[statedef -3]

;AIɂ̓xݒ͂܂B̂߂ǂc  ₢ftHłĂAÎŁAx_vfق͂ǂB
;ɃK[hx𒲐߂ł悤ɂ܂B

;======================
;  j[
;======================
;NCbNZbgEEEÉ̐ݒȈՂɂł܂Bׂݒ肪KvȂ΂gB
;gݒEEEEEEEKEg邩ǂłB̐ݒɂ܂ȂB


;K[hxEEEEK[hxݒł܂B
;RCK[hEEERCK[h̕pxݒł܂B
;ԂQށEEER}h(v͕KEZ)ƃ{^(ɔăWvȂ)̔܂ł̍őԂ𒲐ł܂B
;󂯐gEEEEE󂯐g̗Lݒł܂B


;____________________________________________________________________________
;
;NCbNZbg Quick setting
;____________________________________________________________________________

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

;yzNCbNZbggp̏ꍇA󂯐g͂ǂ̔ԍłgp܂B


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

[state -3]
type = varset
trigger1 = !ishelper
trigger1 = var(44) = 0
trigger1 = var(59) !=0
var(44) = 0 ; <----NCbNZbgԍ quick setting number (0 to 7)

;ԍ
;0  蓮ݒAɐiŎŐݒ肵Ă
;1  ΐlp(K[h)    GuardLv1 , RCLv2 , 0.10`0.80b_
;2  ΐlp(K[h{)    GuardLv2 , RCLv3 , 0.10`0.70b_(ftHݒƓ)
;3  ΐlp(ʃK[h)    GuardLv3 , RCLv5 , 0.10`0.60b_
;4  ΐlp(łK[h)  GuardLv4 , RCLv5 , 0.05`0.45b_
;5  ΒAIpRd    GuardLv4 , RCLv0 , 0.00
;6  ΒAIp  GuardLv4 , RCLv7 , 0.00
;7  ΋LpH GuardLv4 , RCLv10 , 0.00(AǏE̋ł)

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




;_________________________________________________________________________________________________________________________
;
;}Ẑ߂ɁigXCb`ŃQ[Wmۂ邺jRefraining from Gauge use for Romancing skill "A song of the mother" 
;_________________________________________________________________________________________________________________________

;EFZLƌΑSقڃ}ZłFMĂ܂B
;܂薢∩̂悤ɃR{ɑgݍ߂AT݂ɌIȊm󋵂̂ă}ZȂ̂܂ǁB
;āAϗ邿FM͊m󋵖AĂWv]Tł̃}Z̃}Złu̎vƂړłB

;ǂꂭ炢}Zƌ
;ECt͂R̂PȉQ[WR{
;Ê蒆̑ɂ͓ȂAK[hd̑ɂȂ
;E󒆂̑ɂȂ
;E_Ȇɓ킯Ȃ
;EĂȂ
;E߂ĂȂ
;E37F
;E͂̌118F(Qb)

;Ō̂R炢lbNłBxAZȂ̂ɖĂ鑊ɓȂA͂͂ق100%S[Ⴄc
;łMUGENAIȂ猋\Ă!! 
;Ȃ񂽂ĔOɂ͓͏oȂ(Oł)A蔻蔭|[Yp2namewȊOƈӐ}Iɂ悯Ȃ!!
;ŁȀ邽߂̗P\t[PF^Ȃ(W[Xł߁̍dIuԃ|[Y遨S[!!)

;łgŃQ[W΂΂gRQ[W܂ȂAԒxƍx͎シă}Ȃ
;łȂȂɓgXCb`IIŉIIgȂ񂩂ȂĂƂȂ(Ȃ)
;************************************************
;************************************************
[state -3];ϗ邿s`iQ[WgpgjH Do you want misuzu to do "ES Misuzu Pinch(Super Combo Reversal)" ?
type = varset
trigger1 = !ishelper
ignorehitpause = 1
fvar(32) = 0 ;<---- 0 Ȃ no
;                   1      yes      
;************************************************
;************************************************

;܂łmȂmႢłǃ}ZdȂ(X͂ۂǎpIł)
;ƓgȂĂ킦܂Ag̐\(͑ǃ^[Q[WZƂĂ͏Ȃ)̂ŁAlIɂ͓ggȂ߂łB














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

;______________________________________________________________________
;
;K[hx`hXCb` Guard Lv
;______________________________________________________________________

[State -3, AItOZbg]
type = VarSet
triggerall = !var(59)
triggerall = RoundState = [1,2]
triggerall = !ishelper
trigger1 = Command = "AI1"|| Command = "AI2"|| Command = "AI3"|| Command = "AI4"
trigger2 = Command = "AI5"|| Command = "AI6"|| Command = "AI7"|| Command = "AI8"|| Command = "AI9"
trigger3 = Command = "AI10"|| Command = "AI11"|| Command = "AI12"|| Command = "AI13"|| Command = "AI14"
trigger4 = Command = "AI15"|| Command = "AI16"|| Command = "AI17"|| Command = "AI18"|| Command = "AI19"
trigger5 = Command = "AI20"|| Command = "AI21"
trigger6 = numhelper(10000)>0
Trigger6 = Helper(10000),var(59)= 1
trigger6 = roundno != 1 || power < powermax || enemynear(var(58)),power < enemynear(var(58)),powermax || life < lifemax || enemynear(var(58)),life < enemynear(var(58)),lifemax
;trigger7 = 1 ;watchpXCb`Bgꍇ͂̍s̐擪trigger7̑O;ĂB
;trigger8 = command = "s"

var(59) = 2  ; <-----04A4MAXłB0 to 4 , 4 is MAX
ignorehitpause = 1


;1 K[h̋Lq͂̂̔ѓA߂Ȃǂɂ͑債ċ@\ȂB
;2 1̓}VxB
;3 ߂K[hn߂B㉺̐؂ւƂ͔ɕscB
;4 łEEEƎv


;______________________________________________________________________

;RCmݒ Recoil Guard Lv
;______________________________________________________________________

[state -3];RCmBRecoil Guard Lv
type = varset
trigger1 = var(59)=[1,10]
trigger1 = var(57)=0
trigger1 = var(44) = 0
trigger1 = !ishelper
var(57) = 3 ; <--- 010A10MAXłB0 to 10 , 10 is MAX.
ignorehitpause = 1

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

;_______________________________________________________________________
;
;Ԑݒ Reaction time
;_______________________________________________________________________

[state -3];؂Ԃő(ȂǃR}ĥ̗p)
type = varset
trigger1 = gametime%60 = 0
trigger1 = var(44) = 0
trigger1 = !ishelper
fvar(37) =0.10 + 0.01*(random%61)   ;Pʂ͕błBFastest Reaction time with Commanding skill.Dimension is second.
ignorehitpause = 1


[state -3];{^U̍ő(㒆UȂǃ{^̗̂p)
type = varset
trigger1 = gametime%60 = 0
trigger1 = var(44) = 0
trigger1 = !ishelper
fvar(28) =0.5 + 0.01*(random%31)   ;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
;60t[(1b)ɒlXV܂B

;̖ڈ
;0.00(0F) AĂ瓖g]Tł
;0.05(3F) Uɂ؂Ԃ܂B
;0.10(6F) ゾƌAقƂǂ̒ɂ͐؂Ԃ܂B
;0.15(9F) ƌAȏłB
;0.20(12F) ܂i؂Ԃ郌xB
;0.30(18F) ʐlx̔Bo̒xixȂ؂Ԃ܂B{^Ȃ甽xlԂłȂłB
;0.50(30F) R}h͂lꍇ̈ʐlx̔ԁB

;Ȃ݂0.50bȏ̔xƂقƂǐ؂Ԃ܂B
;؂ԂɂƂƂeQ[WĝŒɂƂŋȂĂmĂ܂B

;Ql܂łEFZ̒nォ̒i̔t[
;XF]VJo           19F = 0.317b
;FES                 14F = 0.233b  Ó]0FAÓ]14F
;FD                    26F = 0.433b
;^ՁF܂[v               21F = 0.350b
;x  FD                      23F = 0.383b
;QFȂ䃊[v               29F = 0.483b
;ϗF݂NbV     24.33F = 0.405b
;FD                      23F = 0.383b
;UNK FD󒆎            ő24F = 0.400b
;      s󒆎             ő16F = 0.267b
;  FpjbVgNX 21F = 0.350b
;      pjbVgNX 30F = 0.500b
;      RFpjbVgNX 20F = 0.333b
;薢FD                      21F = 0.350b
;      ㌌߂̏\         36F = 0.600b
;      ߂̏\         ő25F = 0.417b GQ[WLvɂϓ
;      RF߂̏\         ő26F = 0.433b ɓ
;F엋                     21F = 0.350b
;                         22F = 0.367b
;NFD                    27F = 0.450b
;      VXXgi2iځj   21F = 0.350b
;      Ȃ䂿LbN       28F = 0.467b


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

[state -3];󂯐g̗L
type = varset
trigger1 = var(59)>0
trigger1 = var(44) = 0
trigger1 = !ishelper
var(45) = 1 
;0 --->󂯐g肵Ȃ.Don't do
;1 --->󂯐g肷.Do

;EFZł͂Ȃ݂łˁA󂯐głBMUGENłftHgŋ󒆎󂯐gɍss\Ԃ4F炢Ă܂̂Ŏ󂯐gł܂B
;Ƃ͂̂Ƃ󂯐gÕR{[gł͂Ȃ̂łPɂĂقƂǂقƂǂ܂B(Ƃ)
ignorehitpause = 1





















;ǂł
;EFZ̃CqCƌ΂ǂ\ł
;gG猩Ȃi(IȈӖ)tHe瑼̍\Z̒X
;gG⍂\ESŎ肩̃JE^[ɒ]̂邠
;fł̌tR}ƒiȂ񂩂̑fGȈ薢
;LV3ESZɂȂȂƔyO܂ŁzGĂϗ邿II      S[Ă˥ 




;LMUGENɗƌĂ₷₷ƋȂ킯Ȃc  
;N̋NHqłm[Q[WŔg炢Ȃ甭܂ŖGẐɊϗ邿ƂRFł̐\c

;yLB̏Wz
;ہûނɔѓȊOŖGȂZȂ̂IHv        --->ϗ̋ZŔ܂ŖGȂ̂FM݂̎̂łAgOFȂ̂Ŕ܂ŖGƂΖGłǁB
;  u炢͔܂ŖG̂ƎvĂv                  --->ϗ̏RFłł܂ŖG܂
;    ȕIC΂ǂłR{ɂ̂ƎvĂ܂v  --->ϗ͒[ȊOłICĂقڏE܂A󋵂ɂ܂ǁB
;_ŋwmĂ͂邪ȌCɓȂx                          --->ނϗ̗͂鏸Ȃ̂ł傤H


;Ȃ݂ɏ̂Sl͏R}hŏoZɂ͑Sg܂͔g̖GقƂǕtĂ܂(蒷̂)BLL鏊ȂłˁH






























;____________________________________________
;
;ȉ͕ύXȂł
;____________________________________________

;________________
;
;  AILq
;________________

;FM̎  ŗD , }P[
;؂Ԃ(l) Dx GA苭AƂȂ
;h       ϗ邿̃R{Jn͂قƂǁAQ[Wgp
;؂Ԃ(ʏ) ߂ȂƔfꍇAQ[WgpŐ؂Ԃ
;h         K[hƂ̌tAӊOƎh
;           \̈ɋ
;
;󒆃R{q
;nR{q
;==============
;   K[h     ɏĂ̂K[hD悵Ă邱ƁB͑U͂ȂB
;==============
;󂯐g
;NU
;ł
;ZӂA
;ړ

;-----------------------------------------------------------------------------------------------------------------
[state -3];fobOpXCb`IttO
type=varset
triggerall = !var(59)
trigger1 = command = "y"
trigger1 = 0;1
var(59) = 4
ignorehitpause = 1

[state -3];fobOpXCb`IttO
type=varset
triggerall = var(59)
trigger1 = command = "x"
trigger1 = 0;1
var(59) = 0
ignorehitpause = 1

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

;var(59) AIXCb`
;var(58) 
;var(57) RCݒp
;var(56) 󂯐gs\ԑp
;var(53)-var(55) iwK
;var(52) ^bOp
;var(51) [wp[p

;fvar(39) ̏d͉x
;fvar(38) ̏d͉x
;fvar(37) 
;fvar(36) [wp[p
;fvar(35) [wp[p
;fvar(34) [wp[p
;fvar(33) [wp[p
;fvar(32) gݒ
;fvar(31) ݒuɂł܂h~p
;fvar(30) ̒n܂ł̎
;fvar(29) [wp[p
;fvar(28) 
;fvar(27) n܂ł̎

;-------------------------------------
;_____________________________
;
;NCbNZbgp
;_____________________________
[state -3]
type = varset
triggerall = !ishelper
trigger1 = var(44) = [4,7]
trigger1 = var(59) != 0
var(59) = 4
ignorehitpause=1

[state -3]
type = varset
triggerall = !ishelper
trigger1 = var(44)=[1,3]
trigger1 = var(59) != 0
var(59) = var(44)
ignorehitpause=1

[state -3]
type = varset
triggerall = !ishelper
trigger1 = var(44) > 0
trigger1 = var(59) != 0
var(57) = 2*(var(44)=1) + 3*(var(44)=2) + 5*(var(44)=[3,4]) + 7*(var(44)=6) + 10*(var(44)=7)
ignorehitpause=1
supermove=1
supermovetime=99999
pausemovetime=99999

[state -3]
type = varset
triggerall = !ishelper
trigger1 = gametime%60 = 0
trigger1 = var(44) >=5
fvar(37) = 0
ignorehitpause=1
supermove=1
supermovetime=99999
pausemovetime=99999

[state -3]
type = varset
triggerall = !ishelper
trigger1 = gametime%60 = 0
trigger1 = var(44) = [1,4]
fvar(37) =0.10 - 0.05*(var(44)=4) + 0.01*(random%(81-10*var(44)))
ignorehitpause=1
supermove=1
supermovetime=99999
pausemovetime=99999

[state -3]
type = varset
triggerall = !ishelper
trigger1 = gametime%60 = 0
trigger1 = var(44) >=5
fvar(28) = 0
ignorehitpause=1
supermove=1
supermovetime=99999
pausemovetime=99999

[state -3]
type = varset
triggerall = !ishelper
trigger1 = gametime%60 = 0
trigger1 = var(44) = [2,4]
fvar(28) =(0.10 - 0.05*(var(44)=4) + 0.005*(random%(81-10*var(44))))
ignorehitpause=1
supermove=1
supermovetime=99999
pausemovetime=99999

[state -3];󂯐g̗L
type = varset
trigger1 = var(59)>0
trigger1 = var(44) != 0
trigger1 = !ishelper
var(45) = 1 


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


[state -3,̏d͉x]
type =varset
triggerall = !ishelper
trigger1 = var(59)!=0
trigger1 = enemynear(var(58)),movetype!=H
fvar(38)=enemynear(var(58)),Const(movement.yaccel)
ignorehitpause = 1


[state -3,̏d͉x]
type =varset
triggerall = !ishelper
trigger1 = var(59)!=0
trigger1 = enemynear(var(58)),movetype=H 
trigger1 = enemynear(var(58)),stateno != 5656
trigger1 = enemynear(var(58)),stateno != [9010,9011]
fvar(38)=enemynear(var(58)),GetHitVar(yaccel)
ignorehitpause = 1


[state -3,̏d͉x]
type =varset
triggerall = !ishelper
trigger1 = var(59)!=0
trigger1 = enemynear(var(58)),movetype=H
trigger1 = enemynear(var(58)),stateno = 5656 || (enemynear(var(58)),time>=30 && enemynear(var(58)),stateno = [9010,9011])
fvar(38) = 0.3
ignorehitpause = 1

[state -3,̏d͉x]
type =varset
triggerall = !ishelper
trigger1 = var(59)!=0
trigger1 = enemynear(var(58)),movetype=H
trigger1 = (enemynear(var(58)),time<30 && enemynear(var(58)),stateno = [9010,9011])
fvar(38)= 0.00033 * (enemynear(var(58)),time)**2
ignorehitpause = 1

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

[state -3,̏d͉x]
type =varset
triggerall = !ishelper
trigger1= 1
fvar(39)=Const(movement.yaccel) + fvar(10)
ignorehitpause = 1


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

[state -3,AIpgs\ԃJEg]
type=varset
triggerall = !ishelper
trigger1 = stateno=[0,9999999]
trigger1 = movehit=1
trigger1 = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H
trigger1 = enemynear(var(58)),stateno != [9010,9016]
var(56) = enemynear(var(58)),gethitvar(fall.recovertime) - 9
ignorehitpause = 0

[state -3,AIpgs\ԃJEg]
type=varset
triggerall = !ishelper
trigger1 = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H
trigger1 = enemynear(var(58)),stateno = [9015,9016]
var(56) = enemynear(var(58)),sysvar(0)
ignorehitpause = 0

[state -3,AIpgs\ԃJEg]
type=varset
triggerall = !ishelper
trigger1 = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H
trigger1 = enemynear(var(58)),stateno = [9010,9011]
trigger1 = enemynear(var(58)),time = 1
var(56) = enemynear(var(58)),gethitvar(fall.recovertime)
ignorehitpause = 0

[state -3,AIpgs\ԃJEg]
type=varset
triggerall = !ishelper
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H
trigger1 = numhelper(1010)
trigger1 = helper(1010),movehit = [1,2]
trigger2 = numhelper(1020)
trigger2 = helper(1020),movehit = [1,2]
var(56) = enemynear(var(58)),gethitvar(fall.recovertime)
ignorehitpause = 0


[state -3,AIpgs\ԃJEg]
type=varset
triggerall = !ishelper
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H
trigger1 = numhelper(1210)
trigger1 = helper(1210),stateno = 1211 && helper(1210),movehit = [1,2]
trigger2 = numhelper(1220)
trigger2 = helper(1220),stateno = 1221 && helper(1220),movehit = [1,2]
trigger3 = numhelper(1230)
trigger3 = helper(1230),stateno = 1231 && helper(1230),movehit = [1,2]
var(56) = enemynear(var(58)),gethitvar(fall.recovertime) - ifelse((enemynear(var(58)),gethitvar(fall.recovertime)) = ceil(40*fvar(1)/0.9 + 20),20,10)
ignorehitpause = 0

[state 4210]
type = varset
triggerall = !ishelper
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H
trigger1 = numhelper(4200)
trigger1 = helper(4200),movehit = [1,2]
var(56) = enemynear,gethitvar(fall.recovertime)
ignorehitpause = 0

[state -3,AIpgs\ԃJEg]
type=varset
triggerall = !ishelper
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H
trigger1 = enemynear(var(58)),stateno = 5656
trigger2 = numhelper(1030)
trigger2 = helper(1030),movehit
var(56) = 999
ignorehitpause = 0

[state -3]
type=varadd
triggerall = !ishelper
trigger1 = var(56)>0
trigger1 = enemynear(var(58)),canrecover=0
trigger1 = enemynear(var(58)),hitfall=1
trigger1 = stateno!=900 
trigger1 = (stateno = 3200 && time <= 13) = 0
trigger1 = enemynear(var(58)),stateno != [9015,9016]
var(56)= -1
ignorehitpause = 0

[state -3]
type = varset
triggerall = !ishelper
trigger1 = enemynear(var(58)),hitfall=0 && enemynear(var(58)),stateno != [9010,9016]
trigger1 = enemynear(var(58)),stateno != 5656
trigger2 = enemynear(var(58)),canrecover=1 && enemynear(var(58)),stateno != [9010,9016]
trigger2 = enemynear(var(58)),stateno != 5656
trigger3 = enemynear(var(58)),statetype!=A || enemynear(var(58)),movetype != H
var(56)=0
ignorehitpause = 1

;------------------------------------------------------------------------------
;^bOpF
[state -3,t]
type = varset
trigger1 = numenemy = 1
trigger2 = numenemy = 2
trigger2 = enemynear(0),alive
trigger2 = enemynear(0),life
var(58) = 0
ignorehitpause = 1

[state -3,t]
type = varset
trigger1 = numenemy = 2
trigger1 = enemynear(0),alive = 0 || enemynear(0),life <= 0
var(58) = 1
ignorehitpause = 1
;------------------------------------------------------------------------------

;n܂ł̎
[state -3]
type = varset
trigger1 = statetype = A
trigger1 = movetype != H
trigger1 = (vel y**2 - 2*(pos y-10)*fvar(39))>0
fvar(27) = (((-vel y + (vel y**2 - 2*(pos y - 10)*fvar(39))**0.5)/(fvar(39)+0.0001))**2)**0.5
ignorehitpause = 0


;n܂ł̎
[state -3]
type = varset
trigger1 = enemynear(var(58)),statetype = A
trigger1 = enemynear(var(58)),movetype != H
trigger1 = fvar(13)**2 - 2*enemynear(var(58)),pos y*fvar(38)>=0
fvar(30) = (((-fvar(13) + (fvar(13)**2 - 2*enemynear(var(58)),pos y*fvar(38))**0.5)/(fvar(38)+0.0001))**2)**0.5
ignorehitpause = 0


;-------------------------------------------------------------------------------------
[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
trigger2 = alive = 0
value = SCA
ignorehitpause = 1

;----------------------------------------------------------------------------------
;iiȂǊwKieXgj
;----------------------------------------------------------------------------------
[state -3,middle]
type = varset
triggerall = !ishelper
triggerall = var(59)>0 && roundstate =2
triggerall = var(55)!
triggerall = statetype!=A
trigger1 = stateno = [5000,5099]
trigger1 = time = 0
trigger1 = (enemynear(var(58)),hitdefattr = SCA,AT)=0
trigger1 = var(53)=2 && prevstateno = [120,155]
var(55) = enemynear(var(58)),stateno

[state -3,middle]
type = varset
triggerall = var(55) != 0
triggerall = !ishelper
trigger1 = teammode = turns
trigger1 = roundstate !=2
trigger2 = var(54)=var(55)
trigger2 = random <500
var(55) = 0

[state -3,low]
type = varset
triggerall = var(59)>0 && roundstate =2
triggerall = var(54)!
triggerall = statetype!=A
triggerall = !ishelper
trigger1 = stateno = [5000,5099]
trigger1 = time = 0
trigger1 = (enemynear(var(58)),hitdefattr = SCA,AT)=0
trigger1 = var(53)=1&& prevstateno = [120,155]
var(54) = enemynear(var(58)),stateno

[state -3,low]
type = varset
triggerall = var(57) != 0
triggerall = !ishelper
trigger1 = teammode = turns
trigger1 = roundstate !=2
trigger2 = var(54) = var(55)
var(54) = 0


;---------------------------------------------------------------
;ǂ܂ł̋
[state -3]
type = NUll
triggerall = !ishelper
triggerall = numhelper(20000)
trigger1 = facing = 1
trigger1 = var(51) = 1 || var(51) = 3
trigger1 = fvar(34) := helper(20000),pos x + fvar(36) - pos x
trigger2 = facing = -1
trigger2 = var(51) = 2 || var(51) = 3
trigger2 = fvar(34) := -(helper(20000),pos x - fvar(35) - pos x)
trigger3 = facing = 1
trigger3 = var(51) = 0
trigger3 = fvar(34) := helper(20000),pos x + 400.000000 - pos x
trigger4 = facing = -1
trigger4 = var(51) = 0
trigger4 = fvar(34) := -(helper(20000),pos x - 400.000000 - pos x)
trigger5 = facing = 1
trigger5 = var(51) = 2
trigger5 = fvar(34) := helper(20000),pos x + fvar(35) - pos x
trigger6 = facing = -1
trigger6 = var(51) = 1
trigger6 = fvar(34) := -(helper(20000),pos x - fvar(36) - pos x)
ignorehitpause = 1

[state -3]
type = NUll
triggerall = !ishelper
triggerall = numhelper(20000)
trigger1 = facing = -1
trigger1 = var(51) = 1 || var(51) = 3
trigger1 = fvar(33) := helper(20000),pos x + fvar(36) - pos x
trigger2 = facing = 1
trigger2 = var(51) = 2 || var(51) = 3
trigger2 = fvar(33) := -(helper(20000),pos x - fvar(35) - pos x)
trigger3 = facing = -1
trigger3 = var(51) = 0
trigger3 = fvar(33) := helper(20000),pos x + 400.0000000 - pos x
trigger4 = facing = 1
trigger4 = var(51) = 0
trigger4 = fvar(33) := -(helper(20000),pos x - 400.000000 - pos x)
trigger5 = facing = -1
trigger5 = var(51) = 2
trigger5 = fvar(33) := helper(20000),pos x + fvar(35) - pos x
trigger6 = facing = 1
trigger6 = var(51) = 1
trigger6 = fvar(33) := -(helper(20000),pos x - fvar(36) - pos x)
ignorehitpause = 1

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


;Xe[WTCYmF
[state -3]
type = NULL
triggerall = numenemy = 1
triggerall = numhelper(20000)
triggerall = var(51) != 3
trigger1 = facing = 1
trigger1 = helper(20000),pos x + fvar(36) - pos x <= 70
trigger1 = helper(20000),pos x + fvar(36) - enemynear(var(31)),pos x <= 70
trigger1 = var(51) := ifelse(var(51) = 0 , 1 , ifelse(var(51) = 1 , 1 , 3))

trigger2 = facing = -1
trigger2 = helper(20000),pos x + fvar(36) - pos x <= 70
trigger2 = helper(20000),pos x + fvar(36) - enemynear(var(31)),pos x <= 70
trigger2 = var(51) := ifelse(var(51) = 0 , 1 , ifelse(var(51) = 1 , 1 , 3))

trigger3 = facing = -1
trigger3 = -(helper(20000),pos x - fvar(36) - pos x) <= 70
trigger3 = -(helper(20000),pos x - fvar(35) - enemynear(var(31)),pos x) <= 70
trigger3 = var(51) := ifelse(var(51) = 0 , 2 , ifelse(var(51) = 1 , 3 , 2))

trigger4 = facing = 1
trigger4 = -(helper(20000),pos x - fvar(36) - pos x) <= 70
trigger4 = -(helper(20000),pos x - fvar(35) - enemynear(var(31)),pos x) <= 70
trigger4 = var(51) := ifelse(var(51) = 0 , 2 , ifelse(var(51) = 1 , 3 , 2))
ignorehitpause = 1



;----------------------------------------------------------------------------------------
[state -3];^bOp
type = varset
trigger1 = !ishelper
trigger1 = numenemy =2
trigger1 = enemynear(0),alive && enemynear(1),alive
var(52) = 1
ignorehitpause = 1

[state -3]
type = varset
triggerall = !ishelper
trigger1 = numenemy < 2 || enemy,teammode = single || enemy,teammode = turns
trigger2 = numenemy = 2
trigger2 = enemynear(0),alive = 0 ||  enemynear(1),alive = 0
var(52) = 0
ignorehitpause = 1

;-----------------------------------------------------------------------------------------
;ݒuɂČł܂h~p
[state -3]
type = varset
triggerall = !ishelper
trigger1 = movetype = A
trigger1 = time > 5
fvar(31) = 0
ignorehitpause = 1

[state -3]
type = varadd
triggerall = !ishelper
trigger1 = fvar(31) >= 0.01
trigger1 = stateno != [120,162]
fvar(31) = -0.01
ignorehitpause = 0

[state -3]
type = varadd
triggerall = !ishelper
trigger1 = fvar(31) <= 5.0
trigger1 = inguarddist&&vel x = 0 || stateno = [120,162]
trigger1 = enemynear(var(58)),numproj > 0||enemynear(var(58)),numhelper > helper(20000),var(8)
fvar(31) = 0.01
ignorehitpause = 0
;/////////////////////////////////////////////////////////////////////
;/////////////////////////////////////////////////////////////////////
;
;                     AIł`
;
;/////////////////////////////////////////////////////////////////////
;/////////////////////////////////////////////////////////////////////

;______________________________________________________________________

;c  S[Ă˥  iƌS[Ă݂j
;______________________________________________________________________

;̎
[State -1,a-1]
type = ChangeState
value = 3300
triggerall = RoundState = 2
triggerall = Power >= 3000
triggerall = var(59) > 0
triggerall = life <= 333 ;|| palno >=7
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
trigger1 = movetype != H
trigger1 = stateno <= 420
trigger1 = numhelper(4200)
trigger1 = helper(4200),stateno = 4211 && enemynear(var(58)),ctrl = 0 && enemynear(var(58)),stateno = [120,155]
trigger1 = helper(4200),numtarget(4210)>0&&helper(4200),time = 2+ 6*(enemynear(var(58)),authorname ="muteki") + 4*(enemynear(var(58)),authorname ="H")
trigger1 = frontedgebodydist< 90 ||(p2dist x = [50,90]) || p2bodydist x <= 50

trigger2 = movetype != H
trigger2 = stateno <= 420
trigger2 = numhelper(4200)
trigger2 = helper(4200),stateno = 4211 && enemynear(var(58)),ctrl = 0 && enemynear(var(58)),stateno = [5000,5020]
trigger2 = helper(4200),numtarget(4210)>0&&helper(4200),time = 1 + 7*(enemynear(var(58)),authorname ="muteki") + 4*(enemynear(var(58)),authorname ="H");
trigger2 = frontedgebodydist< 90 || (p2dist x= [50,90] )|| p2bodydist x <= 50

trigger3 = stateno =220
trigger3 = movehit = 1 || moveguarded = 1
trigger3 = numtarget(220) && !numhelper(4200)
trigger3 = enemynear(var(58)),life * enemynear(var(58)),const(data.defence) * 0.01 > 1*fvar(1)*const(data.attack) || teammode = single && roundno >= 3 || teammode = turns && roundsexisted > 0
trigger3 = frontedgebodydist < 90 || p2dist x <= 65

trigger4 = stateno = 232
trigger4 = movehit = 1 || moveguarded = 1
trigger4 = numtarget(232) && !numhelper(4200)
;trigger4 = helper(4200),numtarget(4210)=0 || helper(4000),stateno != [4210,4211]
trigger4 = frontedgebodydist < 90 || p2dist x = [20,65]
;______________________________________________________________________

;؂Ԃ(Gt)
;______________________________________________________________________
;l[hpalno = [7,12]
;mr
[State -1]
type = ChangeState
value = 3700
triggerall = RoundState = 2 && var(59) > 0
triggerall = power >= 3000 && life <=333
triggerall = palno = [7,12]
triggerall = statetype != A
triggerall = alive
triggerall = movecontact || ctrl
triggerall = !(enemynear(var(58)),authorname = "Muteki" && enemynear(var(58)),stateno < 1000) || enemynear(var(58)),time >2
triggerall = enemynear(var(58)),movetype = A && enemynear(var(58)),animtime < -17
triggerall = p2bodydist x <= 75
triggerall = p2dist x >0
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),time >= 60*fvar(37) || (enemynear(var(58)),time <= 1 && random <= 50)
trigger1 = enemynear(var(58)),statetype != A && enemynear(var(58)),statetype != L
trigger2 = enemynear(var(58)),statetype = A
trigger2 = (fvar(13) != 0 && enemynear(var(58)),pos y + 16*fvar(13) + 0.5*256*fvar(38) = [-30,0]) || (fvar(13) = 0 && enemynear(var(58)),pos y >= -30)


