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

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

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

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

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

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


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


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

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

[State Gold];ŗpwp[
type = helper
trigger1 = !numhelper(990+(teamside))
trigger1 = roundstate = 2
trigger1 = (enemy,TeamMode=Turns)||(enemy,TeamMode=Single)
;trigger1 = ctrl
pos = 0,0
postype = left
ID=990+(teamside)
pausemovetime = 0
name = "Death"
sprpriority = 100
stateno = 795
helpertype = normal
keyctrl = 0
ownpal = 0


[State ctrl]
type = varset
trigger1 = Roundstate=2
trigger1 = (enemy,TeamMode=Turns)||(enemy,TeamMode=Single)
trigger1 = numhelper(990+(teamside))
trigger1 = !(helper(990+(teamside)),Numtarget)
trigger1 = StateNo=5900||(StateNo=[190,194])||(StateNo=0&&ctrl=0)
var(55)=98

[State ctrl]
type = ChangeState
trigger1 = MoveType!=H&&StateType!=L
trigger1 = Roundstate=2
trigger1 = (enemy,TeamMode=Turns)||(enemy,TeamMode=Single)
trigger1 = numhelper(990+(teamside))
trigger1 = !(helper(990+(teamside)),Numtarget)
trigger1 = StateNo!=5900&&(StateNo!=[190,194])
trigger1 = !(StateNo=0&&ctrl=0)
trigger1 = var(55):=99
value = 0
ctrl=0

[State ctrl]
type = ctrlset
triggerAll=var(55)=99
triggerAll=Roundstate=2
triggerAll=(enemy,TeamMode=Turns)||(enemy,TeamMode=Single)
trigger1 = numhelper(990+(teamside))
trigger1 = (helper(990+(teamside)),Numtarget)
trigger1 = stateno=0
value = 1

[State ctrl]
type = varset
triggerAll=var(55)=99
trigger1 = numhelper(990+(teamside))
trigger1 = (helper(990+(teamside)),Numtarget)
trigger1 = P2MoveType!=H&&(P2StateNo!=[795,799])
trigger2 = MoveType=H||InGuardDist&&Enemy,Time>2
var(55)=0
;
;҂
;
[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
Trigger51= EnemyNear(floor(fvar(18))),AutHorName="Ahuron"
Trigger51= (P2StateNo=[700,701])
fvar(34) = 1
IgNoreHitPause = 1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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


[State -3];gc莞ԗp
Type = VarSet
TriggerAll=!EnemyNear(floor(fvar(18))),Time
TriggerAll=P2MoveType=H
TriggerAll=RoundState=2
Trigger1 = EnemyNear(floor(fvar(18))),GetHitVar(fall)=1
fvar(29) = EnemyNear(floor(fvar(18))),GetHitVar(fall.RecoverTime)+(EnemyNear(floor(fvar(18))),GetHitVar(fall.Recover)=0)*999
IgNoreHitPause = 1
[State -3];gc莞ԗp
Type = VarSet
TriggerAll=EnemyNear(floor(fvar(18))),Time=1
TriggerAll=P2MoveType=H
TriggerAll=RoundState=2
TriggerAll=TeamSide=2
Trigger1 = !fvar(29);||fvar(29)<EnemyNear(floor(fvar(18))),GetHitVar(fall.RecoverTime)
Trigger1 = EnemyNear(floor(fvar(18))),GetHitVar(fall)=1
fvar(29) = EnemyNear(floor(fvar(18))),GetHitVar(fall.RecoverTime)+(EnemyNear(floor(fvar(18))),GetHitVar(fall.Recover)=0)*999-1
IgNoreHitPause = 1
[State -3];莞ԗp nvar
Type = VarSet
TriggerAll=!EnemyNear(floor(fvar(18))),Time
TriggerAll=P2MoveType=H
TriggerAll=RoundState=2
Trigger1 = (P2StateNo!=[231,233])&&(P2StateNo!=[1215,1219])
Trigger1 = EnemyNear(floor(fvar(18))),GetHitVar(fall)=0
fvar(29) = EnemyNear(floor(fvar(18))),GetHitVar(SlideTime)+EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)-((enemynear(floor(fvar(18))),authorname="586")&&enemynear(floor(fvar(18))),StateType!=A&&(enemynear(floor(fvar(18))),StateNo!=[120,159]))
IgNoreHitPause = 1

[State -3,1];gc莞ԗp
Type = null;VarSet
TriggerAll=RoundState=2
TriggerAll=!EnemyNear(floor(fvar(18))),Time||StateNo=810
Trigger1 = StateNo=810
Trigger1 = fvar(29):=999
Trigger2 = NumTarget(230)
Trigger2 = Target,StateNo=231
Trigger2 = fvar(29):=49+EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)
Trigger3 = NumTarget(1200)
Trigger3 = Target,StateNo=1215
Trigger3 = fvar(29):=53+EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)
IgNoreHitPause = 1


[State -3,1];gc莞ԗp
Type = varadd
TriggerAll=!EnemyNear(floor(fvar(18))),Time
TriggerAll=RoundState=2
Trigger1 = NumTarget(230)
Trigger1 = Target,StateNo=[232,233]
Trigger1 = Target,PrevStateNo=[232,233]
Trigger2 = NumTarget(1200)
Trigger2 = Target,StateNo=[1216,1217]
Trigger2 = Target,PrevStateNo=[1216,1217]
fvar(29) = -1
IgNoreHitPause = 1

[State -3,1];gc莞ԗp
Type = VarSet
TriggerAll=EnemyNear(floor(fvar(18))),Time=1
TriggerAll=RoundState=2
TriggerAll=P2MoveType=H
TriggerAll=TeamSide=2
Trigger1 = !fvar(29)
Trigger1 = EnemyNear(floor(fvar(18))),GetHitVar(fall)=0
fvar(29) = EnemyNear(floor(fvar(18))),GetHitVar(SlideTime)+EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)-1-((enemynear(floor(fvar(18))),authorname="586")&&enemynear(floor(fvar(18))),StateType!=A&&(enemynear(floor(fvar(18))),StateNo!=[120,159]))
IgNoreHitPause = 1

[State -3,ComboFlagSet];莞ԗp K[h
Type = VarSet
TriggerAll=!EnemyNear,Time
TriggerAll=RoundState=2
TriggerAll=MoveGuarded=1
Trigger1 = 1
fvar(29) = EnemyNear(floor(fvar(18))),GetHitVar(CtrlTime)+EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)
IgNoreHitPause = 1

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


[State -3,ComboFlagSet];莞ԗpZbg
Type = VarSet
Trigger1 = P2StateNo=[795,799]
fvar(29) = 0
IgNoreHitPause = 1
[State -3,ComboFlagSet];莞ԗpZbg
Type = VarSet
Trigger1 = P2MoveType!=H
fvar(29) = 0
IgNoreHitPause = 1

;
;ėpލs
;

;
;var(55) R{p
;

[State -2,JEg];󓊂_
Type = VarSet
Trigger1 = StateNo=3000&&fvar(24)>300&&p2Life>49&&var(50)<-70
var(55) = 5

[State -2,JEg];󓊂_
Type = VarSet
Trigger1 = StateNo=810;||StateNo=860
Trigger1 = var(58)!=2
var(55) = 8

[State -2,JEgZbg]
type = varset
TriggerAll = (var(55)=[1,9])||(var(55)=[26,29])||(var(55)=49)
Trigger1 = MoveType=H||P2MoveType=A
Trigger2 = P2MoveType!=H
Trigger3 = var(55)=1||(var(55)=[3,4])
Trigger3 = StateNo=1800||StateNo=1850||StateNo=1100||StateNo=1150
Trigger4 = var(55)=[6,7]
Trigger4 = StateNo=1800&&MoveHit
Trigger5 = var(55)=8
Trigger5 = StateNo=1000||(StateNo=[1350,1360])
var(55)=0

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

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

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

[State -2,JEg];ΐlpē
Type = VarSet
TriggerAll=var(59)>6&&Random<=150+(ceil(var(50)/12))*50
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(45))
TriggerAll=P2StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,35]
Trigger1 = (StateNo=[400,410])||(StateNo=[200,210])&&StateNo!=205
Trigger1 = MoveGuarded=1
Trigger2 = StateNo=52&&!time
Trigger2 = fvar(35)<3||(P2StateNo=[120,159])&&fvar(29)<5
var(55) = 100

[State -2,JEg];ΐlpē
Type = VarSet
TriggerAll=var(59)>6&&Random<=666
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(45))
TriggerAll=P2StateType!=A
TriggerAll=(var(55)!=[102,103])
Trigger1 = StateNo=960&&PrevStateNo=1200
var(55) = 102+(RanDom<333)

[State -2,JEg];ΐlpē
Type = VarSet
TriggerAll=var(59)>6;&&Random<=150+(ceil(var(50)/12))*50
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(45))
TriggerAll=P2StateType!=A
TriggerAll=(var(55)!=[102,103])
Trigger1 = StateNo=960&&PrevStateNo=1200
var(55) = 100

[State -2,JEgZbg]
type = varset
TriggerAll = var(55)=100
Trigger1 = (P2StateNo=[35,41])||P2StateType=A
Trigger2 = P2BodyDist X*fvar(8)>75&&!NumHelper(1210)
Trigger3 = P2MoveType=H&&(P2StateNo!=[120,159])
var(55)=0
[State -2,JEgZbg]
type = varset
TriggerAll = var(55)=[102,103]
Trigger1 = (StateNo=[200,640])&&MoveContAct
Trigger2 = P2MoveType=H&&(P2StateNo!=[120,159])
var(55)=0

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

[State -2,JEgZbg]
type = varset
TriggerAll = var(55)=200
Trigger1 = (StateNo=[105,115])&&AnimTime=0||P2StateType=A&&P2StateNo!=105
Trigger2 = P2BodyDist X*fvar(8)>35&&P2StateNo!=105&&StateNo!=105
Trigger3 = P2MoveType=H&&(P2StateNo!=[120,159])||MoveType=H&&(StateNo!=[120,159])
var(55)=0
;
;
;
[State -1,ITIGEKI];ꌂKE
Type = ChangeState
value = 4000
TriggerAll=!IsHelper
TriggerAll=var(59)>6
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=!var(25)
TriggerAll=Life>200
TriggerAll=var(40)=0
Trigger1 = StateType!=A
Trigger1 = ctrl
Trigger2 = StateNo=100
Trigger3 = StateNo=101
Trigger4 = StateNo=40||StateNo=52
Trigger5 = StateNo=[195,197]
Trigger5 = Time>ifelse(anim = 197,20,61)

[State -1,h]
Type = ChangeState
value = 196
TriggerAll=var(59)>=7
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=PrevStateNo!=[195,197]
TriggerAll=Life<201
Trigger1 = StateType!=A
Trigger1 = ctrl
Trigger2 = StateNo=100
Trigger3 = StateNo=101
Trigger4 = StateNo=40
;
;\
;Time=1 Random StateNo
;
[State -1,ITIGEKI];ꌂKE\΍
Type = ChangeState
value = 4000
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=var(40)=1
Trigger1 = StateType!=A
Trigger1 = ctrl
Trigger2 = StateNo=100
Trigger3 = StateNo=101
Trigger4 = StateNo=40||StateNo=52
Trigger5 = StateNo=[195,197]
Trigger5 = Time>ifelse(anim = 197,20,61)

;
;p΍
;

[State -1,Jump];Wv
Type = ChangeState
value = ifelse(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6<=-80,41,35)
TriggerAll=!IsHelper
TriggerAll=var(59)>9&&Random<var(59)*100
TriggerAll=StateType!=A
TriggerAll=fvar(38)=-5
TriggerAll=ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=A
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6>=-300
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,50]
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,BackStep];obNXebv
Type = ChangeState
value = 105
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=StateType!=A
TriggerAll=ctrl||(StateNo=[11,22])||(Stateno=[100,101])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=var(55)=200
TriggerAll=NumHelper(780+id)>0
;TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
;TriggerAll=EnemyNear(floor(fvar(18))),AutHorName="muteki"
Trigger1 = P2BodyDist X*fvar(8)<25
Trigger2 = EnemyNear(floor(fvar(18))),var(55)=200
Trigger2 = EnemyNear(floor(fvar(18))),StateNo=105
;
;΋
;
[State -1,FB];FBfBK[
type = ChangeState
value = 1180
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,11]
TriggerAll=var(58)=2
TriggerAll=fvar(38)>0
TriggerAll=Power>499
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])||(StateNo=[120,140])&&(anim!=300)&&var(38)<=0
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(45))
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||(!teammode=simul)&&Enemy,NumHelper=Helper(780+id),var(51)&&Enemy,NumProj=0
TriggerAll=P2StateType=A
TriggerAll=(Helper(780+id),var(48))>(30+floor(random/100)-12*(var(59)-8))||var(59)=11
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*9.5)*19=[-155,-10]
TriggerAll=Random<var(59)*3
Trigger1 = P2BodyDist X*fvar(8)-vel x*7-(EnemyNear(floor(fvar(18))),vel x*19)*(1-(Facing=Enemynear,Facing)*2)=[25,145]

[State -1,junp];󓊂pjunp
Type = ChangeState
value = ifelse(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6<=-80,41,35)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[10,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=P2StateNo!=105
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||StateNo=52||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6>=-300
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>4
TriggerAll=P2StateType=A
TriggerAll=(Helper(780+id),var(48))>(30+floor(random/50)-12*(var(59)-8))||var(59)=11
TriggerAll=Random<var(59)*44
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,45]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6<=-10
Trigger2 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,45]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*6)*7<=-10
Trigger3 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,45]
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*7)*8<=-10
Trigger4 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,45]
Trigger4 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*9<=-10

[State -1,C_S];6K
type = ChangeState
value = 215
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=var(58)=2
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2StateType=A
TriggerAll=EnemyNear(floor(fvar(18))),vel y>=0||P2StateNo<1000
TriggerAll=(Helper(780+id),var(48))>(35+floor(random/50)-12*(var(59)-8))||var(59)=11
TriggerAll=NumHelper(780+id)>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
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)*8=[-135,-15]
TriggerAll=Random<=var(59)*120
Trigger1 = P2BodyDist X*fvar(8)-vel x*4-(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)=[35,122]

[State -1,C_S];6K
type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=var(58)=2
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2StateType=A
TriggerAll=EnemyNear(floor(fvar(18))),vel y>=0||P2StateNo<1000
TriggerAll=(Helper(780+id),var(48))>(35+floor(random/50)-12*(var(59)-8))||var(59)=11
TriggerAll=NumHelper(780+id)>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*2.5)*5=[-135,-55]
TriggerAll=Random<=var(59)*120
Trigger1 = P2BodyDist X*fvar(8)-vel x*2.5-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[0,80]
Trigger1 = P2BodyDist X*fvar(8)=[-32,54]

;
;؂ւ
;PrevStateNo = [120,159] PrevStateNo = [5000,5270] EnemyNear,HitDefAttr = SCA,AT;
;
[State -3,gs];TCNo[Xg
Type = ChangeState
value = 750
TriggerAll=!IsHelper
TriggerAll=var(59)>4
TriggerAll=RoundState=2
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=fvar(33)>=1.5
TriggerAll=!fvar(28)
TriggerAll=!NumHelper(1210)&&!NumHelper(1260)
TriggerAll=Power<PowerMax/6
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*18)*(1-(Facing=Enemynear,Facing)*2)=[-55,55]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*18+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*171)=[-130,0]
TriggerAll=Alive
TriggerAll=!EnemyNear(floor(fvar(18))),ctrl
TriggerAll=P2MoveType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=InGuardDist||(Helper(780+id),var(58))||fvar(38)=3
TriggerAll=P2StateNo>199
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[140,159])
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-18||var(59)<7
TriggerAll=Random<var(59)*60||var(59)>9
Trigger1 = (ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])
Trigger2 = (Time<=1&&MoveType=A)
Trigger2 = StateNo=[200,640]
Trigger2 = PrevStateNo!=[200,640]


[State -3,NS1];iCgAT[L[
Type = ChangeState
value = 3000
TriggerAll=RoundState=2
TriggerAll=var(59)>0
triggerall=var(40)=0
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=!IsHelper
TriggerAll=Power>999
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo>199
TriggerAll=fvar(24)<120
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||!Time&&var(59)>9||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[120,155])
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(StateNo=[200,451])&&StateNo!=240&&(var(29)||((MoveContAct||movereversed)&&!var(3)))
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime<-13||var(59)<7
Trigger1 = P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*13*(1-(Facing=Enemynear,Facing)*2)=[10,150]
Trigger1 = (P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*6.5)*13=[-150,-10])||P2StateType!=A
Trigger2 = EnemyNear(floor(fvar(18))),AnimTime<-22||var(59)<7
Trigger2 = P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*22*(1-(Facing=Enemynear,Facing)*2)=[10,200]
Trigger2 = (P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*11)*22=[-140,-10])||P2StateType!=A
Trigger3 = EnemyNear(floor(fvar(18))),AnimTime<-26||var(59)<7
Trigger3 = P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*26*(1-(Facing=Enemynear,Facing)*2)<300
Trigger3 = (P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*13)*26=[-150,-10])||P2StateType!=A

