[statedef -3]




;____________________________________________________________________________
;
;NCbNZbg Quick setting
;____________________________________________________________________________

;ׂݒ肷̂߂ǂl܂͂킩ȂlpłB
;ł܂Ƃ߂đSZbgł邨yłB
;Œꍇ̓NCbNZbgԍ0ɂĉւi݂B
;ɏĂ锽Ԃ̓R}ĥ̂łB{^̓R}h̔̎ԂɂĂ܂B

;if you wanna adjust strongness of AI in detail, set 0 and go under.

[state -3]
type = varset
trigger1 = var(40) = 0
trigger1 = var(59) !=0
var(40) = 0; <----NCbNZbgԍ quick setting number (0 to 7)

;ԍ
;0  蓮ݒAɐiŎŐݒ肵Ă
;1  ΐlp AILv1 RCLv2 , 0.15`1.00b_ , ŗ0.10 , ΐlpXCb`ON
;2  ΐlp AILv2 RCLv3 , 0.10`0.80b_ , ŗ0.35 , ΐlpXCb`ON
;3  ΐlp㋉ AILv3 RCLv5 , 0.10`0.70b_ , ŗ0.60 , ΐlpXCb`ON
;4  ΐlpS{ AILv4 RCLv6 , 0.05`0.55b_ , ŗ0.80 , ΐlpXCb`ON
;5  ΒAIpR AILv4 RCLv0 , 0.00 , ŗ0.00`1.00ϓ , ΐlpXCb`OFF
;6  ΒAIp       AILv4 RCLv7 , 0.00 , ŗ0.50`1.00ϓ , ΐlpXCb`OFF
;7  SJ               AILv4 RCLv10 , 0.00 , ŗSz[ , ΐlpXCb`OFF


;number
;0 Manual setting ----> go to next and adjust each numbers as you like
;1 Normal A for MAN
;2 Normal B for MAN
;3 Hard for MAN
;4 Lunatic for MAN
;5 For Watch(Don't use Recoil Guard)
;6 For Watch
;7 All MAX

;ӁFǂ̃xł󂯐g肵܂B܂AԍĂSҁ`҂̕ɂƂĂ͂̂ŒӂĂB
;      ƋtlȂAIłȂvC[ɂւp[^configɂĕύX\łB

ignorehitpause = 1


;__________________________________________________________________________
;
;fI[(Fist mode Only)
;__________________________________________________________________________
[state -3]
type = varset
trigger1 = var(59)
trigger1 = !var(43)
var(43) = 0

;0 --->off
;1 --->on

;܂xɂlAƂłȂアłB
;Q̃W0Ƃ薢GGLv0ƂłB
;RCȂVS_ނ0:10tĂƎv܂B(J瑐mAłقڋl݁Ał撣ĔэށߒŃOboCBRC)

ignorehitpause = 1
persistent = 0









;======================================================================================
;ȉNCbNZbg0ŗL
;======================================================================================

;____________________________________________________________________
;
;yAIxݒzAI Lv
;____________________________________________________________________

[State -3, AItOZbg]
type = VarSet
ignorehitpause = 1
triggerall = !var(59)
triggerall = RoundState = [1,2]
triggerall = !ishelper
trigger1 = Command = "AI0"|| Command = "AI1"|| Command = "AI2"|| Command = "AI3"|| Command = "AI4"
trigger2 = Command = "AI5"|| Command = "AI6"|| Command = "AI7"|| Command = "AI8"|| Command = "AI9"
trigger3 = Command = "AI10"|| Command = "AI11"|| Command = "AI12"|| Command = "AI13"|| Command = "AI14"
trigger4 = Command = "AI15"|| Command = "AI16"|| Command = "AI17"|| Command = "AI18"|| Command = "AI19"
trigger5 = Command = "AI20"|| Command = "AI21"|| Command = "AI22"|| Command = "AI23"|| Command = "AI24"
trigger6 = Command = "AI25"|| Command = "AI26"|| Command = "AI27"|| Command = "AI28"|| Command = "AI29"
trigger7 = numhelper(10000)
Trigger7 = Helper(10000),var(59)= 1
trigger7 = roundno != 1 || power < powermax || enemynear(var(31)),power < enemynear(var(31)),powermax || life < lifemax || enemynear(var(31)),life < enemynear(var(31)),lifemax
;trigger8 = 1 ;watchpXCb`Bgꍇ͂̍s̐擪trigger8̑O;ĂB

var(59) = 2 ; <--- 1`4łǂA͏Sҗp͂܂B
            ;Œ჌xł(Ǝ̃LƗāAx̑삪ł)ȏΏۂłB
            ;Lv1łقڃtR{܂Bi͂Ȃ̂ŋK[hłقڈB
            ;Lv3ȏő΋ɋgp܂B厖B
            ;ԂƑΐlpXCb`pċ𒲐ĂB

;______________________________________________________________________

;RCmݒ Recoil Guard Lv
;______________________________________________________________________

[state -3];RCmBRecoil Guard Lv
type = varset
trigger1 = var(59)=[1,10]
trigger1 = var(57)=0
trigger1 = var(40) = 0
trigger1 = !ishelper
var(57) = 3 ; <--- 010A10MAXłB0 to 10 , 10 is MAX.
ignorehitpause = 1

;0ƑSRC܂
;10ƃRCłƂ͂قڂ܂RC̃gK[̊֌W10/11炢̊mōlłB
;nł͘ARCłȂ悤ɂĂ̂Ŋm10ɂĂ2hit1񂸂ɂȂ܂iRCjB






;_______________________________________________________________________
;
;Ԑݒ(AI̐A̒lŋ傫ς܂) Reaction time
;_______________________________________________________________________

[state -3];؂Ԃő(ȂǃR}ĥ̗p)
type = varset
trigger1 = gametime%100 = 0
trigger1 = var(40) = 0
trigger1 = !ishelper
fvar(32) =0.10 + 0.01*(random%71)   ;Pʂ͕błBFastest Reaction time with Commanding skill.Dimension is second.
ignorehitpause = 1



[state -3];{^U̍ő(㒆UȂǃ{^̗̂p)
type = varset
trigger1 = gametime%100 = 0
trigger1 = var(40) = 0
trigger1 = !ishelper
fvar(31) =0.05 + 0.01*(random%36)   ;Pʂ͕błBFastest Reaction time with One buttun skill.Dimension is second.
ignorehitpause = 1



;Ƃ
;0.00̂悤ɐl𒼐ڑΔԌŒłB
;0.10 + 0.01*(random%61)  ̂悤ɑ0.10`0.70Ń_ωƂȂ܂B
;100t[(1.65b)ɒlXV܂B



;______________________________________________________________________

;ŗ Hitting Average
;______________________________________________________________________

[state -3]
type = varset
trigger1 = var(59)
trigger1 = var(40) = 0
trigger1 = var(50) = 0
trigger1 = !ishelper
var(50) = 2 ; <-----09

					;0  쑊 ǌł鎞͕Kog XCȎŗ0.25x
					;1  S҃x ŗ0.10x  HR0.02x
					;2  ҃x ŗ0.35x  HR0.05x
					;3  ҃x ŗ0.60x  HR0.25x
					;4  ㋉҃x ŗ0.80x  HR0.50x
					;5  ŗϓLv1  ̗͂ɂŗ0.10`0.50xAHR0.02`0.20ŕϓ
					;6  ŗϓLv2  ̗͂ɂŗ0.00`1.00xAHR0.00`0.70ŕϓ
					;7  ŗϓLv3  ̗͂ɂŗ0.50`1.00xAHR0.20`0.70ŕϓ
					;8  قڃC܂ ŗ1.00 HR1.00
					;9  ꂩ     HR0.30 ͑SO

;ӁFLɂĂ͂̊mƂȂ荷o邱ƂX܂B
;      ƃog͐쑊ƈꂩȊȌꍇAIxɂ󋵂ɉĎg܂



ignorehitpause = 1






;______________________________________________________________________

;ΐlpXCb` (VS Human mode)
;______________________________________________________________________

[state -3]
type = varset
triggerall = var(59)
triggerall = !var(40)
trigger1 = !var(47)
var(47) = 1          ;0 AIpۂ OFF
                     ;1 ΐlp     ON
                     
;		ONɂƂǂȂ́H
;		EԂςƂ悤ɂȂ܂B
;		EAIɂ͈ӖȂǐlԂɂ͈Ӗs܂AƏ̂QƂB
;		E߂肪B{^ԂɈˑBѓd˂ē̏щz߂LB
;		E[vn̒iB{^ԂɈˑB
;		Ei̗hԂB{^ԂɈˑB

ignorehitpause = 1
persistent = 0





;__________________________________________________________________________
;
;󂯐gݒ(attack the enemy when enemy is recovering)
;__________________________________________________________________________

[state -3];󂯐g̗L
type = varset
trigger1 = var(59)>0
trigger1 = var(40) = 0
trigger1 = !ishelper
var(44) = 1 
;0 --->󂯐g肵Ȃ.Do
;1 --->󂯐g肷.Don't do


ignorehitpause = 1
persistent = 0




























;===============================================================================
;ȉȊ댯 Don't change under here.
;===============================================================================
;var(59) AI switch
;var(58) enemy's default numhelper
;var(57) recoil Lv
;var(56) enemy's rest of recovery time
;var(55) statetype in guard states
;var(54) unguardable by crouching guard
;var(53) unguardable by standing guard
;var(52) unguardable
;var(51) stage size 
;var(50) HomeRun
;var(49) HomeRun
;var(48) Fall time
;var(47) VS.Human
;var(46) vs.human
;var(45) vs.human random
;var(44) ukemigari
;var(43) Fist Only
;var(42) under limit of enemy's pos y in state 5050
;var(41) for understanding mistake
;var(40) Quick Setting



;fvar(39) own gravity
;fvar(38) enemy's gravity
;fvar(36) stage right edge
;fvar(35) stage left edge
;fvar(34) stagefrontedgedist
;fvar(33) stagebackedgedist
;fvar(32) reaction time
;fvar(31) reaction time

;-------------------------
;fobOp
;-------------------------

[state -3];AIon
type = varset
trigger1 = command = "y"
trigger1 = 0
var(59) = 4

[state -3];AIoff
type = varset
trigger1 = command = "z"
trigger1 = 0
var(59) = 0

[state -3]
type = varset
trigger1 = roundstate <= 1
var(39) = -1
[state -3]
type = varset
trigger1 = var(39) = -1
trigger1 = statetype != A && statetype != L
trigger1 = pos y < 0
var(39) = stateno
ignorehitpause = 1

;z[
[State -1]
type = null;ChangeState
value = 1160
triggerall = roundstate = 2
triggerall = stateno = 1150
triggerall = animelemno(0) = 10
triggerall = numtarget(1100)
triggerall = target(1100),vel y > 0
triggerall = target(1100),pos y + 12*target(1100),vel y + 66*(0.25 + 0.05*target(1100),const(movement.yaccel)) = [-12,10]
trigger1 = 1

;-------------------------
;NCbNZbgp
;-------------------------
[state -3];AILv
type = varset
trigger1 = var(59)=[1,10]
trigger1 = var(40)
trigger1 = !ishelper
var(59) = ifelse(var(40)<=4,var(40),4)
ignorehitpause = 1

[state -3];RCmBRecoil Guard Lv
type = varset
trigger1 = var(59)=[1,10]
trigger1 = var(40)
trigger1 = !ishelper
var(57) = 2*(var(40)=1) + 3*(var(40)=2) + 5*(var(40)=3)+6*(var(40)=4) + 7*(var(40)=6) + 10*(var(40)=7)
ignorehitpause = 1

[state -3];؂Ԃő(ȂǃR}ĥ̗p)
type = varset
trigger1 = gametime%100 = 0
trigger1 = var(40) = 1
trigger1 = !ishelper
fvar(32) =0.15 + 0.01*(random%86)
ignorehitpause = 1

[state -3];{^U̍ő(㒆UȂǃ{^̗̂p)
type = varset
trigger1 = gametime%100 = 0
trigger1 = var(40) = 1
trigger1 = !ishelper
fvar(31) =0.08 + 0.01*(random%43)
ignorehitpause = 1

[state -3];؂Ԃő(ȂǃR}ĥ̗p)
type = varset
trigger1 = gametime%100 = 0
trigger1 = var(40) = 2
trigger1 = !ishelper
fvar(32) =0.10 + 0.01*(random%71)
ignorehitpause = 1

[state -3];{^U̍ő(㒆UȂǃ{^̗̂p)
type = varset
trigger1 = gametime%100 = 0
trigger1 = var(40) = 2
trigger1 = !ishelper
fvar(31) =0.05 + 0.01*(random%36)
ignorehitpause = 1

[state -3];؂Ԃő(ȂǃR}ĥ̗p)
type = varset
trigger1 = gametime%100 = 0
trigger1 = var(40) = 3
trigger1 = !ishelper
fvar(32) =0.10 + 0.01*(random%61)
ignorehitpause = 1

[state -3];{^U̍ő(㒆UȂǃ{^̗̂p)
type = varset
trigger1 = gametime%100 = 0
trigger1 = var(40) = 3
trigger1 = !ishelper
fvar(31) =0.05 + 0.01*(random%31)
ignorehitpause = 1

[state -3];؂Ԃő(ȂǃR}ĥ̗p)
type = varset
trigger1 = gametime%100 = 0
trigger1 = var(40) = 4
trigger1 = !ishelper
fvar(32) =0.05 + 0.01*(random%51)
ignorehitpause = 1

[state -3];{^U̍ő(㒆UȂǃ{^̗̂p)
type = varset
trigger1 = gametime%100 = 0
trigger1 = var(40) = 4
trigger1 = !ishelper
fvar(31) =0.025 + 0.01*(random%26)
ignorehitpause = 1

[state -3];؂Ԃő(ȂǃR}ĥ̗p)
type = varset
trigger1 = gametime%100 = 0
trigger1 = var(40) >= 5
trigger1 = !ishelper
fvar(32) =0
ignorehitpause = 1

[state -3];{^U̍ő(㒆UȂǃ{^̗̂p)
type = varset
trigger1 = gametime%100 = 0
trigger1 = var(40) >= 5
trigger1 = !ishelper
fvar(31) =0
ignorehitpause = 1

[state -3]
type = varset
trigger1 = var(59)
trigger1 = var(40)
trigger1 = !ishelper
var(50) = var(40)*(var(40)<=4) + 6*(var(40)=5) + 7*(var(40)=6) + 8*(var(40)=7)
ignorehitpause = 1

[state -3];󂯐g̗L
type = varset
trigger1 = var(59)>0
trigger1 = var(40)
trigger1 = !ishelper
var(44) = 1 
ignorehitpause = 1
persistent = 0

[state -3];ΐlpXCb`
type = varset
triggerall = var(59)
triggerall = var(40) = [1,4]
trigger1 = !var(47)
var(47) = 1
ignorehitpause = 1

[state -3];ΐlpXCb`
type = varset
triggerall = var(59)
triggerall = var(40) >4
trigger1 = var(47)
var(47) = 0
ignorehitpause = 1

;------------------------------------------------------------------------
[state -3]
type = varrandom
trigger1 = var(59)
trigger1 = stateno = 1150
trigger1 = time = 1
v = 49
range = 0 , 99
ignorehitpause = 1

[state -3]
type = assertspecial
trigger1 = var(47)
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard

[state -3]
type = varset
trigger1 = 1
var(46) = ifelse(ceil(60*fvar(31)) < 20 ,ceil(60*fvar(31)),19)
ignorehitpause = 1

[state -3]
type = varrandom
trigger1 = gametime%120 = 0
v = 45
range = 0,199
ignorehitpause = 1

;==============================================================================
;AI
;==============================================================================
;----------------------------------
;̃wp[
[state -1];wp[ׂ̏
type=varset
triggerall = !ishelper
trigger1 = roundstate!=2
var(58)=9999
supermove = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999


[state -1];wp[𒲂ׂ
type=varset
var(58)=enemynear(var(31)),numhelper
triggerall = !ishelper
trigger1 = roundstate=2
trigger1 = enemynear(var(31)),ctrl=1
trigger1 = var(58)>=enemynear(var(31)),numhelper
ignorehitpause = 1


;󂯐gs\
[state -3,AIpgs\ԃJEg]
type=varset
triggerall = !ishelper
trigger1 = stateno = [0,9999999]
trigger1 = movehit = 1
trigger1 = enemynear(var(31)),statetype = A && enemynear(var(31)),movetype = H
var(56) = enemynear(var(31)),gethitvar(fall.recovertime) - 9*(movehit = 1)
ignorehitpause = 1

;󂯐gs\
[state -3,AIpgs\ԃJEg]
type=varset
triggerall = !ishelper
triggerall = enemynear(var(31)),statetype = A && enemynear(var(31)),movetype = H
trigger1 = numhelper(1280)
trigger1 = helper(1280),stateno = [1280,1281]
trigger1 = helper(1280),movehit = 1
trigger2 = numhelper(1281)
trigger2 = helper(1281),stateno = [1280,1281]
trigger2 = helper(1281),movehit = 1
trigger3 = numhelper(1282)
trigger3 = helper(1282),stateno = [1280,1281]
trigger3 = helper(1282),movehit = 1
trigger4 = numhelper(1283)
trigger4 = helper(1283),stateno = [1280,1281]
trigger4 = helper(1283),movehit = 1
trigger5 = numhelper(1284)
trigger5 = helper(1284),stateno = [1280,1281]
trigger5 = helper(1284),movehit = 1
trigger6 = numhelper(1286)
trigger6 = helper(1286),stateno = [1280,1281]
trigger6 = helper(1286),movehit = 1
trigger7 = numhelper(1287)
trigger7 = helper(1287),stateno = [1280,1281]
trigger7 = helper(1287),movehit = 1
trigger8 = numhelper(1288)
trigger8 = helper(1288),stateno = [1280,1281]
trigger8 = helper(1288),movehit = 1
trigger9 = numhelper(1470)
trigger9 = helper(1470),movehit = 1
trigger10 = numhelper(1471)
trigger10 = helper(1471),movehit = 1
trigger11 = numhelper(1472)
trigger11 = helper(1472),movehit = 1
trigger12 = numhelper(1473)
trigger12 = helper(1473),movehit = 1
trigger13 = numhelper(1474)
trigger13 = helper(1474),movehit = 1
trigger14 = numhelper(1475)
trigger14 = helper(1475),movehit = 1
trigger15 = numprojid(8000)
trigger15 = projhittime(8000) = 1
trigger16 = numprojid(8001)
trigger16 = projhittime(8001) = 1
trigger17 = numprojid(8002)
trigger17 = projhittime(8002) = 1
trigger18 = numprojid(8003)
trigger18 = projhittime(8003) = 1
trigger19 = numprojid(8004)
trigger19 = projhittime(8004) = 1
trigger20 = numprojid(8005)
trigger20 = projhittime(8005) = 1
trigger21 = numprojid(8006)
trigger21 = projhittime(8006) = 1
trigger22 = numprojid(8007)
trigger22 = projhittime(8007) = 1
trigger23 = numprojid(8008)
trigger23 = projhittime(8008) = 1
trigger24 = numprojid(8009)
trigger24 = projhittime(8009) = 1
trigger25 = numprojid(8010)
trigger25 = projhittime(8010) = 1
trigger26 = numprojid(8011)
trigger26 = projhittime(8011) = 1
trigger27 = numprojid(8012)
trigger27 = projhittime(8012) = 1
trigger28 = numprojid(8013)
trigger28 = projhittime(8013) = 1
var(56) = enemynear(var(31)),gethitvar(fall.recovertime)
ignorehitpause = 1

;󂯐gs\
[state -3,AIpgs\ԃJEg]
type=varset
triggerall = !ishelper
triggerall = enemynear(var(31)),statetype = A && enemynear(var(31)),movetype = H
trigger1 = stateno = 3200 || stateno = 3205 || stateno = 3210 || stateno = 1000 ||(stateno = [1100,1170])|| stateno = [3000,3099]
trigger1 = movehit = 1
trigger2 = numhelper(1250)
trigger2 = (helper(1250),stateno = [1250,1270])||helper(1250),stateno = [3150,3160]
trigger2 = helper(1250),movehit
trigger3 = numhelper(3152)
trigger3 = helper(3152),stateno = [3150,3160]
trigger3 = helper(3152),movehit
trigger4 = numtarget(1000) 
trigger5 = numtarget
trigger5 = target,stateno = 5656
var(56) = 999
ignorehitpause = 1

[state -3]
type=varadd
triggerall = !ishelper
trigger1 = var(56)>0
trigger1 = enemynear(var(31)),canrecover=0
trigger1 = enemynear(var(31)),hitfall=1
trigger1 = stateno!=900
var(56)=-1
ignorehitpause=0

;---------------------
[state -3];FallԒnyEZbg
type = varset
trigger1 = roundstate != 2
trigger1 = teammode = turns
var(42) = 0
ignorehitpause = 1
;----------------------------------------------------------------------------------
;iiȂǊwK
;----------------------------------------------------------------------------------
[state -3,middle]
type = varset
triggerall = !ishelper
triggerall = var(59)>0 && roundstate =2
triggerall = var(54)!
triggerall = p2stateno != var(52)
triggerall = statetype!=A
trigger1 = time <= 1
trigger1 = stateno = [5000,5099]
trigger1 = (enemynear(var(31)),hitdefattr = SCA,AT)=0
trigger1 = var(55)=2 && prevstateno = [120,155]
var(54) = p2stateno

[state -3,middle]
type = varset
triggerall = !ishelper
trigger1 = teammode = turns
trigger1 = roundstate !=2
trigger2 = var(52)=var(54)
var(54) = 0

[state -3,low]
type = varset
triggerall = var(59)>0 && roundstate =2
triggerall = var(53)!
triggerall = p2stateno != var(52)
triggerall = statetype!=A
triggerall = !ishelper
trigger1 = stateno = [5000,5099]
trigger1 = time <= 1
trigger1 = (enemynear(var(31)),hitdefattr = SCA,AT)=0
trigger1 = var(55) = 1 && prevstateno = [120,155]
var(53) = p2stateno

[state -3,low]
type = varset
triggerall = !ishelper
trigger1 = teammode = turns
trigger1 = roundstate !=2
trigger2 = var(52) = var(54)
var(53) = 0

[state -3]
type = varset
triggerall = !var(52) 
trigger1 = var(54) = var(53)
trigger1 = var(54) >= 200
var(52) = var(54)
ignorehitpasue = 1

[state -3,low]
type = varset
triggerall = !ishelper
trigger1 = teammode = turns
trigger1 = roundstate !=2
var(52) = 0
ignorehitpause = 1

;-------------------------------
;d͉x
[state -3,̏d͉x]
type =varset
triggerall = !ishelper
trigger1 = enemynear(var(31)),movetype!=H
trigger2 = enemynear(var(31)),gethitvar(yaccel)=0
fvar(38)=enemynear(var(31)),Const(movement.yaccel)
ignorehitpause = 1

[state -3,̏d͉x]
type =varset
triggerall = !ishelper
trigger1 = enemynear(var(31)),movetype=H
trigger1 = enemynear(var(31)),gethitvar(yaccel)!=0
fvar(38)=ifelse((enemynear(var(31)),stateno != 5656),enemynear(var(31)),GetHitVar(yaccel),0.3)
ignorehitpause = 0

[state -3]
type = varset
triggerall = !ishelper
trigger1 = roundstate !=2
fvar(38)=0

[state -3,̏d͉x]
type =varset
triggerall = !ishelper
trigger1= 1
fvar(39)=Const(movement.yaccel) - fvar(4)
ignorehitpause = 1

;---------------------------------------------------------------
;肪nɗ܂ł̎

[state -3]
type = varset
trigger1 = enemynear(var(31)),movetype = H
trigger1 = enemynear(var(31)),statetype = A
var(48) = ceil((-fvar(11) + (abs(fvar(11)**2 - 2*fvar(38)*enemynear(var(31)),pos y))**0.5)/(fvar(38)+0.00000001))
ignorehitpause = 1

