;
;AI  
;
[Statedef -3] 
[State -3,AIx]
Type = null;posset
TriggerAll = !(ishelper)
Trigger1 = 1
y=-150
IgNoreHitPause = 1
[State -3,AI]
Type = null;varset
Trigger1 = 1
fv = 39
value = 7
IgNoreHitPause = 1
[State -3,AI]
Type = null;varset
Trigger1 = stateno=11
v = 16
value = 150
IgNoreHitPause = 1
[State -3,AI]
Type = null;varset
Trigger1 = stateno=11
v = 4
value = 5
IgNoreHitPause = 1
[State -3, AI^Cv+tO]
Type = VarSet
TriggerAll = Var(59) = 0
TriggerAll = RoundState = [1,2]
TriggerAll = !(ishelper)
Trigger1 = Command = "AI"
Trigger2 = Command = "AI1"
Trigger3 = Command = "AI2"
Trigger4 = Command = "AI3"
Trigger5 = Command = "AI4"
Trigger6 = Command = "AI5"
Trigger7 = Command = "AI6"
Trigger8 = Command = "AI7"
Trigger9 = Command = "AI8"
Trigger10 = Command = "AI9"
Trigger11 = Command = "AI10"
Trigger12 = Command = "AI11"
Trigger13 = Command = "AI12"
Trigger14 = Command = "AI13"
Trigger15 = Command = "AI14"
Trigger16 = Command = "AI15"
Trigger17 = Command = "AI16"
Trigger18 = Command = "AI17"
Trigger19 = Command = "AI18"
Trigger20 = Command = "AI19"
Trigger21 = Command = "AI20"
Trigger22 = Command = "AI21"
Trigger23 = Command = "AI22"
Trigger24 = Command = "AI23"
Trigger25 = Command = "AI24"
Trigger26 = Command = "AI25"
Trigger27 = Command = "AI26"
Trigger28 = Command = "AI27"
Trigger29 = Command = "AI28"
Trigger30 = Command = "AI29"
Trigger31 = Command = "AI30"
Trigger32 = Command = "AI31"
Trigger33 = Command = "AI32"
Trigger34 = Command = "AI33"
Trigger35 = Command = "AI34"
Trigger36 = Command = "AI35"
Trigger37 = Command = "AI36"
Trigger38 = Command = "AI37"
Trigger39 = Command = "AI38"
Trigger40 = Command = "AI39"
Trigger41 = Command = "AI40"
Trigger42 = var(59)=0
Trigger42 = NumHelper(10000+id)
Trigger42 = Helper(10000+id),var(59)>0
Trigger43 = palno = 7  ;7PJ[ŏ펞AIN
V = 59
Value = 5 ;;;;;;;;;;;;;;;;;1`5܂  1=dH,2=OCu,3=ojVO
IgNoreHitPause = 1;;;;;;;;;;4=AI,5= 

[State -3,AIx]
Type = varset
TriggerAll = !(ishelper)
Trigger1 = 1
fv = 38
value = 1   ;;;;;;;;;;;;;;; 0/ 1
IgNoreHitPause = 1

[State -3,z]flag]
Type = varset
TriggerAll = !(ishelper)
Trigger1 = 1
v = 50
value = 1   ;;;;;;;;;;;;;;;on 1/off 0@vC[CPU
IgNoreHitPause = 1
;##########################################################################
;##########################################################################
;##########################################################################
;##########################################################################
[State -3,]
Type = AssertSpecial
Trigger1 = var(59)>0
flag = nowalk

[State -3,΍]
Type = AssertSpecial
Trigger1 = var(59)>0
Trigger1 = var(56) = 3
flag = nocrouchguard
flag2 = nostandguard
flag3 = noairguard

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

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

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

[State -3,]
type=changestate
trigger1= ishelper
trigger1= ishelper(25000)
trigger1= stateno!=25000
value=25000

[State -2]
Type = Helper
Trigger1 = !NumHelper(26000)
HelperType = Normal
Name = "t2"
StateNo = 26000
PosType = left
pos=0,350
KeyCtrl = 0
Ownpal = 1
facing = -1
IgnoreHitPause = 1
pausemovetime=99999
supermovetime=99999
SprPriority = 7
ID = 26000

[State -3]
type=changestate
trigger1= ishelper
trigger1= ishelper(26000)
trigger1= stateno !=26000
value=26000

[State -2]
Type = Helper
Trigger1 = !NumHelper(27000)
HelperType = Normal
Name = "t3"
StateNo = 27000
PosType = left
pos=0,350
KeyCtrl = 0
Ownpal = 1
facing = 1
IgnoreHitPause = 1
pausemovetime=99999
supermovetime=99999
SprPriority = 7
ID = 27000

[State -3]
type=changestate
trigger1= ishelper
trigger1= ishelper(27000)
trigger1= stateno !=27000
value=27000
;
;[AIvar]  
;
[State -3,AI1];^bOmF
Type = varset
TriggerAll = !(ishelper)
Trigger1=numenemy=1
var(58) = 0
IgNoreHitPause = 1

[State -3,AI1];^bOmF
Type = varset
TriggerAll = !(ishelper)
Trigger1=numenemy=2
var(58) = ifelse(enemynear(0),alive,0,1)
IgNoreHitPause = 1

[state -3,AI2]
type = varrandom
TriggerAll = !(ishelper)
trigger1 = time = 1
trigger2 = movetype = A
trigger2 = gametime%18 = 0
trigger3 = movetype = H 
trigger3 = gametime%15 = 0
trigger4 = movetype = I
trigger4 = gametime%12 = 0
v = 57
range = 0,999 
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[state -3,AI3]
type = varrandom
TriggerAll = !(ishelper)
TriggerAll = fvar(38)=1
trigger1 = stateno = 430 && movecontact
trigger2 = stateno = 240 && movecontact
trigger3 = stateno = 1310 && time=5
trigger4 = stateno = 630 && movecontact=1
trigger5 = stateno = 245 && time=5
Trigger6 = (p2stateno=15110)||(p2stateno=5110)
Trigger6 = EnemyNear(var(58)),time=1
Trigger7 = movetype=H
trigger8 = stateno = 640 && movecontact=1
v = 54
range = 0,7 
IgnoreHitPause = 1

[state -3,AI3]
type = varrandom
TriggerAll = !(ishelper)
TriggerAll = fvar(38)=0
trigger1 = stateno = 430 && movecontact
trigger2 = stateno = 240 && movecontact
trigger3 = stateno = 1310 && time=5
trigger4 = stateno = 630 && movecontact=1
trigger5 = stateno = 245 && time=5
Trigger6 = (p2stateno=15110)||(p2stateno=5110)
Trigger6 = EnemyNear(var(58)),time=1
Trigger7 = movetype=H
trigger8 = stateno = 640 && movecontact=1
v = 54
range = 0,12
IgnoreHitPause = 1

[State -3,AI4]
type = varset
TriggerAll=var(55)>0
Trigger1 = (movetype=H)||(p2movetype=A)
Trigger2 = (p2movetype!=H)
Trigger3 = (p2stateno=15110)||(p2stateno=5110)
Trigger4 = (P2MoveType=H)&&(p2stateno=[350,352])
v = 55
value = 0
[State -3,AI4]
type = varset
TriggerAll=var(55)=-5
Trigger1 = (movetype=H)||(p2movetype=A)
Trigger2 = (p2bodydist x>=200&&var(11)=0)||(p2statetype=L)
Trigger3 = (P2MoveType=H)&&(p2stateno=[350,352])
v = 55
value = 0

[State -3,AI4]
Type = VarSet
Trigger1 = MoveGuarded
Trigger1 = (p2statetype!=A)
v = 55
value = -5
[State -3,AI4]
Type = VarSet
TriggerAll=var(20)<=0
TriggerAll = (var(16)>=100)&&(var(4)=[4,6])&&((roundno>=3)||(roundno>=2&&life<200&&life<=p2life)||(p2life>=900)||(fvar(33)=100));||fvar(39)>0
Trigger1 = var(55)<=0
Trigger1 = var(11)=0
Trigger1 = stateno=430&&movehit
v = 55
value = 5
[State -3,AI4]
Type = VarSet
TriggerAll=var(20)<=0
TriggerAll=var(55)<=0
Trigger1 = stateno=245&&movehit&&(fvar(37)<=120)
v = 55
value = ifelse(var(16)>120&&var(23)!=0||var(16)>=100&&var(23)=0,6,1)
IgnoreHitPause = 1
[State -3,AI4]
Type = VarSet
TriggerAll=var(20)<=0
TriggerAll=var(55)<=0
Trigger1 = stateno=245&&movehit&&(fvar(37)>120)
Trigger2 = stateno=640&&movehit&&(p2statetype!=A)
v = 55
value = 1
IgnoreHitPause = 1
[State -3,AI4]
Type = VarSet
TriggerAll=var(20)>0||stateno=215
TriggerAll=var(55)<=0&&var(55)!=4&&var(55)!=5
TriggerAll=var(11)=0
Trigger1 = (stateno=300||stateno=215)&&movehit
Trigger2 = stateno=640&&movehit&&(p2statetype!=A)
v = 55
value = 10
IgnoreHitPause = 1
[State -3,AI4]
Type = VarSet
TriggerAll=var(20)<=0
Trigger1 = var(55)<=0&&var(55)!=4&&var(55)!=5
Trigger1 = var(11)=0
Trigger1 = (stateno=300)&&movehit
v = 55
value = 2
IgnoreHitPause = 1
[State -3,AI4]
Type = VarSet
TriggerAll=var(20)<=0
TriggerAll = var(55)<=0
TriggerAll = stateno=240&&movehit&&((var(16)>=100)||(var(23)=1))
Trigger1 = EnemyNear(var(58)),Name!="SHIN"
v = 55
value = 3
IgnoreHitPause = 1
[State -3,AI4]
Type = VarSet
TriggerAll=var(20)<=0
Trigger1 = var(55)<=0
Trigger1 = (fvar(37)<=120)
Trigger1 = stateno=850&&movehit
v = 55
value = 4
IgnoreHitPause = 1
[State -3,AI4]
Type = VarSet
TriggerAll=var(20)>0
TriggerAll=var(55)<=0
TriggerAll=(fvar(37)<=120)
TriggerAll=(frontedgebodydist<120)
TriggerAll=(P2BodyDist X<20)
Trigger1 = stateno=801&&time=1
v = 55
value = 8
IgnoreHitPause = 1
[State -3,AI4]
Type = VarSet
TriggerAll=var(20)>0
TriggerAll=var(55)<=0
TriggerAll=(fvar(37)<=120)
TriggerAll=(frontedgebodydist<120)
TriggerAll=(P2BodyDist X<20)
Trigger1 = stateno=250&&movehit
v = 55
value = 9
IgnoreHitPause = 1
[State -3,AI4]
Type = VarSet
TriggerAll=var(20)>0
Trigger1 = var(3)<1
Trigger1 = var(55)<=0&&var(55)!=4
Trigger1 = stateno=321&&movehit
v = 55
value = 11
IgnoreHitPause = 1
[State -3,AI4]
Type = VarSet
TriggerAll=var(20)<=0
TriggerAll=var(3)<1
TriggerAll=var(55)<=0
Trigger1 = stateno=321&&movehit
Trigger2 = stateno=260&&movehit
Trigger3 = stateno=2102&&animtime>=-1&&var(11)>0
v = 55
value = 12
IgnoreHitPause = 1
[State -3,AI4]
Type = VarSet
TriggerAll=var(20)<=0
Trigger1 = var(55)<=0
Trigger1 = (var(16)>140)||(var(23)>0)||(var(16)>=100&&var(4)=7)
Trigger1 = (fvar(37)>120)
Trigger1 = stateno=850&&movehit
v = 55
value = 20
IgnoreHitPause = 1


[State -3,AI]
Type = varset
Trigger1 = var(59)=5||fvar(39)=5
v = 20
value = 300
IgNoreHitPause = 1
[State -3,AI]
Type = varset
Trigger1 = var(59)=5||fvar(39)=5
Trigger1 = fvar(38)=1
v = 16
value = 300
IgNoreHitPause = 1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State -3,莞ԗp K[h]
Type = VarSet
TriggerAll=!EnemyNear(var(58)),Time
TriggerAll=MoveGuarded=1
Trigger1 = 1
fvar(32) = EnemyNear(var(58)),GetHitVar(CtrlTime)+EnemyNear(var(58)),GetHitVar(HitShakeTime)
IgNoreHitPause = 1
[State -3,^C}[]
Type = VarAdd
Trigger1 = fvar(32)
fvar(32) = -1
IgNoreHitPause = 1
[State -3,^C}[]
Type = VarSet
Trigger1 = fvar(32)<0
fvar(32) = 0
IgNoreHitPause = 1
[State -3,莞ԗpZbg]
Type = VarSet
Trigger1 = P2MoveType!=H
fvar(32) = 0
IgNoreHitPause = 1
;
;
;
[State -3,]
Type = ChangeState
value = 199
TriggerAll=(var(59)>0)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(P2BodyDist X<90)
TriggerAll=(enemy,alive)&&(numenemy>0)&&(enemy,name="KENSHIRO")
TriggerAll=(enemy,stateno=[2020,2021])
Trigger1 = (ctrl||stateno=500||(stateno=[100,101])||(StateNo=[11,20])||(stateno=[120,140])||((stateno=[150,155])&&ctrl))
[State -3,zyuziryo]
Type = ChangeState
value = 2200
TriggerAll=(var(59)>0)
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=PrevStateNo!=[180,188]
TriggerAll=power>=1000
TriggerAll=Roundno>=3
TriggerAll=StateType!=A
Trigger1 = (ctrl||stateno=500||(stateno=[100,101])||(StateNo=[11,20]))
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
trigger18= stateno = 440 && movecontact
[State -3,z]]
Type = ChangeState
Value = 2400
TriggerAll=var(59)>0
TriggerAll=(RoundState=3)&&(StateType!=A)
TriggerAll=(power>=1000)
TriggerAll=Win
TriggerAll=PrevStateNo!=[180,188]
TriggerAll=Roundno<3
TriggerAll=(var(48)=0)&&(var(50)=1)
Trigger1 = (ctrl||stateno=500||(stateno=[100,101])||(StateNo=[11,20]))
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
trigger18= stateno = 440 && movecontact
[State -3,]
Type = ChangeState
value = 199
TriggerAll=(var(59)>0)
TriggerAll=RoundState=3
TriggerAll=Win&&prevstateno!=199
TriggerAll=PrevStateNo!=[180,188]
TriggerAll=Roundno<3
TriggerAll=StateType!=A
Trigger1 = (ctrl||stateno=500||(stateno=[100,101])||(StateNo=[11,20]))
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State -3,͂ݓ]
Type = ChangeState
Value = 850
TriggerAll=var(59)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0||var(56)=-1
TriggerAll=(random<500)||(fvar(38)=1)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(P2BodyDist X>-8)
TriggerAll=(P2MoveType=A)||((P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999]))
TriggerAll=(P2BodyDist X=[-8,65])&&(fvar(37)<100)
TriggerAll=!P2BodyDist Y
TriggerAll=stateno = 14
Trigger1 = (!(EnemyNear(var(58)),Ctrl))&&(EnemyNear(var(58)),AnimTime<-9)
Trigger1 = (EnemyNear(var(58)),facing=facing)
[State -3,͂ݓ]
Type = ChangeState
Value = 850
TriggerAll=var(59)>0
TriggerAll=var(20)>0
TriggerAll=var(56)>0||var(56)=-1
TriggerAll=(random<500)||(fvar(38)=1)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(P2BodyDist X>-8)
TriggerAll=(P2MoveType=A)||((P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999]))
TriggerAll=(P2BodyDist X=[-8,65])&&(fvar(37)<100)
TriggerAll=!P2BodyDist Y
TriggerAll=stateno = 14
Trigger1 = (!(EnemyNear(var(58)),Ctrl))&&(EnemyNear(var(58)),AnimTime<-6)
Trigger1 = (EnemyNear(var(58)),facing=facing)
[State -3,2B]
Type = ChangeState
Value = 430
TriggerAll=var(59)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(random<500)||(fvar(38)=1)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(P2BodyDist X>-8)
TriggerAll=(P2MoveType=A)||((P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999]))
TriggerAll=(P2BodyDist X=[-8,55])
TriggerAll=!P2BodyDist Y
TriggerAll=stateno = 14
Trigger1 = (!(EnemyNear(var(58)),Ctrl))&&(EnemyNear(var(58)),AnimTime<-6)
Trigger1 = (EnemyNear(var(58)),facing=facing)
[State -3,2B]
Type = ChangeState
Value = 430
TriggerAll=var(59)>0
TriggerAll=var(20)>0
TriggerAll=var(56)>0
TriggerAll=(random<500)||(fvar(38)=1)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(P2BodyDist X>-8)
TriggerAll=(P2MoveType=A)||((P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999]))
TriggerAll=(P2BodyDist X=[-8,55])
TriggerAll=!P2BodyDist Y
TriggerAll=stateno = 14
Trigger1 = (!(EnemyNear(var(58)),Ctrl))&&(EnemyNear(var(58)),AnimTime<-5)
Trigger1 = (EnemyNear(var(58)),facing=facing)
[State -3,5A]
Type = ChangeState
Value = ifelse(p2bodydist x<20,205,200)
TriggerAll=var(59)>1
TriggerAll=var(56)>0
TriggerAll=(random<500)||(fvar(38)=1)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=A)&&(P2BodyDist X>-15)
TriggerAll=(P2MoveType=A)||((P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999]))
TriggerAll=(P2BodyDist X=[-10,50))
TriggerAll=(EnemyNear(var(58)),pos Y>-80)
TriggerAll=stateno = 14
Trigger1 = (!(EnemyNear(var(58)),Ctrl))&&(EnemyNear(var(58)),AnimTime<-5)
Trigger1 = (EnemyNear(var(58)),facing=facing)
;
;J
;
[State -3,]
Type = ChangeState
Value = 199
TriggerAll=(var(59)>0)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=PrevStateNo=5900||PrevStateNo=[190,192]
Trigger1 = (stateno=0)
Trigger1 = (ctrl)
Trigger1 = (enemy,var(59)=[2,4])&&(enemy,name="Toki")
[State -3,E2B]
Type = ChangeState
value = 429
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=PrevStateNo=5900||PrevStateNo=[190,194]
Trigger1 = (stateno=0)
Trigger1 = (ctrl)
Trigger1 = (var(16)>140)||(var(4)>=4&&var(16)>=100)
Trigger1 = var(57)%9<3
[State -3,z]]
Type = ChangeState
Value = 2400
TriggerAll=var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(power >= 1000)
TriggerAll=PrevStateNo=5900||PrevStateNo=[190,194]
Trigger1 = (stateno=0)&&(roundno>=2)
Trigger1 = (ctrl)
Trigger1 = (var(48)=0)&&(var(50)=1)
Trigger1 = var(57)>=600
[State -3,high]
Type = ChangeState
value = 42
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=PrevStateNo=5900||PrevStateNo=[190,194]
Trigger1 = (stateno=0)
Trigger1 = (ctrl)
Trigger1 = var(57)%9<5
[State -3,hikanu]
Type = ChangeState
value = 1300
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=PrevStateNo=5900||PrevStateNo=[190,194]
Trigger1 = (stateno=0)
Trigger1 = (ctrl)
Trigger1 = var(57)%9<6
;
;ꌂ
;
[State -3,ichigeki]
Type = ChangeState
Value = 2500
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(56)>0
TriggerAll=var(55)>0||(var(59)=[4,5])||fvar(38)=1
TriggerAll=(fvar(33)=100)||(roundno>1&&life<333&&p2life>666)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(power>0)&&(var(4)>=7)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
TriggerAll=(stateno=215)||(stateno=210)||(stateno=410)||(stateno=300)
TriggerAll=(P2MoveType=H)&&(movehit)
TriggerAll=(P2BodyDist X<90)
Trigger1 = (p2stateno!=[120,155])
[State -3,ichigeki]
Type = ChangeState
Value = 2500
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(56)>0
TriggerAll=var(55)<=3||var(11)>0
TriggerAll=(fvar(33)=100)||(roundno>1&&life<333&&p2life>666)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(power>0)&&(var(4)>=7)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
TriggerAll=(ctrl||stateno=500||stateno=100||(StateNo=[11,20])||stateno=40)
TriggerAll=(P2MoveType=H)&&(p2stateno!=[350,352])
TriggerAll=(P2BodyDist X<60)&&((EnemyNear(var(58)),vel y<0)||(p2stateno=[550,552]))
Trigger1 = (p2stateno!=[120,155])
Trigger1 = (numtarget(850)=0)&&(numtarget(800)=0)&&(numtarget(320)=0)&&(numtarget(260)=0)
[State -3,ichigeki]
type = ChangeState
value = 2500
TriggerAll=var(59)=[4,5]
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(fvar(33)=100)||(roundno>1&&life<333&&p2life>666)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(power>0)&&(var(4)>=7)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),pos y<-50)
TriggerAll=(P2MoveType!=H)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=P2BodyDist X-(P2StateType=A)*(EnemyNear(var(58)),vel x*8)=[-80,50]
TriggerAll=(P2BodyDist Y+(EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),Const(MoveMent.Yaccel)*7)*8=[-100,-30])
TriggerAll=var(57)<333
Trigger1 = Ctrl||(StateNo=[11,21])||(stateno=100)||stateno=40
;
;Ղ&~X
;
[State -3,Ebani]
type = ChangeState
value = 299
TriggerAll=var(59)=5
TriggerAll=var(55)<=0
TriggerAll=var(56)>0
TriggerAll=fvar(38)=1
TriggerAll=helper(25000),var(11)=0
TriggerAll=helper(25000),var(12)=0
TriggerAll=helper(25000),var(13)=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=A)&&(P2StateType!=L)
TriggerAll=(P2MoveType!=H)
TriggerAll=(P2BodyDist X=[-140,140])
TriggerAll=random%4<3&&var(57)%4<3
Trigger1 = (ctrl||stateno=100||(StateNo=[11,20])||stateno=40||stateno=500)
Trigger2 = (stateno=300&&MoveGuarded)
[State -3,E2B]
type = ChangeState
value = 429
TriggerAll=var(59)=5
TriggerAll=var(55)<=0
TriggerAll=var(56)>0
TriggerAll=fvar(38)=1
TriggerAll=helper(25000),var(11)=0
TriggerAll=helper(25000),var(12)=0
TriggerAll=helper(25000),var(13)=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=A)&&(P2StateType!=L)
TriggerAll=(P2MoveType!=H)
TriggerAll=(P2BodyDist X=[-110,110])
TriggerAll=random%9<6&&var(57)%9<6
Trigger1 = (ctrl||stateno=100||(StateNo=[11,20])||stateno=40||stateno=500)
Trigger2 = (stateno=430&&MoveGuarded)

