;ѓwp[30020 
;fvar(6)fvar(16)ѓyx
;fvar(7)fvar(17)ѓxx
;fvar(8)fvar(18)ѓy
;fvar(9)fvar(19)ѓ
;fvar(10)fvar(20)ѓ܂ł̋
;
;AINwp[
;
[Statedef 10000]
anim=10000;Ȃɂ\Ȃ҂łǓȂĂSRȂ
ctrl=0

[State 10000,ԈႢŖ{̂痧ֈڍs]
type=selfstate
trigger1=!ishelper
value=0

[State -2]
type = Nothitby
trigger1 = 1
value = SCA

[State 10000]
type = assertspecial
trigger1 = 1
flag = noshadow
flag2 = invisible
ignorehitpause = 1

[State 10000,vC[]
type=varset
trigger1=command="up"&&root,command="up"
trigger2=command="down"&&root,command="down"
trigger3=command="back"&&root,command="back"
trigger4=command="fwd"&&root,command="fwd"
trigger5=command="a"&&root,command="a"
trigger6=command="b"&&root,command="b"
trigger7=command="c"&&root,command="c"
trigger8=command="x"&&root,command="x"
trigger9=command="y"&&root,command="y"
trigger10=command="z"&&root,command="z"
trigger11=command="start"&&root,command="start"
var(59)=-1

[State 10000,]
Type = DestroySelf
triggerAll = isHelper
Trigger1 = root,var(59)||var(59)=-1
trigger2=command="up"&&root,command="up"
trigger3=command="down"&&root,command="down"
trigger4=command="back"&&root,command="back"
trigger5=command="fwd"&&root,command="fwd"
trigger6=command="a"&&root,command="a"
trigger7=command="b"&&root,command="b"
trigger8=command="c"&&root,command="c"
trigger9=command="x"&&root,command="x"
trigger10=command="y"&&root,command="y"
trigger11=command="z"&&root,command="z"
trigger12=command="start"&&root,command="start"

[State 10000,׸ON]
type=varset
triggerall=var(59)!=-1
trigger1=root,command="up"
trigger2=root,command="down"
trigger3=root,command="back"
trigger4=root,command="fwd"
trigger5=root,command="a"
trigger6=root,command="b"
trigger7=root,command="c"
trigger8=root,command="x"
trigger9=root,command="y"
trigger10=root,command="z"
trigger11=root,command="start"
var(59)=1

;
;ʉE[wp[
;
[Statedef 25000]
type = A
movetype = I
physics = N
ctrl = 0
anim = 9999
sprpriority = 0
velset = 10, 0

[State 9741, Safety]
type=selfstate
trigger1= !ishelper
value=0

[State -2]
type = Nothitby
trigger1 = 1
value = SCA

[State 30000]
type = ScreenBound
trigger1 = 1
value = 0
movecamera=0,0

[State 30000]
type = Projectile
trigger1 = time = 0
projID = 30001
projanim = 9999
velocity = 10, 0
projpriority = 4
projsprpriority = 2
projstagebound = 0
projedgebound = 99999
offset = 0, 0
postype = right
supermovetime = 99999
pausemovetime = 99999
projremovetime = -1

[State -2]
type = assertspecial
trigger1 = 1
flag = noshadow
flag2 = invisible
ignorehitpause = 1

[State -2]
type = velset
trigger1 = !(root,numprojID(30001))
x = 0
y = 0

[State -2]
type = varset
trigger1 = var(1) = 0
trigger1 = root,stateno=230
var(1) = 150
[State -2]
type = varadd
trigger1 = var(1) >0
trigger1 = root,stateno!=230
var(1) = -1

[State -2];
type = varset
trigger1 = var(2) > 0
trigger1 = root,stateno!=[120,159]
var(2) = 0

[State -2];
type = varset
trigger1 = var(2) = 0
trigger1 = root,stateno=[150,159]
var(2) = 1

[State -2]
type = varadd
trigger1 = var(2) >= 1
trigger1 = root,stateno=[120,159]
var(2) = 1

[State -3]
Type = VarSet
Trigger1 = 1
var(3) = 1/const(size.xscale)*0.5

[State -3]
Type = VarSet
Trigger1 = 1
var(4) = 1/const(size.yscale)*0.5

[State -2];
type = varset
triggerall = var(5)=0 
trigger1 = root,stateno=871
var(5) = 1

[State -2];
type = varset
triggerall = var(5) 
trigger1 = playerID(root,var(57)),movetype!=H
trigger2 = playerID(root,var(57)),stateno<200
var(5) = 0

;
:莞Ԍv
;
[State -2]
Type = VarSet
TriggerAll=!playerID(root,var(57)),Time
TriggerAll=playerID(root,var(57)),movetype=H
TriggerAll=RoundState=2
Trigger1 = playerID(root,var(57)),GetHitVar(fall)=1
var(6) = playerID(root,var(57)),GetHitVar(fall.RecoverTime)+(playerID(root,var(57)),GetHitVar(fall.Recover)=0)*999+1
IgNoreHitPause = 1
[State -2]
Type = VarSet
TriggerAll=playerID(root,var(57)),Time=1
TriggerAll=playerID(root,var(57)),movetype=H
TriggerAll=RoundState=2
Trigger1 = !var(6)
Trigger1 = playerID(root,var(57)),GetHitVar(fall)=1
var(6) = playerID(root,var(57)),GetHitVar(fall.RecoverTime)+(playerID(root,var(57)),GetHitVar(fall.Recover)=0)*999
IgNoreHitPause = 1
[State -2]
Type = VarSet
TriggerAll=!playerID(root,var(57)),Time
TriggerAll=playerID(root,var(57)),movetype=H
TriggerAll=RoundState=2
Trigger1 = playerID(root,var(57)),stateno!=[231,233]
Trigger1 = playerID(root,var(57)),GetHitVar(fall)=0
var(6) = playerID(root,var(57)),GetHitVar(SlideTime)+playerID(root,var(57)),GetHitVar(HitShakeTime)-1-((playerID(root,var(57)),authorname="586")&&playerID(root,var(57)),StateType!=A&&(playerID(root,var(57)),StateNo!=[120,159]))
IgNoreHitPause = 1
[State -2]
Type = VarSet
TriggerAll=playerID(root,var(57)),Time=1
TriggerAll=RoundState=2
TriggerAll=playerID(root,var(57)),movetype=H
Trigger1 = !var(6)
Trigger1 = playerID(root,var(57)),GetHitVar(fall)=0
var(6) = playerID(root,var(57)),GetHitVar(SlideTime)+playerID(root,var(57)),GetHitVar(HitShakeTime)-2
IgNoreHitPause = 1
[State -2]
Type = VarSet
TriggerAll=!EnemyNear,Time
TriggerAll=RoundState=2
TriggerAll=root,MoveGuarded=1
Trigger1 = 1
var(6) = playerID(root,var(57)),GetHitVar(CtrlTime)+playerID(root,var(57)),GetHitVar(HitShakeTime)
IgNoreHitPause = 1
[State -2]
Type = VarAdd
Trigger1 = var(6)>0
var(6) = -1
IgNoreHitPause = 1
[State -2]
Type = VarSet
Trigger1 = playerID(root,var(57)),movetype!=H
var(6) = 0
IgNoreHitPause = 1

;󂯐g΍ϐ
[State -2]
Type = Varset
Trigger1 = stateno=5210
var(7) = 300
[State -2]
Type = VarAdd
Trigger1 = var(7)>0
var(7) = -1
[State -2]
Type = Varset
Trigger1 = var(7)>0
Trigger1 = statetype!=A
var(7) = 0

[State -2];
type = varset
trigger1 = root,prevstateno=15120
var(8) = 1
;
;՗wK2hitȏŎs
;
[State -2];lՔjs
type = varadd
trigger1 = root,prevstateno=[1500,1501]
trigger1 = root,stateno=[5000,5250]
trigger1 = root,movetype=H
trigger1 = root,movetype!=A
var(10) = 1

[State -2];lՔjs
type = varset
trigger1 = root,prevstateno!=[1500,1501]
var(10) = 0

[State -2];lՔjs
type = varset
trigger1 = var(10)=1
trigger1 = var(11)<200
trigger1 = playerID(root,var(57)),stateno>=200
var(11) = playerID(root,var(57)),Stateno

[State -2];lՔjs
type = varset
trigger1 = var(10)=1
trigger1 = var(11)>=200&&var(12)<200
trigger1 = playerID(root,var(57)),stateno>=200
trigger1 = playerID(root,var(57)),stateno!=var(11)
var(12) = playerID(root,var(57)),Stateno

;
;՗wKmovehitɂ؂ԂŎs ꉞstateƂŋL
;
[State -2];lՔjs
type = varset
trigger1 = var(13)<200
trigger1 = root,stateno=1500
trigger1 = root,time=1
trigger1 = root,movetype=A
trigger1 = playerID(root,var(57)),Stateno=[200,229]
var(13) = playerID(root,var(57)),Stateno;Քj̋ZL
[State -2];lՔjs
type = varset
trigger1 = var(14)<200
trigger1 = root,stateno=1500
trigger1 = root,time=1
trigger1 = root,movetype=A
trigger1 = playerID(root,var(57)),Stateno=[250,300]
var(14) = playerID(root,var(57)),Stateno
[State -2];lՔjs
type = varset
trigger1 = var(15)<200
trigger1 = root,stateno=1500
trigger1 = root,time=1
trigger1 = root,movetype=A
trigger1 = playerID(root,var(57)),Stateno=[301,399]
var(15) = playerID(root,var(57)),Stateno
[State -2];lՔjs
type = varset
trigger1 = var(16)<200
trigger1 = root,stateno=1500
trigger1 = root,time=1
trigger1 = root,movetype=A
trigger1 = playerID(root,var(57)),Stateno=[400,429]
var(16) = playerID(root,var(57)),Stateno
[State -2];lՔjs
type = varset
trigger1 = var(17)<200
trigger1 = root,stateno=1500
trigger1 = root,time=1
trigger1 = root,movetype=A
trigger1 = playerID(root,var(57)),Stateno=[430,449]
var(17) = playerID(root,var(57)),Stateno
[State -2];lՔjs
type = varset
trigger1 = var(18)<200
trigger1 = root,stateno=1500
trigger1 = root,time=1
trigger1 = root,movetype=A
trigger1 = playerID(root,var(57)),Stateno=[450,500]
var(18) = playerID(root,var(57)),Stateno
[State -2];lՔjs
type = varset
trigger1 = var(19)<200
trigger1 = root,stateno=1500
trigger1 = root,time=1
trigger1 = root,movetype=A
trigger1 = playerID(root,var(57)),Stateno=[501,650]
var(19) = playerID(root,var(57)),Stateno
[State -2];lՔjs
type = varset
trigger1 = var(20)<200
trigger1 = root,stateno=1500
trigger1 = root,time=1
trigger1 = root,movetype=A
trigger1 = playerID(root,var(57)),Stateno=[651,999]
var(20) = playerID(root,var(57)),Stateno
[State -2];lՔjs
type = varset
trigger1 = var(13)<200
trigger1 = root,stateno=1500
trigger1 = root,time=1
trigger1 = root,movetype=A
trigger1 = playerID(root,var(57)),Stateno=[230,249]
var(21) = playerID(root,var(57)),Stateno;Քj̋ZL
[State -2];lՔjs
type = varset
trigger1 = var(13)<200
trigger1 = root,stateno=1500
trigger1 = root,time=1
trigger1 = root,movetype=A
trigger1 = playerID(root,var(57)),Stateno=[1000,1100]
var(22) = playerID(root,var(57)),Stateno;Քj̋ZL
[State -2];lՔjs
type = varset
trigger1 = var(13)<200
trigger1 = root,stateno=1500
trigger1 = root,time=1
trigger1 = root,movetype=A
trigger1 = playerID(root,var(57)),Stateno=[1101,1200]
var(22) = playerID(root,var(57)),Stateno;Քj̋ZL
[State -2];lՔjs
type = varset
trigger1 = var(13)<200
trigger1 = root,stateno=1500
trigger1 = root,time=1
trigger1 = root,movetype=A
trigger1 = playerID(root,var(57)),Stateno=[1201,1300]
var(23) = playerID(root,var(57)),Stateno;Քj̋ZL
[State -2];lՔjs
type = varset
trigger1 = var(13)<200
trigger1 = root,stateno=1500
trigger1 = root,time=1
trigger1 = root,movetype=A
trigger1 = playerID(root,var(57)),Stateno=[1301,1400]
var(24) = playerID(root,var(57)),Stateno;Քj̋ZL
[State -2];lՔjs
type = varset
trigger1 = var(13)<200
trigger1 = root,stateno=1500
trigger1 = root,time=1
trigger1 = root,movetype=A
trigger1 = playerID(root,var(57)),Stateno=[1401,1401]
var(25) = playerID(root,var(57)),Stateno;Քj̋ZL

[state -2];S0ɖ߂B
type=null
trigger1=root,stateno=1520||(root,stateno=1501&&root,movehit)
trigger1=playerID(root,var(57)),movetype=H
trigger1=playerID(root,var(57)),Stateno!=[120,159]
trigger1=numenemy
trigger1=1||var(13):=0
trigger1=1||var(14):=0
trigger1=1||var(15):=0
trigger1=1||var(16):=0
trigger1=1||var(17):=0
trigger1=1||var(18):=0
trigger1=1||var(19):=0
trigger1=1||var(20):=0
trigger1=1||var(21):=0
trigger1=1||var(22):=0
trigger1=1||var(23):=0
trigger1=1||var(24):=0
trigger1=1||var(25):=0
;
;͂ݓwK 荞ݗp
;
[State -2]
type = varadd
trigger1 = root,prevstateno=850
trigger1 = root,stateno=[5000,5250]
trigger1 = root,movetype=H
trigger1 = root,movetype!=A
var(28) = 1

[State -2]
type = varset
trigger1 = root,prevstateno!=850
var(28) = 0

[State -2]
type = varset
trigger1 = var(28)=1
trigger1 = var(29)<200
trigger1 = playerID(root,var(57)),stateno>=200
var(29) = playerID(root,var(57)),Stateno

[State -2]
type = varset
trigger1 = var(28)=1
trigger1 = var(29)>=200&&var(30)<200
trigger1 = playerID(root,var(57)),stateno>=200
trigger1 = playerID(root,var(57)),stateno!=var(29)
var(30) = playerID(root,var(57)),Stateno

[State -2]
type = varset
trigger1 = var(28)=1
trigger1 = var(30)>=200&&var(31)<200
trigger1 = playerID(root,var(57)),stateno>=200
trigger1 = playerID(root,var(57)),stateno!=var(29)
trigger1 = playerID(root,var(57)),stateno!=var(30)
var(31) = playerID(root,var(57)),Stateno
;
;͂ݓwK p
;
[State -2];͂ݓs
type = varset
trigger1 = var(32)<100
trigger1 = root,stateno=850
trigger1 = root,time=1
trigger1 = root,movetype=A
var(32) = playerID(root,var(57)),Stateno
[State -2];͂ݓs
type = varset
trigger1 = var(33)<100
trigger1 = root,stateno=850
trigger1 = root,time=1
trigger1 = root,movetype=A
trigger1 = playerID(root,var(57)),Stateno!=var(32)
var(33) = playerID(root,var(57)),Stateno
[State -2];͂ݓs
type = varset
trigger1 = var(34)<100
trigger1 = root,stateno=850
trigger1 = root,time=1
trigger1 = root,movetype=A
trigger1 = playerID(root,var(57)),Stateno!=var(32)
trigger1 = playerID(root,var(57)),Stateno!=var(33)
var(34) = playerID(root,var(57)),Stateno
[State -2];͂ݓs
type = varset
trigger1 = var(35)<100
trigger1 = root,stateno=850
trigger1 = root,time=1
trigger1 = root,movetype=A
trigger1 = playerID(root,var(57)),Stateno!=var(32)
trigger1 = playerID(root,var(57)),Stateno!=var(33)
trigger1 = playerID(root,var(57)),Stateno!=var(34)
var(35) = playerID(root,var(57)),Stateno
[State -2];͂ݓs
type = varset
trigger1 = var(36)<100
trigger1 = root,stateno=850
trigger1 = root,time=1
trigger1 = root,movetype=A
trigger1 = playerID(root,var(57)),Stateno!=var(32)
trigger1 = playerID(root,var(57)),Stateno!=var(33)
trigger1 = playerID(root,var(57)),Stateno!=var(34)
trigger1 = playerID(root,var(57)),Stateno!=var(35)
var(36) = playerID(root,var(57)),Stateno

[state -2];S0ɖ߂B
type=null
trigger1=root,stateno=851
trigger1=playerID(root,var(57)),movetype=H
trigger1=numenemy
trigger1=1||var(32):=0
trigger1=1||var(33):=0
trigger1=1||var(34):=0
trigger1=1||var(35):=0
trigger1=1||var(36):=0

;
;
;
[State -2]
type = varset
trigger1 = root,stateno = 801
trigger1 = TeamSide = 2
trigger1=playerID(root,var(57)),movetype=H
var(27) = 1
ignorehitpause = 1

[State -2]
type = varset
trigger1=playerID(root,var(57)),movetype!=H
trigger2=helper(25010),var(54)=3
var(27) = 0
ignorehitpause = 1

[State -2]
type = varset
trigger1 = root,stateno = 851
trigger1=playerID(root,var(57)),movetype=H
var(37) = 1
ignorehitpause = 1

[State -2]
type = varset
trigger1=playerID(root,var(57)),movetype!=H
var(37) = 0
ignorehitpause = 1
;

[State -2]
Type = VarSet
TriggerAll=NumEnemy>0
Trigger1 = playerID(root,var(57)),AutHorName="H"
Trigger1 = P2StateNo=990||P2StateNo=910
Trigger2 = playerID(root,var(57)),AutHorName="muteki"
Trigger2 = P2StateNo=700
Trigger3 = playerID(root,var(57)),Name="Baiken"&&playerID(root,var(57)),StateNo=[1100,1140]
Trigger4 = playerID(root,var(57)),AutHorName="Drowin hokuto"
Trigger4 = P2StateNo=9884
Trigger5 = playerID(root,var(57)),AuthorName="shikkoku"&&playerID(root,var(57)),StateNo=900
Trigger5 = playerID(root,var(57)),Name="RAOH"
Trigger6 = playerID(root,var(57)),AuthorName="ahuron"&&playerID(root,var(57)),StateNo=290
Trigger7 = playerID(root,var(57)),AuthorName="jin"&&playerID(root,var(57)),StateNo=300
var(38) = 1

[State -2]
type = varset
trigger1=playerID(root,var(57)),prevstateno!=[150,155]
trigger2=playerID(root,var(57)),stateno<200
trigger3=playerID(root,var(57)),movetype=H
var(38) = 0
ignorehitpause = 1

[State -2]
type = varset
trigger1=playerID(root,var(57)),movetype!=H
var(39) = 1
ignorehitpause = 1

[State -2]
type = varset
trigger1=playerID(root,var(57)),movetype=A
trigger2=playerID(root,var(57)),stateno<200
trigger3=playerID(root,var(57)),movetype!=H
trigger4=playerID(root,var(57)),statetype=L
var(39) = 0
ignorehitpause = 1

;
;
;
[State -2]
type = varset
trigger1=root,stateno=2000
trigger1=root,time = 1
trigger1=playerID(root,var(57)),movetype=A
var(40) = 1
ignorehitpause = 1

[State -2]
type = varset
trigger1=root,stateno!=2000
trigger2=playerID(root,var(57)),movetype=I
trigger3=playerID(root,var(57)),ctrl
trigger4=playerID(root,var(57)),stateno=[15001,15120]
trigger5=playerID(root,var(57)),statetype=L
var(40) = 0
ignorehitpause = 1
;
;nCp[A[}[()
;
[State -3];ʲ߰ϰx
Type = Varset
Triggerall = NumEnemy=1
Trigger1 = playerID(root,var(57)),Name="Giant_Mech-HISUI"
Trigger2 = playerID(root,var(57)),Name="Killer Majinga"
Trigger3 = playerID(root,var(57)),Name="LEOPALDON_GGI"
Trigger4 = playerID(root,var(57)),Name="Mega_weapon"
Trigger5 = playerID(root,var(57)),Name="G-akiha"
Trigger6 = playerID(root,var(57)),Name="Apocalypse"
Trigger7 = playerID(root,var(57)),Name="Shinryu"
Trigger8 = playerID(root,var(57)),Name="Abyss"
Trigger9 = playerID(root,var(57)),AutHorName="gyuki"
Trigger9 = playerID(root,var(57)),Name="Thouther"||playerID(root,var(57)),Name="RAOH";̂
var(41) = 1
IgNoreHitPause = 1
;
;PƂĂ
;
[State -3]
Type = Varset
Trigger1 = NumEnemy
Trigger1 = root,stateno = 2700
var(42) = 500
[State -3]
Type = Varset
Triggerall = NumEnemy
Trigger1 = var(42)<0
var(42) = 0
[State -3]
Type = Varadd
Triggerall = NumEnemy
Trigger1 = var(42)>0
Trigger1 = root,stateno != 2700
var(42) = -1
[State -3]
Type = Varset
Triggerall = NumEnemy
Trigger1 = root,stateno = 801
var(42) = 0
[State -3]
Type = Varset
Triggerall = NumEnemy
Trigger1 = root,stateno = 851
var(42) = 0
[State -3]
Type = Varadd
Triggerall = root,time=1
Trigger1 = root,stateno = 250
var(42) = -40
;
;iwK
;

[State -2];n㒆i󒆉iwKp
type = varset
trigger1 = root,stateno = 131||(root,stateno = [152,153])
trigger2 = (root,stateno = 120)&&(root,statetype=C)
var(56) = 1
ignorehitpause = 1

[State -2];n㒆i󒆉iwKp
type = varset
trigger1 = root,stateno = 130||(root,stateno = [150,151])
var(56) = -1
ignorehitpause = 1

[State -2];n㒆i󒆉iwKp
type = varset
trigger1 = !((root,stateno = [130,131])||(root,stateno = [150,153]))
trigger1 = root,time >= 2
var(56) = 0
ignorehitpause = 1

[State -2];n㒆iwKp
type = varset
trigger1 = var(56)=1
trigger1 = !var(55)
trigger1 = root,movetype = H
trigger1 = root,stateno > 200
trigger1 = playerID(root,var(57)),Statetype != A
trigger1 = playerID(root,var(57)),Movetype = A
var(55) = playerID(root,var(57)),Stateno
ignorehitpause = 1

[State -2];n㒆iwKp
type = varset
trigger1 = var(56)=-1
trigger1 = var(55)=playerID(root,var(57)),Stateno
trigger1 = root,movetype = H
trigger1 = root,stateno > 200
trigger1 = playerID(root,var(57)),Statetype != A
trigger1 = playerID(root,var(57)),Movetype = A
var(55) = 0
ignorehitpause = 1

[State -2];n㒆iwKp
type = varset
trigger1 = var(56)=1
trigger1 = var(55)!=playerID(root,var(57)),Stateno
trigger1 = root,movetype = H
trigger1 = root,stateno > 200
trigger1 = playerID(root,var(57)),Statetype != A
trigger1 = playerID(root,var(57)),Movetype = A
var(54) = playerID(root,var(57)),Stateno
ignorehitpause = 1

[State -2];n㒆iwKp
type = varset
trigger1 = var(56)=-1
trigger1 = var(54)=playerID(root,var(57)),Stateno
trigger1 = root,movetype = H
trigger1 = root,stateno > 200
trigger1 = playerID(root,var(57)),Statetype != A
trigger1 = playerID(root,var(57)),Movetype = A
var(54) = 0
ignorehitpause = 1


[State -2];n㒆iwKp
type = varset
trigger1 = var(56)=1
trigger1 = var(55)!=playerID(root,var(57)),Stateno
trigger1 = var(54)!=root,P2Stateno
trigger1 = root,movetype = H
trigger1 = root,stateno > 200
trigger1 = playerID(root,var(57)),Statetype != A
trigger1 = playerID(root,var(57)),Movetype = A
var(53) = playerID(root,var(57)),Stateno
ignorehitpause = 1

[State -2];n㒆iwKp
type = varset
trigger1 = var(56)=-1
trigger1 = var(53)=playerID(root,var(57)),Stateno
trigger1 = root,movetype = H
trigger1 = root,stateno > 200
trigger1 = playerID(root,var(57)),Statetype != A
trigger1 = playerID(root,var(57)),Movetype = A
var(53) = 0
ignorehitpause = 1

[State -2];n㒆iwKp
type = varset
trigger1 = var(56)=1
trigger1 = var(55)!=playerID(root,var(57)),Stateno
trigger1 = var(54)!=root,P2Stateno
trigger1 = root,movetype = H
trigger1 = root,stateno > 200
trigger1 = playerID(root,var(57)),Statetype != A
trigger1 = playerID(root,var(57)),Movetype = A
var(52) = playerID(root,var(57)),Stateno
ignorehitpause = 1

[State -2];n㒆iwKp
type = varset
trigger1 = var(56)=-1
trigger1 = var(53)=playerID(root,var(57)),Stateno
trigger1 = root,movetype = H
trigger1 = root,stateno > 200
trigger1 = playerID(root,var(57)),Statetype != A
trigger1 = playerID(root,var(57)),Movetype = A
var(52) = 0
ignorehitpause = 1


[State -2];󒆉iwKp
type = varset
trigger1 = var(56)=-1
trigger1 = !var(51)
trigger1 = root,movetype = H
trigger1 = root,stateno > 200
trigger1 = playerID(root,var(57)),Statetype = A
trigger1 = playerID(root,var(57)),Movetype = A
var(51) = playerID(root,var(57)),Stateno
ignorehitpause = 1

[State -2];󒆉iwKp
type = varset
trigger1 = var(56)=1
trigger1 = var(51)=playerID(root,var(57)),Stateno
trigger1 = root,movetype = H
trigger1 = root,stateno > 200
trigger1 = playerID(root,var(57)),Statetype = A
trigger1 = playerID(root,var(57)),Movetype = A
var(51) = 0
ignorehitpause = 1

[State -2];󒆉iwKp
type = varset
trigger1 = var(56)=-1
trigger1 = var(51)!=playerID(root,var(57)),Stateno
trigger1 = root,movetype = H
trigger1 = root,stateno > 200
trigger1 = playerID(root,var(57)),Statetype = A
trigger1 = playerID(root,var(57)),Movetype = A
var(50) = playerID(root,var(57)),Stateno
ignorehitpause = 1

[State -2];󒆉iwKp
type = varset
trigger1 = var(56)=1
trigger1 = var(50)=playerID(root,var(57)),Stateno
trigger1 = root,movetype = H
trigger1 = root,stateno > 200
trigger1 = playerID(root,var(57)),Statetype = A
trigger1 = playerID(root,var(57)),Movetype = A
var(50) = 0
ignorehitpause = 1


[State -2];󒆉iwKp
type = varset
trigger1 = var(56)=-1
trigger1 = var(51)!=playerID(root,var(57)),Stateno
trigger1 = var(50)!=root,P2Stateno
trigger1 = root,movetype = H
trigger1 = root,stateno > 200
trigger1 = playerID(root,var(57)),Statetype = A
trigger1 = playerID(root,var(57)),Movetype = A
var(49) = playerID(root,var(57)),Stateno
ignorehitpause = 1

[State -2];󒆉iwKp
type = varset
trigger1 = var(56)=1
trigger1 = var(49)=playerID(root,var(57)),Stateno
trigger1 = root,movetype = H
trigger1 = root,stateno > 200
trigger1 = playerID(root,var(57)),Statetype = A
trigger1 = playerID(root,var(57)),Movetype = A
var(49) = 0
ignorehitpause = 1

[State -2 fobOp]
type=displayToClipboard
trigger1=1
ignorehitpause=1
text=" fvar(2)=%f fvar(4)=%f var(56)=%d var(55)=%d var(54)=%d"
params=fvar(2),fvar(4),var(56),var(55),var(54)


[State -2 fobOp]
type=AppendToClipboard
trigger1=1
ignorehitpause=1
text=" \nvar(31)=%d var(6)=%d var(33)=%d var(34)=%d var(42)=%d"
params=var(31),var(6),var(33),var(34),var(42)

[state -2];d͉x()
type=null
triggerall=numenemy
trigger1=fvar(0):=const(movement.yaccel)

[state -2];d͉x()
type=null
trigger1=numenemy
trigger1=1||fvar(1):=vel y+fvar(0)/2
trigger1=1||fvar(2):=vel y*2+fvar(0)*2*2/2
trigger1=1||fvar(3):=vel y*3+fvar(0)*3*3/2
trigger1=1||fvar(4):=vel y*4+fvar(0)*4*4/2
trigger1=1||fvar(5):=vel y*5+fvar(0)*5*5/2
trigger1=1||fvar(6):=vel y*6+fvar(0)*6*6/2
trigger1=1||fvar(7):=vel y*7+fvar(0)*7*7/2
trigger1=1||fvar(8):=vel y*8+fvar(0)*8*8/2
trigger1=1||fvar(9):=vel y*9+fvar(0)*9*9/2
trigger1=1||fvar(10):=vel y*10+fvar(0)*10*10/2
trigger1=1||fvar(11):=vel y*11+fvar(0)*11*11/2
trigger1=1||fvar(12):=vel y*12+fvar(0)*12*12/2
trigger1=1||fvar(13):=vel y*13+fvar(0)*13*13/2
trigger1=1||fvar(14):=vel y*14+fvar(0)*14*14/2
trigger1=1||fvar(15):=vel y*15+fvar(0)*15*15/2
trigger1=1||fvar(16):=vel y*16+fvar(0)*16*16/2
trigger1=1||fvar(17):=vel y*17+fvar(0)*17*17/2
trigger1=1||fvar(18):=vel y*18+fvar(0)*18*18/2
trigger1=1||fvar(19):=vel y*19+fvar(0)*19*19/2
trigger1=1||fvar(20):=vel y*20+fvar(0)*20*20/2
trigger1=1||fvar(21):=vel y*21+fvar(0)*21*21/2
trigger1=1||fvar(22):=vel y*22+fvar(0)*22*22/2
trigger1=1||fvar(23):=vel y*23+fvar(0)*23*23/2
trigger1=1||fvar(24):=vel y*24+fvar(0)*24*24/2
trigger1=1||fvar(25):=vel y*25+fvar(0)*25*25/2
trigger1=1||fvar(26):=vel y*26+fvar(0)*26*26/2
trigger1=1||fvar(27):=vel y*27+fvar(0)*27*27/2
trigger1=1||fvar(28):=vel y*28+fvar(0)*28*28/2
trigger1=1||fvar(29):=vel y*29+fvar(0)*29*29/2
trigger1=1||fvar(30):=vel y*30+fvar(0)*30*30/2
trigger1=1||fvar(31):=vel y*31+fvar(0)*31*31/2
trigger1=1||fvar(32):=vel y*32+fvar(0)*32*32/2
trigger1=1||fvar(33):=vel y*33+fvar(0)*33*33/2
trigger1=1||fvar(34):=vel y*34+fvar(0)*34*34/2
trigger1=1||fvar(35):=vel y*35+fvar(0)*35*35/2
trigger1=1||fvar(36):=vel y*36+fvar(0)*36*36/2
trigger1=1||fvar(37):=vel y*37+fvar(0)*37*37/2
trigger1=1||fvar(38):=vel y*38+fvar(0)*38*38/2
trigger1=1||fvar(39):=vel y*39+fvar(0)*39*39/2
;----------------------------------------------------------------------------------------------------------
;
;ʍ[wp[
;
[Statedef 25010]
type = A
movetype = I
physics = N
ctrl = 0
anim = 9999
sprpriority = 0
velset = 10,0

[State 9741, Safety]
type=selfstate
trigger1= !ishelper
value=0

[State 30000]
type = ScreenBound
trigger1 = 1
value = 0
movecamera=0,0

[State 30000]
type = Projectile
trigger1 = time = 0
projID = 30011
projanim = 9999
velocity = 10, 0
projpriority = 4
projsprpriority = 2
projedgebound = 99999
projstagebound = 0
offset = 0, 0
postype = left
supermovetime = 99999
pausemovetime = 99999
projremovetime = -1

[State -2]
type = assertspecial
trigger1 = 1
flag = noshadow
flag2 = invisible
ignorehitpause = 1

[State -2]
type = Nothitby
trigger1 = 1
value = SCA

[State -2]
type = velset
trigger1 = !(root,numprojID(30011))
x = 0
y = 0

[state -2];d͉x()
type=null
triggerall=numenemy
trigger1=playerID(root,var(57)),movetype=H&&playerID(root,var(57)),stateno!=[120,159]
trigger1=fvar(0):=playerID(root,var(57)),gethitvar(yaccel)
trigger2=fvar(0):=playerID(root,var(57)),const(movement.yaccel)

[state -2];d͉x()
type=null
trigger1=numenemy
trigger1=1||fvar(1):=playerID(root,var(57)),vel y+fvar(0)/2
trigger1=1||fvar(2):=playerID(root,var(57)),vel y*2+fvar(0)*2*2/2
trigger1=1||fvar(3):=playerID(root,var(57)),vel y*3+fvar(0)*3*3/2
trigger1=1||fvar(4):=playerID(root,var(57)),vel y*4+fvar(0)*4*4/2
trigger1=1||fvar(5):=playerID(root,var(57)),vel y*5+fvar(0)*5*5/2
trigger1=1||fvar(6):=playerID(root,var(57)),vel y*6+fvar(0)*6*6/2
trigger1=1||fvar(7):=playerID(root,var(57)),vel y*7+fvar(0)*7*7/2
trigger1=1||fvar(8):=playerID(root,var(57)),vel y*8+fvar(0)*8*8/2
trigger1=1||fvar(9):=playerID(root,var(57)),vel y*9+fvar(0)*9*9/2
trigger1=1||fvar(10):=playerID(root,var(57)),vel y*10+fvar(0)*10*10/2
trigger1=1||fvar(11):=playerID(root,var(57)),vel y*11+fvar(0)*11*11/2
trigger1=1||fvar(12):=playerID(root,var(57)),vel y*12+fvar(0)*12*12/2
trigger1=1||fvar(13):=playerID(root,var(57)),vel y*13+fvar(0)*13*13/2
trigger1=1||fvar(14):=playerID(root,var(57)),vel y*14+fvar(0)*14*14/2
trigger1=1||fvar(15):=playerID(root,var(57)),vel y*15+fvar(0)*15*15/2
trigger1=1||fvar(16):=playerID(root,var(57)),vel y*16+fvar(0)*16*16/2
trigger1=1||fvar(17):=playerID(root,var(57)),vel y*17+fvar(0)*17*17/2
trigger1=1||fvar(18):=playerID(root,var(57)),vel y*18+fvar(0)*18*18/2
trigger1=1||fvar(19):=playerID(root,var(57)),vel y*19+fvar(0)*19*19/2
trigger1=1||fvar(20):=playerID(root,var(57)),vel y*20+fvar(0)*20*20/2
trigger1=1||fvar(21):=playerID(root,var(57)),vel y*21+fvar(0)*21*21/2
trigger1=1||fvar(22):=playerID(root,var(57)),vel y*22+fvar(0)*22*22/2
trigger1=1||fvar(23):=playerID(root,var(57)),vel y*23+fvar(0)*23*23/2
trigger1=1||fvar(24):=playerID(root,var(57)),vel y*24+fvar(0)*24*24/2
trigger1=1||fvar(25):=playerID(root,var(57)),vel y*25+fvar(0)*25*25/2
trigger1=1||fvar(26):=playerID(root,var(57)),vel y*26+fvar(0)*26*26/2
trigger1=1||fvar(27):=playerID(root,var(57)),vel y*27+fvar(0)*27*27/2
trigger1=1||fvar(28):=playerID(root,var(57)),vel y*28+fvar(0)*28*28/2
trigger1=1||fvar(29):=playerID(root,var(57)),vel y*29+fvar(0)*29*29/2
trigger1=1||fvar(30):=playerID(root,var(57)),vel y*30+fvar(0)*30*30/2
trigger1=1||fvar(31):=playerID(root,var(57)),vel y*31+fvar(0)*31*31/2
trigger1=1||fvar(32):=playerID(root,var(57)),vel y*32+fvar(0)*32*32/2
trigger1=1||fvar(33):=playerID(root,var(57)),vel y*33+fvar(0)*33*33/2
trigger1=1||fvar(34):=playerID(root,var(57)),vel y*34+fvar(0)*34*34/2
trigger1=1||fvar(35):=playerID(root,var(57)),vel y*35+fvar(0)*35*35/2
trigger1=1||fvar(36):=playerID(root,var(57)),vel y*36+fvar(0)*36*36/2
trigger1=1||fvar(37):=playerID(root,var(57)),vel y*37+fvar(0)*37*37/2
trigger1=1||fvar(38):=playerID(root,var(57)),vel y*38+fvar(0)*38*38/2
trigger1=1||fvar(39):=playerID(root,var(57)),vel y*39+fvar(0)*39*39/2
;
;
;
;
;confing
;
;
;
;
;
;AIxݒ
;
[State -2];AIxݒ
type = varset
trigger1 = 1           ;0,AI
var(1)=5;ς 1,ΐlp(x50F);R{~XBR{oĂ̐l炢̃R{x
; @@@@@@@@@@@2,ΐlp㋉(x37F);ԂσwrCł邭炢̔x R{͂قڃ~X
;------------------------------AIp------------------------------------------------------------
;                       3,AIp(x20F`)Ȓn㒆iZقڊmɐ؂Ԃ邭炢̔x
;                       4,AIp(x10F`)ȕKEZقڊmɐ؂Ԃ邭炢̔x 
;------------------------------ΒAIp-------------------------------------------------------
;                       5,AIp(x1F`)OAI JE^[d
;---------------------------------------------------------------------------------------------------

;6ȏ͓ȂŉB3ȏ͈̊mŒ
;R{1ȊO͊{~X̂B(Lɂ邪̏d͉xł͂ǂɂȂȂ)

;                     ど 
;͑肪AI 1<2<3<4<5
;          񒴔AI 1<2<3<4=5    
;          ΐl@@@ 1<5<4<2<3

;AIp͑ΐlpɔׂăp^[
;Ȃ1P2PŎgpR{قȂ܂(ɃoXP)
;
;oXPdXCb`
;
[State -2]
type = varset
trigger1 = 1
var(2)=0;ς 0;u[Xg̓oXPɉAΑIII搶EEoXPłB
;                       1;Ƀu[Xggp@oXP͂傢dCH󋵂΂ł
;                       2;s`(Ctȉ)ɂȂƃoXP
;                       3;oXP͔񊮑

;2ȏ̓Q[W܂莟oXPɓlCԔg(LTP)蒆f܂B(oXP̂̂sȂ킯ł͂܂)
;1ȏŗɂXu[Xgg܂B
;܂Q[Wŉ^Ă܂ƂɋHɂ܂B
;
;70qbgȉŃu[XgȂ̃oXPsI
;
[State -2]
type = varset
trigger1 = 1
var(21)=0  ;0 ȂƂĂłoXPɈڍs
           ;1 ߂ăoXP߂Bpƃ_bVŊ撣鎞͊撣
;
;܂XCb`P  ݂wƃQbgłA;ftHon
; 
[State -2]
type = varset
trigger1 = 1
var(3)=1;ς 1ɂƃC݂ɖڊo߂܂B
;
;펞AINXCb`(Bep)
;
[State -2]
type = varset
trigger1 = 1
var(4)=0  ;1ɂƏ펞AINA܂펞NɂȂĂCgstart{^AI܂B
;
;z]AILv4ȉ
;
[State -2]
type = varset
trigger1 = 1
var(22)=6 ;(1`10܂)z]on̏ꍇ̂ 10ɂȂقǃuȂ
;
;܂XCb`2   ^傳̋Z@
;
[State -2]
type = varset
trigger1 = 1
var(10)=1  ;ς 0.off 1.on
;
;
;
;
;܂
;
;
;
;
;
;z]Zt(VSLp)@
;
[State -2]
Type = VarSet
TriggerAll=NumEnemy>0
triggerAll = var(22)=1
triggerAll = playerID(root,var(57)),movetype=A
Trigger1 = playerID(root,var(57)),AutHorName="Juke Kisaragi"||playerID(root,var(57)),AutHorName="586"||playerID(root,var(57)),AutHorName="minoo"||playerID(root,var(57)),AutHorName="mikage"
Trigger2 = playerID(root,var(57)),AutHorName="Ina"||playerID(root,var(57)),AutHorName="Drowin arcana"||playerID(root,var(57)),AutHorName="P-tan"
Trigger3 = playerID(root,var(57)),Name="Sion_Eltnam_Atlasia"||playerID(root,var(57)),Name="Chun-Li"||(playerID(root,var(57)),Name="youmu_konpaku")||(playerID(root,var(57)),Name="Tamiflu Miko")
Trigger4 = playerID(root,var(57)),Name="Red_Arcueid"||playerID(root,var(57)),Name="yuri"||playerID(root,var(57)),Name="kula"
Trigger5 = playerID(root,var(57)),Name="Kohaku"||playerID(root,var(57)),Name="sakura"||playerID(root,var(57)),Name="dizzy"||(playerID(root,var(57)),name="Yoriko")||(playerID(root,var(57)),name="Mildred")
Trigger6 = playerID(root,var(57)),Name="Yumiduka_Satsuki"||playerID(root,var(57)),Name="morrigan"||playerID(root,var(57)),Name="cvscammy"
Trigger7 = playerID(root,var(57)),Name="Len"||playerID(root,var(57)),Name="Ren"||playerID(root,var(57)),Name="Lei-Lei"||(playerID(root,var(57)),name="False Yuka")||(playerID(root,var(57)),name="Keiko Hatano")
Trigger8 = playerID(root,var(57)),Name="Hisui"||playerID(root,var(57)),Name="sissy"||playerID(root,var(57)),Name="Angelia Avallone"
Trigger9 = playerID(root,var(57)),Name="Arima_Miyako"||playerID(root,var(57)),Name="cvsathena"||playerID(root,var(57)),Name="rimururu"
Trigger10 = playerID(root,var(57)),Name="nakoruru"||playerID(root,var(57)),Name="millia"||playerID(root,var(57)),Name="justice"
Trigger11 = playerID(root,var(57)),Name="may"||playerID(root,var(57)),Name="I-NO"||playerID(root,var(57)),Name="jam"||playerID(root,var(57)),Name="baiken"
Trigger12 = playerID(root,var(57)),Name="Bulleta SXP"||playerID(root,var(57)),Name="cvscammy"||playerID(root,var(57)),AutHorName="stupa"
Trigger13 = playerID(root,var(57)),Name="Aoko Aozaki"||playerID(root,var(57)),Name="Arcueid Brunestud"
Trigger14 = playerID(root,var(57)),Name="White_Len(CPU)"||playerID(root,var(57)),Name="silvy"||playerID(root,var(57)),Name="alty"
trigger15 = (playerID(root,var(57)),Name="Cassandra Murata")||(playerID(root,var(57)),Name="Cassandra")||(playerID(root,var(57)),Name="Lynn Baker")||(playerID(root,var(57)),Name="Lynn")
trigger16 = (playerID(root,var(57)),Name="Reimu_Hakurei")||(playerID(root,var(57)),Name="Reimu")
trigger17 = (playerID(root,var(57)),Name="Remilia_Scarlet")||(playerID(root,var(57)),Name="Patchouli")||(playerID(root,var(57)),Name="Sakuya Izayoi")
trigger18 = (playerID(root,var(57)),Name="yuyu")||(playerID(root,var(57)),Name="Yuyuko Saigyouji & Youmu Konpaku")||(playerID(root,var(57)),Name="Yakumo Yukari")
trigger19=(playerID(root,var(57)),Name="Tamao Mitsurugi")||(playerID(root,var(57)),name="Kyoko Kirishima")
trigger20=(playerID(root,var(57)),Name="Heart Aino")||(playerID(root,var(57)),name="Saki")||(playerID(root,var(57)),name="Tsuzura_Saki")||(playerID(root,var(57)),name="Kamui")
trigger21=(playerID(root,var(57)),Name="Konoha")||(playerID(root,var(57)),name="kira")||(playerID(root,var(57)),Name="udon")
trigger22=(playerID(root,var(57)),Name="Haruhi Suzumiya")||(playerID(root,var(57)),name="Nagato Yuki")||(playerID(root,var(57)),name="Lieselotte")
trigger23=(playerID(root,var(57)),name="Senna_Kyoudou")||(playerID(root,var(57)),Name="Saber")||(playerID(root,var(57)),name="Android 18")
trigger24=(playerID(root,var(57)),Name="kei okuda")||(playerID(root,var(57)),name="tifa")||(playerID(root,var(57)),name="Ride-R")
trigger25=(playerID(root,var(57)),Name="Alice_Margatroid")||(playerID(root,var(57)),Name="Hong Meirin")
trigger26=(playerID(root,var(57)),name="HATSUNE MIKU")||(playerID(root,var(57)),name="Rimusin Ruruki")
trigger27=(playerID(root,var(57)),name="asahina mikuru")||(playerID(root,var(57)),name="asakura ryouko")||(playerID(root,var(57)),name="kunagi tenrou")
trigger28=(playerID(root,var(57)),name="Maori")||(playerID(root,var(57)),name="Lilica")||(playerID(root,var(57)),name="Mei-Fang")||(playerID(root,var(57)),Name="Ryuuguu Rena")
trigger29=(playerID(root,var(57)),Name="Aya Syameimaru")||(playerID(root,var(57)),Name="Ibuki_Suika")||(playerID(root,var(57)),Name="Pupa Salgueiro")
trigger30=(playerID(root,var(57)),name="Yumiko Watanuki")||(playerID(root,var(57)),name="Terumi Kannazuki")||(playerID(root,var(57)),name="Kotoe Kashima")
trigger31=(playerID(root,var(57)),name="MN")||(playerID(root,var(57)),name="Rimusin Ruruki")||(playerID(root,var(57)),name="Rerakusa Siro Dokisada")
trigger32=(playerID(root,var(57)),Name="Sakuya OS")||(playerID(root,var(57)),Name="Yuyuko Saigyouji")
trigger33=(playerID(root,var(57)),name="kendo nakanishi&kyudo nakanishi")||(playerID(root,var(57)),name="MIKU")||(playerID(root,var(57)),name="Kana Orikura")
trigger34=(playerID(root,var(57)),name="Rugal Bee")||(playerID(root,var(57)),Name ="j")||(playerID(root,var(57)),name="siteittene")||(playerID(root,var(57)),name="Ibuki")
trigger35=(playerID(root,var(57)),Name="Marisa Kirisame")||(playerID(root,var(57)),Name="Alice Margatroid")
trigger36=(playerID(root,var(57)),Name="Suika Ibuki")||(playerID(root,var(57)),Name="MegaMari")||(playerID(root,var(57)),name="necoarc_abyss")
trigger37=(playerID(root,var(57)),Name="Annie Murakami")||(playerID(root,var(57)),Name="alice")
trigger38=(playerID(root,var(57)),name="rena_lv5")||(playerID(root,var(57)),name="furude_rika")
trigger39=(playerID(root,var(57)),Name="cvsyoko")||(playerID(root,var(57)),name="monk")||(playerID(root,var(57)),name="Ayame")||(playerID(root,var(57)),name="yukkuri")
trigger40=(playerID(root,var(57)),Name="AbaReimu")||(playerID(root,var(57)),name="Dark Arcueid mk2")||(playerID(root,var(57)),name="STGmarisa")||(playerID(root,var(57)),name="necoarc_chaos")
trigger41=(playerID(root,var(57)),Name="^c Y")||(playerID(root,var(57)),name="cvsking")||(playerID(root,var(57)),name="AL AZIF")||(playerID(root,var(57)),name="saya")
trigger42=(playerID(root,var(57)),AuthorName="woman")||(playerID(root,var(57)),name="necochaosblackG666mk2")||(playerID(root,var(57)),name="AIHARA NATSUMI")
trigger43=(playerID(root,var(57)),Name="Liza")||(playerID(root,var(57)),name="Lihua")||(playerID(root,var(57)),name="tank-reimu")||(playerID(root,var(57)),name="yuyuyukkuriri")
var(11)=1
;
;
;
;
;
;͂ݓpZt(VSl̔Ԃp)
;
[State -2]
Type = VarSet
TriggerAll=NumEnemy>0
TriggerAll= root,stateno=850
Trigger1 = enemynear,name="shin"||enemynear,name="RAOH"||enemynear,name="JAGI"||enemynear,name="Mr.HEART"
Trigger2 = enemynear,name="AMIBA"||enemynear,name="JUDA-(NERICYA)"||enemynear,name="THOUTHER"||enemynear,name="magaki"
Trigger3 = playerID(root,var(57)),AutHorName="GONZO-"||enemynear,name="shion"||enemynear,name="Warachia"||enemynear,name="Nanaya_Shiki"
Trigger4 = enemynear,name="[Necromancer's] Broli"||enemynear,name="Magneto"||enemynear,name="Krizalid"||enemynear,name="RUGAL"
Trigger5 = enemynear,name="JOHANN"||enemynear,name="Shinnosuke Kagami"||enemynear,name="cvsgeese"||enemynear,name="vega"||enemynear,name="cvsvega"
Trigger6 = enemynear,name="geese"||enemynear,name="cvsg_rugal"||enemynear,name="Original Zero"||enemynear,name="Nrvnqsr_Chaos"||enemynear,name="saya"
Trigger7 = enemynear,name="dio"||enemynear,name="fdio"||enemynear,name="Shadow Dio"||enemynear,name="Wolfgang Krauser"||enemynear,name="Kouryu"
Trigger8 = enemynear,name="eddie"||enemynear,name="Mildred_Avallone"||enemynear,name="Devil_Daigo"||enemynear,name="MURAKUMO"||enemynear,name="Yukari_Yakumo"
var(18)=1

[State -2]
Type = VarSet
TriggerAll=NumEnemy>0
Trigger1=(root,stateno!=[850,852])
var(18)=0
;
;AIp(󒆃_bV\ǂ)
;
[State -2]
Type = VarSet
TriggerAll=NumEnemy>0
Trigger1=root,stateno=110
Trigger1=root,time=1
var(24)=1
[State -2]
Type = VarSet
TriggerAll=NumEnemy>0
Trigger1=root,statetype!=A
var(24)=0
;
;R{[g
;
[State -2]
type = varset
trigger1 = playerID(root,var(57)),movetype!=H
var(25)=0

[State -2];hus
Type = varset
Trigger1 = var(23)=0
Trigger1 = var(29)=4
var(23)=1
[State -2]
type = varset
triggerall = var(23) 
trigger1 = root,fvar(35)=7
trigger2 = EnemyNear,Gethitvar(hitcount)>=78
var(23) = 0

[State -2]
Type = varset
Trigger1 = var(12)=0
Trigger1 = root,stateno=250
Trigger1 = root,movehit=1
var(12)=1
[State -2]
type = varset
triggerall = var(12) 
trigger1 = playerID(root,var(57)),movetype!=H
trigger2 = playerID(root,var(57)),stateno=5120
var(12) = 0

[State -2]
Type = varset
Trigger1 = var(13)=0
Trigger1 = root,stateno=630
Trigger1 = root,movehit=1
Trigger1 = var(54)=3
var(13)=1
[State -2]
type = varset
triggerall = var(13) 
trigger1 = playerID(root,var(57)),movetype!=H
trigger2 = playerID(root,var(57)),stateno=5120
var(13) = 0

[State -2]
Type = varset
Trigger1 = var(15)=0
Trigger1 = root,stateno=1520
var(15)=1

[State -2]
type = varset
triggerall = var(15) 
trigger1 = playerID(root,var(57)),movetype!=H
trigger2 = playerID(root,var(57)),stateno=5120
trigger3 = var(54)||var(29)=6
var(15) = 0

[State -2];hus
Type = varset
Trigger1 = var(16)=0
Trigger1 = EnemyNear,Gethitvar(hitcount)=[19,21]
Trigger1 = root,stateno=205
Trigger1 = root,movehit
var(16)=1

[State -2];hus
Type = varset
Trigger1 = var(16)
Trigger1 = EnemyNear,Gethitvar(hitcount)>=65
var(16)=0

[State -2]
Type = varset
;Trigger1 = var(27)=0
Trigger1 = root,movehit=1
var(27)=var(27)+1
[State -2]
type = varset
triggerall = var(27) 
trigger1 = playerID(root,var(57)),movetype!=H
trigger2 = playerID(root,var(57)),statetype=L
trigger3 = playerID(root,var(57)),stateno=5120
var(27) = 0

[State -2;swK]
type = varset
triggerall = var(28) = 0
trigger1 = root,stateno=850
trigger1 = root,time>=13
var(28) = 1

[State -2]
type = varadd
triggerall = (var(29) = [0,1])
triggerAll = root,stateno=1400
triggerAll = root,time=15
triggerAll = root,var(5)=0
Trigger1 = 1
var(29) = 1
[State -2]
type = varset
triggerall = var(29) = 2
trigger1 = root,stateno=610
trigger1 = root,movehit
var(29) = 3
[State -2]
type = varadd
triggerall = var(29)>=3
triggerall = var(54)=0
trigger1 = root,stateno=1400
trigger1 = root,time=24
trigger1 = root,var(5)=1
var(29) = 1
[State -2]
type = varset
trigger1 = var(29)=5
trigger1 = root,stateno=1200||root,stateno=1300||root,stateno=1000
trigger1 = root,time=1
trigger2 = root,fvar(35)=6
trigger2 = root,stateno=205
trigger2 = root,movehit
trigger3 = EnemyNear,Gethitvar(hitcount)>=32
trigger3 = var(54)=3
trigger3 = var(13)=1
trigger3 = root,frontEdgeBodyDist<=40
trigger4 = root,stateno=610||root,stateno=630
trigger4 = root,movehit
trigger4 = var(29)=8
trigger4 = EnemyNear,Gethitvar(hitcount)>=75
var(29) = 6

[State -2]
type = varset
triggerall = var(29)=6||var(29)=8
trigger1 = root,stateno=310
trigger1 = root,movehit
var(29) = 7

[State -2]
type = varset
triggerall = EnemyNear,backEdgeBodyDist<=30
trigger1 = EnemyNear,Gethitvar(hitcount)<=40
trigger1 = root,stateno=215 && var(29)=6
trigger1 = root,movehit
trigger1 = helper(25000),var(27)>0
var(29) = 8

[State -2]
type = varset
triggerall = var(29) 
trigger1 = playerID(root,var(57)),movetype!=H
trigger2 = playerID(root,var(57)),statetype=L
trigger3 = playerID(root,var(57)),stateno=5120
trigger4 = root,fvar(28)=1
trigger5 = root,fvar(35)=7
trigger6 = var(55)=1&&(EnemyNear,Gethitvar(hitcount)=[19,24])&&root,stateno=205&&root,time=1
trigger7 = root,frontEdgeBodyDist>=120&&var(29)=6
var(29) = 0

[State -2]
type = varset
trigger1 = var(30) = 0
trigger1 = root,stateno=215
trigger1 = root,movehit
trigger1 = root,fvar(35)=0
trigger1 = root,fvar(33)<=1||helper(25000),var(5)>0
trigger1 = root,fvar(30)=0
trigger1 = root,fvar(28)=0
trigger1 = var(59)=0
trigger1 = var(55)=0
var(30) = 1
[State -2]
type = varset
trigger1 = var(30) = 1
trigger1 = root,stateno=1400
trigger1 = root,movehit
trigger1 = root,fvar(35)=0
trigger1 = root,fvar(33)<=1
trigger1 = root,fvar(30)=0
trigger1 = root,fvar(28)=0
trigger1 = var(59)=0
trigger1 = var(55)=0
var(30) = 2
[State -2]
type = varset
trigger1 = playerID(root,var(57)),ctrl
trigger2 = playerID(root,var(57)),stateno<200
trigger3 = playerID(root,var(57)),movetype!=H
trigger4 = root,fvar(35)=6
Trigger5 = var(29)=4
var(30) = 0

[State -2]
type = varset
trigger1 = var(31) = 0
trigger1 = var(30) = 1
trigger1 = root,stateno=1200
trigger1 = root,movehit
trigger1 = root,fvar(35)=0
trigger1 = root,fvar(30)=0
trigger1 = root,fvar(28)=0
trigger1 = var(59)=0
trigger1 = var(55)=0
var(31) = 1
[State -2]
type = varset
trigger1 = playerID(root,var(57)),ctrl
trigger2 = playerID(root,var(57)),stateno<200
trigger3 = playerID(root,var(57)),movetype!=H
trigger4 = root,fvar(35)=6
Trigger5 = var(29)=4
var(31) = 0

[State -2,AI쐬p(蕕XCb`)]
type = varset
trigger1 = 1
var(40) = 1

[State -2,AI쐬p(蕕XCb`)]
type = varset
trigger1 = 1
var(41) = 1

[State -2]
type = varadd
trigger1 = root,stateno=320
var(7) = 1
[State -2]
type = varset
trigger1 = var(7) 
trigger1 = root,stateno!=320
var(7) = 0

[State -2]
type = varset
trigger1 = (root,stateno=1300||root,stateno=1200) && var(54)=1
trigger1 = EnemyNear,Gethitvar(hitcount)>=26
trigger2 = (root,stateno=1300||root,stateno=1200) && root,prevstateno=500
trigger2 = EnemyNear,Gethitvar(hitcount)>=26
trigger2 = root,frontEdgeBodyDist>=120
var(54) = 2

[State -2]
type = varset
trigger1 = var(54)=2
trigger1 = EnemyNear,Gethitvar(hitcount)>=30
trigger1 = root,stateno=215
trigger1 = root,movehit=2
var(54) = 3

[State -2]
type = varset
trigger1 = root,stateno=1400
trigger1 = root,var(5)
trigger1 = EnemyNear,Gethitvar(hitcount)<=7
trigger1 = root,var(16)>=150||root,var(4)=7||P2life<=300
trigger1 = var(29)<=3
trigger1 = var(59)=0||root,frontEdgeBodyDist>=120
trigger2 = EnemyNear,Gethitvar(hitcount)>=26
trigger2 = var(15)=1&&root,prevstateno=[200,205]
trigger2 = root,stateno=1400
trigger2 = root,var(5)
var(54) = 1

[State -2]
type = varset
trigger1 = playerID(root,var(57)),ctrl
trigger2 = playerID(root,var(57)),stateno<200
trigger3 = playerID(root,var(57)),movetype=A
trigger4 = root,fvar(35)=6
trigger5 = var(29)=6
var(54) = 0

[State -2,I]
type = varset
trigger1 = var(53) = 0
trigger1 = root,stateno=181
var(53) = 1

