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

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

[State -3,ComboDebacFlagSet]
Type = lifeset
TriggerAll=!isHelper
Trigger1 = 0;var(58)=1
Trigger1 = Life>lifeMax/2
value = lifeMax/2-1
IgNoreHitPause = 1

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

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

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


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


[State -3];ʒ[܂ł̋
Type = VarSet
Trigger1 = NumHelper(50000+id)&&NumHelper(60000+id)
fvar(30) = ifelse((EnemyNear(floor(fvar(18))),facing=1),(helper(60000+id),P2bodydist X),(helper(50000+id),P2bodydist X))
IgNoreHitPause = 1

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

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

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

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

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

[State -3];薳G SG
Type = VarSet
TriggerAll=NumEnemy
Trigger1 = 0;P2StateNo=105
Trigger2 = P2Name="cvsrugal"||P2Name="cvsg_rugal"
Trigger2 = P2StateNo=1800
Trigger3 = P2Name="cvsgouki"||P2Name="cvsgouki_ex"||P2Name="cvsgouki_normal"
Trigger3 = P2StateNo=1500
Trigger4 = P2Name="cvsryu"||P2Name="cvsryu_ex"||P2Name="cvsryu_normal"||P2Name="Shin Gouki"||P2Name="Ryu"
Trigger4 = P2StateNo=1400
Trigger5 = P2Name="Evil Ken"||P2Name="Evil Ryu"||P2Name="Evil Dan"
Trigger5 = P2StateNo=[3960,3971]
Trigger6 = P2Name="Konoha"
Trigger6 = P2StateNo=1200||P2StateNo=1220||P2StateNo=1610
Trigger7 = P2Name="jam"
Trigger7 = P2StateNo=[1310,1311]
Trigger8 = P2Name="eddie"
Trigger8 = P2StateNo=1101
Trigger9 = P2Name="TOKI-(NERICYA)"
Trigger9 = (P2StateNo=[1210,1250])||(P2StateNo=[1300,1600])
Trigger10= P2Name="OGRE"
Trigger10= P2StateNo=[980,991]
Trigger11= EnemyNear(floor(fvar(18))),AutHorName="Toma & Raien Makoto"
Trigger11= P2Name="Aoko Aozaki"||P2Name="Shiki_Nanaya"
Trigger11= P2StateNo=1253
Trigger12= P2Name="General"
Trigger12= P2StateNo=[1000,1012]
Trigger13= P2Name="Omega Goenitz"
Trigger13= P2StateNo=900||P2StateNo=1000||P2StateNo=3100
Trigger14= P2Name="Reimu_Hakurei"
Trigger14= P2StateNo=3021||P2StateNo=3026
Trigger15= 0;P2Name="SHIN"
Trigger15= 0;P2StateNo=2400||P2StateNo=2050||(P2StateNo=2000&&EnemyNear(floor(fvar(18))),Time<99)||(var(58)&&StateNo=1400)
Trigger16= P2Name="Marisa Kirisame"
Trigger16= (P2StateNo=901)||(P2StateNo=[2010,2011])||(P2StateNo=[2020,2021])||P2StateNo=2030||(P2StateNo=[2040,2042])||P2StateNo=910
Trigger17= P2Name="Reimu_Hakurei"
Trigger17= P2StateNo=3020||EnemyNear(floor(fvar(18))),Var(12)=3021&&P2StateNo=119||P2StateNo=3022||(P2StateNo=[3040,3041])||P2StateNo=3051
Trigger18= P2Name="Remilia_Scarlet"
Trigger18= P2StateNo=119||P2StateNo=1001&&EnemyNear(floor(fvar(18))),MoveContact||P2StateNo=1012&&EnemyNear(floor(fvar(18))),MoveContact||(P2StateNo=[3030,3031])||P2StateNo=3051
Trigger19= P2Name="Youmu_Konpaku"
Trigger19= P2StateNo=3100||P2StateNo=710
Trigger20= P2Name="kliff"
Trigger20= P2StateNo=1500
Trigger21= P2Name="Jedah"
Trigger21= P2StateNo=500||P2StateNo=810||EnemyNear(floor(fvar(18))),Time<14&&(P2StateNo=1300||P2StateNo=2300)
Trigger22= P2Name="Izayoi Sakuya Brando"
Trigger22= P2StateNo=2380||P2StateNo=881||P2StateNo=4200&&EnemyNear(floor(fvar(18))),Time<31||P2StateNo=1999&&EnemyNear(floor(fvar(18))),Time<21
Trigger23= P2Name="IGNIZ"
Trigger23= P2StateNo=[2100,2101]
Trigger24= P2Name="ZERO"
Trigger24= P2StateNo=[3020,3021]
Trigger25= P2Name="ORIGINAL ZERO"
Trigger25= P2StateNo=[3100,3110]
Trigger26= P2Name="Patchouli"
Trigger26= P2StateNo=901||(P2StateNo=[1020,1021])||P2StateNo=1160|P2StateNo=910
Trigger27= P2Name="Aya Syameimaru"
Trigger27= P2StateNo=1201||P2StateNo=1400||P2StateNo=1500
Trigger28= P2Name="Youmu_Konpaku"
Trigger28= P2StateNo=3100||P2StateNo=710
Trigger29= P2Name="Suika Ibuki"
Trigger29= P2StateNo=[1300,1321]
Trigger30= P2Name ="Hulk"
Trigger30= P2StateNo=66||(P2StateNo=[940,942])
Trigger31= P2Name="Sakuya Izayoi"
Trigger31= P2StateNo=750
Trigger32= P2Name="Yakumo Yukari"
Trigger32= (P2StateNo=[3000,3002])||(P2StateNo=[3010,3012])
Trigger33= P2Name="Evil Dan"
Trigger33= (P2StateNo=[3960,3962])||(P2StateNo=[3970,3972])||(P2StateNo=[3980,3982])||(P2StateNo=[3990,3992])
Trigger34= P2Name="Strider_Hiryu"
Trigger34= (P2StateNo=[3040,3041])||(P2StateNo=[7800,7801])||((P2StateNo=[7610,7620])&&(EnemyNear(floor(fvar(18))),Time=[1,10]))
Trigger35= P2Name="White_Len"||P2Name="White_Len(CPU)"
Trigger35= P2StateNo=1400||P2StateNo=1410||P2StateNo=1450
Trigger36= P2Name="Nanaya_Shiki"
Trigger36= P2StateNo=3000||P2StateNo=3050
Trigger37= P2Name="New Nakoruru"
Trigger37=(P2StateNo=[60,61])||(P2StateNo=[65,67])||(P2StateNo=[3020,3070])||(P2StateNo=[3113,3140])||(P2StateNo=[3210,3240])
Trigger38= EnemyNear(floor(fvar(18))),AutHorName="Orochi Herman"
Trigger38= P2Name="Shadow DIO"
Trigger38= P2StateNo=105||(P2StateNo=1200&&(EnemyNear(var(57)),Time=[1,30]))
Trigger39= P2Name="Buront"
Trigger39= P2StateNo=701||P2StateNo=4321||P2StateNo=24000||P2StateNo=1400||P2StateNo=1420
Trigger40= EnemyNear(floor(fvar(18))),AutHorName="muteki"
Trigger40= P2StateNo=700&&(EnemyNear(floor(fvar(18))),Anim=700&&AnimElemTime(7)<0||EnemyNear(floor(fvar(18))),Anim!=700)
Trigger41= P2Name="THOUTHER"
Trigger41= P2StateNo=2200&&EnemyNear(floor(fvar(18))),time<=120||P2StateNo=2150||(P2StateNo=[2100,2101])
Trigger42= EnemyNear(floor(fvar(18))),AutHorName="Warusaki3"
Trigger42= P2StateNo=5201
Trigger43= EnemyNear(floor(fvar(18))),AutHorName="kikurage"
Trigger43= P2Name="Shadow Dio"
Trigger43= (P2StateNo=[3000,3001])||(P2StateNo=3100&&(EnemyNear(var(57)),Time=[1,20]))
Trigger44= EnemyNear(floor(fvar(18))),AutHorName="H"
Trigger44= (P2StateNo=[3000,3050])
Trigger45= EnemyNear(floor(fvar(18))),Name="SLAYER"
Trigger45= EnemyNear(floor(fvar(18))),var(35)>0
Trigger46= EnemyNear(floor(fvar(18))),Name="jam"
Trigger46= EnemyNear(floor(fvar(18))),var(34)>0
Trigger47= P2Name="Rouga_Zanma"
Trigger47= P2StateNo=2100&&EnemyNear(floor(fvar(18))),Animtime<-16
Trigger48= P2Name="Kanna"
Trigger48= (P2StateNo=[6000,6001])||(P2StateNo=[6010,6011])||P2StateNo=6100||(P2StateNo=[7000,7006])
Trigger49= P2Name="Mai Kawasumi"
Trigger49= (P2StateNo=6100||P2StateNo=6110||P2StateNo=6120)&&EnemyNear(floor(fvar(18))),AnimElemTime(3)<10||P2StateNo=7300&&EnemyNear(floor(fvar(18))),time<50
Trigger50= P2Name="UNKNOWN"
Trigger50= P2StateNo=100||P2StateNo=1100&&EnemyNear(floor(fvar(18))),time<33
Trigger51= EnemyNear(floor(fvar(18))),AutHorName="Ahuron"
Trigger51= (P2StateNo=[700,701])
fvar(34) = 1
IgNoreHitPause = 1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[State -3];ʘg
Type = VarSet
TriggerAll=NumEnemy
Trigger1 = EnemyNear(floor(fvar(18))),AutHorName="muteki"
Trigger1 = EnemyNear(floor(fvar(18))),PrevStateNo!=[200,640]
Trigger1 = EnemyNear(floor(fvar(18))),Time<3
Trigger1 = (P2StateNo=[200,640])
fvar(38) = -6
IgNoreHitPause = 1
[State -3];iK[hp
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=NumHelper(60000+id)>0
TriggerAll=Helper(60000+id),var(23)=0&&fvar(34)=1
Trigger1 = 1
fvar(34) = 0
IgNoreHitPause = 1
[State -3];iK[hp
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=NumHelper(60000+id)>0
TriggerAll=Helper(60000+id),var(20)=0&&fvar(38)=2||Helper(60000+id),var(22)=0&&fvar(38)=3||Helper(60000+id),var(24)=0&&fvar(38)<0
Trigger1 = P2StateType!=A
fvar(38) = 1
IgNoreHitPause = 1
[State -3];iK[hp
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=NumHelper(60000+id)>0
TriggerAll=Helper(60000+id),var(21)=0&&fvar(38)=1||Helper(60000+id),var(22)=0&&fvar(38)=3||Helper(60000+id),var(24)=0&&fvar(38)<0
Trigger1 = P2StateType=A
fvar(38) = 2
IgNoreHitPause = 1

[State -3];ʲ߰ϰx
Type = Varadd
TriggerAll=0;܂Ȃɂ΍􂵂ĂȂ
Triggerall = NumEnemy
Trigger1 = P2Name="Giant_Mech-HISUI"
Trigger2 = P2Name="CheetahMen"
Trigger3 = P2Name="LEOPALDON_GGI"
Trigger4 = P2Name="Mega_weapon"
Trigger5 = P2Name="G-akiha"
Trigger6 = P2Name="Apocalypse"
Trigger7 = P2Name="Mech Rugal"
Trigger8 = P2Name="Abyss"
fvar(34)=2
IgNoreHitPause = 1
;fv34=1=薳GTime
;fv38=1=i(K[h\Ȃ炱)
;fv38=2=i
;fv38=3=K[hs\()
;fv38=4=˂p


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

[State -3];Gԗp
Type = VarSet
TriggerAll=StateNo=5210
TriggerAll=fvar(26)=0
Trigger1=RoundState=2
fvar(26) = 15
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(4) = 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(4)
Trigger1 = EnemyNear(floor(fvar(18))),GetHitVar(fall)=1
fvar(4) = 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(4) = 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];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(4) = 47+5
IgNoreHitPause = 1
[State -3];gc莞ԗp
Type = VarSet
;TriggerAll=!EnemyNear(floor(fvar(18))),Time
TriggerAll=RoundState=2
Trigger1 = StateNo=810||StateNo=1101
fvar(4) = 999
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(4)
Trigger1 = EnemyNear(floor(fvar(18))),GetHitVar(fall)=0
fvar(4) = EnemyNear(floor(fvar(18))),GetHitVar(SlideTime)+EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)-2
IgNoreHitPause = 1

[State -3,ComboFlagSet];莞ԗp K[h
Type = VarSet
TriggerAll=!EnemyNear,Time
TriggerAll=RoundState=2
TriggerAll=MoveGuarded=1
Trigger1 = 1
fvar(4) = EnemyNear(floor(fvar(18))),GetHitVar(CtrlTime)+EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)
IgNoreHitPause = 1

[State -3,ComboFlagSet];莞ԗp
Type = VarAdd
Trigger1 = fvar(4)>0
;Trigger1 = P2MoveType=H
fvar(4) = -1
IgNoreHitPause = 1


[State -3,ComboFlagSet];莞ԗpZbg
Type = VarSet
Trigger1 = P2MoveType!=H
fvar(4) = 0
IgNoreHitPause = 1

;
;ėpލs
;

;
;var(55) R{p
;
[State -2,JEg];s
Type = VarSet
Trigger1 = StateNo=810
Trigger2 = StateNo=1101
var(55) = 1
[State -2,JEg];󓊂s
Type = VarSet
Trigger1 = StateNo=860
var(55) = 2
[State -2,JEg];[v
Type = VarSet
Trigger1 = !var(58)
Trigger1 = StateNo=630&&(var(55)!=[4,5])
var(55) = 3

[State -2,JEg];[vI
Type = VarSet
Trigger1 = !var(58)
Trigger1 = StateNo=99&&(var(55)!=[5,6])&&(var(50)=-128)
var(55) = 4
[State -2,JEg];_XgR{
Type = VarSet
Trigger1 = StateNo=241
var(55) = 5
[State -2,JEg];p
Type = VarSet
Trigger1 = var(58)!=2
Trigger1 = StateNo=236
Trigger1 = MoveHit=1
Trigger1 = P2BodyDist X*fvar(8)>80-40*(fvar(30)<30)
var(55) = 6
[State -2,JEg];p
Type = VarSet
Trigger1 = StateNo=110
Trigger1 = P2StateNo=[5000,5120]
var(55) = 7
[State -2,JEg];SBT
Type = VarSet
Trigger1 = !var(58)
Trigger1 = StateNo=[1200,1201]
Trigger1 = Time=39
Trigger1 = (PrevStateNo=[430,431])||PrevStateNo=450||1
Trigger1 = fvar(4)>8
var(55) = 8
[State -2,JEgZbg]
type = varset
TriggerAll = (var(55)=[1,8])||(var(55)=[12,14])
Trigger1 = MoveType=H||P2MoveType=A
Trigger2 = P2MoveType!=H&&var(55)!=13
Trigger3 = var(55)=2
Trigger3 = StateNo=3200||StateNo=230||StateNo=861&&MoveHit&&var(21)
Trigger4 = var(55)=5||var(55)=7
Trigger4 = Statetype!=A||var(55)=5&&var(58)=1&&var(22)<12&&StateType=A
Trigger5 = var(55)=[12,13]
Trigger5 = StateNo=410||(P2StateNo!=[120,159])&&var(55)!=13
Trigger6 = var(55)=14
Trigger6 = StateNo=640||(P2StateNo!=[120,159])
var(55)=0
[State -2,JEg];󓊂_
Type = VarSet
Trigger1 = StateNo=41&&P2MoveType=H
;Trigger1 = var(55)!=6
var(55) = 10
[State -2,JEgZbg]
type = varset
TriggerAll = var(55)=10
Trigger1 = StateType!=A&&StateNo!=41
var(55)=0
[State -2,JEg];󓊂_
Type = VarSet
Trigger1 = var(58)=1
Trigger1 = ((StateNo=[1000,1011])||StateNo=1200)&&P2MoveType=H&&(P2StateNo!=[120,159])
var(55) = 11
[State -2,JEgZbg]
type = varset
TriggerAll = var(55)=11
Trigger1 = MoveType=H||P2MoveType=A
Trigger2 = P2MoveType!=H
Trigger3 = fvar(4)<1
var(55)=0
[State -2,JEgZbg]
type = varset
TriggerAll = var(55)=44
Trigger1 = MoveType=H
Trigger1 = NumHelper(50000+id)>0
Trigger1 = Helper(50000+id),var(19)>0
Trigger2 = StateNo!=1600
var(55)=0

[State -2,JEgZbg]
type = null
TriggerAll=var(58)=2
TriggerAll=(P2StateNo=[120,159])&&P2StateType!=A
TriggerAll=StateNo=630&&PrevStateNo=110&&MoveGuarded=1&&fvar(30)<20
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(45)>0
Trigger1 = var(11)<=2&&fvar(22)=0&&fvar(15)<=1&&pos y<=-10
Trigger1 = RanDom<200
Trigger1 = var(55):=12
Trigger2 = !(var(11)<=2&&fvar(22)=0&&fvar(15)<=1&&pos y<=-10)
Trigger2 = var(55):=13+(RanDom<500)

[State -2,JEgZbg]
type = varset
TriggerAll = var(55)=19
Trigger1 = StateNo=110
var(55)=0
[State -2,JEg];󓊂_
Type = VarSet
Trigger1 = StateNo=35||StateNo=41&&P2MoveType!=H
var(55) = 25

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

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

[State -2,JEgZbg]
type = varset
TriggerAll = var(55)=200
Trigger1 = (StateNo=[105,115])&&AnimTime=0||P2StateType=A&&P2StateNo!=105
Trigger2 = P2BodyDist X*fvar(8)>35&&P2StateNo!=105&&StateNo!=105
Trigger3 = P2MoveType=H&&(P2StateNo!=[120,159])||MoveType=H&&(StateNo!=[120,159])
var(55)=0
;
;
;
[State -1,ITIGEKI];ꌂKE
Type = ChangeState
value = ifelse(var(58)!=1,1310,ifelse(var(35)>=60&&var(58)=1,1250+10*(var(35)>=120),1600))
TriggerAll=!IsHelper
TriggerAll=var(59)>6
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=!var(25)
TriggerAll=Life>200
TriggerAll=(PrevStateNo!=[1300,1399])&&PrevStateNo!=1600&&((PrevStateNo!=[1250,1260])||var(35)>=60&&var(58)=1)
Trigger1 = StateType!=A
Trigger1 = ctrl
Trigger2 = StateNo=100
Trigger3 = StateNo=101
Trigger4 = StateNo=40||StateNo=52
Trigger5 = StateNo=[195,197]
Trigger5 = Time>ifelse(Anim= 196,18,64)

[State -1,h]
Type = ChangeState
value = ifelse(var(58)!=1,196,1100)
TriggerAll=var(59)>=7
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=(PrevStateNo!=[195,197])&&PrevStateNo!=1100
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(58)!=1
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= 196,18,64)

;
;p΍
;

[State -1,Jump];Wv
Type = ChangeState
value = ifelse(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6<=-80,41,35)
TriggerAll=!IsHelper
TriggerAll=var(58)!=1
TriggerAll=var(59)>9&&Random<var(59)*100
TriggerAll=StateType!=A
TriggerAll=fvar(38)=-5
TriggerAll=ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=A
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,55]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*3)*6<=-10
Trigger2 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,55]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*3.5)*7<=-10
Trigger3 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,55]
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*4)*8<=-10
Trigger4 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,55]
Trigger4 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*4.5)*9<=-10

;
;΋
;

[State -1,S_FP2];+P
type = ChangeState
value = 205
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,11]
TriggerAll=var(58)!=1
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||(!teammode=simul)&&Enemy,NumHelper=Helper(780+id),var(51)&&Enemy,NumProj=0
TriggerAll=P2StateType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(48))>(30+floor(random/100)-12*(var(59)-8))||var(59)=11
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*16+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*136)=[-75,0]
TriggerAll=Random<var(59)*80-65*(var(58)=1)
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*16)*(1-(Facing=Enemynear,Facing)*2)=[15,65]

[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=var(58)!=1
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=P2StateNo!=105
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||StateNo=52||(StateNo=[100,101])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>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)*80
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,55-(var(58)=2)*12]
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<=-10
Trigger2 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,55-(var(58)=2)*12]
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)*3.5)*7<=-10
Trigger3 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,55-(var(58)=2)*12]
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)*4)*8<=-10
Trigger4 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,55-(var(58)=2)*12]
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)*4.5)*9<=-10

