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

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

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

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

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

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

;OȂ΁AႤR}hłXe[g̋Zo\B
[Command]
name = "demon_hammer_z"
command = ~$D, B, F, z
time = 40

[Command]
name = "demon_hammer_y"
command = ~$D, B, F, y
time = 40

[Command]
name = "demon_hammer_x"
command = ~$D, B, F, x
time = 40

[Command]
name = "destroyer_hammer1"
command = ~$D, F, D, F, x
time = 40

[Command]
name = "destroyer_hammer2"
command = ~$D, F, D, F, y
time = 40

[Command]
name = "destroyer_hammer2"
command = ~$D, F, D, F, z
time = 40

;------------------------------------------------------------------------------
;-| KEZ |-------------------------------------------------------------------
[Command]
name = "charge1"
command = ~$D, F, a

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

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

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

[Command]
name = "hello_iron_helmet"
command = ~$B, D, $F, c

[Command]
name = "warrior_pajama"
command = ~D, B, c

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

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

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

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

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

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

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

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

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

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

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

;------------------------------------------------------------------------------
;-| Wv |-----------------------------------------------------------------
[Command]
name = "long_jump"
command = $D,$U
time = 18

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

[Command]
name = "sliding"
command = /DF,x

[Command]
name = "mallet_upper"
command = /DF,z
time = 1

[Command]
name = "mallet_swing"
command = /F,z
time = 1

[Command]
name = "stone_ax"
command = /$D,y
time = 1

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

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

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

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

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

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

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

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

[Command]
name = "hold_a"
command = /a


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[command]
name="fwd1"
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>1
trigger1=(root,command="up")||(root,command="down")||(root,command="back")||(root,command="fwd1")||(root,command="a")||(root,command="b")||(root,command="c")||(root,command="x")||(root,command="y")
trigger2=(root,command="z")||(root,command="start")||(root,command="stone_ax")||(root,command="mallet_swing")||(root,command="mallet_upper")||(root,command="sliding")||(root,command="long_jump")||(root,command="recovery")||(root,command="BB")
trigger3=(root,command="FF")||(root,command="demon_hammer_z")||(root,command="iron_helmet_attack_z")||(root,command="iron_helmet_attack_y")||(root,command="iron_helmet_attack_x")||(root,command="throw_ax_z")||(root,command="throw_ax_y")
trigger4=(root,command="throw_ax_x")||(root,command="warrior_pajama")||(root,command="hello_iron_helmet")||(root,command="guruguru_z")||(root,command="guruguru_y")||(root,command="guruguru_x")||(root,command="charge1")
trigger5=(root,command="destroyer_hammer1")||(root,command="destroyer_hammer2")||(root,command="demon_hammer_x")||(root,command="demon_hammer_y")||(root,command="demon_hammer_z")
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="fwd1"&&root,command="fwd1")||(command="a"&&root,command="a")
Trigger2=(command="b"&&root,command="b")||(command="c"&&root,command="c")||(command="x"&&root,command="x")||(command="y"&&root,command="y")||(command="z"&&root,command="z")||(command="start"&&root,command="start")
var(59) = -1

[State 10000]
type=varset
triggerall= var(0)
trigger1= var(0)=1 && var(0):=0
trigger2= root,command="fwd1" || root,command="back" || root,command="up" || root,command="down" || root,command="a" || root,command="b" || root,command="c" || root,command="x" || root,command="y" || root,command="z" || root,command="start"
var(0)=1

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

[Statedef -1] ;̍s͐΂ɏȂłˁBK{ڂłB

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

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

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

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

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

[State -1, xW]
type = varset
trigger1 = var(9) = 0

var(9) =	22	;[0

[State -1, yW]
type = varset
trigger1 = var(10) = 0

var(10) =	56	;[0

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

;j̓S̖Eݒ
;------------------------------------------------------------------------

[State -1, xW]
type = varset
trigger1 = RoundState = 1

var(12) =	1	;  0:^bOɖqbgȂ  1:^bOɖqbg

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

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

[State -1,];
type = null;ChangeState
value = 0
ctrl = 0
trigger1 = (RoundState = 2) && (StateType != A) && (P2MoveType != H) && ctrl

[State -1,];
type = null;ChangeState
value = 3100
trigger1 = (RoundState = 2) && (StateType != A) && (StateNo = 0) && ctrl

[State 3020, ]
type = null;NotHitby
trigger1 = 1
value = SCA,AA,AT,AP
time = 1

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


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

[State -1, ]
type = Helper
trigger1 = !NumHelper(760) && (var(59) > 7)
ID = 760
name = "AIhelper1"
pos = 100,9999
postype = p1
stateno = 760
persistent = 0
keyctrl = 0
ownpal = 1
Ignorehitpause = 1

[State -1, ]
type = Helper
trigger1 = !NumHelper(761) && (var(59) > 7)
ID = 761
facing = -1
name = "AIhelper2"
pos = -100,9999
postype = p1
stateno = 761
persistent = 0
keyctrl = 0
ownpal = 1
Ignorehitpause = 1


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

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

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

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

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


;ꓮ
;------------------------------------------------------------------------
[State -1, ϐ];LZ
type = varset
trigger1 = (RoundState = 2) && (var(59)>0)
trigger1 = (stateno = 220) && (movecontact = 1) && (var(1)%10 = 0) && (var(0) < 120) && (time <= 34)
trigger1 = (random <= (var(59)**3) * 3) && (random%10 = [0,1]) && (P2statetype != A)
var(1) = var(1) + ifelse( ((var(0)>60)&&(P2bodydist X < 50)) ,1,(ifelse((movehit&&(random>(var(59)**3)/2)),3,2)) )

[State -1, ΂̕]
type = ChangeState
value = 611
triggerall = (RoundState = 2) && (var(59)>0) && (P2StateType != A)
trigger1 = Stateno = 731
trigger2 = StateNo = 101 && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel X > 4)
trigger3 = StateNo = 101 && (P2Bodydist X = [-10,90]) && (random%10 = 1)

[State -1, _̂ȂÂ3]
type = varset
triggerall = (RoundState = 2) && (var(59)>0) && (StateType != A) && P2StateType != L
triggerall = (random <= (var(59)**3) * 3) && (power >= 3000)
trigger1 = StateNo = 1110 && Movehit && Animtime = -1 && (var(7)%100 = 4)
var(1) = var(1) + 50000

[State -1, S3R{1];
type = varset
var(1) = var(1) + 30000
trigger1 = (RoundState = 2) && (var(59)>0) && (var(7)%100 = 3) && ((var(1)%100000)/10000 = 0)
trigger1 = (stateno = 1110) && movehit && (Power >= 1000) && (var(58) >= 60)

[State -1, S3R{2];S
type = varset
var(1) = var(1) + 10000 + (Power >= 2000)*10000
trigger1 = (RoundState = 2) && (var(59)>0) && (var(7)%100 = 3) && ((var(1)%100000)/10000 = 0)
trigger1 = (stateno = 1110) && movehit && (Power >= 1000)

[State -1, ։]
type = ChangeState
value = 222
TriggerAll = (RoundState = 2) && (var(59)>0) && (random <= (var(59)**3)) && (stateno = 221) && (animelemtime(5) = 0)
trigger1 = random%10 = [0,2]
trigger2 = P2MoveType = A

[State -1, ؒƃWv]
type = ChangeState
value = 223
TriggerAll = (RoundState = 2) && (var(59)>0) && (random <= (var(59)**3))
trigger1 = (stateno = 221) && (animelemtime(9) = 10) && (random%10 = [0,6])

[State -1, ]
type = ChangeState
value = 195
TriggerAll = (RoundState = 2) && (var(59)>0) && (random <= (var(59)**3)) && ctrl && (statetype != A)
triggerall = (P2StateNo = [5020,5101]) && (P2Bodydist X > 70)
trigger1 = var(58) = 240 && (random%10 = [0,2])
trigger2 = (Life - P2Life > 300) && (P2Life < 300) && (random%240 < var(58))
trigger3 = random >= (var(59)**3)

[State -1, ͂]
type = ChangeState
value = 900
TriggerAll = (RoundState = 2) && (var(59)>0) && (random <= (var(59)**3)) && ctrl && (var(58) < 240) && (statetype != A)
trigger1 = ((var(1)/100)%10 = [1,4]) && (P2BodyDist X > 60 || P2StateType = L)

[State -1, C̒ǌ]
type = ChangeState
value = ifelse(((power >= 1000)&&(random%2=0)),(3000 + ((power >= 2000) * 10)),(720+((random%3=0)*600)))
triggerall = (RoundState = 2) && (var(59)>0) && (StateType != A) && P2StateType != L && ctrl
triggerall = (random <= (var(59)**3) * 3) && (PalNo = 12)
trigger1 = P2StateNo = [1123,1124]

[State -1, Wv]
type = ChangeState
value = 742
triggerall = (RoundState = 2) && (var(59) > 7) && (StateType != A) && (P2MoveType = H)
trigger1 = (var(7)%100 = [2,3]) && (stateno = 1110) && Animtime = 0

[State -1, Ⴊݒ]
type = ChangeState
value = 410
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && P2StateType != L && (stateno = 1)
trigger1 = (var(7)%100 = 1) && (prevstateno = 1110)

[State -1, ΂̕LZ]
type = ChangeState
value = 1050
TriggerAll = (RoundState = 2) && (var(59) > 5) && (time <= 18) && (random <= (var(59)**3)) && (stateno = [1000,1020])
trigger1 = (P2statetype != A) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel X > 4) && (P2bodydist X = [0,70]) && !inguarddist

;ϐ
;------------------------------------------------------------------------
[State -1, 炽]
type = varset
triggerall = (var(59) > 5) && ((var(1)/100)%10 = 0) && (RoundState = 2) && (random < (var(59)**3)) && (var(58) < 240)
trigger1 = (!inguarddist) && (P2movetype != A) && (P2StateNo != 5120) && (P2bodydist X >= 80)
trigger1 = random%10 = [0,(Floor((240-var(58))/80))]
trigger2 = (facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 0) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel x < -1) && (P2StateType = A)
trigger3 = NumHelper(760) && NumHelper(761)
trigger3 = (facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 0) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel x < 3) && (!inguarddist) && !(Helper(760),inguarddist) && !(Helper(761),inguarddist)
trigger3 = (stateno = 0) && (time = [0,1]) && (prevstateno = 107)
trigger4 = P2StateNo = [5020,5110]
trigger5 = !(P2MoveType = I && P2StateNo >= 200 && EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time>60)
var(1) = var(1) + 100

