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

[State -3,AIlv]
Type = VarSet
Trigger1 = NumHelper(60000+id)>0
Trigger1 = Helper(60000+id),var(0)=1
Trigger1 = var(59)>0
var(59) = 100
IgNoreHitPause = 1

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

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

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

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

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


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

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

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

[State -3];ʒ[܂ł̋
Type = VarSet
Trigger1 = NumHelper(50000+id)&&NumHelper(60000+id)
fvar(17) = ifelse((EnemyNear(floor(fvar(18))),facing=1),(helper(60000+id),P2bodydist X),(helper(50000+id),P2bodydist X))
IgNoreHitPause = 1
      
;
;҂
;
[State -3];iK[hp
Type = VarSet
TriggerAll=NumEnemy
Trigger1 = P2StateType!=A
Trigger2 = P2Name="millia"
Trigger2 = P2StateNo=1500
Trigger3 = P2Name="eddie"
Trigger3 = P2StateNo=1000||P2StateNo=1050||EnemyNear(floor(fvar(18))),NumHelper(1002);||EnemyNear(floor(fvar(18))),NumHelper(1001)
Trigger4 = P2Name="eddie"
Trigger4 = P2StateNo=1800||P2StateNo=1850
Trigger5 = P2Name="eddie"||P2Name="jam"
Trigger5 = P2StateNo=210
Trigger6 = P2Name="johnny"
Trigger6 = (P2StateNo=[1020,1021])||(P2StateNo=[1070,1077])
Trigger7 = P2Name="Aya Syameimaru"
Trigger7 = P2StateNo=804||EnemyNear(floor(fvar(18))),NumHelper(917)
Trigger8 = P2Name="AIHARA NATSUMI"
Trigger8 = P2StateNo=220
Trigger9 = P2Name="Rubber Soul"
Trigger9 = P2StateNo=[400,401]
fvar(38) = 1
IgNoreHitPause = 1


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[State -3];ʘg
Type = VarSet
TriggerAll=NumEnemy
Trigger1 = EnemyNear(floor(fvar(18))),AutHorName="muteki"
Trigger1 = EnemyNear(floor(fvar(18))),PrevStateNo!=[200,640]
Trigger1 = EnemyNear(floor(fvar(18))),Time<3
Trigger1 = (P2StateNo=[200,640])
fvar(38) = -6
IgNoreHitPause = 1

[State -3];iK[hp
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=NumHelper(60000+id)>0
TriggerAll=Helper(60000+id),var(23)=0&&fvar(34)=1
Trigger1 = 1
fvar(34) = 0
IgNoreHitPause = 1
[State -3];iK[hp
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=NumHelper(60000+id)>0
TriggerAll=Helper(60000+id),var(20)=0&&fvar(38)=2||Helper(60000+id),var(22)=0&&fvar(38)=3||Helper(60000+id),var(24)=0&&fvar(38)<0
Trigger1 = P2StateType!=A
fvar(38) = 1
IgNoreHitPause = 1
[State -3];iK[hp
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=NumHelper(60000+id)>0
TriggerAll=Helper(60000+id),var(21)=0&&fvar(38)=1||Helper(60000+id),var(22)=0&&fvar(38)=3||Helper(60000+id),var(24)=0&&fvar(38)<0
Trigger1 = P2StateType=A
fvar(38) = 2
IgNoreHitPause = 1

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


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


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

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

[State -3,1];gc莞ԗp
Type = VarSet
TriggerAll=EnemyNear(floor(fvar(18))),Time=1
TriggerAll=RoundState=2
TriggerAll=P2MoveType=H
TriggerAll=TeamSide=2
Trigger1 = !fvar(30)
Trigger1 = StateNo!=235
Trigger1 = EnemyNear(floor(fvar(18))),GetHitVar(fall)=0
fvar(30) = EnemyNear(floor(fvar(18))),GetHitVar(SlideTime)+EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)-1-((enemynear(floor(fvar(18))),authorname="586")&&enemynear(floor(fvar(18))),StateType!=A&&(enemynear(floor(fvar(18))),StateNo!=[120,159]))
IgNoreHitPause = 1
[State -3];gc莞ԗp
Type = VarSet
TriggerAll=!EnemyNear(floor(fvar(18))),Time
TriggerAll=RoundState=2
Trigger1 = P2StateNo=231
fvar(30) = 52
IgNoreHitPause = 1

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

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

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

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

;
;ėpލs
;
[State -1,zugai];W
Type = ChangeState
value = 1200
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=NumHelper(60000+id)>0
TriggerAll=var(59)>0&&Random<=var(59)*100&&var(59)!=100||var(59)=100&&Random<=Helper(60000+id),var(0)*100||fvar(39)
TriggerAll=!var(3)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=A||StateNo=450
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=MoveContAct
TriggerAll=numpartner>=1&&teammode=simul
TriggerAll=Partner,Alive
Trigger1 = StateNo=420
Trigger1 = var(21)=1||P2BodyDist X*fvar(8)=[41,120]
Trigger2 = StateNo=450
Trigger2 = P2BodyDist X*fvar(8)=[0,140]
Trigger3 = StateNo=235
Trigger3 = EnemyNear(floor(fvar(18))),AutHorName="muteki"
Trigger3 = EnemyNear,var(59)>0
;
;var(58) R{p
;
[State -3,JEg];s
Type = VarSet
Trigger1 = StateNo=810
var(58) = 1

[State -3,JEg];󓊂s
Type = VarSet
Trigger1 = StateNo=860||StateNo=205&&MoveHit=1&&var(21)
var(58) = 2

[State -3,JEg];pFRCs
Type = null;VarSet
Trigger1 = StateNo=1000
var(58) = 3

[State -3,JEg];sFRCs
Type = VarSet
Trigger1 = StateNo=1050
var(58) = 4

[State -3,JEg];RRs
Type = VarSet
TriggerAll = StateNo=3100
Trigger1 = P2StateType!=A
Trigger1 = var(21)!=1
Trigger2 = var(58)=1
var(58) = 5

[State -3,JEg];RRFRCs
Type = VarSet
Trigger1 = var(58)=5
Trigger1 = StateNo=960
var(58) = 6

[State -3,JEg];Wӌs
Type = VarSet
Trigger1 = StateNo=1200
var(58) = 7

[State -3,JEgZbg]
type = varset
TriggerAll = var(58)=[1,7]
Trigger1 = MoveType=H||P2MoveType=A
Trigger2 = P2MoveType!=H&&var(58)!=3||P2MoveType!=H&&var(58)=3&&StateNo!=1000&&StateNo!=960&&StateNo!=100
Trigger3 = var(58)=3
Trigger3 = StateNo=235||StateNo=620||P2StateType=L||StateNo=220
Trigger4 = var(58)=6
Trigger4 = P2StateNo=3119
Trigger5 = numpartner>=1&&teammode=simul
Trigger5 = var(58)=7||(var(58)=[1,2])
Trigger6 = var(58)=1
Trigger6 = StateNo=195
var(58)=0

[State -2,JEg];󓊂_
Type = VarSet
Trigger1 = StateNo=35||StateNo=41&&P2MoveType!=H
var(58)=25

[State -2,JEgZbg]
type = varset
TriggerAll = var(58)=25
Trigger1 = StateNo!=35&&StateNo!=41&&StateType!=A||P2StateType!=A;||P2BodyDist Y*fvar(9)<20
var(58)=0

[State -2,JEgZbg]
type = varset
TriggerAll = var(58)=50
Trigger1 = StateNo=235&&(MoveContAct||MoveReversed||Animtime=0)
var(58)=0

[State -2,JEg];ΐlpē
Type = VarSet
TriggerAll=(var(59)>6&&var(59)!=100||var(59)=100)&&Random<=150+(ceil(var(50)/12))*50
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(45))
TriggerAll=P2StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,35]
Trigger1 = (StateNo=[400,410])||StateNo=200
Trigger1 = MoveGuarded=1
Trigger2 = StateNo=52&&!time
Trigger2 = fvar(35)<3||(P2StateNo=[120,159])&&fvar(30)<5
var(58) = 100


[State -2,JEgZbg]
type = varset
TriggerAll = var(58)=100
Trigger1 = (StateNo=[35,41])||P2StateType=A
Trigger2 = P2BodyDist X*fvar(8)>45
Trigger3 = P2MoveType=H&&(P2StateNo!=[120,159])
var(58)=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(58) = 200

[State -2,JEgZbg]
type = varset
TriggerAll = var(58)=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(58)=0
;
;
;
[State -1,ITIGEKI];ꌂKE
Type = ChangeState
value = 4000
TriggerAll=!IsHelper
TriggerAll=var(59)>6&&var(59)!=100
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=!var(25)
TriggerAll=Life>200
TriggerAll=var(40)=0
Trigger1 = StateType!=A
Trigger1 = ctrl
Trigger2 = StateNo=100
Trigger3 = StateNo=101
Trigger4 = StateNo=40||StateNo=52
Trigger5 = StateNo=[195,197]
Trigger5 = Time>ifelse(Anim=196,18,62)

[State -1,h]
Type = ChangeState
value = 196
TriggerAll=var(59)>=7&&var(59)!=100
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=PrevStateNo!=[195,197]
TriggerAll=Life<201
Trigger1 = StateType!=A
Trigger1 = ctrl
Trigger2 = StateNo=100
Trigger3 = StateNo=101
Trigger4 = StateNo=40
;
;\
;Time=1 Random StateNo
;
[State -1,ITIGEKI];ꌂKE\΍
Type = ChangeState
value = 4000
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=var(40)=1
Trigger1 = StateType!=A
Trigger1 = ctrl
Trigger2 = StateNo=100
Trigger3 = StateNo=101
Trigger4 = StateNo=40||StateNo=52
Trigger5 = StateNo=[195,197]
Trigger5 = Time>ifelse(Anim=196,18,62)
;
;p΍
;

[State -1,Jump];Wv
Type = ChangeState
value = ifelse(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6<=-80,41,35)
TriggerAll=!IsHelper
TriggerAll=var(59)>6&&Random<var(59)*100
TriggerAll=StateType!=A
TriggerAll=fvar(28)
TriggerAll=StateNo=200||StateNo=210||StateNo=220||StateNo=225
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=A
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6>=-80
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,55]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6<=-10
Trigger2 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,55]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*6)*7<=-10
Trigger3 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,55]
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*7)*8<=-10
Trigger4 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,55]
Trigger4 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*9<=-10

[State -1,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(58)=200
TriggerAll=NumHelper(780+id)>0
;TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
;TriggerAll=EnemyNear(floor(fvar(18))),AutHorName="muteki"
Trigger1 = P2BodyDist X*fvar(8)<25
Trigger2 = EnemyNear(floor(fvar(18))),var(55)=200
Trigger2 = EnemyNear(floor(fvar(18))),StateNo=105
;
;΋
;
[State -1,S_HS];HS
Type = ChangeState
value = 230
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,100]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||(!teammode=simul)&&(EnemyNear(floor(fvar(18))),NumProj=0)
TriggerAll=P2StateType=A
TriggerAll=(Helper(780+id),var(48))>(30+floor(random/100)-12*(var(59)-8))&&var(59)!=100||var(59)=100&&(Helper(780+id),var(48))>Helper(60000+id),var(8)||var(59)=11
TriggerAll=P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*15)*(1-(Facing=Enemynear,Facing)*2)=[35,109]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*7.5)*15=[-90,-20]
Trigger1 = Random<var(59)*60

[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)=[10,100]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=P2StateNo!=105
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||StateNo=52||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>4
TriggerAll=P2StateType=A
TriggerAll=EnemyNear(floor(fvar(18))),vel y>=0
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6>=-75
TriggerAll=(Helper(780+id),var(48))>(35+floor(random/50)-12*(var(59)-8))&&var(59)!=100||var(59)=100&&(Helper(780+id),var(48))>Helper(60000+id),var(8)||var(59)=11
TriggerAll=Random<var(59)*80
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,50]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6<=-10
Trigger2 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,50]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*6)*7<=-10
Trigger3 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,50]
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*7)*8<=-10
Trigger4 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,50]
Trigger4 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*9<=-10

[State -1,S_FP];+P
type = ChangeState
value = 205
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,100]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||(!teammode=simul)&&(EnemyNear(floor(fvar(18))),NumProj=0)
TriggerAll=P2StateType=A
TriggerAll=(Helper(780+id),var(48))>(30+floor(random/100)-12*(var(59)-8))||var(59)=11
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*4.5)*9=[-100,0]
TriggerAll=Random<var(59)*100
Trigger1 = P2BodyDist X*fvar(8)-vel X*4.5-(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[-5-(backedgebodydist<20)*45,37]