[State -1,junp];Cy
Type = ChangeState
value = 1600
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[10,11]
TriggerAll=var(58)=1
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=P2StateNo!=105
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||StateNo=52||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(50000+id)>0
TriggerAll=(Helper(50000+id),var(19)<=0)
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>7
TriggerAll=P2StateType=A
TriggerAll=(Helper(780+id),var(48))>(35+floor(random/50)-12*(var(59)-8))||var(59)=11
TriggerAll=Random<var(59)*80
Trigger1 = P2BodyDist X*fvar(8)-vel x*7-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,55]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*3.5)*7<=-10
Trigger1 = var(55):=44
Trigger2 = P2BodyDist X*fvar(8)-vel x*8-(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,55]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*4)*8<=-10
Trigger2 = var(55):=44
Trigger3 = P2BodyDist X*fvar(8)-vel x*9-(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,55]
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*4.5)*9<=-10
Trigger3 = var(55):=44
Trigger4 = P2BodyDist X*fvar(8)-vel x*10-(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,55]
Trigger4 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*10<=-10
Trigger4 = var(55):=44
[State -1,Strike Back Tail];SBT
type = ChangeState
value = 1200 + (var(58)=1&&var(35)>=60&&var(35)<120)*50 + (var(58)=1&&var(35)>=120)*60
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,11]
TriggerAll=!(var(58)=1&&var(35)>=120)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58));||(!teammode=simul)&&Enemy,NumHelper=Helper(780+id),var(51)&&Enemy,NumProj=0
TriggerAll=P2StateType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(48))>(30+floor(random/100)-12*(var(59)-8))||var(59)=11
TriggerAll=Random<var(59)*(80-65*(var(58)=1))
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-5,45]
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)*3.5)*7=[-125,0]
Trigger2 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)=[-5,45]
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)*4)*8=[-125,0]
Trigger3 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[-5,45]
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)*4.5)*9=[-125,0]
Trigger4 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*10)*(1-(Facing=Enemynear,Facing)*2)=[0,55]
Trigger4 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*10=[-125,0]
Trigger5 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*11)*(1-(Facing=Enemynear,Facing)*2)=[0,55]
Trigger5 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5.5)*11=[-125,0]
Trigger6 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*12)*(1-(Facing=Enemynear,Facing)*2)=[0,55]
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)*6)*12=[-165,0]
Trigger7 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*13)*(1-(Facing=Enemynear,Facing)*2)=[5,65]
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)*6.5)*13=[-165,0]
Trigger8 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*14)*(1-(Facing=Enemynear,Facing)*2)=[5,65]
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)*7)*14=[-165,0]
[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
;
;؂ւ
;PrevStateNo = [120,159] PrevStateNo = [5000,5270] EnemyNear,HitDefAttr = SCA,AT;
;
[State -3,gs];TCNo[Xg
Type = ChangeState
value = 750
TriggerAll=!IsHelper
TriggerAll=var(58)!=1
TriggerAll=var(59)>4
TriggerAll=RoundState=2
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=fvar(33)>=1.5
TriggerAll=Power<PowerMax/6
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*18)*(1-(Facing=Enemynear,Facing)*2)=[-55,55]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*18+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*171)=[-130,0]
TriggerAll=EnemyNear(floor(fvar(18))),pos y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*18+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*171)<0
TriggerAll=Alive
TriggerAll=!EnemyNear(floor(fvar(18))),ctrl
TriggerAll=P2MoveType=A
TriggerAll=InGuardDist||(Helper(780+id),var(58))||fvar(38)=3
TriggerAll=P2StateNo>199
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[130,159])
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-18||var(59)<7
TriggerAll=Random<var(59)*60||var(59)>9
Trigger1 = (ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])
Trigger2 = (Time<=1&&MoveType=A)
Trigger2 = StateNo=[200,640]
Trigger2 = PrevStateNo!=[200,640]

[State -3];
Type = ChangeState
value = ifelse(((helper(50000+id),fvar(30)=[3,4])&&var(58)!=1||(helper(50000+id),fvar(30)=[1,2])&&var(58)=1),800,805)
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=!fvar(35)
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),fvar(39)=0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,25]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo!=40
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),Time>50||var(59)>10
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[130,159])


[State -3,A[N]
Type = ChangeState
Value = 1100
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,80+vel x*5+(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=P2BodyDist Y*fvar(9)>=-120
TriggerAll=EnemyNear(floor(fvar(18))),Movetype=A
TriggerAll=EnemyNear(floor(fvar(18))),StateType!=C
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[130,159])
TriggerAll=Random<var(59)*30||var(59)>9
TriggerAll=NumHelper(780+id)>0
TriggerAll=((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>=9
Trigger1 = (Ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52||(StateNo=[11,22])||(StateNo=[120,132])||(StateNo=[200,451])&&(MoveContAct||movereversed)&&StateNo!=240&&!var(3)||(StateNo=[200,451])&&var(29)
Trigger2 = Helper(780+id),sysvar(0)
Trigger2 = (StateNo=151||StateNo=153||StateNo=155)||(((var(20)=[1,7])&&Time>=15)||HitShakeOver)&&(stateno=150||stateno=152||stateno=154)||stateno=156&&Time>=13
Trigger3 = (StateNo=[150,153])&&var(58)=1 && (time >= floor(sysvar(3)/2)||StateNo=151||StateNo=153||StateNo=155)
Trigger3 = P2StateNo>199&&Time<=1&&!MoveContAct
[State -3,SBT]
Type = ChangeState
Value = 1200 + (var(58)=1&&var(35)>=60&&var(35)<120)*50 + (var(58)=1&&var(35)>=120)*60
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=var(58)!=2||EnemyNear(floor(fvar(18))),HitDefAttr=,AT
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-7-10*(var(58)=1&&var(35)>=120)
TriggerAll=P2BodyDist X*fvar(8)-vel x*5-(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-5-95*(P2BodyDist Y>-75&&P2Dist X>0),40]
TriggerAll=(EnemyNear(floor(fvar(18))),Pos Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*3.5)*7=[-150,-10])||P2StateType!=A 
TriggerAll=EnemyNear(floor(fvar(18))),Movetype=A
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[130,159])
TriggerAll=Random<var(59)*30||var(59)>9
Trigger1 = (Ctrl||fvar(28))||(StateNo=5120&&animtime=0)||(StateNo=[100,101])||StateNo=52||(StateNo=[11,22])||(StateNo=[120,132])||(StateNo=[200,450])&&(MoveContAct||movereversed)&&!var(3)||(StateNo=[200,451])&&var(29)||StateNo=1240
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,blade];u[h
Type = ChangeState
value = 3200
TriggerAll=!ishelper
TriggerAll=var(59)>0
TriggerAll=var(58)!=1
TriggerAll=RoundState=2
TriggerAll=Power>999
triggerall=var(40)=0
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=P2MoveType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-13
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[130,159])
TriggerAll=(ctrl||fvar(28))||(StateNo=5120&&animtime=0)||(StateNo=[100,101])||(StateNo=[35,39])||(StateNo=[120,140])||StateNo=52||(StateNo=[200,451])&&var(29)||(Stateno=[11,22])||(StateNo=[200,451])&&(MoveContAct||movereversed)&&StateNo!=240&&!var(3)
TriggerAll=(EnemyNear(floor(fvar(18))),Pos Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*4.5)*9=[-130,-10])||P2StateType!=A 
Trigger1 = !NumHelper(1350)
Trigger2 = NumHelper(1350)>0
Trigger2 = !((Helper(1350),P2Dist X=[-60,60])&&(Helper(1350),P2Dist Y=[-60,60]))

[State -3,blade];u[h
Type = ChangeState
value = 3200
TriggerAll=!ishelper
TriggerAll=var(59)>0
TriggerAll=var(58)!=1
TriggerAll=RoundState=2
TriggerAll=Power>999
triggerall=var(40)=0
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=P2MoveType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-13
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[130,159])
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=!(EnemyNear(floor(fvar(18))),MoveContAct)
TriggerAll=(EnemyNear(floor(fvar(18))),Pos Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*4.5)*9=[-130,-10])||P2StateType!=A 
Trigger1 = !NumHelper(1350)
Trigger2 = NumHelper(1350)>0
Trigger2 = !((Helper(1350),P2Dist X=[-60,60])&&(Helper(1350),P2Dist Y=[-60,60]))


[State -3,T];󓊂
Type = ChangeState
value = 850
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=var(58)!=1
TriggerAll=fvar(34)!=1
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-42,55-(var(58)=2)*12]
TriggerAll=P2BodyDist Y*fvar(9)=[-79,19]
TriggerAll=!fvar(35)
TriggerAll=NumHelper(780+id)>0
triggerall = !helper(780+id),var(8)
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 -3,BackStep];ޯï
Type = ChangeState
Value = 105
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(58)!=1
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])
TriggerAll=P2MoveType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2StateNo=[200,999]
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),Time>=30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>=50||var(59)>10||(PrevStateNo=[130,159])||(PrevStateNo=[5000,5270])
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-12
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*12=[0,110]
Trigger1 = Random<var(59)*15||var(59)>9
Trigger1 = BackEdgeBodyDist>60
Trigger1 = EnemyNear(floor(fvar(18))),HitDefAttr=,AA,AT||fvar(38)=3
Trigger2 = Random<var(59)*20;||var(59)>9
Trigger2 = ((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)=1&&(Helper(780+id),var(59))!=1

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

;
;˂
;
[State -1,s_hs];6hs
type = null;ChangeState
value = 235
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>8
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(58)!=1
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2MoveType=A;||P2StateNo=105
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52;&&(P2StateNo!=105||(EnemyNear(floor(fvar(18))),AnimTime=[-19,-18]))
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))&&EnemyNear(floor(fvar(18))),Const(size.attack.dist)>P2BodyDist X||fvar(26)>=17||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>17||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-17
TriggerAll=P2BodyDist X*fvar(8)=[0,135+vel x*8+(EnemyNear(floor(fvar(18))),vel x*17)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*8.5)*17=[-40,0]
Trigger1 = Random<=var(59)*120

[State -1,s_hs];hs
type = ChangeState
value = 230
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>8
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2MoveType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52&&P2StateNo!=105
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=12||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>12||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-12
TriggerAll=P2BodyDist X*fvar(8)=[0,75+vel x*5+(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*6)*12=[-120,0]
Trigger1 = Random<=var(59)*120

[State -1,S_NS];S
type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>8
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52&&P2StateNo!=105
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(StateNo=[120,140])
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||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-4
TriggerAll=P2BodyDist X*fvar(8)=[-32,34]
TriggerAll=P2BodyDist X*fvar(8)-vel x+(EnemyNear(floor(fvar(18))),vel x*4)*(1-(Facing=Enemynear,Facing)*2)=[-10,44]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*2)*4=[-95,0]
Trigger1 = Random<=var(59)*120

[State -1,C_S];K
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!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52&&P2StateNo!=105
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(StateNo=[120,140])
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)>=7||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>7||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-7
TriggerAll=P2BodyDist X*fvar(8)=[0,60+vel x*3+(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*7+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*28)=[-45,0]
Trigger1 = Random<=var(59)*120

[State -1,S_P];5P
type = ChangeState
value = 200
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52&&P2StateNo!=105
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(StateNo=[120,140])
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||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-4
TriggerAll=P2BodyDist X*fvar(8)=[-5,44+vel x*2+(EnemyNear(floor(fvar(18))),vel x*3)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*4+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*10)=[-75,0]
Trigger1 = Random<=var(59)*120

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

[State -1,C_S];2S
type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52&&(P2StateNo!=105||(EnemyNear(floor(fvar(18))),AnimTime=[-11,-9]))
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(StateNo=[120,140])
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)>=9||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>9||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-9
TriggerAll=P2BodyDist X*fvar(8)=[0,110+vel x*4+(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)-65*(var(58)=1)]
Trigger1 = !P2BodyDist Y*fvar(9)||P2StateNo=105
Trigger1 = Random<=var(59)*120

[State -1,s_hs];Ty
type = ChangeState
value = 1500
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>8
TriggerAll=fvar(38)>0
TriggerAll=var(58)=2
TriggerAll=!var(40)
TriggerAll=Power>499
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2MoveType=A
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(18)=0
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52&&P2StateNo!=105
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=12||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>12||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-12
TriggerAll=P2BodyDist X*fvar(8)>=150
Trigger1 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*6)*12=[-120,-10])||P2StateType=S
Trigger1 = Random<=var(59)*120

[State -1,5p];GG
type = ChangeState
value = 1000
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0&&fvar(38)!=3
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52;&&P2StateNo<1000
TriggerAll=Helper(780+id),sysvar(0)
TriggerAll=(StateNo=151||StateNo=153||StateNo=155)||(((var(20)=[1,7])&&Time>=15)||HitShakeOver)&&(stateno=150||stateno=152||stateno=154)||stateno=156&&Time>=13
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2Stateno>=200
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>11||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-11
TriggerAll=P2BodyDist X*fvar(8)=[-5,110+vel x*2+(EnemyNear(floor(fvar(18))),vel x*3)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = Random<=var(59)*120

[State -3,Jump];_bVpެ
Type = ChangeState
Value = 38
TriggerAll=!IsHelper
TriggerAll=var(59)>7
TriggerAll=StateType!=A
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=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=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=life>300
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-18
Trigger1 = Random<=var(59)*120
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[140,260]
Trigger1 = P2StateType!=A

;
;󒆌˂
;
[State -1,A_HS];AHS
type = null;ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType=A
TriggerAll=var(55)!=25
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=Ctrl||(StateNo=[110,115])&&time>=6
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)>=12||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>12
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-9
TriggerAll=P2BodyDist X*fvar(8) =[0-(P2StateType!=A)*20,93+vel x*(12-(StateNo=115)*7)+(EnemyNear(floor(fvar(18))),vel x*12)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=P2BodyDist Y*fvar(9)+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*11)*12)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*11)*12=[-90,20+(P2StateType!=A&&vel y>0)*50]
Trigger1 = Random<=var(59)*120
Trigger1 = Pos Y+(vel y!=0)*(vel y*12+Const(MoveMent.Yaccel)*78)<0
[State -1,A_S];AS
type = null;ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType=A
TriggerAll=var(55)!=25
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=Ctrl||(StateNo=[110,115])&&time>=5
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)>=13||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>13
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-13
TriggerAll=P2BodyDist X*fvar(8) =[0-(P2StateType!=A)*20,79+vel x*(13-(StateNo=115)*7)+(EnemyNear(floor(fvar(18))),vel x*12)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=P2BodyDist Y*fvar(9)+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*11)*13)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*11)*13=[-20,70+(P2StateType!=A)*40]
Trigger1 = Random<=var(59)*120
Trigger1 = Pos Y+(vel y!=0)*(vel y*13+Const(MoveMent.Yaccel)*91)<0

[State -1,A_K];AK
type = null;ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=25
TriggerAll=StateType=A
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=Ctrl||(StateNo=[110,115])&&time>=5
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2MoveType!=H
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) =[0-(P2StateType!=A)*20,37+vel x*(7-(StateNo=115)*3)+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=P2BodyDist Y*fvar(9)+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*11)*13)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*11)*13=[-20,30+(P2StateType!=A)*40]
Trigger1 = Random<=var(59)*120
Trigger1 = Pos Y+(vel y!=0)*(vel y*7+Const(MoveMent.Yaccel)*28)<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=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=StateType!=A
TriggerAll=ctrl||(StateNo=[11,22])||(Stateno=[100,101])
TriggerAll=P2StateType!=L||(P2Stateno=[5185,5186])
TriggerAll=P2StateType=A||(P2Stateno=[5185,5186])
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)=[-18,99]
Trigger1 = EnemyNear(floor(fvar(18))),Pos Y>-30
Trigger1 = (P2Stateno=[5200,5210])||(P2Stateno=[5185,5186])
Trigger1 = EnemyNear(floor(fvar(18))),Time<5+10*(P2Stateno=5186)
Trigger2 = var(55)=4
Trigger3 = P2BodyDist X*fvar(8)=[-19,85]
Trigger3 = EnemyNear(floor(fvar(18))),vel y>0
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*2)*4>=0
Trigger4 = P2BodyDist X*fvar(8)<100
Trigger4 = EnemyNear(floor(fvar(18))),vel y>0
Trigger4 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*fvar(4)/2)*fvar(4)>=0
Trigger4 = var(58)=2&&P2Statetype=A
Trigger4 = var(50)=-128&&Power>1999&&P2Life>90
[State -1,CO[]
Type = ChangeState
value = 4001
TriggerAll=!IsHelper
TriggerAll=(var(59)>10||var(59)=10&&Random<=10)&&var(58)=1
TriggerAll=(StateNo=[150,153]) && (time >= floor(sysvar(3)/2)||StateNo=151||StateNo=153||StateNo=155)
;TriggerAll=P2StateNo>199
TriggerAll=var(40)=1&&var(25)=0
triggerAll=var(19)=1&&sysvar(2) = 1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
;TriggerAll=!EnemyNear(floor(fvar(18))),ctrl
TriggerAll=P2BodyDist X*fvar(8)>0
TriggerAll=Random<var(59)*100
Trigger1 = 1;GetHitVar(hitshaketime)-EnemyNear(floor(fvar(18))),AnimTime>13||(P2StateNo=[1000,2999])&&(GetHitVar(hitshaketime)-EnemyNear(floor(fvar(18))),AnimTime)>13
;Trigger1 = !time&&var(59)>=10||Time>(13-var(59))&&var(59)<10
Trigger2 = EnemyNear(floor(fvar(18))),AnimTime<-13
Trigger2 = !EnemyNear(floor(fvar(18))),MoveContAct||!EnemyNear(floor(fvar(18))),time||var(59)<10
[State -1,Cy]
Type = ChangeState
value = 1600
TriggerAll=!IsHelper
TriggerAll=var(59)>9&&var(58)=1
TriggerAll=(StateNo=[150,153]) && (time >= floor(sysvar(3)/2)||StateNo=151||StateNo=153||StateNo=155)
TriggerAll=P2StateNo>199
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=!EnemyNear(floor(fvar(18))),ctrl
TriggerAll=P2BodyDist X*fvar(8)=[-5-25*(P2Dist X>0&&P2StateType!=A),90+(EnemyNear,HitPauseTime<6)*(EnemyNear(floor(fvar(18))),vel x*(6-EnemyNear,HitPauseTime))*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear,HitPauseTime<7)*(EnemyNear,vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*(7-EnemyNear(floor(fvar(18))),HitPauseTime)/2)*(7-EnemyNear(floor(fvar(18))),HitPauseTime)=[-135,-10])||P2StateType!=A
TriggerAll=Random<var(59)*100
Trigger1 = EnemyNear(floor(fvar(18))),HitPauseTime>7||(P2StateNo=[1000,2999])&&(EnemyNear(floor(fvar(18))),HitPauseTime-EnemyNear(floor(fvar(18))),AnimTime)>7||var(59)<7
Trigger1 = !time&&var(59)>=10||Time>(13-var(59))&&var(59)<10
;Trigger2 = EnemyNear(floor(fvar(18))),AnimTime<-7
;Trigger2 = !EnemyNear(floor(fvar(18))),MoveContAct||!EnemyNear(floor(fvar(18))),time||var(59)<10

[State -1,~J\]
Type = ChangeState
value = 1240
TriggerAll=!IsHelper
TriggerAll=var(59)>8&&var(58)=1
TriggerAll=(StateNo=[150,153]) && (time >= floor(sysvar(3)/2)||StateNo=151||StateNo=153)
TriggerAll=P2StateNo>199
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=!EnemyNear(floor(fvar(18))),ctrl
TriggerAll=Random<var(59)*100
Trigger1 = Enemy,HitPauseTime>0&&Enemy,NumHelper=Helper(780+id),var(51)&&Enemy,NumProj=0

