;
;AI@by~a
;
; Lvݒł@ɂ
; [State -1,AItOZbg]
; ̐lς
;
;1`3:ׂďɓI@R{ɕKEZȏ̖̂gp@Ȃ@GCȂ@Kɓڑ҃vC
;4`6:Ԃϗ㏸@ƊႢ邮炢̂Ԃϗ@K[hłĂ΋tɃJȂ͂@AI킾ƂԂς̂ňĊO߁@̑
;7`9:ԂϗXɒቺ@؂ւx㏸@R{Xɉ@΋󒆒iigp㏸@󓊂_ǉ
;10   :xMAX  ްސxMAX@KUP
;11   :xMAX@@ALLK
;12   :펞ubLOx&x@U(H炢ɂ)@߂葽
; 
;XVe
;
;``
;قڑSύX
;Ed͌vZ
;ERAIpXe[ĝŐx㏸
;EAILv6ȉ̉@Lv7ȏ㋭
;ENUߕύX
;EP̂߂ɏo邾K[h(K[hłȂƔȂ߁@hNTC)
;Eق낽ύX
;
;ڍ
;
;\Lv1`5or1`9
;
;rP		痧S\		Lv5ȉ
;oorEӐ_	灨HS\		Lv5ȉ
;EӐ_		ċz(Ot)\	Lv5ȉ
;FRC		RCɖ\		Lv9ȉ
;
;ڍ
;---------------------------------------
;΋
;P		3 28
;P		9 47
;EXHS		1667
;---------------------------------------
;i
;K            5 66
;D		6 70
;---------------------------------------
;i
;dr	13F 42
;D		22F 55(35)
;EXK		17F 56
;
;؂ւ
;
;EӐ_				3F
;rP		NO		7F
;EP		EX		7F
;o					20F
;EM		EX		9F GŃK[hs\
;ċzOt		NO		7F
;					
; 
;R{ݒ
;
;(SS_bVP~nHSn)~QĎċz
; 
;FRCSSެ߷ݾفS󒆼ެ߁SHS{Oi
;
;ċzEOtĂƂ
;FRCSެ߷ݾف_bVSċzOt
;SSݾكWvS󒆼ެ߁SHS{Oi
; 
;Ȃǂ̃R{̂ł
;Ex
; 
;(SS_bVP~nHSn)~QDS
; 
;FRCSSެ߷ݾفHSSHSS
;JCHSSHSSHS
;
;őἨR{(EӐ_ꔭڂ̓␳150%p)
;EӐ_RCޯxvel x7܂ŁˋS˗HSˁ{KˋSˉS˒ޯˋP~nˋHS˒nSˋD
;̗7`8D@܂Sްޏ
;FRCg܂̂ŖőɏoȂ
; 
;_XgR{͈lHSA
;
;NU
;ɰقƁ@Kd˂dr
; 
;ExƁ@KiƗKi2
;
;
;̕ύX
;
;E߂΍Helper
;E炢orgԌv
;Et
;Eo[XgLZ(Pƃo[Xg𓯎?(ȗ)Ŕƃo[Xg̖GP̍sɊ^eNjbN)
;EPx㏸(Ȃ߂ǂƂɂȂ肻)
;EΉ
;
;
[Statedef -3];AI
;
;tO
;

[State -1,];AItOZbg
Type = VarSet
TriggerAll=var(59)<1
TriggerAll=RoundState<2||RoundState=2&&Ctrl
Trigger1 = Command="CPU1"||Command="CPU2"
Trigger2 = Command="CPU3"||Command="CPU4"
Trigger3 = Command="CPU5"||Command="CPU6"
Trigger4 = Command="CPU7"||Command="CPU8"
Trigger5 = Command="CPU9"||Command="CPU10"
Trigger6 = Command="CPU11"||Command="CPU12"
Trigger7 = Command="CPU13"||Command="CPU14"
Trigger8 = Command="CPU15"||Command="CPU16"
Trigger9 = Command="CPU17"||Command="CPU18"
Trigger10= Command="CPU19"||Command="CPU20"
Trigger11= Command="CPU21"||Command="CPU22"
Trigger12= Command="CPU23"||Command="CPU24"
Trigger13= Command="CPU25"||Command="CPU26"
Trigger14= Command="CPU27"||Command="CPU28"
Trigger15= Command="CPU29"||Command="CPU30"
Trigger16= Command="CPU31"||Command="CPU32"
Trigger17= Command="CPU33"||Command="CPU34"
Trigger18= Command="CPU35"||Command="CPU36"
Trigger19= Command="CPU37"||Command="CPU38"
Trigger20= Command="CPU39"||Command="CPU40"
Trigger21= Command="CPU41"||Command="CPU42"
Trigger22= Command="CPU43"||Command="CPU44"
Trigger23= Command="CPU45"||Command="CPU46"
Trigger24= Command="CPU47"||Command="CPU48"
Trigger25= Command="CPU49"||Command="CPU50"
Trigger26= NumHelper(10000+ID)
Trigger26= Helper(10000+ID),var(59)
;Trigger27= 1;펞AINp@ԍ;폜ŋN
var(59) = 5;(1`11܂Őݒ\)
IgNoreHitPause = 1

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

[State -1,ComboFlagReset];fobNtOZbg
Type = VarSet
Trigger1 = var(59)>0
Trigger1 = fvar(39)
fvar(39) = 0

[State -3,AIFlagHelper];AINpwp[
Type = Helper
Triggerall=!IsHelper
TriggerAll=RoundState<2||RoundState=2&&Ctrl
Trigger1 = !NumHelper(10000+ID)
Trigger1 = Alive
Trigger1 = !var(59)
HelperType = Normal
Name="AI"
StateNo = 10000
ID = 10000+ID
Pos = 9999,9999
KeyCtrl = 1
PauseMoveTime = 2147483647
SuperMoveTime = 2147483647
Persistent = 0

[State -3,AIHelperCtrl];]vȂƂȂ悤
Type = ChangeState
Trigger1 = IsHelper
Trigger1 = IsHelper(10000+Root,ID)
Trigger1 = StateNo!=10000
value = 10000

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

;
;҂
;

[State -3];iK[hp
Type = VarSet
Trigger1 = 1
fvar(38) = 1
IgNoreHitPause = 1

[State -3];iK[hp
Type = VarSet
TriggerAll=P2StateType!=A
Trigger1 = EnemyNear(floor(fvar(18))),AutHorName="muteki"
Trigger2 = P2Name="anji mito"
Trigger3 = P2Name="Ky=kiske"
Trigger4 = P2Name="judgment"
Trigger5 = P2Name="ROBO-KY"||P2Name="ROBO-KY1"
fvar(38) = 2
IgNoreHitPause = 1

[State -3];iK[hp
Type = VarSet
TriggerAll=NumEnemy
Trigger1 = P2StateType!=A
Trigger1 = fvar(38)!=2
Trigger2 = P2Name="millia"
Trigger2 = P2StateNo=410||P2StateNo=420||P2StateNo=450||P2StateNo=1500
Trigger3 = P2Name="eddie"
Trigger3 = P2StateNo=1000||P2StateNo=1050||EnemyNear(floor(fvar(18))),NumHelper(1002)||EnemyNear(floor(fvar(18))),NumHelper(1001)
Trigger4 = P2Name="eddie"
Trigger4 = P2StateNo=1800||P2StateNo=1850
Trigger5 = P2Name="eddie"
Trigger5 = P2StateNo=210||P2StateNo=410||P2StateNo=450
Trigger6 = P2Name="jam"
Trigger6 = P2StateNo=210||P2StateNo=410||P2StateNo=450||P2StateNo=432||P2StateNo=450||P2StateNo=1320
Trigger7 = P2Name="potemkin"
Trigger7 = P2StateNo=210||P2StateNo=410||P2StateNo=450||P2StateNo=1300
Trigger8 = P2Name="johnny"
Trigger8 = P2StateNo=410||P2StateNo=420||(P2StateNo=[450,451])||(P2StateNo=[1021,1023])||P2StateNo=1061||(P2StateNo=[1063,1064])||P2StateNo=1067||(P2StateNo=[1070,1074])||P2StateNo=1077
Trigger9 = P2Name="baiken"||P2Name="testa"||P2Name="justice"||P2Name="kliff"||P2Name="dizzy"
Trigger9 = P2StateNo=410||P2StateNo=450
Trigger10= P2Name="sol"
Trigger10= P2StateNo=410||P2StateNo=450||P2StateNo=1200
Trigger11= P2Name="gg_venom"
Trigger11= P2StateNo=410||P2StateNo=420||(P2StateNo=[450,451])
Trigger12= P2Name="anji mito"
Trigger12= EnemyNear(floor(fvar(18))),AutHorName="@M"
Trigger12= P2StateNo=410||P2StateNo=430||P2StateNo=1400||P2StateNo=2400
Trigger13= P2Name="Anji Mito" 
Trigger13= P2Name="MEKA"
Trigger13= P2StateNo=410||P2StateNo=430||P2StateNo=450||P2StateNo=1450
Trigger14= P2Name="Ky=kiske"
Trigger14= P2StateNo=210||P2StateNo=410||P2StateNo=420||P2StateNo=440||P2StateNo=1200||P2StateNo=10210||P2StateNo=10410||P2StateNo=10420||P2StateNo=1500
Trigger15= P2Name="faust"
Trigger15= P2StateNo=400||(P2StateNo=[410,411])||P2StateNo=415||P2StateNo=450||P2StateNo=1130||P2StateNo=3000
Trigger16= P2Name="AXL"
Trigger16= P2StateNo=400||P2StateNo=410||P2StateNo=430||P2StateNo=450||P2StateNo=206||(P2StateNo=[1120,1124])
Trigger17= P2Name="chipp"
Trigger17= P2StateNo=410||P2StateNo=420||P2StateNo=450||P2StateNo=1300||P2StateNo=1310
Trigger18= P2Name="I-NO"
Trigger18= P2StateNo=410||P2StateNo=450||P2StateNo=1000||P2StateNo=1050
Trigger19= P2Name="may"
Trigger19= P2StateNo=410||P2StateNo=415||P2StateNo=430||P2StateNo=450
Trigger20= P2Name="SLAYER"
Trigger20= P2StateNo=410||P2StateNo=430||P2StateNo=450
Trigger21= P2Name="A.B.A"
Trigger21= P2StateNo=225||P2StateNo=410||P2StateNo=450||P2StateNo=10450
Trigger22= P2Name="judgment"
Trigger22= P2StateNo=400||P2StateNo=410||P2StateNo=3200||EnemyNear(floor(fvar(18))),NumHelper(6510)
Trigger23= P2Name="ROBO-KY"||P2Name="ROBO-KY1"
Trigger23= (P2StateNo=[230,231])||P2StateNo=410||P2StateNo=430
fvar(38) = 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
Trigger3 = P2Name="testa"||P2Name="justice"
Trigger3 = P2StateNo=205
Trigger4 = P2Name="millia"||P2Name="BRIDGET"||P2Name="eddie"
Trigger4 = P2StateNo=215
Trigger5 = P2Name="faust"||P2Name="kliff"
Trigger5 = P2StateNo=235
Trigger6 = P2Name="johnny"
Trigger6 = P2StateNo=1500||P2StateNo=[3500,3501]
Trigger7 = P2Name="order-Sol=Badguy"
Trigger7 = P2StateNo=432
Trigger8 = P2Name="potemkin"
Trigger8 = P2StateNo=1000||P2StateNo=1600||P2StateNo=3200
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
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=700
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-KY"||P2Name="ROBO-KY1"
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="Ky=kiske"
Trigger38= P2StateNo=10240
Trigger39= P2Name="blackpolnareff"
Trigger39= P2StateNo=1260
Trigger40= P2Name="Shadow DIO"
Trigger40= P2StateNo=205||P2StateNo=225||P2StateNo=245||P2StateNo=1300
Trigger41= P2Name="Patchouli_Knowledge"
Trigger41= P2StateNo=200||P2StateNo=700
Trigger42= P2Name="anji mito"
Trigger42= EnemyNear(floor(fvar(18))),AutHorName="@M"
Trigger42= P2StateNo=202||P2StateNo=220||P2StateNo=1352||EnemyNear(floor(fvar(18))),NumHelper(1360)
Trigger43= P2Name="Anji Mito" 
Trigger43= P2Name="MEKA"
Trigger43= P2StateNo=850||P2StateNo=205||P2StateNo=207||P2StateNo=1002||P2StateNo=1007||(P2StateNo=[3290,3291])||P2StateNo=1550||EnemyNear(floor(fvar(18))),NumHelper(1555)
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"||EnemyNear(floor(fvar(18))),AutHorName="Akutagawa"||EnemyNear(floor(fvar(18))),AutHorName="Hh"||EnemyNear(floor(fvar(18))),AutHorName="Phantom.of.the.Server"
Trigger2 = P2StateNo=800
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"
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=1000||P2StateNo=1050||P2StateNo=2000||P2StateNo=3000||P2StateNo=3100
Trigger31= P2Name="JAGI"
Trigger31= P2StateNo=1000||P2StateNo=2000
Trigger32= P2Name="cvsyun"
Trigger32= P2StateNo=1400
Trigger33= P2Name="Magaki"
Trigger33= P2StateNo=1100||P2StateNo=1150||P2StateNo=2100
Trigger34= P2Name="ROBO-KY"||P2Name="ROBO-KY1"
Trigger34= P2StateNo=1400
Trigger35= P2Name="Shadow DIO"
Trigger35= P2StateNo=2100
fvar(38) = 3
IgNoreHitPause = 1

