[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s

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


;-| AIpR}h |--------------------------------------------------------
[Command]
name = "AI0"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI1"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b
time = 0
[Command]
name = "AI2"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI3"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI4"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI5"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI6"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI7"
command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
time = 0
[Command]
name = "AI8"
command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D
time = 0
[Command]
name = "AI9"
command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
time = 0
[Command]
name = "AI10"
command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U
time = 0
[Command]
name = "AI11"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI12"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI13"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI14"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI15"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI16"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI17"
command = a,B,c,x,y,z,s,B,D,F,U,a,b,c,x,y,z,s,s
time = 0
[Command]
name = "AI18"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI19"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b
time = 0
[Command]
name = "AI20"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI21"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI22"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI23"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI24"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI25"
command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
time = 0
[Command]
name = "AI26"
command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D
time = 0
[Command]
name = "AI27"
command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
time = 0
[Command]
name = "AI28"
command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U
time = 0
[Command]
name = "AI29"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI30"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI31"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI32"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI33"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI34"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI35"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI36"
command = z,z,z,z,z,z,a,a,a,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI37"
command = z,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,z,z,z
time = 0
[Command]
name = "AI38"
command = z,z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z
time = 0
[Command]
name = "AI39"
command = z,z,z,z,z,a,a,a,z,z,z,z,z,z,a,a,z,z,z
time = 0
[Command]
name = "AI40"
command = z,z,z,z,a,a,a,z,z,z,z,a,z,z,a,a,z,z,z
time = 0
[Command]
name = "AI41"
command = z,z,z,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z,z
time = 0
[Command]
name = "AI42"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI43"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,a,a,z
time = 0
[Command]
name = "AI44"
command = z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,a,a,a,z
time = 0
[Command]
name = "AI45"
command = z,z,z,z,z,z,a,a,z,z,z,z,z,a,a,a,a,z,z
time = 0
[Command]
name = "AI46"
command = z,z,z,z,z,z,z,z,a,a,a,a,a,a,z,z,z,z,z
time = 0
[Command]
name = "AI47"
command = z,z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI48"
command = z,z,z,z,z,a,a,a,z,z,z,a,a,a,z,z,a,z,a
time = 0
[Command]
name = "AI49"
command = z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z,z
time = 0
[Command]
name = "AI50"
command = z,z,z,a,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z
time = 0
[Command]
name = "AI51"
command = x,x,x,x,x,x,x,a,x,x,a,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI52"
command = y,y,y,y,y,b,a,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI53"
command = z,z,z,z,z,c,z,c,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI54"
command = s,s,s,s,c,s,a,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI55"
command = z,z,z,z,x,z,z,y,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI56"
command = z,a,z,a,z,z,a,a,a,z,z,z,z,b,z,z,z,z,z
time = 0
[Command]
name = "AI57"
command = z,a,a,a,a,b,c,a,a,a,a,a,a,a,a,a,z,z,z
time = 0
[Command]
name = "AI58"
command = z,z,z,z,z,a,a,a,z,c,c,z,z,a,a,a,z,z,z
time = 0
[Command]
name = "AI59"
command = z,z,z,z,z,a,a,a,z,b,b,z,z,z,a,a,z,z,z
time = 0



;-| Super Motions |--------------------------------------------------------
[Command]
name = "Super1"
command = ~D, F, D, F, x
time = 32

[Command]
name = "Super1"
command = ~D, DF, D, F, x
time = 32

[Command]
name = "Super1"
command = ~D, F, D, DF, x
time = 32

[Command]
name = "Super2"
command = ~D, F, D, F, y
time = 32

[Command]
name = "Super2"
command = ~D, DF, D, F, y
time = 32

[Command]
name = "Super2"
command = ~D, F, D, DF, y
time = 32

[Command]
name = "Super3"
command = ~D, F, D, F, a
time = 32

[Command]
name = "Super3"
command = ~D, DF, D, F, a
time = 32

[Command]
name = "Super3"
command = ~D, F, D, DF, a
time = 32

[Command]
name = "Super3"
command = ~D, F, D, F, b
time = 32

[Command]
name = "Super3"
command = ~D, DF, D, F, b
time = 32

[Command]
name = "Super3"
command = ~D, F, D, DF, b
time = 32


;-| Special Motions |------------------------------------------------------
[Command]
name = "upper_x"
command = ~F, D, DF, x
time = 26

[Command]
name = "upper_x"
command = ~F, D, F, x
time = 26

[Command]
name = "upper_x"
command = ~F, DF, F, x
time = 26

[Command]
name = "upper_y"
command = ~F, D, DF, y
time = 26

[Command]
name = "upper_y"
command = ~F, D, F, y
time = 26

[Command]
name = "upper_y"
command = ~F, DF, F, y
time = 26

[Command]
name = "step"
command = ~D, B, a
time = 23

[Command]
name = "step2"
command = ~D, B, b

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

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

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

[Command]
name = "warp"
command = ~DF, F, a

[Command]
name = "warp2"
command = ~D, F, b

[Command]
name = "warp2"
command = ~DF, F, b

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

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

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

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

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

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

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

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

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

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


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

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

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

;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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


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

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

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

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


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


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

[Statedef 10000]
ctrl=0

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

[State 10000]
type=varset
trigger1=!var(10) || !(root,alive) || roundstate!=2 || root,var(59)
var(0)=1

[State 10000,׸ON]
type=parentvarset
triggerall=!var(0)
trigger1=(root,command="up")||(root,command="down")||(root,command="back")||(root,command="fwd")||(root,command="a")||(root,command="b")||(root,command="c")||(root,command="x")||(root,command="y")
trigger2=(root,command="z")||(root,command="start")||(root,command="recovery")||(root,command="BB")||(root,command="FF")
trigger3=(root,command="upper_x")||(root,command="upper_y")||(root,command="step")||(root,command="step2")||(root,command="QCF_x")||(root,command="QCF_y")||(root,command="warp")||(root,command="warp2")
trigger4=(root,command="QCB_x")||(root,command="QCB_y")||(root,command="QCB_xy")||(root,command="FF_ab")||(root,command="FF_a")||(root,command="FF_b")||(root,command="xa")||(root,command="HJ")
var(59)=-2

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

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

[State 10000,]
type=destroyself
triggerall= var(10):=1
trigger1= root,var(59) || !(root,alive) || roundstate!=2

[Statedef -1]

;===========================================================================

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

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


[State -1, AIflagset]
type = VarSet
triggerall = RoundState = 2 && !IsHelper && var(59) = [-2,0]
trigger1 = var(59)=-2
Trigger2 = (Command = "a" ^^ Command = "a2") || (Command = "b" ^^ Command = "b2") || (Command = "c" ^^ Command = "c2") || (Command = "x" ^^ Command = "x2") || (Command = "y" ^^ Command = "y2") || (Command = "z" ^^ Command = "z2")
trigger3 = (Command = "start" ^^ Command = "start2") || (Command = "holdfwd" ^^ Command = "holdfwd2") || (Command = "holdback" ^^ Command = "holdback2") || (Command = "holdup" ^^ Command = "holdup2") || (Command = "holddown" ^^ Command = "holddown2")
Trigger4 = Command="AI1"||Command="AI2"||Command="AI3"||Command="AI4"||Command="AI5"||Command="AI6"||Command="AI7"||Command="AI8"||Command="AI9"||Command="AI10"||Command="AI11"||Command="AI12"||Command="AI13"||Command="AI14"
Trigger5 = Command="AI15"||Command="AI16"||Command="AI17"||Command="AI18"||Command="AI19"||Command="AI20"||Command="AI21"||Command="AI22"||Command="AI23"||Command="AI24"||Command="AI25"||Command="AI26"||Command="AI27"||Command="AI28"
Trigger6 = Command="AI29"||Command="AI30"||Command="AI31"||Command="AI32"||Command="AI33"||Command="AI34"||Command="AI35"||Command="AI36"||Command="AI37"||Command="AI38"||Command="AI39"||Command="AI40"||Command="AI41"||Command="AI42"
Trigger7 = Command="AI43"||Command="AI44"||Command="AI45"||Command="AI46"||Command="AI47"||Command="AI48"||Command="AI49"||Command="AI50"||Command="AI51"||Command="AI52"||Command="AI53"||Command="AI54"||Command="AI55"||Command="AI56"
trigger8 = Command="AI57"||Command="AI58"||Command="AI59"
ignorehitpause = 1

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


;===========================================================================


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



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



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

[State -1, ]
type = Helper
trigger1 = !NumHelper(92) && (var(59) > 7) && !IsHelper
ID = 92
name = "AIhelper1"
pos = 100,0
postype = p1
stateno = 392
persistent = 0
keyctrl = 0
ownpal = 1
Ignorehitpause = 1

[State -1, ]
type = Helper
trigger1 = !NumHelper(93) && (var(59) > 7) && !IsHelper
ID = 93
facing = -1
name = "AIhelper2"
pos = -100,0
postype = p1
stateno = 393
persistent = 0
keyctrl = 0
ownpal = 1
Ignorehitpause = 1


;x
;------------------------------------------------------------------------
[State -1, 0]
type = VarSet
triggerall = GameTime % 100 = 0
trigger1 = (var(42)/100) > 0
var(42) = var(42) - (var(42)/100)*100

[State -1, 0]
type = VarSet
triggerall = GameTime % 100 = 0
triggerall = (var(42)/100) = 0
trigger1 = var(59) = [6,10]
var(42) = var(42) + ((90 - (var(59)-6)*15) - (random%(61 - (var(59)-6)*9)))*100

[State -1, 0]
type = VarSet
triggerall = GameTime % 100 = 0
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(42) = var(42) - (var(42)/100)*100

[State -1, 0]
type = VarSet
trigger1 = P2MoveType = A && ((var(42)%100) < 99)
var(42) = var(42) + 1

[State -1, 0]
type = VarSet
trigger1 = P2MoveType != A && ((var(42)%100) > 0)
var(42) = var(42) - var(42)%100

;Ԍv1:WvAnCWv
;-------------------------------------------------------------------------
[State -1, 0]
type = VarSet
triggerall = !IsHelper
trigger1 = var(40)%100 = 99
trigger2 = (MoveType = H && (StateNo != [120,155])) && (var(40)/100%10 = [1,2])
trigger3 = var(40)/100%10 = [1,2]
trigger3 = (MoveType = H && (StateNo != [120,155])) || StateNo = 800 || (StateNo = [41,43]) || StateNo = 115
var(40) = 0

[State -1, 0]
type = null;VarSet
trigger1 = ((StateNo = [41,43]) || StateNo = 115) && (var(40)%100 = 0) && !IsHelper
var(40) = var(40) + 1

[State -1, 0]
type = VarSet
trigger1 = ((StateNo = [41,43]) || StateNo = 115) && (var(40)/100%10 = 0) && !IsHelper
var(40) = var(40) + (Ifelse((StateNo = [41,43]),1,2) * 100)


[State -1, 0]
type = VarSet
trigger1 = StateType = A && (var(40)%100 = [0,98]) && (var(40)/100%10 = [1,3]) && !IsHelper
var(40) = var(40) + 1


;===========================================================================

;WvU󋵔f
;------------------------------------------------------------------------
[State -1,WvϐZbg];
type = varset
var(41) = var(41) - (var(41)%10)
triggerall = (RoundState = 2) && (var(41)%10 = [1,9])
trigger1 = MoveType =  A || (MoveType = H && (StateNo != [120,145]))
trigger2 = StateNo = 52 || (StateNo = [850,860])
trigger3 = (var(41)%10 = 9) && Vel Y > 0

[State -1, OWv2]
type = VarSet
triggerall = (var(59) > 7) && !IsHelper && (var(41)%10 = 0) && !IsHelper
triggerall = (RoundState = 2) && (StateType != A) && ctrl && random < (var(59)**3)
Triggerall = (var(42)%100) >= (var(42)/100)
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -24
trigger1 = (P2movetype = A) && (P2statetype = S) && (P2bodydist X = [20,70])
trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -20
trigger2 = (P2movetype = A) && (P2statetype = S) && (P2bodydist X = [50,100])
var(41) = var(41) + 2

[State -1, OWv1]
type = VarSet
triggerall = (var(59) > 7) && !IsHelper && (var(41)%10 = 0) && !IsHelper
triggerall = (RoundState = 2) && (StateType != A) && ctrl && random < (var(59)**3)
Triggerall = (var(42)%100) >= (var(42)/100)
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -35
trigger1 = (P2movetype = A) && (P2statetype = S) && (P2bodydist X = [45,95])
trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -31
trigger2 = (P2movetype = A) && (P2statetype = S) && (P2bodydist X = [75,125])
var(41) = var(41) + 1

[State -1, OWv4]
type = VarSet
triggerall = (var(59) > 7) && !IsHelper && (var(41)%10 = 0) && !IsHelper
triggerall = (RoundState = 2) && (StateType != A) && ctrl && random < (var(59)**3)
Triggerall = (var(42)%100) >= (var(42)/100)
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -21
trigger1 = (P2movetype = A) && (P2statetype = S) && (P2bodydist X = [20,70])
trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -17
trigger2 = (P2movetype = A) && (P2statetype = S) && (P2bodydist X = [50,100])
var(41) = var(41) + 4

[State -1, OWv3]
type = VarSet
triggerall = (var(59) > 7) && !IsHelper && (var(41)%10 = 0) && !IsHelper
triggerall = (RoundState = 2) && (StateType != A) && ctrl && random < (var(59)**3)
Triggerall = (var(42)%100) >= (var(42)/100)
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -32
trigger1 = (P2movetype = A) && (P2statetype = S) && (P2bodydist X = [45,95])
trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -28
trigger2 = (P2movetype = A) && (P2statetype = S) && (P2bodydist X = [75,125])
var(41) = var(41) + 3

[State -1, OWv5]
type = VarSet
triggerall = (var(59) > 7) && !IsHelper && (var(41)%10 = 0) && !IsHelper
triggerall = (RoundState = 2) && (StateType != A) && ctrl && random < (var(59)**3)
Triggerall = (var(42)%100) >= (var(42)/100)
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -21
trigger1 = (P2movetype = A) && (P2statetype = S) && (P2bodydist X = [30,80])
var(41) = var(41) + 5

[State -1, OWv6]
type = VarSet
triggerall = (var(59) > 7) && !IsHelper && (var(41)%10 = 0) && !IsHelper
triggerall = (RoundState = 2) && (StateType != A) && ctrl && random < (var(59)**3)
Triggerall = (var(42)%100) >= (var(42)/100)
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -17
trigger1 = (P2movetype = A) && (P2statetype = C) && (P2bodydist X = [75,125])
var(41) = var(41) + 6

[State -1, OWv7]
type = VarSet
triggerall = (var(59) > 7) && !IsHelper && (var(41)%10 = 0) && !IsHelper
triggerall = (RoundState = 2) && (StateType != A) && ctrl && random < (var(59)**3)
Triggerall = (var(42)%100) >= (var(42)/100)
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -24
trigger1 = (P2movetype = A) && (P2statetype = C) && (P2bodydist X = [30,80])
var(41) = var(41) + 7

[State -1, OWv8]
type = VarSet
triggerall = (var(59) > 7) && !IsHelper && (var(41)%10 = 0) && !IsHelper
triggerall = (RoundState = 2) && (StateType != A) && ctrl && random < (var(59)**3)
Triggerall = (var(42)%100) >= (var(42)/100)
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -20
trigger1 = (P2movetype = A) && (P2statetype = C) && (P2bodydist X = [75,125])
var(41) = var(41) + 8


;؂ԂAK[h
;-----------------------------------------------------------------
[state -1, NU߃K[h]
Type = ChangeState
Value = 1
TriggerAll = RoundState = 2 && (var(59) > 7) && (random <= (var(59)**3)) && (StateNo != [120,155])
TriggerAll = StateNo = 5120 && animtime = 0
Trigger1 = NumHelper(93)
Trigger1 = Helper(93),var(1)

