;------------------------------------------------------------------------------
;-| {^}bvi{^RtBOj|---------------------------------------- P

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

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

;------------------------------------------------------------------------------
;-| AI |--------------------------------------------------------
[Command]
name = "AI0"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,s
time = 0

[Command]
name = "AI1"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,s
time = 0

[Command]
name = "AI2"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,s
time = 0

[Command]
name = "AI3"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,s
time = 0

[Command]
name = "AI4"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,s
time = 0

[Command]
name = "AI5"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,s
time = 0

[Command]
name = "AI6"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,z
time = 0

[Command]
name = "AI7"
command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,s
time = 0

[Command]
name = "AI8"
command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,s
time = 0

[Command]
name = "AI9"
command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,s
time = 0

[Command]
name = "AI10"
command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,s
time = 0

[Command]
name = "AI11"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,s,s
time = 0

[Command]
name = "AI12"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,s,s
time = 0

[Command]
name = "AI13"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,s,s
time = 0

[Command]
name = "AI14"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,s,s
time = 0

[Command]
name = "AI15"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,s,s
time = 0

[Command]
name = "AI16"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,s,s
time = 0

[Command]
name = "AI17"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,z,z
time = 0

[Command]
name = "AI18"
command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,s,s
time = 0

[Command]
name = "AI19"
command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,s,s
time = 0

[Command]
name = "AI20"
command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,s,s
time = 0

[Command]
name = "AI21"
command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,s,s
time = 0

[Command]
name = "AI22"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,s,s,s
time = 0

[Command]
name = "AI23"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,s,s,s
time = 0

[Command]
name = "AI24"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,s,s,s
time = 0

[Command]
name = "AI25"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,s,s,s
time = 0

[Command]
name = "AI26"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,s,s,s
time = 0

[Command]
name = "AI27"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,s,s,s
time = 0

[Command]
name = "AI28"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,z,z,z
time = 0

[Command]
name = "AI29"
command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,s,s,s
time = 0

[Command]
name = "AI30"
command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,s,s,s
time = 0

[Command]
name = "AI31"
command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,s,s,s
time = 0

[Command]
name = "AI32"
command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,s,s,s
time = 0

[Command]
name = "AI33"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,s,s,s,s
time = 0

[Command]
name = "AI34"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,s,s,s,s
time = 0

[Command]
name = "AI35"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,s,s,s,s
time = 0

[Command]
name = "AI36"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,s,s,s,s
time = 0

[Command]
name = "AI37"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,s,s,s,s
time = 0

[Command]
name = "AI38"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,s,s,s,s
time = 0

[Command]
name = "AI39"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,z,z,z,z
time = 0

[Command]
name = "AI40"
command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,s,s,s,s
time = 0

[Command]
name = "AI41"
command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,s,s,s,s
time = 0

[Command]
name = "AI42"
command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,s,s,s,s
time = 0

[Command]
name = "AI43"
command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,s,s,s,s
time = 0

[Command]
name = "AI44"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,s,s,s,s,s
time = 0

[Command]
name = "AI45"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,s,s,s,s,s
time = 0

[Command]
name = "AI46"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,s,s,s,s,s
time = 0

[Command]
name = "AI47"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,s,s,s,s,s
time = 0

[Command]
name = "AI48"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,s,s,s,s,s
time = 0

[Command]
name = "AI49"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,s,s,s,s,s
time = 0

[Command]
name = "AI50"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,z,z,z,z,z
time = 0

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

[Command]
name = "Dynamic"
command = ~a, a, F, b, c
time = 50

[Command]
name = "Dynamic"
command = ~a, a, F, b, ~c
time = 50

[Command]
name = "End"
command = ~D, DF, F, D, DF, F, a
time = 30

[Command]
name = "End"
command = ~D, DF, F, D, DF, F, b
time = 30

[Command]
name = "End"
command = ~D, DF, F, D, DF, F, c
time = 30

[Command]
name = "impulse"
command = ~F, B, DB, D, DF, F, a
time = 30

[Command]
name = "impulse"
command = ~F, B, DB, D, DF, F, b
time = 30

[Command]
name = "impulse"
command = ~F, B, DB, D, DF, F, c
time = 30

[Command]
name = "bomber"
command = ~D, DB, B, D, DB, B, a
time = 30

[Command]
name = "bomber"
command = ~D, DB, B, D, DB, B, b
time = 30

[Command]
name = "bomber"
command = ~D, DB, B, D, DB, B, c
time = 30

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

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

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

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

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

[Command]
name = "QCF_c"
command = ~D, DF, F, c

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

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

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

[Command]
name = "DD_c"
command = ~D, D, c

[Command]
name = "DD_a"
command = ~D, D, a

[Command]
name = "DD_b"
command = ~D, D, b

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[Statedef -1]

;==============================================================================
; KEZ
;==============================================================================
;------------------------------------------------------------------------------

[State -1, ڂ_Ci~bN]
type = ChangeState
value = 4000
triggerall = var(59) = 0
triggerall = command = "Dynamic"
triggerall = power >= 2000
triggerall = statetype != A 
triggerall = NumHelper(3051) = 0
trigger1 = ctrl
trigger2 = (stateno = [200,420]) && (stateno != 220)

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

[State -1, ڂGh]
type = ChangeState
value = 3000
triggerall = var(59) = 0
triggerall = command = "End"
triggerall = power >= 1000
triggerall = NumHelper(3051) = 0
triggerall = statetype != A
trigger1 = ctrl
trigger2= (stateno=[200,210]) && movecontact
trigger3= (stateno=[400,420]) && movecontact

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

[State -1, ڂCpX]
type = ChangeState
value = 3050
triggerall = var(59) = 0
triggerall = command = "impulse"
triggerall = power >= 1000
triggerall = statetype != A 
triggerall = NumHelper(3051) = 0
trigger1 = ctrl
trigger2= (stateno=[200,210]) && movecontact
trigger3= (stateno=[400,420]) && movecontact

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

[State -1, ڂ{o[]
type = ChangeState
value = 3100
triggerall = var(59) = 0
triggerall = command = "bomber"
triggerall = power >= 1000
triggerall = statetype != A
triggerall = ctrl
triggerall = stateno != 100
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H

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

[State -1, ڂNbV]
type = ChangeState
value = 1020
triggerall = var(59) = 0
triggerall = command = "QCF_c"
triggerall = power >= 330
triggerall = statetype != A
trigger1 = ctrl
trigger2= (stateno=[200,210]) && movecontact
trigger3= (stateno=[400,420]) && movecontact

[State -1, ڂNbV]
type = ChangeState
value = 1010
triggerall = var(59) = 0
triggerall = command = "QCF_c"
triggerall = power < 330
triggerall = statetype != A
trigger1 = ctrl
trigger2= (stateno=[200,210]) && movecontact
trigger3= (stateno=[400,420]) && movecontact

[State -1, ڂNbV]
type = ChangeState
value = 1010
triggerall = var(59) = 0
triggerall = command = "QCF_b"
triggerall = statetype != A
trigger1 = ctrl
trigger2= (stateno=[200,210]) && movecontact
trigger3= (stateno=[400,420]) && movecontact

[State -1, ڂNbV]
type = ChangeState
value = 1000
triggerall = var(59) = 0
triggerall = command = "QCF_a"
triggerall = statetype != A
trigger1 = ctrl
trigger2= (stateno=[200,210]) && movecontact
trigger3= (stateno=[400,420]) && movecontact

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

[State -1, ڂu[tbV]
type = ChangeState
value = 1070
triggerall = var(59) = 0
triggerall = command = "QCB_c"
triggerall = power >= 330
triggerall = statetype != A
trigger1 = ctrl
trigger2= (stateno=[200,210]) && movecontact
trigger3= (stateno=[400,420]) && movecontact

[State -1, ڂu[tbV]
type = ChangeState
value = 1060
triggerall = var(59) = 0
triggerall = command = "QCB_c"
triggerall = power < 330
triggerall = statetype != A
trigger1 = ctrl
trigger2= (stateno=[200,210]) && movecontact
trigger3= (stateno=[400,420]) && movecontact

[State -1, ڂu[tbV]
type = ChangeState
value = 1060
triggerall = var(59) = 0
triggerall = command = "QCB_b"
triggerall = statetype != A
trigger1 = ctrl
trigger2= (stateno=[200,210]) && movecontact
trigger3= (stateno=[400,420]) && movecontact


[State -1, ڂu[tbV]
type = ChangeState
value = 1050
triggerall = var(59) = 0
triggerall = command = "QCB_a"
triggerall = statetype != A
trigger1 = ctrl
trigger2= (stateno=[200,210]) && movecontact
trigger3= (stateno=[400,420]) && movecontact

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

[State -1, ڂn[[]
type = ChangeState
value = 1100
triggerall = var(59) = 0
triggerall = command = "DD_c"
triggerall = statetype != A
trigger1 = ctrl
trigger2= (stateno=[200,210]) && movecontact
trigger3= (stateno=[400,420]) && movecontact

[State -1, ڂn[[]
type = ChangeState
value = 1100
triggerall = var(59) = 0
triggerall = command = "DD_b"
triggerall = statetype != A
trigger1 = ctrl
trigger2= (stateno=[200,210]) && movecontact
trigger3= (stateno=[400,420]) && movecontact

[State -1, ڂn[[]
type = ChangeState
value = 1100
triggerall = var(59) = 0
triggerall = command = "DD_a"
triggerall = statetype != A
trigger1 = ctrl
trigger2= (stateno=[200,210]) && movecontact
trigger3= (stateno=[400,420]) && movecontact

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

[State -1, ]
type = ChangeState
value = 100
triggerall = var(59) = 0
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

[State -1, obNXebv]
type = ChangeState
value = 105
triggerall = var(59) = 0
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

[State -1, obNGA_bV]
type = ChangeState
value = 110
triggerall = var(59) = 0
triggerall = var(2) = 0
triggerall = command = "FF"
triggerall = statetype = A
trigger1 = ctrl

[State -1, obNGA_bV]
type = ChangeState
value = 115
triggerall = var(59) = 0
triggerall = var(2) = 0
triggerall = command = "BB"
triggerall = statetype = A
trigger1 = ctrl

;==============================================================================
; Z
;==============================================================================

[State -1,]
type = ChangeState
value = 800
triggerall = var(59) = 0
triggerall = command = "c"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 3
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X < 5
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H
;------------------------------------------------------------------------------

[State -1,]
type = ChangeState
value = 800
triggerall = var(59) = 0
triggerall = command = "b"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 3
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X < 5
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H

;==============================================================================
; ʏUZ
;==============================================================================

[State -1, ]
type = ChangeState
value = 200
triggerall = var(59) = 0
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 400) && movecontact

[State -1, ]
type = ChangeState
value = 210
triggerall = var(59) = 0
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 400) && movecontact

[State -1, ]
type = ChangeState
value = 220
triggerall = var(59) = 0
triggerall = command = "c"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 400) && movecontact
trigger5 = (stateno = 410) && movecontact

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

[State -1, Ⴊݎ]
type = ChangeState
value = 400
triggerall = var(59) = 0
triggerall = command = "a"
triggerall = command = "holddown"
triggerall = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 400) && movecontact

[State -1, Ⴊݒ]
type = ChangeState
value = 410
triggerall = var(59) = 0
triggerall = command = "b"
triggerall = command = "holddown"
triggerall = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) && movecontact

[State -1, Ⴊ݋]
type = ChangeState
value = 420
triggerall = var(59) = 0
triggerall = command = "c"
triggerall = command = "holddown"
triggerall = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 400) && movecontact
trigger5 = (stateno = 410) && movecontact

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

[State -1, Wv]
type = ChangeState
value = 600
triggerall = var(59) = 0
triggerall = command = "a"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = statetime >= 7

[State -1, Wv]
type = ChangeState
value = 610
triggerall = var(59) = 0
triggerall = command = "b"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact

[State -1, Wv]
type = ChangeState
value = 620
triggerall = var(59) = 0
triggerall = command = "c"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 610
trigger2 = movecontact

;------------------------------------------------------------------------------
[State -1, ]
type = ChangeState
value = 195
triggerall = var(59) = 0
triggerall = command = "start"
triggerall = statetype != A
trigger1 = ctrl



;==============================================================================
;		ڂAI
;==============================================================================
;=================================================================================
;		^bOʗp
;=================================================================================
[state -1, vC[ID擾]
type = VarSet
Triggerall = var(59)>0
triggerall = !IsHelper
trigger1 = NumEnemy = 1
v = 58
value = Enemynear(0),ID