;ăPdm
[State -1]
type = ChangeState
value = 2101
triggerall = RoundState = 2 && var(59)
triggerall = enemynear(var(58)),statetype != L
triggerall = palno = [7,12]
triggerall = var(8) = 1 || Var(7) >= 200
triggerall = var(7) >= 0
triggerall = alive
triggerall = statetype != A
triggerall = !(enemynear(var(58)),authorname = "Muteki" && enemynear(var(58)),stateno < 1000) || enemynear(var(58)),time >2
triggerall = enemynear(var(58)),movetype=A || enemynear(var(58)),hitdefattr = SC,AT
triggerall = enemynear(var(58)),ctrl=0
triggerall = enemynear(var(58)),stateno < 2500 || (enemynear(var(58)),stateno >=2500 && enemynear(var(58)),animtime > -11)||ctrl = 0
triggerall = enemynear(var(58)),animtime<=-3 && p2bodydist x + 3*facing*enemynear(var(58)),facing*enemynear(var(58)),vel x <= 60 && p2dist x > -10
triggerall = power >= 3000 && enemynear(var(58)),life * enemynear(var(58)),const(data.defence) * 0.01 >= 1*const(data.attack)
triggerall = enemynear(var(58)),time>=ceil(60*fvar(37)) || (enemynear(var(58)),time <= 1 && random <= 50)
triggerall = ctrl ||( ((stateno = [200, 220]) ||(stateno = [400, 420])) && movecontact) || stateno = 52
trigger1 = enemynear(var(58)),statetype != A
trigger2 = enemynear(var(58)),statetype = A
trigger2 = (fvar(13) != 0 && enemynear(var(58)),pos y + 3*fvar(13) + 0.5*9*fvar(38) = [-30,0]) || (fvar(13) = 0 && enemynear(var(58)),pos y >= -30)

;LruVm
[State -1]
type = ChangeState
value = 3600 + (statetype = A)
triggerall = Power >= 3000
triggerall = RoundState = 2 && var(59) > 0
triggerall = palno = [7,12]
triggerall = alive
triggerall = !(enemynear(var(58)),authorname = "Muteki" && enemynear(var(58)),stateno < 1000) || enemynear(var(58)),time >2
triggerall = enemynear(var(58)),movetype=A || enemynear(var(58)),hitdefattr = SC,AT
triggerall = enemynear(var(58)),ctrl=0
triggerall = enemynear(var(58)),time>=ceil(60*fvar(37)) || (enemynear(var(58)),time <= 1 && random <= 50)
triggerall = ctrl ||( ((stateno = [200, 220]) ||(stateno = [400, 620])) && movecontact) || stateno = 52
triggerall = enemynear(var(58)),statetype != L
trigger1 = enemynear(var(58)),statetype != A
trigger1 = enemynear(var(58)),animtime < -25 - ifelse((facing = enemynear(var(58)),facing),(enemynear(var(58)),backedgebodydist/15),(enemynear(var(58)),frontedgebodydist/15))
trigger2 = enemynear(var(58)),statetype = A && enemynear(var(58)),vel y < -5
trigger2 = random <= 30

;c}m
[State -1]
type = ChangeState
value = 3400
triggerall = RoundState = 2 && var(59) > 0
triggerall = power >= 3000
triggerall = palno = [7,12]
triggerall = statetype != A
triggerall = alive
triggerall = enemynear(var(58)),statetype != L
triggerall = !(enemynear(var(58)),authorname = "Muteki" && enemynear(var(58)),stateno < 1000) || enemynear(var(58)),time >2
triggerall = ctrl ||( ((stateno = [200, 220]) ||(stateno = [400, 420])) && movecontact) || stateno = 52
triggerall = enemynear(var(58)),movetype = A && enemynear(var(58)),animtime < -9
triggerall = abs(p2bodydist x + 8*facing*enemynear(var(58)),facing*enemynear(var(58)),vel x) <= 75
triggerall = enemynear(var(58)),time >= 60*fvar(37) || (enemynear(var(58)),time <= 1 && random <= 50)
trigger1 = enemynear(var(58)),statetype != A && enemynear(var(58)),statetype != L
trigger2 = enemynear(var(58)),statetype = A
trigger2 = (fvar(13) != 0 && enemynear(var(58)),pos y + 8*fvar(13) + 0.5*64*fvar(38) = [-70,0]) || (fvar(13) = 0 && enemynear(var(58)),pos y >= -80)

;Lcm
[State -1]
type = ChangeState
value = 3500
triggerall = RoundState = 2 && var(59) > 0
triggerall = power >= 3000
triggerall = palno = [7,12]
triggerall = statetype = A
triggerall = alive
triggerall = !(enemynear(var(58)),authorname = "Muteki" && enemynear(var(58)),stateno < 1000) || enemynear(var(58)),time >2
triggerall = ctrl ||( (stateno = [600, 620]) && movecontact)
triggerall = enemynear(var(58)),movetype = A && enemynear(var(58)),animtime < -1
triggerall = abs(p2bodydist x + facing*enemynear(var(58)),facing*enemynear(var(58)),vel x) <= 75
triggerall = enemynear(var(58)),time >= 60*fvar(37) || (enemynear(var(58)),time <= 1 && random <= 50)
trigger1 = enemynear(var(58)),statetype != A && enemynear(var(58)),statetype != L
trigger1 = pos y = [-120,-30]
trigger2 = enemynear(var(58)),statetype = A
trigger2 = (fvar(13) != 0 && p2bodydist y + fvar(13) + 0.5*fvar(38) = [-100,80]) || (fvar(13) = 0 && enemynear(var(58)),pos y >= -80)

;ăPdm
[State -1]
type = ChangeState
value = 2101
triggerall = RoundState = 2 && var(59)
triggerall = enemynear(var(58)),statetype != L
triggerall = palno = [7,12]
triggerall = alive
triggerall = var(8) = 1 || Var(7) >= 200
triggerall = var(7) >= 0
triggerall = numhelper(20000)
triggerall = statetype != A
triggerall = enemynear(var(58)),stateno < 2500 || (enemynear(var(58)),stateno >=2500 && enemynear(var(58)),animtime > -11)||ctrl = 0
triggerall = enemynear(var(58)),movetype != H
triggerall = !(enemynear(var(58)),authorname = "Muteki" && enemynear(var(58)),stateno < 1000) || enemynear(var(58)),time >2
trigger1 = enemynear(var(58)),movetype=A&& enemynear(var(58)),time >= 60*fvar(37)|| enemynear(var(58)),hitdefattr = SC,AT || random <= 60*helper(20000),var(9)
trigger1 = p2bodydist x + 3*facing*enemynear(var(58)),facing*enemynear(var(58)),vel x <= 60 && p2dist x > -10
trigger1 = enemynear(var(58)),ctrl=0
trigger1 = random < 100*helper(20000),var(9)
trigger1 = fvar(33) <= 100
trigger1 = helper(20000),var(9) > 0
trigger1 = ctrl ||( ((stateno = [200, 220]) ||(stateno = [400, 420])) && movecontact) || stateno = 52
trigger2 = numenemy = 2 && var(52)
trigger2 = enemynear(0),movetype != H && enemynear(1),movetype != H
trigger2 = enemynear(0),facing != enemynear(1),facing
trigger2 = enemynear(0),pos x < pos x < enemynear(1),pos x || enemynear(0),pos x > pos x > enemynear(1),pos x
trigger2 = abs(enemynear(0),pos x -pos x) < 60 && abs(enemynear(1),pos x - pos x < 60)
trigger2 = enemynear(0),pos y > -70 && enemynear(1),pos y>-70
trigger2 = enemynear(0),ctrl = 0 || enemynear(1),ctrl = 0


;Vmn
[State -1]
type = ChangeState
value = 2001
triggerall = RoundState = 2 && var(59) > 0
triggerall = palno = [7,12]
triggerall = var(8) = 1 || Var(7) >= 200
triggerall = var(7) >= 0
triggerall = alive
triggerall = statetype != A
triggerall = !(enemynear(var(58)),authorname = "Muteki" && enemynear(var(58)),stateno < 1000) || enemynear(var(58)),time >2
triggerall = enemynear(var(58)),movetype=A || enemynear(var(58)),hitdefattr = SC,AT
triggerall = enemynear(var(58)),ctrl=0
triggerall = enemynear(var(58)),stateno < 2500 || (enemynear(var(58)),stateno >=2500 && enemynear(var(58)),animtime > -11)||ctrl = 0
triggerall = enemynear(var(58)),animtime<=-9&& p2dist x > 0
triggerall = random < 200 ||(var(8)=1&&random < 300)
triggerall = enemynear(var(58)),time>=ceil(60*fvar(37)) || (enemynear(var(58)),time <= 1 && random <= 50)
triggerall = ctrl ||( ((stateno = [200, 220]) ||(stateno = [400, 420])) && movecontact) || stateno = 52
triggerall = enemynear(var(58)),statetype != L
trigger1 = enemynear(var(58)),statetype != A
trigger2 = enemynear(var(58)),statetype = A
trigger2 = (fvar(13) != 0 && enemynear(var(58)),pos y + 9*fvar(13) + 0.5*81*fvar(38) = [-30,0]) || (fvar(13) = 0 && enemynear(var(58)),pos y >= -30)


;ăPdm
[State -1]
type = ChangeState
value = 2100
triggerall = RoundState = 2&&var(59)
triggerall = palno = [7,12]
triggerall = statetype != A
triggerall = enemynear(var(58)),movetype=A || enemynear(var(58)),hitdefattr = SC,AT
triggerall = enemynear(var(58)),ctrl=0
triggerall = alive
triggerall = !(enemynear(var(58)),authorname = "Muteki" && enemynear(var(58)),stateno < 1000) || enemynear(var(58)),time >2
triggerall = enemynear(var(58)),stateno < 2500 || (enemynear(var(58)),stateno >=2500 && enemynear(var(58)),animtime > -11)||ctrl = 0
triggerall = enemynear(var(58)),animtime<=-9 && p2bodydist x + 9*facing*enemynear(var(58)),facing*enemynear(var(58)),vel x <= 60 && p2dist x > -10
triggerall = enemynear(var(58)),time>=ceil(60*fvar(37)) || (enemynear(var(58)),time <= 1 && random <= 50)
triggerall = ctrl ||( ((stateno = [200, 220]) ||(stateno = [400, 420])) && movecontact) || stateno = 52
triggerall = enemynear(var(58)),statetype != L
trigger1 = enemynear(var(58)),statetype != A
trigger2 = enemynear(var(58)),statetype = A
trigger2 = (fvar(13) != 0 && enemynear(var(58)),pos y + 9*fvar(13) + 0.5*81*fvar(38) = [-45,0]) || (fvar(13) = 0 && enemynear(var(58)),pos y >= -35)

;؂Ԃ^bOpԂ
;LruVm
[State -1]
type = ChangeState
value = 3600
triggerall = Power >= 3000
triggerall = RoundState = 2 && var(59)
triggerall = statetype != A
triggerall = alive
triggerall = palno = [7,12]
triggerall = ctrl || (movecontact&&stateno = [200,220]) || (movecontact&&stateno = [400,420])
trigger1 = random <= 30
trigger1 = var(52) = 1 && numenemy = 2 && numpartner
trigger1 = enemynear(0),movetype = A || enemynear(1),movetype = A
trigger1 = enemynear(var(58)),movetype != H 
trigger2 = fvar(31) > 1.0
trigger2 = enemynear(var(58)),life > 200*const(data.attack)*0.01 && p2bodydist x <= 100 && fvar(37) <= 0.20|| (life < 300 && p2bodydist x > 100)
trigger2 = random <= ceil(100*fvar(31))

;______________________________________________________________________

;t
;______________________________________________________________________

;ႪݎU4F
[State -3,c-1]
type = ChangeState
value = 400
triggerall = var(59)>0&&RoundState = 2
triggerall = stateno != 101&&statetype!=A
triggerall = enemynear(var(58)),statetype !=A && enemynear(var(58)),statetype!=L && enemynear(var(58)),pos y>=-5
triggerall = ctrl || ((stateno = 200 || stateno = 400) && movecontact) || stateno = 120 && prevstateno = [160,162]
triggerall = numhelper(20004)>0
triggerall = enemynear(var(58)),movetype = A
triggerall = p2dist x >0
triggerall = !inguarddist || (enemynear(var(58)),numproj = 0 && enemynear(var(58)),numhelper<=helper(20000),var(8))
triggerall = (enemynear(var(58)),time <= 1 && random <= 100) ||enemynear(var(58)),time>=60*fvar(28)
triggerall = p2bodydist x <= 20
triggerall = fvar(20) = [0,10]
triggerall = enemynear(var(58)),time > 2 || enemynear(var(58)),stateno >= 1000 || !enemynear(var(58)),authorname = "muteki"
trigger1 = helper(20004),var(0)>0
trigger1 = enemynear(var(58)),id = helper(20004),var(40)
trigger1 = enemynear(var(58)),stateno = helper(20004),var(0)
trigger1 = enemynear(var(58)),time = [0,(helper(20004),var(1) - 5)]

trigger2 = helper(20004),var(2)>0
trigger2 = enemynear(var(58)),id = helper(20004),var(41)
trigger2 = enemynear(var(58)),stateno = helper(20004),var(2)
trigger2 = enemynear(var(58)),time = [0,(helper(20004),var(3) - 5)]

trigger3 = helper(20004),var(4)>0
trigger3 = enemynear(var(58)),id = helper(20004),var(42)
trigger3 = enemynear(var(58)),stateno = helper(20004),var(4)
trigger3 = enemynear(var(58)),time = [0,(helper(20004),var(5) - 5)]

trigger4 = helper(20004),var(6)>0
trigger4 = enemynear(var(58)),id = helper(20004),var(43)
trigger4 = enemynear(var(58)),stateno = helper(20004),var(6)
trigger4 = enemynear(var(58)),time = [0,(helper(20004),var(7) - 5)]

trigger5 = helper(20004),var(8)>0
trigger5 = enemynear(var(58)),id = helper(20004),var(44)
trigger5 = enemynear(var(58)),stateno = helper(20004),var(8)
trigger5 = enemynear(var(58)),time = [0,(helper(20004),var(9) - 5)]

trigger6 = helper(20004),var(10)>0
trigger6 = enemynear(var(58)),id = helper(20004),var(45)
trigger6 = enemynear(var(58)),stateno = helper(20004),var(10)
trigger6 = enemynear(var(58)),time = [0,(helper(20004),var(11) - 5)]

trigger7 = helper(20004),var(12)>0
trigger7 = enemynear(var(58)),id = helper(20004),var(46)
trigger7 = enemynear(var(58)),stateno = helper(20004),var(12)
trigger7 = enemynear(var(58)),time = [0,(helper(20004),var(13) - 5)]

trigger8 = helper(20004),var(14)>0
trigger8 = enemynear(var(58)),id = helper(20004),var(47)
trigger8 = enemynear(var(58)),stateno = helper(20004),var(14)
trigger8 = enemynear(var(58)),time = [0,(helper(20004),var(14) - 5)]

trigger9 = helper(20004),var(16)>0
trigger9 = enemynear(var(58)),id = helper(20004),var(48)
trigger9 = enemynear(var(58)),stateno = helper(20004),var(16)
trigger9 = enemynear(var(58)),time = [0,(helper(20004),var(17) - 5)]

trigger10 = helper(20004),var(18)>0
trigger10 = enemynear(var(58)),id = helper(20004),var(49)
trigger10 = enemynear(var(58)),stateno = helper(20004),var(18)
trigger10 = enemynear(var(58)),time = [0,(helper(20004),var(19) - 5)]

trigger11 = helper(20004),var(20)>0
trigger11 = enemynear(var(58)),id = helper(20004),var(50)
trigger11 = enemynear(var(58)),stateno = helper(20004),var(20)
trigger11 = enemynear(var(58)),time = [0,(helper(20004),var(21) - 5)]

trigger12 = helper(20004),var(22)>0
trigger12 = enemynear(var(58)),id = helper(20004),var(51)
trigger12 = enemynear(var(58)),stateno = helper(20004),var(22)
trigger12 = enemynear(var(58)),time = [0,(helper(20004),var(23) - 5)]

trigger13 = helper(20004),var(14)>0
trigger13 = enemynear(var(58)),id = helper(20004),var(13)
trigger13 = enemynear(var(58)),stateno = helper(20004),var(14)
trigger13 = enemynear(var(58)),time = [0,(helper(20004),var(15) - 5)]

trigger14 = helper(20004),var(17)>0
trigger14 = enemynear(var(58)),id = helper(20004),var(16)
trigger14 = enemynear(var(58)),stateno = helper(20004),var(17)
trigger14 = enemynear(var(58)),time = [0,(helper(20004),var(18) - 5)]

trigger15 = helper(20004),var(20)>0
trigger15 = enemynear(var(58)),id = helper(20004),var(19)
trigger15 = enemynear(var(58)),stateno = helper(20004),var(20)
trigger15 = enemynear(var(58)),time = [0,(helper(20004),var(21) - 5)]

trigger16 = helper(20004),var(23)>0
trigger16 = enemynear(var(58)),id = helper(20004),var(22)
trigger16 = enemynear(var(58)),stateno = helper(20004),var(23)
trigger16 = enemynear(var(58)),time = [0,(helper(20004),var(24) - 5)]

trigger17 = helper(20004),var(26)>0
trigger17 = enemynear(var(58)),id = helper(20004),var(25)
trigger17 = enemynear(var(58)),stateno = helper(20004),var(26)
trigger17 = enemynear(var(58)),time = [0,(helper(20004),var(27) - 5)]

;U7F
[State -3,c-2]
type = ChangeState
value = 410
triggerall = var(59)>0&&RoundState = 2
triggerall = stateno != 101&&statetype!=A
triggerall = enemynear(var(58)),statetype !=A && enemynear(var(58)),statetype!=L
triggerall = numhelper(20004)>0
triggerall = ctrl || ((stateno = 200 || stateno = 400) && movecontact) || stateno = 120 && prevstateno = [160,162]
triggerall = p2dist x >0
triggerall = !inguarddist || (enemynear(var(58)),numproj = 0 && enemynear(var(58)),numhelper<=helper(20000),var(8))
triggerall = enemynear(var(58)),movetype = A
triggerall = (enemynear(var(58)),time <= 1 && random <= 100) ||enemynear(var(58)),time>=60*fvar(28)
triggerall = p2bodydist x <= 40
triggerall = fvar(20) = [0,10]
triggerall = enemynear(var(58)),time > 2 || enemynear(var(58)),stateno >= 1000 || !enemynear(var(58)),authorname = "muteki"
trigger1 = helper(20004),var(0)>0
trigger1 = enemynear(var(58)),id = helper(20004),var(40)
trigger1 = enemynear(var(58)),stateno = helper(20004),var(0)
trigger1 = enemynear(var(58)),time = [0,(helper(20004),var(1) - 9)]

trigger2 = helper(20004),var(2)>0
trigger2 = enemynear(var(58)),id = helper(20004),var(41)
trigger2 = enemynear(var(58)),stateno = helper(20004),var(2)
trigger2 = enemynear(var(58)),time = [0,(helper(20004),var(3) - 9)]

trigger3 = helper(20004),var(4)>0
trigger3 = enemynear(var(58)),id = helper(20004),var(42)
trigger3 = enemynear(var(58)),stateno = helper(20004),var(4)
trigger3 = enemynear(var(58)),time = [0,(helper(20004),var(5) - 9)]

trigger4 = helper(20004),var(6)>0
trigger4 = enemynear(var(58)),id = helper(20004),var(43)
trigger4 = enemynear(var(58)),stateno = helper(20004),var(6)
trigger4 = enemynear(var(58)),time = [0,(helper(20004),var(7) - 9)]

trigger5 = helper(20004),var(8)>0
trigger5 = enemynear(var(58)),id = helper(20004),var(44)
trigger5 = enemynear(var(58)),stateno = helper(20004),var(8)
trigger5 = enemynear(var(58)),time = [0,(helper(20004),var(9) - 9)]

trigger6 = helper(20004),var(10)>0
trigger6 = enemynear(var(58)),id = helper(20004),var(45)
trigger6 = enemynear(var(58)),stateno = helper(20004),var(10)
trigger6 = enemynear(var(58)),time = [0,(helper(20004),var(11) - 9)]

trigger7 = helper(20004),var(12)>0
trigger7 = enemynear(var(58)),id = helper(20004),var(46)
trigger7 = enemynear(var(58)),stateno = helper(20004),var(12)
trigger7 = enemynear(var(58)),time = [0,(helper(20004),var(13) - 9)]

trigger8 = helper(20004),var(14)>0
trigger8 = enemynear(var(58)),id = helper(20004),var(47)
trigger8 = enemynear(var(58)),stateno = helper(20004),var(14)
trigger8 = enemynear(var(58)),time = [0,(helper(20004),var(14) - 9)]

trigger9 = helper(20004),var(16)>0
trigger9 = enemynear(var(58)),id = helper(20004),var(48)
trigger9 = enemynear(var(58)),stateno = helper(20004),var(16)
trigger9 = enemynear(var(58)),time = [0,(helper(20004),var(17) - 9)]

trigger10 = helper(20004),var(18)>0
trigger10 = enemynear(var(58)),id = helper(20004),var(49)
trigger10 = enemynear(var(58)),stateno = helper(20004),var(18)
trigger10 = enemynear(var(58)),time = [0,(helper(20004),var(19) - 9)]

trigger11 = helper(20004),var(20)>0
trigger11 = enemynear(var(58)),id = helper(20004),var(50)
trigger11 = enemynear(var(58)),stateno = helper(20004),var(20)
trigger11 = enemynear(var(58)),time = [0,(helper(20004),var(21) - 9)]

trigger12 = helper(20004),var(22)>0
trigger12 = enemynear(var(58)),id = helper(20004),var(51)
trigger12 = enemynear(var(58)),stateno = helper(20004),var(22)
trigger12 = enemynear(var(58)),time = [0,(helper(20004),var(23) - 9)]

trigger13 = helper(20004),var(14)>0
trigger13 = enemynear(var(58)),id = helper(20004),var(13)
trigger13 = enemynear(var(58)),stateno = helper(20004),var(14)
trigger13 = enemynear(var(58)),time = [0,(helper(20004),var(15) - 9)]

trigger14 = helper(20004),var(17)>0
trigger14 = enemynear(var(58)),id = helper(20004),var(16)
trigger14 = enemynear(var(58)),stateno = helper(20004),var(17)
trigger14 = enemynear(var(58)),time = [0,(helper(20004),var(18) - 9)]

trigger15 = helper(20004),var(20)>0
trigger15 = enemynear(var(58)),id = helper(20004),var(19)
trigger15 = enemynear(var(58)),stateno = helper(20004),var(20)
trigger15 = enemynear(var(58)),time = [0,(helper(20004),var(21) - 9)]

trigger16 = helper(20004),var(23)>0
trigger16 = enemynear(var(58)),id = helper(20004),var(22)
trigger16 = enemynear(var(58)),stateno = helper(20004),var(23)
trigger16 = enemynear(var(58)),time = [0,(helper(20004),var(24) - 9)]

trigger17 = helper(20004),var(26)>0
trigger17 = enemynear(var(58)),id = helper(20004),var(25)
trigger17 = enemynear(var(58)),stateno = helper(20004),var(26)
trigger17 = enemynear(var(58)),time = [0,(helper(20004),var(27) - 9)]

[state -3,c-3];10F
type=changestate
value = 215
triggerall = var(59)>0&&RoundState = 2
triggerall = stateno != 101&&statetype!=A
triggerall = enemynear(var(58)),statetype !=A && enemynear(var(58)),statetype!=L
triggerall = numhelper(20004)>0
triggerall = ctrl || ((stateno = 200 || stateno = 400 || stateno = 210 || stateno = 410) && movecontact) || stateno = 120 && prevstateno = [160,162]
triggerall = !inguarddist || (enemynear(var(58)),numproj = 0 && enemynear(var(58)),numhelper<=helper(20000),var(8))
triggerall = enemynear(var(58)),movetype = A
triggerall = (enemynear(var(58)),time <= 1 && random <= 100) ||enemynear(var(58)),time>=60*fvar(28)
triggerall = p2bodydist x >50
triggerall = p2bodydist x <= 80
triggerall = fvar(20) = [0,10]
triggerall = enemynear(var(58)),time > 2 || enemynear(var(58)),stateno >= 1000 || !enemynear(var(58)),authorname = "muteki"
trigger1 = helper(20004),var(0)>0
trigger1 = enemynear(var(58)),id = helper(20004),var(40)
trigger1 = enemynear(var(58)),stateno = helper(20004),var(0)
trigger1 = enemynear(var(58)),time = [0,(helper(20004),var(1) - 11)]

trigger2 = helper(20004),var(2)>0
trigger2 = enemynear(var(58)),id = helper(20004),var(41)
trigger2 = enemynear(var(58)),stateno = helper(20004),var(2)
trigger2 = enemynear(var(58)),time = [0,(helper(20004),var(3) - 11)]

trigger3 = helper(20004),var(4)>0
trigger3 = enemynear(var(58)),id = helper(20004),var(42)
trigger3 = enemynear(var(58)),stateno = helper(20004),var(4)
trigger3 = enemynear(var(58)),time = [0,(helper(20004),var(5) - 11)]

trigger4 = helper(20004),var(6)>0
trigger4 = enemynear(var(58)),id = helper(20004),var(43)
trigger4 = enemynear(var(58)),stateno = helper(20004),var(6)
trigger4 = enemynear(var(58)),time = [0,(helper(20004),var(7) - 11)]

trigger5 = helper(20004),var(8)>0
trigger5 = enemynear(var(58)),id = helper(20004),var(44)
trigger5 = enemynear(var(58)),stateno = helper(20004),var(8)
trigger5 = enemynear(var(58)),time = [0,(helper(20004),var(9) - 11)]

trigger6 = helper(20004),var(10)>0
trigger6 = enemynear(var(58)),id = helper(20004),var(45)
trigger6 = enemynear(var(58)),stateno = helper(20004),var(10)
trigger6 = enemynear(var(58)),time = [0,(helper(20004),var(11) - 11)]

trigger7 = helper(20004),var(12)>0
trigger7 = enemynear(var(58)),id = helper(20004),var(46)
trigger7 = enemynear(var(58)),stateno = helper(20004),var(12)
trigger7 = enemynear(var(58)),time = [0,(helper(20004),var(13) - 11)]

trigger8 = helper(20004),var(14)>0
trigger8 = enemynear(var(58)),id = helper(20004),var(47)
trigger8 = enemynear(var(58)),stateno = helper(20004),var(14)
trigger8 = enemynear(var(58)),time = [0,(helper(20004),var(14) - 11)]

trigger9 = helper(20004),var(16)>0
trigger9 = enemynear(var(58)),id = helper(20004),var(48)
trigger9 = enemynear(var(58)),stateno = helper(20004),var(16)
trigger9 = enemynear(var(58)),time = [0,(helper(20004),var(17) - 11)]

trigger10 = helper(20004),var(18)>0
trigger10 = enemynear(var(58)),id = helper(20004),var(49)
trigger10 = enemynear(var(58)),stateno = helper(20004),var(18)
trigger10 = enemynear(var(58)),time = [0,(helper(20004),var(19) - 11)]

trigger11 = helper(20004),var(20)>0
trigger11 = enemynear(var(58)),id = helper(20004),var(50)
trigger11 = enemynear(var(58)),stateno = helper(20004),var(20)
trigger11 = enemynear(var(58)),time = [0,(helper(20004),var(21) - 11)]

trigger12 = helper(20004),var(22)>0
trigger12 = enemynear(var(58)),id = helper(20004),var(51)
trigger12 = enemynear(var(58)),stateno = helper(20004),var(22)
trigger12 = enemynear(var(58)),time = [0,(helper(20004),var(23) - 11)]

trigger13 = helper(20004),var(14)>0
trigger13 = enemynear(var(58)),id = helper(20004),var(13)
trigger13 = enemynear(var(58)),stateno = helper(20004),var(14)
trigger13 = enemynear(var(58)),time = [0,(helper(20004),var(15) - 11)]

trigger14 = helper(20004),var(17)>0
trigger14 = enemynear(var(58)),id = helper(20004),var(16)
trigger14 = enemynear(var(58)),stateno = helper(20004),var(17)
trigger14 = enemynear(var(58)),time = [0,(helper(20004),var(18) - 11)]

trigger15 = helper(20004),var(20)>0
trigger15 = enemynear(var(58)),id = helper(20004),var(19)
trigger15 = enemynear(var(58)),stateno = helper(20004),var(20)
trigger15 = enemynear(var(58)),time = [0,(helper(20004),var(21) - 11)]

trigger16 = helper(20004),var(23)>0
trigger16 = enemynear(var(58)),id = helper(20004),var(22)
trigger16 = enemynear(var(58)),stateno = helper(20004),var(23)
trigger16 = enemynear(var(58)),time = [0,(helper(20004),var(24) - 11)]

trigger17 = helper(20004),var(26)>0
trigger17 = enemynear(var(58)),id = helper(20004),var(25)
trigger17 = enemynear(var(58)),stateno = helper(20004),var(26)
trigger17 = enemynear(var(58)),time = [0,(helper(20004),var(27) - 11)]