[State -2]
type = varset
trigger1 = root,var(30)>0
trigger1 = var(55) = 0
trigger1 = root,stateno=300
trigger1 = root,movehit
trigger2 = root,stateno=1520
var(55) = 1
[State -2]
type = varset
trigger1 = playerID(root,var(57)),ctrl
trigger2 = playerID(root,var(57)),stateno<200
trigger3 = playerID(root,var(57)),movetype=A
trigger4 = root,fvar(35)=6
Trigger5 = var(29)=4
Trigger6 = var(55)=1&&(EnemyNear,Gethitvar(hitcount)=[19,24])&&root,stateno=205&&root,time=2
var(55) = 0


[State -2]
type = varset
trigger1 = var(59) = 1
trigger1 = root,stateno=110
trigger1 = root,time=1
var(58) = 1
[State -2]
type = varset
trigger1 = playerID(root,var(57)),movetype!=H
trigger2 = playerID(root,var(57)),stateno<200
trigger3 = playerID(root,var(57)),movetype=A
Trigger4 = var(29)=4
var(58) = 0

[State -2]
type = varset
trigger1 = root,stateno=801
var(59) = 1
[State -2]
type = varset
trigger1 = var(59) = 1
trigger1 = root,stateno=1300||root,stateno=1100
trigger1 = root,time=1
var(59) = 2
[State -2]
type = varset
trigger1 = var(59) = 2
trigger1 = root,stateno=1300
trigger1 = root,time=1
var(59) = 3
[State -2]
type = varset
trigger1 = playerID(root,var(57)),movetype!=H
trigger2 = playerID(root,var(57)),stateno<200
trigger3 = playerID(root,var(57)),movetype=A
trigger4 = root,fvar(35)=6
Trigger5 = var(29)=4
var(59) = 0

[State -2 fobOp]
type=AppendToClipboard
trigger1=1
ignorehitpause=1
text=" \nvar(10)=%d var(23)=%d var(55)=%d var(54)=%d var(29)=%d"
params=var(10),var(23),var(55),var(54),var(29)
;
;SłȂq(ꔻ肪)huŃoXP
;
[State -2]
Type = VarSet;Type = null;VarSetɂnamew薳ł܂B
TriggerAll=NumEnemy>0
triggerAll = playerID(root,var(57)),movetype=H
TriggerAll = playerID(root,var(57)),AutHorName="H"
Trigger1 = playerID(root,var(57)),Name="Nanaya_Shiki"
Trigger2 = playerID(root,var(57)),Name="Nrvnqsr_Chaos"
Trigger3 = playerID(root,var(57)),Name="Sion_Eltnam_Atlasia"
Trigger4 = playerID(root,var(57)),Name="Red_Arcueid"
Trigger5 = playerID(root,var(57)),Name="Kohaku"
Trigger6 = playerID(root,var(57)),Name="Yumiduka_Satsuki"
Trigger7 = playerID(root,var(57)),Name="Len"
Trigger8 = playerID(root,var(57)),Name="Hisui"
Trigger9 = playerID(root,var(57)),Name="Arima_Miyako"
Trigger10 = playerID(root,var(57)),Name="Warachia"
Trigger11 = playerID(root,var(57)),Name="Tohno_Shiki"
Trigger12 = playerID(root,var(57)),Name="Kishima_kouma"
Trigger13 = playerID(root,var(57)),Name="Aoko Aozaki"
Trigger14 = playerID(root,var(57)),Name="White_Len(CPU)"
Trigger15 = playerID(root,var(57)),Name="White_Len"
var(25)=1
;
;ZR{Čp(łȂL)
;
[State -2]
Type = VarSet
TriggerAll=NumEnemy>0
TriggerAll=playerID(root,var(57)),Name!="testa"
triggerAll=playerID(root,var(57)),movetype=H
Trigger1 = P2BodyDist y<=-10
Trigger1 = P2stateno!=[15000,15120]
var(25)=-1
;
;AINp
;
[statedef -3]
;CPU
[State -3,AI]
type = Varset
triggerall = var(30) <=0
triggerall = RoundState != 3
trigger1 = command = "CPU1"
trigger2 = command = "CPU2"
trigger3 = command = "CPU3"
trigger4 = command = "CPU4"
trigger5 = command = "CPU5"
trigger6 = command = "CPU6"
trigger7 = command = "CPU7"
trigger8 = command = "CPU8"
trigger9 = command = "CPU9"
trigger10 = command = "CPU10"
trigger11 = command = "CPU11"
trigger12 = command = "CPU12"
trigger13 = command = "CPU13"
trigger14 = command = "CPU14"
trigger15 = command = "CPU15"
trigger16 = command = "CPU16"
trigger17 = command = "CPU17"
trigger18 = command = "CPU18"
trigger19 = command = "CPU19"
trigger20 = command = "CPU20"
trigger21 = command = "CPU21"
trigger22 = command = "CPU22"
trigger23 = command = "CPU23"
trigger24 = command = "CPU24"
trigger25 = command = "CPU25"
trigger26 = command = "CPU26"
trigger27 = command = "CPU27"
trigger28 = command = "CPU28"
trigger29 = command = "CPU29"
trigger30 = command = "CPU30"
trigger31 = command = "CPU31"
trigger32 = command = "CPU32"
trigger33 = command = "CPU33"
trigger34 = command = "CPU34"
trigger35 = command = "CPU35"
trigger36 = command = "CPU36"
trigger37 = command = "CPU37"
trigger38 = command = "CPU38"
trigger39 = command = "CPU39"
trigger40 = command = "CPU40"
trigger41 = command = "CPU41"
trigger42 = command = "CPU42"
trigger43 = command = "CPU43"
trigger44 = command = "CPU44"
trigger45 = command = "CPU45"
trigger46 = command = "CPU46"
trigger47 = command = "CPU47"
trigger48 = command = "CPU48"
trigger49 = command = "CPU49"
trigger50 = command = "CPU50"
trigger51 = command = "CPU51"
trigger52 = command = "CPU52"
trigger53 = command = "CPU53"
trigger54 = command = "CPU54"
trigger55 = command = "CPU55"
trigger56 = command = "CPU56"
trigger57 = command = "CPU57"
trigger58 = command = "CPU58"
trigger59 = command = "CPU59"
trigger60 = command = "CPU60"
Trigger61= NumHelper(10000)
Trigger61= Helper(10000),var(59)>0
Trigger61= var(30)=0
trigger62 = helper(25010),var(4)=1
trigger63 = command = "start"
trigger63 = roundstate=1
fvar(34)=1
;
[State -2]
type = varset
trigger1 = stateno=801
trigger1 = facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=110
fvar(28) = 1
[State -2]
type = varset
trigger1 = playerID(var(57)),movetype!=H
trigger2 = facing*(helper(25000+(facing=-1)*10),pos x-pos x)>=110
fvar(28) = 0


[State -3,u[XgŒ]
Type = null;varset
Trigger1 = enemynear,ctrl
var(16) = 160

[State -3,󓊂pWv]
Type = varset
Triggerall = var(30)
Triggerall = playerID(var(57)),movetype!=H
Triggerall = playerID(var(57)),statetype=A
TriggerAll=!(playerID(var(57)),authorname="muteki")||var(30)<=10
Triggerall = playerID(var(57)),movetype!=A||(playerID(var(57)),stateno=[700,999])
Triggerall =!InGuardDist||(playerID(var(57)),stateno=[700,999])
Trigger1 = playerID(var(57)),stateno<200||(playerID(var(57)),stateno=[700,999])
Trigger1 = P2BodyDist X*helper(25000),var(3)-(EnemyNear(floor(fvar(36))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*35,30]
Trigger1 = P2BodyDist Y+helper(25010),fvar(6)=[-100,-10]
Trigger2 = playerID(var(57)),stateno<200||(playerID(var(57)),stateno=[700,999])
Trigger2 = P2BodyDist X*helper(25000),var(3)-(EnemyNear(floor(fvar(36))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*35,30]
Trigger2 = P2BodyDist Y+helper(25010),fvar(7)=[-100,-10]
Trigger3 = P2BodyDist X*helper(25000),var(3)-(EnemyNear(floor(fvar(36))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*35,30]
Trigger3 = P2BodyDist Y+helper(25010),fvar(8)=[-100,-10]
Trigger3 = playerID(var(57)),stateno<200||(playerID(var(57)),stateno=[700,999])
Trigger4 = P2BodyDist X*helper(25000),var(3)-(EnemyNear(floor(fvar(36))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*35,30]
Trigger4 = P2BodyDist Y+helper(25010),fvar(9)=[-100,-10]
Trigger4 = playerID(var(57)),stateno<200||(playerID(var(57)),stateno=[700,999])
fvar(31) = 100

[State -3]
Type = varadd
Trigger1 = fvar(31)>0
fvar(31) = -1
[State -3]
Type = varset
Trigger1 = fvar(30)
Trigger1 = playerID(var(57)),statetype!=A
fvar(31) = 0

[State -3,R{mFϐ]
Type = varset
Trigger1 = fvar(32)=1
Trigger1 = fvar(35)=6
Trigger1 = p2bodydist y<=-3
fvar(32) = 2

[State -3,R{mFϐ]
Type = varset
Trigger1 = fvar(32)=0
Trigger1 = stateno=430 && movehit=1
Trigger1 = fvar(35)=6
fvar(32) = 1
;-------------------------------------------------------------------------------------------------------------
[State -3];hc擾
Type=varset
triggerall=!ishelper
Trigger1=numenemy>0
var(57)=enemynear(floor(fvar(36))),ID

[State -3]
Type = varset
Trigger1 = fvar(34)=1
Trigger1 = stateno=181
fvar(34) = 2

[State -3]
Type = varadd
;Trigger1 = fvar(8)
Trigger1 = movehit=1
fvar(8)=1

[State -3]
Type = varset
Triggerall = fvar(8)
Trigger1 = enemynear,ctrl
trigger2 = playerID(var(57)),movetype!=H
trigger3 = playerID(var(57)),stateno<200
fvar(8)=0

[State -3, AIflag]
type = displaytoclipboard
Trigger1 = 1
text = "AI = %d"
params = var(30)

[State -3, mFfobN]
type = AppendToClipboard
Trigger1 = 1
text =  "P2X:%f,P2Y:%f,Vx%f,Vy%f,Py%f \n"
params = P2bodyDist x,P2bodyDist y,vel x,vel y,pos y
IgnoreHitPause = 1

[State -3]
Type = varset
Trigger1 = numenemy=1
fvar(36) = 0

[State -3]
Type = varset
Trigger1 = numenemy>1
fvar(36) = ifelse(EnemyNear(0),Alive,0,1)

;------------------------------------------------------------------------------------------------------
[State -3]
type=varset
triggerall=helper(25010),var(1)=1
trigger1=fvar(34)>=1
var(30)=5

[State -3]
type=varset
triggerall=helper(25010),var(1)=2
trigger1=fvar(34)>=1
var(30)=7

[State -3]
type=varset
triggerall=helper(25010),var(1)=3
trigger1=fvar(34)>=1
var(30)=10

[State -3]
type=varset
triggerall=helper(25010),var(1)=[4,5]
trigger1=fvar(34)>=1
var(30)=11
;------------------------------------------------------------------------------------------------------

[State -3]
Type = varadd
;Trigger1 = fvar(35)
Trigger1 = movehit=1
fvar(33)=1

[State -3]
Type = varadd
;Trigger1 = fvar(35)
Trigger1 = stateno=2000&& time=1
fvar(33)=18

[State -3]
Type = varset
Triggerall = fvar(33)
Trigger1 = enemynear,ctrl
trigger2 = playerID(var(57)),movetype!=H
trigger3 = playerID(var(57)),stateno<200
fvar(33)=0

[State -3]
Type = varset
Triggerall = fvar(35)
Trigger1 = enemynear,ctrl
trigger2 = playerID(var(57)),movetype!=H
trigger3 = playerID(var(57)),stateno<200
Trigger4 = helper(25010),var(29)=4
Trigger5 = helper(25010),var(29)=6
fvar(35)=0

;ѓ΍wp[
[State -2]
Type = Helper
Trigger1 = !IsHelper
Trigger1 = !NumHelper(30020)
Trigger1 = alive
Trigger1 = RoundState = 2
HelperType = Normal
Name = "tobi"
ID = 30020
StateNo = 30020
Pos = 0, 1000
PosType = p1
Facing = 1
SuperMoveTime  = 0
PaiseMoveTime  = 0
IgnoreHitPause = 1
;Ô߁tĂ
[State -3, ֌WXe[gɍsȂ悤]
type=changestate
Trigger1= ishelper(30020)
Trigger1= stateno!=30020
value=30020

;nԍwKpwp[
[State -2]
Type = Helper
Trigger1 = !IsHelper
Trigger1 = !NumHelper(33333)
Trigger1 = alive
Trigger1 = RoundState = 2
HelperType = Normal
Name = "first"
ID = 33333
StateNo = 33333
Pos = 0, 1000
PosType = p1
Facing = 1
SuperMoveTime  = 0
PaiseMoveTime  = 0
IgnoreHitPause = 1

;ѓׂ
[State -2]
Type = Helper
Trigger1 = !IsHelper
Trigger1 = !NumHelper(44444)
Trigger1 = alive
Trigger1 = RoundState = 2
HelperType = Normal
Name = "tubusi"
ID = 44444
StateNo = 44444
Pos = 0, 1000
PosType = p1
Facing = 1
SuperMoveTime  = 0
PaiseMoveTime  = 0
IgnoreHitPause = 1
;Ô߁tĂ
[State -3, ֌WXe[gɍsȂ悤]
type=changestate
Trigger1= ishelper(44444)
Trigger1= stateno!=44444
value=44444

;󒆋ZwKpwp[
[State -2]
Type = Helper
Trigger1 = !IsHelper
Trigger1 = !NumHelper(30030)
Trigger1 = alive
Trigger1 = RoundState = 2
HelperType = Normal
Name = "second"
ID = 30030
StateNo = 30030
Pos = 0, 1000
PosType = p1
Facing = 1
SuperMoveTime  = 0
PaiseMoveTime  = 0
IgnoreHitPause = 1

[State -2];EXe[W[p
type = Helper
trigger1 = !numhelper(25000)
helpertype = normal
name = "right_edge"
ID = 25000
pos = 0, 0
postype = right
facing = 1
stateno = 25000
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[State -2];Xe[W[p
type = Helper
trigger1 = !numhelper(25010)
helpertype = normal
name = "left_edge"
ID = 25010
pos = 0, 0
postype = left
facing = -1
stateno = 25010
ownpal = 1
supermovetime = 0
pausemovetime = 0
;Ô߁tĂ
[State -3, ֌WXe[gɍsȂ悤]
type=changestate
Trigger1= ishelper(25010)
Trigger1= stateno!=25010
value=25010

[State -3, AINpwp[]
Type = Helper
TriggerAll=!isHelper
TriggerAll=RoundState<2||(RoundState=2&&Ctrl)
Trigger1 = !NumHelper(10000)
Trigger1 = Alive
Trigger1 = PrevStateNo=190||PrevStateNo=5900
Trigger1 = !var(30)
HelperType = Normal
Name = "AI"
StateNo = 10000
ID = 10000
keyCtrl = 1
PauseMoveTime = 2147483647
SuperMoveTime = 2147483647

;Ô߁tĂ
[State -3, ֌WXe[gɍsȂ悤]
type=changestate
Trigger1= ishelper(10000)
Trigger1= stateno!=10000
value=10000

[State -3];oXPR{
Type = varset
Triggerall = fvar(35)>0
Trigger1 = enemynear,ctrl
trigger2 = playerID(var(57)),movetype!=H
trigger3 = playerID(var(57)),stateno<200
trigger4 = playerID(var(57)),stateno=15120
fvar(35)=0

[State -3];u[[vR{p
Type = varset
Triggerall = fvar(30)>0
Trigger1 = enemynear,ctrl
Trigger1=enemynear,stateno != [550,553]
trigger2 = playerID(var(57)),movetype!=H
trigger3 = stateno=801
trigger4 = !var(30)
fvar(30)=0


;
;ꌂ֘A
;
[State -3,e[be[]
Type = ChangeState
value = 2500
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=var(4)=7
TriggerAll=enemynear(floor(fvar(36))),pos y<=-30||(fvar(30)>0)||EnemyNear,Gethitvar(hitcount)<=3||stateno=40
TriggerAll=fvar(34)=2
TriggerAll=EnemyNear,Gethitvar(hitcount)<30
TriggerAll=enemynear(floor(fvar(36))),statetype != L
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),movetype=H
TriggerAll=enemynear(floor(fvar(36))),stateno!=[120,159]
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*200
Trigger1=stateno=215&&movehit
Trigger2=stateno=210&&movehit
Trigger3=prevstateno=1520||prevstateno=300
Trigger3=stateno=40
;
;؂Ԃ
;
[State -3]
Type = ChangeState
value = 1400
TriggerAll=var(30)>6
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=enemynear(floor(fvar(36))),pos y>-60
TriggerAll=fvar(37)>=0
TriggerAll=InGuardDist
TriggerAll=Random <= var(30)*100
TriggerAll=P2BodyDist X<=30
TriggerAll=helper(25000),var(8)=1
TriggerAll=enemynear(floor(fvar(36))),stateno=[630,640]
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=enemynear(floor(fvar(36))),movetype=A
TriggerAll=enemynear(floor(fvar(36))),movetype!=H
TriggerAll=enemynear(floor(fvar(36))),stateno!=[120,159]
Trigger1=ctrl||stateno=100||stateno=40||stateno=52||(stateno=[120,140])||stateno=0||stateno=[20,21]
;
;JE^[
;
[State -3,LTP]
Type = ChangeState
value = 2000
TriggerAll=var(30)>9
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=var(4)<=6
TriggerAll=enemynear(floor(fvar(36))),pos y>-60
TriggerAll=fvar(37)>=0
TriggerAll=power>=1000
TriggerAll=!enemynear(floor(fvar(36))),ctrl
TriggerAll=enemynear(floor(fvar(36))),animtime<=-5
TriggerAll=helper(25010),var(1)=5||(helper(25010),var(1)=4&&(!time||enemynear(floor(fvar(36))),time>=10))||enemynear(floor(fvar(36))),time>=20
TriggerAll=P2BodyDist X<=75
TriggerAll=prevstateno!=2600
TriggerAll=enemynear(floor(fvar(36))),time>=3||enemynear(floor(fvar(36))),stateno>=1000
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=enemynear(floor(fvar(36))),movetype=A
TriggerAll=enemynear(floor(fvar(36))),movetype!=H
TriggerAll=enemynear(floor(fvar(36))),stateno!=[120,159]
Trigger1=ctrl||stateno=100||stateno=40||stateno=52||(stateno=[120,140])||stateno=0||stateno=[20,21]
;
;PƂĂ
;
[State -3]
Type = ChangeState
value = 2700
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=!helper(25000),var(42)
TriggerAll=helper(25010),var(10)=1
TriggerAll=power>=1000
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=(stateno=[240,245])&&movehit
Trigger1=enemynear(floor(fvar(36))),movetype = H

[State -3]
Type = ChangeState
value = 240
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=helper(25000),var(42)
TriggerAll=helper(25010),var(10)=1
TriggerAll=power>=1000
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=(stateno=2700&&animtime=0)||(ctrl&&prevstateno=2700)
Trigger1=enemynear(floor(fvar(36))),movetype = H
Trigger2=stateno=430&&movehit
Trigger2=enemynear(floor(fvar(36))),movetype = H

[State -3]
Type = ChangeState
value = 320
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=helper(25000),var(42)
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=stateno=240&&movehit
Trigger1=enemynear(floor(fvar(36))),movetype = H

[State -3]
Type = ChangeState
value = 1200
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=helper(25000),var(42)
TriggerAll=helper(25010),var(55)=1
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=stateno=630&&movehit
trigger1=prevstateno!=1200
Trigger1=enemynear(floor(fvar(36))),movetype = H

[State -3]
Type = ChangeState
value = 1100
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=helper(25000),var(42)
TriggerAll=helper(25010),var(55)=1
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=stateno=630&&movehit
Trigger1=enemynear(floor(fvar(36))),movetype = H
Trigger2=stateno=1100&&ctrl
;
;z]
;
[State -3]
Type = ChangeState
value = 2400
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=fvar(38)=0
TriggerAll=helper(25010),var(3)=1
TriggerAll=power>=1000
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=enemynear(floor(fvar(36))),movetype != H
Trigger1=ctrl||(stateno=[100,101])||stateno=21||stateno=22
Trigger1=P2BodyDist x>10
Trigger1=enemynear(floor(fvar(36))),statetype=L||P2BodyDist x>120
Trigger2=stateno=440&&moveguarded
Trigger2=enemynear(floor(fvar(36))),movetype = H
Trigger2=P2BodyDist x>30
Trigger2=var(16)>=300
;
;΋pC
;
[State -3]
Type = ChangeState
value = 215
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=prevstateno!=215
TriggerAll=P2BodyDist X<=20
TriggerAll=Enemy,NumProj = 0
Triggerall=fvar(35)=0
Triggerall=fvar(37)>=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=fvar(33)=0
Triggerall=fvar(8)=0
Triggerall=enemynear(floor(fvar(36))),pos y<=-30
Triggerall=enemynear(floor(fvar(36))),vel y>=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(29)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(30)=0
Triggerall=helper(25010),var(54)=0
Triggerall=helper(25010),var(41)=0
Triggerall=helper(30020),var(58)=0
TriggerAll=(p2bodydist y+helper(25010),fvar(7)=[-120,-25])||enemynear(floor(fvar(36))),pos y=[-120,-40]
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*35||var(30)>9
TriggerAll=ctrl
Trigger1=enemynear(floor(fvar(36))),vel x>=0
Trigger1=P2BodyDist X=[-5-(frontedgebodydist<20)*999,20]
Trigger1=EnemyNear,Gethitvar(hitcount)<=10
Trigger1=enemynear(floor(fvar(36))),movetype != A
;
;JԂ
;
[State -3,wrC]
Type = ChangeState
value = 310
TriggerAll=var(30) > 1
TriggerAll=var(30) < 3
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=enemynear(floor(fvar(36))),statetype != L
TriggerAll=enemynear(floor(fvar(36))),StateType != A
TriggerAll=enemynear(floor(fvar(36))),movetype!=H
TriggerAll=enemynear(floor(fvar(36))),stateno!=[120,159]
TriggerAll=!InGuardDist
TriggerAll=ctrl
TriggerAll=prevstateno=5900||prevstateno=190
Trigger1=Random <= var(4)*35
Trigger2=var(4)>=5
Trigger2=Random = [200,550]

;
;Vł
;
[State -3,i]
Type = ChangeState
value = 1101
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=fvar(35)=0
TriggerAll=prevstateno!=1101
Triggerall=helper(25000),var(42)
TriggerAll=fvar(30)=0
Trigger1=stateno=110
Trigger1=enemynear(floor(fvar(36))),StateType != A
Trigger1=enemynear(floor(fvar(36))),StateType != L
Trigger1=enemynear(floor(fvar(36))),movetype=H
Trigger1=enemynear(floor(fvar(36))),stateno=[120,159]
Trigger1=!InGuardDist

[State -3,i]
Type = ChangeState
value = 110
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=fvar(35)=0
Triggerall=helper(25000),var(42)
TriggerAll=fvar(30)=0
Trigger1=stateno=1101&&ctrl
Trigger1=enemynear(floor(fvar(36))),StateType != A
Trigger1=enemynear(floor(fvar(36))),StateType != L
Trigger1=enemynear(floor(fvar(36))),movetype=H
Trigger1=enemynear(floor(fvar(36))),stateno=[120,159]
Trigger1=!InGuardDist

[State -3,i]
Type = ChangeState
value = 440
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=fvar(35)=0
Triggerall=helper(25000),var(42)
TriggerAll=fvar(30)=0
Trigger1=stateno=52
Trigger1=enemynear(floor(fvar(36))),StateType != A
Trigger1=enemynear(floor(fvar(36))),stateno=[120,159]
Trigger1=enemynear(floor(fvar(36))),StateType != L
Trigger1=enemynear(floor(fvar(36))),movetype=H
Trigger1=!InGuardDist

[State -3,i]
Type = ChangeState
value = 250
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=var(16)>=100
Triggerall=helper(25000),var(42)
TriggerAll=fvar(30)=0
Trigger1=stateno=440&&moveguarded
Trigger1=enemynear(floor(fvar(36))),StateType != A
Trigger1=enemynear(floor(fvar(36))),stateno=[120,159]
Trigger1=enemynear(floor(fvar(36))),StateType != L
Trigger1=enemynear(floor(fvar(36))),movetype=H
Trigger1=!InGuardDist

[State -3,i]
Type = ChangeState
value = 40
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=fvar(35)=0
Triggerall=helper(25000),var(42)
TriggerAll=fvar(30)=0
Trigger1=stateno=245&&moveguarded
Trigger1=enemynear(floor(fvar(36))),StateType != A
Trigger1=enemynear(floor(fvar(36))),stateno=[120,159]
Trigger1=enemynear(floor(fvar(36))),StateType != L
Trigger1=enemynear(floor(fvar(36))),movetype=H
Trigger1=!InGuardDist

[State -3,i]
Type = ChangeState
value = 215
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=fvar(35)=0
Triggerall=helper(25000),var(42)
TriggerAll=fvar(30)=0
Trigger1=stateno=500&&prevstateno=250
Trigger1=enemynear(floor(fvar(36))),StateType != A
Trigger1=enemynear(floor(fvar(36))),stateno!=[120,159]
Trigger1=enemynear(floor(fvar(36))),StateType != L
Trigger1=enemynear(floor(fvar(36))),movetype=H
Trigger1=!InGuardDist
;
;Zׂ
;
[State -3,ׂ]
type = ChangeState
value = 440
triggerall=var(30)>0
TriggerAll=Random<=var(30)*130
triggerall=numhelper(44444)
TriggerAll=RoundState=2
TriggerAll=helper(30020),var(58)=0
TriggerAll=Enemy,NumProj = 0
TriggerAll=fvar(37)>=0
TriggerAll=P2BodyDist X<=83
triggerall=Ctrl||(stateno=[100,101])||(stateno=[10,11])||(stateno=[120,149])||stateno=52||((stateno=[150,155])&&hitover)||stateno=0
TriggerAll=playerID(var(57)),Alive
TriggerAll=playerID(var(57)),MoveType!=H
TriggerAll=playerID(var(57)),statetype!=L
TriggerAll=playerID(var(57)),statetype=S||playerID(var(57)),statetype=C||(P2BodyDist y+helper(25010),fvar(12)>=0&&playerID(var(57)),statetype=A)
triggerall=statetype!=A
triggerall = inguarddist||playerID(var(57)),movetype = A||var(30)<=8
trigger1 = playerID(var(57)),stateno=helper(44444),var(0)
trigger1 = helper(44444),var(1)-playerID(var(57)),time=[17,60]
trigger1 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(44444),fvar(0)
trigger1 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(44444),fvar(1)) <= 20
trigger2 = playerID(var(57)),stateno=helper(44444),var(2)
trigger2 = helper(44444),var(3)-playerID(var(57)),time=[17,60]
trigger2 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(44444),fvar(2)
trigger2 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(44444),fvar(3)) <= 20
trigger3 = playerID(var(57)),stateno=helper(44444),var(4)
trigger3 = helper(44444),var(5)-playerID(var(57)),time=[17,60]
trigger3 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(44444),fvar(4)
trigger3 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(44444),fvar(5)) <= 20
trigger4 = playerID(var(57)),stateno=helper(44444),var(6)
trigger4 = helper(44444),var(7)-playerID(var(57)),time=[17,60]
trigger4 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(44444),fvar(6)
trigger4 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(44444),fvar(7)) <= 20
trigger5 = playerID(var(57)),stateno=helper(44444),var(8)
trigger5 = helper(44444),var(9)-playerID(var(57)),time=[17,60]
trigger5 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(44444),fvar(8)
trigger5 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(44444),fvar(9)) <= 20
trigger6 = playerID(var(57)),stateno=helper(44444),var(10)
trigger6 = helper(44444),var(11)-playerID(var(57)),time=[17,60]
trigger6 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(44444),fvar(10)
trigger6 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(44444),fvar(11)) <= 20
trigger7 = playerID(var(57)),stateno=helper(44444),var(12)
trigger7 = helper(44444),var(13)-playerID(var(57)),time=[17,60]
trigger7 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(44444),fvar(12)
trigger7 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(44444),fvar(13)) <= 20
trigger8 = playerID(var(57)),stateno=helper(44444),var(14)
trigger8 = helper(44444),var(15)-playerID(var(57)),time=[17,60]
trigger8 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(44444),fvar(14)
trigger8 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(44444),fvar(15)) <= 20
trigger9 = playerID(var(57)),stateno=helper(44444),var(16)
trigger9 = helper(44444),var(17)-playerID(var(57)),time=[17,60]
trigger9 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(44444),fvar(16)
trigger9 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(44444),fvar(17)) <= 20
trigger10 = playerID(var(57)),stateno=helper(44444),var(18)
trigger10 = helper(44444),var(19)-playerID(var(57)),time=[17,60]
trigger10 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(44444),fvar(18)
trigger10= random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(44444),fvar(19)) <= 20
Trigger11 = playerID(var(57)),stateno=helper(44444),var(20)
trigger11 = helper(44444),var(21)-playerID(var(57)),time=[17,60]
trigger11 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(44444),fvar(20)
trigger11 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(44444),fvar(21)) <= 20
Trigger12 = playerID(var(57)),stateno=helper(44444),var(22)
trigger12 = helper(44444),var(23)-playerID(var(57)),time=[17,60]
trigger12 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(44444),fvar(22)
trigger12 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(44444),fvar(23)) <= 20
Trigger13 = playerID(var(57)),stateno=helper(44444),var(24)
trigger13 = helper(44444),var(25)-playerID(var(57)),time=[17,60]
trigger13 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(44444),fvar(24)
trigger13 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(44444),fvar(25)) <= 20
Trigger14 = playerID(var(57)),stateno=helper(44444),var(26)
trigger14 = helper(44444),var(27)-playerID(var(57)),time=[17,60]
trigger14 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(44444),fvar(26)
trigger14 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(44444),fvar(27)) <= 20
Trigger15 = playerID(var(57)),stateno=helper(44444),var(28)
trigger15 = helper(44444),var(29)-playerID(var(57)),time=[17,60]
trigger15 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(44444),fvar(28)
trigger15 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(44444),fvar(29)) <= 20
Trigger16 = playerID(var(57)),stateno=helper(44444),var(30)
trigger16 = helper(44444),var(31)-playerID(var(57)),time=[17,60]
trigger16 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(44444),fvar(30)
trigger16 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(44444),fvar(31)) <= 20
Trigger17 = playerID(var(57)),stateno=helper(44444),var(32)
trigger17 = helper(44444),var(33)-playerID(var(57)),time=[17,60]
trigger17 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(44444),fvar(32)
trigger17 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(44444),fvar(33)) <= 20
Trigger18 = playerID(var(57)),stateno=helper(44444),var(34)
trigger18 = helper(44444),var(35)-playerID(var(57)),time=[17,60]
trigger18 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(44444),fvar(34)
trigger18 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(44444),fvar(35)) <= 20
Trigger19 = playerID(var(57)),stateno=helper(44444),var(36)
trigger19 = helper(44444),var(37)-playerID(var(57)),time=[17,60]
trigger19 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(44444),fvar(36)
trigger19 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(44444),fvar(37)) <= 20
Trigger20 = playerID(var(57)),stateno=helper(44444),var(38)
trigger20 = helper(44444),var(39)-playerID(var(57)),time=[17,60]
trigger20 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(44444),fvar(38)
trigger20 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(44444),fvar(39)) <= 20
Trigger21 = playerID(var(57)),stateno=helper(44444),var(40)
trigger21 = helper(44444),var(41)-playerID(var(57)),time=[17,60]
Trigger22 = playerID(var(57)),stateno=helper(44444),var(42)
trigger22 = helper(44444),var(43)-playerID(var(57)),time=[17,60]
Trigger23 = playerID(var(57)),stateno=helper(44444),var(44)
trigger23 = helper(44444),var(45)-playerID(var(57)),time=[17,60]
Trigger24 = playerID(var(57)),stateno=helper(44444),var(48)
trigger24 = helper(44444),var(49)-playerID(var(57)),time=[17,60]
Trigger25 = playerID(var(57)),stateno=helper(44444),var(50)
trigger25 = helper(44444),var(51)-playerID(var(57)),time=[17,60]
Trigger26 = playerID(var(57)),stateno=helper(44444),var(52)
trigger26 = helper(44444),var(53)-playerID(var(57)),time=[17,60]
Trigger27 = playerID(var(57)),stateno=helper(44444),var(54)
trigger27 = helper(44444),var(55)-playerID(var(57)),time=[17,60]
Trigger28 = playerID(var(57)),stateno=helper(44444),var(56)
trigger28 = helper(44444),var(57)-playerID(var(57)),time=[17,60]

[State -3]
type = ChangeState
value = 1400
triggerall=var(30)>0
TriggerAll=Random<=var(30)*130
triggerall=numhelper(33333)
TriggerAll=RoundState=2
TriggerAll=enemynear(floor(fvar(36))),stateno<1999
TriggerAll=fvar(37)>=0
triggerall=playerID(var(57)),hitdefattr = SC,NA,SA
TriggerAll=var(30)>9
triggerall=playerID(var(57)),time>=3||!(playerID(var(57)),authorname="muteki")|| playerID(var(57)),stateno>=1000||var(30)<10
TriggerAll=P2BodyDist X<=28
triggerall=Ctrl||(stateno=[100,101])||(stateno=[10,11])||(stateno=[120,149])||stateno=52||((stateno=[150,155])&&hitover)
TriggerAll=playerID(var(57)),Alive
TriggerAll=playerID(var(57)),MoveType!=H
TriggerAll=playerID(var(57)),statetype!=L
TriggerAll=playerID(var(57)),statetype!=A
triggerall=statetype!=A
triggerall = inguarddist||playerID(var(57)),movetype = A
trigger1 = playerID(var(57)),stateno=helper(33333),var(0)
trigger1 = helper(33333),var(1)-playerID(var(57)),time=[1,5]
trigger1 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(0)
trigger1 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(1)) <= 20
trigger2 = playerID(var(57)),stateno=helper(33333),var(2)
trigger2 = helper(33333),var(3)-playerID(var(57)),time=[1,5]
trigger2 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(2)
trigger2 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(3)) <= 20
trigger3 = playerID(var(57)),stateno=helper(33333),var(4)
trigger3 = helper(33333),var(5)-playerID(var(57)),time=[1,5]
trigger3 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(4)
trigger3 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(5)) <= 20
trigger4 = playerID(var(57)),stateno=helper(33333),var(6)
trigger4 = helper(33333),var(7)-playerID(var(57)),time=[1,5]
trigger4 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(6)
trigger4 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(7)) <= 20
trigger5 = playerID(var(57)),stateno=helper(33333),var(8)
trigger5 = helper(33333),var(9)-playerID(var(57)),time=[1,5]
trigger5 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(8)
trigger5 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(9)) <= 20
trigger6 = playerID(var(57)),stateno=helper(33333),var(10)
trigger6 = helper(33333),var(11)-playerID(var(57)),time=[1,5]
trigger6 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(10)
trigger6 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(11)) <= 20
trigger7 = playerID(var(57)),stateno=helper(33333),var(12)
trigger7 = helper(33333),var(13)-playerID(var(57)),time=[1,5]
trigger7 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(12)
trigger7 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(13)) <= 20
trigger8 = playerID(var(57)),stateno=helper(33333),var(14)
trigger8 = helper(33333),var(15)-playerID(var(57)),time=[1,5]
trigger8 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(14)
trigger8 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(15)) <= 20
trigger9 = playerID(var(57)),stateno=helper(33333),var(16)
trigger9 = helper(33333),var(17)-playerID(var(57)),time=[1,5]
trigger9 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(16)
trigger9 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(17)) <= 20
trigger10 = playerID(var(57)),stateno=helper(33333),var(18)
trigger10 = helper(33333),var(19)-playerID(var(57)),time=[1,5]
trigger10 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(18)
trigger10= random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(19)) <= 20
Trigger11 = playerID(var(57)),stateno=helper(33333),var(20)
trigger11 = helper(33333),var(21)-playerID(var(57)),time=[1,5]
trigger11 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(20)
trigger11 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(21)) <= 20
Trigger12 = playerID(var(57)),stateno=helper(33333),var(22)
trigger12 = helper(33333),var(23)-playerID(var(57)),time=[1,5]
trigger12 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(22)
trigger12 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(23)) <= 20
Trigger13 = playerID(var(57)),stateno=helper(33333),var(24)
trigger13 = helper(33333),var(25)-playerID(var(57)),time=[1,5]
trigger13 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(24)
trigger13 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(25)) <= 20
Trigger14 = playerID(var(57)),stateno=helper(33333),var(26)
trigger14 = helper(33333),var(27)-playerID(var(57)),time=[1,5]
trigger14 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(26)
trigger14 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(27)) <= 20
Trigger15 = playerID(var(57)),stateno=helper(33333),var(28)
trigger15 = helper(33333),var(29)-playerID(var(57)),time=[1,5]
trigger15 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(28)
trigger15 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(29)) <= 20
Trigger16 = playerID(var(57)),stateno=helper(33333),var(30)
trigger16 = helper(33333),var(31)-playerID(var(57)),time=[1,5]
trigger16 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(30)
trigger16 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(31)) <= 20
Trigger17 = playerID(var(57)),stateno=helper(33333),var(32)
trigger17 = helper(33333),var(33)-playerID(var(57)),time=[1,5]
trigger17 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(32)
trigger17 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(33)) <= 20
Trigger18 = playerID(var(57)),stateno=helper(33333),var(34)
trigger18 = helper(33333),var(35)-playerID(var(57)),time=[1,5]
trigger18 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(34)
trigger18 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(35)) <= 20
Trigger19 = playerID(var(57)),stateno=helper(33333),var(36)
trigger19 = helper(33333),var(37)-playerID(var(57)),time=[1,5]
trigger19 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(36)
trigger19 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(37)) <= 20
Trigger20 = playerID(var(57)),stateno=helper(33333),var(38)
trigger20 = helper(33333),var(39)-playerID(var(57)),time=[1,5]
trigger20 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(38)
trigger20 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(39)) <= 20
Trigger21 = playerID(var(57)),stateno=helper(33333),var(40)
trigger21 = helper(33333),var(41)-playerID(var(57)),time=[1,5]
Trigger22 = playerID(var(57)),stateno=helper(33333),var(42)
trigger22 = helper(33333),var(43)-playerID(var(57)),time=[1,5]
Trigger23 = playerID(var(57)),stateno=helper(33333),var(44)
trigger23 = helper(33333),var(45)-playerID(var(57)),time=[1,5]
Trigger24 = playerID(var(57)),stateno=helper(33333),var(48)
trigger24 = helper(33333),var(49)-playerID(var(57)),time=[1,5]
Trigger25 = playerID(var(57)),stateno=helper(33333),var(50)
trigger25 = helper(33333),var(51)-playerID(var(57)),time=[1,5]
Trigger26 = playerID(var(57)),stateno=helper(33333),var(52)
trigger26 = helper(33333),var(53)-playerID(var(57)),time=[1,5]
Trigger27 = playerID(var(57)),stateno=helper(33333),var(54)
trigger27 = helper(33333),var(55)-playerID(var(57)),time=[1,5]
Trigger28 = playerID(var(57)),stateno=helper(33333),var(56)
trigger28 = helper(33333),var(57)-playerID(var(57)),time=[1,5]

[State -3,~܂Č邼]
type = ChangeState
value = 850
triggerall=var(30)>0
TriggerAll=Random<=var(30)*130
triggerall=numhelper(33333)
TriggerAll=RoundState=2
TriggerAll=!helper(25000),var(41)
TriggerAll=enemynear(floor(fvar(36))),stateno<2000
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(29)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(30)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(31)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(32)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(33)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(34)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(35)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(36)
TriggerAll=fvar(37)>=0
TriggerAll=var(30)>9
TriggerAll=P2BodyDist X<=80
TriggerAll=playerID(var(57)),statetype!=A
TriggerAll=playerID(var(57)),vel y>=0
triggerall=playerID(var(57)),time>3||!(playerID(var(57)),authorname="muteki")|| playerID(var(57)),stateno>=1000
triggerall=Ctrl||(stateno=[100,101])||(stateno=[10,11])||(stateno=[120,149])||stateno=52||((stateno=[150,155])&&hitover)||stateno=0
TriggerAll=playerID(var(57)),Alive
TriggerAll=playerID(var(57)),MoveType!=H
TriggerAll=playerID(var(57)),statetype!=L
TriggerAll=playerID(var(57)),statetype=S
triggerall=statetype!=A
triggerall = inguarddist||playerID(var(57)),movetype = A
trigger1 = playerID(var(57)),stateno=helper(33333),var(0)
trigger1 = helper(33333),var(1)-playerID(var(57)),time=[10,55]
trigger1 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(0)
trigger1 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(1)) <= 20
trigger2 = playerID(var(57)),stateno=helper(33333),var(2)
trigger2 = helper(33333),var(3)-playerID(var(57)),time=[10,55]
trigger2 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(2)
trigger2 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(3)) <= 20
trigger3 = playerID(var(57)),stateno=helper(33333),var(4)
trigger3 = helper(33333),var(5)-playerID(var(57)),time=[10,55]
trigger3 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(4)
trigger3 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(5)) <= 20
trigger4 = playerID(var(57)),stateno=helper(33333),var(6)
trigger4 = helper(33333),var(7)-playerID(var(57)),time=[10,55]
trigger4 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(6)
trigger4 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(7)) <= 20
trigger5 = playerID(var(57)),stateno=helper(33333),var(8)
trigger5 = helper(33333),var(9)-playerID(var(57)),time=[10,55]
trigger5 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(8)
trigger5 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(9)) <= 20
trigger6 = playerID(var(57)),stateno=helper(33333),var(10)
trigger6 = helper(33333),var(11)-playerID(var(57)),time=[10,55]
trigger6 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(10)
trigger6 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(11)) <= 20
trigger7 = playerID(var(57)),stateno=helper(33333),var(12)
trigger7 = helper(33333),var(13)-playerID(var(57)),time=[10,55]
trigger7 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(12)
trigger7 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(13)) <= 20
trigger8 = playerID(var(57)),stateno=helper(33333),var(14)
trigger8 = helper(33333),var(15)-playerID(var(57)),time=[10,55]
trigger8 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(14)
trigger8 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(15)) <= 20
trigger9 = playerID(var(57)),stateno=helper(33333),var(16)
trigger9 = helper(33333),var(17)-playerID(var(57)),time=[10,55]
trigger9 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(16)
trigger9 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(17)) <= 20
trigger10 = playerID(var(57)),stateno=helper(33333),var(18)
trigger10 = helper(33333),var(19)-playerID(var(57)),time=[10,55]
trigger10 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(18)
trigger10= random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(19)) <= 20
Trigger11 = playerID(var(57)),stateno=helper(33333),var(20)
trigger11 = helper(33333),var(21)-playerID(var(57)),time=[10,55]
trigger11 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(20)
trigger11 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(21)) <= 20
Trigger12 = playerID(var(57)),stateno=helper(33333),var(22)
trigger12 = helper(33333),var(23)-playerID(var(57)),time=[10,55]
trigger12 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(22)
trigger12 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(23)) <= 20
Trigger13 = playerID(var(57)),stateno=helper(33333),var(24)
trigger13 = helper(33333),var(25)-playerID(var(57)),time=[10,55]
trigger13 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(24)
trigger13 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(25)) <= 20
Trigger14 = playerID(var(57)),stateno=helper(33333),var(26)
trigger14 = helper(33333),var(27)-playerID(var(57)),time=[10,55]
trigger14 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(26)
trigger14 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(27)) <= 20
Trigger15 = playerID(var(57)),stateno=helper(33333),var(28)
trigger15 = helper(33333),var(29)-playerID(var(57)),time=[10,55]
trigger15 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(28)
trigger15 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(29)) <= 20
Trigger16 = playerID(var(57)),stateno=helper(33333),var(30)
trigger16 = helper(33333),var(31)-playerID(var(57)),time=[10,55]
trigger16 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(30)
trigger16 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(31)) <= 20
Trigger17 = playerID(var(57)),stateno=helper(33333),var(32)
trigger17 = helper(33333),var(33)-playerID(var(57)),time=[10,55]
trigger17 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(32)
trigger17 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(33)) <= 20
Trigger18 = playerID(var(57)),stateno=helper(33333),var(34)
trigger18 = helper(33333),var(35)-playerID(var(57)),time=[10,55]
trigger18 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(34)
trigger18 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(35)) <= 20
Trigger19 = playerID(var(57)),stateno=helper(33333),var(36)
trigger19 = helper(33333),var(37)-playerID(var(57)),time=[10,55]
trigger19 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(36)
trigger19 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(37)) <= 20
Trigger20 = playerID(var(57)),stateno=helper(33333),var(38)
trigger20 = helper(33333),var(39)-playerID(var(57)),time=[10,55]
trigger20 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(38)
trigger20 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(39)) <= 20
Trigger21 = playerID(var(57)),stateno=helper(33333),var(40)
trigger21 = helper(33333),var(41)-playerID(var(57)),time=[10,55]
Trigger22 = playerID(var(57)),stateno=helper(33333),var(42)
trigger22 = helper(33333),var(43)-playerID(var(57)),time=[10,55]
Trigger23 = playerID(var(57)),stateno=helper(33333),var(44)
trigger23 = helper(33333),var(45)-playerID(var(57)),time=[10,55]
Trigger24 = playerID(var(57)),stateno=helper(33333),var(48)
trigger24 = helper(33333),var(49)-playerID(var(57)),time=[10,55]
Trigger25 = playerID(var(57)),stateno=helper(33333),var(50)
trigger25 = helper(33333),var(51)-playerID(var(57)),time=[10,55]
Trigger26 = playerID(var(57)),stateno=helper(33333),var(52)
trigger26 = helper(33333),var(53)-playerID(var(57)),time=[10,55]
Trigger27 = playerID(var(57)),stateno=helper(33333),var(54)
trigger27 = helper(33333),var(55)-playerID(var(57)),time=[10,55]
Trigger28 = playerID(var(57)),stateno=helper(33333),var(56)
trigger28 = helper(33333),var(57)-playerID(var(57)),time=[10,55]
;
;
;
[State -3,]
Type     = ChangeState
value = 1400
TriggerAll=(Var(30)>=1&&Random<=Var(30)*130)
TriggerAll=enemynear(floor(fvar(36))),Alive
TriggerAll=fvar(37)>=0
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=enemynear(floor(fvar(36))),movetype=A
triggerall=Ctrl||(stateno=[100,101])||(stateno=[10,11])||(stateno=[120,149])||((stateno=[150,155])&&hitover&&time>0)
TriggerAll=StateType != A
TriggerAll=P2BodyDist X<=30
Trigger1=fvar(37)=1
Trigger1=enemynear(floor(fvar(36))),animtime<=-5

;
;oXPn
;
[State -3];h
Type = ChangeState
value = 205
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=var(16)>=120
TriggerAll=helper(25010),var(16)=0
TriggerAll=facing*(helper(25000+(facing=-1)*10),pos x-pos x)>=80||var(16)=[120,199]
TriggerAll=P2BodyDist y+helper(25010),fvar(5)=[-70,-10]
TriggerAll=EnemyNear,Gethitvar(hitcount)=[19,24]
TriggerAll=helper(25010),var(55)=1
TriggerAll=helper(25010),var(15)=1
TriggerAll=helper(25010),var(54)=0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = stateno=52

[State -3,LTP]
Type = ChangeState
value = 2000
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=power>=1000
TriggerAll=helper(25010),var(29)<=3
TriggerAll=P2Dist X>=0
TriggerAll=EnemyNear,Gethitvar(hitcount)=[14,23]
TriggerAll=fvar(35)!=6
TriggerAll=P2BodyDist y >-60
TriggerAll=var(16)>=200||(fvar(28)=1&&var(16)>=120)
TriggerAll=enemynear(floor(fvar(36))),backEdgeBodyDist<=35
TriggerAll=facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=100
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = stateno=215&&movehit
Trigger2 = stateno=210&&movehit
Trigger3 = stateno=40

[State -3,lCԔg]
Type = ChangeState
value = 2000
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=fvar(33)>=20
TriggerAll=power>=1000
TriggerAll=P2Dist X>=0
TriggerAll=fvar(35)=6||helper(25010),var(29)>4
TriggerAll=var(4)<7
TriggerAll=!(playerID(var(57)),authorname="muteki")||P2life<=40
TriggerAll=P2life<=100
TriggerAll=P2BodyDist y >-70
TriggerAll=enemynear(floor(fvar(36))),backEdgeBodyDist<=35
TriggerAll=facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=240
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = stateno=430&&movehit
Trigger2 = stateno=400&&movehit
Trigger3 = stateno=200&&movehit

[State -3,]
Type = ChangeState
value = 215
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=fvar(35)=0
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
TriggerAll=var(16)>=200
TriggerAll=facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=90
TriggerAll=enemynear(floor(fvar(36))),backEdgeBodyDist<30
TriggerAll=power>=1000
;TriggerAll=var(23)=0
Triggerall=EnemyNear,Gethitvar(hitcount)<=20
triggerAll = fvar(37)>=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(54)=1
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=0
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = (stateno=205||stateno=200) && movehit

[State -3,lCԔg]
Type = ChangeState
value = 2000
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=power>=1000
TriggerAll=P2Dist X>=0
TriggerAll=helper(25000),var(27)=0
TriggerAll=helper(25010),var(2)=3||life>=500
TriggerAll=fvar(35)=6||helper(25010),var(29)>4
TriggerAll=EnemyNear,Gethitvar(hitcount)>=40
TriggerAll=helper(25010),var(2)>=2
TriggerAll=life>=500
TriggerAll=P2BodyDist y >-70
TriggerAll=enemynear(floor(fvar(36))),backEdgeBodyDist<=35
TriggerAll=facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=240
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = stateno=430&&movehit
Trigger2 = stateno=400&&movehit
Trigger3 = stateno=205&&movehit
Trigger4 = stateno=410&&movehit
;
;hu
;

[State -3,B]
Type = ChangeState
value = 1400
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=helper(25010),var(29)=[3,5]
TriggerAll=helper(25010),var(23)=0||helper(25010),var(29)>=4
TriggerAll=P2Dist X>=0
TriggerAll=fvar(35)!=6
triggerAll=fvar(37)>=0
TriggerAll=var(16)>=150||helper(25010),var(29)>=4
TriggerAll=fvar(28)=0
TriggerAll=facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=260||helper(25010),var(29)=[4,5]
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1=enemynear(floor(fvar(36))),pos y+helper(25010),fvar(7)<=-20||helper(25010),var(29)>=4
Trigger1=stateno=52
Trigger1=fvar(8)>=17
Trigger1=helper(25010),var(25)<=1
Trigger1=var(16)<220||power<1000||facing*(helper(25000+(facing=-1)*10),pos x-pos x)>=135||helper(25010),var(29)>=4
Trigger2=helper(25010),var(25)=-1||helper(25010),var(25)=1
Trigger2=helper(25010),var(59)||helper(25010),var(29)>=4
Trigger2=fvar(8)>=15
Trigger2=stateno=52
Trigger2=P2BodyDist y<-10||helper(25010),var(29)>=4
Trigger3=helper(25010),var(25)=1
Trigger3=(fvar(35)=[1,5])||helper(25010),var(55)||helper(25010),var(29)>=4
Trigger3=fvar(8)>=15
Trigger3=stateno=52
Trigger3=P2BodyDist y<-10||helper(25010),var(29)>=4
Trigger4=P2BodyDist X<=-20||helper(25010),var(29)>=4
Trigger4=stateno=52
Trigger4=fvar(8)>=17
Trigger4=helper(25010),var(25)=1

[State -3,󒆋p`]
Type = ChangeState
value = 610
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=helper(25010),var(29)=4
TriggerAll=enemynear(floor(fvar(36))),statetype != L
TriggerAll=pos y>=-100
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=stateno=500
;
;u[Xg
;
;u[Xg
[State -3, Stand Light Punch]
type = ChangeState
value = 500
triggerall = var(30)>1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=!InGuardDist
TriggerAll=enemynear(floor(fvar(36))),stateno!=[15001,15110]
TriggerAll=enemynear(floor(fvar(36))),stateno!=5120
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),stateno!=[120,159]
TriggerAll=enemynear(floor(fvar(36))),movetype=H
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
triggerall=var(16) >= ifelse(var(23)!=0,20,100)
Trigger1=var(16)>=20
Trigger1=enemynear(floor(fvar(36))),statetype!=A
Trigger1=stateno=1501 && time>7 && movehit=[1,4]
Trigger2=fvar(35)=0
Trigger2=fvar(28)=0
Trigger2=fvar(33)<=3
Trigger2=helper(25010),var(59)=0
Trigger2=helper(25010),var(55)=0
Trigger2=helper(25010),var(54)=0
Trigger2=stateno=321 && animelem >=3 
Trigger3=stateno=250&&movehit

[State -3,oj]
Type = ChangeState
value = 321
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
trigger1 = stateno=320
trigger1 = helper(25010),var(7)>=38
Trigger2=enemynear(floor(fvar(36))),vel x>0
trigger2=helper(25010),var(7)>=13
Trigger2=enemynear(floor(fvar(36))),StateType = A
Trigger2=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*13)<=60
Trigger3=P2BodyDist y<=-80
trigger3=helper(25010),var(7)>=13

;u[Xg
[State -3,p]
type = ChangeState
value = 500
triggerall = var(30)>1
TriggerAll=RoundState = 2
TriggerAll=!InGuardDist
TriggerAll=enemynear(floor(fvar(36))),stateno!=[15001,15110]
TriggerAll=enemynear(floor(fvar(36))),stateno!=[5110,5120]
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=enemynear(floor(fvar(36))),statetype!=A
triggerall=var(16) >= ifelse(var(23)!=0,40,100)
Triggerall=fvar(35)=0
Triggerall=fvar(28)=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(54)=0
Trigger1=StateType = A
Trigger1=(stateno=1400 && var(5)=1 && time>=22)||stateno=1402
Trigger1=backEdgeBodyDist<=40
Trigger1=P2BodyDist y>40
Trigger1=EnemyNear,Gethitvar(hitcount)<=1
Trigger1=frontEdgeBodyDist>=100
Trigger1=P2BodyDist y<-100
Trigger1=enemynear(floor(fvar(36))),movetype!=H
Trigger2=enemynear(floor(fvar(36))),movetype=H
Trigger2=stateno=310&&movehit
Trigger2=var(4)=7
Trigger2=enemynear(floor(fvar(36))),stateno=[350,352]

[State -3,ߋp`]
Type = ChangeState
value = 215
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=enemynear(floor(fvar(36))),statetype!=A
TriggerAll=EnemyNear,Gethitvar(hitcount)<=2
Triggerall=fvar(35)=0
Triggerall=var(4)=7
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Trigger1=enemynear(floor(fvar(36))),stateno=[350,352]
Trigger1=enemynear(floor(fvar(36))),movetype=H
Trigger1=stateno=500
Trigger1=P2BodyDist X<=20


;u[Xg
[State -3, Stand Light Punch]
type = null;ChangeState
value = 500
triggerall = var(30)>1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=var(23)=1
TriggerAll=EnemyNear,Gethitvar(hitcount)<=1
TriggerAll=enemynear(floor(fvar(36))),statetype!=A
triggerall=helper(25010),var(2)>=1
triggerall=var(16) >= ifelse(var(23)!=0,40,100)
TriggerAll=enemynear(floor(fvar(36))),stateno!=[15001,15110]
TriggerAll=enemynear(floor(fvar(36))),stateno!=[5110,5120]
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
Trigger1=enemynear(floor(fvar(36))),stateno=[120,159]
Trigger1=enemynear(floor(fvar(36))),movetype=H
Trigger1=stateno=440
Trigger2=stateno=230
Trigger2=enemynear(floor(fvar(36))),movetype!=H
Trigger3=enemynear(floor(fvar(36))),movetype=A
Trigger3=stateno=1500

;
;z]s
;
[State -3,lՔj]
Type     = ChangeState
value = 1500
TriggerAll=(Var(30)>1&&Random<=var(30)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(11)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(12)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(13)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(14)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(15)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(16)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(17)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(18)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(19)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(20)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(21)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(22)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(23)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(24)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(25)
triggerall=(helper(30020),var(58)=0&&Enemy,NumProj = 0)||(helper(30020),fvar(10)<-40)||(helper(30020),fvar(8)<-80)
TriggerAll=enemynear(floor(fvar(36))),Alive
TriggerAll=(Facing = -1 && EnemyNear(floor(fvar(36))),Facing = 1)||(Facing = 1 && EnemyNear(floor(fvar(36))),Facing = -1)
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=enemynear(floor(fvar(36))),statetype!=A
TriggerAll=enemynear(floor(fvar(36))),stateno>=200
triggerAll=fvar(37)>=0
TriggerAll=enemynear(floor(fvar(36))),animtime<=-20
TriggerAll=enemynear(floor(fvar(36))),movetype=A
TriggerAll=enemynear(floor(fvar(36))),movetype!=H
triggerAll=P2BodyDist X<=60
triggerAll = P2Dist X>=0
trigger1 = prevstateno=2600 && (ctrl||stateno=40||stateno=100)

[State -3,D]
Type     = ChangeState
value = 245
TriggerAll=(Var(30)>1&&Random<=var(30)*100)
TriggerAll=StateType != A
TriggerAll=enemynear(floor(fvar(36))),Alive
TriggerAll=(Facing = -1 && EnemyNear(floor(fvar(36))),Facing = -1)||(Facing = 1 && EnemyNear(floor(fvar(36))),Facing = 1)||P2stateno=[200,499]
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=enemynear(floor(fvar(36))),statetype!=A
TriggerAll=enemynear(floor(fvar(36))),stateno>=200
triggerAll=fvar(37)>=0
TriggerAll=enemynear(floor(fvar(36))),animtime<=-8
TriggerAll=enemynear(floor(fvar(36))),movetype=A
TriggerAll=enemynear(floor(fvar(36))),movetype!=H
triggerAll=P2BodyDist X<=60
triggerAll = P2Dist X>=0
trigger1 = prevstateno=2600 && (ctrl||stateno=40||stateno=100||stateno=0)

