;
;AI@by~a
;
; Lvݒł@ɂ
; [State -3,AIFlagSet]
;var(59) = 5;AILv1`12̕ς邱ƂAILvω܂B
;1`9:Lv1オɂꐸx10%UP
;10   :xMAX  ޶ްށ@KUP
;11   :xMAX@@ALLK
;
;łLv7ȏɂƏꌂKE܂B
;Ƃ͏̉̋Lq"Type = Null;ChangeState"ɂƗǂłB
;
;ƂAIڲ԰őΐ킷Ƃ1`10D܂łBԐlԂ炵ł
;Lv11͒AIm݂̂ǂƎv܂
;
;JC = ެ߷ݾ
;FD = ̫ڽި̪ݽ
;FRC = ̫ݷݾ
;
;XVe
;
;
;ڍ
;(<>)̫@ ԎԂ܂BLqʂ
;̒_bVpWvXe[ggp@{[e삪Ԕꂽ
;
;؂ւقƂǂȂ̂AIƂ܂苭ȂƎv
;肪Ȃ苭̂ŖȂ
;B꒴ȂĊ֌W˂IAI@؂ւقƂǂȂ
;قƂǔэ܂V[eBOAK[hׂƂ͂ƃK[hAPȂ苭̂ő΋\͂̓gbv
;
;ɂĂ@2n͂قڑSRandom50%
;Œϯ(qbg)˓@Ȃǂ
;iAI̋LqÂȂĂAIɂ\@AILv9ȉȂ璆i\ʂ܂`
;
;FmvsFm̓JIX
;
;R{ݒ
;
;
;NU
;E_[NGWF
;EWvEEEȂ񂾂H
;@Ȃ񂩓KɃ{[eȂ獼\т߂
;ED
;
;
[statedef -3];AI
;
;

[State -3,AIFlagSet]
Type = VarSet
TriggerAll=!ishelper
TriggerAll=var(59)<1
TriggerAll=RoundState<2||(RoundState=2&&ctrl)
Trigger1 = Command="AI0"
Trigger2 = Command="AI1"
Trigger3 = Command="AI2"
Trigger4 = Command="AI3"
Trigger5 = Command="AI4"
Trigger6 = Command="AI5"
Trigger7 = Command="AI6"
Trigger8 = Command="AI7"
Trigger9 = Command="AI8"
Trigger10= Command="AI9"
Trigger11= Command="AI10"
Trigger12= Command="AI11"
Trigger13= Command="AI12"
Trigger14= Command="AI13"
Trigger15= Command="AI14"
Trigger16= Command="AI15"
Trigger17= Command="AI16"
Trigger18= Command="AI17"
Trigger19= Command="AI18"
Trigger20= Command="AI19"
Trigger21= Command="AI20"
Trigger22= Command="AI21"
Trigger23= Command="AI22"
Trigger24= Command="AI23"
Trigger25= Command="AI24"
Trigger26= Command="AI25"
Trigger27= Command="AI26"
Trigger28= Command="AI27"
Trigger29= Command="AI28"
Trigger30= Command="AI29"
Trigger31= Command="AI30"
Trigger32= Command="AI31"
Trigger33= Command="AI32"
Trigger34= Command="AI33"
Trigger35= Command="AI34"
Trigger36= Command="AI35"
Trigger37= Command="AI36"
Trigger38= Command="AI37"
Trigger39= Command="AI38"
Trigger40= Command="AI39"
Trigger41= Command="AI40"
Trigger42= Command="AI41"
Trigger43= Command="AI42"
Trigger44= Command="AI43"
Trigger45= Command="AI44"
Trigger46= Command="AI45"
Trigger47= Command="AI46"
Trigger48= Command="AI47"
Trigger49= Command="AI48"
Trigger50= Command="AI49"
Trigger51= Command="AI50"
Trigger52= var(59)=0
Trigger52= NumHelper(10000+id)
Trigger52= Helper(10000+id),var(59)>0
var(59) = 5
[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,ComboDebacFlagSet]
Type = VarSet
Trigger1 = var(59)<1
Trigger1 = !fvar(39)
fvar(39) = 0

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

;
;
;
[State -3];iK[hp
Type = VarSet
TriggerAll=NumEnemy
Trigger1 = P2StateType!=A
Trigger2 = var(59)=[1,9]
Trigger2 = P2StateType=A
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*12)*13>=0
Trigger3 = P2Name="millia"
Trigger3 = P2StateNo=1500
Trigger4 = P2Name="eddie"
Trigger4 = P2StateNo=1000||P2StateNo=1050||EnemyNear(floor(fvar(18))),NumHelper(1002);||EnemyNear(floor(fvar(18))),NumHelper(1001)
Trigger5 = P2Name="eddie"
Trigger5 = P2StateNo=1800||P2StateNo=1850
Trigger6 = P2Name="eddie"||P2Name="jam"
Trigger6 = P2StateNo=210
fvar(38) = 1
IgNoreHitPause = 1

[State -3];iK[hp
Type = VarSet
TriggerAll=NumEnemy
Trigger1 = EnemyNear(floor(fvar(18))),AutHorName="muteki"||EnemyNear(floor(fvar(18))),AutHorName="Akutagawa"
Trigger1 = P2StateNo=240
Trigger2 = P2Name!="millia"||P2StateNo!=1500
Trigger2 = P2Name!="eddie"||!(P2StateNo=1000||P2StateNo=1050||P2StateNo=1800||P2StateNo=1850||EnemyNear(floor(fvar(18))),NumHelper(1001)||EnemyNear(floor(fvar(18))),NumHelper(1002))
Trigger2 = P2StateType=A
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*12)*13<0||var(59)>9
Trigger3 = P2Name="testa"||P2Name="justice"
Trigger3 = P2StateNo=205
Trigger4 = P2Name="millia"||P2Name="BRIDGET"||P2Name="eddie"
Trigger4 = P2StateNo=215
Trigger5 = P2Name="faust"
Trigger5 = P2StateNo=235
Trigger6 = P2Name="johnny"
Trigger6 = P2StateNo=1500||P2StateNo=[3500,3501]
Trigger7 = P2Name="order-Sol=Badguy"
Trigger7 = P2StateNo=432
Trigger8 = P2Name="eddie"
Trigger8 = 0;NumHelper(1600)
Trigger9 = P2Name="jam"
Trigger9 = P2StateNo=215
Trigger10= P2Name="Sion_Eltnam_Atlasia"
Trigger10= P2StateNo=[240,241]
Trigger11= P2Name="Reimu_Hakurei"
Trigger11= P2StateNo=240
Trigger12= P2Name="SHIN"||P2Name="THOUTHER"||P2Name="REI"
Trigger12= P2StateNo=250
Trigger13= P2Name="TOKI-(NERICYA)"||P2Name="AMIBA"
Trigger13= P2StateNo=900
Trigger14= P2Name="Geese Howard"
Trigger14= EnemyNear(floor(fvar(18))),AutHorName="Cannon Musume"
Trigger14= P2StateNo=230
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"
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"
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,Name="Magaki"
Trigger35= Enemy,NumHelper(1321)
Trigger36= NumEnemy=2
Trigger36= Enemy(1),Name="Magaki"
Trigger36= Enemy(1),NumHelper(1321)
fvar(38) = 2
IgNoreHitPause = 1

[State -3];K[hs\p()
Type = VarSet
TriggerAll=NumEnemy
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
Trigger34= P2Name="Magaki"
Trigger34= P2StateNo=1100||P2StateNo=1150||P2StateNo=2100
fvar(38) = 3
IgNoreHitPause = 1

[State -3];薳GTime
Type = VarSet
TriggerAll=NumEnemy
Trigger1 = P2StateNo=105
Trigger2 = EnemyNear(floor(fvar(18))),AutHorName="Warusaki3"
Trigger2 = P2StateNo=900
Trigger3 = P2Name="cvsrugal"||P2Name="cvsg_rugal"
Trigger3 = P2StateNo=1800
Trigger4 = P2Name="cvsgouki"||P2Name="cvsgouki_ex"||P2Name="cvsgouki_normal"
Trigger4 = P2StateNo=1500
Trigger5 = P2Name="cvsryu"||P2Name="cvsryu_ex"||P2Name="cvsryu_normal"||P2Name="Shin Gouki"||P2Name="Ryu"
Trigger5 = P2StateNo=1400
Trigger6 = P2Name="Evil Ken"||P2Name="Evil Ryu"||P2Name="Evil Dan"
Trigger6 = P2StateNo=[3960,3971]
Trigger7 = P2Name="Konoha"
Trigger7 = P2StateNo=1200||P2StateNo=1220||P2StateNo=1610
Trigger8 = EnemyNear(floor(fvar(18))),AutHorName="H"
Trigger8 = P2StateNo=[900,930]
Trigger9 = P2Name="jam"
Trigger9 = P2StateNo=[1310,1311]
Trigger10= P2Name="eddie"
Trigger10= P2StateNo=1101
Trigger11= P2Name="testa"
Trigger11= P2StateNo=1300
Trigger12= P2Name="justice"
Trigger12= P2StateNo=1100
Trigger13= P2Name="TOKI-(NERICYA)"
Trigger13= (P2StateNo=[1210,1250])||(P2StateNo=[1300,1600])
Trigger14= P2Name="OGRE"
Trigger14= P2StateNo=[980,991]
Trigger15= P2Name="cvsgeese"
Trigger15= P2StateNo=1300||P2StateNo=1400||P2StateNo=1500
Trigger16= P2Name="cvsrock"
Trigger16= P2StateNo=1300
Trigger17= P2Name="Oswald"||P2Name="Oniwarud"
Trigger17= P2StateNo=1500
Trigger18= P2Name="joseph"
Trigger18= P2StateNo=1020
Trigger19= P2Name="Ella"
Trigger19= (P2StateNo=[10001,10008])||P2StateNo=10090
Trigger20= P2Name="Abe"
Trigger20= P2StateNo=1100
Trigger21= P2Name="dio"
Trigger21= P2StateNo=1400
Trigger22= P2Name="cvsingrid"
Trigger22= P2StateNo=1300||P2StateNo=1350
Trigger23= P2Name="Geese Howard"
Trigger23= EnemyNear(floor(fvar(18))),AutHorName="Cannon Musume"
Trigger23= P2StateNo=1400||P2StateNo=1450||P2StateNo=1500
Trigger24= P2Name="Dhalsim with clones"
Trigger24= P2StateNo=1600
Trigger25= P2Name="Dragon Claw"
Trigger25= P2StateNo=[1300,1320]
Trigger26= EnemyNear(floor(fvar(18))),AutHorName="Toma & Raien Makoto"
Trigger26= P2Name="Aoko Aozaki"||P2Name="Shiki_Nanaya"
Trigger26= (P2StateNo=[900,920])||(P2StateNo=[950,960])||P2StateNo=1253
Trigger27= P2Name="General"
Trigger27= P2StateNo=[1000,1012]
Trigger28= P2Name="Omega Goenitz"
Trigger28= P2StateNo=900||P2StateNo=1000||P2StateNo=3100
Trigger29= P2Name="Reimu_Hakurei"
Trigger29= P2StateNo=3021||P2StateNo=3026
Trigger30= EnemyNear(floor(fvar(18))),AutHorName="muteki"
Trigger30= P2StateNo=750||(P2StateNo=5090&&EnemyNear(floor(fvar(18))),vel y<=0)
Trigger31= P2Name="SHIN"
Trigger31= P2StateNo=2400||P2StateNo=2050||(P2StateNo=2000&&EnemyNear(floor(fvar(18))),Time<99)||(var(58)&&StateNo=1400)
Trigger32= P2Name="Marisa Kirisame"
Trigger32= (P2StateNo=[900,901])||(P2StateNo=[2010,2011])||(P2StateNo=[2020,2021])||P2StateNo=2030||(P2StateNo=[2040,2042])
Trigger33= P2Name="Reimu_Hakurei"
Trigger33= P2StateNo=3020||EnemyNear(floor(fvar(19))),Var(12)=3021&&P2StateNo=119||P2StateNo=3022||(P2StateNo=[3040,3041])||P2StateNo=3051
Trigger34= P2Name="Remilia_Scarlet"
Trigger34= P2StateNo=119||P2StateNo=1001&&EnemyNear(floor(fvar(19))),MoveContact||P2StateNo=1012&&EnemyNear(floor(fvar(19))),MoveContact||(P2StateNo=[3030,3031])||P2StateNo=3051
Trigger35= P2Name="Youmu_Konpaku"
Trigger35= P2StateNo=3100||P2StateNo=710
Trigger36= P2Name="Marisa Kirisame"
Trigger36= P2StateNo=[2010,2011]
Trigger37= P2Name="cvstodo"
Trigger37= P2StateNo=3100
Trigger38= P2Name="Remy"
Trigger38= P2StateNo=3200
fvar(38) = 0
IgNoreHitPause = 1

