
;---------------------------------------------------------------------------
; 牺-3̃Xe[gĂAɏ̂̓Q[
; ɏ΂łJnXe[głB
;---------------------------------------------------------------------------

[Statedef -3]
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
;//////////////////////////////////////////////////////////////////////////
;
;Q[ɏɂłJnXe[gAł́unvɎgpĂ܂
;̏́u52106̃Xe[gɈړĂPt[ڂɁvƌłB
;52106̓obNXebvƃWv̒ñXe[głB
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 
trigger2 = stateno = 107 
trigger3 = stateno = 103 
value = 40, 0


[State -3, 2];Wv
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 40 || stateno = 42 
trigger1 = var(15) <= 0
value = 40, 1
channel = 3

[State -3, 2];Wv
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 40 || stateno = 43 || stateno = 44 || stateno = 45
trigger1 = var(15) > 1
value = 40, 2
channel = 3

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

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

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

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


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

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; nCWv

[State -3, 5];nCWv
type = varset
trigger1 = stateno = 10
trigger1 = time = 0
trigger2 = stateno = 100 
trigger3 = var(59)>0
trigger3 = stateno = 97
trigger4 = var(59)>0
trigger4 = stateno = 98
trigger5 = var(59)>0
trigger5 = stateno = 99
v = 15
value = 20

[State -3, 5];nCWv
type = varset
trigger1 = var(59)<=0
trigger1 = stateno = 52
trigger1 = time = 0
v = 15
value = 0

; Wv
[State -3, 5];Wv
type = varset
trigger1 = var(59)<=0
trigger1 = stateno = 40
trigger1 = command != "holdup"
v = 16
value = 1

[State -3, 5];Wv
type = varset
trigger1 = var(59)<=0
trigger1 = stateno = 40
trigger1 = command = "holdup"
trigger2 = var(59)>0
trigger2 = stateno = 44
trigger3 = var(59)>0
trigger3 = stateno = 45
v = 16
value = 0

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

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

[State -3, 5];Wv
type = veladd
trigger1 = stateno = 50
trigger1 = time = 1
trigger1 = var(16) = 1
y = 3

[State -3, 5]
type = AfterImage
trigger1 = stateno = 50
trigger1 = time = 1
trigger1 = var(15) >= 1
time = 10
trans = add1
timegap = 1
framegap = 2
length = 8
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

;===========================================================================
; wp[ѓFEL
;===========================================================================

;wp[ѓFEL
[State -2, ʏU]
Type = VarSet
Trigger1 = EnemyNear(var(58)),HitDefAttr = SCA,AA
V = 52
Value = EnemyNear(var(58)),StateNo

[State -2, U]
Type = VarSet
Trigger1 = EnemyNear(var(58)),HitDefAttr = SCA,AT
V = 53
Value = EnemyNear(var(58)),StateNo

[State -2, ѓProjectile]
Type = VarSet
TriggerAll = EnemyNear(var(58)),StateNo != Var(52)
TriggerAll = EnemyNear(var(58)),StateNo != Var(53)
TriggerAll = EnemyNear(var(58)),StateNo != Var(55)
Trigger1 = EnemyNear(var(58)),MoveType = A
Trigger1 = EnemyNear(var(58)),NumProj > Var(49) || EnemyNear(var(58)),HitDefAttr = SCA,AP
V = 54
Value = EnemyNear,StateNo

[State -2, ѓ̐Projectile]
Type = VarSet
Trigger1 = 1
V = 49
Value = Enemy,NumProj

[State -2, wp[̂̍Uł͖]
Type = VarSet
Trigger1 = EnemyNear(var(58)),HitDefAttr = SCA,AA,AT
Trigger2 = EnemyNear(var(58)),NumProj > Var(49)
Trigger3 = EnemyNear(var(58)),StateNo = Var(52)
Trigger4 = EnemyNear(var(58)),StateNo = Var(53)
Trigger5 = EnemyNear(var(58)),StateNo = Var(54)
V = 51
Value = 1