[State -3,D]
Type     = ChangeState
value = 215
TriggerAll=(Var(30)>1&&Random<=var(30)*100)
TriggerAll=StateType != A
TriggerAll=enemynear(floor(fvar(36))),Alive
TriggerAll=(Facing = -1 && EnemyNear(floor(fvar(36))),Facing = -1)||(Facing = 1 && EnemyNear(floor(fvar(36))),Facing = 1)||P2stateno=[200,999]
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=enemynear(floor(fvar(36))),statetype=A
TriggerAll=EnemyNear,Gethitvar(hitcount)<=1
TriggerAll=enemynear(floor(fvar(36))),stateno>=200
triggerAll=fvar(37)>=0
TriggerAll=enemynear(floor(fvar(36))),movetype!=H
triggerAll=P2BodyDist X<=60
trigger1 = P2Dist X>=0
trigger1 = prevstateno=2600 && (ctrl||stateno=40||stateno=100||stateno=0)

[State -3,D]
Type     = ChangeState
value = 430
TriggerAll=(Var(30)>1&&Random<=var(30)*100)
TriggerAll=StateType != A
TriggerAll=EnemyNear,Gethitvar(hitcount)<=1
TriggerAll=enemynear(floor(fvar(36))),Alive
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=enemynear(floor(fvar(36))),statetype!=A
;TriggerAll=enemynear(floor(fvar(36))),stateno=[200,999]
triggerAll=enemynear(floor(fvar(36))),time>=5
triggerAll=fvar(37)>=0
TriggerAll=enemynear(floor(fvar(36))),movetype=A
TriggerAll=enemynear(floor(fvar(36))),movetype!=H
triggerAll=P2BodyDist X<=46
trigger1 = P2Dist X>=0
trigger1 = prevstateno=2600 && (ctrl||stateno=40||stateno=100||stateno=0)

[State -3,LTP]
Type = ChangeState
value = 2000
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=fvar(35)=0
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=helper(25010),var(29)!=6
TriggerAll=power>=1000
triggerAll = fvar(37)>=0
Triggerall=helper(25010),var(59)=0
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),Stateno=[15100,15109]
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=0
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1=(EnemyNear,Gethitvar(hitcount)=[16,23])
Trigger1=helper(25010),var(54)=1
Trigger1=helper(25010),var(15)=0
Trigger1=helper(25010),var(55)=0
Trigger1=((stateno=205||stateno=200) && movehit)||ctrl
Trigger2=(EnemyNear,Gethitvar(hitcount)=[20,29])
Trigger2=helper(25010),var(54)=0
Trigger2=helper(25010),var(55)=0
Trigger2=helper(25010),var(15)=1
Trigger2=((stateno=205||stateno=200) && movehit)||ctrl
;
;؂Ԃ
;
[State -3,K[Lׂ]
Type     = ChangeState
value = 1500
TriggerAll=(Var(30)>1&&Random<=Var(30)*130)
TriggerAll=StateType != A
TriggerAll=enemynear(floor(fvar(36))),Alive
;TriggerAll=(enemynear(floor(fvar(36))),stateno=[290,300])||helper(25000),var(38)=1
TriggerAll=(enemynear(floor(fvar(36))),prevstateno=[150,155])||helper(25000),var(38)=1
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=enemynear(floor(fvar(36))),statetype!=A
triggerAll = fvar(37)>=0
TriggerAll = enemynear(floor(fvar(36))),movetype!=H||helper(25000),var(38)=1
TriggerAll = enemynear(floor(fvar(36))),movetype=A||helper(25000),var(38)=1
triggerAll = P2BodyDist X<=100
triggerAll = P2Dist X>=0
triggerAll = (Random <= var(30)*20)||(var(30)>9)
Trigger1 = Ctrl||(stateno = [10,12])||(stateno = [20,21])||(stateno = [100,101])||(stateno = [120,149])||stateno=52||stateno=40||((stateno = [150,155])&&hitover)
trigger2 = stateno = 200 && (helper(25000),var(38)=1||movecontact||movecontact>0)
trigger3 = stateno = 205 && (helper(25000),var(38)=1||movecontact||movecontact>0)
trigger4 = stateno = 210 && (helper(25000),var(38)=1||movecontact||movecontact>0)
trigger5 = stateno = 215 && (helper(25000),var(38)=1||movecontact||movecontact>0)
trigger6 = stateno = 220 && (helper(25000),var(38)=1||movecontact||movecontact>0)
trigger7 = stateno = 225 && (helper(25000),var(38)=1||movecontact||movecontact>0)
trigger8 = stateno = 230 && (helper(25000),var(38)=1||movecontact||movecontact>0)
trigger9 = stateno = 235 && (helper(25000),var(38)=1||movecontact||movecontact>0)
trigger10= stateno = 240 && (helper(25000),var(38)=1||movecontact||movecontact>0)
trigger11= stateno = 245 && (helper(25000),var(38)=1||movecontact||movecontact>0)
trigger12= stateno = 250 && (helper(25000),var(38)=1||movecontact||movecontact>0)
trigger13= stateno = 255 && (helper(25000),var(38)=1||movecontact||movecontact>0)
trigger14= stateno = 400 && (helper(25000),var(38)=1||movecontact||movecontact>0)
trigger15= stateno = 410 && (helper(25000),var(38)=1||movecontact||movecontact>0)
trigger16= stateno = 420 && (helper(25000),var(38)=1||movecontact||movecontact>0)
trigger17= stateno = 430 && (helper(25000),var(38)=1||movecontact||movecontact>0)
trigger18= stateno = 440 && (helper(25000),var(38)=1||movecontact||movecontact>0)

[State -3,ubLOׂ]
Type     = ChangeState
value = 1500
TriggerAll=(Var(30)>1&&Random<=Var(30)*130)
TriggerAll=StateType != A
TriggerAll = enemynear(floor(fvar(36))),time>=50||var(30)>8||Random<=Var(30)*10||prevstateno=[150,159]
TriggerAll=enemynear(floor(fvar(36))),Alive
triggerAll=playerID(var(57)),stateno!=1300||!(playerID(var(57)),authorname="muteki")
triggerAll=!(playerID(var(57)),authorname="muteki")||playerID(var(57)),stateno!=[230,235]
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=enemynear(floor(fvar(36))),statetype!=A
TriggerAll=enemynear(floor(fvar(36))),stateno<2000
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(11)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(12)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(13)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(14)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(15)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(16)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(17)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(18)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(19)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(20)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(21)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(22)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(23)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(24)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(25)
triggerAll=fvar(37)>=0
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=fvar(33)=0
Triggerall=helper(30020),var(58)=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
TriggerAll = enemynear(floor(fvar(36))),movetype!=H
TriggerAll = enemynear(floor(fvar(36))),movetype=A
triggerAll = P2BodyDist X<=120
triggerAll = P2Dist X>=0
triggerAll = (Random <= var(30)*20)||(var(30)>9)
trigger1 = stateno = 440 && (movecontact||movecontact=[1,20]);Ô
trigger2 = stateno = 200 && (movecontact||movecontact=[1,20])
trigger3 = stateno = 205 && (movecontact||movecontact=[1,20])
trigger4 = stateno = 210 && (movecontact||movecontact=[1,20])
trigger5 = stateno = 215 && (movecontact||movecontact=[1,20])
trigger6 = stateno = 220 && (movecontact||movecontact=[1,20])
trigger7 = stateno = 225 && (movecontact||movecontact=[1,20])
trigger8 = stateno = 230 && (movecontact||movecontact=[1,20])
trigger9 = stateno = 235 && (movecontact||movecontact=[1,20])
trigger10= stateno = 240 && (movecontact||movecontact=[1,20])
trigger11= stateno = 245 && (movecontact||movecontact=[1,20])
trigger12= stateno = 250 && (movecontact||movecontact=[1,20])
trigger13= stateno = 255 && (movecontact||movecontact=[1,20])
trigger14= stateno = 400 && (movecontact||movecontact=[1,20])
trigger15= stateno = 410 && (movecontact||movecontact=[1,20])
trigger16= stateno = 420 && (movecontact||movecontact=[1,20])
trigger17= stateno = 430 && (movecontact||movecontact=[1,20])

[State -3,fȑE]
Type     = ChangeState
Value    = 2100
Triggerall = var(30) > 1
Triggerall = StateType != A
triggerall = Roundstate = 2
Triggerall= EnemyNear,Gethitvar(hitcount)<=1
Triggerall=fvar(37)>=0
Triggerall=power>=1000
triggerall=Ctrl||(stateno = [20,21])||(stateno=[100,101])||(stateno=[120,149])||((stateno=[150,159])&&hitover)||stateno=40
trigger1=enemynear(floor(fvar(36))),movetype = A
trigger1=!enemynear(floor(fvar(36))),ctrl
Trigger1=enemynear(floor(fvar(36))),animtime<=-40
trigger1 = Random <= var(30)*30||prevstateno=[120,159]
Trigger1 = P2BodyDist X>=100
Trigger2 = palno = 12
trigger2=enemynear(floor(fvar(36))),movetype != H||enemynear(floor(fvar(36))),statetype=L


[State -3,LTP]
Type     = ChangeState
value = 2000
TriggerAll=(Var(30)>1&&Random<=Var(30)*30)
TriggerAll=StateType != A
triggerAll = power>=1000
triggerAll= !helper(30020),var(58)
TriggerAll=enemynear(floor(fvar(36))),Alive
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=enemynear(floor(fvar(36))),stateno>=200
triggerAll=fvar(37)>=0
TriggerAll =inguarddist
TriggerAll=Enemy,NumProj = 0
TriggerAll = enemynear(floor(fvar(36))),time>=50||var(30)>8||Random<=Var(30)*10||prevstateno=[150,159]
TriggerAll=helper(30020),var(58)=0
TriggerAll = (enemynear(floor(fvar(36))),time>=3)||(enemynear(floor(fvar(36))),stateno>=1000)||!(playerID(var(57)),authorname="muteki")
TriggerAll = enemynear(floor(fvar(36))),animtime<=-3||enemynear(floor(fvar(36))),statetype=A
TriggerAll = enemynear(floor(fvar(36))),movetype=A
TriggerAll = enemynear(floor(fvar(36))),movetype!=H
triggerAll = P2BodyDist X<=65
triggerAll = P2BodyDist y>-65
triggerAll = P2Dist X>=0
triggerAll = backEdgeBodyDist<=60||P2life<=300||life<=300||enemynear(floor(fvar(36))),prevstateno=5120||stateno>=200||(var(4)=[5,6])||P2stateno>=2000
trigger1 = enemynear(floor(fvar(36))),time>=20||!time&&var(30)>9||var(30)>10||P2life<=300||life<=150
Trigger1 = Ctrl||(stateno = [10,12])||(stateno = [20,21])||(stateno = [100,101])||(stateno = [120,149])||stateno=52||stateno=40
trigger2 = stateno = 200 && (movecontact||movecontact=[1,20])
trigger3 = stateno = 205 && (movecontact||movecontact=[1,20])
trigger4 = stateno = 210 && (movecontact||movecontact=[1,20])
trigger5 = stateno = 215 && (movecontact||movecontact=[1,20])
trigger6 = stateno = 220 && (movecontact||movecontact=[1,20])
trigger7 = stateno = 225 && (movecontact||movecontact=[1,20])
trigger8 = stateno = 230 && (movecontact||movecontact=[1,20])
trigger9 = stateno = 235 && (movecontact||movecontact=[1,20])
trigger10= 0;stateno = 240 && (movecontact||movecontact=[1,20])
trigger11= stateno = 245 && (movecontact||movecontact=[1,20])
trigger12= stateno = 250 && (movecontact||movecontact=[1,20])
trigger13= stateno = 255 && (movecontact||movecontact=[1,20])
trigger14= stateno = 400 && (movecontact||movecontact=[1,20])
trigger15= stateno = 410 && (movecontact||movecontact=[1,20])
trigger16= stateno = 420 && (movecontact||movecontact=[1,20])
trigger17= stateno = 430 && (movecontact||movecontact=[1,20])
trigger18= stateno = 440 && (movecontact||movecontact=[1,20])

[State -3]
type = ChangeState
value = 400
triggerall=var(30)>0
TriggerAll=Random<=var(30)*130
triggerall=numhelper(33333)
TriggerAll=RoundState=2
TriggerAll=helper(30020),var(58)=0
TriggerAll=enemynear(floor(fvar(36))),stateno<1999
TriggerAll=fvar(37)>=0
triggerall = playerID(var(57)),time>=3||!(playerID(var(57)),authorname="muteki")|| playerID(var(57)),stateno>=1000||var(30)<10
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*6)<=40+vel x*6||var(16)>=100
TriggerAll=P2BodyDist X<=80
triggerall=Ctrl||(stateno=[100,101])||(stateno=[10,11])||(stateno=[120,149])||stateno=52||((stateno=[150,155])&&hitover)
TriggerAll=playerID(var(57)),Alive
TriggerAll=playerID(var(57)),MoveType!=H
TriggerAll=playerID(var(57)),statetype!=L
TriggerAll=playerID(var(57)),statetype!=A
triggerall=statetype!=A
triggerall = inguarddist||playerID(var(57)),movetype = A||var(30)<=8
trigger1 = playerID(var(57)),stateno=helper(33333),var(0)
trigger1 = helper(33333),var(1)-playerID(var(57)),time=[7,14]
trigger1 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(0)
trigger1 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(1)) <= 20
trigger2 = playerID(var(57)),stateno=helper(33333),var(2)
trigger2 = helper(33333),var(3)-playerID(var(57)),time=[7,14]
trigger2 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(2)
trigger2 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(3)) <= 20
trigger3 = playerID(var(57)),stateno=helper(33333),var(4)
trigger3 = helper(33333),var(5)-playerID(var(57)),time=[7,14]
trigger3 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(4)
trigger3 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(5)) <= 20
trigger4 = playerID(var(57)),stateno=helper(33333),var(6)
trigger4 = helper(33333),var(7)-playerID(var(57)),time=[7,14]
trigger4 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(6)
trigger4 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(7)) <= 20
trigger5 = playerID(var(57)),stateno=helper(33333),var(8)
trigger5 = helper(33333),var(9)-playerID(var(57)),time=[7,14]
trigger5 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(8)
trigger5 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(9)) <= 20
trigger6 = playerID(var(57)),stateno=helper(33333),var(10)
trigger6 = helper(33333),var(11)-playerID(var(57)),time=[7,14]
trigger6 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(10)
trigger6 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(11)) <= 20
trigger7 = playerID(var(57)),stateno=helper(33333),var(12)
trigger7 = helper(33333),var(13)-playerID(var(57)),time=[7,14]
trigger7 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(12)
trigger7 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(13)) <= 20
trigger8 = playerID(var(57)),stateno=helper(33333),var(14)
trigger8 = helper(33333),var(15)-playerID(var(57)),time=[7,14]
trigger8 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(14)
trigger8 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(15)) <= 20
trigger9 = playerID(var(57)),stateno=helper(33333),var(16)
trigger9 = helper(33333),var(17)-playerID(var(57)),time=[7,14]
trigger9 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(16)
trigger9 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(17)) <= 20
trigger10 = playerID(var(57)),stateno=helper(33333),var(18)
trigger10 = helper(33333),var(19)-playerID(var(57)),time=[7,14]
trigger10 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(18)
trigger10= random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(19)) <= 20
Trigger11 = playerID(var(57)),stateno=helper(33333),var(20)
trigger11 = helper(33333),var(21)-playerID(var(57)),time=[7,14]
trigger11 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(20)
trigger11 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(21)) <= 20
Trigger12 = playerID(var(57)),stateno=helper(33333),var(22)
trigger12 = helper(33333),var(23)-playerID(var(57)),time=[7,14]
trigger12 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(22)
trigger12 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(23)) <= 20
Trigger13 = playerID(var(57)),stateno=helper(33333),var(24)
trigger13 = helper(33333),var(25)-playerID(var(57)),time=[7,14]
trigger13 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(24)
trigger13 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(25)) <= 20
Trigger14 = playerID(var(57)),stateno=helper(33333),var(26)
trigger14 = helper(33333),var(27)-playerID(var(57)),time=[7,14]
trigger14 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(26)
trigger14 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(27)) <= 20
Trigger15 = playerID(var(57)),stateno=helper(33333),var(28)
trigger15 = helper(33333),var(29)-playerID(var(57)),time=[7,14]
trigger15 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(28)
trigger15 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(29)) <= 20
Trigger16 = playerID(var(57)),stateno=helper(33333),var(30)
trigger16 = helper(33333),var(31)-playerID(var(57)),time=[7,14]
trigger16 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(30)
trigger16 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(31)) <= 20
Trigger17 = playerID(var(57)),stateno=helper(33333),var(32)
trigger17 = helper(33333),var(33)-playerID(var(57)),time=[7,14]
trigger17 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(32)
trigger17 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(33)) <= 20
Trigger18 = playerID(var(57)),stateno=helper(33333),var(34)
trigger18 = helper(33333),var(35)-playerID(var(57)),time=[7,14]
trigger18 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(34)
trigger18 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(35)) <= 20
Trigger19 = playerID(var(57)),stateno=helper(33333),var(36)
trigger19 = helper(33333),var(37)-playerID(var(57)),time=[7,14]
trigger19 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(36)
trigger19 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(37)) <= 20
Trigger20 = playerID(var(57)),stateno=helper(33333),var(38)
trigger20 = helper(33333),var(39)-playerID(var(57)),time=[7,14]
trigger20 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(38)
trigger20 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(39)) <= 20
Trigger21 = playerID(var(57)),stateno=helper(33333),var(40)
trigger21 = helper(33333),var(41)-playerID(var(57)),time=[7,14]
Trigger22 = playerID(var(57)),stateno=helper(33333),var(42)
trigger22 = helper(33333),var(43)-playerID(var(57)),time=[7,14]
Trigger23 = playerID(var(57)),stateno=helper(33333),var(44)
trigger23 = helper(33333),var(45)-playerID(var(57)),time=[7,14]
Trigger24 = playerID(var(57)),stateno=helper(33333),var(48)
trigger24 = helper(33333),var(49)-playerID(var(57)),time=[7,14]
Trigger25 = playerID(var(57)),stateno=helper(33333),var(50)
trigger25 = helper(33333),var(51)-playerID(var(57)),time=[7,14]
Trigger26 = playerID(var(57)),stateno=helper(33333),var(52)
trigger26 = helper(33333),var(53)-playerID(var(57)),time=[7,14]
Trigger27 = playerID(var(57)),stateno=helper(33333),var(54)
trigger27 = helper(33333),var(55)-playerID(var(57)),time=[7,14]
Trigger28 = playerID(var(57)),stateno=helper(33333),var(56)
trigger28 = helper(33333),var(57)-playerID(var(57)),time=[7,14]

[State -3,lՔj]
type = ChangeState
value = 1500
triggerall=var(30)>0
TriggerAll=Random<=var(30)*130
triggerall=numhelper(33333)
TriggerAll=RoundState=2
TriggerAll=fvar(37)>=0
triggerAll= !helper(30020),var(58)
Triggerall = Enemy,NumProj = 0
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(11)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(12)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(13)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(14)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(15)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(16)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(17)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(18)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(19)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(20)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(21)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(22)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(23)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(24)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(25)
TriggerAll=(enemynear(floor(fvar(36))),stateno>=200)
Triggerall = !(playerID(var(57)),authorname="muteki")||enemynear(floor(fvar(36))),stateno!=[230,235]
TriggerAll=(enemynear(floor(fvar(36))),stateno!=430)
TriggerAll=(enemynear(floor(fvar(36))),stateno!=400)
TriggerAll=P2BodyDist X<=130||var(16)>=100
TriggerAll=enemynear(floor(fvar(36))),animtime<=-19
triggerall=Ctrl||(stateno=[100,101])||(stateno=[10,11])||(stateno=[120,149])||stateno=52||((stateno=[150,155])&&hitover)
TriggerAll=playerID(var(57)),Alive
TriggerAll=playerID(var(57)),MoveType!=H
TriggerAll=playerID(var(57)),statetype!=L
TriggerAll=playerID(var(57)),statetype!=A
triggerall=statetype!=A
triggerall = playerID(var(57)),time>=3||!(playerID(var(57)),authorname="muteki")|| playerID(var(57)),stateno>=1000||var(30)<10
triggerall = inguarddist||playerID(var(57)),movetype = A||var(30)<=8
trigger1 = playerID(var(57)),stateno=helper(33333),var(0)
trigger1 = helper(33333),var(1)-playerID(var(57)),time=[3,19]
trigger1 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(0)
trigger1 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(1)) <= 20
trigger2 = playerID(var(57)),stateno=helper(33333),var(2)
trigger2 = helper(33333),var(3)-playerID(var(57)),time=[3,19]
trigger2 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(2)
trigger2 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(3)) <= 20
trigger3 = playerID(var(57)),stateno=helper(33333),var(4)
trigger3 = helper(33333),var(5)-playerID(var(57)),time=[3,19]
trigger3 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(4)
trigger3 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(5)) <= 20
trigger4 = playerID(var(57)),stateno=helper(33333),var(6)
trigger4 = helper(33333),var(7)-playerID(var(57)),time=[3,19]
trigger4 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(6)
trigger4 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(7)) <= 20
trigger5 = playerID(var(57)),stateno=helper(33333),var(8)
trigger5 = helper(33333),var(9)-playerID(var(57)),time=[3,19]
trigger5 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(8)
trigger5 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(9)) <= 20
trigger6 = playerID(var(57)),stateno=helper(33333),var(10)
trigger6 = helper(33333),var(11)-playerID(var(57)),time=[3,19]
trigger6 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(10)
trigger6 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(11)) <= 20
trigger7 = playerID(var(57)),stateno=helper(33333),var(12)
trigger7 = helper(33333),var(13)-playerID(var(57)),time=[3,19]
trigger7 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(12)
trigger7 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(13)) <= 20
trigger8 = playerID(var(57)),stateno=helper(33333),var(14)
trigger8 = helper(33333),var(15)-playerID(var(57)),time=[3,19]
trigger8 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(14)
trigger8 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(15)) <= 20
trigger9 = playerID(var(57)),stateno=helper(33333),var(16)
trigger9 = helper(33333),var(17)-playerID(var(57)),time=[3,19]
trigger9 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(16)
trigger9 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(17)) <= 20
trigger10 = playerID(var(57)),stateno=helper(33333),var(18)
trigger10 = helper(33333),var(19)-playerID(var(57)),time=[3,19]
trigger10 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(18)
trigger10= random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(19)) <= 20
Trigger11 = playerID(var(57)),stateno=helper(33333),var(20)
trigger11 = helper(33333),var(21)-playerID(var(57)),time=[3,19]
trigger11 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(20)
trigger11 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(21)) <= 20
Trigger12 = playerID(var(57)),stateno=helper(33333),var(22)
trigger12 = helper(33333),var(23)-playerID(var(57)),time=[3,19]
trigger12 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(22)
trigger12 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(23)) <= 20
Trigger13 = playerID(var(57)),stateno=helper(33333),var(24)
trigger13 = helper(33333),var(25)-playerID(var(57)),time=[3,19]
trigger13 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(24)
trigger13 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(25)) <= 20
Trigger14 = playerID(var(57)),stateno=helper(33333),var(26)
trigger14 = helper(33333),var(27)-playerID(var(57)),time=[3,19]
trigger14 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(26)
trigger14 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(27)) <= 20
Trigger15 = playerID(var(57)),stateno=helper(33333),var(28)
trigger15 = helper(33333),var(29)-playerID(var(57)),time=[3,19]
trigger15 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(28)
trigger15 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(29)) <= 20
Trigger16 = playerID(var(57)),stateno=helper(33333),var(30)
trigger16 = helper(33333),var(31)-playerID(var(57)),time=[3,19]
trigger16 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(30)
trigger16 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(31)) <= 20
Trigger17 = playerID(var(57)),stateno=helper(33333),var(32)
trigger17 = helper(33333),var(33)-playerID(var(57)),time=[3,19]
trigger17 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(32)
trigger17 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(33)) <= 20
Trigger18 = playerID(var(57)),stateno=helper(33333),var(34)
trigger18 = helper(33333),var(35)-playerID(var(57)),time=[3,19]
trigger18 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(34)
trigger18 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(35)) <= 20
Trigger19 = playerID(var(57)),stateno=helper(33333),var(36)
trigger19 = helper(33333),var(37)-playerID(var(57)),time=[3,19]
trigger19 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(36)
trigger19 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(37)) <= 20
Trigger20 = playerID(var(57)),stateno=helper(33333),var(38)
trigger20 = helper(33333),var(39)-playerID(var(57)),time=[3,19]
trigger20 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(38)
trigger20 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(39)) <= 20
Trigger21 = playerID(var(57)),stateno=helper(33333),var(40)
trigger21 = helper(33333),var(41)-playerID(var(57)),time=[3,19]
Trigger22 = playerID(var(57)),stateno=helper(33333),var(42)
trigger22 = helper(33333),var(43)-playerID(var(57)),time=[3,19]
Trigger23 = playerID(var(57)),stateno=helper(33333),var(44)
trigger23 = helper(33333),var(45)-playerID(var(57)),time=[3,19]
Trigger24 = playerID(var(57)),stateno=helper(33333),var(48)
trigger24 = helper(33333),var(49)-playerID(var(57)),time=[3,19]
Trigger25 = playerID(var(57)),stateno=helper(33333),var(50)
trigger25 = helper(33333),var(51)-playerID(var(57)),time=[3,19]
Trigger26 = playerID(var(57)),stateno=helper(33333),var(52)
trigger26 = helper(33333),var(53)-playerID(var(57)),time=[3,19]
Trigger27 = playerID(var(57)),stateno=helper(33333),var(54)
trigger27 = helper(33333),var(55)-playerID(var(57)),time=[3,19]
Trigger28 = playerID(var(57)),stateno=helper(33333),var(56)
trigger28 = helper(33333),var(57)-playerID(var(57)),time=[3,19]

[State -3,]
type = ChangeState
value = 800
triggerall=var(30)>0
TriggerAll=Random<=var(30)*130
triggerall=numhelper(33333)
TriggerAll=RoundState=2
TriggerAll=fvar(37)>=0
TriggerAll=!helper(25000),var(41)
TriggerAll=enemynear(floor(fvar(36))),statetype!=C
TriggerAll=!helper(30020),var(58)||helper(30020),fvar(10)>70||helper(30020),fvar(6)<-60
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*4)<=15
triggerall=Ctrl||(stateno=[20,22])||(stateno=[10,12])||(stateno=[120,149])||stateno=52||stateno=40
TriggerAll=playerID(var(57)),Alive
TriggerAll=playerID(var(57)),MoveType!=H
TriggerAll=playerID(var(57)),statetype!=L
TriggerAll=playerID(var(57)),statetype!=A
triggerall=statetype!=A
triggerall = inguarddist||playerID(var(57)),movetype = A||var(30)<=8
trigger1 = playerID(var(57)),stateno=helper(33333),var(0)
trigger1 = helper(33333),var(1)-playerID(var(57)),time=[5,12]
trigger1 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(0)
trigger1 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(1)) <= 20
trigger2 = playerID(var(57)),stateno=helper(33333),var(2)
trigger2 = helper(33333),var(3)-playerID(var(57)),time=[5,12]
trigger2 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(2)
trigger2 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(3)) <= 20
trigger3 = playerID(var(57)),stateno=helper(33333),var(4)
trigger3 = helper(33333),var(5)-playerID(var(57)),time=[5,12]
trigger3 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(4)
trigger3 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(5)) <= 20
trigger4 = playerID(var(57)),stateno=helper(33333),var(6)
trigger4 = helper(33333),var(7)-playerID(var(57)),time=[5,12]
trigger4 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(6)
trigger4 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(7)) <= 20
trigger5 = playerID(var(57)),stateno=helper(33333),var(8)
trigger5 = helper(33333),var(9)-playerID(var(57)),time=[5,12]
trigger5 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(8)
trigger5 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(9)) <= 20
trigger6 = playerID(var(57)),stateno=helper(33333),var(10)
trigger6 = helper(33333),var(11)-playerID(var(57)),time=[5,12]
trigger6 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(10)
trigger6 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(11)) <= 20
trigger7 = playerID(var(57)),stateno=helper(33333),var(12)
trigger7 = helper(33333),var(13)-playerID(var(57)),time=[5,12]
trigger7 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(12)
trigger7 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(13)) <= 20
trigger8 = playerID(var(57)),stateno=helper(33333),var(14)
trigger8 = helper(33333),var(15)-playerID(var(57)),time=[5,12]
trigger8 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(14)
trigger8 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(15)) <= 20
trigger9 = playerID(var(57)),stateno=helper(33333),var(16)
trigger9 = helper(33333),var(17)-playerID(var(57)),time=[5,12]
trigger9 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(16)
trigger9 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(17)) <= 20
trigger10 = playerID(var(57)),stateno=helper(33333),var(18)
trigger10 = helper(33333),var(19)-playerID(var(57)),time=[5,12]
trigger10 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(18)
trigger10= random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(19)) <= 20
Trigger11 = playerID(var(57)),stateno=helper(33333),var(20)
trigger11 = helper(33333),var(21)-playerID(var(57)),time=[5,12]
trigger11 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(20)
trigger11 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(21)) <= 20
Trigger12 = playerID(var(57)),stateno=helper(33333),var(22)
trigger12 = helper(33333),var(23)-playerID(var(57)),time=[5,12]
trigger12 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(22)
trigger12 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(23)) <= 20
Trigger13 = playerID(var(57)),stateno=helper(33333),var(24)
trigger13 = helper(33333),var(25)-playerID(var(57)),time=[5,12]
trigger13 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(24)
trigger13 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(25)) <= 20
Trigger14 = playerID(var(57)),stateno=helper(33333),var(26)
trigger14 = helper(33333),var(27)-playerID(var(57)),time=[5,12]
trigger14 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(26)
trigger14 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(27)) <= 20
Trigger15 = playerID(var(57)),stateno=helper(33333),var(28)
trigger15 = helper(33333),var(29)-playerID(var(57)),time=[5,12]
trigger15 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(28)
trigger15 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(29)) <= 20
Trigger16 = playerID(var(57)),stateno=helper(33333),var(30)
trigger16 = helper(33333),var(31)-playerID(var(57)),time=[5,12]
trigger16 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(30)
trigger16 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(31)) <= 20
Trigger17 = playerID(var(57)),stateno=helper(33333),var(32)
trigger17 = helper(33333),var(33)-playerID(var(57)),time=[5,12]
trigger17 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(32)
trigger17 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(33)) <= 20
Trigger18 = playerID(var(57)),stateno=helper(33333),var(34)
trigger18 = helper(33333),var(35)-playerID(var(57)),time=[5,12]
trigger18 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(34)
trigger18 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(35)) <= 20
Trigger19 = playerID(var(57)),stateno=helper(33333),var(36)
trigger19 = helper(33333),var(37)-playerID(var(57)),time=[5,12]
trigger19 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(36)
trigger19 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(37)) <= 20
Trigger20 = playerID(var(57)),stateno=helper(33333),var(38)
trigger20 = helper(33333),var(39)-playerID(var(57)),time=[5,12]
trigger20 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(38)
trigger20 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(39)) <= 20
Trigger21 = playerID(var(57)),stateno=helper(33333),var(40)
trigger21 = helper(33333),var(41)-playerID(var(57)),time=[5,12]
Trigger22 = playerID(var(57)),stateno=helper(33333),var(42)
trigger22 = helper(33333),var(43)-playerID(var(57)),time=[5,12]
Trigger23 = playerID(var(57)),stateno=helper(33333),var(44)
trigger23 = helper(33333),var(45)-playerID(var(57)),time=[5,12]
Trigger24 = playerID(var(57)),stateno=helper(33333),var(48)
trigger24 = helper(33333),var(49)-playerID(var(57)),time=[5,12]
Trigger25 = playerID(var(57)),stateno=helper(33333),var(50)
trigger25 = helper(33333),var(51)-playerID(var(57)),time=[5,12]
Trigger26 = playerID(var(57)),stateno=helper(33333),var(52)
trigger26 = helper(33333),var(53)-playerID(var(57)),time=[5,12]
Trigger27 = playerID(var(57)),stateno=helper(33333),var(54)
trigger27 = helper(33333),var(55)-playerID(var(57)),time=[5,12]
Trigger28 = playerID(var(57)),stateno=helper(33333),var(56)
trigger28 = helper(33333),var(57)-playerID(var(57)),time=[5,12]




[State -3,lՔj]
Type     = ChangeState
value = 1500
TriggerAll=(Var(30)>1&&Random<=Var(30)*130)
TriggerAll=StateType != A
triggerAll=!helper(30020),var(58)
triggerAll=playerID(var(57)),stateno!=1300||!(playerID(var(57)),authorname="muteki")
triggerAll=Ctrl||(stateno = [10,12])||(stateno = [21,22])||(stateno = 100)||(stateno = [120,149])||((stateno = [150,155])&&hitover)
TriggerAll=enemynear(floor(fvar(36))),Alive
TriggerAll=enemynear(floor(fvar(36))),stateno!=1120
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(11)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(12)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(13)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(14)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(15)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(16)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(17)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(18)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(19)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(20)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(21)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(22)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(23)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(24)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(25)
TriggerAll=(enemynear(floor(fvar(36))),time>=3)||(enemynear(floor(fvar(36))),stateno>=1000)||!(playerID(var(57)),authorname="muteki")
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=enemynear(floor(fvar(36))),statetype!=A
Trigger1 = enemynear(floor(fvar(36))),time>=50||var(30)>9||Random<=Var(30)*10||prevstateno=[150,159]
Trigger1 =(enemynear(floor(fvar(36))),time>=20)||(!time&&var(30)>9)||var(30)>10||P2BodyDist X>=100
trigger1 = fvar(37)>=0
trigger1 = playerID(var(57)),hitdefattr = SC,NA,SA,NP,SP
Trigger1 = enemynear(floor(fvar(36))),animtime<=-19
Trigger1 = enemynear(floor(fvar(36))),movetype=A
trigger1 = P2BodyDist X<=65
trigger1 = P2Dist X>=0
trigger1 = (Random <= var(30)*50)
trigger2 = fvar(37)>=0
Trigger2 = var(16)>=100
Trigger2 = helper(30020),var(58)=0&&Enemy,NumProj = 0
Trigger2 = enemynear(floor(fvar(36))),animtime<=-19
Trigger2 = enemynear(floor(fvar(36))),movetype=A
trigger2 = P2BodyDist X=[61,260]
;trigger2 = helper(25010),var(2)>=1||var(16)>=220
Trigger2 = enemynear(floor(fvar(36))),stateno<2000
trigger2 = (Random <= var(30)*50)

[State -3,P]
type = ChangeState
value = 200
triggerall=var(30)>0
TriggerAll=Random<=var(30)*130
triggerall=numhelper(33333)
TriggerAll=RoundState=2
TriggerAll=helper(30020),var(58)=0
TriggerAll=Enemy,NumProj = 0
TriggerAll=fvar(37)>=0
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*5)<=35+vel x*5
triggerall=Ctrl||(stateno=[100,101])||(stateno=[10,11])||(stateno=[120,149])||stateno=52||((stateno=[150,155])&&hitover)
TriggerAll=playerID(var(57)),Alive
TriggerAll=playerID(var(57)),MoveType!=H
TriggerAll=playerID(var(57)),statetype!=L
TriggerAll=playerID(var(57)),statetype=S
TriggerAll=enemynear(floor(fvar(36))),stateno<2000
TriggerAll=enemynear(floor(fvar(36))),stateno!=[400,450]
triggerall=statetype!=A
triggerall = inguarddist||playerID(var(57)),movetype = A||var(30)<=8
trigger1 = playerID(var(57)),stateno=helper(33333),var(0)
trigger1 = helper(33333),var(1)-playerID(var(57)),time=[6,14]
trigger1 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(0)
trigger1 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(1)) <= 20
trigger2 = playerID(var(57)),stateno=helper(33333),var(2)
trigger2 = helper(33333),var(3)-playerID(var(57)),time=[6,14]
trigger2 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(2)
trigger2 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(3)) <= 20
trigger3 = playerID(var(57)),stateno=helper(33333),var(4)
trigger3 = helper(33333),var(5)-playerID(var(57)),time=[6,14]
trigger3 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(4)
trigger3 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(5)) <= 20
trigger4 = playerID(var(57)),stateno=helper(33333),var(6)
trigger4 = helper(33333),var(7)-playerID(var(57)),time=[6,14]
trigger4 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(6)
trigger4 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(7)) <= 20
trigger5 = playerID(var(57)),stateno=helper(33333),var(8)
trigger5 = helper(33333),var(9)-playerID(var(57)),time=[6,14]
trigger5 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(8)
trigger5 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(9)) <= 20
trigger6 = playerID(var(57)),stateno=helper(33333),var(10)
trigger6 = helper(33333),var(11)-playerID(var(57)),time=[6,14]
trigger6 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(10)
trigger6 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(11)) <= 20
trigger7 = playerID(var(57)),stateno=helper(33333),var(12)
trigger7 = helper(33333),var(13)-playerID(var(57)),time=[6,14]
trigger7 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(12)
trigger7 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(13)) <= 20
trigger8 = playerID(var(57)),stateno=helper(33333),var(14)
trigger8 = helper(33333),var(15)-playerID(var(57)),time=[6,14]
trigger8 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(14)
trigger8 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(15)) <= 20
trigger9 = playerID(var(57)),stateno=helper(33333),var(16)
trigger9 = helper(33333),var(17)-playerID(var(57)),time=[6,14]
trigger9 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(16)
trigger9 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(17)) <= 20
trigger10 = playerID(var(57)),stateno=helper(33333),var(18)
trigger10 = helper(33333),var(19)-playerID(var(57)),time=[6,14]
trigger10 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(18)
trigger10= random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(19)) <= 20
Trigger11 = playerID(var(57)),stateno=helper(33333),var(20)
trigger11 = helper(33333),var(21)-playerID(var(57)),time=[6,14]
trigger11 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(20)
trigger11 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(21)) <= 20
Trigger12 = playerID(var(57)),stateno=helper(33333),var(22)
trigger12 = helper(33333),var(23)-playerID(var(57)),time=[6,14]
trigger12 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(22)
trigger12 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(23)) <= 20
Trigger13 = playerID(var(57)),stateno=helper(33333),var(24)
trigger13 = helper(33333),var(25)-playerID(var(57)),time=[6,14]
trigger13 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(24)
trigger13 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(25)) <= 20
Trigger14 = playerID(var(57)),stateno=helper(33333),var(26)
trigger14 = helper(33333),var(27)-playerID(var(57)),time=[6,14]
trigger14 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(26)
trigger14 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(27)) <= 20
Trigger15 = playerID(var(57)),stateno=helper(33333),var(28)
trigger15 = helper(33333),var(29)-playerID(var(57)),time=[6,14]
trigger15 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(28)
trigger15 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(29)) <= 20
Trigger16 = playerID(var(57)),stateno=helper(33333),var(30)
trigger16 = helper(33333),var(31)-playerID(var(57)),time=[6,14]
trigger16 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(30)
trigger16 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(31)) <= 20
Trigger17 = playerID(var(57)),stateno=helper(33333),var(32)
trigger17 = helper(33333),var(33)-playerID(var(57)),time=[6,14]
trigger17 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(32)
trigger17 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(33)) <= 20
Trigger18 = playerID(var(57)),stateno=helper(33333),var(34)
trigger18 = helper(33333),var(35)-playerID(var(57)),time=[6,14]
trigger18 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(34)
trigger18 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(35)) <= 20
Trigger19 = playerID(var(57)),stateno=helper(33333),var(36)
trigger19 = helper(33333),var(37)-playerID(var(57)),time=[6,14]
trigger19 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(36)
trigger19 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(37)) <= 20
Trigger20 = playerID(var(57)),stateno=helper(33333),var(38)
trigger20 = helper(33333),var(39)-playerID(var(57)),time=[6,14]
trigger20 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(38)
trigger20 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(39)) <= 20
Trigger21 = playerID(var(57)),stateno=helper(33333),var(40)
trigger21 = helper(33333),var(41)-playerID(var(57)),time=[6,14]
Trigger22 = playerID(var(57)),stateno=helper(33333),var(42)
trigger22 = helper(33333),var(43)-playerID(var(57)),time=[6,14]
Trigger23 = playerID(var(57)),stateno=helper(33333),var(44)
trigger23 = helper(33333),var(45)-playerID(var(57)),time=[6,14]
Trigger24 = playerID(var(57)),stateno=helper(33333),var(48)
trigger24 = helper(33333),var(49)-playerID(var(57)),time=[6,14]
Trigger25 = playerID(var(57)),stateno=helper(33333),var(50)
trigger25 = helper(33333),var(51)-playerID(var(57)),time=[6,14]
Trigger26 = playerID(var(57)),stateno=helper(33333),var(52)
trigger26 = helper(33333),var(53)-playerID(var(57)),time=[6,14]
Trigger27 = playerID(var(57)),stateno=helper(33333),var(54)
trigger27 = helper(33333),var(55)-playerID(var(57)),time=[6,14]
Trigger28 = playerID(var(57)),stateno=helper(33333),var(56)
trigger28 = helper(33333),var(57)-playerID(var(57)),time=[6,14]

[State -3,LbN]
type = ChangeState
value = 230
triggerall=var(30)>0
TriggerAll=Random<=var(30)*130
triggerall=numhelper(33333)
TriggerAll=RoundState=2
TriggerAll=helper(30020),var(58)=0
TriggerAll=Enemy,NumProj = 0
TriggerAll=fvar(37)>=0
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*7)<=70+vel x*7
triggerall=Ctrl||(stateno=[100,101])||(stateno=[10,11])||(stateno=[120,149])||stateno=52||((stateno=[150,155])&&hitover)
TriggerAll=playerID(var(57)),Alive
TriggerAll=playerID(var(57)),MoveType!=H
TriggerAll=playerID(var(57)),statetype!=L
TriggerAll=playerID(var(57)),statetype!=A
TriggerAll=enemynear(floor(fvar(36))),stateno<2000
TriggerAll=enemynear(floor(fvar(36))),stateno!=[400,450]
triggerall=statetype!=A
triggerall = inguarddist||playerID(var(57)),movetype = A||var(30)<=8
trigger1 = playerID(var(57)),stateno=helper(33333),var(0)
trigger1 = helper(33333),var(1)-playerID(var(57)),time=[8,22]
trigger1 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(0)
trigger1 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(1)) <= 20
trigger2 = playerID(var(57)),stateno=helper(33333),var(2)
trigger2 = helper(33333),var(3)-playerID(var(57)),time=[8,22]
trigger2 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(2)
trigger2 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(3)) <= 20
trigger3 = playerID(var(57)),stateno=helper(33333),var(4)
trigger3 = helper(33333),var(5)-playerID(var(57)),time=[8,22]
trigger3 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(4)
trigger3 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(5)) <= 20
trigger4 = playerID(var(57)),stateno=helper(33333),var(6)
trigger4 = helper(33333),var(7)-playerID(var(57)),time=[8,22]
trigger4 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(6)
trigger4 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(7)) <= 20
trigger5 = playerID(var(57)),stateno=helper(33333),var(8)
trigger5 = helper(33333),var(9)-playerID(var(57)),time=[8,22]
trigger5 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(8)
trigger5 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(9)) <= 20
trigger6 = playerID(var(57)),stateno=helper(33333),var(10)
trigger6 = helper(33333),var(11)-playerID(var(57)),time=[8,22]
trigger6 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(10)
trigger6 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(11)) <= 20
trigger7 = playerID(var(57)),stateno=helper(33333),var(12)
trigger7 = helper(33333),var(13)-playerID(var(57)),time=[8,22]
trigger7 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(12)
trigger7 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(13)) <= 20
trigger8 = playerID(var(57)),stateno=helper(33333),var(14)
trigger8 = helper(33333),var(15)-playerID(var(57)),time=[8,22]
trigger8 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(14)
trigger8 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(15)) <= 20
trigger9 = playerID(var(57)),stateno=helper(33333),var(16)
trigger9 = helper(33333),var(17)-playerID(var(57)),time=[8,22]
trigger9 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(16)
trigger9 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(17)) <= 20
trigger10 = playerID(var(57)),stateno=helper(33333),var(18)
trigger10 = helper(33333),var(19)-playerID(var(57)),time=[8,22]
trigger10 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(18)
trigger10= random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(19)) <= 20
Trigger11 = playerID(var(57)),stateno=helper(33333),var(20)
trigger11 = helper(33333),var(21)-playerID(var(57)),time=[8,22]
trigger11 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(20)
trigger11 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(21)) <= 20
Trigger12 = playerID(var(57)),stateno=helper(33333),var(22)
trigger12 = helper(33333),var(23)-playerID(var(57)),time=[8,22]
trigger12 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(22)
trigger12 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(23)) <= 20
Trigger13 = playerID(var(57)),stateno=helper(33333),var(24)
trigger13 = helper(33333),var(25)-playerID(var(57)),time=[8,22]
trigger13 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(24)
trigger13 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(25)) <= 20
Trigger14 = playerID(var(57)),stateno=helper(33333),var(26)
trigger14 = helper(33333),var(27)-playerID(var(57)),time=[8,22]
trigger14 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(26)
trigger14 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(27)) <= 20
Trigger15 = playerID(var(57)),stateno=helper(33333),var(28)
trigger15 = helper(33333),var(29)-playerID(var(57)),time=[8,22]
trigger15 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(28)
trigger15 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(29)) <= 20
Trigger16 = playerID(var(57)),stateno=helper(33333),var(30)
trigger16 = helper(33333),var(31)-playerID(var(57)),time=[8,22]
trigger16 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(30)
trigger16 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(31)) <= 20
Trigger17 = playerID(var(57)),stateno=helper(33333),var(32)
trigger17 = helper(33333),var(33)-playerID(var(57)),time=[8,22]
trigger17 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(32)
trigger17 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(33)) <= 20
Trigger18 = playerID(var(57)),stateno=helper(33333),var(34)
trigger18 = helper(33333),var(35)-playerID(var(57)),time=[8,22]
trigger18 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(34)
trigger18 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(35)) <= 20
Trigger19 = playerID(var(57)),stateno=helper(33333),var(36)
trigger19 = helper(33333),var(37)-playerID(var(57)),time=[8,22]
trigger19 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(36)
trigger19 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(37)) <= 20
Trigger20 = playerID(var(57)),stateno=helper(33333),var(38)
trigger20 = helper(33333),var(39)-playerID(var(57)),time=[8,22]
trigger20 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(38)
trigger20 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(39)) <= 20
Trigger21 = playerID(var(57)),stateno=helper(33333),var(40)
trigger21 = helper(33333),var(41)-playerID(var(57)),time=[8,22]
Trigger22 = playerID(var(57)),stateno=helper(33333),var(42)
trigger22 = helper(33333),var(43)-playerID(var(57)),time=[8,22]
Trigger23 = playerID(var(57)),stateno=helper(33333),var(44)
trigger23 = helper(33333),var(45)-playerID(var(57)),time=[8,22]
Trigger24 = playerID(var(57)),stateno=helper(33333),var(48)
trigger24 = helper(33333),var(49)-playerID(var(57)),time=[8,22]
Trigger25 = playerID(var(57)),stateno=helper(33333),var(50)
trigger25 = helper(33333),var(51)-playerID(var(57)),time=[8,22]
Trigger26 = playerID(var(57)),stateno=helper(33333),var(52)
trigger26 = helper(33333),var(53)-playerID(var(57)),time=[8,22]
Trigger27 = playerID(var(57)),stateno=helper(33333),var(54)
trigger27 = helper(33333),var(55)-playerID(var(57)),time=[8,22]
Trigger28 = playerID(var(57)),stateno=helper(33333),var(56)
trigger28 = helper(33333),var(57)-playerID(var(57)),time=[8,22]

[State -3,obNXebv(p)]
type = ChangeState
value = 105
triggerall=var(30)>5
TriggerAll=Random<=var(30)*130
triggerall=numhelper(33333)
TriggerAll=RoundState=2
TriggerAll=prevstateno!=2600
TriggerAll=helper(30020),var(58)=0
TriggerAll=Enemy,NumProj = 0
TriggerAll=fvar(37)>=0
TriggerAll=backEdgeBodyDist>=50
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*15)=[40,140]
triggerall=Ctrl||(stateno=101)||(stateno=[10,11])||(stateno=[120,149])||stateno=52||((stateno=[150,155])&&hitover)
TriggerAll=playerID(var(57)),Alive
TriggerAll=playerID(var(57)),MoveType!=H
TriggerAll=playerID(var(57)),statetype!=L
triggerall=statetype!=A
triggerall = inguarddist||playerID(var(57)),movetype = A
trigger1 = playerID(var(57)),stateno=helper(33333),var(0)
trigger1 = helper(33333),var(1)-playerID(var(57)),time=[2,14]
trigger1 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(0)
trigger1 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(1)) <= 20
trigger2 = playerID(var(57)),stateno=helper(33333),var(2)
trigger2 = helper(33333),var(3)-playerID(var(57)),time=[2,14]
trigger2 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(2)
trigger2 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(3)) <= 20
trigger3 = playerID(var(57)),stateno=helper(33333),var(4)
trigger3 = helper(33333),var(5)-playerID(var(57)),time=[2,14]
trigger3 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(4)
trigger3 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(5)) <= 20
trigger4 = playerID(var(57)),stateno=helper(33333),var(6)
trigger4 = helper(33333),var(7)-playerID(var(57)),time=[2,14]
trigger4 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(6)
trigger4 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(7)) <= 20
trigger5 = playerID(var(57)),stateno=helper(33333),var(8)
trigger5 = helper(33333),var(9)-playerID(var(57)),time=[2,14]
trigger5 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(8)
trigger5 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(9)) <= 20
trigger6 = playerID(var(57)),stateno=helper(33333),var(10)
trigger6 = helper(33333),var(11)-playerID(var(57)),time=[2,14]
trigger6 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(10)
trigger6 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(11)) <= 20
trigger7 = playerID(var(57)),stateno=helper(33333),var(12)
trigger7 = helper(33333),var(13)-playerID(var(57)),time=[2,14]
trigger7 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(12)
trigger7 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(13)) <= 20
trigger8 = playerID(var(57)),stateno=helper(33333),var(14)
trigger8 = helper(33333),var(15)-playerID(var(57)),time=[2,14]
trigger8 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(14)
trigger8 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(15)) <= 20
trigger9 = playerID(var(57)),stateno=helper(33333),var(16)
trigger9 = helper(33333),var(17)-playerID(var(57)),time=[2,14]
trigger9 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(16)
trigger9 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(17)) <= 20
trigger10 = playerID(var(57)),stateno=helper(33333),var(18)
trigger10 = helper(33333),var(19)-playerID(var(57)),time=[2,14]
trigger10 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(18)
trigger10= random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(19)) <= 20
Trigger11 = playerID(var(57)),stateno=helper(33333),var(20)
trigger11 = helper(33333),var(21)-playerID(var(57)),time=[2,14]
trigger11 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(20)
trigger11 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(21)) <= 20
Trigger12 = playerID(var(57)),stateno=helper(33333),var(22)
trigger12 = helper(33333),var(23)-playerID(var(57)),time=[2,14]
trigger12 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(22)
trigger12 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(23)) <= 20
Trigger13 = playerID(var(57)),stateno=helper(33333),var(24)
trigger13 = helper(33333),var(25)-playerID(var(57)),time=[2,14]
trigger13 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(24)
trigger13 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(25)) <= 20
Trigger14 = playerID(var(57)),stateno=helper(33333),var(26)
trigger14 = helper(33333),var(27)-playerID(var(57)),time=[2,14]
trigger14 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(26)
trigger14 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(27)) <= 20
Trigger15 = playerID(var(57)),stateno=helper(33333),var(28)
trigger15 = helper(33333),var(29)-playerID(var(57)),time=[2,14]
trigger15 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(28)
trigger15 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(29)) <= 20
Trigger16 = playerID(var(57)),stateno=helper(33333),var(30)
trigger16 = helper(33333),var(31)-playerID(var(57)),time=[2,14]
trigger16 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(30)
trigger16 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(31)) <= 20
Trigger17 = playerID(var(57)),stateno=helper(33333),var(32)
trigger17 = helper(33333),var(33)-playerID(var(57)),time=[2,14]
trigger17 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(32)
trigger17 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(33)) <= 20
Trigger18 = playerID(var(57)),stateno=helper(33333),var(34)
trigger18 = helper(33333),var(35)-playerID(var(57)),time=[2,14]
trigger18 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(34)
trigger18 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(35)) <= 20
Trigger19 = playerID(var(57)),stateno=helper(33333),var(36)
trigger19 = helper(33333),var(37)-playerID(var(57)),time=[2,14]
trigger19 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(36)
trigger19 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(37)) <= 20
Trigger20 = playerID(var(57)),stateno=helper(33333),var(38)
trigger20 = helper(33333),var(39)-playerID(var(57)),time=[2,14]
trigger20 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(33333),fvar(38)
trigger20 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(33333),fvar(39)) <= 20
Trigger21 = playerID(var(57)),stateno=helper(33333),var(40)
trigger21 = helper(33333),var(41)-playerID(var(57)),time=[2,14]
Trigger22 = playerID(var(57)),stateno=helper(33333),var(42)
trigger22 = helper(33333),var(43)-playerID(var(57)),time=[2,14]
Trigger23 = playerID(var(57)),stateno=helper(33333),var(44)
trigger23 = helper(33333),var(45)-playerID(var(57)),time=[2,14]
Trigger24 = playerID(var(57)),stateno=helper(33333),var(48)
trigger24 = helper(33333),var(49)-playerID(var(57)),time=[2,14]
Trigger25 = playerID(var(57)),stateno=helper(33333),var(50)
trigger25 = helper(33333),var(51)-playerID(var(57)),time=[2,14]
Trigger26 = playerID(var(57)),stateno=helper(33333),var(52)
trigger26 = helper(33333),var(53)-playerID(var(57)),time=[2,14]
Trigger27 = playerID(var(57)),stateno=helper(33333),var(54)
trigger27 = helper(33333),var(55)-playerID(var(57)),time=[2,14]
Trigger28 = playerID(var(57)),stateno=helper(33333),var(56)
trigger28 = helper(33333),var(57)-playerID(var(57)),time=[2,14]

[State -3,]
Type     = ChangeState
value = 1400
TriggerAll=(Var(30)>1&&Random<=Var(30)*100)
TriggerAll=StateType != A
triggerAll= fvar(37)<4
triggerAll=fvar(37)>=0
TriggerAll=enemynear(floor(fvar(36))),time>=30||!time&&var(30)>9||var(30)>10||(prevstateno=[120,159])||(prevstateno=[5000,5250])
TriggerAll=Enemy,NumProj = 0
TriggerAll=helper(30020),var(58)=0
TriggerAll=P2BodyDist X>=0
;triggerAll= helper(30020),fvar(10)-helper(30020),fvar(7)*10>=100||!helper(30020),var(58)
TriggerAll=enemynear(floor(fvar(36))),Alive
TriggerAll = enemynear(floor(fvar(36))),movetype=A
TriggerAll=(enemynear(floor(fvar(36))),stateno!=[38,41])
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=enemynear(floor(fvar(36))),movetype!=H
TriggerAll=enemynear(floor(fvar(36))),stateno!=[5000,5250]
TriggerAll=EnemyNear,Gethitvar(hitcount)<=2
Trigger1=enemynear(floor(fvar(36))),stateno>=200
Trigger1 = enemynear(floor(fvar(36))),animtime<=-5
trigger1 = Ctrl||(stateno = [10,12])||(stateno = [20,21])||(stateno = 100)||(stateno = [120,149])||((stateno = [150,155])&&hitover)||stateno=40
trigger1 = playerID(var(57)),time >= 3
trigger1 = P2BodyDist y>=-45
Trigger1 = enemynear(floor(fvar(36))),statetype!=A||P2BodyDist y>-60
trigger1 = P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*5)<=30
trigger1 = P2Dist X>=0
trigger1 = (Random <= var(30)*40)||(var(30)>9)||fvar(37)=1
Trigger1 = (enemynear(floor(fvar(36))),time>=10)||(prevstateno=[120,155])||(prevstateno=[5000,5120])||enemynear(floor(fvar(36))),statetype=A||var(30)>10||var(16)>=250
Trigger1 = (enemynear(floor(fvar(36))),time>=30)||(!time&&var(30)>9)||var(30)>10||enemynear(floor(fvar(36))),statetype=A||prevstateno=2600
trigger2 = stateno = 200 && (movecontact||movecontact=[1,20])
trigger3 = stateno = 205 && (movecontact||movecontact=[1,20])
trigger4 = stateno = 210 && (movecontact||movecontact=[1,20])
trigger5 = stateno = 215 && (movecontact||movecontact=[1,20])
trigger6 = stateno = 220 && (movecontact||movecontact=[1,20])
trigger7 = stateno = 225 && (movecontact||movecontact=[1,20])
trigger8 = stateno = 230 && (movecontact||movecontact=[1,20])
trigger9 = stateno = 235 && (movecontact||movecontact=[1,20])
trigger10= stateno = 240 && (movecontact||movecontact=[1,20])
trigger11= stateno = 245 && (movecontact||movecontact=[1,20])
trigger12= stateno = 250 && (movecontact||movecontact=[1,20])
trigger13= stateno = 255 && (movecontact||movecontact=[1,20])
trigger14= stateno = 400 && (movecontact||movecontact=[1,20])
trigger15= stateno = 410 && (movecontact||movecontact=[1,20])
trigger16= stateno = 420 && (movecontact||movecontact=[1,20])
trigger17= stateno = 430 && (movecontact||movecontact=[1,20])
trigger19= stateno = 440 && (movecontact||movecontact=[1,20]);Ô
trigger20= prevstateno=5120||prevstateno=15120
trigger20= P2BodyDist X<=25 &&@P2BodyDist y=[-20,-1]
Trigger20=enemynear(floor(fvar(36))),stateno=[600,640]
Trigger20=enemynear(floor(fvar(36))),vel y>=0
Trigger20=enemynear(floor(fvar(36))),vel x>=0

[State -3,󒆓]
Type     = ChangeState
value = 870
TriggerAll=var(30)>1
TriggerAll=StateType = A
triggerAll=P2Dist X>=0
TriggerAll=fvar(37)>=0
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=fvar(33)=0
Triggerall=helper(25010),var(29)=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
TriggerAll=enemynear(floor(fvar(36))),prevstateno!=5120
TriggerAll=playerID(var(57)),statetype=A
TriggerAll=playerID(var(57)),statetype!=L
triggerAll=Ctrl||stateno=50||stateno=120||stateno=132||(stateno=[110,115])
TriggerAll=enemynear(floor(fvar(36))),Alive
TriggerAll=enemynear(floor(fvar(36))),movetype!=H
trigger1 = helper(25010),var(28)=0
Trigger1 = !InGuardDist||enemynear(floor(fvar(36))),time<=4
trigger1 = P2BodyDist X<=30
trigger1 = P2BodyDist y=[-40,24]
trigger1 = fvar(37)>=-4
trigger1 = (Random <= var(30)*100)