[State -3,zyuziryo]
type = ChangeState
value = 2200
TriggerAll=var(59)>0
TriggerAll=var(55)<=0
TriggerAll=var(56)>0
TriggerAll=fvar(38)=0||(teammode=simul)&&(partner,alive)||(var(59)=[1,3])&&(P2statetype=A)&&(EnemyNear(var(58)),pos y<=-60&&EnemyNear(var(58)),vel y<0)
TriggerAll=power>=1000
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X>-3)
TriggerAll=(P2MoveType!=H)
TriggerAll=(P2BodyDist X=[-2,60])
TriggerAll=(ctrl||stateno=100||(StateNo=[11,20])||stateno=40)
Trigger1 = var(57)=[900,950]
Trigger1 = random>900
[State -3,hosho]
type = ChangeState
value = 2150
TriggerAll=var(59)>0
TriggerAll=var(55)<=0
TriggerAll=var(56)>0
TriggerAll=fvar(38)=0||(teammode=simul)&&(partner,alive)||(var(59)=[1,3])
TriggerAll=power>=1000
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X>-3)
TriggerAll=(P2MoveType!=H)
TriggerAll=(P2BodyDist X=[-2,40])
TriggerAll=(P2BodyDist Y=[-30,30])
TriggerAll=ctrl
Trigger1 = var(57)=[900,950]
Trigger1 = random<333
[State -3,yari]
type = ChangeState
value = ifelse(var(57)%9<3&&P2StateType=A,1200,ifelse(var(57)%9<6&&P2StateType=A,1201,1202))
TriggerAll=var(59)>0
TriggerAll=var(55)<=0
TriggerAll=var(56)>0
TriggerAll=fvar(38)=0||(teammode=simul)&&(partner,alive)
TriggerAll=numhelper(1210)=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X>-3)
TriggerAll=(P2MoveType!=H)
TriggerAll=(P2BodyDist X>90)
TriggerAll=(ctrl||(StateNo=[11,20]))
Trigger1 = var(57)=[400,800]
Trigger1 = random=[200,600]
[State -3,bani]
type = ChangeState
value = 320
TriggerAll=var(59)>0
TriggerAll=var(55)<=0
TriggerAll=var(56)>0
TriggerAll=(var(59)=[1,3])
TriggerAll=power>=1000
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X>-3)
TriggerAll=(P2MoveType!=H)
TriggerAll=(P2BodyDist X=[-2,80])
TriggerAll=(ctrl||(StateNo=[11,20]))
Trigger1 = (prevstateno=[150,155])
Trigger1 = random>900
Trigger1 = (helper(25000),var(24))>=4
;
;؂Ԃ
;
[State -3,hosho]
type = ChangeState
value = 2100
TriggerAll=var(59)>0
TriggerAll=var(56)>0
TriggerAll=power>=1000
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(P2BodyDist X>-3)
TriggerAll=(P2MoveType=A)||((P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999]))
TriggerAll=(!(EnemyNear(var(58)),Ctrl))&&(EnemyNear(var(58)),AnimTime<-23)||((var(59)=[1,3])&&random>600)
TriggerAll=((P2BodyDist X=[-30,42))&&(abs(EnemyNear(var(58)),vel x)<5))
TriggerAll=!P2BodyDist Y
TriggerAll=((var(57))%13<=7)||(stateno=500)
TriggerAll=(PrevStateNo=[5000,5270])||(PrevStateNo=[130,155])||((power>=1500)&&(var(20)<=0)&&(fvar(38)=1)&&(var(57)<=500))||(var(59)=[4,5])
TriggerAll=(ctrl||stateno=500||stateno=40||stateno=100||(StateNo=[120,140])||(StateNo=[11,21]))||(movecontact&&(stateno=215||stateno=245||stateno=250||stateno=430||stateno=235||stateno=200||stateno=205||stateno=210))
TriggerAll=(EnemyNear(var(58)),Time>2)||(var(56)=3)
Trigger1 = (var(59)=[1,3])&&fvar(38)=0
Trigger1 = (EnemyNear(var(58)),Time>=30)||(PrevStateNo=5120&&EnemyNear(var(58)),Time>10)||(helper(25000),var(12)!=0&&EnemyNear(var(58)),Time>15)
Trigger2 = (var(59)=[1,3])&&fvar(38)=1
Trigger2 = (EnemyNear(var(58)),Time>=20)||(PrevStateNo=5120&&EnemyNear(var(58)),Time>10)||(helper(25000),var(12)!=0&&EnemyNear(var(58)),Time>15)
Trigger3 = (var(59)=[4,5])&&fvar(38)=0
Trigger3 = (EnemyNear(var(58)),Time>=10)||(PrevStateNo=5120&&EnemyNear(var(58)),Time>10)||(helper(25000),var(12)!=0&&EnemyNear(var(58)),Time>15)
Trigger4 = (var(59)=[4,5])&&fvar(38)=1
[State -3,zyuziryo]
type = ChangeState
value = 2200
TriggerAll=var(59)>0;||fvar(39)>0
TriggerAll=var(56)>0
TriggerAll=power>=1000
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=A)
TriggerAll=(P2MoveType!=H)
TriggerAll=(EnemyNear(var(58)),AnimTime<-17)||((var(59)=[1,3])&&random>600)
TriggerAll=EnemyNear(var(58)),pos y+(EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),Const(MoveMent.Yaccel)*16)*17<0
TriggerAll=((var(57))%15<=7)||(stateno=500);||fvar(39)>0
TriggerAll=(EnemyNear(var(58)),vel y<0)&&(EnemyNear(var(58)),pos y<-20)&&(!EnemyNear(var(58)),ctrl)
TriggerAll=(PrevStateNo=[5000,5270])||(PrevStateNo=[130,155])||((power>=1500)&&(var(20)<=0)&&(fvar(38)=1)&&(var(57)<=500))||(var(59)=[4,5])
TriggerAll=(ctrl||stateno=500||stateno=40||stateno=100||(StateNo=[120,140])||(StateNo=[11,21]))||(movecontact&&(stateno=215||stateno=245||stateno=250||stateno=430||stateno=235||stateno=200||stateno=205||stateno=210))
TriggerAll=(EnemyNear(var(58)),Time>2)||(var(56)=3);||fvar(39)>0
Trigger1 = (var(59)=[1,3])&&fvar(38)=0
Trigger1 = (EnemyNear(var(58)),Time>=30)
Trigger2 = (var(59)=[1,3])&&fvar(38)=1
Trigger2 = (EnemyNear(var(58)),Time>=20)
Trigger3 = (var(59)=[4,5])&&fvar(38)=0
Trigger3 = (EnemyNear(var(58)),Time>=10)
Trigger4 = (var(59)=[4,5])&&fvar(38)=1;||fvar(39)>0
[State -3,zyuziryo]
type = ChangeState
value = 2200
TriggerAll=var(59)>0;||fvar(39)>0
TriggerAll=var(56)>0
TriggerAll=power>=1000
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=A)&&(P2StateType!=L)
TriggerAll=(P2MoveType=A)||((P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999]))
TriggerAll=(!(EnemyNear(var(58)),Ctrl))&&(EnemyNear(var(58)),AnimTime<-27)||((var(59)=[1,3])&&random>600)
TriggerAll=((var(57))%15<=7)||(stateno=500)||fvar(39)>0
TriggerAll=(PrevStateNo=[5000,5270])||(PrevStateNo=[130,155])||((power>=1500)&&(var(20)<=0)&&(fvar(38)=1)&&(var(57)<=500))||(var(59)=[4,5])
TriggerAll=(ctrl||stateno=500||stateno=40||stateno=100||(StateNo=[120,140])||(StateNo=[11,21]))||(movecontact&&(stateno=215||stateno=245||stateno=250||stateno=430||stateno=235||stateno=200||stateno=205||stateno=210))
TriggerAll=(EnemyNear(var(58)),Time>2)||(var(56)=3);||fvar(39)>0
Trigger1 = (var(59)=[1,3])&&fvar(38)=0
Trigger1 = (EnemyNear(var(58)),Time>=30)
Trigger2 = (var(59)=[1,3])&&fvar(38)=1
Trigger2 = (EnemyNear(var(58)),Time>=20)
Trigger3 = (var(59)=[4,5])&&fvar(38)=0
Trigger3 = (EnemyNear(var(58)),Time>=10)
Trigger4 = (var(59)=[4,5])&&fvar(38)=1;||fvar(39)>0
[State -3,Jhosho]
type = ChangeState
value = 2150
TriggerAll=var(59)>0
TriggerAll=var(56)>0
TriggerAll=power>=1000
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X>-3)
TriggerAll=(P2MoveType=A)||((P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999]))
TriggerAll=(!(EnemyNear(var(58)),Ctrl))&&(EnemyNear(var(58)),AnimTime<-13)||((var(59)=[1,3])&&random>600)
TriggerAll=(P2BodyDist X-(EnemyNear(var(58)),vel x!=0)*(EnemyNear(var(58)),vel x*13)=[-40,50])||((P2BodyDist X=[-3,50])&&(EnemyNear(var(58)),vel x=0))
TriggerAll=(P2BodyDist Y+(EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),Const(MoveMent.Yaccel)*12)*13=[-50,50])||(P2StateType!=A&&pos y>=-50)
TriggerAll=(PrevStateNo=[5000,5270])||(PrevStateNo=[130,155])||((var(16)>=100)&&(var(20)<=0)&&(fvar(38)=1)&&(var(57)<=500))||(var(59)=[4,5])
TriggerAll=(ctrl||stateno=500||stateno=100||(StateNo=[120,140]))||(movecontact&&(stateno = 600||stateno = 610||stateno = 640||stateno = 630))
Trigger1 = (var(59)=[1,3])&&fvar(38)=0
Trigger1 = (EnemyNear(var(58)),Time>=30)||(helper(25000),var(12)!=0)
Trigger2 = (var(59)=[1,3])&&fvar(38)=1
Trigger2 = (EnemyNear(var(58)),Time>=20)||(helper(25000),var(12)!=0)
Trigger3 = (var(59)=[4,5])&&fvar(38)=0
Trigger3 = (EnemyNear(var(58)),Time>=10)||(helper(25000),var(12)!=0)
Trigger4 = (var(59)=[4,5])&&fvar(38)=1
[State -3,@]
type = ChangeState
value = 13
ctrl = 0
TriggerAll=var(59)>0
TriggerAll=var(56)>0
TriggerAll=var(48)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)
TriggerAll=(P2MoveType=A)
TriggerAll=(!(EnemyNear(var(58)),Ctrl))&&(EnemyNear(var(58)),AnimTime<-10)||((var(59)=[1,3])&&random>600)
TriggerAll=(P2BodyDist X=[-90,90])&&((P2BodyDist X>25)||(P2BodyDist X<-25))
TriggerAll=!P2BodyDist Y
TriggerAll=((var(57))%19<14)
TriggerAll=(PrevStateNo=[5000,5270])||(PrevStateNo=[130,155])
TriggerAll=(ctrl||stateno=500||stateno=40||stateno=100||(StateNo=[11,21])||(StateNo=[120,140]))
Trigger1 = (var(59)=[1,3])&&fvar(38)=0
Trigger1 = (EnemyNear(var(58)),Time>=30)||(helper(25000),var(12)!=0&&EnemyNear(var(58)),Time>15)||(PrevStateNo=5120&&EnemyNear(var(58)),Time>15)
Trigger2 = (var(59)=[1,3])&&fvar(38)=1
Trigger2 = (EnemyNear(var(58)),Time>=20)||(helper(25000),var(12)!=0&&EnemyNear(var(58)),Time>15)||(PrevStateNo=5120&&EnemyNear(var(58)),Time>15)
Trigger3 = (var(59)=[4,5])&&fvar(38)=0
Trigger3 = (EnemyNear(var(58)),Time>=10)||(helper(25000),var(12)!=0&&EnemyNear(var(58)),Time>15)||(PrevStateNo=5120&&EnemyNear(var(58)),Time>15)
Trigger4 = (var(59)=[4,5])&&fvar(38)=1
[State -3,]
type = ChangeState
value = 800
TriggerAll=var(59)>0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)
TriggerAll=(P2MoveType=A)||((P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999]))
TriggerAll=(!(EnemyNear(var(58)),Ctrl))&&(EnemyNear(var(58)),AnimTime<-4)&&((EnemyNear(var(58)),Time=[0,1])||(P2MoveType=I)||((StateNo=[150,155])&&(var(59)=[4,5])))
TriggerAll=(P2BodyDist X=[-2,20))
TriggerAll=!P2BodyDist Y
TriggerAll=((var(57))%15<=7)
TriggerAll=(PrevStateNo=5120)||(PrevStateNo=15120)||(helper(25000),var(12)!=0)||((StateNo=[150,155])&&(var(59)=[4,5]))
TriggerAll=(ctrl||stateno=40||stateno=100||(StateNo=[11,21])||(StateNo=[120,140]))
Trigger1 = fvar(38)=1
[State -3,GC]
type = ChangeState
value = 290
TriggerAll=var(59)>0
TriggerAll=var(56)>0
TriggerAll=power>=1000
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X>-3)
TriggerAll=(P2MoveType=A)||((P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999]))
TriggerAll=(!(EnemyNear(var(58)),Ctrl))&&(EnemyNear(var(58)),AnimTime<-5||fvar(38)=0)||((var(59)=[1,3])&&random>600)
TriggerAll=(P2BodyDist X-(EnemyNear(var(58)),vel x!=0)*(EnemyNear(var(58)),vel x*5)=[-30,75])||((P2BodyDist X=[-3,75])&&(EnemyNear(var(58)),vel x=0))
TriggerAll=EnemyNear(var(58)),pos y+(EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),Const(MoveMent.Yaccel)*4)*5>-80
TriggerAll=(StateNo=[150,153])
Trigger1 = (var(59)=[1,3])&&fvar(38)=0
Trigger1 = (EnemyNear(var(58)),Time>=(30-(helper(25000),var(10))))
Trigger2 = (var(59)=[1,3])&&fvar(38)=1
Trigger2 = (EnemyNear(var(58)),Time>=(30-(helper(25000),var(10))))
Trigger3 = (var(59)=[4,5])&&fvar(38)=0
Trigger3 = (EnemyNear(var(58)),Time>=(10-(helper(25000),var(10))))
Trigger4 = (var(59)=[4,5])&&fvar(38)=1
Trigger5 = (helper(25000),var(24))>=7||((helper(25000),var(25))>60)
Trigger5 = (var(57))%19<9
;
;
;
[State -3,]
type = ChangeState
value = 5200
TriggerAll=var(59)>0
TriggerAll=stateno = 5050
TriggerAll=Vel Y > 0
TriggerAll=Pos Y >= -20
TriggerAll=alive
TriggerAll=CanRecover
TriggerAll=((var(57))%15>12)
Trigger1 = (!(EnemyNear(var(58)),Ctrl))&&(P2BodyDist X>20)
[State -3,]
type = ChangeState
value = 5210
TriggerAll=var(59)>0
TriggerAll=stateno = 5050
TriggerAll=Vel Y > -1
TriggerAll=alive
TriggerAll=CanRecover
TriggerAll=((var(57))%15<=12)
Trigger1 = (!(EnemyNear(var(58)),Ctrl))
Trigger2 = (EnemyNear(var(58)),Ctrl)&&(P2BodyDist X>=20)
[State -3,back-stepo]
type = ChangeState
value = 105
TriggerAll=var(59)>0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)
TriggerAll=(EnemyNear(var(58)),HitDefAttr=,AA)||(var(56)=3)
TriggerAll=(fvar(36)>80)||(var(56)=3)
TriggerAll=(P2MoveType=A)||((P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999]))
TriggerAll=(!(EnemyNear(var(58)),Ctrl))&&(EnemyNear(var(58)),AnimTime<-10)||(var(56)=3)
TriggerAll=(P2BodyDist X=[90,130])||((var(56)=3)&&(P2BodyDist X=[-2,25]))||(EnemyNear(var(58)),HitDefAttr=,AT)
TriggerAll=((var(57))%12<10)
TriggerAll=(PrevStateNo=[130,155])||(ctrl||stateno=500||stateno=40||stateno=100||(StateNo=[11,21])||(stateno=[120,140]))
TriggerAll=(ctrl||stateno=500||stateno=100||(StateNo=[11,21])||(stateno=[120,140]))
Trigger1 = (var(59)=[1,3])&&fvar(38)=0
Trigger1 = (EnemyNear(var(58)),Time>=30)||(P2MoveType=I)
Trigger2 = (var(59)=[1,3])&&fvar(38)=1
Trigger2 = (EnemyNear(var(58)),Time>=20)||(P2MoveType=I)
Trigger3 = (var(59)=[4,5])&&fvar(38)=0
Trigger3 = (EnemyNear(var(58)),Time>=10)||(P2MoveType=I)
Trigger4 = (var(59)=[4,5])&&fvar(38)=1
[State -3,jump]
type = ChangeState
value = ifelse((fvar(36)>120),38,42)
TriggerAll=var(59)>0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)
TriggerAll=(EnemyNear(var(58)),HitDefAttr=,AT)||(var(56)=3)
TriggerAll=(P2MoveType=A)||((P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999]))
TriggerAll=(!(EnemyNear(var(58)),Ctrl))&&(EnemyNear(var(58)),AnimTime<-5)
TriggerAll=((var(56)=3)&&(P2BodyDist X=[-2,25]))||((P2MoveType=I&&fvar(36)<=120)&&(P2BodyDist X=[-2,90]))
TriggerAll=((var(57))%13<=6)
TriggerAll=(PrevStateNo=[130,155])||(ctrl||stateno=500||stateno=40||stateno=100||(StateNo=[11,21])||(StateNo=[120,140]))
TriggerAll=(ctrl||stateno=500||stateno=100||(StateNo=[11,21])||(StateNo=[120,140]))
Trigger1 = (var(59)=[1,3])&&fvar(38)=0
Trigger1 = (EnemyNear(var(58)),Time>=30)||(P2MoveType=I)
Trigger2 = (var(59)=[1,3])&&fvar(38)=1
Trigger2 = (EnemyNear(var(58)),Time>=20)||(P2MoveType=I)
Trigger3 = (var(59)=[4,5])&&fvar(38)=0
Trigger3 = (EnemyNear(var(58)),Time>=10)||(P2MoveType=I)
Trigger4 = (var(59)=[4,5])&&fvar(38)=1
;
;NU
;
[State -3,]
Type = ChangeState
value = 800
TriggerAll=var(59)>0||fvar(39)=7
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A||stateno=52)
TriggerAll=(helper(25000),var(11)!=0)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||var(56)=3
TriggerAll=(ctrl||stateno=500||stateno=100||(StateNo=[11,20])||stateno=40)
TriggerAll=(P2BodyDist X=[-3,20))
Trigger1 = (helper(25000),var(11)!=0)&&(P2StateType!=L)&&(P2MoveType=I)
Trigger1 = (stateno=52)&&(prevstateno=640||prevstateno=630||prevstateno=111)
Trigger1 = (helper(25000),var(11)>9)&&(P2BodyDist X<20)
Trigger1 = (var(57)%7>=4)
[State -3,hebi]
Type = ChangeState
Value = 310
TriggerAll=var(59)>0||fvar(39)=7
TriggerAll=var(56)>0
TriggerAll=(helper(25000),var(11)!=0)||(P2StateType=L)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2BodyDist X>50)
TriggerAll=(P2BodyDist X=[50,100])&&(numhelper(1005)>0||numhelper(1105)>0)
TriggerAll=(Ctrl)||(StateNo=[11,20])||stateno=40||(stateno=100)
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
TriggerAll=(EnemyNear(var(58)),StateNo=5110)||(EnemyNear(var(58)),StateNo=15110)||(helper(25000),var(11)!=0)
Trigger1 = helper(1005),p2bodydist x-(helper(1005),vel x*41)=[-30,35]
Trigger1 = helper(1005),time<77
Trigger1 = helper(1005),rootdist x<-1
Trigger1 = helper(1005),stateno=1005
Trigger2 = helper(1105),p2bodydist x-(helper(1105),vel x*41)=[-25,35]
Trigger2 = helper(1105),pos y+(helper(1105),vel x*41)=[-70,-10)
Trigger2 = helper(1105),rootdist x<-1
Trigger2 = helper(1105),stateno=1105
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;#$%
[State -3,99]
Type = ChangeState
value = 35
TriggerAll=var(59)>0||fvar(39)=7
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(helper(25000),var(11)!=0)||(P2StateType=L)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(Ctrl)||(StateNo=[11,20])||stateno=40||(stateno=100)
TriggerAll=(P2BodyDist X<60)
TriggerAll=(random<300)
Trigger1 = (EnemyNear(var(58)),StateNo=5110);&&((var(59)=[1,3])||fvar(39)>0)
Trigger1 = (EnemyNear(var(58)),AnimTime=0)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State -3,JB]
Type = ChangeState
value = 22
TriggerAll=var(59)>0||fvar(39)=7
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(helper(25000),var(11)!=0)||(P2StateType=L)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(Ctrl)||(StateNo=[11,20])||stateno=40||(stateno=100)
TriggerAll=(P2BodyDist X<60)
TriggerAll=(random<450)
Trigger1 = (EnemyNear(var(58)),Anim=5120)||(EnemyNear(var(58)),Anim=5121)||(EnemyNear(var(58)),Anim=5122)
Trigger1 = (EnemyNear(var(58)),AnimTime=-15)&&((var(59)=[4,5])||(fvar(39)>0))
Trigger2 = (EnemyNear(var(58)),Anim=5120)||(EnemyNear(var(58)),Anim=5121)||(EnemyNear(var(58)),Anim=5122)
Trigger2 = (EnemyNear(var(58)),AnimTime=-15+random%10)&&((var(59)=[1,3])||(fvar(39)=[1,3]))
[State -3,2B]
Type = ChangeState
value = 430
TriggerAll=var(59)>0||fvar(39)=7
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(helper(25000),var(11)!=0)||(P2StateType=L)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(Ctrl)||(StateNo=[11,20])||stateno=40||(stateno=100)
TriggerAll=(P2BodyDist X<55)
Trigger1 = (random<750)||(stateno=100)
Trigger1 = (EnemyNear(var(58)),Anim=5120)||(EnemyNear(var(58)),Anim=5121)||(EnemyNear(var(58)),Anim=5122)
Trigger1 = (EnemyNear(var(58)),AnimTime=-2)&&((var(59)=[4,5])||(fvar(39)>0))
Trigger2 = (random<700)||(stateno=100)
Trigger2 = (EnemyNear(var(58)),Anim=5120)||(EnemyNear(var(58)),Anim=5121)||(EnemyNear(var(58)),Anim=5122)
Trigger2 = (EnemyNear(var(58)),AnimTime=-2+random%3)&&((var(59)=[1,3])||(fvar(39)=[1,3]))
Trigger3 = (stateno=52&&ctrl)||(prevstateno=52)||(stateno=11)
Trigger3 = (helper(25000),var(11)!=0)&&((var(59)=[1,3])||fvar(39)>0)&&(numtarget=0)
[State -3,6A]
Type = ChangeState
value = 250
TriggerAll=var(59)>0||fvar(39)=7
TriggerAll=var(20)>0
TriggerAll=var(56)>0
TriggerAll=(helper(25000),var(11)!=0)||(P2StateType=L)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(Ctrl)||(StateNo=[11,20])||stateno=40||(stateno=100)
TriggerAll=(P2BodyDist X<60)
TriggerAll=(random<350)&&(P2Life>200)
Trigger1 = (EnemyNear(var(58)),Anim=5120)||(EnemyNear(var(58)),Anim=5121)||(EnemyNear(var(58)),Anim=5122)
Trigger1 = (EnemyNear(var(58)),AnimTime=-9)&&((var(59)=[4,5])||(fvar(39)>0))
Trigger2 = (EnemyNear(var(58)),Anim=5120)||(EnemyNear(var(58)),Anim=5121)||(EnemyNear(var(58)),Anim=5122)
Trigger2 = (EnemyNear(var(58)),AnimTime=-9+random%9)&&((var(59)=[1,3])||(fvar(39)=[1,3]))
[State -3,kobinu2]
Type = ChangeState
value = 1320
TriggerAll=var(59)>0||fvar(39)=7
TriggerAll=var(20)>0
TriggerAll=var(56)>0
TriggerAll=(helper(25000),var(11)!=0)||(P2StateType=L)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(Ctrl)||(StateNo=[11,20])||stateno=40||(stateno=100)
TriggerAll=(P2BodyDist X<60)
TriggerAll=(random<950)||(P2Life<300)
Trigger1 = (EnemyNear(var(58)),Anim=5120)||(EnemyNear(var(58)),Anim=5121)||(EnemyNear(var(58)),Anim=5122)
Trigger1 = (EnemyNear(var(58)),AnimTime=-4)&&((var(59)=[4,5])||(fvar(39)>0))
Trigger2 = (EnemyNear(var(58)),Anim=5120)||(EnemyNear(var(58)),Anim=5121)||(EnemyNear(var(58)),Anim=5122)
Trigger2 = (EnemyNear(var(58)),AnimTime=-4+random%5)&&((var(59)=[1,3])||(fvar(39)=[1,3]))
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State -3,JD]
Type = ChangeState
value = 640
TriggerAll=var(59)>0||fvar(39)=7
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(helper(25000),var(11)!=0)||(P2StateType=L)
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(stateno=110)
TriggerAll=(P2BodyDist X<55)
TriggerAll=(random<300)||(var(59)=[4,5])
Trigger1 = (EnemyNear(var(58)),Anim=5120)||(EnemyNear(var(58)),Anim=5121)||(EnemyNear(var(58)),Anim=5122)
Trigger1 = (EnemyNear(var(58)),AnimTime=-11)&&((var(59)=[4,5])||(fvar(39)>0))
Trigger2 = (EnemyNear(var(58)),Anim=5120)||(EnemyNear(var(58)),Anim=5121)||(EnemyNear(var(58)),Anim=5122)
Trigger2 = (EnemyNear(var(58)),AnimTime=-11+random%7)&&((var(59)=[1,3])||(fvar(39)=[1,3]))
[State -3,bakusei]
Type = ChangeState
value = ifelse(var(39),1101,1100)
TriggerAll=var(59)>0||fvar(39)=7
TriggerAll=NumHelper(1105)=0
TriggerAll=var(56)>0
TriggerAll=(helper(25000),var(11)!=0)||(P2StateType=L)
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(stateno!=110)&&(stateno=50)&&(prevstateno=42||prevstateno=38)
TriggerAll=(P2BodyDist X>80)||(fvar(36)<=100)
Trigger1 = (pos y<-100)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;ړ
[State -3,high-jump]
Type = ChangeState
value = ifelse(fvar(36)>100,42,38)
TriggerAll=var(59)>0||fvar(39)=7
TriggerAll=var(56)>0
TriggerAll=NumHelper(1105)=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(helper(25000),var(11)!=0)||(P2StateType=L)
TriggerAll=(Ctrl)||(StateNo=[11,20])||stateno=40||(stateno=100)
TriggerAll=(EnemyNear(var(58)),StateNo=5110)||(EnemyNear(var(58)),StateNo=5100)
TriggerAll=(EnemyNear(var(58)),Time<4)
Trigger1 = (P2BodyDist X>150)
[State -3,dash]
Type = ChangeState
value = 100
TriggerAll=var(59)>0||fvar(39)=7
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(helper(25000),var(11)!=0)||(P2StateType=L)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||var(56)=3
TriggerAll=(ctrl)||(StateNo=[11,20])
TriggerAll=(P2BodyDist X>100)&&(stateno!=100)
TriggerAll=(EnemyNear(var(58)),StateNo=5110)||(EnemyNear(var(58)),StateNo=15110)
Trigger1 = 1
[State -3,4]
Type = ChangeState
value = 19
TriggerAll=var(59)>0||fvar(39)=7
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(helper(25000),var(11)!=0)||(P2StateType=L)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||var(56)=3
TriggerAll=(ctrl)||(StateNo=11)||(stateno=100)
TriggerAll=(P2BodyDist X<=25)
TriggerAll=((EnemyNear(var(58)),StateNo=5110))||((EnemyNear(var(58)),StateNo=15110))||((EnemyNear(var(58)),StateNo=5120))||((EnemyNear(var(58)),StateNo=15120))
Trigger1 = 1
[State -3,6]
Type = ChangeState
value = 18
TriggerAll=var(59)>0||fvar(39)=7
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(helper(25000),var(11)!=0)||(P2StateType=L)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||var(56)=3
TriggerAll=(ctrl)||(StateNo=11)
TriggerAll=(P2BodyDist X>45)&&(stateno!=100)
TriggerAll=(EnemyNear(var(58)),StateNo=5110)||(EnemyNear(var(58)),StateNo=15110)
Trigger1 = 1
[State -3,2]
Type = ChangeState
value = 11
ctrl=0
TriggerAll=var(59)>0||fvar(39)=7
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(helper(25000),var(11)!=0)||(P2StateType=L)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||var(56)=3
TriggerAll=(P2BodyDist X<42&&(StateNo=18))||(P2BodyDist X>30&&stateno=19)||(P2BodyDist X<60&&(StateNo=100))
Trigger1 = 1
;
;K[h 
;
[State -3,NG]
Type = ChangeState
Value = 120
TriggerAll=var(59)>0&&(stateno!=13)
TriggerAll=RoundState=2
TriggerAll=StateNo!=[120,155]
TriggerAll=Ctrl||(stateno=[11,21])||(stateno=40)||(stateno=50)||(stateno=100)
TriggerAll=var(56) != 3
TriggerAll=((statetype=A)&&((var(57))%7<=2))||((statetype!=A)&&((var(57))%17<10))||(var(59)=[4,5])
Trigger1 = inguarddist
Trigger2 = !(EnemyNear(var(58)),numproj)
Trigger2 = ((var(57))%9<5)||(var(59)=[4,5])
Trigger2 = numhelper(25000)
Trigger2 = (helper(25000),inguarddist)
Trigger2 = StateType!=A
[State -3,oraga]
Type = varset
ignorehitpause = 1
TriggerAll=!(ishelper)
TriggerAll=var(59)>0
TriggerAll=var(34)=0
TriggerAll=fvar(38)=1
TriggerAll=RoundState=2
TriggerAll=(StateNo=[120,155])
TriggerAll=Power>=50
Trigger1 = (helper(25000),var(24))>=5&&(power<1000)
Trigger1 = (fvar(36)<=120)&&(p2bodydist x<=150)&&(p2statetype!=A)
Trigger2 = (statetype=A)||(life<250)||((helper(25000),var(24))>8)||((helper(25000),var(25))>45)
var(34) = 1
[State -3,oraga]
Type = varset
ignorehitpause = 1
TriggerAll=!(ishelper)
TriggerAll=var(59)>0
TriggerAll=var(34)=1
Trigger1 = (StateNo!=[120,155])
Trigger2 = Power<=0
Trigger3 = !inguarddist
Trigger4 = (p2bodydist x>=180)
Trigger5 = (movetype=H)&&(stateno!=[120,155])
var(34) = 0
;
;˂
;
[State -3,5B]
type = ChangeState
value = 235
TriggerAll=var(59)>0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(ctrl||stateno=500||stateno=40||stateno=100||(StateNo=[11,20])||(StateNo=[120,140]))&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(P2BodyDist X>-3)
TriggerAll=(P2MoveType=A)||((P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999]))
TriggerAll=(!(InGuardDist))||var(56)=3||((stateno=[150,155])&&(var(33)=1)&&(EnemyNear(var(58)),Time>7))
TriggerAll=(!(EnemyNear(var(58)),Ctrl))&&(EnemyNear(var(58)),AnimTime<-4+((var(20)>0)*2))
TriggerAll=(P2BodyDist X<25)
TriggerAll=!P2BodyDist Y
Trigger1 = (var(59)=[1,3])&&fvar(38)=0
Trigger1 = EnemyNear(var(58)),Time>=(30-(helper(25000),var(10)))||(EnemyNear(var(58)),Time>=30)
Trigger1 = (StateNo=151)||(StateNo=153)||(StateNo=155)||(EnemyNear(var(58)),Time>=30)
Trigger2 = (var(59)=[1,3])&&fvar(38)=1
Trigger2 = EnemyNear(var(58)),Time>=(20-(helper(25000),var(10)))||(EnemyNear(var(58)),Time>=20)
Trigger2 = (StateNo=151)||(StateNo=153)||(StateNo=155)||(EnemyNear(var(58)),Time>=20)
Trigger3 = (var(59)=[4,5])&&fvar(38)=0
Trigger3 = EnemyNear(var(58)),Time>=(10-(helper(25000),var(10)))||(EnemyNear(var(58)),Time>=10)
Trigger3 = (StateNo=151)||(StateNo=153)||(StateNo=155)||(EnemyNear(var(58)),Time>=10)
Trigger4 = (var(59)=[4,5])&&fvar(38)=1
[State -3,E͂ݓ]
type = ChangeState
value = 849
TriggerAll=var(59)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0||var(56)=-1
TriggerAll=(RoundState=2)&&(ctrl||stateno=500||stateno=40||stateno=100||(StateNo=[11,20])||(StateNo=[120,140]))&&(StateType!=A)
TriggerAll=(P2StateType=S)&&(P2BodyDist X>90)
TriggerAll=(P2MoveType=A)||((P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999]))
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||var(56)=3
TriggerAll=(!(EnemyNear(var(58)),Ctrl))&&(EnemyNear(var(58)),AnimTime<-9)
TriggerAll=(P2BodyDist X-(EnemyNear(var(58)),vel x!=0)*(EnemyNear(var(58)),vel x*9)=[-50,160])||((P2BodyDist X=[-3,160])&&(EnemyNear(var(58)),vel x=0))
TriggerAll=(!P2BodyDist Y)&&((var(16)>140)||(var(23)=1&&var(16)<100))&&(fvar(37)<120)
Trigger1 = (var(59)=[1,3])&&fvar(38)=0
Trigger1 = EnemyNear(var(58)),Time>=(30-(helper(25000),var(10)))||(EnemyNear(var(58)),Time>=30)
Trigger1 = (StateNo=151)||(StateNo=153)||(StateNo=155)||(EnemyNear(var(58)),Time>=30)
Trigger2 = (var(59)=[1,3])&&fvar(38)=1
Trigger2 = EnemyNear(var(58)),Time>=(20-(helper(25000),var(10)))||(EnemyNear(var(58)),Time>=20)
Trigger2 = (StateNo=151)||(StateNo=153)||(StateNo=155)||(EnemyNear(var(58)),Time>=20)
Trigger3 = (var(59)=[4,5])&&fvar(38)=0
Trigger3 = EnemyNear(var(58)),Time>=(10-(helper(25000),var(10)))||(EnemyNear(var(58)),Time>=10)
Trigger3 = (StateNo=151)||(StateNo=153)||(StateNo=155)||(EnemyNear(var(58)),Time>=10)
Trigger4 = (var(59)=[4,5])&&fvar(38)=1
[State -3,E͂ݓ]
type = ChangeState
value = 849
TriggerAll=var(59)>0
TriggerAll=var(20)>0
TriggerAll=var(56)>0||var(56)=-1
TriggerAll=(RoundState=2)&&(ctrl||stateno=500||stateno=40||stateno=100||(StateNo=[11,20])||(StateNo=[120,140]))&&(StateType!=A)
TriggerAll=(P2StateType=S)&&(P2BodyDist X>90)
TriggerAll=(P2MoveType=A)||((P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999]))
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||var(56)=3
TriggerAll=(!(EnemyNear(var(58)),Ctrl))&&(EnemyNear(var(58)),AnimTime<-5)
TriggerAll=(P2BodyDist X-(EnemyNear(var(58)),vel x!=0)*(EnemyNear(var(58)),vel x*5)=[-50,160])||((P2BodyDist X=[-3,160])&&(EnemyNear(var(58)),vel x=0))
TriggerAll=(!P2BodyDist Y)&&((var(16)>140)||(var(23)=1&&var(16)<100))&&(fvar(37)<120)
Trigger1 = (var(59)=[1,3])&&fvar(38)=0
Trigger1 = EnemyNear(var(58)),Time>=(30-(helper(25000),var(10)))||(EnemyNear(var(58)),Time>=30)
Trigger1 = (StateNo=151)||(StateNo=153)||(StateNo=155)||(EnemyNear(var(58)),Time>=30)
Trigger2 = (var(59)=[1,3])&&fvar(38)=1
Trigger2 = EnemyNear(var(58)),Time>=(20-(helper(25000),var(10)))||(EnemyNear(var(58)),Time>=20)
Trigger2 = (StateNo=151)||(StateNo=153)||(StateNo=155)||(EnemyNear(var(58)),Time>=20)
Trigger3 = (var(59)=[4,5])&&fvar(38)=0
Trigger3 = EnemyNear(var(58)),Time>=(10-(helper(25000),var(10)))||(EnemyNear(var(58)),Time>=10)
Trigger3 = (StateNo=151)||(StateNo=153)||(StateNo=155)||(EnemyNear(var(58)),Time>=10)
Trigger4 = (var(59)=[4,5])&&fvar(38)=1
[State -3,͂ݓ]
type = ChangeState
value = 850
TriggerAll=var(59)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0||var(56)=-1
TriggerAll=(RoundState=2)&&(ctrl||stateno=500||stateno=40||stateno=100||(StateNo=[11,20])||(StateNo=[120,140]))&&(StateType!=A)
TriggerAll=(P2StateType=S)&&(P2BodyDist X>-3)
TriggerAll=(P2MoveType=A)||((P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999]))
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||var(56)=3
TriggerAll=(!(EnemyNear(var(58)),Ctrl))&&(EnemyNear(var(58)),AnimTime<-9)
TriggerAll=(P2BodyDist X-(EnemyNear(var(58)),vel x!=0)*(EnemyNear(var(58)),vel x*9)=[-30,65])||((P2BodyDist X=[-3,65])&&(EnemyNear(var(58)),vel x=0))
TriggerAll=(!P2BodyDist Y)&&((var(16)<=140&&var(23)<=0)||(fvar(37)<100))
Trigger1 = (var(59)=[1,3])&&fvar(38)=0
Trigger1 = EnemyNear(var(58)),Time>=(30-(helper(25000),var(10)))||(EnemyNear(var(58)),Time>=30)
Trigger1 = (StateNo=151)||(StateNo=153)||(StateNo=155)||(EnemyNear(var(58)),Time>=30)
Trigger2 = (var(59)=[1,3])&&fvar(38)=1
Trigger2 = EnemyNear(var(58)),Time>=(20-(helper(25000),var(10)))||(EnemyNear(var(58)),Time>=20)
Trigger2 = (StateNo=151)||(StateNo=153)||(StateNo=155)||(EnemyNear(var(58)),Time>=20)
Trigger3 = (var(59)=[4,5])&&fvar(38)=0
Trigger3 = EnemyNear(var(58)),Time>=(10-(helper(25000),var(10)))||(EnemyNear(var(58)),Time>=10)
Trigger3 = (StateNo=151)||(StateNo=153)||(StateNo=155)||(EnemyNear(var(58)),Time>=10)
Trigger4 = (var(59)=[4,5])&&fvar(38)=1
[State -3,͂ݓ]
type = ChangeState
value = 850
TriggerAll=var(59)>0
TriggerAll=var(20)>0
TriggerAll=var(56)>0||var(56)=-1
TriggerAll=(RoundState=2)&&(ctrl||stateno=500||stateno=40||stateno=100||(StateNo=[11,20])||(StateNo=[120,140]))&&(StateType!=A)
TriggerAll=(P2StateType=S)&&(P2BodyDist X>-3)
TriggerAll=(P2MoveType=A)||((P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999]))
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||var(56)=3
TriggerAll=(!(EnemyNear(var(58)),Ctrl))&&(EnemyNear(var(58)),AnimTime<-5)
TriggerAll=(P2BodyDist X-(EnemyNear(var(58)),vel x!=0)*(EnemyNear(var(58)),vel x*5)=[-30,65])||((P2BodyDist X=[-3,65])&&(EnemyNear(var(58)),vel x=0))
TriggerAll=(!P2BodyDist Y)&&((var(16)<=140&&var(23)<=0)||(fvar(37)<100))
Trigger1 = (var(59)=[1,3])&&fvar(38)=0
Trigger1 = EnemyNear(var(58)),Time>=(30-(helper(25000),var(10)))||(EnemyNear(var(58)),Time>=30)
Trigger1 = (StateNo=151)||(StateNo=153)||(StateNo=155)||(EnemyNear(var(58)),Time>=30)
Trigger2 = (var(59)=[1,3])&&fvar(38)=1
Trigger2 = EnemyNear(var(58)),Time>=(20-(helper(25000),var(10)))||(EnemyNear(var(58)),Time>=20)
Trigger2 = (StateNo=151)||(StateNo=153)||(StateNo=155)||(EnemyNear(var(58)),Time>=20)
Trigger3 = (var(59)=[4,5])&&fvar(38)=0
Trigger3 = EnemyNear(var(58)),Time>=(10-(helper(25000),var(10)))||(EnemyNear(var(58)),Time>=10)
Trigger3 = (StateNo=151)||(StateNo=153)||(StateNo=155)||(EnemyNear(var(58)),Time>=10)
Trigger4 = (var(59)=[4,5])&&fvar(38)=1
[State -3,]
type = ChangeState
value = 800
TriggerAll=var(59)>0
TriggerAll=var(56)>0||var(56)=-1
TriggerAll=(RoundState=2)&&(ctrl||stateno=500||stateno=40||stateno=100||(StateNo=[11,20])||(StateNo=[120,140]))&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(P2BodyDist X>-2)
TriggerAll=(P2MoveType=A)||((P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999]))
TriggerAll=(!(InGuardDist))||var(56)=3||((stateno=[150,155])&&(var(33)=1)&&(EnemyNear(var(58)),Time>7))
TriggerAll=(!(EnemyNear(var(58)),Ctrl))&&(EnemyNear(var(58)),AnimTime<-4)
TriggerAll=P2BodyDist X<20
TriggerAll=!P2BodyDist Y
Trigger1 = (var(59)=[1,3])&&fvar(38)=0
Trigger1 = EnemyNear(var(58)),Time>=(30-(helper(25000),var(10)))||(EnemyNear(var(58)),Time>=30)
Trigger1 = (StateNo=151)||(StateNo=153)||(StateNo=155)||(EnemyNear(var(58)),Time>=30)
Trigger2 = (var(59)=[1,3])&&fvar(38)=1
Trigger2 = EnemyNear(var(58)),Time>=(20-(helper(25000),var(10)))||(EnemyNear(var(58)),Time>=20)
Trigger2 = (StateNo=151)||(StateNo=153)||(StateNo=155)||(EnemyNear(var(58)),Time>=20)
Trigger3 = (var(59)=[4,5])&&fvar(38)=0
Trigger3 = EnemyNear(var(58)),Time>=(10-(helper(25000),var(10)))||(EnemyNear(var(58)),Time>=10)
Trigger3 = (StateNo=151)||(StateNo=153)||(StateNo=155)||(EnemyNear(var(58)),Time>=10)
Trigger4 = (var(59)=[4,5])&&fvar(38)=1
[State -3,E2B]
type = ChangeState
value = 429
TriggerAll=var(59)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(ctrl||stateno=500||stateno=40||stateno=100||(StateNo=[11,20])||(StateNo=[120,140]))&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(P2BodyDist X>-3)
TriggerAll=(P2MoveType=A)||((P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999]))
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||var(56)=3
TriggerAll=(!(EnemyNear(var(58)),Ctrl))&&(EnemyNear(var(58)),AnimTime<-6)
TriggerAll=(P2BodyDist X-(EnemyNear(var(58)),vel x!=0)*(EnemyNear(var(58)),vel x*6)=[-20,110])||((P2BodyDist X=[-3,110])&&(EnemyNear(var(58)),vel x=0))
TriggerAll=(!P2BodyDist Y)&&((var(16)>140)||(var(23)=1&&var(16)<100))
Trigger1 = (var(59)=[1,3])&&fvar(38)=0
Trigger1 = EnemyNear(var(58)),Time>=(30-(helper(25000),var(10)))||(EnemyNear(var(58)),Time>=30)
Trigger1 = (StateNo=151)||(StateNo=153)||(StateNo=155)||(EnemyNear(var(58)),Time>=30)
Trigger2 = (var(59)=[1,3])&&fvar(38)=1
Trigger2 = EnemyNear(var(58)),Time>=(20-(helper(25000),var(10)))||(EnemyNear(var(58)),Time>=20)
Trigger2 = (StateNo=151)||(StateNo=153)||(StateNo=155)||(EnemyNear(var(58)),Time>=20)
Trigger3 = (var(59)=[4,5])&&fvar(38)=0
Trigger3 = EnemyNear(var(58)),Time>=(10-(helper(25000),var(10)))||(EnemyNear(var(58)),Time>=10)
Trigger3 = (StateNo=151)||(StateNo=153)||(StateNo=155)||(EnemyNear(var(58)),Time>=10)
Trigger4 = (var(59)=[4,5])&&fvar(38)=1
[State -3,E2B]
type = ChangeState
value = 429
TriggerAll=var(59)>0
TriggerAll=var(20)>0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(ctrl||stateno=500||stateno=40||stateno=100||(StateNo=[11,20])||(StateNo=[120,140]))&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(P2BodyDist X>-3)
TriggerAll=(P2MoveType=A)||((P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999]))
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||var(56)=3
TriggerAll=(!(EnemyNear(var(58)),Ctrl))&&(EnemyNear(var(58)),AnimTime<-4)
TriggerAll=(P2BodyDist X-(EnemyNear(var(58)),vel x!=0)*(EnemyNear(var(58)),vel x*4)=[-20,110])||((P2BodyDist X=[-3,110])&&(EnemyNear(var(58)),vel x=0))
TriggerAll=(!P2BodyDist Y)&&((var(16)>140)||(var(23)=1&&var(16)<100))
Trigger1 = (var(59)=[1,3])&&fvar(38)=0
Trigger1 = EnemyNear(var(58)),Time>=(30-(helper(25000),var(10)))||(EnemyNear(var(58)),Time>=30)
Trigger1 = (StateNo=151)||(StateNo=153)||(StateNo=155)||(EnemyNear(var(58)),Time>=30)
Trigger2 = (var(59)=[1,3])&&fvar(38)=1
Trigger2 = EnemyNear(var(58)),Time>=(20-(helper(25000),var(10)))||(EnemyNear(var(58)),Time>=20)
Trigger2 = (StateNo=151)||(StateNo=153)||(StateNo=155)||(EnemyNear(var(58)),Time>=20)
Trigger3 = (var(59)=[4,5])&&fvar(38)=0
Trigger3 = EnemyNear(var(58)),Time>=(10-(helper(25000),var(10)))||(EnemyNear(var(58)),Time>=10)
Trigger3 = (StateNo=151)||(StateNo=153)||(StateNo=155)||(EnemyNear(var(58)),Time>=10)
Trigger4 = (var(59)=[4,5])&&fvar(38)=1
[State -3,2B]
type = ChangeState
value = 430
TriggerAll=var(59)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(ctrl||stateno=500||stateno=40||stateno=100||(StateNo=[11,20])||(StateNo=[120,140]))&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(P2BodyDist X>-3)
TriggerAll=(P2MoveType=A)||((P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999]))
TriggerAll=(!(InGuardDist))||var(56)=3||((stateno=[150,155])&&(var(33)=1)&&(EnemyNear(var(58)),Time>7))
TriggerAll=(!(EnemyNear(var(58)),Ctrl))&&(EnemyNear(var(58)),AnimTime<-6)
TriggerAll=(P2BodyDist X-(EnemyNear(var(58)),vel x!=0)*(EnemyNear(var(58)),vel x*6)=[-20,55])||((P2BodyDist X=[-3,55])&&(EnemyNear(var(58)),vel x=0))
TriggerAll=!P2BodyDist Y
Trigger1 = (var(59)=[1,3])&&fvar(38)=0
Trigger1 = EnemyNear(var(58)),Time>=(30-(helper(25000),var(10)))||(EnemyNear(var(58)),Time>=30)
Trigger1 = (StateNo=151)||(StateNo=153)||(StateNo=155)||(EnemyNear(var(58)),Time>=30)
Trigger2 = (var(59)=[1,3])&&fvar(38)=1
Trigger2 = EnemyNear(var(58)),Time>=(20-(helper(25000),var(10)))||(EnemyNear(var(58)),Time>=20)
Trigger2 = (StateNo=151)||(StateNo=153)||(StateNo=155)||(EnemyNear(var(58)),Time>=20)
Trigger3 = (var(59)=[4,5])&&fvar(38)=0
Trigger3 = EnemyNear(var(58)),Time>=(10-(helper(25000),var(10)))||(EnemyNear(var(58)),Time>=10)
Trigger3 = (StateNo=151)||(StateNo=153)||(StateNo=155)||(EnemyNear(var(58)),Time>=10)
Trigger4 = (var(59)=[4,5])&&fvar(38)=1
[State -3,2B]
type = ChangeState
value = 430
TriggerAll=var(59)>0
TriggerAll=var(20)>0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(ctrl||stateno=500||stateno=40||stateno=100||(StateNo=[11,20])||(StateNo=[120,140]))&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(P2BodyDist X>-3)
TriggerAll=(P2MoveType=A)||((P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999]))
TriggerAll=(!(InGuardDist))||var(56)=3||((stateno=[150,155])&&(var(33)=1)&&(EnemyNear(var(58)),Time>7))
TriggerAll=(!(EnemyNear(var(58)),Ctrl))&&(EnemyNear(var(58)),AnimTime<-4)
TriggerAll=(P2BodyDist X-(EnemyNear(var(58)),vel x!=0)*(EnemyNear(var(58)),vel x*4)=[-20,55])||((P2BodyDist X=[-3,55])&&(EnemyNear(var(58)),vel x=0))
TriggerAll=!P2BodyDist Y
Trigger1 = (var(59)=[1,3])&&fvar(38)=0
Trigger1 = EnemyNear(var(58)),Time>=(30-(helper(25000),var(10)))||(EnemyNear(var(58)),Time>=30)
Trigger1 = (StateNo=151)||(StateNo=153)||(StateNo=155)||(EnemyNear(var(58)),Time>=30)
Trigger2 = (var(59)=[1,3])&&fvar(38)=1
Trigger2 = EnemyNear(var(58)),Time>=(20-(helper(25000),var(10)))||(EnemyNear(var(58)),Time>=20)
Trigger2 = (StateNo=151)||(StateNo=153)||(StateNo=155)||(EnemyNear(var(58)),Time>=20)
Trigger3 = (var(59)=[4,5])&&fvar(38)=0
Trigger3 = EnemyNear(var(58)),Time>=(10-(helper(25000),var(10)))||(EnemyNear(var(58)),Time>=10)
Trigger3 = (StateNo=151)||(StateNo=153)||(StateNo=155)||(EnemyNear(var(58)),Time>=10)
Trigger4 = (var(59)=[4,5])&&fvar(38)=1
[State -3,2B]
Type = ChangeState
value = 429
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(ctrl||stateno=500||stateno=40||stateno=100||(StateNo=[11,20]))&&(StateType!=A)
TriggerAll=(P2StateType=A)&&(P2BodyDist X>-3)
TriggerAll=P2MoveType=A||(P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999])||(p2stateno=50)
TriggerAll=(!InGuardDist)&&((var(16)>140)||(var(23)=1&&var(16)<100))
TriggerAll=(P2StateNo>199)||(P2StateType=A&&P2StateNo<=199)
TriggerAll=(P2BodyDist X-(EnemyNear(var(58)),vel x!=0)*(EnemyNear(var(58)),vel x*6)=(55,110])||((P2BodyDist X=(55,110])&&(EnemyNear(var(58)),vel x=0))
TriggerAll=(P2BodyDist Y+(EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),Const(MoveMent.Yaccel)*5)*6>5)
Trigger1 = fvar(38)=1
[State -3,2B]
Type = ChangeState
value = 429
TriggerAll=var(59)>0
TriggerAll=var(20)>0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(ctrl||stateno=500||stateno=40||stateno=100||(StateNo=[11,20]))&&(StateType!=A)
TriggerAll=(P2StateType=A)&&(P2BodyDist X>-3)
TriggerAll=P2MoveType=A||(P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999])||(p2stateno=50)
TriggerAll=(!InGuardDist)&&((var(16)>140)||(var(23)=1&&var(16)<100))
TriggerAll=(P2StateNo>199)||(P2StateType=A&&P2StateNo<=199)
TriggerAll=(P2BodyDist X-(EnemyNear(var(58)),vel x!=0)*(EnemyNear(var(58)),vel x*4)=(55,110])||((P2BodyDist X=(55,110])&&(EnemyNear(var(58)),vel x=0))
TriggerAll=(P2BodyDist Y+(EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),Const(MoveMent.Yaccel)*3)*4>5)
Trigger1 = fvar(38)=1
[State -3,͂ݓ]
Type = null;ChangeState
value = 850
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(ctrl||stateno=500||stateno=40||stateno=100||(StateNo=[11,20])||(StateNo=[120,140]))&&(StateType!=A)
TriggerAll=(P2StateType=A)&&(P2BodyDist X>-3)
TriggerAll=P2MoveType=A||(P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999])||(p2stateno=50)
TriggerAll=!InGuardDist
TriggerAll=(P2StateNo>199)||(P2StateType=A&&P2StateNo<=199)
TriggerAll=(P2BodyDist X-(EnemyNear(var(58)),vel x!=0)*(EnemyNear(var(58)),vel x*11)=[-20,65])||((P2BodyDist X=[-3,65])&&(EnemyNear(var(58)),vel x=0))
TriggerAll=(P2BodyDist Y+(EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),Const(MoveMent.Yaccel)*10)*11>0)
Trigger1 = fvar(38)=1
[State -3,͂ݓ]
Type = null;ChangeState
value = 850
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)>0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(ctrl||stateno=500||stateno=40||stateno=100||(StateNo=[11,20])||(StateNo=[120,140]))&&(StateType!=A)
TriggerAll=(P2StateType=A)&&(P2BodyDist X>-3)
TriggerAll=P2MoveType=A||(P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999])||(p2stateno=50)
TriggerAll=!InGuardDist
TriggerAll=(P2StateNo>199)||(P2StateType=A&&P2StateNo<=199)
TriggerAll=(P2BodyDist X-(EnemyNear(var(58)),vel x!=0)*(EnemyNear(var(58)),vel x*8)=[-20,65])||((P2BodyDist X=[-3,65])&&(EnemyNear(var(58)),vel x=0))
TriggerAll=(P2BodyDist Y+(EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),Const(MoveMent.Yaccel)*7)*8>0)
Trigger1 = fvar(38)=1
[State -3,2B]
Type = ChangeState
value = 430
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(ctrl||stateno=500||stateno=40||stateno=100||(StateNo=[11,20]))&&(StateType!=A)
TriggerAll=(P2StateType=A)&&(P2BodyDist X>-3)
TriggerAll=P2MoveType=A||(P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999])||(p2stateno=50)
TriggerAll=!InGuardDist
TriggerAll=(P2StateNo>199)||(P2StateType=A&&P2StateNo<=199)
TriggerAll=(P2BodyDist X-(EnemyNear(var(58)),vel x!=0)*(EnemyNear(var(58)),vel x*6)=[-20,55])||((P2BodyDist X=[-3,55])&&(EnemyNear(var(58)),vel x=0))
TriggerAll=(P2BodyDist Y+(EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),Const(MoveMent.Yaccel)*5)*6>5)
Trigger1 = fvar(38)=1
[State -3,2B]
Type = ChangeState
value = 430
TriggerAll=var(59)>0
TriggerAll=var(20)>0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(ctrl||stateno=500||stateno=40||stateno=100||(StateNo=[11,20]))&&(StateType!=A)
TriggerAll=(P2StateType=A)&&(P2BodyDist X>-3)
TriggerAll=P2MoveType=A||(P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999])||(p2stateno=50)
TriggerAll=!InGuardDist
TriggerAll=(P2StateNo>199)||(P2StateType=A&&P2StateNo<=199)
TriggerAll=(P2BodyDist X-(EnemyNear(var(58)),vel x!=0)*(EnemyNear(var(58)),vel x*4)=[-20,55])||((P2BodyDist X=[-3,55])&&(EnemyNear(var(58)),vel x=0))
TriggerAll=(P2BodyDist Y+(EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),Const(MoveMent.Yaccel)*3)*4>5)
Trigger1 = fvar(38)=1
;
;\
;
[State -3,5B]
Type = ChangeState
Value = 235
TriggerAll=var(59)>0
TriggerAll=var(56)>0
TriggerAll=var(55)<=0
TriggerAll=fvar(38)=0||prevstateno=5120
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)
TriggerAll=(P2BodyDist X=[-1,25))
TriggerAll=EnemyNear(var(58)),pos y+(EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),Const(MoveMent.Yaccel)*3)*4>-55
TriggerAll=(Ctrl)||(StateNo=[11,20])
TriggerAll=(P2MoveType!=H)
TriggerAll=(fvar(36)<=120)&&(EnemyNear(var(58)),AnimTime>-4||prevstateno=5120)
TriggerAll=((var(57))%21<12)
Trigger1 = helper(25000),var(24)>=10
Trigger2 = helper(25000),var(12)!=0
[State -3,hosho]
Type = ChangeState
Value = 2100
TriggerAll=var(59)>0
TriggerAll=var(56)>0
TriggerAll=var(55)<=0
TriggerAll=fvar(38)=0||(var(59)=[1,3])
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(stateno=5120||(helper(25000),var(12)!=0))
TriggerAll=(P2BodyDist X=[-1,45])
TriggerAll=(power>=1000)
TriggerAll=(Ctrl)||(StateNo=[11,20])||stateno=5120
TriggerAll=(P2MoveType!=H)
TriggerAll=(fvar(36)<=120)
TriggerAll=((var(57))%27<17)
TriggerAll=life<=lifemax/3
Trigger1 = helper(25000),var(24)>=7
Trigger2 = stateno=5120&&animtime=0
[State -3,2A]
Type = ChangeState
Value = 400
TriggerAll=var(59)>0
TriggerAll=var(56)>0
TriggerAll=var(55)<=0
TriggerAll=fvar(38)=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)
TriggerAll=(P2BodyDist X=[-1,40])
TriggerAll=EnemyNear(var(58)),pos y+(EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),Const(MoveMent.Yaccel)*6)*7>-40
TriggerAll=(Ctrl)||(StateNo=[11,20])
TriggerAll=(P2MoveType!=H)
TriggerAll=(fvar(36)<=120)&&(EnemyNear(var(58)),AnimTime>-7)
TriggerAll=((var(57))%21<7)
Trigger1 = helper(25000),var(24)>=10
Trigger2 = helper(25000),var(12)!=0
[State -3,2A]
Type = ChangeState
Value = 400
TriggerAll=var(59)>0
TriggerAll=var(56)>0
TriggerAll=var(55)<=0
TriggerAll=fvar(38)=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)
TriggerAll=(P2BodyDist X=[-15,40])
TriggerAll=EnemyNear(var(58)),pos y+(EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),Const(MoveMent.Yaccel)*8)*9>-60
TriggerAll=(Ctrl)||(StateNo=[11,20])
TriggerAll=(P2MoveType!=H)
TriggerAll=(fvar(36)<=120)&&(EnemyNear(var(58)),AnimTime>-7)
TriggerAll=((var(57))%21<7)
Trigger1 = helper(25000),var(24)>=10
Trigger2 = helper(25000),var(12)!=0
[State -3,2B]
Type = ChangeState
Value = 430
TriggerAll=var(59)>0
TriggerAll=var(56)>0
TriggerAll=var(55)<=0
TriggerAll=fvar(38)=0
TriggerAll=helper(25000),var(24)>=10
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)
TriggerAll=(P2BodyDist X=[-1,50])
TriggerAll=(Ctrl)||(StateNo=[11,20])
TriggerAll=(P2MoveType!=H)
TriggerAll=(fvar(36)<=120)&&(EnemyNear(var(58)),AnimTime>-6)
TriggerAll=((var(57))%19<7)
Trigger1 = helper(25000),var(24)>=10
Trigger2 = helper(25000),var(12)!=0
;
;Aq
;
;1(stateno=430)
[State -3,gure]
Type = ChangeState
Value = 300
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(stateno=430)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=5
[State -3,hikanu]
Type = ChangeState
Value = 1300
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=var(55)<=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=((P2BodyDist X=(50,140])&&(stateno=430)&&(prevstateno!=430))||((P2BodyDist X=(50,140])&&(stateno=430)&&(prevstateno=430))
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = ((var(16)>=100)||(var(23)=1))
Trigger2 = (MoveHit)
Trigger3 = ((var(57))%12<=6)
[State -3,2D]
Type = ChangeState
Value = 440
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=var(55)<=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(power >= 1000)&&((var(57)%11<4)||((var(48)=0)&&(var(50)=1)))&&(fvar(37)>120)
TriggerAll=(P2BodyDist X=[0,40])
TriggerAll=(stateno=430)&&(prevstateno=430||(var(59)=[4,5]))
TriggerAll=(P2MoveType=H)&&(movehit)
Trigger1 = fvar(38)=1
[State -3,z]]
Type = ChangeState
Value = ifelse((var(48)=0)&&(var(50)=1),2400,2000)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=var(55)<=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
TriggerAll=(power >= 1000)
TriggerAll=(stateno=440)
TriggerAll=(P2MoveType=H)&&(movehit)
Trigger1 = fvar(38)=1
[State -3,]
Type = ChangeState
Value = ifelse((var(16)>=100&&roundno>=2),245,300)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=var(55)<=0
TriggerAll=(helper(25000),var(11)!=0)||(fvar(37)<=120)||(prevstateno=500)||(fvar(39)=[4,5])&&(fvar(37)<=120)||(var(59)=[4,5])&&(fvar(37)<=120)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X=[0,25))||(fvar(39)=[4,5])||(var(59)=[4,5])
TriggerAll=(stateno=430||stateno=235||stateno=200||stateno=205)&&((prevstateno!=430)||(fvar(39)=[4,5])||(var(59)=[4,5]))
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = ((var(57))%19<=8||(fvar(39)=[4,5])||(var(59)=[4,5]))&&(movehit)
Trigger2 = ((var(57))%19<=4)&&(movecontact)&&(fvar(38)=0)
Trigger3 = (fvar(39)=[4,5])||(var(59)=[4,5])
Trigger3 = (movehit)
[State -3,]
Type = ChangeState
Value = ifelse((fvar(37)<=120),300,430)
TriggerAll=(fvar(39)=[4,5])||(var(59)=[4,5])
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=var(55)<=0
TriggerAll=(fvar(37)>120)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(P2BodyDist X=[0,25))
TriggerAll=(stateno=430||stateno=235||stateno=200||stateno=205)
Trigger1 = (P2MoveType=H)&&(movehit)
[State -3,]
Type = ChangeState
Value = 240
TriggerAll=(fvar(39)=[4,5])||(var(59)=[4,5])
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=var(55)<=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(P2BodyDist X=[25,55])
TriggerAll=(stateno=430||stateno=235)
Trigger1 = (P2MoveType=H)&&(movehit)
[State -3,]
Type = ChangeState
Value = ifelse((EnemyNear(var(58)),backedgebodydist<95)&&(frontedgebodydist<95)&&(var(57)%7<4)&&(P2BodyDist X<20),250,ifelse((fvar(37)<=120),300,320))
TriggerAll=(fvar(39)=[4,5])||(var(59)=[4,5])
TriggerAll=var(20)>0
TriggerAll=var(56)>0
TriggerAll=var(55)<=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(P2BodyDist X=[-2,55])
TriggerAll=(stateno=430||stateno=235)
Trigger1 = (P2MoveType=H)&&(movehit)
[State -3,2B]
Type = ChangeState
Value = 430
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=var(55)<=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X=[-2,50])
TriggerAll=(stateno=430||stateno=235||stateno=400)&&(prevstateno!=430)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (var(59)=1||fvar(39)=1)&&(P2BodyDist X<25)
Trigger1 = var(54)=[0,3]
Trigger2 = (var(59)>=2||fvar(39)>=2)||((var(59)=1||fvar(39)=1)&&(P2BodyDist X>=25))
[State -3,5D]
Type = ChangeState
Value = 245
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=var(55)<=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X=[0,25))
TriggerAll=(stateno=430||stateno=235)&&((prevstateno!=430)||(fvar(39)=[4,5])||(var(59)=[4,5]))
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (var(59)=1||fvar(39)=1)&&(P2BodyDist X<25)
Trigger1 = var(54)=[4,7]
Trigger2 = (fvar(39)=[4,5])||(var(59)=[4,5])
[State -3,2B]
Type = ChangeState
Value = 430
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=var(55)<=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X=[0,25))
TriggerAll=(stateno=430||stateno=235)
TriggerAll=(P2MoveType=H)&&(MoveGuarded)&&(p2stateno=[120,155])
Trigger1 = ((var(57))%9<=4)&&((var(16)>=100)||(var(23)=1))
;2(stateno=430)
[State -3,5D]
Type = ChangeState
Value = 245
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=var(55)=-5
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X=[-2,25))
TriggerAll=(stateno=430)&&(prevstateno=430||stateno=235)
TriggerAll=(P2MoveType=H)&&(MoveGuarded)&&(p2stateno=[120,155])
Trigger1 = ((var(59)=[1,3])||(fvar(39)=[1,3]))||(fvar(39)=[4,5])||(var(59)=[4,5])
[State -3,5D]
Type = ChangeState
Value = 240
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=var(55)=-5
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X=[25,50])
TriggerAll=(stateno=430)&&(prevstateno=430||stateno=235)
TriggerAll=(P2MoveType=H)&&(MoveGuarded)&&(p2stateno=[120,155])
Trigger1 = ((var(59)=[1,3])||(fvar(39)=[1,3]))||(fvar(39)=[4,5])||(var(59)=[4,5])
[State -3,5D];ډ-R{
Type = ChangeState
Value = 245
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=var(55)<=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X=[0,25))
TriggerAll=(stateno=430)&&(prevstateno=430||stateno=235)
TriggerAll=(P2MoveType=H)&&(MoveHit)&&(p2stateno!=[120,155])
Trigger1 = (var(59)=1||fvar(39)=1)||(fvar(39)=[4,5])||(var(59)=[4,5])
[State -3,2C]
Type = ChangeState
Value = 410
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=var(55)<=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X=[0,35))
TriggerAll=(stateno=430)&&(prevstateno=430||stateno=235)
TriggerAll=(P2MoveType=H)&&(MoveHit)&&(p2stateno!=[120,155])
Trigger1 = (var(59)=2||fvar(39)=2)||(fvar(39)=[4,5])||(var(59)=[4,5])
[State -3,2B]
Type = ChangeState
Value = 430
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=var(55)<=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X=[0,25))
TriggerAll=(stateno=430)&&(prevstateno=430||stateno=235)
TriggerAll=(P2MoveType=H)&&(MoveHit)&&(p2stateno!=[120,155])
Trigger1 = (var(59)=3||fvar(39)=3)||(fvar(39)=[4,5])||(var(59)=[4,5])
[State -3,5D]
Type = ChangeState
Value = 240
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=var(55)<=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X=[25,55])
TriggerAll=(stateno=430)&&(prevstateno=430||stateno=235)
TriggerAll=(P2MoveType=H)&&(MoveHit)&&(p2stateno!=[120,155])
Trigger1 = (var(59)=1||fvar(39)=1)||(fvar(39)=[4,5])||(var(59)=[4,5])
Trigger2 = (var(59)=3||fvar(39)=3)||(fvar(39)=[4,5])||(var(59)=[4,5])
[State -3,gure];ډ-R{
Type = ChangeState
Value = 300
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=var(55)<=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2MoveType=H)&&(MoveHit)&&(p2stateno!=[120,155])
TriggerAll=(var(59)=2||fvar(39)=2)||(fvar(39)=[4,5])&&(var(16)<100)||(var(59)=[4,5])&&(var(16)<100)
Trigger1 = (P2BodyDist X=[35,75))
Trigger1 = (stateno=430)&&(prevstateno=430||stateno=235)
Trigger2 = (P2BodyDist X<75)
Trigger2 = (stateno=410)&&(prevstateno=430||stateno=235)
;3(stateno=240)
[State -3,hikanu]
Type = ChangeState
Value = 1300
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=var(55)<=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X=[-3,140])
TriggerAll=(stateno=240)&&(prevstateno=430)
TriggerAll=(P2MoveType=H)&&(MoveContact)
Trigger1 = (var(54)=[2,7])&&!(MoveHit)&&((var(16)>=100)||(var(23)=1))
Trigger2 = (MoveHit)&&((var(16)<100)&&(var(23)<=0))
Trigger3 = (var(54)=[2,5])&&!(MoveHit)&&((var(16)<100)&&(var(23)<=0))
[State -3,bani];ډ-R{
Type = ChangeState
Value = 320
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X=[-3,140])
TriggerAll=(stateno=240)
TriggerAll=(P2MoveType=H)&&(MoveContact)
Trigger1 = (var(54)=[0,1])&&!(MoveHit)
Trigger2 = (MoveHit)&&((var(16)>=100)||(var(23)=1))
;4(stateno=1300)-(stateno=1310)
[State -3,kobinu]
Type = ChangeState
Value = 1310
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=var(55)<=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A||stateno=1300)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X=[-3,140])
TriggerAll=(stateno=1300)||(stateno=210)
TriggerAll=(animelem=6,>0 &anim=1300)||(animelem=10,>0&&anim=1301)
TriggerAll=(P2MoveType=H)&&(MoveContact)
Trigger1 = (var(54)=3)&&!(MoveHit)&&((var(16)<100)&&(var(23)<=0))
Trigger1 = (fvar(39)!=[4,5])&&(var(59)!=[4,5])&&(stateno=1300)
Trigger2 = (MoveHit)&&(stateno=1300)
Trigger3 = !(MoveHit)&&((var(16)>=100)||(var(23)=1))&&(stateno=1300)
Trigger4 = (stateno=210)&&(EnemyNear(var(58)),pos y>-85)
[State -3,kaeriminu]
Type = ChangeState
Value = 1330
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=var(55)<=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A||stateno=1320)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X=[-3,140])
TriggerAll=(stateno=1310)||(stateno=1320)
TriggerAll=(animelem=7,>0&&anim=1310)||(animelem=8,>0&&anim=1311)||(animelem=5,>0&&anim =1320)||(animelem=7,>0&&anim=1321)
TriggerAll=(P2MoveType=H)&&(MoveContact)
Trigger1 = (var(54)=[0,3])&&!(MoveHit)&&((var(16)>=100)||(var(23)=1))
Trigger2 = (var(54)=[5,7])&&(MoveHit)&&((var(16)>=100)||(var(23)=1))&&(var(59)=[1,3])
Trigger3 = (MoveHit)&&((var(16)<100)&&(var(23)<=0))
Trigger4 = (stateno=1320)&&(MoveHit)
Trigger5 = (stateno=1320)&&(MoveContact)&&((var(57))%9<=5)
