;-| Button Remapping |-----------------------------------------------------
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s

;-| Default Values |-------------------------------------------------------
[Defaults]
command.time = 15
command.buffer.time = 1



;-| 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
[Command]
name = "AI51"
command = x,x,x,x,x,x,x,a,x,x,a,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI52"
command = y,y,y,y,y,b,a,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI53"
command = z,z,z,z,z,c,z,c,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI54"
command = s,s,s,s,c,s,a,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI55"
command = z,z,z,z,x,z,z,y,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI56"
command = z,a,z,a,z,z,a,a,a,z,z,z,z,b,z,z,z,z,z
time = 0
[Command]
name = "AI57"
command = z,a,a,a,a,b,c,a,a,a,a,a,a,a,a,a,z,z,z
time = 0
[Command]
name = "AI58"
command = z,z,z,z,z,a,a,a,z,c,c,z,z,a,a,a,z,z,z
time = 0
[Command]
name = "AI59"
command = z,z,z,z,z,a,a,a,z,b,b,z,z,z,a,a,z,z,z
time = 0
[Command]
name = "AI60"
command = z,z,z,z,a,a,a,z,x,x,z,a,z,z,a,a,z,z,z
time = 0
[Command]
name = "AI61"
command = z,z,z,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z,b
time = 0
[Command]
name = "AI62"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,c,b
time = 0
[Command]
name = "AI63"
command = z,z,z,z,z,z,z,z,z,z,z,z,x,x,y,z,a,a,z
time = 0
[Command]
name = "AI64"
command = z,z,a,a,a,a,z,z,z,z,x,y,y,z,z,a,a,a,z
time = 0
[Command]
name = "AI65"
command = z,z,z,z,z,z,a,a,z,y,y,a,z,a,a,a,a,z,z
time = 0
[Command]
name = "AI66"
command = z,z,z,a,b,c,z,z,a,a,a,a,a,a,z,z,z,z,z
time = 0
[Command]
name = "AI67"
command = z,z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI68"
command = z,z,z,z,z,a,b,c,z,z,z,a,b,c,z,z,a,z,a
time = 0
[Command]
name = "AI69"
command = z,x,y,z,a,b,c,z,z,z,z,z,a,b,c,z,z,z,z
time = 0
[Command]
name = "AI70"
command = x,y,z,a,b,b,b,b,z,z,z,z,z,z,a,a,z,z,z
time = 0
[Command]
name = "AI71"
command = z,b,z,z,a,a,a,z,x,x,z,a,z,z,a,a,z,z,z
time = 0
[Command]
name = "AI72"
command = z,c,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,c,b
time = 0
[Command]
name = "AI73"
command = z,x,z,z,z,z,z,z,z,z,z,z,x,x,y,z,a,a,z
time = 0
[Command]
name = "AI74"
command = z,y,a,a,a,a,z,z,z,z,x,y,y,z,z,a,a,a,z
time = 0
[Command]
name = "AI75"
command = z,s,z,z,z,z,a,a,z,y,y,a,z,a,a,a,a,z,z
time = 0
[Command]
name = "AI76"
command = z,s,a,a,b,c,z,z,a,a,a,a,a,a,z,z,z,z,z
time = 0
[Command]
name = "AI77"
command = z,s,s,a,a,a,a,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI78"
command = s,s,b,z,z,a,b,c,z,z,z,a,b,c,z,z,a,z,a
time = 0
[Command]
name = "AI79"
command = s,z,c,z,a,b,c,z,z,z,z,z,a,b,c,z,z,z,z
time = 0
[Command]
name = "AI80"
command = s,s,z,a,b,b,b,b,z,z,z,z,z,z,a,a,z,z,z
time = 0

;-| Super Motions |--------------------------------------------------------
[Command]
name = "super1"
command = ~D, B, D, B, x
time = 20

[Command]
name = "super1"
command = ~D, B, D, B, y
time = 20

[Command]
name = "super1"
command = ~D, B, D, B, z
time = 20

[Command]
name = "super1"
command = ~D, B, D, DB, x
time = 20

[Command]
name = "super1"
command = ~D, B, D, DB, y
time = 20

[Command]
name = "super1"
command = ~D, B, D, DB, z
time = 20

[Command]
name = "super2"
command = ~D, F, D, F, x
time = 20

[Command]
name = "super2"
command = ~D, F, D, F, y
time = 20

[Command]
name = "super2"
command = ~D, F, D, F, z
time = 20

[Command]
name = "super2"
command = ~D, F, D, DF, x
time = 20

[Command]
name = "super2"
command = ~D, F, D, DF, y
time = 20

[Command]
name = "super2"
command = ~D, F, D, DF, z
time = 20

;-| Special Motions |------------------------------------------------------
[Command]
name = "w1"
command = ~D, D, x
time = 12

[Command]
name = "w2"
command = ~D, D, y
time = 12

[Command]
name = "w3"
command = ~D, D, z
time = 12

[Command]
name = "maho"
command = ~DF, D, B, a
time = 12

[Command]
name = "maho"
command = ~F, D, B, a
time = 12

[Command]
name = "bai"
command = ~B, D, F, a
time = 15

[Command]
name = "bai"
command = ~B, D, DF, a
time = 15

[Command]
name = "bai"
command = ~DB, D, F, a
time = 15

[Command]
name = "QCF_x"
command = ~B, D, F, x

[Command]
name = "QCF_y"
command = ~B, D, F, y

[Command]
name = "QCF_z"
command = ~B, D, F, z

[Command]
name = "QCF_x"
command = ~B, D, DF, x

[Command]
name = "QCF_y"
command = ~B, D, DF, y

[Command]
name = "QCF_z"
command = ~B, D, DF, z

[Command]
name = "QCF_x"
command = ~DB, D, F, x

[Command]
name = "QCF_y"
command = ~DB, D, F, y

[Command]
name = "QCF_z"
command = ~DB, D, F, z

[Command]
name = "QCB_x"
command = ~D, B, x
time = 13

[Command]
name = "QCB_x"
command = ~D, B, y
time = 13

[Command]
name = "QCB_x"
command = ~D, B, z
time = 13

[Command]
name = "FF_ab"
command = F, F, a+b

[Command]
name = "FF_a"
command = F, F, a

[Command]
name = "FF_b"
command = F, F, b

[Command]
name = "HJ"
command = ~$D,UF


;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF"     ;Required (do not remove)
command = F, F
time = 10

[Command]
name = "BB"     ;Required (do not remove)
command = B, B
time = 10

;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "nage"
command = x+a
time = 1

[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1

;-| Dir + Button |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1

[Command]
name = "down_b"
command = /$D,b
time = 1

;-| Single Button |---------------------------------------------------------
[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

;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd";Required (do not remove)
command = /$F
time = 1

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

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

[Command]
name = "holddown";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) && Time>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="super1")||(root,command="super2")||(root,command="w1")||(root,command="w2")||(root,command="w3")||(root,command="recovery")||(root,command="BB")
trigger3=(root,command="FF")||(root,command="maho")||(root,command="bai")||(root,command="QCF_x")||(root,command="QCF_y")||(root,command="QCF_z")||(root,command="QCB_x")||(root,command="FF_ab")||(root,command="FF_a")||(root,command="FF_b")
trigger4=(root,command="HJ")||(root,command="nage")||(root,command="down_a")||(root,command="down_b")
var(59)=-2

[State 10000]
type=parentvarset
triggerall= !var(0)&&(root,var(59)=-2)
Trigger1=(command="a"&&root,command="a")||(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")
trigger2=(command="up"&&root,command="up")||(command="down"&&root,command="down")||(command="back"&&root,command="back")||(command="fwd"&&root,command="fwd")
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]

[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 && var(59) = [-2,0]
trigger1 = var(59)=-2
Trigger2 = Command="AI0"||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"
Trigger3 = 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"
Trigger4 = 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"
Trigger5 = Command="AI43"||Command="AI44"||Command="AI45"||Command="AI46"||Command="AI47"||Command="AI48"||Command="AI49"||Command="AI50"||Command="AI51"||Command="AI52"||Command="AI53"||Command="AI54"||Command="AI55"||Command="AI56"
Trigger6 = Command="AI57"||Command="AI58"||Command="AI59"||Command="AI60"||Command="AI61"||Command="AI62"||Command="AI63"||Command="AI64"||Command="AI65"||Command="AI66"||Command="AI67"||Command="AI68"||Command="AI69"||Command="AI70"
Trigger7 = Command="AI71"||Command="AI72"||Command="AI73"||Command="AI74"||Command="AI75"||Command="AI76"||Command="AI77"||Command="AI78"||Command="AI79"||Command="AI80"
ignorehitpause = 1

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

;^bÕ}qhݒ
;------------------------------------------------------------------------

[State -1, ]
type = VarSet
trigger1 = var(1) = 0

var(1) = 2	;05܂ł̐Ă

;0:gȂ  1:܂Ɏg  2:g 3:Ǝg 4:悭g  5:߂g

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

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



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

;ѓL
;------------------------------------------------------------------------
[State -1, 肪ѓg̔]
type = VarSet
triggerall = roundstate = 2 && (var(59) > 7) && NumHelper(721)
triggerall = var(57) % 10 = 0
trigger1 = !(Enemy,TeamMode = simul)
trigger1 = helper(721),var(1)
trigger2 = Enemy,Teammode = simul
trigger2 = helper(721),var(1)
trigger3 = Enemy,Teammode = simul
trigger3 = helper(721),var(6)
var(57) = var(57) + 1

[State -1, 肪ѓg̔]
type = VarSet
triggerall = roundstate = 2 && (var(59) = [5,6])
triggerall = var(57) % 10 = 0
trigger1 = !(Enemy,TeamMode = simul)
trigger1 = Enemy,movetype = A
trigger1 = !(Enemy,HitDefAttr=SCA,AA,AT)
trigger1 = (Enemy,numproj > 0) || (Enemy,numhelper > 0)
trigger2 = Enemy,Teammode = simul
trigger2 = Enemy(0),movetype = A
trigger2 = !(Enemy(0),HitDefAttr=SCA,AA,AT)
trigger2 = (Enemy(0),numproj > 0) || (Enemy(0),numhelper > 0)
trigger3 = Enemy,Teammode = simul
trigger3 = Enemy(1),movetype = A
trigger3 = !(Enemy(1),HitDefAttr=SCA,AA,AT)
trigger3 = (Enemy(1),numproj > 0) || (Enemy(1),numhelper > 0)
var(57) = var(57) + 1

[State -1, ȅꍇ]
type = VarSet
triggerall = roundstate = 2
trigger1 = NumHelper(721) && (var(59) > 7)
trigger1 = (helper(721),var(1) > 5) || (helper(721),var(6) > 5)
trigger2 = (var(59) = [6,7]) && (Enemy(0),numproj > 5) || (Enemy(0),numhelper > 5)
var(57) = 100

[State -1, ̔ѓgp񐔂𐔂];^bOȊO
type = VarSet
triggerall = (roundstate = 2) && !(Enemy,TeamMode = simul) && NumHelper(721)
trigger1 = helper(721),var(1)
trigger1 = var(57) % 10 = 1
var(57) = var(57) + (helper(721),var(1)*10) + 1

[State -1, ̔ѓgp񐔂𐔂];^bOȊO
type = VarSet
triggerall = (roundstate = 2) && !(Enemy,TeamMode = simul) && (var(59) = [6,7])
trigger1 = (P2movetype = A) && !(Enemy,HitDefAttr=SCA,AA,AT)
trigger1 = var(57) % 10 = 1
var(57) = var(57) + 10 + 1

[State -1, ̔ѓgp񐔂𐔂];^bO  1
type = VarSet
triggerall = (roundstate = 2) && (Enemy,TeamMode = simul) && NumHelper(721)
trigger1 = helper(721),var(1)
trigger1 = var(57) % 10 = 1
var(57) = var(57) + (helper(721),var(1)*10) + 1

[State -1, ̔ѓgp񐔂𐔂];^bO  2
type = VarSet
triggerall = (roundstate = 2) && (Enemy,TeamMode = simul) && NumHelper(721)
trigger1 = helper(721),var(6)
trigger1 = var(57) % 10 = 1
var(57) = var(57) + (helper(721),var(6)*10) + 1

[State -1, ̔ѓgp񐔂𐔂];^bO
type = VarSet
triggerall = (roundstate = 2) && (Enemynear,TeamMode = simul) && (var(59) = [6,7])
trigger1 = (P2movetype = A) && !(Enemynear,HitDefAttr=SCA,AA,AT)
trigger1 = var(57) % 10 = 1
var(57) = var(57) + 10 + 1

[State -1, ѓϐ]
type = VarSet
triggerall = var(57) % 10 != 0
trigger1 = !(Enemy,TeamMode = simul) && (var(59) = [6,7])
trigger1 = (Enemy,ctrl) || (Enemy,statetype = L)
trigger2 = Enemy,TeamMode = simul && (var(59) = [6,7])
trigger2 = ((Enemy(0),ctrl) || (Enemy(0),statetype = L) || (Enemy(0),animtime = 0)) && ((Enemy(1),ctrl) || (Enemy(1),statetype = L) || (Enemy(1),animtime = 0))
trigger3 = NumHelper(721) && (var(59) > 7)
trigger3 = helper(721),var(3) || helper(721),var(4)
trigger4 = NumHelper(721) && (var(59) > 7) && Enemy,TeamMode = simul
trigger4 = helper(721),var(8) || helper(721),var(9)
trigger5 = roundstate = 3
var(57) = var(57) - ifelse((var(57) % 10 = 2),2,1)

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

[State -1, ]
type = Helper
trigger1 = !NumHelper(720) && (var(59) > 7)
ID = 720
name = "AIhelper1"
pos = 100,9999
postype = p1
stateno = 720
persistent = 0
keyctrl = 0
ownpal = 1
Ignorehitpause = 1

[State -1, ]
type = Helper
trigger1 = !NumHelper(721) && (var(59) > 7)
ID = 721
facing = -1
name = "AIhelper2"
pos = -100,9999
postype = p1
stateno = 721
persistent = 0
keyctrl = 0
ownpal = 1
Ignorehitpause = 1

;ϐZbg
;------------------------------------------------------------------------

[State -1, nkn΍ϐZbg]
type = VarSet
trigger1 = Enemy,Teammode = turns
trigger1 = roundstate = [0,1]
var(58) = 0

[State -1, ѓ΍ϐZbg]
type = VarSet
trigger1 = Enemy,Teammode = turns
trigger1 = roundstate = [0,1]
var(57) = 0

[state -1, Wv̒ǌmFϐZbg]
type = varset
trigger1 = MoveType = H || P2StateNo = 5120 || P2StateNo = 5210 || P2MoveType = A
var(2) = 0

[state -1, ^bOp]
type = varset
Triggerall = Teammode = simul && (var(3)%10 > 0)
triggerall = (Partner,name = "DQ5-son") && (Partner,Authorname = "ma-bo")
trigger1 = (Power < 3000) && ((StateNo = 3000 && Partner,stateno = 3100) || StateNo != 3000)
trigger2 = !Enemy,TeamMode = simul
trigger2 = Enemy,pos X != [(-45-facing*30),(42-facing*30)]
trigger3 = Enemy,TeamMode = simul
trigger3 = (Enemy(0),pos X != [(-45-facing*30),(42-facing*30)]) && (Enemy(1),pos X != [(-45-facing*30),(42-facing*30)])
var(3) = var(3) - (var(3)%10)

;SQ[WZbg󋵔f
;------------------------------------------------------------------------
[State -1, ]
type = VarSet
triggerall = (var(59) > 5) && (var(10) = [900,1000)) && (var(3)%100/10 = 0) && (random < (var(59)**3)) && (var(3)/1000%10 = 0)
triggerall = (p2bodydist X = [-10,75]) && Movetype != A && movetype != H && !(EnemyNear(EnemyNear,StateType=L && P2StateType!=L),HitDefAttr=SCA,AT) && ctrl && statetype != A
Trigger1 = (p2bodydist Y = [-30,0]) && P2MoveType = A && (StateNo != [120,159])
trigger1 = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time >= (100 - (7*var(59)) - (random%4*var(59)))) || (var(59) >= 11)
trigger1 = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L), Vel X >= 0) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L), Vel Y >= 0)
trigger2 = P2StateNo = [120,159]
trigger2 = P2StateType = C
var(3) = var(3) + 10

[State -1, Ⴊ݋]
type = VarSet
triggerall = (var(59) > 5) && (var(10) = [900,1000)) && (var(3)%100/10 = 0) && (random < (var(59)**3)) && (var(3)/1000%10 = 0)
trigger1 = stateno = 52 && (P2bodydist X = [-20,30]) && ((P2StateNo = [5000,5001]) || (P2StateNo = [5010,5011]))
trigger1 = NumHelper(1201) = 0 && NumProjID(1202) = 0 && ((var(3)/100%10 != 1) && (var(3)/100%10 != 6))
var(3) = var(3) + 20

[State -1, K[hLZ]
type = VarSet
triggerall = (var(59) > 5) && (var(10) = [900,1000)) && (var(3)%100/10 = 0) && (random < (var(59)**3))
triggerall = (RoundState = 2) && (var(59) > 5) && (statetype != A) && (stateno = [150,153])
trigger1 = (P2BodyDist X = [-30,30]) && (P2BodyDist Y > -50) && (Backedgebodydist < 20 || (random%10 = [0,2]) || (P2Life < 30))
var(3) = var(3) + 30

[State -1, SQ[WZbg]
type = VarSet
trigger1 = (var(10) = [900,1000)) && Movetype != A && (var(3)%100/10 = [1,3])
v = 10
value = 1000

[State -1,]
type = VarSet
trigger1 = var(10) < 900 && (var(3)%100/10 > 0)
var(3) = var(3) - (var(3)%100/10*10)

;s
;------------------------------------------------------------------------
;S̈ꌂ
;------------------------------------------------------------------------
[State -1, U]
type = ChangeState
value = 220
triggerall = (RoundState = 2) && (StateType != A) && ctrl && (var(10) = 1000)
trigger1 = var(3)%100/10 = 1

[State -1,]
type = ChangeState
value = 420
triggerall = (RoundState = 2) && (StateType != A) && (var(10) = 1000) && stateno = 52
trigger1 = var(3)%100/10 = 2

[State -1, K[hLZ]
type = changestate
value = 1800
triggerall = (RoundState = 2) && (statetype != A) && (var(10) = 1000) && (stateno = [150,153]) && time < 9
trigger1 = var(3)%100/10 = 3

;------------------------------------------------------------------------
;ϐZbg
;------------------------------------------------------------------------
[State -1, }qhp];
type = varset
var(3) = var(3) + 1
triggerall = TeamMode = simul
triggerall = (RoundState = 2) && (statetype != A) && (((var(59) > 7) && var(1) && (random <= (var(59)**3))) || (var(59) = -1)) && power >= 3000 && (var(3)%10 = 0)
triggerall = (Partner,name = "DQ5-son") && (Partner,Authorname = "ma-bo")  && (Partner,StateNo != 3100)
trigger1 = (Enemy(0),alive && (Enemy(0),pos X = [(-45-facing*30),(42-facing*30)])) && (Enemy(0),StateType != A || (Enemy(0),vel Y > 0 && Enemy(0),pos Y > -60))
trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing + facing = 0
trigger1 = !inguarddist || (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),hitdefattr = SCA,AA,AT && !EnemyNear(EnemyNear,StateType=L && P2StateType!=L),movecontact)
trigger2 = (Enemy(0),alive && (Enemy(0),pos X = [(-45-facing*30),(42-facing*30)])) && (Enemy(0),StateType != A || (Enemy(0),vel Y > 0 && Enemy(0),pos Y > -60))
trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing + facing != 0
trigger2 = P2Bodydist X > 0
trigger3 = Enemy,TeamMode = simul
trigger3 = (Enemy(1),alive && (Enemy(1),pos X = [(-45-facing*30),(42-facing*30)])) && (Enemy(1),StateType != A || (Enemy(1),vel Y > 0 && Enemy(1),pos Y > -60))
trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing + facing = 0
trigger3 = !inguarddist || (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),hitdefattr = SCA,AA,AT && !EnemyNear(EnemyNear,StateType=L && P2StateType!=L),movecontact)
trigger4 = Enemy,TeamMode = simul
trigger4 = (Enemy(1),alive && (Enemy(1),pos X = [(-45+-facing*30),(42-facing*30)])) && (Enemy(1),StateType != A || (Enemy(1),vel Y > 0 && Enemy(1),pos Y > -60))
trigger4 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing + facing != 0
trigger4 = P2Bodydist X > 0

[State -1, Wvp];󐂒q_R
type = varset
var(3) = var(3) + 400
triggerall = (var(59) > 5) && (var(3)/100%10 = 0) && (random < (var(59)**3)) && (StateType != A)
triggerall = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),vel X = [-1,1]) && P2MoveType != A
trigger1 = (P2BodyDist X = [40,115]) && (random%10 = [0,2]) && P2StateType != A && StateNo != 1200 && (P2StateNo = [5100,5101]) && (ctrl || (MoveType = A && AnimTime = 0))
trigger2 = (random%10 = [0,1]) && (var(3)/10000%10 = 1) && P2MoveType = H

