[Statedef -3] 
;
;AI
;
[State -3, AItO] 
Type = VarSet
TriggerAll = Var(59) = 0
TriggerAll = RoundState = [1,2]
TriggerAll = !(ishelper)
Trigger1 = Command = "AI"||Command = "AI10"||Command = "AI20"||Command = "AI30"||Command = "AI40"
Trigger2 = Command = "AI1"||Command = "AI11"||Command = "AI21"||Command = "AI31"||Command = "AI41"
Trigger3 = Command = "AI2"||Command = "AI12"||Command = "AI22"||Command = "AI32"||Command = "AI42"
Trigger4 = Command = "AI3"||Command = "AI13"||Command = "AI23"||Command = "AI33"
Trigger5 = Command = "AI4"||Command = "AI14"||Command = "AI24"||Command = "AI34"
Trigger6 = Command = "AI5"||Command = "AI15"||Command = "AI25"||Command = "AI35"
Trigger7 = Command = "AI6"||Command = "AI16"||Command = "AI26"||Command = "AI36"
Trigger8 = Command = "AI7"||Command = "AI17"||Command = "AI27"||Command = "AI37"
Trigger9 = Command = "AI8"||Command = "AI18"||Command = "AI28"||Command = "AI38"
Trigger10 = Command = "AI9"||Command = "AI19"||Command = "AI29"||Command = "AI39"
Trigger11 = var(59)=0
Trigger11 = NumHelper(10000+id)
Trigger11 = Helper(10000+id),var(59)>0
Trigger12 = palno=7        ;7PJ[ŏ펞AIN
V = 59
Value = 3 ;;;;;;;;;;;;;;1`3܂ 1, 2,() 3,~
IgNoreHitPause = 1;;;;;;

[State -3,AIR{p]
Type = null;varset
Trigger1 = !ishelper
fv = 39
value = 3
[State -3,AIu[Xgp]
Type = varset
Trigger1 = !ishelper
Trigger1 = p2movetype!=H
Trigger1 = fvar(39)>0
v = 48
value = 160
[State -3,AI]
Type = varset
Trigger1 = !ishelper
Trigger1 = fvar(39)>0
fv = 28
value = 100
[State -3,AI]
Type = varset
Trigger1 = !ishelper
Trigger1 = p2movetype!=H
Trigger1 = fvar(39)>0
v = 24
value = 4

[State -3,AI1];^bOmF
Type = varset
TriggerAll = !(ishelper)
Trigger1=numenemy=1
fvar(33) = 0
IgNoreHitPause = 1

[State -3,AI1];^bOmF
Type = varset
TriggerAll = !(ishelper)
Trigger1=numenemy=2
fvar(33) = ifelse(enemynear(0),alive,0,1)
IgNoreHitPause = 1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State -3,AI4]
type = varset
TriggerAll=fvar(36)>0
Trigger1 = (movetype=H)||(p2movetype=A)
Trigger2 = (p2movetype!=H)
fv = 36
value = 0
[State -3,AI4]
type = varset
TriggerAll=fvar(36)<0
Trigger1 = (movetype=H)||(p2movetype=A)
Trigger2 = (p2bodydist x>=200&&var(27)=0)||(p2statetype=L)
Trigger3 = (p2movetype=H)&&(p2stateno!=[120,155])
Trigger4 = helper(25000+id),fvar(38)>180
fv = 36
value = 0

[State -3,AI4]
Type = VarSet
Trigger1 = MoveGuarded
fv = 36
value = -5

[State -3,AI4oXP];**
Type = VarSet
Trigger1 = fvar(36)<=0
Trigger1 = (stateno=8228)&&movehit&&(p2statetype!=A)
Trigger1 = (helper(25000+id),fvar(39)<95)
Trigger1 = (var(48)>107)&&(power>500)
fv = 36
value = 200
IgnoreHitPause = 1

[State -3,AI4];**
Type = VarSet
TriggerAll=fvar(36)<=0
Trigger1 = (stateno=1015)&&movehit
Trigger2 = (stateno=1000)&&(movehit=1)&&(var(59)=1||fvar(39)=1)
fv = 36
value = 10+((var(59)=1||fvar(39)=1)*5)
IgnoreHitPause = 1
[State -3,AI4OR];**
Type = VarSet
TriggerAll=fvar(36)<=0
Trigger1 = (helper(25000+id),fvar(38)<90)
Trigger1 = (helper(25000+id),fvar(39)>100)
Trigger1 = (stateno=8430)&&(movehit=1)
fv = 36
value = 20+((var(59)=1||fvar(39)=1)*5)
IgnoreHitPause = 1
[State -3,AI4];**
Type = VarSet
Trigger1 = fvar(36)<=0
Trigger1 = (stateno=8228)&&movehit&&(p2statetype!=A)
fv = 36
value = 30+((var(59)=1||fvar(39)=1)*5)
IgnoreHitPause = 1
[State -3,AI4ojR];**
Type = VarSet
TriggerAll = fvar(36)<=0
Trigger1 = (stateno=1010)&&(movehit)
Trigger2 = (stateno=8711)&&(movehit)&&(var(7)=0)
Trigger3 = (stateno=8712)&&(movecontact)
Trigger4 = (stateno=1051)&&(movehit)
Trigger5 = (stateno=8227)&&(movehit)&&(numtarget(265)>0)
fv = 36
value = 40+((var(59)=1||fvar(39)=1)*5)
[State -3,AI4ojR];**
Type = VarSet
TriggerAll = fvar(36)=100
Trigger1 = (stateno=8228)&&(movehit)
fv = 36
value = 40+((var(59)=1||fvar(39)=1)*5)
IgnoreHitPause = 1
[State -3,AI4];**
Type = VarSet
Trigger1 = fvar(36)<=0
Trigger1 = (stateno=903)
Trigger1 = movetype=A
fv = 36
value = 50+((var(59)=1||fvar(39)=1)*5)
IgnoreHitPause = 1
[State -3,AI4];**
Type = VarSet
Trigger1 = fvar(36)<=0
Trigger1 = (stateno=930)
Trigger1 = movetype=A
fv = 36
value = 60+((var(59)=1||fvar(39)=1)*5)
IgnoreHitPause = 1
[State -3,AI4];**
Type = VarSet
Trigger1 = fvar(36)<=0
Trigger1 = (stateno=1017||stateno=1013)&&(animelem=5,>=0)
Trigger1 = (movehit)&&(statetype=S)
fv = 36
value = 70+((var(59)=1||fvar(39)=1)*5)
IgnoreHitPause = 1
[State -3,AI4];**
Type = VarSet
Trigger1 = fvar(36)<=0
Trigger1 = (stateno=8201)||(stateno=1026)
Trigger1 = (movehit)&&(var(59)>1||fvar(39)>1)
fv = 36
value = 80
IgnoreHitPause = 1
;[State -3,AI4]
;Type = VarSet
;Trigger1 = fvar(36)<=0
;Trigger1 = (stateno=1017||stateno=1013)&&(animelem=5,>=0)
;Trigger1 = (MoveGuarded)&&(statetype=S)
;fv = 36
;value = -99
;IgnoreHitPause = 1
[State -3,AI4];**
Type = VarSet
TriggerAll=fvar(36)<=0
Trigger1 = (stateno=1000)&&(movehit=1)&&(var(59)>1||fvar(39)>1)
fv = 36
value = 90
IgnoreHitPause = 1
[State -3,AI4ojR];**
Type = VarSet
TriggerAll = fvar(36)<=0&&(var(59)>1||fvar(39)>1)
Trigger1 = (stateno=1025)&&(movehit)&&(numtarget(1350)>0)
fv = 36
value = 100
IgnoreHitPause = 1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State -3,]
Type = AssertSpecial
Trigger1 = var(59)>0
flag = nowalk

[State -3,0]
Type = turn
TriggerAll = var(59)>0
TriggerAll = P2dist x<0
Trigger1 = stateno=[11,20]
Trigger2 = stateno=[2400,2405]

[State -3,΍]
Type = AssertSpecial
Trigger1 = var(59)>0
flag = nocrouchguard
flag2 = nostandguard
flag3 = noairguard

[State -3, AINpwp[]
type=helper
TriggerAll=!ishelper
TriggerAll=RoundState<2||(RoundState=2&&ctrl)
trigger1=!NumHelper(10000+id)
trigger1=alive
trigger1=var(59)=0
helpertype=normal
name="AI"
stateno=10000
ID=10000+id
pos=9999,9999
keyctrl=1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0

[State -3, ]vȂƂȂ悤]
type=changestate
trigger1= ishelper
trigger1= ishelper(10000+root,id)
trigger1= stateno!=10000
value=10000

[State -2]
Type = Helper
Trigger1 = RoundState != 0
Trigger1 = NumHelper(25000+id) = 0
Name = "t1"
StateNo = 25000
PosType = Left
Pos = 0, 320
KeyCtrl = 0
Ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
SprPriority = 7
ID = 25000+id
size.ground.back = 30
size.ground.front = 30
size.air.back = 30
size.air.front = 30
[State -3,]
type=changestate
trigger1= ishelper
trigger1= ishelper(25000+root,id)
trigger1= stateno!=25000
value=25000

[State -2]
Type = Helper
Trigger1 = !NumHelper(26000+id)
HelperType = Normal
Name = "t2"
StateNo = 26000
PosType = left
pos=0,350
KeyCtrl = 0
Ownpal = 1
facing = -1
IgnoreHitPause = 1
pausemovetime=99999
supermovetime=99999
SprPriority = 7
ID = 26000+id
[State -3]
type=changestate
trigger1= ishelper
trigger1= ishelper(26000+root,id)
trigger1= stateno !=26000
value=26000