[State -1, 炽2܂]
type = varset
triggerall = (var(59) > 5) && ((var(1)/100)%10 = 0) && (RoundState = 2) && (random < (var(59)**3)) && (var(58) = [100,119])
trigger1 = P2movetype != A && (P2bodydist X >= 80)
var(1) = var(1) + 200

[State -1, 炽3܂]
type = varset
triggerall = (var(59) > 5) && ((var(1)/100)%10 = 0) && (RoundState = 2) && (random < (var(59)**3)) && (var(58) = [160,179])
trigger1 = P2movetype != A && (P2bodydist X >= 80)
var(1) = var(1) + 300

[State -1, 炽4܂]
type = varset
triggerall = (var(59) > 5) && ((var(1)/100)%10 = 0) && (RoundState = 2) && (random < (var(59)**3)) && (var(58) = [220,239])
trigger1 = P2movetype != A && (P2bodydist X >= 80)
var(1) = var(1) + 400

[State -1, Nオ蒼2]
type = varset
triggerall = (var(59) > 5) && ((var(1)/100000)%10 = 0) && (RoundState = 2)
triggerall = (power >= 2000) && (random < (var(59)**3)*3)
TriggerAll = (P2BodyDist X = [-100,120]) && (P2BodyDist Y = [-100,30])
TriggerAll = ((var(58) < 180) || (random%10 = [0,1])) || (P2life < 300) || (PalNo = 12)
trigger1 = stateno = 5120
trigger1 = P2movetype = A && Inguarddist
var(1) = var(1) + 200000

[state -1, Nオ蒼1]
type = varset
triggerall = (var(59) > 5) && ((var(1)/100000)%10 = 0) && (random <= (var(59)**3)) && (RoundState = 2)
TriggerAll = !(EnemyNear(EnemyNear,Life=0 && P2Life!=0),hitdefattr = SCA,AT)
TriggerAll = StateNo = 5120
Trigger1 = inguarddist
trigger2 = numhelper(760) && Numhelper(761)
trigger2 = (Helper(760),inguarddist) || (Helper(761),inguarddist)
var(1) = var(1) + 100000

[State -1, v]
type = varset
triggerall = (var(59) > 5)
trigger1 = (stateno = 421) && (movehit=3) && (P2StateNo >= 5000) && (P2StateType = A)
var(8) = Floor(P2Bodydist Y)

[State -1, ΂̕󒆃qbg]
type = varset
triggerall = (var(7)%100 = 0) && (var(59) > 7)
trigger1 = StateNo = 611 && MoveHit = 1 && P2StateNo >= 5000 && P2StateType = A
var(7) = var(7) + 7

[State -1, R{7-1]
type = varset
triggerall = (var(7)%100 = 7) && (var(59)>0)
trigger1 = (StateNo = 421) && (MoveHit = 1)
var(7) = var(7) + 100

[State -1, R{7-2]
type = varset
triggerall = (var(7)%100 = 7) && ((var(7)%1000)/100 < 9) && (var(59)>0)
trigger1 = (StateNo = [1000,1020]) && (ProjContactTime(1010) = 1 || ProjContactTime(1020) = 1)
var(7) = var(7) + 100

[State -1, 3K[hJ]
type = varset
triggerall = (var(7)%100 = 0) && (var(59) > 7) && (var(58) >= 180) && (stateno = 200 || stateno = 400) && (moveguarded=1) && Power >= 1000
trigger1 = P2Life <= 160
trigger2 = (random%10 = [0,1]) && (P2Life != [160,250])
var(7) = var(7) + 6

[State -1, 4K[hJ]
type = varset
triggerall = (var(7)%100 = 0) && (var(59) > 7) && (var(58) >= 240) && (stateno = 200 || stateno = 400) && (moveguarded=1)
trigger1 = P2Life <= 250
trigger2 = random%10 = [0,1]
var(7) = var(7) + 5

[State -1, R{S4]
type = varset
triggerall = (var(7)%100 = 0) && (var(59) > 7)
trigger1 = (fvar(0) = 4) && (stateno = 1110) && (movehit=1)
var(7) = var(7) + 4

[State -1, R{S3]
type = varset
triggerall = (var(7)%100 = 0) && (var(59) > 7)
trigger1 = (fvar(0) = 3) && (stateno = 1110) && (movehit=1)
var(7) = var(7) + 3

[State -1, R{S2]
type = varset
triggerall = (var(7)%100 = 0) && (var(59) > 7)
trigger1 = (fvar(0) = 2) && (stateno = 1110) && (movehit=1)
var(7) = var(7) + 2

[State -1, R{S2-1]
type = varset
triggerall = (var(7)%100 = 2) && (StateNo = 742) && ((var(7)%1000)/100 < 9) && (var(59)>0)
trigger1 = (StateNo = 742) && (time=1)
var(7) = var(7) + 100

[State -1, S1]
type = varset
triggerall = (var(7)%100 = 0) && (var(59)>0)
trigger1 = (fvar(0) = 1) && (stateno = 1110) && (movehit=1)
trigger2 = (fvar(0) = 2) && (stateno = 1110) && (movehit=1) && (var(59) = [6,7])
var(7) = var(7) + 1

[State -1, R{ϐZbg]
type = varset
triggerall = (var(7) > 0) && (var(59)>0)
trigger1 = MoveType = H || StateNo = 0 || (ctrl && StateType != A)
trigger2 = (var(7)%100 = 1) && (StateNo = 410)
trigger3 = (var(7)%100 = 2) && (StateNo = 742) && ((var(7)%1000)/100 >= 2)
trigger4 = (var(7)%100 = 2) && (StateNo = 742) && ((var(7)%1000)/100 = 1) && (var(58) < 60)
trigger5 = (var(7)%100 = 3) && (StateNo = 3000 || StateNo = 3100 || StateNo = 3150) && Time > 1
trigger6 = (var(7)%100 = 4) && (StateNo = 3020)
trigger7 = (var(7)%100 = 5) && StateNo = 1300 && (fvar(0) = 4)
trigger8 = (var(7)%100 = 6) && StateNo = 1000 && (fvar(0) = 3)
trigger9 = (var(7)%100 = 7) && ((StateNo = 3000 || StateNo = 3010) && Time >= 2)
trigger10 = (var(7)%100 = 7) && (StateNo = 1320)
var(7) = 0

[State -1, Nオ蒼ϐZbg]
type = varset
triggerall = ((var(1)/100000)%10 = [1,2]) && (var(59)>0)
trigger1 = (StateNo = [120,155]) || StateNo = 3150 || MoveType = H
var(1) = var(1) - ((var(1)/100000)%10)*100000

[State -1, 炽ߕϐZbg]
type = varset
triggerall = ((var(1)/100)%10 = [1,4]) && (var(59)>0)
trigger1 = PrevStateNo = 900 || MoveType = H || StateType = L || StateNo = 0
trigger2 = inguarddist || (P2bodydist X < 80 && ((P2StateType != L && P2Movetype != H) || P2StateNo = 5120))
trigger3 = Numhelper(760) && Numhelper(761)
trigger3 = inguarddist || (Helper(760),inguarddist) || (Helper(761),inguarddist)
trigger4 = ((var(1)/100)%10 = 2)
trigger4 = var(58) >= 120
trigger5 = (var(59) > 5) && ((var(1)/100)%10 = 3)
trigger5 = var(58) >= 180
trigger6 = (var(59) > 5) && ((var(1)/100)%10 = 4)
trigger6 = var(58) >= 240
trigger7 = P2MoveType = A && !(Enemy,TeamMode = simul)
trigger8 = P2MoveType = I && P2StateNo >= 200 && EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time>60
var(1) = var(1) - ((var(1)/100)%10)*100

;͂߂
;------------------------------------------------------------------------
[State -3, ͂߂_4iK]
type = varset
TriggerAll = (RoundState = 2) && (var(59) > 5) && (random <= (var(59)**3)) && (var(58) >= 240) && (fvar(0) = 0)
triggerall = PalNo != 12 && ((var(1)%10000)/1000 = 0)
trigger1 = (stateno = 1110) && (time = 1) && (power >= 3000) && (P2life > 500)
trigger2 = (stateno = 3000) && (time = 1) && (P2MoveType = H) && (Prevstateno= 421) && (P2statetype = A)
trigger3 = (stateno = 3020) && (time = 1) && ((P2life - life) > 600)
trigger4 = (stateno = 1300) && (time = 1) && (var(7)%100 = 5)
trigger5 = (StateNo = 3010 || StateNo = 3020) && (var(57)%10 = 0) && Time = 1
trigger6 = (stateno = 3000) && (time = 1) && ((var(7)%1000)/100 >= 1) && (var(7)%100 = 7)
trigger7 = (stateno = 3010) && (time = 1) && ((var(7)%1000)/100 >= 1) && (var(7)%100 = 7)
trigger8 = (stateno = 3010) && (P2Life > 600) && (P2MoveType = A) && (P2StateType != A) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),MoveHit)
trigger9 = (stateno = 220) && (time <= 27) && (P2Life <= 300) && (P2StateNo = [120,131])
trigger10 = (stateno = 220) && (time = 18) && (P2Life > 300) && (P2StateNo = [120,131]) && (random%10 = [0,1])
var(1) = var(1) + 4000

[State -3, ͂߂_3iK]
type = varset
TriggerAll = (RoundState = 2) && (var(59) > 7) && (random <= (var(59)**3)) && (var(58) = [180,240]) && (fvar(0) = 0)
triggerall = PalNo != 12 && ((var(1)%10000)/1000 = 0)
trigger1 = (stateno = 1110) && (time = 1) && (power >= 1000) && (P2life > 300) && (var(58) = 240)
trigger2 = (stateno = 1110) && (time = 1) && (power >= 1000) && (P2life > 200)
trigger3 = (StateNo = 1000) && (time = 18) && (var(7)%100 = 6) && (power >= 1000) && (P2StateType != A)
trigger4 = (stateno = 3000) && (time = 1) && ((var(7)%1000)/100 >= 1) && (var(7)%100 = 7)
trigger5 = (stateno = 3010) && (time = 1) && ((var(7)%1000)/100 >= 1) && (var(7)%100 = 7)
trigger6 = (stateno = 3010) && (P2Life > 500) && (P2MoveType = A) && (P2StateType != A) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),MoveHit)
trigger7 = (stateno = 3020) && (P2Life > 700) && (P2MoveType = A) && (P2StateType != A) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),MoveHit)
trigger8 = (stateno = 3000) && (time = 1) && (Prevstateno= 421) && (P2Life < 445) && (P2statetype = A)
var(1) = var(1) + 3000

