[Statedef -3]
;
;AI 
;
[State -1, AItO]
type = VarSet
TriggerAll = Var(59) = 0
TriggerAll = RoundState = [1,2]
TriggerAll = !(ishelper)
Trigger1 = Command = "AI"||Command = "AI10"||Command = "AI20"||Command = "AI30"||Command = "AI40"
Trigger2 = Command = "AI1"||Command = "AI11"||Command = "AI21"||Command = "AI31"||Command = "AI41"
Trigger3 = Command = "AI2"||Command = "AI12"||Command = "AI22"||Command = "AI32"||Command = "AI42"
Trigger4 = Command = "AI3"||Command = "AI13"||Command = "AI23"||Command = "AI33"
Trigger5 = Command = "AI4"||Command = "AI14"||Command = "AI24"||Command = "AI34"
Trigger6 = Command = "AI5"||Command = "AI15"||Command = "AI25"||Command = "AI35"
Trigger7 = Command = "AI6"||Command = "AI16"||Command = "AI26"||Command = "AI36"
Trigger8 = Command = "AI7"||Command = "AI17"||Command = "AI27"||Command = "AI37"
Trigger9 = Command = "AI8"||Command = "AI18"||Command = "AI28"||Command = "AI38"
Trigger10 = Command = "AI9"||Command = "AI19"||Command = "AI29"||Command = "AI39"
Trigger11 = var(59)=0
Trigger11 = NumHelper(10000+id)
Trigger11 = Helper(10000+id),var(59)>0
Trigger12 = palno=7          ;7PJ[ŏ펞AIN
v = 59
value = 4      ;;;;;;;;;;;;AI^CvP`S܂Ń^CvQ
ignorehitpause = 1

[state -3,AI2]
type = varrandom
TriggerAll = !ishelper
TriggerAll = (StateType!=L)||(StateType=L&&Time<=1)
TriggerAll = (fvar(37)!=30)||(var(57)!=1)
TriggerAll = (P2stateType!=L)||(P2StateType=L&&EnemyNear(fvar(25)),Time<=1)
trigger1 = time = 1
trigger2 = movetype = A
trigger2 = gametime%36=0||movecontact=2
trigger3 = movetype = H 
trigger3 = gametime%27 = 0
trigger4 = movetype = I
trigger4 = gametime%18 = 0
trigger5 = (P2StateType=L&&EnemyNear(fvar(25)),Time<=1)
trigger6 = (StateType=L&&Time<=1)
v = 3
range = 0,999 
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State -3,AI4]
type = varset
TriggerAll=fvar(37)>0
Trigger1 = (movetype=H)||(p2movetype=A)
Trigger2 = (p2movetype!=H)
fv = 37
value = 0
[State -3,AI4]
type = varset
TriggerAll=fvar(37)<0
Trigger1 = (movetype=H)||(p2movetype=A)||(stateno=980)
Trigger2 = (p2bodydist x>240&&var(27)=0)||(p2statetype=L)
Trigger3 = (p2movetype=H)&&(p2stateno!=[120,155])
fv = 37
value = 0

[State -3,AI4]
Type = VarSet
Trigger1 = MoveGuarded
fv = 37
value = -5

[State -3,AI4];
Type = VarSet
TriggerAll=fvar(37)<=0
TriggerAll=(var(7)=0)&&(var(59)!=3&&fvar(39)!=3)
Trigger1 = (stateno=8430)&&(movehit)&&(helper(25000+id),fvar(38)<90)
fv = 37
value = 10
IgnoreHitPause = 1
[State -3,AI4];
Type = VarSet
TriggerAll=fvar(37)<=0
TriggerAll=(var(7)=0)&&(var(59)=3||fvar(39)=3)&&(var(48)>170)
Trigger1 = (stateno=8430)&&(movehit)&&(helper(25000+id),fvar(38)<90)
fv = 37
value = 15
IgnoreHitPause = 1
[State -3,AI4];
Type = VarSet
TriggerAll=fvar(37)<=0
TriggerAll=(var(7)=0)&&(var(59)!=3&&fvar(39)!=3)
Trigger1 = (stateno=8430)&&(movehit)&&(helper(25000+id),fvar(39)<100)
Trigger2 = (stateno=8430)&&(movehit)&&(P2Bodydist X>=40)
fv = 37
value = 20
IgnoreHitPause = 1
[State -3,AI4];
Type = VarSet
TriggerAll=fvar(37)<=0
TriggerAll=(var(7)=0)&&(var(59)!=3&&fvar(39)!=3)
Trigger1 = (stateno=8430)&&(movehit)&&(P2Bodydist X<40)
fv = 37
value = 30
IgnoreHitPause = 1
[State -3,AI4];
Type = VarSet
Trigger1=fvar(37)<=0
Trigger1 = (stateno=8411)&&(movehit)&&(var(59)!=3&&fvar(39)!=3)
Trigger1 = (helper(25000+id),fvar(38)>=90)||(var(48)<=140)||(roundno=1&&fvar(39)=0)
fv = 37
value = 40
IgnoreHitPause = 1
[State -3,AI4];
Type = VarSet
Trigger1=fvar(37)<=0
Trigger1 = (stateno=8411)&&(movehit)&&(var(59)=3||fvar(39)=3)
fv = 37
value = 45
IgnoreHitPause = 1
[State -3,AI4];
Type = VarSet
TriggerAll=fvar(37)<=0
Trigger1 = (stateno=8411)&&(movehit)&&(var(59)!=3&&fvar(39)!=3)
Trigger1 = (helper(25000+id),fvar(38)<90)&&(var(59)!=3&&fvar(39)!=3)
fv = 37
value = 50
IgnoreHitPause = 1
[State -3,AI4];
Type = VarSet
TriggerAll=fvar(37)<=0
TriggerAll=(P2StateType!=L)&&(var(59)!=3&&fvar(39)!=3)
TriggerAll=(var(24)>6)&&(backedgebodydist<150)
TriggerAll=(var(48)>140)&&(fvar(22)=100)
Trigger1 = (stateno=8711)&&(movehit)&&(var(7)=0)
Trigger2 = (stateno=8712)&&(movehit)&&(var(7)=0)
fv = 37
value = 80
IgnoreHitPause = 1
[State -3,AI4];
Type = VarSet
TriggerAll=fvar(37)<=0
TriggerAll=(P2StateType!=L)
Trigger1 = (stateno=8711)&&(movehit)&&(var(7)=0)
Trigger2 = (stateno=8712)&&(movehit)&&(var(7)=0)
Trigger3 = (stateno=900)&&(time>1)
Trigger4 = (stateno=1051)&&(movehit)
Trigger5 = (Numtarget(2250)>0)&&(stateno=2021)
Trigger6 = (Numtarget(1450)>0)&&(stateno=1056)&&(movehit)
Trigger7 = (Numtarget(1450)>0)&&(stateno=1056||stateno=1012)
fv = 37
value = 60+((var(59)=3||fvar(39)=3)*5)
IgnoreHitPause = 1
[State -3,AI4];
Type = VarSet
TriggerAll=fvar(37)=60
TriggerAll=(P2StateType!=L)&&(var(59)!=3&&fvar(39)!=3)
TriggerAll = (helper(25000+id),fvar(38)<110)&&(frontedgebodydist<110)
Trigger1 = (stateno=8410)&&(movehit=1)&&(var(27)>0)
Trigger2 = (stateno=8400)&&(movehit=1)&&(var(27)>0)
fv = 37
value = 70
IgnoreHitPause = 1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State -3,AIR{p]
Type = null;varset
Trigger1 = !ishelper
fv = 39
value = 2
[State -3,AIR{p]
Type = null;varset
Trigger1 = stateno=11
v = 48
value = 200

[State -3,]
Type = AssertSpecial
Trigger1 = var(59)>1
flag = nowalk

[State -3,0]
Type = turn
TriggerAll = var(59)>1
TriggerAll = P2dist x<0
Trigger1 = stateno=[11,21]
Trigger2 = (stateno=[130,131])&&(prevstateno=[60,61])
Trigger2 = (Time>1)

[State -3,΍]
Type = AssertSpecial
Trigger1 = var(59)>1
flag = nocrouchguard
flag2 = nostandguard
flag3 = noairguard

[State -3,AI1];^bOmF
Type = varset
TriggerAll = !(ishelper)
Trigger1=numenemy=1
fvar(25) = 0
IgNoreHitPause = 1

[State -3,AI1];^bOmF
Type = varset
TriggerAll = !(ishelper)
Trigger1=numenemy=2
fvar(25) = ifelse(enemynear(0),alive,0,1)
IgNoreHitPause = 1

[State -3,莞ԗp nvar]
Type = VarSet
TriggerAll=!EnemyNear(fvar(25)),Time
TriggerAll=P2MoveType=H
Trigger1 = EnemyNear(fvar(25)),GetHitVar(fall)=0
fvar(26) = EnemyNear(fvar(25)),GetHitVar(HitTime)+EnemyNear(fvar(25)),GetHitVar(HitShakeTime)+1
IgNoreHitPause = 1
[State -3,莞ԗp K[h]
Type = VarSet
TriggerAll=!EnemyNear(fvar(25)),Time
TriggerAll=MoveGuarded=1
Trigger1 = 1
fvar(26) = EnemyNear(fvar(25)),GetHitVar(CtrlTime)+EnemyNear(fvar(25)),GetHitVar(HitShakeTime)
IgNoreHitPause = 1
[State -3,^C}[]
Type = VarAdd
Trigger1 = fvar(26)>0
fvar(26) = -1
IgNoreHitPause = 1
[State -3,莞ԗpZbg]
Type = VarSet
Trigger1 = P2MoveType!=H
fvar(26) = 0
IgNoreHitPause = 1

[State -3, AINpwp[]
type=helper
TriggerAll=!ishelper
TriggerAll=RoundState<2||(RoundState=2&&ctrl)
trigger1=!NumHelper(10000+id)
trigger1=alive
trigger1=var(59)=0
helpertype=normal
name="AI"
stateno=10000
ID=10000+id
pos=9999,9999
keyctrl=1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0
[State -3, ]vȂƂȂ悤]
type=changestate
trigger1= ishelper
trigger1= ishelper(10000+root,id)
trigger1= stateno!=10000
value=10000
[State -2]
Type = Helper
Trigger1 = RoundState != 0
Trigger1 = NumHelper(25000+id) = 0
Name = "t1"
StateNo = 25000
PosType = Left
Pos = 0, 320
KeyCtrl = 0
Ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
SprPriority = 7
ID = 25000+id
size.ground.back = 30
size.ground.front = 30
size.air.back = 30
size.air.front = 30
[State -3,]
type=changestate
trigger1= ishelper
trigger1= ishelper(25000+root,id)
trigger1= stateno!=25000
value=25000