[State -3];ʲ߰ϰx
Type = Varadd
TriggerAll=NumEnemy
TriggerAll=0;܂Ȃɂ΍􂵂ĂȂ
Trigger1 = P2Name="Giant_Mech-HISUI"
Trigger2 = P2Name="CheetahMen"
Trigger3 = P2Name="LEOPALDON_GGI"
Trigger4 = P2Name="Mega_weapon"
Trigger5 = P2Name="G-akiha"
Trigger6 = P2Name="Apocalypse"
Trigger7 = P2Name="Mech Rugal"
Trigger8 = P2Name="Abyss"
fvar(34)=2
IgNoreHitPause = 1

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

[State -1];ްސ
Type = PowerSet
value = 0
TriggerAll=fvar(39)
Trigger1 = Command="start"

[State -1];Nオ萧mF
Type = ChangeState
value = 5120
TriggerAll=fvar(39)
TriggerAll=StateType!=A
Trigger1 = Alive
Trigger1 = Time>0
Trigger1 = StateNo=5110

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

[State -1];Ⴊݐ
Type = ChangeState
value = 0
Ctrl = 1
TriggerAll=fvar(39)||var(59)>0
Trigger1 = StateNo=[400,451]
Trigger1 = !AnimTime

;
;
;
[State -1];ꌂ
Type = ChangeState
value = 4000
TriggerAll=0;var(59)>7
TriggerAll=RoundState=3
TriggerAll=!var(25)
TriggerAll=!var(40)
Trigger1 = StateType!=A
Trigger1 = Ctrl
Trigger2 = StateNo=100
Trigger3 = StateNo=101
Trigger4 = StateNo=40
Trigger5 = StateNo=[195, 197]
Trigger5 = Time > ifelse(Anim = 196,18,64)


[State -1];_[NGWF
Type = ChangeState
value = 3000
TriggerAll=!ishelper
TriggerAll=var(59)>0
TriggerAll=RoundState=3||WIN
TriggerAll=!NumHelper(3010)
TriggerAll=PrevStateNo!=3000
TriggerAll=Power>999
Trigger1 = StateType!=A
Trigger1 = (ctrl||fvar(28))
Trigger2 = (StateNo=[200,451])&&MoveContAct
Trigger2 = StateNo!=240
Trigger3 = StateNo=100
Trigger4 = StateNo=101
Trigger5 = StateNo=40||StateNo=52
Trigger6 = StateNo=[195,196]
Trigger6 = Time>ifelse(Anim=196,20,63)
Trigger7 = (StateNo=[200,451])&&var(29)

;
;\
;Time=1 Random StateNo
;

;
;؂ւ
;PrevStateNo = [120,159] PrevStateNo = [5000,5270] EnemyNear(floor(fvar(18))),HitDefAttr = SCA,AT;
;
[State -2];TCNo[Xg
Type = ChangeState
value = 750
TriggerAll=var(59)>0
TriggerAll=fvar(38)
TriggerAll=fvar(33)>=1.5
TriggerAll=Power<PowerMax/2
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*18=[-55,55]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*17)*18=[-130,0]
TriggerAll=Alive
TriggerAll=P2MoveType=A
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[120,159])
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-18||var(59)<7
TriggerAll=Random<var(59)*60||var(59)>9
Trigger1 = (ctrl||fvar(28))||(StateNo=[100,101])||(StateNo=[120,140])
Trigger2 = (Time<=1&&MoveType=A)
Trigger2 = StateNo=[200,640]
Trigger2 = PrevStateNo!=[200,640]

[State -1];_[NGWF
Type = ChangeState
value = 3000
TriggerAll=!ishelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*EnemyNear(floor(fvar(18))),vel x*26=[-3,120]
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)*25)*26=[-90,0])
TriggerAll=P2MoveType=A
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-26||var(59)<7
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=[100,101])||StateNo=40||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])||(StateNo=[120,140])
Trigger2 = Random<var(59)*20||var(59)>9
Trigger2 = (StateNo=[200,451])
Trigger2 = (StateNo!=240&&MoveContAct)||var(29)

[State -3,];
Type = ChangeState
value = ifelse((frontedgebodydist<62||Random<500)&&backedgebodydist>62,800,805)
TriggerAll=var(59)>0
TriggerAll=!fvar(35)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,22]
TriggerAll=!P2BodyDist Y
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo!=40
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),Time>50||var(59)>10
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

[State -3,BackStep];obNXebv
Type  = ChangeState
Value = 105
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType=L
TriggerAll=P2BodyDist X*fvar(8)=[-3,90]
TriggerAll=P2MoveType=A
TriggerAll=(P2StateNo=[200,699])||fvar(38)=3||EnemyNear(floor(fvar(18))),HitDefAttr=,AA
TriggerAll=EnemyNear(floor(fvar(18))),vel x<3
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),Time>50||var(59)>10
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = PrevStateNo=[120,159]

[State -3,Jump];Wv
Type  = ChangeState
Value = 39
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)<90
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=P2MoveType=A
TriggerAll=fvar(38)=3
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),Time>50||var(59)>10
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = PrevStateNo=[120,158]
;
;K[h 
;
[State -1,DebtAngleAttack];fbgAOA^bN
Type = ChangeState
value = 700
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=fvar(38)
TriggerAll=Power>999
TriggerAll=P2BodyDist X*fvar(8)=[-10,55]
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)*12)*13=[-30,0])
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-13||var(59)<7
Trigger1 = StateNo=[150,153]
Trigger1 = Random<var(59)*60||var(59)>9

[State -3,Guard];K[h
Type = ChangeState
Value = 120
TriggerAll=var(59)>0
TriggerAll=StateNo!=[120,155]
TriggerAll=InGuardDist
TriggerAll=Random<var(59)*(70+EnemyNear(floor(fvar(18))),Time/3)||var(59)>9
Trigger1 = Ctrl||StateNo=0||StateNo=11
Trigger2 = var(25)
Trigger2 = fvar(28)||(StateNo=100&&Time>6)||StateNo=101||StateNo=52||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
;
;nNU 
;

[State -1,BS];{[P
type = ChangeState
value = 1000
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType=L
TriggerAll=!InGuardDist
TriggerAll=Random<var(59)*100
TriggerAll=(P2StateNo!=[5110,5120])
TriggerAll=P2StateNo!=5101||EnemyNear(floor(fvar(18))),Time<4
Trigger1 = !NumHelper(1001)||Helper(1001),var(0)
Trigger1 = !NumHelper(1002)||Helper(1002),var(0)
Trigger1 = !NumHelper(1003)||Helper(1003),var(0)

[State -1,BS];{[K
type = ChangeState
value = 1001
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType=L
TriggerAll=!InGuardDist
TriggerAll=Random<var(59)*100
TriggerAll=P2StateNo!=[5110,5120]
TriggerAll=P2StateNo!=5101||EnemyNear(floor(fvar(18))),Time<4
Trigger1 = !NumHelper(1011)||Helper(1011),var(0)
Trigger1 = !NumHelper(1012)||Helper(1012),var(0)
Trigger1 = !NumHelper(1013)||Helper(1013),var(0)

[State -1,BS];{[S
type = ChangeState
value = 1002
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType=L
TriggerAll=!InGuardDist
TriggerAll=Random<var(59)*100
TriggerAll=P2StateNo!=[5110,5120]
TriggerAll=P2StateNo!=5101||EnemyNear(floor(fvar(18))),Time<4
Trigger1 = !NumHelper(1021)||Helper(1021),var(0)
Trigger1 = !NumHelper(1022)||Helper(1022),var(0)
Trigger1 = !NumHelper(1023)||Helper(1023),var(0)

[State -1,BS];{[HS
type = ChangeState
value = 1003
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType=L
TriggerAll=!InGuardDist
TriggerAll=Random<var(59)*100
TriggerAll=P2StateNo!=[5110,5120]
TriggerAll=P2StateNo!=5101||EnemyNear(floor(fvar(18))),Time<4
Trigger1 = !NumHelper(1031)||Helper(1031),var(0)
Trigger1 = !NumHelper(1032)||Helper(1032),var(0)
Trigger1 = !NumHelper(1033)||Helper(1033),var(0)

[State -1,DE];_[NGWF
Type = ChangeState
value = 3000
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=Power>999
TriggerAll=Random<var(59)*100
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType=L
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[26,99]
Trigger1 = P2StateNo=5101
Trigger1 = EnemyNear(floor(fvar(18))),Time>3
Trigger2 = P2StateNo=5110
Trigger3 = P2StateNo=5120
Trigger3 = EnemyNear(floor(fvar(18))),Time=[0,4]

[State -1,C_HS];D
Type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=Random<var(59)*40
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType=L
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-9,66]
Trigger1 = P2StateNo=5120
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime=-14

[State -1,Jump];Wv
Type = ChangeState
value = ifelse(Random<500,1100,39)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=Random<var(59)*100
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType=L
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-9,55]
TriggerAll=(P2StateNo=[5110,5120])||P2StateNo=5101&&EnemyNear(floor(fvar(18))),Time>6
Trigger1 = Power<1000
Trigger1 = var(8)
Trigger1 = NumHelper(var(8))
Trigger2 = BackEdgeBodyDist<40

;
;󒆋NU(\) 
;

[State -1,A_D];S
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||(StateNo=110&&Time>6)||(StateNo=115&&Time>5)
TriggerAll=P2StateType=L
TriggerAll=P2BodyDist X*fvar(8)=[-90,44]
Trigger1 = Random<var(59)*100
Trigger1 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*9)*10>-20

[State -1,A_K];K
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||(StateNo=110&&Time>6)||(StateNo=115&&Time>5)
TriggerAll=P2StateType=L
TriggerAll=P2BodyDist X*fvar(8)=[-9,54]
Trigger1 = Random<var(59)*100
Trigger1 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*8>-20

;
;nډ
;

[State -1,T];
type = ChangeState
value = ifelse(BackEdgeBodyDist<70,805,800)
TriggerAll=!fvar(35)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)||P2StateNo=900
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||StateNo=101||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=StateNo!=100
TriggerAll=P2BodyDist X*fvar(8)=[-3,22]
TriggerAll=P2StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=40
Trigger1 = PrevStateNo=1401
Trigger1 = Random<var(59)*100

