
;======================================================================
;======================================================================
; A.I. Direction
;======================================================================
;======================================================================

[StateDef 200000]
Type = A
Physics = N
Velset = 0, 0
Sprpriority = 000
anim = 0
ctrl = 0

;----------------------------------------------------------------------
;ݒ
[state ]
type=projectile
trigger1=palno>10       ; ̒lύX
pausemovetime=2147483647
projanim=9999
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projid=5000
projstagebound=2000000000
supermovetime=2147483647

;@trigger1=palno>̌̒lύX邱ƂŁAɉ邩ǂύXo܂BFpalno>1011PȏŃIBtrigger1=1ƂƑSJ[ŃIAtrigger1=0ƂƃItB
;@A[}[̂悤łA[}[ł͂܂BH炢ԂɂȂ_[W󂯂ŋɔ܂B
;@͔܂BftHgł11PȏŃIB

;----------------------------------------------------------------------
;AI̎Osݒ
[state ]
type=projectile
trigger1=1              ; ̒lύX
pausemovetime=2147483647
projanim=9999
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projid=59
projstagebound=2000000000
supermovetime=2147483647

;@trigger1=̌̒lύX邱ƂŁAAIȊOłǂݒo܂Btrigger1=1ƂƃIAtrigger1=0ƂƃItB܂palno>6Ƃ7PȏŃIƂȂB
;  AI펞IłȂƗ]ӖȂ̂ŒӁB

;----------------------------------------------------------------------
;`hxݒ
[State A.I. Level]
Type = VarSet
trigger1 = !Time
trigger1 = !Var(59)
v = 59
value = 5		; ̒lύX

;@Var(59) ̒l 1 ~ 5 ̊ԂŕύX邱ƂŁA`hxύXo܂B
;@xオ邲ƂɃK[hEŖGZomE̐x㏸܂B
;@ȊO̐@͂܂ς܂B 鋥LƐ킹ȂȂ΁ALv.4ȉ𐄏B

;@Lv.1 : Easy		킢B ThobOɖтxłB
;@Lv.2 : Normal	ӂB ĂĊy炢B
;@Lv.3 : Hard		悢B _⒆iȂǂɂ͈|B ܂łΐlɓKĂLvƎv܂B
;@Lv.4 : Hardest	̊mB ̃xK[hx͍ő傾A\ă_[W𕉂Ƃ܂B
;@Lv.5 : Gedo		펞ɉAL1FgAIEȐ@B 炭h͈B

;----------------------------------------------------------------------
;`hNݒ
[State A.I. Compulsive Start]
Type = VarSet
trigger1 = !Time
trigger1 = !Var(57)
v = 57
value = 2		; ̒lύX

;@Var(57) ̒l 1 ~ 5 ̊ԂŕύX邱ƂŁA`hN̐ݒύXo܂B
;@l 0 ̂Ƃ́AKvɉĎIɋN܂ANx܂B
;@l 1 ɐݒ肷ƁA퓬JnmɂAIN܂A삵ƂɋN܂B
;@l 2 ɐݒ肷ƁA7PJ[ȍ~(Start{^ȂLI)͂ɋNAȊO͋Nx܂B
;@t -1 ɂƁAAI͐΂ɋN܂B

;----------------------------------------------------------------------
;R{xݒ
[State Combo precision Level]
Type = VarSet
trigger1 = !Time
trigger1 = !Var(56)
v = 56
value =  5		; ̒lύX

;@Var(56) ̒l -1 ~ 5 ̊ԂŕύX邱ƂŁAR{xύXo܂B
;@cLifelȉɂȂA܂̓JE^[qbgƐxオ܂B
;@܂Aʒ[qbgJE^[pȂǒ󋵂łgȂR{̊mFx͍߂ɂȂĂ܂B
;@Lv.-1̏ꍇAILvƓLvɐݒ肳܂B

;@Lv.1 : Sҕ	قڃR{͂܂B m̂Ƃɂ܂Ɍ߂邭炢B
;@Lv.2 : ҕ	Z2~3̃qbgmFʏZ > KEZ炢͂܂B
;@Lv.3 : ㋉Ҏҕ	Z肵ăR{߂܂B
;@Lv.4 : Bl		Z1񂩂ł܂ɃR{߂܂B
;@Lv.5 : A.I.			ǂȏ󋵂łœKȃR{߂܂B

;----------------------------------------------------------------------
;OXCb`
[State Masa ni Gedo]
Type = VarSet
trigger1 = !Time
trigger1 = !Var(51)
v = 51
value =  3		; ̒lύX

;@Var(51) ̒l 1 ~ 4̊ԂŕύX邱Ƃ, MAXKEZ, MAX2̎gpۂύXł܂B
;@̋Z̓K[hs\łx, ΐlȂΌĂyɑΏ\Ȃ̂łAAIɂ͗Lȏꍇ̂łĂ݂܂B
;@ȂA^bOł͂̃XCb`Ɋ֌WȂ󋵂ƌ\ȕpxłԂςȂ܂B
;@Lv.-1̏ꍇɂAILvɉā̏l̂Ƃɐݒ肳܂B

;@Lv.0 : ΂ɎgȂB
;@Lv.1 : HɎgB		AILv.1~3̏lB
;@Lv.2 : ܂ɎgB		AILv.4~5̏lB
;@Lv.3 : 悭gBgK[nbs[B

;----------------------------------------------------------------------
;Tag Team Systemݒ
[State Tag Team System]
Type = VarSet
trigger1 = !Time
trigger1 = !Var(55)
v = 55
value = 0		; ̒lύX

;@Var(55) ̒l 1 ɂƁA^bÔƂpprnKiTagTeamSystemɑΉ܂B
;@VO, `[ɂ͉e܂B
;@݁A@\Ă܂B@XV҂B

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


;
; ߂΍ & 낢vZwp[

;

[State 20000, AsserrtSpercial]
type = assertspecial
trigger1 = 1
flag = Invisible
flag2 = Noshadow

[State 20000, NotHitBy]
Type = NotHitBy
trigger1 = 1
Value = SCA
Time = -1

[State 20000, SelfState]
type = selfstate
trigger1= !IsHelper
value = 0
ctrl = 1

[State 20000, Turn]
Type = Turn
trigger1 = Facing * ifelse((PlayerID(Root,Var(46)),Pos X - Pos X) >= 0, 1, -1) < 0

;----------------------------------------------------------[Nbv{[h]

;----------------------------------------------------------[InGuardDistf]
[State 20000, Var(0) Reset]
type = VarSet
trigger1 = 1
var(0) = 0

;̌
[State 20000, Pos Back]
Type = PosSet
trigger1 = 1
;X = Root,Pos X + ifelse((PlayerID(Root,Var(46)),Pos Y < 0),(PlayerID(Root,Var(46)),Const(size.attack.dist)),(PlayerID(Root,Var(46)),Const(size.proj.attack.dist)))*(PlayerID(Root,Var(46)),Facing)
X = Root,Pos X + PlayerID(Root,Var(46)),Const(size.proj.attack.dist) * (PlayerID(Root,Var(46)),Facing)

[State 20000, InGuardDist]
type = VarAdd
trigger1 = InGuardDist
var(0) = 10

;̑O
[State 20000, Pos Forward]
Type = PosSet
trigger1 = 1
X = Root,Pos X - 80 * PlayerID(Root,Var(46)),facing

[State 20000, InGuardDist]
type = VarAdd
trigger1 = InGuardDist
var(0) = 1

;̂Ɍ
[State 20000, Pos Over Back]
Type = PosSet
trigger1 = NumEnemy >= 2
;X = Root,Pos X + 160 * PlayerID(Root,Var(46)),facing
X = Root,Pos X + (PlayerID(Root,Var(46)),Const(size.proj.attack.dist) + 80) *(PlayerID(Root,Var(46)),Facing)

[State 20000, InGuardDist]
type = VarAdd
trigger1 = NumEnemy >= 2
trigger1 = InGuardDist
var(0) = 100

;I{̂̈ʒuɖ߂Ă
[State 20000, Pos Root]
Type = PosSet
trigger1 = 1
X = Root,Pos X

;----------------------------------------------------------[Root,PrevStateNo]
[State 20000, Root,PrevStateNo]
Type = VarSet
trigger1 = Root,MoveType != H
trigger1 = (Root,StateNo != [0, 12]) && (Root,StateNo != [120, 149])
var(1) = Root,StateNo

;----------------------------------------------------------[OCYł铌L]
[State 20000, Toho Reset]
Type = VarSet
trigger1 = 1
var(2) = 0

[State 20000, e]
type = varadd
triggerall = (Var(2)&1) != 1
triggerall = PlayerID(Root,Var(46)),Authorname = "mikage"
trigger1 = PlayerID(Root,Var(46)),Name = "Alice Margatroid"
var(2) = ((Var(2))|1)

[State 20000, S]
type = varadd
triggerall = (Var(2)&1) != 1
triggerall = PlayerID(Root,Var(46)),Authorname = "kurogane"
trigger1 = PlayerID(Root,Var(46)),Name = "Reimu_Hakurei"
trigger2 = PlayerID(Root,Var(46)),Name = "Yukari_Yakumo"
trigger3 = PlayerID(Root,Var(46)),Name = "Yuyuko_Saigyouji"
trigger4 = PlayerID(Root,Var(46)),Name = "Youmu_Konpaku"
trigger5 = PlayerID(Root,Var(46)),Name = "Patchouli_Knowledge"
trigger6 = PlayerID(Root,Var(46)),Name = "Iku_Nagae"
trigger7 = PlayerID(Root,Var(46)),Name = "Shinki"
;trigger8 = PlayerID(Root,Var(46)),Name = "Flandre_Scarlet"
var(2) = ((Var(2))|1)

[State 20000, ̑̕X]
type = varadd
triggerall = (Var(2)&1) != 1
trigger1 = PlayerID(Root,Var(46)),Authorname = "Toma"
trigger1 = PlayerID(Root,Var(46)),Name = "Marisa Kirisame"
trigger2 = PlayerID(Root,Var(46)),Authorname = "Toma"
trigger2 = PlayerID(Root,Var(46)),Name = "Patchouli"
trigger3 = PlayerID(Root,Var(46)),Authorname = "som"
trigger3 = PlayerID(Root,Var(46)),Name = "koakuma"
trigger4 = PlayerID(Root,Var(46)),Authorname = "Ibukah"
trigger4 = PlayerID(Root,Var(46)),Name = "Ibuki_Suika"
trigger5 = PlayerID(Root,Var(46)),Authorname = "Nachel"
trigger5 = PlayerID(Root,Var(46)),Name = "Reimu_Hakurei"
trigger6 = PlayerID(Root,Var(46)),Authorname = "barai&1021gundamoo"
trigger6 = PlayerID(Root,Var(46)),Name = "Yakumo_Ran"
var(2) = ((Var(2))|1)

;----------------------------------------------------------[OCYłȂL]
[State 20000, ӂꎁ]
type = varadd
triggerall = (Var(2)&2) != 2
triggerall = PlayerID(Root,Var(46)),Authorname = "frule"
trigger1 = PlayerID(Root,Var(46)),Name = "Chirno"
trigger2 = PlayerID(Root,Var(46)),Name = "Sanae"
var(2) = ((Var(2))|2)

;trigger9 = PlayerID(Root,Var(46)),Name = ""

;----------------------------------------------------------[AIEZ΍pP2Name]
[State 20000, ֎q]
Type = VarAdd
triggerall = ((Var(2) / 10) % 100) = 0
trigger1 = PlayerID(Root,Var(46)),Name = "Hisui"
trigger1 = PlayerID(Root,Var(46)),StateNo = [220, 230]
var(2) = 10

[State 20000, A搉̂]
Type = VarAdd
triggerall = ((Var(2) / 10) % 100) = 0
trigger1 = PlayerID(Root,Var(46)),Name = "Nero_Chaos" || PlayerID(Root,Var(46)),Name = "Nrvnqsr_Chaos"
trigger1 = (PlayerID(Root,Var(46)),StateNo = [3000, 3001]) || (PlayerID(Root,Var(46)),StateNo = [3050, 3052])
var(2) = 20

[State 20000, ueEEuCWO]
Type = VarAdd
triggerall = ((Var(2) / 10) % 100) = 0
trigger1 = PlayerID(Root,Var(46)),Name = "Marisa Kirisame"
trigger1 = PlayerID(Root,Var(46)),StateNo = 1270 || PlayerID(Root,Var(46)),StateNo = [2040, 2043]
var(2) = 30

[State 20000, uE()]
Type = VarAdd
triggerall = ((Var(2) / 10) % 100) = 0
trigger1 = PlayerID(Root,Var(46)),Name = "cvsgouki_ex"
trigger1 = PlayerID(Root,Var(46)),StateNo = 3300
var(2) = 40

[State 20000, XgWbWg]
Type = VarAdd
triggerall = ((Var(2) / 10) % 100) = 0
trigger1 = PlayerID(Root,Var(46)),Name = "cvsg_rugal"
trigger1 = PlayerID(Root,Var(46)),StateNo = 3200
var(2) = 50

[State 20000, uE(Pots)]
Type = VarAdd
triggerall = ((Var(2) / 10) % 100) = 0
trigger1 = PlayerID(Root,Var(46)),Name = "Shin Gouki"
trigger1 = PlayerID(Root,Var(46)),StateNo = 4000
var(2) = 60

[State 20000, t@CiTCRNbV[]
Type = VarAdd
triggerall = ((Var(2) / 10) % 100) = 0
trigger1 = PlayerID(Root,Var(46)),Name = "Vega"
trigger1 = PlayerID(Root,Var(46)),StateNo = 4000
var(2) = 70

[State 20000, ̂Ȃ]
Type = VarAdd
triggerall = ((Var(2) / 10) % 100) = 0
triggerall = PlayerID(Root,Var(46)),Name = "UNKNOWN"
triggerall = PlayerID(Root,Var(46)),AutHorName = "hanma"
trigger1 = PlayerID(Root,Var(46)),StateNo = 3100
trigger2 = PlayerID(Root,Var(46)),StateNo = 3120
trigger3 = PlayerID(Root,Var(46)),StateNo = 3140
var(2) = 80

[State 20000, ̂Ȃ]
Type = VarAdd
triggerall = ((Var(2) / 10) % 100) = 0
triggerall = PlayerID(Root,Var(46)),Name = "UNKNOWN"
triggerall = PlayerID(Root,Var(46)),AutHorName = "586"
trigger1 = PlayerID(Root,Var(46)),StateNo = 6200
trigger2 = PlayerID(Root,Var(46)),StateNo = 6210
trigger3 = PlayerID(Root,Var(46)),StateNo = 6220
var(2) = 80

[State 20000, X^[v`iEUE[h()]
Type = VarAdd
triggerall = ((Var(2) / 10) % 100) = 0
triggerall = PlayerID(Root,Var(46)),Name = "Jotaro Kujo"
trigger1 = PlayerID(Root,Var(46)),StateNo = 3200
trigger2 = PlayerID(Root,Var(46)),StateNo = 3250
var(2) = 90

[State 20000, X^[v`iEUE[h]
Type = VarAdd
triggerall = ((Var(2) / 10) % 100) = 0
triggerall = PlayerID(Root,Var(46)),Name = "jotaro"
trigger1 = PlayerID(Root,Var(46)),StateNo = 3050
trigger2 = PlayerID(Root,Var(46)),StateNo = 3060
var(2) = 90

[State 20000, UE[h()]
Type = VarAdd
triggerall = ((Var(2) / 10) % 100) = 0
triggerall = PlayerID(Root,Var(46)),Name = "shadow dio" || PlayerID(Root,Var(46)),Name = "final dio" || PlayerID(Root,Var(46)),Name = "dio"
trigger1 = PlayerID(Root,Var(46)),StateNo = 3200
trigger2 = PlayerID(Root,Var(46)),StateNo = 3250
var(2) = 100

[State 20000, UE[h(LNQ)]
Type = VarAdd
triggerall = ((Var(2) / 10) % 100) = 0
triggerall = PlayerID(Root,Var(46)),Name = "Shadow Dio"
trigger1 = PlayerID(Root,Var(46)),StateNo = 6000
var(2) = 100

[State 20000, ZtBbNECO&UNV]
Type = VarAdd
triggerall = ((Var(2) / 10) % 100) = 0
triggerall = PlayerID(Root,Var(46)),name = "Gill"
trigger1 = PlayerID(Root,Var(46)),StateNo = 3000
trigger2 = PlayerID(Root,Var(46)),StateNo = 3200
var(2) = 110

;----------------------------------------------------------[ȋZpP2Name]
[State 20000, X^[v`iEUE[h()]
Type = VarAdd
triggerall = ((Var(2) / 1000) % 100) = 0
triggerall = NumPartner
triggerall = Partner,Name = "Jotaro Kujo"
trigger1 = Partner,StateNo = 3200
trigger2 = Partner,StateNo = 3250
var(2) = 9000

[State 20000, X^[v`iEUE[h]
Type = VarAdd
triggerall = ((Var(2) / 1000) % 100) = 0
triggerall = NumPartner
triggerall = Partner,Name = "jotaro"
trigger1 = Partner,StateNo = 3050
trigger2 = Partner,StateNo = 3060
var(2) = 9000

[State 20000, UE[h()]
Type = VarAdd
triggerall = ((Var(2) / 1000) % 100) = 0
triggerall = NumPartner
triggerall = Partner,Name = "shadow dio" || Partner,Name = "final dio" || Partner,Name = "dio"
trigger1 = Partner,StateNo = 3200
trigger2 = Partner,StateNo = 3250
var(2) = 10000

[State 20000, UE[h(LNQ)]
Type = VarAdd
triggerall = ((Var(2) / 1000) % 100) = 0
triggerall = NumPartner
triggerall = PlayerID(Root,Var(46)),Name = "Shadow Dio"
trigger1 = PlayerID(Root,Var(46)),StateNo = 6000
var(2) = 10000

;----------------------------------------------------------[K[h؂ւpJEg]
[State 20000, Enemy,StateType Reset]
type = VarSet
trigger1 = PlayerID(Root,Var(46)),StateType = A || PlayerID(Root,Var(46)),StateNo = [39, 40]
trigger1 = Var(6) < 0
trigger2 = PlayerID(Root,Var(46)),StateType = S || PlayerID(Root,Var(46)),StateType = C || PlayerID(Root,Var(46)),StateType = L
trigger2 = PlayerID(Root,Var(46)),StateNo != [39, 40]
trigger2 = Var(6) > 0
var(6) = 0

;󒆏
[State 20000, Air]
type = VarAdd
trigger1 = PlayerID(Root,Var(46)),StateType = A || PlayerID(Root,Var(46)),StateNo = [39, 40]
var(6) = 1

;n
[State 20000, Stand & Crouch & Down]
type = VarAdd
triggerall = PlayerID(Root,Var(46)),StateNo != [39, 40]
trigger1 = PlayerID(Root,Var(46)),StateType = S || PlayerID(Root,Var(46)),StateType = C
trigger2 = PlayerID(Root,Var(46)),StateType = L
var(6) = -1

;----------------------------------------------------------[Proj΍]
[State 20000, Proj Count]
type = VarAdd
trigger1 = Var(7) > 0
var(7) = -1

[State 20000, Proj Set]
type = VarSet
trigger1 = Root,InGuardDist
trigger1 = PlayerID(Root,Var(46)),NumProj
var(7) = 7

;----------------------------------------------------------[StateType L^]
[State 20000, ̑]
Type = VarSet
triggerall = Var(8) != 0
triggerall = Root,Time
trigger1 = Root,MoveType != H || Root,StateNo < 200
trigger1 = Root,StateNo != 5210
trigger2 = Root,MoveType = H && Root,StateNo >= 200
var(8) = 0

[State 20000, ]
Type = VarSet
trigger1 = var(8) != 1
trigger1 = Root,MoveType != H || Root,StateNo < 200
trigger1 = Root,StateType = S
trigger1 = (Root,StateNo = [120, 159])
var(8) = 1

[State 20000, Ⴊ]
Type = VarSet
trigger1 = var(8) != 2
trigger1 = Root,MoveType != H || Root,StateNo < 200
trigger1 = Root,StateType = C
trigger1 = (Root,StateNo = [120, 159])
var(8) = 2

[State 200000, (K[h)]
Type = VarSet
trigger1 = var(8) != 3
trigger1 = Root,MoveType != H || Root,StateNo < 200
trigger1 = Root,StateType = A
trigger1 = (Root,StateNo = [120, 159])
var(8) = 3

[State 200000, ]
Type = VarSet
trigger1 = var(8) != 4
trigger1 = Root,MoveType != H || Root,StateNo < 200
trigger1 = Root,StateType = A
var(8) = 4

[State 200000, ]
Type = VarAdd
triggerall = IsHelper
trigger1 = PlayerIDExist(Root,Var(46))
var(8) = (PlayerID(Root,Var(46)),HitDefAttr = SCA, AT) * 10

[State 200000, ]
Type = VarAdd
triggerall = IsHelper
triggerall = Root,Time
trigger1 = Root,StateType = A
var(8) = 100

[State 200000, K[h\]
Type = VarAdd
triggerall = IsHelper
triggerall = Root,Time
trigger1 = Root,MoveType != H ; !=
trigger2 = Root,StateNo = 150 || Root,StateNo = 152 || Root,StateNo = 154 ;Root,StateNo = [150, 159]
trigger2 = Root,PrevStateNo != [150, 155]
var(8) = 1000

[State 200000, 󂯐g]
Type = VarAdd
triggerall = IsHelper
triggerall = Root,Time
trigger1 = Root,MoveType != H ; !=
trigger1 = Root,StateNo = 5210
var(8) = 10000