[State -1, ႪݎK]
type = ChangeState
value = 430
triggerall = (RoundState = 2) && (var(59)>0) && (random < (var(59)**3)) && (statetype != A)
triggerall = (P2StateType != L) && (P2StateType != A)
Triggerall = P2BodyDist X = [-30,40]
trigger1 = (random%10 = [0,2]) && ctrl
trigger1 = (P2movetype != A) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time < 4) || (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)) || ((EnemyNear(EnemyNear,Life=0 && P2Life!=0),movecontact) && (stateno = 131 || ctrl))

[State -1, K]
type = ChangeState
value = 230
triggerall = (RoundState = 2) && (var(59)>0) && (random < (var(59)**3)) && (statetype != A)
triggerall = (P2StateType != L) && (P2StateType != A) && ctrl
Triggerall = P2BodyDist X = [-30,40]
trigger1 = random%10 = [0,2]
trigger1 = (P2movetype != A) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time < 4) || (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)) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),movecontact)

[State -1, Ⴊ݋P]
type = ChangeState
value = 410
triggerall = (RoundState = 2) && (var(59)>0) && (random < (var(59)**3)) && (statetype != A)
triggerall = (P2StateType != L) && ctrl
Triggerall = (P2BodyDist X = [-30,46]) && (P2BodyDist Y = [-75,0])
trigger1 = random%10 = [0,2]
trigger1 = (P2movetype != A) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time < 2) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -7)
trigger2 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),hitdefattr = SCA,AA,AT) && !(EnemyNear(EnemyNear,Life=0 && P2Life!=0),movecontact) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -6)
trigger2 = ((stateno = 131) && (time > 10)) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),movecontact)

[State -1, ႪݎP]
type = ChangeState
value = 400
triggerall = (RoundState = 2) && (var(59)>0) && (random < (var(59)**3)) && (statetype != A)
triggerall = (P2StateType != L) && ctrl
Triggerall = (P2BodyDist X = [-30,32]) && (P2BodyDist Y = [-15,0])
trigger1 = random%10 = [0,2]
trigger1 = (P2movetype != A) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time < 2) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -7)
trigger2 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),hitdefattr = SCA,AA,AT) && !(EnemyNear(EnemyNear,Life=0 && P2Life!=0),movecontact) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -7)
trigger2 = ((stateno = 131) && (time > 10)) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),movecontact)

[State -1, P]
type = ChangeState
value = 200
triggerall = (RoundState = 2) && (var(59)>0) && (random < (var(59)**3)) && (statetype != A)
triggerall = (P2StateType != L) && ctrl
Triggerall = (P2BodyDist X = [-30,33]) && (P2BodyDist Y = [-45,0])
trigger1 = random%10 = [0,2]
trigger1 = (P2movetype != A) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time < 2) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -7)
trigger2 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),hitdefattr = SCA,AA,AT) && !(EnemyNear(EnemyNear,Life=0 && P2Life!=0),movecontact) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -7)
trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),movecontact

[State -1, K]
type = ChangeState
value = 240
triggerall = (RoundState = 2) && (var(59)>0) && (random < (var(59)**3)) && (statetype != A)
triggerall = (P2StateType != L) && (P2StateType != A) && ctrl
Triggerall = P2BodyDist X = [-30,58]
trigger1 = random%10 = [0,2]
trigger1 = (P2movetype != A) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),time < 2) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -7)
trigger2 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),hitdefattr = SCA,AA,AT) && !(EnemyNear(EnemyNear,Life=0 && P2Life!=0),movecontact) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -7)
trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),movecontact

[State -1, ]
type = ChangeState
value = 800
triggerall = (RoundState = 2) && (var(59)>0) && (StateType != A) && (random <= (var(59)**3))
triggerall = Ctrl || (stateno = [25,26])
triggerall = (p2statetype = S) || (p2statetype = C)
triggerall = p2bodydist X = [-20,7]
triggerall = !(P2StateNo = 0 && EnemyNear(EnemyNear,Life=0 && P2Life!=0),time <= 10 && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),prevstateno = 5120))
triggerall = EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing + facing = 0
triggerall = prevstateno != [800,901]
trigger1 = P2MoveType = A && (random%10 = [0,4])
trigger2 = P2MoveType = I && ((random%10 = [0,2]) || P2StateNo = 52)
trigger3 = P2MoveType = H && (P2StateNo = [120,131])
trigger4 = facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 0
Trigger4 = (StateNo = 0) && (Time = [0,5]) && (PrevStateNo = 140)
trigger5 = P2MoveType = A && (Facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing != 0)

[State -1, 󒆓]
Type = ChangeState
Value = 850
TriggerAll = (RoundState = 2) && (var(59) > 5) && StateType = A && ctrl && (Pos Y < -30)
triggerall = (P2BodyDist X = [-30,(10+(EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X + Vel X)*2)]) && (P2BodyDist Y = [-40,0])
trigger1 = P2MoveType = A && (random%10 = [0,4])
trigger2 = P2MoveType = I && (random%10 = [0,2])
trigger3 = P2MoveType = H && (P2StateNo = 132)

[State -1, 󒆓_]
type = VarSet
triggerall = (var(59) > 7) && !IsHelper && (var(41)%10 = 0) && !IsHelper
triggerall = (RoundState = 2) && (StateType != A) && ctrl && random < (var(59)**3)
triggerall = random%10 = [0,1]
triggerall = facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 0
trigger1 = (P2bodydist X = [20,(50+(EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X))])
rigger1 = (P2Statetype = A) && (P2bodydist Y = [-90,-30])
var(41) = var(41) + 9

[State -1, OWv];
type = ChangeState
value = 41
triggerall = (RoundState = 2) && (StateType != A) && ctrl && ((var(41)%10 = [1,5]) || (var(41)%10 = 7) || (var(41)%10 = 9))
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -35
trigger1 = (P2movetype = A) && (P2statetype = S) && (P2bodydist X = [45,95])
trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -24
trigger2 = (P2movetype = A) && (P2statetype = S) && (P2bodydist X = [20,70])
trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -32
trigger3 = (P2movetype = A) && (P2statetype = S) && (P2bodydist X = [45,95])
trigger4 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -21
trigger4 = (P2movetype = A) && (P2statetype = S) && (P2bodydist X = [20,70])
trigger5 = (var(41)%10 = 5) || (var(41)%10 = 7) || (var(41)%10 = 9)


[State -1, nCWv];
type = ChangeState
value = 115
triggerall = (RoundState = 2) && (StateType != A) && ctrl && ((var(41)%10 = [1,4]) || (var(41)%10 = 6) || (var(41)%10 = 8))
trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -31
trigger1 = (P2movetype = A) && (P2statetype = S) && (P2bodydist X = [75,125])
trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -20
trigger2 = (P2movetype = A) && (P2statetype = S) && (P2bodydist X = [50,100])
trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -28
trigger3 = (P2movetype = A) && (P2statetype = S) && (P2bodydist X = [75,125])
trigger4 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),animtime <= -17
trigger4 = (P2movetype = A) && (P2statetype = S) && (P2bodydist X = [50,100])
trigger5 = (var(41)%10 = 6) || (var(41)%10 = 8)

[State -1,Wv]
Type     = ChangeState
Value    = 42
TriggerAll = (var(59) > 5) && (RoundState = 2) && (StateType!=A) && Ctrl && (P2BodyDist X < 50)
TriggerAll = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr=SCA,AT
triggerall = random < (var(59)**3)*3
triggerall = facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 0
Trigger1 = (var(42)%100) >= (var(42)/100)
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

[State -1, Wv];
type = ChangeState
value = 43
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && (P2StateType != L) && Ctrl && P2Bodydist Y > -100
triggerall = random < (var(59)**3)*3
triggerall = random%10 = [0,1]
Triggerall = (var(42)%100) >= (var(42)/100)
trigger1 = (P2bodydist X = [80,180]) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X > 5) && (P2statetype = A) && (P2movetype != A)
trigger2 = (P2bodydist X = [60,130]) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X > 3) && (P2statetype = A) && (P2movetype != A)

[State -1, 荞݃yKTXbV];
type = ChangeState
value = 3100
triggerall = (var(59) > 5) && (RoundState = 2) && (statetype != A) && (Power >= 2000)
TriggerAll = P2BodyDist X = [-45,40]
TriggerAll = P2BodyDist Y = [-70,10]
triggerall = random < (var(59)**3)*3
triggerall = EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime <= -7
triggerall = facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 0
Trigger1 = P2MoveType = A
Trigger1 = (var(42)%100) >= (var(42)/100)
trigger1 = ctrl || (StateNo = 5120 && AnimTime = 0)

[State -1, 荞݃X^[XeA[Y];
type = ChangeState
value = 1300
triggerall = (var(59) > 5) && (RoundState = 2) && (statetype != A)
TriggerAll = P2BodyDist X = [-45,25]
TriggerAll = P2BodyDist Y = [-70,10]
triggerall = random < (var(59)**3)*3
triggerall = EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime <= -9
triggerall = facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 0
Trigger1 = P2MoveType = A
Trigger1 = (var(42)%100) >= (var(42)/100)
trigger1 = ctrl || (StateNo = 5120 && AnimTime = 0)

[State -1, fBWgbv];
type = ChangeState
value = 1200 + (P2BodyDist X > 65)*5
triggerall = (var(59) > 5) && (RoundState = 2) && (statetype != A)
TriggerAll = P2BodyDist X = [-45,125]
TriggerAll = P2BodyDist Y = [-70,10]
triggerall = random < (var(59)**3)
triggerall = EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime <= -36
triggerall = facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 0
Trigger1 = P2MoveType = A
Trigger1 = (var(42)%100) >= (var(42)/100)
trigger1 = ctrl

[State -1, C{[XvbV];
type = ChangeState
value = 3000
triggerall = (var(59) > 5) && (RoundState = 2) && (statetype != A) && (ctrl || (StateNo = [25,26])) && (Power >= 1000)
triggerall = random < (var(59)**3) && !((EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = 0) && (P2MoveType = H && P2StateType = A))
Trigger1 = P2Dist X = [(50+(EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X*41)),(100+(EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X*41))]
trigger1 = facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 0
Trigger1 = P2StateType = A && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel Y > -10)
trigger1 = P2BodyDist Y = [-250,-30]
Trigger2 = (var(42)%100) >= (var(42)/100)
trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [-1,1]
Trigger2 = (P2Dist X = [50,100]) && (P2BodyDist Y = [-240,0])
trigger2 = (P2MoveType = A) && ((EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime <= -41) || (P2StateType = A && P2BodyDist Y < -30))
trigger3 = (P2Dist X = [50,100]) && (P2BodyDist Y = [-240,0]) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [-5,1])
trigger3 = NumHelper(1105) && ((P2StateNo != [130,155]) || (random%10 = [0,1])) && (P2StateNo != [5020,5071]) && (P2StateNo != 5200)
trigger3 = Helper(1105),RootDist X = [-150,0]
trigger4 = (P2Dist X = [50,100]) && (P2BodyDist Y = [-240,0]) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [-5,1])
trigger4 = NumHelper(1115) && ((P2StateNo != [130,155]) || (random%10 = [0,1])) && (P2StateNo != [5020,5071]) && (P2StateNo != 5200)
trigger4 = Helper(1115),RootDist X = [-150,0]
trigger5 = (P2Dist X = [50,100]) && (P2BodyDist Y = [-240,0]) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [-5,1])
trigger5 = NumHelper(1001) && ((P2StateNo != [130,155]) || (random%10 = [0,1])) && (P2StateNo != [5020,5071]) && (P2StateNo != 5200)
trigger5 = Helper(1001),RootDist X = [-150,0]
trigger6 = (P2Dist X = [50,100]) && (P2BodyDist Y = [-240,0]) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [-5,1])
trigger6 = NumHelper(1155) && ((P2StateNo != [130,155]) || (random%10 = [0,1])) && (P2StateNo != [5020,5071]) && (P2StateNo != 5200)
trigger6 = Helper(1155),RootDist X = [-150,0]
trigger7 = P2Dist X = [(50+(EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X*41)),(100+(EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X*41))]
trigger7 = P2StateNo >= 5000 && (P2StateType = A) && (P2Movetype = H)

[State -1, C{[XvbV];
type = ChangeState
value = 3005
triggerall = (var(59) > 5) && (RoundState = 2) && (statetype != A) && (ctrl || (StateNo = [25,26])) && (Power >= 1000)
triggerall = random < (var(59)**3) && !((EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = 0) && (P2MoveType = H && P2StateType = A))
Trigger1 = P2Dist X = [(90+(EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X*41)),(140+(EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X*41))]
trigger1 = facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 0
Trigger1 = P2StateType = A && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel Y > -10)
trigger1 = P2BodyDist Y = [-250,-30]
Trigger2 = (var(42)%100) >= (var(42)/100)
trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [-1,1]
Trigger2 = (P2Dist X = [90,140]) && (P2BodyDist Y = [-240,0])
trigger2 = (P2MoveType = A) && ((EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime <= -41) || (P2StateType = A && P2BodyDist Y < -30))
trigger3 = (P2Dist X = [90,140]) && (P2BodyDist Y = [-240,0]) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [-5,1])
trigger3 = NumHelper(1105) && ((P2StateNo != [130,155]) || (random%10 = [0,1])) && (P2StateNo != [5020,5071]) && (P2StateNo != 5200)
trigger3 = Helper(1105),RootDist X = [-180,-50]
trigger4 = (P2Dist X = [90,140]) && (P2BodyDist Y = [-240,0]) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [-5,1])
trigger4 = NumHelper(1115) && ((P2StateNo != [130,155]) || (random%10 = [0,1])) && (P2StateNo != [5020,5071]) && (P2StateNo != 5200)
trigger4 = Helper(1115),RootDist X = [-180,-50]
trigger5 = (P2Dist X = [90,140]) && (P2BodyDist Y = [-240,0]) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [-5,1])
trigger5 = NumHelper(1001) && ((P2StateNo != [130,155]) || (random%10 = [0,1])) && (P2StateNo != [5020,5071]) && (P2StateNo != 5200)
trigger5 = Helper(1001),RootDist X = [-180,-50]
trigger6 = (P2Dist X = [90,140]) && (P2BodyDist Y = [-240,0]) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [-5,1])
trigger6 = NumHelper(1155) && ((P2StateNo != [130,155]) || (random%10 = [0,1])) && (P2StateNo != [5020,5071]) && (P2StateNo != 5200)
trigger6 = Helper(1155),RootDist X = [-150,0]
trigger7 =P2Dist X = [(90+(EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X*41)),(140+(EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X*41))]
trigger7 = P2StateNo >= 5000 && (P2StateType = A) && (P2Movetype = H)

[State -1, ΋X^[XeA[Y];
type = ChangeState
value = 1300
triggerall = (var(59) > 5) && (RoundState = 2) && (statetype != A)
TriggerAll = P2BodyDist X = [(-25+(EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X*9)),(25+(EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X*9))]
TriggerAll = P2BodyDist Y = [-70,-30]
triggerall = random < (var(59)**3)*3
triggerall = facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 0
Trigger1 = P2StateType = A && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel Y >= -2)
trigger1 = ctrl

[State -1, ~iXebv]
Type = ChangeState
Value = Ifelse((P2bodydist X = [140,190]),1450,1400)
TriggerAll = roundstate = 2 && (var(59) > 7) && NumHelper(93) && StateType != A && ctrl && (random <= (var(59)**3))
triggerall = (random%10 = [0,2]) && (P2StateType != A)
Triggerall = (var(42)%100) >= (var(42)/100)
triggerall = (P2bodydist X = [95,135]) || (P2bodydist X = [140,190])
triggerall = NumHelper(92)
triggerall = inguarddist && !(Helper(92),inguarddist)
trigger1 = !(Enemy,TeamMode = simul)
trigger1 = helper(93),var(1)
trigger2 = Enemy,Teammode = simul
trigger2 = helper(93),var(1)
trigger3 = Enemy,Teammode = simul
trigger3 = helper(93),var(6)

