[statedef -3]
;ꉞ`h܂(1-6Pp)
;{IɔԂ͂܂ݒł܂B̑ɒ͂xdĂ܂B

;Ƃ肠ǂ΂킩Ȃ獡̓NCbNZbg6炢ɂƂ΂Ǝv܂B
;ƂNCbNZbg6ȊO͂܂eXgĂȂ̂œ͕ۏ؂܂B
;
;Ȃ݂Ɉȉ̐͊ϗ̎̂܂܂łB܂eݒǂ邩߂ĂȂ̂ŕۗB
;____________________________________________________________________________
;
;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) = 6 ; <----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





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

;______________________________________________________________________
;
;AIx`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


;______________________________________________________________________

;ΐlpXCb` (VS Human mode)
;______________________________________________________________________

[state -3]
type = varset
triggerall = var(59)
triggerall = !var(44)
trigger1 = !var(52)
var(52) = 1          ;0 AIpۂ OFF
                     ;1 ΐlp     ON
                     
;		ONɂƂǂȂ́H
;		EԂςƂ悤ɂȂ܂B
;		EAIɂ͈ӖȂǐlԂɂ͈Ӗs܂AƏ̂QƂB
;		E߂肪B{^ԂɈˑBѓd˂ē̏щz߂LB
;		E[vn̒iB{^ԂɈˑB
;		Ei̗hԂB{^ԂɈˑB

ignorehitpause = 1

;______________________________________________________________________

;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(31) =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

















;____________________________________________
;
;ȉ͕ύXȂł
;____________________________________________

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

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

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

;var(59) AIXCb`
;var(58) ^bOp
;var(57) RCݒp
;var(56) 󂯐gs\ԑp
;var(53)-var(55) iwK
;var(52) ΐlpXCb`
;var(51) [wp[p
;var(49)
;var(48)
;var(41) Gwp[
;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)
;fvar(31) 
;fvar(30)

;-------------------------------------
;_____________________________
;
;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(31) = 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(31) =(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];ΐlpXCb`
type = varset
triggerall = var(59)
triggerall = var(44) = [1,4]
trigger1 = !var(52)
var(52) = 1
ignorehitpause = 1

[state -3];ΐlpXCb`
type = varset
triggerall = var(59)
triggerall = var(44) >4
trigger1 = var(52)
var(52) = 0
ignorehitpause = 1

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

[state -3]
type = assertspecial
trigger1 = var(52)
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard

[state -3];ΐl߂蔻蔽p
type = varset
trigger1 = 1
var(48) = ifelse(ceil(60*fvar(31)) < 20 ,ceil(60*fvar(31)),19)
ignorehitpause = 1
;-------------------------------------
;̃wp[
[state -1];wp[ׂ̏
type=varset
triggerall = !ishelper
trigger1 = roundstate!=2
var(41)=9999
supermove = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999


[state -1];wp[𒲂ׂ
type=varset
var(41)=enemynear(var(58)),numhelper
triggerall = !ishelper
trigger1 = roundstate=2
trigger1 = enemynear(var(58)),ctrl=1
trigger1 = var(41)>=enemynear(var(58)),numhelper
trigger2 = enemynear(var(58)),movetype != A
trigger2 = inguarddist = 0
trigger2 = numhelper(40000)*numhelper(40001)*numhelper(40002)
trigger2 = helper(40000),inguarddist + helper(40001),inguarddist + helper(40002),inguarddist
trigger2 = (enemynear(var(58)),stateno =[5000,5999]) || enemynear(var(58)),stateno = [50,200)
trigger2 = stateno != [120,162]
trigger2 = stateno != [5000,5300]
trigger2 = movetype != H
trigger2 = hitpausetime = 0 && enemynear(var(58)),hitpausetime = 0
ignorehitpause = 1

[state -3,̏d͉x]
type =varset
triggerall = !ishelper
trigger1 = !var(13)
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(13)
trigger1 = var(59)!=0
trigger1 = enemynear(var(58)),movetype=H 
fvar(38)=enemynear(var(58)),GetHitVar(yaccel)
ignorehitpause = 1

[state -3,̏d͉x]
type =varset
triggerall = !ishelper
trigger1 = var(13)
trigger1 = var(59)!=0
trigger1 = enemynear(var(58)),movetype!=H
fvar(38)= 0.5*enemynear(var(58)),Const(movement.yaccel)
ignorehitpause = 1

[state -3,̏d͉x]
type =varset
triggerall = !ishelper
trigger1 = var(13)
trigger1 = var(59)!=0
trigger1 = enemynear(var(58)),movetype=H 
fvar(38)= 0.5*enemynear(var(58)),GetHitVar(yaccel)
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 = !var(13)
trigger1 = stateno=[0,9999999]
trigger1 = movehit=1
trigger1 = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H
var(56) = enemynear(var(58)),gethitvar(fall.recovertime) - 9
ignorehitpause = 0

[state -3,AIpgs\ԃJEg]
type=varset
triggerall = !ishelper
trigger1 = var(13)
trigger1 = stateno=[0,9999999]
trigger1 = movehit = 1
trigger1 = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H
var(56) = 2*enemynear(var(58)),gethitvar(fall.recovertime) - 9
ignorehitpause = 0

[state -3,AIpgs\ԃJEg]
type=varset
triggerall = !ishelper
triggerall = !var(13)
trigger1 = numtarget(1300)
trigger1 = target(1300),id = enemynear(var(58)),id
trigger2 = numtarget(1302)
trigger2 = target(1302),id = enemynear(var(58)),id
var(56) = 500
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 != 3000 || time != [50,90]
trigger1 = stateno != 3001 || time != [30,70]
trigger1 = stateno != 3002 || time != [10,50]
var(56)= -1
ignorehitpause = 0

[state -3]
type = varset
triggerall = !ishelper
trigger1 = enemynear(var(58)),hitfall=0 || enemynear(var(58)),canrecover || 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

;-------------------------------------------------------------------------------------
[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(40000)
trigger1 = facing = 1
trigger1 = var(51) = 1 || var(51) = 3
trigger1 = fvar(34) := helper(40000),pos x + fvar(36) - pos x
trigger2 = facing = -1
trigger2 = var(51) = 2 || var(51) = 3
trigger2 = fvar(34) := -(helper(40000),pos x - fvar(35) - pos x)
trigger3 = facing = 1
trigger3 = var(51) = 0
trigger3 = fvar(34) := helper(40000),pos x + 400.000000 - pos x
trigger4 = facing = -1
trigger4 = var(51) = 0
trigger4 = fvar(34) := -(helper(40000),pos x - 400.000000 - pos x)
trigger5 = facing = 1
trigger5 = var(51) = 2
trigger5 = fvar(34) := helper(40000),pos x + fvar(35) - pos x
trigger6 = facing = -1
trigger6 = var(51) = 1
trigger6 = fvar(34) := -(helper(40000),pos x - fvar(36) - pos x)
ignorehitpause = 1

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

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


;Xe[WTCYmF
[state -3]
type = NULL
triggerall = numenemy = 1
triggerall = numhelper(40000)
triggerall = var(51) != 3
trigger1 = facing = 1
trigger1 = helper(40000),pos x + fvar(36) - pos x <= 70
trigger1 = helper(40000),pos x + fvar(36) - enemynear(var(58)),pos x <= 70
trigger1 = var(51) := ifelse(var(51) = 0 , 1 , ifelse(var(51) = 1 , 1 , 3))

trigger2 = facing = -1
trigger2 = helper(40000),pos x + fvar(36) - pos x <= 70
trigger2 = helper(40000),pos x + fvar(36) - enemynear(var(58)),pos x <= 70
trigger2 = var(51) := ifelse(var(51) = 0 , 1 , ifelse(var(51) = 1 , 1 , 3))

trigger3 = facing = -1
trigger3 = -(helper(40000),pos x - fvar(36) - pos x) <= 70
trigger3 = -(helper(40000),pos x - fvar(35) - enemynear(var(58)),pos x) <= 70
trigger3 = var(51) := ifelse(var(51) = 0 , 2 , ifelse(var(51) = 1 , 3 , 2))

trigger4 = facing = 1
trigger4 = -(helper(40000),pos x - fvar(36) - pos x) <= 70
trigger4 = -(helper(40000),pos x - fvar(35) - enemynear(var(58)),pos x) <= 70
trigger4 = var(51) := ifelse(var(51) = 0 , 2 , ifelse(var(51) = 1 , 3 , 2))
ignorehitpause = 1

;/////////////////////////////////////////////////////////////////////
;/////////////////////////////////////////////////////////////////////
;
;                     AIł`
;
;/////////////////////////////////////////////////////////////////////
;/////////////////////////////////////////////////////////////////////

;==============================================================
;           t@Ci[ Final Memory
;==============================================================
;ÂȂ̂܂
[State -1]
type = ChangeState
value = 3500
triggerall = roundstate = 2
triggerall = var(59)
triggerall = statetype != A
triggerall = power >= 3000
triggerall = life < 0.334*lifemax
triggerall = p2statetype != L || p2stateno = 5120 && enemynear(var(58)),animtime > -38
triggerall = ctrl|| stateno = 120 && prevstateno = [160,162]
trigger1 = numhelper(1270)
trigger1 = helper(1270),numtarget
trigger1 = p2bodydist x > 180 && p2statetype != A
trigger1 = p2movetype = H

trigger2 = numhelper(1271)
trigger2 = helper(1271),numtarget
trigger2 = p2bodydist x > 180 && p2statetype != A
trigger2 = p2movetype = H

trigger3 = numhelper(1272)
trigger3 = helper(1272),numtarget
trigger3 = p2bodydist x > 180 && p2statetype != A
trigger3 = p2movetype = H

trigger4 = p2stateno = 5120 && enemynear(var(58)),animtime > -38
trigger4 = numhelper(1253) || numhelper(1255)
trigger4 = random <= 100

trigger5 = p2movetype != H || p2statetype != A
trigger5 = p2statetype != A || fvar(13) > 0
trigger5 = p2bodydist x >= 180
trigger5 = fvar(34) >= 280 || enemynear(var(58)),backedgebodydist >= 50
trigger5 = random <= 10
;______________________________________________________________________

;؂Ԃ
;______________________________________________________________________
;d݂(ry
[State -1]
type = ChangeState
value = 1110
triggerall = roundstate = 2
triggerall = var(59)
triggerall = statetype != A
triggerall = enemynear(var(58)),movetype = A
triggerall = enemynear(var(58)),animtime < -18
triggerall = enemynear(var(58)),statetype != A
triggerall = p2bodydist x <= 90 && p2dist x > 0
triggerall = enemynear(var(58)),time > 2 || enemynear(var(58)),animtime >= -19||enemynear(var(58)),hitdefattr = S,AT
triggerall = random <= 50
triggerall = !enemynear(var(58)),movecontact
trigger1 = ctrl|| stateno = 120 && prevstateno = [160,162]
trigger2 = stateno = [200,420]
trigger2 = movecontact || var(28) && movereversed > 1