[State -3, ͂߂_2iK]
type = varset
TriggerAll = (RoundState = 2) && (var(59)>0) && (random <= (var(59)**3)) && (var(58) >= 120) && (fvar(0) = 0)
triggerall = PalNo != 12 && ((var(1)%10000)/1000 = 0)
trigger1 = (stateno = [1300,1320]) && (time = 1) && (P2StateNo >= 5000) && (Prevstateno= 421) && (random%10 = [0,2])
trigger2 = (stateno = 3000) && (time = 1) && (Prevstateno= 421)
trigger3 = (stateno = 1110) && (time = 1) && (P2life > 240)
trigger4 = (stateno = 1110) && (time = 1) && (P2life > Floor(240*Fvar(1))) && (Fvar(1)>0)
trigger5 = (stateno = 3000) && (time = 1) && (P2MoveType = H) && (Prevstateno= 421) && (random%10 = [0,2]) && (var(58) < 180)
trigger6 = (stateno = 3020) && (time = 1) && (random%10 = [0,1])
trigger7 = (stateno = 3000) && (time = 1) && ((var(7)%1000)/100 >= 1) && (var(7)%100 = 7)
trigger8 = (stateno = 3010) && (time = 1) && ((var(7)%1000)/100 >= 1) && (var(7)%100 = 7)
trigger9 = (stateno = 3010) && (P2Life > 400) && (P2MoveType = A) && (P2StateType != A) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),MoveHit)
trigger10 = (stateno = 3000) && (time = 1) && (Prevstateno= 421) && (P2Life < 380) && (P2statetype = A)
var(1) = var(1) + 2000

[State -3, ͂߂_1iK]
type = varset
TriggerAll = (RoundState = 2) && (var(59)>0) && (random <= (var(59)**3)) && (fvar(0) = 0) && (var(58) >= 60)
triggerall = PalNo != 12 && ((var(1)%10000)/1000 = 0)
trigger1 = (stateno = [1300,1320]) && (time = 1) && (P2StateNo >= 5000) && (Prevstateno= 421) && (var(58) = [60,119]) && (random%10 = [0,2])
trigger2 = (stateno = 3000) && (time = 1) && (P2MoveType = H) && (Prevstateno= 421) && (random%10 = [0,2]) && (var(58) = [60,119]) && (var(59)>7)
trigger3 = (stateno = 1110) && (time = 1) && (var(58) >= 60) && ((P2life/Ifelse(Fvar(1)=0,1,Fvar(1)) = [100,240]) || ((random%10 = [0,1]) && P2life>240)) && (var(59)>7) && (var(7)%100 != 2)
trigger4 = (stateno = 1110) && (time = 1) && (var(58) >= 60) && (random%10 = [0,1]) && (var(59)=[2,7])
trigger5 = (stateno = 3000) && (time = 1) && (var(7)%100 = 3)
trigger6 = (stateno = 3010) && (time = 1) && (random%10 = [0,1])
trigger7 = (stateno = 3020) && (time = 1) && (random%10 = [0,1])
trigger8 = (stateno = 3000) && (time = 1) && (Prevstateno= 421) && (P2Life < 320) && (P2statetype = A)
var(1) = var(1) + 1000

;؂ԂAK[h
;------------------------------------------------------------------------
[State -1, ႪݎU]
type = ChangeState
value = 400
triggerall = (RoundState = 2) && (var(59)>0) && (StateType != A) && (P2StateNo = [5000,5020)) && ctrl
triggerall = (random <= (var(59)**3) * 3) && (P2StateType != A) && (P2bodydist X = [0,35])
trigger1 = Facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),Facing = 0

[State -1, ]
type = ChangeState
value = 800
triggerall = (RoundState = 2) && (var(59)>0) && (StateType != A) && (ctrl) && (P2StateNo != [5100,5120]) && (var(57)%10 = 1)
triggerall = (P2StateType != A) && (P2MoveType != H) && (random <= (var(59)**3))
triggerall = p2bodydist X = [-5,15]
triggerall = EnemyNear(EnemyNear,Life=0 && P2Life!=0),prevstateno != 5120
triggerall = EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing + facing = 0
Triggerall = (var(20)%100) >= (var(20)/100)
trigger1 = (backedgebodydist < 20) && (var(58) < 180)
trigger2 = (random%10 = [0,2]) && (var(58) < 180)

[State -1, Słɂ]
type = ChangeState
value = 1100
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (P2StateNo != [5100,5120]) && ctrl && (var(57)%10 = 1)
triggerall = (P2StateType != A) && (P2StateNo != [150,153]) && (random <= (var(59)**3))
triggerall = p2bodydist X = [-30,24]
triggerall = EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing + facing = 0
Trigger1 = (var(20)%100) >= (var(20)/100)
trigger1 = random%10 = [0,2]
trigger2 = (stateno = 0 || StateNo = 11 || (StateNo=[130,131])) && (time = [0,1]) && (PrevStateNo != 1100)
Trigger3 = P2StateNo=[120,149]

[State -1,m̃pW}łƂ]
type = ChangeState
value = 1200
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (ctrl) && P2StateType != L
triggerall = (var(11)/100%10 != 3) || ((var(11)/100%10 = 3) && (var(11)%100 > 60))
triggerall = (random <= (var(59)**3))
Triggerall = (var(20)%100) >= (var(20)/100)
triggerall = inguarddist && (((EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel Y > 0) && (p2bodydist Y = [-110,0])) || ((EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel Y = 0) && P2StateType != A))
TriggerAll = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = SCA,AA
triggerall = EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing + facing = 0
triggerall = (var(57)%10 = 1) || ((var(57)%10 = 0) && (random%10 = [0,1]))
trigger1 = (p2bodydist X = [-20,40]) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel x = [-1,2])
trigger2 = (p2bodydist X = [30,100]) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel x = [4,6])
trigger3 = (p2bodydist X > 80) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel x > 4.5)
trigger4 = (PrevStateNo = [130,155]) || (Prevstateno = [5000,5210])
trigger4 = (stateno = 0) && (time = [0,2]) && (p2bodydist X = [0,100])
trigger5 = (StateNo=[130,131]) && (time = [0,2]) && (p2bodydist X = [0,100])

[State -1, j̓S1];΋
type = ChangeState
value = 3100
triggerall = (RoundState = 2) && (var(59) > 5) && (statetype != A) && ctrl
triggerall = (power >= 1000) && (random < (var(59)**3)*3) && !inguarddist
TriggerAll = (P2BodyDist X = [-60,200]) && (P2BodyDist Y = [-120,-20]) && (P2statetype = A)
TriggerAll = (var(58) < 180) && (random%10 = [0,2]) && (P2stateno != [5000,5110])
triggerall = EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing + facing = 0
Triggerall = (var(20)%100) >= (var(20)/100)
trigger1 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel X = [-0.5,2]) && (P2BodyDist X = [80,120])
trigger2 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel X > 2) && (P2BodyDist X = [(100+(EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X)*10),(140+(EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X)*10)])
trigger3 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel X = [-0.5,2]) && (P2BodyDist X = [-100,100]) && (P2bodydist Y < ((-90) - (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel Y)*10))

[State -1, _̋3];荞
type = ChangeState
value = 3020
triggerall = (RoundState = 2) && (var(59) > 5) && (statetype != A) && ctrl && P2stateType != L && P2stateType != A
triggerall = (power >= 3000) && (var(58) >= 120) && (random < (var(59)**3)*3)
TriggerAll = P2BodyDist X = [-10,90]
triggerall = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing + facing = 0) || (Enemy,TeamMode = simul)
triggerall = ((Random%10 = [0,1]) && Life > 300) || ((P2life - life > 600) && (var(58) >= 240))
Trigger1 = Inguarddist || EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = SCA,AA
Trigger1 = (var(20)%100) >= (var(20)/100)
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel X > -0.5

[State -1, _̋2];荞
type = ChangeState
value = 3010
triggerall = (RoundState = 2) && (var(59) > 5) && (statetype != A) && ctrl && P2stateType != L && P2stateType != A
triggerall = (power >= 2000) && (random < (var(59)**3)*3) && ((Random%10 = [0,1]) && (Life > 250))
TriggerAll = P2BodyDist X = [-10,90]
triggerall = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing + facing = 0) || (Enemy,TeamMode = simul)
Trigger1 = (Inguarddist && !EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = SCA,AT) || EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = SCA,AA
Trigger1 = (var(20)%100) >= (var(20)/100)
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel X > -0.5

[State -1, j̓S2];荞݁A΋
type = ChangeState
value = 3150
triggerall = (RoundState = 2) && (var(59) > 5) && (statetype != A) && ctrl && P2stateType != L
triggerall = (power >= 2000) && (random < (var(59)**3)*3)
TriggerAll = (P2BodyDist X = [-60,120]) && (P2BodyDist Y = [-100,30])
TriggerAll = ((var(58) < 180) || (random%10 = [0,1])) || (P2life < 300) || (PalNo = 12)
triggerall = EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing + facing = 0
Triggerall = (var(20)%100) >= (var(20)/100)
Trigger1 = Inguarddist
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel X > -0.5
trigger2 = stateno = 0 && (time = [0,20]) && (P2movetype = A)
trigger3 = (StateNo=[130,131]) && (time = [0,2]) && P2movetype = A && Inguarddist

[State -1, ΂̕z]
type = ChangeState
value = 1020
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && P2StateType != L && ctrl && (P2MoveType != H)
triggerall = random <= ((var(59)**3)*3) && (numhelper(1000) = 0) && (numhelper(1010) = 0) && (numhelper(1020) = 0)
triggerall = (P2bodydist X = [-30,30]) && (P2BodyDist Y < -90) && (random%10 = [0,1])
trigger1 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [-2,2]) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel Y < 1)

[State -1, U];  
type = ChangeState
value = 200
triggerall = (RoundState = 2) && (var(59)>0) && (StateType != A) && (P2StateNo != [5100,5120]) && ctrl
triggerall = random <= (var(59)**3) * 3
triggerall = (P2StateType = S) || (P2StateType = C)
triggerall = P2bodydist X = [0,25]
trigger1 = random%10 = [0,1]
trigger1 = (P2movetype != A) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time < 3) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -5)