[State -3,󒆋]
Type     = ChangeState
value = 1420
TriggerAll=(Var(30)>1&&Random<=Var(30)*130)
TriggerAll=StateType = A
triggerAll= fvar(37)<4
triggerAll= Ctrl||(stateno=[110,115])||stateno=50||stateno=40||stateno=[600,640]
TriggerAll=enemynear(floor(fvar(36))),Alive
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=enemynear(floor(fvar(36))),statetype=A
trigger1 = fvar(37)>=0
Trigger1 = enemynear(floor(fvar(36))),animtime<=-5
Trigger1 = enemynear(floor(fvar(36))),movetype=A
trigger1 = P2BodyDist y=[-70,5]
trigger1 = P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*5)<=30+vel x*5
trigger1 = P2BodyDist X>=0-enemynear(floor(fvar(36))),Vel x*5
trigger1 = (Random <= var(30)*40)||(var(30)>9)
;Trigger1 = (enemynear(floor(fvar(36))),time>=10)||(prevstateno=[120,155])||(prevstateno=[5000,5120])||enemynear(floor(fvar(36))),statetype=A
;Trigger1 = (enemynear(floor(fvar(36))),time>=30)||(!time&&var(30)>8)||var(30)>10||enemynear(floor(fvar(36))),statetype=A

[State -3,]
Type     = ChangeState
value = 800
TriggerAll=(Var(30)>1&&Random<=Var(30)*130)
TriggerAll=StateType != A
TriggerAll=!helper(25000),var(41)
triggerAll=P2Dist X>=0
triggerAll=Ctrl||(stateno = [10,12])||(stateno = [20,21])||(stateno = 100)||(stateno = [120,149])||((stateno = [150,155])&&hitover)||stateno=52||stateno=500
TriggerAll=enemynear(floor(fvar(36))),Alive
TriggerAll=(enemynear(floor(fvar(36))),stateno!=[38,41])
TriggerAll=!helper(30020),var(58)||helper(30020),fvar(10)>70||helper(30020),fvar(6)<-60
triggerAll=Enemy,NumProj = 0
TriggerAll=(enemynear(floor(fvar(36))),stateno!=[400,440])
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
Trigger1 = enemynear(floor(fvar(36))),movetype != A||enemynear(floor(fvar(36))),time>=20
trigger1 = P2BodyDist y+helper(25010),fvar(2)>=0
trigger1 = P2BodyDist X-(enemynear(floor(fvar(36))),Vel X * 3)<=20
trigger1 = fvar(37)>=-4
trigger1 = prevstateno!=5120
trigger1 = (Random <= var(30)*40)||(var(30)>9)
trigger1 = enemynear(floor(fvar(36))),stateType=A&&enemynear(floor(fvar(36))),vel y>0
Trigger1 = enemynear(floor(fvar(36))),MoveType!=H 
Trigger2 = enemynear(floor(fvar(36))),MoveType!=H
Trigger2 = (enemynear(floor(fvar(36))),stateno=[120,155])||fvar(37)=[-4,-1]
Trigger2 = enemynear(floor(fvar(36))),statetype!=A
trigger2 = P2BodyDist X-(enemynear(floor(fvar(36))),Vel X * 4)<=20+vel x*4
trigger2 = fvar(37)>=-4
trigger2 = enemynear(floor(fvar(36))),MoveType!=A||fvar(37)=[-4,-1]
Trigger2 =!InGuardDist||fvar(37)=[-4,-1]
trigger2 = (Random <= var(30)*40)||(var(30)>9)
trigger3 = fvar(37)<-4
Trigger3 = enemynear(floor(fvar(36))),MoveType!=H
Trigger3 = enemynear(floor(fvar(36))),MoveType!=A
Trigger3 = enemynear(floor(fvar(36))),animtime=-3
Trigger3 = enemynear(floor(fvar(36))),statetype!=A
trigger3 = P2BodyDist X-(enemynear(floor(fvar(36))),Vel X * 3)<=20
trigger3 = (Random <= var(30)*40)||(var(30)>9)
Trigger4 = enemynear(floor(fvar(36))),MoveType=A||(enemynear(floor(fvar(36))),stateno=52)
trigger4 = fvar(37)>=-4
Trigger4 = enemynear(floor(fvar(36))),animtime<=-2
Trigger4 = enemynear(floor(fvar(36))),statetype!=A
trigger4 = P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*4)<=20
trigger4 = (Random <= var(30)*40)||(var(30)>9)
Trigger4 = (enemynear(floor(fvar(36))),time>=10)||(prevstateno=[150,155])||((stateno = [150,155])&&hitover)
trigger5 = P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*4)<=20
Trigger5 = enemynear(floor(fvar(36))),statetype!=A
trigger5 = fvar(37)>=-4
Trigger5 = !InGuardDist
Trigger5 = enemynear(floor(fvar(36))),MoveType=I
trigger5 = (Random <= var(30)*5)||enemynear(floor(fvar(36))),vel x>0||stateno=52

[State -3,]
Type     = ChangeState
value = 850
TriggerAll=(Var(30)>1&&Random<=Var(30)*130)
TriggerAll=StateType != A
triggerAll=P2Dist X>=0
TriggerAll=!helper(25000),var(41)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(29)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(30)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(31)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(32)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(33)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(34)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(35)
TriggerAll=playerID(var(57)),Stateno!=helper(25000),var(36)
TriggerAll=enemynear(floor(fvar(36))),prevstateno!=5120
TriggerAll=Enemy,NumProj = 0
TriggerAll=helper(30020),var(58)=0
TriggerAll=playerID(var(57)),statetype!=C
triggerAll=Ctrl||(stateno = [10,12])||(stateno = [21,22])||(stateno = [100,101])||(stateno = [120,149])||((stateno = [150,155])&&hitover)||stateno=52||stateno=500
TriggerAll=enemynear(floor(fvar(36))),Alive
TriggerAll=helper(30020),var(58)=0&&Enemy,NumProj = 0
TriggerAll=(enemynear(floor(fvar(36))),stateno!=[38,41])
TriggerAll=(enemynear(floor(fvar(36))),stateno!=[200,450])||(Facing = -1 && enemynear(floor(fvar(36))),Facing = -1)||(Facing = 1 && enemynear(floor(fvar(36))),Facing = 1)||fvar(37)=[-4,-1]
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=enemynear(floor(fvar(36))),statetype!=A
Trigger1 = 0
Trigger2 = 0
Trigger3 = (fvar(37)=[-4,-1])||(EnemyNear,AutHorName="Drowin hokuto"&&P2stateno=8700&&time<25)
Trigger3 = enemynear(floor(fvar(36))),vel y>=0
trigger3 = P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*9)=[0,85]
Trigger3 = enemynear(floor(fvar(36))),MoveType!=H 
trigger3 = enemynear(floor(fvar(36))),statetype=S
trigger3 = enemynear(floor(fvar(36))),animtime<=-9
trigger3 = (Random <= var(30)*40)||(var(30)>9)
Trigger4 = enemynear(floor(fvar(36))),vel y>=0
Trigger4 = enemynear(floor(fvar(36))),Facing = -1
Trigger4=(enemynear(floor(fvar(36))),stateno=[200,1999])
trigger4 = P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*9)=[0,85]
Trigger4 = enemynear(floor(fvar(36))),MoveType!=H 
trigger4 = fvar(37)>=-4
trigger4 = enemynear(floor(fvar(36))),animtime<=-10
trigger4 = enemynear(floor(fvar(36))),statetype=S
trigger4 = (Random <= var(30)*40)||(var(30)>9)
Trigger5 = fvar(37)<=-5
Trigger5 = P2BodyDist X>30||!InGuardDist
Trigger5 = enemynear(floor(fvar(36))),vel y>=0
trigger5 = P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*9)<=70
Trigger5 = enemynear(floor(fvar(36))),MoveType!=H
trigger5 = enemynear(floor(fvar(36))),stateType!=A
trigger5 = enemynear(floor(fvar(36))),statetype=S
trigger5 = enemynear(floor(fvar(36))),animtime=-8

[State -3,n]
Type     = ChangeState
value = 440
TriggerAll=(Var(30)>1&&Random<=Var(30)*130)
TriggerAll=StateType != A
triggerAll=P2Dist X>=0
triggerAll=helper(30020),var(58)=0&&Enemy,NumProj = 0
triggerAll=Ctrl||(stateno = [10,12])||(stateno = [20,21])||(stateno = 100)||(stateno = [120,149])||((stateno = [150,155])&&hitover)||stateno=52
TriggerAll=enemynear(floor(fvar(36))),Alive
TriggerAll=(enemynear(floor(fvar(36))),stateno!=[38,41])
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
Trigger1 = enemynear(floor(fvar(36))),movetype != A||enemynear(floor(fvar(36))),time>=20
trigger1 = P2BodyDist y+helper(25010),fvar(12)>=0
trigger1 = P2BodyDist X-(enemynear(floor(fvar(36))),Vel X * 3)>20
trigger1 = (P2BodyDist X-(enemynear(floor(fvar(36))),Vel X * 12)=[20,80])
trigger1 = fvar(37)>=0
trigger1 = (Random <= var(30)*40)||(var(30)>9)
trigger1 = enemynear(floor(fvar(36))),stateType=A&&enemynear(floor(fvar(36))),vel y>0
Trigger1 = enemynear(floor(fvar(36))),MoveType!=H 
Trigger2 = helper(25010),var(2)>=1&&var(16)>=125&&P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*12)=[90,210]
Trigger2 = enemynear(floor(fvar(36))),movetype != A||enemynear(floor(fvar(36))),time>=20
trigger2 = P2BodyDist y+helper(25010),fvar(12)=[0,10]
trigger2 = fvar(37)>=0
trigger2 = (Random <= var(30)*40)||(var(30)>9)
trigger2 = enemynear(floor(fvar(36))),stateType=A&&enemynear(floor(fvar(36))),vel y>0
Trigger2 = enemynear(floor(fvar(36))),MoveType!=H 
Trigger3 = enemynear(floor(fvar(36))),stateno=5210
Trigger3 = enemynear(floor(fvar(36))),animtime=[-14,-3]
trigger3 = P2BodyDist y=[-50,-1]
trigger3 = fvar(37)>=0
trigger3 = P2BodyDist X<80
trigger3 = (Random <= var(30)*40)||(var(30)>9)
trigger3 = enemynear(floor(fvar(36))),stateType=A


[State -3,n]
Type     = ChangeState
value = 310
TriggerAll=(Var(30)>1&&Random<=Var(30)*130)
TriggerAll=StateType != A
triggerAll=P2Dist X>=0
triggerAll=helper(30020),var(58)=0&&Enemy,NumProj = 0
triggerAll=Ctrl||(stateno = [10,12])||(stateno = [20,21])||(stateno = 100)||(stateno = [120,149])||((stateno = [150,155])&&hitover)||stateno=52
TriggerAll=enemynear(floor(fvar(36))),Alive
TriggerAll=enemynear(floor(fvar(36))),vel x<=-1
TriggerAll=(enemynear(floor(fvar(36))),stateno!=[38,41])
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
Trigger1 = enemynear(floor(fvar(36))),movetype != A||enemynear(floor(fvar(36))),time>=20
trigger1 = P2BodyDist y+helper(25010),fvar(30)=[-20,0]
trigger1 = (P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*39)=[70,150])||(frontEdgeBodyDist<=120&&P2BodyDist y=[70,150])
trigger1 = fvar(37)>=0
trigger1 = (Random <= var(30)*40)||(var(30)>9)
trigger1 = enemynear(floor(fvar(36))),stateType=A;&&enemynear(floor(fvar(36))),vel y>0
Trigger1 = enemynear(floor(fvar(36))),MoveType!=H 

[State -3,ѓ˕Ԃ]
Type     = null;ChangeState
Value    = 300
Triggerall=var(30) > 1
Triggerall=StateType != A
triggerall=Roundstate = 2
Triggerall=fvar(37)>=0
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=fvar(33)=0
triggerall=Ctrl||(stateno = [20,21])||(stateno=[100,101])
triggerall=stateno=0||1
triggerall=Random <= var(30)*50
TriggerAll=enemynear(floor(fvar(36))),StateType != L
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(40)=1
triggerall=enemynear(floor(fvar(36))),movetype != H
Trigger1=helper(30020),var(58)>0
Trigger1=helper(30020),fvar(8)>-80
Trigger1=helper(30020),fvar(10)-helper(30020),fvar(7)*16=[140,180]
Trigger2=var(30)>=10
Trigger2=P2BodyDist X=[95,145]
trigger2=playerID(var(57)),hitdefattr = SC,NP,SP
trigger2=enemynear(floor(fvar(36))),time<=5
trigger2=enemynear(floor(fvar(36))),stateno=[1000,1999]
[State -3, Wv]
type = ChangeState
value = 40
triggerall = var(30) > 0
triggerall = Roundstate = 2
triggerall = statetype != A
TriggerAll =fvar(37)>=0
triggerall = !(playerID(var(57)),hitdefattr = SCA,HA,HP)
triggerall = Ctrl ||(stateno = [10,12])||(stateno = [20,21])||(stateno = 100)||(stateno = [120,149])||((stateno=[150,155])&&hitover)
trigger1   = (helper(30020),fvar(8)>=-60)&&(helper(30020),fvar(6)>=0)
trigger1   = helper(30020),fvar(10)-helper(30020),fvar(7)*5=[15,80]
trigger1   = helper(30020),var(58)
trigger1   = p2statetype != L 
trigger1   = (p2bodydist X >=220)
trigger1   = p2movetype != H 
trigger1   = Random <= var(30)*30
Trigger2 = enemynear(floor(fvar(36))),animtime <= -40
Trigger2 = enemynear(floor(fvar(36))),time<5&&(enemynear(floor(fvar(36))),stateno=[200,999])
Trigger2 = prevstateno!=2600
Trigger2 =!InGuardDist
trigger2 = (p2bodydist X = [115,170])
trigger2 = (playerID(var(57)),hitdefattr = SC,NA,SA)
trigger2 = !helper(30020),var(58)
trigger2 = p2movetype != H && p2movetype = A
Trigger2 = RoundState = 2
Trigger2 =enemynear(floor(fvar(36))),StateType != A
trigger3 = p2movetype != H && p2movetype = A
Trigger3 = RoundState = 2
trigger3 = var(30)>9||Random<=var(30)*20
Trigger3 =enemynear(floor(fvar(36))),StateType = C
Trigger3 = enemynear(floor(fvar(36))),animtime <= -15
Trigger3 = enemynear(floor(fvar(36))),time<5&&(enemynear(floor(fvar(36))),stateno=[200,450])
trigger3 = (p2bodydist X =[110,170])||enemynear(floor(fvar(36))),stateno=[430,440]
trigger3 = P2BodyDist X=[50,170]

[State -3, Wv]
type = ChangeState
value = 110
triggerall = var(30) > 0
triggerall = Roundstate = 2
triggerall = statetype != A
triggerall = var(30)>9||Random<=var(30)*20
TriggerAll =fvar(37)>=0
triggerall = var(28)%4<2 && var(28)%16<8
triggerall = !(playerID(var(57)),hitdefattr = SCA,HA,HP)
triggerall = Ctrl||stateno = 50
trigger1 = p2movetype != H && p2movetype = A
Trigger1 = RoundState = 2
Trigger1 = enemynear(floor(fvar(36))),StateType = C
Trigger1 = (enemynear(floor(fvar(36))),stateno=[400,450])
trigger1 = p2bodydist X <=170
trigger1 = vel x>0

[State -3]
Type     = ChangeState
value = 400
TriggerAll=(Var(30)>1&&Random<=Var(30)*130)
TriggerAll=StateType != A
triggerAll=P2Dist X>=0
triggerAll=helper(25010),var(28)
TriggerAll=!InGuardDist
triggerAll=Ctrl||(stateno = [10,12])||(stateno = [20,21])||(stateno = 100)||(stateno = [120,149])||((stateno = [150,155])&&hitover)||stateno=52
TriggerAll=enemynear(floor(fvar(36))),Alive
TriggerAll=(enemynear(floor(fvar(36))),stateno!=[38,41])
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
Trigger1 = prevstateno=2600
Trigger1 = !enemynear(floor(fvar(36))),ctrl
trigger1 = P2BodyDist X-(enemynear(floor(fvar(36))),Vel X * 6)<=35
trigger1 = fvar(37)>=0
trigger1 = enemynear(floor(fvar(36))),animtime<=-5
trigger1 = (Random <= var(30)*40)||(var(30)>9)
trigger1 = enemynear(floor(fvar(36))),stateType!=A
Trigger1 = enemynear(floor(fvar(36))),MoveType=A

[State -3,]
Type = ChangeState
Value = 430
TriggerAll=var(30)>0
TriggerAll=StateType!=A
TriggerAll=RoundState=2
triggerall=helper(30020),var(58)=0&&Enemy,NumProj = 0
triggerAll=enemynear(floor(fvar(36))),stateType!=A
TriggerAll=fvar(37)>=0
TriggerAll=P2BodyDist X=[-5,35]
TriggerAll=enemynear(floor(fvar(36))),MoveType=A
TriggerAll=Random<=var(30)*60
TriggerAll=enemynear(floor(fvar(36))),AnimTime<=-7
TriggerAll=enemynear(floor(fvar(36))),Time>=30||(!Time&&var(30)>9)||var(30)>10
Trigger1 = (PrevStateNo=[150,159])||(PrevStateNo=2600)
Trigger1 = ctrl
Trigger2 = (stateno=[150,155])&&hitover

[State -3,OCu]
Type = ChangeState
Value = 300
TriggerAll=var(30)>0
TriggerAll=StateType!=A
TriggerAll=RoundState=2
triggerall=helper(30020),var(58)=0&&Enemy,NumProj = 0
triggerAll=enemynear(floor(fvar(36))),stateType!=A
triggerAll=enemynear(floor(fvar(36))),stateno<2000
TriggerAll=fvar(37)>=0
TriggerAll=P2BodyDist X=[-5,130]
TriggerAll=enemynear(floor(fvar(36))),MoveType=A
TriggerAll=Random<=var(30)*60
triggerAll=enemynear(floor(fvar(36))),stateno<1000||playerID(root,var(57)),hitdefattr = SCA,NA,SA
TriggerAll=enemynear(floor(fvar(36))),AnimTime<=-15
TriggerAll=enemynear(floor(fvar(36))),Time>=30||(PrevStateNo=[150,159])
Trigger1 = ctrl||stateno=100||stateno=[120,149]
Trigger2 = (stateno=[150,155])&&hitover

[State -3,p]
Type = ChangeState
Value = 200
TriggerAll=var(30)>0
TriggerAll=StateType!=A
TriggerAll=RoundState=2
triggerall=helper(30020),var(58)=0&&Enemy,NumProj = 0
triggerAll=enemynear(floor(fvar(36))),stateType!=A
TriggerAll=fvar(37)>=0
TriggerAll=enemynear(floor(fvar(36))),stateno=200
TriggerAll=P2BodyDist X=[-5,170]
TriggerAll=enemynear(floor(fvar(36))),MoveType=A
TriggerAll=Random<=var(30)*60
TriggerAll=enemynear(floor(fvar(36))),AnimTime<=-5
TriggerAll=enemynear(floor(fvar(36))),Time>=20||(PrevStateNo=[150,159])
Trigger1 = enemynear(floor(fvar(36))),stateType=S
Trigger1 = ctrl||((stateno=[150,155])&&hitover)||stateno=100||stateno=[120,149]

[State -3,i]
Type = ChangeState
Value = 250
TriggerAll=var(30)>0
TriggerAll=StateType!=A
TriggerAll=RoundState=2
triggerAll = fvar(37)>=0
TriggerAll = !InGuardDist
TriggerAll = var(30)<=10
triggerall=helper(30020),var(58)=0&&Enemy,NumProj = 0
triggerAll=enemynear(floor(fvar(36))),stateType!=A
TriggerAll=fvar(37)>=0
Trigger1=var(16)>=200
Trigger1=enemynear(floor(fvar(36))),MoveType=H
Trigger1=Random<=var(30)*60
trigger1 = stateno=52 
trigger1 = enemynear(floor(fvar(36))),backEdgeBodyDist<=30
trigger1 = P2BodyDist X<30
Trigger1 = enemynear(floor(fvar(36))),statetype!=A
Trigger1 = enemynear(floor(fvar(36))),stateno=[150,153]
Trigger2 = ctrl||stateno=100
Trigger2=var(16)>=100
Trigger2 = enemynear(floor(fvar(36))),statetype=C
Trigger2 = enemynear(floor(fvar(36))),stateno=[120,155]
Trigger2=Random<=var(30)*100
trigger2 = P2BodyDist X<40
Trigger2=enemynear(floor(fvar(36))),MoveType!=H

[State -3,]
type = ChangeState
value = 870
triggerall=var(30)>0
TriggerAll=Random<=var(30)*130
triggerall=numhelper(30030)
TriggerAll=RoundState=2
TriggerAll=fvar(37)>=0
TriggerAll=enemynear(floor(fvar(36))),statetype=A
TriggerAll=P2BodyDist X<=30
triggerAll=Ctrl||stateno=50||stateno=120||stateno=132||stateno=[110,115]
triggerall=Ctrl||stateno=120||stateno=132||((stateno=[150,155])&&hitover)
TriggerAll=playerID(var(57)),Alive
TriggerAll=playerID(var(57)),MoveType!=H
TriggerAll=playerID(var(57)),statetype!=L
TriggerAll=playerID(var(57)),statetype=A
triggerall=statetype=A
triggerall = inguarddist||playerID(var(57)),movetype = A||var(30)<=8
trigger1 = playerID(var(57)),stateno=helper(30030),var(0)
trigger1 = helper(30030),var(1)-playerID(var(57)),time=[2,20]
trigger1 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(30030),fvar(0)
trigger1 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(30030),fvar(1)) <= 20
trigger2 = playerID(var(57)),stateno=helper(30030),var(2)
trigger2 = helper(30030),var(3)-playerID(var(57)),time=[2,20]
trigger2 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(30030),fvar(2)
trigger2 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(30030),fvar(3)) <= 20
trigger3 = playerID(var(57)),stateno=helper(30030),var(4)
trigger3 = helper(30030),var(5)-playerID(var(57)),time=[2,20]
trigger3 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(30030),fvar(4)
trigger3 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(30030),fvar(5)) <= 20
trigger4 = playerID(var(57)),stateno=helper(30030),var(6)
trigger4 = helper(30030),var(7)-playerID(var(57)),time=[2,20]
trigger4 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(30030),fvar(6)
trigger4 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(30030),fvar(7)) <= 20
trigger5 = playerID(var(57)),stateno=helper(30030),var(8)
trigger5 = helper(30030),var(9)-playerID(var(57)),time=[2,20]
trigger5 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(30030),fvar(8)
trigger5 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(30030),fvar(9)) <= 20
trigger6 = playerID(var(57)),stateno=helper(30030),var(10)
trigger6 = helper(30030),var(11)-playerID(var(57)),time=[2,20]
trigger6 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(30030),fvar(10)
trigger6 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(30030),fvar(11)) <= 20
trigger7 = playerID(var(57)),stateno=helper(30030),var(12)
trigger7 = helper(30030),var(13)-playerID(var(57)),time=[2,20]
trigger7 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(30030),fvar(12)
trigger7 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(30030),fvar(13)) <= 20
trigger8 = playerID(var(57)),stateno=helper(30030),var(14)
trigger8 = helper(30030),var(15)-playerID(var(57)),time=[2,20]
trigger8 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(30030),fvar(14)
trigger8 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(30030),fvar(15)) <= 20
trigger9 = playerID(var(57)),stateno=helper(30030),var(16)
trigger9 = helper(30030),var(17)-playerID(var(57)),time=[2,20]
trigger9 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(30030),fvar(16)
trigger9 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(30030),fvar(17)) <= 20
trigger10 = playerID(var(57)),stateno=helper(30030),var(18)
trigger10 = helper(30030),var(19)-playerID(var(57)),time=[2,20]
trigger10 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(30030),fvar(18)
trigger10= random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(30030),fvar(19)) <= 20
Trigger11 = playerID(var(57)),stateno=helper(30030),var(20)
trigger11 = helper(30030),var(21)-playerID(var(57)),time=[2,20]
trigger11 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(30030),fvar(20)
trigger11 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(30030),fvar(21)) <= 20
Trigger12 = playerID(var(57)),stateno=helper(30030),var(22)
trigger12 = helper(30030),var(23)-playerID(var(57)),time=[2,20]
trigger12 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(30030),fvar(22)
trigger12 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(30030),fvar(23)) <= 20
Trigger13 = playerID(var(57)),stateno=helper(30030),var(24)
trigger13 = helper(30030),var(25)-playerID(var(57)),time=[2,20]
trigger13 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(30030),fvar(24)
trigger13 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(30030),fvar(25)) <= 20
Trigger14 = playerID(var(57)),stateno=helper(30030),var(26)
trigger14 = helper(30030),var(27)-playerID(var(57)),time=[2,20]
trigger14 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(30030),fvar(26)
trigger14 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(30030),fvar(27)) <= 20
Trigger15 = playerID(var(57)),stateno=helper(30030),var(28)
trigger15 = helper(30030),var(29)-playerID(var(57)),time=[2,20]
trigger15 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(30030),fvar(28)
trigger15 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(30030),fvar(29)) <= 20
Trigger16 = playerID(var(57)),stateno=helper(30030),var(30)
trigger16 = helper(30030),var(31)-playerID(var(57)),time=[2,20]
trigger16 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(30030),fvar(30)
trigger16 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(30030),fvar(31)) <= 20
Trigger17 = playerID(var(57)),stateno=helper(30030),var(32)
trigger17 = helper(30030),var(33)-playerID(var(57)),time=[2,20]
trigger17 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(30030),fvar(32)
trigger17 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(30030),fvar(33)) <= 20
Trigger18 = playerID(var(57)),stateno=helper(30030),var(34)
trigger18 = helper(30030),var(35)-playerID(var(57)),time=[2,20]
trigger18 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(30030),fvar(34)
trigger18 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(30030),fvar(35)) <= 20
Trigger19 = playerID(var(57)),stateno=helper(30030),var(36)
trigger19 = helper(30030),var(37)-playerID(var(57)),time=[2,20]
trigger19 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(30030),fvar(36)
trigger19 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(30030),fvar(37)) <= 20
Trigger20 = playerID(var(57)),stateno=helper(30030),var(38)
trigger20 = helper(30030),var(39)-playerID(var(57)),time=[2,20]
trigger20 = random<100||P2Dist x + facing*playerID(var(57)),facing*playerID(var(57)),vel x * 8 <= helper(30030),fvar(38)
trigger20 = random<100||abs(P2Dist y+(playerID(var(57)),statetype=A)*(playerID(var(57)),vel y+playerID(var(57)),Const(movement.yaccel)*4)*8-helper(30030),fvar(39)) <= 20
Trigger21 = playerID(var(57)),stateno=helper(30030),var(40)
trigger21 = helper(30030),var(41)-playerID(var(57)),time=[2,20]
Trigger22 = playerID(var(57)),stateno=helper(30030),var(42)
trigger22 = helper(30030),var(43)-playerID(var(57)),time=[2,20]
Trigger23 = playerID(var(57)),stateno=helper(30030),var(44)
trigger23 = helper(30030),var(45)-playerID(var(57)),time=[2,20]
Trigger24 = playerID(var(57)),stateno=helper(30030),var(48)
trigger24 = helper(30030),var(49)-playerID(var(57)),time=[2,20]
Trigger25 = playerID(var(57)),stateno=helper(30030),var(50)
trigger25 = helper(30030),var(51)-playerID(var(57)),time=[2,20]
Trigger26 = playerID(var(57)),stateno=helper(30030),var(52)
trigger26 = helper(30030),var(53)-playerID(var(57)),time=[2,20]
Trigger27 = playerID(var(57)),stateno=helper(30030),var(54)
trigger27 = helper(30030),var(55)-playerID(var(57)),time=[2,20]
Trigger28 = playerID(var(57)),stateno=helper(30030),var(56)
trigger28 = helper(30030),var(57)-playerID(var(57)),time=[2,20]

[State -3,󓊂pWv]
Type = ChangeState
value = 40
TriggerAll=RoundState=2
TriggerAll=var(30)>6
TriggerAll=fvar(37)>=0
TriggerAll=StateType!=A
Triggerall=P2BodyDist X<=55
Triggerall=helper(30020),var(58)=0&&Enemy,NumProj = 0
TriggerAll=!(playerID(var(57)),authorname="muteki")
triggerAll=Ctrl||(stateno = [10,12])||(stateno = [20,21])||(stateno = 100)
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=enemynear(floor(fvar(36))),statetype=A
TriggerAll=enemynear(floor(fvar(36))),MoveType!=H
TriggerAll=helper(25010),var(29)!=6
Triggerall = playerID(var(57)),movetype!=H
Triggerall = playerID(var(57)),movetype!=A||(playerID(var(57)),stateno=[700,999])
Triggerall =!InGuardDist||(playerID(var(57)),stateno=[700,999])
Triggerall = playerID(var(57)),stateno<200||(playerID(var(57)),stateno=[700,999])
TriggerAll=Random<100
Trigger1 = fvar(31)>0

;
;K[h oA
;inguarddist EnemyNear(floor(fvar(36))),HitDefAttr = SCA,AA;Ō
;
[State -3,tD[]
Type = ChangeState
Value = 1000
TriggerAll=NumEnemy>0
Triggerall=pos y<-150
TriggerAll=var(30)>0
TriggerAll=fvar(37)>=0
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=fvar(33)=0
triggerall=numhelper(1010) = 0
Triggerall=helper(25010),var(29)=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(40)=1
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2MoveType!=A
Trigger1 = P2BodyDist X>=80
Trigger1 = ctrl||stateno=50||(stateno=[110,115])||stateno=651||stateno=120||stateno=132

;K[h
[State -3]
type = ChangeState
value = 120
TriggerAll = var(30) > 0
TriggerAll = (StateNo!=[120,159])||stateno=140||stateno=40;UɃWv\Ȃ悤
TriggerAll = statetype != A
TriggerAll = fvar(37)!=1||helper(30020),var(58)>0||enemy,numproj>0
TriggerAll=Random <= var(30)*70||var(30)>8||P2BodyDist X>=140
TriggerAll = enemynear(floor(fvar(36))),time>2||var(30)>8
TriggerAll = ctrl||(stateno = [20,22])||stateno=10||stateno=11||stateno=12||stateno=101||stateno=13||stateno=0
TriggerAll = p2statetype != L
TriggerAll = enemy,movetype = A || p2movetype = A || inguarddist
TriggerAll = inguarddist||((p2bodydist x = [-40,40])&&enemynear(floor(fvar(36))),Statetype=A)
TriggerAll = !(enemy,hitdefattr = SCA, NT, ST, HT)
Trigger1 = enemy,hitdefattr = SCA, NA, SA, HA, NP, SP, HP
Trigger2 = helper(30020),var(58)|| enemy,numproj > 0||enemy,numhelper > 0

;󒆃K[h
[State -3]
type = ChangeState
value = 132
TriggerAll = var(30)>1
TriggerAll = ctrl
TriggerAll = statetype = A
TriggerAll = p2statetype != L
TriggerAll = enemynear(floor(fvar(36))),movetype=A||!(enemynear(floor(fvar(36))),Name="SISSY")
TriggerAll = inguarddist
TriggerAll = !(enemy,hitdefattr = SCA, NT, ST, HT)
trigger1 = vel y <= 0||vel x <= 0||p2bodydist X>50
Trigger1 = p2bodydist x > 50
trigger2 = vel y <= 0||vel x <= 0||p2bodydist X>50
Trigger2 = enemy,numhelper > 0 || enemy,numproj > 0||helper(30020),var(2)||helper(30020),var(58)
Trigger3 = stateno=1400 && enemy,numproj > 0 
Trigger4 = (playerID(var(57)),hitdefattr = SA,AA)||fvar(37)<0
Trigger4 = stateno=1400&&enemynear(floor(fvar(36))),time<=20
Trigger4 = p2bodydist X<=60
Trigger4 = enemynear(floor(fvar(36))),movetype=A


[State -3,K[hLZ]
Type = ChangeState
value = 290
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=fvar(35)=0
TriggerAll=Enemy,NumProj = 0
TriggerAll=helper(30020),var(58)=0
TriggerAll=backEdgeBodyDist<=40||(helper(25000),var(2)>=250)
TriggerAll=fvar(30)=0
TriggerAll=fvar(29)=0
TriggerAll=enemynear(floor(fvar(36))),time>=10
TriggerAll=power>=1000
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=enemynear(floor(fvar(36))),vel y>=-1
TriggerAll=enemynear(floor(fvar(36))),movetype=A
TriggerAll=enemynear(floor(fvar(36))),animtime<=-5
TriggerAll=Random <= var(30)*30
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*5)<=60+vel x*5
TriggerAll=p2bodydist y>-50
TriggerAll=P2Dist X>=0
Trigger1=stateno=[150,153]

[State -3,g]
type            = ChangeState
value           = 5210
triggerall      = var(30) > 1 && Alive && CanRecover &&  Pos Y <= -20 && random <= var(30)*100
triggerall      = Roundstate = 2
trigger1        = StateNo = 5050
;
;NU
;
[State -3,fȑE]
Type     = ChangeState
Value    = 2100
Triggerall = var(30) > 1
Triggerall = StateType != A
triggerall = Roundstate = 2
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=fvar(33)=0
Triggerall=var(30)<10
Triggerall=power>=1000
Triggerall=helper(30020),var(58)=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(40)=1
triggerall=Ctrl||(stateno = [20,21])||(stateno=[100,101])||(stateno=[120,149])
trigger1 = enemynear(floor(fvar(36))),stateno=5110||enemynear(floor(fvar(36))),stateno=15110
trigger1=enemynear(floor(fvar(36))),movetype != A
Trigger1=!inguarddist
trigger1 = Random <= var(30)*10
Trigger1 = P2BodyDist X >= 60
trigger2= Random <= var(30)*40
Trigger2 = backEdgeBodyDist<=100
trigger2 = enemynear(floor(fvar(36))),movetype = A
Trigger2 = P2BodyDist X <=80
Trigger2 = prevstateno=5120
trigger2=enemynear(floor(fvar(36))),movetype != H
Trigger3 = P2BodyDist X >=170
Trigger3 = helper(25010),var(58)>100
trigger3 = Random <= var(30)*15
trigger3=enemynear(floor(fvar(36))),movetype != A
Trigger3=!inguarddist
trigger3=enemynear(floor(fvar(36))),movetype != H
trigger4 = prevstateno=5120
Trigger4 = P2BodyDist X <=120

[State -3,fȑE]
Type     = ChangeState
Value    = 2100
Triggerall = var(30) > 1
Triggerall = StateType != A
triggerall = Roundstate = 2
Triggerall=!inguarddist
Triggerall=power>=1000
triggerall= Random <= var(30)*10
triggerall=Ctrl ||(stateno = [20,21])||stateno=[100,101]
trigger1 = enemynear(floor(fvar(36))),stateno=15110
trigger1=enemynear(floor(fvar(36))),movetype != A
Trigger1=!inguarddist
trigger1 = Random <= var(30)*10
Trigger1 = P2BodyDist X >= 20

[State -3,fȑE]
Type     = ChangeState
Value    = 2102
Triggerall = var(30) > 1
Triggerall = StateType != A
triggerall = Roundstate = 2
triggerall=stateno=2101
trigger1 = enemynear(floor(fvar(36))),stateno=15120
Trigger2 = inguarddist
trigger3 = enemynear(floor(fvar(36))),movetype != H
Trigger3 = enemynear(floor(fvar(36))),statetype!=L
Trigger3 = P2BodyDist X <= 120
trigger4 = enemynear(floor(fvar(36))),movetype = A
trigger5 = enemynear(floor(fvar(36))),stateno=[200,1999]

[State -3,ǂ݂Ă]
Type = ChangeState
value = 650
TriggerAll = var(30)>0
TriggerAll = StateType = A
TriggerAll = !inguarddist
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=fvar(33)=0
Triggerall=helper(25010),var(59)=0
triggerall=enemynear(floor(fvar(36))),movetype !=A
triggerall=enemynear(floor(fvar(36))),stateno!=15110
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(40)=1
Triggerall = P2BodyDist X = [-20,40]
Triggerall = P2BodyDist y<=-85
Triggerall = ctrl||stateno=50||stateno=[110,115]
Trigger1 = Random <= var(30)*100
Trigger1 = EnemyNear,StateNo = 5120&&EnemyNear,animtime=[-17,-13]

[State -3,oj]
Type = ChangeState
value = 320
TriggerAll = var(30)>0
TriggerAll = var(30)<10
TriggerAll = StateType != A
TriggerAll = Ctrl
TriggerAll = !inguarddist
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=fvar(33)=0
Triggerall=helper(25010),var(59)=0
triggerall=enemynear(floor(fvar(36))),movetype !=A
triggerall=enemynear(floor(fvar(36))),stateno!=15110
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(40)=1
Triggerall = P2BodyDist X = [38,75]
Trigger1 = Random <= var(30)*100
Trigger1 = enemynear(floor(fvar(36))),statetype=L
Trigger1 = EnemyNear,StateNo = 5110
Trigger2 = var(16)>=100
Trigger2 = enemynear(floor(fvar(36))),statetype!=L
Trigger2 = enemynear(floor(fvar(36))),statetype!=A
Trigger2 = Random <=160
Trigger2 = Enemy,NumProj = 0
Trigger2 = !helper(25010),var(58)

[State -3,2B]
Type = ChangeState
value = 430
TriggerAll=var(30)>1
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2StateType!=A)
TriggerAll=ctrl||stateno=100||(stateno=[20,22])||stateno=101
TriggerAll=P2BodyDist X=(20,50)
TriggerAll=var(30)>5
Triggerall=helper(25010),var(1)<5
TriggerAll=!InGuardDist
Trigger1 = (EnemyNear(fvar(36)),Anim=5120)||(EnemyNear(fvar(36)),Anim=5121)||(EnemyNear(fvar(36)),Anim=5122)
Trigger1 = (EnemyNear(fvar(36)),AnimTime>=-3)

[State -3,]
Type     = ChangeState
value = 2000
TriggerAll=(Var(59)>1&&Random<=Var(59)*130)
TriggerAll=StateType != A
triggerAll=P2Dist X>=0
triggerAll=var(35)!=10
triggerAll=enemynear(floor(fvar(36))),time>=3||enemynear(floor(fvar(36))),stateno>=1000
TriggerAll=enemynear(floor(fvar(36))),prevstateno!=15120
TriggerAll=P2BodyDist X<=80
TriggerAll=P2BodyDist y>-60
TriggerAll=P2BodyDist X>=0
TriggerAll=playerID(var(57)),movetype = A
TriggerAll=power>=1000
triggerAll=Ctrl||(stateno = [10,12])||(stateno = [20,22])||(stateno = [100,101])||(stateno = [120,149])||((stateno = [150,155])&&hitover)||stateno=52||stateno=500
TriggerAll=enemynear(floor(fvar(36))),Alive
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
Trigger1=enemynear(floor(fvar(36))),animtime<=-12


[State -3,lĕ]
Type = ChangeState
value = 1000
TriggerAll = var(30)>0
TriggerAll = StateType = A
TriggerAll = enemynear(floor(fvar(36))),statetype=L
triggerAll = enemynear(floor(fvar(36))),movetype != H
TriggerAll = Random <= var(30)*100
TriggerAll = Ctrl||stateno=[110,115]
triggerall = numhelper(1010) = 0
Triggerall=fvar(35)=0
triggerall = pos y<-70||vel y>=-1
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=fvar(33)=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(40)=1
TriggerAll=P2BodyDist X = [-60,60]
Trigger1 = EnemyNear,StateNo = [5000,5120]
ignorehitpause = 0


[State -3,󒆃LbN]
Type     = ChangeState
Value    = 640
Triggerall=var(30) > 1
Triggerall=StateType = A
triggerall=Roundstate = 2
Triggerall=helper(25010),var(1)<5||helper(25000),var(42)
TriggerAll=enemynear(floor(fvar(36))),StateType != A
triggerall=P2BodyDist X<=130
triggerall=P2Dist X>=0
TriggerAll=enemynear(floor(fvar(36))),stateno=15120||enemynear(floor(fvar(36))),prevstateno=15120
Triggerall=!var(9)
trigger1=stateno=110

[State -3, Wv]
type = ChangeState
value = 110
triggerall = var(30) > 0
triggerall = P2Dist X>=0
Triggerall=helper(25010),var(1)<5||helper(25000),var(42)
triggerall = Roundstate = 2
triggerall = statetype = A
triggerall = var(30)>9||Random<=var(30)*20
TriggerAll =fvar(37)>=0
triggerall = stateno = 50||ctrl
triggerall = stateno!=110
triggerall = pos y<=-30
trigger1 = P2BodyDist X<=130
Trigger1 = enemynear(floor(fvar(36))),stateno=15120
trigger1 = p2movetype != A
Trigger1 = RoundState = 2

[State -3, Wv]
type = ChangeState
value = 38
triggerall = var(30) > 0
triggerall = Roundstate = 2
triggerall = statetype != A
TriggerAll =fvar(37)>=0
Triggerall=helper(25010),var(1)<5||helper(25000),var(42)
TriggerAll=enemynear(floor(fvar(36))),movetype!=A
triggerall = !(playerID(var(57)),hitdefattr = SCA,HA,HP)
triggerall = Ctrl||(stateno = [10,12])||(stateno = [20,22])||(stateno = 100)||stateno=0
Trigger1 = RoundState = 2
trigger1 = var(30)>9||Random<=var(30)*20
Trigger1 = enemynear(floor(fvar(36))),stateno=15120
Trigger1 = enemynear(floor(fvar(36))),animtime=[-7,-2]
trigger1 = (P2BodyDist X=[50,130])||facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=120


;
;ډ
;
[State -3,󂯐g]
Type = ChangeState
value = 300
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=fvar(35)=0
TriggerAll=fvar(28)=0
Triggerall=helper(25010),var(29)=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(54)=0
TriggerAll=fvar(30)=0
Trigger1=stateno=52||ctrl||stateno=100||stateno=21||stateno=0||stateno=11
Trigger1=enemynear(floor(fvar(36))),StateType = A
Trigger1=P2BodyDist y>-90
Trigger1=enemynear(floor(fvar(36))),stateno=[5000,5250]
Trigger1=enemynear(floor(fvar(36))),movetype=H||enemynear(floor(fvar(36))),StateType = L
Trigger1=helper(25000),var(6)=[1,3]
Trigger1=P2BodyDist X=[30,100]
Trigger1=!InGuardDist
Trigger1=Random <= var(30)*100

[State -3,]
Type = ChangeState
value = 800
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=fvar(35)=0
Triggerall=helper(25010),var(29)=0
TriggerAll=fvar(30)=0
Trigger1=stateno=52||ctrl||stateno=500||stateno=21||stateno=0||stateno=11
Trigger1=enemynear(floor(fvar(36))),StateType != A
Trigger1=enemynear(floor(fvar(36))),stateno=[150,159]
Trigger1=enemynear(floor(fvar(36))),StateType != L
Trigger1=enemynear(floor(fvar(36))),movetype=H
Trigger1=helper(25000),var(6)=[0,3]
Trigger1=P2BodyDist X<=20
Trigger1=!InGuardDist
Trigger1=Random <= var(30)*100


[State -3,i]
Type = ChangeState
value = 250
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=fvar(35)=0
Triggerall=helper(25010),var(29)=0
TriggerAll=fvar(30)=0
TriggerAll=var(16)>=100
TriggerAll=var(23)=0
Trigger1=stateno=440&&moveguarded
Trigger1=helper(25010),var(2)>=1
Trigger1=enemynear(floor(fvar(36))),StateType != A
Trigger1=enemynear(floor(fvar(36))),stateno=[120,159]
Trigger1=enemynear(floor(fvar(36))),StateType != L
Trigger1=enemynear(floor(fvar(36))),movetype=H
Trigger1=facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=150
Trigger1=!InGuardDist
Trigger1=Random <= 250

[State -3,͂ݓ]
Type = null;ChangeState
value = 850
TriggerAll=var(30) > 1
TriggerAll=!helper(25000),var(41)
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=fvar(35)=0
Triggerall=helper(25010),var(29)=0
TriggerAll=fvar(30)=0
Trigger1=stateno=52||ctrl||stateno=500||stateno=21||stateno=0||stateno=11
Trigger1=enemynear(floor(fvar(36))),StateType != A
Trigger1=enemynear(floor(fvar(36))),stateno=[150,159]
Trigger1=enemynear(floor(fvar(36))),StateType != L
Trigger1=enemynear(floor(fvar(36))),movetype=H
Trigger1=helper(25000),var(6)=8
Trigger1=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*9)<55
Trigger1=!InGuardDist
Trigger1=Random <= var(30)*100

[State -3,ډVSklLp]
Type = ChangeState
value = 205
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=fvar(35)=0
Triggerall=helper(25010),var(29)=0
TriggerAll=fvar(30)=0
TriggerAll=EnemyNear,Gethitvar(hitcount)<=5
TriggerAll=enemynear(floor(fvar(36))),stateno!=[120,159]
TriggerAll=enemynear(floor(fvar(36))),stateno!=[350,351]
TriggerAll=stateno=52||ctrl
TriggerAll=enemynear(floor(fvar(36))),StateType != A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=enemynear(floor(fvar(36))),movetype=H
TriggerAll=enemynear(floor(fvar(36))),movetype!=A
TriggerAll=helper(25000),var(6)=[0,9]
TriggerAll=P2BodyDist X=[0,40]
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*100
Trigger1=enemynear,name="shin"||enemynear,name="RAOH"||enemynear,name="JAGI"||enemynear,name="Mr.HEART"
Trigger2=enemynear,name="AMIBA"||enemynear,name="JUDA-(NERICYA)"||enemynear,name="THOUTHER"||enemynear,name="TOKI-(NERICYA)"
Trigger3=EnemyNear,AuthorName="Drowin hokuto"||EnemyNear,AuthorName="muteki"||EnemyNear,AuthorName="jin"

[State -3,i]
Type = ChangeState
value = ifelse((helper(25000),var(6)<=5),205,400)
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=fvar(35)=0
Triggerall=helper(25010),var(29)=0
TriggerAll=fvar(30)=0
TriggerAll=enemynear(floor(fvar(36))),stateno!=[350,351]
TriggerAll=enemynear(floor(fvar(36))),stateno!=[120,159]
TriggerAll=prevstateno!=2700
Trigger1=stateno=52||ctrl
Trigger1=enemynear(floor(fvar(36))),StateType != A
Trigger1=enemynear(floor(fvar(36))),StateType != L
Trigger1=enemynear(floor(fvar(36))),movetype=H
Trigger1=helper(25000),var(6)=[0,7]
Trigger1=P2BodyDist X<=35
Trigger1=!InGuardDist
Trigger1=Random <= var(30)*100

[State -3]
Type = ChangeState
value = 430
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=fvar(35)=0
TriggerAll=var(16)>=100
Triggerall=helper(25010),var(29)=0
TriggerAll=fvar(30)=0
TriggerAll=enemynear(floor(fvar(36))),stateno!=[120,159]
Trigger1=stateno=52||(ctrl&&prevstateno=52)
Trigger1=enemynear(floor(fvar(36))),StateType != A
Trigger1=enemynear(floor(fvar(36))),StateType != L
Trigger1=enemynear(floor(fvar(36))),movetype=H
Trigger1=helper(25000),var(6)=[5,13]
Trigger1=P2BodyDist X>=45
Trigger1=!InGuardDist
Trigger1=Random <= var(30)*100

[State -3]
Type = varset
Trigger1 = stateno=1501&& time=1
fvar(29)=1

[State -3]
Type = varset
Triggerall = fvar(29)
Trigger1 = enemynear,movetype!=H
Trigger2 = stateno=1520
fvar(29)=0

[State -3,i]
Type = null;ChangeState
value = 430
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=660
TriggerAll=power>=600
TriggerAll=var(16)>=200
TriggerAll=fvar(35)=0
Triggerall=helper(25010),var(29)=0
TriggerAll=fvar(30)=0
TriggerAll=fvar(29)=1
TriggerAll=var(4)<5
TriggerAll=enemynear(floor(fvar(36))),StateType != A
Trigger1=enemynear(floor(fvar(36))),StateType != L
Trigger1=enemynear(floor(fvar(36))),movetype=H
Trigger1=!InGuardDist
Trigger1=Random <= var(30)*100
Trigger1=enemynear(floor(fvar(36))),StateType != A
Trigger1=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*9)=[0,25+vel x*9]
Trigger1=enemynear(floor(fvar(36))),StateType=S||enemynear(floor(fvar(36))),StateType=C
Trigger1=stateno=500
Trigger1=fvar(37)>=0

[State -3,i]
Type = ChangeState
value = 430
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=fvar(35)=0
Triggerall=helper(25010),var(29)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(54)=0
TriggerAll=fvar(30)=0
TriggerAll=enemynear(floor(fvar(36))),StateType != A
Trigger1=enemynear(floor(fvar(36))),StateType != L
Trigger1=enemynear(floor(fvar(36))),movetype=A
Trigger1=enemynear(floor(fvar(36))),animtime<=-5
Trigger1=!InGuardDist
Trigger1=Random <= var(30)*100
Trigger1=enemynear(floor(fvar(36))),StateType != A
Trigger1=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*7)<=35
Trigger1=ctrl && prevstateno=2600
Trigger2=stateno=52||ctrl
Trigger2=enemynear(floor(fvar(36))),StateType != A
Trigger2=EnemyNear,Gethitvar(hitcount)<=8
Trigger2=enemynear(floor(fvar(36))),StateType != L
Trigger2=enemynear(floor(fvar(36))),movetype=H
Trigger2=(helper(25000),var(6)=[1,14])
Trigger2=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*7)<=38
Trigger2=!InGuardDist
Trigger2=Random <= var(30)*100
Trigger3=enemynear(floor(fvar(36))),movetype=H
Trigger3=helper(25000),var(6)=[7,13]
Trigger3=P2BodyDist X>=60
Trigger3=!InGuardDist
Trigger3=var(16)>=120
Trigger3=EnemyNear,Gethitvar(hitcount)<=2
Trigger3=enemynear(floor(fvar(36))),StateType != L
Trigger3=Random <= var(30)*100
Trigger3=stateno=52||ctrl||stateno=100
Trigger3=enemynear(floor(fvar(36))),stateno=[5000,5210]

[State -3,C]
Type = ChangeState
value = 215
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=fvar(35)=0
Triggerall=helper(25010),var(29)=0
TriggerAll=fvar(30)=0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Trigger1=enemynear(floor(fvar(36))),StateType != L
Trigger1=enemynear(floor(fvar(36))),movetype=A
Trigger1=enemynear(floor(fvar(36))),animtime<=-5
Trigger1=!InGuardDist
Trigger1=Random <= var(30)*100
Trigger1=enemynear(floor(fvar(36))),StateType != A
Trigger1=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*7)<=60
Trigger1=ctrl && prevstateno=2600

[State -3,oj]
Type = ChangeState
value = 320
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=fvar(35)=0
TriggerAll=fvar(30)=0
TriggerAll=fvar(29)=1
triggerall=enemynear(floor(fvar(36))),stateno!=15110
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=enemynear(floor(fvar(36))),movetype=H
TriggerAll=Random <= var(30)*100
TriggerAll=enemynear(floor(fvar(36))),StateType != A
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*9)<=80+vel x*9
TriggerAll=P2Dist X>=0
;Trigger1=enemynear(floor(fvar(36))),StateType=S||enemynear(floor(fvar(36))),StateType=C
Trigger1=stateno=500
Trigger1=fvar(37)>=0

[State -3]
Type = ChangeState
value = 321
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=enemynear(floor(fvar(36))),movetype=H
TriggerAll=enemynear,stateno != [120,159]
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=stateno=320&&animtime=0
trigger2 = stateno=320
trigger2 = helper(25010),var(7)>=8

[State -3,󒆎P]
Type = ChangeState
value = 600
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*5)<=50+vel x*5
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(29)<=3
Triggerall=helper(25010),var(54)<2
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=-5
TriggerAll=p2bodydist y+helper(25010),fvar(5)=[-30,50]
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = ctrl||stateno=50

;
;ډ(R{ȊO)
;
[State -3]
Type = ChangeState
value = 215
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=P2BodyDist X<=20||prevstateno!=215
TriggerAll=Enemy,NumProj = 0
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=enemynear(floor(fvar(36))),pos y<=-30
Triggerall=enemynear(floor(fvar(36))),vel y>=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(29)<=3
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(30)=0
Triggerall=helper(25010),var(54)=0
;Triggerall=helper(25010),var(41)=1
TriggerAll=(p2bodydist y+helper(25010),fvar(7)=[-120,-25])||enemynear(floor(fvar(36))),pos y=[-120,-40]
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*35||var(30)>9
TriggerAll= ctrl||stateno=52||(stateno=[100,101])||stateno=0
Trigger1=enemynear(floor(fvar(36))),vel x>=0
Trigger1=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*10)=[-5-(frontedgebodydist<20)*999,20]
Trigger1=fvar(33)=0
Trigger1=enemynear(floor(fvar(36))),movetype != A
Trigger2=enemynear(floor(fvar(36))),movetype = H||(enemynear(floor(fvar(36))),stateno=5210&&enemynear(floor(fvar(36))),animtime>=-5)
Trigger2=prevstateno!=215
Trigger2=enemynear(floor(fvar(36))),Vel y>0||P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*10)=[-5-(frontedgebodydist<20)*999,20]
Trigger2=helper(25010),var(29)=0
Trigger2=P2BodyDist X<=50
Trigger2=EnemyNear,Gethitvar(hitcount)<=4||helper(25000),var(5)>0

[State -3,ߋp`]
Type = ChangeState
value = 215
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=Enemy,NumProj = 0
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=fvar(33)=0
Triggerall=enemynear(floor(fvar(36))),vel y>=0||enemynear(floor(fvar(36))),pos y<=-20
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(29)<=3
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*7)=[0,50+vel x*7]
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(40)=1
TriggerAll=p2bodydist y+helper(25010),fvar(7)=[-120,-25]
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),stateno<1000
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*130
TriggerAll= ctrl||stateno=52||stateno=[100,101]
Trigger1=enemynear(floor(fvar(36))),movetype != A

[State -3,]
Type = ChangeState
value = 430
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2Dist X-(enemynear(floor(fvar(36))),Vel X*6)>=0
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=EnemyNear,Gethitvar(hitcount)<=3
Triggerall=helper(25010),var(59)=0
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*6)<=37+vel x*6
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(40)=1
TriggerAll=enemynear(floor(fvar(36))),StateType != A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=ctrl||stateno=52||stateno=21||stateno=[100,101]
Trigger1=enemynear(floor(fvar(36))),movetype = H
Trigger1=enemynear(floor(fvar(36))),movetype != A
Trigger1=(enemynear(floor(fvar(36))),stateno=[350,351])||1

[State -3,]
Type = ChangeState
value = 300
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=EnemyNear,Gethitvar(hitcount)<=3
Triggerall=helper(25010),var(59)=0
TriggerAll=P2BodyDist X<=140
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(40)=1
TriggerAll=enemynear(floor(fvar(36))),StateType != A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=Random <= var(30)*150
TriggerAll=ctrl||stateno=52||stateno=21||stateno=[100,101]
Trigger1=enemynear(floor(fvar(36))),movetype = H
Trigger1=enemynear(floor(fvar(36))),movetype != A
Trigger1=(enemynear(floor(fvar(36))),stateno=[350,351])

;
;1nR{
;
[State -3,p`]
Type = ChangeState
value = 2500
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=helper(25010),var(59)>0
TriggerAll=StateType != A
TriggerAll=Enemy,NumProj = 0
TriggerAll=var(4)=7
TriggerAll=fvar(35)=0
TriggerAll=fvar(30)=0
TriggerAll=fvar(34)=2
TriggerAll=fvar(28)=0
TriggerAll=P2Dist X>=-10
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = stateno=215&&movehit
Trigger1 = prevstateno=500

[State -3,p`]
Type = ChangeState
value = 215
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=helper(25010),var(59)>0
TriggerAll=EnemyNear,Gethitvar(hitcount)=[2,5]
TriggerAll=StateType != A
TriggerAll=Enemy,NumProj = 0
TriggerAll=fvar(35)=0
TriggerAll=fvar(30)=0
TriggerAll=fvar(28)=0
;TriggerAll=P2Dist X>=-10
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = stateno=500

[State -3,p`]
Type = ChangeState
value = 500
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=helper(25010),var(59)>0
TriggerAll=EnemyNear,Gethitvar(hitcount)=[2,5]
TriggerAll=StateType != A
TriggerAll=var(16)>=100
TriggerAll=Enemy,NumProj = 0
TriggerAll=fvar(35)=0
TriggerAll=fvar(30)=0
TriggerAll=fvar(28)=0
;TriggerAll=P2Dist X>=-10
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = stateno=321&&movehit

[State -3,oj]
Type = ChangeState
value = 320
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=helper(25010),var(59)>0
TriggerAll=EnemyNear,Gethitvar(hitcount)<=3
TriggerAll=StateType != A
TriggerAll=Enemy,NumProj = 0
TriggerAll=fvar(35)=0
TriggerAll=fvar(30)=0
TriggerAll=fvar(28)=0
TriggerAll=var(4)=6
TriggerAll=fvar(34)=2
TriggerAll=var(16)>=100
TriggerAll=facing*(helper(25000+(facing=-1)*10),pos x-pos x)>=100
TriggerAll=P2Dist X>=-10
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = stateno=210&&movehit
Trigger2 = (stateno=40&&prevstateno=210)
Trigger3 = stateno=52
;
;u[[v
;

[State -3]
Type = ChangeState
value = 2200
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
Triggerall=EnemyNear,Gethitvar(hitcount)>=8
TriggerAll=power>=1000
Triggerall=fvar(30)>3
TriggerAll=fvar(35)!=6
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=enemynear(floor(fvar(36))),backEdgeBodyDist<=40
TriggerAll=facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=200
TriggerAll=!InGuardDist
TriggerAll=prevstateno!=1300
TriggerAll=Random <= var(30)*150
Trigger1=ctrl