[State -1, XCfBO];
type = ChangeState
value = 650
triggerall = (var(59) > 5) && (RoundState = 2) && (statetype != A) && ctrl
TriggerAll = P2BodyDist X = [70,95]
triggerall = random < (var(59)**3)
triggerall = facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 0
Triggerall = P2MoveType = A
Triggerall = (var(42)%100) >= (var(42)/100)
trigger1 = random%10 = [0,2]
trigger1 = P2StateType != A


[State -1, K[h];  K[hA^bOȊO
Type = ChangeState
Value = 120
TriggerAll = (var(59) > 2) && (RoundState = 2) && (StateNo != [120,155]) && (var(23) = 0) && (var(26) = 0)
TriggerAll = Ctrl
triggerall = random <= (var(59)**3)
triggerall = (!(TeamMode = simul)) || (!(Enemy,TeamMode = simul))
trigger1 = inguarddist
Trigger2 = p2bodydist X = [-50,30]
Trigger2 = P2MoveType = A
trigger3 = NumHelper(92) && NumHelper(93)
Trigger3 = (Helper(92),inguarddist) || (Helper(93),inguarddist)

[State -1, K[hA^bO];  K[h
Type = ChangeState
Value = 120
TriggerAll = (var(59) > 2) && (RoundState = 2) && (StateNo != [120,155]) && (var(23) = 0) && (var(26) = 0)
TriggerAll = Ctrl
triggerall = random <= (var(59)**3)
triggerall = (TeamMode = simul) && (Enemy,TeamMode = simul)
triggerall = P2StateNo != 1350
triggerall = (Facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),Facing = 0) || ((Pos X < Enemy(0),pos X) && (Pos X > Enemy(1),pos X)) || ((Pos X > Enemy(0),pos X) && (Pos X < Enemy(1),pos X))
trigger1 = NumHelper(92) && NumHelper(93)
trigger1 = inguarddist || (Helper(93),inguarddist)
Trigger2 = inguarddist
Trigger3 = p2bodydist X = [-50,30]
Trigger3 = P2MoveType = A

[State -1, K[h2];  K[hA炢
Type = ChangeState
Value = 120
TriggerAll = (var(59) > 5) && (RoundState = 2) && (random <= (var(59)**3)) && ctrl && (var(23) = 0) && (var(26) = 0)
triggerall = ((stateno = 0 || stateno = 11) && (time = [0,10]))
Trigger1 = P2MoveType = A && (p2bodydist X = [-50,30])
Trigger2 = NumHelper(92) && NumHelper(93)
Trigger2 = inguarddist || (Helper(92),inguarddist) || (Helper(93),inguarddist)

[state -1, NU߃K[h]
Type = ChangeState
Value = 1
TriggerAll = RoundState = 2 && (var(59) > 5) && (random <= (var(59)**3)) && (StateNo != [120,155]) && (var(23) = 0) && (var(26) = 0)
TriggerAll = StateNo = 5120 && animtime = 0
Trigger1 = P2MoveType = A
Trigger2 = NumHelper(92) && NumHelper(93)
Trigger2 = inguarddist || (Helper(92),inguarddist) || (Helper(93),inguarddist)


;NU,ǌ
;----------------------------------------------------------------------
[State -1, Ⴊ݃LbNǌ];
type = ChangeState
value = 430
triggerall = (RoundState = 2) && (var(59) > 5) && (statetype != A) && (random < (var(59)**3))
triggerall = ctrl || (stateno = [25,26]) || (StateNo = [120,131])
triggerall = p2bodydist X = [-20,25]
trigger1 = (P2StateNo = [5101,5110]) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel Y >=1)

[State -1,ǌϐZbg];
type = varset
var(43) = 0
triggerall = (RoundState = 2) && (var(43)%100 > 0)
trigger1 = P2MoveType != H || P2StateType != A
trigger2 = StateNo = 1300 && Animtime = 0 && (var(43)%100 = [2,3])
trigger3 = (StateNo = 1300 || StateNo = 3100) &&  (var(43)%100 = 4)

[State -1, ~iXebv];XvbV̒ǌ
type = ChangeState
value = 1400
triggerall = (RoundState = 2) && (var(59) > 5) && (statetype != A) && StateNo = 2 && (var(43)%100 = 2)
trigger1 = (P2Dist X = [40,110])
trigger1 = var(44) = [-10,0]
trigger2 = Time >= 12 && (var(44) = [-40,-20])
trigger3 = Time >= 18 && (var(44) = [-60,-40])
trigger4 = Time >= 22

[State -1, ~iXebv];XvbV̒ǌ
type = ChangeState
value = 1400 + (P2BodyDist X > 60)*50
triggerall = (RoundState = 2) && (var(59) > 5) && (statetype != A) && (var(43)%100 = 3) && (StateNo = 2 || StateNo = 2025)
trigger1 = (P2Dist X = [80,150])
trigger1 = var(44) = [-10,0]
trigger2 = Time >= 12 && (var(44) = [-40,-20])
trigger3 = Time >= 18 && (var(44) = [-60,-40])
trigger4 = Time >= 22


[state -1, yKTXbV];~i󒆃qbg
Type = ChangeState
Value = 3100
triggerall = (RoundState = 2) && (var(59) > 7) && (var(43)/100%10 = 3) && (var(43)%100 = 1) && (Power >= 2000)
trigger1 = (StateNo = 2025 || StateNo = 2) && (P2BodyDist X < 40) && (P2BodyDist Y = [-65,20]) && 0
trigger2 = StateNo = 210 && Movehit && (var(43)/100%10 = 3) && (var(43)%100 = 1)

[state -1, X^[XeA[];~i󒆃qbg
Type = ChangeState
Value = 1300
triggerall = (RoundState = 2) && (var(59) > 7) && (var(43)/100%10 = 3) && (var(43)%100 = 1) && (Power < 2000)
trigger1 = (StateNo = 2025 || StateNo = 2) && (P2BodyDist X < 20) && (P2BodyDist Y = [-65,20])
trigger2 = StateNo = 210 && Movehit && (var(43)/100%10 = 3) && (var(43)%100 = 1)

[state -1, ];~i󒆃qbg
Type = ChangeState
Value = 210
triggerall = (RoundState = 2) && (var(59) > 7) && (var(43)/100%10 = 3) && (var(43)%100 = 1) && (Power >= 2000)
trigger1 = (StateNo = 2025 || StateNo = 2) && (P2BodyDist X < 20) && (P2BodyDist Y = [-60,20])

[state -1, ҂];~i󒆃qbg
Type = ChangeState
Value = 2
triggerall = (RoundState = 2) && (var(59) > 7) && (var(43)/100%10 = 3) && (var(43)%100 = 1)
trigger1 = StateNo = 2025 && (P2BodyDist X < -10)
0
[state -1, ];~i󒆃qbg
Type = ChangeState
Value = 2025
ctrl = 0
triggerall = (RoundState = 2) && (var(59) > 7)
trigger1 = (StateNo = 2) && (var(43)/100%10 = [2,3]) && (var(43)%100 = 1)
trigger2 = (StateNo = 2) && (var(43)%100 = 3)

[state -1, ];XvbVA~i󒆃qbg
Type = ChangeState
Value = 2
ctrl = 0
triggerall = (RoundState = 2) && (var(59) > 7) && (random <= (var(59)**3))
trigger1 = (StateNo = 3000 || StateNo = 3005) && AnimTime = 0 && (var(43)%100 = [2,3])
trigger2 = (StateNo = 1420 || StateNo = 1470) && AnimTime = 0 && (var(43)/100%10 = 1) && (var(43)%100 = 1)

[State -1,sW󒆃qbg];
type = varset
var(43) = var(43) + 4
triggerall = (RoundState = 2) && (var(59) > 7) && (var(43)%100 = 0) && !IsHelper
trigger1 = NumHelper(1105)
trigger1 = P2StateType = A && (Helper(1105),MoveHit)
trigger2 = NumHelper(1115)
trigger2 = P2StateType = A && (Helper(1115),MoveHit)

[State -1,sW󒆃qbg2];gbv
type = varset
var(43) = var(43) + 100
triggerall = (RoundState = 2) && (var(59) > 7) && (var(43)/100%10 = 0) && (var(43)%100 = 4) && !IsHelper
trigger1 = StateNo = 1205

[State -1,sW󒆃qbg2];󒆋P
type = varset
var(43) = var(43) + 100
triggerall = (RoundState = 2) && (var(59) > 7) && (var(43)/100%10 = 1) && (var(43)%100 = 4) && !IsHelper
trigger1 = StateNo = 610 && Movehit

[State -1,sW󒆃qbg3];Ⴊ݋Pqbg
type = varset
var(43) = var(43) + 100
triggerall = (RoundState = 2) && (var(59) > 7) && (var(43)/100%10 = 2) && (var(43)%100 = 4) && !IsHelper
trigger1 = StateNo = 410 && Movehit

[State -1,sW󒆃qbg4];~iXebvqbg
type = varset
var(43) = var(43) + 100
triggerall = (RoundState = 2) && (var(59) > 7) && (var(43)/100%10 = 3) && (var(43)%100 = 4) && !IsHelper
trigger1 = (StateNo = 1420 || StateNo = 1470) && MoveHit = 1


[State -1,~i󒆃qbg];
type = varset
var(43) = var(43) + 1
triggerall = (RoundState = 2) && (var(59) > 7) && (var(43)%100 = 0) && !IsHelper
trigger1 = (StateNo = [1420,1470]) && MoveHit = 1

[State -1,~i󒆃qbg];
type = varset
var(43) = var(43) - ifelse((var(43)%100 = 2),1,2)
triggerall = (RoundState = 2) && (var(59) > 7) && (var(43)%100 = [2,3]) && !IsHelper
trigger1 = (StateNo = [1420,1470]) && MoveHit = 1

[State -1,XvbVqbg];
type = varset
var(43) = var(43) + ifelse(StateNo = 3000,2,3)
triggerall = (RoundState = 2) && (var(59) > 7) && (var(43)%100 = 0) && !IsHelper
trigger1 = (ProjHitTime(3060) = 1) && (StateNo = 3000 || StateNo = 3005)

[State -1,~i󒆃qbg];
type = varset
var(43) = var(43) + 100
triggerall = (RoundState = 2) && (var(59) > 7) && (var(43)%100 = 1) && !IsHelper
trigger1 = var(43)/100%10 = 0
trigger2 = (var(43)/100%10 = 1) && StateNo = 2
trigger3 = (var(43)/100%10 = 2) && StateNo = 2025

[State -3, XvbVqbg̑荂]
type = varset
trigger1 = (ProjHitTime(3060) = 1) && (StateNo = 3000 || StateNo = 3005) && !IsHelper
var(44) = floor(P2dist Y)


[State -1, Wvp];rbgJ[h
type = varset
var(41) = var(41) + 10
triggerall = (var(59) > 5) && (var(41)/10%10 = 0) && (random < (var(59)**3)) && (StateType != A) && !Ishelper && ctrl
triggerall = var(34) = [0,16]
triggerall = random%10 = [0,1]
triggerall = (P2Bodydist X = [0,80])
trigger1 = P2StateNo = 5120
Trigger1 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime = (-18 + (random%5)*3))
Trigger2 = P2StateNo = 5110

[State -1, Wvp];WvrbgJ[hO
type = varset
var(41) = var(41) + 20
triggerall = (var(59) > 5) && (var(41)/10%10 = 0) && (random < (var(59)**3)) && (StateType != A) && !Ishelper && (ctrl || (StateNo = [25,26]))
triggerall = var(34) = [0,5]
triggerall = random%10 = [0,1]
triggerall = (P2Bodydist X = [70,160]) && Backedgebodydist > 30
trigger1 = P2StateNo = 5120
Trigger1 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime = (-15 + (random%3)*5))
Trigger2 = P2StateNo = 5110

[State -1, Wvp];WvrbgJ[h
type = varset
var(41) = var(41) + 30
triggerall = (var(59) > 5) && (var(41)/10%10 = 0) && (random < (var(59)**3)) && (StateType != A) && !Ishelper && (ctrl || (StateNo = [25,26]))
triggerall = var(34) = [0,5]
triggerall = random%10 = [0,1]
triggerall = (P2Bodydist X = [40,80]) && Backedgebodydist > 30
trigger1 = P2StateNo = 5120
Trigger1 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime = (-15 + (random%3)*5))
Trigger2 = P2StateNo = 5110

[State -1, Wvp];WvrbgJ[h
type = varset
var(41) = var(41) + 40
triggerall = (var(59) > 5) && (var(41)/10%10 = 0) && (random < (var(59)**3)) && (StateType != A) && !Ishelper && (ctrl || (StateNo = [25,26]))
triggerall = var(34) = [0,5]
triggerall = random%10 = [0,1]
triggerall = (P2Bodydist X = [-20,40]) && Backedgebodydist > 30
trigger1 = P2StateNo = 5120
Trigger1 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime = (-15 + (random%3)*5))
Trigger2 = P2StateNo = 5110

[State -1, Wv]
Type = ChangeState
Value = Ifelse(P2BodyDist X > 50,41,115)
Trigger1 = (var(59) > 5) && (RoundState = 2) && (StateType != A) && (ctrl || (StateNo = [25,26])) && (var(41)/10%10 = 1)

[State -1, Wv]
Type = ChangeState
Value = 42
Trigger1 = (var(59) > 5) && (RoundState = 2) && (StateType != A) && (ctrl || (StateNo = [25,26]))
trigger1 = var(41)/10%10 = 3

[State -1, Wv]
Type = ChangeState
Value = 43
Trigger1 = (var(59) > 5) && (RoundState = 2) && (StateType != A) && (ctrl || (StateNo = [25,26]))
trigger1 = (var(41)/10%10 = 2) || (var(41)/10%10 = 4)


[State -1, TvCYMtg];
type = ChangeState
value = 1000 + (P2BodyDist X > 60)*2
triggerall = (var(59) > 5) && (RoundState = 2) && (statetype != A) && (random <= (var(59)**3)) && (ctrl || (StateNo = [25,26])) && (NumHelper(1001) = 0)
triggerall = random%10 = [0,1]
triggerall = (P2Bodydist X = [30,50]) || (P2Bodydist X = [90,130])
trigger1 = P2StateNo = 5120
Trigger1 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime = -10) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime = -14) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime = -19)
Trigger2 = P2StateNo = 5110

[State -1, sWJ[h];
type = ChangeState
value = 1100 + (P2BodyDist X > 195)*10
triggerall = (var(59) > 5) && (RoundState = 2) && (statetype != A) && (random <= (var(59)**3)) && (ctrl || (StateNo = [25,26]))
triggerall = var(32) = 0
triggerall = random%10 = [0,1]
triggerall = P2Bodydist X = [65,200]
trigger1 = P2StateNo = 5120
Trigger1 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime = -6) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime = -10) || (EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime = -14)
Trigger2 = P2StateNo = 5110

[State -1, fBWgbv];
type = ChangeState
value = 1205
triggerall = (var(59) > 5) && (RoundState = 2) && (statetype != A) && (random <= (var(59)**3)) && (ctrl || (StateNo = [25,26]) || StateNo = 0) 
triggerall = P2Bodydist X = [-30,30]
trigger1 = P2StateNo = 5120
Trigger1 = (EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime = -1)

[State -1, fBWgbv]
type = ChangeState
value = 1205
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype != A) && (random <= (var(59)**3)) && ctrl
trigger1 = NumHelper(1105) && P2MoveType = H && P2StateType = A
trigger1 = P2BodyDist X = [30,100]
trigger2 = NumHelper(1115) && P2MoveType = H && P2StateType = A
trigger2 = P2BodyDist X = [60,100]
trigger3 = var(43)%100 = 4