[State -1, ႪݎU];  
type = ChangeState
value = 400
triggerall = (RoundState = 2) && (var(59)>0) && (StateType != A) && (P2StateNo != [5100,5120]) && ctrl
triggerall = random <= (var(59)**3) * 3
triggerall = (P2StateType = S) || (P2StateType = C)
triggerall = P2bodydist X = [0,35]
trigger1 = random%10 = [0,1]
trigger1 = (P2movetype != A) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time < 3) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -4)
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 <= -4)
trigger2 = (stateno = 131) && (time > 10)
trigger3 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),movecontact) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -4)

[State -1, ႪݒU];  
type = ChangeState
value = 410
triggerall = (RoundState = 2) && (var(59)>0) && (StateType != A) && (P2StateNo != [5100,5120]) && ctrl
triggerall = random <= (var(59)**3) * 3
triggerall = (P2StateType = S) || (P2StateType = C)
triggerall = P2bodydist X = [0,75]
trigger1 = random%10 = [0,1]
trigger1 = (P2movetype != A) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time < 2) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -8)
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 <= -8)
trigger2 = (stateno = 131) && (time > 10)
trigger3 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),movecontact) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -8)

[State -1, Ⴊ݋U];  
type = ChangeState
value = 420
triggerall = (RoundState = 2) && (var(59)>0) && (StateType != A) && (P2StateNo != [5100,5120]) && ctrl
triggerall = random <= (var(59)**3) * 3
triggerall = P2StateType = S
triggerall = P2bodydist X = [0,60]
trigger1 = random%10 = [0,1]
trigger1 = (P2movetype != A) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time < 2) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -16)

[State -1, U];  
type = ChangeState
value = 220
triggerall = (RoundState = 2) && (var(59)>0) && (StateType != A) && (P2StateNo != [5100,5120]) && ctrl
triggerall = random <= (var(59)**3) * 3
triggerall = P2StateType = S
triggerall = P2bodydist X = [50,80]
trigger1 = random%10 = [0,1]
trigger1 = (P2movetype != A) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time < 2) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -28)

[State -1,ؒƐUグ]
type = ChangeState
value = 421
triggerall = (var(59) > 5) && (RoundState = 2) && (statetype != A) && ctrl
TriggerAll = (P2BodyDist Y = [-100,0]) && (P2StateType = A)
triggerall = random <= (var(59)**3) * 3
Triggerall = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time >= (100 - (7*var(59)) - (random%4*var(59)))) || (var(59) >= 11)
triggerall = facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 0
trigger1 = (P2movetype != A) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time < 2) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -11)
trigger1 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel Y > -0.5) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel X >= 0) && (P2MoveType != H)
Trigger1 = P2BodyDist X = [-20,(50 + (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel x)*7)]
trigger2 = (P2MoveType = H) && (P2bodydist X = [-20,50])

[State -1, OWv];
type = ChangeState
value = 740
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && P2StateType != L && ctrl
triggerall = random < (var(59)**3) * 3
Triggerall = (var(20)%100) >= (var(20)/100)
trigger1 = (P2MoveType = A) && (P2statetype != A) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime < -30) && (random%10 = [0,2]) && (P2bodydist X > 120)

[State -1, OWv];
type = ChangeState
value = 743 - (P2bodydist X > 70) - ((P2bodydist X > 70)&&(P2statetype = S))
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && P2StateType != L && ctrl
triggerall = random < (var(59)**3) * 3
Triggerall = (var(20)%100) >= (var(20)/100)
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr=SC,AT,AA
trigger1 = (P2movetype != A) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time < 4) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -4)
trigger1 = (P2bodydist X = [30,140]) && (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,ޯï]
Type     = ChangeState
Value    = 105
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (ctrl)
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 = random <= (var(59)**3) * 3
TriggerAll = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time>=30 || (!Time&&(var(59))>9) || (var(59))>10
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    = 743 - (P2BodyDist X > 70)*2 - (P2BodyDist X > 160)
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (ctrl)
TriggerAll = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr=SCA,AT
triggerall = random <= (var(59)**3)
TriggerAll = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time>=30 || (!Time&&(var(59))>9) || (var(59))>10
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]) && ctrl
triggerall = random <= (var(59)**3)
triggerall = (!(TeamMode = simul)) || (!(Enemy,TeamMode = simul))
triggerall = P2StateNo < 5000
trigger1 = (inguarddist) && !((statetype = A) && (P2StateType != A))
trigger2 = numhelper(760) && Numhelper(761)
Trigger2 = (Helper(760),inguarddist) || (Helper(761),inguarddist)
Trigger3 = p2bodydist X = [-50,30]
Trigger3 = P2MoveType = A

[State -1, K[hA^bO];  K[h
Type = ChangeState
Value = 120
TriggerAll = (var(59) > 2) && (RoundState = 2) && (StateNo != [120,155]) && ctrl
triggerall = random <= (var(59)**3)
triggerall = (TeamMode = simul) && (Enemy,TeamMode = simul)
triggerall = (Facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),Facing = 0) || ((Pos X < Enemy(0),pos X) && (Pos X > Enemy(1),pos X)) || ((Pos X > Enemy(0),pos X) && (Pos X < Enemy(1),pos X))
trigger1 = inguarddist
trigger2 = Numhelper(761)
Trigger2 = Helper(761),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) && (StateNo != [120,155]) && ctrl
triggerall = random <= (var(59)**3)
triggerall = (PrevStateNo = [130,155]) || (Prevstateno = [5000,5210]) || ((stateno = 0 || StateNo = 11) && (time = [0,10]))
Trigger1 = inguarddist
trigger2 = numhelper(760) && Numhelper(761)
trigger2 = (Helper(760),inguarddist) || (Helper(761),inguarddist)


;R{0
;----------------------------------------------------------------------
[State -1, ]
type = ChangeState
triggerall = AnimTime = 0 && StateNo = 5120 && (var(59)> 0) && (RoundState = 2)
trigger1 = (var(1)%1000000)/100000 = [1,2]
value = 1

[State -1, ΂̕qbg1]
type = ChangeState
value = 1
trigger1 = (var(59) > 7) && (var(7)%100 = 7) && StateNo = 52

[State -1, ΂̕qbg2]
type = ChangeState
value = 421
trigger1 = (var(59) > 7) && (RoundState = 2) && (var(7)%100 = 7) && StateNo = 1 && P2BodyDist Y > -72

[State -1, ΂̕qbg3]
type = ChangeState
value = 3010
trigger1 = (var(59) > 7) && (RoundState = 2) && (var(7)%100 = 7) && StateNo = 421 && MoveHit = 1 && Power >= 2000 && (var(58) >= 120)

[State -1, ΂̕qbg4]
type = ChangeState
value = 3000
trigger1 = (var(59) > 7) && (RoundState = 2) && (var(7)%100 = 7) && StateNo = 421 && MoveHit = 1 && Power >= 1000

[State -1, ΂̕qbg5]
type = ChangeState
value = 1010 + (EnemyNear(EnemyNear,Life=0 && P2Life!=0),BackEdgeBodyDist <= 20)*10
trigger1 = (var(59) > 7) && (RoundState = 2) && (var(7)%100 = 7) && StateNo = 421 && MoveHit = 1 && Power < 1000

;NU߁Aǌ
;------------------------------------------------------------------------
[State -1, NUߐ΂̕]
type = ChangeState
value = 1000 + ((P2bodydist x < 135) * 10) + ((P2bodydist x < 70) * 10)
triggerall = (numhelper(1000) = 0) && (numhelper(1010) = 0) && (numhelper(1020) = 0)
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (ctrl)
triggerall = random <= (var(59)**3) * 3
TriggerAll = P2BodyDist X = [40,180]
trigger1 = P2StateNo = 5110
trigger1 = random%10 = [0,1]

[State -1, NU߃Wv];
Type = ChangeState
value = 743 + ((P2bodydist X < 30) * 2)
triggerall = (var(59) > 5) && (statetype != A) && (RoundState = 2) && ctrl
triggerall = random < (var(59)**3) * 3
TriggerAll = P2BodyDist X = [0,70]
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, Wv];
Type = ChangeState
value = ifelse((backedgebodydist > 30),748,740)
triggerall = (var(59) > 5) && (statetype != A) && (RoundState = 2) && ctrl
triggerall = random < (var(59)**3) * 3
TriggerAll = (P2BodyDist X = [0,70]) && (P2StateNo = 5120)
Trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime = -5

[State -1, XCfBOǌ];
type = ChangeState
value = 401
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (ctrl)
triggerall = random <= (var(59)**3) * 3
triggerall = P2StateType != A
trigger1 = P2StateNo = [5100,5110]
trigger1 = p2bodydist X = [40,100]

[State -1, ΂̕y]
type = ChangeState
value = 1010
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (random <= (var(59)**3)) && (numhelper(1010) = 0)
triggerall = stateno = 421 && (P2statetype = A) && (P2StateNo >= 5000)
trigger1 = (movehit=1) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),BackEdgeBodydist < 30)

[State -1, _̂ȂÂ1]
type = ChangeState
value = 3000
triggerall = power >= 1000
triggerall = (RoundState = 2) && (var(59) > 7) && (StateType != A) && (P2bodydist X > -15) && (P2StateType = A) && (P2StateNo >= 5000)
triggerall = random <= (var(59)**3)
trigger1 = stateno = 421 && (movehit = 1) && (var(8) = [-55,-20])
trigger2 = stateno = 421 && (movehit = 2) && (var(8) = [-55,-61])
trigger3 = stateno = 421 && (movehit = 3) && (var(8) = [-62,-69])
trigger4 = stateno = 421 && (movehit = 5) && (var(8) = [-70,-78])
trigger5 = stateno = 421 && (movehit = 7) && (var(8) = [-79,-88])
trigger6 = stateno = 421 && (movehit = 9) && (var(8) = [-72,-101])

[State -1, ΂̕]
type = ChangeState
value = 1000 + (((var(8) < -55)||(PalNo = 12)) * 10) + ((P2bodydist X < -20 || (var(8) < -70)) * 10)
triggerall = (numhelper(1000) = 0) && (numhelper(1010) = 0) && (numhelper(1020) = 0)
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A)
triggerall = random <= (var(59)**3) * 3
triggerall = stateno = 421 && (P2statetype = A) && (P2StateNo >= 5000)
trigger1 = (movehit=1) && (power < 1000)
trigger2 = MoveHit = 1 && (var(8) < -25)
trigger3 = MoveHit = 1 && P2bodydist X <= -15