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

[State -2]
Type = Helper
Trigger1 = !NumHelper(27000+id)
HelperType = Normal
Name = "t3"
StateNo = 27000
PosType = left
pos=0,350
KeyCtrl = 0
Ownpal = 1
facing = 1
IgnoreHitPause = 1
pausemovetime=99999
supermovetime=99999
SprPriority = 7
ID = 27000+id
[State -3]
type=changestate
trigger1= ishelper
trigger1= ishelper(27000+root,id)
trigger1= stateno !=27000
value=27000
[State -2]
Type = Helper
triggerall = !ishelper
Trigger1 = RoundState = 2
Trigger1 = NumHelper(29000+id) = 0
Name = "tEX"
StateNo = 29001
PosType = Left
Pos = 0, 320
helpertype = normal
keyctrl = 0
Ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 999999999
PauseMoveTime = 999999999
SprPriority = 999
ID = 29000+id
size.ground.back = 30
size.ground.front = 30
size.air.back = 30
size.air.front = 30
;
;or
;
[State -3,E2A]
Type = ChangeState
value = 400
TriggerAll=(var(59)>1)||(fvar(39)>0)
TriggerAll=RoundState=2
TriggerAll=(var(48)>120)||(var(26)>0&&var(48)>=20)
TriggerAll=(StateType!=A&&P2StateType!=A)&&(fvar(37)<=0)
Trigger1 = (stateno=2021)&&(animtime=0)&&(numtarget(2200)>0)&&(var(27)=0)
Trigger2 = (stateno=8711)&&(MoveGuarded)
;
[State -3,]
Type = ChangeState
value = ifelse(var(24)>6&&fvar(24)=0,2011,199)
TriggerAll=(var(59)>1)
TriggerAll=RoundState=3
TriggerAll=Win&&stateno!=199&&prevstateno!=199&&prevstateno!=2011&&prevstateno!=8805
TriggerAll=PrevStateNo!=[180,189]
TriggerAll=Roundno<3
TriggerAll=StateType!=A
Trigger1 = ctrl||(stateno=[11,20])||stateno=40||stateno=0||stateno=102||((stateno=[130,131])&&(prevstateno=[60,63]))
;
;J
;
[State -3,E-yameteoke]
Type = ChangeState
Value = 270
TriggerAll=(var(59)=[2,3])
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=PrevStateNo=5900||PrevStateNo=[190,192]
Trigger1 = (stateno=0)
Trigger1 = (ctrl)&&(var(3)<250)
Trigger1 = (fvar(22)=100)&&(var(24)>=6)
Trigger1 = (var(48)>=100)||(var(26)>0&&var(48)>=20)
[State -3,]
Type = ChangeState
Value = 199
TriggerAll=(var(59)>1)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=PrevStateNo=5900||PrevStateNo=[190,192]
Trigger1 = (stateno=0)
Trigger1 = (ctrl)
Trigger1 = (enemy,var(59)=[1,5])&&(enemy,name="THOUTHER")
[State -3,toraeraremai]
Type = ChangeState
Value = 1004+random%4
TriggerAll=(var(59)>1)&&(var(59)!=3)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=PrevStateNo=5900||PrevStateNo=[190,192]
Trigger1 = (stateno=0)
Trigger1 = (ctrl)
Trigger1 = var(3)=[400,700]
[State -3,nagi]
Type = ChangeState
Value = ifelse(random%7<2,1003,1010)
TriggerAll=(var(59)>1)&&(var(59)=2)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=PrevStateNo=5900||PrevStateNo=[190,192]
Trigger1 = (stateno=0)
Trigger1 = (ctrl)
Trigger1 = var(3)=[800,850]
[State -3,2D-kakkatto]
Type = ChangeState
Value = ifelse(random%7<2,8430,105)
TriggerAll=(var(59)>1)&&(var(59)!=4)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=PrevStateNo=5900||PrevStateNo=[190,192]
Trigger1 = (stateno=0)
Trigger1 = (ctrl)
Trigger1 = var(3)<150
;
;ꌂ
;
[State -3,E-hagan]
Type = ChangeState
Value = 2555
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(var(48)>=100)||(var(26)>0&&var(48)>=20)
TriggerAll=(EnemyNear(fvar(25)),Alive)&&(var(7)<42)
TriggerAll=(stateno=8711)||(stateno=8712)||(stateno=8229)||(stateno=8227)||(stateno=8420)
TriggerAll=(P2MoveType=H)&&(MoveHit>1)&&(var(24)>=7)
Trigger1 = (fvar(22)=100)&&(var(27)=0)&&(fvar(37)<60)
Trigger1 = (var(59)=4)||(var(3)>150)
[State -3,hagan]
Type = ChangeState
Value = ifelse((var(59)=4)||(var(3)>150),8800,8710)
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(EnemyNear(fvar(25)),Alive)&&(var(7)<42)
TriggerAll=(stateno=8411)||(stateno=8430)
TriggerAll=(P2MoveType=H)&&(MoveHit)&&(var(24)>=7)
Trigger1 = (fvar(22)=100||(Life<100&&P2Life>500))&&(var(27)=0)
[State -3,hagan]
Type = ChangeState
Value = ifelse((var(59)=4)||(var(3)>150),8800,8710)
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(EnemyNear(fvar(25)),Alive)&&(var(7)<42)
TriggerAll=(ctrl)||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||((stateno=[130,131])&&(prevstateno=[60,63]))
TriggerAll=(P2MoveType=H)&&(numtarget>0&&(fvar(37)=60||fvar(37)=65||numtarget(1150)>0&&(p2stateno!=[120,155]))||(numtarget(1400)>0&&(p2stateno!=[120,155]))||(numtarget(270)>0&&(p2stateno!=[120,155])))&&(var(24)>=7)
Trigger1 = (fvar(22)=100||(Life<100&&P2Life>500))&&(var(27)>0||(numtarget(1150)>0&&(p2stateno!=[120,155]))||(numtarget(1400)>0&&(p2stateno!=[120,155]))||(numtarget(270)>0&&(p2stateno!=[120,155])))
;
;؂Ԃ
;
[State -3,sekkatsu]
type = ChangeState
value = 2021
TriggerAll=var(59)>1
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(power>=1000)
TriggerAll=(P2StateType!=A)||(var(59)!=4)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X>-15)
TriggerAll=(EnemyNear(fvar(25)),MoveType=A)&&(EnemyNear(fvar(25)),IsHelper=0)
TriggerAll=(!(EnemyNear(fvar(25)),Ctrl))&&(EnemyNear(fvar(25)),AnimTime<-8||stateno=21)
TriggerAll=(P2BodyDist X-(EnemyNear(fvar(25)),vel x!=0)*(EnemyNear(fvar(25)),vel x*8)=[-40,50))||((P2BodyDist X=[-15,50))&&(EnemyNear(fvar(25)),vel x=0))
TriggerAll=(P2BodyDist Y+(EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),Const(MoveMent.Yaccel)*7)*8=(-70,-1))||(P2StateType!=A)
TriggerAll=(var(3))%17<9||stateno=21||(Enemy,HitDefAttr=,NT,ST,HT)
TriggerAll=(ctrl||(stateno=[11,21])||stateno=40||stateno=67||stateno=102||stateno=0||(stateno=[120,140]))||(movecontact&&(stateno=8200||stateno=8202||stateno=8203||stateno=8400||stateno=8420||stateno=8430||stateno=8225||stateno=8226||stateno=8228))
Trigger1 = (var(59)=2)||(var(59)=3)
Trigger1 = (EnemyNear(fvar(25)),Time>12)
Trigger2 = (EnemyNear(fvar(25)),Time>2)||(Enemy,HitDefAttr=,NT,ST,HT)||(helper(25000+id),var(59)=3)
Trigger2 = (var(59)=4)
[State -3,saiha]
type = ChangeState
value = 2010
TriggerAll=var(59)>1
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(power>=1000)
TriggerAll=(!(EnemyNear(fvar(25)),Ctrl)&&(EnemyNear(fvar(25)),AnimTime<-4))||(P2StateType=A)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X>-10)
TriggerAll=(P2MoveType=I&&P2StateType=A&&P2Life<333)||(P2MoveType=A)||(P2MoveType=I&&prevstateno=2021&&numtarget=0)
TriggerAll=(P2BodyDist X-(EnemyNear(fvar(25)),vel x!=0)*(EnemyNear(fvar(25)),vel x*4)=[-15,52))||((P2BodyDist X=[-10,52))&&(EnemyNear(fvar(25)),vel x=0))
TriggerAll=(P2BodyDist Y+(EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),Const(MoveMent.Yaccel)*3)*4=(-110,-1))||(P2StateType!=A)
TriggerAll=(EnemyNear(fvar(25)),Pos Y+(EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),Const(MoveMent.Yaccel)*3)*4<0)||(P2StateType!=A)
TriggerAll=(ctrl||(stateno=[11,21])||stateno=40||stateno=67||stateno=102||stateno=0||(stateno=[120,140]))||(movecontact&&(stateno=8200||stateno=8202||stateno=8203||stateno=8400||stateno=8420||stateno=8430||stateno=8225||stateno=8226||stateno=8228))
Trigger1 = (var(59)=2&&(var(3))%24<12)||(var(59)=3&&(var(3))%21<10)
Trigger1 = (helper(25000+id),var(4)>16)||(P2StateType!=A&&EnemyNear(fvar(25)),Time>12-((var(59)=3&&Life>500)*3))
Trigger2 = (EnemyNear(fvar(25)),Time>2)||(Enemy,HitDefAttr=,NT,ST,HT)||(helper(25000+id),var(59)=3)
Trigger2 = (var(59)=4)
[State -3,]
type = ChangeState
value = 980
TriggerAll=var(59)=4
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)
TriggerAll=(P2MoveType=A)||((P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999]))
TriggerAll=(!(EnemyNear(fvar(25)),Ctrl))&&(EnemyNear(fvar(25)),AnimTime<-4)&&(EnemyNear(fvar(25)),Time<2)||(P2MoveType=I)
TriggerAll=(P2BodyDist X=[-18,25))
TriggerAll=!P2BodyDist Y
TriggerAll=(EnemyNear(fvar(25)),NumProj=0)
TriggerAll=(PlayerIDExist(helper(29000+id),var(3))=0)||(helper(29000+id),var(10)=1)||(helper(29000+id),var(10)=5)||(helper(29000+id),var(10)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(4))=0)||(helper(29000+id),var(11)=1)||(helper(29000+id),var(11)=5)||(helper(29000+id),var(11)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(5))=0)||(helper(29000+id),var(12)=1)||(helper(29000+id),var(12)=5)||(helper(29000+id),var(12)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(6))=0)||(helper(29000+id),var(13)=1)||(helper(29000+id),var(13)=5)||(helper(29000+id),var(13)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(7))=0)||(helper(29000+id),var(14)=1)||(helper(29000+id),var(14)=5)||(helper(29000+id),var(14)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(8))=0)||(helper(29000+id),var(15)=1)||(helper(29000+id),var(15)=5)||(helper(29000+id),var(15)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(9))=0)||(helper(29000+id),var(16)=1)||(helper(29000+id),var(16)=5)||(helper(29000+id),var(16)=10)
TriggerAll=(var(3))%12<7||stateno=21
TriggerAll=(PrevStateNo=5120)||(PrevStateNo=15120)||(helper(25000+id),var(13)!=0)||(helper(25000+id),var(14)!=0)
Trigger1 = (ctrl||(stateno=[11,21])||stateno=40||stateno=67||(stateno=[120,140]))
[State -3,GC]
type = ChangeState
value = 9884
TriggerAll=var(59)>1
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(power>=1000)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X>-9)
TriggerAll=(P2MoveType=A)||((P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999]))
TriggerAll=((!EnemyNear(fvar(25)),Ctrl)&&(EnemyNear(fvar(25)),AnimTime<-2))
TriggerAll=(P2BodyDist X<40)
TriggerAll=(P2BodyDist Y>-60)
TriggerAll=(EnemyNear(fvar(25)),NumProj=0)
TriggerAll=(PlayerIDExist(helper(29000+id),var(3))=0)||(helper(29000+id),var(10)=1)||(helper(29000+id),var(10)=5)||(helper(29000+id),var(10)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(4))=0)||(helper(29000+id),var(11)=1)||(helper(29000+id),var(11)=5)||(helper(29000+id),var(11)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(5))=0)||(helper(29000+id),var(12)=1)||(helper(29000+id),var(12)=5)||(helper(29000+id),var(12)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(6))=0)||(helper(29000+id),var(13)=1)||(helper(29000+id),var(13)=5)||(helper(29000+id),var(13)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(7))=0)||(helper(29000+id),var(14)=1)||(helper(29000+id),var(14)=5)||(helper(29000+id),var(14)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(8))=0)||(helper(29000+id),var(15)=1)||(helper(29000+id),var(15)=5)||(helper(29000+id),var(15)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(9))=0)||(helper(29000+id),var(16)=1)||(helper(29000+id),var(16)=5)||(helper(29000+id),var(16)=10)
TriggerAll=(var(3))%21<5
TriggerAll=(StateNo=[150,153])
TriggerAll=(EnemyNear(fvar(25)),Time>2)||(EnemyNear(fvar(25)),HitDefAttr=,AT)
Trigger1 = (var(59)=2)||(var(59)=3)
Trigger1 = (EnemyNear(fvar(25)),Time>16)
Trigger2 = (var(59)=4)&&(helper(25000+id),var(10)>4)
Trigger3 = (var(59)=[2,3])&&(helper(25000+id),var(10)>4)
;
;Nオ
;
[State -3,2A]
type = ChangeState
value = 2021
TriggerAll=var(59)>1&&var(59)!=4
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(power>=1000)&&(Life<450)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2BodyDist X>-9)
TriggerAll=(P2MoveType=A)||((P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999]))
TriggerAll=(P2BodyDist X=[-12,70))
TriggerAll=(P2BodyDist Y>-80)||(P2StateType!=A)
Trigger1 = (var(3)%21<12)||(life<50)
Trigger1 = (StateNo=5120)&&(animtime=0)
Trigger2 = (var(3)<350)&&(Time>1)
Trigger2 = (helper(25000+id),var(13)!=0)
Trigger2 = (ctrl||(stateno=[11,20])||stateno=40||(stateno=[120,140]))
[State -3,2A]
type = ChangeState
value = 8400
TriggerAll=var(59)>1&&var(59)!=4
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2BodyDist X>-9)&&(P2StateType!=A)
TriggerAll=(P2MoveType=A)||((P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999]))
TriggerAll=(P2BodyDist X=[-5,45))
TriggerAll=!P2BodyDist Y
Trigger1 = (var(3)%19<4)
Trigger1 = (StateNo=5120)&&(animtime=0)
Trigger2 = (var(3)<400)&&(Time>1)
Trigger2 = (helper(25000+id),var(13)!=0)
Trigger2 = (ctrl||(stateno=[11,20])||stateno=40||(stateno=[120,140]))
[State -3,5A]
type = ChangeState
value = ifelse(p2bodydist x<35,8200,8202)
TriggerAll=var(59)>1&&var(59)!=4
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2BodyDist X>-9)&&(P2StateType=A)
TriggerAll=(P2MoveType=A)||((P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999]))
TriggerAll=(P2BodyDist X=[-5,45))
TriggerAll=(P2BodyDist Y=[-70,-20])
Trigger1 = (var(3)%19<4)
Trigger1 = (StateNo=5120)&&(animtime=0)
Trigger2 = (var(3)<400)&&(Time>1)
Trigger2 = (helper(25000+id),var(13)!=0)
Trigger2 = (ctrl||(stateno=[11,20])||stateno=40||(stateno=[120,140]))
;
;
;
[State -3,nage]
Type = ChangeState
value = 980
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0||helper(25000+id),var(59)=-1
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=C||P2StateType=S)&&(P2BodyDist X>-12)
TriggerAll=(EnemyNear(fvar(25)),MoveType=A)&&(EnemyNear(fvar(25)),IsHelper=0)&&(EnemyNear(fvar(25)),Ctrl=0)
TriggerAll=(!EnemyNear(fvar(25)),NumProj)&&(P2StateNo>199)
TriggerAll=(P2BodyDist X=[-20,25))
TriggerAll=!P2BodyDist Y
TriggerAll=(EnemyNear(fvar(25)),NumProj=0)
TriggerAll=(EnemyNear(fvar(25)),Time<18)
TriggerAll=(PlayerIDExist(helper(29000+id),var(3))=0)||(helper(29000+id),var(10)=1)||(helper(29000+id),var(10)=5)||(helper(29000+id),var(10)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(4))=0)||(helper(29000+id),var(11)=1)||(helper(29000+id),var(11)=5)||(helper(29000+id),var(11)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(5))=0)||(helper(29000+id),var(12)=1)||(helper(29000+id),var(12)=5)||(helper(29000+id),var(12)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(6))=0)||(helper(29000+id),var(13)=1)||(helper(29000+id),var(13)=5)||(helper(29000+id),var(13)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(7))=0)||(helper(29000+id),var(14)=1)||(helper(29000+id),var(14)=5)||(helper(29000+id),var(14)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(8))=0)||(helper(29000+id),var(15)=1)||(helper(29000+id),var(15)=5)||(helper(29000+id),var(15)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(9))=0)||(helper(29000+id),var(16)=1)||(helper(29000+id),var(16)=5)||(helper(29000+id),var(16)=10)
TriggerAll=(ctrl||(stateno=[11,20])||stateno=40||stateno=67||stateno=102||stateno=0||(stateno=[120,140]))
Trigger1 = helper(25000+id),var(43)>0
Trigger1 = helper(25000+id),var(43)=EnemyNear(fvar(25)),Stateno
Trigger1 = helper(25000+id),var(42)-4>EnemyNear(fvar(25)),Time
Trigger1 = helper(25000+id),var(42)>4
Trigger2 = helper(25000+id),var(45)>0
Trigger2 = helper(25000+id),var(45)=EnemyNear(fvar(25)),Stateno
Trigger2 = helper(25000+id),var(44)-4>EnemyNear(fvar(25)),Time
Trigger2 = helper(25000+id),var(44)>4
Trigger3 = helper(25000+id),var(47)>0
Trigger3 = helper(25000+id),var(47)=EnemyNear(fvar(25)),Stateno
Trigger3 = helper(25000+id),var(46)-4>EnemyNear(fvar(25)),Time
Trigger3 = helper(25000+id),var(46)>4
Trigger4 = helper(25000+id),var(49)>0
Trigger4 = helper(25000+id),var(49)=EnemyNear(fvar(25)),Stateno
Trigger4 = helper(25000+id),var(48)-4>EnemyNear(fvar(25)),Time
Trigger4 = helper(25000+id),var(48)>4
Trigger5 = helper(25000+id),var(53)>0
Trigger5 = helper(25000+id),var(53)=EnemyNear(fvar(25)),Stateno
Trigger5 = helper(25000+id),var(52)-4>EnemyNear(fvar(25)),Time
Trigger5 = helper(25000+id),var(52)>4
Trigger6 = helper(25000+id),var(55)>0
Trigger6 = helper(25000+id),var(55)=EnemyNear(fvar(25)),Stateno
Trigger6 = helper(25000+id),var(54)-4>EnemyNear(fvar(25)),Time
Trigger6 = helper(25000+id),var(54)>4
Trigger7 = helper(25000+id),var(57)>0
Trigger7 = helper(25000+id),var(57)=EnemyNear(fvar(25)),Stateno
Trigger7 = helper(25000+id),var(56)-4>EnemyNear(fvar(25)),Time
Trigger7 = helper(25000+id),var(56)>4
[State -3,suibu]
Type = ChangeState
value = 1052
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0&&(helper(25000+id),var(59)!=3)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=C)&&(P2BodyDist X>-12)
TriggerAll=(EnemyNear(fvar(25)),MoveType=A)&&(EnemyNear(fvar(25)),IsHelper=0)
TriggerAll=(facing!=EnemyNear(fvar(25)),facing)
TriggerAll=(EnemyNear(fvar(25)),NumProj=0)
TriggerAll=(PlayerIDExist(helper(29000+id),var(3))=0)||(helper(29000+id),var(10)=1)||(helper(29000+id),var(10)=5)||(helper(29000+id),var(10)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(4))=0)||(helper(29000+id),var(11)=1)||(helper(29000+id),var(11)=5)||(helper(29000+id),var(11)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(5))=0)||(helper(29000+id),var(12)=1)||(helper(29000+id),var(12)=5)||(helper(29000+id),var(12)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(6))=0)||(helper(29000+id),var(13)=1)||(helper(29000+id),var(13)=5)||(helper(29000+id),var(13)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(7))=0)||(helper(29000+id),var(14)=1)||(helper(29000+id),var(14)=5)||(helper(29000+id),var(14)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(8))=0)||(helper(29000+id),var(15)=1)||(helper(29000+id),var(15)=5)||(helper(29000+id),var(15)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(9))=0)||(helper(29000+id),var(16)=1)||(helper(29000+id),var(16)=5)||(helper(29000+id),var(16)=10)
TriggerAll=(!EnemyNear(fvar(25)),NumProj)&&(P2StateNo>199)
TriggerAll=(EnemyNear(fvar(25)),Time<24)
TriggerAll=(P2BodyDist X=[-12,80))&&(EnemyNear(fvar(25)),Time>2)
TriggerAll=!(P2BodyDist Y)&&!(Enemy,HitDefAttr=,HA,NP,SP,HP,NT,ST,HT)&&(fvar(21)=0)
TriggerAll=(ctrl||(stateno=[11,20])||stateno=40||stateno=67||stateno=102||stateno=0||(stateno=[120,140]))||(movecontact&&(stateno=8200||stateno=8202||stateno=8203||stateno=8400||stateno=8420||stateno=8430||stateno=8225||stateno=8226||stateno=8228))
Trigger1 = helper(25000+id),var(43)>0
Trigger1 = helper(25000+id),var(43)=EnemyNear(fvar(25)),Stateno
Trigger1 = helper(25000+id),var(42)=EnemyNear(fvar(25)),Time
Trigger1 = abs(P2BodyDist X)<=helper(25000+id),fvar(0)+10
Trigger1 = helper(25000+id),fvar(0)>0
Trigger2 = helper(25000+id),var(45)>0
Trigger2 = helper(25000+id),var(45)=EnemyNear(fvar(25)),Stateno
Trigger2 = helper(25000+id),var(44)=EnemyNear(fvar(25)),Time
Trigger2 = abs(P2BodyDist X)<=helper(25000+id),fvar(1)+10
Trigger2 = helper(25000+id),fvar(1)>0
Trigger3 = helper(25000+id),var(47)>0
Trigger3 = helper(25000+id),var(47)=EnemyNear(fvar(25)),Stateno
Trigger3 = helper(25000+id),var(46)=EnemyNear(fvar(25)),Time
Trigger3 = abs(P2BodyDist X)<=helper(25000+id),fvar(2)+10
Trigger3 = helper(25000+id),fvar(2)>0
Trigger4 = helper(25000+id),var(49)>0
Trigger4 = helper(25000+id),var(49)=EnemyNear(fvar(25)),Stateno
Trigger4 = helper(25000+id),var(48)=EnemyNear(fvar(25)),Time
Trigger4 = abs(P2BodyDist X)<=helper(25000+id),fvar(3)+10
Trigger4 = helper(25000+id),fvar(3)>0
Trigger5 = helper(25000+id),var(53)>0
Trigger5 = helper(25000+id),var(53)=EnemyNear(fvar(25)),Stateno
Trigger5 = helper(25000+id),var(52)=EnemyNear(fvar(25)),Time
Trigger5 = abs(P2BodyDist X)<=helper(25000+id),fvar(4)+10
Trigger5 = helper(25000+id),fvar(4)>0
Trigger6 = helper(25000+id),var(55)>0
Trigger6 = helper(25000+id),var(55)=EnemyNear(fvar(25)),Stateno
Trigger6 = helper(25000+id),var(54)=EnemyNear(fvar(25)),Time
Trigger6 = abs(P2BodyDist X)<=helper(25000+id),fvar(5)+10
Trigger6 = helper(25000+id),fvar(5)>0
Trigger7 = helper(25000+id),var(57)>0
Trigger7 = helper(25000+id),var(57)=EnemyNear(fvar(25)),Stateno
Trigger7 = helper(25000+id),var(56)=EnemyNear(fvar(25)),Time
Trigger7 = abs(P2BodyDist X)<=helper(25000+id),fvar(6)+10
Trigger7 = helper(25000+id),fvar(6)>0
[State -3,haryu]
Type = ChangeState
value = 1050
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0&&(helper(25000+id),var(59)!=3)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=A||P2StateType=S)&&(P2BodyDist X>-12)
TriggerAll=(EnemyNear(fvar(25)),MoveType=A)&&(EnemyNear(fvar(25)),IsHelper=0)
TriggerAll=(facing!=EnemyNear(fvar(25)),facing)
TriggerAll=(EnemyNear(fvar(25)),NumProj=0)
TriggerAll=(PlayerIDExist(helper(29000+id),var(3))=0)||(helper(29000+id),var(10)=1)||(helper(29000+id),var(10)=5)||(helper(29000+id),var(10)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(4))=0)||(helper(29000+id),var(11)=1)||(helper(29000+id),var(11)=5)||(helper(29000+id),var(11)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(5))=0)||(helper(29000+id),var(12)=1)||(helper(29000+id),var(12)=5)||(helper(29000+id),var(12)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(6))=0)||(helper(29000+id),var(13)=1)||(helper(29000+id),var(13)=5)||(helper(29000+id),var(13)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(7))=0)||(helper(29000+id),var(14)=1)||(helper(29000+id),var(14)=5)||(helper(29000+id),var(14)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(8))=0)||(helper(29000+id),var(15)=1)||(helper(29000+id),var(15)=5)||(helper(29000+id),var(15)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(9))=0)||(helper(29000+id),var(16)=1)||(helper(29000+id),var(16)=5)||(helper(29000+id),var(16)=10)
TriggerAll=(!EnemyNear(fvar(25)),NumProj)&&(P2StateNo>199)
TriggerAll=(EnemyNear(fvar(25)),Time<24)
TriggerAll=(P2BodyDist X=[-24,80))&&(EnemyNear(fvar(25)),Time>2)
TriggerAll=(P2BodyDist Y>-90||P2StateType!=A)&&!(Enemy,HitDefAttr=,HA,NP,SP,HP,NT,ST,HT)&&(fvar(21)=0)
TriggerAll=(ctrl||(stateno=[11,20])||stateno=40||stateno=67||stateno=102||stateno=0||(stateno=[120,140]))||(movecontact&&(stateno=8200||stateno=8202||stateno=8203||stateno=8400||stateno=8420||stateno=8430||stateno=8225||stateno=8226||stateno=8228))
Trigger1 = helper(25000+id),var(43)>0
Trigger1 = helper(25000+id),var(43)=EnemyNear(fvar(25)),Stateno
Trigger1 = helper(25000+id),var(42)=EnemyNear(fvar(25)),Time
Trigger1 = abs(P2BodyDist X)<=helper(25000+id),fvar(0)+10
Trigger1 = helper(25000+id),fvar(0)>0
Trigger2 = helper(25000+id),var(45)>0
Trigger2 = helper(25000+id),var(45)=EnemyNear(fvar(25)),Stateno
Trigger2 = helper(25000+id),var(44)=EnemyNear(fvar(25)),Time
Trigger2 = abs(P2BodyDist X)<=helper(25000+id),fvar(1)+10
Trigger2 = helper(25000+id),fvar(1)>0
Trigger3 = helper(25000+id),var(47)>0
Trigger3 = helper(25000+id),var(47)=EnemyNear(fvar(25)),Stateno
Trigger3 = helper(25000+id),var(46)=EnemyNear(fvar(25)),Time
Trigger3 = abs(P2BodyDist X)<=helper(25000+id),fvar(2)+10
Trigger3 = helper(25000+id),fvar(2)>0
Trigger4 = helper(25000+id),var(49)>0
Trigger4 = helper(25000+id),var(49)=EnemyNear(fvar(25)),Stateno
Trigger4 = helper(25000+id),var(48)=EnemyNear(fvar(25)),Time
Trigger4 = abs(P2BodyDist X)<=helper(25000+id),fvar(3)+10
Trigger4 = helper(25000+id),fvar(3)>0
Trigger5 = helper(25000+id),var(53)>0
Trigger5 = helper(25000+id),var(53)=EnemyNear(fvar(25)),Stateno
Trigger5 = helper(25000+id),var(52)=EnemyNear(fvar(25)),Time
Trigger5 = abs(P2BodyDist X)<=helper(25000+id),fvar(4)+10
Trigger5 = helper(25000+id),fvar(4)>0
Trigger6 = helper(25000+id),var(55)>0
Trigger6 = helper(25000+id),var(55)=EnemyNear(fvar(25)),Stateno
Trigger6 = helper(25000+id),var(54)=EnemyNear(fvar(25)),Time
Trigger6 = abs(P2BodyDist X)<=helper(25000+id),fvar(5)+10
Trigger6 = helper(25000+id),fvar(5)>0
Trigger7 = helper(25000+id),var(57)>0
Trigger7 = helper(25000+id),var(57)=EnemyNear(fvar(25)),Stateno
Trigger7 = helper(25000+id),var(56)=EnemyNear(fvar(25)),Time
Trigger7 = abs(P2BodyDist X)<=helper(25000+id),fvar(6)+10
Trigger7 = helper(25000+id),fvar(6)>0
[State -3,syorin]
Type = ChangeState
value = 1055
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0&&(helper(25000+id),var(59)!=3)
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)
TriggerAll=(EnemyNear(fvar(25)),MoveType=A)&&(EnemyNear(fvar(25)),IsHelper=0)
TriggerAll=(facing!=EnemyNear(fvar(25)),facing)
TriggerAll=(EnemyNear(fvar(25)),NumProj=0)
TriggerAll=(PlayerIDExist(helper(29000+id),var(3))=0)||(helper(29000+id),var(10)=1)||(helper(29000+id),var(10)=5)||(helper(29000+id),var(10)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(4))=0)||(helper(29000+id),var(11)=1)||(helper(29000+id),var(11)=5)||(helper(29000+id),var(11)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(5))=0)||(helper(29000+id),var(12)=1)||(helper(29000+id),var(12)=5)||(helper(29000+id),var(12)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(6))=0)||(helper(29000+id),var(13)=1)||(helper(29000+id),var(13)=5)||(helper(29000+id),var(13)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(7))=0)||(helper(29000+id),var(14)=1)||(helper(29000+id),var(14)=5)||(helper(29000+id),var(14)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(8))=0)||(helper(29000+id),var(15)=1)||(helper(29000+id),var(15)=5)||(helper(29000+id),var(15)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(9))=0)||(helper(29000+id),var(16)=1)||(helper(29000+id),var(16)=5)||(helper(29000+id),var(16)=10)
TriggerAll=(!EnemyNear(fvar(25)),NumProj)&&(P2StateNo>199)
TriggerAll=(EnemyNear(fvar(25)),Time<24)
TriggerAll=(P2BodyDist X=[-80,80))&&(EnemyNear(fvar(25)),Time>2)
TriggerAll=(P2BodyDist Y=[-80,80])&&!(Enemy,HitDefAttr=,HA,NP,SP,HP,NT,ST,HT)&&(fvar(21)=0)
TriggerAll=(ctrl||(stateno=[11,20])||stateno=40||stateno=102||stateno=234&&time>3||(stateno=[120,140]))||(movecontact&&(stateno=8600||stateno=8610||stateno=8620||stateno=8630))
Trigger1 = helper(25000+id),var(43)>0
Trigger1 = helper(25000+id),var(43)=EnemyNear(fvar(25)),Stateno
Trigger1 = helper(25000+id),var(42)=EnemyNear(fvar(25)),Time
Trigger1 = abs(P2BodyDist X)<=helper(25000+id),fvar(0)+10
Trigger1 = helper(25000+id),fvar(0)>0
Trigger2 = helper(25000+id),var(45)>0
Trigger2 = helper(25000+id),var(45)=EnemyNear(fvar(25)),Stateno
Trigger2 = helper(25000+id),var(44)=EnemyNear(fvar(25)),Time
Trigger2 = abs(P2BodyDist X)<=helper(25000+id),fvar(1)+10
Trigger2 = helper(25000+id),fvar(1)>0
Trigger3 = helper(25000+id),var(47)>0
Trigger3 = helper(25000+id),var(47)=EnemyNear(fvar(25)),Stateno
Trigger3 = helper(25000+id),var(46)=EnemyNear(fvar(25)),Time
Trigger3 = abs(P2BodyDist X)<=helper(25000+id),fvar(2)+10
Trigger3 = helper(25000+id),fvar(2)>0
Trigger4 = helper(25000+id),var(49)>0
Trigger4 = helper(25000+id),var(49)=EnemyNear(fvar(25)),Stateno
Trigger4 = helper(25000+id),var(48)=EnemyNear(fvar(25)),Time
Trigger4 = abs(P2BodyDist X)<=helper(25000+id),fvar(3)+10
Trigger4 = helper(25000+id),fvar(3)>0
Trigger5 = helper(25000+id),var(53)>0
Trigger5 = helper(25000+id),var(53)=EnemyNear(fvar(25)),Stateno
Trigger5 = helper(25000+id),var(52)=EnemyNear(fvar(25)),Time
Trigger5 = abs(P2BodyDist X)<=helper(25000+id),fvar(4)+10
Trigger5 = helper(25000+id),fvar(4)>0
Trigger6 = helper(25000+id),var(55)>0
Trigger6 = helper(25000+id),var(55)=EnemyNear(fvar(25)),Stateno
Trigger6 = helper(25000+id),var(54)=EnemyNear(fvar(25)),Time
Trigger6 = abs(P2BodyDist X)<=helper(25000+id),fvar(5)+10
Trigger6 = helper(25000+id),fvar(5)>0
Trigger7 = helper(25000+id),var(57)>0
Trigger7 = helper(25000+id),var(57)=EnemyNear(fvar(25)),Stateno
Trigger7 = helper(25000+id),var(56)=EnemyNear(fvar(25)),Time
Trigger7 = abs(P2BodyDist X)<=helper(25000+id),fvar(6)+10
Trigger7 = helper(25000+id),fvar(6)>0
[State -3,barrier]
Type = ChangeState
value = 1030
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0&&(helper(25000+id),var(59)!=3)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)
TriggerAll=(EnemyNear(fvar(25)),MoveType!=H)&&(EnemyNear(fvar(25)),IsHelper=0)
TriggerAll=(P2BodyDist X>120)
TriggerAll=(ctrl||(stateno=[11,20])||stateno=40||stateno=67||stateno=102||stateno=0||(stateno=[120,140]))||(movecontact&&(stateno=8200||stateno=8202||stateno=8203||stateno=8400||stateno=8420||stateno=8430||stateno=8225||stateno=8226||stateno=8228))
Trigger1 = (PlayerIDExist(helper(29000+id),var(3))>0)
Trigger1 = (ceil(PlayerID(helper(29000+id),var(3)),Vel X)>0.2)||(ceil(PlayerID(helper(29000+id),var(3)),Vel Y)>0)
Trigger1 = abs(Const(Size.Head.Pos.Y))+50>=abs(PlayerID(helper(29000+id),var(3)),Pos Y)
Trigger1 = (helper(29000+id),var(10)=2)||(helper(29000+id),var(10)=3)||(helper(29000+id),var(10)=4)||(helper(29000+id),var(10)=10)
Trigger1 = (PlayerID(helper(29000+id),var(3)),P2Dist X>0)&&(PlayerID(helper(29000+id),var(3)),Pos Y>-120)
Trigger1 = (PlayerID(helper(29000+id),var(3)),P2BodyDist X-(PlayerID(helper(29000+id),var(3)),vel x!=0)*(PlayerID(helper(29000+id),var(3)),vel x*1)=[-30,60])
Trigger2 = (PlayerIDExist(helper(29000+id),var(4))>0)
Trigger2 = (ceil(PlayerID(helper(29000+id),var(4)),Vel X)>0.2)||(ceil(PlayerID(helper(29000+id),var(4)),Vel Y)>0)
Trigger2 = abs(Const(Size.Head.Pos.Y))+50>=abs(PlayerID(helper(29000+id),var(4)),Pos Y)
Trigger2 = (helper(29000+id),var(11)=2)||(helper(29000+id),var(11)=3)||(helper(29000+id),var(11)=4)||(helper(29000+id),var(11)=10)
Trigger2 = (PlayerID(helper(29000+id),var(4)),P2Dist X>0)&&(PlayerID(helper(29000+id),var(4)),Pos Y>-120)
Trigger2 = (PlayerID(helper(29000+id),var(4)),P2BodyDist X-(PlayerID(helper(29000+id),var(4)),vel x!=0)*(PlayerID(helper(29000+id),var(4)),vel x*1)=[-30,60])
Trigger3 = (PlayerIDExist(helper(29000+id),var(5))>0)
Trigger3 = (ceil(PlayerID(helper(29000+id),var(5)),Vel X)>0.2)||(ceil(PlayerID(helper(29000+id),var(5)),Vel Y)>0)
Trigger3 = abs(Const(Size.Head.Pos.Y))+50>=abs(PlayerID(helper(29000+id),var(5)),Pos Y)
Trigger3 = (helper(29000+id),var(12)=2)||(helper(29000+id),var(12)=3)||(helper(29000+id),var(12)=4)||(helper(29000+id),var(12)=10)
Trigger3 = (PlayerID(helper(29000+id),var(5)),P2Dist X>0)&&(PlayerID(helper(29000+id),var(5)),Pos Y>-120)
Trigger3 = (PlayerID(helper(29000+id),var(5)),P2BodyDist X-(PlayerID(helper(29000+id),var(5)),vel x!=0)*(PlayerID(helper(29000+id),var(5)),vel x*1)=[-30,60])
Trigger4 = (PlayerIDExist(helper(29000+id),var(6))>0)
Trigger4 = (ceil(PlayerID(helper(29000+id),var(6)),Vel X)>0.2)||(ceil(PlayerID(helper(29000+id),var(6)),Vel Y)>0)
Trigger4 = abs(Const(Size.Head.Pos.Y))+50>=abs(PlayerID(helper(29000+id),var(6)),Pos Y)
Trigger4 = (helper(29000+id),var(13)=2)||(helper(29000+id),var(13)=3)||(helper(29000+id),var(13)=4)||(helper(29000+id),var(13)=10)
Trigger4 = (PlayerID(helper(29000+id),var(6)),P2Dist X>0)&&(PlayerID(helper(29000+id),var(6)),Pos Y>-120)
Trigger4 = (PlayerID(helper(29000+id),var(6)),P2BodyDist X-(PlayerID(helper(29000+id),var(6)),vel x!=0)*(PlayerID(helper(29000+id),var(6)),vel x*1)=[-30,60])
Trigger5 = (PlayerIDExist(helper(29000+id),var(7))>0)
Trigger5 = (ceil(PlayerID(helper(29000+id),var(7)),Vel X)>0.2)||(ceil(PlayerID(helper(29000+id),var(7)),Vel Y)>0)
Trigger5 = abs(Const(Size.Head.Pos.Y))+50>=abs(PlayerID(helper(29000+id),var(7)),Pos Y)
Trigger5 = (helper(29000+id),var(14)=2)||(helper(29000+id),var(14)=3)||(helper(29000+id),var(14)=4)||(helper(29000+id),var(14)=10)
Trigger5 = (PlayerID(helper(29000+id),var(7)),P2Dist X>0)&&(PlayerID(helper(29000+id),var(7)),Pos Y>-120)
Trigger5 = (PlayerID(helper(29000+id),var(7)),P2BodyDist X-(PlayerID(helper(29000+id),var(7)),vel x!=0)*(PlayerID(helper(29000+id),var(7)),vel x*1)=[-30,60])
Trigger6 = (PlayerIDExist(helper(29000+id),var(8))>0)
Trigger6 = (ceil(PlayerID(helper(29000+id),var(8)),Vel X)>0.2)||(ceil(PlayerID(helper(29000+id),var(8)),Vel Y)>0)
Trigger6 = abs(Const(Size.Head.Pos.Y))+50>=abs(PlayerID(helper(29000+id),var(8)),Pos Y)
Trigger6 = (helper(29000+id),var(15)=2)||(helper(29000+id),var(15)=3)||(helper(29000+id),var(15)=4)||(helper(29000+id),var(15)=10)
Trigger6 = (PlayerID(helper(29000+id),var(8)),P2Dist X>0)&&(PlayerID(helper(29000+id),var(8)),Pos Y>-120)
Trigger6 = (PlayerID(helper(29000+id),var(8)),P2BodyDist X-(PlayerID(helper(29000+id),var(8)),vel x!=0)*(PlayerID(helper(29000+id),var(8)),vel x*1)=[-30,60])
Trigger7 = (PlayerIDExist(helper(29000+id),var(9))>0)
Trigger7 = (ceil(PlayerID(helper(29000+id),var(9)),Vel X)>0.2)||(ceil(PlayerID(helper(29000+id),var(9)),Vel Y)>0)
Trigger7 = abs(Const(Size.Head.Pos.Y))+50>=abs(PlayerID(helper(29000+id),var(9)),Pos Y)
Trigger7 = (helper(29000+id),var(16)=2)||(helper(29000+id),var(16)=3)||(helper(29000+id),var(16)=4)||(helper(29000+id),var(16)=10)
Trigger7 = (PlayerID(helper(29000+id),var(9)),P2Dist X>0)&&(PlayerID(helper(29000+id),var(9)),Pos Y>-120)
Trigger7 = (PlayerID(helper(29000+id),var(9)),P2BodyDist X-(PlayerID(helper(29000+id),var(9)),vel x!=0)*(PlayerID(helper(29000+id),var(9)),vel x*1)=[-30,60])
Trigger8 = (EnemyNear(fvar(25)),NumProj>0)&&(P2BodyDist X>180)&&((stateno=[120,140])||InGuardDist)
[State -3,suibu]
Type = ChangeState
value = 1052
TriggerAll=var(59)>1
TriggerAll=helper(25000+id),var(59)>0&&(helper(25000+id),var(59)!=3)
;TriggerAll=helper(25000+id),var(14)=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=C)&&(P2BodyDist X>-12)
TriggerAll=(EnemyNear(fvar(25)),MoveType=A)&&(EnemyNear(fvar(25)),IsHelper=0)
TriggerAll=(facing!=EnemyNear(fvar(25)),facing)
TriggerAll=(EnemyNear(fvar(25)),NumProj=0)
TriggerAll=(EnemyNear(fvar(25)),Time=(2,15))
TriggerAll=(PlayerIDExist(helper(29000+id),var(3))=0)||(helper(29000+id),var(10)=1)||(helper(29000+id),var(10)=5)||(helper(29000+id),var(10)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(4))=0)||(helper(29000+id),var(11)=1)||(helper(29000+id),var(11)=5)||(helper(29000+id),var(11)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(5))=0)||(helper(29000+id),var(12)=1)||(helper(29000+id),var(12)=5)||(helper(29000+id),var(12)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(6))=0)||(helper(29000+id),var(13)=1)||(helper(29000+id),var(13)=5)||(helper(29000+id),var(13)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(7))=0)||(helper(29000+id),var(14)=1)||(helper(29000+id),var(14)=5)||(helper(29000+id),var(14)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(8))=0)||(helper(29000+id),var(15)=1)||(helper(29000+id),var(15)=5)||(helper(29000+id),var(15)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(9))=0)||(helper(29000+id),var(16)=1)||(helper(29000+id),var(16)=5)||(helper(29000+id),var(16)=10)
TriggerAll=(!EnemyNear(fvar(25)),NumProj)&&(P2StateNo>199)
TriggerAll=(P2BodyDist X=[-30,80))&&(EnemyNear(fvar(25)),Time>2)
TriggerAll=!(P2BodyDist Y)&&!(Enemy,HitDefAttr=,HA,NP,SP,HP,NT,ST,HT)
TriggerAll=(ctrl||(stateno=[11,20])||stateno=40||stateno=67||stateno=102||stateno=0||(stateno=[120,140]))||(movecontact&&(stateno=8200||stateno=8202||stateno=8203||stateno=8400||stateno=8420||stateno=8430||stateno=8225||stateno=8226||stateno=8228))
TriggerAll=(var(3)<350+((var(59)=4)*250))&&(InGuardDist)||(MoveType=A&&Time>1&&var(59)=4&&InGuardDist)||(EnemyNear(fvar(25)),Time<8&&var(59)=4&&InGuardDist&&EnemyNear(fvar(25)),Hitdefattr=,NA,SA)
Trigger1 = (var(59)=2)
Trigger1 = (EnemyNear(fvar(25)),Time>24)||(EnemyNear(fvar(25)),PrevStateno=[140,155])||(helper(25000+id),var(12)!=0)
Trigger2 = (var(59)=3)
Trigger2 = (EnemyNear(fvar(25)),Time>12)||(helper(25000+id),var(12)!=0)||(EnemyNear(fvar(25)),PrevStateno=[140,155])
Trigger3 = (var(59)=4)
[State -3,haryu]
Type = ChangeState
value = 1050
TriggerAll=var(59)>1
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=helper(25000+id),var(59)!=3||P2StateType!=S
;TriggerAll=helper(25000+id),var(14)=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=A||P2StateType=S)&&(P2BodyDist X>-12)
TriggerAll=(EnemyNear(fvar(25)),MoveType=A)&&(EnemyNear(fvar(25)),IsHelper=0)
TriggerAll=(facing!=EnemyNear(fvar(25)),facing)
TriggerAll=(EnemyNear(fvar(25)),NumProj=0)
TriggerAll=(EnemyNear(fvar(25)),Time=(2,15))
TriggerAll=(PlayerIDExist(helper(29000+id),var(3))=0)||(helper(29000+id),var(10)=1)||(helper(29000+id),var(10)=5)||(helper(29000+id),var(10)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(4))=0)||(helper(29000+id),var(11)=1)||(helper(29000+id),var(11)=5)||(helper(29000+id),var(11)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(5))=0)||(helper(29000+id),var(12)=1)||(helper(29000+id),var(12)=5)||(helper(29000+id),var(12)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(6))=0)||(helper(29000+id),var(13)=1)||(helper(29000+id),var(13)=5)||(helper(29000+id),var(13)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(7))=0)||(helper(29000+id),var(14)=1)||(helper(29000+id),var(14)=5)||(helper(29000+id),var(14)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(8))=0)||(helper(29000+id),var(15)=1)||(helper(29000+id),var(15)=5)||(helper(29000+id),var(15)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(9))=0)||(helper(29000+id),var(16)=1)||(helper(29000+id),var(16)=5)||(helper(29000+id),var(16)=10)
TriggerAll=(!EnemyNear(fvar(25)),NumProj)&&(P2StateNo>199)
TriggerAll=(P2BodyDist X=[-30,80))&&((EnemyNear(fvar(25)),Time>4)||(P2StateType=A&&EnemyNear(fvar(25)),Time>5)||(EnemyNear(fvar(25)),PrevStateno=[140,155]))
TriggerAll=(P2BodyDist Y>-80||P2StateType!=A)&&!(Enemy,HitDefAttr=,HA,NP,SP,HP,NT,ST,HT)
TriggerAll=(ctrl||(stateno=[11,20])||stateno=40||stateno=67||stateno=102||stateno=0||(stateno=[120,140]))||(movecontact&&(stateno=8200||stateno=8202||stateno=8203||stateno=8400||stateno=8420||stateno=8430||stateno=8225||stateno=8226||stateno=8228))
TriggerAll=(var(3)<350+((var(59)=4)*250))&&(InGuardDist)||(MoveType=A&&Time>1&&var(59)=4&&InGuardDist)||(EnemyNear(fvar(25)),Time<8&&var(59)=4&&InGuardDist&&EnemyNear(fvar(25)),Hitdefattr=,NA,SA)
TriggerAll=(EnemyNear(fvar(25)),Pos Y+(EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),Const(MoveMent.Yaccel)*8)*9<0)||(P2StateType!=A)
Trigger1 = (var(59)=2)
Trigger1 = (EnemyNear(fvar(25)),Time>24)||(EnemyNear(fvar(25)),PrevStateno=[140,155])&&(helper(25000+id),var(59)!=3)||(helper(25000+id),var(12)!=0)
Trigger2 = (var(59)=3)
Trigger2 = (EnemyNear(fvar(25)),Time>12)||(helper(25000+id),var(12)!=0)||(EnemyNear(fvar(25)),PrevStateno=[140,155])&&(helper(25000+id),var(59)!=3)
Trigger3 = (var(59)=4)&&(helper(25000+id),var(59)!=3||EnemyNear(fvar(25)),Time>4)
[State -3,syorin]
Type = ChangeState
value = 1055
TriggerAll=var(59)>1
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)
TriggerAll=(EnemyNear(fvar(25)),MoveType=A)&&(EnemyNear(fvar(25)),IsHelper=0)
TriggerAll=(!EnemyNear(fvar(25)),NumProj)&&(P2StateNo>199)
TriggerAll=(P2BodyDist X=[-80,80))
TriggerAll=(EnemyNear(fvar(25)),NumProj=0)
TriggerAll=(EnemyNear(fvar(25)),Time=(2,12])
TriggerAll=(PlayerIDExist(helper(29000+id),var(3))=0)||(helper(29000+id),var(10)=1)||(helper(29000+id),var(10)=5)||(helper(29000+id),var(10)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(4))=0)||(helper(29000+id),var(11)=1)||(helper(29000+id),var(11)=5)||(helper(29000+id),var(11)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(5))=0)||(helper(29000+id),var(12)=1)||(helper(29000+id),var(12)=5)||(helper(29000+id),var(12)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(6))=0)||(helper(29000+id),var(13)=1)||(helper(29000+id),var(13)=5)||(helper(29000+id),var(13)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(7))=0)||(helper(29000+id),var(14)=1)||(helper(29000+id),var(14)=5)||(helper(29000+id),var(14)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(8))=0)||(helper(29000+id),var(15)=1)||(helper(29000+id),var(15)=5)||(helper(29000+id),var(15)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(9))=0)||(helper(29000+id),var(16)=1)||(helper(29000+id),var(16)=5)||(helper(29000+id),var(16)=10)
TriggerAll=((P2BodyDist Y=[-80,80]))&&!(Enemy,HitDefAttr=,HA,NP,SP,HP,NT,ST,HT)
TriggerAll=(ctrl||(stateno=[11,20])||stateno=0||(stateno=[120,140]))||(movecontact&&(stateno=8600||stateno=8610||stateno=8620||stateno=8630))
TriggerAll=(var(3)<400+((var(59)=4)*200))&&(InGuardDist)||(MoveType=A&&Time>1&&var(59)=4&&InGuardDist)||(EnemyNear(fvar(25)),Time<8&&var(59)=4&&InGuardDist&&EnemyNear(fvar(25)),Hitdefattr=,NA,SA)
Trigger1 = (var(59)=2)
Trigger1 = (EnemyNear(fvar(25)),Time>12)||(EnemyNear(fvar(25)),PrevStateno=[140,155])||(helper(25000+id),var(12)!=0)
Trigger2 = (var(59)=3)
Trigger2 = (EnemyNear(fvar(25)),Time>9)||(helper(25000+id),var(12)!=0)||(EnemyNear(fvar(25)),PrevStateno=[140,155])
Trigger3 = (var(59)=4)
[State -3,Dŷ]
Type = ChangeState
value = 1003
TriggerAll=var(59)=4
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=C)
TriggerAll=(P2MoveType=A)&&(InGuardDist)
TriggerAll=(EnemyNear(fvar(25)),NumProj=0)
TriggerAll=(PlayerIDExist(helper(29000+id),var(3))=0)||(helper(29000+id),var(10)=1)||(helper(29000+id),var(10)=5)||(helper(29000+id),var(10)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(4))=0)||(helper(29000+id),var(11)=1)||(helper(29000+id),var(11)=5)||(helper(29000+id),var(11)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(5))=0)||(helper(29000+id),var(12)=1)||(helper(29000+id),var(12)=5)||(helper(29000+id),var(12)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(6))=0)||(helper(29000+id),var(13)=1)||(helper(29000+id),var(13)=5)||(helper(29000+id),var(13)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(7))=0)||(helper(29000+id),var(14)=1)||(helper(29000+id),var(14)=5)||(helper(29000+id),var(14)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(8))=0)||(helper(29000+id),var(15)=1)||(helper(29000+id),var(15)=5)||(helper(29000+id),var(15)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(9))=0)||(helper(29000+id),var(16)=1)||(helper(29000+id),var(16)=5)||(helper(29000+id),var(16)=10)
TriggerAll=(!EnemyNear(fvar(25)),NumProj)&&(P2StateNo>199)
TriggerAll=(P2BodyDist X<70)&&!(Enemy,HitDefAttr=,NP,SP,HP)&&(EnemyNear(fvar(25)),Time>5)
TriggerAll=(movecontact&&(stateno=8200||stateno=8202||stateno=8203||stateno=8400||stateno=8420||stateno=8430||stateno=8225||stateno=8226||stateno=8228||stateno=8229))
TriggerAll=(Time>1&&var(59)=4&&InGuardDist)&&(var(3)<400)
Trigger1 = (var(59)=2)
Trigger1 = (EnemyNear(fvar(25)),Time>12)||(EnemyNear(fvar(25)),PrevStateno=[140,155])||(helper(25000+id),var(12)!=0)
Trigger2 = (var(59)=3)
Trigger2 = (EnemyNear(fvar(25)),Time>9)||(helper(25000+id),var(12)!=0)||(EnemyNear(fvar(25)),PrevStateno=[140,155])
Trigger3 = (var(59)=4)
[State -3,sitaŷ]
Type = ChangeState
value = 1012
TriggerAll=var(59)=4
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)
TriggerAll=(P2MoveType=A)&&(InGuardDist||P2MoveType=A&&P2BodyDist X<100&&EnemyNear(fvar(25)),Time>1)
TriggerAll=(!EnemyNear(fvar(25)),NumProj)&&(P2StateNo>199)
TriggerAll=(P2BodyDist X<200)
TriggerAll=ctrl||(movecontact&&(stateno=8600||stateno=8610||stateno=8620||stateno=8630))
TriggerAll=(Time>1&&var(59)=4)&&(var(3)<750)
Trigger1 = (var(59)=2)
Trigger1 = (EnemyNear(fvar(25)),Time>12)||(EnemyNear(fvar(25)),PrevStateno=[140,155])
Trigger2 = (var(59)=3)
Trigger2 = (EnemyNear(fvar(25)),Time>9)||(helper(25000+id),var(12)!=0)||(EnemyNear(fvar(25)),PrevStateno=[140,155])
Trigger3 = (var(59)=4)
[State -3,back-stepo]
type = ChangeState
value = ifelse((StateType=A&&pos y<-40&&var(59)!=3),1012,ifelse((frontedgebodydist>100&&var(59)!=3),1003,105))
TriggerAll=var(59)>1
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)
TriggerAll=(P2StateType!=L)
TriggerAll=(EnemyNear(fvar(25)),NumProj=0)
TriggerAll=(PlayerIDExist(helper(29000+id),var(3))=0)||(helper(29000+id),var(10)=1)||(helper(29000+id),var(10)=5)||(helper(29000+id),var(10)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(4))=0)||(helper(29000+id),var(11)=1)||(helper(29000+id),var(11)=5)||(helper(29000+id),var(11)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(5))=0)||(helper(29000+id),var(12)=1)||(helper(29000+id),var(12)=5)||(helper(29000+id),var(12)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(6))=0)||(helper(29000+id),var(13)=1)||(helper(29000+id),var(13)=5)||(helper(29000+id),var(13)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(7))=0)||(helper(29000+id),var(14)=1)||(helper(29000+id),var(14)=5)||(helper(29000+id),var(14)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(8))=0)||(helper(29000+id),var(15)=1)||(helper(29000+id),var(15)=5)||(helper(29000+id),var(15)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(9))=0)||(helper(29000+id),var(16)=1)||(helper(29000+id),var(16)=5)||(helper(29000+id),var(16)=10)
TriggerAll=(EnemyNear(fvar(25)),HitDefAttr=,AA,AT)||(helper(25000+id),var(59)=3)||(fvar(21)!=0)
TriggerAll=(P2MoveType=A)||((P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999]))
TriggerAll=(!(EnemyNear(fvar(25)),Ctrl))&&(EnemyNear(fvar(25)),AnimTime<-10)||(helper(25000+id),var(59)=3)||(fvar(21)!=0)
TriggerAll=(P2BodyDist X=[90,130])||((helper(25000+id),var(59)=3||!(EnemyNear(fvar(25)),HitDefAttr=,AA,AP)))||(Enemy,HitDefAttr=,NT,ST,HT)||(fvar(21)!=0)
TriggerAll=(var(3))%15<12
TriggerAll=(PrevStateNo=[130,155])||(ctrl||(stateno=[11,20])||stateno=40||stateno=0||(StateNo=[120,140]))
TriggerAll=(ctrl||(stateno=[11,20])||stateno=40||stateno=67||stateno=102||stateno=0)||(StateNo=[120,140])
Trigger1 = (var(59)=2)||(var(59)=3)
Trigger1 = (EnemyNear(fvar(25)),Time>12)||(P2MoveType=I)||(helper(25000+id),var(13)!=0&&var(3)>700)||(helper(25000+id),var(14)!=0&&var(3)<300)
Trigger2 = (var(59)=4)
[State -3,]
type = ChangeState
value = 5200
TriggerAll=var(59)>1
TriggerAll=stateno = 5050
TriggerAll=Vel Y > 0
TriggerAll=Pos Y >= -20
TriggerAll=alive
TriggerAll=CanRecover
TriggerAll=((var(3))%15>3)
Trigger1 = (!(EnemyNear(fvar(25)),Ctrl))
Trigger2 = (EnemyNear(fvar(25)),Ctrl)&&(P2BodyDist X>40)
Trigger3 = (var(3)<800)
[State -3,]
type = ChangeState
value = 5210
TriggerAll=var(59)>1
TriggerAll=stateno = 5050
TriggerAll=Vel Y > -1
TriggerAll=alive
TriggerAll=CanRecover
TriggerAll=((var(3))%15<12)
Trigger1 = (!(EnemyNear(fvar(25)),Ctrl))
Trigger2 = (EnemyNear(fvar(25)),Ctrl)&&(P2BodyDist X>40)
Trigger3 = (var(3)<800)
;
[State -1, sitaŷ]
type = ChangeState
value = 1012
triggerall = statetype = A
trigger1 = Time>1
trigger1 = stateno=50
trigger1 = prevstateno=67
;
;Ԃ
;
[State -3,buppakko]
type = ChangeState
value = 2021
TriggerAll=var(59)>1
TriggerAll=(fvar(37)<=0)
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(P2MoveType!=H)
TriggerAll=((var(59)=[2,3])&&Life<750&&P2Life<750&&power>1200)||((teammode=simul)&&(partner,alive)&&(numpartner>0)&&power>1000)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X>-12)
TriggerAll=(EnemyNear(fvar(25)),pos y>-90+(random%16))
TriggerAll=(P2BodyDist X<70-(random%16))
TriggerAll=(ctrl||(stateno=[11,20])||stateno=40||stateno=102)||(movecontact&&(stateno=8200||stateno=8202||stateno=8203||stateno=8400||stateno=8420||stateno=8430||stateno=8225||stateno=8226||stateno=8228))
Trigger1 = var(3)<150+(life<100)*50
Trigger1 = random<150+(life<100)*50
Trigger1 = (helper(25000+id),var(13)!=0)||(helper(25000+id),var(14)!=0)||(fvar(37)=0)
[State -3,kusoruuper]
type = ChangeState
value = 2010
TriggerAll=var(59)>1
TriggerAll=(fvar(37)<=0)
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(P2MoveType!=H)
TriggerAll=((var(59)=[2,3])&&Life<750&&P2Life<750&&power>1200)||((teammode=simul)&&(partner,alive)&&(numpartner>0)&&power>1000)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X>-12)
TriggerAll=(EnemyNear(fvar(25)),pos y>-100+(random%16))
TriggerAll=(P2BodyDist X<70-(random%16))
TriggerAll=(ctrl||(stateno=[11,20])||stateno=40||stateno=102)||(movecontact&&(stateno=8200||stateno=8202||stateno=8203||stateno=8400||stateno=8420||stateno=8430||stateno=8225||stateno=8226||stateno=8228))
Trigger1 = var(3)>800-(life<100)*50
Trigger1 = random>800-(life<100)*50
Trigger1 = (helper(25000+id),var(13)!=0)||(helper(25000+id),var(14)!=0)||(fvar(37)=0)
[State -3,kensei]
type = ChangeState
value = 8800
TriggerAll=var(59)>1
TriggerAll=(fvar(37)<=0)
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(P2MoveType!=H)&&(var(24)>=7)&&(fvar(22)=100)
TriggerAll=((var(59)=[2,3])&&Life<500&&P2Life>500&&power>1200)||((teammode=simul)&&(partner,alive)&&(numpartner>0))
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)
TriggerAll=(EnemyNear(fvar(25)),pos y>-150)
TriggerAll=(P2BodyDist X>150)
TriggerAll=(ctrl||(stateno=[11,20])||stateno=40||stateno=102)
Trigger1 = (var(3)=[475,625])
Trigger1 = (random=[475,625])
Trigger1 = (helper(25000+id),var(13)!=0)||(fvar(37)=0)
[State -3,tokei]
type = ChangeState
value = 1020
TriggerAll=var(59)>1
TriggerAll=(fvar(37)<=0)
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(P2MoveType!=H)||(P2stateno=[120,155])
TriggerAll=((teammode=simul)&&(partner,alive)&&(numpartner>0))
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X>-12)
TriggerAll=(P2BodyDist X>150)
TriggerAll=(ctrl||(stateno=[11,20])||stateno=40||stateno=102)||(movecontact&&(stateno=8200||stateno=8202||stateno=8203||stateno=8400||stateno=8420||stateno=8430||stateno=8225||stateno=8226||stateno=8228))
Trigger1 = var(3)=[400,650-(life<100)*50]
Trigger1 = random=[400,650-(life<100)*50]
Trigger1 = (helper(25000+id),var(13)!=0)||(helper(25000+id),var(14)!=0)||(fvar(37)=0)
;
;NU
;
;[
[State -3,tensyo]
Type = ChangeState
value = 35
TriggerAll=(var(59)>1)||fvar(39)>0
TriggerAll=(var(59)!=4)&&(numtarget(411)=0)&&(numtarget(300)=0)
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(helper(25000+id),var(12)!=0)||(P2StateType=L)
TriggerAll=(ctrl)||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||(time>9&&stateno=1001)||(time>12&&stateno=1003)
TriggerAll=(P2BodyDist X<50)&&(helper(25000+id),fvar(38)<100||(var(59)=3))
Trigger1 = (var(3)=[225,450])
Trigger1 = (EnemyNear(fvar(25)),Anim=5120)||(EnemyNear(fvar(25)),Anim=5121)||(EnemyNear(fvar(25)),Anim=5122)
Trigger1 = (EnemyNear(fvar(25)),AnimTime=-10)
Trigger2 = (stateno=52&&ctrl)||(prevstateno=52)||(prevstateno=1012)
Trigger2 = (helper(25000+id),var(12)!=0)&&(numtarget=0)&&(var(3)<250)&&(P2StateType!=A)
[State -3,2B]
Type = ChangeState
value = 8420
TriggerAll=(var(59)>1)||fvar(39)>0
TriggerAll=(var(59)!=4)&&(numtarget(411)=0)&&(numtarget(300)=0)
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(helper(25000+id),var(12)!=0)||(P2StateType=L)
TriggerAll=(ctrl)||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||(time>9&&stateno=1001)||(time>12&&stateno=1003)
TriggerAll=(P2BodyDist X<50)&&(helper(25000+id),fvar(38)<100||(var(59)=3))
TriggerAll=(var(3)<225)||(stateno=0&&ctrl&&prevstateno=1012)
Trigger1 = (EnemyNear(fvar(25)),Anim=5120)||(EnemyNear(fvar(25)),Anim=5121)||(EnemyNear(fvar(25)),Anim=5122)
Trigger1 = (EnemyNear(fvar(25)),AnimTime=-10)
Trigger2 = (stateno=52&&ctrl)||(prevstateno=52)||(prevstateno=1012)
Trigger2 = (helper(25000+id),var(12)!=0)&&(numtarget=0)
[State -3,Aŷ?Cŷ]
Type = ChangeState
value = ifelse(var(3)%17<2,1011,1010)
TriggerAll=(var(59)>1)||fvar(39)>0
TriggerAll=(var(59)!=4)&&(numtarget(411)=0)&&(numtarget(300)=0)
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(helper(25000+id),var(12)!=0)||(P2StateType=L)
TriggerAll=(ctrl)||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||(time>9&&stateno=1001)||(time>12&&stateno=1003)
TriggerAll=(P2BodyDist X<50)&&(helper(25000+id),fvar(38)<100||(var(59)=3))
Trigger1 = (var(3)>775)
Trigger1 = (EnemyNear(fvar(25)),Anim=5120)||(EnemyNear(fvar(25)),Anim=5121)||(EnemyNear(fvar(25)),Anim=5122)
Trigger1 = (EnemyNear(fvar(25)),AnimTime=[-10,-8])
;
[State -3,2A]
Type = ChangeState
value = 8400
TriggerAll=(var(59)>1)||fvar(39)>0
TriggerAll=(var(59)=2)||fvar(39)>0||(stateno=102)
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(helper(25000+id),var(12)!=0)||(P2StateType=L)
TriggerAll=(ctrl)||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||(time>9&&stateno=1001)||(time>12&&stateno=1003)
TriggerAll=(P2BodyDist X<40)&&(helper(25000+id),fvar(38)>=100)
TriggerAll=(var(3)<800)||(stateno=0&&ctrl&&(prevstateno=1012||prevstateno=1055))
Trigger1 = (EnemyNear(fvar(25)),Anim=5120)||(EnemyNear(fvar(25)),Anim=5121)||(EnemyNear(fvar(25)),Anim=5122)
Trigger1 = (EnemyNear(fvar(25)),AnimTime=-1)
Trigger2 = (stateno=52&&ctrl)||(prevstateno=52)||(prevstateno=1012)
Trigger2 = (helper(25000+id),var(12)!=0)&&(numtarget=0)&&(var(59)!=4)
[State -3,2D]
Type = ChangeState
value = 8430
TriggerAll=(var(59)>1)||fvar(39)>0
TriggerAll=(var(59)=2)||fvar(39)>0||(stateno=102)
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(helper(25000+id),var(12)!=0)||(P2StateType=L)
TriggerAll=(ctrl)||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||(time>9&&stateno=1001)||(time>12&&stateno=1003)
TriggerAll=(P2BodyDist X<95)&&(helper(25000+id),fvar(38)>=100)
TriggerAll=(var(3)<800)||(stateno=0&&ctrl&&(prevstateno=1012||prevstateno=1055))
Trigger1 = (EnemyNear(fvar(25)),Anim=5120)||(EnemyNear(fvar(25)),Anim=5121)||(EnemyNear(fvar(25)),Anim=5122)
Trigger1 = (EnemyNear(fvar(25)),AnimTime=-5)
Trigger2 = (stateno=52&&ctrl)||(prevstateno=52)||(prevstateno=1012)
Trigger2 = (helper(25000+id),var(12)!=0)&&(numtarget=0)&&(var(59)!=4)
[State -3,Bŷ]
Type = ChangeState
value = ifelse(P2BodyDist X>100,1003,1001)
TriggerAll=(var(59)>1)||fvar(39)>0
TriggerAll=(var(59)=2)||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(helper(25000+id),var(12)!=0)||(P2StateType=L)
TriggerAll=(ctrl&&stateno!=1002)||(StateNo=[11,20])||(stateno=102)||stateno=40||(stateno=1002)&&(p2dist x>=0)
TriggerAll=(helper(25000+id),fvar(38)>=100)
TriggerAll=(random<300)&&var(59)!=3
Trigger1 = (EnemyNear(fvar(25)),Anim=5120)||(EnemyNear(fvar(25)),Anim=5121)||(EnemyNear(fvar(25)),Anim=5122)||(EnemyNear(fvar(25)),Anim=5110)
Trigger1 = (EnemyNear(fvar(25)),AnimTime>-20)
[State -3,Aŷ]
Type = ChangeState
value = 1010
TriggerAll=(var(59)>1)||fvar(39)>0
TriggerAll=(var(59)=2)||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(helper(25000+id),var(12)!=0)||(P2StateType=L)
TriggerAll=(P2BodyDist X=[20,90])
TriggerAll=(ctrl&&stateno!=1002)||(StateNo=[11,20])||(stateno=102)||stateno=40||(time>9&&stateno=1001)||(time>12&&stateno=1003)
TriggerAll=(helper(25000+id),fvar(38)>=100)
TriggerAll=(random<450)&&var(59)!=3
Trigger1 = (EnemyNear(fvar(25)),Anim=5120)||(EnemyNear(fvar(25)),Anim=5121)||(EnemyNear(fvar(25)),Anim=5122)||(EnemyNear(fvar(25)),Anim=5110)
Trigger1 = (EnemyNear(fvar(25)),AnimTime>-10)
;A
[State -3,tensyo]
Type = ChangeState
value = 1040
TriggerAll=(var(59)>1)||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(var(59)!=4)
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(helper(25000+id),var(12)!=0)||(P2StateType=L)
TriggerAll=(ctrl)||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||(time>9&&stateno=1001)||(time>12&&stateno=1003)
TriggerAll=(var(3)>=600)
TriggerAll=(P2BodyDist X=[-24,60])
TriggerAll=(pos y>-40)&&(prevstateno!=36)&&(var(57)!=2)
Trigger1 = (EnemyNear(fvar(25)),Anim=5120)||(EnemyNear(fvar(25)),Anim=5121)||(EnemyNear(fvar(25)),Anim=5122)
Trigger1 = (EnemyNear(fvar(25)),AnimTime>=-10)
Trigger2 = (helper(25000+id),var(12)!=0)&&(numtarget(411)=0)&&(var(59)!=4)
[State -3,JD]
Type = ChangeState
value = 8630
TriggerAll=(var(59)>1)||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(var(59)!=4)
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(helper(25000+id),var(12)!=0)||(P2StateType=L)
TriggerAll=(ctrl)||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||(time>9&&stateno=1001)||(time>12&&stateno=1003)
TriggerAll=(var(3)>=600)
TriggerAll=(P2BodyDist X<-24)
TriggerAll=(Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*10)*11=[-40,1))
TriggerAll=(prevstateno!=36)&&(var(57)!=2)
Trigger1 = (EnemyNear(fvar(25)),Anim=5120)||(EnemyNear(fvar(25)),Anim=5121)||(EnemyNear(fvar(25)),Anim=5122)
Trigger1 = (EnemyNear(fvar(25)),AnimTime>=-6)
Trigger2 = (helper(25000+id),var(12)!=0)&&(numtarget(411)=0)
[State -3,syorinkyaku]
Type = ChangeState
value = 1055
TriggerAll=(var(59)>1)||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(var(59)!=4)
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(helper(25000+id),var(12)!=0)||(P2StateType=L)
TriggerAll=(ctrl)||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||(time>9&&stateno=1001)||(time>12&&stateno=1003)
TriggerAll=(var(3)<250)
TriggerAll=(P2BodyDist X=[-24,60])||(P2BodyDist X<-24)
TriggerAll=(pos y>-120)&&(prevstateno!=36)&&(vel y>0)&&(var(57)!=2)
Trigger1 = (EnemyNear(fvar(25)),Anim=5120)||(EnemyNear(fvar(25)),Anim=5121)||(EnemyNear(fvar(25)),Anim=5122)
Trigger1 = (EnemyNear(fvar(25)),AnimTime>=-10)
Trigger2 = (helper(25000+id),var(12)!=0)
[State -3,sita]
Type = ChangeState
value = 1012
TriggerAll=(var(59)>1)||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)&&var(59)!=3
TriggerAll=(helper(25000+id),var(12)!=0)||(P2StateType=L)
TriggerAll=(ctrl)||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||(time>9&&stateno=1001)||(time>12&&stateno=1003)
TriggerAll=(var(3)=[250,600))
TriggerAll=(P2BodyDist X=[-24,60])||(P2BodyDist X<-24)
TriggerAll=(pos y>-120)&&(prevstateno!=36)&&(vel y>0)
Trigger1 = (EnemyNear(fvar(25)),Anim=5120)||(EnemyNear(fvar(25)),Anim=5121)||(EnemyNear(fvar(25)),Anim=5122)
Trigger1 = (EnemyNear(fvar(25)),AnimTime>=-10)
Trigger2 = (helper(25000+id),var(12)!=0)
;ړ
[State -3,tokei]
Type = ChangeState
value = 1020
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(helper(25000+id),var(12)!=0)||(P2StateType=L)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||helper(25000+id),var(59)=3
TriggerAll=(ctrl)||(StateNo=[11,20])||stateno=40||stateno=0||(StateNo=102)
TriggerAll=(EnemyNear(fvar(25)),StateNo=5100)||(EnemyNear(fvar(25)),StateNo=5110)||(EnemyNear(fvar(25)),StateNo=5120&&var(59)=4)
Trigger1 = (EnemyNear(fvar(25)),Time<4&&P2BodyDist X>150)||(EnemyNear(fvar(25)),Time<4&&P2BodyDist X>100&&var(59)=4)
[State -3,dash]
Type = ChangeState
value = 102
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=(var(59)!=4)||(numhelper(1021)>0)
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(stateno!=102)&&(stateno!=1001)&&(stateno!=1003)
TriggerAll=(helper(25000+id),var(12)!=0)||(P2StateType=L)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||helper(25000+id),var(59)=3
TriggerAll=(ctrl)||(StateNo=[11,20])||stateno=40||stateno=0
TriggerAll=(EnemyNear(fvar(25)),StateNo=5120)||(EnemyNear(fvar(25)),StateNo=5121)||(EnemyNear(fvar(25)),StateNo=5110)
Trigger1 = ((P2BodyDist X=(100,150])||(helper(25000+id),fvar(39)<90))&&(stateno!=102)&&(P2BodyDist X>60)||(P2BodyDist X>100&&numhelper(1021)>0)
[State -3,6]
Type = ChangeState
value = 19
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=(var(59)!=4)
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(StateNo!=18)&&(stateno!=102)&&(stateno!=1001)&&(stateno!=1003)
TriggerAll=(helper(25000+id),var(12)!=0)||(P2StateType=L)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||helper(25000+id),var(59)=3
TriggerAll=(ctrl)||(StateNo=11)||(StateNo=18)||(StateNo=102)||stateno=40||stateno=0
TriggerAll=(EnemyNear(fvar(25)),Time>1)
TriggerAll=(EnemyNear(fvar(25)),StateNo=5120)||(EnemyNear(fvar(25)),StateNo=5121)||(EnemyNear(fvar(25)),StateNo=5110)
Trigger1 = (P2BodyDist X>50)&&(stateno!=102)
[State -3,4]
Type = ChangeState
value = ifelse(P2BodyDist X>=25&&var(59)=4,67,18)
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(StateNo!=19)&&(stateno!=102)&&(stateno!=1001)&&(stateno!=1003)
TriggerAll=(helper(25000+id),var(12)!=0)||(P2StateType=L)
TriggerAll=(ctrl)||(StateNo=11)||(StateNo=19)||(StateNo=102)||stateno=40||stateno=0
TriggerAll=(EnemyNear(fvar(25)),Anim=5120)||(EnemyNear(fvar(25)),Anim=5121)||(EnemyNear(fvar(25)),StateNo=5110)||(EnemyNear(fvar(25)),Anim=5122)
Trigger1 = (P2BodyDist X<28)&&(stateno!=102)
Trigger1 = (var(59)!=4)
Trigger2 = (P2BodyDist X<100)
Trigger2 = (var(59)=4)
[State -3,4]
Type = ChangeState
value = ifelse(random%2=0,1010,1001)
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(stateno!=1001)&&(stateno!=1003)
TriggerAll=(helper(25000+id),var(12)!=0)||(P2StateType=L)
TriggerAll=(ctrl)||(StateNo=[11,20])||(StateNo=19)||(StateNo=18)||(StateNo=102)||stateno=40||stateno=0
TriggerAll=(helper(25000+id),var(12)!=0)||(EnemyNear(fvar(25)),Anim=5120)||(EnemyNear(fvar(25)),Anim=5121)||(EnemyNear(fvar(25)),StateNo=5110)||(EnemyNear(fvar(25)),Anim=5122)||(EnemyNear(fvar(25)),StateNo=5100)
Trigger1 = (P2BodyDist X<100)&&(helper(25000+id),fvar(39)<120)
Trigger1 = (var(59)=4)
[State -3,2]
Type = ChangeState
value = 11
ctrl=(fvar(39)>0)
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(helper(25000+id),var(12)!=0)||(P2StateType=L)
TriggerAll=(StateNo=102)||(StateNo=18)||(stateno=19)||stateno=40||stateno=0
TriggerAll=(EnemyNear(fvar(25)),StateNo=5120)||(EnemyNear(fvar(25)),StateNo=5121)||(EnemyNear(fvar(25)),StateNo=5110)
Trigger1 = (P2BodyDist X=[28,50])
Trigger1 = (var(59)!=4)
Trigger2 = (P2BodyDist X<55)&&(StateNo=102)
Trigger2 = (var(59)!=4)
Trigger3 = (P2BodyDist X>150)&&(var(59)=4)&&(numhelper(1021)=0)
;
;K[h
;
[State -3,NG]
Type = ChangeState
Value = 120
TriggerAll=var(59)>1
TriggerAll=RoundState=2
TriggerAll=(StateNo!=[120,155])&&(StateNo!=[60,63])
TriggerAll=(ctrl||(stateno=[11,20])||stateno=40||stateno=0||stateno=102)
TriggerAll=helper(25000+id),var(59)!=3
TriggerAll=(stateno!=234&&stateno!=102)||(var(59)=4)||(Time>12)
Trigger1 = (var(3)>150)||(var(59)=4)||(helper(25000+id),var(13)!=0)||(helper(25000+id),var(14)!=0)
Trigger1 = inguarddist
Trigger2 = (var(3))%15<5||(var(59)=4)
Trigger2 = numhelper(25000+id)
Trigger2 = (helper(25000+id),inguarddist)
Trigger3 = (EnemyNear(fvar(25)),NumProj>0)&&!(inguarddist)&&(helper(25000+id),var(13)!=0)&&(Time>1)
Trigger4 = (helper(29000+id),var(10)=10)&&!(inguarddist)&&(helper(25000+id),var(13)!=0)&&(Time>1)
Trigger5 = (helper(29000+id),var(11)=10)&&!(inguarddist)&&(helper(25000+id),var(13)!=0)&&(Time>1)
Trigger6 = (helper(29000+id),var(12)=10)&&!(inguarddist)&&(helper(25000+id),var(13)!=0)&&(Time>1)
Trigger7 = (helper(29000+id),var(13)=10)&&!(inguarddist)&&(helper(25000+id),var(13)!=0)&&(Time>1)
Trigger8 = (helper(29000+id),var(14)=10)&&!(inguarddist)&&(helper(25000+id),var(13)!=0)&&(Time>1)
Trigger9 = (helper(29000+id),var(15)=10)&&!(inguarddist)&&(helper(25000+id),var(13)!=0)&&(Time>1)
Trigger10 = (helper(29000+id),var(16)=10)&&!(inguarddist)&&(helper(25000+id),var(13)!=0)&&(Time>1)
;
;˂
;
[State -3,]
type = ChangeState
value = 980
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0||helper(25000+id),var(59)=-1
TriggerAll=(RoundState=2)&&(ctrl||(stateno=[11,20])||stateno=40||stateno=0||((stateno=[130,131])&&(prevstateno=[60,63])))&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(P2BodyDist X>-12)&&!(Enemy,HitDefAttr=,NP,SP,HP)
