

; Stand
[Statedef 10000]
type = S
physics = S
sprpriority = 0
ctrl = 0
anim = 10000

[State 4000]
type = Turn
trigger1 = p2dist x< 0

;曕偒
[State -3]
type = ChangeState
value = 10020
triggerall = roundstate = 2
triggerall = stateno = 10000
triggerall = p2bodydist X > 20
triggerall = statetype = S
trigger1 = Random > 666

;僟僢僔儏(彫僕儍儞僾)
[State -3]
type = ChangeState
value = 10100
triggerall = roundstate = 2
triggerall = stateno = 10000
triggerall = p2bodydist X > 160
triggerall = statetype = S
triggerall = win = 0
triggerall = lose = 0
trigger1 = Random > 666

;僕儍儞僾
[State -3]
type = ChangeState
value = 10040
triggerall = roundstate = 2
triggerall = p2bodydist X > 160
triggerall = statetype = S
triggerall = win = 0
triggerall = lose = 0
trigger1 = Random = [20,60]

[State -3]
type = ChangeState
value = 10040
triggerall = P2BodyDist X = [0,50]
triggerall = P2BodyDist Y >= -50
triggerall = statetype != A
triggerall = p2statetype != A
trigger1 = Random = [20,70]


;庛峌寕
[State -3]
type = ChangeState
value = 10200
triggerall = P2BodyDist Y >= -20
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = stateno != 101
triggerall = p2movetype != A
triggerall = p2statetype != C
triggerall = p2bodydist X = [-5,54]
trigger1 = statetype = S
trigger1 = Random = [20,60]


;拞峌寕
[State -3]
type = ChangeState
value = 10210
triggerall = P2BodyDist Y >= -30
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = stateno != 101
triggerall = p2statetype != L
triggerall = p2movetype != A
triggerall = p2bodydist X = [-3,47]
trigger1 = roundstate=2
trigger1 = statetype = S
trigger1 = Random = [60,100]


;拞峌寕
[State -3]
type = ChangeState
value = 10215
triggerall = P2BodyDist Y >= -40
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = stateno != 101
triggerall = p2statetype != L
triggerall = p2bodydist X = [50,110]
trigger1 = roundstate=2
trigger1 = statetype = S
trigger1 = Random = [60,100]


;嫮峌寕
[State -3]
type = ChangeState
value = 10220
triggerall = P2BodyDist Y >= -30
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = stateno != 101
triggerall = p2statetype != L
triggerall = p2bodydist X = [-3,110]
trigger1 = roundstate=2
trigger1 = statetype = S
trigger1 = Random = [100,140]

[State -3]
type = ChangeState
value = 10650
triggerall = P2BodyDist X = [-30,30]
trigger1 = roundstate=2
trigger1 = random < 9

[State -3]
type = ChangeState
value = 10650
trigger1 = roundstate=2
trigger1 = time = 180


[State 4000]
type = VelSet
trigger1 = rootDist X >= 250
x = 3.3


[State 370, 3]
type = ChangeState
trigger1 = !isHelper
value = 0
ctrl  = 1

[State -2, Y嵗昗帺屓廋暅]
type = PosSet
triggerall = RoundState = 2    
trigger1 = floor(Pos Y) = [-2,3] 
y = 0

[State -2, Y嵗昗帺摦廋惓]
type = PosAdd
triggerall = RoundState = 2
trigger1 = floor(Pos Y) < -2 
y = 2

[State -2, Y嵗昗帺摦廋惓]
type = PosAdd
triggerall = RoundState = 2
trigger1 = floor(Pos Y) > 2 ;摨偠偔
y = -2

;----------------------------------------------------
;曕偒
[Statedef 10020]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 10020

[State -2, Y嵗昗帺屓廋暅]
type = PosSet
triggerall = RoundState = 2    
trigger1 = floor(Pos Y) = [-2,3] 
y = 0

[State -2, Y嵗昗帺摦廋惓]
type = PosAdd
triggerall = RoundState = 2
trigger1 = floor(Pos Y) < -2 
y = 2

