[statedef -3]
;____________________________________________________________________________
;
;NCbNZbg(1`6Pp) 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 = palno!=12 && !ishelper
trigger1 = var(42) = 0
trigger1 = var(30) = 2
var(42) = 0 ; <----NCbNZbgԍ quick setting number (0 to 7)

;ԍ
;0  蓮ݒAɐiŎŐݒ肵Ă
;1  ΐlp AILv1 RCLv2 , 0.15`1.00b_ , ΐlpXCb`ON
;2  ΐlp AILv2 RCLv3 , 0.10`0.80b_ , ΐlpXCb`ON
;3  ΐlp㋉ AILv3 RCLv5 , 0.10`0.70b_ , ΐlpXCb`ON
;4  ΐlpS{ AILv4 RCLv6 , 0.05`0.55b_ , ΐlpXCb`ON
;5  ΒAIpR AILv4 RCLv0 , 0.00 , ΐlpXCb`OFF
;6  ΒAIp       AILv4 RCLv7 , 0.00 , ΐlpXCb`OFF
;7  SJ               AILv4 RCLv10 , 0.00 , 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 Very Hard for MAN
;5 For Watch(Don't use Recoil Guard)
;6 For Watch
;7 All MAX

;----------------------------------------------------------------------------
;----------------------------------------------------------------------------
;kiv񐔐ݒ(AI  g[jO[hł̃fp)
;----------------------------------------------------------------------------
;----------------------------------------------------------------------------
[state -3]
type = varset
trigger1 = enemynear(var(2)),movetype != H
trigger2 = enemynear(var(2)),statetype = L || enemynear(var(2)),stateno = [120,155]
ignorehitpause = 1


var(4) = 0 ;<--k񐔂ݒB0łȂB

;0ȊO̒lw肷AI͐ϋɓIɑ_܂BPƂQƂ邮炢ȂO̕Η͓IɈB
;܂AILv4ȊȌꍇÅmŎs܂BƔ̓sȂق炢悤łB
;AILv4Ŏgpꍇ5`6x߂łBȂ݂ɕʂ̐lԂ2񓖂ĂΏoƂxłB
;lݒ肵Ńg[jO[hŋ󒆂̑Ƀ_bVU𓖂ĂƃfvCJn܂B

;v[[łł悤ɂĂ܂Aډ̗P\2FBȒPłBłłǂˁB
;v[[łꍇ͂̍ڂ0ɂă`WĂ݂ĂB

;샋[g
;@~2ʂH邶HICD~n
;ADJADJとJ(n)DICD~n
;ȂǂȂ


;/////////////////////////////////////////////////////////////////////////////////////////////////////////////
;
;ȉ̓NCbNZbg0ɂꍇ̂ݗLł You can adjust Ai deed under here if quick setting number is 0.
;
;/////////////////////////////////////////////////////////////////////////////////////////////////////////////

;===========================
;AILV
;===========================
[state -3]
type = varset
trigger1 = var(59) = 0
trigger1 = var(42) = 0
trigger1 = var(30) = 2
ignorehitpause = 1


var(59) = 2  ;<---AI Lv 0`4

; Lvɂĕω邱
;E ኱R{̐xς܂B
;Euǂv̎gpω܂
;EuRFʂH邶HvûȂṽRCƔoȕ̎gpω܂
;Eʒ[ł̌ł߂኱邭Ȃ܂
; 펞AIŃuAIvŌAIXCb`̂łł肢܂

;______________________________________________________________________

;ΐlpXCb` (VS Human mode)
;______________________________________________________________________

[state -3]
type = varset
triggerall = var(59)
triggerall = !var(42)
trigger1 = !var(54)
var(54) = 1          ;0 AIpۂ OFF
                     ;1 ΐlp     ON
                     
;		ONɂƂǂȂ́H
;		EAIɂ͈ӖȂǐlԂɂ͈Ӗs܂(\)B
;		E߂肪B{^ԂɈˑBѓd˂ē̏щz߂LB
;		E[vn̒iB{^ԂɈˑB
;		Ei̗hԂB{^ԂɈˑB
;		ElԂۂ^C~OŎg܂B

ignorehitpause = 1
persistent = 0
;______________________________________________________________________

;RCmݒ Recoil Guard Lv
;______________________________________________________________________

[state -3];RCmBRecoil Guard Lv
type = varset
trigger1 = var(59)=[1,10]
trigger1 = var(44)=0
trigger1 = var(42) = 0
trigger1 = !ishelper
var(44) = 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(42) = 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(42) = 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


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

[state -3];󂯐g̗L
type = varset
trigger1 = var(59)>0
trigger1 = var(42) = 0
trigger1 = !ishelper
var(43) = 1 
;0 --->󂯐g肵Ȃ.Don't do
;1 --->󂯐g肷.Do


;EFZł͂Ȃ݂łˁA󂯐głBMUGENłftHgŋ󒆎󂯐gɍss\Ԃ4F炢Ă܂̂Ŏ󂯐gł܂B





;===========
;   end
;===========














;======================================================================================================================
;ȉȊ댯
;======================================================================================================================
;var(59) AI Lv
;var(58) enemy's default numhelper
;var(57) low
;var(56) middle
;var(55) statetype in guard states
;var(54) vs human switch
;var(49) vs human random
;var(44) recoil Lv
;var(43) ukemigari
;var(42) quick set
;Var(33) ΐl߂蔽p
;var(27) stage size
;var(26) fall recovertime
;var(25) daiidou

;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
;fvar(30)


;AI
[State -3]
type = VarSet
triggerall = var(30) = 0
trigger1 = command = "AI1" || command = "AI2" || command = "AI3" || command = "AI4" || command = "AI5"
trigger2 = command = "AI6" || command = "AI7" || command = "AI8" || command = "AI9" || command = "AI10"
trigger3 = command = "AI11" || command = "AI12" || command = "AI13" || command = "AI14" || command = "AI15"
trigger4 = command = "AI16" || command = "AI17" || command = "AI18" || command = "AI19" || command = "AI20"
trigger5 = command = "AI21"
trigger6 = numhelper(10000)
Trigger6 = Helper(10000),var(59)= 1
trigger6 = roundno != 1 || power < powermax || enemynear(var(2)),power < enemynear(var(2)),powermax || life < lifemax || enemynear(var(2)),life < enemynear(var(2)),lifemax
;trigger7 = 1 ;watchpXCb`Bgꍇ͂̍s̐擪trigger7̑O;ĂB
var(30) = 2
ignorehitpause = 1

;-------------------------
;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 = !numhelper(3560)
trigger1 = !numhelper(3040)
trigger1 = !numhelper(3060)
trigger1 = var(25)
var(25) = 0

;-------------------------
;NCbNZbgp
;-------------------------
[state -3];AILv
type = varset
trigger1 = var(30) = 2
trigger1 = var(42)
trigger1 = !ishelper
var(59) = ifelse(var(42)<=4,var(42),4)
ignorehitpause = 1

[state -3];RCmBRecoil Guard Lv
type = varset
trigger1 = var(30) = 2
trigger1 = var(42)
trigger1 = !ishelper
var(44) = 2*(var(42)=1) + 3*(var(42)=2) + 5*(var(42)=3)+6*(var(42)=4) + 7*(var(42)=6) + 10*(var(42)=7)
ignorehitpause = 1

[state -3];؂Ԃő(ȂǃR}ĥ̗p)
type = varset
trigger1 = gametime%100 = 0
trigger1 = var(42) = 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(42) = 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(42) = 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(42) = 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(42) = 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(42) = 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(42) = 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(42) = 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(42) >= 5
trigger1 = !ishelper
fvar(32) =0
ignorehitpause = 1

[state -3];{^U̍ő(㒆UȂǃ{^̗̂p)
type = varset
trigger1 = gametime%100 = 0
trigger1 = var(42) >= 5
trigger1 = !ishelper
fvar(31) =0
ignorehitpause = 1

[state -3];󂯐g̗L
type = varset
trigger1 = var(30) = 2
trigger1 = var(42)
trigger1 = !ishelper
var(43) = 1 
ignorehitpause = 1
persistent = 0

[state -3];ΐlpXCb`
type = varset
triggerall = var(30) = 2
triggerall = var(42) = [1,4]
trigger1 = !var(54)
var(54) = 1
ignorehitpause = 1

[state -3];ΐlpXCb`
type = varset
triggerall = var(30) = 2
triggerall = var(42) >4
trigger1 = var(54)
var(54) = 0
ignorehitpause = 1

[state -3]
type = varrandom
trigger1 = gametime%120 = 0
v = 49
range = 0,199
ignorehitpause = 1

[state -3]
type = assertspecial
trigger1 = var(54)
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
;-------------------------------
;d͉x
[state -3,̏d͉x]
type =varset
triggerall = !ishelper
trigger1 = enemynear(var(2)),movetype!=H
trigger2 = enemynear(var(2)),gethitvar(yaccel)=0
fvar(38)=enemynear(var(2)),Const(movement.yaccel)
ignorehitpause = 1

[state -3,̏d͉x]
type =varset
triggerall = !ishelper
trigger1 = enemynear(var(2)),movetype=H
trigger1 = enemynear(var(2)),gethitvar(yaccel)!=0
fvar(38)=ifelse((enemynear(var(2)),stateno != 5656),enemynear(var(2)),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= fvar(13) = [-0.001,0.001]
fvar(39) = Const(movement.yaccel) 
ignorehitpause = 1

[state -3,̏d͉x]
type =varset
triggerall = !ishelper
trigger1= fvar(13) = 0.186
fvar(39) = fvar(13) 
ignorehitpause = 1

[state -3];ΐl߂蔻蔽p
type = varset
trigger1 = 1
var(33) = ifelse(ceil(60*fvar(31)) < 20 ,ceil(60*fvar(31)),19)
ignorehitpause = 1

;---------------------------------------------------------------
;ǂ܂ł̋
[state -3]
type = NUll
triggerall = !ishelper
triggerall = numhelper(40000)
triggerall = numenemy = 1 && numpartner = 0
trigger1 = facing = 1
trigger1 = var(27) = 1 || var(27) = 3
trigger1 = fvar(34) := helper(40000),pos x + fvar(36) - pos x
trigger2 = facing = -1
trigger2 = var(27) = 2 || var(27) = 3
trigger2 = fvar(34) := -(helper(40000),pos x - fvar(35) - pos x)
trigger3 = facing = 1
trigger3 = var(27) = 0
trigger3 = fvar(34) := helper(40000),pos x + 400.000000 - pos x
trigger4 = facing = -1
trigger4 = var(27) = 0
trigger4 = fvar(34) := -(helper(40000),pos x - 400.000000 - pos x)
trigger5 = facing = 1
trigger5 = var(27) = 2
trigger5 = fvar(34) := helper(40000),pos x + fvar(35) - pos x
trigger6 = facing = -1
trigger6 = var(27) = 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(27) = 1 || var(27) = 3
trigger1 = fvar(33) := helper(40000),pos x + fvar(36) - pos x
trigger2 = facing = 1
trigger2 = var(27) = 2 || var(27) = 3
trigger2 = fvar(33) := -(helper(40000),pos x - fvar(35) - pos x)
trigger3 = facing = -1
trigger3 = var(27) = 0
trigger3 = fvar(33) := helper(40000),pos x + 400.0000000 - pos x
trigger4 = facing = 1
trigger4 = var(27) = 0
trigger4 = fvar(33) := -(helper(40000),pos x - 400.000000 - pos x)
trigger5 = facing = -1
trigger5 = var(27) = 2
trigger5 = fvar(33) := helper(40000),pos x + fvar(35) - pos x
trigger6 = facing = 1
trigger6 = var(27) = 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 = !ishelper
triggerall = numenemy = 1
triggerall = numhelper(40000)
triggerall = var(27) != 3
trigger1 = facing = 1
trigger1 = helper(40000),pos x + fvar(36) - pos x <= 70
trigger1 = helper(40000),pos x + fvar(36) - enemynear(var(2)),pos x <= 70
trigger1 = var(27) := ifelse(var(27) = 0 , 1 , ifelse(var(27) = 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(2)),pos x <= 70
trigger2 = var(27) := ifelse(var(27) = 0 , 1 , ifelse(var(27) = 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(2)),pos x) <= 70
trigger3 = var(27) := ifelse(var(27) = 0 , 2 , ifelse(var(27) = 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(2)),pos x) <= 70
trigger4 = var(27) := ifelse(var(27) = 0 , 2 , ifelse(var(27) = 1 , 3 , 2))
ignorehitpause = 1

;-------------------------------------------------------------------------------
;gs\
;-------------------------------------------------------------------------------
;󂯐gs\
[state -3,AIpgs\ԃJEg]
type = varset
triggerall = !ishelper
triggerall = enemynear(var(2)),canrecover = 0
triggerall = enemynear(var(2)),statetype = A && enemynear(var(2)),movetype = H
trigger1 = stateno = [200,1000]
trigger1 = movehit = 1
var(26) = enemynear(var(2)),gethitvar(fall.recovertime) - 9
ignorehitpause = 0

[state -2];㒆RF鐢E
type = varset
triggerall = !ishelper
triggerall = enemynear(var(2)),canrecover = 0
triggerall = enemynear(var(2)),statetype = A && enemynear(var(2)),movetype = H
trigger1 = projhittime(1105) = 2
trigger2 = projhittime(1106) = 2 || projhittime(1107) = 2
trigger3 = enemynear(var(2)),stateno = 5030
trigger3 = enemynear(var(2)),prevstateno = 5010 || enemynear(var(2)),prevstateno = 5000
trigger3 = var(26) = 0 && enemynear(var(2)),time = 1
trigger4 = enemynear(var(2)),stateno = 5050
trigger4 = enemynear(var(2)),prevstateno = 5030
trigger4 = enemynear(var(2)),selfanimexist(5035) = 0
trigger4 = var(26) = 0 && enemynear(var(2)),time = 1
var(26) = enemynear(var(2)),gethitvar(fall.recovertime) - 1
ignorehitpause = 1

[state -3,AIpgs\ԃJEg]
type = varset
triggerall = !ishelper
triggerall = enemynear(var(2)),canrecover = 0
triggerall = enemynear(var(2)),statetype = A && enemynear(var(2)),movetype = H
trigger1 = numhelper(1205)
trigger1 = helper(1205),stateno = 1205 || helper(1205),stateno = 1208
trigger1 = helper(1205),movehit = 1
var(26) = enemynear(var(2)),gethitvar(fall.recovertime)
ignorehitpause = 1

[state -3]
type = varadd
triggerall = !ishelper
trigger1 = var(26)>0
trigger1 = enemynear(var(2)),canrecover=0
trigger1 = enemynear(var(2)),hitfall=1
trigger1 = stateno!=2000
trigger1 = stateno != [160,162]
var(26)= -1
ignorehitpause=0

[state -3]
type=varset
triggerall = !ishelper
trigger1 = var(26) < 0
trigger2 = enemynear(var(2)),canrecover = 1
trigger3 = enemynear(var(2)),hitfall = 0
var(26)= 0 
ignorehitpause=0

