;
;AI@by~a
;
; Lvݒł
; [State -3, AItOZbg]
; ̐lς
; 
; 1`10:LvオɂĐx10%UP
;    11:xMAX@
;@@12:OAI
;
;
;ڍ
;
;``
;R{CJE^[̑gs𔻒f悤
;daRC悤
;
;
;XVڍ
;
;J
;
;؂ւݒ
;
;AˎOrn	ꂵ؂ւۂ̂Ȃ
;{P		
;		
;--------------------------
;ް޷ݾ
;--------------------------
;dhw		gpԍ
;		ذ߂𐶂
;荞	̂ȂlɈړ㑊ðďIȓɂĂ܂
;
;͔߽̂
;
;R{ݒ
;
;ʒ[̊
;
;KˋSˉS(˗HSˋD)ˏԂ(ް25%ȏ)FRC˃Wv˴ر
;@@@@@@@@@@@@@@@@@(ް25%ȉ)˃Wv(܂)ˋS˴ر
;dhw()ޯˁHSJC˴ر
; Ⴂ󒆓
;
;ر					@@ (ʒ)FRCˋ󒆃_bVˋSˋD
;S(P)(ް25%ȏorʒ[)(P)ˋD(ʒ[)˖ډ󒆃_bVˋS(ˋP)ˋD˒n
;@@@@(ް25%ȉŉʒ)(ˋP)ˋKJCˋS(ˋP)ˋK˗da	@@@ (D肻ɂȂƂ)˗da
;n
;ˁ{HS(ˋD)(ˏԂ)JCˋSˋD
;
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;SقƂǓȂ̂
;DHS~Qda
;
;ݒ
;
;΍@{K
;΋	{P@HS
;i@D
;i@K@D
;
;@̑@ݑƂg
;L􃁃C
;
;NUߐݒ
;
;Eэ݋󒆏Ԃ
;		ްނĂ
;{K		΍
;
;
;
;
;=============================================================================================================================================================================
;=============================================================================================================================================================================
;-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[Statedef -3];AI
;-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
;=============================================================================================================================================================================
;=============================================================================================================================================================================
;
;
[State -3, AINpwp[]
type=helper
TriggerAll=!ishelper
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,AIFlagSet];AItOZbg
Type = VarSet
TriggerAll=!ishelper
TriggerAll=var(59)<=0
TriggerAll=RoundState<2||(RoundState=2&&ctrl)
Trigger1 = Command="CPU1"||Command="CPU2"||Command="CPU3"
Trigger2 = Command="CPU4"||Command="CPU5"||Command="CPU6"
Trigger3 = Command="CPU7"||Command="CPU8"||Command="CPU9"
Trigger4 = Command="CPU10"||Command="CPU11"||Command="CPU12"
Trigger5 = Command="CPU13"||Command="CPU14"||Command="CPU15"
Trigger6 = Command="CPU16"||Command="CPU17"||Command="CPU18"
Trigger7 = Command="CPU19"||Command="CPU20"||Command="CPU21"
Trigger8 = Command="CPU22"||Command="CPU23"||Command="CPU24"
Trigger9 = Command="CPU25"||Command="CPU26"||Command="CPU27"
Trigger10 = Command="CPU28"||Command="CPU29"||Command="CPU30"
Trigger11 = Command="CPU31"||Command="CPU32"||Command="CPU33"
Trigger12 = Command="CPU34"||Command="CPU35"||Command="CPU36"
Trigger13 = Command="CPU37"||Command="CPU38"||Command="CPU39"
Trigger14 = Command="CPU40"||Command="CPU41"||Command="CPU42"
Trigger15 = Command="CPU43"||Command="CPU44"||Command="CPU45"
Trigger16 = Command="CPU46"||Command="CPU47"||Command="CPU48"
Trigger17 = Command="CPU49"||Command="CPU50"
Trigger18= var(59)=0
Trigger18 = NumHelper(10000+id)
Trigger18 = Helper(10000+id),var(59)>0
var(59) = 5;(1`11܂Őݒ\)
IgNoreHitPause = 1
PauseMoveTime = 9999
SuperMoveTime = 9999

[State -3,ComboDebacFlagSet];R{mFtOZbg
Type = VarSet
Trigger1 = 0;!fvar(39)
Trigger1 = !var(59)
fvar(39) = 1
IgNoreHitPause = 1
PauseMoveTime = 9999
SuperMoveTime = 9999

[State -3,ComboDebacFlagReset];R{mFtOZbg
Type = VarSet
Trigger1 = fvar(39)
Trigger1 = var(59)
fvar(39) = 1
IgNoreHitPause = 1
PauseMoveTime = 9999
SuperMoveTime = 9999

[State -3];iK[hp
Type = VarSet
TriggerAll=NumEnemy
Trigger1 = P2StateType!=A
Trigger2 = P2StateType=A
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*12)*13>=0
Trigger3 = P2Name="millia"
Trigger3 = P2StateNo=1500
Trigger4 = P2Name="eddie"
Trigger4 = P2StateNo=1000||P2StateNo=1050||EnemyNear(floor(fvar(18))),NumHelper(1002);||EnemyNear(floor(fvar(18))),NumHelper(1001)
Trigger5 = P2Name="eddie"
Trigger5 = P2StateNo=1800||P2StateNo=1850
Trigger6 = P2Name="eddie"||P2Name="jam"
Trigger6 = P2StateNo=210
fvar(38) = 1
IgNoreHitPause = 1

[State -3];iK[hp
Type = VarSet
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
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*12)*13<0
Trigger3 = P2Name="testa"||P2Name="justice"
Trigger3 = P2StateNo=205
Trigger4 = P2Name="millia"||P2Name="BRIDGET"||P2Name="eddie"
Trigger4 = P2StateNo=215
Trigger5 = P2Name="faust"
Trigger5 = P2StateNo=235
Trigger6 = P2Name="johnny"
Trigger6 = P2StateNo=1500||P2StateNo=[3500,3501]
Trigger7 = P2Name="order-Sol=Badguy"
Trigger7 = P2StateNo=432
Trigger8 = P2Name="eddie"
Trigger8 = 0;NumHelper(1600)
Trigger9 = P2Name="jam"
Trigger9 = P2StateNo=215
Trigger10= P2Name="Sion_Eltnam_Atlasia"
Trigger10= P2StateNo=[240,241]
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
fvar(38) = 2
IgNoreHitPause = 1