;______________________________________________________________________

;
;______________________________________________________________________


;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(40000)>0
triggerall = enemynear(var(58)),movetype = A
triggerall = p2dist x >0
triggerall = !inguarddist || (enemynear(var(58)),numproj = 0 && enemynear(var(58)),numhelper<=var(41))
triggerall = (enemynear(var(58)),time <= 1 && random <= 100) ||enemynear(var(58)),time>=60*fvar(31)
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(40000),var(0)>0
trigger1 = enemynear(var(58)),id = helper(40000),var(40)
trigger1 = enemynear(var(58)),stateno = helper(40000),var(0)
trigger1 = enemynear(var(58)),time = [0,(helper(40000),var(1) - 5)]

trigger2 = helper(40000),var(2)>0
trigger2 = enemynear(var(58)),id = helper(40000),var(41)
trigger2 = enemynear(var(58)),stateno = helper(40000),var(2)
trigger2 = enemynear(var(58)),time = [0,(helper(40000),var(3) - 5)]

trigger3 = helper(40000),var(4)>0
trigger3 = enemynear(var(58)),id = helper(40000),var(42)
trigger3 = enemynear(var(58)),stateno = helper(40000),var(4)
trigger3 = enemynear(var(58)),time = [0,(helper(40000),var(5) - 5)]

trigger4 = helper(40000),var(6)>0
trigger4 = enemynear(var(58)),id = helper(40000),var(43)
trigger4 = enemynear(var(58)),stateno = helper(40000),var(6)
trigger4 = enemynear(var(58)),time = [0,(helper(40000),var(7) - 5)]

trigger5 = helper(40000),var(8)>0
trigger5 = enemynear(var(58)),id = helper(40000),var(44)
trigger5 = enemynear(var(58)),stateno = helper(40000),var(8)
trigger5 = enemynear(var(58)),time = [0,(helper(40000),var(9) - 5)]

trigger6 = helper(40000),var(10)>0
trigger6 = enemynear(var(58)),id = helper(40000),var(45)
trigger6 = enemynear(var(58)),stateno = helper(40000),var(10)
trigger6 = enemynear(var(58)),time = [0,(helper(40000),var(11) - 5)]

trigger7 = helper(40000),var(12)>0
trigger7 = enemynear(var(58)),id = helper(40000),var(46)
trigger7 = enemynear(var(58)),stateno = helper(40000),var(12)
trigger7 = enemynear(var(58)),time = [0,(helper(40000),var(13) - 5)]

trigger8 = helper(40000),var(14)>0
trigger8 = enemynear(var(58)),id = helper(40000),var(47)
trigger8 = enemynear(var(58)),stateno = helper(40000),var(14)
trigger8 = enemynear(var(58)),time = [0,(helper(40000),var(14) - 5)]

trigger9 = helper(40000),var(16)>0
trigger9 = enemynear(var(58)),id = helper(40000),var(48)
trigger9 = enemynear(var(58)),stateno = helper(40000),var(16)
trigger9 = enemynear(var(58)),time = [0,(helper(40000),var(17) - 5)]

trigger10 = helper(40000),var(18)>0
trigger10 = enemynear(var(58)),id = helper(40000),var(49)
trigger10 = enemynear(var(58)),stateno = helper(40000),var(18)
trigger10 = enemynear(var(58)),time = [0,(helper(40000),var(19) - 5)]

trigger11 = helper(40000),var(20)>0
trigger11 = enemynear(var(58)),id = helper(40000),var(50)
trigger11 = enemynear(var(58)),stateno = helper(40000),var(20)
trigger11 = enemynear(var(58)),time = [0,(helper(40000),var(21) - 5)]

trigger12 = helper(40000),var(22)>0
trigger12 = enemynear(var(58)),id = helper(40000),var(51)
trigger12 = enemynear(var(58)),stateno = helper(40000),var(22)
trigger12 = enemynear(var(58)),time = [0,(helper(40000),var(23) - 5)]

trigger13 = helper(40000),var(14)>0
trigger13 = enemynear(var(58)),id = helper(40000),var(13)
trigger13 = enemynear(var(58)),stateno = helper(40000),var(14)
trigger13 = enemynear(var(58)),time = [0,(helper(40000),var(15) - 5)]

trigger14 = helper(40000),var(17)>0
trigger14 = enemynear(var(58)),id = helper(40000),var(16)
trigger14 = enemynear(var(58)),stateno = helper(40000),var(17)
trigger14 = enemynear(var(58)),time = [0,(helper(40000),var(18) - 5)]

trigger15 = helper(40000),var(20)>0
trigger15 = enemynear(var(58)),id = helper(40000),var(19)
trigger15 = enemynear(var(58)),stateno = helper(40000),var(20)
trigger15 = enemynear(var(58)),time = [0,(helper(40000),var(21) - 5)]

trigger16 = helper(40000),var(23)>0
trigger16 = enemynear(var(58)),id = helper(40000),var(22)
trigger16 = enemynear(var(58)),stateno = helper(40000),var(23)
trigger16 = enemynear(var(58)),time = [0,(helper(40000),var(24) - 5)]

trigger17 = helper(40000),var(26)>0
trigger17 = enemynear(var(58)),id = helper(40000),var(25)
trigger17 = enemynear(var(58)),stateno = helper(40000),var(26)
trigger17 = enemynear(var(58)),time = [0,(helper(40000),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(40000)>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<=var(41))
triggerall = enemynear(var(58)),movetype = A
triggerall = (enemynear(var(58)),time <= 1 && random <= 100) ||enemynear(var(58)),time>=60*fvar(31)
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(40000),var(0)>0
trigger1 = enemynear(var(58)),id = helper(40000),var(40)
trigger1 = enemynear(var(58)),stateno = helper(40000),var(0)
trigger1 = enemynear(var(58)),time = [0,(helper(40000),var(1) - 10)]

trigger2 = helper(40000),var(2)>0
trigger2 = enemynear(var(58)),id = helper(40000),var(41)
trigger2 = enemynear(var(58)),stateno = helper(40000),var(2)
trigger2 = enemynear(var(58)),time = [0,(helper(40000),var(3) - 10)]

trigger3 = helper(40000),var(4)>0
trigger3 = enemynear(var(58)),id = helper(40000),var(42)
trigger3 = enemynear(var(58)),stateno = helper(40000),var(4)
trigger3 = enemynear(var(58)),time = [0,(helper(40000),var(5) - 10)]

trigger4 = helper(40000),var(6)>0
trigger4 = enemynear(var(58)),id = helper(40000),var(43)
trigger4 = enemynear(var(58)),stateno = helper(40000),var(6)
trigger4 = enemynear(var(58)),time = [0,(helper(40000),var(7) - 10)]

trigger5 = helper(40000),var(8)>0
trigger5 = enemynear(var(58)),id = helper(40000),var(44)
trigger5 = enemynear(var(58)),stateno = helper(40000),var(8)
trigger5 = enemynear(var(58)),time = [0,(helper(40000),var(9) - 10)]

trigger6 = helper(40000),var(10)>0
trigger6 = enemynear(var(58)),id = helper(40000),var(45)
trigger6 = enemynear(var(58)),stateno = helper(40000),var(10)
trigger6 = enemynear(var(58)),time = [0,(helper(40000),var(11) - 10)]

trigger7 = helper(40000),var(12)>0
trigger7 = enemynear(var(58)),id = helper(40000),var(46)
trigger7 = enemynear(var(58)),stateno = helper(40000),var(12)
trigger7 = enemynear(var(58)),time = [0,(helper(40000),var(13) - 10)]

trigger8 = helper(40000),var(14)>0
trigger8 = enemynear(var(58)),id = helper(40000),var(47)
trigger8 = enemynear(var(58)),stateno = helper(40000),var(14)
trigger8 = enemynear(var(58)),time = [0,(helper(40000),var(14) - 10)]

trigger9 = helper(40000),var(16)>0
trigger9 = enemynear(var(58)),id = helper(40000),var(48)
trigger9 = enemynear(var(58)),stateno = helper(40000),var(16)
trigger9 = enemynear(var(58)),time = [0,(helper(40000),var(17) - 10)]

trigger10 = helper(40000),var(18)>0
trigger10 = enemynear(var(58)),id = helper(40000),var(49)
trigger10 = enemynear(var(58)),stateno = helper(40000),var(18)
trigger10 = enemynear(var(58)),time = [0,(helper(40000),var(19) - 10)]

trigger11 = helper(40000),var(20)>0
trigger11 = enemynear(var(58)),id = helper(40000),var(50)
trigger11 = enemynear(var(58)),stateno = helper(40000),var(20)
trigger11 = enemynear(var(58)),time = [0,(helper(40000),var(21) - 10)]

trigger12 = helper(40000),var(22)>0
trigger12 = enemynear(var(58)),id = helper(40000),var(51)
trigger12 = enemynear(var(58)),stateno = helper(40000),var(22)
trigger12 = enemynear(var(58)),time = [0,(helper(40000),var(23) - 10)]

trigger13 = helper(40000),var(14)>0
trigger13 = enemynear(var(58)),id = helper(40000),var(13)
trigger13 = enemynear(var(58)),stateno = helper(40000),var(14)
trigger13 = enemynear(var(58)),time = [0,(helper(40000),var(15) - 10)]

trigger14 = helper(40000),var(17)>0
trigger14 = enemynear(var(58)),id = helper(40000),var(16)
trigger14 = enemynear(var(58)),stateno = helper(40000),var(17)
trigger14 = enemynear(var(58)),time = [0,(helper(40000),var(18) - 10)]

trigger15 = helper(40000),var(20)>0
trigger15 = enemynear(var(58)),id = helper(40000),var(19)
trigger15 = enemynear(var(58)),stateno = helper(40000),var(20)
trigger15 = enemynear(var(58)),time = [0,(helper(40000),var(21) - 10)]

trigger16 = helper(40000),var(23)>0
trigger16 = enemynear(var(58)),id = helper(40000),var(22)
trigger16 = enemynear(var(58)),stateno = helper(40000),var(23)
trigger16 = enemynear(var(58)),time = [0,(helper(40000),var(24) - 10)]

trigger17 = helper(40000),var(26)>0
trigger17 = enemynear(var(58)),id = helper(40000),var(25)
trigger17 = enemynear(var(58)),stateno = helper(40000),var(26)
trigger17 = enemynear(var(58)),time = [0,(helper(40000),var(27) - 10)]

