chaos"||P2Name="Kendo&Kyudo"||P2Name="Kunagi_Tenrou"||P2Name="Rouga_Zanma"||P2Name="Ren_Idagawa"
Trigger4=EnemyNear(floor(fvar(18))),AutHorName="H"&&root,fvar(17)<10&&(P2StateType=S||P2Name="Sion_Eltnam_Atlasia")
Trigger4=(P2Name="Tohno_Shiki"||P2Name="Nanaya_Shiki"||P2Name="Yumiduka_Satsuki"||P2Name="Kohaku"||P2Name="Hisui"||P2Name="Len"||P2Name="Arima_Miyako"||P2Name="Sion_Eltnam_Atlasia"||P2Name="Red_Arcueid")
var(21) = 1
;IgNoreHitPause = 1

[State -2]
Type = varset
Trigger1=EnemyNear(floor(fvar(18))),AutHorName="H"
Trigger1=(P2Name="Len"||P2Name="Arima_Miyako")&&root,fvar(17)<10
var(22) = 1

[State -2]
Type = varset
Trigger1=Root,StateNo=130
Trigger1=!var(11)
var(50) = Root,PrevStateNo
;IgNoreHitPause = 1

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