[State -3];K[hs\p()
Type = VarSet
Trigger1 = EnemyNear(floor(fvar(18))),HitDefAttr=,AT
Trigger2 = EnemyNear(floor(fvar(18))),AutHorName="muteki"||AutHorName="Akutagawa"||EnemyNear(floor(fvar(18))),AutHorName="Warusaki3"
Trigger2 = P2StateNo=800
Trigger3 = P2Name="eddie"
Trigger3 = P2StateNo=1300;
Trigger4 = P2Name="SLAYER"
Trigger4 = P2StateNo=1200||P2StateNo=1300
Trigger5 = P2Name="order-Sol=Badguy"
Trigger5 = P2StateNo=1500
Trigger6 = P2Name="jam"
Trigger6 = P2StateNo=2500
Trigger7 = P2Name="faust"
Trigger7 = P2StateNo=1500
Trigger8 = P2Name="johnny"
Trigger8 = EnemyNear(floor(fvar(18))),var(49)
Trigger8 = P2StateNo=[1000,1099]
Trigger9 = P2StateNo=[7600,7601]
Trigger9 = P2Name="wind"
Trigger10= P2StateNo=4000
Trigger10= P2Name="Shin Gouki"||P2Name="Ryu"||P2Name="Morrigan Aensland"||P2Name ="Sakura Kasugano"
Trigger11= P2StateNo=3300
Trigger11= P2Name="Yuri Sakazaki"||P2Name="cvsgouki"||P2Name="cvsryu"||P2Name="cvssakura"
Trigger12= P2StateNo=3200
Trigger12= P2Name="cvsg_rugal"||P2Name="cvsrugal"
Trigger13= P2StateNo=3600
Trigger13= P2Name="Gouki"
Trigger14= P2StateNo=20080||P2StateNo=20060
Trigger14= P2Name="Kaori Misaka"
Trigger15= P2StateNo=3890
Trigger15= P2Name="Evil Ken"
Trigger16= P2Name="Kohaku"
Trigger16= P2StateNo=[2050,2051]
Trigger17= P2Name="Omega Goenitz"
Trigger17= P2StateNo=3150
Trigger18= P2Name="RUGAL"
Trigger18= P2StateNo=2550||P2StateNo=2500
fvar(38) = 3
IgNoreHitPause = 1

[State -3];薳GTime
Type = VarSet
TriggerAll=NumEnemy
Trigger1 = P2StateNo=105
Trigger2 = AutHorName="Warusaki3"
Trigger2 = P2StateNo=800
Trigger3 = P2Name="cvsrugal"||P2Name="cvsg_rugal"
Trigger3 = P2StateNo=1800
Trigger4 = P2Name="cvsgouki"||P2Name="cvsgouki_ex"||P2Name="cvsgouki_normal"
Trigger4 = P2StateNo=1500
Trigger5 = P2Name="cvsryu"||P2Name="cvsryu_ex"||P2Name="cvsryu_normal"||P2Name="Shin Gouki"||P2Name="Ryu"
Trigger5 = P2StateNo=1400
Trigger6 = P2Name="Evil Ken"||P2Name="Evil Ryu"||P2Name="Evil Dan"
Trigger6 = P2StateNo=[3960,3971]
Trigger7 = P2Name="Konoha"
Trigger7 = P2StateNo=1200||P2StateNo=1220||P2StateNo=1610
Trigger8 = AutHorName="H"
Trigger8 = P2StateNo=[900,930]
Trigger9 = P2Name="jam"
Trigger9 = P2StateNo=[1310,1311]
Trigger10= P2Name="eddie"
Trigger10= P2StateNo=1101
Trigger11= P2Name="testa"
Trigger11= P2StateNo=1300
Trigger12= P2Name="justice"
Trigger12= P2StateNo=1100
Trigger13= P2Name="TOKI-(NERICYA)"
Trigger13= (P2StateNo=[1210,1250])||(P2StateNo=[1300,1600])
Trigger14= P2Name="OGRE"
Trigger14= P2StateNo=[980,991]
Trigger15= P2Name="cvsgeese"
Trigger15= P2StateNo=1300||P2StateNo=1400||P2StateNo=1500
Trigger16= P2Name="cvsrock"
Trigger16= P2StateNo=1300
Trigger17= P2Name="Oswald"||P2Name="Oniwarud"
Trigger17= P2StateNo=1500
Trigger18= P2Name="joseph"
Trigger18= P2StateNo=1020
Trigger19= P2Name="Ella"
Trigger19= (P2StateNo=[10001,10008])||P2StateNo=10090
Trigger20= P2Name="Abe"
Trigger20= P2StateNo=1100
Trigger21= P2Name="dio"
Trigger21= P2StateNo=1400
Trigger22= P2Name="cvsingrid"
Trigger22= P2StateNo=1300||P2StateNo=1350
Trigger23= P2Name="Geese Howard"
Trigger23= EnemyNear(floor(fvar(18))),AutHorName="Cannon Musume"
Trigger23= P2StateNo=1400||P2StateNo=1450||P2StateNo=1500
Trigger24= P2Name="Dhalsim with clones"
Trigger24= P2StateNo=1600
Trigger25= P2Name="Dragon Claw"
Trigger25= P2StateNo=[1300,1320]
Trigger26= EnemyNear(floor(fvar(18))),AutHorName="Toma & Raien Makoto"
Trigger26= P2Name="Aoko Aozaki"||P2Name="Shiki_Nanaya"
Trigger26= (P2StateNo=[900,920])||(P2StateNo=[950,960])||P2StateNo=1253
Trigger27= P2Name="General"
Trigger27= P2StateNo=[1000,1012]
Trigger28= P2Name="Omega Goenitz"
Trigger28= P2StateNo=900||P2StateNo=1000||P2StateNo=3100
Trigger29= P2Name="Reimu_Hakurei"
Trigger29= P2StateNo=3021||P2StateNo=3026
Trigger30= EnemyNear(floor(fvar(18))),AutHorName="muteki"
Trigger30= P2StateNo=750||(P2StateNo=5090&&EnemyNear(floor(fvar(18))),vel y<=0)
Trigger31= P2Name="SHIN"
Trigger31= P2StateNo=2400||P2StateNo=2050||(P2StateNo=2000&&EnemyNear(floor(fvar(18))),Time<99)||(var(58)&&StateNo=1400)
fvar(38) = 0
IgNoreHitPause = 1

[State -3];ʲ߰ϰx
Type = Varadd
TriggerAll=0;܂Ȃɂ΍􂵂ĂȂ
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

;fv38=0=薳GTime
;fv38=1=i(K[h\Ȃ炱)
;fv38=2=i
;fv38=3=K[hs\()
;fv38=4=˂p

[State -1,JumpCtrl];Wv
Type = ChangeState
value = 0
Ctrl=1
Trigger1=var(59)>0
Trigger1=StateNo=40