[State -3];薳G SG
Type = VarSet
TriggerAll=NumEnemy
Trigger1 = P2StateNo=105
Trigger1 = EnemyNear(floor(fvar(18))),Time<4;ꂮ炢͂ł
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="Evil Dan"
Trigger6 = (P2StateNo=[3960,3962])||(P2StateNo=[3970,3972])||(P2StateNo=[3980,3982])||(P2StateNo=[3990,3992])
Trigger7 = P2Name="KoNoha"
Trigger7 = P2StateNo=1200||P2StateNo=1220||P2StateNo=1610
Trigger8 = P2Name="jam"
Trigger8 = P2StateNo=[1310,1311]
Trigger9 = P2Name="eddie"
Trigger9 = P2StateNo=1101
Trigger10= P2Name="TOKI-(NERICYA)"
Trigger10= (P2StateNo=[1210,1250])||(P2StateNo=[1300,1600])
Trigger11= P2Name="OGRE"
Trigger11= P2StateNo=[980,991]
Trigger12= EnemyNear(floor(fvar(18))),AutHorName="Toma & Raien Makoto"
Trigger12= P2Name="Aoko Aozaki"||P2Name="Shiki_Nanaya"
Trigger12= P2StateNo=1253
Trigger13= P2Name="General"
Trigger13= P2StateNo=[1000,1012]
Trigger14= P2Name="Omega Goenitz"
Trigger14= P2StateNo=900||P2StateNo=1000||P2StateNo=3100
Trigger15= P2Name="Reimu_Hakurei"
Trigger15= P2StateNo=3021||P2StateNo=3026
Trigger16= P2Name="Marisa Kirisame"
Trigger16= (P2StateNo=[900,901])||(P2StateNo=[2010,2011])||(P2StateNo=[2020,2021])||P2StateNo=2030||(P2StateNo=[2040,2042])
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="Marisa Kirisame"
Trigger20= P2StateNo=[2010,2011]
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="White_Len"||P2Name="White_Len(CPU)"
Trigger23= P2StateNo=1400||P2StateNo=1410||P2StateNo=1450
Trigger24= P2Name="IGNIZ"
Trigger24= P2StateNo=[2100,2101]
Trigger25= P2Name="ZERO"
Trigger25= P2StateNo=[3020,3021]
Trigger26= P2Name="ORIGINAL ZERO"
Trigger26= P2StateNo=[3100,3110]
Trigger27= P2Name="Patchouli"
Trigger27= P2StateNo=900||(P2StateNo=[1020,1021])||P2StateNo=1160
Trigger28= P2Name="Aya Syameimaru"
Trigger28= P2StateNo=1201||P2StateNo=1400||P2StateNo=1500
Trigger29= P2Name="Youmu_Konpaku"
Trigger29= P2StateNo=3100||P2StateNo=710
Trigger30= P2Name="Suika Ibuki"
Trigger30= P2StateNo=[1300,1321]
Trigger31= P2Name ="Hulk"
Trigger31= P2StateNo=66||(P2StateNo=[940,942])
Trigger32= P2Name="Sakuya Izayoi"
Trigger32= P2StateNo=750
Trigger33= P2Name="Yakumo Yukari"
Trigger33= (P2StateNo=[3000,3002])||(P2StateNo=[3010,3012])
Trigger34= P2Name="Strider_Hiryu"
Trigger34= (P2StateNo=[3040,3041])||(P2StateNo=[7800,7801])||((P2StateNo=[7610,7620])&&(EnemyNear(floor(fvar(18))),Time=[1,10]))
Trigger35= P2Name="New Nakoruru"
Trigger35= (P2StateNo=[60,61])||(P2StateNo=[65,67])||(P2StateNo=[3020,3070])||(P2StateNo=[3113,3140])||(P2StateNo=[3210,3240])
Trigger36= P2Name="Shadow DIO"
Trigger36= P2StateNo=105||P2StateNo=270||P2StateNo=1200&&EnemyNear(floor(fvar(18))),AnimElemNo(0)<7||P2StateNo=1700&&EnemyNear(floor(fvar(18))),AnimElemNo(0)<12
Trigger37= P2Name="Buront"
Trigger37= P2StateNo=701||P2StateNo=4321||P2StateNo=24000||P2StateNo=1400||P2StateNo=1420
fvar(38) = 0
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(38) = 0
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(38) = 0
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
Trigger11= P2StateNo=105
Trigger11= EnemyNear(floor(fvar(18))),Time<9
Trigger12= P2StateNo=810||P2StateNo=860
Trigger13= P2StateNo=700
Trigger13= EnemyNear(floor(fvar(18))),Anim=700&&AnimElemTime(6)<0||EnemyNear(floor(fvar(18))),Anim!=700
fvar(38) = 0
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)
Trigger6 = P2StateNo=810||P2StateNo=820||P2StateNo=860
Trigger7 = P2StateNo=105
Trigger7 = EnemyNear(floor(fvar(18))),Time<8
fvar(38) = 0
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
Trigger5 = P2StateNo=700
Trigger5 = EnemyNear(floor(fvar(18))),Anim=700&&EnemyNear(floor(fvar(18))),AnimElemTime(6)<0||EnemyNear(floor(fvar(18))),Anim!=700
Trigger6 = P2StateNo=105
Trigger6 = EnemyNear(floor(fvar(18))),Time<8
Trigger7 = P2StateNo=810||P2StateNo=860||P2StateNo=3001||P2StateNo=3501||P2StateNo=4010
fvar(38) = 0
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=P2Name="justice"
Trigger1 = P2StateNo=700
Trigger1 = EnemyNear(floor(fvar(18))),Anim=700&&AnimElemTime(5)<2||EnemyNear(floor(fvar(18))),Anim!=700
Trigger2 = P2StateNo=710
Trigger2 = AnimElemTime(5)<2
Trigger3 = P2StateNo=105
Trigger3 = EnemyNear(floor(fvar(18))),Time<10
Trigger4 = P2StateNo=1101
Trigger5 = P2StateNo=1106
Trigger6 = P2StateNo=1200
Trigger6 = EnemyNear(floor(fvar(18))),Time<ifelse(EnemyNear(floor(fvar(18))),var(58),12,8)
Trigger7 = P2StateNo=3100
Trigger7 = AnimElemTime(4)<4
Trigger8 = P2StateNo=3200
Trigger8 = AnimElemTime(6)<0
Trigger9 = P2StateNo=810
Trigger10= P2StateNo=860
fvar(38) = 0
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=P2Name="eddie"
Trigger1 = P2StateNo=700
Trigger1 = EnemyNear(floor(fvar(18))),Anim=700&&AnimElemTime(8)<0||EnemyNear(floor(fvar(18))),Anim!=700
Trigger2 = P2StateNo=810
Trigger3 = P2StateNo=860
Trigger4 = P2StateNo=105
Trigger4 = EnemyNear(floor(fvar(18))),Time<9
Trigger5 = P2StateNo=1102
Trigger5 = EnemyNear(floor(fvar(18))),Time<8
Trigger6 = P2StateNo=[1103,1104]
Trigger6 = EnemyNear(floor(fvar(18))),Time<7
Trigger7 = P2StateNo=1200
Trigger7 = EnemyNear(floor(fvar(18))),Time<9
Trigger8 = P2StateNo=3000
Trigger8 = EnemyNear(floor(fvar(18))),AnimElemTime(7)<2
Trigger9 = P2StateNo=3200
Trigger9 = EnemyNear(floor(fvar(18))),Anim=3200
Trigger9 = EnemyNear(floor(fvar(18))),AnimElemTime(4)<2
fvar(38) = 0
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=P2Name="potemkin"
Trigger1 = P2StateNo=810
Trigger2 = P2StateNo=860
Trigger3 = P2StateNo=105
Trigger3 = EnemyNear(floor(fvar(18))),Time<21
Trigger4 = P2StateNo=700
Trigger4 = EnemyNear(floor(fvar(18))),Anim=700&&AnimElemTime(8)<0||EnemyNear(floor(fvar(18))),Anim!=700
Trigger5 = P2StateNo=1100
Trigger5 = EnemyNear(floor(fvar(18))),PrevStateNo=2800
Trigger5 = EnemyNear(floor(fvar(18))),Time<17
Trigger6 = P2StateNo=1500
Trigger6 = EnemyNear(floor(fvar(18))),AnimElemtime(4)>=0
Trigger6 = EnemyNear(floor(fvar(18))),AnimElemtime(6)<0
Trigger7 = P2StateNo=1700
Trigger7 = EnemyNear(floor(fvar(18))),AnimElemtime(4)<0
Trigger8 = P2StateNo=2820
Trigger8 = EnemyNear(floor(fvar(18))),Time<6||EnemyNear(floor(fvar(18))),Time=[9,11]
Trigger9 = P2StateNo=2840
Trigger9 = EnemyNear(floor(fvar(18))),Time<13
Trigger10= P2StateNo=3000
Trigger10= EnemyNear(floor(fvar(18))),AnimElemTime(6)<6
Trigger11= P2StateNo=3300
Trigger11= EnemyNear(floor(fvar(18))),AnimElemTime(13)<2
Trigger12= P2StateNo=3350
Trigger12= EnemyNear(floor(fvar(18))),AnimElemTime(7)<2
Trigger13= P2StateNo=3400
Trigger13= EnemyNear(floor(fvar(18))),AnimElemTime(5)<0
Trigger14= P2StateNo=3201
Trigger15= P2StateNo=1001
Trigger16= P2StateNo=1101
Trigger17= P2StateNo=1120
fvar(38) = 0
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=P2Name="baiken"
Trigger1 = P2StateNo=810
Trigger2 = P2StateNo=860
Trigger3 = P2StateNo=105
Trigger3 = EnemyNear(floor(fvar(18))),Time<10
Trigger4 = P2StateNo=700
Trigger4 = EnemyNear(floor(fvar(18))),Anim=700&&AnimElemTime(3)<0||EnemyNear(floor(fvar(18))),Anim!=700
Trigger5 = P2StateNo=1100
Trigger5 = EnemyNear(floor(fvar(18))),AnimElemTime(2)<0
Trigger6 = P2StateNo=1110
Trigger6 = EnemyNear(floor(fvar(18))),Time<17
Trigger7 = P2StateNo=1120
Trigger7 = EnemyNear(floor(fvar(18))),Time<20
Trigger8 = P2StateNo=1300
Trigger8 = EnemyNear(floor(fvar(18))),AnimElemTime(5)<0
Trigger9 = P2StateNo=3000
Trigger9 = EnemyNear(floor(fvar(18))),AnimElemTime(6)<0
Trigger10= P2StateNo=3100||P2StateNo=3102
Trigger10= EnemyNear(floor(fvar(18))),AnimElemtime(24)<7
Trigger11= P2StateNo=3110
Trigger11= EnemyNear(floor(fvar(18))),AnimElemTime(5)<2
Trigger12= P2StateNo=3120
Trigger12= EnemyNear(floor(fvar(18))),AnimElemtime(3)<2
Trigger13= P2StateNo=3130
Trigger13= EnemyNear(floor(fvar(18))),AnimElemtime(10)<2
Trigger14= P2StateNo=3140
Trigger14= EnemyNear(floor(fvar(18))),AnimElemtime(3)<2
Trigger15= P2StateNo=[3150,3152]
Trigger15= EnemyNear(floor(fvar(18))),AnimElemtime(9)<0
Trigger16= P2StateNo=4001
Trigger16= EnemyNear(floor(fvar(18))),AnimElemTime(4)<1
fvar(38) = 0
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=P2Name="chipp"
Trigger1 = P2StateNo=810
Trigger2 = P2StateNo=860
Trigger3 = P2StateNo=105
Trigger3 = EnemyNear(floor(fvar(18))),Time<10
Trigger4 = P2StateNo=700
Trigger4 = EnemyNear(floor(fvar(18))),Anim=700&&AnimElemTime(7)<0||EnemyNear(floor(fvar(18))),Anim!=700
Trigger5 = P2StateNo=1100
Trigger5 = EnemyNear(floor(fvar(18))),AnimElemTime(3)<5
Trigger6 = P2StateNo=1150
Trigger6 = EnemyNear(floor(fvar(18))),AnimElemTime(6)<0
Trigger7 = P2StateNo=1401
Trigger8 = P2StateNo=1420
Trigger8 = EnemyNear(floor(fvar(18))),AnimElemTime(2)>=0
Trigger9 = P2StateNo=3000
trigger9 = EnemyNear(floor(fvar(18))),AnimElemTime(2)>=0
trigger9 = EnemyNear(floor(fvar(18))),AnimElemTime(6)<14
Trigger10= P2StateNo=3100
trigger10= EnemyNear(floor(fvar(18))),AnimElemTime(4)>=0
trigger10= EnemyNear(floor(fvar(18))),AnimElemTime(7)<8
Trigger11= P2StateNo=[4002,4003]
fvar(38) = 0
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=P2Name="AXL"
Trigger1 = P2StateNo=810
Trigger2 = P2StateNo=860
Trigger3 = P2StateNo=105
Trigger3 = EnemyNear(floor(fvar(18))),Time<9
Trigger4 = P2StateNo=700
Trigger4 = EnemyNear(floor(fvar(18))),Anim=700&&AnimElemTime(7)<0||EnemyNear(floor(fvar(18))),Anim!=700
Trigger5 = P2StateNo=1000
Trigger5 = EnemyNear(floor(fvar(18))),AnimElemtime(4)<0
Trigger6 = P2StateNo=1160
Trigger7 = P2StateNo=1301
Trigger7 = EnemyNear(floor(fvar(18))),AnimElemTime(6)<0
Trigger8 = P2StateNo=1451
Trigger8 = EnemyNear(floor(fvar(18))),AnimElemTime(7)<0
Trigger9 = P2StateNo=3000
Trigger9 = EnemyNear(floor(fvar(18))),AnimElemTime(7)<3
Trigger10= P2StateNo=3100||P2StateNo=13100
Trigger10= EnemyNear(floor(fvar(18))),AnimElemTime(7)<2
Trigger11= P2StateNo=4001
trigger11= EnemyNear(floor(fvar(18))),AnimElemTime(4)>=0
trigger11= EnemyNear(floor(fvar(18))),AnimElemTime(10)<0
Trigger12= P2StateNo=4002
fvar(38) = 0
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=P2Name="jam"
Trigger1 = P2StateNo=810
Trigger2 = P2StateNo=860
Trigger3 = P2StateNo=105
Trigger3 = EnemyNear(floor(fvar(18))),Time<7
Trigger4 = P2StateNo=700
Trigger4 = EnemyNear(floor(fvar(18))),Anim=700&&AnimElemTime(7)<0||EnemyNear(floor(fvar(18))),Anim!=700
Trigger5 = P2StateNo=1000
Trigger5 = EnemyNear(floor(fvar(18))),AnimElemTime(3)<0
Trigger6 = P2StateNo=1051
Trigger6 = EnemyNear(floor(fvar(18))),AnimElemTime(7)<0
Trigger7 = P2StateNo=1060||P2StateNo=1070
Trigger7 = EnemyNear(floor(fvar(18))),AnimElemTime(5)<0
Trigger8 = P2StateNo=[1200,1201]
Trigger8 = EnemyNear(floor(fvar(18))),AnimElemTime(3)<0
Trigger9 = P2StateNo=1210||P2StateNo=1220
trigger9 = EnemyNear(floor(fvar(18))),AnimElemTime(2)>=0
trigger9 = EnemyNear(floor(fvar(18))),AnimElemTime(3)<0
Trigger10= (P2StateNo=[1250,1254])||(P2StateNo=[1260,1263])||(P2StateNo=[1270,1273])
Trigger10= EnemyNear(floor(fvar(18))),AnimElemTime(6)<2
Trigger11= P2StateNo=1311
Trigger11= EnemyNear(floor(fvar(18))),Time<5
Trigger12= P2StateNo=1350
trigger12= EnemyNear(floor(fvar(18))),AnimElemTime(2)>=0
trigger12= EnemyNear(floor(fvar(18))),AnimElemTime(7)<0
Trigger13= P2StateNo=2501
Trigger13= EnemyNear(floor(fvar(18))),AnimElemTime(5)<0
Trigger14= P2StateNo=3000
trigger14= EnemyNear(floor(fvar(18))),AnimElemTime(2)>=0
trigger14= EnemyNear(floor(fvar(18))),AnimElemTime(5)<44
Trigger15= P2StateNo=3100
Trigger15= EnemyNear(floor(fvar(18))),AnimElemTime(14)<0
Trigger16= P2StateNo=[3200,3201]
Trigger16= EnemyNear(floor(fvar(18))),AnimElemTime(13)<0
Trigger17= P2StateNo=4001
trigger17= EnemyNear(floor(fvar(18))),AnimElemTime(4)>0
trigger17= EnemyNear(floor(fvar(18))),AnimElemTime(4)<7
fvar(38) = 0
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=P2Name="testament"
Trigger1 = P2StateNo=810
Trigger2 = P2StateNo=860
Trigger3 = P2StateNo=105
Trigger3 = EnemyNear(floor(fvar(18))),Time<10
Trigger4 = P2StateNo=700
Trigger4 = EnemyNear(floor(fvar(18))),Anim=700&&AnimElemTime(7)<0||EnemyNear(floor(fvar(18))),Anim!=700
Trigger5 = P2StateNo=430
Trigger5 = EnemyNear(floor(fvar(18))),AnimElemtime(3)>=0
Trigger5 = EnemyNear(floor(fvar(18))),AnimElemtime(5)<0
Trigger6 = P2StateNo=1400||P2StateNo=1450
Trigger6 = EnemyNear(floor(fvar(18))),AnimElemTime(1)<3
Trigger7 = P2StateNo=1301
Trigger7 = EnemyNear(floor(fvar(18))),AnimElemTime(9)<0
Trigger8 = P2StateNo=3000
Trigger8 = EnemyNear(floor(fvar(18))),AnimElemTime(4)<0
Trigger9 = P2StateNo=3100
Trigger9 = EnemyNear(floor(fvar(18))),AnimElemTime(4)>=0
Trigger9 = EnemyNear(floor(fvar(18))),AnimElemTime(9)<2
fvar(38) = 0
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=P2Name="SLAYER"
Trigger1 = P2StateNo=700
Trigger1 = EnemyNear(floor(fvar(18))),Anim=700&&AnimElemTime(7)<0||EnemyNear(floor(fvar(18))),Anim!=700
Trigger2 = EnemyNear(floor(fvar(18))),var(35)>0
Trigger3 = P2StateNo=100
Trigger3 = EnemyNear(floor(fvar(18))),Time=[4,14]
Trigger4 = P2StateNo=105
Trigger4 = EnemyNear(floor(fvar(18))),AnimElemTime(5)<0
Trigger5 = P2StateNo=430
Trigger5 = EnemyNear(floor(fvar(18))),AnimElemtime(3)>=0
Trigger5 = EnemyNear(floor(fvar(18))),AnimElemtime(5)<0
Trigger6 = P2StateNo=810
Trigger7 = P2StateNo=860
Trigger8 = P2StateNo=1000
Trigger8 = EnemyNear(floor(fvar(18))),Time<4
Trigger9 = P2StateNo=1010
Trigger9 = EnemyNear(floor(fvar(18))),Time<7
Trigger10= P2StateNo=1045
Trigger10= EnemyNear(floor(fvar(18))),Time<14
Trigger11= P2StateNo=1201
Trigger12= P2StateNo=3000
Trigger12= EnemyNear(floor(fvar(18))),AnimElemTime(4)>=0
Trigger12= EnemyNear(floor(fvar(18))),AnimElemTime(9)<3
Trigger13= P2StateNo=3100
Trigger13= EnemyNear(floor(fvar(18))),AnimElemTime(1)>=0
Trigger13= EnemyNear(floor(fvar(18))),AnimElemTime(8)<0
Trigger14= P2StateNo=3200
Trigger14= EnemyNear(floor(fvar(18))),AnimElemTime(1)>=0
Trigger14= EnemyNear(floor(fvar(18))),AnimElemTime(15)<0
Trigger15= P2StateNo=4001
Trigger15= EnemyNear(floor(fvar(18))),AnimElemTime(4)>=0
Trigger15= EnemyNear(floor(fvar(18))),AnimElemTime(5)<0
fvar(38) = 0
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(38) = 0
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=P2Name="Evil Dan"
Trigger1 = P2StateNo=4
Trigger2 = (P2StateNo=[12557,12558])||P2StateNo=1255
trigger2 = EnemyNear(floor(fvar(18))),Anim=19
trigger2 = EnemyNear(floor(fvar(18))),AnimElem=2,>=0
trigger2 = EnemyNear(floor(fvar(18))),var(1)=1
Trigger3 = (P2StateNo=[325717,325718])||P2StateNo=32571
trigger3 = EnemyNear(floor(fvar(18))),Anim=19
trigger3 = EnemyNear(floor(fvar(18))),var(1)=1
trigger3 = EnemyNear(floor(fvar(18))),AnimElem=1,<4
Trigger4 = P2StateNo=1215||P2StateNo=1115||P2StateNo=9991060||P2StateNo=9991070||(P2StateNo=[9991080,9991081])
trigger4 = EnemyNear(floor(fvar(18))),Anim=10600
trigger4 = EnemyNear(floor(fvar(18))),AnimElem=2,>=0
trigger4 = EnemyNear(floor(fvar(18))),var(1)=1
Trigger5 = P2StateNo=32071||P2StateNo=31071
trigger5 = EnemyNear(floor(fvar(18))),Anim=30600
trigger5 = EnemyNear(floor(fvar(18))),var(1)=1
trigger5 = EnemyNear(floor(fvar(18))),AnimElem=1,<4
Trigger6 = P2StateNo=10600||P2StateNo=1061||P2StateNo=1070||P2StateNo=1080
trigger6 = EnemyNear(floor(fvar(18))),Anim=1060
trigger6 = EnemyNear(floor(fvar(18))),AnimElem=2,>=0
trigger6 = EnemyNear(floor(fvar(18))),var(1)=1
Trigger7 = P2StateNo=1071||P2StateNo=1081
trigger7 = EnemyNear(floor(fvar(18))),Anim=1060
trigger7 = EnemyNear(floor(fvar(18))),var(1)=1
trigger7 = EnemyNear(floor(fvar(18))),AnimElem=1,<4
trigger8 = P2StateNo=91061
trigger8 = EnemyNear(floor(fvar(18))),Anim=10600
trigger8 = EnemyNear(floor(fvar(18))),var(1)=1
trigger8 = EnemyNear(floor(fvar(18))),AnimElem=1,<4
Trigger9 = (P2StateNo=[960,961])
Trigger10= (P2StateNo=[970,971])
Trigger11= (P2StateNo=[980,981])
Trigger12= (P2StateNo=[990,991])
Trigger13= (P2StateNo=[3961,3961])
Trigger14= (P2StateNo=[3970,3971])
Trigger15= (P2StateNo=[3980,3981])
Trigger16= (P2StateNo=[3990,3991])
Trigger17= P2StateNo=10060
Trigger18= P2StateNo=[930,932]
Trigger19= P2StateNo=3885||(P2StateNo=[31100,31102])||P2StateNo=31109||P2StateNo=1620||P2StateNo=91620||P2StateNo=800||P2StateNo=3450
Trigger19= EnemyNear(floor(fvar(18))),Time<31
Trigger20= P2StateNo=991630||P2StateNo=1630||P2StateNo=91630
Trigger20= EnemyNear(floor(fvar(18))),Time<11
Trigger21= P2StateNo=1630||P2StateNo=91630
Trigger21= EnemyNear(floor(fvar(18))),MoveHit=[1,10]
Trigger22= P2StateNo=1640
Trigger23= P2StateNo=1645
Trigger24= P2StateNo=1650
Trigger25= P2StateNo=91650
Trigger26= (P2StateNo=[1200,1201])
Trigger27= P2StateNo=2100
Trigger28= P2StateNo=2200
Trigger29= P2StateNo=[2210,2211]
Trigger30= P2StateNo=186299
Trigger30= EnemyNear(floor(fvar(18))),Time<14
Trigger31= P2StateNo=13002
Trigger31= EnemyNear(floor(fvar(18))),Anim=800&&EnemyNear(floor(fvar(18))),AnimElem=1||EnemyNear(floor(fvar(18))),Anim=13000
Trigger32= P2StateNo=15000
Trigger32= EnemyNear(floor(fvar(18))),AnimElem=2,>=0
Trigger32= EnemyNear(floor(fvar(18))),Anim=10608
Trigger32= EnemyNear(floor(fvar(18))),var(1)=1
Trigger33= P2StateNo=15001
Trigger33= EnemyNear(floor(fvar(18))),AnimElem=1,<4
Trigger33= EnemyNear(floor(fvar(18))),Anim=10608
Trigger33= EnemyNear(floor(fvar(18))),var(1)=1
fvar(38) = 0
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=P2Name="Shadow DIO"
Trigger1 = P2StateNo=2000
Trigger2 = P2StateNo=2001
Trigger2 = EnemyNear(floor(fvar(18))),MoveHit||EnemyNear(floor(fvar(18))),var(37)=1&&EnemyNear(floor(fvar(18))),Time=[0,30]
Trigger3 = P2StateNo=[2010,2012]
Trigger4 = P2StateNo=[2020,2025]
Trigger5 = P2StateNo=2033
Trigger6 = P2StateNo=2100
Trigger6 = EnemyNear(floor(fvar(18))),Time>40&&EnemyNear(floor(fvar(18))),Life>499||EnemyNear(floor(fvar(18))),Life<501
Trigger7 = P2StateNo=2101
Trigger7 = EnemyNear(floor(fvar(18))),AnimElemNo(0)<17
Trigger8 = P2StateNo=3000
Trigger8 = EnemyNear(floor(fvar(18))),AnimElemNo(0)>17
Trigger9 = P2StateNo=2200
Trigger10= P2StateNo=2201
Trigger10= EnemyNear(floor(fvar(18))),NumHelper(250)>0
Trigger10= 1;!EnemyNear(floor(fvar(18))),MoveGuarded
Trigger11= P2StateNo=[2205,2206]
Trigger12= P2StateNo=2220
Trigger12= EnemyNear(floor(fvar(18))),Time=[0,77]
Trigger13= P2StateNo=2221
Trigger14= P2StateNo=[2300,2302]
Trigger15= P2StateNo=362
Trigger16= P2StateNo=280
Trigger16= EnemyNear(floor(fvar(18))),Time<15
Trigger17= P2StateNo=[290,292]
Trigger18= P2StateNo=1200
Trigger18= EnemyNear(floor(fvar(18))),AnimElemNo(0)<7
Trigger19= P2StateNo=1205
Trigger20= P2StateNo=1206
Trigger20= EnemyNear(floor(fvar(18))),Time<12
Trigger21= P2StateNo=5300
Trigger22= P2StateNo=105
Trigger22= EnemyNear(floor(fvar(18))),AnimElemNo(0)<6
Trigger23= P2StateNo=1700
Trigger23= EnemyNear(floor(fvar(18))),AnimElemNo(0)<12
Trigger24= P2StateNo=270
fvar(38) = 0
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=P2Name="Reimu_Hakurei"
Trigger1 = P2StateNo=105
Trigger1 = EnemyNear(floor(fvar(18))),Time<6
Trigger2 = P2StateNo=119
Trigger2 = EnemyNear(floor(fvar(18))),var(12)=1030
Trigger2 = EnemyNear(floor(fvar(18))),Time<20
Trigger3 = P2StateNo=[800,802]
Trigger3 = EnemyNear(floor(fvar(18))),Time<13
Trigger4 = P2StateNo=1020
Trigger4 = EnemyNear(floor(fvar(18))),Time<20
Trigger5 = P2StateNo=3020
Trigger5 = EnemyNear(floor(fvar(18))),AnimElem=7,<0
Trigger6 = P2StateNo=3040
Trigger6 = EnemyNear(floor(fvar(18))),AnimElem=7,>1
Trigger7 = P2StateNo=3042
Trigger7 = EnemyNear(floor(fvar(18))),Time<55
Trigger8 = P2StateNo=3160
Trigger8 = EnemyNear(floor(fvar(18))),Time<41
Trigger9 = P2StateNo=3161
Trigger9 = EnemyNear(floor(fvar(18))),Time<11
Trigger10= P2StateNo=3041
Trigger11= P2StateNo=3051
Trigger12= P2StateNo=3061
Trigger13= (P2StateNo=[3500,3502])
Trigger14= (P2StateNo=[3510,3514])
Trigger15= P2StateNo=3525
Trigger16= P2StateNo=3681
Trigger17= P2StateNo=3689
fvar(38) = 0
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=P2Name="Marisa Kirisame"
Trigger1 = P2StateNo=105
Trigger2 = P2StateNo=2010
Trigger2 = EnemyNear(floor(fvar(18))),Time>16
Trigger3 = P2StateNo=2011
Trigger4 = P2StateNo=2012||P2StateNo=2022||P2StateNo=1232
Trigger4 = EnemyNear(floor(fvar(18))),Time<36
Trigger5 = P2StateNo=[2020,2021]
Trigger6 = P2StateNo=2030
Trigger7 = P2StateNo=[2041,2042]
Trigger8 = P2StateNo=2043
Trigger8 = EnemyNear(floor(fvar(18))),Time<56
Trigger9 = P2StateNo=[2050,2053]
Trigger10= P2StateNo=[1270,1272]
Trigger11= P2StateNo=[1280,1281]
Trigger12= P2StateNo=[1200,1205]
Trigger13= P2StateNo=1210
Trigger14= P2StateNo=1220
Trigger15= P2StateNo=1222
Trigger16= P2StateNo=[1230,1231]
Trigger17= P2StateNo=[1240,1241]
Trigger18= P2StateNo=[1250,1256]
Trigger19= P2StateNo=900
Trigger19= EnemyNear(floor(fvar(18))),Time>23
Trigger20= P2StateNo=901
fvar(38) = 0
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=P2Name="Marisa Kirisame"
Trigger1 = P2StateNo=1010
Trigger1 = EnemyNear(floor(fvar(18))),Time<14
Trigger2 = P2StateNo=1011
Trigger2 = EnemyNear(floor(fvar(18))),Time<15
fvar(38) = -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
Trigger3 = P2StateNo=1150
Trigger3 = EnemyNear(floor(fvar(18))),Time<5
Trigger4 = P2StateNo=1520||P2StateNo=3310||P2StateNo=3605||P2StateNo=805||P2StateNo=810||P2StateNo=930
Trigger5 = P2StateNo=3100||P2StateNo=3300
Trigger5 = EnemyNear(floor(fvar(18))),AnimElemTime(6)<2
Trigger6 = P2StateNo=3400
Trigger6 = EnemyNear(floor(fvar(18))),AnimElemTime(8)<1
Trigger7 = P2StateNo=3600
Trigger7 = EnemyNear(floor(fvar(18))),var(34)=2||EnemyNear(floor(fvar(18))),AnimElemTime(5)<1
Trigger8 = P2StateNo=935
Trigger8 = EnemyNear(floor(fvar(18))),Time<11
Trigger9 = P2StateNo=950||P2StateNo=960
Trigger9 = EnemyNear(floor(fvar(18))),var(34)!=-1
Trigger10= P2StateNo=951
Trigger11= P2StateNo=961
Trigger11= EnemyNear(floor(fvar(18))),Time<31||EnemyNear(floor(fvar(18))),var(34)=2
fvar(38) = 0
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=NumEnemy
;傢傢傢傢
TriggerAll=P2Name="Ash"       ;傢
;傢傢傢傢
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
Trigger8 = P2StateNo=810
fvar(38) = 0
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(38) = 0
IgNoreHitPause = 1