;U12F
[State -1,c-4]
type = ChangeState
value = 220
triggerall = var(59)>0&&RoundState = 2
triggerall = stateno != 101&&statetype!=A
triggerall = ctrl|| ((stateno = 200 || stateno = 400 || stateno = 210 || stateno = 410 || stateno = 215) && movecontact) || stateno = 120 && prevstateno = [160,162]
triggerall = !inguarddist || (enemynear(var(58)),numproj = 0 && enemynear(var(58)),numhelper<=helper(20000),var(8))
triggerall = enemynear(var(58)),statetype !=A && enemynear(var(58)),statetype!=L
triggerall = numhelper(20004)>0
triggerall = enemynear(var(58)),movetype = A
triggerall = p2dist x >0
triggerall = (enemynear(var(58)),time <= 1 && random <= 100) ||enemynear(var(58)),time>=60*fvar(28)
triggerall = p2bodydist x <= 80
triggerall = fvar(20) = [0,10]
triggerall = enemynear(var(58)),time > 2 || enemynear(var(58)),stateno >= 1000 || !enemynear(var(58)),authorname = "muteki"
trigger1 = helper(20004),var(0)>0
trigger1 = enemynear(var(58)),id = helper(20004),var(40)
trigger1 = enemynear(var(58)),stateno = helper(20004),var(0)
trigger1 = enemynear(var(58)),time = [0,(helper(20004),var(1) - 13)]

trigger2 = helper(20004),var(2)>0
trigger2 = enemynear(var(58)),id = helper(20004),var(41)
trigger2 = enemynear(var(58)),stateno = helper(20004),var(2)
trigger2 = enemynear(var(58)),time = [0,(helper(20004),var(3) - 13)]

trigger3 = helper(20004),var(4)>0
trigger3 = enemynear(var(58)),id = helper(20004),var(42)
trigger3 = enemynear(var(58)),stateno = helper(20004),var(4)
trigger3 = enemynear(var(58)),time = [0,(helper(20004),var(5) - 13)]

trigger4 = helper(20004),var(6)>0
trigger4 = enemynear(var(58)),id = helper(20004),var(43)
trigger4 = enemynear(var(58)),stateno = helper(20004),var(6)
trigger4 = enemynear(var(58)),time = [0,(helper(20004),var(7) - 13)]

trigger5 = helper(20004),var(8)>0
trigger5 = enemynear(var(58)),id = helper(20004),var(44)
trigger5 = enemynear(var(58)),stateno = helper(20004),var(8)
trigger5 = enemynear(var(58)),time = [0,(helper(20004),var(9) - 13)]

trigger6 = helper(20004),var(10)>0
trigger6 = enemynear(var(58)),id = helper(20004),var(45)
trigger6 = enemynear(var(58)),stateno = helper(20004),var(10)
trigger6 = enemynear(var(58)),time = [0,(helper(20004),var(11) - 13)]

trigger7 = helper(20004),var(12)>0
trigger7 = enemynear(var(58)),id = helper(20004),var(46)
trigger7 = enemynear(var(58)),stateno = helper(20004),var(12)
trigger7 = enemynear(var(58)),time = [0,(helper(20004),var(13) - 13)]

trigger8 = helper(20004),var(14)>0
trigger8 = enemynear(var(58)),id = helper(20004),var(47)
trigger8 = enemynear(var(58)),stateno = helper(20004),var(14)
trigger8 = enemynear(var(58)),time = [0,(helper(20004),var(14) - 13)]

trigger9 = helper(20004),var(16)>0
trigger9 = enemynear(var(58)),id = helper(20004),var(48)
trigger9 = enemynear(var(58)),stateno = helper(20004),var(16)
trigger9 = enemynear(var(58)),time = [0,(helper(20004),var(17) - 13)]

trigger10 = helper(20004),var(18)>0
trigger10 = enemynear(var(58)),id = helper(20004),var(49)
trigger10 = enemynear(var(58)),stateno = helper(20004),var(18)
trigger10 = enemynear(var(58)),time = [0,(helper(20004),var(19) - 13)]

trigger11 = helper(20004),var(20)>0
trigger11 = enemynear(var(58)),id = helper(20004),var(50)
trigger11 = enemynear(var(58)),stateno = helper(20004),var(20)
trigger11 = enemynear(var(58)),time = [0,(helper(20004),var(21) - 13)]

trigger12 = helper(20004),var(22)>0
trigger12 = enemynear(var(58)),id = helper(20004),var(51)
trigger12 = enemynear(var(58)),stateno = helper(20004),var(22)
trigger12 = enemynear(var(58)),time = [0,(helper(20004),var(23) - 13)]

trigger13 = helper(20004),var(14)>0
trigger13 = enemynear(var(58)),id = helper(20004),var(13)
trigger13 = enemynear(var(58)),stateno = helper(20004),var(14)
trigger13 = enemynear(var(58)),time = [0,(helper(20004),var(15) - 13)]

trigger14 = helper(20004),var(17)>0
trigger14 = enemynear(var(58)),id = helper(20004),var(16)
trigger14 = enemynear(var(58)),stateno = helper(20004),var(17)
trigger14 = enemynear(var(58)),time = [0,(helper(20004),var(18) - 13)]

trigger15 = helper(20004),var(20)>0
trigger15 = enemynear(var(58)),id = helper(20004),var(19)
trigger15 = enemynear(var(58)),stateno = helper(20004),var(20)
trigger15 = enemynear(var(58)),time = [0,(helper(20004),var(21) - 13)]

trigger16 = helper(20004),var(23)>0
trigger16 = enemynear(var(58)),id = helper(20004),var(22)
trigger16 = enemynear(var(58)),stateno = helper(20004),var(23)
trigger16 = enemynear(var(58)),time = [0,(helper(20004),var(24) - 13)]

trigger17 = helper(20004),var(26)>0
trigger17 = enemynear(var(58)),id = helper(20004),var(25)
trigger17 = enemynear(var(58)),stateno = helper(20004),var(26)
trigger17 = enemynear(var(58)),time = [0,(helper(20004),var(27) - 13)]

;㑐Vmn
[State -1]
type = ChangeState
value = 2000
triggerall = var(59)>0&&RoundState = 2
triggerall = stateno != 101&&statetype!=A
triggerall = ctrl || stateno = 120 && prevstateno = [160,162]
triggerall = !inguarddist || (enemynear(var(58)),numproj = 0 && enemynear(var(58)),numhelper<=helper(20000),var(8))
triggerall = enemynear(var(58)),statetype !=A && enemynear(var(58)),statetype!=L
triggerall = numhelper(20004)>0
triggerall = palno = [7,12]
triggerall = enemynear(var(58)),movetype = A
triggerall = p2dist x >-50
triggerall = (enemynear(var(58)),time <= 1 && random <= 100) ||enemynear(var(58)),time>=60*fvar(28)
triggerall = p2bodydist x <= 200
triggerall = fvar(20) = [0,10]
triggerall = enemynear(var(58)),time > 2 || enemynear(var(58)),stateno >= 1000 || !enemynear(var(58)),authorname = "muteki"
trigger1 = helper(20004),var(0)>0
trigger1 = enemynear(var(58)),id = helper(20004),var(40)
trigger1 = enemynear(var(58)),stateno = helper(20004),var(0)
trigger1 = enemynear(var(58)),time = [0,(helper(20004),var(1) - 10)]

trigger2 = helper(20004),var(2)>0
trigger2 = enemynear(var(58)),id = helper(20004),var(41)
trigger2 = enemynear(var(58)),stateno = helper(20004),var(2)
trigger2 = enemynear(var(58)),time = [0,(helper(20004),var(3) - 10)]

trigger3 = helper(20004),var(4)>0
trigger3 = enemynear(var(58)),id = helper(20004),var(42)
trigger3 = enemynear(var(58)),stateno = helper(20004),var(4)
trigger3 = enemynear(var(58)),time = [0,(helper(20004),var(5) - 10)]

trigger4 = helper(20004),var(6)>0
trigger4 = enemynear(var(58)),id = helper(20004),var(43)
trigger4 = enemynear(var(58)),stateno = helper(20004),var(6)
trigger4 = enemynear(var(58)),time = [0,(helper(20004),var(7) - 10)]

trigger5 = helper(20004),var(8)>0
trigger5 = enemynear(var(58)),id = helper(20004),var(44)
trigger5 = enemynear(var(58)),stateno = helper(20004),var(8)
trigger5 = enemynear(var(58)),time = [0,(helper(20004),var(9) - 10)]

trigger6 = helper(20004),var(10)>0
trigger6 = enemynear(var(58)),id = helper(20004),var(45)
trigger6 = enemynear(var(58)),stateno = helper(20004),var(10)
trigger6 = enemynear(var(58)),time = [0,(helper(20004),var(11) - 10)]

trigger7 = helper(20004),var(12)>0
trigger7 = enemynear(var(58)),id = helper(20004),var(46)
trigger7 = enemynear(var(58)),stateno = helper(20004),var(12)
trigger7 = enemynear(var(58)),time = [0,(helper(20004),var(13) - 10)]

trigger8 = helper(20004),var(14)>0
trigger8 = enemynear(var(58)),id = helper(20004),var(47)
trigger8 = enemynear(var(58)),stateno = helper(20004),var(14)
trigger8 = enemynear(var(58)),time = [0,(helper(20004),var(14) - 10)]

trigger9 = helper(20004),var(16)>0
trigger9 = enemynear(var(58)),id = helper(20004),var(48)
trigger9 = enemynear(var(58)),stateno = helper(20004),var(16)
trigger9 = enemynear(var(58)),time = [0,(helper(20004),var(17) - 10)]

trigger10 = helper(20004),var(18)>0
trigger10 = enemynear(var(58)),id = helper(20004),var(49)
trigger10 = enemynear(var(58)),stateno = helper(20004),var(18)
trigger10 = enemynear(var(58)),time = [0,(helper(20004),var(19) - 10)]

trigger11 = helper(20004),var(20)>0
trigger11 = enemynear(var(58)),id = helper(20004),var(50)
trigger11 = enemynear(var(58)),stateno = helper(20004),var(20)
trigger11 = enemynear(var(58)),time = [0,(helper(20004),var(21) - 10)]

trigger12 = helper(20004),var(22)>0
trigger12 = enemynear(var(58)),id = helper(20004),var(51)
trigger12 = enemynear(var(58)),stateno = helper(20004),var(22)
trigger12 = enemynear(var(58)),time = [0,(helper(20004),var(23) - 10)]


trigger13 = helper(20004),var(14)>0
trigger13 = enemynear(var(58)),id = helper(20004),var(13)
trigger13 = enemynear(var(58)),stateno = helper(20004),var(14)
trigger13 = enemynear(var(58)),time = [0,(helper(20004),var(15) - 10)]

trigger14 = helper(20004),var(17)>0
trigger14 = enemynear(var(58)),id = helper(20004),var(16)
trigger14 = enemynear(var(58)),stateno = helper(20004),var(17)
trigger14 = enemynear(var(58)),time = [0,(helper(20004),var(18) - 10)]

;㑐Vmn
[State -1]
type = ChangeState
value = 2000
triggerall = var(59)>0&&RoundState = 2
triggerall = stateno != 101&&statetype!=A
triggerall = ctrl || stateno = 120 && prevstateno = [160,162]
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),movetype != H
triggerall = palno = [7,12]
triggerall = p2dist x > -50
trigger1 = p2bodydist x = [100,200]
trigger1 = random <= 100 - 15*enemynear(var(58)),time
trigger2 = numenemy = 2
trigger2 = enemynear(var(58)),facing = facing
trigger2 = p2dist x > 0
trigger2 = p2bodydist x <= 200
trigger3 = !inguarddist
trigger3 = enemynear(var(58)),ctrl = 0
trigger3 = enemynear(var(58)),animtime < -9
trigger3 = p2bodydist x + 9*facing*enemynear(var(58)),facing= [140,200]
trigger3 = random < -50*(enemynear(var(58)),animtime + 9 )
trigger3 = enemynear(var(58)),stateno != [5000,5999]


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

;A^bN
[State -1]
type = ChangeState
value = 1401
triggerall = var(1) = 1
triggerall = var(36) = 0
triggerall = RoundState = 2&&var(59) > 0
triggerall = statetype != A 
triggerall = ctrl || stateno = 120 && prevstateno = [160,162]
triggerall = enemynear(var(58)),movetype != H&& fvar(28) > 140
triggerall = palno = [1,6]
triggerall = numpartner && numenemy = 2
trigger1 = facing = enemynear(var(58)),facing || enemynear(var(58)),numtarget
trigger1 = p2bodydist x > 120
trigger1 = partner,movetype = H && partner,alive
trigger1 = enemynear(0),pos y >= -80 && enemynear(1),pos y >= -80

;______________________________________________________________________

;؂Ԃ(o)
;______________________________________________________________________
;㉝l
[State -1]
type = ChangeState
value = 3230
triggerall = RoundState = 2 && var(59)>0
triggerall = var(1) = 1
triggerall = var(36) > 0
triggerall = palno = [1,6]
triggerall = statetype !=A
triggerall = numhelper(4000) && numhelper(20000)
triggerall = helper(4000),facing*(enemynear(var(58)),pos x - helper(4000),pos x) = [30,105]
triggerall = enemynear(var(58)),movetype=A
triggerall = enemynear(var(58)),ctrl=0
triggerall = enemynear(var(58)),numhelper<=helper(20000),var(8)+1 && enemynear(var(58)),numproj<=1
triggerall = enemynear(var(58)),stateno < 3000 || (enemynear(var(58)),stateno >=3000 && enemynear(var(58)),animtime > -18)
triggerall = enemynear(var(58)),animtime< -16 
triggerall = enemynear(var(58)),statetype != A
triggerall = life > 150
trigger1 = time>=ceil(60*fvar(37)) || (enemynear(var(58)),time <= 1 && random <= 50) || (time <= 1 && random <=50)
trigger1 = ctrl
trigger1 = !(enemynear(var(58)),hitdefattr = SC,AT)
trigger1 = prevstateno = [140,155]
trigger2 = time > ceil(30 - 60*fvar(37)) || random <= 10
trigger2 = stateno = 120 && prevstateno = [160,162]
trigger2 = !(enemynear(var(58)),hitdefattr = SC,AT)

;ϗ邿s`0F
[State -1,b-1];_𒴂0Fg
type = ChangeState
value = 3100
triggerall = RoundState = 2 && var(59) > 0
triggerall = Power >= 1000
triggerall = ceil(fvar(32) - 0.1) = 1
triggerall = statetype!=A
triggerall = !(enemynear(var(58)),authorname = "Muteki" && enemynear(var(58)),stateno < 1000) || enemynear(var(58)),time >2
triggerall = ctrl || ((movecontact||movereversed>1&&var(28)) && ((stateno = [200, 220])||(stateno = [400, 420])))
triggerall = numhelper(20000)>0
triggerall = enemynear(var(58)),movetype = A
triggerall = palno = [1,6]
triggerall = p2dist x >0 || p2dist x < 0 && enemynear(var(58)),facing = facing
triggerall = !inguarddist || (enemynear(var(58)),numproj = 0 && enemynear(var(58)),numhelper<=helper(20000),var(8))
triggerall = p2bodydist x + 3*facing*enemynear(var(58)),facing*enemynear(var(58)),vel x <= 65
triggerall = fvar(20) = [0,10]
triggerall = enemynear(var(58)),stateno != [800,805]
triggerall = (fvar(13) = 0 && enemynear(var(58)),pos y >= -35) || (fvar(13)>0 && enemynear(var(58)),pos y + 2*fvar(13) + 0.5*4*fvar(38) > -35) || enemynear(var(58)),statetype !=A
trigger1 = enemynear(var(58)),hitdefattr = SCA,AA
trigger1 = !var(25)
trigger1 = (random <= 20) ||enemynear(var(58)),time>=60*fvar(37)

trigger2 = helper(20000),var(47) = 0
trigger2 = enemynear(var(58)),stateno < 1000
trigger2 = !var(25)
trigger2 = !(enemynear(var(58)),hitdefattr = SCA,AA,AT,AP)||stateno != 120 || prevstateno != [160,162]
trigger2 = ((enemynear(var(58)),time <=1 ||time <=1 )&& random <= 10) ||enemynear(var(58)),time>=60*fvar(37)

;Abp[
[State -1,15]
type = ChangeState
value = 3232
triggerall = var(1) = 1
triggerall = var(36) > 0
triggerall = var(59)>0&&roundstate=2
triggerall = statetype !=A
triggerall = numhelper(4000)&& numhelper(20000)
triggerall = palno = [1,6]
triggerall = helper(4000),facing*(enemynear(var(58)),pos x - helper(4000),pos x) = [30,105]
triggerall = enemynear(var(58)),movetype=A
triggerall = enemynear(var(58)),ctrl=0
triggerall = !(enemynear(var(58)),authorname = "Muteki" && enemynear(var(58)),stateno < 1000) || enemynear(var(58)),time >2
triggerall = enemynear(var(58)),numhelper<=helper(20000),var(8) && enemynear(var(58)),numproj<=0
triggerall = enemynear(var(58)),stateno < 3000 || (enemynear(var(58)),stateno >=3000 && enemynear(var(58)),animtime > -12)||ctrl = 0
triggerall = enemynear(var(58)),animtime<=-7&&enemynear(var(58)),pos y>-30 
triggerall = enemynear(var(58)),statetype = S||enemynear(var(58)),statetype=A&&(fvar(13)=0||(fvar(13)!=0&&enemynear(var(58)),pos y + 8*fvar(13) + 0.5*64*fvar(38)=[-30,-1]))
triggerall = enemynear(var(58)),time>=(60*fvar(37)) || (enemynear(var(58)),time <= 1 && random <=50) || (time <= 1 && random <=50)
triggerall = !(enemynear(var(58)),hitdefattr = SCA,AT) 
trigger1 = ctrl&&prevstateno=[120,155]
trigger2 = ctrl&&prevstateno=[5000,5270]
trigger3 = ctrl&&stateno=[120,155]
trigger4 = (stateno=[200,220])||(stateno=[400,420])
trigger4 = movecontact
trigger5 = time > ceil(30 - 60*fvar(37)) || random <= 10
trigger5 = stateno = 120 && prevstateno = [160,161]

;
[State -1]
type = ChangeState
value = 1120
triggerall = RoundState = 2 && var(59) > 0
triggerall = var(8) = 1 || Var(7) < 200
triggerall = var(7) >= 0
triggerall = statetype != A&& numhelper(20000)
triggerall = palno = [1,6]
triggerall = !(enemynear(var(58)),authorname = "Muteki" && enemynear(var(58)),stateno < 1000) || enemynear(var(58)),time >2
triggerall = numhelper(20004)
triggerall = enemynear(var(58)),numproj = 0 && enemynear(var(58)),numhelper<= helper(20000),var(8) || !helper(20004),inguarddist
triggerall = enemynear(var(58)),movetype=A || enemynear(var(58)),hitdefattr = SC,AT
triggerall = enemynear(var(58)),ctrl=0
triggerall = enemynear(var(58)),statetype!=A
triggerall = enemynear(var(58)),stateno < 2500 || (enemynear(var(58)),stateno >=2500 && enemynear(var(58)),animtime > -13)||ctrl = 0
triggerall = enemynear(var(58)),animtime<=-15&&p2bodydist x<65&&p2dist x > 0
triggerall = enemynear(var(58)),movecontact = 0 || enemynear(var(58)),movecontact > 3
triggerall = random < 600 ||var(8) = 1
triggerall = enemynear(var(58)),animtime > -18 && enemynear(var(58)),time - enemynear(var(58)),animtime > 40 || random < 333
triggerall = enemynear(var(58)),time>=ceil(60*fvar(37))
triggerall = ctrl ||( ((stateno = [200, 220]) ||(stateno = [400, 420])) && movecontact) || stateno = 52 || stateno = 120 && prevstateno = [160,162]
triggerall = numhelper(20000)

trigger1 = helper(20004),var(0)>0
trigger1 = enemynear(var(58)),id = helper(20004),var(40)
trigger1 = enemynear(var(58)),stateno = helper(20004),var(0)
trigger1 = enemynear(var(58)),time = [0,(helper(20004),var(1) - 15)]

trigger2 = helper(20004),var(2)>0
trigger2 = enemynear(var(58)),id = helper(20004),var(41)
trigger2 = enemynear(var(58)),stateno = helper(20004),var(2)
trigger2 = enemynear(var(58)),time = [0,(helper(20004),var(3) - 15)]

trigger3 = helper(20004),var(4)>0
trigger3 = enemynear(var(58)),id = helper(20004),var(42)
trigger3 = enemynear(var(58)),stateno = helper(20004),var(4)
trigger3 = enemynear(var(58)),time = [0,(helper(20004),var(5) - 15)]

trigger4 = helper(20004),var(6)>0
trigger4 = enemynear(var(58)),id = helper(20004),var(43)
trigger4 = enemynear(var(58)),stateno = helper(20004),var(6)
trigger4 = enemynear(var(58)),time = [0,(helper(20004),var(7) - 15)]

trigger5 = helper(20004),var(8)>0
trigger5 = enemynear(var(58)),id = helper(20004),var(44)
trigger5 = enemynear(var(58)),stateno = helper(20004),var(8)
trigger5 = enemynear(var(58)),time = [0,(helper(20004),var(9) - 15)]

trigger6 = helper(20004),var(10)>0
trigger6 = enemynear(var(58)),id = helper(20004),var(45)
trigger6 = enemynear(var(58)),stateno = helper(20004),var(10)
trigger6 = enemynear(var(58)),time = [0,(helper(20004),var(11) - 15)]

trigger7 = helper(20004),var(12)>0
trigger7 = enemynear(var(58)),id = helper(20004),var(46)
trigger7 = enemynear(var(58)),stateno = helper(20004),var(12)
trigger7 = enemynear(var(58)),time = [0,(helper(20004),var(13) - 15)]

trigger8 = helper(20004),var(14)>0
trigger8 = enemynear(var(58)),id = helper(20004),var(47)
trigger8 = enemynear(var(58)),stateno = helper(20004),var(14)
trigger8 = enemynear(var(58)),time = [0,(helper(20004),var(14) - 15)]

trigger9 = helper(20004),var(16)>0
trigger9 = enemynear(var(58)),id = helper(20004),var(48)
trigger9 = enemynear(var(58)),stateno = helper(20004),var(16)
trigger9 = enemynear(var(58)),time = [0,(helper(20004),var(17) - 15)]

trigger10 = helper(20004),var(18)>0
trigger10 = enemynear(var(58)),id = helper(20004),var(49)
trigger10 = enemynear(var(58)),stateno = helper(20004),var(18)
trigger10 = enemynear(var(58)),time = [0,(helper(20004),var(19) - 15)]

trigger11 = helper(20004),var(20)>0
trigger11 = enemynear(var(58)),id = helper(20004),var(50)
trigger11 = enemynear(var(58)),stateno = helper(20004),var(20)
trigger11 = enemynear(var(58)),time = [0,(helper(20004),var(21) - 15)]

trigger12 = helper(20004),var(22)>0
trigger12 = enemynear(var(58)),id = helper(20004),var(51)
trigger12 = enemynear(var(58)),stateno = helper(20004),var(22)
trigger12 = enemynear(var(58)),time = [0,(helper(20004),var(23) - 15)]

trigger13 = enemynear(var(58)),animtime = [-20,-15]
trigger13 = !(enemynear(var(58)),movecontact) || enemynear(var(58)),hitdefattr = SCA,SA,AT,NP,SP

;--------------------
;
;󒆋
[State -1]
type = ChangeState
value = 1125
triggerall = RoundState = 2
triggerall = var(59)
triggerall = var(8) = 1 || Var(7) >= 200
triggerall = var(7) >= 0
triggerall = stateno = [600, 620]
triggerall = movecontact || var(28) && movereversed > 1
triggerall = p2dist x > 0
triggerall = p2bodydist y > 0
triggerall = enemynear(var(58)),time > 60*fvar(37) || fvar(37) < 0.01 || random <= 20
trigger1 = enemynear(var(58)),movetype = A
trigger1 = enemynear(var(58)),animtime < -15
trigger1 = enemynear(var(58)),hitdefattr = SCA,AA,AT,AP || enemynear(var(58)),animtime = [-18,-16]

;______________________________________________________________________

;h
;______________________________________________________________________

;U
[State -3,d-1]
type = ChangeState
value = 400
triggerall = var(59)>0&&RoundState = 2
triggerall = stateno != 101&&statetype!=A
triggerall = enemynear(var(58)),statetype !=A && enemynear(var(58)),statetype!=L
triggerall = !enemynear(var(58)),hitdefattr = SCA,AA,AT,AP
triggerall = numhelper(20000)>0
triggerall = !inguarddist || (enemynear(var(58)),numproj = 0 && enemynear(var(58)),numhelper<=helper(20000),var(8))
triggerall = enemynear(var(58)),movetype = A
triggerall = p2dist x >0
triggerall = p2bodydist x <= 20
triggerall = fvar(20) = [0,10]
trigger1 = ctrl
trigger1 = (time <= 1 && random <= 100) ||time>=60*fvar(28)
trigger1 = helper(20000),var(47) = 1
trigger1 = enemynear(var(58)),movecontact = 0 || enemynear(var(58)),movecontact > 1
trigger1 = enemynear(var(58)),animtime =[-7,-5]

trigger2 = time > ceil(30 - 60*fvar(37)) || random <= 10
trigger2 = stateno = 120 && prevstateno = [160,161]
trigger2 = enemynear(var(58)),movecontact > 1||(stateno < 1000 && enemynear(var(58)),time <= 1) || (enemynear(var(58)),movecontact>=1&&enemynear(var(58)),stateno =[1000,2000])
trigger2 = enemynear(var(58)),animtime <= -5

;U
[State -3,d-2]
type = ChangeState
value = 410
triggerall = var(59)>0&&RoundState = 2
triggerall = stateno != 101&&statetype!=A
triggerall = enemynear(var(58)),statetype !=A && enemynear(var(58)),statetype!=L
triggerall = !enemynear(var(58)),hitdefattr = SCA,AA,AT,AP
triggerall = numhelper(20000)>0
triggerall = !inguarddist || (enemynear(var(58)),numproj = 0 && enemynear(var(58)),numhelper<=helper(20000),var(8))
triggerall = enemynear(var(58)),movetype = A
triggerall = p2dist x >0
triggerall = p2bodydist x <= 30
triggerall = fvar(20) = [0,10]
trigger1 = ctrl
trigger1 = (time <= 1 && random <= 100) ||time>=60*fvar(28)
trigger1 = helper(20000),var(47) = 1
trigger1 = enemynear(var(58)),movecontact = 0 || enemynear(var(58)),movecontact > 1
trigger1 = enemynear(var(58)),animtime = [-10,-7]

trigger2 = time > ceil(30 - 60*fvar(37)) || random <= 10
trigger2 = stateno = 120 && prevstateno = [160,161]
trigger2 = enemynear(var(58)),movecontact > 1|| (enemynear(var(58)),movecontact>=1&&enemynear(var(58)),stateno =[1000,2000])
trigger2 = enemynear(var(58)),animtime <= -7

;ႪݒU
[State -1,d-3]
type = ChangeState
value = 410
triggerall = var(59)>0&&RoundState = 2
triggerall = stateno != 101&&statetype!=A
triggerall = enemynear(var(58)),statetype !=A && enemynear(var(58)),statetype!=L
triggerall = numhelper(20000)>0
triggerall = !inguarddist || (enemynear(var(58)),numproj = 0 && enemynear(var(58)),numhelper<=helper(20000),var(8))
triggerall = enemynear(var(58)),movetype = A
triggerall = p2dist x >0
triggerall = (p2bodydist x <= 40 || enemynear(var(58)),statetype = C && p2bodydist x <= 45) 
triggerall = fvar(20) = [0,10]
trigger1 = ctrl
trigger1 = (time <= 1 && random <= 100) ||time>=60*fvar(28)
trigger1 = helper(20000),var(47) = 1
trigger1 = enemynear(var(58)),movecontact = 0 || enemynear(var(58)),movecontact > 1
trigger1 = enemynear(var(58)),animtime = [-10,-8]

trigger2 = time > ceil(30 - 60*fvar(37)) || random <= 10
trigger2 = stateno = 120 && prevstateno = [160,161]
trigger2 = enemynear(var(58)),movecontact > 1 || (enemynear(var(58)),movecontact>=1&&enemynear(var(58)),stateno =[1000,2000])
trigger2 = enemynear(var(58)),animtime <= -8

trigger3 = ctrl
trigger3 = facing = enemynear(var(58)),facing
trigger3 = enemynear(var(58)),animtime < -8

[state -3,d-4];
type=changestate
value = 215
triggerall = var(59)>0&&RoundState = 2
triggerall = stateno != 101&&statetype!=A
triggerall = enemynear(var(58)),statetype !=A && enemynear(var(58)),statetype!=L
triggerall = numhelper(20000)>0
triggerall = !inguarddist || (enemynear(var(58)),numproj = 0 && enemynear(var(58)),numhelper<=helper(20000),var(8))
triggerall = enemynear(var(58)),movetype = A
triggerall = p2dist x >0 && p2bodydist x > 50
triggerall = p2bodydist x <= 70
triggerall = fvar(20) = [0,10]
trigger1 = (time <= 1 && random <= 100) ||time>=60*fvar(28)
trigger1 = ctrl
trigger1 = helper(20000),var(47) = 1
trigger1 = enemynear(var(58)),movecontact = 0 || enemynear(var(58)),movecontact > 1
trigger1 = enemynear(var(58)),animtime = [-12,-10]

trigger2 = time > ceil(30 - 60*fvar(37)) || random <= 10
trigger2 = stateno = 120 && prevstateno = [160,161]
trigger2 = enemynear(var(58)),movecontact > 1|| (stateno <= 1000 && enemynear(var(58)),time <= 1) || (enemynear(var(58)),movecontact>=1&&enemynear(var(58)),stateno =[1000,2000])
trigger2 = enemynear(var(58)),animtime <= -11

;㑐Vmn
[State -1]
type = ChangeState
value = 2000
triggerall = var(59)>0&&RoundState = 2
triggerall = stateno != 101&&statetype!=A
triggerall = enemynear(var(58)),statetype !=A && enemynear(var(58)),statetype!=L
triggerall = numhelper(20000)>0
triggerall = !inguarddist || (enemynear(var(58)),numproj = 0 && enemynear(var(58)),numhelper<=helper(20000),var(8)) || stateno = 120 && prevstateno = [160,161]
triggerall = enemynear(var(58)),movetype = A
triggerall = p2dist x >-50
triggerall = p2bodydist x <= 250
triggerall = palno = [7,12]
trigger1 = ctrl
trigger1 = (time <= 1 && random <= 100) ||time>=60*fvar(28)
trigger1 = helper(20000),var(47) = 1
trigger1 = enemynear(var(58)),movecontact = 0 || enemynear(var(58)),movecontact > 1
trigger1 = enemynear(var(58)),animtime = [-12,-11]

trigger2 = time > ceil(30 - 60*fvar(37)) || random <= 10
trigger2 = stateno = 120 && prevstateno = [160,161]
trigger2 = enemynear(var(58)),movecontact>1||(enemynear(var(58)),movecontact>=1&&enemynear(var(58)),stateno =[1000,2000])||enemynear(var(58)),projhit=1||enemynear(var(58)),movecontact=0&&enemynear(var(58)),numhelper
trigger2 = enemynear(var(58)),animtime <= -9

;΋
;U
[State -3,d-5]
type = ChangeState
value = 200
triggerall = var(59)>0&&RoundState = 2
triggerall = stateno != 101&&statetype!=A
triggerall = enemynear(var(58)),movetype = A && enemynear(var(58)),statetype = A
triggerall = numhelper(20000)>0 && numhelper(20003)>0
triggerall = (enemynear(var(58)),numproj = 0 && enemynear(var(58)),numhelper <= helper(20000),var(8))
triggerall = fvar(20) = [0,10]
triggerall = var(45) = 0 || enemynear(var(58)),stateno != [5210,5211]
triggerall = p2bodydist x + 4*facing*enemynear(var(58)),facing*enemynear(var(58)),vel x<=20
triggerall = enemynear(var(58)),pos y + 4*fvar(13) + 0.5*16*fvar(38) = [-25,-10]
trigger1 = ctrl  || stateno = 120 && prevstateno = [160,162]
trigger1 = helper(20000),var(57) = -2
trigger1 = enemynear(var(58)),ctrl = 0
trigger1 = !enemynear(var(58)),hitdefattr = SCA,AA,AT,AP
trigger1 = enemynear(var(58)),time > 10
trigger2 = time > ceil(30 - 60*fvar(37)) || random <= 10
trigger2 = stateno = 120 && prevstateno = [160,161]



;
;󒆋U
[State -1]
type = ChangeState
value = 620
triggerall = RoundState = 2 && var(59)
triggerall = statetype = A
triggerall = enemynear(var(58)),movetype != H && enemynear(var(58)),statetype != L
triggerall = ctrl || stateno = 120 && prevstateno = [160,162]
triggerall = enemynear(var(58)),stateno < 3000 || var(45) = 0
triggerall = enemynear(var(58)),animtime < -12 && enemynear(var(58)),ctrl = 0
trigger1 = p2dist x = [-80,50]
trigger1 = pos y + 12*vel y + 0.5*144*fvar(39) = [-50,0]
trigger1 = random <= 400 + 600*(vel x = 0) + 300*(enemynear(var(58)),hitdefattr = SC,NT,ST)
trigger1 = enemynear(var(58)),statetype = S || enemynear(var(58)),statetype = C