[State 200000, U]
Type = VarAdd
triggerall = IsHelper
triggerall = Root,Time
trigger1 = Root,MoveType = A && Root,StateNo >= 200 && !Root,ctrl
var(8) = 100000

[State 200000, U]
Type = VarAdd
triggerall = IsHelper
triggerall = !((Var(8) / 1000000) % 10)
trigger1 = Root,MoveType = H && Root,StateNo >= 200	; && Root,PrevStateNo >= 5000
var(8) = 1000000

[State 200000, u[Vbg]
Type = VarAdd
triggerall = IsHelper
triggerall = !((Var(8) / 10000000) % 10)
trigger1 = Root,PrevStateNo = 1000 && !Root,ctrl
trigger1 = Root,Time < 9
var(8) = 10000000

;----------------------------------------------------------[LZ\f]
[State 20000, Cancel Reset]
type = VarSet
trigger1 = Var(9)
var(9) = 0

[State 20000, Special move Cancel OK!]
type = VarAdd
triggerall = Root,MoveType = A
trigger1 = Root,StateNo = 205
trigger2 = Root,StateNo = 215
trigger3 = Root,StateNo = 230
trigger4 = Root,StateNo = 235
trigger5 = Root,StateNo = 240
trigger6 = Root,StateNo = 245
trigger7 = Root,StateNo = 300 && Root,MoveHit
trigger8 = Root,StateNo = 312 && Root,Anim = 317 && Root,MoveContact
trigger9 = Root,StateNo = 314 && Root,MoveContact
trigger10 = Root,StateNo = 410
trigger11 = Root,StateNo = 430
trigger12 = Root,StateNo = 500 && Root,MoveContact
trigger13 = (Root,StateNo = [1100,1199])
var(9) = 1

[State 20000, Anywhere Cancel OK!]
type = VarAdd
triggerall = Root,MoveType = A
triggerall = Root,var(6) && Root,fvar(0) > 0
trigger1 = Root,StateNo = 200
trigger2 = Root,StateNo = 205 && !Root,var(9)
trigger3 = Root,StateNo = 210
trigger4 = Root,StateNo = 215 && !Root,var(9)
trigger5 = Root,StateNo = 230 && !Root,var(9)
trigger6 = Root,StateNo = 235 && !Root,var(9)
trigger7 = Root,StateNo = 240 && !Root,var(9)
trigger8 = Root,StateNo = 245 && !Root,var(9)
trigger9 = Root,StateNo = 300 && !Root,var(9)
trigger10 = Root,StateNo = 310 && Root,Anim = 310 && Root,var(9) && Root,MoveContact
trigger11 = Root,StateNo = 310 && Root,Anim = 315 && Root,var(9) && Root,MoveContact
trigger12 = Root,StateNo = 312 && Root,Anim = 312 && Root,var(9) && Root,MoveContact
trigger13 = (Root,StateNo = 311 || Root,StateNo = 313) && var(9) && Root,MoveContact
trigger14 = Root,StateNo = 400
trigger15 = Root,StateNo = 410 && (Root,AnimElemTime(3) < 0 || Root,AnimElemTime(13) >= 0)
trigger16 = Root,StateNo = 430 && !Root,var(9)
trigger17 = Root,StateNo = 440
trigger18 = Root,StateNo = 500 && !Root,var(9)
trigger19 = Root,StateNo = 930 && Root,var(9) && Root,MoveContact
var(9) = 10

;----------------------------------------------------------[p[gi[̈ʒu]
[State 20000, Partner Pos X Reset]
type = VarSet
trigger1 = fVar(8)
trigger1 = NumPartner
fvar(8) = 0

;OɂԂ + Ƃ
[State 20000, Partner Pos X]
type = VarSet
trigger1 = NumPartner
trigger1 = Partner,Alive
fvar(8) = (Root,facing * (Partner,Pos X - Root,Pos X))

;----------------------------------------------------------[G̈ʒu]
[State 20000, EnemyNear(1) Pos]
type = VarSet
trigger1 = fVar(9)
trigger1 = NumEnemy >= 2
fvar(9) = 0

;GOɂԂ + Ƃ
[State 20000, EnemyNear(1) Pos]
type = VarSet
trigger1 = NumEnemy >= 2
trigger1 = EnemyNear(1),Alive
fvar(9) = (Root,facing * (EnemyNear(1),Pos X - Root,Pos X))

;----------------------------------------------------------[p[gi[̏]
[State 20000, Partner Reset]
type = VarSet
trigger1 = 1
var(10) = 0

[State 20000, What is Partner doing ?]
type = Null
triggerall = NumPartner
triggerall = Partner,Alive
;U
trigger1 = Partner,MoveType = A && Partner,StateNo >= 200
trigger1 = Var(10) := 1 || 1
;炢
trigger2 = Partner,MoveType = H && !Partner,ctrl
trigger2 = Var(10) := 2 || 1
;s`
trigger3 = Partner,InGuardDist && (Partner,MoveType != A || Partner,StateNo < 200)
trigger3 = Var(10) := 3 || 1
;ĂȂ
trigger4 = Var(10) := 0 || 1

[State 20000, Where is Partner ?]
type = Null
triggerall = NumPartner
triggerall = Partner,Alive
;n
trigger1 = Partner,StateType = S
trigger1 = Var(10) := Var(10) + 10 || 1
;Ⴊ
trigger2 = Partner,StateType = C
trigger2 = Var(10) := Var(10) + 20 || 1
;
trigger3 = Partner,StateType = A
trigger3 = Var(10) := Var(10) + 30 || 1
;_E
trigger4 = Partner,StateType = L
trigger4 = Var(10) := Var(10) + 40 || 1

[State 20000, Is Partner Being Thrown?]
type = Null
triggerall = !((Var(10) / 100) % 10)
trigger1 = NumPartner
trigger1 = Partner,MoveType = H && Partner,StateNo != [5000, 5199]
trigger1 = PlayerID(Root,Var(46)),MoveType = A && PlayerID(Root,Var(46)),StateNo >= 200
trigger1 = Partner,StateNo - PlayerID(Root,Var(46)),StateNo = [-99, 99]
trigger1 = Var(10) := Var(10) + 100 || 1

;Ă
[State 20000, I am attacking the enemy from both sides.]
type = VarAdd
triggerall = !((Var(10) / 10000) % 10)
triggerall = NumPartner
triggerall = Partner,Alive
triggerall = Partner,MoveType != H
triggerall = !Partner,InGuardDist
triggerall = Partner,P2BodyDist X = [0, 120]
trigger1 = facing != Partner,facing
trigger1 = fVar(8) > 10
trigger1 = Root,P2BodyDist X < Var(8)
var(10) = 10000

;Ă
[State 20000, I am caught between two fires.]
type = VarAdd
triggerall = !((Var(10) / 100000) % 10)
triggerall = NumEnemy >= 2
triggerall = EnemyNear(0),Alive && EnemyNear(1),Alive
trigger1 = (Root,P2BodyDist X = [0, 80]) && (fVar(9) = [-80, 0])
trigger2 = (fVar(9) = [0, 80]) && (Root,P2BodyDist X = [-80, 0])
var(10) = 100000

;----------------------------------------------------------[p[gi[̃qbgmF]
[State 20000, Enemy Attack Reset]
Type = VarSet
triggerall = Var(11)
triggerall = NumPartner
trigger1 = Partner,StateNo < 200
trigger2 = Partner,ctrl
trigger3 = Partner,MoveType = H
trigger4 = Partner,Time = 1
var(11) = 0

[State 20000, Partner,HitPauseTime]
type = VarAdd
triggerall = !((Var(11))%10)
triggerall = NumPartner
;qbg|[Y^C
trigger1 = Partner,MoveType = A && Partner,StateNo >= 200
trigger1 = Partner,HitPauseTime >= 1
var(11) = 1

;----------------------------------------------------------[̖GԂv]
[State 20000, Invincible Count]
Type = VarAdd
trigger1 = Var(14) > 0
var(14) = -1

[State 20000, Invincible Count Start]
Type = Null
;Nオ薳G
trigger1 = PlayerID(Root,Var(46)),StateType = L
;trigger1 = PlayerID(Root,Var(46)),StateNo = 5120
trigger1 = Var(14) := 13 || 1
;G
trigger2 = Var(14) < 5
trigger2 = PlayerID(Root,Var(46)),StateNo = [150, 159]
trigger2 = Var(14) := 5 || 1
;󂯐gG
trigger3 = PlayerID(Root,Var(46)),StateNo = 5210
trigger3 = PlayerID(Root,Var(46)),Time = 1
trigger3 = Var(14) := 15 || 1

;----------------------------------------------------------[̎c莞Ԃ̔䗦]
[State 20000, Time Ratio AnimTime Reset]
type = varset
trigger1 = Var(15)
var(15) = 0

[State 20000, Time Ratio AnimTime]
type = varset
trigger1 = PlayerID(Root,Var(46)),StateNo >= 200
trigger1 = PlayerID(Root,Var(46)),AnimTime <= -1
var(15) = PlayerID(Root,Var(46)),Time * 100 / (PlayerID(Root,Var(46)),Time - PlayerID(Root,Var(46)),AnimTime)

;----------------------------------------------------------[̍UmF]
[State 20000, Enemy Attack Reset]
Type = VarSet
triggerall = Var(16)
trigger1 = PlayerID(Root,Var(46)),StateNo < 200
trigger2 = PlayerID(Root,Var(46)),ctrl
trigger3 = PlayerID(Root,Var(46)),MoveType = H
var(16) = 0

[State 20000, Enemy Attack Reset]
Type = VarAdd
triggerall = ((Var(16) / 1000) % 10) = 1
trigger1 = PlayerID(Root,Var(46)),Time = 1
var(16) = -1000

[State 20000, Enemy Attack Set]
Type = null
triggerall = PlayerID(Root,Var(46)),MoveType != H && PlayerID(Root,Var(46)),StateNo >= 200 && !PlayerID(Root,Var(46)),ctrl
triggerall = PlayerID(Root,Var(46)),StateType != L
;oT
trigger1 = !((Var(16)) % 10)
trigger1 = Root,MoveType = A && Root,StateNo >= 200 ; && Root,AnimTime <= -1 ;-8
trigger1 = PlayerID(Root,Var(46)),InGuardDist ; || (Root,HitDefAttr = SCA, AA, AT)
trigger1 = PlayerID(Root,Var(46)),Time = 1 && Root,Time != 1
trigger1 = Var(16) := Var(16) + 1 || 1
;(?)
trigger2 = !((Var(16) / 10) % 10)
trigger2 = PlayerID(Root,Var(46)),Vel Y < -1 ;-2
trigger2 = PlayerID(Root,Var(46)),MoveType = A
trigger2 = (PlayerID(Root,Var(46)),HitDefAttr = SCA, NA, SA, HA, NT, ST, HT)
trigger2 = Var(16) := Var(16) + 10 || 1
;ѓ
trigger3 = !((Var(16) / 100) % 10)
trigger3 = !(PlayerID(Root,Var(46)),HitDefAttr = SCA, AA, AT, AP)
trigger3 = ((Helper(30000+Root,id),Var(59)) % 10) + PlayerID(Root,Var(46)),NumProj > fVar(19)
trigger3 = Var(16) := Var(16) + 100 || 1
;qbg|[Y^C(=肪LZoH) MoveContact͂܂MpłȂ̂ł
trigger4 = !((Var(16) / 1000) % 10)
trigger4 = PlayerID(Root,Var(46)),MoveType = A && PlayerID(Root,Var(46)),StateNo >= 200
trigger4 = PlayerID(Root,Var(46)),HitPauseTime >= 1
trigger4 = Var(16) := Var(16) + 1000 || 1

;----------------------------------------------------------[UԃJEg]
[State 20000, Attack Time Reset]
type = varset
triggerall = Var(17)
trigger1 = PlayerID(Root,Var(46)),StateNo < 200
trigger2 = PlayerID(Root,Var(46)),MoveType = H
trigger3 = PlayerID(Root,Var(46)),StateNo = [5200, 5299]
trigger4 = PlayerID(Root,Var(46)),ctrl
var(17) = 0

[State 20000, Attack Time Count]
type = varadd
trigger1 = PlayerID(Root,Var(46)),StateNo >= 200
trigger1 = PlayerID(Root,Var(46)),MoveType != H
var(17) = 1

;----------------------------------------------------------[Nオ莞Ԃv]
[State 20000, WakeUpGame Time Reset]
type = varset
triggerall = Var(18)
trigger1 = 0
var(18) = 0

[State 20000, WakeUpGame Time Start]
type = varadd
trigger1 = Var(18) / 100000 = 0 && Var(18) % 100000 = 0
trigger1 = PlayerID(Root,Var(46)),StateType = L
trigger1 = PlayerID(Root,Var(46)),MoveType != H
trigger1 = PlayerID(Root,Var(46)),StateNo != 5110 && (PlayerID(Root,Var(46)),StateNo != [9911, 9912])
trigger1 = PlayerID(Root,Var(46)),StateNo = 5120
trigger2 = Var(18) / 100000 && Var(18) % 100000
trigger2 = PlayerID(Root,Var(46)),ctrl || PlayerID(Root,Var(46)),StateType != L || PlayerID(Root,Var(46)),StateNo < 200
var(18) = ifelse(Var(18) = 0, 100000, -100000)

[State 20000, WakeUpGame Time Count]
type = varadd
triggerall = Var(18) / 100000
triggerall = PlayerID(Root,Var(46)),StateType = L
triggerall = PlayerID(Root,Var(46)),MoveType != H
triggerall = PlayerID(Root,Var(46)),StateNo != 5110 && (PlayerID(Root,Var(46)),StateNo != [9911, 9912])
trigger1 = PlayerID(Root,Var(46)),ctrl = 0
var(18) = 1

;----------------------------------------------------------[K[hҋ@Ɉړ]
[State 20000, Guard Waiting Walk Reset]
Type = VarAdd
trigger1 = ((Var(19)) % 10) = 1
var(19) = -1

[State 20000, Guard Waiting Walk]
type = varadd
triggerall = !((Var(19)) % 10)
triggerall = Root,P2BodyDist X >= 10
triggerall = Var(58) != -1
;m
trigger1 = Root,P2BodyDist X >= 10 ;20
trigger1 = PlayerID(Root,Var(46)),MoveType != H && PlayerID(Root,Var(46)),StateNo >= 200 && !PlayerID(Root,Var(46)),ctrl
trigger1 = Helper(30000+Root,id),Var(58) = 0 && !PlayerID(Root,Var(46)),NumProj
trigger1 = PlayerID(Root,Var(46)),AnimTime <= -4 ;-6
trigger1 = PlayerID(Root,Var(46)),Time > 15 || (PlayerID(Root,Var(46)),PrevStateNo >= 200 && PlayerID(Root,Var(46)),Time > 10 && Var(17) >= 30) || PlayerID(Root,Var(46)),MoveReversed
trigger1 = PlayerID(Root,Var(46)),Time >= 25 - Var(59) * 5 || Root,Var(34) % 10 < Var(59) + 1
trigger1 = Var(15) >= 50
;ݒuɔ
trigger2 = ((Helper(30000+Root,id),Var(58) / 100) % 10)
trigger2 = PlayerID(Root,Var(46)),ctrl || PlayerID(Root,Var(46)),StateNo < 200 ;PlayerID(Root,Var(46)),MoveType = A && PlayerID(Root,Var(46)),StateNo >= 200
trigger2 = Root,P2Dist X >= 0
trigger2 = Root,P2BodyDist X > 80 ; 120|| Root,P2BodyDist X = [40, 90]
trigger2 = !((Helper(30000+Root,id),Var(58)) % 10)
trigger2 = !((Helper(30000+Root,id),Var(58) / 1000) % 10)
trigger2 = !((Helper(30000+Root,id),Var(58) / 1000000) % 10)
trigger2 = (Root,Var(34) = [0, 29]) || (Root,P2BodyDist X > 190 && Root,Var(34) = [0, 59])
;Ă
trigger3 = Root,PrevStateNo = 19
trigger3 = Root,Time < 5 && (Root,PrevStateNo != 120 && Var(1) != 120)
trigger3 = Root,P2BodyDist X >= 0
trigger3 = !((Helper(30000+Root,id),Var(58)) % 10) && !((Helper(30000+Root,id),Var(58) / 1000) % 10) && !((Helper(30000+Root,id),Var(58) / 1000000) % 10)
trigger3 = 0
;wp[΍
trigger4 = !Root,InGuardDist && Var(7)
trigger4 = 0 ;Helper(30000+Root,id),Var(58) || PlayerID(Root,Var(46)),NumProj
;̔m
trigger5 = ((Var(16) / 10) % 10)
trigger5 = Helper(30000+Root,id),Var(58) = 0 && !PlayerID(Root,Var(46)),NumProj
trigger5 = Root,P2BodyDist X + Root,facing * PlayerID(Root,Var(46)),facing * PlayerID(Root,Var(46)),Vel X * 8 >= 20
trigger5 = PlayerID(Root,Var(46)),MoveType != I && !PlayerID(Root,Var(46)),ctrl
trigger5 = PlayerID(Root,Var(46)),Pos Y < -10
trigger5 = PlayerID(Root,Var(46)),Vel Y > 1
trigger5 = PlayerID(Root,Var(46)),Time > 15 ; 30
var(19) = 1

;----------------------------------------------------------[̍d]
[State 20000, GuardTime Count]
Type = VarAdd
trigger1 = fVar(12)
fvar(12) = -1

[State 20000, GuardTime Set]
Type = VarSet
trigger1 = Parent,MoveType = H && Parent,StateNo < 200
trigger1 = !(Parent,hitshakeover)
trigger1 = Parent,StateNo = [150, 159]
trigger1 = Parent,time = 1 || fVar(12) = 0
fvar(12) = ifelse(Parent,gethitvar(ctrltime) < Parent,gethitvar(hittime), Parent,gethitvar(ctrltime), Parent,gethitvar(hittime)) + Parent,gethitvar(hitshaketime) + 1

[State 20000, GuardTime Reset]
Type = VarSet
trigger1 = fVar(12)
trigger1 = Parent,StateNo != [150, 159]
fvar(12) = 0

;----------------------------------------------------------[wKZ𑊎肪gp]
[State 20000, Learning Moves Reset]
type = VarSet
triggerall = IsHelper
trigger1 = Var(13)
var(13) = 0

[State 20000, Learning Moves N5A]
type = VarAdd
triggerall = IsHelper
triggerall = NumEnemy = 1
triggerall = RoundState = 2
triggerall = PlayerID(Root,Var(46)),MoveType != H && PlayerID(Root,Var(46)),StateNo >= 200 && !PlayerID(Root,Var(46)),ctrl
triggerall = PlayerID(Root,Var(46)),Anim < 100000
triggerall = !((Var(13)) % 10)
trigger1 = PlayerID(Root,Var(46)),Anim = Var(30) % 100000
trigger1 = Var(33) % 100000 - PlayerID(Root,Var(46)),Time > 4
trigger2 = PlayerID(Root,Var(46)),Anim = Var(30) / 100000
trigger2 = Var(33) / 100000 - PlayerID(Root,Var(46)),Time > 4
trigger3 = PlayerID(Root,Var(46)),Anim = Var(31) % 100000
trigger3 = Var(34) % 100000 - PlayerID(Root,Var(46)),Time > 4
trigger4 = PlayerID(Root,Var(46)),Anim = Var(31) / 100000
trigger4 = Var(34) / 100000 - PlayerID(Root,Var(46)),Time > 4
trigger5 = PlayerID(Root,Var(46)),Anim = Var(32) % 100000
trigger5 = Var(35) % 100000 - PlayerID(Root,Var(46)),Time > 4
trigger6 = PlayerID(Root,Var(46)),Anim = Var(32) / 100000
trigger6 = Var(35) / 100000 - PlayerID(Root,Var(46)),Time > 4
trigger7 = PlayerID(Root,Var(46)),Anim = Var(40) % 100000
trigger7 = (Var(44) % 100000 - PlayerID(Root,Var(46)),Time) > 4
trigger8 = PlayerID(Root,Var(46)),Anim = Var(40) / 100000
trigger8 = (Var(44) / 100000 - PlayerID(Root,Var(46)),Time) > 4
trigger9 = PlayerID(Root,Var(46)),Anim = Var(41) % 100000
trigger9 = (Var(45) % 100000 - PlayerID(Root,Var(46)),Time) > 4
trigger10 = PlayerID(Root,Var(46)),Anim = Var(41) / 100000
trigger10 = (Var(45) / 100000 - PlayerID(Root,Var(46)),Time) > 4
trigger11 = PlayerID(Root,Var(46)),Anim = Var(42) % 100000
trigger11 = (Var(46) % 100000 - PlayerID(Root,Var(46)),Time) > 4
trigger12 = PlayerID(Root,Var(46)),Anim = Var(42) / 100000
trigger12 = (Var(46) / 100000 - PlayerID(Root,Var(46)),Time) > 4
trigger13 = PlayerID(Root,Var(46)),Anim = Var(43) % 100000
trigger13 = (Var(47) % 100000 - PlayerID(Root,Var(46)),Time) > 4
trigger14 = PlayerID(Root,Var(46)),Anim = Var(43) / 100000
trigger14 = (Var(47) / 100000 - PlayerID(Root,Var(46)),Time) > 4
trigger15 = PlayerID(Root,Var(46)),Anim = Root,Var(35) % 100000
trigger15 = (Root,Var(36) % 100000 - PlayerID(Root,Var(46)),Time) > 4
trigger16 = PlayerID(Root,Var(46)),Anim = Root,Var(35) / 100000
trigger16 = (Root,Var(36) / 100000 - PlayerID(Root,Var(46)),Time) > 4
var(13) = 1