[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(40000)>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<=var(41))
triggerall = enemynear(var(58)),movetype = A
triggerall = (enemynear(var(58)),time <= 1 && random <= 100) ||enemynear(var(58)),time>=60*fvar(31)
triggerall = p2bodydist x >50
triggerall = p2bodydist x <= 70
triggerall = fvar(20) = [0,10]
triggerall = enemynear(var(58)),time > 2 || enemynear(var(58)),stateno >= 1000 || !enemynear(var(58)),authorname = "muteki"
trigger1 = helper(40000),var(0)>0
trigger1 = enemynear(var(58)),id = helper(40000),var(40)
trigger1 = enemynear(var(58)),stateno = helper(40000),var(0)
trigger1 = enemynear(var(58)),time = [0,(helper(40000),var(1) - 14)]

trigger2 = helper(40000),var(2)>0
trigger2 = enemynear(var(58)),id = helper(40000),var(41)
trigger2 = enemynear(var(58)),stateno = helper(40000),var(2)
trigger2 = enemynear(var(58)),time = [0,(helper(40000),var(3) - 14)]

trigger3 = helper(40000),var(4)>0
trigger3 = enemynear(var(58)),id = helper(40000),var(42)
trigger3 = enemynear(var(58)),stateno = helper(40000),var(4)
trigger3 = enemynear(var(58)),time = [0,(helper(40000),var(5) - 14)]

trigger4 = helper(40000),var(6)>0
trigger4 = enemynear(var(58)),id = helper(40000),var(43)
trigger4 = enemynear(var(58)),stateno = helper(40000),var(6)
trigger4 = enemynear(var(58)),time = [0,(helper(40000),var(7) - 14)]

trigger5 = helper(40000),var(8)>0
trigger5 = enemynear(var(58)),id = helper(40000),var(44)
trigger5 = enemynear(var(58)),stateno = helper(40000),var(8)
trigger5 = enemynear(var(58)),time = [0,(helper(40000),var(9) - 14)]

trigger6 = helper(40000),var(10)>0
trigger6 = enemynear(var(58)),id = helper(40000),var(45)
trigger6 = enemynear(var(58)),stateno = helper(40000),var(10)
trigger6 = enemynear(var(58)),time = [0,(helper(40000),var(11) - 14)]

trigger7 = helper(40000),var(12)>0
trigger7 = enemynear(var(58)),id = helper(40000),var(46)
trigger7 = enemynear(var(58)),stateno = helper(40000),var(12)
trigger7 = enemynear(var(58)),time = [0,(helper(40000),var(13) - 14)]

trigger8 = helper(40000),var(14)>0
trigger8 = enemynear(var(58)),id = helper(40000),var(47)
trigger8 = enemynear(var(58)),stateno = helper(40000),var(14)
trigger8 = enemynear(var(58)),time = [0,(helper(40000),var(14) - 14)]

trigger9 = helper(40000),var(16)>0
trigger9 = enemynear(var(58)),id = helper(40000),var(48)
trigger9 = enemynear(var(58)),stateno = helper(40000),var(16)
trigger9 = enemynear(var(58)),time = [0,(helper(40000),var(17) - 14)]

trigger10 = helper(40000),var(18)>0
trigger10 = enemynear(var(58)),id = helper(40000),var(49)
trigger10 = enemynear(var(58)),stateno = helper(40000),var(18)
trigger10 = enemynear(var(58)),time = [0,(helper(40000),var(19) - 14)]

trigger11 = helper(40000),var(20)>0
trigger11 = enemynear(var(58)),id = helper(40000),var(50)
trigger11 = enemynear(var(58)),stateno = helper(40000),var(20)
trigger11 = enemynear(var(58)),time = [0,(helper(40000),var(21) - 14)]

trigger12 = helper(40000),var(22)>0
trigger12 = enemynear(var(58)),id = helper(40000),var(51)
trigger12 = enemynear(var(58)),stateno = helper(40000),var(22)
trigger12 = enemynear(var(58)),time = [0,(helper(40000),var(23) - 14)]

trigger13 = helper(40000),var(14)>0
trigger13 = enemynear(var(58)),id = helper(40000),var(13)
trigger13 = enemynear(var(58)),stateno = helper(40000),var(14)
trigger13 = enemynear(var(58)),time = [0,(helper(40000),var(15) - 14)]

trigger14 = helper(40000),var(17)>0
trigger14 = enemynear(var(58)),id = helper(40000),var(16)
trigger14 = enemynear(var(58)),stateno = helper(40000),var(17)
trigger14 = enemynear(var(58)),time = [0,(helper(40000),var(18) - 14)]

trigger15 = helper(40000),var(20)>0
trigger15 = enemynear(var(58)),id = helper(40000),var(19)
trigger15 = enemynear(var(58)),stateno = helper(40000),var(20)
trigger15 = enemynear(var(58)),time = [0,(helper(40000),var(21) - 14)]

trigger16 = helper(40000),var(23)>0
trigger16 = enemynear(var(58)),id = helper(40000),var(22)
trigger16 = enemynear(var(58)),stateno = helper(40000),var(23)
trigger16 = enemynear(var(58)),time = [0,(helper(40000),var(24) - 14)]

trigger17 = helper(40000),var(26)>0
trigger17 = enemynear(var(58)),id = helper(40000),var(25)
trigger17 = enemynear(var(58)),stateno = helper(40000),var(26)
trigger17 = enemynear(var(58)),time = [0,(helper(40000),var(27) - 14)]


;______________________________________________________________________

;h
;______________________________________________________________________

;U
[State -1]
type = ChangeState
value = 400
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype != A
triggerall = p2dist x > 0 
triggerall = ctrl || stateno = 52 || (stateno = 120 && prevstateno = [160,162])
triggerall = enemynear(var(58)),statetype != L && enemynear(var(58)),movetype != H
trigger1 = enemynear(var(58)),movetype = A
trigger1 = enemynear(var(58)),animtime = [-8,-5]
trigger1 = enemynear(var(58)),time >= 10
trigger1 = enemynear(var(58)),statetype != A
trigger1 = p2bodydist x < 25
trigger1 = random <= 200

;______________________________________________________________________

;΋
;______________________________________________________________________
;΋
;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(40000)>0
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<=25
triggerall = enemynear(var(58)),pos y + 4*fvar(13) + 0.5*16*fvar(38) = [-20,0]
trigger1 = ctrl  || stateno = 120 && prevstateno = [160,162]
trigger1 = helper(40000),var(59) = -2
trigger1 = enemynear(var(58)),ctrl = 0
trigger1 = !enemynear(var(58)),hitdefattr = SCA,AA,AT,AP
trigger1 = enemynear(var(58)),time > 10
trigger2 = random <= 10 || fvar(31) <= 0.3
trigger2 = stateno = 120 && prevstateno = [160,161]
trigger3 = ctrl  || stateno = 120 && prevstateno = [160,162]
trigger3 = random <= 90


;U
[State -1,60]
type = changestate
value = 210
triggerall = RoundState = 2
triggerall = stateno != 101
triggerall = var(59)=[2,10]
triggerall = statetype!=A
triggerall = p2stateno != [5200,5205]
triggerall = var(59)>=4 || random <= 20*var(59)**3
triggerall = p2movetype != H ||p2stateno = [120,155]
triggerall = p2bodydist x <= 50 && p2dist x > 0
triggerall = p2dist x + 6*facing*enemynear(var(58)),facing*enemynear(var(58)),vel x = [0 - 9999*(backedgebodydist < 10),60]
triggerall = enemynear(var(58)),movetype != A || enemynear(var(58)),animtime > -10 || enemynear(var(58)),movecontact || enemynear(var(58)),hitdefattr = A,AT
triggerall = random <= 200
trigger1 = ctrl
trigger1 = !(enemynear(var(58)),vel y = [-0.01,0.01])
trigger1 = p2bodydist y + 6*enemynear(var(58)),vel y + 0.5*36*fvar(38) = [-55,-5]
trigger2 = ctrl
trigger2 = enemynear(var(58)),vel y = [-0.01,0.01]
trigger2 = p2bodydist y = [-55,-20]

trigger3 = stateno = 120 && prevstateno = [160,162]
trigger3 = !(enemynear(var(58)),vel y = [-0.01,0.01])
trigger3 = p2bodydist y + 5*enemynear(var(58)),vel y + 0.5*25*fvar(38) = [-55,0]
trigger4 = stateno = 120 && prevstateno = [160,162]
trigger4 = enemynear(var(58)),vel y = [-0.1,0.1]
trigger4 = p2bodydist y = [-55,-15]

;_________________________________________________________
;
;Ԃ,\
;_________________________________________________________


;
[state -3]
type = changestate
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = statetype!= A 
triggerall = ctrl || (stateno = 120 && prevstateno = [160,162])
triggerall = enemynear(var(58)),stateno != [120,155]
trigger1 = inguarddist
trigger1 = numhelper(40001)
trigger1 = helper(40001),inguarddist = 0
trigger1 = enemynear(var(58)),ctrl || enemynear(var(58)),stateno = [20,119]
trigger1 = p2bodydist x + 5*facing*enemynear(var(58)),facing < 30 && p2dist x > 0
trigger1 = p2bodydist y > -30
trigger1 = random <= 100
;______________________________________________________________________

;󒆃R{
;______________________________________________________________________

;
;==============================================
;n
;==============================================
;----------------------------------------------
;ډ
;----------------------------------------------
;U
[State -1]
type = ChangeState
value = 220
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear(var(58)),movetype = H && enemynear(var(58)),statetype = A && enemynear(var(58)),hitfall = 1
triggerall = statetype != A
triggerall = var(56) >= 16
trigger1 = ctrl
trigger1 = fvar(34) <= 80
trigger1 = var(13)
trigger1 = enemynear(var(58)),pos y + 0.5*17*fvar(13) + 0.5*289*fvar(38) = [-50,0]
trigger1 = var(56) <= 17 || fvar(13) + 17*fvar(38) > 1 || enemynear(var(58)),pos y > -15

;U
[State -1]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear(var(58)),movetype = H && enemynear(var(58)),statetype = A && enemynear(var(58)),hitfall = 1
triggerall = statetype != A && ctrl
triggerall = var(56) >= 4
triggerall = var(13)
trigger1 = fvar(34) <= 80
trigger1 = enemynear(var(58)),pos y + 0.5*4*fvar(13) + 0.5*16*fvar(38) = [0,20]