;---------------------------------------------------------------
;ǂ܂ł̋
[state -3]
type = NUll
triggerall = !ishelper
triggerall = numhelper(40000)
triggerall = numenemy = 1 && numpartner = 0
trigger1 = facing = 1
trigger1 = var(51) = 1 || var(51) = 3
trigger1 = fvar(34) := helper(40000),pos x + fvar(36) - pos x
trigger2 = facing = -1
trigger2 = var(51) = 2 || var(51) = 3
trigger2 = fvar(34) := -(helper(40000),pos x - fvar(35) - pos x)
trigger3 = facing = 1
trigger3 = var(51) = 0
trigger3 = fvar(34) := helper(40000),pos x + 400.000000 - pos x
trigger4 = facing = -1
trigger4 = var(51) = 0
trigger4 = fvar(34) := -(helper(40000),pos x - 400.000000 - pos x)
trigger5 = facing = 1
trigger5 = var(51) = 2
trigger5 = fvar(34) := helper(40000),pos x + fvar(35) - pos x
trigger6 = facing = -1
trigger6 = var(51) = 1
trigger6 = fvar(34) := -(helper(40000),pos x - fvar(36) - pos x)
ignorehitpause = 1

[state -3]
type = NUll
triggerall = !ishelper
triggerall = numhelper(40000)
triggerall = numenemy = 1 && numpartner = 0
trigger1 = facing = -1
trigger1 = var(51) = 1 || var(51) = 3
trigger1 = fvar(33) := helper(40000),pos x + fvar(36) - pos x
trigger2 = facing = 1
trigger2 = var(51) = 2 || var(51) = 3
trigger2 = fvar(33) := -(helper(40000),pos x - fvar(35) - pos x)
trigger3 = facing = -1
trigger3 = var(51) = 0
trigger3 = fvar(33) := helper(40000),pos x + 400.0000000 - pos x
trigger4 = facing = 1
trigger4 = var(51) = 0
trigger4 = fvar(33) := -(helper(40000),pos x - 400.000000 - pos x)
trigger5 = facing = -1
trigger5 = var(51) = 2
trigger5 = fvar(33) := helper(40000),pos x + fvar(35) - pos x
trigger6 = facing = 1
trigger6 = var(51) = 1
trigger6 = fvar(33) := -(helper(40000),pos x - fvar(36) - pos x)
ignorehitpause = 1


;ǂ܂ł̋
[state -3]
type = NUll
triggerall = !ishelper
triggerall = numhelper(40000)
triggerall = numenemy = 2 || numpartner
trigger1 = fvar(34) := frontedgebodydist
;ǂ܂ł̋
[state -3]
type = NUll
triggerall = !ishelper
triggerall = numhelper(40000)
triggerall = numenemy = 2 || numpartner
trigger1 = fvar(33) := backedgebodydist

;Xe[WTCYmF
[state -3]
type = NULL
triggerall = numenemy = 1
triggerall = numhelper(40000)
triggerall = var(51) != 3
trigger1 = facing = 1
trigger1 = helper(40000),pos x + fvar(36) - pos x <= 70
trigger1 = helper(40000),pos x + fvar(36) - enemynear(var(31)),pos x <= 70
trigger1 = var(51) := ifelse(var(51) = 0 , 1 , ifelse(var(51) = 1 , 1 , 3))

trigger2 = facing = -1
trigger2 = helper(40000),pos x + fvar(36) - pos x <= 70
trigger2 = helper(40000),pos x + fvar(36) - enemynear(var(31)),pos x <= 70
trigger2 = var(51) := ifelse(var(51) = 0 , 1 , ifelse(var(51) = 1 , 1 , 3))

trigger3 = facing = -1
trigger3 = -(helper(40000),pos x - fvar(36) - pos x) <= 70
trigger3 = -(helper(40000),pos x - fvar(35) - enemynear(var(31)),pos x) <= 70
trigger3 = var(51) := ifelse(var(51) = 0 , 2 , ifelse(var(51) = 1 , 3 , 2))

trigger4 = facing = 1
trigger4 = -(helper(40000),pos x - fvar(36) - pos x) <= 70
trigger4 = -(helper(40000),pos x - fvar(35) - enemynear(var(31)),pos x) <= 70
trigger4 = var(51) := ifelse(var(51) = 0 , 2 , ifelse(var(51) = 1 , 3 , 2))
ignorehitpause = 1








;_________________________________________________________
;
;؂Ԃ(|)
;_________________________________________________________
;ς鉳̔w
[State -1]
type = ChangeState
value = 4000
triggerall = var(59) && roundstate = 2
triggerall = power >= 3000
triggerall = life <= 0.333*const(data.life)
triggerall = var(30) = 1
triggerall = life > 0.2*lifemax
triggerall = enemynear(var(31)),movetype = A
triggerall = enemynear(var(31)),animtime < -11 || !(teammode = turns) && roundno = 3 || (teammode = turns) && roundno = 7
triggerall = var(25) < 20
triggerall = p2bodydist x <= 40
triggerall = enemynear(var(31)),time >= 60*fvar(32) || fvar(32) < 0.01 || random <= 15
trigger1 = statetype != A 
trigger1 = ctrl || stateno = 52 || (stateno = 120 && prevstateno = [160,162])
trigger2 =(stateno = [300,315])||(stateno = [350,360])||(stateno = [500,520])||stateno = [550,560]
trigger2 = movecontact || var(28) && movereversed > 1

;㉳x
[State -1,17]
type = ChangeState
value = 1100
triggerall = enemynear(var(31)),movetype!=H
triggerall = enemynear(var(31)),statetype != L
triggerall = P2bodyDist X <= 20
triggerall = p2dist x>0
triggerall = enemynear(var(31)),statetype != A
triggerall = var(59) = [1,10]
triggerall = statetype != A
triggerall = var(30)
triggerall = ctrl || stateno = 52|| (stateno = 120 && prevstateno = [160,162])
triggerall = enemynear(var(31)),prevstateno != 5120 || enemynear(var(31)),time>7
triggerall = p2stateno != [5000,5900]
triggerall = time >= 60*fvar(32) || fvar(32) < 0.01 || random <= 5
trigger1 = stateno = 120 && prevstateno = [160,162]
trigger1 = enemynear(var(31)),movetype = A
trigger1 = enemynear(var(31)),hitdefattr = SC,AA || enemynear(var(31)),movehit
trigger1 = enemynear(var(31)),moveguarded = 0


;g@|
[State -3,؂Ԃg@]
type = ChangeState
value = 1203
triggerall = (var(59)=[2,10])&&roundstate=2
triggerall = statetype !=A
triggerall = p2dist x > -5
triggerall = random%16<var(59)*var(59) && !var(47) || random <= 100
triggerall = enemynear(var(31)),time > 2 || enemynear(var(31)),animtime >= -13||enemynear(var(31)),hitdefattr = S,AT
triggerall = enemynear(var(31)),movetype=A
triggerall = enemynear(var(31)),ctrl=0
triggerall = enemynear(var(31)),numhelper - var(58)<5 && enemynear(var(31)),numproj<5
triggerall = p2stateno < 3000 || (p2stateno >=3000 && enemynear(var(31)),animtime > -15)||ctrl = 0
triggerall = enemynear(var(31)),animtime<=-13
triggerall = var(30) = 1
triggerall = (p2bodydist x + 12*facing*enemynear(var(31)),facing*enemynear(var(31)),vel x=[-15,55])
triggerall = enemynear(var(31)),pos y>-75
triggerall = enemynear(var(31)),statetype!=A||(enemynear(var(31)),statetype=A&&(fvar(11)=0||(fvar(11)!=0&&enemynear(var(31)),pos y+12*fvar(11)+0.5*144*fvar(38)=[-60,-10]))) 
triggerall = var(8) = 1 || var(7) >= 200 || enemynear(var(31)),life*enemynear(var(31)),const(data.defence) < 80*100*fvar(0)
triggerall = enemynear(var(31)),time >= 60*fvar(32) || random <= 5 || random <= 5*var(59) && time <= 1 && prevstateno = [140,155]
trigger1 = ctrl || (stateno = 120 && prevstateno = [160,162])
trigger2 = (stateno = [300,315])||(stateno = [350,360])||(stateno = [500,560])
trigger2 = movecontact || var(28) && movereversed > 1
trigger3 = stateno = [100, 101]
trigger4 = stateno = 52

;x
[State -1]
type = ChangeState
value = 1120
triggerall = (var(59)=[2,10])&&roundstate=2
triggerall = statetype !=A
triggerall = p2dist x > -5
triggerall = random%16<var(59)*var(59) && !var(47) || random <= 100
triggerall = enemynear(var(31)),time > 2 || !(enemynear(var(31)),authorname = "muteki")
triggerall = enemynear(var(31)),movetype=A
triggerall = enemynear(var(31)),ctrl=0
triggerall = p2stateno < 2500 || ctrl = 0 
triggerall = enemynear(var(31)),animtime<= -33 || enemynear(var(31)),time < 5 && enemynear(var(31)),stateno = [200,799]
triggerall = var(30) = 1
triggerall = p2bodydist x - 6*enemynear(var(31)),vel x <= 40 && enemynear(var(31)),vel x >= 0
triggerall = enemynear(var(31)),statetype!=A
triggerall = enemynear(var(31)),time >= 60*fvar(32) || random <= 5 || random <= 5*var(59) && time <= 1 && prevstateno = [140,155]
triggerall = random <= 150
trigger1 = ctrl || (stateno = 120 && prevstateno = [160,162])
trigger2 = (stateno = [300,315])||(stateno = [350,360])||(stateno = [500,560])
trigger2 = movecontact || var(28) && movereversed > 1
trigger3 = stateno = [100, 101]
trigger4 = stateno = 52
;_________________________________________________________
;
;؂Ԃ(f)
;_________________________________________________________
;x
[State -1,17]
type = ChangeState
value = 1000
triggerall = enemynear(var(31)),movetype!=H
triggerall = enemynear(var(31)),statetype != L
triggerall = P2bodyDist X <= 20
triggerall = p2dist x>0
triggerall = enemynear(var(31)),statetype != A
triggerall = var(59) = [1,10]
triggerall = statetype != A
triggerall = !var(30)
triggerall = ctrl || stateno = 52 || (stateno = 120 && prevstateno = [160,162])
triggerall = enemynear(var(31)),prevstateno != 5120 || enemynear(var(31)),time>7
triggerall = p2stateno != [5000,5900]
triggerall = time >= 60*fvar(32) || fvar(32) < 0.01 || random <= 15
trigger1 = stateno = 120 && prevstateno = [160,162] 
trigger1 = enemynear(var(31)),movetype = A
trigger1 = enemynear(var(31)),hitdefattr = SC,AA || enemynear(var(31)),movehit
trigger1 = enemynear(var(31)),moveguarded = 0
trigger2 = prevstateno = [150,155]
trigger2 = enemynear(var(31)),animtime = [-8,-4]
trigger3 = p2stateno <= 100
trigger3 = random <= 30

;Lv1 ^E̓S
[State -1,otometekkenLv1]
type = ChangeState
value = 3000
triggerall = roundstate = 2
triggerall = var(59) = [1,10]
triggerall = !var(30)
triggerall = ctrl || stateno = 52 || (stateno = 120 && prevstateno = [160,162]) || ((movecontact||var(28)&&movereversed > 2) && ((stateno = [200,220]) || (stateno = [400,420])))
triggerall = power >= 1000
triggerall = statetype != A
triggerall = P2bodyDist X <= 80
triggerall = p2dist x>0
triggerall = enemynear(var(31)),statetype != L
triggerall = enemynear(var(31)),statetype != A
triggerall = enemynear(var(31)),movetype = A
triggerall = (enemynear(var(31)),hitdefattr = SCA,AT)=0
triggerall = enemynear(var(31)),time > 2 || (enemynear(var(31)),stateno = [1000,2500]) || (enemynear(var(31)),authorname = "muteki") = 0
triggerall = enemynear(var(31)),animtime < -30
triggerall = enemynear(var(31)),stateno < 2500 && enemynear(var(31)),stateno != [800,899]
triggerall = enemynear(var(31)),time >= 60*fvar(32) || fvar(32) < 0.01 || random <= 10
trigger1 = prevstateno = [150,155]
trigger2 = stateno = 120 && prevstateno = [160,162]
trigger3 = enemynear(var(31)),hitdefattr = SCA,AA
trigger4 = random <= 0.1*power

;_________________________________________________________

;t(|)
;_________________________________________________________

;Ui_bVj
[State -1]
type = ChangeState
value = 360
triggerall = RoundState = 2 && var(59)
triggerall = var(30) = 1
triggerall = stateno = 100
triggerall = enemynear(var(31)),statetype != L
triggerall = enemynear(var(31)),statetype != A
triggerall = enemynear(var(31)),time >= 60*fvar(31) || fvar(31) < 0.01 || random <= 15
trigger1 = p2bodydist x <= 120
trigger1 = enemynear(var(31)),movetype = A
trigger1 = enemynear(var(31)),animtime < -13 || enemynear(var(31)),hitdefattr = SCA,AA
trigger1 = random <= 350

;Ⴊ݋U(_bV) 
[State -1]
type = ChangeState
value = 570
triggerall = RoundState = 2 && var(59)
triggerall = var(30) = 1
triggerall = stateno = 100
triggerall = enemynear(var(31)),movetype !=H
triggerall = enemynear(var(31)),statetype != L
triggerall = enemynear(var(31)),time >= 60*fvar(31) || fvar(31) < 0.01 || random <= 15
trigger1 = enemynear(var(31)),statetype != A || enemynear(var(31)),stateno = [40,44]
trigger1 = p2bodydist x <= 130
trigger1 = enemynear(var(31)),movetype = A
trigger1 = enemynear(var(31)),animtime < -10
trigger1 = random <= 250
trigger2 = enemynear(var(31)),statetype = A
trigger2 = p2bodydist x <= 120
trigger2 = p2bodydist y > -70
trigger2 = fvar(11) = [-2,2]
trigger2 = random <= 350

;
;Lv1 傱܂Ȃ
[State -1]
type = ChangeState
value = 3200
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
triggerall = ctrl|| (stateno = 120 && prevstateno = [160,162])
triggerall = stateno != 101
triggerall = var(30) = 1
triggerall = enemynear(var(31)),statetype != L
triggerall = enemynear(var(31)),statetype!=A && enemynear(var(31)),movetype != H && enemynear(var(31)),stateno != [120,155]
triggerall = power >= 1000
triggerall = enemynear(var(31)),time > 2
triggerall = enemynear(var(31)),time >= ceil(60*fvar(32)) + 10*var(47)|| random < 5
trigger1 = p2bodydist x >= 140
trigger1 = enemynear(var(31)),movetype = A || stateno = [1000,2000]
trigger1 = enemynear(var(31)),ctrl = 0
trigger1 = enemynear(var(31)),animtime < -22


;-----------------------------------
;΋
;-----------------------------------
;ႪݒU
[State -1]
type = ChangeState
value = 510
triggerall = var(59) && roundstate = 2
triggerall = ctrl || (stateno = 120 && prevstateno = [160,162])
triggerall = statetype!=A
triggerall = p2stateno != [5200,5220]
triggerall = var(59) >= 3
triggerall = var(30) = 1
triggerall = numhelper(40000)
triggerall = (ceil(enemynear(var(31)),pos y + 13*fvar(11) + 0.5*169*fvar(38))=[-60,-15])||(fvar(11) = 0 && enemynear(var(31)),pos y > - 65)
triggerall = enemynear(var(31)),statetype = A && enemynear(var(31)),movetype!=H
triggerall = fvar(34) <= 130 && facing*enemynear(var(31)),facing*enemynear(var(31)),vel x >= -1||ceil(p2bodydist x + 13*facing*enemynear(var(31)),facing*enemynear(var(31)),vel x) = [-10,60]
triggerall = enemynear(var(31)),stateno < 1000 || enemynear(var(31)),animtime >= -15 || helper(40000),var(22) = -2
triggerall = enemynear(var(31)),time >= 60*fvar(31) || fvar(31) < 0.01 || fvar(11) != 0 && fvar(11) > enemynear(var(31)),const(velocity.jump.y) + 60*fvar(31)*fvar(38)
triggerall = fvar(11) + 13*fvar(38) > 3 || p2dist x + 13*facing*enemynear(var(31)),facing*fvar(10) > -15 || fvar(34) >= 180
triggerall = fvar(11) != 0 || enemynear(var(31)),pos y < -5
triggerall = enemynear(var(31)),stateno != helper(40000),var(40) || enemynear(var(31)),numhelper + enemynear(var(31)),numproj < helper(40000),var(39) || numenemy > 1
triggerall = enemynear(var(31)),stateno != helper(40000),var(38) || enemynear(var(31)),numhelper + enemynear(var(31)),numproj < helper(40000),var(37) || numenemy > 1
trigger1 = !inguarddist || var(25)
trigger1 = fvar(11) = 0 || enemynear(var(31)),time <= 2 || stateno != [100,119]
trigger1 = var(41) := 1
trigger2 = (enemynear(var(31)),numproj <= 1 && enemynear(var(31)),numhelper <= var(58))
trigger2 = enemynear(var(31)),movetype = A
trigger2 = enemynear(var(31)),time <= 3 || enemynear(var(31)),animtime < -13 || enemynear(var(31)),animtime >= 1 || facing = enemynear(var(31)),facing
trigger2 = var(41) := 1
trigger3 = helper(40000),var(22) = -2
trigger3 = enemynear(var(31)),ctrl = 0
trigger3 = enemynear(var(31)),stateno >= 200
trigger3 = var(41) := 1

[state -3];΋󎸔swKp
type = Null
trigger1 = var(41) = 1
trigger1 = stateno != 510
trigger1 = movetype != H
trigger1 = var(41) := 0
trigger2 = var(41) > 1
trigger2 = var(41) := 0
ignorehitpause = 1

;
[state -3]
type = changestate
value = 300
triggerall = var(59) && roundstate = 2
triggerall = ctrl || (stateno = 120 && prevstateno = [160,162])
triggerall = statetype!=A
triggerall = p2stateno != [5200,5220]
triggerall = var(59)>=4
triggerall = var(30) = 1
triggerall = enemynear(var(31)),statetype = A && enemynear(var(31)),movetype!=H
triggerall = fvar(11) != 0
triggerall = enemynear(var(31)),time >= 60*fvar(31) || fvar(31) < 0.01 || random <= 15 || fvar(11) > enemynear(var(31)),const(velocity.jump.y) + 60*fvar(31)*fvar(38)
triggerall = p2bodydist x + 4*facing*enemynear(var(31)),facing*enemynear(var(31)),vel x<=25
triggerall = enemynear(var(31)),pos y + 4*fvar(11) + 0.5*16*fvar(38) = [-7 - 5*(enemynear(var(31)),vel x = 0),0]
triggerall = p2dist x > 0
trigger1 = enemynear(var(31)),movetype != A && !inguarddist

trigger2 = numhelper(40000)
trigger2 = helper(40000),var(22) = -2
trigger2 = enemynear(var(31)),ctrl = 0
trigger2 = enemynear(var(31)),stateno >= 200

;ႪݒU(_bV) 
[State -1]
type = ChangeState
value = 560
triggerall = var(59) && roundstate = 2
triggerall = statetype!=A
triggerall = p2stateno != [5200,5220]
triggerall = var(30) = 1
triggerall = var(59) >= 3
triggerall = (ceil(enemynear(var(31)),pos y + 13*fvar(11) + 0.5*169*fvar(38))=[-75,-15])||(fvar(11) = 0 && enemynear(var(31)),pos y > - 75)
triggerall = enemynear(var(31)),statetype = A && enemynear(var(31)),movetype!=H
triggerall = ceil(p2bodydist x - 13*(2*(facing != enemynear(var(31)),facing)-1)*enemynear(var(31)),vel x) = [-10,60]
triggerall = enemynear(var(31)),stateno < 1000 || enemynear(var(31)),animtime >= -15
triggerall = enemynear(var(31)),time >= 60*fvar(31) || fvar(31) < 0.01 || fvar(11) != 0 && fvar(11) > enemynear(var(31)),const(velocity.jump.y) + 60*fvar(31)*fvar(38)
trigger1 = stateno = [100,101]
;------------------------------------------------------------------------------
;h
;------------------------------------------------------------------------------
;U
[State -1]
type = ChangeState
value = 300
triggerall = RoundState = 2 && var(59)
triggerall = var(30) = 1
triggerall = stateno != 101
triggerall = statetype != A 
triggerall = ctrl || stateno = 52 || (stateno = 120 && prevstateno = [160,162])
triggerall = enemynear(var(31)),statetype != L && enemynear(var(31)),movetype != H
triggerall = p2dist x > 0
trigger1 = enemynear(var(31)),movetype = A
trigger1 = enemynear(var(31)),animtime = [-7,-5]
trigger1 = enemynear(var(31)),time >= 10
trigger1 = enemynear(var(31)),statetype != A
trigger1 = p2bodydist x < 60
trigger1 = random <= 200

;U
[State -1]
type = ChangeState
value = 315
triggerall = RoundState = 2 && var(59)
triggerall = var(30) = 1
triggerall = stateno != 101
triggerall = statetype != A 
triggerall = ctrl || stateno = 52 || (stateno = 120 && prevstateno = [160,162])
triggerall = enemynear(var(31)),statetype != L && enemynear(var(31)),movetype != H
trigger1 = enemynear(var(31)),movetype = A
trigger1 = enemynear(var(31)),animtime = [-16,-14]
trigger1 = enemynear(var(31)),time > 2
trigger1 = enemynear(var(31)),statetype != A
trigger1 = p2bodydist x = [40,100]
trigger1 = enemynear(var(31)),hitdefattr = SCA,NA,SA,HA
trigger1 = random <= 200
;_________________________________________________________

;t(f)
;_________________________________________________________
;
[state -3]
type = changestate
value = 250
triggerall = var(59) && roundstate = 2
triggerall = stateno = [100,102]
triggerall = statetype!=A
triggerall = p2stateno != [5200,5220]
triggerall = var(59)>=4
triggerall = var(30) = 0
triggerall = enemynear(var(31)),statetype != A && enemynear(var(31)),movetype!=H
triggerall = p2dist x > 0
trigger1 = enemynear(var(31)),movetype != A && random < 200|| enemynear(var(31)),time < 2
trigger1 = p2bodydist x < 60
trigger1 = random < 200

;
[state -3]
type = changestate
value = 210
triggerall = var(59) && roundstate = 2
triggerall = ctrl || (stateno = 120 && prevstateno = [160,162])
triggerall = statetype!=A
triggerall = p2stateno != [5200,5220]
triggerall = var(59)>=4
triggerall = var(30) = 0
triggerall = enemynear(var(31)),statetype != A
triggerall = enemynear(var(31)),statetype != L
triggerall = p2dist x > 0
trigger1 = enemynear(var(31)),time >= 60*fvar(31) || fvar(31) < 0.01 || random <= 100
trigger1 = enemynear(var(31)),movetype = A
trigger1 = enemynear(var(31)),hitdefattr = SC,AA,AP
trigger1 = p2bodydist x <= 30
trigger1 = enemynear(var(31)),stateno < 1000
trigger1 = enemynear(var(31)),animtime < -8
trigger1 = enemynear(var(31)),stateno%100 != 0
trigger2 = p2bodydist x <= 30
trigger2 = enemynear(var(31)),stateno < 1000
trigger2 = !inguarddist || enemynear(var(31)),numhelper <= var(58) || enemynear(var(31)),numproj = 0
trigger2 = random <= 55
trigger2 = var(47)
trigger2 = numhelper(40002)
trigger2 = (helper(40002),var(10))%3 != 1 

;x
[State -1,17]
type = ChangeState
value = 1000
triggerall = enemynear(var(31)),movetype!=H
triggerall = enemynear(var(31)),statetype != L
triggerall = P2bodyDist X <= 20
triggerall = p2dist x>0
triggerall = enemynear(var(31)),statetype != A
triggerall = var(59) = [1,10]
triggerall = statetype != A
triggerall = !var(30)
triggerall = ctrl || stateno = 52|| (stateno = 120 && prevstateno = [160,162])
triggerall = enemynear(var(31)),prevstateno != 5120 || enemynear(var(31)),time>7
triggerall = p2stateno != [5000,5900]
triggerall = enemynear(var(31)),time >= 60*fvar(32) || fvar(32) < 0.01 || random <= 15
trigger1 = enemynear(var(31)),movetype = A
trigger1 = enemynear(var(31)),animtime = [-7,-5]
trigger1 = random <= 150*var(59)
;-----------------------------------
;΋
;-----------------------------------