[State 20000, Learning Moves 2B]
type = VarAdd
triggerall = IsHelper
triggerall = NumEnemy = 1
triggerall = RoundState = 2
triggerall = PlayerID(Root,Var(46)),MoveType != H && PlayerID(Root,Var(46)),StateNo >= 200 && !PlayerID(Root,Var(46)),ctrl
triggerall = PlayerID(Root,Var(46)),Anim < 100000
triggerall = !((Var(13) / 10) % 10)
trigger1 = PlayerID(Root,Var(46)),Anim = Var(30) % 100000
trigger1 = Var(33) % 100000 - PlayerID(Root,Var(46)),Time > 8
trigger2 = PlayerID(Root,Var(46)),Anim = Var(30) / 100000
trigger2 = Var(33) / 100000 - PlayerID(Root,Var(46)),Time > 8
trigger3 = PlayerID(Root,Var(46)),Anim = Var(31) % 100000
trigger3 = Var(34) % 100000 - PlayerID(Root,Var(46)),Time > 8
trigger4 = PlayerID(Root,Var(46)),Anim = Var(31) / 100000
trigger4 = Var(34) / 100000 - PlayerID(Root,Var(46)),Time > 8
trigger5 = PlayerID(Root,Var(46)),Anim = Var(32) % 100000
trigger5 = Var(35) % 100000 - PlayerID(Root,Var(46)),Time > 8
trigger6 = PlayerID(Root,Var(46)),Anim = Var(32) / 100000
trigger6 = Var(35) / 100000 - PlayerID(Root,Var(46)),Time > 8
trigger7 = PlayerID(Root,Var(46)),Anim = Var(40) % 100000
trigger7 = (Var(44) % 100000 - PlayerID(Root,Var(46)),Time) > 8
trigger8 = PlayerID(Root,Var(46)),Anim = Var(40) / 100000
trigger8 = (Var(44) / 100000 - PlayerID(Root,Var(46)),Time) > 8
trigger9 = PlayerID(Root,Var(46)),Anim = Var(41) % 100000
trigger9 = (Var(45) % 100000 - PlayerID(Root,Var(46)),Time) > 8
trigger10 = PlayerID(Root,Var(46)),Anim = Var(41) / 100000
trigger10 = (Var(45) / 100000 - PlayerID(Root,Var(46)),Time) > 8
trigger11 = PlayerID(Root,Var(46)),Anim = Var(42) % 100000
trigger11 = (Var(46) % 100000 - PlayerID(Root,Var(46)),Time) > 8
trigger12 = PlayerID(Root,Var(46)),Anim = Var(42) / 100000
trigger12 = (Var(46) / 100000 - PlayerID(Root,Var(46)),Time) > 8
trigger13 = PlayerID(Root,Var(46)),Anim = Var(43) % 100000
trigger13 = (Var(47) % 100000 - PlayerID(Root,Var(46)),Time) > 8
trigger14 = PlayerID(Root,Var(46)),Anim = Var(43) / 100000
trigger14 = (Var(47) / 100000 - PlayerID(Root,Var(46)),Time) > 8
trigger15 = PlayerID(Root,Var(46)),Anim = Root,Var(35) % 100000
trigger15 = (Root,Var(36) % 100000 - PlayerID(Root,Var(46)),Time) > 8
trigger16 = PlayerID(Root,Var(46)),Anim = Root,Var(35) / 100000
trigger16 = (Root,Var(36) / 100000 - PlayerID(Root,Var(46)),Time) > 8
var(13) = 10

[State 20000, Learning Moves Super Jump]
type = VarSet
triggerall = IsHelper
triggerall = NumEnemy = 1
triggerall = RoundState = 2
triggerall = PlayerID(Root,Var(46)),MoveType != H && PlayerID(Root,Var(46)),StateNo >= 200 && !PlayerID(Root,Var(46)),ctrl
triggerall = PlayerID(Root,Var(46)),StateNo < 100000
triggerall = !((Var(13)) / 100)
;g
trigger1 = PlayerID(Root,Var(46)),Anim = Var(40) % 100000
trigger1 = ((Var(41) % 100000) / 1000 = 1)	;[0, 1]
trigger1 = (PlayerID(Root,Var(46)),AnimTime = [-50, -30]) || (PlayerID(Root,Var(46)),AnimTime > 1 && PlayerID(Root,Var(46)),Time < 10)	; (Var(41) % 100000 - PlayerID(Root,Var(46)),Time + (Root,P2BodyDist X > 60 * (Root,P2BodyDist X - 60) / 3)) = [15, 25]
trigger2 = PlayerID(Root,Var(46)),Anim = Var(40) / 100000
trigger2 = ((Var(41) / 100000) / 1000 = 1)	;[0, 1]
trigger2 = (PlayerID(Root,Var(46)),AnimTime = [-50, -30]) || (PlayerID(Root,Var(46)),AnimTime > 1 && PlayerID(Root,Var(46)),Time < 10)	; (Var(41) / 100000 - PlayerID(Root,Var(46)),Time + (Root,P2BodyDist X > 60 * (Root,P2BodyDist X - 60) / 3)) = [15, 25]
trigger3 = PlayerID(Root,Var(46)),Anim = Var(42) % 100000
trigger3 = ((Var(43) % 100000) / 1000 = 1)	;[0, 1]
trigger3 = (PlayerID(Root,Var(46)),AnimTime = [-50, -30]) || (PlayerID(Root,Var(46)),AnimTime > 1 && PlayerID(Root,Var(46)),Time < 10)	; (Var(43) % 100000 - PlayerID(Root,Var(46)),Time + (Root,P2BodyDist X > 60 * (Root,P2BodyDist X - 60) / 3)) = [15, 25]
trigger4 = PlayerID(Root,Var(46)),Anim = Var(42) / 100000
trigger4 = ((Var(43) / 100000) / 1000 = 1)	;[0, 1]
trigger4 = (PlayerID(Root,Var(46)),AnimTime = [-50, -30]) || (PlayerID(Root,Var(46)),AnimTime > 1 && PlayerID(Root,Var(46)),Time < 10)	; (Var(43) / 100000 - PlayerID(Root,Var(46)),Time + (Root,P2BodyDist X > 60 * (Root,P2BodyDist X - 60) / 3)) = [15, 25]
trigger5 = PlayerID(Root,Var(46)),Anim = Var(44) % 100000
trigger5 = ((Var(45) % 100000) / 1000 = 1)	;[0, 1]
trigger5 = (PlayerID(Root,Var(46)),AnimTime = [-50, -30]) || (PlayerID(Root,Var(46)),AnimTime > 1 && PlayerID(Root,Var(46)),Time < 10)	; (Var(43) % 100000 - PlayerID(Root,Var(46)),Time + (Root,P2BodyDist X > 60 * (Root,P2BodyDist X - 60) / 3)) = [15, 25]
trigger6 = PlayerID(Root,Var(46)),Anim = Var(44) / 100000
trigger6 = ((Var(45) / 100000) / 1000 = 1)	;[0, 1]
trigger6 = (PlayerID(Root,Var(46)),AnimTime = [-50, -30]) || (PlayerID(Root,Var(46)),AnimTime > 1 && PlayerID(Root,Var(46)),Time < 10)	; (Var(43) / 100000 - PlayerID(Root,Var(46)),Time + (Root,P2BodyDist X > 60 * (Root,P2BodyDist X - 60) / 3)) = [15, 25]
;r[
trigger7 = PlayerID(Root,Var(46)),Anim = Var(40) % 100000
trigger7 = ((Var(41) % 100000) / 1000 = 9)	;[0, 1]
trigger7 = (((Var(41) % 100000) % 1000) - PlayerID(Root,Var(46)),Time) > 5
trigger8 = PlayerID(Root,Var(46)),Anim = Var(40) / 100000
trigger8 = ((Var(41) / 100000) / 1000 = 9)	;[0, 1]
trigger8 = (((Var(41) / 100000) % 1000) - PlayerID(Root,Var(46)),Time) > 5
trigger9 = PlayerID(Root,Var(46)),Anim = Var(42) % 100000
trigger9 = ((Var(43) % 100000) / 1000 = 9)	;[0, 1]
trigger9 = (((Var(43) % 100000) % 1000) - PlayerID(Root,Var(46)),Time) > 5
trigger10 = PlayerID(Root,Var(46)),Anim = Var(42) / 100000
trigger10 = ((Var(43) / 100000) / 1000 = 9)	;[0, 1]
trigger10 = (((Var(43) / 100000) % 1000) - PlayerID(Root,Var(46)),Time) > 5
trigger11 = PlayerID(Root,Var(46)),Anim = Var(44) % 100000
trigger11 = ((Var(45) % 100000) / 1000 = 9)	;[0, 1]
trigger11 = (((Var(45) % 100000) % 1000) - PlayerID(Root,Var(46)),Time) > 5
trigger12 = PlayerID(Root,Var(46)),Anim = Var(44) / 100000
trigger12 = ((Var(45) / 100000) / 1000 = 9)	;[0, 1]
trigger12 = (((Var(45) / 100000) % 1000) - PlayerID(Root,Var(46)),Time) > 5
;
trigger13 = PlayerID(Root,Var(46)),Anim = Var(40) % 100000
trigger13 = ((Var(41) % 100000) / 1000 = 4)	;[0, 1]
trigger13 = (((Var(41) % 100000) % 1000) - PlayerID(Root,Var(46)),Time) > 5
trigger14 = PlayerID(Root,Var(46)),Anim = Var(40) / 100000
trigger14 = ((Var(41) / 100000) / 1000 = 4)	;[0, 1]
trigger14 = (((Var(41) / 100000) % 1000) - PlayerID(Root,Var(46)),Time) > 5
trigger15 = PlayerID(Root,Var(46)),Anim = Var(42) % 100000
trigger15 = ((Var(43) % 100000) / 1000 = 4)	;[0, 1]
trigger15 = (((Var(43) % 100000) % 1000) - PlayerID(Root,Var(46)),Time) > 5
trigger16 = PlayerID(Root,Var(46)),Anim = Var(42) / 100000
trigger16 = ((Var(43) / 100000) / 1000 = 4)	;[0, 1]
trigger16 = (((Var(43) / 100000) % 1000) - PlayerID(Root,Var(46)),Time) > 5
trigger17 = PlayerID(Root,Var(46)),Anim = Var(44) % 100000
trigger17 = ((Var(45) % 100000) / 1000 = 4)	;[0, 1]
trigger17 = (((Var(45) % 100000) % 1000) - PlayerID(Root,Var(46)),Time) > 5
trigger18 = PlayerID(Root,Var(46)),Anim = Var(44) / 100000
trigger18 = ((Var(45) / 100000) / 1000 = 4)	;[0, 1]
trigger18 = (((Var(45) / 100000) % 1000) - PlayerID(Root,Var(46)),Time) > 5
var(13) = 100

[State 20000, Learning Moves NormalJump]
type = VarAdd
triggerall = IsHelper
triggerall = NumEnemy = 1
triggerall = RoundState = 2
triggerall = PlayerID(Root,Var(46)),MoveType != H && PlayerID(Root,Var(46)),StateNo >= 200 && !PlayerID(Root,Var(46)),ctrl
triggerall = PlayerID(Root,Var(46)),StateNo < 100000
triggerall = !((Var(13) / 10000) % 10)
trigger1 = PlayerID(Root,Var(46)),Anim = Var(41) % 100000
trigger1 = (Var(45) % 100000 - PlayerID(Root,Var(46)),Time + (Root,P2BodyDist X > 80 * (Root,P2BodyDist X - 60) / 3.5)) = [15, 20]
trigger2 = PlayerID(Root,Var(46)),Anim = Var(41) / 100000
trigger2 = (Var(45) / 100000 - PlayerID(Root,Var(46)),Time + (Root,P2BodyDist X > 80 * (Root,P2BodyDist X - 60) / 3.5)) = [15, 20]
trigger3 = PlayerID(Root,Var(46)),Anim = Var(43) % 100000
trigger3 = (Var(47) % 100000 - PlayerID(Root,Var(46)),Time) = [15, 20]
trigger4 = PlayerID(Root,Var(46)),Anim = Var(43) / 100000
trigger4 = (Var(47) / 100000 - PlayerID(Root,Var(46)),Time) = [15, 20]
trigger5 = PlayerID(Root,Var(46)),Anim = Var(32) % 100000
trigger5 = (Var(35) % 100000 - PlayerID(Root,Var(46)),Time) = [15, 20]
trigger6 = PlayerID(Root,Var(46)),Anim = Var(32) / 100000
trigger6 = (Var(35) / 100000 - PlayerID(Root,Var(46)),Time) = [15, 20]
trigger7 = PlayerID(Root,Var(46)),Anim = Var(38) % 100000
trigger7 = (Var(39) % 100000 - PlayerID(Root,Var(46)),Time + (Root,P2BodyDist X > 80 * (Root,P2BodyDist X - 60) / 3.5)) = [15, 20]
trigger8 = PlayerID(Root,Var(46)),Anim = Var(38) / 100000
trigger8 = (Var(39) / 100000 - PlayerID(Root,Var(46)),Time + (Root,P2BodyDist X > 80 * (Root,P2BodyDist X - 60) / 3.5)) = [15, 20]
trigger9 = PlayerID(Root,Var(46)),Anim = Var(40) % 100000
trigger9 = (Var(44) % 100000 - PlayerID(Root,Var(46)),Time + (Root,P2BodyDist X > 80 * (Root,P2BodyDist X - 60) / 3.5)) = [15, 20]
trigger10 = PlayerID(Root,Var(46)),Anim = Var(40) / 100000
trigger10 = (Var(44) / 100000 - PlayerID(Root,Var(46)),Time + (Root,P2BodyDist X > 80 * (Root,P2BodyDist X - 60) / 3.5)) = [15, 20]
trigger11 = PlayerID(Root,Var(46)),Anim = Root,Var(35) % 100000
trigger11 = (Root,Var(36) % 100000 - PlayerID(Root,Var(46)),Time) = [30, 35]
trigger12 = PlayerID(Root,Var(46)),Anim = Root,Var(35) / 100000
trigger12 = (Root,Var(36) / 100000 - PlayerID(Root,Var(46)),Time) = [30, 35]
var(13) = 10000

[State 20000, Learning Moves for Throw]
type = VarAdd
triggerall = IsHelper
triggerall = NumEnemy = 1
triggerall = RoundState = 2
triggerall = PlayerID(Root,Var(46)),MoveType != H && PlayerID(Root,Var(46)),StateNo >= 200 && !PlayerID(Root,Var(46)),ctrl
triggerall = PlayerID(Root,Var(46)),StateNo < 100000
triggerall = !((Var(13) / 10000) % 10)
trigger1 = PlayerID(Root,Var(46)),StateNo = Root,Var(32) % 100000
trigger1 = (Root,Var(38) % 100000 - PlayerID(Root,Var(46)),Time) = [-5, 5]
trigger2 = PlayerID(Root,Var(46)),StateNo = Root,Var(32) / 100000
trigger2 = (Root,Var(38) / 100000 - PlayerID(Root,Var(46)),Time) = [-5, 5]
var(13) = 100000

[State 20000, Learning Moves for BackStep]
type = VarAdd
triggerall = IsHelper
triggerall = NumEnemy = 1
triggerall = RoundState = 2
triggerall = PlayerID(Root,Var(46)),MoveType != H && PlayerID(Root,Var(46)),StateNo >= 200 && !PlayerID(Root,Var(46)),ctrl
triggerall = PlayerID(Root,Var(46)),StateNo < 100000
triggerall = !((Var(13) / 1000000) % 10)
;g
trigger1 = PlayerID(Root,Var(46)),Anim = Var(40) % 100000
trigger1 = ((Var(41) % 100000) / 1000 = 1)	;[0, 1]
trigger1 = (PlayerID(Root,Var(46)),AnimTime = [-50, -30]) || (PlayerID(Root,Var(46)),AnimTime > 1 && PlayerID(Root,Var(46)),Time < 10)	; (Var(41) % 100000 - PlayerID(Root,Var(46)),Time + (Root,P2BodyDist X > 60 * (Root,P2BodyDist X - 60) / 3)) = [15, 25]
trigger2 = PlayerID(Root,Var(46)),Anim = Var(40) / 100000
trigger2 = ((Var(41) / 100000) / 1000 = 1)	;[0, 1]
trigger2 = (PlayerID(Root,Var(46)),AnimTime = [-50, -30]) || (PlayerID(Root,Var(46)),AnimTime > 1 && PlayerID(Root,Var(46)),Time < 10)	; (Var(41) / 100000 - PlayerID(Root,Var(46)),Time + (Root,P2BodyDist X > 60 * (Root,P2BodyDist X - 60) / 3)) = [15, 25]
trigger3 = PlayerID(Root,Var(46)),Anim = Var(42) % 100000
trigger3 = ((Var(43) % 100000) / 1000 = 1)	;[0, 1]
trigger3 = (PlayerID(Root,Var(46)),AnimTime = [-50, -30]) || (PlayerID(Root,Var(46)),AnimTime > 1 && PlayerID(Root,Var(46)),Time < 10)	; (Var(43) % 100000 - PlayerID(Root,Var(46)),Time + (Root,P2BodyDist X > 60 * (Root,P2BodyDist X - 60) / 3)) = [15, 25]
trigger4 = PlayerID(Root,Var(46)),Anim = Var(42) / 100000
trigger4 = ((Var(43) / 100000) / 1000 = 1)	;[0, 1]
trigger4 = (PlayerID(Root,Var(46)),AnimTime = [-50, -30]) || (PlayerID(Root,Var(46)),AnimTime > 1 && PlayerID(Root,Var(46)),Time < 10)	; (Var(43) / 100000 - PlayerID(Root,Var(46)),Time + (Root,P2BodyDist X > 60 * (Root,P2BodyDist X - 60) / 3)) = [15, 25]
trigger5 = PlayerID(Root,Var(46)),Anim = Var(44) % 100000
trigger5 = ((Var(45) % 100000) / 1000 = 1)	;[0, 1]
trigger5 = (PlayerID(Root,Var(46)),AnimTime = [-50, -30]) || (PlayerID(Root,Var(46)),AnimTime > 1 && PlayerID(Root,Var(46)),Time < 10)	; (Var(43) % 100000 - PlayerID(Root,Var(46)),Time + (Root,P2BodyDist X > 60 * (Root,P2BodyDist X - 60) / 3)) = [15, 25]
trigger6 = PlayerID(Root,Var(46)),Anim = Var(44) / 100000
trigger6 = ((Var(45) / 100000) / 1000 = 1)	;[0, 1]
trigger6 = (PlayerID(Root,Var(46)),AnimTime = [-50, -30]) || (PlayerID(Root,Var(46)),AnimTime > 1 && PlayerID(Root,Var(46)),Time < 10)	; (Var(43) / 100000 - PlayerID(Root,Var(46)),Time + (Root,P2BodyDist X > 60 * (Root,P2BodyDist X - 60) / 3)) = [15, 25]
;r[
trigger7 = PlayerID(Root,Var(46)),Anim = Var(40) % 100000
trigger7 = ((Var(41) % 100000) / 1000 = 9)	;[0, 1]
trigger8 = PlayerID(Root,Var(46)),Anim = Var(40) / 100000
trigger8 = ((Var(41) / 100000) / 1000 = 9)	;[0, 1]
trigger9 = PlayerID(Root,Var(46)),Anim = Var(42) % 100000
trigger9 = ((Var(43) % 100000) / 1000 = 9)	;[0, 1]
trigger10 = PlayerID(Root,Var(46)),Anim = Var(42) / 100000
trigger10 = ((Var(43) / 100000) / 1000 = 9)	;[0, 1]
trigger11 = PlayerID(Root,Var(46)),Anim = Var(44) % 100000
trigger11 = ((Var(45) % 100000) / 1000 = 9)	;[0, 1]
trigger12 = PlayerID(Root,Var(46)),Anim = Var(44) / 100000
trigger12 = ((Var(45) / 100000) / 1000 = 9)	;[0, 1]
;
trigger13 = PlayerID(Root,Var(46)),Anim = Var(40) % 100000
trigger13 = ((Var(41) % 100000) / 1000 = 4)	;[0, 1]
trigger14 = PlayerID(Root,Var(46)),Anim = Var(40) / 100000
trigger14 = ((Var(41) / 100000) / 1000 = 4)	;[0, 1]
trigger15 = PlayerID(Root,Var(46)),Anim = Var(42) % 100000
trigger15 = ((Var(43) % 100000) / 1000 = 4)	;[0, 1]
trigger16 = PlayerID(Root,Var(46)),Anim = Var(42) / 100000
trigger16 = ((Var(43) / 100000) / 1000 = 4)	;[0, 1]
trigger17 = PlayerID(Root,Var(46)),Anim = Var(44) % 100000
trigger17 = ((Var(45) % 100000) / 1000 = 4)	;[0, 1]
trigger18 = PlayerID(Root,Var(46)),Anim = Var(44) / 100000
trigger18 = ((Var(45) / 100000) / 1000 = 4)	;[0, 1]
var(13) = 1000000

