;
;AI@by~a
;
;Lvݒł
;[State -1, AItOZbg]
;var(59) = 
;̕lς
;
;1`10:LvオɂĐx10%ÂUP
;   11:xMAX@
;ƂȂĂ܂
;؂ւZɊւĂ
;LV11ȊO͂Ă܂
;EU50Fo(lԂ̔˂Č)
;Eްމ1F30Fo߂Ă
;EH炢2F30Fo߂Ă
;EgZ̍UFɑ肪ctrl𓾂Ķްމ\ɂȂȂ甭Ȃ
;Ft[@1F1/60b
;ɂȂĂ̂ł܂܂ł
;
;JC	= ެ߷ݾ
;FD	= ̫ڽި̪ݽ
;FRC	= ̫ݷݾ
;
;ƂAIڲ԰őΐ킷Ƃ1`10D܂łBԐlԂ炵ł
;Lv11͒AIm݂̂ǂƎv܂
; 
;Z̔肪ċ
;Η͂
;
;XVڍ                                                                                                              ꂪ̂܂悵I
;
;˂̂ŃR{SRłȂ_C
;wށ@߰AIn@Lv9ȉ̉
;ޑ啝C@ɓornƌłߺށ@߂NUߏC
;łжڰFRC
;D𗎉ɐU悤
;Ƃ肠Ȃ苭͂Ȃ
;
;ڍ
;\߂̋Z
;{P@S.B.T.@HS@S
;CB
;UȂ炱̋Z𒍈
;lڲghpɊm󋵂Ȃg悤ɂȂĂ܂
;NBFRCŹްނĝł܂茩Ȃ
;޽ӰނAI͂ǂ܂
;
;؂ւ֘A
;
;ް50%
;رڲ	(З͏d)
;жڰ	(ׂd)
;
;S.B.T.		(\)
;
;ާٷذ	(g)
;		(S׊\)
;ޯï	(ʏẐ)
;
;S.B.T.錏ޫٶȏ
;
;֘A
;
;ɓI
;S̓Iذ߂Ȃ̂
;
;苭@P@S@HS@C
;
;΋Ɂ@P@NB_HS
;
;iɁ@P@D
;
;`@P@֗ł
;܂ł@iɂĂ͑ā@苭ā@ތq܂ā@㔼g蔻Ȃ炷g₷ł
;
;ސݒ
;
;ݸށˋDNB_S(FRC)ŋNU
;
;ˁHSˁoJCˋKˋS(ɂ2iړĂ邩ω)}~2ˋHS
; (ꍇorʒ[̂Ƃ󒆃_bV)
;ghp
;˶ڲorرڲ
;HS
;
;_XgDDPSPSJCPSPSHS
;߂ɂȂƋD~2݂̂̏ꍇ
;
;
;NU
;
;DNB.S(޳݂Ă鑊ɂƂǂ̂܂܂Ԃ)
;E{P		i
;EK			i
;Eެ߂Dł߂
;ŌȂ悤ɂ
;
[statedef -3]
;--------------------------------------------------------------------------------------------------------
;
;`h
;
[State -3,iK[hp]
Type = VarSet
TriggerAll=NumEnemy
;ر ݾް
Trigger1 = EnemyNear(floor(fvar(18))),Name = "millia"
Trigger1 = P2StateNo=1500
;ݳާَ
Trigger2 = EnemyNear(floor(fvar(18))),Name = "eddie"
Trigger2 = P2StateNo=1000||P2StateNo=1050||EnemyNear(floor(fvar(18))),NumHelper(1002);||EnemyNear(floor(fvar(18))),NumHelper(1001)
;󒆲ݳާَ
Trigger3 = EnemyNear(floor(fvar(18))),Name = "eddie"
Trigger3 = P2StateNo=1800||P2StateNo=1850
;󒆈ȊO
Trigger4 = P2StateType!=A
;ި@ެс@K
Trigger5 = EnemyNear(floor(fvar(18))),Name="eddie"||EnemyNear(floor(fvar(18))),Name="jam"||EnemyNear(floor(fvar(18))),Name="potemkin"
Trigger5 = P2StateNo=210
;fBI@h
Trigger6 = EnemyNear(floor(fvar(18))),Name = "dio"
Trigger6 = P2StateNo=1300
;uh[@h
Trigger7 = EnemyNear(floor(fvar(18))),Name = "Sakuya"
Trigger7 = P2StateNo=10044
fvar(38) = 1

[State -3,iK[hp]
Type = VarSet
TriggerAll=NumEnemy
;GGD
Trigger1 = EnemyNear(floor(fvar(18))),AutHorName = "muteki" || EnemyNear(floor(fvar(18))),AutHorName = "Akutagawa"
Trigger1 = P2StateNo=240
;
Trigger2 = EnemyNear(floor(fvar(18))),Name!="millia"||P2StateNo!=1500
Trigger2 = EnemyNear(floor(fvar(18))),Name!="eddie"||!(P2StateNo=1000||P2StateNo=1050||P2StateNo=1800||P2StateNo=1850||EnemyNear(floor(fvar(18))),NumHelper(1001)||EnemyNear(floor(fvar(18))),NumHelper(1002))
Trigger2 = P2StateType=A
;ýP
Trigger3 = EnemyNear(floor(fvar(18))),Name = "testa"
Trigger3 = P2StateNo=205
;ر ؼޯā@ި@@K
Trigger4 = EnemyNear(floor(fvar(18))),Name="millia"||EnemyNear(floor(fvar(18))),Name="BRIDGET"||EnemyNear(floor(fvar(18))),Name="eddie"||EnemyNear(floor(fvar(18))),Name="potemkin"
Trigger4 = P2StateNo=215
;̧āHS
Trigger5 = EnemyNear(floor(fvar(18))),Name = "faust"
Trigger5 = P2StateNo=235
;ޮưެʳ
Trigger6 = EnemyNear(floor(fvar(18))),Name = "johnny"
Trigger6 = P2StateNo=1500||P2StateNo=[3500,3501]
;فHS
Trigger7=EnemyNear(floor(fvar(18))),Name = "order-Sol=Badguy"
Trigger7=P2StateNo=432
;GfBK T
Trigger8=EnemyNear(floor(fvar(18))),Name = "eddie"
Trigger8=0;(NumHelper(1600)&&(Helper(1600),StateNo=[1650,1659]))
;ެс{K
Trigger9=EnemyNear(floor(fvar(18))),Name = "jam"
Trigger9=P2StateNo=215
;VI{B
Trigger10=EnemyNear(floor(fvar(18))),Name = "Sion_Eltnam_Atlasia"
Trigger10=P2StateNo=[240,241]
fvar(38) = 2

[State -3,K[hs\p()]
Type = VarSet
TriggerAll=NumEnemy
Trigger1 = P2StateType!=A
Trigger1 = EnemyNear(floor(fvar(18))),HitDefAttr=,AT
;ʏ퓊
Trigger2 = EnemyNear(floor(fvar(18))),AutHorName="muteki"||AutHorName="Akutagawa"||EnemyNear(floor(fvar(18))),AutHorName = "Warusaki3"
Trigger2 = P2StateNo=800
;ި@
Trigger3 = EnemyNear(floor(fvar(18))),Name = "eddie"
Trigger3 = P2StateNo=1300
;ڲ԰@zorްĩ
Trigger4 = EnemyNear(floor(fvar(18))),Name = "SLAYER"
Trigger4 = P2StateNo=1200||P2StateNo=1300
;#R\Ԃ
Trigger5 = EnemyNear(floor(fvar(18))),Name = "order-Sol=Badguy"
Trigger5 = P2StateNo=1500
;ެEX@EM
Trigger6 = EnemyNear(floor(fvar(18))),Name = "jam"
Trigger6 = P2StateNo=2500
;̧ā@ő؂
Trigger7 = EnemyNear(floor(fvar(18))),Name = "faust"
Trigger7 = P2StateNo=1500
;ޮưн̧Ű
Trigger8 = EnemyNear(floor(fvar(18))),Name = "johnny"
Trigger8 = EnemyNear(floor(fvar(18))),var(49)
Trigger8 = P2StateNo=[1000,1099]
;@޽@
Trigger9 = EnemyNear(floor(fvar(18))),Name="potemkin"
Trigger9 = P2StateNo=1000||P2StateNo=1600
;ޏuE
Trigger10 = P2StateNo=7600||P2StateNo=7601
Trigger10 = EnemyNear(floor(fvar(18))),Name = "wind"
;Potsׂ̏uE
Trigger11 = P2StateNo=4000
Trigger11 = EnemyNear(floor(fvar(18))),Name="Shin Gouki"||EnemyNear(floor(fvar(18))),Name="Ryu"||EnemyNear(floor(fvar(18))),Name="Morrigan Aensland"||EnemyNear(floor(fvar(18))),Name ="Sakura Kasugano"
;Potsׂ̏uEQ
Trigger12 = P2StateNo=3300
Trigger12 = EnemyNear(floor(fvar(18))),Name="Yuri Sakazaki"||EnemyNear(floor(fvar(18))),Name="cvsgouki"||EnemyNear(floor(fvar(18))),Name="cvsryu"||EnemyNear(floor(fvar(18))),Name="cvssakura"
;׽ļެ
Trigger13 = P2StateNo=3200
Trigger13 = EnemyNear(floor(fvar(18))),Name="cvsg_rugal"||EnemyNear(floor(fvar(18))),Name="cvsrugal"
;uE
Trigger14 = P2StateNo=3600
Trigger14 = EnemyNear(floor(fvar(18))),Name = "Gouki"
;uE
Trigger15 = P2StateNo=20080||P2StateNo=20060
Trigger15 = EnemyNear(floor(fvar(18))),Name = "Kaori Misaka"
;uE
Trigger16 = P2StateNo=3890
Trigger16 = EnemyNear(floor(fvar(18))),Name = "Evil Ken"
; AAD`Ci
Trigger17 = EnemyNear(floor(fvar(18))),Name = "Kohaku"
Trigger17 = P2StateNo=[2050,2051]
;گK
Trigger18 = EnemyNear(floor(fvar(18))),Name="Bulleta SXP"
Trigger18 = P2StateNo=4200
fvar(38) = 3

