;-| 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


;-| Super Motions |--------------------------------------------------------
[Command]
name = "super3"
command = ~DF, D, B, F, x
time = 34

[Command]
name = "super3"
command = ~F, D, B, F, x
time = 34

[Command]
name = "super3"
command = ~F, D, DB, F, x
time = 34

[Command]
name = "super3"
command = ~DF, D, B, F, y
time = 34

[Command]
name = "super3"
command = ~F, D, B, F, y
time = 34

[Command]
name = "super3"
command = ~F, D, DB, F, y
time = 34

[Command]
name = "super3"
command = ~DF, D, B, F, z
time = 34

[Command]
name = "super3"
command = ~F, D, B, F, z
time = 34

[Command]
name = "super3"
command = ~F, D, DB, F, z
time = 34

[Command]
name = "super1"
command = ~D, F, D, F, x
time = 28

[Command]
name = "super1"
command = ~D, F, D, F, y
time = 28

[Command]
name = "super1"
command = ~D, F, D, F, z
time = 28

[Command]
name = "super2"
command = ~D, B, D, B, x
time = 28

[Command]
name = "super2"
command = ~D, B, D, B, y
time = 28

[Command]
name = "super2"
command = ~D, B, D, B, z
time = 28

[Command]
name = "SmashKFUpper"
command = ~D, DB, B, D, DB, B, x;~F, D, DF, F, D, DF, x
time = 20

[Command]
name = "SmashKFUpper"   ;Same name as above
command = ~D, DB, B, D, DB, B, y;~F, D, DF, F, D, DF, y
time = 20

;-| Special Motions |------------------------------------------------------
[Command]
name = "upper_x"
command = ~F, D, DF, x

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

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

[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 = "aatk"
command = ~D, B, x

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

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

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

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

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

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

[Command]
name = "beho"
command = ~F, D, B, a

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

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

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

[Command]
name = "QCF_xy"
command = ~D, DF, F, x+y

[Command]
name = "leap"
command = ~D, F, a

[Command]
name = "JA"
command = ~B,D, DB, a

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

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

[Command]
name = "QCB_xy"
command = ~D, DB, B, x+y

[Command]
name = "tame"
command = D, D, a

;-| 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

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

;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1

[Command]
name = "xa";Required (do not remove)
command = x+a
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






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

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

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

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

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

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

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

;-| 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 = "holdfwd2";Required (do not remove)
command = /$F
time = 1

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

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

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




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



;----------------------------------------------------------------------------
;AI helper
;----------------------------------------------------------------------------
[Statedef 10000]
ctrl=0

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

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

[State 10000,׸ON]
type=parentvarset
triggerall=!var(0)&&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")||(root,command="beho")
trigger2=(root,command="z")||(root,command="start")||(root,command="super1")||(root,command="super2")||(root,command="super3")||(root,command="upper_x")||(root,command="QCF_x")||(root,command="QCF_y")||(root,command="recovery")||(root,command="BB")
trigger3=(root,command="FF")||(root,command="QCF_z")||(root,command="QCB")||(root,command="leap")||(root,command="JA")||(root,command="tame")||(root,command="HJ")||(root,command="xa")||(root,command="down_a")||(root,command="down_b")
var(59)=-2

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

[State 10000]
type=varset
triggerall= var(0)
trigger1= var(0)=1
trigger1= var(0):=0
trigger2= root,command="fwd" || root,command="back" || root,command="up" || root,command="down"
trigger3= root,command="a" || root,command="b" || root,command="c"
trigger4= root,command="x" || root,command="y" || root,command="z"
trigger5= 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 && !IsHelper && var(59) = [-2,0]
trigger1 = var(59)=-2
Trigger2 = (Command = "a" ^^ Command = "a2") || (Command = "b" ^^ Command = "b2") || (Command = "c" ^^ Command = "c2") || (Command = "x" ^^ Command = "x2") || (Command = "y" ^^ Command = "y2") || (Command = "z" ^^ Command = "z2")
trigger3 = (Command = "start" ^^ Command = "start2") || (Command = "holdfwd" ^^ Command = "holdfwd2") || (Command = "holdback" ^^ Command = "holdback2") || (Command = "holdup" ^^ Command = "holdup2") || (Command = "holddown" ^^ Command = "holddown2")
Trigger4 = Command="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"
Trigger5 = Command="AI15"||Command="AI16"||Command="AI17"||Command="AI18"||Command="AI19"||Command="AI20"||Command="AI21"||Command="AI22"||Command="AI23"||Command="AI24"||Command="AI25"||Command="AI26"||Command="AI27"||Command="AI28"
Trigger6 = Command="AI29"||Command="AI30"||Command="AI31"||Command="AI32"||Command="AI33"||Command="AI34"||Command="AI35"||Command="AI36"||Command="AI37"||Command="AI38"||Command="AI39"||Command="AI40"||Command="AI41"||Command="AI42"
Trigger7 = Command="AI43"||Command="AI44"||Command="AI45"||Command="AI46"||Command="AI47"||Command="AI48"||Command="AI49"||Command="AI50"||Command="AI51"||Command="AI52"||Command="AI53"||Command="AI54"||Command="AI55"||Command="AI56"
Trigger8 = Command="AI57"||Command="AI58"||Command="AI59"
ignorehitpause = 1

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


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



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

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

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

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


;x
;------------------------------------------------------------------------
[State -1, 0]
type = VarSet
triggerall = GameTime % 60 = 0
trigger1 = (var(2)/100) > 0
var(2) = var(2) - (var(2)/100)*100

[State -1, 0]
type = VarSet
triggerall = GameTime % 60 = 0
triggerall = (var(2)/100) = 0
trigger1 = var(59) = [6,10]
var(2) = var(2) + ((90 - (var(59)-6)*15) - (random%(61 - (var(59)-6)*9)))*100

[State -1, 0]
type = VarSet
triggerall = GameTime % 60 = 0
triggerall = var(59) = [6,10]
trigger1 = var(59) = 6
trigger1 = random%100 = [0,1]
trigger2 = var(59) = [7,10]
trigger2 = random%100 = [0,((var(59)-6)*5 - 1)]
trigger3 = var(59) >= 11
var(2) = var(2) - (var(2)/100)*100

[State -1, 0]
type = VarSet
trigger1 = P2MoveType = A && ((var(2)%100) < 99)
var(2) = var(2) + 1

[State -1, 0]
type = VarSet
trigger1 = P2MoveType != A && ((var(2)%100) > 0)
var(2) = var(2) - var(2)%100

;------------------------------------------------------------------------
[State -1, ǌϐZbg]
type = VarSet
var(58) = 0
triggerall = var(59) && (roundstate = 1) && !IsHelper
trigger1 = Enemy,teammode = turns

;SQ[WZbg󋵔f
;------------------------------------------------------------------------
[State -1, ]
type = VarSet
trigger1 = (var(59) > 7) && !IsHelper && (var(0)%10 = 0) && (var(10) = [900,1000))
trigger1 = (P2StateNo = [5000,5011]) && (P2bodydist X = [-5,17]) && (stateno = 52) && EnemyNear(EnemyNear,Life=0 && P2Life!=0),backedgebodydist < 20
trigger1 = (prevstateno = 610) || (prevstateno = 620)
var(0) = var(0) + 1

[State -1, ˂]
type = VarSet
triggerall = (var(59) > 5) && !IsHelper && (var(0)%10 = 0) && (var(10) = [900,1000)) && (movetype = I || (StateNo = [120,153]))
triggerall = (EnemyNear(EnemyNear,Life=0 && P2Life!=0), Vel X >= 0)
triggerall = (P2stateType != L) && (Power >= 1000) && (var(17) = 0) && (Life = [350,700])
trigger1 = (P2movetype = A) && (statetype != A) && (p2bodydist Y = 0) && (p2bodydist X = [75,91])
Trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime <= -10
Trigger1 = (var(2)%100) >= (var(2)/100)
var(0) = var(0) + 5

[State -1, ]
type = VarSet
triggerall = (var(59) > 5) && !IsHelper && (var(0)%10 = 0) && (var(10) = [900,1000)) && (movetype = I || (StateNo = [120,153]))
triggerall = (EnemyNear(EnemyNear,Life=0 && P2Life!=0), Vel X >= 0) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0), Vel Y >= 0)
triggerall = (P2stateType != L)
trigger1 = (P2movetype = A) && (statetype != A) && (p2bodydist Y = [-30,0]) && (p2bodydist X = [75,110])
Trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Hitdefattr = SCA,AA,AT
Trigger1 = (var(2)%100) >= (var(2)/100)
trigger2 = (P2StateNo = [120,159]) && (p2bodydist X = [55,90])
trigger2 = P2StateType = C
var(0) = var(0) + 2

[State -1, 󒆋]
type = VarSet
triggerall = (var(59) > 5) && !IsHelper && (var(0)%10 = 0) && (var(10) = [900,1000))
trigger1 = (stateno = 110 && Time = 1) && (random%10 = [0,2]) && (p2bodydist X = [0,80]) && (p2bodydist Y = [-70,0])
trigger1 = (P2StateType = A || P2StateType = S) && EnemyNear(EnemyNear,Life=0 && P2Life!=0),Const(size.head.pos.y) < -90
var(0) = var(0) + 3

[State -1, K[hLZ]
type = VarSet
triggerall = (var(59) > 5) && !IsHelper && (var(0)%10 = 0) && (var(10) = [900,1000))
trigger1 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X > 2) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel Y > 0.5)
trigger1 = (P2Bodydist X = [-20,50]) && (P2BodyDist Y > -70) && (StateNo = [150,153]) && (Backedgebodydist < 20 || (random%10 = [0,2]))
trigger2 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),BackEdgeBodyDist < 20)
trigger2 = (P2Bodydist X = [-20,40]) && (P2BodyDist Y > -50) && (StateNo = [150,153])
var(0) = var(0) + 4

[State -1,]
type = VarSet
triggerall = !IsHelper
trigger1 = var(10) < 900 && (var(0)%10 > 0)
trigger2 = MoveType = H && (StateNo != [120,155])
var(0) = var(0) - (var(0)%10)

[State -1, SQ[WZbg]
type = VarSet
trigger1 = Movetype != A && (var(0) = [1,5]) && !IsHelper && (var(10) = [900,1000))
v = 10
value = 1000

;WvU󋵔f
;------------------------------------------------------------------------
[State -1,Zbg]
type = VarSet
triggerall = !IsHelper
triggerall = var(0)/10%10 = [1,3]
trigger1 = MoveType = H && (StateNo != [120,155])
trigger2 = MoveType = A && StateNo = 610
trigger3 = StateNo = 52
var(0) = var(0) - (var(0)/10%10)*10

[State -1,Zbg]
type = VarSet
triggerall = !IsHelper
triggerall = var(0)/10%10 = 5
trigger1 = MoveType = H && (StateNo != [120,155])
trigger2 = StateType = S && MoveType = A
var(0) = var(0) - (var(0)/10%10)*10

[State -1, OWv]
type = VarSet
triggerall = (var(59) > 7) && !IsHelper && (var(0)/10%10 = 0) && !IsHelper
triggerall = (RoundState = 2) && (StateType != A) && ctrl && random < (var(59)**3)
Triggerall = (var(2)%100) >= (var(2)/100)
triggerall = (P2movetype != A) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -27)
trigger1 = (P2movetype = A) && (P2statetype = C) && (P2bodydist X = [30,85])
var(0) = var(0) + 10

[State -1, OWv2]
type = VarSet
triggerall = (var(59) > 7) && !IsHelper && (var(0)/10%10 = 0) && !IsHelper
triggerall = (RoundState = 2) && (StateType != A) && ctrl && random < (var(59)**3)
Triggerall = (var(2)%100) >= (var(2)/100)
triggerall = (P2movetype != A) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -9)
trigger1 = (P2movetype = A) && (P2statetype = S) && (P2bodydist X = [-10,50])
var(0) = var(0) + 20

[State -1, OWv3]
type = VarSet
triggerall = (var(59) > 7) && !IsHelper && (var(0)/10%10 = 0) && !IsHelper
triggerall = (RoundState = 2) && (StateType != A) && ctrl && random < (var(59)**3)
Triggerall = (var(2)%100) >= (var(2)/100)
triggerall = (P2movetype != A) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -19)
trigger1 = (P2movetype = A) && (P2statetype = S) && (P2bodydist X = [50,80])
var(0) = var(0) + 30

;s
;------------------------------------------------------------------------

[State -1, K[hLZ]
type = changestate
value = 1800
triggerall = (RoundState = 2) && (var(59) > 5) && (statetype != A) && (random < (var(59)**3))
triggerall = (var(10) >= 1000) && (stateno = [150,153]) && time < 9
trigger1 = var(0)%10 = 4

[State -1, S˂]
type = ChangeState
value = 211
triggerall = (RoundState = 2) && (statetype != A) && (ctrl || (StateNo = [25,26]))
triggerall = var(10) = 1000
Trigger1 = var(0)%10 = 5

[State -1, S]
type = ChangeState
value = 220
triggerall = (RoundState = 2) && (statetype != A) && (ctrl || (StateNo = [25,26]))
triggerall = var(10) = 1000
Trigger1 = var(0)%10 = 2

[State -1, [vS]
Type = ChangeState
value = 620
triggerall = (var(59) > 5) && (RoundState = 2) && (stateno = 111)
triggerall = var(10) = 1000
Trigger1 = var(0)%10 = 3

[State -1,S]
type = ChangeState
value = 210
triggerall = (var(59) > 7) && (RoundState = 2) && (StateType != A) && (var(10) = 1000)
trigger1 = (PrevStateNo = 610) && (stateno = 52 || ctrl) && (var(0)%10 = 1)

[State -1,ƂĂp]; xM}ĂMKfC_Ƃ
Type = ChangeState
Triggerall = (var(59) > 7) && (RoundState = 2) && (StateType != A) && (P2MoveType = H) && ctrl
triggerall = P2StateType != L
triggerall = EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel Y < 0.5
triggerall = power >= 1000
triggerall = random < (var(59)**3)
triggerall = EnemyNear(EnemyNear,Life=0 && P2Life!=0),pos X = [-55,52]
trigger1 = P2StateNo = 1370
Trigger1 = !((EnemyNear(EnemyNear,Life=0 && P2Life!=0),NumProj > 0 || EnemyNear(EnemyNear,Life=0 && P2Life!=0),NumHelper > 0) && inguarddist)
value = 1

[State -1, O];  S󒆋̌㋗߂
type = Changestate
value = 25
triggerall = (RoundState = 2) && (statetype != A) && (var(59) > 7)
triggerall = ctrl
triggerall = P2StateNo = [625,628]
triggerall = random <= (var(59)**3)
trigger1 = (facing = 1) && (pos X < 20)
trigger2 = (facing = -1) && (pos X > -20)

[State -1, ];  S󒆋̌㋗
type = Changestate
value = 26
triggerall = (RoundState = 2) && (statetype != A) && (var(59) > 7)
triggerall = ctrl
triggerall = P2StateNo = [625,628]
triggerall = random <= (var(59)**3)
trigger1 = (facing = 1) && (pos X > 20)
trigger2 = (facing = -1) && (pos X < -20)

[State -1, ϐZbg];˂̃CfCwK
type = VarSet
var(58) = var(58) + 2
triggerall = var(59) && (roundstate = 2) && (var(59) > 7)
triggerall = (prevstateno = 211) && (stateno = 1010)
triggerall = (var(58)%10%4/2 = 0) && (time = [35,39])
trigger1 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X > 3) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time > 20)
trigger2 = P2bodydist X = [-10,20]


;ǌϐZbg
;-----------------------------------------------------------------
[State -1, ǌϐZbg]
type = VarSet
var(58) = var(58)%10
triggerall = var(59) && (roundstate = 2) && (var(59) > 5) && ((var(58)/10)%100 < 7) && !IsHelper
trigger1 = P2StateNo = 5120 || P2StateNo = 0 || MoveType = H || (P2StateType = S && P2MoveType != H)
trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),ctrl && (var(58)/10)%10 = 0
trigger3 = (var(58)/1000%10 = 3) && (var(58)/10%100 = 2) && (stateno = 1500)
trigger4 = (var(58)/1000%10 = 4) && (var(58)/10%100 = 3) && (stateno = 105)
trigger5 = (var(58)/1000%10 = 1) && (var(58)/10%100 = 4) && StateNo = 211
trigger6 = (var(58)/1000%10 = 5) && (var(58)/10%100 = 4) && StateNo = 105
trigger7 = (var(58)/10%100 = 5) && StateNo = 3000

[State -1, ǌϐZbg2]
type = VarSet
var(58) = var(58)%10
triggerall = (roundstate = 2) && (var(59) > 5) && !IsHelper && ((var(58)/10)%100 = 7)
trigger1 = StateNo = 211 && ((var(58)/1000)%10 = 3)
trigger2 = MoveType = H || P2MoveType != H

[State -1, ǌϐZbg3]
type = VarSet
var(58) = var(58)%10
triggerall = (roundstate = 2) && (var(59) > 5) && !IsHelper && ((var(58)/10)%100 = [8,13])
trigger1 = MoveType = H

[State -1, ǌϐZbg4]
type = VarSet
var(58) = var(58)%10
triggerall = (roundstate = 2) && (var(59) > 5) && !IsHelper && ((var(58)/10)%100 = [8,10])
trigger1 = StateNo = 800 || ctrl
trigger2 = MoveType = H || P2BodyDist X > 100 || P2Dist X < 0

[State -1, ǌϐZbg5]
type = VarSet
var(58) = var(58)%10
triggerall = (roundstate = 2) && (var(59) > 5) && !IsHelper && ((var(58)/10)%100 = [11,13])
trigger1 = StateNo = 3200 || ctrl
trigger2 = MoveType = H || P2BodyDist X > 100 || P2Dist X < 0

;ʒ[łႪ݋̒ǌ
;-----------------------------------------------------------------
[State -1, ǌϐZbg_]
type = VarSet
var(58) = var(58) + 10
triggerall = var(59) && (roundstate = 2) && (var(59) > 5) && (var(58)/10%100 = 0) && !IsHelper
triggerall = EnemyNear(EnemyNear,Life=0 && P2Life!=0),backedgebodydist < 20
trigger1 = (stateno = 420) && (movehit) && (P2StateNo = [5070,5071]) && (animtime = 0)