TriggerAll=(EnemyNear(fvar(25)),MoveType=A)||((EnemyNear(fvar(25)),MoveType=I&&EnemyNear(fvar(25)),stateno>199)&&(EnemyNear(fvar(25)),stateno!=[5000,5999]))
TriggerAll=(EnemyNear(fvar(25)),IsHelper=0)&&(EnemyNear(fvar(25)),Time>8)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||helper(25000+id),var(59)=3||((stateno=[150,155])&&(fvar(27)=1))
TriggerAll=(!(EnemyNear(fvar(25)),Ctrl))&&(EnemyNear(fvar(25)),AnimTime<-4)
TriggerAll=(EnemyNear(fvar(25)),NumProj=0)
TriggerAll=(PlayerIDExist(helper(29000+id),var(3))=0)||(helper(29000+id),var(10)=1)||(helper(29000+id),var(10)=5)||(helper(29000+id),var(10)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(4))=0)||(helper(29000+id),var(11)=1)||(helper(29000+id),var(11)=5)||(helper(29000+id),var(11)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(5))=0)||(helper(29000+id),var(12)=1)||(helper(29000+id),var(12)=5)||(helper(29000+id),var(12)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(6))=0)||(helper(29000+id),var(13)=1)||(helper(29000+id),var(13)=5)||(helper(29000+id),var(13)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(7))=0)||(helper(29000+id),var(14)=1)||(helper(29000+id),var(14)=5)||(helper(29000+id),var(14)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(8))=0)||(helper(29000+id),var(15)=1)||(helper(29000+id),var(15)=5)||(helper(29000+id),var(15)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(9))=0)||(helper(29000+id),var(16)=1)||(helper(29000+id),var(16)=5)||(helper(29000+id),var(16)=10)
TriggerAll=P2BodyDist X<25
TriggerAll=!P2BodyDist Y
Trigger1 = (var(3)<750)||(var(59)=4)||fvar(39)>0
[State -3,2A]
type = ChangeState
value = 8400
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(ctrl||(stateno=[11,20])||stateno=40||stateno=0||((stateno=[130,131])&&(prevstateno=[60,63])))&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(P2BodyDist X>-12)&&!(Enemy,HitDefAttr=,NP,SP,HP)
TriggerAll=(EnemyNear(fvar(25)),MoveType=A)||((EnemyNear(fvar(25)),MoveType=I&&EnemyNear(fvar(25)),stateno>199)&&(EnemyNear(fvar(25)),stateno!=[5000,5999]))
TriggerAll=(EnemyNear(fvar(25)),IsHelper=0)&&(EnemyNear(fvar(25)),Time>8)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||helper(25000+id),var(59)=3||((stateno=[150,155])&&(fvar(27)=1))
TriggerAll=(!(EnemyNear(fvar(25)),Ctrl))&&(EnemyNear(fvar(25)),AnimTime<-5)
TriggerAll=(EnemyNear(fvar(25)),NumProj=0)
TriggerAll=(PlayerIDExist(helper(29000+id),var(3))=0)||(helper(29000+id),var(10)=1)||(helper(29000+id),var(10)=5)||(helper(29000+id),var(10)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(4))=0)||(helper(29000+id),var(11)=1)||(helper(29000+id),var(11)=5)||(helper(29000+id),var(11)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(5))=0)||(helper(29000+id),var(12)=1)||(helper(29000+id),var(12)=5)||(helper(29000+id),var(12)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(6))=0)||(helper(29000+id),var(13)=1)||(helper(29000+id),var(13)=5)||(helper(29000+id),var(13)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(7))=0)||(helper(29000+id),var(14)=1)||(helper(29000+id),var(14)=5)||(helper(29000+id),var(14)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(8))=0)||(helper(29000+id),var(15)=1)||(helper(29000+id),var(15)=5)||(helper(29000+id),var(15)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(9))=0)||(helper(29000+id),var(16)=1)||(helper(29000+id),var(16)=5)||(helper(29000+id),var(16)=10)
TriggerAll=P2BodyDist X<40
TriggerAll=!P2BodyDist Y
Trigger1 = (var(3)<700-(var(59)=4)*500)||(var(59)=4)||fvar(39)>0
[State -3,2D]
type = ChangeState
value = 8430
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(ctrl||(stateno=[11,20])||stateno=40||stateno=0||((stateno=[130,131])&&(prevstateno=[60,63])))&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(P2BodyDist X>-12)&&!(Enemy,HitDefAttr=,NP,SP,HP)
TriggerAll=(EnemyNear(fvar(25)),MoveType=A)||((EnemyNear(fvar(25)),MoveType=I&&EnemyNear(fvar(25)),stateno>199)&&(EnemyNear(fvar(25)),stateno!=[5000,5999]))
TriggerAll=(EnemyNear(fvar(25)),IsHelper=0)&&(EnemyNear(fvar(25)),Time>8)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||helper(25000+id),var(59)=3||((stateno=[150,155])&&(fvar(27)=1))
TriggerAll=(!(EnemyNear(fvar(25)),Ctrl))&&(EnemyNear(fvar(25)),AnimTime<-10)
TriggerAll=(EnemyNear(fvar(25)),NumProj=0)
TriggerAll=(PlayerIDExist(helper(29000+id),var(3))=0)||(helper(29000+id),var(10)=1)||(helper(29000+id),var(10)=5)||(helper(29000+id),var(10)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(4))=0)||(helper(29000+id),var(11)=1)||(helper(29000+id),var(11)=5)||(helper(29000+id),var(11)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(5))=0)||(helper(29000+id),var(12)=1)||(helper(29000+id),var(12)=5)||(helper(29000+id),var(12)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(6))=0)||(helper(29000+id),var(13)=1)||(helper(29000+id),var(13)=5)||(helper(29000+id),var(13)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(7))=0)||(helper(29000+id),var(14)=1)||(helper(29000+id),var(14)=5)||(helper(29000+id),var(14)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(8))=0)||(helper(29000+id),var(15)=1)||(helper(29000+id),var(15)=5)||(helper(29000+id),var(15)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(9))=0)||(helper(29000+id),var(16)=1)||(helper(29000+id),var(16)=5)||(helper(29000+id),var(16)=10)
TriggerAll=P2BodyDist X<110
TriggerAll=(!P2BodyDist Y)&&!(Enemy,HitDefAttr=,NA,SA,HA,NP,SP,HP)
Trigger1 = (var(3)<500-(var(59)=4)*250)||(var(59)=4)||fvar(39)>0
[State -3,5B]
type = ChangeState
value = 8203
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(ctrl||(stateno=[11,20])||stateno=40||stateno=0||((stateno=[130,131])&&(prevstateno=[60,63])))&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(P2BodyDist X>35)&&!(Enemy,HitDefAttr=,NP,SP,HP)
TriggerAll=(EnemyNear(fvar(25)),MoveType=A)||((EnemyNear(fvar(25)),MoveType=I&&EnemyNear(fvar(25)),stateno>199)&&(EnemyNear(fvar(25)),stateno!=[5000,5999]))
TriggerAll=(EnemyNear(fvar(25)),IsHelper=0)&&(EnemyNear(fvar(25)),Time>8)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||helper(25000+id),var(59)=3||((stateno=[150,155])&&(fvar(27)=1))
TriggerAll=(!(EnemyNear(fvar(25)),Ctrl))&&(EnemyNear(fvar(25)),AnimTime<-5)
TriggerAll=(EnemyNear(fvar(25)),NumProj=0)
TriggerAll=(PlayerIDExist(helper(29000+id),var(3))=0)||(helper(29000+id),var(10)=1)||(helper(29000+id),var(10)=5)||(helper(29000+id),var(10)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(4))=0)||(helper(29000+id),var(11)=1)||(helper(29000+id),var(11)=5)||(helper(29000+id),var(11)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(5))=0)||(helper(29000+id),var(12)=1)||(helper(29000+id),var(12)=5)||(helper(29000+id),var(12)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(6))=0)||(helper(29000+id),var(13)=1)||(helper(29000+id),var(13)=5)||(helper(29000+id),var(13)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(7))=0)||(helper(29000+id),var(14)=1)||(helper(29000+id),var(14)=5)||(helper(29000+id),var(14)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(8))=0)||(helper(29000+id),var(15)=1)||(helper(29000+id),var(15)=5)||(helper(29000+id),var(15)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(9))=0)||(helper(29000+id),var(16)=1)||(helper(29000+id),var(16)=5)||(helper(29000+id),var(16)=10)
TriggerAll=P2BodyDist X<70
TriggerAll=(!P2BodyDist Y)&&!(Enemy,HitDefAttr=,NA,SA,HA,NP,SP,HP)
Trigger1 = (var(3)<550-(var(59)=4)*250)||(var(59)=4)||fvar(39)>0
;;;;
[State -3,2B]
Type = ChangeState
value = 8420
TriggerAll=(var(59)=[2,3])
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(ctrl||(stateno=[11,20])||stateno=40||stateno=102||stateno=0)&&(StateType!=A)
TriggerAll=(P2StateType=A)&&(P2BodyDist X>-5)
TriggerAll=P2MoveType=A||(P2MoveType=I&&p2stateno>199)&&(p2stateno!=[5000,5999])||(p2stateno=50)
TriggerAll=!InGuardDist
TriggerAll=(EnemyNear(fvar(25)),NumProj=0)
TriggerAll=(PlayerIDExist(helper(29000+id),var(3))=0)||(helper(29000+id),var(10)=1)||(helper(29000+id),var(10)=5)||(helper(29000+id),var(10)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(4))=0)||(helper(29000+id),var(11)=1)||(helper(29000+id),var(11)=5)||(helper(29000+id),var(11)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(5))=0)||(helper(29000+id),var(12)=1)||(helper(29000+id),var(12)=5)||(helper(29000+id),var(12)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(6))=0)||(helper(29000+id),var(13)=1)||(helper(29000+id),var(13)=5)||(helper(29000+id),var(13)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(7))=0)||(helper(29000+id),var(14)=1)||(helper(29000+id),var(14)=5)||(helper(29000+id),var(14)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(8))=0)||(helper(29000+id),var(15)=1)||(helper(29000+id),var(15)=5)||(helper(29000+id),var(15)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(9))=0)||(helper(29000+id),var(16)=1)||(helper(29000+id),var(16)=5)||(helper(29000+id),var(16)=10)
TriggerAll=(P2StateNo>199)||(P2StateType=A&&P2StateNo<=199)
TriggerAll=(P2BodyDist X-(EnemyNear(fvar(25)),vel x!=0)*(EnemyNear(fvar(25)),vel x*16)=[-24,60))
TriggerAll=(EnemyNear(fvar(25)),pos y+(EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),Const(MoveMent.Yaccel)*15)*16>50)
Trigger1 = (var(3)=[580,600])
;
;Aq MoveGuarded
;
;ē
[State -3,]
Type = ChangeState
Value = 980
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0||helper(25000+id),var(59)=-1
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(P2BodyDist X=(-30,25))
TriggerAll=!P2BodyDist Y
TriggerAll=(p2stateno=[120,155])||(p2stateno=[5000,5899])||(EnemyNear(fvar(25)),ctrl)||(P2MoveType!=H)
TriggerAll=Ctrl||(StateNo=[11,20])||((stateno=[130,131])&&(prevstateno=[60,63]))
TriggerAll=(numtarget(440)>0||numtarget(400)>0||numtarget(410)>0||numtarget(411)>0)||(prevstateno=1012||prevstateno=1055)
Trigger1 = (P2MoveType=I)||(p2stateno=[120,140])||(EnemyNear(fvar(25)),ctrl)
Trigger1 = (var(59)=[2,3])
Trigger1 = (fvar(37)<=0)
Trigger2 = (P2MoveType!=H)||((fvar(26)<3)&&(!EnemyNear(fvar(25)),authorname="muteki"))||(EnemyNear(fvar(25)),ctrl)
Trigger2 = (var(59)=4)||fvar(39)>0
Trigger2 = (fvar(37)<=0)
[State -3,2A-2C]
Type = ChangeState
Value = ifelse((P2BodyDist X<40),8400,8410)
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(P2BodyDist X<60)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(P2BodyDist X>=25||P2MoveType!=H||(var(3)<500))&&(P2BodyDist X<55)||(numtarget(610)>0)||(numtarget(640)>0&&(var(59)=3||fvar(39)=3))||(numtarget(630)>0&&(var(59)=3||fvar(39)=3))
TriggerAll=(p2stateno=[120,155])||(EnemyNear(fvar(25)),ctrl)||(P2MoveType!=H)||(numtarget(610)>0)||(numtarget(640)>0&&(var(59)=3||fvar(39)=3))||(numtarget(630)>0&&(var(59)=3||fvar(39)=3))
TriggerAll=Ctrl||(StateNo=[11,20])||stateno=52||((stateno=[130,131])&&(prevstateno=[60,63]))
TriggerAll=(prevstateno=1012||prevstateno=1055)||(numtarget(610)>0)||(numtarget(640)>0&&(var(59)=3||fvar(39)=3))||(numtarget(630)>0&&(var(59)=3||fvar(39)=3))
Trigger1 = (P2MoveType!=H)||(p2stateno=[120,155])||(numtarget(610)>0)||(numtarget(640)>0&&(var(59)=3||fvar(39)=3))||(numtarget(630)>0&&(var(59)=3||fvar(39)=3))
Trigger1 = (var(59)=[2,3])
Trigger1 = (fvar(37)<=0)
Trigger2 = (P2MoveType!=H)||(p2stateno=[120,155])||(numtarget(610)>0)||(numtarget(640)>0&&(var(59)=3||fvar(39)=3))||(numtarget(630)>0&&(var(59)=3||fvar(39)=3))
Trigger2 = (var(59)=4)||fvar(39)>0
Trigger2 = (fvar(37)<=0)
;Bŷ?
[State -3,2A]
Type = ChangeState
Value = 8400
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=var(59)!=3&&fvar(39)!=3
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-5-((helper(25000+id),fvar(38)<90)*20),40))&&(P2dist x>=0||(helper(25000+id),fvar(38)<90))||(P2BodyDist X=(-40,5])&&(P2dist x<0)
TriggerAll=(time>=9+random%4&&stateno=1001&&var(59)!=4)||(time>12&&stateno=1003)||(time>=9&&stateno=1001&&var(59)=4)
TriggerAll=(fvar(37)<=0)
Trigger1 = (P2MoveType=H)&&(p2stateno!=[5000,5899])
Trigger2 = (P2MoveType!=H)
Trigger2 = (prevstateno=8400||prevstateno=8410||prevstateno=8411||prevstateno=8430||prevstateno=8420||prevstateno=8203||prevstateno=8225)
[State -3,2C]
Type = ChangeState
Value = 8410
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=var(59)!=3&&fvar(39)!=3
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[40,55))||(P2BodyDist X=[-55,-40])
TriggerAll=(time>9&&stateno=1001)||(time>12&&stateno=1003)
TriggerAll=(fvar(37)<=0)
Trigger1 = (P2MoveType=H)&&(p2stateno!=[5000,5899])
Trigger2 = (P2MoveType!=H)
Trigger2 = (prevstateno=8400||prevstateno=8410||prevstateno=8411||prevstateno=8430||prevstateno=8420||prevstateno=8203||prevstateno=8225)
;Aŷ?
[State -3,JD]
Type = ChangeState
Value = 8630
TriggerAll=var(59)=3||fvar(39)=3
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-40,40))
TriggerAll=(Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*10)*11=[-40,1))
TriggerAll=(stateno=5040&&ctrl)&&(prevstateno=1010)
TriggerAll=(random<750)
TriggerAll=(fvar(37)<=0)
Trigger1 = (P2MoveType=H)&&(p2stateno!=[5000,5899])
Trigger2 = (P2MoveType!=H)
[State -3,syorinkyaku]
Type = ChangeState
Value = 1055
TriggerAll=var(59)=3||fvar(39)=3
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*10)*11=[-40,1))
TriggerAll=(stateno=5040&&ctrl)&&(prevstateno=1010)
TriggerAll=(random>=750)
TriggerAll=(fvar(37)<=0)
Trigger1 = (P2MoveType=H)&&(p2stateno!=[5000,5899])
Trigger2 = (P2MoveType!=H)
[State -3,JD]
Type = ChangeState
Value = ifelse((var(3)%4<2&&(helper(25000+id),var(9)>14)&&(var(59)!=4)),1012,8630)
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=var(59)!=3&&fvar(39)!=3&&var(59)!=4
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-40,40))
TriggerAll=(Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*10)*11=[-50+random%8,1))
TriggerAll=(stateno=5040&&ctrl)&&(prevstateno=1010)
TriggerAll=(random<750)
TriggerAll=(fvar(37)<=0)
Trigger1 = (P2MoveType=H)&&(p2stateno!=[5000,5899])
Trigger2 = (P2MoveType!=H)
[State -3,syorinkyaku]
Type = ChangeState
Value = 1055
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=var(59)!=3&&fvar(39)!=3&&var(59)!=4
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*10)*11=[-50+random%8,1))
TriggerAll=(stateno=5040&&ctrl)&&(prevstateno=1010)
TriggerAll=(random>=750)
TriggerAll=(fvar(37)<=0)
Trigger1 = (P2MoveType=H)&&(p2stateno!=[5000,5899])
Trigger2 = (P2MoveType!=H)
[State -3,2taku]
Type = ChangeState
Value = ifelse(((var(3)>400)||(stateno=1040)),1012,1040)
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=var(59)!=3&&fvar(39)!=3
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist Y>-50)
TriggerAll=(P2BodyDist X=[-40,40))||(var(3)>400)||(stateno=1040)
TriggerAll=(stateno=8630)||(stateno=1040&&MoveContact>1+random%7)
TriggerAll=(P2MoveType=H||(p2stateno=[120,155]))&&(MoveGuarded>=2)
Trigger1 = (fvar(37)<=0)
[State -3,2tensyo]
Type = ChangeState
Value = 1040
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist Y>-50)&&(var(3)=[550,650))
TriggerAll=(P2BodyDist X=[-40,40))&&(prevstateno=234)
TriggerAll=(stateno=8630)||(stateno=8610)
TriggerAll=(P2MoveType=H||(p2stateno=[120,155]))&&(MoveGuarded=2)
Trigger1 = (fvar(37)<=0)
[State -3,2sita]
Type = ChangeState
Value = 1012
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist Y>-50)
TriggerAll=(P2BodyDist X=[-100,100))&&(prevstateno=234)
TriggerAll=(stateno=8610)
TriggerAll=(P2MoveType=H||(p2stateno=[120,155]))&&(MoveGuarded=2)
Trigger1 = (fvar(37)<=0)
;hitmF
[State -3,2A]
Type = ChangeState
Value = 6400
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-12)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-4,40))
TriggerAll=(stateno=8400||stateno=8203||stateno=8225)&&((random=[700,850]))&&(helper(25000+id),var(9)>6)&&(helper(25000+id),fvar(38)<120)
TriggerAll=(P2MoveType=H)&&(movecontact=2)
Trigger1 = (var(59)=[2,3])||fvar(39)>0
Trigger1 = (fvar(37)<0)
Trigger2 = (var(59)=4)&&var(59)!=4
Trigger2 = (MoveGuarded)
[State -3,2A]
Type = ChangeState
Value = 8400
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-12)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-4,40))
TriggerAll=(stateno=8420||stateno=8400||stateno=8200||stateno=8202||stateno=8203||stateno=8225)
TriggerAll=(P2MoveType=H)&&(movecontact=2)&&(prevstateno!=8400)
Trigger1 = (var(59)=[2,3])||fvar(39)>0
Trigger1 = (fvar(37)<=0)
Trigger2 = (var(59)=4)
Trigger2 = (MoveGuarded)
;ްĕ?
[State -3,E6A]
Type = ChangeState
Value = 250
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-3)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-8,105))
TriggerAll=(Numhelper(2990)<1)
TriggerAll=(var(48)>=150)&&(helper(25000+id),var(9)>10)
TriggerAll=(var(48)>=100)||(var(26)>0&&var(48)>=40)
TriggerAll=(stateno=8411)||(stateno=8430)
TriggerAll=(var(3)=[600,800))&&(helper(25000+id),fvar(38)<90)
TriggerAll=(P2MoveType=H||(p2stateno=[120,155]))&&(MoveGuarded=2)
Trigger1 = (fvar(37)<=0)
[State -3,E2B]
Type = ChangeState
Value = 430
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-8)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-4,70))
TriggerAll=(var(48)>=100)||(var(26)>0&&var(48)>=40)
TriggerAll=(P2MoveType=H||(p2stateno=[120,155]))&&(MoveGuarded=2)
TriggerAll=(fvar(37)<=0)
Trigger1 = (stateno=8201)&&(prevstateno=250)
Trigger2 = (stateno=8420)&&(prevstateno=430)&&(random<250)
;ID = 400
[State -3,2C]
Type = ChangeState
Value = ifelse(((var(59)=2||fvar(39)>0)&&random<150&&stateno=8400),8420,8410)
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-3)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-3,55])
TriggerAll=(stateno=8400)||(stateno=8420&&P2BodyDist X<45)||(stateno=8203)||(stateno=8225)
TriggerAll=(var(3)>250)||(helper(25000+id),fvar(38)<90)||(var(59)=3||fvar(39)=3)||(var(59)=4)
TriggerAll=(P2MoveType=H||(p2stateno=[120,155]))&&(MoveGuarded=2)
Trigger1 = (fvar(37)<=0)
[State -3,Bŷ?Aŷ]
Type = ChangeState
Value = ifelse((var(3)%4<2&&(helper(25000+id),var(9)>14)),1010,1001)
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=var(59)!=3&&fvar(39)!=3
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-3)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8400)||(stateno=8420)||(stateno=8229)||(stateno=8203)||(stateno=8225)
TriggerAll=(var(3)<=250)&&(helper(25000+id),fvar(38)>=90)||(stateno=8420)||(stateno=8229)
TriggerAll=(P2MoveType=H||(p2stateno=[120,155]))&&(MoveGuarded=2)
Trigger1 = (fvar(37)<=0)
;ID = 410
[State -3,2C-2]
Type = ChangeState
Value = 8411
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-8)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-8,60])
TriggerAll=(stateno=8410)
TriggerAll=(var(3)>350)||(helper(25000+id),fvar(38)<90)||(var(59)=3||fvar(39)=3)||(var(59)=4)
TriggerAll=(P2MoveType=H||(p2stateno=[120,155]))&&(MoveGuarded=2-(var(59)=4))
Trigger1 = (fvar(37)<=0)
[State -3,Bŷ?Aŷ]
Type = ChangeState
Value = ifelse((var(3)%4<2&&(helper(25000+id),var(9)>6)),1010,1001)
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=var(59)!=3&&fvar(39)!=3
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-3)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8410)||(stateno=8420)
TriggerAll=(var(3)<=350)&&(helper(25000+id),fvar(38)>=90)
TriggerAll=(P2MoveType=H||(p2stateno=[120,155]))&&(MoveGuarded=2)
Trigger1 = (fvar(37)<=0)
;ID = 411
[State -3,teiku]
Type = ChangeState
Value = 4043
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(helper(25000+id),fvar(38)<90)||(var(59)=3||fvar(39)=3)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-12)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8411)&&(var(3)%15<3&&(var(3)=[200,600])||(var(59)=3||fvar(39)=3))
TriggerAll=(P2MoveType=H||(p2stateno=[120,155]))&&(MoveGuarded=2)
Trigger1 = (fvar(37)<=0)
[State -3,2D]
Type = ChangeState
Value = ifelse((var(59)=3||fvar(39)=3),1020,8430)
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-12)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-18,110))
TriggerAll=(stateno=8411)||(stateno=8400&&P2BodyDist X>=50)||(stateno=8410&&P2BodyDist X>=50)||(stateno=8420)||(stateno=8203&&P2BodyDist X>=50)||(stateno=8225&&P2BodyDist X>=50)
TriggerAll=(var(3)>400)||(helper(25000+id),fvar(38)<90)||(stateno=8400&&P2BodyDist X>=50)||(stateno=8410&&P2BodyDist X>=50)||(stateno=8420)||((var(59)=3||fvar(39)=3)&&stateno=8411)||(var(59)=4)
TriggerAll=(P2MoveType=H||(p2stateno=[120,155]))&&(MoveGuarded=2-(var(59)=4))
Trigger1 = (fvar(37)<=0)
[State -3,Bŷ?Aŷ]
Type = ChangeState
Value = ifelse((var(3)%8<4-(var(59)=4&&power<2000)*2&&(helper(25000+id),var(9)>6)),1010,1001)
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=var(59)!=3&&fvar(39)!=3
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-3)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8411)
TriggerAll=(var(3)<=400)&&(helper(25000+id),fvar(38)>=90)
TriggerAll=(P2MoveType=H||(p2stateno=[120,155]))&&(MoveGuarded=2)
Trigger1 = (fvar(37)<=0)
;ID = 440
[State -3,Bŷ?Aŷ]
Type = ChangeState
Value = ifelse((var(3)%7<4-(var(59)=4&&power<2000)*2&&(helper(25000+id),var(9)>5)),1010,1001)
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=var(59)!=3&&fvar(39)!=3
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-3)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8430)
TriggerAll=(P2MoveType=H||(p2stateno=[120,155]))&&(MoveGuarded=2)
Trigger1 = (fvar(37)<=0)
;4044-234
[State -3,JC]
Type = ChangeState
Value = ifelse(var(3)<200&&var(59)!=4,1055,ifelse((var(59)=3||fvar(39)=3),8630,8610))
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)&&(P2BodyDist X>-20)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-120,75))
TriggerAll=(stateno=234&&ctrl)&&(prevstateno=4044)
TriggerAll=(P2MoveType=I)||(p2stateno=[120,155])
Trigger1 = (fvar(37)<=0)
;movehit
[State -3,2C]
Type = ChangeState
Value = 8410
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-12)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-12,55))
TriggerAll=(stateno=8400)||(stateno=8203)||(stateno=8225)
TriggerAll=(P2MoveType=H)&&(MoveHit>=2)
Trigger1 = (fvar(37)<=0)
[State -3,2D]
Type = ChangeState
Value = 8430
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-12)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[55,105))
TriggerAll=(stateno=8400)||(stateno=8203)||(stateno=8225)
TriggerAll=(P2MoveType=H)&&(MoveHit>=2)
Trigger1 = (fvar(37)<=0)
;movehit
[State -3,5D]
Type = ChangeState
Value = ifelse(p2bodydist x<50,8226,8228)
TriggerAll=var(59)>1&&var(59)!=3||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=((var(24)>6)&&(backedgebodydist<150)&&(var(48)>140)&&(fvar(22)=100))||(P2Life<300&&Power>=1000)||(var(59)=4&&(helper(25000+id),fvar(38)<90||var(48)<140))
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-24)&&(p2bodydist x<50)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-14,80))
TriggerAll=(stateno=8410)
TriggerAll=(P2MoveType=H)&&(MoveHit>1)
Trigger1 = (fvar(37)<=0)
[State -3,E-bani]
Type = ChangeState
Value = 318
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(var(48)>=100)||(var(26)>0&&var(48)>=40)
TriggerAll=(var(26)>0&&(var(48)=[40,100)))||(P2Life<300&&Power>=1000)||((helper(25000+id),fvar(38)>=90||helper(25000+id),fvar(38)<90&&roundno=1)&&var(48)>140&&P2Life<450)||(fvar(22)=100&&(helper(25000+id),fvar(39)<120)&&var(24)>=6&&var(48)>140)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-24)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-14,80))
TriggerAll=(stateno=8410)
TriggerAll=(P2MoveType=H)&&(MoveHit>1)
Trigger1 = (fvar(37)<=0)
[State -3,2D]
Type = ChangeState
Value = 8430
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(helper(25000+id),fvar(38)<90)&&(var(48)>170)||(fvar(22)=100&&var(48)<100)||(var(59)=2&&(helper(25000+id),fvar(38)>=90)&&P2Life>800&&power<1000)||(P2BodyDist X>60)||(helper(25000+id),fvar(38)<90&&var(3)%9>=3)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-24)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-14,100))
TriggerAll=(stateno=8410)&&(var(59)!=3||var(24)>6||((helper(25000+id),fvar(38)<90)&&(var(48)>170)))
TriggerAll=(P2MoveType=H)&&(MoveHit>1)
Trigger1 = (fvar(37)<=0)
[State -3,2C-2]
Type = ChangeState
Value = ifelse((P2BodyDist X<50&&(helper(25000+id),fvar(38)>=90))||(helper(25000+id),fvar(38)<90&&var(3)%9<3)||(P2StateType=A)||(var(59)=3),8411,8430)
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-12)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-14,80))&&(P2StateType=A)||(P2BodyDist X=[-14,60))&&(P2StateType!=A)
TriggerAll=(P2BodyDist Y+(EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),gethitvar(Yaccel)*3)*4=(-85,0))||(P2StateType!=A)
TriggerAll=(stateno=8410)
TriggerAll=(P2MoveType=H)&&(MoveHit>1)
Trigger1 = (fvar(37)<=0)
[State -3,5D]
Type = ChangeState
Value = 8228
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-24)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-14,80))
TriggerAll=(stateno=8226)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (fvar(37)<=0)
[State -3,bani]
Type = ChangeState
Value = 8710
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-24)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-14,80))
TriggerAll=(stateno=8228)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (fvar(37)<=0)
;
;ډ Numtarget
;
;fvar(37)=0
[State -3,2A-5B]
Type = ChangeState
Value = ifelse(P2BodyDist X<40,8400,8203)
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(P2MoveType=H)&&(P2BodyDist X>-12)
TriggerAll=P2BodyDist X<70
TriggerAll=(p2stateno!=[120,155])&&(fvar(26)>4||numpartner>0||stateno=102||stateno=1001||stateno=1003||(numhelper(2024)>0&&helper(2024),stateno=2025&&helper(2024),numtarget(2222)>0))
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||(time>9&&stateno=1001)||(time>12&&stateno=1003)||((stateno=[130,131])&&(prevstateno=[60,63]))
Trigger1 = (var(3)=[100,950])||(var(59)=4)||fvar(39)>0
Trigger1 = (fvar(37)<=0)
[State -3,2C]
Type = ChangeState
Value = 8410
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-32)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(EnemyNear(fvar(25)),Facing!=Facing)&&(P2Dist X>=0)&&(numtarget(1300)>0)||(numtarget(1300)=0||numpartner>0)
TriggerAll=(p2stateno!=[120,155])&&(EnemyNear(fvar(25)),vel y>0||(stateno=8420)||(stateno=8400))
TriggerAll=(P2BodyDist X-(P2StateType=A&&EnemyNear(fvar(25)),vel x!=0)*(EnemyNear(fvar(25)),vel x*9)=(-28,80))||(P2BodyDist X<65&&frontedgebodydist<110)
TriggerAll=P2BodyDist Y+(EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),gethitvar(Yaccel)*8)*9>-80
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||(time>9&&stateno=1001)||(time>12&&stateno=1003)||(stateno=8420&&movehit&&time>1)||((stateno=[130,131])&&(prevstateno=[60,63]))
Trigger1 =(P2MoveType=H)
Trigger1 = (var(3)=[100,950])||(var(59)=4)||fvar(39)>0
Trigger1 = (fvar(37)<=0)
[State -3,Bnagi]
Type = ChangeState
Value = 1001
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-32)&&var(59)!=3
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(25)),Alive)&&(frontedgebodydist>100)
TriggerAll=(p2stateno!=[120,155])&&(EnemyNear(fvar(25)),vel y>0||(stateno=8420)||(stateno=8400))
TriggerAll=(P2BodyDist X-(P2StateType=A)*(EnemyNear(fvar(25)),vel x*9)>80)||(P2BodyDist X>65&&helper(25000+id),fvar(39)<100)
TriggerAll=P2BodyDist Y+(EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),gethitvar(Yaccel)*8)*9>-80
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||(time>9&&stateno=1001)||(time>12&&stateno=1003)||(stateno=8420&&movehit&&time>1)||((stateno=[130,131])&&(prevstateno=[60,63]))
Trigger1 =(P2MoveType=H)&&(var(59)!=3)
Trigger1 = (var(3)=[100,950])||(var(59)=4)||fvar(39)>0
Trigger1 = (fvar(37)<=0)&&(numtarget(1400)=0)
[State -3,2D]
Type = ChangeState
Value = 8430
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(P2MoveType=H)&&(P2BodyDist X>-12)
TriggerAll=(P2BodyDist X=[-12,100])
TriggerAll=(p2stateno!=[120,155])&&(fvar(26)>9||numpartner>0||(numhelper(2024)>0&&helper(2024),stateno=2025&&helper(2024),numtarget(2222)>0&&EnemyNear(fvar(25)),Time<=1))
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||(time>9&&stateno=1001)||(time>12&&stateno=1003)||((stateno=[130,131])&&(prevstateno=[60,63]))
Trigger1 = (var(3)=[100,950])||(var(59)=4)||fvar(39)>0
Trigger1 = (fvar(37)<=0)&&(var(59)!=3)
[State -3,nagi]
Type = ChangeState
Value = ifelse(P2BodyDist X<150,1001,1003)
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=var(59)!=3&&fvar(39)!=3
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(P2MoveType=H)&&(P2BodyDist X>-12)
TriggerAll=(P2BodyDist X>100)
TriggerAll=(p2stateno!=[120,155])||(fvar(26)>14)||(numhelper(2024)>0&&helper(2024),stateno=2025&&helper(2024),numtarget(2222)>0&&EnemyNear(fvar(25)),Time<=1)
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||(time>9&&stateno=1001)||(time>12&&stateno=1003)||((stateno=[130,131])&&(prevstateno=[60,63]))
Trigger1 = (var(3)=[100,950])||(var(59)=4)||fvar(39)>0
Trigger1 = (fvar(37)<=0)&&(numtarget(1400)=0)
[State -3,sita]
Type = ChangeState
Value = 1012
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=var(59)!=3&&fvar(39)!=3
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A||stateno=1040||stateno=8600)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(P2MoveType=H)&&(P2BodyDist X>-40)
TriggerAll=(p2stateno!=[120,155])
TriggerAll=(stateno=8630&&(MoveHit=2))||(stateno=1040&&(numtarget(1150)>0)&&(MoveHit))||(stateno=8600&&(MoveGuarded=2)&&P2StateType=A)||(stateno=8610&&(MoveHit))
Trigger1 = (var(3)=[100,900])||(var(59)=4)||fvar(39)>0
Trigger1 = (fvar(37)<=0)
[State -3,nagi]
Type = ChangeState
Value = ifelse(var(59)=3,102,ifelse((stateno=8229),1001,1003))
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(stateno!=102)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(P2MoveType=H)&&(P2BodyDist X>20)
TriggerAll=(var(3)=[200,900])||(var(59)=4)||fvar(39)>0
TriggerAll=(fvar(37)<=0)
TriggerAll=(p2stateno!=[120,155])
Trigger1 = var(59)!=3
Trigger1 = (stateno=1053&&(MoveHit))||(stateno=8229&&(MoveHit))
Trigger2 = Ctrl||(StateNo=[11,20])||stateno=40||stateno=0||(time>9&&stateno=1001)||(time>12&&stateno=1003)||((stateno=[130,131])&&(prevstateno=[60,63]))
Trigger2 = (numtarget(1300)>0||numtarget(1450)>0||numtarget(1200)>0)
[State -3,JD]
Type = ChangeState
Value = 8630
TriggerAll=var(59)>1
TriggerAll=(fvar(37)<=0)
TriggerAll=helper(25000+id),var(59)>0||var(59)!=4
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X-(vel x*11)=[-70,45])
TriggerAll=(Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*10)*11=[-80,1))
TriggerAll=(Ctrl)
TriggerAll=(P2MoveType=H)&&(p2stateno!=[120,155])
Trigger1 = (var(3)=[100,900])||(var(59)=4)||fvar(39)>0
[State -3,JC]
Type = ChangeState
Value = 8610
TriggerAll=var(59)>1
TriggerAll=(fvar(37)<=0)
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-25,60])
TriggerAll=(P2BodyDist Y=[-60,60])
TriggerAll=(stateno=8600)&&(movehit>1)
TriggerAll=(P2MoveType=H)&&(p2stateno!=[120,155])
Trigger1 = (var(3)=[100,900])||(var(59)=4)||fvar(39)>0
;fvar(37)=10
[State -3,2C]
Type = ChangeState
Value = 8410
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-32)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(p2stateno!=[120,155])&&(EnemyNear(fvar(25)),vel y>0)
TriggerAll=P2BodyDist X-(P2StateType=A&&EnemyNear(fvar(25)),vel x!=0)*(EnemyNear(fvar(25)),vel x*9)=(-28,80)
TriggerAll=P2BodyDist Y+(EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),gethitvar(Yaccel)*8)*9>-70
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||(time>9&&stateno=1001)||(time>12&&stateno=1003)||((stateno=[130,131])&&(prevstateno=[60,63]))
Trigger1 =(P2MoveType=H)&&(Numtarget(440)>0)
Trigger1 = (fvar(37)=10)&&(var(7)<4)
Trigger2 =(P2MoveType=H)&&(Numtarget(640)>0)
Trigger2 = (fvar(37)=40)&&(var(7)>2)
[State -3,2A]
Type = ChangeState
Value = 8400
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-24)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(p2stateno!=[120,155])&&(EnemyNear(fvar(25)),vel y>0)
TriggerAll=P2BodyDist X-(P2StateType=A&&EnemyNear(fvar(25)),vel x!=0)*(EnemyNear(fvar(25)),vel x*5)=(-10,40)
TriggerAll=P2BodyDist Y+(EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),gethitvar(Yaccel)*4)*5=(-30,0)
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||(time>9&&stateno=1001)||(time>12&&stateno=1003)||((stateno=[130,131])&&(prevstateno=[60,63]))
TriggerAll=(P2MoveType=H)&&(Numtarget(240)>0||Numtarget(245)>0||Numtarget(1100)>0)
Trigger1 = (fvar(37)=10)&&(var(7)<60)
[State -3,sekkatsu]
Type = ChangeState
Value = 2021
TriggerAll=var(59)>1;||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(power>=1000)
TriggerAll=P2Life<(ifelse(180*fvar(33)<72,72,180*fvar(33)))||(var(48)<200);||fvar(39)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-24)
TriggerAll=(P2StateType=A||P2StateType=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(p2stateno!=[120,155])&&(EnemyNear(fvar(25)),vel y>0||EnemyNear(fvar(25)),pos y>-5)
TriggerAll=P2BodyDist Y+(EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),gethitvar(Yaccel)*7)*8>-70||(EnemyNear(fvar(25)),pos y>-5)
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||(time>9&&stateno=1001)||(time>12&&stateno=1003)||((stateno=[130,131])&&(prevstateno=[60,63]))
TriggerAll=(P2MoveType=H)&&(P2stateno=2005)
Trigger1 = (fvar(37)=10)&&(var(7)<60)
[State -3,5B]
Type = ChangeState
Value = 8225
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-24)
TriggerAll=(P2StateType=A||P2StateType=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(p2stateno!=[120,155])&&(EnemyNear(fvar(25)),vel y>0||EnemyNear(fvar(25)),pos y>-5)
TriggerAll=P2BodyDist X<45
TriggerAll=P2BodyDist Y+(EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),gethitvar(Yaccel)*3)*4>-25||(EnemyNear(fvar(25)),pos y>-5)
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||(time>9&&stateno=1001)||(time>12&&stateno=1003)||((stateno=[130,131])&&(prevstateno=[60,63]))
TriggerAll=(P2MoveType=H)&&(P2stateno=2005)
Trigger1 = (fvar(37)=10)||(fvar(37)=30)||(fvar(37)=50)
Trigger2 = (fvar(37)=70)&&(var(27)=0)
[State -3,9]
Type = ChangeState
Value = 39
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=A||P2StateType=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(p2stateno!=[120,155])
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||(time>9&&stateno=1001)||(time>12&&stateno=1003)||((stateno=[130,131])&&(prevstateno=[60,63]))
TriggerAll=(P2MoveType=H)&&(numtarget(630)>0||numtarget(600)>0)
Trigger1 = (fvar(37)=10)&&(var(7)>70)&&(var(7)<90)
[State -3,gure]
Type = ChangeState
Value = 8250
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-40)
TriggerAll=(P2StateType=A||P2StateType=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(p2stateno!=[120,155])&&(EnemyNear(fvar(25)),vel y>0)
TriggerAll=P2BodyDist X=(-64,80)
TriggerAll=P2BodyDist Y+(EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),Const(MoveMent.Yaccel)*1.15*11)*12=(-85,0)
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||(time>9&&stateno=1001)||((stateno=[130,131])&&(prevstateno=[60,63]))
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(37)=10)&&(var(7)>=90)&&(numtarget(630)>0)
[State -3,CJ]
Type = ChangeState
Value = 8251
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-40)
TriggerAll=(P2StateType=A||P2StateType=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(p2stateno!=[120,155])
TriggerAll=(stateno=8250)&&(movehit=1)
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(37)=10)&&(var(7)>=90)
;
[State -3,JB]
Type = ChangeState
Value = 8620
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)&&(P2BodyDist X>-12)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(p2stateno!=[120,155])
TriggerAll=(P2BodyDist X-(vel x*9)-(EnemyNear(fvar(25)),vel x*9)=[-120,50))
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*9)+((EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),gethitvar(Yaccel)*8)*9)=(-120,20)
TriggerAll=Ctrl||(Stateno=8251)
TriggerAll=(P2MoveType=H)&&(var(7)<60)
Trigger1 = (fvar(37)=10);||(fvar(37)=40&&var(7)>6&&Stateno=8251)
[State -3,JB]
Type = ChangeState
Value = 8620
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A||P2StateType=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(p2stateno!=[120,155])
TriggerAll=(P2BodyDist Y+(EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),Const(MoveMent.Yaccel)*1.15*8)*9=[-105,20])
TriggerAll=(P2MoveType=H)&&(p2stateno=15101)
TriggerAll=(Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*9<0)
Trigger1 = Ctrl&&(stateno=234)
Trigger1 = (fvar(37)=10)&&(var(7)>70)&&(numtarget(411)>0)
Trigger2 = (stateno=8600)&&(movehit>4)&&(var(57)!=1)
Trigger2 = (fvar(37)=10)&&(var(7)>70)
Trigger3 = (stateno=8620)&&(MoveType=I&&ctrl&&Time>4||movehit)
Trigger3 = (fvar(37)=10)&&(var(7)>70)
[State -3,JA]
Type = ChangeState
Value = 8600
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A||P2StateType=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(p2stateno!=[120,155])
TriggerAll=(P2BodyDist Y+(EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),Const(MoveMent.Yaccel)*1.15*4)*5=[-35,10])
TriggerAll=(P2MoveType=H)&&(p2stateno=15101)
TriggerAll=(Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4)*5<0)
Trigger1 = Ctrl
Trigger1 = (fvar(37)=10)&&(var(7)>70)&&(numtarget(630)>0||numtarget(600)>0)&&(var(7)<78)&&(var(7)<90)
Trigger2 = Ctrl||(stateno=8600&&movehit>1)
Trigger2 = (fvar(37)=10)&&(var(7)>=90)&&(var(57)=1)
Trigger2 = (EnemyNear(fvar(25)),vel y<0)
[State -3,JB]
Type = ChangeState
Value = 8620
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A||P2StateType=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(p2stateno!=[120,155])
TriggerAll=(P2BodyDist Y+(EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),Const(MoveMent.Yaccel)*1.15*8)*9=[-105,20])
TriggerAll=Ctrl
TriggerAll=(P2MoveType=H)&&(p2stateno=15101)&&(var(7)<90)
TriggerAll=(Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*9<0)
Trigger1 = (fvar(37)=10)&&(var(7)>70)&&(numtarget(630)>0||numtarget(600)>0)&&(var(7)>=75)
[State -3,sita]
Type = ChangeState
Value = 1012
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A||P2StateType=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(p2stateno!=[120,155])
TriggerAll=(stateno=8620)&&(movehit)
TriggerAll=(P2MoveType=H)&&(p2stateno=15101)&&(var(7)>=90)
Trigger1 = (fvar(37)=10)&&(var(7)>70)&&(var(57)!=1)
;fvar(37)=20
[State -3,gure]
Type = ChangeState
Value = 8250
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-12)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(p2stateno!=[120,155])&&(EnemyNear(fvar(25)),vel y>0)
TriggerAll=(P2BodyDist X=(-12,65+(abs(EnemyNear(fvar(25)),vel x)*12)))&&(P2Dist X>=0)||(P2BodyDist X=(-75,10))&&(P2Dist X<0)
TriggerAll=P2BodyDist Y+(EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),gethitvar(Yaccel)*11)*12=(-85,0)
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||(time>9&&stateno=1001)||(time>12&&stateno=1003)||((stateno=[130,131])&&(prevstateno=[60,63]))
TriggerAll=(P2MoveType=H)&&(Numtarget(440)>0)
Trigger1 = (fvar(37)=20)&&(var(7)<4)
[State -3,2C]
Type = ChangeState
Value = 8410
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-32)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(p2stateno!=[120,155])&&(EnemyNear(fvar(25)),vel y>0)
TriggerAll=P2BodyDist X-(P2StateType=A&&EnemyNear(fvar(25)),vel x!=0)*(EnemyNear(fvar(25)),vel x*9)=(-10,55)
TriggerAll=P2BodyDist Y+(EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),gethitvar(Yaccel)*8)*9=(-70,0)
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||(time>9&&stateno=1001)||(time>12&&stateno=1003)||((stateno=[130,131])&&(prevstateno=[60,63]))
TriggerAll=(P2MoveType=H)&&(Numtarget(610)>0)
Trigger1 = (fvar(37)=20)&&(var(7)<4)
[State -3,2A]
Type = ChangeState
Value = 8400
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-28)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(p2stateno!=[120,155])&&(EnemyNear(fvar(25)),vel y>0)
TriggerAll=P2BodyDist X-(P2StateType=A&&EnemyNear(fvar(25)),vel x!=0)*(EnemyNear(fvar(25)),vel x*5)=(-18,45)
TriggerAll=P2BodyDist Y+(EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),gethitvar(Yaccel)*4)*5=(-35,0)
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||(time>9&&stateno=1001)||(time>12&&stateno=1003)||((stateno=[130,131])&&(prevstateno=[60,63]))
TriggerAll=(P2MoveType=H)&&(Numtarget(1100)>0)
Trigger1 = (fvar(37)=20)||(fvar(37)=30)||(fvar(37)=15)
Trigger2 = (fvar(37)=70)&&(var(7)>4)&&(var(27)=0)
;
[State -3,JC]
Type = ChangeState
Value = 8610
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)&&(P2BodyDist X>-24)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(p2stateno!=[120,155])
TriggerAll=(P2BodyDist X-(vel x*10)-(EnemyNear(fvar(25)),vel x*10)=[-120,60))
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*9)*10)+((EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),gethitvar(Yaccel)*9)*10)=(-60,60)
TriggerAll=Ctrl||(Stateno=8251)
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(37)=20)&&(var(7)<4)
[State -3,JB]
Type = ChangeState
Value = 8620
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)&&(P2BodyDist X>-24)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(p2stateno!=[120,155])
TriggerAll=(P2BodyDist X-(vel x*9)-(EnemyNear(fvar(25)),vel x*9)=[-120,50))
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*9)+((EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),gethitvar(Yaccel)*8)*9)=(-105,20)
TriggerAll=Ctrl||(Stateno=8251)
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(37)=20)&&(var(7)>=4)
Trigger2 = (fvar(37)=30)&&(var(7)<12)
Trigger3 = (fvar(37)=45)&&(Stateno=8251)
;fvar(37)=30
[State -3,2C]
Type = ChangeState
Value = 8410
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-32)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(EnemyNear(fvar(25)),Facing!=facing)&&(P2Dist X>=0)
TriggerAll=(p2stateno!=[120,155])&&(EnemyNear(fvar(25)),vel y>0)
TriggerAll=P2BodyDist X-(P2StateType=A&&EnemyNear(fvar(25)),vel x!=0)*(EnemyNear(fvar(25)),vel x*9)=(-24,65)
TriggerAll=P2BodyDist Y+(EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),gethitvar(Yaccel)*8)*9=(-70,0)
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||((stateno=[130,131])&&(prevstateno=[60,63]))
TriggerAll=(P2MoveType=H)&&(Numtarget(440)>0)
Trigger1 = (fvar(37)=30)&&(var(7)<4)
[State -3,2A]
Type = ChangeState
Value = 8400
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-32)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(EnemyNear(fvar(25)),Facing!=facing)&&(P2Dist X>=0)
TriggerAll=(p2stateno!=[120,155])&&(EnemyNear(fvar(25)),vel y>0)
TriggerAll=P2BodyDist X-(P2StateType=A&&EnemyNear(fvar(25)),vel x!=0)*(EnemyNear(fvar(25)),vel x*5)=(-22,45)
TriggerAll=P2BodyDist Y+(EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),gethitvar(Yaccel)*4)*5=(-35,0)
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||(time>9&&stateno=1001)||((stateno=[130,131])&&(prevstateno=[60,63]))
TriggerAll=(P2MoveType=H)&&(Numtarget(245)>0||Numtarget(240)>0)
Trigger1 = (fvar(37)=30)&&(var(7)<7)
;fvar(37)=40
[State -3,2C]
Type = ChangeState
Value = 8410
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-24)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(p2stateno!=[120,155])&&(EnemyNear(fvar(25)),vel y>0)
TriggerAll=P2BodyDist X-(P2StateType=A&&EnemyNear(fvar(25)),vel x!=0)*(EnemyNear(fvar(25)),vel x*9)=(-18,60)
TriggerAll=P2BodyDist Y+(EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),gethitvar(Yaccel)*8)*9=(-75,0)
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||(time>9&&stateno=1001)||(time>12&&stateno=1003)||((stateno=[130,131])&&(prevstateno=[60,63]))
TriggerAll=(P2MoveType=H)&&(Numtarget(1100)>0)
Trigger1 = (fvar(37)=40&&var(7)>6)
;
[State -3,JA]
Type = ChangeState
Value = 8600
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)&&(P2BodyDist X>-32)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(p2stateno!=[120,155])
TriggerAll=(P2BodyDist X-(vel x*5)-(EnemyNear(fvar(25)),vel x*5)=[-180,40))
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4)*5)+((EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),gethitvar(Yaccel)*4)*5)=(-85,100)
TriggerAll=Ctrl||(stateno=8251)
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(37)=40)&&(var(57)=2)
[State -3,JB]
Type = ChangeState
Value = 8620
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)&&(P2BodyDist X>-32)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(p2stateno!=[120,155])
TriggerAll=(P2BodyDist X-(vel x*9)-(EnemyNear(fvar(25)),vel x*9)=[-120,60))
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*9)+((EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),gethitvar(Yaccel)*8)*9)=(-180,50)
TriggerAll=Ctrl&&(Stateno=8251)
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(37)=40&&var(7)>6)
;fvar(37)=50
[State -3,2C]
Type = ChangeState
Value = 8410
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-24)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(p2stateno!=[120,155])&&(EnemyNear(fvar(25)),vel y>0)
TriggerAll=P2BodyDist X-(P2StateType=A&&EnemyNear(fvar(25)),vel x!=0)*(EnemyNear(fvar(25)),vel x*9)=(-18,60)
TriggerAll=P2BodyDist Y+(EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),gethitvar(Yaccel)*8)*9=(-75,0)
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||(time>9&&stateno=1001)||(time>12&&stateno=1003)||((stateno=[130,131])&&(prevstateno=[60,63]))
TriggerAll=(P2MoveType=H)&&(Numtarget(1100)>0)
Trigger1 = (fvar(37)=50)&&(fvar(23)=0)
[State -3,5C-5D]
Type = ChangeState
Value = ifelse((P2BodyDist X<40),8211,8226)
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(p2stateno!=[120,155])&&(EnemyNear(fvar(25)),vel y>0)
TriggerAll=P2BodyDist X=(-32,45)
TriggerAll=P2BodyDist Y=(-100,0)
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||(time>9&&stateno=1001)||(time>12&&stateno=1003)||((stateno=[130,131])&&(prevstateno=[60,63]))
TriggerAll=(P2MoveType=H)&&(p2stateno>=35000)
Trigger1 = (fvar(37)=50)&&(fvar(23)=999)&&(var(7)>12)
[State -3,2A]
Type = ChangeState
Value = 8400
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-40)
TriggerAll=(P2StateType=A||P2StateType=L)&&(EnemyNear(fvar(25)),Alive)
;TriggerAll=(EnemyNear(fvar(25)),Facing!=facing)&&(P2Dist X>=0)
TriggerAll=(p2stateno!=[120,155])&&(EnemyNear(fvar(25)),vel y>0)
TriggerAll=P2BodyDist X-(P2StateType=A&&EnemyNear(fvar(25)),vel x!=0)*(EnemyNear(fvar(25)),vel x*5)=(-64,45)
TriggerAll=P2BodyDist Y+(EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),Const(MoveMent.Yaccel)*1.15*4)*5>-35
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||(time>9&&stateno=1001)||((stateno=[130,131])&&(prevstateno=[60,63]))
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(37)=50)&&(var(7)>24)&&(numtarget(400)>0)
Trigger2 = (fvar(37)=10)&&(var(7)>59)&&(numtarget(440)>0)
[State -3,66]
Type = ChangeState
Value = 102
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(p2stateno!=[120,155])&&(stateno!=102)
TriggerAll=P2BodyDist X>25
TriggerAll=Ctrl||(StateNo=[11,20])||stateno=40
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(37)=50)&&(var(7)>24)&&(numtarget(400)>0)
[State -3,2]
Type = ChangeState
Value = 11
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(p2stateno!=[120,155])&&(stateno=102)
TriggerAll=P2BodyDist X<=25
TriggerAll=Ctrl||(StateNo=[11,20])||stateno=40||stateno=102
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(37)=50)&&(var(7)>24)&&(numtarget(400)>0)
;
[State -3,JD]
Type = ChangeState
Value = 8630
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)&&(P2BodyDist X>-32)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(p2stateno!=[120,155])
TriggerAll=(P2BodyDist X-(vel x!=0)*(vel x*11)-(EnemyNear(fvar(25)),vel x!=0)*(EnemyNear(fvar(25)),vel x*11)=[-120,45))
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*10)*11)+((EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),gethitvar(Yaccel)*10)*11)=(-40,80)
TriggerAll=Ctrl&&(var(57)=0)
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(37)=50&&var(7)<5)
[State -3,JA]
Type = ChangeState
Value = 8600
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)&&(P2BodyDist X>-32)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(p2stateno!=[120,155])
TriggerAll=(P2BodyDist X-(vel x!=0)*(vel x*5)-(EnemyNear(fvar(25)),vel x!=0)*(EnemyNear(fvar(25)),vel x*5)=[-180,40))
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4)*5)+((EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),gethitvar(Yaccel)*4)*5)=(-140,100)
TriggerAll=Ctrl
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(37)=50)&&(var(57)=2)&&(var(7)>3)
;fvar(37)=60
[State -3,2A-2D]
Type = ChangeState
Value = ifelse(P2BodyDist X<20,8400,8430)
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(helper(25000+id),fvar(38)>=100)||(frontedgebodydist>=120)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X<90)&&(P2BodyDist Y>-90)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(p2stateno!=[120,155])
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||(time>9&&stateno=1001)||(time>12&&stateno=1003)
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(37)=60)&&(Numtarget(320)>0||Numtarget(800)>0||Numtarget(1200)>0||Numtarget(2250)>0||Numtarget(1450)>0)
Trigger2 = (fvar(37)=60)&&(Numtarget(440)>0||Numtarget(400)>0)&&(helper(25000+id),fvar(38)<100)
[State -3,2C-2A]
Type = ChangeState
Value = ifelse((Numtarget(320)>0),8400,8410)
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(helper(25000+id),fvar(38)<100)&&(frontedgebodydist<120)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X<30)&&(P2BodyDist Y>-90)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(p2stateno!=[120,155])
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||(time>9&&stateno=1001)||(time>12&&stateno=1003)||((stateno=[130,131])&&(prevstateno=[60,63]))
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(37)=60)&&(Numtarget(440)>0||Numtarget(400)>0)&&(helper(25000+id),fvar(38)<100)
Trigger2 = (fvar(37)=60)&&(Numtarget(320)>0||Numtarget(800)>0||Numtarget(1200)>0||Numtarget(2250)>0||Numtarget(1450)>0)
[State -3,Bŷ?Dŷ]
Type = ChangeState
Value = ifelse(P2BodyDist X>100,1003,1001)
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>40||(stateno=8430&&movehit))
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(p2stateno!=[120,155])
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||(time>9&&stateno=1001)||(time>12&&stateno=1003)||(stateno=8430&&movehit)||(stateno=8400&&movehit)||(stateno=900&&time>=38)||((stateno=[130,131])&&(prevstateno=[60,63]))
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(37)=60)&&(Numtarget(320)>0||Numtarget(800)>0||Numtarget(1200)>0||Numtarget(2250)>0||Numtarget(1450)>0)
Trigger2 = (fvar(37)=60)&&(Numtarget(440)>0||Numtarget(400)>0)&&(helper(25000+id),fvar(38)<100||P2BodyDist X>90)
[State -3,sita]
Type = ChangeState
Value = 1012
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(EnemyNear(fvar(25)),Alive)
TriggerAll=(p2stateno!=[120,155])
TriggerAll=StateNo=1056
TriggerAll=(P2MoveType=H)&&(MoveHit)&&(Numtarget(1450)>0)
Trigger1 = (fvar(37)=60)
;fvar(37)=70
[State -3,2C-2D]
Type = ChangeState
Value = ifelse(var(51)>17,8430,8410)
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-24)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X<60)&&(EnemyNear(fvar(25)),pos y>-60||(var(51)>17))
TriggerAll=P2BodyDist Y=(-90,0)
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||(time>9&&stateno=1001)||(time>12&&stateno=1003)||((stateno=[130,131])&&(prevstateno=[60,63]))
TriggerAll=(P2MoveType=H)&&(p2stateno!=2005)&&(var(27)>0)
Trigger1 = (fvar(37)=70);&&(helper(25000+id),var(31)<3)
[State -3,5C]
Type = ChangeState
Value = ifelse(p2bodydist x<40,8211,8210)
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-24)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X<60)&&(EnemyNear(fvar(25)),pos y<=-60)
TriggerAll=P2BodyDist Y=(-90+(p2bodydist x<40)*10,0)
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||(time>9&&stateno=1001)||(time>12&&stateno=1003)||((stateno=[130,131])&&(prevstateno=[60,63]))
TriggerAll=(P2MoveType=H)&&(p2stateno!=2005)&&(var(27)>0)
Trigger1 = (fvar(37)=70)
[State -3,2C]
Type = ChangeState
Value = 8410
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-32)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(EnemyNear(fvar(25)),Facing!=facing)&&(P2Dist X>=0)
TriggerAll=(p2stateno!=[120,155])&&(EnemyNear(fvar(25)),vel y>0)
TriggerAll=P2BodyDist X-(P2StateType=A&&EnemyNear(fvar(25)),vel x!=0)*(EnemyNear(fvar(25)),vel x*9)=(-24,65)
TriggerAll=P2BodyDist Y+(EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),gethitvar(Yaccel)*8)*9=(-75,0)
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||((stateno=[130,131])&&(prevstateno=[60,63]))
TriggerAll=(P2MoveType=H)&&(Numtarget(640)>0)
Trigger1 = (fvar(37)=70)&&(var(7)>1)&&(var(27)=0)
;
[State -3,JA]
Type = ChangeState
Value = 8600
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)&&(P2BodyDist X>-32)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(p2stateno!=[120,155])
TriggerAll=(P2BodyDist X-(vel x!=0)*(vel x*5)-(EnemyNear(fvar(25)),vel x!=0)*(EnemyNear(fvar(25)),vel x*5)=[-180,40))
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4)*5)+((EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),gethitvar(Yaccel)*4)*5)=(-60,100)
TriggerAll=Ctrl&&(stateno=8251)
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(37)=70)
Trigger2 = (fvar(37)=15)
;fvar(37)=15
[State -3,2C]
Type = ChangeState
Value = 8410
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-32)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(p2stateno!=[120,155])&&(EnemyNear(fvar(25)),vel y>0)
TriggerAll=P2BodyDist X=(-28,80)
TriggerAll=P2BodyDist Y+(EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),gethitvar(Yaccel)*8)*9>-75
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||(time>9&&stateno=1001)||(time>12&&stateno=1003)||((stateno=[130,131])&&(prevstateno=[60,63]))
Trigger1 =(P2MoveType=H)&&(Numtarget(440)>0)
Trigger1 = (fvar(37)=15)
Trigger2 =(P2MoveType=H)&&(Numtarget(610)>0)
Trigger2 = (fvar(37)=45)
[State -3,2A]
Type = ChangeState
Value = 8400
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-32)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(p2stateno!=[120,155])&&(EnemyNear(fvar(25)),vel y>0)
TriggerAll=P2BodyDist X-(P2StateType=A)*(EnemyNear(fvar(25)),vel x*5)=(-22,45)
TriggerAll=P2BodyDist Y+(EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),gethitvar(Yaccel)*4)*5=(-35,0)
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||(time>9&&stateno=1001)||((stateno=[130,131])&&(prevstateno=[60,63]))
TriggerAll=(P2MoveType=H)&&(Numtarget(260)>0)
Trigger1 = (fvar(37)=15)
;fvar(37)=45
[State -3,bani]
Type = ChangeState
Value = 8710
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-32)
TriggerAll=(P2StateType=A||P2StateType=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(p2stateno!=[120,155])
TriggerAll=P2BodyDist X=(-22,60)
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||(time>9&&stateno=1001)||((stateno=[130,131])&&(prevstateno=[60,63]))
TriggerAll=(P2MoveType=H)&&(Numtarget(1150)>0)
Trigger1 = (fvar(37)=45)
;
[State -3,JC]
Type = ChangeState
Value = 8610
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)&&(P2BodyDist X>-24)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(p2stateno!=[120,155])&&(EnemyNear(fvar(25)),vel y>0)
TriggerAll=(P2BodyDist X-(vel x!=0)*(vel x*10)-(EnemyNear(fvar(25)),vel x!=0)*(EnemyNear(fvar(25)),vel x*10)=[-120,60))
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*9)*10)+((EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),gethitvar(Yaccel)*9)*10)=(-60,60)
TriggerAll=(Stateno=234&&ctrl)&&(prevstateno=4044)
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(37)=45)
;fvar(37)=65
[State -3,2C]
Type = ChangeState
Value = 8410
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-32)
TriggerAll=(P2StateType=A||P2StateType=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(p2stateno!=[120,155])&&(P2BodyDist Y>-95)
TriggerAll=(P2BodyDist X=(-32,70))&&(helper(25000+id),fvar(38)<110)&&(p2stateno=[8715,8716])
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||(time>9&&stateno=1001)||(stateno=8400&&movehit)||((stateno=[130,131])&&(prevstateno=[60,63]))
TriggerAll=(P2MoveType=H)&&(Numtarget(320)>0||Numtarget(1200)>0||Numtarget(400)>0||Numtarget(1100)>0)
Trigger1 = (fvar(37)=65)&&(var(27)>0)
[State -3,2A]
Type = ChangeState
Value = 8400
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-32)
TriggerAll=(P2StateType=A||P2StateType=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(p2stateno!=[120,155])&&(P2BodyDist Y>-90)
TriggerAll=(P2BodyDist X=(-32,50));&&(helper(25000+id),fvar(38)<100)
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||(time>9&&stateno=1001)||(stateno=8400&&movehit)||((stateno=[130,131])&&(prevstateno=[60,63]))
TriggerAll=(P2MoveType=H)&&(Numtarget(800)>0)
Trigger1 = (fvar(37)=65)&&(var(27)>0)
[State -3,2D]
Type = ChangeState
Value = 8430
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-32)
TriggerAll=(P2StateType=A||P2StateType=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(p2stateno!=[120,155])&&(P2BodyDist Y>-90)
TriggerAll=(P2BodyDist X=(-32,110))&&(helper(25000+id),fvar(38)<110)&&(p2stateno=[8715,8716])
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||(time>9&&stateno=1001)||((stateno=[130,131])&&(prevstateno=[60,63]))
TriggerAll=(P2MoveType=H)&&(Numtarget(260)>0)
Trigger1 = (fvar(37)=65)&&(var(27)>0)
[State -3,66]
Type = ChangeState
Value = 102
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>40)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(p2stateno!=[120,155])&&(stateno!=102)
TriggerAll=Ctrl||(StateNo=[11,20])||stateno=40||stateno=0
TriggerAll=(P2MoveType=H)&&(var(27)>0)
Trigger1 = (fvar(37)=65)&&(Numtarget(320)>0||Numtarget(800)>0||Numtarget(1200)>0||Numtarget(2250)>0||Numtarget(1450)>0)
;
[State -3,tensyo]
Type = ChangeState
Value = 1040
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)&&(P2BodyDist X>-24)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(p2stateno!=[120,155])&&(var(27)>0)
TriggerAll=Pos Y<-30
TriggerAll=(Stateno=8251&&ctrl)
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(37)=65)
;
;R{ MoveHit MoveContact
;
;fvar(37)=10
[State -3,Bŷ]
Type = ChangeState
Value = 1001
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-12)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2MoveType=H)&&(MoveHit)
TriggerAll=(fvar(37)=10)
Trigger1 = (stateno=8430)&&(var(7)<3)
Trigger2 = (stateno=8226||stateno=8228)&&(var(7)<7)
[State -3,5D]
Type = ChangeState
Value = ifelse(p2bodydist x<26,8226,8228)
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-12)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X<40);&&(EnemyNear(fvar(25)),pos y>-100)
TriggerAll=P2BodyDist Y+(EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),gethitvar(Yaccel)*9)*10=(-80,0)
TriggerAll=(stateno=8410&&prevstateno!=8400)
TriggerAll=(P2MoveType=H)&&(MoveHit)&&(var(7)<29)
Trigger1 = (fvar(37)=10)
[State -3,2C]
Type = ChangeState
Value = 8410
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-24)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X<60)
TriggerAll=(stateno=8400)
TriggerAll=(P2MoveType=H)&&(MoveHit)&&(var(7)<28)
Trigger1 = (fvar(37)=10||(fvar(37)=20)&&(var(7)>6))
[State -3,2C]
Type = ChangeState
Value = 8411
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-12)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X<60)
TriggerAll=(stateno=8410&&prevstateno=8400)
TriggerAll=(P2MoveType=H)&&(MoveHit)&&(var(7)<29)
Trigger1 = (fvar(37)=10||(fvar(37)=20)&&(var(7)>6))
[State -3,gure]
Type = ChangeState
Value = ifelse(var(7)<10,8250,8430)
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-12)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X<70)
TriggerAll=(stateno=8411&&prevstateno=8410)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (fvar(37)=10)&&(var(7)<70)
[State -3,CJ]
Type = ChangeState
Value = 8251
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-12)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8250&&(prevstateno=8411||fvar(37)=65))
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (fvar(37)=10)||(fvar(37)=65)
[State -3,danjin-tokei]
Type = ChangeState
Value = ifelse(power>=1000,2007,1020)
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-24)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8430&&prevstateno=8411)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (fvar(37)=10)&&(var(7)>12)&&(var(7)<29)
[State -3,2A-5B]
Type = ChangeState
Value = ifelse(((var(48)>=200)&&roundno>1)||((var(48)>=200)&&fvar(39)>0)||(var(48)>=300),8400,8225)
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-24)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X<45)
TriggerAll=(stateno=8225&&prevstateno!=8225)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (fvar(37)=10)&&(var(7)>27)&&(var(7)<60)
Trigger2 = (fvar(37)=70)&&(var(27)=0)
Trigger2 = fvar(37):=10
[State -3,tokei-5B]
Type = ChangeState
Value = ifelse((P2BodyDist X<30),8225,1020)
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-24)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8225&&prevstateno=8225)||(stateno=8225&&fvar(37)=30)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (fvar(37)=10)&&(var(7)>27)&&(var(7)<60)
Trigger2 = (fvar(37)=30)
[State -3,2A-E2A]
Type = ChangeState
Value = ifelse(((P2BodyDist X>24)&&((var(48)>=100)||(var(26)>0&&var(48)>=20))),400,8400)
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-24)
TriggerAll=(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8400)