[State -3,NS1];iCgAT[L[
Type = ChangeState
value = 3000
TriggerAll=RoundState=2
TriggerAll=var(59)>0
triggerall=var(40)=0
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=!IsHelper
TriggerAll=Power>999
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo>199
TriggerAll=fvar(24)<120
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||!Time&&var(59)>9||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[120,155])
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 = EnemyNear(floor(fvar(18))),AnimTime<-13||var(59)<7
Trigger1 = P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*13*(1-(Facing=Enemynear,Facing)*2)=[10,150]
Trigger1 = (P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*6.5)*13=[-150,-10])||P2StateType!=A
Trigger2 = EnemyNear(floor(fvar(18))),AnimTime<-22||var(59)<7
Trigger2 = P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*22*(1-(Facing=Enemynear,Facing)*2)=[10,200]
Trigger2 = (P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*11)*22=[-140,-10])||P2StateType!=A
Trigger3 = EnemyNear(floor(fvar(18))),AnimTime<-26||var(59)<7
Trigger3 = P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*26*(1-(Facing=Enemynear,Facing)*2)<300
Trigger3 = (P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*13)*26=[-150,-10])||P2StateType!=A


[State -3];EHg
Type = ChangeState
value = 1300
TriggerAll=!ishelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
triggerall=var(40)=0
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=P2MoveType=A
TriggerAll=life>100
TriggerAll=P2StateNo<2000
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-24
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=NumHelper(780+id)>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=[130,159])
TriggerAll=P2StateType!=A 
TriggerAll=P2BodyDist X*fvar(8)<=130
TriggerAll=((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>5
Trigger1 = Ctrl||(StateNo=[100,101])||StateNo=40||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(StateNo=[200,451])&&StateNo!=240&&(var(29)||((MoveContAct||movereversed)&&!var(3)))||(Stateno=[11,22])
Trigger2 = Helper(780+id),sysvar(0)
Trigger2 = (StateNo=151||StateNo=153||StateNo=155)||(((var(20)=[1,7])&&Time>=15)||HitShakeOver)&&(stateno=150||stateno=152||stateno=154)||stateno=156&&Time>=13
[State -3];tg
Type = ChangeState
value = 1360
TriggerAll=!ishelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
triggerall=var(58)=1
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo<2000
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-24
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=NumHelper(780+id)>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=[130,159])
TriggerAll=P2StateType!=A 
TriggerAll=EnemyNear(floor(fvar(18))),vel x<1
Trigger1 = Ctrl||(StateNo=[100,101])||StateNo=40||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(StateNo=[200,451])&&StateNo!=240&&(var(29)||((MoveContAct||movereversed)&&!var(3)))||(Stateno=[11,22])
Trigger2 = Helper(780+id),sysvar(0)
Trigger2 = (StateNo=151||StateNo=153||StateNo=155)||(((var(20)=[1,7])&&Time>=15)||HitShakeOver)&&(stateno=150||stateno=152||stateno=154)||stateno=156&&Time>=13

[State -3];OGO[
Type = ChangeState
value = ifelse(var(58)=2,1250,ifelse(var(58)=1&&var(42),1245,1220))
TriggerAll=!ishelper
TriggerAll=var(59)>0
TriggerAll=var(58)=[1,2]
TriggerAll=RoundState=2
triggerall=!var(43)
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=P2MoveType=A
TriggerAll=life>100
TriggerAll=!fvar(24)||enemy,life<60
TriggerAll=P2StateNo<2000
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-16+6*(var(58)=1)
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=NumHelper(780+id)>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=[130,159])
TriggerAll=P2StateType!=A 
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*16*(1-(Facing=Enemynear,Facing)*2)=[22,150]
TriggerAll=((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>2||!EnemyNear(floor(fvar(18))),Time||(StateNo=5120&&animtime=0)
Trigger1 = Ctrl||(StateNo=[100,101])||(StateNo=5120&&animtime=0)||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(StateNo=[200,451])&&StateNo!=240&&(var(29)||((MoveContAct||movereversed)&&!var(3)))||(Stateno=[11,22])
Trigger2 = Helper(780+id),sysvar(0)
Trigger2 = (StateNo=151||StateNo=153||StateNo=155)||(((var(20)=[1,7])&&Time>=15)||HitShakeOver)&&(stateno=150||stateno=152||stateno=154)||stateno=156&&Time>=13

[State -3];
Type = ChangeState
value = ifelse(((Helper(50000+id),fvar(24))=[3,4]),805,800)
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=!fvar(35)
TriggerAll=Helper(780+id),fvar(39)=0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,22]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo!=40
TriggerAll=(Ctrl||fvar(28))||(StateNo = 5120 && animtime = 0)||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])||(Stateno=[120,132])
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),Time>50||var(59)>10
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[130,159])

[State -3,T];󓊂
Type = ChangeState
value = 850
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(34)!=1
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-42,55-(var(58)=2)*12]
TriggerAll=P2BodyDist Y*fvar(9)=[-79,19]
TriggerAll=!fvar(35)
triggerall = !helper(780+id),var(8)
TriggerAll=Helper(780+id),fvar(39)=0
TriggerAll=P2StateType=A
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=[141,159]
TriggerAll=P2StateNo!=105
TriggerAll=(Ctrl||fvar(28))
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),Time>50||var(59)>10
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[130,159])

[State -3,BackStep];ޯï
Type = ChangeState
Value = 105
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])||(StateNo=[120,132])
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo=[200,999]
TriggerAll=NumHelper(780+id)>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),Time>=30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>=50||var(59)>10||(PrevStateNo=[130,159])||(PrevStateNo=[5000,5270])
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-16
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*12=[0,110]
Trigger1 = Random<var(59)*15||var(59)>9
Trigger1 = BackEdgeBodyDist>60
Trigger1 = EnemyNear(floor(fvar(18))),HitDefAttr=,AA,AT||fvar(38)=3
Trigger2 = Random<var(59)*20;||var(59)>9
Trigger2 = ((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)=1&&(Helper(780+id),var(59))!=1

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

;
;˂
;

[State -1,C_S];HS
type = ChangeState
value = 230
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=Random<=var(59)*120
Trigger1 = P2BodyDist X*fvar(8)=[0,50+vel x*4+(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !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
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime<-10


[State -1,S_NS];S
type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=P2BodyDist X*fvar(8)=[-10,54]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*3)*5=[-135,0]
TriggerAll=Random<=var(59)*120
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime<-(5+4*P2StateType=C)
Trigger1 = !InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=9||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>9||(Helper(780+id),var(49))>0


[State -1,C_S];6K
type = ChangeState
value = 215
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=var(58)=2
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*4)*8=[-135,0]
TriggerAll=Random<=var(59)*120
Trigger1 = P2BodyDist X*fvar(8)-vel x*4-(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)=[30-65*(P2StateType!=A&&P2Dist X>0),122]
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
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime<-8


[State -1,C_S];2S
type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=Random<=var(59)*120
Trigger1 = P2BodyDist X*fvar(8)=[0,70+vel x*4+(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=9||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>9||(Helper(780+id),var(49))>0
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime<-10

[State -1,C_S];S
type = ChangeState
value = 225
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=11||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>11|(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-11
TriggerAll=P2BodyDist X*fvar(8)=[53,134+vel x*3+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = Random<=var(59)*120

[State -1,S_P];2P
type = ChangeState
value = 400
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2MoveType!=H
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)=[-5,32+vel x*2+(EnemyNear(floor(fvar(18))),vel x*3)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = Random<=var(59)*120

[State -1,S_P];lanz
type = null;ChangeState
value = 37
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=16||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>16||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-16
TriggerAll=P2BodyDist X*fvar(8)=[40,170+vel x*12+(EnemyNear(floor(fvar(18))),vel x*3)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = Random<=var(59)*120


[State -3,sEx];rGO[
Type = ChangeState
value = ifelse(var(58)=1&&var(42),1240,1200)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=!(var(58)=1&&var(42))
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=22||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>22||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-22
TriggerAll=power>499
TriggerAll=!var(43)
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = Random<=var(59)*120
Trigger1 = Ifelse(facing=1,(Enemy,ScreenPos X=[200,300]),(Enemy,ScreenPos X=[0,100]))

[State -3,Jump1];_bVpެ
Type = null;ChangeState
Value = 38
TriggerAll=!IsHelper
TriggerAll=var(59)>7
TriggerAll=StateType!=A
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=life>300
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-24
Trigger1 = Random<=var(59)*10
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[100,240]
Trigger1 = P2StateType!=A

;
;󒆌˂
;
[State -1,A_S];AD
type = ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType=A
TriggerAll=var(55)!=25
TriggerAll=var(55)!=2
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=Ctrl||(stateno=110&&time>=6)||(stateno=115&&time>=5)||(StateNo=[120,132])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=11||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>11||P2StateType!=A
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-11
TriggerAll=P2BodyDist X*fvar(8)=[0-(P2StateType!=A)*20,110+vel x*(11-(StateNo=115)*7)+(EnemyNear(floor(fvar(18))),vel x*10)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=P2BodyDist Y*fvar(9)-((vel y!=0)*(vel y*11+Const(MoveMent.Yaccel)*66))+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*11+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*66)=[-35,45]
Trigger1 = Random<=var(59)*120
Trigger1 = Pos Y+(vel y!=0)*(vel y*11+Const(MoveMent.Yaccel)*66)<0

[State -1,A_K];AHS
type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=25
TriggerAll=StateType=A
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=Ctrl||(stateno=110&&time>=6)||(stateno=115&&time>=5)||(StateNo=[120,132])
TriggerAll=P2StateType=A
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=13||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>13||P2StateType!=A
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-13
TriggerAll=P2BodyDist X*fvar(8)=[-15-(P2StateType!=A)*20,62+vel x*(13-(StateNo=115)*3)+(EnemyNear(floor(fvar(18))),vel x*13)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=P2BodyDist Y*fvar(9)-((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*6.5)*13)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*6.5)*13=[-20,60]
Trigger1 = Random<=var(59)*120
Trigger1 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*6.5)*13<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 -1,DAA]
Type = ChangeState
value = 700
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=StateNo=[150,153]
TriggerAll=P2StateNo>199
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
triggerall=var(40)=0
triggerall=HitShakeOver
TriggerAll=!EnemyNear(floor(fvar(18))),ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-13||var(59)<7
TriggerAll=P2BodyDist X*fvar(8)=[-5-35*(P2Dist X>0),36+(EnemyNear(floor(fvar(18))),vel x*10)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=!P2BodyDist Y*fvar(9)
Trigger1 = (Power>=2000&&!(teammode=simul))
Trigger1 = Random<var(59)*3
Trigger2 = Power>999
Trigger2 = Random<var(59)*100
Trigger2 = NumHelper(50000+id)>0
Trigger2 = Helper(50000+id),fvar(17)<100
Trigger2 = (EnemyNear(floor(fvar(18))),time=[0,1])||(P2StateNo=[1000,2999])

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

[State -3,FDLZp]
Type = varset
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=!var(40)
TriggerAll=RoundState=2
TriggerAll=Power>0
TriggerAll=!((EnemyNear(floor(fvar(18))),StateNo=[1500,1599])&&EnemyNear(floor(fvar(18))),Movetype=H)
Trigger1 = StateNo=101||(StateNo=[195,197])
Trigger2 = (StateNo=[200,205])&&(PrevStateNo=[800,805])&&StateNo!=810
Trigger3 = StateNo=600&&PrevStateNo=850&&StateNo!=860
Trigger4 = fvar(28)
Trigger5 = (StateNo=150||StateNo=152||StateNo=154)&&!time
Trigger5 = GetHitVar(Damage)>0&&var(26)>life
Trigger5 = Power>1000||life<300
Trigger6 = (StateNo=[200,640])&&(PrevStateNo!=[200,640])&&var(59)=11
Trigger6 = (EnemyNear(floor(fvar(18))),StateNo>=1000)||P2StateNo=105
Trigger6 = (EnemyNear(floor(fvar(18))),StateType!=L)&&(EnemyNear(floor(fvar(18))),MoveType!=H)
Trigger6 = EnemyNear(floor(fvar(18))),time<=time
var(25) = 1

[State -3,Guard];K[h
Type = ChangeState
Value = 120
ctrl=1
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=(StateNo!=[120,155])
TriggerAll=!(enemynear,hitdefattr=,AT,ST,HT)
TriggerAll=fvar(38)>0||fvar(38)=-6||fvar(38)=-5
TriggerAll=NumHelper(780+id)>0
TriggerAll=fvar(38)!=3
TriggerAll=Random<=var(59)*100
TriggerAll=ctrl||(StateNo=[11,22])||stateno=52||(stateno=[950,961])
Trigger1 = InGuardDist
Trigger2 = NumHelper(780+id)>0
Trigger2 = (Helper(780+id),var(58))
Trigger3 = Enemy,NumHelper>Helper(780+id),var(51);||Enemy,NumProj>0
Trigger3 = InGuardDist

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

[State -1,FD];LZpFD
Type = ChangeState
value = 120
TriggerAll=!IsHelper
TriggerAll=(StateNo!=[120,155])
TriggerAll=(var(59)>6&&Random<=var(59)*100)||fvar(39)
TriggerAll=NumHelper(780+id)>0
TriggerAll=RoundState=2
TriggerAll=var(25)
TriggerAll=Power>0
TriggerAll=!(fvar(28)&&(P2Movetype=H||StateNo=750||StateNo=5090))
Trigger1 = StateNo=196
Trigger1 = time = 18
Trigger2 = StateNo=195
Trigger2 = time = 64
Trigger3 = StateNo=100
Trigger3 = InGuardDist||(Helper(780+id),var(58))
Trigger4 = StateNo=101
Trigger5 = fvar(28)&&StateNo!=750&&StateNo!=5090


;
;}L
;

[State -1]
type = ChangeState
triggerall = (var(59)>5&&Random<var(59)*150)||fvar(39)
triggerall = var(40) = 0
triggerall = !ishelper
triggerall = Power >= 500
triggerall = statetype != A
triggerall = movetype != H
trigger1 = numhelper(1299) >= 1
trigger2 = numhelper(1298) >= 1
value = 960
ignorehitpause = 1

[State -1]
type = ChangeState
value = 960
triggerall = (var(59)>5&&Random<var(59)*var(59)*10)||fvar(39)
triggerall = var(40) = 0
triggerall = !ishelper
TriggerAll=NumHelper(780+id)>0
triggerall = Power >= 500
triggerall = statetype != A
triggerall = movetype != H
trigger1 = stateno = 235
trigger1 = time = [22+(var(58)=2)*2,27+(var(58)=2)*2]
trigger1 = !MoveContAct||fvar(29)>17&&P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*9)*18<0
trigger2 = stateno = 1200|| stateno = 1240
trigger2 = InGuardDist||(Helper(780+id),var(58))||1
trigger2 = (time = [12,15])&&var(59)>9||time=12&&var(59)<10
trigger3 = stateno = 1250
trigger3 = (time = [12,14])&&var(59)>9||time=12&&var(59)<10
trigger3 = var(55)=10||InGuardDist||(Helper(780+id),var(58))||(P2StateType=A||P2StateNo>1999)&&P2MoveType!=H
trigger4 = var(58)=2
trigger4 = stateno = 240
trigger4 = 0;time = [16,18]
trigger5 = var(58)=2
trigger5 = stateno = 3180
trigger5 = animelemtime(15) >= 0
trigger5 = 0;animelemtime(15) <= 2
trigger6 = stateno = 1220 || stateno = 1245
trigger6 = 0;time = [14,16]
ignorehitpause = 1

[State -1,RC];}LZ
type = varset
TriggerAll=!ishelper
Trigger1 = PrevStateNo=1250&&stateNo=960&&P2Movetype=H&&(P2StateNo!=[120,159])
var(55)=1

[State -1,RC];}LZ
type = null;ChangeState
value = 951
TriggerAll=(var(59)>5&&Random<var(59)*150)||fvar(39)
TriggerAll=!ishelper
TriggerAll=Power>999
;TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=MoveContAct
Trigger1 = StateNo=1300

;
;nNU 
;
[State -2,JEg];Let'sNU
Type = null
TriggerAll=(P2StateNo=[5120,5121])||(P2StateNo=[5100,5101])
TriggerAll=(var(55)!=[15,20])&&var(55)!=75
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(45))
Trigger1 = 0;RanDom<=150
Trigger1 = var(55):=15;i
Trigger2 = 0;RanDom<=300
Trigger2 = var(55):=16;i
Trigger3 = 0;RanDom<=500
Trigger3 = var(55):=17;lq
Trigger4 = 0;RanDom<=600
Trigger4 = (Helper(50000+id),fvar(17))>50
Trigger4 = var(55):=18;iQ߂
Trigger5 = 0;RanDom<=650
Trigger5 = var(55):=19;Wv邾
Trigger6 = 0;var(55):=20;

[State -2,JEg];Let'sNUߏI
Type = varset
Trigger1=(var(55)=[15,20])
Trigger1=!(P2StateNo=[5100,5121])
var(55)=0

[State -3,Walk];O
Type = ChangeState
value = 21
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=!(var(55)=18&&(P2StateNo=[5120,5121])&&EnemyNear,AnimTime>-14)
TriggerAll=StateType!=A
TriggerAll=P2StateType=L
TriggerAll=P2MoveType!=H||(P2StateNo=[5195,5196])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ctrl||StateNo=11||StateNo=22
TriggerAll=StateNo!=[100,101]
Trigger1 = StateNo=22
Trigger1 = P2BodyDist X*fvar(8)>=36
Trigger2 = P2BodyDist X*fvar(8)=[36,49]