[State -1, Wvp];q_R
type = varset
var(3) = var(3) + 500
triggerall = (var(59) > 5) && (var(3)/100%10 = 0) && (random < (var(59)**3)) && (StateType != A) && (ctrl || (StateNo = [25,26]) || (StateNo = [105,107]))
triggerall = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),vel X = [-1,1]) && P2MoveType != A
trigger1 = (var(15) > 50) && (random%10 = [0,1]) && P2MoveType != H && Backedgebodydist > 50

[State -1, Wvp];q_R
type = varset
var(3) = var(3) + 500
triggerall = (var(59) > 5) && (var(3)/100%10 = 0) && (random < (var(59)**3)) && (StateType != A) && (ctrl || (MoveType = A && AnimTime = 0))
triggerall = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),vel X = [-1,1]) && P2MoveType != A
trigger1 = (P2BodyDist X = [-20,15]) && (random%10 = [0,1]) && P2StateType != A && StateNo != 1200 && P2StateType!=L
trigger2 = (P2BodyDist X = [-20,15]) && P2StateType != A && StateNo != 1200 && (P2StateNo = [5110,5120])
trigger3 = (random%10 = [0,1]) && (var(3)/10000%10 = 1) && P2MoveType = H
trigger4 = ((P2StateNo = 5110) || (P2StateNo = 5120)) && StateNo = 430 && animtime = 0

[State -1, Wvp];Oq_R
type = varset
var(3) = var(3) + 200
triggerall = (var(59) > 5) && (var(3)/100%10 = 0) && (random < (var(59)**3)) && (StateType != A) && (P2MoveType != H)
triggerall = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),vel X = [-1,1]) && P2MoveType != A
trigger1 = (P2BodyDist X = [140,235]) && (random%10 = [0,2]) && P2StateType != A && StateNo != 1200
trigger2 = (P2BodyDist X = [140,235]) && (random%10 = [0,3]) && P2StateType != A && StateNo = 1200 && Time = 1

[State -1, Wvp];Wvq_R
type = varset
var(3) = var(3) + 300
triggerall = (var(59) > 5) && (var(3)/100%10 = 0) && (random < (var(59)**3)) && (StateType != A) && (ctrl || (stateno = [25,26]))
triggerall = P2MoveType != H
triggerall = BackEdgeBodyDist > 20
triggerall = P2StateType = A
triggerall = P2StateNo != [100,102]
triggerall = NumHelper(1201) = 0
triggerall = NumProjID(1202) = 0
trigger1 = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel X = [-0.5,0.5]) && (p2bodydist X = [20,80]) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos Y > -150)
trigger2 = facing + EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing = 0
trigger2 = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel X = [0.5,2.5]) && (p2bodydist X = [50,120]) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos Y > -150)
trigger3 = facing + EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing = 0
trigger3 = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel X = [2.5,5]) && (p2bodydist X = [80,160]) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos Y > -150)
trigger4 = facing + EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing != 0
trigger4 = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel X = [-0.5,-2.5]) && (p2bodydist X = [50,120]) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos Y > -150)
trigger5 = facing + EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing != 0
trigger5 = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel X = [-2.5,-5]) && (p2bodydist X = [80,160]) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos Y > -150)

[State -1, Wvp];̒nUɂ킹āASȂ
type = varset
var(3) = var(3) + 100
triggerall = (var(59) > 5) && (var(3)/100%10 = 0) && (random < (var(59)**3)) && (StateType != A) && (ctrl || (stateno = [25,26])) && (P2bodydist X = [40,140])
Triggerall = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time >= (60 - (var(59) * 3) - (random%4) * var(59))) || (var(59) = 11)
trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),HitDefAttr=SC,AT,AA && EnemyNear(EnemyNear,StateType=L && P2StateType!=L),animtime <= -28
trigger1 = P2MoveType = A && (P2statetype = S) && (var(10) < 861)
trigger2 = (P2movetype = A) && (P2statetype = S || P2statetype = C) && (var(10) < 860) && (P2bodydist X = [60,140]) && EnemyNear(EnemyNear,StateType=L && P2StateType!=L),animtime <= -28
trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),HitDefAttr=SC,AT,AA && EnemyNear(EnemyNear,StateType=L && P2StateType!=L),animtime <= -32
trigger3 = P2MoveType = A && (P2statetype = S) && (var(10) >= 861)
trigger4 = (P2movetype = A) && (P2statetype = S || P2statetype = C) && (var(10) >= 860) && (P2bodydist X = [60,140]) && EnemyNear(EnemyNear,StateType=L && P2StateType!=L),animtime <= -32

[State -1, Wvp];̒nUɂ킹āASȂ(^C~OȂ)
type = varset
var(3) = var(3) + 600
triggerall = (var(59) > 5) && (var(3)/100%10 = 0) && (random < (var(59)**3)) && (StateType != A) && (ctrl || (stateno = [25,26])) && (P2bodydist X = [40,140])
Triggerall = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time >= (60 - (var(59) * 3) - (random%4) * var(59))) || (var(59) = 11)
trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),HitDefAttr=SC,AT,AA && EnemyNear(EnemyNear,StateType=L && P2StateType!=L),animtime = [-31,-28]
trigger1 = P2MoveType = A && (P2statetype = S) && (var(10) >= 860)
trigger2 = (P2movetype = A) && (P2statetype = S || P2statetype = C) && (var(10) >= 860) && (P2bodydist X = [60,140]) && EnemyNear(EnemyNear,StateType=L && P2StateType!=L),animtime = [-31,-28]

[State -1, Wvp];̒nUɂ킹āAS
type = varset
var(3) = var(3) + 700
triggerall = (var(59) > 5) && (var(3)/100%10 = 0) && (random < (var(59)**3)) && (StateType != A) && (ctrl || (stateno = [25,26])) && (P2bodydist X = [40,140])
Triggerall = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time >= (60 - (var(59) * 3) - (random%4) * var(59))) || (var(59) = 11)
trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),HitDefAttr=SC,AT,AA && EnemyNear(EnemyNear,StateType=L && P2StateType!=L),animtime <= -32
trigger1 = P2MoveType = A && (P2statetype = S) && (var(10) >= 861)
trigger2 = (P2movetype = A) && (P2statetype = S || P2statetype = C) && (var(10) >= 861) && (P2bodydist X = [60,140]) && EnemyNear(EnemyNear,StateType=L && P2StateType!=L),animtime <= -32

[State -1,ϐZbg]
type = VarSet
triggerall = var(3)/100%10 > 0
trigger1 = StateNo = 52
trigger2 = MoveType = H && (StateNo >= 5000)
trigger3 = MoveType = H && ((StateNo = [150,155]) && Time = 1)
trigger4 = MoveType = A && StateType = A && (var(3)/100%10 = [2,5])
trigger5 = MoveType = A && StateType != A && ((var(3)/100%10 = 1) || (var(3)/100%10 = [6,7]))
trigger6 = StateNo = 105  && (var(3)/100%10 = 4)
var(3) = var(3) - (var(3)/100%10*100)

[State -1, ēp];
type = varset
var(3) = var(3) + 1000 + (StateNo = 52)*2000
triggerall = (var(59) > 7) && (random < (var(59)**3)) && P2StateType != A
trigger1 = StateNo = 200 || StateNo = 400
trigger1 = MoveGuarded = 1 && (random%10 = [0,2]) && (var(3)/1000%10 = 0)
trigger2 = (var(3)/1000%10 = 1) && StateNo = 27
trigger3 = (var(3)/1000%10 = 1) && StateNo = 52
trigger4 = (var(3)/1000%10 = 3) && StateNo = 27
trigger5 = StateNo = 610 || StateNo = 620
trigger5 = MoveGuarded = 1 && (random%10 = [0,2]) && (var(3)/1000%10 = 0)

[State -1,ϐZbg]
type = VarSet
triggerall = var(3)/1000%10 > 0
trigger1 = MoveType = H
trigger2 = StateNo = 800
trigger3 = P2Dist X < 0
trigger4 = P2BodyDist X > 50
trigger5 = P2StateType = A
var(3) = var(3) - (var(3)/1000%10*1000)

[State -1, 󋵔f1];̌
type = varset
var(3) = var(3) + 10000
trigger1 = (var(59) > 7) && (random < (var(59)**3)) && StateNo = 810 && Time = 1 && (var(3)/10000%10 = 0) && !(Teammode = simul)

[State -1, 󋵔f1];̌ʒ[
type = varset
var(3) = var(3) + 10000
trigger1 = (var(59) > 7) && (random < (var(59)**3)) && StateNo = 810 && Time = 40 && (var(3)/10000%10 = 1) && !(Teammode = simul)
trigger1 = EnemyNear,Frontedgebodydist < 10
trigger2 = (var(3)/10000%10 = 2) && !(Teammode = simul) && StateNo = 27
trigger3 = (var(3)/10000%10 = 3) && !(Teammode = simul) && StateNo = 430 && Movehit = 1
trigger4 = (var(3)/10000%10 = 4) && !(Teammode = simul) && StateNo = 400 && Movehit = 1
trigger5 = (var(3)/10000%10 = 5) && !(Teammode = simul) && StateNo = 27
trigger6 = (var(3)/10000%10 = 6) && !(Teammode = simul) && StateNo = 200 && Movehit = 1

[State -1,ϐZbg]
type = VarSet
triggerall = var(3)/10000%10 > 0
trigger1 = MoveType = H
trigger2 = P2MoveType != H
trigger3 = (var(3)/10000%10 = 6) && (StateNo = 105 || StateNo = 1200)
var(3) = var(3) - (var(3)/10000%10*10000)

;------------------------------------------------------------------------
;SႪ݋Ăw̍̂Ƃ,ʂ͂
;------------------------------------------------------------------------
[State -1,nU] ;nLZ
type = ChangeState
value = 400
triggerall = (RoundState = 2) && (var(59) > 7) && (P2StateType != A)
triggerall = P2bodydist X = [-45,10]
triggerall = stateno = 52
triggerall = var(10) < 1000
trigger1 = P2MoveType = H
trigger1 = P2StateNo != [120,155]
trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),BackEdgeBodyDist <= 20

[State -1, nCWv]; Ⴊ݋w̍܂͑ʒ[
type = ChangeState
value = 110
triggerall = (RoundState = 2) && (var(59) > 7) && (random <= var(59)**3)
triggerall = (stateno = 421) && (movehit) && (P2StateType = S)
trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Const(size.head.pos.y) <= -95
trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),BackEdgeBodyDist <= 20
trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Const(size.head.pos.y) <= -60

[State -1, q_R];
type = ChangeState
value = 1300
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype = A)
triggerall = P2StateType = S
triggerall = power >= 1980
trigger1 = (stateno = 111) && (!ctrl)
trigger1 = P2StateNo = [5000,5001]
trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),BackEdgeBodyDist > 20
trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Const(size.head.pos.y) <= -100
trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Const(size.ground.front) >= 30

[State -1, WvLbN];
type = ChangeState
value = 630
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype = A)
trigger1 = (stateno = 111) && (ctrl)
trigger1 = P2StateNo = [5000,5001]
trigger1 = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),BackEdgeBodyDist <= 20) || (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Const(size.head.pos.y) <= -95)
trigger1 = time > 15

;------------------------------------------------------------------------
;SႪ݋Ăċ߂
;------------------------------------------------------------------------
[state -1,]
type = changestate
value = 25
triggerall = (RoundState = 2) && (var(59) > 7) && (random <= var(59)**3)
trigger1 = (stateno = 421) && (movehit) && (animtime = 0)

[state -1,ႪݍU]
type = changestate
value = 400 + (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),backedgebodydist < 10)*30
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype != A)
triggerall = ((p2bodydist X < 2) || (Time>=13)) && (P2StateType != A)
triggerall = var(10) < 1000
trigger1 = stateno = 25 && (var(3)/1000%10 = 0)

;------------------------------------------------------------------------
;CI𓖂Ă㋗߂
;------------------------------------------------------------------------
[state -1,]
type = changestate
value = 25
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype != A) && (random <= var(59)**3)
trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),backedgebodydist > 10
trigger1 = (P2StateNo = 1070) && (p2bodydist X = [5,50])
trigger1 = ctrl

;------------------------------------------------------------------------
;󒆂̑ɂႪ݋ĂǌԒ
;------------------------------------------------------------------------
[State -1,ƂĂp]
Type = ChangeState
triggerall = (RoundState = 2) && (var(59) > 7) && (StateType != A)
triggerall = power >= 1000
triggerall = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),backedgebodydist >= 20) || (p2bodydist X > 40)
trigger1 = (animtime = 0) && (stateno = 420) && (movehit)
trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel Y < -3
trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos Y <= 0
trigger2 = var(2) = 400
trigger2 = (animtime = 0) && (stateno = 420) && movehit
value = 1

;------------------------------------------------------------------------
;ē
;------------------------------------------------------------------------
[state -1,]
type = changestate
value = 800
triggerall = (RoundState = 2) && (var(59) > 7) && (P2BodyDist X < 6) && (stateno = 27) && (statetype != A)  && (var(3)/1000%10 > 0) && (P2statetype = S || P2StateType = C)
trigger1 = Time >= 4 && (var(3)/1000%10 = 2)
trigger2 = (var(3)/1000%10 = 4) && Numhelper(720)
trigger2 = Time >= (Helper(720),var(2) - 2)

[state -1,Ⴊ݋]
type = changestate
value = 420
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype != A) && (var(3)/1000%10 > 0)
trigger1 = StateNo = 200 || StateNo = 400
trigger1 = MoveGuarded = 1

[state -1,ڍs]
type = changestate
value = 1
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype != A) && (random <= var(59)**3) && (var(3)/1000%10 > 0)
trigger1 = StateNo = 420 && Animtime = 0

[state -1,]
type = changestate
value = 27
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype != A) && (var(3)/1000%10 > 0)
trigger1 = StateNo = 52 && Time >= 3

;------------------------------------------------------------------------
;㑊ʒ[̂Ƃǌ
;------------------------------------------------------------------------
[state -1,]
type = changestate
value = 27
trigger1 = (RoundState = 2) && (statetype != A) && (var(3)/10000%10 = 2) && (var(59) > 7) && ctrl

[state -1,LbN]
type = changestate
value = 430
triggerall = (RoundState = 2) && (stateno = 27) && (statetype != A)  && (var(3)/10000%10 = 3)
trigger1 = P2BodyDist X <= 10

[state -1,]
type = changestate
value = 400
trigger1 = (RoundState = 2) && stateno = 430 && Movehit && (statetype != A) && (var(3)/10000%10 = 4)

[state -1,ڍs]
type = changestate
value = 1
triggerall = (RoundState = 2) && (statetype != A) && (random <= var(59)**3) && (var(3)/10000%10 = 5)
trigger1 = StateNo = 400 && Animtime = 0

[state -1,]
type = changestate
value = 200
triggerall = (RoundState = 2) && (stateno = 27) && (statetype != A)  && (var(3)/10000%10 = 6)
trigger1 = P2BodyDist X <= 10

[state -1,]
type = changestate
value = 210
trigger1 = (RoundState = 2) && (stateno = 200 && Movehit) && (statetype != A) && (var(3)/10000%10 = 7)

[state -1,̌]
type = changestate
value = Ifelse(((random%2) || (Backedgebodydist <= 50)),1200,105)
trigger1 = (RoundState = 2) && (stateno = 210 && Movehit) && (statetype != A) && (var(3)/10000%10 = 7)

;^bOp̍s
;-----------------------------------------------------------------
[State -1, CIiY];GɍUĂƂ
type = ChangeState
value = 3100
triggerall = (Enemy,Teammode = simul) && (TeamMode = simul)
triggerall = (RoundState = 2) && (power >= 2000) && (var(59) > 5) && (statetype != A) && ctrl
triggerall = random <= (var(59)**3) * 3
triggerall = (Enemy(0),pos Y = [-150,0]) || (Enemy(1),pos Y = [-150,0])
trigger1 = (Partner,movetype = H) && (p2bodydist X > 0)
trigger1 = (Enemy(0),movetype = A) || (Enemy(1),movetype = A)
trigger1 = (abs((Enemy(0),pos X) - (Partner,pos X)) = [0,50]) && (abs((Enemy(1),pos X) - (Partner,pos X)) = [0,50])
trigger2 = P2bodydist X > Partner,P2bodydist X
trigger2 = ((Enemy(0),pos X > Pos X) && (Enemy(1),Pos X > Pos X)) || ((Enemy(0),pos X < Pos X) && (Enemy(1),Pos X < Pos X))
trigger2 = Partner,Inguarddist && (p2bodydist X > 50)

[State -1, }qh];GɍUĂƂ
type = ChangeState
value = 3000
triggerall = (Enemy,Teammode = simul) && (TeamMode = simul)
triggerall = (RoundState = 2) && (power >= 1000) && (var(59) > 5) && (statetype != A) && ctrl
triggerall = random <= (var(59)**3) * 3
triggerall = (Enemy(0),pos Y = [-150,0]) || (Enemy(1),pos Y = [-150,0])
triggerall = p2bodydist X = [50,180]
trigger1 = Partner,movetype = H
trigger1 = (Enemy(0),movetype = A) || (Enemy(1),movetype = A)
trigger1 = (abs((Enemy(0),pos X) - (Partner,pos X)) = [0,50]) && (abs((Enemy(1),pos X) - (Partner,pos X)) = [0,50])

[State -1, }qh1];MKfC_Ƃ
type = ChangeState
value = 3000
trigger1 = (RoundState = 2) && (var(59) > 7) && (statetype != A) && var(1) && power >= 3000 && ctrl
trigger1 = var(3)%10=1

[State -1, }qh];
type = ChangeState
value = 3000
triggerall = (Enemy,Teammode = simul) && (TeamMode = simul)
triggerall = (RoundState = 2) && (var(59) > 5) && (statetype != A) && ctrl && var(1) && (random <= (var(59)**3) * 3)
triggerall = power >= 1000 && (((random%10 = [0,2]) || (var(1) > 3)) || ((var(1) = [1,2]) && Power>=3000) || ((var(1) = 3) && Power>=2000))
triggerall = (Enemy(0),pos Y = [-150,0]) || (Enemy(1),pos Y = [-150,0])
triggerall = (p2bodydist X > 60) || (var(1) = 5)
triggerall = (!inguarddist) || ((Partner,P2bodydist x) < (P2bodydist X))
triggerall = (Partner,alive) || (Enemy(0),life <= 100) || (Enemy(1),life <= 100) || (var(1) = 5)
trigger1 = (P2stateno = [5000,5050]) && (P2movetype = H) && (var(1) > 1 || ((var(1) = 1) && (random%10 = [0,1])))
trigger2 = Partner,movetype = H && ((Enemy(0),HitdefAttr = SCA,AA,AT)||(Enemy(1),HitdefAttr = SCA,AA,AT))
trigger2 = (Enemy(0),vel X < 4) && (Enemy(1),vel X < 4) && (var(1) > 1 || ((var(1) = 1) && (random%10 = [0,1])))
trigger3 = (Enemy(0),life <= 70) || (Enemy(1),life <= 70) && (var(1) > 1 || ((var(1) = 1) && (random%10 = [0,1])))
trigger4 = (var(1) > 2) && ((Enemy(0),MoveType = A)||(Enemy(1),MoveType = A))
trigger5 = var(1) = 5

[State -1,[];݌ɂꂽƂɒEo
type = changestate
value = 1400 + ((EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos X = [0,99]) * 20)
triggerall = (Enemy,Teammode = simul) && (TeamMode = simul)
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && ctrl
triggerall = P2StateNo != [5100,5110]
triggerall = ((Pos X < Enemy(0),pos X) && (Pos X > Enemy(1),pos X)) || ((Pos X > Enemy(0),pos X) && (Pos X < Enemy(1),pos X))
triggerall = random <= (var(59)**3) * 3
trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos X = [-99,99]

;؂ԂAK[h
;-----------------------------------------------------------------
[State -1, ɉƂ]
type = ChangeState
value = 430
triggerall = (RoundState = 2) && (var(59) > 7) && (StateType != A) && (ctrl)
triggerall = P2StateNo != [5100,5120]
triggerall = (random <= (var(59)**3)) && (P2StateType != A)
trigger1 = p2bodydist X = [-5,10]
trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing + facing != 0

[State -1, obNXebv]
type = ChangeState
value = 105
trigger1 = (RoundState = 2) && (var(59) > 7) && (StateType != A) && (ctrl) && (var(3)/10000%10 = 1) && backedgebodydist > 30
trigger1 = StateNo = 0 && (Time = [0,1]) && (random%2)

[State -1, ]
type = ChangeState
value = 800
triggerall = (RoundState = 2) && (var(59)>0) && (StateType != A) && ctrl && (random <= (var(59)**3))
triggerall = (p2statetype = S) || (p2statetype = C)
triggerall = stateno != 100
triggerall = p2bodydist X = [-20,6]
triggerall = !(P2StateNo = 0 && EnemyNear(EnemyNear,StateType=L && P2StateType!=L),time <= 10 && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),prevstateno = 5120))
triggerall = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing + facing = 0
triggerall = prevstateno != 800
trigger1 = P2MoveType = A && (random%10 = [0,4])
trigger2 = P2MoveType = I && ((random%10 = [0,2]) || P2StateNo = 52)
trigger3 = P2MoveType = H && (P2StateNo = [120,131])

