[Remap]
x = x      ;w{^͔̓ۂɉ{^Ɋ蓖ĂB
y = y      ;x{^                  V
z = z      ;y{^                  V
a = a      ;`{^                  V
b = b      ;a{^                  V
c = c      ;b{^                  V
s = s      ;X^[g{^            V

[Defaults]
command.time = 15  ;W̃R}h͎tԁB
                   ;eR}hŏȗĂꍇɗLB
                   ;̃p[^ꍇAftHg͂Pt[ɂȂB
                   ;i  M.U.G.E.Nł̂Pt[    P^UOb  j

command.buffer.time = 1  ;W̃R}h͋LԁB
                         ;͂ɃR}hLA
                         ;w𗣂ĂR}hĂԂ
                         ;Őݒ肵Ԃ̕ێB
                         ;P`ROt[܂ł̊ԂŐݒ\B
                         ;ftHg͂Pt[B

;============================================================================== R
; R}h`p[gi̓L[ݒ肷j
;==============================================================================
;------------------------------------------------------------------------------
; L[ƃ{^̑gݍ킹ŊiQ[ɂ
;w̓R}hx𒼐ڐݒEҏWp[gB
;
; R}hɖOtē̓L[gݍ킹PȍƂɂȂ邯ǁA
; gݍ킹Ɠô͓ՓxB
;
; LŁǔ܂vƁugݍ킹ɕKvȃAt@xbgƋLv
; SĐ܂傤B
;------------------------------------------------------------------------------
;̌܂聡
;
; [Command]         F̓R}hP`B
; name = "***"      FR}h߂B啶ƏʂB
; command = ###     Fۂɓ͂L[gݍ킹Bڍׂ͌qB
; time = &&&        F͎tԂݒiIvVjB
; buffer.time = @@@ F͋LԂݒiIvVjB
;
; l^łĂʂAo^\Ȑ͍őwPQWx܂ŁB
;
;
;wK{R}hxƏĂR}h́AVXeŏĂ܂B
;  R}hςAĂ͂܂BL[̕ύX͏o܂B
;------------------------------------------------------------------------------
;KvȃAt@xbgƋL
;
; Ĺucommand = ###v́w###xɊY镔ŁA
; gݍ킹L[ƃ{^ݒ肵Ȃ΂ȂȂB
;
; ݒ肵L[{^M.U.G.E.ÑIvV[hɂ
;  uL[RtBOvɂĐݒ肵L[ȂǂɑΉĂ܂B
;
; L[iSĕK啶Łj
;
;   B   FuvɃL[i Backward j
;   D   FuvɃL[i Downward j
;   F   FuOvɃL[i Forward j
;   U   FuvɃL[i Upward j
;
;   DB  Fu΂߉vɃL[iuDvƁuBvɓ͂ꂽFj
;   UB  Fu΂ߏvɃL[iuUvƁuBvɓ͂ꂽFj
;   DF  FuO΂߉vɃL[iuDvƁuFvɓ͂ꂽFj
;   UF  FuO΂ߏvɃL[iuUvƁuFvɓ͂ꂽFj
;
; {^iSĕKŁj
;
;   a   Fu`{^v
;   b   Fua{^v
;   c   Fub{^v
;   x   Fuw{^v
;   y   Fux{^v
;   z   Fuy{^v
;   s   FuX^[g{^v
;
; Li͌ʂω閽߁j
;
;   /   FiXbVjL[{^uςȂvɂĂ鎖Fꍇɒǉ
;
;     ijF  /b       = a{^܂܂ɂ
;               /F       = OL[܂܂ɂ
;               /U,z     = L[܂܂y{^͂
;
;    
;
;   ~   Fi`_jL[{^uꂽvFꍇɒǉ
;
;     ijF  ~x       = w{^𗣂
;               ~DF      =uO΂߉ṽL[𗣂
;               ~DB,F,c  =u΂߉v𗣂ɑOL[Eb{^̏Ԃɓ͂
;
;             u{^𗣂܂ł̎ԁiߎԁjvݒ肷鎖o
;
;               ~30x     = w{^܂܂ɂāAROt[ȏo痣
;               ~50B,F,a = L[TOt[܂ŗ߂đOL[E`{^̏Ԃɓ͂
;
;    
;
;   $   FihjL[́u̓ǂꂩ͂Ă鎖vFꍇɒǉ
;
;     ijF  $B       =uvu΂߉vu΂ߏv̂ǂꂩ͂Ă
;               $UF      =uOvuvuO΂ߏv̂ǂꂩ͂Ă
;
;             ̋ĹuL[vłg܂B
;
;    
;
;   +   FivXj{^uvĂ鎖Fꍇɒǉ
;
;     ijF  x+y      = w{^Ƃx{^𓯎
;               a+b+c    = `{^Ƃa{^Ƃb{^𓯎
;
;             ̋Ĺu{^vłg܂B
;
;    
;
;   >   FiO[^[UjȂiWinłŒǉꂽLj
;                         ũL[͂ĂȂmFāÃL[vꍇ
;
;     ijF  a,>~a    = `{^ȊO͂ĂȂԂł`{^𗣂
;               F,>~F,>F = OL[ȊO͂ĂȂԂőOL[𗣂A
;                          xOL[͂
;
;-------------------------------------------------------------------------------
; ̋L͑Sđgݍ킹Ďgo遜
;
;     ijF  ~80$DB,DF,F,/a+y+c
;
;             uvuvu΂߉v̂ǂꂩWOt[܂ŗ߂
;             uO΂߉vuOv͂A`ƂxƂb𓯎܂܂ɂ

;-| AIpR}h |--------------------------------------------------------
[Command]
name = "AI0"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI1"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b
time = 0
[Command]
name = "AI2"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI3"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI4"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI5"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI6"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI7"
command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
time = 0
[Command]
name = "AI8"
command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D
time = 0
[Command]
name = "AI9"
command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
time = 0
[Command]
name = "AI10"
command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U
time = 0
[Command]
name = "AI11"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI12"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI13"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI14"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI15"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI16"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI17"
command = a,B,c,x,y,z,s,B,D,F,U,a,b,c,x,y,z,s,s
time = 0
[Command]
name = "AI18"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI19"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b
time = 0
[Command]
name = "AI20"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI21"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI22"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI23"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI24"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI25"
command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
time = 0
[Command]
name = "AI26"
command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D
time = 0
[Command]
name = "AI27"
command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
time = 0
[Command]
name = "AI28"
command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U
time = 0
[Command]
name = "AI29"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI30"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI31"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI32"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI33"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI34"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI35"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI36"
command = z,z,z,z,z,z,a,a,a,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI37"
command = z,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,z,z,z
time = 0
[Command]
name = "AI38"
command = z,z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z
time = 0
[Command]
name = "AI39"
command = z,z,z,z,z,a,a,a,z,z,z,z,z,z,a,a,z,z,z
time = 0
[Command]
name = "AI40"
command = z,z,z,z,a,a,a,z,z,z,z,a,z,z,a,a,z,z,z
time = 0
[Command]
name = "AI41"
command = z,z,z,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z,z
time = 0
[Command]
name = "AI42"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI43"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,a,a,z
time = 0
[Command]
name = "AI44"
command = z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,a,a,a,z
time = 0
[Command]
name = "AI45"
command = z,z,z,z,z,z,a,a,z,z,z,z,z,a,a,a,a,z,z
time = 0
[Command]
name = "AI46"
command = z,z,z,z,z,z,z,z,a,a,a,a,a,a,z,z,z,z,z
time = 0
[Command]
name = "AI47"
command = z,z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI48"
command = z,z,z,z,z,a,a,a,z,z,z,a,a,a,z,z,a,z,a
time = 0
[Command]
name = "AI49"
command = z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z,z
time = 0
[Command]
name = "AI50"
command = z,z,z,a,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z
time = 0

;
;------------------------------------------------------------------------------
;-| KEZ |-----------------------------------------------------------------

;OȂ΁AႤR}hłXe[g̋Zo\B
[Command]
name = "NekoMIX"
command = ~$D,DF,F,$D,B, x
Time = 25

[Command]
name = "NekoMIX"
command = ~$D,DF,F,$D,B, y
Time = 25

[Command]
name = "NekoMIX"
command = ~$D,DF,F,$D,B, z
Time = 25


[Command]
name = "Bagima"
command = ~D,DB,B,F, x
Time = 25

[Command]
name = "Bagima"
command = ~D,DB,B,F, y
Time = 25

[Command]
name = "Bagima"
command = ~D,DB,B,F, z
Time = 25


[Command]
name = "Usagi"
command = ~$D,F,$D,F, x
Time = 40

[Command]
name = "Usagi"
command = ~$D,F,$D,F, y
Time = 40

[Command]
name = "Usagi"
command = ~$D,F,$D,F, z
Time = 40

;------------------------------------------------------------------------------
;-| KEZ |-------------------------------------------------------------------
[Command]
name = "Tossinx"
command = ~F, B, F, x
Time = 30

[Command]
name = "Tossiny"
command =~F, B, F, y
Time = 30

[Command]
name = "Tossinz"
command = ~F, B, F, z
Time = 30

[Command]
name = "CJx"
command = ~$F, D, $F, x

[Command]
name = "CJy"
command = ~$F, D, $F, y

[Command]
name = "CJz"
command = ~$F, D, $F, z

[Command]
name = "BThx"
command = ~D, DF, F, x

[Command]
name = "BThy"
command = ~D, DF, F, y

[Command]
name = "BThz"
command = ~D, DF, F, z

[Command]
name = "Bagix"
command = ~$D,DB,$B, x

[Command]
name = "Bagiy"
command = ~$D,DB,$B, y

[Command]
name = "Bagiz"
command = ~$D,DB,$B, z

;------------------------------------------------------------------------------
;-| XgCJ[ |-------------------------------------------------------------
[Command]
name = "Henry"
command = /U, b
time = 3

[Command]
name = "Henry"
command = b, /U
time = 3

[Command]
name = "Deborah"
command = /F, b
time = 3

[Command]
name = "Deborah"
command = b, /F
time = 3

[Command]
name = "Flora"
command = /B, b
time = 3

[Command]
name = "Flora"
command = b, /B
time = 3

[Command]
name = "Bianca"
command = /D, b
time = 3

[Command]
name = "Bianca"
command = b, /D
time = 3

[Command]
name = "Bella1"
command = /DB, b
time = 3

[Command]
name = "Bella1"
command = b, /DB
time = 3

[Command]
name = "Bella2"
command = /DF, b
time = 3

[Command]
name = "Bella2"
command = b, /DF
time = 3

[Command]
name = "Papas"
command = ~$D,DF,$F, b+c
time = 15


[Command]
name = "Henry2"
command = /U, c
time = 3

[Command]
name = "Henry2"
command = c, /U
time = 3

[Command]
name = "Deborah2"
command = /F, c
time = 3

[Command]
name = "Deborah2"
command = c, /F
time = 3

[Command]
name = "Flora2"
command = /B, c
time = 3

[Command]
name = "Flora2"
command = c, /B
time = 3

[Command]
name = "Bianca2"
command = /D, c
time = 3

[Command]
name = "Bianca2"
command = c, /D
time = 3

;------------------------------------------------------------------------------
;-| L[QA |---------------------------------------------------------

[Command]
name = "FF"       ;K{R}h
command = F, F
time = 10

[Command]
name = "BB"       ;K{R}h
command = B, B
time = 10

;------------------------------------------------------------------------------
;-|  |-----------------------------------------------------------------

[Command]
name = "recovery" ;K{R}h
command = x+y
time = 1

;------------------------------------------------------------------------------
;-| Wv |-----------------------------------------------------------------
[Command]
name = "long_jump"
command = $D,$U
time = 10

;------------------------------------------------------------------------------
;-| L[{{^ |---------------------------------------------------------


;------------------------------------------------------------------------------
;-| {^P |---------------------------------------------------------------

[Command]
name = "a"
command = a
time = 1

[Command]
name = "b"
command = b
time = 1

[Command]
name = "c"
command = c
time = 1

[Command]
name = "x"
command = x
time = 1

[Command]
name = "y"
command = y
time = 1

[Command]
name = "z"
command = z
time = 1

[Command]
name = "start"
command = s
time = 1


[Command]
name = "a2"
command = a
time = 1

[Command]
name = "b2"
command = b
time = 1

[Command]
name = "c2"
command = c
time = 1

[Command]
name = "x2"
command = x
time = 1

[Command]
name = "y2"
command = y
time = 1

[Command]
name = "z2"
command = z
time = 1

[Command]
name = "start2"
command = s
time = 1

;------------------------------------------------------------------------------
;-| L[ |-----------------------------------------------------------------

[Command]
name = "holdfwd"   ;K{R}h
command = /$F
time = 1

[Command]
name = "holdback"  ;K{R}h
command = /$B
time = 1

[Command]
name = "holdup"    ;K{R}h
command = /$U
time = 1

[Command]
name = "holddown"  ;K{R}h
command = /$D
time = 1



[Command]
name = "holdfwd2";Required (do not remove)
command = /$F
time = 1

[Command]
name = "holdback2";Required (do not remove)
command = /$B
time = 1

[Command]
name = "holdup2" ;Required (do not remove)
command = /$U
time = 1

[Command]
name = "holddown2";Required (do not remove)
command = /$D
time = 1

[command]
name="fwd"
command=F
time=1
[command]
name="back"
command=B
time=1
[command]
name="up"
command=U
time=1
[command]
name="down"
command=D
time=1

;----------------------------------------------------------------------------
;AI helper
;----------------------------------------------------------------------------

[Statedef 10000]
ctrl=0

[State 10000,ԈႢŖ{̂痧ֈڍs]
type=selfstate
trigger1=!ishelper
value=0

[State 10000]
type=varset
trigger1=!var(1) || !(root,alive) || roundstate!=2 || root,var(59)
var(0)=1

[State 10000,׸ON]
type=parentvarset
triggerall=!var(0)
trigger1=(root,command="up")||(root,command="down")||(root,command="back")||(root,command="fwd")||(root,command="a")||(root,command="b")||(root,command="c")||(root,command="x")||(root,command="y")
trigger2=(root,command="z")||(root,command="start")||(root,command="recovery")||(root,command="BB")||(root,command="FF")
var(59)=-2

[State 10000]
type=parentvarset
triggerall= !var(0)&&(root,var(59)=-2)
Trigger1=(command="up"&&root,command="up")||(command="down"&&root,command="down")||(command="back"&&root,command="back")||(command="fwd"&&root,command="fwd")||(command="a"&&root,command="a")
Trigger2=(command="b"&&root,command="b")||(command="c"&&root,command="c")||(command="x"&&root,command="x")||(command="y"&&root,command="y")||(command="z"&&root,command="z")||(command="start"&&root,command="start")
var(59) = -1

[State 10000]
type=varset
triggerall= var(0)
trigger1= var(0)=1 && var(0):=0
trigger2= root,command="fwd" || root,command="back" || root,command="up" || root,command="down" || root,command="a" || root,command="b" || root,command="c" || root,command="x" || root,command="y" || root,command="z" || root,command="start"
var(0)=1

[State 10000,]
type=destroyself
triggerall= var(1):=1
trigger1= root,var(59) || !(root,alive) || roundstate!=2

[Statedef -1] ;̍s͐΂ɏȂłˁBK{ڂłB

[State -1, AINpwp[]
type=helper
trigger1=!NumHelper(10000+ID)&&!IsHelper&&roundstate=2&&alive&&!var(59)
helpertype=normal
name="AI"
stateno=10000
ID=10000+ID
pos=9999,9999
keyctrl=1
pausemovetime=2147483647
supermovetime=2147483647
persistent = 0