[State -3,Walk];
Type = ChangeState
value = 22
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType=L
TriggerAll=!(var(55)=18&&(P2StateNo=[5120,5121])&&EnemyNear,AnimTime>-14)
TriggerAll=P2MoveType!=H||(P2StateNo=[5195,5196])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ctrl||StateNo=11||StateNo=21
TriggerAll=StateNo!=[100,101]
TriggerAll=P2BodyDist X*fvar(8)<26
Trigger1 = BackEdgeBodyDist>26
Trigger2 = StateNo=21

[State -3,dash];_bV
Type = ChangeState
value = 100
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType=L
TriggerAll=P2MoveType!=H||(P2StateNo=[5195,5196])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ctrl||(StateNo=[10,22])
TriggerAll=StateNo!=[100,101]
TriggerAll=var(55)!=5
TriggerAll=!fvar(24)||Enemy,life=1
Trigger1 = P2BodyDist X*fvar(8)>78


[State -3,sEx];rGO[
Type = ChangeState
value = 1200
TriggerAll=!IsHelper
TriggerAll=(var(59)>4&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!Helper(780+id),var(44)
TriggerAll=power>999
;TriggerAll=var(58)=2
TriggerAll=P2StateType=L
TriggerAll=!var(43)
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||(StateNo=[10,22])
TriggerAll=P2StateNo=[5120,5121]
Trigger1 = Ifelse(facing=1,(Enemy,ScreenPos X=[200,300]),(Enemy,ScreenPos X=[0,100]))
Trigger1 = P2BodyDist X*fvar(8)=[25,190]
Trigger1 = (EnemyNear,AnimTime=[-22,-9])
Trigger1 = (Helper(50000+id),fvar(17))<25

[State -3,Hsex];grGO[
Type = ChangeState
value = 1250
TriggerAll=!IsHelper
TriggerAll=(var(59)>4&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!Helper(780+id),var(44)
TriggerAll=var(58)=2
TriggerAll=P2StateType=L
TriggerAll=!var(43)
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||(StateNo=[10,22])
Trigger1 = (P2StateNo=[5120,5121])
Trigger1 = P2BodyDist X*fvar(8)-vel X*2=[35,150]
Trigger1 = (EnemyNear,AnimTime=[-26,-9])
Trigger2 = (P2StateNo=[5195,5196])
Trigger2 = P2BodyDist X*fvar(8)-vel X*2=[65,150]
Trigger2 = (ifelse(p2StateNo=5195,10,30)-EnemyNear,Time+Helper(780+id),var(53)=[16,25])


[State -3,2k];HITOMI
Type = ChangeState
value = 1400+50*(var(42)>0)
TriggerAll=!IsHelper
TriggerAll=(var(59)>4&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!Helper(780+id),var(44)
TriggerAll=var(58)!=1
TriggerAll=P2StateType=L
TriggerAll=!var(42)||((NumHelper(1461)>0)+(NumHelper(1462)>0)+(NumHelper(1463)>0)+(NumHelper(1464)>0)+(NumHelper(1465)>0))<3
TriggerAll=NumHelper(50000+id)>0
TriggerAll=!(Helper(50000+id),var(53))&&!(Helper(50000+id),var(54))&&!(Helper(50000+id),var(55))&&!(Helper(50000+id),var(56))
TriggerAll=NumHelper(9)>0
TriggerAll=!(Helper(9),var(51))&&!(Helper(9),var(52))&&!(Helper(9),var(53))&&!(Helper(9),var(54))&&!(Helper(9),var(55))&&!(Helper(9),var(56))
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||(StateNo=[10,22])
TriggerAll=(P2StateNo=[5120,5121])||(P2StateNo=[5195,5196])
Trigger1 = 0;P2BodyDist X*fvar(8)=[0,22]
Trigger1 = (EnemyNear,AnimTime>-19)
Trigger2 = (P2BodyDist X*fvar(8)-vel X*8=[45,96])||fvar(24)>=300&&!var(43)
Trigger2 = (EnemyNear,AnimTime<-19)||fvar(24)>=300&&!var(43)||(P2StateNo=[5195,5196])

[State -3,2k];[ClXg
Type = ChangeState
value = 1500+(var(42)>0&&var(58)=2)
TriggerAll=!IsHelper
TriggerAll=(var(59)>4&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!var(42)
TriggerAll=!var(45)
TriggerAll=NumHelper(780+id)>0
TriggerAll=!Helper(780+id),var(44)
TriggerAll=var(58)=2
TriggerAll=P2StateType=L
TriggerAll=NumHelper(9)>0
TriggerAll=!(Helper(9),var(51))&&!(Helper(9),var(52));&&!(Helper(9),var(53))&&!(Helper(9),var(54))&&!(Helper(9),var(55))&&!(Helper(9),var(56))
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||(StateNo=[10,22])
TriggerAll=(P2BodyDist X*fvar(8)=[22,76])||fvar(24)>=300&&!var(43)
Trigger1=(P2StateNo=[5120,5121])||(P2StateNo=[5195,5196])
Trigger1=(EnemyNear,AnimTime<-19)||fvar(24)>=300&&!var(43)

[State -3,step];oNXe
Type = ChangeState
value = 105
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType=L
TriggerAll=P2MoveType!=H||(P2StateNo=[5195,5196])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ctrl||(StateNo=[10,22])||(StateNo=[100,101])
Trigger1 = P2BodyDist X*fvar(8)<26

;
;󒆋NU
;

;
;nډ 
;

[State -1,C_K];6P
Type = ChangeState
value = 205
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(var(55)!=[100,101])
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])||(StateNo=52&&!Time)||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H||(var(55)=102)
TriggerAll=(P2StateNo=[120,155])||(var(55)=102)
TriggerAll=NumHelper(780+id)>0
TriggerAll=fvar(29)>=17||(Helper(780+id),var(45))||(var(55)=102)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)=0)
TriggerAll=P2BodyDist X*fvar(8)=[-5-45*(P2Dist X>0),30+vel x*7.5+(EnemyNear(floor(fvar(18))),vel x*17)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
Trigger1 = Random<ifelse((var(59)>7||fvar(39)),7,var(59))*50
Trigger2 = var(55)=102


[State -1,C_K];6P
Type = ChangeState
value = 205
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(var(55)!=[100,101])
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])||(StateNo=52&&!Time)||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H||(var(55)=102)
TriggerAll=(P2StateNo=[120,155])||(var(55)=102)
TriggerAll=NumHelper(780+id)>0
TriggerAll=fvar(29)>=17||(Helper(780+id),var(45))||(var(55)=102)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)>0)
TriggerAll=P2BodyDist X*fvar(8)=[-5-45*(P2Dist X>0),30+vel x*6.5+(17-EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime))*-3*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
Trigger1 = Random<ifelse((var(59)>7||fvar(39)),7,var(59))*50

[State -1,C_K];6P
Type = ChangeState
value = 240
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(var(55)!=[100,101])
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])||(StateNo=52&&!Time)||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=(P2StateNo=[120,155])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!(Helper(780+id),var(45))
TriggerAll=fvar(29)>=29
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)>0)
TriggerAll=P2BodyDist X*fvar(8)-vel x*6.5-(29-EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime))*-3*(1-(Facing=Enemynear,Facing)*2)=[15,120]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
Trigger1 = Random<var(59)*100


[State -1,C_K];K
Type = ChangeState
value = ifelse((Numhelper(1210)>0)&&fvar(29)>=14,450,410)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(var(55)!=[100,101])
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])||(StateNo=52&&!Time)||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=(P2StateNo=[120,155])||(var(55)=103)
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-5,54+15*(var(55)=103)]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
Trigger1 = Random<ifelse((var(59)>7||fvar(39)),7,var(59))*50
Trigger2 = var(55)=103

[State -1,C_P];2P
Type = ChangeState
value = 1360
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=var(58)=1
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=var(50)<-70||ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))>350&&fvar(24)<120
TriggerAll=(var(55)!=[100,101])
TriggerAll=fvar(29)>=24||EnemyNear(floor(fvar(18))),GetHitvar(hitShaketime)>24
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
Trigger1 = EnemyNear(floor(fvar(18))),GetHitvar(hitShaketime)>14

[State -3,NS2];iCgAT[L[
Type = ChangeState
value = 3000
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
triggerall=var(40)=0
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=var(50)<-70||var(53)>420
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=!var(56)
TriggerAll=StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=Power>999
TriggerAll=EnemyNear(floor(fvar(18))),life<200||var(42)>1
TriggerAll=fvar(24)<120
TriggerAll=(P2StateNo!=[120,159])
TriggerAll=fvar(29)>=13
Trigger1 = P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*11*(1-(Facing=Enemynear,Facing)*2)=[10,150]
Trigger1 = (P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*6)*12=[-200,-10])||P2StateType!=A
Trigger2 = fvar(29)>21
Trigger2 = P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*20*(1-(Facing=Enemynear,Facing)*2)=[10,230]
Trigger2 = (P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*8)*16=[-200,-10])||P2StateType!=A
Trigger3 = fvar(29)>24
Trigger3 = P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*23*(1-(Facing=Enemynear,Facing)*2)<300
Trigger3 = (P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*10)*20=[-200,-10])||P2StateType!=A

[State -3,papet];}Xpy
Type = ChangeState
value = 3180
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
triggerall=var(40)=0
triggerall=var(58)=2
TriggerAll=!var(56)
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=var(50)<-70||var(53)>420
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=Power>999
TriggerAll=(EnemyNear(floor(fvar(18))),life>200||fvar(24)>120)&&var(42)<2
TriggerAll=(P2StateNo!=[120,159])
TriggerAll=fvar(29)>=12
Trigger1 = P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*11*(1-(Facing=Enemynear,Facing)*2)>=-5
Trigger1 = (P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*6)*12=[-35-15*(fvar(29)=12),-10])||P2StateType!=A

[State -1,pp];pp
type = ChangeState
value = 1360
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=var(58)=1&&var(55)=8
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=!NumHelper(1000)
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=(P2StateNo!=[120,159])
Trigger1 = fvar(24)<150


[State -1,pp];pp
type = ChangeState
value = 1000
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=var(58)=2||(var(48)=0&&var(30)=0)&&var(55)=8
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=var(55)=5||var(55)=8
TriggerAll=!NumHelper(1000)
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=(P2StateNo!=[120,159])
Trigger1 = ifelse(facing=1,(helper(50000+id),rootdist X)<195,(helper(60000+id),rootdist X)<195)||var(55)=8

[State -1,Kp];Kp
type = ChangeState
value = 1050
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=!NumHelper(1000)
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=(P2StateNo!=[120,159])
Trigger1 = var(55)=5
Trigger2 = P2StateNo=1520&&(var(50)<-70||var(53)>440)

[State -1,S_NS];HS
type = ChangeState
value = 230
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=var(58)!=2
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(var(55)!=[100,101])
TriggerAll=fvar(29)=10||fvar(29)>=10&&(P2StateType=A||(teammode=simul)||(P2StateNo=[231,239])||(P2StateNo=[1215,1219]))
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=(P2StateNo!=[120,159])
Trigger1=P2BodyDist X-vel x*2-(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[-10-((Helper(50000+id),fvar(17))<35)*20-75*(EnemyNear(floor(fvar(18))),vel x>0&&P2BodyDist Y*fvar(9)>-165&&P2StateType=A&&var(58)!=2&&P2Dist X>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)*5)*10=[-60,0]

[State -1,S_NS];6K
type = ChangeState
value = 235
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(var(55)!=[100,101])
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])||StateNo=1250&&AnimTime=0
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=A
TriggerAll=ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))>100+vel X*6.5
TriggerAll=var(50)>-70+6*(10-var(59))*(var(59)<9)||power<1000||var(58)!=2
TriggerAll=fvar(29)>=13+2*(var(58)=1)
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),sysvar(0)=1)
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=(P2StateNo!=[120,159])||P2StateType=A
TriggerAll=P2BodyDist X*fvar(8)-vel x*6.5-(EnemyNear(floor(fvar(18))),vel x*(13+2*(var(58)=1)))*(1-(Facing=Enemynear,Facing)*2)=[55,135-35*(StateNo!=100)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*(13+2*(var(58)=1))/2)*(13+2*(var(58)=1))=[-135,0]
Trigger1 = EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)=0
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*((13+2*(var(58)=1))-EnemyNear,GetHitVar(HitShakeTime))/2)*((13+2*(var(58)=1))-EnemyNear,GetHitVar(HitShakeTime))=[-135,0]
Trigger2 = EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)=[1,(13+2*(var(58)=1))]
Trigger3 = P2BodyDist Y*fvar(9)=[-135,0]
Trigger3 = EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)>(13+2*(var(58)=1))