;
;V[eBOp

[State -1,S_P];P
Type = ChangeState
value = 200
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)>-9
TriggerAll=P2MoveType!=H||P2StateNo=[120,155]
TriggerAll=P2StateType!=L||(P2StateNo=5120&&EnemyNear(floor(fvar(18))),AnimTime>-5)
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=!InGuardDist
;-------------P
Trigger1 = NumHelper(1001)
Trigger1 = !Helper(1001),var(0)
Trigger1 = Helper(1001),RootDist X * fvar(8)=[-96,10]
Trigger1 = Helper(1001),Pos Y*fvar(9)=[-105,-49]
Trigger2 = NumHelper(1002)
Trigger2 = !Helper(1002),var(0)
Trigger2 = Helper(1002),RootDist X * fvar(8)=[-96,10]
Trigger2 = Helper(1002),Pos Y*fvar(9)=[-105,-49]
Trigger3 = NumHelper(1003)
Trigger3 = !Helper(1003),var(0)
Trigger3 = Helper(1003),RootDist X * fvar(8)=[-96,10]
Trigger3 = Helper(1003),Pos Y*fvar(9)=[-105,-49]
;-------------K
Trigger4 = NumHelper(1011)
Trigger4 = !Helper(1011),var(0)
Trigger4 = Helper(1011),RootDist X * fvar(8)=[-96,10]
Trigger4 = Helper(1011),Pos Y*fvar(9)=[-105,-49]
Trigger5 = NumHelper(1012)
Trigger5 = !Helper(1012),var(0)
Trigger5 = Helper(1012),RootDist X * fvar(8)=[-96,10]
Trigger5 = Helper(1012),Pos Y*fvar(9)=[-105,-49]
Trigger6 = NumHelper(1013)
Trigger6 = !Helper(1013),var(0)
Trigger6 = Helper(1013),RootDist X * fvar(8)=[-96,10]
Trigger6 = Helper(1013),Pos Y*fvar(9)=[-105,-49]
;-------------S
Trigger7 = NumHelper(1021)
Trigger7 = !Helper(1021),var(0)
Trigger7 = Helper(1021),RootDist X * fvar(8)=[-96,10]
Trigger7 = Helper(1021),Pos Y*fvar(9)=[-105,-49]
Trigger8 = NumHelper(1022)
Trigger8 = !Helper(1022),var(0)
Trigger8 = Helper(1022),RootDist X * fvar(8)=[-96,10]
Trigger8 = Helper(1022),Pos Y*fvar(9)=[-105,-49]
Trigger9 = NumHelper(1023)
Trigger9 = !Helper(1023),var(0)
Trigger9 = Helper(1023),RootDist X * fvar(8)=[-96,10]
Trigger9 = Helper(1023),Pos Y*fvar(9)=[-105,-49]
;-------------HS
Trigger10= NumHelper(1031)
Trigger10= !Helper(1031),var(0)
Trigger10= Helper(1031),RootDist X * fvar(8)=[-96,10]
Trigger10= Helper(1031),Pos Y*fvar(9)=[-105,-49]
Trigger11= NumHelper(1032)
Trigger11= !Helper(1032),var(0)
Trigger11= Helper(1032),RootDist X * fvar(8)=[-96,10]
Trigger11= Helper(1032),Pos Y*fvar(9)=[-105,-49]
Trigger12= NumHelper(1033)
Trigger12= !Helper(1033),var(0)
Trigger12= Helper(1033),RootDist X * fvar(8)=[-96,10]
Trigger12= Helper(1033),Pos Y*fvar(9)=[-105,-49]

[State -1,S_P];K
Type = ChangeState
value = 210
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)>-9
TriggerAll=P2MoveType!=H||P2StateNo=[120,155]
TriggerAll=P2StateType!=L||(P2StateNo=5120&&EnemyNear(floor(fvar(18))),AnimTime>-6)
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
;--------------P
Trigger1 = NumHelper(1001)
Trigger1 = !Helper(1001),var(0)
Trigger1 = Helper(1001),RootDist X * fvar(8)=[-78,0]
Trigger1 = Helper(1001),Pos Y>-94
Trigger2 = NumHelper(1002)
Trigger2 = !Helper(1002),var(0)
Trigger2 = Helper(1002),RootDist X * fvar(8)=[-78,0]
Trigger2 = Helper(1002),Pos Y>-94
Trigger3 = NumHelper(1003)
Trigger3 = !Helper(1003),var(0)
Trigger3 = Helper(1003),RootDist X * fvar(8)=[-78,0]
Trigger3 = Helper(1003),Pos Y>-94
;--------------K
Trigger4 = NumHelper(1011)
Trigger4 = !Helper(1011),var(0)
Trigger4 = Helper(1011),RootDist X * fvar(8)=[-78,0]
Trigger4 = Helper(1011),Pos Y>-94
Trigger5 = NumHelper(1012)
Trigger5 = !Helper(1012),var(0)
Trigger5 = Helper(1012),RootDist X * fvar(8)=[-78,0]
Trigger5 = Helper(1012),Pos Y>-94
Trigger6 = NumHelper(1013)
Trigger6 = !Helper(1013),var(0)
Trigger6 = Helper(1013),RootDist X * fvar(8)=[-78,0]
Trigger6 = Helper(1013),Pos Y>-94
;--------------S
Trigger7 = NumHelper(1021)
Trigger7 = !Helper(1021),var(0)
Trigger7 = Helper(1021),RootDist X * fvar(8)=[-78,0]
Trigger7 = Helper(1021),Pos Y>-94
Trigger8 = NumHelper(1022)
Trigger8 = !Helper(1022),var(0)
Trigger8 = Helper(1022),RootDist X * fvar(8)=[-78,0]
Trigger8 = Helper(1022),Pos Y>-94
Trigger9 = NumHelper(1023)
Trigger9 = !Helper(1023),var(0)
Trigger9 = Helper(1023),RootDist X * fvar(8)=[-78,0]
Trigger9 = Helper(1023),Pos Y>-94
;--------------HS
Trigger10= NumHelper(1031)
Trigger10= !Helper(1031),var(0)
Trigger10= Helper(1031),RootDist X * fvar(8)=[-78,0]
Trigger10= Helper(1031),Pos Y>-94
Trigger11= NumHelper(1032)
Trigger11= !Helper(1032),var(0)
Trigger11= Helper(1032),RootDist X * fvar(8)=[-78,0]
Trigger11= Helper(1032),Pos Y>-94
Trigger12= NumHelper(1033)
Trigger12= !Helper(1033),var(0)
Trigger12= Helper(1033),RootDist X * fvar(8)=[-78,0]
Trigger12= Helper(1033),Pos Y>-94

[State -1,C_P];P
Type = ChangeState
value = 400
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)>-9
TriggerAll=P2MoveType!=H||P2StateNo=[120,155]
TriggerAll=P2StateType!=L||(P2StateNo=5120&&EnemyNear(floor(fvar(18))),AnimTime>-6)
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=!InGuardDist
;--------------P
Trigger1 = NumHelper(1001)
Trigger1 = !Helper(1001),var(0)
Trigger1 = Helper(1001),RootDist X * fvar(8)=[-90,10]
Trigger1 = Helper(1001),Pos Y*fvar(9)=[-60,-25]
Trigger2 = NumHelper(1002)
Trigger2 = !Helper(1002),var(0)
Trigger2 = Helper(1002),RootDist X * fvar(8)=[-90,10]
Trigger2 = Helper(1002),Pos Y*fvar(9)=[-60,-25]
Trigger3 = NumHelper(1003)
Trigger3 = !Helper(1003),var(0)
Trigger3 = Helper(1003),RootDist X * fvar(8)=[-90,10]
Trigger3 = Helper(1003),Pos Y*fvar(9)=[-60,-25]
;--------------K
Trigger4 = NumHelper(1011)
Trigger4 = !Helper(1011),var(0)
Trigger4 = Helper(1011),RootDist X * fvar(8)=[-90,10]
Trigger4 = Helper(1011),Pos Y*fvar(9)=[-60,-25]
Trigger5 = NumHelper(1012)
Trigger5 = !Helper(1012),var(0)
Trigger5 = Helper(1012),RootDist X * fvar(8)=[-90,10]
Trigger5 = Helper(1012),Pos Y*fvar(9)=[-60,-25]
Trigger6 = NumHelper(1013)
Trigger6 = !Helper(1013),var(0)
Trigger6 = Helper(1013),RootDist X * fvar(8)=[-90,10]
Trigger6 = Helper(1013),Pos Y*fvar(9)=[-60,-25]
;--------------S
Trigger7 = NumHelper(1021)
Trigger7 = !Helper(1021),var(0)
Trigger7 = Helper(1021),RootDist X * fvar(8)=[-90,10]
Trigger7 = Helper(1021),Pos Y*fvar(9)=[-60,-25]
Trigger8 = NumHelper(1022)
Trigger8 = !Helper(1022),var(0)
Trigger8 = Helper(1022),RootDist X * fvar(8)=[-90,10]
Trigger8 = Helper(1022),Pos Y*fvar(9)=[-60,-25]
Trigger9 = NumHelper(1023)
Trigger9 = !Helper(1023),var(0)
Trigger9 = Helper(1023),RootDist X * fvar(8)=[-90,10]
Trigger9 = Helper(1023),Pos Y*fvar(9)=[-60,-25]
;--------------HS
Trigger10= NumHelper(1031)
Trigger10= !Helper(1031),var(0)
Trigger10= Helper(1031),RootDist X * fvar(8)=[-90,10]
Trigger10= Helper(1031),Pos Y*fvar(9)=[-60,-25]
Trigger11= NumHelper(1032)
Trigger11= !Helper(1032),var(0)
Trigger11= Helper(1032),RootDist X * fvar(8)=[-90,10]
Trigger11= Helper(1032),Pos Y*fvar(9)=[-60,-25]
Trigger12= NumHelper(1033)
Trigger12= !Helper(1033),var(0)
Trigger12= Helper(1033),RootDist X * fvar(8)=[-90,10]
Trigger12= Helper(1033),Pos Y*fvar(9)=[-60,-25]

[State -1,A_S];S
Type = ChangeState
value = 620
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2MoveType!=H||P2StateNo=[120,155]
TriggerAll=P2StateType!=L||(P2StateNo=5120&&EnemyNear(floor(fvar(18))),AnimTime>-8)
TriggerAll=(ctrl||fvar(28))||(StateNo=110&&Time>6)||(StateNo=115&&Time>5)
TriggerAll=!InGuardDist
;--------------P
Trigger1 = NumHelper(1001)
Trigger1 = !Helper(1001),var(0)
Trigger1 = Helper(1001),RootDist X * fvar(8)-vel x*8=[-68,8]
Trigger1 = Helper(1001),RootDist Y * fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*8=[44,98]
Trigger2 = NumHelper(1002)
Trigger2 = !Helper(1002),var(0)
Trigger2 = Helper(1002),RootDist X * fvar(8)-vel x*8=[-68,8]
Trigger2 = Helper(1002),RootDist Y * fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*8=[44,98]
Trigger3 = NumHelper(1003)
Trigger3 = !Helper(1003),var(0)
Trigger3 = Helper(1003),RootDist X * fvar(8)-vel x*8=[-68,8]
Trigger3 = Helper(1003),RootDist Y * fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*8=[44,98]
;--------------K
Trigger4 = NumHelper(1011)
Trigger4 = !Helper(1011),var(0)
Trigger4 = Helper(1011),RootDist X * fvar(8)-vel x*8=[-68,8]
Trigger4 = Helper(1011),RootDist Y * fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*8=[44,98]
Trigger5 = NumHelper(1012)
Trigger5 = !Helper(1012),var(0)
Trigger5 = Helper(1012),RootDist X * fvar(8)-vel x*8=[-68,8]
Trigger5 = Helper(1012),RootDist Y * fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*8=[44,98]
Trigger6 = NumHelper(1013)
Trigger6 = !Helper(1013),var(0)
Trigger6 = Helper(1013),RootDist X * fvar(8)-vel x*8=[-68,8]
Trigger6 = Helper(1013),RootDist Y * fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*8=[44,98]
;--------------S
Trigger7 = NumHelper(1021)
Trigger7 = !Helper(1021),var(0)
Trigger7 = Helper(1021),RootDist X * fvar(8)-vel x*8=[-68,8]
Trigger7 = Helper(1021),RootDist Y * fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*8=[44,98]
Trigger8 = NumHelper(1022)
Trigger8 = !Helper(1022),var(0)
Trigger8 = Helper(1022),RootDist X * fvar(8)-vel x*8=[-68,8]
Trigger8 = Helper(1022),RootDist Y * fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*8=[44,98]
Trigger9 = NumHelper(1023)
Trigger9 = !Helper(1023),var(0)
Trigger9 = Helper(1023),RootDist X * fvar(8)-vel x*8=[-68,8]
Trigger9 = Helper(1023),RootDist Y * fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*8=[44,98]
;--------------HS
Trigger10= NumHelper(1031)
Trigger10= !Helper(1031),var(0)
Trigger10= Helper(1031),RootDist X * fvar(8)-vel x*8=[-68,8]
Trigger10= Helper(1031),RootDist Y * fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*8=[44,98]
Trigger11= NumHelper(1032)
Trigger11= !Helper(1032),var(0)
Trigger11= Helper(1032),RootDist X * fvar(8)-vel x*8=[-68,8]
Trigger11= Helper(1032),RootDist Y * fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*8=[44,98]
Trigger12= NumHelper(1033)
Trigger12= !Helper(1033),var(0)
Trigger12= Helper(1033),RootDist X * fvar(8)-vel x*8=[-68,8]
Trigger12= Helper(1033),RootDist Y * fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*8=[44,98]