[State -3];S̓gorZ
Type = VarSet
TriggerAll=NumEnemy
Trigger1 = EnemyNear(floor(fvar(18))),AutHorName="Warusaki3"
Trigger1 = P2StateNo=900
Trigger2 = P2Name="testa"
Trigger2 = P2StateNo=1300
Trigger3 = P2Name="dio"
Trigger3 = P2StateNo=1200
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= EnemyNear(floor(fvar(18))),AutHorName="muteki"
Trigger17= EnemyNear(floor(fvar(18))),PrevStateNo!=[200,640]
Trigger17= EnemyNear(floor(fvar(18))),Time<3
Trigger17= EnemyNear(floor(fvar(18))),Power>0
Trigger17= (P2StateNo=[200,640])
Trigger18= P2Name="SHIN"
Trigger18= var(51)
Trigger19= P2Name="Tin's Leona"
Trigger19= P2StateNo=500||P2StateNo=510||P2StateNo=3999
Trigger20= P2Name="Ralf Jones"
Trigger20= P2StateNo=810||P2StateNo=815
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=[900,902]
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= P2Name="KoNoha"
Trigger14= P2StateNo=1700
Trigger15= P2Name="Geese Howard"
Trigger15= EnemyNear(floor(fvar(18))),AutHorName="Phantom.of.the.Server"
Trigger15= P2StateNo=1200||P2StateNo=1220
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
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]
Trigger9 = P2Name="Geese Howard"
Trigger9 = EnemyNear(floor(fvar(18))),AutHorName="Phantom.of.the.Server"
Trigger9 = P2StateNo=1240
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))),AnimElemTime(9)<3
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]
fvar(38) = -5
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(38)=-8
IgNoreHitPause = 1