;----------------------------------------------------------------------------------
;iiȂǊwK
;----------------------------------------------------------------------------------

[state -3,middle]
type = varset
triggerall = !ishelper
triggerall = var(59)>0 && roundstate =2
triggerall = var(56)!
triggerall = p2stateno != var(57)
triggerall = statetype!=A
trigger1 = time <= 1
trigger1 = stateno = [5000,5099]
trigger1 = (enemynear(var(2)),hitdefattr = SCA,AT)=0
trigger1 = var(55)=2 && prevstateno = [120,155]
var(56) = p2stateno

[state -3,low]
type = varset
triggerall = var(59)>0 && roundstate =2
triggerall = var(57)!
triggerall = p2stateno != var(56)
triggerall = statetype!=A
triggerall = !ishelper
trigger1 = stateno = [5000,5099]
trigger1 = time <= 1
trigger1 = (enemynear(var(2)),hitdefattr = SCA,AT)=0
trigger1 = var(55) = 1 && prevstateno = [120,155]
var(57) = p2stateno

[state -3]
type = NUll
trigger1 = teammode = turns
trigger1 = roundstate != 2
trigger1 = var(56):=0
trigger1 = var(57):=0
ignorehitpause = 1

;______________________________________________________________________

;؂Ԃ
;______________________________________________________________________
;co[Xg(BZ)
[state -1]
type = changestate
value = 1900
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = power >= 1000
triggerall = p2statetype != L
triggerall = enemynear(var(2)),time > 2 || enemynear(var(2)),hitdefattr = S,AT
triggerall = stateno = 5110 || stateno = 5120 && animelemno(0) < 2
trigger1 = fvar(33) <= 90 || p2dist x < 0
trigger1 = enemynear(var(2)),statetype != A
trigger1 = abs(p2dist x) <= 80
trigger1 = enemynear(var(2)),movetype = A && enemynear(var(2)),animtime < -47 || random <= 20
trigger2 = fvar(33) <= 90 || p2dist x < 0
trigger2 = enemynear(var(2)),statetype = A
trigger2 = abs(p2dist x) <= 80
trigger2 = enemynear(var(2)),pos y + 47*enemynear(var(2)),vel y + 0.5*47*47*fvar(38) > -100
trigger2 = enemynear(var(2)),vel y = 0 || enemynear(var(2)),movetype = A && enemynear(var(2)),animtime < -47
trigger2 = random <= 70

;邹
[State -1]
type = ChangeState
value = 1101
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = var(47) = 1 || Var(46) >= 200
triggerall = var(46) >= 0
triggerall = p2statetype != L
triggerall = p2movetype = A && enemynear(var(2)),animtime < -10
triggerall = enemynear(var(2)),time > 2 ||enemynear(var(2)),hitdefattr = S,AT
triggerall = p2statetype != A
triggerall = p2dist x = [-90,90]
triggerall = enemynear(var(2)),p2dist x > 0
triggerall = random <= 40 || var(47) = 1 && random <= 100
triggerall = enemynear(var(2)),time >= 60*fvar(32) || (time >= 60*fvar(32) - var(8) && stateno = 120 && prevstateno = [160,162]) || random <= 5 || random <= 5*var(59) && time <= 1 && prevstateno = [140,155]
trigger1 = ctrl 
trigger2 = stateno = 120 && prevstateno = [160,162]
trigger2 = enemynear(var(2)),movecontact = 0
trigger2 = enemynear(var(2)),time <= time + 5 
trigger3 = stateno = [100,101]
trigger4 = stateno = [200,450]
trigger4 = movecontact || movereversed > 2 && var(17)

;邹
[State -1]
type = ChangeState
value = 1102
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = p2movetype = A && enemynear(var(2)),animtime < -34
triggerall = enemynear(var(2)),time > 2 ||enemynear(var(2)),hitdefattr = S,AT
triggerall = p2statetype != A
triggerall = p2dist x = [-90,90]
triggerall = enemynear(var(2)),p2dist x > 0
triggerall = enemynear(var(2)),time >= 60*fvar(32) || (time >= 60*fvar(32) - var(8) && stateno = 120 && prevstateno = [160,162])|| random <= 5 ||random <= 5*var(59) && time <= 1 && prevstateno = [140,155]
trigger1 = ctrl || stateno = 120 && prevstateno = [160,162]
trigger2 = stateno = [100,101]
trigger3 = stateno = [200,450]
trigger3 = movecontact || movereversed > 2 && var(17)

;邹(tH[)
[State -1]
type = ChangeState
value = 1102
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = p2movetype = A
triggerall = enemynear(var(2)),time > 2 ||enemynear(var(2)),hitdefattr = S,AT
triggerall = p2statetype != A
triggerall = p2dist x = [-90,90]
triggerall = enemynear(var(2)),p2dist x > 0
trigger1 = stateno = [200,450]
trigger1 = movecontact || movereversed >2 && var(17)
trigger1 = random <= 100

;キ邹
[State -1]
type = ChangeState
value = 1100
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = p2movetype = A && enemynear(var(2)),animtime < -6
triggerall = enemynear(var(2)),time > 2 ||enemynear(var(2)),hitdefattr = S,AT || enemynear(var(2)),statetype = A
triggerall = ctrl || stateno = 120 && prevstateno = [160,162]
triggerall = enemynear(var(2)),stateno < 2000
triggerall = enemynear(var(2)),time >= 60*fvar(32) || (time >= 60*fvar(32) - var(8) && stateno = 120 && prevstateno = [160,162]) || random <= 5 || random <= 5*var(59) && time <= 1 && prevstateno = [140,155]
trigger1 = p2statetype = A
trigger1 = fvar(33) <= 90 && p2bodydist x <= 80 || p2dist x +6*facing*enemynear(var(2)),facing*enemynear(var(2)),vel x= [-90,90]
trigger1 = enemynear(var(2)),vel y != 0 && enemynear(var(2)),pos y + 6*fvar(12) + 0.5*36*fvar(38) = [-60,-30]
trigger1 = random <= 50 + 150*(p2stateno < 1000)
trigger2 = stateno = 120 && prevstateno = [160,162]
trigger2 = enemynear(var(2)),time > time + 5
trigger2 = p2dist x = [-90,90]
trigger2 = p2bodydist y > -70
trigger2 = random <= 120

;CX^g`[W
[State -1]
type = ChangeState
value = 2000
triggerall = var(59) && roundstate = 2 
triggerall = var(47) = 1 || Var(46) >= 200
triggerall = var(46) >= 0
trigger1 = stateno = 1100 && var(14) = 1
trigger2 = stateno = 1101 && var(14) = 1
trigger3 = stateno = 1102 && var(14) = 1

;______________________________________________________________________

;
;______________________________________________________________________
;
;_bV
[State -1]
type = ChangeState
value = 100
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 52
triggerall = p2dist x > 0
triggerall = p2statetype != A && p2movetype != H
triggerall = p2statetype != L
triggerall = random <= 64*var(59)**2
trigger1 = enemynear(var(2)),ctrl = 0
trigger1 = facing = enemynear(var(2)),facing
trigger1 = enemynear(var(2)),animtime < -9
trigger1 = p2bodydist x <= 80 - 4*(enemynear(var(2)),animtime + 9)

;Ui_bVj
[State -1]
type = ChangeState
value = 225
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = stateno = [100,101]
triggerall = p2dist x > 0
triggerall = p2statetype != A && p2movetype != H
triggerall = p2statetype != L
triggerall = random <= 64*var(59)**2
trigger1 = enemynear(var(2)),ctrl = 0
trigger1 = facing = enemynear(var(2)),facing
trigger1 = enemynear(var(2)),animtime < -7
trigger1 = p2bodydist x <= 70

;
[State -1]
type = ChangeState
value = 400
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 52
triggerall = p2dist x > 0
triggerall = p2statetype != A && p2movetype != H
triggerall = p2statetype != L
triggerall = random <= 64*var(59)**2
trigger1 = enemynear(var(2)),ctrl = 0
trigger1 = facing != enemynear(var(2)),facing
trigger1 = enemynear(var(2)),p2dist x < 0
trigger1 = enemynear(var(2)),animtime < -4
trigger1 = p2bodydist x <= 30

;邶HʂH
[State -1]
type = ChangeState
value = 1201
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 52
triggerall = p2dist x > 0
triggerall = p2statetype != A && p2movetype != H
triggerall = p2statetype != L
triggerall = random <= 64*var(59)**2
trigger1 = enemynear(var(2)),ctrl = 0
trigger1 = facing != enemynear(var(2)),facing
trigger1 = enemynear(var(2)),p2dist x < 0
trigger1 = enemynear(var(2)),animtime < -22
trigger1 = p2dist x = [140,220]

;----------------------------
;\
;
[State -1]
type = ChangeState
value = 200
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 52 || (stateno = 120 && prevstateno = [160,162])
triggerall = enemynear(var(2)),statetype != L && enemynear(var(2)),movetype != H
triggerall = p2dist x > 0
triggerall = p2bodydist x < 30
triggerall = random <= 250*var(59)
trigger1 = stateno = 120 && prevstateno = [160,162]
trigger1 = time > 5
trigger1 = p2statetype = A && p2bodydist y + 4*fvar(12) + 8*fvar(38) > -15
trigger1 = random <= 200

;
[State -1]
type = ChangeState
value = 410
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 52 || (stateno = 120 && prevstateno = [160,162])
triggerall = enemynear(var(2)),statetype != L && enemynear(var(2)),movetype != H
triggerall = p2dist x > 0
triggerall = p2bodydist x < 80
triggerall = random <= 250*var(59)
trigger1 = enemynear(var(2)),movetype = A
trigger1 = enemynear(var(2)),animtime = [-11,-8]
trigger1 = (enemynear(var(2)),time >= 5 && prevstateno = [160,162]) || prevstateno != [160,162]
trigger1 = enemynear(var(2)),statetype != A
trigger1 = random <= 200
trigger1 = enemynear(var(2)),time >= 15


;
[State -1]
type = ChangeState
value = 400
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 52 || (stateno = 120 && prevstateno = [160,162])
triggerall = enemynear(var(2)),statetype != L && enemynear(var(2)),movetype != H
triggerall = p2dist x > 0
triggerall = p2bodydist x < 30
triggerall = random <= 250*var(59)
trigger1 = enemynear(var(2)),time >= 8
trigger1 = enemynear(var(2)),movetype = A
trigger1 = enemynear(var(2)),animtime = [-7,-4]
trigger1 = (enemynear(var(2)),time >= 5 && prevstateno = [160,162]) || prevstateno != [160,162]
trigger1 = enemynear(var(2)),statetype != A
trigger1 = random <= 200
trigger2 = stateno = 120 && prevstateno = [160,162]
trigger2 = enemynear(var(2)),animtime < -20
trigger2 = enemynear(var(2)),movetype = A && enemynear(var(2)),statetype != A
trigger2 = enemynear(var(2)),movehit || enemynear(var(2)),hitpausetime > 0
trigger2 = random <= 200

;Ⴊ݋U
[State -1]
type = ChangeState
value = 420
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 52 || (stateno = 120 && prevstateno = [160,162])
triggerall = enemynear(var(2)),statetype != L && enemynear(var(2)),movetype != H
triggerall = p2dist x > 0
triggerall = enemynear(var(2)),statetype != A
triggerall = random <= 250*var(59)
trigger1 = stateno = 120 && prevstateno = [160,162]
trigger1 = enemynear(var(2)),animtime =[-20,-9]
trigger1 = p2bodydist x <= 65
trigger1 = enemynear(var(2)),movecontact || enemynear(var(2)),hitpausetime || (enemynear(var(2)),time - enemynear(var(2)),animtime)/3.0 > -enemynear(var(2)),animtime
trigger1 = random <= 110

;ォ(x +210 y 0)
[State -1]
type = ChangeState
value = 1400
triggerall = var(59) && roundstate = 2
triggerall = stateno != 101
triggerall = statetype != A
triggerall = ctrl|| (stateno = 120 && prevstateno = [160,162]) || stateno = [100,101]
triggerall = p2movetype = A
triggerall = random <= 250*var(59)
trigger1 = numenemy = 1
trigger1 = p2dist x = [150,200]
trigger1 = enemynear(var(2)),movetype = A
trigger1 = enemynear(var(2)),animtime < -55
trigger1 = enemynear(var(2)),statetype != A
trigger1 = random <= 250

;-----------------------------------
;΋
;-----------------------------------
;_bV
[State -1]
type = ChangeState
value = 100
triggerall = var(59) && roundstate = 2
triggerall = ctrl
triggerall = statetype!=A
triggerall = p2stateno != [5200,5220]
triggerall = var(59) >= 3
triggerall = p2dist x > 0
triggerall = enemynear(var(2)),statetype = A 
triggerall = enemynear(var(2)),movetype!=H || enemynear(var(2)),stateno = [120,155]
triggerall = (ceil(enemynear(var(2)),pos y + 9*fvar(12) + 0.5*81*fvar(38)) = [-70,-10])||(fvar(12) = 0 && enemynear(var(2)),pos y > - 45)
trigger1 = ceil(p2bodydist x + 10*facing*enemynear(var(2)),facing*enemynear(var(2)),vel x) = [20,100]
trigger1 = !inguarddist || p2bodydist y < -100
trigger1 = random <= 100

;キ邹
[State -1]
type = ChangeState
value = 1100
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = ctrl || stateno = 120 && prevstateno = [160,162]
triggerall = enemynear(var(2)),stateno < 2000
triggerall = var(46) >= 200 && var(47) = 0 || var(47) = 1 && var(46) <= 100
trigger1 = p2statetype = A
trigger1 = fvar(33) <= 90 && p2bodydist x <= 80 || p2dist x +6*facing*enemynear(var(2)),facing*enemynear(var(2)),vel x= [-90,90]
trigger1 = enemynear(var(2)),vel y != 0 && enemynear(var(2)),pos y + 6*fvar(12) + 0.5*36*fvar(38) = [-60,-30]
trigger1 = random <= 25

;Ui_bVj
[State -1]
type = ChangeState
value = 225
triggerall = var(59) && roundstate = 2
triggerall = stateno = [100,101]
triggerall = statetype!=A
triggerall = p2stateno != [5200,5220]
triggerall = var(59) >= 3
triggerall = p2dist x > 0
triggerall = enemynear(var(2)),statetype = A 
triggerall = enemynear(var(2)),movetype!=H || enemynear(var(2)),stateno = [120,155]
triggerall = (ceil(enemynear(var(2)),pos y + 7*fvar(12) + 0.5*49*fvar(38)) = [-50,-5])||(fvar(12) = 0 && enemynear(var(2)),pos y > - 45)
triggerall = enemynear(var(2)),time >= 60*fvar(31) || fvar(31) < 0.01 || fvar(12) != 0 && fvar(12) > enemynear(var(31)),const(velocity.jump.y) + 60*fvar(31)*fvar(38)
trigger1 = ceil(p2bodydist x + 7*facing*enemynear(var(2)),facing*enemynear(var(2)),vel x) = [0,50]
trigger1 = !inguarddist || stateno  = 101 && time > 9 || stateno = 100