[State -1, ǌϐZbg_]
type = VarSet
var(58) = var(58) + 1000
triggerall = var(59) && (roundstate = 2) && (var(59) > 5) && (var(58)/10%100 = 1) && !IsHelper
trigger1 = (var(58)/1000%10 = 0) && (stateno = 1501) && (movehit = 1)
trigger2 = (var(58)/1000%10 = 1) && (stateno = 430) && (movehit = 1)
trigger3 = (var(58)/1000%10 = 2) && (stateno = 1501) && (movehit = 1)
trigger4 = (var(58)/1000%10 = 3) && (stateno = 106)

[State -1, ǌϐZbg]
type = VarSet
var(58) = var(58) + 1010
triggerall = var(59) && (roundstate = 2) && (var(59) > 5) && (var(58)/10%100 = 0) && (var(58)/1000%10 = 0) && !IsHelper
triggerall = EnemyNear(EnemyNear,Life=0 && P2Life!=0),backedgebodydist < 20
trigger1 = (var(58) = 0) && (stateno = 1501) && (movehit = 1)

[State -1, ʒ[̒ǌɂ̏ꍇ]
type = VarSet
var(58) = var(58) + 1
triggerall = var(59) && (roundstate = 2) && (var(59) > 5) && (var(58)%2 = 0) && !IsHelper
triggerall = EnemyNear(EnemyNear,Life=0 && P2Life!=0),backedgebodydist < 20
trigger1 = (stateno = 220) && (!movecontact) && (hitdefattr = S,NA) && (time = 20) && (var(58)/10 = 2) && (P2StateType = A)

[State -1, obNXebv];
type = Changestate
value = 105
trigger1 = (RoundState = 2) && (statetype != A) && (var(59) > 7) && ctrl && (var(58)/10%100 = 1)
trigger1 = var(58)/1000%10 = 3

[State -1, O];
type = Changestate
value = 25
triggerall = (RoundState = 2) && (statetype != A) && (var(59) > 5) && (var(58)/10%100 = 1)
triggerall = EnemyNear(EnemyNear,Life=0 && P2Life!=0),backedgebodydist < 20
trigger1 = random < (var(59)**3)*3
trigger1 = (stateno = 420) && (movehit) && (animtime = 0) && (P2StateNo = [5070,5071])
trigger2 = random < (var(59)**3)
trigger2 = (var(58)/1000%10 = 1) && (stateno = 1502) && (animtime = 0) && (var(59) > 7)
trigger3 = random < (var(59)**3)
trigger3 = (var(58)/1000%10 = 2) && (stateno = 430) && (Animtime = 0)

[State -1, 㒆];
type = Changestate
value = 210 - (var(58)/1000%10 = 2)*10
triggerall = (RoundState = 2) && (statetype != A) && (var(59) > 5) && (var(58)/10%100 = 1)
trigger1 = (var(58)/1000%10 = 0)
trigger1 = (stateno = 25) && (P2bodydist X = [-20,42]) && (P2dist Y = [-25,20])
trigger2 = (var(58)/1000%10 = 2)
trigger2 = (stateno = 25) && (P2bodydist X = [-20,30]) && (P2dist Y = [-21,20])

[State -1, ˂];
type = Changestate
value = 211
triggerall = (RoundState = 2) && (statetype != A) && (var(59) > 5) && (var(58)/10%100 = 1)
trigger1 = (var(58)/1000%10 = 0)
trigger1 = (stateno = 210) && (movehit = 5)
trigger2 = (var(58)/1000%10 = 2)
trigger2 = (stateno = 200) && (movehit = 1)

[State -1, XebvU];
type = Changestate
value = 1500
triggerall = (RoundState = 2) && (statetype != A) && (var(59) > 7) && (var(58)/10%100 = 1)
triggerall = (stateno = 211) && (movehit = 1)
trigger1 = (var(58)/1000%10 = 0)
trigger1 = random < (var(59)**3)
trigger2 = (var(58)/1000%10 = 2)

[State -1, LbN];
type = Changestate
value = 430
triggerall = (RoundState = 2) && (statetype != A) && (var(59) > 7) && (var(58)/10%100 = 1)
triggerall = (var(58)/1000%10 = 1)
trigger1 = (stateno = 25) && (P2bodydist X = [-20,30]) && (P2StateNo = 5101) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel Y > 2.5)

;xM}̒ǌ
;-----------------------------------------------------------------
[State -1, ǌϐZbg_]
type = VarSet
var(58) = var(58) + 20
triggerall = var(59) && (roundstate = 2) && (var(59) > 5) && (var(58)/10%100 = 0) && !IsHelper
trigger1 = (P2StateNo = 1370) && (stateno = 41) && (time = 1)

[State -1, ǌϐZbg]
type = VarSet
var(58) = var(58) + 1000
triggerall = var(59) && (roundstate = 2) && (var(59) > 5) && (var(58)/10%100 = 2) && !IsHelper
trigger1 = (var(58)/1000%10 = 0) && (stateno = 41) && (time = 2)
trigger2 = (var(58)/1000%10 = 1) && (stateno = 600) && (movehit = 1)
trigger3 = (var(58)/1000%10 = 2) && (stateno = 640) && (movehit = 1) && P2StateType = A
trigger4 = (var(58)/1000%10 = [3,4]) && (stateno = 211) && (movehit = 1) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),BackEdgeBodyDist <= 20)

[State -1, ǌϐZbg]
type = VarSet
var(58) = var(58) + 3020
triggerall = var(59) && (roundstate = 2) && (var(59) > 5) && (P2StateType = A) && !IsHelper
trigger1 = (var(58)/10%100 = 0) && (stateno = 640) && (movehit = 1) && (P2StateNo >= 5000)

[State -1, ǌϐZbg]
type = VarSet
var(58) = var(58) + 990
triggerall = var(59) && (roundstate = 2) && (var(59) > 5) && (P2StateType = A) && !IsHelper
trigger1 = (var(58)/10%1000 = 203) && (stateno = 640) && (movehit = 1) && (P2StateNo >= 5000)

[State -1, MKfC]
type = ChangeState
value = 3100
Ctrl = 0
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype != A)
triggerall = power >= 1000
triggerall = EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel Y = [-0.5,1]
trigger1 = stateno = 1
trigger1 = P2StateNo = 1370
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),pos X = [-55,52]

[State -1, O]
type = Changestate
value = 25
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype != A) && (random < (var(59)**3))
triggerall = ctrl
triggerall = P2StateNo = 1370
trigger1 = stateno != 3100
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel Y = [-8,3]
trigger1 = p2bodydist X = [20,95]

[State -1, obNXebv];
type = Changestate
value = 105
trigger1 = (RoundState = 2) && (statetype != A) && (var(59) > 7) && ctrl && (var(58)/10%100 = 2)
trigger1 = var(58)/1000%10 = 5 && P2Bodydist X < 50

[State -1, Xebv]
type = Changestate
value = 100
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype != A) && (random < (var(59)**3))
triggerall = ctrl
triggerall = P2StateNo = 1370
triggerall = stateno != 3100
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel Y = [-8,-1]
trigger1 = p2bodydist X = [95,130]
trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel Y = [-8,2]
trigger2 = (p2bodydist X > 130) && (power >= 1000)

[State -1, OWv]
type = Changestate
value = 41
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype != A) && (random < (var(59)**3))
triggerall = ctrl || stateno = 25
triggerall = P2StateNo = 1370
triggerall = stateno != 3100
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel Y = [-8,0.5]
trigger1 = p2bodydist X = [-10,55]
trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel Y > 0.5
trigger2 = p2bodydist X = [-10,25]

[State -1, ΋];
type = Changestate
value = 1200
triggerall = (RoundState = 2) && (var(59) > 5) && (statetype != A) && (random < (var(59)**3))
triggerall = ctrl || stateno = 25
triggerall = P2StateNo = 1370
Trigger1 = P2BodyDist X = [0,40]
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel Y > 1.2

[State -1, イ];
type = Changestate
value = 3000
triggerall = (RoundState = 2) && (var(59) > 5) && (statetype != A) && (random < (var(59)**3))
triggerall = power >= 1000
triggerall = EnemyNear(EnemyNear,Life=0 && P2Life!=0), vel Y < 5
trigger1 = P2StateNo = 1370
trigger1 = p2bodydist X = [25,50]
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0), Vel Y > 2
trigger1 = ctrl
trigger2 = p2bodydist X = [50,100]
trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0), Vel Y = [-0.5,4]
trigger2 = ctrl
trigger2 = P2StateNo = 1370
trigger3 = p2bodydist X = [100,140]
trigger3 = ctrl
trigger3 = P2StateNo = 1370
trigger4 = p2bodydist X = [140,170]
trigger4 = EnemyNear(EnemyNear,Life=0 && P2Life!=0), Vel Y = [-2.5,-0.5]
trigger4 = ctrl
trigger4 = P2StateNo = 1370
trigger5 = (StateNo = 1300) && (animtime = 0)
trigger5 = p2bodydist y > -70
Trigger5 = (P2BodyDist X = [0,40]) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel Y = [0,1.5])
trigger5 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel Y > 0
trigger5 = P2StateNo != 1370
trigger6 = (StateNo = 1300) && (animtime = 0)
trigger6 = p2bodydist y > -70
Trigger6 = (P2BodyDist X = [40,120]) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel Y = [1.5,5])
trigger6 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel Y > 0
trigger6 = P2StateNo != 1370
trigger7 = stateno = 1 && P2StateNo = 1370
trigger7 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),Pos X = [-60,-48]) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),Pos X = [33,45])
trigger7 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel Y = [-2,0.5]
trigger7 = power < 2000

[State -1, ǌ4];  xM}̒ǌ4  CfC
type = Changestate
value = 1020
triggerall = (RoundState = 2) && (var(59) > 5) && (statetype != A) && (random < (var(59)**3)*3)
triggerall = ctrl || (stateno = [25,26])
triggerall = P2StateNo != 1501
trigger1 = p2bodydist X = [180,210]
trigger1 = P2StateNo = 1370
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel Y < 1

[State -1, ǌ5];  xM}̒ǌ5  XebvU
type = Changestate
value = 1500
triggerall = power < 1000
triggerall = (RoundState = 2) && (var(59) > 5) && (statetype != A) && (random < (var(59)**3)*3)
triggerall = ctrl || (stateno = [25,26])
triggerall = P2StateNo != 1501
triggerall = p2bodydist X = [40,150]
trigger1 = P2StateNo = 1370

[State -1, LbN]
type = Changestate
value = 600
triggerall = (RoundState = 2) && (var(59) > 7) && (stateno = 50) && (random < (var(59)**3)) && (var(58)/10%100 = 2)
triggerall = P2StateNo = 1370
trigger1 = (var(58)/1000%10 = 1)
trigger1 = time > 2

[State -1, ]
type = Changestate
value = 640
triggerall = (RoundState = 2) && (var(59) > 7) && (random < (var(59)**3)) && (var(58)/10%100 = 2)
trigger1 = stateno = 600 && movehit = 2 && P2StateType = A && !(Teammode = simul)
trigger2 = stateno = 600 && movehit = 2 && P2StateType = A && Teammode = simul
trigger2 = (Partner,name != "DQ5-daughter") || (Partner,stateno != 3000)
trigger3 = stateno = 600 && movehit && P2StateType = A && (var(58)/1000%10 = 2)

[State -1, O]
type = Changestate
value = 25
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype != A) && (random < (var(59)**3)) && (var(58)/10%100 = 2)
trigger1 = (ctrl || stateno = 52) && (frontedgebodydist > 20)
trigger1 = var(58)/1000%10 = 3
trigger2 = (StateNo = 211 && Movehit && AnimTime = 0) && (var(58)/1000%10 = 4)

[State -1, ]
type = Changestate
value = 26
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype != A) && (random < (var(59)**3)) && (var(58)/10%100 = 2)
triggerall = (ctrl || stateno = 52) && (frontedgebodydist <= 20)
trigger1 = var(58)/1000%10 = 3

[State -1, ctrlset]
type = ctrlset
value = 1
triggerall = statetype != A && stateno = 0 && !ctrl && (PrevStateNo != [190,194]) && (PrevStateNo != 5900) && (var(59) > 0)
trigger1 = ((p2dist X < 0) || (p2bodydist X > 70)) && (var(58)/10%100 = 2)
trigger2 = roundstate = 3
;trigger3 = Time > 60

[State -1, ㌕]
type = Changestate
value = 200
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype != A) && (random < (var(59)**3)) && (var(58)/10%100 = 2)
triggerall = (stateno = [25,26]) || stateno = 1
trigger1 = var(58)/1000%10 = 3
trigger1 = (p2bodydist X = [-30,30]) && (p2bodydist Y = [-45,0]) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel Y = [1,6])
trigger2 = var(58)/1000%10 = 3
trigger2 = (p2bodydist X = [-30,30]) && (p2bodydist Y = [-62,0]) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel Y > 6)
trigger3 = var(58)/1000%10 = 4
trigger3 = (p2bodydist X = [-30,30]) && (p2dist Y > -35) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel Y > 0)

[State -1, ˂]
type = Changestate
value = 211
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype != A) && (random < (var(59)**3)) && (var(58)/10%100 = 2)
triggerall = stateno = 200 && movehit
trigger1 = var(58)/1000%10 = [3,4]

[State -1, XebvU]
type = ChangeState
value = 1500
triggerall = (RoundState = 2) && (var(59) > 5) && (P2StateType = A) && (var(58)/10%100 = 2)
triggerall = random < (var(59)**3)
triggerall = (stateno = 211) && movehit = 2
trigger1 = (var(58)/1000%10 = 3) || (var(58)/1000%10 = 5)

;CfC̒ǌ
;-----------------------------------------------------------------
[State -1, ǌϐZbg_]
type = VarSet
var(58) = var(58) + 30
triggerall = var(59) && (roundstate = 2) && (var(59) > 5) && (P2BodyDist X = [-15,50]) && !IsHelper
trigger1 = (P2StateNo = [1070,1080]) && (stateno = 41) && (time = 1) && ((var(58)/10)%100 = 0)

[State -1, ǌϐZbg]
type = VarSet
var(58) = var(58) + 1000
triggerall = var(59) && (roundstate = 2) && (var(59) > 5) && (P2BodyDist X = [-15,50]) && ((var(58)/10)%100 = 3) && !IsHelper
trigger1 = (P2StateNo = [1070,1080]) && (stateno = 41) && (time = 1) && ((var(58)/1000)%10 = 0)
trigger2 = (StateNo = 600 && MoveHit = 1) && ((var(58)/1000)%10 = 1)
trigger3 = (StateNo = 640 && MoveHit = 1) && ((var(58)/1000)%10 = 2)

[State -1, Wv];
type = Changestate
value = 41
triggerall = (RoundState = 2) && (statetype != A) && (var(59) > 7) && (ctrl || (stateno = [25,26]))
triggerall = random < (var(59)**3)
trigger1 = (P2StateNo = 1080) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel Y <= 0)
trigger1 = (p2bodydist X = [0,25]) && (p2bodydist Y = [-50,0])

[State -1, LbN]
type = Changestate
value = 600
triggerall = (RoundState = 2) && (var(59) > 5) && (stateno = 50) && (random < (var(59)**3)) && ctrl
trigger1 = (var(58)/1000)%10 = 1

[State -1, ]
type = Changestate
value = 640
triggerall = (RoundState = 2) && (StateNo = 600 && MoveHit)
trigger1 = (var(58)/1000)%10 = 2

[State -1, MKfC];
type = ChangeState
value = 3100
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype != A) && (random < (var(59)**3))
triggerall = power >= 1000
triggerall = ctrl || (stateno = [25,26])
trigger1 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 1) && (P2StateNo = 1070)
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),pos X = [52,133]
trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),pos X = [-148,-67]
trigger2 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = -1) && (P2StateNo = 1070)
trigger3 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 1) && (P2StateNo = 1080)		;+65
trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),pos X = [17,98]
trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel Y = [-3,0.5]
trigger4 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = -1) && (P2StateNo = 1080)	;-65
trigger4 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),pos X = [-113,-32]
trigger4 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel Y = [-3,0.5]

[State -1, イ];
type = Changestate
value = 3000
triggerall = (RoundState = 2) && (statetype != A) && (var(59) > 5) && (random < (var(59)**3))
triggerall = power >= 1000
triggerall = ctrl || (stateno = [25,26])
trigger1 = P2StateNo = 1070
trigger1 = p2bodydist X = [30,160]
trigger1 = p2bodydist Y = [-15,0]
trigger2 = P2StateNo = 1080
trigger2 = p2bodydist X = [0,30]
trigger2 = p2bodydist Y = [-40,0]
trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel Y < 0.1

[State -1, XebvU];
type = Changestate
value = 1500
triggerall = (RoundState = 2) && (statetype != A) && (var(59) > 5) && (random < (var(59)**3))
triggerall = power < 1000
triggerall = ctrl || (stateno = [25,26])
trigger1 = P2StateNo = 1070
trigger1 = p2bodydist X = [30,160]
trigger1 = p2bodydist Y = [-15,0]

;K[hLZ̒ǌ
;-----------------------------------------------------------------
[State -1, ǌϐZbg_]
type = VarSet
var(58) = var(58) + 40
triggerall = var(59) && (roundstate = 2) && (var(59) > 5) && ((var(58)/10)%100 = 0) && !IsHelper
trigger1 = StateNo = 1800 && MoveHit = 1 && (P2StateNo=[5000,5050])

[State -1, ǌϐZbg_2]
type = VarSet
var(58) = var(58) + 10
triggerall = var(59) && (roundstate = 2) && (var(59) > 5) && ((var(58)/10)%100 = 4) && !IsHelper
trigger1 = StateNo = 1800 && MoveHit && Animtime = 0 && (P2BodyDist Y < -60) && (Power >= 1000)

[State -1, ǌϐZbg]
type = VarSet
var(58) = var(58) + 1000
triggerall = var(59) && (roundstate = 2) && (var(59) > 5) && ((var(58)/10)%100 = 4) && !IsHelper
trigger1 = StateNo = 1800 && MoveHit = 2 && (P2StateNo=[5000,5050]) && ((var(58)/1000)%10 = 0)
trigger2 = StateNo = 1800 && MoveHit = 3 && (P2StateNo=[5000,5050]) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),BackEdgeBodydist < 20) && ((var(58)/1000)%10 = 1)
trigger3 = StateNo = 211 && MoveHit = 1 && ((var(58)/1000)%10 = [2,3])
trigger4 = StateNo = 1500 && (var(58)/1000)%10 = 4