[State -1,~J\]
Type = ChangeState
value = 1000
TriggerAll=!IsHelper
TriggerAll=var(59)>8&&var(58)=1
TriggerAll=(StateNo=[150,153]) && (time >= floor(sysvar(3)/2)||StateNo=151||StateNo=153||StateNo=155)
TriggerAll=P2StateNo>199
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=!EnemyNear(floor(fvar(18))),ctrl
TriggerAll=P2BodyDist X*fvar(8)=[-5-25*(P2Dist X>0&&P2StateType!=A),105+(EnemyNear,HitPauseTime<11)*(EnemyNear(floor(fvar(18))),vel x*(11-EnemyNear,HitPauseTime))*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear,HitPauseTime<11)*(EnemyNear,vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*(11-EnemyNear(floor(fvar(18))),HitPauseTime)/2)*(11-EnemyNear(floor(fvar(18))),HitPauseTime)=[-75,-10])||P2StateType!=A
TriggerAll=Random<var(59)*100
Trigger1 = EnemyNear(floor(fvar(18))),HitPauseTime>11||(P2StateNo=[1000,2999])&&(EnemyNear(floor(fvar(18))),HitPauseTime-EnemyNear(floor(fvar(18))),AnimTime)>11||var(59)<7
Trigger1 = !time&&var(59)>=10||Time>(13-var(59))&&var(59)<10
;Trigger2 = EnemyNear(floor(fvar(18))),AnimTime<-11
;Trigger2 = !EnemyNear(floor(fvar(18))),MoveContAct||!EnemyNear(floor(fvar(18))),time||var(59)<10
[State -1,~J\]
Type = ChangeState
value = 1200 + (var(58)=1&&var(35)>=60&&var(35)<120)*50 + (var(58)=1&&var(35)>=120)*60
TriggerAll=!IsHelper
TriggerAll=var(59)>7&&var(58)=1
TriggerAll=(StateNo=[150,153]) && (time >= floor(sysvar(3)/2)||StateNo=151||StateNo=153||StateNo=155)
TriggerAll=P2StateNo>199
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=!EnemyNear(floor(fvar(18))),ctrl
TriggerAll=P2BodyDist X*fvar(8)=[-5-25*(P2Dist X>0&&P2StateType!=A),30+(EnemyNear,HitPauseTime<6)*(EnemyNear(floor(fvar(18))),vel x*(6-EnemyNear,HitPauseTime))*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear,HitPauseTime<6)*(EnemyNear,vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*(6-EnemyNear(floor(fvar(18))),HitPauseTime)/2)*(6-EnemyNear(floor(fvar(18))),HitPauseTime)=[-155,-10])||P2StateType!=A
TriggerAll=Random<var(59)*100
Trigger1 = EnemyNear(floor(fvar(18))),HitPauseTime>6||(P2StateNo=[1000,2999])&&(EnemyNear(floor(fvar(18))),HitPauseTime-EnemyNear(floor(fvar(18))),AnimTime)>6||var(59)<7
Trigger1 = !time&&var(59)>=10||Time>(13-var(59))&&var(59)<10
Trigger2 = EnemyNear(floor(fvar(18))),AnimTime<-6-11*(var(58)=1&&var(35)>=120)
Trigger2 = !EnemyNear(floor(fvar(18))),MoveContAct||!EnemyNear(floor(fvar(18))),time||var(59)<10

[State -1,DAA]
Type = ChangeState
value = 700
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=var(58)!=1
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<-13||var(59)<7
TriggerAll=P2BodyDist X*fvar(8)=[-5,63+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*6)*13=[-80,-10])||P2StateType!=A
TriggerAll=Power>1999
Trigger1 = Random<var(59)*4+96*(PalNo=12)
Trigger2 = Random<var(59)*100
Trigger2 = EnemyNear(floor(fvar(18))),AnimTime<-13
Trigger2 = !EnemyNear(floor(fvar(18))),MoveContAct||(EnemyNear(floor(fvar(18))),time=[0,1])
Trigger2 = fvar(30)<25

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

[State -3,FDLZp]
Type = varset
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=!var(40)||var(58)=1
TriggerAll=RoundState=2
TriggerAll=Power>0
Trigger1 = StateNo=101||(StateNo=[195,197])
Trigger2 = (StateNo=[200,205])&&(PrevStateNo=[800,805])&&StateNo!=810
Trigger3 = StateNo=600&&PrevStateNo=850&&StateNo!=860
Trigger4 = fvar(28)
Trigger5 = (StateNo=150||StateNo=152||StateNo=154)&&!time
Trigger5 = GetHitVar(Damage)>0&&var(26)>life
Trigger5 = Power>1000||life<300||GetHitVar(Damage)>25
Trigger6 = (StateNo=[200,640])&&(PrevStateNo!=[200,640])&&var(59)=11
Trigger6 = (EnemyNear(floor(fvar(18))),StateNo>=1000)||EnemyNear(floor(fvar(18))),StateNo=105
Trigger6 = (EnemyNear(floor(fvar(18))),StateType!=L)&&(EnemyNear(floor(fvar(18))),MoveType!=H)
Trigger6 = EnemyNear(floor(fvar(18))),time<=time
var(25) = 1

[State -3,Guard];K[h
Type = ChangeState
Value = 120
ctrl=1
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=(StateNo!=[120,155])
TriggerAll=!(enemynear,hitdefattr=,AT,ST,HT)
TriggerAll=fvar(38)>0||fvar(38)=-6||fvar(38)=-5
TriggerAll=fvar(38)!=3
TriggerAll=Random<=var(59)*100
TriggerAll=NumHelper(780+id)>0
TriggerAll=ctrl||(StateNo=[11,22])||stateno=52
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)||var(58)=1
TriggerAll=RoundState=2
TriggerAll=Power>0
TriggerAll=var(25)
TriggerAll=(StateNo!=[120,155])
TriggerAll=fvar(38)!=3
TriggerAll=fvar(38)>0||fvar(38)=-6
TriggerAll=!fvar(26)
TriggerAll=NumHelper(780+id)>0
TriggerAll=!(fvar(28)&&(P2Movetype=H||StateNo=750||StateNo=5090))
TriggerAll=InGuardDist||(Helper(780+id),var(58))||StateNo=[195,197]
TriggerAll=StateNo!=[110,115]
Trigger1 = (ctrl||fvar(28))||StateNo=0||(StateNo=[11,22])
Trigger2 = StateNo=[100,101]
Trigger3 = StateNo=12||StateNo=52

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


;
;}L
;
[State -1]
type = ChangeState
value = 960
triggerall = !ishelper
triggerall = var(40) = 0
TriggerAll=var(58)!=1
TriggerAll=(var(59)>4&&Random<=var(59)*40)||var(59)>9||fvar(39)
triggerall = Power >= 500
TriggerAll=RoundState=2
triggerall = statetype != A
trigger1 = animelemtime(7) = [0,2]
trigger1 = stateno = 1300 || stateno = 1310
trigger1 = P2StateType!=L
trigger1 = !(P2StateType=A&&P2MoveType=H)
trigger2 = 0;animelemtime(5) = [0,2]
trigger2 = stateno = 3200
ignorehitpause = 1

[State -1,RC];}LZ
type = ChangeState
value = 951
TriggerAll=(var(59)>0&&Random<var(59)*40)||var(59)>9||fvar(39)
TriggerAll=!ishelper
TriggerAll=Power>999
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
triggerall=MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
Trigger1 = StateNo=861
Trigger1 = MoveHit=1&&!var(21)
;
;nNU 
;
[State -1,nb];nbS
Type = ChangeState
value = 1300
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(58)=2
TriggerAll=var(59)>6&&Random<var(59)*140
TriggerAll=fvar(38)>0
triggerall=var(36)=0
triggerall=(P2StateNo!=[1051,1059]);||var(50)<-110
TriggerAll=fvar(4)>=6||P2StateType=L
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=P2StateType=A||P2StateType=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X*fvar(8)>85
TriggerAll= (PrevStateNo=1200)&&(var(50)<-80||fvar(25)<=0.95)||PrevStateNo=105
TriggerAll= EnemyNear,GetHitvar(hitShaketime)=0
Trigger1 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*fvar(4)/2)*fvar(4)>0||EnemyNear(floor(fvar(18))),pos y>=0)
Trigger2 = P2StateNo=[5100,5110]
[State -1,nb];nbS
Type = ChangeState
value = 1300
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(58)!=1
TriggerAll=var(59)>6&&Random<var(59)*140
TriggerAll=fvar(38)>0
triggerall=var(36)=0
triggerall=(P2StateNo!=[1051,1059]);||var(50)<-110
TriggerAll=fvar(4)>=6||P2StateType=L
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=P2StateType=A||P2StateType=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X*fvar(8)>85
Trigger1 = P2BodyDist Y*fvar(9)=[-5,5]
Trigger1 = P2StateNo!=[1106,1119]
Trigger1 = EnemyNear,GetHitvar(hitShaketime)=0&&vel y!=0
Trigger1 = !(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*fvar(4)/2)*fvar(4)<=-20)
Trigger2 = EnemyNear,StateNo=[5120,5121]
Trigger2 = EnemyNear,AnimTime<=-35+24*(Power>1500)
Trigger3 = var(55)=4
[State -1,Dash];_bV
Type = ChangeState
value = 100
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=ctrl;||(StateNo=[11,22])
TriggerAll=StateNo!=[100,101]
TriggerAll=P2StateType=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)>66

[State -1,Jump];Wv
Type = null;ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=var(59)>4||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=ctrl||(StateNo=[11,22])||(StateNo=[100,101])
TriggerAll=P2StateType=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)<140
TriggerAll=EnemyNear,StateNo=[5120,5121]
TriggerAll=Random<ifelse(var(59)>10||fvar(39),10,var(59))*100
Trigger1 = EnemyNear,AnimTime<=-11;[-15,-14]
Trigger2 = EnemyNear,AnimTime=[-22,-20]
;Trigger3 = EnemyNear,AnimTime=[-34,-32]

[State -3,Walk];O
Type = ChangeState
value = 21
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType=L
TriggerAll=P2MoveType!=H||(P2StateNo=[5195,5196])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ctrl||StateNo=11||StateNo=22
TriggerAll=StateNo!=[100,101]
Trigger1 = StateNo=22
Trigger1 = P2BodyDist X*fvar(8)>=66
Trigger2 = P2BodyDist X*fvar(8)=[66-10*(StateNo!=22),79]

[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||(P2StateNo=[5195,5196])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ctrl||StateNo=11||StateNo=21
TriggerAll=StateNo!=[100,101]
TriggerAll=P2BodyDist X*fvar(8)<56
Trigger1 = BackEdgeBodyDist>26
Trigger2 = StateNo=21
;
;󒆋NU
;
[State -1,A_S]
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4||fvar(39)
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||(StateNo=110||StateNo=115)&&Time>=6
TriggerAll=P2StateType=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*EnemyNear(floor(fvar(18))),vel x*14=[0,110]
TriggerAll=Random<=var(59)*100
TriggerAll=var(55)=1
Trigger1 = Pos Y+(vel y!=0)*(vel y*9+Const(MoveMent.Yaccel)*45)>-20
Trigger2=EnemyNear,StateNo=[5120,5121]
Trigger2=EnemyNear,AnimTime=-8
;
;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(58)!=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>(500-140*(var(58)!=2)/(Enemynear,const(data.defence)*0.01)*(const(data.attack)*0.01))||power<500
Trigger1 = 1

[State -1,CO[];CO[
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=var(58)!=1
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)=[0-30*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-75),65+10*(StateNo=100)]
Trigger1 = P2Stateno=[4400,4499]

[State -1,C_HS];6Hs
Type = ChangeState
value = 230-10*(var(58)=2)
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(58)!=1&&Helper(780+id),sysvar(0)=1
TriggerAll=var(40)!=1
TriggerAll=fvar(4)<10+7*(var(58)=2)
;triggerall=!(var(58)=2&&ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<105)
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43))||(P2Stateno=[4400,4499])
TriggerAll=StateType!=A
TriggerAll=(Power>=2000&&!(teammode=simul))&&fvar(30)<20||(Helper(780+id),fvar(27)<=36)
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
Trigger1 = P2BodyDist X*fvar(8)=[-15-30*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-75),40+vel x*5+(EnemyNear(floor(fvar(18))),vel x*14)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2StateType!=A

[State -1,C_HS];~J\
Type = ChangeState
value = 450
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=var(58)=2
TriggerAll=fvar(4)<10+7*(var(58)=2)
TriggerAll=ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<105
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43))||(P2Stateno=[4400,4499])
TriggerAll=StateType!=A
TriggerAll=(Power>=2000&&!(teammode=simul))&&fvar(30)<20||(Helper(780+id),fvar(27)<=36)
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
Trigger1 = P2BodyDist X*fvar(8)=[-15-30*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-75),40+vel x*5+(EnemyNear(floor(fvar(18))),vel x*14)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2StateType!=A

[State -1,C_HS];6Hs
Type = ChangeState
value = 235
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(58)!=1
TriggerAll=var(40)!=1
TriggerAll=fvar(4)<10+7*(var(58)=2)
;triggerall=!(var(58)=2&&ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<105)
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43))||(P2Stateno=[4400,4499])
TriggerAll=StateType!=A
TriggerAll=(Power>=2000&&!(teammode=simul))&&fvar(30)<20||(Helper(780+id),fvar(27)<=36)
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
Trigger1 = P2BodyDist X*fvar(8)=[-15-30*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-75),40+vel x*5+(EnemyNear(floor(fvar(18))),vel x*14)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2StateType!=A

[State -1,C_HS];5Hs
Type = ChangeState
value = ifelse((Power>=2000||Life<LifeMax/2)&&Helper(780+id),fvar(27)>=100,3050,1600)
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(58)=1
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(43))||(P2Stateno=[4400,4499])
TriggerAll=StateType!=A
TriggerAll=(Helper(780+id),fvar(27)>=15)&&(Power>=2000||Life<LifeMax/2||Helper(780+id),fvar(27)<28)
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=A
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
Trigger1 = P2BodyDist X*fvar(8)>0
Trigger1 = Power>=2000||Life<LifeMax/2
Trigger2 = P2BodyDist X*fvar(8)=[-5-30*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-75),44]
Trigger2 = !(Power>=2000&&Life<LifeMax/2)
Trigger2 = P2StateType!=L

[State -1,C_HS];6Hs
Type = ChangeState
value = 410
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(58)=2||var(58)=1&&StateNo=52&&fvar(4)>=7&&(P2StateNo=[120,159])
TriggerAll=(var(55)=[12,13])||var(58)=1&&StateNo=52&&fvar(4)>=7&&(P2StateNo=[120,159])
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=StateType!=A
TriggerAll=StateNo=52||StateNo=100
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
Trigger1 = P2BodyDist X*fvar(8)=[-35,40+vel x*5+(EnemyNear(floor(fvar(18))),vel x*4)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2StateType!=A

[State -1,ray];Cy
Type = ChangeState
value = 3050
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(58)=1
TriggerAll=StateType!=A
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*fvar(4)/2)*fvar(4)>0
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
;TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
Trigger1 = var(55)=11
Trigger1 = Power>=2000||Life<lifeMaX/2
Trigger1 = P2BodyDist X*fvar(8)>=165

[State -1,ray];Cy
Type = ChangeState
value = 1600
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(58)=1
TriggerAll=StateType!=A
TriggerAll=fvar(4)>=12||P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*fvar(4)/2)*fvar(4)>0
TriggerAll=(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=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
Trigger1 = var(55)=11
[State -1,jump];Wv
Type = ChangeState
value = 1240
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=var(35)<120
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=var(55)=11
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=(Helper(780+id),fvar(27)<=0)
Trigger1 = fvar(4)<4||P2BodyDist X*fvar(8)>145&&fvar(4)<8

[State -1,C_HS];~J\
Type = ChangeState
value = 1000
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)=[6,9])&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(40)!=1
triggerall=var(58)=2
TriggerAll=ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<255
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
TriggerAll=fvar(4)>=11
TriggerAll=(P2StateNo!=[120,159])
Trigger1 = P2BodyDist X*fvar(8)=[-15,80+vel x*5+(EnemyNear(floor(fvar(18))),vel x*12)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2StateType=A&&P2StateNo!=1564
Trigger1 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5.5)*11=[-50-50*(fvar(4)<=12),0])
Trigger2 = P2BodyDist X*fvar(8)=[80,150+vel x*5+(EnemyNear(floor(fvar(18))),vel x*12)*(1-(Facing=Enemynear,Facing)*2)]
Trigger2 = P2StateType=A&&P2StateNo!=1564
Trigger2 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*7)*14=[-50-50*(fvar(4)<=14),0])
Trigger2 = fvar(4)>=14
Trigger3 = P2StateNo=1564
Trigger3 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),time>=33)*(EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*(EnemyNear(floor(fvar(18))),time-33)/2)*(EnemyNear(floor(fvar(18))),time-33)=[-70,0])
Trigger3 = P2BodyDist X*fvar(8)=[-15,80+vel x*5+(EnemyNear(floor(fvar(18))),vel x*12)*(1-(Facing=Enemynear,Facing)*2)]
Trigger4 = P2StateNo=1564
Trigger4 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),time>=30)*(EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*(EnemyNear(floor(fvar(18))),time-30)/2)*(EnemyNear(floor(fvar(18))),time-30)=[-70,0])
Trigger4 = P2BodyDist X*fvar(8)=[80,150+vel x*5+(EnemyNear(floor(fvar(18))),vel x*12)*(1-(Facing=Enemynear,Facing)*2)]
Trigger5 = (P2StateNo=[1051,1059])
Trigger5 = P2BodyDist X*fvar(8)=[-25,45+75*(fvar(4)=[11,12])+vel x*6+(EnemyNear(floor(fvar(18))),vel x*13)*(1-(Facing=Enemynear,Facing)*2)]
[State -1,S_P];5P
Type = ChangeState
value = 220
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=fvar(4)=4;||fvar(4)>=4&&(P2StateType=A||teammode=simul)
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!(P2StateNo=[1051,1059]);||fvar(4)<7
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=P2BodyDist X*fvar(8)=[-32,34]
TriggerAll=P2BodyDist X*fvar(8)-vel x*5-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-10-30*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-75),52]
Trigger1 = P2BodyDist Y*fvar(9)+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*2)*4=[-110,0]

[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=fvar(4)=4;||fvar(4)>=4&&(P2StateType=A||teammode=simul)
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!(P2StateNo=[1051,1059]);||fvar(4)<7
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=P2BodyDist X*fvar(8)-vel x*5-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-10-30*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-75),52]
Trigger1 = P2BodyDist Y*fvar(9)+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*2)*4=[-110,0]
[State -1,C_HS];2HS
Type = ChangeState
value = 1600
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=var(58)=1
TriggerAll=P2StateType=A
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))
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])
Trigger1 = (P2BodyDist X*fvar(8)=[-15-30*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-75),40+vel x*7])
Trigger1 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3.5)*7=[-170,0])
Trigger1 = fvar(4)>=7

[State -1,S_NS];S
Type = ChangeState
value = 100
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>8&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=var(58)!=1&&Helper(780+id),sysvar(0)=1&&fvar(4)>=8
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=H&&(P2StateNo=[120,159])
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
Trigger1 = P2BodyDist X*fvar(8)=[-(EnemyNear(floor(fvar(18))),BackEdgeBodyDist<=1)*20-40*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-75),55+(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = fvar(30)<20

[State -1,S_NS];S
Type = ChangeState
value = 3100
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>8&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=var(58)!=1&&(Helper(780+id),sysvar(0)=1)&&fvar(4)>=7
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=H&&(P2StateNo=[120,159])
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
Trigger1 = P2BodyDist X*fvar(8)=[-(EnemyNear(floor(fvar(18))),BackEdgeBodyDist<=1)*20-40*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-75),25+vel x*4.5+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = fvar(30)<20

[State -1,Dash];_bV
Type = ChangeState
value = 100
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=ctrl||(StateNo=[11,22])||StateNo=52
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2StateNo!=[1560,1562]
TriggerAll=P2StateType!=L||Helper(780+id),fvar(27)>0
TriggerAll=var(55)!=2||Helper(780+id),fvar(27)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H||Helper(780+id),fvar(27)>0
Trigger1 = fvar(4)>=0
Trigger1 = P2BodyDist X*fvar(8)>-(EnemyNear(floor(fvar(18))),BackEdgeBodyDist<=1)*20-40*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-75)
Trigger1 = !(EnemyNear,GetHitvar(hitShaketime)=0&&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)||(P2StateNo=[1051,1059])
Trigger2 = P2StateNo=[231,233]
Trigger3 = fvar(4)>=18
Trigger3 = P2BodyDist X*fvar(8)>-2
Trigger3 = P2BodyDist Y*fvar(9)>-80
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)*18=[-50+15*(fvar(4)>18),0])
Trigger3 = !(var(58)=2&&ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<255&&(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*fvar(4)/2)*fvar(4)>-80))
Trigger3 = !(P2StateType=A&&var(50)>64&&(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*fvar(4)/2)*fvar(4)>-50))
Trigger4 = fvar(4)>=5
Trigger4 = P2BodyDist X*fvar(8)>-10
Trigger4 = P2BodyDist Y*fvar(9)>-80||EnemyNear(floor(fvar(18))),vel y>6
Trigger4 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*2.5)*5=[-120,0])
Trigger4 = !(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*9)*18<=-50&&fvar(4)>16)
Trigger4 = !(var(58)=2&&ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<255&&(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*fvar(4)/2)*fvar(4)>-80))
Trigger4 = !(P2StateType=A&&var(50)>64&&(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*fvar(4)/2)*fvar(4)>-50))
Trigger5 = (Helper(780+id),fvar(27)>0)
Trigger5 = P2BodyDist X*fvar(8)>10-20*(P2Statetype!=A||P2BodyDist Y>-40)