;
;\
;
[State -3,S_S];rP痧S\
Type = ChangeState
value = ifelse((P2BodyDist X*fvar(8)=[-28,30]),220,225)
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,5]
TriggerAll=StateType!=A
TriggerAll=PrevStateNo!=[200,649]
TriggerAll=Time=1
Trigger1 = StateNo=3100||StateNo=3500
Trigger1 = Random<(6-var(59))*100
Trigger2 = StateNo=1300
Trigger2 = Random<(6-var(59))*15
IgnoreHitPause = 1

[State -3,S_FHS];oorEӐ_灨HS\
Type = ChangeState
value = ifelse(var(58),237,235)
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,5]
TriggerAll=StateType!=A
TriggerAll=PrevStateNo!=[200,649]
TriggerAll=Time=1
Trigger1 = StateNo=3000||StateNo=3400
Trigger1 = Random<(6-var(59))*100
Trigger2 = StateNo=3200
Trigger2 = Random<(6-var(59))*(50+(var(58)=0&&var(58)=2)*50)
IgnoreHitPause = 1

[State -3,Kokyu];EӐ_璩̌ċz(Ot)\
Type = ChangeState
value = 1520
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,5]
TriggerAll=!var(58)||var(58) = 2
TriggerAll=StateType!=A
TriggerAll=Time=1
Trigger1 = StateNo=3200
Trigger1 = Random<(6-var(59))*33
IgnoreHitPause = 1

[State -3,RC];FRCRCɖ\
Type = ChangeState
value = 950
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,9]
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=MoveContAct=1
TriggerAll=StateNo=810
TriggerAll=Time>9
Trigger1 = var(59)<6
Trigger1 = Random<var(59)*100
Trigger2 = var(59)>5
Trigger2 = Random<(10-var(59))*100
IgNoreHitPause = 1
;
;
;

[State -3,K_GEKI_SAIHASHO];Ӑ_
Type = ChangeState
Value = 3200
TriggerAll=var(59)>8
TriggerAll=fvar(38)>0
triggerall = var(40) = 0
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(StateNo=[200,451])&&MoveContAct&&StateNo!=240&&StateNo!=[235,236]
TriggerAll=Power>999
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
Triggerall=PrevStateNo!=3201
Trigger1 = 1;P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,1,2)=[-5,40]
Trigger1 = 1;P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(Yaccel))*2=[-50,0]
Trigger2 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,3,5)=[-5,40]
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=[-70,0]


[State -1,ITIGEKI];ꌂKE
Type = ChangeState
value = 4000
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=var(59)>6
TriggerAll=!var(25)
TriggerAll=!var(40)
TriggerAll=StateType!=A
Trigger1 = Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])||StateNo=130&&var(25)=0&&MoveType!=H&&!var(38)

;
;p΍
;

[State -3,T];
Type = ChangeState
Value = ifelse((frontedgebodydist<62||Random<500)&&backedgebodydist>62,800,805)
TriggerAll=!fvar(35)
TriggerAll=var(59)>0
TriggerAll=fvar(38)=[-4,-1]
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,21]
TriggerAll=!P2Dist Y
TriggerAll=P2StateType!=A
Trigger1 = Random<var(59)*101

[State -3,S_K];K
Type = ChangeState
value = 210
TriggerAll=var(59)>7
TriggerAll=fvar(38)=-2
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||StateNo=90&&!var(38)||(StateNo=130&&var(25)=0&&MoveType!=H)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*2=[-5,52]
TriggerAll=!P2Dist Y
Trigger1 = Random<var(59)*101

;
;؂Ԃ
;

[State -2,G_SB];TCNo[Xg
Type = ChangeState
value = 750
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(33)>=1.5
TriggerAll=Alive
TriggerAll=Power<PowerMax/2
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,19,11)=[-55,55]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*18)*19=[-110,0]
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo>199
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-18||var(59)<7
TriggerAll=(P2StateNo!=[200,699])||!(EnemyNear(floor(fvar(18))),MoveContAct)
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=Random<var(59)*40||var(59)>9
Trigger1 = Ctrl||fvar(28)||(StateNo=[100,101])||(StateNo=[10,22])||(StateNo=[120,140])
Trigger2 = Time<2
Trigger2 = MoveType=A
Trigger2 = StateNo=[200,640]
Trigger2 = PrevStateNo!=[200,640]
Trigger3 = (StateNo=0||StateNo=151)
Trigger3 = Anim=300
Trigger3 = !var(38)
Trigger3 = !fvar(21)
Trigger3 = AnimElemTime(2)>=0

[State -3,K_GEKI_SAIHASHO];Ӑ_
Type = ChangeState
Value = 3200
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(StateNo=[120,140])
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo>199
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||!Time&&var(59)>9||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[120,159])
TriggerAll=Random<var(59)*60||var(59)>9
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime<-2||var(59)<7
Trigger1 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,1,2)=[-5,40]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel))*2=[-50,0]
Trigger2 = EnemyNear(floor(fvar(18))),AnimTime<-5||var(59)<7
Trigger2 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,3,5)=[-5,40]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel))*5=[-70,0]

[State -3,K_GEKI_SAIHASHO];Ӑ_
Type = ChangeState
Value = 3200
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=(StateNo=[200,451])&&MoveContAct&&StateNo!=240&&StateNo!=[235,236]
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo>199
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=Random<var(59)*20||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime<-2||var(59)<7
Trigger1 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,1,2)=[-5,40]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel))*2=[-50,0]
Trigger2 = EnemyNear(floor(fvar(18))),AnimTime<-5||var(59)<7
Trigger2 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,3,5)=[-5,40]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel))*5=[-70,0]

[State -3,T];
Type = ChangeState
TriggerAll=!fvar(35)
Value = ifelse((frontedgebodydist<62||Random<500)&&backedgebodydist>62,800,805)
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0||fvar(38)=[-4,-1]
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo>199
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=P2BodyDist X*fvar(8)=[-5,21]
TriggerAll=!P2Dist Y
TriggerAll=P2StateType!=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])
Trigger1 = Random<var(59)*60||var(59)>9

[State -3,JUHOSENKEN];EM
Type = ChangeState
Value = 2500
TriggerAll=fvar(35)<8
TriggerAll=var(59)>0
TriggerAll=var(58)=1
TriggerAll=fvar(38)>0||fvar(38)=[-4,-1]
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo>199
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-8||var(59)<7
TriggerAll=P2BodyDist X*fvar(8)=[-5,32]
TriggerAll=!P2Dist Y
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 = Random<var(59)*60||var(59)>9
Trigger1 = Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(StateNo=[120,140])
Trigger2 = Random<var(59)*20||var(59)>10
Trigger2 = (StateNo=[200,451])&&MoveContAct&&StateNo!=240&&StateNo!=[235,236]

[State -3,HUOUSHO];rP
Type = ChangeState
Value = 3100
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(38)!=3
TriggerAll=!var(58)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo>199
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||!Time&&var(59)>9||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[120,159])
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(StateNo=[120,140])
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime<-3||var(59)<9
Trigger1 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,3,2)=[-9,19]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*2)*3=[-60,0]
Trigger2 = EnemyNear(floor(fvar(18))),AnimTime<-4||var(59)<9
Trigger2 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,4,2)=[3,31]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*3)*4=[-60,0]
Trigger3 = EnemyNear(floor(fvar(18))),AnimTime<-5||var(59)<9
Trigger3 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,5,3)=[15,43]
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*4)*5=[-60,0]
Trigger4 = EnemyNear(floor(fvar(18))),AnimTime<-6||var(59)<9
Trigger4 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,6,3)=[27,55]
Trigger4 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6=[-60,0]
Trigger5 = EnemyNear(floor(fvar(18))),AnimTime<-7||var(59)<9
Trigger5 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,7,4)=[39,67]
Trigger5 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*6)*7=[-60,0]
Trigger6 = EnemyNear(floor(fvar(18))),AnimTime<-8||var(59)<9
Trigger6 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,8,4)=[51,79]
Trigger6 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*7)*8=[-60,0]

[State -3,HUOUSHO];rP
Type = ChangeState
Value = 3100
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(38)!=3
TriggerAll=!var(58)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo>199
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=Random<var(59)*20||var(59)>10
TriggerAll=(StateNo=[200,451])&&MoveContAct&&StateNo!=240&&StateNo!=[235,236]
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime<-3||var(59)<9
Trigger1 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,3,2)=[-9,19]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*2)*3=[-60,0]
Trigger2 = EnemyNear(floor(fvar(18))),AnimTime<-4||var(59)<9
Trigger2 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,4,2)=[3,31]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*3)*4=[-60,0]
Trigger3 = EnemyNear(floor(fvar(18))),AnimTime<-5||var(59)<9
Trigger3 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,5,3)=[15,43]
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*4)*5=[-60,0]
Trigger4 = EnemyNear(floor(fvar(18))),AnimTime<-6||var(59)<9
Trigger4 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,6,3)=[27,55]
Trigger4 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6=[-60,0]
Trigger5 = EnemyNear(floor(fvar(18))),AnimTime<-7||var(59)<9
Trigger5 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,7,4)=[39,67]
Trigger5 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*6)*7=[-60,0]
Trigger6 = EnemyNear(floor(fvar(18))),AnimTime<-8||var(59)<9
Trigger6 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,8,4)=[51,79]
Trigger6 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*7)*8=[-60,0]

[State -3,GEKI_HUOUSHO];EP
Type = ChangeState
Value = 3500
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(38)!=3
TriggerAll=var(58)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo>199
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||!Time&&var(59)>9||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[120,159])
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(StateNo=[120,140])
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime<-2||var(59)<9
Trigger1 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,2,1)=[0,45]
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))*2=[-60,0]
Trigger2 = EnemyNear(floor(fvar(18))),AnimTime<-3||var(59)<9
Trigger2 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,3,2)=[20,65]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel))*3=[-60,0]
Trigger3 = EnemyNear(floor(fvar(18))),AnimTime<-4||var(59)<9
Trigger3 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,4,2)=[40,85]
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel))*4=[-60,0]
Trigger4 = EnemyNear(floor(fvar(18))),AnimTime<-5||var(59)<9
Trigger4 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,5,3)=[60,105]
Trigger4 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel))*5=[-60,0]

[State -3,GEKI_HUOUSHO];EP
Type = ChangeState
Value = 3500
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(38)!=3
TriggerAll=var(58)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo>199
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=Random<var(59)*20||var(59)>10
TriggerAll=(StateNo=[200,451])&&MoveContAct&&StateNo!=240&&StateNo!=[235,236]
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime<-2||var(59)<9
Trigger1 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,2,1)=[0,45]
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))*2=[-60,0]
Trigger2 = EnemyNear(floor(fvar(18))),AnimTime<-3||var(59)<9
Trigger2 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,3,2)=[20,65]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel))*3=[-60,0]
Trigger3 = EnemyNear(floor(fvar(18))),AnimTime<-4||var(59)<9
Trigger3 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,4,2)=[40,85]
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel))*4=[-60,0]
Trigger4 = EnemyNear(floor(fvar(18))),AnimTime<-5||var(59)<9
Trigger4 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,5,3)=[60,105]
Trigger4 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel))*5=[-60,0]

[State -3,HOU];o
Type = ChangeState
Value = ifelse(var(58),3400,3000)
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo>199
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-22||var(59)<7
TriggerAll=P2BodyDist X*fvar(8)=[-5,100]
TriggerAll=P2BodyDist Y*fvar(9)>-100
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 = Random<var(59)*60||var(59)>9
Trigger1 = Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(StateNo=[120,140])
Trigger2 = Random<var(59)*20||var(59)>10
Trigger2 = (StateNo=[200,451])&&MoveContAct&&StateNo!=240&&StateNo!=[235,236]

[State -3,GENROUKAKU];ċzOt
Type = ChangeState
Value = 1250
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=!var(58)
TriggerAll=var(46)||PalNo=11
TriggerAll=StateType!=A
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo>199
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime>-7||var(59)<7
TriggerAll=P2BodyDist X*fvar(8)+vel x*6-EnemyNear(floor(fvar(18))),vel x*6=[-15,45+(P2BodyDist Y*fvar(9)<=-80)*30]
TriggerAll=P2BodyDist Y*fvar(9)>-140+vel y*3-EnemyNear(floor(fvar(18))),vel y*3
TriggerAll=P2StateType!=C
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 = Random<var(59)*60||var(59)>9
Trigger1 = Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52
Trigger2 = Random<var(59)*20||var(59)>10
Trigger2 = (StateNo=[200,451])&&MoveContAct&&StateNo!=240&&StateNo!=[235,236]

[State -3,MAWARIKOMI];荞
Type = ChangeState
Value = 1311
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=var(58)
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)>200||EnemyNear(floor(fvar(18))),AnimTime<-22
TriggerAll=InGuardDist
Trigger1 = Random<var(59)*60||var(59)>9
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=[10,22])||(StateNo=[100,101])||StateNo=52||(StateNo=[120,140])
Trigger2 = Random<var(59)*20||var(59)>10
Trigger2 = (StateNo=[200,451])&&MoveContAct&&StateNo!=240&&StateNo!=[235,236]

[State -3,BackStep];ޯï
Type = ChangeState
Value = 105
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])
TriggerAll=EnemyNear(floor(fvar(18))),vel x<2
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo>199
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=var(38)=3||(P2StateNo=[200,649])
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])
Trigger1 = Random<var(59)*60||var(59)>9
Trigger1 = P2BodyDist X*fvar(8)=[-5,90]
Trigger1 = P2BodyDist Y*fvar(9)>-150

[State -3,Jump];Wv
Type = ChangeState
Value = 39
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(38)=3
TriggerAll=P2BodyDist X*fvar(8)=[-5,60]
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])
Trigger1 = Ctrl||(StateNo=[100,101])
Trigger1 = Random<var(59)*60||var(59)>9
Trigger2 = Random<var(59)*20||var(59)>10
Trigger2 = (MoveContAct||fvar(28))&&(StateNo=200||StateNo=450&&!var(58)||(StateNo!=217&&StateNo=[215,225])||StateNo=238)||StateNo=216&&var(29)&&!MoveContAct

;
;Ԃ
;
[State -2,G_SB];TCNo[Xg
Type = ChangeState
value = 750
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=fvar(33)>=1.5
TriggerAll=Alive
TriggerAll=Power<PowerMax/2
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,19,11)=[-55,55]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*18)*19=[-110,0]
TriggerAll=P2MoveType!=H
TriggerAll=P2MoveType=A||EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=(P2StateNo!=[120,155])||var(59)<7
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*(40+(PrevStateNo=5120)*20)
Trigger1 = Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])
Trigger2 = Time<=1&&MoveType=A
Trigger2 = StateNo=[200,640]
Trigger2 = PrevStateNo!=[200,640]
Trigger3 = (StateNo=0||StateNo=151)&&anim=300
Trigger3 = var(38)=0&&fvar(21)=0&& animelemTime(2)>=0