[State -1,]
type = Changestate
value = 1
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype != A)
trigger1 = StateNo = 1800 && MoveHit && Animtime = 0 && (random < (var(59)**3)) && (Power >= 1000)
trigger1 = (var(58)/10)%100 = [4,5]
trigger2 = StateNo = 211 && MoveHit && Animtime = 0
trigger2 = (var(58)/10)%100 = 4 && (var(58)/1000)%10 = 3

[State -1,イ]
type = Changestate
value = 3000
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype != A) && (random < (var(59)**3)) && (Power >= 1000)
triggerall = StateNo = 1 && PrevStateNo = 1800
trigger1 = (var(58)/10)%100 = 5

[State -1, O]
type = Changestate
value = 25
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype != A) && (random < (var(59)**3))
trigger1 = StateNo = 1 && PrevStateNo = 1800
trigger1 = (var(58)/10)%100 = 4 && (var(58)/1000)%10 = [1,2]
trigger2 = StateNo = 1 && PrevStateNo = 211
trigger2 = (var(58)/10)%100 = 4 && (var(58)/1000)%10 = 3

[State -1, ㌕]
type = Changestate
value = 200 + ((var(58)/1000)%10 = 3)*10
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype != A)
triggerall = (stateno = [25,26]) || stateno = 1
trigger1 = (var(58)/10)%100 = 4 && (var(58)/1000)%10 = 2
trigger1 = (p2bodydist X = [-30,30]) && (p2bodydist Y = [-55,0]) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel Y = [1,6])
trigger2 = (var(58)/10)%100 = 4 && (var(58)/1000)%10 = 2
trigger2 = (p2bodydist X = [-30,30]) && (p2bodydist Y = [-70,0]) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel Y > 6)
trigger3 = (var(58)/10)%100 = 4 && (var(58)/1000)%10 = 3
trigger3 = (p2bodydist X = [-30,50]) && (p2dist Y > -45) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel Y > 0)

[State -1, ˂]
type = Changestate
value = 211
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype != A)
trigger1 = StateNo = 25 && (var(58)/10)%100 = 4 && (var(58)/1000)%10 = 1
trigger1 = (P2BodyDist X = [-20,70]) && (P2BodyDist Y > -80) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel Y > 2)
trigger2 = StateNo = 200 && Movehit && (var(58)/10)%100 = 4 && (var(58)/1000)%10 = 2
trigger3 = StateNo = 210 && Movehit = 2 && (var(58)/10)%100 = 4 && (var(58)/1000)%10 = 3

[State -1, XebvU]
type = Changestate
value = 1500
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype != A)
trigger1 = StateNo = 211 && (var(58)/10)%100 = 4 && (var(58)/1000)%10 = 4 && Movehit

[State -1, obNXebv];
type = Changestate
value = 105
trigger1 = (RoundState = 2) && (statetype != A) && (var(59) > 7) && ctrl
trigger1 = (var(58)/10)%100 = 4 && (var(58)/1000)%10 = 5 && P2Bodydist X < 50

;^bOp̍s
;-----------------------------------------------------------------
[State -1, MKfC]
type = ChangeState
value = 3100
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype != A) && (ctrl || stateno = 25) && (TeamMode = simul)
triggerall = (random < (var(59)**3)) && (Power >= 1000)
triggerall = (Partner,name = "DQ5-daughter") && (Partner,stateno = 3000)
trigger1 = Partner,var(3)%10 = 1

[State -1, イ];GɍUĂƂ
type = ChangeState
value = 3000
triggerall = (RoundState = 2) && (power >= 1000) && (var(59) > 5) && (statetype != A) && ctrl
triggerall = random < (var(59)**3)
triggerall = (Enemy,Teammode = simul) && (TeamMode = simul)
triggerall = (Enemy(0),pos Y = [-50,0]) || (Enemy(1),pos Y = [-50,0])
triggerall = p2bodydist X = [50,120]
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, XebvU];}qhK[h
type = ChangeState
value = 1500
triggerall = (RoundState = 2) && (var(59) > 5) && (statetype != A) && (P2stateno = [152,155])
triggerall = (random < (var(59)**3)) && (TeamMode = simul) && ctrl
triggerall = (Partner,name = "DQ5-daughter") && (Partner,stateno = 3000)
triggerall = (p2bodydist X = [-10,140]) && (P2bodydist Y >= -50)
trigger1 = P2StateType = A || (P2Statetype = C && random%10 = [0,2])

[State -1, [v];}qhqbg̒ǌ
type = ChangeState
value = 110
triggerall = (RoundState = 2) && (var(59) > 5) && (statetype != A) && (P2stateno = [5000,5050])
triggerall = random < (var(59)**3)
triggerall = TeamMode = simul
triggerall = (Partner,name = "DQ5-daughter") && (Partner,stateno = 3000)
triggerall = (p2bodydist X = [-10,30]) && (P2bodydist Y <= -47)
trigger1 = ctrl || (StateNo = 200 && Movehit)

;-----------------------------------------------------------------
;}qh̒ǌ
[State -1, ǌϐZbg_]
type = VarSet
var(58) = var(58) + 60
triggerall = var(59) && (roundstate = 2) && (var(59) > 5) && ((var(58)/10)%100 = 0) && !IsHelper
triggerall = TeamMode = simul
triggerall = (Partner,name = "DQ5-daughter") && (Partner,stateno = 3000)
trigger1 = P2stateno = [5000,5050]

[State -1, ǌϐZbg]
type = VarSet
var(58) = var(58) + 1000
triggerall = var(59) && (roundstate = 2) && (var(59) > 5) && ((var(58)/10)%100 = 6) && !IsHelper
trigger1 = (var(58)/1000)%10 = 0
trigger2 = (stateno = 200) && (movehit = 1) && ((var(58)/1000)%10 = 1)
trigger3 = (stateno = 220) && (movehit = 1) && ((var(58)/1000)%10 = 2)
trigger4 = (stateno = 211) && (movehit = 1) && ((var(58)/1000)%10 = 3)

;-----------------------------------------------------------------
[State -1, XebvU];}qhqbg̒ǌ
type = ChangeState
value = 1500
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype != A) && ((var(58)/10)%100 = 6)
triggerall = random < (var(59)**3) && ((var(58)/1000)%10 = [3,4])
trigger1 = (P2stateno = [5000,5200]) && ((P2bodydist Y <= -40) || (p2bodydist X > 50) || ((var(58)/100000)%10 = 4)) && ctrl
trigger2 = stateno = 211 && movehit = 1 && P2StateType = A

[State -1, ㌕];}qhqbg̒ǌ
type = ChangeState
value = 200
triggerall = (RoundState = 2) && (var(59) > 5) && (statetype != A) && (ctrl || stateno = 25) && ((var(58)/10)%100 = 6)
triggerall = random < (var(59)**3) && ((var(58)/1000)%10 = 1)
triggerall = (p2bodydist X = [-10,30]) && (P2bodydist Y > -47)
trigger1 = P2stateno = [5000,5200]

[State -1, Xebv];}qhqbg̒ǌ
type = ChangeState
value = 100
triggerall = (RoundState = 2) && (var(59) > 5) && (statetype != A) && (ctrl || (StateNo = [25,26])) && ((var(58)/10)%100 = 6)
triggerall = random < (var(59)**3) && ((var(58)/1000)%10 = [1,3])
trigger1 = P2stateno = [5000,5200]
trigger1 = p2bodydist X > 30

[State -1, ];}qhqbg̒ǌ
type = ChangeState
value = 220
triggerall = (RoundState = 2) && (var(59) > 5) && (statetype != A) && ((var(58)/10)%100 = 6)
triggerall = random < (var(59)**3) && ((var(58)/1000)%10 = [2,3])
trigger1 = (stateno = 200) && (movehit = 1) && P2StateType = A

[State -1, ΋]; 
type = ChangeState
value = 1250
triggerall = (RoundState = 2) && (var(59) > 5) && (P2StateType = A) && ((var(58)/10)%100 = 6)
triggerall = random < (var(59)**3) && ((var(58)/1000)%10 = [2,3])
trigger1 = (stateno = 220) && movehit && (time = 26)

[State -1, ˂];}qhqbg̒ǌ
type = ChangeState
value = 211
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype != A) && ctrl && ((var(58)/10)%100 = 6)
triggerall = random < (var(59)**3) && ((var(58)/1000)%10 = 3)
trigger1 = (P2stateno = [5000,5200]) && (P2bodydist Y > -50)

;؂ԂAK[h
;-----------------------------------------------------------------
[State -1, ɃLbN]
type = changestate
value = 230
triggerall = (RoundState = 2) && (var(59) > 5) && (statetype != A) && (P2StateType = S)
triggerall = ctrl && (random < (var(59)**3)) && (random%10 = [0,2])
triggerall = P2MoveType != A
trigger1 = p2bodydist X = [-15,25]
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = 0

[State -1,~ifC];
type = ChangeState
value = 3200
triggerall = (RoundState = 2) && (var(59)>5) && (StateType != A) && (random <= (var(59)**3)) && ((var(58)/10)%100 = 0)
triggerall = Life <= 340 && Power >= 2000
triggerall = ctrl || (stateno = [25,26])
triggerall = (p2statetype = S) || (p2statetype = C)
triggerall = p2bodydist X = [-20,20]
triggerall = !(P2StateNo = 0 && EnemyNear(EnemyNear,Life=0 && P2Life!=0),time <= 10 && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),prevstateno = 5120))
triggerall = EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing + facing = 0
triggerall = prevstateno != 800
trigger1 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),movecontact) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -4)
trigger2 = P2MoveType = I && ((random%10 = [0,2]) || P2StateNo = 52)
trigger3 = P2MoveType = H && (P2StateNo = [120,131])

[State -1, ]
type = ChangeState
value = 800
triggerall = (RoundState = 2) && (var(59)>0) && (StateType != A) && (random <= (var(59)**3)) && ((var(58)/10)%100 = 0)
triggerall = ctrl || (stateno = [25,26])
triggerall = (p2statetype = S) || (p2statetype = C)
triggerall = p2bodydist X = [-20,8]
triggerall = !(P2StateNo = 0 && EnemyNear(EnemyNear,Life=0 && P2Life!=0),time <= 10 && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),prevstateno = 5120))
triggerall = EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing + facing = 0
triggerall = prevstateno != 800
trigger1 = P2MoveType = A && (random%10 = [0,4])
trigger2 = P2MoveType = I && ((random%10 = [0,2]) || P2StateNo = 52)
trigger3 = P2MoveType = H && (P2StateNo = [120,131])

[State -1, LbN]
type = changestate
value = 230
triggerall = (RoundState = 2) && (var(59) > 5) && (statetype != A) && ctrl && (random < (var(59)**3)) && P2StateType != L && P2StateType != A
triggerall = p2bodydist X = [-15,25]
trigger1 = random%10 = [0,2]
trigger1 = (P2movetype != A) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time < 2) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -5)
trigger2 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),hitdefattr = SCA,AA,AT) && !(EnemyNear(EnemyNear,Life=0 && P2Life!=0),movecontact) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -7)
trigger2 = ((stateno = 131) && (time > 10)) || ((EnemyNear(EnemyNear,Life=0 && P2Life!=0),movecontact) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -5))

[State -1, Ⴊݎ㌕]; 
type = ChangeState
value = 400
triggerall = (RoundState = 2) && (var(59)>0) && (random < (var(59)**3)) && (statetype != A)
triggerall = (P2StateType != L) && (P2StateType != A) && ctrl
triggerall = p2bodydist X = [-5,15]
trigger1 = random%10 = [0,2]
trigger1 = (P2movetype != A) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time < 2) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -7)
trigger2 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),hitdefattr = SCA,AA,AT) && !(EnemyNear(EnemyNear,Life=0 && P2Life!=0),movecontact) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -7)
trigger2 = ((stateno = 131) && (time > 10)) || ((EnemyNear(EnemyNear,Life=0 && P2Life!=0),movecontact) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -7))

[State -1, ㌕]; 
type = ChangeState
value = 200
triggerall = (RoundState = 2) && (var(59)>0) && (random < (var(59)**3)) && (statetype != A) && (var(58)/1000000 = 0)
triggerall = ctrl && (P2StateNo != [1070,1080]) && (var(58)/10 = 0)
triggerall = p2bodydist X = [-5,30]
trigger1 = (P2StateType != L) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),pos Y = [-40,0])
trigger1 = (P2movetype != A) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time < 2) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -7)
trigger2 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),hitdefattr = SCA,AA,AT) && !(EnemyNear(EnemyNear,Life=0 && P2Life!=0),movecontact) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -7)
trigger2 = ((stateno = 131) && (time > 10)) || ((EnemyNear(EnemyNear,Life=0 && P2Life!=0),movecontact) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -7))

[State -1, ΋];
type = ChangeState
value = 1200
triggerall = (var(59) > 5) && (RoundState = 2) && ctrl && statetype != A && var(10)<1000
triggerall = P2BodyDist X = [-5,35]
TriggerAll = P2BodyDist Y = [-100,0]
Triggerall = P2StateType = A
triggerall = P2StateNo != 1370
triggerall = random < (var(59)**3)*3
triggerall = random%10 = [0,2]
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel Y > -0.5
trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel Y > 0
trigger2 = p2bodydist Y = [-50,0]

[State -1, イ];ߋ  ʒ[̐؂Ԃ
type = ChangeState
value = 3000
triggerall = (RoundState = 2) && (var(59) > 5) && (statetype != A) && (ctrl) && (random < (var(59)**3)*3)
triggerall = power >= 1000
Triggerall = !((EnemyNear(EnemyNear,Life=0 && P2Life!=0),NumProj > 0 || EnemyNear(EnemyNear,Life=0 && P2Life!=0),NumHelper > 0) && inguarddist)
triggerall = random%4 = 0
trigger1 = p2bodydist X = [-10,80]
trigger1 = p2bodydist Y > -40
trigger1 = BackEdgeBodyDist < 30
trigger1 = P2MoveType = A
Trigger2 = P2StateNo = 5120
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime = -1
trigger2 = BackEdgeBodyDist < 5
trigger2 = p2bodydist X = [-10,40]

[State -1, イ];荞
type = ChangeState
value = 3000
triggerall = (RoundState = 2) && (var(59) > 5) && (statetype != A)
triggerall = power >= 1000
triggerall = random < (var(59)**3)*3
TriggerAll = P2BodyDist X = [-10,120]
TriggerAll = P2BodyDist Y = [-40,0]
triggerall = facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 0
triggerall = EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime <= -9 - (Ifelse(P2BodyDist X > 40,(1 + Floor((P2BodyDist X - 40)/13)),0))
Trigger1 = P2MoveType = A && ctrl
Trigger1 = (var(2)%100) >= (var(2)/100)
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel X > -0.5
trigger2 = StateNo = 400 && Time > 7 && P2MoveType = A

[State -1, 荞ݑ΋];
type = ChangeState
value = 1200
triggerall = (var(59) > 5) && (RoundState = 2) && (statetype != A)
TriggerAll = P2BodyDist X = [-15,30]
TriggerAll = P2BodyDist Y = [-60,0]
triggerall = random < (var(59)**3)*3
triggerall = EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime <= -8
Trigger1 = P2MoveType = A
Trigger1 = (var(2)%100) >= (var(2)/100)
trigger1 = ctrl
trigger2 = stateno = 5120
trigger2 = (P2MoveType = A) || (P2StateType = A)
trigger2 = animtime = 0
trigger3 = StateNo = 400 && Time > 7 && P2MoveType = A

[State -1, OWv];
type = ChangeState
value = 41
trigger1 = (RoundState = 2) && (StateType != A) && ctrl && ((var(0)/10%10 = [1,2]) || (var(0)/10%10 = 4))

[State -1, nCWv];
type = ChangeState
value = 115
trigger1 = (RoundState = 2) && (StateType != A) && ctrl && (var(0)/10%10 = 3)

[State -1, OWv];
type = ChangeState
value = 41
triggerall = (RoundState = 2) && (var(59) = [6,7]) && (StateType != A) && ctrl
triggerall = random < (var(59)**3)*3
Triggerall = (var(2)%100) >= (var(2)/100)
triggerall = P2StateType != L
triggerall = (P2movetype != A) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -15)
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr=SC,AT,AA
trigger1 = (P2bodydist X = [60,140]) && (P2bodydist Y = [-30,0])
trigger2 = (P2movetype = A) && (P2statetype = C) && !(EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr=SCA,AT,AA) && (P2bodydist X = [60,140])

[State -1, Wv];
type = ChangeState
value = 43
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (P2StateType != L) && ctrl
triggerall = random < (var(59)**3)*3
triggerall = random%10 = [0,1]
Triggerall = (var(2)%100) >= (var(2)/100)
trigger1 = (P2bodydist X = [60,140]) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X > 5) && (P2statetype = A) && (P2movetype != A)
trigger2 = (P2bodydist X = [30,100]) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X > 3) && (P2statetype = A) && (P2movetype != A)

[State -1,ޯï]
Type     = ChangeState
Value    = 105
TriggerAll = (var(59) > 5) && (StateType != A) && (Ctrl) && (RoundState = 2) && (random < (var(59)**3)*3)
TriggerAll = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr=SCA,AT
TriggerAll = P2BodyDist X=[-5,90]
TriggerAll = EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel x<3
TriggerAll = P2MoveType=A
Triggerall = P2StateType != A
TriggerAll = (var(2)%100) >= (var(2)/100)
triggerall = P2StateNo != 1370
triggerall = BackEdgeBodyDist >= 30
triggerall = facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 0
Trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time>=50 || var(59)>10
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

[State -1,Wv]
Type     = ChangeState
Value    = 41 + (random%3)
TriggerAll = (var(59) > 5) && (RoundState = 2) && (StateType!=A) && Ctrl && (P2BodyDist X < 50)
TriggerAll = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr=SCA,AT
triggerall = random < (var(59)**3)*3
TriggerAll = (var(2)%100) >= (var(2)/100)
Trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),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
triggerall = random <= (var(59)**3)
triggerall = (!(TeamMode = simul)) || (!(Enemy,TeamMode = simul))
trigger1 = inguarddist
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
triggerall = random <= (var(59)**3)
triggerall = (TeamMode = simul) && (Enemy,TeamMode = simul)
triggerall = P2StateNo != 1350
triggerall = (Facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),Facing = 0) || ((Pos X < Enemy(0),pos X) && (Pos X > Enemy(1),pos X)) || ((Pos X > Enemy(0),pos X) && (Pos X < Enemy(1),pos X))
trigger1 = NumHelper(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)) && ctrl
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