[State -1,A_HS];HS
Type = ChangeState
value = 630
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)>9
TriggerAll=P2MoveType!=H||P2StateNo=[120,155]
TriggerAll=P2StateType!=L||(P2StateNo=5120&&EnemyNear(floor(fvar(18))),AnimTime>-9)
TriggerAll=(ctrl||fvar(28))||(StateNo=110&&Time>6)||(StateNo=115&&Time>5)
TriggerAll=!InGuardDist
;--------------P
Trigger1 = NumHelper(1001)
Trigger1 = !Helper(1001),var(0)
Trigger1 = Helper(1001),RootDist X * fvar(8)-vel x*9=[-86,-10]
Trigger1 = Helper(1001),RootDist Y * fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*9=[-20,99]
Trigger2 = NumHelper(1002)
Trigger2 = !Helper(1002),var(0)
Trigger2 = Helper(1002),RootDist X * fvar(8)-vel x*9=[-86,-10]
Trigger2 = Helper(1002),RootDist Y * fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*9=[-20,99]
Trigger3 = NumHelper(1003)
Trigger3 = !Helper(1003),var(0)
Trigger3 = Helper(1003),RootDist X * fvar(8)-vel x*9=[-86,-10]
Trigger3 = Helper(1003),RootDist Y * fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*9=[-20,99]
;--------------K
Trigger4 = NumHelper(1011)
Trigger4 = !Helper(1011),var(0)
Trigger4 = Helper(1011),RootDist X * fvar(8)-vel x*9=[-86,-10]
Trigger4 = Helper(1011),RootDist Y * fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*9=[-20,99]
Trigger5 = NumHelper(1012)
Trigger5 = !Helper(1012),var(0)
Trigger5 = Helper(1012),RootDist X * fvar(8)-vel x*9=[-86,-10]
Trigger5 = Helper(1012),RootDist Y * fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*9=[-20,99]
Trigger6 = NumHelper(1013)
Trigger6 = !Helper(1013),var(0)
Trigger6 = Helper(1013),RootDist X * fvar(8)-vel x*9=[-86,-10]
Trigger6 = Helper(1013),RootDist Y * fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*9=[-20,99]
;--------------S
Trigger7 = NumHelper(1021)
Trigger7 = !Helper(1021),var(0)
Trigger7 = Helper(1021),RootDist X * fvar(8)-vel x*9=[-86,-10]
Trigger7 = Helper(1021),RootDist Y * fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*9=[-20,99]
Trigger8 = NumHelper(1022)
Trigger8 = !Helper(1022),var(0)
Trigger8 = Helper(1022),RootDist X * fvar(8)-vel x*9=[-86,-10]
Trigger8 = Helper(1022),RootDist Y * fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*9=[-20,99]
Trigger9 = NumHelper(1023)
Trigger9 = !Helper(1023),var(0)
Trigger9 = Helper(1023),RootDist X * fvar(8)-vel x*9=[-86,-10]
Trigger9 = Helper(1023),RootDist Y * fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*9=[-20,99]
;--------------HS
Trigger10= NumHelper(1031)
Trigger10= !Helper(1031),var(0)
Trigger10= Helper(1031),RootDist X * fvar(8)-vel x*9=[-86,-10]
Trigger10= Helper(1031),RootDist Y * fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*9=[-20,99]
Trigger11= NumHelper(1032)
Trigger11= !Helper(1032),var(0)
Trigger11= Helper(1032),RootDist X * fvar(8)-vel x*9=[-86,-10]
Trigger11= Helper(1032),RootDist Y * fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*9=[-20,99]
Trigger12= NumHelper(1033)
Trigger12= !Helper(1033),var(0)
Trigger12= Helper(1033),RootDist X * fvar(8)-vel x*9=[-86,-10]
Trigger12= Helper(1033),RootDist Y * fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*9=[-20,99]

[State -1,BS_P];{[P
Type = ChangeState
value = 1000
TriggerAll=(var(59)>0&&Random<var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateNo!=[5110,5120]
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=40||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=!NumHelper(1001)||Helper(1001),var(0)
TriggerAll=!NumHelper(1002)||Helper(1002),var(0)
TriggerAll=!NumHelper(1003)||Helper(1003),var(0)
TriggerAll=P2MoveType=H
TriggerAll=StateNo!=960
Trigger1 = PrevStateNo=1413

[State -1,BS_P];{[K
Type = ChangeState
value = 1001
TriggerAll=(var(59)>0&&Random<var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateNo!=[5110,5120]
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=40||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=!NumHelper(1011)||Helper(1011),var(0)
TriggerAll=!NumHelper(1012)||Helper(1012),var(0)
TriggerAll=!NumHelper(1013)||Helper(1013),var(0)
TriggerAll=P2MoveType=H
TriggerAll=StateNo!=960
Trigger1 = PrevStateNo=1413

[State -1,BS_P];{[S
Type = ChangeState
value = 1002
TriggerAll=(var(59)>0&&Random<var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateNo!=[5110,5120]
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=40||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=!NumHelper(1021)||Helper(1021),var(0)
TriggerAll=!NumHelper(1022)||Helper(1022),var(0)
TriggerAll=!NumHelper(1023)||Helper(1023),var(0)
TriggerAll=P2MoveType=H
TriggerAll=StateNo!=960
Trigger1 = PrevStateNo=1413

[State -1,BS_P];{[HS
Type = ChangeState
value = 1003
TriggerAll=(var(59)>0&&Random<var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateNo!=[5110,5120]
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=40||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=!NumHelper(1031)||Helper(1031),var(0)
TriggerAll=!NumHelper(1032)||Helper(1032),var(0)
TriggerAll=!NumHelper(1033)||Helper(1033),var(0)
TriggerAll=P2MoveType=H
TriggerAll=StateNo!=960
Trigger1 = PrevStateNo=1413

;V[eBOpI
;
;R{p

[State -1,Jump];Wv
Type = ChangeState
value = 39
TriggerAll=var(59)>7||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-4,50]
TriggerAll=!P2BodyDist Y
TriggerAll=P2StateType!=A
TriggerAll=Random<ifelse(var(59)>10||fvar(39),10,var(59))*50
Trigger1 = P2StateNo=[120,159]

[State -1,C_D];D
Type = ChangeState
value = 450
TriggerAll=(var(59)>7&&Random<var(59)*100)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-4,50]
TriggerAll=!P2BodyDist Y
TriggerAll=P2StateType!=A
Trigger1 = P2StateNo=[120,159]

[State -1,S_NS];S
Type = ChangeState
value = 220
TriggerAll=(var(59)>0&&Random<var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-28,30-3]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3)*4=[-20,0]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4)*5=[-40,0]
Trigger3 = 0;P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5)*6=[-60,0]

[State -1,C_S];S
Type = ChangeState
value = 420
TriggerAll=(var(59)>0&&Random<var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-4,80]
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo!=[120,155]
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=[-20,0]

[State -1,S_LS];S
Type = ChangeState
value = 225
TriggerAll=(var(59)>0&&Random<var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-4,168]
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo!=[120,155]
TriggerAll=P2StateType!=A
TriggerAll=0;P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*7)*8=[-25,0]
Trigger1 = var(8)
Trigger1 = NumHelper(var(8))
Trigger2 = EnemyNear(floor(fvar(18))),GetHitVar(hittime)-EnemyNear(floor(fvar(18))),Time=[9,12]

[State -1,Jump];_bVpWv
Type = ChangeState
value = 38
TriggerAll=(var(59)>0&&Random<var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo!=[120,159]
Trigger1 = P2BodyDist X*fvar(8)=[50,122]
Trigger1 = P2StateType!=A

[State -1,Dash];_bV
Type = ChangeState
value = 100
TriggerAll=(var(59)>0&&Random<var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,13])
TriggerAll=StateNo!=[100,101]
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)>20
Trigger1 = P2MoveType=H

[State -1,BS_K];{[P
Type = ChangeState
value = 1000
TriggerAll=(var(59)>0&&Random<var(59)*33)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateNo!=[5110,5120]
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=!NumHelper(1001)||Helper(1001),var(0)
TriggerAll=!NumHelper(1002)||Helper(1002),var(0)
TriggerAll=!NumHelper(1003)||Helper(1003),var(0)
TriggerAll=P2MoveType=H
Trigger1 = P2BodyDist X*fvar(8)>50

[State -1,Jump];Wv
Type = ChangeState
value = 39
TriggerAll=var(59)>0||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,13])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=!P2BodyDist Y
TriggerAll=P2StateType!=A
TriggerAll=Random<ifelse(var(59)>10||fvar(39),10,var(59))*40
Trigger1 = PrevStateNo=1001

[State -1,BS_K];{[K
Type = ChangeState
value = 1001
TriggerAll=(var(59)>0&&Random<var(59)*33)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateNo!=[5110,5120]
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=!NumHelper(1011)||Helper(1011),var(0)
TriggerAll=!NumHelper(1012)||Helper(1012),var(0)
TriggerAll=!NumHelper(1013)||Helper(1013),var(0)
TriggerAll=P2MoveType=H
Trigger1 = P2BodyDist X*fvar(8)>50

[State -1,BS_S];{[S
Type = ChangeState
value = 1002
TriggerAll=(var(59)>0&&Random<var(59)*50)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateNo!=[5110,5120]
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=!NumHelper(1021)||Helper(1021),var(0)
TriggerAll=!NumHelper(1022)||Helper(1022),var(0)
TriggerAll=!NumHelper(1023)||Helper(1023),var(0)
TriggerAll=P2MoveType=H
Trigger1 = P2BodyDist X*fvar(8)>50

[State -1,BS_S];{[HS
Type = ChangeState
value = 1003
TriggerAll=(var(59)>0&&Random<var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateNo!=[5110,5120]
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=!NumHelper(1031)||Helper(1031),var(0)
TriggerAll=!NumHelper(1032)||Helper(1032),var(0)
TriggerAll=!NumHelper(1033)||Helper(1033),var(0)
TriggerAll=P2MoveType=H
Trigger1 = P2BodyDist X*fvar(8)>50

;
;nq 
;
;hn
[State -1,Jump];Wv
Type = ChangeState
value = 39
TriggerAll=(var(59)>0&&Random<var(59)*180)
TriggerAll=RoundState=2
TriggerAll=InGuardDist
TriggerAll=StateType!=A
Trigger1 = StateNo=200&&MoveContAct
Trigger2 = StateNo=210&&MoveContAct
Trigger3 = (StateNo=[220,222])&&MoveContAct
Trigger4 = StateNo=222
Trigger4 = var(29)
Trigger4 = !MoveContAct

[State -1,Jump];hԂpWv
Type = ChangeState
value = 39
TriggerAll=var(59)>7||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateNo=[120,155]
TriggerAll=MoveGuarded=1
TriggerAll=P2BodyDist X*fvar(8)=[-3,60]
TriggerAll=Random<ifelse(var(59)>10||fvar(39),10,var(59))*50
Trigger1 = StateNo=200
Trigger2 = StateNo=210
Trigger3 = (StateNo=[220,222])

[State -1,];uԈړ
Type = ChangeState
value = 1100
TriggerAll=(var(59)>0&&(Random<var(59)*10||var(59)>9))||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=InGuardDist
TriggerAll=MoveContAct
Trigger1 = StateNo=200
Trigger2 = StateNo=205
Trigger3 = StateNo=210
Trigger4 = StateNo=221
Trigger5 = StateNo=225
Trigger6 = StateNo=230
Trigger7 = StateNo=235
Trigger8 = StateNo=400
Trigger9 = StateNo=410
Trigger10= StateNo=420
Trigger11= StateNo=[430,431]
Trigger12= StateNo=[450,451]