[State -1, }zJ^]; ѓɔ m
type = ChangeState
value = 1500
triggerall = (RoundState = 2) && (var(59) > 7) && (StateType != A) && (ctrl) && NumHelper(720) && NumHelper(721) && P2StateNo != 1350
triggerall = (P2StateNo != [5100,5120]) && ((Helper(721),inguarddist) || (inguarddist && (random%10 = [0,1])))
triggerall = (var(15) < 101) && (power >= 1000)
triggerall = random <= (var(59)**3)
Triggerall = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time >= (100 - (7*var(59)) - (random%4*var(59)))) || (var(59) >= 11)
trigger1 = !(Enemy,teammode = simul)
trigger1 = Helper(721),var(1)
trigger1 = P2life <= 55
trigger1 = p2bodydist X > 30
trigger2 = Enemy,teammode = simul
trigger2 = Helper(721),var(1)
trigger2 = (Enemy(0),life <= 55) || (Enemy(1),life <= 55)
trigger2 = p2bodydist X > 30
trigger3 = Enemy,teammode = simul
trigger3 = Helper(721),var(6)
trigger3 = (Enemy(0),life <= 55) || (Enemy(1),life <= 55)
trigger3 = p2bodydist X > 30
trigger4 = !(Enemy,teammode = simul) && (p2bodydist X > 30) && (random%10 = [0,2]) && P2life <= 55
trigger4 = Helper(721),var(2)
trigger5 = Enemy,teammode = simul && (p2bodydist X > 30) && (random%10 = [0,2])
trigger5 = (Helper(721),var(2) || Helper(721),var(7)) && ((Enemy(0),life <= 55) || (Enemy(1),life <= 55))

[State -1, }qh];
type = ChangeState
value = 3000
triggerall = (RoundState = 2) && (power >= 1000) && (var(59) > 7) && (statetype != A) && ctrl
triggerall = random <= (var(59)**3) * 3
triggerall = !(EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Teammode = simul) && !(TeamMode = simul)
triggerall = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos Y > -30) && (p2bodydist X = [60,200])
trigger1 = !inguarddist && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),life <= 70)

[State -1, CIiY]
type = ChangeState
value = 3100
triggerall = (power >= 2000) && (RoundState = 2) && (var(59) > 7) && (StateType != A) && (ctrl || (StateNo = [120,131])) && (random <= (var(59)**3) * 3) && Numhelper(720)
triggerall = (P2StateNo != [5100,5110]) && (Helper(721),inguarddist) && (P2movetype = A)
triggerall = P2BodyDist Y > -160
triggerall = (NumHelper(1201) = 0) && (NumProjID(1202) = 0) && ((EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time >= (100 - (7*var(59)) - (random%4*var(59)))) || (var(59) >= 11))
Trigger1 = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),AnimTime <= -25) && (var(15) = 0)
trigger2 = P2StateType = A
trigger2 = ((EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time >= (100 - (7*var(59)) - (random%4*var(59)))) || (var(59) >= 11))
trigger3 = (power >= 3000) && (P2StateType = A)
trigger3 = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel Y > 0) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos Y < -70) && ((EnemyNear(EnemyNear,StateType=L && P2StateType!=L),ctrl) || (P2MoveType = A))
trigger4 = Numhelper(720)
trigger4 = helper(720),var(0) >= 12
trigger4 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),AnimTime < -43
trigger5 = Numhelper(721)
trigger5 = helper(721),var(1) && EnemyNear(EnemyNear,StateType=L && P2StateType!=L),AnimTime < -43

[state -1, }qh]
type = ChangeState
value = 3000
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (ctrl || (StateNo = [120,131]))
triggerall = power >= 1000
triggerall = random <= (var(59)**3) * 3
triggerall = p2bodydist X = [70,200]
trigger1 = Numhelper(720)
trigger1 = helper(720),var(0) >= 12
trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),AnimTime < -43
trigger1 = ((EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time >= (100 - (7*var(59)) - (random%4*var(59)))) || (var(59) >= 11))
trigger2 = Numhelper(721)
trigger2 = helper(721),var(1)
trigger2 = var(15) >= 30 && P2StateType != A
trigger3 = (ProjHit1551 = 1 || ProjHitTime(1551) = 1) && (P2StateNo >= 5000)
trigger4 = P2StateType = A && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),vel X = [-4,1]) && (P2BodyDist Y < -40)
trigger4 = !(EnemyNear(EnemyNear,StateType=L && P2StateType!=L),ctrl) && P2StateNo >= 200 && P2StateNo != 1350

[State -1, ႪݎU];  
type = ChangeState
value = 400
triggerall = (RoundState = 2) && (var(59)>0) && (StateType != A) && (var(2) = 0)
triggerall = P2StateNo != [5100,5120]
triggerall = random <= (var(59)**3) * 3
triggerall = P2StateNo != 5050
triggerall = (P2StateType = S) || (P2StateType = C)
triggerall = NumHelper(1201) = 0
triggerall = NumProjID(1202) = 0
triggerall = P2bodydist X = [-10,25]
trigger1 = (random%10 = [0,2]) && ctrl
trigger1 = (P2movetype != A) || (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),time < 3) || (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),animtime <= -5)
trigger2 = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),hitdefattr = SCA,AA,AT) && !(EnemyNear(EnemyNear,StateType=L && P2StateType!=L),movecontact) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),animtime <= -7)
trigger2 = (stateno = 131) && (time > 10)
trigger3 = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),movecontact) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),animtime <= -5) && ctrl
trigger4 = TeamMode = simul && P2Movetype = H && (ctrl || StateNo = 25) && (var(3)/1000%10 = 0)

[State -1,[]
type = changestate
value = 1410
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && ctrl && P2StateType = A
triggerall = P2StateNo != [5100,5120]
triggerall = random <= (var(59)**3) * 3
triggerall = (P2StateNo != [5000,5050]) && (P2StateNo != 1070)
triggerall = Pos X > 50 || Pos X < -50
triggerall = backedgebodydist < 40
trigger1 = p2bodydist X > 125
trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),vel X > 4
trigger1 = (Facing + EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Facing = 0) && (P2Bodydist Y < -60)
trigger2 = p2bodydist X = [-20,40]
trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos Y < -90
trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel X = [0.5,2]
trigger2 = pos X < -50
trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing = -1
trigger3 = p2bodydist X = [-20,12]
trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel X = [-0.5,0.5]
trigger3 = p2bodydist Y < -90
trigger3 = pos X > 50
trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing = 1
trigger4 = p2bodydist X = [-20,12]
trigger4 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel X = [-0.5,0.5]
trigger4 = p2bodydist Y < -90
trigger4 = pos X > 50

[State -1,[]
type = changestate
value = 1400
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (ctrl)
triggerall = P2StateNo != [5100,5120]
triggerall = random <= (var(59)**3) * 3
triggerall = (P2StateNo != [5000,5050]) && (P2StateNo != 1070)
trigger1 = !(Enemy,TeamMode = Simul) && (random%10 = [0,2])
trigger1 = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos X > 0) && (BackEdgeBodyDist < 30) && (p2bodydist X = [0,60]) && (p2bodydist Y > -30)
trigger2 = (p2bodydist X = [-20,12]) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel X = [-0.5,0.5]) && (p2bodydist Y = [-200,-90]) && (pos X = [-120,-80]) && (random%10 = [0,1])
trigger3 = (p2bodydist X = [90,130]) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),vel X > 4) && (P2StateType = A) && (random = [0,100])
trigger3 = (Facing + EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Facing = 0)
trigger4 = p2bodydist X = [0,40]
trigger4 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos Y < -90
trigger4 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel X = [0.5,2]
trigger5 = p2bodydist X = [-20,12]
trigger5 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel X = [-0.5,0.5]
trigger5 = p2bodydist Y < -50
trigger5 = pos X = [-60,0]
trigger5 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing = 1
trigger6 = (var(2) = 3) && (backedgebodydist < 10) && (pos X > 0)

[State -1,[]
type = changestate
value = 1420
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (ctrl)
triggerall = P2StateNo != [5100,5120]
triggerall = random <= (var(59)**3) * 3
triggerall = (P2StateNo != [5000,5050]) && (P2StateNo != 1070)
trigger1 = !(Enemy,TeamMode = Simul)
trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos X < 0
trigger1 = BackEdgeBodyDist < 30
trigger1 = p2bodydist X = [0,60]
trigger1 = p2bodydist Y > -30
trigger2 = p2bodydist X = [-20,12]
trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel X = [-0.5,0.5]
trigger2 = p2bodydist Y = [-200,-90]
trigger2 = pos X = [80,120]
trigger2 = random = [0,200]
trigger3 = p2bodydist X = [90,130]
trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),vel X > 4
trigger3 = (Facing + EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Facing = 0)
trigger3 = P2StateType = A
trigger3 = random = [100,200]
trigger4 = p2bodydist X = [0,40]
trigger4 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos Y < 0
trigger4 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel X = [0.5,2]
trigger5 = p2bodydist X = [-20,12]
trigger5 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel X = [-0.5,0.5]
trigger5 = p2bodydist Y < -50
trigger5 = pos X = [0,60]
trigger5 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing = -1
trigger6 = (var(2) = 3) && (backedgebodydist < 10) && (pos X < 0)

[State -1, OWv];
type = ChangeState
value = 41 + (P2bodydist X > 90)*69
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (ctrl || (stateno = [25,26]))
trigger1 = (var(3)/100%10 = 1)

[State -1,Wv]
type = changestate
value = 43
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (ctrl || (stateno = [25,26]))
trigger1 = (var(3)/100%10 = 3) || (var(3)/100%10 = 5)

[State -1, OWv];q_R
type = ChangeState
value = 41 + ((P2bodydist X = [210,235]) || ((P2bodydist X = [160,210]) && (random%2)))*69
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (ctrl || (StateNo = [25,26]))
trigger1 = (var(3)/100%10 = 2) && (P2BodyDist X = [140,235])

[State -1,Wv]
type = changestate
value = 42
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (ctrl || (stateno = [25,26]))
trigger1 = (var(3)/100%10 = 4)

[State -1,ޯï]
Type     = ChangeState
Value    = 105
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (ctrl)
TriggerAll = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),HitDefAttr=SCA,AT
TriggerAll = P2BodyDist X=[-5,90]
TriggerAll = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),vel x<3
TriggerAll = P2MoveType=A
Triggerall = P2StateType != A
triggerall = random <= (var(59)**3) * 3
TriggerAll = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time>=30 || (!Time&&(var(59))>9) || (var(59))>10
triggerall = P2StateNo != 1370
triggerall = BackEdgeBodyDist >= 30
triggerall = facing + EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing = 0
Trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time>=50 || var(59)>10
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

[State -1,Wv]
Type     = ChangeState
Value    = 41 + random%3
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (ctrl)
TriggerAll = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),HitDefAttr=SCA,AT
triggerall = random <= (var(59)**3)
TriggerAll = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time>=30 || (!Time&&(var(59))>9) || (var(59))>10
Trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time>=50 || var(59)>10
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

[State -1, K[h];  K[hA^bOȊO
Type = ChangeState
Value = 120
TriggerAll = (var(59) > 2) && (RoundState = 2) && (StateNo != [120,155])
TriggerAll = Ctrl || stateno = 0
triggerall = random <= (var(59)**3)
triggerall = (!(TeamMode = simul)) || (!(Enemy,TeamMode = simul))
trigger1 = (inguarddist) && !((statetype = A) && (P2statetype != A))
Trigger2 = p2bodydist X = [-50,30]
Trigger2 = P2MoveType = A
trigger3 = NumHelper(720) && NumHelper(721)
Trigger3 = (Helper(720),inguarddist) || (Helper(721),inguarddist)

[State -1, K[hA^bO];  K[h
Type = ChangeState
Value = 120
TriggerAll = (var(59) > 2) && (RoundState = 2) && (StateNo != [120,155])
TriggerAll = Ctrl || stateno = 0
triggerall = random <= (var(59)**3)
triggerall = (TeamMode = simul) && (Enemy,TeamMode = simul)
triggerall = P2StateNo != 1350
triggerall = (Facing + EnemyNear(EnemyNear,StateType=L && P2StateType!=L),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(720) && NumHelper(721)
trigger1 = inguarddist || (Helper(721),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))
triggerall = ((stateno = 0) && (time = [0,10]))
Trigger1 = P2MoveType = A && (p2bodydist X = [-50,30])
Trigger2 = NumHelper(720) && NumHelper(721)
Trigger2 = inguarddist || (Helper(720),inguarddist) || (Helper(721),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(720) && NumHelper(721)
Trigger2 = inguarddist || (Helper(720),inguarddist) || (Helper(721),inguarddist)
Trigger3 = inguarddist

;}zJ^
;------------------------------------------------------------------
[State -1, }zJ^]; ѓ悭gɎg
type = ChangeState
value = 1500
triggerall = (RoundState = 2) && (var(59) > 7) && (StateType != A) && NumHelper(720) && NumHelper(721) && P2StateNo != 1350
triggerall = P2StateNo != [5100,5120]
triggerall = (var(15) < 101) && (power >= 1000) && (random < (var(59)**3))
triggerall = var(57) >= 30
triggerall = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),backedgebodydist > 20
trigger1 = ctrl && (p2bodydist X > 30)
trigger1 = Helper(721),var(1)
trigger1 = !(Enemy,teammode = simul)
trigger2 = ctrl && (P2StateNo = [5100,5101]) && (p2bodydist X > 40)
trigger2 = random%10 = [0,1]
trigger2 = !(Enemy,teammode = simul)
trigger3 = stateno = 210 && (movehit = 1) && (random%10 = [4,7]) && (P2StateType = A)
trigger3 = !(Enemy,teammode = simul)
trigger4 = stateno = 230 && movehit && (P2StateType = A)
trigger4 = !(Enemy,teammode = simul)
trigger5 = ctrl && (P2StateNo = 5110) && (p2bodydist X > 100) && (random%10 = [0,1])
trigger5 = !(Enemy,teammode = simul)
trigger6 = ctrl && (P2StateNo = [5035,5050]) && (p2bodydist X > 100) && (random%10 = [0,1])
Trigger7 = ((EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time >= (100 - (7*var(59)) - (random%4*var(59)))) || (var(59) >= 11))
trigger7 = Enemy,teammode = simul && ctrl
trigger7 = Helper(721),var(1)
trigger7 = p2bodydist X > 30
Trigger8 = ((EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time >= (100 - (7*var(59)) - (random%4*var(59)))) || (var(59) >= 11))
trigger8 = Enemy,teammode = simul && ctrl
trigger8 = Helper(721),var(6)
trigger8 = p2bodydist X > 30
trigger9 = !(Enemy,teammode = simul) && (p2bodydist X > 30) && (random%10 = [0,2]) && ctrl
trigger9 = Helper(721),var(2)
trigger10 = Enemy,teammode = simul && (p2bodydist X > 30) && (random%10 = [0,2]) && ctrl
trigger10 = Helper(721),var(2) || Helper(721),var(7)


[State -1, }zJ^]; ѓ悭gɎg
type = ChangeState
value = 1500
triggerall = (RoundState = 2) && (var(59) = [6,7]) && (StateType != A)
triggerall = P2StateNo != [5100,5120]
triggerall = (var(15) < 101) && (power >= 1000) && (random < (var(59)**3))
triggerall = var(57) >= 30
triggerall = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),backedgebodydist > 20
trigger1 = ctrl && (p2bodydist X > 30)
trigger1 =!(EnemyNear(EnemyNear,StateType=L && P2StateType!=L),hitdefattr = SCA,AA,AT)
Trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),NumProj > 0 || EnemyNear(EnemyNear,StateType=L && P2StateType!=L),NumHelper > 0

;oCLg
;----------------------------------------------------------------------
[State -1, oCLg]
type = ChangeState
value = 1600
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (random < (var(59)**3)*3)
triggerall = (power >= 1000) && (var(16) = 0) && (random%101<Ifelse((100-var(57)<30),30,(100-var(57))))
triggerall = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),life >= 300 && life >= 200
triggerall = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),backedgebodydist > 20
trigger1 = ctrl && (P2StateNo = [5100,5101]) && (p2bodydist X > 40)
trigger2 = stateno = 210 && (movehit = 1) && (random%10 = [0,3]) && (P2StateType = A) && (var(57) <= 120)
trigger3 = stateno = 230 && movehit && (P2StateType = A)
trigger4 = ctrl && (P2StateNo = 5110) && (p2bodydist X > 100) && (random%10 = [3,7])
trigger5 = ctrl && (P2StateNo = [5035,5050]) && (p2bodydist X > 100)
trigger6 = ctrl && (random = [500,999]) && (p2bodydist X > 170) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),vel X <= 0.2)
trigger6 = (P2MoveType != A) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),numhelper = 0) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),numproj = 0)
trigger7 = ((prevstateno = 220) || (prevstateno = 222)) && (stateno = 0) && (time = [0,1])
trigger7 = (P2StateType = A) && (P2MoveType = H)

;----------------------------------------------------------------------
;NU,ǌ
;----------------------------------------------------------------------
[State -1, NUߔe]
type = ChangeState
value = 1200
triggerall = NumHelper(1201) = 0
triggerall = NumProjID(1202) = 0
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (ctrl) && (var(3)/10000%10 = 0)
triggerall = random <= (var(59)**3) * 3
TriggerAll = P2BodyDist X = [40,200]
triggerall = stateno != 106
trigger1 = P2StateNo = [5100,5101]


[State -1, NU߃Wv];
Type = ChangeState
value = 41
triggerall = (var(59) > 5) && (statetype != A) && (RoundState = 2) && (ctrl || (stateno = [25,26]))
triggerall = random < (var(59)**3) * 3
triggerall = random%10 = 5
TriggerAll = P2BodyDist X = [40,70]
Triggerall = P2StateNo = 5120
Trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),AnimTime = -6
trigger1 = random = [0,500]
trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),AnimTime = -12
trigger2 = random = [500,999]

[State -1, NU߃nCWv];
Type = ChangeState
value = 110
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (ctrl)
triggerall = random <= (var(59)**3) * 3
triggerall = random = [600,999]
TriggerAll = P2BodyDist X = [50,120]
Triggerall = ctrl
Triggerall = P2StateNo = 5120
Trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),AnimTime = -5
trigger1 = random = [0,500]
trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),AnimTime = -12
trigger2 = random = [500,999]

[State -1, []
type = ChangeState
value = 1420
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && ctrl
triggerall = random <= (var(59)**3) * 3
triggerall = P2StateType = L
TriggerAll = P2BodyDist X = [-25,50]
triggerall = pos X < 0
trigger1 = (BackEdgeBodyDist < 30) && (p2bodydist X = [-30,20]) && (P2StateNo = [5110,5120])

[State -1, []
type = ChangeState
value = 1400
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && ctrl
triggerall = random <= (var(59)**3) * 3
triggerall = P2StateType = L
TriggerAll = P2BodyDist X = [-5,50]
triggerall = pos X > 0
Trigger1 = P2BodyDist X = [-25,30]
trigger1 = (BackEdgeBodyDist < 30) && (p2bodydist X = [-30,20]) && (P2StateNo = [5110,5120])

[State -1, Ⴊ݃LbNǌ];
type = ChangeState
value = 430
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (ctrl) && (var(2) != [500,600])
triggerall = random <= (var(59)**3) * 3
triggerall = prevstateno != 430
triggerall = P2StateType != A
triggerall = var(2) < 3
trigger1 = P2StateNo = [5100,5101]
trigger1 = p2bodydist X = [-10,35]

;----------------------------------------------------------------------
;e΂̒ǌ
;----------------------------------------------------------------------
[State -1, ҂];
Type = ChangeState
value = 1
triggerall = (RoundState = 2) && (var(59) > 7) && (StateType != A)
trigger1 = (random <= var(59)**3) && (var(2) = 2) && ctrl
trigger2 = StateNo = 25 && (var(2) = [1,2]) && (P2BodyDist X < 20) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),backedgebodydist < 30) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),vel X < 0)

[State -1, ];
Type = ChangeState
value = 25
triggerall = (RoundState = 2) && (var(59) > 7) && (StateType != A) && StateNo = 1 && (var(2) = 2) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),backedgebodydist >= 30)
trigger1 = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing + facing = 0) && (P2Dist X > 30)

[State -1, nCWv];
type = ChangeState
value = 110
triggerall = (RoundState = 2) && (var(59) > 7) && (StateType != A) && ctrl
triggerall = random%10 = [0,2]
triggerall = (NumHelper(1201) = 1) && (NumProjID(1202) = 0)
triggerall = var(2) < 100
Trigger1 = P2BodyDist X = [90,150]
trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel X = [0.5,4]
Trigger2 = P2BodyDist X = [50,120]
trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel X = [-1,0.5]

[State -1, Xebv];
type = ChangeState
value = 100
triggerall = (RoundState = 2) && (var(59) > 7) && (StateType != A) && ctrl
triggerall = !inguarddist
triggerall = (NumHelper(1201) = 1) && (NumProjID(1202) = 0)
triggerall = var(2) < 100
Trigger1 = P2BodyDist X > 120
trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel X = [-1,4]
Trigger2 = P2BodyDist X = [50,120]
trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel X = [-1,0.5]