[State -3,]
Type = ChangeState
value = 1200
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
Triggerall=fvar(30)>0
Triggerall=(EnemyNear,Gethitvar(hitcount)>=16&&var(30)<11)||P2BodyDist y>=0
TriggerAll=power>=1000
TriggerAll=P2BodyDist X<=28+vel x*13
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=enemynear(floor(fvar(36))),backEdgeBodyDist<=40
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=stateno=40 
Trigger1=prevstateno=1300

[State -3]
Type = varadd
Trigger1 = movehit=1
Trigger1 = stateno=1300||stateno=1200
Trigger1 = fvar(30)>=4
fvar(30)=1

[State -3,u[]
Type = ChangeState
value = 1300
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
Triggerall=EnemyNear,Gethitvar(hitcount)<=16||power<1000||var(30)>=11
Triggerall=fvar(30)>=4
TriggerAll=P2BodyDist X<=40+vel x*13
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=enemynear(floor(fvar(36))),backEdgeBodyDist<=50
TriggerAll=facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=200
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=stateno=640 && movehit
Trigger2=P2BodyDist y<0||EnemyNear,Gethitvar(hitcount)<=6||power<1000
Trigger2=ctrl&&prevstateno=1300

[State -3]
Type = varset
Trigger1 = time=1
Trigger1 = stateno=640
Trigger1 = fvar(30)=3
fvar(30)=4

[State -3,󒆋LbN]
Type = ChangeState
value = 640
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
Triggerall=fvar(30)=3
TriggerAll=P2BodyDist X<=28+vel x*13
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=enemynear(floor(fvar(36))),backEdgeBodyDist<=40
TriggerAll=facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=200
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=stateno=110

[State -3,󒆎P]
Type = ChangeState
value = 110
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
triggerall = pos y <= -40 && var(28)%4<2 && var(28)%16<8
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=fvar(30)=3
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=-5
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = ctrl||stateno=50

[State -3]
Type = varset
Trigger1 = movehit=1
Trigger1 = stateno=410
Trigger1 = fvar(30)=2
fvar(30)=3

[State -3,np`ore[e[]
Type = ChangeState
value = ifelse((var(4)=7&&fvar(34)=2),2500,410)
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=fvar(30)=2
TriggerAll=P2BodyDist X<=40+vel x*12
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),movetype=H
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=enemynear(floor(fvar(36))),backEdgeBodyDist<=40
TriggerAll=facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=200
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=ctrl||stateno=52

[State -3,󒆃p`]
Type = ChangeState
value = ifelse((EnemyNear,Gethitvar(hitcount)>=25&&power>=1000),2200,600)
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
Triggerall=fvar(30)=2
TriggerAll=P2BodyDist X<=70
Triggerall=helper(25010),var(54)<2
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=enemynear(floor(fvar(36))),backEdgeBodyDist<=40
TriggerAll=facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=200
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=ctrl||stateno=1210

[State -3]
Type = varset
Trigger1 = movehit=1
Trigger1 = stateno=1200 
Trigger1 = fvar(30)=1
fvar(30)=2

[State -3,sokoda]
Type = ChangeState
value = 1200
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
Triggerall=fvar(30)
TriggerAll=helper(25000),var(42)
TriggerAll=P2Dist X>=0
TriggerAll=Enemy,NumProj = 0
Triggerall=EnemyNear,Gethitvar(hitcount)>=6
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=stateno=600&&movehit



[State -3,sokoda]
Type = ChangeState
value = 1300
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
Triggerall=fvar(30)=1
TriggerAll=P2BodyDist X<=50
TriggerAll=helper(25000),var(42)
TriggerAll=P2Dist X>=0
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=enemynear(floor(fvar(36))),backEdgeBodyDist<=40
TriggerAll=facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=200
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=ctrl||stateno=50


[State -3,sokoda]
Type = ChangeState
value = ifelse(P2life<=200&&power>=1000&&var(4)<=5,2200,1200)
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
Triggerall=fvar(30)=1
TriggerAll=P2BodyDist X<=50
TriggerAll=!helper(25000),var(42)
TriggerAll=P2Dist X>=0
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=enemynear(floor(fvar(36))),backEdgeBodyDist<=40
TriggerAll=facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=200
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=ctrl||stateno=50

[State -3,OCu]
Type = ChangeState
value = 300
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=fvar(30)=1
TriggerAll=P2BodyDist y>=-50
TriggerAll=P2BodyDist X<=50
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=enemynear(floor(fvar(36))),backEdgeBodyDist<=40
TriggerAll=facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=180
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=stateno=215&&movehit

[State -3,ߋp`]
Type = ChangeState
value = 215
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=fvar(30)=1
TriggerAll=P2BodyDist X<=55+vel x*7
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=enemynear(floor(fvar(36))),backEdgeBodyDist<=40
TriggerAll=facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=150
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=stateno=500
Trigger2=P2BodyDist y>=-60
Trigger2=ctrl

;u[Xg
[State -3, Stand Light Punch]
type = ChangeState
value = 500
triggerall = var(30)>1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=!InGuardDist
TriggerAll=fvar(33)<=13
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype=H
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
triggerall=var(16) >= ifelse(var(23)!=0,40,100)
Trigger1=P2BodyDist X>=100
Trigger1=fvar(30)=1
trigger1= stateno = 310 && animelem = 7,>0
Trigger2=fvar(30)=2
trigger2= stateno = 410 && animelem = 5,>0
Trigger2=P2BodyDist X>=45
Trigger3=fvar(30)=1
trigger3= stateno = 310 && movehit


[State -3]
Type = varset
Trigger1 = movehit=1
Trigger1 = stateno=310
Trigger1 = fvar(30)=1
fvar(39)=1

[State -3,wrB]
Type = ChangeState
value = 310
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=fvar(30)=1
TriggerAll=var(4)<=6
TriggerAll=P2BodyDist y>=-40
triggerall=var(16) >= ifelse(var(23)!=0,60,100)
TriggerAll=facing*(helper(25000+(facing=-1)*10),pos x-pos x)=[200,280]
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=stateno=500
;
;oXP(u[XgȂ)
;
[State -3,p]
Type = ChangeState
value = 410
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=fvar(35)=6||helper(25010),var(59)=3
TriggerAll=enemynear(floor(fvar(36))),backEdgeBodyDist<=30
TriggerAll=EnemyNear,Gethitvar(hitcount)>=45
TriggerAll=Enemy,NumProj = 0
Triggerall=EnemyNear,Gethitvar(hitcount)<65
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),movetype=H
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=var(16)<20
Trigger1=helper(25010),var(21)=0
Trigger1=P2BodyDist X >=30
Trigger1=stateno=430&&movehit

[State -3,p]
Type = ChangeState
value = 410
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=fvar(35)=6||helper(25010),var(59)=3
TriggerAll=enemynear(floor(fvar(36))),backEdgeBodyDist<=30
TriggerAll=Enemy,NumProj = 0
Triggerall=EnemyNear,Gethitvar(hitcount)=69
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),movetype=H
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=var(16)<20
Trigger1=helper(25010),var(21)=1
Trigger1=P2BodyDist X >=30
Trigger1=stateno=430&&movehit

[State -3,p]
Type = ChangeState
value = 200
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=fvar(35)=6||helper(25010),var(59)=3
TriggerAll=enemynear(floor(fvar(36))),backEdgeBodyDist<=30
TriggerAll=Enemy,NumProj = 0
Triggerall=EnemyNear,Gethitvar(hitcount)=[45,78]
TriggerAll=enemynear(floor(fvar(36))),movetype=H
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=var(16)<20
Trigger1=P2BodyDist X >=20
Trigger1=P2BodyDist X <=68
Trigger1=playerID(var(57)),pos y+helper(25010),fvar(5)=[-65,-45]
Trigger1=stateno=100

[State -3,p]
Type = ChangeState
value = 205
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=fvar(35)=6||helper(25010),var(59)=3
TriggerAll=enemynear(floor(fvar(36))),backEdgeBodyDist<=30
TriggerAll=Enemy,NumProj = 0
Triggerall=EnemyNear,Gethitvar(hitcount)=[45,78]
TriggerAll=enemynear(floor(fvar(36))),movetype=H
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=var(16)<20
Trigger1=P2BodyDist X <=68
Trigger1=playerID(var(57)),pos y+helper(25010),fvar(5)=[-60,-35]
Trigger1=stateno=100
;
;Z샋[g
;

[State -3]
Type = ChangeState
value = 215
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=P2BodyDist X<=25
triggerAll= TeamSide = 1
TriggerAll=p2bodydist y+helper(25010),fvar(5)=[-67,-30]
TriggerAll=helper(25010),var(29)=6
TriggerAll=EnemyNear,Gethitvar(hitcount)=[57,73]
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = stateno=21||ctrl

[State -3]
Type = ChangeState
value = 235
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
triggerAll=TeamSide = 1
TriggerAll=P2BodyDist X<=20
TriggerAll=helper(25010),var(29)=6
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = stateno=400&&movehit
Trigger2 = stateno=235&&movehit


[State -3]
Type = ChangeState
value = 610
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=p2bodydist y+helper(25010),fvar(6)=[-60,5]
TriggerAll=P2BodyDist X<=35+vel x*6
Triggerall=helper(25010),var(29)=8
Triggerall=EnemyNear,Gethitvar(hitcount)>=73
TriggerAll=facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=180
TriggerAll=enemynear(floor(fvar(36))),backEdgeBodyDist<=30
TriggerAll=enemynear(floor(fvar(36))),movetype=H
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=stateno=110

[State -3]
Type = ChangeState
value = 630
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=p2bodydist y+helper(25010),fvar(5)=[-5,40]
TriggerAll=P2BodyDist X<=35+vel x*6
Triggerall=helper(25010),var(29)=8
Triggerall=EnemyNear,Gethitvar(hitcount)>=73
TriggerAll=facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=180
TriggerAll=enemynear(floor(fvar(36))),backEdgeBodyDist<=30
TriggerAll=enemynear(floor(fvar(36))),movetype=H
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=stateno=110

[State -3,p]
Type = ChangeState
value = 600
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=p2bodydist y+helper(25010),fvar(5)=[-15,25]
TriggerAll=P2BodyDist X<=30+vel x*5
Triggerall=helper(25010),var(29)=8
Triggerall=EnemyNear,Gethitvar(hitcount)>=73
TriggerAll=facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=180
TriggerAll=enemynear(floor(fvar(36))),backEdgeBodyDist<=30
TriggerAll=enemynear(floor(fvar(36))),movetype=H
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=stateno=110

[State -3]
Type = ChangeState
value = 110
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
Triggerall=helper(25010),var(29)=8
Triggerall=pos y <= -40 && var(28)%4<2 && var(28)%16<8
Triggerall=(EnemyNear,Gethitvar(hitcount)=[73,96])
TriggerAll=enemynear(floor(fvar(36))),movetype=H
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=stateno=50||ctrl

[State -3,p]
Type = ChangeState
value = 40
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=helper(25010),var(29)=8
Triggerall=EnemyNear,Gethitvar(hitcount)>=73
TriggerAll=facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=180
TriggerAll=enemynear(floor(fvar(36))),backEdgeBodyDist<=30
TriggerAll=enemynear(floor(fvar(36))),vel y>=-3
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X >=40
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),movetype=H
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=stateno=410 && movehit


[State -3,p]
Type = ChangeState
value = 410
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=helper(25010),var(29)=8
Triggerall=EnemyNear,Gethitvar(hitcount)>=73
TriggerAll=facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=180
TriggerAll=enemynear(floor(fvar(36))),backEdgeBodyDist<=30
TriggerAll=enemynear(floor(fvar(36))),vel y>0||(stateno=410&&movehit)
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X <=50
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),movetype=H
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=p2bodydist y+helper(25010),fvar(6)>=-40
Trigger1=ctrl||stateno=100||stateno=21||stateno=52
Trigger2=stateno=410 && movehit=1
Trigger2=EnemyNear,Gethitvar(hitcount)<=100

[State -3,p]
Type = ChangeState
value = 21
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=helper(25010),var(29)=8
Triggerall=EnemyNear,Gethitvar(hitcount)>=30
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X >=20
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),movetype=H
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=P2BodyDist X>=20
Trigger1=ctrl

[State -3,p]
Type = ChangeState
value = 200
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=helper(25010),var(29)=8
Triggerall=EnemyNear,Gethitvar(hitcount)>=30
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X =[20,32]
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),movetype=H
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=p2bodydist y+helper(25010),fvar(5)=[-77,-40]
Trigger1=ctrl||stateno=100||(stateno=[20,22])

[State -3,p]
Type = ChangeState
value = 215
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=helper(25010),var(29)=8
Triggerall=EnemyNear,Gethitvar(hitcount)=[57,73]
TriggerAll=enemynear(floor(fvar(36))),vel y>0
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X <=30
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),movetype=H
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=p2bodydist y+helper(25010),fvar(5)=[-67,-30]
Trigger1=ctrl||stateno=100||(stateno=[20,22])

[State -3,p]
Type = ChangeState
value = ifelse(P2BodyDist X<=20,205,200)
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=helper(25010),var(29)=8
Triggerall=EnemyNear,Gethitvar(hitcount)<=60
TriggerAll=enemynear(floor(fvar(36))),vel y>0
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X <=30
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),movetype=H
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=p2bodydist y+helper(25010),fvar(5)=[-67,-30]
Trigger1=ctrl||stateno=100||(stateno=[20,22])

[State -3]
Type = ChangeState
value = 630
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
Triggerall=helper(25010),var(29)=8
;Triggerall=EnemyNear,Gethitvar(hitcount)=[30,40]
TriggerAll=facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=180
TriggerAll=enemynear(floor(fvar(36))),backEdgeBodyDist<=30
TriggerAll=vel y>=0
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X <=50
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),movetype=H
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=p2bodydist y=[-50,20]
Trigger1=ctrl||stateno=50

[State -3,p]
Type = ChangeState
value = 40
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=helper(25010),var(29)=8
Triggerall=EnemyNear,Gethitvar(hitcount)=[30,41]
TriggerAll=facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=180
TriggerAll=enemynear(floor(fvar(36))),backEdgeBodyDist<=30
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X <=30
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),movetype=H
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=stateno=215&&movehit

[State -3,p]
Type = ChangeState
value = 215
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=helper(25010),var(29)=6
Triggerall=helper(25000),var(27)
Triggerall=EnemyNear,Gethitvar(hitcount)=[30,40]
TriggerAll=facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=180
TriggerAll=enemynear(floor(fvar(36))),backEdgeBodyDist<=30
TriggerAll=enemynear(floor(fvar(36))),vel y>=-3
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X <=30
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),movetype=H
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=P2BodyDist y+helper(25010),var(5)<-90||(enemynear(floor(fvar(36))),vel y>-3&&P2BodyDist y>-90)
Trigger1=P2BodyDist y<=-60
Trigger1=ctrl||stateno=100||stateno=21||stateno=20

;
;Z
;
[State -3]
Type = ChangeState
value = 2102
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
Triggerall=helper(25010),var(29)>=6
TriggerAll=Random <= var(30)*150
Trigger1=stateno=2101
[State -3]
Type = ChangeState
value = 2100
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=vel x>=0
TriggerAll=power>=1000
Triggerall=helper(25010),var(29)>=6
TriggerAll=enemynear(floor(fvar(36))),statetype != L
TriggerAll=EnemyNear,Gethitvar(hitcount)=[93,97]
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=prevstateno!=1300
TriggerAll=Random <= var(30)*150
Trigger1=stateno=410&&movehit
Trigger1=prevstateno!=410

[State -3,LTP]
Type = null;ChangeState
value = 2000
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=fvar(33)>=15
TriggerAll=power>=1000
TriggerAll=helper(25010),var(29)=6
TriggerAll=P2Dist X>=0
TriggerAll=fvar(35)!=6
TriggerAll=enemynear(floor(fvar(36))),backEdgeBodyDist<=35
TriggerAll=facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=100
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = stateno=205&&movehit

[State -3,wrC]
Type = ChangeState
value = 310
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=vel x>=0
Triggerall=helper(25010),var(29)>=6
TriggerAll=enemynear(floor(fvar(36))),statetype != L
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist y<=-300	
TriggerAll=EnemyNear,Gethitvar(hitcount)>=96
TriggerAll=ctrl
TriggerAll=Random <= var(30)*150
Trigger1=p2bodydist y+helper(25010),fvar(38)=[2700,2800]

[State -3,p]
Type = ChangeState
value = 210
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=EnemyNear,Gethitvar(hitcount)!=[57,74]
Triggerall=helper(25010),var(29)=6
TriggerAll=Enemy,NumProj = 0
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),movetype=H
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=stateno=215 && movehit

[State -3,p]
Type = null;ChangeState
value = 215
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=helper(25010),var(29)=6
TriggerAll=facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=180
TriggerAll=enemynear(floor(fvar(36))),backEdgeBodyDist<=30
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X <=36
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),movetype=H
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=!InGuardDist
Triggerall=EnemyNear,Gethitvar(hitcount)=[65,78]
TriggerAll=Random <= var(30)*150
TriggerAll=p2bodydist y+helper(25010),fvar(5)=[-100,-40]
Trigger1=ctrl||stateno=100

[State -3,p]
Type = ChangeState
value = 40
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=helper(25010),var(29)=6
Triggerall=EnemyNear,Gethitvar(hitcount)>=65
TriggerAll=Enemy,NumProj = 0
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),movetype=H
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=P2BodyDist X <=40
Trigger1=stateno=205&&movehit
Trigger2=P2BodyDist X >=25
Trigger2=stateno=410&&movehit

[State -3,p]
Type = ChangeState
value = ifelse(power>=1000,2100,320)
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=helper(25010),var(29)=7
Triggerall=EnemyNear,Gethitvar(hitcount)>=65
TriggerAll=Enemy,NumProj = 0
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),movetype=H
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=P2BodyDist X <=40
Trigger1=stateno=215&&movehit

[State -3]
Type = ChangeState
value = 215
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=helper(25010),var(29)>6
Triggerall=helper(25010),var(29)!=8
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),stateno!=15110
TriggerAll=enemynear(floor(fvar(36))),stateno!=5120
TriggerAll=enemynear(floor(fvar(36))),stateno!=5110
TriggerAll=enemynear(floor(fvar(36))),movetype!=A
TriggerAll=enemynear(floor(fvar(36))),movetype=H
TriggerAll=!InGuardDist
Trigger1=ctrl||stateno=21||stateno=0

[State -3,OCu]
Type = ChangeState
value = 300
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=helper(25010),var(29)=6
Triggerall=EnemyNear,Gethitvar(hitcount)=[87,93]
TriggerAll=Enemy,NumProj = 0
;TriggerAll=P2BodyDist X <=45
TriggerAll=var(4)>=6||life<=300||var(16)>=200||fvar(34)=2||1
TriggerAll=enemynear(floor(fvar(36))),movetype=H
TriggerAll=!InGuardDist
Trigger1=stateno=410 && movehit

[State -3]
Type = ChangeState
value = 215
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=helper(25010),var(29)=6
Triggerall=EnemyNear,Gethitvar(hitcount)>=90
TriggerAll=facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=200
TriggerAll=enemynear(floor(fvar(36))),backEdgeBodyDist<=30
TriggerAll=enemynear(floor(fvar(36))),vel y>=-3
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X =[45,65]
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),movetype=H
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=p2bodydist y+helper(25010),fvar(6)=[-140,-20]
Trigger1=ctrl||stateno=100||stateno=21||stateno=20

[State -3,Ӂ[[[]
Type = ChangeState
value = 320
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=helper(25010),var(29)!=8
Triggerall=helper(25010),var(29)>=6
Triggerall=EnemyNear,Gethitvar(hitcount)=90
TriggerAll=enemynear(floor(fvar(36))),statetype != L
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=prevstateno!=1300
TriggerAll=Random <= var(30)*150
Trigger1=stateno=410&&movehit

[State -3,p]
Type = ChangeState
value = 410
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=helper(25010),var(29)=6
Triggerall=EnemyNear,Gethitvar(hitcount)>=73
;TriggerAll=facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=180
;TriggerAll=enemynear(floor(fvar(36))),backEdgeBodyDist<=30
TriggerAll=enemynear(floor(fvar(36))),vel y>=-3
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X <=50
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),movetype=H
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=p2bodydist y+helper(25010),fvar(6)>=-40
Trigger1=ctrl||stateno=100||stateno=21||stateno=52
Trigger2=stateno=410 && movehit=1
Trigger2=EnemyNear,Gethitvar(hitcount)<=100

[State -3,p]
Type = ChangeState
value = 205
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=helper(25010),var(29)=6
Triggerall=EnemyNear,Gethitvar(hitcount)>=40
TriggerAll=enemynear(floor(fvar(36))),vel y>0
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X <=36
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),movetype=H
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=p2bodydist y+helper(25010),fvar(5)=[-67,-30]
Trigger1=ctrl||stateno=100||(stateno=[20,22])||stateno=52
;Trigger1=facing*(helper(25000+(facing=-1)*10),pos x-pos x)>=180
;Trigger1=enemynear(floor(fvar(36))),backEdgeBodyDist>=30
Trigger2=stateno=400&&movehit

[State -3,]
Type = ChangeState
value = 21
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=helper(25010),var(29)=6
;TriggerAll=facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=180
;TriggerAll=enemynear(floor(fvar(36))),backEdgeBodyDist<=30
TriggerAll=Enemy,NumProj = 0
TriggerAll=stateno!=21
TriggerAll=stateno!=20
TriggerAll=P2BodyDist X >=20
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),movetype=H
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=ctrl||stateno=100||(stateno=400&&animtime=0)

[State -3,p]
Type = ChangeState
value = 400
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=helper(25010),var(29)=6
Triggerall=EnemyNear,Gethitvar(hitcount)=[55,78]
;TriggerAll=facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=180
;TriggerAll=enemynear(floor(fvar(36))),backEdgeBodyDist<=30
TriggerAll=enemynear(floor(fvar(36))),vel y>=-3
Triggerall=!helper(25000),var(27)
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X <=50
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),movetype=H
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=p2bodydist y+helper(25010),fvar(5)>=-45
Trigger1=ctrl||stateno=100||stateno=21||stateno=20

[State -3,p]
Type = ChangeState
value = 400
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=!helper(25000),var(27)
Triggerall=helper(25010),var(29)=6
Triggerall=EnemyNear,Gethitvar(hitcount)<=55
;TriggerAll=facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=180
;TriggerAll=enemynear(floor(fvar(36))),backEdgeBodyDist<=30
TriggerAll=enemynear(floor(fvar(36))),vel y>=-3
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X <=50
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),movetype=H
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=p2bodydist y+helper(25010),fvar(5)>=-30
Trigger1=ctrl||stateno=100||stateno=21||stateno=20

[State -3,u[Xg]
Type = ChangeState
value = 500
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=var(16)>=100
TriggerAll=fvar(33)>=15
TriggerAll=facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=200||helper(25010),var(29)=5
TriggerAll=P2Dist X>=0
TriggerAll=fvar(35)!=6
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = helper(25010),var(29)=4
Trigger1 = stateno=1400 && animtime=0 && var(5)
Trigger2 = helper(25010),var(29)=5
Trigger2 = stateno=1400 && time>=27 && var(5)
Trigger2 = p2bodydist y+helper(25010),fvar(19)=[-40,20]
Trigger3 = helper(25010),var(29)=5
Trigger3 = stateno=1400 && time=27 && var(5)

[State -3,lvP{a];傶
Type = ChangeState
value = 1200;ifelse(enemynear(floor(fvar(36))),pos y+helper(25010),fvar(19)>-100,1200,1300)
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
;TriggerAll=facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=80
TriggerAll=helper(25010),var(29)=5
TriggerAll=enemynear(floor(fvar(36))),statetype != L
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=stateno=500

[State -3,Wv]
Type = ChangeState
value = 45
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=200
Triggerall=helper(25010),var(29)=6
TriggerAll=enemynear(floor(fvar(36))),statetype != L
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=stateno=110

[State -3,󒆋p`]
Type = ChangeState
value = 610
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=vel x>=0
Triggerall=helper(25010),var(29)>=6
Triggerall=EnemyNear,Gethitvar(hitcount)>=73
TriggerAll=enemynear(floor(fvar(36))),statetype != L
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=prevstateno!=1300
TriggerAll=ctrl||stateno=50||stateno=110
TriggerAll=Random <= var(30)*150
Trigger1=p2bodydist y+helper(25010),fvar(5)=[-70,-30]

[State -3,󒆎LbN]
Type = ChangeState
value = 640
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=vel x>=0
Triggerall=helper(25010),var(29)>=6
Triggerall=EnemyNear,Gethitvar(hitcount)>=73
TriggerAll=enemynear(floor(fvar(36))),statetype != L
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=prevstateno!=1300
TriggerAll=ctrl||stateno=50||stateno=110
TriggerAll=Random <= var(30)*150
Trigger1=p2bodydist y+helper(25010),fvar(12)=[-5,70]

[State -3,󒆎LbN]
Type = ChangeState
value = 1200
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
Triggerall=helper(25010),var(29)>=6
Triggerall=EnemyNear,Gethitvar(hitcount)>=73
TriggerAll=enemynear(floor(fvar(36))),statetype != L
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=prevstateno!=1300
TriggerAll=Random <= var(30)*150
Trigger1=stateno=1000&&time>=36

[State -3,Ӂ[[[]
Type = ChangeState
value = 1000
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=vel x>=0
Triggerall=helper(25010),var(29)!=8
Triggerall=helper(25010),var(29)>=6
Triggerall=EnemyNear,Gethitvar(hitcount)=[83,88]
TriggerAll=enemynear(floor(fvar(36))),statetype != L
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=prevstateno!=1300
TriggerAll=Random <= var(30)*150
Trigger1=stateno=630&&movehit

[State -3,󒆎LbN]
Type = ChangeState
value = 630
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=vel x>=0
Triggerall=helper(25010),var(29)>=6
Triggerall=helper(25010),var(29)!=8
TriggerAll=enemynear(floor(fvar(36))),statetype != L
TriggerAll=Enemy,NumProj = 0
TriggerAll=vel y>=0||EnemyNear,Gethitvar(hitcount)>=40
TriggerAll=pos y<-31||EnemyNear,Gethitvar(hitcount)!=[92,95]
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=prevstateno!=1300
TriggerAll=ctrl||stateno=50||stateno=110
TriggerAll=Random <= var(30)*150
Trigger1=p2bodydist y+helper(25010),fvar(6)=[-50,15]
Trigger2=p2bodydist y=[-15,25]
Trigger2=EnemyNear,Gethitvar(hitcount)<=73

[State -3]
Type = ChangeState
value = 1300;1100
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=vel x>=0
triggerall = pos y <= -40
Triggerall=helper(25010),var(29)>=6
Triggerall=helper(25010),var(29)!=8
TriggerAll=enemynear(floor(fvar(36))),statetype != L
;TriggerAll=EnemyNear,Gethitvar(hitcount)=[73,95]
TriggerAll=EnemyNear,Gethitvar(hitcount)=[73,84]
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=ctrl||stateno=50||stateno=110
TriggerAll=Random <= var(30)*150
Trigger1=enemynear(floor(fvar(36))),vel y<0
Trigger1=p2bodydist y+helper(25010),fvar(5)-helper(25000),fvar(5)>0
Trigger1=prevstateno!=1300
Trigger2=prevstateno=1300&&ctrl

[State -3,󒆃_bV]
Type = null;ChangeState
value = 110
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
Triggerall=EnemyNear,Gethitvar(hitcount)>=73
Triggerall=pos y <= -40 && var(28)%4<2 && var(28)%16<8
triggerAll = fvar(37)>=0
Triggerall=helper(25010),var(29)=6
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=0||facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=80
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1=ctrl||stateno=50

;
;ZB
;
[State -3,p]
Type = ChangeState
value = 0
ctrl=1
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=helper(25010),var(54)=3
Triggerall=helper(25010),var(13)=1
Triggerall=EnemyNear,Gethitvar(hitcount)=[30,49]
TriggerAll=enemynear(floor(fvar(36))),vel y>0
TriggerAll=enemynear(floor(fvar(36))),movetype=H
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=Random <= var(30)*150
Trigger1=stateno=40
Trigger1=facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=100
Trigger1=enemynear(floor(fvar(36))),backEdgeBodyDist<=30

[State -3,p]
Type = ChangeState
value = 215
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=helper(25010),var(54)=3
Triggerall=EnemyNear,Gethitvar(hitcount)>=30
TriggerAll=enemynear(floor(fvar(36))),vel y>0
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X <=36
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),movetype=H
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=p2bodydist y+helper(25010),fvar(5)=[-67,-20]
Trigger1=ctrl||stateno=100||(stateno=[21,22])||stateno=52
Trigger1=facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=100
Trigger1=enemynear(floor(fvar(36))),backEdgeBodyDist<=30

[State -3,Wv]
Type = ChangeState
value = 115
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=fvar(35)=0
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=EnemyNear,Gethitvar(hitcount)>=30
Triggerall=pos y <= -40 && var(28)%4<2 && var(28)%16<8
triggerAll = fvar(37)>=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(54)=3
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2Dist X<=0
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = stateno=50||ctrl||stateno=600;\h~

[State -3,Wv]
Type = ChangeState
value = 110
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=fvar(35)=0
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=EnemyNear,Gethitvar(hitcount)>=30
Triggerall=pos y <= -40 && var(28)%4<2 && var(28)%16<8
triggerAll = fvar(37)>=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(54)=3
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=0||facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=80
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = stateno=50||ctrl

[State -3,Wv]
Type = ChangeState
value = 630
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=fvar(35)=0
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=EnemyNear,Gethitvar(hitcount)>=30
Triggerall=P2BodyDist y=[-30,30]
Triggerall=vel y>=0
triggerAll = fvar(37)>=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(54)=3
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
;TriggerAll=P2Dist X>=0
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = stateno=50||ctrl||stateno=110||stateno=115

[State -3,Wv]
Type = ChangeState
value = 40
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=fvar(35)=0
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=EnemyNear,Gethitvar(hitcount)>=30
Triggerall=facing*(helper(25000+(facing=-1)*10),pos x-pos x)>=80||helper(25010),var(13)=0
triggerAll = fvar(37)>=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(54)=3
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=0
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = stateno=215&&movehit=1
Trigger2 = stateno=52 && animtime=0
Trigger3 = stateno=230&&movehit=1
Trigger4 = stateno=210&&movehit=1

[State -3,Wv]
Type = ChangeState
value = 21
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=fvar(35)=0
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
TriggerAll=enemynear(floor(fvar(36))),vel x<0
Triggerall=EnemyNear,Gethitvar(hitcount)>=35
triggerAll = fvar(37)>=0
Triggerall=helper(25010),var(59)=0
Triggerall=P2BodyDist x>=10
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(54)=3
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=0
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = ctrl||stateno=100

[State -3,Wv]
Type = ChangeState
value = 22
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=fvar(35)=0
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=EnemyNear,Gethitvar(hitcount)>=30
triggerAll = fvar(37)>=0
Triggerall=helper(25010),var(59)=0
Triggerall=P2BodyDist x<=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(54)=2
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=0
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = ctrl||stateno=100||stateno=0

[State -3,Wv]
Type = ChangeState
value = ifelse((helper(25010),var(54)=3&&P2BodyDist X>=37),210,215)
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=fvar(35)=0
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=EnemyNear,Gethitvar(hitcount)>=24
triggerAll = fvar(37)>=0
Triggerall=helper(25010),var(59)=0
Triggerall=P2BodyDist y+helper(25010),fvar(5)=[-120,-30]
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(54)=[2,3]
Triggerall=helper(25010),var(54)=2||enemynear(floor(fvar(36))),vel x<0||facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=100
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=0
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = ctrl||stateno=100||stateno=22||stateno=21

[State -3,Wv]
Type = ChangeState
value = 100
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=fvar(35)=0
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=EnemyNear,Gethitvar(hitcount)>=24
triggerAll = fvar(37)>=0
Triggerall=helper(25010),var(59)=0
Triggerall=P2BodyDist x>=40
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(54)=2
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=0
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = ctrl && prevstateno=215


[State -3,]
Type = ChangeState
value = ifelse(enemynear(floor(fvar(36))),pos y+helper(25010),fvar(19)>-105,1200,1300)
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=fvar(35)=0
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=EnemyNear,Gethitvar(hitcount)>=24
triggerAll = fvar(37)>=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(54)=1
TriggerAll=Enemy,NumProj = 0
;TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*5)<=50
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=0
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = stateno=500
[State -3,u[Xg]
Type = ChangeState
value = 500
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=fvar(35)=0
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=EnemyNear,Gethitvar(hitcount)>=24
triggerall = var(16) >= ifelse(var(23)!=0,20,100)
triggerAll = fvar(37)>=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(54)=1
TriggerAll=Enemy,NumProj = 0
;TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*5)<=50
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=0
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = stateno=1400 && movehit && time>=27 && var(5)=1

[state 0, 5]
type = Turn
triggerall = var(30)>0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(54)=1||helper(25010),var(15)=1
triggerall=p2dist x<-5
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=enemynear(floor(fvar(36))),movetype = H
trigger1 = (stateno=200||stateno=205) && (time=1||animtime>=-1)

[State -3,]
Type = ChangeState
value = 1400
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=fvar(35)=0
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
triggerAll = fvar(37)>=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(54)=1
TriggerAll=Enemy,NumProj = 0
triggerall=var(16) >= ifelse(var(23)!=0,20,100)
TriggerAll=EnemyNear,Gethitvar(hitcount)>=23
TriggerAll=EnemyNear,Gethitvar(hitcount)>=29||P2BodyDist y>=-10||(P2BodyDist x*helper(25000),var(3)>=10)||(enemynear,backEdgeBodyDist<=30&&P2BodyDist x>=0)
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*5)<=50
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=0
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = stateno=205 && movehit
Trigger2 = stateno=200 && movehit

[State -3,]
Type = null;ChangeState
value = ifelse(EnemyNear,Gethitvar(hitcount)<=19,215,230)
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=fvar(35)=0
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=var(23)=0
Triggerall=fvar(28)=0
Triggerall=EnemyNear,Gethitvar(hitcount)<=23
Triggerall=P2BodyDist y<-65
triggerAll = fvar(37)>=0
triggerAll = P2BodyDist X>=15+vel x*5
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(54)=1
TriggerAll=Enemy,NumProj = 0
;TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*5)<=60
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1=P2BodyDist y<-70
Trigger1 = stateno=200 && movehit
Trigger2 = stateno=205 && movehit

[State -3,]
Type = ChangeState
value = 200
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=fvar(35)=0
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=EnemyNear,Gethitvar(hitcount)<=20||P2BodyDist X>=20
triggerAll = fvar(37)>=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(54)=1
TriggerAll=Enemy,NumProj = 0
triggerall=var(16)>=ifelse(var(23)!=0,20,100)||EnemyNear,Gethitvar(hitcount)>=19
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=0
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = stateno=205 && movehit
Trigger2 = stateno=200 && movehit=4
Trigger3= P2BodyDist X>=20||var(23)=0
Trigger3 = EnemyNear,Gethitvar(hitcount)<=20||(playerID(var(57)),authorname="muteki")
Trigger3 = (stateno=200||stateno=205) && movehit
Trigger3 = P2BodyDist y>=-51||(playerID(var(57)),authorname="muteki")

[State -3,]
Type = ChangeState
value = 205
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
triggerall=var(16)>=ifelse(var(23)!=0,20,100)||EnemyNear,Gethitvar(hitcount)>=19
Triggerall=EnemyNear,Gethitvar(hitcount)=[15,29]
triggerAll = fvar(37)>=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(54)=1
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X<=20
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=0
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = stateno=200 && movehit=4
Trigger2 = stateno=205 && movehit
Trigger2 = EnemyNear,Gethitvar(hitcount)>=20
Trigger3 = (stateno=200||stateno=205) && movehit
Trigger3 = P2BodyDist y>=-30
;
;ZC
;

[State -3,]
Type = ChangeState
value = 1400
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=fvar(35)=0
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
triggerAll = fvar(37)>=0
triggerAll = P2BodyDist X<=20||EnemyNear,Gethitvar(hitcount)>=29
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(15)=1
Triggerall=helper(25010),var(54)=0
TriggerAll=Enemy,NumProj = 0
TriggerAll=var(16)>=100
TriggerAll=(EnemyNear,Gethitvar(hitcount)>=24&&enemynear(floor(fvar(36))),pos y>-10)||EnemyNear,Gethitvar(hitcount)>=26
TriggerAll=EnemyNear,Gethitvar(hitcount)>=30||(enemynear(floor(fvar(36))),pos y>-18&&var(23))||(enemynear,backEdgeBodyDist<=30&&P2BodyDist x>=0)
TriggerAll=EnemyNear,Gethitvar(hitcount)>=34||P2BodyDist y>=-30||(P2BodyDist x*helper(25000),var(3)>=10)||(enemynear,backEdgeBodyDist<=30&&P2BodyDist x>=0)
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*5)<=50
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=0
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = stateno=205 && movehit


[State -3,B]
Type = ChangeState
value = 200
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=P2BodyDist x>=20
Triggerall=EnemyNear,Gethitvar(hitcount)=[17,40]
triggerAll = fvar(37)>=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(54)=0
Triggerall=helper(25010),var(15)=1
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2Dist X>=-20
TriggerAll=Random <= var(30)*150
Trigger1 = stateno=200 && movehit=6
Trigger2 = stateno=205 && movehit
Trigger3 = stateno=200 && movehit && enemynear(floor(fvar(36))),pos y>-30



[State -3,A]
Type = ChangeState
value = 205
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
triggerAll = P2BodyDist X<=20
Triggerall=EnemyNear,Gethitvar(hitcount)=[17,29]
triggerAll = fvar(37)>=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(54)=0
Triggerall=helper(25010),var(15)=1
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=-20
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = stateno=205 && movehit=1
Trigger2 = stateno=200 && movehit

;
;oXP
;

[State -3,󒆎P]
Type = ChangeState
value = 600
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*5)<=50+vel x*6
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=fvar(35)=7
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=-5
TriggerAll=p2bodydist y+helper(25010),fvar(5)=[-30,44]
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = ctrl||stateno=50

[State -3]
Type = varset
Trigger1 = movehit=1
Trigger1 = stateno=300 
Trigger1 = fvar(35)=6||helper(25010),var(29)=6
fvar(35)=7

[State -3,OC]
Type = ChangeState
value = 300
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=fvar(35)=6
Triggerall=EnemyNear,Gethitvar(hitcount)>=82
TriggerAll=facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=180
TriggerAll=enemynear(floor(fvar(36))),backEdgeBodyDist<=30
TriggerAll=Enemy,NumProj = 0
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),movetype=H
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=stateno=400&&movehit
Trigger2=stateno=430&&movehit

;u[Xg
[State -3, Stand Light Punch]
type = ChangeState
value = 500
triggerall = var(30)>1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=fvar(35)=6
TriggerAll=!InGuardDist
TriggerAll=fvar(33)<=70
TriggerAll=enemynear(floor(fvar(36))),stateno!=15110
TriggerAll=fvar(28)=0||P2BodyDist y !=[-5,5]
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype=H||enemynear(floor(fvar(36))),statetype=A
TriggerAll=P2BodyDist X >=26||var(16)<=90||(fvar(16)=[122,199])||(fvar(16)=[222,299])
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),movetype=H||enemynear(floor(fvar(36))),stateno=15101
TriggerAll=fvar(33)>=34
TriggerAll=var(16)>=170||fvar(33)>=44||var(23)!=0||(fvar(33)>=39&&var(16)>=150)||P2life<=200
TriggerAll=fvar(33)<=78
TriggerAll=facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=180
TriggerAll=enemynear(floor(fvar(36))),backEdgeBodyDist<=30
triggerall=var(16) >= ifelse(var(23)!=0,20,100)
Trigger1=P2BodyDist X >=30
trigger1= ctrl||(stateno=[100,101])||stateno=0
trigger1= prevstateno=400||prevstateno=430||1
;Trigger2=P2BodyDist X >=32
;Trigger2=fvar(33)<=50
;trigger2=stateno = 430&&time=3
ignorehitpause = 0

[State -3,󒆎P]
Type = ChangeState
value = 600
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*5)<=50+vel x*6
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=fvar(35)=6
Triggerall=fvar(33)>64
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=-5
Triggerall=helper(25010),var(54)<2
TriggerAll=p2bodydist y+helper(25010),fvar(5)=[-30,44]
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = ctrl||stateno=50

[State -3,󒆎LbN]
Type = ChangeState
value = 610
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=fvar(35)=6
Triggerall=fvar(35)!=7
Triggerall=fvar(33)>64
TriggerAll=P2BodyDist X<=30+vel x*5
TriggerAll=enemynear(floor(fvar(36))),statetype != L
TriggerAll=p2bodydist y+helper(25010),fvar(5)=[-77,0]
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=ctrl||stateno=50

[State -3,󒆎LbN]
Type = ChangeState
value = 630
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=fvar(35)=6
Triggerall=fvar(33)>64
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*6)<=30+vel x*6
TriggerAll=enemynear(floor(fvar(36))),statetype != L
TriggerAll=p2bodydist y+helper(25010),fvar(6)=[-35,10]
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=ctrl||stateno=50

[State -3,Wv]
Type = null;ChangeState
value = 40
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=fvar(35)=6
Triggerall=fvar(33)>64
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=stateno=410&&movehit

[State -3,p]
Type = ChangeState
value = 100
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=fvar(35)=6
Triggerall=EnemyNear,Gethitvar(hitcount)>=65||var(16)<=40
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X >=35
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),movetype=H
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=ctrl||(stateno=430&&animtime=0)

[State -3,p]
Type = ChangeState
value = 210
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=fvar(35)=6
Triggerall=fvar(33)>65
TriggerAll=facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=180
TriggerAll=enemynear(floor(fvar(36))),backEdgeBodyDist<=30
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X <=40
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),movetype=H
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=fvar(33)>=65
Trigger1=p2bodydist y+helper(25010),fvar(12)=[-108,-48]
Trigger1=ctrl||stateno=100||stateno=52||stateno=101

[State -3,p]
Type = ChangeState
value = 205
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=fvar(35)=6
Triggerall=EnemyNear,Gethitvar(hitcount)>=40
TriggerAll=enemynear(floor(fvar(36))),vel y>0
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X <=37
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),movetype=H
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=p2bodydist y+helper(25010),fvar(5)=[-65,-30]
Trigger1=ctrl||stateno=100||(stateno=[21,22])||stateno=52||stateno=101

[State -3,p]
Type = ChangeState
value = 200
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=fvar(35)=6
Triggerall=fvar(33)>65
TriggerAll=facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=180
TriggerAll=enemynear(floor(fvar(36))),backEdgeBodyDist<=30
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X <=40
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),movetype=H
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=p2bodydist y+helper(25010),fvar(5)=[-67,-55]
Trigger1=ctrl||stateno=100||stateno=52



[State -3,p]
Type = ChangeState
value = 410
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=fvar(35)=6
TriggerAll=facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=180
TriggerAll=enemynear(floor(fvar(36))),backEdgeBodyDist<=30
TriggerAll=Enemy,NumProj = 0
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),movetype=H
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=P2BodyDist X <=40
Trigger1=fvar(33)>=65
Trigger1=p2bodydist y+helper(25010),fvar(12)=[-48,-1]
Trigger1=ctrl||stateno=100||((stateno=400||stateno=410)&&movehit)||stateno=101||stateno=52
Trigger2=fvar(33)<=65
Trigger2=var(16)=0
Trigger2=P2BodyDist X >=29
Trigger2=stateno=400&&movehit


[State -3,p]
Type = null;ChangeState
value = 400
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=fvar(35)=6
TriggerAll=facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=180
TriggerAll=enemynear(floor(fvar(36))),backEdgeBodyDist<=30
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X <=35
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),movetype=H
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=fvar(33)>65
Trigger1=fvar(33)<=75
Trigger1=p2bodydist y+helper(25010),fvar(6)>=-20
Trigger1=ctrl||(stateno = 430&&(movehit||time>6))||stateno=500||stateno=100||(stateno = 400 && (movecontact||time>6))
Trigger2=fvar(33)>65
Trigger2=fvar(33)>=70
Trigger2=p2bodydist y+helper(25010),fvar(6)=[-20,-6]
Trigger2=ctrl||stateno=100||((stateno=400||stateno=410)&&movehit)||stateno=101||stateno=52
Trigger3=P2BodyDist X <=40+vel x*6
Trigger3=stateno=500
Trigger3=enemynear(floor(fvar(36))),vel y<=-1||enemynear(floor(fvar(36))),vel y>=6
Trigger3=fvar(33)=[38,65]
Trigger4=stateno=[100,101]
Trigger4=fvar(33)>=50
Trigger4=p2bodydist y+helper(25010),fvar(6)>=-25
Trigger4=p2bodydist y+helper(25010),fvar(7)<=-10
Trigger4=enemynear(floor(fvar(36))),vel y>-1

[State -3]
Type = ChangeState
value = 430
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=fvar(35)=6
Triggerall=EnemyNear,Gethitvar(hitcount)<=65
Triggerall=EnemyNear,Gethitvar(hitcount)<=60||P2BodyDist X <=30
TriggerAll=fvar(33)>=24
Triggerall=fvar(30)=0
TriggerAll=facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=220
TriggerAll=enemynear(floor(fvar(36))),backEdgeBodyDist<=40
TriggerAll=Enemy,NumProj = 0
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),movetype=H
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=P2BodyDist X <=100
Trigger1=p2bodydist y+helper(25010),fvar(7)>=-10
Trigger1=p2bodydist y+helper(25010),fvar(7)!=0
Trigger1=ctrl||(stateno = 430&&(movehit||time>7))||(stateno=[100,101])||(stateno=400&&movehit)
Trigger2=P2BodyDist X <=35
Trigger2=EnemyNear,Gethitvar(hitcount)<=40
Trigger2=var(16)>=150
Trigger2=prevstateno=2000&&(ctrl||(stateno=[20,22])||stateno=0||stateno=11||stateno=100)
;Trigger3=P2BodyDist X <=48+vel x*7
;Trigger3=fvar(33)<=40
;Trigger3=stateno=500
;Trigger4=P2BodyDist X <=44+vel x*7
;Trigger4=p2bodydist y+helper(25010),fvar(7)=[-10,0]
;Trigger4=stateno=500
;Trigger5=P2BodyDist X <=40+vel x*6
;Trigger5=stateno=500
;Trigger5=(enemynear(floor(fvar(36))),vel y>-1&&enemynear(floor(fvar(36))),vel y<6)
;Trigger5=fvar(33)=[38,65]

[State -3,p]
Type = ChangeState
value = 400
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=fvar(35)=6
Triggerall=EnemyNear,Gethitvar(hitcount)>=64
TriggerAll=facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=180
TriggerAll=enemynear(floor(fvar(36))),backEdgeBodyDist<=30
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X <=35
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),movetype=H
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=enemynear(floor(fvar(36))),vel y>0
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),pos y+helper(25010),fvar(6)=[30,150]
Trigger1=ctrl||stateno=100||((stateno=400||stateno=430)&&movehit)||stateno=101||stateno=52

;
;R{
;
[State -3,󒆎LbN]
Type = null;ChangeState
value = 610
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=fvar(35)=8
Triggerall=fvar(33)>64
TriggerAll=P2BodyDist X<=30+vel x*5
TriggerAll=enemynear(floor(fvar(36))),statetype != L
TriggerAll=p2bodydist y+helper(25010),fvar(5)=[-77,0]
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30||helper(30020),fvar(8)=0
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=ctrl||stateno=50||stateno=500

[State -3,󒆎P]
Type = ChangeState
value = 600
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*5)<=50+vel x*6
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=fvar(35)=8
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=-5
Triggerall=helper(25010),var(54)<2
TriggerAll=p2bodydist y+helper(25010),fvar(5)=[-30,44]
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = ctrl||stateno=50||stateno=500

[State -3,󒆎LbN]
Type = ChangeState
value = 630
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=fvar(35)=8
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*6)<=30+vel x*6
TriggerAll=enemynear(floor(fvar(36))),statetype != L
TriggerAll=p2bodydist y+helper(25010),fvar(6)=[-35,10]
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=ctrl||stateno=50||stateno=500

;-------------------------------------------------------------------------------------------------
[State -3]
Type = varset
Trigger1 = time=1
Trigger1 = stateno=2000
;Trigger2 = fvar(8)>=82
;Trigger2 = helper(25010),var(29)=6
;Trigger2 = fvar(35)!=7
fvar(35)=6

[State -3,ߋp`]
Type = ChangeState
value = ifelse(power>=1000,2000,320)
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2Dist X>=-10
triggerall=enemynear(floor(fvar(36))),stateno!=15110||power>=1000
TriggerAll=fvar(35)!=6
TriggerAll=helper(25010),var(29)<=3
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=fvar(35)=4||fvar(35)=5
Triggerall=fvar(33)>=19
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = ctrl||stateno=52

[State -3,ߋp`]
Type = null;ChangeState
value = 210
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2Dist X>=-10
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=fvar(35)=4
Triggerall=fvar(33)>=15
TriggerAll=!InGuardDist
TriggerAll=power>=1000
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = stateno=52
Trigger1 = power>=1000 && var(16)>=180

[State -3,p`]
Type = ChangeState
value = 610
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1=fvar(35)=4||fvar(35)=5
Trigger1 = stateno=600&&movehit


[State -3,󒆎P]
Type = ChangeState
value = 610
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X<=65
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=EnemyNear,Gethitvar(hitcount)<15
Triggerall=helper(25000),var(37)=1
Triggerall=helper(25010),var(59)=0
TriggerAll=!InGuardDist
Triggerall=fvar(35)=4||fvar(35)=5
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
TriggerAll=p2bodydist y+helper(25010),fvar(5)<=-90||p2bodydist y<=-80
Trigger1 = !(EnemyNear,AutHorName="Drowin hokuto")
Trigger1 = stateno=110

[State -3]
Type = ChangeState
value = 600
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=Enemy,NumProj = 0
TriggerAll=Helper(25010),var(54)<2
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*5)<=50+vel x*5
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=fvar(35)=4||fvar(35)=5
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=-5
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = stateno=110

[State -3]
Type = varset
Trigger1 = movehit=1
Trigger1 = stateno=1300
Trigger1 = fvar(35)=4
fvar(35)=5

[State -3,u[]
Type = ChangeState
value = 1300
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(54)=0
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=0
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 =p2bodydist y+helper(25010),fvar(19)>=-80
Trigger1 = fvar(35)=4
Trigger1 = stateno=1400 && time>=19 && var(5)=0
Trigger2 = fvar(35)=5
Trigger2 = stateno=1400 && time>=18 && var(5)=0

[State -3,]
Type = ChangeState
value = 1400
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
triggerAll = fvar(37)>=0
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1=fvar(35)=4||fvar(35)=5
Trigger1=(stateno=215||stateno=210)&&movehit

[State -3,p`]
Type = ChangeState
value = 610
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1=fvar(35)=3
Trigger1 = stateno=630&&movehit

[State -3]
Type = varset
Trigger1 = movehit=1
Trigger1 = stateno=1200
Trigger1 = fvar(35)=2
fvar(35)=3

[State -3]
Type = ChangeState
value = 630
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*5)<=50+vel x*5
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=fvar(35)=3
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=-5
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = stateno=110

[State -3,p`]
Type = ChangeState
value = 1200
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1=fvar(35)=2
Trigger1 = stateno=610&&movehit

[State -3,󒆋P]
Type = ChangeState
value = 610
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1=fvar(35)=2
Trigger1 = stateno=600&&movehit


[State -3,󒆎P]
Type = ChangeState
value = 600
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*5)<=50+vel x*5
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=fvar(35)=2
Triggerall=helper(25010),var(54)<2
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=-5
TriggerAll=p2bodydist y+helper(25010),fvar(5)-helper(25000),fvar(5)=[-120,44]
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = ctrl||stateno=50

[State -3,Wv]
Type = ChangeState
value = 40
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=fvar(35)=2
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=stateno=210&&movehit
Trigger2=stateno=215&&movehit

[State -3]
Type = varset
Trigger1 = movehit=1
Trigger1 = stateno=215||stateno=210
Trigger1 = fvar(35)=1
Trigger2 = stateno=851
fvar(35)=2

[State -3]
Type = varset
Trigger1 = movehit=1
Trigger1 = stateno=215||stateno=210
Trigger1 = fvar(35)=3
fvar(35)=4

[State -3,ߋp`]
Type = ChangeState
value = 215
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2Dist X>=-10
TriggerAll=p2bodydist y+helper(25010),fvar(7)>=-120
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=(fvar(35)=[1,5])
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = ctrl||stateno=52

[State -3,󒆋P]
Type = ChangeState
value = 610
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=fvar(35)!=7
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*10)=[-15,55+vel x*10]
TriggerAll=p2bodydist y+helper(25010),fvar(10)=[-80,-40]
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1=fvar(35)=1
Trigger1 = stateno=110

[State -3,󒆃_bV]
Type = ChangeState
value = 110
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=Enemy,NumProj = 0
triggerall=pos y <= -40 && var(28)%4<2 && var(28)%16<8
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=stateno!=110
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = ctrl||stateno=50
Trigger1 =fvar(35)=1
Trigger2 =stateno = 1200 && movecontact
Trigger3 =fvar(35)=5||fvar(35)=6
Trigger3 =(stateno=1300&&animtime=0)||stateno=40||stateno=45;\h~

[State -3,Wv]
Type = ChangeState
value = 40
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll = Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType != A
Triggerall =!helper(30020),var(58)
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150||fvar(37)=-2
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*14)=[0,70]
Trigger1=stateno=440&&movehit
Trigger2=fvar(35)<=2
Trigger2=stateno=210&&movehit
Trigger3=fvar(35)<=2
Trigger3=stateno=215&&movehit

[State -3,Wv]
Type = ChangeState
value = 40
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=fvar(33)<=3
TriggerAll=helper(25010),var(54)=0
TriggerAll=helper(25010),var(55)=0
TriggerAll = Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),movetype=H
Triggerall =!helper(30020),var(58)
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=P2BodyDist X<=100
Trigger1=stateno=851&&animtime=0

;
;̃R{(ʒ[)
;

[State -3,p`]
Type = ChangeState
value = ifelse(power>=1000,2000,320)
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=helper(25010),var(59)=3
TriggerAll=helper(25010),var(29)<=3
triggerall=enemynear(floor(fvar(36))),stateno!=15110||power>=1000
TriggerAll=StateType != A
TriggerAll=Enemy,NumProj = 0
TriggerAll=fvar(35)=0
TriggerAll=fvar(28)=1
TriggerAll=fvar(30)=0
TriggerAll=fvar(33)>=14
TriggerAll=P2Dist X>=-10
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = stateno=52

[State -3,p`]
Type = ChangeState
value = 1400
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=helper(25010),var(59)=3
TriggerAll=StateType != A
TriggerAll=Enemy,NumProj = 0
TriggerAll=fvar(35)=0
TriggerAll=fvar(28)=1
TriggerAll=fvar(30)=0
TriggerAll=fvar(33)>=13
TriggerAll=P2Dist X>=-10
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = stateno=215&&movehit

[State -3,p`]
Type = ChangeState
value = 215
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=helper(25010),var(59)=3
TriggerAll=StateType != A
TriggerAll=Enemy,NumProj = 0
TriggerAll=fvar(35)=0
TriggerAll=fvar(28)=1
TriggerAll=fvar(30)=0
TriggerAll=P2Dist X>=-10
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = ctrl||stateno=52

[State -3,p]
Type = ChangeState
value = ifelse(P2BodyDist y>=-60,600,610)
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
Triggerall=fvar(35)=0
TriggerAll=fvar(30)=0
Triggerall=fvar(28)=1
Triggerall=fvar(33)>8
TriggerAll=enemynear(floor(fvar(36))),backEdgeBodyDist<=30
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X <=36
TriggerAll=enemynear(floor(fvar(36))),movetype=H
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
;Trigger1=p2bodydist y+helper(25010),fvar(6)=[-60,5]
Trigger1=ctrl||stateno=110

[State -3,󒆋P]
Type = ChangeState
value = 1400
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=fvar(35)=0
TriggerAll=fvar(30)=0
TriggerAll=fvar(28)=1
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X<=50
TriggerAll=P2Dist X>=-10
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
TriggerAll=helper(25010),var(59)=[1,2]
Trigger1=stateno=215&&movehit
Trigger2=stateno=210&&movehit

[State -3,󒆋P]
Type = ChangeState
value = 610
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=fvar(35)=0
TriggerAll=fvar(30)=0
TriggerAll=fvar(28)=1
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X<=50
TriggerAll=P2Dist X>=-10
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1=helper(25010),var(59)=1
Trigger1=stateno=630
Trigger1=movehit



[State -3,󒆋P]
Type = ChangeState
value = 630
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=fvar(35)=0
TriggerAll=fvar(30)=0
TriggerAll=fvar(28)=1
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X<=50
TriggerAll=P2Dist X>=-10
TriggerAll=p2bodydist y=[-70,40]
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1=helper(25010),var(59)=1
Trigger1=stateno=110

[State -3,󒆃_bV]
Type = ChangeState
value = 110
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=fvar(28)=1
TriggerAll=Enemy,NumProj = 0
TriggerAll=helper(25010),var(59)=1
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=stateno!=110
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 =(stateno = 1200 && movehit)||stateno=1210

[State -3]
Type = ChangeState
value = 1100
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=fvar(28)=1
TriggerAll=Enemy,NumProj = 0
TriggerAll=helper(25010),var(59)=1
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
trigger1 = stateno = 1400 && movehit && var(5) = 0 && time>=18

[State -3,sokoda]
Type = ChangeState
value = 1200
TriggerAll=var(30) > 1
TriggerAll=fvar(28)=1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=helper(25010),var(59)=1
TriggerAll=P2BodyDist X<=28+vel x*13
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=enemynear(floor(fvar(36))),backEdgeBodyDist<=40
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=stateno=640&&movehit

;
;̃R{(ʒ)
;
[State -3]
Type = ChangeState
value = ifelse(power>=1000,2000,320)
TriggerAll=var(30) > 1
TriggerAll=fvar(33)>14
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=Enemy,NumProj = 0
triggerall=enemynear(floor(fvar(36))),stateno!=15110||power>=1000
TriggerAll=P2BodyDist X<=100
TriggerAll=helper(25010),var(29)<=3
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
Triggerall=fvar(35)=0&&fvar(28)=0
Triggerall=fvar(30)=0
TriggerAll=helper(25010),var(59)=3
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 =stateno=52