;hnI
;
;
[State -1,S_NS];S
Type = ChangeState
value = 220
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)=[-28,30]
TriggerAll=P2BodyDist Y*fvar(9)>-80
TriggerAll=P2MoveType=H
TriggerAll=MoveContAct
Trigger1 = StateNo=200
Trigger2 = StateNo=205
Trigger3 = StateNo=210
Trigger4 = StateNo=400
Trigger5 = StateNo=410

[State -1,KS_S];J[JXChS
Type = ChangeState
value = 2200
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)=[-9,39]
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=!NumHelper(3010)
TriggerAll=MoveHit
TriggerAll=EnemyNear(floor(fvar(18))),BackEdgeBodyDist>20
Trigger1 = StateNo=[221,222]
Trigger2 = P2StateType=C
Trigger2 = StateNo=220

[State -1,KS_S];J[JXChS
Type = ChangeState
value = 2200
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)=[-9,60]
TriggerAll=P2MoveType=H
TriggerAll=!NumHelper(3010)
TriggerAll=MoveHit
Trigger1 = StateNo=235

[State -1,Jump];JC
Type = ChangeState
value = 39
TriggerAll=(var(59)>0&&Random<var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType=A
TriggerAll=P2BodyDist Y*fvar(9)<-5
TriggerAll=MoveContAct
Trigger1 = StateNo=200
Trigger2 = StateNo=210
Trigger3 = (StateNo=[221,222])

[State -1,C_D];D
Type = ChangeState
value = 450
TriggerAll=(var(59)>0&&Random<var(59)*100)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-9,55]
TriggerAll=!P2BodyDist Y
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=var(50)<-49||Power<500
TriggerAll=MoveHit
Trigger1 = StateNo=200
Trigger2 = StateNo=205
Trigger3 = StateNo=210
Trigger4 = (StateNo=[220,221])
Trigger4 = StateNo=221
Trigger5 = StateNo=225
Trigger6 = StateNo=400
Trigger7 = StateNo=410
Trigger8 = StateNo=420
Trigger9 = StateNo=[430,431]

[State -1,BC_P];f[rXJ[uP
Type = ChangeState
value = 1050
TriggerAll=(var(59)>0&&Random<var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=!NumHelper(3010)
TriggerAll=!NumHelper(1001)||Helper(1001),var(0)
TriggerAll=!NumHelper(1002)||Helper(1002),var(0)
TriggerAll=!NumHelper(1003)||Helper(1003),var(0)
TriggerAll=MoveHit=1
Trigger1 = var(50)<-49||Power<500
Trigger1 = (StateNo=221&&P2StateType!=A)||(StateNo=230&&P2BodyDist X*fvar(8)=[-5,25])
Trigger2 = StateNo=235
Trigger2 = P2BodyDist Y*fvar(9)>-70
Trigger2 = P2BodyDist X*fvar(8)=[-5,60]
Trigger3 = StateNo=[450,451]

[State -1,BC_K];f[rXJ[uK
Type = ChangeState
value = 1051
TriggerAll=(var(59)>0&&Random<var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=!NumHelper(3010)
TriggerAll=!NumHelper(1011)||Helper(1011),var(0)
TriggerAll=!NumHelper(1012)||Helper(1012),var(0)
TriggerAll=!NumHelper(1013)||Helper(1013),var(0)
TriggerAll=MoveHit=1
Trigger1 = var(50)<-49||Power<500
Trigger1 = (StateNo=221&&P2StateType!=A)||(StateNo=230&&P2BodyDist X*fvar(8)=[-5,25])
Trigger2 = StateNo=235
Trigger2 = P2BodyDist Y*fvar(9)>-70
Trigger2 = P2BodyDist X*fvar(8)=[-5,60]
Trigger3 = StateNo=[450,451]

[State -1,BC_S];f[rXJ[uS
Type = ChangeState
value = 1052
TriggerAll=(var(59)>0&&Random<var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=!NumHelper(3010)
TriggerAll=!NumHelper(1021)||Helper(1021),var(0)
TriggerAll=!NumHelper(1022)||Helper(1022),var(0)
TriggerAll=!NumHelper(1023)||Helper(1023),var(0)
TriggerAll=MoveHit=1
Trigger1 = var(50)<-49||Power<500
Trigger1 = (StateNo=221&&P2StateType!=A)||(StateNo=230&&P2BodyDist X*fvar(8)=[-5,25])
Trigger2 = StateNo=235
Trigger2 = P2BodyDist Y*fvar(9)>-70
Trigger2 = P2BodyDist X*fvar(8)=[-5,60]
Trigger3 = StateNo=[450,451]

[State -1,BC_HS];f[rXJ[uHS
Type = ChangeState
value = 1053
TriggerAll=(var(59)>0&&Random<var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=!NumHelper(3010)
TriggerAll=!NumHelper(1031)||Helper(1031),var(0)
TriggerAll=!NumHelper(1032)||Helper(1032),var(0)
TriggerAll=!NumHelper(1033)||Helper(1033),var(0)
TriggerAll=MoveHit=1
Trigger1 = var(50)<-49||Power<500
Trigger1 = (StateNo=221&&P2StateType!=A)||(StateNo=230&&P2BodyDist X*fvar(8)=[-5,25])
Trigger2 = StateNo=235
Trigger2 = P2BodyDist Y*fvar(9)>-70
Trigger2 = P2BodyDist X*fvar(8)=[-5,60]
Trigger3 = StateNo=[450,451]

[State -1,S_HS];HS
Type = ChangeState
value = 230
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)=[-28,36]
TriggerAll=!P2BodyDist Y
TriggerAll=P2StateNo!=[820,824]
TriggerAll=P2MoveType=H
TriggerAll=!NumHelper(3010)
TriggerAll=MoveContAct
Trigger1 = StateNo=200
Trigger2 = StateNo=205
Trigger3 = StateNo=210
Trigger4 = StateNo=[221,222]
Trigger5 = StateNo=225
Trigger6 = StateNo=400
Trigger7 = StateNo=420

[State -1,SE_HS];XeBK[GCHS
Type = ChangeState
value = 1250
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)=[-9,98]
TriggerAll=!P2BodyDist Y
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=!NumHelper(3010)
TriggerAll=Power>499
TriggerAll=var(50)>-50
TriggerAll=MoveHit
Trigger1 = StateNo=200
Trigger2 = StateNo=205
Trigger3 = StateNo=210
Trigger4 = StateNo=221
Trigger5 = StateNo=225
Trigger6 = StateNo=230
Trigger7 = StateNo=235
Trigger8 = StateNo=400
Trigger9 = StateNo=410
Trigger10= StateNo=420
Trigger11= StateNo=[430,431]
Trigger12= StateNo=[450,451]

[State -1,C_S];S
Type = ChangeState
value = 420
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)=[-28,90]
TriggerAll=!P2BodyDist Y
TriggerAll=P2StateNo!=[820,824]
TriggerAll=P2MoveType=H
TriggerAll=!NumHelper(3010)
TriggerAll=MoveContAct
Trigger1 = StateNo=200
Trigger2 = StateNo=205
Trigger3 = StateNo=210
Trigger4 = StateNo=221
Trigger5 = StateNo=225
Trigger6 = StateNo=400
Trigger7 = StateNo=410

[State -1,C_D];D
Type = ChangeState
value = 450
TriggerAll=(var(59)>0&&Random<var(59)*100)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-9,55]
TriggerAll=!P2BodyDist Y
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=MoveContAct
Trigger1 = StateNo=200
Trigger2 = StateNo=205
Trigger3 = StateNo=210
Trigger4 = (StateNo=[220,221])
Trigger4 = StateNo=221||MoveGuarded=1
Trigger5 = StateNo=225
Trigger6 = StateNo=400
Trigger7 = StateNo=410
Trigger8 = StateNo=420
Trigger9 = StateNo=[430,431]

[State -1,DE];_[NGWF
Type = ChangeState
value = 3000
TriggerAll=(var(59)>0&&(Random<var(59)*40||var(59)>9))||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=Power>999
TriggerAll=P2BodyDist X*fvar(8)=[-9,70]
TriggerAll=!P2BodyDist Y
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=!NumHelper(3010)
TriggerAll=var(50)<71
TriggerAll=MoveGuarded
Trigger1 = StateNo=200
Trigger2 = StateNo=205
Trigger3 = StateNo=210
Trigger4 = StateNo=[221,222]
Trigger5 = StateNo=225
Trigger6 = StateNo=230
Trigger7 = StateNo=235
Trigger8 = StateNo=400
Trigger9 = StateNo=410
Trigger10= StateNo=420
Trigger11= StateNo=[430,431]
Trigger12= StateNo=[450,451]

[State -1,FRC]
Type = ChangeState
TriggerAll=(var(59)>0&&Random<var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=Power>499
TriggerAll=StateNo=1201||StateNo=1251
TriggerAll=AnimElem=5,=0
;TriggerAll=NumHelper(1298)
Trigger1 = P2MoveType=H
Trigger1 = !NumHelper(3010)
Trigger2 = InGuardDist
value = 960
IgNoreHitPause = 1

[State -1,FRC]
Type = ChangeState
TriggerAll=(var(59)>0&&Random<var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=Power>499
TriggerAll=StateNo=1202||StateNo=1252
TriggerAll=Time=9;[9,12]
Trigger1 = P2MoveType=H
Trigger1 = !NumHelper(3010)
Trigger2 = InGuardDist
value = 960
IgNoreHitPause = 1

[State -1,BS_P];{[P
Type = ChangeState
value = 1000
TriggerAll=(var(59)>0&&Random<var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=MoveHit||StateNo=235&&movecontact
TriggerAll=!NumHelper(1001)||Helper(1001),var(0)
TriggerAll=!NumHelper(1002)||Helper(1002),var(0)
TriggerAll=!NumHelper(1003)||Helper(1003),var(0)
Trigger1 = StateNo=[450,451]
Trigger2 = P2StateType=A
Trigger2 = StateNo=235

[State -1,BS_K];{[K
Type = ChangeState
value = 1001
TriggerAll=(var(59)>0&&Random<var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=MoveHit||StateNo=235&&movecontact
TriggerAll=!NumHelper(1011)||Helper(1011),var(0)
TriggerAll=!NumHelper(1012)||Helper(1012),var(0)
TriggerAll=!NumHelper(1013)||Helper(1013),var(0)
Trigger1= StateNo=[450,451]
Trigger2 = P2StateType=A
Trigger2 = StateNo=235

[State -1,BS_K];{[S
Type = ChangeState
value = 1002
TriggerAll=(var(59)>0&&Random<var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=MoveHit||StateNo=235&&movecontact
TriggerAll=!NumHelper(1021)||Helper(1021),var(0)
TriggerAll=!NumHelper(1022)||Helper(1022),var(0)
TriggerAll=!NumHelper(1023)||Helper(1023),var(0)
Trigger1 = StateNo=[450,451]
Trigger2 = P2StateType=A
Trigger2 = StateNo=235

[State -1,BS_K];{[HS
Type = ChangeState
value = 1003
TriggerAll=(var(59)>0&&Random<var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=MoveHit||StateNo=235&&movecontact
TriggerAll=!NumHelper(1031)||Helper(1031),var(0)
TriggerAll=!NumHelper(1032)||Helper(1032),var(0)
TriggerAll=!NumHelper(1033)||Helper(1033),var(0)
Trigger1 = StateNo=[450,451]
Trigger2 = P2StateType=A
Trigger2 = StateNo=235

[State -1,BHM_S];_uwbh[rbgS
Type = ChangeState
value = 1300
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)=[-9,70]
TriggerAll=!P2BodyDist Y
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=!NumHelper(3010)
TriggerAll=MoveHit
Trigger1 = StateNo=200
Trigger2 = StateNo=205
Trigger3 = StateNo=210
Trigger4 = StateNo=221
Trigger5 = StateNo=225
Trigger6 = StateNo=230
Trigger7 = StateNo=235
Trigger8 = StateNo=400
Trigger9 = StateNo=410
Trigger10= StateNo=420
Trigger11= StateNo=[430,431]
Trigger12= StateNo=[450,451]