[State -3,x]
Type = Varset
TriggerAll=NumEnemy
TriggerAll=var(59)>5
TriggerAll=EnemyNear(floor(fvar(18))),AutHorName = "muteki"
Trigger1 = EnemyNear(floor(fvar(18))),var(59)>10
Trigger2 = EnemyNear(floor(fvar(18))),Name="faust"
Trigger2 = EnemyNear(floor(fvar(18))),var(59)
fvar(34)=1

[State -3,x]
Type = Varset
TriggerAll=var(59)>5
TriggerAll=NumEnemy
;ټذ
Trigger1 = EnemyNear(floor(fvar(18))),AutHorName="Reu"||EnemyNear(floor(fvar(18))),AutHorName="Reu and Kingtigre"||EnemyNear(floor(fvar(18))),AutHorName="ilcane87"
Trigger1 = EnemyNear(floor(fvar(18))),Name="Evil Ryu"||EnemyNear(floor(fvar(18))),Name="Evil Ken"||EnemyNear(floor(fvar(18))),Name="Evil Dan"
Trigger1 = EnemyNear(floor(fvar(18))),Var(30)=59
;޶߁@گ ݸدā@ް݁@
Trigger2 = EnemyNear(floor(fvar(18))),Name="Bulleta SXP"||EnemyNear(floor(fvar(18))),Name="Ingrid SXP"||EnemyNear(floor(fvar(18))),Name="Tron Bonne SxP"||EnemyNear(floor(fvar(18))),Name="Sakura SxP"
Trigger2 = EnemyNear(floor(fvar(18))),var(59)>3
;_˖ہ^
Trigger3 = EnemyNear(floor(fvar(18))),Name="Aya Syameimaru"
Trigger3 = EnemyNear(floor(fvar(18))),var(55)>4
;Gٶށ@Ҷٶށ@^S
Trigger4 = EnemyNear(floor(fvar(18))),Name="cvsg_rugal"||EnemyNear(floor(fvar(18))),Name="Mech Rugal"||EnemyNear(floor(fvar(18))),Name="Shin Gouki"
Trigger4 = EnemyNear(floor(fvar(18))),var(59)
;L
Trigger5 = EnemyNear(floor(fvar(18))),AutHorName="[Yagami+ihoo1836]"
Trigger5 = EnemyNear(floor(fvar(18))),Name="Iori Yagami"
Trigger5 = EnemyNear(floor(fvar(18))),var(55)
;EBh
Trigger6 = EnemyNear(floor(fvar(18))),Name = "wind"
Trigger6 = EnemyNear(floor(fvar(18))),var(59)
fvar(34)=1

[State -3,nCp[A[}[x]
Type = Varset
TriggerAll=NumEnemy
TriggerAll=0;܂Ȃɂ΍􂵂ĂȂ
Trigger1 = EnemyNear(floor(fvar(18))),Name="Giant_Mech-HISUI"
Trigger2 = EnemyNear(floor(fvar(18))),Name="CheetahMen"
Trigger3 = EnemyNear(floor(fvar(18))),Name="LEOPALDON_GGI"
Trigger4 = EnemyNear(floor(fvar(18))),Name="Mega_weapon"
Trigger5 = EnemyNear(floor(fvar(18))),Name="G-akiha"
Trigger6 = EnemyNear(floor(fvar(18))),Name="Apocalypse"
Trigger7 = EnemyNear(floor(fvar(18))),Name="Mech Rugal"
fvar(34)=2

;0=h䂷KvȂ
;1=i(K[h\Ȃ炱)
;2=i
;3=K[hs\()
;4=󒆃K[hs
;+0.1=x
;+0.01=X[p[A[}[x
;ΉL
;󒆈ȊO	K[h
;	K[h
;蓊	xx 2ȉȂoNXe
;@@@@@@@@3ȏȂެ
;
;قƂǃCgAIN@mF100ȏvȂ͂
;
[State -3, AINpwp[]
type=helper
TriggerAll=!ishelper
TriggerAll=RoundState<2||(RoundState=2&&ctrl)
trigger1=!NumHelper(10000+id)
trigger1=alive
trigger1=var(59)=0
helpertype=normal
name="AI"
stateno=10000
ID=10000+id
pos=9999,9999
keyctrl=1
pausemovetime=2147483647
supermovetime=2147483647
persistent = 0
[State -3, ]vȂƂȂ悤]
type=changestate
trigger1= ishelper
trigger1= ishelper(10000+root,id)
trigger1= stateno!=10000
value=10000

[State -3, AItOZbg]
Type = VarSet
TriggerAll=!ishelper
TriggerAll=var(59)<=0
TriggerAll=RoundState<2||(RoundState=2&&ctrl)
Trigger1 = Command="CPU1"||Command="CPU2"||Command="CPU3"||Command="CPU4"
Trigger2 = Command="CPU5"||Command="CPU6"||Command="CPU7"||Command="CPU8"
Trigger3 = Command="CPU9"||Command="CPU10"||Command="CPU11"||Command="CPU12"
Trigger4 = Command="CPU13"||Command="CPU14"||Command="CPU15"||Command="CPU16"
Trigger5 = Command="CPU17"||Command="CPU18"||Command="CPU19"||Command="CPU20"
Trigger6 = Command="CPU21"||Command="CPU22"||Command="CPU23"||Command="CPU24"
Trigger7 = Command="CPU25"||Command="CPU26"||Command="CPU27"||Command="CPU28"
Trigger8 = Command="CPU29"||Command="CPU30"||Command="CPU31"||Command="CPU32"
Trigger9 = Command="CPU33"||Command="CPU34"||Command="CPU35"||Command="CPU36"
Trigger10 = Command="CPU37"||Command="CPU38"||Command="CPU39"||Command="CPU40"
Trigger11 = Command="CPU41"||Command="CPU42"||Command="CPU43"||Command="CPU44"
Trigger12 = Command="CPU45"||Command="CPU46"||Command="CPU47"||Command="CPU48"
Trigger13 = Command="CPU49"||Command="CPU50"
Trigger14 = var(59)=0
Trigger14 = numhelper(10000+id)
Trigger14 = helper(10000+id),var(59)>0
var(59) = 5

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

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


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

;
;
;
[State -1,h];ꌂKEƔ
Type = ChangeState
value = 196
TriggerAll=var(59)>=7
TriggerAll=RoundState=3
TriggerAll=PrevStateNo!=[195,197]
Trigger1 = StateType!=A
Trigger1 = ctrl
Trigger2 = (StateNo=[200,450]) && MoveContact
Trigger3 = StateNo=100
Trigger4 = StateNo=101
Trigger5 = StateNo=40
;
;o[Xg
;
[State -2,TCNo[Xg]
Type = ChangeState
Value = 750
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=fvar(33)>=1.5
TriggerAll=P2MoveType=A
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*6=[-60,60]
TriggerAll=P2BodyDist Y*fvar(9)-EnemyNear(floor(fvar(18))),vel y*6=[-180,0]
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<=-23||var(59)<7
TriggerAll=P2MoveType=A
TriggerAll=alive
TriggerAll=Random<=var(59)*60||var(59)>9
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||(PrevStateNo=[120,159])||(PrevStateNo=[5000,5270])
Trigger1 = (ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
Trigger2 = Time<=1
Trigger2 = MoveType=A
Trigger2 = (StateNo=[200,640])
Trigger2 = (PrevStateNo!=[200,640])
;
;؂ւ
;

[State -3,~JGu[h]
Type = ChangeState
Value = 3200
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=P2BodyDist Y*fvar(9)>-140-EnemyNear(floor(fvar(18))),vel y*6
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52||(StateNo=[120,140])
TriggerAll=P2MoveType=A
TriggerAll=(P2StateNo!=[200,699])||!EnemyNear(floor(fvar(18))),MoveContact
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime <= -15
TriggerAll=EnemyNear(floor(fvar(18))),Time>=30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),Time>=50||var(59)>10
Trigger2 = (PrevStateNo=[120,159])
Trigger3 = (PrevStateNo=[5000,5270])