[State -2, wp[U]
Type = VarSet
TriggerAll = EnemyNear(var(58)),StateNo != Var(52)
TriggerAll = EnemyNear(var(58)),StateNo != Var(53)
TriggerAll = EnemyNear(var(58)),StateNo != Var(54)
TriggerAll = Var(51) = 0
triggerAll = var(25) = 0
Trigger1 = EnemyNear(var(58)),MoveType = A
Trigger1 = EnemyNear(var(58)),NumHelper > Var(50)
V = 55
Value = EnemyNear(var(58)),StateNo

[State -2, wp[̐]
Type = VarSet
Trigger1 = 1
V = 50
Value = Enemy,NumHelper

[State -2, Reset]
Type = VarSet
Trigger1 = EnemyNear(var(58)),StateNo != Var(52)
Trigger1 = EnemyNear(var(58)),StateNo != Var(53)
Trigger1 = EnemyNear(var(58)),StateNo != Var(54)
V = 51
Value = 0

;===========================================================================
; h~ړNオ΍
;===========================================================================

[State -3, h~ړNオ΍]
Type = VarSet
Trigger1 = EnemyNear(var(58)),AuthorName="ahuron"
Trigger1 = EnemyNear(var(58)),StateNo=700||EnemyNear(var(58)),StateNo=701||EnemyNear(var(58)),StateNo=702||EnemyNear(var(58)),StateNo=705
Trigger2 = EnemyNear(var(58)),AuthorName="ahuron"
Trigger2 = EnemyNear(var(58)),StateNo=700
Trigger2 = EnemyNear(var(58)),Name="Konoha"
Trigger3 = EnemyNear(var(58)),AuthorName="ahuron"
Trigger3 = EnemyNear(var(58)),StateNo=700
Trigger3 = EnemyNear(var(58)),Name="Maori"
Trigger4 = EnemyNear(var(58)),AuthorName="ahuron"
Trigger4 = EnemyNear(var(58)),StateNo=700
Trigger4 = EnemyNear(var(58)),Name="Lieselotte"
Trigger5 = EnemyNear(var(58)),AuthorName="DALA"
Trigger5 = EnemyNear(var(58)),StateNo=[3600,3650]
Trigger6 = EnemyNear(var(58)),AuthorName="DALA"
Trigger6 = EnemyNear(var(58)),StateNo=5600||EnemyNear(var(58)),StateNo=5650
Trigger7 = EnemyNear(var(58)),AuthorName="Ildanaf"
Trigger7 = EnemyNear(var(58)),StateNo=5600||EnemyNear(var(58)),StateNo=5650
Trigger8 = EnemyNear(var(58)),AuthorName="MGMURROW"
Trigger8 = EnemyNear(var(58)),StateNo=541||EnemyNear(var(58)),StateNo=542
Trigger9 = EnemyNear(var(58)),AuthorName="Toma"
Trigger9 = EnemyNear(var(58)),StateNo=5120
Trigger10 = EnemyNear(var(58)),AuthorName="ali"
Trigger10 = EnemyNear(var(58)),StateNo=745||EnemyNear(var(58)),StateNo=746
Trigger11 = EnemyNear(var(58)),AuthorName="jin"
Trigger11 = EnemyNear(var(58)),StateNo=52000
Trigger12 = EnemyNear(var(58)),AuthorName="Aoba"
Trigger12 = EnemyNear(var(58)),StateNo=52000
Trigger13 = EnemyNear(var(58)),AuthorName="Rin & Bat"
Trigger13 = EnemyNear(var(58)),StateNo=750
Trigger14 = EnemyNear(var(58)),AuthorName="kayui uma"
Trigger14 = EnemyNear(var(58)),StateNo=680||EnemyNear(var(58)),StateNo=681
fvar(27) = 2

[State -3]
Type = VarAdd
Trigger1 = fvar(27) > 0
fvar(27) = -1

;===========================================================================
; AILq
;===========================================================================