[State -1, Ⴊ݋P]
type = ChangeState
value = 410
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype != A) && (random <= (var(59)**3)) && StateNo = 52
trigger1 =  (var(43)%100 = 4) && (var(43)/100%10 = 2)

[State -1, ~iXebv]
type = ChangeState
value = 1400
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype != A) && (random <= (var(59)**3)) && StateNo = 410 && MoveHit = 1
trigger1 =  (var(43)%100 = 4) && (var(43)/100%10 = 3)

[State -1, ]
type = ChangeState
value = 2025
ctrl = 0
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype != A) && (random <= (var(59)**3)) && StateNo = 1420 && AnimTime = 0
trigger1 =  (var(43)%100 = 4) && (var(43)/100%10 = 4)

[State -1, yKTXbV]
type = ChangeState
value = 3100
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype != A) && (random <= (var(59)**3)) && StateNo = 2025 && (Power >= 2000)
trigger1 =  (var(43)%100 = 4) && (var(43)/100%10 = 4)

[State -1, ق]
type = ChangeState
value = 200
triggerall = (RoundState = 2) && (var(59) > 7) && (statetype != A) && (random <= (var(59)**3)) && StateNo = 2025
trigger1 =  (var(43)%100 = 4) && (var(43)/100%10 = 4) && Time >=0


[State -1,ϐZbg]
type = VarSet
triggerall = (var(41)/10%10 > 0) && !IsHelper
trigger1 = StateNo = 52
trigger2 = MoveType = H && (StateNo >= 5000)
trigger3 = MoveType = H && ((StateNo = [150,155]) && Time = 1)
trigger4 = StateNo = 1150 || StateNo = 1160
var(41) = var(41) - (var(41)/10%10*10)


;R{
;----------------------------------------------------------------------
[state -1, yKTXbV]
Type = ChangeState
Value = 3100
triggerall = (RoundState = 2) && (var(59) > 5) && (Power >= 2000)
triggerall = (StateNo = 200 || StateNo = 210 || StateNo = 400 ||StateNo = 410 || StateNo = 430) && P2Bodydist Y >= -30
trigger1 = (Movehit = 1) && (P2StateNo = [5000,5200]) && (P2Bodydist X <= 20 || ((EnemyNear(EnemyNear,Life=0 && P2Life!=0),backedgebodydist < -20)))
trigger2 = (Movehit = 1) && (P2StateNo = [5000,5200]) && P2StateType = A && (P2Bodydist X <= 25)

[State -1, X^[XeA[Y]
type = ChangeState
value = 1300
triggerall = (RoundState = 2) && (var(59) > 2) && (statetype != A) && (random <= (var(59)**3))
triggerall = (StateNo = 200 || StateNo = 210 || StateNo = 400 ||StateNo = 410 || StateNo = 430)
trigger1 = (Movehit = 1) && (P2StateNo = [5000,5200]) && (P2Bodydist X <= 5 || ((EnemyNear(EnemyNear,Life=0 && P2Life!=0),backedgebodydist < -20) && P2Bodydist Y >= -40))
trigger2 = (Movehit = 1) && (P2StateNo = [5000,5200]) && P2StateType = A && (P2Bodydist X <= 15)

[State -1, ~iXebv]
type = ChangeState
value = 1400
triggerall = (RoundState = 2) && (var(59) > 2) && (statetype != A) && (random <= (var(59)**3)) && (var(43)%100 != 2)
trigger1 = (StateNo = 210 || StateNo = 410) && P2StateType = A && (random%10 = [0,3])
trigger1 = (Movehit = 1) && (P2StateNo = [5000,5200]) && P2Bodydist Y >= -90

[State -1, sWJ[h]
type = ChangeState
value = 1100 + (P2StateType = A && P2Bodydist Y < -30 && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),backedgebodydist > 20))*10
triggerall = (RoundState = 2) && (var(59) > 2) && (statetype != A) && (random <= (var(59)**3)) && (var(43)%100 != 2)
triggerall = var(32) = 0
trigger1 = (StateNo = 210 || StateNo = 410 || StateNo = 240) && (random%10 = [0,3])
trigger1 = (Movehit = 1) && (P2StateNo = [5000,5200]) && P2Bodydist Y >= -90

[State -1, fBWgbv]
type = ChangeState
value = 1200 + (random%2 = 0)*5
triggerall = (RoundState = 2) && (var(59) > 2) && (statetype != A) && (random <= (var(59)**3)) && (var(43)%100 != 2)
trigger1 = (StateNo = 210 || StateNo = 410 || StateNo = 240) && (random%10 = [0,2])
trigger1 = Movecontact = 1

[State -1, TvCYMtg]
type = ChangeState
value = 1000 + (P2BodyDist X = [90,130])*2
triggerall =  (RoundState = 2) && (var(59) > 7) && (statetype != A) && (random <= (var(59)**3)) && ctrl && (random%10 = [0,3]) && (NumHelper(1001) = 0)
trigger1 = NumHelper(1105) && (P2MoveType = H || (P2StateNo = [120,155])) && P2StateType != A
trigger1 = P2BodyDist X = [20,55]
trigger2 = NumHelper(1115) && (P2MoveType = H || (P2StateNo = [120,155])) && P2StateType != A
trigger2 = P2BodyDist X = [90,130]

[State -1, ]
type = ChangeState
value = 210
triggerall = (RoundState = 2) && (var(59) > 7) && (random <= (var(59)**3)) && (statetype != A)
triggerall = stateno = 200
trigger1 = (Movehit && P2StateType != A) && (P2StateNo = [5000,5200]) && Time >= 6 && P2Bodydist X <= 20 && P2Bodydist Y >= -55
trigger2 = (Movehit && P2StateType = A) && (P2StateNo = [5000,5200]) && Time >= 6 && P2Bodydist X <= 30 && P2Bodydist Y >= -55

[State -1, ]
type = ChangeState
value = 210
triggerall = (RoundState = 2) && (var(59) > 2) && (random <= (var(59)**3)*3) && (statetype != A)
triggerall = stateno = 200
trigger1 = (Movehit) && (P2StateNo = [5000,5200]) && Time >= 6
trigger2 = (Movehit = 0 && PrevStateNo = 200 && P2StateType = A) && (P2StateNo = [5000,5200]) && Time >= 6 && P2Bodydist X <= 40 && P2Bodydist Y >= -65

[State -1, ]
type = ChangeState
value = 240
triggerall = (RoundState = 2) && (var(59) > 2) && (statetype != A) && (random <= (var(59)**3)*3)
trigger1 = stateno = 230
trigger1 = (Movecontact) && Time >= 8

[State -1, ]
type = ChangeState
value = 400
triggerall = (RoundState = 2) && (var(59) > 7) && (random <= (var(59)**3)) && (statetype != A)
trigger1 = stateno = 400
trigger1 = (Movehit) && (P2StateNo = [5000,5200]) && Time > 6 && P2Bodydist X <= 28

[State -1, ]
type = ChangeState
value = 410
triggerall = (RoundState = 2) && (var(59) > 2) && (random <= (var(59)**3)*3) && (statetype != A)
trigger1 = stateno = 400
trigger1 = (Movehit) && (P2StateNo = [5000,5200]) && Time > 6

[State -1, ]
type = ChangeState
value = 440
triggerall = (RoundState = 2) && (var(59) > 2) && (random <= (var(59)**3)*3) && (statetype != A)
trigger1 = stateno = 430
trigger1 = (Movehit = 1) && (P2StateNo = [5000,5200]) && Time > 4 && P2BodyDist X = [-20,20]

[State -1, ]
type = ChangeState
value = 410
triggerall = (RoundState = 2) && (var(59) > 2) && (random <= (var(59)**3)*3) && (statetype != A)
trigger1 = stateno = 430
trigger1 = (Movehit) && (P2StateNo = [5000,5200]) && Time > 6

;ډ
;----------------------------------------------------------------------
[State -1, P]
Type = ChangeState
Value = 200
Triggerall = (RoundState = 2) && (var(59) > 2) && StateType != A && StateNo = 52 && (random <= (var(59)**3)*3) && (P2StateType != L)
triggerall = P2BodyDist Y > -50
trigger1 = (var(41)%10 = [1,2]) ||  (var(41)%10 = [7,8])
trigger2 = (P2BodyDist X = [-80,33]) && (P2StateNo >= 5000)

[State -1, K]
Type = ChangeState
Value = 230
Triggerall = (RoundState = 2) && (var(59) > 2) && StateType != A && StateNo = 52 && (random <= (var(59)**3)*3) && (P2StateType != L)
triggerall = P2BodyDist Y > -30
trigger1 = var(41)%10 = [3,6]
trigger2 = (P2BodyDist X = [-80,40]) && (P2StateNo >= 5000)

[State -1, Ⴊ݋P]
Type = ChangeState
Value = 410
Triggerall = (RoundState = 2) && (var(59) > 2) && StateType != A && StateNo = 52 && (random <= (var(59)**3)*3) && (P2StateType != L)
triggerall = P2BodyDist Y > -100
trigger1 =( P2BodyDist X = [-80,60]) && (P2StateNo >= 5000)


[State -1, ႪݎK]
Type = ChangeState
Value = 430
Triggerall = (RoundState = 2) && (var(59) > 2) && StateType != A && StateNo = 52 && (random <= (var(59)**3)*3) && (P2StateType != L)
triggerall = P2BodyDist Y > -20
trigger1 = (P2BodyDist X = [-80,28]) && (P2MoveType = H)

[State -1, ႪݎP]
Type = ChangeState
Value = 400
Triggerall = (RoundState = 2) && (var(59) > 2) && StateType != A && StateNo = 52 && (random <= (var(59)**3)*3) && (P2StateType != L)
triggerall = P2BodyDist Y > -20
trigger1 = (P2BodyDist X = [-80,32]) && (P2MoveType = H)

[State -1,WvUZbg]
type = VarSet
triggerall = !IsHelper
triggerall = var(41)%10 = [1,6]
trigger1 = MoveType = H && (StateNo != [120,145])
trigger2 = MoveType = A && StateType != A
trigger3 = StateNo = 52
var(41) = var(41) - (var(41)%10)

;
;----------------------------------------------------------------------
;
[State -1,Zbg]
type = VarSet
triggerall = !IsHelper
triggerall = (var(41)%10 = [1,8]) && (var(41)/10%10 = [1,9])
trigger1 = StateType = A
var(41) = var(41) - (var(41)/100%10*100)

[State -1,Zbg]
type = VarSet
triggerall = !IsHelper
triggerall = (var(41)/1000%10 = [1,8])
trigger1 = MoveType = A || (MoveType = H && ((StateNo = [5000,5200]) || (StateNo = [154,155]))) || StateType != A
var(41) = var(41) - (var(41)/1000%10*1000)

[State -1,2iWv]
type = VarSet
triggerall = !IsHelper
triggerall = var(41)/1000%10 = 0 && (var(41)/10%10 = 0) && (var(41)%10 = 0) && (var(23) = 0) && (var(26) = 0) && ctrl
trigger1 = P2MoveType = A && P2StateType != A && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel X = [-2,0]) && (Vel Y = [-2,-0.5]) && (random%10 = [0,1])
trigger1 = P2BodyDist X = [80,150]
var(41) = var(41) + 1000

[State -1,2iWv2]
type = VarSet
triggerall = !IsHelper
triggerall = var(41)/1000%10 = 0 && (var(41)/10%10 = 0) && (var(41)%10 = 0) && (var(23) = 0) && (var(26) = 0)
trigger1 = P2MoveType = A && P2StateType != A && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel X = [-2,0]) && (Vel Y = [-2,-0.5]) && (random%10 = [0,1]) && ctrl
trigger1 = P2BodyDist X = [-20,90]
trigger2 = (facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 0) || !((EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime <= -9) && P2MoveType = A)
trigger2 = (stateno = 1210 && time = 8) && ((random%10 = [0,2]) || (P2StateType = L && (random%2 = 0)))
var(41) = var(41) + 2000

[State -1,2iWv3]
type = VarSet
triggerall = !IsHelper
triggerall = var(41)/1000%10 = 0 && (var(41)/10%10 = 0) && (var(41)%10 = 0) && (var(23) = 0) && (var(26) = 0)
trigger1 = P2MoveType = A && P2StateType != A && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel X = [-2,4]) && (Vel Y = [-6,-0.5]) && (random%10 = [0,1]) && ctrl
trigger1 = P2BodyDist X = [-50,90]
trigger2 = (facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing = 0) || !((EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime <= -9) && P2MoveType = A)
trigger2 = (stateno = 1210 && time = 8) && ((random%10 = [0,2]) || P2StateType = L)
var(41) = var(41) + 3000

[State -1,2iWv3_OWvrbgLZ]
type = VarSet
triggerall = !IsHelper
triggerall = var(41)/1000%10 = 0 && ((var(41)/10%10 = 6) || (var(41)/100%10 = 4)) && (var(23) = 0) && (var(26) = 0)
trigger1 =P2StateType = A && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel X = [-1,4]) && (Vel Y = [-6,-0.5]) && ctrl
trigger1 = P2BodyDist X = [-50,90]
var(41) = var(41) + 3000


[State -1, 2iWvA]
Type = ChangeState
Value = 46
TriggerAll = (RoundState = 2) && (var(59) > 0) && StateType = A && (ctrl || stateno = 1210) && (var(23) = 0) && (var(26) = 0) && P2MoveType != H
trigger1 = var(41)/1000%10 = [1,2]

[State -1, 2iWvB]
Type = ChangeState
Value = 48
TriggerAll = (RoundState = 2) && (var(59) > 0) && StateType = A && (ctrl || stateno = 1210) && (var(23) = 0) && (var(26) = 0) && P2MoveType != H
trigger1 = var(41)/1000%10 = 3

[State -1, I[XCh]
Type = ChangeState
Value = 1500
TriggerAll = (RoundState = 2) && (var(59) > 2) && (random <= (var(59)**3)*3) && StateType = A && P2StateType != A
trigger1 = (StateNo = 630) && MoveHit && Vel X = 0

[State -1, rbgJ[h]
Type = ChangeState
Value = 1150
TriggerAll = (RoundState = 2) && (var(59) > 0) && StateType = A && (ctrl || StateNo = 116) && ((var(41)/10%10 = 1) || (var(41)/10%10 = [6,7]) || var(41)/1000%10 = [2,3])
Trigger1 = (var(40)/100%10 = 1) && (var(40)%100 = 16)
Trigger2 = (var(40)/100%10 = 2) && (var(40)%100 = 12)
Trigger3 = var(41)/1000%10 = [2,3]

[State -1, rbgJ[h]
Type = ChangeState
Value = 1150
TriggerAll = (RoundState = 2) && (var(59) > 0) && StateType = A && (ctrl || StateNo = 116) && (var(41)/10%10 = [3,4])
Trigger1 = (var(40)/100%10 = 1) && (var(40)%100 = 1)

[State -1, rbgJ[h]
Type = ChangeState
Value = 1150
TriggerAll = (RoundState = 2) && (var(59) > 0) && StateType = A && (ctrl || StateNo = 116) && (var(41)/100%10 = [5,7])
trigger1 = (var(41)/100%10 = 5) && (var(40)%100 = (ifelse((random%3=0),1,(ifelse(random%2,6,12)))))
trigger2 = (var(41)/100%10 = 5) && (var(40)%100 = 12)
trigger3 = (var(41)/100%10 = 6) && (var(40)%100 = 1)
trigger4 = (var(41)/100%10 = 7) && (var(40)%100 = (ifelse((random%3=0),1,(ifelse(random%2,8,16)))))
trigger5 = (var(41)/100%10 = 7) && (var(40)%100 = 16)