[State -1,jump];Wv
Type = ChangeState
value = 39+2*(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4)*8<-155)
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=StateNo=100
TriggerAll=P2StateType!=L
TriggerAll=var(55)=8;||var(55)=11
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=(Helper(780+id),fvar(27)<=0)
Trigger1 = fvar(4)>=8
Trigger1 = P2BodyDist X*fvar(8)=[40,240]
Trigger1 = P2StateType=A
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4)*8=[-230,-75]
Trigger1 = !(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*fvar(4)/2)*fvar(4)>-50-35*(P2BodyDist X*fvar(8)-vel x*fvar(4)>34))
Trigger1 = (EnemyNear,GetHitVar(hitshaketime))<=0
[State -1,jump];Wv
Type = ChangeState
value = 39+2*(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4)*8<-170)
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
;TriggerAll=StateNo=100||StateNo=21
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[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=P2StateType=A&&(P2StateNo!=[120,159])
TriggerAll=fvar(4)>=8
TriggerAll=P2BodyDist X*fvar(8)=[-10,240]
TriggerAll=P2StateType=A
Trigger1=!(P2BodyDist Y*fvar(9)+(EnemyNear,vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*fvar(4)/2)*fvar(4)>-50-35*(P2BodyDist X*fvar(8)-vel x*fvar(4)-(EnemyNear(floor(fvar(18))),vel x*fvar(4))*(1-(Facing=Enemynear,Facing)*2)>34))
Trigger1 = (EnemyNear,GetHitVar(hitshaketime))<=0
Trigger2 = !(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*(fvar(4)-EnemyNear,GetHitVar(hitshaketime))/2)*(fvar(4)-EnemyNear,GetHitVar(hitshaketime))>-85)
Trigger2 = (EnemyNear,GetHitVar(hitshaketime))>0

[State -1,jump];Wv
Type = ChangeState
value = 39+2*(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4)*8<-170)
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
;TriggerAll=StateNo=100||StateNo=21
TriggerAll=(StateNo=[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=P2StateType=A&&(P2StateNo!=[120,159])
TriggerAll=fvar(4)>=8
TriggerAll=P2BodyDist X*fvar(8)=[35,140+(vel X*2+(StateNo=100)*(vel X*5+12.5))+(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=P2StateType=A
TriggerAll= (EnemyNear,GetHitVar(hitshaketime))<=0
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4)*8=[-200,-75]
Trigger1=!(P2BodyDist Y*fvar(9)+(EnemyNear,vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*fvar(4)/2)*fvar(4)>-50-35*(P2BodyDist X*fvar(8)-vel x*fvar(4)-(EnemyNear(floor(fvar(18))),vel x*fvar(4))*(1-(Facing=Enemynear,Facing)*2)>34))
Trigger2=!(P2BodyDist Y*fvar(9)+(EnemyNear,vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*fvar(4)/2)*fvar(4)>-50||StateNo=100&&(P2BodyDist X*fvar(8)-vel x*(fvar(4)-3)-(EnemyNear(floor(fvar(18))),vel x*fvar(4))*(1-(Facing=Enemynear,Facing)*2)>75))

[State -1,jump];Wv
Type = ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
;TriggerAll=var(55)=8
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=A&&(P2StateNo!=[120,159])
TriggerAll=fvar(4)>=14
TriggerAll=P2BodyDist X*fvar(8)=[-10,270+(EnemyNear(floor(fvar(18))),vel x*14)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=P2StateType=A
TriggerAll=(EnemyNear,GetHitVar(hitshaketime))<=0
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+0.52*6.5)*13=[-120,-15]
TriggerAll=EnemyNear(floor(fvar(18))),vel y!=0
Trigger1 = !(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+0.52*fvar(4)/2)*fvar(4)>-50-35*(P2BodyDist X*fvar(8)-vel x*fvar(4)>70))||P2BodyDist X*fvar(8)-5*fvar(4)>=30&&fvar(4)<16
Trigger2 = StateNo=100
Trigger2 = (P2BodyDist X*fvar(8)-vel x*fvar(4)-(EnemyNear(floor(fvar(18))),vel x*fvar(4))*(1-(Facing=Enemynear,Facing)*2)>110-15*(fvar(4)<17))

[State -1,C_HS];SBT
Type = ChangeState
value = 1200 + (var(58)=1&&var(35)>=60&&var(35)<120)*50 + (var(58)=1&&var(35)>=120)*60
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=var(58)=2
TriggerAll=ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<255
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
TriggerAll=fvar(4)=[7,10]
TriggerAll=(P2StateNo!=[120,159])
Trigger1 = (P2StateNo=[1051,1059])
Trigger1 = P2BodyDist X*fvar(8)=[-25,25+35*(fvar(4)=7)+vel x*4.8]


[State -1,S_NS];S
Type = ChangeState
value = 100
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>8&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=var(58)!=1&&Helper(780+id),sysvar(0)=1&&fvar(4)>=13+2*(!var(58))
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=H;&&var(50)<128
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
Trigger1 = P2BodyDist X*fvar(8)=[-(EnemyNear(floor(fvar(18))),BackEdgeBodyDist<=1)*20-40*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-75),145+vel x*8+(EnemyNear(floor(fvar(18))),vel x*14)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2StateType=S||fvar(30)<20

[State -1,S_NS];S
Type = ChangeState
value = 230
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>8&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=var(58)!=1&&Helper(780+id),sysvar(0)=1&&fvar(4)>=12+2*(!var(58))
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=H&&var(50)<128
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
Trigger1 = P2BodyDist X*fvar(8)=[-15-25*(P2Dist X>0),145+vel x*8+(EnemyNear(floor(fvar(18))),vel x*14)*(1-(Facing=Enemynear,Facing)*2)]
;Trigger1 = P2StateType=S||fvar(30)<20

[State -1,S_FHS];6HS
Type = ChangeState
value = 3200
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=var(58)!=1
TriggerAll=var(56)!=1
TriggerAll=fvar(34)!=1
TriggerAll=var(50)>=-20
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo!=[120,155]
TriggerAll=(P2StateNo!=[1051,1059])
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=fvar(4)>=13
TriggerAll=!(P2StateType=A&&var(50)>64&&(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*fvar(4)/2)*fvar(4)>-50))
Trigger1 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*6.5)*13=[-105,-10])||P2Statetype!=A
Trigger1 = EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)=0&&!(EnemyNear(floor(fvar(18))),vel y=0&&P2StateType=A)
Trigger1 = P2Life>ceil(300*fvar(19)*(var(51)*0.01)*(var(52)*0.01)*fvar(21))
Trigger1 = (helper(780+id),fvar(20)-fvar(29))>(ceil((200*fvar(19)*helper(780+id),fvar(28)*helper(780+id),fvar(21)*helper(780+id),fvar(22))-10)*0.15*(1.3)/2.38)
[State -1,S_FHS];6HS
Type = ChangeState
value = 235
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=var(58)!=1
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])||var(55)=1&&StateNo=0
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo!=[120,155]
TriggerAll=(P2StateNo!=[1051,1059])
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=fvar(4)>=17
;TriggerAll=!(var(58)=2&&ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<255&&(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*fvar(4)/2)*fvar(4)>-80))
TriggerAll=!(P2StateType=A&&var(50)>64&&(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*fvar(4)/2)*fvar(4)>-50))
TriggerAll=P2BodyDist X*fvar(8)=[-20-30*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-85),135+vel x*7+(EnemyNear(floor(fvar(18))),vel x*16)*(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)*8.5)*17=[-50+15*(fvar(4)>17),-10])||P2Statetype!=A
Trigger2 = var(55) = 1
Trigger2 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*8.5)*17=[-50+15*(fvar(4)>17),0])
Trigger3 = P2StateNo=1564
Trigger3 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),time>=27)*(EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*(EnemyNear(floor(fvar(18))),time-27)/2)*(EnemyNear(floor(fvar(18))),time-27)=[-50,0])

[State -1,S_HS];HS
Type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=var(58)!=1
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=(P2StateNo=[1051,1059])
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
TriggerAll=(P2StateNo=[1051,1059])
TriggerAll=!(P2BodyDist X*fvar(8)-vel X*(fvar(4)>7)*(fvar(4)-7)<=40&&(P2StateNo=[1051,1059])&&(var(50)<-100||var(53)>=420))
Trigger1 = P2BodyDist X*fvar(8)=[-15-30*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-75),195+vel x*6]
Trigger1 = fvar(4)=11||var(50)<-100&&fvar(4)>=11

[State -1,S_HS];HS
Type = ChangeState
value = 230
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H&&(P2StateNo!=[120,159])
TriggerAll=(P2StateNo=[231,233])||P2StateType=A||(P2StateNo=[1051,1059])
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
TriggerAll=fvar(4)>=12;&&!(var(58)=1&&P2StateType!=A)||fvar(4)=14&&(var(58)=1&&P2StateType!=A)
TriggerAll=var(50)>64||(P2StateNo=[1051,1059])
Trigger1 = !(P2StateNo=[1051,1059])
Trigger1 = P2BodyDist X*fvar(8)=[-15,75+vel x*5+(EnemyNear(floor(fvar(18))),vel x*13)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*6)*12=[-50-70*(fvar(4)<=12),0])
Trigger2 = (P2StateNo=[1051,1059])
Trigger2 = P2BodyDist X*fvar(8)=[-15,35+85*(fvar(4)=12)+vel x*5+(EnemyNear(floor(fvar(18))),vel x*13)*(1-(Facing=Enemynear,Facing)*2)]


[State -1,S_NS];S
Type = ChangeState
value = 230
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>8&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=var(55)!=10
TriggerAll=var(55)!=4||P2life<90&&Power>999
TriggerAll=fvar(4)=14&&var(58)=1
TriggerAll=!(var(55)=1&&(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*fvar(4)*0.5)*fvar(4)<=-50&&P2StateType=A&&fvar(4)>=17))
TriggerAll=!(P2BodyDist X*fvar(8)-vel X*(fvar(4)>7)*(fvar(4)-7)<=40&&(P2StateNo=[1051,1059])&&(var(50)<-100||var(53)>=420))
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H&&(P2StateNo!=[120,159])
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
Trigger1 = P2BodyDist X*fvar(8)=[-15-25*(P2Dist X>0),145+vel x*8+(EnemyNear(floor(fvar(18))),vel x*13)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2StateType!=A

[State -1,S_NS];S
Type = ChangeState
value = 1200 + (var(58)=1&&var(35)>=60&&var(35)<120)*50 + (var(58)=1&&var(35)>=120)*60
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=var(50)>=80
TriggerAll=var(58)=1
TriggerAll=fvar(4)>=7&&P2StateType=A
TriggerAll=StateNo=100
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H&&(P2StateNo=[120,159])
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*4.9-(EnemyNear(floor(fvar(18))),vel x*4)*(1-(Facing=Enemynear,Facing)*2)=[-10-(fvar(30)<35||var(55)=3)*20-30*((Facing=Enemynear,Facing)&&P2Statetype!=A&&P2BodyDist X*fvar(8)>0),40]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3.5)*7=[-150,0]

[State -1,S_NS];S
Type = ChangeState
value = 100
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=var(55)!=4||P2life<90&&Power>999
TriggerAll=fvar(4)>=5&&(!(fvar(4)>14&&(var(58)=1&&P2StateType!=A))||(P2StateNo=[231,239]))
TriggerAll=!(var(55)=1&&(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*fvar(4)*0.5)*fvar(4)<=-50&&P2StateType=A&&fvar(4)>=17))
TriggerAll=!(P2BodyDist X*fvar(8)-vel X*(fvar(4)>7)*(fvar(4)-7)<=40&&(P2StateNo=[1051,1059])&&(var(50)<-100||var(53)>=420))
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=!(P2StateNo=[1051,1059])||fvar(4)<7
TriggerAll=P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-(EnemyNear(floor(fvar(18))),BackEdgeBodyDist<=1)*20-40*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-75),40]
TriggerALl=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=[-120,0]
Trigger1 = !(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*fvar(4)/2)*fvar(4)>=-50&&P2StateType=A&&fvar(4)>=17)
Trigger1 = !(var(58)=2&&ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<255&&(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*fvar(4)/2)*fvar(4)>-80)&&P2StateType=A)
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*8.5)*17>=0
Trigger2 = !(var(58)=2&&ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<255&&(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*fvar(4)/2)*fvar(4)>-80)&&P2StateType=A)
Trigger3 = (var(58)=2&&ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<255&&(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5.5)*11>0))||fvar(4)<11||P2StateType!=A

[State -1,S_NS];S
Type = ChangeState
value = 230
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>8&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=var(58)!=1&&Helper(780+id),sysvar(0)=1&&fvar(4)>=12
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=!(var(55)=1&&(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*fvar(4)*0.5)*fvar(4)<=-50&&P2StateType=A&&fvar(4)>=17))
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=A
TriggerAll=P2MoveType=H;&&var(50)<128
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)-vel x*6-(EnemyNear(floor(fvar(18))),vel x*12)*(1-(Facing=Enemynear,Facing)*2)=[-10-(fvar(30)<35||var(55)=3||EnemyNear(floor(fvar(18))),BackEdgeBodyDist<=1)*20-30*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-75),130]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*fvar(4)/2)*fvar(4)>-50||P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*8.5)*17<=0
Trigger1 = !var(58)
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*6)*12=[-120,0]
Trigger1 = P2BodyDist X*fvar(8)-vel x*6-(EnemyNear(floor(fvar(18))),vel x*12)*(1-(Facing=Enemynear,Facing)*2)=[-10-(fvar(30)<35||var(55)=3||EnemyNear(floor(fvar(18))),BackEdgeBodyDist<=1)*20-30*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-75),70]
Trigger2 = !var(58)
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*7)*14=[-120,0]
Trigger2 = P2BodyDist X*fvar(8)-vel x*7-(EnemyNear(floor(fvar(18))),vel x*14)*(1-(Facing=Enemynear,Facing)*2)=[-(fvar(30)<35||var(55)=3||EnemyNear(floor(fvar(18))),BackEdgeBodyDist<=1)*20-30*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-75),130]
Trigger2 = fvar(4)>=14
Trigger3 = var(58)=2
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*6)*12=[-120,0]
Trigger3 = P2BodyDist X*fvar(8)-vel x*6-(EnemyNear(floor(fvar(18))),vel x*12)*(1-(Facing=Enemynear,Facing)*2)=[10-(fvar(30)<35||var(55)=3||EnemyNear(floor(fvar(18))),BackEdgeBodyDist<=1)*20-30*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-75),120]

[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)!=10
TriggerAll=P2life<90&&Power>999&&var(50)<-120
TriggerAll=fvar(4)>=4&&(!(fvar(4)>14&&(var(58)=1&&P2StateType!=A))||(P2StateNo=[231,239]))
TriggerAll=!(var(55)=1&&(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*fvar(4)*0.5)*fvar(4)<=-50&&P2StateType=A&&fvar(4)>=17))
TriggerAll=!(P2BodyDist X*fvar(8)-vel X*(fvar(4)>7)*(fvar(4)-7)<=40&&(P2StateNo=[1051,1059])&&(var(50)<-100||var(53)>=420))
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=!(P2StateNo=[1051,1059])||fvar(4)<7
TriggerAll=P2BodyDist X*fvar(8)=[-32-30*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-75||EnemyNear(floor(fvar(18))),BackEdgeBodyDist<=1),34]
TriggerAll=P2BodyDist X*fvar(8)-vel x*2-(EnemyNear(floor(fvar(18))),vel x*4)*(1-(Facing=Enemynear,Facing)*2)=[-10-(fvar(30)<35||var(55)=3||EnemyNear(floor(fvar(18))),BackEdgeBodyDist<=1)*20-30*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-75),40]
TriggerALl=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*2)*4=[-120,0]
Trigger1 = !(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*fvar(4)/2)*fvar(4)>=-50&&P2StateType=A&&fvar(4)>=17)
Trigger1 = !(var(58)=2&&ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<255&&(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*fvar(4)/2)*fvar(4)>-80)&&P2StateType=A)
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*8.5)*17>=0
Trigger2 = !(var(58)=2&&ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<255&&(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*fvar(4)/2)*fvar(4)>-80)&&P2StateType=A)
Trigger3 = (var(58)=2&&ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<255&&(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5.5)*11>0))||fvar(4)<11||P2StateType!=A


[State -1,S_NS];S
Type = ChangeState
value = 200
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=var(55)!=4||P2life<90&&Power>999
TriggerAll=fvar(4)>=4&&(!(fvar(4)>14&&(var(58)=1&&P2StateType!=A))||(P2StateNo=[231,239]))
TriggerAll=!(var(55)=1&&(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*fvar(4)*0.5)*fvar(4)<=-50&&P2StateType=A&&fvar(4)>=17))
TriggerAll=!(P2BodyDist X*fvar(8)-vel X*(fvar(4)>7)*(fvar(4)-7)<=40&&(P2StateNo=[1051,1059])&&(var(50)<-100||var(53)>=420))
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=A&&(P2StateNo!=[120,159])
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=!(P2StateNo=[1051,1059])||fvar(4)<7
TriggerAll=P2BodyDist X*fvar(8)-vel x*2-(EnemyNear(floor(fvar(18))),vel x*4)*(1-(Facing=Enemynear,Facing)*2)=[-10-(fvar(30)<35||var(55)=3)*20-30*(((Facing=Enemynear,Facing)&&P2Statetype!=A||P2BodyDist Y*fvar(9)>-75)&&P2Dist X*fvar(8)>0),40]
TriggerALl=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=[-25,0]
Trigger1 = !(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*fvar(4)/2)*fvar(4)>=-50&&P2StateType=A&&fvar(4)>=17)
Trigger1 = !(var(58)=2&&ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<255&&(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*fvar(4)/2)*fvar(4)>-80)&&P2StateType=A)
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*8.5)*17>=0
Trigger2 = !(var(58)=2&&ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<255&&(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*fvar(4)/2)*fvar(4)>-80)&&P2StateType=A)
Trigger3 = (var(58)=2&&ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<255&&(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5.5)*11>0))||fvar(4)<11||P2StateType!=A


[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)!=10
TriggerAll=var(55)!=4||P2life<90&&Power>999||P2StateType!=A
TriggerAll=fvar(4)>=4&&(!(fvar(4)>14&&(var(58)=1&&P2StateType!=A))||(P2StateNo=[231,239]))
TriggerAll=!(var(55)=1&&(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*fvar(4)*0.5)*fvar(4)<=-50&&P2StateType=A&&fvar(4)>=17))
TriggerAll=!(P2BodyDist X*fvar(8)-vel X*(fvar(4)>7)*(fvar(4)-7)<=40&&(P2StateNo=[1051,1059])&&(var(50)<-100||var(53)>=420))
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=!(P2StateNo=[1051,1059])||fvar(4)<7
TriggerAll=P2BodyDist X*fvar(8)=[-32-30*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-75),34]
TriggerAll=P2BodyDist X*fvar(8)-vel x*2-(EnemyNear(floor(fvar(18))),vel x*4)*(1-(Facing=Enemynear,Facing)*2)=[-10-(fvar(30)<35||var(55)=3)*20-30*(((Facing=Enemynear,Facing)&&P2Statetype!=A||P2BodyDist Y*fvar(9)>-75)&&P2Dist X*fvar(8)>0),40]
TriggerALl=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*2)*4=[-120,0]
Trigger1 = !(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*fvar(4)/2)*fvar(4)>=-50&&P2StateType=A&&fvar(4)>=17)
Trigger1 = !(var(58)=2&&ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<255&&(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*fvar(4)/2)*fvar(4)>-80)&&P2StateType=A)
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*8.5)*17>=0
Trigger2 = !(var(58)=2&&ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<255&&(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*fvar(4)/2)*fvar(4)>-80)&&P2StateType=A)
Trigger3 = (var(58)=2&&ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<255&&(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5.5)*11>0))||fvar(4)<11||P2StateType!=A

[State -1,C_HS];S
Type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
TriggerAll=fvar(4)>=9
Trigger1 = P2BodyDist X*fvar(8)=[-15,135+vel x*7+(EnemyNear(floor(fvar(18))),vel x*14)*(1-(Facing=Enemynear,Facing)*2)-65*(var(58)=1)]
Trigger1 = P2StateType=A
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4.5)*9=[-16,0]


[State -1,C_K];K
Type = ChangeState
value = 410
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||(StateNo=52)||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo=[120,155]
TriggerAll=fvar(4)>=6&&!(Helper(780+id),sysvar(0)=1)
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-13,42]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
Trigger1 = Random<ifelse((var(59)>7||fvar(39)),7,var(59))*50*(1+0.8*(StateNo=52))


[State -1,S_NS];S^bOp
Type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=var(55)!=10
TriggerAll=numpartner>=1&&teammode=simul
TriggerAll=Partner,Alive
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=!(P2StateNo=[1051,1059])||fvar(4)<11
TriggerAll=P2BodyDist X*fvar(8)=[-15,34]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*2.5)*5=[-90,0]