[State -3, AINpwp[]
type=helper
Triggerall=!ishelper
Triggerall=Roundstate<2||(Roundstate=2&&Ctrl)
Trigger1=!Numhelper(11000+id)
Trigger1=Alive
Trigger1=var(59)=0
helpertype=normal
name="AI"
Stateno=11000
ID=11000+id
pos=9999,9999
keyCtrl=1
pausemovetime=2147483647
supermovetime=2147483647
persistent = 0

[State -3, ]vȂƂȂ悤]
type=changestate
Trigger1= ishelper
Trigger1= ishelper(11000+root,id)
Trigger1= Stateno!=11000
value=11000

[State -3, AI_F]
type = VarSet
Triggerall = (var(59) <= 0)&&!IsHelper
Trigger1 = Command="AI0"||Command="AI1"
Trigger2 = Command="AI2"||Command="AI3"
Trigger3 = Command="AI4"||Command="AI5"
Trigger4 = Command="AI6"||Command="AI7"
Trigger5 = Command="AI8"||Command="AI9"
Trigger6 = Command="AI10"||Command="AI11"
Trigger7 = Command="AI12"||Command="AI13"
Trigger8 = Command="AI14"||Command="AI15"
Trigger9 = Command="AI16"||Command="AI17"
Trigger10= Command="AI18"||Command="AI19"
Trigger11= Command="AI20"||Command="AI21"
Trigger12= Command="AI22"||Command="AI23"
Trigger13= Command="AI24"||Command="AI25"
Trigger14= Command="AI26"||Command="AI27"
Trigger15= Command="AI28"||Command="AI29"
Trigger16= Command="AI30"||Command="AI31"
Trigger17= Command="AI32"||Command="AI33"
Trigger18= Command="AI34"||Command="AI35"
Trigger19= Command="AI36"||Command="AI37"
Trigger20= Command="AI38"||Command="AI39"
Trigger21= Command="AI40"||Command="AI41"
Trigger22= Command="AI42"||Command="AI43"
Trigger23= Command="AI44"||Command="AI45"
Trigger24= Command="AI46"||Command="AI47"
Trigger25= Command="AI48"||Command="AI49"
Trigger26= Command="AI50"
Trigger27= var(59)=0
Trigger27= numhelper(11000+id)
Trigger27= helper(11000+id),var(59)>0
;Trigger28= 1 ;ϐpXCb` [́u;vAI펞NBgpȂǂɂ͏펞NɂǂłB
v = 59
value = 5 ;̐lς鎖AILV1`5͈͓̔ɐݒB1.VERYEASY 2.EASY 3.NORMAL 4.HARD 5.VERYHARD
IgnoreHitPause = 1
Persistent = 1

;===========================================================================
;fobO\
[State -3, fobO\_1]
type = null;DisplayToClipboard
trigger1 = 1
text = "AI = %d,V50 = %d,V51 = %d,V56 = %d,V57 = %d"
params = var(59),Var(50),Var(51),Var(56),Var(57)
ignorehitpause = 1

[State -3, fobO\_2]
type = null;AppendToClipboard
trigger1 = 1
text = "\nBodyDist X=%d,Y=%d, vel X=%d,Y=%d, pos Y=%d"
params = floor(P2BodyDist X),ceil(P2BodyDist Y),floor(vel X),ceil(vel Y),floor(pos y)
ignorehitpause = 1

[State -3, fobO\_3]
type = DisplayToClipboard
trigger1 = 1
trigger1 = (NumHelper(25000) && NumHelper(20000))
ignorehitpause = 1
text = "helper(20000),rootdist x = %f\nhelper(25000),rootdist x = %f,BodyDist X=%d"
params = (helper(20000),RootDist X), (helper(25000),RootDist X),floor(P2BodyDist X)
ignorehitpause = 1

;===========================================================================
; FXƐݒ(varset,helper etc..)
;===========================================================================