[State -1,BHM_HS];_uwbh[rbgHS
Type = ChangeState
value = 1310
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)=[-9,133]
TriggerAll=P2BodyDist Y*fvar(9)>-120
TriggerAll=!P2BodyDist Y||P2BodyDist X*fvar(8)>90
TriggerAll=!NumHelper(3010)
TriggerAll=MoveHit
Trigger1 = StateNo=221
Trigger2 = StateNo=230
Trigger3 = StateNo=235
Trigger4 = StateNo=[430,431]

[State -1,SE_HS];XeBK[GCHS
Type = ChangeState
value = 1250
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)=[-9,98]
TriggerAll=!P2BodyDist Y
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=!NumHelper(3010)
TriggerAll=MoveContAct=1
TriggerAll=Power>499
Trigger1 = StateNo=200
Trigger2 = StateNo=205
Trigger3 = StateNo=210
Trigger4 = StateNo=221
Trigger5 = StateNo=225
Trigger6 = StateNo=230
Trigger7 = StateNo=235
Trigger8 = StateNo=400
Trigger9 = StateNo=410
Trigger10= StateNo=420
Trigger11= StateNo=[430,431]
Trigger12= StateNo=[450,451]

[State -1,KS_S];J[JXChS
Type = ChangeState
value = 2200
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)=[-5,40]
TriggerAll=!P2BodyDist Y
TriggerAll=!NumHelper(3010)
TriggerAll=MoveContAct=1
Trigger1 = StateNo=200
Trigger2 = StateNo=205
Trigger3 = StateNo=210
Trigger4 = StateNo=221
Trigger5 = StateNo=225
Trigger6 = StateNo=230
Trigger7 = StateNo=235
Trigger8 = StateNo=400
Trigger9 = StateNo=410
Trigger10= StateNo=420
Trigger11= StateNo=[430,431]
Trigger12= StateNo=[450,451]

[State -1,BS_P];{[P
Type = ChangeState
value = 1000
TriggerAll=var(59)>0&&Random<var(59)*110||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=!NumHelper(1001)||!Helper(1001),var(0)
TriggerAll=!NumHelper(1002)||!Helper(1002),var(0)
TriggerAll=!NumHelper(1003)||!Helper(1003),var(0)
TriggerAll=!var(8)||Random<var(59)*50
TriggerAll=P2BodyDist X*fvar(8)>90
TriggerAll=MoveContAct
Trigger1 = StateNo=200
Trigger2 = StateNo=205
Trigger3 = StateNo=210
Trigger4 = StateNo=221
Trigger5 = StateNo=225
Trigger6 = StateNo=230
Trigger7 = StateNo=235
Trigger8 = StateNo=400
Trigger9 = StateNo=410
Trigger10= StateNo=420
Trigger11= StateNo=[430,431]
Trigger12= StateNo=[450,451]

[State -1,BS_K];{[K
Type = ChangeState
value = 1001
TriggerAll=var(59)>0&&Random<var(59)*110||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=!NumHelper(1011)||!Helper(1011),var(0)
TriggerAll=!NumHelper(1012)||!Helper(1012),var(0)
TriggerAll=!NumHelper(1013)||!Helper(1013),var(0)
TriggerAll=!var(8)||Random<var(59)*50
TriggerAll=P2BodyDist X*fvar(8)>90
TriggerAll=MoveContAct
Trigger1 = StateNo=200
Trigger2 = StateNo=205
Trigger3 = StateNo=210
Trigger4 = StateNo=221
Trigger5 = StateNo=225
Trigger6 = StateNo=230
Trigger7 = StateNo=235
Trigger8 = StateNo=400
Trigger9 = StateNo=410
Trigger10= StateNo=420
Trigger11= StateNo=[430,431]
Trigger12= StateNo=[450,451]

[State -1,BS_S];{[S
Type = ChangeState
value = 1002
TriggerAll=var(59)>0&&Random<var(59)*110||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=!NumHelper(1021)||!Helper(1021),var(0)
TriggerAll=!NumHelper(1022)||!Helper(1022),var(0)
TriggerAll=!NumHelper(1023)||!Helper(1023),var(0)
TriggerAll=!var(8)||Random<var(59)*50
TriggerAll=P2BodyDist X*fvar(8)>90
TriggerAll=MoveContAct
Trigger1 = StateNo=200
Trigger2 = StateNo=205
Trigger3 = StateNo=210
Trigger4 = StateNo=221
Trigger5 = StateNo=225
Trigger6 = StateNo=230
Trigger7 = StateNo=235
Trigger8 = StateNo=400
Trigger9 = StateNo=410
Trigger10= StateNo=420
Trigger11= StateNo=[430,431]
Trigger12= StateNo=[450,451]

[State -1,BS_HS];{[HS
Type = ChangeState
value = 1003
TriggerAll=var(59)>0&&Random<var(59)*110||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=!NumHelper(1031)||!Helper(1031),var(0)
TriggerAll=!NumHelper(1032)||!Helper(1032),var(0)
TriggerAll=!NumHelper(1033)||!Helper(1033),var(0)
TriggerAll=!var(8)||Random<var(59)*50
TriggerAll=P2BodyDist X*fvar(8)>90
TriggerAll=MoveContAct
Trigger1 = StateNo=200
Trigger2 = StateNo=205
Trigger3 = StateNo=210
Trigger4 = StateNo=221
Trigger5 = StateNo=225
Trigger6 = StateNo=230
Trigger7 = StateNo=235
Trigger8 = StateNo=400
Trigger9 = StateNo=410
Trigger10= StateNo=420
Trigger11= StateNo=[430,431]
Trigger12= StateNo=[450,451]

[State -1,];uԈړ
Type = ChangeState
value = 1100
TriggerAll=(var(59)>0&&Random<var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=InGuardDist
;TriggerAll=var(8)
;TriggerAll=NumHelper(var(8))
TriggerAll=MoveContAct
Trigger1 = StateNo=200
Trigger2 = StateNo=205
Trigger3 = StateNo=210
Trigger4 = StateNo=221
Trigger5 = StateNo=225
Trigger6 = StateNo=230
Trigger7 = StateNo=235
Trigger8 = StateNo=400
Trigger9 = StateNo=410
Trigger10= StateNo=420
Trigger11= StateNo=[430,431]
Trigger12= StateNo=[450,451]

;
;󒆖ډ 
;
[State -3,AirDash];_bV
Type = ChangeState
TriggerAll=var(59)>0&&Random<var(59)*120||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=Ctrl
TriggerAll=(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040
triggerall = pos y <= ifelse(vel y < 0,-40,-10)
Trigger1 = PrevStateNo=38
Value = 110

[State -1,MS_S];}bhXgOS
Type = ChangeState
value = 1400
TriggerAll=var(59)>0||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||((StateNo=110||StateNo=115)&&Time>6)
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=P2StateNo=[120,155]
TriggerAll=P2BodyDist X*fvar(8)=[-20,60]
TriggerAll=P2BodyDist Y*fvar(9)=[-20,99]
TriggerAll=P2StateType!=A
TriggerAll=vel y<0
Trigger1 = Time=1
Trigger1 = Random<var(59)*5
Trigger1 = !NumHelper(3010)
Trigger2 = Time=2
Trigger2 = Random<var(59)*180||fvar(39)

[State -1,MS_HS];}bhXgOHS
Type = ChangeState
value = 1410
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=!InGuardDist
TriggerAll=P2MoveType=H
Trigger1 = P2Dist Y>-40
Trigger1 = P2StateNo=823
Trigger2 = var(23)=10
Trigger2 = var(22)<9

[State -1,A_K];K
Type = ChangeState
value = 610
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=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo!=823
TriggerAll=P2StateType=A||P2StateNo=[120,159]
TriggerAll=var(11)
TriggerAll=var(23)!=10
Trigger1 = P2BodyDist X*fvar(8)=[-20,54+vel x*8]
Trigger1 = P2BodyDist Y*fvar(9)=[-40,99]

[State -1,A-S];S
Type = ChangeState
value = 620
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=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo!=823
TriggerAll=P2StateNo!=[120,155]
TriggerAll=var(23)!=10
Trigger1 = P2BodyDist X*fvar(8)=[-90,38+vel x*8]
Trigger1 = P2BodyDist Y*fvar(9)=[-60-40,95]

[State -1,A-HS];HS
Type = ChangeState
value = 630
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=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo!=823
TriggerAll=P2StateNo!=[120,155]
TriggerAll=var(23)=10
Trigger1 = P2BodyDist X*fvar(8)=[-9,64+vel x*8]
Trigger1 = P2BodyDist Y*fvar(9)=[-40,110]

;
;󒆌q 
;
;hn
[State -1,AirJamp];QiWv
Type = ChangeState
value = 99
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=InGuardDist
TriggerAll=MoveContAct
Trigger1 = StateNo=620

[State -1,A_P];P
Type = ChangeState
value = 600
TriggerAll=(var(59)>0&&Random<var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-20,73+vel x*3]
TriggerAll=P2BodyDist Y*fvar(9)=[-90,90]
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=MoveGuarded=1
Trigger1 = StateNo=610

[State -1,A_P];K
Type = ChangeState
value = 610
TriggerAll=(var(59)>0&&Random<var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-20,54+vel x*3]
TriggerAll=P2BodyDist Y*fvar(9)=[-90,90]
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=MoveGuarded=1
Trigger1 = StateNo=600

[State -1,MS_S];}bhXgOS
Type = ChangeState
value = 1400
TriggerAll=(var(59)>0&&Random<var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-20,70]
TriggerAll=P2BodyDist Y*fvar(9)=[-50,210]
TriggerAll=P2StateType!=A
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=MoveGuarded=1
Trigger1 = StateNo=630

;
;
;

[State -1,A_P];P
Type = ChangeState
value = 600
TriggerAll=(var(59)>0&&Random<var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-20,73+vel x*3]
TriggerAll=P2BodyDist Y*fvar(9)=[-90,30]
TriggerAll=P2StateType=A
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=var(23)!=10
TriggerAll=MoveContAct
Trigger1 = 0;StateNo=600
Trigger2 = 0;StateNo=610
Trigger3 = PrevStateNo!=600
Trigger3 = !var(11)
Trigger3 = StateNo=620

[State -1,A_S];S
Type = ChangeState
value = 620
TriggerAll=(var(59)>0&&Random<var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-20,25+vel x*3]
TriggerAll=P2BodyDist Y*fvar(9)=[-60,80]
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=var(23)!=10
TriggerAll=MoveHit
;TriggerAll=P2StateType=A||Pos Y+(vel y+Const(MoveMent.Yaccel)*13)*14<0
Trigger1 = P2StateType=A
Trigger1 = StateNo=600
Trigger2 = StateNo=610

[State -1,AirJamp];QiWv
Type = ChangeState
value = 99
TriggerAll=(var(59)>0&&Random<var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=!var(12)
TriggerAll=P2StateType=A
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=var(23)!=10
TriggerAll=MoveHit
Trigger1 = P2BodyDist Y*fvar(9)<-5||EnemyNear(floor(fvar(18))),BackEdgeBodyDist>30
Trigger1 = StateNo=620

[State -1,A_HS];HS
Type = ChangeState
value = 630
TriggerAll=(var(59)>0&&Random<var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-50,64]
TriggerAll=P2BodyDist Y*fvar(9)=[-50,100]
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=var(23)!=10
TriggerAll=MoveContAct
Trigger1 = StateNo=600
Trigger2 = StateNo=620
Trigger2 = (PrevStateNo=110&&Movehit>4||moveguarded>3||vel y>0||P2BodyDist X*fvar(8)<0)||PrevStateNo!=110

[State -1,A_D];D
Type = ChangeState
value = 640
TriggerAll=(var(59)>0&&Random<var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-20,50]
TriggerAll=P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*9=[-130,9]
TriggerAll=P2StateType=A
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=var(23)!=10
TriggerAll=MoveHit
Trigger1 = StateNo=600
Trigger2 = StateNo=610
Trigger3 = StateNo=630