[state -1, vC[ID擾i^bOj]
type = VarSet
Triggerall = var(59)>0
triggerall = !IsHelper
trigger1 = NumEnemy >= 2
v = 58
value = IfElse(Enemynear(0),Alive,Enemynear(0),ID,Enemynear(1),ID)
;=================================================================================
;		K[h֘A
;=================================================================================
[State -1, Reset]
type = VarRangeSet
Triggerall = var(59)>0
triggerall = TeamMode = Turns
trigger1 = RoundState = 0
value = 0
first = 50
last = 51
;------------------------------------------------------------------------------
[State -1, Reset2]
type = VarRangeSet
Triggerall = var(59)>0
triggerall = TeamMode = Turns
trigger1 = RoundState = 0
value = 0
first = 54
last = 57
;------------------------------------------------------------------------------
[State -3, iwK̂P]
type = VarSet
triggerall = var(59)>=4 && Roundstate = 2 && !Ishelper && Alive
Triggerall = PlayerIDexist(var(58))
triggerall = PrevstateNo = 120 || PrevStateNo = 130 || (PrevStateNo = [150,151])
triggerall = Statetype = S
triggerall = Var(50) = 0 && var(51)=0 && var(54)=0
trigger1 = StateNo = [5000,5099]
v = 50
value = PlayerID(var(58)),StateNo
ignorehitpause = 1
;------------------------------------------------------------------------------
[State -3, iwK̂Q]
type = VarSet
triggerall = var(59)>=4 && Roundstate = 2 && !Ishelper && Alive
Triggerall = PlayerIDexist(var(58))
triggerall = PrevstateNo = 120 || PrevStateNo = 130 || (PrevStateNo = [150,151])
triggerall = Statetype = S
triggerall = Var(50) != 0 && Var(51) = 0 && var(54)=0
triggerall = Var(50) != PlayerID(Var(58)),StateNo
trigger1 = StateNo = [5000,5099]
v = 51
value = PlayerID(var(58)),StateNo
ignorehitpause = 1
;------------------------------------------------------------------------------
[State -3, iwK̂R]
type = VarSet
triggerall = var(59)>=4 && Roundstate = 2 && !Ishelper && Alive
Triggerall = PlayerIDexist(var(58))
triggerall = PrevstateNo = 120 || PrevStateNo = 130 || (PrevStateNo = [150,151])
triggerall = Statetype = S
triggerall = Var(50) != 0 && Var(51) != 0 && Var(54) = 0
triggerall = Var(50) != PlayerID(Var(58)),StateNo
triggerall = Var(51) != PlayerID(Var(58)),StateNo
trigger1 = StateNo = [5000,5099]
v = 54
value = PlayerID(var(58)),StateNo
ignorehitpause = 1
;------------------------------------------------------------------------------
[State -3, ႪݒiwK̂P]
type = VarSet
triggerall = var(59)>=4 && Roundstate = 2 && !Ishelper && Alive
Triggerall = PlayerIDexist(var(58))
triggerall = PrevStateNo = 131 || (PrevStateNo = [152,153])
triggerall = Var(55) = 0 && Var(56)=0 && var(57)=0
trigger1 = StateNo = [5000,5099]
v = 55
value = PlayerID(var(58)),StateNo
ignorehitpause = 1
;------------------------------------------------------------------------------
[State -3, ႪݒiwK̂Q]
type = VarSet
triggerall = var(59)>=4 && Roundstate = 2 && !Ishelper && Alive
triggerall = PrevStateNo = 131 || (PrevStateNo = [152,153])
triggerall = Var(55) != 0 && Var(56)=0 && var(57)=0
triggerall = Var(55) != PlayerID(Var(58)),StateNo
trigger1 = StateNo = [5000,5099]
v = 56
value = PlayerID(var(58)),StateNo
ignorehitpause = 1
;------------------------------------------------------------------------------
[State -3, ႪݒiwK̂R]
type = VarSet
triggerall = var(59)>=4 && Roundstate = 2 && !Ishelper && Alive
Triggerall = PlayerIDexist(var(58))
triggerall = PrevStateNo = 131 || (PrevStateNo = [152,153])
triggerall = Var(55) != 0 && Var(56) != 0 && Var(57) = 0
triggerall = Var(55) != PlayerID(Var(58)),StateNo
triggerall = Var(56) != PlayerID(Var(58)),StateNo
trigger1 = StateNo = [5000,5099]
v = 57
value = PlayerID(var(58)),StateNo
ignorehitpause = 1
;------------------------------------------------------------------------------
[State -3, Xe[g^CvύX]
type = StateTypeSet
triggerall = var(59)>=4 && Roundstate = 2 && !Ishelper && Alive
Triggerall = PlayerIDexist(var(58))
triggerall = StateNo = 120
triggerall = StateType = C
trigger1 = PlayerID(Var(58)),StateType != C
trigger1 = var(50)=0 || Var(50) != PlayerID(Var(58)),StateNo
trigger1 = var(51)=0 || Var(51) != PlayerID(Var(58)),StateNo
trigger1 = var(54)=0 || Var(54) != PlayerID(Var(58)),StateNo
statetype = S
physics = S
;------------------------------------------------------------------------------
[State -3, Xe[g^CvύX]
type = StateTypeSet
triggerall = var(59)>=4 && Roundstate = 2 && !Ishelper && Alive
Triggerall = PlayerIDexist(var(58))
triggerall = StateNo = 120
triggerall = StateType = S
trigger1 = PlayerID(Var(58)),StateType = C
trigger1 = var(55)=0 || Var(55) != PlayerID(Var(58)),StateNo
trigger1 = var(56)=0 || Var(56) != PlayerID(Var(58)),StateNo
trigger1 = var(57)=0 || Var(57) != PlayerID(Var(58)),StateNo
statetype = C
physics = C
;==============================================================================
;	AIpd͉xv
;==============================================================================
[state -1, yaccel]
type = varset
triggerall = var(59)>=2 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
trigger1 = PlayerID(var(58)),stateno != [5000,5210]
trigger1 = PlayerID(var(58)),Vel Y != 0
FV = 10
value = PlayerID(var(58)),const(movement.yaccel)
ignorehitpause = 1
;------------------------------------------------------------------------------
[state -1, yaccel]
type = varset
triggerall = var(59)>=2 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
trigger1 = PlayerID(var(58)),stateno = [5000,5210]
trigger1 = PlayerID(var(58)),Vel Y != 0
FV = 10
value = PlayerID(var(58)),GetHitVar(yaccel);(ŌĂyaccell)
ignorehitpause = 1
;------------------------------------------------------------------------------
[state -1, yaccel]
type = varset
triggerall = var(59)>=2 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
trigger1 = PlayerID(var(58)),Vel Y = 0
FV = 10
value = 0;(ŌĂyaccell)
ignorehitpause = 1
;==============================================================================
;		ϐǗ
;==============================================================================
[State -1, ł܂Ď]
type = VarAdd
triggerall = var(59)>=2
trigger1 = StateNo = [120,159]
v = 49
value = 1
;------------------------------------------------------------------------------
[State -1, ł܂ĎZbg]
type = VarSet
triggerall = var(59)>=2
triggerall = var(49)>=1
trigger1 = StateNo = [5000,5999]
trigger2 = MoveType = A
trigger3 = Ctrl
v = 49
value = 0
;------------------------------------------------------------------------------
[State -1, Move Rate];s
type = VarRandom
Triggerall = var(59)>0 && RoundState=2 && Alive
trigger1 = Gametime%10=0
v=48
range=0,99
;------------------------------------------------------------------------------
[State -1, _bVĎ]
type = Null
Triggerall = var(59)>0
trigger1 = StateNo = 101 && Time=0
trigger1 = var(47):=60
trigger2 = var(47)>=1
trigger2 = var(47):=var(47)-1
;------------------------------------------------------------------------------
[State -1, yJUĎ]
type = varset
Triggerall = var(59)>0 && var(46)=1
trigger1 = Statetype !=A
trigger2 = NumHelper(3051) = 0
Trigger2 = PlayerIDexist(var(58))
trigger2 = PlayerID(var(58)),Movetype !=H
trigger3 = Movetype = H
trigger4 = Roundstate !=2 || !Alive
var(46)=0
;------------------------------------------------------------------------------
[State -1, GԊĎ]
type = NULL
Triggerall = var(59)>0 && var(45)=0
Triggerall = PlayerIDexist(var(58))
triggerall = PlayerID(var(58)),MoveType = H
triggerall = PlayerID(var(58)),StateNo !=[120,155]
triggerall = PlayerID(var(58)),StateNo !=[5000,5099]
trigger1 = PlayerID(var(58)),StateNo = [1025,1028]
trigger1 = var(45):=1;C[
trigger2 = PlayerID(var(58)),StateNo = [820,821]
trigger2 = var(45):=2;ʏ퓊
trigger3 = PlayerID(Var(58)),StateNo = [3102,3103]
trigger3 = var(45):=3;ڂ{o[bN
trigger4 = PlayerID(Var(58)),StateNo = [4010,4011]
trigger4 = var(45):=4;ڂ_Ci~bNbN
trigger5 = PlayerID(Var(58)),StateNo = [3020,3021]
trigger5 = var(45):=9;ڂGhbN
;------------------------------------------------------------------------------
[State -1, GԊĎReset]
type = varset
Triggerall = var(59)>0 && var(45)>=1
Triggerall = PlayerIDexist(var(58))
trigger1 = PlayerID(var(58)),MoveType != H
trigger2 = PlayerID(var(58)),Statetype = L
trigger3 = Roundstate !=2 || !Alive
trigger4 = PlayerID(var(58)),Stateno = [5100,5219]
var(45)=0
;==============================================================================
;		ȉsLq
;==============================================================================
;		؂ւ
;==============================================================================
[State -1, ؂ւ ڂGh]
;bNŌ/BD 60/4F/S5F!/G+28F!/K[hs\
Type = ChangeState
value = 3000
triggerall = var(59)>=3 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = Power >= 1000
triggerall = StateType != A
triggerall = PlayerID(var(58)),MoveType != H
triggerall = P2BodyDist X-floor(PlayerID(var(58)),Vel X*4) = [-15,58]
triggerall = P2BodyDist Y+floor(PlayerID(var(58)),Vel Y*4+fvar(10)*8)= [-60,0]
triggerall = NumHelper(3051) = 0
triggerall = Ctrl || stateno = 101
triggerall = !PlayerID(var(58)),HitDefAttr = ,HA,HP,HT
Triggerall = Life<=Lifemax*.3 || Gametime%2=0
trigger1 = PlayerID(var(58)),MoveType = A
trigger1 = PlayerID(var(58)),Time <= 1;
trigger1 = Random <= Var(59)*40+Ifelse((Life/Lifemax)<=.3,var(59)*50,0)
trigger2 = PlayerID(var(58)),StateNo = 52
trigger2 = PlayerID(var(58)),Time <= 1;
trigger2 = Random <= Var(59)*40+Ifelse((Life/Lifemax)<=.3,var(59)*40,0)
trigger3 = PlayerID(var(58)),HitDefAttr = SCA,AT
trigger3 = Random <= var(59)*20+Ifelse((Life/Lifemax)<=.3,var(59)*20,0)

;------------------------------------------------------------------------------
[State -1, ؂ւ ڂ{o[];I^N̗͂Ă
;R}/BD 38/5F/S28F/G-F/ŏ7FG?!
Type = ChangeState
value = 3100
triggerall = var(59)>=3 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = power >= 1000
triggerall = StateType != A
triggerall = (P2StateType = S) || (P2StateType = C)
triggerall = PlayerID(var(58)),MoveType != H
triggerall = P2BodyDist X = [0,35]
triggerall = PlayerID(var(58)),StateNo != 40;GWvJn[Vł͂ȂƂ
triggerall = PlayerID(var(58)),StateNo != [5110,5120];GNオ蒆łȂƂ
triggerall = NumHelper(3051) = 0
Triggerall = Life<=Lifemax*.3 || Gametime%2=1
triggerall = Ctrl || stateno = 101
trigger1 = PlayerID(var(58)),MoveType = A
trigger1 = PlayerID(var(58)),Time <= 1;
trigger1 = Random <= Var(59)*15+Ifelse((Life/Lifemax)<=.3,var(59)*50,0)
trigger2 = PlayerID(var(58)),StateNo = 52
trigger2 = PlayerID(var(58)),Time <= 1;
trigger2 = Random <= Var(59)*15+Ifelse((Life/Lifemax)<=.3,var(59)*40,0)
trigger3 = PlayerID(var(58)),HitDefAttr = SCA,AT
trigger3 = Random <= var(59)*10+Ifelse((Life/Lifemax)<=.3,var(59)*30,0)
trigger4 = PrevstateNo =[5000,5219]
trigger4 = Random<= var(59)*20
trigger5 = PrevStateNo =[120,155]
trigger4 = Random<= var(59)*10