;ʒ[owp[
[state -3, ʉE[opwp[]
type  = helper
trigger1 = !NumHelper(20000)
helpertype = normal
name = "migihasi"
PosType = left 
stateno = 20000
ID = 20000
facing = -1
pos=160,9999
pausemovetime  = 2147483647
supermovetime  = 2147483647
persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1

[State -3, Ô߁tĂ]
type=changestate
trigger1= ishelper
trigger1= ishelper(20000)
trigger1= stateno !=20000
value=20000

[state -3, ʍ[opwp[]
type = helper
trigger1 = !NumHelper(25000)
helpertype = normal
name = "hidarihasi"
PosType = left
stateno = 25000
ID = 25000
facing = 1
pos=160,9999
pausemovetime  = 2147483647
supermovetime  = 2147483647
persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1

[State -3, Ô߁tĂ]
type=changestate
trigger1= ishelper
trigger1= ishelper(25000)
trigger1= stateno !=25000
value=25000

;AIpd͉xv
[state -3, yaccel]
type = varset
trigger1 = fvar(20) != enemynear,const(movement.yaccel)
trigger1 = enemynear,stateno != [5000,5210]
trigger1 = enemynear,Vel Y != 0
FV = 20
value = enemynear,const(movement.yaccel)
ignorehitpause = 1

[state -3, yaccel]
type = varset
trigger1 = fvar(20) != enemynear,GetHitVar(yaccel)
trigger1 = enemynear,stateno = [5000,5210]
trigger1 = enemynear,Vel Y != 0
FV = 20
value = enemynear,GetHitVar(yaccel);(ŌĂyaccell)
ignorehitpause = 1

[state -3, yaccel]
type = varset
trigger1 = fvar(20) != 0
trigger1 = enemynear,Vel Y = 0
FV = 20
value = 0;(ŌĂyaccell)
ignorehitpause = 1

;HitmF
[State -3, e]
type = varset
triggerall = var(59)>0
trigger1 = ProjHitTime(1000) = 1
trigger1 = enemynear(var(58)),statetype = A
trigger1 = enemynear(var(58)),movetype = H
trigger1 = enemynear(var(58)),stateno != [120,159]
var(56) = 1

[State -3, Reset]
type = varset
triggerall = var(59)>0
triggerall = var(56) = 1
trigger1 = movetype = H
trigger2 = enemynear(var(58)),movetype = A
trigger3 = (enemynear(var(58)),statetype = S)||(enemynear(var(58)),statetype = C)
trigger4 = (enemynear(var(58)),stateno = [10,25])
trigger5 = (enemynear(var(58)),stateno = [100,110])
trigger6 = (enemynear(var(58)),stateno = [200,299])
trigger7 = (enemynear(var(58)),stateno = [400,999])
trigger8 = (enemynear(var(58)),stateno = [1000,4999])
trigger9 = time>360
var(56) = 0

[State -3, g]
type = varset
triggerall = var(59)>0
trigger1 = numhelper(3000)=1
trigger1 = helper(3000),stateno = 1410
trigger1 = helper(3000),movehit
var(57) = 1

[State -3, Reset]
type = varset
triggerall = var(59)>0
triggerall = var(57) = 1
trigger1 = movetype = H
trigger2 = enemynear(var(58)),movetype = A
Trigger3 = enemynear(var(58)),ctrl = 1
trigger4 = stateno = 1100 || stateno = 2100
var(57) = 0

[State -3, וX]
type = varset
triggerall = var(59)>0
triggerall = (helper(20000),RootDist X <= 145 && facing = 1)||(helper(25000),RootDist X <= 145 && facing = -1)
trigger1 = stateno = 1100
trigger1 = enemynear(var(58)),statetype = A
trigger1 = enemynear(var(58)),movetype = H
trigger1 = enemynear(var(58)),stateno != [120,159]
var(57) = 2

[State -3, Reset]
type = varset
triggerall = var(59)>0
triggerall = var(57) = 2
trigger1 = movetype = H
trigger2 = enemynear(var(58)),movetype = A
Trigger3 = enemynear(var(58)),ctrl = 1
trigger4 = enemynear(var(58)),statetype != A
trigger5 = stateno = 1500 || stateno = 2100
var(57) = 0