TriggerAll=(P2BodyDist X<40)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (fvar(37)=10)&&(var(7)>27)&&(var(7)<60)
[State -3,2C]
Type = ChangeState
Value = 8410
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-32)
TriggerAll=(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8400)
TriggerAll=(var(7)>=69)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (fvar(37)=10)
[State -3,5D]
Type = ChangeState
Value = ifelse(P2BodyDist X<50,8226,8228)
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-32)
TriggerAll=(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8400)
TriggerAll=(var(7)>=59)&&(var(7)<70)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (fvar(37)=10)
Trigger2 = (fvar(37)=50)
Trigger2 = fvar(37):=10
[State -3,2D]
Type = ChangeState
Value = 8430
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-24)
TriggerAll=(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8400)||(stateno=8226&&var(7)>=59)||(stateno=8228&&var(7)>=59)
TriggerAll=((P2BodyDist X>=40)&&(var(7)>27)&&(var(7)<60))||(var(7)>=59)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (fvar(37)=10)&&(var(7)<70)
[State -3,Aŷ]
Type = ChangeState
Value = 1001
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-24)
TriggerAll=(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8430)
TriggerAll=(var(7)>=59)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (fvar(37)=10)
[State -3,2C-2]
Type = ChangeState
Value = 8411
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-32)
TriggerAll=(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8410)
TriggerAll=(var(7)>=70)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (fvar(37)=10)
[State -3,99]
Type = ChangeState
Value = 4043
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-32)
TriggerAll=(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8411)
TriggerAll=(var(7)>=70)
TriggerAll=(P2MoveType=H)&&(MoveHit>15)
Trigger1 = (fvar(37)=10)
;
[State -3,JC]
Type = ChangeState
Value = 8610
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)&&(P2BodyDist X>-24)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(p2stateno!=[120,155])
TriggerAll=(P2BodyDist X-(vel x!=0)*(vel x*10)-(EnemyNear(fvar(25)),vel x!=0)*(EnemyNear(fvar(25)),vel x*10)=[-120,60))
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*9)*10)+((EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),gethitvar(Yaccel)*9)*10)=(-60,60)
TriggerAll=(Stateno=8620)&&(MoveHit)
TriggerAll=(P2MoveType=H)
Trigger1 = ((fvar(37)=10)&&(var(7)<60)||(fvar(37)=20)&&(var(7)>=4))
Trigger2 = (fvar(37)=30)
Trigger3 = (fvar(37)=40)&&(var(57)=2)
Trigger4 = (fvar(37)=40)&&(var(57)=1)&&(var(7)>7)
Trigger5 = (fvar(37)=50)&&(var(57)=2)&&(var(7)>3)&&(prevstateno!=630)
[State -3,tensyo]
Type = ChangeState
Value = 1040
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)&&(P2BodyDist X>-24)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(p2stateno!=[120,155])
TriggerAll=(P2BodyDist X-(EnemyNear(fvar(25)),vel x!=0)*(EnemyNear(fvar(25)),vel x*7)=[-120,50+((fvar(37)=40)*10)))
TriggerAll=P2BodyDist Y+((EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),gethitvar(Yaccel)*6)*7)=(-60,60)
TriggerAll=(Stateno=8610||(stateno=8630&&fvar(37)=50)||(stateno=8630&&fvar(37)=70)||(stateno=8630&&fvar(37)=15)||(stateno=8630&&fvar(37)=45))&&(MoveHit)
TriggerAll=(P2MoveType=H)
Trigger1 = ((fvar(37)=10)&&(var(7)<60)||(fvar(37)=20)&&(var(7)>4))
Trigger2 = (fvar(37)=30)
Trigger3 = (fvar(37)=40)&&(var(57)!=2);(var(7)>7)
Trigger4 = (fvar(37)=50)&&(var(57)=2)&&(stateno=8630)
Trigger5 = (fvar(37)=70)&&(var(7)>4)
Trigger6 = (fvar(37)=15)||(fvar(37)=45)
Trigger6 = (Stateno!=8610)
[State -3,sita]
Type = ChangeState
Value = 1012
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)&&(P2BodyDist X>-24)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(p2stateno!=[120,155])
TriggerAll=(Stateno=1040)&&(MoveHit)
TriggerAll=(P2MoveType=H)
Trigger1 = (animelem=5,>1)
Trigger1 = ((fvar(37)=10)&&(var(7)<60)||(fvar(37)=20)&&(var(7)>5))
Trigger2 = (animelem=4,>1)
Trigger2 = (fvar(37)=30)
Trigger3 = (animelem=4,>1)
Trigger3 = (fvar(37)=40)
Trigger4 = (animelem=3,>1)
Trigger4 = (fvar(37)=50)&&(var(57)=0)
Trigger5 = (animelem=5,>1)&&(var(48)<=140)
Trigger5 = (fvar(37)=50)&&(var(57)=2)&&(var(7)>6)
Trigger6 = (animelem=5,>1)
Trigger6 = (fvar(37)=70)
;fvar(37)=20
[State -3,Dŷ]
Type = ChangeState
Value = 1003
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-12)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2MoveType=H)&&(MoveHit)
TriggerAll=(fvar(37)=20)
Trigger1 = (stateno=8430)&&(var(7)<3)
;Trigger2 = (stateno=8226||stateno=8228)&&(var(7)<7)
[State -3,CJ]
Type = ChangeState
Value = 8251
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-46)
TriggerAll=(P2StateType!=L||(fvar(37)=30))&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8250)
TriggerAll=(P2MoveType=H||(fvar(37)=30))&&(MoveHit)
Trigger1 = (fvar(37)=20||(fvar(37)=30&&var(7)<11))
Trigger2 = (fvar(37)=30&&var(7)>10)&&(MoveHit>16)
Trigger3 = (fvar(37)=40)&&(var(7)>6)
Trigger4 = (fvar(37)=70)&&(var(51)>10)
Trigger5 = (fvar(37)=15)&&(var(7)<12)
Trigger6 = (fvar(37)=45)
[State -3,gure]
Type = ChangeState
Value = 8250
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-32)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X<70)
TriggerAll=(stateno=8410)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (fvar(37)=20)&&(var(7)<10)
[State -3,E-sekkatsu]
Type = ChangeState
Value = 1
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(power>=1000)
TriggerAll=(var(48)>=100)||(var(26)>0&&var(48)>=40)
TriggerAll=(P2Life<50);||fvar(39)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-12)
TriggerAll=(P2StateType=A||P2StateType=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(p2stateno!=[120,155])&&(EnemyNear(fvar(25)),vel y>0)
TriggerAll=(stateno=8411)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (fvar(37)=20)
[State -3,Bŷ]
Type = ChangeState
Value = 1001;1020
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-12)
TriggerAll=(P2StateType=A||P2StateType=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(p2stateno!=[120,155])&&(EnemyNear(fvar(25)),vel y>0)
TriggerAll=(stateno=8411)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (fvar(37)=20)
Trigger1 = fvar(37):=40
;
[State -3,sita]
Type = ChangeState
Value = 1012
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)&&(P2BodyDist X>-32)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(p2stateno!=[120,155])
TriggerAll=(Stateno=8610)&&(MoveHit)
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(37)=20)&&(var(7)<4)
;fvar(37)=30
[State -3,Bŷ]
Type = ChangeState
Value = 1001
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-12)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2MoveType=H)&&(MoveHit)
TriggerAll=(fvar(37)=30)
Trigger1 = (stateno=8430)&&(var(7)<3)
Trigger2 = (stateno=8226||stateno=8228)&&(var(7)<7)
[State -3,5D]
Type = ChangeState
Value = ifelse(p2bodydist x<50,8226,8228)
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-12)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X<80)
TriggerAll=P2BodyDist Y+(EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),gethitvar(Yaccel)*9)*10=(-75,0)
TriggerAll=(stateno=8410)&&(prevstateno!=8400)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (fvar(37)=30)&&(var(7)<10)
[State -3,2C]
Type = ChangeState
Value = 8410
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-24)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X<60)
TriggerAll=P2BodyDist Y+(EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),gethitvar(Yaccel)*8)*9=(-80,0)
TriggerAll=(stateno=8400)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (fvar(37)=30)
Trigger2 = (fvar(37)=70)&&(var(7)<30)
[State -3,gure]
Type = ChangeState
Value = 8250
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-24)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X<70)
TriggerAll=P2BodyDist Y+(EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),gethitvar(Yaccel)*11)*12=(-85,0)
TriggerAll=(stateno=8410)&&(prevstateno=8400)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (fvar(37)=30)&&(var(7)<9)
[State -3,2C]
Type = ChangeState
Value = 8411
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-24)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X<70)
TriggerAll=(stateno=8410)&&(prevstateno=8400)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (fvar(37)=30)&&(var(7)>=9)
Trigger2 = (fvar(37)=70)&&(var(7)>7)&&(var(7)<30)
[State -3,Bnagi]
Type = ChangeState
Value = 1001
TriggerAll=var(59)=2||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-24)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8411)&&(prevstateno=8410)
TriggerAll=(P2MoveType=H)&&(MoveHit=1)
Trigger1 = (fvar(37)=30)&&(var(7)>=9)
Trigger1 = (var(3)<500+((P2Life>600)*250)||fvar(39)>0)
[State -3,tokei-danjin]
Type = ChangeState
Value = ifelse(power>=1000,2007,1020)
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-24)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8411)&&(prevstateno=8410)
TriggerAll=(P2MoveType=H)&&(MoveHit=1)
Trigger1 = (fvar(37)=30)&&(var(7)>=9)
[State -3,gure]
Type = ChangeState
Value = 8250
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(EnemyNear(fvar(25)),Alive)
TriggerAll=(stateno=1001)&&(time>9)
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(37)=30)&&(var(7)>10)
;fvar(37)=40
[State -3,CHJ]
Type = ChangeState
Value = 4041
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-24)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8411)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (fvar(37)=40)&&(var(7)<5)
[State -3,2C]
Type = ChangeState
Value = 8411
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-32)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X<80)
TriggerAll=P2BodyDist Y+(EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),gethitvar(Yaccel)*3)*4>-85
TriggerAll=(stateno=8410)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (fvar(37)=40);&&(var(7)>3)
Trigger2 = (fvar(37)=45)
[State -3,gure]
Type = ChangeState
Value = 8250
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-24)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X<80)
TriggerAll=P2BodyDist Y+(EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),gethitvar(Yaccel)*11)*12=(-80,0)
TriggerAll=(stateno=8411)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (fvar(37)=40)&&(var(7)>=5)&&(var(7)<=11)
Trigger2 = (fvar(37)=45)&&(var(7)>=4)
[State -3,Bŷ]
Type = ChangeState
Value = ifelse((power>1000&&P2Life<150),2000+(var(48)>40)*7,1001)
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-24)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2MoveType=H)&&(MoveHit)
TriggerAll=(fvar(37)=40)
Trigger1 = (stateno=8411)&&(var(7)>11)
[State -3,bani]
Type = ChangeState
Value = 8710
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2MoveType=H)
TriggerAll=(fvar(37)=40)
Trigger1 = (stateno=1001&&time>9)&&(var(7)>11)
Trigger2 = (prevstateno=1001&&ctrl)&&(var(7)>11)
[State -3,Esekkatsu]
Type = ChangeState
Value = 2
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=power>=1000
TriggerAll=(var(24)<=5&&var(43)<=3)||(P2Life<50)
TriggerAll=(var(48)>140)||(var(26)>0&&var(48)>=40)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>=0)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (fvar(37)=40)
Trigger1 = (stateno=8711||stateno=8713)&&(var(7)>12)
Trigger2 = (fvar(37)=50)
Trigger2 = (stateno=8711||stateno=8713)&&(var(7)>7)
;
[State -3,JB]
Type = ChangeState
Value = 8620
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)&&(P2BodyDist X>-24)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(p2stateno!=[120,155])
TriggerAll=(P2BodyDist X-(vel x!=0)*(vel x*9)-(EnemyNear(fvar(25)),vel x!=0)*(EnemyNear(fvar(25)),vel x*9)=[-120,50))
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*9)+((EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),gethitvar(Yaccel)*8)*9)=(-105,30)
TriggerAll=(stateno=8600)
TriggerAll=(P2MoveType=H)&&(MoveHit)&&(var(57)=2)
Trigger1 = fvar(37)=40
Trigger2 = (fvar(37)=50)&&(var(57)=2)&&(var(7)>3)
[State -3,JD]
Type = ChangeState
Value = 8630
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)&&(P2BodyDist X>-24)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(p2stateno!=[120,155])
TriggerAll=(P2BodyDist X-(vel x!=0)*(vel x*11)-(EnemyNear(fvar(25)),vel x!=0)*(EnemyNear(fvar(25)),vel x*11)=[-120,45))
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*10)*11)+((EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),gethitvar(Yaccel)*10)*11)=(-50,80)
TriggerAll=(stateno=8610&&var(57)=2)||(stateno=8600&&var(7)>6&&var(57)!=2)||(stateno=8600&&fvar(37)=70)||(stateno=8600&&fvar(37)=15)||(stateno=8620&&fvar(37)=45)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (fvar(37)=40)
Trigger2 = (fvar(37)=50)&&(var(57)=2)&&(var(7)>3)
Trigger3 = (fvar(37)=70)
Trigger4 = (fvar(37)=15)||(fvar(37)=45)
[State -3,sita]
Type = ChangeState
Value = 1012
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)&&(P2BodyDist X>-32)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(p2stateno!=[120,155])
TriggerAll=(Stateno=8630)&&(MoveHit)&&(var(57)=2||fvar(37)=70)
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(37)=40)
Trigger2 = (fvar(37)=70)
;fvar(37)=50
[State -3,CJ]
Type = ChangeState
Value = 39
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-32)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8411)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (fvar(37)=50)&&(var(7)<4)
[State -3,CJ]
Type = ChangeState
Value = 4041
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-32)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8411)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (fvar(37)=50)&&(var(7)>=4)
[State -3,2C]
Type = ChangeState
Value = ifelse(var(7)>7,8710,8411)
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-24)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X<80)
TriggerAll=P2BodyDist Y+(EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),gethitvar(Yaccel)*3)*4=(-95,0)
TriggerAll=(stateno=8410)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (fvar(37)=50)
[State -3,danjin]
Type = ChangeState
Value = ifelse(var(48)>40,2007,2000)
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-42)
TriggerAll=(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8226)||(stateno=8211)
TriggerAll=(P2MoveType=H)&&(MoveHit>1)
Trigger1 = (fvar(37)=50)&&(var(7)>12)
[State -3,2A]
Type = ChangeState
Value = 8400
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-32)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8225)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (fvar(37)=50)&&(var(7)>20)
;
[State -3,tensyo]
Type = ChangeState
Value = 1040
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)&&(P2BodyDist X>-24)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(p2stateno!=[120,155])
TriggerAll=(P2BodyDist X-(EnemyNear(fvar(25)),vel x!=0)*(EnemyNear(fvar(25)),vel x*7)=[-120,45))
TriggerAll=P2BodyDist Y+((EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),gethitvar(Yaccel)*6)*7)=(-50,60)
TriggerAll=(Stateno=8630)&&(MoveHit)
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(37)=50)&&(var(57)=0)
[State -3,tensyo]
Type = ChangeState
Value = 1041
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)&&(P2BodyDist X>-24)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(p2stateno!=[120,155])
TriggerAll=(P2BodyDist X-(EnemyNear(fvar(25)),vel x!=0)*(EnemyNear(fvar(25)),vel x*7)=[-120,45))
TriggerAll=P2BodyDist Y+((EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),gethitvar(Yaccel)*6)*7)=(-40,60)
TriggerAll=(Stateno=8620)&&(MoveHit)
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(37)=50)&&(prevstateno=630)&&(var(57)=2)
[State -3,EJB]
Type = ChangeState
Value = 630
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(var(48)>140)||(var(26)>0&&var(48)>=40)
TriggerAll=(RoundState=2)&&(StateType=A)&&(P2BodyDist X>-24)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(p2stateno!=[120,155])
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*9)+((EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),gethitvar(Yaccel)*8)*9)=(-60,20)
TriggerAll=(Stateno=1040)&&(MoveHit)
TriggerAll=(P2MoveType=H)&&(animelem=7,>1)
Trigger1 = (fvar(37)=50)&&(var(57)=2)&&(numtarget(1150)>0)
[State -3,E-tensyo]
Type = ChangeState
Value = 3
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(var(48)>=100)||(var(26)>0&&var(48)>=40)
TriggerAll=(RoundState=2)&&(StateType=A)&&(P2BodyDist X>-32)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(p2stateno!=[120,155])
;TriggerAll=(P2BodyDist X-(EnemyNear(fvar(25)),vel x!=0)*(EnemyNear(fvar(25)),vel x*7)=[-120,50))
;TriggerAll=P2BodyDist Y+((EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),gethitvar(Yaccel)*6)*7)=(-55,90)
TriggerAll=(Stateno=1041)&&(MoveHit)
TriggerAll=(P2MoveType=H)&&(numtarget(1100)>0)
Trigger1 = (fvar(37)=50)&&(animelem=5,>1)&&(helper(25000+id),var(30)<3)
[State -3,sita]
Type = ChangeState
Value = 1012
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)&&(P2BodyDist X>-32)
TriggerAll=(P2StateType=A)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(p2stateno!=[120,155])
TriggerAll=(Stateno=1041)&&(MoveHit)
TriggerAll=(P2MoveType=H)&&(numtarget(1100)>0)
Trigger1 = (fvar(37)=50)&&(animelem=5,>1)&&(helper(25000+id),var(30)>=3)
;fvar(37)=70
[State -3,2C]
Type = ChangeState
Value = 8410
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-24)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8400)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (fvar(37)=70)&&(var(27)>0)
[State -3,E-bani]
Type = ChangeState
Value = 320
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(var(48)>140)||(var(26)>0&&var(48)>=40)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-32)
TriggerAll=(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8410)||(stateno=8228)||(var(51)>18&&stateno=8430)
TriggerAll=(P2MoveType=H)&&(MoveHit)&&(var(27)>0)
Trigger1 = (fvar(37)=70)&&(helper(25000+id),var(31)>=5||(var(51)>18&&stateno=8430))
[State -3,E-gure]
Type = ChangeState
Value = 300
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(var(48)>=100)||(var(26)>0&&var(48)>=40)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-64)
TriggerAll=(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8711)||(stateno=8713)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (fvar(37)=70)&&(var(51)>10)
[State -3,2D]
Type = ChangeState
Value = 8430
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-32)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8410)||(stateno=8228)&&(EnemyNear(fvar(25)),pos y>-70)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (fvar(37)=70)&&(var(27)>0)
[State -3,Bŷ]
Type = ChangeState
Value = 1001
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-32)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8228)&&(EnemyNear(fvar(25)),pos y<=-70)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (fvar(37)=70)&&(var(27)>0)
[State -3,5D]
Type = ChangeState
Value = 8228
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-32)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8211)||(stateno=8210)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (fvar(37)=70)&&(var(27)>0)
[State -3,6D]
Type = ChangeState
Value = 8229
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-32)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8430)||(stateno=8228)
TriggerAll=(P2MoveType=H)&&(MoveHit)&&(var(27)>0)
Trigger1 = (fvar(37)=70)&&(helper(25000+id),var(31)<3)
[State -3,Bŷ?Dŷ?danjin]
Type = ChangeState
Value = ifelse((helper(25000+id),var(31)>=5)||((stateno=8430)&&(var(51)>19)),ifelse(power>=1000,2000,1020),ifelse((helper(25000+id),var(31)>=3),1003,1001))
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2MoveType=H)&&(MoveHit)
TriggerAll=(fvar(37)=70)&&(var(27)>0)
Trigger1 = (stateno=8229)
Trigger2 = (stateno=8430)||(stateno=8228)
Trigger2 = (helper(25000+id),var(31)>=3)
Trigger3 = (stateno=8400)
Trigger3 = abs(P2BodyDist X)>45
Trigger4 = (stateno=8430)&&(var(51)>19)
[State -3,gure]
Type = ChangeState
Value = 8250
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-24)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X<70)
TriggerAll=P2BodyDist Y+(EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),gethitvar(Yaccel)*11)*12=(-85,0)
TriggerAll=(stateno=8410)&&(prevstateno!=8400)
TriggerAll=(P2MoveType=H)&&(MoveHit)&&(var(51)>10)
Trigger1 = (fvar(37)=70)&&(var(7)>2)&&(var(27)=0)
[State -3,danjin-tokei]
Type = ChangeState
Value = ifelse(power>=1000,2007,1020)
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-24)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8411&&prevstateno=8410)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (fvar(37)=70)&&(var(7)>12)&&(var(27)=0)&&(var(7)<30)
;fvar(37)=80
[State -3,E-Dŷ]
Type = ChangeState
Value = 4
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(var(48)>=100)||(var(26)>0&&var(48)>=40)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-32)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8711)||(stateno=8712)||(stateno=8229&&Time>2)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (fvar(37)=80)
[State -3,Dŷ]
Type = ChangeState
Value = 1003
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-32)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8229&&Time>2)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (fvar(37)=80)
[State -3,hagan]
Type = ChangeState
Value = 8800
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(var(26)>0&&var(48)<40)||(var(26)<=0&&var(48)<100)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=1003&&time>12||stateno=1001&&time>9)
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(37)=80)
[State -3,6D]
Type = ChangeState
Value = 8229
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2Dist X<0)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=1003&&time>12||stateno=1001&&time>9)&&(prevstateno=4)
TriggerAll=(P2MoveType=H)
Trigger1 = (fvar(37)=80)
;fvar(37)=15
[State -3,2C]
Type = ChangeState
Value = 8410
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-24)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8400)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (fvar(37)=15)
[State -3,2C]
Type = ChangeState
Value = 8411
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-24)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X<80)
TriggerAll=P2BodyDist Y+(EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),gethitvar(Yaccel)*3)*4=(-85,0)
TriggerAll=(stateno=8410)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (fvar(37)=15)
[State -3,bani]
Type = ChangeState
Value = 8710
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-24)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8411)
TriggerAll=P2BodyDist Y+(EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),gethitvar(Yaccel)*19)*20=(-75,0)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (fvar(37)=15)&&(var(7)<5)
[State -3,saiha]
Type = ChangeState
Value = 2010
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=power>=1000
TriggerAll=(var(48)<100)&&(var(26)>0&&var(48)<40)&&(var(26)<=0)||(var(7)>11)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-12)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8411)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (fvar(37)=15)
[State -3,E-6D]
Type = ChangeState
Value = 7
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(var(48)>=100)||(var(26)>0&&var(48)>=40)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-24)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8411)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (fvar(37)=15)&&(var(7)>=5)
[State -3,E-gure]
Type = ChangeState
Value = 301
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(var(48)>=100)||(var(26)>0&&var(48)>=20)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-24)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8711)||(stateno=8712)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (fvar(37)=15)&&(var(7)<12)
;
[State -3,E]
Type = ChangeState
Value = 6
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(var(48)>=100)||(var(26)>0&&var(48)>=40)
TriggerAll=(RoundState=2)&&(StateType=A)&&(P2BodyDist X>-24)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=1040)&&(animelem=4,>1)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (fvar(37)=15)
;fvar(37)=45
[State -3,99]
Type = ChangeState
Value = 4043
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-32)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8411)
TriggerAll=(P2MoveType=H)&&(MoveHit>8)
Trigger1 = (fvar(37)=45)&&(var(7)<4)
;fvar(37)=65
[State 2, BOOST]
type = Helper
TriggerAll=p2stateno = [8715,8718]
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=(fvar(37)=60)
Trigger1 = Numhelper(2996)=0
Trigger1 = var(7)=0
Trigger1 = var(36)=0
Trigger1 = (stateno=8711)&&(helper(25000+id),fvar(38)<120)
Trigger1 = (P2MoveType=H)&&(movehit=2)
Trigger1 = time >= 5
Trigger2 = (var(48)>=100)||(var(26)>0&&var(48)>=20)
Trigger2 = (stateno=8712)&&(movecontact=2)
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2990
ownpal = 1
id = 2990
keyctrl = 0
[State 2, BOOST]
type = ChangeState
value = 0
ctrl=0
TriggerAll=p2stateno = [8715,8718]
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=(fvar(37)=60)&&(helper(25000+id),fvar(38)<150)
Trigger1 = (var(48)>=100)||(var(26)>0&&var(48)>=20)
Trigger1 = (stateno=8712)&&(movecontact=2)
[State 2, BOOST]
type = Helper
TriggerAll=p2stateno = [8715,8718]
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=var(7)=0
TriggerAll=var(36)=0
TriggerAll=Numhelper(2996)=0
TriggerAll=(stateno=8711)
TriggerAll=(P2MoveType=H)&&(movehit=2)
Trigger1 = (fvar(37)=60)&&(helper(25000+id),fvar(38)<150)
Trigger1 = time >= 5
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2996
ownpal = 1
id = 2996
keyctrl = 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State 2, BOOST]
type = Helper
TriggerAll=p2stateno = [8715,8718]
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=(fvar(37)=65)
Trigger1 = Numhelper(2996)=0
Trigger1 = var(7)=0
Trigger1 = var(36)=0
Trigger1 = (stateno=8711)
Trigger1 = (P2MoveType=H)&&(movehit)
Trigger1 = time >= 5
Trigger2 = (var(48)>=100)||(var(26)>0&&var(48)>=20)
Trigger2 = (stateno=8712)&&(movecontact)
Trigger3 = (var(48)>=100)||(var(26)>0&&var(48)>=40)
Trigger3 = (stateno=1051)&&(movehit)
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2990+(stateno=1051)
ownpal = 1
id = 2990
keyctrl = 0
[State 2, BOOST]
type = ChangeState
value = 0
ctrl=0
TriggerAll=p2stateno = [8715,8718]
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=(fvar(37)=65)
Trigger1 = (var(48)>=100)||(var(26)>0&&var(48)>=20)
Trigger1 = (stateno=8712)&&(movecontact)
Trigger2 = (var(48)>=100)||(var(26)>0&&var(48)>=40)
Trigger2 = (stateno=1051)&&(movehit)
[State 2, BOOST]
type = Helper
TriggerAll=p2stateno = [8715,8718]
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=var(7)=0
TriggerAll=var(36)=0
TriggerAll=Numhelper(2996)=0
TriggerAll=(stateno=8711)
TriggerAll=(P2MoveType=H)&&(movehit)
Trigger1 = (fvar(37)=65)
Trigger1 = time >= 5
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2996
ownpal = 1
id = 2996
keyctrl = 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State -3,gure]
Type = ChangeState
Value = 8250
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(var(48)>=100)||(var(26)>0&&var(48)>=40)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-32)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8410)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (fvar(37)=65)&&(var(27)>0)&&(helper(25000+id),var(30)=0)
[State -3,2C]
Type = ChangeState
Value = 8411
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-32)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8410)
TriggerAll=(P2MoveType=H)&&(MoveHit)
TriggerAll=(fvar(37)=65)&&(var(27)>0)
Trigger1 = (helper(25000+id),var(30)>0)
Trigger2 = (var(48)<100)&&(var(26)>0&&var(48)<40)||(var(26)<=0)&&(var(48)<100)
[State -3,2D]
Type = ChangeState
Value = 8430
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-32)&&(P2BodyDist Y>-90)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8411)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (fvar(37)=65)&&(var(27)>0)
[State -3,danjin]
Type = ChangeState
Value = ifelse(power>=1000,2000,1020)
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-32)&&(P2BodyDist Y>-90)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8430)
TriggerAll=(P2MoveType=H)&&(MoveHit)
TriggerAll=(fvar(37)=65)&&(var(27)>0)
Trigger1 = (helper(25000+id),var(31)>2)
Trigger1 = (var(48)<100)&&(var(26)>0&&var(48)<40)||(var(48)<100)&&(var(26)<=0)
[State -3,6D]
Type = ChangeState
Value = 8229
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-32)&&(P2BodyDist Y>-90)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8430)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (fvar(37)=65)&&(var(27)>0)
[State -3,E2D]
Type = ChangeState
Value = 440
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=(var(48)>=100)||(var(26)>0&&var(48)>=40)
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-32)&&(P2BodyDist Y>-90)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8229)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (fvar(37)=65)&&(var(27)>0)
Trigger1 = (helper(25000+id),var(31)>3)
;
[State -3,E]
Type = ChangeState
Value = 6
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(var(48)>=100)||(var(26)>0&&var(48)>=40)
TriggerAll=(RoundState=2)&&(StateType=A)&&(P2BodyDist X>-32)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=1040)&&(animelem=5,>0)
TriggerAll=(P2MoveType=H)&&(MoveHit)
Trigger1 = (fvar(37)=65)&&(var(27)>0)
;
;(ZU)
;
;*
[State -3,]
Type = ChangeState
Value = 980
TriggerAll=var(59)>1
TriggerAll=(fvar(37)<=0)
TriggerAll=helper(25000+id),var(59)>0||helper(25000+id),var(59)=-1
TriggerAll=helper(25000+id),var(13)=0
TriggerAll=helper(25000+id),var(14)=0
TriggerAll=(Helper(25000+id),var(12)>=10)||(Helper(25000+id),var(12)=0)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(stateno!=102)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(P2BodyDist X>-20)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=P2BodyDist X=(-25,25)
TriggerAll=!P2BodyDist Y
TriggerAll=Ctrl||(StateNo=[11,20])||stateno=40||stateno=102||((stateno=[130,131])&&(prevstateno=[60,63]))
TriggerAll=(P2MoveType!=H)||(P2StateNo=[120,140])
TriggerAll=(var(3)>300-(var(59)=2)*100)||(helper(25000+id),var(59)=-1&&EnemyNear(fvar(25)),AnimTime<-4)
Trigger1 = (var(59)=[2,3])
Trigger1 = (P2StateNo=[120,140])||(Helper(25000+id),var(0)>12)
Trigger2 = (var(59)=4)
Trigger2 = (P2StateNo=[120,155])||(Helper(25000+id),var(0)>2)
Trigger3 = (stateno=19)
;g*
[State -3,haryusyou-suibugeki]
Type = ChangeState
value = ifelse((P2StateType=C||random%7<3&&P2StateType!=A),1052,1050)
TriggerAll=var(59)>1
TriggerAll=(fvar(37)<=0)
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X>-8)
TriggerAll=(P2MoveType!=H)&&(facing!=EnemyNear(fvar(25)),facing)
TriggerAll=(P2BodyDist X=[-30,80))&&(Life>400)
TriggerAll=(EnemyNear(fvar(25)),pos Y>-90)||(P2StateType!=A)
TriggerAll=(ctrl||(stateno=[11,20])||stateno=102)||(movecontact&&(stateno=8200||stateno=8202||stateno=8203||stateno=8400||stateno=8420||stateno=8430||stateno=8225||stateno=8411||stateno=8410))||((stateno=[130,131])&&(prevstateno=[60,63]))
Trigger1 = (var(3)<50)
Trigger1 = (var(59)!=4)
[State -3,syorinkyaku]
Type = ChangeState
value = 1055
TriggerAll=var(59)>1
TriggerAll=(fvar(37)<=0)
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X>-8)
TriggerAll=(P2MoveType!=H)&&(facing!=EnemyNear(fvar(25)),facing)
TriggerAll=(P2BodyDist X=[-80,80))
TriggerAll=(P2BodyDist Y=[-80,80))||(P2StateType!=A&&pos Y>-90)
TriggerAll=(ctrl||(stateno=[11,20])||stateno=40||stateno=102||stateno=0)||(movecontact&&(stateno=8600||stateno=8610||stateno=8620||stateno=8630))
Trigger1 = (var(3)<100)
Trigger1 = (var(59)!=4)
;΋*
[State -3,2C]
type = ChangeState
value = 8410
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=(fvar(37)<=0)
TriggerAll=helper(25000+id),var(59)>0||var(59)!=4
;TriggerAll=helper(25000+id),var(12)=0
TriggerAll=helper(25000+id),var(13)=0||(var(59)!=4&&var(3)<200)||((stateno=[150,155])&&(fvar(27)=1))
TriggerAll=helper(25000+id),var(14)=0||(var(59)!=4&&var(3)<200)||((stateno=[150,155])&&(fvar(27)=1))
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(EnemyNear(fvar(25)),NumProj=0)
TriggerAll=(PlayerIDExist(helper(29000+id),var(3))=0)||(helper(29000+id),var(10)=1)||(helper(29000+id),var(10)=5)||(helper(29000+id),var(10)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(4))=0)||(helper(29000+id),var(11)=1)||(helper(29000+id),var(11)=5)||(helper(29000+id),var(11)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(5))=0)||(helper(29000+id),var(12)=1)||(helper(29000+id),var(12)=5)||(helper(29000+id),var(12)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(6))=0)||(helper(29000+id),var(13)=1)||(helper(29000+id),var(13)=5)||(helper(29000+id),var(13)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(7))=0)||(helper(29000+id),var(14)=1)||(helper(29000+id),var(14)=5)||(helper(29000+id),var(14)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(8))=0)||(helper(29000+id),var(15)=1)||(helper(29000+id),var(15)=5)||(helper(29000+id),var(15)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(9))=0)||(helper(29000+id),var(16)=1)||(helper(29000+id),var(16)=5)||(helper(29000+id),var(16)=10)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2StateType=A)&&(P2BodyDist X>4||EnemyNear(fvar(25)),vel x=0||helper(25000+id),fvar(39)<100)&&(EnemyNear(fvar(25)),pos y<-20)&&(EnemyNear(fvar(25)),vel y>=0)
TriggerAll=(helper(25000+id),var(4)>12)||var(59)=4||fvar(39)>0
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||(time>9&&stateno=1001)||(time>12&&stateno=1003)||((stateno=[130,131])&&(prevstateno=[60,63]))
TriggerAll=(var(3)<500+((var(59)=2)*250))||fvar(39)>0
Trigger1 = P2BodyDist X-(P2StateType=A&&EnemyNear(fvar(25)),vel x!=0)*(EnemyNear(fvar(25)),vel x*9)=(-15-(helper(25000+id),fvar(39)<100)*450,55)
Trigger1 = (P2BodyDist Y+(EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),Const(MoveMent.Yaccel)*8)*9=(-90,0))
;i*
[State -3,2B]
Type = ChangeState
Value = 8420
TriggerAll=var(59)>1
TriggerAll=(fvar(37)<=0)
TriggerAll=helper(25000+id),var(59)>0||var(59)!=4
TriggerAll=helper(25000+id),var(12)=0
TriggerAll=helper(25000+id),var(13)=0
TriggerAll=helper(25000+id),var(14)=0
TriggerAll=(EnemyNear(fvar(25)),NumProj=0)
TriggerAll=(PlayerIDExist(helper(29000+id),var(3))=0)||(helper(29000+id),var(10)=1)||(helper(29000+id),var(10)=5)||(helper(29000+id),var(10)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(4))=0)||(helper(29000+id),var(11)=1)||(helper(29000+id),var(11)=5)||(helper(29000+id),var(11)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(5))=0)||(helper(29000+id),var(12)=1)||(helper(29000+id),var(12)=5)||(helper(29000+id),var(12)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(6))=0)||(helper(29000+id),var(13)=1)||(helper(29000+id),var(13)=5)||(helper(29000+id),var(13)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(7))=0)||(helper(29000+id),var(14)=1)||(helper(29000+id),var(14)=5)||(helper(29000+id),var(14)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(8))=0)||(helper(29000+id),var(15)=1)||(helper(29000+id),var(15)=5)||(helper(29000+id),var(15)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(9))=0)||(helper(29000+id),var(16)=1)||(helper(29000+id),var(16)=5)||(helper(29000+id),var(16)=10)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=S)&&(P2BodyDist X>-7)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-2,60))
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||(time>9&&stateno=1001)||(time>12&&stateno=1003)||((stateno=[130,131])&&(prevstateno=[60,63]))
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
TriggerAll=(var(3)>950)
Trigger1 = (var(59)=[2,3])
Trigger1 = (P2StateNo=[120,140])||(Helper(25000+id),var(2)>12)
Trigger2 = (var(59)=4)
Trigger2 = (P2StateNo=[120,155])||(Helper(25000+id),var(2)>9)
;i*
[State -3,6A]
Type = ChangeState
Value = 8201
TriggerAll=var(59)>1
TriggerAll=(fvar(37)<=0)
TriggerAll=helper(25000+id),var(59)>0||var(59)!=4
TriggerAll=helper(25000+id),var(12)=0
TriggerAll=helper(25000+id),var(13)=0
TriggerAll=helper(25000+id),var(14)=0
TriggerAll=(EnemyNear(fvar(25)),NumProj=0)
TriggerAll=(PlayerIDExist(helper(29000+id),var(3))=0)||(helper(29000+id),var(10)=1)||(helper(29000+id),var(10)=5)||(helper(29000+id),var(10)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(4))=0)||(helper(29000+id),var(11)=1)||(helper(29000+id),var(11)=5)||(helper(29000+id),var(11)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(5))=0)||(helper(29000+id),var(12)=1)||(helper(29000+id),var(12)=5)||(helper(29000+id),var(12)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(6))=0)||(helper(29000+id),var(13)=1)||(helper(29000+id),var(13)=5)||(helper(29000+id),var(13)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(7))=0)||(helper(29000+id),var(14)=1)||(helper(29000+id),var(14)=5)||(helper(29000+id),var(14)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(8))=0)||(helper(29000+id),var(15)=1)||(helper(29000+id),var(15)=5)||(helper(29000+id),var(15)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(9))=0)||(helper(29000+id),var(16)=1)||(helper(29000+id),var(16)=5)||(helper(29000+id),var(16)=10)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType=C)&&(P2BodyDist X>-7)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-2,70))
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||(time>9&&stateno=1001)||(time>12&&stateno=1003)||((stateno=[130,131])&&(prevstateno=[60,63]))
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
TriggerAll=(var(3)<50)
Trigger1 = (var(59)=[2,3])
Trigger1 = (P2StateNo=[120,140])||(Helper(25000+id),var(2)>12)
Trigger2 = (var(59)=4)
Trigger2 = (P2StateNo=[120,155])||(Helper(25000+id),var(2)>9)
;*
[State -3,2A]
Type = ChangeState
Value = ifelse((P2BodyDist X>100&&P2StateType!=A&&stateno!=102),8203,8400)
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=(fvar(37)<=0)
TriggerAll=helper(25000+id),var(59)>0||var(59)!=4
;TriggerAll=helper(25000+id),var(12)=0
TriggerAll=helper(25000+id),var(13)=0||((stateno=[150,155])&&(fvar(27)=1))
TriggerAll=helper(25000+id),var(14)=0||((stateno=[150,155])&&(fvar(27)=1))
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X>-10)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||(stateno=8203&&movetype=I)||(time>9&&stateno=1001)||(time>12&&stateno=1003)||((stateno=[130,131])&&(prevstateno=[60,63]))
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
TriggerAll=(var(3)<700-(var(59)=4&&P2StateType!=A)*500)||(stateno=102)||((stateno=[130,131])&&(prevstateno=[60,63]))
Trigger1 = (P2StateType!=A)
Trigger1 = (P2BodyDist X-(EnemyNear(fvar(25)),vel x!=0)*(EnemyNear(fvar(25)),vel x*5)=[-24,40))||((P2BodyDist X=[-12,40))&&(EnemyNear(fvar(25)),vel x=0))
Trigger1 = (var(59)=[2,3])
Trigger1 = (P2StateNo=[120,155])||(Helper(25000+id),var(1)>12)
Trigger2 = (P2StateType!=A)
Trigger2 = (P2BodyDist X-(EnemyNear(fvar(25)),vel x!=0)*(EnemyNear(fvar(25)),vel x*5)=[-24,40))||((P2BodyDist X=[-12,40))&&(EnemyNear(fvar(25)),vel x=0))
Trigger2 = (var(59)=4)
Trigger2 = (P2StateNo=[120,155])||(Helper(25000+id),var(1)>2)
Trigger3 = (P2StateType=A)&&(EnemyNear(fvar(25)),vel y>0)
Trigger3 = (helper(25000+id),var(4)>12)||var(59)=4||fvar(39)>0
Trigger3 = P2BodyDist X-(P2StateType=A&&EnemyNear(fvar(25)),vel x!=0)*(EnemyNear(fvar(25)),vel x*5)=[-30,40)
Trigger3 = (P2BodyDist Y+(EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),Const(MoveMent.Yaccel)*4)*5=(-45,0))
Trigger4 = (P2BodyDist X>120)&&(P2StateType!=A)&&(random<25)&&(var(59)!=4)
Trigger5 = (P2StateType!=A)
Trigger5 = (stateno=102)||(stateno=19)||((stateno=[130,131])&&(prevstateno=[60,63]))
Trigger5 = (P2BodyDist X-(EnemyNear(fvar(25)),vel x!=0)*(EnemyNear(fvar(25)),vel x*5)=[-24,40))||((P2BodyDist X=[-12,40))&&(EnemyNear(fvar(25)),vel x=0))
[State -3,5B]
Type = ChangeState
Value = ifelse(p2bodydist x<35,8225,8203)
TriggerAll=var(59)>1
TriggerAll=(fvar(37)<=0)
TriggerAll=helper(25000+id),var(59)>0||var(59)!=4
;TriggerAll=helper(25000+id),var(12)=0
TriggerAll=helper(25000+id),var(13)=0||((stateno=[150,155])&&(fvar(27)=1))
TriggerAll=helper(25000+id),var(14)=0||((stateno=[150,155])&&(fvar(27)=1))
TriggerAll=(EnemyNear(fvar(25)),NumProj=0)
TriggerAll=(PlayerIDExist(helper(29000+id),var(3))=0)||(helper(29000+id),var(10)=1)||(helper(29000+id),var(10)=5)||(helper(29000+id),var(10)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(4))=0)||(helper(29000+id),var(11)=1)||(helper(29000+id),var(11)=5)||(helper(29000+id),var(11)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(5))=0)||(helper(29000+id),var(12)=1)||(helper(29000+id),var(12)=5)||(helper(29000+id),var(12)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(6))=0)||(helper(29000+id),var(13)=1)||(helper(29000+id),var(13)=5)||(helper(29000+id),var(13)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(7))=0)||(helper(29000+id),var(14)=1)||(helper(29000+id),var(14)=5)||(helper(29000+id),var(14)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(8))=0)||(helper(29000+id),var(15)=1)||(helper(29000+id),var(15)=5)||(helper(29000+id),var(15)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(9))=0)||(helper(29000+id),var(16)=1)||(helper(29000+id),var(16)=5)||(helper(29000+id),var(16)=10)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(stateno!=[1001,1003])
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(P2BodyDist X>-12)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X=[-12,70))
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||((stateno=[130,131])&&(prevstateno=[60,63]))
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
TriggerAll=(var(3)<450-((var(59)=4)*150))||(stateno=102)||((stateno=[130,131])&&(prevstateno=[60,63]))
Trigger1 = (var(59)=[2,3])
Trigger1 = (P2StateNo=[120,140])||(Helper(25000+id),var(2)>12)
Trigger2 = (var(59)=4)
Trigger2 = (P2StateNo=[120,155])||(Helper(25000+id),var(2)>2)
Trigger3 = (P2StateType!=A)
Trigger3 = (stateno=102)||(stateno=19)||((stateno=[130,131])&&(prevstateno=[60,63]))
Trigger3 = (P2BodyDist X>45)
[State -3,6D]
Type = ChangeState
Value = 8229
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=(fvar(37)=0)&&(Life>500)
TriggerAll=helper(25000+id),var(59)>0
TriggerAll=helper(25000+id),var(13)=0||((stateno=[150,155])&&(fvar(27)=1))
TriggerAll=helper(25000+id),var(14)=0||((stateno=[150,155])&&(fvar(27)=1))
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X>90)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||((stateno=[130,131])&&(prevstateno=[60,63]))
TriggerAll=(P2MoveType!=H)&&(var(59)!=4)
Trigger1 = (var(3)<30+((var(59)=3)*30))
Trigger1 = (P2BodyDist X>120)&&(abs(EnemyNear(fvar(25)),vel x)<5)
Trigger2 = (var(3)<50+((var(59)=3)*50))&&(P2StateType=A)
Trigger2 = (P2BodyDist X>100)&&(EnemyNear(fvar(25)),vel x>1)
Trigger2 = (P2BodyDist Y=(-90,-30))||(p2stateno=40)
[State -3,2D]
Type = ChangeState
Value = 8430
TriggerAll=var(59)>1||fvar(39)>0
TriggerAll=(fvar(37)<=0)&&(var(59)!=3)
TriggerAll=helper(25000+id),var(59)>0||var(59)!=4
TriggerAll=helper(25000+id),var(13)=0
TriggerAll=helper(25000+id),var(14)=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X>80)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=Ctrl||(StateNo=[11,20])||(stateno=102)||stateno=40||stateno=0||(stateno=8203&&movetype=I)||(time>9&&stateno=1001)||(time>12&&stateno=1003)||((stateno=[130,131])&&(prevstateno=[60,63]))
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
Trigger1 = (stateno=102)&&(P2BodyDist X<100)
Trigger2 = (time>9&&stateno=1001)||(time>12&&stateno=1003)
Trigger2 = (var(3)<100+((numhelper(1021)>0)*100))&&(P2BodyDist X<100)
;ѓ*
[State -3,tokei]
type = ChangeState
value = 1020
TriggerAll=var(59)>1
TriggerAll=(fvar(37)<=0)
TriggerAll=(var(59)!=4)||(EnemyNear(fvar(25)),power<1000)||(P2StateType=A)||(EnemyNear(fvar(25)),ctrl=0)
TriggerAll=helper(25000+id),var(59)>0||var(59)!=4
TriggerAll=helper(25000+id),var(12)=0||var(59)=4
TriggerAll=helper(25000+id),var(13)=0||(P2BodyDist X>190)
TriggerAll=helper(25000+id),var(14)=0||(P2BodyDist X>190)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X>150)
TriggerAll=(EnemyNear(fvar(25)),vel x<12||(P2StateType!=A))&&(p2stateno!=110)
TriggerAll=(P2MoveType=I)&&(p2stateno!=110)
TriggerAll=(EnemyNear(fvar(25)),NumProj=0)
TriggerAll=(PlayerIDExist(helper(29000+id),var(3))=0)||(helper(29000+id),var(10)=1)||(helper(29000+id),var(10)=5)||(helper(29000+id),var(10)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(4))=0)||(helper(29000+id),var(11)=1)||(helper(29000+id),var(11)=5)||(helper(29000+id),var(11)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(5))=0)||(helper(29000+id),var(12)=1)||(helper(29000+id),var(12)=5)||(helper(29000+id),var(12)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(6))=0)||(helper(29000+id),var(13)=1)||(helper(29000+id),var(13)=5)||(helper(29000+id),var(13)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(7))=0)||(helper(29000+id),var(14)=1)||(helper(29000+id),var(14)=5)||(helper(29000+id),var(14)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(8))=0)||(helper(29000+id),var(15)=1)||(helper(29000+id),var(15)=5)||(helper(29000+id),var(15)=10)
TriggerAll=(PlayerIDExist(helper(29000+id),var(9))=0)||(helper(29000+id),var(16)=1)||(helper(29000+id),var(16)=5)||(helper(29000+id),var(16)=10)
TriggerAll=!(InGuardDist)||(helper(25000+id),var(59)=3)
TriggerAll=P2BodyDist X-(P2StateType=A&&EnemyNear(fvar(25)),vel x!=0)*(EnemyNear(fvar(25)),vel x*15)>200
TriggerAll=Ctrl||(StateNo=[11,20])||stateno=40||stateno=0
Trigger1 = (var(3)<300)
Trigger1 = (Helper(25000+id),var(3)>30)||(P2StateType=A&&EnemyNear(fvar(25)),pos y>-40)
Trigger2 = (var(3)%17<4)
Trigger2 = (Helper(25000+id),var(3)>30)&&(P2StateType!=A)&&(P2BodyDist X>170)
Trigger2 = (numhelper(1021)>0)
;*
[State -3,sekkatsu]
type = ChangeState
value = 2020
TriggerAll=var(59)>1
TriggerAll=(fvar(37)<=0)
TriggerAll=helper(25000+id),var(59)>0||var(59)!=4
TriggerAll=helper(25000+id),var(12)=0
TriggerAll=helper(25000+id),var(13)=0
TriggerAll=helper(25000+id),var(14)=0
TriggerAll=power>1500
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2BodyDist X>100)
TriggerAll=(EnemyNear(fvar(25)),vel x<4)||(P2StateType!=A)
TriggerAll=(P2MoveType=I)&&(Roundno>1&&Life>500)
TriggerAll=!(EnemyNear(fvar(25)),numproj)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=P2BodyDist X-(P2StateType=A&&EnemyNear(fvar(25)),vel x!=0)*(EnemyNear(fvar(25)),vel x*9)>=150
TriggerAll=(var(3))%19<3
TriggerAll=Ctrl||(StateNo=[11,20])||stateno=40||stateno=0
Trigger1 = (Helper(25000+id),var(3)>=45)||(P2StateType=A)
;΋*
[State -3,JA]
Type = ChangeState
Value = 8600
TriggerAll=var(59)>1
TriggerAll=(fvar(37)<=0)
TriggerAll=helper(25000+id),var(59)>0||var(59)!=4
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(P2BodyDist X>-12)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X-(vel x!=0)*(vel x*5)-(EnemyNear(fvar(25)),vel x!=0)*(EnemyNear(fvar(25)),vel x*5)=[-50-((stateno=234)*120),30))
TriggerAll=P2BodyDist Y+((vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4)*5)+((EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),Const(MoveMent.Yaccel)*4)*5)=[-30,30]
TriggerAll=(Ctrl)
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
Trigger1 = (var(3)<750-(var(59)=4)*300)
[State -3,JD]
Type = ChangeState
Value = 8630
TriggerAll=var(59)>1
TriggerAll=(fvar(37)<=0)
TriggerAll=helper(25000+id),var(59)>0||var(59)!=4
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X>-5)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X>80)&&(vel y<0)&&(pos y<-40)
TriggerAll=(Ctrl)
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
Trigger1 = (var(3)<100)&&(var(59)!=4)
;
[State -3,JC]
Type = ChangeState
Value = 8610
TriggerAll=var(59)>1
TriggerAll=(fvar(37)<=0)
TriggerAll=helper(25000+id),var(59)>0||var(59)!=4
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(P2BodyDist X>-16)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8600)&&(MoveGuarded)&&(Time>1)
TriggerAll=(p2stateno=[120,155])
Trigger1 = (var(3)<850)
[State -3,JD]
Type = ChangeState
Value = 8630
TriggerAll=var(59)>1
TriggerAll=(fvar(37)<=0)
TriggerAll=helper(25000+id),var(59)>0||var(59)!=4
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType=A)&&(P2BodyDist X>-16)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(stateno=8610)&&(MoveGuarded)&&(Time>1)
TriggerAll=(p2stateno=[120,155])
Trigger1 = (var(3)>200)
;Βn*
[State -3,EJD]
Type = ChangeState
Value = 640
TriggerAll=var(59)>1
TriggerAll=(fvar(37)<=0)
TriggerAll=(var(48)>120)||(var(26)>0&&var(48)>=20&&var(48)<100)
TriggerAll=helper(25000+id),var(59)>0||var(59)!=4
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)||(teammode=simul)&&(partner,alive)&&(numpartner>0)
TriggerAll=(P2BodyDist X=(90,150))
TriggerAll=Pos Y>-70
TriggerAll=(stateno=234&&ctrl)&&(prevstateno=33)
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
Trigger1 = (var(3)<400)&&(var(59)!=4)
[State -3,JC]
Type = ChangeState
Value = ifelse(Pos Y>-60,8610,8630)
TriggerAll=var(59)>1
TriggerAll=(fvar(37)<=0)
TriggerAll=helper(25000+id),var(59)>0||var(59)!=4
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(P2BodyDist X>-2||helper(25000+id),fvar(39)<=80)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)||(teammode=simul)&&(partner,alive)&&(numpartner>0)
TriggerAll=(P2BodyDist X=[-200,55+(vel x!=0)*(vel x*10)])
TriggerAll=Pos Y>-80
TriggerAll=(stateno=234&&ctrl)
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
Trigger1 = (var(3)<700)
;;
[State -3,JD]
Type = ChangeState
Value = 8630
TriggerAll=var(59)>1
TriggerAll=(fvar(37)<=0)
TriggerAll=helper(25000+id),var(59)>0||var(59)!=4
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)
TriggerAll=(P2BodyDist X-(vel x!=0)*(vel x*11)=[-70,40])
TriggerAll=(Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*10)*11=[-50-random%11,1))
TriggerAll=(Ctrl)
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
Trigger1 = (var(3)>300+(var(59)=4)*300)
;tH[
[State -3,6D]
Type = ChangeState
value = 8229
TriggerAll=(var(59)>1)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(MoveType=I)&&(P2BodyDist X>0)
TriggerAll=(P2MoveType!=H)&&(P2StateType!=C)&&(P2StateType!=L)
TriggerAll=(var(3)<60)||(P2StateType=A&&var(3)<120&&EnemyNear(fvar(25)),pos Y<-40)
Trigger1 = (stateno=8200||stateno=8210||stateno=8225||stateno=8225||stateno=8211||stateno=8226||stateno=8228||stateno=8202||stateno=8203)&&(numtarget=0)
Trigger2 = (stateno=8400||stateno=8410||stateno=8420||stateno=8430)&&(numtarget=0)
;
;(ړ)
;
[State -3,99]
Type = ChangeState
Value = 32
TriggerAll=var(59)>1
TriggerAll=(fvar(37)<=0)
TriggerAll=helper(25000),var(12)=0
TriggerAll=helper(25000),var(13)=0||P2BodyDist X>180
TriggerAll=helper(25000),var(14)=0||P2BodyDist X>180
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)||(teammode=simul)&&(partner,alive)&&(numpartner>0)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(P2BodyDist X>80)
TriggerAll=Ctrl||(StateNo=[11,20])||stateno=40
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
TriggerAll=!(EnemyNear(fvar(25)),numproj)
Trigger1 = (var(3)=[670,730])&&var(59)=2
Trigger2 = (var(3)=[600,720])&&var(59)=3
Trigger3 = (var(3)=[600,700])&&(P2BodyDist X>110)&&(var(48)>120)
Trigger4 = (var(3)=[700,750-(var(59)=4)*30])&&(numhelper(1021)>0)
Trigger5 = (var(3)=[680,700])&&var(59)=4
[State -3,jump-back]
Type = ChangeState
Value = 38
TriggerAll=var(59)>1
TriggerAll=(fvar(37)=0)
TriggerAll=helper(25000),var(12)=0
TriggerAll=helper(25000),var(13)=0||P2BodyDist X>150||((stateno=[150,155])&&(fvar(27)=1))
TriggerAll=(RoundState=2)&&(StateType!=L)&&(stateno!=102)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X<120)&&(helper(25000+id),fvar(39)>=100)
TriggerAll=Ctrl||(StateNo=[11,20])||stateno=40||(StateNo=[120,140])
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
TriggerAll=!(EnemyNear(fvar(25)),numproj)
Trigger1 = (var(3)=[750,800])
Trigger2 = (P2MoveType=A)&&(InGuardDist)&&(P2StateNo>199)&&(StateNo=[120,140])
Trigger2 = (var(3)<400)&&(P2BodyDist X<=60)&&(P2StateType!=A)
[State -3,fwd-jump]
Type = ChangeState
Value = 39
TriggerAll=var(59)>1
TriggerAll=(fvar(37)<=0)
TriggerAll=helper(25000),var(12)=0
TriggerAll=helper(25000),var(13)=0||P2BodyDist X>150
TriggerAll=(RoundState=2)&&(StateType!=L)&&(stateno!=102)
TriggerAll=(P2StateType!=L)
TriggerAll=Ctrl||(StateNo=[11,20])||stateno=40||(StateNo=[120,140])
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
TriggerAll=!(EnemyNear(fvar(25)),numproj)
Trigger1 = (var(3)=[800,825])&&(P2BodyDist X>120)
Trigger2 = (var(3)=[800,875])&&(numhelper(1021)>0)&&(P2BodyDist X>90)
[State -3,66]
Type = null;ChangeState
Value = 102
TriggerAll=var(59)>1
TriggerAll=(fvar(37)<=0)
TriggerAll=helper(25000),var(12)=0
TriggerAll=helper(25000),var(13)=0
TriggerAll=helper(25000),var(14)=0
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)||(teammode=simul)&&(partner,alive)&&(numpartner>0)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(stateno!=102)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)&&(P2BodyDist X>140)
TriggerAll=Ctrl||(StateNo=[11,20])||stateno=40
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
TriggerAll=!(EnemyNear(fvar(25)),numproj)
Trigger1 = (var(3)=[960,999])&&var(59)!=4
Trigger2 = (var(3)=[900,910+(numhelper(1021)>0)*15])&&var(59)=4
Trigger3 = (var(3)=[950,999])&&(numhelper(1021)>0)&&var(59)!=4
[State -3,66]
Type = ChangeState
Value = 63
TriggerAll=(var(59)=[2,4])
TriggerAll=(fvar(37)<=0)
TriggerAll=helper(25000),var(12)=0
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X>90)
TriggerAll=(stateno!=[120,140])||(stateno=[120,140])&&(prevstateno!=[62,63])
TriggerAll=Ctrl||(StateNo=[11,20])||stateno=40
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
Trigger1 = (var(3)=[960,999])&&var(59)!=4
Trigger2 = (var(3)=[900,910+(numhelper(1021)>0)*15])&&var(59)=4
Trigger3 = (var(3)=[950,999])&&(numhelper(1021)>0)&&var(59)!=4
Trigger4 = (InGuardDist)&&(Helper(25000+id),var(3)>30)
[State -3,nagi]
Type = ChangeState
Value = ifelse((stateno=1001||stateno=1003),1001,ifelse(var(3)%4<2,1003,1001))
TriggerAll=var(59)>1&&var(59)!=3
TriggerAll=(fvar(37)<=0)&&!(Enemy,HitDefAttr=,NP,SP,HP)
TriggerAll=helper(25000),var(12)=0
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)||(teammode=simul)&&(partner,alive)&&(numpartner>0)||P2BodyDist X>180
TriggerAll=(RoundState=2)&&(StateType!=L)&&(stateno!=102)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X>90)&&(P2BodyDist X<160)
TriggerAll=Ctrl||(StateNo=[11,20])||stateno=40||(stateno=1001&&time>9)||(stateno=1003&&time>12)
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
TriggerAll=!(EnemyNear(fvar(25)),numproj)
Trigger1 = (var(3)=[425,500])&&(stateno!=1003&&stateno!=1001)&&var(59)!=4
Trigger2 = (var(3)=[425,550])&&(numhelper(1021)>0)&&var(59)!=4
Trigger3 = (var(3)=[475,525])&&(stateno=1003||stateno=1001)&&(P2Dist X>0)&&var(59)!=4
Trigger4 = (var(3)=[525,550])&&(numhelper(1021)>0)&&var(59)=4
[State -3,nagi]
Type = ChangeState
Value = ifelse((var(3)%12<2),1011,1010)
TriggerAll=var(59)>1&&var(59)!=3
TriggerAll=(fvar(37)<=0)
TriggerAll=helper(25000),var(12)=0
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)||(teammode=simul)&&(partner,alive)&&(numpartner>0)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(stateno!=102)
TriggerAll=(P2StateType!=L)&&(P2BodyDist X<120)
TriggerAll=Ctrl||(StateNo=[11,20])||stateno=40||(stateno=1001&&time>9)||(stateno=1003&&time>12)
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
TriggerAll=!(EnemyNear(fvar(25)),numproj)
Trigger1 = (var(3)=[350,400])&&var(59)!=4
Trigger2 = (var(3)=[375,450])&&(numhelper(1021)>0)
Trigger3 = (var(3)=[375,400])&&var(59)=4
[State -3,back-steppo]
Type = ChangeState
Value = 105
TriggerAll=var(59)>1&&var(59)!=4
TriggerAll=(fvar(37)=0)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=L)&&(stateno!=102)
TriggerAll=Ctrl||(StateNo=[11,20])||stateno=40||(StateNo=[120,140])
TriggerAll=(P2MoveType!=H)
TriggerAll=(var(3)=[250,300])
Trigger1 = (P2BodyDist X<120)&&(helper(25000+id),fvar(39)>120)
Trigger1 = (Helper(25000+id),var(1)>60)||(Helper(25000+id),var(0)>60)||(Helper(25000+id),var(2)>60)||(Helper(25000+id),var(5)>60)
Trigger2 = (P2BodyDist X<25)
;
[State -3,dash-air]
Type = ChangeState
Value = 234
TriggerAll=var(59)>1
TriggerAll=(fvar(37)=0)
TriggerAll=(var(32)=0)&&(var(5)=0)&&(var(57)=0)
TriggerAll=Pos Y<-50
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)
TriggerAll=(P2BodyDist X>80)||(P2BodyDist X<-20)||(Pos Y<-120&&helper(25000+id),fvar(39)<120)
TriggerAll=(Ctrl)
TriggerAll=!(InGuardDist)||(teammode=simul)&&(partner,alive)&&(numpartner>0)
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
TriggerAll=!(EnemyNear(fvar(25)),numproj)
Trigger1 = (var(3)%17>12)&&(var(59)!=4||numhelper(1021)>0)
Trigger1 = ceil(helper(25000+id),fvar(39)<90)||ceil(helper(25000+id),fvar(38)>90)||(P2BodyDist X>140)
[State -3,backdash-air]
Type = ChangeState
Value = 235
TriggerAll=var(59)>1
TriggerAll=(fvar(37)=0)
TriggerAll=(var(32)=0)&&(var(5)=0)&&(var(57)=0)
TriggerAll=Pos Y<-50
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)
TriggerAll=(P2BodyDist X=[30,100])
TriggerAll=(Ctrl)
TriggerAll=!(InGuardDist)||(teammode=simul)&&(partner,alive)&&(numpartner>0)||((stateno=[150,155])&&(fvar(27)=1))
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
TriggerAll=!(EnemyNear(fvar(25)),numproj)
Trigger1 = (var(3)%19>14)
Trigger1 = ceil(helper(25000+id),fvar(39)>=90)
[State -3,jump-air]
Type = ChangeState
Value = 45
TriggerAll=var(59)>1
TriggerAll=(fvar(37)=0)
TriggerAll=(var(32)=0)&&(var(2)=1)&&(var(57)=0)&&(time>=5)
TriggerAll=Pos Y<-50
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)
TriggerAll=(P2BodyDist X=[-120,120])
TriggerAll=(EnemyNear(fvar(25)),facing != facing)
TriggerAll=vel y>0
TriggerAll=(Ctrl)
TriggerAll=!(InGuardDist)||(teammode=simul)&&(partner,alive)&&(numpartner>0)
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
TriggerAll=!(EnemyNear(fvar(25)),numproj)
Trigger1 = (var(3)%22<9)
[State -3,sita]
Type = ChangeState
Value = 1012
TriggerAll=var(59)>1&&var(59)!=3
TriggerAll=(fvar(37)=0)
TriggerAll=(Pos Y=[-80,-70])||(Pos Y=[-130,-120))||(Pos Y<-120&&helper(25000+id),fvar(39)<120)
TriggerAll=(RoundState=2)&&(StateType=A)
TriggerAll=(P2StateType!=L)
TriggerAll=(Ctrl)&&(stateno!=234)&&(stateno!=235)
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
Trigger1 = (var(3)%27<7)&&(vel y>0)
Trigger2 = (var(3)%24<7)&&(vel y<=0)
;
[State -3,hentai]
Type = ChangeState
Value = 67
TriggerAll=var(59)=4
TriggerAll=(fvar(37)=0)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=A)
TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)||(teammode=simul)&&(partner,alive)&&(numpartner>0)
TriggerAll=Ctrl||(StateNo=[11,20])||stateno=40
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])||(teammode=simul)&&(partner,alive)&&(numpartner>0)&&(P2MoveType=H)
TriggerAll=(var(3)<400)&&(random%2=0)
Trigger1 = P2BodyDist X>100
[State -3,6]
Type = ChangeState
Value = 61
TriggerAll=var(59)>1
TriggerAll=(fvar(37)=0)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=L)
;TriggerAll=(!(InGuardDist)&&!(helper(25000+id),inguarddist))||(helper(25000+id),var(59)=3)||(teammode=simul)&&(partner,alive)&&(numpartner>0)
TriggerAll=(Ctrl||stateno=11&&time>60||stateno=18&&time>30)&&(stateno!=102)
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])||(teammode=simul)&&(partner,alive)&&(numpartner>0)&&(P2MoveType=H)
TriggerAll=(var(3)<500)&&(random%14>6)
TriggerAll=(stateno!=[120,140])||(stateno=[120,140])&&(prevstateno!=[60,63])
Trigger1 = (P2BodyDist X=(50,180])
Trigger2 = P2BodyDist X>180
Trigger3 = (P2BodyDist X>40)
Trigger3 = (Helper(25000+id),var(3)>90)||(Helper(25000+id),var(2)>90)||(Helper(25000+id),var(5)>90)
Trigger4 = (P2BodyDist X>40)&&(InGuardDist)
[State -3,4]
Type = ChangeState
Value = 18
TriggerAll=var(59)>1
TriggerAll=(fvar(37)=0)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(P2StateType!=L)
TriggerAll=(Ctrl||stateno=11&&time>60||stateno=19&&time>30||(StateNo=[120,140])&&time>30)&&(stateno!=102)
TriggerAll=(P2MoveType!=H)
TriggerAll=(var(3)<500)&&(random%14<=6)
Trigger1 = (P2BodyDist X=(50,180])
Trigger2 = (P2BodyDist X<25)
Trigger3 = (P2BodyDist X<50)
Trigger3 = (Helper(25000+id),var(1)>90)||(Helper(25000+id),var(0)>90)
[State -3,2]
Type = ChangeState
Value = 11
ctrl=0
TriggerAll=var(59)>1
TriggerAll=(fvar(37)<=0)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2MoveType!=H)||(p2stateno=[120,155])
Trigger1 = ((stateno=0)&&(ctrl))||((stateno=18)&&(time>60))||((stateno=19)&&(time>60))
Trigger2 = (stateno=102||(stateno=[120,140])&&(prevstateno=[62,63]))&&(Time>150)
Trigger3 = (stateno=102||(stateno=[120,140])&&(prevstateno=[62,63]))&&(P2Dist X<-4)
Trigger4 = (stateno=102)&&(P2StateType=A)
Trigger5 = (stateno=102)&&(InGuardDist)&&(Time>12)
Trigger6 = (stateno=102||(stateno=[120,140])&&(prevstateno=[62,63]))&&(P2BodyDist X<30)
;
[State -3,]
Type = ChangeState
value = 11
Ctrl=0
Triggerall=var(59)>1
Trigger1=StateNo=40&&Time>0
;---------------------------------------------------------------------------
;AI
;---------------------------------------------------------------------------
[State 190,1]
type = VarRandom
trigger1 = time = 0
v = 19
range = 0,100