;U
[State -1]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear(var(58)),movetype = H && enemynear(var(58)),statetype = A && enemynear(var(58)),hitfall = 1
triggerall = statetype != A && ctrl
triggerall = var(56) >= 4
triggerall = var(13)
trigger1 = fvar(34) <= 80
trigger1 = var(56) <= 5 || enemynear(var(58)),pos y + 0.5*4*fvar(13) + 0.5*16*fvar(38) = [-10,0]
;----------------------------------------------
;LZ
;----------------------------------------------

;CX^g`[W
[State -1]
type = ChangeState
value = 900
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear(var(58)),movetype = H && enemynear(var(58)),statetype = A && enemynear(var(58)),hitfall = 1
triggerall = statetype != A 
triggerall = var(8) = 1 || Var(7) >= 200
triggerall = var(7) >= 0
triggerall = var(13)
trigger1 = var(8) = 1 && var(7) >= 200 - 150*fvar(1)
trigger1 = stateno = 220
trigger1 = movehit = 1
trigger1 = ceil((334 - var(14))/(var(13) + 0.01)) <= 40
trigger1 = fvar(1) < 0.59

;|@
[State -1]
type = ChangeState
value = 1301
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear(var(58)),movetype = H && enemynear(var(58)),statetype = A && enemynear(var(58)),hitfall = 1
triggerall = statetype != A
triggerall = var(13)
trigger1 = stateno = 220 && movehit = 1
trigger1 = ceil((334 - var(14))/(var(13) + 0.01)) <= 40 || fvar(1) <= 0.43
trigger1 = !var(8) || var(7) <= 200
trigger1 = fvar(1) < 0.59

;U
[State -1]
type = ChangeState
value = 220
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear(var(58)),movetype = H && enemynear(var(58)),statetype = A && enemynear(var(58)),hitfall = 1
triggerall = statetype != A
triggerall = var(56) >= 16
trigger1 = stateno = 200 || stateno = 400 || stateno = 210 || stateno = 410
trigger1 = movehit
trigger1 = fvar(34) <= 80
trigger1 = var(13)



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

;Lv1s͎(ry
[State -1]
type = ChangeState
value = 3100
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear(var(58)),movetype = H && enemynear(var(58)),statetype = A && enemynear(var(58)),hitfall = 1
triggerall = statetype != A && ctrl
triggerall = power >= 1000
trigger1 = fvar(1) > 0.20
trigger1 = numtarget(1300) || numtarget(1302)
trigger1 = enemynear(var(58)),life*enemynear(var(58)),const(data.defence) <= 150*100*fvar(0)*ifelse(var(24) = 1 , 0.50 ,ifelse(fvar(7) > 0.01 , fvar(7) , 1))
trigger1 = enemynear(var(58)),life*enemynear(var(58)),const(data.defence) >= 50*100*fvar(0)*ifelse(var(24) = 1 , 0.50 ,ifelse(fvar(7) > 0.01 , fvar(7) , 1)) || fvar(33) > 40

;Lv2s͎(ry
[State -1]
type = ChangeState
value = 3101
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear(var(58)),movetype = H && enemynear(var(58)),statetype = A && enemynear(var(58)),hitfall = 1
triggerall = statetype != A && ctrl
triggerall = power >= 2000
trigger1 = fvar(1) > 0.20
trigger1 = numtarget(1300) || numtarget(1302)
trigger1 = enemynear(var(58)),life*enemynear(var(58)),const(data.defence) <= 320*100*fvar(0)*ifelse(var(24) = 1 , 0.50 ,ifelse(fvar(7) > 0.01 , fvar(7) , 1))
trigger1 = enemynear(var(58)),life*enemynear(var(58)),const(data.defence) >= 50*100*fvar(0)*ifelse(var(24) = 1 , 0.50 ,ifelse(fvar(7) > 0.01 , fvar(7) , 1)) || fvar(33) > 40

;Lv3s͎(ry
[State -1]
type = ChangeState
value = 3102
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear(var(58)),movetype = H && enemynear(var(58)),statetype = A && enemynear(var(58)),hitfall = 1
triggerall = statetype != A && ctrl
triggerall = power >= 3000
trigger1 = fvar(1) > 0.20
trigger1 = numtarget(1300) || numtarget(1302)
trigger1 = enemynear(var(58)),life*enemynear(var(58)),const(data.defence) <= 500*100*fvar(0)*ifelse(var(24) = 1 , 0.50 ,ifelse(fvar(7) > 0.01 , fvar(7) , 1))
trigger1 = enemynear(var(58)),life*enemynear(var(58)),const(data.defence) >= 50*100*fvar(0)*ifelse(var(24) = 1 , 0.50 ,ifelse(fvar(7) > 0.01 , fvar(7) , 1)) || fvar(33) > 40

;|@
[State -1]
type = ChangeState
value = 1301
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear(var(58)),movetype = H && enemynear(var(58)),statetype = A && enemynear(var(58)),hitfall = 1
triggerall = statetype != A && ctrl
trigger1 = fvar(33) <= 40
trigger1 = numtarget(1300)
trigger2 = numtarget(1302)

;ߒU
[State -1]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear(var(58)),movetype = H && enemynear(var(58)),statetype = A && enemynear(var(58)),hitfall = 1
triggerall = statetype != A && ctrl
triggerall = var(56) >= 6
triggerall = p2bodydist x <= 50
triggerall = !var(13)
trigger1 = fvar(34) <= 80
trigger1 = (frontedgebodydist = [35,48]) || fvar(13) > 1
trigger1 = fvar(1) > 0.58
trigger1 = enemynear(var(58)),pos y + 6*fvar(13) + 18*fvar(38) = [-60,-35]
trigger1 = fvar(13) + 6*fvar(38) > 0

trigger2 = fvar(34) <= 80
trigger2 = (frontedgebodydist = [35,48]) || fvar(13) > 1
trigger2 = enemynear(var(58)),pos y + 6*fvar(13) + 18*fvar(38) = [-50,0]
trigger2 = fvar(13) + 6*fvar(38) < 6
trigger2 = var(56) <= 7 || fvar(13) + 6*fvar(38) > 0 || enemynear(var(58)),pos y > -15

trigger3 = fvar(34) > 80
trigger3 = enemynear(var(58)),pos y + 6*fvar(13) + 18*fvar(38) = [-50,-20]

;U
[State -1]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear(var(58)),movetype = H && enemynear(var(58)),statetype = A && enemynear(var(58)),hitfall = 1
triggerall = statetype != A && ctrl
triggerall = var(56) >= 4
triggerall = !var(13)
trigger1 = fvar(34) < 100
trigger1 = (frontedgebodydist = [35,48]) || var(56) <= 5  || fvar(13) > 2.5
trigger1 = enemynear(var(58)),pos y + 4*fvar(13) + 8*fvar(38) - 6*(enemynear(var(58)),hitshakeover != 1)= [-25,20]
trigger1 = fvar(13) + 4*fvar(38) > 0 || enemynear(var(58)),pos y > -10
trigger2 = p2bodydist x <= 20
trigger2 = enemynear(var(58)),pos y + 4*fvar(13) + 8*fvar(38) > 10 || var(56) <= 5

;Wv
[State -1]
type = ChangeState
value = 41
triggerall = roundstate = 2&&var(59)
triggerall = enemynear(var(58)),movetype = H && enemynear(var(58)),statetype = A && enemynear(var(58)),hitfall = 1
triggerall = statetype != A && ctrl
triggerall = !var(13)
;trigger1 = fvar(34) > 80
trigger1 = enemynear(var(58)),pos y + var(56)*fvar(13) + 0.5*var(56)*var(56)*fvar(38) < -65 + 10*(fvar(34) > 80)
trigger1 = var(56) > 10
trigger2 = fvar(34) > 80
trigger2 = enemynear(var(58)),vel x + 7*facing*enemynear(var(58)),facing*enemynear(var(58)),vel x > 50
trigger3 = fvar(13) < 0 
trigger3 = numtarget(620) || numtarget(621) || numtarget(622)

trigger4 = numtarget(1300)
trigger4 = enemynear(var(58)),life*enemynear(var(58)),const(data.defence) <= 20*100*fvar(0)*ifelse(var(24) = 1 , 0.50 ,ifelse(fvar(7) > 0.01 , fvar(7) , 1))

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

;Lv3
[State -1]
type = ChangeState
value = 3002
triggerall = power >= 3000
triggerall = !var(13)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear(var(58)),movetype = H && enemynear(var(58)),statetype = A && enemynear(var(58)),hitfall = 1
triggerall = statetype != A
triggerall = var(56) >= 30
trigger1 = enemynear(var(58)),life*enemynear(var(58)),const(data.defence) >= 200*100*fvar(0)*ifelse(var(24) = 1 , 0.50 ,ifelse(fvar(7) > 0.01 , fvar(7) , 1))
trigger1 = fvar(34) <= 80
trigger1 = stateno = 420
trigger1 = movehit = 1
trigger1 = p2bodydist x <= 25
trigger2 = enemynear(var(58)),life*enemynear(var(58)),const(data.defence) >= 350*100*fvar(0)*ifelse(var(24) = 1 , 0.50 ,ifelse(fvar(7) > 0.01 , fvar(7) , 1))
trigger2 = fvar(34) <= 80
trigger2 = stateno = 220
trigger2 = movehit = 1
trigger2 = enemynear(var(58)),pos y + 20*fvar(13) + 200*fvar(38) < 15

;CX^g`[W
[State -1]
type = ChangeState
value = 900
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear(var(58)),movetype = H && enemynear(var(58)),statetype = A && enemynear(var(58)),hitfall = 1
triggerall = statetype != A 
triggerall = var(8) = 1 || Var(7) >= 200
triggerall = var(7) >= 0
triggerall = !var(13)
trigger1 = var(8) = 1 && var(7) >= 200
trigger1 = fvar(34) <= 80 || p2bodydist x < 45
trigger1 = stateno = 420 
trigger1 = movehit = 1
trigger2 = var(8) = 1 && var(7) >= 200
trigger2 = fvar(34) <= 80
trigger2 = stateno = 220 
trigger2 = movehit = 1
trigger2 = fvar(1) < 0.59
trigger2 = enemynear(var(58)),life*enemynear(var(58)),const(data.defence) >= 150*100*fvar(0)*ifelse(var(24) = 1 , 0.50 ,ifelse(fvar(7) > 0.01 , fvar(7) , 1))

;|@
[State -1]
type = ChangeState
value = 1301
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear(var(58)),movetype = H && enemynear(var(58)),statetype = A && enemynear(var(58)),hitfall = 1
triggerall = statetype != A
triggerall = !var(13)
trigger1 = fvar(34) <= 90
trigger1 = stateno = 220 && movehit
trigger1 = fvar(1) = [0.45,0.585]