[State -1,[]
type = changestate
value = 1420
triggerall = (RoundState = 2) && (var(59) > 7) && (StateType != A)
triggerall = random <= (var(59)**3)
triggerall = facing + EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing = 0
triggerall = P2StateNo != [5000,5120]
triggerall = pos X < 0
triggerall = stateno = 1200 && animtime = 0
trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel X > 1.5 && P2StateType = A
trigger2 = P2MoveType = A && !(EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Hitdefattr = SCA,AA)
trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos X = [75,99]
trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),animtime < -20
trigger3 = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos X = [-20,70]) && (random%10 = [0,2])

[State -1,[]
type = changestate
value = 1400
triggerall = (RoundState = 2) && (var(59) > 7) && (StateType != A)
triggerall = random <= (var(59)**3)
triggerall = facing + EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing = 0
triggerall = P2StateNo != [5000,5120]
triggerall = pos X > 0
triggerall = stateno = 1200 && animtime = 0
trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel X > 1.5 && P2StateType = A
trigger2 = P2MoveType = A && !(EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Hitdefattr = SCA,AA)
trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos X = [-99,-75]
trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),animtime < -20
trigger3 = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos X = [-70,20]) && (random%10 = [0,2])

[State -1, LbN]; Wv
type = ChangeState
value = 630
triggerall = (RoundState = 2) && (var(59) > 5) && (ctrl)
triggerall = random <= (var(59)**3) * 3
triggerall = statetype = A
triggerall = P2StateType = A
triggerall = P2StateNo = [5030,5050]
triggerall = p2bodydist X = [-15,30]
Triggerall = vel y < 0;(㏸)
trigger1 = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos Y < -10) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),vel Y < 0)
trigger2 = var(2) = 3
trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),vel Y > 0
trigger4 = p2bodydist Y > 5
trigger5 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),backedgebodydist < 10

[State -1,OWv]
type = ChangeState
value = 110
triggerall = (RoundState = 2) && (var(59) > 7) && (StateType != A)
triggerall = (random <= var(59)**3) && ((power < 1000) || (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),backedgedist < 20))
triggerall = P2StateNo = [5035,5050]
triggerall = var(2) = 5
trigger1 = (stateno = 52)
trigger2 = stateno = 25 || stateno = 0
trigger3 = (stateno = 26 || ctrl) && time >= 1

[State -1,OWv]
type = ChangeState
value = 110
triggerall = (RoundState = 2) && (var(59) > 7) && (StateType != A)
triggerall = random <= var(59)**3
triggerall = P2bodydist X = [0,60]
triggerall = (P2bodydist Y = [-100,-35]) && (backedgebodydist > 10) && (prevstateno != 420)
triggerall = P2StateNo = [5035,5050]
triggerall = (power < 1000) || ((EnemyNear(EnemyNear,StateType=L && P2StateType!=L),backedgedist < 50) && (frontedgebodydist = [20,100]))
triggerall = var(2) = 5
triggerall = ((facing + EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing = 0) && (p2bodydist X > 0)) || ((facing + EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing != 0) && (p2bodydist X > 10))
trigger1 = (stateno = 52)
trigger2 = stateno = 25 || stateno = 0

[State -1,]
type = ChangeState
value = ifelse((var(2) = 320 && power < 970),210,420)
triggerall = (RoundState = 2) && (var(59) > 7) && (StateType != A)
triggerall = P2StateNo != [5100,5120]
triggerall = (random <= var(59)**3) && (P2bodydist X = [-40,40])
triggerall = (P2StateNo = 5050) && (frontedgebodydist > 20) && ((var(2) = [4,5]) || (var(2) = 320))
triggerall = ((P2bodydist Y = [10,-35]) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel Y < 0)) || ((P2bodydist Y = [-20,-40]) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel Y = [-1,2]))
triggerall = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),backedgebodydist > 10) || (backedgebodydist < 10)
trigger1 = stateno = 52
trigger2 = stateno = 25 || stateno = 0

[State -1,]
type = ChangeState
value = ifelse((var(2) = 320 && power < 970),210,420)
triggerall = (RoundState = 2) && (var(59) > 7) && (StateType != A)
triggerall = P2StateNo != [5100,5120]
triggerall = (random <= var(59)**3) && (P2bodydist X = [-40,30]) && (stateno = 52||stateno = 25||stateno = 0)
triggerall = (P2StateNo = 5050) && (frontedgebodydist > 20) && ((var(2) = [4,5]) || (var(2) = 320))
triggerall = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),backedgebodydist > 10) || (backedgebodydist < 10)
trigger1 = ((P2bodydist Y = [-41,-15]) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel Y = [1,3.5])) || ((P2bodydist Y = [-45,-25]) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel Y = [3.5,5]))
trigger2 = ((P2bodydist Y = [-65,-40]) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel Y > 5))

[state -1, e΃qbgmF]
type = varset
var(2) = 1
triggerall = (roundstate = 2) && (var(59)>5) && (var(2) = 0) && (ProjHit1202 = 1 || ProjHitTime(1202) = 1)
trigger1 = (P2StateNo >= 5000)

[state -1, e΃qbgmF]
type = varset
var(2) = 2
triggerall = (roundstate = 2) && (var(59)>5) && (var(2) = 1)
trigger1 = StateNo = 102 && (P2BodyDist X < 0)
trigger2 = stateno = 1 && EnemyNear(EnemyNear,StateType=L && P2StateType!=L),backedgebodydist < 20

[state -1, Wv̒ǌmF]
type = varset
triggerall = (roundstate = 2) && (var(59)>5) && (Prevstateno = 41 || Prevstateno = 110)
triggerall = (var(2) <= 305) && (var(2) != [3,10])
trigger1 = P2StateType = A
trigger1 = P2StateNo = [5000,5050]
trigger2 = prevstateno = 420
trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),backedgebodydist < 5
var(2) = ifelse((var(2) = 2),3,(ifelse((var(2) < 100),10,(ifelse((var(2) = [301,305]),310,210)))))

[state -1, Wv̒ǌmF2]
type = varset
triggerall = (roundstate = 2) && (var(59)>5) && (var(2))
triggerall = ((stateno = 630) && (movehit = 1)) || ((stateno = 620) && (movehit = 1))
trigger1 = var(2) = [3,5]
trigger2 = var(2) = 210
trigger3 = var(2) = 310
var(2) = ifelse((var(2) = 3),4,(ifelse((var(2) = 4),5,(ifelse(var(2) = 5,6,(ifelse(var(2) = 210,220,(ifelse(var(2) = 310,320,20)))))))))

[state -1, Wv̒ǌmF3]
type = varset
trigger1 = (roundstate = 2) && (var(59)>5)
trigger1 = ((stateno = 610) && (movehit = 1)) && (P2StateType = A)
var(2) = 5

[state -1, Wv̒ǌmF4]
type = varset
triggerall = (roundstate = 2) && (var(59)>5) && (P2StateType = A)
triggerall = ((stateno = 630) && (movehit = 1)) || ((stateno = 620) && (movehit = 1))
trigger1 = var(2) = 10
var(2) = ifelse((stateno = 630),4,5)

[state -1, Wv̒ǌmF5]
type = varset
triggerall = (roundstate = 2) && (var(59)>5) && (Prevstateno = 41 || Prevstateno = 110)
triggerall = var(2) = 5
trigger1 = P2StateType = A
trigger1 = P2StateNo = [5000,5050]
var(2) = 7

[state -1, Wv̒ǌmF6]
type = varset
triggerall = (roundstate = 2) && (var(59)>5) && (var(2))
triggerall = ((stateno = 630) && (movehit = 1)) || ((stateno = 620) && (movehit = 1))
trigger1 = var(2) = [7,8]
var(2) = ifelse(var(2) = 7,8,9)

[State -1, Xebv];
Type = ChangeState
value = 100
triggerall = (RoundState = 2) && (var(59) > 7) && (StateType != A) && (ctrl || stateno = 25 || stateno = 0)
triggerall = random <= var(59)**3
triggerall = (var(2) = 1)
triggerall = (backedgebodydist > 10) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),backedgebodydist > 10)
Triggerall = (P2BodyDist Y = [-120,-40]) && (prevstateno != 420)
triggerall = P2StateType = A
triggerall = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing + facing = 0
trigger1 = ((P2StateNo = [5030,5050]) && (P2BodyDist X = [0,100])) || ((P2StateNo = [5000,5020]) && (P2BodyDist X = [50,150]))
trigger2 = (P2StateNo = [5000,5020])

[State -1, OWv];
Type = ChangeState
value = 110
triggerall = (RoundState = 2) && (var(59) > 7) && (StateType != A)
triggerall = random <= var(59)**3
triggerall = backedgebodydist > 10
Triggerall = (P2BodyDist Y = [-120,0]) && (prevstateno != 420)
Trigger1 = (P2BodyDist X = [-50,30]) && P2StateType = A && P2StateNo = 5000 && (ctrl || stateno = 25)
trigger1 = var(2) = 1
Trigger2 = (P2BodyDist X = [-50,30]) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),vel Y > 2) && P2StateType = A && P2StateNo = 5050
trigger2 = var(2) = 2 && (ctrl || stateno = 25)
Trigger3 = (P2BodyDist X = [-50,30]) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),vel Y > 2) && P2StateType = A && P2StateNo = 5050
trigger3 = var(2) = 2 && stateno = 1 && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),backedgedist < 30)
trigger4 = (P2BodyDist X = [120,200]) && NumHelper(1201) = 1 && NumProjID(1202) = 0 && (ctrl || stateno = 25)
Trigger5 = (P2BodyDist X = [-50,30]) && (P2BodyDist Y = [-120,-70]) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),vel Y > 2) && P2StateType = A && P2StateNo = 5050
trigger5 = var(2) = 1 && stateno = 25
Trigger6 = (P2BodyDist X = [0,80]) && (P2BodyDist Y = [-120,-70]) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),vel Y > 0) && P2StateType = A && P2StateNo = [5035,5050]
trigger6 = var(2) = 1 && (ctrl || StateNo = 1 || StateNo = 25) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing + facing != 0)
Trigger7 = (P2BodyDist X = [-50,30]) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),vel Y > 0) && P2StateType = A && P2StateNo = [5030,5050]
trigger7 = (var(2) = [1,2]) && (ctrl || stateno = 25 || stateno = 1) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),backedgedist < 30)

[State -1,Ⴊ݃LbN]
type = ChangeState
value = 430
triggerall = (RoundState = 2) && (var(59) > 7) && (StateType != A)
triggerall = P2StateNo != [5100,5120]
triggerall = random <= var(59)**3
triggerall = P2bodydist X = [-15,30]
triggerall = ((P2bodydist Y = [-15,-1]) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel Y = [0.3,4])) || ((P2bodydist Y = [-25,-10]) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel Y > 4))
triggerall = P2StateNo = 5050
triggerall = var(2) = [1,4)
trigger1 = stateno = 52
trigger2 = (stateno = 25 || stateno = 0)

[State -1, ]; ċ߂,
type = ChangeState
value = ifelse((EnemyNear(EnemyNear,StateType=L && P2StateType!=L),backedgebodydist < 10),26,25)
triggerall = (RoundState = 2) && (var(59) > 7) && (StateType != A)
triggerall = P2StateNo = [5030,5050]
triggerall = P2bodydist Y = [-150,-10]
triggerall = prevstateno != 420
triggerall = (var(2) = [3,5]) || (var(2) = 320)
trigger1 = p2bodydist X = [-50,100]
trigger1 = stateno = 52 && frontedgebodydist > 20
trigger2 = stateno = 0 || ctrl
trigger2 = (p2bodydist X > -50)
trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Backedgebodydist > 0
trigger3 = stateno = 0 || ctrl
trigger3 = (p2bodydist X = [-10,30])
trigger3 = power >= 970

;----------------------------------------------------------------------
;[Ɖʒ[CIiY̒ǌ
;----------------------------------------------------------------------
[state -1, qbgmF];[
type = varset
var(2) = 500
triggerall = (roundstate = 2) && (var(2) = 0) && var(59)>0
trigger1 = (ProjHit1401 = 1 || ProjHitTime(1401) = 1) && (P2StateNo >= 5000)

[state -1, qbgmF];CIiY
type = varset
var(2) = 600
triggerall = (roundstate = 2) && (var(2) = 0) && var(59)>0
trigger1 = (ProjHit3150 = 1 || ProjHitTime(3150) = 1) && (P2StateNo >= 5000) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),backedgebodydist < 20)

[state -1, qbgmF]
type = varset
var(2) = var(2) + 1
triggerall = (roundstate = 2) && (var(2) = 500 || var(2) = 600) && var(59)>0
trigger1 = StateNo = 400 && (Movehit = 1)

[State -1, Xebv];
Type = ChangeState
value = 100
triggerall = (RoundState = 2) && (var(59) > 7) && (StateType != A) && ctrl && (random <= var(59)**3)
triggerall = (var(2) = 500) && (P2BodyDist X > (Ifelse((Facing+EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Facing = 0),30,80)))
trigger1 = P2StateNo = [5030,5050]

[State -1, ];
Type = ChangeState
value = 27
triggerall = (RoundState = 2) && (var(59) > 7) && (StateType != A) && (ctrl || StateNo = 1) && (random <= var(59)**3)
triggerall = (var(2) = 500) && (P2BodyDist X > (Ifelse((Facing+EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Facing = 0),0,50)))
trigger1 = P2StateNo = [5030,5050]

[State -1, Xebv];
Type = ChangeState
value = 100
triggerall = (RoundState = 2) && (var(59) > 7) && (StateType != A) && (random <= var(59)**3) && (((StateNo = 3100) && Animtime = 0) || ctrl)
triggerall = (var(2) = 600) && (P2BodyDist X > 50)
trigger1 = P2StateNo = [5030,5101]

[State -1, ];
Type = ChangeState
value = 27
triggerall = (RoundState = 2) && (var(59) > 7) && (StateType != A) && (random <= var(59)**3) && (((StateNo = 3100) && Animtime = 0) || ctrl)
triggerall = (var(2) = 600) && (P2BodyDist X > 0)
trigger1 = P2StateNo = [5030,5110]

[State -1, Ⴊ݃LbN];
Type = ChangeState
value = 430
triggerall = (RoundState = 2) && (var(59) > 7) && (StateType != A) && (StateNo = 1 || StateNo = 27 || ctrl)
triggerall = (P2StateNo = 5101 && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),vel Y > 0)) || P2StateNo = 5110 || (P2StateNo = 5050 && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),vel Y > 4) && P2bodydist Y > -20)
trigger1 = (var(2) = 500) && (P2BodyDist X < 20)
trigger2 = (var(2) = 600) && (P2BodyDist X < 10)

[State -1, Ⴊݎ];
Type = ChangeState
value = 400
triggerall = (RoundState = 2) && (var(59) > 7) && (StateType != A)
trigger1 = StateNo = 430 && Movehit = 1 && (var(2) = 500 || var(2) = 600)

[State -1, ];
Type = ChangeState
value = 25
triggerall = (RoundState = 2) && (var(59) > 7) && (StateType != A)
trigger1 = StateNo = 400 && Movehit && (var(2) = 501 || var(2) = 601) && AnimTime = 0

[State -1, ];
Type = ChangeState
value = 200
triggerall = (RoundState = 2) && (var(59) > 7) && (StateType != A) && StateNo = 25
triggerall = (var(2) = 501 || var(2) = 601) && (P2BodyDist X < 20) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),vel Y > 1)
trigger1 = P2StateNo = [5030,5050]

[State -1, ];
Type = ChangeState
value = 210
triggerall = (RoundState = 2) && (var(59) > 7) && (StateType != A)
trigger1 = StateNo = 200 && Movehit && (var(2) = 501 || var(2) = 601)

;----------------------------------------------------------------------
;ʒ[łႪ݋𓖂Ă̒ǌ
;----------------------------------------------------------------------
[state -1, ϐZbg]; 󒆂łႪݎ㓖ĂƂ
Type = varset
var(2) = var(2) + 800
triggerall = (RoundState = 2) && (var(59) > 5) && (statetype != A) && (P2statetype = A) && (var(2) = 0) && (var(3)/10000%10 = 0)
triggerall = (P2StateNo = [5000,5200]) || (P2StateNo = [132,155])
trigger1 = StateNo = 400 && MoveContact = 1

[state -1, ]; ʒ[łႪݎ㓖ĂƂ
Type = changestate
value = 420
trigger1 = (RoundState = 2) &&  (statetype != A) && (var(2) = 800)
trigger1 = stateno = 400 && movecontact

[state -1, ϐZbg]; 󒆉ʒ[łႪ݋ĂƂ
Type = varset
var(2) = var(2) + 1
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype != A) && (P2statetype = A)
triggerall = P2StateNo = [5000,5200]
trigger1 = StateNo = 420 && Movehit = 1 && (var(2) = 800) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),BackEdgeBodyDist < 20)
trigger2 = StateNo = 620 && Movehit = 1 && (var(2) = 801)

[state -1, Wv]; ʒ[łႪ݋ĂƂ
Type = changestate
value = 1
trigger1 = (RoundState = 2) &&  (statetype != A) && (var(2) = 801)
trigger1 = (stateno = 420) && (movehit) && (animtime = 0)

[State -1, LbN];
type = ChangeState
value = 630
trigger1 = (RoundState = 2) && (var(59)>5) && ctrl && (var(2) = 801) && statetype = A

[State -1, ];
type = ChangeState
value = 620
trigger1 = (RoundState = 2) && (var(59)>5) && (var(2) = 801) && statetype = A
trigger1 = StateNo = 630 && Movehit = 1


[state -1, }qh]; ʒ[łႪ݋ĂƂ
Type = varset
var(2) = var(2) + 700
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype != A) && (var(2) = 0)
triggerall = P2StateNo = [5000,5050]
triggerall = power >= 1000
triggerall = (stateno = 420) && (movehit) && (animtime = 0)
triggerall = random <= var(59)**3
trigger1 = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),backedgebodydist = [25,35]) && (p2bodydist X = [22,130])
trigger2 = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),backedgebodydist = [15,25]) && (p2bodydist X = [30,130])
trigger3 = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),backedgebodydist = [5,15]) && (p2bodydist X = [38,130])
trigger4 = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),backedgebodydist <= 5) && (p2bodydist X = [46,130])

[state -1, }qh]; ʒ[łႪ݋ĂƂ
Type = changestate
value = 1
trigger1 = (RoundState = 2) &&  (statetype != A) && (var(2) = 700)
trigger1 = (stateno = 420) && (movehit) && (animtime = 0)

[state -1, ǌϐZbg]; ʒ[łႪ݋ĂƂ
Type = varset
var(2) = 100 + (random%2 * 100)
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype != A) && (var(2) = 0)
triggerall = (stateno = 420) && (movehit = 1) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),vel Y > -3)
triggerall = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Backedgebodydist < 10
triggerall = random <= var(59)**3
trigger1 = var(2) != 4

[state -1, ǌϐZbg]; ʒ[łႪ݋ĂƂ
Type = varset
var(2) = 100
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype != A) && (var(2) = 0 || var(2) = 700)
triggerall = (stateno = 420) && (movehit) && (animtime = 0)
triggerall = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Backedgebodydist > 35
triggerall = random <= var(59)**3
trigger1 = var(2) != 4

[state -1, ǌϐZbg];
Type = varset
var(2) = 221
triggerall = (RoundState = 2) && (var(59) > 7)
trigger1 = (var(2) = 220) && (stateno = 200) && (movehit = 1)

[state -1, ǌϐZbg]; ʒ[p
Type = varset
var(2) = var(2) + 1
triggerall = (RoundState = 2) && (var(59) > 7)
trigger1 = (var(2) = [100,102]) && (stateno = 200) && (movehit = 1)

[state -1, ǌϐZbg]; p
Type = varset
var(2) = 211
triggerall = (RoundState = 2) && (var(59) > 7)
trigger1 = (var(2) = 210) && (stateno = 200) && (movehit = 2)

[State -1, LbN];  U
type = ChangeState
value = 230
triggerall = (RoundState = 2) && (var(59) > 7) && (random <= var(59)**3) && (statetype != A)
trigger1 = (stateno = 200 && movehit = 2) && ((var(2) < 20) || ((var(2) = 101) && (random%2)))
trigger1 = P2StateType = A

[state -1, ]; ʒ[łႪ݋ĂƂ̒ǌ
Type = ChangeState
value = 200
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype != A)
triggerall = P2StateNo != [5100,5120]
triggerall = random <= (var(59)**3)
trigger1 = (p2bodydist X = [-10,10]) && (p2bodydist Y = [-15,20]) && stateno = 25
trigger1 = var(2) = [100,102]
trigger2 = (stateno = 200) && (animtime = 0)
trigger2 = var(2) = 102

[state -1, ];
Type = ChangeState
value = 25
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype != A) && (random <= var(59)**3)
trigger1 = (var(2) = 100) && (stateno = 420) && (movehit) && (animtime = 0)
trigger2 = (var(2) = [101,102]) && (stateno = 0)
trigger3 = (var(2) = [101,102]) && (stateno = 200) && (movehit) && (animtime = 0)

[state -1, ]; ʒ[łႪ݋ĂƂ
Type = ChangeState
value = 25
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype != A) && (random <= var(59)**3)
triggerall = (stateno = 420) && (movehit) && (animtime = 0) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),vel Y > -3)
triggerall = Backedgebodydist > 20
triggerall = var(2) = 100
trigger1 = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),backedgebodydist <= 35) && (p2bodydist X <= 22)
trigger2 = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),backedgebodydist <= 25) && (p2bodydist X <= 30)
trigger3 = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),backedgebodydist <= 15) && (p2bodydist X <= 38)
trigger4 = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),backedgebodydist <= 5) && (p2bodydist X <= 46)
trigger5 = Power < 1000