;ߒU
[State -1]
type = ChangeState
value = 220
triggerall = var(59) && roundstate = 2
triggerall = ctrl || (stateno = 120 && prevstateno = [160,162])
triggerall = statetype!=A
triggerall = p2stateno != [5200,5220]
triggerall = p2bodydist x <= 28
triggerall = p2dist x > 0
triggerall = enemynear(var(2)),statetype = A 
triggerall = enemynear(var(2)),movetype!=H || enemynear(var(2)),stateno = [120,155]
triggerall = (ceil(enemynear(var(2)),pos y + 7*fvar(12) + 0.5*49*fvar(38))=[-50,-10])||(fvar(12) = 0 && enemynear(var(2)),pos y > - 45)
triggerall = ceil(p2bodydist x + 7*facing*enemynear(var(2)),facing*enemynear(var(2)),vel x) = [-10,30]
triggerall = enemynear(var(2)),stateno < 1000 || enemynear(var(2)),animtime >= -7
triggerall = numhelper(40001)*numhelper(40002)
triggerall = !inguarddist || p2movetype != A && helper(40002),inguarddist && helper(40001),inguarddist = 0
triggerall = enemynear(var(2)),time >= 60*fvar(31) || fvar(31) < 0.01 || fvar(12) != 0 && fvar(12) > enemynear(var(31)),const(velocity.jump.y) + 60*fvar(31)*fvar(38)
trigger1 = random <= 100

;______________________________________________________________________

;󒆃R{(mFMp)
;______________________________________________________________________

;̂ڂ
[State -1]
type = ChangeState
value = 3200
triggerall = power >= 3000
triggerall = life <= 0.334*lifemax
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(2)),statetype = A && enemynear(var(2)),movetype = H
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = p2dist x > 0
triggerall = fvar(1)>0.64&&ceil(enemynear(var(2)),life*enemynear(var(2)),const(data.defence)/(fvar(0)+0.00001))>=300||ceil(enemynear(var(2)),life*enemynear(var(2)),const(data.defence)/(fvar(0)+0.00001))=[250*100,500*100]
trigger1 = stateno = 235
trigger1 = movehit
trigger1 = p2stateno = 24000

;_bV
[State -1]
type = ChangeState
value = 100
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(2)),statetype = A && enemynear(var(2)),movetype = H
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = p2dist x > 0
triggerall = ctrl || stateno = 52
triggerall = numhelper(40001)
triggerall = helper(40001),var(1) = 1
triggerall = helper(40001),fvar(0) = [12,30]
trigger1 = fvar(34) >= 120
trigger1 = p2bodydist x + ceil(helper(40001),fvar(0))*facing*enemynear,facing*enemynear,vel x - 4*(helper(40001),fvar(0) - 9)*(helper(40001),fvar(0) > 9.0) = [0,80]
trigger2 = fvar(34) < 120

;Ui_bVj
[State -1]
type = ChangeState
value = 235
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = stateno = [100,102]
triggerall = enemynear(var(2)),statetype = A && enemynear(var(2)),movetype = H
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = p2dist x > 0
triggerall = numhelper(40001)
triggerall = helper(40001),var(1) = 1
trigger1 = helper(40001),fvar(0) = [11,13]


;______________________________________________________________________

;󒆃R{()
;______________________________________________________________________
;=============
;ȂӃR
;=============
[State -3];ȂӃR{pԌvZfvar(30) = _œꍇȂӂ܂łɂ鎞
type = VarSet
triggerall = random <= 250*var(59)
trigger1 = (fvar(12)+9)**2 - fvar(38)*(2*p2bodydist y - 432) > 0
fvar(30) = (-fvar(12) - 9 +((fvar(12)+9)**2 - fvar(38)*(2*p2bodydist y - 432))**0.5)/(fvar(38)+0.00001)

;̂Ȃ
[State -1]
type = ChangeState
value = 1302
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(2)),statetype = A && enemynear(var(2)),movetype = H
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = p2dist x > 0
triggerall = ctrl || stateno = 52
triggerall = fvar(1) > 0.80-0.05*var(47)*(var(46)>=200)
triggerall = fvar(34) <= 100
triggerall = numhelper(40001)
triggerall = helper(40001),var(1) != 1
triggerall = random <= 40*(var(59) + 1)*(var(59) + 1)
triggerall = !var(4) || helper(40001),fvar(0) < 12 || fvar(1) > 0.85 - 0.05*var(47)*(var(46) >= 200)
trigger1 = var(26) >= fvar(30)
trigger1 = p2bodydist y + 24*fvar(12) + 0.5*24*24*fvar(38) < -20
trigger1 = p2bodydist y + fvar(30)*fvar(12) + 0.5*fvar(30)*fvar(30)*fvar(38) > -100 || var(26) <= fvar(30) + 2


;==============================================
;kR
;==============================================
;CX^g`[W
[State -1]
type = ChangeState
value = 2000
triggerall = var(59) && roundstate = 2 
triggerall = var(47) = 1 || Var(46) >= 200
triggerall = var(46) >= 0
trigger1 = var(47) = 1 && var(46) >= 200
trigger1 = stateno = 235 && movehit = 1
trigger1 = p2stateno = 24000
trigger1 = var(4)

;_bV
[State -1]
type = ChangeState
value = 100
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 52
triggerall = enemynear(var(2)),statetype = A && enemynear(var(2)),movetype = H
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = p2dist x > 0
triggerall = numhelper(40001)
triggerall = helper(40001),var(1) != 1
triggerall = helper(40001),fvar(0) = [12,30]
triggerall = var(4)
triggerall = fvar(34) < 120&&helper(40001),fvar(0)<=22||p2bodydist x+ceil(helper(40001),fvar(0))*facing*enemynear,facing*enemynear,vel x-4*(helper(40001),fvar(0)-9)*(helper(40001),fvar(0)>9.0)=[0,80]
triggerall = p2stateno != [24000,24004]
trigger1 = var(26) < fvar(30)
trigger2 = p2bodydist y + 24*fvar(12) + 0.5*24*24*fvar(38) >= -20
trigger3 = p2bodydist y + fvar(30)*fvar(12) + 0.5*fvar(30)*fvar(30)*fvar(38) <= -100 && var(26) > fvar(30) + 2
trigger4 = fvar(1) <= 0.80-0.05*var(47)*(var(46)>=200)
trigger5 = fvar(34) > 100

;_bV
[State -1]
type = ChangeState
value = 100
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 52
triggerall = enemynear(var(2)),statetype = A && enemynear(var(2)),movetype = H
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = p2dist x > 0
triggerall = var(4)
trigger1 = p2bodydist x <= 80
trigger1 = p2stateno = [24000,24002]
trigger1 = var(59)>=3 || random <= 80*var(59)
trigger2 = var(59)!=4
trigger2 = random <= 80*var(59)
trigger2 = p2bodydist x <= 80
trigger2 = p2stateno = [24000,24004]

;Ui_bVj
[State -1]
type = ChangeState
value = 235
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = stateno = [100,102]
triggerall = enemynear(var(2)),statetype = A && enemynear(var(2)),movetype = H
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = p2dist x > 0
triggerall = numhelper(40001)
triggerall = helper(40001),var(1) != 1
triggerall = var(4)
trigger1 = helper(40001),fvar(0) = [11,13]
trigger2 = p2stateno = [24000,24002]
trigger3 = var(59)!=4
trigger3 = random <= 75*var(59)
trigger3 = (p2stateno = [24000,24004]) || enemynear(var(2)),prevstateno = [24000,24004]

;______________________________________________________________________

;󒆃R{
;______________________________________________________________________
;==============================================
;n
;==============================================
;----------------------------------------------
;ډ
;----------------------------------------------

;Ui_bVj
[State -1]
type = ChangeState
value = 225
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = stateno = 100 || stateno = 101
triggerall = enemynear(var(2)),statetype = A && enemynear(var(2)),movetype = H
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = p2dist x > 0
triggerall = numhelper(40001)
triggerall = helper(40001),var(1) != 1
triggerall = !var(4) || helper(40001),fvar(0) < 12
trigger1 = fvar(34) <= 120
trigger1 = p2bodydist y + 7*fvar(12) + 0.5*49*fvar(38) = [-50,-20]

;Jump Fwd
[State -1]
type = ChangeState
value = 41
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 52 || (stateno = 120 && prevstateno = [160,162])
triggerall = enemynear(var(2)),statetype = A && enemynear(var(2)),movetype = H
triggerall = p2dist x > 0
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = numhelper(40001)
triggerall = helper(40001),var(1) != 1
triggerall = !var(4) || helper(40001),fvar(0) < 12
trigger1 = fvar(34) <= 120
trigger1 = p2bodydist y + var(26)*fvar(12) + 0.5*var(26)*var(26)*fvar(38) < -55
trigger1 = var(26) < fvar(30) || p2bodydist y + 24*fvar(12) + 0.5*24*24*fvar(38) < -20 || fvar(1) < 0.80
trigger1 = !numtarget(1105)

trigger2 = fvar(34) > 120
trigger2 = p2bodydist y + var(26)*fvar(12) + 0.5*var(26)*var(26)*fvar(38) < -55
trigger2 = p2bodydist x <= 110
trigger2 = !numtarget(1105)

trigger3 = numtarget(1105)
trigger3 = p2bodydist x >= 45 ||  var(26) < 13 && random <= 90

;Jump Neu
[State -1]
type = ChangeState
value = 42
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 52 || (stateno = 120 && prevstateno = [160,162])
triggerall = enemynear(var(2)),statetype = A && enemynear(var(2)),movetype = H
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = numhelper(40001)
triggerall = helper(40001),var(1) != 1
triggerall = !var(4) || helper(40001),fvar(0) < 12
trigger1 = numtarget(610)+numtarget(630)=0
trigger1 = numtarget(1105)
trigger1 = p2bodydist x < 45
trigger1 = var(26) >= 13

;U
[State -1]
type = ChangeState
value = 220
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 52
triggerall = enemynear(var(2)),statetype = A && enemynear(var(2)),movetype = H
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = p2dist x > 0
triggerall = var(26) >= 7
triggerall = p2bodydist X < 28
triggerall = numhelper(40001)
triggerall = helper(40001),var(1) != 1
triggerall = !var(4) || helper(40001),fvar(0) < 12
triggerall = random <= 333*var(59)
trigger1 = p2bodydist y + 7*fvar(12) + 0.5*49*fvar(38) = [-40-5*(var(26)<=8)-10*(fvar(1)<0.70) ,0]
trigger1 = fvar(34) <= 90 || p2bodydist x + 7*enemynear(var(2)),facing*facing*fvar(10) <= 50

;U
[State -1]
type = ChangeState
value = 200
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 52
triggerall = enemynear(var(2)),statetype = A && enemynear(var(2)),movetype = H
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = p2dist x > 0
triggerall = var(26) >= 4
triggerall = numhelper(40001)
triggerall = helper(40001),var(1) != 1
triggerall = !var(4) || helper(40001),fvar(0) < 12
triggerall = 120*var(59)**1.5
trigger1 = p2bodydist y + 4*fvar(12) + 0.5*16*fvar(38) = [-20,20]
trigger1 = fvar(34) <= 90 || p2bodydist x + 4*enemynear(var(2)),facing*facing*fvar(10) <= 30

;ႪݎU
[State -1]
type = ChangeState
value = 400
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 52
triggerall = enemynear(var(2)),statetype = A && enemynear(var(2)),movetype = H
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = p2dist x > 0
triggerall = numhelper(40001)
triggerall = helper(40001),var(1) != 1
triggerall = !var(4) || helper(40001),fvar(0) < 12
trigger1 = !var(4)
trigger1 = fvar(1) > 0.45
trigger1 = p2stateno = [24000,24004]

;U(^bOp)
[State -1]
type = ChangeState
value = 200
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 52
triggerall = enemynear(var(2)),statetype = A && enemynear(var(2)),movetype = H
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = p2dist x > 0
triggerall = teammode = simul && enemynear(var(2)),canrecover = 0
triggerall = numhelper(40001)
triggerall = helper(40001),var(1) != 1
triggerall = !var(4) || helper(40001),fvar(0) < 12
trigger1 = p2bodydist y + 4*fvar(12) + 0.5*16*fvar(38) = [-20,20]
trigger1 = fvar(34) <= 90 || p2bodydist x + 4*enemynear(var(2)),facing*facing*fvar(10) <= 30



;----------------------------------------------
;LZ
;----------------------------------------------
;CX^g`[W
[State -1]
type = ChangeState
value = 2000
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(2)),movetype = H && enemynear(var(2)),statetype != L
triggerall = enemynear(var(2)),statetype = A 
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = var(47) = 1 || Var(46) >= 200
triggerall = var(46) >= 0
trigger1 = stateno = 1302
trigger1 = var(26) > 5 
trigger1 = time = 53
trigger1 = var(47) = 1 && var(46) >= 200
trigger1 = fvar(1) <= 0.82 || p2bodydist y >= -60


;̂Ȃ
[State -1]
type = ChangeState
value = 1302
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(2)),statetype = A && enemynear(var(2)),movetype = H
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = p2dist x > 0
trigger1 = fvar(1) > 0.85
trigger1 = stateno = 220 || stateno = 225 
trigger1 = movehit
trigger1 = fvar(34) <= 120

;Jump Fwd
[State -1]
type = ChangeState
value = 41
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(2)),statetype = A && enemynear(var(2)),movetype = H
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = p2dist x > 0
trigger1 = stateno = 220 && movehit
trigger2 = stateno = 225 && movehit

;U
[State -1]
type = ChangeState
value = 220
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(2)),statetype = A && enemynear(var(2)),movetype = H
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = p2dist x > 0
triggerall = var(26) >= 7
triggerall = p2bodydist X < 28
trigger1 = stateno = 200 || stateno = 400
trigger1 = movehit







;==============================================
;
;==============================================
;----------------------------------------------
;ډ
;----------------------------------------------
;Air Dash Fwd
[State -1]
type = ChangeState
value = 112
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(2)),movetype = H
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = p2dist x > 0
triggerall = pos y < -20
triggerall = var(10) = 0
triggerall = ctrl
trigger1 = numhelper(1205)
trigger1 = helper(1205),stateno = 1205 
trigger1 = enemynear(var(2)),statetype = A
trigger1 = var(26) >= 25
trigger1 = pos y < -60
trigger1 = fvar(34) > 100
trigger1 = p2bodydist x + 20*(enemynear(var(2)),facing*facing*fvar(10) - vel x) >= 50 