;XNg
;---------------------------------------------------
[State -1, XNg];
type = ChangeState
value = 1400
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype != A) && ctrl && !var(14) && (random < (var(59)**3))
Triggerall = NumHelper(720) && NumHelper(721)
Triggerall = !inguarddist && !(Helper(720),inguarddist) && !(Helper(721),inguarddist)
trigger1 = (random%10 = [0,3]) && (p2bodydist X > 170) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X <= 0.2)
trigger2 = (P2StateNo = [5030,5050]) && (p2bodydist X > 40)
trigger3 = (P2StateNo = [1070,1080]) && (p2bodydist X > 40)
trigger4 = P2StateNo = [5100,5101]
trigger5 = P2StateNo = 5110 && (p2bodydist X > 100)
trigger6 = TeamMode = simul
trigger6 = (Partner,name = "DQ5-daughter") && (Partner,stateno = 3000) && (P2StateNo = [120,155])

[State -1, XNg];
type = ChangeState
value = 1400
triggerall = (RoundState = 2) && (var(59) > 2) && (statetype != A) && ctrl && !var(14) && (random < (var(59)**3))
Triggerall = !inguarddist
trigger1 = (random%10 = [0,3]) && (p2bodydist X > 170) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X <= 0.2)
trigger2 = (P2StateNo = [5030,5050]) && (p2bodydist X > 40)
trigger3 = (P2StateNo = [1070,1080]) && (p2bodydist X > 40)
trigger4 = P2StateNo = [5100,5101]
trigger5 = P2StateNo = 5110 && (p2bodydist X > 100)


;xz}[
;--------------------------------------------------
[State -1, xz}[];
type = ChangeState
value = 1600
triggerall = (RoundState = 2) && (var(59) > 5) && (Power >= 1000) && (statetype != A) && var(17) = 0 && (random < (var(59)**3))
Trigger1 = (P2StateNo = [1070,1080]) && (P2BodyDist X > 100) && ctrl
Trigger2 = StateNo = 216 && MoveHit = 1 && (P2StateNo = [5000,5200])
trigger3 = P2StateNo = 1370 && ((P2BodyDist X = [170,190]) || (P2BodyDist X > 210)) && ctrl
Trigger4 = TeamMode = simul
trigger4 = EnemyNear,MoveType = H && EnemyNear(1),MoveType = H && ctrl
Trigger4 = Life < 500 || Partner,Life < 500

;NU,ǌ
;----------------------------------------------------------------------
[State -1, [vLbN]
Type = ChangeState
value = 600
triggerall = (var(59)>0) && (RoundState = 2) && (ctrl) && (stateno = 111) && StateNo != 600
triggerall = random < (var(59)**3)
trigger1 = random = [0,700]
Trigger1 = vel y<0;(㏸)
trigger1 = p2bodydist X = [-15,25]
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Const(size.head.pos.y) < -90
trigger2 = P2MoveType = H
trigger2 = p2bodydist X = [-5,35]

[State -1, [v]
Type = ChangeState
value = 610
triggerall = (var(59)>0) && (RoundState = 2) && (random < (var(59)**3)) && (stateno = 111)
Trigger1 = vel y>0;(~)
Trigger1 = ctrl
trigger1 = p2bodydist X = [-5,80]
trigger2 = stateno = 600
trigger2 = movecontact && (P2StateType != A)

[State -1, [v]
Type = ChangeState
value = 620
triggerall = (var(59)>0) && (RoundState = 2) && (random < (var(59)**3)) && (stateno = 111)
Trigger1 = vel y<0;(㏸)
Trigger1 = ctrl
trigger1 = p2bodydist X = [-5,80]
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Const(size.head.pos.y) < -90

[State -1, NU߃nCWv];
Type = ChangeState
value = 115
triggerall = (var(59) > 5) && (statetype != A) && (RoundState = 2) && (ctrl || (stateno = [25,26]))
triggerall = random < (var(59)**3)
triggerall = random%10 = [3,4]
TriggerAll = P2BodyDist X = [40,90]
Triggerall = P2StateNo = 5120
Trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime = -6
trigger1 = random%10 = [0,1]
trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime = -12
trigger2 = random%10 = [0,1]

[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,Life=0 && P2Life!=0),AnimTime = -6
trigger1 = random%10 = [0,1]
trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime = -12
trigger2 = random%10 = [0,1]

[State -1, NU߃Wv];
Type = ChangeState
value = 42
triggerall = (var(59) > 5) && (statetype != A) && (RoundState = 2) && (ctrl || (stateno = [25,26]))
triggerall = random < (var(59)**3)*3
triggerall = random%10 = [6,7]
TriggerAll = P2BodyDist X = [0,20]
Triggerall = P2StateNo = 5120
Trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime = -6
trigger1 = random = [0,500]
trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime = -12
trigger2 = random = [500,999]

[State -1, NU߃Wv];
Type = ChangeState
value = 620
TriggerAll = (var(59) > 5) && (random < (var(59)**3)*3)
TriggerAll = StateType=A
TriggerAll = P2StateNo = 5120
TriggerAll = Ctrl
Triggerall = stateno = 50
Trigger1 = P2BodyDist X<=20
Trigger1 = vel y>0;(~)
Trigger1 = P2BodyDist Y<=15
trigger1 = random = [0,500]
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime = -3

[State -1, NU߃WvLbN];
Type = ChangeState
value = 600
TriggerAll = (var(59) > 5) && (random < (var(59)**3)*3) && StateNo != 600
TriggerAll = StateType=A
TriggerAll = P2StateNo = 5120
TriggerAll = Ctrl
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Const(size.head.pos.y) < -90
trigger1 = random = [501,1000]
trigger1 = P2BodyDist X<=20

[State -1, NU߃Wv];
Type = ChangeState
value = 610
TriggerAll = (var(59) > 5) && (random < (var(59)**3)*3)
TriggerAll = StateType=A
TriggerAll = P2StateNo = 5120
TriggerAll = Ctrl
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Const(size.head.pos.y) >= -90
trigger1 = random = [501,1000]
trigger1 = P2BodyDist X<=40
Trigger1 = vel y>0;(~)
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime = -3

[State -1, NU߃CfC]
type = ChangeState
value = 1010
triggerall = (RoundState = 2) && (var(59) > 5) && (statetype != A) && (ctrl)
triggerall = random < (var(59)**3)
triggerall = random%10 = [0,2]
trigger1 = P2BodyDist X = [45,125]
Trigger1 = P2StateNo = 5120 && EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time = 1

[State -1, NU߃CfC]
type = ChangeState
value = 1020
triggerall = (RoundState = 2) && (var(59) > 5) && (statetype != A) && (ctrl)
triggerall = random < (var(59)**3)*3
triggerall = random%10 = [0,2]
trigger1 = P2BodyDist X = [125,205]
Trigger1 = P2StateNo = 5120 && EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time = 1

[State -1, NU߃xM}]
type = ChangeState
value = 1300
triggerall = (statetype != A) && (RoundState = 2) && (var(59) > 5) && (ctrl || (stateno = [25,26]))
triggerall = NumProjID(1351) = 0
triggerall = random < (var(59)**3)*3
TriggerAll = P2BodyDist X = [40,130]
trigger1 = BackEdgeBodyDist >= 40
Trigger1 = P2StateNo = [5110,5120]

[State -1,obNXebv]
type = Changestate
value = 105
triggerall = (statetype != A) && (RoundState = 2) && (ctrl || (stateno = [25,26])) && (var(59) > 5)
triggerall = random < (var(59)**3)*3
TriggerAll = P2BodyDist X = [-2,40]
trigger1 = BackEdgeBodyDist >= 40
Trigger1 = P2StateNo = 5120
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime = -2

[State -1, Xebv];  RɍsXebv
type = Changestate
value = 100
triggerall = (RoundState = 2) && (statetype != A) && (var(59) > 7) && (ctrl)
triggerall = random < (var(59)**3)
trigger1 = random = [800,1000]
trigger1 = P2StateNo = 5101
trigger1 = p2bodydist X = [50,130]

[State -1,obNXebv]
type = Changestate
value = 105
triggerall = (statetype != A) && (RoundState = 2) && (var(59) > 5)
triggerall = random < (var(59)**3)*3
TriggerAll = P2BodyDist X = [-20,40]
trigger1 = BackEdgeBodyDist >= 40
Trigger1 = PrevStateNo = 430
trigger1 = StateNo = 0 && ((P2StateNo = [5110,5120]) || P2MoveType != H)

[State -1, Ⴊ݃LbNǌ];
type = ChangeState
value = 430
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype != A) && (random < (var(59)**3))
trigger1 = ctrl || (stateno = [25,26])
trigger1 = P2StateNo = 5110
trigger1 = p2bodydist X = [-20,25]

;R{
;----------------------------------------------------------------------
[State -1, ΋]
type = ChangeState
value = 1200
triggerall = (RoundState = 2) && (var(59) > 5) && (random < (var(59)**3)*3)
trigger1 = (stateno = 410) && (movehit = 1) && (P2stateno >= 5000)
trigger1 = (p2bodydist X < 40) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),backedgebodydist > 20)
trigger2 = (stateno = 211) && (movehit = 1) && (P2stateno >= 5000) && (P2BodyDist X < 30) && (var(58)/10 = 0)

[State -1, ǌϐZbg_]
type = VarSet
var(58) = var(58) + 70
triggerall = (roundstate = 2) && (var(59) > 7) && (P2BodyDist X = [-15,50])&& (random < (var(59)**3)) && !IsHelper
trigger1 = StateNo = 400 && MoveHit = 1 && (P2StateNo = [5000,5200]) && ((var(58)/10)%100 = 0) && P2StateType != A

[State -1, ǌϐZbg]
type = VarSet
var(58) = var(58) + 1000
triggerall = (roundstate = 2) && (var(59) > 7) && ((var(58)/10)%100 = 7) && !IsHelper
trigger1 = (var(58)/1000)%10 = 0
trigger2 = StateNo = 25 && ((var(58)/1000)%10 = 1)
trigger3 = StateNo = 200 && MoveHit = 1 && ((var(58)/1000)%10 = 2)

[State -1,Ⴊݎ];
type = ChangeState
value = 400
triggerall = (RoundState = 2) && (var(59) > 7) && (StateType != A) && P2StateNo>=5000
trigger1 = StateNo = 230 && movehit = 1 && P2Bodydist X < 7
trigger2 = StateNo = 430 && movehit = 1 && P2Bodydist X < 10 && EnemyNear(EnemyNear,Life=0 && P2Life!=0),backedgebodydist >= 20

[State -1,K];
type = ChangeState
value = 200
trigger1 = (RoundState = 2) && (var(59) > 7) && (StateType != A) && StateNo = 25 && Time = 3 && ((var(58)/1000)%10 = 2) && ((var(58)/10)%100 = 7)

[State -1,];
type = ChangeState
value = 210
trigger1 = (RoundState = 2) && (var(59) > 7) && (StateType != A) && StateNo = 200 && movehit && ((var(58)/1000)%10 = 3) && ((var(58)/10)%100 = 7)

[State -1,˂];
type = ChangeState
value = 211
trigger1 = (RoundState = 2) && (var(59) > 7) && (StateType != A) && StateNo = 210 && movehit && ((var(58)/1000)%10 = 3) && ((var(58)/10)%100 = 7)

[State -1,];
type = ChangeState
value = 1
trigger1 = (RoundState = 2) && (var(59) > 7) && (StateType != A) && StateNo = 400 && movehit && Time > 7 && ((var(58)/1000)%10 = 1) && ((var(58)/10)%100 = 7)

[State -1,];
type = ChangeState
value = 25
trigger1 = (RoundState = 2) && (var(59) > 7) && (StateType != A) && StateNo = 1 && prevStateNo = 400 && ((var(58)/1000)%10 = 1) && ((var(58)/10)%100 = 7)



;----------------------------------------
;~ifC1
;----------------------------------------
[State -1, ǌϐZbg_]
type = VarSet
var(58) = var(58) + 110
triggerall = (roundstate = 2) && (var(59) > 7) && (P2BodyDist X = [-15,50])&& (random < (var(59)**3)) && !IsHelper
triggerall = Life <= 340 && Power >= 2000
trigger1 = StateNo = 400 && Moveguarded = 1 && ((var(58)/10)%100 = 0) && P2StateType != A; && (random%10 = [0,2])
ignorehitpause = 1

[State -1, ǌϐZbg]
type = VarSet
var(58) = var(58) + 1000
triggerall = (roundstate = 2) && (var(59) > 7) && ((var(58)/10)%100 = 11) && !IsHelper
trigger1 = (var(58)/1000)%10 = 0
trigger2 = StateNo = 27 && ((var(58)/1000)%10 = 1)

[State -1,];
type = ChangeState
value = 1
trigger1 = (RoundState = 2) && (var(59) > 7) && (StateType != A) && StateNo = 400 && moveguarded && Time > 7 && ((var(58)/10)%100 = 11) && ((var(58)/1000)%10 = 1)

[State -1,];
type = ChangeState
value = 27
trigger1 = (RoundState = 2) && (var(59) > 7) && (StateType != A) && StateNo = 1 && prevStateNo = 400 && ((var(58)/10)%100 = 11) && ((var(58)/1000)%10 = 1)

[State -1,~ifC];
type = ChangeState
value = 3200
triggerall = Life <= 340 && Power >= 2000
trigger1 = (RoundState = 2) && (var(59) > 7) && (StateType != A) && StateNo = 27 && ((var(58)/1000)%10 = 2) && ((var(58)/10)%100 = 11)
trigger1 = Time >= 5 && P2BodyDist X < 20

[State -1,];
type = ChangeState
value = 800
triggerall = Life > 340 || Power < 2000
trigger1 = (RoundState = 2) && (var(59) > 7) && (StateType != A) && StateNo = 27 && ((var(58)/1000)%10 = 2) && ((var(58)/10)%100 = 11)
trigger1 = P2BodyDist X < 8 && Time >= 5


;----------------------------------------
;~ifC2
;----------------------------------------
[State -1, ǌϐZbg_]
type = VarSet
var(58) = var(58) + 120
triggerall = Life <= 340 && Power >= 2000
triggerall = (roundstate = 2) && (var(59) > 7) && (P2BodyDist X = [-15,50])&& (random < (var(59)**3)) && !IsHelper
trigger1 = StateNo = 610 && Moveguarded = 1 && ((var(58)/10)%100 = 0) && P2StateType != A; && (random%10 = [0,2])
ignorehitpause = 1

[State -1, ǌϐZbg]
type = VarSet
var(58) = var(58) + 1000
triggerall = (roundstate = 2) && (var(59) > 7) && ((var(58)/10)%100 = 12) && !IsHelper
trigger1 = (var(58)/1000)%10 = 0
trigger2 = StateNo = 27 && ((var(58)/1000)%10 = 1)

[State -1,];
type = ChangeState
value = 27
trigger1 = (RoundState = 2) && (var(59) > 7) && (StateType != A) && ((var(58)/1000)%10 = 1) && StateNo = 1 && Time >= 1
trigger1 = ((var(58)/10)%100 = 12) && ((var(58)/1000)%10 = 1)

[State -1,];
type = ChangeState
value = 1
trigger1 = (RoundState = 2) && (var(59) > 7) && (StateType != A) && ((var(58)/1000)%10 = 1) && StateNo = 52 && Time >= 2
trigger1 =  ((var(58)/10)%100 = 12) && ((var(58)/1000)%10 = 1)

[State -1,~ifC];
type = ChangeState
value = 3200
triggerall = Life <= 340 && Power >= 2000
trigger1 = (RoundState = 2) && (var(59) > 7) && (StateType != A) && ((var(58)/1000)%10 = 2) && ((var(58)/10)%100 = 12)
trigger1 = StateNo = 27 && (Time >= (9 - var(1)%100)) && P2BodyDist X < 20

[State -1,];
type = ChangeState
value = 800
triggerall = Life > 340 || Power < 2000
trigger1 = (RoundState = 2) && (var(59) > 7) && (StateType != A) && ((var(58)/1000)%10 = 2) && ((var(58)/10)%100 = 12)
trigger1 = P2BodyDist X < 8 && StateNo = 27 && (Time >= (9 - var(1)%100))


;----------------------------------------
;~ifC3
;----------------------------------------
[State -1, ǌϐZbg_]
type = VarSet
var(58) = var(58) + 130
triggerall = Life <= 340 && Power >= 2000
triggerall = (roundstate = 2) && (var(59) > 7) && (P2BodyDist X = [-35,30])&& (random < (var(59)**3)) && !IsHelper
trigger1 = StateNo = 600 && Moveguarded = 1 && ((var(58)/10)%100 = 0) && P2StateType != A; && (random%10 = [0,2])
ignorehitpause = 1

[State -1, ǌϐZbg]
type = VarSet
var(58) = var(58) + 1000
triggerall = (roundstate = 2) && (var(59) > 7) && ((var(58)/10)%100 = 13) && !IsHelper
trigger1 = (var(58)/1000)%10 = 0
trigger2 = StateNo = 27 && ((var(58)/1000)%10 = 1)

[State -1,];
type = ChangeState
value = 27
trigger1 = (RoundState = 2) && (var(59) > 7) && (StateType != A) && ((var(58)/1000)%10 = 1) && StateNo = 1 && Time >= 3
trigger1 =  ((var(58)/10)%100 = 13) && ((var(58)/1000)%10 = 1)

[State -1,];
type = ChangeState
value = 1
trigger1 = (RoundState = 2) && (var(59) > 7) && (StateType != A) && ((var(58)/1000)%10 = 1) && StateNo = 52
trigger1 =  ((var(58)/10)%100 = 13) && ((var(58)/1000)%10 = 1)

[State -1,~ifC];
type = ChangeState
value = 3200
triggerall = Life <= 340 && Power >= 2000
trigger1 = (RoundState = 2) && (var(59) > 7) && (StateType != A) && StateNo = 25 && ((var(58)/1000)%10 = 2) && ((var(58)/10)%100 = 13)
trigger1 = StateNo = 27 && (Time >= (2 - var(1)%100)) && P2BodyDist X < 20