[State -1, U];
type = ChangeState
value = 200
triggerall = (RoundState = 2) && (var(59) > 7) && (StateType != A) && ctrl
triggerall = random <= (var(59)**3)
triggerall = (P2StateNo = [5035,5200]) && (p2bodydist Y = [-30,-10])
trigger1 = var(2) = 220
trigger2 = var(2) = 801

[state -1, OWv]; ʒ[łႪ݋ĂƂ
Type = ChangeState
value = 110
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype != A)
triggerall = (stateno = 420) && (movehit) && (animtime = 0) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),vel Y > -3)
triggerall = (Backedgebodydist > 20) && (random <= (var(59)**3))
triggerall = var(2) = 200
trigger1 = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),backedgebodydist <= 35) && (p2bodydist X <= 22)
trigger2 = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),backedgebodydist <= 25) && (p2bodydist X <= 30)
trigger3 = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),backedgebodydist <= 15) && (p2bodydist X <= 38)
trigger4 = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),backedgebodydist <= 5) && (p2bodydist X <= 46)

;----------------------------------------------------------------------
;CI̒ǌ
;----------------------------------------------------------------------
[state -1, ǌϐZbg]; CI̒ǌp
Type = varset
var(2) = ifelse(stateno = 200,300,400)
triggerall = (RoundState = 2) && (var(59) > 5)
trigger1 = (var(2) = 0) && (stateno = 200) && (movehit = 1) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),prevstateno = 1070)
trigger2 = (var(2) = 0) && (stateno = 400) && (movehit = 1) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),prevstateno = 1070)

[state -1, ǌϐZbg]; CI̒ǌp
Type = varset
var(2) = var(2) + 1
triggerall = (RoundState = 2) && (var(59) > 5)
trigger1 = (var(2) = [300,304]) && (stateno = 200) && (movehit = 1)

[State -1, OWv];CI̒ǌAォ
type = ChangeState
value = 41
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (random <=(var(59)**3) * 3)
triggerall = var(2) = 301
trigger1 = stateno = 200 && animtime = 0 && movehit
trigger1 = (p2bodydist X = [-10,30]) && (p2bodydist Y < -30)

[State -1, O];CI̒ǌAォ
type = ChangeState
value = 25
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A)
triggerall = P2StateNo != [5100,5120]
triggerall = var(2) = [301,305]
trigger1 = stateno = 200 && animtime = 0 && movehit

[State -1, ];CI̒ǌAォ
type = ChangeState
value = 210
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A)
triggerall = P2StateNo != [5100,5120]
triggerall = var(2) = [304,305]
trigger1 = stateno = 200 && movehit = 5

[State -1, ];CI̒ǌAォ
type = ChangeState
value = 200
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A)
triggerall = P2StateNo != [5100,5120]
triggerall = var(2) = [301,305]
trigger1 = stateno = 0 || stateno = 25
trigger1 = (p2bodydist X = [-20,30]) && (p2bodydist Y > (-30-(EnemyNear(EnemyNear,StateType=L && P2StateType!=L),vel x))) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),vel Y > 0.1)
trigger2 = stateno = 200 && animtime = 0 && movehit && (p2bodydist Y = [-15,-5])
trigger3 = (var(2) = 301) && stateno = 200 && animtime = 0 && movehit
trigger4 = stateno = 0 || stateno = 25
trigger4 = (p2bodydist X = [-20,35]) && (p2bodydist Y < -29) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),vel Y < 0)

[State -1, U];CI̒ǌ
type = ChangeState
value = 200
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A)
triggerall = random <= (var(59)**3) * 3
triggerall = (P2bodydist X = [0,30]) && (P2stateno = 1070) && (p2bodydist Y = [-60,-20])
triggerall = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),backedgebodydist > 10
trigger1 = (stateno = 25) || (stateno = 0)
trigger2 = ctrl

[State -1, ႪݎU];CI̒ǌ
type = ChangeState
value = 400
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (var(2) = 0)
triggerall = random <= (var(59)**3) * 3
triggerall = (P2bodydist X = [0,25]) && (P2stateno = 1070) && (p2bodydist Y >= -30)
triggerall = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),backedgebodydist > 10
triggerall = var(10) < 1000
trigger1 = (stateno = 25) || (stateno = 0)
trigger2 = ctrl

[State -1, U];CI̒ǌ
type = ChangeState
value = 220
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && ctrl
triggerall = random <= (var(59)**3) * 3
trigger1 = (prevstateno = 1000) && (stateno = 0) && (time = [0,1])
trigger1 = P2StateNo = 1070
trigger1 = P2bodydist X = [50,100]

;-------------------------------------------------
;Q[WZŒǌ
;-------------------------------------------------

[State -1, CIiY];q_R̒ǌ
type = ChangeState
value = 3100
triggerall = power >= 2000
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && ctrl
triggerall = random <= (var(59)**3) * 3
triggerall = p2bodydist X > 0
triggerall = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos Y < -20
trigger1 = P2StateNo = 1350
trigger2 = P2StateNo = 1350
trigger2 = stateno = 52 && Time >= 3
trigger3 = Enemy,teammode = simul
trigger3 = EnemyNear(1),StateNo = 1350
trigger4 = Enemy,teammode = simul
trigger4 = EnemyNear(1),StateNo = 1350
trigger4 = stateno = 52 && Time >= 3

[state -1, }qh];Ⴊ݋U,SU,q_R̒ǌ
type = ChangeState
value = 3000
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A)
triggerall = power >= 1000
trigger1 = (stateno = 1) && (prevstateno = 420)
trigger1 = time = 3
trigger2 = stateno = 221 && movehit = 8
trigger2 = random <= (var(59)**3) * 3
trigger3 = P2StateNo = 1350 && P2Bodydist Y <= -30
trigger3 = p2bodydist X = [50,180]
trigger3 = ctrl
trigger3 = random <= (var(59)**3) * 3
trigger4 = (stateno = 420) && (animtime = 0) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos Y > 5) && (movehit)

;ډ
;----------------------------------------------------------------------
[State -1, e];obNXebv
type = ChangeState
value = 1200
triggerall = (NumHelper(1201) = 0) && (NumProjID(1202) = 0) && (var(3)/10000%10 = 0)
TriggerAll = (RoundState = 2) && (var(59) > 5) && (random <= (var(59)**3) * 3) && (statetype != A)
triggerall = stateno != 106
Triggerall = !inguarddist
trigger1 = (prevstateno = 107) && (stateno = 0) && (time = [0,1])
trigger1 = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),vel X < 0.5) && (p2bodydist X > 100)
trigger2 = ((prevstateno = 220) || (prevstateno = 222)) && (time = [0,1]) && (stateno = 0)
trigger2 = (P2StateType = A) && (P2MoveType = H)
trigger3 = (stateno = 210) && (movehit) && (P2StateType = A) && (var(2) > 100) && (random%3 = 0)
trigger4 = (stateno = 1010) && (P2StateNo = [120,153]) && ((ProjHit1010 = 1) || (ProjHitTime(1010))) && (AnimTime = 0) && (random%3 = 0)

[State -1,OWv];ȂƂ
type = changestate
value = 41
triggerall = (RoundState = 2) && (var(59) > 7) && (random <= var(59)**3) && (statetype != A)
triggerall = P2StateNo != [5100,5120]
triggerall = (P2StateNo != [5000,5050]) && ctrl
triggerall = (prevstateno = 220) && (stateno = 0) && (time = [0,1]) && (random%10 = [0,4])
trigger1 = p2bodydist X > 20
trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),vel X < 1
trigger2 = (P2StateNo = [120,155]) || (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),prevstateno = [120,155])

[State -1,[];ȂƂ
type = changestate
value = 1420
triggerall = (RoundState = 2) && (var(59) > 7) && (random <= var(59)**3) && (statetype != A)
triggerall = P2StateNo != [5100,5120]
triggerall = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos X < 0
triggerall = (stateno = 0) && (time = [0,1]) && ctrl
trigger1 = (prevstateno = 210)  || (prevstateno = 400) || (prevstateno = 200)  || (prevstateno = 220)
trigger2 = ((prevstateno = 220) || (prevstateno = 222))
trigger2 = (P2StateNo = [120,155]) || (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),prevstateno = [120,155])
trigger2 = random%10 = [5,9]

[State -1,[];ȂƂ
type = changestate
value = 1400
triggerall = (RoundState = 2) && (var(59) > 7) && (random <= var(59)**3) && (statetype != A)
triggerall = P2StateNo != [5100,5120]
triggerall = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos X > 0
triggerall = (stateno = 0) && (time = [0,1]) && ctrl
trigger1 = (prevstateno = 210)  || (prevstateno = 400) || (prevstateno = 200)  || (prevstateno = 220)
trigger2 = ((prevstateno = 220) || (prevstateno = 222))
trigger2 = (P2StateNo = [120,155]) || (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),prevstateno = [120,155])
trigger2 = random%10 = [5,9]

[State -1,obNXebv];ȂƂ
type = changestate
value = 105
triggerall = (RoundState = 2) && (var(59) > 7) && (random <= var(59)**3) && (statetype != A)
triggerall = P2StateNo != [5100,5120]
triggerall = P2StateNo != [5000,5050]
triggerall = BackEdgeBodyDist >= 30
trigger1 = (prevstateno = 210) || (prevstateno = 400) || (prevstateno = 200)  || (prevstateno = 220)
trigger1 = p2bodydist X > 0
trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),vel X < 1
trigger1 = (stateno = 0) && (time = [0,1]) && ctrl
trigger2 = (stateno = 210) && (movehit = 1) && (random%3 = 1) && (var(2) = [101,103])

[State -1,nobNXebv]
type = ChangeState
value = 105
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (var(3)/1000%10 = 0)
triggerall = random <= (var(59)**3) * 3
triggerall = (P2StateNo = 5040) || (P2StateNo = 5020)
triggerall = NumHelper(1201) = 0
triggerall = NumProjID(1202) = 0
triggerall = BackEdgeBodyDist >= 30
trigger1 = stateno = 52

[State -1,nP] ;nLZ
type = ChangeState
value = 200 + random%2*200
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (var(3)/1000%10 = 0) && (random%10 = [0,3])
triggerall = P2StateNo = [130,155]
triggerall = random <= (var(59)**3) * 3
triggerall = P2bodydist X = [-60,20]
trigger1 = stateno = 52
trigger1 = var(10) < 1000

[State -1,nLbN] ;nLZ
type = ChangeState
value = 430
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (var(3)/1000%10 = 0)
triggerall = P2StateNo != [5100,5120]
triggerall = P2StateType != A
Triggerall = !inguarddist
triggerall = random <= (var(59)**3) * 3
triggerall = P2bodydist X = [-60,10]
triggerall = stateno = 52
triggerall = var(10) < 1000
trigger1 = P2StateNo != 5050

[State -1,n] ;nLZ
type = ChangeState
value = 410
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (var(3)/1000%10 = 0)
triggerall = P2StateNo != [5100,5120]
triggerall = P2StateType != A
Triggerall = !inguarddist
triggerall = random <= (var(59)**3) * 3
triggerall = P2bodydist X = [-60,25]
triggerall = stateno = 52
triggerall = var(10) < 1000
triggerall = P2StateNo != 5050
triggerall = NumHelper(1201) = 0
triggerall = NumProjID(1202) = 0
trigger1 = P2MoveType = H

[State -1,n] ;nLZ
type = ChangeState
value = 420
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (var(3)/1000%10 = 0)
triggerall = P2StateNo != [5100,5120]
triggerall = P2StateType != A
Triggerall = !inguarddist
triggerall = random <= (var(59)**3) * 3
triggerall = P2bodydist X = [-60,30]
triggerall = stateno = 52
triggerall = P2MoveType = H
triggerall = NumHelper(1201) = 0
triggerall = NumProjID(1202) = 0
trigger1 = var(10) < 1000

;˂
;----------------------------------------------------------------------
[State -1, CIiY]
type = ChangeState
value = 3100
triggerall = power >= 2000
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (ctrl)
triggerall = P2StateNo != [5100,5120]
triggerall = random <= (var(59)**3) * 3
triggerall = p2bodydist X > 40
triggerAll = P2StateNo != [280,287]
triggerAll = P2StateNo != [40,50]
triggerAll = P2StateNo < 5000
triggerall = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos Y > -130
triggerall = NumHelper(1201) = 0
triggerall = NumProjID(1202) = 0
triggerall = P2StateNo != [5000,5050]
trigger1 = P2MoveType = I
trigger1 = (P2StateNo = [200,649])
Trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),AnimTime <= -43
Trigger2 = P2StateType = A
Trigger2 = !EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Ctrl
Trigger2 = P2bodydist Y < -10
Trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel Y > 0
Trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),AnimTime <= -43
trigger3 = P2MoveType = A && (var(59) = [3,7])
trigger3 = P2StateType = A
trigger3 = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time >= (60 - 4 * var(59))) || (var(59) = 11)
trigger4 = P2MoveType = A && (var(59) = [3,7])
trigger4 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),NumProj > 0 || EnemyNear(EnemyNear,StateType=L && P2StateType!=L),NumHelper > 0
trigger4 = p2bodydist X > 100
trigger4 = var(15) = 0
trigger5 = p2bodydist X > 150 && (var(59) = [3,7])
trigger5 = P2MoveType = A
trigger5 = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time >= (60 - 4 * var(59))) || (var(59) = 11)
trigger5 = var(15) = 0
trigger6 = power >= 3000
trigger6 = P2StateType = A
trigger6 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel Y > 0
trigger6 = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),ctrl) || (P2MoveType = A)
trigger6 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos Y < -70
trigger7 = P2StateType = A && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),vel X = [-4,1]) && (P2BodyDist Y < -40)
trigger7 = !(EnemyNear(EnemyNear,StateType=L && P2StateType!=L),ctrl) && P2StateNo >= 200

[State -1, }qh]
type = ChangeState
value = 3000
triggerall = power >= 1000
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (ctrl)
triggerall = P2MoveType != H
triggerall = random <= (var(59)**3) * 3
triggerall = p2bodydist X > 80
triggerAll = P2StateNo != [280,287]
triggerAll = P2StateNo != [40,50]
triggerAll = P2StateNo < 5000
triggerall = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos Y > -130
triggerall = NumHelper(1201) = 0
triggerall = NumProjID(1202) = 0
trigger1 = P2StateType = A && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),vel X = [-4,1]) && (P2BodyDist Y < -40)
trigger1 = !(EnemyNear(EnemyNear,StateType=L && P2StateType!=L),ctrl) && P2StateNo >= 200

;g
;------------------------------------------------------------------
[State -1,[]
type = ChangeState
value = 1400
triggerall = (RoundState = 2) && (var(59) > 7) && (random <= var(59)**3) && (statetype != A) && (ctrl || stateno = [25,26])
triggerall = P2StateNo = 5210 && (Pos X < 0)
triggerall = P2bodydist Y < -80
trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing = 1
trigger1 = P2bodydist X = [-110,-40]
trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel X <= 0
trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel X <= 0
trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing = 1
trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),BackEdgeBodyDist < 20
trigger2 = P2bodydist X = [-60,10]
trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel X >= 0
trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing = -1
trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),FrontEdgeBodyDist < 40
trigger3 = P2bodydist X = [-60,20]


[State -1,[]
type = ChangeState
value = 1410
triggerall = (RoundState = 2) && (var(59) > 7) && (random <= var(59)**3) && (statetype != A) && (ctrl || stateno = [25,27])
triggerall = P2StateNo = 5210
triggerall = (P2bodydist X = [-90,-20]) && (P2bodydist Y < -80)
trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing = 1
trigger1 = Pos X > 30 && BackEdgeBodyDist > 20
trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing = -1
trigger2 = Pos X < -30 && BackEdgeBodyDist > 20

[State -1,[]
type = ChangeState
value = 1420
triggerall = (RoundState = 2) && (var(59) > 7) && (random <= var(59)**3) && (statetype != A) && (ctrl || stateno = [25,27])
triggerall = P2StateNo = 5210
triggerall = (Pos X > 0) && (P2bodydist Y < -80)
trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing = -1
trigger1 = P2bodydist X = [-110,-40]
trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel X <= 0
trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel X <= 0
trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing = -1
trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),BackEdgeBodyDist < 20
trigger2 = P2bodydist X = [-60,10]
trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel X >= 0
trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing = 1
trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),FrontEdgeBodyDist < 40
trigger3 = P2bodydist X = [-60,20]

[State -1,CI]
type = ChangeState
value = 1010
triggerall = (RoundState = 2) && (var(59) > 5) && (random <= var(59)**3) && (statetype != A) && (ctrl || stateno = [25,27])
triggerall = P2StateNo = 5210
triggerall = (P2bodydist X = [0,100]) && (P2bodydist Y = [-100,-50])
triggerall = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel Y = [-2,4]
trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel X = [-2,2]
trigger1 = facing + EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing = 0
trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel X = [-2,2]
trigger2 = facing + EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing != 0

[State -1,e]
type = ChangeState
value = 1200
triggerall = (RoundState = 2) && (var(59) > 7) && (random <= var(59)**3) && (statetype != A) && (ctrl || stateno = [25,27])
triggerall = P2StateNo = 5210
triggerall = (P2bodydist X > 60) && (P2bodydist Y = [-100,-50])
trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel X < 0

[State -1,Ⴊݎ]
type = ChangeState
value = 400
triggerall = (RoundState = 2) && (var(59) > 5) && (random <= var(59)**3) && (statetype != A) && (ctrl || stateno = [25,27])
triggerall = P2StateNo = 5210 || (P2StateNo = [154,155]) || (P2StateNo = 132)
trigger1 = (P2bodydist X = [-20,15]) && (P2bodydist Y = [-35,5])

;
;----------------------------------------------------------------------
;
[state -1, q_R]
type = ChangeState
value = 1300
triggerall = (RoundState = 2) && (var(59) > 5) && (random <= (var(59)**3) * 3) && (statetype = A) && (ctrl) && (var(3)/100%10 = 2) && (var(2) != [801,805])
trigger1 = NumHelper(720)
trigger1 = Helper(720),var(1) = 25 && P2StateType != A
trigger2 = NumHelper(720)
trigger2 = ((Helper(720),var(1) = (13+random%2*5)) || ((Helper(720),var(1) = 19))) && P2StateType = A
trigger3 = (var(59) = [6,7]) && (Vel Y > 3)

[state -1, q_R]
type = ChangeState
value = 1300
triggerall = (RoundState = 2) && (var(59) > 5) && (random <= (var(59)**3) * 3) && (statetype = A) && (ctrl) && (var(3)/100%10 = [4,5]) && (var(2) != [801,805])
trigger1 = NumHelper(720)
trigger1 = Helper(720),var(1) = 25 && P2StateType != A
trigger2 = NumHelper(720)
trigger2 = ((Helper(720),var(1) = (13+random%2*5)) || ((Helper(720),var(1) = 19))) && P2StateType = A
trigger3 = (var(59) = [6,7]) && (Vel Y > 3)

[State -1, q_R];
type = ChangeState
value = 1300
triggerall = (RoundState = 2) && (var(59)>5) && (statetype = A) && (var(2) != [801,805]) && (var(3)/100%10 = 1) && ctrl
trigger1 = Numhelper(720)
trigger1 = (Helper(720),var(1) = 25) && (p2bodydist X > 55)

[State -1,  U];
type = ChangeState
value = 620
triggerall = (RoundState = 2) && (var(59)>5) && (statetype = A) && (var(2) != [801,805]) && ctrl
trigger1 = Numhelper(720) && ((var(3)/100%10 = 1) || (var(3)/100%10 = 6))
trigger1 = (Helper(720),var(1) = [11,22]) && (p2bodydist X = [-30,75])
trigger2 = Numhelper(720) && (var(3)/100%10 = 7)
trigger2 = (Helper(720),var(1) = [15,22]) && (p2bodydist X = [-30,75])
trigger3 = (p2bodydist X = [-15,55]) && (p2bodydist Y = [-20,100]) && !Numhelper(720)
trigger3 = Vel X >= -2
trigger3 = Vel Y > -1

[State -1,  U];
type = ChangeState
value = 610
triggerall = (RoundState = 2) && (var(59)>5) && (statetype = A) && (var(2) != [801,805]) && ctrl && ((var(3)/100%10 = 1) || (var(3)/100%10 = [6,7]))
trigger1 = Numhelper(720)
trigger1 = (Helper(720),var(1) = [23,27]) && (p2bodydist X = [-30,50])
trigger2 = P2StateType = A
trigger2 = (p2bodydist X = [-20,30]) && (p2bodydist Y = [-20,60])

[State -1, LbN];
type = ChangeState
value = 630
triggerall = (RoundState = 2) && (var(59)>5) && (statetype = A) && (var(2) != [801,805]) && ((var(3)/100%10 = 1) || (var(3)/100%10 = [6,7])) && ctrl
trigger1 = Numhelper(720)
trigger1 = (Helper(720),var(1) = [28,30]) && (p2bodydist X = [-30,10])