;󒆃Wv(Neu)
[State -1]
type = ChangeState
value = 47
triggerall = var(59) && roundstate = 2
triggerall = statetype = A && ctrl
triggerall = enemynear(var(2)),statetype = A && enemynear(var(2)),movetype = H
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = p2dist x > 0
triggerall = var(52) = 0
triggerall = var(53) = 0
triggerall = Var(10) = 0
triggerall = var(26) = [12,100]
triggerall = vel y > -4
trigger1 = numtarget(1105)
trigger1 = p2bodydist x < 60
trigger1 = p2bodydist y < 0
trigger1 = p2bodydist y + var(26)*(fvar(12) - vel y) + 0.5*var(26)*var(26)*(fvar(38) - fvar(39)) < -20
trigger2 = fvar(34) <= 100
trigger2 = p2bodydist y < 0
trigger2 = p2bodydist y + var(26)*(fvar(12) - vel y) + 0.5*var(26)*var(26)*(fvar(38) - fvar(39)) < -20

;Ƃł
[State -1]
type = ChangeState
value = 630
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = ctrl
triggerall = enemynear(var(2)),statetype = A && enemynear(var(2)),movetype = H
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = p2dist x > 0
triggerall = var(26) >= 10
trigger1 = fvar(34) <= 130
trigger1 = numhelper(1205)
trigger1 = helper(1205),stateno = 1205 && helper(1205),movehit
trigger1 = p2bodydist y + 10*(fvar(12) - vel y) + 0.5*100*(fvar(38) - fvar(39)) = [-15,25 + 10*(var(26)<=11)]
trigger1 = p2bodydist x + 10*(enemynear(var(2)),facing*facing*fvar(10) - vel x) <= 60
trigger2 = fvar(34) <= 130
trigger2 = !numhelper(1205)
trigger2 = p2bodydist y + 10*(fvar(12) - vel y) + 0.5*100*(fvar(38) - fvar(39)) = [0,40]
trigger2 = p2bodydist x + 10*(enemynear(var(2)),facing*facing*fvar(10) - vel x) <= 60 
trigger2 = fvar(1) > 0.71

;󒆋U
[State -1]
type = null;ChangeState
value = 620
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(2)),statetype = A && enemynear(var(2)),movetype = H
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = p2dist x > 0
triggerall = var(26) >= 14
trigger1 = numtarget(220)
trigger1 = p2bodydist y + 14*(fvar(12) - vel y) + 0.5*196*(fvar(38) - fvar(39)) = [10,90]
trigger1 = pos y+14*vel y+0.5*196*fvar(39)< 0||enemynear(var(2)),pos y+14*fvar(12)+0.5*196*fvar(38)< -10

;󒆒U
[State -1]
type = ChangeState
value = 610
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = ctrl
triggerall = enemynear(var(2)),statetype = A && enemynear(var(2)),movetype = H
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = p2dist x > 0
triggerall = var(26) >= 10
triggerall = random <= 333*var(59)
trigger1 = numhelper(1205)
trigger1 = helper(1205),stateno = 1205 && helper(1205),movehit
trigger1 = pos y + 10*vel y + 50*fvar(39) >=  -0.5*17*17*fvar(39) - 20
trigger1 = p2bodydist x + 10*(enemynear(var(2)),facing*facing*fvar(10) - vel x) <= 60
trigger1 = !var(10)
trigger1 = var(26) <= 24

trigger2 = var(10)
trigger2 = numhelper(1205)
trigger2 = helper(1205),stateno = 1205 && helper(1205),movehit
trigger2 = p2bodydist y + 10*(fvar(12) - vel y) + 0.5*100*(fvar(38) - fvar(39)) = [-40,50]
trigger2 = p2bodydist x <= 60

trigger3 = !numhelper(1205)
trigger3 = fvar(1) >= 0.695
trigger3 = p2bodydist y + 10*(fvar(12) - vel y) + 0.5*100*(fvar(38) - fvar(39)) = [-20,40]
trigger3 = p2bodydist x + 10*(enemynear(var(2)),facing*facing*fvar(10) - vel x) <= 60
trigger3 = var(26) <= 11 || pos y + 10*vel y + 0.5*100*fvar(39) < -0.5*16*16*fvar(39)-40 

trigger4 = !numhelper(1205)
trigger4 = p2bodydist y + 10*(fvar(12) - vel y) + 0.5*100*(fvar(38) - fvar(39)) = [-20,40]
trigger4 = p2bodydist x + 10*(enemynear(var(2)),facing*facing*fvar(10) - vel x) <= 60
trigger4 = var(26) <= 11 || pos y + 10*vel y + 0.5*100*fvar(39) < -0.5*16*16*fvar(39)-40 
trigger4 = p2bodydist y + var(26)*(fvar(12) - vel y) + 0.5*var(26)*var(26)*(fvar(38) - fvar(39)) < -5

trigger5 = !numhelper(1205)
trigger5 = p2bodydist y + var(26)*(fvar(12) - vel y) + 0.5*var(26)*var(26)*(fvar(38) - fvar(39)) < -10
trigger5 = p2bodydist y > 0
trigger5 = p2bodydist x + 10*(enemynear(var(2)),facing*facing*fvar(10) - vel x) <= 60
trigger5 = var(26) <= 11

;󒆎U
[State -1]
type = ChangeState
value = 600
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = ctrl
triggerall = enemynear(var(2)),statetype = A && enemynear(var(2)),movetype = H
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = p2dist x > 0
triggerall = var(26) >= 6
trigger1 = var(26) = 7
trigger1 = p2bodydist y + 6*(fvar(12) - vel y) + 0.5*36*(fvar(38) - fvar(39)) = [-5 ,55]
trigger1 = p2bodydist x + 6*(enemynear(var(2)),facing*facing*fvar(10) - vel x) <= 50
trigger1 = !var(52) && !var(53)
trigger2 = stateno = 111
trigger2 = p2bodydist y + 6*(fvar(12) - vel y) + 0.5*36*(fvar(38) - fvar(39)) = [-5 ,55]
trigger2 = p2bodydist x + 6*(enemynear(var(2)),facing*facing*fvar(10) - vel x) <= 50
trigger3 = var(52) || var(53)
trigger3 = fvar(1) < 0.60
trigger3 = fvar(34) <= 100 || p2bodydist x + 6*(enemynear(var(2)),facing*facing*fvar(10) - vel x) <= 50
trigger3 = p2bodydist y + 6*(fvar(12) - vel y) + 0.5*36*(fvar(38) - fvar(39)) = [-5 ,55]
trigger3 = fvar(34) >= 150 || enemynear(var(2)),life*enemynear(var(2)),const(data.defence) <= 120*100*fvar(0)

;󒆒U(^bOp)
[State -1]
type = ChangeState
value = 610
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = ctrl
triggerall = enemynear(var(2)),statetype = A && enemynear(var(2)),movetype = H
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = p2dist x > 0
triggerall = teammode = simul
trigger1 = p2bodydist y + 10*(fvar(12) - vel y) + 0.5*100*(fvar(38) - fvar(39)) = [-20,40]
trigger1 = p2bodydist x + 10*(enemynear(var(2)),facing*facing*fvar(10) - vel x) <= 60
trigger1 = var(26) <= 5 && enemynear(var(2)),canrecover = 0 
trigger1 = p2bodydist y + var(26)*(fvar(12) - vel y) + 0.5*var(26)*var(26)*(fvar(38) - fvar(39)) < -5

;----------------------------------------------
;LZ
;----------------------------------------------
;CX^g`[W
[State -1]
type = ChangeState
value = 2000
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(2)),movetype = H && enemynear(var(2)),statetype != L
triggerall = enemynear(var(2)),statetype = A 
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = var(47) = 1 || Var(46) >= 200
triggerall = var(46) >= 0
trigger1 = stateno = 610 || stateno = 630
trigger1 = movehit
trigger1 = var(10)
trigger1 = var(47) = 1 && var(46) >= 200
trigger1 = enemynear(var(2)),life * enemynear(var(2)),const(data.defence) >= 200*100*fvar(0)

;Air Dash Fwd
[State -1]
type = ChangeState
value = 112
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(2)),statetype = A && enemynear(var(2)),movetype = H
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = p2dist x > 0
triggerall = pos y < -20
triggerall = var(10) = 0
trigger1 = var(26) >= 21
trigger1 = stateno = 610 && movehit
trigger2 = var(26) >= 21
trigger2 = stateno = 630 && movehit

;󒆃Wv(FWD)
[State -1]
type = ChangeState
value = 46
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(2)),statetype = A && enemynear(var(2)),movetype = H
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = p2dist x > 0
triggerall = var(52) = 0
triggerall = var(53) = 0
triggerall = Var(10) = 0
trigger1 = stateno = 630
trigger1 = movehit
trigger1 = fvar(34) <= 120
trigger1 = fvar(1) < 0.60

trigger2 = stateno = 610
trigger2 = movehit
trigger2 = fvar(34) > 120
trigger2 = fvar(1) < 0.60

trigger3 = 0;stateno = 620 && movehit
trigger3 = hitcount = 3
trigger3 = var(26) <= 13
trigger4 = stateno = 621 || stateno = 650
trigger4 = var(11) = 0
trigger4 = var(26) <= 13
trigger4 = numtarget(620)

;悤
[State -1]
type = ChangeState
value = 3302
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(2)),statetype = A && enemynear(var(2)),movetype = H
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = p2dist x > 0
triggerall = var(26) >= 10
triggerall = power >= 3000
triggerall = palno != [7,11]
triggerall = stateno = 610
triggerall = movehit = 1
triggerall = fvar(1) > 0.50
triggerall = fvar(34) >= 200
trigger1 = enemynear(var(2)),life * enemynear(var(2)),const(data.defence)/100.0 / (fvar(0) + 0.0001) > 250
trigger1 = random <= 200 + 300*(teammode = turns)*(roundsexisted + 1)

trigger2 = teammode = single || teammode = simul
trigger2 = roundno >= 3

trigger3 = teammode = turns
trigger3 = roundno >= 7

;悤
[State -1]
type = ChangeState
value = 3301
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(2)),statetype = A && enemynear(var(2)),movetype = H
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = p2dist x > 0
triggerall = var(26) >= 10
triggerall = power >= 2000
triggerall = palno != [7,11]
triggerall = stateno = 610
triggerall = movehit = 1
triggerall = fvar(1) <= 0.55 || fvar(1) < 0.70 && p2bodydist y >= -15 && !var(10)
triggerall = fvar(34) >= 90 || pos y > -100
trigger1 = enemynear(var(2)),life * enemynear(var(2)),const(data.defence)/100.0 / (fvar(0) + 0.0001) = [100,250]
trigger2 = enemynear(var(2)),life * enemynear(var(2)),const(data.defence)/100.0 / (fvar(0) + 0.0001) > 100
trigger2 = power >= 2500
trigger2 = random <= 500

;ソ悤
[State -1]
type = ChangeState
value = 3300
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(2)),statetype = A && enemynear(var(2)),movetype = H
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = p2dist x > 0
triggerall = var(26) >= 10
triggerall = power >= 1000
triggerall = palno != [7,11]
trigger1 = stateno = 610 && movehit
trigger1 = fvar(1) <= 0.55 || fvar(1) < 0.70 && p2bodydist y >= -10 && !var(10)
trigger1 = fvar(34) >= 90

;Ƃł
[State -1]
type = ChangeState
value = 630
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(2)),statetype = A && enemynear(var(2)),movetype = H
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = p2dist x > 0
triggerall = var(26) >= 10
triggerall = pos y+10*vel y+0.5*100*fvar(39) < 0
trigger1 = stateno = 610 && movehit
trigger1 = fvar(1) <= 0.50 + 0.5*(p2bodydist y < -20) || fvar(34) <= 120 && fvar(1) <= 0.69 && enemynear(var(2)),life*enemynear(var(2)),const(data.defence)<= 150*100*fvar(0)
trigger2 = stateno = 610 && movehit
trigger2 = fvar(1) = [0.50,0.69]
trigger2 = var(26) = 11 || pos y + 10*vel y + 0.5*100*fvar(39)>0|| p2bodydist y + 10*(fvar(12) - vel y)+ 0.5*100*(fvar(38)-fvar(39))<-20

trigger3 = var(10)
trigger3 = stateno = 600 && movehit
trigger3 = pos y+10*vel y+0.5*100*fvar(39)>= 0||enemynear(var(2)),pos y+10*fvar(12)+0.5*100*fvar(38)>= 0||p2bodydist y+10*(fvar(12)-vel y)+0.5*100*(fvar(38)-fvar(39))<-5||var(26)<=11
trigger3 = fvar(34) <= 90

;󒆋U
[State -1]
type = ChangeState
value = 620
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(2)),statetype = A && enemynear(var(2)),movetype = H
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = p2dist x > 0
triggerall = var(26) >= 14
triggerall = stateno = 600 && movehit
trigger1 = var(52) || var(53)
trigger1 = fvar(1) < 0.60
trigger1 = fvar(34) <= 100
trigger1 = p2bodydist y + 10*(fvar(12) - vel y) + 0.5*100*(fvar(38) - fvar(39)) >= 50

;󒆎U
[State -1]
type = ChangeState
value = 600
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(2)),statetype = A && enemynear(var(2)),movetype = H
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = p2dist x > 0
triggerall = var(26) >= 6
triggerall = stateno = 600 && movehit
trigger1 = !var(52) && !var(53)
trigger1 = fvar(1) < 0.69
trigger1 = p2bodydist y + 10*(fvar(12) - vel y) + 0.5*100*(fvar(38) - fvar(39)) >= 50
trigger1 = fvar(34) > 100

trigger2 = var(52) || var(53)
trigger2 = fvar(1) < 0.6
trigger2 = p2bodydist y + 10*(fvar(12) - vel y) + 0.5*100*(fvar(38) - fvar(39)) >= 70

;󒆒U
[State -1]
type = ChangeState
value = 610
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(2)),statetype = A && enemynear(var(2)),movetype = H
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = p2dist x > 0
triggerall = var(26) >= 10
triggerall = stateno = 600 && movehit
trigger1 = var(10)
trigger1 = pos y+10*vel y+0.5*100*fvar(39)>= 0||enemynear(var(2)),pos y+10*fvar(12)+0.5*100*fvar(38)>= 0||p2bodydist y+10*(fvar(12)-vel y)+0.5*100*(fvar(38)-fvar(39))<-10||var(26)<=11
trigger2 = !var(10)
trigger2 = fvar(1) < 0.55 || var(26) = 11 || pos y+20*vel y+0.5*400*fvar(39)>= -25 || !var(52) && !var(53) && fvar(1) >= 0.70

;______________________________________________________________________

;nR{(ډ)
;______________________________________________________________________
;==============================================
;n
;==============================================
;----------------------------------------------
;ډ
;----------------------------------------------
;ォ
[State -1]
type = ChangeState
value = 1400
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 52 || (stateno = 120 && prevstateno = [160,162])
triggerall = enemynear(var(2)),statetype != A && enemynear(var(2)),movetype = H
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = p2dist x > 0
trigger1 = numhelper(1205)
trigger1 = helper(1205),movehit = 0
trigger1 = helper(1205),stateno = 1205
trigger1 = numtarget(230)
trigger1 = fvar(1) >= 1.3
trigger1 = fvar(33) <= fvar(34) - 350
trigger1 = p2bodydist x >= 50