;
;
;
[State -3];ꌂKE
Type = ChangeState
value = 4000
TriggerAll=var(59)>7
TriggerAll=RoundState=3
TriggerAll=!var(25)
TriggerAll=!var(40)
Trigger1 = StateType!=A
Trigger1 = Ctrl
Trigger2 = StateNo=100
Trigger3 = StateNo=101
Trigger4 = StateNo=40
Trigger5 = StateNo=[195, 197]
Trigger5 = Time > ifelse(Anim = 196,18,64)
;
;ꌂKEZ
;
;ɂ܂AItOȂ킸ȎԂŋɋHɏ̂Œǉ
[State -3];旳_
Type = ChangeState
value = 4001
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!var(25)
TriggerAll=var(40) = 1
TriggerAll=P2BodyDist X*fvar(8)=[-5,70]
TriggerAll=P2StateType!=A
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-20
Trigger1 = (ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
Trigger1 = P2MoveType=A
;
;؂ւ
;
[State -2];TCNo[Xg
Type = ChangeState
value = 750
TriggerAll=var(59)>0
TriggerAll=fvar(38)
TriggerAll=fvar(33)>=1.5
TriggerAll=Power<PowerMax/2
TriggerAll=P2BodyDist X*fvar(8)-vel x*14-EnemyNear(floor(fvar(18))),vel x*14=[-60,60]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*17)*18=[-130,0]
TriggerAll=Alive
TriggerAll=P2MoveType=A
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[120,159])
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=[120,140])
Trigger2 = (Time<=1&&MoveType=A)
Trigger2 = StateNo=[200,640]
Trigger2 = PrevStateNo!=[200,640]

[State -3];AˎOrn
Type = ChangeState
value = 3000
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=!var(58)
TriggerAll=!var(25)
TriggerAll=P2BodyDist X*fvar(8)=[-20,92+vel x*5-EnemyNear(floor(fvar(18))),vel x*5]
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=[-60,0]
TriggerAll=P2MoveType=A
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-6||var(59)<7
Trigger1 = Random<var(59)*60||var(59)>9
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime<-20||var(59)<7
Trigger1 = EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[120,159])
Trigger1 = (ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52||(StateNo=[120,140])
Trigger2 = Random<var(59)*20||var(59)>9
trigger2 = !var(3)
trigger2 = (StateNo=[200,451])&&MoveContAct
trigger2 = StateNo!=240

[State -3,S_FK];{K
Type = ChangeState
value = 215
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,60]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2MoveType=A
TriggerAll=fvar(38)=3
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-12
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52||(StateNo=[120,140])
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),Time>50||var(59)>10
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

[State -3,];
Type = ChangeState
value = ifelse((frontedgebodydist<62||Random<500)&&backedgebodydist>62,800,805)
TriggerAll=!fvar(35)
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,24]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo!=40
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
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=[120,159])

[State -3,BackStep];obNXebv
Type  = ChangeState
Value = 105
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType=L
TriggerAll=P2BodyDist X*fvar(8)=[-3,90]
TriggerAll=P2MoveType=A
TriggerAll=(P2StateNo=[200,699])||fvar(38)=3||EnemyNear(floor(fvar(18))),HitDefAttr=,AA
TriggerAll=EnemyNear(floor(fvar(18))),vel x < 3
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52
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=[120,159]

[State -3,Jump];Wv
Type  = ChangeState
Value = 39
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8) > 90
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52
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]
;
;K[hLZ
;
[State -3,YOUSHIZIN];dhw
Type = ChangeState
value = 1100
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=StateNo=[150,153]
TriggerAll=Anim=[120,155]
TriggerAll=P2MoveType=A
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-13||var(59)<7
TriggerAll=Time+EnemyNear(floor(fvar(18))),Time>30||EnemyNear(floor(fvar(18))),PrevStateNo>1599||var(59)>10
Trigger1 = P2BodyDist X*fvar(8)=[-50,80+vel x*10-EnemyNear(floor(fvar(18))),vel x*10]
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)*12)*13=[-140,0]

[State -3,SETURA];
Type = ChangeState
value = 1120
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=StateNo=[150,153]
TriggerAll=Anim=[120,155]
TriggerAll=P2MoveType=A
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-17||var(59)<7
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=Time+EnemyNear(floor(fvar(18))),Time>30||EnemyNear(floor(fvar(18))),PrevStateNo>1599||var(59)>10
Trigger1 = P2BodyDist X*fvar(8)=[-5,117+vel x*13-EnemyNear(floor(fvar(18))),vel x*13]
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)*16)*17=[-70,0]

[State -3,TurnMove];荞
Type = ChangeState
value = 1110
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=StateNo=[150,153]
TriggerAll=Anim=[120,155]
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=Time+EnemyNear(floor(fvar(18))),Time>30||EnemyNear(floor(fvar(18))),PrevStateNo>1599||var(59)>10
Trigger1 = P2BodyDist X*fvar(8)>190+vel x*20-EnemyNear(floor(fvar(18))),vel x*20
Trigger2 = !EnemyNear(floor(fvar(18))),Ctrl
Trigger2 = EnemyNear(floor(fvar(18))),AnimTime<-26||var(59)<7

[State -3,TurnMove];荞
Type = ChangeState
value = 1110
TriggerAll=var(59)=[1,9]
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=StateNo=[150,153]
TriggerAll=Anim=[120,155]
TriggerAll=Time+EnemyNear(floor(fvar(18))),Time>30||EnemyNear(floor(fvar(18))),PrevStateNo>1599||var(59)>10
Trigger1 = Random<ifelse(var(59)<6,var(59),10-var(59))*40
;
;K[h
;
[State -3];K[h
Type = ChangeState
Value = 120
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=(Stateno!=[120,155])
TriggerAll=InGuardDist
TriggerAll=Random<var(59)*100
Trigger1 = Ctrl||StateNo=0||StateNo=11
Trigger2 = fvar(28)||(StateNo=[100,101])||StateNo=52
Trigger2 = var(25)

;
;NU
;
[State -3,jump];Wv
Type = ChangeState
value = 39
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType=L
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateNo=[5100,5101]
Trigger1 = 1;P2BodyDist X*fvar(8)=[-5,120]

[State -3,Dash];_bV
Type = ChangeState
value = 100
TriggerAll=(var(59)>0&&Random<=var(59)*180)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType=L
TriggerAll=(StateNo!=[100,101])
TriggerAll=Ctrl||StateNo=52
Trigger1 = P2BodyDist X*fvar(8) > 50
;
;NUߗp
;
[State -3,AirTATAMI];Ԃ
Type  = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=(P2BodyDist X*fvar(8)-vel x*8=[20,150])
TriggerAll=P2StateType=L
TriggerAll=(ctrl||fvar(28))||((StateNo=[110,115])&&Time>=7)
Trigger1 = Random<var(59)*100
Value = 1050

[State -3,AirBackDash];obN_bV
Type  = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=Pos y<=-15-20
TriggerAll=Ctrl
TriggerAll=Random<var(59)*100
TriggerAll=P2StateType=L
Trigger1 = P2BodyDist X*fvar(8) < 20
Value = 115
;
;}L
;
[State -3,FRC];_XgF}L
Type = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=Power>499
TriggerAll=P2MoveType=H
TriggerAll=StateNo=640
Trigger1 = NumHelper(1298)
Trigger1 = (P2BodyDist X*fvar(8)=[-20,140])
Trigger1 = !var(11)
Trigger1 = EnemyNear(floor(fvar(18))),backedgebodydist>40
value = 961
igNorehitpause = 1