;------------------------------------------------------------------------------
[State -1, ؂ւ ڂu[tbV]
;_-/BD 79/8~11F/S41F/G-10F
Type = ChangeState
value = 1060
triggerall = var(59)>=4 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = StateType != A
triggerall = PlayerID(var(58)),Statetype != L
triggerall = PlayerID(var(58)),MoveType != H
triggerall = P2BodyDist X-Ceil(PlayerID(Var(58)),Vel X*8)= [-10,65]
triggerall = P2Bodydist Y>=-60
triggerall = Ctrl || stateno = 101
triggerall = var(48)=[0,var(59)*8]
triggerall = Gametime%3=0||Life/Lifemax<=.3
triggerall = !PlayerID(var(58)),HitDefAttr = ,HA,HP,HT
trigger1 = PlayerID(var(58)),MoveType = A
trigger1 = PlayerID(var(58)),Time = [5-var(59),8-var(59)];
trigger1 = Random <= Var(59)*50+Ifelse((Life/Lifemax)<=.3,var(59)*50,0)
trigger2 = PlayerID(var(58)),StateNo = 52
trigger2 = PlayerID(var(58)),Time = [5-var(59),8-var(59)];
trigger2 = Random <= Var(59)*45+Ifelse((Life/Lifemax)<=.3,var(59)*40,0)
trigger3 = PlayerID(var(58)),HitDefAttr = SCA,AT
trigger3 = Random <= var(59)*50+Ifelse((Life/Lifemax)<=.3,var(59)*30,0)

;------------------------------------------------------------------------------
[State -1, ڂu[tbV]
;_-/BD 65/9F/S41F/G-10F/
Type = ChangeState
value = 1050
triggerall = var(59)>=4 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = Random <= var(59)*60
triggerall = StateType != A
triggerall = PlayerID(var(58)),Statetype != L
triggerall = PlayerID(var(58)),MoveType != H
triggerall = P2BodyDist X-Ceil(PlayerID(Var(58)),Vel X*9)= [-20,60]
triggerall = P2Bodydist Y>=-60
triggerall = Ctrl || stateno = 101 || (StateNo=[120,140])
triggerall = !PlayerID(var(58)),HitDefAttr = ,HA,HP,HT
triggerall = var(48)=[41,70]
triggerall = Gametime%4<=2||Life/Lifemax<=.2
trigger1 = PlayerID(var(58)),MoveType = A
trigger1 = PlayerID(var(58)),Time = [5-var(59),8-var(59)];
trigger1 = Random <= Var(59)*50+Ifelse((Life/Lifemax)<=.3,var(59)*50,0)
trigger2 = PlayerID(var(58)),StateNo = 52
trigger2 = PlayerID(var(58)),Time = [5-var(59),8-var(59)];
trigger2 = Random <= Var(59)*40+Ifelse((Life/Lifemax)<=.3,var(59)*40,0)
trigger3 = PlayerID(var(58)),HitDefAttr = SCA,AT
trigger3 = Random <= var(59)*50+Ifelse((Life/Lifemax)<=.3,var(59)*30,0)

;------------------------------------------------------------------------------
[State -1, ؂ւ ݎ]
;/BD 32/5F/S6F/G6F
Type = ChangeState
Value = 400
triggerall = var(59)>=4 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = StateType != A
triggerall = PlayerID(var(58)),StateType != A
triggerall = PlayerID(var(58)),MoveType = A
triggerall = !PlayerID(var(58)),HitDefAttr = ,NT,ST,HT;ȊO
triggerall = !PlayerID(var(58)),HitDefAttr = ,HA,HP,HT
triggerall = PlayerID(var(58)),Ctrl = 0
triggerall = P2BodyDist X = [0,30]
triggerall = PlayerID(var(58)),StateNo = [200,699]
triggerall = Ctrl || stateno = 101
trigger1 = PlayerID(var(58)),Time <= 1 && PlayerID(var(58)),AnimTime <= 4;
trigger1 = Random <= var(59)*40
trigger2 = Random <= var(59)*4

;------------------------------------------------------------------------------
[State -1, ؂ւ ]
;`bv/BD 26/4F/S16F/G-5F
Type = ChangeState
Value = 200
triggerall = var(59)>=4 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = StateType != A
triggerall = PlayerID(var(58)),StateType != A
triggerall = PlayerID(var(58)),MoveType = A
triggerall = !PlayerID(var(58)),HitDefAttr = ,NT,ST,HT;ȊO
triggerall = !PlayerID(var(58)),HitDefAttr = ,HA,HP,HT
triggerall = PlayerID(var(58)),Ctrl = 0
triggerall = P2BodyDist X = [4,25]
triggerall = PlayerID(var(58)),StateNo = [200,699]
triggerall = Ctrl || stateno = 101
trigger1 = PlayerID(var(58)),Time <= 1 && PlayerID(var(58)),AnimTime <= 5;
trigger1 = Random <= var(59)*20
trigger2 = Random <= var(59)*2

;==============================================================================
;		
;==============================================================================
[State -1, obNXebv]
Type = ChangeState
Value = 105
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = StateType != A
triggerall = P2BodyDist X = [-5,80]
triggerall = PlayerID(var(58)),Vel X < 3
triggerall = BackEdgeBodyDist > 60
triggerall = Ctrl || stateno = 101
triggerall = PlayerID(var(58)),Movetype = A
triggerall = !(PlayerID(Var(58)),Hitdefattr = SC, AP)
triggerall = !PlayerID(var(58)),HitDefAttr = ,HA,HP,HT
triggerall = inguarddist
trigger1 = P2StateNo = [200,699]
trigger1 = PlayerID(var(58)),Time >= 20
trigger1 = Random <= var(59)*20
trigger1 = var(48)=[10,30]
trigger2 = PlayerID(var(58)),StateNo = [200,699]
trigger2 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
trigger2 = Random <= var(59)*10
trigger2 = var(48)=[31,50]
trigger3 = PlayerID(var(58)),MoveType = A
trigger3 = Random <= var(59)*1
trigger4 = stateno = 101
trigger4 = Random <= var(59)*5

;------------------------------------------------------------------------------
[State -1, obNGA_bV]
Type = ChangeState
Value = 115
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = var(2) = 0
triggerall = StateType = A
triggerall = StateNo != 110
triggerall = BackEdgeBodyDist > 62
triggerall = !PlayerID(var(58)),NumProj
triggerall = !(PlayerID(Var(58)),Hitdefattr = SCA, AP)
triggerall = inguarddist
triggerall = Ctrl
triggerall = var(46)=0
triggerall = PlayerID(var(58)),Movetype = A
trigger1 = P2BodyDist X = [0,60]
trigger1 = PlayerID(var(58)),Vel X < 3
trigger1 = Vel Y<0
trigger1 = PlayerID(var(58)),Time >= 20
trigger1 = Random <= var(59)*30 && var(48)>=70
trigger2 = PlayerID(var(58)),Statetype = A
trigger2 = P2Bodydist Y<=-180
trigger2 = PlayerID(var(58)),Vel Y>5
trigger2 = P2Bodydist X=[-20,30]
trigger2 = Random <= var(59)*35

;------------------------------------------------------------------------------
[State -1, obNXebv]
Type = ChangeState
Value = 105
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = StateType != A
triggerall = PlayerID(var(58)),StateType != A
triggerall = PlayerID(var(58)),Vel X < 3
triggerall = P2BodyDist X = [-5,50]
triggerall = BackEdgeBodyDist > 20
triggerall = Ctrl || stateno = 101
trigger1 = PlayerID(var(58)),HitDefAttr = SCA,AT
trigger1 = Random <= var(59)*40

;------------------------------------------------------------------------------
[State -1, obNGA_bV]
Type = ChangeState
Value = 115
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = var(2) = 0
triggerall = StateType = A
triggerall = P2BodyDist X = [-5,50]
triggerall = BackEdgeBodyDist > 20
triggerall = Ctrl
trigger1 = PlayerID(var(58)),HitDefAttr = SCA,AT
trigger1 = Random <= var(59)*40

;------------------------------------------------------------------------------
[State -1, Wv]
Type = ChangeState
Value = 39
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
triggerall = StateType != A
triggerall = PlayerID(var(58)),StateType != A
triggerall = PlayerID(var(58)),HitDefAttr = SCA,AT
triggerall = Ctrl
trigger1 = Random <= var(59)*60

;==============================================================================
;		K[h
;==============================================================================
[State -1, K[h]
Type = ChangeState
Value = 120
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = !PlayerID(var(58)),HitDefAttr = ,NT,ST,HT;ȊO
triggerall = Ctrl
triggerall = StateNo != [120,155]
triggerall = InGuardDist
triggerall = Var(49) < 60
triggerall = Random < Var(59)*200
trigger1 = prevstateno = [120,155]
trigger2 = (P2BodyDist X =[-15,0]) && Random < 300 ;߂㉻
trigger3 = prevstateno = [5000,5270]
Trigger4 = PlayerID(var(58)),NumProj>=1 && Random < 350
trigger5 = Ctrl

;------------------------------------------------------------------------------
[State -1, w K[h]
Type = ChangeState
Value = 120
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = StateNo != [120,155]
triggerall = !PlayerID(var(58)),HitDefAttr = ,NT,ST,HT;ȊO
triggerall = PlayerID(var(58)),MoveType = A
triggerall = P2dist X = [-60,0]
triggerall = Ctrl
trigger1 = StateType != A
trigger1 = Random <= var(59)*30 || var(59) >=4
trigger2 = StateType = A && PlayerID(var(58)),StateType = A
trigger2 = Random <= var(59)*30 || var(59) >=4
trigger3 = StateType = A && PlayerID(var(58)),StateType = S
trigger3 = Random <= var(59)*30

;==============================================================================
;	R{ 
;==============================================================================
[State -1, C[ ڂGh]
;bNŌ/BD 60/4F/S5F!/G+28F!/K[hs\
Type = ChangeState
value = 3000
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = Power >= 1000
triggerall = StateType != A
triggerall = Ctrl || stateno = 101
triggerall = NumHelper(3051) = 0
triggerall = PlayerID(var(58)),StateType != L
triggerall = PlayerID(Var(58)),Statetype = A
triggerall = PlayerID(var(58)),Alive
triggerall = var(45)=1
triggerall = Random < var(59)*200
;trigger1 = PlayerID(var(58)),Vel X > 0
trigger1 = P2bodydist X-Ceil(PlayerID(var(58)),Vel X*4) = [-10,55]
trigger1 = P2BodyDist Y+floor(PlayerID(var(58)),Vel Y*4+fvar(10)*8)=[-38,-10]

;------------------------------------------------------------------------------
[State -1, y_CiVWv]
type = ChangeState
value = 39
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = statetype != A
triggerall = Ctrl || (StateNo = [100,101])
triggerall = var(45)=0
triggerall = numhelper(3051)=1
triggerall = P2Bodydist X<50
trigger1 = Helper(3051),StateNo = 3051
trigger1 = Helper(3051),Time<=180
trigger1 = Helper(3051),Pos X-PlayerID(var(58)),Pos X=[-40,40]
trigger1 = PlayerID(var(58)),Statetype !=L
trigger1 = PlayerID(var(58)),Statetype !=A
trigger1 = PlayerID(var(58)),Movetype = H
trigger1 = var(46):=1

;------------------------------------------------------------------------------
[State -1, ^bOǌ Wv]
Type = ChangeState
Value = 39
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = NumPartner != 0;Ƃ
triggerall = StateType != A
triggerall = PlayerID(var(58)),StateType = A
triggerall = PlayerID(var(58)),MoveType = H
triggerall = PlayerID(var(58)),StateType != L
triggerall = P2BodyDist X = [-4,80]
triggerall = PlayerID(var(58)),Pos Y <= -60
triggerall = PlayerID(var(58)),Vel Y <= -1;肪ɈړĂƂ
triggerall = Ctrl
trigger1 = Random <= var(59)*20