;Jump Fwd
[State -1]
type = ChangeState
value = 41
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 52 || (stateno = 120 && prevstateno = [160,162])
triggerall = enemynear(var(2)),statetype != A && enemynear(var(2)),movetype = H
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = p2dist x > 0
trigger1 = numhelper(1205)
trigger1 = helper(1205),movehit = 0
trigger1 = helper(1205),stateno = 1205
trigger1 = numtarget(230)
trigger1 = fvar(34) > 120 || fvar(1) < 0.90

;_bV
[State -1]
type = ChangeState
value = 100
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 52 || (stateno = 120 && prevstateno = [160,162])
triggerall = enemynear(var(2)),statetype != A && enemynear(var(2)),movetype = H
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = p2dist x > 0
trigger1 = enemynear(var(2)),gethitvar(hittime) > 9
trigger1 = p2bodydist x <= 80

trigger2 = numhelper(1205)
trigger2 = helper(1205),movehit = 0
trigger2 = helper(1205),stateno = 1205
trigger2 = numtarget(230)
trigger2 = fvar(34) <= 120 && fvar(1) > 0.90

;Ui_bVj
[State -1]
type = ChangeState
value = 225
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = stateno = 100 || stateno = 101
triggerall = enemynear(var(2)),statetype != A && enemynear(var(2)),movetype = H
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = p2dist x > 0
trigger1 = enemynear(var(2)),gethitvar(hittime) > 7
trigger1 = p2bodydist x <= 80

;U
[State -1]
type = ChangeState
value = 200
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 52 || (stateno = 120 && prevstateno = [160,162])
triggerall = enemynear(var(2)),statetype != A && enemynear(var(2)),movetype = H
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = p2dist x > 0
trigger1 = enemynear(var(2)),gethitvar(hittime) = [4,8]
trigger1 = p2bodydist x <= 30

;エ̂Ȃ
[State -1]
type = ChangeState
value = 1300
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 52 || (stateno = 120 && prevstateno = [160,162])
triggerall = enemynear(var(2)),statetype != A && enemynear(var(2)),movetype = H
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = p2dist x > 0
triggerall = !inguarddist
trigger1 = var(25) || numhelper(1611)
trigger1 = p2bodydist x >= 160

;エ̂Ȃ(^bOp)
[State -1]
type = ChangeState
value = 1300 + 2*(enemynear(var(2)),statetype = A)*(p2bodydist x <= 150)
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 52 || (stateno = 120 && prevstateno = [160,162])
triggerall = enemynear(var(2)),movetype = H
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = p2dist x > 0
trigger1 = teammode = simul
trigger1 = p2bodydist x >= 100
trigger1 = numpartner
trigger1 = partner,numtarget

;----------------------------------------------
;LZ
;----------------------------------------------

;CX^g`[W
[State -1]
type = ChangeState
value = 2000
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(2)),movetype = H && enemynear(var(2)),statetype != L
triggerall = enemynear(var(2)),statetype != A 
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = var(47) = 1 || Var(46) >= 200
triggerall = var(46) >= 0
trigger1 = stateno = 1200 && time = 15
trigger1 = var(59) >= 3 || random <= 250 * var(59)
trigger2 = stateno = 210 || stateno = 410
trigger2 = movehit
trigger2 = p2bodydist x = [60,80]
trigger3 = stateno = 405 || stateno = 415
trigger3 = movehit || moveguarded && p2bodydist x <= 40 || var(54)

;Jump Fwd
[State -1]
type = ChangeState
value = 41
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(2)),statetype != A && enemynear(var(2)),movetype = H
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = p2dist x > 0
trigger1 = stateno = 415 && movehit


;ႪݒU
[State -1]
type = ChangeState
value = 410
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(2)),movetype = H && enemynear(var(2)),statetype != L
triggerall = enemynear(var(2)),statetype != A
triggerall = enemynear(var(2)),stateno != [120,155]
trigger1 = stateno = 200 || stateno = 400
trigger1 = movehit

;U
[State -1]
type = ChangeState
value = 230
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(2)),movetype = H && enemynear(var(2)),statetype != L
triggerall = enemynear(var(2)),statetype != A
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = p2bodydist x <= 50 - 6.0/fvar(0)
triggerall = var(47) = 1 || Var(46) >= 200
triggerall = var(46) >= 0
trigger1 = fvar(1) > 0.80
trigger1 = stateno = 210 || stateno = 410
trigger1 = movehit

;Ⴊ݋U
[State -1]
type = ChangeState
value = 420
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(2)),movetype = H && enemynear(var(2)),statetype != L
triggerall = enemynear(var(2)),statetype != A
triggerall = enemynear(var(2)),stateno != [120,155]
trigger1 = stateno = 210 || stateno = 410
trigger1 = movehit
trigger1 = p2bodydist x <= 60


;゠邶HʂH
[State -1]
type = ChangeState
value = 1200
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(2)),movetype = H && enemynear(var(2)),statetype != L
triggerall = enemynear(var(2)),statetype != A
triggerall = enemynear(var(2)),stateno != [120,155]
trigger1 = stateno = 230
trigger1 = movehit



;==============================================
;
;==============================================
;----------------------------------------------
;ډ
;----------------------------------------------
;Air Dash Fwd
[State -1]
type = ChangeState
value = 112
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(2)),movetype = H
triggerall = enemynear(var(2)),statetype != A
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = p2dist x > 0
triggerall = pos y < -20
triggerall = var(10) = 0
triggerall = ctrl
trigger1 = numhelper(1205)
trigger1 = helper(1205),stateno = 1205
trigger1 = helper(1205),movehit = 0 || helper(1205),hitpausetime != 0
trigger1 = pos y < -60
trigger1 = fvar(34) > 100
trigger1 = p2bodydist x - 20*vel x + 2.5*(20 - 10*(helper(1205),movehit = 1) - 15*(helper(1205),movehit = 0))>= 50 

;󒆋U
[State -1]
type = ChangeState
value = 620
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(2)),statetype != A && enemynear(var(2)),movetype = H
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = p2dist x > -100
triggerall = ctrl
triggerall = !numhelper(1205)
trigger1 = numtarget(610) || numtarget(620) || enemynear(var(2)),gethitvar(hittime) >= 14
trigger1 = p2bodydist x <= 60
trigger1 = pos y + 14*vel y + 98*fvar(39) < 0

;󒆒U
[State -1]
type = ChangeState
value = 610
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(2)),statetype != A && enemynear(var(2)),movetype = H
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = p2dist x > 0
triggerall = ctrl
triggerall = enemynear(var(2)),gethitvar(hittime) > 10
trigger1 = !numhelper(1205)
trigger1 = pos y + 10*vel y + 50*fvar(39) > -10 || enemynear(var(2)),gethitvar(hittime) = [10,13]
trigger1 = p2bodydist x <= 60
trigger1 = pos y + 10*vel y + 50*fvar(39) < 0
trigger2 = numhelper(1205)
trigger2 = helper(1205),movehit
trigger2 = helper(1205),hitpausetime = 1
trigger2 = p2bodydist x + 10*(enemynear(var(2)),facing*facing*fvar(10) - vel x) < 60 

;----------------------------------------------
;LZ
;----------------------------------------------

;CX^g`[W
[State -1]
type = ChangeState
value = 2000
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(2)),movetype = H && enemynear(var(2)),statetype != L
triggerall = enemynear(var(2)),statetype != A
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = var(47) = 1 || Var(46) >= 200
triggerall = var(46) >= 0
trigger1 = stateno = 620 && movehit = 1
trigger1 = p2dist x > 5
trigger1 = animelemno(0) > 20 || hitcount >= 3 
trigger1 = pos y + 11*vel y + 0.5*121*fvar(39) < 0
trigger2 = stateno = 620 && movehit = 1
trigger2 = p2dist x <= 5
trigger2 = pos y + 14*vel y + 98*fvar(39) < -5
trigger2 = pos y + 20*vel y + 200*fvar(39) > 0
trigger3 = stateno = 611 && movehit

;悤
[State -1]
type = ChangeState
value = 3301
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(2)),statetype != A && enemynear(var(2)),movetype = H
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = p2dist x > 0
triggerall = power >= 2000
triggerall = palno != [7,11]
trigger1 = stateno = 620 && movehit
trigger1 = animelemno(0) > 20 || hitcount >= 3
trigger1 = pos y + 9*vel y + 0.5*81*fvar(39) < 0
trigger1 = enemynear(var(2)),life * enemynear(var(2)),const(data.defence) <= 250*100*fvar(0)

;ソ悤
[State -1]
type = ChangeState
value = 3300
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(2)),statetype != A && enemynear(var(2)),movetype = H
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = p2dist x > 0
triggerall = power >= 1000
triggerall = palno != [7,11]
trigger1 = stateno = 620 && movehit
trigger1 = animelemno(0) > 20 || hitcount >= 3
trigger1 = pos y + 9*vel y + 0.5*81*fvar(39) < 0

;󒆋U
[State -1]
type = ChangeState
value = 620
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(2)),statetype != A && enemynear(var(2)),movetype = H
triggerall = enemynear(var(2)),stateno != [120,155]
trigger1 = stateno = 610
trigger1 = movehit
trigger1 = movehit = 2 || pos y + 14*vel y + 0.5*196*fvar(39) > -5

trigger2 = stateno = 600
trigger2 = movehit
trigger2 = p2dist x < 0

;󒆒U
[State -1]
type = ChangeState
value = 610
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(2)),statetype != A && enemynear(var(2)),movetype = H
triggerall = enemynear(var(2)),stateno != [120,155]
triggerall = p2dist x > 0
trigger1 = stateno = 600 && movehit
;_________________________________________________________
;
;
;_________________________________________________________

[state -3,jump]
type=changestate
value=41
triggerall = (var(59)=[2,10])&&roundstate=2
triggerall = statetype!=A
triggerall = ctrl
triggerall = random <= 16*var(59)**3
triggerall = stateno != [100,102]
triggerall = enemynear(var(32)),time >= 60*fvar(31) || fvar(31) < 0.01 || random <= 15
trigger1 = enemynear(var(2)),hitdefattr=SC,NT,ST,HT 
trigger1 = enemynear(var(2)),time < -enemynear(var(2)),animtime || enemynear(var(2)),animtime >= 0 || enemynear(var(2)),time <= 5
trigger1 = p2bodydist X < 80
trigger2 = enemynear(var(2)),time <= 10 && enemynear(var(2)),stateno = [800,899]
trigger2 = p2bodydist X < 80

[state -3,jump]
type=changestate
value = 41 + ifelse((enemynear(var(2)),vel x > 4.0) , 1 , 0)
triggerall = var(59)&&roundstate=2
triggerall = statetype!=A
triggerall = ctrl
triggerall = stateno != [100,102]
triggerall = random <= 16*var(59)**3
triggerall = enemynear(var(2)),time >= 60*fvar(31) || fvar(31) < 0.01 || random <= 15
triggerall = enemynear(var(2)),p2bodydist x <= 80 && enemynear(var(2)),p2dist x > 0
trigger1 = numhelper(40001)
trigger1 = helper(40001),var(0) 
trigger1 = enemynear(var(2)),stateno = helper(40001),var(0)
trigger2 = numhelper(40001)
trigger2 = helper(40001),var(1) 
trigger2 = enemynear(var(2)),stateno = helper(40001),var(1)
trigger3 = numhelper(40001)
trigger3 = helper(40001),var(2) 
trigger3 = enemynear(var(2)),stateno = helper(40001),var(2)
trigger4 = numhelper(40001)
trigger4 = helper(40001),var(3) 
trigger4 = enemynear(var(2)),stateno = helper(40001),var(3)
trigger5 = numhelper(40001)
trigger5 = helper(40001),var(4) 
trigger5 = enemynear(var(2)),stateno = helper(40001),var(4)

;CX^g`[W
[State -1]
type = ChangeState
value = 2000
triggerall = var(59)&&roundstate=2
triggerall = stateno != [100,102]
triggerall = random <= 16*var(59)**3
triggerall = var(47) = 1 || Var(46) >= 200
triggerall = var(46) >= 0
triggerall = enemynear(var(2)),time >= 60*fvar(31) || fvar(31) < 0.01 || random <= 15
trigger1 = stateno = 1400 && time >= 40
trigger1 = enemynear(var(2)),p2dist x < 0
trigger1 = enemynear(var(2)),movetype = A
trigger1 = enemynear(var(2)),animtime < -9 && enemynear(var(2)),animtime > -9 + animtime
trigger1 = abs(p2dist x) <= 100
trigger2 = stateno = 1405 && time >= 40
trigger2 = p2dist x = [0,50]
trigger2 = enemynear(var(2)),hitdefattr = SC,AA,AT
trigger2 = enemynear(var(2)),animtime < -10
;______________________________________________________________________

;K[hȂ
;______________________________________________________________________

[State -1, e-2]
Type = ChangeState
Value = 120
triggerall = var(59)
triggerall = random < 16*var(59)**3
triggerall = roundstate = 2
triggerall = stateno != 120 || time >= 1 && anim != 21
triggerall = ctrl&&statetype !=A
triggerall = (enemynear(var(2)),hitdefattr =,NT,ST,HT)=0
triggerall = stateno != [100,102]
triggerall = !var(54)
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)
triggerall = roundstate = 2
triggerall = stateno != 120 || time >= 1 && anim != 21
triggerall = ctrl&&statetype !=A
triggerall = (enemynear(var(2)),hitdefattr =,NT,ST,HT)=0
triggerall = stateno != [100,102]
triggerall = var(54)
triggerall = numhelper(40001)
triggerall = (enemynear(var(2)),pos x - pos x)*helper(40001),var(var(33) + 40) > 0
triggerall = abs(p2dist x) > 10 || random < 100 || backedgebodydist < 15 && p2dist x > 0
triggerall = random <= 880 + 30*var(59) || statetype = C
trigger1 = inguarddist
trigger1 = helper(40002),var(13)%3 = 1|| enemynear(var(2)),numhelper > var(58) || enemynear(var(2)),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)
triggerall = ctrl && statetype = A
trigger1 = inguarddist
trigger1 = stateno != 120 || animtime = 0
;______________________________________________________________________

;NU
;______________________________________________________________________
;==========
;ʂ߂
;==========
;U(DASH)
[State -1]
type = ChangeState
value = 205
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = stateno = [100,102]
triggerall = numhelper(1205)
trigger1 = p2dist x < 0
trigger1 = numhelper(40000)
trigger1 = helper(40000),var(1)
trigger1 = helper(40000),var(5) <= 25
trigger1 = random <= 500