[State -1, ΂̕]
type = ChangeState
value = 1000 + Ifelse((P2Bodydist X < 0),20,Ifelse(var(8)<-80,10,0))
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (random <= (var(59)**3))
triggerall = (numhelper(1000) = 0) && (numhelper(1010) = 0) && (numhelper(1020) = 0)
triggerall = stateno = 421 && (P2statetype = A) && (P2StateNo >= 5000)
trigger1 = movehit = 9

;R{
;----------------------------------------------------------------------
[State -1, j̓S1]
type = varset
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype != A) && (power >= 1000) && (random < (var(59)**3)) && (fvar(0) = 3)
trigger1 = (StateNo = 1000) && Time >= 21 && (P2StateNo = 1002 || P2StateNo >= 5000) && (P2bodydist X = [-120,150])
var(1) = var(1) + 10000

[State -1, j̓S2]
type = ChangeState
value = 3150
triggerall = (power >= 2000) && (var(57)%10 = 0)
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A)
triggerall = random <= (var(59)**3)
trigger1 = (stateno = 200) || ((stateno = 210) && (time <= 10)) || (stateno = 400) || (stateno = 410) || (stateno = 421)
trigger1 = movehit=1

[State -1, 邮]
type = ChangeState
value = 1410
triggerall = (RoundState = 2) && (var(59) > 2) && (StateType != A) && (var(57)%10 = 0) && (var(0) < 120)
triggerall = (random <= (var(59)**3) * 3) && (P2bodydist X < 25)
trigger1 = (stateno = 421) && (movehit = 1)

[State -1, A^bN]
type = ChangeState
value = 1300
triggerall = (RoundState = 2) && (var(59) > 2) && (StateType != A) && (var(57)%10 = 0) && (var(0) >= 120)
triggerall = (random <= (var(59)**3) * 3) && (P2bodydist X < 25)
trigger1 = (stateno = 421) && (movehit = 1)

[State -1, Uグ]
type = ChangeState
value = 421
triggerall = (RoundState = 2) && (var(59) > 2) && (StateType != A) && (var(57)%10 = 0)
triggerall = (random <= (var(59)**3) * 3) && (P2bodydist X < 25)
trigger1 = (StateNo = 200 || stateno = 400 || StateNo = 410) && (movehit = 1) && (random%10 = [0,2])
trigger2 = ((StateNo = 210 && Time <= 10) || StateNo = 410) && (movehit = 1)

[State -1, Ⴊݎ]
type = ChangeState
value = 400
triggerall = (RoundState = 2) && (var(59) > 2) && (StateType != A) && (var(57)%10 = 0)
triggerall = (random <= (var(59)**3) * 3) && (P2bodydist X < 25)
trigger1 = (stateno = 400) && (movehit) && (time = 6) && (random%10 = [0,4])

[State -1, _̂ȂÂ]
type = ChangeState
value = 3000
triggerall = (power >= 1000) && (var(58) >= 120)
triggerall = (RoundState = 2) && (var(59) > 7) && (StateType != A)
triggerall = random <= (var(59)**3)
trigger1 = stateno = 421 && (moveguarded=4) && (random%10 = [0,1]) && (var(58) >= 120)

[State -1, m̃pW}łƂ]
type = ChangeState
value = 1200
triggerall = (RoundState = 2) && (var(59) > 7) && (StateType != A) && (random <= (var(59)**3))
triggerall = (stateno = 200) || ((stateno = 210) && (time <= 10)) || (stateno = 400) || (stateno = 410) || (stateno = 421)
triggerall = (var(11)/100%10 != 3) || ((var(11)/100%10 = 3) && (var(11)%100 > 60))
triggerall = Movecontact && P2MoveType = A
trigger1 = var(57)%10 = 1
trigger2 = (var(57)%10 = 0) && (random%10 = [0,1])

[State -1, Słɂ]
type = ChangeState
value = 1100
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (P2statetype != A) && (var(57)%10)
triggerall = (random <= (var(59)**3)) && (P2bodydist X = [-5,22])
triggerall = (stateno = 200) || ((stateno = 210) && (time <= 10)) || (stateno = 400) || (stateno = 410) || (stateno = 421)
triggerall = movehit=1
trigger1 = (var(58) >= 180) && (var(59) > 7) && (P2Life > 240)
trigger2 = (var(58) >= 60) && (var(59) > 7) && (P2Life = [140,240])
trigger3 = ((random%10 = [0,1]) && (stateno = 421)) || ((random%10 = 0) && (stateno != 421))
trigger4 = P2StateNo < 5000
trigger5 = (var(58) >= 120) && ((var(7)%1000)/100 >= 1) && (var(7)%100 = 2)

[State -1, SA^bN]
type = ChangeState
value = 1300
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (P2statetype != A)
triggerall = random <= (var(59)**3) * 3
trigger1 = stateno = 421 && (movehit=1) && (P2StateNo >= 5000)
trigger2 = stateno = 421 && (moveguarded=5) && (random%10 = [0,2]) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),backedgebodydist > 30)

[State -1, ΂̕x]
type = ChangeState
value = 1000
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (P2statetype != A) && (Palno = 12)
triggerall = (random <= (var(59)**3) * 3) && (numhelper(1000) = 0) && (numhelper(1010) = 0) && (numhelper(1020) = 0)
trigger1 = stateno = 421 && (moveguarded=5)
trigger2 = ((stateno = 210) && (time <= 10)) || (stateno = 410)
trigger2 = (moveguarded=3) && (random%10 = [0,2])
trigger3 = (stateno = 421 || (StateNo = 400 && P2bodydist X > 20)) && (moveguarded=1) && (var(7)%100 = 6)

[State -1, ؒƐUグ]
type = ChangeState
value = 421
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (random <= (var(59)**3))
triggerall = P2bodydist X < 30
trigger1 = (stateno = 200 || stateno = 400) && (moveguarded=1) && (var(7)%100 = [5,6]) && (random%10 = [0,3])

[State -1, SA^bN]
type = ChangeState
value = 1300
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (P2statetype != A)
triggerall = (random <= (var(59)**3))
trigger1 = (stateno = 421 || StateNo = 400) && (moveguarded=1) && (var(7)%100 = 5)

[State -1, ΂̕x]
type = ChangeState
value = 1000
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (P2statetype != A)
triggerall = (random <= (var(59)**3)) && (numhelper(1000) = 0) && (numhelper(1010) = 0) && (numhelper(1020) = 0)
trigger1 = (stateno = 421 || StateNo = 400) && (moveguarded=1) && (var(7)%100 = 6)

[State -1, ͂]
type = ChangeState
value = 910
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (var(58) <= 180) && (fvar(0) = 0)
triggerall = random <= (var(59)**3) * 3
trigger1 = (var(58) < 120) && (stateno = 421) && (movehit=1) && (P2statetype = A) && (P2StateNo >= 5000)
trigger2 = (stateno = 1000) && (time >= 21) && ((P2StateNo = [150,155]) || (P2StateNo = [5000,5120]))
trigger3 = (stateno = 1010) && (time >= 21) && ((P2StateNo = [150,155]) || (P2StateNo = [5000,5120])) && ((P2StateType = A) || (random%10 = [0,2]))
trigger3 = (stateno = 1020) && (time >= 21) && ((P2StateNo = [150,155]) || (P2StateNo = [5000,5120])) && (P2StateType = A)

[State -1, ΂̕]
type = ChangeState
value = 611
triggerall = (RoundState = 2) && (var(59) > 2) && (StateType = A)
triggerall = (random <= (var(59)**3) * 3)
triggerall = (stateno = 600) && ((movecontact && Vel Y > -2) || (movecontact >=3 && Vel Y <= -2))
trigger1 = P2StateType != A
trigger2 = (P2StateType = A) && (P2bodydist Y > -10)

[State -1, ؒƐUグ]
type = ChangeState
value = 421
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (random <= (var(59)**3) * 3)
triggerall = (P2bodydist X < 30) || (P2statetype = A)
trigger1 = ((stateno = 200) || ((stateno = 210) && (time <= 10)) || (stateno = 400) || (stateno = 410)) && (movehit=1) && (P2StateNo >= 5000)

[State -1, XCfBO]
type = ChangeState
value = 401
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A)
triggerall = (random <= (var(59)**3) * 3) && (P2bodydist X >= 30)
trigger1 = ((stateno = 200) || ((stateno = 210) && (time <= 10)) || (stateno = 400) || (stateno = 410)) && (movehit=4) && (P2StateNo >= 5000)

[State -1, ؒƂ邮U]
type = ChangeState
value = 1400
triggerall = (RoundState = 2) && (var(59) > 7) && (StateType != A) && (P2statetype != A)
triggerall = (random <= (var(59)**3)) && (P2bodydist X < 35)
triggerall = var(0) < (310 - var(59)*12 - var(59))
trigger1 = stateno = 421 && (moveguarded=4) && (random%10 = [0,1])

[State -1, ؒƂ邮U]
type = ChangeState
value = 1410
triggerall = (RoundState = 2) && (var(59) > 7) && (StateType != A) && (P2statetype != A)
triggerall = (random <= (var(59)**3)) && (P2bodydist X >= 35)
triggerall = var(0) < (310 - var(59)*18 - var(59))
trigger1 = stateno = 421 && (moveguarded=4) && (random%10 = [0,3])

[State -1, ΂̕z]
type = ChangeState
value = 1020
triggerall = (RoundState = 2) && (var(59) > 7) && (StateType != A) && (P2statetype != A)
triggerall = (random <= (var(59)**3)) && (P2bodydist X < 50) && (numhelper(1000) = 0) && (numhelper(1010) = 0) && (numhelper(1020) = 0)
trigger1 = stateno = 421 && (moveguarded=4)
trigger2 = ((stateno = 210) && (time <= 10)) || (stateno = 410)
trigger2 = (moveguarded=3) && (random%10 = [0,2])

[State -1, ΂̕y]
type = ChangeState
value = 1010
triggerall = (RoundState = 2) && (var(59) > 7) && (StateType != A) && (P2statetype != A)
triggerall = (random <= (var(59)**3)) && (P2bodydist X < 115) && (numhelper(1000) = 0) && (numhelper(1010) = 0) && (numhelper(1020) = 0)
trigger1 = stateno = 421 && (moveguarded=4)
trigger2 = ((stateno = 210) && (time <= 10)) || (stateno = 410)
trigger2 = (moveguarded=3) && (random%10 = [0,2])

[State -1, ΂̕x]
type = ChangeState
value = 1000
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (P2statetype != A)
triggerall = (random <= (var(59)**3) * 3) && (numhelper(1000) = 0) && (numhelper(1010) = 0) && (numhelper(1020) = 0)
trigger1 = stateno = 421 && (moveguarded=4)
trigger2 = ((stateno = 210) && (time <= 10)) || (stateno = 410)
trigger2 = (moveguarded=3) && (random%10 = [0,2])