[State -1, rbgJ[hO]
Type = ChangeState
Value = 1160 - (P2BodyDist X < 30)*10
TriggerAll = (RoundState = 2) && (var(59) > 0) && StateType = A && (ctrl || StateNo = 116)
Trigger1 = (var(40)%100 >= 1) && (var(41)/10%10 = 2)
trigger2 = (var(40)%100 >= 1) && (var(41)/10%10 = 8)
trigger3 = (var(41)/100%10 = 4) && (var(40)%100 = (ifelse((random%3=0),1,(ifelse(random%2,10,26)))))
trigger4 = (var(41)/100%10 = 4) &&(var(40)%100 = 30)

[State -1, rbgJ[hO]
Type = ChangeState
Value = 1160 - (P2BodyDist X < 30)*10
TriggerAll = (RoundState = 2) && (var(59) > 0) && StateType = A && ctrl && (var(41)/10%10 = 5)
Trigger1 = (var(40)/100%10 = 1)
trigger1 = ((var(40)%100 = 20) && (random%3 = 0)) || ((var(40)%100 = 25) && (random%2 = 0)) || (var(40)%100 = 30)


[State -1, JP]
Type = ChangeState
Value = 610
TriggerAll = (RoundState = 2) && StateType = A && ctrl && (var(41)%10 = 1)
trigger1 = (var(40)%100 >= 19) && (var(40)/100%10 = 1)
trigger2 = (var(40)%100 >= 15) && (var(40)/100%10 = 2)

[State -1, JK]
Type = ChangeState
Value = 640
TriggerAll = (RoundState = 2) && StateType = A && ctrl && (var(41)%10 = 2)
trigger1 = (var(40)%100 >= 14) && (var(40)/100%10 = 1)
trigger2 = (var(40)%100 >= 10) && (var(40)/100%10 = 2)

[State -1, JP]
Type = ChangeState
Value = 610
TriggerAll = (RoundState = 2) && StateType = A && StateNo = 116 && (var(41)%10 = 3)
trigger1 = (var(40)%100 >= 16) && (var(40)/100%10 = 1)
trigger2 = (var(40)%100 >= 12) && (var(40)/100%10 = 2)

[State -1, JK]
Type = ChangeState
Value = 640
TriggerAll = (RoundState = 2) && StateType = A && StateNo = 116 && (var(41)%10 = 4)
trigger1 = (var(40)%100 >= 11) && (var(40)/100%10 = 1)
trigger2 = (var(40)%100 >= 7) && (var(40)/100%10 = 2)

[State -1, JK]
Type = ChangeState
Value = 640
TriggerAll = (RoundState = 2) && StateType = A && ctrl && (var(41)%10 = 5)
trigger1 = var(40)%100 >= 10

[State -1, JK]
Type = ChangeState
Value = 640
TriggerAll = (RoundState = 2) && StateType = A && StateNo = 116 && (var(41)%10 = 6)
trigger1 = var(40)%100 >= 7

[State -1, JK]
Type = ChangeState
Value = 640
TriggerAll = (RoundState = 2) && StateType = A && ctrl && (var(41)%10 = 7)
trigger1 = var(40)%100 >= 13

[State -1, JK]
Type = ChangeState
Value = 640
TriggerAll = (RoundState = 2) && StateType = A && StateNo = 116 && (var(41)%10 = 8)
trigger1 = var(40)%100 >= 10

[State -1, 󒆓]
Type = ChangeState
Value = 850
TriggerAll = (RoundState = 2) && StateType = A && ctrl && (var(41)%10 = 9) && (Pos Y < -30)
trigger1 = (P2BodyDist X = [-30,(10+(EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X + Vel X)*2)]) && (P2BodyDist Y = [-40,0])


[State -1, rbgJ[hO]
Type = ChangeState
Value = 1160 - (P2BodyDist X < 30)*10
TriggerAll = (RoundState = 2) && (var(59) > 5) && (random <= (var(59)**3)) && StateType = A
trigger1 = stateno = 1210 && Time = 8 && ((random%10 = [0,2]) || (P2StateType = L)) && (P2MoveType != H)
trigger1 = var(34) = 0
trigger2 = (var(40)%100 >= 30) && (var(40)/100%10 = 1) && P2StateType != A && ctrl
trigger3 = (var(40)%100 >= 26) && (var(40)/100%10 = 2) && P2StateType != A && StateNo = 116

[State -1, JP]
Type = ChangeState
Value = 600
TriggerAll = (RoundState = 2) && (var(59) > 0) && (random <= (var(59)**3)) && StateType = A && (var(41)/10%10 = 0) && (var(41)/100%10 = 0) && P2StateType != L && (var(41)%10 != 9)
TriggerAll = P2BodyDist X = [-20,((52+(EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X + Vel X)*9))]
Trigger1 = (P2BodyDist Y = [-70,30]) && (random%10 = [0,2])
trigger1 = P2StateType = A && (ctrl || (stateno = 1210 && time > 7) || stateno = 61)
trigger1 = Vel Y < -1
trigger2 = stateno = 1210 && time > 7
trigger2 = (facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing != 0) && ((EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime <= -9) && P2MoveType = A)

[State -1, JK]
Type = ChangeState
Value = 630
TriggerAll = (RoundState = 2) && (var(59) > 0) && (random <= (var(59)**3)) && StateType = A && (var(41)/10%10 = 0) && (var(41)/100%10 = 0) && P2StateType != L && (var(41)%10 != 9)
TriggerAll = P2BodyDist X = [-60,((10+(EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X + Vel X)*6))]
Trigger1 = (P2BodyDist Y = [-10,90]) && (random%10 = [0,2])
trigger1 = (ctrl || (stateno = 1210 && time > 7) || stateno = 61)
trigger1 = Vel Y > -1
trigger2 = (var(40)/100%10 = 1) && (var(40)%100 >= 35) && P2StateType != A
trigger2 = (ctrl || stateno = 61)
trigger3 = (var(40)/100%10 = 2) && (var(40)%100 >= 31) && P2StateType != A
trigger3 = (ctrl || stateno = 61)
trigger4 = stateno = 1210 && time > 7
trigger4 = (facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing != 0) && ((EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime <= -6) && P2MoveType = A)

[State -1, JP]
Type = ChangeState
Value = 610
TriggerAll = (RoundState = 2) && (var(59) > 0) && (random <= (var(59)**3)) && StateType = A && (var(41)/10%10 = 0) && (var(41)/100%10 = 0) && P2StateType != L && (var(41)%10 != 9)
TriggerAll = P2BodyDist X = [-40,((48+(EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X + Vel X)*12))]
TriggerAll = P2BodyDist Y = [-70,0]
trigger1 = (var(40)%100 >= 19) && (var(40)/100%10 = 1) && P2StateType != A && ctrl
trigger2 = (var(40)%100 >= 15) && (var(40)/100%10 = 2) && P2StateType != A && ctrl
trigger3 = (ctrl || (stateno = 1210 && time > 7) || stateno = 61)
trigger4 = stateno = 1210 && time > 7
trigger4 = (facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing != 0) && ((EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime <= -12) && P2MoveType = A)

[State -1, JP]
Type = ChangeState
Value = 610
TriggerAll = (RoundState = 2) && (var(59) > 5) && (random <= (var(59)**3)) && (var(41)/10%10 = 0) && (var(41)/100%10 = 0)
trigger1 = stateno = 1210 && time > 7
trigger1 = (P2BodyDist X = [-30,60]) && P2MoveType = H && P2StateType != L

[State -1, JP]
Type = ChangeState
Value = 610
TriggerAll = (RoundState = 2) && (var(59) > 2) && (random <= (var(59)**3)*3) && StateType = A && (var(41)/10%10 = 0) && (var(41)/100%10 = 0) && P2StateType != L && (var(41)%10 != 9)
trigger1 = (StateNo = 600 || StateNo = 630) && MoveContact

[State -1, JK]
Type = ChangeState
Value = 640
TriggerAll = (RoundState = 2) && (var(59) > 0) && (random <= (var(59)**3)) && StateType = A && ctrl && (var(41)/10%10 = 0) && (var(41)/100%10 = 0) && P2StateType != L && (var(41)%10 != 9)
TriggerAll = P2BodyDist X = [-60,((7+(EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X + Vel X)*12))]
TriggerAll = P2BodyDist Y = [30,140]
trigger1 = (var(40)%100 >= 14) && (var(40)/100%10 = 1) && P2StateType != A && ctrl
trigger2 = (var(40)%100 >= 10) && (var(40)/100%10 = 2) && P2StateType != A && StateNo = 116
trigger3 = (ctrl || (stateno = 1210 && time > 7) || stateno = 61)
trigger4 = stateno = 1210 && time > 7
trigger4 = (facing + EnemyNear(EnemyNear,Life=0 && P2Life!=0),facing != 0) && ((EnemyNear(EnemyNear,Life=0 && P2Life!=0),AnimTime <= -12) && P2MoveType = A)

;
;------------------------------------------------------------------
[State -1,Zbg]
type = VarSet
triggerall = !IsHelper
triggerall = var(41)/100%10 = [1,9]
trigger1 = MoveType = H && (StateNo != [120,145])
trigger2 = ((MoveType = A && StateNo = 240) || (StateNo = 2025 && Time >= 40) || (P2StateType = A && P2MoveType != H) || (P2StateType = L) || StateNo != 25) && (var(41)/100%10 = 1)
trigger3 = (StateNo = 1160 || StateNo = 52) && (var(41)/100%10 = 4)
trigger4 = ((StateNo = [1150,1160]) || StateNo = 52) && (var(41)/100%10 = [5,7])
trigger5 = ((StateNo = 2025 && (Time >= 40 || P2BodyDist X < 100)) || (P2StateType = L) || P2MoveType = A || InguardDist || Frontedgebodydist <= 40 || StateNo != 25) && (var(41)/100%10 = 3)
trigger6 = ((StateNo = 2026 && (Time >= 40 || P2BodyDist X >= 100)) || (P2StateType = L) || P2MoveType = A || InguardDist || backedgebodydist <= 50 || StateNo != 26) && (var(41)/100%10 = 2)
var(41) = var(41) - (var(41)/100%10*100)

[State -1, OK]
type = VarSet
triggerall = (var(59) > 5) && !IsHelper && (var(41)/100%10 = 0) && (var(41)/10%10 = 0) && (random <= (var(59)**3))
triggerall = (RoundState = 2) && (StateType != A) && ctrl && (P2StateType != L)
triggerall = random%10 = [0,1]
trigger1 = (P2movetype != A) && (P2bodydist X = [80,130])
var(41) = var(41) + 100

[State -1, Ol]
type = VarSet
triggerall = (var(59) > 5) && !IsHelper && (var(41)/100%10 = 0) && (var(41)/10%10 = 0) && (random <= (var(59)**3))
triggerall = (RoundState = 2) && (StateType != A) && ctrl && (P2StateType != L)
triggerall = random%10 = [0,1]
trigger1 = (P2movetype != A) && (P2bodydist X >= 130)
var(41) = var(41) + 300

[State -1, OWvrbgO]
type = VarSet
triggerall = (var(59) > 5) && !IsHelper && (var(41)/100%10 = 0) && (var(41)/100%10 = 0) && (random <= (var(59)**3))
triggerall = (RoundState = 2) && (StateType != A) && ctrl && P2StateType != A && (P2StateType != L)
triggerall = random%10 = [0,1]
triggerall = var(34) = [0,5]
trigger1 = (P2movetype != A) && (P2bodydist X > 150)
var(41) = var(41) + 400

[State -1, WvrbgO]
type = VarSet
triggerall = (var(59) > 5) && !IsHelper && (var(41)/100%10 = 0) && (var(41)/10%10 = 0) && (random <= (var(59)**3))
triggerall = (RoundState = 2) && (StateType != A) && ctrl && P2StateType != A && (P2StateType != L)
triggerall = random%10 = [0,1]
triggerall = var(34) = [0,5]
trigger1 = (P2movetype != A) && (P2bodydist X > 150)
var(41) = var(41) + 80

[State -1, ]
Type = ChangeState
Value = 2025
Trigger1 = (RoundState = 2) && StateType != A && ctrl && ((var(41)/100%10 = 1) || (var(41)/100%10 = 3)) && (StateNo != [120,131])

[State -1, OWvrbgO]
Type = ChangeState
Value = 41
Trigger1 = (var(59) > 2) && (RoundState = 2) && (StateType != A) && ctrl && (random <= (var(59)**3))
trigger1 = var(41)/100%10 = 4

[State -1, Xebv]
Type = ChangeState
Value = 100
TriggerAll = (RoundState = 2) && (var(59) > 0) && StateType != A && ctrl && (random <= (var(59)**3)) && (var(41)/100%10 = 0) && (var(41)/10%10 = 0)
triggerall = random%10 = [0,1]
Trigger1 = (var(59) > 5) && NumHelper(1155) && (P2bodydist X > 150) && P2MoveType != A && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel X < 1)
trigger2 = (var(59) = [1,5]) && (P2bodydist X > 150) && P2MoveType != A

[State -1, sW]
Type = ChangeState
Value = 1110
TriggerAll = (RoundState = 2) && (var(59) > 2) && StateType != A && ctrl && (random <= (var(59)**3)) && (var(41)/100%10 = 0) && (var(41)/10%10 = 0)
triggerall = random%10 = [0,1]
Trigger1 = (var(59) > 5) && (NumHelper(1155) || NumHelper(1001)) && (P2bodydist X = [190,260]) && P2MoveType != A
trigger2 = (var(59) = [3,5]) && (P2bodydist X > 110) && P2MoveType != A

[State -1, Mtg]
Type = ChangeState
Value = 1002
TriggerAll = (RoundState = 2) && (var(59) > 2) && StateType != A && ctrl && (random <= (var(59)**3)) && (var(41)/100%10 = 0) && (var(41)/10%10 = 0)
triggerall = random%10 = [0,1]
Trigger1 = (var(59) = [6,7]) && (NumHelper(1155) || NumHelper(1105) || NumHelper(1115)) && (P2bodydist X = [100,130]) && P2MoveType != A
trigger2 = (var(59) = [3,5]) && (P2bodydist X = [100,130]) && P2MoveType != A

[State -1, ~iXebv]
Type = ChangeState
Value = 1450
TriggerAll = (RoundState = 2) && (var(59) > 2) && StateType != A && ctrl && (random <= (var(59)**3)) && (var(41)/100%10 = 0) && (var(41)/10%10 = 0) && (P2StateType != L) && (P2MoveType != H)
triggerall = random%10 = [0,1]
Trigger1 = (var(59) = [6,7]) && (NumHelper(1155) || NumHelper(1001) || NumHelper(1105) || NumHelper(1115)) && (P2bodydist X = [140,180]) && P2MoveType != A
trigger2 = (var(59) = [3,5]) && (P2bodydist X = [140,190]) && P2MoveType != A

;
;------------------------------------------------------------------
[State -1, WvrbgO]
type = VarSet
triggerall = (var(59) > 2) && !IsHelper && (var(41)/100%10 = 0) && (var(41)/10%10 = 0) && (random <= (var(59)**3))
triggerall = (RoundState = 2) && (StateType != A) && ctrl && P2StateType != A
triggerall = random%10 = [0,1]
triggerall = var(34) = [0,5]
trigger1 = (P2movetype != A) && (P2bodydist X = [60,140])
var(41) = var(41) + 20

[State -1, nCWvrbg]
type = VarSet
triggerall = (var(59) > 5) && !IsHelper && (var(41)/100%10 = 0) && (var(41)/10%10 = 0) && (random <= (var(59)**3))
triggerall = (RoundState = 2) && (StateType != A) && ctrl && P2StateType != A
triggerall = random%10 = [0,1]
triggerall = var(34) = [0,5]
trigger1 = (P2movetype != A) && (P2bodydist X = [60,140])
var(41) = var(41) + 500

[State -1, ]
type = VarSet
triggerall = (var(59) > 5) && !IsHelper && (var(41)/100%10 = 0) && (var(41)/10%10 = 0) && (random <= (var(59)**3))
triggerall = (RoundState = 2) && (StateType != A) && ctrl
triggerall = random%10 = [0,1]
trigger1 = (P2movetype != A) && (P2bodydist X < 80) && (backedgebodydist > 50)
var(41) = var(41) + 200