[State -1,Jump1];YWv_bV
Type = ChangeState
value = 100
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>4&&Random<=var(59)*24)||var(59)>9||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=var(58)=2
TriggerAll=var(55)!=1
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=var(50)>-70+6*(10-var(59))*(var(59)<9)||power<1000||var(58)!=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateNo!=[120,155]
TriggerAll=P2MoveType=H
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||StateNo=52||StateNo=960
TriggerAll=fvar(29)>=16||var(55)=1
Trigger1 = P2BodyDist X*fvar(8)-((Helper(50000+id),fvar(17))>10)*(EnemyNear(floor(fvar(18))),vel x*16)*(1-(Facing=Enemynear,Facing)*2)>140
Trigger1 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*8.5)*17=[-210+105*(fvar(29)>16),0])
Trigger2 = 0;P2BodyDist X*fvar(8)-((Helper(50000+id),fvar(17))>10)*(EnemyNear(floor(fvar(18))),vel x*17)*(1-(Facing=Enemynear,Facing)*2)=[105+(5+(vel x*0.6))*12+vel x*3,120+(5+(vel x*0.6))*12+vel x*3]
Trigger2 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*8.5)*17=[-200+95*(fvar(29)>17),0])
Trigger2 = fvar(29)>=17||var(55)=1
Trigger3 = 0;P2BodyDist X*fvar(8)-((Helper(50000+id),fvar(17))>10)*(EnemyNear(floor(fvar(18))),vel x*18)*(1-(Facing=Enemynear,Facing)*2)=[105+(5+(vel x*0.6))*13+vel x*3,120+(5+(vel x*0.6))*13+vel x*3]
Trigger3 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*9)*18=[-200+95*(fvar(29)>18),0])
Trigger3 = fvar(29)>=18||var(55)=1
Trigger4 = 0;P2BodyDist X*fvar(8)-((Helper(50000+id),fvar(17))>10)*(EnemyNear(floor(fvar(18))),vel x*19)*(1-(Facing=Enemynear,Facing)*2)=[105+(5+(vel x*0.6))*14+vel x*3,120+(5+(vel x*0.6))*14+vel x*3]
Trigger4 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*9.5)*19=[-200+95*(fvar(29)>19),0])
Trigger4 = fvar(29)>=19||var(55)=1
Trigger5 = 0;P2BodyDist X*fvar(8)-((Helper(50000+id),fvar(17))>10)*(EnemyNear(floor(fvar(18))),vel x*20)*(1-(Facing=Enemynear,Facing)*2)=[105+(5+(vel x*0.6))*15+vel x*3,120+(5+(vel x*0.6))*15+vel x*3]
Trigger5 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*10)*20=[-200+95*(fvar(29)>20),0])
Trigger5 = fvar(29)>=20||var(55)=1
Trigger6 = 0;P2BodyDist X*fvar(8)-((Helper(50000+id),fvar(17))>10)*(EnemyNear(floor(fvar(18))),vel x*21)*(1-(Facing=Enemynear,Facing)*2)=[105+(5+(vel x*0.6))*16+vel x*3,120+(5+(vel x*0.6))*16+vel x*3]
Trigger6 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*10.5)*21=[-200+95*(fvar(29)>21),0])
Trigger6 = fvar(29)>=21||var(55)=1
Trigger7 = 0;P2BodyDist X*fvar(8)-((Helper(50000+id),fvar(17))>10)*(EnemyNear(floor(fvar(18))),vel x*22)*(1-(Facing=Enemynear,Facing)*2)=[105+(5+(vel x*0.6))*17+vel x*3,120+(5+(vel x*0.6))*17+vel x*3]
Trigger7 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*11)*22=[-200+95*(fvar(29)>22),0])
Trigger7 = fvar(29)>=22||var(55)=1
Trigger8 = 0;P2BodyDist X*fvar(8)-((Helper(50000+id),fvar(17))>10)*(EnemyNear(floor(fvar(18))),vel x*23)*(1-(Facing=Enemynear,Facing)*2)=[105+(5+(vel x*0.6))*18+vel x*3,120+(5+(vel x*0.6))*18+vel x*3]
Trigger8 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*11.5)*23=[-200+95*(fvar(29)>23),0])
Trigger8 = fvar(29)>=23||var(55)=1
Trigger9 = 0;P2BodyDist X*fvar(8)-((Helper(50000+id),fvar(17))>10)*(EnemyNear(floor(fvar(18))),vel x*24)*(1-(Facing=Enemynear,Facing)*2)=[105+(5+(vel x*0.6))*19+vel x*3,120+(5+(vel x*0.6))*19+vel x*3]
Trigger9 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*12)*24=[-200+95*(fvar(29)>24),0])
Trigger9 = fvar(29)>=24||var(55)=1
Trigger10 = 0;P2BodyDist X*fvar(8)-((Helper(50000+id),fvar(17))>10)*(EnemyNear(floor(fvar(18))),vel x*25)*(1-(Facing=Enemynear,Facing)*2)=[105+(5+(vel x*0.6))*20+vel x*3,120+(5+(vel x*0.6))*20+vel x*3]
Trigger10 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*12.5)*25=[-200+95*(fvar(29)>25),0])
Trigger10 = fvar(29)>=25||var(55)=1
Trigger11 = var(55)=1
Trigger11 = P2BodyDist X*fvar(8)-((Helper(50000+id),fvar(17))>10)*(EnemyNear(floor(fvar(18))),vel x*16)*(1-(Facing=Enemynear,Facing)*2)>130
Trigger12 = P2BodyDist X*fvar(8)-((Helper(50000+id),fvar(17))>10)*(EnemyNear(floor(fvar(18))),vel x*16)*(1-(Facing=Enemynear,Facing)*2)=[140,200]
Trigger12 = (P2BodyDist Y*fvar(9)=[-55,0])
Trigger12 = fvar(29)>=17||var(55)=1
Trigger12 = EnemyNear(floor(fvar(18))),GetHitvar(HitShakeTime)>0
[State -1,Jump1];YWv
Type = ChangeState
value = 37
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>4&&Random<=var(59)*24)||var(59)>9||fvar(39)
TriggerAll=fvar(38)>0
;TriggerAll=var(58)=2
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=var(50)>-70+6*(10-var(59))*(var(59)<9)||power<1000||var(58)!=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateNo!=[120,155]
TriggerAll=P2MoveType=H
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||StateNo=960
TriggerAll=fvar(29)>=16||var(55)=1
TriggerAll=!(P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*16)*(1-(Facing=Enemynear,Facing)*2)<35+vel X*4)||(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*2)*4>-100)
Trigger1 = P2BodyDist X*fvar(8)-((Helper(50000+id),fvar(17))>10)*(EnemyNear(floor(fvar(18))),vel x*16)*(1-(Facing=Enemynear,Facing)*2)=[-95,90+(5+(2.5+vel x*0.42))*12+vel x*4]
Trigger1 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*8)*16=[-210+145*(fvar(29)>16),0])
Trigger2 = P2BodyDist X*fvar(8)-((Helper(50000+id),fvar(17))>10)*(EnemyNear(floor(fvar(18))),vel x*17)*(1-(Facing=Enemynear,Facing)*2)=[-95,90+(5+(2.5+(StateNo=100)*vel x*0.42))*13+vel x*4]
Trigger2 = P2BodyDist X*fvar(8)-((Helper(50000+id),fvar(17))>10)*(EnemyNear(floor(fvar(18))),vel x*16)*(1-(Facing=Enemynear,Facing)*2)>90+(5+(2.5+(StateNo=100)*vel x*0.42))*12+vel x*4
Trigger2 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*8.5)*17=[-200+145*(fvar(29)>17),0])
Trigger2 = fvar(29)>=17||var(55)=1
Trigger3 = P2BodyDist X*fvar(8)-((Helper(50000+id),fvar(17))>10)*(EnemyNear(floor(fvar(18))),vel x*18)*(1-(Facing=Enemynear,Facing)*2)=[-95,110+(5+(2.5+vel x*0.42))*14+vel x*4]
Trigger3 = P2BodyDist X*fvar(8)-((Helper(50000+id),fvar(17))>10)*(EnemyNear(floor(fvar(18))),vel x*17)*(1-(Facing=Enemynear,Facing)*2)>90+(5+(2.5+(StateNo=100)*vel x*0.42))*13+vel x*4
Trigger3 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*9)*18=[-200+145*(fvar(29)>18),0])
Trigger3 = fvar(29)>=18||var(55)=1
Trigger4 = P2BodyDist X*fvar(8)-((Helper(50000+id),fvar(17))>10)*(EnemyNear(floor(fvar(18))),vel x*24)*(1-(Facing=Enemynear,Facing)*2)=[-95,110+(5+(2.5+vel x*0.42))*20+vel x*4]
Trigger4 = P2BodyDist X*fvar(8)-((Helper(50000+id),fvar(17))>10)*(EnemyNear(floor(fvar(18))),vel x*18)*(1-(Facing=Enemynear,Facing)*2)>90+(5+(2.5+(StateNo=100)*vel x*0.42))*14+vel x*4
Trigger4 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*12)*24=[-200+145*(fvar(29)>19),0])
Trigger4 = fvar(29)>=24||var(55)=1
Trigger5 = P2BodyDist X*fvar(8)-((Helper(50000+id),fvar(17))>10)*(EnemyNear(floor(fvar(18))),vel x*25)*(1-(Facing=Enemynear,Facing)*2)=[-95,110+(5+(2.5+vel x*0.42))*21+vel x*4]
Trigger5 = P2BodyDist X*fvar(8)-((Helper(50000+id),fvar(17))>10)*(EnemyNear(floor(fvar(18))),vel x*24)*(1-(Facing=Enemynear,Facing)*2)>110+(5+(2.5+(StateNo=100)*vel x*0.42))*20+vel x*4
Trigger5 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*12.5)*25=[-200+95*(fvar(29)>20),0])
Trigger5 = fvar(29)>=25||var(55)=1
Trigger6 = P2BodyDist X*fvar(8)-((Helper(50000+id),fvar(17))>10)*(EnemyNear(floor(fvar(18))),vel x*26)*(1-(Facing=Enemynear,Facing)*2)=[-95,110+(5+(2.5+vel x*0.42))*22+vel x*4]
Trigger6 = P2BodyDist X*fvar(8)-((Helper(50000+id),fvar(17))>10)*(EnemyNear(floor(fvar(18))),vel x*25)*(1-(Facing=Enemynear,Facing)*2)>110+(5+(2.5+vel x*0.42))*21+vel x*4
Trigger6 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*13)*26=[-200+95*(fvar(29)>21),0])
Trigger6 = fvar(29)>=26||var(55)=1
Trigger7 = var(55)=1
Trigger8 = P2BodyDist X*fvar(8)-((Helper(50000+id),fvar(17))>10)*(EnemyNear(floor(fvar(18))),vel x*16)*(1-(Facing=Enemynear,Facing)*2)=[-95,90+(5+(2.5+vel x*0.42))*21+vel x*4]
Trigger8 = (P2BodyDist Y*fvar(9)=[-55,0])
Trigger8 = fvar(29)>=17||var(55)=1
Trigger8 = EnemyNear(floor(fvar(18))),GetHitvar(HitShakeTime)>0

[State -1,S_NS];S
type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(var(55)!=[100,101])
TriggerAll=fvar(29)>=(5+2*(P2StateType=C))||(P2StateNo=[1215,1219]);||fvar(30)>=7&&(P2StateType=A||(teammode=simul)||(P2StateNo=[231,239])||
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=P2StateType=A
;TriggerAll=(P2StateNo!=[120,159])||P2StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-15-((P2StateNo=[1215,1219])||(Helper(50000+id),fvar(17))<35||EnemyNear(floor(fvar(18))),StateType!=A&&Facing=(EnemyNear(floor(fvar(18))),Facing)||var(58)!=2&&P2BodyDist Y>-130)*20,54]
TriggerAll= P2BodyDist X*fvar(8)-vel x*2-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-10-((Helper(50000+id),fvar(17))<35||var(58)!=2&&P2BodyDist Y>-130||(P2StateNo=[1215,1219]))*60,60]
Trigger1 = P2BodyDist Y*fvar(9)+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+0.52*2.5)*5=[-20-(fvar(29)=5)*100,9]
Trigger2 = P2BodyDist Y*fvar(9)=[-180,9]
Trigger2 = P2StateNo=1520

[State -1,Dash];_bV
Type = ChangeState
value = 100
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
;TriggerAll=var(55)!=5
TriggerAll=var(58)=2
TriggerAll=fvar(34)!=1
TriggerAll=ctrl||(StateNo=[10,22])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=fvar(29)>=9
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)>95
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4.5)*9=[-60-60*(fvar(29)<10),0]
Trigger1 = EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)=0&&EnemyNear(floor(fvar(18))),vel y>0
Trigger1 = !((P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*16)*(1-(Facing=Enemynear,Facing)*2)<140)&&(P2BodyDist Y*fvar(9)+(EnemyNear,vel y+EnemyNear,GetHitVar(Yaccel)*(fvar(29)/2))*fvar(29)=[-210,0]))||fvar(29)<=17
Trigger2 = NumHelper(1260)
Trigger2 = Helper(1260),MoveHit
Trigger2 = (fvar(29)=[9,15])||P2BodyDist Y*fvar(9)+(EnemyNear,GetHitVar(HitShakeTime)<16)*(ifelse((Helper(1260),MoveHit=1),-7.5*fvar(5),EnemyNear,vel y)+0.52*(16-EnemyNear,GetHitVar(HitShakeTime))/2)*(16-EnemyNear,GetHitVar(HitShakeTime))<0
Trigger2 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)>75
[State -1,S_NS];6K
type = ChangeState
value = 215
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(58)=2
TriggerAll=StateType!=A
TriggerAll=(var(55)!=[100,101])
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])||StateNo=1250&&AnimTime=0
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=A
TriggerAll=fvar(29)>=8
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=(P2StateNo!=[120,159])||P2StateType=A
TriggerAll=P2BodyDist X*fvar(8)-vel x*4-(EnemyNear,GetHitVar(HitShakeTime)<8)*(EnemyNear,vel x*(8-EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)))*(1-(Facing=Enemynear,Facing)*2)=[-10-(P2dist X>0&&P2BodyDist Y*fvar(9)>-65)*60,115]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4)*8=[-60-60*(fvar(29)<9),0]
Trigger1 = EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)=0
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*(8-EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime))/2)*(8-EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime))=[-60-60*(fvar(29)<9),0]
Trigger2 = EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)=[1,7]
Trigger3 = P2BodyDist Y*fvar(9)=[-60-60*(fvar(29)<9),0]
Trigger3 = EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)>7

[State -1,Dash];_bV
Type = ChangeState
value = 100
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(55)!=5
TriggerAll=var(58)!=2
TriggerAll=fvar(34)!=1
TriggerAll=ctrl||(StateNo=[10,22])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))>165||P2StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
Trigger1 = fvar(29)>=0
Trigger1 = P2BodyDist X*fvar(8)>0

[State -1,Jump1];YWv
Type = ChangeState
value = 37
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>4&&Random<=var(59)*24)||var(59)>9||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=var(58)!=2
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateNo!=[120,155]
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(50000+id)>0&&NumHelper(60000+id)>0
TriggerAll=ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<320
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||StateNo=960
TriggerAll=fvar(29)>=16||var(55)=1
Trigger1 = Helper(50000+id),var(24)>0
Trigger1 = !((P2StateNo!=[1103,1119])&&(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*8)*16>0))
[State -1,Jump1];YWv
Type = null;ChangeState
value = 1350
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>4&&Random<=var(59)*24)||var(59)>9||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=var(58)=1
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateNo!=[120,155]
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(50000+id)>0&&NumHelper(60000+id)>0
TriggerAll=ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))>320
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||StateNo=960
TriggerAll=fvar(29)>=27||var(55)=1
Trigger1 = Helper(50000+id),var(24)<=0
Trigger1 = Helper(50000+id),var(25)>0

[State -1,Dash];_bV
Type = ChangeState
value = 100
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(55)!=5
TriggerAll=fvar(34)!=1
TriggerAll=ctrl||(StateNo=[10,22])||StateNo=52
TriggerAll=P2StateType!=L
;TriggerAll=ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))>65||P2StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=fvar(29)>=0
TriggerAll=P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x)*(1-(Facing=Enemynear,Facing)*2)>10||P2Dist X>0&&(P2StateType!=A||P2BodyDist Y*fvar(9)>-120&&EnemyNear,vel y>=0)
Trigger1=!((P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*16)*(1-(Facing=Enemynear,Facing)*2)<140)&&(P2BodyDist Y*fvar(9)+(EnemyNear,vel y+EnemyNear,GetHitVar(Yaccel)*(fvar(29)/2))*fvar(29)=[-210,0]))&&!(StateNo=22&&fvar(29)>100)||fvar(29)<=17
Trigger2 = P2StateType=A&&(P2StateNo=[120,159])
[State -1,S_NS];6K
type = ChangeState
value = 215
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(58)=2
TriggerAll=StateType!=A
TriggerAll=(var(55)!=[100,101])
TriggerAll=fvar(29)=8||fvar(29)>=8&&(P2StateType=A||(teammode=simul)||(P2StateNo=[231,239])||(P2StateNo=[1215,1219]))
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=(P2StateNo!=[120,159])||P2StateType=A
TriggerAll=P2BodyDist X*fvar(8)-vel x*4-(EnemyNear,GetHitVar(HitShakeTime)<8)*(EnemyNear,vel x*(8-EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)))*(1-(Facing=Enemynear,Facing)*2)=[-10-(P2dist X>0&&P2BodyDist Y*fvar(9)>-65)*60,115]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4)*8=[-60-60*(fvar(29)<9),0]
Trigger1 = EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)=0
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*(8-EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime))/2)*(8-EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime))=[-60-60*(fvar(29)<9),0]
Trigger2 = EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)=[1,7]
Trigger3 = P2BodyDist Y*fvar(9)=[-60-60*(fvar(29)<9),0]
Trigger3 = EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)>7

[State -1,S_NS];S
type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(var(55)!=[100,101])
TriggerAll=fvar(29)>=(5+2*(P2StateType=C))||(P2StateNo=[1215,1219]);||fvar(30)>=7&&(P2StateType=A||(teammode=simul)||(P2StateNo=[231,239])||
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
;TriggerAll=(P2StateNo!=[120,159])||P2StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-15-((P2StateNo=[1215,1219])||fvar(17)<35||EnemyNear(floor(fvar(18))),StateType!=A&&Facing=(EnemyNear(floor(fvar(18))),Facing)||var(58)!=2&&P2BodyDist Y>-130)*20,54]
TriggerAll=P2BodyDist X*fvar(8)-vel x*2-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-10-((Helper(50000+id),fvar(17))<35||var(58)!=2&&P2BodyDist Y>-130||(P2StateNo=[1215,1219]))*60,60]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*2.5)*5=[-30-90*(fvar(29)<6),0]
Trigger1 = EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)=0
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*(5-EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime))/2)*(5-EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime))=[-30-90*(fvar(29)<6),0]
Trigger2 = EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)=[1,5]
Trigger3 = P2BodyDist Y*fvar(9)=[-30-90*(fvar(29)<6),0]
Trigger3 = EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)>5
Trigger4 = P2Statetype!=A

[State -1,S_NS];HS
type = ChangeState
value = 230
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(var(55)!=[100,101])
TriggerAll=fvar(29)=10||fvar(29)>=10&&(P2StateType=A||(teammode=simul)||(P2StateNo=[231,239])||(P2StateNo=[1215,1219]))
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=(P2StateNo!=[120,159])
Trigger1 = P2BodyDist X*fvar(8)-vel x*2-(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[-10-((Helper(50000+id),fvar(17))<35)*20,60]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5)*10=[-60,0]


[State -1,C_P];2P
Type = ChangeState
value = 400
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(var(55)!=[100,101])
TriggerAll=(fvar(29)=5)||fvar(29)>=5&&(P2StateType=A||(teammode=simul)||(P2StateNo=[231,239])||(P2StateNo=[1215,1219]))
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=P2BodyDist X*fvar(8)=[-10-(EnemyNear(floor(fvar(18))),StateType!=A&&Facing=EnemyNear(floor(fvar(18))),Facing)*20,45+vel x*4+(EnemyNear(floor(fvar(18))),vel x*4)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*2)*4=[-10-35*(fvar(29)=[5,6]),0]

[State -1,C_P];2P
Type = ChangeState
value = 1360
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=var(58)=1
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(var(55)!=[100,101])
TriggerAll=fvar(29)>=24||EnemyNear,GetHitvar(hitShaketime)>24
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
Trigger1 = EnemyNear,GetHitvar(hitShaketime)>0
Trigger1 = var(56)

[State -1,C_P];2P
Type = ChangeState
value = 1100+(var(58)=2)*80
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=var(58)!=2||Power>499
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(var(55)!=[100,101])
TriggerAll=fvar(29)>=16+1*(var(58)=2)
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType=A
TriggerAll=P2MoveType=H&&(P2StateNo=[120,159])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=P2BodyDist X*fvar(8)=[0,185+vel x*16]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*(16+(var(58)=2)-EnemyNear,GetHitvar(hitShaketime))/2)*(16+(var(58)=2)-EnemyNear,GetHitvar(hitShaketime))=[-195,-5]
Trigger1 = 1;EnemyNear,GetHitvar(hitShaketime)>9+3*(var(58)=2)

[State -1,C_P];2P
Type = ChangeState
value = 22
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(var(55)!=[100,101])
TriggerAll=fvar(29)>=17
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,21])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType=A
TriggerAll=P2MoveType=H&&(P2StateNo!=[120,159])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*16)*(1-(Facing=Enemynear,Facing)*2)=[0,55]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*fvar(29)/2)*fvar(29)>-200
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*8)*16<0
Trigger1 = EnemyNear,GetHitvar(hitShaketime)=0&&EnemyNear(floor(fvar(18))),vel y!=0