;
[state -3]
type = changestate
value = 200
triggerall = var(59) && roundstate = 2
triggerall = ctrl || (stateno = 120 && prevstateno = [160,162])
triggerall = statetype !=A
triggerall = p2stateno != [5200,5220]
triggerall = var(59)>=4
triggerall = var(30) = 0
triggerall = enemynear(var(31)),statetype = A && enemynear(var(31)),movetype!=H
triggerall = fvar(11) != 0 || !fvar(11) && !fvar(10)
triggerall = p2dist x > 0
triggerall = enemynear(var(31)),movetype != A && !inguarddist || enemynear(var(31)),time <= 2 || !(enemynear(var(31)),hitdefattr = SCA,AA) && random < 100 || time <= 5 && stateno = 120 && prevstateno = [160,162]
triggerall = enemynear(var(31)),time >= 60*fvar(31) || fvar(31) < 0.01 || random <= 15 || fvar(11) > enemynear(var(31)),const(velocity.jump.y) + 60*fvar(31)*fvar(38)
trigger1 = p2bodydist x + 4*facing*enemynear(var(31)),facing*enemynear(var(31)),vel x<=25
trigger1 = enemynear(var(31)),pos y + 4*fvar(11) + 0.5*16*fvar(38) = [-10 - 15*(enemynear(var(31)),vel x = 0),-1]

;_bVႪ݋U
[State -1]
type = ChangeState
value = 470
triggerall = var(59) && roundstate = 2
triggerall = stateno = [100,102]
triggerall = statetype != A
triggerall = var(59) >= 4
triggerall = var(30) = 0
triggerall = enemynear(var(31)),statetype = A && enemynear(var(31)),movetype != H
triggerall = p2dist x> 0
trigger1 = p2bodydist x + 9*facing*enemynear(var(31)),facing*enemynear(var(31)),vel x = [20,80]
trigger1 = enemynear(var(31)),pos y + 8*fvar(11) + 0.5*64*fvar(38) = [-20 - 10*(enemynear(var(31)),vel x = 0),-5]
;------------------------------------------------------------------------------
;h
;------------------------------------------------------------------------------
;U
[State -1]
type = ChangeState
value = 200
triggerall = RoundState = 2 && var(59)
triggerall = var(30) = 0
triggerall = stateno != 101
triggerall = statetype != A
triggerall = p2dist x > 0 
triggerall = ctrl || stateno = 52 || (stateno = 120 && prevstateno = [160,162])
triggerall = enemynear(var(31)),statetype != L && enemynear(var(31)),movetype != H
trigger1 = enemynear(var(31)),movetype = A
trigger1 = enemynear(var(31)),animtime = [-8,-5]
trigger1 = enemynear(var(31)),time >= 10
trigger1 = enemynear(var(31)),statetype != A
trigger1 = p2bodydist x < 25
trigger1 = random <= 200
;_________________________________________________________
;
;Ԃ,\
;_________________________________________________________
;g@|
[State -1]
type = ChangeState
value = 1200
triggerall = RoundState = 2 && var(59)
triggerall = var(30) = 1
triggerall = statetype != A 
triggerall = ctrl || stateno = 52|| (stateno = 120 && prevstateno = [160,162])
trigger1 = var(43)

;g@|
[State -3,؂Ԃg@]
type = ChangeState
value = 1203
triggerall = (var(59)=[1,10])&&roundstate=2
triggerall = statetype !=A
triggerall = p2dist x > -5
triggerall = random%16<var(59)*var(59)
triggerall = var(8) || var(7) >= 200
triggerall = var(47)
triggerall = p2bodydist x <= 50
triggerall = p2bodydist y > -50
triggerall = enemynear(var(31)),statetype != L && enemynear(var(31)),movetype != H
trigger1 = ctrl|| (stateno = 120 && prevstateno = [160,162])
trigger1 = prevstateno = [140,155]
trigger1 = random <= 80 && time <= 1
trigger1 = backedgebodydist <= 20 || enemynear(var(31)),prevstateno = [200,799]
trigger2 = ctrl || (stateno = 120 && prevstateno = [160,162])||stateno = [100,101]
trigger2 = enemynear(var(31)),vel x >= -0.5
trigger2 = random <= 35 + 90*(prevstateno = 5120)

;U
[State -1]
type = ChangeState
value = 320
triggerall = RoundState = 2 && var(59)
triggerall = var(30) = 1
triggerall = stateno != 101
triggerall = statetype != A 
triggerall = ctrl || stateno = 52 || (stateno = 120 && prevstateno = [160,162])
triggerall = enemynear(var(31)),statetype != L && enemynear(var(31)),movetype != H
trigger1 = enemynear(var(31)),statetype != A || enemynear(var(31)),pos y >= -50 && fvar(11) > 0
trigger1 = p2bodydist x =[70,130]
trigger1 = enemynear(var(31)),ctrl = 0 && enemynear(var(31)),stateno >= 200
trigger1 = (enemynear(var(31)),stateno)%100 >= 10 && enemynear(var(31)),animtime <= -27 && enemynear(var(31)),time >= 3
trigger1 = enemynear(var(31)),time - enemynear(var(31)),animtime > 40 || random <= 250
trigger1 = random <= 60


;RFӓS
[State -1]
type = ChangeState
value = 1402
triggerall = RoundState = 2 && var(59)
triggerall = var(8) = 1 || var(7) >= 200
triggerall = var(7) > 0
triggerall = var(30) = 1
triggerall = statetype != A 
triggerall = ctrl || (stateno = 120 && prevstateno = [160,162])
triggerall= p2movetype != H || p2statetype != A
trigger1 = p2dist x > 160
trigger1 = random <= 5 + 20*(numenemy = 2)
trigger1 = numhelper(40001)
trigger1 = helper(40001),inguarddist = 0
trigger1 = !inguarddist || random <= 100

;
[state -3]
type = changestate
value = 300
triggerall = var(59) > 0 && roundstate = 2
triggerall = statetype!= A 
triggerall = ctrl || (stateno = 120 && prevstateno = [160,162])
triggerall = var(30)
triggerall = enemynear(var(31)),stateno != [120,155]
trigger1 = inguarddist
trigger1 = numhelper(40001)
trigger1 = helper(40001),inguarddist = 0
trigger1 = enemynear(var(31)),ctrl || enemynear(var(31)),stateno = [20,119]
trigger1 = p2bodydist x + 5*facing*enemynear(var(31)),facing < 80 && p2dist x > 0
trigger1 = p2bodydist y > -40
trigger1 = random <= 120
trigger2 = var(47)
trigger2 = prevstateno = [140,155]
trigger2 = random <= 250
trigger2 = time <= 1
trigger2 = numhelper(40002)
trigger2 = helper(40002),var(10) <= 5
trigger2 = p2bodydist x <= 80 && p2dist x > 0
trigger3 = var(47)
trigger3 = numhelper(40002)
trigger3 = helper(40002),var(10) <= 5
trigger3 = stateno = 120 && prevstateno = [160,162]
trigger3 = time = 1 
trigger3 = random <= 200
trigger3 = p2bodydist x <= 80 && p2dist x > 0

;
[state -3]
type = changestate
value = 500
triggerall = var(59) > 0 && roundstate = 2
triggerall = statetype!= A 
triggerall = ctrl || (stateno = 120 && prevstateno = [160,162])
triggerall = var(30)
triggerall = enemynear(var(31)),stateno != [120,155]
trigger1 = var(47)
trigger1 = prevstateno = [140,155]
trigger1 = random <= 250
trigger1 = time <= 1
trigger1 = numhelper(40002)
trigger1 = helper(40002),var(10) <= 5
trigger1 = p2bodydist x = [50,90]
trigger2 = var(47)
trigger2 = numhelper(40002)
trigger2 = helper(40002),var(10) <= 5
trigger2 = stateno = 120 && prevstateno = [160,162]
trigger2 = time = 1
trigger2 = random <= 200
trigger2 = p2bodydist x = [50,90]

;-----------------
;^bOp
;-----------------
;
;Lv1 傱܂Ȃ
[State -1]
type = ChangeState
value = 3200
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = 120 && prevstateno = [160,162])
triggerall = stateno != 101
triggerall = var(30) = 1
triggerall = enemynear(var(31)),statetype != L
triggerall = enemynear(var(31)),statetype!=A && enemynear(var(31)),movetype != H && enemynear(var(31)),stateno != [120,155]
triggerall = power >= 1000
triggerall = enemynear(var(31)),time > 2
triggerall = numenemy = 2
trigger1 = p2bodydist x >= 140
trigger1 = enemynear(var(31)),movetype = A || stateno = [1000,2000]
trigger1 = enemynear(var(31)),ctrl = 0
trigger1 = enemynear(var(31)),animtime < -22
trigger2 = numpartner
trigger2 = enemynear(0),statetype != A && enemynear(1),statetype != A
trigger2 = enemynear(0),statetype != L && enemynear(1),statetype != L
trigger2 = random <= 50 || partner,movetype = H && partner,alive && random <= 250
;--------------------------------------------------------------------------------------
;㉳x
[State -1,17]
type = ChangeState
value = 1100
triggerall = enemynear(var(31)),movetype!=H
triggerall = enemynear(var(31)),statetype != L
triggerall = P2bodyDist X <= 15
triggerall = p2dist x>0
triggerall = P2Dist Y = [-40,10]
triggerall = var(25) = 0
triggerall = var(59) = [1,10]
triggerall = statetype != A
triggerall = var(30)
triggerall = ctrl || stateno = 52 || stateno = 510 && movecontact || (stateno = 120 && prevstateno = [160,162])
triggerall = enemynear(var(31)),prevstateno != 5120 || enemynear(var(31)),time>12
triggerall = p2stateno != [5000,5900]
trigger1 = ceil(enemynear(var(31)),pos y + 4*fvar(11) + 0.5*16*fvar(38))=[15 - 10*var(47),15+(fvar(11)) + 10*var(47))
trigger1 = fvar(11) >0
trigger1 = enemynear(var(31)),statetype =A
trigger1 = ceil(p2bodydist x - 4*enemynear(var(31)),vel x) =[-15,10]
trigger1 = var(59)>=2
trigger1 = random < 16*var(59)**3
trigger1 = !var(47) || random <= 200
trigger2 = p2bodydist x <= 10
trigger2 = !inguarddist || p2movetype = A || random <= 250
trigger2 = p2statetype != A
trigger2 = random <= 50 && !var(47) || random <= 15



;_________________________________________________________
;
;|R
;_________________________________________________________

;==============================================
;n
;==============================================

;----------------------------------------------
;ډ
;----------------------------------------------
;_bV
[State -1]
type = ChangeState
value = 100
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
triggerall = stateno != 101
triggerall = var(30) = 1
triggerall = enemynear(var(31)),statetype != L
triggerall = enemynear(var(31)),statetype =A && enemynear(var(31)),movetype = H && enemynear(var(31)),stateno != [120,155]
triggerall = ctrl 
trigger1 = numtarget(1400)
trigger1 = p2bodydist x >= 10 && fvar(11) <= 0 
trigger2 = numtarget(3200)
trigger2 = p2bodydist x >= 100 

;Wv
[State -1]
type = ChangeState
value = 41
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear(var(31)),movetype = H && enemynear(var(31)),statetype = A && enemynear(var(31)),hitfall = 1
triggerall = statetype != A
triggerall = var(30)
triggerall = ctrl || stateno = 52
triggerall = p2dist x > -5
trigger1 = numtarget(710)
trigger1 = var(56) > 11
trigger1 = fvar(34) >= 90 || var(56) >= 23
trigger2 = numtarget(570)
trigger2 = fvar(1) >= 0.90
trigger2 = fvar(34) <= 170
trigger2 = p2bodydist y + var(56)*fvar(11) + 0.5*var(56)**2*fvar(38) < -95 + fvar(30)
trigger3 = numtarget(700)
trigger3 = var(56) > 12
trigger3 = fvar(1) >= 0.95
trigger3 = fvar(34) >= 90 || var(56) >= 23
trigger4 = numtarget(1170)
trigger4 = fvar(1) > 0.95
trigger4 = target(1170),vel y > 0
trigger5 = numtarget(560) || numtarget(561)
trigger5 = fvar(1) >= 0.90
trigger5 = fvar(34) <= 170
trigger5 = var(56) > 22
trigger6 = numtarget(3200)
trigger6 = target(3200),pos y + 12*fvar(11) + 0.5*144*fvar(38) < 0
trigger6 = p2bodydist x < 80 && fvar(1) > 0.90 && fvar(34) >= 120

;ႪݒU
[State -1]
type = ChangeState
value = 510
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear(var(31)),movetype = H && enemynear(var(31)),statetype = A && enemynear(var(31)),hitfall = 1
triggerall = statetype != A
triggerall = var(56) >= 13 || numenemy = 2 && enemynear(var(31)),canrecover = 0
triggerall = ctrl || (stateno = 120 && prevstateno = [160,162])
triggerall = statetype != A
trigger1 = fvar(34) <= 130
trigger1 = numtarget(720) || numtarget(570)
trigger1 = (var(56) <= 14 && enemynear(var(31)),pos y + 14*fvar(11) + 0.5*196*fvar(38) =[-70 + fvar(30),-23])||enemynear(var(31)),pos y + 14*fvar(11) + 0.5*196*fvar(38) =[-55 + fvar(30),-23]
trigger1 = fvar(1) >= 0.95
trigger2 = fvar(34) <= 130
trigger2 = numtarget(320) || numtarget(315) || numtarget(3200)
trigger2 = fvar(1) >= 0.95
trigger2 = enemynear(var(31)),pos y + 14*fvar(11) + 0.5*196*fvar(38) =[-70 + fvar(30),-35]

;ߒU
[State -1]
type = ChangeState
value = 310
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear(var(31)),movetype = H && enemynear(var(31)),statetype = A && enemynear(var(31)),hitfall = 1
triggerall = ctrl || stateno = 52 || (stateno = 120 && prevstateno = [160,162])
triggerall = statetype != A
triggerall = var(56) >= 8 || numenemy = 2 && enemynear(var(31)),canrecover = 0 || numtarget(1170)
triggerall = var(30) = 1
triggerall = prevstateno != 300 || time >= 2
trigger1 = fvar(34) < 90
trigger1 = p2bodydist x < 37
trigger1 = enemynear(var(31)),pos y + 8*fvar(11) + 0.5*64*fvar(38) =[-30 + fvar(30),13 - 5*var(42)]
trigger1 = fvar(1) >= 0.60
trigger1 = var(8) && var(7) >= 150 || power >= 1950
trigger2 = fvar(34) < 90
trigger2 = p2bodydist x < 37
trigger2 = enemynear(var(31)),pos y + 8*fvar(11) + 0.5*64*fvar(38) =[-22-5*(fvar(1)>0.96) + fvar(30),-5]
trigger2 = fvar(1) >= 0.60

;
[state -3]
type = changestate
value = 300
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear(var(31)),movetype = H && enemynear(var(31)),statetype = A && enemynear(var(31)),hitfall = 1
triggerall = ctrl || (stateno = 120 && prevstateno = [160,162])
triggerall = statetype != A
triggerall = var(56) >= 4 || numenemy = 2 && enemynear(var(31)),canrecover = 0 || numtarget(1204) || numtarget(1165) || numtarget(1170) && fvar(11) > 0
triggerall = var(30) = 1
triggerall = prevstateno != 300 || time >= 2
triggerall = random <= 300*var(59)
trigger1 = fvar(34) >= 80
trigger1 = p2bodydist x < 50
trigger1 = enemynear(var(31)),pos y + 4*fvar(11) + 0.5*16*fvar(38) > -22 + fvar(30) || var(56) <= 4 && numtarget(1204)+numtarget(1170) = 0
trigger2 = fvar(34) < 80
trigger2 = p2bodydist x < 50
trigger2 = enemynear(var(31)),pos y + 4*fvar(11) + 0.5*16*fvar(38) > -7-20*(fvar(1)>0.96) + fvar(30) || var(56) <= 4 && numtarget(1204)+numtarget(1170) = 0

;D
[state -3]
type = changestate
value = 570
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear(var(31)),movetype = H && enemynear(var(31)),statetype = A && enemynear(var(31)),hitfall = 1
triggerall = stateno = [100,101]
triggerall = statetype != A
triggerall = var(30) = 1
trigger1 = numtarget(3200)
trigger1 = enemynear(var(31)),pos y + 10*fvar(11) + 0.5*100*fvar(38) = [-70,-20]
trigger1 = fvar(34) <= 130 && fvar(1) > 1.10 || enemynear(var(31)),life*enemynear(var(31)),const(data.defence)/(fvar(0) + 0.00001) < 100*100



;---------
;^bOp
;---------

;U
[State -1]
type = ChangeState
value = 320
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear(var(31)),movetype = H && p2statetype != L
triggerall = var(30) = 1
triggerall = stateno != 101
triggerall = statetype != A 
triggerall = ctrl || stateno = 52 || (stateno = 120 && prevstateno = [160,162])
triggerall = numpartner
triggerall = p2bodydist x <= 160
triggerall = p2bodydist y >= -90
trigger1 = numenemy = 2
trigger1 = enemynear(var(31)),facing = facing
trigger1 = enemynear(0),numtarget && enemynear(1),numtarget || enemynear(0),numtarget && enemynear(1),alive = 0 ||enemynear(1),numtarget && enemynear(0),alive = 0
trigger2 = partner,numtarget
trigger2 = random <= 50



;----------------------------------------------
;LZR{
;----------------------------------------------
;CX^g`[W
[State -1]
type = ChangeState
value = 900
triggerall = var(8) = 1 || var(7) >= 200
triggerall = var(7) >= 0
triggerall = var(30) = 1
triggerall = var(59)>0 && roundstate = 2
triggerall = var(43) = 0
trigger1 = stateno = 1400
trigger1 = movehit = 1
trigger2 = stateno = 570 || stateno = 560
trigger2 = movehit = 1
trigger2 = fvar(34) <= 170
trigger3 = fvar(34) <= 80
trigger3 = stateno = 320 || stateno = 315 && fvar(1) > 0.55 && var(8)
trigger3 = movehit
trigger3 = p2movetype = H && p2statetype = A
trigger4 = stateno = 1180
trigger4 = numtarget(1170)
trigger4 = p2movetype = H && p2statetype = A
trigger5 = stateno = 3200 && movehit
trigger5 = fvar(34) <= 130 || enemynear(var(31)),life*enemynear(var(31)),const(data.defence)/(fvar(0) + 0.00001) < 100*100*(1 + var(8)*var(7)/400) && p2bodydist x <= 150
trigger5 = p2movetype = H && p2statetype = A

;Lv3 
[State -1]
type = ChangeState
value = 3104
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
triggerall = stateno != 101
triggerall = var(30) = 1
triggerall = enemynear(var(31)),statetype != L
triggerall = enemynear(var(31)),statetype =A && enemynear(var(31)),movetype = H && enemynear(var(31)),stateno != [120,155]
triggerall = power >= 3000
trigger1 = stateno = 520 
trigger1 = movehit
trigger1 = fvar(34) <= 90
trigger2 = stateno = 315 && fvar(1) > 0.50 
trigger2 = movehit
trigger2 = var(56) <= 15 || enemynear(var(31)),pos y + 14*fvar(11) + 0.5*196*fvar(38) > 15 - 7*var(42) || animtime = 0
trigger2 = fvar(34) <= 90


;ς鉳̔w
[State -1]
type = ChangeState
value = 4000
triggerall = var(59) && roundstate = 2
triggerall = power >= 3000
triggerall = life <= 0.333*const(data.life)
triggerall = var(30) = 1
triggerall = var(25) < 20
triggerall = statetype != A
triggerall = enemynear(var(31)),movetype = H && enemynear(var(31)),statetype = A && enemynear(var(31)),hitfall = 1
trigger1 = life > 0.2*lifemax
trigger1 = enemynear(var(31)),life*enemynear(var(31)),const(data.defence) > 300*100
trigger1 = stateno = 310 && movehit
trigger1 = fvar(34) <= 85
trigger1 = fvar(1) < 0.38

;Ⴊ݋U
[State -1]
type = ChangeState
value = 520
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear(var(31)),movetype = H && enemynear(var(31)),statetype = A && enemynear(var(31)),hitfall = 1
triggerall = statetype != A
triggerall = var(56) >= 13
trigger1 = stateno = 310 && movehit
trigger1 = fvar(34) <= 90
trigger1 = fvar(1) = [0.64,0.94]
trigger1 = power >= 2960
trigger1 = var(8) = 0
trigger1 = enemynear(var(31)),pos y + 19*fvar(11) + 0.5*361*fvar(38) = [15 - (fvar(11) + 19*fvar(38)) - 10*var(42),25 - 12*var(42)]
trigger1 = var(42) < 2
trigger1 = fvar(30) <= 5
trigger1 = enemynear(var(31)),life * enemynear(var(31)),const(data.defence) >= 150*100*fvar(0)

;ႪݒU
[State -1]
type = ChangeState
value = 510
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear(var(31)),movetype = H && enemynear(var(31)),statetype = A && enemynear(var(31)),hitfall = 1
triggerall = statetype != A
triggerall = var(56) >= 13
trigger1 = stateno = 310 || stateno = 300 && p2bodydist y < -15
trigger1 = movehit
trigger1 = fvar(34) <= 90
trigger1 = fvar(1) > 0.94

;U
[State -1]
type = ChangeState
value = 315
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear(var(31)),movetype = H && enemynear(var(31)),statetype = A && enemynear(var(31)),hitfall = 1
triggerall = statetype != A
triggerall = var(56) >= 13
triggerall = var(30)
trigger1 = stateno = 310 && movehit
trigger1 = fvar(34) <= 90
trigger1 = fvar(1) < 0.38 + 0.04*(4-var(59))

trigger2 = fvar(34) > 90
trigger2 = stateno = 310 
trigger2 = movehit
trigger2 = fvar(1) < 0.90
trigger2 = var(56) <= 26 || enemynear(var(31)),pos y - 23*3 + 0.5*22*23*fvar(38) >= 20 - 10*var(42)|| fvar(1) >= 0.65
trigger2 = p2bodydist x <= 45
trigger2 = enemynear(var(31)),pos y + 13*fvar(11) + 0.5*169*fvar(38) > -30 + 1.5*fvar(30)
trigger2 = var(59) = 4 || var(42) >= 2

trigger3 = fvar(34) > 90
trigger3 = stateno = 300 
trigger3 = movehit
trigger3 = fvar(1) > 0.60
trigger3 = p2bodydist x > 40

trigger4 = stateno = 310 && movehit
trigger4 = fvar(34) <= 90
trigger4 = var(42) || fvar(1) < 0.64
trigger4 = fvar(1) = [0.57,0.94]
trigger4 = power >= 2960
trigger4 = var(8) = 0
trigger4 = enemynear(var(31)),pos y + 13*fvar(11) + 0.5*169*fvar(38) = [12 - (fvar(11) + 13*fvar(38)) - 10*var(42),25 - 10*var(42)]
trigger4 = !(teammode = turns) && roundno = 3 || teammode = turns && roundno = 7 || enemynear(var(31)),life*enemynear(var(31)),const(data.defence) >= 90*100

trigger5 = fvar(34) <= 90
trigger5 = stateno = 310 && movehit
trigger5 = var(8) = 1 && var(7) >= 100
trigger5 = fvar(1) >= 0.60
trigger5 = var(42)
trigger5 = enemynear(var(31)),pos y + 26*fvar(11) + 0.5*661*fvar(38) >= 20 - 10*var(42)
trigger5 = enemynear(var(31)),pos y + 13*fvar(11) + 0.5*169*fvar(38) > -15

;U
[State -1]
type = ChangeState
value = 320
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear(var(31)),movetype = H && enemynear(var(31)),statetype = A && enemynear(var(31)),hitfall = 1
triggerall = statetype != A
triggerall = var(56) >= 25
triggerall = var(30)
trigger1 = fvar(34) > 90
trigger1 = stateno = 310 || stateno = 315 
trigger1 = movehit
trigger1 = fvar(1) < 0.90

trigger2 = fvar(34) <= 90
trigger2 = stateno = 310 && movehit
trigger2 = (var(8) = 1 && var(7) >= 100) || (var(7) >= 200 && enemynear(var(31)),life*enemynear(var(31)),const(data.defence) < 200*100)
trigger2 = fvar(1) >= 0.60
trigger2 = !var(42) || enemynear(var(31)),pos y + 26*fvar(11) + 0.5*661*fvar(38) < 20 - 10*var(42)

trigger3 = fvar(38) <= 90
trigger3 = var(8) && var(7) >= 150
trigger3 = stateno = 300 && movehit
trigger3 = var(42) < 2