;U
[State -1]
type = ChangeState
value = 220
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear(var(58)),movetype = H && enemynear(var(58)),statetype = A && enemynear(var(58)),hitfall = 1
triggerall = statetype != A
triggerall = var(56) >= 16
triggerall = !var(13)
trigger1 = stateno = 210 && prevstateno != 200 || stateno = 200
trigger1 = movehit
trigger1 = fvar(34) <= 80
trigger1 = fvar(13) + 17*fvar(38) < 1.7 - 0.04*enemynear(var(58)),pos y
trigger1 = enemynear(var(58)),pos y + 17*fvar(13) + 0.5*17*17*fvar(38) = [-55,-20]

trigger2 = fvar(34) <= 80
trigger2 = stateno = 210 && prevstateno = 200 || stateno = 215 && prevstateno = 210
trigger2 = movehit

trigger3 = stateno = 210 || stateno = 200
trigger3 = movehit
trigger3 = fvar(34) <= 80
trigger3 = fvar(1) <= 0.54

;U
[State -1]
type = ChangeState
value = 215
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear(var(58)),movetype = H && enemynear(var(58)),statetype = A && enemynear(var(58)),hitfall = 1
triggerall = statetype != A
triggerall = var(56) >= 9
triggerall = stateno = 210 && movehit
triggerall = !var(13)
trigger1 = fvar(34) <= 80
trigger1 = prevstateno != 200
trigger1 = fvar(13) + 9*fvar(38) > 1.6 - 0.02*enemynear(var(58)),pos y - 0.2*(p2bodydist x > 20) - 5*(fvar(38) - 0.36)

trigger2 = fvar(34) > 80
trigger2 = fvar(13) >= -4.8 - 0.055*enemynear(var(58)),pos y || fvar(13) + 9*fvar(38) > 0
trigger2 = enemynear(var(58)),pos y > -25 || fvar(13) + 9*fvar(38) > 2 || movehit > 5

;ߒU
[State -1]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear(var(58)),movetype = H && enemynear(var(58)),statetype = A && enemynear(var(58)),hitfall = 1
triggerall = statetype != A
triggerall = var(56) >= 6
triggerall = p2bodydist x <= 50
triggerall = stateno = 200 || stateno = 400
triggerall = movehit
triggerall = !var(13)
trigger1 = fvar(34) <= 80
trigger1 = fvar(13) + 6*fvar(38) > 1.7 - 0.01*enemynear(var(58)),pos y || animtime = -1

trigger2 = fvar(34) > 80
trigger2 = fvar(13) >= -4.8 - 0.055*enemynear(var(58)),pos y

;Lv3s͎(ry
[State -1]
type = ChangeState
value = 3102
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear(var(58)),movetype = H && enemynear(var(58)),statetype = A && enemynear(var(58)),hitfall = 1
triggerall = statetype != A
triggerall = power >= 3000
triggerall = var(56) >= 27
trigger1 = stateno = 215 && movehit = 1
trigger1 = fvar(34) >= 250
trigger1 = !var(8) && var(7) <= 350
trigger1 = enemynear(var(58)),life*enemynear(var(58)),const(data.defence) >= 150*100*fvar(1)

;Wv
[State -1]
type = ChangeState
value = 41
triggerall = roundstate = 2&&var(59)
triggerall = enemynear(var(58)),movetype = H && enemynear(var(58)),statetype = A && enemynear(var(58)),hitfall = 1
triggerall = statetype != A
triggerall = !var(13)
trigger1 = fvar(1) > 0.85 
trigger1 = stateno = 210 || stateno = 215
trigger1 = movehit
trigger1 = enemynear(var(58)),pos y + var(56)*fvar(13) + 0.5*var(56)*var(56)*fvar(38) < -50

trigger2 = fvar(34) > 80
trigger2 = stateno = 210 || stateno = 215
trigger2 = movehit = 1
trigger2 = fvar(13) < -4.8 - 0.055*enemynear(var(58)),pos y || prevstateno = [200,210]


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

;----------------------------------------------
;ډ
;----------------------------------------------
;󒆋U
[State -1]
type = ChangeState
value = 620
triggerall = roundstate = 2&&var(59)
triggerall = enemynear(var(58)),movetype = H && enemynear(var(58)),statetype = A && enemynear(var(58)),hitfall = 1
triggerall = statetype = A 
triggerall = ctrl || stateno = 120 && prevstateno = [160,162]
triggerall = var(56) > 18
triggerall = !var(13)
trigger1 = fvar(34) > 80 || numtarget(1300) || numtarget(1302)
trigger1 = var(2) = 0
trigger1 = p2bodydist y + 18*(fvar(13) - vel y) + 0.5*324*(fvar(38) -fvar(39)) = [60,100]
trigger1 = enemynear(var(58)),pos y + 18*fvar(13) + 0.5*324*fvar(38) < 0
trigger1 = pos y + 18*vel y + 0.5*324*fvar(39) < 0

;󒆒U
[State -1]
type = ChangeState
value = 610
triggerall = roundstate = 2&&var(59)
triggerall = enemynear(var(58)),movetype = H && enemynear(var(58)),statetype = A && enemynear(var(58)),hitfall = 1
triggerall = statetype = A
triggerall = !var(13) 
triggerall = ctrl || stateno = 120 && prevstateno = [160,162]
trigger1 = fvar(34) <= 80
trigger1 = var(2) = 0
trigger1 = var(56) <= 7 || p2bodydist y + 7*(fvar(13) - vel y) + 0.5*49*(fvar(38) -fvar(39)) = [-25,55]
;trigger2 = fvar(34) <= 80
trigger2 = var(2) != 0

trigger3 = fvar(34) > 80
trigger3 = var(2) = 0
trigger3 = var(56) <= 7 || p2bodydist y + 7*(fvar(13) - vel y) + 0.5*49*(fvar(38) -fvar(39)) = [20 + 16*(fvar(1) > 0.73),65]

trigger4 = pos y + 7*vel y + 0.5*49*fvar(39) > 0
trigger5 = numtarget(620) || numtarget(621)
trigger5 = fvar(13) < 0
trigger5 = vel y > 0


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

;CX^g`[W
[State -1]
type = ChangeState
value = 900
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear(var(58)),movetype = H && enemynear(var(58)),statetype = A && enemynear(var(58)),hitfall = 1
triggerall = statetype = A 
triggerall = var(8) = 1 || Var(7) >= 200
triggerall = var(7) >= 0
trigger1 = var(8) = 1 && var(7) >= 150
trigger1 = stateno = 620 || stateno = 621
trigger1 = movehit
trigger1 = pos y + 7*vel y + 0.5*49*fvar(39) < 10
trigger1 = p2bodydist y + 7*(fvar(13) - vel y) + 0.5*49*(fvar(38)-fvar(39)) = [-50,50]
trigger1 = fvar(1) < 0.70

;󒆋U
[State -1]
type = ChangeState
value = 620
triggerall = roundstate = 2&&var(59)
triggerall = enemynear(var(58)),movetype = H && enemynear(var(58)),statetype = A && enemynear(var(58)),hitfall = 1
triggerall = statetype = A 
trigger1 = var(56) >= 18
trigger1 = stateno = [610,614]
trigger1 = movehit
trigger1 = pos y + 24*vel y + 0.5*24*24*fvar(39) < 10
trigger1 = enemynear(var(58)),pos y + 18*fvar(13) + 0.5*18*18*fvar(38) < 10
trigger1 = p2bodydist y + 18*(fvar(13) - vel y) + 0.5*18*18*(fvar(38)-fvar(39)) > -10
trigger1 = fvar(1) > 0.85 && fvar(34) > 80 || fvar(1) < 0.70

trigger2 = stateno = [610,612]
trigger2 = movehit
trigger2 = var(2) = 2 || var(2) = 1 && fvar(34) <= 80
trigger2 = enemynear(var(58)),pos y + var(56)*fvar(13) + 0.5*var(56)*var(56)*fvar(38) =[-60,-40]
trigger2 = var(56) >= 14
trigger2 = vel y*vel y - 2*fvar(39)*pos y > 0 && fvar(13)*fvar(13) - 2*fvar(38)*enemynear(var(58)),pos y > 0
trigger2 = (-vel y + (vel y*vel y - 2*fvar(39)*(pos y + 10))**0.5)/fvar(39) + 6 < ( -fvar(13) + (fvar(13)*fvar(13) - 2*fvar(38)*enemynear(var(58)),pos y)**0.5)/fvar(38)

;󒆃_bV
[State -1]
type = ChangeState
value = 110
triggerall = roundstate = 2&&var(59)
triggerall = enemynear(var(58)),movetype = H && enemynear(var(58)),statetype = A && enemynear(var(58)),hitfall = 1
triggerall = statetype = A 
triggerall = Var(2) < 2
triggerall = Pos Y <= -30
triggerall = var(56) >= 22
trigger1 = fvar(34) <= 80
trigger1 = stateno = [610,613]
trigger1 = movehit
trigger1 = var(2) = 0
trigger1 = p2bodydist y < 20 || vel y < 0 && stateno >= 611
trigger1 = fvar(34) <= 80
trigger2 = stateno = [610,611]
trigger2 = movehit
trigger2 = var(2) = 1
trigger2 = p2bodydist y < 5 - fvar(13)

;󒆃_bV
[State -1]
type = ChangeState
value = 110
triggerall = roundstate = 2&&var(59)
triggerall = enemynear(var(58)),movetype = H && enemynear(var(58)),statetype = A && enemynear(var(58)),hitfall = 1
triggerall = statetype = A 
triggerall = Var(2) < 2
triggerall = Pos Y <= -30
triggerall = var(56) >= 22
trigger1 = fvar(34) > 80
trigger1 = stateno = [610,613]
trigger1 = movehit
trigger1 = var(2) = 0
trigger1 = p2bodydist y < 0 || vel y < 0 && stateno >= 611 && movehit = 1 && fvar(13) < -3

trigger2 = fvar(34) > 80
trigger2 = stateno = 610
trigger2 = movehit
trigger2 = var(2) = 1
trigger2 = p2bodydist y < 0
trigger2 = enemynear(var(58)),pos y + 22*fvar(13) + 0.5*484*fvar(38) < -10
trigger2 = p2bodydist y + 22*fvar(13) + 0.5*484*fvar(38) -0.5*49*fvar(39) < 20

trigger3 = fvar(34) > 80
trigger3 = stateno = 611
trigger3 = movehit
trigger3 = var(2) = 1
trigger3 = p2bodydist y < 0
trigger3 = enemynear(var(58)),pos y + 22*fvar(13) + 0.5*484*fvar(38) < -10
trigger3 = p2bodydist y + 22*fvar(13) + 0.5*484*fvar(38) -0.5*49*fvar(39) < 20
trigger3 = p2bodydist y + 8*(fvar(13) - vel y) + 32*(fvar(38)-fvar(39)) < -15

trigger4 = stateno = 621
trigger4 = movehit
trigger4 = fvar(1) < 0.83
trigger4 = fvar(13) < -2.5
trigger4 = p2bodydist y > 0