[State -3,رڲ]
Type = ChangeState
Value = 3100
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=Power >= 1000
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,48]
TriggerAll=P2BodyDist Y*fvar(9)>=-140-EnemyNear(floor(fvar(18))),vel y*6
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52||(StateNo=[120,140])
TriggerAll=P2MoveType=A
TriggerAll=(P2StateNo!=[200,699])||!EnemyNear(floor(fvar(18))),MoveContact
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<=-9||var(59)<7
TriggerAll=EnemyNear(floor(fvar(18))),Time>=30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),Time>=50||var(59)>10
Trigger2 = (PrevStateNo=[120,159])
Trigger3 = (PrevStateNo=[5000,5270])

[State -3,S.B.T.]
Type = ChangeState
Value = 1200
TriggerAll=var(59)>0||fvar(39)
;TriggerAll=!var(25)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,100]
TriggerAll=P2BodyDist Y*fvar(9)>=-140-EnemyNear(floor(fvar(18))),vel y*6
TriggerAll=P2MoveType=A
TriggerAll=(P2StateNo!=[200,699])||!EnemyNear(floor(fvar(18))),MoveContact
TriggerAll=Random<=var(59)*60||var(59)>9||fvar(39)
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime <= -7-(P2BodyDist X*fvar(8) > 20)*4
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=[120,159])||(PrevStateNo=[5000,5270])
Trigger1 = (ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52||(StateNo=[120,140])

[State -3,@L[A[N]
Type = ChangeState
Value = 1100
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*6=[-90,90]
TriggerAll=P2BodyDist Y*fvar(9)-EnemyNear(floor(fvar(18))),vel y*6>=-140
TriggerAll=P2MoveType=A
TriggerAll=EnemyNear(floor(fvar(18))),HitDefAttr=SA,AA
TriggerAll=fvar(38)!=3
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time >= 30 || (!Time&&var(59)>9) || var(59) > 10
TriggerAll=EnemyNear(floor(fvar(18))),Time>=50||var(59)>10||(PrevStateNo=[120,159])||(PrevStateNo=[5000,5270])
Trigger1 = (ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52||(StateNo=[120,140])

[State -3,]
Type = ChangeState
Value = 800
TriggerAll=var(59) > 5
TriggerAll=!fvar(35)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,25]
TriggerAll=P2StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=P2MoveType=A
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time>=30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),Time>=50||var(59)>10
Trigger2 = (PrevStateNo=[120,159])
Trigger3 = (PrevStateNo=[5000,5270])

[State -3,󓊂]
Type = ChangeState
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-30,54]
TriggerAll=P2BodyDist Y*fvar(9)=[-79,19]
TriggerAll=P2MoveType!=H
TriggerAll=P2StateType!=L
TriggerAll=(ctrl||fvar(28))||(StateNo=[120,140])
TriggerAll=P2MoveType=A
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time>=30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),Time>=50||var(59)>10
Trigger2 = (PrevStateNo=[120,159])
Trigger3 = (PrevStateNo=[5000,5270])
Value = 850

[State -3,ޯï]
Type     = ChangeState
Value = 105
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,90]
TriggerAll=P2MoveType=A
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),vel x<3
TriggerAll=EnemyNear(floor(fvar(18))),HitDefAttr=,AA,AT||fvar(38)=3
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52
TriggerAll=EnemyNear(floor(fvar(18))),Time>=30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),Time>=50
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

[State -3,ެ]
Type     = ChangeState
Value = 39
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,140]
TriggerAll=P2MoveType=A
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=fvar(38)=3
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52
TriggerAll=EnemyNear(floor(fvar(18))),Time >= 30 || (!Time&&var(59)>9) || var(59) > 10
Trigger1 = EnemyNear(floor(fvar(18))),Time >= 50
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])
;
;h@K[h@@DAA@o[Xg
;
;DAA
;
[State -3,fbgAO({o)]
Type = ChangeState
Value = 700
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X*fvar(8)=[-10,68]
TriggerAll=P2BodyDist Y*fvar(9) >= -60
TriggerAll=Power >= 1000
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime <= -16
Trigger1 = StateNo=[150,153]
Trigger1 = Random<=var(59)*60||var(59)>9

;
;K[h
;
[State -3,K[h]
Type = ChangeState
Value = 120
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=Ctrl||StateNo=11||((StateNo=[100,101]) || StateNo=52||fvar(28))&&var(25)
TriggerAll=(StateNo!=[120,155])
Trigger1 = InGuardDist
Trigger1 = Random<=var(59)*60||var(59)>9
;
;}L
;
[State -3,NBFϷ]
Type = ChangeState
Value = 960
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=Power>499
TriggerAll=StateType!=A
TriggerAll=AnimElemTime(7)=0;=[0,2]
TriggerAll=StateNo=1300||StateNo=1310
Trigger1 = InGuardDist||P2MoveType=A
Trigger2 = P2BodyDist X*fvar(8)<120
Trigger2 = EnemyNear(floor(fvar(18))),ctrl||p2statetype=L||p2stateno=[120,159]

[State -3,жڰFϷ]
Type = ChangeState
Value = 960
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=Power>499
TriggerAll=StateType!=A
TriggerAll=AnimElemTime(5)=0;=[0,2]
TriggerAll=StateNo=3200
Trigger1 = 1;InGuardDist
IgnoreHitPause = 1

;
;NU
;
[State -3,NB_S]
Type = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!var(36)
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)>=0
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
Trigger1 = P2StateType=L
Trigger1 = (P2StateNo=[5110,5120])||P2BodyDist X*fvar(8)>=40
Trigger1 = Power>=500
Value = 1300

[State -3,\їp&߂Wv]
Type = ChangeState
TriggerAll=var(59)>0||fvar(39)
TriggerAll=Random<=ifelse(var(59)*15>150||fvar(39),150,var(59)*15)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52
Trigger1 = (P2StateNo=[5100,5110])||(P2StateNo=[5071,5072])
Value = 39

[State -3,_bV]
Type = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)>170
TriggerAll=Ctrl||StateNo=52
Trigger1 = P2StateType=L
Value = 100

[State -3,]
Type     = ChangeState
TriggerAll=var(59)>0||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(P2BodyDist X*fvar(8)=[-5,30])||P2BodyDist X*fvar(8)>50
TriggerAll=StateNo=0||StateNo=52||((P2StateNo!=[5100,5110])&&StateNo=40)
Trigger1 = P2StateType=L
Value = 20
ctrl = 1

[State -3,Xgbv]
Type     = ChangeState
TriggerAll=var(59)>0||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(P2BodyDist X*fvar(8)=[30,50])||!vel x
TriggerAll=StateNo=20
Trigger1 = P2StateType=L
Value = 0
ctrl = 1

[State -3,{P]
Type     = ChangeState
TriggerAll=var(59)>0||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,68]
TriggerAll=!InGuardDist
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52||StateNo=20
Trigger1 = P2StateType=L
Trigger1 = P2StateNo=5120
Trigger1 = Random<=ifelse(var(59)*33>333||fvar(39),333,var(59)*33)
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime=-17
Value = 205

[State -3,K]
Type     = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,109]
TriggerAll=!InGuardDist
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52||StateNo=20
Trigger1 = P2StateType=L
Trigger1 = P2StateNo=5120
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime=-9
Value = 410
;
;NU \
;
[State -3,HS]
Type = ChangeState
Value = 640
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||((StateNo=110||StateNo=115)&&Time>=6)
TriggerAll=P2StateType=L
TriggerAll=P2BodyDist X*fvar(8)=[-80,80]
TriggerAll=Pos Y>-85
TriggerAll=!InGuardDist
Trigger1 = vel y>0
;
;ډ
;
[State -3,~p]
Type = ChangeState
Value = 0
ctrl = 0
TriggerAll=var(59)>0||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=AnimTime=0
TriggerAll=Time>0
Trigger1 = StateNo=810
Trigger2 = PrevStateNo=1101
Trigger2 = P2BodyDist X*fvar(8)>=0

[State -3,~]
Type = ChangeState
Value = 0
ctrl = 1
TriggerAll=var(59)>0||fvar(39)
TriggerAll=StateType!=A
TriggerAll=RoundState>=2
TriggerAll=StateNo=0
TriggerAll=Ctrl=0
TriggerAll=PrevStateNo=810||PrevStateNo=1101
Trigger1 = P2MoveType!=H
Trigger2 = P2StateType=L

[State -3,ghpڲ]
Type = ChangeState
Value = 3000
TriggerAll=(var(59)>0&&Random<=var(59)*100) || fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=power>1999
TriggerAll=P2life<=450
TriggerAll=!var(25)
TriggerAll=P2BodyDist X*fvar(8)=[-10,166]
TriggerAll=P2StateType=A
TriggerAll=StateNo=0||(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
Trigger1 = PrevStateNo=810
Trigger2 = PrevStateNo=1101

[State -3,ghpرڲ]
Type = ChangeState
Value = 3100
TriggerAll=(var(59)>0&&Random<=var(59)*100) || fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=Power>999
TriggerAll=P2life<=300
TriggerAll=!var(25)
TriggerAll=P2BodyDist X*fvar(8)=[-10,166]
TriggerAll=P2StateType=A
TriggerAll=StateNo=0||(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
Trigger1 = PrevStateNo=810
Trigger2 = PrevStateNo=1101