;
;؂ւ
;PrevStateNo = [120,159] PrevStateNo = [5000,5270] EnemyNear,HitDefAttr = SCA,AT;
;
[State -3,gs];TCNo[Xg
Type = ChangeState
value = 750
TriggerAll=!IsHelper
TriggerAll=var(59)>4
TriggerAll=RoundState=2
TriggerAll=NumHelper(60000+id)>0
TriggerAll=!fvar(28)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=fvar(33)>=1.5
TriggerAll=Power<PowerMax/6
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*18)*(1-(Facing=Enemynear,Facing)*2)=[-55,55]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*17)*18=[-130,0]
TriggerAll=Alive
TriggerAll=!EnemyNear(floor(fvar(18))),ctrl
TriggerAll=P2MoveType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=InGuardDist||(Helper(780+id),var(58))||fvar(38)=3
TriggerAll=P2StateNo>199
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[130,159])
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-18||var(59)<7
TriggerAll=Random<var(59)*60||var(59)>9
Trigger1 = (ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])
Trigger2 = (Time<=1&&MoveType=A)
Trigger2 = StateNo=[200,640]
Trigger2 = PrevStateNo!=[200,640]

[State -3,̐]
Type = ChangeState
Value = 1500
TriggerAll=!IsHelper
TriggerAll=var(59)>9
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(36)<24
TriggerAll=P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[-5-35*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-45),43]
TriggerAll=P2BodyDist Y*fvar(9)-EnemyNear(floor(fvar(18))),vel y*6>=-60
TriggerAll=P2MoveType=A||!(Teammode=Simul)&&InGuardDist
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-13
TriggerAll=EnemyNear(floor(fvar(18))),Time>=30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>=50||var(59)>10||(PrevStateNo=[140,159])||(PrevStateNo=[5000,5270])
TriggerAll=Random<=var(59)*30*(BackEdgeBodyDist<=20)||var(59)>10
Trigger1 = Ctrl||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])||(StateNo=[200,451])&&(MoveContAct||movereversed)&&StateNo!=240&&!var(3)||(StateNo=[120,140])
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 -1,Gigoku];n˂
Type = ChangeState
value = 1510
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateType!=A
TriggerAll=StateNo=1500
TriggerAll=P2StateNo<2000
TriggerAll=time=[9,40]
TriggerAll=P2StateType!=L
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-3
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel X*3=[-5-35*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-45),37]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*1.5)*3=[-40,0]
TriggerAll=EnemyNear(floor(fvar(18))),Time >= 20 || (!Time&&var(59)>9) || var(59) > 10
Trigger1 = (var(59)>0&&Random<ifelse((var(59))*50>500,500,(var(59))*50))
Trigger1 = time=9
Trigger1 = var(59)<11
Trigger2 = EnemyNear(floor(fvar(18))),AnimTime<=-3
Trigger2 = EnemyNear(floor(fvar(18))),AnimTime>-6||EnemyNear(floor(fvar(18))),vel y>=0&&P2StateType=A||time=40
Trigger2 = P2MoveType=A
Trigger2 = EnemyNear(floor(fvar(18))),Ctrl=0
trigger2 = EnemyNear(floor(fvar(18))),StateNo>=1000
Trigger3 = P2MoveType=A
Trigger3 = EnemyNear(floor(fvar(18))),Ctrl=0
trigger3 = EnemyNear(floor(fvar(18))),StateNo=[200,999]
Trigger3 = EnemyNear(floor(fvar(18))),AnimTime<=-3
Trigger3 = EnemyNear(floor(fvar(18))),AnimTime>-6||EnemyNear(floor(fvar(18))),vel y>=0&&P2StateType=A||time=40
;Trigger4 = EnemyNear,StateType = A
;Trigger4 = 

[State -3,ss];\ET@C@[
Type = ChangeState
value = 3000
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=!var(25)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(50)>30
triggerall=var(40)=0
TriggerAll=P2BodyDist X*fvar(8)=[-12,92+vel x*5+(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=P2MoveType=A
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-14||var(59)<7
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = Random<var(59)*60||var(59)>9
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime<-20||var(59)<7
Trigger1 = EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[130,159])
Trigger1 = Ctrl||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])
Trigger2 = Random<var(59)*20||var(59)>9
trigger2 = !var(3)
trigger2 = (StateNo=[200,451])&&MoveContAct
trigger2 = StateNo!=240

[State -3,RR];tNXA
Type = ChangeState
value = 3100
TriggerAll=!ishelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=Power>999
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
triggerall=var(40)=0
TriggerAll=StateType!=A
TriggerAll=P2MoveType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-14+(P2BodyDist X*fvar(8)-vel x*5-EnemyNear(floor(fvar(18))),vel x*5=[0,60])*7||var(59)<7
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=(((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)!=[0,3])||PrevStateno=5120||fvar(26)>=2||var(59)<9;(Helper(780+id),var(59)<=0)||
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[140,159])
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=40||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])||(StateNo=[200,451])&&(MoveContAct||movereversed)&&StateNo!=240&&!var(3)||(Stateno=[11,22])||(StateNo=[120,132])
Trigger1 = P2BodyDist X*fvar(8)-vel x*5-EnemyNear(floor(fvar(18))),vel x*5=[0-35*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-45),60]
Trigger1 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*2.5)*5=[-70,-10])||P2StateType!=A 
;Trigger2 = P2StateType=A
Trigger2 = P2BodyDist X*fvar(8)>60+vel x*5+(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)
Trigger2 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*6.5)*13=[-70,-10])||P2StateType!=A 

[State -3,RR];tNXA
Type = ChangeState
value = 3100
TriggerAll=!ishelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=Power>999
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
triggerall=var(40)=0
TriggerAll=StateType!=A
TriggerAll=P2MoveType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-14+(P2BodyDist X*fvar(8)-vel x*5-EnemyNear(floor(fvar(18))),vel x*5=[0,60])*7||var(59)<7
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=(((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)!=[0,3])||PrevStateno=5120||fvar(26)>=2||var(59)<9;(Helper(780+id),var(59)<=0)||
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[140,159])
TriggerAll= 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)
Trigger1 = P2BodyDist X*fvar(8)-vel x*5-EnemyNear(floor(fvar(18))),vel x*5=[0-35*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-45),60]
Trigger1 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*2.5)*5=[-70,-10])||P2StateType!=A 
Trigger2 = P2BodyDist X*fvar(8)>60+vel x*5+(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)
Trigger2 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*6.5)*13=[-70,-10])||P2StateType!=A 


[State -3];
Type = ChangeState
value = ifelse((((fvar(24)=[3,4])&&Power<=920)||(Power>920&&(fvar(24)=[1,2]))),800,805)
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=RoundState=2
TriggerAll=!fvar(35)
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),fvar(39)=0
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,25]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo!=40
TriggerAll=(ctrl||fvar(28)||(StateNo=5120&&animtime=0))||(StateNo=[100,101])||StateNo=52||(Stateno=[10,22])||(StateNo=[120,140])
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),Time>50||var(59)>10
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[140,159])
Trigger4 = PrevStateNo=1500

[State -3,T];󓊂
Type = ChangeState
value = 850
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(34)!=1
TriggerAll=RoundState=2
TriggerAll=!fvar(35)
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),fvar(39)=0
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-42,55]
TriggerAll=P2BodyDist Y*fvar(9)=[-79,19]
TriggerAll=P2StateType=A
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=[141,159]
TriggerAll=P2StateNo!=105
triggerall = !helper(780+id),var(8)
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=Ctrl||StateNo=52||Stateno=11||(Stateno=[20,22])||(Stateno=[120,140])
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo=[200,999]
TriggerAll=NumHelper(780+id)>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),Time>=30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>=50||var(59)>10||(PrevStateNo=[130,159])||(PrevStateNo=[5000,5270])
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-12
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*12=[0,110]
Trigger1 = Random<var(59)*15||var(59)>9
Trigger1 = BackEdgeBodyDist>60
Trigger1 = EnemyNear(floor(fvar(18))),HitDefAttr=,AA,AT||fvar(38)=3
Trigger2 = Random<var(59)*20;||var(59)>9
Trigger2 = ((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)=1
Trigger2 = (Helper(780+id),var(59))!=1

[State -3,Jump];Wv
Type  = ChangeState
Value = 39
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)>-5
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])||(Stateno=[120,140])
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_NS];S
type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])||(StateNo=[120,132])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=5||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>5||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-5
TriggerAll=P2BodyDist X*fvar(8)=[-10,48]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6=[-65,0]
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>=200
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
Trigger1=EnemyNear(floor(fvar(18))),AnimTime<-7
Trigger1=P2BodyDist X*fvar(8)=[0,55+vel x*3+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*6)*7=[-40,0]
Trigger1=Random<=var(59)*120
Trigger1=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=7||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>7||(Helper(780+id),var(49))>0
Trigger2=EnemyNear(floor(fvar(18))),AnimTime<-10
Trigger2=P2BodyDist X*fvar(8)=[50,189+vel x*3+(EnemyNear(floor(fvar(18))),vel x*10)*(1-(Facing=Enemynear,Facing)*2)]
Trigger2=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*6)*7=[-40,0]
Trigger2=Random<=var(59)*100
Trigger2=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=10||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>10||(Helper(780+id),var(49))>0

[State -3,Jump];_bVpެ
Type = ChangeState
Value = 38
TriggerAll=!IsHelper
TriggerAll=var(59)>7
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=P2MoveType!=H
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=life>300
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-15
Trigger1 = Random<=var(59)*120
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[100,240]
Trigger1 = P2StateType!=A

;
;󒆌˂
;
[State -1,A_HS];HS
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=var(58)!=25
TriggerAll=fvar(34)!=1
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=110&&Time>5)||(StateNo=115&&Time>5)
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=A||vel y>=0
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=14||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>14
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-14
TriggerAll=P2BodyDist X*fvar(8) =[0-(P2StateType!=A)*100,117+vel x*(14-(StateNo=115)*7)+(EnemyNear(floor(fvar(18))),vel x*14)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*13)*14=[-90,60]
TriggerAll=Random<=var(59)*60
Trigger1 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*13)*14<0
Trigger1 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel))*19>0


[State -1,A_S];S
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(58)!=25
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=110&&Time>5)||(StateNo=115&&Time>5)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=9||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>9
TriggerAll=P2StateType=A||vel y>=0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-9
TriggerAll=P2BodyDist X*fvar(8) =[-100,142+vel x*(9-(StateNo=115)*4)+(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*9=[-90,60]
TriggerAll=Random<=var(59)*120
Trigger1 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*8>-90
Trigger1 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel))*19<0
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*8>-30
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel))*19>0

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

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

[State -1,BackStep];obNXebv
Type = ChangeState
value = 105
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=StateType!=A
TriggerAll=ctrl||(StateNo=[11,22])||(Stateno=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=A
TriggerAll=P2Stateno=[5200,5210]
TriggerAll=EnemyNear(floor(fvar(18))),Time<5
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)=[0,99]
Trigger1 = EnemyNear(floor(fvar(18))),Pos Y>-30

[State -3];NUߋ
Type=ChangeState
value=1500
TriggerAll=!IsHelper
TriggerAll=var(59)>9&&random<=var(59)*100
TriggerAll=RoundState=2
TriggerAll=var(36)<24
TriggerAll=Statetype!=A
TriggerAll=Ctrl|Stateno=11||(Stateno=[20,22])||Stateno=52||Stateno=100||Stateno=101
TriggerAll=!Teammode=Simul
TriggerAll=NumHelper(780+id)>0
TriggerAll=InGuardDist||(Helper(780+id),var(58))
Trigger1 = PrevStateno=5120

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

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

[State -3,FDLZp]
Type = varset
TriggerAll=var(59)>0||fvar(39)
TriggerAll=!var(40)
TriggerAll=RoundState=2
TriggerAll=Power>0
TriggerAll=Random<=var(59)*100||fvar(39)
Trigger1 = StateNo=101||(StateNo=[195,197])
Trigger2 = (StateNo=[200,205])&&(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)
Trigger6 = (EnemyNear(floor(fvar(18))),StateType!=L)&&(EnemyNear(floor(fvar(18))),MoveType!=H)
Trigger6 = EnemyNear(floor(fvar(18))),time<=time
var(25) = 1

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

[State -1,FD];tHgXfBtFX
Type = ChangeState
value = 130+(StateType=C)+(StateType=A)*2
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=Power>0
TriggerAll=var(25)
TriggerAll=fvar(38)!=3
TriggerAll=fvar(38)>0||fvar(38)=-6
TriggerAll=!fvar(26)
TriggerAll=NumHelper(780+id)>0
TriggerAll=InGuardDist||(Helper(780+id),var(58))||StateNo=[195,197]
TriggerAll=StateNo!=[110,115]
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=(var(59)>6&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=var(25)
TriggerAll=NumHelper(780+id)>0
TriggerAll=Power>0
Trigger1 = StateNo=196
Trigger1 = time = 18
Trigger2 = StateNo=195
Trigger2 = time = 62
Trigger3 = StateNo=100
Trigger3 = InGuardDist||(Helper(780+id),var(58))
Trigger4 = StateNo=101
Trigger5 = fvar(28)&&StateNo!=750&&StateNo!=5090