[State -3,FRC];SaFϷ
Type = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=Power>499
TriggerAll=NumHelper(1299)
Trigger1 = P2MoveType=H||InGuardDist||(P2StateNo=[120,159])
Trigger1 = StateNo=1120
Trigger2 = StateNo=1410
Trigger2 = P2MoveType!=H||InGuardDist||(P2StateNo=[120,159])
value = 960
igNorehitpause = 1

[State -3,FRC];󒆏ԂFϷ
Type = ChangeState
value = 961
TriggerAll=0;(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=Power>499
TriggerAll=StateType=A
TriggerAll=P2MoveType=H||P2StateType=L
Trigger1 = StateNo=1050
Trigger1 = Time = [17,18]
igNorehitpause = 1

[State -3,FRC];FϷ
Type = ChangeState
value = 960
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=Power>499
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)>20
Trigger1 = StateNo=1000
Trigger1 = Time = [22,26]
Trigger2 = StateNo=1110
Trigger2 = Time = [16,19]
igNorehitpause = 1

[State -1,RC];}LZ
type = ChangeState
value = 951
TriggerAll=(var(59)>0&&Random<var(59)*150)||fvar(39)
TriggerAll=!ishelper
TriggerAll=Power>999
TriggerAll=StateType=A
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=MoveContAct=1
TriggerAll=PrevStateNo<199
Trigger1 = StateNo=1300
;
;ډȂ
;
[State -3,Dash];_bV
Type = ChangeState
value = 100
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=(StateNo!=[100,101])
TriggerAll=Ctrl||StateNo=52
Trigger1 = PrevStateNo=960

[State -3,Dash];_bV
Type = ChangeState
value = 100
TriggerAll=(var(59)>0&&Random<=var(59)*160)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=Ctrl||StateNo=52
Trigger1 = P2BodyDist X*fvar(8)>80+vel x*8+EnemyNear(floor(fvar(18))),vel x*8
Trigger1 = P2MoveType=H
Trigger2 = P2StateNo=[120,159]
Trigger2 = P2BodyDist X*fvar(8)>25+vel x*8+EnemyNear(floor(fvar(18))),vel x*8

[State -3,Jump];Wv
Type  = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*160)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo!=[120,159]
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType=A
Trigger1 = P2StateNo!=[1112,1119]
Trigger1 = EnemyNear(floor(fvar(18))),GetHitVar(fall.recovertime)<201
Value = 39;ifelse(P2BodyDist Y*fvar(9)<-40,41,40)

[State -3,Jump];Wv
Type  = varset
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo!=[120,159]
TriggerAll=StateNo=39
TriggerAll=P2StateType=A
Trigger1 = P2StateNo!=[1112,1119]
Trigger1 = EnemyNear(floor(fvar(18))),GetHitVar(fall.recovertime)<201
var(12) = 1

[State -3,S_FHS];+HS
Type  = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*160)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-50,116+vel x*9+EnemyNear(floor(fvar(18))),vel x*9]
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo!=[120,159]
TriggerAll=P2StateType=A
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*13)*14=[-10,0]
Trigger1 = EnemyNear(floor(fvar(18))),GetHitVar(fall.recovertime)>200
Trigger2 = P2StateNo=1119
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+0.55*13)*14=[-10,0]
Trigger3 = EnemyNear(floor(fvar(18))),PrevStateNo=[820,824]
Trigger4 = PrevStateNo=810
Value = 235

[State -3,S_K];K
Type  = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*140)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=PrevStateNo!=960
TriggerAll=P2BodyDist X*fvar(8)=[-50,64+vel x*6+EnemyNear(floor(fvar(18))),vel x*6]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*7)*8=[-45,0]
Trigger1 = P2MoveType=H
Trigger1 = P2StateNo!=[120,159]
Trigger1 = P2StateNo!=1119
Value = 210

[State -3,S_NS];S
Type  = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*140)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=PrevStateNo!=960
TriggerAll=P2BodyDist X*fvar(8)=[-50,30]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*9)*10=[-35,0]
Trigger1 = P2MoveType=H
Trigger1 = P2StateNo!=[120,159]
Value = 220

[State -3,C_D];D
Type  = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*140)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=PrevStateNo!=960
TriggerAll=P2BodyDist X*fvar(8)=[-50,85+vel x*6+EnemyNear(floor(fvar(18))),vel x*6]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*7)*8=[-30,0]
Trigger1 = EnemyNear(floor(fvar(18))),PrevStateNo!=[820,824]
Trigger1 = P2StateNo!=[120,159]
Trigger2 = P2StateNo=1119
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+0.55*13)*14=[-10,0]
Value = 450

[State -3,S_LS];S
Type  = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*140)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo!=[120,159]
TriggerAll=PrevStateNo!=960
TriggerAll=P2BodyDist X*fvar(8)=[-50,106-vel x*6-EnemyNear(floor(fvar(18))),vel x*6]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*8)*9=[-30,0]
Trigger2 = P2StateNo=1119
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+0.55*13)*14=[-10,0]
Value = 225

[State -3,Dash];_bV
Type = ChangeState
value = 100
TriggerAll=(var(59)>0&&Random<=var(59)*160)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=Ctrl||StateNo=52
TriggerAll=P2BodyDist X*fvar(8)>40
Trigger1 = P2MoveType=H
Trigger2 = P2StateNo=[120,159]
;
;q
;
[State -1,Jump];Wv
type = varset
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=Statetype!=A
TriggerAll=!InGuardDist
TriggerAll=MoveContAct
trigger1 = (StateNo=[220, 225])
trigger2 = StateNo=206
trigger3 = StateNo=200
trigger4 = StateNo=210
trigger5 = StateNo=450
trigger6 = StateNo=235
var(17) = 1
ignorehitpause = 1

[State -1,Jump];Wv
type = ChangeState
value = 39
TriggerAll=(var(59)>0&&Random<=var(59)*100)
TriggerAll=Statetype!=A
TriggerAll=InGuardDist
TriggerAll=MoveContAct
trigger1 = (StateNo=[220,225])
trigger2 = StateNo=206
trigger3 = StateNo=200
trigger4 = StateNo=210
trigger5 = StateNo=450
trigger6 = StateNo=235
;
;
[State -3,Jump];Wv
Type  = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Movehit
Trigger1 = P2StateType=A
Trigger1 = StateNo=206
Trigger2 = P2StateType=A
Trigger2 = StateNo=225
Trigger3 = StateNo=235
Value = ifelse(P2BodyDist Y*fvar(9)<-40,41,39)