[State 20000, Learning Moves for FrontRoll]
type = VarAdd
triggerall = IsHelper
triggerall = NumEnemy = 1
triggerall = RoundState = 2
triggerall = PlayerID(Root,Var(46)),MoveType != H && PlayerID(Root,Var(46)),StateNo >= 200 && !PlayerID(Root,Var(46)),ctrl
triggerall = PlayerID(Root,Var(46)),StateNo < 100000
triggerall = !((Var(13) / 10000000) % 10)
;g
trigger1 = PlayerID(Root,Var(46)),Anim = Var(40) % 100000
trigger1 = ((Var(41) % 100000) / 1000 = 1)	;[0, 1]
trigger1 = 0	; (PlayerID(Root,Var(46)),AnimTime = [-50, -30]) || (PlayerID(Root,Var(46)),AnimTime > 1 && PlayerID(Root,Var(46)),Time < 10)	; (Var(41) % 100000 - PlayerID(Root,Var(46)),Time + (Root,P2BodyDist X > 60 * (Root,P2BodyDist X - 60) / 3)) = [15, 25]
trigger2 = PlayerID(Root,Var(46)),Anim = Var(40) / 100000
trigger2 = ((Var(41) / 100000) / 1000 = 1)	;[0, 1]
trigger2 = 0	; (PlayerID(Root,Var(46)),AnimTime = [-50, -30]) || (PlayerID(Root,Var(46)),AnimTime > 1 && PlayerID(Root,Var(46)),Time < 10)	; (Var(41) / 100000 - PlayerID(Root,Var(46)),Time + (Root,P2BodyDist X > 60 * (Root,P2BodyDist X - 60) / 3)) = [15, 25]
trigger3 = PlayerID(Root,Var(46)),Anim = Var(42) % 100000
trigger3 = ((Var(43) % 100000) / 1000 = 1)	;[0, 1]
trigger3 = 0	; (PlayerID(Root,Var(46)),AnimTime = [-50, -30]) || (PlayerID(Root,Var(46)),AnimTime > 1 && PlayerID(Root,Var(46)),Time < 10)	; (Var(43) % 100000 - PlayerID(Root,Var(46)),Time + (Root,P2BodyDist X > 60 * (Root,P2BodyDist X - 60) / 3)) = [15, 25]
trigger4 = PlayerID(Root,Var(46)),Anim = Var(42) / 100000
trigger4 = ((Var(43) / 100000) / 1000 = 1)	;[0, 1]
trigger4 = 0	; (PlayerID(Root,Var(46)),AnimTime = [-50, -30]) || (PlayerID(Root,Var(46)),AnimTime > 1 && PlayerID(Root,Var(46)),Time < 10)	; (Var(43) / 100000 - PlayerID(Root,Var(46)),Time + (Root,P2BodyDist X > 60 * (Root,P2BodyDist X - 60) / 3)) = [15, 25]
trigger5 = PlayerID(Root,Var(46)),Anim = Var(44) % 100000
trigger5 = ((Var(45) % 100000) / 1000 = 1)	;[0, 1]
trigger5 = 0	; (PlayerID(Root,Var(46)),AnimTime = [-50, -30]) || (PlayerID(Root,Var(46)),AnimTime > 1 && PlayerID(Root,Var(46)),Time < 10)	; (Var(43) % 100000 - PlayerID(Root,Var(46)),Time + (Root,P2BodyDist X > 60 * (Root,P2BodyDist X - 60) / 3)) = [15, 25]
trigger6 = PlayerID(Root,Var(46)),Anim = Var(44) / 100000
trigger6 = ((Var(45) / 100000) / 1000 = 1)	;[0, 1]
trigger6 = 0	; (PlayerID(Root,Var(46)),AnimTime = [-50, -30]) || (PlayerID(Root,Var(46)),AnimTime > 1 && PlayerID(Root,Var(46)),Time < 10)	; (Var(43) / 100000 - PlayerID(Root,Var(46)),Time + (Root,P2BodyDist X > 60 * (Root,P2BodyDist X - 60) / 3)) = [15, 25]
;r[
trigger7 = PlayerID(Root,Var(46)),Anim = Var(40) % 100000
trigger7 = ((Var(41) % 100000) / 1000 = 9)	;[0, 1]
trigger8 = PlayerID(Root,Var(46)),Anim = Var(40) / 100000
trigger8 = ((Var(41) / 100000) / 1000 = 9)	;[0, 1]
trigger9 = PlayerID(Root,Var(46)),Anim = Var(42) % 100000
trigger9 = ((Var(43) % 100000) / 1000 = 9)	;[0, 1]
trigger10 = PlayerID(Root,Var(46)),Anim = Var(42) / 100000
trigger10 = ((Var(43) / 100000) / 1000 = 9)	;[0, 1]
trigger11 = PlayerID(Root,Var(46)),Anim = Var(44) % 100000
trigger11 = ((Var(45) % 100000) / 1000 = 9)	;[0, 1]
trigger12 = PlayerID(Root,Var(46)),Anim = Var(44) / 100000
trigger12 = ((Var(45) / 100000) / 1000 = 9)	;[0, 1]
;
trigger13 = PlayerID(Root,Var(46)),Anim = Var(40) % 100000
trigger13 = ((Var(41) % 100000) / 1000 = 4)	;[0, 1]
trigger14 = PlayerID(Root,Var(46)),Anim = Var(40) / 100000
trigger14 = ((Var(41) / 100000) / 1000 = 4)	;[0, 1]
trigger15 = PlayerID(Root,Var(46)),Anim = Var(42) % 100000
trigger15 = ((Var(43) % 100000) / 1000 = 4)	;[0, 1]
trigger16 = PlayerID(Root,Var(46)),Anim = Var(42) / 100000
trigger16 = ((Var(43) / 100000) / 1000 = 4)	;[0, 1]
trigger17 = PlayerID(Root,Var(46)),Anim = Var(44) % 100000
trigger17 = ((Var(45) % 100000) / 1000 = 4)	;[0, 1]
trigger18 = PlayerID(Root,Var(46)),Anim = Var(44) / 100000
trigger18 = ((Var(45) / 100000) / 1000 = 4)	;[0, 1]
;ݒu(?)
trigger19 = PlayerID(Root,Var(46)),Anim = Var(40) % 100000
trigger19 = ((Var(41) % 100000) / 1000 = 0)	;[0, 1]
trigger20 = PlayerID(Root,Var(46)),Anim = Var(40) / 100000
trigger20 = ((Var(41) / 100000) / 1000 = 0)	;[0, 1]
trigger21 = PlayerID(Root,Var(46)),Anim = Var(42) % 100000
trigger21 = ((Var(43) % 100000) / 1000 = 0)	;[0, 1]
trigger22 = PlayerID(Root,Var(46)),Anim = Var(42) / 100000
trigger22 = ((Var(43) / 100000) / 1000 = 0)	;[0, 1]
trigger23 = PlayerID(Root,Var(46)),Anim = Var(44) % 100000
trigger23 = ((Var(45) % 100000) / 1000 = 0)	;[0, 1]
trigger24 = PlayerID(Root,Var(46)),Anim = Var(44) / 100000
trigger24 = ((Var(45) / 100000) / 1000 = 0)	;[0, 1]
var(13) = 10000000

;----------------------------------------------------------[GZ(?)wK]
[State 20000, Anim Learning Invincible]
type = VarAdd
triggerall = IsHelper
triggerall = NumEnemy = 1
triggerall = RoundState = 2
triggerall = Var(20) / 100000 = 0
triggerall = PlayerID(Root,Var(46)),Anim != Var(20) % 100000 && PlayerID(Root,Var(46)),Anim != Var(20) / 100000
triggerall = PlayerID(Root,Var(46)),MoveType != H && PlayerID(Root,Var(46)),StateNo >= 200 && !PlayerID(Root,Var(46)),ctrl
triggerall = PlayerID(Root,Var(46)),Anim < 100000
triggerall = Root,MoveType = H && Root,StateNo >= 200 && Root,Time = 1
triggerall = Root,StateNo != 5001 && Root,StateNo != 5011 && Root,StateNo != 5021
trigger1 = PlayerID(Root,Var(46)),MoveType = A && !(PlayerID(Root,Var(46)),HitDefAttr = SCA, NA, NT, NP)
trigger1 = ((Var(16)) % 10) && fVar(18) && ((Var(8) / 1000000) % 10)
var(20) = ifelse(Var(20) = 0, PlayerID(Root,Var(46)),Anim, PlayerID(Root,Var(46)),Anim * 100000)

[State 20000, Time Learning Invincible]
type = VarSet
triggerall = IsHelper
triggerall = NumEnemy = 1
triggerall = RoundState = 2
triggerall = Var(21)
triggerall = Var(20) != 0
triggerall = PlayerID(Root,Var(46)),MoveType != H && PlayerID(Root,Var(46)),StateNo >= 200 && !PlayerID(Root,Var(46)),ctrl
triggerall = PlayerID(Root,Var(46)),Anim < 100000
triggerall = Root,MoveType = H && Root,Time = 1
triggerall = PlayerID(Root,Var(46)),MoveType = A && !(PlayerID(Root,Var(46)),HitDefAttr = SCA, NA, NT, NP)
triggerall = ((var(8) / 1000000) % 10) && fVar(18)	; = 100000
trigger1 = PlayerID(Root,Var(46)),Anim = Var(20) % 100000 && PlayerID(Root,Var(46)),Time < Var(21) % 100000
trigger2 = PlayerID(Root,Var(46)),Anim = Var(20) / 100000 && PlayerID(Root,Var(46)),Time < Var(21) / 100000
var(21) = ifelse(PlayerID(Root,Var(46)),Anim = Var(20) % 100000, (Var(21) / 100000) + PlayerID(Root,Var(46)),Time, (Var(21) % 100000) + PlayerID(Root,Var(46)),Time * 100000)

[State 20000, Time Learning Invincible]
type = VarAdd
triggerall = IsHelper
triggerall = NumEnemy = 1
triggerall = RoundState = 2
triggerall = Var(21) / 100000 = 0
triggerall = Var(20) != 0
triggerall = PlayerID(Root,Var(46)),MoveType != H && PlayerID(Root,Var(46)),StateNo >= 200 && !PlayerID(Root,Var(46)),ctrl
triggerall = PlayerID(Root,Var(46)),Anim < 100000
triggerall = Root,MoveType = H && Root,Time = 1
;triggerall = Root,StateNo != 5001 && Root,StateNo != 5011 && Root,StateNo != 5021
triggerall = (PlayerID(Root,Var(46)),Anim = Var(20) % 100000 && Var(21) % 100000 = 0) || (PlayerID(Root,Var(46)),Anim = Var(20) / 100000 && Var(21) / 100000 = 0)
trigger1 = PlayerID(Root,Var(46)),MoveType = A && !(PlayerID(Root,Var(46)),HitDefAttr = SCA, NA, NT, NP)
trigger1 = ((Var(16)) % 10) && fVar(18) && ((Var(8) / 1000000) % 10)
var(21) = ifelse(Var(21) = 0, PlayerID(Root,Var(46)),Time, PlayerID(Root,Var(46)),Time * 100000)

;----------------------------------------------------------[m̃^C~OႤZwK]
[State 20000, CounterAttack Miss Learning]
type = VarAdd
triggerall = IsHelper
triggerall = NumEnemy = 1
triggerall = RoundState = 2
triggerall = Var(22) / 100000 = 0
triggerall = PlayerID(Root,Var(46)),Anim != Var(22) % 100000 && PlayerID(Root,Var(46)),Anim != Var(22) / 100000
triggerall = PlayerID(Root,Var(46)),Anim != Var(30) % 100000 && PlayerID(Root,Var(46)),Anim != Var(30) / 100000
triggerall = PlayerID(Root,Var(46)),Anim != Var(31) % 100000 && PlayerID(Root,Var(46)),Anim != Var(31) / 100000
triggerall = PlayerID(Root,Var(46)),Anim != Var(32) % 100000 && PlayerID(Root,Var(46)),Anim != Var(32) / 100000
triggerall = PlayerID(Root,Var(46)),Anim != Var(38) % 100000 && PlayerID(Root,Var(46)),Anim != Var(38) / 100000
triggerall = PlayerID(Root,Var(46)),StateNo < 100000
triggerall = PlayerID(Root,Var(46)),MoveType != H && PlayerID(Root,Var(46)),StateNo >= 200 && !PlayerID(Root,Var(46)),ctrl
triggerall = PlayerID(Root,Var(46)),Anim < 100000
triggerall = Root,MoveType = H && Root,StateNo >= 200 && Root,Time = 1
trigger1 = PlayerID(Root,Var(46)),MoveType = A && !PlayerID(Root,Var(46)),ctrl && PlayerID(Root,Var(46)),AnimTime = [-7, -0]
trigger1 = PlayerID(Root,Var(46)),Time >= 10 ;5
trigger1 = ((var(8) / 100000) % 10)
var(22) = ifelse(Var(22) = 0, PlayerID(Root,Var(46)),Anim, PlayerID(Root,Var(46)),Anim * 100000)

[State 20000, Time Learning Invincible]
type = VarAdd
triggerall = IsHelper
triggerall = NumEnemy = 1
triggerall = RoundState = 2
triggerall = Var(23) / 100000 = 0
triggerall = Var(22) != 0
triggerall = PlayerID(Root,Var(46)),MoveType != H && PlayerID(Root,Var(46)),StateNo >= 200 && !PlayerID(Root,Var(46)),ctrl
triggerall = PlayerID(Root,Var(46)),Anim < 100000
triggerall = Root,MoveType = H && Root,Time = 1
trigger1 = (PlayerID(Root,Var(46)),Anim = Var(22) % 100000 && Var(23) % 100000 = 0) || (PlayerID(Root,Var(46)),Anim = Var(22) / 100000 && Var(23) / 100000 = 0)
var(23) = ifelse(Var(23) = 0, PlayerID(Root,Var(46)),Time, PlayerID(Root,Var(46)),Time * 100000)

;----------------------------------------------------------[ZwK(BS̖GԂ؂ꂽ]
[State 20000, Anim Learning Invincible]
type = VarAdd
triggerall = IsHelper
triggerall = NumEnemy = 1
triggerall = RoundState = 2
triggerall = Var(24) / 100000 = 0
triggerall = PlayerID(Root,Var(46)),Anim != Var(24) % 100000 && PlayerID(Root,Var(46)),Anim != Var(24) / 100000
triggerall = PlayerID(Root,Var(46)),MoveType != H && PlayerID(Root,Var(46)),StateNo >= 200 && !PlayerID(Root,Var(46)),ctrl
triggerall = PlayerID(Root,Var(46)),Anim < 100000
triggerall = Root,MoveType = H && Root,StateNo >= 200 && Root,Time = 1
triggerall = Root,StateNo != 5001 && Root,StateNo != 5011 && Root,StateNo != 5021
trigger1 = PlayerID(Root,Var(46)),MoveType = A
trigger1 = !((Var(16)) % 10) && (fVar(18) = 10)
var(24) = ifelse(Var(24) = 0, PlayerID(Root,Var(46)),Anim, PlayerID(Root,Var(46)),Anim * 100000)

[State 20000, Time Learning Invincible]
type = VarSet
triggerall = IsHelper
triggerall = NumEnemy = 1
triggerall = RoundState = 2
triggerall = Var(25)
triggerall = Var(24) != 0
triggerall = PlayerID(Root,Var(46)),MoveType != H && PlayerID(Root,Var(46)),StateNo >= 200 && !PlayerID(Root,Var(46)),ctrl
triggerall = PlayerID(Root,Var(46)),Anim < 100000
triggerall = Root,MoveType = H && Root,Time = 1
triggerall = PlayerID(Root,Var(46)),MoveType = A
triggerall = !((Var(16)) % 10) && (fVar(18) = 10)
trigger1 = PlayerID(Root,Var(46)),Anim = Var(24) % 100000 && PlayerID(Root,Var(46)),Time < Var(25) % 100000
trigger2 = PlayerID(Root,Var(46)),Anim = Var(24) / 100000 && PlayerID(Root,Var(46)),Time < Var(25) / 100000
var(25) = ifelse(PlayerID(Root,Var(46)),Anim = Var(24) % 100000, (Var(25) / 100000) + PlayerID(Root,Var(46)),Time, (Var(25) % 100000) + PlayerID(Root,Var(46)),Time * 100000)

[State 20000, Time Learning Invincible]
type = VarAdd
triggerall = IsHelper
triggerall = NumEnemy = 1
triggerall = RoundState = 2
triggerall = Var(25) / 100000 = 0
triggerall = Var(24) != 0
triggerall = PlayerID(Root,Var(46)),MoveType != H && PlayerID(Root,Var(46)),StateNo >= 200 && !PlayerID(Root,Var(46)),ctrl
triggerall = PlayerID(Root,Var(46)),Anim < 100000
triggerall = Root,MoveType = H && Root,Time = 1
triggerall = Root,StateNo != 5001 && Root,StateNo != 5011 && Root,StateNo != 5021
triggerall = (PlayerID(Root,Var(46)),Anim = Var(24) % 100000 && Var(25) % 100000 = 0) || (PlayerID(Root,Var(46)),Anim = Var(24) / 100000 && Var(25) / 100000 = 0)
trigger1 = PlayerID(Root,Var(46)),MoveType = A
trigger1 = !((Var(16)) % 10) && (fVar(18) = 10)
var(25) = ifelse(Var(25) = 0, PlayerID(Root,Var(46)),Time, PlayerID(Root,Var(46)),Time * 100000)

;----------------------------------------------------------[N5BŒׂZwK]
[State 20000, Anim Learning More Than N2B]
type = VarAdd
triggerall = IsHelper
triggerall = NumEnemy = 1
triggerall = RoundState = 2
triggerall = Var(30) / 100000 = 0
triggerall = PlayerID(Root,Var(46)),Anim != Var(22) % 100000 && PlayerID(Root,Var(46)),Anim != Var(22) / 100000
triggerall = PlayerID(Root,Var(46)),Anim != Var(30) % 100000 && PlayerID(Root,Var(46)),Anim != Var(30) / 100000
triggerall = PlayerID(Root,Var(46)),Anim != Var(31) % 100000 && PlayerID(Root,Var(46)),Anim != Var(31) / 100000
triggerall = PlayerID(Root,Var(46)),Anim != Var(32) % 100000 && PlayerID(Root,Var(46)),Anim != Var(32) / 100000
triggerall = PlayerID(Root,Var(46)),Anim != Var(38) % 100000 && PlayerID(Root,Var(46)),Anim != Var(38) / 100000
triggerall = PlayerID(Root,Var(46)),MoveType != H && PlayerID(Root,Var(46)),StateNo >= 200 && !PlayerID(Root,Var(46)),ctrl
triggerall = PlayerID(Root,Var(46)),Anim < 100000
triggerall = Root,MoveType = H && Root,Time = 1
trigger1 = PlayerID(Root,Var(46)),MoveType = A && (PlayerID(Root,Var(46)),HitDefAttr = SCA, AA, AT, AP)
trigger1 = PlayerID(Root,Var(46)),Time > 5 && Root,P2BodyDist X < 35 && Root,P2Dist X >= 0 && Root,P2BodyDist Y >= 0
trigger1 = ((var(8) / 1000) % 10)
var(30) = ifelse(Var(30) = 0, PlayerID(Root,Var(46)),Anim, PlayerID(Root,Var(46)),Anim * 100000)

[State 20000, Time Learning More Than 2A]
type = VarAdd
triggerall = IsHelper
triggerall = NumEnemy = 1
triggerall = RoundState = 2
triggerall = Var(33) / 100000 = 0
triggerall = Var(30) != 0
triggerall = (PlayerID(Root,Var(46)),Anim = Var(30) % 100000 && Var(33) % 100000 = 0) || (PlayerID(Root,Var(46)),Anim = Var(30) / 100000 && Var(33) / 100000 = 0)
triggerall = PlayerID(Root,Var(46)),MoveType != H && PlayerID(Root,Var(46)),StateNo >= 200 && !PlayerID(Root,Var(46)),ctrl
triggerall = PlayerID(Root,Var(46)),Anim < 100000
triggerall = Root,MoveType = H && Root,Time = 1
trigger1 = PlayerID(Root,Var(46)),MoveType = A && (PlayerID(Root,Var(46)),HitDefAttr = SCA, AA, AT, AP)
var(33) = ifelse(Var(33) = 0, PlayerID(Root,Var(46)),Time, PlayerID(Root,Var(46)),Time * 100000)

;----------------------------------------------------------[2BŒׂZwK]
[State 20000, Anim Learning More Than 2B]
type = VarAdd
triggerall = IsHelper
triggerall = NumEnemy = 1
triggerall = RoundState = 2
triggerall = Var(31) / 100000 = 0
triggerall = PlayerID(Root,Var(46)),Anim != Var(22) % 100000 && PlayerID(Root,Var(46)),Anim != Var(22) / 100000
triggerall = PlayerID(Root,Var(46)),Anim != Var(30) % 100000 && PlayerID(Root,Var(46)),Anim != Var(30) / 100000
triggerall = PlayerID(Root,Var(46)),Anim != Var(31) % 100000 && PlayerID(Root,Var(46)),Anim != Var(31) / 100000
triggerall = PlayerID(Root,Var(46)),Anim != Var(32) % 100000 && PlayerID(Root,Var(46)),Anim != Var(32) / 100000
triggerall = PlayerID(Root,Var(46)),Anim != Var(38) % 100000 && PlayerID(Root,Var(46)),Anim != Var(38) / 100000
triggerall = PlayerID(Root,Var(46)),MoveType != H && PlayerID(Root,Var(46)),StateNo >= 200 && !PlayerID(Root,Var(46)),ctrl
triggerall = PlayerID(Root,Var(46)),Anim < 100000
triggerall = Root,MoveType = H && Root,Time = 1
trigger1 = PlayerID(Root,Var(46)),MoveType = A && (PlayerID(Root,Var(46)),HitDefAttr = SCA, AA, AT, AP)
trigger1 = PlayerID(Root,Var(46)),Time > 8 && Root,P2BodyDist X < 100 && Root,P2Dist X >= 0
trigger1 = ((var(8) / 1000) % 10)
var(31) = ifelse(Var(31) = 0, PlayerID(Root,Var(46)),Anim, PlayerID(Root,Var(46)),Anim * 100000)