;
;}L
;
[State -3,FRC];FϷ
Type = ChangeState
value = 960
TriggerAll=!IsHelper
TriggerAll=(var(59)>5&&Random<=var(59)*40)||fvar(39)||var(59)>9
TriggerAll=RoundState=2
TriggerAll=Power>499
triggerall=var(40)=0
TriggerAll=StateType!=A
TriggerAll=var(56)<1
trigger1 = time = [16,18]
trigger1 = P2Statetype!=L
trigger1 = stateno = 1000
trigger1 = P2life > (32*fvar(19)*fvar(31)*(var(52)*0.01)*fvar(21))||(Palno=[11,12])
trigger1 = var(58):=3
trigger2 = time = [24,26]
trigger2 = stateno = 1050
trigger2 = P2life > (64*fvar(19)*fvar(31)*(var(52)*0.01)*fvar(21))||(Palno=[11,12])
Trigger2 = P2BodyDist X*fvar(8)<120+(fvar(17)<=30)*40||(Palno=[11,12])
Trigger2 = var(58):=4
trigger3 = animelemtime(7) > 0
trigger3 = animelemtime(8) < 0
trigger3 = stateno = 3100
trigger3 = P2StateType!=A||var(52)=50
trigger3 = P2BodyDist X*fvar(8)>150||var(52)=50
Trigger3 = 0;Power<1000
Trigger3 = var(21)=0
trigger3 = P2life >(200*fvar(19)*fvar(31)*(var(52)*0.01)*fvar(21))
trigger4 = animelemtime(7) > 0
trigger4 = animelemtime(8) < 0
trigger4 = stateno = 3100
trigger4 = (Palno=[11,12])
igNorehitpause = 1


[State -1,RC];}LZ
type = ChangeState
value = 951
TriggerAll=(var(59)>0&&Random<var(59)*150)||fvar(39)
TriggerAll=!ishelper
TriggerAll=Power>999
triggerall=var(40)=0
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=MoveContAct
trigger1 = stateno = 700
trigger1 = (Palno=[11,12])
igNorehitpause = 1
;
;nNU 
;

[State -1];tNXA
Type = ChangeState
value = 3100
TriggerAll=!ishelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=Power>999
triggerall=var(40)=0
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(58)=1
TriggerAll=var(56)<1
TriggerAll=ctrl||(StateNo=[11,22])||StateNo=52
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*2)*4<0
Trigger1 = 1;P2life<(200*fvar(19)*fvar(31)*(var(52)*0.01)*fvar(21))
Trigger2 = P2life<200+(200*fvar(19)*fvar(31)*(var(52)*0.01)*fvar(21))
Trigger2 = Power>1499
Trigger3 = 0;P2life<300+(200*fvar(19)*fvar(31)*(var(52)*0.01)*fvar(21))
Trigger3 = Power>1999
Trigger4 = Palno=[11,12]

[State -1,BAKAMON];
Type = ChangeState
value = 195
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&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),var(44)!=1)
TriggerAll=P2MoveType=H
TriggerAll=P2StateType!=L
TriggerAll=ctrl||StateNo=52||StateNo=40||(StateNo=[100,101])
TriggerAll=var(58)=1
TriggerAll=var(30)=0
Trigger1 = !teammode=simul

[State -1,Dash];_bV
Type = ChangeState
value = 100
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=ctrl;||(StateNo=[11,22])
TriggerAll=StateNo!=[100,101]
TriggerAll=P2StateType=L||var(58)=7||var(58)=[2,5]
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)>47
Trigger2 = var(58)=2||(var(58)=[4,5])
Trigger3 = var(58)=3
Trigger3 = P2BodyDist X*fvar(8)<83+(fvar(17)>20)*20

[State -3,2D];proar
Type = ChangeState
value = 1000
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=EnemyNear,StateType = L
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||(StateNo=52&&!Time)||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2BodyDist X*fvar(8)=[78,140]
Trigger1=EnemyNear,StateNo=[5120,5121]
Trigger1=EnemyNear,AnimTime=[-31,-26]
;Trigger1=fvar(17)>40

[State -3,2D];2D
Type = ChangeState
value = 450
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=EnemyNear,StateType = L
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||(StateNo=52&&!Time)||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2BodyDist X*fvar(8)=[26,102]
Trigger1=EnemyNear,StateNo=[5120,5121]
Trigger1=EnemyNear,AnimTime=-12
Trigger1=fvar(17)>20

[State -3,saki];̐
Type = ChangeState
value = 1500
TriggerAll=!IsHelper
TriggerAll=var(59)>8&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=var(36)<24
TriggerAll=EnemyNear,StateType = L
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||(StateNo=52&&!Time)||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2BodyDist X*fvar(8)<43
Trigger1=EnemyNear,StateNo=[5120,5121]
Trigger1=EnemyNear,AnimTime=-1

[State -3,2k];2K
Type = ChangeState
value = 410
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<ifelse((var(59))*50>200,200,(var(59))*50)||fvar(39)
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=EnemyNear,StateType = L
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||(StateNo=52&&!Time)||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2BodyDist X*fvar(8)<48
TriggerAll=(Helper(780+id),var(44)!=1)
Trigger1=EnemyNear,StateNo=[5120,5121]
Trigger1=EnemyNear,AnimTime=[-6,-4]

[State -3,6hs];6HS
Type = ChangeState
value = 235
TriggerAll=!IsHelper
TriggerAll=var(59)=[1,7]
TriggerAll=Random<(var(59))*10
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=EnemyNear,StateType = L
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||(StateNo=52&&!Time)||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2BodyDist X*fvar(8)=[49,100]
TriggerAll=(Helper(780+id),var(44)!=1)
Trigger1=EnemyNear,StateNo=[5120,5121]
Trigger1=EnemyNear,AnimTime=-27

[State -1,Jump];Wv
Type = ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=var(59)>4||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=ctrl||(StateNo=[11,22])
TriggerAll=P2StateType=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)<140
TriggerAll=P2StateNo=5101&&EnemyNear(floor(fvar(18))),Time>7||P2StateNo=5110&&EnemyNear(floor(fvar(18))),Time>10
TriggerAll=fvar(17)>35
Trigger1 = Random<ifelse(var(59)>10||fvar(39),10,var(59))*80
Trigger2 = P2BodyDist X*fvar(8)<26||var(59)>9
Trigger2 = Random<var(59)*130||fvar(39)


[State -3,Walk];O
Type = ChangeState
value = 21
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType=L||var(58)=7
TriggerAll=P2MoveType!=H||var(58)=7
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ctrl||StateNo=11||StateNo=22
TriggerAll=StateNo!=[100,101]
Trigger1 = StateNo=22
Trigger1 = P2BodyDist X*fvar(8)>=36
Trigger2 = P2BodyDist X*fvar(8)=[36,48]

[State -3,Walk];
Type = ChangeState
value = 22
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType=L||var(58)=7
TriggerAll=P2MoveType!=H||var(58)=7
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ctrl||StateNo=11||StateNo=21
TriggerAll=StateNo!=[100,101]
TriggerAll=P2BodyDist X*fvar(8)<26
Trigger1 = BackEdgeBodyDist>26
Trigger2 = StateNo=21
;
;󒆋NU
;

[State -1,A_S]
Type = null;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>5
TriggerAll=P2StateType=L
TriggerAll=P2BodyDist X*fvar(8)-vel x*11-(P2StateType=A)*EnemyNear(floor(fvar(18))),vel x*11=[-70,70]
TriggerAll=Random<=var(59)*100
Trigger1 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*9>-20
Trigger2=EnemyNear,StateNo=[5120,5121]
Trigger2=EnemyNear,AnimTime=-7

[State -1,A_HS]
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4||fvar(39)
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||(StateNo=110||StateNo=115)&&Time>5
TriggerAll=P2StateType=L
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*EnemyNear(floor(fvar(18))),vel x*14=[-80,149]
TriggerAll=Random<=var(59)*100
Trigger1 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*9>-20
Trigger2=EnemyNear,StateNo=[5120,5121]
Trigger2=EnemyNear,AnimTime=-10
Trigger2=P2BodyDist X*fvar(8)>=0
Trigger3=EnemyNear,StateNo=[5120,5121]
Trigger3=EnemyNear,AnimTime=-6
Trigger3=P2BodyDist X*fvar(8)<0

;
;nډ 
;

[State -1,Dash];ꌂ
Type = ChangeState
value = 4000
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=!var(40)
TriggerAll=PalNo!=[11,12]
TriggerAll=ctrl||(StateNo=[11,22])||StateNo=52||(StateNo=[100,101])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),fvar(27)>220)
Trigger1 = Enemynear,life>(400/(Enemynear,const(data.defence)*0.01)*(const(data.attack)*0.01))
Trigger2 = Power<500

[State -1,SW];SW
Type = ChangeState
value = 4001
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=ctrl||(StateNo=[11,22])||StateNo=52||(StateNo=[100,101])
TriggerAll=P2StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=var(40)=1
;TriggerAll=(Power>=2000&&!(teammode=simul))||(Helper(780+id),fvar(27)<=130)
TriggerAll=P2BodyDist X*fvar(8)=[0-30*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-45),65]
Trigger1 = P2Stateno=[4400,4499]

[State -1,6HS];6HS
Type = ChangeState
value = 235
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(40)!=1
TriggerAll=PalNo!=[11,12]
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),fvar(39)<=3
TriggerAll=(Helper(780+id),var(44))||(P2Stateno=[4400,4499])
TriggerAll=(Power>=2000&&!(teammode=simul))&&(Helper(780+id),fvar(27)>=60)||(Helper(780+id),fvar(27)=[60,90])
TriggerAll=Power>=500
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
TriggerAll=NumHelper(50000+id)>0&&NumHelper(60000+id)>0
TriggerAll=ifelse(facing=1,(helper(50000+id),rootdist X)<55,(helper(60000+id),rootdist X)<55)
Trigger1 = P2BodyDist X*fvar(8)=[-15-30*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-45),30]
Trigger1 = P2StateType!=A
Trigger1 = var(58):=50
[State -1,S_NS];NS
Type = ChangeState
value = 3100
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(40)!=1
TriggerAll=PalNo=[11,12]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44))||(P2Stateno=[4400,4499])
TriggerAll=StateType!=A
TriggerAll=(Helper(780+id),fvar(27)>=50)
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)>0-20*(P2Stateno=[4400,4499])
Trigger1 = P2StateType!=A

[State -1,S_NS];NS
Type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(40)!=1
;TriggerAll=PalNo!=[11,12]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44))||(P2Stateno=[4400,4499])
TriggerAll=StateType!=A
TriggerAll=(Power>=2000&&!(teammode=simul))&&ifelse(facing=1,(helper(50000+id),rootdist X)<55,(helper(60000+id),rootdist X)<55)||(Helper(780+id),fvar(27)<=30)
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
Trigger1 = P2BodyDist X*fvar(8)=[-15-60*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-45),48]
Trigger1 = P2StateType!=A

[State -1,roar];tNXA
Type = ChangeState
value = 3100
TriggerAll=!IsHelper
TriggerAll=var(59)>7&&Random<=var(59)*100||fvar(39)
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])||StateNo=960
TriggerAll=Power>999
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=var(56)!=1
triggerall=var(40)=0
TriggerAll=P2MoveType=H
TriggerAll=(P2StateNo!=[120,159]);P2StateType=A||
TriggerAll=PalNo=[11,12]
TriggerAll=!teammode=simul
Trigger1 = P2BodyDist X*fvar(8)-vel x*5-EnemyNear(floor(fvar(18))),vel x*5=[0,60]
Trigger1 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*2)*4=[-90,0])||P2StateType!=A
Trigger2 = P2BodyDist X*fvar(8)>60+vel x*5+(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)
Trigger2 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4)*8=[-90,0])||P2StateType!=A


[State -1,S_FHS];pFRC6HS
Type = ChangeState
value = 235
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||StateNo=960||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)||var(50)>-45&&power>=500&&fvar(17)<=30
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=A
TriggerAll=((EnemyNear,AutHorName="muteki")*(EnemyNear,var(59)>0))=0
TriggerAll=var(50)>-45&&power>=500&&fvar(17)<=30||fvar(17)>20
TriggerAll=var(58)=3
Trigger1 = fvar(30)>=31
Trigger2 = NumHelper(1001)>0
Trigger2 = !(Helper(1001),MoveContAct)

[State -1,Dash];_bV
Type = ChangeState
value = 100
TriggerAll=!IsHelper
TriggerAll=var(59)>0||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=ctrl||(StateNo=[11,22])||StateNo=52||StateNo=0||StateNo=960
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L||Helper(780+id),fvar(27)>0
TriggerAll=P2MoveType=H||Helper(780+id),fvar(27)>0
Trigger1 = fvar(30)>=0||Helper(780+id),fvar(27)>0
Trigger1 = P2BodyDist X*fvar(8)>0-45*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-45)