[State -3,E]
Type = ChangeState
Value = 500
ignorehitpause = 1
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=var(55)<=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X=[-3,140])
TriggerAll=(stateno=1310||stateno=321)
TriggerAll=(animelem=7,>0&&anim=1310)||(animelem=8,>0&&anim=1311)||(stateno=321&&animelem=3,>0)
TriggerAll=(P2MoveType=H)&&(MoveContact||stateno=321)
Trigger1 = (var(54)=[4,7])&&!(MoveHit)&&((var(16)>=100)||(var(23)=1))&&(stateno=1310)
Trigger2 = (var(54)=[0,4])&&(MoveHit)&&((var(16)>=100)||(var(23)=1))&&(stateno=1310)&&(var(59)=[1,3])
Trigger3 = (MoveGuarded)&&(stateno=321)&&((var(16)>=100)||(var(23)=1))
Trigger4 = (MoveHit)&&((var(16)>=100)||(var(23)=1))&&(stateno=1310)&&(var(59)=[4,5])
[State -3,2B]
Type = ChangeState
Value = 430
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=var(55)<=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X=[-3,40])
TriggerAll=(stateno=500)&&(prevstateno=1310||prevstateno=321)
Trigger1 = (P2MoveType=H)||(prevstateno=321)
;4(stateno=1330)
[State -3,E]
Type = ChangeState
Value = 500
ignorehitpause = 1
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=var(55)=-5
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X=[-3,180])
TriggerAll=(stateno=1330)
TriggerAll=(animelem = 7,>0)
TriggerAll=(P2MoveType=H)&&(MoveGuarded)
Trigger1 = ((var(16)>=100)||(var(23)=1))
[State -3,JB]
Type = ChangeState
Value = ifelse(stateno=110,640,630)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=var(55)=-5
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X=[-15,60])&&((var(59)=[4,5])||(fvar(39)=[4,5]))||(P2BodyDist X=[-15,50])&&((var(59)=[1,3])||(fvar(39)=[1,3]))
Trigger1 = (stateno=500)&&(prevstateno=1330)
Trigger1 = (P2MoveType=H)
Trigger2 = (stateno=110)
;4(stateno=630)
[State -3,air-back-dash]
Type = ChangeState
Value = 115
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=var(55)=-5
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(stateno=640)
TriggerAll=(numhelper(1105)=1)
TriggerAll=(P2MoveType=H)&&(MoveContact)
Trigger1 = !(Movehit)&&pos y<=-35
;#$
[State -3,JD]
Type = ChangeState
Value = 640
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=var(55)=-5
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X=[-50,18))
TriggerAll=(stateno=630)||(stateno=640)
TriggerAll=(P2MoveType=H)&&(MoveGuarded=1)
Trigger1 = (var(57)>500)&&(fvar(37)<=120)
[State -3,]
Type = ChangeState
Value = 21
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=var(55)=-5
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X=[-15,24])
Trigger1 = (stateno=52)&&(prevstateno=640)
Trigger1 = (fvar(37)<=100)&&(var(57)<350)
Trigger1 = (P2MoveType=I)||(P2stateno=[120,155])
[State -3,bakusei]
Type = ChangeState
Value = ifelse(var(39),1101,1100)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=var(55)=-5
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X=[-5,60])
TriggerAll=(stateno=630||stateno=640)
TriggerAll=(numhelper(1105) = 0)
TriggerAll=(numtarget(630)>0)||(numtarget(640)>0)
TriggerAll=(P2MoveType=H)&&(MoveGuarded||(var(59)=[1,3])&&movecontact)
Trigger1 = (var(54)=[0,4])||((prevstateno!=500)&&(prevstateno!=110))
[State -3,2B]
Type = ChangeState
Value = 430
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=var(55)=-5
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X=[-3,50])
Trigger1 = (stateno=52)&&(prevstateno=630||prevstateno=640)
Trigger1 = (numtarget(630)>0)||(numtarget(640)>0)
Trigger1 = (P2MoveType=H)||(P2stateno=[120,155])
Trigger1 = (var(54)=[5,7])||(P2stateno!=[120,155])
Trigger2 = (stateno=52)&&(prevstateno=640)
Trigger2 = (numtarget(640)=0)
Trigger2 = (P2MoveType=I)||(P2stateno=[120,155])
[State -3,2B]
Type = ChangeState
Value = ifelse(var(23)>0,429,430)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=var(55)=-5
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X=[-3,50+(30*(var(23)>0))])
TriggerAll=(stateno=52)&&((prevstateno=1100)||(prevstateno=1101))
TriggerAll=(helper(1105),numtarget(1105)>0||helper(1105),numtarget(1106)>0)||(numtarget(1100)>0)||(var(23)>0)
Trigger1 = (P2MoveType!=A)
;4(stateno=245)
[State -3,99]
Type = ChangeState
Value = 37
IgNoreHitPause = 1
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=var(55)=-5
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X=[0,80])
TriggerAll=(stateno=245)
TriggerAll=(P2MoveType=H)&&(MoveGuarded)&&(p2stateno=[120,155])
Trigger1 = (var(54)=[0,6])
[State -3,kobinu]
Type = ChangeState
Value = 1320
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=var(55)=-5
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X=[0,140])
TriggerAll=(stateno=245)
TriggerAll=(P2MoveType=H)&&(MoveGuarded)&&(p2stateno=[120,155])
Trigger1 = (var(54)=7)&&(var(57)>500)
[State -3,2B]
Type = ChangeState
Value = 430
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=var(55)=-5
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X=[0,70])
TriggerAll=(stateno=245)
TriggerAll=(P2MoveType=H)&&(MoveGuarded)&&(p2stateno=[120,155])
Trigger1 = (var(54)=7)&&(var(57)<=500)
[State -3,2D]
Type = ChangeState
Value = 440
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=var(55)=-5
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X=[0,70])
TriggerAll=(stateno=430)&&(prevstateno=245)
TriggerAll=(P2MoveType=H)&&(MoveGuarded)&&(p2stateno=[120,155])
Trigger1 = (var(57))%9<=6
[State -3,yari]
Type = ChangeState
Value = 1201
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=var(55)=-5
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X=[0,120])
TriggerAll=(stateno=440)&&(prevstateno=430)
TriggerAll=(P2MoveType=H)&&(MoveContact)
Trigger1 = (var(57))%9<=6
Trigger1 = numhelper(1210)=0
[State -3,Jdash]
Type = ChangeState
Value = 110
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(55)=-5
TriggerAll=stateno != 110
TriggerAll=stateno != 111
TriggerAll=stateno != 115
TriggerAll=pos y <= -35
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(P2BodyDist X=[-5,100])
TriggerAll=(stateno=50)&&(prevstateno=37)&&(ctrl=0)
Trigger1 = ((P2MoveType=H)&&(p2stateno=[120,155]))||(P2MoveType=I)
;var(20)>0
[State -3,gure]
Type = ChangeState
Value = ifelse(((power<1000&&stateno=430)||(var(57)%9<4)),320,300)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)>0
TriggerAll=var(56)>0
TriggerAll=var(55)<=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
TriggerAll=(P2BodyDist X=[-2,70])
TriggerAll=(stateno=430)&&(prevstateno=430||prevstateno=500)||(stateno=250)
TriggerAll=(P2MoveType=H)&&(movehit)
Trigger1 = (P2BodyDist X<=70)
[State -3,gure]
Type = ChangeState
Value = 300
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)>0
TriggerAll=var(56)>0
TriggerAll=var(55)<=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
TriggerAll=(P2BodyDist X=[0,70])
TriggerAll=(stateno=852)
TriggerAll=(P2MoveType=H)&&(animtime=0)
Trigger1 = (P2BodyDist X<=70)
[State -3,2B]
Type = ChangeState
Value = 430
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)>0
TriggerAll=var(56)>0
TriggerAll=var(55)<=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(P2BodyDist X=[0,50])
TriggerAll=(stateno=430||stateno=235)&&(prevstateno!=430)&&(prevstateno!=500)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (P2BodyDist X>=12)&&(EnemyNear(var(58)),backedgebodydist>=50)||(stateno=235)||(P2BodyDist X<12)&&(var(54)=[3,7])
[State -3,5A]
Type = ChangeState
Value = 250
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)>0
TriggerAll=var(56)>0
TriggerAll=var(55)<=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(P2BodyDist X=[0,50])
TriggerAll=(stateno=430)&&(prevstateno!=430)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (P2BodyDist X<12)&&(var(54)=[0,2])||(EnemyNear(var(58)),backedgebodydist<50)
Trigger2 = (prevstateno=500)&&(var(54)=[0,3])
[State -3,2B]
Type = ChangeState
Value = 430
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)>0
TriggerAll=var(56)>0
TriggerAll=var(55)<=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(P2BodyDist X=[0,50])
TriggerAll=(stateno=430)&&(prevstateno=430||prevstateno=500)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (P2BodyDist X<=20)
Trigger2 = (prevstateno=500)&&(var(54)=[4,7])
[State -3,hikanu]
Type = ChangeState
Value = 1300
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)>0
TriggerAll=var(56)>0
TriggerAll=var(55)<=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
TriggerAll=(stateno=430||stateno=250)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (P2BodyDist X>50)&&(stateno=430)&&(movecontact)
Trigger2 = (P2BodyDist X>20)&&(stateno=430)&&(MoveGuarded)
Trigger3 = (stateno=250)&&(MoveGuarded)
[State -3,kobinu#]
Type = ChangeState
Value = ifelse((MoveGuarded),1320,1310)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)>0
TriggerAll=var(56)>0
TriggerAll=var(55)<=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
TriggerAll=(stateno=1300)&&(animelem=6,>0&&anim=1300||animelem=10,>0&&anim=1301)
TriggerAll=(P2MoveType=H)&&(movecontact)
Trigger1 = (P2BodyDist X<=140)
[State -3,kaeriminu]
Type = ChangeState
Value = 1330
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)>0
TriggerAll=var(56)>0
TriggerAll=var(55)<=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
TriggerAll=(stateno=1310||stateno=1320)&&(animelem=7,>0&&anim=1310||animelem=8,>0&&anim=1311||animelem=5,>0&&anim=1320||animelem=7,>0&&anim=1321)
TriggerAll=(P2MoveType=H)&&(movecontact)
TriggerAll=(P2BodyDist X<=140)
Trigger1 = (stateno=1310)&&(var(16)<100&&var(23)<=0)&&(movehit)
Trigger2 = (stateno=1320)&&(movecontact)
Trigger3 = (stateno=1310)&&(P2statetype=A)&&(movehit)
Trigger4 = (stateno=1310)&&(MoveGuarded)&&(random<400)
[State -3,E]
Type = ChangeState
Value = 500
IgnoreHitPause = 1
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)>0
TriggerAll=var(56)>0
TriggerAll=var(55)<=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(stateno=1310||stateno=1320)&&(animelem=7,>0&&anim=1310||animelem=8,>0&&anim=1311||animelem=5,>0&&anim=1320||animelem=7,>0&&anim=1321)
TriggerAll=(P2MoveType=H)&&(movecontact)
TriggerAll=(var(16)>=100||var(23)>0)
Trigger1 = (stateno=1310)&&(var(16)>=100||var(23)>0)&&(movecontact)
Trigger2 = (stateno=1320)&&(movehit)
[State -3,2B]
Type = ChangeState
Value = 430
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)>0
TriggerAll=var(56)>0
TriggerAll=var(55)<=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
TriggerAll=(prevstateno=1310||prevstateno=1320)
TriggerAll=(P2MoveType=H)&&(stateno=500)
TriggerAll=(P2BodyDist X<=40)
Trigger1 = (p2stateno!=[120,155])
Trigger2 = (p2stateno=[120,155])&&(var(57)%7<=3)
[State -3,5A]
Type = ChangeState
Value = 250
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)>0
TriggerAll=var(56)>0
TriggerAll=var(55)<=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
TriggerAll=(prevstateno=1310||prevstateno=1320)
TriggerAll=(P2MoveType=H)&&(stateno=500)
TriggerAll=(P2BodyDist X<=40)
Trigger1 = (p2stateno=[120,155])&&(var(57)%7>3)
;
;ډ
;
;var(55)=1
[State -3,fwd-high]
Type = ChangeState
Value = 41
IgNoreHitPause = 1
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=fvar(38)=1||var(57)%7<=4
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A||stateno=52)
TriggerAll=(P2StateType!=L||numtarget(640)>0)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X=[-12,140])
Trigger1 = (stateno=245)
Trigger1 = (P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=1
Trigger2 = (numtarget(640)>0)&&(stateno=52)&&(var(3)<3)
Trigger2 = (P2MoveType=H)&&(p2stateno!=[120,155])
Trigger2 = var(55)=1
[State -3,5A]
Type = ChangeState
Value = 205
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X<20)
TriggerAll=(P2BodyDist X-(EnemyNear(var(58)),vel x*5)=[-80,30])
TriggerAll=EnemyNear(var(58)),pos y+(EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),gethitvar(Yaccel)*4)*5=[-65,-25]
TriggerAll=(Ctrl)||(stateno=18)||(stateno=11)||(stateno=100)
TriggerAll=(P2MoveType=H)
Trigger1 = var(55)=1
Trigger1 = var(3)>3
[State -3,6]
Type = ChangeState
Value = 100
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X>=20)
TriggerAll=(Ctrl)||(stateno=11)
TriggerAll=(P2MoveType=H)&&(stateno!=100)
Trigger1 = var(55)=1
Trigger1 = var(3)>3
;var(55)=2
[State -3,jump]
Type = ChangeState
Value = 39
IgNoreHitPause = 0
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X=[-3,140])
Trigger1 = (stateno=300)
Trigger1 = (P2MoveType=H)&&(MoveHit>=6)
Trigger1 = var(55)=2
;Trigger1 = fvar(37)<120
[State -3,jump]
Type = ChangeState
Value = 39
IgNoreHitPause = 1
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X=[-3,140])
Trigger1 = 0;(stateno=300)
Trigger1 = (P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=2
Trigger1 = var(3)<=2
Trigger1 = fvar(37)>=120
Trigger2 = (stateno=215)
Trigger2 = (P2MoveType=H)&&(MoveHit)
Trigger2 = var(55)=2
Trigger2 = var(3)>1
Trigger2 = fvar(37)>=120
[State -3,5C]
Type = ChangeState
Value = 215
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=fvar(38)=1||var(57)%7<=4
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X<20)
TriggerAll=(P2BodyDist X-(EnemyNear(var(58)),vel x*10)=[-80,40])
TriggerAll=EnemyNear(var(58)),pos y+(EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),gethitvar(Yaccel)*9)*10>-90
TriggerAll=(Ctrl)||(stateno=18)||(stateno=11)||(stateno=100)
TriggerAll=(P2MoveType=H)
Trigger1 = var(55)=2
Trigger1 = var(3)<3
;Trigger1 = fvar(37)<120
[State -3,5A]
Type = ChangeState
Value = 205
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X<20)
TriggerAll=(P2BodyDist X-(EnemyNear(var(58)),vel x*5)=[-80,50])
TriggerAll=EnemyNear(var(58)),pos y+(EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),gethitvar(Yaccel)*4)*5=[-50,-10]
TriggerAll=(Ctrl)||(stateno=18)||(stateno=11)||(stateno=100)
TriggerAll=(P2MoveType=H)
Trigger1 = var(55)=2
Trigger1 = var(3)>=3
Trigger1 = fvar(37)<120
[State -3,6]
Type = ChangeState
Value = ifelse(fvar(37)<100,18,100)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X>=15)
TriggerAll=(Ctrl)||(stateno=11)
TriggerAll=(P2MoveType=H)
Trigger1 = var(55)=2
;var(55)=3
[State -3,E]
Type = ChangeState
Value = 500
IgNoreHitPause = 0
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
Trigger1 = (stateno=321)
Trigger1 = (P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=3
[State -3,gure]
Type = ChangeState
Value = 300
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)&&(P2BodyDist X>-10)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=EnemyNear(var(58)),pos y>=-40
TriggerAll=var(55)=3
TriggerAll=(P2MoveType=H)&&(p2stateno=[550,553])
Trigger1 = (P2BodyDist X-(vel x*9)=[-900,50])
Trigger1 = (stateno=500)
Trigger2 = (P2BodyDist X=[-100,50])
Trigger2 = (ctrl)||(stateno=[11,20])||(stateno=100)
[State -3,5A]
Type = ChangeState
Value = ifelse(p2bodydist x<20,205,200)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=fvar(38)=1||var(57)%7<=4
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)&&(P2BodyDist X>-10)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=EnemyNear(var(58)),pos y<=-40
TriggerAll=var(55)=3
TriggerAll=(P2MoveType=H)&&(p2stateno=[550,553])&&(stateno!=500)
Trigger1 = (P2BodyDist X-(vel x*5)=[0,50])
Trigger1 = (ctrl)||(stateno=[11,20])||(stateno=100)
[State -3,6]
Type = ChangeState
Value = 100;18
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X>=20)
TriggerAll=(Ctrl)||(stateno=[11,20])
TriggerAll=(P2MoveType=H)&&(stateno!=100)
Trigger1 = var(55)=3
[State -3,6]
Type = ChangeState
Value = 101
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X<20)
TriggerAll=(P2MoveType=H)&&(stateno=100)
Trigger1 = var(55)=3
;var(55)=4
[State -3,gure]
Type = ChangeState
Value = 300
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
Trigger1 = (stateno=852)
Trigger1 = (P2MoveType=H)&&(animtime=0)
Trigger1 = var(55)=4
Trigger1 = fvar(37)<120
[State -3,5C]
Type = ChangeState
Value = 215
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=fvar(38)=1||var(57)%7<=4
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X<20)
;TriggerAll=EnemyNear(var(58)),pos y+(EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),gethitvar(Yaccel)*9)*10>-100
TriggerAll=(Ctrl)||(stateno=18)||(stateno=11)||(stateno=100)
TriggerAll=(P2MoveType=H)
Trigger1 = var(55)=4
Trigger1 = var(3)<=3
Trigger1 = (numtarget(1100)>0)||(helper(1105),numtarget(1105)>0||helper(1105),numtarget(1106)>0)||(numtarget(1105)>0||numtarget(1106)>0)
Trigger1 = fvar(37)<120
[State -3,5A]
Type = ChangeState
Value = 205
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X<20)
TriggerAll=EnemyNear(var(58)),pos y+(EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),gethitvar(Yaccel)*4)*5=[-75,-1]
TriggerAll=(Ctrl)||(stateno=18)||(stateno=11)||(stateno=100)
TriggerAll=(P2MoveType=H)
Trigger1 = var(55)=4
Trigger1 = var(3)>=3
Trigger1 = fvar(37)<120
[State -3,6]
Type = ChangeState
Value = 18
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X>=20)
TriggerAll=(Ctrl)||(stateno=11)
TriggerAll=(P2MoveType=H)&&(stateno!=100)
Trigger1 = var(55)=4
;var(55)=0
[State -3,6B]
Type = ChangeState
Value = 260
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=A)&&(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X=[-1,50])
TriggerAll=(Ctrl)||(stateno=[11,20])||(stateno=100)||(stateno=40)
Trigger1 = (P2MoveType=H)&&(p2stateno=[350,352])&&(fvar(37)>120)
Trigger1 = var(55)<=0
[State -3,͂ݓ]
Type = ChangeState
Value = 850
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=S)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X=[-1,50])
TriggerAll=(Ctrl)||(stateno=[11,20])||(stateno=100)||(stateno=40)
Trigger1 = (P2MoveType=H)&&(p2stateno=[350,352])&&(fvar(37)<=120||var(20)>0)
Trigger1 = var(55)<=0
[State -3,2B]
Type = ChangeState
Value = 430
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=A)&&(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
TriggerAll=(P2BodyDist X=[-10,50])
TriggerAll=(Ctrl)||(stateno=[11,20])||(stateno=100)||(stateno=40)||(stateno=52&&prevstateno=610)||(stateno=[120,140])
Trigger1 = (P2MoveType=H)&&((p2stateno!=[120,155])||var(20)>0)&&(p2stateno!=[350,352])||(P2StateType=C)&&(p2stateno=[350,352])
Trigger1 = var(55)=0
Trigger2 = (P2MoveType=H)&&(p2stateno=[120,155])&&(helper(25000),var(11)!=0)
Trigger2 = var(55)<=0
[State -3,E2B]
Type = ChangeState
Value = 429
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=A)&&(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
TriggerAll=(P2BodyDist X=[40,110])
TriggerAll=(Ctrl)||(stateno=[11,20])||(stateno=100)||(stateno=40)||(stateno=[120,140])
Trigger1 = (P2MoveType=H)&&((p2stateno!=[120,155])||var(20)>0)&&((var(16)>140)||(var(23)=1&&var(16)<100))&&(p2stateno!=[350,352])
Trigger1 = var(55)=0
Trigger2 = (P2MoveType=H)&&(p2stateno=[120,155])&&(helper(25000),var(11)!=0)
Trigger2 = var(55)<=0
[State -3,hikanu]
Type = ChangeState
Value = 1300
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=A)&&(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X=(50,140])
TriggerAll=(Ctrl)||(stateno=[11,20])||(stateno=100)||(stateno=40)||(stateno=[120,140])
Trigger1 = (P2MoveType=H)&&((p2stateno!=[120,155])||var(20)>0)&&(p2stateno!=[350,352])
Trigger1 = var(55)=0
Trigger2 = (P2MoveType=H)&&(p2stateno=[120,155])&&(helper(25000),var(11)!=0)
Trigger2 = var(55)<=0
[State -3,yari]
Type = ChangeState
Value = 1200
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)>0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
Trigger1 = (Ctrl)||(stateno=[11,20])||(stateno=100)||(stateno=40)
Trigger1 = (P2MoveType=H)&&(p2stateno!=[120,155])&&((helper(1210),numtarget(1200)>0)||(helper(1210),numtarget(1211)>0)||(numtarget(1200)>0)||(numtarget(1211)>0))
Trigger1 = var(55)<=0
Trigger1 = (numhelper(1210)=0)
[State -3,bani]
Type = ChangeState
Value = 320
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X=[-80,80])
TriggerAll=EnemyNear(var(58)),pos y+(EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),gethitvar(Yaccel)*15)*16=(-90,-20]
TriggerAll=(Ctrl)||(stateno=[11,20])||(stateno=100)||(stateno=40)||(stateno=410&&movecontact)||(stateno=210&&movecontact)||(stateno=200&&movecontact)||(stateno=205&&movecontact)
TriggerAll=(P2MoveType=H)&&((p2stateno!=[120,155])||var(20)>0)
Trigger1 = var(55)<=0
[State -3,shoha]
Type = ChangeState
Value = ifelse(var(41),1001,1000)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=A)&&(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X>140)
TriggerAll=(Ctrl)||(stateno=[11,20])||(stateno=100)||(stateno=40)
TriggerAll=(P2MoveType=H)&&((p2stateno!=[120,155])||var(20)>0)&&(p2stateno!=[350,352])
Trigger1 = var(55)=0
Trigger1 = numhelper(1005)=0
[State -3,dash]
Type = ChangeState
Value = 100
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=A)&&(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X>50)
TriggerAll=((Ctrl)||(stateno=[11,20]))&&(stateno!=100)||(stateno=40)
Trigger1 = (P2MoveType=H)&&(p2stateno!=[120,155])
Trigger1 = var(55)=0
;var(55)=5
[State -3,jump]
Type = ChangeState
Value = 39
IgNoreHitPause = 1
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
Trigger1 = (stateno=300)
Trigger1 = (P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=5
[State -3,bani]
Type = ChangeState
Value = ifelse(var(4)=7&&power>0,2500,318)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X=[-80,80])
TriggerAll=P2BodyDist Y+(EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),gethitvar(Yaccel)*15)*16>-90
TriggerAll=(Ctrl)||(stateno=18)||(stateno=11)||(stateno=100)
TriggerAll=(P2MoveType=H)&&(EnemyNear(var(58)),vel y>0)
TriggerAll=((helper(1105),numtarget(1105)>0||helper(1105),numtarget(1106)>0)&&(numhelper(1105)>0))||(numhelper(1105)=0)
Trigger1 = var(55)=5
Trigger1 = var(3)>=2
;var(55)=6||var(55)=7
[State -3,jump]
Type = ChangeState
Value = 37
IgNoreHitPause = 1
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X=[-3,140])
Trigger1 = var(3)<=4
Trigger1 = (stateno=245)
Trigger1 = (P2MoveType=H)&&(MoveHit)
Trigger1 = (var(55)=6||var(55)=7)
[State -3,2C]
Type = ChangeState
Value = 410
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X<60)
TriggerAll=EnemyNear(var(58)),pos y+(EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),gethitvar(Yaccel)*8)*9>-47
TriggerAll=(P2MoveType=H)
TriggerAll=(helper(25000),var(19)<=6)
Trigger1 = (numtarget(610)>0)||(numtarget(410)>0)
Trigger1 = (Ctrl)||(stateno=18)||(stateno=11)||(stateno=100)
Trigger1 = (var(55)=6||var(55)=7)
Trigger2 = (stateno=410)&&(movehit>1)
Trigger2 = (var(55)=6||var(55)=7)
[State -3,5D]
Type = ChangeState
Value = 245
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=fvar(38)=1||var(57)%7<=4
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(stateno=410)
TriggerAll=(P2BodyDist X<25)
TriggerAll=EnemyNear(var(58)),pos y+(EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),gethitvar(Yaccel)*9)*10>-20
TriggerAll=(P2MoveType=H)
TriggerAll=(helper(25000),var(19)>6)
Trigger1 = (numtarget(410)>0)
Trigger1 = (Ctrl)||(stateno=18)||(stateno=11)||(stateno=100)
Trigger1 = (var(55)=6||var(55)=7)
Trigger2 = (stateno=410)&&(movehit)
Trigger2 = (var(55)=6||var(55)=7)
[State -3,2D]
Type = ChangeState
Value = 440
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2MoveType=H)
TriggerAll=EnemyNear(var(58)),pos y+(EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),gethitvar(Yaccel)*11)*12>-25
Trigger1 = (numtarget(245)>0)
Trigger1 = (Ctrl)||(stateno=18)||(stateno=11)||(stateno=100)
Trigger1 = (var(55)=6||var(55)=7)
Trigger2 = (stateno=245)&&(movehit)&&(prevstateno=410)
Trigger2 = (var(55)=6||var(55)=7)
[State -3,hikanu]
Type = ChangeState
Value = 1300
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
Trigger1 = (stateno=440)
Trigger1 = (P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=7
[State -3,kobinu]
Type = ChangeState
Value = 1310
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
Trigger1 = (stateno=1300)&&(animelem=6,>0&&anim=1300||animelem=10,>0&&anim=1301)
Trigger1 = (P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=7
[State -3,kaeriminu]
Type = ChangeState
Value = 1330
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
Trigger1 = (stateno=1310)&&(animelem=7,>0&&anim=1310||animelem=8,>0&&anim=1311)
Trigger1 = (P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=7
[State -3,E]
Type = ChangeState
Value = 500
IgNoreHitPause = 1
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(var(16)>=100)||(var(23)>0)
Trigger1 = (stateno=440)
Trigger1 = (P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=6
[State -3,E5A]
Type = ChangeState
Value = 204
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X<20)
Trigger1 = (stateno=500)&&(prevstateno=440)
Trigger1 = (P2MoveType=H)
Trigger1 = (var(55)=6||var(55)=7)
[State -3,dash]
Type = ChangeState
Value = ifelse(frontedgebodydist<=60,18,100)
ctrl=0
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(stateno=230)||(stateno=236)||(stateno=9200)||(stateno=9205)
Trigger1 = (animtime=0)
Trigger1 = (var(55)=6||var(55)=7)
[State -3,2A]
Type = ChangeState
Value = 400
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(EnemyNear(var(58)),Alive)
TriggerAll=(stateno=100||stateno=18||stateno=40)&&(prevstateno=230||prevstateno=236)
TriggerAll=(P2BodyDist X<40)&&(var(3)<=54)
Trigger1 = (var(55)=6||var(55)=7)
[State -3,5A]
Type = ChangeState
Value = ifelse(p2bodydist x<20,9205,9200)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=fvar(38)=1||var(57)%7<4
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(EnemyNear(var(58)),Alive)
TriggerAll=(stateno=100||stateno=18||stateno=40||stateno=11)&&(prevstateno=9205||prevstateno=9200||prevstateno=230||prevstateno=236)
TriggerAll=(P2BodyDist X<50)&&(var(3)>46)
Trigger1 = (var(55)=6||var(55)=7)
[State -3,5C]
Type = ChangeState
Value = 215
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(EnemyNear(var(58)),Alive)
TriggerAll=(stateno=9205)&&(movehit)
TriggerAll=(P2BodyDist X<20)&&(var(3)>72)
Trigger1 = (var(55)=6||var(55)=7)
[State -3,jump]
Type = ChangeState
Value = 37
IgNoreHitPause = 1
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X=[-3,140])
Trigger1 = var(3)>70
Trigger1 = (stateno=215)
Trigger1 = (P2MoveType=H)&&(MoveHit)
Trigger1 = (var(55)=6||var(55)=7)
[State -3,4]
Type = ChangeState
Value = 19
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X<15)
Trigger1 = (Ctrl)||(stateno=18)||(stateno=11)
Trigger1 = (P2MoveType=H)&&(var(3)>70)
Trigger1 = (var(55)=6||var(55)=7)
[State -3,zyuziryo]
Type = ChangeState
Value = 2200
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X<=90)&&(EnemyNear(var(58)),vel y<0)
Trigger1 = (Ctrl)||(stateno=18)||(stateno=11)||(stateno=19)
Trigger1 = (P2MoveType=H)&&(var(3)>70)
Trigger1 = (var(55)=6||var(55)=7)
Trigger1 = (power>=1000)&&(p2life<50)&&(numtarget(1105)>0||numtarget(1106)>0||helper(1105),numtarget(1105)>0||helper(1105),numtarget(1106)>0)
[State -3,jump]
Type = ChangeState
Value = 44
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X<=90)&&(EnemyNear(var(58)),pos y>-400)
Trigger1 = (Ctrl)||(stateno=[0,20])||(stateno=100)
Trigger1 = (P2MoveType=H)&&(var(3)>50)
Trigger1 = (var(55)=6||var(55)=7)
Trigger1 = (numhelper(1105)=0)
;var(55)=8||var(55)=9
[State -3,2A]
Type = ChangeState
Value = 400
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A||stateno=803)
TriggerAll=(P2StateType!=L||stateno=803)&&(EnemyNear(var(58)),Alive)
Trigger1 = (stateno=250)||(stateno=803)
Trigger1 = (P2MoveType=H||stateno=803)&&(animtime=0)
Trigger1 = var(55)=8||var(55)=9
Trigger1 = fvar(37)<120
[State -3,5A]
Type = ChangeState
Value = ifelse(p2bodydist x<20,205,200)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
Trigger1 = (stateno=400)
Trigger1 = (P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=8||var(55)=9
[State -3,5C]
Type = ChangeState
Value = 215
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
Trigger1 = (stateno=200)||(stateno=205)
Trigger1 = (P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=8||var(55)=9
[State -3,yari]
Type = ChangeState
Value = 1200
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
Trigger1 = (stateno=215)
Trigger1 = (P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=8||var(55)=9
Trigger1 = (numhelper(1210)=0)
[State -3,yari]
Type = ChangeState
Value = 1200
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=fvar(38)=1||var(57)%7<=4
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
Trigger1 = (Ctrl)||(stateno=[0,20])
Trigger1 = (P2MoveType=H)&&((helper(1210),numtarget(1200)>0)||(helper(1210),numtarget(1211)>0)||(numtarget(1200)>0)||(numtarget(1211)>0))
Trigger1 = var(55)=8||var(55)=9
Trigger1 = (numhelper(1210)=0)
;var(55)=10
[State -3,fwd-high]
Type = ChangeState
Value = 41
IgNoreHitPause = 1
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A||stateno=52)
TriggerAll=(P2StateType!=L||numtarget(640)>0)&&(EnemyNear(var(58)),Alive)
TriggerAll=(P2BodyDist X=[-12,140])
Trigger1 = (numtarget(640)>0)&&(stateno=52)&&(var(3)<3)
Trigger1 = (P2MoveType=H)&&(p2stateno!=[120,155])
Trigger1 = var(55)=10
[State -3,jump]
Type = ChangeState
Value = 39
IgNoreHitPause = 1
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
TriggerAll=(P2BodyDist X=[-3,140])
Trigger1 = (stateno=300)||(stateno=215)
Trigger1 = (P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=10
;var(55)=11
[State -3,E]
Type = ChangeState
Value = 500
IgNoreHitPause = 0
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
Trigger1 = (stateno=321)
Trigger1 = (P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=11
Trigger2 = (stateno=410)||(stateno=210)||(stateno=215)
Trigger2 = (P2MoveType=H)&&(MoveHit)&&(fvar(37)>120)&&(var(16)>=100||var(23)>0)
Trigger2 = var(55)=11
[State -3,E]
Type = ChangeState
Value = 500
IgNoreHitPause = 1
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
Trigger1 = (stateno=1310)&&((animelem=5,>0&&anim=1310)||(animelem=6,>=0&&anim=1311))
Trigger1 = (P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=11&&(var(59)=5||fvar(39)=5)&&fvar(38)=1
[State -3,kobinu]
Type = ChangeState
Value = 1310
TriggerAll=var(59)=5||fvar(39)=5
TriggerAll=fvar(38)=1
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=EnemyNear(var(58)),pos y>=-70
TriggerAll=var(55)=11
TriggerAll=(P2MoveType=H)&&(p2stateno=[550,553])
Trigger1 = (P2BodyDist X=[-900,60])
Trigger1 = (stateno=500)&&(time>5||prevstateno=321||prevstateno=1310)
[State -3,2C]
Type = ChangeState
Value = 410
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=EnemyNear(var(58)),pos y>=-40
TriggerAll=var(55)=11
TriggerAll=(P2MoveType=H)&&(p2stateno=[550,553])
Trigger1 = (P2BodyDist X=[-900,50])
Trigger1 = (stateno=500)&&(time>5||prevstateno=321)
Trigger2 = (P2BodyDist X=[-100,50])
Trigger2 = (ctrl)||(stateno=[11,20])||(stateno=100)
[State -3,5C]
Type = ChangeState
Value = ifelse(p2bodydist x<20,215,210)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=EnemyNear(var(58)),pos y<=-40
TriggerAll=var(55)=11
TriggerAll=(P2MoveType=H)&&(p2stateno=[550,553])
Trigger1 = (P2BodyDist X=[-900,50])
Trigger1 = (stateno=500)&&(time>5||prevstateno=321)
Trigger2 = (P2BodyDist X=[-100,50])
Trigger2 = (ctrl)||(stateno=[11,20])||(stateno=100)
[State -3,6]
Type = ChangeState
Value = 100
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X>=20)
TriggerAll=(Ctrl)||(stateno=[11,20])
TriggerAll=(P2MoveType=H)&&(stateno!=100)&&(numtarget(1200)=0&&helper(1210),numtarget(1200)=0)
Trigger1 = var(55)=11
[State -3,6]
Type = ChangeState
Value = 101
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X<20)
TriggerAll=(P2MoveType=H)&&(stateno=100)
Trigger1 = var(55)=11
;var(55)=12
[State -3,E]
Type = ChangeState
Value = 500
IgNoreHitPause = 0
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
Trigger1 = (stateno=321)||(stateno=260)
Trigger1 = (P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=12
[State -3,5C]
Type = ChangeState
Value = ifelse(p2bodydist x<20,215,210)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=EnemyNear(var(58)),pos y<-50
TriggerAll=var(55)=12
TriggerAll=(P2MoveType=H)&&(p2stateno=[550,553])
Trigger1 = (P2BodyDist X=[-900,60])
Trigger1 = (stateno=500)&&(time>5||prevstateno=321||prevstateno=260)
[State -3,2C]
Type = ChangeState
Value = 410
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=fvar(38)=1||var(57)%7<=4
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=EnemyNear(var(58)),pos y>=-60
TriggerAll=var(55)=12
TriggerAll=(P2MoveType=H)&&(p2stateno=[550,553])
Trigger1 = (P2BodyDist X=[-900,65])
Trigger1 = (stateno=500)&&(time>5||prevstateno=321||prevstateno=260)
[State -3,gure]
Type = ChangeState
Value = ifelse(var(47)>=3&&var(30)>=18,200,300)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=EnemyNear(var(58)),pos y>=-70
TriggerAll=var(55)=12
TriggerAll=(P2MoveType=H)&&(p2stateno=[550,553])
Trigger1 = (P2BodyDist X=[-100,55])&&(stateno!=500)
Trigger1 = (ctrl)||(stateno=[11,20])||(stateno=100)
[State -3,shoha]
Type = ChangeState
Value = ifelse(var(41),1001,1000)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(stateno=200)
TriggerAll=(P2MoveType=H)&&(MoveHit)&&(numhelper(1005)=0)
Trigger1 = var(55)=12
[State -3,yari]
Type = ChangeState
Value = 1200
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(stateno=210)||(stateno=215)
TriggerAll=(P2MoveType=H)&&(MoveHit)&&(numhelper(1210)=0)
Trigger1 = var(55)=12
[State -3,5D]
Type = ChangeState
Value = 245
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=fvar(38)=1||var(57)%7<=4
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(P2BodyDist X<25)
TriggerAll=(stateno=410)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=12
[State -3,jump]
Type = ChangeState
Value = 39
IgNoreHitPause = 1
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
Trigger1 = (stateno=245)||(stateno=215)
Trigger1 = (P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=12
[State -3,jump]
Type = ChangeState
Value = 37
IgNoreHitPause = 1
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
Trigger1 = (stateno=300)
Trigger1 = (P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=12
[State -3,6]
Type = ChangeState
Value = 100
ctrl=0
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X>=50)
TriggerAll=(Ctrl)||(stateno=[11,20])||stateno=40||(stateno=2102&&animtime=0)
TriggerAll=(P2MoveType=H)&&(stateno!=100)&&((numtarget(1200)=0&&helper(1210),numtarget(1200)=0)||P2BodyDist X>=90||(stateno=2102&&animtime=0))
Trigger1 = var(55)=12
[State -3,6]
Type = ChangeState
Value = 101
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X<50)
TriggerAll=(P2MoveType=H)&&(stateno=100)
Trigger1 = var(55)=12
;var(55)=20
[State -3,E5A]
Type = ChangeState
Value = 201
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
Trigger1 = (stateno=852)
Trigger1 = (P2MoveType=H)&&(animtime=0)
Trigger1 = var(55)=20
;
;var(55)=1
[State -3,JA]
Type = ChangeState
Value = 600
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X-(vel x*5)-(EnemyNear(var(58)),vel x*5)=[-50,55])
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4)*5)+((EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),gethitvar(Yaccel)*4)*5)=[-60,70]
TriggerAll=(Ctrl)&&(stateno!=640)
TriggerAll=(P2MoveType=H)
Trigger1 = var(55)=1
;var(55)=2
[State -3,JB]
Type = ChangeState
Value = 610
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X-(vel x*11)-(EnemyNear(var(58)),vel x*11)=[-100,50])
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*10)*11)+((EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),gethitvar(Yaccel)*10)*11)=[-235,70]
TriggerAll=(Ctrl)&&(stateno!=1100)
TriggerAll=(P2MoveType=H)
Trigger1 = var(55)=2
;Trigger1 = fvar(37)<120
Trigger1 = var(3)<2
[State -3,JB]
Type = null;ChangeState
Value = 610
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X-(vel x*11)-(EnemyNear(var(58)),vel x*11)=[-100,50])
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*10)*11)+((EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),gethitvar(Yaccel)*10)*11)=[-55,50]
TriggerAll=(Ctrl)&&(stateno!=1100)
TriggerAll=(P2MoveType=H)
Trigger1 = var(55)=2
Trigger1 = fvar(37)>=120
Trigger1 = var(3)<=2
[State -3,JC]
Type = ChangeState
Value = 610
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X-(vel x*11)-(EnemyNear(var(58)),vel x*11)=[-60,55])
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*10)*11)+((EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),gethitvar(Yaccel)*10)*11)=[-200,200]
TriggerAll=(Ctrl)&&(numtarget(215)>0)
TriggerAll=(P2MoveType=H)
Trigger1 = var(55)=2
Trigger1 = var(3)>=2
;var(55)=3
[State -3,bakusei]
Type = ChangeState
Value = ifelse(var(39),1101,1100)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=pos y <= -40
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(stateno=50)&&(prevstateno=37)&&(ctrl=0)
Trigger1 = (P2MoveType=H)&&(p2stateno=[550,553])
Trigger1 = var(55)=3
[State -3,JB]
Type = ChangeState
Value = 630
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X-(vel x*8)-(EnemyNear(var(58)),vel x*8)=[-80,50])
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*8)+((EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),gethitvar(Yaccel)*7)*8)=[-45,75]
TriggerAll=(Ctrl)
TriggerAll=(P2MoveType=H)&&(p2stateno=[550,553])
Trigger1 = var(55)=3
;var(55)=4
[State -3,bakusei]
Type = ChangeState
Value = ifelse(var(39),1101,1100)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=pos y <= -30
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(stateno=50)&&(prevstateno=37)&&(ctrl=0)
Trigger1 = (P2MoveType=H)
Trigger1 = var(55)=4
;var(55)=0
[State -3,JC]
Type = ChangeState
Value = 610
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType=A)&&(P2BodyDist X>-3)
TriggerAll=(P2StateType!=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X-(vel x*11)=[-80,50])
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*10)*11)=[-70,60]
TriggerAll=(Ctrl)
TriggerAll=(P2MoveType=H)&&(p2stateno!=[120,155])
Trigger1 = var(55)=0
[State -3,JA]
Type = ChangeState
Value = 600
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType=A)&&(P2BodyDist X>-3)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X-(vel x*5)-(EnemyNear(var(58)),vel x*5)=[-50,55])
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4)*5)+((EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),gethitvar(Yaccel)*4)*5)=[-60,70]
TriggerAll=(Ctrl)
TriggerAll=(P2MoveType=H)&&(p2stateno!=[120,155])
Trigger1 = var(55)=0
[State -3,JA]
Type = ChangeState
Value = 600
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)>0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType=A)&&(P2BodyDist X>-3)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X-(vel x*4)-(EnemyNear(var(58)),vel x*4)=[-50,55])
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*3)*4)+((EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),gethitvar(Yaccel)*3)*4)=[-60,70]
TriggerAll=(Ctrl)
TriggerAll=(P2MoveType=H)&&(p2stateno!=[120,155])
Trigger1 = var(55)=0
;var(55)=5
[State -3,JC]
Type = ChangeState
Value = 610
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X-(vel x*11)-(EnemyNear(var(58)),vel x*11)=[-100,50])
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*10)*11)+((EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),gethitvar(Yaccel)*10)*11)=[-20,75]
TriggerAll=(Ctrl)&&(stateno!=1100)&&(stateno!=640)
TriggerAll=(P2MoveType=H)
Trigger1 = var(55)=5
[State -3,JA]
Type = ChangeState
Value = 600
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X-(vel x*5)-(EnemyNear(var(58)),vel x*5)=[-50,45])
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4)*5)+((EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),gethitvar(Yaccel)*4)*5)=[-50,50]
TriggerAll=(Ctrl)&&(stateno=1100)
TriggerAll=(P2MoveType=H)
Trigger1 = var(55)=5
;var(55)=6||var(55)=7
[State -3,JD]
Type = ChangeState
Value = 640
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X-(vel x*15)-(EnemyNear(var(58)),vel x*15)=[-100,60])
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*14)*15)+((EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),gethitvar(Yaccel)*14)*15)=[-110,75]
TriggerAll=vel y<=0
TriggerAll=(!Ctrl)&&(prevstateno=37)&&(stateno=50)
TriggerAll=(P2MoveType=H)
Trigger1 = var(3)<=10
Trigger1 = (var(55)=6||var(55)=7)
[State -3,air-dash]
Type = ChangeState
Value = 110
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=Pos y<=-35
TriggerAll=(stateno=640)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (var(55)=6||var(55)=7)
[State -3,JC]
Type = ChangeState
Value = 610
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X=[-100,60])
TriggerAll=P2BodyDist Y+((EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),gethitvar(Yaccel)*10)*11)=[-15,20]
TriggerAll=(prevstateno=640)&&(stateno=110)
TriggerAll=(P2MoveType=H)
Trigger1 = (var(55)=6||var(55)=7)
[State -3,bakusei]
Type = ChangeState
Value = ifelse(P2BodyDist Y<-60,600,630);ifelse(var(39),1101,1100)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(EnemyNear(var(58)),vel y>=0)
TriggerAll=(!Ctrl)&&(prevstateno=37)&&(stateno=50)
TriggerAll=(P2BodyDist Y=[-90,90])
TriggerAll=(P2MoveType=H)
Trigger1 = (numhelper(1105)=0)&&(pos y<=-80)
Trigger1 = var(3)>60
Trigger1 = (var(55)=6||var(55)=7)
[State -3,JB]
Type = ChangeState
Value = 630
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(EnemyNear(var(58)),vel y<0)
TriggerAll=P2BodyDist Y=[-45+15,75+15]
TriggerAll=(stateno=600)
TriggerAll=(P2MoveType=H)
Trigger1 = (movehit)
Trigger1 = var(3)>60&&var(3)<=120
Trigger1 = (var(55)=6||var(55)=7)
[State -3,JA!"#]
Type = ChangeState
Value = 600
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(EnemyNear(var(58)),vel y<0)
TriggerAll=P2BodyDist Y=[-35+15,35+15]
TriggerAll=(stateno=630)
TriggerAll=(P2MoveType=H)
Trigger1 = (movehit)
Trigger1 = var(3)>60&&var(3)<=120
Trigger1 = (var(55)=6||var(55)=7)
;var(55)=10
[State -3,JA]
Type = ChangeState
Value = 600
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X-(vel x*5)-(EnemyNear(var(58)),vel x*5)=[-50,55])
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4)*5)+((EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),gethitvar(Yaccel)*4)*5)=[-60,70]
TriggerAll=(Ctrl)
TriggerAll=(P2MoveType=H)
Trigger1 = var(55)=10
[State -3,JA]
Type = ChangeState
Value = 600
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)>0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X-(vel x*4)-(EnemyNear(var(58)),vel x*4)=[-50,55])
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*3)*4)+((EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),gethitvar(Yaccel)*3)*4)=[-60,40]
TriggerAll=(Ctrl)
TriggerAll=(P2MoveType=H)
Trigger1 = var(55)=10
;var(55)=11
[State -3,bakusei]
Type = ChangeState
Value = ifelse(var(39),1101,1100)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(56)>0
TriggerAll=pos y <= -40
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(stateno=50)&&(prevstateno=37)&&(ctrl=0)
Trigger1 = (P2MoveType=H)&&(p2stateno=[550,553])
Trigger1 = var(55)=11
;var(55)=12
[State -3,JB]
Type = ChangeState
Value = 630
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(vel y<=0)&&(pos y<-30)
TriggerAll=(Ctrl)&&(prevstateno=39)&&(stateno=50)
TriggerAll=(P2MoveType=H)
Trigger1 = var(55)=12
[State -3,JD]
Type = ChangeState
Value = 640
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=fvar(38)=1||var(57)%7<=4
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(movehit)
TriggerAll=(stateno=630)
TriggerAll=(P2MoveType=H)
Trigger1 = var(55)=12
[State -3,bakusei]
Type = ChangeState
Value = ifelse(var(39),1101,1100)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(movehit)&&(numhelper(1105)=0)
TriggerAll=(stateno=640)
TriggerAll=(P2MoveType=H)
Trigger1 = var(55)=12
[State -3,bakusei]
Type = ChangeState
Value = ifelse(var(39),1101,1100)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(56)>0
TriggerAll=pos y <= -40
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(stateno=50)&&(prevstateno=37)&&(ctrl=0)
Trigger1 = (P2MoveType=H)&&(p2stateno=[550,553])
Trigger1 = var(55)=12
;
;R{@MoveGuarded@MoveHit MoveContact
;
;var(55)=1
[State -3,5C]
Type = ChangeState
Value = 210;ifelse(var(41),1001,1000)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(stateno=215)
TriggerAll=EnemyNear(var(58)),pos y+(EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),gethitvar(Yaccel)*8)*9>-80
TriggerAll=(P2MoveType=H)&&(MoveHit>1);&&(numhelper(1005)=0)
Trigger1 = var(55)=1
[State -3,5C]
Type = ChangeState
Value = 215
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(stateno=205)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=1
[State -3,gure]
Type = ChangeState
Value = 300
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(stateno=210)
TriggerAll=(P2MoveType=H)&&(MoveHit>1)
TriggerAll=EnemyNear(var(58)),pos y+(EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),gethitvar(Yaccel)*8)*9>-8
Trigger1 = var(55)=1
[State -3,bakusei]
Type = ChangeState
Value = 44
IgNoreHitPause = 1
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=numhelper(1005)=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(stateno=300)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=1
;var(55)=2
[State -3,kaiten]
Type = ChangeState
Value = 2000
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(stateno=215)&&(power>=1000)&&(p2life<=400||var(4)=7)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=2&&var(3)>3
[State -3,kobinu]
Type = ChangeState
Value = 1320
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(stateno=2000)&&(animtime=0)
TriggerAll=(P2MoveType=H)
Trigger1 = var(55)=2
[State -3,yari]
Type = ChangeState
Value = ifelse(var(3)<=3,1200,(ifelse(var(41),1001,1000)))
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(stateno=215)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=2
Trigger1 = fvar(37)<120
[State -3,5C]
Type = ChangeState
Value = 215
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(stateno=205)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=2
;var(55)=3
[State -3,bakusei]
Type = ChangeState
Value = 37
IgNoreHitPause = 1
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(stateno=300)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=3
Trigger1 = numhelper(1105)=0
[State -3,shoha]
Type = ChangeState
Value = ifelse(var(41),1001,1000)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(stateno=200)||(stateno=205)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=3
[State -3,z]]
Type = ChangeState
Value = ifelse((var(48)=0)&&(var(50)=1),2400,2000)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(var(48)=0)||roundno>2
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=!(EnemyNear(var(58)),ctrl)
TriggerAll=(power >= 1000)
TriggerAll=(stateno=1000)||(stateno=1001)
TriggerAll=(P2MoveType=H)&&(animtime=0)
Trigger1 = var(55)=3
;var(55)=4
[State -3,bakusei]
Type = ChangeState
Value = 37
IgNoreHitPause = 1
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(stateno=300)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=4
Trigger1 = numhelper(1105)=0
[State -3,yari]
Type = ChangeState
Value = ifelse(var(3)<=3,1200,(ifelse(var(41),1001,1000)))
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(stateno=215)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=4
[State -3,5C]
Type = ChangeState
Value = 215
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(stateno=205)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=4
;var(55)=5
[State -3,E]
Type = ChangeState
Value = 500
IgNoreHitPause = 1
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(EnemyNear(var(58)),Alive)
TriggerAll=(stateno=319)
TriggerAll=(var(16)>=100)||(var(23)>0)
TriggerAll=(P2MoveType=H)&&(MoveHit=1||HitPauseTime>0)
Trigger1 = var(55)=5
[State -3,ichigeki]
Type = ChangeState
Value = 2500
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=var(4)=7
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(prevstateno=319)
TriggerAll=(P2Dist X<10)
TriggerAll=(P2MoveType=H)&&(stateno=500)
Trigger1 = var(55)=5
;var(55)=6||var(55)=7
[State -3,5A]
Type = ChangeState;%&
Value = ifelse(p2bodydist x<20,205,200)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(EnemyNear(var(58)),Alive)
TriggerAll=EnemyNear(var(58)),pos y+(EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),gethitvar(Yaccel)*4)*5=[-90,0]
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(p2bodydist x<24)
TriggerAll=(stateno=205)||(stateno=200)
TriggerAll=(P2MoveType=H)&&(MoveHit)
TriggerAll=(var(3)<=22)
Trigger1 = var(55)=6||var(55)=7
[State -3,E5A]
Type = ChangeState
Value = ifelse(p2bodydist x<20,204,201)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(stateno=205)||(stateno=200)
TriggerAll=(var(16)>=100)||(var(23)>0)
TriggerAll=(P2MoveType=H)&&(MoveHit)&&(prevstateno!=204)&&(prevstateno!=201)
TriggerAll=(p2bodydist x>=10)&&(stateno=205)||(p2bodydist x>=22)&&(stateno=200)
Trigger1 = var(55)=6||var(55)=7
[State -3,5B]
Type = ChangeState
Value = ifelse((prevstateno=204||prevstateno=201||P2BodyDist X>=22&&stateno=200||P2BodyDist X>=10&&stateno!=200||(var(23)=1&&var(16)=[100,119])),234,235)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(EnemyNear(var(58)),Alive)
TriggerAll=EnemyNear(var(58)),pos y+(EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),gethitvar(Yaccel)*3)*4=[-70,0]
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(stateno=205)||(stateno=200)||(stateno=235)
TriggerAll=(P2BodyDist X<25)
TriggerAll=(P2MoveType=H)&&(MoveHit)
TriggerAll=(var(3)>=15)
Trigger1 = var(55)=6||var(55)=7
[State -3,E5B]
Type = ChangeState
Value = 234
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(stateno=205&&animelem=3,>0)||(stateno=200&&animelem=3,>0)||(stateno=235&&animelem=2,>0)||(stateno=234&&animelem=2,>0)
TriggerAll=(var(16)>=100)||(var(23)>0)
TriggerAll=(P2MoveType=H)&&!(MoveHit)
Trigger1 = var(55)=6||var(55)=7
[State -3,5B]
Type = ChangeState
Value = 230
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(stateno=235)||(stateno=400)||(stateno=200)
TriggerAll=(P2BodyDist X>=25)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=6||var(55)=7
[State -3,5B]
Type = ChangeState
Value = 236
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(stateno=400)
TriggerAll=(P2BodyDist X<25)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=6||var(55)=7
;var(55)=11
[State -3,yari]
Type = ChangeState
Value = 1200
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(stateno=210)||(stateno=215)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=11
Trigger1 = (fvar(37)<=180)
Trigger1 = (numhelper(1210)=0)
[State -3,yari]
Type = ChangeState
Value = 1200
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
Trigger1 = (Ctrl)||(stateno=[0,20])||(stateno=[100,101])
Trigger1 = (P2MoveType=H)&&((helper(1210),numtarget(1200)>0)||(numtarget(1200)>0))
Trigger1 = var(55)=11
Trigger1 = (fvar(37)<=180)
Trigger1 = (numhelper(1210)=0)
[State -3,gure]
Type = ChangeState
Value = 300
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(stateno=410)
TriggerAll=(P2BodyDist X<55)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=11
Trigger1 = (fvar(37)<=120)
[State -3,bakusei]
Type = ChangeState
Value = 37
IgNoreHitPause = 1
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(stateno=300)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=11
Trigger1 = numhelper(1105)=0
;var(55)=20
[State -3,5C]
Type = ChangeState
Value = ifelse(p2bodydist x<20,215,210)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(stateno=200)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=20
[State -3,gure]
Type = ChangeState
Value = 300
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(stateno=210)||(stateno=215)
TriggerAll=(P2MoveType=H)&&(MoveHit)
TriggerAll=EnemyNear(var(58)),pos y+(EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),gethitvar(Yaccel)*8)*9>-30
Trigger1 = var(55)=20
[State -3,bakusei]
Type = ChangeState
Value = 44
IgNoreHitPause = 1
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=numhelper(1005)=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(stateno=300)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=20
;
;var(55)=1
[State -3,JB]
Type = ChangeState
Value = 630
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X-(vel x*8)-(EnemyNear(var(58)),vel x*8)=[-50,50])
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*8)+((EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),gethitvar(Yaccel)*7)*8)=[-45,75]
TriggerAll=(stateno=600)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=1
[State -3,JC]
Type = ChangeState
Value = 610
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X-(vel x*11)-(EnemyNear(var(58)),vel x*11)=[-60,40])
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*10)*11)+((EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),gethitvar(Yaccel)*10)*11)=[-75,80]
TriggerAll=(stateno=630)&&(prevstateno=600)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=1
[State -3,JD]
Type = ChangeState
Value = 640
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
;TriggerAll=(P2BodyDist X-(vel x*15)-(EnemyNear(var(58)),vel x*15)=[-150,60])
;TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*14)*15)+((EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),gethitvar(Yaccel)*14)*15)=[-90,150]
TriggerAll=(stateno=610)&&(prevstateno=630)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=1
;var(55)=2
[State -3,bakusei]
Type = ChangeState
Value = ifelse(var(39),1101,1100)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X-(EnemyNear(var(58)),vel x*18)=[-90,90])
TriggerAll=P2BodyDist Y+((EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),gethitvar(Yaccel)*17)*18)=[-90,90]
TriggerAll=(stateno=610)||(stateno=630)&&(prevstateno=600)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=2
Trigger1 = numhelper(1105)=0
[State -3,JB]
Type = ChangeState
Value = 630
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X-(vel x*8)-(EnemyNear(var(58)),vel x*8)=[-80,50])
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*8)+((EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),gethitvar(Yaccel)*7)*8)=[-75,75]
TriggerAll=(stateno=600)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=2
;var(55)=3