;󒆃Wv
[State -1]
type = ChangeState
value = 46
triggerall = roundstate = 2&&var(59)
triggerall = enemynear(var(58)),movetype = H && enemynear(var(58)),statetype = A && enemynear(var(58)),hitfall = 1
triggerall = statetype = A 
triggerall = var(46) = 0
triggerall = var(47) = 0
triggerall = Var(2) = 0
trigger1 = stateno = 613 && movehit
trigger1 = p2bodydist y < 0
trigger1 = fvar(1) < 0.68

;______________________________________________________________________

;nR{
;______________________________________________________________________
;statetype != A
;==============================================
;n
;==============================================

;----------------------------------------------
;ډ
;----------------------------------------------
;Ⴊ݋U
[State -1]
type = ChangeState
value = 420
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype != A && ctrl
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H && enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),stateno != [120,155]
trigger1 = enemynear,gethitvar(hittime) > 12
trigger1 = p2bodydist x < 70 && p2dist x > 0

;ႪݒU
[State -1]
type = ChangeState
value = 410
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype != A && ctrl
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H && enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),stateno != [120,155]
trigger1 = enemynear,gethitvar(hittime) > 9
trigger1 = p2bodydist x < 60 && p2dist x > 0

;ߒU
[State -1]
type = ChangeState
value = 210
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype != A && ctrl
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H && enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),stateno != [120,155]
trigger1 = enemynear,gethitvar(hittime) > 6
trigger1 = p2bodydist x < 50 && p2dist x > 0

;U
[State -1]
type = ChangeState
value = 400
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype != A && ctrl
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H && enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),stateno != [120,155]
trigger1 = enemynear,gethitvar(hittime) > 4
trigger1 = p2bodydist x < 25 && p2dist x > 0

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

;CX^g`[W
[State -1]
type = ChangeState
value = 900
triggerall = RoundState = 2
triggerall = command = "IC_c" 
triggerall = var(8) = 1 || Var(7) >= 200
triggerall = var(7) >= 0
triggerall = var(59) = 0
trigger1 = stateno = [200,420]
trigger1 = movecontact || var(28) && movereversed > 1
trigger2 = stateno = [600,622]
trigger2 = movecontact || var(28) && movereversed > 1
trigger3 = stateno = 1000
trigger3 = time = [19,22]
trigger4 = stateno = 1001
trigger4 = time = [23,25]
trigger5 = stateno = 1002
trigger5 = (time = [23,25]) || time = [34,36]

;ႪݒU
[State -1]
type = ChangeState
value = 410
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype != A 
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H && enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),stateno != [120,155]
trigger1 = stateno = 200 || stateno = 400
trigger1 = movehit

;Ⴊ݋U
[State -1]
type = ChangeState
value = 420
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype != A 
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H && enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),stateno != [120,155]
trigger1 = stateno = 210 || stateno = 215|| stateno = 410
trigger1 = movehit
trigger1 = p2bodydist x <= 50

;d݂(ry
[State -1]
type = ChangeState
value = 1100
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype != A 
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H 
triggerall = !var(13)
triggerall = enemynear(var(58)),stateno != [120,155]
trigger1 = stateno = 420
trigger1 = movehit
trigger2 = enemynear(var(58)),statetype != A
trigger2 = stateno = 210 || stateno = 215 || stateno = 410
trigger2 = movehit = 1
trigger2 = p2bodydist x > 50

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

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


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


;______________________________________________________________________

;K[hA悯
;______________________________________________________________________

[state -3,jump]
type=changestate
value = 42 - (p2dist x > 100)*(enemynear(var(58)),vel x < 3)
triggerall = (var(59)=[2,10])&&roundstate=2
triggerall = statetype!=A
triggerall = p2movetype != H
triggerall = ctrl || stateno = [100,101]
triggerall = random <= 16*var(59)**3
triggerall = enemynear(var(58)),time >= 60*fvar(31) || fvar(31) < 0.01 || random <= 15
trigger1 = enemynear(var(58)),hitdefattr=SC,NT,ST,HT 
trigger1 = enemynear(var(58)),time < -enemynear(var(58)),animtime || enemynear(var(58)),animtime >= 0 || enemynear(var(58)),time <= 5
trigger1 = p2bodydist X < 80
trigger2 = enemynear(var(58)),time <= 10 && enemynear(var(58)),stateno = [800,899]
trigger2 = p2bodydist X < 80

[state -3,jump]
type=changestate
value = 42 - (p2dist x > 100)*(enemynear(var(58)),vel x < 3)
triggerall = (var(59)=[2,10])&&roundstate=2
triggerall = statetype!=A
triggerall = ctrl || stateno = [100,101]
triggerall = random <= 16*var(59)**3
triggerall = enemynear(var(58)),time >= 60*fvar(31) || fvar(31) < 0.01 || random <= 15
triggerall = enemynear(var(58)),p2bodydist x <= 80 && enemynear(var(58)),p2dist x > 0
trigger1 = numhelper(40001)
trigger1 = helper(40001),var(0) 
trigger1 = enemynear(var(58)),stateno = helper(40001),var(0)
trigger2 = numhelper(40001)
trigger2 = helper(40001),var(1) 
trigger2 = enemynear(var(58)),stateno = helper(40001),var(1)
trigger3 = numhelper(40001)
trigger3 = helper(40001),var(2) 
trigger3 = enemynear(var(58)),stateno = helper(40001),var(2)
trigger4 = numhelper(40001)
trigger4 = helper(40001),var(3) 
trigger4 = enemynear(var(58)),stateno = helper(40001),var(3)
trigger5 = numhelper(40001)
trigger5 = helper(40001),var(4) 
trigger5 = enemynear(var(58)),stateno = helper(40001),var(4)

[State -1, e-2]
Type = ChangeState
Value = 120
triggerall = var(59)
triggerall = random < 16*var(59)**3
triggerall = roundstate = 2
triggerall = stateno != 120 || time >= 1 && anim != 21
triggerall = ctrl&&statetype !=A
triggerall = (enemynear(var(58)),hitdefattr =,NT,ST,HT)=0
triggerall = stateno != [100,102]
triggerall = !var(52)
trigger1 = iNguarddist
trigger2 = numenemy = 1
trigger2 = numhelper(40001)
trigger2 = helper(40001),inguarddist
trigger3 = numenemy = 1
trigger3 = numhelper(40002)
trigger3 = helper(40002),inguarddist || helper(40002),var(0) = 1

[State -1, e-2]
Type = ChangeState
Value = 120
triggerall = var(59)
triggerall = roundstate = 2
triggerall = stateno != 120 || time >= 1 && anim != 21
triggerall = ctrl&&statetype !=A
triggerall = (enemynear(var(58)),hitdefattr =,NT,ST,HT)=0
triggerall = stateno != [100,102]
triggerall = var(52)
triggerall = numhelper(40001)*numhelper(40002)
triggerall = (enemynear(var(58)),pos x - pos x)*helper(40001),var(var(48) + 40) > 0
triggerall = abs(p2dist x) > 10 || random < 100 || backedgebodydist < 15 && p2dist x > 0
triggerall = random <= 880 + 30*var(59) || statetype = C
trigger1 = inguarddist
trigger1 = helper(40002),var(13)%3 = 1|| enemynear(var(58)),numhelper > 0 || enemynear(var(58)),numproj > 0 || random <= 500
trigger2 = numenemy = 1
trigger2 = helper(40001),inguarddist
trigger3 = numenemy = 1
trigger3 = numhelper(40002)
trigger3 = helper(40002),inguarddist || helper(40002),var(0) = 1

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

;_________________________________________________________
;
;󂯐g
;_________________________________________________________
;statetype = A
;󒆋U()
[State -1]
type = ChangeState
value = 620
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = var(45)
triggerall = statetype = A
triggerall = p2dist x > 0
triggerall = enemynear(var(58)),stateno = [5210,5219]
triggerall = ctrl
triggerall = enemynear(var(58)),statetype = A
trigger1 = var(52) = 0 || random <= 50
trigger1 = p2dist y = [-10,40]
trigger1 = p2bodydist x <= 10
trigger1 = enemynear(var(58)),time >= 14

;󒆋U
[State -1]
type = ChangeState
value = 620
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype = A
triggerall = p2dist x > 0
triggerall = ctrl
triggerall = enemynear(var(58)),statetype = A
triggerall = p2bodydist x = [10,120]
triggerall = p2dist y > 100
triggerall = var(45)
trigger1 = var(52) = 0 || random <= 50
trigger1 = enemynear(var(58)),stateno = [5210,5219]
trigger2 = enemynear(var(58)),stateno = 5050
trigger2 = var(56) <= 2
;_________________________________________________________
;
;NU
;_________________________________________________________


;Ί
[State -1]
type = ChangeState
value = 1201
triggerall = RoundState = 2 && var(59)
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H && enemynear(var(58)),statetype = A
trigger1 = ctrl
trigger1 = numtarget(1300)
trigger1 = p2bodydist x >= 95

;_bV
[State -1]
type = ChangeState
value = 100
triggerall = var(59) && roundstate = 2
triggerall = stateno != [100,102]
triggerall = statetype != A
triggerall = ctrl
triggerall = p2dist x > 0
trigger1 = enemynear(var(58)),stateno = [5110,5120]
trigger1 = numhelper(1253) || numhelper(1255)
trigger1 = random <= 80
trigger1 = fvar(34) <= 80 || p2bodydist x = [80,150]

;󒆋U
[State -1]
type = ChangeState
value = 620
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype = A && ctrl
triggerall = p2dist x > 0
;trigger1 = var(52)
trigger1 = enemynear(var(58)),stateno = 5120 || enemynear(var(58)),stateno = [0,39]
trigger1 = numhelper(1253) || numhelper(1255)
trigger1 = p2bodydist x <= 100
trigger1 = random <= 120

;󒆒U
[State -1]
type = ChangeState
value = 610
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype = A && ctrl
triggerall = p2dist x > 0
trigger1 = enemynear(var(58)),stateno = 5120 || enemynear(var(58)),stateno = [0,39]
trigger1 = numhelper(1253) || numhelper(1255)
trigger1 = p2bodydist x <= 100
trigger1 = random <= 120