[State -1, Ⴊݎ]
type = ChangeState
value = 400
triggerall = (RoundState = 2) && (var(59) > 2) && (StateType != A)
triggerall = (random <= (var(59)**3) * 3) && (P2bodydist X < 25)
trigger1 = (stateno = 400) && (movecontact) && (time = 6) && (random%10 = [0,4])

[State -1, ؒƐU肨낵]
type = ChangeState
value = 221
triggerall = (RoundState = 2) && (var(59) > 7) && (StateType != A) && (random <= (var(59)**3))
trigger1 = ((stateno = 200) || ((stateno = 210) && (time <= 10)) || (stateno = 400) || (stateno = 410)) && (moveguarded=3)
trigger1 = random%10 = [0,1]

[State -1, ؒƐUグ]
type = ChangeState
value = 421
triggerall = (RoundState = 2) && (var(59) > 7) && (StateType != A)
triggerall = (random <= (var(59)**3)) && (P2bodydist X < 30) && (moveguarded=4)
trigger1 = ((stateno = 200) || ((stateno = 210) && (time <= 10)) || ((stateno = 400)&&(random%10 = [0,2])) || (stateno = 410))

;ډ
;----------------------------------------------------------------------
[State -1,nႪ݋]
type = ChangeState
value = 420
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && P2StateType != L
triggerall = P2StateType != A
Triggerall = !inguarddist
triggerall = random <= (var(59)**3) * 3
triggerall = P2bodydist X = [-30,60]
triggerall = stateno = 52
trigger1 = (P2MoveType = H) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -16) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),backedgebodydist < 20)

[State -1,nႪݎ]
type = ChangeState
value = 400
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && P2StateType != L
triggerall = P2StateType != A
Triggerall = !inguarddist
triggerall = random <= (var(59)**3) * 3
triggerall = P2bodydist X = [-30,35]
triggerall = stateno = 52
trigger1 = P2MoveType = H

[State -1,n]
type = ChangeState
value = 210
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && P2StateType != L
triggerall = P2StateType != A
Triggerall = !inguarddist
triggerall = random <= (var(59)**3) * 3
triggerall = P2bodydist X = [-30,42]
triggerall = stateno = 52
trigger1 = P2MoveType = H

[State -1,nႪݒ]
type = ChangeState
value = 410
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && P2StateType != L
triggerall = P2StateType != A
Triggerall = !inguarddist
triggerall = random <= (var(59)**3) * 3
triggerall = P2bodydist X = [-30,75]
triggerall = stateno = 52
trigger1 = P2MoveType = H

[State -1, ؒƐUグ]
type = ChangeState
value = 421
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (stateno = 52)
triggerall = (random <= (var(59)**3) * 3) && (P2bodydist X = [-35,65]) && !inguarddist
trigger1 = (P2StateType = A) && (P2MoveType = H)

[State -1, ]
type = ChangeState
value = 2
triggerall = (RoundState = 2) && (var(59) > 7) && (StateType != A) && P2StateType != L && (random <= (var(59)**3))
trigger1 = (stateno = 400) && (animtime = 0) && Moveguarded

[State -1, Słɂ]
type = ChangeState
value = 1100
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (P2statetype != A) && (var(57)%10)
triggerall = (random <= (var(59)**3) * 3) && (P2bodydist X <= 22) && PrevStateNo = 2
triggerall = stateno = 720
trigger1 = P2StateNo != [150,153]

[State -1, ]
type = ChangeState
value = 220
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (P2statetype != A)
triggerall = (random <= (var(59)**3) * 3) && (P2bodydist X = [-5,52])
triggerall = stateno = 720
trigger1 = P2StateNo = [1123,1124]

;˂
;----------------------------------------------------------------------
[State -1, Xebv]
type = ChangeState
value = 730
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && P2StateType != L && ctrl
triggerall = random <= (var(59)**3)
triggerall = (P2StateType = S) || (P2StateType = C)
triggerall = P2bodydist X = [40,120]
trigger1 = NumHelper(760) && NumHelper(761)
trigger1 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),movecontact) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time > 12)
trigger1 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -10) && (!inguarddist) && !(Helper(760),inguarddist) && !(Helper(761),inguarddist)
trigger2 = !(EnemyNear(EnemyNear,Life=0 && P2Life!=0),movecontact) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time > 12)
trigger2 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -10) && inguarddist && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = SC,AA,AT)

;
;----------------------------------------------------------------------
[State -1,  U];
type = ChangeState
value = 600
triggerall = (RoundState = 2) && (var(59)>0) && (random <= (var(59)**3) * 3) && (statetype = A) && ctrl
triggerall = (P2movetype != A || P2statetype != A) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time < 2) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -4)
trigger1 = (p2bodydist X = [-70,10]) && (p2bodydist Y > 0) && (Vel x > 0) && ((Vel Y > 0) || (P2statetype = A))
trigger2 = (p2bodydist X = [0,100]) && (prevstateno = 742) && (random%10 = [0,3])
trigger3 = prevstateno = 743
trigger4 = (prevstateno = 742) && (((var(1)%1000)/100) = 1)
trigger5 = (p2bodydist X = [-60,10]) && (p2bodydist Y > 0) && (Vel x < 0) && ((Vel Y > 0) || (P2statetype = A))

[State -1,  U];
type = ChangeState
value = 620
triggerall = (RoundState = 2) && (var(59)>0) && (random <= (var(59)**3) * 3) && (statetype = A) && ctrl
triggerall = (P2movetype != A || P2statetype != A) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time < 2) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -17)
trigger1 = (p2bodydist X = [(20+(vel x)*17),(45+(vel x)*17)]) || ((EnemyNear(EnemyNear,Life=0 && P2Life!=0),BackedgeBodyDist < 20) && (p2bodydist X = [-20,(45+(vel x)*17)]))
trigger1 = ((var(11)%100 <= 25) && (var(11)/100%10 = 1)) || ((var(11)%100 <= 11) && (var(11)/100%10 = 2)) && (p2bodydist Y > 40) && (Vel x != 0)
trigger2 = (P2bodydist X = [-5,50]) && (prevstateno = 745) && ((var(11)%100 = 11) && (var(11)/100%10 = 2)) && (random%2)
trigger3 = (P2bodydist X = [-5,50]) && (prevstateno = 745) && ((var(11)%100 = 12) && (var(11)/100%10 = 2))

[State -1,  U]
type = ChangeState
value = 610
triggerall = (RoundState = 2) && (var(59)>0) && (random <= (var(59)**3) * 3) && (statetype = A) && ctrl
triggerall = (P2movetype != A || P2statetype != A) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time < 2) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -9)
trigger1 = (p2bodydist X = [(10+(vel x)*9),(50+(vel x)*9)]) && (p2bodydist Y = [-20,(50+(P2statetype != C)*30)]) && (Vel x != 0)
trigger1 = ((var(11)%100 = [16,33]) && (var(11)/100%10 = 1)) || ((var(11)%100 = [4,19]) && (var(11)/100%10 = 2))
trigger2 = (P2bodydist X = [-5,50]) && (prevstateno = 745) && (var(11)%100 = 7) && (random%2 = 0)
trigger3 = (P2bodydist X = [-5,50]) && (prevstateno = 223)
trigger4 = (p2bodydist X = [-50,60]) && (p2bodydist Y > 0) && (Vel x < 0) && ((Vel Y > 0) || (P2statetype = A))

;
;------------------------------------------------------------------
[State -1, Wv]
type = ChangeState
value = 740
triggerall = (RoundState = 2) && (var(59)>0) && (StateType != A) && P2StateType != L && ctrl
triggerall = random <= (var(59)**3)
triggerall = (P2StateType = S) || (P2StateType = C)
triggerall = P2bodydist X > 120
trigger1 = random%10 = [0,1]
trigger1 = (P2Statetype != L) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time < 4) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -4)

[State -1, Xebv]
type = ChangeState
value = 100
triggerall = (RoundState = 2) && (var(59)>0) && (StateType != A) && P2StateType != L && ctrl
triggerall = random <= (var(59)**3)
triggerall = numhelper(760) && Numhelper(761)
Triggerall = !(Helper(760),inguarddist) && !(Helper(761),inguarddist) && (!inguarddist)
triggerall = (P2StateType = S) || (P2StateType = C)
triggerall = (P2bodydist X > 120) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X < 1)
trigger1 = random%10 = [0,1]
trigger1 = P2movetype != A

[State -1, ]
type = ChangeState
value = 720
triggerall = (RoundState = 2) && (var(59)>0) && (StateType != A) && P2StateType != L && ctrl
triggerall = random <= (var(59)**3) && (!inguarddist)
triggerall = (P2StateType = S) || (P2StateType = C)
triggerall = P2bodydist X > 120
trigger1 = random%10 = [0,1]
trigger1 = (P2movetype != A) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time < 4) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -4)

[State -1, ΂̕x]
type = ChangeState
value = 1000
triggerall = (RoundState = 2) && (var(59) > 2) && (StateType != A) && P2StateType != L && ctrl
triggerall = random <= (var(59)**3) && (numhelper(1000) = 0) && (numhelper(1010) = 0) && (numhelper(1020) = 0)
triggerall = (P2StateType = S) || (P2StateType = C)
triggerall = (P2bodydist X = [100,200]) && (!inguarddist)
trigger1 = (random%10 = [0,1]) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X < 1) && (!inguarddist)

[State -1, SA^bNz]
type = ChangeState
value = 1320
triggerall = (RoundState = 2) && (var(59) > 2) && (StateType != A) && P2StateType != L && ctrl
triggerall = random <= (var(59)**3)
triggerall = (P2StateType != A) && (!inguarddist) && P2StateType != L
triggerall = P2bodydist X = [120,160]
trigger1 = (random%10 = [0,1]) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X > -1)
trigger1 = (P2movetype != A) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time < 2) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -20)

[State -1,Wv]
type = ChangeState
value = 741 - (P2BodyDist X > 70)
triggerall = (RoundState = 2) && (var(59)>5) && (StateType != A) && (ctrl || StateNo = 720) && (P2StateType != L) && (random <= var(59)**3)
TriggerAll = random%10 = [0,2]
trigger1 = P2StateType = A && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [-4,1]) && (P2BodyDist Y < -40)

