[Statedef 15]
type    = S
physics = S
sprpriority = 0
ctrl = 0
[State 20, 1]
type     = VelSet
trigger1 = 1
x        = const(velocity.walk.fwd.x)
[State 20, 2]
type     = null;VelSet
trigger1 = 1
x        = const(velocity.walk.back.x)
[State 20, 3]
type       = ChangeAnim
triggerall = vel x > 0
trigger1   = Anim != 20 && Anim != 5
trigger2   = Anim = 5 && AnimTime = 0
value      = 20
[State 20, 4]
type       = ChangeAnim
triggerall = vel x < 0
trigger1   = Anim != 21 && Anim != 5
trigger2   = Anim = 5 && AnimTime = 0
value      = 21
[State -3,̖OĂ݂I]
Type = ChangeState
Value = 3100
TriggerAll=var(59)>0||helper(29000+id),var(20)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=A)&&(P2StateType!=L)&&(EnemyNear(var(22)),Alive)
TriggerAll=(P2BodyDist X<40)&&Time>1
TriggerAll=(var(54)<750)
TriggerAll=power>=2000
Trigger1 = (P2Movetype!=H)
[State -3,͈΂ގȂ]
Type = ChangeState
Value = 3000
TriggerAll=var(59)>0||helper(29000+id),var(20)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=A)&&(P2StateType!=L)&&(EnemyNear(var(22)),Alive)
TriggerAll=(P2BodyDist X<20)&&Time>1
TriggerAll=(var(54)<500)
TriggerAll=(EnemyNear(var(22)),power>=500)
TriggerAll=power>=1000||power>=500&&var(0)
TriggerAll=P2Name="SHIN"||var(0)
Trigger1 = (P2Movetype!=H)
[State -3,]
Type = ChangeState
Value = 800
TriggerAll=var(59)>0||helper(29000+id),var(20)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=!var(1)||var(0)
TriggerAll=(P2StateType!=A)&&(P2StateType!=L)&&(EnemyNear(var(22)),Alive)
TriggerAll=(P2BodyDist X<20)&&Time>1
TriggerAll=(var(54)<750)
Trigger1 = (P2Movetype!=H)
[State -3,2B]
Type = ChangeState
Value = 410
TriggerAll=var(59)>0||helper(29000+id),var(20)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=A)&&(P2StateType!=L)&&(EnemyNear(var(22)),Alive)
TriggerAll=(P2BodyDist X<30)&&(time>8)
Trigger1 = (P2Movetype!=H)
[State 20, 5]
type = ChangeState
trigger1 = time>24||(P2StateType=A)||(P2StateType=L)||(P2Dist X<0)
value = 0
ctrl=1
;
[Statedef 2]
type    = C
physics = C
sprpriority = 0
ctrl = 0
[State 0, 2]
type     = VelSet
trigger1 = Time = 0
y        = 0
[State 0, ]
type     = PosSet
trigger1 = Time = 0
y        = 0
[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type     = VelSet
trigger1 = abs(vel x) < 1.0 ;2 ;
;trigger2 = Time = 4
x        = 0
[State 0, 4] ;Are you dead?
type     = ChangeState
trigger1 = !alive
value    = 5050
[State 50, 2]
type = ChangeAnim
trigger1 = anim != 11
value = 11
[State 11, 1] ;Change from turning animation
type = ChangeAnim
trigger1 = Anim = 6 && AnimTime = 0
value = 11
[State 20, 4]
type = Changestate
triggerall = var(54)<350
trigger1 = time>(1+random%6)
trigger1 = var(59)!=3
trigger2 = time>0
trigger2 = var(59)=3
value = 100
ctrl = 0
[State 20, 4]
type = Changestate
triggerall = var(54)<700
triggerall = P2BodyDist X<20
triggerall = (var(8)>=ceil(1.0*fvar(12)))||(var(9)=-1&&var(8)>=ceil(0.5*fvar(12)))
trigger1 = time>(1+random%6)
trigger1 = var(59)!=3
trigger2 = time>0
trigger2 = var(59)=3
value = 37
ctrl = 0
[State 20, 4]
type = Changestate
triggerall = var(54)<1000
trigger1 = time>(1+random%6)
trigger1 = var(59)!=3
trigger2 = time>0
trigger2 = var(59)=3
value = ifelse(var(59)!=3&&random%12<2,39,40110);40110
ctrl = 0
[State 20, 4]
type = Changestate
trigger1 = time>12
trigger2 = time>0
trigger2 = p2statetype=A||p2statetype=L
value = 0
ctrl = 1
[Statedef 3]
type    = C
physics = C
sprpriority = 0
ctrl = 0
[State 52, ]
type     = Turn
trigger1 = P2Dist X < 0
trigger1 = Time = 0
[State 0, 2]
type     = VelSet
trigger1 = Time = 0
y        = 0
[State 0, ]
type     = PosSet
trigger1 = Time = 0
y        = 0
[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type     = VelSet
trigger1 = abs(vel x) < 1.0 ;2 ;
;trigger2 = Time = 4
x        = 0
[State 0, 4] ;Are you dead?
type     = ChangeState
trigger1 = !alive
value    = 5050
[State 50, 2]
type = ChangeAnim
trigger1 = anim != 11
value = 11
[State 11, 1] ;Change from turning animation
type = ChangeAnim
trigger1 = Anim = 6 && AnimTime = 0
value = 11
[State 20, 4]
type = Changestate
triggerall = var(54)<200
trigger1 = time>4
trigger1 = var(59)!=3
value = 40110
ctrl = 0
[State 20, 4]
type = Changestate
triggerall = var(54)<750
triggerall = !var(1) || var(0)
triggerall = P2BodyDist X<40
triggerall = power >= 2000
triggerall = p2movetype!=H
trigger1 = time>0
trigger1 = var(59)!=3
trigger2 = time>0
trigger2 = var(59)=3
value = 3100
ctrl = 0
[State 20, 4]
type = Changestate
triggerall = var(54)<500
triggerall = P2BodyDist X<20
triggerall = P2Name = "SHIN" || var(0)
triggerall = power >= 1000 || power >= 500 && var(0)
triggerall = p2movetype!=H
triggerall = EnemyNear(var(22)),Power>=1000
triggerall = EnemyNear(var(22)),Life>400
triggerall = var(7) < 5
trigger1 = time>0
trigger1 = var(59)!=3
trigger2 = time>0
trigger2 = var(59)=3
value = 3000
ctrl = 0
[State 20, 4]
type = Changestate
triggerall = var(54)<750
triggerall = !var(1) || var(0)
triggerall = P2BodyDist X<20
triggerall = p2movetype!=H
trigger1 = time>0
trigger1 = var(59)!=3
trigger2 = time>0
trigger2 = var(59)=3
value = 800
ctrl = 0
[State 20, 4]
type = Changestate
triggerall = var(54)<1000
trigger1 = time>4
trigger1 = var(59)!=3
trigger2 = time>0
trigger2 = var(59)=3
value = ifelse(P2BodyDist X>40,100,410)
ctrl = 0
[State 20, 4]
type = Changestate
trigger1 = time>12
trigger2 = time>0
trigger2 = p2statetype=A||p2statetype=L
value = 0
ctrl = 1
[Statedef 4]
type    = C
physics = C
sprpriority = 0
ctrl = 0
[State 0, 2]
type     = VelSet
trigger1 = Time = 0
y        = 0
[State 0, ]
type     = PosSet
trigger1 = Time = 0
y        = 0
[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type     = VelSet
trigger1 = abs(vel x) < 1.0 ;2 ;
;trigger2 = Time = 4
x        = 0
[State 0, 4] ;Are you dead?
type     = ChangeState
trigger1 = !alive
value    = 5050
[State 50, 2]
type = ChangeAnim
trigger1 = anim != 11
value = 11
[State 11, 1] ;Change from turning animation
type = ChangeAnim
trigger1 = Anim = 6 && AnimTime = 0
value = 11
[State 20, 4]
type = Changestate
triggerall = var(54)<100
triggerall = P2BodyDist X<110
triggerall = P2Dist X>-12
trigger1 = p2statetype!=A
trigger1 = time>1
value = 430
ctrl = 0
[State 20, 4]
type = Changestate
triggerall = var(54)<200
triggerall = P2BodyDist X<110
triggerall = P2Dist X>-12
trigger1 = p2statetype!=A
trigger1 = time>1
value = 300
ctrl = 0
[State 20, 4]
type = null;Changestate
triggerall = var(54)<200
triggerall = p2movetype!=H
trigger1 = Numhelper(1210)=0
trigger1 = Numhelper(1211)=0
trigger1 = time>1
value = 1200
ctrl = 0
[State 20, 4]
type = Changestate
triggerall = var(54)<450
triggerall = time>1
triggerall = p2dist x>0
triggerall = P2BodyDist X>80
trigger1 = Numhelper(1310)>0
trigger1 = (helper(1310),rootdist x=[-150,-45])&&(helper(1310),facing=facing)||(helper(1310),rootdist x=[45,150])&&(helper(1310),facing!=facing)
trigger2 = Numhelper(1311)>0
trigger2 = (helper(1311),rootdist x=[-150,-45])&&(helper(1311),facing=facing)||(helper(1311),rootdist x=[45,150])&&(helper(1311),facing!=facing)
trigger3 = Numhelper(1312)>0
trigger3 = (helper(1312),rootdist x=[-150,-45])&&(helper(1312),facing=facing)||(helper(1312),rootdist x=[45,150])&&(helper(1312),facing!=facing)
trigger4 = Numhelper(1313)>0
trigger4 = (helper(1313),rootdist x=[-150,-45])&&(helper(1313),facing=facing)||(helper(1313),rootdist x=[45,150])&&(helper(1313),facing!=facing)
trigger5 = Numhelper(1314)>0
trigger5 = (helper(1314),rootdist x=[-150,-45])&&(helper(1314),facing=facing)||(helper(1314),rootdist x=[45,150])&&(helper(1314),facing!=facing)
trigger6 = Numhelper(1210)>0
trigger6 = (helper(1210),rootdist x=[-120,-40])&&(helper(1210),facing=facing)||(helper(1210),rootdist x=[40,150])&&(helper(1210),facing!=facing)
trigger7 = Numhelper(1211)>0
trigger7 = (helper(1211),rootdist x=[-120,-40])&&(helper(1211),facing=facing)||(helper(1211),rootdist x=[40,150])&&(helper(1211),facing!=facing)
value = 1100
ctrl = 0
[State 20, 4]
type = Changestate
triggerall = var(54)<750
triggerall = p2movetype!=H
trigger1 = p2statetype!=A
trigger1 = time>1
value = 1300
ctrl = 0
[State 20, 4]
type = Changestate
TriggerAll=!var(1)||var(0)
triggerall = var(54)<800
trigger1 = time>1
Trigger1 = (P2BodyDist X>80)
value = 1010
ctrl = 0
[State 20, 4]
type = Changestate
TriggerAll=!var(1)||var(0)
triggerall = var(54)<1000
trigger1 = time>1
Trigger1 = (P2BodyDist X>80)
trigger1 = p2statetype!=A
value = 1000
ctrl = 0
[State 20, 4]
type = Changestate
TriggerAll=!var(1)||var(0)
triggerall = var(54)<1000
trigger1 = time>1
Trigger1 = (P2BodyDist X>80)
trigger1 = p2statetype=A
value = 1010
ctrl = 0
[State 20, 4]
type = Changestate
trigger1 = time>12
trigger2 = time>0
trigger2 = P2BodyDist X<60||p2statetype=L||(p2statetype=A&&EnemyNear(var(22)),Vel Y>=0)
value = 0
ctrl = 1
[Statedef 5]
type    = C
physics = C
sprpriority = 0
ctrl = 0
[State 0, 2]
type     = VelSet
trigger1 = Time = 0
y        = 0
[State 0, ]
type     = PosSet
trigger1 = Time = 0
y        = 0
[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type     = VelSet
trigger1 = abs(vel x) < 1.0 ;2 ;
;trigger2 = Time = 4
x        = 0
[State 0, 4] ;Are you dead?