[State -1,BS_P];{[P
Type = ChangeState
value = 1005
TriggerAll=(var(59)>0&&Random<var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=!NumHelper(1001)
TriggerAll=!NumHelper(1002)
TriggerAll=!NumHelper(1003)
TriggerAll=var(23)!=10
TriggerAll=MoveHit=1
Trigger1 = StateNo=600
Trigger2 = StateNo=610
Trigger3 = StateNo=620
Trigger4 = 0;StateNo=630
Trigger5 = StateNo=640

[State -1,BS_K];{[K
Type = ChangeState
value = 1006
TriggerAll=(var(59)>0&&Random<var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=!NumHelper(1011)
TriggerAll=!NumHelper(1012)
TriggerAll=!NumHelper(1013)
TriggerAll=var(23)!=10
TriggerAll=MoveHit=1
Trigger1 = StateNo=600
Trigger2 = StateNo=610
Trigger3 = StateNo=620
Trigger4 = 0;StateNo=630
Trigger5 = StateNo=640

[State -1,BS_S];{[S
Type = ChangeState
value = 1007
TriggerAll=(var(59)>0&&Random<var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=!NumHelper(1021)
TriggerAll=!NumHelper(1022)
TriggerAll=!NumHelper(1023)
TriggerAll=var(23)!=10
TriggerAll=MoveHit=1
Trigger1 = StateNo=600
Trigger2 = StateNo=610
Trigger3 = StateNo=620
Trigger4 = 0;StateNo=630
Trigger5 = StateNo=640

[State -1,BS_HS];{[HS
Type = ChangeState
value = 1008
TriggerAll=(var(59)>0&&Random<var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=!NumHelper(1031)
TriggerAll=!NumHelper(1032)
TriggerAll=!NumHelper(1033)
TriggerAll=var(23)!=10
TriggerAll=MoveHit=1
Trigger1 = StateNo=600
Trigger2 = StateNo=610
Trigger3 = StateNo=620
Trigger4 = 0;StateNo=630
Trigger5 = StateNo=640

;
;˂
;
[State -1,S_NS];S
type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-4
TriggerAll=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)*5)*6=[-45,0]
Trigger1 = Random<var(59)*120

[State -1,S_HS];HS
type = ChangeState
value = 230
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-9
TriggerAll=P2BodyDist X*fvar(8)=[-4,80+vel x*6+EnemyNear(floor(fvar(18))),vel x*6]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*9=[-42,0]
Trigger1 = Random<var(59)*120

[State -1,S_LS];S
type = ChangeState
value = 225
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime=[-10,-8]
TriggerAll=P2BodyDist X*fvar(8)=[31,168+vel x*3+EnemyNear(floor(fvar(18))),vel x*3]
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=[-40,0]
Trigger1 = Random<var(59)*120

[State -3,Jump];_bVpެ
Type = ChangeState
Value = 38
TriggerAll=var(59)>7
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-12
Trigger1 = Random<var(59)*120
Trigger1 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*9=[80,200]
Trigger1 = P2StateType!=A

;
;Ԃ
;EnemyNear(floor(fvar(18))),Ctrl EnemyNear(floor(fvar(18))),MoveType=A P2BodyDist X*fvar(8)
;
[State -2];TCNo[Xg
Type = ChangeState
value = 750
TriggerAll=!ishelper
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(38)
TriggerAll=fvar(33)>=1.5
TriggerAll=Power<PowerMax/2
TriggerAll=P2BodyDist X*fvar(8)-vel x*14-EnemyNear(floor(fvar(18))),vel x*14=[-55,55]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*17)*18=[-130,0]
TriggerAll=Alive
TriggerAll=P2MoveType=A||EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*45
Trigger1 = (ctrl||fvar(28))||(StateNo=[100,101])
Trigger2 = (Time<=1&&MoveType=A)
Trigger2 = StateNo=[200,640]
Trigger2 = PrevStateNo!=[200,640]

[State -1];_[NGWF
Type = ChangeState
value = 3000
TriggerAll=!ishelper
TriggerAll=var(59)=[1,9]
TriggerAll=RoundState=2
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*EnemyNear(floor(fvar(18))),vel x*26=[-3,120]
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)*25)*26=[-90,0])
TriggerAll=P2MoveType=A||EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*99
Trigger1 = (ctrl||fvar(28))||(StateNo=[100,101])||StateNo=40||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
Trigger2 = (StateNo=[200,451])
Trigger2 = (StateNo!=240&&MoveContAct)||var(29)

;
;nړ 
;Ctrl Random P2BodyDist X*fvar(8)
;

[State -3,C];Ⴊ(ްސؑւ˂Ă)
Type = ChangeState
value = 11
Ctrl = 0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=fvar(38)=1
TriggerAll=StateNo=0
TriggerAll=Ctrl
Trigger1 = Random<var(59)*20||var(59)>9

[State -3,S];Ⴊ݉(ްސؑւ˂Ă)
Type = ChangeState
value = 0
Ctrl = 1
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=fvar(38)=2
TriggerAll=StateNo=11
Trigger1 = Random<var(59)*20||var(59)>9

[State -3,Walk];
Type = ChangeState
value = 20
Ctrl = 1
TriggerAll=0;RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=Ctrl||(StateNo=[11,13])
TriggerAll=StateNo!=[100,101]
Trigger1 = P2BodyDist X*fvar(8)>50
Trigger2 = P2BodyDist X*fvar(8)<26

[State -3,Jump];_bVpެ
Type = ChangeState
Value = 38
TriggerAll=var(59)>7
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!inguarddist
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])
TriggerAll=Random<var(59)*9
Trigger1 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*9=[80,200]
Trigger1 = P2StateType!=A

[State -3,Jump];ެ
Type = ChangeState
Value = 39
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!inguarddist
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])
TriggerAll=Random<ifelse(var(59)>9,9,10-var(59))*90
Trigger1 = P2BodyDist X*fvar(8)>130+vel x*9+EnemyNear(floor(fvar(18))),vel x*9;(ڕ)
Trigger2 = P2BodyDist X*fvar(8)<40+vel x*9+EnemyNear(floor(fvar(18))),vel x*9;(ڕ)
Trigger2 = P2StateType!=A

[State -3,Dash];_bV
Type = ChangeState
Value = 100
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!inguarddist
TriggerAll=Ctrl||(StateNo=[11,13])
TriggerAll=Random<ifelse(var(59)>9,9,10-var(59))*70
Trigger1 = P2BodyDist X*fvar(8)>90+vel x*9+EnemyNear(floor(fvar(18))),vel x*9;(ڕ)

[State -3,BackStep];ޯï
Type = ChangeState
Value = 105
TriggerAll=var(59)>7
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,13])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=[120,159]
TriggerAll=P2MoveType=A||EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=BackEdgeBodyDist>30
Trigger1 = P2BodyDist X*fvar(8)=[0,140+vel x*9+EnemyNear(floor(fvar(18))),vel x*9];(ڕ)
Trigger1 = Random<var(59)*9

[State -3,FlashMove];uԈړ
Type = ChangeState
Value = 1100
TriggerAll=var(59)>7
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!inguarddist
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])
Trigger1 = var(8)
Trigger1 = NumHelper(var(8))
Trigger1 = Random<var(59)*23
Trigger1 = P2BodyDist X*fvar(8)>90+vel x*10+EnemyNear(floor(fvar(18))),vel x*10
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*21)*22>-60

;
;n㗧ZU 
;Ctrl Random EnemyNear,Movetype = I@InGuardDist  P2BodyDist Y*fvar(9) P2BodyDist X*fvar(8)
;

[State -1,T];
type = ChangeState
value = ifelse(BackEdgeBodyDist<70,805,800)
TriggerAll=!fvar(35)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)||P2StateNo=900
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||StateNo=101||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=StateNo!=100
TriggerAll=P2BodyDist X*fvar(8)=[-3,22]
TriggerAll=P2StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=40
Trigger1 = Random<var(59)*30
Trigger2 = P2StateNo=[120,140]
Trigger2 = Random<var(59)*120
Trigger3 = var(59)>0>10

;I
;
;΋

[State -1,S_FP];+P
type = ChangeState
value = 205
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,11]
TriggerAll=fvar(38)
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-4,100+vel x*6+EnemyNear(floor(fvar(18))),vel x*6]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6=[-80,0]
Trigger1 = Random<var(59)*80

[State -1,S_FHS];HS
type = ChangeState
value = 235
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,11]
TriggerAll=fvar(38)
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2StateType=A
TriggerAll=Random<var(59)*90
Trigger1 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*14=[-5,130]
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)*13)*14=[-100,0]
Trigger2 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*16=[-5,150]
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)*15)*16=[-60,0]
Trigger3 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*18=[-5,140]
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)*17)*18=[-30,0]
;΋I
;
;i

[State -1,S_D];D
type = ChangeState
value = 240
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,11]
TriggerAll=fvar(38)
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-4,75+vel x*10+EnemyNear(floor(fvar(18))),vel x*10]
Trigger1 = !P2BodyDist Y
Trigger1 = P2StateType=C
Trigger1 = Random<var(59)*6

;iI
;
;i

[State -1,C_K];K
type = ChangeState
value = 410
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,11]
TriggerAll=fvar(38)
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-4,63+vel x*3+EnemyNear(floor(fvar(18))),vel x*3]
Trigger1 = !P2BodyDist Y
Trigger1 = P2StateType=S
Trigger1 = Random<var(59)*30

[State -1,C_D];D
type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,11]
TriggerAll=fvar(38)
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-4,66+vel x*3+EnemyNear(floor(fvar(18))),vel x*3]
Trigger1 = !P2BodyDist Y
Trigger1 = P2StateType=S
Trigger1 = Random<var(59)*14

;iI
;
;

[State -1,S_P];P
type = ChangeState
value = 200
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-4,69+vel x*6+EnemyNear(floor(fvar(18))),vel x*6]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*4)*5=[-40,0]
Trigger1 = Random<var(59)*40

[State -1,C_P];P
type = ChangeState
value = 400
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-4,69+vel x*6+EnemyNear(floor(fvar(18))),vel x*6]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*4)*5=[-20,0]
Trigger1 = Random<var(59)*40

[State -1,S_P];K
type = ChangeState
value = 210
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-4,55+9+vel x*6+EnemyNear(floor(fvar(18))),vel x*6]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6=[-40,0]
Trigger1 = Random<var(59)*50

[State -1,C_P];K
type = ChangeState
value = 410
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-4,63+vel x*6+EnemyNear(floor(fvar(18))),vel x*6]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*3)*4>=0
Trigger1 = Random<var(59)*32

[State -1,S_NS];S
type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=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)*5)*6=[-45,0]
Trigger1 = Random<var(59)*30

[State -1,C_P];D
type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-4,66+vel x*2+EnemyNear(floor(fvar(18))),vel x*2]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*2)*3>=0
Trigger1 = Random<var(59)*40

[State -1,S_HS];HS
type = ChangeState
value = 230
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-4,80+vel x*6+EnemyNear(floor(fvar(18))),vel x*6]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*9=[-42,0]
Trigger1 = Random<var(59)*23

[State -1,DC];f[rXJ[u
type = ChangeState
value = 1050+(Random%4)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*EnemyNear(floor(fvar(18))),vel x*18=[-4,78]
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)*17)*18=[-50,0]
Trigger1 = Random<var(59)*30

[State -1,S_PS];+P
type = ChangeState
value = 205
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*EnemyNear(floor(fvar(18))),vel x*6=[-4,100]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6=[-80,0]
Trigger1 = Random<var(59)*9

[State -1,C_HS];HS
type = ChangeState
value = 430
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*EnemyNear(floor(fvar(18))),vel x*9=[-4,104]
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)*8)*9=[-80,0]
Trigger1 = Random<var(59)*20

[State -1,C_HS];S
type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*EnemyNear(floor(fvar(18))),vel x*5=[-4,118]
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=[-20,0]
Trigger1 = Random<var(59)*18

[State -1,S_FHS];+HS
type = ChangeState
value = 235
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=Random<var(59)*7
Trigger1 = P2BodyDist X*fvar(8)-(P2StateType=A)*EnemyNear(floor(fvar(18))),vel x*14=[-5,130]
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)*13)*14=[-100,0]
Trigger2 = P2BodyDist X*fvar(8)-(P2StateType=A)*EnemyNear(floor(fvar(18))),vel x*16=[-5,150]
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)*15)*16=[-60,0]
Trigger3 = P2BodyDist X*fvar(8)-(P2StateType=A)*EnemyNear(floor(fvar(18))),vel x*18=[-5,140]
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)*17)*18=[-30,0]