[State -3,{HS]
Type = ChangeState
Value = 235
TriggerAll=(var(59)>0&&Random<=var(59)*100) || fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=!var(25)
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-10,166-EnemyNear(floor(fvar(18))),vel x*3+vel x*3]
TriggerAll=P2StateType=A
TriggerAll=StateNo=0||(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
Trigger1 = PrevStateNo=810
Trigger1 = EnemyNear(floor(fvar(18))),vel y>-1
Trigger2 = EnemyNear(floor(fvar(18))),PrevStateNo=820||P2StateNo=1108
Trigger2 = P2BodyDist X*fvar(8)=[-25,60]
Trigger2 = EnemyNear(floor(fvar(18))),vel y>-3
Trigger2 = P2MoveType=H

[State -3,_bV]
Type = ChangeState
Value = 100
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
;TriggerAll=Ctrl||StateNo=52
TriggerAll=P2BodyDist X*fvar(8)>25
Trigger1 = P2MoveType=H
Trigger1 = PrevStateNo=810||PrevStateNo=1101

[State -3,_bV]
Type = ChangeState
Value = 100
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=Ctrl||StateNo=52
TriggerAll=P2BodyDist X*fvar(8)>25
TriggerAll=P2MoveType!=A
Trigger1 = P2MoveType=H
Trigger2 = (P2StateNo=[120,159])
Trigger3 = var(36)
Trigger3 = PrevStateNo=960

[State -3,P]
Type = ChangeState
Value = 210
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-5,78]
TriggerAll=P2BodyDist Y*fvar(9)+EnemyNear(floor(fvar(18))),vel y*7<=0
TriggerAll=P2BodyDist Y*fvar(9)+EnemyNear(floor(fvar(18))),vel y*7>=-70
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
Trigger1 = P2BodyDist X*fvar(8)>25
Trigger1 = P2StateNo=[120,159]

[State -3,K]
Type = ChangeState
Value = 210
TriggerAll=(var(59)>0&&Random<=var(59)*100) || fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=(P2StateNo!=[5100,5270])
TriggerAll=!InGuardDist
TriggerAll=!var(25)
TriggerAll=P2BodyDist X*fvar(8)=[-5,20]
TriggerAll=P2BodyDist Y*fvar(9)+EnemyNear(floor(fvar(18))),vel y*7<=0
TriggerAll=P2BodyDist Y*fvar(9)+EnemyNear(floor(fvar(18))),vel y*7>=-60
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=EnemyNear(floor(fvar(18))),PrevStateNo!=820
TriggerAll=P2StateNo!=[1106,1108]
TriggerAll=EnemyNear(floor(fvar(18))),vel y=[-8,8]
TriggerAll=P2MoveType != A
Trigger1 = P2MoveType=H
Trigger1 = P2StateNo!=[120,159]

[State -3,S]
Type = ChangeState
Value = 220
TriggerAll=0;(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=!var(25)
TriggerAll=P2BodyDist X*fvar(8)=[-5,30]
TriggerAll=P2BodyDist Y*fvar(9)+EnemyNear(floor(fvar(18))),vel y*4<=0
TriggerAll=P2BodyDist Y*fvar(9)+EnemyNear(floor(fvar(18))),vel y*4>=-70
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=EnemyNear(floor(fvar(18))),PrevStateNo!=820
TriggerAll=P2StateNo!=[1106,1108]
TriggerAll=EnemyNear(floor(fvar(18))),vel y=[-8,8]
TriggerAll=P2MoveType!=A
Trigger1 = P2MoveType=H
Trigger1 = P2StateNo!=[120,159]

[State -3,S]
Type = ChangeState
Value = 420
TriggerAll=0;var(59)>0 || fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=!var(25)
TriggerAll=P2BodyDist X*fvar(8)=[-5,100]
TriggerAll=P2BodyDist Y*fvar(9)+EnemyNear(floor(fvar(18))),vel y*11<=0
TriggerAll=P2BodyDist Y*fvar(9)+EnemyNear(floor(fvar(18))),vel y*11>=-40
TriggerAll=Random<=var(59)*100||fvar(39)
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=EnemyNear(floor(fvar(18))),PrevStateNo!=820
TriggerAll=P2StateNo!=[1106,1108]
TriggerAll=EnemyNear(floor(fvar(18))),vel y=[-8,8]
TriggerAll=P2MoveType!=A
Trigger1 = P2MoveType=H
Trigger1 = P2StateNo!=[120,159]

[State -3,D]
Type = ChangeState
Value = 450
TriggerAll=0;var(59)>0||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=!var(25)
TriggerAll=P2BodyDist X*fvar(8)=[-5,125]
TriggerAll=P2BodyDist Y*fvar(9)>=-10
TriggerAll=P2StateType!=A
TriggerAll=Random<=var(59)*100||fvar(39)
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=EnemyNear(floor(fvar(18))),PrevStateNo!=820
TriggerAll=P2StateNo!=[1106,1108]
TriggerAll=EnemyNear(floor(fvar(18))),vel y=[-8,8]
TriggerAll=P2MoveType!=A
Trigger1 = P2MoveType=H
Trigger1 = P2StateNo!=[120,159]

[State -3,HS]
Type = ChangeState
Value = 230
TriggerAll=0;var(59)>0||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=!var(25)
TriggerAll=P2BodyDist X*fvar(8)=[-5,140]
TriggerAll=P2BodyDist Y*fvar(9)+EnemyNear(floor(fvar(18))),vel y*12<=0
TriggerAll=P2BodyDist Y*fvar(9)+EnemyNear(floor(fvar(18))),vel y*12>=-80
TriggerAll=Random<=var(59)*100||fvar(39)
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=EnemyNear(floor(fvar(18))),PrevStateNo!=820
TriggerAll=P2StateNo!=[1106,1108]
TriggerAll=EnemyNear(floor(fvar(18))),vel y=[-8,8]
TriggerAll=P2MoveType!=A
Trigger1 = P2MoveType=H
Trigger1 = P2StateNo!=[120,159]
;
;˂
;
[State -3,_bV]
Type = ChangeState
Value = 100
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=Ctrl||StateNo=52
TriggerAll=P2BodyDist X*fvar(8)>25+EnemyNear(floor(fvar(18))),vel x*6
TriggerAll=Random<=var(59)*100||fvar(39)
TriggerAll=P2MoveType=I
Trigger1 = !EnemyNear(floor(fvar(18))),Ctrl

[State -3,K]
Type = ChangeState
Value = 210
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=!var(25)
TriggerAll=(P2BodyDist X*fvar(8)=[-5,20])
TriggerAll=P2BodyDist Y*fvar(9)+EnemyNear(floor(fvar(18))),vel y*7<0
TriggerAll=P2BodyDist Y*fvar(9)+EnemyNear(floor(fvar(18))),vel y*7>=-60
TriggerAll=Random<=var(59)*100
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=P2MoveType=I
Trigger1 = P2StateNo=[200,699]
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime<=-7
Trigger2 = !EnemyNear(floor(fvar(18))),Ctrl
Trigger2 = (P2StateNo!=[110,119])
Trigger2 = P2StateType=A

[State -3,S]
Type = ChangeState
Value = 220
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=!var(25)
TriggerAll=P2BodyDist X*fvar(8)=[-5,30]
TriggerAll=P2BodyDist Y*fvar(9)+EnemyNear(floor(fvar(18))),vel y*4<0
TriggerAll=P2BodyDist Y*fvar(9)+EnemyNear(floor(fvar(18))),vel y*4>=-70
TriggerAll=Random<=var(59)*100
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=P2MoveType=I
Trigger1 = P2StateNo=[200,699]
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime<=-4
Trigger2 = !EnemyNear(floor(fvar(18))),Ctrl
Trigger2 = (P2StateNo!=[110,119])
Trigger2 = P2StateType=A

[State -3,S]
Type = ChangeState
Value = 420
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=!var(25)
TriggerAll=P2BodyDist X*fvar(8)=[-5,100]
TriggerAll=P2BodyDist Y*fvar(9)+EnemyNear(floor(fvar(18))),vel y*11<0
TriggerAll=P2BodyDist Y*fvar(9)+EnemyNear(floor(fvar(18))),vel y*11>-40
TriggerAll=Random<=var(59)*100
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=P2MoveType=I
Trigger1 = P2StateNo=[200,699]
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime<=-9
Trigger2 = !EnemyNear(floor(fvar(18))),Ctrl
Trigger2 = (P2StateNo!=[110,119])
Trigger2 = P2StateType=A

[State -3,D]
Type = ChangeState
Value = 450
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=!var(25)
TriggerAll=P2BodyDist X*fvar(8)=[-5,125]
TriggerAll=P2BodyDist Y*fvar(9)>=-10
TriggerAll=P2StateType!=A
TriggerAll=Random<=var(59)*100
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=P2MoveType=I
Trigger1 = P2StateNo=[200,699]
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime<=-11
Trigger2 = !EnemyNear(floor(fvar(18))),Ctrl
Trigger2 = (P2StateNo!=[110,119])
Trigger2 = P2StateType=A