[State -3,󒆋P]
Type = ChangeState
value = 610
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=fvar(35)=0
TriggerAll=fvar(30)=0
TriggerAll=fvar(28)=0
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X<=50
TriggerAll=P2Dist X>=-10
Triggerall=fvar(33)>19
TriggerAll=p2bodydist y=[-70,40]
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1=helper(25010),var(59)=3
Trigger1=stateno=500

[State -3,p]
Type = null;ChangeState
value = 500
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
Triggerall=fvar(35)=0
TriggerAll=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=fvar(33)>19
TriggerAll=helper(25010),var(54)=0
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X <=60
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),movetype=H
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=stateno=1400 && time>=19 && var(5)=1

[State -3]
Type = ChangeState
value = ifelse(power>=1000,2000,320)
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A||stateno=500
triggerall=enemynear(floor(fvar(36))),stateno!=15110||power>=1000
TriggerAll=Enemy,NumProj = 0
TriggerAll=helper(25010),var(29)<=3
TriggerAll=P2BodyDist X<=25+vel x*5
TriggerAll=P2Dist X>=0
Triggerall=fvar(35)=0
TriggerAll=helper(25010),var(59)=3
;Triggerall=var(16)>=200||facing*(helper(25000+(facing=-1)*10),pos x-pos x)>=200
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=fvar(33)>=19
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=helper(25010),var(59)=3
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1=stateno=52

[State -3]
Type = ChangeState
value = ifelse((power>=1000||var(16)>=180),2000,320)
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=P2BodyDist y<-12
triggerall=enemynear(floor(fvar(36))),stateno!=15110||power>=1000
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2Dist X>=0
TriggerAll=helper(25010),var(29)<=3
TriggerAll=P2BodyDist X<=25+vel x*5
Triggerall=fvar(35)=0
TriggerAll=helper(25010),var(59)=3
;Triggerall=var(16)>=200||facing*(helper(25000+(facing=-1)*10),pos x-pos x)>=200
Triggerall=power>=1000
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=fvar(33)>=14
Triggerall=fvar(33)<=30
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=helper(25010),var(59)=3
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1=stateno=215 && movehit
Trigger2=fvar(33)>=19 && stateno=52

[State -3]
Type = ChangeState
value = ifelse((power>=1000||var(16)>=180),2000,320)
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=P2BodyDist y>=-12
triggerall=enemynear(floor(fvar(36))),stateno!=15110||power>=1000
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2Dist X>=0
TriggerAll=helper(25010),var(29)<=3
TriggerAll=P2BodyDist X<=25+vel x*5
Triggerall=fvar(35)=0
TriggerAll=helper(25010),var(59)=3
;Triggerall=var(16)>=200||facing*(helper(25000+(facing=-1)*10),pos x-pos x)>=200
Triggerall=power>=1000
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=fvar(33)>=14
Triggerall=fvar(33)<=30
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=helper(25010),var(59)=3
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1=stateno=215 && movehit
Trigger2=fvar(33)>=19 && stateno=52

[State -3]
Type = ChangeState
value = 215
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A||stateno=500
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X<=25+vel x*5
TriggerAll=P2Dist X>=0
Triggerall=fvar(35)=0
TriggerAll=helper(25010),var(59)=3
;Triggerall=var(16)>=200||facing*(helper(25000+(facing=-1)*10),pos x-pos x)>=200
Triggerall=power>=1000
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=fvar(33)=[14,18]
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=helper(25010),var(59)=3
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1=stateno=52

[State -3]
Type = ChangeState
value = 610
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X<=100
TriggerAll=P2Dist X>=0
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=fvar(33)>=7
;TriggerAll=p2bodydist y+helper(25010),fvar(5)=[-77,0]
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=helper(25010),var(59)=3
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1=stateno=600 && movehit
Trigger2=EnemyNear,Gethitvar(hitcount)<=11
Trigger2=p2bodydist y+helper(25010),fvar(5)<=-90||p2bodydist y<=-80
Trigger2=stateno=110
Trigger2=(EnemyNear,AuthorName="shikkoku"&&EnemyNear,Name="RAOH")||EnemyNear,Name="shin"

[State -3]
Type = ChangeState
value = 600
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X<=100
TriggerAll=P2Dist X>=0
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=fvar(33)>8
TriggerAll=Helper(25010),var(54)<2
TriggerAll=p2bodydist y+helper(25010),fvar(5)=[-50,30]
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=helper(25010),var(59)>0
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*5)<=38+vel x*5
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1=stateno=110

[State -3,󒆃_bV]
Type = ChangeState
value = 110
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=Enemy,NumProj = 0
triggerall=pos y <= -40 && var(28)%4<2 && var(28)%16<8
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=stateno!=110
Triggerall=fvar(33)>=9
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 =stateno=40||stateno=45||ctrl
Trigger1 =prevstateno=1300
Trigger2 =(stateno=1300&&animtime=0)

[State -3,i@OցOj]
Type = ChangeState
value = 1300
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=fvar(33)>=10
TriggerAll=Enemy,NumProj = 0
TriggerAll=helper(25010),var(59)>0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
trigger1 = stateno = 1400 && movehit && var(5) = 0 && time>=18

[State -3,u[]
Type = ChangeState
value = 1300
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
TriggerAll=fvar(33)>=5
Triggerall=helper(25010),var(59)
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(54)=0
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=0
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 =p2bodydist y+helper(25010),fvar(19)>=-70
Trigger1 = stateno=1400 && time>=19 && var(5)=0
Trigger2 = stateno=1400 && var(5)=0 && animtime=0

[State -3,u[]
Type = null;ChangeState
value = 1300
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=fvar(35)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(54)=0
TriggerAll=Enemy,NumProj = 0
TriggerAll=helper(25010),var(59)=1
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=0
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 =p2bodydist y+helper(25010),fvar(19)>=-80
Trigger1 = stateno=1400 && time>=19 && var(5)=0
Trigger2 = stateno=1400 && time>=18 && var(5)=0

[State -3]
Type = ChangeState
value = 1400
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X<=100
TriggerAll=P2Dist X>=0
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=fvar(33)>5
triggerAll = fvar(37)>=0
;TriggerAll=p2bodydist y+helper(25010),fvar(5)=[-77,0]
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=helper(25010),var(59)>0
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1=(stateno=210||stateno=215)&& movehit

[State -3]
Type = ChangeState
value = 610
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X<=100
TriggerAll=P2Dist X>=0
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=fvar(33)>5
;TriggerAll=p2bodydist y+helper(25010),fvar(5)=[-77,0]
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=helper(25010),var(59)=1
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1=stateno=600 && movehit

[State -3,󒆃_bV]
Type = ChangeState
value = 110
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=fvar(28)=0
TriggerAll=EnemyNear,Gethitvar(hitcount)<=2
TriggerAll=Enemy,NumProj = 0
triggerall=pos y <= -40 
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=stateno!=110
TriggerAll=helper(25010),var(59)=1
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = ctrl||stateno=50
Trigger1 =fvar(35)=0
Trigger1 =fvar(30)=0

[State -3]
Type = ChangeState
value = 610
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X<=100
TriggerAll=P2Dist X>=0
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(33)=[3,5]
;TriggerAll=p2bodydist y+helper(25010),fvar(5)=[-77,0]
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=helper(25010),var(59)=1
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1=stateno=110

[State -3]
Type = ChangeState
value = 110
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X<=120
TriggerAll=P2Dist X>=0
Triggerall=fvar(35)=0
Triggerall=fvar(28)=0
Triggerall=fvar(30)=0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1=helper(25010),var(59)=1
Trigger1=stateno=600&&movehit
Trigger2=helper(25010),var(59)=2
Trigger2=stateno=1200&&movehit


[State -3,󒆋P]
Type = ChangeState
value = 610
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=fvar(35)=0
TriggerAll=fvar(30)=0
TriggerAll=fvar(35)!=7
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X<=50
TriggerAll=P2Dist X>=-10
TriggerAll=p2bodydist y=[-70,40]
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1=helper(25010),var(59)=1||helper(25010),var(59)=2
Trigger1=stateno=600&&movehit
Trigger2=helper(25010),var(59)=2
Trigger2=stateno=630&&movehit

[State -3,󒆎P]
Type = ChangeState
value = 600
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=fvar(35)=0
TriggerAll=helper(25010),var(58)=1
TriggerAll=fvar(30)=0
TriggerAll=helper(25010),var(59)=1||helper(25010),var(59)=2||helper(25010),var(59)=3
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*5)<=38+vel x*5
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=-3
Triggerall=helper(25010),var(54)<2
TriggerAll=p2bodydist y+helper(25010),fvar(5)=[-77,0]
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = ctrl||stateno=50

[State -3,Wv]
Type = ChangeState
value = 40
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=fvar(35)=0
TriggerAll=fvar(30)=0
TriggerAll=helper(25010),var(59)=1||helper(25010),var(59)=3
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=stateno=210&&movehit
Trigger2=stateno=215&&movehit

[State -3,ߋp`]
Type = ChangeState
value = 215
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=Enemy,NumProj = 0
TriggerAll=fvar(35)=0
;TriggerAll=fvar(33)<=20||fvar(28)=0
TriggerAll=helper(25010),var(59)>0
TriggerAll=fvar(30)=0
TriggerAll=p2bodydist y+helper(25010),fvar(7)=[-141,-14]
TriggerAll=(P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*7)<=20+vel x*7)||facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=60
;TriggerAll=P2Dist X>=-10
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = ctrl||stateno=52

[State -3,p`]
Type = ChangeState
value = 210
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=helper(25010),var(59)>0
TriggerAll=StateType != A
TriggerAll=Enemy,NumProj = 0
TriggerAll=fvar(35)=0
;TriggerAll=fvar(33)<=20||fvar(28)=0
TriggerAll=fvar(30)=0
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*7)>17+vel x*7||facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=100
TriggerAll=(P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*12)<=53+vel x*12)
;TriggerAll=P2Dist X>=-10
TriggerAll=p2bodydist y+helper(25010),fvar(12)=[-90,-33]
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = ctrl||stateno=52

[State -3,p`]
Type = ChangeState
value = ifelse(P2BodyDist X<=20,215,210)
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=helper(25010),var(59)>0
TriggerAll=StateType != A
TriggerAll=Enemy,NumProj = 0
TriggerAll=fvar(35)=0
TriggerAll=EnemyNear,Gethitvar(hitcount)<5
TriggerAll=fvar(30)=0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = ctrl||(stateno=52&&animtime=0)

[State -3,󒆋P]
Type = ChangeState
value = 640
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=fvar(35)=0
TriggerAll=helper(25010),var(59)=1
TriggerAll=fvar(30)=0
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*9)<=40+vel x*9
TriggerAll=P2Dist X>=0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1=fvar(33)<=4
Trigger1=stateno=110
Trigger2=fvar(28)=1
Trigger2=stateno=50||ctrl

[State -3]
Type = varset
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=helper(25010),var(29)!=6
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Trigger1 = movehit=1
Trigger1 = stateno=321
Trigger2=enemynear,stateno = [550,553]
fvar(30)=1

[State -3,oj]
Type = ChangeState
value = 215
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll = EnemyNear,Gethitvar(hitcount)<=1
TriggerAll = Enemy,NumProj = 0
Triggerall =helper(25010),var(12)
Triggerall =!helper(30020),var(58)
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*100||prevstateno=250
TriggerAll=P2BodyDist X<=40
Trigger1=stateno=500||(prevstateno=500&&ctrl)
Trigger1=fvar(37)>=0
Trigger1=enemynear(floor(fvar(36))),MoveType = H

[State -3]
Type = varset
Trigger1 = stateno=440
Trigger1 = fvar(35)=0
fvar(35)=1
;
;R{(؂Ԃ)
;

[State -3,ojorLTP]
Type = ChangeState
value = ifelse(power>=1000,2000,320)
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=Enemy,NumProj = 0
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
triggerAll=fvar(37)>=0
Triggerall=fvar(28)=0
triggerall=enemynear(floor(fvar(36))),stateno!=15110||power>=1000
TriggerAll=helper(25010),var(29)<=3
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(54)=1
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1=stateno=52
Trigger1=(fvar(33)=[22,30])||P2BodyDist y>=-10
Trigger2=facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=100
Trigger2=enemynear,backEdgeBodyDist<=30
Trigger2=stateno=215 && movehit
Trigger2=var(16)>=200
Trigger2=fvar(33)>=15
Trigger2=power>=1000

[State -3,p`]
Type = ChangeState
value = 1400
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=Enemy,NumProj = 0
Triggerall=fvar(35)=0
Triggerall=facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=80
Triggerall=enemynear,backEdgeBodyDist<=30
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
triggerAll = fvar(37)>=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(54)=1
Triggerall=fvar(33)<=20
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Triggerall=fvar(33)<=16
Trigger1=stateno=215 && movehit

[State -3,ߋp`]
Type = ChangeState
value = 215
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=Enemy,NumProj = 0
TriggerAll=fvar(35)=0
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=helper(25010),var(54)=1
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
;TriggerAll=P2Dist X>=-10
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1=p2bodydist y+helper(25010),fvar(7)=[-141,-14]
Trigger1=(P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*7)<=17+vel x*7)||facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=60
Trigger1 = ctrl||stateno=52
Trigger1=fvar(33)<=14
Trigger2=var(16)=0
Trigger2=EnemyNear,Gethitvar(hitcount)<=19
Trigger2 = stateno=205&&movehit

[State -3,p`]
Type = ChangeState
value = 210
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=Enemy,NumProj = 0
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(54)=1
Triggerall=fvar(33)<=14
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*7)>17+vel x*7||facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=100
TriggerAll=(P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*12)<=53+vel x*12)
;TriggerAll=P2Dist X>=-10
TriggerAll=p2bodydist y+helper(25010),fvar(12)=[-90,-33]
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = ctrl||stateno=52

[State -3,󒆎LbN]
Type = ChangeState
value = 610
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(54)=1
Triggerall=fvar(33)=6
TriggerAll=P2BodyDist X<=30
TriggerAll=enemynear(floor(fvar(36))),statetype != L
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=stateno=500

[State -3,󒆎P];Ԃ
Type = ChangeState
value = 500
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=fvar(35)=0
Triggerall=fvar(33)=6
Triggerall=fvar(30)=0
Triggerall=var(16)>=150||var(4)=7||(P2life<=150&&power>=1000)
triggerall=var(16) >=ifelse(var(23)!=0,40,100)
Triggerall=fvar(28)=0
Triggerall=var(5)=1
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(54)=1
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=-5
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = stateno=1400 && time>=27 && var(5)=1

[State -3,󒆎P]
Type = ChangeState
value = 610
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=fvar(35)=0
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=fvar(33)<=11
Triggerall=helper(25010),var(54)=1
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*5)<=38+vel x*6
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=0
TriggerAll=p2bodydist y=[-80,5]
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = stateno=600 && movehit

[State -3,󒆎P]
Type = ChangeState
value = 1200
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=fvar(35)=0
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(54)=1
Triggerall=fvar(33)<=8
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*5)<=38+vel x*6
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=0
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = stateno=610 && movehit

[State -3,󒆎K]
Type = ChangeState
value = 630
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=fvar(35)=0
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(54)=1
Triggerall=fvar(33)<=10
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*5)<=54+vel x*6
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=0
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = stateno=110

[State -3,󒆎K]
Type = ChangeState
value = 610
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=fvar(35)=0
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(54)=1
Triggerall=fvar(33)<=10
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*5)<=38+vel x*6
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=0
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = stateno=630 && movehit

[State -3,]
Type = ChangeState
value = 1400
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=fvar(35)=0
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
triggerAll = fvar(37)>=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(54)=1
Triggerall=fvar(33)<=19
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*5)<=38+vel x*6
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=0
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = (stateno=210|stateno=215) && movehit

[State -3,u[]
Type = ChangeState
value = 1300
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=fvar(35)=0
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(54)=1
Triggerall=fvar(33)<=22
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=0
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1=fvar(33)<=19
Trigger1 = stateno=1400 && time>=21 && var(5)=0
Trigger2=fvar(33)>19
Trigger2 = stateno=1400 && time>=18 && var(5)=0

[State -3,󒆃p`]
Type = ChangeState
value = 600
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=fvar(35)=0
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
TriggerAll=P2BodyDist X<=50
TriggerAll=P2BodyDist y=[-110,50]
Triggerall=fvar(28)=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(54)=1
Triggerall=fvar(33)<=23
Triggerall=fvar(33)>0
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=0
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = stateno=110

[State -3,󒆃p`]
Type = ChangeState
value = 610
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=fvar(35)=0
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
TriggerAll=P2BodyDist X<=50
TriggerAll=P2BodyDist y=[-110,50]
Triggerall=fvar(28)=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(54)=1
Triggerall=fvar(33)<=23
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=0
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = stateno=600 && movehit

[State -3,p`]
Type = null;ChangeState
value = 500
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=Enemy,NumProj = 0
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
triggerall=P2bodydist X>=30
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(54)=1
Triggerall=fvar(33)>=20
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1=prevstateno=205
Trigger1=ctrl||stateno=100
Trigger2=stateno=205&&movehit
Trigger3=stateno=200&&movehit

[State -3,p`]
Type = ChangeState
value = ifelse(P2BodyDist X<=25,205,200)
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=Enemy,NumProj = 0
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=EnemyNear,Gethitvar(hitcount)>=14
Triggerall=helper(25010),var(29)<=3
triggerall=P2bodydist X<=40
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(54)=1
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1=p2bodydist y+helper(25010),fvar(5)>=-80||fvar(33)>=20
Trigger1=ctrl||stateno=52

;
;R{(OCu)
;

[State -3,󒆎P]
Type = ChangeState
value = 2200
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=EnemyNear,Gethitvar(hitcount)<=10
TriggerAll=helper(25010),var(29)<=3
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=1
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=power>=1000
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1=stateno=630&&movehit

[State -3,󒆎P]
Type = ChangeState
value = ifelse(power>=1000,2000,320)
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=Enemy,NumProj = 0
triggerall=enemynear(floor(fvar(36))),stateno!=15110||power>=1000
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=EnemyNear,Gethitvar(hitcount)>=17
TriggerAll=helper(25010),var(29)<=3
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=1
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=-5
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = stateno=52

[State -3]
Type = varset
Trigger1 =time=1
Trigger1 =stateno=300||stateno=1520
Trigger1 =helper(25010),var(59)=0
Trigger1 =fvar(35)=0
Trigger1 =fvar(30)=0
Trigger1 =fvar(28)=0
fvar(33)=0

[State -3,󒆎P]
Type = ChangeState
value = 610
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X<=65
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=helper(25010),var(55)=1
Triggerall=(EnemyNear,Gethitvar(hitcount)=[11,13])||prevstateno=45||prevstateno=1300
Triggerall=helper(25010),var(59)=0
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
TriggerAll=p2bodydist y+helper(25010),fvar(5)<=-90||p2bodydist y<=-80
Trigger1 = stateno=110


[State -3,󒆎P]
Type = ChangeState
value = 610
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*5)<=50+vel x*5
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=helper(25010),var(55)=1
Triggerall=helper(25010),var(59)=0
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=-5
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1=fvar(33)=[10,19]
Trigger1 = stateno=600 && movehit

[State -3,󒆎P]
Type = ChangeState
value = 600
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=Helper(25010),var(54)<2
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=(fvar(33)=[10,18])||(EnemyNear,Gethitvar(hitcount)=[11,13])
Triggerall=helper(25010),var(55)=1
Triggerall=helper(25010),var(59)=0
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=-5
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = stateno=110


[State -3,󒆎P]
Type = ChangeState
value = 1300
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*5)<=50+vel x*5
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=fvar(33)=[8,18]
Triggerall=helper(25010),var(55)=1
Triggerall=helper(25010),var(59)=0
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=0
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = stateno=1400 && time>=20

[State -3,󒆎P]
Type = ChangeState
value = 1400
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*5)<=50+vel x*5
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
triggerAll = fvar(37)>=0
Triggerall=fvar(28)=0
Triggerall=helper(25010),var(55)=1
Triggerall=fvar(33)=[6,16]
Triggerall=helper(25010),var(59)=0
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=-5
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = stateno=215 && movehit

[State -3,󒆎P]
Type = null;ChangeState
value = 215
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*5)<=50+vel x*6
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=fvar(33)=[5,15]
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=1
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=enemynear(floor(fvar(36))),Stateno!=15110
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=-5
;TriggerAll=p2bodydist y=[-60,0]
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = stateno=52||(ctrl&&prevstateno=52)

[State -3,󒆎P]
Type = ChangeState
value = 1000
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*5)<=50+vel x*6
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=fvar(33)=[5,12]
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=1
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=-5
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
TriggerAll=prevstateno=1300
Trigger1=ctrl

[State -3,󒆎P]
Type = null;ChangeState
value = 600
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*5)<=50+vel x*5
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=fvar(33)=5
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=1
TriggerAll=Helper(25010),var(54)<2
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=-5
TriggerAll=p2bodydist y-helper(25000),fvar(12)=[-30,50]
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = ctrl||stateno=50

[State -3,󒆎P]
Type = ChangeState
value = 1300
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=1
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=-5
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = stateno=610&&movehit

[State -3,󒆎P]
Type = ChangeState
value = 610
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*5)<=60+vel x*6
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=1
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=-5
;TriggerAll=p2bodydist y=[-20,60]
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = stateno=630&&movehit

[State -3,󒆎P]
Type = ChangeState
value = 630
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*5)<=55+vel x*6
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=helper(25010),var(55)=1
Triggerall=helper(25010),var(59)=0
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=-5
;TriggerAll=p2bodydist y=[-30,44]
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = stateno=600&&movehit
Trigger2 = stateno=1200&&movehit

[State -3,󒆎P]
Type = ChangeState
value = 40
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*5)<=55+vel x*6
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=helper(25010),var(55)=1
Triggerall=helper(25010),var(59)=0
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=-5
;TriggerAll=p2bodydist y=[-30,44]
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = stateno=1520&&movehit
;
;R{(C)
;
[State -3,ߋp`]
Type = ChangeState
value = ifelse(power>=1000,2000,320)
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
triggerall=enemynear(floor(fvar(36))),stateno!=15110||power>=1000
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2Dist X>=0
TriggerAll=fvar(35)!=6
TriggerAll=helper(25010),var(29)<=3
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=helper(25010),var(30)>0
Triggerall=fvar(33)>=15
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = ctrl||stateno=52

[State -3,u[]
Type = ChangeState
value = 1300
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(54)=0
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=0
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 =p2bodydist y+helper(25010),fvar(19)>=-80
Trigger1=helper(25010),var(30)=1
Trigger1 = stateno=1400 && time>=19 && var(5)=0
Trigger2 =stateno=1400 && animtime=0 && var(5)=0

[State -3,]
Type = ChangeState
value = 1400
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
triggerAll = fvar(37)>=0
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
Triggerall=fvar(33)>=7||EnemyNear,Gethitvar(hitcount)>=6
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1=helper(25010),var(30)=1
Trigger1=(stateno=215||stateno=210)&&movehit

[State -3,ߋp`]
Type = ChangeState
value = 215
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2Dist X>=-5
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=helper(25010),var(59)=0
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*7)<=60+vel x*7
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(30)=1
TriggerAll=p2bodydist y+helper(25010),fvar(7)>=-106
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll= ctrl||stateno=52||stateno=40
Trigger1=enemynear(floor(fvar(36))),movetype != A

[State -3,󒆎P]
Type = ChangeState
value = 610
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X<=65
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=helper(25010),var(30)=1
Triggerall=(EnemyNear,Gethitvar(hitcount)=[9,13])||prevstateno=45||prevstateno=1300
Triggerall=helper(25010),var(59)=0
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
TriggerAll=p2bodydist y+helper(25010),fvar(5)<=-90||p2bodydist y<=-80
Trigger1 = !(EnemyNear,AutHorName="Drowin hokuto")
Trigger1 = stateno=110

[State -3]
Type = ChangeState
value = 600
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*5)<=50+vel x*5
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=helper(25010),var(30)=1
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=Helper(25010),var(54)<2
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=0
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = stateno=110


[State -3,p`]
Type = ChangeState
value = 1200
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Triggerall=helper(25010),var(30)=1
Triggerall=helper(25010),var(31)=0
Trigger1 = stateno=610&&movehit

[State -3,󒆋P]
Type = ChangeState
value = 610
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Triggerall=helper(25010),var(30)=1
Trigger1 = stateno=600&&movehit
Trigger2 = stateno=630&&movehit

[State -3,󒆎P]
Type = ChangeState
value = 600
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=Enemy,NumProj = 0
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*5)<=50+vel x*5
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=helper(25010),var(30)=1
Triggerall=helper(25010),var(54)<2
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2Dist X>=0
TriggerAll=p2bodydist y+helper(25010),fvar(5)-helper(25000),fvar(5)=[-120,44]
TriggerAll=Random <= var(30)*150
TriggerAll=enemynear(floor(fvar(36))),movetype = H
Trigger1 = ctrl||stateno=50

[State -3,Wv]
Type = ChangeState
value = 40
TriggerAll=var(30) > 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=fvar(33)<=4||helper(25000),var(5)>0
Triggerall=helper(25010),var(30)=1
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),StateType = A
Triggerall=!helper(30020),var(58)||helper(30020),fvar(7)=0||helper(30020),fvar(10)<-30
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
Trigger1=stateno=215&&movehit
;
;K[hs\
;
[State -3,oj]
Type     = ChangeState
Value    = 320
Triggerall=var(30) > 1
Triggerall=StateType != A
triggerall=Roundstate = 2
Triggerall=fvar(37)>=0
Triggerall=fvar(35)<=1
Triggerall=fvar(30)=0
triggerall=enemynear(floor(fvar(36))),stateno!=15110
Triggerall=fvar(28)=0
Triggerall=fvar(33)=0
Triggerall=var(16)>=100
TriggerAll=enemynear(floor(fvar(36))),StateType != A
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(40)=1
triggerall=enemynear(floor(fvar(36))),movetype != A
trigger1=enemynear(floor(fvar(36))),movetype = H
Trigger1=P2BodyDist X=[35,50]
Trigger1=enemynear,stateno=[120,159]
Trigger1=enemynear(floor(fvar(36))),StateType != L
Trigger1=facing*(helper(30000+(facing=-1)*10),pos x-pos x)<=80
trigger1=stateno=440 && moveguarded
trigger2=ctrl&&(var(30)<10||enemynear,stateno=[150,159])
Trigger2=enemynear(floor(fvar(36))),StateType = L||enemynear(floor(fvar(36))),Stateno=15110
Trigger2=P2BodyDist X=[30,60]
Trigger2=enemynear(floor(fvar(36))),Stateno=5110||enemynear(floor(fvar(36))),Stateno=15110
trigger3=stateno=240 && movehit

;
;
;
[State -3,]
Type     = ChangeState
Value    = 430
Triggerall=var(30) > 1
Triggerall=StateType != A
triggerall=Roundstate = 2
Triggerall=fvar(35)=0
Triggerall=fvar(37)>=0||fvar(37)=-2
Triggerall=fvar(28)=0
TriggerAll=Enemy,NumProj = 0
triggerAll=ctrl||(stateno=[100,101])||stateno=40||(stateno=[20,22])||stateno=[120,149]
TriggerAll=helper(30020),var(58)=0
TriggerAll=enemynear(floor(fvar(36))),StateType != L
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(40)=1
triggerall=enemynear(floor(fvar(36))),movetype != H
Triggerall=!inguarddist
Trigger1=Random <= var(30)*10
Trigger1=helper(25010),var(1)<5||helper(25000),var(42)
Trigger1=enemynear(floor(fvar(36))),StateType = S
Trigger1=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*7)=[15,60+vel x*7]
Trigger2=enemynear(floor(fvar(36))),StateType = S
Trigger2=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*7)=[60,120+vel x*7]
trigger2=enemynear(floor(fvar(36))),movetype != A
Trigger2=helper(25010),var(2)>=1
Trigger2=Random <= 40
Trigger2=var(30)<=10
Trigger2=enemynear(floor(fvar(36))),StateType != A
Trigger2=(var(16)=[120,160])||(var(16)=[220,250])
trigger2=enemynear(floor(fvar(36))),movetype != A
Trigger3=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*7)=[60,120+vel x*7]
trigger3=enemynear(floor(fvar(36))),movetype = I
Trigger3=!enemynear(floor(fvar(36))),ctrl||P2stateno=[190,199]
Trigger3=helper(25010),var(2)>=1
Trigger3=enemynear(floor(fvar(36))),animtime<=-7
Trigger3=Random <= var(30)*30
Trigger3=var(30)>=10||(enemynear(floor(fvar(36))),time>=15)
Trigger3=enemynear(floor(fvar(36))),StateType != A
Trigger3=var(16)>=120
trigger3=enemynear(floor(fvar(36))),movetype != A

[State -3,]
Type     = ChangeState
Value    = 230
Triggerall=var(30) > 1
Triggerall=fvar(37)>=0
Triggerall=StateType != A
triggerall=Roundstate = 2
Triggerall=fvar(35)=0
TriggerAll=Random <= var(30)*20
Triggerall=fvar(28)=0
TriggerAll=helper(30020),var(2)=0
TriggerAll=enemynear(floor(fvar(36))),Stateno=[38,41]
TriggerAll=enemynear(floor(fvar(36))),StateType != L
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25000),var(1)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(40)=1
TriggerAll=Enemy,NumProj = 0
TriggerAll=helper(30020),var(58)=0
triggerall=enemynear(floor(fvar(36))),movetype != H
Triggerall=!inguarddist
triggerall=ctrl||(stateno=[100,101])
Trigger1=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*7)=[30,65+vel x*7]
Trigger2=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*7)=[30,120+vel x*7]
trigger2=enemynear(floor(fvar(36))),movetype != A
Trigger2=helper(25010),var(2)>=1
Trigger2=(var(16)=[120,160])||(var(16)=[220,250])

[State -3,]
Type     = ChangeState
Value    = 800
Triggerall=var(30) > 1
Triggerall=StateType != A
triggerall=Roundstate = 2
Triggerall=fvar(35)=0
Triggerall=fvar(35)=0
TriggerAll=!helper(25000),var(41)
Triggerall=fvar(37)>=-4
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*4)<=15+vel x*4
TriggerAll=var(16)>=200
Triggerall=fvar(28)=0
TriggerAll=enemynear(floor(fvar(36))),StateType != A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=enemynear(floor(fvar(36))),movetype=H
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(40)=1
TriggerAll=enemynear(floor(fvar(36))),stateno=[120,159]
Triggerall=!inguarddist
trigger1=stateno=500

[State -3,]
Type     = ChangeState
Value    = 300
Triggerall=var(30) > 1
Triggerall=StateType != A
triggerall=Roundstate = 2
Triggerall=fvar(35)=0
Triggerall=fvar(37)>=0
TriggerAll=helper(30020),var(2)=0
TriggerAll=Random <= 60
TriggerAll=P2BodyDist X=[90,160]
TriggerAll=enemynear(floor(fvar(36))),vel x<=-1
Triggerall=fvar(28)=0
TriggerAll=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),pos y>-40||enemynear(floor(fvar(36))),StateType != A
TriggerAll=enemynear(floor(fvar(36))),vel y>=0||enemynear(floor(fvar(36))),StateType != A
TriggerAll=helper(30020),var(58)=0
TriggerAll=enemynear(floor(fvar(36))),StateType != L
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(40)=1
triggerall=enemynear(floor(fvar(36))),movetype != H
triggerall=enemynear(floor(fvar(36))),movetype = I
Triggerall=!inguarddist
trigger1=ctrl||(stateno=[100,101])

[State -3,u[Xg]
Type     = null;ChangeState
Value    = 500
Triggerall=var(30) > 1
Triggerall=StateType != A
triggerall=Roundstate = 2
Triggerall=fvar(35)<=1
TriggerAll=var(16)>=250
Triggerall=fvar(28)=0
TriggerAll=enemynear(floor(fvar(36))),StateType != A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(40)=1
TriggerAll=enemynear(floor(fvar(36))),stateno=[120,159]
triggerall=enemynear(floor(fvar(36))),movetype = H
Triggerall=!inguarddist
trigger1=stateno=440 && moveguarded
Trigger2=var(16)>=250
trigger2=stateno=245 && moveguarded



;
;nR{
;
[State -3,D]
Type     = ChangeState
Value    = 440
Triggerall=var(30) > 1
Triggerall=StateType != A
triggerall=Roundstate = 2
Triggerall=fvar(35)=0
Triggerall=fvar(37)>=0
Triggerall=fvar(28)=0
Triggerall=!helper(25000),var(42)
TriggerAll=enemynear(floor(fvar(36))),StateType != A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(40)=1
triggerall=enemynear(floor(fvar(36))),movetype = H
Triggerall=!inguarddist
triggerall=stateno=430 && movehit
Trigger1=Random<=var(30)*100
Trigger1=var(16)>=200
Trigger1=var(4)<4
Trigger1=facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=600
Trigger2=var(16)<100
Trigger2=P2BodyDist x>=44
Trigger3=P2BodyDist x>=40&&P2statetype=C

[State -3]
Type     = ChangeState
Value    = 320
Triggerall=var(30) > 1
Triggerall=StateType != A
triggerall=Roundstate = 2
Triggerall=fvar(35)=0
Triggerall=fvar(37)>=0
Triggerall=fvar(28)=0
TriggerAll=Random<=var(30)*100
TriggerAll=var(4)>=4||P2life<=400||P2Name="Buront"
TriggerAll=enemynear(floor(fvar(36))),StateType != A
TriggerAll=enemynear(floor(fvar(36))),StateType != C||P2BodyDist X<=40
TriggerAll=enemynear(floor(fvar(36))),StateType != L
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(40)=1
triggerall=enemynear(floor(fvar(36))),movetype = H
Triggerall=!inguarddist
Trigger1=P2BodyDist X<=90
trigger1=stateno=240 && movehit
trigger2=stateno=245 && movehit

[State -3,oj]
Type     = ChangeState
Value    = ifelse(P2BodyDist X>=90,300,320)
Triggerall=var(30) > 1
Triggerall=StateType != A
triggerall=Roundstate = 2
Triggerall=fvar(35)=0
Triggerall=fvar(37)>=0
Triggerall=fvar(28)=0
TriggerAll=enemynear(floor(fvar(36))),StateType != A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
triggerall=enemynear(floor(fvar(36))),stateno!=15110
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(40)=1
triggerall=enemynear(floor(fvar(36))),movetype = H
Triggerall=!inguarddist
trigger1=stateno=240 && movehit
Trigger1=fvar(8)<=4
trigger2=stateno=245 && movehit

[State -3,D]
Type     = ChangeState
Value    = ifelse(P2BodyDist X<=20,245,240)
Triggerall=var(30) > 1
Triggerall=StateType != A
triggerall=Roundstate = 2
Triggerall=fvar(35)=0
TriggerAll=fvar(37)>=0
Triggerall=fvar(28)=0
Triggerall=fvar(8)<=3
TriggerAll=enemynear(floor(fvar(36))),StateType != A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(40)=1
triggerall=enemynear(floor(fvar(36))),movetype = H
Triggerall=!inguarddist
trigger1=stateno=230 && movehit
trigger2=stateno=245 && movehit
trigger2=P2BodyDist X>=30
trigger3=stateno=430 && movehit
;
;Ԃ&ΐlps
;
[State -3,p\]
Type     = ChangeState
value = 205
TriggerAll=(Var(30)>1&&Random<=120)
TriggerAll=StateType != A
TriggerAll=enemynear(floor(fvar(36))),Alive
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=enemynear(floor(fvar(36))),statetype!=A
TriggerAll=enemynear(floor(fvar(36))),movetype=A
TriggerAll=!time
triggerAll = fvar(37)>=0
TriggerAll = enemynear(floor(fvar(36))),statetype=S
TriggerAll = enemynear(floor(fvar(36))),time<=5
TriggerAll = enemynear(floor(fvar(36))),stateno<2000
TriggerAll = enemynear(floor(fvar(36))),stateno>=210
triggerAll = P2BodyDist X<=25
triggerAll = var(30)<10
triggerAll = P2Dist X>=0
trigger1 = (prevstateno=[120,155])&&ctrl
trigger2 = (stateno=[150,155])&&hitover

[State -3,\]
Type     = ChangeState
value = 430
TriggerAll=(Var(30)>1&&Random<150)
TriggerAll=StateType != A
TriggerAll=enemynear(floor(fvar(36))),Alive
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=enemynear(floor(fvar(36))),statetype!=A
TriggerAll=enemynear(floor(fvar(36))),movetype=A
TriggerAll=!time
triggerAll = fvar(37)>=0
TriggerAll = enemynear(floor(fvar(36))),statetype!=A
TriggerAll = enemynear(floor(fvar(36))),time<=7
TriggerAll = enemynear(floor(fvar(36))),stateno<2000
TriggerAll = enemynear(floor(fvar(36))),stateno>=200
triggerAll = P2BodyDist X<=35
triggerAll = var(30)<10
triggerAll = P2Dist X>=0
trigger1 = (prevstateno=[120,155])&&ctrl
trigger2 = (stateno=[150,155])&&hitover

[State -3]
Type     = ChangeState
value = 440
TriggerAll=(Var(30)>1&&Random<=250)
TriggerAll=StateType != A
TriggerAll=enemynear(floor(fvar(36))),Alive
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=enemynear(floor(fvar(36))),statetype!=A
TriggerAll=enemynear(floor(fvar(36))),movetype!=A
TriggerAll=!InGuardDist
triggerAll = fvar(37)>=0
TriggerAll = enemynear(floor(fvar(36))),statetype!=A
triggerAll = P2BodyDist X=[58,82]
triggerAll = var(30)<10
triggerAll = P2Dist X>=0
trigger1 = ctrl

[State -3,\]
Type     = ChangeState
value = 1400
TriggerAll=(Var(30)>1&&Random<=150)
TriggerAll=StateType != A
TriggerAll=enemynear(floor(fvar(36))),Alive
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=enemynear(floor(fvar(36))),statetype!=A
TriggerAll=enemynear(floor(fvar(36))),movetype=A
triggerAll = fvar(37)>=0
triggerAll = backEdgeBodyDist<=40
TriggerAll = enemynear(floor(fvar(36))),time<=5
TriggerAll = enemynear(floor(fvar(36))),stateno<2000
TriggerAll = var(16)>=100
triggerAll = P2BodyDist X=[30,70]
triggerAll = var(30)<10
triggerAll = P2Dist X>=0
trigger1 = prevstateno=5120&&ctrl

[State -3,]
Type     = ChangeState
Value    = 310
Triggerall=var(30)>0
Triggerall=StateType != A
triggerall=Roundstate = 2
triggerall=Random <= 80||var(30)=7
triggerall=Random <= 10
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=fvar(33)<=4
Triggerall=!inguarddist
Triggerall=fvar(37)>=0
TriggerAll=P2BodyDist X<=120
TriggerAll=enemynear(floor(fvar(36))),movetype!=H
TriggerAll=enemynear(floor(fvar(36))),StateType != A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(41)=1||helper(25010),var(40)=1
triggerall=ctrl||stateno=100
Trigger1=var(30) = [1,7]
Trigger2=enemynear(floor(fvar(36))),movetype=I
Trigger2=enemynear(floor(fvar(36))),stateno!=[38,41]
Trigger2=helper(30020),var(58)=0&&Enemy,NumProj = 0
Trigger2=helper(30020),var(2)=0

[State -3,Ԃ]
Type     = ChangeState
value = 1500
TriggerAll=(Var(30)>1&&Random<=40)
TriggerAll=StateType != A
TriggerAll=enemynear(floor(fvar(36))),Alive
TriggerAll=enemynear(floor(fvar(36))),statetype!=L
TriggerAll=enemynear(floor(fvar(36))),statetype!=A
triggerAll = fvar(37)>=0
TriggerAll = enemynear(floor(fvar(36))),stateno!=[5000,5210]
triggerAll = P2BodyDist X<=90
triggerAll = var(30)<10
triggerAll = P2Dist X>=0
trigger1 = stateno = 440 && movecontact
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 215 && movecontact
trigger6 = stateno = 220 && movecontact
trigger7 = stateno = 225 && movecontact
trigger8 = stateno = 230 && movecontact
trigger9 = stateno = 235 && movecontact
trigger10= stateno = 240 && movecontact
trigger11= stateno = 245 && movecontact
trigger12= stateno = 250 && movecontact
trigger13= stateno = 255 && movecontact
trigger14= stateno = 400 && movecontact
trigger15= stateno = 410 && movecontact
trigger16= stateno = 420 && movecontact
trigger17= stateno = 430 && movecontact

[State -3,]
Type     = ChangeState
Value    = 430
Triggerall=var(30) > 1
Triggerall=var(30) < 10
Triggerall=StateType != A
triggerall=Roundstate = 2
Triggerall=fvar(35)<=1
Triggerall=var(16)>=120||var(23)
Triggerall=var(16)>=40
Triggerall=fvar(28)=0
Triggerall=Random <= 80
Triggerall=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),Stateno=[120,159]
TriggerAll=enemynear(floor(fvar(36))),StateType != A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
Triggerall=helper(25010),var(59)=0
Triggerall=helper(32000),var(58)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(40)=1
triggerall=enemynear(floor(fvar(36))),movetype = H
Triggerall=!inguarddist
trigger1=stateno=440 && moveguarded
;
;󒆍U
;

[State -3,󒆎LbN]
Type     = ChangeState
Value    = 600
Triggerall=var(30) > 1
Triggerall=StateType = A
triggerall=Roundstate = 2
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=fvar(33)<=4
Triggerall=fvar(37)>=0
TriggerAll=enemynear(floor(fvar(36))),StateType != A
TriggerAll=enemynear(floor(fvar(36))),StateType != C
TriggerAll=enemynear(floor(fvar(36))),StateType != L
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(41)=1||helper(25010),var(40)=1
Triggerall=vel y>=0
triggerall=ctrl||stateno=50||stateno=110
Trigger1=facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=120
Trigger1=p2bodydist y-helper(25000),fvar(6)<=40
Trigger1=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*6)<=55+vel x*6

[State -3,󒆃LbN]
Type     = ChangeState
Value    = 630
Triggerall=var(30) > 1
Triggerall=StateType = A
triggerall=Roundstate = 2
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=fvar(33)<=4
Triggerall=fvar(37)>=0
TriggerAll=enemynear(floor(fvar(36))),StateType != A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(41)=1||helper(25010),var(40)=1
Triggerall=vel y>=0
Triggerall=var(23)!=0
triggerall=ctrl||stateno=50||stateno=110
Trigger1=NumHelper(1010)>0
Trigger1=P2BodyDist X=[-30+vel x*6,30+vel x*6]
Trigger1=p2bodydist y-helper(25000),fvar(6)<=55
Trigger2=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*12)<=55+vel x*12
Trigger2=p2bodydist y-helper(25000),fvar(6)<=55&&stateno=110

[State -3,󒆃LbN]
Type     = ChangeState
Value    = ifelse((random%2||P2stateno=[400,440]),640,630)
Triggerall=var(30) > 1
Triggerall=StateType = A
triggerall=Roundstate = 2
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=fvar(33)<=4
Triggerall=fvar(37)>=0
TriggerAll=enemynear(floor(fvar(36))),StateType != A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(41)=1||helper(25010),var(40)=1
Triggerall=vel y>=0
triggerall=ctrl||stateno=50||stateno=110
Trigger1=NumHelper(1010)>0
Trigger1=P2BodyDist X=[-30+vel x*6,30+vel x*6]
Trigger1=p2bodydist y-helper(25000),fvar(6)<=55
Trigger2=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*12)<=55+vel x*12
Trigger2=p2bodydist y-helper(25000),fvar(6)<=55&&stateno=110

[State -3,󒆋LbN]
Type     = ChangeState
Value    = 640
Triggerall=var(30) > 1
Triggerall=StateType = A
triggerall=Roundstate = 2
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=EnemyNear,Gethitvar(hitcount)<=3
Triggerall=fvar(37)>=0
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*12)<=55+vel x*12
TriggerAll=facing*(helper(25000+(facing=-1)*10),pos x-pos x)>=120
TriggerAll=enemynear(floor(fvar(36))),StateType != A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(41)=1||helper(25010),var(40)=1
trigger1=stateno=110
Trigger1=p2bodydist y-helper(25000),fvar(12)<=90
Trigger1=enemynear(floor(fvar(36))),StateType = S
trigger2=stateno=110
Trigger2=p2bodydist y-helper(25000),fvar(12)<=40
Trigger2=enemynear(floor(fvar(36))),StateType = C
Trigger3=enemynear(floor(fvar(36))),movetype!=H
Trigger3=enemynear(floor(fvar(36))),stateno!=[120,159]
trigger3=ctrl||stateno=115||(stateno=[120,149])||stateno=50
Trigger3=vel y>0
trigger3=helper(30020),fvar(8)>-60||(helper(30020),fvar(10)!=[-30,70])||!helper(30020),var(58)
Trigger3=p2bodydist y-helper(25000),fvar(12)<=70||p2bodydist y=[70,98]
trigger4=stateno=630 && movecontact && pos y<-45
Trigger4=enemynear(floor(fvar(36))),movetype=H
Trigger4=enemynear(floor(fvar(36))),StateType!=A

[State -3,ǂ݂Ă]
Type     = ChangeState
Value    = 650
Triggerall=var(30) > 1
Triggerall=StateType = A
triggerall=Roundstate = 2
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=fvar(33)<=4
Triggerall=fvar(37)>=0
Triggerall=P2Dist X>=-5
TriggerAll=P2BodyDist X<=40
triggerAll=helper(30020),fvar(8)>-60||(helper(30020),fvar(10)!=[-30,70])||!helper(30020),var(58)
TriggerAll=enemynear(floor(fvar(36))),movetype!=A
TriggerAll=enemynear(floor(fvar(36))),StateType != A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(41)=1
Triggerall=!inguarddist
Trigger1=Random <= 50
trigger1=stateno=110
Trigger2=enemynear(floor(fvar(36))),movetype!=H
Trigger2=(enemynear(floor(fvar(36))),stateno!=[120,159])
trigger2=ctrl||stateno=115
Trigger2=vel y>0

[State -3,󒆃_bV]
Type     = ChangeState
Value    = 110
Triggerall=var(30) > 1
Triggerall=StateType = A
triggerall=Roundstate = 2
Triggerall=fvar(35)=0
Triggerall=fvar(28)=0
TriggerAll=fvar(37)>=0
triggerall = stateno != 110
triggerall = stateno != 111
triggerall = stateno != 115
TriggerAll=enemynear(floor(fvar(36))),Stateno=[120,159]
triggerall = pos y <= -40&&helper(25010),var(24)=0 
TriggerAll=enemynear(floor(fvar(36))),StateType != A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(40)=1
triggerall=enemynear(floor(fvar(36))),movetype = H
Triggerall=!inguarddist
trigger1=stateno=50||ctrl

[State -3,󕑉a]
Type     = ChangeState
Value    = 2200
Triggerall=var(30) > 1
Triggerall=StateType = A
triggerall=Roundstate = 2
Triggerall=fvar(35)=0
Triggerall=power>=1000
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=fvar(37)>=0
Triggerall=P2Dist X>=0
Triggerall=var(30)>9||enemynear(floor(fvar(36))),time>=20||Random<=120
TriggerAll=enemynear(floor(fvar(36))),movetype!=H
TriggerAll=enemynear(floor(fvar(36))),movetype=A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=enemynear(floor(fvar(36))),StateType != C
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(41)=1||helper(25010),var(40)=1
triggerall=ctrl||stateno=50||stateno=110||stateno=115||stateno=40||(stateno=[120,149])||stateno=[600,640]
Triggerall=(p2bodydist y=[-35,35])||P2BodyDist y+helper(25010),fvar(13)=[-50,40]
Trigger1=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*13)<=60
Trigger1=enemynear(floor(fvar(36))),animtime<=-12
Trigger2=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*13)<=120
Trigger2=enemynear(floor(fvar(36))),animtime<=-20

[State -3,u[]
Type     = ChangeState
Value    = 1300
Triggerall=var(30) > 1
Triggerall=StateType = A
triggerall=Roundstate = 2
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=fvar(37)>=0
Triggerall=P2Dist X>=0
Triggerall=P2BodyDist X>=60
TriggerAll=enemynear(floor(fvar(36))),movetype!=H
TriggerAll=enemynear(floor(fvar(36))),stateno<1000
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=enemynear(floor(fvar(36))),StateType = A||(enemynear(floor(fvar(36))),stateno=[200,640])
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(41)=1||helper(25010),var(40)=1
triggerall=ctrl||stateno=50||stateno=110||stateno=115||stateno=40||(stateno=[120,149])
Triggerall=(p2bodydist y=[-35,35])||P2BodyDist y+helper(25010),fvar(13)=[-50,40]
Trigger1=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*18)<=60
Trigger1=enemynear(floor(fvar(36))),animtime<=-12
Trigger2=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*18)<=120
Trigger2=enemynear(floor(fvar(36))),animtime<=-20
Trigger3=enemynear(floor(fvar(36))),stateno<199
Trigger3=enemynear(floor(fvar(36))),StateType = A
Trigger3=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*18)<=120

[State -3,BackStep];ޯï
Type = ChangeState
Value = 115
TriggerAll=NumEnemy>0
TriggerAll=var(30)>0
TriggerAll=statetype=A
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
triggerall = pos y <= -40 && var(28)%4<2 && var(28)%16<8;==changed
Triggerall=fvar(28)=0
Triggerall=fvar(33)=0
Triggerall=EnemyNear,Gethitvar(hitcount)<=5
Triggerall=P2bodyDist X<=50
TriggerAll=enemynear(floor(fvar(36))),movetype=H
TriggerAll=enemynear(floor(fvar(36))),stateno=[120,159]
TriggerAll=enemynear(floor(fvar(36))),StateType != L
TriggerAll=enemynear(floor(fvar(36))),StateType != A
Trigger1=prevstateno=1300
Trigger1=stateno=40||stateno=45

;
;iZӂ@
;


[State -3]
Type     = ChangeState
Value    = ifelse((prevstateno!=600&&Random <= 200),1300,640)
Triggerall=var(30)>1
Triggerall=StateType = A
triggerall=Roundstate = 2
TriggerAll=fvar(37)>=0
TriggerAll=P2BodyDist X>=0+vel x*3
TriggerAll=enemynear(floor(fvar(36))),StateType != A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
triggerall=enemynear(floor(fvar(36))),movetype = H
triggerall=enemynear(floor(fvar(36))),stateno=[120,159]
Triggerall=!inguarddist
trigger1=stateno=630 && moveguarded

[State -3]
Type     = ChangeState
Value    = 630
Triggerall=var(30)>1
Triggerall=StateType = A
triggerall=Roundstate = 2
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
TriggerAll=fvar(37)>=0
Triggerall=fvar(28)=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
TriggerAll=enemynear(floor(fvar(36))),StateType != A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
Triggerall=helper(25010),var(40)=1
triggerall=enemynear(floor(fvar(36))),movetype = H
;triggerall=enemynear(floor(fvar(36))),stateno=[120,159]
Triggerall=!inguarddist
trigger1=stateno=600 && movecontact

[State -3,󒆃_bV]
Type     = ChangeState
Value    = 110
Triggerall=var(30) > 1
Triggerall=StateType = A
triggerall=Roundstate = 2
Triggerall=fvar(35)=0
TriggerAll=fvar(37)>=0
Triggerall=fvar(28)=0
Triggerall=EnemyNear,Gethitvar(hitcount)=1
TriggerAll=enemynear(floor(fvar(36))),StateType != A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(29)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(40)=1
triggerall=enemynear(floor(fvar(36))),movetype = H
triggerall=enemynear(floor(fvar(36))),stateno!=[120,159]
Triggerall=!inguarddist
trigger1=stateno=651 && ctrl

[State -3,󒆃_bV]
Type     = ChangeState
Value    = 110
Triggerall=var(30) > 1
Triggerall=StateType = A
triggerall=Roundstate = 2
Triggerall=fvar(35)=0
TriggerAll=fvar(37)>=0
Triggerall=fvar(28)=0
Triggerall=EnemyNear,Gethitvar(hitcount)=0
TriggerAll=enemynear(floor(fvar(36))),StateType != A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(29)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(40)=1
triggerall=enemynear(floor(fvar(36))),movetype = H
triggerall=enemynear(floor(fvar(36))),stateno=[120,159]
Triggerall=!inguarddist
trigger1=stateno=40 && prevstateno=1300


[State -3,]
Type     = ChangeState
Value    = 430
Triggerall=var(30) > 1
Triggerall=StateType != A
triggerall=Roundstate = 2
Triggerall=fvar(35)=0
TriggerAll=fvar(37)>=0
Triggerall=fvar(28)=0
Triggerall=fvar(8)<=5
TriggerAll=enemynear(floor(fvar(36))),StateType != A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(29)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(40)=1
triggerall=enemynear(floor(fvar(36))),movetype = H
Triggerall=!inguarddist
trigger1=stateno=400 && movehit
trigger2=stateno=205 && movehit

[State -3,]
Type     = ChangeState
Value    = 430
Triggerall=var(30) > 1
Triggerall=StateType != A
triggerall=Roundstate = 2
Triggerall=fvar(37)>=0
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=fvar(33)=0
TriggerAll=enemynear(floor(fvar(36))),StateType != A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(40)=1
triggerall=enemynear(floor(fvar(36))),movetype != A
triggerall=enemynear(floor(fvar(36))),movetype != H
TriggerAll=P2BodyDist X<=40+vel x*7
Triggerall=!inguarddist
Trigger1=helper(25010),var(1)<5||helper(25000),var(42)
trigger1=Ctrl ||(stateno = [20,21])||stateno=[100,101]
trigger1=Random <= var(30)*10
Trigger2=enemynear(floor(fvar(36))),Stateno=[120,159]
trigger2=stateno=52 
trigger3=stateno=440 && moveguarded
trigger4=stateno=215 && moveguarded

[State -3,Wv]
Type     = ChangeState
Value    = 40
Triggerall=var(30) > 1
Triggerall=StateType != A
triggerall=Roundstate = 2
Triggerall=fvar(35)<=1
Triggerall=fvar(28)=0
Triggerall=Enemy,NumProj = 0
TriggerAll=enemynear(floor(fvar(36))),Stateno=[120,159]
TriggerAll=enemynear(floor(fvar(36))),StateType != A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
Triggerall=helper(25010),var(59)=0
Triggerall=helper(32000),var(58)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(40)=1
triggerall=enemynear(floor(fvar(36))),movetype = H
Triggerall=!inguarddist
trigger1=stateno=440 && moveguarded
trigger2=stateno=430 && moveguarded
trigger2=(Random<=var(30)*30&&helper(25010),var(1)<=4)||vel x>1||Random<=100
trigger3=helper(25000),var(6)>=10
trigger3=stateno=430 && moveguarded
trigger3=Random<=var(30)*100

[State -3,]
Type     = ChangeState
Value    = ifelse(var(30)<10&&Random<=200&&stateno!=52,430,245)
Triggerall=var(30) > 1
Triggerall=StateType != A
triggerall=Roundstate = 2
Triggerall=fvar(35)=0
TriggerAll=fvar(37)>=0
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*14)<=30
Triggerall=fvar(28)=0
TriggerAll=enemynear(floor(fvar(36))),StateType != A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(40)=1
triggerall=enemynear(floor(fvar(36))),movetype = H
Triggerall=!inguarddist
trigger1=stateno=430 && moveguarded=1
trigger2=stateno=52

[State -3,]
Type     = ChangeState
Value    = 440
Triggerall=var(30) > 1
Triggerall=StateType != A
triggerall=Roundstate = 2
Triggerall=fvar(35)=0
Triggerall=fvar(37)>=0
Triggerall=!helper(25000),var(42)
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*12)<=90||(helper(25010),var(2)>=1&&var(16)>=100)
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*12)<=180
Triggerall=fvar(28)=0
Triggerall=helper(25000),var(6)>=13||helper(25010),var(1)<=3||(P2stateno=[5000,5300])||movehit
TriggerAll=enemynear(floor(fvar(36))),StateType != A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(40)=1
triggerall=enemynear(floor(fvar(36))),movetype = H
Triggerall=!inguarddist
Trigger1=P2BodyDist X=[40,80+vel x*12]
trigger1=stateno=430 && movecontact=1
trigger2=stateno=245 && movecontact=1
trigger3=stateno=52 
trigger3=P2BodyDist X<=50||helper(25000),var(6)>=12
trigger4=stateno=430 && movehit
Trigger5=fvar(33)<=2
trigger5=stateno=200 && movehit
trigger6=stateno=240 && moveguarded=1
Trigger6=fvar(33)<=2
trigger7=stateno=240 && movehit
Trigger7=var(16)<100
Trigger7=fvar(33)<=2

[State -3,oj]
Type     = ChangeState
Value    = ifelse((var(16)>=180&&facing*(helper(25000+(facing=-1)*10),pos x-pos x)<=660&&var(4)<6),440,320)
Triggerall=var(30) > 1
Triggerall=StateType != A
triggerall=Roundstate = 2
Triggerall=fvar(35)=0
Triggerall=fvar(37)>=0
Triggerall=fvar(28)=0
TriggerAll=var(16)>=100
TriggerAll=enemynear(floor(fvar(36))),StateType != A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(40)=1
triggerall=enemynear(floor(fvar(36))),movetype = H
Triggerall=!inguarddist
trigger1=stateno=240 && movehit
Trigger1=fvar(8)<=3
trigger2=stateno=245 && movehit

[State -3,]
Type     = ChangeState
Value    = 240
Triggerall=var(30) > 1
Triggerall=StateType != A
triggerall=Roundstate = 2
Triggerall=fvar(35)=0
TriggerAll=fvar(37)>=0
Triggerall=fvar(28)=0
Triggerall=fvar(8)<=3
TriggerAll=enemynear(floor(fvar(36))),StateType != A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(40)=1
triggerall=enemynear(floor(fvar(36))),movetype = H
Triggerall=!inguarddist
Triggerall=helper(25000),var(6)>=14||(enemynear(floor(fvar(36))),stateno!=[120,159])
trigger1=stateno=230 && movecontact

;
;n㗧
;