[State -1, Wvrbg]
type = VarSet
triggerall = (var(59) > 5) && !IsHelper && (var(41)/100%10 = 0) && (var(41)/10%10 = 0) && (random <= (var(59)**3))
triggerall = (RoundState = 2) && (StateType != A) && ctrl && P2StateType != A
triggerall = random%10 = [0,1]
triggerall = var(34) = [0,5]
trigger1 = (P2movetype != A) && (P2bodydist X = [40,100])
var(41) = var(41) + 600

[State -1, OWvrbg]
type = VarSet
triggerall = (var(59) > 5) && !IsHelper && (var(41)/100%10 = 0) && (var(41)/10%10 = 0) && (random <= (var(59)**3))
triggerall = (RoundState = 2) && (StateType != A) && ctrl && P2StateType != A
triggerall = random%10 = [0,1]
triggerall = var(34) = [0,5]
trigger1 = (P2movetype != A) && (P2bodydist X = [20,90])
var(41) = var(41) + 700

[State -1, WvrbgO]
Type = ChangeState
Value = 42
Triggerall = (RoundState = 2) && (StateType != A) && ctrl
trigger1 = var(41)/10%10 = 8
trigger2 = var(41)/100%10 = 6

[State -1, sW]
Type = ChangeState
Value = 1100
TriggerAll = (RoundState = 2) && (var(59) > 2) && StateType != A && ctrl && (random <= (var(59)**3)) && (var(41)/100%10 = 0) && (var(41)/10%10 = 0)
triggerall = var(32) = 0
triggerall = random%10 = [0,1]
Trigger1 = (var(59) > 5) && NumHelper(1155) && (P2bodydist X = [130,220]) && P2MoveType != A
trigger2 = (var(59) = [3,5]) && (P2bodydist X = [35,120]) && P2MoveType != A

[State -1, ~iXebv]
Type = ChangeState
Value = 1400
TriggerAll = (RoundState = 2) && (var(59) > 2) && StateType != A && ctrl && (random <= (var(59)**3)) && (var(41)/100%10 = 0) && (var(41)/10%10 = 0) && (P2StateType != L) && (P2MoveType != H)
triggerall = random%10 = [0,1]
Trigger1 = (var(59) > 5) && (NumHelper(1155) || NumHelper(1001) || NumHelper(1105) || NumHelper(1115)) && (P2bodydist X = [95,135]) && P2MoveType != A
trigger2 = (var(59) = [3,5]) && (P2bodydist X = [95,135]) && P2MoveType != A

[State -1, fBWgbv]
Type = ChangeState
Value = 1205
TriggerAll = (RoundState = 2) && (var(59) > 2) && StateType != A && (ctrl || (StateNo = [25,26])) && (random <= (var(59)**3)) && ((var(41)/100%10 = 0) || (var(41)/100%10 = 2) || (var(41)/100%10 = 3)) && (var(41)/10%10 = 0)
Trigger1 = (var(59) > 7) && (NumHelper(1001) || NumHelper(1105) || NumHelper(1115)) && (P2bodydist X = [50,160]) && P2MoveType = H && P2StateType = A

[State -1, fBWgbv]
Type = ChangeState
Value = 1200
TriggerAll = (RoundState = 2) && (var(59) > 2) && StateType != A && ctrl && (random <= (var(59)**3)) && (var(41)/100%10 = 0) && ((var(41)/100%10 = 0) || (var(41)/100%10 = 2) || (var(41)/100%10 = 3)) && (var(41)/10%10 = 0)
triggerall = random%10 = [0,1]
Trigger1 = (var(59) = [6,7]) && (NumHelper(1155) || NumHelper(1001) || NumHelper(1105) || NumHelper(1115)) && (P2bodydist X = [10,100]) && P2MoveType != A
trigger1 = P2StateNo != [5030,5200]
trigger2 = (var(59) = [3,5]) && (P2bodydist X = [10,100]) && P2MoveType != A

[State -1, fBWgbv]
Type = ChangeState
Value = 1205
TriggerAll = (RoundState = 2) && (var(59) > 2) && StateType != A && ctrl && (random <= (var(59)**3)) && (var(41)/100%10 = 0) && (var(41)/10%10 = 0)
triggerall = random%10 = [0,1]
Trigger1 = (var(59) > 5) && (NumHelper(1155) || NumHelper(1001) || NumHelper(1105) || NumHelper(1115)) && (P2bodydist X = [100,160]) && P2MoveType = H
trigger1 = P2StateNo != [5030,5200]
trigger2 = (var(59) = [3,5]) && (P2bodydist X = [100,160]) && P2MoveType != A

[State -1, ]
Type = ChangeState
Value = 2026
Trigger1 = (RoundState = 2) && StateType != A && ctrl && (var(41)/100%10 = 2)

[State -1, Wv]
Type = ChangeState
Value = 41
TriggerAll = (RoundState = 2) && StateType != A && ctrl && (var(41)/100%10 = 0) && (var(41)/10%10 = 0) && (P2StateType != L)
triggerall = random%10 = [0,1]
Trigger1 = (var(59) > 5) && (NumHelper(1155) || NumHelper(1001) || NumHelper(1105) || NumHelper(1115)) && (P2bodydist X = [50,105]) && P2MoveType != A
trigger2 = (var(59) = [3,5]) && (P2bodydist X = [50,105]) && P2MoveType != A

[State -1,Wv]
type = ChangeState
value = Ifelse(P2Bodydist X > 70,115,41)
triggerall = (RoundState = 2) && (var(59) > 5) && (StateType != A) && ctrl && (P2StateType != L) && (random <= var(59)**3) && (var(41)/100%10 = 0) && (var(41)/10%10 = 0)
TriggerAll = random%10 = [0,2]
trigger1 = P2BodyDist X = [10,100]
trigger1 = P2StateType = A && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),vel X = [-4,1]) && (P2BodyDist Y = [-140,-40])


[State -1, XCfBO];
type = ChangeState
value = 650
triggerall = (var(59) > 0) && (RoundState = 2) && (statetype != A) && ctrl && (P2StateType != L)
TriggerAll = P2BodyDist X = [80,95]
triggerall = random < (var(59)**3)
trigger1 = random%10 = [0,1]
trigger1 = P2StateType != A

[State -1, XCfBO];
type = ChangeState
value = 652
triggerall = (var(59) > 0) && (RoundState = 2) && (statetype != A) && StateNo = 102 && (P2StateType != A)
TriggerAll = P2BodyDist X = [80,100]
triggerall = random < (var(59)**3)
trigger1 = P2MoveType = A

;ߋ
;------------------------------------------------------------------
[State -1, WvrbgO]
Type = ChangeState
Value = 43
Trigger1 = (RoundState = 2) && (StateType != A) && ctrl
trigger1 = var(41)/10%10 = 5

[State -1, OWvrbg]
Type = ChangeState
Value = 41
Triggerall = (RoundState = 2) && (StateType != A) && ctrl
trigger1 = var(41)/10%10 = 6
trigger2 = var(41)/100%10 = 7

[State -1, nCWvrbg]
Type = ChangeState
Value = 115
Triggerall = (RoundState = 2) && (StateType != A) && ctrl
trigger1 = var(41)/100%10 = 5


;===========================================================================
;vC[
;===========================================================================

[State -1, Smash Kung Fu Upper]
type = ChangeState
value = 60
triggerall = var(59) = [-1,5]
trigger1 = stateno = 1210
trigger1 = time > 7
trigger1 = var(26) = 0
trigger1 = command = "holdup"
trigger1 = Pos Y <= -20
trigger2 = stateno = 116
trigger2 = time > 21
trigger2 = var(26) = 0
trigger2 = command = "holdup"
trigger2 = Pos Y <= -20

;---------------------------------------------------------------------------
[State -1, Triple Kung Fu Palm]
type = ChangeState
value = 3000
triggerall = var(59) = [-1,5]
triggerall = command = "Super1"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = var(20) = 0
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3050)
trigger2 = movecontact

[State -1, Triple Kung Fu Palm]
type = ChangeState
value = 3005
triggerall = var(59) = [-1,5]
triggerall = command = "Super2"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = var(20) = 0
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3050)
trigger2 = movecontact

[State -1, Triple Kung Fu Palm]
type = ChangeState
value = 3100
triggerall = var(59) = [-1,5]
triggerall = command = "Super3"; || command = "c"
triggerall = power >= 2000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = var(20) = 0
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno = [200,900)
trigger2 = movecontact

[State -1,  Light Kung Fu Blow];s
type = VarSet
v = 29
triggerall = var(59) = [-1,5]
triggerall = command = "Super3"
triggerall = power >= 2000
trigger1 = movetype = I
trigger1 = stateno = 101
trigger2 = movetype = I
trigger2 = stateno = 102
trigger3 = movetype = I
trigger3 = stateno = 106
trigger4 = movetype = I
trigger4 = stateno = 107
trigger5 = stateno = 5120
value = 3100

[State -1,  Light Kung Fu Blow];s
type = ChangeState
triggerall = var(59) = [-1,5]
triggerall = var(29) = 3100
triggerall = power >= 2000
trigger1 = stateno = 102
trigger1 = movetype = I
trigger1 = time > 2
trigger2 = stateno = 107
trigger2 = movetype = I
trigger2 = time > 2
trigger3 = stateno = 5120
trigger3 = animtime = 0
value = 3100

;===========================================================================
[State -1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = var(59) = [-1,5]
triggerall = command = "xa"
triggerall = statetype != A
triggerall = ctrl
trigger1 = stateno != 100
trigger1 = p2bodydist X < 8

[State -1, Kung Fu Throw]
type = ChangeState
value = 850
triggerall = var(59) = [-1,5]
triggerall = command = "xa"
triggerall = statetype = A
triggerall = pos Y < -30
trigger1 = stateno != 100
trigger1 = ctrl
trigger2 = statetype = A
trigger2 = ctrl
trigger3 = stateno = 1350 ;Air blocking
trigger4 = stateno = 1210
trigger4 = time > 3
trigger5 = stateno = 61

;===========================================================================
;This is not a move, but it sets up var(1) to be 1 if conditions are right
;for a combo into a special move (used below).
;Since a lot of special moves rely on the same conditions, this reduces
;redundant logic.
[State -1, Combo condition Reset]
type = VarSet
triggerall = !IsHelper
triggerall = var(59) = [-1,5]
trigger1 = 1
var(1) = 0

[State -1, Combo condition Check]
type = VarSet
triggerall = !IsHelper
triggerall = var(59) = [-1,5]
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = stateno != 440 ;Except for sweep kick
trigger2 = movecontact
var(1) = 1

;---------------------------------------------------------------------------
;luminouStep
[State -1, Light Kung Fu Blow]
type = ChangeState
value = 1400
triggerall = var(59) = [-1,5]
triggerall = command = "step"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = var(1) ;Use combo condition (above)

[State -1,  Light Kung Fu Blow];s
type = VarSet
v = 29
triggerall = var(59) = [-1,5]
triggerall = command = "step"
trigger1 = movetype = I
trigger1 = stateno = 101
trigger2 = movetype = I
trigger2 = stateno = 102
trigger3 = movetype = I
trigger3 = stateno = 106
trigger4 = movetype = I
trigger4 = stateno = 107
;trigger5 = movetype = H
trigger5 = stateno = 5120
;trigger5 = time > 6
value = 1400

[State -1,  Light Kung Fu Blow];s
type = ChangeState
triggerall = var(59) = [-1,5]
triggerall = var(29) = 1400
trigger1 = stateno = 102
trigger1 = movetype = I
trigger1 = time > 2
trigger2 = stateno = 107
trigger2 = movetype = I
trigger2 = time > 2
trigger3 = stateno = 5120
;trigger3 = movetype = H
trigger3 = animtime = 0
value = 1400

[State -1, Light Kung Fu Blow]
type = ChangeState
value = 1450
triggerall = var(59) = [-1,5]
triggerall = command = "step2"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = var(1) ;Use combo condition (above)

[State -1,  Light Kung Fu Blow];s
type = VarSet
v = 29
triggerall = var(59) = [-1,5]
triggerall = command = "step2"
trigger1 = movetype = I
trigger1 = stateno = 101
trigger2 = movetype = I
trigger2 = stateno = 102
trigger3 = movetype = I
trigger3 = stateno = 106
trigger4 = movetype = I
trigger4 = stateno = 107
;trigger5 = movetype = H
trigger5 = stateno = 5120
;trigger5 = time > 6
value = 1450

[State -1,  Light Kung Fu Blow];s
type = ChangeState
triggerall = var(59) = [-1,5]
triggerall = var(29) = 1450
trigger1 = stateno = 102
trigger1 = movetype = I
trigger1 = time > 2
trigger2 = stateno = 107
trigger2 = movetype = I
trigger2 = time > 2
trigger3 = stateno = 5120
trigger3 = movetype = H
trigger3 = animtime = 0
value = 1450

;---------------------------------------------------------------------------
;Star Stairs
[State -1, Light Kung Fu Blow]
type = ChangeState
value = 1300
triggerall = var(59) = [-1,5]
triggerall = command = "upper_x"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = var(1) ;Use combo condition (above)

[State -1, Light Kung Fu Blow]
type = ChangeState
value = 1300
triggerall = var(59) = [-1,5]
triggerall = command = "upper_y"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = var(1)

[State -1,  Light Kung Fu Blow];s
type = VarSet
v = 29
triggerall = var(59) = [-1,5]
triggerall = command = "upper_x"
trigger1 = movetype = I
trigger1 = stateno = 101
trigger2 = movetype = I
trigger2 = stateno = 102
trigger3 = movetype = I
trigger3 = stateno = 106
trigger4 = movetype = I
trigger4 = stateno = 107
trigger5 = stateno = 5120
trigger5 = time > 5
value = 1300

[State -1,  Light Kung Fu Blow];s
type = VarSet
v = 29
triggerall = var(59) = [-1,5]
triggerall = command = "upper_y"
trigger1 = movetype = I
trigger1 = stateno = 101
trigger2 = movetype = I
trigger2 = stateno = 102
trigger3 = movetype = I
trigger3 = stateno = 106
trigger4 = movetype = I
trigger4 = stateno = 107
trigger5 = stateno = 5120
trigger5 = time > 5
value = 1300

[State -1,  Light Kung Fu Blow];s
type = ChangeState
triggerall = var(59) = [-1,5]
triggerall = var(29) = 1300
trigger1 = stateno = 102
trigger1 = movetype = I
trigger1 = time > 2
trigger2 = stateno = 107
trigger2 = movetype = I
trigger2 = time > 2
trigger3 = stateno = 5120
trigger3 = animtime = 0
value = 1300

;---------------------------------------------------------------------------
[State -1, Light Kung Fu Palm]
type = ChangeState
value = 1100
triggerall = var(59) = [-1,5]
triggerall = command = "QCF_x"
triggerall = var(32) = 0
trigger1 = var(1) ;Use combo condition (above)

[State -1,  Light Kung Fu Blow];s
type = VarSet
v = 29
triggerall = var(59) = [-1,5]
triggerall = command = "QCF_x"
trigger1 = movetype = I
trigger1 = stateno = 101
trigger2 = movetype = I
trigger2 = stateno = 102
trigger3 = movetype = I
trigger3 = stateno = 106
trigger4 = movetype = I
trigger4 = stateno = 107
trigger5 = movetype = H
trigger5 = stateno = 5120
trigger5 = time > 5
value = 1100

[State -1,  Light Kung Fu Blow];s
type = ChangeState
triggerall = var(59) = [-1,5]
triggerall = var(29) = 1100
triggerall = var(32) = 0
trigger1 = stateno = 102
trigger1 = movetype = I
trigger1 = time > 2
trigger2 = stateno = 107
trigger2 = movetype = I
trigger2 = time > 2
trigger3 = stateno = 5120
trigger3 = movetype = H
trigger3 = animtime = 0
value = 1100