[State -1,];
type = ChangeState
value = 800
triggerall = Life > 340 || Power < 2000
trigger1 = (RoundState = 2) && (var(59) > 7) && (StateType != A) && StateNo = 25 && ((var(58)/1000)%10 = 2) && ((var(58)/10)%100 = 12)
trigger1 = P2BodyDist X < 8 && StateNo = 27 && (Time >= (2 - var(1)%100 - 3))

;----------------------------------------
[State -1, ǌϐZbg_];ē
type = VarSet
var(58) = var(58) + 80
triggerall = (roundstate = 2) && (var(59) > 7) && (P2BodyDist X = [-15,50])&& (random < (var(59)**3)) && !IsHelper
trigger1 = StateNo = 400 && Moveguarded = 1 && ((var(58)/10)%100 = 0) && P2StateType != A && (random%10 = [0,2])
ignorehitpause = 1

[State -1, ǌϐZbg]
type = VarSet
var(58) = var(58) + 1000
triggerall = (roundstate = 2) && (var(59) > 7) && ((var(58)/10)%100 = 8) && !IsHelper
trigger1 = (var(58)/1000)%10 = 0
trigger2 = StateNo = 25 && ((var(58)/1000)%10 = 1)

[State -1,];
type = ChangeState
value = 1
trigger1 = (RoundState = 2) && (var(59) > 7) && (StateType != A) && StateNo = 400 && moveguarded && Time > 7 && ((var(58)/10)%100 = 8) && ((var(58)/1000)%10 = 1)

[State -1,];
type = ChangeState
value = 25
trigger1 = (RoundState = 2) && (var(59) > 7) && (StateType != A) && StateNo = 1 && prevStateNo = 400 && ((var(58)/10)%100 = 8) && ((var(58)/1000)%10 = 1)

[State -1,];
type = ChangeState
value = 800
trigger1 = (RoundState = 2) && (var(59) > 7) && (StateType != A) && StateNo = 25 && ((var(58)/1000)%10 = 2) && ((var(58)/10)%100 = 8)
trigger1 = P2BodyDist X < 8 && Time >= 5

;----------------------------------------
[State -1, ǌϐZbg_];ē2
type = VarSet
var(58) = var(58) + 90
triggerall = (roundstate = 2) && (var(59) > 7) && (P2BodyDist X = [-15,50])&& (random < (var(59)**3)) && !IsHelper
trigger1 = StateNo = 610 && Moveguarded = 1 && ((var(58)/10)%100 = 0) && P2StateType != A && (random%10 = [0,2])
ignorehitpause = 1

[State -1, ǌϐZbg]
type = VarSet
var(58) = var(58) + 1000
triggerall = (roundstate = 2) && (var(59) > 7) && ((var(58)/10)%100 = 9) && !IsHelper
trigger1 = (var(58)/1000)%10 = 0
trigger2 = StateNo = 25 && ((var(58)/1000)%10 = 1)

[State -1,];
type = ChangeState
value = 25
trigger1 = (RoundState = 2) && (var(59) > 7) && (StateType != A) && ((var(58)/1000)%10 = 1) && ((var(58)/10)%100 = 9) && StateNo = 1 && Time >= 1
trigger1 =  ((var(58)/10)%100 = 9) && ((var(58)/1000)%10 = 1)

[State -1,];
type = ChangeState
value = 1
trigger1 = (RoundState = 2) && (var(59) > 7) && (StateType != A) && ((var(58)/1000)%10 = 1) && ((var(58)/10)%100 = 9) && StateNo = 52 && Time >= 2
trigger1 =  ((var(58)/10)%100 = 9) && ((var(58)/1000)%10 = 1)

[State -1,];
type = ChangeState
value = 800
trigger1 = (RoundState = 2) && (var(59) > 7) && (StateType != A) && StateNo = 25 && ((var(58)/1000)%10 = 2) && ((var(58)/10)%100 = 9)
trigger1 = P2BodyDist X < 8 && StateNo = 25 && (Time >= (14 - var(1)%100 - 3))


;----------------------------------------
[State -1, ǌϐZbg_];ē3
type = VarSet
var(58) = var(58) + 100
triggerall = (roundstate = 2) && (var(59) > 7) && (P2BodyDist X = [-15,50])&& (random < (var(59)**3)) && !IsHelper
trigger1 = StateNo = 600 && Moveguarded = 1 && ((var(58)/10)%100 = 0) && P2StateType != A && (random%10 = [0,2])
ignorehitpause = 1

[State -1, ǌϐZbg]
type = VarSet
var(58) = var(58) + 1000
triggerall = (roundstate = 2) && (var(59) > 7) && ((var(58)/10)%100 = 10) && !IsHelper
trigger1 = (var(58)/1000)%10 = 0
trigger2 = StateNo = 25 && ((var(58)/1000)%10 = 1)

[State -1,];
type = ChangeState
value = 25
trigger1 = (RoundState = 2) && (var(59) > 7) && (StateType != A) && StateNo = 1 && Time >= 1
trigger1 =  ((var(58)/10)%100 = 10) && ((var(58)/1000)%10 = 1)

[State -1,];
type = ChangeState
value = 1
trigger1 = (RoundState = 2) && (var(59) > 7) && (StateType != A) && StateNo = 52 && Time >= 2
trigger1 =  ((var(58)/10)%100 = 10) && ((var(58)/1000)%10 = 1)

[State -1,];
type = ChangeState
value = 800
trigger1 = (RoundState = 2) && (var(59) > 7) && (StateType != A) && StateNo = 25 && ((var(58)/1000)%10 = 2) && ((var(58)/10)%100 = 10)
trigger1 = P2BodyDist X < 8 && StateNo = 25 && (Time >= (11 - var(1)%100 - 3))



;ډ
;----------------------------------------------------------------------
[State -1, n[v];nLZ
Type = ChangeState
value = 110
triggerall = (var(59) > 5) && (RoundState = 2) && (statetype != A) && ((var(58)/10)%100 != [9,13])
triggerall = P2StateType != L
Triggerall = !inguarddist && (random < (var(59)**3))
triggerall = P2bodydist X = [0,30]
triggerall = stateno = 52
triggerall = var(10) != 1000
triggerall = P2StateNo != 1370
trigger1 = P2stateno = [150,151]
trigger1 = random = [500,750]

[State -1,n] ;nLZ
type = ChangeState
value = Ifelse((EnemyNear(EnemyNear,Life=0 && P2Life!=0),backedgebodydist < 20),430,200)
triggerall = (var(59) > 2) && (RoundState = 2) && (StateType != A) && (random < (var(59)**3)*3) && ((var(58)/10)%100 != [9,13])
triggerall = P2statetype != A
triggerall = P2bodydist X = [-60,25]
triggerall = stateno = 52
triggerall = var(10) != 1000
trigger1 = P2MoveType = H && P2StateNo >= 5000

[State -1,n㌕] ;nLZ
type = ChangeState
value = 400
triggerall = (var(59) > 2) && (RoundState = 2) && (StateType != A) && (random < (var(59)**3)*3) && ((var(58)/10)%100 != [9,13])
triggerall = P2statetype != A && stateno = 52 && var(10) != 1000
triggerall = P2bodydist X = [-60,25]
triggerall = P2StateNo = [130,153]
trigger1 = random%10 = [0,3]

[State -1,nLbN] ;nLZ
type = ChangeState
value = 230
triggerall = (var(59) > 2) && (RoundState = 2) && (StateType != A) && (random < (var(59)**3)*3) && ((var(58)/10)%100 != [9,13])
triggerall = P2statetype != A
triggerall = P2bodydist X = [-60,25]
triggerall = stateno = 52
triggerall = var(10) != 1000
triggerall = P2StateNo != 1370
trigger1 = P2MoveType = H && P2StateNo >= 5000
trigger2 = P2MoveType = H && (P2StateNo = [120,155]) && (random%10 = [0,4])

[State -1,n] ;nLZ
type = ChangeState
value = 410
triggerall = (var(59) > 2) && (RoundState = 2) && (StateType != A) && (random < (var(59)**3)*3) && ((var(58)/10)%100 != [9,13])
triggerall = P2statetype != A
Triggerall = !inguarddist
triggerall = P2bodydist X = [-60,17]
triggerall = stateno = 52
triggerall = var(10) != 1000
triggerall = P2StateNo != 1370
trigger1 = P2MoveType = H

[State -1,n] ;nLZ
type = ChangeState
value = 420
triggerall = (var(59) > 2) && (RoundState = 2) && (StateType != A) && (random < (var(59)**3)*3) && ((var(58)/10)%100 != [9,13])
triggerall = P2statetype != A
Triggerall = !inguarddist
triggerall = P2bodydist X = [-60,60]
triggerall = stateno = 52
triggerall = var(10) != 1000
trigger1 = P2MoveType = H

[State -1,LbN] ;nLZ
type = ChangeState
value = 430
triggerall = (var(59) > 2) && (RoundState = 2) && (StateType != A) && (random < (var(59)**3)*3) && ((var(58)/10)%100 != [9,13])
triggerall = P2statetype != A
triggerall = P2bodydist X = [-60,25]
triggerall = stateno = 52
triggerall = var(10) != 1000
triggerall = P2StateNo != 1370
trigger1 = P2MoveType = H && (P2StateType = A || P2StateType = L) && (P2StateNo = [5030,5200])

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

[State -1, LbN];
type = ChangeState
value = 600
triggerall = (RoundState = 2) && (var(59)>0) && (statetype = A) && ctrl && StateNo != 600
trigger1 = (var(0)/10%10 = 2)

[State -1, 󒆌];
type = ChangeState
value = 610
triggerall = (RoundState = 2) && (var(59)>0) && (statetype = A)
trigger1 = (var(0)/10%10 = 1) && (var(1)%100 >= 11) && ctrl && (var(10) < 890 || EnemyNear(EnemyNear,Life=0 && P2Life!=0),backedgebodydist > 20)
trigger2 = (var(0)/10%10 = 2) && StateNo = 600 && MoveContact = 5
trigger3 = (var(0)/10%10 = 3) && (var(1)%100 >= 16) && ctrl && var(10) < 890
trigger4 = (var(0)/10%10 = 4) && (var(1)%100 >= 16) && ctrl && var(10) < 890
trigger5 = ((var(0)/10%10 = 1) || (var(0)/10%10 = [3,5])) && (var(1)%100 >= 16) && ctrl && var(10) >= 890

[State -1, LbN];
type = ChangeState
value = 600
triggerall = (RoundState = 2) && (var(59)>0) && (statetype = A) && (ctrl || (stateno = 132)) && (random <= var(59)* var(59) * 10) && (var(1)/100%10 = 0) && ((var(58)/10)%100 = 0) && (var(0)/10%10 = 0)
triggerall = (p2bodydist X = [-15,40]) && (random < (var(59)**3)*3) && StateNo != 600
triggerall = (P2movetype != A || P2statetype != A) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time < 3) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -5)
triggerall = var(58)/100 = 0
trigger1 = (Vel X >= 0) && (vel y = [-1,1])
trigger1 = P2StateType = S
trigger2 = P2StateNo = [1070,1080]
trigger3 = (P2StateType = S) && (stateno = 111) && (random%4) && (vel y < 0)

[State -1, ㌕];
type = ChangeState
value = 640
triggerall = (RoundState = 2) && (var(59)>0) && (statetype = A) && (random < (var(59)**3)) && ((var(58)/10)%100 = 0) && (var(0)/10%10 = 0)
triggerall = facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 0
triggerall = (P2movetype != A || P2statetype != A) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time < 2) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -9)
triggerall = var(58)/100 = 0
trigger1 = P2StateType = A
trigger1 = ctrl || (stateno = 132)
trigger1 = p2bodydist X = [-10,20]

[State -1, 󒆌];
type = ChangeState
value = 610
triggerall = (RoundState = 2) && (var(59)>0) && (statetype = A) && (random < (var(59)**3)*3) && (((var(58)/10)%100 = 0) || ((var(58)/10)%100 = 6)) && (var(0)/10%10 = 0)
triggerall = facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 0
triggerall = (P2movetype != A || P2statetype != A) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time < 2) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -11)
trigger1 = P2StateType != L
trigger1 = ctrl || (stateno = 132)
trigger1 = p2bodydist X = [-20,50]
trigger1 = Vel Y > 0
trigger2 = P2StateType = A
trigger2 = ctrl || (stateno = 132)
trigger2 = p2bodydist X = [30,70]
trigger3 = P2StateType = A
trigger3 = ctrl || (stateno = 132)
trigger3 = p2bodydist X = [60,100]
trigger3 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel x > 4) && (facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 0)
trigger4 = stateno = 600 && (P2StateType != A) && (var(1)/100%10 = 1)
trigger4 = (movecontact=1 && (var(1)%100 > 13)) || (movecontact=5 && (var(1)%100 <= 13))
trigger5 = stateno = 600 && (P2StateType != A) && (var(1)/100%10 = 0)
trigger5 = movecontact=1
trigger6 = stateno = 600 && ((var(58)/10)%100 = 6)
trigger6 = movecontact=1

[State -1, 󋭌];
type = ChangeState
value = 620
triggerall = (RoundState = 2) && (var(59)>0) && (statetype = A) && (random < (var(59)**3)*3) && ((var(58)/10)%100 = 0) && (var(0)/10%10 = 0)
triggerall = ctrl || (stateno = 132)
triggerall = (P2movetype != A || P2statetype != A) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time < 2) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -18)
trigger1 = (P2StateType = S) && (stateno = 111)
trigger1 = random = [334,666]
trigger1 = p2bodydist X = [8,60]
trigger2 = P2StateType = A
trigger2 = p2bodydist X = [30,90]
trigger3 = P2StateType = A
trigger3 = p2bodydist X = [70,160]
trigger3 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel x > 3) && (facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 0)

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

[State -1, CfC]; CfC G 
type = Changestate
value = 1020
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype != A) && (random < (var(59)**3))
triggerall = P2Movetype != H && (p2bodydist Y < -80)
triggerall = ctrl
trigger1 = (p2bodydist X = [150,160])
trigger1 = ((EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [-1.5,-0.5]) && (facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 0))
trigger2 = (p2bodydist X = [150,160])
trigger2 = ((EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [0.5,1.5]) && (facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing != 0))
trigger3 = (p2bodydist X = [160,170]) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [-0.5,0.5])
trigger4 = (p2bodydist X = [170,180])
trigger4 = ((EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [0.5,1.5]) && (facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 0))
trigger5 = (p2bodydist X = [170,180])
trigger5 = ((EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [-1.5,-0.5]) && (facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing != 0))

[State -1, CfC]; CfC G 
type = ChangeState
value = 1010
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype != A) && (random < (var(59)**3))
triggerall = ctrl && (p2bodydist X >180) && (p2bodydist Y < -80) && P2Movetype != H
trigger1 = ((EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [1.5,3.5]) && (facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 0))
trigger2 = ((EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [-3.5,-1.5]) && (facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing != 0))

[State -1, CfC]; CfC G 
type = ChangeState
value = 1000
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype != A) && (random < (var(59)**3))
triggerall = ctrl && P2Movetype != H && (p2bodydist X = [90,160]) && (p2bodydist Y < -80)
trigger1 = ((EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [1.5,3.5]) && (facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 0))
trigger2 = ((EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [-3.5,-1.5]) && (facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing != 0))

[State -1, CfC]; CfC G 
type = ChangeState
value = 1010
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype != A) && (random < (var(59)**3))
triggerall = ctrl && (p2bodydist Y < -80) && P2Movetype != H
trigger1 = p2bodydist X = [75,85]
trigger1 = ((EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [-1.5,-0.5]) && (facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 0))
trigger2 = p2bodydist X = [75,85]
trigger2 = ((EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [0.5,1.5]) && (facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing != 0))
trigger3 = p2bodydist X = [85,95]
trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [-0.5,0.5]
trigger4 = p2bodydist X = [95,105]
trigger4 = ((EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [0.5,1.5]) && (facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 0))
trigger5 = p2bodydist X = [95,105]
trigger5 = ((EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [-1.5,-0.5]) && (facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing != 0))

[State -1, CfC]; CfC G 
type = Changestate
value = 1020
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype != A) && (random < (var(59)**3)) && ctrl
triggerall = P2Movetype != H
triggerall = (p2bodydist X = [90,160]) && (p2bodydist Y < -80)
triggerall = P2stateno != [120,155]
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),BackEdgeBodyDist >= 20
trigger1 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X < -1.5) && (facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 0)
trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),FrontEdgeBodyDist >= 20
trigger2 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X > 1.5) && (facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing != 0)

[State -1, CfC]; CfC G ߋ
type = Changestate
value = 1010
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype != A) && (random < (var(59)**3)*3) && ctrl
triggerall = P2Movetype != H
triggerall = (p2bodydist X = [30,75]) && (p2bodydist Y < -80)
triggerall = P2StateNo != [120,155]
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),BackEdgeBodyDist >= 20
trigger1 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [-3,-1.5]) && (facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 0)
trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),FrontEdgeBodyDist >= 20
trigger2 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [1.5,3]) && (facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing != 0)

[State -1, CfC]; CfC G ߋ
type = ChangeState
value = 1000
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype != A) && (random < (var(59)**3)) && ctrl
triggerall = P2Movetype != H && p2bodydist Y < -80
trigger1 = p2bodydist X = [15,25]
trigger1 = ((EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [-1.5,-0.5]) && (facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 0))
trigger2 = p2bodydist X = [15,25]
trigger2 = ((EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [0.5,1.5]) && (facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing != 0))
trigger3 = p2bodydist X = [25,35]
trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [-0.5,0.5]
trigger4 = p2bodydist X = [35,45]
trigger4 = ((EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [0.5,1.5]) && (facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 0))
trigger5 = p2bodydist X = [35,45]
trigger5 = ((EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [-1.5,-0.5]) && (facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing != 0))

[State -1, CfC]; CfC  
type = ChangeState
value = 1000
triggerall = (RoundState = 2) && (var(59) > 5) && (statetype != A) && (random < (var(59)**3))
triggerall = ctrl && !inguarddist && P2StateType = A && P2Movetype != H && p2bodydist X > 180
triggerall = random = [500,999]
trigger1 = ((EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X > 3) && (facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 0))
trigger2 = ((EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X < -3) && (facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing != 0))