[State -2]
Type = Helper
Trigger1 = !NumHelper(27000+id)
HelperType = Normal
Name = "t3"
StateNo = 27000
PosType = left
pos=0,350
KeyCtrl = 0
Ownpal = 1
facing = 1
IgnoreHitPause = 1
pausemovetime=99999
supermovetime=99999
SprPriority = 7
ID = 27000+id
[State -3]
type=changestate
trigger1= ishelper
trigger1= ishelper(27000+root,id)
trigger1= stateno !=27000
value=27000
[State -2]
Type = Helper
triggerall = !ishelper
Trigger1 = RoundState = 2
Trigger1 = NumHelper(29000+id) = 0
Name = "tEX"
StateNo = 29001
PosType = Left
Pos = 0, 320
helpertype = normal
keyctrl = 0
Ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 999999999
PauseMoveTime = 999999999
SprPriority = 999
ID = 29000+id
size.ground.back = 30
size.ground.front = 30
size.air.back = 30
size.air.front = 30
[State -3,莞ԗp nvar]
Type = VarSet
TriggerAll=!EnemyNear(fvar(33)),Time
TriggerAll=P2MoveType=H
Trigger1 = EnemyNear(fvar(33)),GetHitVar(fall)=0
fvar(29) = EnemyNear(fvar(33)),GetHitVar(SlideTime)+EnemyNear(fvar(33)),GetHitVar(HitShakeTime)+1
IgNoreHitPause = 1
[State -3,莞ԗp K[h]
Type = VarSet
TriggerAll=!EnemyNear(fvar(33)),Time
TriggerAll=MoveGuarded=1
Trigger1 = 1
fvar(29) = EnemyNear(fvar(33)),GetHitVar(CtrlTime)+EnemyNear(fvar(33)),GetHitVar(HitShakeTime)
IgNoreHitPause = 1
[State -3,^C}[]
Type = VarAdd
Trigger1 = fvar(29)>0
fvar(29) = -1
IgNoreHitPause = 1
[State -3,莞ԗpZbg]
Type = VarSet
Trigger1 = P2MoveType!=H
fvar(29) = 0
IgNoreHitPause = 1
;;;;
[State -3];K[hs\p()
Type = VarSet
TriggerAll = !ishelper
Trigger1 = 1
fvar(24) = 0
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
Trigger32= P2Name="cvsyun"
Trigger32= P2StateNo=1400
Trigger34= P2Name="Magaki"
Trigger34= P2StateNo=1100||P2StateNo=1150||P2StateNo=2100
Trigger35= P2Name="THOUTHER"||P2Name="REI"
Trigger35= P2StateNo=800
Trigger36= P2Name="TOKI-(NERICYA)"||P2Name="AMIBA"||P2Name="JUDA-(NERICYA)"
Trigger36= P2StateNo=800||P2StateNo=805
Trigger37= P2Name="SHIN"
Trigger37= P2StateNo=800||P2StateNo=1500
Trigger38= P2Name="KENSHIRO"||P2Name="Toki"
Trigger38= P2StateNo=980
fvar(24) = 1
IgNoreHitPause = 1
;
;or
;
[State -3,hiei]
type = ChangeState
value = 1025
TriggerAll=var(59)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(partner,alive)&&(numpartner>0)&&(partner,name="SHIN")&&(partner,stateno=1100)&&(partner,time=[1,3])
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(ctrl||(stateno=[11,20])||stateno=40||stateno=0||stateno=102||stateno=1029||(stateno=[120,140]))||(movecontact&&(stateno=8200||stateno=8202||stateno=8203||stateno=8400||stateno=8420||stateno=8430||stateno=8225||stateno=8226||stateno=8228))
Trigger1 = alive
[State -3,hiei]
type = ChangeState
value = 1025
TriggerAll=var(59)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(enemy,alive)&&(numenemy>0)&&(enemy,name="SHIN")&&(enemy,stateno=1100)&&(enemy,time=[1,3])
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(ctrl||(stateno=[11,20])||stateno=40||stateno=0||stateno=102||stateno=1029||(stateno=[120,140]))||(movecontact&&(stateno=8200||stateno=8202||stateno=8203||stateno=8400||stateno=8420||stateno=8430||stateno=8225||stateno=8226||stateno=8228))
Trigger1 = alive
[State -3,zankai]
type = ChangeState
value = 2020
TriggerAll=var(59)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(power>=2000)&&(Numhelper(2024)=0)
TriggerAll=(P2BodyDist X=[8,90])
TriggerAll=(enemy,alive)&&(enemy,ctrl||enemy,stateno=11)&&(numenemy>0)&&(enemy,name="THOUTHER")&&(enemy,numhelper(1105)=0&&enemy,numhelper(1005)=0)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2StateType!=A)&&(P2StateType!=L)
TriggerAll=(ctrl||(stateno=[11,20])||stateno=40||stateno=0||stateno=102||stateno=1029||(stateno=[120,140]))||(movecontact&&(stateno=8200||stateno=8202||stateno=8203||stateno=8400||stateno=8420||stateno=8430||stateno=8225||stateno=8226||stateno=8228))
Trigger1 = alive
[State -3,2B]
type = null;ChangeState
value = 8420
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(enemy,name="JUDA-(NERICYA)")&&(numenemy>0)&&(enemy,numhelper(8135)>0)&&(enemynear,P2BodyDist X<60)&&(enemynear,MoveType=A)&&(enemynear,ishelper)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2StateType=L||P2BodyDist X>90)&&(P2MoveType=I)
TriggerAll=InGuardDist
TriggerAll=(ctrl||(stateno=[11,20])||stateno=40||stateno=0||stateno=102||stateno=1029||(stateno=[120,140]))
Trigger1 = alive
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State 2, BOOST]
type = Helper
TriggerAll=(stateno=1017||stateno=1013)
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=!movecontact
TriggerAll=(P2BodyDist X=[-60,60])
TriggerAll=(P2MoveType!=H)
Trigger1 = (var(48)>107)&&(StateType=A)&&(animelem=6,>0)
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2991
ownpal = 1
id = 2990
keyctrl = 0
[State 2, BOOST]
type = ChangeState
value = 50
ctrl=0
TriggerAll=(stateno=1017||stateno=1013)
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=!movecontact
TriggerAll=(P2BodyDist X=[-60,60])
TriggerAll=(P2MoveType!=H)
Trigger1 = (var(48)>107)&&(StateType=A)&&(animelem=6,>0)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State -3,2A]
Type = ChangeState
Value = 8400
TriggerAll=var(59)>1
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(helper(25000+id),var(58)<500)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(P2BodyDist X>-5)
TriggerAll=(P2MoveType=A)||((P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999]))
TriggerAll=(P2BodyDist X=[-15,35])
TriggerAll=!P2BodyDist Y
TriggerAll=stateno = 2405
Trigger1 = (!(EnemyNear(fvar(33)),Ctrl))&&(EnemyNear(fvar(33)),AnimTime<-3)
Trigger1 = (EnemyNear(fvar(33)),facing=facing)
[State -3,2B]
Type = ChangeState
Value = 8420
TriggerAll=var(59)>1
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(helper(25000+id),var(58)<500)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(P2BodyDist X>-5)
TriggerAll=(P2MoveType=A)||((P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999]))
TriggerAll=(P2BodyDist X=[35,65])
TriggerAll=!P2BodyDist Y
TriggerAll=stateno = 2405
Trigger1 = (!(EnemyNear(fvar(33)),Ctrl))&&(EnemyNear(fvar(33)),AnimTime<-6)
Trigger1 = (EnemyNear(fvar(33)),facing=facing)
[State -3,5A]
Type = ChangeState
Value = ifelse(p2bodydist x<20,8200,8202)
TriggerAll=var(59)>1
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(helper(25000+id),var(58)<500)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=A)&&(P2BodyDist X>-5)
TriggerAll=(P2MoveType=A)||((P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999]))
TriggerAll=(P2BodyDist X=[-10,50])
TriggerAll=(EnemyNear(fvar(33)),pos Y>-80)
TriggerAll=stateno = 2405
Trigger1 = (!(EnemyNear(fvar(33)),Ctrl))&&(EnemyNear(fvar(33)),AnimTime<-5)
Trigger1 = (EnemyNear(fvar(33)),facing=facing)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State -3,z]]
Type = ChangeState
Value = 2010
TriggerAll=var(59)>0
TriggerAll=(RoundState=3)&&(StateType!=A)
TriggerAll=(power>=1000)
TriggerAll=Win
TriggerAll=PrevStateNo!=[180,189]
TriggerAll=Roundno<3
TriggerAll=(var(0)=0)
Trigger1 = (ctrl||(stateno=[11,20])||stateno=40||stateno=0||stateno=102||stateno=1029)||(movecontact&&(stateno=8200||stateno=8202||stateno=8203||stateno=8400||stateno=8420||stateno=8430||stateno=8225||stateno=8226||stateno=8228))
[State -3,]
Type = ChangeState
value = 199
TriggerAll=(var(59)>0)
TriggerAll=RoundState=3
TriggerAll=Win&&stateno!=199&&prevstateno!=199
TriggerAll=PrevStateNo!=[180,189]
TriggerAll=Roundno<3
TriggerAll=StateType!=A
Trigger1 = (ctrl||(stateno=[11,20])||stateno=40||stateno=0||stateno=102||stateno=1029)
;
;J
;
[State -3,z]]
Type = ChangeState
Value = 2010
TriggerAll=var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(power >= 1000)
TriggerAll=PrevStateNo=5900||PrevStateNo=[190,192]
Trigger1 = (stateno=0)&&(roundno>=2)
Trigger1 = (ctrl)
Trigger1 = (var(0)=0)
Trigger1 = helper(25000+id),var(58)=[200,400]
[State -3,E2B]
Type = ChangeState
Value = 3234
TriggerAll=var(59)>1
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=PrevStateNo=5900||PrevStateNo=[190,192]
TriggerAll=(var(48)>107)||var(26)>0
Trigger1 = (stateno=0)
Trigger1 = (ctrl)
Trigger1 = random=[300,600]
[State -3,hiei]
Type = ChangeState
Value = 1025
TriggerAll=var(59)=[1,2]
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=PrevStateNo=5900||PrevStateNo=[190,192]
Trigger1 = (stateno=0)
Trigger1 = (ctrl)
Trigger1 = helper(25000+id),var(58)=[350,600]
[State -3,atemi]
Type = ChangeState
Value = 1050
TriggerAll=var(59)=2
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=PrevStateNo=5900||PrevStateNo=[190,192]
Trigger1 = (stateno=0)
Trigger1 = (ctrl)
Trigger1 = helper(25000+id),var(58)>900
;
;ꌂ
;
[State -3,ichigeki]
Type = null;ChangeState
Value = 8800
TriggerAll=var(59)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=C)&&(P2BodyDist X>-5)
TriggerAll=(P2MoveType=A)||((P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999]))
TriggerAll=(!(EnemyNear(fvar(33)),Ctrl))&&(EnemyNear(fvar(33)),AnimTime<-7)||((var(59)=[1,2])&&random>900)
TriggerAll=(P2BodyDist X-(EnemyNear(fvar(33)),vel x!=0)*(EnemyNear(fvar(33)),vel x*7)=[-40,70))||((P2BodyDist X=[-15,70))&&(EnemyNear(fvar(33)),vel x=0))
TriggerAll=(EnemyNear(fvar(33)),pos Y+(EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),Const(MoveMent.Yaccel)*6)*7=(-50,-1))||(P2StateType!=A)
TriggerAll=(helper(25000+id),var(58))%19<3
TriggerAll=(var(24)>=7)
TriggerAll=(fvar(28)=100)||(roundno>1&&life<333&&p2life>666)
TriggerAll=(PrevStateNo=[5000,5270])||(PrevStateNo=[140,155])||(var(59)=[2,3])
TriggerAll=(ctrl||(stateno=[11,20])||stateno=40||stateno=102||stateno=0||stateno=1029||(stateno=[120,140]))||(movecontact&&(stateno=8200||stateno=8202||stateno=8203||stateno=8400||stateno=8420||stateno=8430||stateno=8225||stateno=8226||stateno=8228))
Trigger1 = (var(59)=1)
Trigger1 = (EnemyNear(fvar(33)),Time>=30)||(PrevStateNo=5120&&EnemyNear(fvar(33)),Time>15)||(helper(25000),var(13)!=0&&EnemyNear(fvar(33)),Time>15)
Trigger2 = (var(59)=2)
Trigger2 = (EnemyNear(fvar(33)),Time>=20)||(PrevStateNo=5120&&EnemyNear(fvar(33)),Time>15)||(helper(25000),var(13)!=0&&EnemyNear(fvar(33)),Time>15)
Trigger3 = (EnemyNear(fvar(33)),Time>2)||(EnemyNear(fvar(33)),HitDefAttr=,AT)
Trigger3 = (var(59)=3)
[State -3,ichigeki]
Type = ChangeState
Value = 8800
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-30)
TriggerAll=(EnemyNear(fvar(33)),Alive)
TriggerAll=(var(24)>=7)
TriggerAll=(helper(25000+id),var(58)<500)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(fvar(28)=100)||(roundno>1&&life<333&&p2life>666)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-30,80))
TriggerAll=(Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029)
TriggerAll=(P2MoveType=H)&&(p2stateno!=[120,155])
Trigger1 = (fvar(36)>0)&&(numtarget(640)>0)&&(helper(25000+id),fvar(38)<90)&&(p2stateno>=25000)
[State -3,ichigeki]
Type = ChangeState
Value = 8800
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-10)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(var(24)>=7)
TriggerAll=(helper(25000+id),var(58)<500)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(EnemyNear(fvar(33)),pos Y>-90)
TriggerAll=(fvar(28)=100)||(roundno>1&&life<333&&p2life>666)
TriggerAll=(P2BodyDist X=[-40,60))
TriggerAll=(Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029)&&(helper(25000+id),fvar(38)<100)
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(36)>0)&&(p2stateno=[8715,8716])&&(fvar(36)<100)
Trigger1 = (var(27)>0)
;
;؂Ԃ
;
[State -3,zankai]
type = ChangeState
value = 2020
TriggerAll=var(59)>0
TriggerAll=helper(25000+id),var(59)>0||helper(25000+id),var(59)=-1
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X>-10)
TriggerAll=(P2MoveType=A)||((P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999]))
TriggerAll=(!(EnemyNear(fvar(33)),Ctrl))&&(EnemyNear(fvar(33)),AnimTime<-80)
TriggerAll=(P2BodyDist X=[5,100))
TriggerAll=power>=2000
TriggerAll=(EnemyNear(fvar(33)),pos Y>-200)
TriggerAll=(PrevStateNo=[5000,5270])||(PrevStateNo=[140,155])||(var(59)=[2,3])
TriggerAll=(ctrl||(stateno=[11,20])||stateno=40||stateno=102||stateno=0||stateno=1029)||(movecontact&&(stateno=8200||stateno=8202||stateno=8203||stateno=8400||stateno=8420||stateno=8430||stateno=8225||stateno=8226||stateno=8228))
Trigger1 = (var(59)=1)
Trigger1 = (EnemyNear(fvar(33)),Time>=30)||(PrevStateNo=5120&&EnemyNear(fvar(33)),Time>15)||(helper(25000),var(13)!=0&&EnemyNear(fvar(33)),Time>15)
Trigger2 = (var(59)=2)
Trigger2 = (EnemyNear(fvar(33)),Time>=20)||(PrevStateNo=5120&&EnemyNear(fvar(33)),Time>15)||(helper(25000),var(13)!=0&&EnemyNear(fvar(33)),Time>15)
Trigger3 = (EnemyNear(fvar(33)),Time>2)||(EnemyNear(fvar(33)),HitDefAttr=,AT)
Trigger3 = (var(59)=3)
[State -3,hiei]
type = ChangeState
value = 1025
TriggerAll=var(59)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X>-15)&&(prevstateno!=[2012,2013])
TriggerAll=(P2MoveType=A)
TriggerAll=(EnemyNear(fvar(33)),NumProj=0)
TriggerAll=(PlayerIDExist(helper(29000+id),var(3))=0)||(helper(29000+id),var(10)=1)||(helper(29000+id),var(10)=5)||(helper(29000+id),var(10)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(4))=0)||(helper(29000+id),var(11)=1)||(helper(29000+id),var(11)=5)||(helper(29000+id),var(11)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(5))=0)||(helper(29000+id),var(12)=1)||(helper(29000+id),var(12)=5)||(helper(29000+id),var(12)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(6))=0)||(helper(29000+id),var(13)=1)||(helper(29000+id),var(13)=5)||(helper(29000+id),var(13)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(7))=0)||(helper(29000+id),var(14)=1)||(helper(29000+id),var(14)=5)||(helper(29000+id),var(14)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(8))=0)||(helper(29000+id),var(15)=1)||(helper(29000+id),var(15)=5)||(helper(29000+id),var(15)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(9))=0)||(helper(29000+id),var(16)=1)||(helper(29000+id),var(16)=5)||(helper(29000+id),var(16)=10)
TriggerAll=(!(EnemyNear(fvar(33)),Ctrl))&&(EnemyNear(fvar(33)),AnimTime<-11)||((var(59)=[1,2])&&random>300)
TriggerAll=(P2BodyDist X-(EnemyNear(fvar(33)),vel x!=0)*(EnemyNear(fvar(33)),vel x*11)=[-20,75))||((P2BodyDist X=[-15,75))&&(EnemyNear(fvar(33)),vel x=0))
TriggerAll=(EnemyNear(fvar(33)),pos Y+(EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),Const(MoveMent.Yaccel)*10)*11=(-70,0))||(P2StateType!=A)
TriggerAll=(helper(25000+id),var(58))%12<9
TriggerAll=(P2BodyDist X>25)||(var(48)<107)||(EnemyNear(fvar(33)),HitDefAttr=,AT)||(fvar(24)>0)
TriggerAll=(PrevStateNo=[5000,5270])||(PrevStateNo=[140,155])||(var(59)=[2,3])
TriggerAll=(ctrl||(stateno=[11,20])||stateno=40||stateno=102||stateno=0||stateno=1029||(stateno=[120,140]))||(movecontact&&(stateno=8200||stateno=8202||stateno=8203||stateno=8400||stateno=8420||stateno=8430||stateno=8225||stateno=8226||stateno=8228))
Trigger1 = (var(59)=1)
Trigger1 = (EnemyNear(fvar(33)),Time>=30)||(PrevStateNo=5120&&EnemyNear(fvar(33)),Time>18)||(helper(25000),var(13)!=0&&EnemyNear(fvar(33)),Time>18)
Trigger2 = (var(59)=2)
Trigger2 = (EnemyNear(fvar(33)),Time>=20)||(PrevStateNo=5120&&EnemyNear(fvar(33)),Time>18)||(helper(25000),var(13)!=0&&EnemyNear(fvar(33)),Time>18)
Trigger3 = (EnemyNear(fvar(33)),Time=3)||(EnemyNear(fvar(33)),Time>12)||(EnemyNear(fvar(33)),HitDefAttr=,AT)||(helper(25000+id),var(59)=3)||(fvar(24)>0)
Trigger3 = (var(59)=3)
[State -3,C-ujyo]
type = ChangeState
value = ifelse(var(8)=1,1013,1017)
TriggerAll=var(59)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(EnemyNear(fvar(33)),NumProj=0)
TriggerAll=(PlayerIDExist(helper(29000+id),var(3))=0)||(helper(29000+id),var(10)=1)||(helper(29000+id),var(10)=5)||(helper(29000+id),var(10)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(4))=0)||(helper(29000+id),var(11)=1)||(helper(29000+id),var(11)=5)||(helper(29000+id),var(11)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(5))=0)||(helper(29000+id),var(12)=1)||(helper(29000+id),var(12)=5)||(helper(29000+id),var(12)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(6))=0)||(helper(29000+id),var(13)=1)||(helper(29000+id),var(13)=5)||(helper(29000+id),var(13)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(7))=0)||(helper(29000+id),var(14)=1)||(helper(29000+id),var(14)=5)||(helper(29000+id),var(14)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(8))=0)||(helper(29000+id),var(15)=1)||(helper(29000+id),var(15)=5)||(helper(29000+id),var(15)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(9))=0)||(helper(29000+id),var(16)=1)||(helper(29000+id),var(16)=5)||(helper(29000+id),var(16)=10)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X>-5)&&(prevstateno!=[2012,2013])
TriggerAll=(P2MoveType=A)||((P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999]))
TriggerAll=(!(EnemyNear(fvar(33)),Ctrl))&&(EnemyNear(fvar(33)),AnimTime<-5)||((var(59)=[1,2])&&random>300)
TriggerAll=(P2BodyDist X-(EnemyNear(fvar(33)),vel x!=0)*(EnemyNear(fvar(33)),vel x*5)=[-14,28))||((P2BodyDist X=[-4,28))&&(EnemyNear(fvar(33)),vel x=0))
TriggerAll=(EnemyNear(fvar(33)),pos Y+(EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),Const(MoveMent.Yaccel)*4)*5=(-40,0))||(P2StateType!=A)
TriggerAll=(random%12<6)&&(var(48)>107)||((EnemyNear(fvar(33)),HitDefAttr=,AT)&&(random<900))||(fvar(24)>0&&(random<900))
TriggerAll=(PrevStateNo=[5000,5270])||(PrevStateNo=[140,155])||(var(59)=[2,3])
TriggerAll=(ctrl||(stateno=[11,20])||stateno=40||stateno=102||stateno=0||stateno=1029||(stateno=[120,140]))||(movecontact&&(stateno=8200||stateno=8202||stateno=8203||stateno=8400||stateno=8420||stateno=8430||stateno=8225||stateno=8226||stateno=8228))
Trigger1 = (var(59)=1)
Trigger1 = (EnemyNear(fvar(33)),Time>=30)||(PrevStateNo=5120&&EnemyNear(fvar(33)),Time>18)||(helper(25000),var(13)!=0&&EnemyNear(fvar(33)),Time>18)
Trigger2 = (var(59)=2)
Trigger2 = (EnemyNear(fvar(33)),Time>=20)||(PrevStateNo=5120&&EnemyNear(fvar(33)),Time>18)||(helper(25000),var(13)!=0&&EnemyNear(fvar(33)),Time>18)
Trigger3 = (EnemyNear(fvar(33)),Time>2)||(EnemyNear(fvar(33)),HitDefAttr=,AT)||(helper(25000+id),var(59)=3)||(fvar(24)>0)
Trigger3 = (var(59)=3)
[State -3,@]
type = ChangeState
value = 2400
ctrl = 0
TriggerAll=var(59)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=var(0)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)
TriggerAll=(P2MoveType=A)
TriggerAll=(!(EnemyNear(fvar(33)),Ctrl))&&(EnemyNear(fvar(33)),AnimTime<-10)||((var(59)=[1,2])&&random<500)
TriggerAll=(P2BodyDist X=[-80,80])
TriggerAll=!P2BodyDist Y
TriggerAll=(random%17<13)
TriggerAll=(EnemyNear(fvar(33)),HitDefAttr=,AA,AP)||(P2BodyDist X>30)
TriggerAll=(PrevStateNo=[5000,5270])||(PrevStateNo=[130,155])||var(59)=3
TriggerAll=(ctrl||(stateno=[11,20])||stateno=40||stateno=1029||(stateno=[120,140]))
Trigger1 = (var(59)=1)
Trigger1 = (EnemyNear(fvar(33)),Time>=30)||(PrevStateNo=5120&&EnemyNear(fvar(33)),Time>18)||(helper(25000),var(13)!=0&&EnemyNear(fvar(33)),Time>18)
Trigger2 = (var(59)=2)
Trigger2 = (EnemyNear(fvar(33)),Time>=20)||(PrevStateNo=5120&&EnemyNear(fvar(33)),Time>18)||(helper(25000),var(13)!=0&&EnemyNear(fvar(33)),Time>18)
Trigger3 = (var(59)=3)
[State -3,]
type = ChangeState
value = 980
TriggerAll=var(59)=3
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)
TriggerAll=(EnemyNear(fvar(33)),NumProj=0)
TriggerAll=(PlayerIDExist(helper(29000+id),var(3))=0)||(helper(29000+id),var(10)=1)||(helper(29000+id),var(10)=5)||(helper(29000+id),var(10)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(4))=0)||(helper(29000+id),var(11)=1)||(helper(29000+id),var(11)=5)||(helper(29000+id),var(11)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(5))=0)||(helper(29000+id),var(12)=1)||(helper(29000+id),var(12)=5)||(helper(29000+id),var(12)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(6))=0)||(helper(29000+id),var(13)=1)||(helper(29000+id),var(13)=5)||(helper(29000+id),var(13)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(7))=0)||(helper(29000+id),var(14)=1)||(helper(29000+id),var(14)=5)||(helper(29000+id),var(14)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(8))=0)||(helper(29000+id),var(15)=1)||(helper(29000+id),var(15)=5)||(helper(29000+id),var(15)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(9))=0)||(helper(29000+id),var(16)=1)||(helper(29000+id),var(16)=5)||(helper(29000+id),var(16)=10)
TriggerAll=(P2MoveType=A)||((P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999]))
TriggerAll=(!(EnemyNear(fvar(33)),Ctrl))&&(EnemyNear(fvar(33)),AnimTime<-4)&&(EnemyNear(fvar(33)),Time<2)||(P2MoveType=I)
TriggerAll=(P2BodyDist X=[-2,20))
TriggerAll=!P2BodyDist Y
TriggerAll=(helper(25000+id),var(58))%9<7
TriggerAll=(PrevStateNo=5120)||(PrevStateNo=15120)||(helper(25000+id),var(13)!=0)
Trigger1 = (ctrl||(stateno=[11,20])||stateno=40||stateno=1029||(stateno=[120,140]))
[State -3,GC]
type = ChangeState
value = 9884
TriggerAll=var(59)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=power>=1000
TriggerAll=(EnemyNear(fvar(33)),NumProj=0)
TriggerAll=(PlayerIDExist(helper(29000+id),var(3))=0)||(helper(29000+id),var(10)=1)||(helper(29000+id),var(10)=5)||(helper(29000+id),var(10)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(4))=0)||(helper(29000+id),var(11)=1)||(helper(29000+id),var(11)=5)||(helper(29000+id),var(11)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(5))=0)||(helper(29000+id),var(12)=1)||(helper(29000+id),var(12)=5)||(helper(29000+id),var(12)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(6))=0)||(helper(29000+id),var(13)=1)||(helper(29000+id),var(13)=5)||(helper(29000+id),var(13)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(7))=0)||(helper(29000+id),var(14)=1)||(helper(29000+id),var(14)=5)||(helper(29000+id),var(14)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(8))=0)||(helper(29000+id),var(15)=1)||(helper(29000+id),var(15)=5)||(helper(29000+id),var(15)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(9))=0)||(helper(29000+id),var(16)=1)||(helper(29000+id),var(16)=5)||(helper(29000+id),var(16)=10)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X>-3)
TriggerAll=(P2MoveType=A)||((P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999]))
TriggerAll=((!EnemyNear(fvar(33)),Ctrl)&&(EnemyNear(fvar(33)),AnimTime<-4))||((var(59)=[1,2])&&random<600)
TriggerAll=(P2BodyDist X-(EnemyNear(fvar(33)),vel x!=0)*(EnemyNear(fvar(33)),vel x*4)=[-30,45))||((P2BodyDist X=[-3,45))&&(EnemyNear(fvar(33)),vel x=0))
TriggerAll=EnemyNear(fvar(33)),pos y+(EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),Const(MoveMent.Yaccel)*3)*4>-55
TriggerAll=(StateNo=[150,153])
TriggerAll=(EnemyNear(fvar(33)),Time>2)||(EnemyNear(fvar(33)),HitDefAttr=,AT)
Trigger1 = (var(59)=1)
Trigger1 = (EnemyNear(fvar(33)),Time>=30)
Trigger2 = (var(59)=2)
Trigger2 = (EnemyNear(fvar(33)),Time>=20)
Trigger3 = (var(59)=3)&&(helper(25000+id),var(10)>2)
Trigger4 = (var(59)=[1,2])&&(helper(25000+id),var(10)>6)
;Nオ
[State -3,2A]
type = ChangeState
value = 8400
TriggerAll=var(59)=3
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(StateNo=5120)&&(P2BodyDist X>-3)
TriggerAll=(P2MoveType=A)||((P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999]))
TriggerAll=(!(EnemyNear(fvar(33)),Ctrl))&&(EnemyNear(fvar(33)),AnimTime<-3)
TriggerAll=(P2BodyDist X-(EnemyNear(fvar(33)),vel x!=0)*(EnemyNear(fvar(33)),vel x*3)=[-20,40))||((P2BodyDist X=[-3,40))&&(EnemyNear(fvar(33)),vel x=0))
TriggerAll=!P2BodyDist Y
TriggerAll=(random%19<4)
Trigger1 = (animtime=0)
[State -3,2A]
Type = ChangeState
value = 8400
TriggerAll=var(59)=[1,2]
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(helper(25000),var(13)!=0)||(PrevStateNo=5120)||(PrevStateNo=[150,155])||(helper(25000),var(14)!=0)||(StateNo=5120)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(P2BodyDist X>-8)
TriggerAll=(P2MoveType!=H)
TriggerAll=P2BodyDist X=[-10,40)
TriggerAll=!P2BodyDist Y
TriggerAll=(random%21>15)
TriggerAll=(ctrl||(stateno=[11,20])||stateno=40||stateno=102||stateno=1029||(StateNo=5120&&animtime=0))
Trigger1 = (stateno=5120&&animtime=0)||((stateno=[11,20])&&time>2)||((stateno=[140,155])&&time>6)
[State -3,C-ujyo]
Type = ChangeState
value = ifelse(var(8)=1,1013,1017)
TriggerAll=var(59)=[1,2]
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(helper(25000),var(13)!=0)||(PrevStateNo=5120)||(PrevStateNo=[150,155])||(helper(25000),var(14)!=0)||(StateNo=5120)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X>-40)
TriggerAll=(P2MoveType!=H)
TriggerAll=P2BodyDist X=[-50,50)
TriggerAll=(EnemyNear(fvar(33)),pos y>-80)
TriggerAll=(random%21<10)
TriggerAll=(ctrl||(stateno=[11,20])||stateno=40||stateno=102||stateno=1029||(StateNo=5120&&animtime=0))
Trigger1 = (stateno=5120&&animtime=0)||((stateno=[11,20])&&time>2)||((stateno=[140,155])&&time>6)
;
;
;
[State -3,kusoru-laser]
type = ChangeState
value = 2000
TriggerAll=var(59)=3
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(power>1500)
TriggerAll=(P2StateType!=L)
TriggerAll=!(InGuardDist)
TriggerAll=(P2MoveType=A)&&(EnemyNear(fvar(33)),AnimTime<-20)
TriggerAll=!(EnemyNear(fvar(33)),Ctrl)
TriggerAll=(P2BodyDist X>180)
TriggerAll=((EnemyNear(fvar(33)),pos Y>-100)&&(EnemyNear(fvar(33)),vel Y>0))||(P2StateType!=A)
TriggerAll=((helper(25000+id),var(58))%17<9)||(helper(25000+id),var(59)=3)
TriggerAll=(ctrl||(stateno=[11,20])||stateno=40||stateno=102||stateno=0||stateno=1029||(stateno=[120,140]))||(movecontact&&(stateno=8200||stateno=8202||stateno=8203||stateno=8400||stateno=8420||stateno=8430||stateno=8225||stateno=8226||stateno=8228))
Trigger1 = (var(59)=1)
Trigger1 = (EnemyNear(fvar(33)),Time>=30)||(PrevStateNo=5120&&EnemyNear(fvar(33)),Time>18)||(helper(25000),var(13)!=0&&EnemyNear(fvar(33)),Time>18)
Trigger2 = (var(59)=2)
Trigger2 = (EnemyNear(fvar(33)),Time>=20)||(PrevStateNo=5120&&EnemyNear(fvar(33)),Time>18)||(helper(25000),var(13)!=0&&EnemyNear(fvar(33)),Time>18)
Trigger3 = (EnemyNear(fvar(33)),Time>2)
Trigger3 = (var(59)=3)
;
[State -3,atemi]
Type = ChangeState
value = 1050
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0&&(helper(25000+id),var(59)!=3)
TriggerAll=helper(25000+id),var(13)=0
TriggerAll=helper(25000+id),var(14)=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=A||P2StateType=S)&&(P2BodyDist X>-24)
TriggerAll=(EnemyNear(fvar(33)),MoveType=A)&&(EnemyNear(fvar(33)),IsHelper=0)
TriggerAll=(facing!=EnemyNear(fvar(33)),facing)
TriggerAll=(EnemyNear(fvar(33)),NumProj=0)
TriggerAll=(PlayerIDExist(helper(29000+id),var(3))=0)||(helper(29000+id),var(10)=1)||(helper(29000+id),var(10)=5)||(helper(29000+id),var(10)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(4))=0)||(helper(29000+id),var(11)=1)||(helper(29000+id),var(11)=5)||(helper(29000+id),var(11)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(5))=0)||(helper(29000+id),var(12)=1)||(helper(29000+id),var(12)=5)||(helper(29000+id),var(12)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(6))=0)||(helper(29000+id),var(13)=1)||(helper(29000+id),var(13)=5)||(helper(29000+id),var(13)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(7))=0)||(helper(29000+id),var(14)=1)||(helper(29000+id),var(14)=5)||(helper(29000+id),var(14)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(8))=0)||(helper(29000+id),var(15)=1)||(helper(29000+id),var(15)=5)||(helper(29000+id),var(15)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(9))=0)||(helper(29000+id),var(16)=1)||(helper(29000+id),var(16)=5)||(helper(29000+id),var(16)=10)
TriggerAll=(P2StateNo>199)
TriggerAll=(EnemyNear(fvar(33)),Time<24)
TriggerAll=(P2BodyDist X-(EnemyNear(fvar(33)),vel x!=0)*(EnemyNear(fvar(33)),vel x*4)=[-30,60))||((P2BodyDist X=[-5,60))&&(EnemyNear(fvar(33)),vel x=0))
TriggerAll=(EnemyNear(fvar(33)),pos Y>-90)&&!(EnemyNear(fvar(33)),HitDefAttr=,AT)
TriggerAll=(ctrl||(stateno=[11,20])||stateno=40||stateno=102||stateno=0||stateno=1029||(stateno=[120,140]))||(movecontact&&(stateno=8200||stateno=8202||stateno=8203||stateno=8400||stateno=8420||stateno=8430||stateno=8225||stateno=8226||stateno=8228))
Trigger1 = helper(25000+id),var(43)>0
Trigger1 = helper(25000+id),var(43)=EnemyNear(fvar(33)),Stateno
Trigger1 = (helper(25000+id),var(42)-EnemyNear(fvar(33)),Time)>3
Trigger1 = abs(P2BodyDist X)<=helper(25000+id),fvar(0)+10
Trigger1 = helper(25000+id),fvar(0)>0
Trigger2 = helper(25000+id),var(45)>0
Trigger2 = helper(25000+id),var(45)=EnemyNear(fvar(33)),Stateno
Trigger2 = (helper(25000+id),var(44)-EnemyNear(fvar(33)),Time)>3
Trigger2 = abs(P2BodyDist X)<=helper(25000+id),fvar(1)+10
Trigger2 = helper(25000+id),fvar(1)>0
Trigger3 = helper(25000+id),var(47)>0
Trigger3 = helper(25000+id),var(47)=EnemyNear(fvar(33)),Stateno
Trigger3 = (helper(25000+id),var(46)-EnemyNear(fvar(33)),Time)>3
Trigger3 = abs(P2BodyDist X)<=helper(25000+id),fvar(2)+10
Trigger3 = helper(25000+id),fvar(2)>0
Trigger4 = helper(25000+id),var(49)>0
Trigger4 = helper(25000+id),var(49)=EnemyNear(fvar(33)),Stateno
Trigger4 = (helper(25000+id),var(48)-EnemyNear(fvar(33)),Time)>3
Trigger4 = abs(P2BodyDist X)<=helper(25000+id),fvar(3)+10
Trigger4 = helper(25000+id),fvar(3)>0
Trigger5 = helper(25000+id),var(53)>0
Trigger5 = helper(25000+id),var(53)=EnemyNear(fvar(33)),Stateno
Trigger5 = (helper(25000+id),var(52)-EnemyNear(fvar(33)),Time)>3
Trigger5 = abs(P2BodyDist X)<=helper(25000+id),fvar(4)+10
Trigger5 = helper(25000+id),fvar(4)>0
Trigger6 = helper(25000+id),var(55)>0
Trigger6 = helper(25000+id),var(55)=EnemyNear(fvar(33)),Stateno
Trigger6 = (helper(25000+id),var(54)-EnemyNear(fvar(33)),Time)>3
Trigger6 = abs(P2BodyDist X)<=helper(25000+id),fvar(5)+10
Trigger6 = helper(25000+id),fvar(5)>0
Trigger7 = helper(25000+id),var(57)>0
Trigger7 = helper(25000+id),var(57)=EnemyNear(fvar(33)),Stateno
Trigger7 = (helper(25000+id),var(56)-EnemyNear(fvar(33)),Time)>3
Trigger7 = abs(P2BodyDist X)<=helper(25000+id),fvar(6)+10
Trigger7 = helper(25000+id),fvar(6)>0
;
[State -3,nage]
Type = ChangeState
value = 980
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0||helper(25000+id),var(59)=-1
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=C||P2StateType=S)&&(P2BodyDist X>-12)
TriggerAll=(EnemyNear(fvar(33)),MoveType=A)&&(EnemyNear(fvar(33)),IsHelper=0)&&(EnemyNear(fvar(33)),Ctrl=0)
TriggerAll=(P2StateNo>199)
TriggerAll=(P2BodyDist X=[-20,20))
TriggerAll=!P2BodyDist Y
TriggerAll=(EnemyNear(fvar(33)),NumProj=0)
TriggerAll=(EnemyNear(fvar(33)),Time<18)
TriggerAll=(PlayerIDExist(helper(29000+id),var(3))=0)||(helper(29000+id),var(10)=1)||(helper(29000+id),var(10)=5)||(helper(29000+id),var(10)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(4))=0)||(helper(29000+id),var(11)=1)||(helper(29000+id),var(11)=5)||(helper(29000+id),var(11)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(5))=0)||(helper(29000+id),var(12)=1)||(helper(29000+id),var(12)=5)||(helper(29000+id),var(12)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(6))=0)||(helper(29000+id),var(13)=1)||(helper(29000+id),var(13)=5)||(helper(29000+id),var(13)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(7))=0)||(helper(29000+id),var(14)=1)||(helper(29000+id),var(14)=5)||(helper(29000+id),var(14)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(8))=0)||(helper(29000+id),var(15)=1)||(helper(29000+id),var(15)=5)||(helper(29000+id),var(15)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(9))=0)||(helper(29000+id),var(16)=1)||(helper(29000+id),var(16)=5)||(helper(29000+id),var(16)=10)
TriggerAll=(ctrl||(stateno=[11,20])||stateno=40||stateno=0||(stateno=[120,140]))
Trigger1 = helper(25000+id),var(43)>0
Trigger1 = helper(25000+id),var(43)=EnemyNear(fvar(33)),Stateno
Trigger1 = helper(25000+id),var(42)-4>EnemyNear(fvar(33)),Time
Trigger1 = helper(25000+id),var(42)>4
Trigger2 = helper(25000+id),var(45)>0
Trigger2 = helper(25000+id),var(45)=EnemyNear(fvar(33)),Stateno
Trigger2 = helper(25000+id),var(44)-4>EnemyNear(fvar(33)),Time
Trigger2 = helper(25000+id),var(44)>4
Trigger3 = helper(25000+id),var(47)>0
Trigger3 = helper(25000+id),var(47)=EnemyNear(fvar(33)),Stateno
Trigger3 = helper(25000+id),var(46)-4>EnemyNear(fvar(33)),Time
Trigger3 = helper(25000+id),var(46)>4
Trigger4 = helper(25000+id),var(49)>0
Trigger4 = helper(25000+id),var(49)=EnemyNear(fvar(33)),Stateno
Trigger4 = helper(25000+id),var(48)-4>EnemyNear(fvar(33)),Time
Trigger4 = helper(25000+id),var(48)>4
Trigger5 = helper(25000+id),var(53)>0
Trigger5 = helper(25000+id),var(53)=EnemyNear(fvar(33)),Stateno
Trigger5 = helper(25000+id),var(52)-4>EnemyNear(fvar(33)),Time
Trigger5 = helper(25000+id),var(52)>4
Trigger6 = helper(25000+id),var(55)>0
Trigger6 = helper(25000+id),var(55)=EnemyNear(fvar(33)),Stateno
Trigger6 = helper(25000+id),var(54)-4>EnemyNear(fvar(33)),Time
Trigger6 = helper(25000+id),var(54)>4
Trigger7 = helper(25000+id),var(57)>0
Trigger7 = helper(25000+id),var(57)=EnemyNear(fvar(33)),Stateno
Trigger7 = helper(25000+id),var(56)-4>EnemyNear(fvar(33)),Time
Trigger7 = helper(25000+id),var(56)>4
[State -3,2A]
Type = ChangeState
value = 8400
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0||helper(25000+id),var(59)=-1
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=C||P2StateType=S)&&(P2BodyDist X>-12)
TriggerAll=(EnemyNear(fvar(33)),MoveType=A)&&(EnemyNear(fvar(33)),IsHelper=0)&&(EnemyNear(fvar(33)),Ctrl=0)
TriggerAll=(P2StateNo>199)
TriggerAll=(P2BodyDist X=[-24,40))
TriggerAll=!P2BodyDist Y
TriggerAll=(EnemyNear(fvar(33)),NumProj=0)
TriggerAll=(EnemyNear(fvar(33)),Time<18)
TriggerAll=(PlayerIDExist(helper(29000+id),var(3))=0)||(helper(29000+id),var(10)=1)||(helper(29000+id),var(10)=5)||(helper(29000+id),var(10)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(4))=0)||(helper(29000+id),var(11)=1)||(helper(29000+id),var(11)=5)||(helper(29000+id),var(11)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(5))=0)||(helper(29000+id),var(12)=1)||(helper(29000+id),var(12)=5)||(helper(29000+id),var(12)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(6))=0)||(helper(29000+id),var(13)=1)||(helper(29000+id),var(13)=5)||(helper(29000+id),var(13)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(7))=0)||(helper(29000+id),var(14)=1)||(helper(29000+id),var(14)=5)||(helper(29000+id),var(14)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(8))=0)||(helper(29000+id),var(15)=1)||(helper(29000+id),var(15)=5)||(helper(29000+id),var(15)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(9))=0)||(helper(29000+id),var(16)=1)||(helper(29000+id),var(16)=5)||(helper(29000+id),var(16)=10)
TriggerAll=(ctrl||(stateno=[11,20])||stateno=40||stateno=0||(stateno=[120,140]))
Trigger1 = helper(25000+id),var(43)>0
Trigger1 = helper(25000+id),var(43)=EnemyNear(fvar(33)),Stateno
Trigger1 = helper(25000+id),var(42)-4>EnemyNear(fvar(33)),Time
Trigger1 = helper(25000+id),var(42)>4
Trigger2 = helper(25000+id),var(45)>0
Trigger2 = helper(25000+id),var(45)=EnemyNear(fvar(33)),Stateno
Trigger2 = helper(25000+id),var(44)-4>EnemyNear(fvar(33)),Time
Trigger2 = helper(25000+id),var(44)>4
Trigger3 = helper(25000+id),var(47)>0
Trigger3 = helper(25000+id),var(47)=EnemyNear(fvar(33)),Stateno
Trigger3 = helper(25000+id),var(46)-4>EnemyNear(fvar(33)),Time
Trigger3 = helper(25000+id),var(46)>4
Trigger4 = helper(25000+id),var(49)>0
Trigger4 = helper(25000+id),var(49)=EnemyNear(fvar(33)),Stateno
Trigger4 = helper(25000+id),var(48)-4>EnemyNear(fvar(33)),Time
Trigger4 = helper(25000+id),var(48)>4
Trigger5 = helper(25000+id),var(53)>0
Trigger5 = helper(25000+id),var(53)=EnemyNear(fvar(33)),Stateno
Trigger5 = helper(25000+id),var(52)-4>EnemyNear(fvar(33)),Time
Trigger5 = helper(25000+id),var(52)>4
Trigger6 = helper(25000+id),var(55)>0
Trigger6 = helper(25000+id),var(55)=EnemyNear(fvar(33)),Stateno
Trigger6 = helper(25000+id),var(54)-4>EnemyNear(fvar(33)),Time
Trigger6 = helper(25000+id),var(54)>4
Trigger7 = helper(25000+id),var(57)>0
Trigger7 = helper(25000+id),var(57)=EnemyNear(fvar(33)),Stateno
Trigger7 = helper(25000+id),var(56)-4>EnemyNear(fvar(33)),Time
Trigger7 = helper(25000+id),var(56)>4
[State -3,5D]
Type = ChangeState
value = 8228
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0||helper(25000+id),var(59)=-1
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=S||P2BodyDist X<30&&P2StateType=C)&&(P2BodyDist X>25)
TriggerAll=(EnemyNear(fvar(33)),Const(Size.Head.Pos.Y)<-110)||(P2BodyDist X<35)
TriggerAll=(EnemyNear(fvar(33)),MoveType=A)&&(EnemyNear(fvar(33)),IsHelper=0)&&(EnemyNear(fvar(33)),Ctrl=0)
TriggerAll=(P2StateNo>199)
TriggerAll=(P2BodyDist X=[-24,65))
TriggerAll=!P2BodyDist Y
TriggerAll=(EnemyNear(fvar(33)),NumProj=0)
TriggerAll=(EnemyNear(fvar(33)),Time<18)
TriggerAll=(PlayerIDExist(helper(29000+id),var(3))=0)||(helper(29000+id),var(10)=1)||(helper(29000+id),var(10)=5)||(helper(29000+id),var(10)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(4))=0)||(helper(29000+id),var(11)=1)||(helper(29000+id),var(11)=5)||(helper(29000+id),var(11)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(5))=0)||(helper(29000+id),var(12)=1)||(helper(29000+id),var(12)=5)||(helper(29000+id),var(12)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(6))=0)||(helper(29000+id),var(13)=1)||(helper(29000+id),var(13)=5)||(helper(29000+id),var(13)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(7))=0)||(helper(29000+id),var(14)=1)||(helper(29000+id),var(14)=5)||(helper(29000+id),var(14)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(8))=0)||(helper(29000+id),var(15)=1)||(helper(29000+id),var(15)=5)||(helper(29000+id),var(15)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(9))=0)||(helper(29000+id),var(16)=1)||(helper(29000+id),var(16)=5)||(helper(29000+id),var(16)=10)
TriggerAll=(ctrl||(stateno=[11,20])||stateno=40||stateno=0||(stateno=[120,140]))
Trigger1 = helper(25000+id),var(43)>0
Trigger1 = helper(25000+id),var(43)=EnemyNear(fvar(33)),Stateno
Trigger1 = helper(25000+id),var(42)-7>EnemyNear(fvar(33)),Time
Trigger1 = helper(25000+id),var(42)>7
Trigger2 = helper(25000+id),var(45)>0
Trigger2 = helper(25000+id),var(45)=EnemyNear(fvar(33)),Stateno
Trigger2 = helper(25000+id),var(44)-7>EnemyNear(fvar(33)),Time
Trigger2 = helper(25000+id),var(44)>7
Trigger3 = helper(25000+id),var(47)>0
Trigger3 = helper(25000+id),var(47)=EnemyNear(fvar(33)),Stateno
Trigger3 = helper(25000+id),var(46)-7>EnemyNear(fvar(33)),Time
Trigger3 = helper(25000+id),var(46)>7
Trigger4 = helper(25000+id),var(49)>0
Trigger4 = helper(25000+id),var(49)=EnemyNear(fvar(33)),Stateno
Trigger4 = helper(25000+id),var(48)-7>EnemyNear(fvar(33)),Time
Trigger4 = helper(25000+id),var(48)>7
Trigger5 = helper(25000+id),var(53)>0
Trigger5 = helper(25000+id),var(53)=EnemyNear(fvar(33)),Stateno
Trigger5 = helper(25000+id),var(52)-7>EnemyNear(fvar(33)),Time
Trigger5 = helper(25000+id),var(52)>7
Trigger6 = helper(25000+id),var(55)>0
Trigger6 = helper(25000+id),var(55)=EnemyNear(fvar(33)),Stateno
Trigger6 = helper(25000+id),var(54)-7>EnemyNear(fvar(33)),Time
Trigger6 = helper(25000+id),var(54)>7
Trigger7 = helper(25000+id),var(57)>0
Trigger7 = helper(25000+id),var(57)=EnemyNear(fvar(33)),Stateno
Trigger7 = helper(25000+id),var(56)-7>EnemyNear(fvar(33)),Time
Trigger7 = helper(25000+id),var(56)>7
;
[State -3,atemi]
Type = ChangeState
value = 1050
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(13)=0
TriggerAll=helper(25000+id),var(14)=0
TriggerAll=helper(25000+id),var(59)>0&&(helper(25000+id),var(59)!=3)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)
TriggerAll=(EnemyNear(fvar(33)),MoveType!=H)&&(EnemyNear(fvar(33)),IsHelper=0)
TriggerAll=(P2BodyDist X>180)
TriggerAll=(ctrl||(stateno=[11,20])||stateno=40||stateno=102||stateno=0||stateno=1029||(stateno=[120,140]))||(movecontact&&(stateno=8200||stateno=8202||stateno=8203||stateno=8400||stateno=8420||stateno=8430||stateno=8225||stateno=8226||stateno=8228))
Trigger1 = (PlayerIDExist(helper(29000+id),var(3))>0)
Trigger1 = (ceil(PlayerID(helper(29000+id),var(3)),Vel X)>0.2)||(ceil(PlayerID(helper(29000+id),var(3)),Vel Y)>0)
Trigger1 = abs(Const(Size.Head.Pos.Y))+50>=abs(PlayerID(helper(29000+id),var(3)),Pos Y)
Trigger1 = (helper(29000+id),var(10)=2)||(helper(29000+id),var(10)=3)||(helper(29000+id),var(10)=4)||(helper(29000+id),var(10)=10)
Trigger1 = (PlayerID(helper(29000+id),var(3)),P2Dist X>0)&&(PlayerID(helper(29000+id),var(3)),Pos Y>-120)
Trigger1 = (PlayerID(helper(29000+id),var(3)),P2BodyDist X-(PlayerID(helper(29000+id),var(3)),vel x!=0)*(PlayerID(helper(29000+id),var(3)),vel x*4)=[-30,60])
Trigger2 = (PlayerIDExist(helper(29000+id),var(4))>0)
Trigger2 = (ceil(PlayerID(helper(29000+id),var(4)),Vel X)>0.2)||(ceil(PlayerID(helper(29000+id),var(4)),Vel Y)>0)
Trigger2 = abs(Const(Size.Head.Pos.Y))+50>=abs(PlayerID(helper(29000+id),var(4)),Pos Y)
Trigger2 = (helper(29000+id),var(11)=2)||(helper(29000+id),var(11)=3)||(helper(29000+id),var(11)=4)||(helper(29000+id),var(11)=10)
Trigger2 = (PlayerID(helper(29000+id),var(4)),P2Dist X>0)&&(PlayerID(helper(29000+id),var(4)),Pos Y>-120)
Trigger2 = (PlayerID(helper(29000+id),var(4)),P2BodyDist X-(PlayerID(helper(29000+id),var(4)),vel x!=0)*(PlayerID(helper(29000+id),var(4)),vel x*4)=[-30,60])
Trigger3 = (PlayerIDExist(helper(29000+id),var(5))>0)
Trigger3 = (ceil(PlayerID(helper(29000+id),var(5)),Vel X)>0.2)||(ceil(PlayerID(helper(29000+id),var(5)),Vel Y)>0)
Trigger3 = abs(Const(Size.Head.Pos.Y))+50>=abs(PlayerID(helper(29000+id),var(5)),Pos Y)
Trigger3 = (helper(29000+id),var(12)=2)||(helper(29000+id),var(12)=3)||(helper(29000+id),var(12)=4)||(helper(29000+id),var(12)=10)
Trigger3 = (PlayerID(helper(29000+id),var(5)),P2Dist X>0)&&(PlayerID(helper(29000+id),var(5)),Pos Y>-120)
Trigger3 = (PlayerID(helper(29000+id),var(5)),P2BodyDist X-(PlayerID(helper(29000+id),var(5)),vel x!=0)*(PlayerID(helper(29000+id),var(5)),vel x*4)=[-30,60])
Trigger4 = (PlayerIDExist(helper(29000+id),var(6))>0)
Trigger4 = (ceil(PlayerID(helper(29000+id),var(6)),Vel X)>0.2)||(ceil(PlayerID(helper(29000+id),var(6)),Vel Y)>0)
Trigger4 = abs(Const(Size.Head.Pos.Y))+50>=abs(PlayerID(helper(29000+id),var(6)),Pos Y)
Trigger4 = (helper(29000+id),var(13)=2)||(helper(29000+id),var(13)=3)||(helper(29000+id),var(13)=4)||(helper(29000+id),var(13)=10)
Trigger4 = (PlayerID(helper(29000+id),var(6)),P2Dist X>0)&&(PlayerID(helper(29000+id),var(6)),Pos Y>-120)
Trigger4 = (PlayerID(helper(29000+id),var(6)),P2BodyDist X-(PlayerID(helper(29000+id),var(6)),vel x!=0)*(PlayerID(helper(29000+id),var(6)),vel x*4)=[-30,60])
Trigger5 = (PlayerIDExist(helper(29000+id),var(7))>0)
Trigger5 = (ceil(PlayerID(helper(29000+id),var(7)),Vel X)>0.2)||(ceil(PlayerID(helper(29000+id),var(7)),Vel Y)>0)
Trigger5 = abs(Const(Size.Head.Pos.Y))+50>=abs(PlayerID(helper(29000+id),var(7)),Pos Y)
Trigger5 = (helper(29000+id),var(14)=2)||(helper(29000+id),var(14)=3)||(helper(29000+id),var(14)=4)||(helper(29000+id),var(14)=10)
Trigger5 = (PlayerID(helper(29000+id),var(7)),P2Dist X>0)&&(PlayerID(helper(29000+id),var(7)),Pos Y>-120)
Trigger5 = (PlayerID(helper(29000+id),var(7)),P2BodyDist X-(PlayerID(helper(29000+id),var(7)),vel x!=0)*(PlayerID(helper(29000+id),var(7)),vel x*4)=[-30,60])
Trigger6 = (PlayerIDExist(helper(29000+id),var(8))>0)
Trigger6 = (ceil(PlayerID(helper(29000+id),var(8)),Vel X)>0.2)||(ceil(PlayerID(helper(29000+id),var(8)),Vel Y)>0)
Trigger6 = abs(Const(Size.Head.Pos.Y))+50>=abs(PlayerID(helper(29000+id),var(8)),Pos Y)
Trigger6 = (helper(29000+id),var(15)=2)||(helper(29000+id),var(15)=3)||(helper(29000+id),var(15)=4)||(helper(29000+id),var(15)=10)
Trigger6 = (PlayerID(helper(29000+id),var(8)),P2Dist X>0)&&(PlayerID(helper(29000+id),var(8)),Pos Y>-120)
Trigger6 = (PlayerID(helper(29000+id),var(8)),P2BodyDist X-(PlayerID(helper(29000+id),var(8)),vel x!=0)*(PlayerID(helper(29000+id),var(8)),vel x*4)=[-30,60])
Trigger7 = (PlayerIDExist(helper(29000+id),var(9))>0)
Trigger7 = (ceil(PlayerID(helper(29000+id),var(9)),Vel X)>0.2)||(ceil(PlayerID(helper(29000+id),var(9)),Vel Y)>0)
Trigger7 = abs(Const(Size.Head.Pos.Y))+50>=abs(PlayerID(helper(29000+id),var(9)),Pos Y)
Trigger7 = (helper(29000+id),var(16)=2)||(helper(29000+id),var(16)=3)||(helper(29000+id),var(16)=4)||(helper(29000+id),var(16)=10)
Trigger7 = (PlayerID(helper(29000+id),var(9)),P2Dist X>0)&&(PlayerID(helper(29000+id),var(9)),Pos Y>-120)
Trigger7 = (PlayerID(helper(29000+id),var(9)),P2BodyDist X-(PlayerID(helper(29000+id),var(9)),vel x!=0)*(PlayerID(helper(29000+id),var(9)),vel x*4)=[-30,60])
;
[State -3,atemi]
Type = ChangeState
value = 1050
TriggerAll=var(59)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=helper(25000+id),var(13)=0
TriggerAll=helper(25000+id),var(14)=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=C)&&(P2BodyDist X>120)
TriggerAll=(EnemyNear(fvar(33)),numproj)||(EnemyNear(fvar(33)),numhelper)
TriggerAll=(P2MoveType=A)||(Enemy,HitDefAttr=,NP,SP)
TriggerAll=((helper(25000+id),var(58))<150)||(P2BodyDist X>180)
Trigger1 = (inguarddist)&&(var(59)>1)
Trigger1 = (ctrl||(stateno=[11,20])||stateno=40||stateno=102||stateno=0||stateno=1029||(stateno=[120,140]))||(movecontact&&(stateno=8200||stateno=8202||stateno=8203||stateno=8400||stateno=8420||stateno=8430||stateno=8225||stateno=8226||stateno=8228))
[State -3,atemi]
Type = ChangeState
value = 1050
TriggerAll=var(59)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=helper(25000+id),var(13)=0
TriggerAll=helper(25000+id),var(14)=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=C)&&(P2BodyDist X>-8)
TriggerAll=(P2MoveType=A)&&(facing!=EnemyNear(fvar(33)),facing)
TriggerAll=(!EnemyNear(fvar(33)),NumProj)&&(P2StateNo>199)&&(EnemyNear(fvar(33)),time<2)
TriggerAll=(P2BodyDist X-(EnemyNear(fvar(33)),vel x!=0)*(EnemyNear(fvar(33)),vel x*4)=[-30,60))||((P2BodyDist X=[-5,60))&&(EnemyNear(fvar(33)),vel x=0))
TriggerAll=(EnemyNear(fvar(33)),pos Y>-90)&&!(EnemyNear(fvar(33)),HitDefAttr=,AT)
TriggerAll=(ctrl||(stateno=[11,20])||stateno=40||stateno=102||stateno=0||stateno=1029||(stateno=[120,140]))||(movecontact&&(stateno=8200||stateno=8202||stateno=8203||stateno=8400||stateno=8420||stateno=8430||stateno=8225||stateno=8226||stateno=8228))
TriggerAll=((helper(25000+id),var(58))<350)||var(48)>77
Trigger1 = (var(59)=2)
Trigger1 = (EnemyNear(fvar(33)),Time>24)
Trigger2 = (var(59)=3)
;
[State -3,]
type = ChangeState
value = 5200
TriggerAll=var(59)>1
TriggerAll=stateno = 5050
TriggerAll=Vel Y > 0
TriggerAll=Pos Y >= -20
TriggerAll=alive
TriggerAll=CanRecover
TriggerAll=((helper(25000+id),var(58))%15>3)
Trigger1 = (!(EnemyNear(fvar(33)),Ctrl))
Trigger2 = (EnemyNear(fvar(33)),Ctrl)&&(P2BodyDist X>40)
Trigger3 = (helper(25000+id),var(58)<800)
[State -3,]
type = ChangeState
value = 5210
TriggerAll=var(59)>1
TriggerAll=stateno = 5050
TriggerAll=Vel Y > -1
TriggerAll=alive
TriggerAll=CanRecover
TriggerAll=((helper(25000+id),var(58))%15<12)
Trigger1 = (!(EnemyNear(fvar(33)),Ctrl))
Trigger2 = (EnemyNear(fvar(33)),Ctrl)&&(P2BodyDist X>40)
Trigger3 = (helper(25000+id),var(58)<800)
;
[State -3,back-stepo]
type = ChangeState
value = 105
TriggerAll=var(59)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)
TriggerAll=(EnemyNear(fvar(33)),NumProj=0)
TriggerAll=(PlayerIDExist(helper(29000+id),var(3))=0)||(helper(29000+id),var(10)=1)||(helper(29000+id),var(10)=5)||(helper(29000+id),var(10)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(4))=0)||(helper(29000+id),var(11)=1)||(helper(29000+id),var(11)=5)||(helper(29000+id),var(11)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(5))=0)||(helper(29000+id),var(12)=1)||(helper(29000+id),var(12)=5)||(helper(29000+id),var(12)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(6))=0)||(helper(29000+id),var(13)=1)||(helper(29000+id),var(13)=5)||(helper(29000+id),var(13)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(7))=0)||(helper(29000+id),var(14)=1)||(helper(29000+id),var(14)=5)||(helper(29000+id),var(14)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(8))=0)||(helper(29000+id),var(15)=1)||(helper(29000+id),var(15)=5)||(helper(29000+id),var(15)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(9))=0)||(helper(29000+id),var(16)=1)||(helper(29000+id),var(16)=5)||(helper(29000+id),var(16)=10)
TriggerAll=(EnemyNear(fvar(33)),HitDefAttr=,AA,AT)||(helper(25000+id),var(59)=3)
TriggerAll=(P2MoveType=A)||((P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999]))
TriggerAll=(!(EnemyNear(fvar(33)),Ctrl))&&(EnemyNear(fvar(33)),AnimTime<-10)||(helper(25000+id),var(59)=3)||(fvar(24)>0)
TriggerAll=(P2BodyDist X=[90,130])||((helper(25000+id),var(59)=3||!(EnemyNear(fvar(33)),HitDefAttr=,AA,AP)||(fvar(24)>0))&&(P2BodyDist X=[-2,27]))
TriggerAll=(helper(25000+id),var(58))%14<12
TriggerAll=(PrevStateNo=[130,155])||(ctrl||(stateno=[11,20])||stateno=40||stateno=0||stateno=1029||(StateNo=[120,140]))
TriggerAll=(ctrl||(stateno=[11,20])||stateno=40||stateno=102||stateno=0||stateno=1029)||stateno=2405||(StateNo=[120,140])
Trigger1 = (var(59)=1)
Trigger1 = (EnemyNear(fvar(33)),Time>=30)||(P2MoveType=I)
Trigger2 = (var(59)=2)
Trigger2 = (EnemyNear(fvar(33)),Time>=20)||(P2MoveType=I)
Trigger3 = (var(59)=3)
;
;Ԃ
;
[State -3,kusoru-laser]
type = ChangeState
value = 2000
TriggerAll=var(59)>0
TriggerAll=(fvar(36)<=0)
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(var(59)=[1,2])||((teammode=simul)&&(partner,alive))
TriggerAll=power>=1000
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X>-5)
TriggerAll=(EnemyNear(fvar(33)),pos y>-80)
TriggerAll=(P2BodyDist X>120)
TriggerAll=(ctrl||(stateno=[11,20])||stateno=40||stateno=102||stateno=1029)||(movecontact&&(stateno=8200||stateno=8202||stateno=8203||stateno=8400||stateno=8420||stateno=8430||stateno=8225||stateno=8226||stateno=8228))
Trigger1 = (helper(25000+id),var(58)=[950,999])
Trigger1 = random>800
[State -3,hiei]
type = ChangeState
value = ifelse((power>=2000&&var(59)!=2),2020,1025)
TriggerAll=var(59)>0
TriggerAll=(fvar(36)<=0)
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(var(59)=[1,2])||((teammode=simul)&&(partner,alive))
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X>-5)
TriggerAll=(EnemyNear(fvar(33)),pos y>-100)
TriggerAll=(P2BodyDist X<100)
TriggerAll=(ctrl||(stateno=[11,20])||stateno=40||stateno=102||stateno=1029)||(movecontact&&(stateno=8200||stateno=8202||stateno=8203||stateno=8400||stateno=8420||stateno=8430||stateno=8225||stateno=8226||stateno=8228))
Trigger1 = helper(25000+id),var(58)=[0,50]
Trigger1 = random<150
[State -3,tenha]
type = ChangeState
value = 1020
TriggerAll=var(59)>0
TriggerAll=(fvar(36)<=0)
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(teammode=simul)&&(partner,alive)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X>-5)
TriggerAll=(P2BodyDist X>180)
TriggerAll=(ctrl||(stateno=[11,20])||stateno=40||stateno=102||stateno=1029)||(movecontact&&(stateno=8200||stateno=8202||stateno=8203||stateno=8400||stateno=8420||stateno=8430||stateno=8225||stateno=8226||stateno=8228))
Trigger1 = helper(25000+id),var(58)=[0,50]
Trigger1 = random<150
;
;NU
;
[State -3,JB]
Type = ChangeState
value = 33
TriggerAll=(var(59)>1)||fvar(39)>0
TriggerAll=(var(59)!=3)||(EnemyNear(fvar(33)),power<1000)||life>333
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(helper(25000+id),var(12)!=0)||(P2StateType=L)
TriggerAll=(ctrl)||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0
TriggerAll=(P2BodyDist X<60)
Trigger1 = ((random=[400,600])&&var(59)!=3)||(var(59)=3&&random<400)
Trigger1 = (EnemyNear(fvar(33)),Anim=5120)||(EnemyNear(fvar(33)),Anim=5121)||(EnemyNear(fvar(33)),Anim=5122)
Trigger1 = (EnemyNear(fvar(33)),AnimTime=-10)
Trigger2 = (EnemyNear(fvar(33)),StateNo=5110)&&(var(59)=2||fvar(39)>0)
Trigger2 = (random>750)&&(EnemyNear(fvar(33)),Time=2)&&(var(59)!=3)
[State -3,2B]
Type = ChangeState
value = 8420
TriggerAll=(var(59)>1)||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(helper(25000+id),var(12)!=0)||(P2StateType=L)
TriggerAll=(ctrl)||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0
TriggerAll=(P2BodyDist X<60)
TriggerAll=(random<400&&var(59)!=3)||(stateno=52&&ctrl&&prevstateno=8620)||(var(59)=3&&random<650)||(stateno=102)
Trigger1 = (EnemyNear(fvar(33)),Anim=5120)||(EnemyNear(fvar(33)),Anim=5121)||(EnemyNear(fvar(33)),Anim=5122)
Trigger1 = (EnemyNear(fvar(33)),AnimTime=-2)
Trigger2 = (stateno=52&&ctrl)||(prevstateno=52)||(stateno=11)
Trigger2 = (helper(25000+id),var(12)!=0)&&(var(59)=2||fvar(39)>0)&&(numtarget=0)
;ړ
[State -3,tenha]
Type = ChangeState
value = 1020
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(helper(25000+id),var(12)!=0)||(P2StateType=L)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||helper(25000+id),var(59)=3
TriggerAll=(ctrl)||(StateNo=[11,20])||stateno=40||stateno=0||(StateNo=102)
TriggerAll=(EnemyNear(fvar(33)),StateNo=5110&&var(59)!=3)||(EnemyNear(fvar(33)),StateNo=5100)
TriggerAll=(EnemyNear(fvar(33)),Time<4)
Trigger1 = (P2BodyDist X>180)&&((helper(25000+id),fvar(39)>90)||var(59)=3)
[State -3,dash]
Type = ChangeState
value = 102
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(helper(25000+id),var(12)!=0)||(P2StateType=L)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||helper(25000+id),var(59)=3
TriggerAll=(ctrl)||(StateNo=[11,20])||stateno=40||stateno=0
TriggerAll=(EnemyNear(fvar(33)),StateNo=5120)||(EnemyNear(fvar(33)),StateNo=5121)||(EnemyNear(fvar(33)),StateNo=5110)||(EnemyNear(fvar(33)),StateNo=5100)
Trigger1 = ((P2BodyDist X=(100,180])||(helper(25000+id),fvar(39)<90))&&(stateno!=102)&&(P2BodyDist X>60)
[State -3,6]
Type = ChangeState
value = 19
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(StateNo!=18)
TriggerAll=(helper(25000+id),var(12)!=0)||(P2StateType=L)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||helper(25000+id),var(59)=3
TriggerAll=(ctrl)||(StateNo=11)||(StateNo=18)||(StateNo=102)||stateno=40||stateno=0||stateno=1029
TriggerAll=(EnemyNear(fvar(33)),Time>1)
TriggerAll=(EnemyNear(fvar(33)),StateNo=5120)||(EnemyNear(fvar(33)),StateNo=5121)||(EnemyNear(fvar(33)),StateNo=5110)
Trigger1 = (P2BodyDist X>60)&&(stateno!=102)
[State -3,4]
Type = ChangeState
value = 18
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(StateNo!=19)
TriggerAll=(helper(25000+id),var(12)!=0)||(P2StateType=L)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||helper(25000+id),var(59)=3
TriggerAll=(ctrl)||(StateNo=11)||(StateNo=19)||(StateNo=102)||stateno=40||stateno=0||stateno=1029
TriggerAll=(EnemyNear(fvar(33)),StateNo=5120)||(EnemyNear(fvar(33)),StateNo=5121)||(EnemyNear(fvar(33)),StateNo=5110)
Trigger1 = (P2BodyDist X<30)&&(stateno!=102)
[State -3,2]
Type = ChangeState
value = 11
ctrl=0
TriggerAll=var(59)>1;||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(helper(25000+id),var(12)!=0)||(P2StateType=L)
TriggerAll=(StateNo=102)||(StateNo=18)||(stateno=19)||stateno=40||stateno=0||stateno=1029
TriggerAll=(EnemyNear(fvar(33)),StateNo=5120)||(EnemyNear(fvar(33)),StateNo=5121)||(EnemyNear(fvar(33)),StateNo=5110)
Trigger1 = (P2BodyDist X=[30,60])
Trigger2 = (P2BodyDist X<65)&&(StateNo=102)
;
;K[h
;
[State -3,NG]
Type = ChangeState
Value = 120
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateNo!=[120,155]
TriggerAll=(ctrl||(stateno=[11,20])||stateno=40||stateno=0||stateno=1029||stateno=102||stateno=2405)
TriggerAll=helper(25000+id),var(59)!=3
TriggerAll=(stateno!=234&&stateno!=102)||var(59)=3
Trigger1 = helper(25000+id),var(58)>500||var(59)=3
Trigger1 = inguarddist
Trigger2 = (helper(25000+id),var(58))%7<2||var(59)=3
Trigger2 = numhelper(25000+id)
Trigger2 = (helper(25000+id),inguarddist)
;
;˂
;
[State -3,]
type = ChangeState
value = 980
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0||helper(25000+id),var(59)=-1
TriggerAll=(RoundState=2)&&(ctrl||(stateno=[11,20])||stateno=40||stateno=0||stateno=1029)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(P2BodyDist X>-2)
TriggerAll=(P2MoveType=A)||((P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999]))
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||helper(25000+id),var(59)=3||((stateno=[150,155])&&(fvar(25)=1)&&(EnemyNear(fvar(33)),Time>7))
TriggerAll=(!(EnemyNear(fvar(33)),Ctrl))&&(EnemyNear(fvar(33)),AnimTime<-4)&&(EnemyNear(fvar(33)),Time>8)
TriggerAll=(EnemyNear(fvar(33)),NumProj=0)
TriggerAll=(PlayerIDExist(helper(29000+id),var(3))=0)||(helper(29000+id),var(10)=1)||(helper(29000+id),var(10)=5)||(helper(29000+id),var(10)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(4))=0)||(helper(29000+id),var(11)=1)||(helper(29000+id),var(11)=5)||(helper(29000+id),var(11)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(5))=0)||(helper(29000+id),var(12)=1)||(helper(29000+id),var(12)=5)||(helper(29000+id),var(12)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(6))=0)||(helper(29000+id),var(13)=1)||(helper(29000+id),var(13)=5)||(helper(29000+id),var(13)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(7))=0)||(helper(29000+id),var(14)=1)||(helper(29000+id),var(14)=5)||(helper(29000+id),var(14)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(8))=0)||(helper(29000+id),var(15)=1)||(helper(29000+id),var(15)=5)||(helper(29000+id),var(15)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(9))=0)||(helper(29000+id),var(16)=1)||(helper(29000+id),var(16)=5)||(helper(29000+id),var(16)=10)
TriggerAll=P2BodyDist X<20
TriggerAll=!P2BodyDist Y