[State -1,S_K];K
Type = ChangeState
value = 210
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(4)=7|fvar(4)>=7&&(P2StateType=A||teammode=simul)
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateNo!=[120,155]
TriggerAll=!(P2StateNo=[1051,1059])
TriggerAll=P2BodyDist X*fvar(8)=[-4,87+19*(var(55)=8)+vel x*5+(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+0.52*3.5)*7=[-10-(fvar(4)=9||fvar(4)=7)*(20+20*(P2BodyDist X*fvar(8)>34)),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)*4.5)*9=[-10-(fvar(4)=9)*20,0]

[State -1,C_S];2S
Type = null;ChangeState
value = ifelse(var(55)=2&&Power>999&&var(50)>64,230,420)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(4)=9|fvar(4)>=9&&(P2StateType=A||teammode=simul)
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||StateNo=862&&Animtime=0
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!(P2StateNo=[1051,1059])
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=!(var(50)<-100||fvar(25)<=0.90)
TriggerAll=P2StateNo!=[120,155]
TriggerAll=(EnemyNear,GetHitVar(hitshaketime))<=0&&EnemyNear(floor(fvar(18))),vel y!=0
Trigger1 = P2BodyDist X*fvar(8)=[-4,130+vel x*6+(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4.5)*9=[-10-(fvar(4)=9)*20,0]
Trigger1 = EnemyNear,GetHitvar(hitShaketime)=0
Trigger2 = var(55)=2&&(Power>999||var(58)=2)
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4.5)*9<0||var(50)>64

[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=fvar(4)=4;||fvar(4)>=4&&(P2StateType=A||teammode=simul)
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!(P2StateNo=[1051,1059]);||fvar(4)<7
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=P2BodyDist X*fvar(8)-vel x*5-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-10-30*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-75),52]
Trigger1 = P2BodyDist Y*fvar(9)+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*2)*4=[-80,0]

[State -1,Dash];_bV
Type = ChangeState
value = 21
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=ctrl||(StateNo=[11,22])&&StateNo!=21||StateNo=52
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2StateNo!=[1560,1562]
TriggerAll=P2StateType!=L
TriggerAll=var(55)!=2
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
Trigger1 = fvar(4)>=0
Trigger1 = P2BodyDist X*fvar(8)=[5,15*(P2StateType=A&&(P2BodyDist Y*fvar(9)<-80||EnemyNear(floor(fvar(18))),vel y<0))]
[State -1,Dash];_bVstop
Type = ChangeState
value = 0
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=StateNo=21
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2StateNo!=[1560,1562]
TriggerAll=P2StateType!=L
TriggerAll=var(55)!=2
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
Trigger1 = P2BodyDist X*fvar(8)<5
ctrl=1

;
;nq 
;
;hp
[State -1,var(17)Jumpflg];WveXg
Type = varset
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=StateType!=A
TriggerAll=(movecontact||fvar(28))
Trigger1 = (StateNo=[200,201])||(StateNo=[210,228])||StateNo=400||StateNo=236||StateNo=420
Trigger2 = StateNo=[200,450]
Trigger2 = var(58)=1
var(17) = 1
ignorehitPause = 1

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

[State -1,sbt];nCp[A[}[,K[Ln΍
Type = ChangeState
value = 1240
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>9&&Random<var(59)*10||fvar(39)||var(59)=11
TriggerAll=!var(3)
TriggerAll=var(58)=1
TriggerAll=StateType!=A
TriggerAll=P2MoveType!=H
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!teammode=simul
Trigger1 = ((movehit=[1,7])||MoveReversed)||fvar(28)
Trigger1 = (StateNo=[200,236])||(StateNo=[400,450])
Trigger1 = (P2StateNo!=[5000,5120])&&(P2StateNo!=[120,159])&&(P2StateNo!=[231,239])
Trigger2 = ((moveGuarded=[1,7])||MoveReversed)||fvar(28)
Trigger2 = (StateNo=[200,236])||(StateNo=[400,450])
Trigger2 = (P2StateNo!=[120,159])


[State -1,sbt];nCp[A[}[,K[Ln΍
Type = ChangeState
value = 1200 + (var(58)=1&&var(35)>=60&&var(35)<120)*50 + (var(58)=1&&var(35)>=120)*60
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>9&&Random<var(59)*10||fvar(39)||var(59)=11
TriggerAll=!var(3)
TriggerAll=var(58)!=2||EnemyNear(floor(fvar(18))),HitDefAttr=,AT
TriggerAll=StateType!=A
TriggerAll=P2MoveType!=H
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!teammode=simul
Trigger1 = ((movehit=[1,7])||MoveReversed)||fvar(28)
Trigger1 = (StateNo=[200,236])||(StateNo=[400,450])
Trigger1 = (P2StateNo!=[5000,5120])&&(P2StateNo!=[120,159])&&(P2StateNo!=[231,239])
Trigger2 = ((moveGuarded=[1,7])||MoveReversed)||fvar(28)
Trigger2 = (StateNo=[200,236])||(StateNo=[400,450])
Trigger2 = (P2StateNo!=[120,159])



[State -1,Jump];Wv
Type = ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=InGuardDist||(Helper(780+id),var(58))||MoveReversed
Trigger1 = (movecontact||MoveReversed||fvar(28))
Trigger1 = (StateNo=[200,201])||StateNo=210||StateNo=220||(StateNo=[225,228])||StateNo=236||StateNo=400||StateNo=420
Trigger2 = (movecontact||MoveReversed||fvar(28))
Trigger2 = StateNo=[200,450]
Trigger2 = var(58)=1
trigger3 = numhelper(780+id)
trigger3 = helper(780+id),sysvar(0)
trigger3 = (stateno = [200,236])||(stateno = [400,450])
trigger3 = (movecontact||movereversed||fvar(28))&&P2MoveType!=H
;hpI
;
;R{
[State -1,C_HS];2HS
Type = ChangeState
value = 4001
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=var(40)=1
TriggerAll=!var(3)
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=MoveContAct&&sysvar(2)=1
trigger1 = var(58) = 1
trigger1 = (stateno = [200,239]) && (movecontact||movereversed)
trigger1 = numtarget && helper(780+id),sysvar(2)
trigger1 = var(3) = 0
trigger2 = var(58) = 1
trigger2 = (stateno = [400,451]) && (movecontact||movereversed)
trigger2 = numtarget && helper(780+id),sysvar(2)
trigger2 = var(3) = 0
[State -1,C_HS];2HS
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(3)||var(29)
TriggerAll=P2StateType=A
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)||StateNo=100
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct
Trigger1 = (StateNo=[200,230])||(StateNo=[400,431])||StateNo=100
Trigger1 = (P2BodyDist X*fvar(8)=[-12,30+vel x*3])
Trigger1 = (P2BodyDist Y*fvar(9)=[-160,-100])||StateNo=100
Trigger1 = MoveHit
Trigger1 = fvar(4)>=7
[State -1,C_HS];2HS
Type = ChangeState
value = 3050
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=var(58)=1
triggerall=power>=2000||(var(58) = 1 && Life < LifeMax/2)
TriggerAll=!var(3)
TriggerAll=P2MoveType=H
TriggerAll=P2StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)>140)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveHit
Trigger1 = (StateNo=[200,230])||(StateNo=[400,431])
Trigger1 = P2BodyDist X*fvar(8)>0

[State -1,C_HS];2HS
Type = ChangeState
value = 230+200*(MoveGuarded>0)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=var(58)=1
TriggerAll=!var(3)||var(29)
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
Trigger1 = (StateNo=[200,228])||(StateNo=[400,420])
Trigger1 = P2BodyDist X*fvar(8)=[-15,70+vel x*3]
Trigger1 = fvar(4)>=13-2*(MoveGuarded>0)

[State -1,C_HS];2HS
Type = ChangeState
value = 37
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>8&&Random<=var(59)*25||fvar(39)
TriggerAll=var(58)=1
TriggerAll=var(50)=128
TriggerAll=P2MoveType=H
TriggerAll=P2StateType!=A
TriggerAll=MoveGuarded=1
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
trigger1 = var(3) = 0
trigger1 = stateno = 430


[State -1,C_HS];2HS
Type = ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>8&&Random<=var(59)*40||fvar(39)
TriggerAll=var(58)=1
TriggerAll=P2MoveType=H
TriggerAll=P2StateType!=A
TriggerAll=MoveGuarded=1
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
trigger1 = var(3) = 0
trigger1 = stateno = 430

[State -1,C_HS];2HS
Type = ChangeState
value = 1240
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>8&&Random<=var(59)*100||fvar(39)
TriggerAll=var(58)=1
trigger1 = var(3) = 0
trigger1 = (stateno = [200,450]) && (movecontact||movereversed)
trigger1 = (stateno != [240,242])
trigger2 =0;(stateno = [200,451]) && var(29)

[State -1,C_HS];2HS
Type = ChangeState
value = 430
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=var(58)=1
TriggerAll=!var(3)
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
Trigger1 = (StateNo=[200,230])||(StateNo=[400,420])
Trigger1 = P2BodyDist X*fvar(8)=[-5,70+vel x*3]
Trigger1 = P2BodyDist Y*fvar(9)=[-20,0]
Trigger1 = MoveHit
Trigger1 = fvar(4)>=11

[State -1,S_CD];2D
Type = ChangeState
value = 3100
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=!var(3)
TriggerAll=var(58)!=1&&Power>999
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H&&(P2StateNo=[120,159])
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=var(58)!=1&&(Helper(780+id),sysvar(0)=1)
TriggerAll=PrevStateNo=100
TriggerAll=fvar(30)<20
TriggerAll=P2StateType!=A
TriggerAll=MoveGuarded
TriggerAll=fvar(4)>=8
Trigger1 = (StateNo=[200,450])&&(StateNo!=[230,242])
Trigger1 = P2BodyDist X*fvar(8)=[-25-35*(P2Dist X>0),32+vel X*5]

[State -1,S_CD];2D
Type = ChangeState
value = 230
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=!var(3)
TriggerAll=P2StateType!=A
;TriggerAll=var(50)<128
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=var(58)!=1&&Helper(780+id),sysvar(0)=1
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=MoveHit||MoveGuarded;&&fvar(30)<20
;TriggerAll=P2StateType=S||fvar(30)<20
TriggerAll=fvar(4)>=12+2*(!var(58))
Trigger1 = (StateNo=[200,228])||StateNo=400||StateNo=420
Trigger1 = P2BodyDist X*fvar(8)=[-5-35*(P2Dist X>0),125+vel X*6]

[State -1,S_CD];2D
Type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=!var(3)
TriggerAll=P2StateType!=A
;TriggerAll=var(50)<128
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=var(58)!=1&&Helper(780+id),sysvar(0)=1
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=MoveGuarded;&&(fvar(30)<20||P2BodyDist X*fvar(8)>75)
TriggerAll=StateNo!=230||(fvar(30)<20||P2BodyDist X*fvar(8)>75)
TriggerAll=fvar(4)>=11
Trigger1 = (StateNo=[200,230])&&StateNo!=205||StateNo=400||StateNo=420
Trigger1 = P2BodyDist X*fvar(8)=[-5-35*(P2Dist X>0),125+vel X*6-20*(StateNo=230)]


[State -1,S_CD];2D
Type = ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=!var(3)
TriggerAll=P2MoveType=H
;TriggerAll=var(50)<128
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=var(58)!=1&&Helper(780+id),sysvar(0)=1
;TriggerAll=P2StateType=S||fvar(30)<20||P2BodyDist X*fvar(8)>95
TriggerAll=MoveHit||MoveGuarded;&&(fvar(30)<20||P2BodyDist X*fvar(8)>95)
TriggerAll=fvar(4)>=14+2*(MoveGuarded&&fvar(30)<20)
Trigger1 = (StateNo=[200,236])||(StateNo=[400,450])
Trigger1 = P2BodyDist X*fvar(8)=[-5-25*(P2Dist X>0),195]
Trigger1 = !P2BodyDist Y*fvar(9)&&P2StateType!=A

[State -1,S_CD];2D
Type = ChangeState
value = 235
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=!var(3)
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 Y*fvar(9)
TriggerAll=MoveHit
TriggerAll=fvar(4)>=17
Trigger1 = StateNo=[205,206]
Trigger1 = P2BodyDist X*fvar(8)=[-5,155]

[State -1,S_CD];2D
Type = ChangeState
value = 3100
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=!var(3)
TriggerAll=var(58)!=1&&Power>999
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H&&(P2StateNo=[120,159])
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist Y*fvar(9)>-145
TriggerAll=P2Life<195+195*(power>1999)
TriggerAll=MoveGuarded
TriggerAll=fvar(4)>=8
Trigger1 = (StateNo=[200,450])&&(StateNo!=[240,242])
Trigger1 = P2BodyDist X*fvar(8)=[-25,32]


[State -1,S_CD];2D
Type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=!var(3)
TriggerAll=var(58)=2&&Power>999
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H&&(P2StateNo!=[120,159])
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=!P2BodyDist Y*fvar(9)&&P2StateType!=A
TriggerAll=MoveHit
TriggerAll=fvar(4)>=11
Trigger1 = (StateNo=[200,420])&&(StateNo!=[235,242])&&StateNo!=205
Trigger1 = P2BodyDist X*fvar(8)=[-25,155-50*(StateNo=230)+vel X*4]

[State -1,S_CD];2D
Type = ChangeState
value = 230
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=!var(3)
TriggerAll=var(58)=2&&Power>499
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H&&(P2StateNo!=[120,159])
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=!P2BodyDist Y*fvar(9)&&P2StateType=S
TriggerAll=MoveHit
TriggerAll=fvar(4)>=12
Trigger1 = (StateNo=[200,228])||StateNo=400||StateNo=420
Trigger1 = P2BodyDist X*fvar(8)=[-5,125]

[State -1,SBT];SBT
Type = ChangeState
value = 1200 + (var(58)=1&&var(35)>=60&&var(35)<120)*50 + (var(58)=1&&var(35)>=120)*60
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
TriggerAll=var(58)!=1
TriggerAll=!var(3)
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=P2StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,35]
TriggerAll=MoveHit
TriggerAll=fvar(4)>=7
Trigger1 = (StateNo=[200,451])&&!StateNo=240
Trigger1 = var(50)<-120||var(53)>420

[State -1,inprei];Cy
Type = ChangeState
value = 3100
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<=var(59)*100||fvar(39)
TriggerAll=Power>999
TriggerAll=var(58)!=1
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2MoveType=H
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
TriggerAll=MoveHit
TriggerAll=P2life<=90
TriggerAll=P2BodyDist X*fvar(8)=[-30-(var(55)=3)*20,64]
TriggerAll=P2StateType=A
TriggerAll=var(50)=-128
Trigger1 = StateNo=220||StateNo=420

[State -1,S_HS];󓊂ǌ
Type = ChangeState
value = ifelse(StateNo=210,230,3200)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=!var(3)
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=MoveContAct
TriggerAll=var(55)=2
TriggerAll=P2StateType=A&&Power>999&&var(50)>-40||P2StateType!=A
Trigger1 = StateNo=210
Trigger2 = StateNo=420
Trigger2 = !var(56)

[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=!var(3)
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=MoveHit
Trigger1 = StateNo=[210,220]
Trigger1 = P2StateType=A
Trigger1 = P2BodyDist Y*fvar(9)=[-15,0]

[State -1,Jump];Wv
Type = ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||var(59)>7||fvar(39)
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=MoveHit=1
TriggerAll=P2StateNo!=[120,159]
TriggerAll=var(56)<1
Trigger1 = var(58)!=2||P2BodyDist Y*fvar(9)>-15&&P2BodyDist X*fvar(8)>95
Trigger1 = fvar(4)>=14
Trigger1 = StateNo=236
Trigger1 = P2BodyDist Y*fvar(9)>-35||var(21)
Trigger2 = fvar(4)>=14
Trigger2 = StateNo=420;||(StateNo=[225,228])
Trigger2 = P2BodyDist Y*fvar(9)>-20&&P2BodyDist X*fvar(8)<165
Trigger2 = P2StateType=A
Trigger3 = fvar(4)>=14
Trigger3 = StateNo=431
Trigger3 = var(58)=1
Trigger3 = P2StateType=A
Trigger3 = P2BodyDist Y*fvar(9)>-25
Trigger4 = Helper(780+id),sysvar(0)=1
Trigger4 = (StateNo=[200,236])&&StateNo!=235||(StateNo=[400,450])&&StateNo!=430&&!(StateNo=450&&(P2StateNo=[5070,5072]))
Trigger4 = !(StateNo=230&&fvar(30)+AnimTime>19)
Trigger4 = fvar(4)>=14
Trigger4 = P2BodyDist Y*fvar(9)>-20&&P2BodyDist X*fvar(8)<165
Trigger4 = P2StateType=A
[State -1,S_CD];2D
Type = ChangeState
value = 230
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=!var(3)
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=var(58)!=1&&Helper(780+id),sysvar(0)=1
TriggerAll=P2BodyDist Y*fvar(9)>-130
TriggerAll=fvar(30)>20||PrevStateno=100
TriggerAll=MoveHit
TriggerAll=fvar(4)>=12
Trigger1 = (StateNo=[200,228])||StateNo=400||StateNo=420
Trigger1 = P2BodyDist X*fvar(8)=[-5-25*(P2Dist X>0),75+vel X*3]


[State -1,S_NS];S󒆃qbg
Type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=!var(3)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist Y*fvar(9)>-150
TriggerAll=P2StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-5-(StateNo=205)*25,34]
TriggerAll=MoveContAct
Trigger1 = (StateNo=[200,201])

[State -1,Jump];Wv
Type = ChangeState
value = ifelse((P2BodyDist Y*fvar(9)<-115+((fvar(5)/0.05-10)*3.5)+(StateNo=236)*(35-25*(var(58)=2))||var(55)=6),41,39)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>3&&Random<=var(59)*100)||var(59)>7||fvar(39)
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=MoveHit
TriggerAll=P2StateNo!=[120,159]
TriggerAll=var(56)<1
Trigger1 = P2BodyDist X*fvar(8)=[-30,160]
Trigger1 = (StateNo=[210,228])||StateNo=200||StateNo=420
Trigger2 = StateNo=236
Trigger3 = Helper(780+id),sysvar(0)=1
Trigger3 = (StateNo=[200,236])&&StateNo!=235||(StateNo=[400,450])&&StateNo!=430&&!(StateNo=450&&(P2StateNo=[5070,5072]))
Trigger3 = !(StateNo=230&&fvar(4)+AnimTime>19)
[State -1,C_HS];2HS
Type = ChangeState
value = 430
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
TriggerAll=!var(3)
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=P2StateType!=A
Trigger1 = StateNo=220||(StateNo=[205,206])
Trigger1 = P2BodyDist X*fvar(8)=[-5,40]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = MoveHit
Trigger1 = Power<1000

[State -1,SBT];SBT
Type = ChangeState
value = 1200 + (var(58)=1&&var(35)>=60&&var(35)<120)*50 + (var(58)=1&&var(35)>=120)*60
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7&&Random<=var(59)*100||fvar(39)
TriggerAll=!var(3)
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=MoveGuarded||MoveReversed
TriggerAll=P2BodyDist X*fvar(8)=[-15,52]
Trigger1 = (StateNo=[200,450])&&!var(3)&&(StateNo!=[240,242])||(StateNo=[200,450])&&var(29)
Trigger1 = P2StateType=A
Trigger1 = P2BodyDist Y*fvar(9)=[-110,0]

[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(56)=0
TriggerAll=!var(3)
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=P2StateType=A&&Power>999&&var(50)>-40||P2StateType!=A
Trigger1 = (StateNo=[220,228])||StateNo=420
Trigger1 = P2BodyDist X*fvar(8)=[-5,75]
Trigger1 = P2BodyDist Y*fvar(9)=[-80,-0]
Trigger1 = MoveHit
Trigger2 = MoveGuarded
Trigger2 = (StateNo=[220,228])||StateNo=420
Trigger2 = P2BodyDist X*fvar(8)=[-5,60]
Trigger2 = P2BodyDist Y*fvar(9)=[-120,-60]
Trigger2 = P2StateType=A
Trigger3 = StateNo=210
Trigger3 = P2BodyDist X*fvar(8)=[-5,75]
Trigger3 = !P2BodyDist Y*fvar(9)
Trigger3 = MoveHit
Trigger3 = fvar(4)>=12

[State -1,S_FP];+P
Type = ChangeState
value = 205
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7&&Random<=var(59)*100||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=P2StateType!=A
TriggerAll=MoveGuarded&&var(3)=0
TriggerAll=StateNo=220
Trigger1 = 0;P2BodyDist Y*fvar(9)=[-120,-50]
Trigger1 = P2BodyDist X*fvar(8)=[-25,35]
Trigger2 = !(Helper(780+id),fvar(30))
Trigger2 = Random<=var(59)*40
Trigger2 = P2BodyDist X*fvar(8)=[-15,44]