;______________________________________________________________________
;
;ѓ̔
;______________________________________________________________________
;U
[State -3,d-1]
type = ChangeState
value = 400
triggerall = var(59)>0&&RoundState = 2
triggerall = stateno != 101&&statetype!=A
triggerall = enemynear(var(58)),statetype !=A && enemynear(var(58)),statetype!=L
triggerall = ctrl
triggerall = !enemynear(var(58)),hitdefattr = SCA,AA,AT,AP
triggerall = numhelper(20000)>0
triggerall = p2dist x > 0
triggerall = p2bodydist x < 30
triggerall = enemynear(var(58)),time > 2 || enemynear(var(58)),stateno >= 1000 || !enemynear(var(58)),authorname = "muteki"
triggerall = enemynear(var(58)),animtime < -5
triggerall = enemynear(var(58)),numhelper = helper(20000),var(11) && enemynear(var(58)),numproj = helper(20000),var(12)|| enemynear(var(58)),animtime > -7
triggerall = enemynear(var(58)),name != "Mizuka Nagamori" || enemynear(var(58)),numhelper(1010) = 0
trigger1 = enemynear(var(58)),id = helper(20000),var(13)
trigger1 = enemynear(var(58)),stateno = helper(20000),var(14)
trigger1 = enemynear(var(58)),time > helper(20000),var(15)

trigger2 = enemynear(var(58)),id = helper(20000),var(16)
trigger2 = enemynear(var(58)),stateno = helper(20000),var(17)
trigger2 = enemynear(var(58)),time > helper(20000),var(18)

trigger3 = enemynear(var(58)),id = helper(20000),var(19)
trigger3 = enemynear(var(58)),stateno = helper(20000),var(20)
trigger3 = enemynear(var(58)),time > helper(20000),var(21)

trigger4 = enemynear(var(58)),id = helper(20000),var(22)
trigger4 = enemynear(var(58)),stateno = helper(20000),var(23)
trigger4 = enemynear(var(58)),time > helper(20000),var(24)

trigger5 = enemynear(var(58)),id = helper(20000),var(25)
trigger5 = enemynear(var(58)),stateno = helper(20000),var(26)
trigger5 = enemynear(var(58)),time > helper(20000),var(27)

;ႪݒU
[State -1,d-3]
type = ChangeState
value = 410
triggerall = var(59)>0&&RoundState = 2
triggerall = stateno != 101&&statetype!=A
triggerall = enemynear(var(58)),statetype !=A && enemynear(var(58)),statetype!=L
triggerall = ctrl
triggerall = !enemynear(var(58)),hitdefattr = SCA,AA,AT,AP
triggerall = numhelper(20000)>0
triggerall = p2dist x > 0
triggerall = p2bodydist x < 45
triggerall = enemynear(var(58)),time > 2 || enemynear(var(58)),stateno >= 1000 || !enemynear(var(58)),authorname = "muteki"
triggerall = enemynear(var(58)),animtime < -9
triggerall = enemynear(var(58)),numhelper = helper(20000),var(11) && enemynear(var(58)),numproj = helper(20000),var(12)|| enemynear(var(58)),animtime > -11
triggerall = enemynear(var(58)),name != "Mizuka Nagamori" || enemynear(var(58)),numhelper(1010) = 0
trigger1 = enemynear(var(58)),id = helper(20000),var(13)
trigger1 = enemynear(var(58)),stateno = helper(20000),var(14)
trigger1 = enemynear(var(58)),time > helper(20000),var(15)

trigger2 = enemynear(var(58)),id = helper(20000),var(16)
trigger2 = enemynear(var(58)),stateno = helper(20000),var(17)
trigger2 = enemynear(var(58)),time > helper(20000),var(18)

trigger3 = enemynear(var(58)),id = helper(20000),var(19)
trigger3 = enemynear(var(58)),stateno = helper(20000),var(20)
trigger3 = enemynear(var(58)),time > helper(20000),var(21)

trigger4 = enemynear(var(58)),id = helper(20000),var(22)
trigger4 = enemynear(var(58)),stateno = helper(20000),var(23)
trigger4 = enemynear(var(58)),time > helper(20000),var(24)

trigger5 = enemynear(var(58)),id = helper(20000),var(25)
trigger5 = enemynear(var(58)),stateno = helper(20000),var(26)
trigger5 = enemynear(var(58)),time > helper(20000),var(27)

[state -3,d-4];
type=changestate
value = 215
triggerall = var(59)>0&&RoundState = 2
triggerall = stateno != 101&&statetype!=A
triggerall = enemynear(var(58)),statetype !=A && enemynear(var(58)),statetype!=L
triggerall = ctrl
triggerall = !enemynear(var(58)),hitdefattr = SCA,AA,AT,AP
triggerall = numhelper(20000)>0
triggerall = p2dist x > 0
triggerall = p2bodydist x = [50,80]
triggerall = enemynear(var(58)),time > 2 || enemynear(var(58)),stateno >= 1000 || !enemynear(var(58)),authorname = "muteki"
triggerall = enemynear(var(58)),animtime <= -11
triggerall = enemynear(var(58)),numhelper = helper(20000),var(11) && enemynear(var(58)),numproj = helper(20000),var(12) || enemynear(var(58)),animtime > -12 && p2bodydist x > 60
triggerall = enemynear(var(58)),name != "Mizuka Nagamori" || enemynear(var(58)),numhelper(1010) = 0
trigger1 = enemynear(var(58)),id = helper(20000),var(13)
trigger1 = enemynear(var(58)),stateno = helper(20000),var(14)
trigger1 = enemynear(var(58)),time > helper(20000),var(15)

trigger2 = enemynear(var(58)),id = helper(20000),var(16)
trigger2 = enemynear(var(58)),stateno = helper(20000),var(17)
trigger2 = enemynear(var(58)),time > helper(20000),var(18)

trigger3 = enemynear(var(58)),id = helper(20000),var(19)
trigger3 = enemynear(var(58)),stateno = helper(20000),var(20)
trigger3 = enemynear(var(58)),time > helper(20000),var(21)

trigger4 = enemynear(var(58)),id = helper(20000),var(22)
trigger4 = enemynear(var(58)),stateno = helper(20000),var(23)
trigger4 = enemynear(var(58)),time > helper(20000),var(24)

trigger5 = enemynear(var(58)),id = helper(20000),var(25)
trigger5 = enemynear(var(58)),stateno = helper(20000),var(26)
trigger5 = enemynear(var(58)),time > helper(20000),var(27)

;______________________________________________________________________
;
;
;______________________________________________________________________

;
[State -1]
type = ChangeState
value = 800
triggerall = roundstate = 2 && var(59)>0
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),statetype != L
triggerall = P2bodyDist X <= 10
triggerall = enemynear(var(58)),prevstateno != 5120 || enemynear(var(58)),time>12
triggerall = enemynear(var(58)),stateno != [5000,5900]
triggerall = ctrl && statetype !=A
triggerall = p2dist x > -5
triggerall = prevstateno != 800
trigger1 = random < 50
trigger1 = enemynear(var(58)),statetype!=A
trigger1 = inguarddist || !(enemynear(var(58)),hitdefattr = SC,AA,AT,AP)
trigger1 = enemynear(var(58)),time <= 2
trigger2 = ceil(enemynear(var(58)),pos y + 4*fvar(13) + 0.5*16*fvar(38))=[0,(fvar(13)))
trigger2 = fvar(13) >0
trigger2 = enemynear(var(58)),statetype =A
trigger2 = ceil(p2bodydist x - 4*enemynear(var(58)),vel x) =[-15,7]
trigger3 = inguarddist || !(enemynear(var(58)),hitdefattr = SC,AA,AT,AP)
trigger3 = enemynear(var(58)),statetype != A
trigger3 = prevstateno != [140,155]
trigger3 = random < 50
trigger3 = enemynear(var(58)),stateno < 1000
trigger3 = enemynear(var(58)),time <= 2
trigger4 = prevstateno = 5120
trigger4 = enemynear(var(58)),statetype != A
trigger4 = enemynear(var(58)),movetype = I
trigger4 = !inguarddist


;󒆓
[State -1]
type = ChangeState
value = 850
triggerall = roundstate = 2 && var(59)>0
triggerall = enemynear(var(58)),statetype  = A
triggerall = enemynear(var(58)),movetype != H 
triggerall = P2bodyDist X <= 10 && p2dist x > 0
triggerall = P2Dist Y = [-20,30]
triggerall = enemynear(var(58)),stateno < 5000; || var(45) = 0
triggerall = pos Y < -30
trigger1 = statetype = A
trigger1 = ctrl


;______________________________________________________________________

;󒆃R{ enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
;______________________________________________________________________
;----------------------------
;[AǂZs[`R{
;----------------------------
;ctrl 

;㉝l
[State -1]
type = ChangeState
value = 3230
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = var(1) = 1
triggerall = statetype != A && ctrl
triggerall = var(36) > 0
triggerall = numhelper(4000)
triggerall = helper(4000),facing*(enemynear(var(58)),pos x - helper(4000),pos x) = [20,105]
triggerall = fvar(34) <= 100
trigger1 = numtarget(210)
trigger1 = var(56) > 10
trigger1 = p2bodydist y > -70

;
[State -1]
type = ChangeState
value = 3200
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = power >= 1000
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = statetype != A && ctrl
trigger1 = fvar(34) <= 100
trigger1 = var(36) = 0
trigger1 = numhelper(4200)
trigger1 = helper(4200),stateno = 4210 && helper(4200),time < 67 
trigger1 = helper(4200),numtarget || enemynear(var(58)),canrecover = 0 && helper(4200),facing*(enemynear(var(58)),pos x - helper(4200),pos x) = [-20,90]
trigger1 = fvar(1) > 0.55
trigger1 = power < 2880

;GL
[State -1]
type = ChangeState
value = 1002
triggerall = RoundState = 2 && var(59)
triggerall = var(8) = 1 || Var(7) >= 200
triggerall = var(7) >= 0
triggerall = NumHelper(1030)!
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = statetype != A &&ctrl
trigger1 = fvar(34) <= 100
trigger1 = var(36)
trigger1 = numhelper(4200)
trigger1 = helper(4200),stateno = 4210 && helper(4200),time = [110,116]
trigger1 = helper(4200),numtarget

;U4F
[State -1,]
type = ChangeState
value = 200
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = statetype != A 
triggerall = ctrl || stateno = 52
triggerall = enemynear(var(58)),canrecover = 0 ;var(56) >= 4
triggerall = p2dist x > -5
triggerall = fvar(34) <= 100
trigger1 = enemynear(var(58)),pos y + 4*fvar(13) + 0.5*16*fvar(38) = [-10,20]
trigger1 = var(36)
trigger1 = enemynear(var(58)),vel y > 5 && enemynear(var(58)),vel x = 0 && var(56) > 100

trigger2 = numhelper(4200)
trigger2 = helper(4200),stateno = 4210 && helper(4200),time >= 125 ||helper(4200),stateno = 4211
trigger2 = var(56) <= 5 || enemynear(var(58)),pos y + 4*fvar(13) + 0.5*20*fvar(38) = [-15,20]
trigger2 = !numhelper(1030)

trigger3 = numhelper(4200)
trigger3 = helper(4200),stateno = 4210 && helper(4200),time >= 125 ||helper(4200),stateno = 4211
trigger3 = var(56) <= 5 || enemynear(var(58)),pos y + 4*fvar(13) + 0.5*16*fvar(38) = [-20,20]
trigger3 = !numhelper(1030)
trigger3 = !var(36)

trigger4 = numhelper(4200)
trigger4 = helper(4200),stateno = 4210 || helper(4200),stateno = 4211
trigger4 = fvar(1) < 0.55 && !var(36)

;U6F
[State -1,]
type = ChangeState
value = 210
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = p2bodydist X < 50
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = fvar(20) = [0,20]
triggerall = statetype != A && ctrl
triggerall = var(56) >= 6
trigger1 = fvar(34) <= 100
trigger1 = var(36)
trigger1 = fvar(1) > 0.50
trigger1 = numhelper(4200)
trigger1 = helper(4200),stateno = 4210 && helper(4200),time = [50,60]
trigger1 = helper(4200),numtarget
trigger1 = var(8) || var(7) >= 200

trigger2 = enemynear(var(58)),pos y + 6*fvar(13) + 0.5*36*fvar(38) = [-30,10]
trigger2 = fvar(34) <= 100
trigger2 = var(36)
trigger2 = numtarget(220) || vel y > 0 && enemynear(var(58)),vel x = 0 && var(56) > 100

trigger3 = numhelper(4200)
trigger3 = helper(4200),stateno = 4210 
trigger3 = helper(4200),time = [70,100]
trigger3 = helper(4200),numtarget
trigger3 = !var(36)
trigger3 = power > 2880

;U12F
[State -1]
type = ChangeState
value = 220
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = p2bodydist X < 50
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = fvar(20) = [0,20]
triggerall = statetype != A && ctrl
triggerall = fvar(34) <= 100
trigger1 = numhelper(4200)
trigger1 = helper(4200),stateno = 4210 
trigger1 = helper(4200),time < 60 || helper(4200),time > 100
trigger1 = helper(4200),numtarget
trigger1 = !var(36)
trigger1 = power > 2880

trigger2 = numhelper(4200)
trigger2 = helper(4200),stateno = 4210 
trigger2 = helper(4200),time < 60
trigger2 = helper(4200),numtarget
trigger2 = !var(8) && var(7) < 200
trigger2 = !var(36) || power < 1000

;---------
;ctrl = 0

;CX^g`[W
[State -1,nIC]
type = ChangeState
value = 900
triggerall = RoundState = 2
triggerall = var(8) || var(7) > 200
triggerall = var(7) >= 0
triggerall = var(59) > 0
triggerall = statetype != A 
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = var(8) && var(7) > 200
triggerall = fvar(34) < 100
trigger1 = var(36)
trigger1 = stateno = 220 || stateno = 210 && fvar(1) = [0.50,0.64]
trigger1 = movehit
trigger1 = !numhelper(4200)
trigger2 = var(36)
trigger2 = stateno = 220 && movehit
trigger2 = numhelper(4200)
trigger2 = helper(4200),stateno = 4211 && helper(4200),animtime > -10 && helper(4200),numtarget

trigger3 = !var(36)
trigger3 = stateno = 220 && movehit
trigger3 = numhelper(4200)
trigger3 = helper(4200),stateno = 4210 && helper(4200),time < 75 && helper(4200),numtarget
trigger3 = power > 2880

;t@CA[
[State -1]
type = ChangeState
value = 3002
triggerall = Power >= 3000
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = statetype != A
triggerall = palno = [1,6]
triggerall = numhelper(4000)
trigger1 = stateno = 220 && movehit = 1
trigger1 = numhelper(4200)
trigger1 = helper(4200),stateno = 4211 || helper(4200),stateno = 4210 && helper(4200),animtime > -11 
trigger1 = helper(4200),numtarget

;U12F
[State -1]
type = ChangeState
value = 220
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = p2bodydist X < 50
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = fvar(20) = [0,20]
triggerall = statetype != A
triggerall = var(56) >= 12
triggerall = stateno = 210 && movehit
triggerall = fvar(34) <= 130
triggerall = var(36)
trigger1 = fvar(1) > 0.60
trigger1 = numhelper(4200)
trigger1 = helper(4200),stateno = 4210 && helper(4200),time < 100 && helper(4200),numtarget
trigger1 = var(8) || var(7) >= 200
trigger2 = numhelper(4200)
trigger2 = helper(4200),stateno = 4211 && helper(4200),animtime > -21 && helper(4200),numtarget
trigger2 = p2bodydist y + 12*fvar(13) + 0.5*144*fvar(38) > -15 || var(56) <= 13 || helper(4200),animtime = 0
trigger3 = !numhelper(4200)
trigger3 = p2bodydist y + 12*fvar(13) + 0.5*144*fvar(38) > -33 || var(56) <= 13
trigger3 = fvar(1) > 0.64
trigger4 = fvar(1) > 0.80
;U12F
[State -1]
type = ChangeState
value = 220
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = statetype != A
triggerall = var(56) >= 12
triggerall = stateno = 210 && movehit
triggerall = fvar(34) <= 130
trigger1 = numhelper(4200)
trigger1 = helper(4200),stateno = 4210 
trigger1 = helper(4200),time > 80
trigger1 = helper(4200),numtarget
trigger1 = !var(36)
trigger1 = power > 2880

;㉝l
[State -1]
type = ChangeState
value = 3230
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = var(1) = 1
triggerall = var(36) > 0
triggerall = numhelper(4000)
triggerall = helper(4000),facing*(enemynear(var(58)),pos x - helper(4000),pos x) = [20,105]
triggerall = fvar(34) <= 130
trigger1 = stateno = 420 && movehit
trigger1 = var(36) >= 2 || var(8) || var(7) >= 200
trigger2 = stateno = 210 || stateno = 220
trigger2 = movehit
trigger2 = fvar(1) > 0.40

;l
[State -1]
type = ChangeState
value = 3232
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = var(1) = 1
triggerall = var(36) > 0
triggerall = numhelper(4000)
triggerall = helper(4000),facing*(enemynear(var(58)),pos x - helper(4000),pos x) = [20,105]
triggerall = fvar(34) <= 100
trigger1 = stateno = 210 || stateno = 220
trigger1 = movehit
trigger1 = fvar(1) <= 0.40

;GL
[State -1]
type = ChangeState
value = 1002
triggerall = RoundState = 2 && var(59)
triggerall = var(8) = 1 || Var(7) >= 200
triggerall = var(7) >= 0
triggerall = NumHelper(1030)!
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = statetype != A &&ctrl
trigger1 = fvar(34) <= 100
trigger1 = var(36)
trigger1 = numhelper(4200)
trigger1 = helper(4200),stateno = 4210 && helper(4200),time = [90,116]
trigger1 = helper(4200),numtarget

;U6F
[State -1,]
type = ChangeState
value = 210
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = p2bodydist X < 50
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = stateno = 200 && movehit
triggerall = var(56) >= 6
triggerall = fvar(34) < 100
triggerall = var(36)
trigger1 = numhelper(4200)
trigger1 = helper(4200),stateno = 4211 &&  helper(4200),animtime > -32
trigger2 = !numhelper(4200)

;U4F
[State -1,]
type = ChangeState
value = 200
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = fvar(20) = [0,20]
triggerall = statetype != A 
triggerall = var(56) >= 4
triggerall = p2dist x > -5
triggerall = stateno = 200 && movehit
trigger1 = var(36)
trigger1 = fvar(34) <= 100
trigger1 = var(56) <= 5 || p2bodydist y + 4*fvar(13) + 0.5*16*fvar(38) > -5 && fvar(13) + 4*fvar(38) > 2

trigger2 = numhelper(4200)
trigger2 = helper(4200),stateno = 4210 || helper(4200),stateno = 4211
trigger2 = fvar(1) < 0.55
trigger2 = !var(36)

;---------------------------------------------------------------------
;statetype != A
;---------------------------------------------------------------------
;ډctrl
;mr
[State -1]
type = ChangeState
value = 3700
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = statetype != A && ctrl
triggerall = Power >= 3000
triggerall = life <= 333
triggerall = palno = [7,12]
trigger1 = !var(8)
trigger1 = fvar(34) <= 140
trigger1 = numtarget(2000)
;trigger1 = p2bodydist y + 6*fvar(13) + 18*fvar(38) = [-40,0]

;VÑm|
[State -1]
type = ChangeState
value = 2200
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = statetype != A && ctrl
triggerall = palno >= 7
trigger1 = fvar(34) <= 140
trigger1 = enemynear(var(58)),stateno = 9010 && enemynear(var(58)),time = 30
trigger1 = fvar(1) >= 0.75
trigger1 = p2bodydist y > -60

[State -1]
type = ChangeState
value = 3600
triggerall = Power >= 3000
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = statetype != A && ctrl
triggerall = palno >= 7
trigger1 = fvar(34) > 140
trigger1 = enemynear(var(58)),stateno = 9010
trigger1 = numhelper(2210)
trigger1 = helper(2210),stateno = 2210
trigger1 = var(56) > 35
trigger2 = numhelper(2225) + numhelper(2226) + numhelper(2227) + numhelper(2228) + numhelper(2229)
trigger2 = enemynear(var(58)),stateno = 9010

;Wv
[State -1,Wv]
type = ChangeState
value = 41
triggerall = statetype != A
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = ctrl
trigger1 = enemynear(var(58)),stateno != 5656
trigger1 = numtarget || enemynear(var(58)),stateno = [9010,9016]
trigger1 = enemynear(var(58)),stateno != 9010 && enemynear(var(58)),prevstateno != 9010 || palno <= 6 || var(56) <= 15 || fvar(1) < 0.75 && var(56) <= 23
trigger1 = fvar(34) <= 140
trigger1 = var(56) >= 12
trigger1 = enemynear(var(58)),pos y + 12*fvar(13) + 0.5*144*fvar(38) < -45
trigger1 = !numtarget(220) && !numtarget(420)
trigger1 = !(fvar(12) = [-0.01,0.01])
trigger2 = numhelper(1010)
trigger2 = helper(1010),numtarget(1000)
trigger2 = p2bodydist x = [30,80]
trigger2 = fvar(13) + 15*fvar(38) > 0
trigger3 = numhelper(1020)
trigger3 = helper(1020),movehit && helper(1020),numtarget(1000)
trigger3 = p2bodydist x = [30,80]
trigger3 = fvar(13) + 15*fvar(38) > 0
trigger4 = enemynear(var(58)),stateno = 9011
trigger4 = enemynear(var(58)),time >= 15
trigger4 = p2bodydist x = [10,60 + 15*(fvar(34) <= 100)]
trigger5 = fvar(34) > 100
trigger5 = var(56) >= 11
trigger5 = enemynear(var(58)),pos y + 11*fvar(13) + 0.5*121*fvar(38) = [-70,-45]
trigger5 = p2bodydist x + 8*facing*enemynear(var(58)),facing*enemynear(var(58)),vel x <= 40
trigger5 = enemynear(var(58)),stateno != 5656
trigger5 = !numtarget(420)
trigger6 = numhelper(4200)
trigger6 = helper(4200),stateno = 4230
trigger6 = helper(4200),numtarget
trigger6 = enemynear(var(58)),pos y > -90
trigger6 = p2bodydist x <= 80

;Wv
[state -1,jumpneu]
type = changestate
value = 42
triggerall = statetype != A
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = ctrl
trigger1 = numhelper(1010)
trigger1 = helper(1010),numtarget(1000)
trigger1 = p2bodydist x <= 30
trigger1 = fvar(13) + 10*fvar(38) > 0
trigger2 = numhelper(1020)
trigger2 = helper(1020),movehit>=1 && helper(1020),numtarget(1000)
trigger2 = p2bodydist x <= 30
trigger2 = fvar(13) + 10*fvar(38) > 0
trigger3 = enemynear(var(58)),stateno = 9011
trigger3 = enemynear(var(58)),time >= 15
trigger3 = p2bodydist x = [0,10]

;_bV
[State -1]
type = ChangeState
value = 100
triggerall = RoundState = 2 
triggerall = ctrl && statetype != A
triggerall = var(59) > 0
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = fvar(34) > 100 || p2bodydist x > 30
triggerall = var(52) = 0
trigger1 = enemynear(var(58)),stateno = 9011 
trigger1 = p2bodydist x - 6*(20 - enemynear(var(58)),time) < 30 && p2bodydist y >-30

;U4F
[State -1,]
type = ChangeState
value = 200
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = fvar(20) = [0,20]
triggerall = statetype != A 
triggerall = ctrl || stateno = 52
triggerall = var(56) >= 4 || var(56) <= 5 && enemynear(var(58)),canrecover = 0
triggerall = p2dist x > -5
triggerall = !numtarget(220) || power < 3000 || var(8)
triggerall = numhelper(4000)
triggerall = helper(4000),stateno != [4120,4121]
trigger1 = !numhelper(4200) || fvar(1) < 0.32
trigger1 = fvar(34) <= 90
trigger1 = var(56) < 6 || (enemynear(var(58)),pos y + 4*fvar(13) + 0.5*16*fvar(38) > -28 && fvar(13) + 4*fvar(38)>=0)
trigger1 = fvar(1) < 0.75 || enemynear(var(58)),pos y + 4*fvar(13) + 0.5*16*fvar(38) > -18 || var(56) <= 5 && enemynear(var(58)),canrecover = 0
trigger2 = fvar(34) >90
trigger2 = !numhelper(4200)
trigger2 = var(56) < 6 || (enemynear(var(58)),pos y + 4*fvar(13) + 0.5*16*fvar(38) > -28 && fvar(13) + 4*fvar(38)>=0)
trigger2 = p2bodydist x + enemynear(var(58)),facing*facing*enemynear(var(58)),vel x <= 35 || frontedgebodydist <= 90

;U4F(^bOp)
[State -1,]
type = ChangeState
value = 200
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = fvar(20) = [0,20]
triggerall = statetype != A && ctrl
triggerall = numpartner
triggerall = p2dist x > -5
triggerall = !numtarget(220) || power < 3000 || var(8)
trigger1 = fvar(34) <= 90
trigger1 = (var(56) =[4,6]) || (enemynear(var(58)),pos y + 4*fvar(13) + 0.5*16*fvar(38) > -28 && fvar(13) + 4*fvar(38)>=0)
trigger1 = fvar(1) < 0.75 || enemynear(var(58)),pos y + 4*fvar(13) + 0.5*16*fvar(38) > -15
trigger2 = fvar(34) > 90
trigger2 = (var(56) =[4,6]) || (enemynear(var(58)),pos y + 4*fvar(13) + 0.5*16*fvar(38) > -28 && fvar(13) + 4*fvar(38)>=0)
trigger2 = p2bodydist x + enemynear(var(58)),facing*facing*enemynear(var(58)),vel x <= 28 || frontedgebodydist <= 90

;U6F
[State -1,]
type = null;ChangeState
value = 210
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = p2bodydist X < 50
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = fvar(20) = [0,20]
triggerall = statetype != A && ctrl
triggerall = var(56) >= 6
triggerall = !numtarget(220) || power < 3000 || var(8)
trigger1 = fvar(34) <= 100
trigger1 = fvar(13) + 4*fvar(38)>=0&&enemynear(var(58)),pos y + 6*fvar(13) + 0.5*36*fvar(38) = [-28,-15]
trigger1 = fvar(13) + 6*fvar(38)>0 || var(56) <= 8
trigger1 = !numhelper(4200) || fvar(1) < 0.32 || !var(36)

;U9F
[State -1,]
type = ChangeState
value = 215
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = p2bodydist X > 50
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = fvar(20) = [0,20]
triggerall = statetype != A && ctrl
triggerall = var(56) >= 9
trigger1 = fvar(34) > 100
trigger1 = var(56) < 11 || enemynear(var(58)),pos y + 9*fvar(13) + 0.5*81*fvar(38) > -28
trigger1 = p2bodydist x + 9*enemynear(var(58)),facing*facing*enemynear(var(58)),vel x = [25,80]
trigger2 = numtarget(220)
trigger2 = !var(36)
trigger2 = numhelper(4000)
trigger2 = helper(4000),stateno = [4120,4121]
trigger2 = var(56) < 12

;U12F
[State -1,]
type = ChangeState
value = 220
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = statetype != A && ctrl
triggerall = var(56) >= 12
trigger1 = fvar(34) > 100
trigger1 = var(56) < 13 || enemynear(var(58)),pos y + 12*fvar(13) + 0.5*144*fvar(38) > -23
trigger1 = p2bodydist x + 12*enemynear(var(58)),facing*facing*enemynear(var(58)),vel x = [25,110]
trigger1 = p2bodydist x + 7*(enemynear(var(58)),facing*facing*enemynear(var(58)),vel x - 2.4) > 20
trigger1 = enemynear(var(58)),stateno != 5656 || palno <=6
trigger1 = enemynear(var(58)),hitpausetime < 5
trigger1 = (enemynear(var(58)),stateno = 9011 && p2bodydist x - 6*(20 - enemynear(var(58)),time) < 20 && p2bodydist y >-30) = 0
trigger2 = numtarget(220)
trigger2 = !var(36)
trigger2 = numhelper(4000)
trigger2 = helper(4000),stateno = [4120,4121]


;VÑm|
[State -1]
type = ChangeState
value = 2200
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = fvar(20) = [0,1]
triggerall = statetype != A
triggerall = palno = [7,12]
triggerall = ctrl
trigger1 = p2bodydist x + 21*facing*enemynear(var(58)),facing*enemynear(var(58)),vel x*(enemynear(var(58)),backedgebodydist>0)> 80
trigger1 = var(56)>21 && enemynear(var(58)),pos y + 21*fvar(13) + 0.5*441*fvar(38) = [-100,-5]
trigger2 = enemynear(var(58)),stateno = 5656 || enemynear(var(58)),stateno = [9010,9011]
trigger2 = enemynear(var(58)),pos y + 23*fvar(13) = [-60,-20]
trigger2 = p2bodydist x + 21*facing*enemynear(var(58)),facing*enemynear(var(58)),vel x*(enemynear(var(58)),backedgebodydist>0)> 80
trigger3 = p2bodydist x > 40 
trigger3 = enemynear(var(58)),pos y + var(56)*fvar(13) + 0.5*var(56)*var(56)*fvar(38) < -30
trigger3 = numtarget = 0
trigger3 = random<150

;-------------------
;ډȂ

;CX^g`[W
[State -1,nIC]
type = ChangeState
value = 900
triggerall = RoundState = 2
triggerall = var(8) || var(7) > 200
triggerall = var(7) >= 0
triggerall = var(59) > 0
triggerall = statetype != A 
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
trigger1 = stateno = 420
trigger1 = movehit = 1 
trigger1 = fvar(34) > 100
trigger1 = p2bodydist x < 42
trigger1 = fvar(1) > 0.78
trigger1 = random < 500
trigger1 = var(7) < 300 || enemynear(var(58)),life*enemynear(var(58)),const(data.defence)*0.01 < 150*const(data.attack)*0.01
trigger1 = var(8) = 0 && Var(7) >= 200 || var(8) && var(7) < 100
trigger2 = stateno = 1402
trigger2 = animelemtime(7) >= 0 && animelemtime(9)<0 
trigger2 = numtarget(220)
trigger2 = power >= 3000
trigger3 = stateno = 2000 && movehit = 1
trigger3 = var(8)
trigger3 = fvar(34) <= 140

;t@CA[
[State -1]
type = ChangeState
value = 3002
triggerall = Power >= 3000
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = statetype != A
triggerall = palno = [1,6]
triggerall = p2bodydist x <= 80 || fvar(34) <= 100
triggerall = stateno = 420 && movehit = 1
trigger1 = random <= 450 || enemynear(var(58)),life*enemynear(var(58)),const(data.defence)*0.01/((fvar(0) + 0.00000001)*const(data.attack)*0.01) = [200,500]
trigger1 = fvar(1) > 0.70 && enemynear(var(58)),life*enemynear(var(58)),const(data.defence)*0.01/((fvar(5) + 0.00000001)*const(data.attack)*0.01) > 150 
trigger2 = teammode = single
trigger2 = roundno = 3
trigger3 = teammode = turns
trigger3 = roundsexisted >= 1