;CX^g`[W
[State -1]
type = ChangeState
value = 2000
triggerall = var(59)&&roundstate=2
triggerall = stateno != [100,102]
triggerall = var(47) = 1 || Var(46) >= 200
triggerall = var(46) >= 0
triggerall = enemynear(var(2)),statetype = L
trigger1 = stateno = 1200 && time = 15

;゠邶HʂH
[State -1]
type = ChangeState
value = 1200
triggerall = var(59) && roundstate = 2
triggerall = stateno != [100,101]
triggerall = statetype != A
triggerall = ctrl
triggerall = enemynear(var(2)),statetype = L
triggerall = p2dist x > 0
triggerall = numhelper(40000)
triggerall = p2dist x <= 95
triggerall = fvar(34) >= 120
triggerall = var(47) = 0 && Var(46) >= 200 || var(47) = 1 && var(46) = [1,200]
triggerall = !numhelper(1205)
trigger1 = helper(40000),var(3)
trigger1 = enemynear(var(2)),id = helper(40000),var(1)
trigger1 = enemynear(var(2)),stateno = 5110
trigger1 = helper(40000),var(3) + helper(40000),var(9) - (helper(40000),var(7) < helper(40000),var(9))*helper(40000),var(7) = [23,31]
trigger1 = random <= 330

;_bV
[State -1]
type = ChangeState
value = 100
triggerall = var(59) && roundstate = 2
triggerall = ctrl
triggerall = stateno != [100,102]
triggerall = statetype != A
triggerall = enemynear(var(2)),statetype = L
trigger1 = p2dist x > 0
trigger1 = p2bodydist x <= 110
trigger1 = numhelper(1205)

;===========
;U
;===========
;ႪݎUi_bVj
[State -1]
type = ChangeState
value = 405
triggerall = var(59) && roundstate = 2
triggerall = stateno = [100,101]
triggerall = statetype != A
triggerall = p2dist x > 5
triggerall = p2bodydist x <= 30
triggerall = !numhelper(1205) || random <= 110 && var(54)
trigger1 = enemynear(var(2)),stateno = 5120
trigger1 = enemynear(var(2)),animtime = [-1,0]
trigger1 = random <= 300

trigger2 = var(54)
trigger2 = numhelper(40000)
trigger2 = helper(40000),var(1)
trigger2 = enemynear(var(2)),id = helper(40000),var(1)
trigger2 = helper(40000),var(5) = [0,5]
trigger2 = random <= 150

;ႪݒU
[State -1]
type = ChangeState
value = 410
triggerall = var(59) && roundstate = 2
triggerall = stateno != [100,101]
triggerall = statetype != A
triggerall = ctrl
triggerall = var(54)
triggerall = p2dist x > 0
triggerall = p2bodydist x <= 60
triggerall = !numhelper(1205) || random <= 110 && var(54)
trigger1 = 0

;ႪݒUi_bVj
[State -1]
type = ChangeState
value = 415
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = var(54)
triggerall = enemynear(var(2)),statetype = L
triggerall = enemynear(var(2)),stateno = 5120
triggerall = stateno = [100,101]
triggerall = var(54)
triggerall = p2dist x > 0
triggerall = p2bodydist x <= 60
triggerall = !numhelper(1205) || random <= 110 && var(54)
trigger1 = enemynear(var(2)),stateno = 5120
trigger1 = enemynear(var(2)),animtime = [-5,0]
trigger1 = random <= 80

trigger2 = var(54)
trigger2 = numhelper(40000)
trigger2 = helper(40000),var(1)
trigger2 = enemynear(var(2)),id = helper(40000),var(1)
trigger2 = helper(40000),var(5) = [0,2]
trigger2 = random <= 150

;キ邹
[State -1]
type = ChangeState
value = 1100
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = stateno = [100,102]
triggerall = !numhelper(1205)
trigger1 = p2dist x = [-100,0]
trigger1 = enemynear(var(2)),stateno = 5120
trigger1 = enemynear(var(2)),animtime = [-8,-3]

;邹
[State -1]
type = ChangeState
value = 1102
triggerall = var(59) && roundstate = 2
triggerall = stateno != [100,101]
triggerall = statetype != A
triggerall = ctrl
triggerall = !var(54)
triggerall = enemynear(var(2)),statetype = L
triggerall = enemynear(var(2)),stateno = 5120
trigger1 = p2bodydist x <= 60
trigger1 = enemynear(var(2)),animtime > -3
trigger1 = !var(47) && var(46) > 200 || var(47) = 1 && var(46) <= 200

;ゾǂ
[State -1]
type = ChangeState
value = 3000
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = power >= 1000
trigger1 = enemynear(var(2)),movetype = H
trigger1 = stateno = 420
trigger1 = movehit = 1
trigger1 = random <= 70*var(59)**2
trigger2 = ctrl
trigger2 = enemynear(var(2)),statetype = L
trigger2 = enemynear(var(2)),stateno <= 5120
trigger2 = p2bodydist x >= 120
trigger2 = random <= 4*var(59)**2


;ソ̂Ȃ
[State -1]
type = ChangeState
value = 3100
triggerall = var(59) >= 2 && roundstate = 2
triggerall = statetype != A
triggerall = palno = [1,6]
triggerall = power >= 1000
triggerall = ctrl || stateno = 52
triggerall = p2bodydist x >= 150
triggerall = random <= 250*var(59)
triggerall = numhelper(40000)
trigger1 = enemynear(var(2)),stateno = [5100,5109]
trigger1 = random <= 90
trigger1 = enemynear(var(2)),id = helper(40000),var(1)
trigger1 = helper(40000),var(3) + helper(40000),var(9) - (helper(40000),var(7) < helper(40000),var(9))*helper(40000),var(7) <= 70

trigger2 = helper(40000),var(3)
trigger2 = enemynear(var(2)),id = helper(40000),var(1)
trigger2 = enemynear(var(2)),stateno = 5110
trigger2 = helper(40000),var(3) + helper(40000),var(9) - (helper(40000),var(7) < helper(40000),var(9))*helper(40000),var(7) = [50,60]
trigger2 = random <= 300

;----| air |-----------------

;󒆋U
[State -1,40]
type = ChangeState
value = 620
triggerall = var(59) && roundstate = 2
triggerall = stateno != [100,101]
triggerall = statetype = A
triggerall = ctrl
triggerall = enemynear(var(2)),statetype = L
triggerall = enemynear(var(2)),stateno = 5120
trigger1 = p2dist x = [-60,80]
trigger1 = enemynear(var(2)),animtime > -12
trigger1 = pos y + 14*vel y + 0.5*196*fvar(39) = [-90,20]

;󒆒U
[State -1]
type = ChangeState
value = 610
triggerall = var(59) && roundstate = 2
triggerall = stateno != [100,101]
triggerall = statetype = A
triggerall = ctrl
triggerall = enemynear(var(2)),statetype = L
triggerall = enemynear(var(2)),stateno = 5120
trigger1 = 0


;=================
;ړ
;=================
;Wv
[State -1]
type = ChangeState
value = 41
triggerall = var(59) && roundstate = 2
triggerall = stateno != [100,101]
triggerall = statetype != A
triggerall = ctrl
triggerall = enemynear(var(2)),statetype = L
triggerall = enemynear(var(2)),stateno = 5120
trigger1 = p2bodydist x <= 60
trigger1 = enemynear(var(2)),animtime = [-30,-18]
trigger1 = random <= 10*(36 + enemynear(var(2)),animtime)**0.7

;_bV
[State -1]
type = ChangeState
value = 100
triggerall = var(59) && roundstate = 2
triggerall = ctrl
triggerall = stateno != [100,102]
triggerall = statetype!=A
triggerall = enemynear(var(2)),statetype = L
trigger1 = p2bodydist x <= 100 && fvar(34) - p2dist x >= 60
trigger1 = enemynear(var(2)),stateno = 5120 && enemynear(var(2)),animtime < -15 || enemynear(var(2)),stateno = 5110
trigger1 = random <= 50

;Ⴊ݋Ui_bVj
[State -1]
type = ChangeState
value = 430
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(2)),statetype = L
triggerall = stateno = [100,101]
trigger1 = 0

;ォ(x +210 y 0)
[State -1]
type = ChangeState
value = 1400
triggerall = var(59) && roundstate = 2
triggerall = stateno != 101
triggerall = statetype != A
triggerall = ctrl
triggerall = enemynear(var(2)),statetype = L
trigger1 = !var(54)
trigger1 = enemynear(var(2)),stateno = 5120 || enemynear(var(2)),prevstateno = 5110
trigger1 = enemynear(var(2)),animtime = [-20,-10]
trigger1 = random <= 200 - ceil(p2bodydist x)
trigger1 = fvar(34) - p2dist x >= 100
trigger1 = p2bodydist x <= 80

;(x p2dist x - 20  y -100)
[State -1]
type = ChangeState
value = 1404
triggerall = var(59) && roundstate = 2
triggerall = stateno != 101
triggerall = statetype != A
triggerall = ctrl
triggerall = enemynear(var(2)),statetype = L
trigger1 = random <= 5 + 25*(p2bodydist x > 100)
trigger2 = !var(54)
trigger2 = enemynear(var(2)),stateno = 5120 || enemynear(var(2)),prevstateno = 5110
trigger2 = enemynear(var(2)),animtime = [-20,-10]
trigger2 = random <= 90 - ceil(p2bodydist x)

;______________________________________________________________________

;g
;______________________________________________________________________

;ߒU
[State -1]
type = ChangeState
value = 220
triggerall = var(59) && roundstate = 2
triggerall = ctrl || (stateno = 120 && prevstateno = [160,162])
triggerall = statetype!=A 
triggerall = var(43)
triggerall = enemynear(var(2)),statetype =A 
triggerall = p2bodydist x <= 60 && p2dist x >= 0 || fvar(34) <= 100
triggerall = !var(54)
triggerall = random <= 16*var(59)**3
trigger1 = p2stateno = 5210
trigger1 = p2bodydist y = [-30,-60]
trigger1 = enemynear(var(2)),time >= 9
trigger1 = !var(54)

trigger2 = enemynear(var(2)),pos y + 7*enemynear(var(2)),vel y  + 0.5*49*fvar(38) = [-60,-10]
trigger2 = (p2stateno = [5211,5219]) || enemynear(var(2)),prevstateno = [5210,5219]
trigger2 = !var(54) || random <= 120

;Air Dash Fwd
[State -1]
type = ChangeState
value = 112
triggerall = (var(59)=[2,10])&&roundstate=2
triggerall = statetype=A 
triggerall = var(43)
triggerall = var(59)>=4 || random <= 30 * var(59) * var(59)
triggerall = enemynear(var(2)),statetype =A
triggerall = !var(10)
trigger1 = stateno = 630 && movehit
trigger1 = var(52) || var(53)

;󒆎
[State -1,40]
type = ChangeState
value = 600
triggerall = var(59)&&roundstate=2
triggerall = statetype=A 
triggerall = ctrl || stateno = 600 && movecontact || (stateno = 120 && prevstateno = [160,162])
triggerall = var(43)
triggerall = enemynear(var(2)),statetype =A 
triggerall = pos y + 6*vel y + 0.5*36*fvar(39) < 0
triggerall = p2bodydist x <= 60 && p2dist x >= 0
triggerall = p2stateno = [5210,5219]
triggerall = !var(54)
triggerall = random <= 16*var(59)**3
trigger1 = p2bodydist y = [0,100]
trigger1 = p2stateno = 5210
trigger1 = enemynear(var(2)),time >= 11

trigger2 = enemynear(var(2)),pos y + 10*enemynear(var(2)),vel y  + 50*fvar(38) <= 0
trigger2 = p2bodydist y + 6*(enemynear(var(2)),vel y - vel y) + 18*(fvar(38) - fvar(39))= [-5,80]
trigger2 = p2stateno = [5211,5219]


;Ƃł
[State -1,40]
type = ChangeState
value = 630
triggerall = var(59)&roundstate=2
triggerall = statetype=A 
triggerall = ctrl || (stateno = 610 || stateno = 600) && movecontact || (stateno = 120 && prevstateno = [160,162])
triggerall = var(43)
triggerall = enemynear(var(2)),statetype =A 
triggerall = p2bodydist x <= 80 && p2dist x >= 0
trigger1 = !var(54)
trigger1 = random <= 16*var(59)**3
trigger1 = pos y + 10*vel y + 0.5*100*fvar(39) < 20
trigger1 = p2bodydist y = [-20,180]
trigger1 = p2stateno = 5210
trigger1 = enemynear(var(2)),time >= 4

trigger2 = !var(54)
trigger2 = random <= 16*var(59)**3
trigger2 = pos y + 10*vel y + 0.5*100*fvar(39) < 20
trigger2 = enemynear(var(2)),pos y + 10*enemynear(var(2)),vel y  + 50*fvar(38) <= 0
trigger2 = p2bodydist y + 10*(enemynear(var(2)),vel y - vel y) + 50*(fvar(38) - fvar(39))= [-60,110]
trigger2 = p2stateno = [5211,5219]

trigger3 = p2stateno = 5050
trigger3 = p2bodydist y > -20
trigger3 = pos y + 10*vel y + 0.5*100*fvar(39) >= -80
trigger3 = var(26) <= 5

trigger4 = var(54)
trigger4 = enemynear,canrecover || var(26) <= 3
trigger4 = random <= 125*var(59)
trigger4 = p2stateno = 5050 || enemynear(var(2)),prevstateno = 5050 || p2stateno = [5210,5219] 
trigger4 = pos y + 14*vel y + 0.5*196*fvar(39) < 0
trigger4 = p2bodydist y + 10*(enemynear(var(2)),vel y - vel y) + 50*(fvar(38) - fvar(39))= [-15,80]

;󒆋U
[State -1,40]
type = ChangeState
value = 620
triggerall = var(59)&&roundstate=2
triggerall = statetype=A 
triggerall = ctrl || (stateno = 610 || stateno = 600) && movecontact || (stateno = 120 && prevstateno = [160,162])
triggerall = var(43)
triggerall = enemynear(var(2)),statetype =A 
triggerall = p2dist x <= 70 && p2dist x >= -70
trigger1 = !var(54)
trigger1 = random <= 16*var(59)**3
trigger1 = pos y + 14*vel y + 0.5*196*fvar(39) < 0
trigger1 = p2bodydist y = [80,220]
trigger1 = p2stateno = 5210
trigger1 = enemynear(var(2)),time >= 0

trigger2 = !var(54)
trigger2 = random <= 16*var(59)**3
trigger2 = pos y + 14*vel y + 0.5*196*fvar(39) < 20
trigger2 = enemynear(var(2)),pos y + 10*enemynear(var(2)),vel y  + 50*fvar(38) <= 0
trigger2 = p2bodydist y + 14*(enemynear(var(2)),vel y - vel y) + 98*(fvar(38) - fvar(39))= [60,180]
trigger2 = p2stateno = [5211,5219]

trigger3 = var(54)
trigger3 = enemynear,canrecover || var(26) <= 3
trigger3 = random <= 125*var(59)
trigger3 = vel y + 14*fvar(39) > 2 || pos y > -80
trigger3 = p2stateno = 5050 || enemynear(var(2)),prevstateno = 5050 || p2stateno = [5210,5219] 
trigger3 = pos y + 14*vel y + 0.5*196*fvar(39) < 0
trigger3 = p2bodydist y + 14*(enemynear(var(2)),vel y - vel y) + 98*(fvar(38) - fvar(39))= [60,180]