;------------------------------------------------------------------------------
[State -1,  ];l|/0F/S81F
Type = ChangeState
value = 195
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = StateType != A
triggerall = Ctrl
triggerall = !InGuardDist
triggerall = !PlayerID(var(58)),numproj
triggerall = StateNo !=195
trigger1 = var(45)=[2,3];{,{o[
trigger1 = PlayerID(var(58)),Vel Y<0

;==============================================================================
;		˂
;==============================================================================
[State -1, ˂ ݒ]
;_˂o/BD 83/9F/S27F/G-4F
Type = ChangeState
value = 410
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = StateType != A
triggerall = var(45)=0
triggerall = PlayerID(var(58)),StateType != L
triggerall = PlayerID(var(58)),Statetype !=A
triggerall = PlayerID(var(58)),Animtime<=-9
triggerall = P2BodyDist X = [30,80]
triggerall = Ctrl || (StateNo=52 && Animtime=0) || Stateno=101
triggerall = Random<var(59)*200
trigger1 = PlayerID(var(58)),Movetype = I
trigger1 = PlayerID(Var(58)),StateNo>=200
trigger2 = PlayerID(Var(58)),Movetype = H
trigger2 = PlayerID(Var(58)),StateNo !=[120,155]
trigger3 = PrevstateNo = 52 || stateNo=52
trigger3 = PlayerID(Var(58)),StateNo =[150,155]

;------------------------------------------------------------------------------
[State -1, ˂ (Βn)]
;_/BD 99/8F/S20F/G+2F
Type = ChangeState
value = 210
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = StateType != A
triggerall = var(45)=0
triggerall = PlayerID(var(58)),StateType != L
triggerall = PlayerID(var(58)),Statetype !=A
triggerall = PlayerID(var(58)),Animtime<=-8
triggerall = P2BodyDist X = [-5,95]
triggerall = Ctrl || (StateNo=52 && Animtime=0) || Stateno=101
triggerall = Random<var(59)*200
trigger1 = PlayerID(var(58)),Movetype = I
trigger1 = PlayerID(Var(58)),StateNo>=200
trigger2 = PlayerID(Var(58)),Movetype = H
trigger2 = PlayerID(Var(58)),StateNo !=[120,155]
trigger3 = PrevstateNo = 52 || stateNo=52
trigger3 = PlayerID(Var(58)),StateNo =[150,155]

;------------------------------------------------------------------------------
[State -1, ˂ (΋)]
;_/BD 99/8F/S20F/G+2F
Type = ChangeState
value = 210
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = Random <= var(59)*80
triggerall = StateType != A
triggerall = PlayerID(var(58)),StateType != L
triggerall = !InGuardDist
triggerall = P2BodyDist X-ceil(PlayerID(var(58)),Vel X*8)= [20,95]
triggerall = P2BodyDist Y+floor(PlayerID(var(58)),Vel Y*4+fvar(10)*8)=[-50,-12]
triggerall = Ctrl || stateno = 101
triggerall = PlayerID(var(58)),StateType = A
triggerall = PlayerID(var(58)),MoveType = I
triggerall = PlayerID(var(58)),AnimTime <= -8
trigger1 = !PlayerID(var(58)),Ctrl

;------------------------------------------------------------------------------
[State -1, ˂ ݎ]
;/BD 32/5F/S6F/G6F
Type = ChangeState
value = 400
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = StateType != A
triggerall = var(45)=0
triggerall = PlayerID(var(58)),StateType != L
triggerall = PlayerID(var(58)),Animtime<=-5
triggerall = P2BodyDist X = [-5,30]
triggerall = Ctrl || (StateNo=52 && Animtime=0) || Stateno=101
triggerall = Random<var(59)*200
trigger1 = PlayerID(var(58)),Statetype !=A
trigger1 = PlayerID(var(58)),Movetype = I
trigger1 = PlayerID(Var(58)),StateNo>=200
trigger2 = PlayerID(Var(58)),Movetype = H
trigger2 = PlayerID(Var(58)),StateNo !=[120,155]
trigger3 = PrevstateNo = 52 || stateNo=52
trigger3 = PlayerID(Var(58)),StateNo =[150,155]

;------------------------------------------------------------------------------
[State -1, ˂ ڂ{o[];I^N̗͂Ă
;R}/BD 38/5F/S28F/G-F
Type = ChangeState
value = 3100
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = power >= 1000
triggerall = StateType != A
triggerall = var(45)=0
triggerall = PlayerID(var(58)),StateType != L
triggerall = PlayerID(var(58)),Statetype != A
triggerall = !InGuardDist
triggerall = P2BodyDist X-Ceil(PlayerID(var(58)),Vel X*5)= [-3,36]
triggerall = NumHelper(3051) = 0
triggerall = Ctrl || stateno = 101
triggerall = !PlayerID(var(58)),Ctrl
trigger1 = PlayerID(var(58)),Movetype = I
trigger1 = PlayerID(Var(58)),StateNo>=200

;------------------------------------------------------------------------------
[State -1, ˂ (Βn)]
;`bv/BD 26/4F/S16F/G-5F
Type = ChangeState
value = 200
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = StateType != A
triggerall = var(45)=0
triggerall = PlayerID(var(58)),StateType != L
triggerall = PlayerID(var(58)),Statetype !=A
triggerall = PlayerID(var(58)),Animtime<=-4
triggerall = P2BodyDist X = [-5,25]
triggerall = Ctrl || (StateNo=52 && Animtime=0) || Stateno=101
triggerall = Random<var(59)*200
trigger1 = PlayerID(var(58)),Movetype = I
trigger1 = PlayerID(Var(58)),StateNo>=200
trigger2 = PlayerID(Var(58)),Movetype = H
trigger2 = PlayerID(Var(58)),StateNo !=[120,155]
trigger3 = PrevstateNo = 52 || stateNo=52
trigger3 = PlayerID(Var(58)),StateNo =[150,155]

;------------------------------------------------------------------------------
[State -1, (΋)]
;`bv/BD 26/4F/S16F/G-5F
Type = ChangeState
value = 200
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = Random <= var(59)*20
triggerall = StateType != A
triggerall = PlayerID(var(58)),StateType != L
triggerall = !InGuardDist
triggerall = P2BodyDist X = [-5,35+ceil(PlayerID(var(58)),Vel X*4)]
triggerall = P2BodyDist Y+floor(PlayerID(var(58)),Vel Y*4+fvar(10)*8)=[-45,-10]
triggerall = Ctrl || stateno = 101
triggerall = PlayerID(var(58)),StateType = A
triggerall = PlayerID(var(58)),MoveType = I
triggerall = PlayerID(var(58)),AnimTime <= -5
trigger1 = !PlayerID(var(58)),Ctrl

;------------------------------------------------------------------------------
[State -1,˂ ]
;͂ݔ΂/BD 4/9F3F/S32F/G-F/ǌs
Type = ChangeState
value = 800
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = statetype != A
triggerall = var(45)=0
triggerall = PlayerID(var(58)),Statetype !=L
triggerall = PlayerID(var(58)),Statetype !=A
triggerall = P2Bodydist X=[-3,4]
triggerall = Ctrl || (StateNo=52 && Animtime=0) || Stateno=101
triggerall = PlayerID(var(58)),StateNo !=[150,155]
triggerall = Random<var(59)*150
trigger2 = PlayerID(var(58)),Animtime<=-3
trigger1 = PlayerID(var(58)),Movetype = I
trigger1 = PlayerID(Var(58)),StateNo>=200
trigger2 = PlayerID(Var(58)),Movetype = H
trigger2 = PlayerID(Var(58)),StateNo =[120,140]

;==============================================================================
;	K[h\
;==============================================================================
[State -1,K[h ]
;͂ݔ΂/BD 4/9F3F/S32F/G-F/ǌs
Type = ChangeState
value = 800
triggerall = var(59)>=4 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = statetype != A
triggerall = var(45)=0
triggerall = PlayerID(var(58)),Statetype !=L
triggerall = PlayerID(var(58)),Statetype !=A
triggerall = P2Bodydist X=[-3,4]
triggerall = Ctrl || (StateNo=52 && Animtime=0) || Stateno=101
triggerall = (PlayerID(var(58)),movetype !=H) || (PlayerID(var(58)),movetype =H && PlayerID(var(58)),StateNo =[120,140])
triggerall = Random<var(59)*30
trigger1 = PlayerID(var(58)),Movetype !=A
trigger1 = PrevstateNo=[150,155]

;------------------------------------------------------------------------------
[State -1, K[h Wv]
;R/BD 52/4F/S18F/G+3F
Type = ChangeState
value = 600
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = StateType = A
triggerall = var(45)=0 && var(46)=0
triggerall = PlayerID(var(58)),StateType != L
triggerall = PlayerID(var(58)),MoveType != H
triggerall = !PlayerID(var(58)),Ctrl
triggerall = P2bodydist X-ceil((Vel X + PlayerID(var(58)),Vel X)*4+Vel X*4) = [-15,27]
triggerall = P2bodydist Y = [-30,30]
triggerall = Ctrl || stateno = 101
triggerall = (PrevStateNo=[150,159]);K[hd
triggerall = Time <= 2
triggerall = var(46)=0
trigger1 = Random <= var(59)*25
trigger2 = PlayerID(var(58)),Time >= 10 && PlayerID(var(58)),AnimTime <= -5
trigger2 = Random <= var(59)*50

;------------------------------------------------------------------------------
[State -1, K[h Wv]
;_U~낵/BD 53/8F/S21F/G+8F
Type = ChangeState
value = 610
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = StateType = A && var(46)=0
triggerall = PlayerID(var(58)),StateType != L
triggerall = PlayerID(var(58)),MoveType = I
triggerall = !InGuardDist
triggerall = P2BodyDist X-ceil((Vel X + PlayerID(var(58)),Vel X)*8+Vel X*8)= [-20,48]
triggerall = P2BodyDist Y = [-50,50]
triggerall = Ctrl
triggerall = var(46)=0
triggerall = PlayerID(var(58)),AnimTime <= -6
trigger1 = (PlayerID(var(58)),StateNo = [200,649])
trigger2 = PlayerID(var(58)),StateType = A
trigger2 = !PlayerID(var(58)),Ctrl

;==============================================================================
;	Ǎےǂł
;==============================================================================
[State -1, (Ǎ)ݎ]
;/BD 32/5F/S6F/G6F
Type = ChangeState
value = 400
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = StateType != A
triggerall = var(45)=0
triggerall = PlayerID(var(58)),StateType != L
triggerall = PlayerID(var(58)),StateType = A
triggerall = PlayerID(var(58)),MoveType = H
triggerall = !InGuardDist
triggerall = P2bodydist X = [-10,30]
triggerall = P2BodyDist Y+floor(PlayerID(var(58)),Vel Y*5+fvar(10)*12.5)=[-28,-10]
triggerall = Ctrl || stateno = 101
triggerall = Random <= var(59)*200
trigger1 = PlayerID(var(58)),BackEdgeBodyDist <= 10
trigger2 = PlayerID(var(58)),FrontEdgeBodyDist <= 10

;------------------------------------------------------------------------------
[State -1, (Ǎ)]
;`bv/BD 26/4F/S16F/G-5F
Type = ChangeState
value = 200
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = StateType != A
triggerall = var(45)=0
triggerall = PlayerID(var(58)),StateType != L
triggerall = PlayerID(var(58)),StateType = A
triggerall = PlayerID(var(58)),MoveType = H
triggerall = P2bodydist X-Ceil(PlayerID(var(58)),Vel X*4)= [-10,25]
triggerall = P2BodyDist Y+floor(PlayerID(var(58)),Vel Y*4+fvar(10)*8)=[-45,-20]
triggerall = Ctrl || stateno = 101
triggerall = PlayerID(var(58)),BackEdgeBodyDist <= 10
trigger1 = Random <= var(59)*60
;trigger2 = (PrevStateNo = [1040,1050]) && Random <= var(59)*100

;------------------------------------------------------------------------------
[State -1, (Ǎ)]
;_/BD 99/8F/S20F/G+2F
Type = ChangeState
value = 210
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = StateType != A
triggerall = var(45)=0
triggerall = PlayerID(var(58)),StateType != L
triggerall = PlayerID(var(58)),StateType = A
triggerall = PlayerID(var(58)),MoveType = H
triggerall = P2bodydist X-Ceil(PlayerID(var(58)),Vel X*8)= [26,99]
triggerall = P2BodyDist Y+floor(PlayerID(var(58)),Vel Y*8+fvar(10)*32)=[-60,-20]
triggerall = Ctrl || stateno = 101
triggerall = PlayerID(var(58)),BackEdgeBodyDist <= 10
trigger1 = Random <= var(59)*50
;trigger2 = (PrevStateNo = [1040,1050]) && Random <= var(59)*100