[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)||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=var(58)!=100
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo=[120,155]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-5,38]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
Trigger1 = Random<ifelse(var(59)>7||fvar(39),7,var(59))*50

[State -1,S_NS];S
Type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=fvar(30)>=5
TriggerAll=var(58)!=100
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=1100&&AnimTime=0||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=(var(58)!=[2,4])
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateNo!=1622
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=P2BodyDist X*fvar(8)=[-25-(P2Dist X<=0)*75-(fvar(17)<20)*10-15*(P2BodyDist Y*fvar(9)<-45&&(facing=EnemyNear(floor(fvar(18))),facing)),48]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+0.55*2.5)*5=[-150,0]
Trigger1 = P2StateNo=[3000,3999]
Trigger1 = P2BodyDist X*fvar(8)-vel x*2-EnemyNear(floor(fvar(18))),vel x*5*(1-(Facing=Enemynear,Facing)*2)=[-15-(fvar(17)<20)*20-45*(P2BodyDist Y*fvar(9)>-40),65-42*((P2StateNo=[3000,3999])&&(P2BodyDist Y*fvar(9)+(EnemyNear,vel y+0.55*3)*6<0))]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*2.5)*5=[-150+70*(fvar(30)>5&&EnemyNear(floor(fvar(18))),vel y>0&&EnemyNear,vel x<1),0]
Trigger2 = P2StateNo!=[3000,3999]
Trigger2 = P2BodyDist X*fvar(8)-vel x*2-EnemyNear(floor(fvar(18))),vel x*5*(1-(Facing=Enemynear,Facing)*2)=[-15-(P2dist X>0&&P2BodyDist Y*fvar(9)>-40)*65,65+2*(P2Dist X-P2BodyDist X)*((Facing=Enemynear,Facing)&&EnemyNear(floor(fvar(18))),vel x<0)]
Trigger3=P2BodyDist X*fvar(8)=[-115+(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)+2*(P2dist X-P2BodyDist X)*((Facing=Enemynear,Facing)&&EnemyNear(floor(fvar(18))),vel x<=0),5]
Trigger3=P2Dist X<=0&&(StateNo=1100||PrevStateNo=1100)

[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=numpartner>=1&&teammode=simul
TriggerAll=Partner,Alive
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=(var(58)!=[2,4])
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateNo!=1622
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=P2BodyDist X*fvar(8)=[-15-30*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-45),48]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel))*5=[-120,0]


[State -1,S_FHS];pFRC6HS
Type = ChangeState
value = 235
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
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=196,18,62)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=A
TriggerAll=((EnemyNear,AutHorName="muteki")*(EnemyNear,var(59)>0))=0
TriggerAll=(P2BodyDist X*fvar(8)=[-9,40])&&fvar(17)<=30||fvar(17)>20
Trigger1 = var(58)=3

[State -1,S_K];K
Type = ChangeState
value = 210
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(30)>=12
TriggerAll=fvar(34)!=1
TriggerAll=var(58)!=100
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=A
;TriggerAll=P2StateNo!=1622
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=NumHelper(50000+id)>0
TriggerAll=(Helper(780+id),sysvar(0)=1)
TriggerAll=PrevStateNo!=960
TriggerAll=P2StateNo!=[120,155]
TriggerAll=!P2BodyDist Y*fvar(9)
Trigger1=P2BodyDist X*fvar(8)=[-30*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-45),76+vel x*5+(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)+2*(P2BodyDist X-P2Dist X)*((Facing=Enemynear,Facing)&&EnemyNear(floor(fvar(18))),vel x<0)]
Trigger2=P2BodyDist X*fvar(8)=[-65-vel x*5-(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)-2*(P2Dist X-P2BodyDist X)*((Facing=Enemynear,Facing)&&EnemyNear(floor(fvar(18))),vel x<0),5]
Trigger2=P2Dist X<0

[State -1,S_NS];6PqS
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=fvar(30)>=5
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=A
TriggerAll=P2MoveType=H
TriggerAll=var(58)=[2,4]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)=[-15-30*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-45),30+(fvar(30)<=6)*18-17*(EnemyNear(floor(fvar(18))),GetHitvar(HitShakeTime)>0)]
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=[ifelse(var(58)=4,-50,-30)-65*(fvar(30)<6),0]

[State -1,Jump];_bVpWv
Type = ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=fvar(30)>=9
TriggerAll=var(58)!=100
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo=[150,159]
TriggerAll=var(58)=0
Trigger1 = P2BodyDist X*fvar(8)>124
Trigger1 = P2StateType!=A

[State -1,Jump];_bVpWv
Type = ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(58)!=100
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo!=[120,159]
TriggerAll=var(58)!=6
TriggerAll=(StateNo=225&&movecontact)||var(58)=3
Trigger1 = P2BodyDist X*fvar(8)>84
Trigger2 = P2StateType!=A
Trigger2 = P2BodyDist X*fvar(8)>0-30*(P2Dist X>0)

[State -1,S_FHS];6HS
Type = ChangeState
value = 235
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(58)!=100
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=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[50,100]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
Trigger1 = Random<var(59)*3
Trigger1 = var(59)=[1,7]
Trigger2 = Random<var(59)*10
Trigger2 = var(59)=[8,11]
Trigger2 = var(30)>=11

[State -1,C_K];K
Type = ChangeState
value = 410
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(58)!=100
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||(StateNo=52&&!Time)||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo=[120,155]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-5,38]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
Trigger1 = Random<ifelse(var(59)>7||fvar(39),7,var(59))*50

[State -1,C_D];D
Type = ChangeState
value = 240
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||(StateNo=52&&!Time)||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(58)!=100
TriggerAll=P2StateNo=[120,155]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-5,80]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
Trigger1 = Random<ifelse(var(59)>7||fvar(39),7,var(59))*10

[State -1,S_FP];6P
Type = ChangeState
value = 205
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=var(58)!=100
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=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-5,30+vel x*8+(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*9+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*9)=[-130,0]
Trigger1 = Random<=(var(59)*30+(P2StateType=A&&var(59)>9)*var(59)*70)

[State -1,S_K];K
Type = ChangeState
value = 210
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(30)=5||fvar(30)>=5&&(P2StateType=A||teammode=simul)
TriggerAll=fvar(34)!=1
TriggerAll=var(58)!=100
TriggerAll=var(58)!=[1,4]
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=1100&&Animtime=0||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=NumHelper(50000+id)>0
TriggerAll=PrevStateNo!=960
TriggerAll=P2StateNo!=[120,155]
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=[-40,0])
TriggerAll=P2StateType!=A||P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3)*6>0
Trigger1=P2Dist X>=0
Trigger1=P2BodyDist X*fvar(8)=[-55*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-45),76+vel x*5+(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)+6*(P2BodyDist X-P2Dist X)*((Facing=Enemynear,Facing)&&EnemyNear(floor(fvar(18))),vel x<0)]
Trigger2=P2BodyDist X*fvar(8)=[-95+(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)+2*(P2dist X-P2BodyDist X)*((Facing=Enemynear,Facing)&&EnemyNear(floor(fvar(18))),vel x<=0),5]
Trigger2=P2Dist X<=0&&(StateNo=1100||PrevStateNo=1100)

[State -1,UROKO];ؔ
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=fvar(30)=5||fvar(30)>=5&&P2StateType=A&&P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3)*6>0
TriggerAll=var(58)!=100
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||StateNo=1100&&AnimTime=0||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=(var(58)!=[2,4])
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateNo!=1622
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
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=[-45,0]
Trigger1=P2Dist X>0
Trigger1=P2BodyDist X*fvar(8)-vel x*2-EnemyNear(floor(fvar(18))),vel x*5<65
Trigger2=P2BodyDist X*fvar(8)=[-115+(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)+2*(P2dist X-P2BodyDist X)*((Facing=Enemynear,Facing)&&EnemyNear(floor(fvar(18))),vel x<=0),5]
Trigger2=P2Dist X<=0&&(StateNo=1100||PrevStateNo=1100)
[State -1,UROKO];ؔ
Type = ChangeState
value = 1300
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=fvar(30)=5
TriggerAll=var(58)!=100
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=(var(58)!=[2,4])
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateNo!=1622
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=P2BodyDist X*fvar(8)-vel x*2-EnemyNear(floor(fvar(18))),vel x*5=[-10-(fvar(17)<20)*20,55]
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=[-220,0]

[State -1,S_NS];sFRC㉓S
Type = ChangeState
value = 225
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=var(58)!=100
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=A
TriggerAll=P2StateNo!=1622
TriggerAll=var(58)=4
TriggerAll=StateNo!=950
TriggerAll=fvar(30)<=14||(EnemyNear(floor(fvar(18))),vel y>0)
TriggerAll=StateNo!=960
TriggerAll=P2BodyDist X*fvar(8)>48
TriggerAll=P2BodyDist X*fvar(8)=[49,100+vel x*10+(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)*6.5)*13=[-80,0])||(EnemyNear(floor(fvar(18))),vel y>0)

[State -1,S_NS];S
Type = ChangeState
value = 225
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(58)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=NumHelper(50000+id)>0
TriggerAll=!(Helper(50000+id),var(11)=1)
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=A
TriggerAll=fvar(30)=13||fvar(30)>=13&&(P2StateType=A||teammode=simul)||(P2StateNo=[120,159])
;TriggerAll=P2StateNo!=1622
TriggerAll=(var(58)=[0,1])||var(58)=5
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
TriggerAll=P2StateNo!=[1420,1429]
TriggerAll=P2BodyDist X*fvar(8)=[49,169+vel x*8+(EnemyNear(floor(fvar(18))),vel x*8)*(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)*6.5)*13=[-40-15*(fvar(30)=13),0]
Trigger1 = P2StateNo!=[3100,3199]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+0.55*6.5)*13=[-40-15*(fvar(30)=13),0]
Trigger2 = P2StateNo=[3100,3199]
[State -1,C_S];2S
Type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=var(58)!=100
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||(StateNo=52&&!Time)||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo!=[120,155]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=var(58)=0
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
TriggerAll=NumHelper(50000+id)>0
TriggerAll=!(Helper(50000+id),var(11)=1)
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=Random<var(59)*60||var(59)>9
Trigger1 = P2BodyDist X*fvar(8)=[0,100+vel x*4+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = fvar(30)=7||fvar(30)>=7&&(P2StateType=A||teammode=simul)
Trigger2 = P2BodyDist X*fvar(8)=[101,179+vel x*6+(EnemyNear(floor(fvar(18))),vel x*10)*(1-(Facing=Enemynear,Facing)*2)]
Trigger2 = fvar(30)=10||fvar(30)>=10&&(P2StateType=A||teammode=simul)



[State -1,C_S];2S
Type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=var(58)!=100
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||(StateNo=52&&!Time)||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2MoveType=H
TriggerAll=P2Stateno!=[5102,5121]
TriggerAll=P2Stateno!=[120,155]
TriggerAll=fvar(30)>=10||P2StateType=L
TriggerAll=P2life<(32*fvar(19)*fvar(31)*(var(52)*0.01)*fvar(21))
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=var(58)=0
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=NumHelper(50000+id)>0
TriggerAll=!(Helper(50000+id),var(11)=1)
TriggerAll=PrevStateNo!=960
TriggerAll=P2BodyDist Y*fvar(9)>-60
TriggerAll=Random<var(59)*60||var(59)>9
Trigger1 = P2BodyDist X*fvar(8)=[0,100+vel x*7+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = fvar(30)>=7
Trigger2 = P2BodyDist X*fvar(8)-vel x*10-(EnemyNear(floor(fvar(18))),vel x*10)*(1-(Facing=Enemynear,Facing)*2)=[101,179]
Trigger2 = fvar(30)>=10

[State -1,roar];tNXA
Type = ChangeState
value = 3100
TriggerAll=!IsHelper
TriggerAll=var(59)>7&&Random<=var(59)*100||fvar(39)
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=Power>999
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(58)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=var(56)!=1
triggerall=var(40)=0
TriggerAll=P2MoveType=H
TriggerAll=var(58)=5||PalNo=[11,12]
TriggerAll=FrontEdgeBodyDist>150
TriggerAll=!teammode=simul
Trigger1 = P2BodyDist X*fvar(8)-vel x*5-EnemyNear(floor(fvar(18))),vel x*5=[0,60]
Trigger1 = (P2BodyDist Y*fvar(9)+EnemyNear(floor(fvar(18))),vel y*6=[-90,-10])||P2StateType!=A
Trigger2 = P2BodyDist X*fvar(8)>(60+vel x*5+(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2))
Trigger2 = (P2BodyDist Y*fvar(9)+EnemyNear(floor(fvar(18))),vel y*13=[-90,-10])||P2StateType!=A