[State -3,HS]
Type = ChangeState
Value = 230
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=(P2StateNo!=[5100,5120])
TriggerAll=!InGuardDist
TriggerAll=!var(25)
TriggerAll=P2BodyDist X*fvar(8)=[-5,140]
TriggerAll=P2BodyDist Y*fvar(9)+EnemyNear(floor(fvar(18))),vel y*12<=0
TriggerAll=P2BodyDist Y*fvar(9)+EnemyNear(floor(fvar(18))),vel y*12>=-80
TriggerAll=Random<=var(59)*100 || fvar(39)
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=P2MoveType=I
Trigger1 = P2StateNo=[200,699]
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime<=-12
Trigger2 = !EnemyNear(floor(fvar(18))),Ctrl
Trigger2 = (P2StateNo!=[110,119])
Trigger2 = P2StateType=A
;
;q Moveguarded@Movehit MoveContact
;
[State -3,Jd]
Type = varset
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=MoveContAct
Trigger1 = (StateNo=[200, 201])
Trigger2 = (StateNo=[210, 228])
Trigger3 = StateNo=236
Trigger4 = StateNo=420
var(17) = 1
IgNoreHitPause = 1

[State -3,ްĔJC]
type = ChangeState
value = 39
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=InGuardDist
TriggerAll=statetype!=A
Trigger1 = MoveContAct
Trigger1 = (StateNo=[200,201])||(StateNo=[210, 228])||StateNo=236||StateNo=420
Trigger2 = StateNo=201||(StateNo=[226,228])
Trigger2 = var(29)
Trigger2 = !MoveContAct
;
;ł
;
[State -3,pJC]
type = ChangeState
value = 39
TriggerAll=var(59)>0
TriggerAll=Statetype!=A
TriggerAll=Random<=var(59)*15
Trigger1 = MoveGuarded=1
Trigger1 = (StateNo=[200,201])||(StateNo=[210, 228])||StateNo=236||StateNo=420
Trigger2 = StateNo=201||(StateNo=[226,228])
Trigger2 = var(29)
Trigger2 = !MoveContAct
Trigger2 = P2StateNo=[120,159]

[State -3,o]
Type = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*80)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)<=65
TriggerAll=P2BodyDist Y*fvar(9)>=-120
TriggerAll=!InGuardDist
TriggerAll=MoveGuarded=1
;-----------P-----------
Trigger1 = StateNo=[200,201]
;-----------P-----------
Trigger2 = StateNo=400
Value = 200

[State -3,D]
Type = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*8)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-20,40+(EnemyNear(floor(fvar(18))),BackEdgeBodyDist <= 20)*30]
TriggerAll=P2StateType!=A
TriggerAll=!InGuardDist
TriggerAll=Moveguarded=1
;-----------P@K-----------
Trigger1 = StateNo=[200,210]
;-----------P@K-----------
Trigger2 = StateNo=[400,410]
;--------------S-------------
Trigger3 = StateNo=220
;--------------S-------------
Trigger4 = StateNo=[225,228]
;--------------S-------------
Trigger5 = StateNo=420
;------------gr------------
Trigger6 = StateNo=230
;------------gr------------
Trigger7 = StateNo=[430,431]
Value = 240

[State -3,S]
Type = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[65,100+(EnemyNear(floor(fvar(18))),BackEdgeBodyDist <= 20)*30]
TriggerAll=P2StateType!=A
TriggerAll=!InGuardDist
TriggerAll=MoveGuarded=1
;-----------P@K-----------
Trigger1 = StateNo=[200,210]
;-----------P@K-----------
Trigger2 = StateNo=[400,410]
;--------------S-------------
Trigger3 = StateNo=220
Value = 225

[State -3,S]
Type = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[65,85+(EnemyNear(floor(fvar(18))),BackEdgeBodyDist<=20)*10]
TriggerAll=!InGuardDist
TriggerAll=MoveGuarded=1
;-----------P@K-----------
Trigger1 = StateNo=[200,210]
;-----------P@K-----------
Trigger2 = StateNo=[400,410]
;--------------S-------------
Trigger3 = StateNo=220
;--------------S-------------
Trigger4 = StateNo=228
Value = 420
;
;łߏI
;
[State -3,ghpڲ]
Type = ChangeState
Value = 3000
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=Power>1999
TriggerAll=var(52)>90
TriggerAll=!var(25)
TriggerAll=P2MoveType=H
TriggerAll=MoveHit=1
TriggerAll=P2Life<500||fvar(39)
TriggerAll=(P2BodyDist X*fvar(8)=[-30,62])
Trigger1=(P2BodyDist X*fvar(8)=[-5,9])||P2StateType=A
Trigger1 = EnemyNear(floor(fvar(18))),BackEdgeBodyDist<9
Trigger1 = StateNo=230||StateNo=[235,236]
Trigger2 = StateNo=431
Trigger3 = (P2BodyDist X*fvar(8)=[-4,2+vel x/3])
Trigger3 = StateNo=420
Trigger4 = (P2BodyDist X*fvar(8)=[-4,14+vel x/3])
Trigger4 = StateNo=220
Trigger5 = StateNo=210
Trigger5 = (P2BodyDist X*fvar(8)=[-4,3+vel x/3])

[State -3,LZWv]
Type = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)<=150
TriggerAll=P2StateType=A
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=Movehit
trigger1 = (StateNo=[220, 228])
trigger2 = StateNo=236
trigger3 = StateNo=420
Value = 39

[State -3,S]
Type = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)<=25-(EnemyNear(floor(fvar(18))),BackEdgeBodyDist<9)*5
TriggerAll=P2BodyDist Y*fvar(9)>=-120
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=MoveContact
;-------P@K {o--------
Trigger1 = StateNo=[200,210]
;-----------P@K-----------
Trigger2 = StateNo=[400,410]
Value = 220

[State -3,S]
Type = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)<=16+(EnemyNear(floor(fvar(18))),BackEdgeBodyDist <= 20)*14
TriggerAll=P2BodyDist Y*fvar(9)>=-80
TriggerAll=P2StateType!=A
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=MoveContact
;-----------P@K-----------
Trigger1 = StateNo=[200,210]
;-----------P@K-----------
Trigger2 = StateNo=[400,410]
;--------------S-------------
Trigger3 = StateNo=220
Value = 225

[State -3,HS]
Type = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)<=39+(EnemyNear(floor(fvar(18))),BackEdgeBodyDist<=20)*31
TriggerAll=P2BodyDist Y*fvar(9)>=-160
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=MoveHit
;-----------P@K-----------
Trigger1 = StateNo=[200,210]
;-----------P@K-----------
Trigger2 = StateNo=[400,410]
;--------------S-------------
Trigger3 = StateNo=220
;--------------S------------
Trigger4 = StateNo=228
Value = 230

[State -3,S]
Type = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)<=54+(EnemyNear(floor(fvar(18))),BackEdgeBodyDist<=20)*20
TriggerAll=P2BodyDist Y*fvar(9)>=-40
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=MoveContact
;-----------P@K-----------
Trigger1 = StateNo=[200,210]
;-----------P@K-----------
Trigger2 = StateNo=[400,410]
;--------------S-------------
Trigger3 = StateNo=220
;--------------S-------------
Trigger4 = StateNo=228
Value = 420

[State -3,c]
Type = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)<=93+(EnemyNear(floor(fvar(18))),BackEdgeBodyDist <= 20)*23
TriggerAll=P2BodyDist Y*fvar(9)>=-10
TriggerAll=P2StateType!=A
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=Movehit
;-----------P@K-----------
Trigger1 = StateNo=[200,210]
;-----------P@K-----------
Trigger2 = StateNo=[400,410]
;--------------S-------------
Trigger3 = StateNo=220
;--------------S-------------
Trigger4 = StateNo=228
;--------------S-------------
Trigger5 = StateNo=420
Trigger5 = P2BodyDist X*fvar(8)<=83+(EnemyNear(floor(fvar(18))),BackEdgeBodyDist <= 20)*6
;------------gr------------
Trigger6 = StateNo=230
Trigger6 = P2BodyDist X*fvar(8)<=73+(EnemyNear(floor(fvar(18))),BackEdgeBodyDist <= 20)*12
Value = 450

[State -3,HS]
Type = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)<=96+(EnemyNear(floor(fvar(18))),BackEdgeBodyDist<=20)*25
TriggerAll=P2BodyDist Y*fvar(9)>=-10
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=MoveHit
;-----------P@K-----------
Trigger1 = StateNo=[200,210]
;-----------P@K-----------
Trigger2 = StateNo=[400,410]
;--------------S-------------
Trigger3 = StateNo=220
;--------------S-------------
Trigger4 = StateNo=228
Value = 230

[State -3,жڰ]
type = ChangeState
value = 3200
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!var(25)
TriggerAll=power>1499
TriggerAll=!var(3)
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=MoveHit=1
;-----------P@K-----------
Trigger1 = StateNo=[200,210]
;-----------P@K-----------
Trigger2 = StateNo=[400,410]
;--------------S-------------
Trigger3 = StateNo=220
;--------------S-------------
Trigger4 = StateNo=228
;--------------S-------------
Trigger5 = StateNo=420
;------------HS------------
Trigger6 = StateNo=230
;------------HS------------
Trigger7 = StateNo=431
;------------HS
Trigger8 = StateNo=[235,236]