;
;nq 
;
;hp
[State -1,var(17)Jumpflg];WveXg
Type = varset
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=StateType!=A
Trigger1 = (movecontact||fvar(28))
Trigger1 = StateNo=200||StateNo=210||StateNo=220
var(17) = 1
ignorehitPause = 1

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

[State -1,hasiru];nCp[A[}[,K[Ln΍
Type = ChangeState
value = 1300
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>9&&Random<var(59)*10||fvar(39)||var(59)=11
TriggerAll=!var(3)
TriggerAll=(var(55)!=[100,104])
TriggerAll=StateType!=A
TriggerAll=P2MoveType=A
TriggerAll=P2MoveType!=H
TriggerAll=!teammode=simul
Trigger1 = ((movehit=[1,7])||movereversed&&P2MoveType=H)||fvar(28)
Trigger1 = (StateNo=[200,230])||(StateNo=[400,450])
Trigger1 = (P2StateNo!=[5000,5120])&&(P2StateNo!=[0,199])&&(P2StateNo!=[231,239])
Trigger2 = ((moveGuarded=[1,7])||movereversed&&P2MoveType=H)||fvar(28)
Trigger2 = (StateNo=[200,230])||(StateNo=[400,450])
Trigger2 = (P2StateNo!=[0,199])

[State -1,Jump3];Wv
Type = ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=InGuardDist||(Helper(780+id),var(58))||movereversed
Trigger1 = (movecontact||movereversed||fvar(28))
Trigger1 = StateNo=200||StateNo=210||StateNo=220
Trigger1 = (moveGuarded=[1,4])&&(P2StateNo!=[0,199])||(moveHit=[1,4])&&(P2StateNo!=[5000,5120])&&(P2StateNo!=[0,199])||movereversed
trigger2 = numhelper(780+id)
trigger2 = helper(780+id),sysvar(0)
trigger2 = (stateno = [200,236])||(stateno = [400,450])
trigger2 = (movecontact||movereversed||fvar(28))
;hpI
;
;R{
[State -1,S_NS];S
type = ChangeState
value = 1100+80*(var(58)=2)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(58)!=2||Power>499
TriggerAll=StateType!=A
TriggerAll=!var(56)
TriggerAll=(var(55)!=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H&&(P2StateNo=[120,159])
TriggerAll=P2StateType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=fvar(29)>=17
TriggerAll=(StateNo=[200,451])&&(StateNo!=[235,242])
TriggerAll=MoveGuarded
TriggerAll=P2BodyDist X*fvar(8)=[0,175]
Trigger1 = P2BodyDist Y*fvar(9)=[-185,-60]

[State -1,S_NS];S
type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=!var(56)
TriggerAll=(var(55)!=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=fvar(29)>=(5+2*(P2StateType=C));||fvar(30)>=7&&(P2StateType=A||(teammode=simul)||(P2StateNo=[231,239])||(P2StateNo=[1215,1219]))
TriggerAll=(StateNo=[200,210])||(StateNo=[400,410])
TriggerAll=MoveContAct
TriggerAll=P2BodyDist X*fvar(8)=[-15-((Helper(50000+id),fvar(17))<35||EnemyNear(floor(fvar(18))),StateType!=A&&Facing=(EnemyNear(floor(fvar(18))),Facing))*20,54]
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=[-10-(fvar(29)=5)*80,0]

[State -1,S_NS];S
type = ChangeState
value = ifelse(Random<500,205,450)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(var(55)!=[100,101])
TriggerAll=!var(56)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),var(45))
TriggerAll=StateNo=220
TriggerAll=MoveGuarded
TriggerAll=P2BodyDist X*fvar(8)=[-5,45+15*(PrevStateNo=100)]
Trigger1 = !P2BodyDist Y*fvar(9)

[State -1,[Cl];[Cl
type = ChangeState
value = 1500+(var(58)=2&&var(42)>0)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<var(59)*140||fvar(39)
TriggerAll=var(58)=1
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=!var(42)
TriggerAll=!var(45)
TriggerAll=var(50)<-70||ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))>350&&fvar(24)<120;&&var(50)<-45
TriggerAll=StateType!=A
TriggerAll=(var(55)!=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo=230||StateNo=450||StateNo=215||StateNo=430||StateNo=420||StateNo=225||StateNo=220&&var(50)<-70
Trigger1 = P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*11*(1-(Facing=Enemynear,Facing)*2)=[-15,55]
Trigger1 = (P2BodyDist Y=[-100,-10])
Trigger1 = MoveHit
Trigger1 = fvar(29)>=13

[State -3,NS3];iCgAT[L[
Type = ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>4&&Random<=var(59)*100)||fvar(39)
triggerall=var(40)=0
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=Power>999
TriggerAll=fvar(24)<120
TriggerAll=(P2StateNo!=[120,159])
TriggerAll=StateNo=235&&Helper(780+id),sysVar(0)=1
TriggerAll=MoveHit
TriggerAll=fvar(29)>=13
Trigger1 = P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*11*(1-(Facing=Enemynear,Facing)*2)=[10,100]
Trigger1 = (P2BodyDist Y+(-7.5*fvar(5)+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*6)*12=[-170,-10])||P2StateType!=A
Trigger2 = fvar(29)>16
Trigger2 = P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*20*(1-(Facing=Enemynear,Facing)*2)=[10,180]
Trigger2 = (P2BodyDist Y+(-7.5*fvar(5)+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*8)*16=[-170,-10])||P2StateType!=A
Trigger3 = fvar(29)>20
Trigger3 = P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*23*(1-(Facing=Enemynear,Facing)*2)<300
Trigger3 = (P2BodyDist Y+(-7.5*fvar(5)+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*10)*20=[-170,-10])||P2StateType!=A


[State -3,NS3];iCgAT[L[
Type = ChangeState
value = 3000
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>4&&Random<=var(59)*100)||fvar(39)
triggerall=var(40)=0
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=Power>999
TriggerAll=fvar(24)<120
TriggerAll=(P2StateNo!=[120,159])
TriggerAll=(StateNo=[200,450])&&(StateNo!=[235,240])||StateNo=39&&PrevStateNo=235
TriggerAll=MoveHit||StateNo=39
TriggerAll=fvar(29)>=12
Trigger1 = P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*11*(1-(Facing=Enemynear,Facing)*2)=[10,140]
Trigger1 = (P2BodyDist Y=[-180,-10])||P2StateType!=A
Trigger2 = fvar(29)>21
Trigger2 = P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*20*(1-(Facing=Enemynear,Facing)*2)=[10,200]
Trigger2 = (P2BodyDist Y=[-180,-10])||P2StateType!=A
Trigger3 = fvar(29)>24
Trigger3 = P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*23*(1-(Facing=Enemynear,Facing)*2)<300
Trigger3 = (P2BodyDist Y=[-180,-10])||P2StateType!=A


[State -3,NS3];iCgAT[L[
Type = ChangeState
value = 3000
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>4&&Random<=var(59)*100)||fvar(39)
triggerall=var(40)=0
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=var(50)<-70||var(53)>420
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=P2StateType!=L
TriggerAll=Power>999
TriggerAll=EnemyNear(floor(fvar(18))),life<200||var(42)>1
TriggerAll=fvar(24)<120
TriggerAll=(P2StateNo!=[120,159])
TriggerAll=(StateNo=[200,450])&&(StateNo!=[235,240])
TriggerAll=MoveHit
TriggerAll=fvar(29)>=12
Trigger1 = P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*11*(1-(Facing=Enemynear,Facing)*2)=[10,100]
Trigger1 = (P2BodyDist Y+(-7.5*fvar(5)+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*6)*12=[-150,-10])||P2StateType!=A
Trigger2 = fvar(29)>16
Trigger2 = P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*20*(1-(Facing=Enemynear,Facing)*2)=[10,180]
Trigger2 = (P2BodyDist Y+(-7.5*fvar(5)+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*8)*16=[-150,-10])||P2StateType!=A
Trigger3 = fvar(29)>20
Trigger3 = P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*23*(1-(Facing=Enemynear,Facing)*2)<300
Trigger3 = (P2BodyDist Y+(-7.5*fvar(5)+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*10)*20=[-150,-10])||P2StateType!=A

[State -3,master];}Xpy
Type = ChangeState
value = 3180
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>3&&Random<=var(59)*100)||fvar(39)
triggerall=var(40)=0
triggerall=var(58)=2
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=var(50)<-70||var(53)>420
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=Power>999
TriggerAll=EnemyNear(floor(fvar(18))),life<200||var(42)>1
TriggerAll=(P2StateNo!=[120,159])
TriggerAll=(StateNo=[200,450])&&(StateNo!=[235,240])
TriggerAll=MoveHit
TriggerAll=fvar(29)>=12
Trigger1 = P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*11*(1-(Facing=Enemynear,Facing)*2)>=-5
Trigger1 = (P2BodyDist Y+(-7.5*fvar(5)+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*6)*12=[-60,-10])||P2StateType!=A

[State -3,NS3];iCgAT[L[
Type = ChangeState
value = 3000
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>4&&Random<=var(59)*100)||fvar(39)
triggerall=var(40)=0
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=var(50)<-70
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=Power>999
TriggerAll=(P2StateNo!=[120,159])
TriggerAll=(StateNo=[200,450])&&(StateNo!=[235,240])
TriggerAll=MoveHit
TriggerAll=fvar(29)>=12
Trigger1 = P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*11*(1-(Facing=Enemynear,Facing)*2)=[10,100]
Trigger1 = (P2BodyDist Y+(-7.5*fvar(5)+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*6)*12=[-150,-10])||P2StateType!=A
Trigger2 = fvar(29)>16
Trigger2 = P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*20*(1-(Facing=Enemynear,Facing)*2)=[10,180]
Trigger2 = (P2BodyDist Y+(-7.5*fvar(5)+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*8)*16=[-150,-10])||P2StateType!=A
Trigger3 = fvar(29)>20
Trigger3 = P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*23*(1-(Facing=Enemynear,Facing)*2)<300
Trigger3 = (P2BodyDist Y+(-7.5*fvar(5)+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*10)*20=[-150,-10])||P2StateType!=A

[State -1,S_NS];HS
type = ChangeState
value = 235
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=!var(56)
TriggerAll=StateType!=A
TriggerAll=(var(55)!=[100,101])
TriggerAll=fvar(29)>=13+2*(var(58)=1)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo=215&&Helper(780+id),sysvar(0)=1
TriggerAll=MoveHit
Trigger1 = P2BodyDist X*fvar(8)-vel x*6.5-(EnemyNear(floor(fvar(18))),vel x*13)*(1-(Facing=Enemynear,Facing)*2)=[25,100+15*(P2StateType!=A)]
Trigger1 = P2BodyDist Y*fvar(9)=[-95,-10]

[State -1,Jump2];YWv
Type = ChangeState
value = 37
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=!var(56)
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateNo!=[120,155]
TriggerAll=P2MoveType=H
TriggerAll=StateNo=210||StateNo=220||((StateNo=[200,235])||(StateNo=[400,450]))&&Helper(780+id),sysvar(0)=1
TriggerAll=MoveHit
TriggerAll=fvar(29)>=16
Trigger1 = P2BodyDist X*fvar(8)-vel x*16-((Helper(50000+id),fvar(17))>10)*(EnemyNear(floor(fvar(18))),vel x*16)*(1-(Facing=Enemynear,Facing)*2)=[-85,180]
Trigger1 = (P2BodyDist Y*fvar(9)=[-200,0])||(P2StateNo=[5070,5072])

[State -1,S_NS];HS
type = ChangeState
value = 235
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=!var(56)
TriggerAll=StateType!=A
TriggerAll=(var(55)!=[100,101])
TriggerAll=fvar(29)>=13+2*(var(58)=1)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo=215&&Helper(780+id),sysvar(0)=1
TriggerAll=MoveHit
Trigger1 = P2BodyDist X*fvar(8)-vel x*6.5-(EnemyNear(floor(fvar(18))),vel x*13)*(1-(Facing=Enemynear,Facing)*2)=[25,110+15*(P2StateType!=A)]
Trigger1 = P2BodyDist Y*fvar(9)=[-95,14]


[State -1,S_NS];HS
type = ChangeState
value = 230
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=!var(56)
TriggerAll=StateType!=A
TriggerAll=(var(55)!=[100,101])
TriggerAll=fvar(29)>=10
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo=210||StateNo=220||StateNo=420||StateNo=205||StateNo=215||StateNo=225
TriggerAll=MoveContAct
Trigger1 = P2BodyDist X*fvar(8)-vel x*2-(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[-45,60]
Trigger1 = P2BodyDist Y*fvar(9)=[-30-25*(MoveGuarded>0),14]


[State -1,S_NS];HS
type = ChangeState
value = 430
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=!var(56)
TriggerAll=StateType!=A
TriggerAll=(var(55)!=[100,101])
TriggerAll=fvar(29)>=16
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(StateNo=[210,225])||(stateno = [400,420])
TriggerAll=MoveHit
Trigger1 = P2BodyDist X*fvar(8)-vel x*4.6-(EnemyNear(floor(fvar(18))),vel x*16)*(1-(Facing=Enemynear,Facing)*2)=[-45,118]
Trigger1 = !P2BodyDist Y*fvar(9)&&P2StateType!=A

[State -1,c_D];2D
type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=!var(56)
TriggerAll=StateType!=A
TriggerAll=(var(55)!=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=fvar(29)>=14||(Helper(780+id),var(45))&&MoveGuarded&&Random<250
TriggerAll=(StateNo=[420,430])||(StateNo=[220,225])||StateNo=210
TriggerAll=MoveContAct
Trigger1 = P2BodyDist X*fvar(8)-vel x*2-(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[-10-((Helper(50000+id),fvar(17))<35)*20,100]
Trigger1 = !P2BodyDist Y*fvar(9)

[State -1,c_S];2S
type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=!var(56)
TriggerAll=(var(55)!=[100,101])
TriggerAll=fvar(29)>=10
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo=410||StateNo=400||(StateNo=[200,210])||(StateNo=[220,225])
TriggerAll=MoveContAct
Trigger1 = P2BodyDist X*fvar(8)-vel x*2-(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[-10-((Helper(50000+id),fvar(17))<35)*20,80]
Trigger1 = !P2BodyDist Y*fvar(9);+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5)*10=[-60,0]


[State -1,S_NS];SEXB
type = ChangeState
value = ifelse(var(58)=1&&var(42),1240,1200)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=!var(43)
TriggerAll=!var(56)
TriggerAll=Power>999
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(var(55)!=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo=230||StateNo=450||StateNo=215||StateNo=430||StateNo=420||StateNo=225
Trigger1 = MoveGuarded&&Random<(100+20*(ceil(var(50)/12)))*(var(50)>48)
Trigger1 = Ifelse(facing=1,(Enemy,ScreenPos X=[200,300]),(Enemy,ScreenPos X=[0,100]))
Trigger1 = P2BodyDist X*fvar(8)-vel x*2-(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[-10-((Helper(50000+id),fvar(17))<35)*20,160]
Trigger1 = !P2BodyDist Y*fvar(9)

[State -1,S_NS];HSEX
type = ChangeState
value = 1250
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7&&Random<var(59)*140||fvar(39)
TriggerAll=var(58)=2
TriggerAll=fvar(38)>0
TriggerAll=!var(43)
TriggerAll=fvar(34)!=1
TriggerAll=!var(56)
TriggerAll=StateType!=A
TriggerAll=(var(55)!=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo=230||StateNo=450||StateNo=215||StateNo=430||StateNo=420||StateNo=225&&!MoveHit
Trigger1 = MoveHit&&(StateNo=230||StateNo=430||StateNo=450||var(21))
Trigger1 = power>499
Trigger1 = P2BodyDist X*fvar(8)-vel x*2-(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[-10-((Helper(50000+id),fvar(17))<35)*20,100]
Trigger1 = !P2BodyDist Y*fvar(9)&&P2StateType!=A
Trigger1 = var(55):=10
Trigger2 = MoveGuarded&&Random<333
Trigger2 = P2BodyDist X*fvar(8)-vel x*2-(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[-10-((Helper(50000+id),fvar(17))<35)*20,100]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5)*10=[-60,0]

[State -1,[Cl];[Cl
type = ChangeState
value = 1500+(var(58)=2&&var(42)>0)
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(42)
TriggerAll=!var(45)
TriggerAll=StateType!=A
TriggerAll=(var(55)!=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(9)>0
TriggerAll=!(Helper(9),var(51))&&!(Helper(9),var(52));&&!(Helper(9),var(53))&&!(Helper(9),var(54))&&!(Helper(9),var(55))&&!(Helper(9),var(56))
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo=230||StateNo=450||StateNo=215||StateNo=430||StateNo=420||StateNo=225
Trigger1 = MoveGuarded&&Random<500

[State -1,];
type = ChangeState
value = 1400+50*(var(42)>0)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<var(59)*140||fvar(39)
TriggerAll=var(58)!=1
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(var(55)!=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=!var(42)||((NumHelper(1461)>0)+(NumHelper(1462)>0)+(NumHelper(1463)>0)+(NumHelper(1464)>0)+(NumHelper(1465)>0))<3
TriggerAll=NumHelper(50000+id)>0
TriggerAll=!(Helper(50000+id),var(53))&&!(Helper(50000+id),var(54))&&!(Helper(50000+id),var(55))&&!(Helper(50000+id),var(56))
TriggerAll=NumHelper(9)>0
TriggerAll=!(Helper(9),var(53))&&!(Helper(9),var(54))&&!(Helper(9),var(55))&&!(Helper(9),var(56))
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo=230||StateNo=450||StateNo=215||StateNo=430||StateNo=420||StateNo=225
Trigger1 = MoveGuarded&&Random<1000