[State -1,S_CD];2D
Type = ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*50||fvar(39)
TriggerAll=!var(3)
TriggerAll=var(58)!=1
TriggerAll=var(58)=2
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
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=!P2BodyDist Y*fvar(9)
TriggerAll=MoveGuarded=1
Trigger1 = StateNo=228||StateNo=420
Trigger1 = P2BodyDist X*fvar(8)>110||fvar(30)<25

[State -1,S_CD];2D
Type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=!var(3)
TriggerAll=var(58)!=1
TriggerAll=Power<500||var(58)!=2||MoveGuarded||P2StateType=C
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=MoveContAct
Trigger1 = StateNo=420||StateNo=220||StateNo=230||StateNo=228||StateNo=225&&MoveHit&&Power>999
Trigger1 = P2BodyDist X*fvar(8)=[-5,110-10*(StateNo=230)]
Trigger1 = P2StateType!=A
Trigger2 = MoveGuarded
Trigger2 = StateNo=431
[State -1,S_NS];S
Type = ChangeState
value = 225
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=!var(3)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveGuarded||MoveHit&&P2StateType=A||MoveContAct&&StateNo=410
Trigger1 = StateNo=220
Trigger1 = !(P2BodyDist Y*fvar(9))
Trigger1 = P2BodyDist X*fvar(8)=[-5,116-(MoveHit)*86]
Trigger2 = StateNo=210||StateNo=410
Trigger2 = P2BodyDist X*fvar(8)=[33,120]
Trigger2 = P2BodyDist Y*fvar(9)>=-30

[State -1,blade];Ty
Type = ChangeState
value = 1500
TriggerAll=!IsHelper
TriggerAll=var(59)>6&&Random<=var(59)*100||fvar(39)
TriggerAll=var(58)=2
TriggerAll=Power=[500,1499]
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2MoveType=H
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
TriggerAll=StateNo!=230&&MoveHit||StateNo=230&&moveHit=1
TriggerAll=P2StateType!=C
TriggerAll=fvar(4)>=12
TriggerAll=P2BodyDist X*fvar(8)>0
TriggerAll=P2BodyDist Y*fvar(9)=[-65,0]
Trigger1 = StateNo=230
Trigger1 = !(StateNo=230&&var(21))


[State -1,blade];blade
Type = ChangeState
value = 3200
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>8&&Random<=var(59)*100||fvar(39)
TriggerAll=Power>999
TriggerAll=var(58)!=1
TriggerAll=!var(56)
TriggerAll=var(50)>-47+9*(var(58)=2)&&fvar(25)>=0.9
TriggerAll=!var(3)
triggerall=var(40)=0
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
TriggerAll=P2BodyDist Y*fvar(9)=[-120,0]
Trigger1 = StateNo=420||StateNo=431
Trigger1 = MoveHit
Trigger2 = (StateNo=[200,450])&&(StateNo!=[240,242])
Trigger2 = MoveGuarded
Trigger2 = P2BodyDist Y*fvar(9)=[-150,-40]
Trigger2 = P2StateType=A
Trigger2 = fvar(4)>=13
Trigger3 = StateNo=230||StateNo=450
Trigger3 = MoveHit=1&&var(21)!=1
Trigger3 = P2StateType=A||StateNo=230

[State -1,S_CD];2D
Type = ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=!var(3)
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=var(58)!=1&&Helper(780+id),sysvar(0)=1
TriggerAll=MoveHit
TriggerAll=fvar(4)>=14
Trigger1 = StateNo=450
Trigger1 = P2BodyDist X*fvar(8)=[0,195]
Trigger1 = (P2StateNo=[5070,5072])

[State -1,sword];sword
Type = ChangeState
value = 1000
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<=var(59)*100||fvar(39)
TriggerAll=!var(56)
TriggerAll=!var(3)
;triggerall=var(40)=0
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
TriggerAll=MoveGuarded
TriggerAll=P2StateType=A
TriggerAll=P2BodyDist Y*fvar(9)=[-150,-40]
TriggerAll=P2BodyDist X*fvar(8)=[-10,55]
Trigger1 = StateNo=230||StateNo=235||StateNo=220||StateNo=420||StateNo=431

[State -1,SBT];SBT
Type = ChangeState
value = 1200 + (var(58)=1&&var(35)>=60&&var(35)<120)*50 + (var(58)=1&&var(35)>=120)*60
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
TriggerAll=var(58)!=1
TriggerAll=!var(3)
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=P2StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,55]
TriggerAll=MoveHit
Trigger1 = (StateNo=[430,431])||StateNo=450&&MoveHit=1&&var(21)!=1;&&!(StateNo=430&&var(58)=2)

[State -1,S_NS];Sn
Type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=!var(3)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
TriggerAll=MoveContAct
Trigger1 = (StateNo=[200,201])||StateNo=210||StateNo=400||StateNo=410||StateNo=206||StateNo=205&&MoveHit
Trigger1 = P2BodyDist X*fvar(8)=[-5,24]

[State -1,S_NS];S󒆃qbg
Type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=!var(3)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist Y*fvar(9)>-150
TriggerAll=P2StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-5-(StateNo=205)*25,34]
TriggerAll=MoveContAct
Trigger1 = (StateNo=[200,201])||StateNo=210||(StateNo=[205,206])||StateNo=400||StateNo=410

[State -1,S_NK];K
Type = ChangeState
value = 210
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=!var(3)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist Y*fvar(9)>-40
TriggerAll=P2BodyDist X*fvar(8)=[-5,65]
TriggerAll=MoveContAct
Trigger1 = (StateNo=[200,201])

[State -1,SBT];SBT
Type = ChangeState
value = 1200 + (var(58)=1&&var(35)>=60&&var(35)<120)*50 + (var(58)=1&&var(35)>=120)*60
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
TriggerAll=var(58)=2
TriggerAll=!var(3)
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=P2StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,45]
TriggerAll=MoveHit
TriggerAll=fvar(4)>=11
TriggerAll=!(StateNo=230&&fvar(4)>=19)
Trigger1 = (StateNo=[200,450])&&StateNo!=240&&StateNo!=430&&StateNo!=235&&StateNo!=450||StateNo=450&&MoveHit=1&&var(21)!=1

[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(56)=0
TriggerAll=!var(3)
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=P2BodyDist Y*fvar(9)>-140
TriggerAll=P2BodyDist X*fvar(8)=[-5,120]
Trigger1 = StateNo=206
Trigger2 = var(58)=1
Trigger2 = MoveGuarded
Trigger2 = (StateNo=[200,228])||StateNo=400||StateNo=420
Trigger2 = fvar(4)>=14

[State -1,blade];~J\
Type = ChangeState
value = 1000
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<=var(59)*100||fvar(39)
TriggerAll=var(58)=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2MoveType=H
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
TriggerAll=MoveHit||MoveGuarded&&(P2StateNo!=[120,159])
TriggerAll=fvar(4)>=11
TriggerAll=ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<230
TriggerAll=P2BodyDist X*fvar(8)=[-30,145-(fvar(4)<14)*45]
TriggerAll=P2BodyDist Y*fvar(9)=[-70+10*(P2BodyDist X*fvar(8)>30),0]
Trigger1 = (StateNo=[200,450])&&StateNo!=240&&StateNo!=236
Trigger1 = !(StateNo=450&&(var(50)<-100||var(53)>330))&&!(StateNo=[235,236])
Trigger1 = var(50)<64&&!(StateNo=230&&EnemyNear(floor(fvar(18))),GetHitvar(HitShakeTime)>0)

[State -1,nbs];nbs
Type = ChangeState
value = 1300
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=var(58)!=1
triggerall=var(36)=0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
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=P2MoveType=H
Trigger1 = MoveHit=1&&!var(21)
Trigger1 = StateNo=450
Trigger1 = (P2StateNo=[5070,5072])||var(50)<-100||var(53)>330
Trigger1 = P2BodyDist X*fvar(8)>44||P2BodyDist X*fvar(8)<20&&Power>500||var(50)<-100||var(53)>330
Trigger2 = MoveGuarded&&(Random=[var(59)*10,var(59)*50])
Trigger2 = StateNo=450||StateNo=230
Trigger2 = Power>1500
Trigger3 = var(56)
Trigger3 = StateNo=450||StateNo=230||StateNo=420
Trigger3 = fvar(4)>45
[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(56)=0
TriggerAll=!var(3)
TriggerAll=var(58)=2
TriggerAll=fvar(4)>=12
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
TriggerAll=P2StateType=S
Trigger1 = (StateNo=[220,228])||StateNo=420
Trigger1 = P2BodyDist X*fvar(8)=[-5,135]
Trigger1 = MoveHit

[State -1,blade];Ty
Type = ChangeState
value = 1500
TriggerAll=!IsHelper
TriggerAll=var(59)>6&&Random<=var(59)*100||fvar(39)
TriggerAll=var(58)=2
TriggerAll=Power>499
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2MoveType=H
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
TriggerAll=StateNo!=230&&MoveHit||StateNo=230&&moveHit=1
TriggerAll=P2StateType!=C
TriggerAll=fvar(4)>=12
TriggerAll=P2BodyDist X*fvar(8)>0
TriggerAll=P2BodyDist Y*fvar(9)=[-100,0]
Trigger1 = (StateNo=[200,450])&&StateNo!=240&&StateNo!=450&&(StateNo!=[235,236])
Trigger1 = !(StateNo=230&&var(21))

[State -1,sword];sword
Type = ChangeState
value = 1000
TriggerAll=!IsHelper
TriggerAll=var(59)>6&&Random<=var(59)*100||fvar(39)
TriggerAll=!var(56)
TriggerAll=var(58)!=1
TriggerAll=!var(3)
triggerall=fvar(4)>=14
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
TriggerAll=MoveHit
TriggerAll=P2StateType=A
TriggerAll=P2BodyDist Y*fvar(9)=[-70,-40]
TriggerAll=P2BodyDist X*fvar(8)=[-10,125]
Trigger1 = StateNo=230&&MoveHit=1&&!var(21)||StateNo=220||StateNo=420||StateNo=431


[State -1,S_HS];HS
Type = ChangeState
value = 430
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
TriggerAll=!var(3)
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=P2BodyDist Y*fvar(9)>-140
TriggerAll=P2BodyDist X*fvar(8)=[-5,100]
Trigger1 = 0;StateNo=206
Trigger2 = var(58)=1
Trigger2 = MoveGuarded
Trigger2 = (StateNo=[200,228])||StateNo=400||StateNo=420
Trigger2 = fvar(4)>=11
[State -1,Jump];Wv
Type = ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||var(59)>7||fvar(39)
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=MoveHit=1
TriggerAll=P2StateNo!=[120,159]
TriggerAll=var(58)=1
TriggerAll=fvar(4)>=14
Trigger1 = (StateNo=[200,450])&&StateNo!=430&&stateno!=240
Trigger1 = P2BodyDist Y*fvar(9)>-35+24*(StateNo=431)

[State -1,Jump];Wv
Type = ChangeState
value = ifelse((P2BodyDist Y*fvar(9)<-115+((fvar(5)/0.05-10)*3.5)+(StateNo=236)*35||var(55)=6),41,39)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>3&&Random<=var(59)*100)||var(59)>7||fvar(39)
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=MoveHit
TriggerAll=P2StateNo!=[120,159]
TriggerAll=var(58)=1
TriggerAll=fvar(4)>=14
Trigger1 = P2BodyDist X*fvar(8)=[-30,160]
Trigger1 = (StateNo=[200,450])&&StateNo!=430&&stateno!=240

[State -1,blade];~J\
Type = ChangeState
value = 1000
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<=var(59)*100||fvar(39)
TriggerAll=var(58)=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2MoveType=H
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
TriggerAll=MoveHit||MoveGuarded&&(P2StateNo!=[120,159])
TriggerAll=fvar(4)>=11
TriggerAll=ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<230
TriggerAll=P2BodyDist X*fvar(8)=[-30,145-(fvar(4)<14)*45]
TriggerAll=P2BodyDist Y*fvar(9)=[-70+10*(P2BodyDist X*fvar(8)>30),0]
Trigger1 = (StateNo=[200,450])&&StateNo!=240&&StateNo!=236
Trigger1 = !(StateNo=450&&(var(50)<-100||var(53)>330))&&!(StateNo=[235,236])
Trigger1 = var(50)<64&&!(StateNo=230&&EnemyNear(floor(fvar(18))),GetHitvar(HitShakeTime)>0)
[State -1,Jump];z[~OWv
Type = ChangeState
value = ifelse(StateType!=A,241,242)
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=(p2stateno = [246,248]) && p2movetype = H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=MoveHit
Trigger1 = StateNo=240
Trigger1 = numtarget(240)
Trigger2 = StateNo=640
Trigger2 = var(22)>=11-10*(var(58)!=0)
Trigger3 = var(58)=1
Trigger3 = StateNo=100
;
;󒆖ډ 
;
[State -3,AirDash];_bV
Type = ChangeState
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<var(59)*120||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(11)<=2
TriggerAll=fvar(22)=0
TriggerAll=fvar(15)<=1
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(NumHelper(780+id)>0)
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040&&Ctrl||(StateNo=[120,140])&&Ctrl
triggerAll=pos y<=ifelse(vel y<0,-15-20*(P2MoveType=H&&P2StateType=A&&fvar(4)>10),-10)|| var(58)=1||Helper(780+id),sysvar(0)=1
Trigger1 = PrevStateNo=38
Trigger2 = (P2BodyDist Y*fvar(9)=[15,30])||(pos y=[-75,-55])&&Pos Y<EnemyNear(floor(fvar(18))),Pos y
Trigger2 = P2BodyDist X*fvar(8)>=65
Trigger2 = fvar(4)>=12
Trigger2 = P2StateType!=L
Trigger2 = var(55)=19
Trigger3 = var(58)=1
Trigger3 = P2StateNo=[120,159]
Trigger3 = P2StateType!=A
Trigger3 = fvar(4)>=12&&PrevStateNo=99
Value = 110

[State -3,AirDash];_bV
Type = ChangeState
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<var(59)*120||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(11)<=2
TriggerAll=fvar(22)=0
TriggerAll=fvar(15)<=1
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(NumHelper(780+id)>0)
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040&&Ctrl||(StateNo=[120,140])&&Ctrl
triggerAll=pos y<=ifelse(vel y<0,-15-20*(P2MoveType=H&&P2StateType=A&&fvar(4)>10),-10)|| var(58)=1
Trigger1 = PrevStateNo=37
;Trigger3 = 1
Value = 115
[State -3,A-HS];D
Type = ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=var(58)=[1,2]
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=(P2StateNo!=[120,159])
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>=6)
TriggerAll=P2BodyDist X*fvar(8)=[-10-(var(55)=5)*30,175+vel x*9]
TriggerAll=fvar(4)>=12
Trigger1 = P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+0.55*5.5)*11+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5.5)*11=[-80,38+25*(P2Statetype=S)]
Trigger1 = Pos Y+(fvar(23)<=11)*(vel y+0.55*(11-fvar(23))/2)*(11-fvar(23))<0
Trigger1 = !(StateNo=110&&fvar(23)>14&&P2StateType!=A&&var(50)<64&&!(var(11) <= 2&&fvar(22) = 0&&fvar(15) <= 1))
Trigger1 = StateNo!=110
[State -3,A-HS];HS
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=var(58)!=1
TriggerAll=RoundState=2
TriggerAll=var(58)=2||Helper(780+id),sysvar(0)=1&&P2StateType!=A
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=Pos Y+(fvar(23)<=9)*(vel y+0.55*(9-fvar(23))/2)*(9-fvar(23))<0
TriggerAll=(NumHelper(780+id)>0)
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>=6)
TriggerAll=P2BodyDist X*fvar(8)=[-10-(var(55)=5||P2Dist X>0)*49,117+vel x*9]
TriggerAll=fvar(4)>=9||(P2StateNo=[120,159])&&Helper(780+id),sysvar(0)!=1
Trigger1 = P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+0.55*4.5)*9+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4.5)*9=[-178,-55]
Trigger1 = var(11)<=2&&fvar(22)=0&&fvar(15)<=1||var(11)<= 2&&var(12)=0&&fvar(15)<=0&&fvar(16)<=1&&fvar(20)<=1||P2StateType=A&&(Helper(780+id),fvar(27)>0)
Trigger1 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4.5)*9<0
Trigger1 = (P2StateNo!=[120,159])
Trigger2 = StateNo=110&&P2StateType!=A||Helper(780+id),sysvar(0)=1&&PrevStateNo=99&&(Pos Y+(fvar(23)<=10)*(vel y+0.55*(11-fvar(23))/2)*(11-fvar(23))>=0||fvar(4)=9)&&P2StateType!=A
Trigger2 = (P2StateNo=[120,159])||fvar(30)<20||Helper(780+id),sysvar(0)=1
[State -3,A-S];S
Type = ChangeState
value = 600
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=var(58)=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=!(Helper(780+id),sysvar(0)=1&&PrevStateNo=99)||P2StateType=A||fvar(4)<9||Pos Y+(fvar(23)<=9)*(vel y+0.55*(9-fvar(23))/2)*(9-fvar(23))>0
TriggerAll=Pos Y+(fvar(23)<=4)*(vel y+0.55*(4-fvar(23))/2)*(4-fvar(23))<0
TriggerAll=(P2StateNo!=[120,159])
TriggerAll=((StateNo=110||StateNo=115)&&Time>=6)
TriggerAll=P2BodyDist X*fvar(8)=[-10-(var(55)=5)*39,97+vel x*8]
TriggerAll=fvar(4)>=4&&(fvar(25)>=0.9||Helper(780+id),sysvar(0)=1)
TriggerAll=Pos y+(fvar(23)<=29)*(vel y+0.55*((29-fvar(23))/2))*(29-fvar(23))>0&&Pos y+(fvar(23)<=25)*(vel y+0.55*((25-fvar(23))/2))*(25-fvar(23))<0
Trigger1 = P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+0.55*4.5)*9+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*2)*4=[-50,65]

[State -3,A-S];S
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=var(58)=2
TriggerAll=Pos Y+(fvar(23)<=8)*(vel y+0.55*(8-fvar(23))/2)*(8-fvar(23))<0
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=!(Helper(780+id),sysvar(0)=1&&PrevStateNo=99)||P2StateType=A||fvar(4)<9||Pos Y+(fvar(23)<=9)*(vel y+0.55*(9-fvar(23))/2)*(9-fvar(23))>0
TriggerAll=(P2StateNo!=[120,159])
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>=6)
TriggerAll=P2BodyDist X*fvar(8)=[-10-(var(55)=5)*30,97+vel x*8]
TriggerAll=fvar(4)>=8
Trigger1 = P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+GetHitVar(Yaccel)*4.5)*9+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4)*8=[-110,-65]


[State -3,A-HS];D
Type = ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(P2StateNo!=[120,159])
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>=6)
TriggerAll=P2BodyDist X*fvar(8)=[-10-(var(55)=5)*30,127]
TriggerAll=fvar(4)>=11
Trigger1 = var(22)>=12
Trigger1 = var(55)=5||var(58)=1

[State -3,A-HS];HS
Type = null;ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=(P2StateNo!=[120,159])
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>=6)
TriggerAll=P2BodyDist X*fvar(8)=[-10-(var(55)=5)*30,127]
TriggerAll=fvar(4)>=9
Trigger1 = var(22)=0
Trigger1 = var(23)=10
Trigger1 = var(55)=5
Trigger1 = Pos Y+(vel y!=0)*(vel y*9+Const(MoveMent.Yaccel)*45)>-20||fvar(4)=9


[State -1,A-K];K
Type = ChangeState
value = 610-10*(var(58)=1&&P2StateType!=A&&(P2StateNo=[120,159]))
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>=6)||StateNo=99&&PrevStateNo=600
TriggerAll=P2StateType!=L
TriggerAll=var(55)!=[5,6]
TriggerAll=var(58)!=2||fvar(4)<8||var(58)=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!(Helper(780+id),sysvar(0)=1&&PrevStateNo=99)||P2StateType=A||fvar(4)<9||Pos Y+(fvar(23)<=9)*(vel y+0.55*(9-fvar(23))/2)*(9-fvar(23))>0
TriggerAll=P2MoveType=H
TriggerAll=!(var(58)=0&&PrevStateNo=41&&Time<5)||fvar(4)=5
TriggerAll=PrevStateNo!=38
TriggerAll=P2BodyDist X*fvar(8)=[-25-20*(P2Dist X>0),140+vel x*5+(var(55)=8||var(55)=11)*80]
Trigger1 = P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+0.55*2.5)*5+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*2.5)*5=[-70-80*(fvar(4)<6),25]
Trigger1 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*2.5)*5<0
Trigger1 = fvar(4)>=5