[State 20000, Time Learning More Than 2B]
type = VarAdd
triggerall = IsHelper
triggerall = NumEnemy = 1
triggerall = RoundState = 2
triggerall = Var(34) / 100000 = 0
triggerall = Var(31) != 0
triggerall = (PlayerID(Root,Var(46)),Anim = Var(31) % 100000 && Var(34) % 100000 = 0) || (PlayerID(Root,Var(46)),Anim = Var(31) / 100000 && Var(34) / 100000 = 0)
triggerall = PlayerID(Root,Var(46)),MoveType != H && PlayerID(Root,Var(46)),StateNo >= 200 && !PlayerID(Root,Var(46)),ctrl
triggerall = PlayerID(Root,Var(46)),Anim < 100000
trigger1 = PlayerID(Root,Var(46)),MoveType = A && (PlayerID(Root,Var(46)),HitDefAttr = SCA, AA, AT, AP)
var(34) = ifelse(Var(34) = 0, PlayerID(Root,Var(46)),Time, PlayerID(Root,Var(46)),Time * 100000)

;----------------------------------------------------------[AnimTime > 0 ̋ZwK]
[State 20000, Anim Learning AnimTime > 0]
type = VarAdd
triggerall = IsHelper
triggerall = NumEnemy = 1
triggerall = RoundState = 2
triggerall = Var(32) / 100000 = 0
triggerall = PlayerID(Root,Var(46)),Anim != Var(22) % 100000 && PlayerID(Root,Var(46)),Anim != Var(22) / 100000
triggerall = PlayerID(Root,Var(46)),Anim != Var(30) % 100000 && PlayerID(Root,Var(46)),Anim != Var(30) / 100000
triggerall = PlayerID(Root,Var(46)),Anim != Var(31) % 100000 && PlayerID(Root,Var(46)),Anim != Var(31) / 100000
triggerall = PlayerID(Root,Var(46)),Anim != Var(32) % 100000 && PlayerID(Root,Var(46)),Anim != Var(32) / 100000
triggerall = PlayerID(Root,Var(46)),Anim != Var(38) % 100000 && PlayerID(Root,Var(46)),Anim != Var(38) / 100000
triggerall = PlayerID(Root,Var(46)),MoveType != H && PlayerID(Root,Var(46)),StateNo >= 200 && !PlayerID(Root,Var(46)),ctrl
triggerall = PlayerID(Root,Var(46)),Anim < 100000
triggerall = Root,MoveType = H && Root,Time = 1
trigger1 = PlayerID(Root,Var(46)),MoveType = A && (PlayerID(Root,Var(46)),HitDefAttr = SCA, AA, AT, AP)
trigger1 = PlayerID(Root,Var(46)),AnimTime > 0
trigger1 = ((var(8) / 1000) % 10)
var(32) = ifelse(Var(32) = 0, PlayerID(Root,Var(46)),Anim, PlayerID(Root,Var(46)),Anim * 100000)

[State 20000, Time Learning AnimTime > 0]
type = VarAdd
triggerall = IsHelper
triggerall = NumEnemy = 1
triggerall = RoundState = 2
triggerall = Var(35) / 100000 = 0
triggerall = Var(32) != 0
triggerall = (PlayerID(Root,Var(46)),Anim = Var(32) % 100000 && Var(35) % 100000 = 0) || (PlayerID(Root,Var(46)),Anim = Var(32) / 100000 && Var(35) / 100000 = 0)
triggerall = PlayerID(Root,Var(46)),MoveType != H && PlayerID(Root,Var(46)),StateNo >= 200 && !PlayerID(Root,Var(46)),ctrl
triggerall = PlayerID(Root,Var(46)),Anim < 100000
trigger1 = PlayerID(Root,Var(46)),MoveType = A && (PlayerID(Root,Var(46)),HitDefAttr = SCA, AA, AT, AP)
var(35) = ifelse(Var(35) = 0, PlayerID(Root,Var(46)),Time, PlayerID(Root,Var(46)),Time * 100000)

;----------------------------------------------------------[JUŒׂȋZwK]
[State 20000, Anim Learning More Than JumpAttack]
type = VarAdd
triggerall = IsHelper
triggerall = NumEnemy = 1
triggerall = RoundState = 2
triggerall = Var(38) / 100000 = 0
triggerall = PlayerID(Root,Var(46)),Anim != Var(22) % 100000 && PlayerID(Root,Var(46)),Anim != Var(22) / 100000
triggerall = PlayerID(Root,Var(46)),Anim != Var(30) % 100000 && PlayerID(Root,Var(46)),Anim != Var(30) / 100000
triggerall = PlayerID(Root,Var(46)),Anim != Var(31) % 100000 && PlayerID(Root,Var(46)),Anim != Var(31) / 100000
triggerall = PlayerID(Root,Var(46)),Anim != Var(32) % 100000 && PlayerID(Root,Var(46)),Anim != Var(32) / 100000
triggerall = PlayerID(Root,Var(46)),Anim != Var(38) % 100000 && PlayerID(Root,Var(46)),Anim != Var(38) / 100000
triggerall = PlayerID(Root,Var(46)),MoveType != H && PlayerID(Root,Var(46)),StateNo >= 200 && !PlayerID(Root,Var(46)),ctrl
triggerall = PlayerID(Root,Var(46)),Anim < 100000
triggerall = Root,MoveType = H && Root,Time = 1
trigger1 = Root,StateType != A
trigger1 = PlayerID(Root,Var(46)),MoveType = A && (PlayerID(Root,Var(46)),HitDefAttr = SCA, AA, AT, AP)
trigger1 = PlayerID(Root,Var(46)),Time > 15 && Root,P2BodyDist X < 260 && Root,P2BodyDist X >= 80
trigger1 = ((var(8) / 1000) % 10)
var(38) = ifelse(Var(38) = 0, PlayerID(Root,Var(46)),Anim, PlayerID(Root,Var(46)),Anim * 100000)

[State 20000, Time Learning More Than JumpAttack]
type = VarAdd
triggerall = IsHelper
triggerall = NumEnemy = 1
triggerall = RoundState = 2
triggerall = Var(39) / 100000 = 0
triggerall = Var(38) != 0
triggerall = (PlayerID(Root,Var(46)),Anim = Var(38) % 100000 && Var(39) % 100000 = 0) || (PlayerID(Root,Var(46)),Anim = Var(38) / 100000 && Var(39) / 100000 = 0)
triggerall = PlayerID(Root,Var(46)),MoveType != H && PlayerID(Root,Var(46)),StateNo >= 200 && !PlayerID(Root,Var(46)),ctrl
triggerall = PlayerID(Root,Var(46)),Anim < 100000
triggerall = Root,MoveType = H && Root,Time = 1
trigger1 = PlayerID(Root,Var(46)),MoveType = A && (PlayerID(Root,Var(46)),HitDefAttr = SCA, AA, AT, AP)
var(39) = ifelse(Var(39) = 0, PlayerID(Root,Var(46)),Time, PlayerID(Root,Var(46)),Time * 100000)

;----------------------------------------------------------[ѓwK01]
[State 20000, Fire No Learning 40]
type = VarAdd
triggerall = IsHelper
triggerall = NumEnemy = 1
triggerall = RoundState = 2
triggerall = Var(40) / 100000 = 0
triggerall = PlayerID(Root,Var(46)),Anim != Var(40) % 100000 && PlayerID(Root,Var(46)),Anim != Var(40) / 100000
triggerall = PlayerID(Root,Var(46)),Anim != Var(42) % 100000 && PlayerID(Root,Var(46)),Anim != Var(42) / 100000
triggerall = PlayerID(Root,Var(46)),Anim != Var(44) % 100000 && PlayerID(Root,Var(46)),Anim != Var(44) / 100000
triggerall = PlayerID(Root,Var(46)),Anim < 100000
trigger1 = !(PlayerID(Root,Var(46)),HitDefAttr = SCA, AA, AT, AP)
trigger1 = ((Var(16) / 100) % 10)
trigger1 = ((Helper(30000+Root,id),Var(59)) % 10) + PlayerID(Root,Var(46)),NumProj > fVar(19)
var(40) = ifelse(Var(40) = 0, PlayerID(Root,Var(46)),Anim, PlayerID(Root,Var(46)),Anim * 100000)

[State 20000, Fire Time Learning 41]
type = VarAdd
triggerall = IsHelper
triggerall = NumEnemy = 1
triggerall = RoundState = 2
triggerall = Var(41) / 100000 = 0
triggerall = (PlayerID(Root,Var(46)),Anim = Var(40) % 100000 && Var(41) % 100000 = 0) || (PlayerID(Root,Var(46)),Anim = Var(40) / 100000 && Var(41) / 100000 = 0)
triggerall = PlayerID(Root,Var(46)),MoveType != H && PlayerID(Root,Var(46)),StateNo >= 200 && !PlayerID(Root,Var(46)),ctrl
triggerall = PlayerID(Root,Var(46)),Anim < 100000
trigger1 = PlayerID(Root,Var(46)),Time < 1000
var(41) = ifelse(Var(41) = 0, (PlayerID(Root,Var(46)),Time - 1), (PlayerID(Root,Var(46)),Time - 1) * 100000)

[State 20000, Fire Kind(Hadoken) Learning 41]
type = VarAdd
triggerall = IsHelper
triggerall = NumEnemy = 1
triggerall = RoundState = 2
triggerall = (PlayerID(Root,Var(46)),Anim = Var(40) % 100000 && Var(41) % 100000 && ((Var(41) % 100000) / 1000 = 0)) || (PlayerID(Root,Var(46)),Anim = Var(40) / 100000 && Var(41) / 100000 && ((Var(41) / 10000) / 1000 = 0))
triggerall = PlayerID(Root,Var(46)),MoveType != H && PlayerID(Root,Var(46)),StateNo >= 200 && !PlayerID(Root,Var(46)),ctrl
triggerall = PlayerID(Root,Var(46)),Anim < 100000
trigger1 = ((Var(16) / 100) % 10)
trigger1 = ((Helper(30000+Root,id),Var(58)) % 10) && !((Helper(30000+Root,id),Var(58) / 10) % 10)
var(41) = ifelse(PlayerID(Root,Var(46)),Anim = Var(40) % 100000, 1000, 100000000)

[State 20000, Fire Kind(Tengyo) Learning 41]
type = VarAdd
triggerall = IsHelper
triggerall = NumEnemy = 1
triggerall = RoundState = 2
triggerall = (PlayerID(Root,Var(46)),Anim = Var(40) % 100000 && Var(41) % 100000 && ((Var(41) % 100000) / 1000 = 0)) || (PlayerID(Root,Var(46)),Anim = Var(40) / 100000 && Var(41) / 100000 && ((Var(41) / 10000) / 1000 = 0))
triggerall = PlayerID(Root,Var(46)),MoveType != H && PlayerID(Root,Var(46)),StateNo >= 200 && !PlayerID(Root,Var(46)),ctrl
triggerall = PlayerID(Root,Var(46)),Anim < 100000
trigger1 = ((Var(16) / 100) % 10)
trigger1 = !((Helper(30000+Root,id),Var(58)) % 10) && ((Helper(30000+Root,id),Var(58) / 10) % 10)
var(41) = ifelse(PlayerID(Root,Var(46)),Anim = Var(40) % 100000, 2000, 200000000)

[State 20000, Fire Kind(Zanku) Learning 41]
type = VarAdd
triggerall = IsHelper
triggerall = NumEnemy = 1
triggerall = RoundState = 2
triggerall = (PlayerID(Root,Var(46)),Anim = Var(40) % 100000 && Var(41) % 100000 && ((Var(41) % 100000) / 1000 = 0)) || (PlayerID(Root,Var(46)),Anim = Var(40) / 100000 && Var(41) / 100000 && ((Var(41) / 10000) / 1000 = 0))
triggerall = PlayerID(Root,Var(46)),MoveType != H && PlayerID(Root,Var(46)),StateNo >= 200 && !PlayerID(Root,Var(46)),ctrl
triggerall = PlayerID(Root,Var(46)),Anim < 100000
trigger1 = ((Var(16) / 100) % 10)
trigger1 = !((Helper(30000+Root,id),Var(58)) % 10) && !((Helper(30000+Root,id),Var(58) / 10) % 10)
trigger1 = ((Helper(30000+Root,id),Var(58) / 10000) % 10)
var(41) = ifelse(PlayerID(Root,Var(46)),Anim = Var(40) % 100000, 3000, 300000000)

[State 20000, Fire Kind(Down) Learning 41]
type = VarAdd
triggerall = IsHelper
triggerall = NumEnemy = 1
triggerall = RoundState = 2
triggerall = (PlayerID(Root,Var(46)),Anim = Var(40) % 100000 && Var(41) % 100000 && ((Var(41) % 100000) / 1000 = 0)) || (PlayerID(Root,Var(46)),Anim = Var(40) / 100000 && Var(41) / 100000 && ((Var(41) / 10000) / 1000 = 0))
triggerall = PlayerID(Root,Var(46)),MoveType != H && PlayerID(Root,Var(46)),StateNo >= 200 && !PlayerID(Root,Var(46)),ctrl
triggerall = PlayerID(Root,Var(46)),Anim < 100000
trigger1 = ((Var(16) / 100) % 10)
trigger1 = !((Helper(30000+Root,id),Var(58)) % 10) && !((Helper(30000+Root,id),Var(58) / 10) % 10) && !((Helper(30000+Root,id),Var(58) / 10000) % 10)
trigger1 = ((Helper(30000+Root,id),Var(58) / 100000000) % 10)
var(41) = ifelse(PlayerID(Root,Var(46)),Anim = Var(40) % 100000, 4000, 400000000)

[State 20000, Fire Kind(Beam) Learning 41]
type = VarAdd
triggerall = IsHelper
triggerall = NumEnemy = 1
triggerall = RoundState = 2
triggerall = (PlayerID(Root,Var(46)),Anim = Var(40) % 100000 && Var(41) % 100000 && ((Var(41) % 100000) / 1000 = 0)) || (PlayerID(Root,Var(46)),Anim = Var(40) / 100000 && Var(41) / 100000 && ((Var(41) / 10000) / 1000 = 0))
triggerall = PlayerID(Root,Var(46)),MoveType != H && PlayerID(Root,Var(46)),StateNo >= 200 && !PlayerID(Root,Var(46)),ctrl
triggerall = PlayerID(Root,Var(46)),Anim < 100000
trigger1 = ((Var(16) / 100) % 10)
trigger1 = Root,P2BodyDist X > 90
trigger1 = Root,P2BodyDist Y = [-40, 70]
;trigger1 = Helper(30000+Root,id),fVar(4)	; = [-40, 60]
trigger1 = Root,MoveType = H && Root,Time = 1
var(41) = ifelse(PlayerID(Root,Var(46)),Anim = Var(40) % 100000, 9000, 900000000)

;----------------------------------------------------------[ѓwK02]
[State 20000, Fire No Learning 42]
type = VarAdd
triggerall = IsHelper
triggerall = NumEnemy = 1
triggerall = RoundState = 2
triggerall = Var(42) / 100000 = 0
triggerall = PlayerID(Root,Var(46)),Anim != Var(40) % 100000 && PlayerID(Root,Var(46)),Anim != Var(40) / 100000
triggerall = PlayerID(Root,Var(46)),Anim != Var(42) % 100000 && PlayerID(Root,Var(46)),Anim != Var(42) / 100000
triggerall = PlayerID(Root,Var(46)),Anim != Var(44) % 100000 && PlayerID(Root,Var(46)),Anim != Var(44) / 100000
triggerall = PlayerID(Root,Var(46)),Anim < 100000
trigger1 = !(PlayerID(Root,Var(46)),HitDefAttr = SCA, AA, AT, AP)
trigger1 = ((Var(16) / 100) % 10)
trigger1 = ((Helper(30000+Root,id),Var(59)) % 10) + PlayerID(Root,Var(46)),NumProj > fVar(19)
var(42) = ifelse(Var(42) = 0, PlayerID(Root,Var(46)),Anim, PlayerID(Root,Var(46)),Anim * 100000)

[State 20000, Fire Time Learning 43]
type = VarAdd
triggerall = IsHelper
triggerall = NumEnemy = 1
triggerall = RoundState = 2
triggerall = Var(43) / 100000 = 0
triggerall = (PlayerID(Root,Var(46)),Anim = Var(42) % 100000 && Var(45) % 100000 = 0) || (PlayerID(Root,Var(46)),Anim = Var(42) / 100000 && Var(43) / 100000 = 0)
triggerall = PlayerID(Root,Var(46)),MoveType != H && PlayerID(Root,Var(46)),StateNo >= 200 && !PlayerID(Root,Var(46)),ctrl
triggerall = PlayerID(Root,Var(46)),Anim < 100000
trigger1 = PlayerID(Root,Var(46)),Time < 1000
var(43) = ifelse(Var(43) = 0, (PlayerID(Root,Var(46)),Time - 1), (PlayerID(Root,Var(46)),Time - 1) * 100000)

[State 20000, Fire Kind(Hadoken) Learning 43]
type = VarAdd
triggerall = IsHelper
triggerall = NumEnemy = 1
triggerall = RoundState = 2
triggerall = (PlayerID(Root,Var(46)),Anim = Var(42) % 100000 && Var(43) % 100000 && ((Var(43) % 100000) / 1000 = 0)) || (PlayerID(Root,Var(46)),Anim = Var(42) / 100000 && Var(43) / 100000 && ((Var(43) / 10000) / 1000 = 0))
triggerall = PlayerID(Root,Var(46)),MoveType != H && PlayerID(Root,Var(46)),StateNo >= 200 && !PlayerID(Root,Var(46)),ctrl
triggerall = PlayerID(Root,Var(46)),Anim < 100000
trigger1 = ((Var(16) / 100) % 10)
trigger1 = ((Helper(30000+Root,id),Var(58)) % 10) && !((Helper(30000+Root,id),Var(58) / 10) % 10)
var(43) = ifelse(PlayerID(Root,Var(46)),Anim = Var(42) % 100000, 1000, 100000000)

[State 20000, Fire Kind(Tengyo) Learning 43]
type = VarAdd
triggerall = IsHelper
triggerall = NumEnemy = 1
triggerall = RoundState = 2
triggerall = (PlayerID(Root,Var(46)),Anim = Var(42) % 100000 && Var(43) % 100000 && ((Var(43) % 100000) / 1000 = 0)) || (PlayerID(Root,Var(46)),Anim = Var(42) / 100000 && Var(43) / 100000 && ((Var(43) / 10000) / 1000 = 0))
triggerall = PlayerID(Root,Var(46)),MoveType != H && PlayerID(Root,Var(46)),StateNo >= 200 && !PlayerID(Root,Var(46)),ctrl
triggerall = PlayerID(Root,Var(46)),Anim < 100000
trigger1 = ((Var(16) / 100) % 10)
trigger1 = !((Helper(30000+Root,id),Var(58)) % 10) && ((Helper(30000+Root,id),Var(58) / 10) % 10)
var(43) = ifelse(PlayerID(Root,Var(46)),Anim = Var(42) % 100000, 2000, 200000000)

[State 20000, Fire Kind(Zanku) Learning 43]
type = VarAdd
triggerall = IsHelper
triggerall = NumEnemy = 1
triggerall = RoundState = 2
triggerall = (PlayerID(Root,Var(46)),Anim = Var(42) % 100000 && Var(43) % 100000 && ((Var(43) % 100000) / 1000 = 0)) || (PlayerID(Root,Var(46)),Anim = Var(42) / 100000 && Var(43) / 100000 && ((Var(43) / 10000) / 1000 = 0))
triggerall = PlayerID(Root,Var(46)),MoveType != H && PlayerID(Root,Var(46)),StateNo >= 200 && !PlayerID(Root,Var(46)),ctrl
triggerall = PlayerID(Root,Var(46)),Anim < 100000
trigger1 = ((Var(16) / 100) % 10)
trigger1 = !((Helper(30000+Root,id),Var(58)) % 10) && !((Helper(30000+Root,id),Var(58) / 10) % 10)
trigger1 = ((Helper(30000+Root,id),Var(58) / 10000) % 10)
var(43) = ifelse(PlayerID(Root,Var(46)),Anim = Var(42) % 100000, 3000, 300000000)

[State 20000, Fire Kind(Down) Learning 43]
type = VarAdd
triggerall = IsHelper
triggerall = NumEnemy = 1
triggerall = RoundState = 2
triggerall = (PlayerID(Root,Var(46)),Anim = Var(42) % 100000 && Var(43) % 100000 && ((Var(43) % 100000) / 1000 = 0)) || (PlayerID(Root,Var(46)),Anim = Var(42) / 100000 && Var(43) / 100000 && ((Var(43) / 10000) / 1000 = 0))
triggerall = PlayerID(Root,Var(46)),MoveType != H && PlayerID(Root,Var(46)),StateNo >= 200 && !PlayerID(Root,Var(46)),ctrl
triggerall = PlayerID(Root,Var(46)),Anim < 100000
trigger1 = ((Var(16) / 100) % 10)
trigger1 = !((Helper(30000+Root,id),Var(58)) % 10) && !((Helper(30000+Root,id),Var(58) / 10) % 10) && !((Helper(30000+Root,id),Var(58) / 10000) % 10)
trigger1 = ((Helper(30000+Root,id),Var(58) / 100000000) % 10)
var(43) = ifelse(PlayerID(Root,Var(46)),Anim = Var(42) % 100000, 4000, 400000000)