;var(55)=0
[State -3,JB]
Type = ChangeState
Value = 630
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X=[-1,55])
TriggerAll=(stateno=600)
TriggerAll=(P2MoveType=H)&&(MoveContact)
Trigger1 = var(55)=0
[State -3,JC]
Type = ChangeState
Value = 610
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X=[-1,60])
TriggerAll=(stateno=630)
TriggerAll=(P2MoveType=H)&&(MoveContact)
Trigger1 = var(55)=0
[State -3,bakusei]
Type = ChangeState
Value = ifelse(var(39),1101,1100)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X=[-1,55])
TriggerAll=(P2MoveType=H)&&(MoveContact)
Trigger1 = (stateno=630)&&(prevstateno=600)
Trigger1 = var(55)=0
Trigger1 = numhelper(1105)=0
Trigger2 = (stateno=610)
Trigger2 = var(55)<=0
Trigger2 = numhelper(1105)=0
;var(55)=5
[State -3,bakusei]
Type = ChangeState
Value = ifelse(var(39),1101,1100)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X-(EnemyNear(var(58)),vel x*18)=[-80,80])
TriggerAll=P2BodyDist Y+((EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),gethitvar(Yaccel)*17)*18)=[-80,80]
TriggerAll = numhelper(1105)=0
Trigger1 = (stateno=610)
Trigger1 = (P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=5
[State -3,JD]
Type = ChangeState
Value = 640
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X-(vel x*15)-(EnemyNear(var(58)),vel x*15)=[-60,60])
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*8)+((EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),gethitvar(Yaccel)*14)*15)=[-75,75]
TriggerAll=(stateno=600)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=5
[State -3,E]
Type = ChangeState
Value = 500
IgNoreHitPause = 1
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
Trigger1 = (stateno=640)
TriggerAll=(var(16)>=100)||(var(23)>0)
Trigger1 = (P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=5
[State -3,bakusei]
Type = ChangeState
Value = 1099
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X-(EnemyNear(var(58)),vel x*18)=[-80,80])
TriggerAll=P2BodyDist Y+((EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),gethitvar(Yaccel)*17)*18)=[-80,80]
TriggerAll = numhelper(1105)=0
Trigger1 = (stateno=500&&time>0)
Trigger1 = (P2MoveType=H)&&(prevstateno=640)
Trigger1 = var(55)=5
;var(55)=10
[State -3,Jhosho]
Type = ChangeState
Value = 2150
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(56)>0
TriggerAll=power>=1000
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(Enemynear(var(58)),gethitvar(hitcount)>=9)
TriggerAll=(stateno=[600,640])
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=10
[State -3,bakusei]
Type = ChangeState
Value = ifelse(var(39),1101,1100)
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(56)>0
TriggerAll=power<1000
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(Enemynear(var(58)),gethitvar(hitcount)>=9)||(power<1000)
TriggerAll=(stateno=610)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=10
[State -3,JB]
Type = ChangeState
Value = 630
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X-(vel x*8)-(EnemyNear(var(58)),vel x*8)=[-50,50])
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*8)+((EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),gethitvar(Yaccel)*7)*8)=[-45,75]
TriggerAll=(stateno=600)&&(power>=1000)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=10
[State -3,JB]
Type = ChangeState
Value = 630
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)>0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X-(vel x*5)-(EnemyNear(var(58)),vel x*5)=[-50,50])
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4)*5)+((EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),gethitvar(Yaccel)*4)*5)=[-45,75]
TriggerAll=(stateno=600)&&(power>=1000)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=10
[State -3,JC]
Type = ChangeState
Value = 610
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X-(vel x*11)-(EnemyNear(var(58)),vel x*11)=[-50,50])
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*10)*11)+((EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),gethitvar(Yaccel)*10)*11)=[-85,55]
TriggerAll=(stateno=630)||(stateno=600)&&(power<1000)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=10
[State -3,JC]
Type = ChangeState
Value = 610
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)>0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X-(vel x*7)-(EnemyNear(var(58)),vel x*7)=[-50,50])
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*6)*7)+((EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),gethitvar(Yaccel)*6)*7)=[-85,55]
TriggerAll=(stateno=630)||(stateno=600)&&(power<1000)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=10
[State -3,JD]
Type = ChangeState
Value = 640
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X-(vel x*15)-(EnemyNear(var(58)),vel x*15)=[-60,60])
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*14)*15)+((EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),gethitvar(Yaccel)*14)*15)=[-125,85]
TriggerAll=(stateno=610)&&(power>=1000)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=10
[State -3,JD]
Type = ChangeState
Value = 640
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)>0
TriggerAll=var(56)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(EnemyNear(var(58)),Alive)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X-(vel x*10)-(EnemyNear(var(58)),vel x*10)=[-60,60])
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*9)*10)+((EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),gethitvar(Yaccel)*9)*10)=[-125,85]
TriggerAll=(stateno=610)&&(power>=1000)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = var(55)=10
;
;(ZU)
;
;
[State -3,]
Type = ChangeState
Value = 800
TriggerAll=var(59)>0
TriggerAll=var(56)>0||var(56)=-1
TriggerAll=helper(25000),var(12)=0
TriggerAll=helper(25000),var(13)=0
TriggerAll=(Helper(25000),var(11)>=10)||(Helper(25000),var(11)=0)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(stateno!=100)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(P2BodyDist X>-3)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=P2BodyDist X=[-3,20)
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=100)||stateno=40||(StateNo=[120,140])
TriggerAll=(P2MoveType!=H)||(P2StateNo=[120,140])
TriggerAll=(((var(57))<150)&&(fvar(38)=0))||(((var(57))%15>=9)&&(fvar(38)=1))||(stateno=18)||(stateno=19)||(prevstateno=105)||(var(56)=-1&&var(59)>3&&EnemyNear(var(58)),Time<-4)
Trigger1 = (var(59)=[1,3])&&fvar(38)=0
Trigger1 = (P2StateNo=[120,155])||(Helper(25000),var(0)>=30)||(numhelper(1105)=1)||(numhelper(1005)=1)
Trigger2 = (var(59)=[1,3])&&fvar(38)=1
Trigger2 = (P2StateNo=[120,155])||(Helper(25000),var(0)>=20)||(numhelper(1105)=1)||(numhelper(1005)=1)
Trigger3 = (var(59)=[4,5])&&fvar(38)=0
Trigger3 = (P2StateNo=[120,155])||(Helper(25000),var(0)>=10)||(numhelper(1105)=1)||(numhelper(1005)=1)
Trigger4 = (var(59)=[4,5])&&fvar(38)=1
Trigger5 = (stateno=18)&&(time>=6)
Trigger6 = (stateno=19)&&(time>=6)
Trigger7 = (stateno=52)
[State -3,͂ݓ]
Type = ChangeState
Value = 850
TriggerAll=var(59)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0||var(56)=-1
TriggerAll=helper(25000),var(12)=0
TriggerAll=helper(25000),var(13)=0
TriggerAll=(Helper(25000),var(11)>=12)||(Helper(25000),var(11)=0)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=S)&&(P2BodyDist X>-3)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)||(prevstateno=2600&&!InGuardDist&&EnemyNear(var(58)),facing=facing)
TriggerAll=(P2BodyDist X-(EnemyNear(var(58)),vel x!=0)*(EnemyNear(var(58)),vel x*9)=[-20,75])||((P2BodyDist X=[-3,75])&&(EnemyNear(var(58)),vel x=0))
TriggerAll=(Ctrl)||(StateNo=[11,20])||(stateno=500)||(stateno=100)||stateno=40
TriggerAll=(P2MoveType!=H)||(P2StateNo=[120,155])
TriggerAll=((var(57))<25)||(var(56)=-1&&var(59)>3&&EnemyNear(var(58)),Time<-9)
Trigger1 = (var(59)=[1,3])&&fvar(38)=0
Trigger1 = (P2StateNo=[120,155])||(Helper(25000),var(2)>=30)
Trigger2 = (var(59)=[1,3])&&fvar(38)=1
Trigger2 = (P2StateNo=[120,155])||(Helper(25000),var(2)>=20)
Trigger3 = (var(59)=[4,5])&&fvar(38)=0
Trigger3 = (P2StateNo=[120,155])||(Helper(25000),var(2)>=10)
Trigger4 = (var(59)=[4,5])&&fvar(38)=1
Trigger5 = (stateno=52)||(prevstateno=2600&&!InGuardDist&&EnemyNear(var(58)),facing=facing)
[State -3,͂ݓ]
Type = ChangeState
Value = 850
TriggerAll=var(59)>0
TriggerAll=var(20)>0
TriggerAll=var(56)>0||var(56)=-1
TriggerAll=helper(25000),var(12)=0
TriggerAll=helper(25000),var(13)=0
TriggerAll=(Helper(25000),var(11)>=12)||(Helper(25000),var(11)=0)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=S)&&(P2BodyDist X>-3)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)||(prevstateno=2600&&!InGuardDist&&EnemyNear(var(58)),facing=facing)
TriggerAll=(P2BodyDist X-(EnemyNear(var(58)),vel x!=0)*(EnemyNear(var(58)),vel x*5)=[-20,75])||((P2BodyDist X=[-3,75])&&(EnemyNear(var(58)),vel x=0))
TriggerAll=(Ctrl)||(StateNo=[11,20])||(stateno=500)||(stateno=100)||stateno=40
TriggerAll=(P2MoveType!=H)||(P2StateNo=[120,155])
TriggerAll=(((var(57))<240)&&(fvar(38)=0))||(((var(57))%9<5)&&(fvar(38)=1))||(var(56)=-1&&var(59)>3&&EnemyNear(var(58)),Time<-5)
Trigger1 = (var(59)=[1,3])&&fvar(38)=0
Trigger1 = (P2StateNo=[120,155])||(Helper(25000),var(2)>=30)
Trigger2 = (var(59)=[1,3])&&fvar(38)=1
Trigger2 = (P2StateNo=[120,155])||(Helper(25000),var(2)>=20)
Trigger3 = (var(59)=[4,5])&&fvar(38)=0
Trigger3 = (P2StateNo=[120,155])||(Helper(25000),var(2)>=10)
Trigger4 = (var(59)=[4,5])&&fvar(38)=1
Trigger5 = (stateno=52)||(prevstateno=2600&&!InGuardDist&&EnemyNear(var(58)),facing=facing)
;K[s
[State -3,hebi]
Type = ChangeState
Value = 310
TriggerAll=var(59)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0||var(59)<4
TriggerAll=var(55)<=0
TriggerAll=helper(25000),var(12)=0
TriggerAll=helper(25000),var(13)=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(P2BodyDist X>-3)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X=[50,100])&&(numhelper(1005)>0||numhelper(1105)>0)
TriggerAll=(Ctrl)||(StateNo=[11,20])||stateno=40||(stateno=100)
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
TriggerAll=((var(57))>650)
Trigger1 = helper(1005),p2bodydist x-(helper(1005),vel x*41)=[-30,35]
Trigger1 = helper(1005),time<77
Trigger1 = helper(1005),rootdist x<-1
Trigger1 = helper(1005),stateno=1005
Trigger2 = helper(1105),p2bodydist x-(helper(1105),vel x*41)=[-25,35]
Trigger2 = helper(1105),pos y+(helper(1105),vel x*41)=[-70,-10)
Trigger2 = helper(1105),rootdist x<-1
Trigger2 = helper(1105),stateno=1105
;΋
[State -3,2C]
type = ChangeState
value = 410
TriggerAll=var(59)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0||var(59)<4
TriggerAll=helper(25000),var(11)=0
TriggerAll=helper(25000),var(12)=0
TriggerAll=(helper(25000),var(13)=0)||(power<500)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=A)&&(P2BodyDist X>15||fvar(36)<=120)&&(EnemyNear(var(58)),pos y<=-25)
TriggerAll=(abs(EnemyNear(var(58)),vel x)<=(EnemyNear(var(58)),Const(Velocity.runjump.fwd.x)))||(fvar(38)=1)
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=P2BodyDist X-(P2StateType=A)*(EnemyNear(var(58)),vel x*9)=[-60,45]
TriggerAll=(EnemyNear(var(58)),pos y+(EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),Const(MoveMent.Yaccel)*8)*9=(-65,-1))
TriggerAll=(((var(57))<550)&&(fvar(38)=0))||(((var(57))%9<7)&&(fvar(38)=1))
Trigger1 = Ctrl||(StateNo=[11,20])||(stateno=100)||stateno=40||(stateno=[120,140])||(stateno=410&&movecontact)||(stateno=210&&movecontact)