;t@CA[
[State -1]
type = ChangeState
value = 3002
triggerall = Power >= 3000
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = statetype != A
triggerall = palno = [1,6]
triggerall = numhelper(4000)
trigger1 = helper(4000),stateno = 4121
trigger1 = stateno = 220 && movehit = 1

;VÑm|
[State -1]
type = ChangeState
value = 2200
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = statetype != A
triggerall = palno >= 7
trigger1 = var(56)>21 && enemynear(var(58)),pos y + 21*fvar(13) + 0.5*441*fvar(38) = [-50,-5]
trigger1 = (stateno = [200,220]) && fvar(34) <= 140 || stateno = 420
trigger1 = movehit = 1

;(Rp)㑐Vmn
[State -1]
type = ChangeState
value = 2000
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = fvar(20) = [0,1]
triggerall = statetype != A
triggerall = palno = [7,12]
triggerall = var(56) > 11 && enemynear(var(58)),pos y + 11*fvar(13) + 0.5*121*fvar(38) < 0
trigger1 = stateno = 200
trigger1 = movehit
trigger1 = fvar(34) <= 140
trigger1 = var(8) && var(7) > 100

;Wv
[State -1,Wv]
type = ChangeState
value = 41
triggerall = statetype != A
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = !numhelper(4200) || !var(36) || fvar(34) > 100 || fvar(1) < 0.35
trigger1 = stateno = 200
trigger1 = movehit
trigger1 = fvar(34) > 100
trigger1 = enemynear(var(58)),backedgebodydist< 5 || fvar(1) > 0.717
trigger1 = p2bodydist y + 12*fvar(13) + 0.5*144*fvar(38) <= -40 || fvar(13) < -3.0 && enemynear(var(58)),pos y < -25

trigger2 = stateno = 200
trigger2 = movehit = 1
trigger2 = fvar(34) > 100
trigger2 = fvar(1) = [0.60,0.717]
trigger2 = fvar(13) < -3 || p2bodydist y < -30

trigger3 = stateno = 210
trigger3 = movehit
trigger3 = fvar(34) <= 100
trigger3 = !numhelper(4200) || power < 2880

;U4F
[State -1,]
type = ChangeState
value = 200
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = p2bodydist X < 30 || (fvar(34) <= 100 && frontedgebodydist < 70)
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = fvar(20) = [0,20]
triggerall = statetype != A
triggerall = var(56) >= 4
triggerall = stateno = 200 || stateno = 400 
triggerall = movehit > 1
triggerall = !numhelper(4200) || !var(36) || fvar(34) > 100 || fvar(1) < 0.35
trigger1 = fvar(34) <= 100
trigger1 = var(56) <= 5 || ceil(enemynear(var(58)),pos y + 6*fvar(13) + 0.5*36*fvar(38)) > -18 &&!(enemynear(var(58)),pos y + 6*fvar(13) + 0.5*36*fvar(38)<-18&&fvar(13)+6*fvar(38)<0)
trigger1 = fvar(13) + 4 * fvar(38) > -1.5
trigger2 = fvar(34) > 100
trigger2 = (enemynear(var(58)),backedgebodydist > 5 && fvar(1) > 0.75) || p2bodydist y <= -17 || fvar(13) >= -3
trigger2 = p2bodydist x + 4*facing*enemynear(var(58)),facing*enemynear(var(58)),vel x<= 28

;U6F
[State -1,]
type = ChangeState
value = 210
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = p2bodydist X < 50
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = statetype != A
triggerall = var(56) >= 6
triggerall = stateno = 200
triggerall = movehit > 1 || movehit && p2bodydist y <= -20 || fvar(1) < 0.50
triggerall = !numhelper(4200) || !var(36) || fvar(34) > 100 || fvar(1) < 0.35
trigger1 = fvar(34) <= 100
trigger1 = var(56) <= 7 || ceil(enemynear(var(58)),pos y + 6*fvar(13) + 0.5*36*fvar(38)) < -18 && fvar(13) + 6 * fvar(38) < 0|| var(36)
trigger2 = fvar(34) > 100
trigger2 = fvar(1) < 0.73
trigger2 = p2bodydist x + 7*facing*enemynear(var(58)),facing*enemynear(var(58)),vel x <= 20

;U9F
[State -1,]
type = ChangeState
value = 215
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = p2bodydist X >= 50
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = fvar(20) = [0,20]
triggerall = statetype != A
triggerall = var(56) >= 10
trigger1 = stateno = 200 && movehit
trigger1 = fvar(34) > 100
trigger1 = (enemynear(var(58)),backedgebodydist > 5 && fvar(1) > 0.75) || p2bodydist y <= -20 || fvar(1) < 0.60 && p2bodydist x >= 50 

;U12F
[State -1]
type = ChangeState
value = 220
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = fvar(20) = [0,20]
triggerall = statetype != A
triggerall = var(56) >= 10
trigger1 = stateno = 210 && fvar(34) > 100 || stateno = 215
trigger1 = movehit = 1 
trigger2 = stateno = 200 && movehit>1
trigger2 = fvar(34) > 100
trigger2 = (enemynear(var(58)),backedgebodydist > 5 && fvar(1) > 0.75) || p2bodydist y = [-20,-10]

;U12F
[State -1]
type = ChangeState
value = 420
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = p2bodydist X < 50
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = fvar(20) = [0,20]
triggerall = statetype != A
triggerall = var(56) >= 10
trigger1 = stateno = 410 && movehit

;VÑm|
[State -1]
type = ChangeState
value = 2200
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = statetype != A
triggerall = palno = [7,12]
trigger1 = var(56)>21
trigger1 = stateno = 420
trigger1 = movehit = 1
trigger2 = stateno = 220 && movehit
trigger2 = var(56) < 9 || enemynear(var(58)),pos y > -20 && fvar(34) > 100

;㑐Vmn
[State -1]
type = ChangeState
value = 2000
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = fvar(20) = [0,1]
triggerall = statetype != A
triggerall = palno = [7,12]
triggerall = var(56)>11 && enemynear(var(58)),pos y + 11*fvar(13) + 0.5*121*fvar(38)< 0
trigger1 = stateno = 420 || stateno = 220
trigger1 = movehit

;Vmn
[State -1]
type = ChangeState
value = 2001
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = var(8) = 1 || Var(7) >= 200
triggerall = var(7) >= 0
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = fvar(20) = [0,1]
triggerall = statetype != A
triggerall = palno = [7,12]
triggerall = var(56)>9 && enemynear(var(58)),pos y + 9*fvar(13) + 0.5*81*fvar(38)< 0
trigger1 = stateno = 420 || stateno = 220
trigger1 = movehit

;㗃13F
[State -1,㗃]
type = ChangeState
value = 1100
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = fvar(20) = [0,1]
triggerall = statetype != A
triggerall = palno <= 6 || random <= 50
triggerall = enemynear(var(58)),statetype != L
trigger1 = stateno = 420
trigger1 = movehit = 1
trigger1 = enemynear(var(58)),life*enemynear(var(58)),const(data.defence)*0.01 < 65 * fvar(0)*const(data.attack)*0.01

;A^bN
[State -1]
type = ChangeState
value = 1402
triggerall = RoundState = 2 && var(59)
triggerall = var(1) = 1
triggerall = var(8) = 1 || Var(7) >= 200
triggerall = var(7) >= 0
triggerall = var(36) = 0
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = statetype != A
triggerall = palno <= 6 
triggerall = enemynear(var(58)),statetype != L
trigger1 = enemynear(var(58)),backedgebodydist < 5 ||  fvar(34) < 150
trigger1 = var(8) = 1 && var(7) > 100
trigger1 = power >= 3000
trigger1 = stateno = 220 && movehit = 1
trigger1 = var(56) >= 24

;
[State -1]
type = ChangeState
value = 3200
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = power >= 1000
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = random < 100*(3-var(36))
triggerall = palno <= 6 || random <= 50
trigger1 = stateno= 220 || stateno = 420
trigger1 = movehit = 1
trigger1 = (var(8) = 0 && var(7) < 200) || (fvar(34) > 100 && frontedgebodydist >70) 
trigger1 = var(36) < 3
trigger1 = (var(36) > 0 && life <= 333) = 0
trigger1 = teammode = single || teammode = turns && life > 250 || teammode = simul


;GL
[State -1]
type = ChangeState
value = 1000
triggerall = NumHelper(1010)!
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = numhelper(20000)
triggerall = helper(20000),var(7) <= 30*(helper(20000),var(6))**2 || (numhelper(1210) && numhelper(1220))
triggerall = random < 250
triggerall = palno <= 6 || random <= 50
trigger1 = stateno= 220 || stateno = 420 
trigger1 =  movehit = 1
trigger1 = (var(8) = 0 && var(7) < 200) || (fvar(34) > 100 && frontedgebodydist >70) 

;GL
[State -1]
type = ChangeState
value = 1001
triggerall = NumHelper(1020)!
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = numhelper(20000)
triggerall = helper(20000),var(7) <= 30*(helper(20000),var(6))**2 || (numhelper(1210) && numhelper(1220))
triggerall = random < 250
triggerall = palno <= 6 || random <= 50
trigger1 = stateno= 220 || (stateno = 420 && enemynear(var(58)),life*enemynear(var(58)),const(data.defence)>7000*const(data.attack)*0.01) 
trigger1 =  movehit = 1
trigger1 = (var(8) = 0 && var(7) < 200) || (fvar(34) > 100 && frontedgebodydist >70)


;ǂZ
[State -1]
type = ChangeState
value = 1200
triggerall = NumHelper(1210)!
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = numhelper(20000)
triggerall = helper(20000),var(7) > 30*(helper(20000),var(6))**2 || (numhelper(1020) && numhelper(1010))
triggerall = random < 250
triggerall = palno <= 6 || random <= 50
trigger1 = stateno= 220 || (stateno = 420 && enemynear(var(58)),life*enemynear(var(58)),const(data.defence)>7000*const(data.attack)*0.01)
trigger1 =  movehit = 1
trigger1 = (var(8) = 0 && var(7) < 200) || (fvar(34) > 100 && frontedgebodydist >70)

;ǂZ
[State -1]
type = ChangeState
value = 1201
triggerall = NumHelper(1220)!
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = numhelper(20000)
triggerall = helper(20000),var(7) > 30*(helper(20000),var(6))**2 || (numhelper(1020) && numhelper(1010))
triggerall = random < 250
triggerall = palno <= 6 || random <= 50
trigger1 = stateno= 220 || (stateno = 420 && enemynear(var(58)),life*enemynear(var(58)),const(data.defence)>7000*const(data.attack)*0.01)
trigger1 =  movehit = 1
trigger1 = (var(8) = 0 && var(7) < 200) || (fvar(34) > 100 && frontedgebodydist >70)


;sK̉
[State -1]
type = ChangeState
value = 1305
triggerall = RoundState = 2 && var(59)
triggerall = numhelper(1352) = 0&& numhelper(1353) = 0
triggerall = stateno != 101
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = palno <= 6 || random <= 50 || var(56) <= 17
trigger1 = stateno= 220 
trigger1 =  movehit = 1
trigger1 = (var(8) = 0 && var(7) < 200) || (fvar(34) > 100 && frontedgebodydist >70)


;㗃13F
[State -1,㗃]
type = ChangeState
value = 1100
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = fvar(20) = [0,1]
triggerall = statetype != A
triggerall = palno <= 6 || random <= 50
triggerall = enemynear(var(58)),statetype != L
trigger1 = stateno = 420
trigger1 = movehit = [3,4]



;-----------------------------------------------------------------------
;statetype = A
;-----------------------------------------------------------------------
;ډ

;palno >= 7

;LruVm
[State -1]
type = ChangeState
value = 3601
triggerall = RoundState = 2
triggerall = Power >= 3000
triggerall = palno = [7,12]
triggerall = var(59) > 0
triggerall = statetype = A && ctrl
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
trigger1 = numtarget(2107)
trigger1 = target(2107),alive
trigger1 = pos y < -180 && target(2107),pos y < -180
trigger1 = target(2107),vel y > -6.5


;

;󒆎U5F
[State -1,];ʒ[
type = ChangeState
value = 600
triggerall = RoundState = 2
triggerall = statetype = A
triggerall = var(59) > 0
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = p2dist x > -10
triggerall = ctrl = 1
triggerall = pos y + 5*vel y + 0.5*25*fvar(39) < 10
triggerall = fvar(34) <= 100
triggerall = p2bodydist x - 5*vel x*(frontedgebodydist > 70) < 25
triggerall = var(56)>0
triggerall = (fvar(1) < 0.55 && var(45) && var(2)) = 0
trigger1 = var(56) = [1,6]

trigger2 = pos y + 24*vel y + 0.5*576*fvar(39) > -10 || vel y < 0 && vel y + fvar(39) >= -0.6
trigger2 = var(46)!=0||var(47)!=0
trigger2 = !numtarget(1101)

trigger3 = ceil(enemynear(var(58)),pos y + 5*fvar(13) + 0.5*25*fvar(38) - (pos y + 5*vel y + 0.5*25*fvar(39))) = [30,45]
trigger3 = fvar(1) < 0.685 || var(46) != 0 || var(47) != 0 || vel y > -1||ceil(enemynear(var(58)),pos y + 9*fvar(13) + 0.5*81*fvar(38)) > -12

trigger4 = stateno = 111 || stateno = 116
trigger4 = pos y + 20*vel y + 0.5*400*fvar(39) >= 10


;󒆒U9F
[State -1,];ʒ[
type = ChangeState
value = 610
triggerall = RoundState = 2
triggerall = statetype = A
triggerall = var(59) > 0
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = ctrl = 1
triggerall = var(56) >= 9
triggerall = pos y + 9*vel y + 0.5*81*fvar(39) < 10
triggerall = fvar(34) <= 100
triggerall = p2dist x > -25
triggerall = numhelper(20000)
triggerall = !numhelper(4200)
trigger1 = p2bodydist y = [-10,45]
trigger1 = fvar(1) >= 0.65
trigger1 = vel y > -3.7 || numtarget(1101)
trigger1 = numtarget>0 || enemynear(var(58)),stateno = [9010,9016]
trigger2 = stateno = 111
trigger2 = pos y + 20*vel y + 0.5*400*fvar(39) < 20
trigger2 = enemynear(var(58)),pos y + 9*fvar(13) + 0.5*81*fvar(38) < -20
trigger3 = numtarget(210)
trigger3 = ceil(p2bodydist y + 9*fvar(13) + 0.5*81*fvar(38) - (9*vel y + 0.5*81*fvar(39))) = [30,60]
trigger3 = fvar(1) > 0.73 && enemynear(var(58)),pos y + 9*fvar(13) + 0.5*81*fvar(38) < -35

;GL
trigger4 = numtarget = 0
trigger4 = enemynear(var(58)),stateno != [9010,9016]
trigger4 = stateno != 111
trigger4 = enemynear(var(58)),vel x = [-0.01,0.01]
trigger4 = enemynear(var(58)),pos y + 9*fvar(13) + 0.5*81*fvar(38) - (pos y + 9*vel y + 0.5*81*fvar(39)) = [20,60]
;|
trigger5 = enemynear(var(58)),prevstateno = [9010,9011]
trigger5 = stateno != 111
trigger5 = enemynear(var(58)),pos y + 9*fvar(13) + 0.5*81*fvar(38) - (pos y + 9*vel y + 0.5*81*fvar(39)) = [20,60]
;
trigger6 = fvar(1) >= 0.685
trigger6 = !numtarget(1101)
trigger6 = var(46) = 0 && var(47) = 0
trigger6 = ceil(p2bodydist y + 9*fvar(13) + 0.5*81*fvar(38) - (9*vel y + 0.5*81*fvar(39))) = [-15,45]

;󒆋U10F
[State -1,];ʒ[
type = ChangeState
value = 620
triggerall = RoundState = 2
triggerall = statetype = A
triggerall = var(59) > 0
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = ctrl = 1
triggerall = var(56) >= 10
triggerall = pos y + 10*vel y + 0.5*100*fvar(39) <10
triggerall = fvar(34) <= 100
triggerall = p2dist x > -50 || enemynear(var(58)),p2bodydist x < 70 && enemynear(var(58)),p2dist x > -50
trigger1 = p2bodydist y = [-30,50]
trigger1 = fvar(1) >= 0.65
trigger1 = numtarget(1101) && vel y + 10*fvar(39) >= 2.5
trigger2 = fvar(1) >= 0.685
trigger2 = !numtarget(1101)
trigger2 = !(enemynear(var(58)),vel x = [-0.5,0.5])
trigger2 = var(46) = 0 && var(47) = 0
trigger2 = enemynear(var(58)),pos y + 10*fvar(13) + 0.5*100*fvar(38) - (pos y + 10*vel y + 0.5*100*fvar(39)) = [-35,55]
trigger2 = enemynear(var(58)),prevstateno != 9010 && enemynear(var(58)),stateno != 9010 || p2bodydist y + var(56)*(fvar(13) -vel y) + 0.5*var(56)*var(56)*(fvar(38) -fvar(39)) < 20
trigger3 = numhelper(4200)
trigger3 = helper(4200),stateno = 4230
trigger3 = helper(4200),numtarget
trigger3 = p2bodydist x < 70
trigger3 = p2bodydist y = [-60,50]

;󒆎U5F
[State -1,];ʒ[ȊO
type = ChangeState
value = 600
triggerall = RoundState = 2
triggerall = statetype = A
triggerall = var(59) > 0
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = p2dist x > -10
triggerall = ctrl = 1
triggerall = pos y + 5*vel y + 0.5*25*fvar(39) < 10
triggerall = fvar(34) > 100
triggerall = var(56) >= 5
triggerall = stateno != 111 || var(46) = 0 && var(47) = 0 || var(56) < 9 || p2bodydist y + 9*(fvar(13)- vel y) + 0.5*81*(fvar(38)-fvar(39))<-10
trigger1 = stateno = 111 || stateno = 116
trigger1 = ceil(enemynear(var(58)),pos y + 5*fvar(13) + 0.5*25*fvar(38) - (pos y + 5*vel y + 0.5*25*fvar(39))) = [-20,70]
trigger1 = p2bodydist x - 5*vel x*(frontedgebodydist > 70) + 5*facing*enemynear(var(58)),facing*enemynear(var(58)),vel x*(enemynear(var(58)),backedgebodydist > 5) < 30 && facing != enemynear(var(58)),facing
trigger2 = stateno = 111 || stateno = 116
trigger2 = ceil(enemynear(var(58)),pos y + 5*fvar(13) + 0.5*25*fvar(38) - (pos y + 5*vel y + 0.5*25*fvar(39))) = [-20,70]
trigger2 = p2bodydist x - 5*vel x*(frontedgebodydist > 70) + 5*facing*enemynear(var(58)),facing*enemynear(var(58)),vel x*(enemynear(var(58)),frontedgebodydist > 5) < 30 && facing = enemynear(var(58)),facing
trigger3 = abs(p2bodydist y - 20) < 25 ||  ceil(enemynear(var(58)),pos y + 5*fvar(13) + 0.5*25*fvar(38) - (pos y + 5*vel y + 0.5*25*fvar(39))) = [0,65]
trigger3 = fvar(1) <= 0.717
trigger3 = var(56) <= 10 ||ceil(enemynear(var(58)),pos y + 5*fvar(13) + 0.5*25*fvar(38) - (pos y + 5*vel y + 0.5*25*fvar(39))) > 30
trigger3 = p2bodydist x - 5*vel x + 5*facing*enemynear(var(58)),facing*enemynear(var(58)),vel x < 40

;󒆒U9F
[State -1,];ʒ[ȊO
type = ChangeState
value = 610
triggerall = RoundState = 2
triggerall = statetype = A
triggerall = var(59) > 0
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = p2dist x > -10
triggerall = ctrl = 1
triggerall = var(56) >= 9
triggerall = pos y + 9*vel y + 0.5*81*fvar(39) < 10
triggerall = fvar(34) > 100
triggerall = stateno != 111 && stateno != 116|| !(!var(46) && !var(47))
triggerall = !numhelper(4200)
triggerall = fvar(1) > 0.717
trigger1 = ceil(enemynear(var(58)),pos y + 9*fvar(13) + 0.5*81*fvar(38) - (pos y + 9*vel y + 0.5*81*fvar(39))) = [12,60]
trigger1 = p2bodydist x - 9*vel x*(frontedgebodydist > 70) + 9*facing*enemynear(var(58)),facing*enemynear(var(58)),vel x*(enemynear(var(58)),backedgebodydist > 5) < 70 && facing != enemynear(var(58)),facing
trigger2 = ceil(enemynear(var(58)),pos y + 9*fvar(13) + 0.5*81*fvar(38) - (pos y + 9*vel y + 0.5*81*fvar(39))) = [12,60]
trigger2 = p2bodydist x - 9*vel x*(frontedgebodydist > 70) + 9*facing*enemynear(var(58)),facing*enemynear(var(58)),vel x*(enemynear(var(58)),frontedgebodydist > 5) < 70 && facing = enemynear(var(58)),facing

;󒆋U10F
[State -1,];ʒ[ȊO
type = ChangeState
value = 620
triggerall = RoundState = 2
triggerall = statetype = A
triggerall = var(59) > 0
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = p2dist x > -50 || enemynear(var(58)),p2bodydist x < 70 + 15*(p2stateno = 9011) && enemynear(var(58)),p2dist x > -50
triggerall = p2bodydist x - 10*vel x + 10*facing*enemynear(var(58)),facing*enemynear(var(58)),vel x < 80 + 25*(p2stateno = 9011)
triggerall = ctrl = 1
triggerall = var(56) >= 10
triggerall = pos y + 10*vel y + 0.5*100*fvar(39) < 10
triggerall = fvar(34) > 100
trigger1 = ceil(enemynear(var(58)),pos y + var(56)*fvar(13) + 0.5*var(56)*var(56)*fvar(38) - (pos y + var(56)*vel y + 0.5*var(56)*var(56)*fvar(39))) < 10
trigger1 = ceil(enemynear(var(58)),pos y + 10*fvar(13) + 0.5*100*fvar(38) - (pos y + 10*vel y + 0.5*100*fvar(39))) = [-35,5]
trigger2 = numhelper(4200)
trigger2 = helper(4200),stateno = 4230
trigger2 = helper(4200),numtarget
trigger2 = p2bodydist x < 70
trigger2 = p2bodydist y = [-60,50]
trigger3 = enemynear(var(58)),vel x = [-0.5,0.5]
trigger3 = p2bodydist y + 10*(fvar(13)-vel y) + 0.5*100*(fvar(38)-fvar(39)) = [-35,80]


;---------------------
;ډȂ

;󒆎㗃
[State -1]
type = ChangeState
value = 1105
triggerall = statetype = A
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = var(59) > 0 && roundstate = 2
triggerall = fvar(1) < 0.50
triggerall = enemynear(var(58)),pos y + 13*fvar(13) + 0.5*169*fvar(38) < 20
triggerall = var(56) > 13
trigger1 = stateno = 620
trigger1 = movehit
trigger1 = p2bodydist y + 13*fvar(13) + 0.5*169*fvar(38) = [-60,110]
trigger1 = enemynear(var(58)),life*enemynear(var(58)),const(data.defence) < 40*100*const(data.attack)*0.01*fvar(0)

;CX^g`[W
[State -1]
type = ChangeState
value = 900
triggerall = RoundState = 2
triggerall = var(8) = 1 || Var(7) >= 200
triggerall = var(7) >= 0
triggerall = var(59) > 0
trigger1 = stateno = 1101 && movecontact
trigger1 = (fvar(34) <= 100 && movehit && vel y + 9*fvar(39)>=0 && pos y + 9*vel y < -5) || moveguarded = [1,3]
trigger2 = stateno = 610 && pos y + 11*vel y + 0.5*121*fvar(39) > 10 || stateno = 620
trigger2 = movehit 
trigger2 = pos y + (var(56) - 4)*vel y + 0.5*(var(56)-4)*(var(56)-4)*fvar(39) > 10
trigger2 = enemynear(var(58)),pos y + var(56)*fvar(13) + 0.5*var(56)*var(56)*fvar(38) > -30
;trigger2 = fvar(27) + 4 < var(56)
;trigger2 = (enemynear(var(58)),pos y + ceil(fvar(27)+4)*fvar(13) + 0.5*fvar(38)*ceil(fvar(27)+4)*ceil(fvar(27)+5)) > -30
trigger2 = fvar(34) <= 100
trigger2 = var(8) = 1 && var(7) >= 150
trigger2 = enemynear(var(58)),life*enemynear(var(58)),const(data.defence) >= 10000*const(data.attack)*0.01 || teammode = single && roundno = 3 || teammode = turns && random < (1000 - life)*roundno
trigger2 = fvar(1) = [0.50,0.78]

;󒆎U5F
[State -1]
type = ChangeState
value = 600
triggerall = statetype = A
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = var(59) > 0 && roundstate = 2
triggerall = stateno = 600 && movehit
triggerall = pos y + 5*vel y + 0.5*25*fvar(39) < 10
trigger1 = fvar(34) <= 100
trigger1 = pos y + 24*vel y + 0.5*576*fvar(39) < 10 
trigger1 =  (enemynear(var(58)),pos y + 26*fvar(13) + 0.5*676*fvar(38))-(pos y + 26*vel y + 0.5*676*fvar(39)) > 75
trigger1 = (fvar(1) = [0.420,0.55]) ||(fvar(1) < 0.40)
trigger1 = var(56)<=6 || fvar(13) + 5*fvar(38)>=0
trigger1 = var(45) = 0 || palno > 6

trigger2 = fvar(34) > 100
trigger2 = pos y + 9*vel y + 0.5*81*fvar(39) > 10 

trigger3 = fvar(34) > 100
trigger3 = fvar(1) < 0.70 && vel y < -2 && prevstateno != 600
trigger3 = animtime = 0 || p2bodydist x + 6*(facing*enemynear(var(58)),facing*fvar(12) - vel x) > 25 || p2bodydist y + 6*(fvar(13) - vel y) + 0.5*36*(fvar(38) - fvar(39)) > 40

trigger4 = fvar(34) <= 100
trigger4 = p2bodydist y + 9*(fvar(13)-vel y) + 0.5*81*(fvar(38)-fvar(39)) > 70 ;enemynear(var(58)),pos y > -20
trigger4 = var(46)=0&&var(47)=0
trigger4 = vel y + 5*fvar(39) <= 0
trigger4 = prevstateno != 600 || movehit > 2


;󒆒U9F
[State -1]
type = ChangeState
value = 610
triggerall = RoundState = 2
triggerall = statetype = A
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = var(59) >0
triggerall = pos y + 9*vel y + 0.5*81*fvar(39) < 10
triggerall = var(56)>=9
triggerall = stateno = 600
triggerall = movehit
trigger1 = fvar(34) <= 100
trigger1 = movehit > 1 || vel y + 9*fvar(39) > 0
trigger1 = var(56)<= 9 || (pos y + 20*vel y + 0.5*400*fvar(39)) > 10 || p2bodydist y + 9*(fvar(13)-vel y) + 0.5*81*(fvar(38)-fvar(39)) > 70 - 6*(fvar(1) > 0.85)
trigger1 = var(2) = 0

trigger2 = fvar(34) <= 100 && !animtime

trigger3 = fvar(34) > 100
trigger3 = var(2) != 0 && pos y + 10*vel y + 0.5*100*fvar(39) > 10

trigger4 = fvar(34) <= 100
trigger4 = fvar(1) < 0.54 
trigger4 = var(46) = 0 && var(47) = 0
trigger4 = var(45)
trigger4 = palno <=6

trigger5 = fvar(34) > 100
trigger5 = var(46) || var(47)
trigger5 = var(2) != 0
trigger5 = pos y + 20*vel y + 0.5*400*fvar(39) < 15
trigger5 = (enemynear(var(58)),pos y + 9*fvar(13) + 0.5*81*fvar(38))-(pos y + 9*vel y + 0.5*81*fvar(39)) > -20

trigger6 = fvar(34) > 100
trigger6 = !var(2) && !var(46) && !var(47)
trigger6 = fvar(1) < 0.70
trigger6 = animtime = 0 || p2bodydist y + 9*(fvar(13) - vel y) + 0.5*81*(fvar(38) - fvar(39)) > 70 || var(56) <= 10

trigger7 = var(46) || var(47)
trigger7 = fvar(1) > 0.40
trigger7 = var(56) <= 9



;󒆋U10F
[State -1]
type = ChangeState
value = 620
triggerall = RoundState = 2 && var(59) > 0
triggerall = statetype = A
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = pos y + 10*vel y + 0.5*100*fvar(39) < 10 + vel y
trigger1 = fvar(34) <= 100
trigger1 = stateno = 610 && movehit
trigger1 = p2bodydist y+10*(fvar(13)-vel y)+0.5*121*(fvar(38)-fvar(39))< -30||pos y+11*vel y+0.5*121*fvar(39)>10||!animtime||enemynear(var(58)),pos y + 10*fvar(13) + 0.5*121*fvar(38) > 15|| var(56) <= 11

trigger2 = fvar(34) > 100
trigger2 = stateno = 610 && movehit
trigger2 = fvar(1) <= 0.60
trigger2 = pos y + 10*vel y + 50*fvar(39) > 10 || var(56) < 12 || animtime = 0 || p2bodydist y + 10*(fvar(13)-vel y) + 50*(fvar(38)-fvar(39)) < -20

trigger3 = stateno = 600 && movehit
trigger3 = var(2) != 0
trigger3 = pos y + 11*vel y + 0.5*121*fvar(39) > 10 - 10*(fvar(34) > 100) || time >=16 || var(56) <=11 ;||  pos y + 10*vel y + 0.5*100*fvar(39) < -15 

trigger4 = stateno = 610 && movehit
trigger4 = fvar(34) <= 100
trigger4 = fvar(1) < 0.50 && var(46) = 0 && var(47) = 0
trigger4 = var(45)
trigger4 = pos y + 11*vel y + 0.5*121*fvar(39) < -28 
trigger4 = palno <=6

trigger5 = stateno = 600 && movehit
trigger5 = fvar(34) <= 100
trigger5 = pos y + 11*vel y + 0.5*121*fvar(39) > 10

trigger6 = fvar(1) > 0.666
trigger6 = stateno = 610 || stateno = 600
trigger6 = movehit
trigger6 = pos y + 11*vel y + 0.5*121*fvar(39) < -46
trigger6 = p2bodydist y + 11*(fvar(13) - vel y) + 0.5*121*(fvar(38) - fvar(39)) < 20
trigger6 = !var(2)

;󒆃Wv
[State -1]
type = ChangeState
value = 45
triggerall = statetype = A
triggerall = var(59)>0 && roundstate = 2
triggerall = var(46) = 0
triggerall = var(47) = 0
triggerall = Var(2) = 0
triggerall = stateno = 620 && movehit
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
trigger1 = numhelper(4200)
trigger1 = helper(4200),stateno = 4230
trigger1 = helper(4200),numtarget

;󒆃obN_bV
[State -1]
type = ChangeState
value = 115
triggerall = statetype = A
triggerall = Var(2) = 0
triggerall = Pos Y <= -30
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = p2dist x < 0
trigger1 = stateno = 610 || stateno = 620
trigger1 = movehit
trigger1 = pos y < -40
trigger1 = var(56) >= 20
trigger2 = var(45)
trigger2 = stateno = 620 && movehit
trigger2 = fvar(1) <= 0.53 
trigger2 = palno <=6