;
;------------------------------------------------------------------
[State -1, Wv]
type = ChangeState
value = 742
triggerall = (RoundState = 2) && (var(59)>0) && (StateType != A) && P2StateType != L && ctrl
triggerall = random <= (var(59)**3)
triggerall = (P2StateType = S) || (P2StateType = C)
triggerall = (P2bodydist X = [60,150])
trigger1 = random%10 = [0,1]
trigger1 = (P2Statetype != A) || (P2movetype != A) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time < 4) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -4)
trigger2 = (numhelper(1010) || numhelper(1020)) && P2StateType != A && (random%10 = [0,2])
trigger3 = P2StateNo = [5000,5020)

[State -1, Wv]
type = ChangeState
value = 741
triggerall = (RoundState = 2) && (var(59)>0) && (StateType != A) && P2StateType != L && ctrl
triggerall = random <= (var(59)**3)
triggerall = (P2bodydist X = [10,150]) && (P2bodydist Y = [-40,-10])
trigger1 = random%10 = [0,1]
trigger1 = (P2Statetype != A) || (P2movetype != A) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time < 4) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -4)
trigger2 = (numhelper(1010) || numhelper(1020)) && P2StateType != A && (random%10 = [0,2])

[State -1, Xebv]
type = ChangeState
value = 730
triggerall = (RoundState = 2) && (var(59) > 2) && (StateType != A) && P2StateType != L && ctrl
triggerall = random <= (var(59)**3)
triggerall = (P2StateType = S) || (P2StateType = C)
triggerall = P2bodydist X = [40,120]
trigger1 = (random%10 = [0,1]) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X < 1)
trigger2 = (numhelper(1010) || numhelper(1020)) && P2StateType != A

[State -1, ΂̕y]
type = ChangeState
value = 1010
triggerall = (RoundState = 2) && (var(59) > 2) && (StateType != A) && P2StateType != L && ctrl
triggerall = random <= (var(59)**3) && (numhelper(1000) = 0) && (numhelper(1010) = 0) && (numhelper(1020) = 0)
triggerall = (P2bodydist X = [70,140]) && (!inguarddist)
trigger1 = (random%10 = [0,1]) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X < 1) && (!inguarddist)

[State -1, XCfBO]
type = ChangeState
value = 401
triggerall = (RoundState = 2) && (var(59) > 2) && (StateType != A) && P2StateType != L && ctrl
triggerall = random <= (var(59)**3)
triggerall = P2StateType != A
triggerall = P2bodydist X = [60,120]
trigger1 = random%10 = [0,1]
trigger1 = (P2movetype != A) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time < 4) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -4)
trigger2 = P2StateType = S && P2MoveType = A
Trigger2 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time >= (100 - (7*var(59)) - (random%4*var(59)))) || (var(59) >= 11)

[State -1, ؒƐU艺낵]
type = ChangeState
value = 221
triggerall = (RoundState = 2) && (var(59) > 2) && (StateType != A) && P2StateType != L && ctrl
triggerall = random <= (var(59)**3)
triggerall = (P2StateType = S) || (P2StateType = C)
triggerall = P2bodydist X = [50,100]
trigger1 = (random%10 = [0,1]) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X < 1)
trigger1 = (P2movetype != A) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time < 2) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -28)

[State -1, SA^bNy]
type = ChangeState
value = 1310
triggerall = (RoundState = 2) && (var(59) > 2) && (StateType != A) && P2StateType != L && ctrl
triggerall = random <= (var(59)**3)
triggerall = P2StateType != A && P2StateType != L
triggerall = P2bodydist X = [80,120]
trigger1 = (random%10 = [0,1]) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X < 1)
trigger1 = (!inguarddist) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time < 2) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -20)

[State -1, ؒƂ邮Uy]
type = ChangeState
value = 1410
triggerall = (RoundState = 2) && (var(59) > 2) && (StateType != A) && P2StateType != L && ctrl
triggerall = random <= (var(59)**3)
triggerall = P2StateType != A
triggerall = P2bodydist X = [70,110]
trigger1 = (random%10 = [0,1]) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X < 1)
trigger1 = (!inguarddist) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time < 2) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -22)

;ߋ
;------------------------------------------------------------------
[State -1, SA^bNx]
type = ChangeState
value = 1300
triggerall = (RoundState = 2) && (var(59) > 2) && (StateType != A) && P2StateType != L && ctrl
triggerall = random <= (var(59)**3)
triggerall = P2StateType != A && P2StateType != L
triggerall = P2bodydist X = [40,75]
trigger1 = (random%10 = [0,1]) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X < 1)
trigger1 = (P2movetype != A) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time < 2) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -12)

[State -1, Wv]
type = ChangeState
value = 743
triggerall = (RoundState = 2) && (var(59)>0) && (StateType != A) && P2StateType != L && ctrl
triggerall = random <= (var(59)**3)
triggerall = (P2StateType = S) || (P2StateType = C)
triggerall = (P2bodydist X = [0,65]) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X < 1) && (!inguarddist)
trigger1 = random%10 = [0,1]
trigger1 = (P2Statetype != A) || (P2movetype != A) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time < 4) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -4)
trigger2 = (numhelper(1010) || numhelper(1020)) && P2StateType != A && (random%10 = [0,2])

[State -1, Wv]
type = ChangeState
value = 741
triggerall = (RoundState = 2) && (var(59)>0) && (StateType != A) && P2StateType != L && ctrl
triggerall = random <= (var(59)**3)
triggerall = (P2StateType = S) || (P2StateType = C)
triggerall = (P2bodydist X = [0,65]) && (!inguarddist)
trigger1 = random%10 = [0,1]
trigger1 = (P2Statetype != A) || (P2movetype != A) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time < 4) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -4)
trigger2 = (numhelper(1010) || numhelper(1020)) && P2StateType != A && (random%10 = [0,2])

[State -1, obNXebv]
type = ChangeState
value = 105
triggerall = (RoundState = 2) && (var(59)>0) && (StateType != A) && P2StateType != L && ctrl
triggerall = random <= (var(59)**3)
triggerall = (P2StateType = S) || (P2StateType = C)
triggerall = (P2bodydist X = [20,65]) && (Backedgebodydist > 30)
trigger1 = random%10 = [0,1]
trigger1 = (P2movetype != A) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time < 4) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -4)

[State -1, ΂̕z]
type = ChangeState
value = 1020
triggerall = (RoundState = 2) && (var(59) > 2) && (StateType != A) && P2StateType != L && ctrl
triggerall = random <= (var(59)**3) && (numhelper(1000) = 0) && (numhelper(1010) = 0) && (numhelper(1020) = 0)
triggerall = P2bodydist X = [40,70]
trigger1 = (random%10 = [0,1]) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X < 1)
trigger1 = (!inguarddist) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time < 2) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -12)

[State -1, obNWv]
type = ChangeState
value = 746 + (random%4)
triggerall = (RoundState = 2) && (var(59)>0) && (StateType != A) && P2StateType != L && ctrl
triggerall = random <= (var(59)**3)
triggerall = (P2StateType = S) || (P2StateType = C)
triggerall = (P2bodydist X = [0,45]) && (Backedgebodydist > 30)
trigger1 = random%10 = [0,1]
trigger1 = (P2movetype != A) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time < 4) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -4)

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

;==============================================================================
; KEZ
;==============================================================================
;------------------------------------------------------------------------------
[State -1,X[p[LZ]
type = changestate
value = 3000 + ((var(1)%100000)/10000 = 1)*100 + ((var(1)%100000)/10000 = 2)*150 + ((var(1)%100000)/10000 = 4)*10 + ((var(1)%100000)/10000 = 5)*20
triggerall = (var(1)%100000)/10000 = [1,5]
trigger1 = StateNo = 1110 && MoveHit
trigger2 = StateNo = 1000

[State -1,_̂ȂÂ_z]
type = changestate
value = 3020
TriggerAll = (var(59) = [-1,5]) && (Command="demon_hammer_z") && (statetype != A)
triggerall = power >= 3000
trigger1 = ctrl
trigger2 = (stateno = 200) || ((stateno = 210) && (time <= 10)) || (stateno = 400) || (stateno = 410) || (stateno = 421)
trigger2 = movecontact

[State -1,_̂ȂÂ_y]
type = changestate
value = 3010
TriggerAll = (var(59) = [-1,5]) && (Command="demon_hammer_y") && (statetype != A)
triggerall = power >= 2000
trigger1 = ctrl
trigger2 = (stateno = 200) || ((stateno = 210) && (time <= 10)) || (stateno = 400) || (stateno = 410) || (stateno = 421)
trigger2 = movecontact

[State -1,_̂ȂÂ_x]
type = changestate
value = 3000
TriggerAll = (var(59) = [-1,5]) && (Command="demon_hammer_x") && (statetype != A)
triggerall = power >= 1000
trigger1 = ctrl
trigger2 = (stateno = 200) || ((stateno = 210) && (time <= 10)) || (stateno = 400) || (stateno = 410) || (stateno = 421)
trigger2 = movecontact

[State -1,j̓S1]
type = changestate
value = 3100
TriggerAll = (var(59) = [-1,5]) && (Command="destroyer_hammer1") && (statetype != A)
triggerall = power >= 1000
trigger1 = ctrl
trigger2 = (stateno = 200) || ((stateno = 210) && (time <= 10)) || (stateno = 400) || (stateno = 410) || (stateno = 421)
trigger2 = movecontact

[State -1,j̓S2]
type = changestate
value = 3150
TriggerAll = (var(59) = [-1,5]) && (Command="destroyer_hammer2") && (statetype != A)
triggerall = power >= 2000
trigger1 = ctrl
trigger2 = (stateno = 200) || ((stateno = 210) && (time <= 10)) || (stateno = 400) || (stateno = 410) || (stateno = 421)
trigger2 = movecontact

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

[State -1,ؒƂ邮U_x]
type = changestate
value = 1400
TriggerAll = var(59) = [-1,5]
triggerall = command = "guruguru_x"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) || ((stateno = 210) && (time <= 10)) || (stateno = 400) || (stateno = 410) || (stateno = 421)
trigger2 = movecontact

[State -1,ؒƂ邮U_y]
type = changestate
value = 1410
TriggerAll = var(59) = [-1,5]
triggerall = command = "guruguru_y"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) || ((stateno = 210) && (time <= 10)) || (stateno = 400) || (stateno = 410) || (stateno = 421)
trigger2 = movecontact

[State -1,ؒƂ邮U_z]
type = changestate
value = 1420
TriggerAll = var(59) = [-1,5]
triggerall = command = "guruguru_z"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) || ((stateno = 210) && (time <= 10)) || (stateno = 400) || (stateno = 410) || (stateno = 421)
trigger2 = movecontact