[State -3,2C]
type = ChangeState
value = 410
TriggerAll=var(59)>0
TriggerAll=var(20)>0
TriggerAll=var(56)>0||var(59)<4
TriggerAll=helper(25000),var(11)=0
TriggerAll=helper(25000),var(12)=0
;TriggerAll=helper(25000),var(13)=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=A)&&(P2BodyDist X>15||fvar(36)<=120)&&(EnemyNear(var(58)),pos y<=-25)
TriggerAll=(abs(EnemyNear(var(58)),vel x)<=(EnemyNear(var(58)),Const(Velocity.runjump.fwd.x)))||(fvar(38)=1)
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=P2BodyDist X-(P2StateType=A)*(EnemyNear(var(58)),vel x*5)=[-60,45]
TriggerAll=(EnemyNear(var(58)),pos y+(EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),Const(MoveMent.Yaccel)*4)*5=(-65,-1))
TriggerAll=(((var(57))<650)&&(fvar(38)=0))||(((var(57))%9<7)&&(fvar(38)=1))
Trigger1 = Ctrl||(StateNo=[11,20])||(stateno=100)||stateno=40||(stateno=[120,140])||(stateno=410&&movecontact)||(stateno=210&&movecontact)

[State -3,5C]
type = ChangeState
value = 210
TriggerAll=var(59)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0||var(59)<4
TriggerAll=helper(25000),var(11)=0
TriggerAll=helper(25000),var(12)=0
TriggerAll=helper(25000),var(13)=0||(power<500)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=A)&&(P2BodyDist X>20)&&(EnemyNear(var(58)),pos y<=-50)
TriggerAll=(abs(EnemyNear(var(58)),vel x)<=(EnemyNear(var(58)),Const(Velocity.runjump.fwd.x)))||(fvar(38)=1)
TriggerAll=(P2MoveType!=H)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=P2BodyDist X-(P2StateType=A)*(EnemyNear(var(58)),vel x*9)=[-50,70]
TriggerAll=EnemyNear(var(58)),pos y+(EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),Const(MoveMent.Yaccel)*8)*9>-80
TriggerAll=(((var(57))>=500)&&(fvar(38)=0))||(((var(57))%13<=9)&&(fvar(38)=1))
Trigger1 = Ctrl||(StateNo=[11,20])||(stateno=100)||stateno=40||(stateno=[120,140])