;󒆃_bV[
[State -1]
type = ChangeState
value = 110
triggerall = statetype = A
triggerall = Var(2) = 0
triggerall = Pos Y <= -25
triggerall = var(59) > 0 && roundstate = 2
triggerall = fvar(34) <= 140
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
trigger1 = var(45)
trigger1 = fvar(34) <= 100
trigger1 = stateno = 620 && movehit
trigger1 = fvar(1) <= 0.53
trigger1 = pos y + var(56)*vel y + 0.5*var(56)*var(56)*fvar(39) < 10 ||enemynear(var(58)),pos y + var(56)*fvar(13) + 0.5*var(56)*var(56)*fvar(38)<-30; || fvar(1) < 0.40
trigger1 = palno <=6
trigger1 = pos y < -35
trigger2 = stateno = 610 || stateno = 620
trigger2 = movehit
trigger2 = p2bodydist y + 19*fvar(13) + 0.5*400*fvar(38) < 80
trigger2 = enemynear(var(58)),pos y + 19*fvar(13) + 0.5*400*fvar(38) < 20
;trigger2 = p2bodydist y < 40||stateno = 620
trigger2 = var(56) >= 20
trigger2 = var(46) = 0 && var(47) = 0
;trigger2 = vel y < 1
trigger2 = pos y < -46

;󒆃_bV[ȊO
[State -1]
type = ChangeState
value = 110
triggerall = statetype = A
triggerall = Var(2) = 0
triggerall = Pos Y <= -30
triggerall = var(59) > 0 && roundstate = 2
triggerall = fvar(34) > 140
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
trigger1 = stateno = 610 || stateno = 620
trigger1 = movehit
trigger1 = pos y < -40
trigger1 = var(56) >= 20
trigger2 = var(45)
trigger2 = stateno = 620 && movehit
trigger2 = fvar(1) <= 0.53
trigger2 = palno <=6
trigger2 = p2bodydist y > 0
trigger3 = p2stateno = 9011
trigger3 = p2bodydist x > 100
trigger3 = ctrl

;󒆃Wv
[State -1]
type = null;ChangeState
value = 45
triggerall = statetype = A
triggerall = var(59)>0 && roundstate = 2
triggerall = var(46) = 0
triggerall = var(47) = 0
triggerall = Var(2) = 0
triggerall = stateno = 620 && movehit
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
trigger1 = fvar(34) <= 100
trigger1 = enemynear(var(58)),pos y + var(56)*fvar(13) + 0.5*fvar(38)*(var(56)**2) - (pos y + var(56)*vel y + 0.5*fvar(39)*(var(56)**2)) < 0
trigger1 = enemynear(var(58)),pos y + var(56)*fvar(13) + 0.5*fvar(38)*(var(56)**2) < -30
trigger1 = movehit = 1 || pos y < -20 && vel y < 7
trigger1 = p2bodydist y + 10*(fvar(13) - vel y) < 0
trigger2 = fvar(34) <= 100
trigger2 = fvar(1) < 0.39
trigger2 = movehit = 1
trigger2 = p2bodydist y < 0
trigger3 = fvar(34) <= 100
trigger3 = enemynear(var(58)),pos y + 10*fvar(13) + 0.5*fvar(38)*100 - (pos y + 10*vel y + 0.5*fvar(39)*100) < 10
trigger3 = enemynear(var(58)),pos y + 10*fvar(13) + 0.5*100*fvar(38) < -30
trigger3 = p2bodydist y < 10


;󒆃Wv
[State -1]
type = ChangeState
value = 45
triggerall = statetype = A
triggerall = var(59)>0 && roundstate = 2
triggerall = var(46) = 0
triggerall = var(47) = 0
triggerall = Var(2) = 0
triggerall = stateno = 620 && movehit = 1
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
trigger1 = fvar(34) <= 100
trigger1 = p2bodydist y < -22
trigger2 = fvar(34) > 100
trigger2 = fvar(1) < 0.55
trigger2 = p2bodydist y < -10




;_____________________________________________________________________________________________

;nR{ enemynear(var(58)),statetype != A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
;_____________________________________________________________________________________________
;---------------------------
;statetype != A
;---------------------------
;ډ
;ႪݎU
[State -1]
type = ChangeState
value = 400
triggerall = RoundState = 2&&var(59) > 0
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = statetype != A && ctrl
triggerall = enemynear(var(58)),statetype != L
triggerall = numhelper(4000) && numhelper(20000)
triggerall = helper(20000),var(0) = 0
triggerall = p2dist x > 0
trigger1 = fvar(34) <= 100
trigger1 = numtarget(610) || numtarget(620) || fvar(1) < 0.7
trigger1 = p2bodydist x <= 18
trigger2 = fvar(34) <= 100
trigger2 = numhelper(4225)
trigger2 = helper(4225),numtarget(4225)
trigger2 = p2bodydist x <= 18
trigger3 = numtarget(232)
trigger3 = p2bodydist x <= 24
trigger3 = enemynear(var(58)),gethitvar(hittime) > 4
trigger4 = numhelper(4225) = 0 && numhelper(4200)
trigger4 = helper(4200),stateno != 4220 && helper(4200),stateno != [4200,4210]
trigger4 = p2bodydist x <= 20
trigger5 = numhelper(4225) = 0 && !numhelper(4200)
trigger5 = p2bodydist x <= 20

;ႪݒU
[State -1,68-1]
type = ChangeState
value = 410
triggerall = RoundState = 2&&var(59) > 0
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = statetype != A && ctrl
triggerall = enemynear(var(58)),statetype != L
triggerall = numhelper(4000) && numhelper(20000)
triggerall = helper(20000),var(0) = 0
triggerall = p2dist x > 0
triggerall = p2bodydist x <= 45
trigger1 = fvar(34) <= 100
trigger1 = numtarget(610) || numtarget(620) || fvar(1) < 0.7
trigger2 = fvar(34) <= 100
trigger2 = numhelper(4225)
trigger2 = helper(4225),numtarget(4225)
trigger3 = numhelper(4225) = 0
trigger3 = !numhelper(4200);helper(4000),stateno != 4220 && helper(4000),stateno != [4200,4210]
trigger4 = numtarget(232)
trigger4 = prevstateno != 232
trigger5 = numhelper(4200)
trigger5 = helper(4200),stateno = 4220
trigger5 = numtarget(220)

;U
[State -1,60]
type = changestate
value = 215
triggerall = RoundState = 2 
triggerall = ctrl && statetype != A
triggerall = var(59) > 0
triggerall = p2bodydist x = [45,100]
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
trigger1 = numtarget(232)
trigger1 = prevstateno != 232
trigger2 = numhelper(4200)
trigger2 = helper(4200),stateno = 4220
trigger2 = numtarget(220)

;U
[State -1,60]
type = changestate
value = 220
triggerall = RoundState = 2 
triggerall = ctrl && statetype != A
triggerall = var(59) > 0
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = numhelper(4000) && numhelper(20000)
triggerall = helper(20000),var(0) = 0
trigger1 = numhelper(4200)
trigger1 = helper(4200),stateno = 4210
trigger1 = helper(4200),time <= 90 || helper(4200),time >=120
trigger1 = p2bodydist x <= 80

;_bV
[State -1]
type = ChangeState
value = 100
triggerall = RoundState = 2 
triggerall = ctrl && statetype != A
triggerall = var(59) > 0
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = (fvar(34) > 100 && enemynear(var(58)),statetype != C) || p2bodydist x > 20
triggerall = var(52) = 0
trigger1 = numtarget(220) || numtarget(215)
trigger1 = numhelper(4225)
trigger1 = facing = helper(4225),facing
trigger1 = (pos x < helper(4225),pos x - 15 <= enemynear(var(58)),pos x )|| (pos x > helper(4225),pos x + 15 >= enemynear(var(58)),pos x )

trigger2 = numhelper(4225)
trigger2 = helper(4225),numtarget(4225)
trigger2 = facing = helper(4225),facing
trigger2 = (pos x < helper(4225),pos x - 15 <= enemynear(var(58)),pos x )|| (pos x > helper(4225),pos x + 15 >= enemynear(var(58)),pos x )

;------------------------
;^bOpډ
;------------------------
;t@CA[
[State -1]
type = ChangeState
value = 3002
triggerall = Power >= 3000
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = var(52) &&  ctrl 
trigger1 = numhelper(4225)
trigger1 = helper(4225),movehit

;t@CA[
[State -1]
type = ChangeState
value = 3001
triggerall = Power >= 2000
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = var(52) &&  ctrl 
trigger1 = numhelper(4225)
trigger1 = helper(4225),movehit

;オt@CA[
[State -1]
type = ChangeState
value = 3000
triggerall = Power >= 1000
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = var(52) &&  ctrl 
trigger1 = numhelper(4225)
trigger1 = helper(4225),movehit


;---------------------
;ډȂ

;mr
[State -1]
type = ChangeState
value = 3700
triggerall = life <= 333
triggerall = palno = [7,12]
triggerall = Power >= 3000
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = fvar(20) = [0,1]
triggerall = palno = [7,12]
triggerall = p2bodydist x <= 55
triggerall = stateno = 220 || stateno = 420
triggerall = movehit = [1,3]
triggerall = fvar(1) > 0.80 ||enemynear(var(58)),life*enemynear(var(58)),const(data.defence)*0.01/(fvar(0)+0.00001) = [200,600]
trigger1 = !numhelper(4200)
trigger2 = numhelper(4200)
trigger2 =helper(4200),stateno != 4210

;CX^g`[W
[State -1]
type = ChangeState
value = 900
triggerall = RoundState = 2 
triggerall = var(8) = 1 || Var(7) >= 200
triggerall = var(7) >= 0
triggerall = var(59) > 0
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
trigger1 = stateno = 3231 && time >= 10
trigger1 = numtarget(220)
trigger2 = stateno  = 232
trigger2 = movehit = 1
trigger2 = p2bodydist x = [15,70]
trigger2 = numhelper(4200)
trigger2 = helper(4200),numtarget(4210) = 0
trigger2 = var(8) = 0 || var(7) <= 200
trigger3 = stateno = [1400,1402]
trigger3 = animelemtime(7) >= 0 && animelemtime(9)<0 
trigger3 = inguarddist

;|egV[g!!
[State -1]
type = ChangeState
value = 3231
triggerall = RoundState = 2 && var(59)>0
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = var(1) = 1
triggerall = var(36) > 0
triggerall = statetype != A
triggerall = fvar(1) > 0.70
triggerall = stateno = 220 && movehit
triggerall = p2bodydist x < 70
triggerall = var(8) = 1 || var(7) > 200
triggerall = fvar(34) > 300
trigger1 = var(52) = 0 && (enemynear(var(58)),statetype = S || random<50)
trigger2 = var(52) = 1 && numenemy = 2
trigger2 = (facing*(pos x - enemynear(0),pos x) < 0 && facing*(pos x - enemynear(1),pos x) && power > 1000 )

;㉝l
[State -1]
type = ChangeState
value = 3230
triggerall = RoundState = 2 && var(59)>0
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = var(1) = 1
triggerall = var(36) > 0
triggerall = statetype != A
trigger1 = numhelper(4000)
trigger1 = abs(helper(4000),pos x - enemynear(var(58)),pos x) =[20,105]
trigger1 = stateno = 220 || stateno = 215 || stateno = 410
trigger1 = movehit
trigger1 = (power>=3000 && (life<= 333|| palno >=7)) || fvar(1) <= 0.60

;t@CA[
[State -1]
type = ChangeState
value = 3002
triggerall = Power >= 3000
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = statetype != A
triggerall = palno = [1,6]
triggerall = p2bodydist x <= 50 || fvar(34) <= 100
triggerall = stateno = 220 && movehit = 1
triggerall = numhelper(4200) = 0
triggerall = fvar(1) > 0.70
trigger1 = random <= 200 || enemynear(var(58)),life*enemynear(var(58)),const(data.defence)*0.01/(fvar(0) + 0.00000001) = [200,500]
trigger1 =  enemynear(var(58)),life*enemynear(var(58)),const(data.defence)*0.01/(fvar(5) + 0.00000001) > 150 
trigger2 = teammode = single
trigger2 = roundno = 3
trigger3 = teammode = turns
trigger3 = roundsexisted >= 1

;t@CA[
[State -1]
type = ChangeState
value = 3001
triggerall = Power >= 2000
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = fvar(20) = [0,1]
triggerall = enemynear(var(58)),life*enemynear(var(58)),const(data.defence)*0.01/(fvar(0)+0.00001) = [150,280]
triggerall = stateno = 220
triggerall = movehit = [1,3]
triggerall = p2bodydist x > 30
trigger1 = !numhelper(4200)
trigger2 = numhelper(4200)
trigger2 = helper(4200),stateno = 4211

;オt@CA[
[State -1]
type = ChangeState
value = 3000
triggerall = Power >= 1000
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = fvar(20) = [0,1]
triggerall = stateno = 220
triggerall = movehit = [1,3]
triggerall = p2bodydist x > 30
triggerall = random < ceil(0.28*power) || p2bodydist x > 70 || enemynear(var(58)),life*enemynear(var(58)),const(data.defence)*0.01/(fvar(0)+0.00001) = [50,150]
triggerall = palno <= 6 || p2bodydist x > 80 || fvar(34) > 140
trigger1 = !numhelper(4200)
trigger2 = numhelper(4200)
trigger2 = helper(4200),stateno = 4211

;VÑm|
[State -1]
type = ChangeState
value = 2200
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = fvar(20) = [0,1]
triggerall = !numhelper(4200)
triggerall = palno = [7,12]
trigger1 = stateno = 220
trigger1 = movehit
trigger1 = p2bodydist x <= 80 || fvar(34) <= 140

;㑐Vmn
[State -1]
type = ChangeState
value = 2000
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = fvar(20) = [0,1]
triggerall = numhelper(4200) = 0
triggerall = palno = [7,12]
trigger1 = stateno = 220 || stateno = 420
trigger1 = movecontact
trigger1 = p2bodydist x > 80 || moveguarded

;㗃
[State -1]
type = ChangeState
value = 1100
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = fvar(20) = [0,1]
triggerall = numhelper(4200) = 0
triggerall = enemynear(var(58)),statetype != L
trigger1 = stateno = 210
trigger1 = movehit
trigger1 = p2bodydist x >= 50
trigger1 = palno<7
trigger2 = stateno = 220
trigger2 = movehit
trigger2 = p2bodydist x <= 70

;㗃
[State -1]
type = ChangeState
value = 1100
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = fvar(20) = [0,1]
triggerall = numhelper(4200)
triggerall = helper(4200),stateno = 4211
triggerall = enemynear(var(58)),statetype != L
trigger1 = stateno = 210
trigger1 = movehit
trigger1 = p2bodydist x >= 50
trigger1 = palno<7
trigger2 = stateno = 220
trigger2 = movehit
trigger2 = p2bodydist x <= 70

;U
[State -1]
type = ChangeState
value = 410
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = fvar(20) = [0,11] 
trigger1 = stateno = 200
trigger1 = movehit
trigger2 = stateno = 400
trigger2 = movehit

;U
[State -1]
type = ChangeState
value = 210
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = p2bodydist X < 50
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = fvar(20) = [0,11] 
trigger1 = stateno = 200
trigger1 = movehit
trigger2 = stateno = 400
trigger2 = movehit

;U
[State -1]
type = ChangeState
value = 215
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = fvar(20) = [0,11]
triggerall = stateno =210 || stateno = 410
triggerall = movehit
triggerall = numhelper(4225) = 0
triggerall = ((life<=333 || palno = [7,12]) && power >= 2970 ) = 0 || p2dist x > 60
triggerall = fvar(1) >= 0.80
trigger1 = p2bodydist x > 45
trigger1 = numhelper(4200) = 0
trigger2 = p2bodydist x > 45
trigger2 = numhelper(4200)
trigger2 = helper(4200),stateno != 4220
trigger3 = var(8) = 0 && var(7) < 200 && fvar(34) > 100
trigger3 = numhelper(4200) = 0
trigger4 = var(8) = 0 && var(7) < 200 && fvar(34) > 100
trigger4 = numhelper(4200)
trigger4 = helper(4200),stateno != 4220
trigger5 = fvar(34) > 100 && power > 1000
trigger5 = numhelper(4200) = 0
trigger5 = power < 3000 || p2bodydist x > 45
trigger6 = fvar(34) > 100 && power > 1000
trigger6 = numhelper(4200)
trigger6 = helper(4200),stateno != 4220
trigger6 = power < 3000 || p2bodydist x > 45

;Ⴊ݋U
[State -1]
type = ChangeState
value = 420
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = fvar(20) = [0,11]
triggerall = fvar(1) > 0.50
triggerall = var(12) != 5
trigger1 = numhelper(4225) = 0 && numhelper(4200)=0
trigger1 = p2bodydist x <= 45
trigger1 = stateno = 210 || stateno = 215 || stateno = 410
trigger1 = movehit
trigger1 = fvar(34) > 100 || helper(20000),var(10) = 0
trigger1 = fvar(34) <= 100|| (power < 1000 && fvar(34) > 100) || random >= 0.20*power || fvar(20) = 3
trigger1 = fvar(34) <= 300 || var(36) = 0 || var(1)!=1
trigger1 = (fvar(34) > 100&&fvar(33) > 100 && power > 1000 && p2life*enemynear(var(58)),const(data.defence)*0.01/(fvar(1)+0.00001) = [50,150])=0
trigger1 = (fvar(34) > 100&&fvar(33) > 100 && power > 2000 && p2life*enemynear(var(58)),const(data.defence)*0.01/(fvar(1)+0.00001) = [150,250])=0
trigger1 = palno <= 6 || fvar(34) > 120 || fvar(1) <= 0.80

trigger2 = numhelper(4225) = 1
trigger2 = fvar(34) <= 100 || facing != helper(4225),facing
trigger2 = p2bodydist x <= 45
trigger2 = stateno = 210 || stateno = 215 || stateno = 410
trigger2 = movehit >= 1 + 3*numhelper(4200)
trigger2 = fvar(34) <= 110|| (power < 1000 && fvar(34) > 100) || random >= 0.20*power || fvar(20) = 3
trigger2 = ((life<=333 || palno = [7,12]) && power >= 3000 && (p2dist x <= 60 || frontedgebodydist <80) ) = 0 

;U
[State -1]
type = ChangeState
value = 220
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = var(12) != 5
trigger1 = numhelper(4225) = 0 && numhelper(4200) = 0
trigger1 = stateno = 210 || stateno = 215 || stateno = 410
trigger1 = movehit

trigger2 = numhelper(4225) = 1
trigger2 = fvar(34) <= 100
trigger2 = stateno = 210 || stateno = 215 || stateno = 410
trigger2 = movehit

;----------------------------------------------------------------------
;statetype = A


;󒆎㗃
[State -1]
type = ChangeState
value = 1105
triggerall = RoundState = 2 && var(59)
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = statetype = A
triggerall = p2dist x > 0
trigger1 = stateno = 620 && movehit = 1
trigger1 = pos y + 12*vel y + 0.5*144*fvar(39) < 20 || p2bodydist x - 10*vel x > 60
trigger1 = !numhelper(4225) 

;󒆒U
[State -1]
type = ChangeState
value = 610
triggerall = RoundState = 2 && var(59)
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = statetype = A
trigger1 = fvar(34) <= 100
trigger1 = stateno = 102 || stateno = 111
trigger1 = p2bodydist x <= 10
trigger1 = p2dist x > 0
trigger1 = numhelper(4225)
trigger1 = helper(4225),numtarget(4225)
trigger1 = pos y + 19*vel y + 0.5*361*fvar(39) < -5
trigger2 = numhelper(4225) = 0
trigger2 = stateno = 600
trigger2 = movehit

;󒆋U
[State -1]
type = ChangeState
value = 620
triggerall = RoundState = 2 && var(59)
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = statetype = A
trigger1 = fvar(34) <= 100
trigger1 = stateno = 102 || stateno = 111
trigger1 = numhelper(4225)
trigger1 = p2bodydist x <= 10
trigger1 = helper(4225),numtarget(4225)
trigger1 = pos y + 19*vel y + 0.5*361*fvar(39) >= -5 && pos y + 10*vel y + 0.5*100*fvar(39) < -5 || p2dist x < 0
trigger2 = fvar(34) <= 100
trigger2 = stateno = 610 && movehit
trigger2 = prevstateno = 102 || prevstateno = 111
trigger3 = !numhelper(4225)
trigger3 = stateno = 610
trigger3 = movehit > 4 || movehit && pos y + 21*vel y + 0.5*441*fvar(39) > 20


;󒆃_bV
[State -1]
type = ChangeState
value = 110
triggerall = RoundState = 2 && var(59)
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = statetype = A
triggerall = Var(2) = 0
triggerall = Pos Y <= -30
triggerall = ctrl
trigger1 = stateno = 102
trigger1 = fvar(34) > 100
trigger1 = p2dist x > 0
trigger1 = numhelper(4225)
trigger1 = helper(4225),numtarget(4225)
trigger1 = enemynear(var(58)),statetype != C || p2bodydist x > 60
trigger2 = enemynear(var(58)),statetype = A && enemynear(var(58)),stateno = [9010,9011]
trigger2 = enemynear(var(58)),time < 5
trigger2 = p2bodydist x > 100
trigger2 = random < 200
;______________________________________________________________________

;K[h̑
;______________________________________________________________________
[state -1];ɑ΂Čł܂Ȃ悤
type = assertspecial
trigger1 = var(59)
trigger1 = enemynear(var(58)),stateno = [800,805]
flag = NoStandGuard
flag2 = NoCrouchGuard
ignorehitpause = 1

;CX^g`[W
[State -1]
type = ChangeState
value = 900
triggerall = RoundState = 2 
triggerall = var(8) = 1 || Var(7) >= 200
triggerall = var(7) >= 0
triggerall = var(59) > 0
trigger1 = stateno = [1400,1402]
trigger1 = animelemtime(7) >= 0 && animelemtime(9)<0 
trigger1 = inguarddist || !var(8) && var(7) <= 250 && random <= 250
trigger2 = stateno = 220 || stateno = 232
trigger2 = movecontact || movereversed && var(28)
trigger2 = p2movetype != H
trigger2 = inguarddist
trigger2 = animtime < -3
trigger2 = !var(8) || var(7) < 150 || life < 0.4*lifemax
trigger2 = enemynear(var(58)),time >= 60*fvar(28)

[state -3,e-1]
type=changestate
value=41 + random%3
triggerall = var(59)>0&&roundstate=2
triggerall = statetype!=A
triggerall = ctrl || stateno = 52
triggerall = enemynear(var(58)),time>=60*fvar(28) ||  random <= 50 || fvar(31) > 2.00
triggerall = enemynear(var(58)),p2dist x > 0

trigger1 = enemynear(var(58)),hitdefattr=SC,NT,ST,HT
trigger1 = p2bodydist X < 80

trigger2 = enemynear(var(58)),stateno = [800,805]

trigger3 = numhelper(20000)>0
trigger3 = helper(20000),var(1)!=0
trigger3 = enemynear(var(58)),stateno = helper(20000),var(1)
trigger3 = enemynear(var(58)),hitdefattr = SC,AT || enemynear(var(58)),time < 0.7*(enemynear(var(58)),time - enemynear(var(58)),animtime)

trigger4 = numhelper(20000)>0
trigger4 = helper(20000),var(2)!=0
trigger4 = enemynear(var(58)),stateno = helper(20000),var(2)
trigger4 = enemynear(var(58)),hitdefattr = SC,AT || enemynear(var(58)),time < 0.7*(enemynear(var(58)),time - enemynear(var(58)),animtime)

trigger5 = numhelper(20000)>0
trigger5 = helper(20000),var(3)!=0
trigger5 = enemynear(var(58)),stateno = helper(20000),var(3)
trigger5 = enemynear(var(58)),hitdefattr = SC,AT || enemynear(var(58)),time < 0.7*(enemynear(var(58)),time - enemynear(var(58)),animtime)

trigger6 = 0;numhelper(20000) > 0
trigger6 = random < 50*helper(20000),var(9)
trigger6 = p2bodydist x - enemynear(var(58)),vel x< 50
trigger6 = enemynear(var(58)),ctrl
trigger6 = enemynear(var(58)),statetype !=A


[state -3,e-1]
type=changestate
value=41 + 2*(p2bodydist x <= 150)*(backedgebodydist > 40)
triggerall = var(59)>0&&roundstate=2
triggerall = statetype!=A
triggerall = ctrl
triggerall = p2dist x > 0
triggerall = inguarddist
trigger1 = fvar(31) > 2.2
trigger1 = enemynear(var(58)),movetype != A || enemynear(var(58)),statetype = A || p2bodydist x > 150 || (enemynear(var(58)),ctrl = 0 && random <=100)
trigger1 = !(enemynear(var(58)),hitdefattr = SC,AA,HP) && !(enemynear(var(58)),hitdefattr = A,AA,HP)
trigger1 = enemynear(var(58)),numhelper>helper(20000),var(8)|| enemynear(var(58)),numproj > 0
trigger1 = random <=100
trigger2 = random < 10
trigger2 = numhelper(20000)*numhelper(20004)
trigger2 = helper(20004),inguarddist
trigger2 = enemynear(var(58)),numproj > 0 || enemynear(var(58)),numhelper>helper(20000),var(8)
trigger2 = p2bodydist x > 120
trigger2 = enemynear(var(58)),movetype != H && enemynear(var(58)),statetype != L
trigger3 = p2bodydist x <= 80
trigger3 = prevstateno = [150,155]
trigger3 = p2statetype != A
trigger3 = fvar(33) < 25
trigger3 = enemynear(var(58)),time <= 1
trigger3 = enemynear(var(58)),stateno < 2000
trigger3 = random <= 150

;_bV
[State -1]
type = ChangeState
value = 100
triggerall =roundstate = 2 && var(59)
triggerall = statetype != A
trigger1 = ctrl 
trigger1 = enemynear(var(58)),animtime=[-55,-40]
trigger1 = enemynear(var(58)),ctrl=0
trigger1 = enemynear(var(58)),name = "UNKNOWN" && enemynear(var(58)),authorname = "hanma"
trigger1 = enemynear(var(58)),stateno = [3100,3160]

;󒆃_bV
[State -1]
type = ChangeState
value = 110
triggerall = statetype = A && var(59) && roundstate = 2
triggerall = Var(2) = 0
triggerall = Pos Y <= -30
triggerall = ctrl
trigger1 = enemynear(var(58)),hitdefattr = SC,AT
trigger1 = pos y > -120 && vel y >= 0
trigger1 = fvar(33) <= 100

trigger2 = ctrl 
trigger2 = enemynear(var(58)),animtime=[-50,-45]
trigger2 = enemynear(var(58)),ctrl=0
trigger2 = enemynear(var(58)),name = "UNKNOWN" && enemynear(var(58)),authorname = "hanma"
trigger2 = enemynear(var(58)),stateno = [3100,3160]

trigger3 = enemynear(var(58)),hitdefattr = A,AT
trigger3 = frontedgebodydist > 30
trigger3 = enemynear(var(58)),p2dist x*enemynear(var(58)),vel x > 0
trigger3 = p2dist x < 0

trigger4 = enemynear(var(58)),numproj > 0 || enemynear(var(58)),numhelper > helper(20000),var(8)
trigger4 = pos y < -160
trigger4 = p2bodydist x > 130 || enemynear(var(58)),ctrl = 0 && p2bodydist x > 100
trigger4 = enemynear(var(58)),movetype != H && enemynear(var(58)),statetype != L

;󒆃Wv
[State -1]
type = ChangeState
value = 45
triggerall = statetype = A
triggerall = var(59)>0 && roundstate = 2
triggerall = var(46) = 0
triggerall = var(47) = 0
triggerall = Var(2) = 0
triggerall = ctrl
triggerall = enemynear(var(58)),movetype != H && enemynear(var(58)),statetype != L
trigger1 = numhelper(20000) * numhelper(20003) * numhelper(20004)
trigger1 = enemynear(var(58)),numproj > 0 || enemynear(var(58)),numhelper > helper(20000),var(8)
trigger1 = helper(20004),inguarddist && helper(20003),inguarddist = 0
trigger1 = pos y < -70
trigger1 = random < 200
trigger1 = enemynear(var(58)),vel x = [-0.5,0.5]

trigger2 = enemynear(var(58)),statetype != A
trigger2 = enemynear(var(58)),movetype = A
trigger2 = enemynear(var(58)),p2dist x > 0 && p2bodydist x < 140
trigger2 = enemynear(var(58)),time < -enemynear(var(58)),animtime
trigger2 = pos y + 6*vel y + 18*fvar(39) < -5
trigger2 = random <= 60 || enemynear(var(58)),time <= 1 && 60*fvar(28) <= 1 
trigger2 = vel y > -1

;󒆃obN_bV
[State -1]
type = ChangeState
value = 115
triggerall = statetype = A && var(59) && roundstate = 2
triggerall = Var(2) = 0
triggerall = Pos Y <= -30
triggerall = ctrl
trigger1 = enemynear(var(58)),hitdefattr = SC,AT
trigger1 = pos y > -120 && vel y >= 0
trigger1 = 0
trigger2 = enemynear(var(58)),hitdefattr = A,AT
trigger2 = backedgebodydist > 30
trigger2 = enemynear(var(58)),p2dist x*enemynear(var(58)),vel x > 0
trigger2 = p2dist x >= 0

[State -1, e-2]
Type = ChangeState
Value = 120
triggerall = var(59) > 0
triggerall = random < 16*var(59)**3
triggerall = var(59) >= 3
triggerall = roundstate = 2
triggerall = stateno != 120 || statetype != S && time >= 1
triggerall = ctrl&&statetype !=A
triggerall = (enemynear(var(58)),hitdefattr =,NT,ST,HT)=0
triggerall = p2stateno != [800,805]
trigger1 = numhelper(20004)&&numhelper(20003)
trigger1 = iNguarddist||(helper(20004),iNguarddist && enemy,name!="saya")||(helper(20003),inguarddist)
trigger2 = numhelper(20000)
trigger2 = helper(20000),var(30)


[State -1, e-3]
Type = ChangeState
Value = 132
triggerall = var(59) = [1,10]
triggerall = ctrl && statetype = A&&var(25)=0
triggerall = InGuardDist
triggerall = var(59)>=3
trigger1 = (enemynear(var(58)),hitdefattr=A,AA)||(enemynear(var(58)),hitdefattr=S,AA)
trigger2 = enemynear(var(58)),numhelper > helper(20000),var(8) || enemynear(var(58)),numproj > 0



;______________________________________________________________________

;NU enemynear(var(58)),statetype = L &&  enemynear(var(58)),stateno = [5100,5120]
;______________________________________________________________________
;Wv
[State -1,f-1]
type = ChangeState
value = 41
triggerall = RoundState = 2&&var(59) > 0
triggerall = statetype != A
triggerall = p2dist x > 0
triggerall = enemynear(var(58)),statetype = L && enemynear(var(58)),vel x =[-3,3]
triggerall = ctrl
triggerall = palno = [1,6]
triggerall = (enemynear(var(58)),backedgebodydist > 20 && facing != enemynear(var(58)),facing)||(enemynear(var(58)),frontedgebodydist > 20 && facing = enemynear(var(58)),facing)

trigger1 = p2bodydist x <= 30
trigger1 = enemynear(var(58)),stateno = [5100,5101]