[State -1, ]vȂƂȂ悤]
type=changestate
trigger1= ishelper(10000+ID)
trigger1= stateno!=10000
value=10000

[State -1, AIflagset]
type = VarSet
triggerall = RoundState = 2 && !IsHelper && var(59) = [-2,0]
trigger1 = var(59)=-2
Trigger2 = (Command = "a" ^^ Command = "a2") || (Command = "b" ^^ Command = "b2") || (Command = "c" ^^ Command = "c2") || (Command = "x" ^^ Command = "x2") || (Command = "y" ^^ Command = "y2") || (Command = "z" ^^ Command = "z2")
trigger3 = (Command = "start" ^^ Command = "start2") || (Command = "holdfwd" ^^ Command = "holdfwd2") || (Command = "holdback" ^^ Command = "holdback2") || (Command = "holdup" ^^ Command = "holdup2") || (Command = "holddown" ^^ Command = "holddown2")
Trigger4 = Command="AI1"||Command="AI2"||Command="AI3"||Command="AI4"||Command="AI5"||Command="AI6"||Command="AI7"||Command="AI8"||Command="AI9"||Command="AI10"||Command="AI11"||Command="AI12"||Command="AI13"||Command="AI14"
Trigger5 = Command="AI15"||Command="AI16"||Command="AI17"||Command="AI18"||Command="AI19"||Command="AI20"||Command="AI21"||Command="AI22"||Command="AI23"||Command="AI24"||Command="AI25"||Command="AI26"||Command="AI27"||Command="AI28"
Trigger6 = Command="AI29"||Command="AI30"||Command="AI31"||Command="AI32"||Command="AI33"||Command="AI34"||Command="AI35"||Command="AI36"||Command="AI37"||Command="AI38"||Command="AI39"||Command="AI40"||Command="AI41"||Command="AI42"
Trigger7 = Command="AI43"||Command="AI44"||Command="AI45"||Command="AI46"||Command="AI47"||Command="AI48"||Command="AI49"||Command="AI50"
;Trigger8 = 1
ignorehitpause = 1

var(59) = 10	;0,1-2,3-5,6-7,8-10,11  AIxݒ  11ȏ͒

;_[W\L̈ʒu
;------------------------------------------------------------------------

[State -1, xW]
type = varset
trigger1 = var(12) = 0

var(12) =	22	;[0

[State -1, yW]
type = varset
trigger1 = var(13) = 0

var(13) =	82	;[0

;------------------------------------------------------------------------


;߂
;------------------------------------------------------------------------

[State -1,ƂĂp]
Type = null;ChangeState
value = 0
ctrl = 0
trigger1 = (RoundState = 2) && (var(59) > 0) && (StateType != A) && ctrl && !NumHelper(4100)

[State -1,ƂĂp]
Type = null;lifeset
value = 500
trigger1 = life> 500

[State -1, ]
type = null;changestate
value = 102
trigger1 = (RoundState = 2) && (var(59) > 0) && StateType != A && StateNo = 0 && P2BodyDist X > 200

;---------------------------------------------------------------------------
; AI_halper
;---------------------------------------------------------------------------

[State -1, ]
type = Helper
trigger1 = !NumHelper(92) && (var(59) > 7)
ID = 92
name = "AIhelper1"
pos = 100,9999
postype = p1
stateno = 92
persistent = 0
keyctrl = 0
ownpal = 1
Ignorehitpause = 1

[State -1, ]
type = Helper
trigger1 = !NumHelper(93) && (var(59) > 7)
ID = 93
facing = -1
name = "AIhelper2"
pos = -100,9999
postype = p1
stateno = 93
persistent = 0
keyctrl = 0
ownpal = 1
Ignorehitpause = 1


;x
;------------------------------------------------------------------------
[State -1, a]
type = VarSet
triggerall = !IsHelper
triggerall = GameTime % 60 = 0
trigger1 = (var(20)/100) > 0
var(20) = var(20) - (var(20)/100)*100

[State -1, b]
type = VarSet
triggerall = !IsHelper
triggerall = GameTime % 60 = 0
triggerall = (var(20)/100) = 0
trigger1 = var(59) = [6,10]
var(20) = var(20) + ((90 - (var(59)-6)*15) - (random%(61 - (var(59)-6)*9)))*100

[State -1, c]
type = VarSet
triggerall = !IsHelper
triggerall = GameTime % 60 = 0
triggerall = var(59) = [6,10]
trigger1 = var(59) = 6
trigger1 = random%100 = [0,1]
trigger2 = var(59) = [7,10]
trigger2 = random%100 = [0,((var(59)-6)*5 - 1)]
trigger3 = var(59) >= 11
var(20) = var(20) - (var(20)/100)*100

[State -1, d]
type = VarSet
triggerall = !IsHelper
trigger1 = P2MoveType = A && ((var(20)%100) < 99)
var(20) = var(20) + 1

[State -1, e]
type = VarSet
triggerall = !IsHelper
trigger1 = P2MoveType != A && ((var(20)%100) > 0)
var(20) = var(20) - var(20)%100

;ϐ
;------------------------------------------------------------------------
[State -1, Ƌ]
type = varset
var(0) = var(0) + 10000
triggerall = (RoundState = 2) && (var(59) > 0) && (var(0)/10000%10 = 0) && (StateType != A) && ((var(22)%100 = 3) || (var(22)%100 = 7) || (var(22)%100 = 11) || (var(22)%100 = 15))
trigger1 = StateNo = 52 && (P2StateNo = [5000,5200])

[State -1,sϐZbg]
type = VarSet
triggerall = !IsHelper
triggerall = var(23) > 0
trigger1 = MoveType = H ||  P2StateType = L || StateType = A
trigger2 = (var(23)%100 = 1) && (StateNo = 210 || PrevStateNo = 25)
trigger3 = (var(23)%100 = 3) && (StateNo = 200 || PrevStateNo = 102)
trigger4 = (var(23)%100 = 6) && (StateNo = 250 || PrevStateNo = 102)
trigger5 = (var(23)%100 = 7) && (StateNo = 410 || PrevStateNo = 25)
trigger6 = (var(23)%100 = 8) && (StateNo = 220 || PrevStateNo = 25)
var(23) = var(23) - (var(23)%100)

[State -1,Wv]
type = VarSet
triggerall = !IsHelper
triggerall = var(21)/100%10 = 0
trigger1 = (StateNo = [60,64]) && (AnimTime = 0)
var(21) = var(21) + 100

[State -1,Wv2]
type = VarSet
triggerall = !IsHelper
triggerall = var(21)/100%10 = 0
trigger1 = (StateNo = [65,69]) && (AnimTime = 0)
var(21) = var(21) + 200

[State -1,`ʒuf]
type = VarSet
triggerall = !IsHelper
triggerall = (var(24)%10 = 0) && (var(0)%10 = 2)
trigger1 = StateNo = 5120 && P2BodyDist X < 130
trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),MoveContact = 1
trigger2 = P2MoveType = A && MoveType = H
trigger3 = P2MoveType = A && P2BodyDist X < 50
var(24) = var(24) + 1

[State -1,`ʒuf2]
type = VarSet
triggerall = !IsHelper
triggerall = var(24)%10 = 1
trigger1 = var(0)%10 = 1
trigger2 = P2MoveType = H && ((P2StateNo = [5000,5200]) || (P2StateNo = [150,155]))
trigger2 = P2BodyDist X > 160
var(24) = var(24) - 1

;Wvf
;------------------------------------------------------------------------
[State -1,WvϐZbg];
type = varset
var(22) = var(22) - (var(22)%100)
triggerall = (RoundState = 2) && (var(22)%100 = [1,99])
trigger1 = (StateType !=  A && MoveType = A) || (MoveType = H && (StateNo != [120,145]))
trigger2 = StateNo = 52 && Time > 1
trigger3 = (var(22)%100 = [18,99])

[State -1, OWv3_3];󋭂Ƌ AI>7
type = VarSet
triggerall = (var(59) > 7) && !IsHelper && (var(22)%100 = 0) && !IsHelper
triggerall = (RoundState = 2) && (StateType != A) && (StateType != A) && (ctrl || (stateno = [25,26]) || StateNo = 0) && random < (var(59)**3)
Triggerall = (var(20)%100) >= (var(20)/100)
triggerall = EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -29
trigger1 = (P2movetype = A) && (P2statetype = C) && (P2bodydist X = [45,100])
trigger2 = (P2movetype = A) && (P2statetype = S) && (P2bodydist X = [45,100]) && (random%10 = [0,2])
var(22) = var(22) + 3

[State -1, OWv2_2];󋭂痧 AI>7
type = VarSet
triggerall = (var(59) > 7) && !IsHelper && (var(22)%100 = 0) && !IsHelper
triggerall = (RoundState = 2) && (StateType != A) && (StateType != A) && (ctrl || (stateno = [25,26]) || StateNo = 0) && random < (var(59)**3)
Triggerall = (var(20)%100) >= (var(20)/100)
triggerall = EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -23
trigger1 = (P2movetype = A) && (P2statetype = C) && (P2bodydist X = [45,100])
trigger2 = (P2movetype = A) && (P2statetype = S) && (P2bodydist X = [45,100]) && (random%10 = [0,2])
var(22) = var(22) + 2

[State -1, OWv17_5];
type = VarSet
triggerall = (var(59) > 7) && !IsHelper && (var(22)%100 = 0) && !IsHelper
triggerall = (RoundState = 2) && (StateType != A) && (StateType != A) && (ctrl || (stateno = [25,26]) || StateNo = 0) && random < (var(59)**3)
Triggerall = (var(20)%100) >= (var(20)/100)
triggerall = EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -11
trigger1 = (P2movetype = A) && (P2statetype = C) && (P2bodydist X = [25,90])
trigger2 = (P2movetype = A) && (P2statetype = S) && (P2bodydist X = [25,90]) && (random%10 = [0,2])
var(22) = var(22) + 17



[State -1, OWv1_1];󋭂痧 AI>7
type = VarSet
triggerall = (var(59) > 7) && !IsHelper && (var(22)%100 = 0) && !IsHelper
triggerall = (RoundState = 2) && (StateType != A) && (StateType != A) && (ctrl || (stateno = [25,26]) || StateNo = 0) && random < (var(59)**3)
Triggerall = (var(20)%100) >= (var(20)/100)
triggerall = EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -17
trigger1 = (P2movetype = A) && (P2statetype = C) && (P2bodydist X = [25,60])
trigger2 = (P2movetype = A) && (P2statetype = S) && (P2bodydist X = [25,60]) && (random%10 = [0,2])
var(22) = var(22) + 1


[State -1, OWv4_4];U AI 5,6
type = VarSet
triggerall = (var(59) = [6,7]) && !IsHelper && (var(22)%100 = 0) && !IsHelper
triggerall = (RoundState = 2) && (StateType != A) && (StateType != A) && (ctrl || (stateno = [25,26]) || StateNo = 0) && random < (var(59)**3)
Triggerall = (var(20)%100) >= (var(20)/100)
trigger1 = (P2movetype = A) && (P2statetype != A) && (P2bodydist X = [45,110])
var(22) = var(22) + 4

[State -1, OWv7_3];󋭂Ƌ
type = VarSet
triggerall = (var(59) > 7) && !IsHelper && (var(22)%100 = 0) && !IsHelper
triggerall = (RoundState = 2) && (StateType != A) && (StateType != A) && (ctrl || (stateno = [25,26]) || StateNo = 0) && random < (var(59)**3)
Triggerall = (var(20)%100) >= (var(20)/100)
triggerall = EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -30
trigger1 = (P2movetype = A) && (P2statetype = C) && (P2bodydist X = [60,148])
trigger2 = (P2movetype = A) && (P2statetype = S) && (P2bodydist X = [80,148]) && (random%10 = [0,2])
var(22) = var(22) + 7

[State -1, OWv6_2];󋭂痧
type = VarSet
triggerall = (var(59) > 7) && !IsHelper && (var(22)%100 = 0) && !IsHelper
triggerall = (RoundState = 2) && (StateType != A) && (StateType != A) && (ctrl || (stateno = [25,26]) || StateNo = 0) && random < (var(59)**3)
Triggerall = (var(20)%100) >= (var(20)/100)
triggerall = EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -23
trigger1 = (P2movetype = A) && (P2statetype = C) && (P2bodydist X = [60,148])
trigger2 = (P2movetype = A) && (P2statetype = S) && (P2bodydist X = [60,148]) && (random%10 = [0,2])
var(22) = var(22) + 6

[State -1, OWv5_1];󋭂痧
type = VarSet
triggerall = (var(59) > 7) && !IsHelper && (var(22)%100 = 0) && !IsHelper
triggerall = (RoundState = 2) && (StateType != A) && (StateType != A) && (ctrl || (stateno = [25,26]) || StateNo = 0) && random < (var(59)**3)
Triggerall = (var(20)%100) >= (var(20)/100)
triggerall = EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -16
trigger1 = (P2movetype = A) && (P2statetype = C) && (P2bodydist X = [60,138])
trigger2 = (P2movetype = A) && (P2statetype = S) && (P2bodydist X = [60,138]) && (random%10 = [0,2])
var(22) = var(22) + 5

[State -1, OWv8_4];U AI 5,6
type = VarSet
triggerall = (var(59) = [6,7]) && !IsHelper && (var(22)%100 = 0) && !IsHelper
triggerall = (RoundState = 2) && (StateType != A) && (StateType != A) && (ctrl || (stateno = [25,26]) || StateNo = 0) && random < (var(59)**3)
Triggerall = (var(20)%100) >= (var(20)/100)
trigger1 = (P2movetype = A) && (P2statetype != A) && (P2bodydist X = [120,168])
var(22) = var(22) + 8

[State -1, OWv11_m[}3];󋭂Ƌ
type = VarSet
triggerall = (var(59) > 7) && !IsHelper && (var(22)%100 = 0) && !IsHelper
triggerall = (RoundState = 2) && (StateType != A) && (StateType != A) && (ctrl || (stateno = [25,26]) || StateNo = 0) && random < (var(59)**3)
Triggerall = (var(20)%100) >= (var(20)/100)
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -31
trigger1 = (P2movetype = A) && (P2statetype = S) && (P2bodydist X = [60,140])
var(22) = var(22) + 11

[State -1, OWv10_m[}2];󋭂痧
type = VarSet
triggerall = (var(59) > 7) && !IsHelper && (var(22)%100 = 0) && !IsHelper
triggerall = (RoundState = 2) && (StateType != A) && (StateType != A) && (ctrl || (stateno = [25,26]) || StateNo = 0) && random < (var(59)**3)
Triggerall = (var(20)%100) >= (var(20)/100)
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -24
trigger1 = (P2movetype = A) && (P2statetype = S) && (P2bodydist X = [60,140])
var(22) = var(22) + 10

[State -1, OWv9_m[}1];󋭂痧
type = VarSet
triggerall = (var(59) > 7) && !IsHelper && (var(22)%100 = 0) && !IsHelper
triggerall = (RoundState = 2) && (StateType != A) && (StateType != A) && (ctrl || (stateno = [25,26]) || StateNo = 0) && random < (var(59)**3)
Triggerall = (var(20)%100) >= (var(20)/100)
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -15
trigger1 = (P2movetype = A) && (P2statetype = S) && (P2bodydist X = [60,140])
var(22) = var(22) + 9