[State -3, Wv]
type = ChangeState
value = 40
triggerall = var(30) > 5
triggerall = Roundstate = 2
triggerall = statetype != A
TriggerAll =fvar(37)>=0
Triggerall=helper(25010),var(41)=1
Triggerall=helper(25010),var(29)!=6
triggerall = Ctrl ||(stateno = [10,12])||(stateno = [20,21])||(stateno = 100)||(stateno = [120,149])
trigger1   = (helper(30020),fvar(8)>=-60)&&(helper(30020),fvar(6)>=0)
trigger1   = helper(30020),fvar(10)-helper(30020),fvar(7)*5=[15,80]
trigger1   = helper(30020),var(58)
trigger1 = enemynear(floor(fvar(36))),stateno=[200,999]
trigger1   = p2statetype != L 
trigger1   = (p2bodydist X >=180)
trigger1   = p2movetype != H 
trigger1   = Random <= var(30)*30
trigger1 = (playerID(var(57)),hitdefattr = SC,NA,SA)||(p2bodydist X >=180)
trigger1   = enemynear(floor(fvar(36))),animtime <= -50||(p2bodydist X >=180)
trigger2   = p2bodydist X >=100
trigger2   = p2movetype != H 
Trigger2   = !inguarddist
trigger2 = enemynear(floor(fvar(36))),movetype = A
trigger2 = enemynear(floor(fvar(36))),stateno<1000
trigger2   = !helper(30020),var(58)
trigger2   = p2statetype != L && p2statetype != A
trigger2   = Random <= var(30)*40
trigger3 = enemynear(floor(fvar(36))),statetype=L||enemynear(floor(fvar(36))),stateno=15110
trigger3 = enemynear(floor(fvar(36))),statetype!=A
trigger3 = enemynear(floor(fvar(36))),vel y=0
Trigger3 = P2BodyDist X<60
Trigger3 = Random <= 30
trigger3 = var(30) >= 1
trigger3 = enemynear(floor(fvar(36))),movetype != H
trigger4 = helper(25010),fvar(8)>-50&&(helper(25010),fvar(10)=[60,140])&&(helper(25010),fvar(7)>1)
Trigger4 = P2BodyDist X<=100
trigger4 = var(30) >= 1
trigger4 = enemynear(floor(fvar(36))),movetype != H


[State -3,BackStep];ޯï
Type = ChangeState
Value = 105
TriggerAll=NumEnemy>0
TriggerAll=var(30)>0
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=fvar(33)=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(41)=1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType!=H
triggerAll=!enemynear(floor(fvar(36))),ctrl
TriggerAll=P2StateNo!=[120,159]
TriggerAll=Ctrl||(StateNo=[10,22])
TriggerAll=BackEdgeBodyDist>50
Trigger1 = P2BodyDist X-EnemyNear(fvar(36)),vel x*13=[0,90]
Trigger1 = Random<var(30)*3

;
[State -3, Stand Light Punch]
type = ChangeState
value = 21
triggerall=var(30)>0
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=fvar(33)=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(41)=1
triggerall = roundstate=2
Triggerall = !inguarddist
triggerall = enemynear(floor(fvar(36))),movetype!=A
triggerall = statetype != A
triggerall = stateno!=21
triggerall = stateno!=100
triggerall = (ctrl||stateno=3||stateno=13)
triggerall = stateno=0||1
triggerall =  P2bodydist X>=40
trigger1 = enemynear(floor(fvar(36))),statetype=L
trigger1 = Random <= var(30)*20
trigger2 = Random <= var(30)*9

;
[State -3, Stand Light Punch]
type = ChangeState
value = 22
triggerall=var(30)>0
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=fvar(33)=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(41)=1
triggerall = roundstate=2
Triggerall = !inguarddist
triggerall = statetype != A
triggerall = stateno!=22
triggerall = stateno!=100
triggerall = (ctrl||stateno=3||stateno=13)||stateno=21
triggerall = stateno=0||1
triggerall =  P2bodydist X<=40
trigger1 = enemynear(floor(fvar(36))),statetype=L
trigger1 = Random <= var(30)*20
trigger2 = Random <= var(30)*9

[State -3,_bV]
Type     = ChangeState
Value    = 100
Triggerall = var(30) > 1
Triggerall = stateno != [100,101]
Triggerall = StateType != A
triggerall = Roundstate = 2
Triggerall=fvar(35)=0
Triggerall=fvar(28)=0
Triggerall=fvar(33)=0||(enemynear(floor(fvar(36))),stateno=[550,553])
Triggerall=helper(25010),var(59)=0
Triggerall=helper(30020),var(58)=0||helper(30020),fvar(10)<-5||helper(30020),fvar(8)<-100
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(41)=1
Triggerall=Enemy,NumProj = 0
triggerall = enemynear(floor(fvar(36))),movetype != A
Triggerall = !inguarddist
triggerall = Ctrl||(stateno = [20,22])
triggerall = Random <= var(30)*30||NumHelper(2102)>0||(enemynear(floor(fvar(36))),stateno=[550,553])
Trigger1 = P2BodyDist X >= 80
Trigger1 = (enemynear(floor(fvar(36))),MoveType = I)||(P2stateno = [120,159])
Trigger2 = P2BodyDist X >= 150
Trigger3=enemynear(floor(fvar(36))),movetype = H
Trigger3=enemynear(floor(fvar(36))),movetype != A
Trigger3=(enemynear(floor(fvar(36))),stateno=[350,351])||helper(25000),var(5)>0
Trigger4=(enemynear(floor(fvar(36))),stateno=[550,553])
Trigger4=enemynear(floor(fvar(36))),movetype = H
Trigger4=enemynear(floor(fvar(36))),movetype != A
Trigger4=facing*(helper(25000+(facing=-1)*10),pos x-pos x)>=100

;
;󒆗
;
[State -3]
Type     = ChangeState
Value    = 41
Triggerall = var(30) > 1
Triggerall = StateType!=A
triggerall = Roundstate = 2
Triggerall=fvar(35)=0
Triggerall=fvar(28)=0
Triggerall=frontEdgeBodyDist>=180
Triggerall=P2BodyDist x>=150
Triggerall=EnemyNear,Gethitvar(hitcount)<=5||enemynear(floor(fvar(36))),stateno=[120,159]
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(29)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(54)=0
Triggerall=helper(25000),var(37)=0
Triggerall=helper(25010),var(41)=1
Triggerall=(Enemy,NumProj||helper(30020),var(58)&&helper(30020),fvar(8)>-60)
triggerall = enemynear(floor(fvar(36))),statetype!=A
trigger1 = ctrl||(stateno=[120,140])||stateno=21

[State -3]
Type     = ChangeState
Value    = 42
Triggerall = var(30) > 1
Triggerall = StateType!=A
triggerall = Roundstate = 2
Triggerall=fvar(35)=0
Triggerall=fvar(28)=0
Triggerall=backEdgeBodyDist>=100
Triggerall=P2BodyDist x<=150
Triggerall=EnemyNear,Gethitvar(hitcount)<=5||enemynear(floor(fvar(36))),stateno=[120,159]
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(29)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(54)=0
Triggerall=helper(25000),var(37)=0
Triggerall=helper(25010),var(41)=1
Triggerall=(Enemy,NumProj||helper(30020),var(58)&&helper(30020),fvar(8)>-60)
triggerall = enemynear(floor(fvar(36))),statetype!=A
trigger1 = ctrl||(stateno=[120,140])||stateno=21

[State -3]
Type     = ChangeState
Value    = 1300
Triggerall = var(30) > 1
Triggerall = StateType=A
triggerall = Roundstate = 2
Triggerall=fvar(35)=0
Triggerall=fvar(28)=0
Triggerall=facing*(helper(25000+(facing=-1)*10),pos x-pos x)>=110
;Triggerall=EnemyNear,Gethitvar(hitcount)<=5||enemynear(floor(fvar(36))),stateno=[120,159]
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(29)=0
Triggerall=helper(30020),var(58)=0||helper(30020),fvar(10)<-5||helper(30020),fvar(8)<-100
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(54)=0
Triggerall=helper(25000),var(37)=0
Triggerall=helper(25010),var(41)=1
Triggerall=Enemy,NumProj = 0
triggerall = enemynear(floor(fvar(36))),statetype=A
Triggerall = !inguarddist
triggerall = (stateno=[40,45])||stateno=110
trigger1 = prevstateno=1300

[State -3]
Type     = ChangeState
Value    = 610
Triggerall = var(30) > 1
Triggerall = StateType=A
triggerall = Roundstate = 2
Triggerall=fvar(35)=0
Triggerall=fvar(28)=0
Triggerall=EnemyNear,Gethitvar(hitcount)<=5||enemynear(floor(fvar(36))),stateno=[120,159]
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(30)=0
Triggerall=helper(25010),var(29)=0
Triggerall=helper(30020),var(58)=0||helper(30020),fvar(10)<-5||helper(30020),fvar(8)<-100
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(54)=0
Triggerall=helper(25000),var(37)=0
Triggerall=helper(25010),var(41)=1
Triggerall=Enemy,NumProj = 0
triggerall = enemynear(floor(fvar(36))),statetype=A
Triggerall = !inguarddist
trigger1 = stateno=600&&movecontact=2

[State -3,BackStep];ޯï
Type = ChangeState
Value = 115
TriggerAll=NumEnemy>0
TriggerAll=var(30)>0
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
triggerall = pos y <= -40 && var(28)%4<2 && var(28)%16<8;==changed
Triggerall=fvar(28)=0
Triggerall=fvar(33)=0
Triggerall=P2bodyDist X>0
triggerall = stateno != 110
triggerall = stateno != 111
triggerall = stateno != 115
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(41)=1
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=[120,159]
TriggerAll=Ctrl||stateno=50||stateno=120||stateno=132
TriggerAll=BackEdgeBodyDist>50
TriggerAll=NumHelper(1010)=0
trigger1 = pos y <= -75
trigger1 = fvar(31)=0||P2statetype!=A
Trigger1 =P2MoveType!=A
Trigger1 = P2BodyDist X-EnemyNear(fvar(36)),vel x*13=[0,90]
Trigger1 = Random<20
trigger2 = pos y <= -75
Trigger2 = helper(32000),fvar(10)-helper(32000),fvar(7)=[0,150]
Trigger3 = EnemyNear(fvar(36)),movetype=A
Trigger3 = EnemyNear(fvar(36)),stateno>=1000
Trigger3 = P2BodyDist X-EnemyNear(fvar(36)),time<=10
Trigger3 = Random<var(30)*30
trigger4 = (helper(30020),fvar(8)<-60)&&(helper(30020),fvar(10)=[0,70])
Trigger4 = Random<var(30)*30
Trigger4 = Random<var(30)*30

[State -3,BackStep];ޯ
Type = ChangeState
Value = 110
TriggerAll=var(30)>0
triggerall=pos y<=-40&&helper(25010),var(24)=0
Triggerall=helper(25010),var(41)=1
triggerall = pos y <= -30 && var(28)%4<2 && var(28)%16<8
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
Trigger1=P2MoveType!=H
Trigger1=stateno=1000||NumHelper(1010)>0
Trigger1 = P2BodyDist X>=40
Trigger1 = ctrl||stateno=50||(stateno=1000&&time>=48)
Trigger2 = ctrl
Trigger2=P2MoveType!=H
Trigger2 = P2BodyDist X<=-50
Trigger2 = frontEdgeBodyDist>40
Trigger3 = pos y=[-80,-40]
Trigger3 = P2MoveType!=H
Trigger3 = P2BodyDist X=[30,160]
Trigger3 = ctrl||stateno=50
Trigger3 = P2statetype!=A
Trigger3 = Random <= 120||P2movetype=A
Trigger3 = P2stateno!=[5000,5110]
Trigger3 = P2movetype!=H
Trigger3 = vel x>0||(P2movetype=A&&P2stateno<1000)
Trigger4 = (stateno=[650,651])&&ctrl
Trigger4 = P2stateno=[5000,5210]

[State -3]
Type = ChangeState
Value = 1100
TriggerAll=var(30)>0
TriggerAll=fvar(37)>=0
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=fvar(33)=0
Triggerall=vel y>-2
Triggerall=helper(25010),var(29)=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(40)=1
Triggerall = Enemy,NumProj=0
Triggerall = enemynear(floor(fvar(36))),StateType != L
Triggerall = enemynear(floor(fvar(36))),MoveType != H
triggerall = statetype = A
triggerall = !helper(30020),var(58)||(Pos y-helper(30020),fvar(8)<17&&Pos y-helper(30020),fvar(8)!=0)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X>=80
TriggerAll=ctrl||stateno=115||stateno=50||stateno=651
Trigger1=P2StateNo!=[120,159]
trigger1=pos y<= -70
Trigger1=Random<var(30)*20||stateno=115
Trigger2=P2StateNo=[120,159]
trigger2=pos y<=-30
Trigger2=prevstateno=650

[State -3,tD[]
Type = ChangeState
Value = 1000
TriggerAll=NumEnemy>0
Triggerall=vel y>=-2||pos y<-150
TriggerAll=var(30)>0
TriggerAll=fvar(37)>=0
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=fvar(33)=0
Triggerall=inguarddist||1
triggerall=numhelper(1010) = 0
Triggerall=helper(25010),var(29)=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(40)=1
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=pos y<-70
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
Trigger1 = P2BodyDist X>=80||P2BodyDist y>=130
Trigger1 = ctrl||stateno=50||(stateno=[110,115])||stateno=651||stateno=120||stateno=132

[State -3,BackStep];󒆃Wv
Type = ChangeState
Value = 45
TriggerAll=NumEnemy>0
TriggerAll=var(30)>0
Triggerall=fvar(35)=0
Triggerall=fvar(30)=0
Triggerall=fvar(28)=0
Triggerall=fvar(33)=0
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(41)=1
TriggerAll=enemynear(floor(fvar(36))),movetype!=H
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=[120,159]
TriggerAll=pos y <= -56 && (var(28)%2<1||var(28)%32<16) && var(28)%4<2
TriggerAll=pos y <= -70||vel y>0||NumHelper(1010)>0
Trigger1 =ctrl&&stateno!=40
Trigger1 = P2BodyDist X>=90
Trigger2 = P2BodyDist X=[60,150]
Trigger2 = stateno=1000 && time>=48

[State -3,OCu]
Type     = ChangeState
Value    = 300
Triggerall=var(30) > 1
Triggerall=StateType != A
triggerall=Roundstate = 2
Triggerall=fvar(35)=0
Triggerall=EnemyNear,Gethitvar(hitcount)<=3
Triggerall=fvar(37)>=0
TriggerAll=enemynear(floor(fvar(36))),stateno!=[120,159]
TriggerAll=P2BodyDist X-(enemynear(floor(fvar(36))),Vel X*12)<=150
Triggerall=fvar(28)=0
TriggerAll=enemynear(floor(fvar(36))),StateType != A
TriggerAll=enemynear(floor(fvar(36))),StateType != L
Triggerall=helper(25010),var(59)=0
Triggerall=helper(25010),var(55)=0
Triggerall=helper(25010),var(40)=1
triggerall=enemynear(floor(fvar(36))),movetype = H
Triggerall=!inguarddist
Trigger1=stateno=52

;Wv
[State -3]
type = ChangeState
value = 0
ctrl=1
TriggerAll = var(30) > 0
TriggerAll = StateNo=40
TriggerAll = statetype!=A
Trigger1 = var(30)>5
Trigger1 = enemynear(floor(fvar(36))),movetype=H
Trigger1 = enemynear(floor(fvar(36))),stateno!=15110
Trigger1 = prevstateno<200
Trigger1 = helper(25010),var(54)<=2||prevstateno<40
Trigger2 = fvar(37)<-5||enemynear(floor(fvar(36))),ctrl
Trigger2 = P2BodyDist X<=60
Trigger2 = var(30)>9
Trigger2 = helper(30020),var(58)=0&&Enemy,NumProj = 0
Trigger2 = enemynear(floor(fvar(36))),movetype!=H
Trigger2 = enemynear(floor(fvar(36))),statetype!=A
Trigger2 = sysvar(1)>0

[State -3, Wv]
type = ChangeState
value = ifelse(backEdgeBodyDist<=40,41,42)
triggerall = var(30) > 0
triggerall = Roundstate = 2
triggerall = statetype != A
TriggerAll =fvar(37)>=0
Trigger1 =!InGuardDist||P2BodyDist x>=140
Trigger1 = enemynear(floor(fvar(36))),movetype!=A||P2BodyDist x>=140
trigger1 = Ctrl
trigger1 = power>=200
Trigger1 = RoundState = 2
Trigger1 = enemynear(floor(fvar(36))),movetype!=H
Trigger1 = enemynear(floor(fvar(36))),statetype!=A
trigger1 = Random<=var(30)*20
trigger2 = Ctrl||(stateno=[120,149])||stateno=100
Trigger2 = helper(30020),fvar(7)=[0,150]
Trigger2 = enemynear(floor(fvar(36))),movetype!=H
Trigger2 = enemynear(floor(fvar(36))),Name="SISSY"
Trigger2 = enemynear(floor(fvar(36))),NumHelper(1310);VV[^

;Wv
[State -3]
type = ChangeState
value = 120
TriggerAll = var(30) > 0
TriggerAll = StateNo=40
TriggerAll = statetype!=A
Trigger1 = var(30)>9
Trigger1 = enemynear(floor(fvar(36))),movetype=A
Trigger1 = enemynear(floor(fvar(36))),stateno!=15110
Trigger1 = enemynear(floor(fvar(36))),statetype=A
Trigger1 = P2BodyDist X=[-20,29]

;Wv
[State -3]
type = ChangeState
value = 0
ctrl=1
TriggerAll = var(30) > 0
TriggerAll = StateNo=500
TriggerAll = statetype!=A
Trigger1 = enemynear(floor(fvar(36))),movetype!=H
Trigger1 = EnemyNear,Gethitvar(hitcount)=0
Trigger1 = P2BodyDist x<=-40||enemynear(floor(fvar(36))),movetype=A||inguarddist||P2BodyDist x>=50

[State -3,obNXebv]
Type     = ChangeState
value = 105
TriggerAll=(Var(30)>=1&&Random<=Var(30)*130)
TriggerAll=enemynear(floor(fvar(36))),Alive
TriggerAll=fvar(37)>=0
TriggerAll=backEdgeBodyDist>=40
TriggerAll=prevstateno!=2600
TriggerAll=var(30)>9
TriggerAll=enemynear(floor(fvar(36))),movetype!=H
triggerall=Ctrl||(stateno=101)||(stateno=[10,11])||(stateno=[120,149])||((stateno=[150,155])&&hitover&&time>0)
TriggerAll=StateType != A
Trigger1=P2BodyDist X>30
Trigger1=fvar(37)=1
Trigger1=enemynear(floor(fvar(36))),time>=50||var(30)>8||Var(30)*5
Trigger1=enemynear(floor(fvar(36))),statetype!=L
Trigger1=enemynear(floor(fvar(36))),movetype=A
Trigger1=enemynear(floor(fvar(36))),animtime<=-5
Trigger2=enemynear(floor(fvar(36))),statetype=L
Trigger2=enemynear(floor(fvar(36))),statetype!=A
Trigger2=P2BodyDist X=[-20,20]

[State -3,oj]
Type = ChangeState
value = 321
TriggerAll=var(30) > 1
TriggerAll=RoundState = 3
TriggerAll=StateType != A
TriggerAll=!InGuardDist
TriggerAll=Random <= var(30)*150
trigger1 = stateno=320
trigger1 = animtime=0

[State -3]
type = ChangeState
value = 1000
TriggerAll = var(30) > 0
TriggerAll = statetype=A
TriggerAll = roundstate=3
TriggerAll = fvar(35)=7
TriggerAll = power>=1000
TriggerAll = enemynear(floor(fvar(36))),life<=0&&p2life<=0
trigger1 = stateno = 600 && movehit

[State -3]
type = ChangeState
value = 320
TriggerAll = var(30) > 0
TriggerAll = statetype!=A
TriggerAll = P2BodyDist X<=120
TriggerAll = roundstate=3&&!var(11)&&!fvar(30)
TriggerAll = enemynear,stateno!=5150
TriggerAll = prevstateno!=321
TriggerAll = enemynear(floor(fvar(36))),life<=0&&p2life<=0
TriggerAll = enemynear(floor(fvar(36))),statetype=A||power<=1000||fvar(38)>0
trigger1 = stateno = 440 && (AnimElem=2,<0||movecontact||animelem=5,>0)
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 210 && (movecontact||animelem=4,>0)
trigger5 = stateno = 215 && (movecontact||animelem=4,>0)
trigger6 = stateno = 220 && movecontact
trigger7 = stateno = 225 && movecontact
trigger8 = stateno = 230 && movecontact
trigger9 = stateno = 235 && movecontact
trigger10= stateno = 240 && animelem=5,>0 && !movecontact
trigger11= stateno = 245 && (movecontact||animelem=3,>0)
trigger12= stateno = 250 && movecontact
trigger13= stateno = 255 && movecontact
trigger14= stateno = 400 && movecontact
trigger15= stateno = 410 && (movecontact||animelem=5,>0)
trigger16= stateno = 420 && movecontact
trigger17= stateno = 430 && movecontact
Trigger18= ctrl||stateno=52

;z]
[State -3]
type = ChangeState
value = 2400
TriggerAll = var(30) > 0
TriggerAll = fvar(38)=0
TriggerAll=helper(25010),var(3)=1
TriggerAll = statetype!=A
TriggerAll = roundstate=3
TriggerAll = enemynear(floor(fvar(36))),life<=0&&p2life<=0
Trigger1 = enemynear(floor(fvar(36))),statetype=L
Trigger1 = power>=1000
Trigger1 = ctrl

[State -3];JE^[
type = varadd
triggerall = var(30)>0
triggerall = var(4)<=6
triggerall = helper(25000),var(40)=1
triggerall = enemynear(floor(fvar(36))),movetype=H
triggerall = !enemynear(floor(fvar(36))),ctrl
triggerall = enemynear(floor(fvar(36))),stateno!=[120,159]
triggerall = stateno=2000
triggerall = enemynear(floor(fvar(36))),time=1
trigger1 = enemynear(floor(fvar(36))),prevstateno=[200,4999]
trigger2 = enemynear(floor(fvar(36))),prevstateno>=6000
trigger2 = enemynear(floor(fvar(36))),prevstateno!=[15000,15120]
v = 4
value = 1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Xe[gD
[state -3]
type = targetstate
triggerall = var(30)
triggerall = P2stateno=5050
trigger1 = helper(25010),var(59)=0||EnemyNear,pos y>-50
Trigger1 = EnemyNear,AuthorName="ahuron"||EnemyNear,AuthorName="jin"||EnemyNear,AuthorName="kayui uma"||EnemyNear,AuthorName="muteki"
trigger1 = EnemyNear,Gethitvar(hitcount)>=10
Trigger1 = !(EnemyNear,Name="Rei"||EnemyNear,Name="THOUTHER"||EnemyNear,Name="shin")
trigger2 = helper(25010),var(59)
trigger2 = EnemyNear,Gethitvar(hitcount)=[1,2]
Trigger3 = EnemyNear,name="RAOH"
trigger3 = EnemyNear,Gethitvar(hitcount)>=10
trigger4 = fvar(30)>0
trigger5 = var(9)
trigger6 = (stateno=[320,321])||stateno=2000
trigger6 = EnemyNear,Gethitvar(hitcount)>=10
value = 5050
ignorehitpause=1

;R{Lp(5050Xe[gȊOŎ󂯐g\ȃLȂ)

;Xe[gD
[state -3]
type = targetstate
triggerall = var(30)
triggerall = enemynear(floor(fvar(36))),stateno=5050
triggerall = P2Name="Avdul"||P2Name="elque"
trigger1 = helper(25010),var(59)||helper(25010),var(58)||helper(25010),var(55)||helper(25010),var(54)||helper(25010),var(29)||fvar(35)||helper(25010),var(30)
trigger2 = (stateno!=[1400,1402])&&EnemyNear,Gethitvar(hitcount)>=2
value = 25050
ignorehitpause=1

;Xe[gD
[state -3]
type = targetstate
triggerall = var(30)
triggerall = enemynear(floor(fvar(36))),stateno=5030
triggerall = (stateno!=[1400,1402])&&(EnemyNear,Gethitvar(hitcount)<=3||EnemyNear,Gethitvar(hitcount)>=15)||stateno=871||stateno=[850,851]
trigger1 = P2Name="Avdul"||P2Name="final dio"||P2Name="dragon"||P2Name="jam"
trigger1 = helper(25010),var(29)<=4
trigger2 = helper(25010),var(59)
trigger2 = helper(25010),var(29)<=4
trigger2 = P2Name="Angelia Avallone"||P2Name="TOKI"||P2Name="KENSHIRO"||P2Name="may"
trigger3 = (stateno=[850,851])||stateno=871
value = 35030
ignorehitpause=1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
;//////////////////////////////////////////////////////////////////////////
;
;Q[ɏɂłJnXe[gAł́unvɎgpĂ܂
;̏́u52106̃Xe[gɈړĂPt[ڂɁvƌłB
;52106̓obNXebvƃWv̒ñXe[głB
[state a]
type = posset
trigger1 = time = 0
trigger1 = prevstateno = 500
trigger1 = statetype != A
y = 0

[state a]
type = velset
trigger1 = time = 0
trigger1 = prevstateno = 500
trigger1 = statetype != A
y = 0



[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 
trigger2 = stateno = 107 
trigger3 = stateno = 103 
value = 40, 0


[State explod];nGtFNg
type = Explod
triggerall = time = 1
trigger1 = stateno = 52 
anim = 6047
id = 6040
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
scale = 0.7,0.7


[State -3, 2];Wv
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 40 
trigger1 = var(15) <= 0
value = 40, 1
channel = 3

[State -3, 2];Wv
type = PlaySnd
triggerall = animtime=0;time = 1;==changed
trigger1 = stateno = 40 
trigger1 = var(15) > 1
value = 40, 2
channel = 3

[State explod];WvGtFNg
type = Explod
triggerall = animtime=0;time = 1;==changed
trigger1 = stateno = 40 
trigger1 = pos y = 0
anim = 6040
id = 6040
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[State -3, Landing Sound]:
type = PlaySnd
triggerall = Time = 1
;trigger1 = stateno = 100 
trigger1 = stateno = 105 
value = 105, 0

;_[W̃GtFNg̏
[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 2405

;_[W̃GtFNg̏
[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 1000

[state a];c
type = afterimagetime
trigger1 = movetype = H
time = 0


[State 210, Width];ʒ[̉߂
type = Width
trigger1 = 1
edge = 5,0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[state a];ՔjA[}[P
type = changestate
trigger1 = movetype = H
trigger1 = prevstateno = 1500
trigger1 = var(5) = 2
value = 1500

;==changed
[state a];ՔjA[}[Q
type = null;changestate
trigger1 = movetype = H
trigger1 = prevstateno = 1501
trigger1 = var(5) = 2
value = 1501

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; nCWv
[State -3, 5];nCWv
type = varset
trigger1 = stateno = 10&&!var(30)
trigger1 = time = 0
trigger2 = stateno=40 && time=1 && P2movetype!=H&&var(30)
trigger2 = fvar(31)>0&&enemynear(floor(fvar(36))),pos y<-200
trigger3 = stateno=801&&command="D"&&!var(30)
trigger4 = prevstateno=801 && time=1 && var(51)=50&&var(30)
trigger5 = command="D"&&statetype!=C&&stateno!=12&&!var(30)
trigger6 = stateno=40 && time=1 && P2movetype!=H&&var(30)
trigger6 =(helper(30020),var(58)||Enemy,NumProj>0||P2BodyDist X>=200)&&P2BodyDist X>=150
trigger7 = enemynear(floor(fvar(36))),statetype=L||enemynear(floor(fvar(36))),stateno=15110
trigger7 = enemynear(floor(fvar(36))),statetype!=A
Trigger7 = P2BodyDist X<60
trigger7 = stateno=40
trigger7 = var(30) >= 1
trigger7 = enemynear(floor(fvar(36))),movetype != H||enemynear(floor(fvar(36))),stateno=15110
trigger8 =  stateno=40&&time=1&&sysvar(1)=-1
trigger8 = var(30) >= 1
trigger8 = enemynear(floor(fvar(36))),movetype != H
trigger9 = var(30) >= 1
trigger9 = stateno=[41,42]
v = 15
value = 20

[State -3, 5];nCWv
type = varset
trigger1 = stateno = 52
trigger1 = time = 0
v = 15
value = 0

[State -3, 5]
type = velset
trigger1 = stateno = 50
trigger1 = anim = 42
trigger1 = time = 1
trigger1 = var(15) >= 1
x = 5
;y = -9


[State -3, 5]
type = velset
trigger1 = stateno = 50
trigger1 = anim = 43
trigger1 = time = 1
trigger1 = var(15) >= 1
x = -5
;y = -9

[State -3, 5]
type = velset
trigger1 = stateno = 50
trigger1 = time = 1
trigger1 = var(15) >= 1
y = -15*ifelse(var(28)%4>=2,.75,1)

;nCWv
[State -3, 5]
type = varadd
trigger1 = stateno = 50 && var(28)%8<4 && var(28)%4<2
trigger1 = time = 1
trigger1 = var(15) >= 1
var(28) = 4

;nCWv
[State -3, 5]
type = varadd
trigger1 = stateno = 50 && var(28)%8<4 && var(28)%4>=2
trigger1 = time = 1
trigger1 = var(15) >= 1
var(28) = -2

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[State -3, 5];OCuV[g
type = varset
triggerall = var(11) = 0
triggerall = stateno = 40
trigger1 = prevstateno = 300
trigger2 = prevstateno = 1520
v = 9
value = 1

[State -3, 5];OCuV[g
type = varset
trigger1 = enemy,movetype != H
trigger2 = stateno = 0
trigger3 = stateno=52;trogger3 = stateno = 52;==Changed
trigger4 = (stateno=1400||stateno=1500)&&movecontact=1;==changed
v = 9
value = 0

[state a]
type = varset
trigger1 = var(9) >= 1
v = 11
value = 0


[State -3, 5];OCuV[g
type = varset
trigger1 = stateno = 52
v = 9
value = 0

[state a];GAWvx
type = velset
trigger1 = stateno = 50 && prevstateno!=45;==changed
trigger1 = time = 1
trigger1 = var(9) = 1
y = -15.0

;OCuV[g㔻
;====Changed
[State -3, 5]
type = varadd
trigger1 = stateno=50&&var(9)=1&&var(28)%16<8
var(28) = 8

;====Changed
[State -3, 5];OCuV[gړ
type = varset
trigger1 = statetype!=A&&!(stateno=40&&prevstateno=801)
var(28) = 0

;====Changed
[State -3, 5];OCuV[gړ
type = velset
triggerall = var(28)%16>=8
triggerall = statetype = A && ctrl
trigger1 = (command="holdfwd"||command="holdback")&&!var(30)
trigger2 = numhelper(1010)&&var(30) && ifelse(pos Y<-80,random%4=0,random%11=0)
x = ifelse((command="holdfwd"&&!var(30))||(var(30)&&P2dist X>0),const(velocity.jump.fwd.x),const(velocity.jump.back.x))

[State -3, 5];OCuV[gUqbg
type = velset
trigger1 = movecontact = 1 && (stateno=[600,640]) && !var(11);==changed
trigger1 = var(9) != 0
trigger1 = statetype = A
y = -5.0;ifelse(stateno=600||stateno=630,-7.0,-5.0);-4.0;==changed

[state -3]
type = VelAdd
trigger1 = var(9)!=0 && ((stateno=[600,649])||(stateno=50&&(prevstateno=[600,649])))
y = .4-const(movement.yaccel)



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State -3, 5];ojVOXgCN
type = null;varset
trigger1 = enemy,movetype != H;==Changed
trigger2 = enemy,stateno = 5100
v = 11
value = 0


;==Changed
[State -3, 5];ojVOXgCN
type = varset
trigger1 = P2movetype != H
trigger2 = P2stateno = 5100
trigger3 = var(34);==changed
trigger4 = enemynear,pos Y>=-5&&(stateno = 200||stateno = 205||stateno = 235||stateno = 400)&&movehit=1&&!((p2stateno=[551,552])&&P2movetype=H);==changed
trigger5 = stateno=321 && movehit=1&&var(40)
v = 11
value = 0
ignorehitpause=1;==Changed

[state a]
type = varset
trigger1 = var(11) >= 1
v = 9
value = 0

[state a];U΂
type = targetstate
triggerall = movehit = 1 && numtarget
triggerall = var(11) = 1 && (target,stateno!=[550,552])
trigger1 = stateno = 200
trigger2 = stateno = 205
trigger3 = stateno = 400
trigger4 = stateno = 235
trigger5 = stateno = 600
value = 551
ignorehitpause=1

[state a];萁΂
type = targetstate
triggerall = movehit = 1||(moveguarded=1&&var(5)=1&&stateno=321);==Changed
triggerall = var(11) = 1 && !(((stateno=[200,205])||stateno=235||stateno=400||stateno=600)&&movehit=1)
trigger1 = numtarget
trigger1 = (target,stateno!=[550,552])
trigger2 = movetype=H
value = 550
ignorehitpause=1

;==Changed
[state a]
type = null;velmul
trigger1 = Vel X<0&&var(11)>=1&&statetype=A
x = .85

[state a]
type = null;veladd
trigger1 = enemy,stateno = 550
trigger1 = movehit = 1 && stateno!=2500
trigger1 = movetype = A && ifelse(stateno=1300,(var(23)!=[1,25]),(var(23)!=[1,8]))
x = (-.5-((var(50)-1)*ifelse((stateno = 200||stateno = 205||stateno = 230||stateno = 235||stateno = 400||stateno = 430||stateno=600||stateno=630),.85,1.75)))*ifelse((var(23)=[8,16]),.25,ifelse((var(23)=[17,25]),.5,1));-1.0 - var(3)*0.8
persistent = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[state a];u[Xg
type = null;varset
triggerall = stateno!=500;==Changed
trigger1 = command = "z"&&time>(0+(prevstateno=500))&&!var(30);===AI(CPU)
trigger1 = movetype != H
trigger1 = var(16) >= ifelse(var(23)!=0,20,100);20;==Changed
v = 23
value = 1

;===changed
;u[Xg̊
[state -2]
type = StatetypeSet
trigger1 = (Statetype=S||Statetype=C)&&movetype=A&&var(23)=1
physics = N

;===changed
;u[Xg̊
[state -2]
type = StatetypeSet
trigger1 = Statetype=S&&movetype=A&&!fvar(10)
physics = S

;===changed
;u[Xg̊
[state -2]
type = StatetypeSet
trigger1 = Statetype=C&&movetype=A&&!fvar(10)
physics = C

[state -3]
type = varadd
trigger1 = fvar(10)&&stateno!=500&&ifelse(fvar(13)<-1,!hitpausetime,hitpausetime<=1)
fvar(10) = -.6
ignorehitpause=1

[state -3]
type = varset
trigger1 = fvar(10)<.6
fvar(10) = 0

[state -3]
type = varset
trigger1 = !fvar(10)&&!fvar(13)&&stateno!=105
fvar(11) = vel x

[state -3]
type = velset
trigger1 = movetype!=H&&(stateno!=[2200,2599])
x = fvar(10)+fvar(11)

;qbg|[Ỹu[Xg
[state -3]
type = varset
trigger1 = (stateno=500&&time>=1)||(prevstateno=500&&(time>1||movecontact))&&Time&&stateno!=320
var(7) = 0

;u[Xg
[state -3]
type = varset
triggerall = var(23)!=1&&!var(7)
triggerall = var(16) >= ifelse(var(23)!=0,40,100);20;==Changed
trigger1 = command = "z"&&stateno!=1300&&movecontact=1&&Time>0&&!var(30)
trigger2 = (stateno=[200,205]) && movecontact=1 && var(51)=160 && var(52)=18 && var(30)
trigger3 = ((var(4)=[4-(var(16)>=200)*4,6])&&var(57))||var(16)>=ifelse(var(23)!=0,160,140)||var(30)=2
trigger3 = stateno=1501 && hitcount=2 && movecontact=1 && var(50)>=2 && var(30)
var(7) = hitpausetime
ignorehitpause=1


;===ʒ[mbNobNp
[state -2]
type = varadd
trigger1 = fvar(12)>0
fvar(12) = -1
ignorehitpause=1

[state -2]
type = varset
trigger1 = fvar(13)<0&&!fvar(12)
fvar(13) = ifelse(fvar(14)<=0,0,ifelse(fvar(13)>-.5,0,fvar(13)*ifelse(var(11)>=1||P2statetype=A,.9,ifelse(p2statetype=C,.82,.85))))

[state -2]
type = varadd
trigger1 = fvar(14)>0&&!fvar(12)
fvar(14) = -1

[state -2]
type = velset
trigger1 = (enemynear,backedgebodydist<=5||enemynear,frontedgebodydist<=5)&&fvar(13)<0
x = fvar(11)+fvar(13)+fvar(10)

;==R{p
[state -2]
type = varset
trigger1 = P2movetype!=H&&!numtarget
trigger2 = (P2stateno!=[150,155])&&var(50)<0
trigger3 = numtarget && movehit=1
trigger3 = (target,stateno=5000||target,stateno=5010||target,stateno=5020||target,stateno=5070||target,stateno=5080)&&var(50)<0
var(50) = 0
ignorehitpause=1

[state -2]
type = varadd
trigger1 = numtarget && moveguarded=1 && var(50)<=0
trigger1 = target,time=1 && (target,stateno=150||target,stateno=152||target,stateno=154)
var(50) = -1
ignorehitpause=1

[state -2]
type = varadd
trigger1 = numtarget && movehit=1
trigger1 = target,time=0 && (target,stateno=5000||target,stateno=5010||target,stateno=5020||target,stateno=5070||target,stateno=5080)
trigger2 = var(11) && numtarget && movehit=1
trigger2 = target,time=1 && target,stateno=550
var(50) = 1
ignorehitpause=1

;==󒆃R{p
[state -2]
type = varset
trigger1 = P2movetype!=H
trigger2 = (P2stateno=[150,155])
var(37) = 0
ignorehitpause=1

[state -2]
type = varadd
triggerall = numtarget && movehit=1
trigger1 = target,time=0 && (target,stateno=5000||target,stateno=5010||target,stateno=5020||target,stateno=5070||target,stateno=5080)
trigger1 = (target,statetype=A||stateno=215||stateno=440||stateno=610||stateno=1200||stateno=1300||stateno=1400||stateno=1420||var(11)>=1||var(37))
var(37) = 1
ignorehitpause=1

;~σVXe
[state -2]
type = varset
trigger1 = P2statetype=L
var(24) = 2
ignorehitpause=1

[state -2]
type = varadd
triggerall = var(24)>0
trigger1 = !var(37)&&(P2stateno=0||P2stateno=11||((enemynear,anim=0||enemynear,anim=11)&&P2movetype=I))
;trigger2 = var(50)>=1
var(24) = -1
ignorehitpause=1

[state -2]
type = varset
trigger1 = var(37)
var(27) = var(37)
ignorehitpause=1

[state -2]
type = varset
trigger1 = !var(24)
var(27) = 0
ignorehitpause=1

;===changed
[State -3, 5];R{Ɏ遙̐iLTPj
type = varadd
trigger1 = !var(34)&&P2stateno=5050 && enemynear,pos Y>=(10-enemynear,vel Y)&&var(42)>=65536
var(42) = -65536

;===changed
;_Eǂ
[state -2]
type = varset
trigger1 = !numtarget && p2movetype!=H
trigger2 = enemynear,anim=5120
var(34) = 0

[state -2]
type = varset
triggerall = !var(34)
trigger1 = P2statetype=L&&(P2stateno!=[15050,15110])&&P2movetype=H
trigger2 = (P2stateno=[15100,15101]) && enemynear,time=1 && P2movetype=H
var(34) = 1
ignorehitpause=1

;==Changed
[state a];_Eǂ
type = targetstate
trigger1 = (P2stateno=5030||P2stateno=5050||P2stateno=5035) && enemynear,pos Y>=(10-enemynear,vel Y)
value = 15100
ignorehitpause=1

[state a];_Eǂ
type = null;targetstate
trigger1 = numtarget
trigger1 = target,stateno=15050 && target,pos Y>=(10-enemynear,vel Y)
value = 15100
ignorehitpause=1

;==Changed
[state a];_Eǂ
type = targetstate
triggerall = movehit = 1 && numtarget
triggerall = var(34) && !(stateno=2200&&var(34)&&var(3)>=78)
trigger1 = target,time=2 && (target,stateno=[5000,5099])
value = 15020
ignorehitpause=1

;_Eǂł
[state a]
type = VarSet
trigger1 = !var(34)
trigger2 = (P2stateno=15110&&enemynear,time>ifelse(enemynear,prevstateno=5050||enemynear,prevstateno=15050,10,1))||P2stateno=5120
var(44) = 0
ignorehitpause=1

[state a]
type = VarAdd
trigger1 = var(34)
trigger1 = numtarget
trigger1 = target,stateno = 15020
trigger1 = movehit = 1 && target,time=1
var(44) = 1
ignorehitpause=1

[state -3]
type = PlayerPush
trigger1 = (P2bodydist X=[-40,0]) && (P2bodydist Y=[45,60])
value = 0

[state -3]
type = varset
trigger1 = stateno!=40 && !movecontact && ctrl
var(1) = 0

[state -3]
type = statetypeset
trigger1 = roundstate>=3&&numhelper(6300)&&stateno=0
movetype=A

[state -3]
type = statetypeset
trigger1 = roundstate>=3&&!numhelper(6300)&&stateno=0
movetype=I

[state -3]
type = null;varset
trigger1 = var(30)=1
trigger1 = palno=6
var(30)=2
ignorehitpause=1

[state -3]
type = varset
trigger1 = var(30)=1
trigger1 = palno=1
var(30)=3
ignorehitpause=1





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



[State -3];iK[hp
Type = VarSet
TriggerAll=NumEnemy>0
Trigger1 = P2statetype!=A
Trigger2 = P2Name="millia"
Trigger2 = P2StateNo=1500
Trigger3 = P2Name="eddie"
Trigger3 = P2StateNo=1000||P2StateNo=1050||enemynear(floor(fvar(36))),NumHelper(1002)
Trigger4 = P2Name="eddie"
Trigger4 = P2StateNo=1800||P2StateNo=1850
Trigger5 = P2Name="eddie"||P2Name="jam"
Trigger5 = P2StateNo=210
Trigger6 = P2Name="johnny"
Trigger6 = (P2StateNo=[1020,1021])||(P2StateNo=[1070,1077])
Trigger7 = P2Name="Aya Syameimaru"
Trigger7 = P2StateNo=804
Trigger8 = P2Name="AIHARA NATSUMI"
Trigger8 = P2StateNo=220
Trigger9 = P2Name="Rubber Soul"
Trigger9 = P2StateNo=[400,401]
Trigger10= P2Name="Asagiri_Asagi"
Trigger10= P2StateNo=1010||(P2StateNo=400)||(P2StateNo=430)
Trigger11= playerID(var(57)),stateno=helper(25000),var(49)
Trigger12= playerID(var(57)),stateno=helper(25000),var(50)
Trigger13= playerID(var(57)),stateno=helper(25000),var(51)
fvar(37) = 3
IgNoreHitPause = 1

[State -3];iK[hp
Type = VarSet
TriggerAll=NumEnemy>0
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="testament"||P2Name="justice"
Trigger3 = P2StateNo=205
Trigger4 = P2Name="millia"||P2Name="BRIDGET"||P2Name="eddie"||P2Name="jam"||P2Name="Goro Daimon"
Trigger4 = P2StateNo=215
Trigger5 = P2Name="faust"
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 = (enemynear,Name="Kim Kaphwan"&&enemynear,AuthorName="Ahuron")||P2Name="Momoko"||P2Name="zantetsu"
Trigger9 = enemynear,StateNo=260
Trigger10= P2Name="Sion_Eltnam_Atlasia"
Trigger10= P2StateNo=[240,241]
Trigger11= enemynear,Name="Aner"&&enemynear,StateNo=216
Trigger12= P2Name="Shin"||P2Name="THOUTHER"||P2Name="REI"||P2Name="gatoXI"||P2Name="Elisabeth"
Trigger12= P2StateNo=250||P2stateno=260
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"||P2Name="AKATSUKI"||P2Name="Hanny"
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"||enemynear,AuthorName="minoo"||P2Name="Reimu_Hakurei"||EnemyNear,Name="robo rock"
Trigger21= P2StateNo=240
Trigger22= P2Name="Suika Ibuki"
Trigger22= P2StateNo=[707,708]
Trigger23=(enemynear,Name="Yashiro Nanakase"&&(enemynear,StateNo=245||enemynear,StateNo=1000))||(enemynear,Name="Chris"&&(enemynear,StateNo=260||enemynear,StateNo=250))
Trigger23= enemynear,AutHorName="Ahuron"
Trigger24= P2Name="siteittene"
Trigger24= P2StateNo=600
Trigger25= P2Name="Youmu_Konpaku"
Trigger25= P2StateNo=700
Trigger26= enemynear,AuthorName="Warusaki3"||enemynear,AutHorName="Ina"
Trigger26= enemynear,statetype!=C
Trigger26= P2StateNo=300
Trigger27= P2Name="cvsyamazaki"
Trigger27= P2StateNo=300||P2StateNo=1400
Trigger28= P2Name="Terry"||P2Name="Rock Howard"||enemynear,AuthorName="jin"
Trigger28= P2StateNo=310||P2stateno = 300
Trigger29= P2Name="Jedah"||P2Name="Jazu"||P2Name="Another Unknown"||P2Name="Keiji"||P2Name="Date Masamune"||P2Name="RAOH"||P2Name="Vanessa"||P2Name="Lin"||P2Name="Izuko Chrysoberyl"
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= P2Name="cvskyo"||P2Name="cvskyo_ex"
Trigger35= P2StateNo=310||P2StateNo=1300
Trigger36= P2Name="shion"
Trigger36= P2StateNo=11100||P2StateNo=11200
Trigger37=P2Name="Ky=kiske"
Trigger37=P2StateNo=10240
Trigger38=P2Name="Shadow DIO"
Trigger38=P2StateNo=205||P2StateNo=225||P2StateNo=245||P2StateNo=1300
Trigger39=enemynear,Name="Silvy"||enemynear,Name="dragon"
Trigger39=enemynear,StateNo=3000
Trigger40=P2Name="Fiona"
Trigger40=P2StateNo=9212
Trigger41=P2Name="Ryu"||P2Name="Shin Gouki"
Trigger41=P2StateNo=207
Trigger42=P2Name="PetShop"
Trigger42=enemynear,NumHelper(11251)||enemynear,NumHelper(11261)||enemynear,NumHelper(11271)
Trigger43= P2Name="chipp"
Trigger43= P2StateNo=1320
Trigger44= P2Name="JAGI"
Trigger44= P2StateNo=1200||P2StateNo=220||P2StateNo=245
Trigger45= P2Name="Patchouli_Knowledge"
Trigger45= P2StateNo=200||P2StateNo=700||P2StateNo=1000
Trigger46= P2Name="Maori"
Trigger46= P2StateNo=205||(P2StateNo=[1199,1200])
Trigger47= P2Name="Wolfgang Krauser"
Trigger47= enemynear,NumprojID(1000)
Trigger48= P2Name="blackpolnareff"
Trigger48= P2StateNo=1260
Trigger49= P2Name="Kohaku"
Trigger49= P2StateNo=1105
Trigger50= P2Name="Yumiduka_Satsuki"||(enemynear,Name="hibiki"&&enemynear,AuthorName="Drowin")
Trigger50= P2StateNo=1002
Trigger51= P2Name="Len"||P2Name="Crawdo"
Trigger51= P2StateNo=1050||P2StateNo=1080
Trigger52= P2Name="Arima_Miyako"
Trigger52= P2StateNo=1310
Trigger53= P2Name="Hisui"
Trigger53= P2StateNo=275
Trigger54= P2Name="Nameless"||P2Name="Marco"||P2Name="Lee"
Trigger54= P2StateNo=245
Trigger55= P2Name="Warachia"
Trigger55= P2StateNo=1600
Trigger56= enemynear,AutHorName="Orochi Herman"
Trigger56= P2Name="Shadow DIO"
Trigger56= P2StateNo=205||P2StateNo=225||P2StateNo=245||P2StateNo=1300
Trigger57= P2Name="Daigo Hotta"
Trigger57= P2StateNo=241||P2StateNo=1400||P2StateNo=1500
Trigger58= P2Name="burai yamamoto"
Trigger58= P2StateNo=260||P2StateNo=2000||P2StateNo=3000||P2StateNo=1215
Trigger59= P2Name="SLAYER"
Trigger59= P2StateNo=1045
Trigger60= P2Name="THOUTHER"||P2Name="Oswald"
Trigger60= P2StateNo=2200
Trigger61= P2Name="zappa"
Trigger61= P2StateNo=1300||P2StateNo=1500||P2StateNo=240||P2StateNo=500
Trigger62= P2Name="Keiji"||P2Name="Date Masamune"||P2Name="RAOH"||P2Name="Vanessa"
Trigger62= P2StateNo=250
Trigger63= P2Name="Mouri Motonari"
Trigger63= P2StateNo=250||(P2StateNo=[1230,1231])
Trigger64= P2Name="oichi"
Trigger64= P2StateNo=300||(P2StateNo=[1350,1380])
Trigger65= P2Name="Mr.HEART"||P2Name="JHONS_LEE"
Trigger65= P2StateNo=300||P2StateNo=440
Trigger66= P2Name="Nanaya_Shiki"
Trigger66= P2StateNo=217||P2StateNo=230
Trigger67= P2Name="Tohno_Shiki"
Trigger67= P2StateNo=217
Trigger68= P2Name="Nayuki Minase"
Trigger68= P2StateNo=1020
Trigger69= P2Name="Maxime"
Trigger69= enemynear,StateNo=210||enemynear,StateNo=223
Trigger70= P2Name="HAKUREI"
Trigger70= enemynear,StateNo=235||enemynear,StateNo=240||enemynear,StateNo=11131||enemynear,NumProjID(6301)>0
Trigger71= P2Name="Rouga_Zanma"
Trigger71= P2StateNo=241
Trigger72= P2Name="anna"||P2Name="henri"||P2Name="Ren_Idagawa"||(enemynear,Name="Ryuji Yamazaki"&&enemynear,AuthorName="abuhachi")||P2Name="Ein"||P2Name="Mizuka Nagamori"||P2Name="saya"
Trigger72= P2StateNo=230
Trigger73= P2Name="another blood"
Trigger73= P2StateNo=1100&&Enemy,var(5)=0||Enemy,StateNo=1110
Trigger74= enemynear,Name="Kongou"||enemynear,Name="OGRE"||enemynear,Name="Tin's fdeath"
Trigger74= enemynear,StateNo=500
Trigger75= P2Name="K'"||P2Name="RUGAL"||P2Name="Foxy"||P2Name="Violent Yamazaki"
Trigger75= P2StateNo=[250,255]
Trigger76= P2Name="Sachiel"||enemynear,AutHorName="Juke Kisaragi"||P2Name="Wif"
Trigger76= P2StateNo=220
Trigger77= P2Name="Kouryu"||P2Name="shen"
Trigger77= P2StateNo=1100
Trigger78= P2Name="Kendo&Kyudo"||P2Name="mukai"||P2Name="Colonel"
Trigger78= P2StateNo=1040
Trigger79= P2Name="Burai_Yamamoto"||P2Name="AdelheidXI"||P2Name="adel"
Trigger79= P2StateNo=270
Trigger80= P2Name="Malin"
Trigger80= P2StateNo=312
Trigger81= P2Name="Moriya Minakata"||P2Name="moriya B"
Trigger81= P2StateNo=1150
Trigger82= enemynear,Name="[Necromancer's] Broli"&&(enemynear,StateNo=1060||enemynear,StateNo=215)
Trigger83= enemynear,AutHorName="Drowin hokuto"
Trigger83= (P2StateNo=[8200,8201])||P2stateno=630
Trigger84= enemynear,AutHorName="Neat Unsou"||P2Name="Sanada Yukimura"||P2Name="Yuki"||P2Name="nbcrobert"||P2Name="Akiha_Vermilion"
Trigger84= P2StateNo=240
Trigger85= P2Name="Vega"
Trigger85= P2StateNo=1400
Trigger86= P2Name="Asagiri_Asagi"
Trigger86= P2StateNo=1600||P2StateNo=1601||enemynear,NumHelper(1601)||enemynear,NumHelper(1602)||enemynear,NumHelper(1603)
Trigger87= P2Name="AMAKUSA SHIRO TOKISADA"
Trigger87= P2StateNo=350
Trigger88= enemynear,Name="Angelia Avallone"
Trigger88= enemynear,NumHelper(10000)||enemynear,stateno=250
Trigger88= enemynear,statetype!=C||enemynear,stateno=250
Trigger89= P2Name="KUSANAGI"
Trigger89= P2stateno=1620
Trigger90= P2Name="K9999"||P2Name="kill"
Trigger90= P2StateNo=[330,331]
Trigger91= P2Name="Syo Hayate"
Trigger91= P2StateNo=1000||P2StateNo=2001||P2StateNo=2100
Trigger92= enemynear,Name="Kam'lanaut"||enemynear,Name="Chizuru&Maki"||enemynear,Name="O-Adel"
Trigger92= enemynear,statetype!=C
Trigger93= P2Name="PetShop"
Trigger93= enemynear,NumHelper(11200)||enemynear,NumHelper(11210)||enemynear,NumHelper(11220)
Trigger94= P2Name="Gato"
Trigger94= P2StateNo=300
Trigger95= P2Name="Ren"
Trigger95= P2StateNo=220||P2StateNo=1100
Trigger96= enemynear,Name="Yukari Yakumo"&&enemynear,AuthorName="Shiroto"
Trigger96= (enemynear,StateNo=[1000,1001])
Trigger97= enemynear,Name="Gelato"&&enemynear,StateNo=720
Trigger98= enemynear,Name="Lei-Lei"&&(enemynear,NumHelper(3410)||(enemynear,StateNo=3400&&enemynear,time<=17))
Trigger98= enemynear,stateno != [200,245]
Trigger99= enemynear,Name="Iori Yagami"&&enemynear,AuthorName="Sander71113"&&enemynear,StateNo=[2600,2670]
Trigger100=enemynear,Name="Sion TATARI"&&enemynear,AuthorName="Shiroto"&&(enemynear,NumHelper(1801)||enemynear,NumHelper(1811)||enemynear,NumHelper(1821))
Trigger101=enemynear,Name="G Silver"
Trigger101=(enemynear,StateNo=[1350,1351])||enemynear,StateNo=1500
Trigger102= enemynear,Name="Akaitsuki"&&enemynear,StateNo=730
Trigger103= enemynear,Name="Ingrid SXP"&&(enemynear,StateNo=211||enemynear,StateNo=241)
Trigger104= enemynear,Name="Krizalid"||enemynear,Name="alice"
Trigger104= enemynear,StateNo=1010
Trigger105= enemynear,Name="Tin's Ramon"&&(enemynear,StateNo=350||enemynear,StateNo=1001)
Trigger106= enemynear,Name="rai"||enemynear,Name="tesse"
Trigger106= enemynear,stateno=710
Trigger107= enemynear,Name="Angel"&&enemynear,AuthorName="jin"&&(enemynear,StateNo=1230||enemynear,StateNo=1420||enemynear,StateNo=1320||enemynear,StateNo=1210)
Trigger108= enemynear,Name="Angel"&&enemynear,AuthorName="Juke Kisaragi"&&enemynear,StateNo=[1050,1051]
Trigger109= enemynear,Name="Azusa Hinomori"&&enemynear,StateNo=1500
Trigger110= enemynear,Name="kyoXI"&&enemynear,AuthorName="beppu"&&(enemynear,StateNo=1700||enemynear,StateNo=215)
Trigger111= enemynear,Name="Fritz"&&(enemynear,StateNo=220||enemynear,StateNo=621||enemynear,StateNo=3000)
Trigger112= enemynear,Name="Nitro Ignis"
Trigger112= enemynear,NumHelper(1450)||enemynear,stateno=230
Trigger112= enemynear,statetype != C
Trigger113= enemynear,Name="Saber"&&(enemynear,StateNo=235||(enemynear,StateNo=[3000,3099])||enemynear,StateNo=[1300,1315])
Trigger114= playerID(var(57)),stateno=helper(25000),var(52)
Trigger115= playerID(var(57)),stateno=helper(25000),var(53)
Trigger116= playerID(var(57)),stateno=helper(25000),var(54)
Trigger117= playerID(var(57)),stateno=helper(25000),var(55)
Trigger118= EnemyNear,Name ="Cloud Strife"&&enemynear,StateNo=650
Trigger119= P2Name="cvskarin" 
Trigger119= P2StateNo=1600||P2StateNo=1605||P2StateNo=1100||P2StateNo=1150
Trigger120= P2Name="Jagi"
Trigger120= EnemyNear,AutHorName="Ts"
Trigger120= P2StateNo=300||P2StateNo=240
Trigger121=Enemy,Name="zappa"
Trigger121=Enemy,AutHorName="muteki"
Trigger121=Enemy,StateNo=230||Enemy,StateNo=280||Enemy,StateNo=2125||Enemy,StateNo=2025
Trigger122= EnemyNear,Name ="jazu"&&enemynear,StateNo=1100
fvar(37) = 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= EnemyNear,Name="fau"&&EnemyNear,StateNo=1502
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"
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||P2StateNo=981
Trigger39= P2Name="Ralf Jones"
Trigger39= P2StateNo=1050
Trigger40= P2Name="Ash"||P2Name="Shen"
Trigger40= P2StateNo=1200||P2StateNo=1250||P2StateNo=800
Trigger41= P2Name="mukai"
Trigger41= P2StateNo=1030||P2StateNo=1600
Trigger42= P2Name="Duolon"
Trigger42= P2StateNo=1350
Trigger43= P2Name="Goenitz_UM"
Trigger43= P2StateNo=2000
Trigger44=P2Name="Shadow DIO"
Trigger44=P2StateNo=2100
Trigger45=P2Name="Potemkin"
Trigger45=P2StateNo=1000
Trigger46=P2Name="dragon"
Trigger46=P2StateNo=1150
Trigger47=P2Name="dizzy"
Trigger47=P2StateNo=3100
Trigger48= P2Name="REI"
Trigger48= P2StateNo=800||P2stateno=850
fvar(37) = 1
IgNoreHitPause = 1