TriggerAll=(helper(25000+id),var(58)<300)||(var(59)=3)||(fvar(39)=3)
Trigger1 = var(59)>=2||fvar(39)>0
[State -3,]
type = ChangeState
value = 981
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0||helper(25000+id),var(59)=-1
TriggerAll=(RoundState=2)&&(ctrl||(stateno=[11,20])||stateno=40||stateno=0||stateno=1029)&&(StateType!=A)
TriggerAll=(P2StateType=S)&&(P2BodyDist X>-10)
TriggerAll=(P2MoveType=A)||((P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999]))
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||helper(25000+id),var(59)=3
TriggerAll=(!(EnemyNear(fvar(33)),Ctrl))&&(EnemyNear(fvar(33)),AnimTime<-9)&&(EnemyNear(fvar(33)),Time>8)
TriggerAll=(EnemyNear(fvar(33)),NumProj=0)
TriggerAll=(PlayerIDExist(helper(29000+id),var(3))=0)||(helper(29000+id),var(10)=1)||(helper(29000+id),var(10)=5)||(helper(29000+id),var(10)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(4))=0)||(helper(29000+id),var(11)=1)||(helper(29000+id),var(11)=5)||(helper(29000+id),var(11)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(5))=0)||(helper(29000+id),var(12)=1)||(helper(29000+id),var(12)=5)||(helper(29000+id),var(12)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(6))=0)||(helper(29000+id),var(13)=1)||(helper(29000+id),var(13)=5)||(helper(29000+id),var(13)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(7))=0)||(helper(29000+id),var(14)=1)||(helper(29000+id),var(14)=5)||(helper(29000+id),var(14)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(8))=0)||(helper(29000+id),var(15)=1)||(helper(29000+id),var(15)=5)||(helper(29000+id),var(15)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(9))=0)||(helper(29000+id),var(16)=1)||(helper(29000+id),var(16)=5)||(helper(29000+id),var(16)=10)
TriggerAll=(P2BodyDist X=[-10,50))
TriggerAll=!P2BodyDist Y
TriggerAll=(helper(25000+id),fvar(38)<120)&&(helper(25000+id),fvar(39)>120)
TriggerAll=(helper(25000+id),var(58)<350)||(var(59)=3)||(fvar(39)=3)
Trigger1 = var(59)>=2||fvar(39)>0
[State -3,5D]
type = ChangeState
value = 8228
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(ctrl||(stateno=[11,20])||stateno=40||stateno=102||stateno=0||stateno=1029)&&(StateType!=A)
TriggerAll=(P2StateType=S)&&(P2BodyDist X>25)
TriggerAll=(P2MoveType=A)||((P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999]))
TriggerAll=((EnemyNear(fvar(33)),Const(Size.Head.Pos.Y))<-100)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||helper(25000+id),var(59)=3||((stateno=[150,155])&&(fvar(25)=1)&&(EnemyNear(fvar(33)),Time>7))
TriggerAll=(!(EnemyNear(fvar(33)),Ctrl))&&(EnemyNear(fvar(33)),AnimTime<-7)&&(EnemyNear(fvar(33)),Time>8)
TriggerAll=(EnemyNear(fvar(33)),NumProj=0)
TriggerAll=(PlayerIDExist(helper(29000+id),var(3))=0)||(helper(29000+id),var(10)=1)||(helper(29000+id),var(10)=5)||(helper(29000+id),var(10)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(4))=0)||(helper(29000+id),var(11)=1)||(helper(29000+id),var(11)=5)||(helper(29000+id),var(11)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(5))=0)||(helper(29000+id),var(12)=1)||(helper(29000+id),var(12)=5)||(helper(29000+id),var(12)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(6))=0)||(helper(29000+id),var(13)=1)||(helper(29000+id),var(13)=5)||(helper(29000+id),var(13)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(7))=0)||(helper(29000+id),var(14)=1)||(helper(29000+id),var(14)=5)||(helper(29000+id),var(14)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(8))=0)||(helper(29000+id),var(15)=1)||(helper(29000+id),var(15)=5)||(helper(29000+id),var(15)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(9))=0)||(helper(29000+id),var(16)=1)||(helper(29000+id),var(16)=5)||(helper(29000+id),var(16)=10)
TriggerAll=(P2BodyDist X-(EnemyNear(fvar(33)),vel x!=0)*(EnemyNear(fvar(33)),vel x*7)=[-20,60])||((P2BodyDist X=[-3,60])&&(EnemyNear(fvar(33)),vel x=0))
TriggerAll=!P2BodyDist Y
TriggerAll=(helper(25000+id),var(58)<400)||(var(59)=3)||(fvar(39)=3)
Trigger1 = var(59)>=2||fvar(39)>0
[State -3,2B]
type = ChangeState
value = 8420
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(ctrl||(stateno=[11,20])||stateno=40||stateno=102||stateno=102||stateno=0||stateno=1029)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(P2BodyDist X>-2)
TriggerAll=(P2MoveType=A)||((P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999]))
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||helper(25000+id),var(59)=3
TriggerAll=(!(EnemyNear(fvar(33)),Ctrl))&&(EnemyNear(fvar(33)),AnimTime<-6)&&(EnemyNear(fvar(33)),Time>8)
TriggerAll=(EnemyNear(fvar(33)),NumProj=0)
TriggerAll=(PlayerIDExist(helper(29000+id),var(3))=0)||(helper(29000+id),var(10)=1)||(helper(29000+id),var(10)=5)||(helper(29000+id),var(10)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(4))=0)||(helper(29000+id),var(11)=1)||(helper(29000+id),var(11)=5)||(helper(29000+id),var(11)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(5))=0)||(helper(29000+id),var(12)=1)||(helper(29000+id),var(12)=5)||(helper(29000+id),var(12)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(6))=0)||(helper(29000+id),var(13)=1)||(helper(29000+id),var(13)=5)||(helper(29000+id),var(13)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(7))=0)||(helper(29000+id),var(14)=1)||(helper(29000+id),var(14)=5)||(helper(29000+id),var(14)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(8))=0)||(helper(29000+id),var(15)=1)||(helper(29000+id),var(15)=5)||(helper(29000+id),var(15)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(9))=0)||(helper(29000+id),var(16)=1)||(helper(29000+id),var(16)=5)||(helper(29000+id),var(16)=10)
TriggerAll=(P2BodyDist X-(EnemyNear(fvar(33)),vel x!=0)*(EnemyNear(fvar(33)),vel x*6)=[-20,60])||((P2BodyDist X=[-3,60])&&(EnemyNear(fvar(33)),vel x=0))
TriggerAll=!P2BodyDist Y
TriggerAll=(helper(25000+id),var(58)<300)||(var(59)=3)||(fvar(39)=3)
Trigger1 = var(59)>=2||fvar(39)>0
[State -3,2A]
type = ChangeState
value = 8400
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(ctrl||(stateno=[11,20])||stateno=40||stateno=102||stateno=0||stateno=1029)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(P2BodyDist X>-2)
TriggerAll=(P2MoveType=A)||((P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999]))
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||helper(25000+id),var(59)=3||((stateno=[150,155])&&(fvar(25)=1)&&(EnemyNear(fvar(33)),Time>7))
TriggerAll=(!(EnemyNear(fvar(33)),Ctrl))&&(EnemyNear(fvar(33)),AnimTime<-4)&&(EnemyNear(fvar(33)),Time>8)
TriggerAll=(EnemyNear(fvar(33)),NumProj=0)
TriggerAll=(PlayerIDExist(helper(29000+id),var(3))=0)||(helper(29000+id),var(10)=1)||(helper(29000+id),var(10)=5)||(helper(29000+id),var(10)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(4))=0)||(helper(29000+id),var(11)=1)||(helper(29000+id),var(11)=5)||(helper(29000+id),var(11)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(5))=0)||(helper(29000+id),var(12)=1)||(helper(29000+id),var(12)=5)||(helper(29000+id),var(12)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(6))=0)||(helper(29000+id),var(13)=1)||(helper(29000+id),var(13)=5)||(helper(29000+id),var(13)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(7))=0)||(helper(29000+id),var(14)=1)||(helper(29000+id),var(14)=5)||(helper(29000+id),var(14)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(8))=0)||(helper(29000+id),var(15)=1)||(helper(29000+id),var(15)=5)||(helper(29000+id),var(15)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(9))=0)||(helper(29000+id),var(16)=1)||(helper(29000+id),var(16)=5)||(helper(29000+id),var(16)=10)
TriggerAll=(P2BodyDist X-(EnemyNear(fvar(33)),vel x!=0)*(EnemyNear(fvar(33)),vel x*4)=[-20,40])||((P2BodyDist X=[-3,40])&&(EnemyNear(fvar(33)),vel x=0))
TriggerAll=!P2BodyDist Y
TriggerAll=(helper(25000+id),var(58)<400)||(var(59)=3)||(fvar(39)=3)
Trigger1 = var(59)>=2||fvar(39)>0
;;;;
[State -3,2B]
Type = ChangeState
value = 8420
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(ctrl||(stateno=[11,20])||stateno=40||stateno=102||stateno=0||stateno=1029)&&(StateType!=A)
TriggerAll=(P2StateType=A)&&(P2BodyDist X>-5)
TriggerAll=P2MoveType=A||(P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999])||(p2stateno=50)
TriggerAll=!InGuardDist
TriggerAll=(P2StateNo>199)||(P2StateType=A&&P2StateNo<=199)
TriggerAll=(EnemyNear(fvar(33)),NumProj=0)
TriggerAll=(PlayerIDExist(helper(29000+id),var(3))=0)||(helper(29000+id),var(10)=1)||(helper(29000+id),var(10)=5)||(helper(29000+id),var(10)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(4))=0)||(helper(29000+id),var(11)=1)||(helper(29000+id),var(11)=5)||(helper(29000+id),var(11)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(5))=0)||(helper(29000+id),var(12)=1)||(helper(29000+id),var(12)=5)||(helper(29000+id),var(12)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(6))=0)||(helper(29000+id),var(13)=1)||(helper(29000+id),var(13)=5)||(helper(29000+id),var(13)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(7))=0)||(helper(29000+id),var(14)=1)||(helper(29000+id),var(14)=5)||(helper(29000+id),var(14)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(8))=0)||(helper(29000+id),var(15)=1)||(helper(29000+id),var(15)=5)||(helper(29000+id),var(15)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(9))=0)||(helper(29000+id),var(16)=1)||(helper(29000+id),var(16)=5)||(helper(29000+id),var(16)=10)
TriggerAll=(P2BodyDist X-(EnemyNear(fvar(33)),vel x!=0)*(EnemyNear(fvar(33)),vel x*6)=[-20,60))||((P2BodyDist X=[-3,60))&&(EnemyNear(fvar(33)),vel x=0))
TriggerAll=(EnemyNear(fvar(33)),pos y+(EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),Const(MoveMent.Yaccel)*6)*7>20)
TriggerAll=(helper(25000+id),var(58)<250)||(var(59)=3)||(fvar(39)=3)
Trigger1 = var(59)>1||fvar(39)>1
;
;Aq (EnemyNear(fvar(33)),Const(Size.Head.Pos.Y)) (fvar(36)<=0)
;
[State -3,2B]
Type = ChangeState
Value = 8420
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-3)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-1,60))
TriggerAll=(stateno=8420||stateno=8400||stateno=8203||stateno=8225||stateno=8200||stateno=8202)
TriggerAll=(P2MoveType=H)&&(movecontact=2||(movehit&&prevstateno=430))&&(prevstateno!=8420)
Trigger1 = (var(59)=[1,2])||(fvar(39)=[1,2])
Trigger1 = (fvar(36)<=0)
Trigger2 = (var(59)=3)||(fvar(39)=3)
Trigger2 = (MoveGuarded)
;;1 ID = 430
[State -3,2Dor2B]
Type = ChangeState
Value = ifelse(P2BodyDist X<40||pos y<0,8420,8430)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-20)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-15,65))
TriggerAll=(stateno=8420)||(stateno=8226)
TriggerAll=(P2MoveType=H)&&(movecontact=2)
Trigger1 = (MoveGuarded)
Trigger1 = (helper(25000+id),var(58)<600)||(stateno=8226)||(P2BodyDist X<25)
Trigger1 = (fvar(36)<=0)
[State -3,99]
Type = ChangeState
Value = 33
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>20)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-15,80))
TriggerAll=(stateno=8420)
TriggerAll=(P2MoveType!=A)&&(p2stateno=[120,155])
Trigger1 = (animtime=0)
Trigger1 = (helper(25000+id),var(58)>450)
Trigger1 = (fvar(36)<=0)
;;2 ID = 440
[State -3,Eganzan]
Type = ChangeState
Value = 250
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-3)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8430)||(stateno=8420)
TriggerAll=(var(48)>=120+((var(59)=3)*70))||(var(26)>0&&var(59)!=3)
TriggerAll=(P2MoveType=H)
Trigger1 = (MoveGuarded)&&((var(59)>1)||(fvar(39)>1))
Trigger1 = (fvar(36)<0)&&(stateno=8430)&&(movecontact=2)
Trigger1 = helper(25000+id),var(58)<250
Trigger2 = (MoveGuarded=1)&&((var(59)>1)||(fvar(39)>1))
Trigger2 = (fvar(36)<0)&&(stateno=8420)
Trigger2 = helper(25000+id),var(58)<20
[State -3,bani]
Type = ChangeState
Value = ifelse(random%2=0,8710,320)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-3)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8430)&&(var(26)>=0)
TriggerAll=(P2MoveType=H)&&(movecontact=2)
Trigger1 = (MoveGuarded)&&((var(59)=[1,2])||(fvar(39)=[1,2]))
Trigger1 = (fvar(36)<0)
Trigger1 = helper(25000+id),var(58)<400
[State -3,jyarai or hiei]
Type = ChangeState
Value = ifelse(random>400,1000,1025)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-3)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8430)
TriggerAll=(P2MoveType=H)&&(movecontact=2)
Trigger1 = (MoveGuarded)&&((var(59)=1)||(fvar(39)=1))
Trigger1 = (fvar(36)<0)
Trigger1 = helper(25000+id),var(58)>600
[State -3,toki]
Type = ChangeState
Value = ifelse((power>=1000&&var(0)=0&&random%3=0),2010,1030)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-3)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8430)||(stateno=8228&&prevstateno!=8226&&prevstateno!=8420)
TriggerAll=(P2MoveType=H)&&(movecontact=2)
Trigger1 = (MoveGuarded)&&(var(59)>1||fvar(39)>1)
Trigger1 = (fvar(36)<0)
Trigger1 = (helper(25000+id),var(58)<800)||(power>=1000&&var(0)=0&&random%3=0)
Trigger2 = (movecontact)&&(var(59)=2||fvar(39)=2)
Trigger2 = helper(25000+id),var(58)>450
Trigger2 = (fvar(36)<0)
;;3 ID = 250 or ID = 320
[State -3,E2B]
Type = ChangeState
Value = 430
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-3)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8711)||(stateno=8201)
TriggerAll=(var(48)>=77)||var(26)>0
TriggerAll=(P2MoveType=H)
Trigger1 = (MoveGuarded)&&((var(59)>1)||(fvar(39)>1))
Trigger1 = (fvar(36)<0)&&(movecontact>=2)
Trigger1 = (helper(25000+id),var(58)<750)||var(59)=3
;; statetno=1030
[State -3,2or_]
Type = ChangeState
Value = ifelse(random%9<3,11,4043)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-5)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=1030&&animtime=0)
TriggerAll=(P2MoveType=I)||(p2stateno=[120,155])
Trigger1 = (fvar(36)<=0)
Trigger1 = (helper(25000+id),var(58)>700)||var(59)>1||fvar(39)>1
[State -3,2or_]
Type = ChangeState
Value = 39
TriggerAll=var(59)=1||fvar(39)=1
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-5)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=1030&&animtime=0)
TriggerAll=(P2MoveType=I)||(p2stateno=[120,155])
Trigger1 = (fvar(36)<=0)
Trigger1 = (helper(25000+id),var(58)>400)
;; _
[State -3,JB]
Type = ChangeState
Value = 8620
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)&&(P2BodyDist X>-20)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-40,50+(vel x*5)])
TriggerAll=(stateno=234&&ctrl)&&(prevstateno=4044)
TriggerAll=(P2MoveType=I)||(p2stateno=[120,155])
Trigger1 = (fvar(36)<=0)
;; statetype=A
[State -3,JA]
Type = ChangeState
Value = 8600
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)&&(P2BodyDist X>-15)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-40,35+(vel x*4)])
TriggerAll=(stateno=8620)&&(prevstateno=234||prevstateno=35)
TriggerAll=(P2MoveType=H)&&(movecontact=3)
TriggerAll=helper(25000+id),var(58)>300||(MoveGuarded&&var(59)=3)
Trigger1 = (var(59)=[1,2])||(fvar(39)=[1,2])
Trigger1 = (fvar(36)<=0)
Trigger2 = (var(59)=3)||(fvar(39)=3)
Trigger2 = (fvar(36)<=0)&&(var(48)>107)&&(MoveGuarded)
Trigger3 = (var(59)=3)||(fvar(39)=3)
Trigger3 = (fvar(36)<=0)&&(movecontact)
[State -3,sichisi]
Type = ChangeState
Value = ifelse((var(48)>107&&(random%5<3||var(59)=3||fvar(39)=3)),1400,1026)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)&&(P2BodyDist X>-5)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-80,60])
TriggerAll=(stateno=8600&&prevstateno=8620)
TriggerAll=(P2MoveType=H)&&(MoveGuarded=2)
TriggerAll=helper(25000+id),var(58)>550||(var(48)>107&&var(59)=3)
Trigger1 = (var(59)=[1,2])||(fvar(39)=[1,2])
Trigger1 = (fvar(36)<=0)
Trigger2 = (helper(25000+id),fvar(38)<100)
Trigger2 = (var(59)=3)||(fvar(39)=3)
Trigger2 = (fvar(36)<=0)&&(var(48)>107&&random%12<9)
[State -3,]
Type = ChangeState
Value = 980
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0||helper(25000+id),var(59)=-1
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(P2BodyDist X=(-30,20))
TriggerAll=!P2BodyDist Y
TriggerAll=(stateno=1029)&&(prevstateno=1026)||(ctrl&&prevstateno=1029)
Trigger1 = (P2MoveType=I)||((p2stateno=[120,140])&&fvar(29)<3)||(EnemyNear(fvar(33)),ctrl)
Trigger1 = (var(59)=[1,2])||(fvar(39)=[1,2])
Trigger1 = (fvar(36)<=0)
Trigger2 = (P2MoveType!=H)||(fvar(29)<4)||(EnemyNear(fvar(33)),ctrl)
Trigger2 = (var(59)=3)||(fvar(39)=3)
Trigger2 = (fvar(36)<=0)
;; statetno=52
[State -3,2Aor2B]
Type = ChangeState
Value = ifelse(P2BodyDist X<35,8400,8420)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-30)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=52&&ctrl)||(ctrl||stateno=11)
TriggerAll=(P2BodyDist X=[-30,60))
TriggerAll=(P2MoveType=I)||(p2stateno=[120,155])||(P2MoveType=H)
Trigger1 = (fvar(36)<=0)&&(numtarget>0||prevstateno=8600||prevstateno=8620||prevstateno=8630)
Trigger1 = (helper(25000+id),var(58)>500)||var(59)>1||fvar(39)>1
;; movehit
[State -3,5D]
Type = ChangeState
Value = ifelse(P2BodyDist X>=25||stateno=8226,8228,8226)
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-8)
TriggerAll=(var(48)>110)&&(helper(25000+id),fvar(39)<95)&&(power>500)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=(-10,27+((EnemyNear(fvar(33)),Const(Size.Head.Pos.Y)<=-110&&(P2StateType=S))*38)))||(stateno=8226&&P2BodyDist X<50)
TriggerAll=(stateno=8420)||(stateno=8226)||((stateno=8400||stateno=8203||stateno=8225||stateno=8200||stateno=8202))
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)<=0)
Trigger1 = (movehit)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State -3,2D]
Type = ChangeState
Value = 8430
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-3)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-1,65))
TriggerAll=(stateno=8420)||((stateno=8400||stateno=8203||stateno=8225||stateno=8200||stateno=8202)&&(var(59)=3||fvar(39)=3))
TriggerAll=(P2MoveType=H)&&(movecontact=2)
TriggerAll=(helper(25000+id),fvar(38)<90)
Trigger1 = (fvar(36)<=0)
Trigger1 = (movehit)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State -3,5D]
Type = ChangeState
Value = ifelse(P2BodyDist X>=25||stateno=8226,8228,8226)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-3)
TriggerAll=(var(48)<115)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-5,26+((EnemyNear(fvar(33)),Const(Size.Head.Pos.Y)<=-110&&(P2StateType=S))*38)))
TriggerAll=(stateno=8420)||(stateno=8226)||((stateno=8400||stateno=8203||stateno=8225||stateno=8200||stateno=8202)&&(var(59)=3||fvar(39)=3))
TriggerAll=(P2MoveType=H)&&(movecontact=2)
Trigger1 = (fvar(36)<=0)
Trigger1 = (movehit)
[State -3,2D]
Type = ChangeState
Value = 8430
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-3)
TriggerAll=(var(48)<115)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[26,65))
TriggerAll=(EnemyNear(fvar(33)),Const(Size.Head.Pos.Y)>-110)||(P2StateType!=S)
TriggerAll=(stateno=8420)||(stateno=8226)||((stateno=8400||stateno=8203||stateno=8225||stateno=8200||stateno=8202)&&(var(59)=3||fvar(39)=3))
TriggerAll=(P2MoveType=H)&&(movecontact=2)
Trigger1 = (fvar(36)<=0)
Trigger1 = (movehit)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State -3,seiei]
Type = ChangeState
Value = 1100
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-8)
TriggerAll=(var(48)>=154)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-8,100))
TriggerAll=(stateno=8420)||(stateno=8226)||((stateno=8400||stateno=8203||stateno=8225||stateno=8200||stateno=8202)&&(var(59)=3||fvar(39)=3))
TriggerAll=(P2MoveType=H)&&(movecontact=2)
TriggerAll=(helper(25000+id),fvar(38)>=90)
Trigger1 = (fvar(36)<=0)
Trigger1 = (movehit)
[State -3,A-ujyo]
Type = ChangeState
Value = 1200
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-3)
TriggerAll=(var(48)>=115)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-4,100))
TriggerAll=(stateno=8420)||(stateno=8226)||((stateno=8400||stateno=8203||stateno=8225||stateno=8200||stateno=8202)&&(var(59)=3||fvar(39)=3))
TriggerAll=(P2MoveType=H)&&(movecontact=2)
TriggerAll=(helper(25000+id),fvar(38)>=90)
Trigger1 = (fvar(36)<=0)
Trigger1 = (movehit)
;; ujyo (fvar(36)=-99)
;[State -3,E5B]
;Type = null;ChangeState
;Value = 430
;TriggerAll=var(59)>0||fvar(39)>0
;TriggerAll=helper(25000+id),var(59)>0
;TriggerAll=(RoundState=2)&&(StateType!=A)
;TriggerAll=(var(48)>=115)||(var(26)>0)
;TriggerAll=(P2StateType=S)&&(EnemyNear(fvar(33)),Alive)
;TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
;TriggerAll=(P2BodyDist X=[-80,180))
;TriggerAll=(stateno=1017||stateno=1013)&&(animelem=5,>0)
;TriggerAll=(P2MoveType=H)&&(movecontact)
;Trigger1 = (fvar(36)=-99)
;Trigger1 = (MoveGuarded)
;
;ډ
;
;fvar(36)=40 
[State -3,5D]
Type = ChangeState
Value = 8228
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(helper(25000+id),var(58)<750)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-15)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-40,60+(vel x*7)))
TriggerAll=(Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029)&&(helper(25000+id),fvar(38)<100)
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(36)=40)
Trigger1 = (var(27)>0)
Trigger1 = (var(51)<14)
[State -3,jyarai]
Type = ChangeState
Value = ifelse(var(51)>=15,999,1000)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(helper(25000+id),var(58)<500)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-45)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-45,180))
TriggerAll=(Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029)&&(helper(25000+id),fvar(38)<100)
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(36)=40)
Trigger1 = (var(27)>0)&&(numtarget(630)>0||numtarget(610)>0)
Trigger1 = (var(51)>=12)
Trigger1 = (var(48)>=77)||(var(26)>0&&var(48)>=30)||(var(51)<=18)
Trigger1 = (var(51)<14)
[State -3,JC]
Type = ChangeState
Value = 8610
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(helper(25000+id),var(58)<600)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType=A)&&(P2BodyDist X>-10)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-150,35+(vel x*9)))
TriggerAll=(stateno=234&&ctrl)&&(helper(25000+id),fvar(38)<100)
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(36)=40)
Trigger1 = (var(27)>0)
Trigger1 = (var(51)<12)
[State -3,JB]
Type = ChangeState
Value = ifelse(var(51)>=14,630,8620)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(helper(25000+id),var(58)<600)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType=A)&&(P2BodyDist X>-10)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-200,47+(vel x*5)))
TriggerAll=(stateno=234&&ctrl)&&(helper(25000+id),fvar(38)<120)
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(36)=40)
Trigger1 = (var(27)>0)&&(numtarget(1000)>0)
Trigger1 = (var(48)>=77)||(var(26)>0)||(var(51)<=22)
Trigger1 = (var(51)>=12)
;Trigger1 = (var(51)<16)
[State -3,kassatsu]
Type = ChangeState
Value = ifelse(power>=1000,2000,1020)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(random<400)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-10)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029)&&(helper(25000+id),fvar(38)<100)
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(36)=40)
Trigger1 = (var(27)>0)&&(numtarget(630)>0)
Trigger1 = (var(51)>=14)||((var(48)<77)&&(var(26)<=0))||((var(48)<30)&&(var(26)>0))||(P2BodyDist X>=180)
;fvar(36)=45
[State -3,2C]
Type = ChangeState
Value = 8410
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(helper(25000+id),var(58)<700)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-10)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-20,57+(vel x*10)))
TriggerAll=(Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029)&&(helper(25000+id),fvar(38)<100)
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(36)=45)
Trigger1 = (var(27)>0)
;fvar(36)=10
[State -3,5D]
Type = ChangeState
Value = 8226
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(helper(25000+id),var(58)<700)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-40)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-40,25))
TriggerAll=EnemyNear(fvar(33)),pos y+(EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),gethitvar(Yaccel)*5)*6=[-60,0)
TriggerAll=(Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029)&&(numtarget(1200)>0)
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(36)=10+((var(59)=1||fvar(39)=1)*5))
[State -3,5D]
Type = ChangeState
Value = 8228
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(helper(25000+id),var(58)<800)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-20)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X>=25)
TriggerAll=EnemyNear(fvar(33)),pos y+(EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),gethitvar(Yaccel)*6)*7=[-60,0)
TriggerAll=(Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029)&&(numtarget(1200)>0)
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(36)=10+((var(59)=1||fvar(39)=1)*5))
[State -3,JA]
Type = ChangeState
Value = 8600
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(helper(25000+id),var(58)<750)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X-(vel x*4)-(EnemyNear(fvar(33)),vel x*4)=[-50,32))
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*3)*4)+((EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),gethitvar(Yaccel)*3)*4)=(-75,50)
TriggerAll=(P2MoveType=H)&&(var(57)=2)
TriggerAll=(fvar(36)=10)||(fvar(36)=20)||(fvar(36)=30)||(fvar(36)=50)||(fvar(36)=70)||(fvar(36)=80)||(fvar(36)=90)
Trigger1 = (Ctrl)
Trigger2 = (stateno=8620)&&(movehit)
[State -3,kassatsu]
Type = ChangeState
Value = 2000
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-10)
TriggerAll=(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=power>=1000
TriggerAll=(P2BodyDist X>=80)||(fvar(28)!=100)||(fvar(28)=100&&var(24)<5)
TriggerAll=(Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029)&&(numtarget(640)>0)&&(p2stateno>=25000)
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(36)=10)
[State -3,kassatsu]
Type = ChangeState
Value = 2000
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-10)
TriggerAll=(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=power>=1000
TriggerAll=(P2BodyDist X>=80)||(fvar(28)!=100)||(fvar(28)=100&&var(24)<4)
TriggerAll=(Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029)&&(numtarget(640)>0)&&(p2stateno>=25000)
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(36)=20)||(fvar(36)=30)||(fvar(36)=50)||(fvar(36)=70)||(fvar(36)=80)||(fvar(36)=90)
[State -3,bani]
Type = ChangeState
Value = 8710
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-10)
TriggerAll=(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-20,80))
TriggerAll=(Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029)&&(numtarget(640)>0)&&(p2stateno>=25000)
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(36)=10)||(fvar(36)=20)||(fvar(36)=30)||(fvar(36)=50)||(fvar(36)=70)||(fvar(36)=80)||(fvar(36)=90)
[State -3,A-ujyo]
Type = ChangeState
Value = 1015
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-10)
TriggerAll=(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-4,40))
TriggerAll=(stateno=2000&&animtime=0)
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(36)=20)||(fvar(36)=30)||(fvar(36)=50)||(fvar(36)=70)||(fvar(36)=80)||(fvar(36)=90)
[State -3,seiei]
Type = ChangeState
Value = 1010
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-10)
TriggerAll=(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-4,40))
TriggerAll=(stateno=2000&&animtime=0)
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(36)=10)
;fvar(36)=15
[State -3,JD]
Type = ChangeState
Value = 8630
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(helper(25000+id),var(58)<800)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X-(vel x*7)-(EnemyNear(fvar(33)),vel x*7)=[-50,87))
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*6)*7)+((EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),gethitvar(Yaccel)*6)*7)=(-90,90)
TriggerAll=(P2MoveType=H)&&(var(57)=0)
TriggerAll=(fvar(36)=15)||(fvar(36)=35)
Trigger1 = (Ctrl)
[State -3,bani-or-kassatsu]
Type = ChangeState
Value = ifelse(power>=1000,2000,8710)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-10)
TriggerAll=(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029)&&(numtarget(640)>0)
TriggerAll=(P2BodyDist X=[-20,80))||(power>=1000)
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(36)=15)||(fvar(36)=35)
;fvar(36)=20
[State -3,5D]
Type = ChangeState
Value = 8226
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(helper(25000+id),var(58)<700)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-20)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-40,25))
TriggerAll=EnemyNear(fvar(33)),pos y+(EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),gethitvar(Yaccel)*5)*6=(-60,0)
TriggerAll=(Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029)&&(numtarget(300)>0)
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(36)=20)
[State -3,5D]
Type = ChangeState
Value = 8228
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(helper(25000+id),var(58)<700)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-10)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[25,140))
TriggerAll=EnemyNear(fvar(33)),pos y+(EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),gethitvar(Yaccel)*6)*7=(-60,0)
TriggerAll=(Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029)&&(numtarget(300)>0)
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(36)=20)
;fvar(36)=25
[State -3,JD]
Type = ChangeState
Value = 8630
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(helper(25000+id),var(58)<700)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X-(vel x*7)-(EnemyNear(fvar(33)),vel x*7)=[-50,87))
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*6)*7)+((EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),gethitvar(Yaccel)*6)*7)=(-90,90)
TriggerAll=(P2MoveType=H)&&(var(57)=1)
TriggerAll=(fvar(36)=25)
Trigger1 = (Ctrl)
;fvar(36)=30
[State -3,JC]
Type = ChangeState
Value = 8610
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(helper(25000+id),var(58)<700)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType=A)&&(P2BodyDist X>-10)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-200,34+(vel x*9)))
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*9)+((EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),gethitvar(Yaccel)*8)*9)=(-40,40)
TriggerAll=(stateno=234&&ctrl)
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(36)=30)
Trigger1 = (numtarget(1000)>0)
[State -3,5D]
Type = ChangeState
Value = 8226
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(helper(25000+id),var(58)<700)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-20)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-40,25))
TriggerAll=EnemyNear(fvar(33)),pos y+(EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),gethitvar(Yaccel)*5)*6=(-60,0)
TriggerAll=(Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029)&&(numtarget(610)>0)
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(36)=30)
[State -3,5D]
Type = ChangeState
Value = 8228
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(helper(25000+id),var(58)<700)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-10)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[25,70))
TriggerAll=EnemyNear(fvar(33)),pos y+(EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),gethitvar(Yaccel)*6)*7=(-60,0)
TriggerAll=(Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029)&&(numtarget(610)>0)
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(36)=30)
;fvar(36)=50
[State -3,2A]
Type = ChangeState
Value = 8400
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(helper(25000+id),var(58)<700)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-10)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-5,40))
TriggerAll=EnemyNear(fvar(33)),pos y+(EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),gethitvar(Yaccel)*2)*3=(-60,0]
TriggerAll=(Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029)
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(36)=50)&&(var(7)<5)
;fvar(36)=55
[State -3,tenha]
Type = ChangeState
Value = ifelse(var(0)=0&&power>=1000,2010,1020)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-10)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=EnemyNear(fvar(33)),pos y+(EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),gethitvar(Yaccel)*2)*3=(-60,0]
TriggerAll=(Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029)
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(36)=55)
Trigger2 = (P2BodyDist X>=40)
Trigger2 = (fvar(36)=50)
;fvar(36)=60
[State -3,ichigeki]
Type = ChangeState
Value = 8800
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(helper(25000+id),var(58)<700)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-3)
TriggerAll=var(24)>=7
TriggerAll=(fvar(28)=100)||(roundno>1&&life<333&&p2life>666)||(prevstateno=1200)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029)
TriggerAll=(P2MoveType=H)
TriggerAll=(helper(25000+id),fvar(38)<90)&&(P2BodyDist X<=70)
Trigger1 = (fvar(36)=60)
[State -3,seiei]
Type = ChangeState
Value = 1010
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(helper(25000+id),var(58)<800)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-10)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-5,45))
TriggerAll=(Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029)
TriggerAll=(P2MoveType=H)
TriggerAll=helper(25000+id),fvar(38)<90
Trigger1 = (fvar(36)=60+((var(59)=1||fvar(39)=1)*5))
[State -3,kassatsu]
Type = ChangeState
Value = 2000
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-10)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=EnemyNear(fvar(33)),pos y>-90
TriggerAll=(Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029)&&(var(7)<10)
TriggerAll=(P2MoveType=H)
TriggerAll=(fvar(36)=60+((var(59)=1||fvar(39)=1)*5))
TriggerAll=power>=1000
Trigger1 = (P2BodyDist X>45)
;fvar(36)=70
[State -3,5D]
Type = ChangeState
Value = 8226
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(helper(25000+id),var(58)<800)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-40)
TriggerAll=(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-40,25))
TriggerAll=P2BodyDist Y+(EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),gethitvar(Yaccel)*5)*6=(-50,0]
TriggerAll=(Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029)&&(numtarget(300)>0)&&(pos y>=0)
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(36)=70)
[State -3,5D]
Type = ChangeState
Value = 8228
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(helper(25000+id),var(58)<800)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-40)
TriggerAll=(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[25,90))
TriggerAll=P2BodyDist Y+(EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),gethitvar(Yaccel)*6)*7=(-50,0]
TriggerAll=(Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029)&&(numtarget(300)>0)&&(pos y>=0)
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(36)=70)
;fvar(36)=80
[State -3,2A]
Type = ChangeState
Value = 8400
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(helper(25000+id),var(58)<700)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-10)
TriggerAll=(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-8,50))
;TriggerAll=EnemyNear(fvar(33)),pos y+(EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),gethitvar(Yaccel)*2)*3=(-70,5]
TriggerAll=(Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029)||ctrl||(stateno=1029)
TriggerAll=(P2MoveType=H)&&(numtarget(1450)>0||numtarget(1400)>0)
Trigger1 = (fvar(36)=80)
;fvar(36)=100
[State -3,air-dash]
Type = ChangeState
Value = 234
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)&&(P2BodyDist X>-40)
TriggerAll=(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(Ctrl)&&(stateno=1025)&&(numtarget(1350)>0)&&(var(27)>0)
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(36)=100)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State 2, BOOST]
type = Helper
TriggerAll=p2stateno = [8715,8718]
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=(fvar(36)=100)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(stateno=1025)&&(movehit>5)
Trigger1 = (var(48)>77)&&(StateType=A)
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2991
ownpal = 1
id = 2990
keyctrl = 0
[State 2, BOOST]
type = ChangeState
value = 50
ctrl=0
TriggerAll=p2stateno = [8715,8718]
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=(fvar(36)=100)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(stateno=1025)&&(movehit>5)
Trigger1 = (var(48)>77)&&(StateType=A)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State -3,JB]
Type = ChangeState
Value = 8620
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(helper(25000+id),var(58)<800)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X-(vel x*5)-(EnemyNear(fvar(33)),vel x*5)=[-180,48))
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4)*5)+((EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),gethitvar(Yaccel)*4)*5)=(-40,90)
TriggerAll=(P2MoveType=H)&&(var(27)>0)
TriggerAll=(P2BodyDist X<=60)
TriggerAll=(fvar(36)=100)&&(numtarget(1350)>0)
Trigger1 = (Ctrl)||(stateno=50&&numhelper(2990)>0)
[State -3,JD]
Type = ChangeState
Value = 8630
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(helper(25000+id),var(58)<800)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X-(vel x*7)-(EnemyNear(fvar(33)),vel x*7)=[-180,87))
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*6)*7)+((EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),gethitvar(Yaccel)*6)*7)=(-90,90)
TriggerAll=(P2MoveType=H)&&(var(27)>0)
TriggerAll=(P2BodyDist X>60)
TriggerAll=(fvar(36)=100)&&(numtarget(1350)>0)
Trigger1 = (Ctrl)||(stateno=50&&numhelper(2990)>0)
[State -3,5D]
Type = ChangeState
Value = 8228
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(helper(25000+id),var(58)<800)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-10)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(EnemyNear(fvar(33)),pos y>-90)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-90,60+(vel x*7)))
TriggerAll=(Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029)&&(helper(25000+id),fvar(38)<100)
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(36)=100)
Trigger1 = (var(27)>0)
Trigger1 = (var(51)<13)
;fvar(36)=200
[State -3,JB]
Type = ChangeState
Value = 8620
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X-(vel x*5)-(EnemyNear(fvar(33)),vel x*5)=[-50,50))
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4)*5)+((EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),gethitvar(Yaccel)*4)*5)=(-10,75)
TriggerAll=(P2MoveType=H)&&(var(57)=0)&&(stateno!=234)
TriggerAll=(fvar(36)=200)&&(var(7)<=55)
Trigger1 = (Ctrl)
[State -3,5D]
Type = ChangeState
Value = 8226
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-40)
TriggerAll=(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-40,25))
TriggerAll=P2BodyDist Y+(EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),gethitvar(Yaccel)*5)*6=(-60,0]
TriggerAll=(Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029)
TriggerAll=(P2MoveType=H)&&(numtarget(610)>0)
Trigger1 = (fvar(36)=200)
[State -3,5D]
Type = ChangeState
Value = 8228
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-40)
TriggerAll=(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[25,100))
TriggerAll=P2BodyDist Y+(EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),gethitvar(Yaccel)*6)*7=(-60,0]
TriggerAll=(Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029)
TriggerAll=(P2MoveType=H)&&(numtarget(610)>0)
Trigger1 = (fvar(36)=200)
[State -3,JA]
Type = ChangeState
Value = 8600
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X-(vel x*4)-(EnemyNear(fvar(33)),vel x*4)=[-140,40))
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*3)*4)+((EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),gethitvar(Yaccel)*3)*4)=(-85,85)
TriggerAll=(P2MoveType=H)&&(var(7)<=55)
TriggerAll=(fvar(36)=200)
Trigger1 = (Ctrl&&stateno=234)
[State -3,high-jump]
Type = ChangeState
Value = 32
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-90)
TriggerAll=(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(abs(P2BodyDist X)>70)||(helper(25000+id),fvar(39)<95)||(frontedgebodydist<35)
TriggerAll=(Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029)
TriggerAll=(P2MoveType=H)&&(numtarget(640)>0)
Trigger1 = (fvar(36)=200)
[State -3,JA]
Type = ChangeState
Value = 8600
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X-(vel x*4)-(EnemyNear(fvar(33)),vel x*4)=[-60,32))
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*3)*4)+((EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),gethitvar(Yaccel)*3)*4)=(-100,50)
TriggerAll=(P2MoveType=H)&&(var(57)=2)
TriggerAll=(fvar(36)=200)&&(var(7)>4)&&(var(7)<=55)
Trigger1 = (Ctrl)
[State -3,2A]
Type = ChangeState
Value = 8400
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-10)
TriggerAll=(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-8,50))
TriggerAll=EnemyNear(fvar(33)),pos y+(EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),gethitvar(Yaccel)*2)*3=(-55,5]
TriggerAll=(Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029)||ctrl||(stateno=1029)
Trigger1 = (P2MoveType=H)&&(numtarget(645)>0);||numtarget(630)>0||numtarget(600)>0)
Trigger1 = (fvar(36)=200)
[State -3,2A]
Type = ChangeState
Value = 9400
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(helper(25000+id),var(58)<500)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-10)
TriggerAll=(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-18,40))
TriggerAll=EnemyNear(fvar(33)),pos y+(EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),gethitvar(Yaccel)*2)*3=(-40,20]
TriggerAll=(Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029)||ctrl||(stateno=1029)
Trigger1 = (P2MoveType=H)&&(var(7)>32)&&(stateno=102||P2BodyDist X<=25||(var(7)>60))&&(prevstateno=2000||prevstateno=8203||prevstateno=8225||(var(7)>60))
Trigger1 = (fvar(36)=200)
;
;R{@MoveGuarded@MoveHit MoveContact
;
;fvar(36)=40 
[State -3,Ebani]
Type = ChangeState
Value = 319
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(random<700)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-3)
TriggerAll=(var(48)>=77)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-4,80))
TriggerAll=(stateno=1010&&prevstateno=1100)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=40+((var(59)=1||fvar(39)=1)*5))
Trigger1 = (movehit)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State -3,Ehebi]
Type = ChangeState
Value = ifelse(helper(25000+id),fvar(38)>300,311,310)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(random<500)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-3)
TriggerAll=(var(48)>=77)
TriggerAll=var(24)>=6
TriggerAll=(fvar(28)=100)||(roundno>1&&life<333&&p2life>666)
TriggerAll=helper(25000+id),fvar(38)>120
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8711)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=40)
Trigger1 = (movehit)
[State -3,Eichigeki]
Type = ChangeState
Value = 2500
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(random%7<5)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-10)
TriggerAll=(var(48)>=77)||var(26)>0
TriggerAll=var(24)=7
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-20,80))
TriggerAll=(stateno=8700)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=40)
Trigger1 = (movehit)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State 2, BOOST]
type = Helper
TriggerAll=p2stateno = [8715,8718]
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=(fvar(36)=40+((var(59)=1||fvar(39)=1)*5))
Trigger1 = Numhelper(2996)=0
Trigger1 = var(7)=0
Trigger1 = var(36)=0
Trigger1 = (stateno=8711)
Trigger1 = (P2MoveType=H)&&(movehit)
Trigger1 = time >= 5
Trigger2 = (random<400)||(var(59)=3)||(fvar(39)=3)
Trigger2 = var(48)>=77||var(26)>0
Trigger2 = (stateno=8712)&&(movecontact)&&(EnemyNear(fvar(33)),Alive)
Trigger3 = (random<400)||(var(59)=3)||(fvar(39)=3)
Trigger3 = var(48)>=77||var(26)>0
Trigger3 = (stateno=1051)&&(movehit)&&(EnemyNear(fvar(33)),Alive)
Trigger4 = (random<400)||(var(59)=3)||(fvar(39)=3)
Trigger4 = var(48)>=77||var(26)>0
Trigger4 = (stateno=8227)&&(movehit)&&(numtarget(265)>0)&&(EnemyNear(fvar(33)),Alive)
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2991
ownpal = 1
id = 2990
keyctrl = 0
[State 2, BOOST]
type = ChangeState
value = 0
ctrl=0
TriggerAll=p2stateno = [8715,8718]
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=(fvar(36)=40+((var(59)=1||fvar(39)=1)*5))
Trigger1 = var(48)>=77||var(26)>0
Trigger1 = (stateno=8712)&&(movecontact)
Trigger2 = (random<400)||(var(59)=3)||(fvar(39)=3)
Trigger2 = var(48)>=77||var(26)>0
Trigger2 = (stateno=1051)&&(movehit)
Trigger3 = (random<400)||(var(59)=3)||(fvar(39)=3)
Trigger3 = var(48)>=77||var(26)>0
Trigger3 = (stateno=8227)&&(movehit)&&(numtarget(265)>0)
[State 2, BOOST]
type = Helper
TriggerAll=p2stateno = [8715,8718]
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=(random<400)||(var(59)=3)||(fvar(39)=3)
TriggerAll=var(7)=0
TriggerAll=var(36)=0
TriggerAll=Numhelper(2996)=0
TriggerAll=(stateno=8711)
TriggerAll=(P2MoveType=H)&&(movehit)
Trigger1 = (fvar(36)=40+((var(59)=1||fvar(39)=1)*5))
Trigger1 = time >= 5
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2996
ownpal = 1
id = 2996
keyctrl = 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State -3,jyarai]
Type = ChangeState
Value = 1000
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-45)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-45,80))
TriggerAll=(stateno=8228)&&(var(27)>0)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=40)
Trigger1 = (movehit)
[State -3,_]
Type = ChangeState
Value = 4043
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(random<500)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-10)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-10,180))
TriggerAll=(stateno=1000)&&(var(27)>0)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=40)
Trigger1 = (movehit)
Trigger1 = (var(51)<15)
;fvar(36)=45
[State -3,5C]
Type = ChangeState
Value = ifelse(p2bodydist x<20,8211,8210)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(random<700)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-10)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-10,180))
TriggerAll=(stateno=8410)&&(var(27)>0)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=45)
[State -3,hiei]
Type = ChangeState
Value = 1025
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(random<700)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-10)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-10,180))
TriggerAll=(stateno=8211||stateno=8210)&&(var(27)>0)
TriggerAll=(P2MoveType=H)&&(movecontact>2)
Trigger1 = (fvar(36)=45)
Trigger1 = (movehit)
;fvar(36)=10
[State -3,5D]
Type = ChangeState
Value = 8228
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(random<700)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-10)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-10,180))
TriggerAll=EnemyNear(fvar(33)),pos y+(EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),gethitvar(Yaccel)*6)*7=(-50,0)
TriggerAll=(stateno=8226)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=10+((var(59)=1||fvar(39)=1)*5))
Trigger1 = (movehit)
[State -3,jyarai]
Type = ChangeState
Value = 1000
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(random<700)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-45)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-45,180))
TriggerAll=EnemyNear(fvar(33)),pos y+(EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),gethitvar(Yaccel)*19)*20=(-100,0)
TriggerAll=(stateno=8228)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=10+((var(59)=1||fvar(39)=1)*5))
Trigger1 = (movehit)
[State -3,HJ]
Type = ChangeState
Value = 4041
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(random<400)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-10)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-10,180))
TriggerAll=(stateno=1000)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=10)
Trigger1 = (movehit)
[State -3,JB]
Type = ChangeState
Value = 8620
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(random<700)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType=A)&&(P2BodyDist X>-10)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X-(vel x*5)-(EnemyNear(fvar(33)),vel x*5)=[-70,50))
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4)*5)+((EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),gethitvar(Yaccel)*4)*5)=(-50,70)
TriggerAll=(stateno=8600)&&(var(57)=2)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=10)||(fvar(36)=20)||(fvar(36)=30)||(fvar(36)=70)||(fvar(36)=80)
Trigger1 = (movehit)&&(var(7)<=7)
Trigger2 = (fvar(36)=50)
Trigger2 = (movehit)&&(var(7)<=7)
;Trigger3 = (fvar(36)=90)
;Trigger3 = (movehit)&&(var(7)<4)
[State -3,JC]
Type = ChangeState
Value = 8610
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(random<700)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(random<700)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType=A)&&(P2BodyDist X>-10)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-20,180))
TriggerAll=(stateno=8600)&&(var(57)=2)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=90)
Trigger1 = (movehit)
[State -3,JD]
Type = ChangeState
Value = 8630
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(random<700)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType=A)&&(P2BodyDist X>-10)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-20,180))
TriggerAll=(stateno=8600||(stateno=8610&&fvar(36)=90))&&(var(57)=2)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=10)||(fvar(36)=20)||(fvar(36)=30)||(fvar(36)=70)||(fvar(36)=80)
Trigger1 = (movehit)&&(var(7)>7)
Trigger2 = (fvar(36)=50)
Trigger2 = (movehit)&&(var(7)>7)
Trigger3 = (fvar(36)=90)
Trigger3 = (movehit)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State -3,Eichigeki]
Type = ChangeState
Value = 2500
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(random%7<3)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-3)
TriggerAll=(var(48)>=77)||(var(26)>0)
TriggerAll=var(24)>=7
TriggerAll=(fvar(28)=100)||(roundno>1&&life<333&&p2life>666)||(prevstateno=1200)
TriggerAll=(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=1015)||(stateno=1010&&prevstateno=1100)||(stateno=8711)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=10)||(fvar(36)=20)||(fvar(36)=30)||(fvar(36)=50)||(fvar(36)=70)||(fvar(36)=80)||(fvar(36)=90)
Trigger1 = (movehit)&&(var(7)>4)
[State -3,Eseiei]
Type = ChangeState
Value = 1100
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(random<350)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-3)
TriggerAll=(var(48)>=77)
TriggerAll=var(24)>=5
TriggerAll=(fvar(28)=100)||(roundno>1&&life<333&&p2life>666)
TriggerAll=(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8711)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=10)||(fvar(36)=20)||(fvar(36)=30)||(fvar(36)=50)||(fvar(36)=70)||(fvar(36)=80)||(fvar(36)=90)
Trigger1 = (movehit)
[State -3,EA-ujyo]
Type = ChangeState
Value = 1200
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(helper(25000+id),var(58)<400)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-3)
TriggerAll=(var(48)>=77)||(var(26)>0)
TriggerAll=var(24)>=6
TriggerAll=(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=1010&&prevstateno=1100)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=10)||(fvar(36)=20)||(fvar(36)=30)||(fvar(36)=50)||(fvar(36)=70)||(fvar(36)=80)||(fvar(36)=90)
Trigger1 = (movehit)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;fvar(36)=15
[State -3,Jump]
Type = ChangeState
Value = 39
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-10)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-10,180))
TriggerAll=(stateno=1000)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=15)||(fvar(36)=35)
Trigger1 = (movehit)
;fvar(36)=20
[State -3,gure]
Type = ChangeState
Value = 8250
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(random<700)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-40)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-40,140))
TriggerAll=(stateno=8430)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=20+((var(59)=1||fvar(39)=1)*5))
Trigger1 = (movehit)
[State -3,jyarai]
Type = ChangeState
Value = 1000
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-40)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-40,180))
TriggerAll=EnemyNear(fvar(33)),pos y+(EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),gethitvar(Yaccel)*19)*20=(-85,0)
TriggerAll=(stateno=8228||stateno=8226)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=20)
Trigger1 = (movehit)
[State -3,HJ]
Type = ChangeState
Value = 4041
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(random<400)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-10)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-10,180))
TriggerAll=(stateno=1000)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=20)||(fvar(36)=50)||(fvar(36)=70)||(fvar(36)=80)||(fvar(36)=90)
Trigger1 = (movehit)
;fvar(36)=25
[State -3,CJ]
Type = ChangeState
Value = 8251
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-10)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-10,180))
TriggerAll=(stateno=8250)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=25)
Trigger1 = (movehit)
[State -3,sichisi]
Type = ChangeState
Value = 1026
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(random<700)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType=A)&&(P2BodyDist X>-10)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-10,180))
TriggerAll=(stateno=8630)
TriggerAll=(P2MoveType=H)&&(movecontact&&time>6)
Trigger1 = (fvar(36)=25)
Trigger1 = (movehit)
;fvar(36)=30
[State -3,jyarai]
Type = ChangeState
Value = 1000
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-40)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-40,180))
TriggerAll=EnemyNear(fvar(33)),pos y+(EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),gethitvar(Yaccel)*19)*20=(-80,0]
TriggerAll=(stateno=8228||stateno=8226)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=30+((var(59)=1||fvar(39)=1)*5))
Trigger1 = (movehit)
[State -3,_orHJ]
Type = ChangeState
Value = ifelse((var(7)<2),4043,4041)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(random<500)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-10)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-10,120))
TriggerAll=(stateno=1000)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=30)
Trigger1 = (movehit)
;fvar(36)=50
[State -3,5D]
Type = ChangeState
Value = ifelse(P2BodyDist X>=25,8228,8226)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-10)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-10,120))
TriggerAll=(stateno=8400)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=50)
Trigger1 = (movehit)
[State -3,jyarai]
Type = ChangeState
Value = 1000
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-30)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-40,120))
TriggerAll=EnemyNear(fvar(33)),pos y+(EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),gethitvar(Yaccel)*19)*20=(-80,0]
TriggerAll=(stateno=8228||stateno=8226)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=50)
Trigger1 = (movehit)
;fvar(36)=60
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State -3,Eichigeki]
Type = ChangeState
Value = 2500
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(random%7<3)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-3)
TriggerAll=(var(48)>=77)||(var(26)>0)
TriggerAll=var(24)>=7
TriggerAll=(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=1015)||(stateno=8711)||(stateno=1010)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=60)
Trigger1 = (movehit)
[State -3,Ebani]
Type = ChangeState
Value = 319
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(random<350)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-3)
TriggerAll=(var(48)>=77)
TriggerAll=var(24)>=5
TriggerAll=(fvar(28)=100)||(roundno>1&&life<333&&p2life>666)
TriggerAll=(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=1010)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=60)
Trigger1 = (movehit)
[State -3,EA-ujyo]
Type = ChangeState
Value = 1200
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(helper(25000+id),var(58)<400)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-3)
TriggerAll=(var(48)>=77)||(var(26)>0)
TriggerAll=var(24)>=6
TriggerAll=(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8711)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=60)
Trigger1 = (movehit)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;fvar(36)=75
[State -3,E5A]
Type = ChangeState
Value = 205
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(var(48)>=115)||(var(26)>0)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-70,180))
TriggerAll=(stateno=1017||stateno=1013)&&(animelem=5,>0)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=75)
Trigger1 = (movehit)
[State -3,5A]
Type = ChangeState
Value = ifelse(P2BodyDist X<20,8200,8202)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(random<500)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-50,50))