;ߒU
[State -1]
type = ChangeState
value = 310
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear(var(31)),movetype = H && enemynear(var(31)),statetype = A && enemynear(var(31)),hitfall = 1
triggerall = statetype != A
triggerall = var(56) >= 8
triggerall = p2bodydist x <= 40
triggerall = stateno = 300 && movehit
triggerall = var(30)
trigger1 = fvar(34) > 80
trigger1 = p2bodydist y >= -36
trigger2 = fvar(34) <= 80
trigger2 = fvar(1) > 0.5
trigger2 = enemynear(var(31)),pos y + 8*fvar(11) + 0.5*64*fvar(38) > -18 - 10*(fvar(1) > 0.90) - 7*var(8)*(var(7)>100) - 6*var(42) + fvar(30)
trigger3 = fvar(34) <= 80
trigger3 = fvar(1) < 0.38 + 0.04*(4-var(59))

;Wv
[State -1]
type = ChangeState
value = 41
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear(var(31)),movetype = H && enemynear(var(31)),statetype = A && enemynear(var(31)),hitfall = 1
triggerall = statetype != A
triggerall = var(30)
trigger1 = stateno = 510 && movehit
trigger2 = stateno = 100
trigger2 = numtarget(1400)
trigger2 = fvar(1) > 0.95
trigger2 = time > 3
trigger3 = stateno = 315 && movehit
trigger3 = fvar(1) < 0.45 + 0.04*(4-var(59))
trigger3 = fvar(34) <= 90
trigger4 = stateno = 300 && movehit
trigger4 = fvar(1) > 0.9
trigger4 = fvar(34) >= 100
trigger4 = p2bodydist y < -40






;==============================================
;
;==============================================
;----------------------------------------------
;ډ
;----------------------------------------------

;󒆃Wv
[State -1]
type = ChangeState
value = 46
triggerall = statetype = A && ctrl
triggerall = var(59)>0 && roundstate = 2
triggerall = var(30) = 1
triggerall = var(1) = 0
triggerall = var(2) = 0
triggerall = Var(10) = 0
triggerall = pos y < -20
trigger1 = numtarget(570)
;trigger1 = facing = 1 && var(51) = 1 || facing = -1 && var(51) = 2 || var(51) = 3
trigger1 = fvar(34) <= 170
trigger1 = var(56) >= 20
trigger1 = vel y >= -3.2

;󒆋U
[State -1]
type = ChangeState
value = 720
triggerall = var(59)>0 && roundstate = 2
triggerall = var(30) = 1
triggerall = statetype = A 
triggerall = ctrl || (stateno = 120 && prevstateno = [160,162])
triggerall = enemynear(var(31)),statetype = A && enemynear(var(31)),movetype = H && enemynear(var(31)),hitfall = 1
triggerall = pos y+18*vel y+0.5*324*fvar(39) < 20
trigger1 = numtarget(1204)
trigger1 = var(10)
trigger1 = p2bodydist y+18*fvar(11)+162*fvar(38)-18*vel y-162*fvar(39)>-25 + fvar(30)||enemynear(var(31)),pos y+18*fvar(11)+0.5*324*fvar(38)>-1||pos y+18*vel y+0.5*324*fvar(39)>10
trigger1 = fvar(34) <= 140
trigger1 = var(42) <= 1

trigger2 = numtarget(1204)
trigger2 = !var(10)
trigger2 = fvar(1) >= 1.09
trigger2 = (p2bodydist y+18*fvar(11)+162*fvar(38)-18*vel y-162*fvar(39) != [-40,70])||enemynear(var(31)),pos y+18*fvar(11)+0.5*324*fvar(38)>5||pos y+18*vel y+0.5*324*fvar(39)>10 || fvar(11) + 18*fvar(38) > 4
trigger2 = fvar(34) <= 160

trigger3 = var(56) >= 17
trigger3 = numtarget(510) || numtarget(511) || numtarget(560) || numtarget(561)
trigger3 = fvar(34) <= 190
trigger3 = var(56) <= 18 || p2bodydist y+18*fvar(11)+162*fvar(38)-18*vel y-162*fvar(39) > 45

trigger4 = var(56) >= 18
trigger4 = numtarget(570)
trigger4 = var(1) || var(2)
trigger4 = fvar(34) <= 140
trigger4 = var(56) = 18 || p2bodydist y+18*fvar(11)+162*fvar(38)-18*vel y-162*fvar(39) > 55

trigger5 = var(56) >= 17
trigger5 = !numtarget(1204) && !numtarget(510) && !numtarget(511) && !numtarget(570) && !numtarget(310)
trigger5 = !numtarget(720) || var(10) != 0
trigger5 = !numtarget(700) || var(1) || var(2)
trigger5 = fvar(34) <= 190
trigger5 = var(56) <= 18||enemynear(var(31)),pos y+18*fvar(11)+0.5*324*fvar(38)>-10||fvar(1)>0.95&&p2bodydist y+18*(fvar(11)- vel y)+0.5*324*(fvar(38)-fvar(39)) = [-10 + fvar(30),50]

trigger6 = var(56) >= 17
trigger6 = numtarget(720) && var(10) != 0
trigger6 = fvar(34) <= 190
trigger6 = pos y + 18*vel y + 0.5*324*fvar(39) > 0

;󒆒U
[State -1]
type = ChangeState
value = 710
triggerall = var(59)>0 && roundstate = 2
triggerall = var(30) = 1
triggerall = statetype = A 
triggerall = ctrl || (stateno = 120 && prevstateno = [160,162])
triggerall = enemynear(var(31)),statetype = A && enemynear(var(31)),movetype = H && enemynear(var(31)),hitfall = 1
triggerall = pos y+10*vel y+0.5*100*fvar(39) < 15
trigger1 = numtarget(510) || numtarget(511) || numtarget(710) && (var(1) || var(2)) || numtarget(1170) || numtarget(1400)
trigger1 = fvar(34) > 140
trigger1 = var(56)<=11||p2bodydist y+10*fvar(11)+0.5*100*fvar(38)-10*vel y-0.5*100*fvar(39) = [40 - 100*var(1),80]
trigger1 = p2bodydist x + 10*facing*enemynear(var(31)),facing*enemynear(var(31)),vel x - 10*vel x = [-80 + fvar(30),90]
trigger1 = var(10) = 0
trigger2 = numtarget(315) || numtarget(316)
trigger2 = p2bodydist y > 0
trigger2 = fvar(1) < 0.50
trigger3 = numtarget(700)|| numtarget(3200)
trigger3 = fvar(1) > 0.84
trigger3 = fvar(34)<=200 || p2bodydist y+8*(fvar(11)-vel y)+32*(fvar(38)-fvar(39)) >=10
trigger3 = !var(10)
trigger4 = numtarget(1204) || numtarget(1400) || numtarget(1170) || numtarget(3200)
trigger4 = fvar(34) <= 200
trigger4 = fvar(1) > 0.95 + 0.06*(numtarget(1204))
trigger4 = enemynear(var(31)),pos y+10*fvar(11)+50*fvar(38)>= 0 || var(56) <= 10 && !numtarget(1204)

;󒆎U
[State -1]
type = ChangeState
value = 700
triggerall = var(59)>0 && roundstate = 2
triggerall = var(30) = 1
triggerall = statetype = A 
triggerall = ctrl || (stateno = 120 && prevstateno = [160,162])
triggerall = enemynear(var(31)),statetype = A && enemynear(var(31)),movetype = H && enemynear(var(31)),hitfall = 1
trigger1 = numtarget(1204)
trigger1 = enemynear(var(31)),pos y - pos y + 8*fvar(11) + 0.5*64*fvar(38) > 45 ||enemynear(var(31)),pos y + 8*fvar(11) + 0.5*64*fvar(38) > -5 || pos y + 8*vel y + 0.5*64*fvar(39) > 5
trigger1 = p2bodydist x - 8*vel x + 8*facing*enemynear(var(31)),facing*enemynear(var(31)),vel x < 65
trigger1 = var(10)

trigger2 = numtarget(710) || numtarget(300)
trigger2 = var(56) >= 8
trigger2 = p2bodydist y + 8*fvar(11) + 0.5*64*fvar(38) > 45 ||enemynear(var(31)),pos y + 8*fvar(11) + 0.5*64*fvar(38) > 0 || var(56) <= 9
trigger2 = p2bodydist x - 8*vel x + 8*facing*enemynear(var(31)),facing*enemynear(var(31)),vel x < 65

trigger3 = numtarget(700)
trigger3 = enemynear(var(31)),pos y - pos y + 8*fvar(11) + 0.5*64*fvar(38) > 45 ||enemynear(var(31)),pos y + 8*fvar(11) + 0.5*64*fvar(38) > 0 || pos y + 8*vel y + 0.5*64*fvar(39) > 10
trigger3 = p2bodydist x - 8*vel x + 8*facing*enemynear(var(31)),facing*enemynear(var(31)),vel x < 65
trigger3 = var(10)
trigger3 = fvar(1) <= 0.96

trigger4 = numtarget(310) || numtarget(720)
trigger4 = p2bodydist y = [-30,100]
trigger4 = !var(10)
trigger4 = fvar(1) > 0.60
trigger4 = var(56) <= 10 || pos y + 26*vel y + 0.5*26*26*fvar(39) > -28 || p2bodydist y + 8*(fvar(11) - vel y) + 32*(fvar(38) -fvar(39)) > 50

;󒆃obN_bV
[State -1]
type = ChangeState
value = 115
triggerall = Var(10) = 0
triggerall = var(59)>0 && roundstate = 2
triggerall = var(30) = 1
triggerall = statetype = A && ctrl
triggerall = Pos Y < -22
triggerall = p2dist x < 0
triggerall = enemynear(var(31)),statetype = A && enemynear(var(31)),movetype = H && enemynear(var(31)),hitfall = 1
trigger1 = numtarget(1204)
trigger1 = fvar(33) > 200
trigger1 = pos y < -32 + 10*(fvar(34) <= 60) - 10*(enemynear(var(31)),pos y <= -70)*(fvar(34)>60)&& fvar(1) <= 0.90 || pos y < -65

trigger2 = numtarget(1204)
trigger2 = fvar(33) <= 200 || backedgebodydist < 80
trigger2 = p2bodydist y > -55 - 7*var(42) && fvar(11) > -4 
trigger2 = fvar(1) <= 1.15 || fvar(33) >= 120 || fvar(30) >= 12 || p2dist x < 0

;󒆃_bV
[State -1]
type = ChangeState
value = 110
triggerall = Var(10) = 0
triggerall = var(59)>0 && roundstate = 2
triggerall = var(30) = 1
triggerall = statetype = A && ctrl
triggerall = Pos Y < -22
triggerall = enemynear(var(31)),statetype = A && enemynear(var(31)),movetype = H && enemynear(var(31)),hitfall = 1
trigger1 = numtarget(1204)
trigger1 = fvar(34) > 200
trigger1 = pos y < -32 + 10*(fvar(33) <= 60) - 10*(enemynear(var(31)),pos y <= -70)*(fvar(33)>60)&& fvar(1) <= 0.90 || pos y < -65

trigger2 = numtarget(1204)
trigger2 = fvar(34) <= 200 
trigger2 = p2bodydist y > -55 - 7*var(42) && fvar(11) > -4 
trigger2 = fvar(1) <= 1.15 || fvar(34) >= 120 || fvar(30) >= 12
trigger3 = numtarget(1204)
trigger3 = frontedgebodydist <= 80
trigger3 = p2bodydist y > -55 && fvar(11) > -4 
trigger3 = fvar(1) <= 1.15 || fvar(34) >= 120

;----------------------------------------------
;LZR{
;----------------------------------------------
;CX^g`[W
[State -1]
type = ChangeState
value = 900
triggerall = var(8) = 1 || var(7) >= 200
triggerall = var(7) >= 0
triggerall = var(30) = 1
triggerall = var(59)>0 && roundstate = 2
trigger1 = stateno = 1201 && !var(43) || stateno = 1204 || stateno = 1207
trigger1 = movehit || var(28) && movereversed > 1 || moveguarded

;󒆋U
[State -1]
type = ChangeState
value = 720
triggerall = var(59)>0 && roundstate = 2
triggerall = var(30) = 1
triggerall = statetype = A
triggerall = enemynear(var(31)),statetype = A && enemynear(var(31)),movetype = H && enemynear(var(31)),hitfall = 1
triggerall = pos y+18*vel y+0.5*324*fvar(39) < 15
trigger1 = stateno = 710 && movehit
trigger1 = var(1) || var(2)
trigger2 = stateno = 700 || stateno = 710
trigger2 = movehit
trigger2 = fvar(34) <= 165
trigger2 = fvar(1) >= 0.854
trigger3 = stateno = 700 && movehit
trigger3 = var(56) <= 19 || pos y + 18*vel y + 0.5*324*fvar(39) > -22 + fvar(30)
trigger3 = fvar(34) <= 80
trigger3 = var(56) >= 18

;󒆃_bV
[State -1]
type = ChangeState
value = 110
triggerall = Var(10) = 0
triggerall = var(59)>0 && roundstate = 2
triggerall = var(30) = 1
triggerall = statetype = A
triggerall = Pos Y < -22
triggerall = enemynear(var(31)),statetype = A && enemynear(var(31)),movetype = H && enemynear(var(31)),hitfall = 1
triggerall = p2dist x > 0
trigger1 = fvar(34) <= 220
trigger1 = stateno = 720 && movehit
trigger1 = var(56) >= 33
trigger1 = fvar(1) <= 0.99 || fvar(34) >= 170 || var(1) || var(2)

trigger2 = stateno = 700 && movehit
trigger2 = var(56) >= 23
trigger2 = fvar(34) >= 90

trigger3 = stateno = 710 && movehit = 1
trigger3 = var(56) >= 28
trigger3 = p2bodydist y > 10


;󒆃obN_bV
[State -1]
type = ChangeState
value = 115
triggerall = Var(10) = 0
triggerall = var(59)>0 && roundstate = 2
triggerall = var(30) = 1
triggerall = statetype = A
triggerall = Pos Y < -22
triggerall = enemynear(var(31)),statetype = A && enemynear(var(31)),movetype = H && enemynear(var(31)),hitfall = 1
triggerall = p2dist x < 0
trigger1 = fvar(33) <= 220
trigger1 = stateno = 720 && movehit
trigger1 = var(56) >= 33
trigger1 = fvar(1) <= 0.99 || fvar(33) >= 170 || var(1) || var(2)

trigger2 = stateno = 700 && movehit
trigger2 = var(56) >= 23

trigger3 = stateno = 710 && movehit = 1
trigger3 = var(56) >= 28
trigger3 = p2bodydist y > 10


;󒆃Wv
[State -1]
type = ChangeState
value = 47
triggerall = statetype = A
triggerall = var(59)>0 && roundstate = 2
triggerall = var(30) = 1
triggerall = var(1) = 0
triggerall = var(2) = 0
triggerall = Var(10) = 0
triggerall = pos y < -20
triggerall = enemynear(var(31)),statetype = A && enemynear(var(31)),movetype = H && enemynear(var(31)),hitfall = 1
trigger1 = stateno = 710
trigger1 = movehit
trigger1 = fvar(34) <= 90
trigger1 = fvar(1) <=0.33
trigger1 = p2bodydist x <= 30

;󒆃Wv
[State -1]
type = ChangeState
value = 46
triggerall = statetype = A
triggerall = var(59)>0 && roundstate = 2
triggerall = var(30) = 1
triggerall = var(1) = 0
triggerall = var(2) = 0
triggerall = Var(10) = 0
triggerall = pos y < -20
triggerall = enemynear(var(31)),statetype = A && enemynear(var(31)),movetype = H && enemynear(var(31)),hitfall = 1
trigger1 = stateno = 710
trigger1 = movehit
trigger2 = stateno = 720
trigger2 = movehit
trigger2 = pos y > -60
trigger2 = fvar(34) <= 80
trigger2 = pos y >= -30 || var(56) <= 12
trigger2 = fvar(1) = [0.60 ,0.80]










;_________________________________________________________
;
;|nR
;_________________________________________________________

;==============================================
;n
;==============================================

;----------------------------------------------
;ډ
;----------------------------------------------

;Lv1 傱܂Ȃ
[State -1]
type = ChangeState
value = 3200
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
triggerall = stateno != 101
triggerall = var(30) = 1
triggerall = enemynear(var(31)),statetype != L
triggerall = enemynear(var(31)),statetype!=A && enemynear(var(31)),movetype = H && enemynear(var(31)),stateno != [120,155]
triggerall = power >= 1000
trigger1 = ctrl 
trigger1 = numtarget(320)
trigger1 = p2bodydist x > 100

;_bV
[State -1]
type = ChangeState
value = 100
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
triggerall = stateno != 101
triggerall = var(30) = 1
triggerall = enemynear(var(31)),statetype != L
triggerall = enemynear(var(31)),statetype!=A && enemynear(var(31)),movetype = H && enemynear(var(31)),stateno != [120,155]
trigger1 = ctrl 
trigger1 = numtarget(315) || numtarget(316) || numtarget(320) || numtarget(360) || numtarget(361) || (numtarget(1302)&&power<2940&&fvar(1)>=1.15&&fvar(34)<150)
trigger1 = var(8) = 0 && var(7) <= 60

;Ⴊ݋Ui_bVj
[State -1]
type = ChangeState
value = 570
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
triggerall = stateno != 101
triggerall = var(30) = 1
triggerall = enemynear(var(31)),statetype != L
triggerall = enemynear(var(31)),statetype!=A && enemynear(var(31)),movetype = H && enemynear(var(31)),stateno != [120,155]
triggerall = stateno = [100,101]
trigger1 = numtarget(320) || numtarget(360) || numtarget(361) || enemynear,gethitvar(hittime) > 10
trigger1 = fvar(34) <= 140
trigger1 = fvar(1) > 1.20
trigger2 = numtarget(1302)
trigger2 = fvar(34) <= 140


;Ui_bVj
[State -1]
type = ChangeState
value = 360
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
triggerall = stateno != 101
triggerall = var(30) = 1
triggerall = enemynear(var(31)),statetype != L
triggerall = enemynear(var(31)),statetype!=A && enemynear(var(31)),movetype = H && enemynear(var(31)),stateno != [120,155]
triggerall = stateno = [100,101]
trigger1 = numtarget(315) || numtarget(316) || numtarget(320) || numtarget(360) || numtarget(361)

;Ⴊ݋U
[State -1]
type = ChangeState
value = 520
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A 
triggerall = ctrl || (stateno = 120 && prevstateno = [160,162])
triggerall = stateno != 101
triggerall = var(30) = 1
triggerall = enemynear(var(31)),statetype != L
triggerall = enemynear(var(31)),statetype!=A && enemynear(var(31)),movetype = H && enemynear(var(31)),stateno != [120,155]
trigger1 = numtarget(1302) || numtarget(1306)

;
[State -1]
type = ChangeState
value = 300
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A 
triggerall = ctrl || stateno = 52 || (stateno = 120 && prevstateno = [160,162])
triggerall = var(30) = 1
triggerall = p2dist x > 0
triggerall = enemynear(var(31)),statetype != L
triggerall = enemynear(var(31)),statetype!=A && enemynear(var(31)),movetype = H && enemynear(var(31)),stateno = [5000,5100]
triggerall = !numtarget(300) || time >= 2
trigger1 = p2bodydist x <= 60

;----------------------------------------------
;LZR{
;----------------------------------------------
;CX^g`[W
[State -1]
type = ChangeState
value = 900
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A 
triggerall = var(8) = 1 || var(7) >= 200
triggerall = var(7) >= 0
triggerall = var(30) = 1
triggerall = enemynear(var(31)),statetype != L
triggerall = enemynear(var(31)),statetype!=A && enemynear(var(31)),movetype = H && enemynear(var(31)),stateno != [120,155]
trigger1 = stateno = 315 && frontedgebodydist > 80 || stateno = 320
trigger1 = movehit = 1
trigger1 = power >= 1000 || enemynear(var(31)),life*enemynear(var(31)),const(data.defence) < 100*100 && stateno = 320 && p2bodydist x <= 100
trigger2 = stateno = 1302 && movehit
trigger2 = animelemno(0) = 2 && numtarget(1302)
trigger2 = power >= 3000 && var(8) = 1 && var(7) >= 200
trigger3 = var(47)
trigger3 = stateno = 360
trigger3 = movecontact
trigger3 = power >= 950
trigger4 = stateno = 320 && movehit
trigger4 = fvar(34) <= 140
trigger4 = var(8) = 1 && var(7) >= 300
trigger5 = stateno = 1302 && movehit
trigger5 = animelemno(0) = 2 && numtarget(1302)
trigger5 = var(7) >= 200 && target(1302),life*target(1302),const(data.defence)/(fvar(0) + 0.00001) < 250*100
trigger6 = stateno = 1302 && movehit
trigger6 = animelemno(0) = 2 && numtarget(1302)
trigger6 = power < 3000 && fvar(1) + 0.5*var(8)*var(7)/400 > 1.15
trigger6 = fvar(34) <= 140
;~ߗp
trigger7 = stateno = 315 || stateno = 320 && p2bodydist x <= 100 || stateno = 360 && power < 1000
trigger7 = movehit = 1
trigger7 = enemynear(var(31)),life*enemynear(var(31)),const(data.defence) < 100*100

;㉳
[State -1]
type = ChangeState
value = 1300
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
triggerall = stateno != 101
triggerall = var(30) = 1
triggerall = enemynear(var(31)),statetype != L
triggerall = enemynear(var(31)),statetype!=A && enemynear(var(31)),movetype = H && enemynear(var(31)),stateno != [120,155]
trigger1 = power >= 3000
trigger1 = stateno = 360
trigger1 = movehit = 1
trigger1 = fvar(34) <= 140 || fvar(1) > 0.90
trigger2 = stateno = 520
trigger2 = movehit

;Lv3 
[State -1]
type = ChangeState
value = 3104
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
triggerall = stateno != 101
triggerall = var(30) = 1
triggerall = enemynear(var(31)),statetype != L
triggerall = enemynear(var(31)),statetype!=A && enemynear(var(31)),movetype = H && enemynear(var(31)),stateno != [120,155]
trigger1 = power >= 3000
trigger1 = stateno = 1302
trigger1 = movehit && animelemno(0) = 2 && numtarget(1302)
trigger1 = fvar(34) <= 140 || fvar(1) > 0.75
trigger1 = target(1302),life*target(1302),const(data.defence)/(fvar(0) + 0.00001) >= 180*100 || teammode = single && roundno = 3 || teammode = turns && roundno = 7

;Lv2 
[State -1]
type = ChangeState
value = 3102
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
triggerall = stateno != 101
triggerall = var(30) = 1
triggerall = enemynear(var(31)),statetype != L
triggerall = enemynear(var(31)),statetype!=A && enemynear(var(31)),movetype = H && enemynear(var(31)),stateno != [120,155]
trigger1 = power >= 2000
trigger1 = stateno = 1302 && movehit
trigger1 = animelemno(0) = 2 && numtarget(1302)
trigger1 = target(1302),life*target(1302),const(data.defence)/(fvar(0) + 0.00001) < 180*100

;Lv1 
[State -1]
type = ChangeState
value = 3100
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
triggerall = stateno != 101
triggerall = var(30) = 1
triggerall = enemynear(var(31)),statetype != L
triggerall = enemynear(var(31)),statetype!=A && enemynear(var(31)),movetype = H && enemynear(var(31)),stateno != [120,155]
trigger1 = power >= 1000
trigger1 = stateno = 1302 && movehit
trigger1 = animelemno(0) = 2 && numtarget(1302)
trigger1 = target(1302),life*target(1302),const(data.defence)/(fvar(0) + 0.00001) < 100*100

;Lv2 傱܂Ȃ
[State -1]
type = ChangeState
value = 3205
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
triggerall = stateno != 101
triggerall = var(30) = 1
triggerall = enemynear(var(31)),statetype != L
triggerall = enemynear(var(31)),statetype!=A && enemynear(var(31)),movetype = H && enemynear(var(31)),stateno != [120,155]
triggerall = power >= 2000
trigger1 = stateno = 360
trigger1 = movehit = 1
trigger1 = p2bodydist x <= 20
trigger1 = !var(47) || enemynear(var(31)),gethitvar(hitcount) >= 2

;Lv1 傱܂Ȃ
[State -1]
type = ChangeState
value = 3200
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
triggerall = stateno != 101
triggerall = var(30) = 1
triggerall = enemynear(var(31)),statetype != L
triggerall = enemynear(var(31)),statetype!=A && enemynear(var(31)),movetype = H && enemynear(var(31)),stateno != [120,155]
triggerall = power >= 1000
trigger1 = stateno = 360
trigger1 = movehit = 1
trigger1 = !var(47) || enemynear(var(31)),gethitvar(hitcount) >= 2