;------------------------------------------------------------------------------
[State -1, (Ǎ)ڂNbV]
;]Ɗy/2iZ/BD 150/15F/S55F/G-3F/ǃoEhU
Type = ChangeState
value = 1020
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = Power >= 1330
triggerall = StateType != A
triggerall = var(45)=0
triggerall = PlayerID(var(58)),StateType != L
triggerall = PlayerID(var(58)),StateType = A
triggerall = PlayerID(var(58)),MoveType = H
triggerall = P2bodydist X-Ceil(PlayerID(var(58)),Vel X*15) = [30,120]
triggerall = P2BodyDist Y+floor(PlayerID(var(58)),Vel Y*15+fvar(10)*112.5)=[-60,-20]
triggerall = Ctrl || stateno = 101
triggerall = Random <= var(59)*60
trigger1 = PlayerID(var(58)),BackEdgeBodyDist <= 10

;------------------------------------------------------------------------------
[State -1, (Ǎ)ڂNbV]
;]Ɗy/2iZ/BD 130/15F/S55F/G-10F
Type = ChangeState
value = 1010
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = StateType != A
triggerall = var(45)=0
triggerall = PlayerID(var(58)),StateType != L
triggerall = PlayerID(var(58)),StateType = A
triggerall = PlayerID(var(58)),MoveType = H
triggerall = Ctrl || stateno = 101
triggerall = Random <= var(59)*60
triggerall = P2bodydist X-Ceil(PlayerID(var(58)),Vel X*15) = [40,100]
triggerall = P2BodyDist Y+floor(PlayerID(var(58)),Vel Y*15+fvar(10)*112.5) =[-60,-20]
trigger1 = PlayerID(var(58)),BackEdgeBodyDist <= 10

;------------------------------------------------------------------------------
[State -1, (Ǎ)tgXebv]
Type = ChangeState
value = 100
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = StateType != A
triggerall = var(45)=0
triggerall = PlayerID(var(58)),StateType != L
triggerall = PlayerID(var(58)),StateType = A
triggerall = PlayerID(var(58)),MoveType = H
triggerall = P2BodyDist Y >= -60
triggerall = StateNo != 100
triggerall = Ctrl || stateno = 101
triggerall = PlayerID(var(58)),BackEdgeBodyDist <= 10
trigger1 = P2bodydist X = [40,120]
trigger1 = Random <= var(59)*(50-(P2Bodydist X>80)*30)
trigger2 = P2bodydist X = [40,80]
trigger2 = (PrevStateNo = [1040,1050]) && Random <= var(59)*100

;==============================================================================
;	nډ 
;==============================================================================
[State -1, ڂ_Ci~bN]
;ړ/qbg㖳G/BD50O/31F/K[s
Type = ChangeState
value = 4000
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = Power >= 2000
triggerall = StateType != A
triggerall = var(45)=0
triggerall = PlayerID(var(58)),StateType != L
triggerall = PlayerID(var(58)),MoveType = H
triggerall = NumHelper(3051) = 0
triggerall = P2BodyDist X = [10,68]
trigger1 = StateNo = 200 || StateNo = 210 || StateNo = 400 || StateNo = 410
trigger1 = Movecontact
trigger1 = PlayerID(var(58)),StateType != A

;------------------------------------------------------------------------------
[State -1, A ݎ]
;/BD 32/5F/S6F/G6F
Type = ChangeState
value = 400
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = StateType != A
triggerall = var(45)=0
triggerall = PlayerID(var(58)),StateType != L
triggerall = P2bodydist X = [-10,30]
triggerall = Ctrl || stateno = 101
triggerall = Random <= var(59)*200
trigger1 = PrevStateNo = 200 || PrevStateNo = 400
trigger1 = PlayerID(var(58)),MoveType = H
trigger1 = PlayerID(var(58)),Statetype != A

;------------------------------------------------------------------------------
[State -1, GK[h ݒ]
;_˂o/BD 83/9F/S27F/G-4F
Type = ChangeState
value = 410
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = Random <= var(59)*30
triggerall = StateType != A
triggerall = var(45)=0
triggerall = PlayerID(var(58)),StateType != L
triggerall = PlayerID(var(58)),StateType != A
triggerall = PlayerID(var(58)),MoveType = H
triggerall = Ctrl || stateno = 101
trigger1 = P2bodydist X-Ceil(PlayerID(var(58)),Vel X*9)= [40,80]
trigger1 = PlayerID(var(58)),StateNo = [120,155]

;==============================================================================
;		nq 
;==============================================================================
[State -1, ݒ(q)]
;_˂o/BD 83/9F/S27F/G-4F
Type = ChangeState
value = 410
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = StateType != A
triggerall = var(45)=0
triggerall = PlayerID(var(58)),StateType != L
triggerall = PlayerID(var(58)),MoveType = H
triggerall = P2BodyDist X-Ceil(PlayerID(var(58)),Vel X*9) =[10,80]
triggerall = StateNo = 200 || StateNo = 400
trigger1 = Moveguarded
trigger1 = Random <= var(59)*50
trigger2 = Movehit = [1,2]
trigger2 = PlayerID(var(58)),StateType !=A
trigger2 = PlayerID(Var(58)),StateNo != [120,155]
trigger2 = PlayerID(var(58)),Alive

;------------------------------------------------------------------------------
[State -1, (q)]
;_/BD 99/8F/S20F/G+2F
Type = ChangeState
value = 210
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = StateType != A
triggerall = var(45)=0
triggerall = PlayerID(var(58)),StateType != L
triggerall = PlayerID(var(58)),MoveType = H
triggerall = PlayerID(var(58)),Alive
triggerall = P2Bodydist X-Ceil(PlayerID(var(58)),Vel X*8) =[10,98]
triggerall = P2BodyDist Y+floor(PlayerID(var(58)),Vel Y*8+fvar(10)*32)>=-60
triggerall = StateNo = 200 || StateNo = 400
triggerall = Movecontact
trigger1 = StateNo = 400 && MoveContact && (var(48)=[0,10+var(59)*10])
trigger2 = StateNo = 200 && MoveContact;&& (var(48)=[0,20+Var(59)*3])
;trigger3 = StateNo = 200 && P2BodyDist X <= 5
;trigger3 = Random <= var(59)*5

;------------------------------------------------------------------------------
[State -1, ݋(q)]
;_/BD 62/11F/S34F/G-11F
Type = ChangeState
value = 420
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = Random <= var(59)*20
triggerall = StateType != A
triggerall = var(45)=0
triggerall = PlayerID(var(58)),StateType != L
triggerall = PlayerID(Var(58)),Statetype !=A
triggerall = PlayerID(var(58)),MoveType = H
triggerall = PlayerID(var(58)),Alive
triggerall = P2Bodydist X-Ceil(PlayerID(var(58)),Vel X*11) =[0,60]
triggerall = StateNo = 210 || StateNo = 410
trigger1 = PlayerID(var(58)),BackEdgeBodyDist <= 15
trigger1 = Movehit
;trigger2 = Moveguarded

;------------------------------------------------------------------------------
[State -1, ڂGh(q)]
;bNŌ/BD 60/4F/S5F!/G+28F!/K[hs\
Type = ChangeState
value = 3000
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = power >= 1000
triggerall = StateType != A
triggerall = var(45)=0
triggerall = PlayerID(var(58)),StateType != L
triggerall = PlayerID(var(58)),MoveType = H
triggerall = PlayerID(Var(58)),StateNo !=[120,155]
triggerall = PlayerID(var(58)),Alive
triggerall = NumHelper(3051) = 0
triggerall = P2Bodydist X-Ceil(PlayerID(var(58)),Vel X*4) =[0,55]
triggerall = StateNo = 210 || StateNo = 410
triggerall = MoveHit = 1
triggerall = Random < var(59)*200
trigger1 = PlayerID(var(58)),Statetype !=A
trigger2 = PlayerID(var(58)),Statetype = A
trigger2 = P2BodyDist Y+floor(PlayerID(var(58)),Vel Y*4+fvar(10)*8)=[-60,-10]

;------------------------------------------------------------------------------
[State -1, ڂCpX(q)]
;i^ѓ/BD S/8~24F/S30F/G-F
Type = ChangeState
value = 3050
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = power >= 1000
triggerall = StateType != A
triggerall = var(45)=0
triggerall = PlayerID(var(58)),StateType != L
triggerall = PlayerID(var(58)),MoveType = H
triggerall = PlayerID(var(58)),Alive
triggerall = !InGuardDist
triggerall = NumHelper(3051) = 0
triggerall = P2BodyDist X <= 80
triggerall = P2BodyDist Y >= -55
trigger1 = StateNo = 210 || StateNo = 410
trigger1 = MoveContact
trigger1 = PlayerID(Var(58)),StateNo !=[120,155]
trigger1 = Random <= var(59)*100 && (var(48)=[0,50+Var(59)*10])

;------------------------------------------------------------------------------
[State -1, ڂNbV]
;]Ɗy/2iZ/BD 150/15F/S55F/G-3F/ǃoEhU
Type = ChangeState
value = 1020
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = Power >= 1330
triggerall = Random <= var(59)*40
triggerall = StateType != A
triggerall = var(45)=0
triggerall = PlayerID(var(58)),StateType != L
triggerall = PlayerID(var(58)),MoveType = H
triggerall = PlayerID(var(58)),Alive
triggerall = P2BodyDist X-Ceil(PlayerID(var(58)),Vel X*15) = [10,125]
triggerall = P2BodyDist Y >= -60
triggerall = PlayerID(var(58)),BackEdgeBodyDist>25
triggerall = StateNo = 210 || StateNo = 410 || StateNo = 420
trigger1 = MoveHit
trigger1 = PlayerID(Var(58)),StateNo !=[120,155]

;------------------------------------------------------------------------------
[State -1, ڂNbV(q)]
;]Ɗy/P/BD 95/15F/S55F/G-2F
Type = ChangeState
value = 1000
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = StateType != A
triggerall = var(45)=0
triggerall = PlayerID(var(58)),StateType != L
triggerall = PlayerID(var(58)),StateType != A
triggerall = PlayerID(var(58)),MoveType = H
triggerall = PlayerID(var(58)),Alive
triggerall = P2BodyDist X-Ceil(PlayerID(var(58)),Vel X*15) = [20,95]
triggerall = StateNo = 210 || StateNo = 410 || StateNo = 420
trigger1 = Moveguarded;K[h
trigger1 = var(48)=[0,60+(P2Bodydist X>55)*20]
trigger2 = MoveHit =[1,2]
trigger2 = PlayerID(Var(58)),StateNo !=[120,155]
trigger2 = Random < var(59)*120

;------------------------------------------------------------------------------
[State -1, ڂu[tbV(q)]
;_-EX/BD 82/8F/S40F/G-12F
Type = ChangeState
value = 1070
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = Power >= 1330
triggerall = StateType != A
triggerall = var(45)=0
triggerall = PlayerID(var(58)),StateType != L
triggerall = PlayerID(var(58)),MoveType = H
triggerall = PlayerID(var(58)),Alive
triggerall = P2BodyDist X-Ceil(PlayerID(var(58)),Vel X*8)<=80
triggerall = Random <= var(59)*200
trigger1 = StateNo = 210 || StateNo = 410 || StateNo = 420
trigger1 = Movehit = [1,2]
trigger1 = PlayerID(Var(58)),StateNo !=[120,155]

;------------------------------------------------------------------------------
[State -1, ڂu[tbV(q)]
;_-/BD 79/8~11F/S41F/G-10F
Type = ChangeState
value = 1060
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
triggerall = StateType != A
Triggerall = PlayerIDexist(var(58))
triggerall = var(45)=0
triggerall = PlayerID(var(58)),StateType != L
triggerall = PlayerID(var(58)),MoveType = H
triggerall = PlayerID(var(58)),Alive
triggerall = P2BodyDist X-Ceil(PlayerID(Var(58)),Vel X*8)= [-20,70]
triggerall = P2BodyDist Y+floor(PlayerID(var(58)),Vel Y*8+fvar(10)*32)= [-60,0]
triggerall = Ctrl || stateno = 101
trigger1 = StateNo = 210 || StateNo = 410 || StateNo = 420
trigger1 = Movehit = [1,3] ;|| ((Moveguarded = [1,2]) && P2Life <= 5)
trigger1 = PlayerID(Var(58)),StateNo !=[120,155]
;trigger2 = StateNo = 420 && Moveguarded
;trigger2 = PlayerID(var(58)),BackEdgeBodyDist > 20