[State -1, CfC]; CfC  
type = ChangeState
value = 1010
triggerall = (RoundState = 2) && (var(59) > 5) && (statetype != A) && (random < (var(59)**3))
triggerall = ctrl && !inguarddist
triggerall = P2Movetype != H
triggerall = random = [500,999]
triggerall = P2StateType = A
triggerall = p2bodydist X >180
trigger1 = facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 0
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [1.5,3]
trigger2 = facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing != 0
trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [-3,-1.5]

[State -1, CfC]; CfC  
type = Changestate
value = 1020
triggerall = (RoundState = 2) && (var(59) > 5) && (statetype != A) && (random < (var(59)**3))
triggerall = P2Movetype != H
triggerall = !(PrevStateNo = 1020 && stateno = 0 && time < 30)
Triggerall = EnemyNear(EnemyNear,Life=0 && P2Life!=0),NumProj < 3 && EnemyNear(EnemyNear,Life=0 && P2Life!=0),NumHelper < 3
triggerall = ctrl && !inguarddist
trigger1 = p2bodydist X = [150,160]
trigger1 = ((EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [-1.5,-0.5]) && (facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 0))
trigger2 = p2bodydist X = [150,160]
trigger2 = ((EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [0.5,1.5]) && (facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing != 0))
trigger3 = p2bodydist X = [160,170]
trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [-0.5,0.5]
trigger4 = p2bodydist X = [170,180]
trigger4 = ((EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [0.5,1.5]) && (facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 0))
trigger5 = p2bodydist X = [170,180]
trigger5 = ((EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [-1.5,-0.5]) && (facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing != 0))

[State -1, xM}]; CfC
type = ChangeState
value = 1300
triggerall = (RoundState = 2) && (var(59) > 5) && (statetype != A) && (random < (var(59)**3))
triggerall = NumProjID(1351) = 0
triggerall = ctrl && !inguarddist
triggerall = PrevStateNo != 1300
triggerall = P2Movetype != H
triggerall = random = [0,500]
triggerall = prevstateno != 220
triggerall = P2StateType != A
trigger1 = p2bodydist X = [105,150]
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [-1,0.8]
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),pos Y = [-15,0]
trigger2 = p2bodydist X = [150,200]
trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [0.8,2]

[State -1, CfC]; CfC  
type = ChangeState
value = 1000
triggerall = (RoundState = 2) && (var(59) > 5) && (statetype != A) && (random < (var(59)**3))
triggerall = ctrl && !inguarddist
triggerall = P2Movetype != H
triggerall = random = [500,999]
trigger1 = facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 0
trigger1 = p2bodydist X = [70,120]
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [1.5,3]

[State -1, CfC]; CfC  
type = ChangeState
value = 1010
triggerall = (RoundState = 2) && (var(59) > 5) && (statetype != A) && (random < (var(59)**3))
triggerall = ctrl && !inguarddist
triggerall = P2Movetype != H
triggerall = P2StateNo != 40
triggerall = P2StateType = A
triggerall = !(PrevStateNo = 1010 && stateno = 0 && time < 30)
Triggerall = EnemyNear(EnemyNear,Life=0 && P2Life!=0),NumProj < 3 && EnemyNear(EnemyNear,Life=0 && P2Life!=0),NumHelper < 3
trigger1 = p2bodydist X = [75,85]
trigger1 = ((EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [-1.5,-0.5]) && (facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 0))
trigger2 = p2bodydist X = [75,85]
trigger2 = ((EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [0.5,1.5]) && (facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing != 0))
trigger3 = p2bodydist X = [85,95]
trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [-0.5,0.5]
trigger4 = p2bodydist X = [95,105]
trigger4 = ((EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [0.5,1.5]) && (facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 0))
trigger5 = p2bodydist X = [95,105]
trigger5 = ((EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [-1.5,-0.5]) && (facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing != 0))

[State -1, CfC]; CfC  
type = Changestate
value = 1020
triggerall = (RoundState = 2) && (var(59) > 5) && (statetype != A) && (random < (var(59)**3)) && ctrl
triggerall = P2Movetype != H
triggerall = P2StateNo != [105,106]
triggerall = p2bodydist X = [70,120]
triggerall = P2StateNo != [120,155]
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),BackEdgeBodyDist >= 30
trigger1 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X < -1.5) && (facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 0)
trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),FrontEdgeBodyDist >= 30
trigger2 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X > 1.5) && (facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing != 0)

[State -1, ǌ];  S󒆋̒ǌ1 ΋
type = Changestate
value = 1200
triggerall = (RoundState = 2) && (statetype != A) && (var(59) > 7)
triggerall = ctrl || stateno = 1 || stateno = [25,26]
triggerall = P2StateNo = 628
Trigger1 = P2BodyDist X = [-10,40]
Trigger1 = P2BodyDist Y = [-70,-40]
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel Y > -0.5

[State -1, ǌ];  S󒆋̒ǌ2  イ
type = Changestate
value = 3000
triggerall = (RoundState = 2) && (statetype != A) && (var(59) > 7)
triggerall = power >= 1000
triggerall = ctrl || stateno = 1
triggerall = P2StateNo = 628
Trigger1 = P2BodyDist X = [40,130]
Trigger1 = P2BodyDist Y = [-60,-40]
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel Y > -1

[State -1, イ];  ΋1iڃLZ
type = Changestate
value = 3000
triggerall = (RoundState = 2) && (statetype != A) && (var(59) > 7) && (random < (var(59)**3))
triggerall = power >= 1000
triggerall = p2bodydist X >= -1
triggerall = EnemyNear(EnemyNear,Life=0 && P2Life!=0),life > 90
triggerall = stateno = 1200
triggerall = (movehit = 1) && (P2stateno >= 5000)
trigger1 = TeamMode = simul
trigger1 = !(Partner,name = "DQ5-daughter") || (Partner,stateno != 3000)
trigger2 = !(TeamMode = simul)


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

[State -1, Xebv];
type = ChangeState
value = 100
triggerall = (RoundState = 2) && (var(59) > 2) && (statetype != A) && (ctrl) && !inguarddist
triggerall = random%10 = [0,1]
triggerall = P2movetype != A
trigger1 = p2bodydist X > 150
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0), vel X = [-0.1,0.1]
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0), vel Y = 0

[State -1, ǂݑ΋]
type = ChangeState
value = 1200
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype != A) && (ctrl)
triggerall = random < (var(59)**3)
triggerall = random = [0,500]
triggerall = P2StateNo != 5050
triggerall = facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 0
trigger1 = P2StateType = A
trigger1 = p2bodydist X = [90,110]
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X > 5

[State -1, O];
type = ChangeState
value = 25
triggerall = (RoundState = 2) && (var(59)>0) && (statetype != A) && (random = [301,900]) && !inguarddist
triggerall = P2StateType != L
triggerall = (p2bodydist X > 70) && (p2bodydist Y > -100) && (P2StateNo != 1370)
triggerall = random < (var(59)**3)
triggerall = !(EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr=SCA,AT,AA)
triggerall = P2movetype != A && P2MoveType != H
trigger1 = ctrl

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

[State -1, XebvU];  
type = ChangeState
value = 1500
triggerall = (RoundState = 2) && (var(59) > 5) && (statetype != A) && (ctrl)
triggerall = random < (var(59)**3)*3
triggerall = random = [201,400]
triggerall = P2StateNo != 1370
triggerall = P2StateNo != [625,628]
trigger1 = P2StateType = A
trigger1 = !inguarddist
trigger1 = p2bodydist X = [130,170]
trigger1 = p2bodydist Y = [-60,-30]

[State -1, AW];  ˂ XebvU
type = ChangeState
value = 1500
triggerall = (RoundState = 2) && (var(59) > 5) && (statetype != A) && ((var(58)/100) = 0)
triggerall = random < (var(59)**3)*3
trigger1 = p2bodydist X > 80
trigger1 = stateno = 211 && movecontact = 1 && P2StateType = C && (random%10 = [0,2])
trigger2 = stateno = 211 && moveguarded = 1 && (var(59) > 7) && (P2Statetype = A)

[State -1, AW[v];  ˂ [v
type = ChangeState
value = 110
triggerall = (RoundState = 2) && (var(59) > 5) && (statetype != A) && ((var(58)/100) = 0)
triggerall = random < (var(59)**3)*3
triggerall = random = [0,400]
trigger1 = stateno = 211
trigger1 = movecontact = 1
trigger1 = p2bodydist X < 60

[State -1, AW];  ˂ xM}
type = ChangeState
value = 1300
triggerall = (RoundState = 2) && (var(59) > 5) && (statetype != A) && ((var(58)/100) = 0)
triggerall = random < (var(59)**3)*3
triggerall = NumProjID(1351) = 0
triggerall = random = [201,700]
trigger1 = stateno = 211
trigger1 = movecontact = 1

[State -1, AW];  ˂  OXebv
type = ChangeState
value = 100
triggerall = (RoundState = 2) && (var(59) > 5) && (statetype != A) && ((var(58)/100) = 0)
triggerall = random < (var(59)**3)*3
triggerall = random = [0,300]
trigger1 = stateno = 211
trigger1 = movecontact = 1
trigger1 = P2StateType = S

[State -1, AW];  ˂ CfC߁A
type = ChangeState
value = 1010 - ifelse((var(58)%10%4/2 = 1),10,(random%2 * 10))
triggerall = (RoundState = 2) && (var(59) > 5) && (statetype != A) && (random < (var(59)**3)*3)
triggerall = stateno = 211 && ((var(58)/100) = 0)
trigger1 = movecontact = 1

[State -1, ˂];
type = ChangeState
value = 211
triggerall = (RoundState = 2) && (var(59) > 5) && (statetype != A) && (random < (var(59)**3)*3) && !inguarddist
triggerall = (random%10 = [0,2]) && ((var(58)/10) = 0) && (var(58)/1000000 = 0)
triggerall = !(EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr=SCA,AT,AA)
trigger1 = ctrl || (stateno = 25)
trigger1 = P2StateType != A
trigger1 = P2StateType != L
trigger1 = p2bodydist X = [20,75]

[State -1, ];
type = ChangeState
value = 25
triggerall = (RoundState = 2) && (var(59)>0) && (statetype != A) && (random < (var(59)**3))
triggerall = random = [700,1000]
triggerall = var(14) = 1
triggerall = ctrl && P2MoveType != A && P2MoveType != H
triggerall = stateno != 3100
trigger1 = p2bodydist X = [60,90]

[State -1, Wv];
type = ChangeState
value = 41
triggerall = (RoundState = 2) && (var(59)>0) && (statetype != A) && (random < (var(59)**3))
triggerall = var(58)/1000%10 = 0
triggerall = random%10 = [0,1]
triggerall = NumProjID(1351) = 0
triggerall = var(14) = 1
triggerall = p2bodydist Y > -100
triggerall = P2StateNo != 1370
triggerall = !(EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr=SCA,AT,AA) && P2MoveType != A
trigger1 = P2StateType != L
trigger1 = ctrl
trigger1 = p2bodydist X = [25,75]

[State -1, Wv];
type = ChangeState
value = Ifelse((P2BodyDist X > 70),115,41)
triggerall = (RoundState = 2) && (var(59)>0) && (statetype != A) && (random < (var(59)**3))
triggerall = ProjGuardedTime(1351) > 0
triggerall = random%10 = [0,2]
trigger1 = P2StateType != L
trigger1 = ctrl
trigger1 = p2bodydist X = [25,95]

[State -1, nCWv];
type = ChangeState
value = 115
triggerall = (RoundState = 2) && (var(59) > 2) && (statetype != A) && (random < (var(59)**3))
triggerall = var(58)/1000%10 = 0
triggerall = random%10 = 2
triggerall = NumProjID(1351) = 0
triggerall = var(14) = 1
triggerall = p2bodydist Y > -100
Triggerall = P2MoveType != A
triggerall = P2StateNo != 1370
triggerall = !(EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr=SCA,AT,AA) && P2MoveType != A
trigger1 = P2StateType != L
trigger1 = ctrl
trigger1 = p2bodydist X = [40,100]

[State -1, xM}];
type = ChangeState
value = 1300
triggerall = (RoundState = 2) && (var(59) > 2) && (statetype != A) && (random < (var(59)**3))
triggerall = NumProjID(1351) = 0
triggerall = ctrl && P2MoveType != A
triggerall = random = [600,1000]
Triggerall = !inguarddist
Triggerall = EnemyNear(EnemyNear,Life=0 && P2Life!=0),NumProj < 3 && EnemyNear(EnemyNear,Life=0 && P2Life!=0),NumHelper < 3
triggerall = prevstateno != 220
trigger1 = P2StateNo != 5050
trigger1 = P2StateType != L
trigger1 = p2bodydist X = [80,200]
trigger1 = p2bodydist Y > -20
trigger1 = P2StateNo != 40

;ߋ
;------------------------------------------------------------------
[State -1, nCWv]; K[hꂽƂ
type = ChangeState
value = 115
triggerall = (statetype != A) && (RoundState = 2) && (var(59) > 7) && (random < (var(59)**3))
trigger1 = moveguarded && ((var(58)/100) = 0)
trigger1 = (Prevstateno = 200) || (Prevstateno = 211) || (Prevstateno = 220) || (Prevstateno = 420)
trigger1 = time = 0 && (StateNo = 0 || StateNo = 11)
trigger1 = P2StateType != A
trigger1 = (random%10) = [0,3]

[State -1, xM}]; ȂƂ
type = ChangeState
value = 1300
triggerall = (statetype != A) && (RoundState = 2) && (NumProjID(1351) = 0) && (var(59) > 7) && (random < (var(59)**3))
trigger1 = ((stateno = 220) || (stateno = 420)) && (animtime = 0)
trigger1 = P2StateType != A
trigger1 = p2bodydist X = [20,180]
trigger1 = (random%10) = [4,5]

[State -1, Xebv(U)]; K[hꂽƂ
type = ChangeState
value = ifelse(random%2 = 0,100,1500)
triggerall = (statetype != A) && (RoundState = 2) && (var(59) > 7) && (random < (var(59)**3))
trigger1 = (Prevstateno = 220) || (Prevstateno = 420)
trigger1 = time = 0 && StateNo = 0 && P2StateNo = [120,155]
trigger1 = (random%10) = [6,9]

[State -1, ΋];  ȂƂ
type = ChangeState
value = 1200
triggerall = (RoundState = 2) && (var(59) > 7) && (random < (var(59)**3)) && (statetype != A) && (P2StateType != L) && ((var(58)/100)%10 = 0)
trigger1 = (Prevstateno = 200)  || (Prevstateno = 400) || (Prevstateno = 211)  || (Prevstateno = 220)
trigger1 = StateNo = 0
trigger1 = P2StateType = A
trigger1 = (p2bodydist X = [-10,35]) && (p2bodydist Y = [-40,0])

[State -1, Ⴊݎ㌕];  R{  Ⴊ݃LbN
type = ChangeState
value = 400
triggerall = (RoundState = 2) && (var(59) > 2) && (P2StateType != L) && (random < (var(59)**3)*8) && (var(58)/10)%100 = 0
trigger1 = (stateno = 430) && movecontact = 1 && (random%10 = [0,2]) && (p2bodydist X = [-5,14]) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),backedgebodydist > 20)
trigger2 = (stateno = 200) && moveguarded = 1 && (p2bodydist X = [-5,20])

[State -1, Ⴊݒ];  R{  Ⴊ݃LbN
type = ChangeState
value = 410
triggerall = (RoundState = 2) && (var(59) > 2) && (P2StateType != L) && (random < (var(59)**3)*8) && (var(58)/10)%100 = 0
trigger1 = (stateno = 430) && movecontact = 1
trigger2 = (stateno = 400) && (movehit = 1) && P2StateType != A

[State -1, Ⴊ݃LbN];
type = ChangeState
value = 430
triggerall = (RoundState = 2) && (var(59)>0) && (random < (var(59)**3)) && (statetype != A)
triggerall = !(EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr=SCA,AT,AA) && !inguarddist
trigger1 = P2StateType = S
trigger1 = p2bodydist X = [-5,10]
trigger1 = ctrl && (random%10 = [0,2])

[State -1, Ⴊ݋];  R{  ႪݒA
type = ChangeState
value = 420
triggerall = (RoundState = 2) && (var(59)>0) && (random <= var(59) * 100) && (statetype != A) && (var(58)/10 = 0)
triggerall = !(EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr=SCA,AT,AA) && !inguarddist
trigger1 = stateno = 410
trigger1 = movehit = 1
trigger2 = random < (var(59)**3)
trigger2 = P2StateType = S
trigger2 = p2bodydist X = [30,50]
trigger2 = ctrl && (random%10 = [0,2])

[State -1, ΋]; 
type = ChangeState
value = 1250
triggerall = (RoundState = 2) && (var(59) > 7) && (random < (var(59)**3)) && (P2StateType = A)
triggerall = (p2bodydist X = [-5,50]) && (p2bodydist Y = [-80,0])
trigger1 = stateno = 220
trigger1 = time = 26
trigger2 = stateno = 221
trigger2 = time = 26

[State -1, AWnCWv];  nCWv
type = ChangeState
value = 115
triggerall = (RoundState = 2) && (statetype != A) && (var(59) > 7) && (random < (var(59)**3))
triggerall = (stateno = 215) & (Movehit = 1)
triggerall = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Const(size.head.pos.y) <= -90
trigger1 = (p2bodydist X > 20) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),backedgebodydist >= 20)
trigger1 = P2StateType = S

[State -1, AW[v];  S烊[v
type = ChangeState
value = 110
triggerall = (RoundState = 2) && (statetype != A) && (var(59) > 7) && (random < (var(59)**3))
trigger1 = stateno = 215
trigger1 = Movehit = 1
trigger1 = (p2bodydist X = [0,35]) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),backedgebodydist < 20)

[State -1, ];
type = ChangeState
value = 220
triggerall = (RoundState = 2) && var(59) && (statetype != A)
triggerall = P2StateNo != 1370
triggerall = !(EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr=SCA,AT,AA) && !inguarddist
trigger1 = ctrl && (random < (var(59)**3))
trigger1 = (P2StateType != L) && (random%10 = [0,2])
trigger1 = p2bodydist X = [75,105]
trigger1 = p2bodydist Y = [-30,0]
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0), Vel X = [-1,2]
trigger2 = (var(59) > 2) && (random < (var(59)**3)*8) && (var(58)/10 = 0)
trigger2 = stateno = 210
trigger2 = movecontact = 1
trigger2 = P2StateType = A
trigger3 = (var(59) > 5) && (random < (var(59)**3)*3)
trigger3 = stateno = 215
trigger3 = movehit = 1