[State -3,~JGu[h]
Type = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-4,97]
TriggerAll=P2BodyDist Y*fvar(9)>-70
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=MoveHit=1
TriggerAll=StateNo=450
Trigger1 = P2life<=100
Trigger2 = EnemyNear(floor(fvar(18))),BackEdgeBodyDist<=40
Value = 1000

[State -3,N.B]
Type = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!var(36)
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=MoveContAct
TriggerAll=Movehit||Power>=500
;-----------P@K-----------
Trigger1 = StateNo=[200,210]
;-----------P@K-----------
Trigger2 = StateNo=[400,410]
;--------------S-------------
Trigger3 = StateNo=220
;--------------S-------------
Trigger4 = StateNo=228
;--------------S-------------
Trigger5 = StateNo=420
;------------gr------------
Trigger6 = StateNo=230
;------------gr------------
Trigger7 = StateNo=431
;------------c--------------
Trigger8 = StateNo=450
Value = ifelse(P2BodyDist Y*fvar(9)<-70,1310,1300)
;
;_Xgp
;
[State -3,cډ]
Type = ChangeState
Value = 640
TriggerAll=var(59)>0 || fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*4+vel x*4=[-123,123]
TriggerAll=P2BodyDist Y*fvar(9)-EnemyNear(floor(fvar(18))),vel y*4+vel y*4=[-120,70]
TriggerAll=(ctrl||fvar(28))||(StateNo=110||StateNo=115)&&Time>=6
Trigger1 = var(22)>8
Trigger1 = StateNo=241

[State -3,S]
Type = ChangeState
Value = 620
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*3+vel x*3 = [-20,92]
TriggerAll=P2BodyDist Y*fvar(9)-EnemyNear(floor(fvar(18))),vel y*3+vel y*3 = [-170,80]
TriggerAll=(ctrl||fvar(28))||(StateNo=110||StateNo=115)&&Time>=6
Trigger1 = var(22)>0
Trigger1 = StateNo=241

;Trigger1 = var(11) <= 1
;Trigger1 = fvar(16) <= 1
;Trigger1 = fvar(20) <= 1
;
;ډq
;
[State -3,P]
Type = ChangeState
Value = 600
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=EnemyNear(floor(fvar(18))),vel y=[-8,8]
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*3+vel x*3=[-25,88]
TriggerAll=P2BodyDist Y*fvar(9)-EnemyNear(floor(fvar(18))),vel y*3+vel y*3=[-130,130]
TriggerAll=(ctrl||fvar(28))||(StateNo=110||StateNo=115)&&Time>=6
TriggerAll=(var(23)=10&&var(51)<40)||P2StateType!=A
TriggerAll=P2MoveType=H||(P2StateNo=[120,159])
Trigger1 = (P2StateNo!=[120,159])
Trigger1 = P2StateType=A
Trigger2 = P2StateType!=A

[State -3,j]
Type = ChangeState
Value = 610
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=EnemyNear(floor(fvar(18))),vel y=[-8,8]
TriggerAll=P2BodyDist X*fvar(8)=[-25,86]
TriggerAll=P2BodyDist Y*fvar(9)=[-140,40]
TriggerAll=(P2BodyDist Y*fvar(9)=[-60,40])||(var(11)<2&&var(12)=0&&fvar(15)<=0&&fvar(16)<=1&&fvar(20)<=1&&EnemyNear(floor(fvar(18))),BackEdgeBodyDist>9)||StateNo=110||StateNo=115
TriggerAll=(ctrl||fvar(28))||(StateNo=110||StateNo=115)&&Time>=6
TriggerAll=var(23)!=10
TriggerAll=StateNo!=241
TriggerAll=P2MoveType=H||(P2StateNo=[120,159])
Trigger1 = (P2StateNo!=[120,159])
Trigger1 = P2StateType=A
Trigger2 = P2StateType!=A

[State -3,S]
Type = ChangeState
Value = 620
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=EnemyNear(floor(fvar(18))),vel Y=[-8,8]
;TriggerAll=EnemyNear(floor(fvar(18))),BackEdgeBodyDist<9
TriggerAll=P2BodyDist X*fvar(8)=[-25,92]
TriggerAll=P2BodyDist Y*fvar(9)=[-150,50]
TriggerAll=(ctrl||fvar(28))||((StateNo=110||StateNo=115)&&Time>=6)
TriggerAll=StateNo!=241
TriggerAll=P2MoveType=H||(P2StateNo=[120,159])
Trigger1 = (P2StateNo!=[120,159])
Trigger1 = P2StateType=A
Trigger2 = P2StateType!=A

[State 󒆃_bV]
Type = ChangeState
Value = 110
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=((StateNo=[50,59])&&Ctrl)||(StateNo=[5200,5210])
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=var(11)<=2
TriggerAll=!fvar(22)
TriggerAll=fvar(15)<=1
TriggerAll=P2BodyDist X*fvar(8)>-4||P2BodyDist Y*fvar(9)=[-50,50]
TriggerAll=P2MoveType=H||(P2StateNo=[120,159])
Trigger1 = (P2StateNo!=[120,159])
Trigger1 = P2StateType=A
Trigger1 = P2BodyDist X*fvar(8)>85
Trigger2 = P2StateType!=A
;
;˂
;
[State -3,P]
Type = ChangeState
Value = 600
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=EnemyNear(floor(fvar(18))),vel y=[-8,8]
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*3+vel x*3 = [-25,88]
TriggerAll=P2BodyDist Y*fvar(9)-EnemyNear(floor(fvar(18))),vel y*3+vel y*3 = [-130,130]
TriggerAll=(ctrl||fvar(28))||((StateNo=110||StateNo=115)&&Time>=6)
TriggerAll=(var(23)=10&&var(51)<40)||P2StateType!=A
TriggerAll=P2MoveType=I
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<=-4
Trigger1 = (P2StateNo=[200,699])
Trigger2 = P2StateType=A
Trigger2 = !EnemyNear(floor(fvar(18))),Ctrl
Trigger2 = (P2StateNo!=[110,119])

[State -3,j]
Type = ChangeState
Value = 610
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=EnemyNear(floor(fvar(18))),vel y=[-8,8]
TriggerAll=P2BodyDist X*fvar(8)=[-25,146]
TriggerAll=P2BodyDist Y*fvar(9)=[-140,7]
TriggerAll=(P2BodyDist Y*fvar(9)=[-70,7])||(var(11)<2&&var(12)=0&&fvar(15)<=0&&fvar(16)<=1&&fvar(20)<=1&&EnemyNear(floor(fvar(18))),BackEdgeBodyDist>9)
TriggerAll=(ctrl||fvar(28))||((StateNo=110||StateNo=115)&&Time>=6)
TriggerAll=var(23)!=10
TriggerAll=StateNo!=241
TriggerAll=P2MoveType=I
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime <= -5
Trigger1 = (P2StateNo=[200,699])
Trigger2 = P2StateType=A
Trigger2 = !EnemyNear(floor(fvar(18))),Ctrl
Trigger2 = (P2StateNo!=[110,119])

[State 󒆃_bV]
Type = ChangeState
Value = 110
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=var(11)<=2
TriggerAll=!fvar(22)
TriggerAll=fvar(15)<=1
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)>80
TriggerAll=((StateNo=[50,59])&&Ctrl)||(StateNo=[5200,5210])
TriggerAll=P2MoveType=I
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<=-10
Trigger1 = (P2StateNo=[200,699])
Trigger2 = P2StateType=A
Trigger2 = !EnemyNear(floor(fvar(18))),Ctrl
Trigger2 = (P2StateNo!=[110,119])
;
;q
;
;
[State -3,J]
type = ChangeState
value = 99
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateType=A
TriggerAll=var(11)<2
TriggerAll=!var(12)
TriggerAll=fvar(15)<=0
TriggerAll=fvar(16)<=1
TriggerAll=fvar(20)<=1
TriggerAll=var(13)=2||var(13)=5
TriggerAll=InGuardDist
TriggerAll=MoveContAct=1||fvar(28)
Trigger1 = stateno=600
Trigger2 = stateno=610
Trigger3 = (stateno=[620,621])
;
;
;q
[State -3,P]
Type = ChangeState
Value = 600
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2BodyDist X*fvar(8)=[-25,88]
TriggerAll=P2BodyDist Y*fvar(9)=[-80,140]
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=MoveContact
Trigger1 = Movehit
Trigger1 = var(23)=10
Trigger1 = StateNo=[620,621]
Trigger2 = P2StateType!=A
Trigger2 = StateNo=[610,621]