[State -3,Jump];Wv
Type  = ChangeState
TriggerAll=var(59)>0||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=MoveGuarded=1
TriggerAll=P2StateType!=A
trigger1 = StateNo=206||StateNo=220
Trigger1 = P2BodyDist X*fvar(8)<70
Trigger1 = Random<ifelse(var(59)>10||fvar(39),10,var(59))*50
trigger2 = StateNo=225||StateNo=235||StateNo=450
Trigger2 = Random<var(59)*140||fvar(39)
Value = 39

[State -3,C_D];D
Type  = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=MoveGuarded=1
TriggerAll=P2StateType!=A
TriggerAll=P2BodyDist X*fvar(8)<60
trigger1 = (StateNo=[220,225])
trigger2 = StateNo=206
trigger3 = StateNo=235
Value = 450

[State -3,S_NS];S
Type  = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,34]
TriggerAll=P2BodyDist Y*fvar(9)>-40
TriggerAll=MoveContAct
Trigger1 = StateNo=200
Trigger2 = StateNo=210
Trigger3 = StateNo=400
Trigger4 = StateNo=410
Value = 220

[State -3,C_S];S
Type  = ChangeState
TriggerAll=0;(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,115]
TriggerAll=P2BodyDist Y*fvar(9)>-30
TriggerAll=MoveContAct
trigger1 = StateNo=200
trigger2 = StateNo=210
trigger3 = StateNo=220
trigger4 = StateNo=225
trigger5 = StateNo=400
trigger6 = StateNo=410
Value = 420

[State -3,S_LS];S
Type  = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X*fvar(8)>34||StateNo=220
TriggerAll=P2BodyDist X*fvar(8)=[-5,106]
TriggerAll=P2BodyDist Y*fvar(9)>-30
TriggerAll=MoveContAct
Trigger1 = P2BodyDist X*fvar(8)<12
Trigger1 = StateNo=220
Trigger2 = StateNo=210
Trigger3 = P2BodyDist X*fvar(8)<38
Trigger3 = StateNo=400||StateNo=410||StateNo=420
Value = 225

[State -3,C_HS];HS
Type  = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,95]
TriggerAll=P2BodyDist Y*fvar(9)>-90
TriggerAll=MoveContAct
trigger1 = StateNo=215
Value = 430

[State -3,S_HS]HS
Type  = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,60]
TriggerAll=P2BodyDist Y*fvar(9)>-30
TriggerAll=MoveContAct
Trigger1 = StateNo=[215,220]
Value = 230

[State -3,C_D];D
Type  = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist Y*fvar(9)>-70
TriggerAll=MoveContAct
TriggerAll=P2BodyDist X*fvar(8)<38
trigger1 = StateNo=220
trigger2 = StateNo=235
Value = 450

[State -3,TATAMI];Ԃ
Type  = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,125]
TriggerAll=P2BodyDist Y*fvar(9)>-70
TriggerAll=MoveHit
Trigger1 = (StateNo=[200,451])
Trigger1 = StateNo!=205
Trigger1 = StateNo!=240
Trigger1 = StateNo!=[430,431]
Value = 1000
;
;ډ
;
[State -3,A_Dash];_bV
Type  = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*140)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!InGuardDist
TriggerAll=!var(11)
TriggerAll=Pos y<=-15
TriggerAll=Ctrl
TriggerAll=P2MoveType=H
Trigger1 = PrevStateNo=961||StateNo=961
Trigger2 = PrevStateNo=640
Trigger3 = P2StateType!=A
Trigger4 = Pos y<=-15-30
Trigger4 = P2BodyDist X*fvar(8)>90+vel x*9-EnemyNear(floor(fvar(18))),vel x*9
Value = 110

[State -3,A_TATAMI];Ԃ
Type  = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)>10
TriggerAll=(ctrl||fvar(28))
Trigger1 = PrevStateNo=1300
Value = 1050

[State -3,A_TATAMI];Ԃ
Type  = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X*fvar(8)=[20+(StateNo=110)*40,150+(StateNo=110)*40-(StateNo=115)*60])||(Random<100&&P2BodyDist X*fvar(8)>20)
TriggerAll=P2MoveType=H
TriggerAll=(ctrl||fvar(28))
Trigger1 = (Pos y = [-180,-110])
Trigger1 = vel y > 0
Trigger1 = !var(11)
Trigger2 = var(11) = 1
Trigger2 = (Pos y = [-220,-190])
Trigger2 = vel y > 0
Value = 1050

[State -3,A_TATAMI];Ԃ
Type  = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=(StateNo=[110,115])&&Time>=7
Trigger1 = StateNo=110
Trigger1 = P2BodyDist X*fvar(8)>120
Trigger2 = StateNo=115
Trigger2 = P2BodyDist X*fvar(8)>-40
Trigger3 = EnemyNear(floor(fvar(18))),vel x=-8
Trigger3 = Pos y<=-100
Value = 1050

[State -3,YOUZANSEN];da
Type  = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-86,86]
TriggerAll=P2BodyDist Y*fvar(9)=[-86,86]
TriggerAll=PrevStateNo!=1300
TriggerAll=(ctrl||fvar(28))
Trigger1 = Power>999
Trigger1 = P2StateNo=[120,159]
Value = 1300

[State -3,A_S];S
Type  = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2MoveType=H
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-80,110+vel x*6]
Trigger1 = (P2BodyDist Y*fvar(9)=[-90,190])
Trigger1 = (ctrl||fvar(28))
Trigger1 = P2StateType=A
Trigger1 = PrevStateNo!=1300
Trigger1 = Var(23)=10
Value = 630

[State -3,A_S];S
Type  = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2MoveType=H
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=PrevStateNo!=961
TriggerAll=StateNo!=961
TriggerAll=P2BodyDist X*fvar(8)=[-50,110+vel x*6]
;Trigger1 = (P2BodyDist Y*fvar(9)=[-10,90])||var(11)||EnemyNear(floor(fvar(18))),backedgebodydist>40
Trigger1 = (P2BodyDist Y*fvar(9)=[-160,90])
Trigger1 = (ctrl||fvar(28))
Trigger1 = P2StateType=A
Trigger1 = PrevStateNo!=1300
Trigger2 = P2BodyDist Y*fvar(9)=[-125,90] 
Trigger2 = (StateNo=[110,115])&&Time>6
Value = 620

[State -3,A_P];P
Type  = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2MoveType=H
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=PrevStateNo!=961
TriggerAll=StateNo!=961
TriggerAll=P2BodyDist X*fvar(8)=[-5,51+vel x*4-EnemyNear(floor(fvar(18))),vel x*4]
Trigger1 = (P2BodyDist Y*fvar(9)=[-10,100])||var(11)||EnemyNear(floor(fvar(18))),backedgebodydist>40
Trigger1 = (P2BodyDist Y*fvar(9)=[-100,100])
Trigger1 = (ctrl||fvar(28))
Trigger1 = Power<500||EnemyNear(floor(fvar(18))),backedgebodydist<60
Trigger1 = P2StateType=A
Trigger1 = PrevStateNo!=1300
Trigger2 = (P2BodyDist Y*fvar(9)=[-160,90])
Trigger2 = (StateNo=[110,115])&&Time>6
Trigger2 = EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.y)<-90||P2StateType=A
Value = 600