TriggerAll=(stateno=8200||stateno=8202)&&(pos y<=-10)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=75)
Trigger1 = (movehit)&&(var(7)<7)
[State -3,hiei]
Type = ChangeState
Value = 1025
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-50,120))
TriggerAll=(stateno=8200||stateno=8202)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=75)
Trigger1 = (movehit)&&(var(7)>=7)
;fvar(36)=70
[State -3,Eichigeki]
Type = ChangeState
Value = 2502
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(random<300)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-3)
TriggerAll=var(24)>=7
TriggerAll=(var(48)>=77)||(var(26)>0)
TriggerAll=(fvar(28)=100)||(roundno>1&&life<333&&p2life>666)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-70,180))
TriggerAll=(stateno=1017||stateno=1013)&&(animelem=5,>0)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=70)
Trigger1 = (movehit)
[State -3,Egure]
Type = ChangeState
Value = 300
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(random<300)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-70,180))
TriggerAll=(var(48)>107)
TriggerAll=(stateno=1017||stateno=1013)&&(animelem=5,>0)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=70)
Trigger1 = (movehit)
[State -3,jyarai]
Type = ChangeState
Value = 1000
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-60)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-60,200))
TriggerAll=EnemyNear(fvar(33)),pos y+(EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),gethitvar(Yaccel)*19)*20=(-67,0]
TriggerAll=(stateno=8228||stateno=8226)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=70)||(fvar(36)=80)
Trigger1 = (movehit)
;fvar(36)=80
[State -3,E2B]
Type = ChangeState
Value = 430
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-3)
TriggerAll=(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8201)
TriggerAll=(var(48)>=77)||var(26)>0
TriggerAll=(P2MoveType=H)&&(numtarget(251)>0)
Trigger1 = (fvar(36)=80)
Trigger1 = (movehit)
[State -3,2A]
Type = ChangeState
Value = 8400
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-3)
TriggerAll=(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8420)
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(36)=80)
Trigger1 = (movehit)
[State -3,5D]
Type = ChangeState
Value = ifelse(P2BodyDist X<25,8226,8228)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(random<400)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-3)
TriggerAll=(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8400)
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(36)=80)
Trigger1 = (movehit)
;fvar(36)
[State -3,tenha]
Type = ChangeState
Value = ifelse(var(0)=0&&power>=1000,2010,1020)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-10)
TriggerAll=(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=2000||stateno=1015&&prevstateno=2000||stateno=1010&&prevstateno!=1100)&&(animtime=0)
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(36)>0)&&(fvar(36)<200)
;fvar(36)=0
[State -3,5D]
Type = ChangeState
Value = 8226
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(random<400)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-40)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)||(partner,numtarget>0&&numpartner>0)
TriggerAll=(P2BodyDist X=[-40,25))
TriggerAll=EnemyNear(fvar(33)),pos y+(EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),gethitvar(Yaccel)*5)*6=(-60,0)
TriggerAll=(Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029)
TriggerAll=(P2MoveType=H)&&(P2Stateno!=[120,159])
Trigger1 = (fvar(36)<=0)
Trigger2 = (fvar(36)=70)&&(numtarget(300)=0)
[State -3,5D]
Type = ChangeState
Value = 8228
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(random<400)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-10)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)||(partner,numtarget>0&&numpartner>0)
TriggerAll=(P2BodyDist X=[25,70))
TriggerAll=EnemyNear(fvar(33)),pos y+(EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),gethitvar(Yaccel)*6)*7=(-60,0)
TriggerAll=(Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029)
TriggerAll=(P2MoveType=H)&&(P2Stateno!=[120,159])
Trigger1 = (fvar(36)<=0)
Trigger2 = (fvar(36)=70)&&(numtarget(300)=0)
[State -3,2Aor2B]
Type = ChangeState
Value = ifelse(P2BodyDist X<35,8400,8420)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(random<400)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-20)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)||(teammode=simul)&&(partner,alive)&&(numpartner>0)
TriggerAll=(Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029)
TriggerAll=(P2BodyDist X=[-20,60))
TriggerAll=(p2stateno!=[120,155])&&(P2MoveType=H)
Trigger1 = (fvar(36)<=0)&&(numtarget>0||(partner,numtarget>0&&numpartner>0)||(P2Stateno!=[120,159]))
[State -3,jyarai]
Type = ChangeState
Value = 1000
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(random<300)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-40)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)||(teammode=simul)&&(partner,alive)&&(numpartner>0)
TriggerAll=(P2BodyDist X=[-40,210))
TriggerAll=EnemyNear(fvar(33)),pos y+(EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),gethitvar(Yaccel)*19)*20=(-65,0]
Trigger1 = (stateno=8228||stateno=8226)
Trigger1 = (P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)<=0)
Trigger1 = (movehit)
Trigger2 = Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029
Trigger2 = (P2MoveType=H)&&(numtarget(240)>0||numtarget(245)>0||(partner,numtarget>0&&numpartner>0))
Trigger2 = (fvar(36)<=0)
[State -3,5D]
Type = ChangeState
Value = 8226
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(random<400)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-40)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)||(teammode=simul)&&(partner,alive)&&(numpartner>0)
TriggerAll=(P2BodyDist X=[-40,210))
TriggerAll=EnemyNear(fvar(33)),pos y+(EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),gethitvar(Yaccel)*5)*6=(-80,0]
Trigger1 = (stateno=8400)||(stateno=8420)
Trigger1 = (P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)<=0)
Trigger1 = (movehit)
Trigger2 = Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029
Trigger2 = (P2MoveType=H)&&(numtarget(400)>0||numtarget(430)>0||(partner,numtarget>0&&numpartner>0))
Trigger2 = (fvar(36)<=0)
[State -3,hiei-or-muso]
Type = ChangeState
Value = ifelse(power>=1000&&var(0)=0,2010,1025)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(random<700)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-40)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)||(teammode=simul)&&(partner,alive)&&(numpartner>0)
TriggerAll=(P2BodyDist X=[-40,210))
Trigger1 = (stateno=8430)
Trigger1 = (P2MoveType=H)&&(movecontact>10)
Trigger1 = (fvar(36)<=0)
Trigger1 = (movehit)
[State -3,JD]
Type = ChangeState
Value = 8630
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(random<600)||(var(59)=3)||(fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType=A)&&(P2BodyDist X>-40)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)||(teammode=simul)&&(partner,alive)&&(numpartner>0)
TriggerAll=(P2BodyDist X=[-40,100))
Trigger1 = (stateno=8600)
Trigger1 = (P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)<0)
Trigger1 = (MoveGuarded)
;fvar(36)=200
[State -3,jyarai]
Type = ChangeState
Value = 1000
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-40)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-40,180))
TriggerAll=EnemyNear(fvar(33)),pos y+(EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),gethitvar(Yaccel)*19)*20=(-80,0]
TriggerAll=(stateno=8228||stateno=8226)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=200)
Trigger1 = (movehit)
[State -3,jump-fwd]
Type = ChangeState
Value = ifelse(var(7)<2,39,4043)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-40)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-40,180))
TriggerAll=(stateno=1000)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=200)
Trigger1 = (movehit)
[State -3,JC]
Type = ChangeState
Value = 8610
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)&&(P2BodyDist X>-40)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-40,180))
TriggerAll=(stateno=8620)&&(var(7)<=55)
TriggerAll=(P2MoveType=H)&&(movecontact>3)
Trigger1 = (fvar(36)=200)&&(var(57)=0)
Trigger1 = (movehit)
[State -3,JD]
Type = ChangeState
Value = 8630
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)&&(P2BodyDist X>-40)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-40,90))
TriggerAll=(stateno=8600)&&(var(7)<=55)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=200)&&(var(57)=0)
Trigger1 = (movehit)
[State -3,E]
Type = ChangeState
Value = 1234
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)&&(P2BodyDist X>-40)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-40,150))
TriggerAll=var(48)>=77||var(26)>0
TriggerAll=(stateno=8630)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=200)
Trigger1 = (movehit)
[State -3,JB]
Type = ChangeState
Value = 8620
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)&&(P2BodyDist X>-10)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X-(vel x*5)-(EnemyNear(fvar(33)),vel x*5)=[-70,50))
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4)*5)+((EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),gethitvar(Yaccel)*4)*5)=(-15,70)
TriggerAll=(stateno=8600)&&(var(57)=2)&&(var(7)<=55)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=200)&&(pos y<-60||vel y<=0)
Trigger1 = (movehit)
[State -3,JA]
Type = ChangeState
Value = 8600
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)&&(P2BodyDist X>-10)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X-(vel x*4)-(EnemyNear(fvar(33)),vel x*4)=[-70,40))
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*3)*4)+((EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),gethitvar(Yaccel)*3)*4)=(-40,40)
TriggerAll=(stateno=8620)&&(var(57)=2)&&(var(7)<=55)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=200)&&(pos y<-60||vel y<=0)
Trigger1 = (movehit)
[State -3,JD]
Type = ChangeState
Value = 1233
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)&&(P2BodyDist X>-10)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X-(vel x*7)-(EnemyNear(fvar(33)),vel x*7)=[-80,80))
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*6)*7)+((EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),gethitvar(Yaccel)*6)*7)=(-80,80)
TriggerAll=(stateno=8600||stateno=8620)&&(var(57)=2)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=200)&&(pos y>=-60)&&(vel y>0)
Trigger1 = (movehit)
[State -3,kzssatsu]
Type = ChangeState
Value = 2000
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=power>=1000
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-40)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-40,180))
TriggerAll=(stateno=9201||stateno=9202)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=200)&&(var(7)>30)&&(var(7)<45)
Trigger1 = (movehit)
[State -3,E5A]
Type = ChangeState
Value = 9200
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-40)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-40,150))
TriggerAll=EnemyNear(fvar(33)),pos y+(EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),gethitvar(Yaccel)*4)*5>-50
TriggerAll=(P2MoveType=H)&&(movecontact)
TriggerAll=(fvar(36)=200)
TriggerAll=(movehit)
Trigger1 = (stateno=8200||stateno=8202)&&(prevstateno=8202)
Trigger2 = (stateno=9202)&&(prevstateno=9202)
[State -3,5A]
Type = ChangeState
Value = ifelse(p2bodydist x<20,8200,8202)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-40)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-40,150))
TriggerAll=EnemyNear(fvar(33)),pos y+(EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),gethitvar(Yaccel)*4)*5>-50
TriggerAll=(stateno=8200||stateno=8202||stateno=8400)&&(prevstateno!=9200)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=200)
Trigger1 = (movehit)
[State -3,5A]
Type = ChangeState
Value = ifelse(p2bodydist x<20,9201,9202)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-40)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-40,150))
TriggerAll=EnemyNear(fvar(33)),pos y+(EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),gethitvar(Yaccel)*4)*5>-50
TriggerAll=(stateno=8202&&prevstateno=9200||stateno=9201||stateno=9202)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=200)
Trigger1 = (movehit)
[State -3,dash]
Type = ChangeState
Value = 102
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-40)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X>20)
TriggerAll=(stateno=2000)||(stateno=8225)||(stateno=8203)||stateno=52
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(36)=200)&&(var(7)>30)
Trigger1 = (animtime=0)||stateno=52
[State -3,2A]
Type = null;ChangeState
Value = 9400
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-40)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-40,40))
TriggerAll=EnemyNear(fvar(33)),pos y+(EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),gethitvar(Yaccel)*2)*3>-40
TriggerAll=(stateno=9400&&prevstateno!=9400)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=200)&&(var(7)>30)
Trigger1 = (movehit)
[State -3,5B]
Type = ChangeState
Value = ifelse(p2bodydist x<25,8225,8203)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-40)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-40,60))
TriggerAll=EnemyNear(fvar(33)),pos y+(EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),gethitvar(Yaccel)*2)*3>-40
TriggerAll=(stateno=9400)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=200)&&(var(7)>32)
Trigger1 = (movehit)
[State -3,hebi]
Type = ChangeState
Value = 8700
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-40)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-40,80))
TriggerAll=(stateno=8225||stateno=8203||stateno=9400)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=200)&&(var(7)>60)&&(var(7)<63)
Trigger1 = (movehit)
[State -3,hiei]
Type = ChangeState
Value = ifelse(var(7)>85,8250,1025)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-40)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-40,80))
TriggerAll=(stateno=8225||stateno=8203||stateno=9400)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=200)&&(var(7)>=70)&&(var(7)<75+(20*(stateno=9400)))
Trigger1 = (movehit)
[State -3,CJ]
Type = ChangeState
Value = 8251
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-30)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-30,180))
TriggerAll=(stateno=8250)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=200)&&(var(7)>85)
Trigger1 = (movehit)
[State -3,JA]
Type = ChangeState
Value = 8600
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(P2BodyDist X=(-50,50))&&(pos y<-30)
TriggerAll=(P2BodyDist Y=(-20,50))&&(EnemyNear(fvar(33)),vel y<0)
TriggerAll=(P2MoveType=H)&&(var(57)=1)
TriggerAll=(fvar(36)=200)&&(var(7)>75)
Trigger1 = (Ctrl)&&(stateno=8251||stateno=8600)
[State -3,ichigeki]
Type = ChangeState
Value = 8800
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-40)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-40,80))
TriggerAll=(fvar(28)=100)||(roundno>1&&life<333&&p2life>666)
TriggerAll=(stateno=8225||stateno=8203||stateno=9400)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=200)&&(var(7)>=75)
Trigger1 = (movehit)
[State -3,zankai]
Type = ChangeState
Value = 2020
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-40)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(33)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-40,80))
TriggerAll=(stateno=8225||stateno=8203||stateno=9400)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (fvar(36)=200)&&(var(7)>90)&&(Numhelper(2024)=0)&&(power>=2000)
Trigger1 = (movehit)
;
;(ZU)
;
;
[State -3,]
Type = ChangeState
Value = 980
TriggerAll=var(59)>0
TriggerAll=(fvar(36)<=0)
TriggerAll=helper(25000+id),var(59)>0||helper(25000+id),var(59)=-1
TriggerAll=helper(25000+id),var(13)=0||(var(59)=1)
TriggerAll=helper(25000+id),var(14)=0
TriggerAll=(Helper(25000+id),var(12)>=10)||(Helper(25000+id),var(12)=0)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(stateno!=102)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(P2BodyDist X>-20)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=P2BodyDist X=(-20,20)
TriggerAll=!P2BodyDist Y
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029
TriggerAll=(P2MoveType!=H)||(P2StateNo=[120,140])
TriggerAll=(helper(25000+id),var(58)>600)||(helper(25000+id),var(59)=-1&&EnemyNear(fvar(33)),AnimTime<-3)||(stateno=102)
Trigger1 = (var(59)=1)||(fvar(39)=1)
Trigger1 = (P2StateNo=[120,155])||(Helper(25000+id),var(0)>=20)
Trigger2 = (var(59)=2)||(fvar(39)=2)
Trigger2 = (P2StateNo=[120,155])||(Helper(25000+id),var(0)>=14)
Trigger3 = (var(59)=3)||(fvar(39)=3)
Trigger3 = (P2StateNo=[120,155])||(Helper(25000+id),var(0)>0)
Trigger4 = (stateno=19)||(stateno=102)
[State -3,͂ݓ]
Type = ChangeState
Value = 981
TriggerAll=var(59)>0
TriggerAll=(fvar(36)<=0)
TriggerAll=helper(25000+id),var(59)>0||helper(25000+id),var(59)=-1
TriggerAll=helper(25000+id),var(13)=0||(var(59)=1)
TriggerAll=helper(25000+id),var(14)=0
TriggerAll=(Helper(25000+id),var(12)>=5)||(Helper(25000+id),var(12)=0)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=S)&&(P2BodyDist X>-40)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=P2BodyDist X=(-50,50)
TriggerAll=!P2BodyDist Y
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029
TriggerAll=(P2MoveType!=H)||(P2StateNo=[120,140])
TriggerAll=(helper(25000+id),var(58)<50)||((helper(25000+id),var(59)=-1)&&(EnemyNear(fvar(33)),AnimTime<-8)&&(random<200))
Trigger1 = (var(59)=1)||(fvar(39)=1)
Trigger1 = (P2StateNo=[120,155])||(Helper(25000+id),var(1)>=20)
Trigger2 = (var(59)=2)||(fvar(39)=2)
Trigger2 = (P2StateNo=[120,155])||(Helper(25000+id),var(1)>=10)
Trigger3 = (var(59)=3)||(fvar(39)=3)
Trigger3 = (P2StateNo=[120,155])||(Helper(25000+id),var(1)>5)
;g
[State -3,atemi]
Type = ChangeState
value = 1050
TriggerAll=var(59)>0
TriggerAll=helper(25000+id),var(59)>0||var(59)!=3
TriggerAll=helper(25000+id),var(13)=0
TriggerAll=helper(25000+id),var(14)=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=C)&&(P2BodyDist X>-8)
TriggerAll=(P2MoveType!=H)&&(facing!=EnemyNear(fvar(33)),facing)
TriggerAll=(P2BodyDist X-(EnemyNear(fvar(33)),vel x!=0)*(EnemyNear(fvar(33)),vel x*4)=[-30,60))||((P2BodyDist X=[-5,60))&&(EnemyNear(fvar(33)),vel x=0))
TriggerAll=(EnemyNear(fvar(33)),pos Y>-100)&&(EnemyNear(fvar(33)),pos Y<-40)
TriggerAll=(ctrl||(stateno=[11,20])||stateno=40||stateno=102||stateno=0||stateno=1029)||(movecontact&&(stateno=8200||stateno=8202||stateno=8203||stateno=8400||stateno=8420||stateno=8430||stateno=8225||stateno=8226||stateno=8228))
Trigger1 = ((helper(25000+id),var(58))<100)&&(var(48)>77)
Trigger1 = (var(59)!=3)
[State -3,6B]
Type = ChangeState
value = 8227
TriggerAll=var(59)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=helper(25000+id),var(13)=0
TriggerAll=helper(25000+id),var(14)=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=C)&&(P2BodyDist X>-10)
TriggerAll=(P2MoveType!=H)
TriggerAll=(P2BodyDist X-(EnemyNear(fvar(33)),vel x!=0)*(EnemyNear(fvar(33)),vel x*16)=[-70,60))||((P2BodyDist X=[-5,60))&&(EnemyNear(fvar(33)),vel x=0))
TriggerAll=(EnemyNear(fvar(33)),pos Y>-90)
TriggerAll=(ctrl||(stateno=[11,20])||stateno=40||stateno=102||stateno=0||stateno=1029)||((movecontact||movetype=I)&&(stateno=8200||stateno=8202||stateno=8203||stateno=8400||stateno=8420||stateno=8430||stateno=8225||stateno=8226||stateno=8228))
Trigger1 = ((helper(25000+id),var(58))>800)&&(var(48)>77)
Trigger1 = (var(59)!=3)
;΋
[State -3,C-ujyo]
type = ChangeState
value = ifelse(var(8)=1,1013,1017)
TriggerAll=var(59)>0;||fvar(39)=3
TriggerAll=(fvar(36)<=0)
TriggerAll=(var(48)>110)
TriggerAll=helper(25000+id),var(59)>0||var(59)!=3
TriggerAll=helper(25000+id),var(12)=0
;TriggerAll=helper(25000+id),var(13)=0||(var(59)=1)
;TriggerAll=helper(25000+id),var(14)=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=A)&&(P2BodyDist X>10||EnemyNear(fvar(33)),vel x=0||helper(25000+id),fvar(39)<100)&&(EnemyNear(fvar(33)),pos y<-20)&&(EnemyNear(fvar(33)),vel y>0)
TriggerAll=(helper(25000+id),var(4)>20)||var(59)=3||fvar(39)=3
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029
TriggerAll=(helper(25000+id),var(58)<200);||fvar(39)=3
Trigger1 = P2BodyDist X-(P2StateType=A)*(EnemyNear(fvar(33)),vel x*5)=(-5,28)
Trigger1 = (P2BodyDist Y+(EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),Const(MoveMent.Yaccel)*4)*5=(-50,0))
Trigger2 = P2BodyDist X-(P2StateType=A)*(EnemyNear(fvar(33)),vel x*9)=(-5,28)
Trigger2 = (P2BodyDist Y+(EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),Const(MoveMent.Yaccel)*8)*9=(-60,0))
Trigger2 = (!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
;Trigger3 = P2BodyDist X-(P2StateType=A)*(EnemyNear(fvar(33)),vel x*13)=(-50,50)
;Trigger3 = (P2BodyDist Y+(EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),Const(MoveMent.Yaccel)*12)*13=(-110,0))
;Trigger3 = (!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
[State -3,A-ujyo]
type = ChangeState
value = 1015
TriggerAll=var(59)>0;||fvar(39)=3
TriggerAll=(fvar(36)<=0)
TriggerAll=helper(25000+id),var(59)>0||var(59)!=3
TriggerAll=helper(25000+id),var(12)=0
;TriggerAll=helper(25000+id),var(13)=0||(var(59)=1)
;TriggerAll=helper(25000+id),var(14)=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=A)&&(P2BodyDist X>10||EnemyNear(fvar(33)),vel x=0||helper(25000+id),fvar(39)<100)&&(EnemyNear(fvar(33)),pos y<-20)&&(EnemyNear(fvar(33)),vel y>0)
TriggerAll=(helper(25000+id),var(4)>20)||var(59)=3||fvar(39)=3
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029
TriggerAll=(helper(25000+id),var(58)<400);||fvar(39)=3
Trigger1 = P2BodyDist X-(P2StateType=A)*(EnemyNear(fvar(33)),vel x*5)=(-5,30)
Trigger1 = (P2BodyDist Y+(EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),Const(MoveMent.Yaccel)*4)*5=(-40,0))
[State -3,5D]
type = ChangeState
value = 8226
TriggerAll=var(59)>0;||fvar(39)=3
TriggerAll=(fvar(36)<=0)
TriggerAll=helper(25000+id),var(59)>0||var(59)!=3
TriggerAll=helper(25000+id),var(12)=0
TriggerAll=helper(25000+id),var(13)=0||(var(59)=1)
TriggerAll=helper(25000+id),var(14)=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=P2BodyDist X<25
TriggerAll=(P2StateType=A)&&(P2BodyDist X>5||EnemyNear(fvar(33)),vel x=0||helper(25000+id),fvar(39)<100)&&(EnemyNear(fvar(33)),pos y<-20)&&(EnemyNear(fvar(33)),vel y>0)
TriggerAll=(helper(25000+id),var(4)>20)||var(59)=3||fvar(39)=3
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=P2BodyDist X-(P2StateType=A)*(EnemyNear(fvar(33)),vel x*6)=[-45,60)
TriggerAll=(P2BodyDist Y+(EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),Const(MoveMent.Yaccel)*5)*6=(-65,0))
TriggerAll=(helper(25000+id),var(58)>600);||fvar(39)=3
Trigger1 = Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029
[State -3,5D]
type = ChangeState
value = 8228
TriggerAll=var(59)>0;||fvar(39)=3
TriggerAll=(fvar(36)<=0)
TriggerAll=helper(25000+id),var(59)>0||var(59)!=3
TriggerAll=helper(25000+id),var(12)=0
TriggerAll=helper(25000+id),var(13)=0||(var(59)=1)
TriggerAll=helper(25000+id),var(14)=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=P2BodyDist X>=25
TriggerAll=(P2StateType=A)&&(P2BodyDist X>10||EnemyNear(fvar(33)),vel x=0||helper(25000+id),fvar(39)<100)&&(EnemyNear(fvar(33)),pos y<-20)&&(EnemyNear(fvar(33)),vel y>0)
TriggerAll=(helper(25000+id),var(4)>20)||var(59)=3||fvar(39)=3
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=P2BodyDist X-(P2StateType=A)*(EnemyNear(fvar(33)),vel x*7)=[-45,60)
TriggerAll=(P2BodyDist Y+(EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),Const(MoveMent.Yaccel)*6)*7=(-55,0))
TriggerAll=(helper(25000+id),var(58)>600);||fvar(39)=3
Trigger1 = Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029
;i
[State -3,2B]
Type = ChangeState
Value = 8420
TriggerAll=var(59)>0
TriggerAll=(fvar(36)<=0)
TriggerAll=helper(25000+id),var(59)>0||var(59)!=3
;TriggerAll=helper(25000+id),var(12)=0
TriggerAll=helper(25000+id),var(13)=0||(var(59)=1)
TriggerAll=helper(25000+id),var(14)=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=S||stateno=102&&P2StateType=C)&&(P2BodyDist X>-3)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X-(EnemyNear(fvar(33)),vel x!=0)*(EnemyNear(fvar(33)),vel x*6)=[-20,60))||((P2BodyDist X=[-3,60))&&(EnemyNear(fvar(33)),vel x=0))
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
TriggerAll=(helper(25000+id),var(58)>400)||(stateno=102)
Trigger1 = (var(59)=1)||(fvar(39)=1)
Trigger1 = (P2StateNo=[120,155])||(Helper(25000+id),var(2)>=20)
Trigger2 = (var(59)=2)||(fvar(39)=2)
Trigger2 = (P2StateNo=[120,155])||(Helper(25000+id),var(2)>=10)
Trigger3 = (var(59)=3)||(fvar(39)=3)
Trigger3 = (P2StateNo=[120,155])||(Helper(25000+id),var(2)>0)
Trigger4 = (P2BodyDist X>45)&&(stateno=102)
Trigger5 = (stateno=19)
[State -3,5D]
Type = ChangeState
Value = 8228
TriggerAll=var(59)>0
TriggerAll=(fvar(36)<=0)
TriggerAll=helper(25000+id),var(59)>0||var(59)!=3
TriggerAll=helper(25000+id),var(12)=0
TriggerAll=helper(25000+id),var(13)=0||(var(59)=1)
TriggerAll=helper(25000+id),var(14)=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=S||P2BodyDist X>120)&&(P2BodyDist X>25)
TriggerAll=(EnemyNear(fvar(33)),Const(Size.Head.Pos.Y)<-110)||(P2BodyDist X<35)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029
TriggerAll=(P2MoveType!=H)
TriggerAll=(helper(25000+id),var(58)<450)||(stateno=102)
Trigger1 = (P2BodyDist X-(EnemyNear(fvar(33)),vel x!=0)*(EnemyNear(fvar(33)),vel x*7)=[-20,65))||((P2BodyDist X=[-3,65))&&(EnemyNear(fvar(33)),vel x=0))
Trigger1 = (var(59)=1)||(fvar(39)=1)
Trigger1 = (P2StateNo=[120,155])||(Helper(25000+id),var(2)>=20)
Trigger2 = (P2BodyDist X-(EnemyNear(fvar(33)),vel x!=0)*(EnemyNear(fvar(33)),vel x*7)=[-20,65))||((P2BodyDist X=[-3,65))&&(EnemyNear(fvar(33)),vel x=0))
Trigger2 = (var(59)=2)||(fvar(39)=2)
Trigger2 = (P2StateNo=[120,155])||(Helper(25000+id),var(2)>=10)
Trigger3 = (P2BodyDist X-(EnemyNear(fvar(33)),vel x!=0)*(EnemyNear(fvar(33)),vel x*7)=[-20,65))||((P2BodyDist X=[-3,65))&&(EnemyNear(fvar(33)),vel x=0))
Trigger3 = (var(59)=3)||(fvar(39)=3)
Trigger3 = (P2StateNo=[120,155])||(Helper(25000+id),var(2)>0)
Trigger4 = (P2BodyDist X-(EnemyNear(fvar(33)),vel x!=0)*(EnemyNear(fvar(33)),vel x*7)=[-20,65))||((P2BodyDist X=[-3,65))&&(EnemyNear(fvar(33)),vel x=0))
Trigger4 = (P2BodyDist X>50)&&(stateno=102)
Trigger5 = (P2BodyDist X-(EnemyNear(fvar(33)),vel x!=0)*(EnemyNear(fvar(33)),vel x*7)=[-20,65))||((P2BodyDist X=[-3,65))&&(EnemyNear(fvar(33)),vel x=0))
Trigger5 = (stateno=19)
Trigger6 = (P2BodyDist X>120)&&(var(59)!=3)&&(random=[400,450])
[State -3,2D]
Type = ChangeState
Value = 8430
TriggerAll=var(59)>0
TriggerAll=(fvar(36)<=0)
TriggerAll=helper(25000+id),var(59)>0||var(59)!=3
TriggerAll=helper(25000+id),var(12)=0
TriggerAll=helper(25000+id),var(13)=0||(var(59)=1)
TriggerAll=helper(25000+id),var(14)=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=S)&&(P2BodyDist X>-3)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X-(EnemyNear(fvar(33)),vel x!=0)*(EnemyNear(fvar(33)),vel x*10)=[-20,65))||((P2BodyDist X=[-3,65))&&(EnemyNear(fvar(33)),vel x=0))
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029
TriggerAll=(P2MoveType!=H)
TriggerAll=(helper(25000+id),var(58)>900)
Trigger1 = (var(59)=1)||(fvar(39)=1)
Trigger1 = (P2StateNo=[120,155])||(Helper(25000+id),var(2)>=30)
Trigger2 = (var(59)=2)||(fvar(39)=2)
Trigger2 = (P2StateNo=[120,155])||(Helper(25000+id),var(2)>=20)
Trigger3 = (var(59)=3)||(fvar(39)=3)
Trigger3 = (P2StateNo=[120,155])||(Helper(25000+id),var(2)>=10)
;i
[State -3,6A]
Type = ChangeState
Value = 8201
TriggerAll=var(59)>0
TriggerAll=(fvar(36)<=0)
TriggerAll=helper(25000+id),var(59)>0||var(59)!=3
TriggerAll=helper(25000+id),var(12)=0
TriggerAll=helper(25000+id),var(13)=0||(var(59)=1)
TriggerAll=helper(25000+id),var(14)=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=C)&&(P2BodyDist X>-3)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X-(EnemyNear(fvar(33)),vel x!=0)*(EnemyNear(fvar(33)),vel x*27)=[-20,65])||((P2BodyDist X=[-3,65])&&(EnemyNear(fvar(33)),vel x=0))
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029
TriggerAll=(P2MoveType!=H)
TriggerAll=(helper(25000+id),var(58)>950)
Trigger1 = (var(59)=1)||(fvar(39)=1)
Trigger1 = (P2StateNo=[120,155])||(Helper(25000+id),var(2)>=20)
Trigger2 = (var(59)=2)||(fvar(39)=2)
Trigger2 = (P2StateNo=[120,155])||(Helper(25000+id),var(2)>=10)
Trigger3 = (var(59)=3)||(fvar(39)=3)
Trigger3 = (P2StateNo=[120,155])||(Helper(25000+id),var(2)>=5)
;
[State -3,2A]
Type = ChangeState
Value = 8400
TriggerAll=var(59)>0;||fvar(39)=3
TriggerAll=(fvar(36)<=0)
TriggerAll=helper(25000+id),var(59)>0||var(59)!=3
;TriggerAll=helper(25000+id),var(12)=0
TriggerAll=helper(25000+id),var(13)=0||(var(59)=1)
TriggerAll=helper(25000+id),var(14)=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X>-10)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029
TriggerAll=(P2MoveType!=H)
TriggerAll=(helper(25000+id),var(58)<600)||(stateno=102);||fvar(39)=3
Trigger1 = (P2StateType!=A)
Trigger1 = (P2BodyDist X-(EnemyNear(fvar(33)),vel x!=0)*(EnemyNear(fvar(33)),vel x*4)=[-20,40))||((P2BodyDist X=[-10,40))&&(EnemyNear(fvar(33)),vel x=0))
Trigger1 = (var(59)=1)||(fvar(39)=1)
Trigger1 = (P2StateNo=[120,155])||(Helper(25000+id),var(1)>=20)
Trigger2 = (P2StateType!=A)
Trigger2 = (P2BodyDist X-(EnemyNear(fvar(33)),vel x!=0)*(EnemyNear(fvar(33)),vel x*4)=[-20,40))||((P2BodyDist X=[-10,40))&&(EnemyNear(fvar(33)),vel x=0))
Trigger2 = (var(59)=2)||(fvar(39)=2)
Trigger2 = (P2StateNo=[120,155])||(Helper(25000+id),var(1)>=10)
Trigger3 = (P2StateType!=A)
Trigger3 = (P2BodyDist X-(EnemyNear(fvar(33)),vel x!=0)*(EnemyNear(fvar(33)),vel x*4)=[-20,40))||((P2BodyDist X=[-10,40))&&(EnemyNear(fvar(33)),vel x=0))
Trigger3 = (var(59)=3)||(fvar(39)=3)
Trigger3 = (P2StateNo=[120,155])||(Helper(25000+id),var(1)>0)
Trigger4 = (P2StateType=A)&&(EnemyNear(fvar(33)),vel y>=0)
Trigger4 = (helper(25000+id),var(4)>16)||var(59)=3||fvar(39)=3
Trigger4 = P2BodyDist X-(P2StateType=A)*(EnemyNear(fvar(33)),vel x*4)=[-40,40)
Trigger4 = (P2BodyDist Y+(EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),Const(MoveMent.Yaccel)*3)*4=(-25,0))
Trigger5 = (P2BodyDist X>100)&&(P2StateType!=A)&&(random<50)&&(var(59)!=3)&&(fvar(39)!=3)
Trigger6 = (P2StateType!=A)
Trigger6 = (stateno=102&&P2BodyDist X>30)||(stateno=19)
Trigger6 = (P2BodyDist X-(EnemyNear(fvar(33)),vel x!=0)*(EnemyNear(fvar(33)),vel x*4)=[-20,40))||((P2BodyDist X=[-10,40))&&(EnemyNear(fvar(33)),vel x=0))
[State -3,5B]
Type = ChangeState
Value = ifelse(P2BodyDist X>=25,8203,8225)
TriggerAll=var(59)>0;||fvar(39)=3
TriggerAll=(fvar(36)<=0)
TriggerAll=helper(25000+id),var(59)>0||var(59)!=3
TriggerAll=helper(25000+id),var(12)=0
TriggerAll=helper(25000+id),var(13)=0||(var(59)=1)
TriggerAll=helper(25000+id),var(14)=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2BodyDist X<25)||(P2BodyDist X>120)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X>-10)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029
TriggerAll=(P2MoveType!=H)
TriggerAll=(helper(25000+id),var(58)<450);||fvar(39)=3
Trigger1 = (P2StateType!=A)
Trigger1 = (P2BodyDist X-(EnemyNear(fvar(33)),vel x!=0)*(EnemyNear(fvar(33)),vel x*5)=[-20,50))||((P2BodyDist X=[-10,50))&&(EnemyNear(fvar(33)),vel x=0))
Trigger1 = (var(59)=1)||(fvar(39)=1)
Trigger1 = (P2StateNo=[120,155])||(Helper(25000+id),var(1)>=20)
Trigger2 = (P2StateType!=A)
Trigger2 = (P2BodyDist X-(EnemyNear(fvar(33)),vel x!=0)*(EnemyNear(fvar(33)),vel x*5)=[-20,50))||((P2BodyDist X=[-10,50))&&(EnemyNear(fvar(33)),vel x=0))
Trigger2 = (var(59)=2)||(fvar(39)=2)
Trigger2 = (P2StateNo=[120,155])||(Helper(25000+id),var(1)>=10)
Trigger3 = (P2StateType!=A)
Trigger3 = (P2BodyDist X-(EnemyNear(fvar(33)),vel x!=0)*(EnemyNear(fvar(33)),vel x*5)=[-20,50))||((P2BodyDist X=[-10,50))&&(EnemyNear(fvar(33)),vel x=0))
Trigger3 = (var(59)=3)||(fvar(39)=3)
Trigger3 = (P2StateNo=[120,155])||(Helper(25000+id),var(1)>0)
Trigger4 = (P2BodyDist X>120)&&(P2StateType!=A)&&(random<80)&&(var(59)!=3)&&(fvar(39)!=3)
Trigger5 = (P2StateType!=A)
Trigger5 = (stateno=102)||(stateno=19)
Trigger5 = (P2BodyDist X-(EnemyNear(fvar(33)),vel x!=0)*(EnemyNear(fvar(33)),vel x*5)=[-20,50))||((P2BodyDist X=[-10,50))&&(EnemyNear(fvar(33)),vel x=0))
;ѓ
[State -3,shoha]
type = ChangeState
value = 1030
TriggerAll=var(59)>0
TriggerAll=(fvar(36)<=0)
TriggerAll=(var(59)!=3)||(EnemyNear(fvar(33)),power<1000)
TriggerAll=helper(25000+id),var(59)>0||var(59)!=3
TriggerAll=helper(25000+id),var(12)=0
TriggerAll=helper(25000+id),var(13)=0
TriggerAll=helper(25000+id),var(14)=0
TriggerAll=numhelper(1031)=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X>120)
TriggerAll=(EnemyNear(fvar(33)),vel x<4)&&(p2stateno!=110)
TriggerAll=(P2MoveType=I)
TriggerAll=!(EnemyNear(fvar(33)),numproj)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=P2BodyDist X-(P2StateType=A)*(EnemyNear(fvar(33)),vel x*15)>180
TriggerAll=(helper(25000+id),var(58)<350)
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029
Trigger1 = (Helper(25000+id),var(3)>=30)||(P2StateType=A)
;
[State -3,muso]
type = ChangeState
value = 2010
TriggerAll=var(59)>1
TriggerAll=(fvar(36)<=0)
TriggerAll=(var(0)=0)
TriggerAll=helper(25000+id),var(59)>0||var(59)!=3
TriggerAll=helper(25000+id),var(12)=0
TriggerAll=helper(25000+id),var(13)=0||(var(59)=1)
TriggerAll=helper(25000+id),var(14)=0
TriggerAll=power>=1000
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2BodyDist X>100)
TriggerAll=(EnemyNear(fvar(33)),vel x<4)
TriggerAll=(P2MoveType=I)
TriggerAll=!(EnemyNear(fvar(33)),numproj)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=P2BodyDist X-(P2StateType=A)*(EnemyNear(fvar(33)),vel x*15)>=150
TriggerAll=(helper(25000+id),var(58))%7<4
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029
Trigger1 = (Helper(25000+id),var(3)>=90)||(P2StateType=A)
[State -3,tenha]
type = ChangeState
value = 1020
TriggerAll=var(59)>1
TriggerAll=(fvar(36)<=0)
TriggerAll=(var(59)!=3)||(EnemyNear(fvar(33)),power<1000)||power<1000
TriggerAll=(var(0)!=0)||(power<1000)
TriggerAll=helper(25000+id),var(59)>0||var(59)!=3
TriggerAll=helper(25000+id),var(12)=0
TriggerAll=helper(25000+id),var(13)=0||(var(59)=1)
TriggerAll=helper(25000+id),var(14)=0
TriggerAll=(P2StateType!=L)&&(RoundState=2)&&(StateType!=A)
TriggerAll=(P2BodyDist X>100)
TriggerAll=(EnemyNear(fvar(33)),vel x<4)
TriggerAll=(P2MoveType=I)
TriggerAll=!(EnemyNear(fvar(33)),numproj)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=P2BodyDist X-(P2StateType=A)*(EnemyNear(fvar(33)),vel x*15)>=180
TriggerAll=(helper(25000+id),var(58))%9=0
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||stateno=1029
Trigger1 = (Helper(25000+id),var(3)>100)||(P2StateType=A)
;΋
[State -3,JA]
Type = ChangeState
Value = 8600
TriggerAll=var(59)>0
TriggerAll=(fvar(36)<=0)
TriggerAll=helper(25000+id),var(59)>0||var(59)!=3
TriggerAll=(p2stateno!=[100,105])
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(P2BodyDist X>-15)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X-(vel x*4)-(EnemyNear(fvar(33)),vel x*4)=[-80,35))
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*3)*4)+((EnemyNear(fvar(33)),vel y!=0)*(EnemyNear(fvar(33)),vel y+EnemyNear(fvar(33)),Const(MoveMent.Yaccel)*3)*4)=[-60,60]
TriggerAll=(Ctrl)
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
Trigger1 = (helper(25000+id),var(58)<700)
;Βn
[State -3,JB]
Type = ChangeState
Value = 8620
TriggerAll=var(59)>0
TriggerAll=(fvar(36)<=0)
TriggerAll=helper(25000+id),var(59)>0||var(59)!=3
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(P2BodyDist X>5||helper(25000+id),fvar(39)<=80)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)||(teammode=simul)&&(partner,alive)&&(numpartner>0)
TriggerAll=(P2BodyDist X=[-90,50+(vel x*5)])
TriggerAll=Pos Y>-80
TriggerAll=(stateno=234&&ctrl)
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
Trigger1 = (helper(25000+id),var(58)<700)
[State -3,JD]
Type = ChangeState
Value = 8630
TriggerAll=var(59)>0
TriggerAll=(fvar(36)<=0)
TriggerAll=helper(25000+id),var(59)>0||var(59)!=3
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(P2BodyDist X>30||helper(25000+id),fvar(39)<=80)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)||(teammode=simul)&&(partner,alive)&&(numpartner>0)
TriggerAll=(P2BodyDist X=[-90,90+(vel x*7)])
TriggerAll=Pos Y>-80
TriggerAll=(stateno=234&&ctrl)
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
Trigger1 = (helper(25000+id),var(58)>=500)
;;
[State -3,sichisi]
Type = ChangeState
Value = 1026
TriggerAll=var(59)>0
TriggerAll=(fvar(36)<=0)
TriggerAll=helper(25000+id),var(59)>0||var(59)!=3
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(abs(P2BodyDist X)>60)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-40,150))
TriggerAll=(Pos Y<-100)
TriggerAll=(Ctrl)
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
Trigger1 = (helper(25000+id),var(58)<200)
[State -3,JD]
Type = ChangeState
Value = 8630
TriggerAll=var(59)>0
TriggerAll=(fvar(36)<=0)
TriggerAll=helper(25000+id),var(59)>0||var(59)!=3
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(abs(P2BodyDist X)>30)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X-(vel x*7)=[-90,90])
TriggerAll=(Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*6)*7=[-40+random%8,1))
TriggerAll=(Ctrl)
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
Trigger1 = (helper(25000+id),var(58)>=400)
[State -3,JB]
Type = ChangeState
Value = 8620
TriggerAll=var(59)>0
TriggerAll=(fvar(36)<=0)
TriggerAll=helper(25000+id),var(59)>0||var(59)!=3
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(abs(P2BodyDist X)<=30)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X-(vel x*5)=[-90,50])
TriggerAll=(Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4)*5=[-40+random%9,1))
TriggerAll=(Ctrl)
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
Trigger1 = (helper(25000+id),var(58)>=400)
;tH[
[State -3,gure]
Type = ChangeState
value = 8250
TriggerAll=(var(59)>1)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(MoveType=I)
TriggerAll=(EnemyNear(fvar(33)),NumProj=0)
TriggerAll=(PlayerIDExist(helper(29000+id),var(3))=0)||(helper(29000+id),var(10)=1)||(helper(29000+id),var(10)=5)||(helper(29000+id),var(10)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(4))=0)||(helper(29000+id),var(11)=1)||(helper(29000+id),var(11)=5)||(helper(29000+id),var(11)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(5))=0)||(helper(29000+id),var(12)=1)||(helper(29000+id),var(12)=5)||(helper(29000+id),var(12)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(6))=0)||(helper(29000+id),var(13)=1)||(helper(29000+id),var(13)=5)||(helper(29000+id),var(13)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(7))=0)||(helper(29000+id),var(14)=1)||(helper(29000+id),var(14)=5)||(helper(29000+id),var(14)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(8))=0)||(helper(29000+id),var(15)=1)||(helper(29000+id),var(15)=5)||(helper(29000+id),var(15)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(9))=0)||(helper(29000+id),var(16)=1)||(helper(29000+id),var(16)=5)||(helper(29000+id),var(16)=10)
TriggerAll=(P2MoveType!=H)
TriggerAll=(random<500)
Trigger1 = (stateno=8228)&&(numtarget(240)=0)
Trigger2 = (stateno=8226)&&(numtarget(245)=0)
;
;(ړ)
;
[State -3,99]
Type = ChangeState
Value = 36
TriggerAll=var(59)>0
TriggerAll=(fvar(36)<=0)
TriggerAll=helper(25000),var(12)=0
TriggerAll=helper(25000),var(13)=0
TriggerAll=helper(25000),var(14)=0
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)||(teammode=simul)&&(partner,alive)&&(numpartner>0)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X>70)&&(stateno!=102)
TriggerAll=Ctrl||(StateNo=[11,20])||stateno=40||stateno=1029
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
TriggerAll=!(EnemyNear(fvar(33)),numproj)
Trigger1 = (helper(25000+id),var(58)=[650,700])&&var(59)!=3
Trigger2 = (helper(25000+id),var(58)=[600,625])&&var(59)=3
[State -3,jump-back]
Type = ChangeState
Value = 38
TriggerAll=var(59)>0
TriggerAll=(fvar(36)<=0)
TriggerAll=helper(25000),var(12)=0
TriggerAll=helper(25000),var(13)=0
;TriggerAll=helper(25000),var(14)=0
;TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)||(teammode=simul)&&(partner,alive)&&(numpartner>0)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(stateno!=102)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X<120)&&(helper(25000+id),fvar(39)>=100)
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=1029||(StateNo=[120,140])
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
TriggerAll=!(EnemyNear(fvar(33)),numproj)
Trigger1 = (helper(25000+id),var(58)=[750,800])
Trigger2 = (helper(25000+id),fvar(39)>=110)&&(var(48)>=110)&&(var(59)=3)
Trigger2 = (helper(25000+id),var(58)=[750,850])
Trigger3 = (P2MoveType=A)&&(InGuardDist)&&(P2StateNo<199)&&(StateNo=[120,140])
Trigger3 = (helper(25000+id),var(58)<400)&&(P2BodyDist X<=60)&&(P2StateType!=A)
[State -3,jump-fwd]
Type = ChangeState
Value = 39
TriggerAll=var(59)>0
TriggerAll=(fvar(36)<=0)
TriggerAll=helper(25000),var(12)=0
TriggerAll=helper(25000),var(13)=0
TriggerAll=helper(25000),var(14)=0
;TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)||(teammode=simul)&&(partner,alive)&&(numpartner>0)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(stateno!=102)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X>130||(helper(25000+id),fvar(39)<100))
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=1029
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
TriggerAll=!(EnemyNear(fvar(33)),numproj)
Trigger1 = (helper(25000+id),var(58)=[775,825])
[State -3,66]
Type = ChangeState
Value = 102
TriggerAll=var(59)>0
TriggerAll=(fvar(36)<=0)
TriggerAll=helper(25000),var(12)=0
TriggerAll=helper(25000),var(13)=0
TriggerAll=helper(25000),var(14)=0
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)||(teammode=simul)&&(partner,alive)&&(numpartner>0)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(stateno!=102)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X>150)
TriggerAll=Ctrl||(StateNo=[11,20])||stateno=40||stateno=1029
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
TriggerAll=!(EnemyNear(fvar(33)),numproj)
Trigger1 = (helper(25000+id),var(58)=[960,999])&&var(59)!=3
Trigger2 = (helper(25000+id),var(58)=[900,925])&&var(59)=3
;
[State -3,dash-air]
Type = ChangeState
Value = 234
TriggerAll=var(59)>0
TriggerAll=(fvar(36)=0)
TriggerAll=(var(32)=0)&&(var(5)=0)&&(var(57)=0)
TriggerAll=Pos Y<-50
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)
TriggerAll=(P2BodyDist X>80)||(P2BodyDist X<-20)
TriggerAll=(Ctrl)
TriggerAll=!(InGuardDist)||(teammode=simul)&&(partner,alive)
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
TriggerAll=!(EnemyNear(fvar(33)),numproj)
Trigger1 = (random%17>6)
Trigger1 = ceil(helper(25000+id),fvar(39)<90)||ceil(helper(25000+id),fvar(38)>90)||(P2BodyDist X>180)
[State -3,backdash-air]
Type = ChangeState
Value = 235
TriggerAll=var(59)>0
TriggerAll=(fvar(36)=0)
TriggerAll=(var(32)=0)&&(var(5)=0)&&(var(57)=0)
TriggerAll=Pos Y<-50
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)
TriggerAll=(P2BodyDist X=[30,100])
TriggerAll=(Ctrl)
TriggerAll=!(InGuardDist)||(teammode=simul)&&(partner,alive)
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
TriggerAll=!(EnemyNear(fvar(33)),numproj)
Trigger1 = (random%19>13)
Trigger1 = ceil(helper(25000+id),fvar(39)>=90)
Trigger2 = (helper(25000+id),fvar(39)>=110)&&(var(48)>=110)&&(var(59)=3)
Trigger2 = (helper(25000+id),var(58)=[550,650])
[State -3,jump-air]
Type = ChangeState
Value = 45
TriggerAll=var(59)>0
TriggerAll=(fvar(36)=0)
TriggerAll=(var(32)=0)&&(var(2)=1)&&(var(57)=0)&&(time>=5)
TriggerAll=Pos Y<-50
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)
TriggerAll=(EnemyNear(fvar(33)),facing != facing)
TriggerAll=vel y>0
TriggerAll=(Ctrl)
TriggerAll=!(InGuardDist)||(teammode=simul)&&(partner,alive)
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
TriggerAll=!(EnemyNear(fvar(33)),numproj)
Trigger1 = (random%22<7)
;
[State -3,6]
Type = ChangeState
Value = 19
TriggerAll=var(59)>0
TriggerAll=(fvar(36)=0)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)||(teammode=simul)&&(partner,alive)&&(numpartner>0)
TriggerAll=(Ctrl||stateno=11&&time>=40||stateno=18&&time>=25)&&(stateno!=102)
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
TriggerAll=(helper(25000+id),var(58)<450)&&(random%11>6)
Trigger1 = (P2BodyDist X=(30,140])
Trigger2 = P2BodyDist X>140
[State -3,4]
Type = ChangeState
Value = 18
TriggerAll=var(59)>0
TriggerAll=(fvar(36)=0)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)
TriggerAll=(Ctrl||stateno=11&&time>=40||stateno=19&&time>=25||(StateNo=[120,140]))&&(stateno!=102)
TriggerAll=(P2MoveType!=H)
TriggerAll=(helper(25000+id),var(58)<450)&&(random%11<=6)
Trigger1 = (P2BodyDist X=(30,140])
Trigger2 = (P2BodyDist X<=30)
Trigger3 = ceil(helper(25000+id),fvar(39)>120)
Trigger3 = (var(48)>110)&&(var(59)>1)&&(p2life>333)&&(life>p2life)
[State -3,2]
Type = ChangeState
Value = 11
ctrl=0
TriggerAll=var(59)>0
TriggerAll=(fvar(36)<=0)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=((stateno=0)&&(ctrl))||((stateno=18)&&(time>=45))||((stateno=19)&&(time>=45))
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
Trigger1 = 1
[State -3,]
Type = ChangeState
value = 11
Ctrl=0
Triggerall=var(59)>0
Trigger1=StateNo=40
;
;-3 
;
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52
trigger1 = prevstateno != 621
value = 0,1
[State 1200, 9]
type = StateTypeSet
triggerall = stateno != [2000,2010]
triggerall = stateno != 1025
triggerall = stateno != [8800,8805]
trigger1 = pos y < 0
trigger1 = statetype != A
trigger1 = statetype != L
;statetype = A
physics = A
ignorehitpause = 1
[State 1200, 9]
type = StateTypeSet
triggerall = stateno != 1025
triggerall = stateno != [8800,8805]
trigger1 = pos y >= 0
trigger1 = statetype = A
;statetype = A
physics = S
ignorehitpause = 1
[State 1200, 9]
type = posset
trigger1 = pos y > 0
trigger1 = statetype != A
trigger1 = stateno != [5100,5120]
y = 0
ignorehitpause = 1
[State 210, Width];ʒ[̉߂
type = Width
trigger1 = 1
edge = 20,1
;
;HELPER
;
[StateDef 10000]
anim=9999
ctrl=0
[State 10000]
type = assertspecial
trigger1 = 1
Flag = Invisible
Flag2 = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 10000,ԈႢŖ{̂痧ֈڍs]
type=selfstate
trigger1=!ishelper
value=11
ctrl = 1
[State 10000,vC[]
type=varset
Trigger1=command="a"&&root,command="a"
Trigger2=command="b"&&root,command="b"
Trigger3=command="c"&&root,command="c"
Trigger4=command="x"&&root,command="x"
Trigger5=command="y"&&root,command="y"
Trigger6=command="z"&&root,command="z"
Trigger7=command="start"&&root,command="start"
Trigger8=command="fwd"&&root,command="fwd"
Trigger9=command="back"&&root,command="back"
Trigger10=command="up"&&root,command="up"
Trigger11=command="down"&&root,command="down"
var(59)=-1
[State 10000,vC[]
type=parentvarset
Trigger1=command="a"&&root,command="a"
Trigger2=command="b"&&root,command="b"
Trigger3=command="c"&&root,command="c"
Trigger4=command="x"&&root,command="x"
Trigger5=command="y"&&root,command="y"
Trigger6=command="z"&&root,command="z"
Trigger7=command="start"&&root,command="start"
Trigger8=command="fwd"&&root,command="fwd"
Trigger9=command="back"&&root,command="back"
Trigger10=command="up"&&root,command="up"
Trigger11=command="down"&&root,command="down"
var(59)=-1
[State 10000,]
Type = DestroySelf
TriggerAll=isHelper
Trigger1=root,var(59)!=0||var(59)=-1
Trigger2=command="a"&&root,command="a"
Trigger3=command="b"&&root,command="b"
Trigger4=command="c"&&root,command="c"
Trigger5=command="x"&&root,command="x"
Trigger6=command="y"&&root,command="y"
Trigger7=command="z"&&root,command="z"
Trigger8=command="start"&&root,command="start"
Trigger9=command="fwd"&&root,command="fwd"
Trigger10=command="back"&&root,command="back"
Trigger11=command="up"&&root,command="up"
Trigger12=command="down"&&root,command="down"
[State 10000,AI׸ON]
Type=varset
TriggerAll=var(59)!=-1
Trigger1=root,command="a"
Trigger2=root,command="b"
Trigger3=root,command="c"
Trigger4=root,command="x"
Trigger5=root,command="y"
Trigger6=root,command="z"
Trigger7=root,command="start"
Trigger8=root,command="fwd"&&(roundstate=2&&root,ctrl)
Trigger9=root,command="back"&&(roundstate=2&&root,ctrl)
Trigger10=root,command="up"&&(roundstate=2&&root,ctrl)
Trigger11=root,command="down"&&(roundstate=2&&root,ctrl)
var(59)=1
[Statedef 25000];K[hv^wK
Type = A
Physics = N
Velset = 0,0
SprPriority = 5
Anim = 1181
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=(-20,20))&&!var(0)
var(0) = 1
[state -2]
type = varset
trigger1 = (Root,P2bodydist X!=(-20,20))
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=[-40,50])&&!var(1)
var(1) = 1
[state -2]
type = varset
trigger1 = (Root,P2bodydist X!=[-40,50])
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=[-55,65])&&!var(2)
var(2) = 1
[state -2]
type = varset
trigger1 = (Root,P2bodydist X!=[-55,65])
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>150)&&!var(3)
var(3) = 1
[state -2]
type = varset
trigger1 = (Root,P2bodydist X<=150)
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
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[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(parent,fvar(33)),movetype=H)
trigger3 = (root,movetype=H)&&(root,stateno!=[120,155])
trigger4 = root,stateno=11&&root,time>45
v = 10
value = 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[state -2];Nオ(p2)
type = varset
trigger1 = (p2stateno=5120)||(p2stateno=15120)
trigger1 = enemynear(parent,fvar(33)),animtime=-1
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) >= 60
trigger2 = (root,movetype=H)
trigger3 = (root,stateno=9884)
v = 12
value = 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[state -2];Nオ
type = varset
trigger1 = (root,stateno=5120)||(root,stateno=15120)
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) >= 60
trigger2 = (p2movetype=H)||(root,movecontact)
trigger3 = (root,p2bodydist x>=180)&&(p2movetype=I)
trigger4 = (root,stateno=9884)||(root,movetype=A)
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) >= 60
trigger2 = (p2movetype=H)||(root,movecontact)||((root,movetype=H)&&(root,stateno!=[120,155]))
trigger3 = (root,p2bodydist x>=150)&&(p2movetype=I)
trigger4 = (root,stateno=9884)||(root,movetype=A)
v = 14
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,fvar(33)),facing=1),(helper(26000+root,id),P2dist X),(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),(helper(26000+root,id),rootdist X),(helper(27000+root,id),rootdist X)))
IgnoreHitPause = 1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[state -3,AI2]
type = varrandom
TriggerAll = ishelper
trigger1 = root,time = 1
trigger2 = root,movetype = A
trigger2 = gametime%36 = 0
trigger3 = root,movetype = H 
trigger3 = gametime%24 = 0
trigger4 = root,movetype = I
trigger4 = gametime%18 = 0
v = 58
range = 0,999 
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[state a]
type = varset
TriggerAll = ishelper
trigger1 = (root,stateno!=[120,155])
trigger1 = p2movetype=I&&p2stateno<199
v = 59
value = 1
[State -3];iK[hp
Type = VarSet
TriggerAll = ishelper
TriggerAll=NumEnemy
Trigger1 = P2StateType!=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=8201
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
Trigger32= P2Name="cvsyun"
Trigger32= P2StateNo=1400
Trigger34= P2Name="Magaki"
Trigger34= P2StateNo=1100||P2StateNo=1150||P2StateNo=2100
Trigger35= P2Name="THOUTHER"||P2Name="REI"
Trigger35= P2StateNo=800
Trigger36= P2Name="TOKI-(NERICYA)"||P2Name="AMIBA"||P2Name="JUDA-(NERICYA)"
Trigger36= P2StateNo=800||P2StateNo=805
Trigger37= P2Name="SHIN"
Trigger37= P2StateNo=800||P2StateNo=1500
Trigger38= P2Name="KENSHIRO"||P2Name="Toki"
Trigger38= P2StateNo=980
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]
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
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(parent,fvar(33)),pos X)-30*facing
Y = ceil(enemynear(parent,fvar(33)),pos Y)-30
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -1]
Type = turn
Trigger1 = facing = enemynear(parent,fvar(33)),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(21)=0
trigger1 = enemynear(parent,fvar(25)),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(21)=0
v = 40
value = 1
IgnoreHitPause = 0
SuperMoveTime = 0
PauseMoveTime = 0
[state -2]
type = varset
trigger1 = (p2movetype!=A)
trigger2 = root,fvar(21)!=0
v = 40
value = 0
;
[state -2];
type = varset
trigger1 = var(40)>0
trigger1 = (p2stateno!=[5000,5999])
trigger1 = (p2stateno>199)
trigger1 = root,fvar(21)=0
v = 41
value = p2stateno
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
[state -2]
type = varset
trigger1 = var(40)=0
trigger2 = root,fvar(21)!=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(21)=0
trigger1 = enemynear(parent,fvar(25)),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(21)=0
trigger1 = enemynear(parent,fvar(25)),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(21)=0
trigger1 = enemynear(parent,fvar(25)),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(21)=0
trigger1 = enemynear(parent,fvar(25)),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(21)=0
trigger1 = enemynear(parent,fvar(25)),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(21)=0
trigger1 = enemynear(parent,fvar(25)),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(21)=0
trigger1 = enemynear(parent,fvar(25)),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(21)=0
trigger1 = enemynear(parent,fvar(25)),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(21)=0
trigger1 = enemynear(parent,fvar(25)),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(21)=0
trigger1 = enemynear(parent,fvar(25)),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(21)=0
trigger1 = enemynear(parent,fvar(25)),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(21)=0
trigger1 = enemynear(parent,fvar(25)),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(21)=0
trigger1 = enemynear(parent,fvar(25)),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(21)=0
trigger1 = enemynear(parent,fvar(25)),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(21)=0
trigger1 = enemynear(parent,fvar(25)),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(21)=0
trigger1 = enemynear(parent,fvar(25)),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(21)=0
trigger1 = enemynear(parent,fvar(25)),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(21)=0
trigger1 = enemynear(parent,fvar(25)),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(21)=0
trigger1 = enemynear(parent,fvar(25)),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(21)=0
trigger1 = enemynear(parent,fvar(25)),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(21)=0
trigger1 = enemynear(parent,fvar(25)),movecontact
fv = 6
value = abs(root,p2bodydist x)
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
;;;;;;;;;;;;;;;;;;;;;;;;;v51-58
[state -2];
type = varset
trigger1 = (EnemyNear(root,fvar(25)),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 250]
Type = U
MoveType= I
Ctrl = 0
[State -2, #$%]
type = varset
ignorehitpause = 1
fvar(34) = 1
triggerall = var(48) >= 77 || var(26) >0
trigger1 = roundstate = 2
[State -2, BOOST]
type = Helper
triggerall = var(48) >= 77 || var(26) >0
trigger1 = roundstate = 2
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2991
ownpal = 1
id = 2990
keyctrl = 0
[State 249]
Type = ChangeState
Trigger1 = 1
value = 8201
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 1100]
Type = U
MoveType= A
Ctrl = 0
[State -2, #$%]
type = varset
ignorehitpause = 1
fvar(34) = 1
triggerall = var(48) >= 77 || var(26) >0
trigger1 = roundstate = 2
[State -2, BOOST]
type = Helper
triggerall = var(48) >= 77 || var(26) >0
trigger1 = roundstate = 2
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2990
ownpal = 1
id = 2990
keyctrl = 0
[State 249]
Type = ChangeState
Trigger1 = 1
value = 1010
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 319]
Type = U
MoveType= A
Ctrl = 0
[State -2, #$%]
type = varset
ignorehitpause = 1
fvar(34) = 1
triggerall = var(48) >= 77 || var(26) >0
trigger1 = roundstate = 2
[State -2, BOOST]
type = Helper
triggerall = var(48) >= 77 || var(26) >0
trigger1 = roundstate = 2
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2991
ownpal = 1
id = 2990
keyctrl = 0
[State 249]
Type = ChangeState
Trigger1 = 1
value = 8710
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 1200]
Type = U
MoveType= A
Ctrl = 0
[State -2, #$%]
type = varset
ignorehitpause = 1
fvar(34) = 1
triggerall = var(48) >= 77 || var(26) >0
trigger1 = roundstate = 2
[State -2, BOOST]
type = Helper
triggerall = var(48) >= 77 || var(26) >0
trigger1 = roundstate = 2
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2991
ownpal = 1
id = 2990
keyctrl = 0
[State 249]
Type = ChangeState
Trigger1 = 1
value = 1015
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 320]
Type = U
MoveType= U
Ctrl = 0