[State -3, וX]
type = varset
triggerall = var(59)>0
triggerall = (helper(20000),RootDist X > 145 && facing = 1)||(helper(25000),RootDist X > 145 && facing = -1)
trigger1 = stateno = 1100
trigger1 = enemynear(var(58)),statetype = A
trigger1 = enemynear(var(58)),movetype = H
trigger1 = enemynear(var(58)),stateno != [120,159]
var(57) = 3

[State -3, Reset]
type = varset
triggerall = var(59)>0
triggerall = var(57) = 3
trigger1 = movetype = H
trigger2 = enemynear(var(58)),movetype = A
Trigger3 = enemynear(var(58)),ctrl = 1
trigger4 = enemynear(var(58)),statetype != A
trigger5 = stateno = 1500 || stateno = 2100
var(57) = 0

;TAG
[State -3, enemynearʐ؂ւ_1]
type = varSet
trigger1 = numenemy = 1
trigger2 = numenemy = 2
trigger2 = enemynear,Life > 0
V = 58
Value = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -3, enemynearʐ؂ւ_2]
type = varSet
trigger1 = numenemy > 1
trigger1 = enemynear,Life <= 0
var(58) = 1
Value = 1 
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2, KE]
type = VarSet
triggerall = Time
trigger1 = var(26)>enemy,power
var(25) = floor((var(26)-enemy,power)*0.001)

[State -2, KE(Zbg)]
type = VarSet
triggerall = Time
trigger1 = enemynear(var(58)),movetype=H
trigger2 = enemynear(var(58)),stateno=[0,105]
trigger3 = enemynear(var(58)),stateno=[120,155]
trigger4 = enemynear(var(58)),stateno=[5000,5210]
var(25) = 0

[State -2, enemynear,power]
type = VarSet
trigger1 = Time
var(26) = enemynear(var(58)),power

;===========================================================================
; DsLq
;===========================================================================

[State -3, Air_RECOVER]
type = ChangeState
value = 5210 
triggerall = var(59)>2
triggerall = Roundstate = 2
triggerall = Stateno = 5050
triggerall = Pos Y<-20&&Vel Y>0
triggerall = Alive
triggerall = CanRecover
trigger1 = inguarddist
trigger1 = (random<=(var(59))*150)||var(59)=5

[State -3, D_RECOVER]
type = ChangeState
value = 702
triggerall = var(59)=[4,5]
triggerAll = var(25) = 0 ;肪KEXe[głȂƂ
triggerall = Roundstate = 2
triggerall = alive
triggerall = Vel Y > 0 && Pos Y > -40 
triggerall = StateNo = 5050
trigger1 = (random<=(var(59))*100)||var(59)=5

[State -3, D_RECOVER]
type = ChangeState
value = 702
triggerall = var(59)=[2,3]
triggerAll = var(25) = 0 ;肪KEXe[głȂƂ
triggerall = Roundstate = 2
triggerall = alive
triggerall = Vel Y > 0 && Pos Y > -20 
triggerall = StateNo = 5050
trigger1 = random<=(var(59))*120

;===========================================================================
; ǌ
;===========================================================================

[State -3, יސ▽]
type = ChangeState
value = 2100
triggerall = var(59)>2
triggerall = roundstate = 2
triggerall = power >= 2000
triggerall = statetype != A
triggerall = !inguarddist
triggerall = p2movetype = H
triggerall = ctrl || stateno = 0 || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 99 
trigger1 = var(57)=1
trigger1 = P2BodyDist X = [-30,30]
trigger1 = P2bodydist y >= -110-EnemyNear(var(58)),vel Y*11
trigger2 = var(57)=2 
trigger2 = (var(57)=2)||(StateNo=1450 && AnimTime = 0)||(PrevStateNo=1450)||stateno=0||stateno=21||stateno=22