;AI Stand to Crouch Guard
[State -1]
type = ChangeState
triggerall = var(59) = 1
triggerall = StateType != A
triggerall = P2statetype = C
triggerall = (P2Movetype = A) || (enemy, NumProj >= 1)
trigger1 = StateNo = 150
trigger1 = 1
value = 152
;AI Crouch to Stand Guard
[State -1]
type = ChangeState
triggerall = Var(59) = 1
triggerall = Statetype != A
triggerall = P2statetype != C
triggerall = (P2Movetype = A) || (enemy, NumProj >= 1)
trigger1 = 1
trigger1 = StateNo = 152
value = 150
;AI Aerial Guard
[State -1]
type = ChangeState
triggerall = Var(59) = 1
triggerall = Statetype = A
triggerall = (P2Movetype = A) || (enemy, NumProj >= 1)
trigger1 = Ctrl = 1
trigger1 = random >= 900
value = 132
;AI Dash
[State -1, AI Dash Forward]
type = ChangeState
value = 201
triggerall = Var(59) =1
triggerall = Var(41) = 0
;triggerall = enemy,vel x != 0 || enemy,vel y != 0
triggerall = (StateType != A) && (MoveType != H)
triggerall = (P2StateType != A) && (P2MoveType != A)
triggerall = P2life != 0
trigger1 = Ctrl = 1
;trigger1 = P2BodyDist x = [120,400]
trigger1 = Random >= 950
trigger1 = gametime % 3 = 0
trigger1 = ctrl = 1
trigger1 = stateno != 201
trigger1 = stateno != 100
trigger1 = stateno != 204
trigger1 = stateno != 101
trigger1 = stateno != 10
trigger1 = enemy,stateno != [5100,5120]
ctrl = 0
;AI Dash hokuto
[State -1, AI Dash Forward]
type = ChangeState
value = 8235
triggerall = Var(59) =1
triggerall = Var(41) = 2
;triggerall = enemy,vel x != 0 || enemy,vel y != 0
triggerall = (StateType != A) && (MoveType != H)
triggerall = (P2StateType != A) && (P2MoveType != A)
triggerall = P2life != 0
trigger1 = Ctrl = 1
;trigger1 = P2BodyDist x = [100,400]
trigger1 = Random >= 850
trigger1 = gametime % 2 = 0
trigger1 = ctrl = 1
trigger1 = stateno != 10
trigger1 = stateno != 8235
trigger1 = enemy,stateno != [5100,5120]
ctrl = 0
[State -1, AI Dash Forward]
type = ChangeState
value = 1003
triggerall = Var(59) =1
triggerall = Var(41) = 2
triggerall = P2life != 0
triggerall = P2MoveType != A
trigger1 = P2BodyDist x = [200,400]
trigger1 = Ctrl = 1
trigger1 = statetype != A
trigger1 = Random >= 950
trigger1 = gametime % 3 = 0
[State -1, AI Dash Forward]
type = ChangeState
value = 1012
triggerall = Var(59) =1
triggerall = Var(41) = 2
triggerall = P2life != 0
triggerall = enemy,MoveType != A
triggerall = enemy,stateType != A
trigger1 = P2BodyDist x = [-14,14]
trigger1 = Ctrl = 1
trigger1 = statetype = A
trigger1 = Random >= 850
trigger1 = gametime % 4 = 0
;trigger1 = pos y <= -40
[State -1, AI Jump Over Projectiles]
type = ChangeState
triggerall = Var(59) = 1
triggerall = (StateType != A) && (StateType != L)
triggerall = (P2MoveType = A) && (P2StateType != A) && (enemy, NumProj >= 1)
triggerall = StateNo != 40
trigger1 = Ctrl = 1
value = 40
[State -1, Blocking]
type = HitOverride
triggerall = var(59) = 1
triggerall = var(41) = 2
triggerall = life <= 320
trigger1 = enemy,StateType != C
trigger1 = StateType = S
trigger1 = random >= 700 - life
trigger1 = gametime % 3 = 0
trigger1 = ctrl = 1
attr = SA, NA, SA
stateno = 1059
time = 1
[State -1, Blocking]
type = HitOverride
triggerall = var(59) = 1
triggerall = var(41) = 2
triggerall = life <= 300
trigger1 = enemy,StateType = C
trigger1 = StateType != A
trigger1 = random >= 680 - life
trigger1 = gametime % 3 = 0
trigger1 = ctrl = 1
attr = C, NA, SA
stateno = 1057
time = 1
[State -1, Blocking]
type = HitOverride
triggerall = var(59) = 1
triggerall = var(41) = 2
triggerall = life <= 280
trigger1 = enemy,StateType = A
trigger1 = StateType = A
trigger1 = random >= 720 - life
trigger1 = gametime % 3 = 0
trigger1 = ctrl = 1
attr = A, NA, SA
stateno = 1058
time = 1
[state -1,AI];
type = changestate
triggerall = var(41) = 2
triggerall = var(59) = 1
trigger1 = movetype != H
trigger1 = gametime % 2 = 0
trigger1 = random >= 790
trigger1 = enemy,movetype = A
trigger1 = enemy,hitdefattr = SCA, NA,SA
trigger1 = p2bodydist x = [0,35]
trigger1 = p2bodydist y = [-120,0]
trigger1 = statetype != A
;trigger1 = prevstateno != 410
trigger1 = Ctrl = 1
trigger1 = stateno != [140,155]
trigger1 = power >= 1100
value = 2010
[state -1,AI];
type = changestate
triggerall = var(41) = 2
triggerall = var(59) = 1
trigger1 = movetype != H
trigger1 = gametime % 7 = 0
trigger1 = random >= 600
trigger1 = enemy,movetype = A
trigger1 = enemy,hitdefattr = SCA, NA,SA
trigger1 = p2bodydist x = [-40,45]
trigger1 = p2bodydist y = [-140,0]
trigger1 = statetype = A
trigger1 = Ctrl = 1
value = 1055
[State -1]
type = ChangeState
value = 8800
triggerall = var(41) = 2
triggerall = var(59) = 1
trigger1 = enemy,authorname = "Drowin hokuto"
trigger1 = movetype != H
trigger1 = gametime % 4 = 0
trigger1 = random >= 350
trigger1 = enemy,movetype = A
trigger1 = statetype = S
trigger1 = p2bodydist x >= 20
trigger1 = Ctrl = 1
trigger1 = var(24) = 7
trigger1 = enemy,life >= 90 || life < 100
trigger1 = enemy,stateno = 8700 || enemy,stateno = 8710
;---------------------------------------------------------------------------
;-3
;---------------------------------------------------------------------------
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52
trigger1 = prevstateno != 621
value = 0,1
;
;HELPER
;
[StateDef 10000]
anim=9999
ctrl=0
[State 10000]
type = assertspecial
trigger1 = 1
Flag = Invisible
Flag2 = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 10000,ԈႢŖ{̂痧ֈڍs]
type=selfstate
trigger1=!ishelper
value=11
ctrl = 1
[State 10000,vC[]
type=varset
Trigger1=command="a"&&root,command="a"
Trigger2=command="b"&&root,command="b"
Trigger3=command="c"&&root,command="c"
Trigger4=command="x"&&root,command="x"
Trigger5=command="y"&&root,command="y"
Trigger6=command="z"&&root,command="z"
Trigger7=command="start"&&root,command="start"
Trigger8=command="fwd"&&root,command="fwd"
Trigger9=command="back"&&root,command="back"
Trigger10=command="up"&&root,command="up"
Trigger11=command="down"&&root,command="down"
var(59)=-1
[State 10000,vC[]
type=parentvarset
Trigger1=command="a"&&root,command="a"
Trigger2=command="b"&&root,command="b"
Trigger3=command="c"&&root,command="c"
Trigger4=command="x"&&root,command="x"
Trigger5=command="y"&&root,command="y"
Trigger6=command="z"&&root,command="z"
Trigger7=command="start"&&root,command="start"
Trigger8=command="fwd"&&root,command="fwd"
Trigger9=command="back"&&root,command="back"
Trigger10=command="up"&&root,command="up"
Trigger11=command="down"&&root,command="down"
var(59)=-1
[State 10000,]
Type = DestroySelf
TriggerAll=isHelper
Trigger1=root,var(59)!=0||var(59)=-1
Trigger2=command="a"&&root,command="a"
Trigger3=command="b"&&root,command="b"
Trigger4=command="c"&&root,command="c"
Trigger5=command="x"&&root,command="x"
Trigger6=command="y"&&root,command="y"
Trigger7=command="z"&&root,command="z"
Trigger8=command="start"&&root,command="start"
Trigger9=command="fwd"&&root,command="fwd"
Trigger10=command="back"&&root,command="back"
Trigger11=command="up"&&root,command="up"
Trigger12=command="down"&&root,command="down"
[State 10000,AI׸ON]
Type=varset
TriggerAll=var(59)!=-1
Trigger1=root,command="a"
Trigger2=root,command="b"
Trigger3=root,command="c"
Trigger4=root,command="x"
Trigger5=root,command="y"
Trigger6=root,command="z"
Trigger7=root,command="start"
Trigger8=root,command="fwd"&&(roundstate=2&&root,ctrl)
Trigger9=root,command="back"&&(roundstate=2&&root,ctrl)
Trigger10=root,command="up"&&(roundstate=2&&root,ctrl)
Trigger11=root,command="down"&&(roundstate=2&&root,ctrl)
var(59)=1
[Statedef 25000];K[hv^wK
Type = A
Physics = N
Velset = 0,0
SprPriority = 5
Anim = 1181
ctrl=0
;!"#$%&'!"#$%&'"#$%&'!"#$%&'!"#$%&'!"#$%&'!"#$%&'!"#$%&'!"#$%&'!"#$%&'!"#$%&'
;莞ԑ肪ԍɂ邩(j
[state -2]
type = varadd
trigger1 = var(0)
trigger1 = gametime%1 = 0
var(0) = 1
[state -2]
type = varset
trigger1 = (Root,P2bodydist X=(-25,25))&&!var(0)
var(0) = 1
[state -2]
type = varset
trigger1 = (Root,P2bodydist X!=(-25,25))
var(0) = 0
[state -2]
type = varset
trigger1 = var(0)
trigger1 = var(0) >= 240
var(0) = 240
;莞ԑ肪ԍɂ邩2
[state -2]
type = varadd
trigger1 = var(1)
trigger1 = gametime%1 = 0
var(1) = 1
[state -2]
type = varset
trigger1 = (Root,P2bodydist X=[-40,40])&&!var(1)
var(1) = 1
[state -2]
type = varset
trigger1 = (Root,P2bodydist X!=[-40,40])
var(1) = 0
[state -2]
type = varset
trigger1 = var(1)
trigger1 = var(1) >= 240
var(1) = 240
;莞ԑ肪ԍɂ邩3
[state -2]
type = varadd
trigger1 = var(2)
trigger1 = gametime%1 = 0
var(2) = 1
[state -2]
type = varset
trigger1 = (Root,P2bodydist X=[-55,80])&&!var(2)
var(2) = 1
[state -2]
type = varset
trigger1 = (Root,P2bodydist X!=[-55,80])
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>130)&&!var(3)
var(3) = 1
[state -2]
type = varset
trigger1 = (Root,P2bodydist X<=130)
var(3) = 0
[state -2]
type = varset
trigger1 = var(3)
trigger1 = var(3) >= 240
var(3) = 240
;莞ԑ肪ԍɂ邩7
[state -2]
type = varadd
trigger1 = var(4)
trigger1 = gametime%1 = 0
var(4) = 1
[state -2]
type = varset
trigger1 = (P2Statetype=A)&&!var(4)
var(4) = 1
[state -2]
type = varset
trigger1 = (P2Statetype!=A)
var(4) = 0
[state -2]
type = varset
trigger1 = var(4)
trigger1 = var(4) >= 100
var(4) = 100
;莞ԑ肪ԍɂ邩4
[state -2]
type = varadd
trigger1 = var(5)
trigger1 = gametime%1 = 0
var(5) = 1
[state -2]
type = varset
trigger1 = (Root,P2bodydist X=[-80,110])&&!var(5)
var(5) = 1
[state -2]
type = varset
trigger1 = (Root,P2bodydist X!=[-80,110])
var(5) = 0
[state -2]
type = varset
trigger1 = var(5)
trigger1 = var(5) >= 240
var(5) = 240
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[state -2];
type = varadd
trigger1 = root,stateno=1041
trigger1 = root,time=1
trigger1 = enemynear(root,fvar(25)),movetype=H
trigger2 = root,stateno=1040
trigger2 = (root,time=1)&&(root,fvar(37)=65)&&(root,var(27)>0)
trigger2 = enemynear(root,fvar(25)),movetype=H
v = 30
value = 1
[state -2]
type = varset
trigger1 = (p2movetype=A)||(p2statetype=L)
trigger2 = (root,movetype=H)
trigger3 = (enemynear(root,fvar(25)),movetype!=H)
trigger4 = (root,stateno=980)
v = 30
value = 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[state -2];p2K[h
type = varadd
trigger1 = root,stateno=8229
trigger1 = (root,time=1)&&(root,fvar(37)=70||root,fvar(37)=65)&&(root,var(27)>0)
trigger1 = enemynear(root,fvar(25)),movetype=H
trigger2 = (root,stateno=8410)&&(var(31)>=3)
trigger2 = (root,time=1)&&(root,fvar(37)=70)&&(root,var(27)>0)
trigger2 = enemynear(root,fvar(25)),movetype=H
v = 31
value = 1
[state -2]
type = varset
trigger1 = (p2movetype=A)||(p2statetype=L)
trigger2 = (root,movetype=H)
trigger3 = (enemynear(root,fvar(25)),movetype!=H)
trigger4 = (root,stateno=8710)
v = 31
value = 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[state -2];p2K[h
type = varadd
trigger1 = enemynear(root,fvar(25)),stateno=150||enemynear(root,fvar(25)),stateno=152||enemynear(root,fvar(25)),stateno=154
trigger1 = enemynear(root,fvar(25)),time=1
v = 9
value = 1
[state -2]
type = varset
trigger1 = (p2movetype=A)||(p2statetype=L)
trigger2 = (root,movetype=H)
trigger3 = (p2movetype=H)&&(p2stateno!=[120,155])
trigger4 = enemynear(root,fvar(25)),stateno=11&&enemynear(root,fvar(25)),time>60
trigger5 = (root,stateno=980)
v = 9
value = 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[state -2];K[h
type = varadd
trigger1 = root,stateno=150||root,stateno=152||root,stateno=154
trigger1 = root,time=1
v = 10
value = 1
[state -2]
type = varset
trigger1 = (root,movetype=A)
trigger2 = (enemynear(parent,fvar(25)),movetype=H)
trigger3 = (root,movetype=H)&&(root,stateno!=[120,155])
trigger4 = root,stateno=11&&root,time>45
v = 10
value = 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[state -2];Nオ(p2)
type = varset
trigger1 = (p2stateno=5120)||(p2stateno=15120)||(enemynear(root,fvar(25)),anim=5120)||(enemynear(root,fvar(25)),anim=5121)||(enemynear(root,fvar(25)),anim=5122)
trigger1 = enemynear(parent,fvar(25)),animtime<=0
v = 12
value = 1
[state -2]
type = varadd
trigger1 = var(12)
trigger1 = gametime%1 = 0
v = 12
value = 1
[state -2]
type = varset
trigger1 = var(12)
trigger1 = var(12) >= 75
trigger2 = (root,movetype=H)
trigger3 = (root,stateno=9884)
trigger4 = (enemynear(parent,fvar(25)),movetype=H)&&(enemynear(parent,fvar(25)),stateno!=[120,155])&&(enemynear(parent,fvar(25)),time>1)
v = 12
value = 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[state -2];Nオ
type = varset
trigger1 = (root,stateno=5120)||(root,stateno=15120)
trigger1 = root,animtime=-1
v = 13
value = 1
[state -2]
type = varadd
trigger1 = var(13)
trigger1 = gametime%1 = 0
v = 13
value = 1
[state -2]
type = varset
trigger1 = var(13)
trigger1 = var(13) >= 40
trigger2 = (p2movetype=H)||(root,movecontact)
trigger3 = (root,p2bodydist x>=180)&&(p2movetype=I)
trigger4 = (root,stateno=9884)||(root,movetype=A)
v = 13
value = 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[state -2];K[h
type = varset
trigger1 = (root,stateno=[150,155])
trigger1 = (root,hitover)
v = 14
value = 1
[state -2]
type = varadd
trigger1 = var(14)
trigger1 = gametime%1 = 0
v = 14
value = 1
[state -2]
type = varset
trigger1 = var(14)
trigger1 = var(14) >= 40
trigger2 = (p2movetype=H)||(root,movecontact)||((root,movetype=H)&&(root,stateno!=[120,155]))
trigger3 = (root,p2bodydist x>=180)&&(p2movetype=I)
trigger4 = (root,stateno=9884)||(root,movetype=A)
v = 14
value = 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State -2]
type = varset
trigger1 = root,stateno = 131||(root,stateno = [152,153])
var(20) = 1
ignorehitpause = 1
[State -2]
type = varset
trigger1 = root,stateno = 130||(root,stateno = [150,151])
var(20) = -1
ignorehitpause = 1
[State -2]
type = varset
trigger1 = !((root,stateno = [130,131])||(root,stateno = [150,153]))
trigger1 = root,time >= 2
var(20) = 0
ignorehitpause = 1
[State -2]
type = varset
trigger1 = var(20)=1
trigger1 = !var(21)
trigger1 = root,movetype = H
trigger1 = root,stateno >= 200
trigger1 = P2Statetype != A
trigger1 = P2Movetype = A
var(21) = P2Stateno
ignorehitpause = 1
[State -2]
type = varset
trigger1 = var(20)=-1
trigger1 = var(21)=P2stateno
trigger1 = root,movetype = H
trigger1 = root,stateno >= 200
trigger1 = P2statetype != A
trigger1 = P2movetype = A
var(21) = 0
ignorehitpause = 1
[State -2]
type = varset
trigger1 = var(20)=1
trigger1 = var(21)>0&&!var(22)
trigger1 = root,movetype = H
trigger1 = root,stateno >= 200
trigger1 = P2Statetype != A
trigger1 = P2Movetype = A
var(22) = P2Stateno
ignorehitpause = 1
[State -2]
type = varset
trigger1 = var(20)=-1
trigger1 = var(22)=P2stateno
trigger1 = root,movetype = H
trigger1 = root,stateno >= 200
trigger1 = P2statetype != A
trigger1 = P2movetype = A
var(22) = 0
ignorehitpause = 1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State -3]
type = varset
TriggerAll = (ishelper)
Trigger1 = (NumHelper(26000+root,id) && NumHelper(27000+root,id))
fv = 38
value = abs(ifelse((Enemynear(root,fvar(25)),facing=1),ceil(helper(26000+root,id),P2dist X),ceil(helper(27000+root,id),P2dist X)))
IgnoreHitPause = 1