;------------------------------------------------------------------------------
[State -1, ڂu[tbV(q)]
;_-/BD 65/9F/S41F/G-10F/
Type = ChangeState
value = 1050
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = Random <= var(59)*60
triggerall = StateType != A
triggerall = var(45)=0
triggerall = PlayerID(var(58)),StateType != L
triggerall = PlayerID(var(58)),MoveType = H
triggerall = PlayerID(var(58)),Alive
triggerall = P2BodyDist X-Ceil(PlayerID(var(58)),Vel X*9)=[0,55]
triggerall = P2BodyDist Y+floor(PlayerID(var(58)),Vel Y*8+fvar(10)*32)= [-60,0]
trigger1 = StateNo = 210 || StateNo = 410 || StateNo = 420
trigger1 = Moveguarded
trigger1 = var(48)=[61,99]
trigger1 = PlayerID(var(58)),BackEdgeBodyDist > 20

;------------------------------------------------------------------------------
[State -1, ڂNbV(q)]
;]Ɗy/2iZ/BD 130/15F/S55F/G-10F
Type = ChangeState
value = 1010
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = Random <= var(59)*60
triggerall = StateType != A
triggerall = var(45)=0
triggerall = PlayerID(var(58)),StateType != L
triggerall = PlayerID(var(58)),MoveType = H
triggerall = PlayerID(var(58)),Alive
triggerall = P2BodyDist X-Ceil(PlayerID(var(58)),Vel X*15) = [20,125]
triggerall = PlayerID(var(58)),Statetype !=A || (P2BodyDist Y+floor(PlayerID(var(58)),Vel Y*15+fvar(10)*112.5)=[-60,-20])
triggerall = StateNo = 210 || StateNo = 410 || StateNo = 420
trigger1 = Movehit = [1,2]
trigger2 = var(59)<=3 && Moveguarded
;trigger3 = StateNo = 420 && PlayerID(var(58)),BackEdgeBodyDist > 20

;------------------------------------------------------------------------------
[State -1, (q)]
;_/BD 210/22F/S43F/G-4F(Hit,Guard)
Type = ChangeState
value = 220
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = StateType != A
triggerall = var(45)=0
triggerall = PlayerID(var(58)),StateType != L
triggerall = PlayerID(var(58)),MoveType = H
triggerall = PlayerID(var(58)),Alive
triggerall = P2Bodydist X-Ceil(PlayerID(var(58)),Vel X*8) =[60,220]
triggerall = P2BodyDist Y+floor(PlayerID(var(58)),Vel Y*22+fvar(10)*242)>=-60
triggerall = StateNo = 210 || StateNo = 410
trigger1 = Moveguarded;K[h
trigger1 = Random <= var(59)*50
trigger2 = Movehit = [1,2]
trigger2 = Random <=var(59)*40+(PlayerID(Var(58)),Statetype=A)*400

;==============================================================================
;		󒆖ډ 
;==============================================================================
[State -1, Wv(q)]
;R/BD 52/4F/S18F/G+3F
Type = ChangeState
value = 600
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = Random <= var(59)*100
triggerall = PlayerID(var(58)),StateType = A
triggerall = PlayerID(var(58)),StateType != L
triggerall = PlayerID(var(58)),MoveType = H
triggerall = !InGuardDist
triggerall = P2BodyDist X = [-27,27]
triggerall = P2BodyDist Y = [-60,60]
triggerall = Ctrl
triggerall = var(46)=0
trigger1 = PlayerID(var(58)),StateType = A
trigger1 = (Vel Y <= -5 && Pos Y <= -50) || Vel Y > -5
trigger2 = PlayerID(var(58)),StateType != A

;------------------------------------------------------------------------------
[State -1, Wv(q)]
;_U~낵/BD 53/8F/S21F/G+8F
Type = ChangeState
value = 610
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = StateType = A
triggerall = PlayerID(var(58)),StateType != L
triggerall = PlayerID(var(58)),MoveType = H
triggerall = !InGuardDist
triggerall = P2BodyDist X-Ceil(PlayerID(var(58)),Vel X*8+Vel X*8) = [-23,50]
triggerall = P2BodyDist Y = [-60,60]
trigger1 = var(46)=0
trigger1 = PlayerID(var(58)),StateType = A
trigger1 = Ctrl
trigger1 = Random <= var(59)*30
trigger2 = var(46)=1
trigger2 = PlayerID(var(58)),StateType != A
trigger2 = P2BodyDist Y = [0,60]

;------------------------------------------------------------------------------
[State -1, Wv(q)]
;_}~(i)/BD 70/20F/S-F/G+10~F
Type = ChangeState
value = 620
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = StateType = A
triggerall = PlayerID(var(58)),StateType != L
triggerall = (var(59)=5 && !InGuardDist) || var(59)<=4
;triggerall = p2bodydist X=[p2bodydist y-30,p2bodydist y+30]
;triggerall = p2dist y=[0,p2bodydist x+30]
triggerall = var(46)=1
trigger1 = StateNo = 610 && MoveContact
trigger1 = PlayerID(var(58)),MoveType = H
trigger1 = PlayerID(Var(58)),Alive

;==============================================================================
;	nNU 
;==============================================================================
[State -1, ݒ]
;_˂o/BD 83/9F/S27F/G-4F
type = ChangeState
value = 410
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = StateType != A
triggerall = var(45)=0
triggerall = PlayerID(var(58)),StateType = L
triggerall = !InGuardDist
triggerall = P2BodyDist X =[30,80]
triggerall = Ctrl || stateno = 101
trigger1 = PlayerID(var(58)),StateNo = 5120
trigger1 = PlayerID(var(58)),AnimTime =[-5,-4]
trigger1 = Random <= Var(59)*30

;------------------------------------------------------------------------------
[State -1, ݎ]
;/BD 32/5F/S6F/G6F
type = ChangeState
value = 400
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = StateType != A
triggerall = var(45)=0
triggerall = !InGuardDist
triggerall = P2BodyDist X <= 30
triggerall = Ctrl || stateno = 101
trigger1 = PlayerID(var(58)),StateNo = 5120
trigger1 = PlayerID(var(58)),AnimTime = [-2,0]
trigger1 = Random <= Var(59)*60

;==============================================================================
;		΋
;==============================================================================
[State -1, ΋ ڂu[tbV]
;_-EX/BD 82/8F/S40F/G-12F
Type = ChangeState
value = 1070
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = power >=1330
triggerall = StateType != A
triggerall = var(45)=0
triggerall = PlayerID(var(58)),StateType != L
triggerall = PlayerID(var(58)),StateType = A
triggerall = !PlayerID(var(58)),NumProj
triggerall = P2BodyDist X-floor(PlayerID(var(58)),Vel X*8) = [-20,64]
triggerall = P2BodyDist Y+floor(PlayerID(var(58)),Vel Y*8+fvar(10)*40.5) = [-120,-40]
triggerall = Ctrl || stateno = 101
trigger1 = PlayerID(var(58)),Vel X>=0
trigger1 = PlayerID(var(58)),MoveType = A
trigger1 = Random<50+var(59)*50 && (var(48)=[0,10+var(59)*3])
trigger2 = PlayerID(var(58)),MoveType = I
trigger2 = Random<20+var(59)*20 && (var(48)=[60,70+var(59)*2])

;------------------------------------------------------------------------------
[State -1, ΋ ڂu[tbV]
;_-/BD 65/9F/S41F/G-10F/
Type = ChangeState
value = 1050
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = StateType != A
triggerall = var(45)=0
triggerall = PlayerID(var(58)),StateType != L
triggerall = PlayerID(var(58)),StateType = A
triggerall = !PlayerID(var(58)),NumProj
triggerall = P2BodyDist X-floor(PlayerID(var(58)),Vel X*9) = [-20,64]
triggerall = P2BodyDist Y+floor(PlayerID(var(58)),Vel Y*9+fvar(10)*40.5)= [-120,-40]
triggerall = Ctrl || stateno = 101
trigger1 = PlayerID(var(58)),Vel X>=0
trigger1 = PlayerID(var(58)),MoveType = A
trigger1 = Random<50+var(59)*50 && (var(48)=[0,10+var(59)*10])
trigger2 = PlayerID(var(58)),MoveType = I
trigger2 = Random<20+var(59)*20 && (var(48)=[60,70+var(59)*2])

;==============================================================================
;		Ԃ
;==============================================================================
[State -1, ڂCpX]
;i^ѓ/BD S/8~24F/S30F/G-F
Type = ChangeState
value = 3050
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = StateType != A
triggerall = power >= 1000
triggerall = var(45)=0
triggerall = PlayerID(var(58)),MoveType != A
triggerall = NumHelper(3051) = 0
trigger1 = Ctrl || stateno = 101
trigger1 = power >= 2000
trigger1 = !InguardDist
trigger1 = PlayerID(var(58)),StateType != L
trigger1 = P2BodyDist X >= 100
trigger1 = Random <= var(59)*20
trigger2 = Ctrl || stateno = 101
trigger2 = power >= 2000
trigger2 = !InguardDist
trigger2 = PlayerID(var(58)),StateType = L
trigger2 = P2BodyDist X >= 100
trigger2 = Random <= var(59)*10
trigger3 = StateNo = 210 || StateNo = 410
trigger3 = Moveguarded 
trigger3 = PlayerID(Var(58)),Movetype = H
trigger3 = PlayerID(Var(58)),Alive
trigger3 = Random <= var(59)*30
trigger4 = StateNo = 210 || StateNo = 410
trigger4 = Movehit = [1,2]
trigger4 = PlayerID(Var(58)),Movetype = H
trigger4 = PlayerID(Var(58)),StateNo !=[120,155]
trigger4 = PlayerID(Var(58)),Alive
trigger4 = Random <= var(59)*100+(PlayerID(Var(58)),Statetype !=C)*400

;------------------------------------------------------------------------------
[State -1, ڂn[[]
;nkgEX/BD S/17F/S47F/G-4F/iK[ĥ
Type = ChangeState
value = 1100
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = StateType != A
triggerall = var(45)=0
triggerall = NumHelper(3051) = 0
triggerall = PlayerID(var(58)),StateNo != 40;GWvJn[Vł͂ȂƂ
triggerall = PlayerID(var(58)),StateNo != [5110,5120];GNオ蒆łȂƂ
triggerall = P2BodyDist X > 200
triggerall = Ctrl || stateno = 101
triggerall = P2Bodydist X>=70
trigger1 = PlayerID(var(58)),StateType = S
trigger1 = Random <= var(59)*20
trigger2 = PlayerID(var(58)),StateType != A
trigger2 = PlayerID(var(58)),MoveType = A
trigger2 = PlayerID(Var(58)),Hitdefattr =SC ,AP
trigger2 = Time <= 5;
trigger2 = Random <= Var(59)*15

;==============================================================================
;		n㗧ZU 
;==============================================================================
[State -1, ]
;_/BD 99/8F/S20F/G+2F
Type = ChangeState
value = 210
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = StateType != A
triggerall = var(45)=0
triggerall = PlayerID(var(58)),StateType != L
triggerall = PlayerID(var(58)),MoveType != H || (PlayerID(var(58)),StateNo = [150,159])
triggerall = P2BodyDist X-ceil(PlayerID(var(58)),Vel X*6) = [25,90]
triggerall = P2BodyDist Y >= -50
trigger1 = Ctrl || stateno = 101
trigger1 = PlayerID(var(58)),Statetype !=A
trigger1 = (var(59)=5 && !InGuardDist) || var(59)<=4
trigger1 = var(48)=[0,35+var(59)*4]
trigger1 = Random<var(59)*40-Ifelse(PlayerID(var(58)),StateType !=C,0,Ifelse(PlayerID(Var(58)),Const(size.head.pos.y)<=-100,0,100))