[State -1, OWv12_m[}4];U AI 5,6
type = VarSet
triggerall = (var(59) = [6,7]) && !IsHelper && (var(22)%100 = 0) && !IsHelper
triggerall = (RoundState = 2) && (StateType != A) && (StateType != A) && (ctrl || (stateno = [25,26]) || StateNo = 0) && random < (var(59)**3)
Triggerall = (var(20)%100) >= (var(20)/100)
trigger1 = (P2movetype = A) && (P2statetype != A) && (P2bodydist X = [60,140])
var(22) = var(22) + 12

[State -1, OWv15_3];󋭂痧
type = VarSet
triggerall = (var(59) > 7) && !IsHelper && (var(22)%100 = 0) && !IsHelper
triggerall = (RoundState = 2) && (StateType != A) && (StateType != A) && (ctrl || (stateno = [25,26]) || StateNo = 0) && random < (var(59)**3)
Triggerall = (var(20)%100) >= (var(20)/100)
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -31
trigger1 = (P2movetype = A) && (P2statetype = S) && (P2bodydist X = [140,210])
var(22) = var(22) + 15

[State -1, OWv14_2];󋭂痧
type = VarSet
triggerall = (var(59) > 7) && !IsHelper && (var(22)%100 = 0) && !IsHelper
triggerall = (RoundState = 2) && (StateType != A) && (StateType != A) && (ctrl || (stateno = [25,26]) || StateNo = 0) && random < (var(59)**3)
Triggerall = (var(20)%100) >= (var(20)/100)
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -24
trigger1 = (P2movetype = A) && (P2statetype = S) && (P2bodydist X = [140,210])
var(22) = var(22) + 14

[State -1, OWv13_1];󋭂痧
type = VarSet
triggerall = (var(59) > 7) && !IsHelper && (var(22)%100 = 0) && !IsHelper
triggerall = (RoundState = 2) && (StateType != A) && (StateType != A) && (ctrl || (stateno = [25,26]) || StateNo = 0) && random < (var(59)**3)
Triggerall = (var(20)%100) >= (var(20)/100)
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -15
trigger1 = (P2movetype = A) && (P2statetype = S) && (P2bodydist X = [140,210])
var(22) = var(22) + 13

[State -1, OWv16_4];U AI 5,6
type = VarSet
triggerall = (var(59) = [6,7]) && !IsHelper && (var(22)%100 = 0) && !IsHelper
triggerall = (RoundState = 2) && (StateType != A) && (StateType != A) && (ctrl || (stateno = [25,26]) || StateNo = 0) && random < (var(59)**3)
Triggerall = (var(20)%100) >= (var(20)/100)
trigger1 = (P2movetype = A) && (P2statetype != A) && (P2bodydist X = [140,210])
var(22) = var(22) + 16

;s
;------------------------------------------------------------------------
[State -1, Ƌ]
type = ChangeState
value = 230
trigger1 = StateType != A && (var(59) > 0) && StateNo = 52 && (ctrl || Time > 0) && (var(0)/10000%10 = 1)

[State -1, Wv];
type = ChangeState
value = 62
triggerall = (RoundState = 2) && (var(59) > 0) && (StateType != A) && (ctrl || (stateno = [25,26]) || StateNo = 0)
trigger1 = (var(22)%100 = [1,4])


[State -1, Wv];
type = ChangeState
value = 64
triggerall = (RoundState = 2) && (var(59) > 0) && (StateType != A) && (ctrl || (stateno = [25,26]) || StateNo = 0)
trigger1 = (var(22)%100 = [5,8])
trigger2 = var(22)%100 = 17

[State -1, NWv];
type = ChangeState
value = 67
triggerall = (RoundState = 2) && (var(59) > 0) && (StateType != A) && (ctrl || (stateno = [25,26]) || StateNo = 0)
trigger1 = (var(22)%100 = [9,12])

[State -1, Wv];
type = ChangeState
value = 69
triggerall = (RoundState = 2) && (var(59) > 0) && (StateType != A) && (ctrl || (stateno = [25,26]) || StateNo = 0)
trigger1 = (var(22)%100 = [13,16])


[State -1, Wv];
type = ChangeState
value = 620
triggerall = (RoundState = 2) && (var(59) > 0) && (StateType = A) && ctrl
TriggerAll = P2BodyDist X = [-10,((82+(EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X + Vel X)*11))]
trigger1 = (var(21)%100 >= 1) && ((var(22)%100 = 1) || (var(22)%100 = 5))
trigger2 = (var(21)%100 >= 7) && ((var(22)%100 = 2) || (var(22)%100 = 6))
trigger3 = (var(21)%100 >= 13) && ((var(22)%100 = 3) || (var(22)%100 = 7))
trigger4 = (var(21)%100 >= 10) && ((var(22)%100 = 9) || (var(22)%100 = 13))
trigger5 = (var(21)%100 >= 19) && ((var(22)%100 = 10) || (var(22)%100 = 14))
trigger6 = (var(21)%100 >= 26) && ((var(22)%100 = 11) || (var(22)%100 = 15))

[State -1, Wv];
type = ChangeState
value = 600
triggerall = (RoundState = 2) && (var(59) > 0) && (StateType = A) && ctrl
trigger1 = (var(22)%100 = 17)


[State -1,ƂĂp]
Type = ChangeState
value = 1
trigger1 = (RoundState = 2) && (var(59) > 0) && (StateType != A) && ctrl && NumHelper(4100)
trigger1 = (Helper(4100),var(3) = 0)

;؂ԂAK[h
;-----------------------------------------------------------------

[State -1, Ƌ]
type = ChangeState
value = 230
triggerall = (RoundState = 2) && (var(59)>5) && (random < (var(59)**3)) && (statetype != A)
triggerall = (P2StateType != L) && (P2MoveType != H) && (P2BodyDist Y = [-30,10]) && ctrl
Triggerall = P2BodyDist X = [-30,87]
trigger1 = random%10 = 1
trigger1 = (P2movetype != A) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time < 2) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -17) && (P2StateNo < 1000)
trigger2 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),movecontact) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -17)
trigger3 = (TeamMode = simul) && (Enemy,TeamMode = simul)
trigger3 = (Facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),Facing != 0) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel X = [-1,1])

[State -1, ]
type = ChangeState
value = 210
triggerall = (RoundState = 2) && (var(59)>5) && (random < (var(59)**3)) && (statetype != A) && !NumHelper(4100)
triggerall = (P2StateType != L) && (P2StateType != A) && ctrl && P2StateNo != 4150
Triggerall = P2BodyDist X = [-30,88]
trigger1 = random%10 = 1
trigger1 = (P2movetype != A) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time < 4) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -10)
trigger2 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),hitdefattr = SCA,AA,AT) && !(EnemyNear(EnemyNear,Life=0 && P2Life!=0),movecontact) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -10)
trigger2 = ((stateno = 131) && (time > 10)) && (random%10 = [0,1])
trigger3 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),movecontact) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -10)
trigger4 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),hitdefattr = SCA,AA,AT) && !(EnemyNear(EnemyNear,Life=0 && P2Life!=0),movecontact) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -10)
trigger4 = ((stateno = 130) && (time > 10)) && (random%10 = [0,2]) && (P2BodyDist X = [70,88])

[State -1, ]
type = ChangeState
value = 200
triggerall = (RoundState = 2) && (var(59)>5) && (random < (var(59)**3)) && (statetype != A) && !NumHelper(4100)
triggerall = (P2StateType != L) && (P2StateType != A) && ctrl && P2StateNo != 4150
Triggerall = P2BodyDist X = [-30,43]
trigger1 = random%10 = 1
trigger1 = (P2movetype != A) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time < 4) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -6)
trigger2 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),hitdefattr = SCA,AA,AT) && !(EnemyNear(EnemyNear,Life=0 && P2Life!=0),movecontact) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -6)
trigger2 = ((stateno = 131) && (time > 10)) && (random%10 = [0,1])
trigger3 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),movecontact) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -6)

[State -1, Ⴊݎ]
type = ChangeState
value = 400
triggerall = (RoundState = 2) && (var(59)>5) && (random < (var(59)**3)) && (statetype != A) && !NumHelper(4100)
triggerall = (P2StateType != L) && (P2StateType != A) && ctrl && P2StateNo != 4150
Triggerall = P2BodyDist X = [-30,49]
trigger1 = random%10 = 1
trigger1 = (P2movetype != A) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time < 4) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -7)
trigger2 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),hitdefattr = SCA,AA,AT) && !(EnemyNear(EnemyNear,Life=0 && P2Life!=0),movecontact) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -6)
trigger2 = ((stateno = 131) && (time > 10))
trigger3 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),movecontact) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -7)


[State -1, ]
type = ChangeState
value = 800
triggerall = (RoundState = 2) && (var(59)>0) && (StateType != A) && (random <= (var(59)**3)) && (var(0)%10 = 1) && NumHelper(290) && (var(58)%10 = 1) && !NumHelper(4100)
triggerall = (Helper(290),StateNo = [2000,2030])
triggerall = Ctrl || (stateno = [25,26])
triggerall = (p2statetype = S) || (p2statetype = C)
triggerall = p2bodydist X = [-20,15]
triggerall = !(P2StateNo = 0 && EnemyNear(EnemyNear,Life=0 && P2Life!=0),time <= 10 && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),prevstateno = 5120))
triggerall = EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing + facing = 0
triggerall = prevstateno != [800,901]
trigger1 = P2MoveType = A && (random%10 = [0,4])
trigger2 = P2MoveType = I && ((random%10 = [0,2]) || P2StateNo = 52 || P2StateNo = 0 || P2StateNo = 11)
trigger3 = P2MoveType = H && (P2StateNo = [120,131])
trigger4 = facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 0
Trigger4 = (StateNo = 0) && (Time = [0,5]) && (PrevStateNo = 140)
trigger5 = P2MoveType = A && (Facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing != 0)

[State -1, oM}]
type = ChangeState
value = 3100
triggerall = (RoundState = 2) && (var(59)>5) && (StateType != A) && (random <= (var(59)**3)) && (Power >= 1000)
triggerall = Ctrl || (stateno = [25,26])
triggerall = facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 0
Trigger1 = (var(20)%100) >= (var(20)/100)
trigger1 = P2MoveType = A && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -19)
trigger1 = (P2BodyDist X = [(-20+(EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X*19)),(55+(EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X*19))]) && (P2BodyDist Y = [-60,10])
trigger2 = P2StateType = A
trigger2 = (P2BodyDist X = [(-20+(EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X*19)),(55+(EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X*19))])
trigger2 = (P2BodyDist Y = [-90,-20]) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel Y > -3)

[State -1, `Wvx];荞
type = ChangeState
value = 1100
triggerall = (RoundState = 2) && (var(59)>5) && (StateType != A) && (random <= (var(59)**3)) && (var(0)%10 = 1) && NumHelper(290)
triggerall = (Helper(290),StateNo = [2000,2030]) && P2MoveType = A && (random%10 = [0,2])
triggerall = Ctrl || (stateno = [25,26])
TriggerAll = (P2BodyDist Y > -50)
Triggerall = (var(20)%100) >= (var(20)/100)
trigger1 = Helper(290),facing + facing != 0
trigger1 = (P2BodyDist X = [-40,30]) && (floor(Helper(290),rootdist X) > 0)
trigger2 = Helper(290),facing + facing != 0
trigger2 = (P2BodyDist X = [10,50]) && (floor(Helper(290),rootdist X) <= 0)
trigger3 = Helper(290),facing + facing = 0
trigger3 = (P2BodyDist X = [-40,30])

[State -1, `Wvy];荞
type = ChangeState
value = 1110
triggerall = (RoundState = 2) && (var(59)>5) && (StateType != A) && (random <= (var(59)**3)) && (var(0)%10 = 1) && NumHelper(290)
triggerall = (Helper(290),StateNo = [2000,2030]) && P2MoveType = A && (random%10 = [0,2])
triggerall = Ctrl || (stateno = [25,26])
TriggerAll = P2BodyDist Y > -50
Triggerall = (var(20)%100) >= (var(20)/100)
trigger1 = Helper(290),facing + facing != 0
trigger1 = (P2BodyDist X = [30,80]) && (floor(Helper(290),rootdist X) > 0)
trigger2 = Helper(290),facing + facing != 0
trigger2 = (P2BodyDist X = [0,60]) && (floor(Helper(290),rootdist X) <= 0)
trigger3 = Helper(290),facing + facing = 0
trigger3 = (P2BodyDist X = [-60,-20])


[State -1, `Wvx]
type = ChangeState
value = 1100
triggerall = (RoundState = 2) && (var(59)>5) && (StateType != A) && (random <= (var(59)**3)) && (var(0)%10 = 1) && NumHelper(290)
triggerall = (Helper(290),StateNo = [2000,2030]) && P2MoveType != H && P2StateType = A
triggerall = Ctrl || (stateno = [25,26])
TriggerAll = (P2BodyDist Y = [-50,-10]) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel Y >= 0)
trigger1 = Helper(290),facing + facing != 0
trigger1 = (P2BodyDist X = [-40,30]) && (floor(Helper(290),rootdist X) > 0)
trigger2 = Helper(290),facing + facing != 0
trigger2 = (P2BodyDist X = [10,50]) && (floor(Helper(290),rootdist X) <= 0)
trigger3 = Helper(290),facing + facing = 0
trigger3 = (P2BodyDist X = [-40,30])

[State -1, `Wvy]
type = ChangeState
value = 1110
triggerall = (RoundState = 2) && (var(59)>5) && (StateType != A) && (random <= (var(59)**3)) && (var(0)%10 = 1) && NumHelper(290)
triggerall = (Helper(290),StateNo = [2000,2030]) && P2MoveType != H && P2StateType = A && (random%10 = [0,2])
triggerall = Ctrl || (stateno = [25,26])
TriggerAll = (P2BodyDist Y = [-40,10]) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel Y >= 0)
trigger1 = Helper(290),facing + facing != 0
trigger1 = (P2BodyDist X = [30,80]) && (floor(Helper(290),rootdist X) > 0)
trigger2 = Helper(290),facing + facing != 0
trigger2 = (P2BodyDist X = [0,60]) && (floor(Helper(290),rootdist X) <= 0)
trigger3 = Helper(290),facing + facing = 0
trigger3 = (P2BodyDist X = [-60,-20])

[State -1, `Wvz]
type = ChangeState
value = 1120
triggerall = (RoundState = 2) && (var(59)>5) && (StateType != A) && (random <= (var(59)**3)) && (var(0)%10 = 1) && NumHelper(290)
triggerall = (Helper(290),StateNo = [2000,2030]) && P2MoveType != H && P2StateType = A && (random%10 = [0,2])
triggerall = Ctrl || (stateno = [25,26])
TriggerAll = (P2BodyDist Y = [-110,-50]) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel Y >= -2)
trigger1 = Helper(290),facing + facing != 0
trigger1 = (P2BodyDist X = [-40,30]) && (floor(Helper(290),rootdist X) > 0)
trigger2 = Helper(290),facing + facing != 0
trigger2 = (P2BodyDist X = [10,50]) && (floor(Helper(290),rootdist X) <= 0)
trigger3 = Helper(290),facing + facing = 0
trigger3 = (P2BodyDist X = [-40,30])