[State 249]
Type = ChangeState
Trigger1 = 1
value = 8710
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 1235]
Type = U
MoveType= I
Ctrl = 0
[State -2, BOOST]
type = Helper
triggerall = var(48) >= 77 || var(26) >0
trigger1 = roundstate = 2
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2991
ownpal = 1
id = 2990
keyctrl = 0
[State 249]
Type = ChangeState
Trigger1 = 1
value = 8225
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 430]
Type = U
MoveType= I
Ctrl = 0
[State -2, BOOST]
type = Helper
triggerall = var(48) >= 77 || var(26) >0
trigger1 = roundstate = 2
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2991
ownpal = 1
id = 2990
keyctrl = 0
[State 249]
Type = ChangeState
Trigger1 = 1
value = 8420
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 999]
Type = U
MoveType= A
Ctrl = 0

[State 249]
Type = ChangeState
Trigger1 = 1
value = 1000
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 630]
Type = U
MoveType= A
Ctrl = 0
[State -2, BOOST]
type = Helper
triggerall = var(48) >= 77 || var(26) >0
trigger1 = roundstate = 2
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2990
ownpal = 1
id = 2990
keyctrl = 0
[State 249]
Type = ChangeState
Trigger1 = 1
value = 8620
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 1400]
Type = U
MoveType= A
Ctrl = 0
[State -2, BOOST]
type = Helper
triggerall = var(48) >= 77 || var(26) >0
trigger1 = roundstate = 2
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2990
ownpal = 1
id = 2990
keyctrl = 0
[State 249]
Type = ChangeState
Trigger1 = 1
value = 1026
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 310]
Type = U
MoveType= I
Ctrl = 0
[State -2, #$%]
type = varset
ignorehitpause = 1
fvar(34) = 1
triggerall = var(48) >= 77 || var(26) >0
trigger1 = roundstate = 2
[State -2, BOOST]
type = Helper
triggerall = var(48) >= 77 || var(26) >0
trigger1 = roundstate = 2
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2991
ownpal = 1
id = 2990
keyctrl = 0
[State 249]
Type = ChangeState
Trigger1 = 1
value = 8700
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 311]
Type = U
MoveType= I
Ctrl = 0
[State -2, #$%]
type = varset
ignorehitpause = 1
fvar(34) = 1
triggerall = var(48) >= 77 || var(26) >0
trigger1 = roundstate = 2
[State -2, BOOST]
type = Helper
triggerall = var(48) >= 77 || var(26) >0
trigger1 = roundstate = 2
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2991
ownpal = 1
id = 2990
keyctrl = 0
[State 249]
Type = ChangeState
Trigger1 = 1
value = 8700
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 2500]
Type = U
MoveType= I
Ctrl = 0
[State -2, #$%]
type = varset
ignorehitpause = 1
fvar(34) = 1
triggerall = var(48) >= 77 || var(26) >0
trigger1 = roundstate = 2
[State -2, BOOST]
type = Helper
triggerall = var(48) >= 77 || var(26) >0
trigger1 = roundstate = 2
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2991
ownpal = 1
id = 2990
keyctrl = 0
[State 249]
Type = ChangeState
Trigger1 = 1
value = 8800
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 205]
Type = U
MoveType= I
Ctrl = 0
[State -2, BOOST]
type = Helper
triggerall = var(48) >= 77 || var(26) >0
trigger1 = roundstate = 2
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2991
ownpal = 1
id = 2990
keyctrl = 0
[State 249]
Type = ChangeState
Trigger1 = 1
value = 8200
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 300]
Type = U
MoveType= I
Ctrl = 0
[State -2, BOOST]
type = Helper
triggerall = var(48) >= 77 || var(26) >0
trigger1 = roundstate = 2
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2991
ownpal = 1
id = 2990
keyctrl = 0
[State 249]
Type = ChangeState
Trigger1 = 1
value = 8250
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 2502]
Type = U
MoveType= I
Ctrl = 0
[State -2, BOOST]
type = Helper
triggerall = var(48) >= 77 || var(26) >0
trigger1 = roundstate = 2
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2991
ownpal = 1
id = 2990
keyctrl = 0
[State 249]
Type = ChangeState
Trigger1 = 1
value = 8800
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Jump fwd
[Statedef 39]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1
[State 20, 1]
type = changestate
triggerall = enemy,name = "JAGI"
trigger1 = enemy,Numhelper(1001) >= 1
value = 0
ctrl = 1
;]
[State 1510, Turn]
type = Turn
trigger1 = time = 0
trigger1 = P2Dist X < 0
[State 0, 0]
type = Explod
trigger1 = var(41) = 2
trigger1 = time = 0
;postype = p1
pos = 0,1
anim = 7800
ownpal = 1
keyctrl = 0
sprpriority = -5
scale = 0.5,0.5
[state 0,0];eBR{Zbg
type = varset
trigger1 = time >= 0
var(47) = 0
[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = VarSet
trigger1 = 1
sysvar(1) = 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)))
y = const(velocity.jump.y)
[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)
[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 240
y = -10
[State 40, 6]
type = playsnd
trigger1 = AnimTime = 0
value = 40,0
[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
; Jump back
[Statedef 38]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1
[State 20, 1]
type = changestate
triggerall = enemy,name = "JAGI"
trigger1 = enemy,Numhelper(1001) >= 1
value = 0
ctrl = 1
;]
[State 1510, Turn]
type = Turn
trigger1 = time = 0
trigger1 = P2Dist X < 0
[State 0, 0]
type = Explod
trigger1 = var(41) = 2
trigger1 = time = 0
;postype = p1
pos = 0,1
anim = 7800
ownpal = 1
keyctrl = 0
sprpriority = -5
scale = 0.5,0.5
[state 0,0];eBR{Zbg
type = varset
trigger1 = time >= 0
var(47) = 0
[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0
[State 40, 2]
type = VarSet
trigger1 = 1
sysvar(1) = -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)))
y = const(velocity.jump.y)
[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)
[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 240
y = -10
[State 40, 6]
type = playsnd
trigger1 = AnimTime = 0
value = 40,0
[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
; Walk
[Statedef 19]
type    = S
physics = S
sprpriority = 0
[State 20, 1]
type = VelSet
trigger1 = enemy,name = "JAGI"
trigger1 = enemy,Numhelper(1001) = 0
trigger1 = 1
trigger2 = enemy,name != "JAGI"
trigger2 = 1
x = const(velocity.walk.fwd.x)
[State 20, 1]
type = VelSet
triggerall = enemy,name = "JAGI"
triggerall = enemy,Numhelper(1001) >= 1
trigger1 = 1
x = 0.8;const(velocity.walk.fwd.x)
[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 = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20
[State 20, 4]
type = Changestate
trigger1 = Numhelper(2990) > 0
value = 0
ctrl = 0
;---------------------------------------------------------------------------
; Walk
[Statedef 18]
type    = S
physics = S
sprpriority = 0
[State 20, 1]
type = VelSet
trigger1 = enemy,name = "JAGI"
trigger1 = enemy,Numhelper(1001) = 0
trigger1 = 1
trigger2 = enemy,name != "JAGI"
trigger2 = 1
x = const(velocity.walk.back.x)
[State 20, 1]
type = VelSet
triggerall = enemy,name = "JAGI"
triggerall = enemy,Numhelper(1001) >= 1
trigger1 = 1
x = -0.6;const(velocity.walk.back.x)
[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 = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20
[State 20, 4]
type = Changestate
trigger1 = Numhelper(2990) > 0
value = 0
ctrl = 0
;---------------------------------------------------------------------------
; Jump Start _bV
[Statedef 36]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1
[State 45, 3]
type = Varadd
triggerall = prevstateno = [9600,9629]
trigger1 = Time = 0
var(32) = 1