;------------------------------------------------------------------------------
[State -1, ]
;͂ݔ΂/BD 4/9F/S32F/G-F/ǌs
Type = ChangeState
value = 800
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = StateType != A
triggerall = var(45)=0
triggerall = PlayerID(var(58)),StateType != L
triggerall = (PlayerID(var(58)),StateType = S) || (PlayerID(var(58)),StateType = C)
triggerall = PlayerID(var(58)),MoveType != H
triggerall = P2BodyDist X = [-3,3]
triggerall = Ctrl
trigger1 = Random <= Var(59)*40
trigger2 = P2StateNo = [120,159]
trigger2 = Random <= Var(59)*40

;------------------------------------------------------------------------------
[State -1, ڂ{o[];I^N̗͂Ă
;R}/BD 38/5F/S28F/G-F
Type = ChangeState
value = 3100
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = power >= 1000
triggerall = StateType != A
triggerall = var(45)=0
triggerall = PlayerID(var(58)),StateType != L
triggerall = (PlayerID(var(58)),StateType = S) || (PlayerID(var(58)),StateType = C)
triggerall = PlayerID(var(58)),MoveType != H || (PlayerID(var(58)),StateNo = [150,159])
triggerall = P2BodyDist X = [-3,35]
triggerall = PlayerID(var(58)),StateNo != 40;GWvJn[Vł͂ȂƂ
triggerall = PlayerID(var(58)),StateNo != [5110,5120];GNオ蒆łȂƂ
triggerall = PlayerID(var(58)),PrevStateNo != [5110,5120]
triggerall = NumHelper(3051) = 0
triggerall = Ctrl || (stateno = [39,40]) || stateno = 101
trigger1 = Random <= Var(59)*20
trigger2 = PlayerID(var(58)),MoveType = A
trigger2 = PlayerID(var(58)),Time <= 1;
trigger2 = Random <= Var(59)*10

;------------------------------------------------------------------------------
[State -1, ݎ]
;/BD 32/5F/S6F/G+6F
Type = ChangeState
value = 400
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = StateType != A
triggerall = var(45)=0
triggerall = PlayerID(var(58)),StateType != L
triggerall = PlayerID(var(58)),Statetype != A
triggerall = PlayerID(var(58)),MoveType != H || (PlayerID(var(58)),StateNo = [150,159])
triggerall = (var(59)=5 && !InGuardDist) || var(59)<=4
triggerall = P2BodyDist X-ceil(PlayerID(var(58)),Vel X*5)= [-5,30]
triggerall = Ctrl || stateno = 101
trigger1 = PlayerID(var(58)),StateType = S && Random <= var(59)*20
trigger2 = PlayerID(var(58)),StateType = C && Random <= var(59)*10

;------------------------------------------------------------------------------
[State -1, ݒ]
;_˂o/BD 83/9F/S27F/G-4F
Type = ChangeState
value = 410
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = StateType != A
triggerall = var(45)=0
triggerall = PlayerID(var(58)),StateType != L
triggerall = PlayerID(var(58)),MoveType != H || (PlayerID(var(58)),StateNo = [150,159])
triggerall = P2BodyDist X-ceil(PlayerID(var(58)),Vel X*4)=[0,80]
triggerall = P2BodyDist Y >= -30
trigger1 = Ctrl || stateno = 101
trigger1 = (var(59)=5 && !InGuardDist) || var(59)<=4
trigger1 = P2BodyDist X-ceil(PlayerID(var(58)),Vel X*4)=[40,80]
trigger1 = var(48)%5=0
trigger1 = Random <= var(59)*20+var(59)*15*(PlayerID(var(58)),StateType = S)

;------------------------------------------------------------------------------
[State -1, ݋]
;_/BD 62/11F/S34F/G-11F
Type = ChangeState
value = 420
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = StateType != A
triggerall = var(45)=0
triggerall = PlayerID(var(58)),StateType != L
triggerall = PlayerID(var(58)),MoveType != H || (PlayerID(var(58)),StateNo = [150,159])
triggerall = P2BodyDist X = [20,41+ceil(PlayerID(var(58)),Vel X*4)]
triggerall = P2BodyDist Y >= -20
triggerall = (var(59)=5 && !InGuardDist) || var(59)<=4
trigger1 = Ctrl || stateno = 101
trigger1 = Random <= var(59)*8
trigger2 = Ctrl || stateno = 101
trigger2 = PlayerID(var(58)),StateType = A
trigger2 = Random <= var(59)*2

;------------------------------------------------------------------------------
[State -1, ]
;`bv/BD 26/4F/S16F/G-5F
Type = ChangeState
value = 200
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = StateType != A
triggerall = var(45)=0
triggerall = PlayerID(var(58)),StateType != L
triggerall = PlayerID(var(58)),MoveType != H || (PlayerID(var(58)),StateNo = [150,159])
triggerall = P2BodyDist X = [-5,35+ceil(PlayerID(var(58)),Vel X*4)]
triggerall = P2BodyDist Y >= -50
triggerall = (var(59)=5 && !InGuardDist) || var(59)<=4
trigger1 = Ctrl || stateno = 101
trigger1 = PlayerID(var(58)),StateType != C || PlayerID(var(58)),Const(size.head.pos.y) <= -100
trigger1 = var(48)%3=[0,1]
trigger1 = Random <= var(59)*20

;------------------------------------------------------------------------------
[State -1, ]
;_/BD 210/22F/S43F/G-4F(Hit,Guard)
Type = ChangeState
value = 220
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = StateType != A
triggerall = var(45)=0
triggerall = PlayerID(var(58)),StateType != L
triggerall = PlayerID(var(58)),MoveType != H || (PlayerID(var(58)),StateNo = [150,159])
triggerall = (var(59)=5 && !InGuardDist) || var(59)<=4
triggerall = P2BodyDist X-ceil(PlayerID(var(58)),Vel X*10)= [110,220]
triggerall = P2BodyDist Y >= -50
triggerall = Ctrl || stateno = 101
trigger1 = var(48)=[0,30+Var(59)*5]
trigger1 = gametime%2=0
trigger1 = Random <= var(59)*25

;------------------------------------------------------------------------------
[State -1, ڂNbV]
;]Ɗy/P/BD 95/15F/S55F/G-2F
Type = ChangeState
value = 1000
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = StateType != A
triggerall = PlayerID(var(58)),StateType != L
triggerall = PlayerID(var(58)),MoveType != H || (PlayerID(var(58)),StateNo = [150,159])
triggerall = (var(59)=5 && !InGuardDist) || var(59)<=4
triggerall = P2BodyDist X-ceil(PlayerID(var(58)),Vel X*10) = [30,80]
triggerall = P2BodyDist Y >= -80
triggerall = Ctrl || stateno = 101
trigger1 = var(48)%7=[1,3]
trigger1 = Random<var(59)*15 && Gametime%3=1

;==============================================================================
;		󒆊{Z 
;==============================================================================
[State -1, Wv]
;R/BD 52/4F/S18F/G+3F
Type = ChangeState
value = 600
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = StateType = A
triggerall = PlayerID(var(58)),StateType != L
triggerall = (var(59)=5 && !InGuardDist) || var(59)<=4
triggerall = P2BodyDist X-ceil((Vel X-PlayerID(var(58)),Vel X)*4) = [-20,48]
triggerall = Ctrl
triggerall = var(46)=0
trigger1 = StateNo = 600 && Movecontact
trigger1 = Vel Y<0 && P2Bodydist Y<-5
;trigger1 = PlayerID(var(58)),Statetype = A
trigger1 = PlayerID(Var(58)),Movetype = H;󒆘A
trigger2 = Vel Y < 0;Ɉړ
trigger2 = PlayerID(var(58)),Statetype =A
trigger2 = P2BodyDist Y = [-60,40]
trigger2 = Random <= var(59)*30
trigger3 = (Pos Y = [-40,0]) && Vel Y >= 0;Ɉړ
trigger3 = P2BodyDist Y = [20,60]
trigger3 = PlayerID(var(58)),Statetype !=A
trigger3 = Random <= var(59)*40
trigger4 = Pos Y <= -25 && Vel Y >= 0;Ɉړ
trigger4 = P2BodyDist Y = [-30,40]
trigger4 = Random <= var(59)*30 && Gametime%3=1

;---------------------------------------------------------------------------
[State -1, Wv]
;_U~낵/BD 53/8F/S21F/G+8F
Type = ChangeState
value = 610
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = StateType = A
triggerall = PlayerID(var(58)),StateType != L
triggerall = (var(59)=5 && !InGuardDist) || var(59)<=4
triggerall = P2BodyDist X-ceil((PlayerID(var(58)),Vel X-Vel X)*8) = [-15,50]
triggerall = var(46)=0
trigger1 = StateNo = 600 && Movehit
;trigger1 = P2Bodydist Y>=-5
trigger1 = PlayerID(var(58)),MoveType = H
trigger1 = PlayerID(var(58)),StateNo !=[120,155]
trigger1 = PlayerID(Var(58)),Alive
trigger2 = Ctrl
trigger2 = Vel Y > 0;Ɉړ
trigger2 = PlayerID(var(58)),Statetype =A
trigger2 = P2BodyDist Y = [-60,40]
trigger2 = Random <= var(59)*20
trigger3 = Ctrl
trigger3 = Pos Y<=-28
;trigger3 = Pos Y>=-66
trigger3 = Vel Y >= 0;Ɉړ
trigger3 = P2BodyDist Y+Ceil(Vel Y*8+const(movement.yaccel)*32)=[60,120]
trigger3 = PlayerID(var(58)),Statetype !=A
trigger3 = Random <= var(59)*100 && (var(48)=[0,30+var(59)*8])
trigger4 = Ctrl
trigger4 = Pos Y <= -25 && Vel Y >= 0;Ɉړ
trigger4 = P2BodyDist Y = [-30,60]
trigger4 = Random <= var(59)*30; && Gametime%3=2

;---------------------------------------------------------------------------
[State -1, Wv]
;_}~(i)/BD 70/20F/S-F/G+10~F
Type = ChangeState
value = 620
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = StateType = A
triggerall = PlayerID(var(58)),StateType != L
triggerall = (var(59)=5 && !InGuardDist) || var(59)<=4
triggerall = p2bodydist X=[p2bodydist y-30,p2bodydist y+30]
triggerall = p2dist y=[0,p2bodydist x+30]
triggerall = var(46)=0
trigger1 = StateNo = 610 && Movehit
trigger1 = P2Bodydist Y>=15
trigger1 = PlayerID(var(58)),MoveType = H
trigger1 = PlayerID(var(58)),StateNo !=[120,155]
trigger1 = PlayerID(Var(58)),Alive
trigger2 = StateNo = 610 && Moveguarded
trigger2 = PlayerID(var(58)),MoveType = H
trigger2 = Random<var(59)*20 && (var(48)=[0,33])
trigger3 = Ctrl
trigger3 = PlayerID(var(58)),Statetype !=A
trigger3 = Pos Y <= -35 && Vel Y >= 0;Ɉړ
trigger3 = Random <= var(59)*30
trigger4 = Ctrl
trigger4 = Vel Y > 0;Ɉړ
trigger4 = P2Bodydist X=[30,50]
trigger4 = Pos Y=[-50,-25]
trigger4 = Random <= var(59)*30

;==============================================================================
;		󒆈ړ 
;==============================================================================
[State -1, GA_bV]
Type = ChangeState
Value = 110
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = var(2) = 0
triggerall = StateType = A
triggerall = Ctrl
triggerall = PlayerID(var(58)),MoveType != H
triggerall = BackEdgeBodyDist <= 10
triggerall = !InGuardDist
trigger1 = P2Dist X = [-5,40];p
trigger1 = (Pos Y<=-80 && Random<=30+Var(59)*15) ||  (Pos Y<=-40 && Random<=10+Var(59)*10)
trigger2 = PlayerID(var(58)),StateType != L
trigger2 = P2BodyDist X > 100
trigger2 = Random <= var(59)*20 && Gametime%2=1
trigger3 = PlayerID(var(58)),StateType != L
trigger3 = P2BodyDist X > 90
trigger3 = Pos Y<=-30 && Vel Y<=0
trigger3 = Random <= var(59)*20 && Gametime%2=0
trigger4 = PlayerID(var(58)),StateType != L
trigger4 = P2BodyDist X > 100
trigger4 = Pos Y <= -60 && Vel Y>0
trigger4 = Random <= var(59)*10 && Gametime%5=0
trigger5 = PlayerID(var(58)),StateType != L
trigger5 = P2BodyDist X > 50
trigger5 = P2BodyDist Y > 60
trigger5 = Random <= var(59)*2