;---------------------------------------------------------------------------
[State -1, Light Kung Fu Palm]
type = ChangeState
value = 1110
triggerall = var(59) = [-1,5]
triggerall = command = "QCF_y"
triggerall = var(32) = 0
trigger1 = var(1) ;Use combo condition (above)

[State -1,  Light Kung Fu Blow];s
type = VarSet
v = 29
triggerall = var(59) = [-1,5]
triggerall = command = "QCF_y"
trigger1 = movetype = I
trigger1 = stateno = 101
trigger2 = movetype = I
trigger2 = stateno = 102
trigger3 = movetype = I
trigger3 = stateno = 106
trigger4 = movetype = I
trigger4 = stateno = 107
trigger5 = movetype = H
trigger5 = stateno = 5120
trigger5 = time > 5
value = 1110

[State -1,  Light Kung Fu Blow];s
type = ChangeState
triggerall = var(59) = [-1,5]
triggerall = var(29) = 1110
triggerall = var(32) = 0
trigger1 = stateno = 102
trigger1 = movetype = I
trigger1 = time > 2
trigger2 = stateno = 107
trigger2 = movetype = I
trigger2 = time > 2
trigger3 = stateno = 5120
trigger3 = movetype = H
trigger3 = animtime = 0
value = 1110

;---------------------------------------------------------------------------
[State -1, Light Kung Fu Palm]
type = ChangeState
value = 1150
triggerall = var(59) = [-1,5]
triggerall = command = "QCF_x"
triggerall = statetype = A
triggerall = var(34) = 0
trigger1 = ctrl
trigger2 = stateno = 1210
trigger2 = time > 7
trigger3 = stateno = 61

[State -1, Light Kung Fu Palm]
type = ChangeState
value = 1160
triggerall = var(59) = [-1,5]
triggerall = command = "QCF_y"
triggerall = statetype = A
triggerall = var(34) = 0
trigger1 = ctrl
trigger2 = stateno = 1210
trigger2 = time > 7
trigger3 = stateno = 61

;---------------------------------------------------------------------------
[State -1, Light Kung Fu Palm]
type = ChangeState
value = 1500
triggerall = var(59) = [-1,5]
triggerall = command = "step"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 1210
trigger2 = time > 7
trigger3 = stateno = 61

[State -1, Light Kung Fu Palm]
type = ChangeState
value = 1500
triggerall = var(59) = [-1,5]
triggerall = command = "step"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 1210
trigger2 = time > 7
trigger3 = stateno = 61
trigger4 = stateno = 600
trigger4 = movecontact
trigger5 = stateno = 630
trigger5 = movecontact

[State -1, Light Kung Fu Palm]
type = ChangeState
value = 1500
triggerall = var(59) = [-1,5]
triggerall = command = "step2"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 1210
trigger2 = time > 7
trigger3 = stateno = 61
trigger4 = stateno = 600
trigger4 = movecontact
trigger5 = stateno = 630
trigger5 = movecontact

;---------------------------------------------------------------------------
;Light Kung Fu Blow
[State -1, Light Kung Fu Blow]
type = ChangeState
value = 1000
triggerall = var(59) = [-1,5]
triggerall = command = "QCB_x"
triggerall = statetype != A
triggerall = NumHelper(1001) = 0
trigger1 = ctrl;var(1) ;Use combo condition (above)

[State -1,  Light Kung Fu Blow];s
type = VarSet
v = 29
triggerall = var(59) = [-1,5]
triggerall = command = "QCB_x"
trigger1 = movetype = I
trigger1 = stateno = 101
trigger2 = movetype = I
trigger2 = stateno = 102
trigger3 = movetype = I
trigger3 = stateno = 106
trigger4 = movetype = I
trigger4 = stateno = 107
trigger5 = movetype = H
trigger5 = stateno = 5120
trigger5 = time > 6
value = 1000

[State -1,  Light Kung Fu Blow];s
type = ChangeState
triggerall = var(59) = [-1,5]
triggerall = var(29) = 1000
trigger1 = stateno = 102
trigger1 = movetype = I
trigger1 = time > 2
trigger2 = stateno = 107
trigger2 = movetype = I
trigger2 = time > 2
trigger3 = stateno = 5120
trigger3 = movetype = H
trigger3 = animtime = 0
value = 1000

;---------------------------------------------------------------------------
;Strong Kung Fu Blow
[State -1, Strong Kung Fu Blow]
type = ChangeState
value = 1002
triggerall = var(59) = [-1,5]
triggerall = command = "QCB_y"
triggerall = statetype != A
triggerall = NumHelper(1001) = 0
trigger1 = ctrl;var(1) ;Use combo condition (above)

[State -1,  Light Kung Fu Blow];s
type = VarSet
v = 29
triggerall = var(59) = [-1,5]
triggerall = command = "QCB_y"
trigger1 = movetype = I
trigger1 = stateno = 101
trigger2 = movetype = I
trigger2 = stateno = 102
trigger3 = movetype = I
trigger3 = stateno = 106
trigger4 = movetype = I
trigger4 = stateno = 107
trigger5 = movetype = H
trigger5 = stateno = 5120
trigger5 = time > 6
value = 1002

[State -1,  Light Kung Fu Blow];s
type = ChangeState
triggerall = var(59) = [-1,5]
triggerall = var(29) = 1002
trigger1 = stateno = 102
trigger1 = movetype = I
trigger1 = time > 2
trigger2 = stateno = 107
trigger2 = movetype = I
trigger2 = time > 2
trigger3 = stateno = 5120
trigger3 = movetype = H
trigger3 = animtime = 0
value = 1002
;---------------------------------------------------------------------------
;Strong Kung Fu Blow
[State -1, Strong Kung Fu Blow]
type = ChangeState
value = 1200
triggerall = var(59) = [-1,5]
triggerall = command = "warp"
trigger1 = var(1) ;Use combo condition (above)

;Strong Kung Fu Blow
[State -1, Strong Kung Fu Blow]
type = ChangeState
value = 1205
triggerall = var(59) = [-1,5]
triggerall = command = "warp2"
trigger1 = var(1) ;Use combo condition (above)
;===========================================================================
;---------------------------------------------------------------------------
;Run Fwd
;_bV
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = var(59) = [-1,5]
triggerall = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200 
trigger2 = movecontact
trigger3 = stateno = 230 
trigger3 = movecontact

[State -1, Run Fwd];s
type = VarSet
v = 29
triggerall = var(59) = [-1,5]
triggerall = command = "FF"
triggerall = movetype = A
trigger1 = stateno = 240 
trigger1 = movecontact
trigger1 = time > 6
trigger2 = stateno = 410 
trigger2 = movecontact
trigger2 = time > 6
trigger3 = stateno = 210 
trigger3 = movecontact
trigger3 = time > 6
value = 100

[State -1, Run Fwd];s
type = ChangeState
triggerall = var(59) = [-1,5]
triggerall = var(29) = 100
triggerall = movetype = A
trigger1 = stateno = 240 
trigger1 = time > 8
trigger2 = stateno = 410 
trigger2 = time > 8
trigger3 = stateno = 210 
trigger3 = time > 7
value = 100

;---------------------------------------------------------------------------
;Run Back
;ރ_bV
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(59) = [-1,5]
triggerall = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200 
trigger2 = movecontact
trigger3 = stateno = 230 
trigger3 = movecontact

[State -1,  Run Back];s
type = VarSet
v = 29
triggerall = var(59) = [-1,5]
triggerall = command = "BB"
triggerall = movetype = A
trigger1 = stateno = 240
trigger1 = movecontact
trigger1 = time > 6
trigger2 = stateno = 410
trigger2 = movecontact
trigger2 = time > 6
trigger3 = stateno = 210 
trigger3 = movecontact
trigger3 = time > 6
value = 105

[State -1,  Run Back];s
type = ChangeState
triggerall = var(59) = [-1,5]
triggerall = var(29) = 105
triggerall = movetype = A
trigger1 = stateno = 240 
trigger1 = time = 8
trigger2 = stateno = 410 
trigger2 = time = 8
trigger3 = stateno = 210 
trigger3 = time > 7
value = 105


;===========================================================================
;ZXCfBO
[State -1, Crouching Strong Kick]
type = ChangeState
value = 650
triggerall = var(59) = [-1,5]
triggerall = command = "a"
triggerall = command = "holdfwd"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 230
trigger2 = time > 4
trigger2 = movecontact
trigger3 = stateno = 200
trigger3 = time > 4
trigger3 = movecontact
trigger4 = stateno = 52

[State -1,  Light Kung Fu Blow];s
type = VarSet
v = 29
triggerall = var(59) = [-1,5]
triggerall = command = "a"
;triggerall = command = "holddown"
triggerall = command = "holdfwd"
trigger1 = movetype = I
trigger1 = stateno = 101
trigger5 = time > 6
value = 652

[State -1,  Light Kung Fu Blow];s
type = ChangeState
triggerall = var(59) = [-1,5]
triggerall = var(29) = 652
trigger1 = stateno = 102
trigger1 = movetype = I
trigger1 = 1
value = 652

;---------------------------------------------------------------------------
;Stand Light Punch
;p`
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) = [-1,5]
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = time > 11
trigger3 = stateno = 52

[State -1,  Light Kung Fu Blow];s
type = VarSet
v = 29
triggerall = var(59) = [-1,5]
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = stateno = 200
trigger1 = movecontact
trigger1 = time > 5
value = 200

[State -1,  Light Kung Fu Blow];s
type = ChangeState
triggerall = var(59) = [-1,5]
triggerall = var(29) = 200
trigger1 = stateno = 200
trigger1 = time > 11
value = 200

;---------------------------------------------------------------------------
;Stand Strong Punch
;p`
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) = [-1,5]
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 8
trigger4 = stateno = 52

;---------------------------------------------------------------------------
;Stand Light Kick
;LbN
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) = [-1,5]
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 7
trigger3 = (stateno = 230) && time > 12
trigger3 = movecontact
trigger4 = stateno = 52

[State -1,  Light Kung Fu Blow];s
type = VarSet
v = 29
triggerall = var(59) = [-1,5]
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = movetype = A
trigger1 = stateno = 200
value = 230

[State -1,  Light Kung Fu Blow];s
type = ChangeState
triggerall = var(59) = [-1,5]
triggerall = var(29) = 230
triggerall = movetype = A
triggerall = movecontact
trigger1 = (stateno = 200) && time > 7
value = 230

;---------------------------------------------------------------------------
;Standing Strong Kick
;LbN
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) = [-1,5]
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 7
trigger3 = (stateno = 230) && time > 7
trigger3 = movecontact
trigger4 = stateno = 52

[State -1,  Light Kung Fu Blow];s
type = VarSet
v = 29
triggerall = var(59) = [-1,5]
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = movetype = A
trigger1 = stateno = 200
trigger2 = stateno = 230
value = 240

[State -1,  Light Kung Fu Blow];s
type = ChangeState
triggerall = var(59) = [-1,5]
triggerall = var(29) = 240
triggerall = movetype = A
triggerall = movecontact
trigger1 = (stateno = 200) && time > 7
trigger2 = (stateno = 230) && time > 7
value = 240

;---------------------------------------------------------------------------
;Crouching Light Punch
;Ⴊݎp`
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) = [-1,5]
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 400
trigger2 = time > 11
trigger2 = movecontact
trigger3 = stateno = 430
;trigger3 = time > 6
trigger3 = movecontact
trigger4 = stateno = 52

[State -1,  Light Kung Fu Blow];s
type = VarSet
v = 29
triggerall = var(59) = [-1,5]
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = stateno = 400
trigger1 = movecontact
trigger1 = time > 5
value = 400

[State -1,  Light Kung Fu Blow];s
type = ChangeState
triggerall = var(59) = [-1,5]
triggerall = var(29) = 400
trigger1 = stateno = 400
trigger1 = time > 11
value = 400
;---------------------------------------------------------------------------
;Crouching Strong Punch
;Ⴊ݋p`
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) = [-1,5]
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 400
trigger2 = time > 6
trigger2 = movecontact
trigger3 = stateno = 430
trigger3 = time > 6
trigger3 = movecontact
trigger4 = stateno = 52
trigger5 = stateno = 200
trigger5 = time > 6
trigger5 = movecontact
trigger6 = stateno = 230
trigger6 = time > 5
trigger6 = movecontact
;---------------------------------------------------------------------------
;Crouching Light Kick
;ႪݎLbN
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) = [-1,5]
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 400
trigger2 = time > 6
trigger2 = movecontact
trigger3 = stateno = 430
trigger3 = time > 6
trigger3 = movecontact
trigger4 = stateno = 52
;---------------------------------------------------------------------------
;Crouching Strong Kick
;Ⴊ݋LbN
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) = [-1,5]
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 430
trigger2 = time > 4
trigger2 = movecontact
trigger3 = stateno = 400
trigger3 = time > 4
trigger3 = movecontact
trigger4 = stateno = 52
;---------------------------------------------------------------------------
;Jump Light Punch
;󒆎p`
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) = [-1,5]
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = stateno != 600
trigger2 = stateno = 1350 ;Air blocking
trigger3 = stateno = 1210
trigger3 = time > 7
trigger4 = stateno = 61
;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) = [-1,5]
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger2 = movecontact
trigger3 = stateno = 1350 ;Air blocking
trigger4 = stateno = 1210
trigger4 = time > 7
trigger5 = stateno = 61
;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) = [-1,5]
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 1350 ;Air blocking
trigger3 = stateno = 1210
trigger3 = time > 7
trigger4 = stateno = 61
;---------------------------------------------------------------------------
;Jump Strong Kick
;󒆋LbN
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) = [-1,5]
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 1350 ;Air blocking
trigger3 = stateno = 1210
trigger3 = time > 7
trigger4 = stateno = 61
;----------------------------------
[State -1, Run Back]
;nCWv
type = ChangeState
value = 115
triggerall = var(59) = [-1,5]
triggerall = command = "HJ"
trigger1 = statetype != A
trigger1 = ctrl



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

[State 120, Hi to Lo]
type = ctrlset
Trigger1 = var(59) = [8,10]
value = 0

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

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

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

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

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

[State 120, Hi to Lo]
type = StateTypeSet
TriggerAll=Statetype = S
Trigger1 = var(59) = [-1,5]
Trigger1 = command = "holddown"
Trigger2 = var(59)
Trigger2 = P2statetype!=A
Trigger2 = (Random <= (var(59))*20)||(var(59))>9
trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),movetype != H
statetype = C
physics = C

[State 120, Hi to Lo]
type = StateTypeSet
triggerall = (random <= var(59) * 100) && (var(59)>0)
TriggerAll = StateType != A
Trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = C,AA
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time <= 18
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel Y <= 0
Trigger3 = P2statetype != S
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time > 18
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel Y <= 0
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = var(59) = [-1,5]
Trigger1 = command != "holddown"
Trigger2 = var(59)>0
Trigger2 = P2statetype=A
Trigger2 = (Random <= (var(59))*20)||(var(59))>9
trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),movetype != H
statetype = S
physics = S

[State 120, Lo to Hi]
type = StateTypeSet
triggerall = (random <= var(59) * 100) && (var(59) > 5)
TriggerAll = StateType != A
Trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = A,AA
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time > 18
Trigger2 = P2statetype = S
trigger2 = P2bodydist X = [-10,180]
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time <= 18
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel Y > 0
Trigger4 = P2statetype != S
Trigger4 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger4 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time > 18
Trigger4 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel Y > 0
statetype = S
physics = S

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

[State 120, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback" && (var(59) = [-1,5])
trigger2 = NumHelper(720) && NumHelper(721) && !(Enemy,teammode = simul)
trigger2 = !inguarddist && !(Helper(720),inguarddist) && !(Helper(721),inguarddist) && (var(59) > 7)
trigger3 = NumHelper(720) && NumHelper(721) && (Enemy,teammode = simul)
trigger3 = !inguarddist && !(Helper(721),inguarddist) && (var(59) > 7)
trigger4 = !inguarddist && (var(59) = [3,7])
Trigger5 = var(59)=[1,7]
Trigger5 = Random <= (10-(var(59)))*40
value = 140