[State -1,C_D];D
Type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||(StateNo=52&&!Time)||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(58)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=960
TriggerAll=NumHelper(50000+id)>0
TriggerAll=!(Helper(50000+id),var(11)=1)
;TriggerAll=!((P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*6.5)*13=[-40,0])&&fvar(4)>=13)
TriggerAll=var(58)=0||var(58)=5
TriggerAll=PrevStateNo!=960
TriggerAll=P2StateNo!=[1420,1429]
TriggerAll= (Random-(Random>300)*300)<=ifelse(var(59)>10||fvar(39),10,var(59))*70
Trigger1 = P2StateType!=A
Trigger1 = !(P2BodyDist Y*fvar(9))
Trigger1 = P2BodyDist X*fvar(8)=[60,82]
Trigger1 = fvar(30)=8||(P2StateNo=[120,159])
Trigger2 = P2BodyDist X*fvar(8)-vel x*11-(EnemyNear(floor(fvar(18))),vel x*11)*(1-(Facing=Enemynear,Facing)*2)=[-15,102]
Trigger2 = 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)*2)*4=[-50,0])&&P2BodyDist X*fvar(8)<49)
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)*8=[-50,0]
Trigger2 = fvar(30)>=8
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=[-50,0])&&P2BodyDist X*fvar(8)<49)
Trigger3 = P2BodyDist X*fvar(8)-vel x*7-(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-15,82]
Trigger3 = P2StateType=A
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*2.5)*5=[-50,0]
Trigger3 = fvar(30)>=8

[State -1,C_S];2S
Type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=var(58)!=100
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||(StateNo=52&&!Time)||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo=[120,155]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=var(58)=0
TriggerAll=Power>999
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
TriggerAll=P2StateType=A
TriggerAll=P2BodyDist Y*fvar(9)=[-50,0]
TriggerAll=Random<var(59)*60||var(59)>9
Trigger1 = P2BodyDist X*fvar(8)=[0,179]
;
;nq 
;
;hp
[State -1,var(17)Jumpflg];WveXg
Type = varset
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
Trigger1 = (movecontact||fvar(28))
Trigger1 = StateNo=200||StateNo=210||StateNo=220||StateNo=225
var(17) = 1
ignorehitPause = 1

[State -1,SAki];nCp[A[}[,K[Ln΍
Type = ChangeState
value = 1500
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>9&&Random<var(59)*10||fvar(39)||var(59)=11
TriggerAll=var(36)<24
TriggerAll=var(58)!=100
TriggerAll=StateType!=A
TriggerAll=P2MoveType!=H
TriggerAll=!teammode=simul
Trigger1 = ((movehit=[1,7])||movereversed)||fvar(28)
Trigger1 = (StateNo=[200,235])||(StateNo=[400,450])
Trigger1 = (P2StateNo!=[5000,5120])&&(P2StateNo!=[120,159])&&(P2StateNo!=[231,239])
Trigger2 = ((moveGuarded=[1,7])||movereversed)||fvar(28)
Trigger2 = (StateNo=[200,235])||(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=var(58)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=InGuardDist||(Helper(780+id),var(58))||MoveReversed
Trigger1 = (movecontact||fvar(28)||movereversed)
Trigger1 = StateNo=200||StateNo=210||StateNo=220||StateNo=225
trigger2 = numhelper(780+id)
trigger2 = helper(780+id),sysvar(0)
trigger2 = (stateno = [200,236])||(stateno = [400,450])
trigger2 = (movecontact||movereversed||fvar(28))
[State -3,蒆ip]
Type = ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=var(59)>7||fvar(39)
TriggerAll=Random<=ifelse(var(59)*50>500||fvar(39),500,var(59)*50)||Power<1000&&Random<=var(59)*100
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=A
TriggerAll=var(58)!=100
TriggerAll=!var(49)||P2BodyDist X*fvar(8)>80
TriggerAll=MoveGuarded=1
Trigger1 = StateNo=220
Trigger1 = P2BodyDist X*fvar(8)>30
;Trigger2 = StateNo=210
;Trigger3 = StateNo=220
;Trigger4 = StateNo=225

;hpI
;
;R{

[State -1,S_HS];HS
Type = ChangeState
value = 230
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
TriggerAll=!var(3)
TriggerAll=fvar(30)>=14
TriggerAll=var(50)<118
TriggerAll=var(58)!=100
TriggerAll=P2MoveType=H
TriggerAll=P2StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),sysvar(0)=1)
TriggerAll=MoveContAct
Trigger1 = (StateNo=[200,225])||(StateNo=[400,420])&&StateNo!=410
Trigger1 = P2BodyDist X*fvar(8)=[-5-30*(P2Dist X>0),65+vel X*5]

[State -1,S_HS];HS
Type = ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
TriggerAll=!var(3)
TriggerAll=fvar(30)>=18
TriggerAll=var(58)!=100
TriggerAll=var(50)<128
TriggerAll=P2MoveType=H
TriggerAll=P2StateType!=A||(P2StateNo=[5070,5072])
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),sysvar(0)=1)
TriggerAll=MoveContAct
Trigger1 = (StateNo=[200,235])||(StateNo=[400,450])
Trigger1 = P2BodyDist X*fvar(8)=[-5-30*(P2Dist X>0),195-145*(fvar(30)<19)]


[State -1,roar];tNXA
Type = ChangeState
value = 3100
TriggerAll=!IsHelper
TriggerAll=var(59)>8&&Random<=var(59)*100||fvar(39)
TriggerAll=Power>999
TriggerAll=var(50)>-35
TriggerAll=!var(3)
triggerall=var(40)=0
triggerall=!var(56)
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
Trigger1 = StateNo=420
Trigger1 = P2BodyDist X*fvar(8)=[100,300]
Trigger1 = MoveHit
Trigger2 = StateNo=230||StateNo=235||StateNo=225||StateNo=420
Trigger2 = MoveGuarded
Trigger2 = P2BodyDist Y*fvar(9)=[-70,-33]
Trigger2 = P2BodyDist X*fvar(8)>99
Trigger3 = StateNo=230||StateNo=235||StateNo=225||StateNo=420
Trigger3 = MoveGuarded
Trigger3 = P2StateType=A
Trigger3 = P2BodyDist X*fvar(8)<100
Trigger4 = StateNo=230||StateNo=450&&(P2StateNo!=[5070,5072])
Trigger4 = P2BodyDist X*fvar(8)=[0-30*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-45),300]
Trigger4 = MoveHit=1&&var(21)!=1
Trigger4 = P2StateType=A
Trigger4 = P2BodyDist Y*fvar(9)=[-50,0]
Trigger5 = (StateNo=[200,450])&&StateNo!=240
Trigger5 = P2BodyDist Y*fvar(9)=[-50,0]
Trigger5 = MoveHit
Trigger5 = PalNo=[11,12]

[State -1,soul];\ET@C@[
Type = ChangeState
value = 3000
TriggerAll=!IsHelper
TriggerAll=var(59)>6&&Random<=var(59)*100||fvar(39)
TriggerAll=Power>999
TriggerAll=!var(3)
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
TriggerAll=MoveGuarded
TriggerAll=P2life<=150
TriggerAll=fvar(17)<= 30
TriggerAll=P2BodyDist X*fvar(8)=[40,110]
Trigger1 = StateNo=220||StateNo=225||StateNo=230||StateNo=420||StateNo=450


[State -1,S_HS];6P
Type = ChangeState
value = 205
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=!var(3)
TriggerAll=var(50)>-70
TriggerAll=var(58)!=100
TriggerAll=P2MoveType=H
TriggerAll=P2StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveHit
Trigger1 = StateNo=220&&PrevStateNo=100
Trigger1 = P2BodyDist X*fvar(8)=[-25,4]
Trigger1 = Power<500||fvar(17)>45

[State -1,S_HS];HS
Type = ChangeState
value = 230
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
TriggerAll=var(50)>-70
TriggerAll=!var(3)
TriggerAll=var(58)!=100
TriggerAll=P2MoveType=H
TriggerAll=P2StateType!=A||StateNo=420
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct
Trigger1 = Power>499
Trigger1 = StateNo=220
Trigger1 = (P2BodyDist X*fvar(8)=[-25-50*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-45),35])&&fvar(17)<=30||(P2BodyDist X*fvar(8)=[-5,25])&&((EnemyNear,AutHorName="muteki")*EnemyNear,var(59)>0)=0
Trigger1 = MoveHit=1
Trigger1 = var(21)=0
Trigger2 = StateNo=225
Trigger2 = P2BodyDist X*fvar(8)=[-25-50*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-45),52]
Trigger2 = MoveHit
Trigger2 = Power<500
Trigger3 = StateNo=420
Trigger3 = P2BodyDist X*fvar(8)=[-25-50*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-45),64]
Trigger3 = MoveGuarded
Trigger3 = P2StateType=A
Trigger3 = Power>999
Trigger4 = StateNo=420
Trigger4 = P2BodyDist X*fvar(8)=[-25-50*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-45),72]
Trigger4 = ((EnemyNear,AutHorName="muteki")*EnemyNear,var(59)>0)=0
Trigger4 = MoveHit
Trigger4 = Power<500
Trigger5 = Power>499
Trigger5 = StateNo=220
Trigger5 = (P2BodyDist X*fvar(8)=[-10-50*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-45),45])&&fvar(17)<=30||(P2BodyDist X*fvar(8)=[-5-50*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-45),35])&&((EnemyNear,AutHorName="muteki")*EnemyNear,var(59)>0)=0
Trigger5 = MoveHit=1
Trigger5 = var(21)=1
Trigger6 = StateNo=420
Trigger6 = (P2BodyDist X*fvar(8)=[-25,85])
Trigger6 = P2StateType=A
Trigger6 = MoveHit=1
Trigger6 = var(21)!=1

[State -1,BAKAMON];
Type = ChangeState
value = 195
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=MoveContAct
TriggerAll=var(30)=0
Trigger1 = StateNo=450
Trigger1 = MoveHit
Trigger1 = var(50)<-60
Trigger2 = StateNo=225
Trigger2 = MoveGuarded
Trigger2 = var(59)=[1,4]

[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=var(58)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=A
TriggerAll=MoveContAct&&var(3)=0
TriggerAll=P2BodyDist X*fvar(8)=[-25-50*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-45),11+vel x*3]
TriggerAll=P2BodyDist Y*fvar(9)>-50-(MoveGuarded)*50
Trigger1 = StateNo=220
Trigger2 = StateNo=200

[State -1,S_NS];Sn
Type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=!var(3)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(58)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
TriggerAll=MoveContAct
Trigger1 = StateNo=200||StateNo=210||StateNo=400||StateNo=410
Trigger1 = P2BodyDist X*fvar(8)=[-15-30*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-45),48]

[State -1,S_NS];S󒆃qbg
Type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=!var(3)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(58)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist Y*fvar(9)>-90
TriggerAll=P2StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-5-30*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-45),48]
TriggerAll=MoveContAct
Trigger1 = StateNo=200||StateNo=210||StateNo=400||StateNo=410


[State -1,Jump];Wv
Type = ChangeState
value = ifelse(P2BodyDist Y*fvar(9)<-70,41,39)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||var(59)>7||fvar(39)
TriggerAll=StateType!=A
TriggerAll=var(58)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=MoveHit
TriggerAll=var(56)<1
Trigger1 = StateNo=220
Trigger2 = StateNo=225
Trigger3 = (Helper(780+id),sysvar(0)=1)
Trigger3 = (StateNo=[200,235])||(StateNo=[400,450])
Trigger3 = fvar(30)>=12

[State -1,GAESI_S];KԂs
Type = ChangeState
value = 1050
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=!var(43)
TriggerAll=!var(3)
TriggerAll=var(58)!=100
TriggerAll=P2BodyDist X*fvar(8)>-5
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveHit=1
TriggerAll=StateNo=450
TriggerAll=fvar(30)>=28
Trigger1 = Helper(780+id),var(54)=3
Trigger2 = var(21)=1


[State -1,GAESI_P];KԂ
Type = ChangeState
value = 1000
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=!var(43)
TriggerAll=!var(3)
TriggerAll=P2StateType!=L
TriggerAll=var(58)!=100
TriggerAll=P2MoveType=H
TriggerAll=fvar(30)>=17
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)||StateNo=235
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=A||StateNo=450
TriggerAll=Power>499
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
TriggerAll=MoveHit;||MoveGuarded&&StateNo=450&&time<6
Trigger1 = StateNo=230
Trigger1 = P2BodyDist X*fvar(8)=[-9-30*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-45),70]
Trigger1 = var(50)>-60||P2life<100
Trigger2 = StateNo=450
Trigger2 = P2BodyDist X*fvar(8)=[-9-30*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-45),91]
Trigger2 = P2StateNo=[5070,5072]
Trigger3 = StateNo=420||StateNo=235
Trigger3 = (P2BodyDist X*fvar(8)=[-19,55])&&fvar(17)<=20||(P2BodyDist X*fvar(8)=[-19,35])&&((EnemyNear,AutHorName="muteki")*EnemyNear,var(59)>0)=0
Trigger4 = StateNo=220
Trigger4 = ((EnemyNear,AutHorName="muteki")*EnemyNear,var(59)>0)=0
Trigger4 = (P2BodyDist X*fvar(8)=[-9,49])&&fvar(17)>=20