[State -1, K[h];  K[hA^bOȊO
Type = ChangeState
Value = 120
TriggerAll = (var(59) > 2) && (RoundState = 2) && (StateNo != [120,155])
TriggerAll = Ctrl
triggerall = random <= (var(59)**3)
triggerall = (!(TeamMode = simul)) || (!(Enemy,TeamMode = simul))
trigger1 = inguarddist
Trigger2 = p2bodydist X = [-50,30]
Trigger2 = P2MoveType = A
trigger3 = NumHelper(92) && NumHelper(93)
Trigger3 = (Helper(92),inguarddist) || (Helper(93),inguarddist)

[State -1, K[hA^bO];  K[h
Type = ChangeState
Value = 120
TriggerAll = (var(59) > 2) && (RoundState = 2) && (StateNo != [120,155])
TriggerAll = Ctrl
triggerall = random <= (var(59)**3)
triggerall = (TeamMode = simul) && (Enemy,TeamMode = simul)
triggerall = (Facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),Facing = 0) || ((Pos X < Enemy(0),pos X) && (Pos X > Enemy(1),pos X)) || ((Pos X > Enemy(0),pos X) && (Pos X < Enemy(1),pos X))
trigger1 = NumHelper(92) && NumHelper(93)
trigger1 = inguarddist || (Helper(93),inguarddist)
Trigger2 = inguarddist
Trigger3 = p2bodydist X = [-50,30]
Trigger3 = P2MoveType = A

[State -1, K[h2];  K[hA炢
Type = ChangeState
Value = 120
TriggerAll = (var(59) > 5) && (RoundState = 2) && (random <= (var(59)**3)) && ctrl
triggerall = ((stateno = 0) && (time = [0,10]))
Trigger1 = P2MoveType = A && (p2bodydist X = [-50,30])
Trigger2 = NumHelper(92) && NumHelper(93)
Trigger2 = inguarddist || (Helper(92),inguarddist) || (Helper(93),inguarddist)
Trigger3 = inguarddist

[state -1, NU߃K[h]
Type = ChangeState
Value = 120
ctrl = 1
TriggerAll = RoundState = 2 && (var(59) > 5) && (random <= (var(59)**3)) && (StateNo != [120,155])
TriggerAll = ((stateno = 0) && (time = [0,20]) && ctrl) || ((StateNo = 5120) && (animtime = 0))
Trigger1 = P2MoveType = A && (p2bodydist X = [-50,30])
Trigger2 = NumHelper(92) && NumHelper(93)
Trigger2 = inguarddist || (Helper(92),inguarddist) || (Helper(93),inguarddist)
Trigger3 = inguarddist


;`ʒuύX
;----------------------------------------------------------------------
[State -1, `ړ ߂牓]
type = Varset
triggerall = (var(59) > 5) && (RoundState = 2) && !IsHelper && ctrl
triggerall = NumHelper(290)
triggerall = (Helper(290),StateNo = [2000,2030]) || (Helper(290),StateNo = [2100,2130])
triggerall = (var(0)%10 = 1)
trigger1 = P2MoveType = H && (P2StateType = A || P2StateType = L) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel X < 0)
trigger2 = P2StateType = L && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel X <= 0)
trigger3 = (P2StateNo = [130,155]) && (P2BodyDist X > 80)
var(0) = var(0) + Ifelse((var(0)%10=1),1,-1)

[State -1, `ړ ]
type = Varset
triggerall = (var(59) > 5) && (RoundState = 2) && !IsHelper && ctrl
triggerall = NumHelper(290)
triggerall = (Helper(290),StateNo = [2000,2030]) || (Helper(290),StateNo = [2100,2130])
triggerall = (var(0)%10 = 2)
trigger1 = P2StateType = A && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel X > 5) && P2BodyDist Y < -70
trigger2 = P2MoveType = A && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel X > 4)
trigger3 = P2MoveType = A && P2Bodydist X < 60
trigger4 = var(24)%10 = 1
var(0) = var(0) + Ifelse((var(0)%10=1),1,-1)

[State -1, `ړ  ]
type = Varset
triggerall = (RoundState = 3) && !IsHelper && Life = 0
triggerall = NumHelper(290)
triggerall = (Helper(290),StateNo = [2000,2030]) || (Helper(290),StateNo = [2100,2130])
trigger1 = (var(0)%10 = 2)
var(0) = var(0) + Ifelse((var(0)%10=1),1,-1)

;XgCJ[
;-----------------------------------------------------------------
[State -1, T`Ăяo];
type = ChangeState
value = 4060
triggerall = (var(59) > 2) && (RoundState = 2) && (statetype != A) && (P2statetype != A) && (random <= (var(59)**3)) && (ctrl || (StateNo = [25,26])) && !NumHelper(4610)
trigger1 = P2MoveType != A && P2BodyDist X > 80 && (random%10 = [0,2])
trigger2 = P2MoveType = H && P2BodyDist X > 90
trigger3 = P2StateType = A && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X < 0)

[State -1, w[Ăяo];
type = ChangeState
value = 4000
triggerall = (var(59) > 2) && (RoundState = 2) && (statetype != A) && (P2statetype != A) && (P2statetype != L) && (random <= (var(59)**3)) && (ctrl || (StateNo = [25,26])) && !Numhelper(4100) && (var(50)/1000%10 = 0)
triggerall = (var(50)%100 < 60)
trigger1 = (var(59) > 7) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime = -22) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel X = [-1,1])
trigger1 = (P2BodyDist X = [90,115]) || (P2BodyDist X = [190,215])
trigger2 = (var(59) > 7) && NumHelper(1050)
trigger2 = Helper(1050),MoveHit = 1 && (P2StateNo = [5000,5200])
trigger2 = (P2BodyDist X = [130,155]) || (P2BodyDist X = [230,255]) || (P2BodyDist X = [0,137])
trigger3 = (var(59) > 7) && NumHelper(1050)
trigger3 = Helper(1050),MoveHit = 1
trigger3 = (P2BodyDist X = [0,255]) && (random%10 = [0,4])
trigger4 = (var(59) > 5) && (random%10 = [0,1]) && (P2StateNo != [120,155]) && (var(50)%100 < 10)
trigger4 = (P2BodyDist X = [100,255]) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel X = [-1,1])
trigger5 = (var(59) = [2,5])
trigger5 = random%10 = [0,4]

[State -1, f{Ăяo];
type = ChangeState
value = 4010
triggerall = (var(59) > 2) && (RoundState = 2) && (statetype != A) && (random <= (var(59)**3)) && (ctrl || (StateNo = [25,26])) && !Numhelper(4200) && (var(51)/1000%10 = 0)
triggerall = (var(51)%100 < 70)
triggerall = ((EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = -1) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),pos X < 20)) || ((EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 1) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),pos X >= -20))
trigger1 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel X >= 0) && (Backedgebodydist < 120) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),frontedgebodydist < 150)
trigger1 = ((P2BodyDist X = [-10,100]) || P2StateType = A || P2MoveType = A) && (random%10 = [0,4])
trigger2 = (ProjHitTime(4504) = [1,3]) && (P2StateNo = [5000,5200])

[State -1, t[Ăяo];
type = ChangeState
value = 4020
triggerall = (var(59) > 2) && (RoundState = 2) && (statetype != A) && (random <= (var(59)**3)) && (ctrl || (StateNo = [25,26])) && !Numhelper(4300) && (var(52)/1000%10 = 0)
triggerall = (var(52)%100 < 15)
trigger1 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel X >= 0) && (Backedgebodydist < 80) && (random%10 = [0,1])
trigger2 = ((P2BodyDist X = [50,240]) || P2StateType = A || P2MoveType = A) && (random%10 = [0,2])
trigger3 = Numhelper(4500) && Backedgebodydist < 120 && EnemyNear(EnemyNear,Life=0 && P2Life!=0),BackEdgeBodydist > 80

[State -1, rAJĂяo];
type = ChangeState
value = 4030
triggerall = (var(59) > 2) && (RoundState = 2) && (statetype != A) && !inguarddist && (P2statetype != A) && (random <= (var(59)**3)) && (ctrl || (StateNo = [25,26])) && !Numhelper(4400) && (var(53)/1000%10 = 0)
triggerall = (var(53)%100 < 70)
trigger1 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel X <= 0) && (P2BodyDist Y > -20) && (random%20 = [0,1])
trigger1 = P2BodyDist X = [100,400]
trigger2 = P2StateNo = 5100

[State -1, xĂяo];
type = ChangeState
value = 4040
triggerall = (var(59) > 2) && (RoundState = 2) && (statetype != A) && !inguarddist && (random <= (var(59)**3)) && (ctrl || (StateNo = [25,26])) && !Numhelper(4500) && (var(54)/1000%10 = 0)
triggerall = (var(54)%100 < 50) && (random%20 = [0,1])
trigger1 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel X <= 0) && (Backedgebodydist < 80)
trigger1 = P2StateType != A

[State -1, ppXĂяo];
type = ChangeState
value = 4050
triggerall = (var(59) > 2) && (RoundState = 2) && (statetype != A) && (P2statetype != L) && (random <= (var(59)**3)) && (ctrl || (StateNo = [25,26])) && !NumHelper(4600) && (var(55)/1000%10 = 0)
triggerall = Power >= 3000 && ((Life*1000)/const(data.life) <= 500)
trigger1 = (var(55)%100 < 20)
trigger1 = (P2BodyDist X < 220) && (Backedgebodydist < 80)
trigger1 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel Y >= 0) && P2BodyDist Y > -60

;NU,ǌ
;----------------------------------------------------------------------
[State -1, oM];
type = ChangeState
value = 1220
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (random <= (var(59)**3)) && !NumprojID(1200) && !numexplod(6012)
trigger1 = Numhelper(4200)
trigger1 = (Helper(4200),Movehit) && (ctrl || StateNo = 25 || StateNo = 102)

[State -1, oMy];
type = ChangeState
value = 1210
triggerall = (var(59) > 5) && (RoundState = 2) && (statetype != A) && (random <= (var(59)**3)) && (ctrl || (StateNo = [25,26])) && !NumprojID(1200) && !numexplod(6012)
triggerall = random%10 = [0,2]
triggerall = P2StateNo = 5120
Triggerall = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime = -12) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime = -15)
trigger1 = (P2Bodydist X = [90,110]) && (var(0)%10 = 2)
trigger2 = (P2Bodydist X = [90,140]) && (var(0)%10 = 1)

[State -1, oMz];
type = ChangeState
value = 1220
triggerall = (var(59) > 5) && (RoundState = 2) && (statetype != A) && (random <= (var(59)**3)) && (ctrl || (StateNo = [25,26])) && !NumprojID(1200) && !numexplod(6012)
triggerall = random%10 = [0,2]
triggerall = P2StateNo = 5120
Triggerall = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime = -12) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime = -15)
trigger1 = (P2Bodydist X = [180,220])


[State -1, u[x];
type = ChangeState
value = 1000
triggerall = (var(59) > 5) && (RoundState = 2) && (statetype != A) && (random <= (var(59)**3)) && (ctrl || (StateNo = [25,26])) && !NumHelper(1000) && !NumHelper(1050)
triggerall = random%10 = [0,2]
triggerall = P2Bodydist X = [80,140]
triggerall = NumHelper(290)
triggerall = (Helper(290),StateNo != [2200,2280]) && (Helper(290),StateNo != [2050,2051])
trigger1 = P2StateNo = 5120
Trigger1 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime = -12) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime = -15)

[State -1, u[y];
type = ChangeState
value = 1010
triggerall = (var(59) > 5) && (RoundState = 2) && (statetype != A) && (random <= (var(59)**3)) && (ctrl || (StateNo = [25,26])) && !NumHelper(1000) && !NumHelper(1050)
triggerall = random%10 = [0,2]
triggerall = P2StateNo = 5120
triggerall = (Helper(290),StateNo != [2200,2280]) && (Helper(290),StateNo != [2050,2051])
trigger1 = P2Bodydist X = [140,210]
Trigger1 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime = -12) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime = -15)
trigger2 = (var(0)%10 = 2)
trigger2 = P2Bodydist X = [80,210]
Trigger2 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime = -12) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime = -15)
trigger2 =  Helper(290),StateNo = [2100,2120]

[State -1, u[z];
type = ChangeState
value = 1020
triggerall = (var(59) > 5) && (RoundState = 2) && (statetype != A) && (random <= (var(59)**3)) && (ctrl || (StateNo = [25,26])) && !NumHelper(1000) && !NumHelper(1050)
triggerall = random%10 = [0,2]
triggerall = (Helper(290),StateNo != [2200,2280]) && (Helper(290),StateNo != [2050,2051])
trigger1 = P2Bodydist X = [220,300]
trigger1 = P2StateNo = 5120
Trigger1 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime = -12) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime = -15)
trigger2 = (var(0)%10 = 2)
trigger2 = P2StateNo = 5120
trigger2 = P2Bodydist X > 180
Trigger2 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime = -12) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime <= -15)
trigger2 =  Helper(290),StateNo = [2100,2120]
trigger3 = (var(0)%10 = 2)
trigger3 = P2Bodydist X > 120
Trigger3 = StateNo = 5110
trigger3 =  Helper(290),StateNo = [2100,2120]

[State -1, obNXebv];
type = ChangeState
value = 105
triggerall = (var(59) > 5) && (RoundState = 2) && (statetype != A) && (random <= (var(59)**3)) && (ctrl || (StateNo = [25,26]))
triggerall = P2StateNo = 5120
Triggerall = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime = -10)
trigger1 = (P2Bodydist X = [-40,30]) && backedgebodydist > 30

[State -1, Wv];
type = ChangeState
value = 69
triggerall = (var(59) > 5) && (RoundState = 2) && (statetype != A) && (random <= (var(59)**3)) && (ctrl || (StateNo = [25,26]))
triggerall = P2StateNo = 5120
Triggerall = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime = -10)
trigger1 = (P2Bodydist X = [-40,30]) && backedgebodydist <= 30

[State -1, ]
type = ChangeState
value = 200
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && P2MoveType = H && (ctrl || StateNo = 25) && P2StateType != L && P2StateNo != 4150
triggerall = random <= (var(59)**3)
trigger1 = P2bodydist X = [-30,45]
trigger1 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [-1,7]) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),BackEdgeBodyDist <= -30)
trigger1 = P2BodyDist Y = [-50,30]

[State -1, ]
type = ChangeState
value = 220
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && P2MoveType = H && (ctrl || StateNo = 25) && P2StateType != L && P2StateNo != 4150
triggerall = random <= (var(59)**3)
trigger1 = P2bodydist X = [-50,80]
trigger1 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [-1,7]) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),BackEdgeBodyDist <= -30)
trigger1 = P2BodyDist Y = [-70,30]

;ډ
;----------------------------------------------------------------------
[State -1, ];
type = ChangeState
value = 220
triggerall = (RoundState = 2) && (var(59) > 0) && (random <= (var(59)**3)) && (var(0)/10000%10 = 0)
trigger1 = (StateType != A) && (var(59) > 7) && (var(22)%100 = 2 || var(22)%100 = 6 || var(22)%100 = 10 || var(22)%100 = 14)
trigger1 = StateNo = 52 && (StateType != A) && (var(22)%100 = 2 || var(22)%100 = 6 || var(22)%100 = 10 || var(22)%100 = 14)

[State -1, ];
type = ChangeState
value = 200
triggerall = (RoundState = 2) && (var(59) > 0) && (StateType != A) && (random <= (var(59)**3)) && (var(0)/10000%10 = 0)
trigger1 = (var(22)%100 = 1 || var(22)%100 = 5 || var(22)%100 = 9 || var(22)%100 = 13)
trigger1 = StateNo = 52 && (var(59) > 7)
trigger2 = StateNo = 52 && (var(59) > 0) && (P2BodyDist X = [-30,40]) && P2StateNo >= 5000