[State -3,5C]
type = ChangeState
value = 210
TriggerAll=var(59)>0
TriggerAll=var(20)>0
TriggerAll=var(56)>0||var(59)<4
TriggerAll=helper(25000),var(11)=0
TriggerAll=helper(25000),var(12)=0
;TriggerAll=helper(25000),var(13)=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=A)&&(P2BodyDist X>20)&&(EnemyNear(var(58)),pos y<=-50)
TriggerAll=(abs(EnemyNear(var(58)),vel x)<=(EnemyNear(var(58)),Const(Velocity.runjump.fwd.x)))||(fvar(38)=1)
TriggerAll=(P2MoveType!=H)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=P2BodyDist X-(P2StateType=A)*(EnemyNear(var(58)),vel x*5)=[-50,70]
TriggerAll=EnemyNear(var(58)),pos y+(EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),Const(MoveMent.Yaccel)*4)*5>-80
TriggerAll=(((var(57))>=450)&&(fvar(38)=0))||(((var(57))%13<=9)&&(fvar(38)=1))
Trigger1 = Ctrl||(StateNo=[11,20])||(stateno=100)||stateno=40||(stateno=[120,140])
;i
;i
[State -3,6A]
Type = ChangeState
Value = 250
TriggerAll=var(59)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0||var(59)<4
TriggerAll=helper(25000),var(11)=0
TriggerAll=helper(25000),var(12)=0
TriggerAll=helper(25000),var(13)=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=C)&&(P2BodyDist X>-3)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X-(EnemyNear(var(58)),vel x!=0)*(EnemyNear(var(58)),vel x*25)=[-20,50])||((P2BodyDist X=[-3,50])&&(EnemyNear(var(58)),vel x=0))
TriggerAll=(Ctrl)||(StateNo=[11,20])||(stateno=500)||(stateno=100)||stateno=40
TriggerAll=(P2MoveType!=H)
TriggerAll=((var(57))>975)
Trigger1 = (var(59)=[1,3])&&fvar(38)=0
Trigger1 = (P2StateNo=[120,155])||(Helper(25000),var(1)>=30)
Trigger2 = (var(59)=[1,3])&&fvar(38)=1
Trigger2 = (P2StateNo=[120,155])||(Helper(25000),var(1)>=20)
Trigger3 = (var(59)=[4,5])&&fvar(38)=0
Trigger3 = (P2StateNo=[120,155])||(Helper(25000),var(1)>=10)
Trigger4 = (var(59)=[4,5])&&fvar(38)=1

[State -3,6A]
Type = ChangeState
Value = 250
TriggerAll=var(59)>0
TriggerAll=var(20)>0
TriggerAll=var(56)>0||var(59)<4
TriggerAll=helper(25000),var(11)=0
TriggerAll=helper(25000),var(12)=0
TriggerAll=helper(25000),var(13)=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=C)&&(P2BodyDist X>-3)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X-(EnemyNear(var(58)),vel x!=0)*(EnemyNear(var(58)),vel x*14)=[-20,50])||((P2BodyDist X=[-3,50])&&(EnemyNear(var(58)),vel x=0))
TriggerAll=(Ctrl)||(StateNo=[11,20])||(stateno=500)||(stateno=100)||stateno=40
TriggerAll=(P2MoveType!=H)
TriggerAll=((var(57))>940)
Trigger1 = (var(59)=[1,3])&&fvar(38)=0
Trigger1 = (P2StateNo=[120,155])||(Helper(25000),var(1)>=30)
Trigger2 = (var(59)=[1,3])&&fvar(38)=1
Trigger2 = (P2StateNo=[120,155])||(Helper(25000),var(1)>=20)
Trigger3 = (var(59)=[4,5])&&fvar(38)=0
Trigger3 = (P2StateNo=[120,155])||(Helper(25000),var(1)>=10)
Trigger4 = (var(59)=[4,5])&&fvar(38)=1

[State -3,bakusei]
Type = ChangeState
Value = 44
TriggerAll=var(59)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0||var(59)<4
TriggerAll=helper(25000),var(11)=0||(var(59)=[1,3])
TriggerAll=helper(25000),var(12)=0
TriggerAll=helper(25000),var(13)=0
TriggerAll=numhelper(1105)=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=C||((var(59)=[1,3])&&var(55)<0))&&(P2BodyDist X>-3)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X=[-8,55])
TriggerAll=(Ctrl)||(StateNo=[11,20])||(stateno=100)||stateno=40
TriggerAll=(P2MoveType!=H)
TriggerAll=((var(57))>900)
Trigger1 = (var(59)=[1,3])&&fvar(38)=0
Trigger1 = (P2StateNo=[120,155])||(Helper(25000),var(1)>=30)
Trigger2 = (var(59)=[1,3])&&fvar(38)=1
Trigger2 = (P2StateNo=[120,155])||(Helper(25000),var(1)>=20)
Trigger3 = (var(59)=[4,5])&&fvar(38)=0
Trigger3 = (P2StateNo=[120,155])||(Helper(25000),var(1)>=10)
Trigger4 = (var(59)=[4,5])&&fvar(38)=1

[State -3,bakusei]
Type = ChangeState
Value = 44
TriggerAll=var(59)>0
TriggerAll=var(20)>0
TriggerAll=var(56)>0||var(59)<4
TriggerAll=helper(25000),var(11)=0||(var(59)=[1,3])
TriggerAll=helper(25000),var(12)=0
TriggerAll=helper(25000),var(13)=0
TriggerAll=numhelper(1105)=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=C)&&(P2BodyDist X>-3)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X-(EnemyNear(var(58)),vel x!=0)*(EnemyNear(var(58)),vel x*12)=[-20,55])||((P2BodyDist X=[-3,55])&&(EnemyNear(var(58)),vel x=0))
TriggerAll=(Ctrl)||(StateNo=[11,20])||(stateno=100)||stateno=40
TriggerAll=(P2MoveType!=H)
TriggerAll=((var(57))>870)
Trigger1 = (var(59)=[1,3])&&fvar(38)=0
Trigger1 = (P2StateNo=[120,155])||(Helper(25000),var(1)>=30)
Trigger2 = (var(59)=[1,3])&&fvar(38)=1
Trigger2 = (P2StateNo=[120,155])||(Helper(25000),var(1)>=20)
Trigger3 = (var(59)=[4,5])&&fvar(38)=0
Trigger3 = (P2StateNo=[120,155])||(Helper(25000),var(1)>=10)
Trigger4 = (var(59)=[4,5])&&fvar(38)=1
;
[State -3,5B]
Type = ChangeState
Value = 235
TriggerAll=var(59)>0
TriggerAll=var(56)>0;||var(59)<4
TriggerAll=var(55)<=0
;TriggerAll=helper(25000),var(11)=0||(stateno=100&&ctrl=0)||(numhelper(1105)=1)
TriggerAll=helper(25000),var(12)=0
TriggerAll=helper(25000),var(13)=0||(stateno=[150,155])
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(P2BodyDist X>-3)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)||(prevstateno=2600&&!InGuardDist&&EnemyNear(var(58)),facing=facing)
TriggerAll=(P2BodyDist X<25)
TriggerAll=(Ctrl)||(StateNo=[11,20])||(stateno=500)||(stateno=100)||stateno=40||(StateNo=[120,140])
TriggerAll=(P2MoveType!=H)
TriggerAll=((var(57))>300)||(var(55)=-5)||(stateno=500&&var(55)=0)||(stateno=100)||(var(20)>0)&&(var(55)=0)||stateno=40||(prevstateno=105)||(stateno=52&&(prevstateno=[630,640])&&fvar(38)>0)
Trigger1 = (var(59)=[1,3])&&fvar(38)=0
Trigger1 = (P2StateNo=[120,155])||(Helper(25000),var(0)>=30)||(numhelper(1105)=1&&p2statetype!=A)||(numhelper(1005)=1&&p2statetype!=A)
Trigger2 = (var(59)=[1,3])&&fvar(38)=1
Trigger2 = (P2StateNo=[120,155])||(Helper(25000),var(0)>=20)||(numhelper(1105)=1&&p2statetype!=A)||(numhelper(1005)=1&&p2statetype!=A)
Trigger3 = (var(59)=[4,5])&&fvar(38)=0
Trigger3 = (P2StateNo=[120,155])||(Helper(25000),var(0)>=10)||(numhelper(1105)=1&&p2statetype!=A)||(numhelper(1005)=1&&p2statetype!=A)
Trigger4 = (var(59)=[4,5])&&fvar(38)=1
Trigger5 = (stateno=100)||(prevstateno=2600&&EnemyNear(var(58)),facing=facing)
Trigger6 = (stateno=500)

[State -3,2B]
Type = ChangeState
Value = 430
TriggerAll=var(59)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0;||var(59)<4
TriggerAll=var(55)<=0
;TriggerAll=helper(25000),var(11)=0||(stateno=100&&ctrl=0)||(numhelper(1105)=1)
TriggerAll=helper(25000),var(12)=0
TriggerAll=helper(25000),var(13)=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(P2BodyDist X>-3)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)||(prevstateno=2600&&!InGuardDist&&EnemyNear(var(58)),facing=facing)
TriggerAll=(P2BodyDist X-(EnemyNear(var(58)),vel x!=0)*(EnemyNear(var(58)),vel x*6)=[-20,55])||((P2BodyDist X=[-3,55])&&(EnemyNear(var(58)),vel x=0))
TriggerAll=(Ctrl)||(StateNo=[11,20])||(stateno=500)||(stateno=100)||stateno=40||(StateNo=[120,140])
TriggerAll=(P2MoveType!=H)
TriggerAll=((var(57))>550)||(var(55)=-5)||(stateno=500&&var(55)=0)||(stateno=100&&P2BodyDist X>48)||stateno=40||(stateno=52&&(prevstateno=[630,640])&&fvar(38)>0)
Trigger1 = (var(59)=[1,3])&&fvar(38)=0
Trigger1 = (P2StateNo=[120,155])||(Helper(25000),var(1)>=30)||(numhelper(1105)=1&&p2statetype!=A)||(numhelper(1005)=1&&p2statetype!=A)
Trigger2 = (var(59)=[1,3])&&fvar(38)=1
Trigger2 = (P2StateNo=[120,155])||(Helper(25000),var(1)>=20)||(numhelper(1105)=1&&p2statetype!=A)||(numhelper(1005)=1&&p2statetype!=A)
Trigger3 = (var(59)=[4,5])&&fvar(38)=0
Trigger3 = (P2StateNo=[120,155])||(Helper(25000),var(1)>=10)||(numhelper(1105)=1&&p2statetype!=A)||(numhelper(1005)=1&&p2statetype!=A)
Trigger4 = (var(59)=[4,5])&&fvar(38)=1
Trigger5 = (stateno=100)&&(P2BodyDist X>30)||(prevstateno=2600&&!InGuardDist&&EnemyNear(var(58)),facing=facing)
Trigger6 = (stateno=500)&&(P2BodyDist X<=30)