[State -1,HSeX];HSEX
type = ChangeState
value = 1250
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7&&Random<var(59)*140||fvar(39)
TriggerAll=var(58)=2
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=!var(43)
TriggerAll=StateType!=A
TriggerAll=(var(55)!=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo=230||StateNo=450||StateNo=215||StateNo=430||StateNo=420||StateNo=225
Trigger1 = MoveGuarded


[State -1,Y];Y
type = ChangeState
value = ifelse(var(58)=2,1800,1100)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>1&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
;TriggerAll=var(58)=2
TriggerAll=!var(56)
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(var(55)!=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo=230||StateNo=450||StateNo=215||StateNo=430||StateNo=420||StateNo=225
Trigger1 = MoveHit
Trigger1 = P2BodyDist X*fvar(8)-vel x*2-(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[-10-((Helper(50000+id),fvar(17))<35)*20,150-(StateNo=225)*35]
Trigger1 = P2BodyDist Y*fvar(9)=[-200,0]
Trigger1 = fvar(29)>15

[State -1,S_NS];HS
type = ChangeState
value = 235
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=!var(56)
TriggerAll=StateType!=A
TriggerAll=(var(55)!=[100,101])
TriggerAll=fvar(29)>=13+2*(var(58)=1)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo=215
TriggerAll=MoveHit
Trigger1 = P2BodyDist X*fvar(8)-vel x*6.5-(EnemyNear(floor(fvar(18))),vel x*13)*(1-(Facing=Enemynear,Facing)*2)=[25,110]
Trigger1 = P2BodyDist Y*fvar(9)=[-95,14]


[State -1,[Cl];[Cl
type = ChangeState
value = 1500+(var(58)=2&&var(42)>0)
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(42)
TriggerAll=!var(45)
TriggerAll=StateType!=A
TriggerAll=(var(55)!=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(9)>0
TriggerAll=!(Helper(9),var(51))&&!(Helper(9),var(52));&&!(Helper(9),var(53))&&!(Helper(9),var(54))&&!(Helper(9),var(55))&&!(Helper(9),var(56))
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo=230||StateNo=450||StateNo=215||StateNo=430||StateNo=420||StateNo=225
Trigger1 = MoveHit&&Random<500

[State -1,];
type = ChangeState
value = 1400+50*(var(42)>0)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<var(59)*140||fvar(39)
TriggerAll=var(58)!=1
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(var(55)!=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(9)>0
TriggerAll=!(Helper(9),var(51))&&!(Helper(9),var(52))&&!(Helper(9),var(53))&&!(Helper(9),var(54))&&!(Helper(9),var(55))&&!(Helper(9),var(56))
TriggerAll=NumHelper(50000+id)>0
TriggerAll=!(Helper(50000+id),var(53))&&!(Helper(50000+id),var(54))&&!(Helper(50000+id),var(55))&&!(Helper(50000+id),var(56))
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo=230||StateNo=450||StateNo=215||StateNo=430||StateNo=420||StateNo=225
Trigger1 = MoveHit&&Random<1000


[State -1,[Cl];[Cl
type = ChangeState
value = 1500+(var(58)=2&&var(42)>0)
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(42)
TriggerAll=!var(45)
TriggerAll=StateType!=A
TriggerAll=(var(55)!=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo=230||StateNo=450||StateNo=215||StateNo=430||StateNo=420||StateNo=225
Trigger1 = MoveHit


[State -1,HSeX];HSEX
type = ChangeState
value = 1220+25*(var(42)>0)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7&&Random<var(59)*140||fvar(39)
TriggerAll=var(58)=1
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=!var(43)
TriggerAll=StateType!=A
TriggerAll=(var(55)!=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo=230||StateNo=450||StateNo=215||StateNo=430||StateNo=420||StateNo=225
Trigger1 = MoveGuarded||MoveReversed

[State -1,HSeX];HSEX
type = ChangeState
value = 1220+25*(var(42)>0&&var(58)!=2)+30*(var(58)=2)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7&&Random<var(59)*140||fvar(39)
TriggerAll=var(58)=[1,2]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=!var(43)
TriggerAll=StateType!=A
TriggerAll=(var(55)!=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(stateno = [200,451])&&stateno != [235,240]
Trigger1 = MoveReversed

[State -1,Jump6];Wv
Type = ChangeState
value = ifelse(P2BodyDist Y*fvar(9)<-145+((fvar(5)/0.05-10)*6.5),41,39)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||var(59)>7||fvar(39)
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-45,110]
TriggerAll=var(56)<1
TriggerAll=fvar(29)>=11
TriggerAll=P2StateType=A
Trigger1 = MoveHit
Trigger1 = StateNo=200||StateNo=210||StateNo=220

[State -1,Jump];z[~OWv
Type = ChangeState
value = ifelse(Statetype=A,242,241)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=MoveHit
Trigger1 = StateNo=240
Trigger1 = numtarget(240)
Trigger2 = 0;StateNo=640
Trigger2 = var(22)>0
;
;󒆖ډ 
;
[State -1,Jump3];󃉃Y
Type = ChangeState
value = ifelse(var(59)<10&&Random<(16-var(59))*(18-var(59)),600,ifelse(var(58)=2,1850,1150))
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*120)||fvar(39)
TriggerAll=fvar(38)>0||P2MoveType=H
TriggerAll=fvar(34)!=1||P2MoveType=H
TriggerAll=StateType=A||StateNo=37&&AnimTime=0
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateNo!=[120,155]
;TriggerAll=P2MoveType=H
TriggerAll=StateNo=37&&AnimTime=0||ctrl
;TriggerAll=fvar(29)>=12||var(55)=1
;Trigger1 = (P2BodyDist X*fvar(8)-(5+(vel x*0.6))*12-((Helper(50000+id),fvar(17))>10)*(EnemyNear(floor(fvar(18))),vel x*12)*(1-(Facing=Enemynear,Facing)*2)=[-95,200])||fvar(29)=12
Trigger1 = 1;(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*6)*12)>-60||fvar(29)=12||var(58)!=2
Trigger1 = StateNo=37&&AnimTime=0
Trigger2 = PrevStateNo=37
Trigger3 = var(22)>0&&(ctrl)
[State -3,AirDash];_bV
Type = ChangeState
Value = 110
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<var(59)*120||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=Ctrl||(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040&&Ctrl||(StateNo=[120,140])&&Ctrl||Stateno=961
triggerAll=pos y<=ifelse(vel y<0,-40,-10)
Trigger1 = PrevStateNo=38

[State -3,A-K];P
Type = ChangeState
value = 600
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=NumHelper(780+id)>0
;TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=(P2StateNo=[120,159])
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>=(5+(stateNo=110)))
TriggerAll=P2BodyDist X*fvar(8)=[-10,44+vel x*5+(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=Pos Y+(vel y!=0)*(vel y+0.55*2.5)*5<0;||fvar(29)=7
TriggerAll=fvar(29)>=5
Trigger1 = P2BodyDist Y*fvar(9)-(vel y+0.55*3)*5+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3)*5=[-40,65]


[State -3,A-K];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=NumHelper(780+id)>0
;TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=(P2StateNo!=[120,159])
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>=(5+(stateNo=110)))
TriggerAll=P2BodyDist X*fvar(8)=[-10,80+vel x*13+(EnemyNear(floor(fvar(18))),vel x*13)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=Pos Y+(vel y!=0)*(vel y+0.55*6.5)*13<0;||fvar(29)=7
TriggerAll=fvar(29)>=13
Trigger1 = P2BodyDist Y*fvar(9)-(vel y+0.55*6.5)*13+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*6.5)*13=[-60,85]


[State -3,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=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
;TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=(P2StateNo!=[120,159])
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>=(5+(stateNo=110)))
TriggerAll=P2BodyDist X*fvar(8)=[-10,76+vel x*6+(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=Pos Y+(vel y!=0)*(vel y+0.55*3)*6<0
TriggerAll=fvar(29)>=6
Trigger1 = P2BodyDist Y*fvar(9)-(vel y+0.55*3)*6+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3)*6=[-60,15]

[State -3,A-K];S
Type = ChangeState
value = 620
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=NumHelper(780+id)>0
;TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=(P2StateNo!=[120,159])
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>=(5+(stateNo=110)))
TriggerAll=P2BodyDist X*fvar(8)=[-10,111+vel x*8+(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=Pos Y+(vel y!=0)*(vel y+0.55*4)*8<0;||fvar(29)=7
TriggerAll=fvar(29)>=8
Trigger1 = P2BodyDist Y*fvar(9)-(vel y+0.55*4)*8+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4)*8=[-100,-30]

[State -3,A-K];D
Type = ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
;TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=(P2StateNo!=[120,159])
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>=(5+(stateNo=110)))
TriggerAll=P2BodyDist X*fvar(8)=[-10,145+vel X*10+(EnemyNear(floor(fvar(18))),vel x*10)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=Pos Y+(vel y!=0)*(vel y+0.55*5)*10<-10;||fvar(29)=7
TriggerAll=fvar(29)>=10
Trigger1 = P2BodyDist Y*fvar(9)-(vel y+0.55*5)*10+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5)*10=[-60,35]
;
;󒆌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 -3,Airjump];jump
Type = ChangeState
Value = 99
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=P2BodyDist X*fvar(8)=[-35,170]
TriggerAll=P2StateType!=A
TriggerAll=MoveContAct
Trigger1 = StateNo=620

[State -3,A-K];P
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=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=(P2StateNo=[120,159])
TriggerAll=StateNo=600
TriggerAll=P2BodyDist X*fvar(8)=[-10,70+vel X*6+(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=MoveGuarded
TriggerAll=fvar(29)>=6
Trigger1 = P2BodyDist Y*fvar(9)-(vel y+0.55*3)*6+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3)*6=[-60,15]


[State -3,A-K];P
Type = ChangeState
value = 600
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=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=(P2StateNo=[120,159])
TriggerAll=StateNo=[600,620]
TriggerAll=P2BodyDist X*fvar(8)=[-10,44+vel X*5+(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=MoveGuarded
TriggerAll=fvar(29)>=5
Trigger1 = P2BodyDist Y*fvar(9)-(vel y+0.55*3.5)*5+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*2.5)*5=[-40,65]

[State -3,A-K];D
Type = ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=(P2StateNo!=[120,159])
TriggerAll=StateNo=610||StateNo=630
TriggerAll=MoveHit
TriggerAll=P2BodyDist X*fvar(8)=[-10,85+vel X*10+(EnemyNear(floor(fvar(18))),vel x*10)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=Pos Y+(vel y!=0)*(vel y+0.55*5)*10<-10;||fvar(29)=7
TriggerAll=fvar(29)>=10
Trigger1 = P2BodyDist Y*fvar(9)-(vel y+GetHitVar(Yaccel)*5)*10+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5)*10=[-60,75]

[State -3,A-K];󃉃Y
Type = ChangeState
value = ifelse(var(58)=2,1850,1150)
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=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=(P2StateNo!=[120,159])
TriggerAll=StateNo=[600,630]
TriggerAll=MoveHit
TriggerAll=P2BodyDist X*fvar(8)=[-10,155]
TriggerAll=fvar(29)>=12
Trigger1 = P2BodyDist Y*fvar(9)-(vel y+GetHitVar(Yaccel)*5)*10+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5)*10!=[-60,75]
Trigger2 = Pos Y+(vel y!=0)*(vel y+0.55*5)*10>-10||fvar(29)=12

[State -3,A-K];D
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=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=(P2StateNo!=[120,159])
TriggerAll=StateNo=620
TriggerAll=MoveHit
TriggerAll=P2BodyDist X*fvar(8)=[-10,85+vel X*13+(EnemyNear(floor(fvar(18))),vel x*13)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=Pos Y+(vel y!=0)*(vel y+0.55*6.5)*13<-10;||fvar(29)=7
TriggerAll=fvar(29)>=13
Trigger1 = P2BodyDist Y*fvar(9)-(vel y+0.55*6.5)*13+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*6.5)*13=[-60,85]


[State -3,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=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=(P2StateNo!=[120,159])
TriggerAll=StateNo=600
TriggerAll=MoveHit
TriggerAll=P2BodyDist X*fvar(8)=[-10,76+vel X*6+(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=Pos Y+(vel y!=0)*(vel y+0.55*3)*6<-10;||fvar(29)=7
TriggerAll=fvar(29)>=6
Trigger1 = P2BodyDist Y*fvar(9)-(vel y+GetHitVar(Yaccel)*3)*6+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3)*6=[-40,35]

[State -3,A-K];S
Type = ChangeState
value = 620
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=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=(P2StateNo!=[120,159])
TriggerAll=StateNo=[600,610]
TriggerAll=MoveHit
TriggerAll=P2BodyDist X*fvar(8)=[-10,111+vel X*8+(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=Pos Y+(vel y!=0)*(vel y+0.55*4)*8<-10;||fvar(29)=7
TriggerAll=fvar(29)>=8
Trigger1 = P2BodyDist Y*fvar(9)-(vel y+0.55*4)*8+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4)*8=[-100,-20]


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

[State -1];T[L[
Type = ChangeState
value = 3000
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-EnemyNear(floor(fvar(18))),vel x*23*(1-(Facing=Enemynear,Facing)*2)<300
Trigger1 = (P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*22)*23=[-150,-10])||P2StateType!=A

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


[State -3,S];Ⴊ݉(ްސؑւ˂Ă)
Type = ChangeState
value = 0
ctrl=1
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=StateType!=A
Trigger1 = fvar(38)=[2,3]
Trigger1 = StateNo=11
Trigger1 = Random<var(59)*20||var(59)>9
Trigger2 = StateNo=[21,22]
Trigger2 = P2Dist X < 0||BackEdgeBodyDist>1&&fvar(24)
Trigger3 = fvar(38)<0
Trigger3 = StateNo=11

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

[State -1,Dash];_bV
Type = ChangeState
value = 100
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)!=-6
TriggerAll=ctrl||(StateNo=[11,22])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
triggerall=!fvar(24)||(fvar(38)=[-4,-1])||(var(55)=[100,104])
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||(fvar(38)=[-4,-1])
Trigger1 = P2BodyDist X*fvar(8)>80||((fvar(38)=[-4,-1])||var(55)=100)&&P2BodyDist X*fvar(8)>0
Trigger1 = Random<=var(59)*100
Trigger2 = fvar(38)<0
Trigger2 = var(59)>9
Trigger3 = (P2BodyDist X*fvar(8)=[0,80])||BackedgeBodydist<20&&(StateNo=11||StateNo=22)
Trigger3 = Random<=var(59)*3

[State -1,Dash];_bV
Type = ChangeState
value = 21
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)!=-6
TriggerAll=ctrl||(StateNo=[10,22])&&StateNo!=21
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
triggerall=BackEdgeBodyDist <= 1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||(fvar(38)=[-4,-1])
Trigger1 = Root,BackEdgeBodyDist <= 1
Trigger1 = Random<=var(59)*100

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


;
;n㗧ZU 
;
[State -3,T];
Type  = ChangeState
TriggerAll=!IsHelper
TriggerAll=var(59)>1
TriggerAll=fvar(34)!=1
TriggerAll=!fvar(35)
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),fvar(39)=0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(Ctrl||fvar(28)) || (StateNo = 5120 && animtime = 0)||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=40
TriggerAll=P2BodyDist X*fvar(8)=[-5,22]
Trigger1 = Random<var(59)*var(59)*var(59)
Trigger2 = (P2StateNo=[120,159])
Trigger2 = Random<var(59)*25||var(59)>10
Value = ifelse(((Helper(50000+id),fvar(24))=[3,4]),805,800)

;
;i

[State -1,C_K];K
type = ChangeState
value = 410
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[3,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(var(55)!=[100,104])
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))
TriggerAll=P2BodyDist X*fvar(8)=[-4,48+vel x*5+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType=S
TriggerAll=Random<var(59)*6
Trigger1 =(!NumHelper(1210)&&!NumHelper(1260))
Trigger2 =NumHelper(1210)
Trigger2 =(Helper(1210),MoveContAct)||(Helper(1210),MoveReversed)
Trigger3 =NumHelper(1260)
Trigger3 =(Helper(1260),MoveContAct)||(Helper(1260),MoveReversed)

[State -1,C_D];D
type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[3,11]
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=var(58)!=2
TriggerAll=var(55)!=100
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[76,134+vel x*4+(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll= !P2BodyDist Y*fvar(9)
TriggerAll= P2StateType=S
TriggerAll= Random<var(59)*4
Trigger1 =(!NumHelper(1210)&&!NumHelper(1260))
Trigger2 =NumHelper(1210)
Trigger2 =(Helper(1210),MoveContAct)||(Helper(1210),MoveReversed)
Trigger3 =NumHelper(1260)
Trigger3 =(Helper(1260),MoveContAct)||(Helper(1260),MoveReversed)