[State -3,B_GEKI_SAIHAHOU];Ӑ_
Type = ChangeState
Value = 3200
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(StateNo=[200,451])&&MoveContAct&&StateNo!=240&&StateNo!=[235,236]
TriggerAll=Power>999
TriggerAll=P2MoveType!=H
TriggerAll=P2MoveType=A||EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=(P2StateNo!=[120,155])||var(59)<7
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*(40+(PrevStateNo=5120)*20)
Trigger1 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,1,2)=[-5,40]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel))*2=[-50,0]
Trigger2 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,3,5)=[-5,40]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel))*5=[-70,0]

[State -3,HOUOUSHO];rP
Type = ChangeState
Value = ifelse(var(58),3500,3100)
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(StateNo=[200,451])&&MoveContAct&&StateNo!=240&&StateNo!=[235,236]
TriggerAll=Power>999
TriggerAll=P2MoveType!=H
TriggerAll=P2MoveType=A||EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=(P2StateNo!=[120,155])||var(59)<7
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*(40+(PrevStateNo=5120)*20)
Trigger1 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,3,2)=[-9,19]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*2)*3=[-60,0]
Trigger2 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,4,2)=[3,31]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*3)*4=[-60,0]
Trigger3 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,5,3)=[15,43]
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*4)*5=[-60,0]
Trigger4 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,6,3)=[27,55]
Trigger4 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6=[-60,0]
Trigger5 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,7,4)=[39,67]
Trigger5 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*6)*7=[-60,0]
Trigger6 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,8,4)=[51,79]
Trigger6 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*7)*8=[-60,0]


[State -3,GEKI_HUOUSHO];EP
Type = ChangeState
Value = 3500
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(38)!=3
TriggerAll=var(58)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(StateNo=[200,451])&&MoveContAct&&StateNo!=240&&StateNo!=[235,236]
TriggerAll=Power>999
TriggerAll=P2MoveType!=H
TriggerAll=P2MoveType=A||EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=(P2StateNo!=[120,155])||var(59)<7
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*(40+(PrevStateNo=5120)*20)
Trigger1 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,2,1)=[0,45]
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))*2=[-60,0]
Trigger2 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,3,2)=[20,65]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel))*3=[-60,0]
Trigger3 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,4,2)=[40,85]
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel))*4=[-60,0]
Trigger4 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,5,3)=[60,105]
Trigger4 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel))*5=[-60,0]

[State -3,HOUJO];o
Type = ChangeState
Value = ifelse(var(58),3400,3000)
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(StateNo=[200,451])&&MoveContAct&&StateNo!=240&&StateNo!=[235,236]
TriggerAll=Power>999
TriggerAll=P2MoveType!=H
TriggerAll=P2MoveType=A||EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=(P2StateNo!=[120,155])||var(59)<7
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*(40+(PrevStateNo=5120)*20)
Trigger1 = P2BodyDist X*fvar(8)=[-5+(P2BodyDist Y*fvar(9)<-50)*15,100]
Trigger1 = P2BodyDist Y*fvar(9)>-99

[State -3,C_KENTOUKAKU];ċzOt
Type = ChangeState
Value = 1250
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=!var(58)
TriggerAll=var(46)||PalNo=11
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(StateNo=[200,451])&&MoveContAct&&StateNo!=240&&StateNo!=[235,236]
TriggerAll=P2MoveType!=H
TriggerAll=P2MoveType=A||EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=(P2StateNo!=[120,155])||var(59)<7
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*(40+(PrevStateNo=5120)*20)
Trigger1 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*6=[-15,45+(P2BodyDist Y*fvar(9)<=-80)*30]
Trigger1 = P2BodyDist Y*fvar(9)>-140
Trigger1 = P2StateType!=C

;
;K[h
;
[State -1,DAA];ޯıݸٱ
Type = ChangeState
value = 700
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=Power>999
TriggerAll=StateNo=[150,153]
TriggerAll=Anim=[150,151]
Trigger1 = P2BodyDist X*fvar(8)=[-5,47]
Trigger1 = P2BodyDist Y*fvar(9)>-60
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime<-8||var(59)<7
Trigger1 = Random<var(59)*60||var(59)>9

[State -1,HOTIFU];P z`t
Type = varset
var(39) = 1
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=PalNo!=11||!var(58)
TriggerAll=Alive
TriggerAll=StateType!=A
TriggerAll=MoveType!=H
TriggerAll=!var(36)
TriggerAll=!var(35)
TriggerAll=Random<var(59)*60||var(59)>10
TriggerAll=Random<var(59)*30||P2StateType=A||var(59)>10
TriggerAll=InGuardDist
Trigger1 = Ctrl||fvar(28)||(StateNo=[100,101])||StateNo=52
Trigger2 = StateNo=90&&!var(38)
Trigger3 = (StateNo=130&&var(25)=0&&PrevStateNo=90&&MoveType!=H)
Trigger4 = (StateNo=0||StateNo=151)&&Anim=300

[State -3,Guard];K[h
Type = ChangeState
Value = 120
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=InGuardDist
TriggerAll=(StateNo!=[120,155])
TriggerAll=Random<var(59)*(50+EnemyNear(floor(fvar(18))),Time)||var(59)>9
Trigger1 = Ctrl||(StateNo=[10,22])
Trigger2 = fvar(28)||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])||((StateNo=130||StateNo=90)&&Anim=300)||((StateNo=0||StateNo=151)&&(Anim=300||var(38)))
Trigger2 = var(25)

;
;NU
;

[State -3,FwdWalk];O
Type = ChangeState
value = 21
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,20])||StateNo=22
TriggerAll=P2StateType=L
TriggerAll=!InGuardDist
Trigger1 = P2BodyDist X*fvar(8)>50

[State -3,BackWalk];
Type = ChangeState
value = 22
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,21])
TriggerAll=P2StateType=L
TriggerAll=!InGuardDist
TriggerAll=BackEdgeBodyDist>30
Trigger1 = P2BodyDist X*fvar(8)<25

[State -3,Dash];_bVړ150
Type = ChangeState
value = 100
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateType!=A
TriggerAll=!InGuardDist
TriggerAll=Ctrl||(StateNo=[10,22])
TriggerAll=P2BodyDist X*fvar(8)>120
Trigger1 = P2StateType=L

[State -3,BackStep];oNXeړ70
Type = ChangeState
value = 105
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-3,25]
TriggerAll=BackEdgeBodyDist>30
Trigger1 = P2StateType=L
Trigger1 = P2StateNo!=5120||EnemyNear(floor(fvar(18))),AnimTime<-15

[State -3,C_K];NdˋK
Type = ChangeState
value = 410
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType=L
TriggerAll=P2StateNo=5120
TriggerAll=P2BodyDist X*fvar(8)=[26,66]
TriggerAll=Random<ifelse(var(59)>10||fvar(39),10,var(59))*30
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime=-2

[State -3,S_FK];NdExK
Type = ChangeState
value = 217
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType=L
TriggerAll=P2StateNo=5120
TriggerAll=var(58)
TriggerAll=P2BodyDist X*fvar(8)=[26,56]
TriggerAll=Random<ifelse(var(59)>10||fvar(39),10,var(59))*9
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime=-21

[State -3,Jump];Wv
Type = ChangeState
value = 36
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])
TriggerAll=P2StateType=L
TriggerAll=!var(58)||var(58)=2
TriggerAll=P2BodyDist X*fvar(8)=[-5,42]
TriggerAll=P2StateNo=5120
TriggerAll=Random<ifelse(var(59)>10||fvar(39),10,var(59))*40
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime=-9

[State -3,Jump];Wv
Type = ChangeState
value = 38
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])
TriggerAll=P2StateType=L
TriggerAll=!var(58)||var(58)=2
TriggerAll=P2BodyDist X*fvar(8)=[65-(EnemyNear(floor(fvar(18))),BackEdgeBodyDist<30)*70,140]
Trigger1 = Random<ifelse(var(59)>10||fvar(39),10,var(59))*40
Trigger1 = P2StateNo=5120
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime=-18
Trigger1 = Random<var(59)*50||fvar(39)
Trigger2 = BackEdgeBodyDist<31
Trigger2 = Random<var(59)*101
Trigger2 = P2StateNo=5120
Trigger2 = EnemyNear(floor(fvar(18))),AnimTime>-9

;
;NU
;

[State -3,KENROUKAKU];߂虙Ot
Type = ChangeState
value = ifelse(var(46)>0||PalNo=11,1210,1260)
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=(StateNo=110||StateNo=115)&&Time>4
TriggerAll=!var(58)||var(58)=2
TriggerAll=P2StateType=L
TriggerAll=P2Dist X<0 
Trigger1 = P2BodyDist X*fvar(8)=[-99,0]

;
;ډ
;
[State -3,K_GEKI_SAIHASHO];Ӑ_
Type = ChangeState
Value = 3200
TriggerAll=var(59)>8
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(StateNo=[200,451])&&MoveContAct&&StateNo!=240&&StateNo!=[235,236]
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo!=[120,155]
TriggerAll=Life<(100+112)*fvar(19)*(fvar(31))*(var(52)*0.01)*fvar(21)*EnemyNear(floor(fvar(18))),Const(Data.Defence)*0.01
Trigger1 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,1,2)=[-5,40]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(Yaccel))*2=[-50,0]
Trigger2 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,3,5)=[-5,40]
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=[-70,0]

[State -3,Dash];_bV
Type = ChangeState
TriggerAll=var(59)>0||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2MoveType=H
Trigger1 = StateNo=1258
Trigger1 = AnimTime=0
Trigger1 = Time>0
Trigger2 = PrevStateNo=950
Trigger3 = StateNo=950
value = 100

[State -3,̌ċznorOt]
Type = ChangeState
value = ifelse(!var(46)&&((var(46)<var(42))||Random<500),1520,1500)
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo!=[120,159]
TriggerAll=!InGuardDist
TriggerAll=PalNo!=11
TriggerAll=!var(58)
Trigger1 = P2BodyDist X*fvar(8)>58
Trigger1 = !var(46)||!var(42)
Trigger1 = P2MoveType=H||P2StateType=L
Trigger1 = PrevStateNo=860

[State -3,Dash];_bV
Type = ChangeState
value = 100
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist
Trigger1 = P2BodyDist X*fvar(8)>90||PrevStateNo=950
Trigger1 = P2BodyDist Y*fvar(9)>-80

[State -3,S_K];K
Type = ChangeState
value = 210
TriggerAll=0;var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo!=[120,159]
TriggerAll=!InGuardDist
Trigger1 = P2BodyDist X*fvar(8)<14
Trigger1 = P2BodyDist Y*fvar(9)>-9
Trigger1 = (PrevStateNo!=[1330,1340])
Trigger1 = P2StateType!=A
Trigger1 = P2MoveType=H
Trigger1 = (P2StateNo!=[1325,1326])||vel x>7

[State -3,S_NS];S
Type = ChangeState
value = 220
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo!=[120,159]
TriggerAll=!InGuardDist
Trigger1 = P2BodyDist X*fvar(8)=[-28,30]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4)*5=[-35,0]
Trigger1 = (PrevStateNo!=[1330,1340])
Trigger1 = (P2StateNo!=[1325,1326])||vel x>7

[State -3,S_LS];S
Type = ChangeState
value = 225
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist
Trigger1 = P2BodyDist X*fvar(8)>30
Trigger1 = P2BodyDist X*fvar(8)=[-5,57]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4)*5=[-50,0]
Trigger1 = (PrevStateNo!=[1330,1340])
Trigger1 = P2MoveType=H
Trigger1 = P2StateNo!=[120,159]
Trigger1 = (P2StateNo!=[1325,1326])||vel x>7

[State -3,Jump];Wv
Type = ChangeState
value = 39
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist
Trigger1 = (PrevStateNo!=[950,961])
Trigger1 = (PrevStateNo!=[1250,1259])
Trigger1 = (PrevStateNo!=[1260,1269])
Trigger1 = P2StateNo!=821
Trigger1 = 0;P2BodyDist Y*fvar(9)<-160-EnemyNear(floor(fvar(18))),vel y*4

[State -3,R 痢 58`200]
Type = ChangeState
value = ifelse(!var(58),1300,1800)
TriggerAll=0;var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52
Trigger1 = (PrevStateNo!=[1330,1340])
Trigger1 = P2StateNo!=1325
Trigger1 = P2BodyDist X*fvar(8)>57
Trigger1 = (P2BodyDist Y*fvar(9)=[-160,-60])
Trigger1 = (P2StateNo!=[120,159])
Trigger1 = P2MoveType=H

;
;}LZ
;

[State -3,FRC];FϷ
Type = ChangeState
TriggerAll=var(59)>0||fvar(39)
TriggerAll=Power>499
TriggerAll=NumHelper(1299)
TriggerAll=P2StateType!=L
TriggerAll=StateNo>199
Trigger1 = P2MoveType=H
Trigger2 = InGuardDist
value = 960
ignoreHitpause = 1

;
;R
;
[State -3,MAWARIKOMI];荞
Type = ChangeState
TriggerAll=0;RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateNo=1300
TriggerAll=Time=[8,26]
Trigger1 = InGuardDist
value = 1310
Ctrl = 0

[State -3,SENRISINSYO];痢
Type = ChangeState
TriggerAll=0;RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateNo=1300
TriggerAll=Time=[8,26]
TriggerAll=P2MoveType!=A
TriggerAll=!InGuardDist
Trigger1 = P2StateType=A
Trigger1 = P2MoveType=H
Trigger1 = P2BodyDist X*fvar(8)>90+EnemyNear(floor(fvar(18))),vel x*3
value = 1340
Ctrl = 0

[State -3,HYAKASINSYOU];S
Type = ChangeState
TriggerAll=0;RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateNo=1300
TriggerAll=Time=[8,26]
TriggerAll=P2MoveType!=A
TriggerAll=!InGuardDist
TriggerAll=!var(42)
TriggerAll=P2BodyDist X*fvar(8)<123+vel x*6-EnemyNear(floor(fvar(18))),vel x*6
TriggerAll=P2BodyDist Y*fvar(9)>-123
Trigger1 = Random<var(59)*30
Trigger2 = P2MoveType=H
value = 1330
Ctrl = 0

[State -3,ASHI];
Type = ChangeState
TriggerAll=0;RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateNo=1300
TriggerAll=Time=[8,26]
TriggerAll=P2MoveType!=A
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-5,70]
TriggerAll=P2BodyDist Y*fvar(9)>-23
Trigger1 = Random<var(59)*50
Trigger2 = P2MoveType=H
Trigger3 = P2StateType=S
value = 1320
Ctrl = 0

;
;q
;
;ł
;
[State -1,S_D];D
Type = ChangeState
value = 240
TriggerAll=!IsHelper
TriggerAll=var(59)>0||fvar(39)
TriggerAll=Random<ifelse(var(59)>10||fvar(39),10,var(59))*2
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
;TriggerAll=P2BodyDist X*fvar(8)=[-5,55]
TriggerAll=P2BodyDist X*fvar(8)=[-5,9]
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo=[120,155]
TriggerAll=MoveGuardEd
Trigger1 = StateNo=200
Trigger2 = StateNo=205
Trigger3 = StateNo=206
Trigger4 = StateNo=210
Trigger5 = StateNo=215
Trigger6 = StateNo=217
Trigger7 = StateNo=220
Trigger8 = StateNo=225
Trigger9 = StateNo=400
Trigger10= StateNo=410
Trigger11= StateNo=420
Trigger12= var(58)=1
Trigger12= StateNo=230||StateNo=231||StateNo=232
Trigger13= var(58)=1
Trigger13= StateNo=432