[State -3];S̓gorZ
Type = VarSet
TriggerAll=NumEnemy
Trigger1 = EnemyNear,AutHorName="Warusaki3"
Trigger1 = P2StateNo=900
Trigger2 = EnemyNear,Name="testament"&&EnemyNear,StateNo=1300
Trigger3 = P2Name="dio"
Trigger3 = P2StateNo=1200
Trigger4 = P2Name="Dragon Claw"
Trigger4 = (P2StateNo=[1300,1301])||(P2StateNo=[1310,1311])||(P2StateNo=[1320,1321])
Trigger5 = P2Name="cvstodo"
Trigger5 = P2StateNo=3100
Trigger6 = P2Name="Remy"
Trigger6 = P2StateNo=3200
Trigger7 = P2Name="joseph"
Trigger7 = P2StateNo=1020
Trigger8 = P2Name="Ella"
Trigger8 = P2StateNo=10004||P2StateNo=10006||P2StateNo=10008
Trigger9 = P2Name="Dhalsim with clones"
Trigger9 = P2StateNo=1600
Trigger10= P2Name="TOKI-(NERICYA)"||P2Name="AMIBA"
Trigger10= P2StateNo=1300
Trigger11= P2Name="Izayoi Sakuya Brando"
Trigger11= P2StateNo=1820
Trigger12= P2Name="Ash"
Trigger12= P2StateNo=700||P2StateNo=710
Trigger13= EnemyNear,AutHorName="Phantom.of.the.Server"
Trigger13= P2StateNo=720||P2StateNo=710
Trigger14= P2Name="IGNIZ"
Trigger14= P2StateNo=900||P2StateNo=910
Trigger15= P2Name="goenitz"
Trigger15= P2StateNo=900||P2StateNo=920
Trigger16= P2Name="BRIDGET"
Trigger16= P2StateNo=3200
Trigger16= EnemyNear,AnimElemTime(5)<1
Trigger17= EnemyNear,Name="jam"&&(EnemyNear,StateNo=[1330,1350])&&EnemyNear,time<=3
Trigger18= EnemyNear,Name="Hoshi Kage"&&EnemyNear,StateNo=[1000,1001]
Trigger19= P2Name="Tin's Leona"
Trigger19= P2StateNo=500||P2StateNo=510||P2StateNo=3999
Trigger20= P2Name="Ralf Jones"
Trigger20= P2StateNo=810||P2StateNo=815
Trigger21= EnemyNear,AutHorName="vyn"||P2Name="mukai"||EnemyNear,AutHorName="ahuron"
Trigger21= P2StateNo=700||P2StateNo=710||P2StateNo=720||P2StateNo=730
Trigger22= EnemyNear,AutHorName="jin"||EnemyNear,Name="alty"||EnemyNear,Name="Silvy"||EnemyNear,AutHorName="beppu"
Trigger22= P2StateNo=700||P2StateNo=710
Trigger23 = EnemyNear,AutHorName="Warusaki3"
Trigger23 = P2StateNo=800||P2StateNo=810||P2stateno=900||P2stateno=830
Trigger24 = EnemyNear,AutHorName="Hh"
Trigger24 = P2StateNo=4000||P2StateNo=4010
Trigger25= P2Name="Tin's Leona"
Trigger25= P2StateNo=500||P2StateNo=510||P2StateNo=3999
Trigger26= P2Name="Ralf Jones"
Trigger26= P2StateNo=810||P2StateNo=815
Trigger27= EnemyNear,AutHorName="Juke Kisaragi"
Trigger27= P2StateNo=80||P2StateNo=90
Trigger28= P2StateNo=700
Trigger28= EnemyNear,AutHorName="Sander71113"||EnemyNear,Name="Crawdo"||EnemyNear,Name="Gustab Munchausen"||EnemyNear,Name="Sachie"
Trigger29 =EnemyNear,AuthorName="muteki"&&(EnemyNear,StateNo=5090&&enemynear,time<40||EnemyNear,StateNo=750)
Trigger30= EnemyNear,AutHorName="Hazakura"
Trigger30= P2StateNo=700||P2StateNo=710||P2StateNo=1030||P2StateNo=1040||P2StateNo=[1100,1119]
Trigger31= EnemyNear,AuthorName="shikkoku"&&(EnemyNear,StateNo=431||(EnemyNear,StateNo=300&&enemynear,time<38))
Trigger31= EnemyNear,Name="RAOH"
Trigger32= EnemyNear,Name="Lei-Lei"&&EnemyNear,StateNo=5230
Trigger33= EnemyNear,Name="KENSHIRO"&&EnemyNear,StateNo=1050
Trigger34= EnemyNear,Name="dragon"&&EnemyNear,StateNo=670
Trigger35= EnemyNear,Name="Toki"&&EnemyNear,StateNo=1050
Trigger36=Enemy(floor(fvar(36))),Name="another blood"
Trigger36=Enemy(floor(fvar(36))),StateNo=1300||Enemy(floor(fvar(36))),StateNo=1310||Enemy(floor(fvar(36))),StateNo=1320
Trigger37= EnemyNear,Name="Avdul"&&EnemyNear,StateNo=300
fvar(37) = -1
IgNoreHitPause = 1

[State -3];薳G-gioriG
Type = VarSet
TriggerAll=NumEnemy
Trigger1 = P2Name="justice"
Trigger1 = P2StateNo=1100
Trigger2 = P2Name="Geese Howard"
Trigger2 = EnemyNear,AutHorName="CanNon Musume"
Trigger2 = P2StateNo=1400
Trigger3 = EnemyNear,AutHorName="H"
Trigger3 = P2StateNo=[900,902]
Trigger4 = P2Name="Aoko Aozaki"||P2Name="Shiki_Nanaya"
Trigger4 = P2StateNo=900||P2StateNo=950
Trigger5 = P2Name="cvsgeese"
Trigger5 = P2StateNo=1300
Trigger6 = P2Name="cvsrock"
Trigger6 = P2StateNo=1300
Trigger7 = P2Name="TOKI-(NERICYA)"||P2Name="AMIBA"
Trigger7 = P2StateNo=1400
Trigger8 = P2Name="Ella"
Trigger8 = P2StateNo=10001
Trigger9 = P2Name="Abe"
Trigger9 = P2StateNo=1100
Trigger10= P2Name="Oswald"||P2Name="Oniwarud"
Trigger10= P2StateNo=1500
Trigger11= P2Name="cvsingrid"
Trigger11= P2StateNo=1300
Trigger12= P2Name="dio"
Trigger12= P2StateNo=1400
Trigger13= EnemyNear,AutHorName="Toma & Raien Makoto"
Trigger13= P2Name="Aoko Aozaki"||P2Name="Shiki_Nanaya"
Trigger13= P2StateNo=900
Trigger14= P2Name="KoNoha"
Trigger14= P2StateNo=1700
Trigger15= P2Name="Geese Howard"
Trigger15= EnemyNear,AutHorName="Phantom.of.the.Server"
Trigger15= P2StateNo=1200||P2StateNo=1220
Trigger16= P2Name="Elisabeth Branctorche"
Trigger16= P2StateNo=1200
Trigger17= EnemyNear,Name="Kanae"&&EnemyNear,StateNo=1150
fvar(37) = -2
IgNoreHitPause = 1

[State -3];薳G蓖gii
Type = VarSet
TriggerAll=NumEnemy
Trigger1 = P2Name="cvsgeese"
Trigger1 = P2StateNo=1400
Trigger2 = P2Name="Geese Howard"
Trigger2 = EnemyNear,AutHorName="CanNon Musume"
Trigger2 = P2StateNo=1450
Trigger3 = P2Name="Date Masamune"
Trigger3 = P2StateNo=1400
fvar(37) = -3
IgNoreHitPause = 1

[State -3];薳G蓖gi
Type = VarSet
TriggerAll=NumEnemy
Trigger1 = P2Name="cvsgeese"
Trigger1 = P2StateNo=1500
Trigger2 = P2Name="Geese Howard"
Trigger2 = EnemyNear,AutHorName="CanNon Musume"
Trigger2 = P2StateNo=1500
Trigger3 = EnemyNear,AutHorName="H"
Trigger3 = P2StateNo=920
Trigger4 = P2Name="TOKI-(NERICYA)"||P2Name="AMIBA"
Trigger4 = P2StateNo=1500
Trigger5 = P2Name="Abe"
Trigger5 = P2StateNo=1110
Trigger6 = P2Name="cvsingrid"
Trigger6 = P2StateNo=1350
Trigger7 = EnemyNear,AutHorName="Toma & Raien Makoto"
Trigger7 = P2Name="Aoko Aozaki"||P2Name="Shiki_Nanaya"
Trigger7 = P2StateNo=910
Trigger8 = EnemyNear,AutHorName="H"
Trigger8 = P2StateNo=[910,912]
Trigger9 = P2Name="Geese Howard"
Trigger9 = EnemyNear,AutHorName="Phantom.of.the.Server"
Trigger9 = P2StateNo=1240
Trigger10=Enemy(floor(fvar(36))),Name="Konoha"
Trigger10=Enemy(floor(fvar(36))),StateNo=1700
Trigger11= EnemyNear,Name="Toki"&&EnemyNear,StateNo=1052
Trigger12= EnemyNear,Name="Kanae"&&EnemyNear,StateNo=1151
fvar(37) = -4
IgNoreHitPause = 1

[State -3,SG]
Type = VarSet
Trigger1 = EnemyNear,AuthorName="ahuron"&&EnemyNear,StateNo=[701,705]
Trigger2 = EnemyNear,AuthorName="jin"&&EnemyNear,StateNo=52000
Trigger3 = EnemyNear,AuthorName="Aoba"&&EnemyNear,StateNo=52000
Trigger4 = EnemyNear,AuthorName="DALA"&&EnemyNear,StateNo=[3600,3650]
Trigger5 = EnemyNear,AuthorName="Rin & Bat"&&EnemyNear,StateNo=750
Trigger6 = EnemyNear,AuthorName="kayui uma"&&EnemyNear,StateNo=[680,681]
Trigger7 = P2Name="Gustab Munchausen"
Trigger7 = P2stateno=1130
Trigger8 = P2name="I-NO"
Trigger8 = P2stateno=3500
Trigger9 = EnemyNear,Name="alty"||EnemyNear,Name="Silvy"
Trigger9 = P2StateNo=700||P2StateNo=710
Trigger10 = EnemyNear,Name="Buront"&&(EnemyNear,StateNo=8800||EnemyNear,StateNo=[1400,1420]) 
Trigger11 = EnemyNear,AuthorName="shikkoku"&&(EnemyNear,StateNo=[9500,9600])||EnemyNear,StateNo=2700
Trigger11 = EnemyNear,Name="RAOH"
Trigger12 = EnemyNear,Name="cvsg_rugal"&&EnemyNear,StateNo=1800
Trigger13 = EnemyNear,Name="Ryu"||EnemyNear,Name="Shin Gouki"
Trigger13 = EnemyNear,stateno=1400
Trigger14 = EnemyNear,Name="cvsgouki"&&EnemyNear,StateNo=1500
Trigger15 = EnemyNear,Name="SLAYER"&&EnemyNear,StateNo=810
Trigger16 = EnemyNear,Name="JUSTICE"&&EnemyNear,StateNo=1200
Trigger17 = EnemyNear,Name="White_Len(CPU)"&&(EnemyNear,StateNo=1410||EnemyNear,StateNo=1400||EnemyNear,StateNo=1450||EnemyNear,StateNo=40)
Trigger18 = EnemyNear,Name="Reimu_Hakurei"&&EnemyNear,StateNo=[3020,3022]
Trigger19= EnemyNear,Name="Rouga_Zanma"
Trigger19= EnemyNear,StateNo=2100&&EnemyNear,Animtime<-16
Trigger20= P2Name="Kanna"
Trigger20= (P2StateNo=[6000,6001])||(P2StateNo=[6010,6011])||P2StateNo=6100||(P2StateNo=[7000,7006])
Trigger21= P2Name="Mai Kawasumi"
Trigger21= (P2StateNo=6100||P2StateNo=6110||P2StateNo=6120)&&EnemyNear,AnimElemTime(3)<10||P2StateNo=7300&&EnemyNear,time<50
Trigger22= P2Name="UNKNOWN"
Trigger22= P2StateNo=100||P2StateNo=1100&&EnemyNear,time<33
Trigger23= P2Name ="Hulk"
Trigger23= P2StateNo=66||(P2StateNo=[940,942])
Trigger24= P2Name="Jedah"
Trigger24= P2StateNo=500||P2StateNo=810||EnemyNear,Time<14&&(P2StateNo=1300||P2StateNo=2300)
Trigger25 = EnemyNear,Name="jam"&&EnemyNear,StateNo=233
Trigger26= P2Name="Strider_Hiryu"
Trigger26= (P2StateNo=[3040,3041])||(P2StateNo=[7800,7801])||((P2StateNo=[7610,7620])&&(EnemyNear,Time=[1,10]))||P2stateno=[3000,3001]
Trigger27 = EnemyNear,Name="JOHANN"&&(EnemyNear,StateNo=1200||EnemyNear,StateNo=2200)
Trigger28 = EnemyNear,Name="Sachiel"&&(EnemyNear,StateNo=1080||EnemyNear,StateNo=3500)||EnemyNear,StateNo=700
Trigger29 = EnemyNear,Name="SHIN"&&((EnemyNear,StateNo=2200)||(EnemyNear,StateNo=2600))
Trigger30= P2Name="IGNIZ"
Trigger30= P2StateNo=[2100,2101]
Trigger31= P2Name="ZERO"
Trigger31= P2StateNo=[3020,3021]
Trigger32= P2Name="ORIGINAL ZERO"
Trigger32= P2StateNo=[3100,3110]
Trigger33= EnemyNear,Name="T-H-M-A"&&(EnemyNear,StateNo=[6101,6131])
Trigger34= EnemyNear,Name="mukai"&&EnemyNear,StateNo=1200
Trigger35= EnemyNear,Name="Hoshi Kage"&&EnemyNear,StateNo=[1010,1012]
Trigger36 = P2name="magaki"
Trigger36 = P2stateno=3000
Trigger37 = EnemyNear,NumHelper(3010)||EnemyNear,NumHelper(3011)||EnemyNear,StateNo=3000
Trigger37 = EnemyNear,Name="mora"
Trigger38 = EnemyNear,Name="Goenitz_UM"&&EnemyNear,StateNo=[900,930]
Trigger39 = EnemyNear,Name="THOUTHER"&&(EnemyNear,StateNo=2600)
Trigger40 = EnemyNear,Name="final dio"&&EnemyNear,StateNo=1200
Trigger41 = EnemyNear,Name="syobo-n"&&(EnemyNear,StateNo=2200||EnemyNear,StateNo=[2400,2410])
Trigger42 = EnemyNear,Name="kaede"&&(EnemyNear,StateNo=3500||EnemyNear,StateNo=3600)
Trigger43 = EnemyNear,Name="Shuma Gorath"&&EnemyNear,StateNo=7500
Trigger44=EnemyNear,Name="jazu"
Trigger44=EnemyNear,StateNo=1700
Trigger45=enemynear,Name="Angelia Avallone"
Trigger45=EnemyNear,StateNo=1200&&EnemyNear,time<46
Trigger46=enemynear,Name="Yukari Yakumo"&&enemynear,AuthorName="Shiroto"
Trigger46=enemynear,StateNo=1120
Trigger47= EnemyNear,AuthorName="shikkoku"&&((EnemyNear,StateNo=3500&&EnemyNear,AnimElemTime(14)<10)||EnemyNear,StateNo=9000)
Trigger47= EnemyNear,Name="RAOH"
Trigger48= EnemyNear,Name="Toki"&&(EnemyNear,StateNo=[1000,1019])&&time<20
Trigger49= EnemyNear,Name="Kouryu"&&EnemyNear,StateNo=[1300,1310]
Trigger50= EnemyNear,Name="Toki"&&(EnemyNear,StateNo=[1000,1019])&&helper(25010),var(1)>=5
Trigger51= EnemyNear,Name="ZEUS"&&(EnemyNear,StateNo=1010)&&time<44
fvar(37) = -5
IgNoreHitPause = 1

[State -3]
Type=VarSet
TriggerAll=NumEnemy
TriggerAll=EnemyNear,MoveType!=H
TriggerAll=EnemyNear,Name="Marisa Kirisame"
Trigger1=EnemyNear,StateNo=105
Trigger2=EnemyNear,StateNo=2010
Trigger2=EnemyNear,Time>16
Trigger3=EnemyNear,StateNo=2011
Trigger4=EnemyNear,StateNo=2012||EnemyNear,StateNo=2022||EnemyNear,StateNo=1232
Trigger4=EnemyNear,Time<36
Trigger5=EnemyNear,StateNo=[2020,2021]
Trigger6=EnemyNear,StateNo=2030
Trigger7=EnemyNear,StateNo=[2041,2042]
Trigger8=EnemyNear,StateNo=2043
Trigger8=EnemyNear,Time<56
Trigger9=EnemyNear,StateNo=[2050,2053]
Trigger10=EnemyNear,StateNo=[1270,1272]
Trigger11=EnemyNear,StateNo=[1280,1281]
Trigger12=EnemyNear,StateNo=[1200,1205]
Trigger13=EnemyNear,StateNo=1210
Trigger14=EnemyNear,StateNo=1220
Trigger15=EnemyNear,StateNo=1222
Trigger16=EnemyNear,StateNo=[1230,1231]
Trigger17=EnemyNear,StateNo=[1240,1241]
Trigger18=EnemyNear,StateNo=[1250,1256]
Trigger19=EnemyNear,StateNo=900
Trigger19=EnemyNear,Time>23
Trigger20=EnemyNear,StateNo=901
fvar(37)=-7
IgNoreHitPause=1

[State -3]
Type=VarSet
TriggerAll=NumEnemy>0
TriggerAll=EnemyNear,MoveType!=H
TriggerAll=EnemyNear,Name="Strider_Hiryu"
Trigger1=EnemyNear,StateNo=3000
Trigger1=EnemyNear,AnimElem=4,>=0
Trigger2=EnemyNear,StateNo=3001
Trigger3=(EnemyNear,StateNo=[3040,3041])
Trigger4=(EnemyNear,StateNo=[7800,7801])
Trigger5=EnemyNear,Time<11
Trigger5=EnemyNear,StateNo=[7610,7620]
fvar(37)=-7
IgnoreHitPause=1

[State -3]
Type=VarSet
TriggerAll=NumEnemy>0
TriggerAll=EnemyNear,MoveType!=H
TriggerAll=EnemyNear,Name="johnny"
Trigger1=EnemyNear,StateNo=3000
Trigger1=EnemyNear,AnimElemTime(5)<2
Trigger2=EnemyNear,StateNo=3200
Trigger2=EnemyNear,AnimElemTime(6)<2
Trigger3=EnemyNear,StateNo=3500
Trigger3=EnemyNear,AnimElemTime(11)<0
Trigger4=EnemyNear,StateNo=1500
Trigger4=EnemyNear,AnimElemTime(7)<0
Trigger5=EnemyNear,StateNo=700
Trigger5=EnemyNear,Anim=700&&EnemyNear,AnimElemTime(6)<0||EnemyNear,Anim!=700
Trigger6=EnemyNear,StateNo=105
Trigger6=EnemyNear,Time<8
Trigger7=EnemyNear,StateNo=860||EnemyNear,StateNo=3001||EnemyNear,StateNo=3501||EnemyNear,StateNo=4010
fvar(37)=-7
IgnoreHitPause=1

[State -3]
Type=VarSet
TriggerAll=NumEnemy
TriggerAll=EnemyNear,MoveType!=H
TriggerAll=EnemyNear,Name="Reimu_Hakurei"
Trigger1=EnemyNear,StateNo=105
Trigger1=EnemyNear,Time<6
Trigger2=EnemyNear,StateNo=119
Trigger2=EnemyNear,var(12)=1030
Trigger2=EnemyNear,Time<20
Trigger3=EnemyNear,StateNo=[800,802]
Trigger3=EnemyNear,Time<13
Trigger4=EnemyNear,StateNo=1020
Trigger4=EnemyNear,Time<20
Trigger5=EnemyNear,StateNo=3020
Trigger5=EnemyNear,AnimElem=7,<0
Trigger6=EnemyNear,StateNo=3040
Trigger6=EnemyNear,AnimElem=7,>1
Trigger7=EnemyNear,StateNo=3042
Trigger7=EnemyNear,Time<55
Trigger8=EnemyNear,StateNo=3160
Trigger8=EnemyNear,Time<41
Trigger9=EnemyNear,StateNo=3161
Trigger9=EnemyNear,Time<11
Trigger10=EnemyNear,StateNo=3041
Trigger11=EnemyNear,StateNo=3051
Trigger12=EnemyNear,StateNo=3061
Trigger13=(EnemyNear,StateNo=[3500,3502])
Trigger14=(EnemyNear,StateNo=[3510,3514])
Trigger15=EnemyNear,StateNo=3525
Trigger16=EnemyNear,StateNo=3681
Trigger17=EnemyNear,StateNo=3689
fvar(37)=-7
IgNoreHitPause=1

[State -3]
Type=VarSet
TriggerAll=NumEnemy
TriggerAll=EnemyNear,MoveType!=H
TriggerAll=EnemyNear,Name="Gustab Munchausen"
Trigger1=EnemyNear,StateNo=52000
Trigger2=EnemyNear,StateNo=1110
fvar(37)=-7
IgNoreHitPause=1

[State -3]
Type=VarSet
TriggerAll=NumEnemy
TriggerAll=EnemyNear,MoveType!=H
TriggerAll=EnemyNear,Name="MvC2 Juggernaut By Kamekaze"
Trigger1=EnemyNear,StateNo=703
fvar(37)=-5
IgNoreHitPause=1

[State -3]
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=P2Name="BRIDGET"
Trigger1 = (P2StateNo=1200||P2StateNo=1250)
Trigger1 = EnemyNear,Time<16
Trigger2 = P2StateNo=1590
Trigger2 = EnemyNear,AnimElemTime(12)<4
fvar(37) = -7
IgNoreHitPause = 1

[State -3]
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=P2Name="Aoko Aozaki"
Trigger1 = EnemyNear,Time<74
Trigger1 = P2StateNo=1100
Trigger2 = P2StateNo=801||P2StateNo=806||P2StateNo=811
Trigger3 = EnemyNear,Time<124
Trigger3 = P2StateNo=1200
Trigger4 = EnemyNear,Time<6
Trigger4 = P2StateNo=1022
Trigger5 = EnemyNear,Time<8
Trigger5 = P2StateNo=1037||P2StateNo=1042||P2StateNo=1062||P2StateNo=1072||P2StateNo=1082||P2StateNo=1092
Trigger6 = P2StateNo=105
Trigger6 = EnemyNear,Time>7
fvar(37)=-7
IgNoreHitPause = 1

[State -3]
Type=VarSet
TriggerAll=NumEnemy>0
TriggerAll=EnemyNear,MoveType!=H
TriggerAll=EnemyNear,Name="SHIN"
Trigger1=EnemyNear,StateNo=2400
Trigger2=EnemyNear,StateNo=2050
Trigger3=EnemyNear,StateNo=2000
Trigger3=EnemyNear,Time<97
Trigger4=EnemyNear,StateNo=1400
Trigger4=EnemyNear,Time<15
Trigger5=EnemyNear,StateNo=1100
fvar(37)=-7
IgnoreHitPause=1

[State -3]
Type=VarSet
TriggerAll=NumEnemy>0
TriggerAll=EnemyNear,MoveType!=H
TriggerAll=EnemyNear,Name="Remilia_Scarlet"
Trigger1=EnemyNear,StateNo=119
Trigger2=EnemyNear,StateNo=1001&&EnemyNear,MoveContAct
Trigger3=EnemyNear,StateNo=1012&&EnemyNear,MoveContAct
Trigger4=(EnemyNear,StateNo=[3030,3031])||EnemyNear,StateNo=3051
fvar(37)=-7
IgnoreHitPause=1

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

[Statedef 33333]
type = A
movetype = I
physics = N
ctrl = 0
anim = 9999
sprpriority = 0

[State 9741, Safety]
type=selfstate
trigger1= !ishelper
value=0

[State 30010]
type = BindtoRoot
trigger1 = 1
facing = 1
pos = 0,0

[State -2]
type = Nothitby
trigger1 = 1
value = SCA

[State 30000]
type = ScreenBound
trigger1 = 1
value = 0
movecamera=0,0

[State -2]
type = assertspecial
trigger1 = 1
flag = noshadow
flag2 = invisible
ignorehitpause = 1

[State -1];npԍwK
Type = VarSet
triggerall = var(47) < 60
Trigger1 = 1
var(var(47))=playerID(root,var(57)),stateno
IgNoreHitPause = 1


[State -1];npԍwK
Type = VarSet
triggerall = var(47) < 58
Triggerall = playerID(root,var(57)),stateno!=var(0) || var(47) <= 0
Triggerall = playerID(root,var(57)),stateno!=var(2) || var(47) <= 2
Triggerall = playerID(root,var(57)),stateno!=var(4) || var(47) <= 4
Triggerall = playerID(root,var(57)),stateno!=var(6) || var(47) <= 6
Triggerall = playerID(root,var(57)),stateno!=var(8) || var(47) <= 8
Triggerall = playerID(root,var(57)),stateno!=var(10) || var(47) <= 10
Triggerall = playerID(root,var(57)),stateno!=var(12) || var(47) <= 12
Triggerall = playerID(root,var(57)),stateno!=var(14) || var(47) <= 14
Triggerall = playerID(root,var(57)),stateno!=var(16) || var(47) <= 16
Triggerall = playerID(root,var(57)),stateno!=var(18) || var(47) <= 18
Triggerall = playerID(root,var(57)),stateno!=var(20) || var(47) <= 20
Triggerall = playerID(root,var(57)),stateno!=var(22) || var(47) <= 22
Triggerall = playerID(root,var(57)),stateno!=var(24) || var(47) <= 24
Triggerall = playerID(root,var(57)),stateno!=var(26) || var(47) <= 26
Triggerall = playerID(root,var(57)),stateno!=var(28) || var(47) <= 28
Triggerall = playerID(root,var(57)),stateno!=var(30) || var(47) <= 30
Triggerall = playerID(root,var(57)),stateno!=var(32) || var(47) <= 32
Triggerall = playerID(root,var(57)),stateno!=var(34) || var(47) <= 34
Triggerall = playerID(root,var(57)),stateno!=var(36) || var(47) <= 36
Triggerall = playerID(root,var(57)),stateno!=var(38) || var(47) <= 38
Triggerall = playerID(root,var(57)),stateno!=var(40) || var(47) <= 40
Triggerall = playerID(root,var(57)),stateno!=var(42) || var(47) <= 42
Triggerall = playerID(root,var(57)),stateno!=var(44) || var(47) <= 44
Triggerall = playerID(root,var(57)),stateno!=var(48) || var(47) <= 48
Triggerall = playerID(root,var(57)),stateno!=var(50) || var(47) <= 50
Triggerall = playerID(root,var(57)),stateno!=var(52) || var(47) <= 52
Triggerall = playerID(root,var(57)),stateno!=var(54) || var(47) <= 54
Triggerall = playerID(root,var(57)),stateno!=var(56) || var(47) <= 56
triggerall = !var(var(47)+1)
triggerall = playerID(root,var(57)),hitdefattr = SC,AA
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
var(var(47)+1)=playerID(root,var(57)),time
IgNoreHitPause = 1

[State -1];npԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(1)
Triggerall = fvar(0)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(0)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(0)=root,P2Dist x
IgNoreHitPause = 1


[State -1];npԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(3)
Triggerall = fvar(2)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(2)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(2)=root,P2Dist x
IgNoreHitPause = 1


[State -1];npԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(5)
Triggerall = fvar(4)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(4)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(4)=root,P2Dist x
IgNoreHitPause = 1


[State -1];npԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(7)
Triggerall = fvar(6)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(6)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(6)=root,P2Dist x
IgNoreHitPause = 1


[State -1];npԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(9)
Triggerall = fvar(8)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(8)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(8)=root,P2Dist x
IgNoreHitPause = 1




[State -1];npԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(11)
Triggerall = fvar(10)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(10)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(10)=root,P2Dist x
IgNoreHitPause = 1




[State -1];npԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(13)
Triggerall = fvar(12)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(12)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(12)=root,P2Dist x
IgNoreHitPause = 1


[State -1];npԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(15)
Triggerall = fvar(14)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(14)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(14)=root,P2Dist x
IgNoreHitPause = 1


[State -1];npԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(17)
Triggerall = fvar(16)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(16)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(16)=root,P2Dist x
IgNoreHitPause = 1


[State -1];npԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(19)
Triggerall = fvar(18)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(18)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(18)=root,P2Dist x
IgNoreHitPause = 1


[State -1];npԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(21)
Triggerall = fvar(20)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(20)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(20)=root,P2Dist x
IgNoreHitPause = 1


[State -1];npԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(23)
Triggerall = fvar(22)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(22)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(22)=root,P2Dist x
IgNoreHitPause = 1



[State -1];npԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(25)
Triggerall = fvar(24)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(24)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(24)=root,P2Dist x
IgNoreHitPause = 1


[State -1];npԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(27)
Triggerall = fvar(24)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(26)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(26)=root,P2Dist x
IgNoreHitPause = 1


[State -1];npԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(29)
Triggerall = fvar(28)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(28)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(28)=root,P2Dist x
IgNoreHitPause = 1


[State -1];npԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(31)
Triggerall = fvar(30)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(30)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(30)=root,P2Dist x
IgNoreHitPause = 1


[State -1];npԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(33)
Triggerall = fvar(32)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(32)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(32)=root,P2Dist x
IgNoreHitPause = 1

[State -1];npԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(35)
Triggerall = fvar(32)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(34)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(34)=root,P2Dist x
IgNoreHitPause = 1


[State -1];npԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(37)
Triggerall = fvar(32)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(36)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(36)=root,P2Dist x
IgNoreHitPause = 1


[State -1];npԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(39)
Triggerall = fvar(32)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(38)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(38)=root,P2Dist x
IgNoreHitPause = 1


[State -1];npԍwK
Type = VarSet
Trigger1 = var(47) < 40
Trigger1 = var(var(47)+1)
fvar(var(47))=root,P2Dist x
IgNoreHitPause = 1


[State -1];npԍwK
Type = VarSet
Trigger1 = var(47) < 40
Trigger1 = var(var(47)+1)
fvar(var(47)+1)=root,P2Dist y
IgNoreHitPause = 1


[State -1];npԍwK
Type = VarAdd
Trigger1 = var(var(47)+1)
var(47) = 2
IgNoreHitPause = 1


[State -1];npԍwK
Type = VarAdd
Trigger1 = var(47) = 46
var(47)=2
IgNoreHitPause = 1

[State -1]
Type = VarSet
Trigger1 = var(46) = 4
var(46)= ifelse(playerID(root,var(57)),statetype=A,2,1)

[State -2 fobOp]
type=displayToClipboard
trigger1=1
ignorehitpause=1
text=" var(2)=%d fvar(10)=%f fvar(7)=%f fvar(8)=%f fvar(6)=%f"
params=var(2),fvar(10),fvar(7),fvar(8),fvar(6)


[State -2 fobOp]
type=AppendToClipboard
trigger1=1
ignorehitpause=1
text=" \nvar(7)=%d var(59)=%d var(55)=%d var(54)=%d var(58)=%d"
params=var(7),var(59),var(55),var(54),var(58)

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

[Statedef 30030]
type = A
movetype = I
physics = N
ctrl = 0
anim = 9999
sprpriority = 0

[State 9741, Safety]
type=selfstate
trigger1= !ishelper
value=0

[State 30010]
type = BindtoRoot
trigger1 = 1
facing = 1
pos = 0,0

[State -2]
type = Nothitby
trigger1 = 1
value = SCA

[State 30000]
type = ScreenBound
trigger1 = 1
value = 0
movecamera=0,0

[State -2]
type = assertspecial
trigger1 = 1
flag = noshadow
flag2 = invisible
ignorehitpause = 1

[State -1];󒆗pԍwK
Type = VarSet
triggerall = var(47) < 60
Trigger1 = 1
var(var(47))=playerID(root,var(57)),stateno
IgNoreHitPause = 1


[State -1];󒆗pԍwK
Type = VarSet
triggerall = var(47) < 58
Triggerall = playerID(root,var(57)),stateno!=var(0) || var(47) <= 0
Triggerall = playerID(root,var(57)),stateno!=var(2) || var(47) <= 2
Triggerall = playerID(root,var(57)),stateno!=var(4) || var(47) <= 4
Triggerall = playerID(root,var(57)),stateno!=var(6) || var(47) <= 6
Triggerall = playerID(root,var(57)),stateno!=var(8) || var(47) <= 8
Triggerall = playerID(root,var(57)),stateno!=var(10) || var(47) <= 10
Triggerall = playerID(root,var(57)),stateno!=var(12) || var(47) <= 12
Triggerall = playerID(root,var(57)),stateno!=var(14) || var(47) <= 14
Triggerall = playerID(root,var(57)),stateno!=var(16) || var(47) <= 16
Triggerall = playerID(root,var(57)),stateno!=var(18) || var(47) <= 18
Triggerall = playerID(root,var(57)),stateno!=var(20) || var(47) <= 20
Triggerall = playerID(root,var(57)),stateno!=var(22) || var(47) <= 22
Triggerall = playerID(root,var(57)),stateno!=var(24) || var(47) <= 24
Triggerall = playerID(root,var(57)),stateno!=var(26) || var(47) <= 26
Triggerall = playerID(root,var(57)),stateno!=var(28) || var(47) <= 28
Triggerall = playerID(root,var(57)),stateno!=var(30) || var(47) <= 30
Triggerall = playerID(root,var(57)),stateno!=var(32) || var(47) <= 32
Triggerall = playerID(root,var(57)),stateno!=var(34) || var(47) <= 34
Triggerall = playerID(root,var(57)),stateno!=var(36) || var(47) <= 36
Triggerall = playerID(root,var(57)),stateno!=var(38) || var(47) <= 38
Triggerall = playerID(root,var(57)),stateno!=var(40) || var(47) <= 40
Triggerall = playerID(root,var(57)),stateno!=var(42) || var(47) <= 42
Triggerall = playerID(root,var(57)),stateno!=var(44) || var(47) <= 44
Triggerall = playerID(root,var(57)),stateno!=var(48) || var(47) <= 48
Triggerall = playerID(root,var(57)),stateno!=var(50) || var(47) <= 50
Triggerall = playerID(root,var(57)),stateno!=var(52) || var(47) <= 52
Triggerall = playerID(root,var(57)),stateno!=var(54) || var(47) <= 54
Triggerall = playerID(root,var(57)),stateno!=var(56) || var(47) <= 56
triggerall = !var(var(47)+1)
triggerall = playerID(root,var(57)),hitdefattr = A,AA
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
var(var(47)+1)=playerID(root,var(57)),time
IgNoreHitPause = 1




[State -1];󒆗pԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(1)
Triggerall = fvar(0)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(0)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(0)=root,P2Dist x
IgNoreHitPause = 1


[State -1];󒆗pԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(3)
Triggerall = fvar(2)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(2)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(2)=root,P2Dist x
IgNoreHitPause = 1


[State -1];󒆗pԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(5)
Triggerall = fvar(4)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(4)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(4)=root,P2Dist x
IgNoreHitPause = 1


[State -1];󒆗pԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(7)
Triggerall = fvar(6)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(6)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(6)=root,P2Dist x
IgNoreHitPause = 1


[State -1];󒆗pԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(9)
Triggerall = fvar(8)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(8)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(8)=root,P2Dist x
IgNoreHitPause = 1




[State -1];󒆗pԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(11)
Triggerall = fvar(10)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(10)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(10)=root,P2Dist x
IgNoreHitPause = 1




[State -1];󒆗pԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(13)
Triggerall = fvar(12)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(12)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(12)=root,P2Dist x
IgNoreHitPause = 1


[State -1];󒆗pԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(15)
Triggerall = fvar(14)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(14)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(14)=root,P2Dist x
IgNoreHitPause = 1


[State -1];󒆗pԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(17)
Triggerall = fvar(16)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(16)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(16)=root,P2Dist x
IgNoreHitPause = 1


[State -1];󒆗pԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(19)
Triggerall = fvar(18)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(18)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(18)=root,P2Dist x
IgNoreHitPause = 1


[State -1];󒆗pԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(21)
Triggerall = fvar(20)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(20)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(20)=root,P2Dist x
IgNoreHitPause = 1


[State -1];󒆗pԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(23)
Triggerall = fvar(22)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(22)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(22)=root,P2Dist x
IgNoreHitPause = 1



[State -1];󒆗pԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(25)
Triggerall = fvar(24)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(24)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(24)=root,P2Dist x
IgNoreHitPause = 1


[State -1];󒆗pԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(27)
Triggerall = fvar(24)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(26)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(26)=root,P2Dist x
IgNoreHitPause = 1


[State -1];󒆗pԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(29)
Triggerall = fvar(28)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(28)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(28)=root,P2Dist x
IgNoreHitPause = 1


[State -1];󒆗pԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(31)
Triggerall = fvar(30)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(30)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(30)=root,P2Dist x
IgNoreHitPause = 1


[State -1];󒆗pԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(33)
Triggerall = fvar(32)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(32)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(32)=root,P2Dist x
IgNoreHitPause = 1

[State -1];󒆗pԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(35)
Triggerall = fvar(32)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(34)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(34)=root,P2Dist x
IgNoreHitPause = 1


[State -1];󒆗pԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(37)
Triggerall = fvar(32)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(36)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(36)=root,P2Dist x
IgNoreHitPause = 1


[State -1];󒆗pԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(39)
Triggerall = fvar(32)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(38)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(38)=root,P2Dist x
IgNoreHitPause = 1


[State -1];󒆗pԍwK
Type = VarSet
Trigger1 = var(47) < 40
Trigger1 = var(var(47)+1)
fvar(var(47))=root,P2Dist x
IgNoreHitPause = 1


[State -1];󒆗pԍwK
Type = VarSet
Trigger1 = var(47) < 40
Trigger1 = var(var(47)+1)
fvar(var(47)+1)=root,P2Dist y
IgNoreHitPause = 1


[State -1];󒆗pԍwK
Type = VarAdd
Trigger1 = var(var(47)+1)
var(47) = 2
IgNoreHitPause = 1


[State -1];󒆗pԍwK
Type = VarAdd
Trigger1 = var(47) = 46
var(47)=2
IgNoreHitPause = 1

[State -1]
Type = VarSet
Trigger1 = var(46) = 4
var(46)= ifelse(playerID(root,var(57)),statetype=A,2,1)

;-----------------------------------------------------------------------------------------------------------------------
[Statedef 30020]
type=A
movetype=I
physics=N
ctrl=0
anim=9999
sprpriority=0
velset=0,0

[State -2];
type=varset
trigger1=!var(54)
var(54)=40

;hcTXe[g
[State -2]
type=ChangeState
triggerall=!numhelper(30021)
trigger1=var(56)!=-1||prevstateno=30029
trigger1=!playerIDexist(var(3+var(55)))
value=30022


[State -2]
type=assertspecial
trigger1=1
flag=noshadow
flag2=invisible
ignorehitpause=1


[State -2]
type=Nothitby
trigger1=1
value=SCA

;{̂ƓGƂ̒Ԃɔzu
[State -2]
type=posset
trigger1=1
x=(root,pos x+playerID(root,var(57)),pos x)/2.0

;{̂Ɠ
[State -2]
type=turn
trigger1=facing!=root,facing

;{̂̋߂ɔѓȂx
[State 30020]
type=varset
trigger1=playerIDExist(var(3+var(55)))
trigger1=playerID(var(3+var(55))),movetype=A
trigger1=abs(root,pos y-playerID(var(3+var(55))),pos y)<200
trigger1=abs(playerID(var(3+var(55))),pos x-root,pos x)<=200
var(2)=5


;hcpϐ̍ōlL^
[State 30020]
type=varset
trigger1=var(57)<var(3+var(55))
var(57)=var(3+var(55))

;[vobN
[State 30020]
type=Changestate
trigger1=!numhelper(30021)	;P
trigger1=var(56)!=-1	;Q
trigger1=var(55)<var(54)	;[vw񐔖
trigger1=var(55):=var(55)+1||1	;CNgi[vJE^j
value=30020


[State -2];JE^
type=VarSet
trigger1=1
var(55)=0

;inguarddistnfp
[State -2]
type=VarAdd
trigger1=var(0)>0
var(0)=-1

;inguarddistnfp
[State -2]
type=VarSet
trigger1=!playerID(root,var(57)),ctrl&&playerID(root,var(57)),stateno>=200
trigger2=inguarddist
trigger3=root,inguarddist
var(0)=15

;inguarddistnfp
[State -2]
type=VarAdd
trigger1=var(0)
var(1)=1

;inguarddistnfp
[State -2]
type=Varset
trigger1=!var(0)
var(1)=0


;ѓ̗΍
[State -2]
type=Varadd
trigger1=var(2)>0
var(2)=-1

;ѓ̗΍
[State -2]
type=varset
triggerall=root,inguarddist
trigger1=playerID(root,var(57)),movetype!=A
trigger2=P2Dist x>playerID(root,var(57)),Const(size.attack.dist)
var(2)=20


;ѓ̗΍BꎞIɗɔzu
[State -2]
type=posset
trigger1=1
x=root,pos x-facing*80

;ѓ̗΍
[State -2]
type=varset
trigger1=inguarddist
var(2)=5

;R{pϐ݂Ȃ
[State 30020 ΍eXg]
type=varset
trigger1=1
var(59)=0

;ILʑ΍fp̃Xe[g
[State -2]
type=ChangeState
trigger1=1
value=30029

;hc\wp[pXe[g
[Statedef 30021]
anim=9999
ctrl=0

;
[State 30021]
type=destroyself
trigger1=1

;[vXe[g
[Statedef 30022]
anim=9999
ctrl=0


;Jnlōlɍ킹
[State -2]
type=varset
trigger1=prevstateno!=30022;
var(3+var(55))=var(57)+1

;[vJE^
[State -2]
type=varadd
var(56)=1
trigger1=var(56)!=-1

;[vJE^
[State -2]
type=Varset
trigger1=prevstateno!=30022
var(56)=0

;ӂ邢ɂBPłYȂ玟
[State -2]
type=varadd
trigger1=!playerIDExist(var(3+var(55)))
trigger2=playerID(var(3+var(55))),movetype!=A||!(playerID(var(3+var(55))),hitdefattr=SCA,AA,AP,AT)
trigger2=playerID(var(3+var(55))),time>200-var(55)*10
trigger3=abs(playerID(var(3+var(55))),Screenpos x)>500
trigger4=abs(playerID(var(3+var(55))),pos y)>500
trigger5=teamside=playerID(var(3+var(55))),teamside
var(3+var(55))=1

[state -2];idmFpBPOJԂē肪ȂA~Ďɔ
type=Helper
trigger1=var(56)>10
trigger1=var(56):=-1
trigger1=!numhelper(30021)
helpertype=normal
name="id_check"
ID=30021
pos=0, 0
postype=right
facing=1
stateno=30021
ownpal=1
supermovetime=99999
pausemovetime=99999

;ϐ̒lo΂̃wp[̂̂
[State -2]
type=varset
trigger1=var(56)=-1
trigger1=numhelper(30021)
var(3+var(55))=helper(30021),id

;[vobN
[State -2]
type=ChangeState
value=30022
triggerall=var(56)!=-1
trigger1=!playerIDExist(var(3+var(55)))
trigger2=playerID(var(3+var(55))),movetype!=A||!(playerID(var(3+var(55))),hitdefattr=SCA,AA,AP,AT)
trigger2=playerID(var(3+var(55))),time>200-var(55)*10
trigger3=abs(playerID(var(3+var(55))),Screenpos x)>500
trigger4=abs(playerID(var(3+var(55))),pos y)>500
trigger5=teamside=playerID(var(3+var(55))),teamside

;I߂
[State -2]
type=ChangeState
value=30020
trigger1=1

[Statedef 30029]
anim=9999
ctrl=0

[State 30029]
type=CHangeState
trigger1=time>0
value=30020

[State 30029]
type=CHangeState
trigger1=!playerIDExist(var(3+var(55)))
trigger1=var(55)<var(54)-1
trigger1=var(55):=var(55)+1
value=30029

;fpϐ
[State 30020]
type=varset
trigger1=prevstateno!=30029
var(58)=0


[State 30020 ng]
type=varadd
trigger1=playerIDExist(var(3+var(55)))
trigger1=!((var(58))%10)
trigger1=playerID(var(3+var(55))),movetype=A
trigger1=playerID(var(3+var(55))),pos y+playerID(var(3+var(55))),vel y*10=[-100,60]
trigger1=abs(playerID(var(3+var(55))),vel x)>1
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)>0
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x*6>70
trigger1=fvar(0):=playerID(var(3+var(55))),vel x
var(58)=1


[State 30020 ng߂]
type=varadd
trigger1=!((var(58)/1000)%10)
trigger1=playerIDExist(var(3+var(55)))
trigger1=playerID(var(3+var(55))),movetype=A
trigger1=playerID(var(3+var(55))),pos y+playerID(var(3+var(55))),vel y*10=[-100,60]
trigger1=abs(playerID(var(3+var(55))),vel x)>1
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x*6<=70
var(58)=1000



[State 30020 󒆔g]
type=varadd
trigger1=playerIDExist(var(3+var(55)))
trigger1=!((var(58)/10)%10)
trigger1=playerID(var(3+var(55))),movetype=A
trigger1=playerID(var(3+var(55))),pos y+playerID(var(3+var(55))),vel y*20<-80
trigger1=abs(playerID(var(3+var(55))),vel x)>1
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)>-50
trigger1=fvar(1):=playerID(var(3+var(55))),vel y
var(58)=10



[State 30020 󒆔g߂]
type=varadd
trigger1=playerIDExist(var(3+var(55)))
trigger1=!((var(58)/10000)%10)
trigger1=playerID(var(3+var(55))),movetype=A
trigger1=playerID(var(3+var(55))),pos y+playerID(var(3+var(55))),vel y*10>=-80
trigger1=abs(playerID(var(3+var(55))),vel x)>1
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)>-50
trigger1=fvar(1):=playerID(var(3+var(55))),vel y
var(58)=10000


[State 30020 ߂]
type=varadd
trigger1=playerIDExist(var(3+var(55)))
trigger1=!((var(58)/100000)%10)
trigger1=playerID(var(3+var(55))),movetype=A
trigger1=playerID(var(3+var(55))),pos y-root,pos y=[-80,80]
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)=[-100,100]
var(58)=100000



[State 30020 RE-BITEΒn]
type=varadd
trigger1=playerIDExist(var(3+var(55)))
trigger1=!((var(58)/1000000)%10)
trigger1=playerID(var(3+var(55))),movetype=A&&(playerID(var(3+var(55))),hitdefattr=SCA,AP||playerID(var(3+var(55))),hitdefattr=SA,AA)
trigger1=playerID(var(3+var(55))),pos y+playerID(var(3+var(55))),vel y*10=[-100,60]
trigger1=abs(playerID(var(3+var(55))),vel x)>1
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x*6>70
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x*18<=20
trigger1=fvar(2):=playerID(var(3+var(55))),vel x||1
var(58)=1000000


[State 30020 RE-BITE΋]
type=varadd
trigger1=playerIDExist(var(3+var(55)))
trigger1=!((var(58)/10000000)%10)
trigger1=playerID(var(3+var(55))),movetype=A&&(playerID(var(3+var(55))),hitdefattr=SCA,AP||playerID(var(3+var(55))),hitdefattr=SA,AA)
trigger1=playerID(var(3+var(55))),pos y+playerID(var(3+var(55))),vel y*6<-105
trigger1=playerID(var(3+var(55))),pos y+playerID(var(3+var(55))),vel y*18>=-95
trigger1=abs(playerID(var(3+var(55))),vel y)>1
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x*18=[-80,80]
trigger1=fvar(3):=playerID(var(3+var(55))),vel y||1
var(58)=10000000


[State 30020];ݒu
type=varadd
trigger1=!((var(58)/100)%10)
trigger1=playerIDExist(var(3+var(55)))
trigger1=playerID(var(3+var(55))),movetype=A
trigger1=playerID(var(3+var(55))),pos y>-140
trigger1=playerID(var(3+var(55))),vel x<3
trigger1=playerID(var(3+var(55))),time>=40
trigger1=(root,pos x-playerID(var(3+var(55))),pos x)>80
var(58)=100

[State 30020];ѓ
type=varadd
trigger1=playerIDExist(var(3+var(55)))
trigger1=playerID(var(3+var(55))),movetype=A
trigger1=fvar(6):=playerID(var(3+var(55))),vel y||1
trigger1=fvar(7):=playerID(var(3+var(55))),vel x||1
trigger1=fvar(8):=playerID(var(3+var(55))),pos y||1
trigger1=fvar(10):=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)||1
fvar(9)=1

;fpϐ
[State 30020]
type=varset
trigger1=!var(58)
fvar(9)=0

;fpϐ
[State 30020]
type=varset
trigger1=!var(58)
fvar(6)=0

;fpϐ
[State 30020]
type=varset
trigger1=!var(58)
fvar(7)=0

;fpϐ
[State 30020]
type=varset
trigger1=!var(58)
fvar(10)=0
;fpϐ
[State 30020]
type=varset
trigger1=!var(58)
fvar(8)=0
[State 30020]
type=varset
trigger1=!var(58)
fvar(11)=0
[State 30020]
type=varset
trigger1=!var(58)
fvar(12)=0
[State 30020]
type=varset
trigger1=!var(58)
fvar(13)=0
[State 30020]
type=varset
trigger1=!var(58)
fvar(14)=0
[State 30020]
type=varset
trigger1=!var(58)
fvar(15)=0
[State 30020]
type=varset
trigger1=!var(58)
fvar(16)=0

;----------------ѓxxZo
[State 30020]
type=varset
trigger1=playerIDExist(var(3+var(55)))
trigger1=playerID(var(3+var(55))),movetype=A
trigger1=fvar(9)=6
fvar(12)=fvar(7)

[State 30020]
type=varset
trigger1=playerIDExist(var(3+var(55)))
trigger1=playerID(var(3+var(55))),movetype=A
trigger1=fvar(9)=7
fvar(13)=fvar(7)

[State 30020]
type=varset
trigger1=playerIDExist(var(3+var(55)))
trigger1=playerID(var(3+var(55))),movetype=A
fvar(11)=fvar(13)-fvar(12)

;----------------ѓyxZo

[State 30020]
type=varset
trigger1=playerIDExist(var(3+var(55)))
trigger1=playerID(var(3+var(55))),movetype=A
trigger1=fvar(9)=6
fvar(15)=fvar(6)

[State 30020]
type=varset
trigger1=playerIDExist(var(3+var(55)))
trigger1=playerID(var(3+var(55))),movetype=A
trigger1=fvar(9)=7
fvar(16)=fvar(6)

[State 30020]
type=varset
trigger1=playerIDExist(var(3+var(55)))
trigger1=playerID(var(3+var(55))),movetype=A
fvar(14)=fvar(16)-fvar(15)

;[vJE^A߂ɖ߂
[State 30029]
type=CHangeState
trigger1=var(55)<var(54)
trigger1=var(55):=var(55)+1||1
value=30029


[State -2 fobOp]
type=displayToClipboard
trigger1=1
ignorehitpause=1
text=" var(2)=%d fvar(10)=%f fvar(7)=%f fvar(11)=%f fvar(14)=%f"
params=var(2),fvar(10),fvar(7),fvar(11),fvar(14)


[State -2 fobOp]
type=AppendToClipboard
trigger1=1
ignorehitpause=1
text=" \nvar(7)=%d var(59)=%d var(55)=%d var(54)=%d var(58)=%d"
params=var(7),var(59),var(55),var(54),var(58)


[State 30020];JE^
type=varset
trigger1=1
var(55)=0

[State 30020];JE^
type=varset
trigger1=1
var(56)=0

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

[Statedef 44444]
type = A
movetype = I
physics = N
ctrl = 0
anim = 9999
sprpriority = 0

[State 9741, Safety]
type=selfstate
trigger1= !ishelper
value=0

[State 30010]
type = BindtoRoot
trigger1 = 1
facing = 1
pos = 0,0

[State -2]
type = Nothitby
trigger1 = 1
value = SCA

[State 30000]
type = ScreenBound
trigger1 = 1
value = 0
movecamera=0,0

[State -2]
type = assertspecial
trigger1 = 1
flag = noshadow
flag2 = invisible
ignorehitpause = 1

[State -1]
Type = VarSet
triggerall = var(47) < 60
Trigger1 = 1
var(var(47))=playerID(root,var(57)),stateno
IgNoreHitPause = 1


[State -1];npԍwK
Type = VarSet
triggerall = var(47) < 58
Triggerall = playerID(root,var(57)),stateno!=var(0) || var(47) <= 0
Triggerall = playerID(root,var(57)),stateno!=var(2) || var(47) <= 2
Triggerall = playerID(root,var(57)),stateno!=var(4) || var(47) <= 4
Triggerall = playerID(root,var(57)),stateno!=var(6) || var(47) <= 6
Triggerall = playerID(root,var(57)),stateno!=var(8) || var(47) <= 8
Triggerall = playerID(root,var(57)),stateno!=var(10) || var(47) <= 10
Triggerall = playerID(root,var(57)),stateno!=var(12) || var(47) <= 12
Triggerall = playerID(root,var(57)),stateno!=var(14) || var(47) <= 14
Triggerall = playerID(root,var(57)),stateno!=var(16) || var(47) <= 16
Triggerall = playerID(root,var(57)),stateno!=var(18) || var(47) <= 18
Triggerall = playerID(root,var(57)),stateno!=var(20) || var(47) <= 20
Triggerall = playerID(root,var(57)),stateno!=var(22) || var(47) <= 22
Triggerall = playerID(root,var(57)),stateno!=var(24) || var(47) <= 24
Triggerall = playerID(root,var(57)),stateno!=var(26) || var(47) <= 26
Triggerall = playerID(root,var(57)),stateno!=var(28) || var(47) <= 28
Triggerall = playerID(root,var(57)),stateno!=var(30) || var(47) <= 30
Triggerall = playerID(root,var(57)),stateno!=var(32) || var(47) <= 32
Triggerall = playerID(root,var(57)),stateno!=var(34) || var(47) <= 34
Triggerall = playerID(root,var(57)),stateno!=var(36) || var(47) <= 36
Triggerall = playerID(root,var(57)),stateno!=var(38) || var(47) <= 38
Triggerall = playerID(root,var(57)),stateno!=var(40) || var(47) <= 40
Triggerall = playerID(root,var(57)),stateno!=var(42) || var(47) <= 42
Triggerall = playerID(root,var(57)),stateno!=var(44) || var(47) <= 44
Triggerall = playerID(root,var(57)),stateno!=var(48) || var(47) <= 48
Triggerall = playerID(root,var(57)),stateno!=var(50) || var(47) <= 50
Triggerall = playerID(root,var(57)),stateno!=var(52) || var(47) <= 52
Triggerall = playerID(root,var(57)),stateno!=var(54) || var(47) <= 54
Triggerall = playerID(root,var(57)),stateno!=var(56) || var(47) <= 56
triggerall = !var(var(47)+1)
triggerall = !(playerID(root,var(57)),hitdefattr = SCA,NA,SA,HA,NT,ST,HT)
triggerall = playerID(root,var(57)),stateno=[200,1999]
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
var(var(47)+1)=playerID(root,var(57)),time
IgNoreHitPause = 1

[State -1];npԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(1)
Triggerall = fvar(0)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(0)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(0)=root,P2Dist x
IgNoreHitPause = 1


[State -1];npԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(3)
Triggerall = fvar(2)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(2)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(2)=root,P2Dist x
IgNoreHitPause = 1


[State -1];npԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(5)
Triggerall = fvar(4)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(4)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(4)=root,P2Dist x
IgNoreHitPause = 1


[State -1];npԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(7)
Triggerall = fvar(6)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(6)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(6)=root,P2Dist x
IgNoreHitPause = 1


[State -1];npԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(9)
Triggerall = fvar(8)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(8)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(8)=root,P2Dist x
IgNoreHitPause = 1




[State -1];npԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(11)
Triggerall = fvar(10)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(10)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(10)=root,P2Dist x
IgNoreHitPause = 1




[State -1];npԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(13)
Triggerall = fvar(12)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(12)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(12)=root,P2Dist x
IgNoreHitPause = 1


[State -1];npԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(15)
Triggerall = fvar(14)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(14)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(14)=root,P2Dist x
IgNoreHitPause = 1


[State -1];npԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(17)
Triggerall = fvar(16)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(16)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(16)=root,P2Dist x
IgNoreHitPause = 1


[State -1];npԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(19)
Triggerall = fvar(18)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(18)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(18)=root,P2Dist x
IgNoreHitPause = 1


[State -1];npԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(21)
Triggerall = fvar(20)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(20)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(20)=root,P2Dist x
IgNoreHitPause = 1


[State -1];npԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(23)
Triggerall = fvar(22)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(22)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(22)=root,P2Dist x
IgNoreHitPause = 1



[State -1];npԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(25)
Triggerall = fvar(24)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(24)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(24)=root,P2Dist x
IgNoreHitPause = 1


[State -1];npԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(27)
Triggerall = fvar(24)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(26)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(26)=root,P2Dist x
IgNoreHitPause = 1


[State -1];npԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(29)
Triggerall = fvar(28)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(28)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(28)=root,P2Dist x
IgNoreHitPause = 1


[State -1];npԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(31)
Triggerall = fvar(30)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(30)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(30)=root,P2Dist x
IgNoreHitPause = 1


[State -1];npԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(33)
Triggerall = fvar(32)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(32)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(32)=root,P2Dist x
IgNoreHitPause = 1

[State -1];npԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(35)
Triggerall = fvar(32)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(34)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(34)=root,P2Dist x
IgNoreHitPause = 1


[State -1];npԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(37)
Triggerall = fvar(32)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(36)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(36)=root,P2Dist x
IgNoreHitPause = 1


[State -1];npԍwK
Type = VarSet
triggerall = playerID(root,var(57)),time = var(39)
Triggerall = fvar(32)<root,P2Dist x
Triggerall = playerID(root,var(57)),stateno=var(38)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = playerID(root,var(57)),movecontact = 1
trigger2 = playerID(root,var(57)),hitcount = 1
fvar(38)=root,P2Dist x
IgNoreHitPause = 1


[State -1];npԍwK
Type = VarSet
Trigger1 = var(47) < 40
Trigger1 = var(var(47)+1)
fvar(var(47))=root,P2Dist x
IgNoreHitPause = 1


[State -1];󒆗pԍwK
Type = VarAdd
Trigger1 = var(var(47)+1)
var(47) = 2
IgNoreHitPause = 1


[State -1];󒆗pԍwK
Type = VarAdd
Trigger1 = var(47) = 46
var(47)=2
IgNoreHitPause = 1

[State -1]
Type = VarSet
Trigger1 = var(46) = 4
var(46)= ifelse(playerID(root,var(57)),statetype=A,2,1)                                                                                                                                                                                                                                      