;
;
;i

[State -1,6p];6p
Type = ChangeState
value = 205
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[7,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(var(55)!=[100,104])
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(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=(Helper(780+id),var(45))
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=Random<var(59)*4
TriggerAll=P2BodyDist X*fvar(8)=[-5-45*(P2Dist X>0),30+vel x*6.5+(17-EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime))*-3*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2StateType=C||Random<var(59)*2&&P2Statetype!=A

[State -1,S_D];D
type = ChangeState
value = 240
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(var(55)!=[100,104])
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))
TriggerAll=P2BodyDist X*fvar(8)=[42,134+vel x*10+(EnemyNear(floor(fvar(18))),vel x*25)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = P2StateType=C
Trigger1 = Random<ceil(var(59)*0.4)
;
;
;

[State -1,hsEX];HSEX
Type = ChangeState
value = 1250
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[6,11]
TriggerAll=var(58)=2
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=!var(43)
TriggerAll=(var(55)!=[100,104])
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(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))
TriggerAll=!P2BodyDist Y*fvar(9)&&P2StateType!=A
TriggerAll=Random<var(59)*6-4*(power<500)
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*16)*(1-(Facing=Enemynear,Facing)*2)=[70,150]

[State -1,sEX];SEX
Type = ChangeState
value = 1200
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[3,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=!var(43)
TriggerAll=(var(55)!=[100,104])
TriggerAll=StateType!=A
TriggerAll=power>499
TriggerAll=!fvar(24)||P2Life<10
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(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))
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=Random<var(59)*8
Trigger1 = Enemy,ScreenPos X=[200-(EnemyNear(floor(fvar(18))),vel x*20)*(Enemynear,Facing),300]
Trigger1 = facing=1
Trigger2 = Enemy,ScreenPos X=[0,100-(EnemyNear(floor(fvar(18))),vel x*20)*(Enemynear,Facing)]
Trigger2 = facing=-1
[State -1,S_P];2P
Type = ChangeState
value = 400
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(var(55)!=[100,104])
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(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))
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*5+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*15)=[-30,0]
TriggerAll=Random<var(59)*6
TriggerAll= P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-3,36]
Trigger1 =(!NumHelper(1210)&&!NumHelper(1260))
Trigger2 =NumHelper(1210)
Trigger2 =(Helper(1210),MoveContAct)||(Helper(1210),MoveReversed)
Trigger3 =NumHelper(1260)
Trigger3 =(Helper(1260),MoveContAct)||(Helper(1260),MoveReversed)

[State -1,S_NS];S
Type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(58)!=6
TriggerAll=(var(55)!=[100,104])
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(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))
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*9+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*45)=[-15,0]
TriggerAll=Random<=var(59)*7
TriggerAll= P2BodyDist X*fvar(8)=[-5,54]
Trigger1 =(!NumHelper(1210)&&!NumHelper(1260))
Trigger2 =NumHelper(1210)
Trigger2 =(Helper(1210),MoveContAct)||(Helper(1210),MoveReversed)
Trigger3 =NumHelper(1260)
Trigger3 =(Helper(1260),MoveContAct)||(Helper(1260),MoveReversed)

[State -1,5k];5k
type = ChangeState
value = 210
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=Random<=var(59)*3
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=var(58)!=6
TriggerAll=(var(55)!=[100,104])
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))
TriggerAll= P2BodyDist X*fvar(8)=[-4,67+vel x*7+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll= !P2BodyDist Y*fvar(9)
Trigger1 =(!NumHelper(1210)&&!NumHelper(1260))
Trigger2 =NumHelper(1210)
Trigger2 =(Helper(1210),MoveContAct)||(Helper(1210),MoveReversed)
Trigger3 =NumHelper(1260)
Trigger3 =(Helper(1260),MoveContAct)||(Helper(1260),MoveReversed)

[State -1,C_S];2S
Type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[6,11]
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=(var(55)!=[100,104])
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(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))
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[46,100]
TriggerAll= !P2BodyDist Y*fvar(9)
TriggerAll= Random<var(59)*4
Trigger1 =(!NumHelper(1210)&&!NumHelper(1260))
Trigger2 =NumHelper(1210)
Trigger2 =(Helper(1210),MoveContAct)||(Helper(1210),MoveReversed)
Trigger3 =NumHelper(1260)
Trigger3 =(Helper(1260),MoveContAct)||(Helper(1260),MoveReversed)

[State -1,S_S];S
Type = ChangeState
value = 225
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,10]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(var(55)!=[100,104])
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=var(58)!=6
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*11)*(1-(Facing=Enemynear,Facing)*2)=[54,122]
TriggerAll= P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*11+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*66)=[-40,0]
TriggerAll= Random<var(59)*3
Trigger1 =(!NumHelper(1210)&&!NumHelper(1260))
Trigger2 =NumHelper(1210)
Trigger2 =(Helper(1210),MoveContAct)||(Helper(1210),MoveReversed)
Trigger3 =NumHelper(1260)
Trigger3 =(Helper(1260),MoveContAct)||(Helper(1260),MoveReversed)

;
;󒆈ړ
;

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

[State -1,AirDash];_bV
Type = null;ChangeState
value = 110
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=2||fvar(29)<115
TriggerAll=var(55)!=25
TriggerAll=!var(11)
TriggerAll=StateType=A
TriggerAll=NumHelper(780+id)>0
triggerall = pos y <= ifelse(vel y<0,-40,-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||(Helper(780+id),var(45))&&(P2StateNo=[120,159])
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)>140
Trigger1 = Random<var(59)*10

[State -1,AirBackDash];_bV
Type = null;ChangeState
value = 115
TriggerAll=!IsHelper
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=2||fvar(29)<115
TriggerAll=var(59)>0
TriggerAll=!var(11)
TriggerAll=StateType=A
triggerall = pos y <= ifelse(vel y < 0,-35,-10)
TriggerAll=(StateNo=[50,59]);||(StateNo=[5200,5210])||StateNo=5040&&Ctrl||(StateNo=[120,140])&&Ctrl
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=!((NumHelper(1210)>0||NumHelper(1213)>0)&&(Helper(50000+id),fvar(17))<35)
Trigger1 = P2BodyDist X*fvar(8)=[0,180]
Trigger1 = Random<var(59)*2

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

[State -1,qg~];qg~
Type = ChangeState
value = 1400+50*(var(42)>0)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<var(59)*140
TriggerAll=fvar(38)>0
TriggerAll=var(58)!=1
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=fvar(29)>=6||P2StateType=L
TriggerAll=fvar(34)!=1
TriggerAll=!var(42)||((NumHelper(1461)>0)+(NumHelper(1462)>0)+(NumHelper(1463)>0)+(NumHelper(1464)>0)+(NumHelper(1465)>0))<3
TriggerAll=StateType!=A
TriggerAll=P2StateType=A||P2StateType=L
TriggerAll=EnemyNear,vel y>0||var(56)||(P2StateNo=[5195,5196])
TriggerAll=NumHelper(9)>0
TriggerAll=!(Helper(9),var(51))&&!(Helper(9),var(52))&&!(Helper(9),var(53))&&!(Helper(9),var(54))&&!(Helper(9),var(55))&&!(Helper(9),var(56))
TriggerAll=NumHelper(50000+id)>0
TriggerAll=!(Helper(50000+id),var(53))&&!(Helper(50000+id),var(54))&&!(Helper(50000+id),var(55))&&!(Helper(50000+id),var(56))
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2MoveType=H
TriggerAll=P2Stateno!=[3000,3199]
TriggerAll=EnemyNear,StateNo!=[120,159]
Trigger1 =(P2BodyDist Y*fvar(9)=[-20,20])&&(P2StateNo!=[1118,1122])&&(EnemyNear,PrevStateNo!=[1118,1122])&&PrevStateNo!=1101
Trigger2 = EnemyNear,StateNo=[5120,5121]
Trigger2 = EnemyNear,AnimTime<=-35
Trigger3 = 0;var(55)=6
Trigger3 = (Helper(780+id),var(53))>18||Power>999
Trigger4 = var(56)=1
Trigger5 = var(55)=5

[State -1,[];[
Type = ChangeState
value = 1500+(var(42)>0&&var(58)=2)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<var(59)*140
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=fvar(29)>=6||P2StateType=L
TriggerAll=EnemyNear,vel y>0||var(56)||(P2StateNo=[5195,5196])
TriggerAll=fvar(34)!=1
TriggerAll=!var(42)
TriggerAll=!var(45)
TriggerAll=StateType!=A
TriggerAll=P2StateType=A||P2StateType=L
TriggerAll=NumHelper(9)>0
TriggerAll=!(Helper(9),var(51))&&!(Helper(9),var(52));&&!(Helper(9),var(53))&&!(Helper(9),var(54))&&!(Helper(9),var(55))&&!(Helper(9),var(56))
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2MoveType=H
TriggerAll=P2Stateno!=[3000,3199]
TriggerAll=EnemyNear,StateNo!=[120,159]
Trigger1 = (P2BodyDist Y*fvar(9)=[-20,20])&&(P2StateNo!=[1118,1122])&&(EnemyNear,PrevStateNo!=[1118,1122])&&PrevStateNo!=1101
Trigger2 = EnemyNear,StateNo=[5120,5121]
Trigger2 = EnemyNear,AnimTime<=-35
Trigger3 = 0;var(55)=6
Trigger3 = (Helper(780+id),var(53))>18||Power>999
Trigger4 = var(56)=1
Trigger5 = var(55)=5

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

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

[State -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
Trigger2 = P2StateType=L
sysvar(1) = 1

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


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

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

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

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

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

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

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

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

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

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

[State 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)=-1,0,1.8)

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

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

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

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

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

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

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

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

[State 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 37]
type = S
physics = S
anim = 40
ctrl = 0
sprpriority = 2

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

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

[State 40, 1]
type = hitby
trigger1 = Time >= 0
value = SCA ,AA ,AP
time = 1
[State 40]
type = VarSet
TriggerAll=!Time
trigger1 = PrevStateNo=100
trigger1 = P2BodyDist X*fvar(8)-(7.5+vel X*0.42)*12-vel X*4-(EnemyNear(floor(fvar(18))),vel x*(16-EnemyNear(floor(fvar(18))),GetHitvar(HitshakeTime)))*(1-(Facing=Enemynear,Facing)*2)>130
trigger2 = PrevStateNo!=100
trigger2 = P2BodyDist X*fvar(8)-vel X*4-(EnemyNear(floor(fvar(18))),vel x*(16-EnemyNear(floor(fvar(18))),GetHitvar(HitshakeTime)))*(1-(Facing=Enemynear,Facing)*2)>130
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*8)*16<-200&&EnemyNear(floor(fvar(18))),GetHitvar(HitshakeTime)=0
sysvar(1) = 1

[State 40, 1]
type = VarSet
TriggerAll=!Time
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*8)*16>-200||EnemyNear(floor(fvar(18))),GetHitvar(HitshakeTime)>0
trigger1 = PrevStateNo=100
trigger1 = P2BodyDist X*fvar(8)-(7.5+vel X*0.42)*12-vel X*4-(EnemyNear(floor(fvar(18))),vel x*(16-EnemyNear(floor(fvar(18))),GetHitvar(HitshakeTime)))*(1-(Facing=Enemynear,Facing)*2)<130
trigger2 = PrevStateNo!=100
trigger2 = P2BodyDist X*fvar(8)-vel X*4-(EnemyNear(floor(fvar(18))),vel x*(16-EnemyNear(floor(fvar(18))),GetHitvar(HitshakeTime)))*(1-(Facing=Enemynear,Facing)*2)<130
sysvar(1) = 0


[State 40]
type = VarSet
TriggerAll=!time
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*8)*16>-200||EnemyNear(floor(fvar(18))),GetHitvar(HitshakeTime)>0
trigger1 = PrevStateNo=100
trigger1 = P2BodyDist X*fvar(8)-vel X*4-(EnemyNear(floor(fvar(18))),vel x*(16-EnemyNear(floor(fvar(18))),GetHitvar(HitshakeTime)))*(1-(Facing=Enemynear,Facing)*2)<110
trigger2 = PrevStateNo!=100
trigger2 = P2BodyDist X*fvar(8)-vel X*4-(EnemyNear(floor(fvar(18))),vel x*(16-EnemyNear(floor(fvar(18))),GetHitvar(HitshakeTime)))*(1-(Facing=Enemynear,Facing)*2)<110
sysvar(1) = -1

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

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

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

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

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

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

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

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

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

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

[State 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)=-1,0,1.8)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[State -3]
Type = varset
Trigger1 = P2Name="Akane Satomura"||Enemy(var(9)),Name="Nayuki Minase"||P2Name="Sayuri Kurata"
Trigger2 = root,var(55)=6
Trigger2 = Root,StateNo=1800&&time=16&&!MoveContAct&&(Enemy,StateNo=[5000,5120])
var(10) = 1
[State -3]
Type = null
TriggerAll=(Root,StateNo=1100||Root,StateNo=1150)&&Root,MoveHit=1
Trigger1=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*20*0.5)*20>0
Trigger1=var(11):=20
Trigger2=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*21*0.5)*21>0
Trigger2=var(11):=21
Trigger3=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*22*0.5)*22>0
Trigger3=var(11):=22
Trigger4=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*23*0.5)*23>0
Trigger4=var(11):=23
Trigger5=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*24*0.5)*24>0
Trigger5=var(11):=24
Trigger6=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*25*0.5)*25>0
Trigger6=var(11):=25
Trigger7=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*26*0.5)*26>0
Trigger7=var(11):=26
Trigger8=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*27*0.5)*27>0
Trigger8=var(11):=27
Trigger9=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*28*0.5)*28>0
Trigger9=var(11):=28
Trigger10=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*29*0.5)*29>0
Trigger10=var(11):=29
Trigger11=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*30*0.5)*30>0
Trigger11=var(11):=30
Trigger12=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*31*0.5)*31>0
Trigger12=var(11):=31
Trigger13=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*32*0.5)*32>0
Trigger13=var(11):=32
Trigger14=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*33*0.5)*33>0
Trigger14=var(11):=33
Trigger15=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*34*0.5)*34>0
Trigger15=var(11):=34
Trigger16=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*35*0.5)*35>0
Trigger16=var(11):=35
Trigger17=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*36*0.5)*36>0
Trigger17=var(11):=36
Trigger18=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*37*0.5)*37>0
Trigger18=var(11):=37
Trigger19=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*38*0.5)*38>0
Trigger19=var(11):=38
Trigger20=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*39*0.5)*39>0
Trigger20=var(11):=39
Trigger21=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*40*0.5)*40>0
Trigger21=var(11):=40
Trigger22=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*41*0.5)*41>0
Trigger22=var(11):=41
Trigger23=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*42*0.5)*42>0
Trigger23=var(11):=42
Trigger24=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*43*0.5)*43>0
Trigger24=var(11):=43
Trigger25=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*44*0.5)*44>0
Trigger25=var(11):=44
Trigger26=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*45*0.5)*45>0
Trigger26=var(11):=45
Trigger27=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*46*0.5)*46>0
Trigger27=var(11):=46
Trigger28=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*47*0.5)*47>0
Trigger28=var(11):=47
Trigger29=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*48*0.5)*48>0
Trigger29=var(11):=48
Trigger30=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*49*0.5)*49>0
Trigger30=var(11):=49
Trigger31=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*50*0.5)*50>0
Trigger31=var(11):=50
Trigger32=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*51*0.5)*51>0
Trigger32=var(11):=51
Trigger33=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*52*0.5)*52>0
Trigger33=var(11):=52
Trigger34=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*53*0.5)*53>0
Trigger34=var(11):=53
Trigger35=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*54*0.5)*54>0
Trigger35=var(11):=54
Trigger36=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*55*0.5)*55>0
Trigger36=var(11):=55
Trigger37=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*56*0.5)*56>0
Trigger37=var(11):=56
Trigger38=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*57*0.5)*57>0
Trigger38=var(11):=57
Trigger39=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*58*0.5)*58>0
Trigger39=var(11):=58
Trigger40=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*59*0.5)*59>0
Trigger40=var(11):=59
Trigger41=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*60*0.5)*60>0
Trigger41=var(11):=60
Trigger42=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*61*0.5)*61>0
Trigger42=var(11):=61
Trigger43=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*62*0.5)*62>0
Trigger43=var(11):=62
Trigger44=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*63*0.5)*63>0
Trigger44=var(11):=63
Trigger45=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*64*0.5)*64>0
Trigger45=var(11):=64
Trigger46=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*65*0.5)*65>0
Trigger46=var(11):=65
Trigger47=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*66*0.5)*66>0
Trigger47=var(11):=66
Trigger48=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*67*0.5)*67>0
Trigger48=var(11):=67
Trigger49=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*68*0.5)*68>0
Trigger49=var(11):=68
Trigger50=EnemyNear(var(9)),Pos Y+(-7.5*Root,fvar(5)+0.52*69*0.5)*69>0
Trigger50=var(11):=69
Trigger51=var(11):=70
ignorehitpause=1
[State -3]
Type = varset
Trigger1 = (Root,StateNo=1100||Root,StateNo=1150)&&Root,MoveHit=1
Trigger1 = ifelse(root,facing=1,(helper(50000+root,id),rootdist X),(helper(60000+root,id),rootdist X))-7.5*var(11)<0
var(24) = 1
ignorehitpause=1
[State -3]
Type = varset
Trigger1 = ((P2StateNo!=[1103,1119])&&P2MoveType!=H)||P2StateType=L||P2StateNo=1119
Trigger2 = Root,MoveHit&&((Root,StateNo!=1100&&Root,StateNo!=1150)||ifelse(root,facing=1,(helper(50000+root,id),rootdist X),(helper(60000+root,id),rootdist X))<60||root,var(56))
var(24) = 0
ignorehitpause=1
[State -3]
Type = varset
Trigger1 = (Root,StateNo=1100||Root,StateNo=1150)&&Root,MoveHit=1
Trigger1 = ifelse(root,facing=1,(helper(50000+root,id),rootdist X),(helper(60000+root,id),rootdist X))-7.5*var(11)>0
var(25) = 1
ignorehitpause=1
[State -3]
Type = varset
Trigger1 = ((P2StateNo!=[1103,1119])&&P2MoveType!=H)||P2StateType=L||P2StateNo=1119
Trigger2 = Root,MoveHit&&((Root,StateNo!=1100&&Root,StateNo!=1150)||ifelse(root,facing=1,(helper(50000+root,id),rootdist X),(helper(60000+root,id),rootdist X))<60||root,var(56))||(Root,StateNo=[1350,1360])
var(25) = 0
ignorehitpause=1