[State -1,A_S]
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=var(55)!=6
TriggerAll=(ctrl||fvar(28))||((StateNo=110||StateNo=115)&&Time>=6)||(var(43)&&StateNo=99&&PrevStateNo=620)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!(Helper(780+id),sysvar(0)=1&&PrevStateNo=99)||P2StateType=A||fvar(4)<9||Pos Y+(fvar(23)<=9)*(vel y+0.55*(9-fvar(23))/2)*(9-fvar(23))>0
TriggerAll=PrevStateNo!=38
TriggerAll=fvar(4)>=8
TriggerAll=Pos Y+(fvar(23)<=8)*(vel y+0.55*(8-fvar(23)))*(8-fvar(23))<0
TriggerAll=(P2StateNo=[120,155])||var(11)||fvar(4)=8||time>9||var(58)=1
TriggerAll=StateNo!=961
TriggerAll=PrevStateNo!=38
TriggerAll=var(55)!=10
;TriggerAll=pos y<=-35||vel y>=0||P2StateType=A
Trigger1 = P2BodyDist X*fvar(8)=[-19,117+vel x*9]
Trigger1 = P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+GetHitVar(Yaccel)*4.5)*9+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5.5)*11=[-120,5+55*(P2Statetype!=A)]
Trigger1 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4.5)*9<0
Trigger1 = var(55)!=5||PrevStateNo=99
Trigger2 = StateNo=110
Trigger2 = P2StateType!=A
Trigger2 = var(55)!=5
Trigger3 = var(22)=0
Trigger3 = var(23)=10
Trigger3 = var(55)=5
Trigger3 = fvar(4)=23

[State -1,A-P];P
Type = ChangeState
value = 600
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(55)!=[5,6]
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>=6)||StateNo=99&&(PrevStateNo=610||PrevStateNo=600)
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!(Helper(780+id),sysvar(0)=1&&PrevStateNo=99)||P2StateType=A||fvar(4)<9||Pos Y+(fvar(23)<=9)*(vel y+0.55*(9-fvar(23))/2)*(9-fvar(23))>0
TriggerAll=P2MoveType=H
TriggerAll=Pos Y+(fvar(23)<=4)*(vel y+0.55*(4-fvar(23)))*(4-fvar(23))<0
TriggerAll=!(var(58)=0&&PrevStateNo=41&&Time<5)||fvar(4)<=5
TriggerAll=PrevStateNo!=38
TriggerAll=P2BodyDist X*fvar(8)=[-25-20*(P2Dist X>0),65+vel x*4]
Trigger1 = P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+GetHitVar(Yaccel)*2)*4+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*2)*4=[-30,65]
Trigger1 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*2)*4<0
Trigger1 = fvar(4)>=4
Trigger1 = (var(11)<2&&var(12)=0&&fvar(15)<=0&&fvar(16)<=1&&fvar(20)<=1)||P2StateType!=A||fvar(4)<5


[State -3,A-HS];HS
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=var(58)!=1
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=!(Helper(780+id),sysvar(0)=1&&PrevStateNo=99)||P2StateType=A||fvar(4)<9||Pos Y+(fvar(23)<=9)*(vel y+0.55*(9-fvar(23))/2)*(9-fvar(23))>0
TriggerAll=!(var(11)<2&&var(12)=0&&fvar(15)<=0&&fvar(16)<=1&&fvar(20)<=1)||PrevStateNo=99
TriggerAll=(P2StateNo!=[120,159])
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>=6)
TriggerAll=P2BodyDist X*fvar(8)=[-10-(var(55)=5)*30,97+vel x*9]
TriggerAll=fvar(4)>=9
Trigger1 = P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+GetHitVar(Yaccel)*4.5)*9+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4.5)*9=[-150,85]
Trigger1 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4.5)*9<0

;
;󒆌q 
;
;hp
[State -1,AirJump];2iWv
Type = ChangeState
value = 99
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=var(11)<2
TriggerAll=var(12)=0
TriggerAll=fvar(15)<=0
TriggerAll=fvar(16)<=1-(var(58)=1)
TriggerAll=fvar(20)<=1
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=InGuardDist||(Helper(780+id),var(58))
TriggerAll=MoveContAct
Trigger1 = StateNo=[600,621]

;
;
;R{
[State 󒆃_bV]
type = ChangeState
value = 110
triggerall = !ishelper
TriggerAll=(var(59)>5&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=var(58)=2
TriggerAll=StateType=A
triggerall=var(11) <= 2
triggerall=fvar(22) = 0
triggerall=fvar(15) <= 1
triggerall=pos y <= ifelse(vel y < 0,-15,-10)||var(58)=1
TriggerAll=P2Dist X*fvar(8)>-10||fvar(30)<20&&P2StateType!=A
triggerAll=MoveHit||MoveGuarded&&P2StateType!=A&&StateNo=640&&(fvar(30)<20)&&(var(55)!=[12,14])
triggerAll=fvar(4)>=10
TriggerAll=P2StateType=A||StateNo=640&&(P2BodyDist X*fvar(8)>0||fvar(30)<20)&&(var(55)!=[12,14])
trigger1 = Stateno=640
Trigger1 = P2BodyDist Y*fvar(9)=[-75,75]
trigger2 = Stateno=640
Trigger2 = fvar(15)>0||fvar(16)>1||fvar(20)>1||var(12)>0
Trigger2 = P2BodyDist Y*fvar(9)=[-115,120]
trigger3 = Stateno=610
Trigger3 = P2BodyDist Y*fvar(9)=[-75,115]
Trigger3 = fvar(4)>=10
Trigger3 = P2BodyDist X*fvar(8)-vel X*7>75

[State -1,A_D];D
Type = ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=(var(59)>5&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-75,176]
TriggerAll=P2BodyDist Y*fvar(9)=[-190,30+35*(P2StateType!=A)+(fvar(23)<=11)*(vel y+0.52*((11-fvar(23))/2))*(11-fvar(23))]
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2MoveType=H
TriggerAll=MoveHit||MoveGuarded&&P2StateType!=A
TriggerAll=fvar(4)>=11
TriggerAll=!(var(50)=-128&&var(11) <= 2&&fvar(22) = 0&&fvar(15) <= 1&&pos y<-130&&vel y>0)
TriggerAll=Pos y+(fvar(23)<=11)*(vel y+0.52*((11-fvar(23))/2))*(11-fvar(23))<0||var(55)=13
Trigger1 = P2StateType=A
Trigger1 = var(58)=2
Trigger1 = StateNo=630&&(!(var(11)>2))
Trigger1 = var(11) <= 2&&fvar(22) = 0&&fvar(15) <= 1||var(12)=0&&fvar(15)<=0&&fvar(16)<=1&&fvar(20)<=1||(Pos y+(fvar(23)<=11)*(vel y+0.52*((11-fvar(23))/2))*(11-fvar(23))=[-20,1])
Trigger2 = var(58)=1
Trigger2 = StateNo=[620,621]
Trigger2 = P2StateType=A||Pos y+(fvar(23)<=11)*(vel y+0.55*((11-fvar(23))/2))*(11-fvar(23))>(-14+(var(55)=13)*30+(var(55)=14)*15)||fvar(4)=11
Trigger3 = StateNo=630
Trigger3 = P2StateType!=A
Trigger3 = var(58)=2
Trigger3 = Pos y+(fvar(23)<=11)*(vel y+0.52*((11-fvar(23))/2))*(11-fvar(23))>(-28+(var(55)=13)*30+(var(55)=14)*15)||fvar(4)=11

[State -1,A_HS];HS
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=(var(59)>5&&Random<=var(59)*100)||fvar(39)
TriggerAll=var(58)!=1
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-14-(P2StateType!=A||StateNo=600)*40,95+vel x*14]
TriggerAll=P2BodyDist Y*fvar(9)=[-90-65*(var(58)=2),100+(P2StateType!=A)*40*150]
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)||P2StateType=A&&(Helper(780+id),fvar(27)>0)
TriggerAll=P2MoveType=H
TriggerAll=MoveContAct
TriggerAll=!(StateNo=620&&PrevStateNo=600&&fvar(23)>0)||Stateno=620&&(Time=13||fvar(4)=9||P2StateType!=A||Pos y+(fvar(23)<=12)*(vel y+0.55*((12-fvar(23))/2))*(12-fvar(23))>0)
TriggerAll=var(58)!=2||!(fvar(23)>0&&Pos Y+(fvar(23)<=20)*(vel y+0.52*((20-fvar(23))/2))*(20-fvar(23))>0)||StateNo!=620||PrevStateNo!=110
TriggerAll=(StateNo=[620,621])||(var(50)=-128&&var(11)=2||PrevStateNo=110)&&StateNo=600
TriggerAll=fvar(4)>=9
Trigger1 = P2BodyDist Y*fvar(9)=[-140,100-85*(StateNo=600)+(P2StateType!=A)*40*150]
Trigger1 = (vel y!=0)*(vel y+Const(MoveMent.Yaccel)*9)>6+(Pos Y<-250)*1.5||var(11)=2||fvar(4)=9&&(fvar(25)>0.9||StateNo=621)
Trigger1 = P2StateType=A&&StateNo!=600
;Trigger1 = var(58)!=2
Trigger2 = P2BodyDist Y*fvar(9)=[-90-(P2StateType!=A)*40,100+(P2StateType!=A)*40*150]
Trigger2 = var(50)>-128
Trigger2 = P2StateType!=A
Trigger3 = var(50)=-128
Trigger3 = fvar(16)=2&&Stateno=621
Trigger4 = var(55)=[7,8]
Trigger4 = Stateno=620
Trigger4 = fvar(4)=9||Time=13&&(P2BodyDist Y*fvar(9)<-45||var(55)=7)
Trigger4 = var(58)!=2
Trigger5 = (vel y>0)&&P2BodyDist Y*fvar(9)-(fvar(23)<=11)*(vel y+0.52*((11-fvar(23))/2))*(11-fvar(23))<-75
Trigger5 = P2StateType=A
Trigger5 = var(58)!=2
Trigger6 = var(58)=2&&StateNo!=600
Trigger6 = P2BodyDist Y*fvar(9)-(fvar(23)<=11)*(vel y+0.55*((11-fvar(23))/2))*(11-fvar(23))<-35+25*(vel y<0)||P2BodyDist Y*fvar(9)-(fvar(23)<=11)*(vel y+0.55*(11-fvar(23)/2))*(11-fvar(23))<-75
Trigger6 = var(11) <= 2&&fvar(22) = 0&&fvar(15) <= 1||var(11) <= 2&&var(12)=0&&fvar(15)<=0&&fvar(16)<=1&&fvar(20)<=1||StateNo=621||P2BodyDist Y*fvar(9)+(vel y+Const(MoveMent.Yaccel)*4.5)*9<-75
Trigger6 = P2BodyDist Y*fvar(9)-(fvar(23)<=20)*(vel y+0.55*((20-fvar(23))/2))*(20-fvar(23))<0
Trigger6 = !(var(50)=-128&&pos y<-165)
Trigger7 = Pos Y+(fvar(23)<=9)*(vel y+0.52*((9-fvar(23))/2))*(9-fvar(23))>-10
Trigger8 = P2BodyDist Y*fvar(9)=[-140,100-85*(StateNo=600)]
Trigger8 = StateNo=600&&EnemyNear,Pos Y+(-6.5*fvar(5)+0.52*4.5)*9+(5+0.52*5.5)*11<0
Trigger8 = var(11) <= 2&&fvar(22) = 0&&fvar(15) <= 1||var(11) <= 2&&var(12)=0&&fvar(15)<=0&&fvar(16)<=1&&fvar(20)<=1
Trigger8 = P2StateType=A
Trigger8 = var(58)=2
Trigger8 = !(var(50)=-128&&pos y<-165)
Trigger9 = StateNo=[620,621]
Trigger9 = var(58)=2
Trigger9 = Pos y+(fvar(23)<=11)*(vel y+0.55*((11-fvar(23))/2))*(11-fvar(23))<0&&Pos y+(fvar(23)<=12)*(vel y+0.55*((12-fvar(23))/2))*(12-fvar(23))>0
[State -1,A_S];S
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,99+vel x*8]
TriggerAll=P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4)*8+(((-7-0.5*(StateNo=610))*fvar(5))+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4)*8=[-140,65]
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=MoveContAct
TriggerAll=fvar(4)>=8||(P2StateNo=[120,159])
TriggerAll=StateNo=600||StateNo=610
Trigger1 = var(50)>-128||vel x<1
Trigger2 = var(50)=-128
Trigger2 = fvar(16)=2||!fvar(16)&&vel x<0||PrevStateNo=110

[State -1,AirJamp];QiWv
Type = ChangeState
value = 99
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(11)<2
TriggerAll=var(12)=0
TriggerAll=fvar(15)<=0
TriggerAll=fvar(16)<=1-(var(58)=1)
TriggerAll=fvar(20)<=1
TriggerAll=Pos Y<-10
TriggerAll=P2StateType=A||MoveGuarded=1&&var(58)=1&&P2StateType!=A&&Random<=350||Helper(780+id),sysvar(0)=1&&fvar(23)>0&&StateNo=630
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2MoveType=H
TriggerAll=MoveHit||MoveGuarded&&(var(58)=1&&P2StateType!=A||Helper(780+id),sysvar(0)=1&&fvar(23)>0&&StateNo=630)
TriggerAll=P2BodyDist Y*fvar(9)<70||MoveGuarded&&(var(58)=1&&P2StateType!=A)||Helper(780+id),sysvar(0)=1&&fvar(23)>0&&StateNo=630
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y*5+Const(MoveMent.Yaccel)*15)<-20&&var(50)=-128
Trigger1 = StateNo=610||StateNo=600
Trigger1 = vel y>0-(fvar(4)=5)
Trigger1 = fvar(4)>=5
Trigger2 = StateNo=640
Trigger2 = var(22)<11
Trigger3 = StateNo=610
Trigger3 = fvar(4)>11
Trigger3 = P2Bodydist X>95
Trigger3 = (fvar(15)+fvar(16))<=1
Trigger3 = var(55):=19
Trigger4 = P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4.5)*9<-75
Trigger4 = StateNo=621
Trigger5 = StateNo=640
Trigger5 = var(58)>0
Trigger6 = P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4.5)*9+(-7.5*fvar(5)+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4.5)*9<-125
Trigger6 = StateNo=[610,621]
Trigger7 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4.5)*9>0
Trigger7 = StateNo=[610,621]
Trigger8 = Random<=350
Trigger8 = MoveGuarded=1&&var(58)=1&&P2StateType!=A
Trigger8 = StateNo=640
Trigger8 = P2BodyDist X*fvar(8)>=-10
Trigger9 = Helper(780+id),sysvar(0)=1&&fvar(23)>0&&StateNo=630
Trigger9 = P2StateType!=A

[State -1,A_S];K
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-5-25*(P2Dist X>0),120]
TriggerAll=P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*2.5)*5+(-7*fvar(5)+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*2.5)*5=[-100,40]
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=MoveHit
TriggerAll=fvar(4)>=5||(P2StateNo=[120,159])
Trigger1 = StateNo=600

[State -1,A_S];P
Type = ChangeState
value = 600
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-5-25*(P2Dist X>0),120]
TriggerAll=P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*2)*4+(-7*fvar(5)+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*2)*4=[-60,110]
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=MoveHit
TriggerAll=fvar(4)>=4||(P2StateNo=[120,159])
Trigger1 = StateNo=600
Trigger2 = StateNo=610&&var(50)=-128

[State -1,AirJamp];QiWv
Type = ChangeState
value = 99
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(11)<2
TriggerAll=var(12)=0
TriggerAll=fvar(15)<=0
TriggerAll=fvar(16)<=1
TriggerAll=fvar(20)<=1
TriggerAll=P2StateType=A||var(58)=1
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2MoveType=H
TriggerAll=MoveHit
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4)*8<-60&&vel y>0
Trigger1 = StateNo=610||StateNo=600
Trigger1 = var(58)!=1
Trigger2 = !P2BodyDist Y*fvar(9)&&P2StateType!=A
Trigger2 = (StateNo=[620,621])&&fvar(23)>=1
Trigger2 = var(58)=1

[State -1,A_S];P
Type = ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=Movetype!=H
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>=6)||MoveContAct&&StateNo=630&&!var(3)
TriggerAll=var(28)=1
Trigger1 = Pos y+(fvar(23)<=11)*(vel y+0.55*((8-fvar(23))/2))*(8-fvar(23))>0
;
;Ԃ
;
[State -3];TCNo[Xg
Type = ChangeState
value = 750
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(58)!=1
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];Cy
Type = ChangeState
value = 3100
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(58)!=1
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=Power>999
triggerall=!var(40)
TriggerAll=StateType!=A
TriggerAll=(Helper(780+id),fvar(27)<=0)
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
Trigger1 = P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[-9,45]
Trigger1 = !P2BodyDist Y*fvar(9)

[State -1];Blade
Type = ChangeState
value = 3200
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(58)!=1
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=Power>999
triggerall=!var(40)
TriggerAll=StateType!=A
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
TriggerAll=P2StateNo!=[120,159]
TriggerAll=P2MoveType!=H
;TriggerAll=EnemyNear(floor(fvar(18))),ctrl
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*4
Trigger1 = P2BodyDist Y*fvar(9)>-150

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


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

[State -1,Jump];_bVpWv
Type = null;ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=ctrl||(StateNo=[11,22])||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateNo!=[120,155]
TriggerAll=Random<var(59)*20
TriggerAll=life>300
Trigger1 = P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[80,180]
Trigger1 = P2StateType!=A

[State -1,Jump];_bVpWv
Type = ChangeState
value = 37
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=ctrl||(StateNo=[11,22])||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(58)=1
TriggerAll=var(35)<120
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateNo!=[120,155]
TriggerAll=Random<var(59)*5
TriggerAll=life>300
Trigger1 = P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[45,130]
Trigger1 = P2StateType!=A


[State -1,jump];Wv
Type = ChangeState
value = 1240
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=var(58)=1
TriggerAll=var(35)<120
TriggerAll=ctrl||(StateNo=[11,22])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
Trigger1 = P2BodyDist X*fvar(8)>170

[State -1,Dash];_bV
Type = ChangeState
value = 100
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=ctrl||(StateNo=[11,22])
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
Trigger1 = Random<=var(59)*100
Trigger2 = fvar(38)<0
Trigger2 = var(59)>9

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


;
;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=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=40
TriggerAll=P2BodyDist X*fvar(8)=[-5,25]
Trigger1 = Random<ifelse(var(59)>9,var(59)*60,var(59)*30)
Trigger2 = (P2StateNo=[120,159])
Trigger2 = Random<var(59)*25||var(59)>10
Value = ifelse(((helper(50000+id),fvar(30)=[3,4])&&var(58)!=1||(helper(50000+id),fvar(30)=[1,2])&&var(58)=1),800,805)

;
;i

[State -1,C_K];K
type = ChangeState
value = 410
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H&&P2StateNo!=105
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2BodyDist X*fvar(8)=[-4,48+vel x*5+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = P2StateType=S
Trigger1 = Random<var(59)*10

;
;
;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=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H&&P2StateNo!=105
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[42,77+vel x*10+(EnemyNear(floor(fvar(18))),vel x*25)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = P2StateType=C||Numhelper(1350)>0
Trigger1 = Random<var(59)*3
;
;
;

[State -1,S_P];P
Type = ChangeState
value = 200
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H&&P2StateNo!=105
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*5+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*15)=[-50,0]
TriggerAll=Random<var(59)*7
Trigger1 = P2BodyDist X*fvar(8)-vel X*2-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-3,51]
[State -1,SBT];SBT
Type = ChangeState
value = 1200 + (var(58)=1&&var(35)>=60&&var(35)<120)*50 + (var(58)=1&&var(35)>=120)*60
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[4,10]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=var(58)!=2
TriggerAll=P2MoveType!=H&&P2StateNo!=105
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*7)*(1-(Facing=Enemynear,Facing)*2)=[-5,76]
Trigger1 = 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)=[-200,0]
Trigger1 = Random<var(59)*6
[State -1,SBT];A[N
Type = ChangeState
value = 1100
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[3,7]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=var(58)!=6
TriggerAll=P2MoveType!=H&&P2StateNo!=105
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*7.2-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-5,124]
Trigger1 = 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)=[-200,0]
Trigger1 = Random<var(59)*4
[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=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H&&P2StateNo!=105
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+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*16=[-60,0]
TriggerAll=Random<var(59)*9
Trigger1 = P2BodyDist X*fvar(8)-vel X*7.2-(EnemyNear(floor(fvar(18))),vel x*16)*(1-(Facing=Enemynear,Facing)*2)=[-3,52]

[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=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H&&P2StateNo!=105
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*7+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*21)=[-90,0]
TriggerAll=Random<=var(59)*7
Trigger1 = P2BodyDist X*fvar(8)=[-5,34]
[State -1,S_K];K
Type = ChangeState
value = 210
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=var(58)!=6
TriggerAll=P2MoveType!=H&&P2StateNo!=105
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*3.3-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[34,76]
Trigger1 = 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)=[-40,0]
Trigger1 = Random<var(59)*8
[State -1,C_D];D
type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=Random<=var(59)*4
TriggerAll=var(58)!=1
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=var(58)!=6
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H&&P2StateNo!=105
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)=[-4,126+vel x*6+(EnemyNear(floor(fvar(18))),vel x*11)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
;Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*2)*3>=0