[State -3]
type = varset
TriggerAll = (ishelper)
Trigger1 = (NumHelper(26000+root,id) && NumHelper(27000+root,id))
fv = 39
value = abs(ifelse((facing=1),ceil(helper(26000+root,id),rootdist X),ceil(helper(27000+root,id),rootdist X)))
IgnoreHitPause = 1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[state a]
type = null;varset
TriggerAll = ishelper
trigger1 = 1
v = 59
value = 1
[State -3];iK[hp
Type = VarSet
TriggerAll = ishelper
TriggerAll=NumEnemy
Trigger1 = P2StateType!=A
Trigger2 = P2Name="millia"
Trigger2 = P2StateNo=1500
Trigger3 = P2Name="eddie"
Trigger3 = P2StateNo=1000||P2StateNo=1050||EnemyNear,NumHelper(1002);||EnemyNear,NumHelper(1001)
Trigger4 = P2Name="eddie"
Trigger4 = P2StateNo=1800||P2StateNo=1850
Trigger5 = P2Name="eddie"||P2Name="jam"
Trigger5 = P2StateNo=210
var(59) = 1
IgNoreHitPause = 1

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

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

[State -3];薳G SG
Type = VarSet
TriggerAll=NumEnemy
TriggerAll = ishelper
Trigger1 = 0;P2StateNo=105
Trigger2 = P2Name="cvsrugal"||P2Name="cvsg_rugal"
Trigger2 = P2StateNo=1800
Trigger3 = P2Name="cvsgouki"||P2Name="cvsgouki_ex"||P2Name="cvsgouki_normal"
Trigger3 = P2StateNo=1500
Trigger4 = P2Name="cvsryu"||P2Name="cvsryu_ex"||P2Name="cvsryu_normal"||P2Name="Shin Gouki"||P2Name="Ryu"
Trigger4 = P2StateNo=1400
Trigger5 = P2Name="jam"
Trigger5 = P2StateNo=[1310,1311]
Trigger6 = P2Name="eddie"
Trigger6 = P2StateNo=1101
Trigger7 = P2Name="TOKI-(NERICYA)"
Trigger7 = (P2StateNo=[1210,1250])||(P2StateNo=[1300,1600])
Trigger8= P2Name="Reimu_Hakurei"
Trigger8= P2StateNo=3021||P2StateNo=3026
Trigger9= P2Name="Reimu_Hakurei"
Trigger9= P2StateNo=3020||EnemyNear,Var(12)=3021&&P2StateNo=119||P2StateNo=3022||(P2StateNo=[3040,3041])||P2StateNo=3051
Trigger10= P2Name="Remilia_Scarlet"
Trigger10= P2StateNo=119||P2StateNo=1001&&EnemyNear,MoveContact||P2StateNo=1012&&EnemyNear,MoveContact||(P2StateNo=[3030,3031])||P2StateNo=3051
Trigger11= P2Name="REI"
Trigger11= EnemyNear,numhelper(1005)>0||p2stateno=1000
Trigger12= P2Name="JUDA-(NERICYA)"
Trigger12= P2StateNo=2000
Trigger13= P2Name="KENSHIRO"
Trigger13= P2StateNo=1050
Trigger14= P2StateNo=[5200,5210]
var(59) = 0
IgNoreHitPause = 1