[State -3,A_K];K
Type  = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2MoveType=H
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=PrevStateNo!=961
TriggerAll=StateNo!=961
TriggerAll=PrevStateNo!=1300
TriggerAll=P2BodyDist X*fvar(8)=[-20,38+vel x*6]
Trigger1 = (P2BodyDist Y*fvar(9)=[-10,30])||var(11)||EnemyNear(floor(fvar(18))),backedgebodydist>40
Trigger1 = (P2BodyDist Y*fvar(9)=[-90,30])
Trigger1 = (ctrl||fvar(28))
Trigger1 = Power < 500||EnemyNear(floor(fvar(18))),backedgebodydist <= 60
Trigger1 = P2StateType=A
Trigger1 = PrevStateNo!=1300
Trigger2 = (StateNo=[110,115])&&Time>6
Value = 610
;
;q
;
[State -3,A_S];S
Type  = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-9,110]
TriggerAll=P2BodyDist Y*fvar(9)=[-130,70]
TriggerAll=MoveContAct
Trigger1 = EnemyNear(floor(fvar(18))),backedgebodydist>40
Trigger1 = StateNo=600
Trigger1 = PrevStateNo!=620
Value = 620

[State -3,A_P];P
Type  = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-9,51]
TriggerAll=P2BodyDist Y*fvar(9)=[-50,70]
TriggerAll=vel X=[-7,7]
TriggerAll=var(23)!=10
TriggerAll=MoveContAct
TriggerAll=EnemyNear(floor(fvar(18))),backedgebodydist>40
Trigger1 = StateNo=620
Value = 600

[State -3,A_D];D
Type  = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-50,110]
TriggerAll=P2BodyDist Y*fvar(9)=[-140,120]
TriggerAll=P2StateType=A
TriggerAll=Var(23)!=10
TriggerAll=MoveContAct
TriggerAll=EnemyNear(floor(fvar(18))),backedgebodydist<70
TriggerAll=!var(11)||Pos y>=-90||Power>499
Trigger1 = StateNo=620
Value = 640

[State -3,A_K];K
Type  = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)<30
TriggerAll=P2BodyDist Y*fvar(9)=[-110,70]
TriggerAll=Var(23)!=10
TriggerAll=EnemyNear(floor(fvar(18))),BackEdgeBodyDist>40||P2StateType!=A
TriggerAll=MoveHit
Trigger1 = StateNo=600
Trigger2 = StateNo=620
Value = 610

[State -3,A_Jump];2iWv
Type  = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist Y*fvar(9)<30
TriggerAll=EnemyNear(floor(fvar(18))),Pos Y <= -30
TriggerAll=P2StateType=A
TriggerAll=Movehit=1
TriggerAll=Var(23)!=10
Trigger1 = StateNo=610
Value = 99

[State -3,A_P];P
Type  = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-40,51]
TriggerAll=P2BodyDist Y*fvar(9)=[-50,80]
TriggerAll=var(23)!=10
TriggerAll=MoveGuarded
Trigger1 = StateNo=600
Trigger2 = StateNo=610
Trigger3 = StateNo=620
Value = 600

[State -3,A_HS];HS
Type  = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)<24+10
TriggerAll=P2BodyDist Y*fvar(9)=[-30,200]
TriggerAll=Var(23)!=10
TriggerAll=MoveGuarded
TriggerAll=P2StateType!=A
Trigger1 = StateNo=600
Trigger2 = StateNo=610
Trigger3 = StateNo=620
Value = 630

[State -3,A_D];D
Type  = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8) <= 110
TriggerAll=P2BodyDist Y*fvar(9)=[-30,80]
TriggerAll=Var(23)!=10
TriggerAll=MoveHit
TriggerAll=P2StateType=A
TriggerAll=Pos y > -80
Trigger1 = StateNo=620
Value = 640

[State -3,YOUZANSEN];da
Type  = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-25,86]
TriggerAll=P2BodyDist Y*fvar(9)=[-150,70]
TriggerAll=var(11)=1||(Var(23)=10&&!var(22))
TriggerAll=P2StateType=A
TriggerAll=Movehit
TriggerAll=Pos Y<-70
TriggerAll=PrevStateNo!=110
Trigger1 = StateNo=600
Trigger2 = StateNo=610
Trigger3 = StateNo=620
Trigger4 = StateNo=630
Value = 1300

[State -3,A_TATAMI];Ԃ
Type  = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[10,150]
TriggerAll=P2MoveType=H
TriggerAll=MoveGuarded
Trigger1 = StateNo=600
Trigger2 = StateNo=610
Trigger3 = StateNo=620
Trigger4 = StateNo=630
Value = 1050
;
;Ԃ
;
[State -2];TCNo[Xg
Type = ChangeState
value = 750
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(38)
TriggerAll=fvar(33)>=1.5
TriggerAll=Power<PowerMax/2
TriggerAll=P2BodyDist X*fvar(8)=[-60,60+vel x*9-EnemyNear(floor(fvar(18))),vel x*9]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*17)*18=[-130,0]
TriggerAll=Alive
TriggerAll=P2MoveType=A||EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*39
Trigger1 = (ctrl||fvar(28))||(StateNo=[100,101])
Trigger2 = (Time<=1&&MoveType=A)
Trigger2 = StateNo=[200,640]
Trigger2 = PrevStateNo!=[200,640]

[State -3];AˎOrn
Type = ChangeState
value = 3000
TriggerAll=var(59)=[1,9]
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=!var(58)
TriggerAll=!var(25)
TriggerAll=P2BodyDist X*fvar(8)=[-20,92+vel x*5-EnemyNear(floor(fvar(18))),vel x*5]
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=[-60,0]
TriggerAll=P2MoveType=A
TriggerAll=P2MoveType=A||EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*48
Trigger1 = (ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
trigger2 = !var(3)
trigger2 = (StateNo=[200,451])&&MoveContAct
trigger2 = StateNo!=240
;
;˂
;
[State -3,Dash];_bV
Type = ChangeState
value = 100
TriggerAll=(var(59)>0&&Random<=var(59)*100)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=Ctrl||StateNo=52
TriggerAll=P2BodyDist X*fvar(8) > 80
Trigger1 = P2MoveType!=H
Trigger1 = !EnemyNear(floor(fvar(18))),Ctrl

[State -3,S_K];K
Type  = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=P2BodyDist X*fvar(8)+vel x*6+EnemyNear(floor(fvar(18))),vel x*6=[-5,64]
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)*7)*8=[-45,0]
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=[120,159]
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-8
Trigger1 = !EnemyNear(floor(fvar(18))),Ctrl
Value = 210