[State -1,C_HS];HS
Type = ChangeState
value = 430
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(58)!=1
TriggerAll=var(59)=[6,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=Power>999||var(58)=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=var(58)!=6
TriggerAll=P2MoveType!=H&&P2StateNo!=105
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)=[-15,75+vel x*3+(EnemyNear(floor(fvar(18))),vel x*14)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2StateType=A
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*11+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*66)=[-50,0]
Trigger2 = P2BodyDist X*fvar(8)=[-15,75+vel x*3+(EnemyNear(floor(fvar(18))),vel x*14)*(1-(Facing=Enemynear,Facing)*2)]
Trigger2 = var(58)=1
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5.5)*11=[-60,0]

[State -1,C_D];D
type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(58)!=1
TriggerAll=var(59)=[8,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=var(58)!=6
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H&&P2StateNo!=105
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*4+(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = P2StateType=S
Trigger1 = Random<var(59)*12
[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=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=var(58)!=6
TriggerAll=P2MoveType!=H&&P2StateNo!=105
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)=[-5,100-45*(var(58)=1)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*9+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*45)=[-50,0]
Trigger1 = Random<var(59)*4

[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=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=var(58)!=6
TriggerAll=P2MoveType!=H&&P2StateNo!=105
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*5.2-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*11)*(1-(Facing=Enemynear,Facing)*2)=[49,136]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = Random<var(59)*7
[State -1,S_S];Cy
Type = ChangeState
value = 1600
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[9,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=var(58)=1
TriggerAll=P2MoveType!=H&&P2StateNo!=105
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[185,320]
Trigger1 = Random<var(59)*7
Trigger1 = StateNo!=100
Trigger2 = P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*25)*(1-(Facing=Enemynear,Facing)*2)>=25
Trigger2 = Random<var(59)*15
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)*12)*24<-240
;
;󒆈ړ
;

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

[State -1,AirDash];_bV
Type = ChangeState
value = 110
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=25
TriggerAll=var(11)<=2
TriggerAll=fvar(22)=0
TriggerAll=fvar(15)<=1
TriggerAll=StateType=A
TriggerAll=!(var(58)=1&&PrevStateNo=115)
triggerall = pos y <= ifelse(vel y < 0,-15,-10)||var(58)=1
triggerall = pos y >=-50
TriggerAll=(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040&&Ctrl||(StateNo=[120,140])&&Ctrl
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)>140
Trigger1 = Random<var(59)*9

[State -1,AirBackDash];_bV
Type = ChangeState
value = 115
TriggerAll=!IsHelper
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=25
TriggerAll=var(59)>0
TriggerAll=var(11)<=2
TriggerAll=fvar(22)=0
TriggerAll=fvar(15)<=1
TriggerAll=StateType=A
triggerall = pos y <= ifelse(vel y < 0,-15,-10)||var(58)=1
triggerall=NumHelper(50000+id)>0&&NumHelper(60000+id)>0
TriggerAll=ifelse(facing=1,(helper(60000+id),rootdist X),(helper(50000+id),rootdist X))>100
TriggerAll=(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040&&Ctrl||(StateNo=[120,140])&&Ctrl
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)=[0,180]
Trigger1 = Random<var(59)*7

;
;󒆗ZU 
;
[State -1,AirT];󒆓
type = ChangeState
value = 850
triggerall = !ishelper
TriggerAll=RoundState=2
TriggerAll=var(59)>1
TriggerAll=var(58)!=1
TriggerAll=!fvar(35)
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),fvar(39)=0
TriggerAll=(Helper(780+id),fvar(27)<=0)
triggerall = !helper(780+id),var(8)
triggerall = statetype = A
triggerall =(ctrl||fvar(28))
TriggerAll=P2BodyDist X*fvar(8)=[-42,55-(var(58)=2)*12]
TriggerAll=P2BodyDist Y*fvar(9)=[-79,19]
triggerall = p2statetype = A
triggerall = p2movetype != H
Trigger1 = Random<var(59)*70
Trigger2 = (P2StateNo=[120,140])||(P2StateNo=[5200,5210])||(StateNo=[5200,5210])
Trigger2 = Random<var(59)*140
;I

;
;_bV
[State -1,A_K]
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=25
TriggerAll=StateType=A
TriggerAll=(StateNo=110||StateNo=115)&&Time>=6
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2BodyDist X*fvar(8)-vel x*(7-(StateNo=115)*4)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[-60,25]
Trigger1 = Random<=var(59)*100
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*6)*7=[-60,110]

[State -1,A_S];S
Type = ChangeState
value = 630-10*(var(58)=1)
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=var(55)!=25
TriggerAll=(StateNo=110||StateNo=115)&&Time>=6
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2BodyDist X*fvar(8)-vel x*(9-(StateNo=115)*4)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[-10,115]
Trigger1 = Random<var(59)*35
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4.5)*9=[0,90]
Trigger2 = P2StateType!=A
Trigger2 = Random<var(59)*60
Trigger2 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4.5)*9>-150
;

;
;
;[State -1,A_D];D
;Type = ChangeState
;value = 640
;TriggerAll=!IsHelper
;TriggerAll=var(59)>0
;TriggerAll=StateType=A
;TriggerAll=P2StateType!=L
;TriggerAll=P2MoveType=A
;Trigger1 = (StateNo=110||StateNo=115)&&Time>=6
;Trigger1 = P2BodyDist X*fvar(8)=
;Trigger1 = P2BodyDist Y*fvar(9)=

[State -1,A_K];K
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=fvar(38)>0
TriggerAll=var(55)!=25
TriggerAll=fvar(34)!=1
TriggerAll=(ctrl||fvar(28))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=PrevStateNo!=38
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)=[-20,100]
Trigger1 = (Random-(Random>350)*350)<var(59)*30
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y*8+Const(MoveMent.Yaccel)*36)=[-70,90]
Trigger1 = !InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2StateType=A||var(59)<7
Trigger2 = var(59)>6
Trigger2 = P2StateType!=A
Trigger2 = Random<=var(59)*100
Trigger2 = Pos Y+(vel y!=0)*(vel y*8+Const(MoveMent.Yaccel)*36)>-20

[State -1,A_HS];HS
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=var(58)!=1
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=25
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=110&&Time>5)||(StateNo=115&&Time>5)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)=[0,93+vel x*(12-(StateNo=115)*7)+(EnemyNear(floor(fvar(18))),vel x*12)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*14=[-90,60-(vel y>0)*40]
Trigger1 = Random<var(59)*35
Trigger1 = P2StateType=A||var(59)<8
Trigger1 = !InGuardDist&&!(Helper(780+id),var(58))
Trigger2 = P2StateType!=A
Trigger2 = Random<=var(59)*100
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*14<0
Trigger2 = vel y>0

[State -1,A_S];S
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=var(55)!=25
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=Ctrl||(StateNo=110&&Time>5)||(StateNo=115&&Time>5)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2BodyDist X*fvar(8) =[-10,79+vel x*(13-(StateNo=115)*4)+(EnemyNear(floor(fvar(18))),vel x*13)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*12)*13=[-30,90]
Trigger1 = (Random-(Random>600)*600)<var(59)*35
Trigger1 = P2StateType=A||var(59)<8
Trigger1 = !InGuardDist&&!(Helper(780+id),var(58))
Trigger2 = P2StateType!=A
Trigger2 = Random<=var(59)*100
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*8>-90
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel))*19<0
Trigger2 = vel y>0
Trigger3 = P2StateType!=A
Trigger3 = Random<=var(59)*100
Trigger3 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*8>-30
Trigger3 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel))*19>0
Trigger3 = vel y>0

[State -1,nb];nbS
Type = ChangeState
value = 1300
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(58)!=1
TriggerAll=var(59)>6&&Random<var(59)*140
TriggerAll=fvar(38)>0
triggerall=var(36)=0
triggerall=(P2StateNo!=[1051,1059]);||var(50)<-110
TriggerAll=fvar(4)>=6||P2StateType=L
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=P2StateType=A||P2StateType=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X*fvar(8)>85
Trigger1 = P2BodyDist Y*fvar(9)=[-5,5]
Trigger1 = P2StateNo!=[1106,1119]
Trigger1 = EnemyNear,GetHitvar(hitShaketime)=0&&!(EnemyNear(floor(fvar(18))),vel y<0)||(P2StateNo=[5195,5196])
Trigger1 = !(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*fvar(4)/2)*fvar(4)<=-20)
Trigger2 = EnemyNear,StateNo=[5120,5121]
Trigger2 = EnemyNear,AnimTime<=-35+24*(Power>1500)
Trigger3 = var(55)=4

;-------------------------------------------------------------------------------

[StateDef 10000]
anim=9999
ctrl=0

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

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

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

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

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

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



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

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

[state 50000]
Type=Projectile
Trigger1 = time=0
Velocity = -5,0
ProjID = 50000+root,id
Projanim = 9999
Offset = 0,0
projstagebound = 0
Projedgebound = 100000
Projremovetime = -1
[state 50000]
type = velset
Trigger1 = !Root,NumProjID(50000+root,id)
Trigger1 = time>0
x=0
y=0


[State -3];ʒ[Aǂ߂H
Type = Varset
TriggerAll=NumHelper(50000+root,id)&&NumHelper(60000+root,id)
Trigger1=(Helper(50000+root,id),rootDist X)<(Helper(60000+root,id),rootDist X)
fvar(30) = 1+(root,facing=-1)*2
IgNoreHitPause = 1

[State -3];ʒ[Aǂ߂H
Type = VarSet
TriggerAll=NumHelper(50000+root,id)&&NumHelper(60000+root,id)
Trigger1=(Helper(50000+root,id),rootDist X)>(Helper(60000+root,id),rootDist X)
fvar(30) = 2+(root,facing=1)*2
IgNoreHitPause = 1
;@1=EE߂@2=߂@3=E߂@4=E߂

[State -3];
Type = VarSet
TriggerAll=Root,MoveType=H&&(Root,StateNo!=[120,159])
Trigger1=Root,PrevStateNo=1500
var(18) = 1
IgNoreHitPause = 1
[State -3];
Type = VarSet
TriggerAll=Root,MoveType=H&&(Root,StateNo!=[120,159])
Trigger1=Root,PrevStateNo=1600
var(19) = 1
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
;
;AIpO@AI fwdWalk
;
[Statedef 21]
Type    = S
physics = S
sprpriority = 0
Ctrl = 0

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

[State 20, 1]
type = VelSet
triggerall = palno = 11
trigger1 = var(59)>0
x = 8.5*ifelse(helper(780+id),sysvar(0),1.2,1)


[State 20, 1]
type = VelSet
triggerall = palno != 11
trigger1 = var(59)>0
x = const(velocity.walk.fwd.x)*ifelse(helper(780+id),sysvar(0),1.2,1)

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

[State 200]
type = PlaySnd
trigger1 = Anim = 20
trigger1 = Animelem = 3
trigger2 = Anim = 20
trigger2 = Animelem = 8
trigger3 = Anim = 21
trigger3 = Animelem = 2
trigger4 = Anim = 21
trigger4 = Animelem = 6
value = 52, 0
;
;AIp@AI BackWalk
;
[Statedef 22]
Type    = S
physics = S
sprpriority = 0
Ctrl = 0


[State 20, 2]
type = VelSet
triggerall = palno = 11
trigger1 = var(59)>0
x = -7.75*ifelse(helper(780+id),sysvar(0),1.2,1)

[State 20, 2]
type = VelSet
triggerall = palno != 11
trigger1 = var(59)>0
x = const(velocity.walk.back.x)*ifelse(helper(780+id),sysvar(0),1.2,1)


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

[State 200]
type = PlaySnd
trigger1 = Anim = 20
trigger1 = Animelem = 3
trigger2 = Anim = 20
trigger2 = Animelem = 8
trigger3 = Anim = 21
trigger3 = Animelem = 2
trigger4 = Anim = 21
trigger4 = Animelem = 6
value = 52, 0




; Jump Start
[Statedef 35]
type = S
physics = S
anim = 39+(var(58)=2)
ctrl = 0
sprpriority = 2

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

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

[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)*45,50-(var(58)=2)*12]
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)>50-(var(58)=2)*12
Trigger2 = P2StateType=L
sysvar(1) = 1

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

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

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

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

[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
triggerall = var(15) >= 1
triggerall = var(16) > 0
trigger1 = (prevstateno=[200,201])||(prevstateno=[210,228])||prevstateno=236||prevstateno=420||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(58) != 1
trigger1 = AnimTime = 0
trigger2 = (prevstateno = [200,236]) || (prevstateno = [400, 450])
trigger2 = var(58) = 1
trigger2 = Time = 5
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
triggerall = var(15) >= 1
triggerall = var(16) = 0
trigger1 = (prevstateno=[200,201])||(prevstateno=[210,228])||prevstateno=236||prevstateno=420||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(58) != 1
trigger1 = AnimTime = 0
trigger2 = (prevstateno = [200,236]) || (prevstateno = [400, 450])
trigger2 = var(58) = 1
trigger2 = Time = 5
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.4)

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

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

[State 40, 5]
type = velset
trigger1 = var(12) = 1
trigger1 = animtime = 0
y = const(velocity.jump.y)-3.5

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

[State 100, 1]
type = veladd
trigger1 = var(12) = 0
trigger1 = palno = 11
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 2.5

[State 100, 1]
type = veladd
trigger1 = var(12) = 0
trigger1 = palno = 11
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -2.5

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

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


[State 40, 4]
type = Varset
trigger1 = AnimTime = 0
var(17) = 0
persistent = 0
ignorehitpause = 1


[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
; Jump Start
[Statedef 36]
type = S
physics = S
anim = 39+(var(58)=2)
ctrl = 0
sprpriority = 2

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

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

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

[State 40]
type = VarSet
TriggerAll=!Time
Trigger1 = P2Movetype=H
Trigger2 = P2BodyDist X>100
Trigger2 = Random<=333
sysvar(1) = 1

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

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

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

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

[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
triggerall = var(15) >= 1
triggerall = var(16) > 0
trigger1 = (prevstateno=[200,201])||(prevstateno=[210,228])||prevstateno=236||prevstateno=420||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(58) != 1
trigger1 = AnimTime = 0
trigger2 = (prevstateno = [200,236]) || (prevstateno = [400, 450])
trigger2 = var(58) = 1
trigger2 = Time = 5
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
triggerall = var(15) >= 1
triggerall = var(16) = 0
trigger1 = (prevstateno=[200,201])||(prevstateno=[210,228])||prevstateno=236||prevstateno=420||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(58) != 1
trigger1 = AnimTime = 0
trigger2 = (prevstateno = [200,236]) || (prevstateno = [400, 450])
trigger2 = var(58) = 1
trigger2 = Time = 5
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.4)

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

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

[State 40, 5]
type = velset
trigger1 = var(12) = 1
trigger1 = animtime = 0
y = const(velocity.jump.y)-3.5

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

[State 100, 1]
type = veladd
trigger1 = var(12) = 0
trigger1 = palno = 11
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 2.5

[State 100, 1]
type = veladd
trigger1 = var(12) = 0
trigger1 = palno = 11
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -2.5

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

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


[State 40, 4]
type = Varset
trigger1 = AnimTime = 0
var(17) = 0
persistent = 0
ignorehitpause = 1


[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
; Jump Start
[Statedef 37]
type = S
physics = S
anim = 39+(var(58)=2)
ctrl = 0
sprpriority = 2

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

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

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

[State 40]
type = VarSet
TriggerAll=!Time
Trigger1 = P2Movetype=H
Trigger2 = P2BodyDist X>100
Trigger2 = Random<=333
sysvar(1) = 1

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

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

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

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x)+4,ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=1,vel x*0.7,0)
[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
triggerall = var(15) >= 1
triggerall = var(16) > 0
trigger1 = (prevstateno=[200,201])||(prevstateno=[210,228])||prevstateno=236||prevstateno=420||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(58) != 1
trigger1 = AnimTime = 0
trigger2 = (prevstateno = [200,236]) || (prevstateno = [400, 450])
trigger2 = var(58) = 1
trigger2 = Time = 5
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
triggerall = var(15) >= 1
triggerall = var(16) = 0
trigger1 = (prevstateno=[200,201])||(prevstateno=[210,228])||prevstateno=236||prevstateno=420||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(58) != 1
trigger1 = AnimTime = 0
trigger2 = (prevstateno = [200,236]) || (prevstateno = [400, 450])
trigger2 = var(58) = 1
trigger2 = Time = 5
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.4)

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

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

[State 40, 5]
type = velset
trigger1 = var(12) = 1
trigger1 = animtime = 0
y = const(velocity.jump.y)-3.5

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

[State 100, 1]
type = veladd
trigger1 = var(12) = 0
trigger1 = palno = 11
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 2.5

[State 100, 1]
type = veladd
trigger1 = var(12) = 0
trigger1 = palno = 11
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -2.5

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

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


[State 40, 4]
type = Varset
trigger1 = AnimTime = 0
var(17) = 0
persistent = 0
ignorehitpause = 1


[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
; Jump Start
[Statedef 38]
type = S
physics = S
anim = 39+(var(58)=2)
ctrl = 0
sprpriority = 2

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

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

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

[State 40]
type = VarSet
TriggerAll=!Time
Trigger1 = P2Movetype=H
Trigger2 = P2BodyDist X>100
Trigger2 = Random<=333
sysvar(1) = 1

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

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

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

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x)+4,ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=1,vel x*0.7,0)
[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
triggerall = var(15) >= 1
triggerall = var(16) > 0
trigger1 = (prevstateno=[200,201])||(prevstateno=[210,228])||prevstateno=236||prevstateno=420||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(58) != 1
trigger1 = AnimTime = 0
trigger2 = (prevstateno = [200,236]) || (prevstateno = [400, 450])
trigger2 = var(58) = 1
trigger2 = Time = 5
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
triggerall = var(15) >= 1
triggerall = var(16) = 0
trigger1 = (prevstateno=[200,201])||(prevstateno=[210,228])||prevstateno=236||prevstateno=420||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(58) != 1
trigger1 = AnimTime = 0
trigger2 = (prevstateno = [200,236]) || (prevstateno = [400, 450])
trigger2 = var(58) = 1
trigger2 = Time = 5
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.4)

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

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

[State 40, 5]
type = velset
trigger1 = var(12) = 1
trigger1 = animtime = 0
y = const(velocity.jump.y)-3.5

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

[State 100, 1]
type = veladd
trigger1 = var(12) = 0
trigger1 = palno = 11
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 2.5

[State 100, 1]
type = veladd
trigger1 = var(12) = 0
trigger1 = palno = 11
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -2.5

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

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


[State 40, 4]
type = Varset
trigger1 = AnimTime = 0
var(17) = 0
persistent = 0
ignorehitpause = 1


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

; Jump Start
[Statedef 39]
type = S
physics = S
anim = 39+(var(58)=2)
ctrl = 0
sprpriority = 2

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

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

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

[State 40]
type = VarSet
TriggerAll=!Time
Trigger1 = P2Movetype=H
Trigger2 = P2BodyDist X>100
Trigger2 = Random<=333
sysvar(1) = 1

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

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

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

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x)+4,ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=1,vel x*0.7,0)
[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
triggerall = var(15) >= 1
triggerall = var(16) > 0
trigger1 = (prevstateno=[200,201])||(prevstateno=[210,228])||prevstateno=236||prevstateno=420||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(58) != 1
trigger1 = AnimTime = 0
trigger2 = (prevstateno = [200,236]) || (prevstateno = [400, 450])
trigger2 = var(58) = 1
trigger2 = Time = 5
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
triggerall = var(15) >= 1
triggerall = var(16) = 0
trigger1 = (prevstateno=[200,201])||(prevstateno=[210,228])||prevstateno=236||prevstateno=420||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(58) != 1
trigger1 = AnimTime = 0
trigger2 = (prevstateno = [200,236]) || (prevstateno = [400, 450])
trigger2 = var(58) = 1
trigger2 = Time = 5
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.4)

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

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

[State 40, 5]
type = velset
trigger1 = var(12) = 1
trigger1 = animtime = 0
y = const(velocity.jump.y)-3.5

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

[State 100, 1]
type = veladd
trigger1 = var(12) = 0
trigger1 = palno = 11
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 2.5

[State 100, 1]
type = veladd
trigger1 = var(12) = 0
trigger1 = palno = 11
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -2.5

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

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


[State 40, 4]
type = Varset
trigger1 = AnimTime = 0
var(16) = 0
persistent = 0
ignorehitpause = 1


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


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

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

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

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

[State 10, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1