;_________________________________________________________
;
;ł,
;_________________________________________________________
;===========================
;n
;===========================
;ctrl = 1
;Jump Fwd
[State -1]
type = ChangeState
value = 41
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(2)),stateno = [120,155]
triggerall = p2dist x > 0
trigger1 = enemynear(var(2)),statetype != A && enemynear(var(2)),movetype = H
trigger1 = stateno = 220 && moveguarded
trigger1 = fvar(34) - p2dist x > 80
trigger1 = random <= 150 + 150*var(59)
trigger2 = stateno = 225 || stateno = 415
trigger2 = moveguarded || movereversed > 2 && var(17)

;_bV
[State -1]
type = ChangeState
value = 100
triggerall = var(59) && roundstate = 2
triggerall = ctrl
triggerall = stateno != [100,102]
triggerall = statetype!=A
triggerall = enemynear(var(2)),stateno = [120,155]
triggerall = p2dist x > 0
trigger1 = numtarget(1105)
trigger1 = enemynear(var(2)),statetype != A
trigger1 = p2bodydist x <= 120
trigger2 = var(25) >= 3
trigger2 = p2bodydist x <= 150
trigger2 = random <= 50

;U
[State -1]
type = ChangeState
value = 400
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(2)),stateno = [120,155]
triggerall = p2dist x > 0
triggerall = enemynear(var(2)),statetype != A && enemynear(var(2)),movetype = H
triggerall = p2bodydist x < 20
trigger1 = ctrl

;ォ(x +210 y 0)
[State -1]
type = ChangeState
value = 1400
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(2)),stateno = [120,155]
triggerall = ctrl
triggerall = p2dist x > 0
trigger1 = p2dist x = [50,200]
trigger1 = var(25) >= 3
trigger1 = random <= 250 - 40*var(59)

;(x p2dist x - 20  y -100)
[State -1]
type = ChangeState
value = 1404
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(2)),stateno = [120,155]
triggerall = ctrl
trigger1 = var(25) >= 5
trigger1 = random <= 230 - 40*var(59)

;ソ̂Ȃ
[State -1]
type = ChangeState
value = 3100
triggerall = var(59) >= 2 && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(2)),stateno = [120,155]
triggerall = ctrl
triggerall = palno = [1,6]
triggerall = power >= 1000
trigger1 = numhelper(1206)
trigger1 = helper(1206),p2dist x > 0
trigger1 = enemynear(var(2)),ctrl = 0
trigger1 = enemynear(var(2)),backedgebodydist <= 50
trigger1 = p2bodydist x >= 150
trigger1 = random <= 8*var(59)**2

trigger2 = numhelper(1206)
trigger2 = helper(1206),p2dist x > 60
trigger2 = enemynear(var(2)),backedgebodydist <= 50
trigger2 = p2bodydist x >= 150
trigger2 = random <= 4*var(59)**2 


;ctrl = 0

;U(DASH)
[State -1]
type = ChangeState
value = 205
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(2)),stateno = [120,155]
triggerall = enemynear(var(2)),statetype != A && enemynear(var(2)),movetype = H
triggerall = stateno = [100,102]
trigger1 = p2dist x < 0
trigger1 = var(25) >= 3

;ႪݒUi_bVj
[State -1]
type = ChangeState
value = 415
triggerall = var(59) && roundstate = 2
triggerall = statetype!=A
triggerall = enemynear(var(2)),stateno = [120,155]
triggerall = stateno = [100,101]
trigger1 = numtarget(1105)
trigger1 = enemynear(var(2)),gethitvar(hittime) >= 10
trigger1 = p2bodydist x <= 80
trigger1 = random <= 60

;Ⴊ݋Ui_bVj
[State -1]
type = ChangeState
value = 430
triggerall = var(59) && roundstate = 2
triggerall = statetype!=A
triggerall = enemynear(var(2)),stateno = [120,155]
triggerall = stateno = [100,101]
trigger1 = numtarget(1105)
trigger1 = enemynear(var(2)),gethitvar(hittime) >= 10
trigger1 = p2bodydist x <= 100
trigger1 = random <= 300

;U
[State -1]
type = ChangeState
value = 220
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(2)),stateno = [120,155]
triggerall = p2dist x > 0
triggerall = p2bodydist x < 28
trigger1 = enemynear(var(2)),statetype != A && enemynear(var(2)),movetype = H
trigger1 = stateno = 200 || stateno = 400
trigger1 = moveguarded

;U
[State -1]
type = ChangeState
value = 230
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(2)),stateno = [120,155]
triggerall = p2dist x > 0
triggerall = p2bodydist x < 50
trigger1 = enemynear(var(2)),statetype != A && enemynear(var(2)),movetype = H
trigger1 = stateno = 220
trigger1 = moveguarded

;܂ǂ̂ƂQ
[State -1]
type = ChangeState
value = 1600
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(2)),stateno = [120,155]
triggerall = p2dist x > 0
trigger1 = enemynear(var(2)),statetype != A && enemynear(var(2)),movetype = H
trigger1 = stateno = 230
trigger1 = moveguarded = 1
trigger1 = random <= 200*var(59)

[State 1600];܂ǂ̂ƂQǉ
type = changestate
triggerall = palno != 12
triggerall = stateno = 1600
triggerall = Time = [25,60] 
triggerall = Statetype != A
triggerall = MoveType != H
triggerall = var(59) >= 2 && roundstate = 2
triggerall = numhelper(1610)
trigger1 = helper(1610),numtarget
trigger1 = p2bodydist x >= 40
trigger1 = time = 50
trigger1 = random <= 250*var(59)
value = 1650

;(x -210 y 0)
[State -1]
type = ChangeState
value = 1404
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(2)),stateno = [120,155]
triggerall = p2dist x > 0
trigger1 = enemynear(var(2)),statetype != A
trigger1 = stateno = 230
trigger1 = moveguarded = 1
trigger1 = random <= 600

;(x -210 y 0)
[State -1]
type = ChangeState
value = 1402
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(2)),stateno = [120,155]
triggerall = p2dist x > 0
trigger1 = enemynear(var(2)),statetype != A
trigger1 = stateno = 230
trigger1 = moveguarded = 1


;=====================
;
;=====================
;Ctrl = 1

;󒆋U
[State -1]
type = ChangeState
value = 620
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(2)),stateno = [120,155]
triggerall = p2dist x =[-90,90]
trigger1 = vel x != 0
trigger1 = ctrl
trigger1 = enemynear(var(2)),gethitvar(hittime) = [1,13]
trigger1 = !var(25)
trigger1 = p2dist x - 14*vel x < -10 || enemynear(var(2)),gethitvar(hittime) = 1
trigger2 = ctrl
trigger2 = vel x != 0
trigger2 = var(25)
trigger2 = p2dist x - 14*vel x < 5 || enemynear(var(2)),gethitvar(hittime) = 1 && var(25) <= 2

trigger3 = vel x = 0
trigger3 = ctrl
trigger3 = pos y + 14*vel y + 0.5*196*fvar(39) < 0 && pos y + 18*vel y + 0.5*324*fvar(39) >-20


;ctrl = 0

;
[State -1]
type = ChangeState
value = 1405
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(2)),stateno = [120,155]
trigger1 = enemynear(var(2)),statetype != A && enemynear(var(2)),movetype = H
trigger1 = stateno = 620 && moveguarded
trigger1 = p2dist x < 0 && pos y + 6*vel y + 18*fvar(39) < 0 || pos y + 9*vel y + 40.5*fvar(39) < 0
trigger1 = animelemno(0) > 20 
trigger1 = fvar(33) >= 180
trigger1 = random <= 250 - 30*var(59)

;Jump Neu
[State -1]
type = ChangeState
value = 47
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(2)),stateno = [120,155]
triggerall = var(52) = 0
triggerall = var(53) = 0
triggerall = Var(10) = 0
trigger1 = enemynear(var(2)),statetype != A && enemynear(var(2)),movetype = H
trigger1 = stateno = 620 && moveguarded
trigger1 = p2dist x < 0 && pos y + 6*vel y + 18*fvar(39) < 0 || pos y + 9*vel y + 40.5*fvar(39) < 0
trigger1 = animelemno(0) > 20
trigger1 = random <= 750 


;󒆎U
[State -1]
type = ChangeState
value = 600
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(2)),movetype != H || enemynear(var(2)),stateno = [120,155]
triggerall = p2dist x > 0
trigger1 = stateno = 431
trigger1 = time >= 11
trigger1 = p2bodydist x <= 80
trigger1 = enemynear(var(2)),const(size.height) >= 42

;󒆒U
[State -1]
type = ChangeState
value = 610
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(2)),stateno = [120,155]
trigger1 = stateno = 600 
trigger1 = moveguarded || movereversed > 2 && var(17)

;󒆋U
[State -1]
type = ChangeState
value = 620
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(2)),stateno = [120,155]
triggerall = p2dist x > -110
trigger1 = stateno = 610 
trigger1 = moveguarded|| movereversed > 2 && var(17)

trigger2 = stateno = 431
trigger2 = time >= 11
trigger2 = p2bodydist x <= 80
trigger2 = enemynear(var(2)),const(size.height) < 42 || p2dist x < 10

trigger3 = stateno = 600
trigger3 = moveguarded|| movereversed > 2 && var(17)
trigger3 = p2dist x < 0

;悤
[State -1]
type = ChangeState
value = 3301
triggerall = var(59) >= 3 && roundstate = 2
triggerall = statetype = A
triggerall = power >= 2000
triggerall = p2dist x > 0
trigger1 = random <= 200
trigger1 = enemynear(var(2)),statetype = A && enemynear(var(2)),pos y < -40
trigger1 = stateno = 620 && animelemno(0) > 20 || stateno = 610 || stateno = 630
trigger1 = moveguarded|| movereversed > 2 && var(17)

;ソ悤
[State -1]
type = ChangeState
value = 3300
triggerall = var(59) >= 3 && roundstate = 2
triggerall = statetype = A
triggerall = power >= 1000
triggerall = p2dist x > 0
trigger1 = enemynear(var(2)),statetype = A && enemynear(var(2)),pos y < -30
trigger1 = stateno = 620 && animelemno(0) > 20 || stateno = 610 || stateno = 630 
trigger1 = moveguarded|| movereversed > 2 && var(17)

;______________________________________________________________________

;
;______________________________________________________________________

;ႪݎU
[State -1]
type = ChangeState
value = 400
triggerall = var(59) && roundstate = 2
triggerall = enemynear(var(2)),movetype != H && enemynear(var(2)),statetype != L
triggerall = enemynear(var(2)),statetype != A
triggerall = stateno != 101
triggerall = statetype != A
triggerall = ctrl || stateno = 120 && prevstateno = [160,162]
triggerall = p2dist x > 0
trigger1 =  !inguarddist && !var(54) || var(54) && ((helper(40002),var(10))%3 != 1 || (enemynear,numproj > 0) + (enemynear,numhelper>var(58)) && inguarddist)
trigger1 = p2bodydist x <= 30
trigger1 = random <= 80 - p2bodydist x

;ႪݒU
[State -1]
type = ChangeState
value = 410
triggerall = var(59) && roundstate = 2
triggerall = enemynear(var(2)),movetype != H && enemynear(var(2)),statetype != L
triggerall = enemynear(var(2)),statetype != A
triggerall = stateno != 101
triggerall = statetype != A
triggerall = ctrl || stateno = 120 && prevstateno = [160,162]
triggerall = p2dist x > 0
trigger1 =  !inguarddist && !var(54) || var(54) && ((helper(40002),var(10))%3 != 1 || (enemynear,numproj > 0) + (enemynear,numhelper>var(58)) && inguarddist)
trigger1 = numhelper(40001)
trigger1 = helper(40001),inguarddist = 0
trigger1 = p2bodydist x = [30,70]
trigger1 = random <= 20 + 0.5*p2bodydist x

;U
[State -1]
type = ChangeState
value = 210
triggerall = var(59) && roundstate = 2
triggerall = enemynear(var(2)),movetype != H && enemynear(var(2)),statetype != L
triggerall = enemynear(var(2)),statetype != A
triggerall = stateno != 101
triggerall = statetype != A
triggerall = ctrl || stateno = 120 && prevstateno = [160,162]
triggerall = p2bodydist x > 28
trigger1 =  !inguarddist && !var(54) || var(54) && ((helper(40002),var(10))%3 != 1 || (enemynear,numproj > 0) + (enemynear,numhelper>var(58)) && inguarddist)
trigger1 = numhelper(40001)
trigger1 = helper(40001),inguarddist = 0
trigger1 = p2bodydist x = [40,70]
trigger1 = random <= 20 + 0.5*p2bodydist x

;Ⴊ݋Ui_bVj
[State -1]
type = ChangeState
value = 430
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(2)),movetype != H
triggerall = enemynear(var(2)),statetype != L
triggerall = enemynear(var(2)),statetype != A
triggerall = p2dist x > 0
triggerall = stateno = [100,101]
trigger1 = p2bodydist x <= 100
trigger1 = random <= 10

;ႪݒUi_bVj
[State -1]
type = ChangeState
value = 415
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(2)),movetype != H
triggerall = enemynear(var(2)),statetype != L
triggerall = enemynear(var(2)),statetype != A
triggerall = p2dist x > 0
triggerall = p2bodydist x < 60
triggerall = stateno = [100,101]
trigger1 =  !inguarddist && !var(54) || var(54) && ((helper(40002),var(10))%3 != 1 || (enemynear,numproj > 0) + (enemynear,numhelper>var(58)) && inguarddist)
trigger1 = p2bodydist x = [30,70]
trigger1 = random <= 20 + 0.5*p2bodydist x

;DU
[State -1]
type = ChangeState
value = 225
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(2)),movetype != H
triggerall = enemynear(var(2)),statetype != L
triggerall = enemynear(var(2)),statetype != A
triggerall = p2dist x > 5
triggerall = p2bodydist x < 60
triggerall = stateno = [100,101]
trigger1 = stateno = 101
trigger1 = time > 9 && animtime < -5
trigger1 = enemynear(var(2)),movetype = A
trigger1 = enemynear(var(2)),time >= -enemynear(var(2)),animtime
trigger1 = enemynear(var(2)),animtime = [-10,-8]

trigger2 = stateno = 101
trigger2 = time > 9 && animtime < -5
trigger2 = enemynear(var(2)),movetype = A
trigger2 = enemynear(var(2)),time >= -enemynear(var(2)),animtime
trigger2 = enemynear(var(2)),animtime = [-15,-8]
trigger2 = !(enemynear(var(2)),hitdefattr = SCA,AA)

trigger3 = enemynear(var(2)),stateno = [40,45]
trigger3 = !var(54)