[State -1,S_P];P
Type = ChangeState
value = 200
TriggerAll=var(59)>0||fvar(39)
TriggerAll=Random<ifelse(var(59)>10||fvar(39),10,var(59))*70
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X*fvar(8)=[-5,8]
TriggerAll=P2BodyDist Y*fvar(9)>-80
TriggerAll=P2StateType!=C||(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.y))<-70
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo=[120,155]
TriggerAll=!InGuardDist
TriggerAll=MoveGuardEd
Trigger1 = StateNo=200||StateNo=400

[State -1,C_P];P
Type = ChangeState
value = 400
TriggerAll=var(59)>0||fvar(39)
TriggerAll=Random<ifelse(var(59)>10||fvar(39),10,var(59))*70
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X*fvar(8)=[-5,48-23]
TriggerAll=P2BodyDist Y*fvar(9)>-40
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo=[120,155]
TriggerAll=!InGuardDist
TriggerAll=Moveguarded
Trigger1 = StateNo=200
Trigger2 = StateNo=400
Trigger3 = (StateNo=[210,216])

[State -3,Jump];hԂpJC
Type = ChangeState
value = 39
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=Random<ifelse(var(59)>10||fvar(39),10,var(59))*12
TriggerAll=StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo=[120,155]
TriggerAll=!InGuardDist
TriggerAll=(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<-100
Trigger1 = StateNo=200&&MoveContAct
Trigger2 = StateNo=450&&MoveContAct
Trigger2 = !var(58)
Trigger3 = (StateNo=[215,225])&&MoveContAct
Trigger3 = Stateno!=217
Trigger4 = StateNo=216
Trigger4 = var(29)
Trigger4 = !MoveContAct
Trigger5 = StateNo=238&&MoveContAct

;łߏI
;
;qR{

[State -1,RC];ݷݾ
Type = ChangeState
value = 950
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=!InGuardDist
TriggerAll=MoveHit
Trigger1 = StateNo=3200

[State -3,S_D];D
Type = ChangeState
value = 240
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)<24
TriggerAll=!P2Dist Y
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist
TriggerAll=MoveHit
;Trigger1 = P2StateNo=201
Trigger1 = StateNo=205

[State -3,C_K];K
Type = ChangeState
value = 410
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist
TriggerAll=MoveContAct
TriggerAll=P2BodyDist X*fvar(8)<8
TriggerAll=P2BodyDist Y*fvar(9)>-20
TriggerAll=var(51)>70
Trigger1 = StateNo=200
Trigger2 = (StateNo=[210,216])
Trigger3 = (StateNo=[400,420])
Trigger3 = StateNo!=410

[State -3,S_K];K
Type = ChangeState
value = 210
TriggerAll=0;var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist
TriggerAll=MoveContAct
TriggerAll=P2BodyDist X*fvar(8)<8
TriggerAll=P2BodyDist Y*fvar(9)>-20
TriggerAll=var(50)>70
Trigger1 = StateNo=200
Trigger2 = (StateNo=[400,420])

[State -3,C_S];S
Type = ChangeState
value = 420
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist
TriggerAll=MoveContAct
TriggerAll=P2BodyDist X*fvar(8)<9
TriggerAll=P2BodyDist Y*fvar(9)>= -20
TriggerAll=var(50)>-30
Trigger1 = StateNo=[200,217]
Trigger1 = StateNo!=215||!MoveHit
Trigger2 = StateNo=400||StateNo=410

[State -3,S_NS];S
Type = ChangeState
value = 220
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist
TriggerAll=MoveContAct
TriggerAll=P2BodyDist X*fvar(8)<30-(var(50)<-30||P2StateType=C)*8
TriggerAll=P2BodyDist Y*fvar(9)>= -70
TriggerAll=var(50)>70
Trigger1 = StateNo=400
Trigger2 = StateNo=410
Trigger3 = StateNo=[200,217]

[State -3,S_HS];HS
Type = ChangeState
value = 230
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!var(58)
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist
TriggerAll=MoveHit
Trigger1 = P2StateType!=A
Trigger1 = P2BodyDist X*fvar(8)<10
Trigger1 = vel x>3
Trigger1 = StateNo=220

[State -3,JumpC];WvLZ
Type = ChangeState
value = 38
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist
TriggerAll=MoveHit
TriggerAll=StateNo=220
Trigger1 = P2StateType=A
Trigger1 = var(46)>0||PalNo=11

[State -3,S_HS];HS
Type = ChangeState
value = 230
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(58)
TriggerAll=P2BodyDist X*fvar(8)<40-(EnemyNear(floor(fvar(18))),backedgebodydist<9)*4
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist
TriggerAll=MoveHit
Trigger1 = (StateNo=[200,225])
Trigger2 = StateNo=400||StateNo=420

[State -1,S_FK];K
Type = ChangeState
value = 215
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=!var(58)
TriggerAll=P2BodyDist X*fvar(8)<56
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist
TriggerAll=MoveContAct
Trigger1 = (StateNo=[200,206])
Trigger2 = StateNo=210
Trigger3 = (StateNo=[230,232])

[State -3,S_LS];S
Type = ChangeState
value = 225
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A;var(50)<-(10+var(59)*6+fvar(39)*60)||
TriggerAll=P2BodyDist X*fvar(8)=[-20,43-(P2StateType=C)*21]
TriggerAll=P2BodyDist Y*fvar(9)>-180
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist
TriggerAll=MoveHit
Trigger1 = StateNo=220
Trigger1 = var(51)>70||P2StateType=A
Trigger2 = (StateNo=[200,217])
Trigger2 = (StateNo!=[205,206])
Trigger3 = StateNo=400||StateNo=410
Trigger3 = P2BodyDist X*fvar(8)<53
Trigger4 = StateNo=206||(P2BodyDist X*fvar(8)>20&&AnimElem <= 8)
Trigger4 = StateNo=[205,206]
Trigger5 = (StateNo=[230,232])
Trigger5 = 0

[State -3,JumpC];LZWv
Type = ChangeState
value = 39
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(51)>70||P2StateType=A
TriggerAll=P2StateType=S||P2BodyDist Y*fvar(9)<-20
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist
TriggerAll=MoveHit
TriggerAll=(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<-70||P2StateType=A
TriggerAll=(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<-140||P2StateType!=C
Trigger1 = StateNo=225
Trigger2 = (StateNo=[215,225])
Trigger2 = StateNo!=217
Trigger3 = StateNo=238

[State -3,JumpC];LZWv
Type = ChangeState
value = 39
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist
TriggerAll=0;MoveHit
Trigger1 = (var(42)&&var(46))||PalNo=11
Trigger1 = StateNo=450

[State -3,S_FHS];HS
Type = ChangeState
value = 237
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(58)
TriggerAll=P2BodyDist X*fvar(8)<35-(EnemyNear(floor(fvar(18))),backedgebodydist<=30)*4
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist
TriggerAll=MoveHit
Trigger1 = (StateNo=[200,232])
Trigger2 = (StateNo=[400,431])

[State -3,C_D];D
Type = ChangeState
value = 450
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(P2BodyDist X*fvar(8)<43-(EnemyNear(floor(fvar(18))),backedgebodydist<=30)*4)
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist
TriggerAll=MoveHit
Trigger1 = !var(58)
Trigger1 = (StateNo=[400,420])
Trigger2 = !var(58)
Trigger2 = (StateNo=[200,225])
Trigger2 = StateNo!=217
Trigger3 = var(58)
Trigger3 = (StateNo=[200,232])
Trigger3 = StateNo!=217
Trigger4 = var(58)
Trigger4 = (StateNo=[400,432])

[State -3,C_HS];HS
Type = ChangeState
value = 430
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)<40+(EnemyNear(floor(fvar(18))),backedgebodydist<=30)*3
TriggerAll=!P2Dist Y
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist
TriggerAll=MoveHit=1
Trigger1 = StateNo=200
Trigger2 = StateNo=205
Trigger3 = StateNo=210
Trigger4 = StateNo=225
Trigger5 = StateNo=400
Trigger6 = StateNo=410
Trigger7 = StateNo=420

;
;ʏL
;

[State -3,ASANAGI_RYU];̌ċznOt
Type = ChangeState
value = ifelse(var(46)=0&&((var(46)<var(42))||Random<500),1520,1500)
TriggerAll=var(59)>4&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=!var(58)
TriggerAll=PalNo!=11
TriggerAll=!var(42)||!var(46)
TriggerAll=StateType!=A
TriggerAll=NumTarget||P2MoveType=H
TriggerAll=!InGuardDist
TriggerAll=MoveHit
Trigger1 = StateNo=450

[State -3,_K];R
Type = ChangeState
value = 1302
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=!var(58)
TriggerAll=StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist
TriggerAll=var(51)>70
TriggerAll=var(42)>0||PalNo=11
TriggerAll=MoveHit
Trigger1 = StateNo=450

[State -3,C_RYUZIN];◴n
Type = ChangeState
value = 1050
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=!var(58)
TriggerAll=!var(56)
TriggerAll=var(42)>0||PalNo=11
TriggerAll=StateType!=A
TriggerAll=P2BodyDist Y*fvar(9)>-120
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist
TriggerAll=MoveHit
Trigger1 = StateNo=420
Trigger2 = StateNo=[430,431]
Trigger3 = StateNo=450
Trigger4 = StateNo=225
Trigger4 = P2StateType!=A
Trigger5 = StateNo=1320

[State -3,N_RYUUZIN];ʏ헴n
Type = ChangeState
value = 1000
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=!var(58)
TriggerAll=!var(56)
TriggerAll=!var(42)
TriggerAll=StateType!=A
TriggerAll=P2BodyDist Y*fvar(9)>-120
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist
TriggerAll=MoveHit
Trigger1 = StateNo=420
Trigger2 = StateNo=430
Trigger3 = StateNo=225
Trigger3 = 0;P2StateType=A

[State -3,K];R
Type = ChangeState
value = 1303
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=!var(58)
TriggerAll=StateType!=A
TriggerAll=P2BodyDist Y*fvar(9)>-40
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist
TriggerAll=MoveHit
Trigger1 = (StateNo=[230,232])
Trigger2 = StateNo=430
Trigger2 = P2BodyDist X*fvar(8)>55
Trigger3 = (StateNo=[431,432])
Trigger3 = AnimElem=5,>0

[State -3,GEKIRIN];t
Type = ChangeState
value = ifelse(var(44)>0||PalNo=11,1150,1100)
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=!var(58)
TriggerAll=var(42) = 0
TriggerAll=StateType!=A
TriggerAll=P2BodyDist Y*fvar(9)>= -120
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist
TriggerAll=MoveHit
Trigger1 = (StateNo=[230,232])
Trigger1 = (StateNo=[230,232])||(P2BodyDist X*fvar(8)>33&&AnimElem=8)

;
;EXL
;
[State -1];P
Type = ChangeState
value = 3500
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(58)
TriggerAll=Power>999
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2StateType!=A
TriggerAll=P2BodyDist X*fvar(8)<180
TriggerAll=!P2Dist Y
TriggerAll=MoveHit
Trigger1 = (StateNo=[200,451])
Trigger1 = StateNo!=240
Trigger1 = (StateNo!=[235,236])
Trigger1 = (StateNo!=[237,238])

[State -1,HYAKASINSYOU];S
Type = ChangeState
value = 1700
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist
TriggerAll=var(58)
TriggerAll=P2BodyDist X*fvar(8)<180
TriggerAll=P2BodyDist Y*fvar(9)>-80
TriggerAll=MoveHit
Trigger1 = (StateNo=[200,451])
Trigger1 = StateNo!=240
Trigger1 = (StateNo!=[235,236])
Trigger1 = (StateNo!=[237,238])

[State -1,BANRISENKEN];M
Type = ChangeState
value = 1600
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist
TriggerAll=var(58)
TriggerAll=P2BodyDist Y*fvar(9)>-80
TriggerAll=!NumHelper(1610)
TriggerAll=MoveContAct||var(29)
Trigger1 = (StateNo=[200,451])
Trigger1 = StateNo!=240
Trigger1 = StateNo!=[235,236]
Trigger1 = (StateNo!=[237,238])

;
;ډ
;

[State -3,AirT];󓊂
Type = ChangeState
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0||fvar(38)=-4
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,59]
TriggerAll=P2BodyDist Y*fvar(9)=[-51,19]
TriggerAll=P2StateType=A
TriggerAll=P2MoveType!=H
TriggerAll=Ctrl
Trigger1 = PrevStateNo=30
Trigger2 = PrevStateNo=41
Value = 850

[State -1,AirDash];_bV
Type = ChangeState
value = 110
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!var(11)
TriggerAll=StateType=A
TriggerAll=Pos Y<=-10
TriggerAll=StateNo=[50,59]
TriggerAll=Ctrl
Trigger1 = PrevStateNo=38

[State -1,AirBackDash];_bV
Type = ChangeState
value = 115
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!var(11)
TriggerAll=StateType=A
TriggerAll=Pos Y<=-10
TriggerAll=StateNo=[50,59]
TriggerAll=Ctrl
Trigger1 = PrevStateNo=37

[State -1,KYAKU];dr
Type = ChangeState
value = 1615
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!var(58)||var(58)=2
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)
Trigger1 = PrevStateNo=36

[State -1,AirDash];_bV
Type = ChangeState
value = 110
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl
TriggerAll=(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040
TriggerAll=!var(11)
TriggerAll=Pos y<=-10
TriggerAll=PrevStateNo!=[31,38]
TriggerAll=P2MoveType=H
TriggerAll=P2StateType!=L
Trigger1 = P2StateType!=A||var(46)>0||PalNo=11

[State -3,A_SorHS];S HS
Type = ChangeState
value = ifelse(!var(58),620,630)
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=110||StateNo=115)&&Time>4||StateNo=99
TriggerAll=P2BodyDist X*fvar(8)=[-30,22+15]
TriggerAll=P2BodyDist Y*fvar(9)=[-170,10+(var(58))*90]
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=PrevStateNo!=[31,38]
Trigger1 = !var(46)||(StateNo=110||StateNo=115)
Trigger1 = var(23)!=10
Trigger1 = (PrevStateNo!=[950,951])

[State -2]
Type = varSet
TriggerAll=var(23)
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
Trigger1 = !var(22)
var(23) = 0
igNoreHitPause = 1

[State -3,A_P];P
Type = ChangeState
value = 600
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=(StateNo=110||StateNo=115)&&Time>4
TriggerAll=P2MoveType=H
TriggerAll=P2StateType!=L
TriggerAll=PrevStateNo!=[31,38]
Trigger1 = P2BodyDist X*fvar(8)=[-5,24+(vel x+EnemyNear(floor(fvar(18))),vel x)*4]
Trigger1 = P2BodyDist Y*fvar(9)=[-10,70]
Trigger1 = P2StateType!=A||EnemyNear(floor(fvar(18))),Pos y>-80
Trigger1 = var(23)!=10

[State -3,A_S];S
Type = ChangeState
value = 620
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=(StateNo=110||StateNo=115)&&Time>4
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=P2StateType!=L
TriggerAll=PrevStateNo!=[31,38]
Trigger1 = !var(46)
Trigger1 = P2BodyDist X*fvar(8)=[-5,22+(vel x+EnemyNear(floor(fvar(18))),vel x)*3]
Trigger1 = P2BodyDist Y*fvar(9)=[-140,10]
Trigger1 = var(23)!=10