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

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

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

[State -3];薳G 󓊂GȂ
Type = VarSet
TriggerAll=NumEnemy
TriggerAll = ishelper
Trigger1 = P2Name="TOKI-(NERICYA)"||P2Name="AMIBA"
Trigger1 = P2StateNo=1600
Trigger2 = EnemyNear,AutHorName="H"
Trigger2 = P2StateNo=[920,922]
var(59) = 0
IgNoreHitPause = 1
;!"#$%&'!"#$%&'"#$%&'!"#$%&'!"#$%&'!"#$%&'!"#$%&'!"#$%&'!"#$%&'!"#$%&'!"#$%&'
[State -1]
Type = posset
Trigger1 = 1
X = ceil(enemynear(parent,fvar(25)),pos X)-30*facing
Y = ceil(enemynear(parent,fvar(25)),pos Y)-30
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -1]
Type = turn
Trigger1 = facing = enemynear(parent,fvar(25)),facing
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

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

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

[State -1]
Type = DestroySelf
Trigger1 = RoundState = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
;;;;;;;;;;;;;;;;;;;;;;;;;v40-50,fv0-10
[state -2];
type = varset
trigger1 = (p2movetype=A)
trigger1 = (var(40)<1)
v = 50
value=(var(42)>0&&var(43)>0&&fvar(0)>0)+(var(44)>0&&var(45)>0&&fvar(1)>0)+(var(46)>0&&var(47)>0&&fvar(2)>0)+(var(48)>0&&var(49)>0&&fvar(3)>0)+(var(52)>0&&var(53)>0&&fvar(4)>0)+(var(54)>0&&var(55)>0&&fvar(5)>0)+(var(56)>0&&var(57)>0&&fvar(6)>0)
;
[state -2];
type = varset
trigger1 = (p2movetype=A)
trigger1 = root,fvar(21)=0
trigger1 = enemynear(parent,fvar(25)),time=1
trigger1 = (root,movetype!=H)||(root,stateno=[120,155])
v = 40
value = 1
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
[state -2];
type = varadd
trigger1 = (p2movetype=A)
trigger1 = var(40)>0
trigger1 = root,fvar(21)=0
v = 40
value = 1
IgnoreHitPause = 0
SuperMoveTime = 0
PauseMoveTime = 0
[state -2]
type = varset
trigger1 = (p2movetype!=A)
trigger2 = root,fvar(21)!=0
v = 40
value = 0
;
[state -2];
type = varset
trigger1 = var(40)>0
trigger1 = (p2stateno!=[5000,5999])
trigger1 = (p2stateno>199)
trigger1 = root,fvar(21)=0
v = 41
value = p2stateno
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
[state -2]
type = varset
trigger1 = var(40)=0
trigger2 = root,fvar(21)!=0
v = 41
value = 0
;
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(42)=0
trigger1 = var(50)=0
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(21)=0
trigger1 = enemynear(parent,fvar(25)),movecontact
v = 42
value = var(40)-2
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(43)=0
trigger1 = var(50)=0
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(21)=0
trigger1 = enemynear(parent,fvar(25)),movecontact
v = 43
value = var(41)
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = fvar(0)=0
trigger1 = var(50)=0
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(21)=0
trigger1 = enemynear(parent,fvar(25)),movecontact
fv = 0
value = abs(root,p2bodydist x)
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
;
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(42)>0&&var(43)>0
trigger1 = var(43)!=var(41)
trigger1 = var(44)=0
trigger1 = var(50)=1
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(21)=0
trigger1 = enemynear(parent,fvar(25)),movecontact
v = 44
value = var(40)-2
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(42)>0&&var(43)>0
trigger1 = var(43)!=var(41)
trigger1 = var(45)=0
trigger1 = var(50)=1
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(21)=0
trigger1 = enemynear(parent,fvar(25)),movecontact
v = 45
value = var(41)
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(42)>0&&var(43)>0
trigger1 = var(43)!=var(41)
trigger1 = fvar(1)=0
trigger1 = var(50)=1
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(21)=0
trigger1 = enemynear(parent,fvar(25)),movecontact
fv = 1
value = abs(root,p2bodydist x)
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
;
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(44)>0&&var(45)>0
trigger1 = var(45)!=var(41)
trigger1 = var(46)=0
trigger1 = var(50)=2
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(21)=0
trigger1 = enemynear(parent,fvar(25)),movecontact
v = 46
value = var(40)-2
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(44)>0&&var(45)>0
trigger1 = var(45)!=var(41)
trigger1 = var(47)=0
trigger1 = var(50)=2
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(21)=0
trigger1 = enemynear(parent,fvar(25)),movecontact
v = 47
value = var(41)
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(44)>0&&var(45)>0
trigger1 = var(45)!=var(41)
trigger1 = fvar(2)=0
trigger1 = var(50)=2
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(21)=0
trigger1 = enemynear(parent,fvar(25)),movecontact
fv = 2
value = abs(root,p2bodydist x)
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
;
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(46)>0&&var(47)>0
trigger1 = var(47)!=var(41)
trigger1 = var(48)=0
trigger1 = var(50)=3
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(21)=0
trigger1 = enemynear(parent,fvar(25)),movecontact
v = 48
value = var(40)-2
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(46)>0&&var(47)>0
trigger1 = var(47)!=var(41)
trigger1 = var(49)=0
trigger1 = var(50)=3
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(21)=0
trigger1 = enemynear(parent,fvar(25)),movecontact
v = 49
value = var(41)
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(46)>0&&var(47)>0
trigger1 = var(47)!=var(41)
trigger1 = fvar(3)=0
trigger1 = var(50)=3
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(21)=0
trigger1 = enemynear(parent,fvar(25)),movecontact
fv = 3
value = abs(root,p2bodydist x)
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
;
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(48)>0&&var(49)>0
trigger1 = var(49)!=var(41)
trigger1 = var(52)=0
trigger1 = var(50)=4
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(21)=0
trigger1 = enemynear(parent,fvar(25)),movecontact
v = 52
value = var(40)-2
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(48)>0&&var(49)>0
trigger1 = var(49)!=var(41)
trigger1 = var(53)=0
trigger1 = var(50)=4
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(21)=0
trigger1 = enemynear(parent,fvar(25)),movecontact
v = 53
value = var(41)
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(48)>0&&var(49)>0
trigger1 = var(49)!=var(41)
trigger1 = fvar(4)=0
trigger1 = var(50)=4
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(21)=0
trigger1 = enemynear(parent,fvar(25)),movecontact
fv = 4
value = abs(root,p2bodydist x)
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
;
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(52)>0&&var(53)>0
trigger1 = var(53)!=var(41)
trigger1 = var(54)=0
trigger1 = var(50)=5
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(21)=0
trigger1 = enemynear(parent,fvar(25)),movecontact
v = 54
value = var(40)-2
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(52)>0&&var(53)>0
trigger1 = var(53)!=var(41)
trigger1 = var(55)=0
trigger1 = var(50)=5
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(21)=0
trigger1 = enemynear(parent,fvar(25)),movecontact
v = 55
value = var(41)
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(52)>0&&var(53)>0
trigger1 = var(53)!=var(41)
trigger1 = fvar(5)=0
trigger1 = var(50)=5
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(21)=0
trigger1 = enemynear(parent,fvar(25)),movecontact
fv = 5
value = abs(root,p2bodydist x)
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
;
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(54)>0&&var(55)>0
trigger1 = var(55)!=var(41)
trigger1 = var(56)=0
trigger1 = var(50)=6
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(21)=0
trigger1 = enemynear(parent,fvar(25)),movecontact
v = 56
value = var(40)-2
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(54)>0&&var(55)>0
trigger1 = var(55)!=var(41)
trigger1 = var(57)=0
trigger1 = var(50)=6
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(21)=0
trigger1 = enemynear(parent,fvar(25)),movecontact
v = 57
value = var(41)
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
[state -2];
type = varset
trigger1 = var(41)>0
trigger1 = var(54)>0&&var(55)>0
trigger1 = var(55)!=var(41)
trigger1 = fvar(6)=0
trigger1 = var(50)=6
trigger1 = root,movetype=H
trigger1 = (root,stateno=[5000,5999])||(root,stateno=[120,155])
trigger1 = abs(root,p2bodydist x)<80
trigger1 = root,time=1
trigger1 = var(40)-2>0
trigger1 = root,fvar(21)=0
trigger1 = enemynear(parent,fvar(25)),movecontact
fv = 6
value = abs(root,p2bodydist x)
IgnoreHitPause = 1
SuperMoveTime = -1
PauseMoveTime = -1
;;;;;;;;;;;;;;;;;;;;;;;;;v51-58
[state -2];
type = varset
trigger1 = (EnemyNear(root,fvar(25)),movetype=A)
trigger1 = root,movetype=H
trigger1 = root,time=1
v = 51
value = ceil(P2BodyDist X)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 26000]
Type = A
Physics = N
Velset = 5,0
SprPriority = 5
Anim = 2531
ctrl=0

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

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

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

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

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

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

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

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

[State -1]
type=selfstate
trigger1=!ishelper
value=0
ctrl=1
;wp[ƈꏏɔѓ΂
[state -1]
Type = Projectile
Trigger1 = time = 0
Velocity = 5,0
ProjID = 27500+root,id
Projanim = 99999
projhits = 9999
projpriority = 9999
Offset = 0,0
projstagebound = const(size.ground.front)
Projedgebound = 100000
Projremovetime = -1
supermovetime=9999
pausemovetime=9999
;ѓ~܂
[state -1]
type = velset
Trigger1 = Root,NumProjID(27500+root,id) = 0
Trigger1 = time > 0
x = 0
y = 0
;  Ă񂵂[ЂႭ
[Statedef 1041]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1069
sprpriority = 2
velset = 0,0

[state 0,0]
type = velset
trigger1 = numhelper(2990) >0
trigger1 = animelem = 7,<0
y = -Const(MoveMent.Yaccel)

[state 2, hoshi]
type = varadd
triggerall = var(41) = 2
trigger1 = var(24) < 7
trigger1 = var(43) <= 3
trigger1 = fvar(31) > 0
trigger1 = movehit
v = 24
value = 1
persistent = 0
ignorehitpause = 1

[state 2, hoshi]
type = varadd
triggerall = var(41) = 2
trigger1 = var(37) >= 1
trigger1 = var(24) < 7
trigger1 = var(43) <= 3
trigger1 = movehit
v = 24
value = 1
persistent = 0
ignorehitpause = 1
[state 2, limitstar]
type = varadd
triggerall = var(41) = 2
triggerall = var(43) <= 3
trigger1 = time = 2
v = 43
value = 1
persistent = 0
ignorehitpause = 1
[state 2, hoshi];OCu
type = varadd
triggerall = var(57) = 1
triggerall = var(41) = 2
trigger1 = var(24) < 7
trigger1 = movehit
trigger1 = var(44) % 1000000 < 100000
trigger1 = var(43) <= 3
v = 24
value = 1
persistent = 0
ignorehitpause = 1
[state 0,star]
type = varadd
trigger1 = var(44) % 1000000 < 100000
trigger1 = movehit
persistent = 0
v = 44
value = 100000

[state 0,0]
type = veladd
trigger1 = anim = 5040
trigger2 = numhelper(2990) != 0
y = 0.45

[state 0,0]
type = playsnd
trigger1 = time = 3
value = 5, 23
channel = 0

[state 0,reverse]
type = varset
trigger1 = movehit
fvar(5) = fvar(5) * 0.35
persistent = 0

[state 0,0]
type = changeanim
trigger1 = anim != 5040
trigger1 = animtime = 0
value = 5040

[State 210, 3]
type = ChangeState
trigger1 = pos y >= 0
value = 52
ctrl = 1

[State 200, HitDef1]
type = HitDef
triggerall = var(37) = 0
trigger1 = animelem = 3
trigger2 = animelem = 4
trigger3 = animelem = 5
;persistent = 1
attr = A, SA
damage = ifelse(36*fvar(33)<7,7,36*fvar(33)),6
getpower = 47*fvar(33),47
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 9, 8
sparkno = -1;S8000
sparkxy = -5+(random%10), -44+(random%10)
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -1
air.velocity = -0.1,-3.7-5.0
air.fall = 1
envshake.time = 15
envshake.ampl = 2
fall.recovertime = 58
fall.yvelocity = ifelse((var(7)>=25||pos y<-100),(var(7)*-0.5),-6.0)
ground.cornerpush.veloff = 0;ifelse(((var(27)>0)||(numhelper(2990)&&helper(2990),time<6)),0,-1)
air.cornerpush.veloff = 0;ifelse(((var(27)>0)||(numhelper(2990)&&helper(2990),time<6)),0,-1)
down.cornerpush.veloff = 0;ifelse(((var(27)>0)||(numhelper(2990)&&helper(2990),time<6)),0,-1)
yaccel = 0.45*ifelse(p2statetype=A,1.5,1) + (var(7) - 1)*0.05
ID = 1100

[State 200, HitDef2]
type = HitDef
triggerall = var(37)>0
trigger1 = animelem = 3
trigger2 = animelem = 4
trigger3 = animelem = 5
;persistent = 1
attr = A, SA
damage = ifelse(36*fvar(33)<7,7,36*fvar(33)),6
getpower = 47*fvar(33),47
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 9,8
sparkno = -1;S8000
sparkxy = -5+(random%10), -44+(random%10)
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -1
air.velocity = -0.1,-3.7-5.0
air.fall = 1
envshake.time = 15
envshake.ampl = 2
p2stateno = 8715
fall.recovertime = 58
fall.yvelocity = ifelse(var(7)>=25||pos y<-100,(var(7)*-0.5),-6.0)
ground.cornerpush.veloff = 0;ifelse(((var(27)>0)||(numhelper(2990)&&helper(2990),time<6)),0,-1)
air.cornerpush.veloff = 0;ifelse(((var(27)>0)||(numhelper(2990)&&helper(2990),time<6)),0,-1)
down.cornerpush.veloff = 0;ifelse(((var(27)>0)||(numhelper(2990)&&helper(2990),time<6)),0,-1)
yaccel = 0.45*ifelse(p2statetype=A,1.5,1) + (var(7) - 1)*0.05
ID = 1100

[state a];qbgGtFNg
type = Helper
trigger1 = UniqHitCount = 1 
name = "hit"
pos = Ceil(P2Dist X/2-15+random%10), -44-random%10-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16095
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .5
size.yscale = .5
supermovetime = 999999
pausemovetime = 999999

[state a];qbgGtFNg
type = Helper
trigger1 = UniqHitCount = 2
name = "hit"
pos = Ceil(P2Dist X/2-15+random%10), -44-random%10-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16095
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .5
size.yscale = .5
supermovetime = 999999
pausemovetime = 999999

[state a];qbgGtFNg
type = Helper
trigger1 = UniqHitCount = 3
name = "hit"
pos = Ceil(P2Dist X/2-15+random%10), -44-random%10-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16095
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .5
size.yscale = .5
supermovetime = 999999
pausemovetime = 999999

[State 0, 0]
type = Explod
trigger1 = time = 27
postype = p1
pos = 10,20
anim = 1145
scale = 0.5,0.5
ownpal = 1
sprpriority = 4
bindtime = -1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 200, HitDef3]
type = HitDef
triggerall = var(37) = 0
trigger1 = animelem = 7
persistent = 0
attr = A, SA
damage = ifelse(36*fvar(33)<7,7,36*fvar(33)),6
getpower = 47*fvar(33),47
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 12, 11
sparkno = -1;S8000
sparkxy = -5+(random%10), -40+(random%10)
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -1-1,-5-3.2
air.velocity = -0.1,-4.2-3.8
fall = 1
air.fall = 1
envshake.time = 15
envshake.ampl = 2
fall.recovertime = 58
fall.yvelocity = ifelse(var(7)>=25||pos y<-100,(var(7)*-0.5),-6.0)
ground.cornerpush.veloff = 0;ifelse(((var(27)>0)||(numhelper(2990)&&helper(2990),time<6)),0,-1)
air.cornerpush.veloff = 0;ifelse(((var(27)>0)||(numhelper(2990)&&helper(2990),time<6)),0,-1)
down.cornerpush.veloff = 0;ifelse(((var(27)>0)||(numhelper(2990)&&helper(2990),time<6)),0,-1)
yaccel = 0.45*ifelse(p2statetype=A,1.5,1) + (var(7) - 1)*0.05
ID = 1150

[State 200, HitDef4]
type = HitDef
triggerall = var(37)>0
trigger1 = animelem=7
persistent = 0
attr = A, SA
damage = ifelse(36*fvar(33)<7,7,36*fvar(33)),6
getpower = 47*fvar(33),47
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 12, 11
sparkno = -1;S8000
sparkxy = -5+(random%10), -40+(random%10)
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -1-1,-5-3.2
air.velocity = -0.1,-4.2-3.8
fall = 1
air.fall = 1
envshake.time = 15
envshake.ampl = 2
p2stateno = 8715
fall.recovertime = 58
fall.yvelocity = ifelse(var(7)>=25||pos y<-100,(var(7)*-0.5),-6.0)
ground.cornerpush.veloff = 0;ifelse(((var(27)>0)||(numhelper(2990)&&helper(2990),time<6)),0,-1)
air.cornerpush.veloff = 0;ifelse(((var(27)>0)||(numhelper(2990)&&helper(2990),time<6)),0,-1)
down.cornerpush.veloff = 0;ifelse(((var(27)>0)||(numhelper(2990)&&helper(2990),time<6)),0,-1)
yaccel = 0.45*ifelse(p2statetype=A,1.5,1) + (var(7) - 1)*0.05
ID = 1150

[State 200,]
Type = attackdist
Trigger1 = animelem=8,>=0
value = 0

[state a];qbgGtFNg
type = Helper
trigger1 = UniqHitCount = 4
name = "hit"
pos = Ceil(P2Dist X/2-15+random%10), -40-random%10-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16095
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .5
size.yscale = .5
supermovetime = 999999
pausemovetime = 999999

[State 200, AI]
type = ChangeState
trigger1 = var(59) = 1
trigger1 = random >= 100
trigger1 = movecontact
trigger1 = var(7) = [5,9]
trigger1 = enemy,life >= 60
;trigger1 = enemy,gethitvar(hitcount) = [7,10]
value = 1012

; Jump Start
[Statedef 38]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40,0]
type = HitBy
trigger1 = 1
value = SAC, NA,SA,HA,NP,SP,HP

[State 20, 1]
type = changestate
triggerall = enemy,name = "JAGI"
trigger1 = enemy,Numhelper(1001) >= 1
value = 0
ctrl = 1

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

[State 0, 0]
type = Explod
trigger1 = var(41) = 2
trigger1 = time = 0
;postype = p1
pos = 0,1
anim = 7800
ownpal = 1
keyctrl = 0
sprpriority = -5
scale = 0.5,0.5

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

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

[State 40, 2]
type = VarSet
trigger1 = 1
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 240
y = -10

[State 40, 6]
type = playsnd
trigger1 = AnimTime = 0
value = 40,0

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

; Jump Start
[Statedef 39]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40,0]
type = HitBy
trigger1 = 1
value = SAC, NA,SA,HA,NP,SP,HP

[State 20, 1]
type = changestate
triggerall = enemy,name = "JAGI"
trigger1 = enemy,Numhelper(1001) >= 1
value = 0
ctrl = 1

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

[State 0, 0]
type = Explod
trigger1 = var(41) = 2
trigger1 = time = 0
;postype = p1
pos = 0,1
anim = 7800
ownpal = 1
keyctrl = 0
sprpriority = -5
scale = 0.5,0.5

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

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

[State 40, 2]
type = VarSet
trigger1 = 1
sysvar(1) = 1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 240
y = -10

[State 40, 6]
type = playsnd
trigger1 = AnimTime = 0
value = 40,0

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 430];E2B
Type = U
MoveType= A
Ctrl = 0
[State -2, BOOST]
type = Helper
persistent = 0
triggerall = (var(48)>=100)||(var(26)>0&&var(48)>=40)
trigger1 = roundstate = 2
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2991
ownpal = 1
id = 2990
keyctrl = 0
[State 249]
Type = ChangeState
Trigger1 = 1
value = 8420
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 250];E6A
Type = U
MoveType= A
Ctrl = 0
[State -2, BOOST]
type = Helper
persistent = 0
triggerall = (var(48)>=100)||(var(26)>0&&var(48)>=40)
trigger1 = roundstate = 2
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2991
ownpal = 1
id = 2990
keyctrl = 0
[State 249]
Type = ChangeState
Trigger1 = 1
value = 8201
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 400];E6A
Type = U
MoveType= A
Ctrl = 0
[State 249]
Type = ChangeState
Trigger1 = 1
value = 8400
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 270];E6B
Type = U
MoveType= A
Ctrl = 0
[State 249]
Type = ChangeState
Trigger1 = 1
value = 8227
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;ݎp`
[Statedef 7400]
type    = C
movetype= A
physics = C
juggle  = 0
ctrl = 0
anim = 400
poweradd = 0
sprpriority = 2

[State -2, BOOST]
type = Helper
triggerall = var(59)>1||fvar(39)>0
triggerall = (var(48)>=100)||(var(26)>0&&var(48)>=20)
trigger1 = roundstate = 2
trigger1 = prevstateno=400
trigger1 = time=1
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2990
ownpal = 1
id = 2990
keyctrl = 0
persistent = 0

[state 0,0]
type = varrandom
trigger1 = time = 1
v = 19
range = 0,3
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 0
trigger1 = time = 4
value = 1, 0
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 1
trigger1 = time = 4
value = 1, 1
channel = 0

[State 200, 0]	
type = ReversalDef
trigger1 = !movecontact
attr = C,NA
numhits = 0
reversal.attr = SCA,NA,NP,SP
pausetime = 15,15

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

[state 0,reverse]
type = varset
trigger1 = time = 0
trigger1 = enemy,gethitvar(hitcount) >= 2
fvar(5) = fvar(5)*0.88
persistent = 0

[State 200, HitDef]
type = HitDef
trigger1 = animelem=3
attr = C, NA
damage = ifelse(36*fvar(33)<5,5,36*fvar(33)),ifelse(var(49)>0,5,0)
getpower = 46*fvar(33),46
animtype = Light
guardflag = M
hitflag = MAFD
priority = 4, Hit
pausetime = 8, 7
sparkno = -1;S8000
sparkxy = 0, -70
hitsound = S101, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 12
ground.velocity = -3.7
air.velocity = -2,-1-5.5
down.velocity = -1,-0.1-0.1
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
yaccel = 0.45*ifelse(p2statetype=A,1.5,1) + (var(7) - 1)*0.07
ground.cornerpush.veloff = ifelse(((var(27)>0)||(numhelper(2990)&&helper(2990),time<9)),0,-4-var(51)*0.025)
air.cornerpush.veloff = ifelse((var(27)>0||(numhelper(2990)&&helper(2990),time<9)),0,-4-var(51)*0.025)
down.cornerpush.veloff = ifelse((var(27)>0||(numhelper(2990)&&helper(2990),time<9)),0,-4-var(51)*0.025)
guard.cornerpush.veloff = ifelse((numhelper(2990)&&helper(2990),time<9),0,-3)
air.fall = 1
fall.recovertime = 19
guard.ctrltime = 12
guard..slidetime = 8
ID = 405

[State 200,]
type = statetypeset
trigger1 = animelem = 4
movetype = I

[state a]
type = varadd
trigger1 = movecontact = 1
trigger1 = var(26) = 0
v = 48
value = ifelse(moveguarded,10,ceil(10*fvar(33)))
ignorehitpause = 1
persistent = 0

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

[State 0, 0]
type = PlaySnd
trigger1 = time = 2
value = 100, 1

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 200, AI]
type = ChangeState
trigger1 = time >= 4
trigger1 = var(59) = 1
trigger1 = random >= 200
trigger1 = movecontact;hit
value = 8410
[State 200, AI]
type = ChangeState
trigger1 = time >= 4
trigger1 = var(59) = 1
trigger1 = random >= 200
trigger1 = moveguarded
trigger1 = enemy,statetype = S
value = 8420
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 
[Statedef 1]
type = S
physics = S
sprpriority = 0
anim = 0

[State 50, 2]
type = ChangeAnim
;triggerall = prevstateno = 45
trigger1 = Numhelper(2990) >= 1
trigger1 = anim != 7508
value = 7508;10

[State 52, 3]
type = PosSet
trigger1 = Time = 0
trigger1 = prevstateno=[1000,1020]
y = 0

[state 0,0]
type = changestate
trigger1 = life = 0
value = 5050
ctrl = 0

[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 0, 3]
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0, 1]
type = ChangeAnim
triggerall = Numhelper(2990) = 0
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
trigger3 = Numhelper(2990) = 0
trigger3 = anim = 7508
value = 0

[State -2, BOOST]
type = Helper
persistent = 0
triggerall = (var(48)>=100)||(var(26)>0&&var(48)>=40)
trigger1 = roundstate = 2
trigger1 = time=0
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2991
ownpal = 1
id = 2990
keyctrl = 0

[State -3,sekkatsu]
Type = ChangeState
Value = 2021
TriggerAll=(power>=1000)
TriggerAll=(RoundState=2)&&(StateType!=A)&&(P2BodyDist X>-40)
TriggerAll=(P2StateType=A||P2StateType=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(p2stateno!=[120,155])&&(EnemyNear(fvar(25)),vel y>0)
TriggerAll=P2BodyDist X<55
TriggerAll=P2BodyDist Y+(EnemyNear(fvar(25)),vel y!=0)*(EnemyNear(fvar(25)),vel y+EnemyNear(fvar(25)),gethitvar(Yaccel)*7)*8>-40
Trigger1 = (P2MoveType=H)

[State 249]
Type = ChangeState
Trigger1 = time>12
value = 0
ctrl = 1

[State 1201,end]
type = Destroyself
triggerall = ishelper
trigger1 = time = 1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 2];Esekkatsu
Type = U
MoveType= A
Ctrl = 0
[State -2, #$%]
type = varset
persistent = 0
fvar(29) = 1
triggerall = (var(48)>=100)||(var(26)>0&&var(48)>=40)
trigger1 = roundstate = 2
[State -2, BOOST]
type = Helper
persistent = 0
triggerall = (var(48)>=100)||(var(26)>0&&var(48)>=40)
trigger1 = roundstate = 2
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2991
ownpal = 1
id = 2990
keyctrl = 0
[State 249]
Type = ChangeState
Trigger1 = 1
value = 2021
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 198];Esekkatsu
Type = U
MoveType= A
Ctrl = 0
[State -2, #$%]
type = varset
persistent = 0
fvar(29) = 1
triggerall = (var(48)>=100)||(var(26)>0&&var(48)>=40)
trigger1 = roundstate = 2
[State -2, BOOST]
type = Helper
persistent = 0
triggerall = (var(48)>=100)||(var(26)>0&&var(48)>=40)
trigger1 = roundstate = 2
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2991
ownpal = 1
id = 2990
keyctrl = 0
[State 249]
Type = ChangeState
Trigger1 = 1
value = 199
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 630];Esekkatsu
Type = U
MoveType= A
Ctrl = 0
[State -2, BOOST]
type = Helper
persistent = 0
triggerall = (var(48)>=100)||(var(26)>0&&var(48)>=40)
trigger1 = roundstate = 2
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2991
ownpal = 1
id = 2990
keyctrl = 0
[State 249]
Type = ChangeState
Trigger1 = 1
value = 8620
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 3];Etensyo
Type = U
MoveType= A
Ctrl = 0
velset = 0,0
[State -2, #$%]
type = varset
persistent = 0
fvar(29) = 1
triggerall = (var(48)>=100)||(var(26)>0&&var(48)>=40)
trigger1 = roundstate = 2
[State -2, BOOST]
type = Helper
persistent = 0
triggerall = (var(48)>=100)||(var(26)>0&&var(48)>=40)
trigger1 = roundstate = 2
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2991
ownpal = 1
id = 2990
keyctrl = 0
[State 249]
Type = ChangeState
Trigger1 = 1
value = 1041
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 320];Ebani
Type = U
MoveType= A
Ctrl = 0
[State -2, #$%]
type = null;varset
persistent = 0
fvar(29) = 1
triggerall = (var(48)>=100)||(var(26)>0&&var(48)>=40)
trigger1 = roundstate = 2
[State -2, BOOST]
type = Helper
persistent = 0
triggerall = (var(48)>=100)||(var(26)>0&&var(48)>=40)
trigger1 = roundstate = 2
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2991
ownpal = 1
id = 2990
keyctrl = 0
[State 249]
Type = ChangeState
Trigger1 = 1
value = 8710
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 300];Egure
Type = U
MoveType= A
Ctrl = 0
[State -2, #$%]
type = null;varset
persistent = 0
fvar(29) = 1
triggerall = (var(48)>=100)||(var(26)>0&&var(48)>=40)
trigger1 = roundstate = 2
[State -2, BOOST]
type = Helper
persistent = 0
triggerall = (var(48)>=100)||(var(26)>0&&var(48)>=40)
trigger1 = roundstate = 2
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2991
ownpal = 1
id = 2990
keyctrl = 0
[State 249]
Type = ChangeState
Trigger1 = 1
value = 8250
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 4]
Type = U
MoveType= A
Ctrl = 0
[State -2, #$%]
type = varset
persistent = 0
fvar(29) = 1
triggerall = (var(48)>=100)||(var(26)>0&&var(48)>=40)
trigger1 = roundstate = 2
[State -2, BOOST]
type = Helper
persistent = 0
triggerall = (var(48)>=100)||(var(26)>0&&var(48)>=40)
trigger1 = roundstate = 2
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2991
ownpal = 1
id = 2990
keyctrl = 0
[State 249]
Type = ChangeState
Trigger1 = 1
value = 1003
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 301]
Type = U
MoveType= A
Ctrl = 0
[State -2, #$%]
type = varset
persistent = 0
fvar(29) = 1
triggerall = (var(48)>=100)||(var(26)>0&&var(48)>=20)
trigger1 = roundstate = 2
[State -2, BOOST]
type = Helper
persistent = 0
triggerall = (var(48)>=100)||(var(26)>0&&var(48)>=20)
trigger1 = roundstate = 2
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2990
ownpal = 1
id = 2990
keyctrl = 0
[State 249]
Type = ChangeState
Trigger1 = 1
value = 8250
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 6]
Type = U
MoveType= A
Ctrl = 0
[State -2, #$%]
type = varset
persistent = 0
fvar(29) = 1
triggerall = (var(48)>=100)||(var(26)>0&&var(48)>=40)
trigger1 = roundstate = 2
[State -2, BOOST]
type = Helper
persistent = 0
triggerall = (var(48)>=100)||(var(26)>0&&var(48)>=40)
trigger1 = roundstate = 2
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2991
ownpal = 1
id = 2990
keyctrl = 0
[State 249]
Type = ChangeState
Trigger1 = 1
value = 50
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 7];E6D
Type = U
MoveType= A
Ctrl = 0
[State -2, #$%]
type = varset
persistent = 0
fvar(29) = 1
triggerall = (var(48)>=100)||(var(26)>0&&var(48)>=40)
trigger1 = roundstate = 2
[State -2, BOOST]
type = Helper
persistent = 0
triggerall = (var(48)>=100)||(var(26)>0&&var(48)>=40)
trigger1 = roundstate = 2
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2991
ownpal = 1
id = 2990
keyctrl = 0
[State 249]
Type = ChangeState
Trigger1 = 1
value = 8229
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 440];E6D
Type = U
MoveType= A
Ctrl = 0
[State -2, #$%]
type = varset
persistent = 0
fvar(29) = 1
triggerall = (var(48)>=100)||(var(26)>0&&var(48)>=40)
trigger1 = roundstate = 2
[State -2, BOOST]
type = Helper
persistent = 0
triggerall = (var(48)>=100)||(var(26)>0&&var(48)>=40)
trigger1 = roundstate = 2
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2991
ownpal = 1
id = 2990
keyctrl = 0
[State 249]
Type = ChangeState
Trigger1 = 1
value = 8430
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;---:::::::::::::::::::::::::::::::::::::::::::::
;ݎp`
[Statedef 6400]
type    = C
movetype= A
physics = C
juggle  = 0
ctrl = 0
anim = 400
poweradd = 0
sprpriority = 2

[State -2, BOOST]
type = Helper
triggerall = var(59)>1||fvar(39)>0
triggerall = (var(48)>=100)||(var(26)>0&&var(48)>=20)
trigger1 = roundstate = 2
trigger1 = prevstateno=400
trigger1 = time=1
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2990
ownpal = 1
id = 2990
keyctrl = 0
persistent = 0

[state 0,0]
type = varrandom
trigger1 = time = 1
v = 19
range = 0,3
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 0
trigger1 = time = 4
value = 1, 0
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 1
trigger1 = time = 4
value = 1, 1
channel = 0

[State 200, 0]	
type = ReversalDef
trigger1 = !movecontact
attr = C,NA
numhits = 0
reversal.attr = SCA,NA,NP,SP
pausetime = 15,15

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

[state 0,reverse]
type = varset
trigger1 = time = 0
trigger1 = enemy,gethitvar(hitcount) >= 2
fvar(5) = fvar(5)*0.88
persistent = 0

[State 200, HitDef]
type = HitDef
trigger1 = animelem=3
attr = C, NA
damage = ifelse(36*fvar(33)<5,5,36*fvar(33)),ifelse(var(49)>0,5,0)
getpower = 46*fvar(33),46
animtype = Light
guardflag = M
hitflag = MAFD
priority = 4, Hit
pausetime = 8, 7
sparkno = -1;S8000
sparkxy = 0, -70
hitsound = S101, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 12
ground.velocity = -3.7
air.velocity = -2,-1-5.5
down.velocity = -1,-0.1-0.1
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
yaccel = 0.45*ifelse(p2statetype=A,1.5,1) + (var(7) - 1)*0.07
ground.cornerpush.veloff = ifelse(((var(27)>0)||(numhelper(2990)&&helper(2990),time<9)),0,-4-var(51)*0.025)
air.cornerpush.veloff = ifelse((var(27)>0||(numhelper(2990)&&helper(2990),time<9)),0,-4-var(51)*0.025)
down.cornerpush.veloff = ifelse((var(27)>0||(numhelper(2990)&&helper(2990),time<9)),0,-4-var(51)*0.025)
guard.cornerpush.veloff = ifelse((numhelper(2990)&&helper(2990),time<9),0,-3)
air.fall = 1
fall.recovertime = 19
guard.ctrltime = 12
guard..slidetime = 8
ID = 402

[State 200,]
type = statetypeset
trigger1 = animelem = 4
movetype = I

[state a]
type = varadd
trigger1 = movecontact = 1
trigger1 = var(26) = 0
v = 48
value = ifelse(moveguarded||var(7)>72,10,ceil(10*fvar(33)))
ignorehitpause = 1
persistent = 0

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

[State 0, 0]
type = PlaySnd
trigger1 = time = 2
value = 100, 1

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = numtarget(402)>0
value = 21
ctrl = 0

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
; Walk
[Statedef 21]
type    = S
physics = S
sprpriority = 0

[State 20, 1]
type = VelSet
trigger1 = enemy,name = "JAGI"
trigger1 = enemy,Numhelper(1001) = 0
trigger1 = 1
trigger2 = enemy,name != "JAGI"
trigger2 = 1
x = const(velocity.walk.fwd.x)
[State 20, 1]
type = VelSet
triggerall = enemy,name = "JAGI"
triggerall = enemy,Numhelper(1001) >= 1
trigger1 = 1
x = 0.8;const(velocity.walk.fwd.x)