;キ邹
[State -1]
type = ChangeState
value = 1100
triggerall = var(59) && roundstate = 2
triggerall = enemynear(var(2)),movetype != H && enemynear(var(2)),statetype != L
triggerall = statetype != A
triggerall = ctrl || (stateno = [100,102]) || stateno = 120 && prevstateno = [160,162]
triggerall = random <= 1000 - 500*var(54)
trigger1 = p2dist x = [-60,-2]
trigger1 = p2statetype != A || p2bodydist y > -100
trigger1 = !var(25)
trigger1 = prevstateno != 5120
trigger1 = random <= 50 || stateno = [100,102]
trigger1 = !numhelper(1205)

;邹(p჌xmp)
[State -1]
type = ChangeState
value = 1102
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = [100,101]
triggerall = enemynear(var(2)),movetype != H || enemynear(var(2)),stateno = [120,155]
trigger1 = p2dist x = [-60,80]
trigger1 = !var(47) && var(46) > 200 || var(47) = 1 && var(46) <= 200 || var(59) <= 2 && random <= 1000 - 250*var(59)
trigger1 = random <= 30
trigger1 = var(25) <= 2

;܂ǂ̂ƂQ
[State -1]
type = ChangeState
value = 1602
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(2)),stateno = [120,155]
triggerall = p2dist x > 0
triggerall = ctrl
triggerall = enemynear(var(2)),statetype != L
trigger1 = enemynear(var(2)),statetype != A
trigger1 = p2bodydist x >= 120
trigger1 = enemynear(var(2)),stateno != [40,45]
trigger1 = random <= 30
trigger2 = enemynear(var(2)),statetype = A
trigger2 = enemynear(var(2)),pos y + 20*enemynear(var(2)),vel y + 200*fvar(38) > -10
trigger2 = enemynear(var(2)),vel x < 1
trigger2 = p2bodydist x >= 120
trigger2 = random <= 70

[State 1600];܂ǂ̂ƂQǉ
type = changestate
triggerall = palno != 12
triggerall = stateno = 1602
triggerall = Time = [25,60] 
triggerall = Statetype != A
triggerall = MoveType != H
triggerall = var(59) && roundstate = 2
triggerall = numhelper(1611)
trigger1 = helper(1611),p2dist x >= -5
trigger1 = helper(1611),numtarget
trigger1 = time = 50
trigger2 = helper(1611),p2bodydist x >= 0
trigger2 = enemynear(var(2)),statetype != A || enemynear(var(2)),facing*facing*enemynear(var(2)),vel x > 0
trigger2 = helper(1611),numtarget = 0
value = 1650


;エ̂Ȃ
[State -1]
type = ChangeState
value = 1300
triggerall = var(59) && roundstate = 2
triggerall = enemynear(var(2)),movetype != H || p2stateno = [120,155]
triggerall = enemynear(var(2)),statetype != L
triggerall = enemynear(var(2)),statetype != A
triggerall = stateno != 101
triggerall = statetype != A
triggerall = ctrl || stateno = 120 && prevstateno = [160,162]
triggerall = p2dist x > 0
triggerall =  !inguarddist
trigger1 = numhelper(40002)
trigger1 = helper(40002),inguarddist = 0
trigger1 = p2bodydist x >= 140 && enemynear(var(2)),vel x <= 3 || p2bodydist x >= 100 && enemynear(var(2)),vel x <= -10
trigger1 = random <= 25  + 30*(teammode = simul)
trigger1 = var(54) || p2stateno != [40,50]

;̂Ȃ
[State -1]
type = ChangeState
value = 1301
triggerall = var(59) && roundstate = 2
triggerall = enemynear(var(2)),movetype != H || p2stateno = [120,155]
triggerall = enemynear(var(2)),statetype != L
triggerall = enemynear(var(2)),statetype != A
triggerall = stateno != 101
triggerall = statetype != A
triggerall = ctrl || stateno = 120 && prevstateno = [160,162]
triggerall = p2dist x > 0
triggerall = !inguarddist
trigger1 = numhelper(40002)
trigger1 = helper(40002),inguarddist = 0
trigger1 = p2bodydist x >= 140 && enemynear(var(2)),vel x <= 3
trigger1 = random <= 16 + 30*(teammode = simul)
trigger1 = var(54) || p2stateno != [40,50]

;̂Ȃ
[State -1]
type = ChangeState
value = 1302
triggerall = var(59) && roundstate = 2
triggerall = enemynear(var(2)),movetype != H || p2stateno = [120,155]
triggerall = enemynear(var(2)),statetype != L
triggerall = stateno != 101
triggerall = statetype != A
triggerall = ctrl || stateno = 120 && prevstateno = [160,162]
triggerall = p2dist x > 0
triggerall = !inguarddist
trigger1 = numhelper(40002)
trigger1 = helper(40002),inguarddist = 0
trigger1 = p2bodydist x >= 180 && enemynear(var(2)),vel x <= 3
trigger1 = random <= 50 + 30*(teammode = simul)
trigger1 = !var(54) && p2stateno = 40 || enemynear(var(2)),pos y > -40 && enemynear(var(2)),vel y < 0

;邶HʂH
[State -1]
type = ChangeState
value = 1202
triggerall = var(59) && roundstate = 2
triggerall = enemynear(var(2)),movetype != H || p2stateno = [120,155]
triggerall = enemynear(var(2)),statetype != L
triggerall = var(47) = 1 || Var(46) >= 200
triggerall = var(46) >= 0
trigger1 = statetype != A
trigger1 = ctrl || stateno = 52 || stateno = 120 && (prevstateno = [160,162])
trigger1 = !inguarddist
trigger1 = p2bodydist x >= 120
trigger1 = p2statetype != A || enemynear(var(2)),pos y < -50 || p2stateno = [40,50]
trigger1 = random < 7*var(59) - 3*var(59)*var(47)*(var(46) > 200)

;ゾǂ
[State -1]
type = ChangeState
value = 3000
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(2)),movetype != H || p2stateno = [120,155]
triggerall = power >= 1000
trigger1 = !inguarddist
trigger1 = ctrl
trigger1 = p2bodydist x + 20*enemynear(var(2)),facing*facing*enemynear(var(2)),vel x >= 180 || p2statetype = L && p2stateno = [5100,5109]
trigger1 = random < 4*var(59)


;

;󒆋U
[State -1]
type = ChangeState
value = 620
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(2)),movetype != H
triggerall = enemynear(var(2)),statetype != L
triggerall = p2dist x =[-100,100]
trigger1 = enemynear(var(2)),statetype != A
trigger1 = ctrl || stateno = 120 && enemynear(var(2)),movecontact && time > 5 && prevstateno = [160,162]
trigger1 = pos y + 14*vel y + 0.5*196*fvar(39) = [-100,0]
trigger1 = pos y + 20*vel y + 0.5*400*fvar(39) > -10
trigger1 = random <= 250

trigger2 = enemynear(var(2)),statetype = A
trigger2 = ctrl
trigger2 = pos y + 14*vel y + 0.5*196*fvar(39) = [-100,0]
trigger2 = random <= 90
trigger2 = p2bodydist y > 80


;󒆒U
[State -1]
type = ChangeState
value = 610
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(2)),movetype != H
triggerall = enemynear(var(2)),statetype != L
triggerall = p2dist x > 0
triggerall = p2stateno != [5210,5219]
trigger1 = enemynear(var(2)),statetype != A
trigger1 = ctrl || stateno = 120 && (enemynear(var(2)),movecontact || var(17)) && time > 5 && prevstateno = [160,162]
trigger1 = enemynear(var(2)),const(size.head.pos.y) < pos y + 10*vel y + 50*fvar(39)
trigger1 = enemynear(var(2)),statetype = S
trigger1 = enemynear(var(2)),hitdefattr = SCA,AT || random <= 150
trigger1 = p2bodydist x <= 70
trigger1 = pos y + 24*vel y + 0.5*24*24*fvar(39) <= -10
trigger2 = enemynear(var(2)),statetype != A
trigger2 = ctrl
trigger2 = random <= 50
trigger2 = p2bodydist x <= 70
trigger2 = pos y + 12*vel y + 0.5*144*fvar(39) >= 0
trigger2 = pos y + 10*vel y + 0.5*100*fvar(39) =[-50,0]
trigger3 = enemynear(var(2)),statetype = A
trigger3 = ctrl || stateno = 120 && prevstateno = [160,162]
trigger3 = p2bodydist y + 10*(enemynear(var(2)),vel y - vel y) + 50*(fvar(38) - fvar(39)) = [-20,70]
trigger3 = p2bodydist x + 10*(facing*enemynear(var(2)),facing*enemynear(var(2)),vel x - vel x)<= 80
trigger3 = random <= 150 + 500*(enemynear(var(2)),p2dist x < 0)
;______________________________________________________________________

;ړ
;______________________________________________________________________
;(O)
[State -1]
type = ChangeState
value = 21
triggerall = var(59) && roundstate = 2
triggerall = stateno != [100,102]
triggerall = statetype != A
triggerall = ctrl
triggerall = stateno != [21,22]
triggerall = !inguarddist
triggerall = stateno != 120
trigger1 = p2bodydist x > 40
trigger1 = random <= 80
trigger2 = p2movetype = H && p2statetype = A
trigger2 = p2dist x > 10

;()
[State -1]
type = ChangeState
value = 22
triggerall = var(59) && roundstate = 2
triggerall = stateno != [100,102]
triggerall = statetype != A
triggerall = ctrl
triggerall = stateno != [21,22]
triggerall = !inguarddist
triggerall = stateno != 120
trigger1 = random <= 10
trigger1 = p2movetype != H

;_bV
[State -1]
type = ChangeState
value = 100
triggerall = var(59) && roundstate = 2
triggerall = ctrl
triggerall = stateno != [100,102]
triggerall = statetype!=A
triggerall = enemynear(var(2)),movetype != H || var(25) && enemynear(var(2)),stateno = [120,155]
trigger1 = random <= 10 + 20*((var(47)=1) + (var(46)>200))
trigger1 = !inguarddist
trigger1 = p2bodydist x >= 80 || enemynear(var(2)),movetype = H && enemynear(var(2)),ctrl = 0
trigger1 = enemynear(var(2)),backedgebodydist > 40

;ォ(x +210 y 0)
[State -1]
type = ChangeState
value = 1400
triggerall = var(59) && roundstate = 2
triggerall = stateno != 101
triggerall = statetype != A
triggerall = ctrl
triggerall = p2movetype != H
triggerall = numenemy = 1
triggerall = p2statetype != L
trigger1 = p2dist x = [120,250]
trigger1 = p2dist x != [190,209]
trigger1 = p2bodydist x <= 150 || p2bodydist x >= 260
trigger1 = random <= 60 - 10*var(59)
trigger2 = fvar(33) <= 90
trigger2 = p2bodydist x <= 100
trigger2 = !inguarddist || enemynear(var(2)),animtime < -40 && !(enemynear(var(2)),hitdefattr = sca,aa,at,ap)||p2bodydist y < -150
trigger2 = random <= 10 - 2*p2bodydist y
trigger2 = var(54) || enemynear(var(2)),stateno != [800,899]

;(x -210 y 0)
[State -1]
type = ChangeState
value = 1402
triggerall = var(59) && roundstate = 2
triggerall = stateno != 101
triggerall = statetype != A
triggerall = ctrl
triggerall = p2movetype != H
triggerall = p2statetype != L
trigger1 = random <= 60 - 10*var(59)
trigger1 = p2dist x = [80,150]
trigger1 = fvar(33) >= 200


;(x p2dist x - 20  y -100)
[State -1]
type = ChangeState
value = 1404
triggerall = var(59) && roundstate = 2
triggerall = stateno != 101
triggerall = statetype != A
triggerall = ctrl
triggerall = p2movetype != H
trigger1 = numhelper(40001)
trigger1 = !inguarddist || p2bodydist x >= 180 && helper(40001),inguarddist = 0
trigger1 = enemynear(var(2)),animtime < -50
trigger1 = enemynear(var(2)),movetype = A || enemynear(var(2)),stateno >= 200
trigger1 = random <= 50*var(59)**2
trigger1 = enemynear(var(2)),statetype != A
trigger2 = p2bodydist x >= 200
trigger2 = random <= 52 - 9*var(59)**2
trigger2 = enemynear(var(2)),statetype != A

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

;ォ(x +210 y 0)
[State -1]
type = ChangeState
value = 1401
triggerall = !var(59) && roundstate = 2
triggerall = palno != [7,11]
triggerall = command = "kakure_a"
trigger1 = statetype = A
trigger1 = ctrl || stateno = 120 && (prevstateno = [160,162])
trigger2 = stateno = 71
trigger3 = stateno = 72
trigger4 = stateno = 73
trigger5 = stateno = 431

;(x -210 y 0)
[State -1]
type = ChangeState
value = 1403
triggerall = !var(59) && roundstate = 2
triggerall = palno != [7,11]
triggerall = command = "kakure_b"
trigger1 = statetype = A
trigger1 = ctrl || stateno = 120 && (prevstateno = [160,162])
trigger2 = stateno = 71
trigger3 = stateno = 72
trigger4 = stateno = 73
trigger5 = stateno = 431

;
[State -1]
type = ChangeState
value = 1405
triggerall = var(59) && roundstate = 2
triggerall = stateno != 101
triggerall = statetype = A
triggerall = enemynear(var(2)),statetype != L
triggerall = ctrl
triggerall = p2movetype != H
trigger1 = p2dist x < 0
trigger1 = enemynear(var(2)),movetype = A 
trigger1 = enemynear(var(2)),animtime < -50
trigger1 = enemynear(var(2)),statetype != A
trigger1 = pos y < -80 || vel y < 0
trigger1 = random <= 60*var(59)**2
trigger1 = facing = enemynear(var(2)),facing
trigger2 = enemynear(var(2)),statetype = A
trigger2 = enemynear(var(2)),vel y < 0
trigger2 = p2bodydist x >= 160
trigger2 = random <= 45*var(59)**2

;_________________________________________________________
;
;K[h2
;_________________________________________________________

[State -1, e-3]
Type = ChangeState
Value = 120
triggerall = var(59) && roundstate = 2
triggerall = ctrl && statetype = A
trigger1 = numenemy = 1
trigger1 = numhelper(40001)
trigger1 = helper(40001),inguarddist
trigger2 = numenemy = 1
trigger2 = numhelper(40002)
trigger2 = helper(40002),inguarddist || helper(40002),var(0) = 1

____________________________________
;
;wp[
;__________________________________________________________

[State -3,^]
type=helper
triggerall = !ishelper
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
triggerall = !ishelper
;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
triggerall = !ishelper
;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
triggerall = !ishelper
trigger1 = !NumHelper(10000)
trigger1 = roundstate=2
trigger1 = alive
trigger1 = var(30)=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