[State -1, ˂];A㒆
type = ChangeState
value = 211
triggerall = (RoundState = 2) && (var(59)>0) && (statetype != A) && (p2bodydist X = [0,75]) && (var(58)/10)%100 = 0
triggerall = !(EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr=SCA,AT,AA) && !inguarddist
trigger1 = ctrl && (random <= var(59) * 100) && P2StateType != A
trigger1 = (P2StateType != L) && (random%10 = [0,2])
trigger2 = stateno = 210 && movecontact = 1
trigger2 = (var(59) > 2) && (random < (var(59)**3)*8)
trigger3 = stateno = 200 && movecontact = 1 && P2StateType = A
trigger3 = (var(59) > 7) && (random < (var(59)**3))

[State -1, LbN]
type = changestate
value = 230
triggerall = (RoundState = 2) && (var(59) > 2) && (random < (var(59)**3)*8) && (statetype != A)
trigger1 = stateno = 200
trigger1 = movecontact = 1 && P2Statetype ! = A
trigger1 = p2bodydist X = [-10,12]

[State -1, AW[v];  ㌕烊[v
type = ChangeState
value = 110
triggerall = (RoundState = 2) && (statetype != A) && (var(59) > 5) && (random < (var(59)**3))
triggerall = random = [0,500]
trigger1 = stateno = 200
trigger1 = MoveGuarded = 1
trigger1 = p2bodydist X < 30

[State -1, ];
type = ChangeState
value = 210
triggerall = (RoundState = 2) && (var(59)>0) && (statetype != A) && ((var(58)/10)%10 = 0)
triggerall = p2bodydist Y = [-20,40]
triggerall = !(EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr=SCA,AT,AA) && !inguarddist && (var(58)/1000000 = 0)
trigger1 = P2StateType != L
trigger1 = ctrl && (random < (var(59)**3))
trigger1 = (p2bodydist X = [15,35]) && (random%10 = [0,2])
trigger2 = (var(59) > 2) && (random < (var(59)**3)*8)
trigger2 = stateno = 230
trigger2 = movecontact = 1
trigger3 = (stateno = 200) || ((stateno = 400) && (p2bodydist X = [8,35]))
trigger3 = movehit = 1
trigger3 = (var(59) > 2) && (random < (var(59)**3)*8)
trigger4 = (StateNo = 400 || stateno = 430)
trigger4 = movehit = 1
trigger4 = P2StateType = A
trigger4 = (var(59) > 2) && (random < (var(59)**3)*8)

;Ԍv1:WvAnCWv
;-------------------------------------------------------------------------
[State -1, 0]
type = VarSet
triggerall = !IsHelper
trigger1 = var(1)%100 = 99
trigger2 = (StateType != A || (MoveType = H && (StateNo != [120,155]))) && (var(1)/100%10 = [1,2])
trigger3 = var(1)/100%10 = 3
trigger3 = (MoveType = H && (StateNo != [120,155])) || StateNo = 800 || StateNo = 3200 || (StateNo = [41,43]) || StateNo = 115
var(1) = 0

[State -1, 0]
type = VarSet
trigger1 = (StateNo = 41 || StateNo = 115) && (var(1)%100 = 0) && !IsHelper; && (var(0)/10%10 > 0)
var(1) = var(1) + 1

[State -1, 0]
type = VarSet
trigger1 = (StateNo = 41 || StateNo = 115) && (var(1)/100%10 = 0) && !IsHelper; && (var(0)/10%10 > 0)
var(1) = var(1) + (Ifelse(StateNo = 41,1,2) * 100)

[State -1, 0]
type = VarSet
trigger1 = (((var(58)/10)%100 = [9,10]) || ((var(58)/10)%100 = [12,13])) && !IsHelper
var(1) = var(1) + (3 - (var(1)/100%10))*100
ignorehitpause = 1

[State -1, 0]
type = VarSet
trigger1 = StateType = A && (var(1)/100%10 = 3) && !IsHelper
trigger1 = StateNo = 610 && MoveGuarded = 1
var(1) = var(1) - var(1)%100
ignorehitpause = 1

[State -1, 0]
type = VarSet
trigger1 = StateType = A && (var(1)%100 = [0,98]) && (var(1)/100%10 = [1,3]) && !IsHelper
var(1) = var(1) + 1

; && ((var(58)/10)%100 = 9)

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

;---------------------------------------
;vC[R}h
;---------------------------------------

[State -1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = var(59) = [-1,5]
triggerall = command = "xa"
triggerall = statetype != A
triggerall = ctrl || (StateNo = 400 && Time > 7) || StateNo = 21
trigger1 = stateno != 100
trigger1 = p2bodydist X < 8

;---------------------------------------------------------------------------
[State -1, super]
type = ChangeState
value = 3200
triggerall = var(59) = [-1,5]
triggerall = command = "super3"
triggerall = power >= 2000
triggerall = life <= 340
triggerall = statetype != A
trigger1 = ctrl || (StateNo = 400 && Time > 7) || StateNo = 21

[State -1, super]
type = ChangeState
value = 3100
triggerall = var(59) = [-1,5]
triggerall = command = "super2"
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl || (StateNo = 400 && Time > 7) || StateNo = 21
trigger2 = stateno = 1200
trigger2 = movecontact

[State -1, super]
type = ChangeState
value = 3000
triggerall = var(59) = [-1,5]
triggerall = command = "super1"
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl || (StateNo = 400 && Time > 7) || StateNo = 21
trigger2 = stateno = 1200
trigger2 = movecontact

;---------------------------------------------------------------------------
[State -1, tame]
type = ChangeState
value = 1500
triggerall = var(59) = [-1,5]
triggerall = command = "JA"
triggerall = statetype != A
trigger1 = ctrl || (StateNo = 400 && Time > 7) || StateNo = 21
trigger2 = stateno = 211
trigger2 = movecontact
trigger3 = stateno = 216
trigger3 = movecontact

[State -1, behomara]
type = ChangeState
value = 1600
triggerall = var(59) = [-1,5]
triggerall = command = "beho"
triggerall = statetype != A
triggerall = power >= 1000
trigger1 = ctrl || (StateNo = 400 && Time > 7) || StateNo = 21
trigger2 = stateno = 211
trigger2 = movecontact
trigger3 = stateno = 216
trigger3 = movecontact

[State -1, tame]
type = ChangeState
value = 1400
triggerall = var(59) = [-1,5]
triggerall = command = "tame"
triggerall = statetype != A
triggerall = var(14) != 1
trigger1 = ctrl || (StateNo = 400 && Time > 7) || StateNo = 21
trigger2 = stateno = 211
trigger2 = movecontact
trigger3 = stateno = 216
trigger3 = movecontact

[State -1, taiku]
type = ChangeState
value = 1300
triggerall = var(59) = [-1,5]
triggerall = NumProjID(1351) = 0
triggerall = command = "QCB"
triggerall = statetype != A
trigger1 = ctrl || (StateNo = 400 && Time > 7) || StateNo = 21
trigger2 = stateno = 210
trigger2 = movecontact
trigger3 = stateno = 410
trigger3 = movecontact
trigger4 = stateno = 215
trigger4 = movecontact
trigger5 = stateno = 211
trigger5 = movecontact
trigger6 = stateno = 216
trigger6 = movecontact

[State -1, taiku]
type = ChangeState
value = 1200
triggerall = var(59) = [-1,5]
triggerall = command = "upper_x"
triggerall = statetype != A
trigger1 = ctrl || (StateNo = 400 && Time > 7) || StateNo = 21
trigger2 = stateno = 210
trigger2 = movecontact
trigger3 = stateno = 410
trigger3 = movecontact
trigger4 = stateno = 211
trigger4 = movecontact
trigger5 = stateno = 215
trigger5 = movecontact
trigger6 = stateno = 216
trigger6 = movecontact

[State -1, taiku]
type = ChangeState
value = 1200
triggerall = var(59) = [-1,5]
trigger1 = var(26) = 2
trigger1 = stateno = 5120
trigger1 = AnimTime = 0

[State -1, taiku]
type = ChangeState
value = 1250
triggerall = var(59) = [-1,5]
trigger1 = command = "holdup"
trigger1 = stateno = 220
trigger1 = time = 26
trigger2 = command = "holdup"
trigger2 = stateno = 221
trigger2 = time = 26


[State -1, Taunt]
type = ChangeState
value = 1000
triggerall = var(59) = [-1,5]
triggerall = command = "QCF_x"
triggerall = statetype != A
trigger1 = ctrl || (StateNo = 400 && Time > 7) || StateNo = 21
trigger2 = stateno = 210
trigger2 = movecontact
trigger3 = stateno = 410
trigger3 = movecontact
trigger4 = stateno = 211
trigger4 = movecontact
trigger5 = stateno = 215
trigger5 = movecontact
trigger6 = stateno = 216
trigger6 = movecontact

[State -1, Taunt]
type = ChangeState
value = 1010
triggerall = var(59) = [-1,5]
triggerall = command = "QCF_y"
triggerall = statetype != A
trigger1 = ctrl || (StateNo = 400 && Time > 7) || StateNo = 21
trigger2 = stateno = 210
trigger2 = movecontact
trigger3 = stateno = 410
trigger3 = movecontact
trigger4 = stateno = 211
trigger4 = movecontact
trigger5 = stateno = 215
trigger5 = movecontact
trigger6 = stateno = 216
trigger6 = movecontact

[State -1, Taunt]
type = ChangeState
value = 1020
triggerall = var(59) = [-1,5]
triggerall = command = "QCF_z"
triggerall = statetype != A
trigger1 = ctrl || (StateNo = 400 && Time > 7) || StateNo = 21
trigger2 = stateno = 210
trigger2 = movecontact
trigger3 = stateno = 410
trigger3 = movecontact
trigger4 = stateno = 211
trigger4 = movecontact
trigger5 = stateno = 215
trigger5 = movecontact
trigger6 = stateno = 216
trigger6 = movecontact

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

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


[State -1, Run Fwd]
type = ChangeState
value = 100;+ (ifelse(statetype = S,0,1)*2)
triggerall = var(59) = [-1,5]
triggerall = command = "FF"
triggerall = statetype != A
trigger1 = stateno != 100 && stateno != 101
trigger1 = ctrl || (StateNo = 400 && Time > 7) || StateNo = 21
trigger2 = stateno = 210
trigger2 = movecontact
trigger3 = stateno = 211
trigger3 = movecontact
trigger4 = stateno = 410
trigger4 = movecontact

[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(59) = [-1,5]
triggerall = command = "BB"
triggerall = statetype != A
trigger1 = ctrl || (StateNo = 400 && Time > 7) || StateNo = 21
trigger2 = stateno = 210
trigger2 = movecontact
trigger3 = stateno = 211
trigger3 = movecontact
trigger4 = stateno = 410
trigger4 = movecontact

[State -1, Run Back]
type = ChangeState
value = 110
triggerall = var(59) = [-1,5]
triggerall = command = "leap"
trigger1 = statetype != A
trigger1 = ctrl || (StateNo = 400 && Time > 7) || StateNo = 21
trigger2 = stateno = 211
trigger2 = movecontact
trigger3 = stateno = 215
trigger3 = movecontact
trigger4 = stateno = 216
trigger4 = movecontact
trigger5 = stateno = 200
trigger5 = movecontact

[State -1, Taunt]
type = ChangeState
value = 200
triggerall = var(59) = [-1,5]
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype != A
trigger1 = ctrl || (StateNo = 400 && Time > 7) || StateNo = 21
trigger2 = stateno = 52

[State -1, Taunt]
type = ChangeState
value = 211
triggerall = var(59) = [-1,5]
triggerall = command = "y"
triggerall = command = "holdfwd" && command != "holddown"
trigger1 = statetype != A
trigger1 = ctrl || (StateNo = 400 && Time > 7) || StateNo = 21
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 52

[State -1, Taunt]
type = ChangeState
value = 210
triggerall = var(59) = [-1,5]
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype != A
trigger1 = ctrl || (StateNo = 400 && Time > 7) || StateNo = 21
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 400
trigger3 = movecontact
trigger4 = stateno = 430
trigger4 = movecontact
trigger5 = stateno = 230
trigger5 = movecontact
trigger6 = stateno = 52

[State -1, Taunt]
type = ChangeState
value = 220
triggerall = var(59) = [-1,5]
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype != A
trigger1 = ctrl || (StateNo = 400 && Time > 7) || StateNo = 21
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 210
trigger4 = time > 14
trigger5 = stateno = 215
trigger5 = movecontact
trigger6 = stateno = 215
trigger6 = time > 14
trigger7 = stateno = 52

[State -1, Taunt]
type = ChangeState
value = 230
triggerall = var(59) = [-1,5]
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype != A
trigger1 = ctrl || (StateNo = 400 && Time > 7) || StateNo = 21
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 400
trigger3 = movecontact
trigger4 = stateno = 52

[State -1, Taunt]
type = ChangeState
value = 430
triggerall = var(59) = [-1,5]
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype != A
trigger1 = ctrl || (StateNo = 400 && Time > 7) || StateNo = 21
trigger2 = stateno = 400
trigger2 = movecontact
trigger3 = stateno = 200
trigger3 = movecontact
trigger4 = stateno = 52

[State -1, Taunt]
type = ChangeState
value = 400
triggerall = var(59) = [-1,5]
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype != A
trigger1 = ctrl || (StateNo = 400 && Time > 7) || StateNo = 21
trigger2 = stateno = 430
trigger2 = movecontact
trigger3 = stateno = 200
trigger3 = movecontact
trigger4 = stateno = 230
trigger4 = movecontact
trigger5 = stateno = 52

[State -1, Taunt]
type = ChangeState
value = 410
triggerall = var(59) = [-1,5]
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype != A
trigger1 = ctrl || (StateNo = 400 && Time > 7) || StateNo = 21
trigger2 = stateno = 400
trigger2 = movecontact
trigger3 = stateno = 200
trigger3 = movecontact
trigger4 = stateno = 230
trigger4 = movecontact
trigger5 = stateno = 430
trigger5 = movecontact
trigger6 = stateno = 52

[State -1, Taunt]
type = ChangeState
value = 420
triggerall = var(59) = [-1,5]
triggerall = command = "z"
trigger1 = statetype != A
trigger1 = ctrl || (StateNo = 400 && Time > 7) || StateNo = 21
trigger2 = stateno = 410
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 52

;---------------------------------------------------------------------------
[State -1, Jump Light Punch]
type = ChangeState
value = 640
triggerall = var(59) = [-1,5]
triggerall = command = "x"
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 = var(59) = [-1,5]
triggerall = command = "a"
triggerall = stateno != 600
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = statetime >= 7
trigger3 = stateno = 1350 ;Air blocking

;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) = [-1,5]
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact
trigger2 = movecontact < 5
trigger3 = stateno = 630
trigger3 = movecontact
trigger4 = stateno = 1350 ;Air blocking


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


[State -1, 0]
type = null;Playsnd
triggerall = var(59) = [-1,5]
triggerall = command = "b"
trigger1 = movetype != A
trigger1 = var(10) >=900
trigger1 = var(10) <1000
trigger2 = stateno = 52
trigger2 = var(10) >=900
trigger2 = var(10) <1000
value = 900,0

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

[State -1, 0]
type = VarSet
triggerall = var(59) = [-1,5]
triggerall = command = "b"
triggerall = var(10) >=900
triggerall = var(10) <1000
trigger1 = stateno = 52
trigger2 = stateno = 110
v = 10
value = 1000

;s͗p------------------------
[State -1, 10]
type = VarSet
triggerall = var(59) = [-1,5]
trigger1 = command = "upper_x"
trigger1 = stateno = 5120
v = 26
value = 2


;----------------------------------
[State -1, Run Back]
type = ChangeState
value = 115
triggerall = var(59) = [-1,5]
triggerall = command = "HJ"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 215
trigger2 = movecontact
trigger3 = stateno = 216
trigger3 = movecontact

;----------------------------------
[State -1, Jump]
type = ChangeState
value = 117
triggerall = var(59) = [-1,5]
triggerall = command = "HJ"
triggerall = statetype != A
trigger1 = StateNo = 400 && Time > 7
trigger2 = StateNo = 21

;----------------------------------
[State -1, Jump]
type = ChangeState
value = 40
triggerall = var(59) = [-1,5]
triggerall = command = "holdup"
triggerall = statetype != A
trigger1 = StateNo = 400 && Time > 7
trigger2 = StateNo = 21

;----------------------------------
[State -1, walk]
type = ChangeState
value = 21
triggerall = var(59) = [-1,5]
triggerall = command = "holdfwd" || command = "holdback"
triggerall = statetype != A && command != "holddown"
trigger1 = StateNo = 400 && Time > 7



;-----------------------------------------------------------------
;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)>0)

[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,Life=0 && P2Life!=0),movetype != H
statetype = C
physics = C

[State 120, Hi to Lo]
type = StateTypeSet
triggerall = (random <= var(59) * 100) && (var(59)>0)
TriggerAll = StateType != A
Trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = C,AA
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time <= 18
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel Y <= 0
Trigger3 = P2statetype != S
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time > 18
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),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)>0
Trigger2 = P2statetype=A
Trigger2 = (Random <= (var(59))*20)||(var(59))>9
trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),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,Life=0 && P2Life!=0),HitDefAttr = A,AA
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time > 18
Trigger2 = P2statetype = S
trigger2 = P2bodydist X = [-10,180]
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time <= 18
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel Y > 0
Trigger4 = P2statetype != S
Trigger4 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger4 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time > 18
Trigger4 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),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) && !(Enemy,teammode = simul)
trigger2 = !inguarddist && !(Helper(720),inguarddist) && !(Helper(721),inguarddist) && (var(59) > 7)
trigger3 = NumHelper(720) && NumHelper(721) && (Enemy,teammode = simul)
trigger3 = !inguarddist && !(Helper(721),inguarddist) && (var(59) > 7)
trigger4 = !inguarddist && (var(59) = [3,7])
Trigger5 = var(59)=[1,7]
Trigger5 = Random <= (10-(var(59)))*40
value = 140