[State -2, Y嵗昗帺摦廋惓]
type = PosAdd
triggerall = RoundState = 2
trigger1 = floor(Pos Y) > 2 ;摨偠偔
y = -2

[State 10000,0]
type = velset
trigger1 = time >= 0
x = 2

[State -3]
type = ChangeState
value = 10650
triggerall = P2BodyDist X = [-20,20]
trigger1 = random < 9

[State 4000]
type = Turn
trigger1 = p2dist x< 0

;僟僢僔儏(彫僕儍儞僾)
[State -3]
type = ChangeState
value = 10100
triggerall = roundstate = 2
triggerall = stateno = 10000
triggerall = p2bodydist X > 110
triggerall = statetype = S
triggerall = win = 0
triggerall = lose = 0
trigger1 = Random > 666

[State ChangeState]
type = ChangeState
trigger1 = rootDist X = [-20,20]
value = 10000

;庛峌寕
[State -3]
type = ChangeState
value = 10200
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = stateno != 101
triggerall = p2movetype != A
triggerall = p2statetype != C
triggerall = p2bodydist X = [-5,54]
trigger1 = statetype = S
trigger1 = Random = [20,60]


;拞峌寕
[State -3]
type = ChangeState
value = 10210
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = stateno != 101
triggerall = p2statetype != L
triggerall = p2movetype != A
triggerall = p2bodydist X = [-3,47]
trigger1 = statetype = S
trigger1 = Random = [60,100]


;拞峌寕
[State -3]
type = ChangeState
value = 10215
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = stateno != 101
triggerall = p2statetype != L
triggerall = p2bodydist X = [50,110]
trigger1 = statetype = S
trigger1 = Random = [60,100]


;嫮峌寕
[State -3]
type = ChangeState
value = 10220
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = stateno != 101
triggerall = p2statetype != L
triggerall = p2bodydist X = [-3,110]
trigger1 = statetype = S
trigger1 = Random = [100,140]


;--------------------------------------------------------------------
; Jump Start
[Statedef 10040]
type    = S
physics = S
anim = 10040
ctrl = 0
sprpriority = 1



[State 800, 1]
type = VelSet
trigger1 = time =1
y = -7



[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 10050
ctrl = 0



;--------------------------------------------------
; Jump Up
[Statedef 10050]
type    = A
physics = A

;嬻拞庛峌寕
[State -3]
type = ChangeState
value = 10600
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = p2statetype != L
triggerall = p2movetype != A
triggerall = p2bodydist X = [-5,41]
trigger1 = Random = [40,90]

;嬻拞拞峌寕
[State -3]
type = ChangeState
value = 10610
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = p2statetype != L
triggerall = p2movetype != A
triggerall = p2bodydist X = [-10,45]
trigger1 = Random = [90,140]

;嬻拞僟僢僔儏
[State -3]
type = ChangeState
value = 10110
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = statetype = A
triggerall = Vel Y > 0
triggerall = Pos Y < -35
trigger1 = p2bodydist X > 160

[State 630, 12]
type = ChangeState
trigger1 = Pos Y >= 0
value = 10052

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=10000, 10041, ifelse((vel x)>10000, 10042, 10043))




;------------------------------------------------
; Jump Land
[Statedef 10052]
type    = S
physics = S
ctrl = 0
anim = 10047

[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0



[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 10000
ctrl = 0


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

;慜僟僢僔儏_奐巒
[Statedef 10100]
type    = S
physics = S
anim = 10100
sprpriority = 1
ctrl = 0
velset = 0,0





[State 100]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100]
type = ChangeState
trigger1 = Animtime = 0
value = 10101

;--------------------------------------------------------------
;慜僟僢僔儏_堏摦
[Statedef 10101]
type    = A
physics = N
anim = 10101
sprpriority = 1
ctrl = 0

;嬻拞庛峌寕
[State -3]
type = ChangeState
value = 10600
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = p2statetype != L
triggerall = p2movetype != A
triggerall = p2bodydist X = [-5,41]
trigger1 = Random = [40,90]