[State -1, ];
type = ChangeState
value = 200
triggerall = (RoundState = 2) && (var(59) > 0) && (StateType != A) && P2MoveType = H && (random <= (var(59)**3)) && (var(0)/10000%10 = 0)
trigger1 = StateNo = 52 && (P2BodyDist X = [-30,40]) && P2StateNo >= 5000

[State -1, ];
type = ChangeState
value = 220
triggerall = (RoundState = 2) && (var(59) > 0) && (StateType != A) && P2MoveType = H && (random <= (var(59)**3)) && (var(0)/10000%10 = 0)
trigger1 = StateNo = 52 && (P2BodyDist X = [-30,70]) && P2StateNo >= 5000

[State -1, ];
type = ChangeState
value = 210
triggerall = (RoundState = 2) && (var(59) > 0) && (StateType != A) && P2MoveType = H && (random <= (var(59)**3)) && (var(0)/10000%10 = 0)
trigger1 = StateNo = 52 && (P2BodyDist X = [-30,90]) && P2StateNo >= 5000

[State -1, Ⴊݒ];
type = ChangeState
value = 410
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && P2MoveType = H && ctrl && (random <= (var(59)**3))
trigger1 = PrevStateNo = 250 && P2StateNo >= 5000

;R{
;----------------------------------------------------------------------
[State -1, ˂݂];
type = ChangeState
value = 3000
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && P2MoveType = H && P2StateNo >= 5000 && Power >= 1000
triggerall = (var(0)%10 = 2) && NumHelper(290)
triggerall = (Helper(290),StateNo = [2100,2120])
trigger1 = (StateNo = 220 || StateNo = 225 || StateNo = 255) && MoveHit = 1 && (P2BodyDist X <= 55)
trigger1 = P2StateType != A || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),BackEdgeBodyDist < 30)

[State -1, oM}];
type = ChangeState
value = 3100
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && P2MoveType = H && P2StateNo >= 5000 && Power >= 1000
triggerall =  (EnemyNear(EnemyNear,Life=0 && P2Life!=0),BackEdgeBodyDist <= 30) || (P2StateType != A)
trigger1 = StateNo = 255 && MoveHit = 1 && (var(0)%10 = 1) && (P2BodyDist X <= 22)
trigger2 = StateNo = 225 && MoveHit = 1 && (var(0)%10 = 1) && (P2BodyDist X <= 52)
trigger3 = (StateNo = 210 || StateNo = 215 || StateNo = 220 || StateNo = 225) && MoveHit = 1 && (var(0)%10 = 1)
trigger3 = (StateNo = 225 && P2BodyDist X <= 52) || ((StateNo = 210 || StateNo = 215) && P2BodyDist X <= 52)|| (stateNo = 220 && P2BodyDist X <= 22)
trigger4 = (StateNo = 225) && MoveHit = 1 && (var(0)%10 = 2) && NumHelper(290)
trigger4 = (Helper(290),StateNo != [2100,2120]) && (P2BodyDist X <= 52)
trigger5 = (StateNo = 255) && MoveHit = 1 && (var(0)%10 = 2) && NumHelper(290)
trigger5 = (Helper(290),StateNo != [2100,2120]) && (P2BodyDist X <= 22)

[State -1, oM];
type = ChangeState
value = 1200
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (random <= (var(59)**3)) && !NumprojID(1200) && !numexplod(6012)
trigger1 = (StateNo = 200 || StateNo = 400) && MoveGuarded = 1 && (random %10 = [0,2])

[State -1, oM];
type = ChangeState
value = 1210
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (random <= (var(59)**3)) && !NumprojID(1200) && !numexplod(6012)
trigger1 = (StateNo = 210 || StateNo = 410 || StateNo = 220 || StateNo = 255) && MoveGuarded = 1 && (random %10 = [0,2])

[State -1, 񉣂];
type = ChangeState
value = 255
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (random <= (var(59)**3))
trigger1 = (StateNo = 200 || StateNo = 400) && MoveGuarded = 1 && (random%10 = [0,2]) && (P2BodyDist X = [-50,15])

[State -1, u[];
type = ChangeState
value = 1000
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (random <= (var(59)**3)) && !NumHelper(1000) && !NumHelper(1050)
triggerall = Helper(290),StateNo != [2200,2280]
trigger1 = (StateNo = 210 || StateNo = 410 || StateNo = 220 || StateNo = 255) && MoveGuarded = 1 && (random %10 = [0,1])
trigger2 = (StateNo = 415 && P2BodyDist X > 42) && Movecontact = 1 && (var(0)%10 = 2) && (random%10 = [0,2])
trigger3 = StateNo = 210 && Movecontact = 1 && (((var(0)%10 = 2) && (random%10 = [0,2])) || ((var(0)%10 = 1) && (random%10 = [0,1])))

[State -1, u[];
type = ChangeState
value = 1010
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (random <= (var(59)**3)) && !NumHelper(1000) && !NumHelper(1050)
triggerall = Helper(290),StateNo != [2200,2280]
trigger1 = (StateNo = 210 || StateNo = 410 || StateNo = 220 || StateNo = 225 || StateNo = 255) && MoveGuarded = 1 && (random %10 = [0,4])
trigger2 = (StateNo = 415 && P2BodyDist X > 42) && Movecontact = 1 && (var(0)%10 = 2) && (random%10 = [0,2])
trigger3 = StateNo = 210 && Movecontact = 1 && (((var(0)%10 = 2) && (random%10 = [0,2])) || ((var(0)%10 = 1) && (random%10 = [0,1])))

[State -1, u[];
type = ChangeState
value = 1020
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (random <= (var(59)**3)) && !NumHelper(1000) && !NumHelper(1050)
triggerall = Helper(290),StateNo != [2200,2280]
trigger1 = (StateNo = 210 || StateNo = 410 || StateNo = 220 || StateNo = 225 || StateNo = 255) && MoveGuarded = 1 && (random %10 = [0,4])
trigger2 = (StateNo = 415 && P2BodyDist X > 42) && Movecontact = 1 && (var(0)%10 = 2) && (random%10 = [0,2])
trigger3 = StateNo = 210 && Movecontact = 1 && (((var(0)%10 = 2) && (random%10 = [0,3])) || ((var(0)%10 = 1) && (random%10 = [0,1])))

[State -1, oM];
type = ChangeState
value = 1220
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (random <= (var(59)**3)) && !NumprojID(1200) && !numexplod(6012)
trigger1 = (StateNo = 220 || StateNo = 225) && (MoveHit = [1,3]) && (P2BodyDist X > 70) && P2StateType = A && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),BackEdgeBodyDist >= 20)
trigger2 = Numhelper(4200)
trigger2 = (Helper(4200),Movehit) && (ctrl || StateNo = 25 || StateNo = 102)

[State -1, oM];
type = ChangeState
value = 1210
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && P2MoveType = H && P2StateNo >= 5000 && !NumprojID(1200) && !numexplod(6012)
trigger1 = StateNo = 255 && MoveHit = 1
trigger2 = StateNo = 220 && MoveHit = 1
trigger3 = (StateNo = 210 || StateNo = 215) && MoveHit = 1 && (P2BodyDist X > 70) && P2StateType = A
trigger4 = (StateNo = 220 || StateNo = 225) && (MoveHit = [1,3]) && (P2BodyDist X > 70) && P2StateType = A && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),BackEdgeBodyDist < 20)

[State -1, `Wvy]
type = ChangeState
value = 1110
triggerall = (RoundState = 2) && (var(59)>5) && (StateType != A) && (random <= (var(59)**3)) && (var(0)%10 = 1) && NumHelper(290)
triggerall = (Helper(290),StateNo = [2000,2030]) && P2MoveType = H && P2StateNo >= 5000
trigger1 = (StateNo = 425 || StateNo = 420) && MoveHit = 1
trigger2 = (StateNo = 415 && P2BodyDist X > 42) && MoveHit = 1

[State -1, c񉣂];
type = ChangeState
value = 255
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && P2MoveType = H && P2StateNo >= 5000
trigger1 = (StateNo = 200 || StateNo = 400) && MoveHit = 1 && P2BodyDist X <= 15 && P2StateType != A

[State -1, cႪݒ];
type = ChangeState
value = 415
triggerall = (RoundState = 2) && (var(59) > 2) && (StateType != A) && P2MoveType = H && P2StateNo >= 5000
trigger1 = StateNo = 400 && MoveHit = 1

[State -1, cႪ݋];
type = ChangeState
value = 425
triggerall = (RoundState = 2) && (var(59) > 2) && (StateType != A) && P2MoveType = H && P2StateNo >= 5000
trigger1 = StateNo = 415 && MoveHit = 1 && P2BodyDist X <= 42

[State -1, c];
type = ChangeState
value = 215
triggerall = (RoundState = 2) && (var(59) > 2) && (StateType != A) && P2MoveType = H && P2StateNo >= 5000
trigger1 = StateNo = 200 && MoveHit = 1

[State -1, c];
type = ChangeState
value = 225
triggerall = (RoundState = 2) && (var(59) > 2) && (StateType != A) && P2MoveType = H && P2StateNo >= 5000
trigger1 = StateNo = 215 && MoveHit = 1

[State -1, c];
type = ChangeState
value = 235
triggerall = (RoundState = 2) && (var(59) > 2) && (StateType != A) && P2MoveType = H && P2StateNo >= 5000
trigger1 = StateNo = 225 && MoveHit = 1

[State -1, J];
type = ChangeState
value = 615
triggerall = (RoundState = 2) && (var(59) > 2) && (StateType = A) && (random <= (var(59)**3)*3)
trigger1 = StateNo = 600 && MoveContact = 1 && (var(21)%100 = [1,9]) && (var(21)/100%10 = 1)
trigger2 = StateNo = 600 && MoveContact = 1 && (var(21)%100 = [1,20]) && (var(21)/100%10 = 2)

[State -1, J];
type = ChangeState
value = 625
triggerall = (RoundState = 2) && (var(59) > 2) && (StateType = A) && (random <= (var(59)**3)*3)
trigger1 = (StateNo = 610 || StateNo = 615) && MoveContact = 1
trigger2 = StateNo = 600 && MoveContact = 1 && (var(21)%100 > 9) && (var(21)/100%10 = 1)
trigger3 = StateNo = 600 && MoveContact = 1 && (var(21)%100 > 20) && (var(21)/100%10 = 2)

;
;----------------------------------------------------------------------
;

[State -1, J]
Type = ChangeState
Value = 620
TriggerAll = (RoundState = 2) && (var(59) > 0) && (random <= (var(59)**3)) && StateType = A && P2StateType != L && (var(22)%100=0)
TriggerAll = P2BodyDist X = [-10,((92+(EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X + Vel X)*11))]
Trigger1 = (P2BodyDist Y = [-30,40])
trigger1 = P2StateType = A && ctrl
trigger1 = Vel Y > 0
Trigger2 = (P2BodyDist Y = [-60,20])
trigger2 = P2StateType = A && ctrl
trigger2 = Vel Y <= 0
trigger3 = P2StateType != A && ctrl
trigger3 = Vel Y > -1

[State -1, J]
Type = ChangeState
Value = 600
TriggerAll = (RoundState = 2) && (var(59) > 0) && (random <= (var(59)**3)) && StateType = A && P2StateType != L && ctrl
TriggerAll = P2BodyDist X = [-20,((35+(EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X + Vel X)*5))]
Trigger1 = (P2BodyDist Y = [-60,30]) && (var(22)%100=0)
trigger1 = P2StateType = A
trigger1 = Vel Y > 0
Trigger2 = (P2BodyDist Y = [-80,0]) && (var(22)%100=0)
trigger2 = P2StateType = A
trigger2 = Vel Y <= 0
trigger3 = P2StateType != A && (var(22)%100=0)
trigger3 = Vel Y > -3
trigger4 = (var(22)%100 = 17)
trigger5 = ((var(21)%100 = 35) && (var(21)/100%10 = 2)) || ((var(21)%100 = 23) && (var(21)/100%10 = 1))

[State -1, J]
Type = ChangeState
Value = 610
TriggerAll = (RoundState = 2) && (var(59) > 0) && (random <= (var(59)**3)) && StateType = A && P2StateType != L && (var(22)%100=0)
TriggerAll = P2BodyDist X = [-40,((65+(EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X + Vel X)*8))]
Trigger1 = (P2BodyDist Y = [-20,40])
trigger1 = P2StateType = A && ctrl
trigger1 = Vel Y > 0
Trigger2 = (P2BodyDist Y = [-40,30])
trigger2 = P2StateType = A && ctrl
trigger2 = Vel Y <= 0
trigger3 = P2StateType != A && ctrl
trigger3 = Vel Y > -1


;
;------------------------------------------------------------------
[State -1, O]
type = VarSet
triggerall = (var(59) > 5) && !IsHelper && (var(23)%100 = 0) && (random <= (var(59)**3)) && P2StateNo != 4150
triggerall = (RoundState = 2) && (StateType != A) && ctrl && (P2StateType != L)
triggerall = random%10 = [0,1]
trigger1 = (P2movetype != A) && (P2bodydist X = [110,220])
var(23) = var(23) + 1

[State -1, Ol]
type = VarSet
triggerall = (var(59) > 5) && !IsHelper && (var(23)%100 = 0) && (random <= (var(59)**3)) && P2StateNo != 4150
triggerall = (RoundState = 2) && (StateType != A) && ctrl && (P2StateType != L)
triggerall = random%10 = [0,1]
trigger1 = (P2movetype != A) && (P2bodydist X > 160)
var(23) = var(23) + 2

[State -1, _bVl]
type = VarSet
triggerall = (var(59) > 5) && !IsHelper && (var(23)%100 = 0) && (random <= (var(59)**3)) && P2StateNo != 4150
triggerall = (RoundState = 2) && (StateType != A) && ctrl && (P2StateType != L)
triggerall = random%10 = [0,1]
trigger1 = (P2movetype != A) && (P2bodydist X > 160)
var(23) = var(23) + 5

[State -1, u[z];
type = ChangeState
value = 1020
triggerall = (var(59) > 2) && (RoundState = 2) && (statetype != A) && (random <= (var(59)**3)) && ctrl && !NumHelper(1000) && !NumHelper(1050) && (var(23)%100 = 0)
triggerall = (Helper(290),StateNo != [2200,2280]) && (Helper(290),StateNo != [2050,2051])
trigger1 = (random%10 = [0,3]) && (var(0)%10 = 2)
trigger1 = P2BodyDist X > 130
trigger2 = (random%10 = [0,1]) && (var(0)%10 = 1)
trigger2 = P2BodyDist X > 180

[State -1, oMy];
type = ChangeState
value = 1210
triggerall = (var(59) > 2) && (RoundState = 2) && (statetype != A) && (P2StateType != L) && (random <= (var(59)**3)) && ctrl && !NumprojID(1200) && (var(23)%100 = 0) && !numexplod(6012)
trigger1 = (P2Bodydist X = [150,260]) && (random%10 = [0,2]) && (var(0)%10 = 1)