[State -1,S_NS];Sn
Type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=!var(3)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(58)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
TriggerAll=MoveContAct
Trigger1 = StateNo=200||StateNo=210||StateNo=400||StateNo=410||StateNo=205
Trigger1 = P2BodyDist X*fvar(8)=[-15-30*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-45),48]

[State -1,S_NS];S󒆃qbg
Type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=!var(3)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(58)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist Y*fvar(9)>-90
TriggerAll=P2StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-5-30*(P2Dist X>0&&P2BodyDist Y*fvar(9)>-45),48]
TriggerAll=MoveContAct
Trigger1 = StateNo=200||StateNo=210||StateNo=205||StateNo=400||StateNo=410

[State -1,Jump];_bVpWv
Type = ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(58)!=100
TriggerAll=P2StateType!=A
TriggerAll=Random<ifelse(var(59)>10||fvar(39),10,var(59))*50
TriggerAll=MoveContAct=1
Trigger1 = StateNo=225
Trigger1 = MoveGuarded
Trigger1 = P2BodyDist X*fvar(8)>60

[State -3,Dash];_bV
Type = ChangeState
value = 100
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(StateNo!=[100,101])
TriggerAll=Ctrl||StateNo=52
Trigger1 = var(58)=6||P2BodyDist X*fvar(8)=[0,80]
Trigger1 = PrevStateNo=960

[State -1,S_NS];S@n㎞
Type = ChangeState
value = 225
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=!var(3)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(58)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=A||StateNo=200||StateNo=210
TriggerAll=MoveContAct
TriggerAll=fvar(30)>=11
Trigger1 = StateNo=220
Trigger1 = MoveHit
Trigger1 = P2BodyDist X*fvar(8)=[-5,49]
Trigger2 = StateNo=210||StateNo=200||StateNo=410
Trigger2 = P2BodyDist X*fvar(8)=[49,120]


[State -1,C_S];2S@n㎞
Type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=!var(3)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(58)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
TriggerAll=MoveContAct
Trigger1 = StateNo=225||StateNo=410||StateNo=220
Trigger1 = P2BodyDist X*fvar(8)=[74,169]
Trigger2 = StateNo=200||StateNo=410||StateNo=210
Trigger2 = P2BodyDist X*fvar(8)<=74
Trigger2 = fvar(30)>=7
[State -1,C_D];D
Type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=!var(3)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(58)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=!P2BodyDist Y*fvar(9)||StateNo=420
TriggerAll=P2StateType!=A||StateNo=420
TriggerAll=MoveContAct
Trigger1 = StateNo=220
Trigger1 = P2BodyDist X*fvar(8)=[-5,70]
Trigger2 = StateNo=225
Trigger2 = P2BodyDist X*fvar(8)=[-5,73]
Trigger3 = StateNo=420
Trigger3 = P2BodyDist X*fvar(8)=[-5,80]
Trigger3 = !P2BodyDist Y*fvar(9)
Trigger3 = MoveHit
Trigger4 = StateNo=420||(StateNo=[220,225])
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=[-40,0]
Trigger4 = P2BodyDist X*fvar(8)=[-5,60+(fvar(17)<=20)*22]
Trigger4 = MoveGuarded
Trigger5 = StateNo=230
Trigger5 = P2BodyDist X*fvar(8)=[-5,67]
Trigger5 = fvar(17)<=20

[State -1,zugai];W
Type = ChangeState
value = 1200
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=!var(3)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(58)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=A||StateNo=450||StateNo=235
TriggerAll=!P2BodyDist Y*fvar(9)||StateNo=235||StateNo=450&&P2BodyDist Y*fvar(9)>-35&&!var(56)
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
TriggerAll=MoveHit||StateNo=235&&MoveGuarded
Trigger1 = StateNo=420
Trigger1 = var(21)=1||P2BodyDist X*fvar(8)=[53,120]
Trigger2 = StateNo=450
Trigger2 = P2BodyDist X*fvar(8)=[0,140]
Trigger3 = StateNo=235
Trigger3 = EnemyNear(floor(fvar(18))),AutHorName="muteki"
Trigger3 = EnemyNear,var(59)>0
Trigger4 = StateNo=230
Trigger4 = P2BodyDist X*fvar(8)=[0,140]
Trigger5 = StateNo=235
Trigger5 = MoveGuarded
Trigger5 = P2BodyDist X*fvar(8)>=50

[State -1,SAKI];̐
Type = ChangeState
value = 1500
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<=var(59)*100||fvar(39)
TriggerAll=!var(43)
TriggerAll=!var(3)
TriggerAll=var(36)<24
TriggerAll=var(58)!=100
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
TriggerAll=MoveGuarded
Trigger1 = StateNo=235
Trigger2 = StateNo=450
Trigger2 = time<6

[State -1,MATAGI];ׂ
Type = ChangeState
value = 1100
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=!var(43)
TriggerAll=!var(3)
TriggerAll=var(58)!=100
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
Trigger1 = StateNo=235
Trigger1 = MoveHit
Trigger2 = StateNo=420||StateNo=450
Trigger2 = MoveGuarded
Trigger2 = fvar(17)>120
Trigger2 = P2BodyDist X*fvar(8)<100


[State -1,UROKO];ؔ
Type = ChangeState
value = 1300
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=!var(43)
TriggerAll=!var(3)
TriggerAll=var(58)!=100
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
Trigger1 = MoveHit=1
Trigger1 = StateNo=205
Trigger1 = var(21)=0
Trigger2 = StateNo=230||StateNo=220
Trigger2 = 0;MoveGuarded
Trigger2 = P2BodyDist X*fvar(8)=[-15,65]
Trigger2 = P2StateType=A

[State -1,Jump];z[~OWv
Type = ChangeState
value = ifelse(StateType=A&&StateNo!=240,242,241)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=MoveHit
Trigger1 = StateNo=240
Trigger1 = numtarget(240)
Trigger2 = StateNo=630
Trigger2 = var(22)>=1

;
;󒆖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)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040&&Ctrl||(StateNo=[120,140])&&Ctrl
triggerAll=pos y<=ifelse(vel y<0,-35,-10)||(Helper(780+id),sysvar(0)=1)
Trigger1 = PrevStateNo=38
;Trigger2 = PrevStateNo=39
;Trigger2 = P2BodyDist X*fvar(8)>100
;Trigger2 = P2MoveType!=A
Value = 110

[State -3,AirDash];_bV
Type = ChangeState
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<var(59)*120||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040&&Ctrl||(StateNo=[120,140])&&Ctrl
triggerAll=pos y<=ifelse(vel y<0,-35,-10)
Trigger1 = PrevStateNo=36
;Trigger2 = PrevStateNo=39
;Trigger2 = P2BodyDist X*fvar(8)>100
;Trigger2 = P2MoveType!=A
Value = 115
[State -3,A-HS];HS
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=(P2StateNo!=[120,159])
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>=6)
TriggerAll=P2BodyDist X*fvar(8)=[-80,117]
Trigger1 = var(22)>=15
Trigger1 = StateNo=[241,242]
Trigger2 = var(22)=0
Trigger2 = var(23)=10
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*14)*14>-20

[State -1,A-K];K
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>5)
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=pos y<=ifelse(vel y<0,-35,-10)||P2StateType=A||fvar(30)<9;||(Helper(780+id),sysvar(0)=1)&&StateNo=110
TriggerAll=P2StateNo!=823
TriggerAll=var(23)!=10
TriggerAll=P2BodyDist Y*fvar(9)=[-35,95]
Trigger1 = 0;P2StateType!=A
Trigger1 = P2StateType!=C
Trigger1 = P2BodyDist X*fvar(8)=[-6,25+vel x*7]
Trigger1 = (P2StateNo!=[120,159])
Trigger1 = StateNo=110
Trigger2 = EnemyNear,Pos y<-60
Trigger2 = P2BodyDist X*fvar(8)=[-6,25+vel x*7+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
Trigger3 = P2StateType!=A
Trigger3 = P2BodyDist X*fvar(8)=[-35,35+vel x*7]
Trigger3 = fvar(30)<9


[State -3,A-K];~pK
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=(P2StateNo!=[120,159])
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>=6)
TriggerAll=P2BodyDist X*fvar(8)=[-50,100]
TriggerAll=StateNo!=38
TriggerAll=StateNo!=39
Trigger1 = var(22)=0
Trigger1 = var(23)=10
Trigger1 = Pos Y<-200

[State -1,A_S]
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||((StateNo=110||StateNo=115)&&Time>5)||(var(43)&&StateNo=99&&PrevStateNo=620)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(PrevStateNo!=[36,38])
TriggerAll=StateNo!=961
TriggerAll =pos y<=ifelse(vel y<0,-35,-10)||P2StateType=A||fvar(30)=9||Helper(780+id),sysvar(0)=1
TriggerAll=PrevStateNo!=1501
TriggerAll=(P2StateNo!=[120,155])||P2StateType!=A
Trigger1 = P2BodyDist X*fvar(8)=[-9-35,142+vel x*9]
Trigger1 = P2BodyDist Y*fvar(9)=[-20-(vel Y<-1)*110,60]
Trigger1 = var(23)!=10
Trigger1 = var(11)||PrevStateNo!=640
Trigger1 = P2StateType!=C
Trigger1 = var(58)!=3
Trigger1 = fvar(30)>=9||(P2StateNo=[120,155])
Trigger2 = var(22)<=9
Trigger2 = StateNo=[241,242]
Trigger3 = var(58)=3||P2StateType=C
Trigger3 = fvar(30)=11||(P2StateNo!=[5000,5270])||P2StateType=A&&StateNo=110&&Time>=8;||TeamSide=2&&StateNo=110&&Time>=8
Trigger4 = fvar(30)>=9
Trigger4 = (Helper(780+id),sysvar(0)=1&&StateNo=110)
;
;󒆌q 
;
;hp
[State -1,AirJump];2iWv
Type = ChangeState
value = 99
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=NumHelper(780+id)>0
TriggerAll=InGuardDist||(Helper(780+id),var(58))
TriggerAll=MoveContAct
Trigger1 = StateNo=620

;
;
;R{
[State -1,A_HS];HS
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=(var(59)>5&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(58)||P2BodyDist X*fvar(8)=[-90,117+vel x*14]
TriggerAll=P2BodyDist Y*fvar(9)=[-90-(vel y<0)*40,100+(P2StateType!=A)*150]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=MoveContAct
TriggerAll=StateNo=620
TriggerAll=(Helper(780+id),sysvar(0)=1)
Trigger1 = fvar(30)>=14

[State -1,AirJamp];QiWv
Type = ChangeState
value = 99
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=!var(12)
TriggerAll=P2StateType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=MoveHit
Trigger1 = P2BodyDist Y*fvar(9)<50
Trigger1 = StateNo=620||StateNo=630&&(Helper(780+id),sysvar(0)=1)

[State -1,A_S];S
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-70,142+vel x*9]
TriggerAll=P2BodyDist Y*fvar(9)=[-200,100]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=Pos Y+(fvar(23)<=9)*(vel y+ifelse(!var(12),0.3,0.4)*(9-fvar(23))/2)*(9-fvar(23))<0
TriggerAll=P2MoveType=H
TriggerAll=fvar(30)>=9
TriggerAll=MoveContAct
Trigger1 = P2StateType=A
Trigger1 = StateNo=600
Trigger2 = StateNo=610
Trigger2 = P2StateType=A||fvar(30)=9||Pos Y+(fvar(23)<=23)*(vel y+ifelse(!var(12),0.3,0.4)*(23-fvar(23))/2)*(23-fvar(23))<0||Pos Y+(fvar(23)<=10)*(vel y+ifelse(!var(12),0.3,0.4)*(10-fvar(23))/2)*(10-fvar(23))>0
[State -1,A_HS];HS
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=(var(59)>5&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(58)||P2BodyDist X*fvar(8)=[-90,117+vel x*14]
TriggerAll=P2BodyDist Y*fvar(9)=[-90-(vel y<0)*40,100+(P2StateType!=A)*150]
TriggerAll=Pos Y+(fvar(23)<=10)*(vel y+ifelse(!var(12),0.3,0.4)*(10-fvar(23))/2)*(10-fvar(23))<0
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=MoveContAct
TriggerAll=StateNo=620
Trigger1 = EnemyNear,Pos y>-60
Trigger1 = fvar(30)=14||Pos Y+(fvar(23)<=15)*(vel y+ifelse(!var(12),0.3,0.4)*(15-fvar(23))/2)*(15-fvar(23))>0
Trigger1 = P2StateType=A
Trigger2 = EnemyNear,Pos y<-59
Trigger2 = P2StateType=A
Trigger3 = P2BodyDist X*fvar(8)>=0||fvar(17)<=20
Trigger3 = P2StateType!=A
Trigger3 = fvar(30)=14||Pos Y+(fvar(23)<=15)*(vel y+ifelse(!var(12),0.3,0.4)*(15-fvar(23))/2)*(15-fvar(23))>0||TeamSide=2&&MoveContAct=1
Trigger4 = P2StateType!=A
Trigger4 = fvar(30)=10||Pos Y+(fvar(23)<=11)*(vel y+ifelse(!var(12),0.3,0.4)*(11-fvar(23))/2)*(11-fvar(23))>0||MoveContAct=6||TeamSide=2&&MoveContAct=3
Trigger4 = P2BodyDist X*fvar(8)<0&&fvar(17)>=40
;
;Ԃ
;
[State -3];TCNo[Xg
Type = ChangeState
value = 750
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=fvar(33)>=1.5
TriggerAll=Power<PowerMax/2
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*18)*(1-(Facing=Enemynear,Facing)*2)=[-55,55]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*17)*18=[-130,0]
TriggerAll=Alive
TriggerAll=P2StateNo!=[120,155]
TriggerAll=P2MoveType!=H
TriggerAll=P2MoveType=A||EnemyNear(floor(fvar(18))),ctrl
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*40
Trigger1 = (ctrl||fvar(28))||(StateNo=[100,101])
Trigger2 = (Time<=1&&MoveType=A)
Trigger2 = StateNo=[200,640]
Trigger2 = PrevStateNo!=[200,640]