;嬻拞拞峌寕
[State -3]
type = ChangeState
value = 10610
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = p2statetype != L
triggerall = p2movetype != A
triggerall = p2bodydist X = [-5,41]
trigger1 = Random = [90,140]

;嬻拞僟僢僔儏
[State -3]
type = ChangeState
value = 10110
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = statetype = A
triggerall = Vel Y > 0
triggerall = Pos Y < -35
trigger1 = p2bodydist X > 160

[State 101]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.fwd.x)
y = -4.0

[State 101]
type = veladd
trigger1 = Time >= 0
y = 0.1

[State 101]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 101]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 115, 3]
type = PlaySnd
trigger1 = time = 0
value = s0,1

[State 101]
type = ChangeState
trigger1 = command != "holdfwd"
trigger1 = Time >= 8
value = 10102
ctrl = 0

[State 101]
type = ChangeState
trigger1 = Anim = 101
trigger1 = Animtime = 0
trigger1 = command = "holdfwd"
value = 10102
ctrl = 0

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


;慜僟僢僔儏屻
[Statedef 10102]
type    = A
physics = A
ctrl = 1
anim = 10102

;嬻拞庛峌寕
[State -3]
type = ChangeState
value = 10600
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = p2statetype != L
triggerall = p2movetype != A
triggerall = p2bodydist X = [-5,41]
trigger1 = Random = [40,90]

;嬻拞拞峌寕
[State -3]
type = ChangeState
value = 10610
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = p2statetype != L
triggerall = p2movetype != A
triggerall = p2bodydist X = [-5,41]
trigger1 = Random = [90,140]

[State 102]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 111]
type = Velset
trigger1 = time = 0
x = 3.0

[State 102]
type = PosSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
y = 0

[State 102]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 10052
ctrl = 0

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

;嬻拞慜僟僢僔儏
[Statedef 10110]
type    = A
physics = N
Velset = 0,0
ctrl = 0
anim = 10110

;嬻拞庛峌寕
[State -3]
type = ChangeState
value = 10600
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = p2statetype != L
triggerall = p2movetype != A
triggerall = p2bodydist X = [-5,41]
trigger1 = Random = [40,90]

;嬻拞拞峌寕
[State -3]
type = ChangeState
value = 10610
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = p2statetype != L
triggerall = p2movetype != A
triggerall = p2bodydist X = [-5,41]
trigger1 = Random = [90,140]

[State 110]
type = velset
trigger1 = Time = 0
x = 6.0
y = -1.0

[State 110]
type = veladd
trigger1 = Time >= 0
y = 0.1

[State 115, 3]
type = PlaySnd
trigger1 = time = 0
value = s0,1



[State 110]
type = ChangeState
trigger1 = time = 35
value = 10111


;-----------------------------------------------------
;嬻拞慜僟僢僔儏屻
[Statedef 10111]
type    = A
physics = A
ctrl = 0
anim = 10102

;嬻拞庛峌寕
[State -3]
type = ChangeState
value = 10600
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = p2statetype != L
triggerall = p2movetype != A
triggerall = p2bodydist X = [-5,41]
trigger1 = Random = [40,90]

;嬻拞拞峌寕
[State -3]
type = ChangeState
value = 10610
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = p2statetype != L
triggerall = p2movetype != A
triggerall = p2bodydist X = [-5,41]
trigger1 = Random = [90,140]

[State 111]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 111]
type = Velset
trigger1 = time = 0
x = 3.0

[State 111]
type = Turn
trigger1 = p2dist X < 0

[State 111]
type = PosSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
y = 0

[State 111]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 10052
ctrl = 0
;---------------------------------------------------------

;棫偪庛峌寕
[Statedef 10200]
type    = S                      
movetype= A                      
physics = S                      
;juggle  = 1                      
velset = 0,0 
ctrl = 0
anim = 10200
poweradd = 20
sprpriority = 2