[State -1, LbN];
type = ChangeState
value = 630
triggerall = (RoundState = 2) && (var(59)>0) && (ctrl) && (var(3)/100%10 != 2) && (var(3)/100%10 = 0) && (var(2) != [801,805])
triggerall = P2StateNo != [5100,5120]
triggerall = random <= (var(59)**3) * 3
triggerall = P2StateNo != [5000,5050]
triggerall = statetype = A
trigger1 = p2bodydist X = [-15,40]
trigger1 = Vel X >= -2
Trigger1 = vel y < 1.5
trigger1 = (time > 15) || (NumHelper(1201) = 1)
trigger1 = P2StateType = S
trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Const(size.head.pos.y) < -60
trigger2 = P2StateNo = 1070
trigger2 = p2bodydist X = [-15,40]

[State -1,  U];
type = ChangeState
value = 600
triggerall = (RoundState = 2) && (var(59)>0) && (random <= (var(59)**3) * 3) && (statetype = A) && ctrl && (var(3)/100%10 = 0) && (var(3)/100%10 != [4,5]) && (var(2) != [801,805])
triggerall = (P2movetype != A || P2statetype != A) || (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),time < 2) || (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),animtime <= -12)
trigger1 = P2StateType = A
trigger1 = (p2bodydist X = [0,30]) && (p2bodydist Y = [-70,-20])
trigger1 = P2StateNo != [5000,5050]

[State -1,  U];
type = ChangeState
value = 610
triggerall = (RoundState = 2) && (var(59)>0) && (random <= (var(59)**3) * 3) && (statetype = A)
triggerall = (P2movetype != A || P2statetype != A) || (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),time < 2) || (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),animtime <= -9)
trigger1 = stateno = 630
trigger1 = movehit = Ifelse(Vel Y > 1,1,2)
trigger1 = P2StateType != A
trigger2 = P2StateType = A && (var(3)/100%10 = 0) && (var(2) != [801,805])
trigger2 = ctrl
trigger2 = (p2bodydist X = [-20,30]) && (p2bodydist Y = [-20,60])
trigger2 = P2StateNo != [5000,5050]
trigger3 = P2StateType = A && (var(3)/100%10 = 0) && (var(2) != [801,805])
trigger3 = ctrl
trigger3 = (p2bodydist X = [30,60]) && (p2bodydist Y = [-20,60])
trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),vel x > 3
trigger3 = facing + EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing = 0
trigger4 = stateno = 630
trigger4 = moveguarded
trigger4 = P2StateType != A
trigger4 = Vel Y > 2
trigger5 = stateno = 600
trigger5 = movehit

[State -1,  U];
type = ChangeState
value = 620
triggerall = (RoundState = 2) && (var(59)>0) && (random <= (var(59)**3) * 3) && (statetype = A) && (var(3)/100%10 = 0) && (var(3)/100%10 != [4,5]) && (var(2) != [801,805]) && (var(3)/100%10 != 1) && (var(3)/100%10 != [6,7])
triggerall = (P2movetype != A || P2statetype != A) || (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),time < 2) || (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),animtime <= -14)
trigger1 = ctrl
trigger1 = P2StateNo != [5000,5050]
trigger1 = (p2bodydist X = [-15,55]) && (p2bodydist Y = [-20,100])
trigger1 = Vel X >= -2
trigger1 = Vel Y > -1
trigger2 = stateno = 630
trigger2 = (movecontact) && ((var(2) = 0) || (Vel Y > 0))
trigger2 = P2StateType = A
trigger3 = stateno = 630
trigger3 = moveguarded
trigger3 = P2StateType != A
trigger4 = stateno = 630
trigger4 = (movehit) && ((var(2) != 0) || (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),backedgebodydist < 10))
trigger4 = P2StateType = A

[state -1, q_R]
type = ChangeState
value = 1300
triggerall = (RoundState = 2) && (var(59) > 7) && (random <= (var(59)**3) * 3) && (statetype = A) && (ctrl) && (var(3)/100%10 != 1) && (var(3)/100%10 != [6,7]) && (var(2) != 801)
triggerall = P2StateNo != [5000,5050]
triggerall = P2StateNo != [5100,5120]
triggerall = P2StateType != C
triggerall = !((inguarddist) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),time < 10))
triggerall = (NumHelper(1201) = 0) && (NumProjID(1202) = 0)
triggerall = NumHelper(720)
triggerall = Helper(720),var(1) <= 25
trigger1 = (p2bodydist X = [70,130]) && (Pos Y = [-35,-30]) && (Vel Y > 0) && (Vel X > 0) && (random = [0,400]) && P2StateType = A
trigger1 = ((((Pos Y) - (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Const(size.head.pos.y) + EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos Y)) = [-40,20]) && (Vel Y > 0))
trigger2 = (p2bodydist X = [70,130]) && (Pos Y = [-35,-30]) && (Vel Y > 0) && (Vel X > 0) && (random = [0,400]) && P2StateType = A
trigger2 = ((((Pos Y) - (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Const(size.head.pos.y) + EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos Y)) = [20,80]) && (Vel Y < 0))
trigger3 = (p2bodydist X = [40,110]) && (Pos Y < -30) && (Vel X < 0) && (random = [0,400])
trigger3 = ((((Pos Y) - (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Const(size.head.pos.y) + EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos Y)) = [-40,20]) && (Vel Y > 0))
trigger4 = (p2bodydist X = [40,110]) && (Pos Y < -30) && (Vel X < 0) && (random = [0,400])
trigger4 = ((((Pos Y) - (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Const(size.head.pos.y) + EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos Y)) = [20,80]) && (Vel Y < 0))
trigger5 = P2StateNo = 5120 && (random = [0,300]) && (pos Y = [-10,-0.1]) && (Vel Y < 0)
trigger6 = (p2bodydist X = [70,130]) && (Pos Y < -30) && (P2MoveType = A)
trigger6 = ((((Pos Y) - (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Const(size.head.pos.y) + EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos Y)) = [-40,20]) && (Vel Y > 0))
trigger7 = (p2bodydist X = [70,130]) && (Pos Y < -30) && (P2MoveType = A)
trigger7 = ((((Pos Y) - (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Const(size.head.pos.y) + EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos Y)) = [20,80]) && (Vel Y < 0))
trigger8 = (p2bodydist X = [80,180]) && (Pos Y < -30)
trigger8 = ((((Pos Y) - (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Const(size.head.pos.y) + EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos Y)) = [-40,20]) && (Vel Y > 0))
trigger8 = ((EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel X < -1.5) && (facing + EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing != 0))
trigger9 = (p2bodydist X = [80,180]) && (Pos Y < -30)
trigger9 = ((((Pos Y) - (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Const(size.head.pos.y) + EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos Y)) = [20,80]) && (Vel Y < 0))
trigger9 = ((EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel X < -1.5) && (facing + EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing != 0))
trigger10 = (p2bodydist X = [80,180]) && (Pos Y < -30)
trigger10 = ((((Pos Y) - (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Const(size.head.pos.y) + EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos Y)) = [-40,20]) && (Vel Y > 0))
trigger10 = ((EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel X > 1.5) && (facing + EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing = 0))
trigger11 = (p2bodydist X = [80,180]) && (Pos Y < -30)
trigger11 = ((((Pos Y) - (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Const(size.head.pos.y) + EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos Y)) = [20,80]) && (Vel Y < 0))
trigger11 = ((EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel X > 1.5) && (facing + EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing = 0))
trigger12 = (p2bodydist X = [70,130]) && (p2bodydist Y = [-70,-20]) && (Pos Y < -30) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel Y > 1)
trigger13 = var(3)/100%10 = 3

[state -1, q_R]
type = ChangeState
value = 1300
triggerall = (RoundState = 2) && (var(59) = [2,7]) && (random <= (var(59)**3) * 3) && (statetype = A) && (ctrl) && (var(3)/100%10 != 1) && (var(3)/100%10 != [6,7]) && (var(2) != 801)
triggerall = P2StateNo != [5000,5050]
triggerall = P2StateNo != [5100,5120]
triggerall = P2StateType != C
triggerall = !((inguarddist) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),time < 10))
triggerall = (NumHelper(1201) = 0) && (NumProjID(1202) = 0)
trigger1 = (p2bodydist X = [70,130]) && (Pos Y = [-35,-30]) && (Vel Y > 0) && (Vel X > 0) && (random = [0,400]) && P2StateType = A
trigger1 = ((((Pos Y) - (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Const(size.head.pos.y) + EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos Y)) = [-40,20]) && (Vel Y > 0))
trigger2 = (p2bodydist X = [70,130]) && (Pos Y = [-35,-30]) && (Vel Y > 0) && (Vel X > 0) && (random = [0,400]) && P2StateType = A
trigger2 = ((((Pos Y) - (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Const(size.head.pos.y) + EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos Y)) = [20,80]) && (Vel Y < 0))
trigger3 = (p2bodydist X = [40,110]) && (Pos Y < -30) && (Vel X < 0) && (random = [0,400])
trigger3 = ((((Pos Y) - (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Const(size.head.pos.y) + EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos Y)) = [-40,20]) && (Vel Y > 0))
trigger4 = (p2bodydist X = [40,110]) && (Pos Y < -30) && (Vel X < 0) && (random = [0,400])
trigger4 = ((((Pos Y) - (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Const(size.head.pos.y) + EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos Y)) = [20,80]) && (Vel Y < 0))
trigger5 = P2StateNo = 5120 && (random = [0,300]) && (pos Y = [-10,-0.1]) && (Vel Y < 0)
trigger6 = (p2bodydist X = [70,130]) && (Pos Y < -30) && (P2MoveType = A)
trigger6 = ((((Pos Y) - (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Const(size.head.pos.y) + EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos Y)) = [-40,20]) && (Vel Y > 0))
trigger7 = (p2bodydist X = [70,130]) && (Pos Y < -30) && (P2MoveType = A)
trigger7 = ((((Pos Y) - (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Const(size.head.pos.y) + EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos Y)) = [20,80]) && (Vel Y < 0))
trigger8 = (p2bodydist X = [80,180]) && (Pos Y < -30)
trigger8 = ((((Pos Y) - (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Const(size.head.pos.y) + EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos Y)) = [-40,20]) && (Vel Y > 0))
trigger8 = ((EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel X < -1.5) && (facing + EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing != 0))
trigger9 = (p2bodydist X = [80,180]) && (Pos Y < -30)
trigger9 = ((((Pos Y) - (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Const(size.head.pos.y) + EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos Y)) = [20,80]) && (Vel Y < 0))
trigger9 = ((EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel X < -1.5) && (facing + EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing != 0))
trigger10 = (p2bodydist X = [80,180]) && (Pos Y < -30)
trigger10 = ((((Pos Y) - (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Const(size.head.pos.y) + EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos Y)) = [-40,20]) && (Vel Y > 0))
trigger10 = ((EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel X > 1.5) && (facing + EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing = 0))
trigger11 = (p2bodydist X = [80,180]) && (Pos Y < -30)
trigger11 = ((((Pos Y) - (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Const(size.head.pos.y) + EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos Y)) = [20,80]) && (Vel Y < 0))
trigger11 = ((EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel X > 1.5) && (facing + EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing = 0))
trigger12 = (p2bodydist X = [70,130]) && (p2bodydist Y = [-70,-20]) && (Pos Y < -30) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel Y > 1)
trigger13 = var(3)/100%10 = 3

;
;------------------------------------------------------------------
[State -1,CI]
type = ChangeState
value = 1000
triggerall = (RoundState = 2) && (var(59) > 5) && (random <= (var(59)**3) * 3) && (statetype != A) && (ctrl || stateno = 26)
triggerall = (P2StateNo != [5100,5120]) && !inguarddist
triggerall = P2StateNo != [100,101]
triggerall = NumHelper(1005) = 0
triggerall = P2bodydist X > 140
triggerall = P2bodydist Y = [-80,0]
triggerall = P2StateType = A
trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel X > 4
trigger1 = facing + EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing = 0
trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel X < -4
trigger2 = facing + EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing != 0

[State -1,CI]
type = ChangeState
value = 1010
triggerall = (RoundState = 2) && (var(59) > 5) && (random <= (var(59)**3) * 3) && (statetype != A) && (ctrl || stateno = 26)
triggerall = (P2StateNo != [5100,5120]) && !inguarddist
triggerall = P2StateNo != 1070
triggerall = P2StateNo != [100,102]
triggerall = P2StateNo != 1350
triggerall = P2MoveType != H
triggerall = P2bodydist X > 160
triggerall = P2bodydist Y = [-90,-35]
triggerall = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel Y = [-1,4]
trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel X = [2,4]
trigger1 = facing + EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing = 0
trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel X = [-4,-2]
trigger2 = facing + EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing != 0

[State -1,[]
type = changestate
value = 1420
triggerall = (RoundState = 2) && (var(59) > 5) && (random <= (var(59)**3) * 3) && (statetype != A) && (ctrl || stateno = 26)
triggerall = (P2StateNo != [5100,5120]) && NumHelper(720) && NumHelper(721)
triggerall = P2MoveType = A
triggerall = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos X > 0) && (pos X < 0)
Triggerall = P2StateNo != [120,159]
Triggerall = !((P2StateType = A) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel Y > 0))
triggerall = P2StateNo != [5000,5050]
triggerall = var(15) < 50
trigger1 = (P2bodydist X > 120); && (Helper(721),inguarddist)
trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos X = [80,100]
trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),animtime < -76
trigger2 = !(EnemyNear(EnemyNear,StateType=L && P2StateType!=L),hitdefattr = SCA,AA,AT) && (var(59) = [6,7])
Trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),NumProj > 0 || EnemyNear(EnemyNear,StateType=L && P2StateType!=L),NumHelper > 0
trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos X = [0,100]
trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),animtime < -76
trigger3 = (var(59) > 7) && NumHelper(721)
trigger3 = helper(721),var(1) || helper(721),var(6)
trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos X = [0,100]
trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),animtime < -76

[State -1,[]
type = changestate
value = 1400
triggerall = (RoundState = 2) && (var(59) > 5) && (random <= (var(59)**3) * 3) && (statetype != A) && (ctrl || stateno = 26)
triggerall = (P2StateNo != [5100,5120]) && NumHelper(720) && NumHelper(721)
triggerall = P2MoveType = A
triggerall = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos X < 0) && (pos X > 0)
Triggerall = P2StateNo != [120,159]
Triggerall = !((P2StateType = A) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel Y > 0))
triggerall = P2StateNo != [5000,5050]
triggerall = var(15) < 50
trigger1 = (P2bodydist X > 120); && (Helper(721),inguarddist)
trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos X = [-100,-80]
trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),animtime < -76
trigger2 = !(EnemyNear(EnemyNear,StateType=L && P2StateType!=L),hitdefattr = SCA,AA,AT) && (var(59) = [6,7])
Trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),NumProj > 0 || EnemyNear(EnemyNear,StateType=L && P2StateType!=L),NumHelper > 0
trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos X = [-100,0]
trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),animtime < -76
trigger3 = (var(59) > 7) && NumHelper(721)
trigger3 = helper(721),var(1) || helper(721),var(6)
trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos X = [-100,0]
trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),animtime < -76

[State -1, e]
type = ChangeState
value = 1200
triggerall = NumHelper(1201) = 0 && NumProjID(1202) = 0 && (var(3)/10000%10 = 0)
TriggerAll = (RoundState = 2) && (var(59) > 2) && (random <= (var(59)**3) * 3) && (statetype != A)
triggerall = stateno != 106
Triggerall = !inguarddist
trigger1 = (var(58) < 2) && (P2BodyDist X > 130) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),vel X = [-4,-2])
trigger1 = (random = [0,200]) && (ctrl || stateno = 26)
Trigger2 = (P2BodyDist X > 120) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),vel X < 1) && (P2Bodydist Y > -20)
trigger2 = ctrl && (var(58) < 2) && (random = [0,400])
trigger3 = (stateno = 230) && (movehit) && (var(2) < 100)
trigger4 = (stateno = 210) && (movehit) && (P2StateType = A) && (var(2) < 100)
trigger5 = (stateno = 210) && (movehit) && (P2StateType = A) && (var(2) > 100) && (random%3 = 0)
trigger6 = (P2bodydist X > 100) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),vel X <= 0) && (P2statetype = A) && ctrl
trigger7 = (P2bodydist X > 50) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),vel X < 0) && ctrl && (P2statetype = A)
Trigger8 = (P2BodyDist X > 120) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),vel X < 1) && (P2Bodydist Y > -20)
trigger8 = ctrl && (var(58) >= 2) && ((random%10 = [0,1]) || ((var(15) > 10) && (random%10 = [0,3])))

[State -1,Xebv];
type = ChangeState
value = 100
triggerall = (RoundState = 2) && (var(59)>0) && (random <= (var(59)**3) * 3) && (statetype != A) && ctrl && (var(15) = 0)
triggerall = random%10 = [0,1]
triggerall = P2StateNo != [5000,5120]
Triggerall = !inguarddist && P2MoveType != A
trigger1 = p2bodydist X > 150

[State -1,Xebv];
type = ChangeState
value = 100
triggerall = (RoundState = 2) && (var(59)>0) && (random <= (var(59)**3) * 3) && (statetype != A) && ctrl && (var(15) > 20) && NumHelper(721)
triggerall = random%10 = [0,2]
triggerall = p2bodydist X > 150
Trigger1 = ((EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time >= (100 - (7*var(59)) - (random%4*var(59)))) || (var(59) >= 11))
trigger1 = Enemy,teammode = simul
trigger1 = Helper(721),var(1)
trigger1 = p2bodydist X > 30
Trigger2 = ((EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time >= (100 - (7*var(59)) - (random%4*var(59)))) || (var(59) >= 11))
trigger2 = Enemy,teammode = simul
trigger2 = Helper(721),var(6)
trigger2 = p2bodydist X > 30
trigger3 = !(Enemy,teammode = simul) && (p2bodydist X > 30) && (random%10 = [0,2])
trigger3 = Helper(721),var(2)
trigger4 = Enemy,teammode = simul && (p2bodydist X > 30) && (random%10 = [0,2])
trigger4 = Helper(721),var(2) || Helper(721),var(7)
trigger5 = p2bodydist X > 30
trigger5 = Helper(721),var(1)
trigger5 = !(Enemy,teammode = simul)

;
;------------------------------------------------------------------
[State -1,CI]
type = ChangeState
value = 1010
triggerall = (RoundState = 2) && (var(59) > 5) && (random <= (var(59)**3) * 3) && (statetype != A) && !inguarddist && (P2BodyDist X = [-10,100])
trigger1 = StateNo = 25 && ((P2StateNo = [154,155]) || (P2StateNo = 5210))
trigger2 = ctrl && ((P2StateNo = [154,155]) || P2StateNo = 132 || P2StateNo = 5210)

[State -1,CI]
type = ChangeState
value = 1010
triggerall = (RoundState = 2) && (var(59) > 5) && (random <= (var(59)**3) * 3) && (statetype != A) && (ctrl || StateNo = 26) && !inguarddist && (random%10 = [0,4])
triggerall = P2StateNo != [5100,5120]
triggerall = P2StateNo != 1070
triggerall = P2StateNo != [100,102]
triggerall = P2StateNo != 1350
triggerall = P2StateNo < 5000
trigger1 = P2bodydist X = [50,110]
trigger1 = P2bodydist Y = [-90,-35]
trigger1 = P2StateType = A
trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel X = [-1,0.5]
trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel Y = [-1,4]
trigger2 = P2bodydist X = [110,160]
trigger2 = P2bodydist Y = [-80,0]
trigger2 = P2StateType = A
trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel X = [2,4]
trigger2 = facing + EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing = 0
trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel Y = [-1,4]
trigger3 = P2bodydist X = [-55,110]
trigger3 = ((P2bodydist Y = [-150,-10]) && (NumProjID(1202) = 0) && (NumHelper(1201) = 0)) || (P2StateNo =[154,155]) || P2StateNo = 5210
trigger3 = P2StateType = A
trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel X = [-1,0.5]
trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel Y > -1
trigger4 = (P2movetype != A) || (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),time < 4) || (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),animtime <= -4)
trigger4 = (P2bodydist X = [70,108]) && (P2bodydist Y = [-50,0]) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),vel Y = [0,2]) && (random%10 = [0,1])

[State -1, nCWv];
Type = ChangeState
value = 110
triggerall = (RoundState = 2) && (var(59) > 2) && (random <= (var(59)**3) * 3) && (statetype != A) && ctrl && (var(3)/100%10 = 0)
triggerall = P2StateNo != [5100,5120]
Triggerall = (P2BodyDist X = [50,120]) && (P2StateNo != 1070)
triggerall = random%10 = [2,3]
triggerall = var(15) < 50
triggerall = (P2movetype != A) || (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),time < 4) || (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),animtime <= -10)
trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos Y > -60

[State -1, obNXebv];
type = ChangeState
value = 105
triggerall = (RoundState = 2) && (var(59) > 2) && (random <= (var(59)**3) * 3) && (statetype != A) && (ctrl)
triggerall = (random%10 = 4) || ((var(15) > 0) && (random%10 = [0,2])) || ((var(57) >= 30) && (random%10 = [0,2]))
triggerall = P2StateNo != [5000,5050]
Triggerall = !inguarddist
triggerall = !((prevstateno = 107) && (stateno = 0 && time < 30))
triggerall = var(58) < 2
triggerall = BackEdgeBodyDist >= 30
trigger1 = (p2bodydist X = [70,120]) && (var(2) = 0)
trigger2 = stateno = 210
trigger2 = (moveguarded) || (movehit && P2stateno < 5000)
trigger3 = (p2bodydist X = [-10,120]) && (var(2) = 0)
trigger3 = (var(15) > 0) || (var(57) >= 30)