;---------------------------------------------------------------------------
[State -1, Air Dash Stop]
type = ChangeState
value = 111
triggerall = var(59)>0 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = Time > 14
triggerall = Statetype = A
triggerall = StateNo=110
trigger1 = Inguarddist
trigger2 = Time > 38 || Roundstate !=2
trigger3 = PlayerID(var(58)),MoveType !=H
trigger3 = PlayerID(var(58)),Statetype =A
trigger3 = P2BodyDist X<=50
trigger3 = P2BodyDist Y=[-40,40]
trigger4 = PlayerID(var(58)),MoveType !=H
trigger4 = PlayerID(var(58)),Statetype !=A
trigger4 = P2BodyDist X<=30
trigger5 = P2BodyDist X<=10
trigger5 = P2BodyDist Y > -15
trigger5 = PlayerID(var(58)),Vel Y>0 || PlayerID(var(58)),MoveType!=H
trigger6 = FrontEdgeBodyDist <=15

;---------------------------------------------------------------------------
[State -1, obNGA_bV]
Type = ChangeState
Value = 115
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = var(2) = 0
triggerall = StateType = A
triggerall = Ctrl
triggerall = Pos Y <= -20
triggerall = !InGuardDist
triggerall = PlayerID(var(58)),MoveType != H
triggerall = var(46)=0
triggerall = !PlayerID(var(58)),NumProj
trigger1 = BackEdgeBodyDist > 50
trigger1 = P2BodyDist X = [-10,60]
trigger1 = PlayerID(Var(58)),Statetype = L
trigger1 = (Random<10+var(59)*15 && Gametime%2=0)
trigger2 = BackEdgeBodyDist > 50
trigger2 = P2BodyDist X = [20,80]
trigger2 = PlayerID(Var(58)),Statetype != L
trigger2 = PlayerID(Var(58)),Statetype = A
trigger2 = (Random<var(59)*5 && Gametime%2=0)
trigger3 = FrontEdgeBodyDist < 10
trigger3 = Pos Y <= -60
trigger3 = P2Dist X = [-40,0]
trigger3 = Random <= var(59)*15

;---------------------------------------------------------------------------
[State -1, Back Air Dash Stop]
type = ChangeState
value = 116
triggerall = var(59)>0 && Alive && !Ishelper && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = Time > 14
triggerall = Statetype = A
triggerall = StateNo = 115
trigger1 = Inguarddist
trigger2 = Time > 39 || Roundstate !=2
trigger3 = P2BodyDist X=[-30,30]
trigger3 = P2BodyDist Y=[-20,20]
trigger4 = PlayerID(var(58)),numproj
Trigger5 = P2Bodydist X>=100
Trigger6 = BackEdgeBodydist<=25

;==============================================================================
;		ړn
;==============================================================================
[State -1, Jump];Wv
type = ChangeState
value = 39
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
triggerall = statetype != A
Triggerall = PlayerIDexist(var(58))
triggerall = Ctrl
triggerall = var(45)=0
trigger1 = P2Bodydist X=[85,120]
trigger1 = PlayerID(var(58)),Statetype !=L
trigger1 = PlayerID(var(58)),Statetype !=A
trigger1 = PlayerID(var(58)),Vel X<2
trigger1 = var(48)>=75
trigger1 = Random<150+var(59)*20+(PLayerID(var(58)),numproj)*100
trigger2 = PLayerID(var(58)),numproj>=1
trigger2 = PlayerID(var(58)),Statetype !=L
trigger2 = PlayerID(var(58)),Statetype !=A
trigger2 = P2Bodydist X>100
trigger2 = var(48)=[5,23+(P2Bodydist X>160)*15]
trigger2 = Random<150+(PLayerID(var(58)),numproj)*100+var(59)*40
trigger3 = PlayerID(var(58)),Statetype !=L
trigger3 = P2Bodydist X>140
trigger3 = var(48)=[10,30+Var(59)+(PlayerID(Var(58)),numproj)*10]
trigger3 = Gametime%5=[0,2]
trigger4 = P2Bodydist X=[35,84]
trigger4 = PlayerID(var(58)),Statetype !=L
trigger4 = PlayerID(var(58)),Statetype !=A
trigger4 = PlayerID(var(58)),Vel X<1
trigger4 = var(48)<=25+var(59)*2
trigger4 = Random<100+var(59)*20+(PLayerID(var(58)),Hitdefattr=SC,AP)*100

;---------------------------------------------------------------------------
[state -1, O_bV];ƃ_bV
type = ChangeState
value = 100
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = statetype != A
triggerall = Ctrl
triggerall = var(45)=0
triggerall = var(47)=0
triggerall = (stateno !=[100,106])
triggerall = !PlayerID(var(58)),Hitdefattr = SAC ,NP ,SP ,HP
triggerall = !PlayerID(var(58)),Numproj
trigger1 = PlayerID(var(58)),Statetype !=L
trigger1 = P2BodyDist X=[80,110]
trigger1 = PlayerID(var(58)),Statetype !=A
trigger1 = Random<var(59)*35+(P2Bodydist X)*2+(Power>=1000)*100
trigger1 = var(48)>=75-var(59)*4
trigger2 = PlayerID(var(58)),Vel X<3
trigger2 = PlayerID(var(58)),Statetype !=L
trigger2 = PlayerID(var(58)),Movetype = A
trigger2 = P2BodyDist X>=120
trigger2 = !InguardDist
trigger2 = var(48)%3=[0,1]
trigger2 = Random<200+var(59)*40+(Power>=1000)*100
trigger3 = PlayerID(var(58)),Statetype !=L
trigger3 = P2BodyDist X>160
trigger3 = PlayerID(var(58)),Statetype !=A
trigger3 = var(48)%3=[1,2]
trigger3 = !InguardDist
trigger3 = Random<100+(P2Bodydist X-100)*5+var(59)*20+(Power>=1000)*100
trigger4 = PlayerID(var(58)),StateNo=[5100,5120]
trigger4 = PlayerID(Var(58)),Time=[0,10]
trigger4 = P2Bodydist X=[-30,30]
trigger4 = BackEdgeBodydist<=30
trigger4 = Random<var(59)*70+(Power>=1000)*100
;trigger5 = PlayerID(var(58)),StateNo=[5120,5129]
;trigger5 = P2Bodydist X=[40,55]
;trigger5 = PlayerID(var(58)),Time=[0,5]
;trigger5 = var(48)%8=[0,1+floor(var(59)*2/3)]

;------------------------------------------------------------------------------
[State -1, _CiVL tgXebv]
Type = ChangeState
Value = 100
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = StateType != A
triggerall = NumHelper(3051) = 1
triggerall = !InGuardDist
triggerall = StateNo != 100
triggerall = Ctrl || stateno = 101
trigger1 = PlayerID(var(58)),StateType = C || PlayerID(var(58)),movetype = H
trigger1 = P2BodyDist X >= 50

;---------------------------------------------------------------------------
[State -1, Dash Stop];_bV~
type = ChangeState
value = 101
triggerall = var(59)>0 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = Statetype != A
triggerall = StateNo = 100
trigger1 = inguarddist
trigger2 = NumHelper(3051) = 0
trigger2 = PlayerID(var(58)),MoveType != H
trigger2 = P2BodyDist X <= 50-(Power>=1000)*10
trigger2 = P2BodyDist Y >= -120
trigger2 = random <= 100+var(59)*20
trigger3 = PlayerID(var(58)),MoveType = H
trigger3 = P2Dist X <= -10+NumHelper(3051)*20
trigger4 = PlayerID(var(58)),StateType = L
trigger4 = P2BodyDist X <= 30
trigger5 = RoundState != 2
trigger6 = !PlayerID(var(58)),Alive
trigger7 = NumHelper(3051) = 1 && P2Bodydist X<=30
ctrl = 1

;---------------------------------------------------------------------------
[state -1, obN_bV];苗Wv^
type = ChangeState
value = 105
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = statetype != A
triggerall = Ctrl
triggerall = var(45)=0
triggerall = (stateno !=[100,106])
triggerall = BackEdgeBodyDist >50
trigger1 = P2BodyDist X=[-10,30]
trigger1 = PlayerID(var(58)),Statetype =L
trigger1 = !PlayerID(var(58)),Numproj
trigger1 = Random<10+var(59)*15 && Gametime%2=0
trigger2 = PlayerID(var(58)),Vel Y>3
trigger2 = PlayerID(var(58)),Statetype = A
trigger2 = P2Bodydist X=[-30,35]
trigger2 = P2Bodydist Y<-160
trigger2 = PlayerID(Var(58)),Movetype != H
trigger2 = Random<100+Var(59)+50

;---------------------------------------------------------------------------
[state -1, ؂h~]
type = ChangeState
value = 39
triggerall = var(59)>0 && Alive && !Ishelper
triggerall = statetype != A
triggerall = Ctrl
triggerall = RoundState>=3
trigger1 = BackEdgeBodydist<30
trigger2 = FrontEdgeBodydist<30

;==============================================================================
;		
;==============================================================================
[State -1, ];l|/0F/S81F
Type = ChangeState
value = 195
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = StateType != A
triggerall = Ctrl
triggerall = !InGuardDist
triggerall = !PlayerID(var(58)),numproj
triggerall = StateNo !=195
trigger1 = var(45)=0
trigger1 = P2BodyDist X >= 150
trigger1 = PlayerID(var(58)),StateType != L
trigger1 = Random <=10+var(59)*2 && Gametime%10=1
trigger2 = P2BodyDist X >= 80
trigger2 = var(45)=0
trigger2 = PlayerID(var(58)),StateType = L
trigger2 = Random <=var(59)*4 && Gametime%4=1

;==============================================================================
;		s
;==============================================================================
[State -1, Walk]
type = ChangeState
value = 20
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = statetype != A
triggerall = Ctrl
triggerall = Random<400+var(59)*120
trigger1 = PlayerID(var(58)),Vel X<2
trigger1 = P2BodyDist X>20
trigger1 = !Inguarddist
trigger2 = P2Bodydist X>=60
trigger3 = P2Bodydist X<=30
trigger3 = PLayerID(var(58)),Statetype =L
trigger4 = PlayerID(var(58)),Statetype =A
trigger4 = PlayerID(var(58)),movetype = H
trigger4 = P2Bodydist Y<-40
trigger4 = PlayerID(var(58)),stateNo !=[120,155]

;==============================================================================
;		󂯐g
;==============================================================================
[state -1, 󒆎g]
type = ChangeState
value = 5210
triggerall = var(59)>=2 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = stateno = 5050
triggerall = vel Y > -1
triggerall = canrecover
triggerall = pos Y = [-120,-20]
trigger1 = Random < 30+var(59)*10
trigger2 = P2BodyDist X = [-90,90]
trigger2 = var(58) = [40,59]
trigger2 = PlayerID(var(58)),hitdefattr = SA, AA, AT, AP
trigger3 = PlayerID(var(58)),MoveType = A || InGuardDist
trigger3 = PlayerID(var(58)),Time <= 16
trigger3 = Random <= var(59)*40

;---------------------------------------------------------------------------
[state -1, ng]
type = ChangeState
value = 5200
triggerall = var(59)>=2 && RoundState=2 && Alive && !Ishelper
Triggerall = PlayerIDexist(var(58))
triggerall = stateno = 5050
triggerall = vel Y > 0
triggerall = canrecover
triggerall = pos Y < ifelse((anim = [5051,5059])||(anim = [5061,5069]), 0, 25)
triggerall = pos Y >= -20
trigger1 = Random < 50+var(59)*20
trigger2 = var(55) = [0,39]
trigger2 = PlayerID(var(58)),hitdefattr = SC, AA, AT, AP
trigger3 = PlayerID(var(58)),MoveType = A || InGuardDist
trigger3 = PlayerID(var(58)),Time <= 16
trigger3 = Random <= var(59)*40

;==============================================================================
;; Var List
;==============================================================================
;fvar(10)[AI]   Gravity Yaccel
;---------------------------------------------------------------------------
;var(45) Enemy Hit Pause Checker
;var(47) Jump Switch (Mapen)
;var(48) Move Rate
;var(49) Guard Limitter
;var(50) Guard State Memory 1
;var(51) Guard State Memory 2
;var(52) [{̎gp]␳1
;var(53) [{̎gp]␳2
;var(54) Guard State Memory 3
;var(55) Guard State Memory 4
;var(56) Guard State Memory 5
;var(57) Guard State Memory 6
;var(58) Tag Enemy Rock
;var(59) AI Switch
;==============================================================================