[State 20000, Fire Kind(Beam) Learning 43]
type = VarAdd
triggerall = IsHelper
triggerall = NumEnemy = 1
triggerall = RoundState = 2
triggerall = (PlayerID(Root,Var(46)),Anim = Var(42) % 100000 && Var(43) % 100000 && ((Var(43) % 100000) / 1000 = 0)) || (PlayerID(Root,Var(46)),Anim = Var(42) / 100000 && Var(43) / 100000 && ((Var(43) / 10000) / 1000 = 0))
triggerall = PlayerID(Root,Var(46)),MoveType != H && PlayerID(Root,Var(46)),StateNo >= 200 && !PlayerID(Root,Var(46)),ctrl
triggerall = PlayerID(Root,Var(46)),Anim < 100000
trigger1 = ((Var(16) / 100) % 10)
trigger1 = Root,P2BodyDist X > 90
trigger1 = Root,P2BodyDist Y = [-40, 70]
;trigger1 = Helper(30000+Root,id),fVar(4)	; = [-40, 60]
trigger1 = Root,MoveType = H && Root,Time = 1
var(43) = ifelse(PlayerID(Root,Var(46)),Anim = Var(42) % 100000, 9000, 900000000)

;----------------------------------------------------------[ѓwK03]
[State 20000, Fire No Learning 44]
type = VarAdd
triggerall = IsHelper
triggerall = NumEnemy = 1
triggerall = RoundState = 2
triggerall = Var(41) / 100000 = 0
triggerall = PlayerID(Root,Var(46)),Anim != Var(40) % 100000 && PlayerID(Root,Var(46)),Anim != Var(40) / 100000
triggerall = PlayerID(Root,Var(46)),Anim != Var(42) % 100000 && PlayerID(Root,Var(46)),Anim != Var(42) / 100000
triggerall = PlayerID(Root,Var(46)),Anim != Var(44) % 100000 && PlayerID(Root,Var(46)),Anim != Var(44) / 100000
triggerall = PlayerID(Root,Var(46)),Anim < 100000
trigger1 = !(PlayerID(Root,Var(46)),HitDefAttr = SCA, AA, AT, AP)
trigger1 = ((Var(16) / 100) % 10)
trigger1 = ((Helper(30000+Root,id),Var(59)) % 10) + PlayerID(Root,Var(46)),NumProj > fVar(19)
var(44) = ifelse(Var(44) = 0, PlayerID(Root,Var(46)),Anim, PlayerID(Root,Var(46)),Anim * 100000)

[State 20000, Fire Time Learning 45]
type = VarAdd
triggerall = IsHelper
triggerall = NumEnemy = 1
triggerall = RoundState = 2
triggerall = Var(45) / 100000 = 0
triggerall = (PlayerID(Root,Var(46)),Anim = Var(44) % 100000 && Var(46) % 100000 = 0) || (PlayerID(Root,Var(46)),Anim = Var(44) / 100000 && Var(46) / 100000 = 0)
triggerall = PlayerID(Root,Var(46)),MoveType != H && PlayerID(Root,Var(46)),StateNo >= 200 && !PlayerID(Root,Var(46)),ctrl
triggerall = PlayerID(Root,Var(46)),Anim < 100000
trigger1 = PlayerID(Root,Var(46)),Time < 1000
var(45) = ifelse(Var(45) = 0, (PlayerID(Root,Var(46)),Time - 1), (PlayerID(Root,Var(46)),Time - 1) * 100000)

[State 20000, Fire kind Learning]
type = VarAdd
triggerall = IsHelper
triggerall = NumEnemy = 1
triggerall = RoundState = 2
triggerall = Var(45) / 100000 = 0
triggerall = (PlayerID(Root,Var(46)),Anim = Var(44) % 100000 && Var(46) % 100000 = 0) || (PlayerID(Root,Var(46)),Anim = Var(44) / 100000 && Var(46) / 100000 = 0)
triggerall = PlayerID(Root,Var(46)),MoveType != H && PlayerID(Root,Var(46)),StateNo >= 200 && !PlayerID(Root,Var(46)),ctrl
triggerall = PlayerID(Root,Var(46)),Anim < 100000
trigger1 = PlayerID(Root,Var(46)),Time < 10000
var(45) = ifelse(Var(45) = 0, (PlayerID(Root,Var(46)),Time - 1), (PlayerID(Root,Var(46)),Time - 1) * 100000)

[State 20000, Fire Kind(Hadoken) Learning 45]
type = VarAdd
triggerall = IsHelper
triggerall = NumEnemy = 1
triggerall = RoundState = 2
triggerall = (PlayerID(Root,Var(46)),Anim = Var(44) % 100000 && Var(45) % 100000 && ((Var(45) % 100000) / 1000 = 0)) || (PlayerID(Root,Var(46)),Anim = Var(44) / 100000 && Var(45) / 100000 && ((Var(45) / 10000) / 1000 = 0))
triggerall = PlayerID(Root,Var(46)),MoveType != H && PlayerID(Root,Var(46)),StateNo >= 200 && !PlayerID(Root,Var(46)),ctrl
triggerall = PlayerID(Root,Var(46)),Anim < 100000
trigger1 = ((Var(16) / 100) % 10)
trigger1 = ((Helper(30000+Root,id),Var(58)) % 10) && !((Helper(30000+Root,id),Var(58) / 10) % 10)
var(45) = ifelse(PlayerID(Root,Var(46)),Anim = Var(44) % 100000, 1000, 100000000)

[State 20000, Fire Kind(Tengyo) Learning 45]
type = VarAdd
triggerall = IsHelper
triggerall = NumEnemy = 1
triggerall = RoundState = 2
triggerall = (PlayerID(Root,Var(46)),Anim = Var(44) % 100000 && Var(45) % 100000 && ((Var(45) % 100000) / 1000 = 0)) || (PlayerID(Root,Var(46)),Anim = Var(44) / 100000 && Var(45) / 100000 && ((Var(45) / 10000) / 1000 = 0))
triggerall = PlayerID(Root,Var(46)),MoveType != H && PlayerID(Root,Var(46)),StateNo >= 200 && !PlayerID(Root,Var(46)),ctrl
triggerall = PlayerID(Root,Var(46)),Anim < 100000
trigger1 = ((Var(16) / 100) % 10)
trigger1 = !((Helper(30000+Root,id),Var(58)) % 10) && ((Helper(30000+Root,id),Var(58) / 10) % 10)
var(45) = ifelse(PlayerID(Root,Var(46)),Anim = Var(44) % 100000, 2000, 200000000)

[State 20000, Fire Kind(Zanku) Learning 45]
type = VarAdd
triggerall = IsHelper
triggerall = NumEnemy = 1
triggerall = RoundState = 2
triggerall = (PlayerID(Root,Var(46)),Anim = Var(44) % 100000 && Var(45) % 100000 && ((Var(45) % 100000) / 1000 = 0)) || (PlayerID(Root,Var(46)),Anim = Var(44) / 100000 && Var(45) / 100000 && ((Var(45) / 10000) / 1000 = 0))
triggerall = PlayerID(Root,Var(46)),MoveType != H && PlayerID(Root,Var(46)),StateNo >= 200 && !PlayerID(Root,Var(46)),ctrl
triggerall = PlayerID(Root,Var(46)),Anim < 100000
trigger1 = ((Var(16) / 100) % 10)
trigger1 = !((Helper(30000+Root,id),Var(58)) % 10) && !((Helper(30000+Root,id),Var(58) / 10) % 10)
trigger1 = ((Helper(30000+Root,id),Var(58) / 10000) % 10)
var(45) = ifelse(PlayerID(Root,Var(46)),Anim = Var(44) % 100000, 3000, 300000000)

[State 20000, Fire Kind(Down) Learning 45]
type = VarAdd
triggerall = IsHelper
triggerall = NumEnemy = 1
triggerall = RoundState = 2
triggerall = (PlayerID(Root,Var(46)),Anim = Var(44) % 100000 && Var(45) % 100000 && ((Var(45) % 100000) / 1000 = 0)) || (PlayerID(Root,Var(46)),Anim = Var(44) / 100000 && Var(45) / 100000 && ((Var(45) / 10000) / 1000 = 0))
triggerall = PlayerID(Root,Var(46)),MoveType != H && PlayerID(Root,Var(46)),StateNo >= 200 && !PlayerID(Root,Var(46)),ctrl
triggerall = PlayerID(Root,Var(46)),Anim < 100000
trigger1 = ((Var(16) / 100) % 10)
trigger1 = !((Helper(30000+Root,id),Var(58)) % 10) && !((Helper(30000+Root,id),Var(58) / 10) % 10) && !((Helper(30000+Root,id),Var(58) / 10000) % 10)
trigger1 = ((Helper(30000+Root,id),Var(58) / 100000000) % 10)
var(45) = ifelse(PlayerID(Root,Var(46)),Anim = Var(44) % 100000, 4000, 400000000)

[State 20000, Fire Kind(Beam) Learning 45]
type = VarAdd
triggerall = IsHelper
triggerall = NumEnemy = 1
triggerall = RoundState = 2
triggerall = (PlayerID(Root,Var(46)),Anim = Var(44) % 100000 && Var(45) % 100000 && ((Var(44) % 100000) / 1000 = 0)) || (PlayerID(Root,Var(46)),Anim = Var(44) / 100000 && Var(45) / 100000 && ((Var(45) / 10000) / 1000 = 0))
triggerall = PlayerID(Root,Var(46)),MoveType != H && PlayerID(Root,Var(46)),StateNo >= 200 && !PlayerID(Root,Var(46)),ctrl
triggerall = PlayerID(Root,Var(46)),Anim < 100000
trigger1 = ((Var(16) / 100) % 10)
trigger1 = Root,P2BodyDist Y = [-40, 70]
trigger1 = Root,P2BodyDist X > 90
;trigger1 = Helper(30000+Root,id),fVar(4)	; = [-40, 60]
trigger1 = Root,MoveType = H && Root,Time = 1
var(45) = ifelse(PlayerID(Root,Var(46)),Anim = Var(44) % 100000, 9000, 900000000)

;----------------------------------------------------------[̑̔ѓwK]
[State 20000, Fire No Learning]
type = VarAdd
triggerall = IsHelper
triggerall = NumEnemy = 1
triggerall = RoundState = 2
triggerall = Var(48) / 100000 = 0
triggerall = PlayerID(Root,Var(46)),Anim != Var(40) % 100000 && PlayerID(Root,Var(46)),Anim != Var(40) / 100000
triggerall = PlayerID(Root,Var(46)),Anim != Var(41) % 100000 && PlayerID(Root,Var(46)),Anim != Var(41) / 100000
triggerall = PlayerID(Root,Var(46)),Anim != Var(42) % 100000 && PlayerID(Root,Var(46)),Anim != Var(42) / 100000
triggerall = PlayerID(Root,Var(46)),Anim != Var(43) % 100000 && PlayerID(Root,Var(46)),Anim != Var(43) / 100000
triggerall = PlayerID(Root,Var(46)),Anim != Var(48) % 100000 && PlayerID(Root,Var(46)),Anim != Var(48) / 100000
triggerall = PlayerID(Root,Var(46)),MoveType != H && PlayerID(Root,Var(46)),StateNo >= 200 && !PlayerID(Root,Var(46)),ctrl
triggerall = PlayerID(Root,Var(46)),Anim < 100000
;g
trigger1 = !(PlayerID(Root,Var(46)),HitDefAttr = SCA, AA, AT, AP)
trigger1 = ((Var(16) / 100) % 10)
trigger1 = PlayerID(Root,Var(46)),Time > 8 && (PlayerID(Root,Var(46)),AnimTime < -12 || PlayerID(Root,Var(46)),AnimTime > 1)
trigger1 = (((Helper(30000+Root,id),Var(58)) % 10) && Helper(30000+Root,id),fVar(0) > 0 && (Helper(30000+Root,id),fVar(1) = [-1, 1])) || PlayerID(Root,Var(46)),NumProj
var(40) = ifelse(Var(40) = 0, PlayerID(Root,Var(46)),Anim, PlayerID(Root,Var(46)),Anim * 100000)

[State 20000, Fire Time Learning]
type = VarAdd
triggerall = IsHelper
triggerall = NumEnemy = 1
triggerall = RoundState = 2
triggerall = Var(44) / 100000 = 0
triggerall = (PlayerID(Root,Var(46)),Anim = Var(40) % 100000 && Var(44) % 100000 = 0) || (PlayerID(Root,Var(46)),Anim = Var(40) / 100000 && Var(44) / 100000 = 0)
triggerall = PlayerID(Root,Var(46)),MoveType != H && PlayerID(Root,Var(46)),StateNo >= 200 && !PlayerID(Root,Var(46)),ctrl
triggerall = PlayerID(Root,Var(46)),Anim < 100000
trigger1 = !(PlayerID(Root,Var(46)),HitDefAttr = SCA, AA, AT, AP)
var(44) = ifelse(Var(44) = 0, (PlayerID(Root,Var(46)),Time - 1), (PlayerID(Root,Var(46)),Time - 1) * 100000)


;----------------------------------------------------------[wK~XwK]
[State 20000, Fire Learning Miss]
Type = Null
triggerall = IsHelper
triggerall = Root,MoveType = H && Root,StateNo >= 200 && Root,Time = 1
triggerall = PlayerID(Root,Var(46)),StateNo >= 200 && !PlayerID(Root,Var(46)),ctrl
;2C
trigger1 = !((Var(50)) % 10)
trigger1 = (Var(1) = [100, 101]) || Var(1) = 300 || Var(1) = 310 || Var(1) = 320 || Var(1) = 350 || Var(1) = 360
trigger1 = PlayerID(Root,Var(46)),Anim = Var(40) % 100000 || PlayerID(Root,Var(46)),Anim = Var(40) / 100000
trigger1 = var(50) := Var(50) + 1 || 1
;_bV
trigger2 = !((Var(50) / 10) % 10)
trigger2 = (Var(1) = [100, 101]) || Var(1) = 300 || Var(1) = 310 || Var(1) = 350 || Var(1) = 360
trigger2 = PlayerID(Root,Var(46)),Anim = Var(41) % 100000 || PlayerID(Root,Var(46)),Anim = Var(41) / 100000
trigger2 = var(50) := Var(50) + 10 || 1
;󒆃_bV
trigger3 = !((Var(50) / 100) % 10)
trigger3 = (Var(1) = 110 || Var(1) = 111)
trigger3 = PlayerID(Root,Var(46)),Anim = Var(42) % 100000 || PlayerID(Root,Var(46)),Anim = Var(42) / 100000
trigger3 = var(50) := Var(50) + 100 || 1
;󂯐gꂽwK
trigger4 = !((Var(50) / 1000) % 10)
trigger4 = (Var(1) = 5210)
trigger4 = var(50) := Var(50) + 1000 || 1
;VOꂽwK
trigger5 = ((Var(50) / 1000) % 10) < 9
trigger5 = (Var(1) = [1200, 1280])
trigger5 = var(50) := Var(50) + 10000 || 1

;----------------------------------------------------------[U߂̎vl]
[State 20000, Thought : Reset]
type = VarSet
triggerall = IsHelper
triggerall = Var(52)
trigger1 = PlayerID(Root,Var(46)),StateType != L || ((Var(52)) % 10) = 4 || ((Var(52) / 10) % 10) = 4 || ((Var(52) / 100) % 10) = 5
trigger1 = Root,ctrl && Root,StateType != A && Root,StateNo != 21 && Root,StateNo != 100 && Root,Time > 5 || (Root,StateNo = 18 && Var(1) = 100) ;10
trigger2 = Root,MoveType = H || Root,MoveType = A
trigger3 = PlayerID(Root,Var(46)),MoveType = H && PlayerID(Root,Var(46)),StateNo >= 200 && !PlayerID(Root,Var(46)),ctrl && PlayerID(Root,Var(46)),Time = 1
trigger3 = PlayerID(Root,Var(46)),StateType != L
trigger4 = ((Var(52)) % 10) = 4 || ((Var(52)/10)%10) = 4 || ((Var(52)/100)%10) = 5
trigger4 = (Root,StateNo = 13 || Root,StateNo = 18 || Root,StateNo = 19) && Root,Time > 10
trigger5 = ((Var(52) / 100) % 10) = 4
trigger5 = Root,StateNo = 101 || Var(1) = 101
var(52) = 0

[State 20000, Thought : Short range]
type = Null
triggerall = IsHelper
triggerall = Root,fVar(34) || Var(14) > 2
triggerall = Root,ctrl && Root,StateType != A && Root,Time < 3 && Root,StateNo != 18
triggerall = !Root,InGuardDist && !((Var(0)) % 10) && !((Var(0) / 10) % 10)
triggerall = ((Var(52)) % 10) = 0
triggerall = Root,P2BodyDist X >= -80
triggerall = Root,P2BodyDist X <= 80
;_bVŌ
trigger1 = Root,P2BodyDist X != [-15, 15]
trigger1 = Random < 100	; 200
trigger1 = Var(52) := 1 || 1
;_bV瓊
;trigger2 = Root,P2BodyDist X > 0 ;15
trigger2 = Var(14) < 10
trigger2 = PlayerID(Root,Var(46)),MoveType != H || PlayerID(Root,Var(46)),StateNo < 200
trigger2 = Random < 100	; 100
trigger2 = Var(52) := 2 || 1
;WvU
;trigger3 = Root,StateNo != 52 || PlayerID(Root,Var(46)),StateType != L || Root,fVar(32) >= 8
trigger3 = Random < 400	; 700
trigger3 = Var(52) := 3 || 1
;҂
trigger4 = Root,fVar(34) <= 1 && Root,fVar(32) <= 6 && (PlayerID(Root,Var(46)),MoveType != H || PlayerID(Root,Var(46)),StateNo < 200)
trigger4 = Var(52) := 4 || 1

[State 20000, Thought : Middle range]
type = Null
triggerall = IsHelper
triggerall = Root,fVar(34) || Var(14) > 2
triggerall = Root,ctrl && Root,StateType != A && Root,Time < 3 && Root,StateNo != 18
triggerall = !Root,InGuardDist && !((Var(0)) % 10) && !((Var(0) / 10) % 10)
triggerall = ((Var(52)) % 10) = 0 && ((Var(52) / 10) % 10) = 0
triggerall = Root,P2BodyDist X > 80 || Root,P2BodyDist X < -80
triggerall = Root,P2BodyDist X = [-140, 140]
;_bVU
trigger1 = Random < 100	; 150
trigger1 = Var(52) := 10 || 1
;_bVWv
trigger2 = Root,P2BodyDist X > 100 || Root,P2BodyDist X < -100
trigger2 = Random < 300 ; 350
trigger2 = Var(52) := 20 || 1
;WvU
trigger3 = Random < 300	; 400
trigger3 = Var(52) := 30 || 1
;҂
trigger4 = Root,fVar(34) <= 4 && Root,fVar(32) <= 6  && (PlayerID(Root,Var(46)),MoveType != H || PlayerID(Root,Var(46)),StateNo < 200)
trigger4 = Var(52) := 40 || 1

[State 20000, Thought : Long range]
type = Null
triggerall = IsHelper
triggerall = Root,fVar(34) || Var(14) > 2
triggerall = Root,ctrl && Root,StateType != A && Root,Time < 3 && Root,StateNo != 18
triggerall = !Root,InGuardDist && !((Var(0)) % 10) && !((Var(0) / 10) % 10)
triggerall = ((Var(52)) % 10) = 0 && ((Var(52) / 10) % 10) = 0 && ((Var(52) / 100) % 10) = 0
triggerall = Root,P2BodyDist X >= 140 || Root,P2BodyDist X <= -140
;_bVU
trigger1 = Random < 100	; 200
trigger1 = Var(52) := 100 || 1
;_bVWv
trigger2 = Random < 200	; 500
trigger2 = Var(52) := 200 || 1
;WvU
trigger3 = Root,P2BodyDist X = [-240, 240]
trigger3 = Random < 200 + (Root,P2BodyDist X = [-225, 225]) * 100	; 600
trigger3 = Var(52) := 300 || 1
;_bVđҋ@
trigger4 = Root,P2BodyDist X >= 210 || Root,P2BodyDist X <= -210
trigger4 = Random < 200	; 300
trigger4 = Var(52) := 400 || 1
;̏őҋ@
trigger5 = Root,fVar(34) <= 3 && Root,fVar(32) <= 12  && (PlayerID(Root,Var(46)),MoveType != H || PlayerID(Root,Var(46)),StateNo < 200)
trigger5 = Var(52) := 500 || 1

;----------------------------------------------------------[Ó]m]
[State 20000, JEg]
type = varset
trigger1 = time = 0
var(53) = Root,Var(52)

[State 20000, JEg]
type = parentvaradd
trigger1 = Root,var(53) != Var(53)
var(53) = 1

[State 20000, JEg]
type = varadd
trigger1 = RoundState = 2
var(53) = 1

[State 20000, Ó]]
type = VarSet
trigger1 = 1
var(54) = Var(53) - Root,Var(52) - 1

;----------------------------------------------------------[R{x]
[State 20000, Combo Lv]
type = VarSet
triggerall = IsHelper
triggerall = Var(56) = -1
trigger1 = Var(56) != Var(59)
var(56) = Var(59)

;----------------------------------------------------------[O]
[State 20000, Gedou Lv]
type = VarSet
triggerall = IsHelper
trigger1 = Var(51) = -1
var(51) = ifelse(Var(59) < 4, 1, 2)

;----------------------------------------------------------[CvZ1]
[State 20000, Friction 1]
Type = VarSet
trigger1 = 1
fvar(0) = ifelse(PlayerID(Root,Var(46)),Time + 6 >= PlayerID(Root,Var(46)),GetHitVar(SlideTime), 0.6, 1)