[State 120, イ]
type = ChangeState
value = 3000
triggerall = (RoundState = 2) && (var(59) > 5) && (statetype != A) && ctrl
triggerall = power >= 1000
triggerall = random < (var(59)**3)*3
TriggerAll = P2BodyDist X = [-10,120]
TriggerAll = P2BodyDist Y = [-40,0]
triggerall = facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 0
triggerall = EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime <= -9 - (Ifelse(P2BodyDist X > 40,(1 + Floor((P2BodyDist X - 40)/13)),0))
Trigger1 = P2MoveType = A
Trigger1 = (var(2)%100) >= (var(2)/100)
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel X > -0.5

[State 120, 荞ݑ΋];
type = ChangeState
value = 1200
triggerall = (var(59) > 5) && (RoundState = 2) && (statetype != A)
TriggerAll = P2BodyDist X = [-5,30]
TriggerAll = P2BodyDist Y = [-60,0]
triggerall = random < (var(59)**3)*3
triggerall = EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime <= -8
Trigger1 = P2MoveType = A
Trigger1 = (var(2)%100) >= (var(2)/100)
trigger1 = ctrl


[State 120, OWv];
type = ChangeState
value = 41
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && ctrl
triggerall = random < (var(59)**3)*3
Triggerall = (var(2)%100) >= (var(2)/100)
triggerall = P2StateType != L
triggerall = (P2movetype != A) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -15)
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr=SC,AT,AA
trigger1 = (P2bodydist X = [60,140]) && (P2bodydist Y = [-30,0])
trigger2 = (P2movetype = A) && (P2statetype = C) && !(EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr=SCA,AT,AA) && (P2bodydist X = [60,140])

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

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

[State 130, イ]
type = ChangeState
value = 3000
triggerall = (RoundState = 2) && (var(59) > 5) && (statetype != A) && ctrl
triggerall = power >= 1000
triggerall = random < (var(59)**3)*3
TriggerAll = P2BodyDist X = [-10,120]
TriggerAll = P2BodyDist Y = [-40,0]
triggerall = facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 0
Triggerall = P2MoveType = A
triggerall = EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime <= -9 - (Ifelse(P2BodyDist X > 40,(1 + Floor((P2BodyDist X - 40)/13)),0))
Trigger1 = (var(2)%100) >= (var(2)/100)
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel X > -0.5
trigger2 = (PrevStateNo = [150,153]) && (((random%10 = [0,2]) && (random<=var(59)**3)) || (var(59) >= 11))

[State 130, 荞ݑ΋];
type = ChangeState
value = 1200
triggerall = (var(59) > 5) && (RoundState = 2) && (statetype != A) && ctrl
TriggerAll = P2BodyDist X = [-5,30]
TriggerAll = P2BodyDist Y = [-60,0]
triggerall = random < (var(59)**3)*3
Triggerall = P2MoveType = A
triggerall = EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime <= -8
Trigger1 = (var(2)%100) >= (var(2)/100)
trigger2 = (PrevStateNo = [150,153]) && (((random%10 = [0,2]) && (random<=var(59)**3)) || (var(59) >= 11))

[State 130, LbN]
type = changestate
value = 230
triggerall = (RoundState = 2) && (var(59) > 5) && (statetype != A) && ctrl && (random < (var(59)**3)) && P2StateType != L
triggerall = p2bodydist X = [-15,25]
trigger1 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),hitdefattr = SCA,AA,AT) && !(EnemyNear(EnemyNear,Life=0 && P2Life!=0),movecontact) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -5)
trigger1 = (time > 10) || ((EnemyNear(EnemyNear,Life=0 && P2Life!=0),movecontact) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -5))

[State 130, Ⴊݎ㌕]
type = ChangeState
value = 400
triggerall = (RoundState = 2) && (var(59)>0) && (random < (var(59)**3)) && (statetype != A)
triggerall = (P2StateType != L) && (P2StateType != A) && ctrl
triggerall = p2bodydist X = [-5,15]
trigger1 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),hitdefattr = SCA,AA,AT) && !(EnemyNear(EnemyNear,Life=0 && P2Life!=0),movecontact) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -7)
trigger1 = ((EnemyNear(EnemyNear,Life=0 && P2Life!=0),movecontact) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -7))

[State 130, ㌕]; 
type = ChangeState
value = 200
triggerall = (RoundState = 2) && (var(59)>0) && (random < (var(59)**3)) && (statetype != A) && ctrl
triggerall = p2bodydist X = [-5,30]
trigger1 = (P2StateType != L) && (P2bodydist Y = [-40,0])
trigger1 = (P2movetype != A) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time < 2) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -7)
trigger2 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),hitdefattr = SCA,AA,AT) && !(EnemyNear(EnemyNear,Life=0 && P2Life!=0),movecontact) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -7)
trigger2 = ((EnemyNear(EnemyNear,Life=0 && P2Life!=0),movecontact) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -7))

[State 130, ]
type = ChangeState
value = 800
triggerall = (RoundState = 2) && (var(59)>0) && (StateType != A) && (P2StateType != A) && (random < (var(59)**3))
triggerall = P2StateType != L && P2MoveType != H && ctrl
triggerall = p2bodydist X = [-10,8]
triggerall = !(P2StateNo = 0 && EnemyNear(EnemyNear,Life=0 && P2Life!=0),time <= 10 && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),prevstateno = 5120))
trigger1 = random%10 = [0,2]
trigger2 = (PrevStateNo = [150,153]) && (((random%10 = [0,2]) && (random<=var(59)**3)) || (var(59) >= 11))

[State 130, OWv];
type = ChangeState
value = 41
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && ctrl
triggerall = random < (var(59)**3)*3
Triggerall = (var(2)%100) >= (var(2)/100)
triggerall = P2StateType != L
triggerall = (P2movetype != A) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -15)
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr=SC,AT,AA
trigger1 = (P2bodydist X = [60,140]) && (P2bodydist Y = [-30,0])
trigger2 = (P2movetype = A) && (P2statetype = C) && !(EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr=SCA,AT,AA) && (P2bodydist X = [60,140])

[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,Life=0 && P2Life!=0),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,Life=0 && P2Life!=0),Time <= 18)
statetype = C
physics = C

[State 130, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback" && (var(59) = [-1,5])
trigger2 = NumHelper(720) && NumHelper(721) && !(Enemy,teammode = simul)
trigger2 = !inguarddist && !(Helper(720),inguarddist) && !(Helper(721),inguarddist) && (var(59) > 7)
trigger3 = NumHelper(720) && NumHelper(721) && (Enemy,teammode = simul)
trigger3 = !inguarddist && !(Helper(721),inguarddist) && (var(59) > 7)
trigger4 = !inguarddist && (var(59) = [3,7])
Trigger5 = var(59)=[1,7]
Trigger5 = Random <= (10-(var(59)))*40
value = 140

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

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

[State 131, Lo to Hi]
type = ChangeState
Trigger1 = var(59) = [-1,5]
Trigger1 = command != "holddown"
Trigger2 = var(59)
Trigger2 = P2statetype=A
Trigger2 = Random <= (var(59))*20||(var(59))>9
trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),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,Life=0 && P2Life!=0),HitDefAttr = A,AA
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time > 18
Trigger2 = P2statetype = S
trigger2 = P2bodydist X = [-10,180]
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time <= 18
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel Y > 0
Trigger4 = P2statetype != S
Trigger4 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger4 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time > 18
Trigger4 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),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) && !(Enemy,teammode = simul)
trigger2 = !inguarddist && !(Helper(720),inguarddist) && !(Helper(721),inguarddist) && (var(59) > 7)
trigger3 = NumHelper(720) && NumHelper(721) && (Enemy,teammode = simul)
trigger3 = !inguarddist && !(Helper(721),inguarddist) && (var(59) > 7)
trigger4 = !inguarddist && (var(59) = [3,7])
Trigger5 = var(59)=[1,7]
Trigger5 = Random <= (10-(var(59)))*40
value = 140

[State 131, イ]
type = ChangeState
value = 3000
triggerall = (RoundState = 2) && (var(59) > 5) && (statetype != A) && ctrl
triggerall = power >= 1000
triggerall = random < (var(59)**3)*3
TriggerAll = P2BodyDist X = [-10,120]
TriggerAll = P2BodyDist Y = [-40,0]
triggerall = facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 0
Triggerall = P2MoveType = A
triggerall = EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime <= -9 - (Ifelse(P2BodyDist X > 40,(1 + Floor((P2BodyDist X - 40)/13)),0))
Trigger1 = (var(2)%100) >= (var(2)/100)
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel X > -0.5
trigger2 = (PrevStateNo = [150,153]) && (((random%10 = [0,2]) && (random<=var(59)**3)) || (var(59) >= 11))

[State 131, 荞ݑ΋];
type = ChangeState
value = 1200
triggerall = (var(59) > 5) && (RoundState = 2) && (statetype != A) && ctrl
TriggerAll = P2BodyDist X = [-5,30]
TriggerAll = P2BodyDist Y = [-60,0]
triggerall = random < (var(59)**3)*3
Triggerall = P2MoveType = A
triggerall = EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime <= -8
Trigger1 = (var(2)%100) >= (var(2)/100)
trigger2 = (PrevStateNo = [150,153]) && (((random%10 = [0,2]) && (random<=var(59)**3)) || (var(59) >= 11))

[State 131, ]
type = ChangeState
value = 800
triggerall = (RoundState = 2) && (var(59)>0) && (StateType != A) && (P2StateType != A) && (random < (var(59)**3))
triggerall = P2StateType != L && P2MoveType != H && ctrl
triggerall = p2bodydist X = [-10,8]
triggerall = !(P2StateNo = 0 && EnemyNear(EnemyNear,Life=0 && P2Life!=0),time <= 10 && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),prevstateno = 5120))
trigger1 = random%10 = [0,2]
trigger2 = (PrevStateNo = [150,153]) && (((random%10 = [0,2]) && (random<=var(59)**3)) || (var(59) >= 11))

[State 131, LbN]
type = changestate
value = 430
triggerall = (RoundState = 2) && (var(59) > 5) && (statetype != A) && ctrl && (random < (var(59)**3)) && P2StateType != L
triggerall = p2bodydist X = [-15,20]
trigger1 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),hitdefattr = SCA,AA,AT) && !(EnemyNear(EnemyNear,Life=0 && P2Life!=0),movecontact) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -5)
trigger1 = (time > 10) || ((EnemyNear(EnemyNear,Life=0 && P2Life!=0),movecontact) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -5))

[State 131, Ⴊݎ㌕]
type = ChangeState
value = 400
triggerall = (RoundState = 2) && (var(59)>0) && (random < (var(59)**3)) && (statetype != A)
triggerall = (P2StateType != L) && (P2StateType != A) && ctrl
triggerall = p2bodydist X = [-5,15]
trigger1 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),hitdefattr = SCA,AA,AT) && !(EnemyNear(EnemyNear,Life=0 && P2Life!=0),movecontact) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -7)
trigger1 = (time > 10) || ((EnemyNear(EnemyNear,Life=0 && P2Life!=0),movecontact) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -7))

[State 130, ㌕]; 
type = ChangeState
value = 200
triggerall = (RoundState = 2) && (var(59)>0) && (random < (var(59)**3)) && (statetype != A) && ctrl
triggerall = p2bodydist X = [-5,30]
trigger1 = (P2StateType != L) && (P2bodydist Y = [-40,0])
trigger1 = (P2movetype != A) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time < 2) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -7)
trigger2 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),hitdefattr = SCA,AA,AT) && !(EnemyNear(EnemyNear,Life=0 && P2Life!=0),movecontact) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -7)
trigger2 = (time > 10) || ((EnemyNear(EnemyNear,Life=0 && P2Life!=0),movecontact) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -7))

[State 130, OWv];
type = ChangeState
value = 41
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && ctrl
triggerall = random < (var(59)**3)*3
Triggerall = (var(2)%100) >= (var(2)/100)
triggerall = P2StateType != L
triggerall = (P2movetype != A) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -15)
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr=SC,AT,AA
trigger1 = (P2bodydist X = [60,140]) && (P2bodydist Y = [-30,0])
trigger2 = (P2movetype = A) && (P2statetype = C) && !(EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr=SCA,AT,AA) && (P2bodydist X = [60,140])

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

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

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

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

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

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

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

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

[State 132, 󒆌];
type = ChangeState
value = 610
triggerall = (RoundState = 2) && (var(59)>0) && (statetype = A) && (random < (var(59)**3)*3) && ctrl
triggerall = facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 0
triggerall = (P2movetype != A || P2statetype != A) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time < 2) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -11)
triggerall = (var(58)/100)%10 = 0
trigger1 = P2StateType != L
trigger1 = p2bodydist X = [-20,50]
trigger1 = Vel Y > 0
trigger2 = P2StateType = A
trigger2 = p2bodydist X = [30,70]
trigger3 = P2StateType = A
trigger3 = p2bodydist X = [60,100]
trigger3 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel x > 4) && (facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 0)

[State 132, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback" && (var(59) = [-1,5])
trigger2 = NumHelper(720) && NumHelper(721) && !(Enemy,teammode = simul)
trigger2 = !inguarddist && !(Helper(720),inguarddist) && !(Helper(721),inguarddist) && (var(59) > 7)
trigger3 = NumHelper(720) && NumHelper(721) && (Enemy,teammode = simul)
trigger3 = !inguarddist && !(Helper(721),inguarddist) && (var(59) > 7)
trigger4 = !inguarddist && (var(59) = [3,7])
Trigger5 = var(59)=[1,7]
Trigger5 = 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,Life=0 && P2Life!=0),HitDefAttr = C,AA
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time <= 18
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel Y <= 0
Trigger3 = P2statetype != S
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time > 18
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),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,Life=0 && P2Life!=0),HitDefAttr = A,AA
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time > 18
Trigger2 = P2statetype = S
trigger2 = P2bodydist X = [-10,180]
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time <= 18
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel Y > 0
Trigger4 = P2statetype != S
Trigger4 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger4 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time > 18
Trigger4 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),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,Life=0 && P2Life!=0),HitDefAttr = C,AA
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time <= 18
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel Y <= 0
Trigger3 = P2statetype != S
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time > 18
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),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,Life=0 && P2Life!=0),HitDefAttr = A,AA
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time > 18
Trigger2 = P2statetype = S
trigger2 = P2bodydist X = [-10,180]
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time <= 18
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel Y > 0
Trigger4 = P2statetype != S
Trigger4 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger4 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time > 18
Trigger4 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),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,Life=0 && P2Life!=0),HitDefAttr = C,AA
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time <= 18
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel Y <= 0
Trigger3 = P2statetype != S
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time > 18
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),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,Life=0 && P2Life!=0),HitDefAttr = A,AA
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time > 18
Trigger2 = P2statetype = S
trigger2 = P2bodydist X = [-10,180]
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time <= 18
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel Y > 0
Trigger4 = P2statetype != S
Trigger4 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger4 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time > 18
Trigger4 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),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,Life=0 && P2Life!=0),HitDefAttr = C,AA
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time <= 18
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel Y <= 0
Trigger3 = P2statetype != S
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time > 18
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),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,Life=0 && P2Life!=0),HitDefAttr = A,AA
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time > 18
Trigger2 = P2statetype = S
trigger2 = P2bodydist X = [-10,180]
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time <= 18
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel Y > 0
Trigger4 = P2statetype != S
Trigger4 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger4 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time > 18
Trigger4 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),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, 1]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

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

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

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

[State 1, ]
type = Changestate
value = 0
ctrl = 1
triggerall = (RoundState = 2) && (statetype != A) && var(59) > 0
triggerall = P2StateNo != [625,628]
triggerall = P2StateNo != 1370
trigger1 = P2MoveType = A || inguarddist || RoundState = 3 || Time > 120

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


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

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

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

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

[State 25, ~];S󋭌qbg
type = Changestate
value = 1
triggerall = (RoundState = 2) && (statetype != A) && (var(59) > 7)
triggerall = P2StateNo = [625,628]
triggerall = random <= var(59) * var(59) * var(59)
trigger1 = (facing = 1) && (pos X >= 20)
trigger2 = (facing = -1) && (pos X <= -20)

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

[State 25, ~]
type = Changestate
value = 1
ctrl = 0
triggerall = (RoundState = 2) && (statetype != A) && (var(59) > 0)
triggerall = P2StateNo != [625,628]
triggerall = P2StateNo != 1370
trigger1 = ((var(58)/100)%10 = 3) && (P2bodydist X <= 0) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),backedgebodydist > 20)
trigger2 = ((var(58)/100)%10 = 3) && (P2bodydist X <= 20) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),backedgebodydist <= 20)

[State 25, ~]
type = Changestate
value = 0
ctrl = 1
triggerall = (RoundState = 2) && (statetype != A) && (var(59) > 0)
triggerall = P2StateNo != [625,628]
triggerall = P2StateNo != 1370
trigger1 = (P2bodydist X <= 0) && (var(58) = 0)
trigger2 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel X > 3) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing + facing = 0)
trigger3 = (P2MoveType = A) || (inguarddist)
trigger4 = Time >= 80
trigger5 = ((P2Dist X < 0) || (P2Dist X > 80) || (Time > 40)) && ((var(58)/10)%100 = [11,13])

;---------------------------------------------------------------------------
; 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, ~];S󋭌qbg
type = Changestate
value = 1
triggerall = (RoundState = 2) && (statetype != A) && (var(59) > 7)
triggerall = P2StateNo = [625,628]
triggerall = random <= var(59) * var(59) * var(59)
trigger1 = (facing = 1) && (pos X <= 20)
trigger2 = (facing = -1) && (pos X >= -20)

[State 26, ~]
type = Changestate
value = 0
ctrl = 1
triggerall = (RoundState = 2) && (statetype != A) && var(59)
trigger1 = P2bodydist X >= 100
trigger2 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel X > 3) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing + facing = 0)
trigger3 = (P2StateType = L) || (P2MoveType = A)
trigger4 = ((var(58)/100)%10 = 3) && (P2bodydist X >= 20) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),backedgebodydist <= 20)

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


;---------------------------------------------------------------------------
; AI_ēƃ~ifC
;---------------------------------------------------------------------------

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

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

[State 27, 2]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[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)
trigger1 = ((P2Dist X < 0) || (P2Dist X > 80) || (Time > 40)) && ((var(58)/10)%100 = [11,13])


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

;---------------------------------------------------------------------------
; 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 = 100, 9999

[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, ]
type = BindToParent
trigger1 = Ishelper
time = 1
facing = 1
pos = (Ifelse(((Parent,StateNo = [120,155]) || Parent,StateType = L),-50,-120)), 9999