[State 1000]
type = varset
triggerall = 1
Trigger1 = root,numhelper(1413)
Trigger1 = (helper(1413),Pos X-Root,Pos X = [-30,30])
var(53) = 1
[State 1000]
type = varset
triggerall = 1
Trigger1 = root,numhelper(1413)
Trigger1 = (helper(1413),Pos X-Root,Pos X != [-30,30])
Trigger2 = !root,numhelper(1413)
var(53) = 0

[State 1000]
type = varset
triggerall = 1
Triggerall = root,numhelper(1414)
Trigger1 = (helper(1414),Pos X-Root,Pos X = [-30,30])
var(54) = 1
[State 1000]
type = varset
triggerall = 1
Triggerall = root,numhelper(1415)
Trigger1 = (helper(1415),Pos X-Root,Pos X != [-30,30])
Trigger2 = !root,numhelper(1415)
var(54) = 0


[State 1000]
type = varset
triggerall = 1
Trigger1 = root,numhelper(1415)
Trigger1 = (helper(1415),Pos X-Root,Pos X = [-30,30])
var(55) = 1
[State 1000]
type = varset
triggerall = 1
Trigger1 = root,numhelper(1415)
Trigger1 = (helper(1415),Pos X-Root,Pos X != [-30,30])
Trigger2 = !root,numhelper(1415)
var(55) = 0

[State 1000]
type = varset
triggerall = 1
Triggerall = root,numhelper(1416)
Trigger1 = (helper(1416),Pos X-Root,Pos X = [-30,30])
var(56) = 1
[State 1000]
type = varset
triggerall = 1
Triggerall = root,numhelper(1416)
Trigger1 = (helper(1416),Pos X-Root,Pos X != [-30,30])
Trigger2 = !root,numhelper(1416)
var(56) = 0

[State -3];ʒ[܂ł̋
Type = VarSet
Trigger1 = root,NumHelper(50000+root,id)&&root,NumHelper(60000+root,id)
fvar(16) = ifelse(Root,facing=1,(helper(50000+root,id),rootdist X),(helper(60000+root,id),rootdist X))
IgNoreHitPause = 1

[State -3];ʒ[܂ł̋
Type = VarSet
Trigger1 = root,NumHelper(50000+root,id)&&root,NumHelper(60000+root,id)
fvar(17) = ifelse((EnemyNear(floor(root,fvar(18))),facing=1),(helper(60000+root,id),P2bodydist X),(helper(50000+root,id),P2bodydist X))
IgNoreHitPause = 1

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

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

[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
[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


;ȉAze@ˏcns藬p@
;zeA肪Ƃ܂
;---------------------------------------------------------------------------
; E̋V wp[
;---------------------------------------------------------------------------
[Statedef 795]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 20001
sprpriority = 8

[State 110, nothit]
type = HitDef
trigger1 = movereversed
attr = ,NA
hitflag = 
guardflag = 
guard.dist= 0

[State 230, 2]
type = HitDef
trigger1 = !numtarget
attr = , SA
animtype  = medium
damage    = 0
hitflag = MAF
guardflag = 
getpower = 0
sparkno=-1
guard.sparkno=-1
pausetime = 0,1
guardpausetime = 0,1
sparkxy = 0,0
hitsound   = -1
guardsound = -1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0,0
air.animtype = Back
airguard.velocity = 0,0
air.velocity = 0,0
guard.dist= 0

[State 110, 0]
type = statetypeset
trigger1 = Numtarget>1
movetype= I

[State 110, 0]
type = targetstate
trigger1 = movecontact
value = 796 + ishelper(7091)
persistent = 0
ignorehitpause = 1

[State -3,gureizu-Re]
type = ReversalDef
trigger1 = movecontact
attr = S, NA                   
Reversal.attr = SCA,AA,AP,AT
pausetime = 0,0
givepower = 0
hitsound   = -1
sparkno = -1
numhits = 0
ignorehitpause = 1
persistent = 0

[State 2000, 1]
type = Helper
trigger1 = time = 2
pos = 0,0
postype = p1
ID=7091
pausemovetime = 0
supermovetime = 0
name = "ParentGet"
sprpriority = 100
stateno = 797
helpertype = normal
keyctrl = 0
ownpal = 1
ontop = 0



[State -2];HitK[hۑp
type = varset
triggerall = numenemy&&numtarget
trigger1 = target,StateNo=[150,159]
fvar(19) = target,gethitvar(hitcount)
IgNoreHitPause = 1

[State -2];HitK[hۑp
type = varset
triggerall = numenemy&&numtarget
trigger1 = target,gethitvar(hitcount) = 1
trigger1 = target,StateNo!=[150,159]
fvar(19) = 0
IgNoreHitPause = 1

[State -2]
type = varset
triggerAll=numHelper(7091)>0&&numtarget
trigger1=target,Movetype=H&&(target,StateNo!=[120,159])&&target,Statetype!=L

var(0) = target,GetHitVar(hitcount)-ceil(fvar(19))

[State 800, 1]
type = ParentVarset
triggerAll=numHelper(7091)>0&&numtarget
trigger1 = numtarget
fvar(29)=0
persistent = 0
[State 800, 1]
type = hitadd
triggerAll=numHelper(7091)>0&&numtarget
trigger1 = numtarget
value = -1
persistent = 0

[State 800, 1]
type = hitadd
triggerAll=numHelper(7091)>0&&numtarget
triggerAll=var(0)>0 
triggerAll=!(!(target,ctrl)&&(target,PrevStateNo=[5000,5069])&&target,Movetype!=H&&(target,Statetype=S||target,Statetype=C))
trigger1 = target,Movetype!=H||(target,StateNo=[120,159])
trigger2 = target,Statetype=L&&(target,Movetype!=H||RoundState>=3)
value = -var(0)

[State -2]
type = varset
triggerAll=numHelper(7091)>0&&numtarget
triggerAll=var(0)>0
triggerAll=!(!(target,ctrl)&&(target,PrevStateNo=[5000,5069])&&target,Movetype!=H&&(target,Statetype=S||target,Statetype=C))
trigger1 = target,Movetype!=H||(target,StateNo=[120,159])
trigger2 = target,Statetype=L&&(target,Movetype!=H||RoundState>=3)
var(0) = 0

[State -2]
type = varadd
trigger1 = root,fvar(24)>0&&numtarget
trigger1 = floor(root,fvar(24))%32 = 0
trigger1 = roundstate = 2
trigger1 = Target,StateNo=[120,159]
var(5) = ceil(-24*target,const(data.defence)*target,const(data.life)*0.00001*fvar(21));root,const(data.attack)*
IgNoreHitPause = 1

[State 110, 0]
type = targetlifeadd
trigger1 = root,fvar(24)>0&&numtarget
trigger1 = floor(root,fvar(24))%32 = 0
trigger1 = roundstate = 2
value = ceil(-24*target,const(data.defence)*target,const(data.life)*0.00001*fvar(21));root,const(data.attack)*
absolute = 1
kill = 0
IgNoreHitPause = 1

[State 110, 0]
type = targetlifeadd
trigger1 = var(5)<0&&numtarget
trigger1 = Target,StateNo!=[120,159]
trigger1 = roundstate = 2
value = var(5)
absolute = 1
kill = 0
IgNoreHitPause = 1

[State -2]
type = varset
trigger1 = var(5)<0&&numtarget
trigger1 = roundstate = 2
trigger1 = Target,StateNo!=[120,159]
var(5) = 0
IgNoreHitPause = 1

[State -2]
type = varset
triggerall = numtarget
trigger1 = 1
fvar(21) = 0.4+0.006*ceil(100*target,life/target,const(data.life));+0.006*ceil(100*(target,const(data.life)-target,life)/target,const(data.life))*(((root,fvar(20))=0)*1.0+((root,fvar(20))=0.5)*0.666+((root,fvar(20))=10)*0.333)
ignorehitpause = 1

[State 192, 3]
type = Changeanim
trigger1 = numtarget
value = 20000
persistent = 0

;---------------------------------------------------------------------------
; E̋V p2state
;---------------------------------------------------------------------------
[Statedef 796]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 5

[State 2000, 1]
type = Helper
trigger1 = !time
pos = 0,0
postype = p1
ID=99999
pausemovetime = 999999
supermovetime = 999999
name = "ParentGet"
sprpriority = 100
stateno = 767676;wp[̍sݒ肵Xe[g
helpertype = normal
keyctrl = 0;łȂ
ownpal = 1;g̃pbg

[State 192, 3]
type = Changeanim2
trigger1 = !time
value = 20002

[State 230, 2]
type = HitDef
trigger1 = !time+(time=1)
attr = , SA
animtype  = medium
damage    = 0
hitflag = MAF
guardflag = 
getpower = 0
sparkno=-1
guard.sparkno=-1
pausetime = 0,0
guardpausetime = 0,0
sparkxy = 0,0
hitsound   = -1
guardsound = -1
ground.type = High
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0,0
air.animtype = Back
airguard.velocity = 0,0
air.velocity = 0,0
guard.dist= 0

[State 3200, 1]
type = Nothitby
trigger1 = 1
value = SCA, AA, AP, AT
time = 3

[State 110, 0]
type = selfstate
trigger1 = !ishelper
trigger1 = Enemy(0),Name="testament"&&Enemy(0),var(55)=98||Enemy(NumEnemy-1),Name="testament"&&Enemy(NumEnemy-1),var(55)=98
trigger1 = time = 2
value = floor(Enemy(0),fvar(26))
Ctrl = 0

[State 110, 0]
type = selfstate
trigger1 = !ishelper
trigger1 = Enemy(0),Name="testament"&&Enemy(0),var(55)!=98||Enemy(NumEnemy-1),Name="testament"&&Enemy(NumEnemy-1),var(55)!=98
trigger1 = time = 2
value = 0
Ctrl = 1
;---------------------------------------------------------------------------
; E̋V wp[
;---------------------------------------------------------------------------
[Statedef 797]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 20001
sprpriority = 5

[State 110, nothit]
type = HitDef
trigger1 = movereversed
attr = ,NA
hitflag = 
guardflag = 
guard.dist= 0

[State 230, 2]
type = HitDef
trigger1 = !movecontact*(roundstate=2)
attr = , SA
animtype  = medium
damage    = 0
hitflag = MAF
guardflag = 
getpower = 0
sparkno=-1
guard.sparkno=-1
pausetime = 0,1
guardpausetime = 0,1
sparkxy = 0,0
hitsound   = -1
guardsound = -1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0,0
air.animtype = Back
airguard.velocity = 0,0
air.velocity = 0,0
numhits = 0
guard.dist= 0

[State 110, 0]
type = targetstate
trigger1 = movecontact
value = 798
persistent = 0
ignorehitpause = 1

[State 110, 0]
type = statetypeset
trigger1 = MoveContACt
movetype= I

[State -3,gureizu-Re]
type = ReversalDef
trigger1 = movecontact
attr = S, NA                   
Reversal.attr = SCA,AA,AP,AT
pausetime = 0,0
givepower = 0
hitsound   = -1
sparkno = -1
numhits = 0
ignorehitpause = 1
persistent = 0

[State 192, 3]
type = ChangeAnim
trigger1 = MoveContACt
value = 20000
persistent = 0

;---------------------------------------------------------------------------
; E̋V p2helper,state
;---------------------------------------------------------------------------
[Statedef 798]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 5

[State 192, 3]
type = Changeanim2
trigger1 = !time
value = 20002

[State 230, 2]
type = HitDef
trigger1 = !time
attr = , SA
animtype  = medium
damage    = 0
hitflag = MAF
guardflag = 
getpower = 0
sparkno=-1
guard.sparkno=-1
pausetime = 0,0
guardpausetime = 0,0
sparkxy = 0,0
hitsound   = -1
guardsound = -1
ground.type = High
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0,0
air.animtype = Back
airguard.velocity = 0,0
air.velocity = 0,0
guard.dist= 0

[State 110, 0]
type = bindtoparent
trigger1 = 1
pos = 0, -time

[State 192, 3]
type = ChangeState
trigger1 = isHelper
trigger1 = time>2
value = 799
ctrl=0

[State 192, 3]
type = Changeanim2
trigger1 = time = 2
value = 20000

[State 110, 0]
type = selfstate
trigger1 = !ishelper
trigger1 = Enemy(0),Name="testament"&&Enemy(0),var(55)=98||Enemy(NumEnemy-1),Name="testament"&&Enemy(NumEnemy-1),var(55)=98
value = floor(Enemy(0),fvar(26))
Ctrl = 0

[State 110, 0]
type = selfstate
trigger1 = !ishelper
trigger1 = Enemy(0),Name="testament"&&Enemy(0),var(55)!=98||Enemy(NumEnemy-1),Name="testament"&&Enemy(NumEnemy-1),var(55)!=98
value = 0
Ctrl = 1



[Statedef 799]
type    = S
movetype= I
physics = N
ctrl = 0
sprpriority = 5

[State 4000]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow
ignorehitpause = 1

[State 4200]
type = nothitby
trigger1 = 1
value = SCA

[State 4200]
Type = turn
triggerAll=isHelper
Trigger1 = facing != root,facing

[State 4200]
type = varset
triggerAll=isHelper
triggerAll=numenemy 
trigger1 = enemy,Name="testament"
trigger1 = enemy,fvar(24)>0||enemy,var(35)>0
var(59) = 1

[State 4200]
type = varset
triggerAll=numenemy 
triggerAll=isHelper
trigger1 = enemy,Name="testament"
trigger1 = enemy,fvar(24)<=0&&((TeamMode=Turns)||(TeamMode=Single))||enemy,var(35)<=0&&!((TeamMode=Turns)||(TeamMode=Single))
var(59) = 0

[State 4200]
Type = ChangeAnim
triggerAll=isHelper
Trigger1 = var(59)=0
value = 0

[State 4200]
Type = null;ChangeAnim
triggerAll=isHelper
Triggerall = 1
Trigger1 = root,movetype = H
Trigger1 = (root,anim != [120,155]) && (root,anim != [5000,5300])
value = 20003

[State 4200]
Type = ChangeAnim
triggerAll=isHelper
Triggerall = var(59)=1
Trigger1 = root,movetype != H
Trigger2 = (root,anim = [120,155]) || (root,anim = [5000,5300])
Trigger2 = root,movetype = H
value = root,anim
elem  = root,animelemno(0)
ignorehitpause=1

[State 4200]
type = PalFX
triggerAll=isHelper
trigger1 = var(59)=1
time = 1
add = 64,-128,64

[State 4200]
type = AngleDraw
triggerAll=isHelper
trigger1 = var(59)=1
scale = fvar(0),fvar(0)

[State 4200]
type = varset
triggerAll=isHelper
trigger1 = Time = 0
fvar(0) = 1.02

[State 4200]
type = varset
triggerAll=isHelper
trigger1 = fvar(0) <= 1.02
fvar(0) = 1.02

[State 4200]
type = varset
triggerAll=isHelper
trigger1 = fvar(0) >= 1.06
fvar(0) = 1.06

[State 4200]
type = varset
trigger1 = fvar(0) >= 1.06
fvar(1) = 1

[State 4200]
type = varset
triggerAll=isHelper
trigger1 = fvar(0) <= 1.02
fvar(1) = 0

[State 4200]
type = varadd
triggerAll=isHelper
trigger1 = fvar(0) < 1.06
trigger1 = fvar(1) = 0
fvar(0) = 0.0024

[State 4200]
type = varadd
triggerAll=isHelper
trigger1 = fvar(0) > 1.02
trigger1 = fvar(1) = 1
fvar(0) = -0.0024

[State 4200]
Type = trans
triggerAll=isHelper
Trigger1 = var(59)=1
trans = addalpha
alpha = 196,196

[State 4200]
Type = posset
triggerAll=isHelper
Trigger1 = var(59)=1
x = root,pos x
y = root,pos y

[State 4200]
Type = posset
triggerAll=isHelper
Trigger1 = var(59)=0
Trigger2 = root,movetype = H
Trigger2 = (root,anim != [120,155]) && (root,anim != [5000,5300])
x = 0
y = 9999

[State 192, 3]
type = ChangeState
trigger1 = !isHelper
trigger1 = anim=20000
trigger1 = time>=10
value = 0
ctrl=1