[State 0, 0]
type = Explod
trigger1 = var(41) = 2
trigger1 = time = 0
;postype = p1
pos = 0,1
anim = 7800
ownpal = 1
keyctrl = 0
sprpriority = -5
scale = 0.5,0.5
[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0
[State 40, 2]
type = VarSet
trigger1 = 1;command = "holdfwd"
sysvar(1) = 1
[State 40, 3]
type = null;VarSet
trigger1 = command = "holdback"
sysvar(1) = -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)))
y = const(velocity.jump.y)
[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)
[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 240
y = -10
[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 4044
ctrl = 0
;---------------------------------------------------------------------------
; Jump Up
[Statedef 37]
type    = A
physics = A
[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0
[State 50, 2]
type = ChangeAnim
;triggerall = prevstateno = 45
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))
[state 0,0]
type = ctrlset
trigger1 = prevstateno = 1040
trigger1 = time = 10
value = 1
[State 50, 2]
type = ChangeAnim
;triggerall = prevstateno = 45
trigger1 = Numhelper(2990) >= 1
value = 100
[state 0,0]
type = velset
triggerall = prevstateno = 1041
trigger1 = command = "holdfwd"
x = 2
[state 0,0]
type = velset
triggerall = prevstateno = 1041
trigger1 = command = "holdback"
x = -2
[State 50, 2]
type = Changestate
trigger1 = pos y<=-30;time = 4
value = 234
ctrl = 1
; Jump Start _bV
[Statedef 33]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1
[State 45, 3]
type = Varadd
triggerall = prevstateno = [9600,9629]
trigger1 = Time = 0
var(32) = 1