[State -3,r]
Type = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-30,92]
TriggerAll=(P2BodyDist X*fvar(8)=[-30,80])||(var(11)<2&&var(12)=0&&fvar(15)<=0&&fvar(16)<=1&&fvar(20)<=1&&EnemyNear(floor(fvar(18))),BackEdgeBodyDist>9)
TriggerAll=P2BodyDist Y*fvar(9)=[-100,80]
TriggerAll=(P2BodyDist Y*fvar(9)=[-50,80])||(var(11)<2&&var(12)=0&&fvar(15)<=0&&fvar(16)<=1&&fvar(20)<=1&&EnemyNear(floor(fvar(18))),BackEdgeBodyDist>9)
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=MoveContact
;-----------P-----------
Trigger1 = StateNo=600
Trigger1 = var(23)!=10||P2BodyDist Y*fvar(9)>=-85
;-----------K-----------
Trigger2 = Movehit
Trigger2 = StateNo=610
Trigger2 = P2StateType=A
Value = 620

[State -3,gr]
Type = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-30,100]
TriggerAll=P2BodyDist Y*fvar(9)=[-120,120]
TriggerAll=P2StateType=A
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=Movehit
TriggerAll=fvar(15)+fvar(16)>=3||var(11)+fvar(20)>=2||var(11)>=2||var(12)>0||fvar(15)>=1||fvar(16)>=2||fvar(20)>=2||var(50)<=-90
;-----------P-----------
Trigger1 = StateNo=600
Trigger1 = var(23)!=10||P2BodyDist Y*fvar(9)>-85
;-----------K-----------
Trigger2 = StateNo=610
;-----------S-----------
Trigger3 = StateNo=620
Trigger3 = P2BodyDist Y*fvar(9)<-68||P2BodyDist X*fvar(8)>80
Trigger4 = StateNo=621
Value = 630

[State -3,2iWv]
Type = ChangeState
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(11)<2
TriggerAll=!var(12)
TriggerAll=fvar(15)<=0
TriggerAll=fvar(16)<=1
TriggerAll=fvar(20)<=1
TriggerAll=P2StateType=A
TriggerAll=P2MoveType=H
TriggerAll=MoveHit=1
;-----------K-----------
Trigger1 = StateNo=610
;-----------S-----------
Trigger2 = StateNo=620
Trigger2 = P2BodyDist Y*fvar(9)<=-85+(EnemyNear(floor(fvar(18))),BackEdgeBodyDist<9)*30
Trigger3 = StateNo=621
;-----------P(޽)-----
Trigger4 = StateNo=600
Trigger4 = P2BodyDist Y*fvar(9) <= -85
Trigger4 = var(23) = 10
Value = 99
;
;Ԃ
;
[State -2,TCNo[Xg]
Type = ChangeState
Value = 750
TriggerAll=var(59)=[1,9]
TriggerAll=RoundState=2
TriggerAll=fvar(33)>=1.5
TriggerAll=alive
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*6=[-55,55]
TriggerAll=P2BodyDist Y*fvar(9)-EnemyNear(floor(fvar(18))),vel y*6=[-150,0]
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=A||EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=Random<=ifelse(var(59)<6,var(59)*30,(10-var(59))*30)
Trigger1 = (ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
Trigger2 = Time<=1
Trigger2 = MoveType=A
Trigger2 = (StateNo=[200,640])
Trigger2 = (PrevStateNo!=[200,640])

[State -3,ާٷذ]
Type = ChangeState
Value = 1100
TriggerAll=var(59)=[1,9]
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!var(25)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=A||EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=P2StateType!=C
TriggerAll=fvar(38)!=3
TriggerAll=P2BodyDist X*fvar(8)=[-40,90+EnemyNear(floor(fvar(18))),vel x*6+vel x*6]
TriggerAll=P2BodyDist Y*fvar(9)>=-150
TriggerAll=Random<=ifelse(var(59)<6,var(59)*30,(10-var(59))*30)
Trigger1 = (ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
Trigger2 = !var(3)
Trigger2 = (StateNo=[200,450])&&MoveContAct
Trigger2 = StateNo!=240

[State -3,SBT]
Type = ChangeState
Value = 1200
TriggerAll=(var(59)=[1,9])
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!var(25)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=A||EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=P2BodyDist X*fvar(8)=[-5,100]
TriggerAll=P2BodyDist Y*fvar(9)>=-140-EnemyNear(floor(fvar(18))),vel y*6
TriggerAll=Random<=ifelse(var(59)<6,var(59)*15,(10-var(59))*15)
Trigger1 = (ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
Trigger2 = 0;!var(3)
Trigger2 = (StateNo=[200,450])&&MoveContAct
Trigger2 = StateNo!=240
;
;ړ
;
[State -3,ެ]
Type     = ChangeState
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=StateNo!=[40,52]
Trigger1 = Random<=var(59)*5
Value = 39

[State -3,_bV]
Type = ChangeState
Value = 100
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
Trigger1 = P2BodyDist X*fvar(8)>100
Trigger1 = Random<=var(59)*15

[State -3,obNXebv]
Type = ChangeState
Value = 105
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=EnemyNear(floor(fvar(18))),Ctrl||P2MoveType=A
TriggerAll=(P2StateNo!=[120,159])
TriggerAll=BackEdgeBodyDist>40
Trigger1 = P2BodyDist X*fvar(8)=[-4,100]
Trigger1 = P2BodyDist Y*fvar(9)>-130
Trigger1 = Random<=var(59)*12
;
;ł̋ZU
;
[State -3,()(t)]
Type = ChangeState
TriggerAll=var(59)>0
TriggerAll=!fvar(35)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType!=H
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52||(StateNo=[120,140])
TriggerAll=P2BodyDist X*fvar(8)=[-4,25]
Trigger1 = Random<=var(59)*35
Trigger2 = (P2StateNo=[120,159])
Trigger2 = Random<=var(59)*80||var(59)>9
Trigger3 = var(59)>10
Value = ifelse(BackEdgeBodyDist>100,800,805)
;
;΋
;
[State -3,{P]
Type = ChangeState
Value = 205
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!var(25)
TriggerAll=P2BodyDist X*fvar(8)>=-5
TriggerAll=P2BodyDist X*fvar(8)<=68-EnemyNear(floor(fvar(18))),vel x*5
TriggerAll=P2BodyDist Y*fvar(9)>=-80-EnemyNear(floor(fvar(18))),vel y*5
TriggerAll=P2StateType=A
Trigger1 = (ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
Trigger1 = Random<=var(59)*32

[State -3,N.B.HS]
Type = ChangeState
Value = 1310
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=!var(25)
TriggerAll=P2BodyDist X*fvar(8)>=80-EnemyNear(floor(fvar(18))),vel y*5
TriggerAll=P2BodyDist Y*fvar(9)>=-120-EnemyNear(floor(fvar(18))),vel y*5
TriggerAll=P2StateType=A
TriggerAll=!var(36)
Trigger1 = (ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
Trigger1 = Random<=var(59)*8
;΋I
;



[State -3,K]
Type = ChangeState
value = 410
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = var(59)>0
TriggerAll = StateType != A
TriggerAll = EnemyNear(floor(fvar(18))),StateType != L
TriggerAll = P2BodyDist X*fvar(8) = [-5,90+vel x*5-EnemyNear(floor(fvar(18))),vel x*5]
TriggerAll = P2BodyDist Y*fvar(9)+vel y*5-EnemyNear(floor(fvar(18))),vel y*5 >= -10
TriggerAll = EnemyNear(floor(fvar(18))),MoveType != H
TriggerAll = !inguarddist
TriggerAll = EnemyNear(floor(fvar(18))),StateType = S
TriggerAll = ctrl||(StateNo=[100,101])||StateNo = 52
Trigger1 = Random <= var(59)*20


;i
[State -3,{P]
Type = ChangeState
Value = 205
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=!var(25)
TriggerAll=P2BodyDist X*fvar(8)>=-5
TriggerAll=P2BodyDist X*fvar(8)<=68-EnemyNear(floor(fvar(18))),vel x*4+vel x*4
TriggerAll=P2BodyDist Y*fvar(9)>=-80
TriggerAll=P2StateType=C
Trigger1 = Random<=var(59)*40

[State -3,D]
Type = ChangeState
Value = 240
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=!var(25)
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*9+vel x*9=[-5,63]
TriggerAll=P2BodyDist Y*fvar(9)>=-10-EnemyNear(floor(fvar(18))),vel y*9
TriggerAll=!var(36)
TriggerAll=P2StateType=C
Trigger1 = Random<=var(59)*15
;iI

;
;
[State -3,P]
Type = ChangeState
Value = 200
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=!var(25)
TriggerAll=P2BodyDist X*fvar(8)<=78+EnemyNear(floor(fvar(18))),vel x*3+vel x*3
TriggerAll=P2BodyDist Y*fvar(9)>=-70
TriggerAll=(P2StateNo!=[120,159])||P2StateType=A
Trigger1 = Random<=var(59)*60

[State -3,K]
Type = ChangeState
Value = 450
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=!var(25)
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*3+vel x*3=[30,88]
TriggerAll=P2BodyDist Y*fvar(9)>=-20
TriggerAll=(P2StateNo!=[120,159])||P2StateType=A
Trigger1 = Random<=var(59)*28