type     = ChangeState
trigger1 = !alive
value    = 5050
[State 50, 2]
type = ChangeAnim
trigger1 = anim != 11
value = 11
[State 11, 1] ;Change from turning animation
type = ChangeAnim
trigger1 = Anim = 6 && AnimTime = 0
value = 11
[State 20, 4]
type = Changestate
TriggerAll=!var(1)||var(0)
triggerall = var(54)<150
Trigger1 = (P2BodyDist X>80||p2statetype=A)
trigger1 = time>1
value = 1010
ctrl = 0
[State 20, 4]
type = Changestate
TriggerAll=!var(1)||var(0)
triggerall = var(54)<550
trigger1 = time>1
trigger1 = p2statetype!=A
value = 1000
ctrl = 0
[State 20, 4]
type = Changestate
TriggerAll=!var(1)||var(0)
triggerall = var(54)<550
Trigger1 = (P2BodyDist X>80||p2statetype=A)
trigger1 = time>1
trigger1 = p2statetype=A
value = 1010
ctrl = 0
[State 20, 4]
type = Changestate
triggerall = var(54)<800
triggerall = time>1
Triggerall = (BackEdgeBodyDist>60)
Trigger1 = var(53)=0
Trigger1 = Random<150;
;
Trigger2 = var(53):=1
Trigger2 = Random<250;~
;
Trigger3 = var(53):=2
Trigger3 = Random<350;~
;
Trigger4 = var(53):=3
Trigger4 = Random<500;
;
Trigger5 = var(53):=4
Trigger5 = Random<650;
;
Trigger6 = var(53):=5
Trigger6 = Random<1000;~
value = 1500
ctrl = 0
[State 20, 4]
type = Changestate
trigger1 = time>12
trigger2 = time>0
trigger2 = P2BodyDist X<60||p2statetype=L||(p2statetype=A&&EnemyNear(var(22)),Vel Y>=0)
value = 0
ctrl = 1
[Statedef 39]
type    = S
physics = S
anim    = 40
ctrl    = 0
sprpriority = 1
[State 40,0];@Ch
type = HitBy
trigger1 = 1
value = SAC, NA,SA,HA,NP,SP,HP
time=1
[State 40, 1]
type      = VarSet
trigger1  = Time = 0
sysvar(1) = 0
[State 40, 2]
type      = VarSet
trigger1  = 1
sysvar(1) = 1
[State 40, 3]
type      = null;VarSet
trigger1  = 1
sysvar(1) = -1
[State 40, ]
type     = VarSet
trigger1 = Time = 0
trigger1 = prevstateno!=300
var(2)   = 0
[State 40, ]
type     = VarSet
trigger1 = Time = 0
trigger1 = prevstateno!=300
var(4)   = 1
[State 40, ]
type     = VarSet
trigger1 = Time = 0
trigger1 = prevstateno=300||var(58)=6005||var(58)=1005||var(58)=1000
var(2)   = 4
[State 40, ]
type     = VarSet
trigger1 = Time = 0
trigger1 = prevstateno=300||var(58)=6005||var(58)=1005||var(58)=1000
var(4)   = 1
[State 40, 4]
type     = VelSet
trigger1 = AnimTime = 0
x        = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(var(2)=4,0.5*sysvar(1),0)
y        = const(velocity.jump.y)-(var(2)) ;
[State 40, ]
type     = VelSet
trigger1 = prevstateno = 235 || prevstateno = 300
trigger1 = AnimTime = 0
x        = ifelse(var(4)=0, const(velocity.jump.neu.x), ifelse(var(4)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(var(2)=4,0.5*var(4),0)
[State 40, 5]
type     = VelSet
trigger1 = AnimTime = 0
;trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = prevstateno = 100 || prevstateno = 500 ;
trigger1 = sysvar(1) = 1
x        = const(velocity.runjump.fwd.x)
[State 40, 6]
type     = ChangeState
trigger1 = AnimTime = 0
value    = 50
ctrl     = 1
[Statedef 38]
type    = S
physics = S
anim    = 40
ctrl    = 0
sprpriority = 1
[State 40,0];@Ch
type = HitBy
trigger1 = 1
value = SAC, NA,SA,HA,NP,SP,HP
time=1
[State 40, 1]
type      = VarSet
trigger1  = Time = 0
sysvar(1) = 0
[State 40, 2]
type      = null;VarSet
trigger1  = 1
sysvar(1) = 1
[State 40, 3]
type      = VarSet
trigger1  = 1
sysvar(1) = -1
[State 40, ]
type     = VarSet
trigger1 = Time = 0
trigger1 = prevstateno!=300
var(2)   = 0
[State 40, ]
type     = VarSet
trigger1 = Time = 0
trigger1 = prevstateno!=300
var(4)   = 1
[State 40, ]
type     = VarSet
trigger1 = Time = 0
trigger1 = prevstateno=300||var(58)=6005
var(2)   = 4
[State 40, ]
type     = VarSet
trigger1 = Time = 0
trigger1 = prevstateno=300||var(58)=6005
var(4)   = 1
[State 40, 4]
type     = VelSet
trigger1 = AnimTime = 0
x        = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(var(2)=4,0.5*sysvar(1),0)
y        = const(velocity.jump.y)-(var(2)) ;
[State 40, ]
type     = VelSet
trigger1 = prevstateno = 235 || prevstateno = 300
trigger1 = AnimTime = 0
x        = ifelse(var(4)=0, const(velocity.jump.neu.x), ifelse(var(4)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(var(2)=4,0.5*var(4),0)
[State 40, 5]
type     = VelSet
trigger1 = AnimTime = 0
;trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = prevstateno = 100 || prevstateno = 500 ;
trigger1 = sysvar(1) = 1
x        = const(velocity.runjump.fwd.x)
[State 40, 6]
type     = ChangeState
trigger1 = AnimTime = 0
value    = 50
ctrl     = 1
[Statedef 37]
type    = S
physics = S
anim    = 40
ctrl    = 0
sprpriority = 1
[State 40,0];@Ch
type = HitBy
trigger1 = 1
value = SAC, NA,SA,HA,NP,SP,HP
time=1
[State 40, 1]
type      = VarSet
trigger1  = Time = 0
sysvar(1) = 0
[State 40, 2]
type      = VarSet
trigger1  = 1
sysvar(1) = 1
[State 40, 3]
type      = null;VarSet
trigger1  = 1
sysvar(1) = -1
[State 40, ]
type     = VarSet
trigger1 = Time = 0
trigger1 = prevstateno!=300
var(2)   = 0
[State 40, ]
type     = VarSet
trigger1 = Time = 0
trigger1 = prevstateno!=300
var(4)   = 1
[State 40, ]
type     = VarSet
trigger1 = Time = 0
trigger1 = prevstateno=300||var(58)=6005
var(2)   = 4
[State 40, ]
type     = VarSet
trigger1 = Time = 0
trigger1 = prevstateno=300||var(58)=6005
var(4)   = 1
[State 40, 4]
type     = VelSet
trigger1 = AnimTime = 0
x        = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(var(2)=4,0.5*sysvar(1),0)
y        = const(velocity.jump.y)-(var(2)) ;
[State 40, ]
type     = VelSet
trigger1 = prevstateno = 235 || prevstateno = 300
trigger1 = AnimTime = 0
x        = ifelse(var(4)=0, const(velocity.jump.neu.x), ifelse(var(4)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(var(2)=4,0.5*var(4),0)
[State 40, 5]
type     = VelSet
trigger1 = AnimTime = 0
;trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = prevstateno = 100 || prevstateno = 500 ;
trigger1 = sysvar(1) = 1
x        = const(velocity.runjump.fwd.x)
[State 40, 6]
type     = ChangeState
trigger1 = AnimTime = 0
value    = 50
ctrl     = 0
[Statedef 20110]
type    = S
physics = S
anim    = 40
ctrl    = 0
sprpriority = 1
[State 40,0];@Ch
type = HitBy
trigger1 = 1
value = SAC, NA,SA,HA,NP,SP,HP
time=1
[State 40, 1]
type      = VarSet
trigger1  = Time = 0
sysvar(1) = 0
[State 40, 2]
type      = VarSet
trigger1  = 1
sysvar(1) = 1
[State 40, 3]
type      = null;VarSet
trigger1  = 1
sysvar(1) = -1
[State 40, ]
type     = VarSet
trigger1 = Time = 0
trigger1 = prevstateno!=300
var(2)   = 0
[State 40, ]
type     = VarSet
trigger1 = Time = 0
trigger1 = prevstateno!=300
var(4)   = 1
[State 40, ]
type     = VarSet
trigger1 = Time = 0
trigger1 = prevstateno=300
var(2)   = 4
[State 40, ]
type     = VarSet
trigger1 = Time = 0
trigger1 = prevstateno=300
var(4)   = 1
[State 40, 4]
type     = VelSet
trigger1 = AnimTime = 0
x        = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(var(2)=4,0.5*sysvar(1),0)
y        = const(velocity.jump.y)-(var(2)) ;
[State 40, ]
type     = VelSet
trigger1 = prevstateno = 235 || prevstateno = 300
trigger1 = AnimTime = 0
x        = ifelse(var(4)=0, const(velocity.jump.neu.x), ifelse(var(4)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(var(2)=4,0.5*var(4),0)
[State 40, 5]
type     = VelSet
trigger1 = AnimTime = 0
;trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = prevstateno = 100 || prevstateno = 500 ;
trigger1 = sysvar(1) = 1
x        = const(velocity.runjump.fwd.x)
[State 40, 6]
type     = ChangeState
trigger1 = AnimTime = 0
value    = 20111
ctrl     = 0
[Statedef 20111]
type    = A
physics = A
[State 50, ]
type     = VarAdd
trigger1 = !Time
trigger1 = var(2) != 4
var(2)   = 1
[State 50, ]
type     = VarSet
trigger1 = !Time
trigger2 = 1
var(4)   = 0
[State 50, ]
type     = null;VarSet
trigger1 = command != "holdup"
var(4)   = 1
[State 50, 1]
type      = VarSet
trigger1  = Time = 0
sysvar(1) = 0
[State 50, ]
type     = ChangeAnim
trigger1 = Anim != 7 && Time = 0
trigger2 = Anim = 7 && AnimTime = 0
value    = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))
[State 50, ]
type     = ChangeState
trigger1 = var(2) = 4
trigger1 = Vel y > -2
value    = 51
ctrl     = 1
[State 50, 3]
type       = ChangeAnim
trigger1   = var(2) != 4 ;
trigger1   = Vel y > -2
trigger1   = SelfAnimExist(anim + 3)
persistent = 0
value      = Anim + 3
[State 50, ]
type     = ChangeState
triggerall = var(2) < 2 || var(2) = 4
triggerall = var(15) = 0
triggerall = statetype = A
trigger1 = pos y < -30
value    = 20112
ctrl     = 0
[Statedef 20112] ;
type    = A
physics = N
ctrl    = 0
anim    = 110
velset  = 0, 0
ctrl = 0
type    = A
physics = N
ctrl    = 0
anim    = 110
velset  = 0, 0
[State 110, ]
type     = VarAdd
trigger1 = !Time
var(2)   = 1
[State 110, ]
type     = VelAdd
trigger1 = !Time
x        = 4.5
[State 110, ]
type     = CtrlSet
trigger1 = !Time
value    = 1
[State 110, ]
type     = ChangeAnim
trigger1 = Time = 15
value    = 45
[State 110, ]
type     = StateTypeSet
trigger1 = Anim = 45
Physics  = A
[State 110, ]
type     = ChangeState
trigger1 = Anim = 45
value    = 51
ctrl     = 1
[State 110, ]
type     = ChangeState
trigger1 = Time>1
value    = 630
ctrl = 0
[Statedef 30110]
type    = S
physics = S
anim    = 40
ctrl    = 0
sprpriority = 1
[State 40,0];@Ch
type = HitBy
trigger1 = 1
value = SAC, NA,SA,HA,NP,SP,HP
time=1
[State 40, 1]
type      = VarSet
trigger1  = Time = 0
sysvar(1) = 0
[State 40, 2]
type      = VarSet
trigger1  = 1
sysvar(1) = 1
[State 40, 3]
type      = null;VarSet
trigger1  = 1
sysvar(1) = -1
[State 40, ]
type     = VarSet
trigger1 = Time = 0
trigger1 = prevstateno!=300
var(2)   = 0
[State 40, ]
type     = VarSet
trigger1 = Time = 0
trigger1 = prevstateno!=300
var(4)   = 1
[State 40, ]
type     = VarSet
trigger1 = Time = 0
trigger1 = prevstateno=300
var(2)   = 4
[State 40, ]
type     = VarSet
trigger1 = Time = 0
trigger1 = prevstateno=300
var(4)   = 1
[State 40, 4]
type     = VelSet
trigger1 = AnimTime = 0
x        = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(var(2)=4,0.5*sysvar(1),0)
y        = const(velocity.jump.y)-(var(2)) ;
[State 40, ]
type     = VelSet
trigger1 = prevstateno = 235 || prevstateno = 300
trigger1 = AnimTime = 0
x        = ifelse(var(4)=0, const(velocity.jump.neu.x), ifelse(var(4)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(var(2)=4,0.5*var(4),0)
[State 40, 5]
type     = VelSet
trigger1 = AnimTime = 0
;trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = prevstateno = 100 || prevstateno = 500 ;
trigger1 = sysvar(1) = 1
x        = const(velocity.runjump.fwd.x)
[State 40, 6]
type     = ChangeState
trigger1 = AnimTime = 0
value    = 30111
ctrl     = 0
[Statedef 30111]
type    = A
physics = A
[State 50, ]
type     = VarAdd
trigger1 = !Time
trigger1 = var(2) != 4
var(2)   = 1
[State 50, ]
type     = VarSet
trigger1 = !Time
trigger2 = 1
var(4)   = 0
[State 50, ]
type     = null;VarSet
trigger1 = command != "holdup"
var(4)   = 1
[State 50, 1]
type      = VarSet
trigger1  = Time = 0
sysvar(1) = 0
[State 50, ]
type     = ChangeAnim
trigger1 = Anim != 7 && Time = 0
trigger2 = Anim = 7 && AnimTime = 0
value    = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))
[State 50, ]
type     = ChangeState
trigger1 = var(2) = 4
trigger1 = Vel y > -2
value    = 51
ctrl     = 1
[State 50, 3]
type       = ChangeAnim
trigger1   = var(2) != 4 ;
trigger1   = Vel y > -2
trigger1   = SelfAnimExist(anim + 3)
persistent = 0
value      = Anim + 3
[State 50, ]
type     = ChangeState
triggerall = var(2) < 2 || var(2) = 4
triggerall = var(15) = 0
triggerall = statetype = A
trigger1 = pos y < -30
value    = 110
ctrl     = 0
[Statedef 40110]
type    = S
physics = S
anim    = 40
ctrl    = 0
sprpriority = 1
[State 40,0];@Ch
type = HitBy
trigger1 = 1
value = SAC, NA,SA,HA,NP,SP,HP
time=1
[State 40, 1]
type      = VarSet
trigger1  = Time = 0
sysvar(1) = 0
[State 40, 2]
type      = VarSet
trigger1  = 1
sysvar(1) = 1
[State 40, 3]
type      = null;VarSet
trigger1  = 1
sysvar(1) = -1
[State 40, ]
type     = VarSet
trigger1 = Time = 0
trigger1 = prevstateno!=300
var(2)   = 0
[State 40, ]
type     = VarSet
trigger1 = Time = 0
trigger1 = prevstateno!=300
var(4)   = 1
[State 40, ]
type     = VarSet
trigger1 = Time = 0
trigger1 = prevstateno=300
var(2)   = 4
[State 40, ]
type     = VarSet
trigger1 = Time = 0
trigger1 = prevstateno=300
var(4)   = 1
[State 40, 4]
type     = VelSet
trigger1 = AnimTime = 0
x        = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(var(2)=4,0.5*sysvar(1),0)
y        = const(velocity.jump.y)-(var(2)) ;
[State 40, ]
type     = VelSet
trigger1 = prevstateno = 235 || prevstateno = 300
trigger1 = AnimTime = 0
x        = ifelse(var(4)=0, const(velocity.jump.neu.x), ifelse(var(4)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(var(2)=4,0.5*var(4),0)
[State 40, 5]
type     = VelSet
trigger1 = AnimTime = 0
;trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = prevstateno = 100 || prevstateno = 500 ;
trigger1 = sysvar(1) = 1
x        = const(velocity.runjump.fwd.x)
[State 40, 6]
type     = ChangeState
trigger1 = AnimTime = 0
value    = 40111
ctrl     = 0
[Statedef 40111]
type    = A
physics = A
[State 50, ]
type     = VarAdd
trigger1 = !Time
trigger1 = var(2) != 4
var(2)   = 1
[State 50, ]
type     = VarSet
trigger1 = !Time
trigger2 = 1
var(4)   = 0
[State 50, ]
type     = null;VarSet
trigger1 = command != "holdup"
var(4)   = 1
[State 50, 1]
type      = VarSet
trigger1  = Time = 0
sysvar(1) = 0
[State 50, ]
type     = ChangeAnim
trigger1 = Anim != 7 && Time = 0
trigger2 = Anim = 7 && AnimTime = 0
value    = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))
[State 50, ]
type     = ChangeState
trigger1 = var(2) = 4
trigger1 = Vel y > -2
value    = 51
ctrl     = 1
[State 50, 3]
type       = ChangeAnim
trigger1   = var(2) != 4 ;
trigger1   = Vel y > -2
trigger1   = SelfAnimExist(anim + 3)
persistent = 0
value      = Anim + 3
[State 50, ]
type     = ChangeState
triggerall = var(2) < 2 || var(2) = 4
triggerall = var(15) = 0
triggerall = statetype = A
trigger1 = pos y < -30
value    = 110
ctrl     = 0
;
[Statedef 18]
type    = S
physics = S
sprpriority = 0
[State 20, 1]
type     = VelSet
trigger1 = 1
x        = const(velocity.walk.fwd.x)
[State 20, 2]
type     = null;VelSet
trigger1 = 1
x        = const(velocity.walk.back.x)
[State 20, 3]
type       = ChangeAnim
triggerall = vel x > 0
trigger1   = Anim != 20 && Anim != 5
trigger2   = Anim = 5 && AnimTime = 0
value      = 20
[State 20, 4]
type       = ChangeAnim
triggerall = vel x < 0
trigger1   = Anim != 21 && Anim != 5
trigger2   = Anim = 5 && AnimTime = 0
value      = 21
[State 20, 4]
type = Changestate
trigger1 = time>60
trigger2 = p2dist x<-2
value = 0
ctrl = 1
[Statedef 19]
type    = S
physics = S
sprpriority = 0
[State 20, 1]
type     = null;VelSet
trigger1 = 1
x        = const(velocity.walk.fwd.x)
[State 20, 2]
type     = VelSet
trigger1 = 1
x        = const(velocity.walk.back.x)
[State 20, 3]
type       = ChangeAnim
triggerall = vel x > 0
trigger1   = Anim != 20 && Anim != 5
trigger2   = Anim = 5 && AnimTime = 0
value      = 20
[State 20, 4]
type       = ChangeAnim
triggerall = vel x < 0
trigger1   = Anim != 21 && Anim != 5
trigger2   = Anim = 5 && AnimTime = 0
value      = 21
[State 20, 4]
type = Changestate
trigger1 = time>60
trigger2 = p2dist x<-2
value = 0
ctrl = 1
[Statedef 21]
type        = S
physics     = S
sprpriority = 0
[State -1, Blocking]
type = HitOverride
triggerall = var(17) > 0
trigger1 = 1
attr = SAC,AA,AP
stateno = 3550
slot = 4
time = 1
[State 0, ]
type     = destroyself
trigger1 = IsHelper
[State 0, 1]
type     = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value    = 0
[State 0, 2]
type     = VelSet
trigger1 = Time = 0
y        = 0
[State 0, ]
type     = PosSet
trigger1 = Time = 0
y        = 0
[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type     = VelSet
trigger1 = abs(vel x) < 1.0 ;2 ;
;trigger2 = Time = 4
x        = 0
[State 0, 4] ;Are you dead?