[State -1,obNXebv];
type = ChangeState
value = 105
triggerall = (RoundState = 2) && (var(59)>0) && (random <= (var(59)**3) * 3) && (statetype != A) && ctrl && (var(15) > 60) && NumHelper(721) && (P2MoveType != H)
triggerall = ((random%10 = 0) && (p2bodydist X = [160,240])) || ((random%10 = [0,1]) && (p2bodydist X = [0,160]))
trigger1 = !(Enemy,teammode = simul)
trigger1 = !Helper(721),var(1) && !Helper(721),var(2)
trigger2 = Enemy,teammode = simul
trigger2 = (!Helper(721),var(1) && !Helper(721),var(6)) || (!Helper(721),var(2) && !Helper(721),var(7))

[State -1, ];
Type = ChangeState
value = 26
triggerall = (RoundState = 2) && (var(59) > 2) && (random <= (var(59)**3) * 3) && (statetype != A) && (ctrl) && !inguarddist
triggerall = P2StateNo != [5100,5120]
Triggerall = (P2BodyDist X = [50,150]) && (P2StateNo != 1070)
triggerall = random%10 = 5
triggerall = var(15) < 50
trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos Y > -60

[State -1, CI]
type = ChangeState
value = 1000
triggerall = (RoundState = 2) && (var(59) > 5) && (random <= (var(59)**3) * 3) && (statetype != A) && !inguarddist
triggerall = P2StateNo != [5100,5120]
triggerall = NumHelper(1005) = 0
trigger1 = ctrl
trigger1 = P2StateNo != 1070
trigger1 = p2bodydist X = [40,80]
trigger1 = p2bodydist Y = [-40,0]
trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel X = [-0.5,0.5]
trigger1 = random = [0,200]
trigger1 = NumHelper(1201) = 0
trigger1 = NumProjID(1202) = 0
trigger2 = ctrl
trigger2 = P2StateNo != 1070
trigger2 = (p2bodydist X = [80,130]) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel X = [0.5,2])
trigger2 = ((p2bodydist Y = [-40,0]) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel Y = [-1,1])) || ((p2bodydist Y = [-120,-40]) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel Y = [1,3]))
trigger3 = stateno = 410
trigger3 = movecontact
trigger3 = time > 13
trigger3 = (random%10) = [0,2]

;ߋ
;------------------------------------------------------------------
[State -1, e];K[h
type = ChangeState
value = 1200
triggerall = NumHelper(1201) = 0
triggerall = NumProjID(1202) = 0
TriggerAll = (RoundState = 2) && (var(59) > 2) && (random <= (var(59)**3) * 3) && (statetype != A)
trigger1 = (stateno = 210) && (moveguarded = 1) && (random%10 = [0,3])

[State -1,[];ȂƂ
type = changestate
value = 1420
triggerall = (RoundState = 2) && (var(59) > 7) && (random <= var(59)**3) && (statetype != A)
triggerall = P2StateNo != [5100,5120]
trigger1 = (stateno = 210) && (moveguarded = 1) && (random%10 = [0,2])
trigger1 = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos X = [40,80]) && (facing = 1)
trigger2 = stateno = 410 && (moveguarded = 1) && (random%10 = [8,9])
trigger2 = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos X = [40,80]) && (facing = 1)
trigger3 = (stateno = 210) && (movehit = 1) && (random%3 = 1) && (var(2) = [101,103])
trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos X < 0

[State -1,[];ȂƂ
type = changestate
value = 1400
triggerall = (RoundState = 2) && (var(59) > 7) && (random <= var(59)**3) && (statetype != A)
triggerall = P2StateNo != [5100,5120]
trigger1 = (stateno = 210) && (moveguarded = 1) && (random%10 = [0,2])
trigger1 = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos X = [-80,-40]) && (facing = -1)
trigger2 = stateno = 410 && (moveguarded = 1) && (random%10 = [8,9])
trigger2 = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos X = [-80,-40]) && (facing = -1)
trigger3 = (stateno = 210) && (movehit = 1) && (random%3 = 1) && (var(2) = [101,103])
trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos X > 0

[State -1, Wv];
Type = ChangeState
value = 41
triggerall = (RoundState = 2) && (var(59)>0) && (random <= var(59)**3) && (statetype != A) && ctrl && (var(3)/100%10 = 0)
triggerall = P2StateNo != [5100,5120]
Trigger1 = P2BodyDist X = [20,60]
trigger1 = random = [300,350]
trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos Y > -60

[State -1, ႪݎU];  
type = ChangeState
value = 400
triggerall = (RoundState = 2) && (var(59)>0) && (StateType != A) && !inguarddist && (var(2) = 0)
triggerall = random <= (var(59)**3) * 3
triggerall = P2StateNo != 5050
triggerall = P2StateNo != [5100,5120]
triggerall = NumHelper(1201) = 0
triggerall = NumProjID(1202) = 0
trigger1 = random%10 = [0,2]
trigger1 = P2bodydist X = [0,25]
trigger1 = ctrl
trigger1 = P2StateType = S
trigger2 = stateno = 430 && movecontact && (var(2) = 0) && p2bodydist X = [-10,0]
trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),backedgebodydist > 20
trigger2 = P2StateType != A
trigger2 = (P2StateNo = [120,155]) || (P2StateNo = [5000,5011])
trigger3 = stateno = 430 && moveguarded = 1&& (p2bodydist X = [-10,15]) && (random%10 = [0,2])

[State -1, U];  
type = ChangeState
value = 200
triggerall = (RoundState = 2) && (var(59)>0) && (StateType != A) && (ctrl) && !inguarddist
triggerall = P2StateNo != [5100,5120]
triggerall = (random <= (var(59)**3) * 3) && (var(2) = 0)
triggerall = P2StateNo != [5030,5050]
triggerall = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos Y > -20
triggerall = NumHelper(1201) = 0
triggerall = NumProjID(1202) = 0
triggerall = random%10 = [0,2]
trigger1 = P2bodydist X = [5,30]

[State -1, ႪݒU];  R{  Ⴊ݃LbN
type = ChangeState
value = 410
triggerall = (RoundState = 2) && (var(59) > 2) && (random <= (var(59)**3) * 8) && (statetype != A) && P2MoveType != A
triggerall = P2StateNo != [5100,5120]
triggerall = P2StateType != A
triggerall = P2StateNo != 5050
trigger1 = stateno = 430 && movecontact && (var(2) = 0)
trigger2 = ctrl
trigger2 = P2StateType != A
trigger2 = p2bodydist X = [-10,40]
trigger2 = NumHelper(1201) = 0
trigger2 = NumProjID(1202) = 0
trigger2 = random%10 = [0,2]
trigger3 = stateno = 200 && movecontact && (var(2) = 0)
trigger4 = stateno = 400 && movecontact && (p2bodydist X = [-10,40]) && (var(2) = 0)

[State -1, U];  R{  UAq_R̒ǌ
type = ChangeState
value = 220 + ((stateno = 210) * 2)
triggerall = RoundState = 2
triggerall = var(59) > 0
triggerall = P2StateNo != [5100,5120]
triggerall = statetype != A
triggerall = P2StateNo != 5050
triggerall = P2MoveType != A
trigger1 = stateno = 210
trigger1 = movehit && (random <= (var(59)**3) * 8) && (var(59) > 2) && (P2StateNo >= 5000)
trigger1 = P2StateType != A
trigger2 = P2bodydist X = [50,75]
trigger2 = ctrl && (random <= (var(59)**3) * 8)
trigger2 = NumHelper(1201) = 0
trigger2 = NumProjID(1202) = 0
trigger2 = P2bodydist Y = [-10,0]
trigger2 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),vel X = [-1,1]
trigger2 = random%10 = [0,2]
trigger3 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),pos Y < -50
trigger3 = P2StateNo = 1350
trigger3 = ctrl && (var(59) > 5)
trigger3 = P2bodydist X = [0,60]

[State -1, Ⴊ݋U];  R{  ႪݎAU
type = ChangeState
value = 420
triggerall = (RoundState = 2) && (var(59) > 2) && (random <= (var(59)**3) * 8) && (statetype != A)
triggerall = P2StateNo != [5100,5120]
trigger1 = stateno = 410 && movehit
trigger1 = P2bodydist X = [0,45]
trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),backedgebodydist < 30
trigger2 = stateno = 400 && movehit && P2StateType = A && (var(2) = 0) && (var(3)/10000%10 = 0)
trigger3 = stateno = 400 && movehit && var(2) = 400
trigger4 = (stateno = 200 || stateno = 400) && Moveguarded && P2StateType = A

[State -1, U];  R{  ႪݒU,
type = ChangeState
value = 210
triggerall = (RoundState = 2) && (var(59)>0) && (statetype != A) && P2MoveType != A
triggerall = P2StateNo != [5100,5120]
trigger1 = P2StateType != A
trigger1 = stateno = 410 && movehit && (random <= (var(59)**3) * 8) && (var(2) = 0)
trigger2 = stateno = 200 && animtime = 0
trigger2 = (P2MoveType = H) && ((var(2) < 10) || (var(2) = 103))
trigger3 = P2StateType != A
trigger3 = P2bodydist X = [10,45]
trigger3 = ctrl && (random <= (var(59)**3) * 8) && (var(59) > 2)
trigger3 = NumHelper(1201) = 0
trigger3 = NumProjID(1202) = 0
trigger3 = random%10 = [0,2]
trigger4 = P2StateType = A
trigger4 = stateno = 430 && movehit && (random <= (var(59)**3) * 8) && (var(2) != [500,510])
trigger5 = P2StateType != A
trigger5 = stateno = 410 && moveguarded = 1 && (random <= (var(59)**3) * 8)
trigger5 = (random%10) = [3,7]
trigger6 = stateno = 230 && animtime = 0
trigger6 = (P2MoveType = H) && (var(2) = 101)

[State -1, Ⴊ݃LbN];
type = ChangeState
value = 430
triggerall = (RoundState = 2) && (var(59)>0) && (random <= var(59) * 100) && (statetype != A) && P2MoveType != A
triggerall = P2StateNo != 5050 && (random <= (var(59)**3) * 8)
triggerall = ((NumHelper(1201) = 0) && (NumProjID(1202) = 0)) || (P2StateNo = [120,155])
trigger1 = ctrl
trigger1 = P2StateType = S
trigger1 = p2bodydist X = [-5,10]
trigger1 = random%10 = [0,2]
trigger2 = stateno = 400 && movecontact && (p2bodydist X = [0,10]) && (var(2) = 0) && (var(3) = 0)
trigger2 = (var(59) > 2)

;---------------------------------------
;vC[R}h
;---------------------------------------
[State -1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
triggerall = var(59) = [-1,5]
trigger1 = command = "nage"
trigger1 = p2bodydist X < 6
trigger1 = (p2statetype = S) || (p2statetype = C)

;---------------------------------------------------------------------------
[State -1, super]
type = ChangeState
value = 3000
triggerall = command = "super1"
triggerall = power >= 1000
triggerall = var(59) = [-1,5]
trigger1 = ctrl
trigger1 = statetype != A
trigger2 = stateno = 221 && movecontact

[State -1, super]
type = ChangeState
value = 3100
triggerall = var(59) = [-1,5]
trigger1 = command = "super2"
trigger1 = power >= 2000
trigger1 = ctrl
trigger1 = statetype != A

[State -1, mahokanta]
type = ChangeState
value = 1500
triggerall = command = "maho"
triggerall = var(15) < 101
triggerall = statetype != A
triggerall = var(59) = [-1,5]
trigger1 = power >= 1000
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 410 && movecontact
trigger4 = stateno = 420 && movecontact
trigger5 = stateno = 421 && movecontact
trigger6 = stateno = 230 && movecontact

[State -1, baikiruto]
type = ChangeState
value = 1600
triggerall = command = "bai"
triggerall = statetype != A
triggerall = power >= 1000
triggerall = var(16) = 0
triggerall = var(59) = [-1,5]
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 410 && movecontact
trigger4 = stateno = 420 && movecontact
trigger5 = stateno = 421 && movecontact
trigger6 = stateno = 230 && movecontact


;---------------------------------------------------------------------------
[State -1, taiku]
type = ChangeState
value = 1400
triggerall = command = "w1"
triggerall = statetype != A
triggerall = var(59) = [-1,5]
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 410 && movecontact
trigger4 = stateno = 420 && movecontact
trigger5 = stateno = 421 && movecontact
trigger6 = stateno = 230 && movecontact

[State -1, taiku]
type = ChangeState
value = 1410
triggerall = command = "w2"
triggerall = statetype != A
triggerall = var(59) = [-1,5]
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 410 && movecontact
trigger4 = stateno = 420 && movecontact
trigger5 = stateno = 421 && movecontact
trigger6 = stateno = 230 && movecontact

[State -1, taiku]
type = ChangeState
value = 1420
triggerall = command = "w3"
triggerall = statetype != A
triggerall = var(59) = [-1,5]
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 410 && movecontact
trigger4 = stateno = 420 && movecontact
trigger5 = stateno = 421 && movecontact
trigger6 = stateno = 230 && movecontact

;---------------------------------------------------------------------------
[State -1, taiku]
type = ChangeState
value = 1200
triggerall = NumHelper(1201) = 0
triggerall = NumProjID(1202) = 0
triggerall = command = "QCF_z"
triggerall = statetype != A
triggerall = var(59) = [-1,5]
trigger1 = ctrl
trigger2 = stateno = 230 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 410 && movecontact
trigger5 = stateno = 421 && movecontact
trigger6 = stateno = 221 && movecontact

[State -1, Taunt]
type = ChangeState
value = 1000
triggerall = command = "QCF_x"
triggerall = statetype != A
triggerall = NumHelper(1005) = 0
triggerall = var(59) = [-1,5]
trigger1 = ctrl
trigger2 = stateno = 410
trigger2 = movecontact
trigger2 = time > 13

[State -1, Taunt]
type = ChangeState
value = 1010
triggerall = command = "QCF_y"
triggerall = statetype != A
triggerall = var(59) = [-1,5]
trigger1 = ctrl
trigger2 = stateno = 210
trigger2 = movecontact
trigger2 = time > 12
trigger3 = stateno = 410
trigger3 = movecontact
trigger3 = time > 13


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


[State -1, Run Fwd]
type = ChangeState
value = 100;+ (ifelse(statetype = S,0,1)*2)
triggerall = command = "FF"
triggerall = statetype = S
triggerall = var(59) = [-1,5]
trigger1 = stateno != 100 && stateno != 101
trigger1 = ctrl
trigger2 = stateno = 210
trigger2 = movecontact

[State -1, Run Back]
type = ChangeState
value = 105
triggerall = command = "BB"
triggerall = var(59) = [-1,5]
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 210
trigger2 = movecontact

[State -1, Run Back]
type = ChangeState
value = 110
triggerall = command = "HJ"
triggerall = var(59) = [-1,5]
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 221
trigger2 = movecontact
trigger3 = stateno = 421
trigger3 = movecontact

[State -1, Taunt]
type = ChangeState
value = 200
triggerall = command = "x" && command != "holddown"
triggerall = var(59) = [-1,5]
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 52

[State -1, Taunt]
type = ChangeState
value = 210
triggerall = command = "y" && command != "holddown"
triggerall = var(59) = [-1,5]
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 430
trigger3 = movecontact
trigger4 = stateno = 400
trigger4 = movecontact
trigger5 = stateno = 410
trigger5 = movecontact
trigger6 = stateno = 52

[State -1, Taunt]
type = ChangeState
value = 220
triggerall = command = "z" && command != "holddown"
triggerall = var(59) = [-1,5]
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 52

[State -1, Taunt]
type = ChangeState
value = 222
triggerall = command = "z" && command != "holddown"
triggerall = var(59) = [-1,5]
trigger1 = stateno = 200
trigger1 = movecontact
trigger2 = stateno = 210
trigger2 = movecontact
trigger3 = stateno = 410
trigger3 = movecontact

[State -1, Taunt]
type = ChangeState
value = 230
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = var(59) = [-1,5]
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 400
trigger3 = movecontact
trigger4 = stateno = 52

[State -1, Taunt]
type = ChangeState
value = 430
triggerall = command = "a" && command = "holddown"
triggerall = var(59) = [-1,5]
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 400
trigger2 = movecontact
trigger3 = stateno = 52

[State -1, Taunt]
type = ChangeState
value = 400
triggerall = command = "x" && command = "holddown"
triggerall = var(59) = [-1,5]
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 430
trigger2 = movecontact
trigger3 = stateno = 52

[State -1, Taunt]
type = ChangeState
value = 410
triggerall = command = "y" && command = "holddown"
triggerall = var(59) = [-1,5]
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 400
trigger2 = movecontact
trigger3 = stateno = 200
trigger3 = movecontact
trigger4 = stateno = 430
trigger4 = movecontact
trigger5 = stateno = 52

[State -1, Taunt]
type = ChangeState
value = 420
triggerall = command = "z" && command = "holddown"
triggerall = var(59) = [-1,5]
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 400
trigger2 = movecontact
trigger3 = stateno = 200
trigger3 = movecontact
trigger4 = stateno = 410
trigger4 = movecontact
trigger5 = stateno = 52


;---------------------------------------------------------------------------
[State -1, GC];K[hLZ
type = ChangeState
value = 1800
triggerall = command = "nage" && (var(59) = [-1,5])
trigger1 = statetype != A
trigger1 = var(10) >= 1000
trigger1 = stateno = [150,153]
trigger1 = time < 9

[State -1, Jump Light Punch]
type = ChangeState
value = 1300
triggerall = command = "QCB_x"
triggerall = var(59) = [-1,5]
triggerall = Pos Y < 0
trigger1 = ctrl
trigger2 = stateno = 621
trigger2 = movecontact

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = command = "a"
triggerall = var(59) = [-1,5]
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = statetime >= 7
trigger3 = stateno = 1350 ;Air blocking

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

;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = command = "y"
triggerall = var(59) = [-1,5]
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger2 = movecontact
trigger3 = stateno = 1350 ;Air blocking

;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = command = "z"
triggerall = var(59) = [-1,5]
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger2 = movecontact
trigger3 = stateno = 1350 ;Air blocking

;Q[W֌W------------------------------------------------

[State -1, 0]
type = VarSet
triggerall = command = "b" && (var(59) = [-1,5]) && var(10) = [900,1000)
trigger1 = movetype != A || stateno = 52
v = 10
value = 1000

;-----------------------------------------------------------------
;Lq
;-----------------------------------------------------------------

[Statedef 20]
type    = S
physics = S
sprpriority = 0

[State 20, AI]
type = ChangeState
trigger1 = (Time = 0) && (var(59) > 5)
value = 0
ctrl = 1

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd" && (var(59) = [-1,5])
x = const(velocity.walk.fwd.x)

[State 20, 2]
type = VelSet
trigger1 = command = "holdback" && (var(59) = [-1,5])
x = const(velocity.walk.back.x)

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21

;-----------------------------------------------------------------
;WvLq
;-----------------------------------------------------------------

[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0

[State 40, AI]
type = ChangeState
trigger1 = (Time = 0) && (var(59) > 5)
value = 0
ctrl = 1

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd" && (var(59) = [-1,5])
sysvar(1) = 1

[State 40, 3]
type = VarSet
trigger1 = command = "holdback" && (var(59) = [-1,5])
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;-----------------------------------------------------------------
;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 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),movetype != H
statetype = C
physics = C

[State 120, Hi to Lo]
type = StateTypeSet
triggerall = (random <= var(59) * 100) && (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 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),movetype != H
statetype = S
physics = S

[State 120, Lo to Hi]
type = StateTypeSet
triggerall = (random <= var(59) * 100) && (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 = [-10,70]
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" && (var(59) = [-1,5])
trigger2 = NumHelper(720) && NumHelper(721)
trigger2 = !inguarddist && !(Helper(720),inguarddist) && !(Helper(721),inguarddist) && (var(59))
value = 140

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

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

[State 130, ]
type = ChangeState
value = 800
triggerall = (RoundState = 2) && (var(59)>0) && (StateType != A) && (random <= (var(59)**3))
triggerall = (p2statetype = S) || (p2statetype = C)
triggerall = stateno != 100
triggerall = p2bodydist X = [-20,6]
triggerall = !(P2StateNo = 0 && EnemyNear(EnemyNear,StateType=L && P2StateType!=L),time <= 10)
triggerall = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing + facing = 0
triggerall = prevstateno != 800
trigger1 = P2MoveType = A && (random%10 = [0,4])
trigger2 = P2MoveType = I && (random%10 = [0,2])
trigger3 = Time = [0,1]