[State -1];\ET@C@[
Type = ChangeState
value = 3000
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=!var(3)
triggerall=var(40)=0
TriggerAll=(StateNo=[200,451])&&MoveContAct
TriggerAll=StateNo!=240
TriggerAll=P2StateNo!=[120,159]
TriggerAll=P2MoveType!=H
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)=[-9,92]
Trigger1 = !P2BodyDist Y*fvar(9)

[State -1];tNXA
Type = ChangeState
value = 3100
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,9]
triggerall=var(40)=0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=40||StateNo=52||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
TriggerAll=P2StateNo!=[120,159]
TriggerAll=P2MoveType!=H
TriggerAll=P2MoveType=A||EnemyNear(floor(fvar(18))),ctrl
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*4
Trigger1 = P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*4)*(1-(Facing=Enemynear,Facing)*2)>-5
Trigger1 = !P2BodyDist Y*fvar(9)

;
;nړ 
;

[State -3,C];Ⴊ(ްސؑւ˂Ă)
Type = ChangeState
value = 11
ctrl=0
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=[120,155]
TriggerAll=fvar(38)=1
TriggerAll=fvar(38)>0
TriggerAll=StateNo=0
TriggerAll=ctrl
TriggerAll=NumHelper(780+id)>0
TriggerAll=InGuardDist||(Helper(780+id),var(58))
Trigger1 = Random<var(59)*20||var(59)>9


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


[State -3,Walk];O
Type = ChangeState
value = 21
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=ctrl||StateNo=11||StateNo=22
TriggerAll=StateNo!=[100,101]
Trigger1 = P2BodyDist X*fvar(8)>=200
Trigger1 = StateNo=22
Trigger2 = P2BodyDist X*fvar(8)>=180
Trigger2 = NumHelper(50000+id)>0&&NumHelper(60000+id)>0
Trigger2 = ifelse(facing=1,(helper(60000+id),rootdist X)<15,(helper(50000+id),rootdist X)<15)
Trigger3 = var(58)=100
Trigger3 = P2BodyDist X*fvar(8)>=10
[State -3,Walk];
Type = ChangeState
value = 22
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=var(58)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=ctrl||StateNo=11||StateNo=21
TriggerAll=StateNo!=[100,101]
TriggerAll=NumHelper(50000+id)>0&&NumHelper(60000+id)>0
TriggerAll=ifelse(facing=1,(helper(60000+id),rootdist X)>15,(helper(50000+id),rootdist X)>15)
Trigger1 = P2BodyDist X*fvar(8)<(160+39*(StateNo!=21))

[State -1,Jump];_bVpWv
Type = ChangeState
value = 36
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=ctrl||(StateNo=[11,22])||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=P2StateNo!=[120,155]
TriggerAll=NumHelper(50000+id)>0&&NumHelper(60000+id)>0
TriggerAll=ifelse(facing=1,(helper(60000+id),rootdist X)>75,(helper(50000+id),rootdist X)>75)
TriggerAll=Random<var(59)*6
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[95,110]
Trigger1 = P2StateType!=A

[State -1,Jump];_bVpWv
Type = ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=ctrl||(StateNo=[11,22])||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=P2StateNo!=[120,155]
TriggerAll=Random<var(59)*3
TriggerAll=life>300
Trigger1 = P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[120,180]
Trigger1 = P2StateType!=A

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

;
;n㗧ZU 
;
[State -3,T];
Type  = ChangeState
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(34)!=1
TriggerAll=RoundState=2
TriggerAll=!fvar(35)
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=Helper(780+id),fvar(39)=0
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28)||(StateNo=5120&&animtime=0))||(StateNo=[100,101])||StateNo=52||(StateNo=[11,22])||(StateNo=[120,140])
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((((fvar(24)=[3,4])&&Power<=920)||(Power>920&&(fvar(24)=[1,2]))),800,805)

;
;i

[State -1,C_K];K
type = ChangeState
value = 410
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,11]
TriggerAll=var(58)!=100
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-4,48+vel x*5+(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = P2StateType=S
Trigger1 = Random<var(59)*4

[State -1,C_D];D
type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,11]
TriggerAll=var(58)!=100
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=var(58)!=6
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-4,102+vel x*7+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = P2StateType=S
Trigger1 = Random<var(59)*3

;
;
;i

[State -1,S_D];D
type = ChangeState
value = 240
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(58)!=100
TriggerAll=var(59)=[8,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-4,81+vel x*10+(EnemyNear(floor(fvar(18))),vel x*25)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = P2StateType=C
Trigger1 = Random<var(59)*1


[State -1,S_FHS];6HS
type = ChangeState
value = 235
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(58)!=100
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)+vel x*5-(EnemyNear(floor(fvar(18))),vel x*20)*(1-(Facing=Enemynear,Facing)*2)=[70,168]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = P2StateType=C
Trigger1 = Random<var(59)*7

;
;
;
[State -3,̐]
Type = ChangeState
value = 1500
TriggerAll=!IsHelper
TriggerAll=var(59)>9
TriggerAll=RoundState = 2
TriggerAll=var(36)<24
TriggerAll=var(58)!=100
TriggerAll=StateType != A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
TriggerAll=EnemyNear(floor(fvar(18))),Movetype != H
TriggerAll=P2BodyDist X*fvar(8) = [-25,40+(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=P2BodyDist Y*fvar(9) >= -60-EnemyNear(floor(fvar(18))),vel y*6
TriggerAll=(EnemyNear(floor(fvar(18))),StateNo != [120,159])
TriggerAll=Ctrl || (StateNo=[100,101]) || StateNo = 52
Trigger1 = Random <= var(59)*11

[State -1,S_P];P
Type = ChangeState
value = 200
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(58)!=100
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*3)*4=[-50,0]
TriggerAll=Random<var(59)*4
Trigger1 = P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-3,51]

[State -1,S_NS];S
Type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(58)!=6
TriggerAll=var(58)!=100
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*4)*5=[-90,0]
TriggerAll=Random<=var(59)*7
Trigger1 = P2BodyDist X*fvar(8)=[-5,48]

[State -1,S_FP];6P
Type = ChangeState
value = 205
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[6,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(58)!=100
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*9=[-100,0]
TriggerAll=Random<var(59)*60
Trigger1 = P2BodyDist X*fvar(8)-((P2StateType=A)*EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[-3,37]


[State -1,C_D];D
type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=Random<=var(59)*3
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(58)!=100
TriggerAll=StateType!=A
TriggerAll=var(58)!=6
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)=[-4,101+vel x*7+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*2)*3>=0
Trigger2 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*11)*(1-(Facing=Enemynear,Facing)*2)=[82+vel x*7,102+vel x*7]
Trigger2 = P2StateType=A
Trigger2 = EnemyNear(floor(fvar(18))),vel y>0
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*10+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*10)=[-50,0]
;Trigger3 = P2BodyDist X*fvar(8)=[-15,82+vel x*7+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
;Trigger3 = P2StateType=A
;Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*7+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*7)=[-50,0]
;Trigger3 = EnemyNear(floor(fvar(18))),vel y>0
;Trigger4 = P2BodyDist X*fvar(8)=[-15,25+vel x*5+EnemyNear(floor(fvar(18))),vel x*5]
;Trigger4 = P2StateType=A
;Trigger4 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*5+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5)=[-50,0]
;Trigger4 = EnemyNear(floor(fvar(18))),vel y>0

[State -1,C_S];2S
Type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[6,11]
TriggerAll=fvar(34)!=1
TriggerAll=var(58)!=100
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=var(58)!=6
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-5,200]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*6)*7=[-40,0]
Trigger1 = Random<var(59)*2+(P2BodyDist X*fvar(8)>=150)*10

[State -1,S_S];S
Type = ChangeState
value = 225
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=var(58)!=100
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,62)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=var(58)!=6
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[49,169]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*6)*7=[-40,0]
Trigger1 = Random<var(59)*2


;
;󒆈ړ
;

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

[State -1,AirDash];_bV
Type = ChangeState
value = 110
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(58)!=25
TriggerAll=!var(11)
TriggerAll=StateType=A
triggerall = pos y <= ifelse(vel y < 0,-35,-10)
triggerall = pos y >=-50
TriggerAll=(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040&&Ctrl||(StateNo=[120,140])&&Ctrl
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)>140
Trigger1 = Random<var(59)*9

[State -1,AirBackDash];_bV
Type = ChangeState
value = 115
TriggerAll=!IsHelper
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(58)!=25
TriggerAll=var(59)>0
TriggerAll=!var(11)
TriggerAll=StateType=A
triggerall = pos y <= ifelse(vel y < 0,-35,-10)
TriggerAll=(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040&&Ctrl||(StateNo=[120,140])&&Ctrl
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=NumHelper(50000+id)>0&&NumHelper(60000+id)>0
Trigger1 = P2BodyDist X*fvar(8)=[0,180]
Trigger1 = Random<var(59)*7
Trigger1 = ifelse(facing=1,(helper(50000+id),rootdist X)>110,(helper(60000+id),rootdist X)>110)
;
;󒆗ZU 
;
[State -1,AirT];󒆓
type = ChangeState
value = 850
triggerall = !ishelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
triggerall = statetype = A
TriggerAll=!fvar(35)
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),fvar(39)=0
triggerall = (ctrl||fvar(28))
triggerall = !helper(780+id),var(8)
TriggerAll=P2BodyDist X*fvar(8)=[-43,55]
TriggerAll=P2BodyDist Y*fvar(9)=[-79,19]
triggerall = p2statetype = A
triggerall = p2movetype != H
Trigger1 = Random<var(59)*70
Trigger2 = (P2StateNo=[120,159])||(P2StateNo=[5200,5210])||(StateNo=[5200,5210])
Trigger2 = Random<var(59)*140
;I

;
;_bV
[State -1,A_K]
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(58)!=25
TriggerAll=StateType=A
TriggerAll=(StateNo=110||StateNo=115)&&Time>5
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=P2BodyDist X*fvar(8)-vel x*(7-(StateNo=115)*4)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[-60,25]
Trigger1 = Random<=var(59)*100
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*6)*7=[-60,110]

[State -1,A_S];S
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=var(58)!=25
TriggerAll=(StateNo=110||StateNo=115)&&Time>5
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=P2BodyDist X*fvar(8)-vel x*(8-(StateNo=115)*15)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)=[-80,149]
Trigger1 = Random<var(59)*35
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*9=[-60,60]
Trigger2 = P2StateType!=A
Trigger2 = Random<var(59)*60
Trigger2 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*8<-100
;

;
;
;[State -1,A_D];D
;Type = ChangeState
;value = 640
;TriggerAll=!IsHelper
;TriggerAll=var(59)>0
;TriggerAll=StateType=A
;TriggerAll=P2StateType!=L
;TriggerAll=P2MoveType=A
;Trigger1 = (StateNo=110||StateNo=115)&&Time>5
;Trigger1 = P2BodyDist X*fvar(8)=
;Trigger1 = P2BodyDist Y*fvar(9)=

[State -1,sisi];lƂ
Type = ChangeState
value = 1400
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=var(58)!=25
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=ctrl||(StateNo=110||StateNo=115)&&Time>6
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=Pos Y<-130
TriggerAll=P2BodyDist X*fvar(8)=[-70,70]
TriggerAll=P2BodyDist Y*fvar(9)>0
Trigger1=(var(59)>0&&Random<=var(59)*5)
Trigger2=(var(59)>0&&Random<=var(59)*30)
Trigger2=P2MoveType=A