[State -3,A_K];K
Type = ChangeState
value = 610
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=110||StateNo=115)&&Time>4
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=PrevStateNo!=[31,38]
Trigger1 = !var(46)
Trigger1 = P2BodyDist X*fvar(8)=[-5,74+(vel x+EnemyNear(floor(fvar(18))),vel x)*4]
Trigger1 = P2BodyDist Y*fvar(9)=[-70,9]
Trigger1 = var(23)!=10

[State -3,A_HS];HS
Type = ChangeState
value = 630
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=110||StateNo=115)&&Time>4
TriggerAll=P2StateType=A
TriggerAll=P2MoveType=H 
TriggerAll=PrevStateNo!=[31,38]
TriggerAll=var(23)=10
TriggerAll=var(22)>0
Trigger1 = !var(46)
Trigger1 = P2BodyDist X*fvar(8)=[-5,74+(vel x+EnemyNear(floor(fvar(18))),vel x)*4]
Trigger1 = P2BodyDist Y*fvar(9)=[-140,10]

[State -1,AirDash];_bV
Type = ChangeState
value = 110
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040
TriggerAll=Ctrl
TriggerAll=!var(11)
TriggerAll=Pos Y<=-10
TriggerAll=PrevStateNo!=[31,38]
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist||P2BodyDist Y*fvar(9)>30
TriggerAll=var(23)!=10
Trigger1 = P2StateType=C
Trigger2 = (P2StateType!=A&&P2StateType!=L)||P2BodyDist X*fvar(8)>80

;
;󒆌q 
;

[State -1,Hit-KYAKU];dr
Type = ChangeState
value = 1615
TriggerAll=0;var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!var(58)
TriggerAll=P2BodyDist X*fvar(8)<50
TriggerAll=P2BodyDist Y*fvar(9)=[40,200]
Trigger1 = (StateNo=[600,650])
Trigger1 = Moveguarded

[State -3,C_KENROUKAKU];⌕Ot
Type = ChangeState
value = 1260
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!var(58)
TriggerAll=var(46)>0||PalNo=11
TriggerAll=P2StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-40,80]
TriggerAll=P2BodyDist Y*fvar(9)=[-80,10]
TriggerAll=MoveHit
Trigger1 = StateNo=620

[State -3,A_K];K
Type = ChangeState
value = 610
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)<74+5
TriggerAll=P2BodyDist Y*fvar(9)=[-100,80]
TriggerAll=P2StateType=A
TriggerAll=MoveHit
Trigger1 = StateNo=600
Trigger1 = P2StateType=A

[State -3,A_S];S
Type = ChangeState
value = 620
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)<22+5
TriggerAll=P2BodyDist Y*fvar(9)=[-200,60]
TriggerAll=P2StateType=A
TriggerAll=MoveHit
Trigger1 = StateNo=600
Trigger2 = StateNo=610
Trigger3 = StateNo=630
Trigger3 = var(58)

[State -3,AirJump];Wv
Type = ChangeState
value = 99
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(11)!=1
TriggerAll=!var(12)||var(17)
TriggerAll=P2StateType=A
Trigger1 = P2BodyDist Y*fvar(9)<-14
Trigger1 = StateNo=620
Trigger1 = MoveHit=1
Trigger1 = !var(58)||P2BodyDist Y*fvar(9)<-19

[State -3,A_HS];HS
Type = ChangeState
value = 630
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)<74+8
TriggerAll=P2BodyDist Y*fvar(9)=[-140,60]
TriggerAll=P2StateType=A
TriggerAll=MoveHit
Trigger1 = var(11)=1||var(58)
Trigger1 = StateNo=620
Trigger2 = StateNo=630
Trigger2 = P2BodyDist Y*fvar(9)>= -60
Trigger2 = pos y>= -200
Trigger2 = var(23)=10
Trigger2 = var(22)>0

[State -3,AirRYUZIN];󗴐n
Type = ChangeState
value = ifelse(var(42)>0||PalNo=11,1060,1010)
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=!var(58)
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)<200
TriggerAll=P2BodyDist Y*fvar(9)=[-65,20]
TriggerAll=P2StateType=A
TriggerAll=var(23)!=10
TriggerAll=P2StateNo!=[246,249]
TriggerAll=MoveHit
Trigger1 = var(11)>0
Trigger1 = Pos Y<-40
Trigger1 = StateNo=630
Trigger2 = StateNo=630
Trigger2 = AnimElem=8,>0
Trigger3 = StateNo=610
Trigger4 = StateNo=640

[State -3,AirKENROUKAKU];󌕘Ot
Type = ChangeState
value = ifelse(var(46)>0||PalNo=11,1260,1210)
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=!var(58)
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)<110
TriggerAll=P2BodyDist Y*fvar(9)=[-230,10]
TriggerAll=P2StateType=A
TriggerAll=var(23)!=10
TriggerAll=P2StateNo!=[246,249]
TriggerAll=MoveHit
Trigger1 = var(11)>0
Trigger1 = StateNo=630
Trigger2 = StateNo=630
Trigger2 = AnimElem=8,>0
Trigger3 = StateNo=610
Trigger4 = StateNo=640

[State -3,GEKIRIN];t
Type = ChangeState
value = ifelse(var(44)>0||PalNo=11,1160,1110)
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=!var(58)
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-60,60]
TriggerAll=P2BodyDist Y*fvar(9)=[-60,40]
TriggerAll=P2StateType=A
TriggerAll=var(23)!=10
TriggerAll=P2StateNo!=[246,249]
TriggerAll=MoveHit
Trigger1 = var(11)>0
Trigger1 = Pos Y<-40
Trigger1 = StateNo=630
Trigger2 = StateNo=630
Trigger2 = AnimElem=8,>0
Trigger3 = StateNo=610
Trigger4 = StateNo=640

[State -3,EX_A_D];EX-D@t
Type = ChangeState
value = 642
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=var(58)
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)<120
TriggerAll=P2BodyDist Y*fvar(9)=[-100,120]
TriggerAll=P2StateType=A
TriggerAll=var(23)!=10
TriggerAll=P2StateNo!=[246,249]
TriggerAll=MoveHit
Trigger1 = var(11)>0
Trigger1 = Pos Y<-40
Trigger1 = StateNo=630
Trigger2 = StateNo=631
Trigger3 = StateNo=610

[State -3,C_KENROUKAKU];hOt
Type = ChangeState
value = ifelse(var(46)>0||PalNo=11,1270,1220)
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=!var(58)
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)<10
TriggerAll=P2BodyDist Y*fvar(9)>-120
TriggerAll=var(23)!=10
TriggerAll=P2StateNo!=[246,249]
TriggerAll=MoveHit
Trigger1 = (StateNo=[1000,1079])
Trigger1 = (StateNo!=[1020,1029])

[State -3,GEKIRIN];ht
Type = ChangeState
value = ifelse(var(44)>0||PalNo=11,1170,1120)
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=!var(58)
TriggerAll=StateType=A
TriggerAll=P2BodyDist Y*fvar(9)>-180
TriggerAll=var(23)!=10
TriggerAll=P2StateNo!=[246,249]
TriggerAll=MoveHit=1
Trigger1 = (StateNo=[1200,1249])
Trigger1 = (StateNo=[1202,1204])||(StateNo=[1212,1214])||(StateNo=[1222,1224])||(StateNo=[1232,1234])||(StateNo=[1242,1244])||P2BodyDist Y*fvar(9)>-25

[State -3,A_HS];HS
Type = ChangeState
value = 630
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)<36+(StateNo=110)*40
TriggerAll=P2BodyDist Y*fvar(9)=[-100,60]
TriggerAll=MoveContAct
Trigger1 = StateNo=600
Trigger1 = P2StateType!=A
Trigger1 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*8>-15

[State -3,A_P];P
Type = ChangeState
value = 600
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)<24+(StateNo=110)*40
TriggerAll=P2BodyDist Y*fvar(9)=[-100,60]
TriggerAll=MoveContAct
Trigger1 = StateNo=600
Trigger1 = P2StateType!=A
Trigger1 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*3)*4<-15

;
;˂
;

[State -3,Dash];_bV
Type = ChangeState
value = 100
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<var(59)*101
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=(P2StateNo!=[120,159])
Trigger1 = !EnemyNear(floor(fvar(18))),Ctrl
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime<-30
Trigger1 = P2BodyDist X*fvar(8)>70
Trigger1 = !P2Dist Y

[State -3,S_K];K
Type = ChangeState
value = 210
TriggerAll=var(59)>6&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=(P2StateNo!=[120,159])
Trigger1 = P2BodyDist X*fvar(8)<14
Trigger1 = !P2Dist Y
Trigger1 = !EnemyNear(floor(fvar(18))),Ctrl
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime<-3

[State -3,S_NS];S
Type = ChangeState
value = 220
TriggerAll=var(59)>6&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=(P2StateNo!=[120,159])
Trigger1 = P2BodyDist X*fvar(8)=[-28,30]
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)*4)*5=[-60,0]
Trigger1 = !EnemyNear(floor(fvar(18))),Ctrl
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime<-5

[State -3,S_LS];S
Type = ChangeState
value = 225
TriggerAll=var(59)>6&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=P2StateType!=L
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=(P2StateNo!=[120,159])
Trigger1 = P2BodyDist X*fvar(8)>30
Trigger1 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,5,3)=[-5,77]
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)*4)*5=[-80,0]
Trigger1 = !EnemyNear(floor(fvar(18))),Ctrl
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime<-5

[State -3,RYUZIN];n
Type = ChangeState
value = ifelse(var(42)>0||PalNo=11,1050,1000)
TriggerAll=var(59)>6&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=!var(58)
TriggerAll=!var(56)
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2StateNo!=[120,155]
TriggerAll=P2StateNo!=[100,101]
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-15
Trigger1 = 0;(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<-80||P2StateType=A
Trigger1 = (EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<-160||P2StateType!=C
Trigger1 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,15,8)=[99,200]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*14)*15=[-80,0]

;
;ړ
;

[State -3,C];Ⴊ
Type = ChangeState
value = 11
Ctrl = 0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=fvar(38)=1
TriggerAll=P2StateType!=L
TriggerAll=Ctrl||StateNo=10||(StateNo=[12,20])
Trigger1 = Random<var(59)*101||var(59)>9

[State -3,S];
Type = ChangeState
value = 0
ctrl=1
TriggerAll=RoundState>2
TriggerAll=var(59)>0
TriggerAll=alive
Trigger1 = StateNo=[21,22]

[State -3,S];Ⴊ݉
Type = ChangeState
value = 0
Ctrl = 1
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
Trigger1 = fvar(38)=2
Trigger1 = StateNo=11
Trigger1 = Random<var(59)*20||var(59)>9
Trigger2 = StateNo=21
Trigger2 = P2BodyDist X*fvar(8)<=50
Trigger3 = StateNo=22
Trigger3 = P2BodyDist X*fvar(8)>=26

[State -3,FwdWalk];O
Type = ChangeState
value = 21
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,20])||StateNo=22
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
Trigger1 = P2BodyDist X*fvar(8)>50

[State -3,BackWalk];
Type = ChangeState
value = 22
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,21])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
Trigger1 = P2BodyDist X*fvar(8)<25

[State -3,Jump];Wv
Type = ChangeState
value = 39
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
Trigger1 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*9>70+var(59)*10
Trigger1 = Random<(10-var(59))*4

[State -3,Jump];󓊂_Wv
Type = ChangeState
value = 30
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])
TriggerAll=P2StateType=A
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
Trigger1 = Random<var(59)*70
Trigger1 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*9=[-55,55]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*9=[-99,-40]

[State -3,HJump];nCWv
Type = ChangeState
value = 41
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
Trigger1 = P2BodyDist X*fvar(8)>210
Trigger1 = Random<var(59)*(1+(!InGuardDist)*2)
Trigger2 = !InGuardDist
Trigger2 = P2BodyDist X*fvar(8)=[-9,90]
Trigger2 = BackEdgeBodyDist<20
Trigger2 = EnemyNear(floor(fvar(18))),Ctrl
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=[-20,0]
Trigger2 = Random<var(59)*14
Trigger3 = P2StateType=A
Trigger3 = Random<var(59)*70
Trigger3 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*13=[-55,55]
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*12)*13=[-220,-70]

[State -3,AirDashJump];ޯpWv
Type = ChangeState
value = 38
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,9,5)=[50,140]
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>-80
Trigger1 = Random<var(59)*3

[State -3,Dash];_bV
Type = ChangeState
value = 100
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
Trigger1 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,7,4)>210
Trigger1 = Random<var(59)*9
Trigger2 = P2BodyDist X*fvar(8)>55+EnemyNear(floor(fvar(18))),vel x*12
Trigger2 = Random<var(59)*40
Trigger2 = (P2StateNo=[101,119])&&!EnemyNear(floor(fvar(18))),vel y||P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(Yaccel)*11)*12<-70

[State -3,AirBackDashJump];ޯޯpWv
Type = ChangeState
value = 37
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=BackEdgeBodyDist>30
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,9,5)=[0,90]
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>-80
Trigger1 = Random<var(59)*5

[State -3,BackDash];obN_bV
Type = ChangeState
value = 105
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])
TriggerAll=P2MoveType!=H
TriggerAll=P2StateType!=L
TriggerAll=P2BodyDist X*fvar(8)=[0,140]
TriggerAll=BackEdgeBodyDist>30
Trigger1 = P2MoveType=A||EnemyNear(floor(fvar(18))),Ctrl
Trigger1 = Random<var(59)*9

;
;
;

[State -3,SENKEN];EM
Type = ChangeState
value = 2500
TriggerAll=var(59)>5
TriggerAll=fvar(38)>0||fvar(38)=[-4,-1]
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||StateNo=90&&!var(38)||(StateNo=130&&var(25)=0&&MoveType!=H)
TriggerAll=var(58)=1
TriggerAll=P2BodyDist X*fvar(8)=[-5,32]
TriggerAll=!P2Dist Y
TriggerAll=P2StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
Trigger1 = Random<var(59)*20
Trigger2 = Random<var(59)*50||var(59)>9
Trigger2 = (P2StateNo=[120,159])
Trigger3 = var(59)>10

[State -3,T];
Type = ChangeState
value = ifelse((frontedgebodydist<62||Random<500)&&backedgebodydist>62,800,805)
TriggerAll=!fvar(35)
TriggerAll=var(59)>5
TriggerAll=fvar(38)>0||fvar(38)=[-4,-1]
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||StateNo=90&&!var(38)||(StateNo=130&&var(25)=0&&MoveType!=H)
TriggerAll=P2BodyDist X*fvar(8)<21
TriggerAll=P2MoveType!=H
TriggerAll=P2StateType!=A
TriggerAll=P2StateType!=L
Trigger1 = Random<var(59)*30
Trigger2 = var(59)>6
Trigger2 = Random<var(59)*101||var(59)>9
Trigger2 = (P2StateNo=[120,159])||P2StateNo=52||StateNo=52||InGuardDist&&EnemyNear(floor(fvar(18))),Ctrl
Trigger3 = var(59)>10

;
;΋

[State -3,S_P];P
Type = ChangeState
value = 200
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||StateNo=90&&!var(38)||(StateNo=130&&var(25)=0&&MoveType!=H)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2StateType!=C
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,2,1)=[-5,28]
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=[-75,0]
TriggerAll=P2StateType=A
Trigger1 = Random<var(59)*38

[State -3,S_FP];P
Type = ChangeState
value = 205
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||StateNo=90&&!var(38)||(StateNo=130&&var(25)=0&&MoveType!=H)
TriggerAll=P2StateType=A
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=Random<var(59)*40
Trigger1 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,8,5)=[-5,47]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*7)*8=[-85,0]