type     = ChangeState
trigger1 = !alive
value    = 5050
[State 20, 5]
type = ChangeState
trigger1 = time>19
trigger2 = p2movetype!=A
trigger3 = (EnemyNear(var(22)),HitDefAttr=,NT,ST,HT)||fvar(37)=1||var(17)=0
value = 0
ctrl=1
[Statedef 22]
type        = S
physics     = S
sprpriority = 0
[State 0, ]
type     = destroyself
trigger1 = IsHelper
[State 0, 1]
type     = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value    = 0
[State 0, 2]
type     = VelSet
trigger1 = Time = 0
y        = 0
[State 0, ]
type     = PosSet
trigger1 = Time = 0
y        = 0
[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type     = VelSet
trigger1 = abs(vel x) < 1.0 ;2 ;
;trigger2 = Time = 4
x        = 0
[State 0, 4] ;Are you dead?
type     = ChangeState
trigger1 = !alive
value    = 5050
[State 20, 5]
type = ChangeState
trigger1 = time>2
value = 0
ctrl=1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 60]
Type = U
MoveType= I
Ctrl = 0
[State 249]
Type = ChangeState
Trigger1 = 1
value = 130
[Statedef 61]
Type = U
MoveType= I
Ctrl = 0
[State 249]
Type = ChangeState
Trigger1 = 1
value = 131
[Statedef 62]
Type = U
MoveType= I
Ctrl = 0
[State 249]
Type = ChangeState
Trigger1 = 1
value = 130
[Statedef 63]
Type = U
MoveType= I
Ctrl = 0
[State 249]
Type = ChangeState
Trigger1 = 1
value = 131
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 201]
Type = U
MoveType= A
Ctrl = 0
[State e]
Type = ChangeState
Trigger1 = 1
value = ifelse(P2BodyDist X<=20,200,205)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 302]
Type = U
MoveType= A
Ctrl = 0
[State e]
Type = ChangeState
Trigger1 = 1
value = 300
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 308]
Type = U
MoveType= A
Ctrl = 0
[State e]
Type = ChangeState
Trigger1 = 1
value = 310
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 309]
Type = U
MoveType= A
Ctrl = 0
[State e]
Type = ChangeState
Trigger1 = 1
value = 310
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 321]
Type = U
MoveType= A
Ctrl = 0
[State e]
Type = ChangeState
Trigger1 = 1
value = 320
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 327]
Type = U
MoveType= A
Ctrl = 0
[State e]
Type = ChangeState
Trigger1 = 1
value = 325
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 401]
Type = U
MoveType= A
Ctrl = 0
[State e]
Type = ChangeState
Trigger1 = 1
value = 400
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 411]
Type = U
MoveType= A
Ctrl = 0
[State e]
Type = ChangeState
Trigger1 = 1
value = 410
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 402]
type     = C
movetype = A
physics  = C
ctrl     = 0
anim     = 400
[State 400, TEh]
type     = PlaySnd
trigger1 = AnimElem = 2
value    = 4, 0
[State 400, qbg`^UxP]
type             = HitDef
trigger1         = !movecontact
trigger1         = !MoveReversed
attr             = C, NA
hitflag          = MAFD
guardflag        = MA
animtype         = Light
damage           = ceil(ifelse(6*fvar(10)*fvar(0)>fvar(10),6*fvar(10)*fvar(0),fvar(10))), 0
getpower         = 0, 0
priority         = 2, Hit
pausetime        = 1, 10+var(18)-1
sparkno          = -1
guard.sparkno    = -1
sparkxy          = 0, 0
hitsound         = s5, 0
guardsound       = s6, 0
ground.type      = Low
ground.slidetime = 10
ground.hittime   = 10
guard.slidetime  = 8
guard.hittime    = 8*2
air.hittime      = 10
ground.velocity  = fvar(5), 0.0
air.velocity     = fvar(5), fvar(6)
yaccel           = fvar(7)
fall             = 0
air.fall         = 1
fall.recover     = 1
fall.recovertime = 10+10+var(18)
fall.yvelocity   = fvar(9)
ground.cornerpush.veloff = 0
;GtFNg
[State 400, qbgGtFNg]
type           = Explod
trigger1       = movehit
anim           = 6200
pos            = floor(P2Dist X/2 +15) , floor(P2Dist Y/2 -55)
postype        = p1
scale          = 0.5, 0.5
sprpriority    = 2
ownpal         = 1
bindtime       = 1
removetime     = 18
supermovetime  = 9999
pausemovetime  = 9999
removeongethit = 0
IgnoreHitPause = 1
Persistent     = 0
trans          = AddAlpha
alpha          = 256, 256
ID             = 6200
[State 400, K[hGtFNg]
type           = Explod
trigger1       = moveguarded
anim           = 6250
pos            = floor(P2Dist X/2 +15) , floor(P2Dist Y/2 -55)
postype        = p1
scale          = 0.5, 0.5
sprpriority    = 2
ownpal         = 1
bindtime       = 1
removetime     = 17
supermovetime  = 9999
pausemovetime  = 9999
removeongethit = 0
IgnoreHitPause = 1
Persistent     = 0
trans          = AddAlpha
alpha          = 256, 256
ID             = 6250
[State 400, Xe[gύX]
type     = ChangeState
trigger1 = AnimTime = 0
value    = 15
ctrl     = 0
;ړu[Xg
[State 400, 胊Zbg]
type     = VarSet
trigger1 = !Time
var(20)  = 0
[State 400, C]
type     = VarSet
trigger1 = var(8) >= ceil(1.0*fvar(12)) || var(9) = -1 && var(8) >= ceil(0.2*fvar(12))
trigger1 = command = "z" && command != "holdback" && var(59) = 0
trigger1 = AnimElem = 3, < 0
var(20)  = 1
[State 400, xݒ]
type     = VelSet
trigger1 = var(8) >= ceil(1.0*fvar(12)) || var(9) = -1 && var(8) >= ceil(0.2*fvar(12))
trigger1 = command = "z" && command != "holdback" && var(59) = 0
trigger1 = AnimElem = 3, < 0
x        = 10
[State 400, FύX]
type       = PalFx
trigger1   = var(8) >= ceil(1.0*fvar(12)) || var(9) = -1 && var(8) >= ceil(0.2*fvar(12))
trigger1   = command = "z" && command != "holdback" && var(59) = 0
trigger1   = AnimElem = 3, < 0
Time       = 5
add        = 255,255,255
color      = 1
[State 400, GtFNg]
type           = Explod
trigger1       = var(8) >= ceil(1.0*fvar(12)) || var(9) = -1 && var(8) >= ceil(0.2*fvar(12))
trigger1       = command = "z" && command != "holdback" && var(59) = 0
trigger1       = AnimElem = 3, < 0
anim           = 6500
pos            = 10, -70
postype        = p1
scale          = 0.5, 0.5
sprpriority    = 2
ownpal         = 1
bindtime       = 1
removetime     = 32
supermovetime  = 0
pausemovetime  = 0
removeongethit = 0
ID             = 6500
[State 400, u[XgQ[W]
Type     = VarSet
trigger1 = var(8) >= ceil(1.0*fvar(12)) || var(9) = -1 && var(8) >= ceil(0.2*fvar(12))
trigger1 = command = "z" && command != "holdback" && var(59) = 0
trigger1 = AnimElem = 3, < 0
var(9)   = -1
[State 400, u[XgQ[W]
type     = VarAdd
trigger1 = var(8) >= ceil(1.0*fvar(12)) || var(9) = -1 && var(8) >= ceil(0.2*fvar(12))
trigger1 = command = "z" && command != "holdback" && var(59) = 0
trigger1 = AnimElem = 3, < 0
var(8)   = ceil(-0.2*fvar(12))
;LZu[Xg
[State 400, Xe[gύX]
type       = ChangeState
triggerall = var(8) >= ceil(1.0*fvar(12)) || var(9) = -1 && var(8) >= ceil(0.5*fvar(12))
triggerall = command = "z" && command != "holdback" && var(59) = 0
trigger1   = !movecontact && AnimElem = 3, > 0
trigger2   = movecontact
value      = 500
[Statedef 412]
type     = C
movetype = A
physics  = C
ctrl     = 0
anim     = 410
[State 410, TEh]
type     = PlaySnd
trigger1 = AnimElem = 2
value    = 4, 1
[State 410, qbg`^UxQ]
type             = HitDef
trigger1         = !movecontact
trigger1         = !MoveReversed
attr             = C, NA
hitflag          = MAFD
guardflag        = L
animtype         = Light
damage           = ceil(ifelse(6*fvar(10)*fvar(0)>fvar(10),6*fvar(10)*fvar(0),fvar(10))), 0
getpower         = 0, 0
priority         = 3, Hit
pausetime        = 1, 10+var(18)-1
sparkno          = -1
guard.sparkno    = -1
sparkxy          = 0, 0
hitsound         = s5, 3
guardsound       = s6, 2
ground.type      = Low
ground.slidetime = 12
ground.hittime   = 12
guard.slidetime  = 10
guard.hittime    = 10*2
air.hittime      = 12
ground.velocity  = fvar(5), 0.0
air.velocity     = fvar(5), fvar(6)
yaccel           = fvar(7)
fall             = 0
air.fall         = 1
fall.recover     = 1
fall.recovertime = 12+10+var(18)+5;@Ch
fall.yvelocity   = fvar(9)
ground.cornerpush.veloff = 0
;GtFNg
[State 410, qbgGtFNg]
type           = Explod
trigger1       = movehit
anim           = 6200
pos            = floor(P2Dist X/2 +25) , floor(P2Dist Y/2 -40)
postype        = p1
scale          = 0.5, 0.5
sprpriority    = 2
ownpal         = 1
bindtime       = 1
removetime     = 18
supermovetime  = 9999
pausemovetime  = 9999
removeongethit = 0
IgnoreHitPause = 1
Persistent     = 0
trans          = AddAlpha
alpha          = 256, 256
ID             = 6200
[State 410, K[hGtFNg]
type           = Explod
trigger1       = moveguarded
anim           = 6250
pos            = floor(P2Dist X/2 +25) , floor(P2Dist Y/2 -40)
postype        = p1
scale          = 0.5, 0.5
sprpriority    = 2
ownpal         = 1
bindtime       = 1
removetime     = 17
supermovetime  = 9999
pausemovetime  = 9999
removeongethit = 0
IgnoreHitPause = 1
Persistent     = 0
trans          = AddAlpha
alpha          = 256, 256
ID             = 6250
[State 410, Xe[gύX]
type     = ChangeState
trigger1 = AnimTime = 0
value    = 15
ctrl     = 0
;ړu[Xg
[State 410, 胊Zbg]
type     = VarSet
trigger1 = !Time
var(20)  = 0
[State 410, C]
type     = VarSet
trigger1 = var(8) >= ceil(1.0*fvar(12)) || var(9) = -1 && var(8) >= ceil(0.2*fvar(12))
trigger1 = command = "z" && command != "holdback" && var(59) = 0
trigger1 = AnimElem = 3, < 0
var(20)  = 1
[State 410, xݒ]
type     = VelSet
trigger1 = var(8) >= ceil(1.0*fvar(12)) || var(9) = -1 && var(8) >= ceil(0.2*fvar(12))
trigger1 = command = "z" && command != "holdback" && var(59) = 0
trigger1 = AnimElem = 3, < 0
x        = 10
[State 410, FύX]
type       = PalFx
trigger1   = var(8) >= ceil(1.0*fvar(12)) || var(9) = -1 && var(8) >= ceil(0.2*fvar(12))
trigger1   = command = "z" && command != "holdback" && var(59) = 0
trigger1   = AnimElem = 3, < 0
Time       = 5
add        = 255,255,255
color      = 1
[State 410, GtFNg]
type           = Explod
trigger1       = var(8) >= ceil(1.0*fvar(12)) || var(9) = -1 && var(8) >= ceil(0.2*fvar(12))
trigger1       = command = "z" && command != "holdback" && var(59) = 0
trigger1       = AnimElem = 3, < 0
anim           = 6500
pos            = 10, -70
postype        = p1
scale          = 0.5, 0.5
sprpriority    = 2
ownpal         = 1
bindtime       = 1
removetime     = 32
supermovetime  = 0
pausemovetime  = 0
removeongethit = 0
ID             = 6500
[State 410, u[XgQ[W]
Type     = VarSet
trigger1 = var(8) >= ceil(1.0*fvar(12)) || var(9) = -1 && var(8) >= ceil(0.2*fvar(12))
trigger1 = command = "z" && command != "holdback" && var(59) = 0
trigger1 = AnimElem = 3, < 0
var(9)   = -1
[State 410, u[XgQ[W]
type     = VarAdd
trigger1 = var(8) >= ceil(1.0*fvar(12)) || var(9) = -1 && var(8) >= ceil(0.2*fvar(12))
trigger1 = command = "z" && command != "holdback" && var(59) = 0
trigger1 = AnimElem = 3, < 0
var(8)   = ceil(-0.2*fvar(12))
;LZu[Xg
[State 410, Xe[gύX]
type       = ChangeState
triggerall = var(8) >= ceil(1.0*fvar(12)) || var(9) = -1 && var(8) >= ceil(0.5*fvar(12))