[State 0, 0]
type = Explod
trigger1 = var(41) = 2
trigger1 = time = 0
;postype = p1
pos = 0,1
anim = 7800
ownpal = 1
keyctrl = 0
sprpriority = -5
scale = 0.5,0.5
[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0
[State 40, 2]
type = VarSet
trigger1 = 1;command = "holdfwd"
sysvar(1) = 1
[State 40, 3]
type = null;VarSet
trigger1 = command = "holdback"
sysvar(1) = -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)))
y = const(velocity.jump.y)
[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)
[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 240
y = -10
[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 34
ctrl = 0
;---------------------------------------------------------------------------
; Jump Up
[Statedef 34]
type    = A
physics = A
[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0
[State 50, 2]
type = ChangeAnim
;triggerall = prevstateno = 45
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))
[state 0,0]
type = ctrlset
trigger1 = prevstateno = 1040
trigger1 = time = 10
value = 1
[State 50, 2]
type = ChangeAnim
;triggerall = prevstateno = 45
trigger1 = Numhelper(2990) >= 1
value = 100
[state 0,0]
type = velset
triggerall = prevstateno = 1041
trigger1 = command = "holdfwd"
x = 2
[state 0,0]
type = velset
triggerall = prevstateno = 1041
trigger1 = command = "holdback"
x = -2
[State 50, 2]
type = Changestate
trigger1 = pos y<=-30;time = 4
value = 35
ctrl = 0
; 󒆃_bVair dash
[Statedef 35]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 1055;102
sprpriority = 2