;㔚ӓS
[State -1]
type = ChangeState
value = 1400
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
triggerall = stateno != 101
triggerall = var(30) = 1
triggerall = enemynear(var(31)),statetype != L
triggerall = enemynear(var(31)),statetype!=A && enemynear(var(31)),movetype = H && enemynear(var(31)),stateno != [120,155]
trigger1 = stateno = 315 || stateno = 360 || stateno = 510
trigger1 = p2bodydist x <= 55
trigger1 = movehit

;ߒU
[State -1]
type = ChangeState
value = 310
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
triggerall = stateno != 101
triggerall = p2bodydist X < 40
triggerall = var(30) = 1
triggerall = enemynear(var(31)),statetype != L
triggerall = enemynear(var(31)),statetype!=A && enemynear(var(31)),movetype = H && enemynear(var(31)),stateno != [120,155]
trigger1 = stateno = 300 || stateno = 500
trigger1 = movehit

;U
[State -1]
type = ChangeState
value = 315
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
triggerall = stateno != 101
triggerall = var(30) = 1
triggerall = enemynear(var(31)),statetype != L
triggerall = enemynear(var(31)),statetype!=A && enemynear(var(31)),movetype = H && enemynear(var(31)),stateno != [120,155]
trigger1 = stateno = 310
trigger1 = movehit

;U
[State -1]
type = ChangeState
value = 500
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
triggerall = stateno != 101
triggerall = var(30) = 1
triggerall = enemynear(var(31)),statetype != L
triggerall = enemynear(var(31)),statetype!=A && enemynear(var(31)),movetype = H && enemynear(var(31)),stateno != [120,155]
trigger1 = stateno = 500
trigger1 = movehit
trigger1 = p2bodydist x < 90

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

;----------------------------------------------
;ډ
;----------------------------------------------

;----------------------------------------------
;LZR{
;----------------------------------------------

;󒆒U
[State -1]
type = ChangeState
value = 710
triggerall = var(59)>0 && roundstate = 2
triggerall = var(30) = 1
triggerall = statetype = A
triggerall = enemynear(var(31)),statetype!=A && enemynear(var(31)),movetype = H && enemynear(var(31)),stateno != [120,155]
trigger1 = stateno = 700
trigger1 = movehit






;_________________________________________________________
;
;fR
;_________________________________________________________


;==============================================
;n
;==============================================

;----------------------------------------------
;ډ
;----------------------------------------------
;_bV
[State -1]
type = ChangeState
value = 100
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
triggerall = stateno != 101
triggerall = var(30) = 0
triggerall = enemynear(var(31)),statetype != L
triggerall = enemynear(var(31)),statetype = A && enemynear(var(31)),movetype = H && enemynear(var(31)),stateno != [120,155]
triggerall = ctrl || stateno = 52
trigger1 = numtarget(1000) || numtarget(210) && var(56) >= 10
trigger1 = p2bodydist x >= 30
trigger2 = numtarget(470)
trigger2 = fvar(1) > 0.90
trigger2 = target(470),pos y + 12*fvar(11) + 0.5*144*fvar(38) > -25 + 0.8*fvar(30)
trigger3 = numtarget(270)
trigger3 = fvar(33) <= 80
trigger3 = facing*enemynear,facing*enemynear,vel x > 0
trigger3 = target(270),stateno = 5656
trigger3 = target(270),pos y + 28*fvar(11) + 0.5*28*28*0.3 > -60 + fvar(30)
trigger3 = fvar(1) > 0.85
trigger4 = enemynear(var(31)),stateno = 5656
trigger4 = fvar(1) <= 0.80
trigger4 = var(48) <= (p2dist x + 15)/(4.8 - 2*facing*enemynear(var(31)),facing) + 2
trigger4 = p2dist x > 46 + 0.5*fvar(30)

;Wv
[State -1]
type = ChangeState
value = 41
triggerall = roundstate = 2&&var(59)
triggerall = statetype != A
triggerall = var(30) = 0
triggerall = enemynear(var(31)),statetype != L
triggerall = enemynear(var(31)),statetype = A && enemynear(var(31)),movetype = H && enemynear(var(31)),stateno != [120,155]
triggerall = stateno = 52 || ctrl
trigger1 = numtarget(610)
trigger1 = fvar(1) <= 0.90
trigger1 = p2bodydist x <= 55
trigger1 = p2bodydist y = [-60 + fvar(30),-10]

;ߒU
[State -1]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear(var(31)),movetype = H && enemynear(var(31)),statetype = A && enemynear(var(31)),hitfall = 1
triggerall = ctrl || (stateno = 120 && prevstateno = [160,162]) 
triggerall = statetype != A
triggerall = var(56) >= 7 || numenemy = 2 && enemynear(var(31)),canrecover = 0
triggerall = var(30) = 0
triggerall = prevstateno != 210 || time >= 2
triggerall = !numtarget(260)
trigger1 = fvar(34) < 80
trigger1 = p2bodydist x < 37
trigger1 = enemynear(var(31)),pos y + 7*fvar(11) + 0.5*49*fvar(38) =[-20 + fvar(30),0 - 5*var(42)]
trigger1 = fvar(1) > 0.52
trigger1 = fvar(11) + 6*fvar(38) < 4

;ݎ
[state -3]
type = null;changestate
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear(var(31)),movetype = H && enemynear(var(31)),statetype = A && enemynear(var(31)),hitfall = 1
triggerall = ctrl || stateno = 52 || (stateno = 120 && prevstateno = [160,162])
triggerall = statetype != A
triggerall = var(56) >= 4 || numenemy = 2 && enemynear(var(31)),canrecover = 0
triggerall = var(30) = 0
triggerall = time >= 2 || prevstateno != [200,210]
trigger1 = numtarget(620)
trigger1 = p2bodydist x < 40
trigger1 = enemynear(var(31)),pos y + 4*fvar(11) + 0.5*16*fvar(38) > -5 

;
[state -3]
type = changestate
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear(var(31)),movetype = H && enemynear(var(31)),statetype = A && enemynear(var(31)),hitfall = 1
triggerall = ctrl || stateno = 52 || (stateno = 120 && prevstateno = [160,162])
triggerall = statetype != A
triggerall = var(56) >= 4 || numenemy = 2 && enemynear(var(31)),canrecover = 0
triggerall = var(30) = 0
triggerall = time >= 2 || prevstateno != [200,210]
trigger1 = fvar(34) < 80
trigger1 = p2bodydist x < 50
trigger1 = enemynear(var(31)),pos y + 4*fvar(11) + 0.5*16*fvar(38) > -5 - 3*(var(42)>=2) || var(56) <= 4
trigger2 = numtarget(620)||numtarget(1000) || enemynear(var(31)),stateno = 5656
trigger2 = p2bodydist x < 40
trigger2 = enemynear(var(31)),pos y + 4*fvar(11) + 0.5*16*fvar(38) > -20 + fvar(30)*(1 - 0.7*(p2stateno = 5656))

;Ui_bVj
[State -1]
type = ChangeState
value = 260
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear(var(31)),movetype = H && enemynear(var(31)),statetype = A && enemynear(var(31)),hitfall = 1
triggerall = var(30) = 0
triggerall = stateno = [100,101]
trigger1 = numtarget(470)
trigger1 = fvar(34) >= 90
trigger2 = numtarget(210)
trigger2 = fvar(34) <= 90

;Ui_bVj
[State -1]
type = ChangeState
value = 270
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear(var(31)),movetype = H && enemynear(var(31)),statetype = A && enemynear(var(31)),hitfall = 1
triggerall = var(30) = 0
triggerall = stateno = [100,101]
trigger1 = numtarget(470)
trigger1 = fvar(34) < 90
trigger2 = numtarget(270)
trigger2 = facing*enemynear,facing*enemynear,vel x > 0
trigger2 = target(270),stateno = 5656
trigger2 = target(270),pos y + 13*target(270),vel y + 0.5*169*0.3 > -50 + fvar(30)
trigger2 = fvar(1) >= 0.80

;_bVႪ݋U
[State -1]
type = ChangeState
value = 470
triggerall = var(59) && roundstate = 2
triggerall = enemynear(var(31)),movetype = H && enemynear(var(31)),statetype = A
triggerall = enemynear(var(31)),statetype != L && enemynear(var(31)),stateno != [120,155]
triggerall = stateno = [100,101]
trigger1 = enemynear(var(31)),stateno = 5656
trigger1 =  var(48) <= 12
trigger1 = fvar(1) < 0.80

;----------------------------------------------
;LZR{
;----------------------------------------------

;CX^g`[W
[State -1]
type = ChangeState
value = 900
triggerall = var(59) && roundstate = 2
triggerall = enemynear(var(31)),movetype = H && enemynear(var(31)),statetype = A && enemynear(var(31)),hitfall = 1
triggerall = var(8) || var(7) >= 200
trigger1 = stateno = 3041 && movehit >= 2
trigger1 = numtarget(3041)
trigger1 = target(3041),stateno = 3042 || target(3041),stateno = 5656
trigger1 = var(8) && var(7) >= 200
trigger2 = stateno = 3001 && movehit = 2
trigger2 = fvar(34) <= 80
trigger2 = var(8) || var(7) <= 390 || enemynear(var(31)),hitshakeover
trigger3 = var(8) && var(7) >= 200
trigger3 = fvar(1) < 0.70
trigger3 = stateno = 210
trigger3 = movehit

;Lv3 ^E̓S
[State -1]
type = ChangeState
value = 3040
triggerall = var(59) > 0 && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(31)),movetype = H && enemynear(var(31)),statetype = A && enemynear(var(31)),hitfall = 1
triggerall = power >= 3000
triggerall = var(30) = 0
trigger1 = stateno = 260 && movehit
trigger1 = var(56) >= 26
trigger2 = stateno = 210 && movehit = 1
trigger2 = var(56) >= 26
trigger2 = fvar(1) < 0.85 && fvar(34) >= 90|| fvar(34) >= 130
trigger2 = enemynear,pos y < 0

;Lv2 ^E̓S
[State -1]
type = ChangeState
value = 3020
triggerall = var(59) > 0 && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(31)),movetype = H && enemynear(var(31)),statetype = A && enemynear(var(31)),hitfall = 1
triggerall = power >= 2000
triggerall = var(30) = 0
trigger1 = stateno = 260 && movehit
trigger1 = var(56) >= 26
trigger1 = fvar(34) >= 80
trigger1 = 0

;Lv1 ^E̓S
[State -1]
type = ChangeState
value = 3000
triggerall = var(59) > 0 && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(31)),movetype = H && enemynear(var(31)),statetype = A && enemynear(var(31)),hitfall = 1
triggerall = power >= 1000
triggerall = var(30) = 0
trigger1 = stateno = 260 && movehit
trigger1 = var(56) >= 26
trigger1 = fvar(34) >= 80
trigger2 = stateno = 210 && movehit = 1
trigger2 = var(56) >= 26
trigger2 = fvar(1) < 0.85 && fvar(34) >= 90|| fvar(34) >= 130 || var(8) && var(7) > 200
trigger2 = enemynear,pos y < 0

;x
[State -1]
type = ChangeState
value = 1000
triggerall = roundstate = 2&&var(59)
triggerall = statetype != A
triggerall = enemynear(var(31)),movetype = H && enemynear(var(31)),statetype = A && enemynear(var(31)),hitfall = 1
triggerall = statetype != A
triggerall = var(30) = 0
trigger1 = stateno = 470 && movehit
trigger1 = fvar(1) >= 0.90
trigger1 = power >= 2950 || fvar(34) <= 120

;
[state -3]
type = changestate
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear(var(31)),movetype = H && enemynear(var(31)),statetype = A && enemynear(var(31)),hitfall = 1
triggerall = statetype != A
triggerall = var(56) >= 4 || numenemy = 2 && enemynear(var(31)),canrecover = 0
triggerall = var(30) = 0
triggerall = time >= 2 || prevstateno != [200,210]
trigger1 = stateno = 200 && movehit
trigger1 = fvar(34) < 80
trigger1 = p2bodydist y + 8*fvar(11) + 0.5*64*fvar(38)>= -26 + fvar(30)
trigger1 = fvar(1) <= 0.50
trigger1 = fvar(11) + 4*fvar(38) >= -1 || var(56) <= 5

;ߒU
[State -1]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear(var(31)),movetype = H && enemynear(var(31)),statetype = A && enemynear(var(31)),hitfall = 1
triggerall = statetype != A
triggerall = var(56) >= 7 || numenemy = 2 && enemynear(var(31)),canrecover = 0
triggerall = var(30) = 0
triggerall = stateno = 200 || stateno = 400
triggerall = movehit
triggerall = p2bodydist x < 40
trigger1 = fvar(34) < 80
trigger1 = fvar(1) > 0.50 && (fvar(11)+7*fvar(38)>1.5||var(56)<=8||p2bodydist y > -15+ fvar(30))|| fvar(1)<0.50 &&p2bodydist y + 8*fvar(11) + 0.5*64*fvar(38) < -28 + fvar(30) && movehit = 1 || p2bodydist y < -10 + fvar(30)
trigger2 = fvar(34) >= 80

;Wv
[State -1]
type = ChangeState
value = 41
triggerall = roundstate = 2&&var(59)
triggerall = enemynear(var(31)),movetype = H && enemynear(var(31)),statetype = A && enemynear(var(31)),hitfall = 1
triggerall = statetype != A
triggerall = var(30) = 0
trigger1 = stateno = 210 && movehit
trigger1 = var(56) >= 27
trigger1 = fvar(34) > 80
trigger2 = stateno = 210 && movehit
trigger2 = fvar(1) < 0.47
trigger2 = fvar(34) <= 80
trigger3 = stateno = 470 
trigger3 = movehit
;U
[State -1]
type = ChangeState
value = 215
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear(var(31)),movetype = H && enemynear(var(31)),statetype = A && enemynear(var(31)),hitfall = 1
triggerall = statetype != A
triggerall = var(56) >= 9 || numenemy = 2 && enemynear(var(31)),canrecover = 0
triggerall = var(30) = 0
triggerall = stateno = 210 && movehit
trigger1 = fvar(1) < 0.60
trigger1 = fvar(34) >= 100
trigger2 = fvar(34) >= 100
trigger2 = power < 1000 || var(56) < 26
trigger2 = fvar(1) < 0.70
;==============================================
;
;==============================================
;----------------------------------------------
;ډ
;----------------------------------------------
;󒆃_bV
[State -1]
type = ChangeState
value = 110
triggerall = Var(10) = 0
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(31)),movetype = H && enemynear(var(31)),statetype = A && enemynear(var(31)),hitfall = 1
triggerall = Pos Y < -25
triggerall = ctrl
trigger1 = numtarget(210)
trigger1 = var(56) >= 21

;󒆒U
[State -1]
type = ChangeState
value = 610
triggerall = roundstate = 2 && var(59)
triggerall = var(30) = 0
triggerall = statetype = A 
triggerall = ctrl || (stateno = 120 && prevstateno = [160,162])
triggerall = enemynear(var(31)),movetype = H && enemynear(var(31)),statetype = A && enemynear(var(31)),hitfall = 1
trigger1 = numtarget(610)
trigger1 = p2bodydist x - 8*vel x + 8*facing*enemynear(var(31)),facing*enemynear(var(31)),vel x < 35
trigger1 = p2bodydist y = [-40,30]
trigger1 = var(1) || var(2)
trigger1 = p2bodydist y < -20 || fvar(1) < 0.80
trigger2 = numtarget(470)
trigger2 = p2bodydist x - 8*vel x + 8*facing*enemynear(var(31)),facing*enemynear(var(31)),vel x < 35
trigger2 = p2bodydist y = [-30,30]
trigger2 = fvar(1) <= 0.80 || var(56) <= 10
trigger3 = fvar(1) > 0.80
trigger3 = numtarget(470)
trigger3 = p2bodydist x - 8*vel x + 8*facing*enemynear(var(31)),facing*enemynear(var(31)),vel x < 35
trigger3 = p2bodydist y = [-5,30]

;󒆎U
[State -1]
type = ChangeState
value = 600
triggerall = roundstate = 2 && var(59)
triggerall = var(30) = 0
triggerall = enemynear(var(31)),movetype = H && enemynear(var(31)),statetype = A && enemynear(var(31)),hitfall = 1
triggerall = statetype = A 
triggerall = ctrl || (stateno = 120 && prevstateno = [160,162])
triggerall = var(56) >= 5
trigger1 = numtarget(210) || numtarget(470)
trigger1 = var(10)
trigger1 = p2bodydist x - 6*vel x + 6*facing*enemynear(var(31)),facing*enemynear(var(31)),vel x < 30
trigger1 = p2bodydist y = [-15,50]
trigger2 = numtarget(610) || numtarget(210) && fvar(1) < 0.50 && fvar(34) <= 80 
trigger2 = p2bodydist x - 6*vel x + 6*facing*enemynear(var(31)),facing*enemynear(var(31)),vel x < 30
trigger2 = p2bodydist y = [-30,50]
trigger2 = !var(1) && !var(2) && !var(10)
trigger3 = numtarget(610)
trigger3 = fvar(1) >= 0.80
trigger3 = var(56) <= 7 || vel y > 2 || p2bodydist y > 55
trigger3 = var(1) || var(2) 
trigger3 = !var(10)
trigger4 = numtarget(470)
trigger4 = p2bodydist x - 6*vel x + 6*facing*enemynear(var(31)),facing*enemynear(var(31)),vel x < 30
trigger4 = p2bodydist y = [-30,50]
trigger4 = var(56) <= 8

;----------------------------------------------
;LZR{
;----------------------------------------------

;󒆋U
[State -1]
type = ChangeState
value = 620
triggerall = roundstate = 2 && var(59)
triggerall = var(30) = 0
triggerall = statetype = A 
triggerall = enemynear(var(31)),movetype = H && enemynear(var(31)),statetype = A && enemynear(var(31)),hitfall = 1
trigger1 = stateno = 610 
trigger1 = movehit
trigger1 = var(1) || var(2) || fvar(1) <= 0.44 && enemynear(var(31)),life*enemynear(var(31)),const(data.defence) >= 50*100
trigger2 = stateno = 600
trigger2 = movehit
trigger2 = vel y > 3.2|| p2bodydist y < -5
trigger2 = var(1) || var(2)
trigger2 = !var(10)

;󒆒U
[State -1]
type = ChangeState
value = 610
triggerall = roundstate = 2 && var(59)
triggerall = var(30) = 0
triggerall = statetype = A 
triggerall = enemynear(var(31)),movetype = H && enemynear(var(31)),statetype = A && enemynear(var(31)),hitfall = 1
trigger1 = stateno = 600 
trigger1 = movehit
trigger1 = var(10) = 0 || fvar(34) >= 95
trigger1 = !var(1) && !var(2)
 
;󒆃Wv
[State -1]
type = ChangeState
value = 46
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(31)),movetype = H && enemynear(var(31)),statetype = A && enemynear(var(31)),hitfall = 1
triggerall = var(1) = 0
triggerall = var(2) = 0
triggerall = Var(10) = 0
triggerall = pos y < -20
triggerall = var(30) = 0
trigger1 = stateno = 610 && movehit
trigger1 = fvar(1) > 0.80 && movehit > 2 || fvar(1) <= 0.80

;󒆃_bV
[State -1]
type = ChangeState
value = 110
triggerall = Var(10) = 0
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(31)),movetype = H && enemynear(var(31)),statetype = A && enemynear(var(31)),hitfall = 1
triggerall = Pos Y < -25
triggerall = numhelper(1250)
trigger1 = stateno = 620 && movehit
trigger1 = fvar(1) <= 0.65
trigger1 = abs(helper(1250),pos x - enemynear,pos x)<= 320
trigger1 = facing*(helper(1250),pos x - pos x) > 90
trigger1 = !var(43)

;󒆃_bV
[State -1]
type = ChangeState
value = 115
triggerall = Var(10) = 0
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(31)),movetype = H && enemynear(var(31)),statetype = A && enemynear(var(31)),hitfall = 1
triggerall = Pos Y < -25
triggerall = numhelper(1250)
trigger1 = stateno = 620 && movehit
trigger1 = fvar(1) <= 0.65
trigger1 = abs(helper(1250),pos x - enemynear,pos x)<= 320
trigger1 = facing*(helper(1250),pos x - pos x) < -90
trigger1 = !var(43)
;_________________________________________________________
;
;fnR
;_________________________________________________________


;==============================================
;n
;==============================================

;----------------------------------------------
;ډ
;----------------------------------------------

;_bV
[State -1]
type = ChangeState
value = 100
triggerall = var(59) && roundstate = 2
triggerall = enemynear(var(31)),movetype = H && enemynear(var(31)),statetype != A
triggerall = enemynear(var(31)),statetype != L && enemynear(var(31)),stateno != [120,155]
triggerall = ctrl || stateno = 52
triggerall = !var(30)
trigger1 = numtarget(220)

;_bVႪ݋U
[State -1]
type = ChangeState
value = 470
triggerall = var(59) && roundstate = 2
triggerall = enemynear(var(31)),movetype = H && enemynear(var(31)),statetype != A
triggerall = enemynear(var(31)),statetype != L && enemynear(var(31)),stateno != [120,155]
triggerall = stateno = [100,101]
triggerall = !var(30)
trigger1 = numtarget(220)
trigger1 = p2bodydist x <= 65
trigger1 = p2bodydist x <= 0 || enemynear(var(31)),gethitvar(hittime) < 15

;U
[State -1]
type = ChangeState
value = 200
triggerall = var(59) && roundstate = 2
triggerall = enemynear(var(31)),movetype = H && enemynear(var(31)),statetype != A
triggerall = enemynear(var(31)),statetype != L && enemynear(var(31)),stateno != [120,155]
triggerall = ctrl || stateno = 52 || (stateno = 120 && prevstateno = [160,162])
triggerall = !var(30)
trigger1 = p2bodydist x <= 25
trigger1 = p2dist x > 0

;----------------------------------------------
;LZR{
;----------------------------------------------

;CX^g`[W
[State -1]
type = ChangeState
value = 900
triggerall = var(59) && roundstate = 2
triggerall = enemynear(var(31)),movetype = H && enemynear(var(31)),statetype != A
triggerall = enemynear(var(31)),statetype != L && enemynear(var(31)),stateno != [120,155] 
triggerall = var(8) = 1 || var(7) >= 200
triggerall = var(7) >= 0
triggerall = var(30) = 0
trigger1 = stateno = 220 && movehit = 1

;U
[State -1]
type = ChangeState
value = 210
triggerall = var(59) && roundstate = 2
triggerall = enemynear(var(31)),movetype = H && enemynear(var(31)),statetype != A
triggerall = enemynear(var(31)),statetype != L && enemynear(var(31)),stateno != [120,155]
triggerall = p2bodydist x <= 35
triggerall = !var(30)
trigger1 = stateno = 200 || stateno = 400 
trigger1 = movehit

;U
[State -1]
type = ChangeState
value = 215
triggerall = var(59) && roundstate = 2
triggerall = enemynear(var(31)),movetype = H && enemynear(var(31)),statetype != A
triggerall = enemynear(var(31)),statetype != L && enemynear(var(31)),stateno != [120,155]
triggerall = !var(30)
trigger1 = stateno = 210 
trigger1 = movehit
trigger1 = (var(8) || var(7) >= 198) = 0

;U
[State -1]
type = ChangeState
value = 220
triggerall = var(59) && roundstate = 2
triggerall = enemynear(var(31)),movetype = H && enemynear(var(31)),statetype != A
triggerall = enemynear(var(31)),statetype != L && enemynear(var(31)),stateno != [120,155]
triggerall = !var(30)
trigger1 = stateno = 210 || stateno = 215 || stateno = 410
trigger1 = movehit = [1,6]
trigger1 = var(8) || var(7) >= 198 || enemynear(var(31)),life*enemynear(var(31)),const(data.defence) < 6000*fvar(0)

;x
[State -1,17]
type = ChangeState
value = 1000
triggerall = var(59) && roundstate = 2
triggerall = enemynear(var(31)),movetype = H && enemynear(var(31)),statetype != A
triggerall = enemynear(var(31)),statetype != L && enemynear(var(31)),stateno != [120,155]
triggerall = !var(30)
trigger1 = !(enemynear(var(31)),authorname = "Muteki")
trigger1 = random <= 250*var(59)
trigger1 = p2bodydist x <= 20
trigger1 = stateno = 220 || stateno = 250
trigger1 = movehit
trigger1 = enemynear(var(31)),gethitvar(hittime) < 4