[State -1,SA^bN_x]
type = changestate
value = 1300
TriggerAll = var(59) = [-1,5]
triggerall = command = "iron_helmet_attack_x"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) || ((stateno = 210) && (time <= 10)) || (stateno = 400) || (stateno = 410) || (stateno = 421)
trigger2 = movecontact

[State -1,SA^bN_y]
type = changestate
value = 1310
TriggerAll = var(59) = [-1,5]
triggerall = command = "iron_helmet_attack_y"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) || ((stateno = 210) && (time <= 10)) || (stateno = 400) || (stateno = 410) || (stateno = 421)
trigger2 = movecontact

[State -1,SA^bN_z]
type = changestate
value = 1320
TriggerAll = var(59) = [-1,5]
triggerall = command = "iron_helmet_attack_z"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) || ((stateno = 210) && (time <= 10)) || (stateno = 400) || (stateno = 410) || (stateno = 421)
trigger2 = movecontact

[State -1,m̃pW}łƂ]
type = changestate
value = 1200
TriggerAll = var(59) = [-1,5]
triggerall = command = "warrior_pajama"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) || ((stateno = 210) && (time <= 10)) || (stateno = 400) || (stateno = 410) || (stateno = 421)
trigger2 = movecontact

[State -1,Słɂ]
type = changestate
value = 1100
TriggerAll = var(59) = [-1,5]
triggerall = command ="hello_iron_helmet"
triggerall = statetype != A
trigger1 = ctrl || stateno = 40
trigger2 = (stateno = 200) || ((stateno = 210) && (time <= 10)) || (stateno = 400) || (stateno = 410) || (stateno = 421)
trigger2 = movecontact

[State -1,΂̕_x]
type = changestate
value = 1000
TriggerAll = var(59) = [-1,5]
triggerall = (command = "throw_ax_x") && (statetype != A) && (numhelper(1000) = 0) && (numhelper(1010) = 0) && (numhelper(1020) = 0)
trigger1 = ctrl
trigger2 = (stateno = 200) || ((stateno = 210) && (time <= 10)) || (stateno = 400) || (stateno = 410) || (stateno = 421)
trigger2 = movecontact

[State -1,΂̕_y]
type = changestate
value = 1010
TriggerAll = var(59) = [-1,5]
triggerall = (command = "throw_ax_y") && (statetype != A) && (numhelper(1000) = 0) && (numhelper(1010) = 0) && (numhelper(1020) = 0)
trigger1 = ctrl
trigger2 = (stateno = 200) || ((stateno = 210) && (time <= 10)) || (stateno = 400) || (stateno = 410) || (stateno = 421)
trigger2 = movecontact

[State -1,΂̕_z]
type = changestate
value = 1020
TriggerAll = var(59) = [-1,5]
triggerall = (command = "throw_ax_z") && (statetype != A) && (numhelper(1000) = 0) && (numhelper(1010) = 0) && (numhelper(1020) = 0)
trigger1 = ctrl
trigger2 = (stateno = 200) || ((stateno = 210) && (time <= 10)) || (stateno = 400) || (stateno = 410) || (stateno = 421)
trigger2 = movecontact

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

[State -1, ]
type = ChangeState
value = 100
TriggerAll = var(59) = [-1,5]
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

[State -1, obNXebv]
type = ChangeState
value = 105
TriggerAll = var(59) = [-1,5]
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

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

[State -1, ։]
type = ChangeState
value = 222
TriggerAll = var(59) = [-1,5]
trigger1 = command = "holdback"
trigger1 = (stateno = 221) && (animelem = 5)

[State -1, ؒƃWv]
type = ChangeState
value = 223
TriggerAll = var(59) = [-1,5]
trigger1 = command = "holdup"
trigger1 = (stateno = 221) && (animelemtime(9) = 10)

[State -1, ΂̕LZ]
type = ChangeState
value = 1050
TriggerAll = (var(59) = [-1,5]) && (time <= 18)
trigger1 = ((command = "y") || (command = "z")) && (stateno = 1000)
trigger2 = ((command = "x") || (command = "z")) && (stateno = 1010)
trigger3 = ((command = "x") || (command = "y")) && (stateno = 1020)

;==============================================================================
; Z
;==============================================================================
;------------------------------------------------------------------------------

[State -1, ]
type = ChangeState
value = 800
TriggerAll = var(59) = [-1,5]
triggerall = ((command = "y") || (command = "z")) && (command = "holdfwd") && (command != "holddown")
triggerall = statetype != A && ctrl
trigger1 = p2bodydist X <= 15
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H

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

[State -1, ͂1iK]
type = ChangeState
value = 910
TriggerAll = var(59) = [-1,5]
triggerall = command = "charge1"
triggerall = var(58) < 240
trigger1 = statetype != A && ctrl
trigger2 = (stateno = 200) || ((stateno = 210) && (time <= 10)) || (stateno = 400) || (stateno = 410) || (stateno = 421)
trigger2 = movecontact
trigger3 = (stateno = [1000,1020]) && (time > 20)

[State -1, ͂]
type = ChangeState
value = 900
TriggerAll = var(59) = [-1,5]
triggerall = command = "a"
triggerall = var(58) < 240
trigger1 = statetype != A && ctrl

[State -1,XCfBO]
type = changestate
value = 401
TriggerAll = var(59) = [-1,5]
triggerall = (command = "sliding") && (statetype != A)
trigger1 = ctrl
trigger2 = (stateno = 200) || ((stateno = 210) && (time <= 10)) || (stateno = 400) || (stateno = 410)
trigger2 = movecontact

[State -1,ؒƐUグ]
type = changestate
value = 421
TriggerAll = var(59) = [-1,5]
triggerall = (command = "mallet_upper") && (statetype != A)
trigger1 = ctrl
trigger2 = (stateno = 200) || ((stateno = 210) && (time <= 10)) || (stateno = 400) || (stateno = 410)
trigger2 = movecontact

[State -1,ؒƐUU艺낵]
type = changestate
value = 221
TriggerAll = var(59) = [-1,5]
triggerall = ((command = "mallet_swing") || (command = "holdback" && command = "z")) && (statetype != A)
trigger1 = ctrl
trigger2 = (stateno = 200) || ((stateno = 210) && (time <= 10)) || (stateno = 400) || (stateno = 410)
trigger2 = movecontact

[State -1, ΂̕]
type = ChangeState
value = 611
TriggerAll = var(59) = [-1,5]
triggerall = command = "stone_ax"
trigger1 = statetype = A && ctrl
trigger2 = (stateno = 600) && (movecontact = [1,3])
trigger3 = stateno = 101

;==============================================================================
; ʏUZ
;==============================================================================
;------------------------------------------------------------------------------

[State -1, U]
type = ChangeState
value = 200
TriggerAll = var(59) = [-1,5]
triggerall = command = "x" && command != "holddown"
trigger1 = (statetype = S) && (ctrl || StateNo = 52)
trigger2 = (stateno = 200) && (time > 6)

[State -1, U]
type = ChangeState
value = 210
TriggerAll = var(59) = [-1,5]
triggerall = command = "y" && command != "holddown"
trigger1 = statetype = S && (ctrl || StateNo = 52)

[State -1, U]
type = ChangeState
value = 220
TriggerAll = var(59) = [-1,5]
triggerall = command = "z" && command != "holddown"
trigger1 = statetype = S && (ctrl || StateNo = 52)

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

[State -1, ]
type = ChangeState
value = 195
TriggerAll = var(59) = [-1,5]
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl

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

[State -1, ႪݎU]
type = ChangeState
value = 400
TriggerAll = var(59) = [-1,5]
triggerall = command = "x" && command = "holddown"
trigger1 = statetype != A && (ctrl || StateNo = 52)
trigger2 = (stateno = 400) && (movecontact) && (time > 5)

[State -1, ႪݒU]
type = ChangeState
value = 410
TriggerAll = var(59) = [-1,5]
triggerall = command = "y" && command = "holddown"
trigger1 = statetype != A && (ctrl || StateNo = 52)

[State -1, Ⴊ݋U]
type = ChangeState
value = 420
TriggerAll = var(59) = [-1,5]
triggerall = command = "z" && command = "holddown"
trigger1 = statetype != A && (ctrl || StateNo = 52)

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

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

[State -1, WvU]
type = ChangeState
value = 610
TriggerAll = var(59) = [-1,5]
triggerall = command = "y"
trigger1 = statetype = A && ctrl

[State -1, WvU]
type = ChangeState
value = 620
TriggerAll = var(59) = [-1,5]
triggerall = command = "z"
trigger1 = statetype = A && ctrl

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

[State 120, Hi to Lo]
type = StateTypeSet
triggerall = (random <= var(59) * 100) && (var(59))
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)
Trigger2 = P2StateType=A
Trigger2 = (Random <= (var(59))*20)||(var(59))>9
trigger2 = P2MoveType != H
statetype = S
physics = S

[State 120, Lo to Hi]
type = StateTypeSet
triggerall = (random <= var(59) * 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 = [-10,240]
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"
Trigger1 = var(59) = [-1,5]
trigger2 = !inguarddist && (P2Movetype != A)
trigger2 = var(59) >= 6
Trigger3 = var(59)=[1,7]
Trigger3 = Random <= (10-(var(59)))*40
value = 140

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

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

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

[State 130, Hi to Lo]
type = StateTypeSet
triggerall = (random <= var(59) * 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"
Trigger1 = var(59) = [-1,5]
trigger2 = !inguarddist && (P2Movetype != A)
trigger2 = var(59) >= 6
Trigger3 = var(59)=[1,7]
Trigger3 = Random <= (10-(var(59)))*40
value = 140

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

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

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

[State 131, Lo to Hi]
type = StateTypeSet
triggerall = (random <= var(59) * 100) && (var(59) > 5)
TriggerAll = StateType != A
Trigger1 = P2statetype = A
Trigger2 = P2Movetype = A
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time > 18
Trigger2 = P2StateType = S
trigger2 = P2bodydist X = [-10,240]
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"
Trigger1 = var(59) = [-1,5]
trigger2 = !inguarddist && (P2Movetype != A)
trigger2 = var(59) >= 6
Trigger3 = var(59)=[1,7]
Trigger3 = Random <= (10-(var(59)))*40
value = 140

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

[State 150, Hi to Lo]
type = StateTypeSet
triggerall = (random <= var(59) * 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 = [-10,240]
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 = [-10,240]
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 = [-10,240]
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 = [-10,240]
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