[State -3,S_NS];S
Type  = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=P2BodyDist X*fvar(8)=[-5,30]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*9)*10=[-35,0]
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=[120,159]
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-10
Trigger1 = !EnemyNear(floor(fvar(18))),Ctrl
Value = 220

[State -3,S_LS];S
Type  = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=P2BodyDist X*fvar(8)=[31,106-vel x*6-EnemyNear(floor(fvar(18))),vel x*6]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*9=[-30,0]
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=[120,159]
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-9
Trigger1 = !EnemyNear(floor(fvar(18))),Ctrl
Value = 225
;
;ړ
;
[State -1,Jump];Wv
Type = ChangeState
value = 39
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=Ctrl||((StateNo=100||StateNo=105)&&Time>=2)
TriggerAll=Random<var(59)*6
Trigger1 = P2BodyDist X*fvar(8)>180
Trigger2 = P2StateType!=A
Trigger2 = P2BodyDist X*fvar(8)=[0,50]

[State -1,Jump];Wv
Type = ChangeState
value = 39
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=Ctrl||((StateNo=100||StateNo=105)&&Time>=2)
Trigger1 = P2BodyDist X*fvar(8)>180
Trigger1 = Random<var(59)*8

[State -1,Jump];Wv
Type = varset
var(12) = 1
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=StateNo=39
Trigger1 = P2BodyDist X*fvar(8)>180

[State -3,Dash];_bV
Type = ChangeState
value = 100
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=(StateNo!=[100,101])
TriggerAll=Ctrl||StateNo=52
TriggerAll=frontedgebodydist>40
TriggerAll=P2BodyDist X*fvar(8)+vel x*8+EnemyNear(floor(fvar(18))),vel x*8>130
Trigger1 = Random<var(59)*12

[State -3,BackStep];obNXebv
Type  = ChangeState
Value = 105
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=backedgebodydist>50
TriggerAll=P2BodyDist X*fvar(8)=[-3,90]
TriggerAll=(P2StateNo!=[120,158])
TriggerAll=P2MoveType!=H
TriggerAll=EnemyNear(floor(fvar(18))),Ctrl||P2MoveType=A
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52
Trigger1 = Random<var(59)*8
;
;Z̐U(ވꔭ)
;
[State -3,T];
Type  = ChangeState
TriggerAll=!fvar(35)
TriggerAll=var(59)>0
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=40
TriggerAll=P2BodyDist X*fvar(8)=[-5,24]
Trigger1 = Random<var(59)*60
Trigger2 = (P2StateNo=[120,159])
Trigger2 = Random<var(59)*100
Value = ifelse((frontedgebodydist<62||Random<500)&&backedgebodydist>60,800,805)

;I
;
;΋
[State -3,S_FP];+P
Type  = ChangeState
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)+vel x*8+EnemyNear(floor(fvar(18))),vel x*8=[-9,60]
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)*7)*8=[-60,0]
TriggerAll=P2StateType=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
Trigger1 = Random<var(59)*50
Value = 205

[State -3,C_HS];HS
Type  = ChangeState
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)+vel x*7+EnemyNear(floor(fvar(18))),vel x*7=[-40,96]
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)*7)*8=[-80,0]
TriggerAll=P2StateType=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
Trigger1 = Random<var(59)*15
Value = 430

[State -3,C_D];D
Type  = ChangeState
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)+vel x*6+EnemyNear(floor(fvar(18))),vel x*6=[-9,115]
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)*7)*8=[-30,0]
TriggerAll=P2StateType=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=!InGuardDist
Trigger1 = Random<var(59)*30
Value = 450
;΋I
;
;i

[State -3,S_D];D
Type  = ChangeState
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)+vel x*16+EnemyNear(floor(fvar(18))),vel x*16=[-9,77]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=!InGuardDist
Trigger1 = Random<var(59)*7
Value = 240
;iI
;
;i
[State -3,C_K];K
Type  = ChangeState
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-20,64-vel x*4-EnemyNear(floor(fvar(18))),vel x*4]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType=S
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
Trigger1 = Random<var(59)*40
Value = 410

[State -3,C_D];D
Type  = ChangeState
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-20,85-vel x*6-EnemyNear(floor(fvar(18))),vel x*6]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType=S
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
Trigger1 = Random<var(59)*30
Value = 450
;iI
;
[State -3,S_K];K
Type  = ChangeState
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=P2BodyDist X*fvar(8)-vel x*6-EnemyNear(floor(fvar(18))),vel x*6=[-5,64]
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)*7)*8=[-45,0]
TriggerAll=P2StateNo!=[120,159]
Trigger1 = Random<var(59)*60
Value = 210

[State -3,C_K];K
Type  = ChangeState
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-20,64+vel x*4+EnemyNear(floor(fvar(18))),vel x*4]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*4)*5>=0
TriggerAll=P2StateNo!=[120,159]
Trigger1 = Random<var(59)*56
Value = 410

[State -3,S_P];P
Type  = ChangeState
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-4,55+vel x*4+EnemyNear(floor(fvar(18))),vel x*4]
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=[-15,0]
TriggerAll=P2StateNo!=[120,159]
Trigger1 = Random<var(59)*48
Value = 200

[State -3,S_NS];S
Type  = ChangeState
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-5,30]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*9)*10=[-35,0]
TriggerAll=P2StateNo!=[120,159]
Trigger1 = Random<var(59)*30
Value = 220

[State -3,S_LS];S
Type  = ChangeState
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[31,106+vel x*6+EnemyNear(floor(fvar(18))),vel x*6]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*9=[-30,0]
TriggerAll=P2StateNo!=[120,159]
Trigger1 = Random<var(59)*30
Value = 225

[State -3,C_S];S
Type  = ChangeState
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)-vel x*8-EnemyNear(floor(fvar(18))),vel x*8=[-5,115]
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)*10)*11=[-10,0]
TriggerAll=P2StateNo!=[120,159]
Trigger1 = Random<var(59)*20
Value = 420

[State -3,S_HS];HS
Type  = ChangeState
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-20,110+vel x*5+EnemyNear(floor(fvar(18))),vel x*5]
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)*10)*11=[-90,0]
TriggerAll=P2StateNo!=[120,159]
Trigger1 = Random<var(59)*10
Value = 230

[State -3,C_HS];HS
Type  = ChangeState
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)-vel x*7-EnemyNear(floor(fvar(18))),vel x*7=[-40,96]
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)*7)*8=[-80,0]
TriggerAll=P2StateNo!=[120,159]
Trigger1 = Random<var(59)*15
Value = 430

[State -3,S_FHS];+HS
Type  = ChangeState
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)-vel x*9-EnemyNear(floor(fvar(18))),vel x*9=[-9,116]
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)*13)*14=[-10,0]
TriggerAll=P2StateNo!=[120,159]
Trigger1 = Random<var(59)*4
Value = 235