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

;----------------------------------------------
;ډ
;----------------------------------------------
;󒆋U
[State -1]
type = ChangeState
value = 620
triggerall = var(59) && roundstate = 2
triggerall = enemynear(var(31)),movetype = H && enemynear(var(31)),statetype != A
triggerall = enemynear(var(31)),statetype != L && enemynear(var(31)),stateno != [120,155]
triggerall = ctrl || (stateno = 120 && prevstateno = [160,162]) 
triggerall = statetype = A
trigger1 = numtarget(620)
trigger1 = p2dist x > -10
trigger1 = p2bodydist x <= 60
;----------------------------------------------
;LZR{
;----------------------------------------------
;CX^g`[W
[State -1]
type = null;ChangeState
value = 900
triggerall = var(59) && roundstate = 2
triggerall = enemynear(var(31)),movetype = H && enemynear(var(31)),statetype != A
triggerall = enemynear(var(31)),statetype != L && enemynear(var(31)),stateno != [120,155] 
triggerall = var(8) = 1 || var(7) >= 200
triggerall = var(7) >= 0
triggerall = var(30) = 0
trigger1 = stateno = 620 && movehit = 1
trigger1 = pos y + 16*vel y + 0.5*256*fvar(39) < 0
;_________________________________________________________
;
;
;_________________________________________________________

[state -3,jump]
type=changestate
value=42
triggerall = (var(59)=[2,10])&&roundstate=2
triggerall = statetype!=A
triggerall = ctrl || stateno = [100,101]
triggerall = random <= 16*var(59)**3
triggerall = enemynear(var(31)),time >= 60*fvar(31) || fvar(31) < 0.01 || random <= 15
trigger1 = enemynear(var(31)),hitdefattr=SC,NT,ST,HT 
trigger1 = enemynear(var(31)),time < -enemynear(var(31)),animtime || enemynear(var(31)),animtime >= 0 || enemynear(var(31)),time <= 5
trigger1 = p2bodydist X < 80
trigger2 = enemynear(var(31)),time <= 10 && enemynear(var(31)),stateno = [800,899]
trigger2 = p2bodydist X < 80
trigger3 = stateno = [100,101]
trigger3 = inguarddist && var(25) = 0
trigger3 = random <= 100
trigger3 = enemynear(var(31)),movetype != H || enemynear(var(31)),statetype = L || enemynear(var(31)),stateno = [120,155]

[state -3,jump]
type=changestate
value = 41 + ifelse((enemynear(var(31)),vel x > 4.0) , 1 , 0)
triggerall = (var(59)=[2,10])&&roundstate=2
triggerall = statetype!=A
triggerall = ctrl || stateno = [100,101]
triggerall = random <= 16*var(59)**3
triggerall = enemynear(var(31)),time >= 60*fvar(31) || fvar(31) < 0.01 || random <= 15
triggerall = enemynear(var(31)),p2bodydist x <= 80 && enemynear(var(31)),p2dist x > 0
trigger1 = numhelper(40001)
trigger1 = helper(40001),var(0) 
trigger1 = enemynear(var(31)),stateno = helper(40001),var(0)
trigger2 = numhelper(40001)
trigger2 = helper(40001),var(1) 
trigger2 = enemynear(var(31)),stateno = helper(40001),var(1)
trigger3 = numhelper(40001)
trigger3 = helper(40001),var(2) 
trigger3 = enemynear(var(31)),stateno = helper(40001),var(2)
trigger4 = numhelper(40001)
trigger4 = helper(40001),var(3) 
trigger4 = enemynear(var(31)),stateno = helper(40001),var(3)
trigger5 = numhelper(40001)
trigger5 = helper(40001),var(4) 
trigger5 = enemynear(var(31)),stateno = helper(40001),var(4)

[state -3,jump]
type=changestate
value=41
triggerall = (var(59)=[2,10])&&roundstate=2
triggerall = statetype!=A
triggerall = ctrl || stateno = [100,101]
triggerall = random <= 100*var(59)
trigger1 = numhelper(40002)
trigger1 = !inguarddist && helper(40002),inguarddist
trigger1 = !(enemynear(var(31)),hitdefattr = SCA,AA,AT)

[state -3,jump]
type=changestate
value=41
triggerall = (var(59)=[2,10])&&roundstate=2
triggerall = statetype!=A
triggerall = random <= 50*var(59)*var(59)
trigger1 = stateno = 510
trigger1 = movehit || var(28) && movereversed > 1
trigger1 = enemynear(var(31)),statetype = A && enemynear(var(31)),movetype != H
;_________________________________________________________
;
;K[h1
;_________________________________________________________

[State -1, e-2]
Type = ChangeState
Value = 120
triggerall = var(59) > 0
triggerall = random < 16*var(59)**3
triggerall = roundstate = 2
triggerall = stateno != 120 || time >= 1 && anim != 21 + 2*var(30)
triggerall = ctrl&&statetype !=A
triggerall = (enemynear(var(31)),hitdefattr =,NT,ST,HT)=0
triggerall = stateno != [100,101]
triggerall = var(25) = 0
triggerall = !var(47)
trigger1 = iNguarddist
trigger2 = numenemy = 1
trigger2 = numhelper(40001)
trigger2 = helper(40001),inguarddist
trigger3 = numenemy = 1
trigger3 = numhelper(40002)
trigger3 = helper(40002),inguarddist || helper(40002),var(0) = 1

[State -1, e-2]
Type = ChangeState
Value = 120
triggerall = var(59) > 0
triggerall = roundstate = 2
triggerall = stateno != 120 || time >= 1 && anim != 21 + 2*var(30)
triggerall = ctrl&&statetype !=A
triggerall = (enemynear(var(31)),hitdefattr =,NT,ST,HT)=0
triggerall = var(25) = 0
triggerall = stateno != [100,101]
triggerall = var(47)
triggerall = numhelper(40001)
triggerall = (enemynear(var(31)),pos x - pos x)*helper(40001),var(var(46) + 40) > 0
triggerall = abs(p2dist x) > 10 || var(45) < 100 || backedgebodydist < 15 && p2dist x > 0
triggerall = random <= 880 + 30*var(59) || statetype = C
trigger1 = inguarddist
trigger1 = helper(40002),var(13) = 1|| enemynear(var(31)),numhelper > var(58) || enemynear(var(31)),numproj > 0 || random <= 500
trigger2 = numenemy = 1
trigger2 = helper(40001),inguarddist
trigger3 = numenemy = 1
trigger3 = numhelper(40002)
trigger3 = helper(40002),inguarddist || helper(40002),var(0) = 1

[State -1, e-3]
Type = ChangeState
Value = 120
triggerall = var(59) = [1,10]
triggerall = ctrl && statetype = A&&var(25)=0
triggerall = var(30)
triggerall = inguarddist
trigger1 = stateno != 120 || animtime = 0

;_________________________________________________________
;
;󂯐g
;_________________________________________________________

;󒆋U()
[State -1,40]
type = ChangeState
value = 720
triggerall = (var(59)=[2,10])&&roundstate=2
triggerall = statetype=A && ctrl
triggerall = var(59)>=4 || random <= 30 * var(59) * var(59)
triggerall = enemynear(var(31)),statetype =A 
triggerall = var(44)
triggerall = !var(47) || enemynear(var(31)),time >= 60*fvar(31)
triggerall = p2bodydist x <= 15 && p2dist x > 0
triggerall = p2bodydist y = [-25,40]
triggerall = p2stateno = [5210,5219]
triggerall = var(30)
trigger1 = enemynear(var(31)),time = [15,20]

;󒆋U
[State -1,40]
type = ChangeState
value = 720
triggerall = (var(59)=[2,10])&&roundstate=2
triggerall = statetype=A 
triggerall = ctrl || (stateno = 710 || stateno = 700) && movecontact || (stateno = 120 && prevstateno = [160,162])
triggerall = var(44)
triggerall = !var(47) || enemynear(var(31)),time >= 60*fvar(31)
triggerall = var(59)>=4 || random <= 30 * var(59) * var(59)
triggerall = enemynear(var(31)),statetype =A 
triggerall = pos y + 18*vel y + 0.5*324*fvar(39) < 20
triggerall = enemynear(var(31)),pos y + 18*fvar(11)  + 162*fvar(38) <= 0
triggerall = p2bodydist x <= 100 && p2dist x > 0
triggerall = p2bodydist y + 18*(fvar(11) - vel y) + 162*(fvar(38) - fvar(39))= [-45,70]
triggerall = p2stateno = [5210,5219]
triggerall = var(30)
trigger1 = enemynear(var(31)),time = [1,2]

;󒆒U
[State -1,40]
type = ChangeState
value = 710
triggerall = (var(59)=[2,10])&&roundstate=2
triggerall = statetype=A
triggerall = ctrl || stateno = 700 && movecontact || (stateno = 120 && prevstateno = [160,162])
triggerall = var(44)
triggerall = !var(47) || enemynear(var(31)),time >= 60*fvar(31)
triggerall = var(59)>=4 || random <= 30 * var(59) * var(59)
triggerall = enemynear(var(31)),statetype =A 
triggerall = pos y + 8*vel y + 0.5*64*fvar(39) < 0
triggerall = enemynear(var(31)),pos y + 8*fvar(11)  + 64*fvar(38) <= 20
triggerall = p2bodydist x <= 100 && p2dist x > -60
triggerall = p2bodydist y + 8*(fvar(11) - vel y) + 64*(fvar(38) - fvar(39))= [-80,110]
triggerall = p2stateno = [5210,5219]
triggerall = var(30)
trigger1 = enemynear(var(31)),time = [10,12]

;ႪݒU
[State -1]
type = ChangeState
value = 510
triggerall = (var(59)=[2,10])&&roundstate=2
triggerall = statetype!=A 
triggerall = ctrl || (stateno = 120 && prevstateno = [160,162])
triggerall = var(44)
triggerall = !var(47)|| enemynear(var(31)),time >= 60*fvar(31) || p2stateno != [5210,5219]
triggerall = var(59)>=4 || random <= 30 * var(59) * var(59)
triggerall = enemynear(var(31)),statetype =A 
triggerall = enemynear(var(31)),pos y + 13*fvar(11)  + 169*fvar(38) = [-65,10]
triggerall = p2bodydist x = [-50,70]
triggerall = (enemynear(var(31)),prevstateno = [5210,5219]) || p2stateno = [5210,5219]
triggerall = var(30)
triggerall = random <= 64*var(59)**2
trigger1 = enemynear(var(31)),time > 5
trigger2 = enemynear(var(31)),prevstateno = [5210,5219]
trigger2 = enemynear(var(31)),ctrl = 0 || enemynear(var(31)),stateno != [50,55]

;U
[State -1]
type = ChangeState
value = 300
triggerall = (var(59)=[2,10])&&roundstate=2
triggerall = statetype!=A 
triggerall = ctrl || (stateno = 120 && prevstateno = [160,162])
triggerall = var(44)
triggerall = !var(47) || enemynear(var(31)),time >= 60*fvar(31) || p2stateno != [5210,5219]
triggerall = var(59)>=4 || random <= 30 * var(59) * var(59)
triggerall = enemynear(var(31)),statetype =A 
triggerall = enemynear(var(31)),pos y + 4*fvar(11)  + 16*fvar(38) = [-15,10]
triggerall = p2bodydist x = [-50,70]
triggerall = (enemynear(var(31)),prevstateno = [5210,5219]) || p2stateno = [5210,5219]
triggerall = var(30)
trigger1 = enemynear(var(31)),time > 12
trigger2 = enemynear(var(31)),prevstateno = [5210,5219]
trigger2 = enemynear(var(31)),ctrl = 0 || enemynear(var(31)),stateno != [50,55]
;_________________________________________________________
;
;NU(|)
;_________________________________________________________
[state -3]
type = changestate
value = 100
triggerall = var(59) && roundstate = 2
triggerall = ctrl || stateno = 52
triggerall = statetype != A
triggerall = enemynear(var(31)),statetype = L
triggerall = var(30)
trigger1 = !var(47)
trigger1 = enemynear(var(31)),stateno = [5100,5110]
trigger1 = enemynear(var(31)),frontedgebodydist > 20 && facing = enemynear(var(31)),facing || enemynear(var(31)),backedgebodydist > 20 && facing != enemynear(var(31)),facing
trigger1 = p2bodydist x <= 90
trigger2 = var(47)
trigger2 = enemynear(var(31)),stateno = [5100,5110]
trigger2 = p2bodydist x >= 80 || p2bodydist x <= 30 && random <= 25

[state -3]
type = changestate
value = 42
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(31)),statetype = L
triggerall = var(30)
triggerall = random <= 60
trigger1 = stateno = 100 && time >= 12 || stateno = 101
trigger1 = enemynear(var(31)),stateno = 5110 && enemynear(var(31)),time >= 0.3*enemynear(var(31)),const(data.liedown.time) || enemynear(var(31)),stateno = 5120 
trigger1 = p2dist x <= 55
trigger2 = stateno = 100 && time >= 12 || stateno = 101
trigger2 = enemynear(var(31)),const(data.liedown.time) <= 45
trigger2 = p2dist x <= 55
trigger2 = enemynear(var(31)),stateno = [5100,5110]

;ߒ
[state -3]
type = ChangeState
value = 311
triggerall = var(59) && roundstate = 2
triggerall = statetype != A 
triggerall = ctrl || (stateno = 120 && prevstateno = [160,162])
triggerall = enemynear(var(31)),statetype = L
triggerall = var(30)
triggerall = var(47)
trigger1 = p2stateno = 5120 && enemynear(var(31)),animtime = [-7,-4]
trigger1 = p2bodydist x < 10
trigger1 = random <= 200

;x
[State -1]
type = ChangeState
value = 1120
triggerall = roundstate = 2&& var(59)
triggerall = statetype !=A 
triggerall = ctrl || (stateno = 120 && prevstateno = [160,162])
triggerall = enemynear(var(31)),statetype != A
triggerall = var(30)
triggerall = var(47)
triggerall = p2dist x > 0
triggerall = var(7) >= 200 && var(8) = 0 || var(8) = 1 && var(7) <= 150
triggerall = ctrl || (stateno = 120 && prevstateno = [160,162])|| stateno = 52 || stateno = [100,101]
trigger1 = p2bodydist x <= 35
trigger1 = enemynear(var(31)),stateno = 5120 && enemynear(var(31)),animtime = [-11,-9]
trigger1 = random <= 150

;g@|
[State -3,g@]
type = ChangeState
value = 1203
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(31)),statetype = L
triggerall = var(30)
triggerall = var(47)
triggerall = var(7) >= 200 && var(8) = 0 || var(8) = 1 && var(7) <= 150
triggerall = ctrl || (stateno = 120 && prevstateno = [160,162])|| stateno = 52 || stateno = [100,101]
triggerall = p2dist x > 0
trigger1 = p2bodydist x <= 80
trigger1 = enemynear(var(31)),stateno = 5120 && enemynear(var(31)),animtime = [-3,-1]
trigger1 = random <= 250

[state -3]
type = changestate
value = 710
triggerall = var(59) && roundstate = 2
triggerall = statetype = A 
triggerall = ctrl || (stateno = 120 && prevstateno = [160,162])
triggerall = enemynear(var(31)),statetype = L || enemynear(var(31)),stateno = 0
triggerall = var(30)
trigger1 = (enemynear(var(31)),stateno = [5120,5125]) && enemynear(var(31)),animtime >= -4 || enemynear(var(31)),prevstateno = 5120
trigger1 = p2dist x = [-80,80]
trigger1 = vel y > 0 || p2dist x < 0 && random <= 250

;_________________________________________________________
;
;NU(f)
;_________________________________________________________

;_________________________________________________________
;
;ł&&RCꂽ(|)
;_________________________________________________________
;=================
;ctrl
;=================
;x
[State -1]
type = ChangeState
value = 1120
triggerall = roundstate = 2&& var(59)
triggerall = statetype !=A 
triggerall = ctrl || (stateno = 120 && prevstateno = [160,162])
triggerall = enemynear(var(31)),statetype != A
triggerall = var(30)
triggerall = var(47)
triggerall = p2dist x > 0
triggerall = p2stateno = [150,155]
trigger1 = enemynear(var(31)),gethitvar(hittime) = [13,15]
trigger1 = p2bodydist x <= 40
trigger1 = random <= 200

;=================
;ctrl = 0
;=================
;CX^g`[W
[State -1]
type = ChangeState
value = 900
triggerall = roundstate = 2 && var(59)
triggerall = var(8) = 1 || var(7) >= 200
triggerall = var(7) >= 0
triggerall = var(30) = 1
trigger1 = stateno = 570 
trigger1 = moveguarded || var(28) && movereversed > 4
trigger2 = stateno = 1201 || stateno = 1204
trigger2 = moveguarded || var(28) && movereversed > 4
trigger2 = !var(43)

;x
[State -1]
type = ChangeState
value = 1110
triggerall = roundstate = 2&& var(59)
triggerall = statetype !=A 
triggerall = enemynear(var(31)),statetype != A
triggerall = var(30)
triggerall = var(47) || palno =[11,12]
triggerall = p2dist x > 0
triggerall = var(7) >= 200 && var(8) = 0 || var(8) = 1 && var(7) <= 150
trigger1 = stateno = 300 && movecontact = 1
trigger1 = p2bodydist x <= 35
trigger1 = numtarget(300)
trigger1 = random <= 250

;x
[State -1]
type = ChangeState
value = 1120
triggerall = roundstate = 2&& var(59)
triggerall = statetype !=A
triggerall = enemynear(var(31)),statetype != A
triggerall = var(30)
triggerall = var(47)
triggerall = p2dist x > 0
triggerall = random <= 400
trigger1 = (stateno = [310,315]) || stateno = 510 || stateno = 560
trigger1 = moveguarded = 3
trigger1 = p2bodydist x <= 40
trigger2 = stateno = 360 || stateno = 520 
trigger2 = moveguarded = 7
trigger2 = p2bodydist x <= 40

;g@|
[State -3,g@]
type = ChangeState
value = 1203
triggerall = roundstate = 2&& var(59)
triggerall = statetype !=A
triggerall = enemynear(var(31)),statetype != A
triggerall = var(30)
triggerall = var(47)
triggerall = p2dist x > 0
triggerall = var(7) >= 200 || var(8) && var(7) <= 150
triggerall = random <= 350
trigger1 = (stateno = [310,315]) || stateno = 510 || stateno = 560
trigger1 = moveguarded = 10
trigger1 = p2bodydist x <= 45
trigger2 = stateno = 360 || stateno = 520 
trigger2 = moveguarded = 12
trigger2 = p2bodydist x <= 45

[state -3]
type = changestate
value = 1100
triggerall =roundstate = 2&& var(59)
triggerall = statetype !=A
triggerall = enemynear(var(31)),statetype != A
triggerall = var(30)
triggerall = p2dist x > 0
trigger1 = (stateno = [300,315]) || (stateno = [350,360]) || stateno = [500,560]
trigger1 = moveguarded
trigger1 = enemynear(var(31)),gethitvar(hittime) = 3
trigger1 = p2bodydist x <= 10
trigger2 = (stateno = [300,315]) || (stateno = [350,360])|| stateno = [500,560]
trigger2 = movehit || var(28) && movereversed > 4
trigger2 = enemynear(var(31)),movetype != H
trigger2 = p2bodydist x <= 15

;㉳
[State -1]
type = ChangeState
value = 1300
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
triggerall = stateno != 101
triggerall = var(30) = 1
triggerall = enemynear(var(31)),statetype != L
triggerall = enemynear(var(31)),statetype!=A && enemynear(var(31)),movetype = H && enemynear(var(31)),stateno = [120,155]
trigger1 = stateno = 520
trigger1 = moveguarded
trigger1 = !var(47) || random <= 50

;ߒU
[State -1]
type = ChangeState
value = 310
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
triggerall = stateno != 101
triggerall = var(30) = 1
triggerall = enemynear(var(31)),statetype != L
triggerall = enemynear(var(31)),statetype!=A && enemynear(var(31)),movetype = H && enemynear(var(31)),stateno = [120,155]
trigger1 = stateno = 300 || stateno = 500
trigger1 = moveguarded && var(47)
trigger1 = p2bodydist x <= 35

;U
[State -1]
type = ChangeState
value = 500
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
triggerall = stateno != 101
triggerall = var(30) = 1
triggerall = enemynear(var(31)),statetype != L
triggerall = enemynear(var(31)),statetype!=A && enemynear(var(31)),movetype = H && enemynear(var(31)),stateno = [120,155]
trigger1 = stateno = 500
trigger1 = moveguarded
trigger1 = p2bodydist x < 90
trigger2 = ctrl || (stateno = 120 && prevstateno = [160,162])
trigger2 = p2stateno = [150,155]
trigger2 = random <= 100*numenemy
trigger2 = p2bodydist x < 90

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

;󒆒U
[State -1]
type = ChangeState
value = 710
triggerall = var(59)>0 && roundstate = 2
triggerall = var(30) = 1
triggerall = statetype = A
trigger1 = stateno = 700
trigger1 = moveguarded

;󒆃Wv
[State -1]
type = ChangeState
value = 46
triggerall = var(59)>0 && roundstate = 2
triggerall = var(30) = 1
triggerall = statetype = A
triggerall = var(1) = 0
triggerall = var(2) = 0
triggerall = Var(10) = 0
trigger1 = stateno = 710
trigger1 = moveguarded || movehit && p2movetype != H || movereversed > 1 && var(28) || movehit && vel y < -2
trigger1 = p2statetype = A && p2bodydist y < 0 && vel y < 0 || vel y = [-2,0]

;󒆃_bV
[State -1]
type = ChangeState
value = 110
triggerall = var(59)>0 && roundstate = 2
triggerall = var(30) = 1
triggerall = statetype = A
triggerall = Var(10) = 0
triggerall = pos y < -20
triggerall = !inguarddist
trigger1 = stateno = 710
trigger1 = movecontact 
trigger1 = fvar(34) <= 120 && vel y < -2

;󒆃obN_bV
[State -1]
type = ChangeState
value = 115
triggerall = var(59)>0 && roundstate = 2
triggerall = var(30) = 1
triggerall = statetype = A
triggerall = Var(10) = 0
triggerall = pos y < -20
triggerall = !inguarddist
trigger1 = stateno = 710
trigger1 = moveguarded = 1 || (movehit = [1,3])&& p2movetype != H || movereversed > 1 && var(28)
trigger1 = random <= 250

;_________________________________________________________
;
;ł(f)
;_________________________________________________________
;x
[State -1,17]
type = ChangeState
value = 1000
triggerall = enemynear(var(31)),movetype!=H
triggerall = enemynear(var(31)),statetype != L
triggerall = P2bodyDist X <= 15
triggerall = p2dist x>0
triggerall = enemynear(var(31)),statetype != A
triggerall = var(59) = [1,10]
triggerall = statetype != A
triggerall = !var(30)
triggerall = ctrl || stateno = 52|| (stateno = 120 && prevstateno = [160,162])
triggerall = random <= 16*var(59)*var(59)
trigger1 = stateno = 200 || stateno = 400 || stateno = 210
trigger1 = movecontact || var(28) && movereversed > 1


[state -1]
type = changestate
value = 200
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
triggerall = stateno != 101
triggerall = var(30) = 0
triggerall = enemynear(var(31)),statetype != L && enemynear(var(31)),statetype != C
trigger1 = stateno = 200 || stateno = 400
trigger1 = moveguarded || var(28) && movereversed > 1
trigger1 = p2bodydist x < 35
trigger2 = ctrl
trigger2 = enemynear(var(31)),movetype = H && enemynear(var(31)),stateno = [120,155]
trigger2 = enemynear(var(31)),gethitvar(hittime) > 4 - 2*(enemynear(var(31)),statetype = A)
trigger2 = enemynear(var(31)),statetype != A || enemynear(var(31)),pos y > -30
trigger2 = p2bodydist x < 20

[state -1]
type = changestate
value = 400
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
triggerall = stateno != 101
triggerall = var(30) = 0
triggerall = enemynear(var(31)),statetype != L
triggerall = enemynear(var(31)),statetype!=A
trigger1 = stateno = 400
trigger1 = moveguarded || var(28) && movereversed > 1
trigger1 = p2bodydist x < 35

;_________________________________________________________
;
;Zӂ(|)
;_________________________________________________________
;ς鉳̔w
[State -1]
type = ChangeState
value = 4000
triggerall = var(59) && roundstate = 2
triggerall = power >= 3000
triggerall = life <= 0.333*const(data.life)
triggerall = var(30) = 1
triggerall = var(25) < 20
triggerall = statetype != A 
triggerall = ctrl || stateno = 52 || (stateno = 120 && prevstateno = [160,162])
triggerall = enemynear(var(31)),movetype != H || enemynear(var(31)),statetype = L
trigger1 = life > 0.2*lifemax
trigger1 = roundno >= 2 && (teammode =single || teammode = simul) || teammode = turns && (roundsexisted >= 1 || roundno >= 6)