;----------------------------------------------------------[CvZ2]
[State 20000, Friction 2]
Type = VarSet
trigger1 = 1
fvar(1) = ifelse(PlayerID(Root,Var(46)),StateType = C, (PlayerID(Root,Var(46)),Const(movement.crouch.friction)), (PlayerID(Root,Var(46)),Const(movement.stand.friction)))

;----------------------------------------------------------[vZ1]
[State 20000, Facing 1]
Type = VarSet
trigger1 = 1
fvar(2) = -floor(Root,facing * PlayerID(Root,Var(46)),facing)

;----------------------------------------------------------[vZ2]
[State 20000, Facing 2]
Type = VarSet
trigger1 = Root,StateNo != 45
fvar(3) = Root,Vel X

;----------------------------------------------------------[TagTeamSystemp ҋ@ԃJEg]
[State 20000, TTS 358002 Reset]
Type = VarSet
triggerall = fVar(5)
triggerall = NumPartner
trigger1 = Root,StateNo = 358002
fvar(5) = 0

[State 20000, TTS 358002 Count]
Type = VarAdd
triggerall = NumPartner
triggerall = Root,MoveType != H || Root,StateNo < 200
trigger1 = Partner,MoveType = I && Partner,Alive
trigger1 = Partner,StateNo = 358002
fvar(5) = 1

;----------------------------------------------------------[oTp1]
[State 20000, Reversal Flag ReSet]
Type = VarAdd
trigger1 = fVar(10) > 0
trigger1 = (Root,StateNo != [150, 159])
fvar(10) = -1

[State 20000, Reversal Flag Set]
Type = VarSet
triggerall = PlayerID(Root,Var(46)),ctrl || PlayerID(Root,Var(46)),StateNo < 200
trigger1 = Root,StateNo = [150, 159]
fvar(10) = 20

;----------------------------------------------------------[oTp2]
[State 20000, Reversal Flag ReSet]
Type = VarAdd
trigger1 = fVar(11) > 0
trigger1 = Root,MoveType != H
trigger1 = (Root,StateNo != [5000, 5299])
fvar(11) = -1

[State 20000, Reversal Flag Set]
Type = VarSet
triggerall = PlayerID(Root,Var(46)),ctrl || PlayerID(Root,Var(46)),StateNo < 200
trigger1 = Root,StateNo = [5000, 5299]
fvar(11) = 20

;----------------------------------------------------------[{̂HitDef]
[State 20000, HitDef Reset]
Type = VarSet
trigger1 = fVar(18)
trigger1 = Root,MoveType != I || Root,ctrl || Root,StateNo < 200
fvar(18) = 0

[State 20000, HitDef Reset]
Type = VarAdd
triggerall = !fVar(18)
triggerall = Root,MoveType = A && Root,StateNo >= 200 && !Root,ctrl
trigger1 = Root,StateNo = 200
trigger1 = 0
trigger2 = Root,StateNo = 205
trigger2 = Root,Time = 6
trigger3 = Root,StateNo = 220
trigger3 = Root,Time >= 7
trigger4 = Root,StateNo = 230
trigger4 = Root,Time >= 9
trigger5 = Root,StateNo = 235
trigger5 = Root,Time >= 4
trigger6 = Root,StateNo = 240
trigger6 = Root,Time >= 10
trigger7 = Root,StateNo = 245
trigger7 = Root,Time >= 10
trigger8 = Root,StateNo = 430
trigger8 = Root,Time >= 7
trigger9 = Root,StateNo = 440
trigger9 = Root,Time >= 13
trigger10 = Root,StateNo = 615
trigger10 = Root,Time >= 14
trigger11 = Root,StateNo = 645
trigger11 = Root,Time >= 7
trigger12 = Root,StateNo = 1000
trigger12 = Root,Time >= 8
trigger13 = Root,StateNo = 1010
trigger13 = Root,Time >= 10
fvar(18) = 1

[State 20000, HitDef Reset]
Type = VarAdd
triggerall = !fVar(18)
triggerall = Root,MoveType = A && Root,StateNo >= 200 && !Root,ctrl
trigger1 = Root,StateNo = 1000
trigger1 = Root,Time = [6, 7]
fvar(18) = 10

;----------------------------------------------------------[̔ѓwK, O]
[State 20000, Fire Learning Fix]
type = VarSet
triggerall = IsHelper
trigger1 = NumHelper(30000+Root,id)
fvar(19) = ((Helper(30000+Root,id),Var(59)) % 10) + PlayerID(Root,Var(46)),NumProj

;----------------------------------------------------------[xvZ]
[State 20000, Accelaration calculate]
type = Null
triggerall = PlayerID(Root,Var(46)),StateType = A
trigger1 = fvar(20) := ceil((PlayerID(Root,Var(46)),Pos Y-fVar(21)-fVar(22))*1000.0)/1000.0 || 1;l؂グ
trigger1 = fVar(21) := PlayerID(Root,Var(46)),Pos Y - fVar(22) || 1
trigger1 = fVar(22) := PlayerID(Root,Var(46)),Pos Y || 1

[State 20000, Accelaration]
type = VarSet
trigger1 = PlayerID(Root,Var(46)),StateType != A
trigger1 = fVar(10) < 0 || fvar(20) >= 1
fvar(20) = 0

;----------------------------------------------------------[vZ]
[State 20000, Dist calculate 1]
type = VarSet
trigger1 = 1
fvar(25) = Root,P2BodyDist X - Root,Vel X * 5

[State 20000, Dist calculate 2]
type = VarSet
trigger1 = 1
fvar(26) = fVar(25)

[State 20000, Dist calculate 3]
type = VarSet
trigger1 = 1
fvar(27) = fVar(26)

[State 20000, Dist calculate 4]
type = VarSet
trigger1 = 1
fvar(28) = fVar(27)

[State 20000, Dist calculate 5]
type = VarSet
trigger1 = 1
fvar(29) = fVar(28)

;----------------------------------------------------------[fobOXCb`
[State 20000, DebugFlagSet]
Type = VarSet
trigger1 = !Var(58)
var(58) = 0

;  1 : RɃR{ 
;  2 : Power < PowerMax*2/5 ŃR{
;  3 : 
;  4 : 
;  5 : 
;  6 : 
;  7 : 
;  8 : 
;  9 : 
; 10 : 
; -1 : K[heXg
; -2 : ѓeXg
; -3 : ŔѓeXg
; -4 : 

;
; ʒ[f & ѓFwp[

;

;ʍ[
[StateDef 31000]
Type = A
Ctrl = 0
Anim = 0
Velset = -5, 0
MoveType = I
Physics = N
Sprpriority = 0

[State 31000, AssertSpecial]
type = assertspecial
trigger1 = 1
flag = invisible

[State 31000, NotHitBy]
type = NotHitBy
value = SCA
trigger1 = 1

[State 31000, SelfState]
type = SelfState
trigger1 = !IsHelper
value = 0
ctrl = 1

;wp[ƈꏏɔѓ΂
[State 31000, Projectile]
Type = Projectile
trigger1 = time = 0
Velocity = -5,0
ProjID = 23000
Projanim = 0
projhits = 9999
projpriority = 9999
Offset = 0,0
projstagebound = const(size.ground.front)
Projedgebound = 100000
Projremovetime = 180 ;-1
supermovetime = 0 ;9999
pausemovetime = 0 ;9999

;ѓ~܂
[State 31000, VelSet]
type = velset
trigger1 = Root,NumProjID(23000) = 0
trigger1 = time > 0
trigger2 = Root,NumProjID(23000)
trigger2 = Time >= 180
x = 0
y = 0

;[܂ōsł
[State 31000, DestroySelf]
type = DestroySelf
trigger1 = IsHelper(31000+Root,id)
trigger1 = Vel X = 0

;------------------------------------------------------------------------------
;ʉE[
[StateDef 32000]
Type = A
Ctrl = 0
Anim = 0
Velset = -5, 0
MoveType = I
Physics = N
Sprpriority = 0

[State 32000, AssertSpecial]
type = assertspecial
trigger1 = 1
flag = invisible
flag2 = noshadow

[State 32000, NotHitBy]
type = NotHitBy
value = SCA
trigger1 = 1

[State 32000, SelfState]
type = SelfState
trigger1 = !IsHelper
value = 0
ctrl = 1

;wp[ƈꏏɔѓ΂
[State 32000, Projectile]
Type = Projectile
trigger1 = time = 0
Velocity = -5,0
ProjID = 22000
projhits = 9999
projpriority = 9999
Projanim = 0
Offset = 0,0
projstagebound = const(size.ground.front)
Projedgebound = 100000
projremove = 0
Projremovetime = 180 ;-1
supermovetime = 0 ;9999
pausemovetime = 0 ;9999

;ѓ~܂
[State 32000, VelSet]
type = velset
trigger1 = Root,NumProjID(22000) = 0
trigger1 = time > 0
trigger2 = Root,NumProjID(22000)
trigger2 = Time >= 180
x = 0
y = 0

;[Ƃ̋
[State 32000, Right To Left]
type = VarSet
trigger1 = StateNo = 32000
trigger1 = NumHelper(31000+Root,id)
var(1) = floor(Pos X - Helper(31000+Root,id),Pos X)

;[܂ōsѓ΍Xe[gֈڍs
[State 32000, ChangeState]
type = ChangeState
trigger1 = Vel X = 0
trigger1 = Time > 0
value = 30020

;------------------------------------------------------------------------------
; ѓ΍Xe[g30020isuparpause,pausej

;var(0):
;var(1): [Ƃ̋
;var(2):
;var(3)~var(53):wp[_CNgp
;var(54):ő僋[v񐔐ݒ
;var(55):30020,30029[vJEgp
;var(56):30022[vJEgp
;var(57):_CNgϐ̂A݂̍ō̒l
;var(58):ʂ󋵔f
;var(59):K/ˌȊO̔ѓ݂

;fvar(0)~fvar(x):xȂǁBmϓɎg

;var(3+var(55))Auݒ̂hcpϐv

;Sʂ̃[vXe[gP
[StateDef 30020]
type=A
movetype=I
physics=N
ctrl=0
anim=0
sprpriority=0
velset=0,0

[State 30020];[v񐔐ݒ
type=varset
trigger1=!var(54)
var(54)=40

;hcTXe[g
[State 30020]
type = ChangeState
triggerall=!numhelper(30021);̂e̒ł܂hc\ĂȂisĂȂj
trigger1=var(56)!=-1||PrevStateNo=30029;̂e̒ł܂hcTɎsĂȂ
trigger1=!playerIDexist(var(3+var(55)));ϐݎgpł͂Ȃ
value=30022

;
[State 30020]
type=assertspecial
trigger1=1
flag=noshadow
flag2=invisible

;G
[State 30020]
type=Nothitby
trigger1=1
value=SCA

;hcpϐ̍ōlL^
[State 30020]
type=varset
trigger1=var(57)<var(3+var(55))
var(57)=var(3+var(55))

;[vobN
[State 30020]
type=Changestate
trigger1=!numhelper(30021)	;P
trigger1=var(56)!=-1	;Q
trigger1=var(55)<var(54)	;[vw񐔖
trigger1=var(55):=var(55)+1||1	;CNgi[vJE^j
value=30020

[State 30020];JE^
type=VarSet
trigger1=1
var(55)=0

;ILʑ΍fp̃Xe[g
[State 30020]
type = ChangeState
trigger1=1
value=30029

;------------------------------------------------------------------------------
;hc\wp[pXe[g
[StateDef 30021]
anim=0
ctrl=0

;
[State 30021]
type=destroyself
trigger1=1

;------------------------------------------------------------------------------
;[vXe[g
[StateDef 30022]
anim=0
ctrl=0

;Jnlōlɍ킹
[State 30022]
type=varset
trigger1=PrevStateNo!=30022;
var(3+var(55))=var(57)+1

;[vJE^
[State 30022]
type=varadd
var(56)=1
trigger1=var(56)!=-1

;[vJE^
[State 30022]
type=Varset
trigger1=PrevStateNo!=30022
var(56)=0

;ӂ邢ɂBPłYȂ玟
[State 30022]
type=varadd
trigger1=!PlayerIDExist(var(3+var(55)))
trigger2=playerID(var(3+var(55))),MoveType!=A;||!(playerID(var(3+var(55))),hitdefattr=SCA,AA,AP,AT)
trigger2=playerID(var(3+var(55))),time>200-var(55)*10
trigger3=abs(playerID(var(3+var(55))),Screenpos x)>500
trigger4=abs(playerID(var(3+var(55))),Pos Y)>500
trigger5=teamside=playerID(var(3+var(55))),teamside
var(3+var(55))=1

[state 30022];idmFpBPOJԂē肪ȂA~Ďɔ
type=Helper
trigger1=var(56)>10
trigger1=var(56):=-1
trigger1=!numhelper(30021)
helpertype=normal
name="id_check"
ID=30021
pos=0, 0
postype=right
facing=1
stateno=30021
ownpal=1
supermovetime=99999
pausemovetime=99999

;ϐ̒lo΂̃wp[̂̂
[State 30022]
type=varset
trigger1=var(56)=-1
trigger1=numhelper(30021)
var(3+var(55))=helper(30021),id

;[vobN
[State 30022]
type = ChangeState
value=30022
triggerall=var(56)!=-1
trigger1=!PlayerIDExist(var(3+var(55)))
trigger2=playerID(var(3+var(55))),MoveType!=A||!(playerID(var(3+var(55))),hitdefattr=SCA,AA,AP,AT)||PlayerID(var(3+var(55))),MoveReversed
trigger2=!(PlayerID(Var(3+Var(55))),HitDefAttr=SCA,AA,AT,AP)
trigger2=playerID(var(3+var(55))),time>200-var(55)*10
trigger3=abs(playerID(var(3+var(55))),Screenpos x)>500
trigger4=abs(playerID(var(3+var(55))),Pos Y)>500
trigger5=teamside=playerID(var(3+var(55))),teamside

;I߂
[State 30022]
type = ChangeState
value=30020
trigger1=1

;------------------------------------------------------------------------------
;ѓ΍ALʃXe[g
[StateDef 30029]
anim=0
ctrl=0

;Peo܂hc擾
[State 30029, ChangeState]
type = ChangeState
trigger1 = time > 0
value = 30020

;----------------------------------------------------------[[vvZ]
[State 30029, VarSet]
type = VarSet
trigger1 = PrevStateNo != 30029
fvar(30) = 0
[State 30029, VarSet]
type = VarSet
trigger1 = PrevStateNo != 30029
fvar(31) = 0
[State 30029, VarSet]
type = VarSet
trigger1 = PrevStateNo != 30029
fvar(32) = 0
[State 30029, VarSet]
type = VarSet
trigger1 = PrevStateNo != 30029
fvar(38) = 0
[State 30029, VarSet]
type = VarSet
trigger1 = PrevStateNo != 30029
fvar(39) = 0

;----------------------------------------------------------[p]
[State 30029, 2B]
type = VarSet
;triggerall = fVar(39) = 0 ; ONɂƈԏl, OFFƈԑ傫Ȓl
trigger1 = Var(55) >= 8
trigger1 = PlayerID(Root,Var(46)),Vel Y != 0
trigger1 = Root,P2BodyDist X - 6.3 * (Var(55) - 6) + Root,facing * PlayerID(Root,Var(46)),facing * PlayerID(Root,Var(46)),Vel X * (Var(55) - 6) * (Root,fVar(31) >= 60) = [0, 100] ;-20
trigger1 = Root,P2BodyDist Y+(PlayerID(Root,Var(46)),Vel Y*(Var(55)-Root,fVar(36))+(Root,fVar(25)*(Var(55)-Root,fVar(36))*((Var(55)-Root,fVar(36))-1)/2)) = [-20, 30] ;-50, -80
fvar(30) = Var(55)

[State 30029, D5B]
type = VarSet
;triggerall = fVar(39) = 0 ; ONɂƈԏl, OFFƈԑ傫Ȓl
trigger1 = Var(55) >= 10 ; 9
;trigger1 = Root,fVar(34) >= Var(55)
trigger1 = PlayerID(Root,Var(46)),Vel Y != 0
trigger1 = Root,P2BodyDist X - Const(Velocity.run.fwd.X) * (Var(55) - 5) + Root,facing * PlayerID(Root,Var(46)),facing * PlayerID(Root,Var(46)),Vel X * (Var(55) - 5) * (Root,fVar(31) >= 60) = [-10, 55] ;80 ;60
trigger1 = Root,P2BodyDist Y+(PlayerID(Root,Var(46)),Vel Y*(Var(55)-Root,fVar(36))+(Root,fVar(39)*(Var(55)-Root,fVar(36))*((Var(55)-Root,fVar(36))-1)/2)) = [-20, 30] ;-50, -80
fvar(31) = Var(55)

[State 30029, D5A]
type = VarSet
;triggerall = fVar(39) = 0 ; ONɂƈԏl, OFFƈԑ傫Ȓl
trigger1 = Var(55) >= 8 ; 9
;trigger1 = Root,fVar(34) >= Var(55)
trigger1 = PlayerID(Root,Var(46)),Vel Y != 0
trigger1 = Root,P2BodyDist X - Const(Velocity.run.fwd.X) * (Var(55) - 5) + Root,facing * PlayerID(Root,Var(46)),facing * PlayerID(Root,Var(46)),Vel X * (Var(55) - 5) * (Root,fVar(31) >= 60) = [-10, 45] ;80 ;60
trigger1 = Root,P2BodyDist Y+(PlayerID(Root,Var(46)),Vel Y*(Var(55)-Root,fVar(36))+(Root,fVar(39)*(Var(55)-Root,fVar(36))*((Var(55)-Root,fVar(36))-1)/2)) = [-10, 20] ;-50, -80
fvar(32) = Var(55)

;----------------------------------------------------------[R{Ep]
[State 30029, JƂ̌]
type = VarSet
;triggerall = fVar(39) = 0 ; ONɂƈԏl, OFFƈԑ傫Ȓl
trigger1 = Var(55) >= 6 && Var(55) < 15
trigger1 = Root,fVar(34) >= Var(55)
trigger1 = PlayerID(Root,Var(46)),Vel Y != 0
trigger1 = Root,P2BodyDist X - 8.0 * (Var(55) - 6) + Root,facing * PlayerID(Root,Var(46)),facing * PlayerID(Root,Var(46)),Vel X * (Var(55) - 6) * (Root,fVar(31) >= 60) = [-20, 20] ;80 ;60
trigger1 = Root,P2BodyDist Y+(PlayerID(Root,Var(46)),Vel Y*(Var(55)-Root,fVar(36))+(Root,fVar(39)*(Var(55)-Root,fVar(36))*((Var(55)-Root,fVar(36))-1)/2)) = [-30, -5] ;-50, -80
fvar(37) = Var(55)

[State 30029, D5B]
type = VarSet
;triggerall = fVar(39) = 0 ; ONɂƈԏl, OFFƈԑ傫Ȓl
trigger1 = Var(55) >= 10 ; 9
trigger1 = Root,fVar(34) >= Var(55)
trigger1 = Root,P2BodyDist X - Const(Velocity.run.fwd.X) * (Var(55) - 5) + Root,facing * PlayerID(Root,Var(46)),facing * PlayerID(Root,Var(46)),Vel X * (Var(55) - 5) * (Root,fVar(31) >= 50) = [-20, 50] ;80 ;60
trigger1 = Root,P2BodyDist Y+(PlayerID(Root,Var(46)),Vel Y*(Var(55)-Root,fVar(36))+(Root,fVar(39)*(Var(55)-Root,fVar(36))*((Var(55)-Root,fVar(36))-1)/2)) = [-50, 20] ;-50, -80
fvar(38) = Var(55)

[State 30029, D5A]
type = VarSet
;triggerall = fVar(39) = 0 ; ONɂƈԏl, OFFƈԑ傫Ȓl
trigger1 = Var(55) >= 8 ; 9
trigger1 = Root,fVar(34) >= Var(55)
trigger1 = Root,P2BodyDist X - Const(Velocity.run.fwd.X) * (Var(55) - 5) + Root,facing * PlayerID(Root,Var(46)),facing * PlayerID(Root,Var(46)),Vel X * (Var(55) - 5) * (Root,fVar(31) >= 50) = [-20, 40] ;80 ;60
trigger1 = Root,P2BodyDist Y+(PlayerID(Root,Var(46)),Vel Y*(Var(55)-Root,fVar(36))+(Root,fVar(39)*(Var(55)-Root,fVar(36))*((Var(55)-Root,fVar(36))-1)/2)) = [-35, 10] ;-50, -80
fvar(39) = Var(55)


;ϐ̒lɊYwp[݂ȂȂ炱Ń[vJE^Ă܂߂
[State 30029, ChangeState]
type = ChangeState
trigger1=!PlayerIDExist(var(3+var(55)))
trigger1=var(55)<var(54)-1
trigger1=var(55):=var(55)+1
value = 30029

;ϐZbg
;̂gƃoOVarRangeSetFc
;[State 30029, VarSet]
;type = VarSet
;trigger1 = PrevStateNo != 30029
;var(0) = 0
;[Staet 30029, VarRangeSet]
;type = VarRangeSet
;trigger1 = PrevStateNo != 30029
;value = 0
;first = 58
;last = 59
;[Staet 30029, VarRangeSet]
;type = VarRangeSet
;trigger1 = PrevStateNo != 30029
;fvalue = 0
;first = 0
;last = 21