[State -3,TATAMI];ւ
Type  = ChangeState
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)-vel x*9-EnemyNear(floor(fvar(18))),vel x*9=[20,125]
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)*13)*14=[-80,0]
Trigger1 = Random<var(59)*9
Value = 1000

[State -3];
Type  = ChangeState
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)-vel x*14-EnemyNear(floor(fvar(18))),vel x*14=[60,205]
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)*(20+P2BodyDist X*fvar(8)/20))*(21+P2BodyDist X*fvar(8)/20)>=0
Trigger1 = Random<var(59)*5
Value = 1400

[State -3,TETUZANSEN];Sa
Type = ChangeState
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateNo!=[120,159]
TriggerAll=!InGuardDist
Trigger1 = StateNo=1400
Trigger1 = !MoveContAct
Trigger1 = Time=[35,40]
Trigger1 = P2BodyDist X*fvar(8)=[-20,84]
Trigger2 = StateNo=[1401,1404]
Trigger2 = Time=[4,9]
Trigger2 = P2MoveType=H
Trigger2 = P2BodyDist X*fvar(8)=[-20,84]
value = 1410

[State -3];ݑ
Type  = ChangeState
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)>110+vel x*8+EnemyNear(floor(fvar(18))),vel x*8
TriggerAll=P2StateNo!=[120,159]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*9<-90
Trigger1 = Random<var(59)*4
Value = 1200

[State -3,Walk];
Type = ChangeState
value = 20
Ctrl = 1
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
Trigger1 = P2BodyDist X*fvar(8)<26
Trigger1 = EnemyNear(floor(fvar(18))),BackEdgeBodyDist>26
Trigger2 = P2BodyDist X*fvar(8)>50
;
;󒆈ړ
;
[State -3,AirDash];_bV
Type  = ChangeState
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=!var(11)
TriggerAll=Pos y<=-15
TriggerAll=Ctrl
TriggerAll=Random<var(59)*10
Trigger1 = Pos y<=-35
Trigger1 = P2BodyDist X*fvar(8)-vel x*4-EnemyNear(floor(fvar(18))),vel x*4>130
Trigger2 = P2BodyDist X*fvar(8)-vel x*4-EnemyNear(floor(fvar(18))),vel x*4=[90,130]
Trigger3 = backedgebodydist<40
Value = 110

[State -3,AirBackDash];obN_bV
Type  = ChangeState
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=!var(11)
TriggerAll=Ctrl
TriggerAll=P2StateNo!=[120,159]
TriggerAll=Pos y<=-15-20
TriggerAll=(P2BodyDist X*fvar(8)-vel x*4-EnemyNear(floor(fvar(18))),vel x*4=[0,230])
Trigger1 = Random<var(59)*35
Value = 115

[State -3,A_Jump];QiWv
Type = ChangeState
value = 99
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!var(11)
TriggerAll=StateNo!=[120,155]
TriggerAll=P2StateNo!=[120,155]
TriggerAll=Ctrl
Trigger1 = Random<var(59)*18
Trigger1 = vel y>0
;
;󒆗(ވꔭ)
;
[State -3,AirT];󓊂
Type  = ChangeState
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-50,25]
TriggerAll=P2BodyDist Y*fvar(9)=[-79,19]
TriggerAll=P2MoveType!=H
TriggerAll=(ctrl||fvar(28))
Trigger1 = Random<var(59)*70
Trigger2 = Random<var(59)*140
Trigger2 = (P2StateNo=[120,155])||(P2StateNo=[5200,5210])
Value = 850

;
;
;
[State -3,TATAMI];Ԃ
Type  = ChangeState
TriggerAll=var(59)>0
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2StateType!=L
Trigger1 = (ctrl||fvar(28))
Trigger1 = (P2BodyDist X*fvar(8)+vel x*8-EnemyNear(floor(fvar(18))),vel x*8=[30,150])
Trigger1 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*13)*14>-20
Trigger2 = P2BodyDist X*fvar(8)>120-(StateNo=115)*100
Trigger2 = (StateNo=[110,115])&&Time>6
Value = 1050

[State -3,A_P];P
Type  = ChangeState
TriggerAll=var(59)>0
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||((StateNo=[110,115])&&Time>6)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)-vel x*4-EnemyNear(floor(fvar(18))),vel x*4=[-24,51]
Trigger1 = Random<var(59)*55
Trigger1 = P2StateType=A
Trigger1 = P2BodyDist Y*fvar(9)-vel y*4-EnemyNear(floor(fvar(18))),vel y*4=[-20,50]
Trigger2 = Random<var(59)*100
Trigger2 = P2StateType!=A
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4)*5>-20
Value = 600

[State -3,A_K];K
Type  = ChangeState
TriggerAll=var(59)>0
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||((StateNo=[110,115])&&Time>6)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)-vel x*5-EnemyNear(floor(fvar(18))),vel x*5=[-24,51]
Trigger1 = Random<var(59)*55
Trigger1 = P2StateType=A
Trigger1 = P2BodyDist Y*fvar(9)-vel y*5-EnemyNear(floor(fvar(18))),vel y*5=[-80,10]
Value = 610

[State -3,A_HS];HS
Type  = ChangeState
TriggerAll=var(59)>0
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||((StateNo=[110,115])&&Time>6)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)-vel x*8-EnemyNear(floor(fvar(18))),vel x*8=[-8,24+30]
Trigger1 = Random<var(59)*50
Trigger1 = P2StateType=A
Trigger1 = P2BodyDist Y*fvar(9)-vel y*8-EnemyNear(floor(fvar(18))),vel y*8=[-20,300]
Trigger2 = Random<var(59)*100
Trigger2 = P2StateType!=A
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*14)*15>-90
Value = 630

[State -3,A_S];S
Type  = ChangeState
TriggerAll=var(59)>0
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||((StateNo=[110,115])&&Time>6)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)-vel x*6-EnemyNear(floor(fvar(18))),vel x*6=[0,110+90]
Trigger1 = Random<var(59)*40
Trigger1 = P2StateType=A
Trigger1 = P2BodyDist Y*fvar(9)-vel y*6-EnemyNear(floor(fvar(18))),vel y*6=[-40,60]
Trigger2 = Random<var(59)*100
Trigger2 = P2StateType!=A
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*8>-20
Value = 620

[State -3,YOUZANSEN];da
Type  = ChangeState
TriggerAll=var(59)>0
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||((StateNo=[110,115])&&Time>6)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X*fvar(8)-vel x*8-EnemyNear(floor(fvar(18))),vel x*8=[-110,0])
Trigger1 = Random<var(59)*40
Trigger1 = P2StateType=A
Trigger1 = (P2BodyDist Y*fvar(9)-vel y*8-EnemyNear(floor(fvar(18))),vel y*8=[-100,20])
Trigger2 = Random<var(59)*100
Trigger2 = P2StateType!=A
Trigger2 = Pos Y>-40
Value = 1300