[State -1, oMz];
type = ChangeState
value = 1220
triggerall = (var(59) > 2) && (RoundState = 2) && (statetype != A) && (random <= (var(59)**3)) && ctrl && !NumprojID(1200) && (var(23)%100 = 0) && !numexplod(6012)
trigger1 = (P2Bodydist X = [180,220])
trigger1 = (random%10 = [0,3]) && (var(0)%10 = 2)
trigger2 = (P2Bodydist X = [180,220])
trigger2 = (random%10 = [0,1]) && (var(0)%10 = 1)
trigger3 = NumHelper(1050) && (P2Bodydist X = [190,250]) && P2StateType != A && (random%10 = [0,3])

[State -1, Wv]
type = ChangeState
value = 69
triggerall = (RoundState = 2) && (var(59)>0) && (StateType != A) && P2StateType != L && ctrl
triggerall = random <= (var(59)**3)
triggerall = (P2StateType = S) || (P2StateType = C)
triggerall = P2bodydist X = [120,170]
trigger1 = random%10 = [0,1]
trigger1 = (P2Statetype != L) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time < 4) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -4)


;
;------------------------------------------------------------------
[State -1, _bV]
type = VarSet
triggerall = (var(59) > 5) && !IsHelper && (var(23)%100 = 0) && (random <= (var(59)**3)) && P2StateNo != 4150
triggerall = (RoundState = 2) && (StateType != A) && ctrl && (P2StateType != L)
triggerall = random%10 = [0,1]
trigger1 = (P2movetype != A) && (P2bodydist X = [60,120])
var(23) = var(23) + 3

[State -1, ]
type = VarSet
triggerall = (var(59) > 5) && !IsHelper && (var(23)%100 = 0) && (random <= (var(59)**3)) && P2StateNo != 4150
triggerall = (RoundState = 2) && (StateType != A) && ctrl && BackEdgeBodyDist > 40
triggerall = random%10 = [0,1]
trigger1 = (P2movetype != A) && (P2bodydist X = [0,110])
var(23) = var(23) + 4

[State -1, 񉣂]
type = VarSet
triggerall = (var(59) > 5) && !IsHelper && (var(23)%100 = 0) && (random <= (var(59)**3)) && P2StateNo != 4150 && !NumHelper(4100)
triggerall = (RoundState = 2) && (StateType != A) && ctrl && (P2StateType != L)
triggerall = random%10 = [0,1]
trigger1 = (P2movetype != A) && (P2bodydist X = [40,90])
var(23) = var(23) + 6

[State -1, oMy];
type = ChangeState
value = 1210
triggerall = (var(59) > 2) && (RoundState = 2) && (statetype != A) && (random <= (var(59)**3)) && ctrl && !NumprojID(1200) && (var(23)%100 = 0) && !numexplod(6012)
trigger1 = (P2Bodydist X = [90,150]) && (random%10 = [0,3]) && (var(0)%10 = 1)
trigger2 = (P2Bodydist X = [90,110]) && (random%10 = [0,2]) && (var(0)%10 = 2)
trigger3 = NumHelper(1050) && P2StateType != A && (P2Bodydist X = [120,160]) && (random%10 = [0,3])

[State -1, u[y];
type = ChangeState
value = 1010
triggerall = (var(59) > 2) && (RoundState = 2) && (statetype != A) && (random <= (var(59)**3)) && ctrl && !NumHelper(1000) && !NumHelper(1050) && (var(23)%100 = 0)
triggerall = (Helper(290),StateNo != [2200,2280]) && (Helper(290),StateNo != [2050,2051])
trigger1 = (random%10 = [0,3]) && (var(0)%10 = 2) && (P2Bodydist X = [80,210])
trigger2 = (random%10 = [0,1]) && (var(0)%10 = 1) && (P2Bodydist X = [140,210])


[State -1, Wv]
type = ChangeState
value = 67
triggerall = (RoundState = 2) && (var(59)>0) && (StateType != A) && P2StateType != L && ctrl
triggerall = random <= (var(59)**3)
triggerall = (P2StateType = S) || (P2StateType = C)
triggerall = P2bodydist X = [20,120]
trigger1 = random%10 = [0,1]
trigger1 = (P2Statetype != L) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time < 4) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -4)

[State -1, Wv]
type = ChangeState
value = 64
triggerall = (RoundState = 2) && (var(59)>0) && (StateType != A) && P2StateType != L && ctrl
triggerall = random <= (var(59)**3)
triggerall = (P2StateType = S) || (P2StateType = C)
trigger1 = P2bodydist X = [60,120]
trigger1 = random%10 = [0,1]
trigger1 = (P2Statetype != L) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time < 4) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -4)
trigger2 = NumHelper(1050) && P2StateType != A && (P2Bodydist X = [70,150]) && (random%10 = [0,1])


[State -1, Wv]
type = ChangeState
value = 69 - (P2BodyDist X < 70)*2
triggerall = (RoundState = 2) && (var(59)>0) && (StateType != A) && P2StateType != L && (ctrl || StateNo = 25 || StateNo = 26) && P2MoveType != H
triggerall = random <= (var(59)**3)
triggerall = P2bodydist X = [0,140]
trigger1 = random%10 = [0,2]
trigger1 = P2StateType = A && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [-4,1]) && (P2BodyDist Y < -40)

[State -1, ]
type = ChangeState
value = 210
triggerall = (RoundState = 2) && (var(59)>5) && (StateType != A) && P2MoveType = H && (ctrl || StateNo = 25) && P2StateType != L && P2StateNo != 4150 && !NumHelper(4100)
triggerall = random <= (var(59)**3)
trigger1 = P2bodydist X = [-30,90]
trigger1 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [-1,1]) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),BackEdgeBodyDist <= -30)

;ߋ
;------------------------------------------------------------------
[State 0,sϐZbg]
type = VarSet
triggerall = !IsHelper
triggerall = var(23) > 0
trigger1 = P2StateNo = 4150
var(23) = var(23) - (var(23)%100)

[State -1, ]
Type = ChangeState
Value = 25
Triggerall = (RoundState = 2) && (var(59) > 0) && (P2StateType != L) && StateType != A && ctrl && StateNo != 25
trigger1 = (var(23)%100 = [1,2]) || (var(23)%100 = [7,8])

[State -1, _bV]
Type = ChangeState
Value = 102
Triggerall = (RoundState = 2) && (var(59) > 0) && (P2StateType != L) && StateType != A && ctrl && StateNo != 102
trigger1 = (var(23)%100 = 3) || (var(23)%100 = [5,6])

[State -1, ]
Type = ChangeState
Value = 26
Triggerall = (RoundState = 2) && (var(59) > 0) && (P2StateType != L) && StateType != A && ctrl && StateNo != 26
trigger1 = (var(23)%100 = 4)

[State -1, oMx];
type = ChangeState
value = 1200
triggerall = (var(59) > 2) && (RoundState = 2) && (statetype != A) && (P2StateType != L) && (random <= (var(59)**3)) && ctrl && !NumprojID(1200) && (var(23)%100 = 0) && !NumHelper(4100) && !numexplod(6012)
trigger1 = (P2Bodydist X = [30,60]) && (random%10 = [0,3]) && (var(0)%10 = 1)

[State -1, Wv]
type = ChangeState
value = 62
triggerall = (RoundState = 2) && (var(59)>0) && (StateType != A) && P2StateType != L && ctrl
triggerall = random <= (var(59)**3)
triggerall = (P2StateType = S) || (P2StateType = C)
triggerall = P2bodydist X = [30,90]
trigger1 = random%10 = [0,1]
trigger1 = (P2Statetype != L) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time < 4) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -4)

[State -1, ]
type = ChangeState
value = 200
triggerall = (RoundState = 2) && (var(59)>5) && (StateType != A) && P2MoveType = H && (ctrl || StateNo = 25) && P2StateType != L && !NumHelper(4100)
triggerall = random <= (var(59)**3)
trigger1 = P2bodydist X = [-30,45]
trigger1 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [-1,1]) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),BackEdgeBodyDist <= -30)

;==============================================================================
; vC[R}h
;==============================================================================

;==============================================================================
; KEZق
;==============================================================================
[State -1, ˂݂]
type = ChangeState
value = 3000
;triggerall = (command = "c") && statetype != A && (var(59) = [-1,5]) && (var(0)%10 = 2) && NumHelper(290)
triggerall = (command = "NekoMIX") && statetype != A && (var(59) = [-1,5]) && (var(0)%10 = 2) && NumHelper(290)
triggerall = (Helper(290),StateNo = [2100,2120]) && Power >= 1000
trigger1 = ctrl
trigger2 = StateNo = 200 || StateNo = 210 || StateNo = 215 || StateNo = 220 || StateNo = 225 || StateNo = 255 || StateNo = 400 || StateNo = 410 || StateNo = 415 || StateNo = 420 || StateNo = 425
trigger2 = MoveContact

[State -1, |ːix]
type = ChangeState
value = 1300
triggerall = command = "Tossinx" && statetype != A && (var(59) = [-1,5])
trigger1 = ctrl
trigger2 = StateNo = 200 || StateNo = 210 || StateNo = 215 || StateNo = 220 || StateNo = 225 || StateNo = 255 || StateNo = 400 || StateNo = 410 || StateNo = 415 || StateNo = 420 || StateNo = 425
trigger2 = MoveContact

[State -1, |ːiy]
type = ChangeState
value = 1330
triggerall = command = "Tossiny" && statetype != A && (var(59) = [-1,5])
trigger1 = ctrl
trigger2 = StateNo = 200 || StateNo = 210 || StateNo = 215 || StateNo = 220 || StateNo = 225 || StateNo = 255 || StateNo = 400 || StateNo = 410 || StateNo = 415 || StateNo = 420 || StateNo = 425
trigger2 = MoveContact

[State -1, |ːiz]
type = ChangeState
value = 1360
triggerall = command = "Tossinz" && statetype != A && (var(59) = [-1,5])
trigger1 = ctrl
trigger2 = StateNo = 200 || StateNo = 210 || StateNo = 215 || StateNo = 220 || StateNo = 225 || StateNo = 255 || StateNo = 400 || StateNo = 410 || StateNo = 415 || StateNo = 420 || StateNo = 425
trigger2 = MoveContact

[State -1, oM}]
type = ChangeState
value = 3100
triggerall = (command = "Bagima") && statetype != A && (var(59) = [-1,5]) && Power >= 1000
trigger1 = ctrl
trigger2 = StateNo = 200 || StateNo = 210 || StateNo = 215 || StateNo = 220 || StateNo = 225 || StateNo = 255 || StateNo = 400 || StateNo = 410 || StateNo = 415 || StateNo = 420 || StateNo = 425
trigger2 = MoveContact

[State -1, pWc]
type = ChangeState
value = 3200
triggerall = (command = "Usagi") && statetype != A && (var(59) = [-1,5]) && Power >= 1000
trigger1 = StateNo = 1321 && (AnimElemTime(1) >= 0 || AnimElemTime(2) >= 0 || AnimElemTime(3) >= 0 || AnimElemTime(4) >= 0)



;==============================================================================
; KEZ
;==============================================================================

[State -1, u`Wv!vx]
type = ChangeState
value = 1100
triggerall = command = "CJx" && statetype != A && (var(59) = [-1,5]) && (var(0)%10 = 1) && NumHelper(290)
triggerall = (Helper(290),StateNo = [2000,2030])
trigger1 = ctrl
trigger2 = StateNo = 200 || StateNo = 210 || StateNo = 215 || StateNo = 220 || StateNo = 225 || StateNo = 255 || StateNo = 400 || StateNo = 410 || StateNo = 415 || StateNo = 420 || StateNo = 425
trigger2 = MoveContact

[State -1, u`Wv!vy]
type = ChangeState
value = 1110
;triggerall = (command = "start") && statetype != A && (var(59) = [-1,5]) && (var(0)%10 = 1) && NumHelper(290)
triggerall = command = "CJy" && statetype != A && (var(59) = [-1,5]) && (var(0)%10 = 1) && NumHelper(290)
triggerall = (Helper(290),StateNo = [2000,2030])
trigger1 = ctrl
trigger2 = StateNo = 200 || StateNo = 210 || StateNo = 215 || StateNo = 220 || StateNo = 225 || StateNo = 255 || StateNo = 400 || StateNo = 410 || StateNo = 415 || StateNo = 420 || StateNo = 425
trigger2 = MoveContact

[State -1, u`Wv!vz]
type = ChangeState
value = 1120
triggerall = command = "CJz" && statetype != A && (var(59) = [-1,5]) && (var(0)%10 = 1) && NumHelper(290)
triggerall = (Helper(290),StateNo = [2000,2030])
trigger1 = ctrl
trigger2 = StateNo = 200 || StateNo = 210 || StateNo = 215 || StateNo = 220 || StateNo = 225 || StateNo = 255 || StateNo = 400 || StateNo = 410 || StateNo = 415 || StateNo = 420 || StateNo = 425
trigger2 = MoveContact

[State -1, u`Wv!vx];ߋɈړ
type = ChangeState
value = 1150
triggerall = command = "CJx" && statetype != A && (var(59) = [-1,5]) && NumHelper(290)
triggerall = (Helper(290),StateNo = 2051) && (Helper(290),Time >= 5)
trigger1 = ctrl
trigger2 = StateNo = 200 || StateNo = 210 || StateNo = 215 || StateNo = 220 || StateNo = 225 || StateNo = 255 || StateNo = 400 || StateNo = 410 || StateNo = 415 || StateNo = 420 || StateNo = 425
trigger2 = MoveContact

[State -1, u`Wv!vy];ߋɈړ
type = ChangeState
value = 1160
triggerall = command = "CJy" && statetype != A && (var(59) = [-1,5]) && NumHelper(290)
triggerall = (Helper(290),StateNo = 2051) && (Helper(290),Time >= 5)
trigger1 = ctrl
trigger2 = StateNo = 200 || StateNo = 210 || StateNo = 215 || StateNo = 220 || StateNo = 225 || StateNo = 255 || StateNo = 400 || StateNo = 410 || StateNo = 415 || StateNo = 420 || StateNo = 425
trigger2 = MoveContact

[State -1, u`Wv!vz];ߋɈړ
type = ChangeState
value = 1170
triggerall = command = "CJz" && statetype != A && (var(59) = [-1,5]) && NumHelper(290)
triggerall = (Helper(290),StateNo = 2051) && (Helper(290),Time >= 5)
trigger1 = ctrl
trigger2 = StateNo = 200 || StateNo = 210 || StateNo = 215 || StateNo = 220 || StateNo = 225 || StateNo = 255 || StateNo = 400 || StateNo = 410 || StateNo = 415 || StateNo = 420 || StateNo = 425
trigger2 = MoveContact

[State -1, u[x]
type = ChangeState
value = 1000
triggerall = command = "BThx" && statetype != A && (var(59) = [-1,5]) && !NumHelper(1000) && !NumHelper(1050)
triggerall = Helper(290),StateNo != [2200,2280]
trigger1 = ctrl
trigger2 = StateNo = 200 || StateNo = 210 || StateNo = 215 || StateNo = 220 || StateNo = 225 || StateNo = 255 || StateNo = 400 || StateNo = 410 || StateNo = 415 || StateNo = 420 || StateNo = 425
trigger2 = MoveContact

[State -1, u[y]
type = ChangeState
value = 1010
triggerall = command = "BThy" && statetype != A && (var(59) = [-1,5]) && !NumHelper(1000) && !NumHelper(1050)
triggerall = Helper(290),StateNo != [2200,2280]
trigger1 = ctrl
trigger2 = StateNo = 200 || StateNo = 210 || StateNo = 215 || StateNo = 220 || StateNo = 225 || StateNo = 255 || StateNo = 400 || StateNo = 410 || StateNo = 415 || StateNo = 420 || StateNo = 425
trigger2 = MoveContact