[State 45, 3]
type = Varadd
trigger1 = Time = 0
var(32) = 1

[State 105, 2]
type = changestate
trigger1 = Time = 3
value = 8620

[state 0,0];eBR{Zbg
type = varset
trigger1 = time >= 0
var(47) = 0

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

[State 105, 1]
type = VelSet
trigger1 = Time = [2,15]
x = 5.7;4.8
y = 0
[state 0,0]
type = velset
trigger1 = time = 16
x = 3.6

[State 1000, 3]
type = Changeanim
trigger1 = time >= 17
value = 43
ctrl = 1

[state 0,0]
type = varadd
trigger1 = time = 1
var(5) = 1

[state 0,0]
type = velset
trigger1 = time <= 1
x = 7

[State 3000, Cut in]
type = Explod
triggerall = var(41) = 3
trigger1 = numexplod(1997) <= 4
trigger1 = time <= 20
persistent = 5
anim = 7324
postype = p1
pos = (random %10),((random %10)*2)-45
vel = -3,0
ownpal = 1
sprpriority = -5
supermovetime =100
scale = 0.25,0.25
removetime = 20
id = 1997

[state 0,0]
type = veladd
trigger1 = time >= 17
y = 0.45

[State 1000, 3]
type = ChangeState
trigger1 = time >= 17
value = 51
ctrl = 1

[State 1000, 3]
type = ChangeState
trigger1 = pos y >= 0
value = 52
ctrl = 1

[State 100, 9]
type = AssertSpecial
trigger1 = var(41) = 3
flag = noairguard
ignorehitpause = 1
;------------------------------------------------
; 
[Statedef 2400]
type = S
physics = S
sprpriority = 0
anim = 0
[State -2, itigeki]
trigger1 = fvar(2) != 0
value = 1226
type = Changeanim
[State 50, 2]
type = ChangeAnim
triggerall = fvar(2) = 0
trigger1 = Numhelper(2990) >= 1
trigger1 = anim != 7508
value = 7508
[state 0,0]
type = changestate
trigger1 = time>=10
value = 11
ctrl = 1
[state 0,0]
type = changestate
trigger1 = life = 0
value = 5050
ctrl = 0
[State 0, 2]
type = VelSet
trigger1 = Time = 0
trigger1 = pos y >= 0
y = 0
[State 0, 2]
type = posSet
trigger1 = Time = 0
trigger1 = pos y > 0
y = 0
[State 0, 3]
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0
[State 0, 1]
type = ChangeAnim
triggerall = fvar(2) = 0
triggerall = Numhelper(2990) = 0
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
trigger3 = Numhelper(2990) = 0
trigger3 = anim = 7508
value = 0
[State 1201,end]
type = Destroyself
triggerall = ishelper
trigger1 = time = 1
; 
[Statedef 2405]
type = S
physics = S
sprpriority = 0
anim = 0
[State -2, itigeki]
trigger1 = fvar(2) != 0
value = 1226
type = Changeanim
[State 50, 2]
type = ChangeAnim
triggerall = fvar(2) = 0
trigger1 = Numhelper(2990) >= 1
trigger1 = anim != 7508
value = 7508
[state 0,0]
type = changestate
trigger1 = time>=10
value = 11
ctrl = 1
[state 0,0]
type = changestate
trigger1 = life = 0
value = 5050
ctrl = 0
[State 0, 2]
type = VelSet
trigger1 = Time = 0
trigger1 = pos y >= 0
y = 0
[State 0, 2]
type = posSet
trigger1 = Time = 0
trigger1 = pos y > 0
y = 0
[State 0, 3]
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0
[State 0, 1]
type = ChangeAnim
triggerall = fvar(2) = 0
triggerall = Numhelper(2990) = 0
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
trigger3 = Numhelper(2990) = 0
trigger3 = anim = 7508
value = 0
[State 1201,end]
type = Destroyself
triggerall = ishelper
trigger1 = time = 1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 2410]
type    = A
movetype= I
physics = N
ctrl = 0
sprpriority = 2

[State 2410]
Type = velmul
Trigger1 = vel x>0
x = 0.95

[State 2410]
Type = veladd
Trigger1 = time>5
y = 0.45

[State 2410]
Type = nothitby
Trigger1 = 1
value = SCA

[State 2410]
Type = playerpush
Trigger1 = 1
value = 0

[State 210, 3]
type = ChangeAnim
triggerall = name="KENSHIRO"
trigger1 = anim!=5040
value = 5040

[State 210, 3]
type = ChangeAnim
triggerall = name="SHIN"
trigger1 = anim!=1101
value = 1101
elem = 15

[State 210, 3]
type = ChangeAnim
triggerall = name!="KENSHIRO"
triggerall = name!="SHIN"
trigger1 = anim!=47
value = 47

[State 2410]
Type = SelfState
ctrl=1
Trigger1 = Pos Y>=0
Trigger1 = time>4
value = 52
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 1234]
Type = U
MoveType= I
Ctrl = 0
[State -2, #$%]
type = varset
fvar(34) = 1
triggerall = var(48) >= 77 || var(26) >0
trigger1 = roundstate = 2
[State -2, BOOST]
type = Helper
triggerall = var(48) >= 77 || var(26) >0
trigger1 = roundstate = 2
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2991
ownpal = 1
id = 2990
keyctrl = 0
[State 249]
Type = ChangeState
Trigger1 = 1
value = 50
ctrl = 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;---------------------------------------------------------------------------
; HighJump Start
[Statedef 32]
type    = S
movetype = I
physics = S
anim = 47
ctrl = 0
sprpriority = 1
velset = 0,0

;]
[State 1510, Turn]
type = Turn
trigger1 = time = 0
trigger1 = P2Dist X < 0

[State 1510, Turn]
type = velset
trigger1 = time = 0
trigger1 = P2Dist X < 0
x = 0
y = 0

[State 40, 1]
type = VarSet
trigger1 = 1
v = 57
value = 2

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = VarSet
trigger1 = 1;command = "holdfwd"
sysvar(1) = 1

[State 40, 3]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[state 0,0]
type = playsnd
trigger1 = time = 5
value = 0,2

[State 40, 4]
type = VelSet
trigger1 = Time >= 6
x = ifelse(sysvar(1)=0, 0, ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y);-3

[State 100, 2]
type = Afterimage
trigger1 = Time = 5
time = 15
length = 25
Trans = Add
PalAdd = 4, 4, 4
FrameGap = 3
palcontrast = 120,120,120

[State 40, 6]
type = ChangeState
trigger1 = Time = 6
value = 4042
ctrl = 1
;------------------------------------------------------
;Jb@2
[Statedef 1233]
type    = A
movetype= A
physics = A
juggle  = 0
ctrl = 0
anim = 630
sprpriority = 2
poweradd = 0

[state 0,0]
type = varrandom
trigger1 = time = 1
v = 19
range = 0,3
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 0
trigger1 = time = 2
value = 5, 42
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 1
trigger1 = time = 2
value = 5, 48
channel = 0

[state 0,reverse]
type = varset
trigger1 = time = 0
trigger1 = enemy,gethitvar(hitcount) >= 2
fvar(5) = fvar(5)*0.85
persistent = 0

[State 0, 0]
type = PlaySnd
trigger1 = time = 5
value = 100, 3

[state 0,0]
type = veladd;set
triggerall = var(57) = 1
triggerall = anim = 630
trigger1 = animelem =  8,<0
trigger1 = movehit
y = -3;4
persistent = 0
ignorehitpause = 1

[state 0,reverse]
type = velmul
triggerall = anim = 630
trigger1 = animelem =  8,<0
trigger1 = movecontact
trigger1 = var(57) = 1
trigger1 = vel y <= -2
y = 0.9
ignorehitpause = 1

[State 210, 0]	
type = ReversalDef
trigger1 = !movecontact
attr = A,NA
numhits = 0
reversal.attr = SCA,NA,NP,SP
pausetime = 15,15

[State 200, HitDef1]
type = HitDef
triggerall = anim = 630
trigger1 = animelem =  3
trigger2 = animelem =  5
;persistent = 6
attr = A, NA
damage = ifelse(31*fvar(31)<5,5,31*fvar(31)),ifelse(var(49)>0,5,0)
getpower = 62*fvar(31),62
animtype = heavy
guardflag = HA
hitflag = MAFD
priority = 5, Hit
pausetime = 15,12;ifelse(var(37)=1,12,9), ifelse(var(37)=1,10,7)
guard.pausetime = 8, 7
sparkno = -1
sparkxy = -25, -55
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 14
ground.hittime  = ifelse(enemy,gethitvar(hitcount) >= 3,14,24)
ground.velocity = -3,0
air.slidetime = ifelse(var(37)=1,10,6)
air.hittime  = ifelse(var(37)=1,20,20)
air.velocity = -1.5,ifelse((var(7)>5),-8.4,-5.5)-((var(7)>16&&var(57)=2)*3);.8
air.fall = 1
fall.recovertime = ifelse(var(57)=1,40,34)
envshake.time = 10
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=5&&var(7)<16,(var(7)*-0.25)-5.5,-5.0);  ifelse(var(7)>=5,(var(7)*-0.25)-4.5,-4.5)
yaccel = 0.45*ifelse(p2statetype=A,1.5,1) + (var(7) - 1)*0.07
ground.cornerpush.veloff = ifelse((var(27)>0||(numhelper(2990)&&helper(2990),time<10)),0,-10-var(51)*0.2)
air.cornerpush.veloff = ifelse((var(27)>0||(numhelper(2990)&&helper(2990),time<10)),0,-10-var(51)*0.2)
down.cornerpush.veloff = ifelse((var(27)>0||(numhelper(2990)&&helper(2990),time<10)),0,-10-var(51)*0.2)
fall.xvelocity = -(var(7)*0.1)
ID = 645
[State 200, HitDef1]
type = HitDef
triggerall = anim = 630
trigger1 = animelem =  7
;persistent = 6
attr = A, NA
damage = ifelse(31*fvar(31)<5,5,31*fvar(31)),ifelse(var(49)>0,5,0)
getpower = 62*fvar(31),62
animtype = heavy
guardflag = HA
hitflag = MAFD
priority = 5, Hit
pausetime = ifelse(var(37)=1,12,9), ifelse(var(37)=1,10,7)
guard.pausetime = 8, 7
sparkno = -1
sparkxy = -25, -55
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 14
ground.hittime  = ifelse(enemy,gethitvar(hitcount) >= 3,14,24)
ground.velocity = -3,0
air.slidetime = ifelse(var(37)=1,10,6)
air.hittime  = ifelse(var(37)=1,20,20)
air.velocity = -5.5,ifelse(var(7)>4,-5.5,-3.7);   -3,-3.7
air.fall = 1
fall.recovertime = ifelse(var(57)=1,40,34)
envshake.time = 10
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=5,(var(7)*-0.25)-5.5,-5.0);  ifelse(var(7)>=5,(var(7)*-0.25)-4.5,-4.5)
yaccel = 0.45*ifelse(p2statetype=A,1.5,1) + (var(7) - 1)*0.07
ground.cornerpush.veloff = ifelse((var(27)>0||(numhelper(2990)&&helper(2990),time<10)),0,-7-var(51)*0.1)
air.cornerpush.veloff = ifelse((var(27)>0||(numhelper(2990)&&helper(2990),time<10)),0,-7-var(51)*0.1)
down.cornerpush.veloff = ifelse((var(27)>0||(numhelper(2990)&&helper(2990),time<10)),0,-7-var(51)*0.1)
fall.xvelocity = -(var(7)*0.1)
ID = 645

[State 200,]
type = statetypeset
trigger1 = animelem = 8
movetype = I

[state a]
type = varadd
trigger1 = movecontact = 1
trigger1 = var(26) = 0
v = 48
value = ifelse(moveguarded,8,ceil(8*fvar(31)))
ignorehitpause = 1
persistent = 0

[state a];qbgGtFNg
type = Helper
trigger1 = UniqHitCount = 1 
id = 16000
name = "hit"
pos = Ceil(P2Dist X/2-15), -85-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16000
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .4
size.yscale = .4
supermovetime = 999999
pausemovetime = 999999


[state a];qbgGtFNg
type = Helper
trigger1 = UniqHitCount = 2
id = 16000
name = "hit"
pos = Ceil(P2Dist X/2-15), -70-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16000
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .4
size.yscale = .4
supermovetime = 999999
pausemovetime = 999999


[state a];qbgGtFNg
type = Helper
trigger1 = UniqHitCount = 3
id = 16000
name = "hit"
pos = Ceil(P2Dist X/2-15), -50-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16000
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .4
size.yscale = .4
supermovetime = 999999
pausemovetime = 999999

[State 210, 3]
type = ChangeState
trigger1 = pos y >= 0
value = 52

[state 0,0]
type = velmul
triggerall = vel x>0
trigger1 = movehit
x = 0.75
persistent = 0

[State 210, 3]
type = Changeanim
trigger1 = anim != 5040
trigger1 = animtime = 0
value = 5040
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 9200]
Type = U
MoveType= A
Ctrl = 0

[State 249]
Type = ChangeState
Trigger1 = 1
value = 8202
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;TX---------------------------------------
[Statedef 9201]
type    = S
movetype= A
physics = S
;juggle  = 0
poweradd= 0
ctrl = 0
anim = 200
sprpriority = 2
[state 0,0]
type = varrandom
trigger1 = time = 1
v = 19
range = 0,3
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 0
trigger1 = time = 5
value = 1, 0
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 1
trigger1 = time = 5
value = 1, 1
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 2
trigger1 = time = 5
value = 1, 3
channel = 0
[State 200, 0]	
type = ReversalDef
trigger1 = !movecontact
attr = S,NA
numhits = 0
reversal.attr = SCA,NA,NP,SP
pausetime = 15,15
;]
[State 1510, Turn]
type = Turn
trigger1 = time = 0
trigger1 = P2Dist X < 0
[State 200, HitDef]
type = HitDef
persistent = 0
trigger1 = animelem = 2
attr = S, NA
damage = ifelse(36*fvar(31)<5,5,36*fvar(31)),ifelse(var(49)>0,5,0)
getpower = 46*fvar(31),46
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 10,9
sparkno = -1;S8004
sparkxy = -5, -90
hitsound = S101, 1
guardsound = S0, 0
ground.type = High
guard.ctrltime = 12
ground.slidetime = 7;5
ground.hittime  = 12
ground.velocity = -3.3
air.velocity = -1.75,-5-((var(7)>18&&var(7)<36)*5)
fall.yvelocity = ifelse(var(7)>=5,(var(7)*-0.25)-4.5,-4.5)
yaccel = 0.45*ifelse(p2statetype=A,1.5,1) + (var(7) - 1)*0.07
ground.cornerpush.veloff = ifelse(((var(27)>0)||(numhelper(2990)&&helper(2990),time<10)),0,-4-var(51)*0.01)
air.cornerpush.veloff = ifelse((var(27)>0||(numhelper(2990)&&helper(2990),time<10)),0,-4-var(51)*0.01)
down.cornerpush.veloff = ifelse((var(27)>0||(numhelper(2990)&&helper(2990),time<10)),0,-4-var(51)*0.01)
air.fall = 1
fall.recovertime = 26
ID = 205
[State 200,]
type = statetypeset
trigger1 = animelem = 3
movetype = I
[state a]
type = varadd
trigger1 = movecontact = 1
trigger1 = var(26) = 0
v = 48
value = ifelse(moveguarded,2,ceil(2*fvar(31)))
ignorehitpause = 1
persistent = 0
[state a];qbgGtFNg
type = Helper
trigger1 = UniqHitCount = 1 
id = 16000
name = "hit"
pos = Ceil(P2Dist X/2-15), -80-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16000
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .4
size.yscale = .4
supermovetime = 999999
pausemovetime = 999999
[State 210, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100, 1
[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;TX---------------------------------------
[Statedef 9202]
type    = S
movetype= A
physics = S
;juggle  = 0
poweradd= 0
ctrl = 0
anim = 201
sprpriority = 2
[State -2, BOOST]
type = Helper
triggerall = var(48) >= 77 || var(26) >0
trigger1 = roundstate = 2
trigger1 = prevstateno=9200
trigger1 = var(59)>0||fvar(39)>0
trigger1 = time=1
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2990
ownpal = 1
id = 2990
keyctrl = 0
[state 0,0]
type = varrandom
trigger1 = time = 1
v = 19
range = 0,3
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 0
trigger1 = time = 5
value = 1, 0
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 1
trigger1 = time = 5
value = 1, 1
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 2
trigger1 = time = 5
value = 1, 3
channel = 0
;]
[State 1510, Turn]
type = Turn
trigger1 = time = 0
trigger1 = P2Dist X < 0
[State 200, 0]	
type = ReversalDef
trigger1 = !movecontact
attr = S,NA
numhits = 0
reversal.attr = SCA,NA,NP,SP
pausetime = 15,15
[State 200, HitDef]
type = HitDef
persistent = 0
trigger1 = animelem = 3
attr = S, NA
damage = ifelse(36*fvar(31)<5,5,36*fvar(31)),ifelse(var(49)>0,5,0)
getpower = 62*fvar(31),62
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 10,9
sparkno = -1;S8004
sparkxy = -5, -100
hitsound = S101, 1
guardsound = S0, 0
ground.type = High
guard.ctrltime = 12
ground.slidetime = 7;3
ground.hittime  = 12
ground.velocity = -5;-4
air.velocity = -1.75,-5-((var(7)>18&&var(7)<36)*5)
fall.yvelocity = ifelse(var(7)>=5,(var(7)*-0.25)-4.5,-4.5);25,(var(7)*-0.25),-4.5)
yaccel = 0.45*ifelse(p2statetype=A,1.5,1) + (var(7) - 1)*0.07
ground.cornerpush.veloff = ifelse((var(27)>0||(numhelper(2990)&&helper(2990),time<10)),0,-4-var(51)*0.01)
air.cornerpush.veloff = ifelse((var(27)>0||(numhelper(2990)&&helper(2990),time<10)),0,-4-var(51)*0.01)
down.cornerpush.veloff = ifelse((var(27)>0||(numhelper(2990)&&helper(2990),time<10)),0,-4-var(51)*0.01)
air.fall = 1
fall.recovertime = 26
ID = 200
[State 200,]
type = statetypeset
trigger1 = animelem = 4
movetype = I
[state a]
type = varadd
trigger1 = movecontact = 1
trigger1 = var(26) = 0
v = 48
value = ifelse(moveguarded,4,ceil(4*fvar(31)))
ignorehitpause = 1
persistent = 0
[state a];qbgGtFNg
type = Helper
trigger1 = UniqHitCount = 1 
id = 16000
name = "hit"
pos = Ceil(P2Dist X/2-15), -100-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16000
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .4
size.yscale = .4
supermovetime = 999999
pausemovetime = 999999
[State 210, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100, 1
[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;ݎp`
[Statedef 9400]
type    = C
movetype= A
physics = C
juggle  = 0
ctrl = 0
anim = 400
poweradd = 0
sprpriority = 2
;]
[State 1510, Turn]
type = Turn
trigger1 = time = 0
trigger1 = P2Dist X < 0
[state 0,reverse]
type = varset
trigger1 = time = 0
trigger1 = enemy,gethitvar(hitcount) >= 2
fvar(5) = fvar(5)*0.88
persistent = 0
[State 210, 0]	
type = ReversalDef
trigger1 = !movecontact
attr = C,NA
numhits = 0
reversal.attr = SCA,NA,NP,SP
pausetime = 15,15
[State 200, HitDef]
type = HitDef
trigger1 = animelem=2
persistent = 0
attr = C, NA
damage = ifelse(31*fvar(31)<5,5,31*fvar(31)),ifelse(var(49)>0,5,0)
getpower = 62*fvar(31),62
animtype = Light
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 8,7
guard.pausetime = 4, 3
sparkno = -1;S8000
sparkxy = 0, -70
hitsound = S101, 1
guardsound = S0, 0
ground.type = High
guard.ctrltime = 12
ground.slidetime = 8
ground.hittime  = 12
ground.velocity = -3.7
air.velocity = -1.75,-9-((var(7)>15&&var(7)<30)*3)
down.velocity = -1,-0.1-4
fall.yvelocity = ifelse(var(7)>=5,(var(7)*-0.2)-2.0,-2.0);25,(var(7)*-0.25),-4.5)
fall.recovertime = 24
yaccel = 0.45*ifelse(p2statetype=A,1.5,1) + (var(7) - 1)*0.07
ground.cornerpush.veloff = ifelse((var(27)>0||(numhelper(2990)&&helper(2990),time<10)),0,-4-var(51)*0.01)
air.cornerpush.veloff = ifelse((var(27)>0||(numhelper(2990)&&helper(2990),time<10)),0,-4-var(51)*0.01)
down.cornerpush.veloff = ifelse((var(27)>0||(numhelper(2990)&&helper(2990),time<10)),0,-4-var(51)*0.01)
air.fall = 1
ID = 405
[State 200,]
type = statetypeset
trigger1 = animelem = 3
movetype = I
[state a]
type = varadd
trigger1 = movecontact = 1
trigger1 = var(26) = 0
v = 48
value = ifelse(moveguarded,4,ceil(4*fvar(31)))
ignorehitpause = 1
persistent = 0
[state a];qbgGtFNg
type = Helper
trigger1 = UniqHitCount = 1 
name = "hit"
pos = Ceil(P2Dist X/2-15), -70-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16000
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .4
size.yscale = .4
supermovetime = 999999
pausemovetime = 999999
[State 0, 0]
type = PlaySnd
trigger1 = time = 2
value = 100, 1
[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 3234]
Type = U
MoveType= A
Ctrl = 0

[State 249]
Type = ChangeState
Trigger1 = 1
value = 8420
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[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 = 2001
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=120,0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;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)-10
[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
triggerall = PlayerID(var(3)),vel x != 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
triggerall = PlayerID(var(4)),vel x != 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
triggerall = PlayerID(var(5)),vel x != 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
triggerall = PlayerID(var(6)),vel x != 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
triggerall = PlayerID(var(7)),vel x != 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
triggerall = PlayerID(var(8)),vel x != 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
triggerall = PlayerID(var(9)),vel x != 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
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;