[State -3,2B]
Type = ChangeState
Value = 430
TriggerAll=var(59)>0
TriggerAll=var(20)>0
TriggerAll=var(56)>0;||var(59)<4
TriggerAll=var(55)<=0
;TriggerAll=helper(25000),var(11)=0||(stateno=100&&ctrl=0)||(numhelper(1105)=1)
TriggerAll=helper(25000),var(12)=0
TriggerAll=helper(25000),var(13)=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(P2BodyDist X>-3)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)||(prevstateno=2600&&!InGuardDist&&EnemyNear(var(58)),facing=facing)
TriggerAll=(P2BodyDist X-(EnemyNear(var(58)),vel x!=0)*(EnemyNear(var(58)),vel x*5)=[-20,55])||((P2BodyDist X=[-3,55])&&(EnemyNear(var(58)),vel x=0))
TriggerAll=(Ctrl)||(StateNo=[11,20])||(stateno=500)||(stateno=100)||stateno=40||(StateNo=[120,140])
TriggerAll=(P2MoveType!=H)
TriggerAll=((var(57))>500)||(var(55)=-5)||(stateno=500&&var(55)=0)||(stateno=100&&P2BodyDist X>48)||(var(20)>0)&&(P2BodyDist X<=30)&&(var(55)=0)||stateno=40
Trigger1 = (var(59)=[1,3])&&fvar(38)=0
Trigger1 = (P2StateNo=[120,155])||(Helper(25000),var(1)>=30)||(numhelper(1105)=1&&p2statetype!=A)||(numhelper(1005)=1&&p2statetype!=A)
Trigger2 = (var(59)=[1,3])&&fvar(38)=1
Trigger2 = (P2StateNo=[120,155])||(Helper(25000),var(1)>=20)||(numhelper(1105)=1&&p2statetype!=A)||(numhelper(1005)=1&&p2statetype!=A)
Trigger3 = (var(59)=[4,5])&&fvar(38)=0
Trigger3 = (P2StateNo=[120,155])||(Helper(25000),var(1)>=10)||(numhelper(1105)=1&&p2statetype!=A)||(numhelper(1005)=1&&p2statetype!=A)
Trigger4 = (var(59)=[4,5])&&fvar(38)=1
Trigger5 = (stateno=100)&&(P2BodyDist X>30)||(prevstateno=2600&&!InGuardDist&&EnemyNear(var(58)),facing=facing)
Trigger6 = (stateno=500)&&(P2BodyDist X<=30)

[State -3,E2B]
Type = ChangeState
Value = 429
TriggerAll=var(59)>0
TriggerAll=var(56)>0;||var(59)<4
TriggerAll=var(55)<=0
;TriggerAll=helper(25000),var(11)=0
TriggerAll=helper(25000),var(12)=0
TriggerAll=helper(25000),var(13)=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(P2BodyDist X>-3)
TriggerAll=(!(InGuardDist)&&!(helper(25000),inguarddist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X=[40,110])
TriggerAll=(Ctrl)||(StateNo=[11,20])||(stateno=500)||(stateno=100)||stateno=40
TriggerAll=(P2MoveType!=H)
TriggerAll=((var(57))>750)
Trigger1 = (var(16)>120||var(23)>0)

[State -3,hikanu]
type = ChangeState
value = 1300
TriggerAll=var(59)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0;||var(59)<4
TriggerAll=var(16)>=100||(var(59)=[1,3])
TriggerAll=helper(25000),var(11)=0||(stateno=100&&ctrl=0)||(numhelper(1105)=1)
TriggerAll=helper(25000),var(12)=0
TriggerAll=helper(25000),var(13)=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X>70)&&((EnemyNear(var(58)),pos y<=-50)||(P2StateType!=A))
TriggerAll=(abs(EnemyNear(var(58)),vel x)<=(EnemyNear(var(58)),Const(Velocity.runjump.fwd.x)))||(fvar(38)=1)||(P2StateType!=A)
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
TriggerAll=!(EnemyNear(var(58)),numproj)
TriggerAll=!(InGuardDist)||(var(56)=3)||(fvar(38)=0)
TriggerAll=P2BodyDist X-(P2StateType=A)*(EnemyNear(var(58)),vel x*10)=[-50,140)
TriggerAll=EnemyNear(var(58)),pos y+(EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),Const(MoveMent.Yaccel)*9)*10>-90||(P2StateType!=A)
TriggerAll=(((var(57))=[400,600])&&(fvar(38)=0))||(((var(57))=[300,650])&&(fvar(38)=1))||(stateno=100&&P2BodyDist X>130)
TriggerAll=(Ctrl)||(StateNo=[11,20])||(stateno=100)||stateno=40
Trigger1 = (var(59)=[1,3])&&fvar(38)=0
Trigger1 = (P2StateNo=[120,155])||(Helper(25000),var(3)>=30)||(P2StateType=A)||(numhelper(1105)=1&&p2statetype!=A)||(numhelper(1005)=1&&p2statetype!=A)
Trigger2 = (var(59)=[1,3])&&fvar(38)=1
Trigger2 = (P2StateNo=[120,155])||(Helper(25000),var(3)>=20)||(P2StateType=A)||(numhelper(1105)=1&&p2statetype!=A)||(numhelper(1005)=1&&p2statetype!=A)
Trigger3 = (var(59)=[4,5])&&fvar(38)=0
Trigger3 = (P2StateNo=[120,155])||(Helper(25000),var(3)>=10)||(P2StateType=A)||(numhelper(1105)=1&&p2statetype!=A)||(numhelper(1005)=1&&p2statetype!=A)
Trigger4 = (var(59)=[4,5])&&fvar(38)=1
Trigger5 = (stateno=100)&&(P2BodyDist X>100)&&(numhelper(1105)>0||numhelper(1005)>0)
Trigger5 = (helper(1105),pos y<-70&&numhelper(1105)>0)||(numhelper(1005)>0)

[State -3,hikanu]
type = ChangeState
value = 1300
TriggerAll=var(59)>0
TriggerAll=var(20)>0
TriggerAll=var(56)>0||var(59)<4
TriggerAll=helper(25000),var(11)=0||(stateno=100&&ctrl=0)||(numhelper(1105)=1)
TriggerAll=helper(25000),var(12)=0
TriggerAll=helper(25000),var(13)=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X>70)&&((EnemyNear(var(58)),pos y<=-50)||(P2StateType!=A))
TriggerAll=(abs(EnemyNear(var(58)),vel x)<=(EnemyNear(var(58)),Const(Velocity.runjump.fwd.x)))||(fvar(38)=1)||(P2StateType!=A)
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
TriggerAll=!(EnemyNear(var(58)),numproj)
TriggerAll=!(InGuardDist)||(var(56)=3)||(fvar(38)=0)
TriggerAll=P2BodyDist X-(P2StateType=A)*(EnemyNear(var(58)),vel x*7)=[-50,140)
TriggerAll=EnemyNear(var(58)),pos y+(EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),Const(MoveMent.Yaccel)*6)*7>-90||(P2StateType!=A)
TriggerAll=(((var(57))=[400,700])&&(fvar(38)=0))||(((var(57))=[300,750])&&(fvar(38)=1))||(var(20)>0)&&(P2BodyDist X=[50,140])&&(var(55)=0)||(stateno=100&&P2BodyDist X>130)
TriggerAll=(Ctrl)||(StateNo=[11,20])||(stateno=100)||stateno=40
Trigger1 = (var(59)=[1,3])&&fvar(38)=0
Trigger1 = (P2StateNo=[120,155])||(Helper(25000),var(3)>=30)||(P2StateType=A)||(numhelper(1105)=1&&p2statetype!=A)||(numhelper(1005)=1&&p2statetype!=A)
Trigger2 = (var(59)=[1,3])&&fvar(38)=1
Trigger2 = (P2StateNo=[120,155])||(Helper(25000),var(3)>=20)||(P2StateType=A)||(numhelper(1105)=1&&p2statetype!=A)||(numhelper(1005)=1&&p2statetype!=A)
Trigger3 = (var(59)=[4,5])&&fvar(38)=0
Trigger3 = (P2StateNo=[120,155])||(Helper(25000),var(3)>=10)||(P2StateType=A)||(numhelper(1105)=1&&p2statetype!=A)||(numhelper(1005)=1&&p2statetype!=A)
Trigger4 = (var(59)=[4,5])&&fvar(38)=1
Trigger5 = (stateno=100)&&(P2BodyDist X>100)&&(numhelper(1105)>0||numhelper(1005)>0)
Trigger5 = (helper(1105),pos y<-70&&numhelper(1105)>0)||(numhelper(1005)>0)
Trigger6 = (var(20)>0)&&(P2BodyDist X=[50,140])
;ѓ
[State -3,shoha]
type = ChangeState
value = ifelse(var(41),1001,1000)
TriggerAll=var(59)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0||var(59)<4
TriggerAll=helper(25000),var(11)=0
TriggerAll=helper(25000),var(12)=0
TriggerAll=helper(25000),var(13)=0
TriggerAll=numhelper(1005)=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X>100)
TriggerAll=(EnemyNear(var(58)),vel x<=2)||(fvar(38)=1)||(P2StateType!=A)
TriggerAll=(P2MoveType!=H)
TriggerAll=!(EnemyNear(var(58)),numproj)
TriggerAll=!(InGuardDist)||(var(56)=3)||(fvar(38)=0)
TriggerAll=P2BodyDist X-(P2StateType=A)*(EnemyNear(var(58)),vel x*29)>=150
TriggerAll=(((var(57))=[450,600])&&(fvar(38)=0))||(((var(57))=[400,600])&&(fvar(38)=1))
TriggerAll=(Ctrl)||(StateNo=[11,20])||(stateno=100)||stateno=40
Trigger1 = (Helper(25000),var(4)>=90)||(P2StateType=A)||(numhelper(1105)=1&&p2statetype!=A)

[State -3,shoha]
type = ChangeState
value = ifelse(var(41),1001,1000)
TriggerAll=var(59)>0
TriggerAll=var(20)>0
TriggerAll=var(56)>0||var(59)<4
TriggerAll=helper(25000),var(11)=0
TriggerAll=helper(25000),var(12)=0
TriggerAll=helper(25000),var(13)=0
TriggerAll=numhelper(1005)=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X>100)
TriggerAll=(EnemyNear(var(58)),vel x<=2)||(fvar(38)=1)||(P2StateType!=A)
TriggerAll=(P2MoveType!=H)
TriggerAll=!(EnemyNear(var(58)),numproj)
TriggerAll=!(InGuardDist)||(var(56)=3)||(fvar(38)=0)
TriggerAll=P2BodyDist X-(P2StateType=A)*(EnemyNear(var(58)),vel x*15)>=150
TriggerAll=(((var(57))=[400,600])&&(fvar(38)=0))||(((var(57))=[350,600])&&(fvar(38)=1))
TriggerAll=(Ctrl)||(StateNo=[11,20])||(stateno=100)||stateno=40
Trigger1 = (Helper(25000),var(4)>=90)||(P2StateType=A)||(numhelper(1105)=1&&p2statetype!=A)

[State -3,yari]
type = ChangeState
value = ifelse((var(57))%2=0,1201,1200)
TriggerAll=var(59)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0||var(59)<4
TriggerAll=helper(25000),var(11)=0
TriggerAll=helper(25000),var(12)=0
TriggerAll=helper(25000),var(13)=0
TriggerAll=numhelper(1210)=0
TriggerAll=(P2StateType=A)||(numhelper(1005)=1)||((numhelper(1105)=1)&&(helper(1105),pos y<=-80))
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X>100)
TriggerAll=(EnemyNear(var(58)),vel x<=2)||(fvar(38)=1)||(P2StateType!=A)
TriggerAll=(P2MoveType!=H)
TriggerAll=!(EnemyNear(var(58)),numproj)
TriggerAll=!(InGuardDist)||(var(56)=3)||(fvar(38)=0)
TriggerAll=P2BodyDist X-(P2StateType=A)*(EnemyNear(var(58)),vel x*28)>=150
TriggerAll=(EnemyNear(var(58)),pos y<=-90)||(P2StateType!=A)
TriggerAll=(((var(57))=[600,700])&&(fvar(38)=0))||(((var(57))=[550,700])&&(fvar(38)=1))
TriggerAll=(Ctrl)||(StateNo=[11,20])||(stateno=100)||stateno=40
Trigger1 = (Helper(25000),var(5)>=90)||(P2StateType=A)||(numhelper(1105)=1)||(numhelper(1005)=1)

[State -3,yari]
type = ChangeState
value = ifelse((var(57))%2=0,1201,1200)
TriggerAll=var(59)>0
TriggerAll=var(20)>0
TriggerAll=var(56)>0||var(59)<4
TriggerAll=helper(25000),var(11)=0
TriggerAll=helper(25000),var(12)=0
TriggerAll=helper(25000),var(13)=0
TriggerAll=numhelper(1210)=0
TriggerAll=(P2StateType=A)||(numhelper(1005)=1)||((numhelper(1105)=1)&&(helper(1105),pos y<=-80))
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X>100)
TriggerAll=(EnemyNear(var(58)),vel x<=2)||(fvar(38)=1)||(P2StateType!=A)
TriggerAll=(P2MoveType!=H)
TriggerAll=!(EnemyNear(var(58)),numproj)
TriggerAll=!(InGuardDist)||(var(56)=3)||(fvar(38)=0)
TriggerAll=P2BodyDist X-(P2StateType=A)*(EnemyNear(var(58)),vel x*16)>=150
TriggerAll=(EnemyNear(var(58)),pos y<=-90)||(P2StateType!=A)
TriggerAll=(((var(57))=[600,700])&&(fvar(38)=0))||(((var(57))=[550,700])&&(fvar(38)=1))
TriggerAll=(Ctrl)||(StateNo=[11,20])||(stateno=100)||stateno=40
Trigger1 = (Helper(25000),var(5)>=90)||(P2StateType=A)||(numhelper(1105)=1)||(numhelper(1005)=1)

[State -3,yari]
type = ChangeState
value = 1202
TriggerAll=var(59)>0
TriggerAll=var(56)>0||var(59)<4
TriggerAll=helper(25000),var(11)=0
TriggerAll=helper(25000),var(12)=0
TriggerAll=helper(25000),var(13)=0
TriggerAll=numhelper(1210)=0
TriggerAll=(P2StateType=A)||(numhelper(1005)=1)||((numhelper(1105)=1)&&(helper(1105),pos y<=-80))
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X>120)
TriggerAll=(EnemyNear(var(58)),vel x<=2)||(fvar(38)=1)||(P2StateType!=A)
TriggerAll=(P2MoveType!=H)
TriggerAll=!(EnemyNear(var(58)),numproj)
TriggerAll=!(InGuardDist)||(var(56)=3)||(fvar(38)=0)
TriggerAll=P2BodyDist X-(P2StateType=A)*(EnemyNear(var(58)),vel x*20)>=150
TriggerAll=(EnemyNear(var(58)),pos y<=-90)||(P2StateType!=A)
TriggerAll=(((var(57))=[300,500])&&(fvar(38)=0))||(((var(57))=[350,500])&&(fvar(38)=1))
TriggerAll=(Ctrl)||(StateNo=[11,20])||(stateno=100)||stateno=40
Trigger1 = (Helper(25000),var(5)>=90)||(P2StateType=A)||(numhelper(1105)=1)||(numhelper(1005)=1)
;
[State -3,muso]
type = ChangeState
value = 2400
TriggerAll=var(59)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0||var(59)<4
TriggerAll=var(48)=0
TriggerAll=var(50)=1
TriggerAll=helper(25000),var(11)=0
TriggerAll=helper(25000),var(12)=0
TriggerAll=helper(25000),var(13)=0
TriggerAll=power>=1000
TriggerAll=(numhelper(1005)=1)||((numhelper(1105)=1)&&(helper(1105),pos y<=-80))||(P2StateType!=A)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X>120)
TriggerAll=(EnemyNear(var(58)),vel x<=2)||(fvar(38)=1)||(P2StateType!=A)
TriggerAll=(P2MoveType!=H)
TriggerAll=!(EnemyNear(var(58)),numproj)
TriggerAll=!(InGuardDist)||(var(56)=3)||(fvar(38)=0)
TriggerAll=P2BodyDist X-(P2StateType=A)*(EnemyNear(var(58)),vel x*15)>=150
TriggerAll=(((var(57))>450)&&(fvar(38)=0))||(((var(57))>400)&&(fvar(38)=1))
TriggerAll=(Ctrl)||(StateNo=[11,20])||(stateno=100)||stateno=40
Trigger1 = (Helper(25000),var(5)>45)||(P2StateType=A)

[State -3,kaiten]
type = ChangeState
value = 2000
TriggerAll=var(59)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0||var(59)<4
TriggerAll=power>=1000
TriggerAll=helper(25000),var(11)=0
TriggerAll=helper(25000),var(12)=0
TriggerAll=helper(25000),var(13)=0
TriggerAll=(numhelper(1005)=1)||((numhelper(1105)=1)&&(helper(1105),pos y<=-80))||(var(16)>=100)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X>130)
TriggerAll=(EnemyNear(var(58)),vel x<=2)||(fvar(38)=1)||(P2StateType!=A)
TriggerAll=(P2MoveType!=H)
TriggerAll=!(EnemyNear(var(58)),numproj)
TriggerAll=!(InGuardDist)||(var(56)=3)||(fvar(38)=0)
TriggerAll=P2BodyDist X-(P2StateType=A)*(EnemyNear(var(58)),vel x*20)>=170
TriggerAll=(((var(57))>=600)&&(fvar(38)=0))||(((var(57))>=550)&&(fvar(38)=1))
TriggerAll=(Ctrl)||(StateNo=[11,20])||(stateno=100)||stateno=40
Trigger1 = (Helper(25000),var(4)>=90)||(P2StateType=A)
;΋
[State -3,JA]
Type = ChangeState
Value = 600
TriggerAll=var(59)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0||var(59)<4
TriggerAll=var(55)=0
TriggerAll=(p2stateno!=[100,105])
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(P2BodyDist X>-3)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X-(vel x*5)-(EnemyNear(var(58)),vel x*5)=[-50,55])
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4)*5)+((EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),Const(MoveMent.Yaccel)*4)*5)=[-60,70]
TriggerAll=(Ctrl)||(stateno=500)
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
Trigger1 = ((var(57))>500)

[State -3,JA]
Type = ChangeState
Value = 600
TriggerAll=var(59)>0
TriggerAll=var(20)>0
TriggerAll=var(56)>0||var(59)<4
TriggerAll=var(55)=0
TriggerAll=(p2stateno!=[100,105])
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(P2BodyDist X>-3)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X-(vel x*4)-(EnemyNear(var(58)),vel x*4)=[-50,55])
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*3)*4)+((EnemyNear(var(58)),vel y!=0)*(EnemyNear(var(58)),vel y+EnemyNear(var(58)),Const(MoveMent.Yaccel)*3)*4)=[-60,70]
TriggerAll=(Ctrl)||(stateno=500)
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
Trigger1 = ((var(57))>500)
;Βn
[State -3,JD]
Type = ChangeState
Value = 640
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0||var(59)<4
TriggerAll=var(55)=0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(P2BodyDist X>30||fvar(37)<=80)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X=[30-((fvar(37)<=80)*60),65])
TriggerAll=Pos Y=[-60,-35]
TriggerAll=(stateno=110)||(stateno=115)
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
Trigger1 = ((var(57))>500)

[State -3,JD]
Type = ChangeState
Value = 640
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(20)>0
TriggerAll=var(56)>0||var(59)<4
TriggerAll=var(55)=0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(P2BodyDist X>20||fvar(37)<=80)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X=[20-((fvar(37)<=80)*11),60])
TriggerAll=Pos Y=[-60,-35]
TriggerAll=(stateno=110)||(stateno=115)
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
Trigger1 = ((var(57))>500)

[State -3,JB]
Type = ChangeState
Value = 630
TriggerAll=var(59)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0||var(59)<4
TriggerAll=var(55)=0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X=[-4,50+(vel x*8)])
TriggerAll=(P2BodyDist Y=[-30,55])||(Pos Y>=-50)
TriggerAll=(stateno=110)||(stateno=115)||(stateno=111&&(numhelper(1105)>0||numhelper(1005)>0))
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
Trigger1 = ((var(57))<900)

[State -3,JB]
Type = ChangeState
Value = 630
TriggerAll=var(59)>0
TriggerAll=var(20)>0
TriggerAll=var(56)>0||var(59)<4
TriggerAll=var(55)=0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X=[-4,50+(vel x*5)])
TriggerAll=(P2BodyDist Y=[-30,55])||(Pos Y>=-50)
TriggerAll=(stateno=110)||(stateno=115)||(stateno=111&&(numhelper(1105)>0||numhelper(1005)>0))
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
Trigger1 = ((var(57))<900)

[State -3,JD]
Type = ChangeState
Value = 640
TriggerAll=var(59)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0||var(59)<4
TriggerAll=var(55)=0
TriggerAll=(stateno!=[110,115])||stateno=111
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(P2BodyDist X>30||fvar(37)<=80||vel x=0)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X-(vel x*15)=[-25,50])
TriggerAll=vel y>=0
TriggerAll=Pos Y<=-50
TriggerAll=(Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*14)*15=[-33-random%4,50))
TriggerAll=(Ctrl)||(stateno=500)||(StateNo=[120,140])
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
Trigger1 = ((var(57))>=400)

[State -3,JD]
Type = ChangeState
Value = 640
TriggerAll=var(59)>0
TriggerAll=var(20)>0
TriggerAll=var(56)>0||var(59)<4
TriggerAll=var(55)=0
TriggerAll=(stateno!=[110,115])||stateno=111
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(P2BodyDist X>30||fvar(37)<=80||vel x=0)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X-(vel x*10)=[-25,50])
TriggerAll=vel y>=0
TriggerAll=Pos Y<=-50
TriggerAll=(Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*9)*10=[-33-random%4,50))
TriggerAll=(Ctrl)||(stateno=500)||(StateNo=[120,140])
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
Trigger1 = ((var(57))>300)

[State -3,JB]
Type = ChangeState
Value = 630
TriggerAll=var(59)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0||var(59)<4
TriggerAll=var(55)=0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(P2BodyDist X>0)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X-(vel x*8)=[-10,50])
TriggerAll=(Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*8=[-35,5))
TriggerAll=(Ctrl)||(stateno=500)||(StateNo=[120,140])
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
Trigger1 = ((var(57))<=700)

[State -3,JB]
Type = ChangeState
Value = 630
TriggerAll=var(59)>0
TriggerAll=var(20)>0
TriggerAll=var(56)>0||var(59)<4
TriggerAll=var(55)=0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(P2BodyDist X>0)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(P2BodyDist X-(vel x*5)=[-10,50])
TriggerAll=(Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4)*5=[-35,5))
TriggerAll=(Ctrl)||(stateno=500)||(StateNo=[120,140])
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
Trigger1 = ((var(57))<=700)
;󒆔ѓ
[State -3,bakusei]
type = ChangeState
value = ifelse(var(39),1101,1100)
TriggerAll=var(59)>0
TriggerAll=var(20)<=0
TriggerAll=var(56)>0||var(59)<4
TriggerAll=numhelper(1105)=0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X>60)
TriggerAll=(EnemyNear(var(58)),vel x<=3)||(fvar(38)=1)||(P2StateType!=A)
TriggerAll=(P2MoveType!=H)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=P2BodyDist X-(P2StateType=A)*(EnemyNear(var(58)),vel x*18)>=100
TriggerAll=(Pos y<-100&&var(51)=0)||(Pos y<=-150&&var(51)=1)||(vel y=0)
TriggerAll=(((var(57))=[400,800])&&(fvar(38)=0))||(((var(57))=[150,850])&&(fvar(38)=1))
Trigger1 = (Ctrl)||(StateNo=[120,140])

[State -3,bakusei]
type = ChangeState
value = ifelse(var(39),1101,1100)
TriggerAll=var(59)>0
TriggerAll=var(20)>0
TriggerAll=var(56)>0||var(59)<4
TriggerAll=numhelper(1105)=0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X>60)
TriggerAll=(EnemyNear(var(58)),vel x<=3)||(fvar(38)=1)||(P2StateType!=A)
TriggerAll=(P2MoveType!=H)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=P2BodyDist X-(P2StateType=A)*(EnemyNear(var(58)),vel x*10)>=100
TriggerAll=(Pos y<-100&&var(51)=0)||(Pos y<=-150&&var(51)=1)||(vel y=0)
TriggerAll=(((var(57))=[400,800])&&(fvar(38)=0))||(((var(57))=[150,850])&&(fvar(38)=1))
Trigger1 = (Ctrl)||(StateNo=[120,140])
;
;(ړ)
;
[State -3,back-high]
Type = ChangeState
Value = 42
TriggerAll=var(59)>0
TriggerAll=(var(20)<=0)||(var(20)>0&&var(57)<500)
TriggerAll=var(55)=0
TriggerAll=helper(25000),var(11)=0
TriggerAll=helper(25000),var(12)=0
;TriggerAll=helper(25000),var(13)=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)
TriggerAll=(Ctrl)||(StateNo=[11,20])||(stateno=100)||stateno=40||(StateNo=[120,140])
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
Trigger1 = ((var(57))%9>4)&&(numhelper(1105)=0)&&(numhelper(1005)=0)&&(P2BodyDist X>80)
Trigger1 = ceil(fvar(36))>=170||(StateNo=[120,140])
Trigger2 = ceil(fvar(36))>=150||(StateNo=[120,140])
Trigger2 = ((var(57))%9<=4)&&(numhelper(1105)=0)&&(numhelper(1005)=0)&&(P2BodyDist X<=80)
Trigger3 = ceil(fvar(36))<=100
Trigger3 = ((var(57))%9<5)&&(P2BodyDist X<=80)&&(P2StateType!=A)
Trigger4 = (P2MoveType=A)&&(InGuardDist)&&(P2StateNo<199)&&(StateNo=[120,140])
Trigger4 = (var(57)<400)&&(P2BodyDist X<=60)&&(P2StateType!=A)

[State -3,dash]
Type = ChangeState
Value = 100
TriggerAll=var(59)>0
TriggerAll=var(55)=0
TriggerAll=helper(25000),var(11)=0
TriggerAll=helper(25000),var(12)=0
TriggerAll=helper(25000),var(13)=0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(stateno!=100)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X>80)
TriggerAll=(Ctrl)||(StateNo=[11,20])||stateno=40||(StateNo=[120,140])
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
TriggerAll=!(EnemyNear(var(58)),numproj)
Trigger1 = ((var(57))%9>6)
Trigger1 = ceil(fvar(36))<=80
Trigger2 = ((var(57))%9<=3)
Trigger2 = (numhelper(1105)=1&&helper(1105),pos y<-70)||(numhelper(1005)=1)
Trigger3 = (var(57)=[850,859])
Trigger4 = (var(20)>0)&&(var(57)<=120)

[State -3,99]
Type = ChangeState
Value = 35
TriggerAll=var(59)>0
TriggerAll=(var(20)<=0)||(var(20)>0&&var(57)<700)
TriggerAll=var(55)=0
TriggerAll=helper(25000),var(11)=0
TriggerAll=helper(25000),var(12)=0
TriggerAll=helper(25000),var(13)=0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(stateno!=100)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X>80)
TriggerAll=(Ctrl)||(StateNo=[11,20])||stateno=40||(StateNo=[120,140])
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
TriggerAll=!(EnemyNear(var(58)),numproj)
Trigger1 = ((var(57))%14<6)
Trigger1 = (numhelper(1105)=1)||(numhelper(1005)=1)
Trigger1 = (numhelper(1105)=1&&helper(1105),pos y<-70)||(numhelper(1005)=1)
Trigger2 = (var(57)=[350,375])

[State -3,fwd-jump]
Type = ChangeState
Value = 39
TriggerAll=var(59)>0
TriggerAll=var(55)=0
TriggerAll=helper(25000),var(11)=0
TriggerAll=helper(25000),var(12)=0
TriggerAll=helper(25000),var(13)=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X>90)
TriggerAll=(Ctrl||stateno=11)||(StateNo=[11,20])||(stateno=100)||stateno=40||(StateNo=[120,140])
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
Trigger1 = ((var(57))%7>5)
Trigger1 = ceil(fvar(36))<=80
Trigger2 = ((var(57))%5<2)&&(numhelper(1105)=0)&&(numhelper(1005)=0)&&(P2BodyDist X>100)
Trigger3 = ((var(57))%12<3)
Trigger3 = (numhelper(1105)=1)||(numhelper(1005)=1)
Trigger3 = (numhelper(1105)=1&&helper(1105),pos y<-70)||(numhelper(1005)=1)
Trigger4 = (var(57)=[150,159])