[State -1, u[z]
type = ChangeState
value = 1020
triggerall = command = "BThz" && statetype != A && (var(59) = [-1,5]) && !NumHelper(1000) && !NumHelper(1050)
triggerall = Helper(290),StateNo != [2200,2280]
trigger1 = ctrl
trigger2 = StateNo = 200 || StateNo = 210 || StateNo = 215 || StateNo = 220 || StateNo = 225 || StateNo = 255 || StateNo = 400 || StateNo = 410 || StateNo = 415 || StateNo = 420 || StateNo = 425
trigger2 = MoveContact

[State -1, oMx]
type = ChangeState
value = 1200
triggerall = command = "Bagix" && statetype != A && (var(59) = [-1,5]) && !numexplod(6012)
trigger1 = ctrl
trigger2 = StateNo = 200 || StateNo = 210 || StateNo = 215 || StateNo = 220 || StateNo = 225 || StateNo = 255 || StateNo = 400 || StateNo = 410 || StateNo = 415 || StateNo = 420 || StateNo = 425
trigger2 = MoveContact

[State -1, oMy]
type = ChangeState
value = 1210
triggerall = command = "Bagiy" && statetype != A && (var(59) = [-1,5]) && !numexplod(6012) && !numexplod(6012)
trigger1 = ctrl
trigger2 = StateNo = 200 || StateNo = 210 || StateNo = 215 || StateNo = 220 || StateNo = 225 || StateNo = 255 || StateNo = 400 || StateNo = 410 || StateNo = 415 || StateNo = 420 || StateNo = 425
trigger2 = MoveContact

[State -1, oMz]
type = ChangeState
value = 1220
triggerall = command = "Bagiz" && statetype != A && (var(59) = [-1,5]) && !numexplod(6012)
trigger1 = ctrl
trigger2 = StateNo = 200 || StateNo = 210 || StateNo = 215 || StateNo = 220 || StateNo = 225 || StateNo = 255 || StateNo = 400 || StateNo = 410 || StateNo = 415 || StateNo = 420 || StateNo = 425
trigger2 = MoveContact


;==============================================================================
; XgCJ[
;==============================================================================
[State -1, oL]
type = null;ChangeState
value = 4070
triggerall = (command = "start" && command = "holdback") && (var(59) = [-1,5]) && !NumHelper(4620) && statetype != A
trigger1 = ctrl

[State -1, T`]
type = ChangeState
value = 4060
triggerall = (command = "start") && (var(59) = [-1,5]) && !NumHelper(4610) && statetype != A
trigger1 = ctrl

[State -1, ppX]
type = null;ChangeState
value = 4050
triggerall = command = "start" && (var(59) = [-1,5]) && !NumHelper(4600) && statetype != A && var(55)/1000%10 = 0
trigger1 = ctrl

[State -1, ppX]
type = ChangeState
value = 4050
triggerall = command = "Papas" && (var(59) = [-1,5]) && !NumHelper(4600) && statetype != A && var(55)/1000%10 = 0
triggerall = Power >= 3000 && ((Life*1000)/const(data.life) <= 500)
trigger1 = ctrl

[State -1, w[]
type = ChangeState
value = 4000
triggerall = command = "Henry" && (var(59) = [-1,5]) && !NumHelper(4100) && statetype != A && var(50)/1000%10 = 0
trigger1 = ctrl || StateNo = 40 || StateNo = 705

[State -1, f{]
type = ChangeState
value = 4010
triggerall = command = "Deborah" && (var(59) = [-1,5]) && !NumHelper(4200) && statetype != A && var(51)/1000%10 = 0
trigger1 = ctrl

[State -1, t[]
type = ChangeState
value = 4020
triggerall = command = "Flora" && (var(59) = [-1,5]) && !NumHelper(4300) && statetype != A && var(52)/1000%10 = 0
trigger1 = ctrl

[State -1, rAJ]
type = ChangeState
value = 4030
triggerall = command = "Bianca" && (var(59) = [-1,5]) && !NumHelper(4400) && statetype != A && var(53)/1000%10 = 0
trigger1 = ctrl

[State -1, x]
type = ChangeState
value = 4041
triggerall = command = "Bella1" && (var(59) = [-1,5]) && !NumHelper(4500) && statetype != A && var(54)/1000%10 = 0
trigger1 = ctrl

[State -1, xO]
type = ChangeState
value = 4042
triggerall = command = "Bella2" && (var(59) = [-1,5]) && !NumHelper(4500) && statetype != A && var(54)/1000%10 = 0
trigger1 = ctrl

[State -1, x]
type = ChangeState
value = 4040
triggerall = command = "b" && (var(59) = [-1,5]) && !NumHelper(4500) && statetype != A && var(54)/1000%10 = 0
trigger1 = ctrl

;==============================================================================
; ړ֘A
;==============================================================================

[State -1, Run Fwd]
type = ChangeState
value = 100
trigger1 = command = "FF" && statetype != A && ctrl && (var(59) = [-1,5])

[State -1, Run Back]
type = ChangeState
value = 105
trigger1 = command = "BB" && statetype != A && ctrl && (var(59) = [-1,5])

[State -1, nCWv]
type = ChangeState
value = 705
TriggerAll = var(59) = [-1,5]
trigger1 = command = "long_jump"
trigger1 = statetype != A
trigger1 = ctrl

;==============================================================================
; Z
;==============================================================================
[State -1, `ړ]
type = Varset
trigger1 = command = "a" && ctrl && (var(59) = [-1,5]) && ((var(0)%10) = [1,2]) && !IsHelper
trigger1 = NumHelper(290)
trigger1 = (Helper(290),StateNo = [2000,2030]) || (Helper(290),StateNo = [2100,2130])
var(0) = var(0) + Ifelse((var(0)%10=1),1,-1)

[State -1, Ō]
type = ChangeState
value = 250 + (StateNo = 200 || StateNo = 210 || StateNo = 215 || StateNo = 220 || StateNo = 225 || StateNo = 400 || StateNo = 410 || StateNo = 415 || StateNo = 420 || StateNo = 425)*5
triggerall = (command = "x" && command = "y") && statetype != A && (var(59) = [-1,5])
trigger1 = ctrl || StateNo = 52
trigger2 = (StateNo = 200 || StateNo = 210 || StateNo = 215 || StateNo = 220 || StateNo = 225 || StateNo = 400 || StateNo = 410 || StateNo = 415 || StateNo = 420 || StateNo = 425)
trigger2 = MoveContact

;==============================================================================
; 
;==============================================================================
[State -1, ]
type = ChangeState
value = 800
triggerall = (command = "y" || command = "z") && command = "holdfwd" && command != "holddown" && P2BodyDist X <= 15 && StateType != A && (var(59) = [-1,5]) && P2StateType != L
triggerall = ((var(0)%10) = 1) && NumHelper(290)
triggerall = (Helper(290),StateNo = [2000,2030])
trigger1 = ctrl && StateNo != 100

;==============================================================================
; ʏUZ
;==============================================================================
;------------------------------------------------------------------------------
[State -1, Ƌ]
type = varset
var(0) = var(0) + 10000
triggerall = statetype = S && (var(59) = [-1,5]) && (var(0)/10000%10 = 0) && (command = "y" && command = "z")
trigger1 = StateNo = 52

[State -1, Ƌ]
type = ChangeState
value = 230
trigger1 = StateType != A && (var(59) = [-1,5]) && StateNo = 52 && Time = 3 && (var(0)/10000%10 = 1)

[State -1, Ƌ]
type = ChangeState
value = 230 + (StateNo = 210 || StateNo = 215 || StateNo = 220 || StateNo = 225)*5
triggerall = (command = "y" && command = "z") && statetype = S && (var(59) = [-1,5])
trigger1 = ctrl
trigger2 = (StateNo = 210 || StateNo = 215 || StateNo = 220 || StateNo = 225) && MoveContact

[State -1, Wv]
type = ChangeState
value = 600
triggerall = command = "x" && statetype = A && (var(59) = [-1,5])
trigger1 = ctrl

[State -1, Wv]
type = ChangeState
value = 610 + (StateNo = 600)*5
triggerall = command = "y" && statetype = A && (var(59) = [-1,5])
trigger1 = ctrl
trigger2 = StateNo = 600 && MoveContact

[State -1, Wv]
type = ChangeState
value = 620 + (StateNo = 600 || StateNo = 610 || StateNo = 615)*5
triggerall = command = "z" && statetype = A && (var(59) = [-1,5])
trigger1 = ctrl
trigger2 = (StateNo = 600 || StateNo = 610 || StateNo = 615) && MoveContact

[State -1, Ⴊݎ]
type = ChangeState
value = 400
triggerall = command = "x" && command = "holddown" && statetype != A && (var(59) = [-1,5]) && (var(0)/10000%10 = 0)
trigger1 = ctrl || StateNo = 52
trigger2 = StateNo = 400 && MoveContact >= 2

[State -1, Ⴊݒ]
type = ChangeState
value = 410 + (StateNo = 400)*5
triggerall = command = "y" && command = "holddown" && statetype != A && (var(59) = [-1,5]) && (var(0)/10000%10 = 0)
trigger1 = ctrl || StateNo = 52
trigger2 = StateNo = 400 && MoveContact

[State -1, Ⴊ݋]
type = ChangeState
value = 420 + (StateNo = 400 || StateNo = 410 || StateNo = 415)*5
triggerall = command = "z" && command = "holddown" && statetype != A && (var(59) = [-1,5]) && (var(0)/10000%10 = 0)
trigger1 = ctrl || StateNo = 52
trigger2 = (StateNo = 400 || StateNo = 410 || StateNo = 415) && MoveContact

[State -1, ]
type = ChangeState
value = 200
triggerall = command = "x" &&statetype != A && (var(59) = [-1,5]) && (var(0)/10000%10 = 0)
trigger1 = ctrl || StateNo = 52
trigger2 = StateNo = 200 && MoveContact >= 2

[State -1, ]
type = ChangeState
value = 210 + (StateNo = 200 || StateNo = 410 || StateNo = 415)*5
triggerall = command = "y" && statetype != A && (var(59) = [-1,5]) && (var(0)/10000%10 = 0)
trigger1 = ctrl || StateNo = 52
trigger2 = (StateNo = 200 || StateNo = 410 || StateNo = 415) && MoveContact

[State -1, ]
type = ChangeState
value = 220 + (StateNo = 210 || StateNo = 215)*5
triggerall = command = "z" && statetype != A && (var(59) = [-1,5]) && (var(0)/10000%10 = 0)
trigger1 = ctrl || StateNo = 52
trigger2 = (StateNo = 200 || StateNo = 210 || StateNo = 215) && MoveContact





;-----------------------------------------------------------------
;K[hLq
;--------------------------------------------------------------------
; GUARD (start)
[Statedef 120]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged

[State 120, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 120 + (statetype = C) + (statetype = A)*2

[State 120, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 120, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 120, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 120, ]
type = Turn
trigger1 = (P2dist X < 0) && (time = 0) && var(59)

[State 120, Hi to Lo]
type = StateTypeSet
TriggerAll=Statetype = S
Trigger1 = var(59) = [-1,5]
Trigger1 = command = "holddown"
Trigger2 = var(59)
Trigger2 = P2StateType!=A
Trigger2 = (Random <= (var(59))*20)||(var(59))>9
trigger2 = P2MoveType != H
statetype = C
physics = C

[State 120, Hi to Lo]
type = StateTypeSet
triggerall = (random <= var(59)**3) && (var(59))
TriggerAll = StateType != A
Trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),HitDefAttr = C,AA
Trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),HitDefAttr = S,AA
Trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time <= 18
Trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel Y <= 0
Trigger3 = P2StateType != S
Trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),HitDefAttr = S,AA
Trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time > 18
Trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel Y <= 0
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = var(59) = [-1,5]
Trigger1 = command != "holddown"
Trigger2 = var(59)
Trigger2 = P2StateType=A
Trigger2 = (Random <= (var(59))*20)||(var(59))>9
trigger2 = P2MoveType != H
statetype = S
physics = S

[State 120, Lo to Hi]
type = StateTypeSet
triggerall = (random <= var(59)**3) && (var(59) > 5)
TriggerAll = StateType != A
Trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),HitDefAttr = A,AA
Trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),HitDefAttr = S,AA
Trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time > 18
Trigger2 = P2StateType = S
trigger2 = P2bodydist X = [-20,220]
Trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),HitDefAttr = S,AA
Trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time <= 18
Trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel Y > 0
Trigger4 = P2StateType != S
Trigger4 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),HitDefAttr = S,AA
Trigger4 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time > 18
Trigger4 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel Y > 0
statetype = S
physics = S

[State 120, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 130 + (statetype = C) + (statetype = A)*2

[State 120, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
Trigger1 = var(59) = [-1,5]
trigger2 = !inguarddist && (P2Movetype != A)
trigger2 = var(59) >= 6
Trigger3 = var(59)=[1,7]
Trigger3 = Random <= (10-(var(59)))*40
value = 140

;---------------------------------------------------------------------------
; STAND GUARD (guarding)
[Statedef 130]
type    = S
physics = S

[State 130, 1]
type = ChangeAnim
trigger1 = Anim != 130
value = 130

[State 130, Hi to Lo]
type = ChangeState
Trigger1 = var(59) = [-1,5]
Trigger1 = command = "holddown"
Trigger2 = var(59)>5
Trigger2 = P2StateType!=A
Trigger2 = Random <= (var(59))*20||(var(59))>9
trigger2 = P2MoveType != H
value = 131

[State 130, Hi to Lo]
type = StateTypeSet
triggerall = (random <= var(59)**3) && (var(59) > 5)
TriggerAll = StateType != A
trigger1 = (P2statetype != A) && (P2movetype = A) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time <= 18)
statetype = C
physics = C

[State 130, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
Trigger1 = var(59) = [-1,5]
trigger2 = !inguarddist && (P2Movetype != A)
trigger2 = var(59) >= 6
Trigger3 = var(59)=[1,7]
Trigger3 = Random <= (10-(var(59)))*40
value = 140

;---------------------------------------------------------------------------
; CROUCH GUARD (guarding)
[Statedef 131]
type    = C
physics = C

[State 131, 1]
type = ChangeAnim
trigger1 = Anim != 131
value = 131

[State 131, Lo to Hi]
type = ChangeState
Trigger1 = var(59) = [-1,5]
Trigger1 = command != "holddown"
Trigger2 = var(59)
Trigger2 = P2StateType=A
Trigger2 = Random <= (var(59))*20||(var(59))>9
trigger2 = P2MoveType != H
value = 130

[State 131, Lo to Hi]
type = StateTypeSet
triggerall = (random <= var(59)**3) && (var(59) > 5)
TriggerAll = StateType != A
Trigger1 = P2statetype = A
Trigger2 = P2Movetype = A
Trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time > 18
Trigger2 = P2StateType = S
trigger2 = P2bodydist X = [-20,220]
Trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),HitDefAttr = S,AA
Trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time <= 18
Trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel Y > 0
Trigger4 = P2StateType != S
Trigger4 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),HitDefAttr = S,AA
Trigger4 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time > 18
Trigger4 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel Y > 0
statetype = S
physics = S

[State 131, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
Trigger1 = var(59) = [-1,5]
trigger2 = !inguarddist && (P2Movetype != A)
trigger2 = var(59) >= 6
Trigger3 = var(59)=[1,7]
Trigger3 = Random <= (10-(var(59)))*40
value = 140