[State 200, 3]
type = PlaySnd
trigger1 = Animelem = 2
value = s1,0
channel = 2

[State 200]
type = HitDef
triggerall = isHelper
trigger1 = AnimElem = 3
attr = S, NA 
damage = 20,2
animtype = Light
guardflag = M
priority = 3, Hit
pausetime = 5, 5
sparkno = s6000
guard.sparkno = s7100
sparkxy = -10, -50
hitsound = s2,0
guardsound = s3,2
ground.type = Low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4 
air.type = trip
air.velocity = -3,-1
air.hittime = 12 





[State 200]
type = ChangeState
trigger1 = AnimTime = 0
value = 10000

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

;棫偪拞峌寕乮嬤乯
[Statedef 10210]
type    = S
movetype= A
physics = S
;juggle  = 4
poweradd= 35
ctrl = 0
velset = 0,0
anim = 10210
sprpriority = 2





[State 210]
type = velset
trigger1 = time = 0
x = 3.0

[State 200, 3]
type = PlaySnd
trigger1 = time = 2
value = s1,0

[State 210]
type = HitDef
triggerall = isHelper
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 40,4
guardflag = M
pausetime = 8,5
sparkno = s6000
guard.sparkno = s7100
sparkxy = -10,-50
hitsound = s2,1
guardsound = s3,2
ground.type = low
ground.slidetime = 8
ground.hittime  = 15
ground.velocity = -5.5
air.type = trip
air.velocity = -4,-1
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0



[State 210]
type = ChangeState
trigger1 = AnimTime = 0
value = 10000

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

;棫偪拞峌寕乮墦乯
[Statedef 10215]
type    = S
movetype= A
physics = S
;juggle  = 4
poweradd= 35
ctrl = 0
velset = 0,0
anim = 10215
sprpriority = 2




[State 200, 3]
type = PlaySnd
trigger1 = time = 2
value = s1,0

[State 215]
type = HitDef
triggerall = isHelper
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Medium
damage    = 40,5
hitflag = MA
guardflag = M
pausetime = 8,8
sparkno = s6000
guard.sparkno = s7100
sparkxy = -10,-50
hitsound = s2,1
guardsound = s3,2
ground.type = low
ground.slidetime = 8
ground.hittime  = 15
ground.velocity = -5.5
air.type = trip
air.velocity = -4,-1



[State 215]
type = ChangeState
trigger1 = AnimTime = 0
value = 10000

;-------------------------------------------------------------------
;棫偪嫮峌寕
[Statedef 10220]
type    = S
movetype= A
physics = S
;juggle  = 5
poweradd= 45
ctrl = 0
velset = 0,0
anim = 10220
sprpriority = 2





[State 220, 4]
type = PlaySnd
trigger1 = Animelem = 2
value = s1,2
channel = 2

[State 220]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Hard
damage    = 60,6
guardflag = M
pausetime = 8,10
sparkno = s6000
guard.sparkno = s7100
sparkxy = -10,-50
hitsound = s2,2
guardsound = s3,2
ground.type = High
ground.slidetime = 10
ground.hittime  = 18
ground.velocity = -5
air.type = trip
air.velocity = -5,-1




[State 215]
type = ChangeState
trigger1 = AnimTime = 0
value = 10000

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

;嬻拞庛峌寕
[Statedef 10600]
type    = A
movetype= A
physics = A
;juggle  = 2
poweradd= 20
ctrl = 0
anim = 10600
sprpriority = 2

[State 200, 3]
type = PlaySnd
trigger1 = time = 1
value = s1,0

;嬻拞庛峌寕
[State -3]
type = ChangeState
value = 10600
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = p2statetype != L
triggerall = p2movetype != A
triggerall = p2bodydist X = [-5,41]
triggerall = AnimElem >= 4
trigger1 = Random = [40,90]

;嬻拞拞峌寕
[State -3]
type = ChangeState
value = 10610
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = p2statetype != L
triggerall = p2movetype != A
triggerall = p2bodydist X = [-5,41]
triggerall = AnimElem >= 4
trigger1 = Random = [90,140]