[State -1,A_K];K
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=fvar(38)>0
TriggerAll=var(58)!=25
TriggerAll=fvar(34)!=1
TriggerAll=(ctrl||fvar(28))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=(PrevStateNo!=[36,38])
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)=[-20,25]
Trigger1 = (Random-(Random>350)*350)<var(59)*30
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*8=[-70,90]
Trigger1 = !InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2StateType=A||var(59)<7
Trigger2 = var(59)>6
Trigger2 = P2StateType!=A
Trigger2 = Random<=var(59)*100
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*8>-20

[State -1,A_HS];HS
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(58)!=25
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=110&&Time>5)||(StateNo=115&&Time>5)
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)=[0-(P2StateType!=A)*100,117+vel x*(14-(StateNo=115)*25)+(EnemyNear(floor(fvar(18))),vel x*14)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*13)*14=[-90,60]
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)*13)*14<0
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel))*19>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(58)!=25
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=110&&Time>5)||(StateNo=115&&Time>5)
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2BodyDist X*fvar(8) =[-100,142+vel x*(9-(StateNo=115)*13)+(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*9=[-90,60]
Trigger1 = (Random-(Random>600)*600)<var(59)*35
Trigger1 = P2StateType=A||var(59)<8
Trigger1 = !InGuardDist&&!(Helper(780+id),var(58))
Trigger2 = P2StateType!=A
Trigger2 = Random<=var(59)*100
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*8>-90
Trigger2 = vel y>0
Trigger3 = P2StateType!=A
Trigger3 = Random<=var(59)*100
Trigger3 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*8>-30
Trigger3 = vel y>0


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

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

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

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

[State 21]
Type = ChangeAnim
Trigger1 = Anim!=20
value = 20

[State 21]
Type = PlaySnd
Trigger1 = Animelemtime(3)=1
value = 20,0

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

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

[State 20, 2]
type = VelSet
trigger1 = palno = 11
x = -0.75*ifelse(helper(780+id),sysvar(0),1.2,1)

[State 22]
Type = ChangeAnim
Trigger1 = Anim!=21
value = 21

[State 22]
Type = PlaySnd
Trigger1 = Animelemtime(3) = 1
value = 20,0


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

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

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

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

[State 40, 1]
type = VarSet
triggerAll = Time = 0
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-25-(backedgebodydist<20)*45,50]
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
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)=-1,0,1.6)

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x)+3,ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=1,vel x*0.7,0)

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

[State 40, 4];qbg|[YɃWvŃ_bVp
type = velset
trigger1 = palno != 11
trigger1 = AnimTime = 0
trigger1 = prevstateno=200||prevstateno=210||prevstateno=220||prevstateno=225||prevstateno=400||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.2)

[State 40, 4];qbg|[YɃWvŃ_bVp
type = velset
trigger1 = palno = 11
trigger1 = AnimTime = 0
trigger1 = prevstateno=200||prevstateno=210||prevstateno=220||prevstateno=225||prevstateno=400||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,0.6)

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

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

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

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

[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


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

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

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

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

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

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

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

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

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 101
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.6)

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x)+3,ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=1,vel x*0.7,0)

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

[State 40, 4];qbg|[YɃWvŃ_bVp
type = velset
trigger1 = palno != 11
trigger1 = AnimTime = 0
trigger1 = prevstateno=200||prevstateno=210||prevstateno=220||prevstateno=225||prevstateno=400||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.2)

[State 40, 4];qbg|[YɃWvŃ_bVp
type = velset
trigger1 = palno = 11
trigger1 = AnimTime = 0
trigger1 = prevstateno=200||prevstateno=210||prevstateno=220||prevstateno=225||prevstateno=400||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,0.6)

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

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

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

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

[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

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

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

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

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

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

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

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

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

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 101
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.6)

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x)+3,ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=1,vel x*0.7,0)

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

[State 40, 4];qbg|[YɃWvŃ_bVp
type = velset
trigger1 = palno != 11
trigger1 = AnimTime = 0
trigger1 = prevstateno=200||prevstateno=210||prevstateno=220||prevstateno=225||prevstateno=400||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.2)

[State 40, 4];qbg|[YɃWvŃ_bVp
type = velset
trigger1 = palno = 11
trigger1 = AnimTime = 0
trigger1 = prevstateno=200||prevstateno=210||prevstateno=220||prevstateno=225||prevstateno=400||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,0.6)

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

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

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

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

[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




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

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

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

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

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

[State 39]
type = VarSet
TriggerAll=!Time
Trigger1 = P2Movetype=H||P2StateType=L
Trigger2 = P2BodyDist X>100
Trigger2 = Random<=333
Trigger3 = fvar(38)=3
sysvar(1) = 1

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

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

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 101
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.6)

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x)+3,ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=1,vel x*0.7,0)

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

[State 40, 4];qbg|[YɃWvŃ_bVp
type = velset
trigger1 = palno != 11
trigger1 = AnimTime = 0
trigger1 = prevstateno=200||prevstateno=210||prevstateno=220||prevstateno=225||prevstateno=400||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.2)

[State 40, 4];qbg|[YɃWvŃ_bVp
type = velset
trigger1 = palno = 11
trigger1 = AnimTime = 0
trigger1 = prevstateno=200||prevstateno=210||prevstateno=220||prevstateno=225||prevstateno=400||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,0.6)

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

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

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

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

[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 = 11

[StateDef 10000]
anim=9999
ctrl=0

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

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

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

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

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

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

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

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

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

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

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


[State -3]
Type = null
TriggerAll=P2StateNo=3118&&(Enemy,time=[3,4])
Trigger1=EnemyNear(var(9)),Pos Y+(-7.8+0.55*20*0.5)*20>0
Trigger1=var(10):=20
Trigger2=EnemyNear(var(9)),Pos Y+(-7.8+0.55*21*0.5)*21>0
Trigger2=var(10):=21
Trigger3=EnemyNear(var(9)),Pos Y+(-7.8+0.55*22*0.5)*22>0
Trigger3=var(10):=22
Trigger4=EnemyNear(var(9)),Pos Y+(-7.8+0.55*23*0.5)*23>0
Trigger4=var(10):=23
Trigger5=EnemyNear(var(9)),Pos Y+(-7.8+0.55*24*0.5)*24>0
Trigger5=var(10):=24
Trigger6=EnemyNear(var(9)),Pos Y+(-7.8+0.55*25*0.5)*25>0
Trigger6=var(10):=25
Trigger7=EnemyNear(var(9)),Pos Y+(-7.8+0.55*26*0.5)*26>0
Trigger7=var(10):=26
Trigger8=EnemyNear(var(9)),Pos Y+(-7.8+0.55*27*0.5)*27>0
Trigger8=var(10):=27
Trigger9=EnemyNear(var(9)),Pos Y+(-7.8+0.55*28*0.5)*28>0
Trigger9=var(10):=28
Trigger10=EnemyNear(var(9)),Pos Y+(-7.8+0.55*29*0.5)*29>0
Trigger10=var(10):=29
Trigger11=EnemyNear(var(9)),Pos Y+(-7.8+0.55*30*0.5)*30>0
Trigger11=var(10):=30
Trigger12=EnemyNear(var(9)),Pos Y+(-7.8+0.55*31*0.5)*31>0
Trigger12=var(10):=31
Trigger13=EnemyNear(var(9)),Pos Y+(-7.8+0.55*32*0.5)*32>0
Trigger13=var(10):=32
Trigger14=EnemyNear(var(9)),Pos Y+(-7.8+0.55*33*0.5)*33>0
Trigger14=var(10):=33
Trigger15=EnemyNear(var(9)),Pos Y+(-7.8+0.55*34*0.5)*34>0
Trigger15=var(10):=34
Trigger16=EnemyNear(var(9)),Pos Y+(-7.8+0.55*35*0.5)*35>0
Trigger16=var(10):=35
Trigger17=EnemyNear(var(9)),Pos Y+(-7.8+0.55*36*0.5)*36>0
Trigger17=var(10):=36
Trigger18=EnemyNear(var(9)),Pos Y+(-7.8+0.55*37*0.5)*37>0
Trigger18=var(10):=37
Trigger19=EnemyNear(var(9)),Pos Y+(-7.8+0.55*38*0.5)*38>0
Trigger19=var(10):=38
Trigger20=EnemyNear(var(9)),Pos Y+(-7.8+0.55*39*0.5)*39>0
Trigger20=var(10):=39
Trigger21=EnemyNear(var(9)),Pos Y+(-7.8+0.55*40*0.5)*40>0
Trigger21=var(10):=40
Trigger22=EnemyNear(var(9)),Pos Y+(-7.8+0.55*41*0.5)*41>0
Trigger22=var(10):=41
Trigger23=EnemyNear(var(9)),Pos Y+(-7.8+0.55*42*0.5)*42>0
Trigger23=var(10):=42
Trigger24=EnemyNear(var(9)),Pos Y+(-7.8+0.55*43*0.5)*43>0
Trigger24=var(10):=43
Trigger25=EnemyNear(var(9)),Pos Y+(-7.8+0.55*44*0.5)*44>0
Trigger25=var(10):=44
Trigger26=EnemyNear(var(9)),Pos Y+(-7.8+0.55*45*0.5)*45>0
Trigger26=var(10):=45
Trigger27=EnemyNear(var(9)),Pos Y+(-7.8+0.55*46*0.5)*46>0
Trigger27=var(10):=46
Trigger28=EnemyNear(var(9)),Pos Y+(-7.8+0.55*47*0.5)*47>0
Trigger28=var(10):=47
Trigger29=EnemyNear(var(9)),Pos Y+(-7.8+0.55*48*0.5)*48>0
Trigger29=var(10):=48
Trigger30=EnemyNear(var(9)),Pos Y+(-7.8+0.55*49*0.5)*49>0
Trigger30=var(10):=49
Trigger31=EnemyNear(var(9)),Pos Y+(-7.8+0.55*50*0.5)*50>0
Trigger31=var(10):=50
Trigger32=EnemyNear(var(9)),Pos Y+(-7.8+0.55*51*0.5)*51>0
Trigger32=var(10):=51
Trigger33=EnemyNear(var(9)),Pos Y+(-7.8+0.55*52*0.5)*52>0
Trigger33=var(10):=52
Trigger34=EnemyNear(var(9)),Pos Y+(-7.8+0.55*53*0.5)*53>0
Trigger34=var(10):=53
Trigger35=EnemyNear(var(9)),Pos Y+(-7.8+0.55*54*0.5)*54>0
Trigger35=var(10):=54
Trigger36=EnemyNear(var(9)),Pos Y+(-7.8+0.55*55*0.5)*55>0
Trigger36=var(10):=55
Trigger37=EnemyNear(var(9)),Pos Y+(-7.8+0.55*56*0.5)*56>0
Trigger37=var(10):=56
Trigger38=EnemyNear(var(9)),Pos Y+(-7.8+0.55*57*0.5)*57>0
Trigger38=var(10):=57
Trigger39=EnemyNear(var(9)),Pos Y+(-7.8+0.55*58*0.5)*58>0
Trigger39=var(10):=58
Trigger40=EnemyNear(var(9)),Pos Y+(-7.8+0.55*59*0.5)*59>0
Trigger40=var(10):=59
Trigger41=EnemyNear(var(9)),Pos Y+(-7.8+0.55*60*0.5)*60>0
Trigger41=var(10):=60
Trigger42=EnemyNear(var(9)),Pos Y+(-7.8+0.55*61*0.5)*61>0
Trigger42=var(10):=61
Trigger43=EnemyNear(var(9)),Pos Y+(-7.8+0.55*62*0.5)*62>0
Trigger43=var(10):=62
Trigger44=EnemyNear(var(9)),Pos Y+(-7.8+0.55*63*0.5)*63>0
Trigger44=var(10):=63
Trigger45=EnemyNear(var(9)),Pos Y+(-7.8+0.55*64*0.5)*64>0
Trigger45=var(10):=64
Trigger46=EnemyNear(var(9)),Pos Y+(-7.8+0.55*65*0.5)*65>0
Trigger46=var(10):=65
Trigger47=EnemyNear(var(9)),Pos Y+(-7.8+0.55*66*0.5)*66>0
Trigger47=var(10):=66
Trigger48=EnemyNear(var(9)),Pos Y+(-7.8+0.55*67*0.5)*67>0
Trigger48=var(10):=67
Trigger49=EnemyNear(var(9)),Pos Y+(-7.8+0.55*68*0.5)*68>0
Trigger49=var(10):=68
Trigger50=EnemyNear(var(9)),Pos Y+(-7.8+0.55*69*0.5)*69>0
Trigger50=var(10):=69
Trigger51=var(10):=70
[State -3]
Type = varset
Trigger1=P2StateNo!=3119&&P2MoveType!=H
var(10) = 0


[State -3]
Type = varset
TriggerAll=P2StateNo=3118&&(Enemy,time=[3,4])
Trigger1=Root,P2BodyDist X-5*(var(10)-5)-2.4*(var(10)+Root,Animtime-5)<49
var(11) = 1

[State -3]
Type = varset
Trigger1=P2StateNo!=3119&&P2MoveType!=H||Root,Facing=Enemy,facing
var(11) = 0

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