triggerall = command = "z" && command != "holdback" && var(59) = 0
trigger1   = !movecontact && AnimElem = 3, > 0
trigger2   = movecontact
value      = 500
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 421]
Type = U
MoveType= A
Ctrl = 0
[State e]
Type = ChangeState
Trigger1 = 1
value = 420
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 631]
Type = U
MoveType= A
Ctrl = 0
[State e]
Type = ChangeState
Trigger1 = 1
value = 630
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 1401]
Type = U
MoveType= A
Ctrl = 0
[State e]
Type = ChangeState
Trigger1 = 1
value = 1400
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 1701]
Type = U
MoveType= A
Ctrl = 0
[State e]
Type = ChangeState
Trigger1 = 1
value = 1700
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
;HELPER@@
;
[Statedef 25000];K[hv^wK
Type = A
Physics = N
Velset = 0,0
SprPriority = 5
Anim = 2531
ctrl=0
;!"#$%&'!"#$%&'"#$%&'!"#$%&'!"#$%&'!"#$%&'!"#$%&'!"#$%&'!"#$%&'!"#$%&'!"#$%&'
;莞ԑ肪ԍɂ邩(j
[state -2]
type = varadd
trigger1 = var(0)
trigger1 = gametime%1 = 0
var(0) = 1
[state -2]
type = varset
trigger1 = (Root,P2bodydist X=(-35,40))&&!var(0)
var(0) = 1
[state -2]
type = varset
trigger1 = (Root,P2bodydist X!=(-35,40))
var(0) = 0
[state -2]
type = varset
trigger1 = var(0)
trigger1 = var(0) >= 240
var(0) = 240
;莞ԑ肪ԍɂ邩2
[state -2]
type = varadd
trigger1 = var(1)
trigger1 = gametime%1 = 0
var(1) = 1
[state -2]
type = varset
trigger1 = (Root,P2bodydist X=[-55,70])&&!var(1)
var(1) = 1
[state -2]
type = varset
trigger1 = (Root,P2bodydist X!=[-55,70])
var(1) = 0
[state -2]
type = varset
trigger1 = var(1)
trigger1 = var(1) >= 240
var(1) = 240
;莞ԑ肪ԍɂ邩3
[state -2]
type = varadd
trigger1 = var(2)
trigger1 = gametime%1 = 0
var(2) = 1
[state -2]
type = varset
trigger1 = (Root,P2bodydist X=[-90,115])&&!var(2)
var(2) = 1
[state -2]
type = varset
trigger1 = (Root,P2bodydist X!=[-90,115])
var(2) = 0
[state -2]
type = varset
trigger1 = var(2)
trigger1 = var(2) >= 240
var(2) = 240
;莞ԑ肪ԍɂ邩4
[state -2]
type = varadd
trigger1 = var(3)
trigger1 = gametime%1 = 0
var(3) = 1
[state -2]
type = varset
trigger1 = (Root,P2bodydist X>120)&&!var(3)
var(3) = 1
[state -2]
type = varset
trigger1 = (Root,P2bodydist X<=120)
var(3) = 0
[state -2]
type = varset
trigger1 = var(3)
trigger1 = var(3) >= 240
var(3) = 240
;莞ԑ肪ԍɂ邩7
[state -2]
type = varadd
trigger1 = var(4)
trigger1 = gametime%1 = 0
var(4) = 1
[state -2]
type = varset
trigger1 = (P2Statetype=A)&&!var(4)
var(4) = 1
[state -2]
type = varset
trigger1 = (P2Statetype!=A)
var(4) = 0
[state -2]
type = varset
trigger1 = var(4)
trigger1 = var(4) >= 100
var(4) = 100
;莞ԑ肪ԍɂ邩4
[state -2]
type = varadd
trigger1 = var(5)
trigger1 = gametime%1 = 0
var(5) = 1
[state -2]
type = varset
trigger1 = (Root,P2bodydist X=[-80,150])&&!var(5)
var(5) = 1
[state -2]
type = varset
trigger1 = (Root,P2bodydist X!=[-80,150])
var(5) = 0
[state -2]
type = varset
trigger1 = var(5)
trigger1 = var(5) >= 240
var(5) = 240
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[state -2];
type = varset
trigger1 = root,stateno=410
trigger1 = root,time>1
trigger1 = root,var(58)<=0
trigger1 = root,MoveGuarded=10+root,var(18)
trigger1 = enemynear(root,var(22)),movetype=H
v = 30
value = 1
[state -2]
type = varadd
trigger1 = var(30)>0
v = 30
value = 1
[state -2]
type = varset
trigger1 = (p2movetype=A)
trigger2 = (root,movetype=H)
trigger3 = (p2statetype=A||p2statetype=L)
trigger4 = var(30)>24
trigger5 = (root,stateno=[600,630])||root,stateno=1400
trigger6 = root,MoveHit=10+root,var(18)
v = 30
value = 0
;
[state -2];
type = varset
trigger1 = (root,stateno=[600,630])||root,stateno=1400
trigger1 = root,time>1
trigger1 = root,var(58)<=0
trigger1 = root,MoveGuarded=10+root,var(18)||root,stateno=1400&&root,Time=2||root,stateno=600&&root,Time>=1
trigger1 = root,pos y>-40
trigger1 = enemynear(root,var(22)),movetype=H||(root,stateno=600&&enemynear(root,var(22)),backedgebodydist<10)
v = 31
value = 1
[state -2]
type = varadd
trigger1 = var(31)>0
v = 31
value = 1
[state -2]
type = varset
trigger1 = (p2movetype=A)
trigger2 = (root,movetype=H)
trigger3 = (p2statetype=A||p2statetype=L)
trigger4 = var(31)>24
trigger5 = root,stateno=410
trigger6 = root,MoveHit=10+root,var(18)&&root,stateno!=600
v = 31
value = 0
;
[state -2];
type = varset
triggerall = root,var(58)<=0
triggerall = root,time>1
trigger1 = root,stateno=1502
trigger2 = root,stateno=1300
trigger2 = root,prevstateno=430||root,prevstateno=420;||root,prevstateno=טT
trigger3 = root,stateno=1700
v = 32
value = 1
[state -2]
type = varadd
trigger1 = var(32)>0
v = 32
value = 1
[state -2]
type = varset
trigger1 = p2movetype=A
trigger2 = root,movetype=H
trigger3 = p2statetype=L
trigger4 = var(32)>24
trigger5 = root,stateno=1503
trigger6 = root,stateno=1505
trigger7 = root,stateno=1705
v = 32
value = 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[state -2];p2K[h
type = varadd
trigger1 = enemynear(root,var(22)),stateno=150||enemynear(root,var(22)),stateno=152||enemynear(root,var(22)),stateno=154
trigger1 = enemynear(root,var(22)),time=1
v = 9
value = 1
[state -2]
type = varset
trigger1 = (p2movetype=A)||(p2statetype=L)
trigger2 = (root,movetype=H)
trigger3 = (p2movetype=H)&&(p2stateno!=[120,155])
trigger4 = enemynear(root,var(22)),stateno=11&&enemynear(root,var(22)),time>40
trigger5 = (root,stateno=350)
v = 9
value = 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[state -2];K[h
type = varadd
trigger1 = root,stateno=150||root,stateno=152||root,stateno=154
trigger1 = root,time=1
v = 10
value = 1
[state -2]
type = varset
trigger1 = (root,movetype=A)
trigger2 = (enemynear(root,var(22)),movetype=H)
trigger3 = (root,movetype=H)&&(root,stateno!=[120,155])
trigger4 = root,stateno=11&&root,time>30
v = 10
value = 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[state -2];Nオ(p2)
type = varset
trigger1 = (enemynear(root,var(22)),stateno=5120)||(enemynear(root,var(22)),anim=5120)||(enemynear(root,var(22)),anim=5121)||(enemynear(root,var(22)),anim=5122)
trigger1 = enemynear(root,var(22)),animtime<=0
v = 12
value = 1
[state -2]
type = varadd
trigger1 = var(12)
trigger1 = gametime%1 = 0
v = 12
value = 1
[state -2]
type = varset
trigger1 = var(12)
trigger1 = var(12) > 24
trigger2 = (root,movetype=H)
trigger3 = (root,stateno=350)
trigger4 = (enemynear(root,var(22)),movetype=H&&enemynear(root,var(22)),statetype!=L)&&(enemynear(root,var(22)),stateno!=[120,155])&&(enemynear(root,var(22)),time>1)
v = 12
value = 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[state -2];Nオ
type = varset
trigger1 = (root,stateno=5120)
trigger1 = root,animtime=-1
v = 13
value = 1
[state -2]
type = varadd
trigger1 = var(13)
trigger1 = gametime%1 = 0
v = 13
value = 1
[state -2]
type = varset
trigger1 = var(13)
trigger1 = var(13) > 24
trigger2 = (p2movetype=H)||(root,movecontact)
trigger3 = (root,p2bodydist x>=180)&&(p2movetype=I)
trigger4 = (root,stateno=350)||(root,movetype=A)
trigger5 = helper(25000+root,id),var(59)=3
trigger6 = helper(25000+root,id),var(59)=-1
v = 13
value = 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[state -2];K[h
type = varset
trigger1 = (root,stateno=[150,155])
trigger1 = (root,hitover)
v = 14
value = 1
[state -2]
type = varadd
trigger1 = var(14)
trigger1 = gametime%1 = 0
v = 14
value = 1
[state -2]
type = varset
trigger1 = var(14)
trigger1 = var(14) > 24
trigger2 = (p2movetype=H)||(root,movecontact)||((root,movetype=H)&&(root,stateno!=[120,155]))
trigger3 = (root,p2bodydist x>=180)&&(p2movetype=I)
trigger4 = (root,stateno=350)||(root,movetype=A)
trigger5 = helper(25000+root,id),var(59)=3
trigger6 = helper(25000+root,id),var(59)=-1
value = 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State -2]
type = varset
trigger1 = root,stateno = 131||(root,stateno = [152,153])
var(20) = 1
ignorehitpause = 1
[State -2]
type = varset
trigger1 = root,stateno = 130||(root,stateno = [150,151])
var(20) = -1
ignorehitpause = 1
[State -2]
type = varset
trigger1 = !((root,stateno = [130,131])||(root,stateno = [150,153]))
trigger1 = root,time >= 2
var(20) = 0
ignorehitpause = 1
[State -2]
type = varset
trigger1 = var(20)=1
trigger1 = !var(21)
trigger1 = root,movetype = H
trigger1 = root,stateno >= 200
trigger1 = P2Statetype != A
trigger1 = P2Movetype = A
var(21) = P2Stateno
ignorehitpause = 1
[State -2]
type = varset
trigger1 = var(20)=-1
trigger1 = var(21)=P2stateno
trigger1 = root,movetype = H
trigger1 = root,stateno >= 200
trigger1 = P2statetype != A
trigger1 = P2movetype = A
var(21) = 0
ignorehitpause = 1
[State -2]
type = varset
trigger1 = var(20)=1
trigger1 = var(21)>0&&!var(22)
trigger1 = root,movetype = H
trigger1 = root,stateno >= 200
trigger1 = P2Statetype != A
trigger1 = P2Movetype = A
var(22) = P2Stateno
ignorehitpause = 1
[State -2]
type = varset
trigger1 = var(20)=-1
trigger1 = var(22)=P2stateno
trigger1 = root,movetype = H
trigger1 = root,stateno >= 200
trigger1 = P2statetype != A
trigger1 = P2movetype = A
var(22) = 0
ignorehitpause = 1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State -3]
type = varset
TriggerAll = (ishelper)
Trigger1 = (NumHelper(26000+root,id) && NumHelper(27000+root,id))
fv = 38
value = abs(ifelse((Enemynear(root,var(22)),facing=1),ceil(helper(26000+root,id),P2dist X),ceil(helper(27000+root,id),P2dist X)))
IgnoreHitPause = 1

[State -3]
type = varset
TriggerAll = (ishelper)
Trigger1 = (NumHelper(26000+root,id) && NumHelper(27000+root,id))
fv = 39
value = abs(ifelse((facing=1),ceil(helper(26000+root,id),rootdist X),ceil(helper(27000+root,id),rootdist X)))
IgnoreHitPause = 1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[state a]
type = null;varset
TriggerAll = ishelper
trigger1 = 1
v = 59
value = 1
[State -3];iK[hp
Type = VarSet
TriggerAll = ishelper
TriggerAll=NumEnemy
Trigger1 = Enemynear(root,var(22)),StateType!=A
Trigger2 = P2Name="millia"
Trigger2 = P2StateNo=1500
Trigger3 = P2Name="eddie"
Trigger3 = P2StateNo=1000||P2StateNo=1050||EnemyNear,NumHelper(1002);||EnemyNear,NumHelper(1001)
Trigger4 = P2Name="eddie"
Trigger4 = P2StateNo=1800||P2StateNo=1850
Trigger5 = P2Name="eddie"||P2Name="jam"
Trigger5 = P2StateNo=210
var(59) = 1
IgNoreHitPause = 1

[State -3];iK[hp
Type = VarSet
TriggerAll = ishelper
Trigger1 = EnemyNear,AutHorName="muteki"||EnemyNear,AutHorName="Akutagawa"
Trigger1 = P2StateNo=240
Trigger2 = P2Name!="millia"||P2StateNo!=1500
Trigger2 = P2Name!="eddie"||!(P2StateNo=1000||P2StateNo=1050||P2StateNo=1800||P2StateNo=1850||EnemyNear,NumHelper(1001)||EnemyNear,NumHelper(1002))
Trigger2 = P2StateType=A
Trigger3 = P2Name="testa"||P2Name="justice"
Trigger3 = P2StateNo=205
Trigger4 = P2Name="millia"||P2Name="BRIDGET"||P2Name="eddie"
Trigger4 = P2StateNo=215