[State 600]
type = HitDef
triggerall = isHelper
trigger1 = AnimElem = 3
attr = A, NA
animtype  = light
damage    = 20,2
hitflag = MAF
guardflag = HA
priority = 3
pausetime = 5,5
sparkno = s6000
guard.sparkno = s7100
sparkxy = -5,-5
hitsound = s2,1
guardsound = s3,2
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
air.type = trip
airguard.velocity = -3,-4
air.velocity = -3,-1
air.hittime = 12 

[State 600]
type = AfterImageTime
trigger1 = AnimTime = 0
time = 0

[State 600]
type = ChangeState
trigger1 = Pos Y >= 0
value = 10052
ctrl = 0

[State 600]
type = ChangeState
trigger1 = AnimTime = 0
value = 10050


;--------------------------------------------
;嬻拞拞峌寕
[Statedef 10610]
type    = A
movetype= A
physics = A
;juggle  = 4
poweradd= 28
ctrl = 0
anim = 10610
sprpriority = 2

;嬻拞庛峌寕
[State -3]
type = ChangeState
value = 10600
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = p2statetype != L
triggerall = p2movetype != A
triggerall = p2bodydist X = [-5,41]
triggerall = AnimElem >= 5
trigger1 = Random = [40,90]

;嬻拞拞峌寕
[State -3]
type = ChangeState
value = 10610
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = p2statetype != L
triggerall = p2movetype != A
triggerall = p2bodydist X = [-5,41]
triggerall = AnimElem >= 5
trigger1 = Random = [90,140]

[State 610]
type = PlaySnd
trigger1 = AnimElem = 2
value = s1,0

[State 610]
type = HitDef
triggerall = isHelper
trigger1 = AnimElem = 3
attr = A, NA
animtype  = Medium
damage = 40,4
hitflag = MAF
guardflag = HA
priority = 4
pausetime = 8,8
sparkno = s6000
guard.sparkno = s7100
sparkxy = -10,-10
hitsound = s2,1
guardsound = s3,2
ground.type = High
ground.slidetime = 8
ground.hittime  = 15
ground.velocity = -5
air.type = trip
airguard.velocity = -3,-4
air.velocity = -4,-1
air.hittime = 12 

[State 610]
type = AfterImageTime
trigger1 = AnimTime = 0
time = 0

[State 610]
type = ChangeState
trigger1 = Pos Y >= 0
value = 10052
ctrl = 0

[State 610]
type = ChangeState
trigger1 = AnimTime = 0
value = 10050
ctrl = 0


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


;bom
[Statedef 10650]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 31553

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 181]
type = AssertSpecial
trigger1 = 1
flag = Invisible

[State 3200, 5]
type = PlaySnd
trigger1 = time = 0
value = S141,2
;
[State 1100]
type = Projectile
trigger1 = time = 0
projID = 31553
projanim = 31553
projremovetime = 38
Projremove = 0
postype = p1
velocity = 0,0
offset = 0, 0
attr = A, SA
damage    = 120, 4
priority  = 5
hitflag = MAF
guardflag = MA
pausetime = 0,15
sparkxy = 0,0
sparkno = 3
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,-8
guard.velocity = -7
air.velocity = 0,-8
fall = 1
hitsound          =-1
guardsound        =s3,2


[State 169994]
type = destroyself
trigger1 = time = 10

;------------------------------------------
;OTH僉儔乕梡僿儖僷乕
[Statedef 10651]
type    = S
physics = S
anim = 26528

[State 169992]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 169992]
type = BindToroot
trigger1 = 1

[State 169992]
type = PlayerPush
trigger1 = 1
value = 0

[State 169992]
type = PosSet
trigger1 = 1 
X = root, Pos X

[state 169992]
type = nothitby
trigger1 = ishelper(10651)
value = SCA



[State 169992]
type = helper
trigger1 = numhelper(106510) = 0 && roundstate <= 2
id = 106510
persistent = 1
name = "Ayu Tukumiya"
pos = 0,0
postype = P1
stateno = 10651
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 2]
type = destroyself
trigger1 = root,stateno != 180001 || roundstate >= 3; || enemy,numprojid(179996)=0
trigger1 = root,stateno != 3550



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