;U
[State -1]
type = ChangeState
value = 300
triggerall = RoundState = 2 && var(59)
triggerall = var(30) = 1
triggerall = stateno != 101
triggerall = statetype != A 
triggerall = ctrl || stateno = 52 || (stateno = 120 && prevstateno = [160,162])
triggerall = numhelper(40002)
triggerall = !inguarddist && !var(47) || var(47) && ((helper(40002),var(10))%3 != 1 || (enemynear,numproj > 0) + (enemynear,numhelper>var(58)) && inguarddist)|| var(25)
triggerall = enemynear(var(31)),statetype != L && enemynear(var(31)),movetype != H && enemynear(var(31)),stateno != [120,155]
trigger1 = enemynear(var(31)),statetype != A
trigger1 = p2bodydist x < 90
trigger1 = random <= 25 + 100*(var(25) != 0) + 60*(p2bodydist x < 25)

;U
[State -1]
type = ChangeState
value = 500
triggerall = RoundState = 2 && var(59)
triggerall = var(30) = 1
triggerall = stateno != 101
triggerall = statetype != A 
triggerall = ctrl || stateno = 52 || (stateno = 120 && prevstateno = [160,162])
triggerall = numhelper(40002)
triggerall = !inguarddist && !var(47) || var(47) && ((helper(40002),var(10))%3 != 1 || (enemynear,numproj > 0) + (enemynear,numhelper>var(58)) && inguarddist)|| var(25)
triggerall = enemynear(var(31)),statetype != L && enemynear(var(31)),movetype != H && enemynear(var(31)),stateno != [120,155]
trigger1 = enemynear(var(31)),statetype != A
trigger1 = p2bodydist x =[70,95]
trigger1 = random <= 40 + 100*(var(25) != 0)

;U
[State -1]
type = ChangeState
value = 315
triggerall = RoundState = 2 && var(59)
triggerall = var(30) = 1
triggerall = stateno != 101
triggerall = statetype != A 
triggerall = ctrl || stateno = 52 || (stateno = 120 && prevstateno = [160,162])
triggerall = numhelper(40002)
triggerall = !inguarddist && !var(47) || var(47) && ((helper(40002),var(10))%3 != 1 || (enemynear,numproj > 0) + (enemynear,numhelper>var(58)) && inguarddist)|| var(25)
triggerall = enemynear(var(31)),statetype != L && enemynear(var(31)),movetype != H
trigger1 = enemynear(var(31)),statetype != A || enemynear(var(31)),pos y >= -30 && fvar(11) > 0
trigger1 = p2bodydist x =[60,100]
trigger1 = random <= 20 + 120*(var(25) != 0)

;Ⴊ݋U
[State -1]
type = ChangeState
value = 520
triggerall = RoundState = 2 && var(59)
triggerall = var(30) = 1
triggerall = stateno != 101
triggerall = statetype != A 
triggerall = ctrl || stateno = 52 || (stateno = 120 && prevstateno = [160,162])
triggerall = numhelper(40002)
triggerall = !inguarddist && !var(47) || var(47) && ((helper(40002),var(10))%3 != 1 || (enemynear,numproj > 0) + (enemynear,numhelper>var(58)) && inguarddist)|| var(25)
triggerall = enemynear(var(31)),statetype != L && enemynear(var(31)),movetype != H
trigger1 = enemynear(var(31)),statetype != A
trigger1 = p2bodydist x =[40,80]
trigger1 = random <= 10 + 60*(var(25) != 0)

;U
[State -1]
type = ChangeState
value = 320
triggerall = RoundState = 2 && var(59)
triggerall = var(30) = 1
triggerall = stateno != 101
triggerall = statetype != A 
triggerall = ctrl || stateno = 52 || (stateno = 120 && prevstateno = [160,162])
triggerall = numhelper(40002)
triggerall = !inguarddist && !var(47) || var(47) && ((helper(40002),var(10))%3 != 1 || (enemynear,numproj > 0) + (enemynear,numhelper>var(58)) && inguarddist)|| var(25)
triggerall = enemynear(var(31)),statetype != L && enemynear(var(31)),movetype != H
trigger1 = enemynear(var(31)),statetype != A || enemynear(var(31)),pos y >= -50 && fvar(11) > 0
trigger1 = p2bodydist x =[90,140]
trigger1 = random <= 10 + 40*(var(25) != 0)

;㉳x
[State -1]
type = ChangeState
value = 1100
triggerall = RoundState = 2 && var(59)
triggerall = var(30) = 1
triggerall = statetype != A 
triggerall = ctrl || stateno = 52 || (stateno = 120 && prevstateno = [160,162]) || stateno = [100,101]
triggerall = numhelper(40002)
triggerall = !inguarddist && !var(47) || var(47) && ((helper(40002),var(10))%3 != 1 || (enemynear,numproj > 0) + (enemynear,numhelper>var(58)) && inguarddist)|| var(25)
triggerall = enemynear(var(31)),statetype != L && enemynear(var(31)),movetype != H
triggerall = enemynear(var(31)),statetype != A || var(47) && helper(40002),var(10) <=5
triggerall = p2dist x > 0
trigger1 = stateno = [100,101]
trigger1 = p2bodydist x <= 15
trigger1 = p2movetype = I
trigger1 = random <= 80

;x
[State -1]
type = ChangeState
value = 1120
triggerall = roundstate = 2&& var(59)
triggerall = statetype !=A
triggerall = enemynear(var(31)),statetype != A
triggerall = var(30)
;triggerall = var(47) 
triggerall = ctrl || stateno = 52 || (stateno = 120 && prevstateno = [160,162]) || stateno = [100,101]
triggerall = numhelper(40002)
triggerall = !inguarddist && !var(47) || var(47) && ((helper(40002),var(10))%3 != 1 || (enemynear,numproj > 0) + (enemynear,numhelper>var(58)) && inguarddist)|| var(25)
triggerall = enemynear(var(31)),statetype != L && enemynear(var(31)),movetype != H
triggerall = enemynear(var(31)),statetype != A || var(47) && helper(40002),var(10) <= 5
triggerall = p2dist x > 0
trigger1 = stateno = 101
trigger1 = p2bodydist x <= 35
trigger1 = random <= 30

;Ui_bVj
[State -1]
type = ChangeState
value = 360
triggerall = RoundState = 2 && var(59)
triggerall = var(30) = 1
triggerall = stateno = 100
triggerall = enemynear(var(31)),statetype != L
triggerall = enemynear(var(31)),statetype != A || enemynear(var(31)),stateno = [40,44]
trigger1 = p2bodydist x <= 80
trigger1 = random <= 60 + 120*(var(25) != 0)

;Ⴊ݋U(_bV) 
[State -1]
type = ChangeState
value = 570
triggerall = RoundState = 2 && var(59)
triggerall = var(30) = 1
triggerall = stateno = 100
triggerall = enemynear(var(31)),statetype != L
triggerall = enemynear(var(31)),statetype != A || enemynear(var(31)),stateno = [40,44]
triggerall = var(7) >= 200 || var(8) = 1 && var(7) <= 150
trigger1 = p2bodydist x <= 80
trigger1 = random <= 10 + 120*(var(25) != 0)


;--------------------
;statetype = A
;--------------------
;󒆎U
[State -1]
type = ChangeState
value = 700
triggerall = RoundState = 2 && var(59)
triggerall = var(30) = 1
triggerall = statetype = A 
triggerall = ctrl || (stateno = 120 && prevstateno = [160,162])
triggerall = enemynear(var(31)),movetype != H
triggerall = enemynear(var(31)),statetype != L
triggerall = var(47)&&var(44)||p2stateno != [5210,5219]
trigger1 = p2bodydist x - 7*vel x <= 90
trigger1 = p2bodydist y +7*(fvar(11) - vel y) + 0.5*49*(fvar(38) - fvar(39))= [-10,90]
trigger1 = p2dist x > 10
trigger1 = random <= 120 + 150*(stateno = 120)*(prevstateno = 162)*var(14)

;󒆒U
[State -1]
type = ChangeState
value = 710
triggerall = RoundState = 2 && var(59)
triggerall = var(30) = 1
triggerall = statetype = A 
triggerall = ctrl || (stateno = 120 && prevstateno = [160,162])
triggerall = enemynear(var(31)),movetype != H
triggerall = enemynear(var(31)),statetype != L
triggerall = var(47)&&var(44)||p2stateno != [5210,5219]
trigger1 = p2bodydist x - 9*vel x <= 80
trigger1 = p2bodydist y + 9*(fvar(11) - vel y) + 0.5*81*(fvar(38) - fvar(39))= [-65,90]
trigger1 = p2dist x > -60
trigger1 = random <= 100 + 30*(p2bodydist x <30) + 150*(stateno = 120)*(prevstateno = 162)*var(14)
trigger1 = vel y > 0 || p2bodydist x < 30

;󒆋U
[State -1]
type = ChangeState
value = 720
triggerall = RoundState = 2 && var(59)
triggerall = var(30) = 1
triggerall = statetype = A 
triggerall = ctrl || (stateno = 120 && prevstateno = [160,162])
triggerall = enemynear(var(31)),movetype != H
triggerall = enemynear(var(31)),statetype != L
triggerall = var(47)&&var(44)||p2stateno != [5210,5219]
trigger1 = p2bodydist x - 18*vel x = [90,130]
trigger1 = p2bodydist y + 18*(fvar(11) - vel y) + 0.5*18*18*(fvar(38)*(p2statetype = A) - fvar(39))= [-20,85]
trigger1 = p2dist x > -10
trigger1 = random <= 40
trigger2 = p2dist x > 0
trigger2 = p2bodydist x <= 10
trigger2 = p2bodydist y = [-5,40]
trigger2 = random <= 150
;_________________________________________________________
;
;Zӂ(f)
;_________________________________________________________
;ႪݎU
[State -1]
type = ChangeState
value = 400
triggerall = RoundState = 2 && var(59)
triggerall = var(30) = 0
triggerall = statetype != A 
triggerall = ctrl || stateno = 52 || (stateno = 120 && prevstateno = [160,162])
triggerall = numhelper(40002)
triggerall = p2dist x > 0
triggerall = !inguarddist && !var(47) || var(47) && ((helper(40002),var(10))%3 != 1 || (enemynear,numproj > 0) + (enemynear,numhelper>var(58)) && inguarddist)|| var(25)
triggerall = enemynear(var(31)),statetype != L && enemynear(var(31)),movetype != H
trigger1 = enemynear(var(31)),statetype != A
trigger1 = p2bodydist x < 30
trigger1 = random <= 90 + 150*(var(25) != 0)

;ႪݒU
[State -1]
type = ChangeState
value = 410
triggerall = RoundState = 2 && var(59)
triggerall = var(30) = 0
triggerall = statetype != A 
triggerall = ctrl || stateno = 52 || (stateno = 120 && prevstateno = [160,162])
triggerall = numhelper(40002)
triggerall = p2dist x > 0
triggerall = !inguarddist && !var(47) || var(47) && ((helper(40002),var(10))%3 != 1 || (enemynear,numproj > 0) + (enemynear,numhelper>var(58)) && inguarddist)|| var(25)
triggerall = enemynear(var(31)),statetype != L && enemynear(var(31)),movetype != H
trigger1 = enemynear(var(31)),statetype != A
trigger1 = p2bodydist x = [30,90]
trigger1 = random <= 20 + 90*(var(25) != 0)

;x
[State -1]
type = ChangeState
value = 1000
triggerall = RoundState = 2 && var(59)
triggerall = var(30) = 0
triggerall = statetype != A 
triggerall = ctrl || stateno = 52 || (stateno = 120 && prevstateno = [160,162]) || stateno = [100,101]
triggerall = numhelper(40002)
triggerall = !inguarddist && !var(47) || var(47) && ((helper(40002),var(10))%3 != 1 || (enemynear,numproj > 0) + (enemynear,numhelper>var(58)) && inguarddist)|| var(25)
triggerall = enemynear(var(31)),statetype != L && enemynear(var(31)),movetype != H
triggerall = enemynear(var(31)),statetype != A
triggerall = p2dist x > 0
trigger1 = stateno = 101 || ctrl || stateno = 120
trigger1 = p2bodydist x <= 15
trigger1 = p2movetype = I
trigger1 = random <= 50 + 120*(var(25) != 0) + 200*(stateno = 101)


;--------------------
;statetype = A
;--------------------
;󒆎U
[State -1]
type = ChangeState
value = 600
triggerall = RoundState = 2 && var(59)
triggerall = var(30) = 0
triggerall = statetype = A 
triggerall = ctrl
triggerall = enemynear(var(31)),movetype != H
triggerall = enemynear(var(31)),statetype != L
triggerall = p2stateno != [5210,5219]
trigger1 = p2bodydist x - 7*vel x <= 40
trigger1 = p2bodydist y = [-10,55]
trigger1 = p2dist x > 10
trigger1 = random <= 80

;󒆒U
[State -1]
type = ChangeState
value = 610
triggerall = RoundState = 2 && var(59)
triggerall = var(30) = 0
triggerall = statetype = A 
triggerall = ctrl|| (stateno = 120 && prevstateno = [160,162])
triggerall = enemynear(var(31)),movetype != H
triggerall = enemynear(var(31)),statetype != L
triggerall = p2stateno != [5210,5219]
trigger1 = p2bodydist x - 9*vel x <= 35
trigger1 = p2bodydist y = [-45,10]
trigger1 = p2dist x > 10
trigger1 = random <= 80

;󒆋U
[State -1]
type = ChangeState
value = 620
triggerall = RoundState = 2 && var(59)
triggerall = var(30) = 0
triggerall = statetype = A 
triggerall = ctrl || (stateno = 120 && prevstateno = [160,162])
triggerall = enemynear(var(31)),movetype != H
triggerall = enemynear(var(31)),statetype != L
triggerall = p2stateno != [5210,5219]
trigger1 = p2bodydist x - 11*vel x <= 30
trigger1 = p2bodydist y = [0,125]
trigger1 = p2dist x > -10
trigger1 = random <= 80
trigger2 = p2dist x > 0
trigger2 = p2bodydist x <= 10
trigger2 = p2bodydist y = [-5,40]
trigger2 = random <= 150
;_________________________________________________________
;
;K[h2
;_________________________________________________________

[State -1, e-3]
Type = ChangeState
Value = 120
triggerall = var(59) = [1,10]
triggerall = ctrl && statetype = A&&var(25)=0
trigger1 = !var(30)
trigger1 = inguarddist

;_________________________________________________________
;
;ړ(|)
;_________________________________________________________

[state -3,walk]
type= changestate
value=21
triggerall = var(59)>0&&roundstate=2
triggerall = ctrl&&statetype!=A
triggerall = stateno!=[21,22]
triggerall = stateno!=[101,103]
triggerall = p2bodydist x >0
triggerall = stateno != 10 || (stateno = 11 && time > 5 && random < 40) || !var(47)
triggerall = !inguarddist && (stateno !=120 || anim != 23)||var(25)>0||(enemynear(var(31)),movetype!=A&&var(53)=1)
triggerall = var(30)
triggerall = !numtarget(1170)
trigger1 = enemynear(var(31)),statetype != L
trigger1 = p2bodydist x > 55 && random < 120||enemynear(var(31)),movetype = H && frontedgebodydist > 40
trigger2 = enemynear(var(31)),statetype = L
trigger2 = backedgebodydist <40 && p2bodydist x >= 40 || var(47)

[state -3];walk back
type = changestate
value = 22
triggerall = var(59) && roundstate = 2
triggerall = statetype != A && ctrl
triggerall = stateno != [21,22]
triggerall = stateno != [100,101]
triggerall = var(30)
triggerall = stateno != 10 || (stateno = 11 && time > 5 && random < 40) || !var(47)
trigger1 = p2movetype != H || p2statetype = A && enemynear,canrecover
trigger1 = random <= 40 - 30*(var(25) != 0)

;Wv
[State -1]
type = ChangeState
value = 41
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 52 || stateno = 100
triggerall = var(30)
triggerall = enemynear(var(31)),movetype != H
triggerall = enemynear(var(31)),statetype != L
triggerall = stateno != 10 || (stateno = 11 && time > 5 && random < 40) || !var(47)
trigger1 = random <= 5
trigger1 = !inguarddist

;_bV
[State -1]
type = ChangeState
value = 100
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 52 || stateno = 101
triggerall = enemynear(var(31)),statetype != L
triggerall = numhelper(40002)
triggerall = !inguarddist && !var(47) || var(47) && ((helper(40002),var(10))%3 != 1 || (enemynear,numproj > 0) + (enemynear,numhelper>var(58)) && inguarddist)|| var(25)
triggerall = var(30)
triggerall = stateno != 10 || (stateno = 11 && time > 5 && random < 40) || !var(47)
trigger1 = p2movetype != H
trigger1 = p2bodydist x >= 60
trigger1 = random <= 30 + 60*(var(25) != 0) + 60*numhelper(1460)


;_________________________________________________________
;
;ړ(f)
;_________________________________________________________
;|
[state -1]
type = changestate
value = 950
triggerall = roundstate = 2 && var(59)
triggerall = var(30) = 0
triggerall = numhelper(1250)
triggerall = helper(1250),stateno = 1270 || helper(1250),stateno = 25001
triggerall = abs(helper(1250),pos x - pos x) < 30
triggerall = ctrl && statetype != A
triggerall = !var(43)
trigger1 = !numtarget(1000)
trigger1 = !inguarddist && !var(47) || var(47) && ((helper(40002),var(10))%3 != 1 || (enemynear,numproj > 0) + (enemynear,numhelper>var(58)) && inguarddist)|| var(25)
trigger1 = p2bodydist x >= 80 ||p2bodydist y <= -100|| p2statetype = L || facing = enemynear,facing || var(25)
trigger2 = inguarddist && enemynear,ctrl = 0 && enemynear,animtime > -15 || enemynear,ctrl
trigger2 = p2bodydist x > 50
trigger2 = random <= 100

[state -3,walk]
type= changestate
value=21
triggerall = var(59)>0&&roundstate=2
triggerall = ctrl&&statetype!=A
triggerall = stateno!=21&&stateno !=22&&stateno!=[101,103]
triggerall = p2bodydist x >0
triggerall = !inguarddist && (stateno !=120 || anim != 21)||var(25)>0
triggerall = !var(30)
triggerall = stateno != 10 || (stateno = 11 && time > 5 && random < 40) || !var(47)
trigger1 = enemynear(var(31)),statetype != L
trigger1 = p2bodydist x > 70||enemynear(var(31)),movetype = H
trigger1 = enemynear,stateno != 5656
trigger1 = random <= 120
trigger2 = enemynear(var(31)),statetype = L
trigger2 = backedgebodydist <40 && p2bodydist x >= 40
trigger3 = numtarget
trigger3 = target,stateno = 5656
trigger3 = target,facing*facing*target,vel x > 0 && fvar(1) < 0.80 || target,facing != facing && p2bodydist x + var(48)*facing*target,facing*target,vel x >= 5 + 20*(fvar(1)<=0.80)
trigger4 = numhelper(1250)
trigger4 = facing*(helper(1250),pos x - pos x) > 20
trigger4 = p2bodydist x > 130 && enemynear(var(31)),hitfall = 0|| p2statetype = L
trigger4 = !var(43)

[state -3];walk back
type = changestate
value = 22
triggerall = var(59) && roundstate = 2
triggerall = statetype != A && ctrl
triggerall = stateno != [21,22]
triggerall = stateno != [100,101]
triggerall = !var(30)
triggerall = stateno != 10 || (stateno = 11 && time > 5 && random < 40) || !var(47)
trigger1 = p2movetype != H || p2statetype = A && enemynear,canrecover
trigger1 = random <= 40 - 30*(var(25) != 0)
trigger2 = numtarget
trigger2 = target,stateno = 5656
trigger2 = p2bodydist x + var(48)*facing*target,facing*target,vel x < 0 + 20*(fvar(1) <= 0.80)
trigger3 = numhelper(1250)
trigger3 = facing*(helper(1250),pos x - pos x) < -20
trigger3 = p2bodydist x > 130 && enemynear(var(31)),hitfall = 0|| p2statetype = L
trigger3 = !var(43)

;Wv
[State -1]
type = ChangeState
value = 41
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 52 || stateno = 100
triggerall = !var(30)
triggerall = enemynear(var(31)),movetype != H
triggerall = enemynear(var(31)),statetype != L
triggerall = stateno != 10 || (stateno = 11 && time > 5 && random < 40) || !var(47)
trigger1 = random <= 25
trigger1 = !inguarddist
trigger1 = p2bodydist x > 80

;_bV
[State -1]
type = ChangeState
value = 100
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 52 || stateno = 101
triggerall = enemynear(var(31)),statetype != L
triggerall = !inguarddist && !var(47) || var(47) && ((helper(40002),var(10))%3 != 1 || (enemynear,numproj > 0) + (enemynear,numhelper>var(58)) && inguarddist)|| var(25)
triggerall = !var(30)
triggerall = stateno != 10 || (stateno = 11 && time > 5 && random < 40) || !var(47)
trigger1 = p2movetype != H
trigger1 = p2bodydist x >= 60
trigger1 = random <= 25 + 60*(var(25) != 0)

;󒆃_bV
[State -1]
type = ChangeState
value = 110
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = !var(10)
triggerall = ctrl 
triggerall = !var(30)
triggerall = pos y < -22
triggerall = enemynear(var(31)),movetype != H
triggerall = enemynear(var(31)),statetype != L
trigger1 = p2bodydist x > 85
trigger1 = !inguarddist
trigger1 = random <= 50

;󒆃obN_bV
[State -1]
type = ChangeState
value = 115
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = !var(10)
triggerall = ctrl 
triggerall = !var(30)
triggerall = enemynear(var(31)),movetype != H
triggerall = enemynear(var(31)),statetype != L
trigger1 = 0

;-------------------------------
;
;------------------------------
[state -3 , crouch]
type = changestate
value = 10
triggerall = roundstate = 2 && var(59)
triggerall = var(47)
triggerall = statetype = S && ctrl
triggerall = stateno != 10
trigger1 = stateno = 0
trigger1 = var(47) && helper(40002),var(var(46)) != [6,8]

[state -3 , crouch]
type = changestate
value = 11
triggerall = roundstate = 2 && var(59)
triggerall = var(47)
triggerall = ctrl
triggerall = stateno != 10
trigger1 = stateno = 12 && time <= 1
trigger1 = var(47) && helper(40002),var(var(46)) != [6,8]
trigger1 = random <= 990
;--------------------------------
;󂯐g
;--------------------------------
[State 5050, 5]; Recover in mid air
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = stateno = 5050
triggerall = CanRecover
triggerall = numhelper(40002)
triggerall = !inguarddist && helper(40002),inguarddist = 0 || roundstate != 2
triggerall = var(59)=[1,10]
trigger1 = p2bodydist x > 100 || p2bodydist y < -150
trigger1 = enemynear(var(31)),numhelper <= var(58) && enemynear(var(31)),numproj = 0
trigger1 = var(59) >= 3
trigger2 = enemynear(var(31)),statetype = L || enemynear(var(31)),movetype = H
trigger2 = var(59) >= 2
trigger3 = random <=50 && var(59)=[1,3]
trigger4 = var(59) = 1 && random < 200
trigger5 = roundstate != 2
value = 5210 ;HITFALL_AIRREC
;==========================================================
;tXCO
;==========================================================
;og
[State -1]
type = ChangeState
value = 1170
triggerall = var(59) && roundstate = 2
triggerall = var(30) = 1
triggerall = numtarget(1100)
triggerall = target(1100),vel y > 3 || target(1100),statetype != A
triggerall = stateno = 1150 && animelemno(0) = 10 || stateno = 1151
triggerall = var(50) < 8
trigger1 = var(50) = 0
trigger1 = var(8) = 1 || var(7) >= 200
trigger1 = var(7) > 0
trigger2 = target(1100),life*target(1100),const(data.defence) <= 15*100
trigger3 = var(8) = 1 || var(7) >= 200
trigger3 = var(7) > 0
trigger3 = target(1100),life*target(1100),const(data.defence) <= 150*100*(1 + 1.5*var(8)*var(7)/400)
trigger4 = target(1100),statetype != A
trigger4 = p2bodydist x = [-15,80]