Trigger5 = P2Name="faust"||P2Name="kliff"
Trigger5 = P2StateNo=235
Trigger6 = P2Name="johnny"
Trigger6 = P2StateNo=1500||P2StateNo=[3500,3501]
Trigger7 = P2Name="order-Sol=Badguy"
Trigger7 = P2StateNo=432
Trigger8 = P2Name="eddie"
Trigger8 = 0;NumHelper(1600)
Trigger9 = P2Name="jam"
Trigger9 = P2StateNo=215
Trigger10= P2Name="Sion_Eltnam_Atlasia"
Trigger10= P2StateNo=[240,241]
Trigger11= P2Name="Reimu_Hakurei"
Trigger11= P2StateNo=240
Trigger12= P2Name="THOUTHER"||P2Name="REI"
Trigger12= P2StateNo=250
Trigger13= P2Name="TOKI-(NERICYA)"||P2Name="AMIBA"
Trigger13= P2StateNo=900
Trigger14= P2Name="Geese Howard"
Trigger14= EnemyNear,AutHorName="Cannon Musume"
Trigger14= P2StateNo=230
Trigger15= P2Name="Remilia_Scarlet"
Trigger15= P2StateNo=230||P2StateNo=240
Trigger16= P2Name="Hong Meirin"
Trigger16= P2StateNo=820
Trigger17= P2Name="Aya Syameimaru"
Trigger17= P2StateNo=[707,708]
Trigger18= P2Name="Marisa Kirisame"
Trigger18= P2StateNo=1000
Trigger19= P2Name="Sakuya Izayoi"
Trigger19= P2StateNo=210||P2StateNo=400||P2StateNo=410||P2StateNo=530
Trigger20= P2Name="Yakumo Yukari"
Trigger20= P2StateNo=[2000,2020]
Trigger21= P2Name="Alice Margatroid"
Trigger21= P2StateNo=240
Trigger22= P2Name="Suika Ibuki"
Trigger22= P2StateNo=[707,708]
Trigger23= P2Name="Reimu_Hakurei"
Trigger23= P2StateNo=240
Trigger24= P2Name="siteittene"
Trigger24= P2StateNo=600
Trigger25= P2Name="Youmu_Konpaku"
Trigger25= P2StateNo=700
Trigger26= P2Name="cvsryu"||P2Name="cvsken"||P2Name="cvsryo"||P2Name="cvssakura"||P2Name="cvsyun"||P2Name="cvsyuri"
Trigger26= P2StateNo=300
Trigger27= P2Name="cvsyamazaki"
Trigger27= P2StateNo=300||P2StateNo=1400
Trigger28= P2Name="Ash"
Trigger28= P2StateNo=310
Trigger29= P2Name="Jedah"
Trigger29= P2StateNo=250
Trigger30= P2Name="Bulleta SXP"
Trigger30= P2StateNo=241
Trigger31= P2Name="A.B.A"
Trigger31= P2StateNo=1200||P2StateNo=1500||P2StateNo=3050
Trigger32= P2Name="ROBO-KY MK-U"||P2Name="ROBO-KY"
Trigger32= P2StateNo=850||P2StateNo=1500
Trigger33= P2Name="Red_Arcueid"
Trigger33= P2StateNo=218
Trigger34= P2Name="Magaki"
Trigger34= P2StateNo=310||P2StateNo=1320||EnemyNear,NumHelper(1321)
Trigger35= Enemy(0),Name="Magaki"
Trigger35= Enemy(0),NumHelper(1321)
Trigger36= Enemy(1),Name="Magaki"
Trigger36= Enemy(1),NumHelper(1321)
Trigger37= P2Name="cvskyo"||P2Name="cvskyo_ex"
Trigger37= P2StateNo=310||P2StateNo=1300
Trigger38=EnemyNear,Name = "JAGI"
Trigger38=EnemyNear,StateNo = 1200||EnemyNear,StateNo = 220
Trigger39=EnemyNear,Name = "SHIN"
Trigger39=EnemyNear,StateNo = 250
Trigger40=EnemyNear,Name = "JUDA-(NERICYA)"
Trigger40=EnemyNear,StateNo = 900
Trigger41=EnemyNear,Name = "TOKI-(NERICYA)"
Trigger41=EnemyNear,StateNo = 900
Trigger42= P2Name="Fiona"
Trigger42= P2StateNo=9212
Trigger43= P2Name="Daigo Hotta"
Trigger43= P2StateNo=241||P2StateNo=1400||P2StateNo=1500
Trigger44= P2Name="burai yamamoto"
Trigger44= P2StateNo=260||P2StateNo=2000||P2StateNo=3000
Trigger45= P2Name="blackpolnareff"
Trigger45= P2StateNo=1260
Trigger46= P2Name="Maori"
Trigger46= P2StateNo=205||(P2StateNo=[1199,1200])
Trigger47= P2Name="Ky=kiske"
Trigger47= P2StateNo=10240
Trigger48= P2Name="zappa"
Trigger48= P2StateNo=240||P2StateNo=500||P2StateNo=13000||P2StateNo=1500
Trigger49= P2Name="Mr.HEART"
Trigger49= P2StateNo=300||P2StateNo=440
Trigger50= P2Name="Foxy"
Trigger50= P2StateNo=250||P2StateNo=255||P2StateNo=2055||P2StateNo=1300||P2StateNo=1310
Trigger51= var(21)>0
Trigger51= var(21)=p2stateno
Trigger52= var(22)>0
Trigger52= var(22)=p2stateno
Trigger53= P2Name="KENSHIRO"
Trigger53= P2StateNo=250||P2StateNo=8201
Trigger54= P2Name="Toki"
Trigger54= P2StateNo=250||P2StateNo=8201||P2StateNo=270
Trigger55= P2Name="cvskarin" 
Trigger55= P2StateNo=1600||P2StateNo=1605|P2StateNo=300||P2StateNo=1100||P2StateNo=1150
Trigger56= P2Name="Jagi"
Trigger56= Enemy,AutHorName="Ts"
Trigger56= P2StateNo=300||P2StateNo=240
Trigger57= Enemy,Name="RAOH"
Trigger57= Enemy,AutHorName="shikkoku"
Trigger57= P2StateNo=250
var(59) = 2
IgNoreHitPause = 1

[State -3];K[hs\p()
Type = VarSet
TriggerAll = ishelper
Trigger1 = EnemyNear,HitDefAttr=,AT
Trigger2 = EnemyNear,AutHorName="muteki"||EnemyNear,AutHorName="Akutagawa"||EnemyNear,AutHorName="Hh"||EnemyNear,AutHorName="Phantom.of.the.Server"
Trigger2 = P2StateNo=800||P2StateNo=805
Trigger3 = EnemyNear,AutHorName="GM"||EnemyNear,AutHorName="H"||EnemyNear,AutHorName="jin"||EnemyNear,AutHorName="Ahuron"
Trigger3 = P2StateNo=800||P2StateNo=805
Trigger4 = EnemyNear,AutHorName="Warusaki3"
Trigger4 = P2StateNo=900
Trigger5 = P2Name="eddie"
Trigger5 = P2StateNo=1300||P2StateNo=800||P2StateNo=805
Trigger6 = P2Name="SLAYER"
Trigger6 = P2StateNo=1200||P2StateNo=1300||P2StateNo=800||P2StateNo=805
Trigger7 = P2Name="order-Sol=Badguy"||P2Name="faust"
Trigger7 = P2StateNo=1500||P2StateNo=800||P2StateNo=805
Trigger8 = P2Name="jam"
Trigger8 = P2StateNo=2500||P2StateNo=800||P2StateNo=805
Trigger9 = P2Name="sol"
Trigger9 = P2StateNo=1600||P2StateNo=800||P2StateNo=805
Trigger10= P2Name="johnny"
Trigger10= (P2StateNo=[1000,1099])||P2StateNo=800||P2StateNo=805
Trigger11= P2Name="wind"
Trigger11= P2StateNo=[7600,7601]
Trigger12= P2Name="Shin Gouki"||P2Name="Ryu"||P2Name="Morrigan Aensland"||P2Name ="Sakura Kasugano"
Trigger12= P2StateNo=4000
Trigger13= P2Name="Yuri Sakazaki"||P2Name="cvsgouki"||P2Name="cvsryu"||P2Name="cvssakura"
Trigger13= P2StateNo=3300
Trigger14= P2Name="cvsg_rugal"||P2Name="cvsrugal"
Trigger14= P2StateNo=3200
Trigger15= P2Name="Gouki"
Trigger15= P2StateNo=3600||P2StateNo=1700
Trigger16= P2Name="Kaori Misaka"
Trigger16= P2StateNo=20080||P2StateNo=20060
Trigger17= P2Name="Evil Ken"
Trigger17= P2StateNo=3890
Trigger18= P2Name="Kohaku"
Trigger18= P2StateNo=1300||P2StateNo=[2050,2051]
Trigger19= P2Name="Omega Goenitz"
Trigger19= P2StateNo=3150
Trigger20= P2Name="RUGAL"
Trigger20= P2StateNo=2550||P2StateNo=2500
Trigger21= P2Name="cvszangief"
Trigger21= P2StateNo=820||P2StateNo=1300||P2StateNo=1450||P2StateNo=1520||P2StateNo=1620||P2StateNo=1750||P2StateNo=1850||P2StateNo=3150||P2StateNo=3050||P2StateNo=3250
Trigger22= P2Name="cvsyamazaki"
Trigger22= P2StateNo=1300
Trigger23= P2Name="cvsbenimaru"
Trigger23= P2StateNo=1400||P2StateNo=3200
Trigger24= P2Name="cvstodo"
Trigger24= P2StateNo=1200
Trigger25= P2Name="cvsrock"
Trigger25= P2StateNo=1500
Trigger26= P2Name="cvsvice"
Trigger26= P2StateNo=1000||P2StateNo=1300||P2StateNo=1400||P2StateNo=3100||P2StateNo=[3000,3001]
Trigger27= P2Name="Hugo"
Trigger27= P2StateNo=1000||P2StateNo=1010||P2StateNo=1020||P2StateNo=1100||P2StateNo=1110||P2StateNo=1120||P2StateNo=1200||P2StateNo=1210||P2StateNo=1220||P2StateNo=1300||P2StateNo=1310||P2StateNo=1320||P2StateNo=3000||P2StateNo=3100
Trigger28= P2Name="Alex";{bI
Trigger28= P2StateNo=1000||P2StateNo=1010||P2StateNo=1020||P2StateNo=1500||P2StateNo=1510||P2StateNo=1520||P2StateNo=3000
Trigger29= P2Name="Yumiduka_Satsuki"
Trigger29= P2StateNo=1101||P2StateNo=1111||P2StateNo=1310||P2StateNo=2400||P2StateNo=3000||P2StateNo=3050
Trigger30= P2Name="Kishima_kouma"
Trigger30= P2StateNo=1000||P2StateNo=1050||P2StateNo=2000||P2StateNo=3000||P2StateNo=3100
Trigger31= P2Name="JAGI"
Trigger31= P2StateNo=1000||P2StateNo=2000||P2StateNo=2200||P2StateNo=800||P2StateNo=980||P2StateNo=981
Trigger32= P2Name="cvsyun"
Trigger32= P2StateNo=1400
Trigger33= 0
Trigger34= P2Name="Magaki"
Trigger34= P2StateNo=1100||P2StateNo=1150||P2StateNo=2100
Trigger35= P2Name="THOUTHER"||P2Name="REI"
Trigger35= P2StateNo=800||P2StateNo=850||P2StateNo=870||P2StateNo=310
Trigger36= P2Name="TOKI-(NERICYA)"||P2Name="AMIBA"||P2Name="JUDA-(NERICYA)"
Trigger36= P2StateNo=800||P2StateNo=805
Trigger37= P2Name="SHIN"
Trigger37= P2StateNo=800||P2StateNo=1500||P2StateNo=850||P2StateNo=310
Trigger38= P2Name="KENSHIRO"||P2Name="Toki"
Trigger38= P2StateNo=310||P2StateNo=980||P2StateNo=981
Trigger39= P2Name="shadow dio"
Trigger39= P2StateNo=1100
Trigger40= Enemy,Name="Jagi"
Trigger40= Enemy,AutHorName="Ts"
Trigger40= P2StateNo=320||P2StateNo=800||P2StateNo=850||P2StateNo=3000||P2StateNo=3100
Trigger41= Enemy,Name="RAOH"
Trigger41= Enemy,AutHorName="shikkoku"
Trigger41= P2StateNo=800||P2StateNo=850||P2StateNo=1800||P2StateNo=195
Trigger42= Enemy,Name="RAOH ATL"
Trigger42= P2StateNo=650||P2StateNo=500
var(59) = 3
IgNoreHitPause = 1

[State -3];薳G SG
Type = VarSet
TriggerAll=NumEnemy
TriggerAll = ishelper
Trigger1 = 0;P2StateNo=105
Trigger2 = P2Name="cvsrugal"||P2Name="cvsg_rugal"
Trigger2 = P2StateNo=1800
Trigger3 = P2Name="cvsgouki"||P2Name="cvsgouki_ex"||P2Name="cvsgouki_normal"
Trigger3 = P2StateNo=1500
Trigger4 = P2Name="cvsryu"||P2Name="cvsryu_ex"||P2Name="cvsryu_normal"||P2Name="Shin Gouki"||P2Name="Ryu"
Trigger4 = P2StateNo=1400
Trigger5 = P2Name="jam"
Trigger5 = P2StateNo=[1310,1311]
Trigger6 = P2Name="eddie"
Trigger6 = P2StateNo=1101
Trigger7 = P2Name="TOKI-(NERICYA)"
Trigger7 = (P2StateNo=[1210,1250])||(P2StateNo=[1300,1600])
Trigger8= P2Name="Reimu_Hakurei"
Trigger8= P2StateNo=3021||P2StateNo=3026
Trigger9= P2Name="Reimu_Hakurei"
Trigger9= P2StateNo=3020||EnemyNear,Var(12)=3021&&P2StateNo=119||P2StateNo=3022||(P2StateNo=[3040,3041])||P2StateNo=3051
Trigger10= P2Name="Remilia_Scarlet"
Trigger10= P2StateNo=119||P2StateNo=1001&&EnemyNear,MoveContact||P2StateNo=1012&&EnemyNear,MoveContact||(P2StateNo=[3030,3031])||P2StateNo=3051
Trigger11= P2Name="REI"
Trigger11= EnemyNear,numhelper(1005)>0||p2stateno=1000
Trigger12= P2Name="JUDA-(NERICYA)"
Trigger12= P2StateNo=2000
Trigger13= P2Name="KENSHIRO"
Trigger13= P2StateNo=1050
Trigger14= P2StateNo=[5200,5210]
Trigger15 = P2Name="kliff"
Trigger15 = P2StateNo=1500
Trigger16= Enemy,Name="Jagi"
Trigger16= Enemy,AutHorName="Ts"
Trigger16= Enemy,StateNo=1700
Trigger16= Enemy,Time=[6,44]
Trigger17= Enemy,Name="RAOH"
Trigger17= Enemy,AutHorName="shikkoku"
Trigger17= P2StateNo=2700
Trigger18= Enemy,Name="SLAYER"
Trigger18= Enemy,var(35)>0
Trigger19= Enemy,Name="jam"
Trigger19= Enemy,var(34)>0
Trigger20= Enemy,Name="RAOH ATL"
Trigger20= P2StateNo=2310
var(59) = 0
IgNoreHitPause = 1


[State -3];薳GorS̓gorZ
Type = VarSet
TriggerAll=NumEnemy
TriggerAll = ishelper
Trigger1 = EnemyNear,AutHorName="Warusaki3"
Trigger1 = P2StateNo=800
Trigger2 = P2Name="testa"
Trigger2 = P2StateNo=1300
Trigger3 = P2Name="dio"||p2name="final dio"
Trigger3 = P2StateNo=1200
Trigger4= P2Name="TOKI-(NERICYA)"||P2Name="AMIBA"
Trigger4= P2StateNo=1300
Trigger5 = P2Name="Polnareff"
Trigger5 = P2StateNo=300
Trigger6 = P2Name="Shadow Dio"
Trigger6 = P2StateNo=10000
Trigger7 = P2Name="Shadow DIO"
Trigger7 = P2StateNo=270
Trigger8 = P2Name="jotaro"||P2Name="Hol horse & Boingo"||P2Name="Hol horse"||P2Name="joseph"
Trigger8 = P2StateNo=300
Trigger9 = P2Name="shadow dio"
Trigger9 = P2StateNo=1400
Trigger10 = P2Name="Avdul"