[State 20, 1]
type = null;VelSet
trigger1 = enemy,name = "JAGI"
trigger1 = enemy,Numhelper(1001) = 0
trigger1 = command = "holdback"
trigger2 = enemy,name != "JAGI"
trigger2 = command = "holdback"
x = const(velocity.walk.back.x)
[State 20, 1]
type = null;VelSet
triggerall = enemy,name = "JAGI"
triggerall = enemy,Numhelper(1001) >= 1
trigger1 = command = "holdback"
x = -0.6;const(velocity.walk.back.x)
[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21
[State 20, 4]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State -3,]
Type = ChangeState
Value = 980
TriggerAll=(var(59)>1)||(fvar(39)>0)
TriggerAll=(RoundState=2)&&(StateType!=A)
TriggerAll=(P2StateType!=L)&&(EnemyNear(fvar(25)),Alive)
TriggerAll=(P2BodyDist X=[-20,25))
Trigger1 = (fvar(26)<4&&P2Movetype=H)||(P2Movetype!=H)||(enemynear(fvar(25)),ctrl)

[State 20, 4]
type = Changestate
trigger1 = Numhelper(2990) > 0
trigger2 = time>15
value = 0
ctrl = 1
; Jump Start
[Statedef 35]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40,0]
type = HitBy
trigger1 = 1
value = SAC, NA,SA,HA,NP,SP,HP

[State 20, 1]
type = changestate
triggerall = enemy,name = "JAGI"
trigger1 = enemy,Numhelper(1001) >= 1
value = 0
ctrl = 1

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

[State 0, 0]
type = Explod
trigger1 = var(41) = 2
trigger1 = time = 0
;postype = p1
pos = 0,1
anim = 7800
ownpal = 1
keyctrl = 0
sprpriority = -5
scale = 0.5,0.5

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

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

[State 40, 2]
type = VarSet
trigger1 = 1
sysvar(1) = 1

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

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 240
y = -10

[State 40, 6]
type = playsnd
trigger1 = AnimTime = 0
value = 40,0

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 36
ctrl = 0
; Jump Up
[Statedef 36]
type    = A
physics = A

[State 20, 1]
type = velmul
triggerall = facing = 1
triggerall = enemy,name = "JAGI"
triggerall = enemy,Numhelper(1061) >= 1
trigger1 = enemy,var(55) = [floor(p2dist x)-40,floor(p2dist x)+40]
trigger1 = pos y = [-10,1]
trigger1 = vel y <= -3
y = 0.7
[State 20, 1]
type = velmul
triggerall = facing = -1
triggerall = enemy,name = "JAGI"
triggerall = enemy,Numhelper(1061) >= 1
trigger1 = (enemy,var(55))*-1 = [floor(p2dist x)-40,floor(p2dist x)+40]
trigger1 = pos y = [-10,1]
trigger1 = vel y <= -3
y = 0.7

[state 0,0]
type = playerpush
trigger1 = prevstateno = 9306
;trigger1 = time <= 15
value = 0


[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = null;ChangeAnim
triggerall = prevstateno != 45
trigger1 = Time = 0
value = ifelse((vel x)=0, 44, ifelse((vel x)>0, 45, 46))

[State 50, 2]
type = ChangeAnim
;triggerall = prevstateno = 45
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[state 0,0]
type = ctrlset
trigger1 = prevstateno = 1040
trigger1 = time >= 10
trigger2 = time>10
value = 1

[State 50, 2]
type = ChangeAnim
;triggerall = prevstateno = 45
trigger1 = Numhelper(2990) >= 1
trigger1 = anim!=1055
value = 1055

[State 40, 6]
type = ChangeState
trigger1 = pos y<-30
value = 1040
ctrl = 0

[state 0,0]
type = velset
triggerall = prevstateno = 1041
trigger1 = command = "holdfwd"
x = 2
[state 0,0]
type = velset
triggerall = prevstateno = 1041
trigger1 = command = "holdback"
x = -2
; Walk
[Statedef 19]
type    = S
physics = S
sprpriority = 0

[State 20, 1]
type = VelSet
trigger1 = enemy,name = "JAGI"
trigger1 = enemy,Numhelper(1001) = 0
trigger1 = 1
trigger2 = enemy,name != "JAGI"
trigger2 = 1
x = const(velocity.walk.fwd.x)
[State 20, 1]
type = VelSet
triggerall = enemy,name = "JAGI"
triggerall = enemy,Numhelper(1001) >= 1
trigger1 = 1
x = 0.8;const(velocity.walk.fwd.x)

[State 20, 1]
type = null;VelSet
trigger1 = enemy,name = "JAGI"
trigger1 = enemy,Numhelper(1001) = 0
trigger1 = command = "holdback"
trigger2 = enemy,name != "JAGI"
trigger2 = command = "holdback"
x = const(velocity.walk.back.x)
[State 20, 1]
type = null;VelSet
triggerall = enemy,name = "JAGI"
triggerall = enemy,Numhelper(1001) >= 1
trigger1 = command = "holdback"
x = -0.6;const(velocity.walk.back.x)
[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21
[State 20, 4]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 20, 4]
type = Changestate
trigger1 = Numhelper(2990) > 0
value = 0
ctrl = 1
; Walk
[Statedef 18]
type    = S
physics = S
sprpriority = 0

[State 20, 1]
type = null;VelSet
trigger1 = enemy,name = "JAGI"
trigger1 = enemy,Numhelper(1001) = 0
trigger1 = command = "holdfwd"
trigger2 = enemy,name != "JAGI"
trigger2 = command = "holdfwd"
x = const(velocity.walk.fwd.x)
[State 20, 1]
type = null;VelSet
triggerall = enemy,name = "JAGI"
triggerall = enemy,Numhelper(1001) >= 1
trigger1 = command = "holdfwd"
x = 0.8;const(velocity.walk.fwd.x)

[State 20, 1]
type = VelSet
trigger1 = enemy,name = "JAGI"
trigger1 = enemy,Numhelper(1001) = 0
trigger1 = 1
trigger2 = enemy,name != "JAGI"
trigger2 = 1
x = const(velocity.walk.back.x)
[State 20, 1]
type = VelSet
triggerall = enemy,name = "JAGI"
triggerall = enemy,Numhelper(1001) >= 1
trigger1 = 1
x = -0.6;const(velocity.walk.back.x)
[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21
[State 20, 4]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 20, 4]
type = Changestate
trigger1 = Numhelper(2990) > 0
value = 0
ctrl = 1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 318];Ebani
Type = U
MoveType= A
Ctrl = 0
[State -2, #$%]
type = varset
persistent = 0
fvar(29) = 1
triggerall = (var(48)>=100)||(var(26)>0&&var(48)>=40)
trigger1 = roundstate = 2
[State -2, BOOST]
type = Helper
persistent = 0
triggerall = (var(48)>=100)||(var(26)>0&&var(48)>=40)
trigger1 = roundstate = 2
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2991
ownpal = 1
id = 2990
keyctrl = 0
[State 249]
Type = ChangeState
Trigger1 = 1
value = 8710
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Jump Start _bV
[Statedef 32]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 45, 3]
type = Varadd
triggerall = prevstateno = [9600,9629]
trigger1 = Time = 0
var(32) = 1

[State 40,0]
type = HitBy
trigger1 = 1
value = SAC, NA,SA,HA,NP,SP,HP

[State 0, 0]
type = Explod
trigger1 = var(41) = 2
trigger1 = time = 0
;postype = p1
pos = 0,1
anim = 7800
ownpal = 1
keyctrl = 0
sprpriority = -5
scale = 0.5,0.5

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

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

[State 40, 2]
type = VarSet
trigger1 = 1
sysvar(1) = 1

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

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 240
y = -10

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 33
ctrl = 0
;---------------------------------------------------------------------------
; Jump Up
[Statedef 33]
type    = A
physics = A

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = ChangeAnim
;triggerall = prevstateno = 45
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[state 0,0]
type = ctrlset
trigger1 = prevstateno = 1040
trigger1 = time = 10
value = 1

[State 50, 2]
type = ChangeAnim
;triggerall = prevstateno = 45
trigger1 = Numhelper(2990) >= 1
value = 100

[state 0,0]
type = velset
triggerall = prevstateno = 1041
trigger1 = command = "holdfwd"
x = 2
[state 0,0]
type = velset
triggerall = prevstateno = 1041
trigger1 = command = "holdback"
x = -2

[State 50, 2]
type = Changestate
trigger1 = pos y<-35;time >= 5
value = 234
ctrl = 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 640];E6A
Type = U
MoveType= A
Ctrl = 0
[State 249]
Type = ChangeState
Trigger1 = 1
value = 8630
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 2555];Ebani
Type = U
MoveType= I
Ctrl = 0
anim = 7508
[State -2, #$%]
type = varset
persistent = 0
fvar(29) = 1
triggerall = (var(48)>=100)||(var(26)>0&&var(48)>=20)
trigger1 = roundstate = 2
[State -2, BOOST]
type = Helper
persistent = 0
triggerall = (var(48)>=100)||(var(26)>0&&var(48)>=20)
trigger1 = roundstate = 2
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2990
ownpal = 1
id = 2990
keyctrl = 0
[State 249]
Type = ChangeState
Trigger1 = Time>0
value = 8800
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Jump Start
[Statedef 67]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1
[State 40,0]
type = HitBy
trigger1 = 1
value = SAC, NA,SA,HA,NP,SP,HP
[State 20, 1]
type = changestate
triggerall = enemy,name = "JAGI"
trigger1 = enemy,Numhelper(1001) >= 1
value = 0
ctrl = 1
;]
[State 1510, Turn]
type = Turn
trigger1 = time = 0
trigger1 = P2Dist X < 0
[State 0, 0]
type = Explod
trigger1 = var(41) = 2
trigger1 = time = 0
;postype = p1
pos = 0,1
anim = 7800
ownpal = 1
keyctrl = 0
sprpriority = -5
scale = 0.5,0.5
[state 0,0];eBR{Zbg
type = varset
trigger1 = time >= 0
var(47) = 0
[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0
[State 40, 2]
type = VarSet
trigger1 = 1
sysvar(1) = 1+(P2StateType=L)*(-2)
[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)
[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)
[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 240
y = -10
[State 40, 6]
type = playsnd
trigger1 = AnimTime = 0
value = 40,0
[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 29005]
Type = A
Physics = N
Velset = 0,0
SprPriority = 5
Anim = 1181
ctrl=0
[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SCA
IgnoreHitPause = 1
SuperMoveTime = 99999999999
PauseMoveTime = 99999999999
[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Invisible
Flag2 = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 99999999999
PauseMoveTime = 99999999999
[State -1]
Type = DestroySelf
Trigger1 = RoundState = 0
IgnoreHitPause = 1
SuperMoveTime = 99999999999
PauseMoveTime = 99999999999
[State -1]
type=ParentVarSet
trigger1=Parent,IsHelper(29000+root,id)
trigger2=IsHelper(29005+root,id)
var(2)=ID
;
[state -1]
type=ParentVarSet
trigger1 = (!root,InGuardDist)&&(!parent,InGuardDist)
trigger2 = (root,MoveType=H)&&(root,time>1)
var(1)=0
[state -1]
type=null;ParentVarSet
trigger1 = (!root,InGuardDist)&&(!parent,InGuardDist)
trigger2 = (root,MoveType=H)&&(root,time>1)
var(3)=0
[state -1]
type=null;ParentVarSet
trigger1 = (!root,InGuardDist)&&(!parent,InGuardDist)
trigger2 = (root,MoveType=H)&&(root,time>1)
var(4)=0
[state -1]
type=null;ParentVarSet
trigger1 = (!root,InGuardDist)&&(!parent,InGuardDist)
trigger2 = (root,MoveType=H)&&(root,time>1)
var(5)=0
[state -1]
type=null;ParentVarSet
trigger1 = (!root,InGuardDist)&&(!parent,InGuardDist)
trigger2 = (root,MoveType=H)&&(root,time>1)
var(6)=0
[state -1]
type=null;ParentVarSet
trigger1 = (!root,InGuardDist)&&(!parent,InGuardDist)
trigger2 = (root,MoveType=H)&&(root,time>1)
var(7)=0
[state -1]
type=null;ParentVarSet
trigger1 = (!root,InGuardDist)&&(!parent,InGuardDist)
trigger2 = (root,MoveType=H)&&(root,time>1)
var(8)=0
[state -1]
type=null;ParentVarSet
trigger1 = (!root,InGuardDist)&&(!parent,InGuardDist)
trigger2 = (root,MoveType=H)&&(root,time>1)
var(9)=0
;
[state -1]
type=DestroySelf
trigger1 = (!root,InGuardDist)&&(!parent,InGuardDist)
trigger2 = (root,MoveType=H)&&(root,time>1)
trigger2 = (root,stateno!=[120,155])
trigger3 = roundstate!=2
;
[Statedef 29001]
Type = A
Physics = N
Velset = 0,0
SprPriority = 5
Anim = 2001
ctrl=0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SCA
IgnoreHitPause = 1
SuperMoveTime = 99999999999
PauseMoveTime = 99999999999
[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Invisible
Flag2 = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 99999999999
PauseMoveTime = 99999999999
[State -1]
Type = DestroySelf
Trigger1 = RoundState != 2
IgnoreHitPause = 1
SuperMoveTime = 99999999999
PauseMoveTime = 99999999999
[State -1]
type=BindToRoot
trigger1=1
facing=1
pos=120,0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;var(0)~var(2)
[State -1]
type = VarSet
triggerall = !root,InGuardDist
triggerall = (P2MoveType!=A)
trigger1 = Enemy,NumHelper>0
var(0) = Enemy,NumHelper
[State -1]
type = VarSet
triggerall = (P2MoveType=A)
triggerall = p2stateno!=[0,199]
triggerall = p2stateno!=[5000,5900]
trigger1 = Enemy,NumHelper>0
trigger1 = ((Enemy,NumHelper)-var(0))>=0
trigger1 = (root,MoveType!=H||(root,stateno=[120,155]))
trigger1 = (root,time>1)
trigger1 = var(1)=0
var(1) = (Enemy,NumHelper)-var(0)
[State -1]
type = Helper
triggerall = (root,InGuardDist)||(InGuardDist)
trigger1 = numhelper(29005+root,id)=0&&root,numhelper(29005+root,id)=0
trigger1 = RoundState=2
trigger1 = Enemy,NumHelper>0
trigger1 = var(1)>0
trigger1 = (root,MoveType!=H||(root,stateno=[120,155]))&&(p2MoveType!=H)
trigger1 = (root,time>1)
Name = "minit"
id = 29005+root,id
stateno = 29005
helpertype = normal
keyctrl = 0
IgnoreHitPause = 1
SuperMoveTime = 0
PauseMoveTime = 0
SprPriority = 999
[State -1]
type = VarSet
trigger1 = numhelper(29005+root,id)=0
var(2) = 0
[State -1]
type = VarSet
triggerall = numhelper(29005+root,id)=0||PlayerIDExist(var(3))=0
trigger1 = PlayerIDExist(var(3))=0
trigger2 = (root,MoveType=H)&&(root,time>1)
trigger2 = (root,stateno!=[120,155])
trigger3 = PlayerIDExist(var(3))>0
trigger3 = PlayerID(var(3)),MoveType!=A
trigger4 = PlayerID(var(3)),pos y>40||PlayerID(var(3)),pos y<-300
var(3) = 0
[State -1]
type = VarSet
triggerall = numhelper(29005+root,id)=0||PlayerIDExist(var(4))=0
trigger1 = PlayerIDExist(var(4))=0
trigger2 = (root,MoveType=H)&&(root,time>1)
trigger2 = (root,stateno!=[120,155])
trigger3 = PlayerIDExist(var(4))>0
trigger3 = PlayerID(var(4)),MoveType!=A
trigger4 = PlayerID(var(4)),pos y>40||PlayerID(var(4)),pos y<-300
var(4) = 0
[State -1]
type = VarSet
triggerall = numhelper(29005+root,id)=0||PlayerIDExist(var(5))=0
trigger1 = PlayerIDExist(var(5))=0
trigger2 = (root,MoveType=H)&&(root,time>1)
trigger2 = (root,stateno!=[120,155])
trigger3 = PlayerIDExist(var(5))>0
trigger3 = PlayerID(var(5)),MoveType!=A
trigger4 = PlayerID(var(5)),pos y>40||PlayerID(var(5)),pos y<-300
var(5) = 0
[State -1]
type = VarSet
triggerall = numhelper(29005+root,id)=0||PlayerIDExist(var(6))=0
trigger1 = PlayerIDExist(var(6))=0
trigger2 = (root,MoveType=H)&&(root,time>1)
trigger2 = (root,stateno!=[120,155])
trigger3 = PlayerIDExist(var(6))>0
trigger3 = PlayerID(var(6)),MoveType!=A
trigger4 = PlayerID(var(6)),pos y>40||PlayerID(var(6)),pos y<-300
var(6) = 0
[State -1]
type = VarSet
triggerall = numhelper(29005+root,id)=0||PlayerIDExist(var(7))=0
trigger1 = PlayerIDExist(var(7))=0
trigger2 = (root,MoveType=H)&&(root,time>1)
trigger2 = (root,stateno!=[120,155])
trigger3 = PlayerIDExist(var(7))>0
trigger3 = PlayerID(var(7)),MoveType!=A
trigger4 = PlayerID(var(7)),pos y>40||PlayerID(var(7)),pos y<-300
var(7) = 0
[State -1]
type = VarSet
triggerall = numhelper(29005+root,id)=0||PlayerIDExist(var(8))=0
trigger1 = PlayerIDExist(var(8))=0
trigger2 = (root,MoveType=H)&&(root,time>1)
trigger2 = (root,stateno!=[120,155])
trigger3 = PlayerIDExist(var(8))>0
trigger3 = PlayerID(var(8)),MoveType!=A
trigger4 = PlayerID(var(8)),pos y>40||PlayerID(var(8)),pos y<-300
var(8) = 0
[State -1]
type = VarSet
triggerall = numhelper(29005+root,id)=0||PlayerIDExist(var(9))=0
trigger1 = PlayerIDExist(var(9))=0
trigger2 = (root,MoveType=H)&&(root,time>1)
trigger2 = (root,stateno!=[120,155])
trigger3 = PlayerIDExist(var(9))>0
trigger3 = PlayerID(var(9)),MoveType!=A
trigger4 = PlayerID(var(9)),pos y>40||PlayerID(var(9)),pos y<-300
var(9) = 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;var(3)~var(9)
[State -1]
type = VarSet
triggerall = (root,InGuardDist)||(InGuardDist)
triggerall = numhelper(29005+root,id)>0
triggerall = var(1)>0
trigger1 = var(3)=0||var(3)>240
trigger1 = var(2)!=0
var(3)=var(2)
[State -1]
type = VarAdd
triggerall = (root,InGuardDist)||(InGuardDist)
triggerall = numhelper(29005+root,id)>0
triggerall = var(1)>0
triggerall = var(3)<99999
triggerall = var(3)!=0
trigger1 = PlayerIDExist(var(3))=0||var(2)=var(3)||(PlayerID(var(3)),Movetype!=A&&PlayerIDExist(var(3))>0)
trigger2 = PlayerIDExist(var(3))=IsHelper=0&&PlayerIDExist(var(3))>0
var(3)=1
[State -1]
type = VarSet
triggerall = (root,InGuardDist)||(InGuardDist)
triggerall = numhelper(29005+root,id)>0
triggerall = var(1)>0
trigger1 = var(4)=0
trigger1 = var(2)!=0
var(4)=var(2)
[State -1]
type = VarAdd
triggerall = (root,InGuardDist)||(InGuardDist)
triggerall = numhelper(29005+root,id)>0
triggerall = var(1)>0
triggerall = var(4)>0
trigger1 = PlayerIDExist(var(4))=0||var(2)=var(4)||(PlayerID(var(4)),Movetype!=A&&PlayerIDExist(var(4))>0)
trigger2 = PlayerIDExist(var(4))=IsHelper=0&&PlayerIDExist(var(4))>0
var(4)=-1
[State -1]
type = VarSet
triggerall = (root,InGuardDist)||(InGuardDist)
triggerall = numhelper(29005+root,id)>0
triggerall = var(1)>0&&var(2)>0
trigger1 = var(5)=0||var(5)>300
trigger1 = var(2)!=0
var(5)=var(2)-5
[State -1]
type = VarAdd
triggerall = (root,InGuardDist)||(InGuardDist)
triggerall = numhelper(29005+root,id)>0
triggerall = var(1)>0
triggerall = var(5)>0
trigger1 = PlayerIDExist(var(5))=0||var(2)=var(5)||(PlayerID(var(5)),Movetype!=A&&PlayerIDExist(var(5))>0)
trigger2 = (PlayerIDExist(var(3))>0)&&(var(5)=var(3))
trigger3 = (PlayerIDExist(var(4))>0)&&(var(5)=var(4))
trigger4 = PlayerIDExist(var(5))=IsHelper=0&&PlayerIDExist(var(5))>0
var(5)=1
[State -1]
type = VarSet
triggerall = (root,InGuardDist)||(InGuardDist)
triggerall = numhelper(29005+root,id)>0
triggerall = var(1)>0&&var(2)>0
trigger1 = var(6)=0||var(6)>300
trigger1 = var(2)!=0
var(6)=var(2)-10
[State -1]
type = VarAdd
triggerall = (root,InGuardDist)||(InGuardDist)
triggerall = numhelper(29005+root,id)>0
triggerall = var(1)>0
triggerall = var(6)>0
trigger1 = PlayerIDExist(var(6))=0||var(2)=var(6)||(PlayerID(var(6)),Movetype!=A&&PlayerIDExist(var(6))>0)
trigger2 = (PlayerIDExist(var(4))>0)&&(var(6)=var(4))
trigger3 = (PlayerIDExist(var(3))>0)&&(var(6)=var(3))
trigger4 = (PlayerIDExist(var(5))>0)&&(var(6)=var(5))
trigger5 = PlayerIDExist(var(6))=IsHelper=0&&PlayerIDExist(var(6))>0
var(6)=2
[State -1]
type = VarSet
triggerall = (root,InGuardDist)||(InGuardDist)
triggerall = numhelper(29005+root,id)>0
triggerall = var(1)>0&&var(2)>0
trigger1 = var(7)=0||var(7)>300
trigger1 = var(2)!=0
var(7)=var(2)-10
[State -1]
type = VarAdd
triggerall = (root,InGuardDist)||(InGuardDist)
triggerall = numhelper(29005+root,id)>0
triggerall = var(1)>0
triggerall = var(7)>0
trigger1 = PlayerIDExist(var(7))=0||var(2)=var(7)||(PlayerID(var(7)),Movetype!=A&&PlayerIDExist(var(7))>0)
trigger2 = (PlayerIDExist(var(4))>0)&&(var(7)=var(4))
trigger3 = (PlayerIDExist(var(3))>0)&&(var(7)=var(3))
trigger4 = (PlayerIDExist(var(5))>0)&&(var(7)=var(5))
trigger5 = (PlayerIDExist(var(6))>0)&&(var(7)=var(6))
trigger6 = PlayerIDExist(var(7))=IsHelper=0&&PlayerIDExist(var(7))>0
var(7)=3
[State -1]
type = VarSet
triggerall = (root,InGuardDist)||(InGuardDist)
triggerall = numhelper(29005+root,id)>0
triggerall = var(1)>0&&var(2)>0
trigger1 = var(8)=0||var(8)>300
trigger1 = var(2)!=0
var(8)=var(2)-20
[State -1]
type = VarAdd
triggerall = (root,InGuardDist)||(InGuardDist)
triggerall = numhelper(29005+root,id)>0
triggerall = var(1)>0
triggerall = var(8)>0
trigger1 = PlayerIDExist(var(8))=0||var(2)=var(8)||(PlayerID(var(8)),Movetype!=A&&PlayerIDExist(var(8))>0)
trigger2 = (PlayerIDExist(var(4))>0)&&(var(8)=var(4))
trigger3 = (PlayerIDExist(var(3))>0)&&(var(8)=var(3))
trigger4 = (PlayerIDExist(var(5))>0)&&(var(8)=var(5))
trigger5 = (PlayerIDExist(var(6))>0)&&(var(8)=var(6))
trigger6 = (PlayerIDExist(var(7))>0)&&(var(8)=var(7))
trigger7 = PlayerIDExist(var(8))=IsHelper=0&&PlayerIDExist(var(8))>0
var(8)=5+random%3
[State -1]
type = VarSet
triggerall = (root,InGuardDist)||(InGuardDist)
triggerall = numhelper(29005+root,id)>0
triggerall = var(1)>0&&var(2)>0
trigger1 = var(9)=0||var(9)>300
trigger1 = var(2)!=0
var(9)=var(2)-20
[State -1]
type = VarAdd
triggerall = (root,InGuardDist)||(InGuardDist)
triggerall = numhelper(29005+root,id)>0
triggerall = var(1)>0
triggerall = var(9)>0
trigger1 = PlayerIDExist(var(9))=0||var(2)=var(9)||(PlayerID(var(9)),Movetype!=A&&PlayerIDExist(var(9))>0)
trigger2 = (PlayerIDExist(var(4))>0)&&(var(9)=var(4))
trigger3 = (PlayerIDExist(var(3))>0)&&(var(9)=var(3))
trigger4 = (PlayerIDExist(var(5))>0)&&(var(9)=var(5))
trigger5 = (PlayerIDExist(var(6))>0)&&(var(9)=var(6))
trigger6 = (PlayerIDExist(var(7))>0)&&(var(9)=var(7))
trigger7 = (PlayerIDExist(var(8))>0)&&(var(9)=var(8))
trigger8 = PlayerIDExist(var(9))=IsHelper=0&&PlayerIDExist(var(9))>0
var(9)=7+random%3
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;var(10)~var(16)
[State -1,var3]
type = VarSet
triggerall = numhelper(29005+root,id)=0||PlayerIDExist(var(3))=0
trigger1 = PlayerIDExist(var(3))=0
trigger2 = var(3)=0
trigger3 = root,MoveType=H
trigger3 = (root,stateno!=[120,155])&&(root,time>1)
var(10)=0
[State -1,var3]
type = VarSet
triggerall = PlayerIDExist(var(3))>0
trigger1 = PlayerID(var(3)),vel x = 0
var(10)=1
[State -1,var3]
type = VarSet
triggerall = PlayerIDExist(var(3))>0
trigger1 = PlayerID(var(3)),vel x != 0
trigger1 = PlayerID(var(3)),vel y = 0
var(10)=2
[State -1,var3]
type = VarSet
triggerall = PlayerIDExist(var(3))>0
trigger1 = PlayerID(var(3)),vel x != 0
trigger1 = PlayerID(var(3)),vel y > 0
var(10)=3
[State -1,var3]
type = VarSet
triggerall = PlayerIDExist(var(3))>0
trigger1 = PlayerID(var(3)),vel x != 0
trigger1 = PlayerID(var(3)),vel y < 0
var(10)=4
[State -1,var3]
type = VarSet
triggerall = PlayerIDExist(var(3))>0
trigger1 = PlayerID(var(3)),vel x = 0
trigger1 = P2name="JUDA-(NERICYA)"
trigger1 = PlayerID(var(3)),stateno=8135
var(10)=5
[State -1,var3]
type = VarSet
triggerall = PlayerIDExist(var(3))>0
triggerall = PlayerID(var(3)),vel x != 0
trigger1 = PlayerID(var(3)),facing=root,facing
trigger2 = PlayerID(var(3)),p2dist x<-1
var(10)=10
[State -1,var3]
type = VarSet
triggerall = PlayerIDExist(var(3))>0
trigger1 = PlayerID(var(3)),pos y<-300
trigger2 = PlayerID(var(3)),MoveType!=A
trigger3 = PlayerID(var(3)),p2dist x<-70
var(10)=0
;
[State -1,var4]
type = VarSet
triggerall = numhelper(29005+root,id)=0||PlayerIDExist(var(4))=0
trigger1 = PlayerIDExist(var(4))=0
trigger2 = var(4)=0
trigger3 = root,MoveType=H
trigger3 = (root,stateno!=[120,155])&&(root,time>1)
var(11)=0
[State -1,var4]
type = VarSet
triggerall = PlayerIDExist(var(4))>0
trigger1 = PlayerID(var(4)),vel x = 0
var(11)=1
[State -1,var4]
type = VarSet
triggerall = PlayerIDExist(var(4))>0
trigger1 = PlayerID(var(4)),vel x != 0
trigger1 = PlayerID(var(4)),vel y = 0
var(11)=2
[State -1,var4]
type = VarSet
triggerall = PlayerIDExist(var(4))>0
trigger1 = PlayerID(var(4)),vel x != 0
trigger1 = PlayerID(var(4)),vel y > 0
var(11)=3
[State -1,var4]
type = VarSet
triggerall = PlayerIDExist(var(4))>0
trigger1 = PlayerID(var(4)),vel x != 0
trigger1 = PlayerID(var(4)),vel y < 0
var(11)=4
[State -1,var4]
type = VarSet
triggerall = PlayerIDExist(var(4))>0
trigger1 = PlayerID(var(4)),vel x = 0
trigger1 = P2name="JUDA-(NERICYA)"
trigger1 = PlayerID(var(4)),stateno=8135
var(11)=5
[State -1,var4]
type = VarSet
triggerall = PlayerIDExist(var(4))>0
triggerall = PlayerID(var(4)),vel x != 0
trigger1 = PlayerID(var(4)),facing=root,facing
trigger2 = PlayerID(var(4)),p2dist x<-1
var(11)=10
[State -1,var4]
type = VarSet
triggerall = PlayerIDExist(var(4))>0
trigger1 = PlayerID(var(4)),pos y<-300
trigger2 = PlayerID(var(4)),MoveType!=A
trigger3 = PlayerID(var(4)),p2dist x<-70
var(11)=0
;
[State -1,var5]
type = VarSet
triggerall = numhelper(29005+root,id)=0||PlayerIDExist(var(5))=0
trigger1 = PlayerIDExist(var(5))=0
trigger2 = var(5)=0
trigger3 = root,MoveType=H
trigger3 = (root,stateno!=[120,155])&&(root,time>1)
var(12)=0
[State -1,var5]
type = VarSet
triggerall = PlayerIDExist(var(5))>0
trigger1 = PlayerID(var(5)),vel x = 0
var(12)=1
[State -1,var5]
type = VarSet
triggerall = PlayerIDExist(var(5))>0
trigger1 = PlayerID(var(5)),vel x != 0
trigger1 = PlayerID(var(5)),vel y = 0
var(12)=2
[State -1,var5]
type = VarSet
triggerall = PlayerIDExist(var(5))>0
trigger1 = PlayerID(var(5)),vel x != 0
trigger1 = PlayerID(var(5)),vel y > 0
var(12)=3
[State -1,var5]
type = VarSet
triggerall = PlayerIDExist(var(5))>0
trigger1 = PlayerID(var(5)),vel x != 0
trigger1 = PlayerID(var(5)),vel y < 0
var(12)=4
[State -1,var5]
type = VarSet
triggerall = PlayerIDExist(var(5))>0
trigger1 = PlayerID(var(5)),vel x = 0
trigger1 = P2name="JUDA-(NERICYA)"
trigger1 = PlayerID(var(5)),stateno=8135
var(12)=5
[State -1,var5]
type = VarSet
triggerall = PlayerIDExist(var(5))>0
triggerall = PlayerID(var(5)),vel x != 0
trigger1 = PlayerID(var(5)),facing=root,facing
trigger2 = PlayerID(var(5)),p2dist x<-1
var(12)=10
[State -1,var5]
type = VarSet
triggerall = PlayerIDExist(var(5))>0
trigger1 = PlayerID(var(5)),pos y<-300
trigger2 = PlayerID(var(5)),MoveType!=A
trigger3 = PlayerID(var(5)),p2dist x<-70
var(12)=0
;
[State -1,var6]
type = VarSet
triggerall = numhelper(29005+root,id)=0||PlayerIDExist(var(6))=0
trigger1 = PlayerIDExist(var(6))=0
trigger2 = var(6)=0
trigger3 = root,MoveType=H
trigger3 = (root,stateno!=[120,155])&&(root,time>1)
var(13)=0
[State -1,var6]
type = VarSet
triggerall = PlayerIDExist(var(6))>0
trigger1 = PlayerID(var(6)),vel x = 0
var(13)=1
[State -1,var6]
type = VarSet
triggerall = PlayerIDExist(var(6))>0
trigger1 = PlayerID(var(6)),vel x != 0
trigger1 = PlayerID(var(6)),vel y = 0
var(13)=2
[State -1,var6]
type = VarSet
triggerall = PlayerIDExist(var(6))>0
trigger1 = PlayerID(var(6)),vel x != 0
trigger1 = PlayerID(var(6)),vel y > 0
var(13)=3
[State -1,var6]
type = VarSet
triggerall = PlayerIDExist(var(6))>0
trigger1 = PlayerID(var(6)),vel x != 0
trigger1 = PlayerID(var(6)),vel y < 0
var(13)=4
[State -1,var6]
type = VarSet
triggerall = PlayerIDExist(var(6))>0
trigger1 = PlayerID(var(6)),vel x = 0
trigger1 = P2name="JUDA-(NERICYA)"
trigger1 = PlayerID(var(6)),stateno=8135
var(13)=5
[State -1,var6]
type = VarSet
triggerall = PlayerIDExist(var(6))>0
triggerall = PlayerID(var(6)),vel x != 0
trigger1 = PlayerID(var(6)),facing=root,facing
trigger2 = PlayerID(var(6)),p2dist x<-1
var(13)=10
[State -1,var6]
type = VarSet
triggerall = PlayerIDExist(var(6))>0
trigger1 = PlayerID(var(6)),pos y<-300
trigger2 = PlayerID(var(6)),MoveType!=A
trigger3 = PlayerID(var(6)),p2dist x<-70
var(13)=0
;
[State -1,var7]
type = VarSet
triggerall = numhelper(29005+root,id)=0||PlayerIDExist(var(7))=0
trigger1 = PlayerIDExist(var(7))=0
trigger2 = var(7)=0
trigger3 = root,MoveType=H
trigger3 = (root,stateno!=[120,155])&&(root,time>1)
var(14)=0
[State -1,var7]
type = VarSet
triggerall = PlayerIDExist(var(7))>0
trigger1 = PlayerID(var(7)),vel x = 0
var(14)=1
[State -1,var7]
type = VarSet
triggerall = PlayerIDExist(var(7))>0
trigger1 = PlayerID(var(7)),vel x != 0
trigger1 = PlayerID(var(7)),vel y = 0
var(14)=2
[State -1,var7]
type = VarSet
triggerall = PlayerIDExist(var(7))>0
trigger1 = PlayerID(var(7)),vel x != 0
trigger1 = PlayerID(var(7)),vel y > 0
var(14)=3
[State -1,var7]
type = VarSet
triggerall = PlayerIDExist(var(7))>0
trigger1 = PlayerID(var(7)),vel x != 0
trigger1 = PlayerID(var(7)),vel y < 0
var(14)=4
[State -1,var7]
type = VarSet
triggerall = PlayerIDExist(var(7))>0
trigger1 = PlayerID(var(7)),vel x = 0
trigger1 = P2name="JUDA-(NERICYA)"
trigger1 = PlayerID(var(7)),stateno=8135
var(14)=5
[State -1,var6]
type = VarSet
triggerall = PlayerIDExist(var(7))>0
triggerall = PlayerID(var(7)),vel x != 0
trigger1 = PlayerID(var(7)),facing=root,facing
trigger2 = PlayerID(var(7)),p2dist x<-1
var(14)=10
[State -1,var7]
type = VarSet
triggerall = PlayerIDExist(var(7))>0
trigger1 = PlayerID(var(7)),pos y<-300
trigger2 = PlayerID(var(7)),MoveType!=A
trigger3 = PlayerID(var(7)),p2dist x<-70
var(14)=0
;
[State -1,var8]
type = VarSet
triggerall = numhelper(29005+root,id)=0||PlayerIDExist(var(8))=0
trigger1 = PlayerIDExist(var(8))=0
trigger2 = var(8)=0
trigger3 = root,MoveType=H
trigger3 = (root,stateno!=[120,155])&&(root,time>1)
var(15)=0
[State -1,var8]
type = VarSet
triggerall = PlayerIDExist(var(8))>0
trigger1 = PlayerID(var(8)),vel x = 0
var(15)=1
[State -1,var8]
type = VarSet
triggerall = PlayerIDExist(var(8))>0
trigger1 = PlayerID(var(8)),vel x != 0
trigger1 = PlayerID(var(8)),vel y = 0
var(15)=2
[State -1,var8]
type = VarSet
triggerall = PlayerIDExist(var(8))>0
trigger1 = PlayerID(var(8)),vel x != 0
trigger1 = PlayerID(var(8)),vel y > 0
var(15)=3
[State -1,var8]
type = VarSet
triggerall = PlayerIDExist(var(8))>0
trigger1 = PlayerID(var(8)),vel x != 0
trigger1 = PlayerID(var(8)),vel y < 0
var(15)=4
[State -1,var8]
type = VarSet
triggerall = PlayerIDExist(var(8))>0
trigger1 = PlayerID(var(8)),vel x = 0
trigger1 = P2name="JUDA-(NERICYA)"
trigger1 = PlayerID(var(8)),stateno=8135
var(15)=5
[State -1,var8]
type = VarSet
triggerall = PlayerIDExist(var(8))>0
triggerall = PlayerID(var(8)),vel x != 0
trigger1 = PlayerID(var(8)),facing=root,facing
trigger2 = PlayerID(var(8)),p2dist x<-1
var(15)=10
[State -1,var8]
type = VarSet
triggerall = PlayerIDExist(var(8))>0
trigger1 = PlayerID(var(8)),pos y<-300
trigger2 = PlayerID(var(8)),MoveType!=A
trigger3 = PlayerID(var(8)),p2dist x<-70
var(15)=0
;
[State -1,var9]
type = VarSet
triggerall = numhelper(29005+root,id)=0||PlayerIDExist(var(9))=0
trigger1 = PlayerIDExist(var(9))=0
trigger2 = var(9)=0
trigger3 = root,MoveType=H
trigger3 = (root,stateno!=[120,155])&&(root,time>1)
var(16)=0
[State -1,var9]
type = VarSet
triggerall = PlayerIDExist(var(9))>0
trigger1 = PlayerID(var(9)),vel x = 0
var(16)=1
[State -1,var9]
type = VarSet
triggerall = PlayerIDExist(var(9))>0
trigger1 = PlayerID(var(9)),vel x != 0
trigger1 = PlayerID(var(9)),vel y = 0
var(16)=2
[State -1,var9]
type = VarSet
triggerall = PlayerIDExist(var(9))>0
trigger1 = PlayerID(var(9)),vel x != 0
trigger1 = PlayerID(var(9)),vel y > 0
var(16)=3
[State -1,var9]
type = VarSet
triggerall = PlayerIDExist(var(9))>0
trigger1 = PlayerID(var(9)),vel x != 0
trigger1 = PlayerID(var(9)),vel y < 0
var(16)=4
[State -1,var9]
type = VarSet
triggerall = PlayerIDExist(var(9))>0
trigger1 = PlayerID(var(9)),vel x = 0
trigger1 = P2name="JUDA-(NERICYA)"
trigger1 = PlayerID(var(9)),stateno=8135
var(16)=5
[State -1,var9]
type = VarSet
triggerall = PlayerIDExist(var(9))>0
triggerall = PlayerID(var(9)),vel x != 0
trigger1 = PlayerID(var(9)),facing=root,facing
trigger2 = PlayerID(var(9)),p2dist x<-1
var(16)=10
[State -1,var9]
type = VarSet
triggerall = PlayerIDExist(var(9))>0
trigger1 = PlayerID(var(9)),pos y<-300
trigger2 = PlayerID(var(9)),MoveType!=A
trigger3 = PlayerID(var(9)),p2dist x<-70
var(16)=0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 60]
Type = U
MoveType= I
Ctrl = 0
[State 249]
Type = ChangeState
Trigger1 = 1
value = 130
[Statedef 61]
Type = U
MoveType= I
Ctrl = 0
[State 249]
Type = ChangeState
Trigger1 = 1
value = 131
[Statedef 62]
Type = U
MoveType= I
Ctrl = 0
[State 249]
Type = ChangeState
Trigger1 = 1
value = 130
[Statedef 63]
Type = U
MoveType= I
Ctrl = 0
[State 249]
Type = ChangeState
Trigger1 = 1
value = 131
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;