[State -3,K]
Type = ChangeState
Value = 410
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=!var(25)
TriggerAll=P2BodyDist X*fvar(8)<=76-EnemyNear(floor(fvar(18))),vel x*3+vel x*3
TriggerAll=P2BodyDist Y*fvar(9)>=-40
TriggerAll=(P2StateNo!=[120,159])||P2StateType=A
Trigger1 = Random<=var(59)*40

[State -3,K]
Type = ChangeState
Value = 210
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=!var(25)
TriggerAll=P2BodyDist X*fvar(8)<=109-EnemyNear(floor(fvar(18))),vel x*3+vel x*3
TriggerAll=P2BodyDist Y*fvar(9)>=-40
TriggerAll=(P2StateNo!=[120,159])||P2StateType=A
Trigger1 = Random<=var(59)*40

[State -3,{P]
Type = ChangeState
Value = 205
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!var(25)
TriggerAll=P2BodyDist X*fvar(8)>=-5
TriggerAll=P2BodyDist X*fvar(8)<=68+30-EnemyNear(floor(fvar(18))),vel x*8+vel x*8
TriggerAll=P2BodyDist Y*fvar(9)>=-170
TriggerAll=(P2StateNo!=[120,159])||P2StateType=A
Trigger1 = Random<=var(59)*18

[State -3,S.B.T.]
Type = ChangeState
Value = 1200
TriggerAll=var(59)>0||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-5,100]
TriggerAll=P2BodyDist Y*fvar(9)>=-140-EnemyNear(floor(fvar(18))),vel y*6
TriggerAll=(P2StateNo!=[120,159])||P2StateType=A
TriggerAll=Random<=var(59)*12
Trigger1 = (ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52

[State -3]
Type = ChangeState
Value = 1000
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*5+vel x*5=[80,155]
TriggerAll=P2BodyDist Y*fvar(9)>=-80-EnemyNear(floor(fvar(18))),vel y*5
TriggerAll=(P2StateNo!=[120,159])||P2StateType=A
Trigger1 = Random<=var(59)*40

[State -3,HS]
Type = ChangeState
Value = 430
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*5+vel x*5=[20,69]
TriggerAll=P2BodyDist Y*fvar(9)>=-140-EnemyNear(floor(fvar(18))),vel y*5
TriggerAll=(P2StateNo!=[120,159])||P2StateType=A
Trigger1 = Random<=var(59)*10

[State -3,r]
Type = ChangeState
Value = 420
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)<=118-EnemyNear(floor(fvar(18))),vel x*3+vel x*3
TriggerAll=P2BodyDist Y*fvar(9)>=-60-EnemyNear(floor(fvar(18))),vel y*3
TriggerAll=(P2StateNo!=[120,159])||P2StateType=A
Trigger1 = Random<=var(59)*28

[State -3,S]
Type = ChangeState
Value = 225
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*5+vel x*5=[30,140]
TriggerAll=P2BodyDist Y*fvar(9)>=-60-EnemyNear(floor(fvar(18))),vel y*5
TriggerAll=(P2StateNo!=[120,159])||P2StateType=A
Trigger1 = Random<=var(59)*16

[State -3,D]
Type = ChangeState
Value = 240
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*9+vel x*9=[-5,63]
TriggerAll=P2BodyDist Y*fvar(9)>=-10-EnemyNear(floor(fvar(18))),vel y*9
TriggerAll=P2StateType!=A
TriggerAll=(P2StateNo!=[120,159])
Trigger1 = Random<=var(59)*6

[State -3,HS]
Type = ChangeState
Value = 230
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*5+vel x*5=[40,131+20]
TriggerAll=P2BodyDist Y*fvar(9)>=-140-EnemyNear(floor(fvar(18))),vel y*5
TriggerAll=(P2StateNo!=[120,159])||P2StateType=A
Trigger1 = Random<=var(59)*18

[State -3,{HS]
Type = ChangeState
Value = 235
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*9+vel x*9=[80,166+30]
TriggerAll=P2BodyDist Y*fvar(9)>=-150-EnemyNear(floor(fvar(18))),vel y*9
TriggerAll=!var(36)
TriggerAll=(P2StateNo!=[120,159])||P2StateType=A
Trigger1 = Random<=var(59)*7

[State -3,N.B.S]
Type = ChangeState
Value = 1300
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=Power>=500||P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*9+vel x*9>=180
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*9+vel x*9>=100
TriggerAll=P2BodyDist Y*fvar(9)>=-70-EnemyNear(floor(fvar(18))),vel y*9
TriggerAll=!var(36)
TriggerAll=(P2StateNo!=[120,159])||P2StateType=A
Trigger1 = Random<=var(59)*10
;
;ړ
;
[State 󒆃_bV]
Type = ChangeState
Value = 110
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=I
TriggerAll=!InGuardDist
TriggerAll=var(11)<=2
TriggerAll=!fvar(22)
TriggerAll=fvar(15)<=1
TriggerAll=StateType=A
TriggerAll=((StateNo=[50,59])&&Ctrl)||(StateNo=[5200,5210])
TriggerAll=P2BodyDist X*fvar(8)>130||BackEdgeBodyDist<=40
Trigger1 = Random<=var(59)*8

[State 󒆃obN_bV]
Type = ChangeState
Value = 115
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=I
TriggerAll=!InGuardDist
TriggerAll=P2StateNo!=[120,159]
TriggerAll=var(11)<=2
TriggerAll=!fvar(22)
TriggerAll=fvar(15)<=1
TriggerAll=StateType=A
TriggerAll=Pos Y<=-15
TriggerAll=((StateNo=[50,59])&&Ctrl)||(StateNo=[5200,5210])
TriggerAll=BackEdgeBodyDist>40
TriggerAll=P2BodyDist X*fvar(8)<=150
Trigger1 = Random<=var(59)*8

[State QiWv]
Type = ChangeState
Value = 99
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=var(11)<2
TriggerAll=!var(12)
TriggerAll=fvar(15)<=0
TriggerAll=fvar(16)<=1
TriggerAll=fvar(20)<=1
TriggerAll=var(13)=2||var(13)=5
TriggerAll=Ctrl
TriggerAll=vel Y>=0
TriggerAll=(P2StateNo!=[120,159])
Trigger1 = Random<=var(59)*24
;
;ZU
;
[State -3,󓊂]
Type = ChangeState
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-30,54]
TriggerAll=P2BodyDist Y*fvar(9)=[-79,19]
TriggerAll=P2MoveType!=H
TriggerAll=P2StateType!=L
TriggerAll=Ctrl
Trigger1 = Random<=var(59)*38
Trigger2 = (P2StateNo=[120,159])||(P2StateNo=[5200,5210])||(StateNo=[5200,5210])
Trigger2 = Random<=var(59)*90||var(59)>9
Trigger3 = var(59)>10
Value = 850

[State -3,P]
Type = ChangeState
Value = 600
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||((StateNo=110||StateNo=115)&&Time>=6)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=I
TriggerAll=!InGuardDist
Trigger1 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*3+vel x*3 = [-30,88+50]
Trigger1 = P2BodyDist Y*fvar(9)-EnemyNear(floor(fvar(18))),vel y*3+vel y*3 = [-20,150]
Trigger1 = Random<=var(59)*45

[State -3,j]
Type = ChangeState
Value = 610
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||((StateNo=110||StateNo=115)&&Time>=6)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=I
TriggerAll=!InGuardDist
Trigger1 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*3+vel x*3=[-30,146]
Trigger1 = P2BodyDist Y*fvar(9)-EnemyNear(floor(fvar(18))),vel y*3+vel y*3=[-70-30,60+30]
Trigger1 = Random<=var(59)*35

[State -3,D]
Type = ChangeState
Value = 640
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||((StateNo=110||StateNo=115)&&Time>=6)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=I
TriggerAll=!InGuardDist
Trigger1 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*6+vel x*6=[-123,123]
Trigger1 = P2BodyDist Y*fvar(9)-EnemyNear(floor(fvar(18))),vel y*6+vel y*6=[-120,70]
Trigger1 = Random<=var(59)*28

[State -3,D]
Type = ChangeState
Value = 640
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||((StateNo=110||StateNo=115)&&Time>=6)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
Trigger1 = Random<=var(59)*60
Trigger1 = EnemyNear(floor(fvar(18))),Pos Y>-160
Trigger1 = Pos Y>-95
Trigger1 = vel Y>0

[State -3,gr]
Type = ChangeState
Value = 630
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||((StateNo=110||StateNo=115)&&Time>=6)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=I
TriggerAll=!InGuardDist
TriggerAll=StateNo=110 || P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*6+vel x*6 >= 100
Trigger1 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*6+vel x*6=[-20,80+40]
Trigger1 = P2BodyDist Y*fvar(9)-EnemyNear(floor(fvar(18))),vel y*6+vel y*6=[-60,200+50]
Trigger1 = Random<=var(59)*23

[State -3,r]
Type = ChangeState
Value = 620
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||((StateNo=110||StateNo=115)&&Time>=6)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=I
TriggerAll=!InGuardDist
Trigger1 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*4+vel x*4=[-10,92+40]
Trigger1 = P2BodyDist Y*fvar(9)-EnemyNear(floor(fvar(18))),vel y*4+vel y*4=[-150-60,60]
Trigger1 = Random<=var(59)*21