[State -3,S_FHS];HS
Type = ChangeState
value = 237
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||StateNo=90&&!var(38)||(StateNo=130&&var(25)=0&&MoveType!=H)
TriggerAll=var(58)=1
TriggerAll=P2StateType=A
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2StateType=A
TriggerAll=Random<var(59)*38
Trigger1 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,15,8)=[-20,67]
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)*14)*15=[-50,0]
Trigger2 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,18,10)=[-9,67]
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)*17)*18=[-80,0]

;I
;
;i

[State -1,KYAKU_Jump];drpެ
Type = ChangeState
value = 36
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=!var(58)||var(58)=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[10,22])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-5,42]
TriggerAll=P2StateType=C
Trigger1 = Random<var(59)*24

[State -3,S_FHS];HS(EX)
Type = ChangeState
value = 217
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||StateNo=90&&!var(38)||(StateNo=130&&var(25)=0&&MoveType!=H)
TriggerAll=var(58)=1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-5,67+EnemyNear(floor(fvar(18))),vel x*8]
TriggerAll=P2StateType=C
Trigger1 = Random<var(59)*9

[State -3,S_D];D
Type = ChangeState
value = 240
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||StateNo=90&&!var(38)||(StateNo=130&&var(25)=0&&MoveType!=H)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<-99
TriggerAll=P2BodyDist X*fvar(8)=[-5,55+EnemyNear(floor(fvar(18))),vel x*11]
TriggerAll=P2StateType=C
Trigger1 = Random<var(59)*12

;iI
;
;i

[State -3,S_K];K
Type = ChangeState
value = 210
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||StateNo=90&&!var(38)||(StateNo=130&&var(25)=0&&MoveType!=H)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*2=[-5,52]
TriggerAll=!P2Dist Y
TriggerAll=P2StateType=S
Trigger1 = Random<var(59)*30

[State -3,C_K];K
Type = ChangeState
value = 410
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||StateNo=90&&!var(38)||(StateNo=130&&var(25)=0&&MoveType!=H)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*2=[-5,46]
TriggerAll=!P2Dist Y
TriggerAll=P2StateType=S
Trigger1 = Random<var(59)*26

[State -3,C_D];D
Type = ChangeState
value = 450
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||StateNo=90&&!var(38)||(StateNo=130&&var(25)=0&&MoveType!=H)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*3=[-5,70]
TriggerAll=P2StateType=S
Trigger1 = Random<var(59)*21

;iI
;
;

[State -3,S_NS];S
Type = ChangeState
value = 220
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||StateNo=90&&!var(38)||(StateNo=130&&var(25)=0&&MoveType!=H)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<-70||P2StateType=A
TriggerAll=(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<-130||P2StateType!=C
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,5,3)=[-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)*4)*5=[-60,0]
Trigger1 = (EnemyNear(floor(fvar(0))),Const(Size.Head.Pos.Y))<-40||P2StateType=A
Trigger1 = (EnemyNear(floor(fvar(0))),Const(Size.Head.Pos.Y))<-80||P2StateType!=C
Trigger1 = Random<var(59)*35

[State -3,C_P];P
Type = ChangeState
value = 400
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||StateNo=90&&!var(38)||(StateNo=130&&var(25)=0&&MoveType!=H)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
;TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,3,2)=[-5,48]
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)*3=[-25,0]
Trigger1 = Random<var(59)*40

[State -3,S_K];K
Type = ChangeState
value = 210
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||StateNo=90&&!var(38)||(StateNo=130&&var(25)=0&&MoveType!=H)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,3,2)=[-5,52+10]
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)*3=[-35,0]
Trigger1 = Random<var(59)*20

[State -3,C_K];K
Type = ChangeState
value = 410
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||StateNo=90&&!var(38)||(StateNo=130&&var(25)=0&&MoveType!=H)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,4,2)=[-5,46+20]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*3)*4=[-9,0]
TriggerAll=P2StateType!=A
Trigger1 = Random<var(59)*14

[State -3,S_LS];S
Type = ChangeState
value = 225
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||StateNo=90&&!var(38)||(StateNo=130&&var(25)=0&&MoveType!=H)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<-70||P2StateType=A
TriggerAll=(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<-100||P2StateType!=C
TriggerAll=P2BodyDist X*fvar(8)>30
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,5,3)=[-5,77+40]
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=[-80,0]
Trigger1 = Random<var(59)*23

[State -3,C_S];S
Type = ChangeState
value = 420
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||StateNo=90&&!var(38)||(StateNo=130&&var(25)=0&&MoveType!=H)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,5,3)=[-5,46+40]
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=[-50,0]
Trigger1 = Random<var(59)*30

[State -3,S_D];D
Type = ChangeState
value = 240
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||StateNo=90&&!var(38)||(StateNo=130&&var(25)=0&&MoveType!=H)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<-45||P2StateType=A
TriggerAll=(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<-90||P2StateType!=C
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*9=[-5,55-20]
TriggerAll=!P2Dist Y
TriggerAll=P2StateType!=A
Trigger1 = Random<var(59)*3

[State -3,C_HS];HS(EX)
Type = ChangeState
value = 432
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=var(58)=1
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||StateNo=90&&!var(38)||(StateNo=130&&var(25)=0&&MoveType!=H)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-5,102]
TriggerAll=!P2Dist Y
TriggerAll=P2StateType!=A
Trigger1 = Random<var(59)*10

[State -3,C_HS];HS(ɰ)
Type = ChangeState
value = 430
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=!var(58)
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||StateNo=90&&!var(38)||(StateNo=130&&var(25)=0&&MoveType!=H)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,8,5)=[-5,75]
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=[-65,0]
TriggerAll=(P2StateNo!=[120,159])
Trigger1 = Random<var(59)*5

[State -3,C_D];D
Type = ChangeState
value = 450
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||StateNo=90&&!var(38)||(StateNo=130&&var(25)=0&&MoveType!=H)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[47,70+20]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*4)*5>-9
TriggerAll=P2StateType!=A
Trigger1 = Random<var(59)*19

[State -3,BAKUTO];Rˑ
Type = ChangeState
value = 1302
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=!var(58)
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*8=[-5,85]
TriggerAll=!P2Dist Y
TriggerAll=(P2StateNo!=[120,159])
Trigger1 = Random<var(59)*9

[State -3,S_HS];HS
Type = ChangeState
value = 230
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||StateNo=90&&!var(38)||(StateNo=130&&var(25)=0&&MoveType!=H)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<-60||P2StateType=A
TriggerAll=(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<-110||P2StateType!=C
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,11,6)=[-5,96]
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)*11)*12=[-70,0]
Trigger1 = Random<var(59)*7

[State -3,S_FHS];HS(ɰ)
Type = ChangeState
value = 235
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||StateNo=90&&!var(38)||(StateNo=130&&var(25)=0&&MoveType!=H)
TriggerAll=!var(58)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=(P2StateNo!=[120,159])
TriggerAll=Random<var(59)*ifelse(var(59)<6,var(59),10-var(59))*15
TriggerAll=(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<-50||P2StateType=A
TriggerAll=(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<-99||P2StateType!=C
Trigger1 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,4,2)=[70,104]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*3)*4=[-50,0]
Trigger2 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,8,4)=[70,104]
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)*7)*8=[-50,0]

[State -3,BAKUTO];R˕S
Type = ChangeState
value = 1303
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=!var(58)
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<-30||P2StateType=A
TriggerAll=(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<-60||P2StateType!=C
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,21,11)=[-5,123]
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)*21=[-80,0]
TriggerAll=P2StateNo!=[120,159]
Trigger1 = Random<ifelse(var(59)<6,var(59),11-var(59))*9

[State -3,BAKUTO];Rː痢
Type = ChangeState
value = 1304
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=!var(58)
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<-30||P2StateType=A
TriggerAll=(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<-60||P2StateType!=C
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,28,14)>-90
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)*27)*28=[-80,0]
TriggerAll=P2StateNo!=[120,159]
Trigger1 = Random<ifelse(var(59)<6,var(59),11-var(59))*2

[State -3,KOKYU_RK];̌ċznorOt
Type = ChangeState
value = ifelse(!var(46)&&((var(46)<var(42))||Random<500),1520,1500)
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52
TriggerAll=!var(58)
TriggerAll=PalNo!=11
TriggerAll=var(46)>1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,60,30)>140
Trigger1 = EnemyNear(floor(fvar(18))),vel x<2
Trigger1 = Random<var(59)*(8+(vel x<0)*5+(vel x<5)*12)

[State -3,BANRISEIKEN];M_EX
Type = ChangeState
value = 1600
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=var(58)=1
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||StateNo=90&&!var(38)||(StateNo=130&&var(25)=0&&MoveType!=H)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2StateType!=C
TriggerAll=!NumHelper(1610)
TriggerAll=Random<var(59)*9
TriggerAll=(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<-60||P2StateType=A
TriggerAll=(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<-120||P2StateType!=C
Trigger1 = Power>499
Trigger1 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,12,6)=[0,106]
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)*11)*12=[-70,0]
Trigger2 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,14,7)=[0,165]
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)*13)*14=[-70,0]
Trigger3 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,16,8)=[0,233]
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)*15)*16=[-70,0]
Trigger4 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,18,9)>0
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)*17)*18=[-70,0]

[State -3,HYAKASINSYO];S_EX
Type = ChangeState
value = 1700
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||StateNo=90&&!var(38)||(StateNo=130&&var(25)=0&&MoveType!=H)
TriggerAll=var(58)=1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<-40||P2StateType=A
TriggerAll=(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<-90||P2StateType!=C
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,16,8)=[-5,210]
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)*15)*16=[-80,0]
TriggerAll=P2StateNo!=[120,159]
Trigger1 = Random<var(59)*3

[State -3,SENRISINSYO];痢_EX
Type = ChangeState
value = 1800
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||StateNo=90&&!var(38)||(StateNo=130&&var(25)=0&&MoveType!=H)
TriggerAll=var(58)=1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<-40||P2StateType=A
TriggerAll=(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<-90||P2StateType!=C
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,23,12)>-40
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)*22)*23=[-80,0]
TriggerAll=P2StateNo!=[120,159]
Trigger1 = Random<var(59)

;
;󒆈ړ
;

[State -1,AirDash]_bV
Type = ChangeState
valuPrevStateNo=
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=!var(11)
TriggerAll=StateType=A
TriggerAll=Ctrl
TriggerAll=(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=Pos Y<=-10
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*4)*5=[-9,150]
TriggerAll=Random<var(59)*11
Trigger1 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*ifelse(P2StateType=A,9,5)>90
Trigger2 = BackEdgeBodyDist<40
Trigger2 = P2BodyDist Y*fvar(9)>80
Trigger3 = Pos Y=[-15,-10]
Trigger3 = vel Y>0
Trigger3 = Random<var(59)*(40+(P2BodyDist X*fvar(8)=[-9,30])*30)

[State -1,AirBackDash];obN_bV
Type = ChangeState
value = 115
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=!var(11)
TriggerAll=StateType=A
TriggerAll=Ctrl
TriggerAll=(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=Pos Y<=-10
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*4)*5=[-9,150]
TriggerAll=BackEdgeBodyDist>20
Trigger1 = P2BodyDist X*fvar(8)=[0,120]
Trigger1 = Random<var(59)*8
Trigger2 = Pos Y=[-15,-10]
Trigger2 = vel Y>0
Trigger2 = Random<var(59)*(40+(P2BodyDist X*fvar(8)=[-9,30])*30)

[State -1,AirJump];Wv
Type = ChangeState
value = 99
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=!var(11)
TriggerAll=!var(12)||var(17)
TriggerAll=StateType=A
TriggerAll=Ctrl
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
Trigger1 = vel Y>0
Trigger1 = Random<var(59)*20
Trigger1 = P2BodyDist X*fvar(8)=[-110,110]

;
;󒆗ZU
;

[State -3,AirT];󓊂
Type = ChangeState
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0||fvar(38)=-4
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,59]
TriggerAll=P2BodyDist Y*fvar(9)=[-51,19]
TriggerAll=P2StateType=A
TriggerAll=P2MoveType!=H
TriggerAll=Ctrl
Trigger1 = Random<var(59)*30
Trigger2 = PrevStateNo=30||PrevStateNo=41||(P2StateNo=[120,159])||(P2StateNo=[5200,5210])||(StateNo=[120,159])||(StateNo=[5200,5210])
Trigger2 = Random<var(59)*60||var(59)>9
Trigger3 = var(59)>10
Value = 850

[State -3,A_S];S
Type = ChangeState
value = 620
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=110||StateNo=115)&&Time>4
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=PrevStateNo!=[31,38]
TriggerAll=P2BodyDist X*fvar(8)+(vel x+EnemyNear(floor(fvar(18))),vel x)*3=[-55,22]
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*2)*3=[-110,10]
Trigger1 = Random<var(59)*20
Trigger1 = !InGuardDist
Trigger1 = P2StateType=A
Trigger2 = P2StateType!=A
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*2)*3=[-20,20]
Trigger2 = Random<var(59)*45

[State -3,A_HS];HS
Type = ChangeState
value = 630
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=110||StateNo=115)&&Time>4
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=PrevStateNo!=[30,38]
Trigger1 = P2BodyDist X*fvar(8)=[-55,22]
Trigger1 = Random<var(59)*20
Trigger1 = !InGuardDist
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*3)*4=[-90,180]
Trigger1 = P2StateType=A
Trigger2 = P2BodyDist X*fvar(8)>-55
Trigger2 = P2StateType!=A
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*3)*4=[-20,20]
Trigger2 = Random<var(59)*45

[State -3,A_K];K
Type = ChangeState
value = 610
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=110||StateNo=115)&&Time>4
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=PrevStateNo!=[30,38]
TriggerAll=P2BodyDist X*fvar(8)+vel x*7-EnemyNear(floor(fvar(18))),vel x*7=[-90,74+20]
Trigger1 = Random<var(59)*20
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*3)*4=[-70,35]
Trigger1 = P2StateType=A
Trigger1 = !InGuardDist
Trigger2 = P2StateType!=A
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*3)*4=[-20,20]
Trigger2 = Random<var(59)*45

[State -3,A_P];P
Type = ChangeState
value = 600
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=110||StateNo=115)&&Time>4
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=PrevStateNo!=[30,38]
TriggerAll=P2BodyDist X*fvar(8)+vel x*2-EnemyNear(floor(fvar(18))),vel x*2=[-25,25]
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*3)*4=[-45,70]
Trigger1 = Random<var(59)*30
Trigger1 = P2StateType=A
Trigger1 = !InGuardDist
Trigger2 = P2StateType!=A
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*3)*4=[-20,20]
Trigger2 = Random<var(59)*45

[State -3,A_D];D
Type = ChangeState
value = ifelse(var(58)=1,642,640)
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=110||StateNo=115)&&Time>4
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=PrevStateNo!=[30,38]
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*8=[-66,36+20]
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*5)*6=[-99,30]
Trigger1 = Random<var(59)*20
Trigger1 = P2StateType=A
Trigger1 = !InGuardDist
Trigger2 = P2StateType!=A
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*5)*6=[-20,20]
Trigger2 = Random<var(59)*45

[State -1];dr
Type = ChangeState
value = 1615
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=110||StateNo=115)&&Time>4
TriggerAll=!var(58)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
Trigger1 = P2BodyDist X*fvar(8)=[-50,50]
Trigger1 = P2BodyDist Y*fvar(9)=[9,140]
Trigger1 = Random<var(59)*25
Trigger2 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*15>170
Trigger2 = Random<var(59)*30
Trigger2 = vel x<0