;______________________________________________________________________

;ł
;______________________________________________________________________

;U
[State -1]
type = ChangeState
value = 400
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype != A && ctrl
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H && enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),stateno = [150,155]
trigger1 = enemynear,gethitvar(hittime) > 4
trigger1 = p2bodydist x < 25 && p2dist x > 0

;ႪݒU
[State -1]
type = ChangeState
value = 410
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype != A && ctrl
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H && enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),stateno = [150,155]
trigger1 = enemynear,gethitvar(hittime) > 8
trigger1 = p2bodydist x < 40 && p2dist x > 0
;-----------------------------------------------------------------------------------
;Wv
[State -1]
type = ChangeState
value = 41
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype != A 
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H && enemynear(var(58)),statetype != A
trigger1 = stateno = 210 || stateno = 410
trigger1 = moveguarded = 1
trigger1 = random <= 250
trigger1 = p2bodydist x > 50

;ႪݎU
[State -1]
type = ChangeState
value = 400
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype != A 
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H && enemynear(var(58)),statetype != A
trigger1 = stateno = 200 || stateno = 400
trigger1 = moveguarded = 1 || moveguarded = 4
trigger1 = p2bodydist x <= 23
trigger1 = random <= 250

;ႪݒU
[State -1]
type = ChangeState
value = 410
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype != A 
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H && enemynear(var(58)),statetype != A
trigger1 = stateno = 200 || stateno = 400
trigger1 = moveguarded = 1
trigger1 = random <= 600

;Ⴊ݋U
[State -1]
type = ChangeState
value = 420
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype != A 
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H && enemynear(var(58)),statetype != A
trigger1 = stateno = 215 || stateno = 410
trigger1 = moveguarded = 1
trigger1 = random <= 500

;RFΊ
[State -1]
type = ChangeState
value = 1202
triggerall = var(8) || var(7) >= 200
triggerall = var(7)
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype != A 
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H && enemynear(var(58)),statetype != A
triggerall = stateno = 420 || stateno = [210,220]
triggerall = moveguarded = 1 || var(28) && movereversed > 1
trigger1 = random <= 500
trigger1 = !var(8) || var(7) <= 150
trigger1 = fvar(33) <= 90
trigger1 = p2bodydist x >= 40

trigger2 = life <= lifemax*0.334
trigger2 = power >= 2970
trigger2 = fvar(34) >= 220

;|@
[State -1]
type = ChangeState
value = 1300
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype != A 
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H && enemynear(var(58)),statetype != A
trigger1 = stateno = 215 || stateno = 410
trigger1 = moveguarded = 1
trigger1 = random <= 500
trigger2 = stateno = 220
trigger2 = moveguarded = 1
trigger2 = random <= 850

;󒆋U
[State -1]
type = ChangeState
value = 620
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype = A 
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),statetype != A
triggerall = (enemynear(var(58)),stateno = [140,155]) || enemynear(var(58)),prevstateno = [140,155]
triggerall = ctrl
trigger1 = pos y + 25*vel y + 0.5*625*fvar(39) < 10
trigger1 = p2bodydist x - 18*vel x = [30,120]
trigger1 = pos y + 32*vel y + 0.5*1024*fvar(39) > 10
;______________________________________________________________________

;
;______________________________________________________________________

;ႪݎU
[State -1]
type = ChangeState
value = 400
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype != A 
triggerall = ctrl || stateno = 52 || (stateno = 120 && prevstateno = [160,162])
triggerall = numhelper(40002)
triggerall = !inguarddist && !var(52) || var(52) && ((helper(40002),var(10))%3 != 1 || (enemynear,numproj > 0) + (enemynear,numhelper>var(41)) && inguarddist)
triggerall = enemynear(var(58)),statetype != L && enemynear(var(58)),movetype != H && enemynear(var(58)),stateno != [120,155]
trigger1 = enemynear(var(58)),statetype != A
trigger1 = p2bodydist x =[-5,25]
trigger1 = random <= 120 + 20*var(59) - 40*(var(59) = 4)

;ႪݒU
[State -1]
type = ChangeState
value = 410
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype != A 
triggerall = ctrl || stateno = 52 || (stateno = 120 && prevstateno = [160,162])
triggerall = numhelper(40002)
triggerall = !inguarddist && !var(52) || var(52) && ((helper(40002),var(10))%3 != 1 || (enemynear,numproj > 0) + (enemynear,numhelper>var(41)) && inguarddist)
triggerall = enemynear(var(58)),statetype != L && enemynear(var(58)),movetype != H && enemynear(var(58)),stateno != [120,155]
trigger1 = enemynear(var(58)),statetype != A
trigger1 = p2bodydist x =[10,40]
trigger1 = random <= 40 + 10*var(59) - 20*(var(59) = 4)

;U
[State -1]
type = ChangeState
value = 210
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype != A 
triggerall = p2bodydist x <= 50
triggerall = p2dist x > 0
triggerall = ctrl || stateno = 52 || (stateno = 120 && prevstateno = [160,162])
triggerall = numhelper(40002)
triggerall = !inguarddist && !var(52) || var(52) && ((helper(40002),var(10))%3 != 1 || (enemynear,numproj > 0) + (enemynear,numhelper>var(41)) && inguarddist)
triggerall = enemynear(var(58)),statetype != L && enemynear(var(58)),movetype != H && enemynear(var(58)),stateno != [120,155]
trigger1 = enemynear(var(58)),statetype != A
trigger1 = p2bodydist x =[10,40]
trigger1 = random <= 40 + 10*var(59) - 20*(var(59) = 4)
trigger2 = p2stateno = [40,44]
trigger2 = var(59) = 4
trigger2 = random <= 50 || fvar(31) <= 0.05

;U
[State -1]
type = ChangeState
value = 215
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype != A 
triggerall = p2bodydist x > 50
triggerall = p2dist x > 0
triggerall = ctrl || stateno = 52 || (stateno = 120 && prevstateno = [160,162])
triggerall = numhelper(40002)
triggerall = !inguarddist && !var(52) || var(52) && ((helper(40002),var(10))%3 != 1 || (enemynear,numproj > 0) + (enemynear,numhelper>var(41)) && inguarddist)
triggerall = enemynear(var(58)),statetype != L && enemynear(var(58)),movetype != H && enemynear(var(58)),stateno != [120,155]
trigger1 = enemynear(var(58)),statetype != A
trigger1 = p2bodydist x =[50,75]
trigger1 = random <= 15 + 5*var(59) - 20*(var(59) = 4)
trigger2 = p2stateno = [40,44]
trigger2 = var(59) = 4
trigger2 = random <= 50 || fvar(31) <= 0.05
trigger2 = p2bodydist x <= 75
trigger3 = p2statetype = A
trigger3 = p2bodydist y = [-40,-70]
trigger3 = random <= 40
trigger3 = p2bodydist x <= 95

;RF|@
[State -1]
type = ChangeState
value = 1302
triggerall = var(8) || var(7) >= 200
triggerall = var(7)
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype != A
triggerall = p2dist x > 0
triggerall = enemynear(var(58)),movetype != H
triggerall = ctrl
triggerall = !inguarddist
trigger1 = p2stateno = 5120
trigger1 = p2bodydist x = [120,200]
trigger1 = random <= 10
trigger1 = !var(8) || var(7) <= 150

trigger2 = p2statetype != A && p2statetype != L
trigger2 = p2bodydist x = [120,200]
trigger2 = random <= 10
trigger2 = !var(8) || var(7) <= 150

;|@
[State -1]
type = ChangeState
value = 1301
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype != A
triggerall = p2dist x > 0
triggerall = enemynear(var(58)),movetype != H
triggerall = ctrl
triggerall = !inguarddist
trigger1 = p2bodydist x = [100,150]
trigger1 = random <= 8

;|@
[State -1]
type = ChangeState
value = 1300
triggerall = roundstate = 2
triggerall = var(59) = 0
triggerall = command = "soujiki_a"
triggerall = statetype != A
trigger1 = ctrl|| stateno = 120 && prevstateno = [160,162]
trigger2 = stateno = [200,420]
trigger2 = movecontact || var(28) && movereversed > 1

;RFHނ(ry
[State -1]
type = ChangeState
value = 1002
triggerall = var(8) || var(7) >= 200
triggerall = var(7)
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype != A
triggerall = p2dist x > 0
triggerall = enemynear(var(58)),movetype != H
triggerall = ctrl
triggerall = !inguarddist
triggerall = teammode = simul
trigger1 = p2bodydist x >= 120
trigger1 = var(11) = [0,1]
trigger1 = random <= 40
trigger2 = p2bodydist x = [80,170]
trigger2 = var(11) = 2
trigger2 = p2stateno = 5120
trigger2 = random <= 20

;Hނ(ry
[State -1]
type = ChangeState
value = 1001
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype != A
triggerall = p2dist x > 0
triggerall = enemynear(var(58)),movetype != H
triggerall = ctrl
triggerall = !inguarddist
trigger1 = p2bodydist x >= 160
trigger1 = var(11) = [0,1]
trigger1 = random <= 40
trigger2 = p2bodydist x = [80,170]
trigger2 = var(11) = 2
trigger2 = p2stateno = 5120
trigger2 = random <= 20

;RFΊ
[State -1]
type = ChangeState
value = 1202
triggerall = var(8) || var(7) >= 200
triggerall = var(7)
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype != A 
triggerall = p2dist x > 0
triggerall = enemynear(var(58)),movetype != H
triggerall = ctrl
trigger1 = life <= 0.334*lifemax
trigger1 = power >= 2970
trigger1 = fvar(34) >= 220
trigger1 = p2bodydist x >= 80 && p2statetype != L && p2statetype != A
trigger1 = random <= 50
trigger1 = !numhelper(1260)
trigger2 = p2bodydist x >= 200 - 80*(teammode = simul)
trigger2 = random <= 5

;statetype = A
;󒆋U()
[State -1]
type = ChangeState
value = 620
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype = A
triggerall = p2dist x > 0
triggerall = enemynear(var(58)),statetype != L && enemynear(var(58)),movetype != H
triggerall = ctrl
triggerall = enemynear(var(58)),statetype = A
trigger1 = p2dist y = [-10,50]
trigger1 = p2bodydist x <= 10