[State 30029]
type=varset
trigger1=PrevStateNo!=30029
var(0)=0
[State 30029]
type=varset
trigger1=PrevStateNo!=30029
var(58) = 0
[State 30029]
type=varset
trigger1=PrevStateNo!=30029
var(59)=0
[State 30029]
type=varset
trigger1=PrevStateNo!=30029
fvar(0)=0
[State 30029]
type=varset
trigger1=PrevStateNo!=30029
fvar(1)=0
[State 30029]
type=varset
trigger1=PrevStateNo!=30029
fvar(2)=0
[State 30029]
type=varset
trigger1=PrevStateNo!=30029
fvar(3)=0
[State 30029]
type=varset
trigger1=PrevStateNo!=30029
fvar(4)=0
[State 30029]
type=varset
trigger1=PrevStateNo!=30029
fvar(5)=0
[State 30029]
type=varset
trigger1=PrevStateNo!=30029
fvar(6)=0
[State 30029]
type=varset
trigger1=PrevStateNo!=30029
fvar(7)=0
[State 30029]
type=varset
trigger1=PrevStateNo!=30029
fvar(8)=0
[State 30029]
type=varset
trigger1=PrevStateNo!=30029
fvar(9)=0

[State 300029, Vel X]
type = VarSet
triggerall = PlayerIDExist(var(3+var(55)))
trigger1 = PlayerID(var(3+var(55))),Vel X
fvar(0) = PlayerID(var(3+var(55))),Vel X

[State 300029, Vel Y]
type = VarSet
triggerall = PlayerIDExist(var(3+var(55)))
trigger1 = PlayerID(var(3+var(55))),Vel Y
fvar(1) = PlayerID(var(3+var(55))),Vel Y

[State 30029, ng]
type = varadd
trigger1 = PlayerIDExist(var(3+var(55)))
trigger1 = ((var(58)) % 10) < 9
trigger1 = playerID(var(3+var(55))),MoveType = A
trigger1 = playerID(var(3+var(55))),Pos Y+playerID(var(3+var(55))),vel y * 10 = [-80, 30]
trigger1 = abs(playerID(var(3+var(55))),vel x) > 1
trigger1 = playerID(var(3+var(55))),vel y < 1
trigger1 = playerID(var(3+var(55))),facing * (root,pos x - playerID(var(3+var(55))),pos x) > -30 ;-40
trigger1 = fVar(2) := playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x * 4 || 1
trigger1 = fVar(3) := playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x * 8 || 1
trigger1 = fVar(4) := playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x * 12 || 1
trigger1 = fVar(5) := (-Root,Pos Y + playerID(var(3+var(55))),Pos Y+playerID(var(3+var(55))),vel y * 10 = [-70, 20]) || 1
trigger1 = fVar(6) := (-Root,Pos Y - (Root,Const(Movement.Yaccel) * 8 * 9 / 2 + Root,Vel Y * 8) + playerID(var(3+var(55))),Pos Y+playerID(var(3+var(55))),vel y * 10 = [-50, 20]) || 1
trigger1 = fVar(8) := playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x * 17 || 1
trigger1 = fVar(9) := (-Root,Pos Y + playerID(var(3+var(55))),Pos Y+playerID(var(3+var(55))),vel y * 10) || 1
var(58) = 1

[State 30029, 󒆔g]
type = varadd
trigger1 = PlayerIDExist(var(3+var(55)))
trigger1 = ((var(58) / 10) % 10) < 9
trigger1 = playerID(var(3+var(55))),MoveType = A
trigger1 = playerID(var(3+var(55))),Pos Y+playerID(var(3+var(55))),vel y * 10 = [-200, -80]
trigger1 = abs(playerID(var(3+var(55))),vel x) > 1
trigger1 = playerID(var(3+var(55))),vel y < 1
trigger1 = playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x) > -30 ;-50
trigger1 = fVar(2) := playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x * 4 || 1
trigger1 = fVar(3) := playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x * 8 || 1
trigger1 = fVar(4) := playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x * 12 || 1
trigger1 = fVar(5) := (-Root,Pos Y + playerID(var(3+var(55))),Pos Y+playerID(var(3+var(55))),vel y * 10 = [-70, 20]) || 1
trigger1 = fVar(6) := (-Root,Pos Y - (Root,Const(Movement.Yaccel) * 8 * 9 / 2 + Root,Vel Y * 8) + playerID(var(3+var(55))),Pos Y+playerID(var(3+var(55))),vel y * 10 = [-70, 20]) || 1
trigger1 = fVar(8) := playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x * 12 || 1
trigger1 = fVar(9) := (-Root,Pos Y + playerID(var(3+var(55))),Pos Y+playerID(var(3+var(55))),vel y * 10) || 1
var(58) = 10

[State 30029, nݒu]
type = varadd
trigger1 = PlayerIDExist(var(3+var(55)))
trigger1 = ((var(58) / 100) % 10) < 9
trigger1 = playerID(var(3+var(55))),MoveType = A
trigger1 = playerID(var(3+var(55))),Pos Y+playerID(var(3+var(55))),vel y * 10 = [-80, 30]
trigger1 = playerID(var(3+var(55))),vel x <= 1
trigger1 = fVar(2) := playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x * 4 || 1
trigger1 = fVar(3) := playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x * 8 || 1
trigger1 = fVar(4) := playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x * 12 || 1
trigger1 = fVar(9) := (-Root,Pos Y + playerID(var(3+var(55))),Pos Y+playerID(var(3+var(55))),vel y * 10) || 1
var(58) = 100

[State 30029, 󒆐ݒu]
type = varadd
trigger1 = PlayerIDExist(var(3+var(55)))
trigger1 = ((var(58) / 1000) % 10)<  9
trigger1 = playerID(var(3+var(55))),MoveType = A
trigger1 = playerID(var(3+var(55))),Pos Y+playerID(var(3+var(55))),vel y * 10 = [-200, -80]
trigger1 = playerID(var(3+var(55))),vel x <= 1
trigger1 = fVar(2) := playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x * 4 || 1
trigger1 = fVar(3) := playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x * 8 || 1
trigger1 = fVar(4) := playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x * 12 || 1
trigger1 = fVar(9) := (-Root,Pos Y + playerID(var(3+var(55))),Pos Y+playerID(var(3+var(55))),vel y * 10) || 1
var(58) = 1000

[State 30029, 󒆎a]
type = varadd
trigger1 = PlayerIDExist(var(3+var(55)))
trigger1 = ((var(58) / 10000) % 10) < 9
trigger1 = playerID(var(3+var(55))),MoveType = A
trigger1 = playerID(var(3+var(55))),Pos Y+playerID(var(3+var(55))),vel y * 10 = [-200, 30]
trigger1 = playerID(var(3+var(55))),vel x > 1
trigger1 = playerID(var(3+var(55))),vel y >= 1
trigger1 = fVar(2) := playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x * 4 || 1
trigger1 = fVar(3) := playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x * 8 || 1
trigger1 = fVar(4) := playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x * 12 || 1
trigger1 = fVar(5) := (-Root,Pos Y + playerID(var(3+var(55))),Pos Y+playerID(var(3+var(55))),vel y * 10 = [-70, 20]) || 1
trigger1 = fVar(6) := (-Root,Pos Y - (Root,Const(Movement.Yaccel) * 8 * 9 / 2 + Root,Vel Y * 8) + playerID(var(3+var(55))),Pos Y+playerID(var(3+var(55))),vel y * 10 = [-70, 20]) || 1
trigger1 = fVar(7) := (-Root,Pos Y + playerID(var(3+var(55))),Pos Y+playerID(var(3+var(55))),vel y * 10 = [-110, -30]) || 1
trigger1 = fVar(8) := playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x * 12 || 1
trigger1 = fVar(9) := (-Root,Pos Y + playerID(var(3+var(55))),Pos Y+playerID(var(3+var(55))),vel y * 10) || 1
var(58) = 10000

[State 30029, ng()]
type = varadd
trigger1 = PlayerIDExist(var(3+var(55)))
trigger1 = ((var(58) / 100000) % 10) < 9
trigger1 = playerID(var(3+var(55))),MoveType = A
trigger1 = playerID(var(3+var(55))),Pos Y+playerID(var(3+var(55))),vel y * 10 = [-80, 30]
trigger1 = abs(playerID(var(3+var(55))),vel x) > 1
trigger1 = playerID(var(3+var(55))),vel y < 1
trigger1 = playerID(var(3+var(55))),facing * (root,pos x - playerID(var(3+var(55))),pos x) > -40 ;-40
trigger1 = playerID(var(3+var(55))),facing*(root,pos x - playerID(var(3+var(55))),pos x) - playerID(var(3+var(55))),vel x * 6 <= 40
;trigger1 = (-Root,Pos Y + playerID(var(3+var(55))),Pos Y+playerID(var(3+var(55))),vel y * 10 = [-60, 10])
trigger1 = fVar(2) := playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x * 4 || 1
trigger1 = fVar(5) := (-Root,Pos Y + playerID(var(3+var(55))),Pos Y+playerID(var(3+var(55))),vel y * 10 = [-70, 20]) || 1
trigger1 = fVar(6) := (-Root,Pos Y - (Root,Const(Movement.Yaccel) * 4 * 5 / 2 + Root,Vel Y * 4) + playerID(var(3+var(55))),Pos Y+playerID(var(3+var(55))),vel y * 10 = [-70, 20]) || 1
trigger1 = fVar(8) := playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x * 12 || 1
trigger1 = fVar(9) := (-Root,Pos Y + playerID(var(3+var(55))),Pos Y+playerID(var(3+var(55))),vel y * 10) || 1
var(58) = 100000

[State 30029, 󒆔g()]
type = varadd
trigger1 = PlayerIDExist(var(3+var(55)))
trigger1 = ((var(58) / 1000000) % 10) < 9
trigger1 = playerID(var(3+var(55))),MoveType = A
trigger1 = playerID(var(3+var(55))),Pos Y+playerID(var(3+var(55))),vel y * 10 = [-200, -80]
trigger1 = abs(playerID(var(3+var(55))),vel x) > 1
trigger1 = playerID(var(3+var(55))),vel y < 1
trigger1 = playerID(var(3+var(55))),facing * (root,pos x - playerID(var(3+var(55))),pos x) > -40 ;-40
trigger1 = playerID(var(3+var(55))),facing*(root,pos x - playerID(var(3+var(55))),pos x) - playerID(var(3+var(55))),vel x * 6 <= 40
;trigger1 = (-Root,Pos Y + playerID(var(3+var(55))),Pos Y+playerID(var(3+var(55))),vel y * 10 = [-60, 10])
trigger1 = fVar(2) := playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x * 4 || 1
trigger1 = fVar(5) := (-Root,Pos Y + playerID(var(3+var(55))),Pos Y+playerID(var(3+var(55))),vel y * 10 = [-70, 20]) || 1
trigger1 = fVar(6) := (-Root,Pos Y - (Root,Const(Movement.Yaccel) * 4 * 5 / 2 + Root,Vel Y * 4) + playerID(var(3+var(55))),Pos Y+playerID(var(3+var(55))),vel y * 10 = [-60, 10]) || 1
trigger1 = fVar(9) := (-Root,Pos Y + playerID(var(3+var(55))),Pos Y+playerID(var(3+var(55))),vel y * 10) || 1
var(58) = 1000000

[State 30029, 󒆎a()]
type = varadd
trigger1 = PlayerIDExist(var(3+var(55)))
trigger1 = ((var(58) / 10000000) % 10) < 9
trigger1 = playerID(var(3+var(55))),MoveType = A
trigger1 = playerID(var(3+var(55))),Pos Y+playerID(var(3+var(55))),vel y * 10 = [-200, 30]
trigger1 = playerID(var(3+var(55))),vel x > 1
trigger1 = playerID(var(3+var(55))),vel y >= 1
trigger1 = playerID(var(3+var(55))),facing*(root,pos x - playerID(var(3+var(55))),pos x) - playerID(var(3+var(55))),vel x * 6 <= 40
trigger1 = (-Root,Pos Y + playerID(var(3+var(55))),Pos Y+playerID(var(3+var(55))),vel y * 10 = [-60, 10])
trigger1 = fVar(5) := (-Root,Pos Y + playerID(var(3+var(55))),Pos Y+playerID(var(3+var(55))),vel y * 10 = [-70, 20]) || 1
trigger1 = fVar(6) := (-Root,Pos Y - (Root,Const(Movement.Yaccel) * 4 * 5 / 2 + Root,Vel Y * 4) + playerID(var(3+var(55))),Pos Y+playerID(var(3+var(55))),vel y * 10 = [-60, 10]) || 1
trigger1 = fVar(8) := playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x * 12 || 1
trigger1 = fVar(9) := (-Root,Pos Y + playerID(var(3+var(55))),Pos Y+playerID(var(3+var(55))),vel y * 10) || 1
var(58) = 10000000

[State 30029, ォ痈邼ICI]
type = varadd
trigger1 = PlayerIDExist(var(3+var(55)))
trigger1 = !((var(58) / 1000000000) % 10)
trigger1 = playerID(var(3+var(55))),MoveType = A
trigger1 = playerID(var(3+var(55))),Pos Y+playerID(var(3+var(55))),vel y * 12 > -80
trigger1 = abs(playerID(var(3+var(55))),vel x) <= 1
trigger1 = playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x) > -40
trigger1 = playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x * 10 = [-30, 40] ;-40
trigger1 = abs(playerID(var(3+var(55))),vel y) > 2
trigger1 = fVar(9) := (-Root,Pos Y + playerID(var(3+var(55))),Pos Y+playerID(var(3+var(55))),vel y * 10) || 1
var(58) = 100000000

[State 30029, V]
type = varadd
trigger1 = PlayerIDExist(var(3+var(55)))
trigger1 = !((var(58) / 1000000000) % 10)
trigger1 = playerID(var(3+var(55))),MoveType = A
trigger1 = playerID(var(3+var(55))),Pos Y+playerID(var(3+var(55))),vel y * 10 = [-200, 60]
trigger1 = playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x) < 0
trigger1 = abs(playerID(var(3+var(55))),vel x) < 0
trigger1 = playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x*10 >= -50
trigger1 = fVar(9) := (-Root,Pos Y + playerID(var(3+var(55))),Pos Y+playerID(var(3+var(55))),vel y * 10) || 1
var(58) = 1000000000

[State 30029, r[(?)]
type = varset
trigger1 = PlayerIDExist(var(3+var(55)))
trigger1 = !fvar(20)
trigger1 = playerID(var(3+var(55))),MoveType = A && (PlayerID(Var(3+Var(55))),HitDefAttr=SCA,AA,AT,AP)
trigger1 = playerID(var(3+var(55))),vel x = 0 && playerID(var(3+var(55))),vel y = 0
trigger1 = playerID(var(3+var(55))),Pos X - PlayerID(Root,Var(46)),Pos X = [-40, 60]
trigger1 = playerID(var(3+var(55))),Pos Y - PlayerID(Root,Var(46)),Pos Y = [-110, 50] ;20
fvar(20) = 1

[State 30029, MoveType = Ał]
type = varadd
trigger1 = PlayerIDExist(var(3+var(55)))
trigger1 = ((Var(59)) % 10) < 9
trigger1 = (PlayerID(Var(3+Var(55))),MoveType = A)
var(59) = var(59) + 1

[State 30029, KEZ]
type=varset
trigger1 = PlayerIDExist(var(3+var(55)))
trigger1 = ((Var(59) / 10) % 10) < 9
;trigger1 = playerID(var(3+var(55))),MoveType=A&&!playerID(var(3+var(55))),MoveContact
trigger1 = (playerID(var(3+var(55))),hitdefattr = SCA, HA, HT, HP)
var(59) = var(59) + 10

[State 30029, Ō]
type=varadd
trigger1 = PlayerIDExist(var(3+var(55)))
trigger1 = ((Var(59) / 100) % 10) < 9
;trigger1 = playerID(var(3+var(55))),MoveType=A&&!playerID(var(3+var(55))),MoveContact
trigger1 = (playerID(var(3+var(55))),hitdefattr = SCA, NA, SA, HA)
var(59) = var(59) + 100

[State 30029, ]
type=varadd
trigger1 = PlayerIDExist(var(3+var(55)))
trigger1 = ((Var(59) / 1000) % 10) < 9
;trigger1 = playerID(var(3+var(55))),MoveType = A && !playerID(var(3+var(55))),MoveContact
trigger1 = (playerID(var(3+var(55))),hitdefattr = SCA, NT, ST, HT)
var(59) = var(59) + 1000

[State 30029, ѓ]
type=varadd
trigger1 = PlayerIDExist(var(3+var(55)))
trigger1 = ((Var(59) / 10000) % 10) < 9
;trigger1 = playerID(var(3+var(55))),MoveType = A && !playerID(var(3+var(55))),MoveContact
trigger1 = (playerID(var(3+var(55))),hitdefattr = SCA, NP, SP, HP)
var(59) = var(59) + 10000

[State 30029, ѓStateNo擾]
type = VarSet
triggerall = PlayerIDExist(var(3+var(55)))
trigger1 = PlayerID(var(3+var(55))),MoveType = A
trigger1 = PlayerID(var(3+var(55))),StateNo >= 200
trigger1 = (playerID(var(3+var(55))),hitdefattr = SCA, AA, AP, AT)
fvar(10) = PlayerID(var(3+var(55))),StateNo

;@\B cO
[State 30029, ѓHitPauseTime擾]
type = VarSet
triggerall = PlayerIDExist(var(3+var(55)))
trigger1 = PlayerID(var(3+var(55))),MoveType = A
trigger1 = PlayerID(var(3+var(55))),StateNo >= 200
trigger1 = PlayerID(var(3+var(55))),HitPauseTime	; GetHitVar(hitshaketime)	; || PlayerID(var(3+var(55))),MoveContact
fvar(11) = 100	; PlayerID(var(3+var(55))),GetHitVar(hitshaketime)

[State 30029, ѓStateNoۑ1]
type = VarSet
triggerall = PlayerIDExist(var(3+var(55)))
triggerall = (floor(fVar(20)) / 100000) = 0
triggerall = PlayerID(var(3+var(55))),StateNo != floor(fvar(20)) % 100000 && PlayerID(var(3+var(55))),StateNo != floor(fvar(20)) / 100000
trigger1 = PlayerID(var(3+var(55))),MoveType = A
trigger1 = PlayerID(var(3+var(55))),StateNo >= 200
trigger1 = (playerID(var(3+var(55))),hitdefattr = SCA, AA, AP, AT)
fvar(20) = ifelse(floor(fVar(20)) = 0, PlayerID(var(3+var(55))),StateNo, PlayerID(var(3+var(55))),StateNo * 100000)

[State 30029, ]
type = VarSet
trigger1 = 0
fvar(10) = 0

[State 30029, ]
type = VarSet
trigger1 = 0
fvar(11) = 0

[State 30029, [vJE^A߂ɖ߂]
type = ChangeState
trigger1 = var(55) < var(54)
trigger1 = var(55):=var(55) + 1 || 1
value = 30029

[State 30029, ]
type = VarSet
trigger1 = 1
fvar(11) = 0

[State 30029, JE^]
type = varset
trigger1 = 1
var(55) = 0

[State 30029, JE^]
type = varset
trigger1 = 1
var(56) = 0

;
; `hNpwp[

;

[StateDef 100000]
anim=0
ctrl=0

[State 100000]
type = assertspecial
trigger1 = 1
flag = invisible
flag2 = noshadow

[State 100000]
type = NotHitBy
value = SCA
trigger1 = 1

[State 100000, DestroySelf]
type = selfstate
trigger1 = !IsHelper
value = 0
ctrl = 1

[State 100000, AI varset]
type = varset
triggerall = IsHelper
trigger1 = command = "up" && root,command = "up"
trigger2 = command = "down" && root,command = "down"
trigger3 = command = "back" && root,command = "back"
trigger4 = command = "fwd" && root,command = "fwd"
trigger5 = command = "a" && root,command = "a"
trigger6 = command = "b" && root,command = "b"
trigger7 = command = "c" && root,command = "c"
trigger8 = command = "x" && root,command = "x"
trigger9 = command = "y" && root,command = "y"
trigger10 = command = "z" && root,command = "z"
trigger11 = command = "start" && root,command = "start"
var(59) = -1

[State 100000, AI varset]
type = varset
triggerall = IsHelper
triggerall = var(59) != -1
triggerall = RoundState = 2 && Root,ctrl
trigger1 = root,command = "up"
trigger2 = root,command = "down"
trigger3 = root,command = "back"
trigger4 = root,command = "fwd"
trigger5 = root,command = "a"
trigger6 = root,command = "b"
trigger7 = root,command = "c"
trigger8 = root,command = "x"
trigger9 = root,command = "y"
trigger10 = root,command = "z"
trigger11 = root,command = "start"
var(59) = 1

[State 100000, AI varset]
type=varset
triggerall = IsHelper
triggerall = var(59) != -1
triggerall = RoundState = 2 && Root,ctrl
trigger1=command !="up" && root,command="up"&&(roundstate=2&&root,ctrl)
trigger2=command !="down" && root,command="down"&&(roundstate=2&&root,ctrl)
trigger3=command !="back" && root,command="back"&&(roundstate=2&&root,ctrl)
trigger4=command !="fwd" && root,command="fwd"&&(roundstate=2&&root,ctrl)
trigger5=command !="a" && root,command="a"
trigger6=command !="b" && root,command="b"
trigger7=command !="c" && root,command="c"
trigger8=command !="x" && root,command="x"
trigger9=command !="y" && root,command="y"
trigger10=command !="z" && root,command="z"
trigger11=command !="start" && root,command="start"
var(59) = 1

[State 100000, destroyself]
Type = DestroySelf
triggerall = IsHelper
trigger1 = root,Var(59) != 0
trigger2 = Var(59) = -1