;---------------------------------------------------------------------------
; AIR GUARD (guarding)
[Statedef 132]
type    = A
physics = N

[State 132, 1]
type = ChangeAnim
trigger1 = Anim != 132
value = 132

[State 132, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 132, 3]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 132, 4]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 132, 5]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 132, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 132, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

[State 132, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
Trigger1 = var(59) = [-1,5]
trigger2 = !inguarddist && (P2Movetype != A)
trigger2 = var(59) >= 6
Trigger3 = var(59)=[1,7]
Trigger3 = Random <= (10-(var(59)))*40
value = 140

;---------------------------------------------------------------------------
; GUARD (end)
[Statedef 140]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged
ctrl = 1

[State 140, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 140 + (statetype = C) + (statetype = A)*2

[State 140, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 140, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 140, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 140, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown" && var(59) = [-1,5]
statetype = C
physics = C

[State 140, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown" && var(59) = [-1,5]
statetype = S
physics = S

[State 140, 5] ;Implemented within engine
type = ChangeState
trigger1 = AnimTime = 0
value = (statetype = C)*11 + (statetype = A)*50


;-----------------------------------------------------------------

; SGUARDHIT (shaking)
[Statedef 150]
type    = S
movetype= H
physics = N
velset = 0,0

[State 150, 1]
type = ChangeAnim
trigger1 = 1
value = 150

[State 150, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")

[State 150, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown" && (var(59) = [-1,5])
statetype = C
physics = C

[State 150, Hi to Lo]
type = StateTypeSet
triggerall = (random <= var(59)**3) && (var(59) > 5)
TriggerAll = StateType != A && (P2statetype != A)
Trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),HitDefAttr = C,AA
Trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),HitDefAttr = S,AA
Trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time <= 18
Trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel Y <= 0
Trigger3 = P2StateType != S
Trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),HitDefAttr = S,AA
Trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time > 18
Trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel Y <= 0
statetype = C
physics = C

[State 150, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown" && (var(59) = [-1,5])
statetype = S
physics = S

[State 150, Lo to Hi]
type = StateTypeSet
triggerall = (random <= var(59)**3) && (var(59) > 5)
TriggerAll = StateType != A
Trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),HitDefAttr = A,AA
Trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),HitDefAttr = S,AA
Trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time > 18
Trigger2 = P2StateType = S
trigger2 = P2bodydist X = [-20,220]
Trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),HitDefAttr = S,AA
Trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time <= 18
Trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel Y > 0
Trigger4 = P2StateType != S
Trigger4 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),HitDefAttr = S,AA
Trigger4 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time > 18
Trigger4 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel Y > 0
statetype = S
physics = S

[State 150, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 3

;---------------------------------------------------------------------------
; SGUARDHIT2 (knocked back)
[Statedef 151]
type    = S
movetype= H
physics = S
anim = 150

[State 151, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 151, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 151, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown" && (var(59) = [-1,5])
statetype = C
physics = C

[State 151, Hi to Lo]
type = StateTypeSet
triggerall = (random <= var(59)**3) && (var(59) > 5)
TriggerAll = StateType != A && (P2statetype != A)
Trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),HitDefAttr = C,AA
Trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),HitDefAttr = S,AA
Trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time <= 18
Trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel Y <= 0
Trigger3 = P2StateType != S
Trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),HitDefAttr = S,AA
Trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time > 18
Trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel Y <= 0
statetype = C
physics = C

[State 151, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown" && (var(59) = [-1,5])
statetype = S
physics = S

[State 151, Lo to Hi]
type = StateTypeSet
triggerall = (random <= var(59)**3) && (var(59) > 5)
TriggerAll = StateType != A
Trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),HitDefAttr = A,AA
Trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),HitDefAttr = S,AA
Trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time > 18
Trigger2 = P2StateType = S
trigger2 = P2bodydist X = [-20,220]
Trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),HitDefAttr = S,AA
Trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time <= 18
Trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel Y > 0
Trigger4 = P2StateType != S
Trigger4 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),HitDefAttr = S,AA
Trigger4 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time > 18
Trigger4 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel Y > 0
statetype = S
physics = S

[State 151, 4]
type = ChangeState
trigger1 = HitOver
value = 130
ctrl = 1

;---------------------------------------------------------------------------
; CGUARDHIT (shaking)
[Statedef 152]
type    = C
movetype= H
physics = N
velset = 0,0

[State 152, 1]
type = ChangeAnim
trigger1 = 1
value = 151

[State 152, 3]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")

[State 152, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown" && (var(59) = [-1,5])
statetype = C
physics = C

[State 152, Hi to Lo]
type = StateTypeSet
triggerall = (random <= var(59)**3) && (var(59) > 5)
TriggerAll = StateType != A && (P2statetype != A)
Trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),HitDefAttr = C,AA
Trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),HitDefAttr = S,AA
Trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time <= 18
Trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel Y <= 0
Trigger3 = P2StateType != S
Trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),HitDefAttr = S,AA
Trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time > 18
Trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel Y <= 0
statetype = C
physics = C

[State 152, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown" && (var(59) = [-1,5])
statetype = S
physics = S

[State 152, Lo to Hi]
type = StateTypeSet
triggerall = (random <= var(59)**3) && (var(59) > 5)
TriggerAll = StateType != A
Trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),HitDefAttr = A,AA
Trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),HitDefAttr = S,AA
Trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time > 18
Trigger2 = P2StateType = S
trigger2 = P2bodydist X = [-20,220]
Trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),HitDefAttr = S,AA
Trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time <= 18
Trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel Y > 0
Trigger4 = P2StateType != S
Trigger4 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),HitDefAttr = S,AA
Trigger4 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time > 18
Trigger4 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel Y > 0
statetype = S
physics = S

[State 152, 4]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; CGUARDHIT2 (knocked back)
[Statedef 153]
type    = C
movetype= H
physics = C
anim = 151

[State 153, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 153, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 153, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 153, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown" && (var(59) = [-1,5])
statetype = C
physics = C

[State 153, Hi to Lo]
type = StateTypeSet
triggerall = (random <= var(59)**3) && (var(59) > 5)
TriggerAll = StateType != A && (P2statetype != A)
Trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),HitDefAttr = C,AA
Trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),HitDefAttr = S,AA
Trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time <= 18
Trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel Y <= 0
Trigger3 = P2StateType != S
Trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),HitDefAttr = S,AA
Trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time > 18
Trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel Y <= 0
statetype = C
physics = C

[State 153, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown" && (var(59) = [-1,5])
statetype = S
physics = S

[State 153, Lo to Hi]
type = StateTypeSet
triggerall = (random <= var(59)**3) && (var(59) > 5)
TriggerAll = StateType != A
Trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),HitDefAttr = A,AA
Trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),HitDefAttr = S,AA
Trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time > 18
Trigger2 = P2StateType = S
trigger2 = P2bodydist X = [-20,160]
Trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),HitDefAttr = S,AA
Trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time <= 18
Trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel Y > 0
Trigger4 = P2StateType != S
Trigger4 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),HitDefAttr = S,AA
Trigger4 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time > 18
Trigger4 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel Y > 0
statetype = S
physics = S

[State 153, 4]
type = ChangeState
trigger1 = HitOver
value = 131
ctrl = 1

;---------------------------------------------------------------------------
; AGUARDHIT (shaking)
[Statedef 154]
type    = A
movetype= H
physics = N
velset = 0,0

[State 154, 1]
type = ChangeAnim
trigger1 = 1
value = 152

[State 154, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 155 ;AGUARDHIT2

[State 154, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
[Statedef 155]
type    = A
movetype= H
physics = N
anim = 152

[State 155, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 155, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 155, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 155, 4]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 155, 5]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = (command = "holdback") || (var(59)>5)
trigger1 = inguarddist
value = 130

[State 155, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52


;---------------------------------------------------------------------------
; AI Stand
[Statedef 1]
type = S
physics = S
sprpriority = 0

[State 1, 1]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

[State 1, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 1, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 1, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050

[State 1, ]
type = turn
triggerall = 1
trigger1 = P2dist X < 0

[State 1, ]
type = Changestate
value = 0
ctrl = 1
triggerall = (RoundState = 2) && (statetype != A)
trigger1 = (P2MoveType = A) || (inguarddist) || Time > 4
trigger2 = NumHelper(4100)
trigger2 = Helper(4100),StateNo = 4110 && Helper(4100),AnimElemTime(3) >= 0

[State -1, Ƌ];
type = ChangeState
value = 230
triggerall = (var(59) > 5) && (RoundState = 2) && (statetype != A) && (random <= (var(59)**3))
triggerall = P2StateNo = 4150
trigger1 = (P2Bodydist X = [-30,87])

[State -1, oMy];
type = ChangeState
value = 1210
triggerall = (var(59) > 5) && (RoundState = 2) && (statetype != A) && (random <= (var(59)**3)) && !NumprojID(1200)
triggerall = P2StateNo = 4150
trigger1 = (P2Bodydist X = [80,120])

[State -1, oMz];
type = ChangeState
value = 1220
triggerall = (var(59) > 5) && (RoundState = 2) && (statetype != A) && (random <= (var(59)**3)) && !NumprojID(1200)
triggerall = P2StateNo = 4150
trigger1 = (P2Bodydist X = [160,220])

[State -1, u[z];
type = ChangeState
value = 1020
triggerall = (var(59) > 5) && (RoundState = 2) && (statetype != A) && (random <= (var(59)**3)) && !NumHelper(1000) && !NumHelper(1050)
triggerall = P2StateNo = 4150
trigger1 = (P2Bodydist X > 87)


;---------------------------------------------------------------------------
; AI_foward_Walk
;---------------------------------------------------------------------------

[Statedef 25]
type    = S
physics = S
anim = 20
ctrl = 0

[State 25, 1]
type = VelSet
trigger1 = 1
x = const(velocity.walk.fwd.x)

[State 25, 2]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 25, ]
type = Changestate
value = 210
triggerall = (RoundState = 2) && (statetype != A) && (var(59) > 0) && (var(23)%100 = 1)
trigger1 = (P2bodydist X = [-50,88]) && !(P2StateType = A && P2BodyDist Y <= -50)

[State 25, Ⴊݒ]
type = Changestate
value = 410
triggerall = (RoundState = 2) && (statetype != A) && (var(59) > 0) && (var(23)%100 = 7)
trigger1 = (P2bodydist X = [-50,70]) && !(P2StateType = A && P2BodyDist Y <= -50)

[State 25, ]
type = Changestate
value = 220
triggerall = (RoundState = 2) && (statetype != A) && (var(59) > 0) && (var(23)%100 = 8)
trigger1 = (P2bodydist X = [-50,70]) && !(P2StateType = A && P2BodyDist Y <= -50)

[State 25, ~]
type = Velset
x = 0
triggerall = (RoundState = 2) && (statetype != A) && (var(59) > 0) && (P2MoveType != H)
trigger1 = (P2bodydist X < 100) && (var(23)%100 = 2)
trigger2 = P2StateType = A && P2BodyDist Y <= -50 && ((var(23)%100 = 1) || (var(23)%100 = [7,8])) 

[State 25, ~]
type = Changestate
value = 0
ctrl = 1
triggerall = (RoundState = 2) && (statetype != A) && (var(59) > 0) && (P2MoveType != H)
trigger1 = P2bodydist X < 100 && (var(23)%100 = 2)
trigger2 = Vel X = 0 && ((var(23)%100 = [1,2]) || (var(23)%100 = [7,8])) 
trigger3 = P2StateType = L && P2BodyDist X < 40

[State 25, ~]
type = Changestate
value = 0
ctrl = 1
trigger1 = RoundState = 3

[State 25, ~]
type = Changestate
value = 0
ctrl = 1
triggerall = (RoundState = 2) && (statetype != A) && (var(59) > 0) && (P2MoveType != H)
trigger1 = Inguarddist || P2MoveType = A ||  FrontEdgeBodyDist < 20
trigger2 = P2dist X <= 0
trigger3 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel X > 3) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing + facing = 0)
trigger4 = Time >= 80
trigger5 = (var(23)%100 = 1) && P2StateType = A
trigger6 = P2StateType = L && ((var(23)%100 = 1) || (var(23)%100 = [7,8])) 



;---------------------------------------------------------------------------
; AI_back_Walk
;---------------------------------------------------------------------------

[Statedef 26]
type    = S
physics = S
anim = 21
ctrl = 0

[State 26, 1]
type = VelSet
trigger1 = 1
x = const(velocity.walk.back.x)

[State 26, 2]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21

[State 26, ~]
type = Velset
x = 0
triggerall = (RoundState = 2) && (statetype != A) && (var(59) > 0) && (var(23)%100 = 4)
trigger1 = P2bodydist X > 120
trigger2 = Inguarddist || P2MoveType = A || BackEdgeBodyDist < 40
trigger3 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel X > 3) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing + facing = 0)
trigger4 = P2Dist X < 0
trigger5 = Time >= 80

[State 26, ~]
type = Changestate
value = 0
ctrl = 1
triggerall = (RoundState = 2) && (statetype != A) && var(59)>0
trigger1 = P2bodydist X > 120
trigger2 = Inguarddist || P2MoveType = A || BackEdgeBodyDist < 40
trigger3 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel X > 3) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing + facing = 0)
trigger4 = P2Dist X < 0
trigger5 = (var(23)%100 = 4) && Vel X = 0
trigger6 = Time >= 80


[State 26, ~]
type = Changestate
value = 0
ctrl = 1
trigger1 = RoundState = 3


;---------------------------------------------------------------------------
; AI_run
;---------------------------------------------------------------------------

[Statedef 102]
type    = S
physics = S
anim = 100
sprpriority = 1
ctrl = 0

[State 102, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 102, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 102, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 102, 3]
type = MakeDust
trigger1 = AnimElemTime(4) = 0
trigger2 = AnimElemTime(8) = 0
pos = -5,-2
spacing = 1

[State 102, ]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
trigger2 = AnimElemTime(8) = 0
value = 100, 0

[State 102, 4]
type = ChangeState
trigger1 = RoundState = 3
value = 0
ctrl = 1

[State 102, 񉣂]
type = Changestate
value = 250
triggerall = (RoundState = 2) && (statetype != A) && (var(59) > 0) && (var(23)%100 = 6)
trigger1 = (P2bodydist X = [-50,15])


[State 102, ]
type = Changestate
value = 200
triggerall = (RoundState = 2) && (statetype != A) && (var(59) > 0) && (var(23)%100 = 3)
trigger1 = (P2bodydist X = [-50,15])

[State 102, ~]
type = Changestate
value = 0
ctrl = 1
triggerall = (RoundState = 2) && (statetype != A) && (var(59) > 0)
trigger1 = P2bodydist X < 100 && (var(23)%100 = 5)
trigger2 = P2StateType = A && P2BodyDist Y <= -50 && (var(23)%100 = 6)
trigger3 = P2StateType = A && P2BodyDist Y <= -50 && (var(23)%100 = 3)

[State 102, 4]
type = ChangeState
triggerall = (RoundState = 2) && (statetype != A) && (var(59) > 0)
trigger1 = Inguarddist || P2MoveType = A || P2StateType = A ||  FrontEdgeBodyDist < 20
trigger2 = P2dist X <= 0
trigger3 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel X > 3) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing + facing = 0)
trigger4 = Time >= 80
value = 0
ctrl = 1