;_bV
[State -1,f-2]
type = ChangeState
value = 100
triggerall = RoundState = 2&&var(59) > 0
triggerall = statetype != A
triggerall = p2dist x > 0
triggerall = palno = [1,6]
triggerall = enemynear(var(58)),statetype = L  && enemynear(var(58)),vel x = [-3,3]
triggerall = (enemynear(var(58)),backedgebodydist > 20 && facing != enemynear(var(58)),facing)||(enemynear(var(58)),frontedgebodydist > 20 && facing = enemynear(var(58)),facing)

trigger1 = p2bodydist x = [31,65]
trigger1 = enemynear(var(58)),stateno = [5100,5101]
trigger1 = ctrl
trigger1 = random <= 1000 - 200*helper(20000),var(9)**1.5


;㉝l
[State -1,f-3]
type = ChangeState
value = 3230
triggerall = RoundState = 2 && var(59) > 0
triggerall = var(1) = 1
triggerall = var(36) > 0
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = L
trigger1 = ctrl
trigger1 = numhelper(4000)
trigger1 = abs(helper(4000),pos x - enemynear(var(58)),pos x) < 105
trigger1 = enemynear(var(58)),stateno = 5120 && enemynear(var(58)),animtime = [-30,-27]

;ႪݎU
[State -1]
type = ChangeState
value = 400
triggerall = RoundState = 2 && var(59) > 0
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = L
triggerall = ctrl
trigger1 = enemynear(var(58)),stateno = 5120 && enemynear(var(58)),vel x = 0
trigger1 = p2bodydist x < 20
trigger1 = enemynear(var(58)),animtime >= -1
trigger2 = enemynear(var(58)),stateno  = 5110 && enemynear(var(58)),vel x = 0
trigger2 = p2bodydist x <= 50
trigger2 = enemynear(var(58)),time = [3,8]
trigger2 = random <= 100

;ႪݒU
[State -1]
type = ChangeState
value = 410
triggerall = RoundState = 2 && var(59) > 0
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = L
triggerall = ctrl
triggerall = random <= 120
trigger1 = enemynear(var(58)),stateno = 5120 && enemynear(var(58)),vel x = 0
trigger1 = p2bodydist x < 45
trigger1 = enemynear(var(58)),animtime = [-12,-5]


;NbV
[State -1]
type = ChangeState
value = 230
triggerall = RoundState = 2 && var(59) > 0
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = L
triggerall = random <= 200
trigger1 = ctrl
trigger1 = enemynear(var(58)),stateno = 5120 && enemynear(var(58)),vel x = 0
trigger1 = p2bodydist x = [40,80]
trigger1 = enemynear(var(58)),animtime = [-22,-21]
trigger2 = stateno = 410 && animtime = 0
trigger2 = enemynear(var(58)),stateno = 5120
trigger2 = enemynear(var(58)),vel x = 0
trigger2 = enemynear(var(58)),animtime = [-22,-16]
trigger2 = p2bodydist x <= 50

;ȉ
;
[State -1,f-4]
type = ChangeState
value = 3200
triggerall = RoundState = 2&&var(59) > 0
triggerall = Power >= 1000
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = L && enemynear(var(58)),stateno <= 5110
triggerall = p2bodydist x > 90
triggerall = palno = [1,6]
triggerall = random >= 400+550*var(36) || power>=3000 && life > 650
triggerall = !inguarddist
trigger1 = ctrl
trigger1 = var(36) < 2
trigger1 = (var(36) > 0 && life <= 333) = 0
trigger1 = teammode = single || teammode = turns && life > 250 || teammode = simul

;sK̉
[State -1,f-5]
type = ChangeState
value = 1305
triggerall = RoundState = 2&&var(59) > 0
triggerall = numhelper(1352) = 0&& numhelper(1353) = 0
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = L && enemynear(var(58)),stateno <= 5110
triggerall = palno = [1,6]
triggerall = !inguarddist
trigger1 = ctrl
trigger1 = p2bodydist x >=100
trigger1 = numhelper(1351) = 0

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

;󒆃Wv
[State -1,f-6]
type = ChangeState
value = 45
triggerall = RoundState = 2&&var(59) > 0
triggerall = statetype = A
triggerall = (p2dist x - 2*vel x= [-20,-6]) || (random<=200 && p2dist x - 2*vel x= [-5,5])
triggerall = enemynear(var(58)),statetype = L &&  enemynear(var(58)),stateno = [5100,5120]
triggerall = var(46) = 0
triggerall = var(47) = 0
triggerall = Var(2) = 0
triggerall = ctrl

trigger1 = enemynear(var(58)),alive = 1

;󒆋U
[State -1,f-7]
type = ChangeState
value = 620
triggerall = RoundState = 2&&var(59) > 0
triggerall = statetype = A
triggerall = enemynear(var(58)),statetype = L && enemynear(var(58)),vel x = 0 && enemynear(var(58)),stateno = 5120
triggerall = p2dist x = [-70,70]
triggerall = ctrl
triggerall = vel y > 1 || pos y > -50
trigger1 = enemynear(var(58)),animtime >= -7
trigger2 = pos y + 10*vel y + 0.5*100*fvar(38) > 0

;______________________________________________________________________
;
;󂯐g
;______________________________________________________________________
;󒆃obN_bV
[State -1];󂯐g苑ہil[h͎󂯐g肵Ȃj
type = ChangeState
value = 115
triggerall = statetype = A && var(59) && roundstate = 2
triggerall = Var(2) = 0
triggerall = Pos Y <= -30
triggerall = palno = [7,12]
triggerall = enemynear(var(58)),movetype = H 
triggerall = enemynear(var(58)),statetype = A || enemynear(var(58)),statetype = L
trigger1 = stateno = 600 && movehit = 1
trigger1 = fvar(34) <= 100
trigger1 = var(56) < 6
trigger2 = stateno = 620 && movehit = 1
trigger2 = fvar(34) <= 100
trigger2 = fvar(1) < 0.4
trigger2 = fvar(1) < 0.3 || vel y > -1

;U4F
[State -1,]
type = ChangeState
value = 200
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = p2bodydist X < 30 || (fvar(34) <= 100 && frontedgebodydist < 70)
triggerall = enemynear(var(58)),statetype = A
triggerall = statetype != A
triggerall = ctrl
triggerall = p2bodydist x + 5*facing*enemynear(var(58)),facing*(enemynear(var(58)),vel x)*(enemynear(var(58)),backedgebodydist >10)*(enemynear(var(58)),frontedgebodydist>10)<30
triggerall = enemynear(var(58)),pos y > - 40
triggerall = var(45)
trigger1 = (enemynear(var(58)),animtime =[-4,0])||enemynear(var(58)),time >= 11
trigger1 = enemynear(var(58)),stateno = 5210
trigger2 = (enemynear(var(58)),animtime =[-4,0])||enemynear(var(58)),time >= 11
trigger2 = enemynear(var(58)),stateno = [5211,5219]

;VÑm|
[State -1]
type = ChangeState
value = 2200
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = palno >= 7
triggerall = enemynear(var(58)),statetype = A
triggerall = statetype != A
triggerall = ctrl
triggerall = p2bodydist x > 60 || fvar(34) > 100
triggerall = p2bodydist y = [-50,70]
triggerall = enemynear(var(58)),pos y > - 80
triggerall = var(45)
trigger1 = enemynear(var(58)),stateno = [5210,5219]
trigger2 = numhelper(2310)
trigger2 = helper(2310),movehit
trigger2 = enemynear(var(58)),movetype = H

;󒆓
[State -1]
type = ChangeState
value = 850
triggerall = roundstate = 2 && var(59)>0
triggerall = enemynear(var(58)),statetype  = A
triggerall = statetype = A && ctrl
triggerall = enemynear(var(58)),movetype != H 
triggerall = P2bodyDist X <= 10 && p2dist x > 0
triggerall = P2Dist Y = [-20,30]
triggerall = var(45) = 1
triggerall = pos Y < -30
trigger1 = (enemynear(var(58)),animtime =[-1,0])||enemynear(var(58)),time >=14
trigger1 = enemynear(var(58)),stateno = 5210
trigger2 = (enemynear(var(58)),animtime =[-1,0])||enemynear(var(58)),time >= 10
trigger2 = enemynear(var(58)),stateno = [5211,5219]
trigger3 = enemynear(var(58)),ctrl = 1


;󒆋U
[State -1,f-7]
type = ChangeState
value = 620
triggerall = RoundState = 2&&var(59) > 0
triggerall = statetype = A 
triggerall = ctrl ||(stateno = 610&&movecontact)||(stateno = 600&&movecontact)
triggerall = enemynear(var(58)),statetype =A 
triggerall = var(45) = 1
triggerall = pos y + 10*vel y + 0.5*100*fvar(39) < 0
triggerall = p2bodydist x- 10*(vel x)*(frontedgebodydist >70) + 10*facing*enemynear(var(58)),facing*(enemynear(var(58)),vel x)*(enemynear(var(58)),backedgebodydist >10)*(enemynear(var(58)),frontedgebodydist>10)<80
triggerall = p2bodydist y = [-50,100]
triggerall = enemynear(var(58)),pos y < -20
trigger1 = (enemynear(var(58)),animtime =[-9,0])||enemynear(var(58)),time = [6,9]
trigger1 = enemynear(var(58)),stateno = 5210
trigger2 = (enemynear(var(58)),animtime =[-9,0])||enemynear(var(58)),time >= 5
trigger2 = enemynear(var(58)),stateno = [5211,5219]



























;______________________________________________________________________

;nł enemynear(var(58)),statetype != A && moveguarded && enemynear(var(58)),stateno = [120,155]
;______________________________________________________________________
;̎𖞂ŃW[Xłߒ̍s

;ǂZ
[State -1]
type = ChangeState
value = 1200
triggerall = NumHelper(1210)!
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype != A && ctrl
triggerall = numhelper(20000)
triggerall = helper(20000),var(0) = 1
triggerall = frontedgebodydist <= 80 || p2dist x= [45,65]
trigger1 = numhelper(4200)
trigger1 = helper(4200),stateno = 4210
trigger1 = helper(4200),time <= 95
trigger1 = random <= 150

;ǂZ
[State -1]
type = ChangeState
value = 1201
triggerall = NumHelper(1220)!
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype != A && ctrl
triggerall = numhelper(20000)
triggerall = helper(20000),var(0) = 1
triggerall = frontedgebodydist <= 80 || p2dist x= [45,65]
trigger1 = numhelper(4200)
trigger1 = helper(4200),stateno = 4210
trigger1 = helper(4200),time <= 95
trigger1 = random <= 150

;sK̉
[State -1]
type = ChangeState
value = 1305
triggerall = numhelper(1352) = 0&& numhelper(1353) = 0
triggerall = RoundState = 2&&var(59) > 0
triggerall = statetype != A && ctrl
triggerall = numhelper(20000)
triggerall = helper(20000),var(0) = 1
triggerall = frontedgebodydist <= 80 || p2dist x= [45,65]
triggerall = numhelper(4200)
triggerall = helper(4200),stateno = 4210
triggerall = helper(4200),time <= 90
triggerall = enemynear(var(58)),backedgebodydist > 130
trigger1 = random <= 200 
trigger1 = helper(4200),time >= 85
trigger2 = numhelper(1351)
trigger2 = abs(helper(1351),pos x - enemynear(var(58)),pos x) <= 50

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

;㉝l
[State -1]
type = ChangeState
value = 3230
triggerall = RoundState = 2 && var(59)>0
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno = [120,155]
triggerall = var(1) = 1
triggerall = var(36) > 0
triggerall = statetype != A
trigger1 = numhelper(4000)
trigger1 = abs(helper(4000),pos x - enemynear(var(58)),pos x) =[20,105]
trigger1 = stateno = 220 || stateno = 215 || stateno = 410 || stateno = 400
trigger1 = moveguarded = 1
trigger1 = (power>=3000 &&( life<= 333|| palno >=7) )|| random <= 100

;
[State -1]
type = ChangeState
value = 1120
triggerall = RoundState = 2 && var(59) > 0
triggerall = var(8) = 1
triggerall = statetype != A
triggerall = palno = [1,6]
triggerall = stateno = 200 || stateno = 210 || stateno = 215 || stateno = 410 || stateno = 400
triggerall = moveguarded
trigger1 = var(7) >=0&&random <= 100 || var(7) <= 50
trigger1 = enemynear(var(58)),movetype = A
trigger1 = inguarddist
trigger1 = enemynear(var(58)),time >= ceil(60*fvar(28)) || random <= 100

;A^bN
[State -1]
type = ChangeState
value = 1402
triggerall = RoundState = 2&&var(59)
triggerall = var(1) = 1
triggerall = var(8) = 1 || Var(7) >= 200
triggerall = var(7) >= 0
triggerall = var(36) = 0
triggerall = statetype != A
trigger1 = stateno = 220 || stateno = 215
trigger1 = movecontact = [1,2]
trigger1 = p2movetype != H || p2stateno = [120,155]
trigger1 = var(7) <= 100
trigger1 = random < 200

;Wv
[State -1]
type = ChangeState
value = 41
triggerall = statetype != A
triggerall = var(59)>0&&roundstate = 2
triggerall = palno <= 6
trigger1 = stateno = 410 
trigger1 = moveguarded|| movereversed > 1 && var(28) || movehit && enemynear(var(58)),movetype!= H
trigger1 = fvar(34) <= 100 || fvar(33) <= 100 || (p2bodydist x <= 40 && moveguarded = [2,3])
trigger1 = random <= 250
trigger2 = stateno = 200 || stateno = 210 || stateno = 215 || stateno = 410
trigger2 = moveguarded || movereversed > 1 && var(28)|| movehit && enemynear(var(58)),movetype!= H
trigger2 = enemynear(var(58)),movetype = A
trigger2 = inguarddist
trigger2 = enemynear(var(58)),time >= ceil(60*fvar(28)) || random <= 100

;ႪݎU
[State -1]
type = ChangeState
value = 400
triggerall = RoundState = 2&&var(59) > 0
triggerall = enemynear(var(58)),statetype != A &&  enemynear(var(58)),stateno = [120,155]
triggerall = statetype != A
triggerall = numhelper(20000)
triggerall = helper(20000),var(0) = 0
triggerall = p2dist x> 0
trigger1 = numhelper(4200)
trigger1 = random <= 50
trigger1 = helper(4200),stateno = 4210 && helper(4200),numtarget(4210)>0
trigger1 = ctrl
trigger1 = helper(4200),time <= 104
trigger1 = p2bodydist x <= 30 
trigger2 = stateno = 200 || stateno = 400
trigger2 = moveguarded%2 = 1 || movereversed%2 = 1 && var(28)
trigger2 = p2bodydist x <= 18
trigger2 = random <= 400

;ႪݒU
[State -1]
type = ChangeState
value = 410
triggerall = RoundState = 2&&var(59) > 0
triggerall = enemynear(var(58)),statetype != A &&  enemynear(var(58)),stateno = [120,155]
triggerall = statetype != A
triggerall = numhelper(20000)
triggerall = helper(20000),var(0) = 0
triggerall = p2dist x> 0
trigger1 = numhelper(4200)
trigger1 = random <= 100
trigger1 = helper(4200),stateno = 4210 && helper(4200),numtarget(4210)>0
trigger1 = ctrl
trigger1 = helper(4200),time <= 104
trigger1 = p2bodydist x <= 30 
trigger2 = stateno = 200 || stateno = 400
trigger2 = moveguarded = 1
trigger2 = p2bodydist x <= 25
trigger2 = random <= 400


;NbV
[State -1]
type = ChangeState
value = 230
triggerall = RoundState = 2&&var(59) > 0
triggerall = enemynear(var(58)),statetype != A &&  enemynear(var(58)),stateno = [120,155]
triggerall = statetype != A
triggerall = numhelper(20000)
triggerall = helper(20000),var(0) = 0
trigger1 = numhelper(4200)
trigger1 = random <= 120
trigger1 = helper(4200),stateno = 4210 && helper(4200),numtarget(4210)>0
trigger1 = ctrl
trigger1 = helper(4200),time <= 100
trigger1 = p2bodydist x <= 70 && enemynear(var(58)),statetype = C
trigger2 = (stateno = [200,215]) || stateno = [400,410]
trigger2 = moveguarded = 1
trigger2 = enemynear(var(58)),statetype = C
trigger2 = random <= 300


;U
[State -1]
type = ChangeState
value = 215
triggerall = RoundState = 2&&var(59) > 0
triggerall = enemynear(var(58)),statetype != A &&  enemynear(var(58)),stateno = [120,155]
triggerall = statetype != A
triggerall = p2bodydist x > 50
triggerall = numhelper(20000)
triggerall = helper(20000),var(0) = 0
trigger1 = numhelper(4200)
trigger1 = random <= 120
trigger1 = helper(4200),stateno = 4210 && helper(4200),numtarget(4210)>0
trigger1 = ctrl
trigger1 = helper(4200),time <= 100
trigger1 = p2bodydist x = [50,70]
trigger2 = stateno = 410
trigger2 = moveguarded = 1
trigger2 = random <= 300

;-----------------
;statetype = A

;󒆃_bV
[State -1]
type = ChangeState
value = 110
triggerall = statetype = A && var(59) && roundstate = 2
triggerall = Var(2) = 0
triggerall = Pos Y <= -20
triggerall = enemynear(var(58)),statetype != A
trigger1 = p2dist x > 0
trigger1 = stateno = 610 && movecontact
trigger1 = vel y <= 0 

;󒆎U
[State -1]
type = ChangeState
value = 600
triggerall = RoundState = 2 && var(59)
triggerall = statetype = A
triggerall = enemynear(var(58)),statetype != A || p2bodydist y = [-10,90]
triggerall = enemynear(var(58)),movetype != H || enemynear(var(58)),stateno = [120,155]
triggerall = pos y + 9*vel y + 0.5*81*fvar(39)<0
trigger1 = ctrl && var(2) != 0
trigger1 = pos y + 14*vel y + 0.5*196*fvar(39) < 0
trigger1 = pos y + 21*vel y + 0.5*441*fvar(39) > 0
trigger1 = p2bodydist x - 5*vel x <= 35
trigger1 = enemynear(var(58)),stateno = [120,155]
trigger2 = stateno = 600 
trigger2 = moveguarded || var(28) && movereversed > 1
trigger2 = pos y + 9*vel y + 0.5*81*fvar(39) > 0
 
;󒆒U
[State -1]
type = ChangeState
value = 610
triggerall = RoundState = 2 && var(59)
triggerall = statetype = A
triggerall = enemynear(var(58)),statetype != A || p2bodydist y = [-10,90]
triggerall = pos y + 9*vel y + 0.5*81*fvar(39)<0
triggerall = enemynear(var(58)),movetype != H || enemynear(var(58)),stateno = [120,155]
trigger1 = ctrl && enemynear(var(58)),ctrl = 0
trigger1 = p2bodydist x - 9*vel x<= 45
trigger1 = enemynear(var(58)),stateno = [120,155]
trigger2 = stateno = 600
trigger2 = movecontact || var(28) && movereversed > 1
trigger2 = pos y + 12*vel y + 0.5*144*fvar(39) >= -5

;󒆋U
[State -1]
type = ChangeState
value = 620
triggerall = RoundState = 2 && var(59)
triggerall = statetype = A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),movetype != H || enemynear(var(58)),stateno = [120,155]
trigger1 = pos y + 12*vel y + 0.5*144*fvar(39) < -5
trigger1 = stateno = 600
trigger1 = movecontact || var(28) && movereversed > 1
trigger1 = vel y > 0 
trigger2 = stateno = 610
trigger2 = movecontact || var(28) && movereversed > 1
trigger2 = vel y > 0
trigger2 = pos y + 12*vel y + 0.5*144*fvar(39) > 0 || movecontact > 3 || movereversed


;______________________________________________________________________

;󒆌ł enemynear(var(58)),statetype = A && moveguarded && enemynear(var(58)),stateno = [120,155]
;______________________________________________________________________
;-----------------
;statetype = A

;󒆃_bV
[State -1]
type = ChangeState
value = 110
triggerall = Var(2) = 0
triggerall = Pos Y <= -20
triggerall = RoundState = 2 && var(59)
triggerall = statetype = A
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),stateno = [120,155]
trigger1 = p2dist x > 0
trigger1 = stateno = 620
trigger1 = moveguarded

;󒆎U
[State -1]
type = ChangeState
value = 600
triggerall = RoundState = 2 && var(59)
triggerall = statetype = A
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),stateno = [120,155]
trigger1 = stateno = 600
trigger1 = moveguarded
trigger1 = p2bodydist y + 6*(enemynear(var(58)),vel y - vel y) + 0.5*36*(fvar(38) - fvar(39)) = [-20,60]
trigger1 = p2bodydist x - 6*vel y + 6*enemynear(var(58)),facing*facing*enemynear(var(58)),vel x <= 50
trigger1 = random <= 300
 
;󒆒U
[State -1]
type = ChangeState
value = 610
triggerall = RoundState = 2 && var(59)
triggerall = statetype = A
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),stateno = [120,155]
triggerall = pos y + 9*vel y + 0.5*81*fvar(39) < 20
trigger1 = stateno = 600
trigger1 = moveguarded
trigger1 = p2bodydist y + 9*(enemynear(var(58)),vel y - vel y) + 0.5*81*(fvar(38) - fvar(39)) >= 50
trigger1 = p2bodydist x - 9*vel y + 81*enemynear(var(58)),facing*facing*enemynear(var(58)),vel x <= 55
trigger1 = random <= 350

;󒆋U
[State -1]
type = null;ChangeState
value = 620
triggerall = RoundState = 2 && var(59)
triggerall = statetype = A
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),stateno = [120,155]
triggerall = pos y + 9*vel y + 0.5*81*fvar(39) < 20
trigger1 = stateno = 600
trigger1 = moveguarded
trigger1 = p2bodydist y + 9*(enemynear(var(58)),vel y - vel y) + 0.5*81*(fvar(38) - fvar(39)) >= 50
trigger1 = p2bodydist x - 9*vel y + 81*enemynear(var(58)),facing*facing*enemynear(var(58)),vel x <= 55
trigger1 = random <= 350
;______________________________________________________________________
;
;󒆃u,RCׂ
;______________________________________________________________________
[state -3]
type = changestate
value = 200
triggerall = roundstate = 2 && var(59) > 0
triggerall = statetype != A && statetype != L
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype != H
trigger1 = stateno = 200 
trigger1 = movecontact || var(28) && movereversed > 1






;______________________________________________________________________

;Zӂ
;______________________________________________________________________


;U
[State -1,60]
type = changestate
value = 400
triggerall = RoundState = 2
triggerall = stateno != 101
triggerall = var(59)>0
triggerall = statetype != A
triggerall = ctrl || stateno = 120 && prevstateno = [160,161]
triggerall = enemynear(var(58)),stateno != [5200,5205]
triggerall = !inguarddist
triggerall = enemynear(var(58)),movetype != H ||enemynear(var(58)),ctrl = 1 || enemynear(var(58)),stateno = [120,155]
triggerall = enemynear(var(58)),statetype != L
triggerall = fvar(20) = [0,11]
triggerall = p2dist x > 0
triggerall = numhelper(20000)
triggerall = helper(20000),var(0) = 0
triggerall = random <= 200
triggerall = prevstateno != 400 || time > 5
trigger1 = prevstateno != 5120
trigger1 = p2bodydist x<= 15
trigger1 = enemynear(var(58)),statetype != A && !(enemynear(var(58)),hitdefattr = SCA,AA,AT,AP)
trigger1 = enemynear(var(58)),movetype != A || enemynear(var(58)),time <= 2

;ႪݒU
[State -1,68-1]
type = ChangeState
value = 410
triggerall = (var(59)>0)&&roundstate=2
triggerall = statetype != A
triggerall = ctrl || stateno = 120 && prevstateno = [160,161]
triggerall = p2statetype != L
TriggerAll = !InGuardDist
triggerall = prevstateno != 5120
triggerall = stateno !=101
triggerall = enemynear(var(58)),stateno != [5200,5205]
triggerall = p2dist x > 0
trigger1 = ceil(p2bodydist x + 7*(enemynear(var(58)),facing)*(facing)*enemynear(var(58)),vel x)=[17,50]
trigger1 = enemynear(var(58)),statetype!=A
trigger1 = enemynear(var(58)),movetype != A || prevstateno = [160,162]
trigger1 = enemynear(var(58)),ctrl = 1 || enemynear(var(58)),stateno!=[120,155]
trigger1 = enemynear(var(58)),movetype!=H
trigger1 = random<55


;㑐Vmn
[State -1]
type = ChangeState
value = 2000
triggerall = RoundState = 2
triggerall = stateno != 101
triggerall = var(59)=[1,10]
triggerall = palno = [7,12]
triggerall = statetype != A
triggerall = ctrl || stateno = 120 && prevstateno = [160,161]
triggerall = enemynear(var(58)),stateno != [5200,5205]
triggerall = !inguarddist
triggerall = enemynear(var(58)),movetype != H || enemynear(var(58)),ctrl = 1 ||enemynear(var(58)),stateno = [120,155]
triggerall = enemynear(var(58)),statetype != L
triggerall = fvar(20) = [0,11]
triggerall = p2dist x > 0
triggerall = numhelper(20000)
triggerall = helper(20000),var(0) = 0
trigger1 = ceil(p2bodydist x + 17*facing*enemynear(var(58)),facing*enemynear(var(58)),vel x) = [80,230]
trigger1 = enemynear(var(58)),movetype != A
trigger1 = random <= 50
trigger1 = enemynear(var(58)),statetype != A && enemynear(var(58)),stateno != [35,50]
trigger2 = numenemy = 2
trigger2 = p2bodydist x = [80,230]
trigger2 = enemynear(var(58)),facing = facing
trigger2 = enemynear(var(58)),pos y >= -70
trigger2 = random <= 50

;U
[State -1,60]
type = changestate
value = 215
triggerall = RoundState = 2
triggerall = stateno != 101
triggerall = var(59)>0
triggerall = statetype != A
triggerall = ctrl || stateno = 120 && prevstateno = [160,161]
triggerall = enemynear(var(58)),stateno != [5200,5205]
triggerall = !inguarddist
triggerall = p2bodydist x > 50
triggerall = enemynear(var(58)),movetype != H || enemynear(var(58)),ctrl = 1 ||enemynear(var(58)),stateno = [120,155]
triggerall = enemynear(var(58)),statetype != L
triggerall = fvar(20) = [0,11]
triggerall = p2dist x > 0
triggerall = numhelper(20000)
triggerall = helper(20000),var(0) = 0
trigger1 = ceil(p2bodydist x + 9*facing*enemynear(var(58)),facing*enemynear(var(58)),vel x) <= 80
trigger1 = random <= 65
trigger1 = enemynear(var(58)),statetype != A

trigger2 = ceil(p2bodydist x + 9*facing*enemynear(var(58)),facing*enemynear(var(58)),vel x) <= 80
trigger2 = random <= 65
trigger2 = enemynear(var(58)),statetype = A
trigger2 = enemynear(var(58)),ctrl = 0 && enemynear(var(58)),stateno = [120,155]
trigger2 = enemynear(var(58)),pos y = [-50,-20]

;U
[State -1,60]
type = changestate
value = 220
triggerall = RoundState = 2
triggerall = stateno != 101
triggerall = var(59)=[1,10]
triggerall = statetype != A
triggerall = ctrl || stateno = 120 && prevstateno = [160,161]
triggerall = enemynear(var(58)),stateno != [5200,5205]
triggerall = !inguarddist
triggerall = enemynear(var(58)),movetype != H || enemynear(var(58)),ctrl = 1 ||enemynear(var(58)),stateno = [120,155]
triggerall = enemynear(var(58)),statetype != L
triggerall = fvar(20) = [0,11]
triggerall = p2dist x > 0
triggerall = numhelper(20000)
triggerall = helper(20000),var(0) = 0
trigger1 = ceil(p2bodydist x + 10*facing*enemynear(var(58)),facing*enemynear(var(58)),vel x) = [80,100]
trigger1 = enemynear(var(58)),movetype != A
trigger1 = random <= 20
trigger1 = enemynear(var(58)),statetype != A && enemynear(var(58)),stateno != [35,50]

;VOm
[State -1]
type = ChangeState
value = 2300
triggerall = RoundState = 2
triggerall = stateno != 101
triggerall = var(59)=[1,10]
triggerall = palno = [7,12]
triggerall = statetype != A
triggerall = ctrl || stateno = 120 && prevstateno = [160,161]
triggerall = enemynear(var(58)),stateno != [5200,5205]
triggerall = !inguarddist
triggerall = enemynear(var(58)),movetype != H || enemynear(var(58)),ctrl = 1 ||enemynear(var(58)),stateno = [120,155]
triggerall = enemynear(var(58)),statetype != L
triggerall = fvar(20) = [0,11]
triggerall = p2dist x > 0
triggerall = numhelper(20000)
triggerall = helper(20000),var(0) = 0
trigger1 = ceil(p2bodydist x + 17*facing*enemynear(var(58)),facing*enemynear(var(58)),vel x) = [70,120]
trigger1 = random <= 50
trigger1 = enemynear(var(58)),pos y >= -90


;VOm
[State -1]
type = ChangeState
value = 2301
triggerall = RoundState = 2
triggerall = stateno != 101
triggerall = var(59)=[1,10]
triggerall = palno = [7,12]
triggerall = statetype != A
triggerall = ctrl || stateno = 120 && prevstateno = [160,161]
triggerall = enemynear(var(58)),stateno != [5200,5205]
triggerall = !inguarddist
triggerall = enemynear(var(58)),movetype != H || enemynear(var(58)),ctrl = 1 ||enemynear(var(58)),stateno = [120,155]
triggerall = enemynear(var(58)),statetype != L
triggerall = fvar(20) = [0,11]
triggerall = p2dist x > 0
triggerall = numhelper(20000)
triggerall = helper(20000),var(0) = 0
trigger1 = ceil(p2bodydist x + 17*facing*enemynear(var(58)),facing*enemynear(var(58)),vel x) = [140,200]
trigger1 = random <= 30
trigger1 = enemynear(var(58)),pos y >= -90
trigger1 = frontedgebodydist > 100

;VOm
[State -1]
type = ChangeState
value = 2302
triggerall = RoundState = 2
triggerall = stateno != 101
triggerall = var(59)=[1,10]
triggerall = palno = [7,12]
triggerall = statetype != A
triggerall = ctrl || stateno = 120 && prevstateno = [160,161]
triggerall = enemynear(var(58)),stateno != [5200,5205]
triggerall = !inguarddist
triggerall = enemynear(var(58)),movetype != H || enemynear(var(58)),ctrl = 1 ||enemynear(var(58)),stateno = [120,155]
triggerall = enemynear(var(58)),statetype != L
triggerall = fvar(20) = [0,11]
triggerall = p2dist x > 0
triggerall = numhelper(20000) && numhelper(20004)
triggerall = helper(20000),var(0) = 0
trigger1 = ceil(p2bodydist x + 17*facing*enemynear(var(58)),facing*enemynear(var(58)),vel x) = [220,300]
trigger1 = random <= 50 || (enemynear(var(58)),animtime = [-25,-17]) && enemynear(var(58)),ctrl = 0 && random < 200
trigger1 = enemynear(var(58)),pos y >= -90
trigger1 = frontedgebodydist > 160