Trigger10 = P2StateNo=300
Trigger11= P2Name="Toki"
Trigger11= P2StateNo=1050||P2StateNo=1052||P2StateNo=1030
Trigger12= Enemy,Name="RAOH"
Trigger12= Enemy,AutHorName="shikkoku"
Trigger12= P2StateNo=300
var(59) = -1
IgNoreHitPause = 1

[State -3];薳G-gioriG
Type = VarSet
TriggerAll=NumEnemy
TriggerAll = ishelper
Trigger1 = P2Name="justice"
Trigger1 = P2StateNo=1100||P2StateNo=1200
Trigger2 = EnemyNear,AutHorName="H"
Trigger2 = P2StateNo=[900,902]
Trigger3 = P2Name="TOKI-(NERICYA)"||P2Name="AMIBA"
Trigger3 = P2StateNo=1400
Trigger4= P2Name="dio"||p2name="final dio"
Trigger4= P2StateNo=1400
var(59) = 0
IgNoreHitPause = 1

[State -3];薳G蓖gi
Type = VarSet
TriggerAll=NumEnemy
TriggerAll = !(ishelper)
Trigger1 = EnemyNear,AutHorName="H"
Trigger1 = P2StateNo=920
Trigger2 = P2Name="TOKI-(NERICYA)"||P2Name="AMIBA"
Trigger2 = P2StateNo=1500
Trigger3 = EnemyNear,AutHorName="H"
Trigger3 = P2StateNo=[910,912]
var(59) = 0
IgNoreHitPause = 1

[State -3];薳G 󓊂GȂ
Type = VarSet
TriggerAll=NumEnemy
TriggerAll = ishelper
Trigger1 = P2Name="TOKI-(NERICYA)"||P2Name="AMIBA"
Trigger1 = P2StateNo=1600
Trigger2 = EnemyNear,AutHorName="H"
Trigger2 = P2StateNo=[920,922]
var(59) = 0
IgNoreHitPause = 1
;!"#$%&'!"#$%&'"#$%&'!"#$%&'!"#$%&'!"#$%&'!"#$%&'!"#$%&'!"#$%&'!"#$%&'!"#$%&'
[State -1]
Type = posset
Trigger1 = 1
X = ceil(enemynear(root,var(22)),pos X)-30*facing
Y = ceil(enemynear(root,var(22)),pos Y)-30
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -1]
Type = turn
Trigger1 = facing = enemynear(root,var(22)),facing
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SCA
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Invisible
Flag2 = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = RoundState = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
;;;;;;;;;;;;;;;;;;;;;;;;;v40-50,fv0-10
[state -2];
type = varset
trigger1 = (p2movetype=A)
trigger1 = (var(40)<1)
v = 50
value=(var(42)>0&&var(43)>0&&fvar(0)>0)+(var(44)>0&&var(45)>0&&fvar(1)>0)+(var(46)>0&&var(47)>0&&fvar(2)>0)+(var(48)>0&&var(49)>0&&fvar(3)>0)+(var(52)>0&&var(53)>0&&fvar(4)>0)+(var(54)>0&&var(55)>0&&fvar(5)>0)+(var(56)>0&&var(57)>0&&fvar(6)>0)
;
[state -2];
type = varset
trigger1 = (p2movetype=A)
trigger1 = root,fvar(32)=0
trigger1 = enemynear(root,var(22)),time=1
trigger1 = (root,movetype!=H)||(root,stateno=[120,155])
v = 40
value = 1
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
[state -2];
type = varadd
trigger1 = (p2movetype=A)
trigger1 = var(40)>0
trigger1 = root,fvar(32)=0
v = 40
value = 1
IgnoreHitPause = 0
SuperMoveTime = 0
PauseMoveTime = 0
[state -2]
type = varset
trigger1 = (p2movetype!=A)
trigger2 = root,fvar(32)!=0
v = 40
value = 0
;
[state -2];
type = varset
trigger1 = var(40)>0
trigger1 = (p2stateno!=[5000,5999])
trigger1 = (p2stateno>199)
trigger1 = root,fvar(32)=0
v = 41
value = p2stateno
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
[state -2]
type = varset
trigger1 = var(40)=0
trigger2 = root,fvar(32)!=0
v = 41
value = 0
;
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(42)=0
trigger1 = var(50)=0
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(32)=0
trigger1 = enemynear(root,var(22)),movecontact
v = 42
value = var(40)-2
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(43)=0
trigger1 = var(50)=0
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(32)=0
trigger1 = enemynear(root,var(22)),movecontact
v = 43
value = var(41)
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = fvar(0)=0
trigger1 = var(50)=0
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(32)=0
trigger1 = enemynear(root,var(22)),movecontact
fv = 0
value = abs(root,p2bodydist x)
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
;
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(42)>0&&var(43)>0
trigger1 = var(43)!=var(41)
trigger1 = var(44)=0
trigger1 = var(50)=1
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(32)=0
trigger1 = enemynear(root,var(22)),movecontact
v = 44
value = var(40)-2
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(42)>0&&var(43)>0
trigger1 = var(43)!=var(41)
trigger1 = var(45)=0
trigger1 = var(50)=1
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(32)=0
trigger1 = enemynear(root,var(22)),movecontact
v = 45
value = var(41)
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(42)>0&&var(43)>0
trigger1 = var(43)!=var(41)
trigger1 = fvar(1)=0
trigger1 = var(50)=1
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(32)=0
trigger1 = enemynear(root,var(22)),movecontact
fv = 1
value = abs(root,p2bodydist x)
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
;
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(44)>0&&var(45)>0
trigger1 = var(45)!=var(41)
trigger1 = var(46)=0
trigger1 = var(50)=2
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(32)=0
trigger1 = enemynear(root,var(22)),movecontact
v = 46
value = var(40)-2
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(44)>0&&var(45)>0
trigger1 = var(45)!=var(41)
trigger1 = var(47)=0
trigger1 = var(50)=2
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(32)=0
trigger1 = enemynear(root,var(22)),movecontact
v = 47
value = var(41)
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(44)>0&&var(45)>0
trigger1 = var(45)!=var(41)
trigger1 = fvar(2)=0
trigger1 = var(50)=2
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(32)=0
trigger1 = enemynear(root,var(22)),movecontact
fv = 2
value = abs(root,p2bodydist x)
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
;
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(46)>0&&var(47)>0
trigger1 = var(47)!=var(41)
trigger1 = var(48)=0
trigger1 = var(50)=3
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(32)=0
trigger1 = enemynear(root,var(22)),movecontact
v = 48
value = var(40)-2
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(46)>0&&var(47)>0
trigger1 = var(47)!=var(41)
trigger1 = var(49)=0
trigger1 = var(50)=3
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(32)=0
trigger1 = enemynear(root,var(22)),movecontact
v = 49
value = var(41)
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(46)>0&&var(47)>0
trigger1 = var(47)!=var(41)
trigger1 = fvar(3)=0
trigger1 = var(50)=3
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(32)=0
trigger1 = enemynear(root,var(22)),movecontact
fv = 3
value = abs(root,p2bodydist x)
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
;
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(48)>0&&var(49)>0
trigger1 = var(49)!=var(41)
trigger1 = var(52)=0
trigger1 = var(50)=4
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(32)=0
trigger1 = enemynear(root,var(22)),movecontact
v = 52
value = var(40)-2
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(48)>0&&var(49)>0
trigger1 = var(49)!=var(41)
trigger1 = var(53)=0
trigger1 = var(50)=4
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(32)=0
trigger1 = enemynear(root,var(22)),movecontact
v = 53
value = var(41)
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(48)>0&&var(49)>0
trigger1 = var(49)!=var(41)
trigger1 = fvar(4)=0
trigger1 = var(50)=4
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(32)=0
trigger1 = enemynear(root,var(22)),movecontact
fv = 4
value = abs(root,p2bodydist x)
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
;
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(52)>0&&var(53)>0
trigger1 = var(53)!=var(41)
trigger1 = var(54)=0
trigger1 = var(50)=5
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(32)=0
trigger1 = enemynear(root,var(22)),movecontact
v = 54
value = var(40)-2
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(52)>0&&var(53)>0
trigger1 = var(53)!=var(41)
trigger1 = var(55)=0
trigger1 = var(50)=5
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(32)=0
trigger1 = enemynear(root,var(22)),movecontact
v = 55
value = var(41)
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(52)>0&&var(53)>0
trigger1 = var(53)!=var(41)
trigger1 = fvar(5)=0
trigger1 = var(50)=5
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(32)=0
trigger1 = enemynear(root,var(22)),movecontact
fv = 5
value = abs(root,p2bodydist x)
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
;
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(54)>0&&var(55)>0
trigger1 = var(55)!=var(41)
trigger1 = var(56)=0
trigger1 = var(50)=6
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(32)=0
trigger1 = enemynear(root,var(22)),movecontact
v = 56
value = var(40)-2
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(54)>0&&var(55)>0
trigger1 = var(55)!=var(41)
trigger1 = var(57)=0
trigger1 = var(50)=6
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(32)=0
trigger1 = enemynear(root,var(22)),movecontact
v = 57
value = var(41)
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(54)>0&&var(55)>0
trigger1 = var(55)!=var(41)
trigger1 = fvar(6)=0
trigger1 = var(50)=6
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(32)=0
trigger1 = enemynear(root,var(22)),movecontact
fv = 6
value = abs(root,p2bodydist x)
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
;;;;;;;;;;;;;;;;;;;;;;;;;v51-58
[state -2];
type = varset
trigger1 = (EnemyNear(root,var(22)),movetype=A)
trigger1 = root,movetype=H
trigger1 = root,time=1
v = 51
value = ceil(P2BodyDist X)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 26000]
Type = A
Physics = N
Velset = 5,0
SprPriority = 5
Anim = 2531
ctrl=0

[State -1]
Type = playerpush
Trigger1 = 1
value = 0

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SCA
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Invisible
Flag2 = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
type=selfstate
trigger1=!ishelper
value=0
ctrl=1
;wp[ƈꏏɔѓ΂
[state -1]
Type=Projectile
Trigger1 = time = 0
Velocity = 5,0
ProjID = 26500+root,id
projhits = 9999
projpriority = 9999
Projanim = 99999
Offset = 0,0
projstagebound = const(size.ground.front)
Projedgebound = 100000
projremove = 0
Projremovetime = -1
supermovetime=9999
pausemovetime=9999
;ѓ~܂
[state -1]
type = velset
Trigger1 = Root,NumProjID(26500+root,id) = 0
Trigger1 = time > 0
x = 0
y = 0

;-------------------------------
;ʍ[wp[
[Statedef 27000]
Type = A
Physics = N
Velset = 5,0
SprPriority = 5
Anim = 2531
ctrl=0

[State -1]
Type = playerpush
Trigger1 = 1
value = 0

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SCA
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Invisible
Flag2 = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
type=selfstate
trigger1=!ishelper
value=0
ctrl=1
;wp[ƈꏏɔѓ΂
[state -1]
Type = Projectile
Trigger1 = time = 0
Velocity = 5,0
ProjID = 27500+root,id
Projanim = 99999
projhits = 9999
projpriority = 9999
Offset = 0,0
projstagebound = const(size.ground.front)