[State 130, }zJ^]; ѓ悭gɎg
type = ChangeState
value = 1500
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && NumHelper(720) && NumHelper(721)
triggerall = (P2StateNo != [5100,5120]) && (p2bodydist X > 30)
triggerall = (var(15) < 101) && (power >= 1000) && ((var(59)**3) * 3)
triggerall = var(57) >= 30
Trigger1 = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time >= (100 - (7*var(59)) - (random%4*var(59)))) || (var(59) >= 11)	;ѓɔ
trigger1 = Helper(721),var(1)
trigger1 = !(Enemy,teammode = simul)
Trigger2 = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time >= (100 - (7*var(59)) - (random%4*var(59)))) || (var(59) >= 11)
trigger2 = Enemy,teammode = simul
trigger2 = Helper(721),var(1)
Trigger3 = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time >= (100 - (7*var(59)) - (random%4*var(59)))) || (var(59) >= 11)
trigger3 = Enemy,teammode = simul
trigger3 = Helper(721),var(6)
trigger4 = !(Enemy,teammode = simul) && (random%10 = [0,2])
trigger4 = Helper(721),var(2)
trigger5 = Enemy,teammode = simul && (random%10 = [0,2])
trigger5 = Helper(721),var(2) || Helper(721),var(7)

[State 130, ႪݎU]
type = ChangeState
value = 400
triggerall = (RoundState = 2) && (var(59)>0) && (StateType != A) && (P2StateType != A) && (P2StateType != L)
triggerall = random <= (var(59)**3)
triggerall = NumHelper(1201) = 0
triggerall = NumProjID(1202) = 0
triggerall = P2bodydist X = [-10,25]
trigger1 = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),movecontact) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),animtime <= -5)

[State 130, Hi to Lo]
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 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),movetype != H
value = 131

[State 130, Hi to Lo]
type = StateTypeSet
triggerall = (random <= var(59) * 100) && (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" && (var(59) = [-1,5])
trigger2 = NumHelper(720) && NumHelper(721)
trigger2 = !inguarddist && !(Helper(720),inguarddist) && !(Helper(721),inguarddist) && (var(59)) && (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, ]
type = ChangeState
value = 800
triggerall = (RoundState = 2) && (var(59)>0) && (StateType != A) && (random <= (var(59)**3))
triggerall = (p2statetype = S) || (p2statetype = C)
triggerall = stateno != 100
triggerall = p2bodydist X = [-20,6]
triggerall = !(P2StateNo = 0 && EnemyNear(EnemyNear,StateType=L && P2StateType!=L),time <= 10)
triggerall = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing + facing = 0
triggerall = prevstateno != 800
trigger1 = P2MoveType = A && (random%10 = [0,4])
trigger2 = P2MoveType = I && (random%10 = [0,2])
trigger3 = Time = [0,1]

[State 131, }zJ^]; ѓ悭gɎg
type = ChangeState
value = 1500
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && NumHelper(720) && NumHelper(721)
triggerall = (P2StateNo != [5100,5120]) && (p2bodydist X > 30)
triggerall = (var(15) < 101) && (power >= 1000) && ((var(59)**3) * 3)
triggerall = var(57) >= 30
Trigger1 = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time >= (100 - (7*var(59)) - (random%4*var(59)))) || (var(59) >= 11)	;ѓɔ
trigger1 = Helper(721),var(1)
trigger1 = !(Enemy,teammode = simul)
Trigger2 = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time >= (100 - (7*var(59)) - (random%4*var(59)))) || (var(59) >= 11)
trigger2 = Enemy,teammode = simul
trigger2 = Helper(721),var(1)
Trigger3 = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Time >= (100 - (7*var(59)) - (random%4*var(59)))) || (var(59) >= 11)
trigger3 = Enemy,teammode = simul
trigger3 = Helper(721),var(6)
trigger4 = !(Enemy,teammode = simul) && (random%10 = [0,2])
trigger4 = Helper(721),var(2)
trigger5 = Enemy,teammode = simul && (random%10 = [0,2])
trigger5 = Helper(721),var(2) || Helper(721),var(7)

[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 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),movetype != H
value = 130

[State 131, Lo to Hi]
type = StateTypeSet
triggerall = (random <= var(59) * 100) && (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 = [-10,70]
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" && (var(59) = [-1,5])
trigger2 = NumHelper(720) && NumHelper(721)
trigger2 = !inguarddist && !(Helper(720),inguarddist) && !(Helper(721),inguarddist) && (var(59)) && (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, q_R]
type = ChangeState
value = 1300
triggerall = (RoundState = 2) && (var(59) > 2) && ((var(59)**3) * 3) && (statetype = A) && (var(3)/100%10 = 2)
trigger1 = Time = 25 && P2StateType != A
trigger2 = (Time = (16+random%10)) && P2StateType = A

[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" && (var(59) = [-1,5])
trigger2 = NumHelper(720) && NumHelper(721)
trigger2 = !inguarddist && !(Helper(720),inguarddist) && !(Helper(721),inguarddist) && (var(59)) && (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)
statetype = C
physics = C

[State 140, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown" && !var(59)
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) * 100) && (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) * 100) && (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 = [-10,70]
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) * 100) && (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) * 100) && (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 = [-10,70]
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) * 100) && (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) * 100) && (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 = [-10,70]
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) * 100) && (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) * 100) && (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 = [-10,70]
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))
trigger1 = inguarddist
value = 130

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

;---------------------------------------------------------------------------
; AI_stand
;---------------------------------------------------------------------------

[Statedef 1]
type = S
physics = S
sprpriority = 0
ctrl = 0

[state -1,]
type = changestate
value = 27
triggerall = RoundState = 2
trigger1 = var(3)/1000%10 = 1
trigger2 = var(3)/10000%10 = 5

[state -1,}qh]
type = changestate
value = 3000
triggerall = RoundState = 2 && Power >= 1000
trigger1 = var(2) = 700

[state -1,Wv]
type = changestate
value = 110
trigger1 = RoundState = 2 && (var(2) = 801)


[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, ]
type = Turn
trigger1 = (P2dist X < 0) && (time = 0)
trigger2 = (P2dist X < 0) && var(2)=2

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

[State 1, ]
type = Changestate
value = 0
ctrl = 1
triggerall = (RoundState = 2) && (statetype != A)
trigger1 = (P2MoveType = A) || (inguarddist) || P2StateNo = [5100,5120]
trigger2 = var(2) = 700 && Power < 1000
trigger3 = Time > 100

;---------------------------------------------------------------------------
; 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, ~]
type = Changestate
value = 0
ctrl = 1
trigger1 = RoundState = 3

[State 25, ~]
type = Changestate
value = 0
ctrl = 1
triggerall = (RoundState = 2) && (statetype != A) && var(59)
trigger1 = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel X > 3) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing + facing = 0) && (var(2) = 0)
trigger2 = (P2MoveType = A || inguarddist) && (var(2) = 0)
trigger3 = P2bodydist X < -30
trigger4 = (P2StateNo = 1070) && (P2bodydist X <= 0) && (var(2) = 0)

[State 25, ~]
type = Changestate
value = 1
trigger1 = (RoundState = 2) && (statetype != A) && var(59) && (var(2) = 500)
trigger1 = P2Bodydist X < -30

;---------------------------------------------------------------------------
; 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 = Changestate
value = 0
ctrl = 1
triggerall = (RoundState = 2) && (statetype != A) && var(59)
trigger1 = P2bodydist X >= 160
trigger2 = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Vel X > 3) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),facing + facing = 0)
trigger3 = (P2StateType = L) || (P2MoveType = A || inguarddist)
trigger4 = (var(2) = [3,5]) || (var(2) = 320)
trigger4 = p2bodydist X > 20

[State 26, ~]
type = Changestate
value = 0
ctrl = 1
triggerall = (RoundState = 2) && (statetype != A) && var(59)
trigger1 = (var(2) = [3,5]) || (var(2) = 320)
trigger1 = p2bodydist X > 20
trigger2 = backedgebodydist < 10
trigger3 = Time > 60 && var(2) = 0

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

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

[Statedef 27]
type    = S
physics = S
anim = 20
ctrl = 0

[State 27, ]
type = Changestate
value = 400
triggerall = (RoundState = 2) && (statetype != A) && (var(59) > 0)
trigger1 = P2StateNo = 5210

[State 27, 1]
type = VelSet
trigger1 = 1
x = const(velocity.walk.fwd.x)

[State 27, ~]
type = Changestate
value = 0
ctrl = 1
trigger1 = RoundState = 3

[State 27, ~]
type = Changestate
value = 0
ctrl = 1
triggerall = (RoundState = 2) && (statetype != A) && (var(59) > 0) && (var(3)/10000%10 = 2)
trigger1 = P2Dist X < 0
trigger2 = P2BodyDist X > 70
trigger3 = P2MoveType = A && Time > 1
trigger4 = P2MoveType != H
trigger5 = Time > 120

[State 27, ~]
type = Changestate
value = 0
ctrl = 1
triggerall = (RoundState = 2) && (statetype != A) && (var(59) > 0) && (var(3)/1000%10 = [1,4])
trigger1 = P2Dist X < 0
trigger2 = P2BodyDist X > 70
trigger3 = P2StateType = A
trigger4 = P2MoveType = A && Time > 1
trigger5 = Time > 120

[State 27, ~]
type = Changestate
value = 0
ctrl = 1
triggerall = (RoundState = 2) && (statetype != A) && (var(59) > 0) && (var(2) = 500 || var(2) = 600)
trigger1 = P2Dist X < 0
trigger2 = P2BodyDist X > 70
trigger3 = P2StateType = A
trigger4 = P2MoveType = A && Time > 1
trigger5 = Time > 120

;---------------------------------------------------------------------------
; AI_front_junp_normal
;---------------------------------------------------------------------------

[Statedef 41]
type    = S
physics = S
anim = 40
ctrl = 0

[State 41, 1]
type = VelSet
trigger1 = AnimTime = 0
x = const(velocity.jump.fwd.x)
y = const(velocity.jump.y)

[State 41, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; AI_neu_junp
;---------------------------------------------------------------------------

[Statedef 42]
type    = S
physics = S
anim = 40
ctrl = 0

[State 42, 1]
type = VelSet
trigger1 = AnimTime = 0
x = 0
y = const(velocity.jump.y)

[State 42, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; AI_back_junp
;---------------------------------------------------------------------------

[Statedef 43]
type    = S
physics = S
anim = 40
ctrl = 0

[State 43, 1]
type = VelSet
trigger1 = AnimTime = 0
x = const(velocity.jump.back.x)
y = const(velocity.jump.y)

[State 43, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

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

[Statedef 720]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0

[State 720, ]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State 720, ]
type = BindToParent
trigger1 = IsHelper
time = 1
facing = 1
pos = (Ifelse((Parent,StateNo = [120,153]),-40,-120)), 9999

;UmF
;=========================================================================
[State 720, reset]
type = VarSet
trigger1 = roundstate = 2 && (var(0) >= 1) && P2MoveType != A
var(0) = 0

[State 720, UmF1]
type = VarSet
triggerall = roundstate = 2 && (var(0) = 0)
trigger1 = (P2MoveType = A) && (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Hitdefattr = SCA,AA,AT) && !(EnemyNear(EnemyNear,StateType=L && P2StateType!=L),MoveContact) && P2StateType != A
trigger1 = EnemyNear(EnemyNear,StateType=L && P2StateType!=L),vel X < 2
var(0) = 1

[State 720, UmF2]
type = VarSet
triggerall = roundstate = 2 && (var(0) >= 1) && P2MoveType = A && ((Parent,StateNo < 5000) && (Parent,StateNo != [150,153]))
trigger1 = (EnemyNear(EnemyNear,StateType=L && P2StateType!=L),Hitdefattr = SCA,AA,AT) && !(EnemyNear(EnemyNear,StateType=L && P2StateType!=L),MoveContact) && P2StateType != A
trigger2 = (Parent,StateNo = [130,131]) && Time > 60
var(0) = var(0) + 1
;=========================================================================
;؋󎞊ԊmF
[State 720, 0]
type = VarSet
triggerall = var(1) > 0
trigger1 = Parent,StateType != A || (Parent,MoveType = H && (Parent,StateNo != [120,140]))
var(1) = 0

[State 720, 0]
type = Varset
trigger1 = Parent,StateType = A && (((Parent,var(3))/100%10 = [1,2]) || ((Parent,var(3))/100%10 = [4,5]))
trigger2 = Parent,StateType = A && ((Parent,PrevStateNo = [41,43]) || Parent,PrevStateNo = 110)
var(1) = var(1) + 1
;=========================================================================
;؋󎞊ԊmF2
[State 720, 0]
type = VarSet
trigger1 = (Parent,StateNo = [41,43]) || (Parent,StateNo = 110) || (Parent,StateNo = 800)
trigger2 = Parent,MoveType = H
var(2) = 0
ignorehitpause = 1

[State 720, 0]
type = VarSet
trigger1 = Parent,StateNo = 52
trigger1 = var(2)/100%10 = 2
var(2) = 28 - (var(2) - 200)

[State 720, 0]
type = VarSet
trigger1 = Parent,StateNo = 52
trigger1 = var(2)/100%10 = 1
var(2) = 26 - (var(2) - 100)

[State 720, 0]
type = VarSet
triggerall = Parent,StateNo != 52
trigger1 = (Parent,StateNo = 620 || Parent,StateNo = 610) && Parent,MoveContact = 1 && var(2) = 0
var(2) = var(2) + (Parent,StateNo-600)*10

[State 720, 0]
type = VarSet
triggerall = Parent,StateNo != 52
trigger1 = (Parent,StateNo = 620 || Parent,StateNo = 610) && Parent,MoveContact = 1 && var(2)%100 = 0
trigger2 = Parent,StateType = A && var(2) > 0
var(2) = var(2) + 1
;=========================================================================

[Statedef 721]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0

[State 721, ]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State 721, reset]
type = VarSet
trigger1 = (var(3) = 1 || var(4) = 1) && MoveType != H
var(0) = 0

[State 721, reset]
type = VarSet
trigger1 = (var(3) = 1 || var(4) = 1) && MoveType != H
var(1) = 0

[State 721, reset]
type = VarSet
trigger1 =(var(3) = 1 || var(4) = 1) && MoveType != H
var(2) = 0

[State 721, reset]
type = VarSet
trigger1 = (var(3) = 1 || var(4) = 1) && MoveType != H
var(3) = 0

[State 721, reset]
type = VarSet
trigger1 = (var(3) = 1 || var(4) = 1) && MoveType != H
var(4) = 0

[State 721, reset]
type = VarSet
trigger1 = (var(8) = 1 || var(9) = 1) && MoveType != H
var(5) = 0

[State 721, reset]
type = VarSet
trigger1 = (var(8) = 1 || var(9) = 1) && MoveType != H
var(6) = 0

[State 721, reset]
type = VarSet
trigger1 =(var(8) = 1 || var(9) = 1) && MoveType != H
var(7) = 0

[State 721, reset]
type = VarSet
trigger1 = (var(8) = 1 || var(9) = 1) && MoveType != H
var(8) = 0

[State 721, reset]
type = VarSet
trigger1 = (var(8) = 1 || var(9) = 1) && MoveType != H
var(9) = 0

;^bOȊO
;=========================================================================
[State 721, Helper,Proj];UJn
type = VarSet
triggerall = (roundstate = 2) && !(Enemy,TeamMode = simul)
trigger1 = (P2movetype = A && Enemy,Time=1)
trigger2 = (P2MoveType = I && P2StateNo >= 1000 && Enemy,Time=1)
var(0) = Enemy,Numproj + Enemy,Numhelper

[State 721, Helper,Proj2];wp[projƂ
type = VarSet
triggerall = IsHelper
triggerall = (roundstate = 2) && !(Enemy,TeamMode = simul) && (var(0) < (Enemy,Numproj + Enemy,Numhelper)) && (var(1) = 0) && !(Enemy,HitDefAttr=SCA,AA,AT)
trigger1 = (P2movetype = A) && (inguarddist || (Parent,inguarddist))
trigger2 = P2MoveType = I && P2StateNo >= 1000 && (inguarddist || (Parent,inguarddist))
var(1) = Enemy,Numproj + Enemy,Numhelper - var(0)

[State 721, Helper,Proj3];UIƂ
type = VarSet
triggerall = (roundstate = 2) && !(Enemy,TeamMode = simul) && (var(1) > 0)
trigger1 = P2movetype != A
trigger2 = (P2MoveType = I && P2StateNo >= 1000 && Enemy,Animtime >= 0) || (P2MoveType = I && P2StateNo < 200)
var(2) = Enemy,Numproj + Enemy,Numhelper

[State 721, Helper,Proj4];ŌȀꍇ
type = VarSet
triggerall = (roundstate = 2) && !(Enemy,TeamMode = simul)
trigger1 = (P2movetype = A && Enemy,HitDefAttr=SCA,AA,AT)
var(3) = 1

[State 721, Helper,Proj5];I
type = VarSet
triggerall = (roundstate = 2) && !(Enemy,TeamMode = simul) && (P2movetype != A) && (var(1) > 0)
trigger1 = (var(2) = var(0))
trigger2 = Parent,StateNo = [150,153]
var(4) = 1
;=========================================================================

;^bOEnemy(0)
;=========================================================================
[State 721, Helper,Proj];UJn
type = VarSet
triggerall = (roundstate = 2) && (Enemy(0),TeamMode = simul)
trigger1 = (Enemy(0),movetype = A && Enemy(0),Time=1)
trigger2 = (Enemy(0),MoveType = I && Enemy(0),StateNo >= 1000 && Enemy(0),Time=1)
var(0) = Enemy(0),Numproj + Enemy(0),Numhelper

[State 721, Helper,Proj2];wp[projƂ
type = VarSet
triggerall = IsHelper
triggerall = (roundstate = 2) && (Enemy,TeamMode = simul) && (var(0) < (Enemy(0),Numproj + Enemy(0),Numhelper)) && (var(1) = 0) && !(Enemy(0),HitDefAttr=SCA,AA,AT)
trigger1 = (Enemy(0),movetype = A) && (inguarddist || (Parent,inguarddist))
trigger2 = Enemy(0),MoveType = I && Enemy(0),StateNo >= 1000 && (inguarddist || (Parent,inguarddist))
var(1) = Enemy(0),Numproj + Enemy(0),Numhelper - var(0)

[State 721, Helper,Proj3];UIƂ
type = VarSet
triggerall = (roundstate = 2) && (Enemy,TeamMode = simul) && (var(1) > 0)
trigger1 = Enemy(0),movetype != A
trigger2 = (Enemy(0),MoveType = I && Enemy(0),StateNo >= 1000 && Enemy(0),Animtime >= 0) || (Enemy(0),MoveType = I && Enemy(0),StateNo < 200)
var(2) = Enemy(0),Numproj + Enemy(0),Numhelper

[State 721, Helper,Proj4];ŌȀꍇ
type = VarSet
triggerall = (roundstate = 2) && (Enemy,TeamMode = simul)
trigger1 = (Enemy(0),movetype = A && Enemy(0),HitDefAttr=SCA,AA,AT)
var(3) = 1

[State 721, Helper,Proj5];I
type = VarSet
triggerall = (roundstate = 2) && (Enemy,TeamMode = simul) && (Enemy(0),movetype != A) && (var(1) > 0)
trigger1 = (var(2) = var(0))
var(4) = 1
;=========================================================================

;^bOEnemy(1)
;=========================================================================
[State 721, Helper,Proj];UJn
type = VarSet
triggerall = (roundstate = 2) && (Enemy,TeamMode = simul)
trigger1 = (Enemy(1),movetype = A && Enemy(1),Time=1)
trigger2 = (Enemy(1),MoveType = I && Enemy(1),StateNo >= 1000 && Enemy(1),Time=1)
var(5) = Enemy(1),Numproj + Enemy(1),Numhelper

[State 721, Helper,Proj2];wp[projƂ
type = VarSet
triggerall = IsHelper
triggerall = (roundstate = 2) && (Enemy,TeamMode = simul)
triggerall = (var(5) < (Enemy(1),Numproj + Enemy(1),Numhelper)) && (var(6) = 0) && !(Enemy(1),HitDefAttr=SCA,AA,AT)
trigger1 = (Enemy(1),movetype = A) && (inguarddist || (Parent,inguarddist))
trigger2 = Enemy(1),MoveType = I && Enemy(1),StateNo >= 1000 && (inguarddist || (Parent,inguarddist))
var(6) = Enemy(1),Numproj + Enemy(1),Numhelper - var(5)

[State 721, Helper,Proj3];UIƂ
type = VarSet
triggerall = (roundstate = 2) && (Enemy,TeamMode = simul) && (var(6) > 0)
trigger1 = Enemy(1),movetype != A
trigger2 = (Enemy(1),MoveType = I && Enemy(1),StateNo >= 1000 && Enemy(1),Animtime >= 0) || (Enemy(1),MoveType = I && Enemy(1),StateNo < 200)
var(7) = Enemy(1),Numproj + Enemy(1),Numhelper

[State 721, Helper,Proj4];ŌȀꍇ
type = VarSet
triggerall = (roundstate = 2) && (Enemy,TeamMode = simul)
trigger1 = (Enemy(1),movetype = A && Enemy(1),HitDefAttr=SCA,AA,AT)
var(8) = 1

[State 721, Helper,Proj5];I
type = VarSet
triggerall = (roundstate = 2) && (Enemy,TeamMode = simul)
triggerall = (Enemy(1),movetype != A) && (var(6) > 0)
trigger1 = (var(7) = var(5))
var(9) = 1
;=========================================================================

[State 721, ]
type = BindToParent
trigger1 = IsHelper
time = 1
facing = 1
pos = 100, 9999