;΋H
;U
[State -1,60]
type = changestate
value = 200
triggerall = RoundState = 2
triggerall = stateno != 101
triggerall = var(59)=[1,10]
triggerall = statetype != A
triggerall = ctrl || stateno = 120 && prevstateno = [160,161]
triggerall = enemynear(var(58)),stateno != [5200,5205]
triggerall = enemynear(var(58)),statetype != L
triggerall = !inguarddist
triggerall = var(45) = 0 || enemynear(var(58)),stateno != [5210,5219]
trigger1 = numhelper(20003)>0
trigger1 = helper(20003),inguarddist=0 && palno <= 6||enemynear(var(58)),movetype!=A
trigger1 = enemynear(var(58)),statetype=A&&(enemynear(var(58)),movetype!=H|| enemynear(var(58)),stateno = [120,155])
trigger1 = (enemynear(var(58)),pos y + 5*fvar(13) + 0.5*25*fvar(38)=[-25,-5])||(fvar(13) = 0 && enemynear(var(58)),pos y > - 25)
trigger1 = ceil(p2bodydist x + 5*facing*enemynear(var(58)),facing*enemynear(var(58)),vel x) < 18 || fvar(34) <= 90


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

;-------------------
;^bOpԂ
;-------------------

;|egV[g!!
[State -1]
type = ChangeState
value = 3231
triggerall = RoundState = 2 && var(59)>0
triggerall = var(1) = 1
triggerall = var(36) > 0
triggerall = statetype != A
triggerall = ctrl || stateno = 120 && prevstateno = [160,161]
triggerall = var(52) = 1 && numenemy = 2
triggerall = (facing*(pos x - enemynear(0),pos x) < 0 && facing*(pos x - enemynear(1),pos x) < 0&& power > 1000 )
triggerall = random <= 30
trigger1 = abs(pos x - enemynear(0),pos x) > 100 
trigger1 = abs(pos x - enemynear(0),pos x) > 100
trigger1 = enemynear(0),statetype != L || enemynear(1),statetype != L



;t@CA[
[State -1]
type = ChangeState
value = 3002
triggerall = Power >= 3000
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype != A
triggerall = ctrl || stateno = 120 && prevstateno = [160,161]
triggerall = palno = [1,6]
triggerall = var(52) = 1 && numenemy = 2
triggerall =  (facing*(pos x - enemynear(0),pos x) < 0 && facing*(pos x - enemynear(1),pos x)<0)
triggerall = random <= 30
trigger1 = (abs(pos x - enemynear(1),pos x) > 100) && abs(pos x - enemynear(0),pos x) > 100
trigger1 = enemynear(0),statetype != L || enemynear(1),statetype != L

;t@CA[
[State -1]
type = ChangeState
value = 3001
triggerall = Power >= 2000
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype != A
triggerall = ctrl || stateno = 120 && prevstateno = [160,161]
triggerall = var(52) = 1 && numenemy = 2
triggerall =  (facing*(pos x - enemynear(0),pos x) < 0 && facing*(pos x - enemynear(1),pos x)<0)
triggerall = random <= 20
trigger1 = (enemynear(1),pos y > -70 && abs(pos x - enemynear(1),pos x) = [100,200]) && enemynear(0),pos y> -70&&abs(pos x - enemynear(0),pos x) = [100,200]
trigger1 = enemynear(0),statetype != L || enemynear(1),statetype != L

;オt@CA[
[State -1]
type = ChangeState
value = 3000
triggerall = Power >= 1000
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype != A
triggerall = ctrl || stateno = 120 && prevstateno = [160,161]
triggerall = var(52) = 1 && numenemy = 2
triggerall =  (facing*(pos x - enemynear(0),pos x) < 0 && facing*(pos x - enemynear(1),pos x)<0)
triggerall = random <= 20
trigger1 = (enemynear(1),pos y > -70 && abs(pos x - enemynear(1),pos x) = [100,200]) && enemynear(0),pos y> -70&&abs(pos x - enemynear(0),pos x) = [100,200]
trigger1 = enemynear(0),statetype != L || enemynear(1),statetype != L

;------------------
;l[hp
;------------------
;VÑm|
[State -1]
type = ChangeState
value = 2200
triggerall = RoundState = 2 && var(59)
triggerall = palno = [7,12]
triggerall = statetype != A
triggerall = ctrl || stateno = 120 && prevstateno = [160,161]
triggerall = enemynear(var(58)),movetype != H || enemynear(var(58)),stateno = [120,155]
triggerall = fvar(34) > 100
triggerall = random <= 100
triggerall = enemynear(var(58)),pos y + 10*fvar(13) >= -100
trigger1 = p2bodydist x + 10*enemynear(var(58)),facing*facing*enemynear(var(58)),vel x > 170
trigger1 = enemynear(var(58)),facing*facing*enemynear(var(58)),vel x > 0
trigger1 = numhelper(20003) && numhelper(20004)
trigger1 = !inguarddist && helper(20003),inguarddist = 0&& helper(20004),inguarddist = 0

trigger2 = p2bodydist x > 150
trigger2 = numhelper(20003) && numhelper(20004)
trigger2 = !inguarddist && helper(20003),inguarddist = 0&& helper(20004),inguarddist = 0
trigger2 = helper(20000),var(7) > 60*(helper(20000),var(6))**2

trigger3 = p2bodydist x > 120
trigger3 = fvar(31) > 1.5

;VÑm|
[State -1]
type = ChangeState
value = 2201
triggerall = RoundState = 2 && var(59)
triggerall = palno = [7,12]
triggerall = var(8) = 1 || Var(7) >= 200
triggerall = var(7) >= 0
triggerall = random <= ceil(0.1*var(7)*(1+var(8)))
triggerall = statetype != A
triggerall = ctrl || stateno = 120 && prevstateno = [160,161]
triggerall = enemynear(var(58)),movetype != H || enemynear(var(58)),stateno = [120,155]
triggerall = fvar(34) > 100
trigger1 = p2bodydist x + 10*enemynear(var(58)),facing*facing*enemynear(var(58)),vel x> 150
trigger1 = enemynear(var(58)),facing*facing*enemynear(var(58)),vel x > 0
trigger1 = numhelper(20003) && numhelper(20004)
trigger1 = !inguarddist && helper(20003),inguarddist = 0&& helper(20004),inguarddist = 0

trigger2 = p2bodydist x > 150
trigger2 = numhelper(20003) && numhelper(20004)
trigger2 = !inguarddist && helper(20003),inguarddist = 0&& helper(20004),inguarddist = 0
trigger2 = helper(20000),var(7) > 60*(helper(20000),var(6))**2

trigger3 = p2bodydist x > 120
trigger3 = fvar(31) > 0.5

;-----------------------------------------------------------------------------------------------
;
[State -1]
type = ChangeState
value = 3200
triggerall = RoundState = 2&&var(59) > 0
triggerall = Power >= 1000
triggerall = statetype != A
triggerall = ctrl || stateno = 120 && prevstateno = [160,161]
triggerall = var(36)<3
triggerall = palno <= 6 || random <= 50
trigger1 = enemynear(var(58)),statetype = A && fvar(34) > 100 && numtarget(1101)
trigger1 = enemynear(var(58)),movetype = H && p2bodydist x > 70
trigger1 = random < 0.2*life/(var(36) + 2)
trigger1 = (var(36) > 0 && life <= 333) = 0
trigger1 = teammode = single || teammode = turns && life > 250 || teammode = simul

;sK̉
[State -1]
type = ChangeState
value = 1306
triggerall = var(8) = 1 || Var(7) >= 200
triggerall = var(7) >= 0
triggerall = numhelper(1352) = 0&& numhelper(1353) = 0
triggerall = RoundState = 2&&var(59) > 0
triggerall = statetype != A
triggerall = ctrl || stateno = 120 && prevstateno = [160,161]
triggerall = enemynear(var(58)),statetype = A && fvar(34) > 100
triggerall = p2bodydist x > 120
triggerall = numhelper(1350) = 0
triggerall = numhelper(20000)
triggerall = helper(20000),var(6) <= 2 && random <= 800 - 300*helper(20000),var(6)
trigger1 = numhelper(1351) = 0
trigger1 = enemynear(var(58)),vel x = 0 && fvar(13) < 0
trigger1 = enemynear(var(58)),movetype != H 
trigger2 = numtarget(1101)
trigger2 = numhelper(1351)
trigger2 = abs(helper(1351),pos x - pos x) > abs(helper(1351),pos x- pos x)
trigger3 = numhelper(4000)
trigger3 = helper(4000),stateno = [4100,4111]
trigger3 = facing*enemynear(var(58)),facing*enemynear(var(58)),vel x>=-3

;GL
[State -1]
type = ChangeState
value = 1000
triggerall = NumHelper(1010)!
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype != A
triggerall = ctrl || stateno = 120 && prevstateno = [160,161]
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = numhelper(20000)
triggerall = helper(20000),var(7) <= 50*(helper(20000),var(6))**2 || (numhelper(1210) && numhelper(1220))
triggerall = random < 30 - 29*(palno>=7)
triggerall = numhelper(20003) && numhelper(20004)
triggerall = !inguarddist && helper(20003),inguarddist = 0&& helper(20004),inguarddist = 0
trigger1 = p2bodydist x  + 15*facing*enemynear(var(58)),facing*enemynear(var(58)),vel x > 120
trigger1 = enemynear(var(58)),stateno != 5656

;GL
[State -1]
type = ChangeState
value = 1001
triggerall = NumHelper(1020)!
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype != A
triggerall = ctrl || stateno = 120 && prevstateno = [160,161]
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = numhelper(20000)
triggerall = helper(20000),var(7) <= 50*(helper(20000),var(6))**2 || (numhelper(1210) && numhelper(1220))
triggerall = random < 30 - 29*(palno>=7)
triggerall = numhelper(20003) && numhelper(20004)
triggerall = !inguarddist && helper(20003),inguarddist = 0&& helper(20004),inguarddist = 0
trigger1 = p2bodydist x  + 15*facing*enemynear(var(58)),facing*enemynear(var(58)),vel x > 120
trigger1 = enemynear(var(58)),stateno != 5656


;ǂZ
[State -1]
type = ChangeState
value = 1200
triggerall = NumHelper(1210)!
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype != A
triggerall = ctrl || stateno = 120 && prevstateno = [160,161]
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H && enemynear(var(58)),stateno != [120,155]
triggerall = numhelper(20000)
triggerall = helper(20000),var(7) > 50*(helper(20000),var(6))**2 || (numhelper(1020) && numhelper(1010))
triggerall = random < 30 - 29*(palno>=7)
triggerall = numhelper(20003) && numhelper(20004)
triggerall = !inguarddist && helper(20003),inguarddist = 0&& helper(20004),inguarddist = 0
trigger1 = p2bodydist x  + 15*facing*enemynear(var(58)),facing*enemynear(var(58)),vel x > 120
trigger1 = enemynear(var(58)),stateno != 5656

;ǂZ
[State -1]
type = ChangeState
value = 1201
triggerall = NumHelper(1220)!
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype != A
triggerall = ctrl || stateno = 120 && prevstateno = [160,161]
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),movetype != H
triggerall = numhelper(20000)
triggerall = helper(20000),var(7) > 50*(helper(20000),var(6))**2 || (numhelper(1020) && numhelper(1010))
triggerall = random < 30 - 29*(palno>=7)
triggerall = numhelper(20003) && numhelper(20004)
triggerall = !inguarddist && helper(20003),inguarddist = 0&& helper(20004),inguarddist = 0
trigger1 = p2bodydist x  + 15*facing*enemynear(var(58)),facing*enemynear(var(58)),vel x > 120
trigger1 = enemynear(var(58)),stateno != 5656

;sK̉
[State -1]
type = ChangeState
value = 1304
triggerall = numhelper(1352) = 0&& numhelper(1353) = 0
triggerall = RoundState = 2&&var(59) > 0
triggerall = statetype != A
triggerall = ctrl || stateno = 120 && prevstateno = [160,161]
triggerall = enemynear(var(58)),statetype = A && fvar(34) > 100
triggerall = enemynear(var(58)),movetype != H && p2bodydist x > 120
triggerall = enemynear(var(58)),vel x = 0 && fvar(13) <-4
triggerall = numhelper(1350) = 0
trigger1 = numhelper(1351) = 0
trigger2 = numhelper(1351)
trigger2 = abs(helper(1351),pos x - pos x) > abs(helper(1351),pos x- pos x)

;sK̉
[State -1]
type = ChangeState
value = 1305
triggerall = numhelper(1352) = 0&& numhelper(1353) = 0
triggerall = RoundState = 2&&var(59) > 0
triggerall = statetype != A
triggerall = ctrl || stateno = 120 && prevstateno = [160,161]
triggerall = enemynear(var(58)),statetype = A && fvar(34) > 100 && numtarget(1101)
triggerall = enemynear(var(58)),movetype = H && p2bodydist x > 70
triggerall = enemynear(var(58)),stateno != 5656 || palno<=6
trigger1 = numhelper(1351) = 0
trigger2 = numhelper(1351)
trigger2 = abs(helper(1351),pos x - pos x) > abs(helper(1351),pos x- pos x)

;sK̉
[State -1]
type = ChangeState
value = 1305
triggerall = numhelper(1352) = 0&& numhelper(1353) = 0
triggerall = RoundState = 2&&var(59) > 0
triggerall = statetype != A
triggerall = ctrl || stateno = 120 && prevstateno = [160,161]
triggerall = enemynear(var(58)),statetype != A &&enemynear(var(58)),movetype != H&& fvar(34) > 100
triggerall = p2bodydist x > 150 && numhelper(1351) = 0
triggerall = numhelper(20003) && numhelper(20004)
triggerall = !inguarddist && helper(20003),inguarddist = 0&& helper(20004),inguarddist = 0
trigger1 = random <= 100 - 90*(palno>=7)
trigger2 = numhelper(4000)
trigger2 = helper(4000),stateno = [4100,4111]
trigger2 = facing*enemynear(var(58)),facing*enemynear(var(58)),vel x>= -1
trigger2 = palno <= 6

;セA^bN
[State -1]
type = ChangeState
value = 1400
triggerall = var(1) = 1
triggerall = var(36) = 0
triggerall = RoundState = 2&&var(59) > 0
triggerall = statetype != A
triggerall = ctrl || stateno = 120 && prevstateno = [160,161]
triggerall = enemynear(var(58)),statetype != A &&enemynear(var(58)),movetype != H&& fvar(34) > 100
triggerall = numhelper(20000)
triggerall = palno = [1,6]
trigger1 = p2bodydist x > 150
trigger1 = numhelper(20003) && numhelper(20004)
trigger1 = !inguarddist && helper(20003),inguarddist = 0&& helper(20004),inguarddist = 0
trigger1 = helper(20000),var(7) < 60*(helper(20000),var(6))**2
trigger2 = p2bodydist x > 120
trigger2 = p2name = "saya"
trigger2 = var(52) != 1

;A^bN
[State -1]
type = ChangeState
value = 1401
triggerall = var(1) = 1
triggerall = var(36) = 0
triggerall = RoundState = 2&&var(59) > 0
triggerall = statetype != A
triggerall = ctrl || stateno = 120 && prevstateno = [160,161]
triggerall = enemynear(var(58)),statetype = A &&enemynear(var(58)),movetype != H&& fvar(34) > 100
triggerall = palno = [1,6]
trigger1 = p2bodydist x + 10*enemynear(var(58)),facing*facing*enemynear(var(58)),vel x> 150
trigger1 = enemynear(var(58)),facing*facing*enemynear(var(58)),vel x > 0
trigger1 = numhelper(20003) && numhelper(20004)
trigger1 = !inguarddist && helper(20003),inguarddist = 0&& helper(20004),inguarddist = 0
trigger1 = random <= p2bodydist x

trigger2 = p2bodydist x > 150
trigger2 = numhelper(20003) && numhelper(20004)
trigger2 = !inguarddist && helper(20003),inguarddist = 0&& helper(20004),inguarddist = 0
trigger2 = helper(20000),var(7) > 60*(helper(20000),var(6))**2
;----------------------------------------------------------------------
;statetype = A


;󒆎U
[State -1]
type = ChangeState
value = 600
triggerall = RoundState = 2 && var(59)
triggerall = statetype = A
triggerall = ctrl || stateno = 120 && prevstateno = [160,162]
triggerall = enemynear(var(58)),movetype != H && enemynear(var(58)),statetype != L
triggerall = p2dist x > 0
triggerall = enemynear(var(58)),stateno < 5000 || var(45) = 0
trigger1 = enemynear(var(58)),statetype = A
trigger1 =  (enemynear(var(58)),pos y + 5*fvar(13) + 0.5*25*fvar(38))-(pos y + 5*vel y + 0.5*25*fvar(39)) = [-10,40]
trigger1 = p2bodydist x -5*vel x + 5*facing*enemynear(var(58)),facing*enemynear(var(58)),vel x<= 20
trigger1 = random <= 100
trigger1 = !inguarddist  || stateno = 120 && prevstateno = [160,162]

;󒆒U
[State -1]
type = ChangeState
value = 610
triggerall = RoundState = 2 && var(59)
triggerall = statetype = A
triggerall = ctrl || stateno = 120 && prevstateno = [160,162]
triggerall = p2dist x > 20
triggerall = enemynear(var(58)),stateno < 5000 || var(45) = 0
triggerall = enemynear(var(58)),movetype != H && enemynear(var(58)),statetype != L
trigger1 = stateno = 111
trigger1 = enemynear(var(58)),statetype = C || enemynear(var(58)),statetype = S
trigger1 = p2bodydist x - 10*vel x < 55
trigger1 = pos y + 9*vel y + 0.5*81*fvar(39) = [-40,0]
trigger1 = random <= 500 || enemynear(var(58)),stateno = [120,155]
trigger1 = !(enemynear(var(58)),hitdefattr = SA,SA,HA,SP,HP) || !inguarddist || stateno = 120 && prevstateno = [160,162]

trigger1 = stateno != 111
trigger1 = enemynear(var(58)),statetype != A
trigger1 = ctrl
trigger1 = enemynear(var(58)),const(size.head.pos.y) < pos y + 9*vel y + 40.5*fvar(39)
trigger1 = enemynear(var(58)),statetype = S
trigger1 = enemynear(var(58)),hitdefattr = SCA,AT || random <= 150
trigger1 = p2bodydist x <= 70
trigger1 = pos y + 20*vel y + 0.5*400*fvar(39) <= 0

;󒆋U
[State -1]
type = ChangeState
value = 620
triggerall = RoundState = 2 && var(59)
triggerall = statetype = A
triggerall = ctrl || stateno = 120 && prevstateno = [160,162]
triggerall = enemynear(var(58)),movetype != H && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),stateno < 5000 || var(45) = 0
trigger1 = p2bodydist x - 12*vel x <= 40 || p2dist x = [-80,60]
trigger1 = pos y + 12*vel y + 0.5*144*fvar(39) = [-30,0]
trigger1 = random <= 200 + 500*(vel x = 0) + 150*(p2bodydist x < 0) || enemynear(var(58)),stateno = [120,155]
trigger1 = enemynear(var(58)),statetype = S || enemynear(var(58)),statetype = C
trigger2 = p2dist x = [-70,70]
trigger2 = enemynear(var(58)),statetype = A
trigger2 = (enemynear(var(58)),pos y + 12*fvar(13) + 0.5*144*fvar(38))-(pos y + 12*vel y + 0.5*144*fvar(39)) = [-40,60]
trigger2 = random <= 100
trigger2 = !inguarddist  || stateno = 120 && prevstateno = [160,162]

;______________________________________________________________________

;
;______________________________________________________________________

[state -3,walk]
type= changestate
value=18
triggerall = var(59)>0&&roundstate=2
triggerall = ctrl&&statetype!=A
triggerall = stateno!=18&&stateno !=19&&stateno!=[101,103]
triggerall = !inguarddist
triggerall = enemynear(var(58)),movetype != H || palno <= 6 || enemynear(var(58)),stateno != 9010 || fvar(34) > 100 || fvar(1) <0.75
trigger1 = enemynear(var(58)),statetype != L
trigger1 = numhelper(20000)
trigger1 = p2bodydist x >=40
trigger1 = random <= 100 || helper(20000),var(0) = 1
trigger1 = helper(20000),var(0) = 0 || (p2dist x  > 65 && frontedgebodydist>86)
trigger1 = numhelper(4225) = 0
trigger1 = numtarget || enemynear(var(58)),movetype != H || palno <= 6
trigger2 = enemynear(var(58)),statetype = L && p2bodydist x > 80
trigger3 = p2bodydist x < 30 && enemynear(var(58)),statetype = C
trigger3 = p2dist x > -5
trigger3 = var(52) = 0
trigger3 = numhelper(4225)
trigger3 = helper(4225),numtarget(4225)
trigger3 = helper(4225),facing = facing
trigger4 = enemynear(var(58)),movetype = H && enemynear(var(58)),statetype = A && enemynear(var(58)),stateno = 5656
trigger4 = p2dist x + fvar(30)*enemynear(var(58)),facing*facing*enemynear(var(58)),vel x > 25 || enemynear(var(58)),facing*facing > 0
trigger4 = enemynear(var(58)),pos y + 5*fvar(13) + 0.5*25*fvar(38) < - 30
trigger5 = enemynear(var(58)),hitfall = 1
trigger5 = enemynear(var(58)),stateno != 5656 && enemynear(var(58)),statetype = A
trigger5 = p2dist x > 10
trigger5 = var(56) > 6 || enemynear(var(58)),stateno = 9011 || enemynear(var(58)),hitshakeover = 0

[state -3,walk]
type= changestate
value=19
triggerall = var(59)>0&&roundstate=2
triggerall = ctrl&&statetype!=A
triggerall = stateno!=18&&stateno !=19&&stateno!=[101,103]
triggerall = !inguarddist
triggerall = backedgebodydist > 10
trigger1 = enemynear(var(58)),statetype = L && p2bodydist x < 30
trigger2 = numhelper(20000)
trigger2 = helper(20000),var(0) = 1 && p2dist x  < 45
trigger3 = numhelper(20000)
trigger3 = helper(20000),var(0) = 0 && random <= 50 + 100*var(52)
trigger3 = enemynear(var(58)),movetype != H || enemynear(var(58)),statetype = L
trigger3 = fvar(34) > 90 || p2statetype != A
trigger3 = (p2statetype = A && p2bodydist x < 50 && enemynear(var(58)),vel x = [-1,1]) = 0
trigger4 = enemynear(var(58)),movetype = H && enemynear(var(58)),statetype = A && enemynear(var(58)),stateno = 5656
trigger4 = p2dist x + fvar(30)*enemynear(var(58)),facing*facing*enemynear(var(58)),vel x < 10 
trigger4 = enemynear(var(58)),pos y + 5*fvar(13) + 0.5*25*fvar(38) < - 30

;_bV
[State -1]
type = ChangeState
value = 100
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A && ctrl
triggerall = !inguarddist
triggerall = numhelper(20003)&&numhelper(20004)&&numhelper(20000)
triggerall = helper(20003),inguarddist = 0 && helper(20004),inguarddist = 0
triggerall = palno = [1,6]
triggerall = helper(20000),var(0)=0
trigger1 = enemynear(var(58)),stateno = 5110 && p2bodydist x > 150
trigger1 = random <= 35
trigger2 = p2bodydist x >= 150
trigger2 = numhelper(1351)
trigger2 = abs(helper(1351),pos x - enemynear(var(58)),pos x)
trigger2 = random <= 35

trigger3 = p2bodydist x >= 110
trigger3 = numhelper(1351)
trigger3 = helper(1351),movehit = 1
trigger3 = enemynear(var(58)),pos y > -50

trigger4 = enemynear(var(58)),movetype = H && p2bodydist x > 100
trigger4 = !Inguarddist
trigger4 = numhelper(20003) && numhelper(20004)
trigger4 = helper(20003),inguarddist = 0 && helper(20004),inguarddist = 0
trigger4 = random <= 25 + 200*(p2stateno = [9010,9011])

trigger5 = enemynear(var(58)),stateno = [120,155]
trigger5 = !inguarddist
trigger5 = numhelper(20003) && numhelper(20004)
trigger5 = helper(20003),inguarddist = 0 && helper(20004),inguarddist = 0
trigger5 = numhelper(1351) || numhelper(1352) || numhelper(1353)
trigger5 = random <= 55

trigger6 = enemynear(var(58)),movetype = I
trigger6 = p2bodydist x >= 120
trigger6 = enemynear(var(58)),numhelper <= helper(20000),var(8) || enemynear(var(58)),numproj = 0
trigger6 = !inguarddist
trigger6 = numhelper(20003) && numhelper(20004)
trigger6 = helper(20003),inguarddist = 0 && helper(20004),inguarddist = 0
trigger6 = random <= 20

trigger7 = var(52) = 1
trigger7 = enemynear(var(58)),facing = facing
trigger7 = enemynear(var(58)),movetype = A
trigger7 = p2bodydist x >= 120 
trigger7 = random <= 150

trigger8 = numhelper(4200)
trigger8 = helper(4200),stateno = 4210
trigger8 = helper(4200),numtarget
trigger8 = p2bodydist x > 100

;ރ_bV
[State -1]
type = ChangeState
value = 105
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A && ctrl
triggerall = backedgebodydist > 50
triggerall = palno = [1,6]
triggerall = numhelper(20000)
trigger1 = enemynear(var(58)),stateno = 5110 || enemynear(var(58)),stateno = [5196,5204]
trigger1 = p2bodydist x < 80
trigger1 = random <= 30 + 100*helper(20000),var(9)
trigger2 = enemynear(var(58)),movetype != H && enemynear(var(58)),statetype != A
trigger2 = !Inguarddist
trigger2 = numhelper(20003) && numhelper(20004)
trigger2 = helper(20003),inguarddist = 0 && helper(20004),inguarddist = 0
trigger2 = random <= 10
trigger2 = enemynear(var(58)),p2dist x > 0

;Wv
[State -1]
type = ChangeState
value = 41
triggerall = statetype != A && var(59) > 0 && ctrl && roundstate = 2
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),movetype != H
trigger1 = random <= ceil(0.5*(6*(enemynear(var(58)),movetype != A) + 10*(inguarddist=0) + (0.02*p2bodydist x))*(var(57))**0.5)


;Wv
[State -1]
type = ChangeState
value = 43
triggerall = statetype != A && var(59) > 0 && ctrl && roundstate = 2
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),movetype != H
trigger1 = random <= ceil(0.5*(2*(enemynear(var(58)),movetype != A) + 4*(inguarddist=0) )*(4-var(57)**0.5))

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

;󒆃_bV
[State -1]
type = ChangeState
value = 110
triggerall = statetype = A && var(59) && roundstate = 2
triggerall = Var(2) = 0
triggerall = Pos Y <= -30
triggerall = !inguarddist
triggerall = numhelper(20003)&&numhelper(20004)
triggerall = helper(20003),inguarddist = 0 && helper(20004),inguarddist = 0
triggerall = enemynear(var(58)),movetype != H || enemynear(var(58)),stateno = [120,199]
triggerall = enemynear(var(58)),statetype != L
triggerall = ctrl
trigger1 = p2bodydist x + enemynear(var(58)),facing*facing*enemynear(var(58)),vel x > 100
trigger1 = random <= 10 - 8*(palno>=7)
trigger2 = vel y < -2
trigger2 = p2bodydist x = [100,150]
trigger2 = random <= 30 && palno <= 6 || enemynear(var(58)),stateno = [120,155]
trigger3 = prevstateno = 2107 || pos y <= -320
trigger3 = enemynear(var(58)),movetype != H
trigger3 = fvar(33) <= 100

;󒆃obN_bV
[State -1]
type = ChangeState
value = 115
triggerall = statetype = A && var(59) && roundstate = 2
triggerall = Var(2) = 0
triggerall = Pos Y <= -30
triggerall = !inguarddist
triggerall = numhelper(20003)&&numhelper(20004)
triggerall = helper(20003),inguarddist = 0 && helper(20004),inguarddist = 0
triggerall = enemynear(var(58)),movetype != H && enemynear(var(58)),statetype != L
triggerall = ctrl
trigger1 = backedgebodydist > 30
trigger1 = random <= 15 - ceil(0.07*p2dist x) + 50*var(52)
trigger1 = p2dist x > 50
trigger1 = enemynear(var(58)),stateno != [120,155]
trigger1 = enemynear(var(58)),movetype != A


;----------------------------------------------------------------------------------------------------------
[State 5050, 5]; Recover in mid air
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = stateno = 5050
triggerall = CanRecover
triggerall = numhelper(20004)
triggerall = !inguarddist && helper(20004),inguarddist = 0
triggerall = var(59)=[1,10]
trigger1 = abs(p2bodydist x) > 100 || p2bodydist y < -150 && !(p2name = "unknown")
trigger2 = enemynear(var(58)),statetype = L || enemynear(var(58)),movetype = H
value = 5210 ;HITFALL_AIRREC


;--------------------------------------------------------------------------------------------------------------
;wp[
;--------------------------------------------------------------------------------------------------------------

[State -3, [Fփp[]
type=helper
trigger1 = !NumHelper(20000)
trigger1 = alive
helpertype=normal
name="center"
stateno=20000
ID=20000
pos=160,160
postype = left
facing = 1
keyctrl=0
pausemovetime=2147483647
supermovetime=2147483647
persistent = 0

;Ô߁tĂ
[State -3, ֌WXe[gɍsȂ悤]
type=changestate
trigger1 = roundstate = 2
trigger1= ishelper(20000)
trigger1= stateno!=20000
value = 20000

;-------------------------------------------------------------------------------
;߂΍pwp[
[state -3];߂p
type = helper
trigger1 = var(59)=[1,10]
trigger1 = numhelper(20003)=0
trigger1 = alive
helpertype = normal
name = "mekuri"
ID = 20003
pos = 0, 0
postype = p1
facing = 1
stateno = 20003
keyctrl = 0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
persistent=0
ignorehitpause=1

[state -3]
type = changestate
trigger1 = ishelper(20003)
trigger1 = stateno != 20003
value = 20003
;-------------------------------------------------------------------------------
;ѓpwp[
[state -3];
type = helper
trigger1 = var(59)=[1,10]
trigger1 = numhelper(20004)=0
trigger1 = alive
helpertype = normal
name = "tobidougu"
ID = 20004
pos = 0, 0
postype = p1
facing = 1
stateno = 20004
keyctrl = 0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
persistent=0
ignorehitpause=1

[state -3]
type = changestate
trigger1 = ishelper(20004)
trigger1 = stateno != 20004
value = 20004
;-------------------------------------------------------------------------------------------------------

[State -3, AINpwp[]
type=helper
trigger1=!NumHelper(10000)
trigger1=roundstate=2
trigger1=alive
trigger1=var(59)=0
Trigger1=(PrevStateNo=[190,197])||PrevStateNo=5900
Trigger1=ctrl&&stateno=0
helpertype=normal
name="AI"
stateno=10000
ID=10000
pos=9999,9999
keyctrl=1
pausemovetime=2147483647
supermovetime=2147483647
persistent = 0

;Ô߁tĂ
[State -3, ֌WXe[gɍsȂ悤]
type=changestate
trigger1= ishelper(10000)
trigger1= stateno!=10000
value=10000