Projedgebound = 100000
Projremovetime = -1
supermovetime=9999
pausemovetime=9999
;ѓ~܂
[state -1]
type = velset
Trigger1 = Root,NumProjID(27500+root,id) = 0
Trigger1 = time > 0
x = 0
y = 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 29005]
Type = A
Physics = N
Velset = 0,0
SprPriority = 5
Anim = 1181
ctrl=0
[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SCA
IgnoreHitPause = 1
SuperMoveTime = 99999999999
PauseMoveTime = 99999999999
[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Invisible
Flag2 = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 99999999999
PauseMoveTime = 99999999999
[State -1]
Type = DestroySelf
Trigger1 = RoundState = 0
IgnoreHitPause = 1
SuperMoveTime = 99999999999
PauseMoveTime = 99999999999
[State -1]
type=ParentVarSet
trigger1=Parent,IsHelper(29000+root,id)
trigger2=IsHelper(29005+root,id)
var(2)=ID
;
[state -1]
type=ParentVarSet
trigger1 = (!root,InGuardDist)&&(!parent,InGuardDist)
trigger2 = (root,MoveType=H)&&(root,time>1)
var(1)=0
[state -1]
type=null;ParentVarSet
trigger1 = (!root,InGuardDist)&&(!parent,InGuardDist)
trigger2 = (root,MoveType=H)&&(root,time>1)
var(3)=0
[state -1]
type=null;ParentVarSet
trigger1 = (!root,InGuardDist)&&(!parent,InGuardDist)
trigger2 = (root,MoveType=H)&&(root,time>1)
var(4)=0
[state -1]
type=null;ParentVarSet
trigger1 = (!root,InGuardDist)&&(!parent,InGuardDist)
trigger2 = (root,MoveType=H)&&(root,time>1)
var(5)=0
[state -1]
type=null;ParentVarSet
trigger1 = (!root,InGuardDist)&&(!parent,InGuardDist)
trigger2 = (root,MoveType=H)&&(root,time>1)
var(6)=0
[state -1]
type=null;ParentVarSet
trigger1 = (!root,InGuardDist)&&(!parent,InGuardDist)
trigger2 = (root,MoveType=H)&&(root,time>1)
var(7)=0
[state -1]
type=null;ParentVarSet
trigger1 = (!root,InGuardDist)&&(!parent,InGuardDist)
trigger2 = (root,MoveType=H)&&(root,time>1)
var(8)=0
[state -1]
type=null;ParentVarSet
trigger1 = (!root,InGuardDist)&&(!parent,InGuardDist)
trigger2 = (root,MoveType=H)&&(root,time>1)
var(9)=0
;
[state -1]
type=DestroySelf
trigger1 = (!root,InGuardDist)&&(!parent,InGuardDist)
trigger2 = (root,MoveType=H)&&(root,time>1)
trigger2 = (root,stateno!=[120,155])
trigger3 = roundstate!=2
;
[Statedef 29001]
Type = A
Physics = N
Velset = 0,0
SprPriority = 5
Anim = 2531
ctrl=0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SCA
IgnoreHitPause = 1
SuperMoveTime = 99999999999
PauseMoveTime = 99999999999
[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Invisible
Flag2 = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 99999999999
PauseMoveTime = 99999999999
[State -1]
Type = DestroySelf
Trigger1 = RoundState != 2
IgnoreHitPause = 1
SuperMoveTime = 99999999999
PauseMoveTime = 99999999999
[State -1]
type=BindToRoot
trigger1=1
facing=1
pos=100,0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;var(0)~var(2)
[State -1]
type = VarSet
triggerall = !root,InGuardDist
triggerall = (P2MoveType!=A)
trigger1 = Enemy,NumHelper>0
var(0) = Enemy,NumHelper
[State -1]
type = VarSet
triggerall = (P2MoveType=A)
triggerall = p2stateno!=[0,199]
triggerall = p2stateno!=[5000,5900]
trigger1 = Enemy,NumHelper>0
trigger1 = ((Enemy,NumHelper)-var(0))>=0
trigger1 = (root,MoveType!=H||(root,stateno=[120,155]))
trigger1 = (root,time>1)
trigger1 = var(1)=0
var(1) = (Enemy,NumHelper)-var(0)
[State -1]
type = Helper
triggerall = (root,InGuardDist)||(InGuardDist)
trigger1 = numhelper(29005+root,id)=0&&root,numhelper(29005+root,id)=0
trigger1 = RoundState=2
trigger1 = Enemy,NumHelper>0
trigger1 = var(1)>0
trigger1 = (root,MoveType!=H||(root,stateno=[120,155]))&&(p2MoveType!=H)
trigger1 = (root,time>1)
Name = "minit"
id = 29005+root,id
stateno = 29005
helpertype = normal
keyctrl = 0
IgnoreHitPause = 1
SuperMoveTime = 0
PauseMoveTime = 0
SprPriority = 999
[State -1]
type = VarSet
trigger1 = numhelper(29005+root,id)=0
var(2) = 0
[State -1]
type = VarSet
triggerall = numhelper(29005+root,id)=0||PlayerIDExist(var(3))=0
trigger1 = PlayerIDExist(var(3))=0
trigger2 = (root,MoveType=H)&&(root,time>1)
trigger2 = (root,stateno!=[120,155])
trigger3 = PlayerIDExist(var(3))>0
trigger3 = PlayerID(var(3)),MoveType!=A
trigger4 = PlayerID(var(3)),pos y>40||PlayerID(var(3)),pos y<-300
var(3) = 0
[State -1]
type = VarSet
triggerall = numhelper(29005+root,id)=0||PlayerIDExist(var(4))=0
trigger1 = PlayerIDExist(var(4))=0
trigger2 = (root,MoveType=H)&&(root,time>1)
trigger2 = (root,stateno!=[120,155])
trigger3 = PlayerIDExist(var(4))>0
trigger3 = PlayerID(var(4)),MoveType!=A
trigger4 = PlayerID(var(4)),pos y>40||PlayerID(var(4)),pos y<-300
var(4) = 0
[State -1]
type = VarSet
triggerall = numhelper(29005+root,id)=0||PlayerIDExist(var(5))=0
trigger1 = PlayerIDExist(var(5))=0
trigger2 = (root,MoveType=H)&&(root,time>1)
trigger2 = (root,stateno!=[120,155])
trigger3 = PlayerIDExist(var(5))>0
trigger3 = PlayerID(var(5)),MoveType!=A
trigger4 = PlayerID(var(5)),pos y>40||PlayerID(var(5)),pos y<-300
var(5) = 0
[State -1]
type = VarSet
triggerall = numhelper(29005+root,id)=0||PlayerIDExist(var(6))=0
trigger1 = PlayerIDExist(var(6))=0
trigger2 = (root,MoveType=H)&&(root,time>1)
trigger2 = (root,stateno!=[120,155])
trigger3 = PlayerIDExist(var(6))>0
trigger3 = PlayerID(var(6)),MoveType!=A
trigger4 = PlayerID(var(6)),pos y>40||PlayerID(var(6)),pos y<-300
var(6) = 0
[State -1]
type = VarSet
triggerall = numhelper(29005+root,id)=0||PlayerIDExist(var(7))=0
trigger1 = PlayerIDExist(var(7))=0
trigger2 = (root,MoveType=H)&&(root,time>1)
trigger2 = (root,stateno!=[120,155])
trigger3 = PlayerIDExist(var(7))>0
trigger3 = PlayerID(var(7)),MoveType!=A
trigger4 = PlayerID(var(7)),pos y>40||PlayerID(var(7)),pos y<-300
var(7) = 0
[State -1]
type = VarSet
triggerall = numhelper(29005+root,id)=0||PlayerIDExist(var(8))=0
trigger1 = PlayerIDExist(var(8))=0
trigger2 = (root,MoveType=H)&&(root,time>1)
trigger2 = (root,stateno!=[120,155])
trigger3 = PlayerIDExist(var(8))>0
trigger3 = PlayerID(var(8)),MoveType!=A
trigger4 = PlayerID(var(8)),pos y>40||PlayerID(var(8)),pos y<-300
var(8) = 0
[State -1]
type = VarSet
triggerall = numhelper(29005+root,id)=0||PlayerIDExist(var(9))=0
trigger1 = PlayerIDExist(var(9))=0
trigger2 = (root,MoveType=H)&&(root,time>1)
trigger2 = (root,stateno!=[120,155])
trigger3 = PlayerIDExist(var(9))>0
trigger3 = PlayerID(var(9)),MoveType!=A
trigger4 = PlayerID(var(9)),pos y>40||PlayerID(var(9)),pos y<-300
var(9) = 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;var(3)~var(9)
[State -1]
type = VarSet
triggerall = (root,InGuardDist)||(InGuardDist)
triggerall = numhelper(29005+root,id)>0
triggerall = var(1)>0
trigger1 = var(3)=0||var(3)>240
trigger1 = var(2)!=0
var(3)=var(2)
[State -1]
type = VarAdd
triggerall = (root,InGuardDist)||(InGuardDist)
triggerall = numhelper(29005+root,id)>0
triggerall = var(1)>0
triggerall = var(3)<99999
triggerall = var(3)!=0
trigger1 = PlayerIDExist(var(3))=0||var(2)=var(3)||(PlayerID(var(3)),Movetype!=A&&PlayerIDExist(var(3))>0)
trigger2 = PlayerIDExist(var(3))=IsHelper=0&&PlayerIDExist(var(3))>0
var(3)=1
[State -1]
type = VarSet
triggerall = (root,InGuardDist)||(InGuardDist)
triggerall = numhelper(29005+root,id)>0
triggerall = var(1)>0
trigger1 = var(4)=0
trigger1 = var(2)!=0
var(4)=var(2)
[State -1]
type = VarAdd
triggerall = (root,InGuardDist)||(InGuardDist)
triggerall = numhelper(29005+root,id)>0
triggerall = var(1)>0
triggerall = var(4)>0
trigger1 = PlayerIDExist(var(4))=0||var(2)=var(4)||(PlayerID(var(4)),Movetype!=A&&PlayerIDExist(var(4))>0)
trigger2 = PlayerIDExist(var(4))=IsHelper=0&&PlayerIDExist(var(4))>0
var(4)=-1
[State -1]
type = VarSet
triggerall = (root,InGuardDist)||(InGuardDist)
triggerall = numhelper(29005+root,id)>0
triggerall = var(1)>0&&var(2)>0
trigger1 = var(5)=0||var(5)>300
trigger1 = var(2)!=0
var(5)=var(2)-5
[State -1]
type = VarAdd
triggerall = (root,InGuardDist)||(InGuardDist)
triggerall = numhelper(29005+root,id)>0
triggerall = var(1)>0
triggerall = var(5)>0
trigger1 = PlayerIDExist(var(5))=0||var(2)=var(5)||(PlayerID(var(5)),Movetype!=A&&PlayerIDExist(var(5))>0)
trigger2 = (PlayerIDExist(var(3))>0)&&(var(5)=var(3))
trigger3 = (PlayerIDExist(var(4))>0)&&(var(5)=var(4))
trigger4 = PlayerIDExist(var(5))=IsHelper=0&&PlayerIDExist(var(5))>0
var(5)=1
[State -1]
type = VarSet
triggerall = (root,InGuardDist)||(InGuardDist)
triggerall = numhelper(29005+root,id)>0
triggerall = var(1)>0&&var(2)>0
trigger1 = var(6)=0||var(6)>300
trigger1 = var(2)!=0
var(6)=var(2)-10
[State -1]
type = VarAdd
triggerall = (root,InGuardDist)||(InGuardDist)
triggerall = numhelper(29005+root,id)>0
triggerall = var(1)>0
triggerall = var(6)>0
trigger1 = PlayerIDExist(var(6))=0||var(2)=var(6)||(PlayerID(var(6)),Movetype!=A&&PlayerIDExist(var(6))>0)
trigger2 = (PlayerIDExist(var(4))>0)&&(var(6)=var(4))
trigger3 = (PlayerIDExist(var(3))>0)&&(var(6)=var(3))
trigger4 = (PlayerIDExist(var(5))>0)&&(var(6)=var(5))
trigger5 = PlayerIDExist(var(6))=IsHelper=0&&PlayerIDExist(var(6))>0
var(6)=2
[State -1]
type = VarSet
triggerall = (root,InGuardDist)||(InGuardDist)
triggerall = numhelper(29005+root,id)>0
triggerall = var(1)>0&&var(2)>0
trigger1 = var(7)=0||var(7)>300
trigger1 = var(2)!=0
var(7)=var(2)-20
[State -1]
type = VarAdd
triggerall = (root,InGuardDist)||(InGuardDist)
triggerall = numhelper(29005+root,id)>0
triggerall = var(1)>0
triggerall = var(7)>0
trigger1 = PlayerIDExist(var(7))=0||var(2)=var(7)||(PlayerID(var(7)),Movetype!=A&&PlayerIDExist(var(7))>0)
trigger2 = (PlayerIDExist(var(4))>0)&&(var(7)=var(4))
trigger3 = (PlayerIDExist(var(3))>0)&&(var(7)=var(3))
trigger4 = (PlayerIDExist(var(5))>0)&&(var(7)=var(5))
trigger5 = (PlayerIDExist(var(6))>0)&&(var(7)=var(6))
trigger6 = PlayerIDExist(var(7))=IsHelper=0&&PlayerIDExist(var(7))>0
var(7)=3
[State -1]
type = VarSet
triggerall = (root,InGuardDist)||(InGuardDist)
triggerall = numhelper(29005+root,id)>0
triggerall = var(1)>0&&var(2)>0
trigger1 = var(8)=0||var(8)>300
trigger1 = var(2)!=0
var(8)=var(2)-20
[State -1]
type = VarAdd
triggerall = (root,InGuardDist)||(InGuardDist)
triggerall = numhelper(29005+root,id)>0
triggerall = var(1)>0
triggerall = var(8)>0
trigger1 = PlayerIDExist(var(8))=0||var(2)=var(8)||(PlayerID(var(8)),Movetype!=A&&PlayerIDExist(var(8))>0)
trigger2 = (PlayerIDExist(var(4))>0)&&(var(8)=var(4))
trigger3 = (PlayerIDExist(var(3))>0)&&(var(8)=var(3))
trigger4 = (PlayerIDExist(var(5))>0)&&(var(8)=var(5))
trigger5 = (PlayerIDExist(var(6))>0)&&(var(8)=var(6))
trigger6 = (PlayerIDExist(var(7))>0)&&(var(8)=var(7))
trigger7 = PlayerIDExist(var(8))=IsHelper=0&&PlayerIDExist(var(8))>0
var(8)=5+random%3
[State -1]
type = VarSet
triggerall = (root,InGuardDist)||(InGuardDist)
triggerall = numhelper(29005+root,id)>0
triggerall = var(1)>0&&var(2)>0