[State -3,back-jump]
Type = ChangeState
Value = 38
TriggerAll=var(59)>0
TriggerAll=(var(20)<=0)||(var(20)>0&&var(57)<500)
TriggerAll=var(55)=0
TriggerAll=helper(25000),var(11)=0
TriggerAll=helper(25000),var(12)=0
;TriggerAll=helper(25000),var(13)=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(numhelper(1005)=0)&&(numhelper(1105)=0)
TriggerAll=(Ctrl||stateno=11)||(StateNo=[11,20])||(stateno=500)||(stateno=100)||stateno=40||(StateNo=[120,140])
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
Trigger1 = (((var(57))%7<=3)&&(P2BodyDist X<=25))||(((var(57))%7<=4)&&(P2BodyDist X<=80)&&(numhelper(1105)=0)&&(numhelper(1005)=0))
Trigger1 = (ceil(fvar(36))>80)&&(P2BodyDist X<=80)
Trigger2 = (ceil(fvar(36))>80)&&(ceil(fvar(36))<150)
Trigger2 = ((var(57))%5<=2)&&(numhelper(1105)=0)&&(numhelper(1005)=0)&&(P2BodyDist X<=100)
Trigger3 = (stateno=100)&&(P2BodyDist X<20)&&((var(57))%11<=5)
Trigger4 = (var(57)=[50,79])&&(numhelper(1005)=0)&&(numhelper(1105)=0)

[State -3,back-stepo]
Type = ChangeState
Value = 105
TriggerAll=var(59)>0
TriggerAll=(var(20)<=0)||(var(20)>0&&var(57)<500)
TriggerAll=var(55)=0
TriggerAll=helper(25000),var(11)=0
TriggerAll=helper(25000),var(12)=0
;TriggerAll=helper(25000),var(13)=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)
TriggerAll=(Ctrl||stateno=11)||(StateNo=[11,20])||(stateno=100)||stateno=40||(StateNo=[120,140])
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
Trigger1 = ((var(57))%11>6)&&(P2BodyDist X<=120)&&(numhelper(1105)=1)
Trigger1 = (ceil(fvar(36))>80)
Trigger2 = (var(57)=[950,959])

[State -3,dash-air]
Type = ChangeState
Value = 30
TriggerAll=var(59)>0
TriggerAll=var(55)=0
TriggerAll=(stateno=50)&&(prevstateno!=30)
TriggerAll=(Pos Y<=-40)&&(backedgebodydist<=10)&&(fvar(36)<=100)
TriggerAll=(var(51)=1&&vel y>=0)||(var(51)=0)
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)
TriggerAll=(P2BodyDist X<=90)
TriggerAll=(Ctrl)||(StateNo=[120,140])
TriggerAll=(!(InGuardDist))
TriggerAll=(P2MoveType!=H)
TriggerAll=!(EnemyNear(var(58)),numproj)
Trigger1 = ((var(57))%16>9)
Trigger1 = Pos Y<=-60
Trigger2 = (var(57)=[850,859])
Trigger3 = ((var(57))%11>7)&&(P2StateType!=A)&&(Pos Y<=-80)&&(var(51)=1&&vel y>=0)
Trigger4 = (var(20)>0)&&(var(57)=[250,750])

[State -3,dash-air]
Type = ChangeState
Value = 110
TriggerAll=var(59)>0
TriggerAll=var(55)=0
TriggerAll=stateno != 110
TriggerAll=stateno != 111
TriggerAll=stateno != 115
TriggerAll=Pos Y<=-40
TriggerAll=var(53)=0
TriggerAll=(var(51)=1&&vel y>=0)||(var(51)=0)||(ceil(fvar(36))<=80)
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)
TriggerAll=(P2BodyDist X>80)||(P2BodyDist X<-20)
TriggerAll=(Ctrl)||(StateNo=[120,140])
TriggerAll=(!(InGuardDist))
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
TriggerAll=!(EnemyNear(var(58)),numproj)
Trigger1 = ((var(57))%17>6)
Trigger1 = (ceil(fvar(36))<=80)||(prevstateno=30)
Trigger2 = Pos Y<=-50
Trigger2 = ((var(57))%17<=8)
Trigger2 = (helper(1105),pos y<-60)||(numhelper(1005)=1)
Trigger2 = (numhelper(1105)=1)||(numhelper(1005)=1)
Trigger3 = (var(57)=[850,859])
Trigger4 = ((var(57))%11>4)&&(P2StateType!=A)&&(Pos Y<=-60)
Trigger4 = (ceil(fvar(36))<=80)||(prevstateno=30)

[State -3,backdash-air]
Type = ChangeState
Value = 115
TriggerAll=var(59)>0
TriggerAll=(var(20)<=0)||(var(20)>0&&var(57)<500)
TriggerAll=var(55)=0
TriggerAll=stateno != 110
TriggerAll=stateno != 111
TriggerAll=stateno != 115
TriggerAll=Pos Y<=-40
TriggerAll=var(53)=0
TriggerAll=(var(51)=1&&vel y>=0)||(var(51)=0)
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)
TriggerAll=(P2BodyDist X=[50,100])
TriggerAll=(Ctrl)||(StateNo=[120,140])
TriggerAll=(!(InGuardDist))
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
TriggerAll=!(EnemyNear(var(58)),numproj)
Trigger1 = ((var(57))%19>13)
Trigger1 = ceil(fvar(36))>80
Trigger2 = ceil(fvar(36))>80
Trigger2 = Pos Y<=-70
Trigger2 = ((var(57))%19<=9)
Trigger2 = (numhelper(1105)=0)&&(numhelper(1005)=0)
Trigger3 = (var(57)=[750,759])

[State -3,jump-air]
Type = ChangeState
Value = 45
TriggerAll=var(59)>0
TriggerAll=var(55)=0
TriggerAll=var(52)=0
TriggerAll=Pos Y<=-50
TriggerAll=(var(51)=1&&vel y>=0)||(var(51)=0)
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)
TriggerAll=(EnemyNear(var(58)),facing != facing)
TriggerAll=vel y>0
TriggerAll=(Ctrl)||(StateNo=[120,140])
TriggerAll=(!(InGuardDist))
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
TriggerAll=!(EnemyNear(var(58)),numproj)
Trigger1 = ((var(57))%22<6)
Trigger2 = Pos Y<=-70
Trigger2 = ((var(57))%22>15)
Trigger2 = (numhelper(1105)=0)&&(numhelper(1005)=0)
Trigger3 = (var(57)=[400,409])

[State -3,6]
Type = ChangeState
Value = 18
TriggerAll=var(59)>0
TriggerAll=var(55)=0
TriggerAll=helper(25000),var(12)=0
TriggerAll=helper(25000),var(13)=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)
TriggerAll=(!(InGuardDist))||(var(56)=3)||(fvar(38)=0)
TriggerAll=(Ctrl||stateno=11||stateno=40)&&(stateno!=100)
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
Trigger1 = (P2BodyDist X<=20)&&((var(57))%7>3)&&(fvar(36)>fvar(37))
Trigger2 = (P2BodyDist X>=120)
Trigger2 = (numhelper(1105)=1)||(numhelper(1005)=1)
Trigger3 = (var(57)>400)&&((var(57))%9<=5)
Trigger3 = (P2BodyDist X=(30,150))

[State -3,4]
Type = ChangeState
Value = 19
TriggerAll=var(59)>0
TriggerAll=var(55)=0
TriggerAll=helper(25000),var(11)=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)
TriggerAll=(Ctrl||stateno=11||stateno=40||(StateNo=[120,140]))&&(stateno!=100)
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
Trigger1 = (P2BodyDist X<=25)&&((var(57))%7>3)&&(fvar(37)>=fvar(36))
Trigger2 = (P2BodyDist X<120)
Trigger2 = (numhelper(1105)=1)||(numhelper(1005)=1)
Trigger2 = (helper(1005),rootdist x>20)||((helper(1105),rootdist x>20)&&(helper(1105),pos y<=-80))
Trigger3 = (var(57)>400)&&((var(57))%9>5)
Trigger3 = (P2BodyDist X=(30,150))

[State -3,2]
Type = ChangeState
Value = 11
ctrl=0
TriggerAll=var(59)>0
TriggerAll=var(55)=0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(stateno!=100)
TriggerAll=((stateno=0)&&(ctrl))||((stateno=18)&&(time>=30))||((stateno=19)&&(time>=30))
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
Trigger1 = 1
[State -3,]
Type = ChangeState
value = ifelse(prevstateno=100,100,11)
Ctrl=0
Triggerall=var(59)>0
Trigger1=StateNo=40
;
;wp[
;
[StateDef 10000]
anim=9999
ctrl=0

[State 10000]
type = assertspecial
trigger1 = 1
Flag = Invisible
Flag2 = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 10000,ԈႢŖ{̂痧ֈڍs]
type=selfstate
trigger1=!ishelper
value=11
ctrl = 1

[State 10000,vC[]
type=varset
Trigger1=command="a"&&root,command="a"
Trigger2=command="b"&&root,command="b"
Trigger3=command="c"&&root,command="c"
Trigger4=command="x"&&root,command="x"
Trigger5=command="y"&&root,command="y"
Trigger6=command="z"&&root,command="z"
Trigger7=command="start"&&root,command="start"
Trigger8=command="fwd"&&root,command="fwd"
Trigger9=command="back"&&root,command="back"
Trigger10=command="up"&&root,command="up"
Trigger11=command="down"&&root,command="down"
var(59)=-1

[State 10000,vC[]
type=parentvarset
Trigger1=command="a"&&root,command="a"
Trigger2=command="b"&&root,command="b"
Trigger3=command="c"&&root,command="c"
Trigger4=command="x"&&root,command="x"
Trigger5=command="y"&&root,command="y"
Trigger6=command="z"&&root,command="z"
Trigger7=command="start"&&root,command="start"
Trigger8=command="fwd"&&root,command="fwd"
Trigger9=command="back"&&root,command="back"
Trigger10=command="up"&&root,command="up"
Trigger11=command="down"&&root,command="down"
var(59)=-1

[State 10000,]
Type = DestroySelf
TriggerAll=isHelper
Trigger1=root,var(59)!=0||var(59)=-1
Trigger2=command="a"&&root,command="a"
Trigger3=command="b"&&root,command="b"
Trigger4=command="c"&&root,command="c"
Trigger5=command="x"&&root,command="x"
Trigger6=command="y"&&root,command="y"
Trigger7=command="z"&&root,command="z"
Trigger8=command="start"&&root,command="start"
Trigger9=command="fwd"&&root,command="fwd"
Trigger10=command="back"&&root,command="back"
Trigger11=command="up"&&root,command="up"
Trigger12=command="down"&&root,command="down"

[State 10000,AI׸ON]
Type=varset
TriggerAll=var(59)!=-1
Trigger1=root,command="a"
Trigger2=root,command="b"
Trigger3=root,command="c"
Trigger4=root,command="x"
Trigger5=root,command="y"
Trigger6=root,command="z"
Trigger7=root,command="start"
Trigger8=root,command="fwd"&&(roundstate=2&&root,ctrl)
Trigger9=root,command="back"&&(roundstate=2&&root,ctrl)
Trigger10=root,command="up"&&(roundstate=2&&root,ctrl)
Trigger11=root,command="down"&&(roundstate=2&&root,ctrl)
var(59)=1

[Statedef 25000];K[hv^wK
Type = A
Physics = N
Velset = 0,0
SprPriority = 5
Anim = 2531
ctrl=0

;!"#$%&'!"#$%&'"#$%&'!"#$%&'!"#$%&'!"#$%&'!"#$%&'!"#$%&'!"#$%&'!"#$%&'!"#$%&'
;莞ԑ肪ԍɂ邩(j
[state -2]
type = varadd
trigger1 = var(0)
trigger1 = gametime%1 = 0
var(0) = 1
[state -2]
type = varset
trigger1 = (Root,P2bodydist X=[-3,20))&&!var(0)
var(0) = 1
[state -2]
type = varset
trigger1 = (Root,P2bodydist X!=[-3,20))
var(0) = 0
[state -2]
type = varset
trigger1 = var(0)
trigger1 = var(0) >= 240
var(0) = 240
;莞ԑ肪ԍɂ邩2
[state -2]
type = varadd
trigger1 = var(1)
trigger1 = gametime%1 = 0
var(1) = 1
[state -2]
type = varset
trigger1 = (Root,P2bodydist X=[-3,55])&&!var(1)
var(1) = 1
[state -2]
type = varset
trigger1 = (Root,P2bodydist X!=[-3,55])
var(1) = 0
[state -2]
type = varset
trigger1 = var(1)
trigger1 = var(1) >= 240
var(1) = 240
;莞ԑ肪ԍɂ邩3
[state -2]
type = varadd
trigger1 = var(2)
trigger1 = gametime%1 = 0
var(2) = 1
[state -2]
type = varset
trigger1 = (Root,P2bodydist X=[-3,75])&&!var(2)
var(2) = 1
[state -2]
type = varset
trigger1 = (Root,P2bodydist X!=[-3,75])
var(2) = 0
[state -2]
type = varset
trigger1 = var(2)
trigger1 = var(2) >= 240
var(2) = 240
;莞ԑ肪ԍɂ邩4
[state -2]
type = varadd
trigger1 = var(3)
trigger1 = gametime%1 = 0
var(3) = 1
[state -2]
type = varset
trigger1 = (Root,P2bodydist X=[80,145])&&!var(3)
var(3) = 1
[state -2]
type = varset
trigger1 = (Root,P2bodydist X!=[80,145])
var(3) = 0
[state -2]
type = varset
trigger1 = var(3)
trigger1 = var(3) >= 240
var(3) = 240
;莞ԑ肪ԍɂ邩5
[state -2]
type = varadd
trigger1 = var(4)
trigger1 = gametime%1 = 0
var(4) = 1
[state -2]
type = varset
trigger1 = (Root,P2bodydist X>=190)&&!var(4)
var(4) = 1
[state -2]
type = varset
trigger1 = (Root,P2bodydist X<190)
var(4) = 0
[state -2]
type = varset
trigger1 = var(4)
trigger1 = var(4) >= 300
var(4) = 300
;莞ԑ肪ԍɂ邩6
[state -2]
type = varadd
trigger1 = var(5)
trigger1 = gametime%1 = 0
var(5) = 1
[state -2]
type = varset
trigger1 = (Root,P2bodydist X>=150)&&!var(5)
var(5) = 1
[state -2]
type = varset
trigger1 = (Root,P2bodydist X<150)
var(5) = 0
[state -2]
type = varset
trigger1 = var(5)
trigger1 = var(5) >= 300
var(5) = 300
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[state -2]
type = varset
trigger1 = enemynear(parent,var(58)),HitPauseTime>0
trigger1 = root,time=1
IgnoreHitPause = 1
v = 10
value = 1
[state -2]
type = varadd
trigger1 = enemynear(parent,var(58)),HitPauseTime>0
trigger1 = root,time>1
IgnoreHitPause = 1
v = 10
value = 1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[state -2];Nオ(p2)
type = varset
trigger1 = (p2stateno=5120)||(p2stateno=15120)
trigger1 = enemynear(parent,var(58)),animtime=-1
v = 11
value = 1
[state -2]
type = varadd
trigger1 = var(11)
trigger1 = gametime%1 = 0
v = 11
value = 1
[state -2]
type = varset
trigger1 = var(11)
trigger1 = var(11) >= 60
trigger2 = (root,movetype=H)
v = 11
value = 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[state -2];Nオ
type = varset
trigger1 = (root,stateno=5120)||(root,stateno=15120)
trigger1 = root,animtime=-1
v = 12
value = 1
[state -2]
type = varadd
trigger1 = var(12)
trigger1 = gametime%1 = 0
v = 12
value = 1
[state -2]
type = varset
trigger1 = var(12)
trigger1 = var(12) >= 60
trigger2 = (p2movetype=H)||(root,movecontact)
trigger3 = (root,p2bodydist x>=150)&&(p2movetype=I)
v = 12
value = 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[state -2];K[h
type = varset
trigger1 = (root,stateno=[150,155])
trigger1 = (root,hitover)
v = 13
value = 1
[state -2]
type = varadd
trigger1 = var(13)
trigger1 = gametime%1 = 0
v = 13
value = 1
[state -2]
type = varset
trigger1 = var(13)
trigger1 = var(13) >= 45
trigger2 = (p2movetype=H)||(root,movecontact)||((root,movetype=H)&&(root,stateno!=[120,155]))
trigger3 = (root,p2bodydist x>=150)&&(p2movetype=I)
v = 13
value = 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[state -2];u[Xg
type = varset
trigger1 = (root,var(23)=1)&&(var(14)=0)
v = 14
value = 1
[state -2]
type = varadd
trigger1 = var(14)
trigger1 = gametime%1 = 0
v = 14
value = 2
[state -2]
type = varset
trigger1 = var(14)
trigger1 = var(14) >= 600
trigger2 = (root,var(23)=0)
v = 14
value = 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[state -2];Nオtime(p2)5120
type = varset
trigger1 = (enemynear(parent,var(58)),stateno=5120)
trigger1 = enemynear(parent,var(58)),time=1
trigger1 = var(15)=0
v = 15
value = 1
[state -2]
type = varadd
trigger1 = var(15)
trigger1 = (enemynear(parent,var(58)),stateno=5120)
trigger1 = gametime%1 = 0
v = 15
value = 1
[state -2]
type = varset
trigger1 = var(15)
trigger1 = var(16) = 0
trigger1 = (enemynear(parent,var(58)),stateno!=5120)
trigger1 = enemynear(parent,var(58)),time=1
v = 16
value = (var(15)-2)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[state -2];Nオtime(p2)15120
type = varset
trigger1 = (enemynear(parent,var(58)),stateno=15120)
trigger1 = enemynear(parent,var(58)),time=1
trigger1 = var(17)=0
v = 17
value = 1
[state -2]
type = varadd
trigger1 = var(17)
trigger1 = (enemynear(parent,var(58)),stateno=15120)
trigger1 = gametime%1 = 0
v = 17
value = 1
[state -2]
type = varset
trigger1 = var(17)
trigger1 = var(18) = 0
trigger1 = (enemynear(parent,var(58)),stateno!=15120)
trigger1 = enemynear(parent,var(58)),time=1
v = 18
value = (var(17)-2)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[state -2];2C
type = varadd
trigger1 = root,stateno=410
trigger1 = root,time>=3
trigger1 = root,movehit=2
v = 19
value = 1
[state -2]
type = varset
trigger1 = root,var(55)<=0
trigger2 = (enemynear(parent,var(58)),movetype!=H)
trigger3 = (root,movetype=H) 
v = 19
value = 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[state -2];K[h
type = varadd
trigger1 = root,stateno=150||root,stateno=152||root,stateno=154
trigger1 = root,time=1
trigger1 = (var(13)!=0)||(root,fvar(36)<=120)
v = 24
value = 1
[state -2]
type = varset
trigger1 = (root,movetype=A)
trigger2 = (enemynear(parent,var(58)),movetype=H)
trigger3 = (root,movetype=H)&&(root,stateno!=[120,155])
trigger4 = (root,fvar(36)>120)
v = 24
value = 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[state -2];K[h
type = varadd
trigger1 = root,stateno=150||root,stateno=152||root,stateno=154
trigger1 = root,time=1
trigger1 = root,var(34)=0
v = 25
value = 5
[state -2]
type = varadd
trigger1 = (root,stateno!=[120,155])
trigger1 = gametime%10=0
v = 25
value = -1
[state -2]
type = varset
trigger1 = var(25)<=0
trigger2 = (root,movetype=H)&&(root,stateno=160)
v = 25
value = 0
[state -2]
type = varset
trigger1 = var(25)>=75
v = 25
value = 75
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[state -2];K[h
type = varset
trigger1 = enemynear(parent,var(58)),movetype=A
trigger1 = enemynear(parent,var(58)),time>1
trigger1 = var(27)=1
v = 26
value = enemynear(parent,var(58)),stateno
[state -2]
type = varset
trigger1 = enemynear(parent,var(58)),movecontact
trigger1 = enemynear(parent,var(58)),time>1
v = 27
value = 1
[state -2]
type = varset
trigger1 = !(enemynear(parent,var(58)),movecontact)
trigger1 = enemynear(parent,var(58)),stateno!=var(26)
v = 27
value = 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State -2]
type = varset
trigger1 = root,stateno = 131||(root,stateno = [152,153])
var(20) = 1
ignorehitpause = 1
[State -2]
type = varset
trigger1 = root,stateno = 130||(root,stateno = [150,151])
var(20) = -1
ignorehitpause = 1
[State -2]
type = varset
trigger1 = !((root,stateno = [130,131])||(root,stateno = [150,153]))
trigger1 = root,time >= 2
var(20) = 0
ignorehitpause = 1
[State -2];iK[h2
type = varset
trigger1 = var(20)=1
trigger1 = var(21)=0
trigger1 = (root,movetype=H)&&(root,stateno>200)
trigger1 = (p2statetype!=A)&&(p2movetype=A)
var(21) = p2stateno
ignorehitpause = 1
[State -2];iK[h2
type = varset
trigger1 = var(20)=-1
trigger1 = var(21)=p2stateno
trigger1 = (root,movetype=H)&&(root,stateno>200)
trigger1 = (p2statetype!=A)&&(p2movetype=A)
var(21) = 0
ignorehitpause = 1
[State -2];iK[h2
type = varset
trigger1 = var(20)=1
trigger1 = var(22)=0&&var(21)>0
trigger1 = (root,movetype=H)&&(root,stateno>200)
trigger1 = (p2statetype!=A)&&(p2movetype=A)
var(22) = p2stateno
ignorehitpause = 1
[State -2];iK[h2
type = varset
trigger1 = var(20)=-1
trigger1 = var(22)=p2stateno
trigger1 = (root,movetype=H)&&(root,stateno>200)
trigger1 = (p2statetype!=A)&&(p2movetype=A)
var(22) = 0
ignorehitpause = 1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[state -2];I[
type = varadd
trigger1 = var(30)
trigger1 = gametime%1 = 0
var(30) = 1
[state -2]
type = varset
triggerall = !var(30)
trigger1 = (root,anim=2000)&&(root,animtime>=-15)
trigger2 = (root,anim=2102)&&(root,animtime>=-15)
trigger3 = (root,anim=2200)&&(root,animtime>=-15)
trigger4 = (root,anim=2101)&&(root,animtime>=-15)
trigger5 = (root,anim=2203)&&(root,animtime>=-15)
var(30) = 1
[state -2]
type = varset
trigger1 = var(30)
trigger1 = var(30) >= 360
var(30) = 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[state -2];I̗
type = varadd
trigger1 = var(31)
trigger1 = gametime%1 = 0
var(31) = 1
[state -2]
type = varset
trigger1 = (root,stateno=[5000,5100])
trigger1 = (root,movetype=H)&&(root,time>=0)
var(31) = 1
[state -2]
type = varset
trigger1 = var(31)
trigger1 = var(31) >= 360
var(31) = 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;!"#$%&'!"#$%&'"#$%&'!"#$%&'!"#$%&'!"#$%&'!"#$%&'!"#$%&'!"#$%&'!"#$%&'!"#$%&'
[State -1]
Type = playerpush
TriggerAll = root,var(34) = 1
TriggerAll = (root,time<2)
TriggerAll = ceil(root,fvar(36)<=120)
Trigger1 = (root,stateno=150)
Trigger2 = (root,stateno=152)
Trigger3 = (root,stateno=154)
value = 1
ignorehitpause = 1

[State -1]
Type = playerpush
Trigger1 = root,var(34) = 0
Trigger2 = root,ctrl = 1
Trigger3 = (root,stateno!=150)
Trigger3 = (root,stateno!=152)
Trigger3 = (root,stateno!=154)
Trigger4 = (root,stateno=[150,155])&&(root,ctrl)
value = 0

[State -1]
Type = posadd;velset
TriggerAll = root,var(34) = 1
TriggerAll = (root,time=1)
TriggerAll = ceil(root,fvar(36)<=120)
Trigger1 = (root,stateno=150)
Trigger2 = (root,stateno=152)
Trigger3 = (root,stateno=154)
x = abs(floor(root,var(36)/10))
;ignorehitpause = 1

[State -1]
Type = velset
Trigger1 = root,var(34) = 0
Trigger2 = (root,stateno!=150)
Trigger2 = (root,stateno!=152)
Trigger2 = (root,stateno!=154)
Trigger3 = (root,stateno=[150,155])&&(root,ctrl)
x = 0

[State -1]
Type = posset
Trigger1 = root,var(34) = 0
Trigger2 = root,var(34) = 1
Trigger2 = (p2movetype!=A)||!(root,InGuardDist)
Trigger3 = (root,stateno!=150)
Trigger3 = (root,stateno!=152)
Trigger3 = (root,stateno!=154)
Trigger4 = (root,stateno=[150,155])&&(root,ctrl)
Trigger5 = (root,stateno=150)&&(root,time>1)
Trigger6 = (root,stateno=152)&&(root,time>1)
Trigger7 = (root,stateno=154)&&(root,time>1)
X = ceil(enemynear(parent,var(58)),pos X)-20*facing
Y = ceil(enemynear(parent,var(58)),pos Y)-50
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = turn
Trigger1 = facing = enemynear(parent,var(58)),facing
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

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

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

[State -1]
Type = DestroySelf
Trigger1 = RoundState = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[Statedef 26000]
Type = A
Physics = N
Velset = 5,0
SprPriority = 5
Anim = 2531
ctrl=0

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

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

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

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

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

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

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

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

[State -1]
type=selfstate
trigger1=!ishelper
value=0
ctrl=1
;wp[ƈꏏɔѓ΂
[state -1]
Type = Projectile
Trigger1 = time = 0
Velocity = 5,0
ProjID = 27500
Projanim = 99999
projhits = 9999
projpriority = 9999
Offset = 0,0
projstagebound = const(size.ground.front)
Projedgebound = 100000
Projremovetime = -1
supermovetime=9999
pausemovetime=9999
;ѓ~܂
[state -1]
type = velset
Trigger1 = Root,NumProjID(27500) = 0
Trigger1 = time > 0
x = 0
y = 0
;------------------------------------------------
; 
[Statedef 13]
type = S
physics = S
sprpriority = 0
anim = 0
[state 0,0]
type = changestate
trigger1 = time>=10
value = 11
ctrl = 1
[state 0,0]
type = changestate
trigger1 = life = 0
value = 5050
ctrl = 0
[state a]
type = destroyself
trigger1 = (ishelper(1005))
trigger2 = (ishelper(1105))
trigger3 = (ishelper(1210))
trigger4 = (ishelper(2210))
[state a]
type = posset
trigger1 = time = 0
y = 0
[state a]
type = velset
trigger1 = time = 0
y = 0
[State 0, 1]
type = ChangeAnim
trigger1 = Anim != ifelse(var(20) = 0,0,3000) && Anim != ifelse(var(20) = 0,5,3005)
trigger2 = Anim = ifelse(var(20) = 0,5,3005) && AnimTime = 0 ;Turn anim over
value = ifelse(var(20) = 0,0,3000)
[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0
; 
[Statedef 14]
type = S
physics = S
sprpriority = 0
anim = 0
[state 0,0]
type = changestate
trigger1 = time>=10
value = 11
ctrl = 1
[state 0,0]
type = changestate
trigger1 = life = 0
value = 5050
ctrl = 0
[state a]
type = destroyself
trigger1 = (ishelper(1005))
trigger2 = (ishelper(1105))
trigger3 = (ishelper(1210))
trigger4 = (ishelper(2210))
[state a]
type = posset
trigger1 = time = 0
y = 0
[state a]
type = velset
trigger1 = time = 0
y = 0
[State 0, 1]
type = ChangeAnim
trigger1 = Anim != ifelse(var(20) = 0,0,3000) && Anim != ifelse(var(20) = 0,5,3005)
trigger2 = Anim = ifelse(var(20) = 0,5,3005) && AnimTime = 0 ;Turn anim over
value = ifelse(var(20) = 0,0,3000)
[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; WvJn
[Statedef 22]
type    = S
physics = S
anim = ifelse(var(20) = 0,40,3040)
ctrl = 0
sprpriority = 1
[state a]
type = velset
trigger1 = time = 0
y = 0
[state a]
type = posset
trigger1 = time = 0
y = 0
[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0
[State 40, 2]
type = VarSet
trigger1 = 1;command = "holdfwd"
sysvar(1) = 1
[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)
[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = ifelse(var(20) = 0,100,3100) ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)
[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 23
; Wv㏸
[Statedef 23]
type    = A
physics = A
[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0
[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, ifelse(var(20) = 0,41,3041), ifelse((vel x)>0, ifelse(var(20) = 0,42,3042), ifelse(var(20) = 0,43,3043)))
[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3
[state 0,0]
type = changestate
trigger1 = pos y<=-35
value = 24
ctrl = 0
; 󒆃_bV
[Statedef 24]
type    = A
physics = N
anim = ifelse(var(20) = 0,110,3110)
sprpriority = 1
velset = 0,0
ctrl = 0
[State ]
type = varset
trigger1 = time>=0
trigger1 = var(53)=0
v = 53
value = 1
[State 01]
type = VelSet
trigger1 = animelem = 2
x = 6.5
y = 0
[State 02] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk
[State 03] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
[State 04]
type = ChangeState
trigger1 = ifelse(var(20)=0,time>=4,time>=2)
value = 630