;󒆒U
[State -1]
type = ChangeState
value = 610
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype = A
triggerall = p2dist x > 0
triggerall = enemynear(var(58)),statetype != L && enemynear(var(58)),movetype != H
triggerall = ctrl|| stateno = 120 && prevstateno = [160,162]
trigger1 = enemynear(var(58)),statetype != A
trigger1 = pos y + 18*vel y + 0.5*324*fvar(39) > 10
trigger1 = pos y + 7*vel y + 0.5*49*fvar(39) < 10
trigger1 = p2bodydist x - 7*vel x <= 50
trigger1 = random <= 80 + 120*(stateno = [100,119]) + 120*(stateno = 120)*(prevstateno = 162)
trigger2 = enemynear(var(58)),statetype = A
trigger2 = pos y + 7*vel y + 0.5*49*fvar(39) < 10
trigger2 = p2bodydist y + 7*(fvar(13) - vel y) + 0.5*49*(fvar(38) - fvar(39)) = [-50,80]
trigger2 = p2bodydist x - 7*vel x + 18*facing*enemynear(var(58)),facing*enemynear(var(58)),vel x <= 50
trigger2 = random <= 90

;󒆋U
[State -1]
type = ChangeState
value = 620
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype = A
triggerall = p2dist x > 0
triggerall = enemynear(var(58)),statetype != L && enemynear(var(58)),movetype != H
triggerall = ctrl|| stateno = 120 && prevstateno = [160,162]
triggerall = numhelper(40002)
triggerall = !inguarddist && !var(52) || var(52) && ((helper(40002),var(10))%3 != 1 || (enemynear,numproj > 0) + (enemynear,numhelper>var(41)) && inguarddist)
trigger1 = enemynear(var(58)),statetype != A
trigger1 = pos y + 25*vel y + 0.5*625*fvar(39) < 10
trigger1 = p2bodydist x - 18*vel x = [30,120]
trigger1 = random <= 60
trigger2 = enemynear(var(58)),statetype != A
trigger2 = pos y + 25*vel y + 0.5*625*fvar(39) < 10
trigger2 = p2bodydist y + 25*(fvar(13) - vel y) + 0.5*625*(fvar(38) - fvar(39)) = [50,140]
trigger2 = p2bodydist x - 18*vel x + 18*facing*enemynear(var(58)),facing*enemynear(var(58)),vel x <= 70
trigger2 = random <= 40


;󒆋U
[State -1]
type = ChangeState
value = 620
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype = A
triggerall = p2dist x > 0
triggerall = enemynear(var(58)),statetype != L && enemynear(var(58)),movetype != H
triggerall = ctrl|| stateno = 120 && prevstateno = [160,162]
trigger1 = enemynear(var(58)),statetype = C
trigger1 = pos y + 25*vel y + 0.5*625*fvar(39) < 10
trigger1 = p2bodydist x - 18*vel x = [20,120]
trigger1 = random <= 100
trigger2 = enemynear(var(58)),statetype != A && enemynear(var(58)),movetype = A
trigger2 = enemynear(var(58)),time > -enemynear(var(58)),animtime
trigger2 = pos y + 25*vel y + 0.5*625*fvar(39) < 10
trigger2 = p2bodydist x - 18*vel x = [20,120]
trigger2 = random <= 100

trigger3 = enemynear(var(58)),statetype != A
trigger3 = enemynear(var(58)),hitdefattr = SC,AT
trigger3 = pos y + 25*vel y + 0.5*625*fvar(39) < 10
trigger3 = p2dist x - 18*vel x = [20,150]
trigger3 = vel y + 18*fvar(39) > 2 || enemynear(var(58)),animtime > -20

;______________________________________________________________________

;ړ
;______________________________________________________________________
;(O)
[State -1]
type = ChangeState
value = 21
triggerall = var(59) && roundstate = 2
triggerall = stateno != [100,102]
triggerall = statetype != A
triggerall = ctrl
triggerall = stateno != [21,22]
triggerall = !inguarddist
triggerall = stateno != 120
trigger1 = p2bodydist x > 40
trigger1 = random <= 90
trigger2 = p2movetype = H && p2statetype = A
trigger2 = p2dist x > 10
trigger2 = frontedgebodydist > 48 ||  fvar(34) > 80
trigger3 = prevstateno = 40 && stateno = 0

;()
[State -1]
type = ChangeState
value = 22
triggerall = var(59) && roundstate = 2
triggerall = stateno != [100,102]
triggerall = statetype != A
triggerall = ctrl
triggerall = stateno != [21,22]
triggerall = !inguarddist
triggerall = stateno != 120
trigger1 = random <= 10
trigger1 = p2movetype != H
trigger2 = fvar(34) <= 80
trigger2 = frontedgebodydist < 35

;_bV
[State -1]
type = ChangeState
value = 100
triggerall = var(59) && roundstate = 2
triggerall = stateno != [100,102]
triggerall = statetype != A
triggerall = ctrl
trigger1 = enemynear(var(58)),statetype != L
trigger1 = enemynear(var(58)),movetype != H || p2bodydist x > 80 && enemynear(var(58)),stateno = [120,155]
trigger1 = p2bodydist x > 120 || fvar(34) <= 100
trigger1 = random <= 75

;ރ_bV
[State -1]
type = ChangeState
value = 105
triggerall = var(59) && roundstate = 2
triggerall = stateno != [100,102]
triggerall = statetype != A
triggerall = ctrl
trigger1 = fvar(33) >= 120
trigger1 = enemynear(var(58)),statetype != L || enemynear(var(58)),stateno = 5120
trigger1 = enemynear(var(58)),movetype != H
trigger1 = p2bodydist x <= 90 && enemynear(var(58)),vel x <= 5
trigger1 = random <= 25


;Wv(O)
[State -1]
type = ChangeState
value = 41
triggerall = var(59) && roundstate = 2
triggerall = stateno != [100,102]
triggerall = statetype != A
triggerall = ctrl
trigger1 = enemynear(var(58)),statetype != L
trigger1 = enemynear(var(58)),movetype != H || p2bodydist x > 80 && enemynear(var(58)),stateno = [120,155]
trigger1 = p2bodydist x > 120
trigger1 = random < 40 - 20*inguarddist

;󒆃_bV
[State -1]
type = ChangeState
value = 110
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = Var(2) < 2
triggerall = Pos Y <= -30
triggerall = ctrl
trigger1 = enemynear(var(58)),movetype != H || p2bodydist x > 100 && enemynear(var(58)),stateno = [120,155]
trigger1 = p2bodydist x > 100 || fvar(34) <= 120
trigger1 = pos y < -50 && vel y < 0 || vel y < -6
trigger1 = random <= 90

;_________________________________________________________
;
;K[h2
;_________________________________________________________

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

;_________________________________________________________
;
;d
;_________________________________________________________

[State 1100];1
type = ChangeState
triggerall = var(59)
triggerall = animelemno(0) >= 8
triggerall = movehit 
triggerall = stateno = 1100 && numtarget(1100)
trigger1 = animelemtime(17) = 1
trigger2 = var(59) <= 3
trigger2 = movehit >= 30
trigger2 = random <= 25*var(59)
value = 1101

[State 1100];2
type = ChangeState
triggerall = roundstate = 2 && var(59)
triggerall = animelemno(0) >= 8
triggerall = stateno = 1101 && prevstateno = 1100
triggerall = movehit && numtarget(1101)
trigger1 = var(59) = 4
trigger1 = enemynear(var(58)),hitshakeover
trigger1 = animtime = -1 || p2bodydist x < -105 ||enemynear(var(58)),pos y + 9*enemynear(var(58)),vel y + 0.5*9*10*fvar(38) - (pos y - 9*2 + 0.5*9*10*0.4*fvar(39))= [-15,-10]
trigger2 = var(59) = 4
trigger2 = !enemynear(var(58)),hitshakeover
trigger2 = animtime = -1 || enemynear(var(58)),pos y + (enemynear(var(58)),time -2)*enemynear(var(58)),vel y + 0.5*(enemynear(var(58)),time - 2)**2*fvar(38) - (pos y - 9*2 + 0.5*9*10*0.4*fvar(39))= [-15,-10]

trigger3 = var(59) <= 3
trigger3 = random <= 22*var(59)
value = 1102

[State 1100];1
type = ChangeState
triggerall = roundstate = 2 && var(59)
triggerall = animelemno(0) >= 8
triggerall = movehit 
triggerall = stateno = 1110 && numtarget(1100)
trigger1 = movehit >= 37
trigger2 = var(59) <= 3
trigger2 = movehit >= 30
trigger2 = random <= 25*var(59)
value = 1101

[State 1100];2
type = ChangeState
triggerall = roundstate = 2 && var(59)
triggerall = animelemno(0) >= 8
triggerall = stateno = 1101 && prevstateno = 1110
triggerall = movehit && numtarget(1101)
trigger1 = var(59) = 4
trigger1 = enemynear(var(58)),hitshakeover
trigger1 = animtime = -1 || p2bodydist x < -105 ||enemynear(var(58)),pos y + 9*enemynear(var(58)),vel y + 0.5*9*10*fvar(38) - (pos y - 9*2 + 0.5*9*10*0.4*fvar(39))= [-15,-10]
trigger2 = var(59) = 4
trigger2 = !enemynear(var(58)),hitshakeover
trigger2 = animtime = -1 || enemynear(var(58)),pos y + (enemynear(var(58)),time -2)*enemynear(var(58)),vel y + 0.5*(enemynear(var(58)),time - 2)**2*fvar(38) - (pos y - 9*2 + 0.5*9*10*0.4*fvar(39))= [-15,-10]

trigger3 = var(59) <= 3
trigger3 = random <= 22*var(59)
value = 1102

[State 1100];RF1
type = ChangeState
trigger1 = var(59)
trigger1 = animelemno(0) >= 8
trigger1 = movehit 
trigger1 = stateno = 1120 && numtarget(1120)
value = 1121

[State 1100];RF2
type = ChangeState
trigger1 = var(59)
trigger1 = animelemno(0) >= 8
trigger1 = movehit 
trigger1 = stateno = 1121 && numtarget(1121)
value = 1122

[State 1100];RF1
type = ChangeState
trigger1 = var(59)
trigger1 = animelemno(0) >= 8
trigger1 = movehit 
trigger1 = stateno = 1122 && numtarget(1122)
value = 1123

[State 1100];RF1
type = ChangeState
trigger1 = var(59)
trigger1 = animelemno(0) >= 8
trigger1 = movehit 
trigger1 = stateno = 1123 && numtarget(1123)
value = 1124

[State 1100];RF1
type = ChangeState
trigger1 = var(59)
trigger1 = animelemno(0) >= 8
trigger1 = movehit 
trigger1 = stateno = 1124 && numtarget(1124)
value = 1125

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

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

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

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

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

[State -3, 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

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