;--------------------------------------------------------------------------------------
;tXCO(z[)
[State -1]
type = ChangeState
value = 4100
triggerall = life <= 0.333*const(data.life)
triggerall = power >= 3000
triggerall = enemynear(var(31)),life*enemynear(var(31)),const(data.defence) >= 250 * 100 || var(50) = 9
triggerall = roundstate = 2 && var(59)
triggerall = var(30) = 1
triggerall = stateno = 1150
triggerall = animelemno(0) = 10
triggerall = numtarget(1100)
triggerall = target(1100),vel y > 0
triggerall = target(1100),pos y + 12*target(1100),vel y + 66*(0.25 + 0.05*target(1100),const(movement.yaccel)) = [-12,10]
trigger1 = var(50) = 0 && var(49) <= 4
trigger2 = var(50) = 1 && var(49) <= 1
trigger3 = var(50) = 2 && var(49) <= 4
trigger4 = var(50) = 3 && var(49) <= 14
trigger5 = var(50) = 4 && var(49) <= 49
trigger6 = var(50) = 5 && var(49) <= 1 + ceil(18*(1000*lifemax - 1000*life)/(1000*lifemax))
trigger7 = var(50) = 6 && var(49) <= ceil(69*(1000*lifemax - 1000*life)/(1000*lifemax))
trigger8 = var(50) = 7 && var(49) <= 19 + ceil(50*(1000*lifemax - 1000*life)/(1000*lifemax))
trigger9 = var(50) = 8
trigger10 = var(50) = 9 && var(49) <= 29
trigger11 = 0

;tXCO(Rۑł炢)
[State -1]
type = ChangeState
value = 4100
triggerall = life <= 0.333*const(data.life)
triggerall = power >= 3000
triggerall = enemynear(var(31)),life*enemynear(var(31)),const(data.defence) >= 250 * 100 || var(50) = 9
triggerall = roundstate = 2 && var(59)
triggerall = var(30) = 1
triggerall = stateno = 1150
triggerall = animelemno(0) = 10
triggerall = numtarget(1100)
triggerall = target(1100),vel y > 0
triggerall = target(1100),pos y + 12*target(1100),vel y + 66*(0.25 + 0.05*target(1100),const(movement.yaccel)) = [-26,-10)
trigger1 = var(50) = 0 && var(49) = [5,9]
trigger2 = var(50) = 1 && var(49) = [2,3]
trigger3 = var(50) = 2 && var(49) = [5,9]
trigger4 = var(50) = 3 && var(49) = [15,24]
trigger5 = var(50) = 4 && var(49) = [50,59]
trigger6 = var(50) = 5 && var(49) = [20,20 + ceil(9*(1000*lifemax - 1000*life)/(1000*lifemax))]
trigger7 = var(50) = 6 && var(49) = [70,70 + ceil(9*(1000*lifemax - 1000*life)/(1000*lifemax))]
trigger8 = var(50) = 7 && var(49) = [20 + ceil(50*(1000*lifemax - 1000*life)/(1000*lifemax)),39 + ceil(40*(1000*lifemax - 1000*life)/(1000*lifemax))]
trigger9 = 0

;tXCO(Qۑł炢)
[State -1]
type = ChangeState
value = 4100
triggerall = life <= 0.333*const(data.life)
triggerall = power >= 3000
triggerall = enemynear(var(31)),life*enemynear(var(31)),const(data.defence) >= 250 * 100 || var(50) = 9
triggerall = roundstate = 2 && var(59)
triggerall = var(30) = 1
triggerall = stateno = 1150
triggerall = animelemno(0) = 10
triggerall = numtarget(1100)
triggerall = target(1100),vel y > 0
triggerall = target(1100),pos y + 12*target(1100),vel y + 66*(0.25 + 0.05*target(1100),const(movement.yaccel)) = [-40,24)
trigger1 = var(50) = 0 && var(49) = [10,14]
trigger2 = var(50) = 1 && var(49) = [4,5]
trigger3 = var(50) = 2 && var(49) = [10,14]
trigger4 = var(50) = 3 && var(49) = [25,32]
trigger5 = var(50) = 4 && var(49) = [60,67]
trigger6 = var(50) = 5 && var(49) = [30,30 + ceil(9*(1000*lifemax - 1000*life)/(1000*lifemax))]
trigger7 = var(50) = 6 && var(49) = [80,80 + ceil(9*(1000*lifemax - 1000*life)/(1000*lifemax))]
trigger8 = var(50) = 7 && var(49) = [40 + ceil(40*(1000*lifemax - 1000*life)/(1000*lifemax)),49 + ceil(50*(1000*lifemax - 1000*life)/(1000*lifemax))]
trigger9 = 0

;tXCO(Pۑł炢)
[State -1]
type = ChangeState
value = 4100
triggerall = life <= 0.333*const(data.life)
triggerall = power >= 3000
triggerall = enemynear(var(31)),life*enemynear(var(31)),const(data.defence) >= 250 * 100 || var(50) = 9
triggerall = roundstate = 2 && var(59)
triggerall = var(30) = 1
triggerall = stateno = 1150
triggerall = animelemno(0) = 10
triggerall = numtarget(1100)
triggerall = target(1100),vel y > 0
triggerall = target(1100),pos y + 12*target(1100),vel y + 66*(0.25 + 0.05*target(1100),const(movement.yaccel)) = [-55,-40]
trigger1 = var(50) = 0 && var(49) = [15,19]
trigger2 = var(50) = 1 && var(49) = [6,7]
trigger3 = var(50) = 2 && var(49) = [15,19]
trigger4 = var(50) = 3 && var(49) = [33,36]
trigger5 = var(50) = 4 && var(49) = 68
trigger6 = var(50) = 5 && var(49) = [40,40 + ceil(7*(1000*lifemax - 1000*life)/(1000*lifemax))]
trigger7 = var(50) = 6 && var(49) = [90,90 + ceil(8*(1000*lifemax - 1000*life)/(1000*lifemax))]
trigger8 = 0

;tXCO(JX)
[State -1]
type = ChangeState
value = 4100
triggerall = life <= 0.333*const(data.life)
triggerall = power >= 3000
triggerall = enemynear(var(31)),life*enemynear(var(31)),const(data.defence) >= 250 * 100 || var(50) = 9
triggerall = roundstate = 2 && var(59)
triggerall = var(30) = 1
triggerall = stateno = 1150
triggerall = animelemno(0) = 10
triggerall = numtarget(1100)
triggerall = target(1100),vel y > 0
triggerall = target(1100),pos y + 12*target(1100),vel y + 66*(0.25 + 0.05*target(1100),const(movement.yaccel)) = [-85,-55]
trigger1 = var(50) = 0 && var(49) = [20,24]
trigger2 = var(50) = 1 && var(49) = [6,7]
trigger3 = var(50) = 2 && var(49) = [20,24]
trigger4 = var(50) = 3 && var(49) = [37,39]
trigger5 = var(50) = 4 && var(49) = 69
trigger6 = var(50) = 5 && var(49) = [48,48 + ceil((1000*lifemax - 1000*life)/(1000*lifemax))]
trigger7 = var(50) = 6 && var(49) = 99
trigger8 = 0

;tXCO(XJ|^[)
[State -1]
type = ChangeState
value = 4100
triggerall = life <= 0.333*const(data.life)
triggerall = power >= 3000
triggerall = enemynear(var(31)),life*enemynear(var(31)),const(data.defence) >= 250 * 100 || var(50) = 9
triggerall = roundstate = 2 && var(59)
triggerall = var(30) = 1
triggerall = stateno = 1150
triggerall = animelemno(0) = 10
triggerall = numtarget(1100)
triggerall = target(1100),vel y > 9
triggerall = target(1100),pos y + 12*target(1100),vel y + 66*(0.25 + 0.05*target(1100),const(movement.yaccel)) != [-100,20]
triggerall = random <= 85
trigger1 = var(50) = 0 && var(49) >=25
trigger2 = var(50) = 1 && var(49) >=10
trigger3 = var(50) = 2 && var(49) >=25
trigger4 = var(50) = 3 && var(49) >=40
trigger5 = var(50) = 4 && var(49) >=70
trigger6 = var(50) = 5
trigger6 = var(49) > 1 + ceil(18*(1000*lifemax - 1000*life)/(1000*lifemax))
trigger6 = var(49) != [20,20 + ceil(9*(1000*lifemax - 1000*life)/(1000*lifemax))]
trigger6 = var(49) != [30,30 + ceil(9*(1000*lifemax - 1000*life)/(1000*lifemax))]
trigger6 = var(49) != [40,40 + ceil(9*(1000*lifemax - 1000*life)/(1000*lifemax))]
trigger7 = var(50) = 6
trigger7 = var(49) > ceil(69*(1000*lifemax - 1000*life)/(1000*lifemax))
trigger7 = var(49) != [70,70 + ceil(9*(1000*lifemax - 1000*life)/(1000*lifemax))]
trigger7 = var(49) != [80,80 + ceil(9*(1000*lifemax - 1000*life)/(1000*lifemax))]
trigger7 = var(49) != [90,90 + ceil(9*(1000*lifemax - 1000*life)/(1000*lifemax))]
trigger8 = var(50) = 7 
trigger8 = var(49) > 19 + ceil(50*(1000*lifemax - 1000*life)/(1000*lifemax))
trigger8 = var(49) != [20 + ceil(50*(1000*lifemax - 1000*life)/(1000*lifemax)),39 + ceil(40*(1000*lifemax - 1000*life)/(1000*lifemax))]
trigger8 = var(49) != [40 + ceil(40*(1000*lifemax - 1000*life)/(1000*lifemax)),49 + ceil(50*(1000*lifemax - 1000*life)/(1000*lifemax))]
trigger9 = var(50) = 9 && var(49) > 29
;--------------------------------------------------------------------------------------
;tXCO(z[)
[State -1]
type = ChangeState
value = 1160
triggerall = roundstate = 2 && var(59)
triggerall = var(30) = 1
triggerall = stateno = 1150
triggerall = animelemno(0) = 10
triggerall = numtarget(1100)
triggerall = target(1100),vel y > 0
triggerall = target(1100),pos y + 12*target(1100),vel y + 66*(0.25 + 0.05*target(1100),const(movement.yaccel)) = [-12,10]
trigger1 = var(50) = 0 && var(49) <= 4
trigger2 = var(50) = 1 && var(49) <= 1
trigger3 = var(50) = 2 && var(49) <= 4
trigger4 = var(50) = 3 && var(49) <= 24
trigger5 = var(50) = 4 && var(49) <= 49
trigger6 = var(50) = 5 && var(49) <= 1 + ceil(18*(1000*lifemax - 1000*life)/(1000*lifemax))
trigger7 = var(50) = 6 && var(49) <= ceil(69*(1000*lifemax - 1000*life)/(1000*lifemax))
trigger8 = var(50) = 7 && var(49) <= 19 + ceil(50*(1000*lifemax - 1000*life)/(1000*lifemax))
trigger9 = var(50) = 8
trigger10 = var(50) = 9 && var(49) <= 29
trigger11 = 0

;tXCO(Rۑł炢)
[State -1]
type = ChangeState
value = 1160
triggerall = roundstate = 2 && var(59)
triggerall = var(30) = 1
triggerall = stateno = 1150
triggerall = animelemno(0) = 10
triggerall = numtarget(1100)
triggerall = target(1100),vel y > 0
triggerall = target(1100),pos y + 12*target(1100),vel y + 66*(0.25 + 0.05*target(1100),const(movement.yaccel)) = [-26,-10)
trigger1 = var(50) = 0 && var(49) = [5,9]
trigger2 = var(50) = 1 && var(49) = [2,3]
trigger3 = var(50) = 2 && var(49) = [5,9]
trigger4 = var(50) = 3 && var(49) = [25,39]
trigger5 = var(50) = 4 && var(49) = [50,69]
trigger6 = var(50) = 5 && var(49) = [20,20 + ceil(9*(1000*lifemax - 1000*life)/(1000*lifemax))]
trigger7 = var(50) = 6 && var(49) = [70,70 + ceil(9*(1000*lifemax - 1000*life)/(1000*lifemax))]
trigger8 = var(50) = 7 && var(49) = [20 + ceil(50*(1000*lifemax - 1000*life)/(1000*lifemax)),39 + ceil(40*(1000*lifemax - 1000*life)/(1000*lifemax))]
trigger9 = 0

;tXCO(Qۑł炢)
[State -1]
type = ChangeState
value = 1160
triggerall = roundstate = 2 && var(59)
triggerall = var(30) = 1
triggerall = stateno = 1150
triggerall = animelemno(0) = 10
triggerall = numtarget(1100)
triggerall = target(1100),vel y > 0
triggerall = target(1100),pos y + 12*target(1100),vel y + 66*(0.25 + 0.05*target(1100),const(movement.yaccel)) = [-40,24)
trigger1 = var(50) = 0 && var(49) = [10,14]
trigger2 = var(50) = 1 && var(49) = [4,5]
trigger3 = var(50) = 2 && var(49) = [10,14]
trigger4 = var(50) = 3 && var(49) = [40,52]
trigger5 = var(50) = 4 && var(49) = [60,77]
trigger6 = var(50) = 5 && var(49) = [30,30 + ceil(9*(1000*lifemax - 1000*life)/(1000*lifemax))]
trigger7 = var(50) = 6 && var(49) = [80,80 + ceil(9*(1000*lifemax - 1000*life)/(1000*lifemax))]
trigger8 = var(50) = 7 && var(49) = [40 + ceil(40*(1000*lifemax - 1000*life)/(1000*lifemax)),49 + ceil(50*(1000*lifemax - 1000*life)/(1000*lifemax))]
trigger9 = 0

;tXCO(Pۑł炢)
[State -1]
type = ChangeState
value = 1160
triggerall = roundstate = 2 && var(59)
triggerall = var(30) = 1
triggerall = stateno = 1150
triggerall = animelemno(0) = 10
triggerall = numtarget(1100)
triggerall = target(1100),vel y > 0
triggerall = target(1100),pos y + 12*target(1100),vel y + 66*(0.25 + 0.05*target(1100),const(movement.yaccel)) = [-55,-40]
trigger1 = var(50) = 0 && var(49) = [15,19]
trigger2 = var(50) = 1 && var(49) = [6,7]
trigger3 = var(50) = 2 && var(49) = [15,24]
trigger4 = var(50) = 3 && var(49) = [53,56]
trigger5 = var(50) = 4 && var(49) = 78
trigger6 = var(50) = 5 && var(49) = [40,40 + ceil(7*(1000*lifemax - 1000*life)/(1000*lifemax))]
trigger7 = var(50) = 6 && var(49) = [90,90 + ceil(8*(1000*lifemax - 1000*life)/(1000*lifemax))]
trigger8 = 0

;tXCO(JX)
[State -1]
type = ChangeState
value = 1160
triggerall = roundstate = 2 && var(59)
triggerall = var(30) = 1
triggerall = stateno = 1150
triggerall = animelemno(0) = 10
triggerall = numtarget(1100)
triggerall = target(1100),vel y > 0
triggerall = target(1100),pos y + 12*target(1100),vel y + 66*(0.25 + 0.05*target(1100),const(movement.yaccel)) = [-85,-55]
trigger1 = var(50) = 0 && var(49) = [20,24]
trigger2 = var(50) = 1 && var(49) = [6,7]
trigger3 = var(50) = 2 && var(49) = [25,34]
trigger4 = var(50) = 3 && var(49) = [57,59]
trigger5 = var(50) = 4 && var(49) = 79
trigger6 = var(50) = 5 && var(49) = [48,48 + ceil((1000*lifemax - 1000*life)/(1000*lifemax))]
trigger7 = var(50) = 6 && var(49) = 99
trigger8 = 0

;tXCO(XJ|^[)
[State -1]
type = ChangeState
value = 1160
triggerall = roundstate = 2 && var(59)
triggerall = var(30) = 1
triggerall = stateno = 1150
triggerall = animelemno(0) = 10
triggerall = numtarget(1100)
triggerall = target(1100),vel y > 9
triggerall = target(1100),pos y + 12*target(1100),vel y + 66*(0.25 + 0.05*target(1100),const(movement.yaccel)) != [-100,20]
triggerall = random <= 85
trigger1 = var(50) = 0 && var(49) >=25
trigger2 = var(50) = 1 && var(49) >=10
trigger3 = var(50) = 2 && var(49) >=35
trigger4 = var(50) = 3 && var(49) >=60
trigger5 = var(50) = 4 && var(49) >=80
trigger6 = var(50) = 5
trigger6 = var(49) > 1 + ceil(18*(1000*lifemax - 1000*life)/(1000*lifemax))
trigger6 = var(49) != [20,20 + ceil(9*(1000*lifemax - 1000*life)/(1000*lifemax))]
trigger6 = var(49) != [30,30 + ceil(9*(1000*lifemax - 1000*life)/(1000*lifemax))]
trigger6 = var(49) != [40,40 + ceil(9*(1000*lifemax - 1000*life)/(1000*lifemax))]
trigger7 = var(50) = 6
trigger7 = var(49) > ceil(69*(1000*lifemax - 1000*life)/(1000*lifemax))
trigger7 = var(49) != [70,70 + ceil(9*(1000*lifemax - 1000*life)/(1000*lifemax))]
trigger7 = var(49) != [80,80 + ceil(9*(1000*lifemax - 1000*life)/(1000*lifemax))]
trigger7 = var(49) != [90,90 + ceil(9*(1000*lifemax - 1000*life)/(1000*lifemax))]
trigger8 = var(50) = 7 
trigger8 = var(49) > 19 + ceil(50*(1000*lifemax - 1000*life)/(1000*lifemax))
trigger8 = var(49) != [20 + ceil(50*(1000*lifemax - 1000*life)/(1000*lifemax)),39 + ceil(40*(1000*lifemax - 1000*life)/(1000*lifemax))]
trigger8 = var(49) != [40 + ceil(40*(1000*lifemax - 1000*life)/(1000*lifemax)),49 + ceil(50*(1000*lifemax - 1000*life)/(1000*lifemax))]
trigger9 = var(50) = 9 && var(49) > 29


;__________________________________________________________
;
;wp[
;__________________________________________________________

[State -3,^]
type=helper
trigger1 = roundstate = 2
trigger1 = !NumHelper(40000)
trigger1 = alive
helpertype=normal
name="center"
stateno=40000
ID=40000
pos=160,400
postype = left
facing = 1
keyctrl=0
pausemovetime=2147483647
supermovetime=2147483647
persistent = 0

;Ô߁tĂ
[State -3, ֌WXe[gɍsȂ悤]
type=changestate
trigger1= ishelper(40000)
trigger1= stateno!=40000
value = 40000


;-------------------------------------------------------------------------------
;߂΍pwp[
[state -3];߂p
type = helper
;trigger1 = var(59)=[1,10]
trigger1 = roundstate = 2
trigger1 = numhelper(40001)=0
trigger1 = alive
helpertype = normal
name = "mekuri"
ID = 40001
pos = 0, 0
postype = p1
facing = 1
stateno = 40001
keyctrl = 0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
persistent=0
ignorehitpause=1

[state -3]
type = changestate
trigger1 = ishelper(40001)
trigger1 = stateno != 40001
value = 40001

;-------------------------------------------------------------------------------
;ѓ΍pwp[
[state -3]
type = helper
;trigger1 = var(59)=[1,10]
trigger1 = roundstate = 2
trigger1 = numhelper(40002)=0
trigger1 = alive
helpertype = normal
name = "tobidougu"
ID = 40002
pos = 0, 0
postype = p1
facing = 1
stateno = 40002
keyctrl = 0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
persistent=0
ignorehitpause=1

[state -3]
type = changestate
trigger1 = ishelper(40002)
trigger1 = stateno != 40002
value = 40002


;--------------------------------------------------------------------------------------
[State -3, AINpwp[]
type=helper
trigger1 = !NumHelper(10000)
trigger1 = roundstate=2
trigger1 = alive
trigger1 = var(59)=0
Trigger1 = (PrevStateNo=[190,197])||PrevStateNo=5900
Trigger1 = ctrl&&stateno=0
helpertype=normal
name="AI"
stateno=10000
ID=10000
pos=9999,9999
keyctrl=1
pausemovetime=9999
supermovetime=9999
ignorehitpause = 1
persistent = 0

;-------------------------------------------------------------------------------------
;󂯐g\ŖG
[state -3,100];󂯐g\ɂȂ疳G
type = NotHitBy
triggerall = Vel Y > -1
triggerall = alive
triggerall = stateno = 5050
triggerall = CanRecover
triggerall = hitfall
trigger1 = roundstate =2
value = SCA
ignorehitpause = 1

[state -3,100];łɎ̑O㖳GB
type = NotHitBy
trigger1 = roundstate != 2
value = SCA
ignorehitpause = 1


;========================================================
;LR{p
;========================================================
[state -3]
type = Null
trigger1 = enemynear(var(31)),authorname = "Warusaki3"
trigger1 = fvar(30) := 15
trigger2 = enemynear(var(31)),authorname = "GM"
trigger2 = enemynear(var(31)),name = "Alex" || enemynear(var(31)),name = "hugo"
trigger2 = fvar(30) := 15
trigger3 = enemynear(var(31)),authorname = "edogawa inpo"
trigger3 = enemynear(var(31)),name = "KIWAMI"
trigger3 = fvar(30) := 13
trigger4 = enemynear(var(31)),authorname = "S.Y.D"
trigger4 = enemynear(var(31)),name = "Athena Asamiya"
trigger4 = fvar(30) := 9
trigger5 = enemynear(var(31)),name = "Kung Fu Man"
trigger5 = fvar(30) := 15
trigger6 = enemynear(var(31)),authorname = "fxm508"
trigger6 = enemynear(var(31)),name = "Goenitz96"
trigger6 = fvar(30) := 17
trigger7 = enemynear(var(31)),authorname = "The Necromancer"
trigger7 = enemynear(var(31)),name = "[Necromancer's] Broli"
trigger7 = fvar(30) := 15

ignorehitpause = 1






;==========================================================
;Ⴞ߁AړĂ߁A-3Xe[gɒuƂĉ
;==========================================================
[state -1]
type = varset
trigger1 = 1
var(26) = gametime
ignorehitpause = 1
;==========================================================













;AIpXe[g
;NUߋߒUQ
[statedef 311]
type    = S                      
movetype= A                      
physics = S                      
;juggle  = 1                      
;velset = 0,0 
ctrl = 0
sprpriority = 2

[state 300]
type = changestate
trigger1 = var(30) = 0
trigger1 = time = 0
value = stateno - 101

[state 310]
type = changeanim
trigger1 = anim != 310
value = 310

[state 200]
type = poweradd
trigger1 = animelem = 1
value = 15
ignoerhitpause = 1
persistent = 0

[state 3000]
type = varset
trigger1 = animelemno(0)<=3
var(20) = 310
ignorehitpause = 1

[state 3000]
type = varset
trigger1 = animelemno(0)>3
var(20) = 0
ignorehitpause = 1

ignorehitpause = 1
[State 200]
type = PlaySnd
trigger1 = Time = 1
value = 210,0

[State 300]
type = HitDef
trigger1 = animelemno(0) = [7,8]
trigger1 = !movecontact && !movereversed
trigger1 = var(0) = 1
trigger1 = var(21) = 0
attr = S, NA
id = 310 
damage = ceil(56 * fvar(0))
animtype = Medium
guardflag = M
getpower = 60,20
givepower = 30,10
priority = 3, Hit
pausetime = 9,12
sparkno = S7001
guard.sparkno = S7007
sparkxy = -15, -60
hitsound = S210, 1
guardsound = S120, 0
ground.type = High
ground.slidetime = 14
guard.ctrltime = 12
ground.hittime  = 14
ground.velocity = -4
air.type = High
air.velocity = -3.5,-3
air.fall = 1
fall.recover = 1
fall.recovertime = ceil(50 * fvar(1) * 0.75) + 12
air.cornerpush.veloff    = 0
airguard.cornerpush.veloff= 0

[state 3000]
type = varset
trigger1 = !var(21)
var(21) = ifelse(movecontact>0,1,0)
ignorehitpause = 1

[state 200]
type = varset
triggerall = P2MoveType = H
trigger1 = movehit
fvar(1) = fvar(1) * 0.92 * (1 - 0.08*(0.92*fvar(1)>1.00000))
ignorehitpause = 1
persistent = 0


[State 200]
type = ChangeState
trigger1 = movecontact
trigger1 = random < 300
value = 1110
ctrl = 0

[State 200]
type = ChangeState
trigger1 = movecontact
value = 315
ctrl = 0

[State 200]
type = ChangeState
trigger1 = AnimTime = 0
value = 1100
ctrl = 0