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

[State 130, Hi to Lo]
type = ctrlset
Trigger1 = (var(59) = [8,10]) && (Time >= 5)
value = 1

[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)>0
Trigger2 = P2statetype!=A
Trigger2 = Random <= (var(59))*20||(var(59))>9
trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),movetype != H
value = 131

[State 130, Hi to Lo]
type = StateTypeSet
triggerall = (random <= var(59) * 100) && (var(59) > 5)
TriggerAll = StateType != A
trigger1 = (P2statetype != A) && (P2movetype = A) && (EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time <= 18)
statetype = C
physics = C

[State 130, Stop Guarding]
type = ChangeState
trigger1 = NumHelper(92) && NumHelper(93) && !(Enemy,teammode = simul)
trigger1 = !inguarddist && !(Helper(92),inguarddist) && !(Helper(93),inguarddist) && (var(59) > 7)
trigger1 = Time > 10
trigger2 = NumHelper(92) && NumHelper(93) && (Enemy,teammode = simul)
trigger2 = !inguarddist && !(Helper(93),inguarddist) && (var(59) > 7) && P2Movetype!=A
trigger3 = !inguarddist && (var(59) = [3,7])
Trigger4 = var(59)=[1,7]
Trigger4 = Random <= (10-(var(59)))*40
value = 140

[State 130, Stop Guarding]
type = ChangeState
value = 140
trigger1 = command != "holdback" && (var(59) = [-1,5])

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

[State 131, Hi to Lo]
type = ctrlset
Trigger1 = (var(59) = [8,10]) && (Time >= 5)
value = 1

[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)>0
Trigger2 = P2statetype=A
Trigger2 = Random <= (var(59))*20||(var(59))>9
trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),movetype != H
value = 130

[State 131, Lo to Hi]
type = StateTypeSet
triggerall = (random <= var(59) * 100) && (var(59) > 5)
TriggerAll = StateType != A
Trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = A,AA
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time > 18
Trigger2 = P2statetype = S
trigger2 = P2bodydist X = [-10,180]
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time <= 18
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel Y > 0
Trigger4 = P2statetype != S
Trigger4 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger4 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time > 18
Trigger4 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel Y > 0
statetype = S
physics = S

[State 131, Stop Guarding]
type = ChangeState
trigger1 = NumHelper(92) && NumHelper(93) && !(Enemy,teammode = simul)
trigger1 = !inguarddist && !(Helper(92),inguarddist) && !(Helper(93),inguarddist) && (var(59) > 7)
trigger2 = NumHelper(92) && NumHelper(93) && (Enemy,teammode = simul)
trigger2 = !inguarddist && !(Helper(93),inguarddist) && (var(59) > 7) && P2Movetype!=A
trigger3 = !inguarddist && (var(59) = [3,7])
Trigger4 = var(59)=[1,7]
Trigger4 = Random <= (10-(var(59)))*40
value = 140

[State 131, Stop Guarding]
type = ChangeState
value = 140
trigger1 = command != "holdback" && (var(59) = [-1,5])



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

[State 132, Hi to Lo]
type = ctrlset
Trigger1 = (var(59) = [8,10]) && (Time >= 5)
value = 1

[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" && (var(59) = [-1,5])
trigger1 = inguarddist
value = 130

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

[State 132, Stop Guarding]
type = ChangeState
trigger1 = NumHelper(92) && NumHelper(93) && !(Enemy,teammode = simul)
trigger1 = !inguarddist && !(Helper(92),inguarddist) && !(Helper(93),inguarddist) && (var(59) > 7)
trigger1 = Time > 10
trigger2 = NumHelper(92) && NumHelper(93) && (Enemy,teammode = simul)
trigger2 = !inguarddist && !(Helper(93),inguarddist) && (var(59) > 7) && P2Movetype!=A
trigger3 = !inguarddist && (var(59) = [3,7])
Trigger4 = var(59)=[1,7]
Trigger4 = Random <= (10-(var(59)))*40
value = 140

[State 132, Stop Guarding]
type = ChangeState
value = 140
trigger1 = command != "holdback" && (var(59) = [-1,5])

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

[State 140, 5] ;Implemented within engine
type = ChangeState
value = PrevStateNo
trigger1 = Time > 1
trigger1 = NumHelper(92) && NumHelper(93) && !(Enemy,teammode = simul)
trigger1 = !inguarddist && !(Helper(92),inguarddist) && !(Helper(93),inguarddist) && (var(59) > 7)


[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
ctrl = 1

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

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

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

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

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

[State 150, Hi to Lo]
type = StateTypeSet
triggerall = (random <= var(59) * 100) && (var(59) > 5)
TriggerAll = StateType != A && (P2statetype != A)
Trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = C,AA
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time <= 18
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel Y <= 0
Trigger3 = P2statetype != S
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time > 18
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel Y <= 0
statetype = C
physics = C

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

[State 150, Lo to Hi]
type = StateTypeSet
triggerall = (random <= var(59) * 100) && (var(59) > 5)
TriggerAll = StateType != A
Trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = A,AA
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time > 18
Trigger2 = P2statetype = S
trigger2 = P2bodydist X = [-10,180]
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time <= 18
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel Y > 0
Trigger4 = P2statetype != S
Trigger4 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger4 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time > 18
Trigger4 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel Y > 0
statetype = S
physics = S

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

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

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

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

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

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

[State 151, Hi to Lo]
type = StateTypeSet
triggerall = (random <= var(59) * 100) && (var(59) > 5)
TriggerAll = StateType != A && (P2statetype != A)
Trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = C,AA
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time <= 18
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel Y <= 0
Trigger3 = P2statetype != S
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time > 18
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel Y <= 0
statetype = C
physics = C

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

[State 151, Lo to Hi]
type = StateTypeSet
triggerall = (random <= var(59) * 100) && (var(59) > 5)
TriggerAll = StateType != A
Trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = A,AA
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time > 18
Trigger2 = P2statetype = S
trigger2 = P2bodydist X = [-10,180]
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time <= 18
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel Y > 0
Trigger4 = P2statetype != S
Trigger4 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger4 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time > 18
Trigger4 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel Y > 0
statetype = S
physics = S

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

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

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

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

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

[State 152, Hi to Lo]
type = StateTypeSet
triggerall = (random <= var(59) * 100) && (var(59) > 5)
TriggerAll = StateType != A && (P2statetype != A)
Trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = C,AA
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time <= 18
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel Y <= 0
Trigger3 = P2statetype != S
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time > 18
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel Y <= 0
statetype = C
physics = C

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

[State 152, Lo to Hi]
type = StateTypeSet
triggerall = (random <= var(59) * 100) && (var(59) > 5)
TriggerAll = StateType != A
Trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = A,AA
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time > 18
Trigger2 = P2statetype = S
trigger2 = P2bodydist X = [-10,180]
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time <= 18
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel Y > 0
Trigger4 = P2statetype != S
Trigger4 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger4 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time > 18
Trigger4 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel Y > 0
statetype = S
physics = S

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

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

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

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

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

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

[State 153, Hi to Lo]
type = StateTypeSet
triggerall = (random <= var(59) * 100) && (var(59) > 5)
TriggerAll = StateType != A && (P2statetype != A)
Trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = C,AA
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time <= 18
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel Y <= 0
Trigger3 = P2statetype != S
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time > 18
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel Y <= 0
statetype = C
physics = C

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

[State 153, Lo to Hi]
type = StateTypeSet
triggerall = (random <= var(59) * 100) && (var(59) > 5)
TriggerAll = StateType != A
Trigger1 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = A,AA
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger2 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time > 18
Trigger2 = P2statetype = S
trigger2 = P2bodydist X = [-10,180]
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time <= 18
Trigger3 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel Y > 0
Trigger4 = P2statetype != S
Trigger4 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),HitDefAttr = S,AA
Trigger4 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Time > 18
Trigger4 = EnemyNear(EnemyNear,Life=0 && P2Life!=0),Vel Y > 0
statetype = S
physics = S

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

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

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

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

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

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

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

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

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

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

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

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

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

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


;---------------------------------------------------------------------------
; AI_guard
;---------------------------------------------------------------------------

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

[State 1, ]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 1

[State 1, ]
type = Changestate
value = 120
ctrl = 1
trigger1 = Time = 0

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

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

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

[State 1, ]
type = Changestate
value = 120
ctrl = 1
trigger1 = Time = 0

[State 1, ]
type = Changestate
value = 0
ctrl = 1
triggerall = (RoundState = 2) && (statetype != A) && var(59) > 0
trigger1 = RoundState = 3 || Time > 10


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

[Statedef 2]
type = S
physics = S
sprpriority = 0
ctrl = 0

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

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

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

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

[State 1, ]
type = Changestate
value = 0
ctrl = 1
triggerall = (RoundState = 2) && (statetype != A) && var(59) > 0
trigger1 = P2MoveType = A || inguarddist || RoundState = 3 || Time > 60


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

[Statedef 392]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0

[State 392, ]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State 392, ]
type = BindToParent
trigger1 = Ishelper
time = 1
facing = 1
pos = 100, 9999

[Statedef 393]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0

[State 393, ]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State 393, ]
type = BindToParent
trigger1 = Ishelper
time = 1
facing = 1
pos = (Ifelse(((Parent,StateNo = [120,155]) || Parent,StateType = L),-50,-120)), 9999



;^bOȊO
;=========================================================================
[State 393, Helper,Proj];UJn
type = VarSet
triggerall = (roundstate = 2) && !(Enemy,TeamMode = simul)
trigger1 = (P2movetype = A && Enemy,Time=1)
trigger2 = (P2MoveType = I && P2StateNo >= 1000 && Enemy,Time=1)
var(0) = Enemy,Numproj + Enemy,Numhelper

[State 393, Helper,Proj2];wp[projƂ
type = VarSet
triggerall = IsHelper
triggerall = (roundstate = 2) && !(Enemy,TeamMode = simul) && (var(0) < (Enemy,Numproj + Enemy,Numhelper)) && (var(1) = 0) && !(Enemy,HitDefAttr=SCA,AA,AT)
trigger1 = (P2movetype = A) && (inguarddist || (Parent,inguarddist))
trigger2 = P2MoveType = I && P2StateNo >= 1000 && (inguarddist || (Parent,inguarddist))
var(1) = Enemy,Numproj + Enemy,Numhelper - var(0)

[State 393, Helper,Proj3];UIƂ
type = VarSet
triggerall = (roundstate = 2) && !(Enemy,TeamMode = simul) && (var(1) > 0)
trigger1 = P2movetype != A
trigger2 = (P2MoveType = I && P2StateNo >= 1000 && Enemy,Animtime >= 0) || (P2MoveType = I && P2StateNo < 200)
var(2) = Enemy,Numproj + Enemy,Numhelper

[State 393, Helper,Proj4];ŌȀꍇ
type = VarSet
triggerall = (roundstate = 2) && !(Enemy,TeamMode = simul)
trigger1 = (P2movetype = A && Enemy,HitDefAttr=SCA,AA,AT)
var(3) = 1

[State 393, Helper,Proj5];I
type = VarSet
triggerall = (roundstate = 2) && !(Enemy,TeamMode = simul) && (P2movetype != A) && (var(1) > 0)
trigger1 = (var(2) = var(0))
trigger2 = Parent,StateNo = [150,153]
var(4) = 1
;=========================================================================

;^bOEnemy(0)
;=========================================================================
[State 393, Helper,Proj];UJn
type = VarSet
triggerall = (roundstate = 2) && (Enemy(0),TeamMode = simul)
trigger1 = (Enemy(0),movetype = A && Enemy(0),Time=1)
trigger2 = (Enemy(0),MoveType = I && Enemy(0),StateNo >= 1000 && Enemy(0),Time=1)
var(0) = Enemy(0),Numproj + Enemy(0),Numhelper

[State 393, Helper,Proj2];wp[projƂ
type = VarSet
triggerall = IsHelper
triggerall = (roundstate = 2) && (Enemy,TeamMode = simul) && (var(0) < (Enemy(0),Numproj + Enemy(0),Numhelper)) && (var(1) = 0) && !(Enemy(0),HitDefAttr=SCA,AA,AT)
trigger1 = (Enemy(0),movetype = A) && (inguarddist || (Parent,inguarddist))
trigger2 = Enemy(0),MoveType = I && Enemy(0),StateNo >= 1000 && (inguarddist || (Parent,inguarddist))
var(1) = Enemy(0),Numproj + Enemy(0),Numhelper - var(0)

[State 393, Helper,Proj3];UIƂ
type = VarSet
triggerall = (roundstate = 2) && (Enemy,TeamMode = simul) && (var(1) > 0)
trigger1 = Enemy(0),movetype != A
trigger2 = (Enemy(0),MoveType = I && Enemy(0),StateNo >= 1000 && Enemy(0),Animtime >= 0) || (Enemy(0),MoveType = I && Enemy(0),StateNo < 200)
var(2) = Enemy(0),Numproj + Enemy(0),Numhelper

[State 393, Helper,Proj4];ŌȀꍇ
type = VarSet
triggerall = (roundstate = 2) && (Enemy,TeamMode = simul)
trigger1 = (Enemy(0),movetype = A && Enemy(0),HitDefAttr=SCA,AA,AT)
var(3) = 1

[State 393, Helper,Proj5];I
type = VarSet
triggerall = (roundstate = 2) && (Enemy,TeamMode = simul) && (Enemy(0),movetype != A) && (var(1) > 0)
trigger1 = (var(2) = var(0))
var(4) = 1
;=========================================================================

;^bOEnemy(1)
;=========================================================================
[State 393, Helper,Proj];UJn
type = VarSet
triggerall = (roundstate = 2) && (Enemy,TeamMode = simul)
trigger1 = (Enemy(1),movetype = A && Enemy(1),Time=1)
trigger2 = (Enemy(1),MoveType = I && Enemy(1),StateNo >= 1000 && Enemy(1),Time=1)
var(5) = Enemy(1),Numproj + Enemy(1),Numhelper

[State 393, Helper,Proj2];wp[projƂ
type = VarSet
triggerall = IsHelper
triggerall = (roundstate = 2) && (Enemy,TeamMode = simul)
triggerall = (var(5) < (Enemy(1),Numproj + Enemy(1),Numhelper)) && (var(6) = 0) && !(Enemy(1),HitDefAttr=SCA,AA,AT)
trigger1 = (Enemy(1),movetype = A) && (inguarddist || (Parent,inguarddist))
trigger2 = Enemy(1),MoveType = I && Enemy(1),StateNo >= 1000 && (inguarddist || (Parent,inguarddist))
var(6) = Enemy(1),Numproj + Enemy(1),Numhelper - var(5)

[State 393, Helper,Proj3];UIƂ
type = VarSet
triggerall = (roundstate = 2) && (Enemy,TeamMode = simul) && (var(6) > 0)
trigger1 = Enemy(1),movetype != A
trigger2 = (Enemy(1),MoveType = I && Enemy(1),StateNo >= 1000 && Enemy(1),Animtime >= 0) || (Enemy(1),MoveType = I && Enemy(1),StateNo < 200)
var(7) = Enemy(1),Numproj + Enemy(1),Numhelper

[State 393, Helper,Proj4];ŌȀꍇ
type = VarSet
triggerall = (roundstate = 2) && (Enemy,TeamMode = simul)
trigger1 = (Enemy(1),movetype = A && Enemy(1),HitDefAttr=SCA,AA,AT)
var(8) = 1

[State 393, Helper,Proj5];I
type = VarSet
triggerall = (roundstate = 2) && (Enemy,TeamMode = simul)
triggerall = (Enemy(1),movetype != A) && (var(6) > 0)
trigger1 = (var(7) = var(5))
var(9) = 1
;=========================================================================