trigger1 = var(9)=0||var(9)>300
trigger1 = var(2)!=0
var(9)=var(2)-20
[State -1]
type = VarAdd
triggerall = (root,InGuardDist)||(InGuardDist)
triggerall = numhelper(29005+root,id)>0
triggerall = var(1)>0
triggerall = var(9)>0
trigger1 = PlayerIDExist(var(9))=0||var(2)=var(9)||(PlayerID(var(9)),Movetype!=A&&PlayerIDExist(var(9))>0)
trigger2 = (PlayerIDExist(var(4))>0)&&(var(9)=var(4))
trigger3 = (PlayerIDExist(var(3))>0)&&(var(9)=var(3))
trigger4 = (PlayerIDExist(var(5))>0)&&(var(9)=var(5))
trigger5 = (PlayerIDExist(var(6))>0)&&(var(9)=var(6))
trigger6 = (PlayerIDExist(var(7))>0)&&(var(9)=var(7))
trigger7 = (PlayerIDExist(var(8))>0)&&(var(9)=var(8))
trigger8 = PlayerIDExist(var(9))=IsHelper=0&&PlayerIDExist(var(9))>0
var(9)=7+random%3
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;var(10)~var(16)
[State -1,var3]
type = VarSet
triggerall = numhelper(29005+root,id)=0||PlayerIDExist(var(3))=0
trigger1 = PlayerIDExist(var(3))=0
trigger2 = var(3)=0
trigger3 = root,MoveType=H
trigger3 = (root,stateno!=[120,155])&&(root,time>1)
var(10)=0
[State -1,var3]
type = VarSet
triggerall = PlayerIDExist(var(3))>0
trigger1 = PlayerID(var(3)),vel x = 0
var(10)=1
[State -1,var3]
type = VarSet
triggerall = PlayerIDExist(var(3))>0
trigger1 = PlayerID(var(3)),vel x != 0
trigger1 = PlayerID(var(3)),vel y = 0
var(10)=2
[State -1,var3]
type = VarSet
triggerall = PlayerIDExist(var(3))>0
trigger1 = PlayerID(var(3)),vel x != 0
trigger1 = PlayerID(var(3)),vel y > 0
var(10)=3
[State -1,var3]
type = VarSet
triggerall = PlayerIDExist(var(3))>0
trigger1 = PlayerID(var(3)),vel x != 0
trigger1 = PlayerID(var(3)),vel y < 0
var(10)=4
[State -1,var3]
type = VarSet
triggerall = PlayerIDExist(var(3))>0
trigger1 = PlayerID(var(3)),vel x = 0
trigger1 = P2name="JUDA-(NERICYA)"
trigger1 = PlayerID(var(3)),stateno=8135
var(10)=5
[State -1,var3]
type = VarSet
triggerall = PlayerIDExist(var(3))>0
trigger1 = PlayerID(var(3)),facing=root,facing
trigger2 = PlayerID(var(3)),p2dist x<-1
var(10)=10
[State -1,var3]
type = VarSet
triggerall = PlayerIDExist(var(3))>0
trigger1 = PlayerID(var(3)),pos y<-300
trigger2 = PlayerID(var(3)),MoveType!=A
trigger3 = PlayerID(var(3)),p2dist x<-70
var(10)=0
;
[State -1,var4]
type = VarSet
triggerall = numhelper(29005+root,id)=0||PlayerIDExist(var(4))=0
trigger1 = PlayerIDExist(var(4))=0
trigger2 = var(4)=0
trigger3 = root,MoveType=H
trigger3 = (root,stateno!=[120,155])&&(root,time>1)
var(11)=0
[State -1,var4]
type = VarSet
triggerall = PlayerIDExist(var(4))>0
trigger1 = PlayerID(var(4)),vel x = 0
var(11)=1
[State -1,var4]
type = VarSet
triggerall = PlayerIDExist(var(4))>0
trigger1 = PlayerID(var(4)),vel x != 0
trigger1 = PlayerID(var(4)),vel y = 0
var(11)=2
[State -1,var4]
type = VarSet
triggerall = PlayerIDExist(var(4))>0
trigger1 = PlayerID(var(4)),vel x != 0
trigger1 = PlayerID(var(4)),vel y > 0
var(11)=3
[State -1,var4]
type = VarSet
triggerall = PlayerIDExist(var(4))>0
trigger1 = PlayerID(var(4)),vel x != 0
trigger1 = PlayerID(var(4)),vel y < 0
var(11)=4
[State -1,var4]
type = VarSet
triggerall = PlayerIDExist(var(4))>0
trigger1 = PlayerID(var(4)),vel x = 0
trigger1 = P2name="JUDA-(NERICYA)"
trigger1 = PlayerID(var(4)),stateno=8135
var(11)=5
[State -1,var4]
type = VarSet
triggerall = PlayerIDExist(var(4))>0
trigger1 = PlayerID(var(4)),facing=root,facing
trigger2 = PlayerID(var(4)),p2dist x<-1
var(11)=10
[State -1,var4]
type = VarSet
triggerall = PlayerIDExist(var(4))>0
trigger1 = PlayerID(var(4)),pos y<-300
trigger2 = PlayerID(var(4)),MoveType!=A
trigger3 = PlayerID(var(4)),p2dist x<-70
var(11)=0
;
[State -1,var5]
type = VarSet
triggerall = numhelper(29005+root,id)=0||PlayerIDExist(var(5))=0
trigger1 = PlayerIDExist(var(5))=0
trigger2 = var(5)=0
trigger3 = root,MoveType=H
trigger3 = (root,stateno!=[120,155])&&(root,time>1)
var(12)=0
[State -1,var5]
type = VarSet
triggerall = PlayerIDExist(var(5))>0
trigger1 = PlayerID(var(5)),vel x = 0
var(12)=1
[State -1,var5]
type = VarSet
triggerall = PlayerIDExist(var(5))>0
trigger1 = PlayerID(var(5)),vel x != 0
trigger1 = PlayerID(var(5)),vel y = 0
var(12)=2
[State -1,var5]
type = VarSet
triggerall = PlayerIDExist(var(5))>0
trigger1 = PlayerID(var(5)),vel x != 0
trigger1 = PlayerID(var(5)),vel y > 0
var(12)=3
[State -1,var5]
type = VarSet
triggerall = PlayerIDExist(var(5))>0
trigger1 = PlayerID(var(5)),vel x != 0
trigger1 = PlayerID(var(5)),vel y < 0
var(12)=4
[State -1,var5]
type = VarSet
triggerall = PlayerIDExist(var(5))>0
trigger1 = PlayerID(var(5)),vel x = 0
trigger1 = P2name="JUDA-(NERICYA)"
trigger1 = PlayerID(var(5)),stateno=8135
var(12)=5
[State -1,var5]
type = VarSet
triggerall = PlayerIDExist(var(5))>0
trigger1 = PlayerID(var(5)),facing=root,facing
trigger2 = PlayerID(var(5)),p2dist x<-1
var(12)=10
[State -1,var5]
type = VarSet
triggerall = PlayerIDExist(var(5))>0
trigger1 = PlayerID(var(5)),pos y<-300
trigger2 = PlayerID(var(5)),MoveType!=A
trigger3 = PlayerID(var(5)),p2dist x<-70
var(12)=0
;
[State -1,var6]
type = VarSet
triggerall = numhelper(29005+root,id)=0||PlayerIDExist(var(6))=0
trigger1 = PlayerIDExist(var(6))=0
trigger2 = var(6)=0
trigger3 = root,MoveType=H
trigger3 = (root,stateno!=[120,155])&&(root,time>1)
var(13)=0
[State -1,var6]
type = VarSet
triggerall = PlayerIDExist(var(6))>0
trigger1 = PlayerID(var(6)),vel x = 0
var(13)=1
[State -1,var6]
type = VarSet
triggerall = PlayerIDExist(var(6))>0
trigger1 = PlayerID(var(6)),vel x != 0
trigger1 = PlayerID(var(6)),vel y = 0
var(13)=2
[State -1,var6]
type = VarSet
triggerall = PlayerIDExist(var(6))>0
trigger1 = PlayerID(var(6)),vel x != 0
trigger1 = PlayerID(var(6)),vel y > 0
var(13)=3
[State -1,var6]
type = VarSet
triggerall = PlayerIDExist(var(6))>0
trigger1 = PlayerID(var(6)),vel x != 0
trigger1 = PlayerID(var(6)),vel y < 0
var(13)=4
[State -1,var6]
type = VarSet
triggerall = PlayerIDExist(var(6))>0
trigger1 = PlayerID(var(6)),vel x = 0
trigger1 = P2name="JUDA-(NERICYA)"
trigger1 = PlayerID(var(6)),stateno=8135
var(13)=5
[State -1,var6]
type = VarSet
triggerall = PlayerIDExist(var(6))>0
trigger1 = PlayerID(var(6)),facing=root,facing
trigger2 = PlayerID(var(6)),p2dist x<-1
var(13)=10
[State -1,var6]
type = VarSet
triggerall = PlayerIDExist(var(6))>0
trigger1 = PlayerID(var(6)),pos y<-300
trigger2 = PlayerID(var(6)),MoveType!=A
trigger3 = PlayerID(var(6)),p2dist x<-70
var(13)=0
;
[State -1,var7]
type = VarSet
triggerall = numhelper(29005+root,id)=0||PlayerIDExist(var(7))=0
trigger1 = PlayerIDExist(var(7))=0
trigger2 = var(7)=0
trigger3 = root,MoveType=H
trigger3 = (root,stateno!=[120,155])&&(root,time>1)
var(14)=0
[State -1,var7]
type = VarSet
triggerall = PlayerIDExist(var(7))>0
trigger1 = PlayerID(var(7)),vel x = 0
var(14)=1
[State -1,var7]
type = VarSet
triggerall = PlayerIDExist(var(7))>0
trigger1 = PlayerID(var(7)),vel x != 0
trigger1 = PlayerID(var(7)),vel y = 0
var(14)=2
[State -1,var7]
type = VarSet
triggerall = PlayerIDExist(var(7))>0
trigger1 = PlayerID(var(7)),vel x != 0
trigger1 = PlayerID(var(7)),vel y > 0
var(14)=3
[State -1,var7]
type = VarSet
triggerall = PlayerIDExist(var(7))>0
trigger1 = PlayerID(var(7)),vel x != 0
trigger1 = PlayerID(var(7)),vel y < 0
var(14)=4
[State -1,var7]
type = VarSet
triggerall = PlayerIDExist(var(7))>0
trigger1 = PlayerID(var(7)),vel x = 0
trigger1 = P2name="JUDA-(NERICYA)"
trigger1 = PlayerID(var(7)),stateno=8135
var(14)=5
[State -1,var6]
type = VarSet
triggerall = PlayerIDExist(var(7))>0
trigger1 = PlayerID(var(7)),facing=root,facing
trigger2 = PlayerID(var(7)),p2dist x<-1
var(14)=10
[State -1,var7]
type = VarSet
triggerall = PlayerIDExist(var(7))>0
trigger1 = PlayerID(var(7)),pos y<-300
trigger2 = PlayerID(var(7)),MoveType!=A
trigger3 = PlayerID(var(7)),p2dist x<-70
var(14)=0
;
[State -1,var8]
type = VarSet
triggerall = numhelper(29005+root,id)=0||PlayerIDExist(var(8))=0
trigger1 = PlayerIDExist(var(8))=0
trigger2 = var(8)=0
trigger3 = root,MoveType=H
trigger3 = (root,stateno!=[120,155])&&(root,time>1)
var(15)=0
[State -1,var8]
type = VarSet
triggerall = PlayerIDExist(var(8))>0
trigger1 = PlayerID(var(8)),vel x = 0
var(15)=1
[State -1,var8]
type = VarSet
triggerall = PlayerIDExist(var(8))>0
trigger1 = PlayerID(var(8)),vel x != 0
trigger1 = PlayerID(var(8)),vel y = 0
var(15)=2
[State -1,var8]
type = VarSet
triggerall = PlayerIDExist(var(8))>0
trigger1 = PlayerID(var(8)),vel x != 0
trigger1 = PlayerID(var(8)),vel y > 0
var(15)=3
[State -1,var8]
type = VarSet
triggerall = PlayerIDExist(var(8))>0
trigger1 = PlayerID(var(8)),vel x != 0
trigger1 = PlayerID(var(8)),vel y < 0
var(15)=4
[State -1,var8]
type = VarSet
triggerall = PlayerIDExist(var(8))>0
trigger1 = PlayerID(var(8)),vel x = 0
trigger1 = P2name="JUDA-(NERICYA)"
trigger1 = PlayerID(var(8)),stateno=8135
var(15)=5
[State -1,var8]
type = VarSet
triggerall = PlayerIDExist(var(8))>0
trigger1 = PlayerID(var(8)),facing=root,facing
trigger2 = PlayerID(var(8)),p2dist x<-1
var(15)=10
[State -1,var8]
type = VarSet
triggerall = PlayerIDExist(var(8))>0
trigger1 = PlayerID(var(8)),pos y<-300
trigger2 = PlayerID(var(8)),MoveType!=A
trigger3 = PlayerID(var(8)),p2dist x<-70
var(15)=0
;
[State -1,var9]
type = VarSet
triggerall = numhelper(29005+root,id)=0||PlayerIDExist(var(9))=0
trigger1 = PlayerIDExist(var(9))=0
trigger2 = var(9)=0
trigger3 = root,MoveType=H
trigger3 = (root,stateno!=[120,155])&&(root,time>1)
var(16)=0
[State -1,var9]
type = VarSet
triggerall = PlayerIDExist(var(9))>0
trigger1 = PlayerID(var(9)),vel x = 0
var(16)=1
[State -1,var9]
type = VarSet
triggerall = PlayerIDExist(var(9))>0
trigger1 = PlayerID(var(9)),vel x != 0
trigger1 = PlayerID(var(9)),vel y = 0
var(16)=2
[State -1,var9]
type = VarSet
triggerall = PlayerIDExist(var(9))>0
trigger1 = PlayerID(var(9)),vel x != 0
trigger1 = PlayerID(var(9)),vel y > 0
var(16)=3
[State -1,var9]
type = VarSet
triggerall = PlayerIDExist(var(9))>0
trigger1 = PlayerID(var(9)),vel x != 0
trigger1 = PlayerID(var(9)),vel y < 0
var(16)=4
[State -1,var9]
type = VarSet
triggerall = PlayerIDExist(var(9))>0
trigger1 = PlayerID(var(9)),vel x = 0
trigger1 = P2name="JUDA-(NERICYA)"
trigger1 = PlayerID(var(9)),stateno=8135
var(16)=5
[State -1,var9]
type = VarSet
triggerall = PlayerIDExist(var(9))>0
trigger1 = PlayerID(var(9)),facing=root,facing
trigger2 = PlayerID(var(9)),p2dist x<-1
var(16)=10
[State -1,var9]
type = VarSet
triggerall = PlayerIDExist(var(9))>0
trigger1 = PlayerID(var(9)),pos y<-300
trigger2 = PlayerID(var(9)),MoveType!=A
trigger3 = PlayerID(var(9)),p2dist x<-70
var(16)=0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;var(20)
[State -3,]
Type = null;VarSet
Trigger1 = 1
var(20) = 1
IgNoreHitPause = 1
[State -3,]
Type = null;VarSet
Trigger1 = 1
var(21) = 1
IgNoreHitPause = 1