[State -1,S_LS];S
type = ChangeState
value = 225
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*EnemyNear(floor(fvar(18))),vel x*4=[31,168]
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=[-40,0]
Trigger1 = Random<var(59)*24

[State -1,KS_HS];J[JXCh_HS
type = ChangeState
value = 2250
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=39||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=Random<var(59)*12
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=[-200,0]
Trigger1 = P2BodyDist X*fvar(8)-(P2StateType=A)*EnemyNear(floor(fvar(18))),vel x*12=[40,100]

[State -1,SE_S];XeBK[GC_S
type = ChangeState
value = 1200
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=39||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=Random<var(59)*9
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=[-40,0]
Trigger1 = P2BodyDist X*fvar(8)-(P2StateType=A)*EnemyNear(floor(fvar(18))),vel x*9>90

[State -1,SE_HS];XeBK[GC_HS
type = ChangeState
value = 1250
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=39||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=Random<var(59)*9
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6=[-40,0]
Trigger1 = P2BodyDist X*fvar(8)-(P2StateType=A)*EnemyNear(floor(fvar(18))),vel x*9>90

[State -1,BS];{[
type = ChangeState
value = 1000
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=I
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*EnemyNear(floor(fvar(18))),vel x*22>140
TriggerAll=Random<var(59)*80
Trigger1 = !NumHelper(1001)||Helper(1001),var(0)
Trigger1 = !NumHelper(1002)||Helper(1002),var(0)
Trigger1 = !NumHelper(1003)||Helper(1003),var(0)

[State -1,BS];{[K
type = ChangeState
value = 1001
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=I
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*EnemyNear(floor(fvar(18))),vel x*22>140
TriggerAll=Random<var(59)*80
Trigger1 = !NumHelper(1011)||Helper(1011),var(0)
Trigger1 = !NumHelper(1012)||Helper(1012),var(0)
Trigger1 = !NumHelper(1013)||Helper(1013),var(0)

[State -1,BS];{[S
type = ChangeState
value = 1002
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=I
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*EnemyNear(floor(fvar(18))),vel x*22>140
TriggerAll=Random<var(59)*80
Trigger1 = !NumHelper(1021)||Helper(1021),var(0)
Trigger1 = !NumHelper(1022)||Helper(1022),var(0)
Trigger1 = !NumHelper(1023)||Helper(1023),var(0)

[State -1,BS];{[HS
type = ChangeState
value = 1003
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=I
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*EnemyNear(floor(fvar(18))),vel x*22>140
TriggerAll=Random<var(59)*80
Trigger1 = !NumHelper(1031)||Helper(1031),var(0)
Trigger1 = !NumHelper(1032)||Helper(1032),var(0)
Trigger1 = !NumHelper(1033)||Helper(1033),var(0)

[State -1,KS_S];J[JXCh_S
type = ChangeState
value = 2200
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=39||StateNo=52||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=Random<var(59)*35
Trigger1 = var(59)=[1,11]
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>-9
Trigger1 = P2BodyDist X*fvar(8)-(P2StateType=A)*EnemyNear(floor(fvar(18))),vel x*9=[30,100]
Trigger2 = P2BodyDist X*fvar(8)-(P2StateType=A)*EnemyNear(floor(fvar(18))),vel x*9>100
;
;˂
;

[State -1,A_D];HS
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)
TriggerAll=Random<var(59)*100
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||(StateNo=110&&Time>6)||(StateNo=115&&Time>5)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-9
TriggerAll=P2BodyDist X*fvar(8)=[-5,64]
Trigger1 = P2BodyDist Y*fvar(9)=[-20,110]
Trigger1 = P2StateType=A
Trigger1 = !InGuardDist
Trigger2 = P2StateType!=A
Trigger2 = Pos Y+(vel y+Const(MoveMent.Yaccel)*8)*9>-20

[State -1,A_D];S
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)
TriggerAll=Random<var(59)*100
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||(StateNo=110&&Time>6)||(StateNo=115&&Time>5)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-10
TriggerAll=P2BodyDist X*fvar(8)=[-90,44]
Trigger1 = P2BodyDist Y*fvar(9)=[-20,99]
Trigger1 = P2StateType=A
Trigger1 = !InGuardDist
Trigger2 = P2StateType!=A
Trigger2 = Pos Y+(vel y+Const(MoveMent.Yaccel)*9)*10>-20

[State -1,A_K];K
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)
TriggerAll=Random<var(59)*100
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||(StateNo=110&&Time>6)||(StateNo=115&&Time>5)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-8
TriggerAll=P2BodyDist X*fvar(8)=[-9,54]
Trigger1 = P2BodyDist Y*fvar(9)=[-20,110]
Trigger1 = P2StateType=A
Trigger1 = !InGuardDist
Trigger2 = P2StateType!=A
Trigger2 = Pos Y+(vel y+Const(MoveMent.Yaccel)*7)*8>-20

;
;󒆈ړ 
;Ctrl Random P2BodyDist X*fvar(8)
;

[State -3,AirDash];󒆃_bV
Type = ChangeState
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=!var(11)
TriggerAll=Ctrl
TriggerAll=(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040
triggerall = pos y <= ifelse(vel y < 0,-40,-10)
Trigger1 = P2BodyDist X*fvar(8)>150+vel x*9+EnemyNear(floor(fvar(18))),vel x*9
Trigger1 = Random<var(59)*6
Value = 110

[State -3,AirBackDash];obN_bV
Type = ChangeState
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=!var(11)
TriggerAll=BackEdgeBodyDist>30
TriggerAll=Ctrl
TriggerAll=(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040
triggerall = pos y <= ifelse(vel y < 0,-40,-10)
Trigger1 = P2BodyDist X*fvar(8)+vel x*9+EnemyNear(floor(fvar(18))),vel x*9=[0,180]
Trigger1 = Random<var(59)*9
Value = 115

[State -3,AirJump];Wv
Type = ChangeState
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!var(11)
TriggerAll=Ctrl
TriggerAll=P2BodyDist Y*fvar(9)=[-180,110]
TriggerAll=P2Dist X>0
TriggerAll=P2StateNo=[120,155]
Trigger1 = vel Y>0
Trigger1 = Random<var(59)*17
Value = 99

;
;󒆗ZU 
;
[State -1,AirT];󒆓
Type = ChangeState
value = 850
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))
TriggerAll=P2BodyDist X*fvar(8)=[-9,54]
TriggerAll=P2BodyDist Y*fvar(9)=[-49,19]
TriggerAll=P2StateType=A
TriggerAll=P2MoveType!=H
Trigger1 = Random<var(59)*70
Trigger2 = (P2StateNo=[120,159])||(P2StateNo=[5200,5210])||(StateNo=[5200,5210])
Trigger2 = Random<var(59)*140
;
;
;_bVp

[State -1,A_K];K
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)
TriggerAll=StateType=A
TriggerAll=(StateNo=110&&Time>6)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[0,54+vel x*8]
Trigger1 = P2BodyDist Y*fvar(9)=[-20,110]
Trigger1 = Random<var(59)*120

[State -1,A_D];S
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)
TriggerAll=StateType=A
TriggerAll=(StateNo=110&&Time>6)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-90,44+vel x*6]
Trigger1 = P2BodyDist Y*fvar(9)=[-20,99]
Trigger1 = Random<var(59)*120

[State -1,A_D];HS
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)
TriggerAll=StateType=A
TriggerAll=(StateNo=110&&Time>6)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-5,64+80+vel x*9]
Trigger1 = P2BodyDist Y*fvar(9)=[-20,110]
Trigger1 = Random<var(59)*120

;_bVI
;
;

[State -1,A_D];D
Type = ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||(StateNo=110&&Time>6)||(StateNo=115&&Time>5)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-20,50+50]
Trigger1 = P2BodyDist Y*fvar(9)=[-140,9]
Trigger1 = Random<var(59)*40
Trigger1 = P2StateType=A

[State -1,A_K];K
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||(StateNo=110&&Time>6)||(StateNo=115&&Time>5)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)=[0,54+50+vel x*8]
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*8=[-20,110]
Trigger1 = Random<var(59)*35
Trigger1 = P2StateType=A||var(59)<8
Trigger1 = !InGuardDist
Trigger2 = P2StateType!=A
Trigger2 = Random<var(59)*100
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*8>-20

[State -1,A_D];HS
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||(StateNo=110&&Time>6)||(StateNo=115&&Time>5)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,64+80+vel x*9]
Trigger1 = P2BodyDist Y*fvar(9)=[-20,110]
Trigger1 = Random<var(59)*46
Trigger1 = P2StateType=A||var(59)<8
Trigger1 = !InGuardDist
Trigger2 = P2StateType!=A
Trigger2 = Random<var(59)*100
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*9>-20

[State -1,A_D];S
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||(StateNo=110&&Time>6)||(StateNo=115&&Time>5)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)=[-90,44+vel x*10]
Trigger1 = P2BodyDist Y*fvar(9)=[-20,99]
Trigger1 = Random<var(59)*40
Trigger1 = P2StateType=A||var(59)<8
Trigger1 = !InGuardDist
Trigger2 = P2StateType!=A
Trigger2 = Random<var(59)*100
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*9)*10>-20

[State -1,A_P];P
Type = ChangeState
value = 600
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||(StateNo=110&&Time>6)||(StateNo=115&&Time>5)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)=[-9,73+vel x*6]
Trigger1 = P2BodyDist Y*fvar(9)=[-60,80]
Trigger1 = Random<var(59)*35
Trigger1 = P2StateType=A||var(59)<8
Trigger1 = !InGuardDist
Trigger2 = P2StateType!=A
Trigger2 = Random<var(59)*100
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*5)*6>-20

[State -1,BS];{[P
type = ChangeState
value = 1005
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||(StateNo=115&&Time>5)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=I
TriggerAll=!InGuardDist
TriggerAll=!NumHelper(1001)||Helper(1001),var(0)
TriggerAll=!NumHelper(1002)||Helper(1002),var(0)
TriggerAll=!NumHelper(1003)||Helper(1003),var(0)
Trigger1 = P2BodyDist X*fvar(8)>160+EnemyNear(floor(fvar(18))),vel x*12
Trigger1 = Random<var(59)*80
Trigger1 = Pos Y>-170

[State -1,BS];{[K
type = ChangeState
value = 1006
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||(StateNo=115&&Time>5)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=I
TriggerAll=!InGuardDist
TriggerAll=!NumHelper(1011)||Helper(1011),var(0)
TriggerAll=!NumHelper(1012)||Helper(1012),var(0)
TriggerAll=!NumHelper(1013)||Helper(1013),var(0)
Trigger1 = P2BodyDist X*fvar(8)>160+EnemyNear(floor(fvar(18))),vel x*12
Trigger1 = Random<var(59)*34
Trigger1 = Pos Y>-170

[State -1,BS];{[S
type = ChangeState
value = 1007
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||(StateNo=115&&Time>5)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=I
TriggerAll=!InGuardDist
TriggerAll=!NumHelper(1021)||Helper(1021),var(0)
TriggerAll=!NumHelper(1022)||Helper(1022),var(0)
TriggerAll=!NumHelper(1023)||Helper(1023),var(0)
Trigger1 = P2BodyDist X*fvar(8)>160+EnemyNear(floor(fvar(18))),vel x*12
Trigger1 = Random<var(59)*34
Trigger1 = Pos Y>-170

[State -1,BS];{[HS
type = ChangeState
value = 1007
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||(StateNo=115&&Time>5)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=I
TriggerAll=!InGuardDist
TriggerAll=!NumHelper(1031)||Helper(1031),var(0)
TriggerAll=!NumHelper(1032)||Helper(1032),var(0)
TriggerAll=!NumHelper(1033)||Helper(1033),var(0)
Trigger1 = P2BodyDist X*fvar(8)>160+EnemyNear(floor(fvar(18))),vel x*12
Trigger1 = Random<var(59)*34
Trigger1 = Pos Y>-170