[State -3, V]
type = ChangeState
value = 1500
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = !inguarddist
triggerall = !enemynear(var(58)),numproj
triggerall = p2movetype = H
triggerall = ctrl || stateno = 0 || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 99 
trigger1 = (P2statetype = S)||(P2statetype = C)
trigger1 = ProjHitTime(1000) != -1 && ProjHitTime(1000) < 15
trigger1 = var(59)=5||(var(59)=4&&Random<=200)||Random<=50
trigger2 = P2statetype = A
trigger2 = ProjHitTime(1000) != -1 && ProjHitTime(1000) < 13
Trigger2 = (P2BodyDist X = [-30,120]) 
trigger2 = p2bodydist y = [-140-floor(5*(enemynear(var(58)),vel y)+(5*(5+1)/2)*fvar(20)),-10-floor(5*(enemynear(var(58)),vel y)+(5*(5+1)/2)*fvar(20))]
trigger2 = var(59)=5||(var(59)=4&&Random<=200)||Random<=50
trigger3 = var(59)>2
trigger3 = var(57)=2 
trigger3 = (power <= 1999)
trigger3 = (var(57)=2)||(StateNo=1450 && AnimTime = 0)||(PrevStateNo=1450)||stateno=0||stateno=21||stateno=22
trigger3 = (enemynear(var(58)),stateno!=[120,159])
trigger4 = var(59)>2
trigger4 = var(56) = 0
trigger4 = var(57)=3&&(power <= 1999) 
trigger4 = (enemynear(var(58)),stateno!=[120,159])
Trigger4 = (P2BodyDist X = [-30,200]) 
trigger4 = p2bodydist y = [-190-floor(5*(enemynear(var(58)),vel y)+(5*(5+1)/2)*fvar(20)),-30-floor(5*(enemynear(var(58)),vel y)+(5*(5+1)/2)*fvar(20))]

[State -3, וX]
type = ChangeState
value = 1100
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = !inguarddist
triggerall = !enemynear(var(58)),numproj
triggerall = p2movetype = H
triggerall = ctrl || stateno = 0 || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 99 
trigger1 = P2statetype = A
trigger1 = ProjHitTime(1000)!= -1 && ProjhitTime(1000) < 16
trigger1 = P2BodyDist X >= 120
trigger1 = var(59)=5||(var(59)=4&&Random<=500)||Random<=200
trigger2 = var(57)=1
trigger2 = (power <= 1999)
trigger2 = (p2stateno=5030)||(p2stateno=5050)||(enemynear(var(58)),stateno=5030)||(enemynear(var(58)),stateno=5050)
trigger3 = var(57)=1
trigger3 = (power >= 2000)
trigger3 = (helper(20000),RootDist X < 145 && facing = 1)||(helper(25000),RootDist X < 145 && facing = -1)
trigger3 = (var(57)=1)||(StateNo=1400 && AnimTime = 0)||PrevStateNo=1400||(StateNo=1450 && AnimTime = 0)||PrevStateNo=1450||stateno=0||stateno=21||stateno=22

[State -3, dash]
type = ChangeState
value = 99
triggerall = var(59)>2
triggerall = var(57)=1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = (enemynear(var(58)),stateno != [5100,5120])
triggerall = stateno != [97,99]
triggerall = prevstateno != [97,99]
triggerall = ctrl || stateno = 0 || stateno = 21 || stateno = 22
trigger1 = (helper(20000),RootDist X > 150 && facing = 1)||(helper(25000),RootDist X > 150 && facing = -1)
trigger1 = P2BodyDist X > 40

;===========================================================================
; AgLq(q.ł.ubLO΍)
;===========================================================================

[State -3, יސ▽]
type = ChangeState
value = 2100
triggerall = var(59)>2
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = power >= 2000
Triggerall = P2Statetype != A||(TeamMode = simul)
Triggerall = P2Statetype != L
triggerall = p2movetype = H
triggerall = (helper(20000),RootDist X > 120 && facing = 1)||(helper(25000),RootDist X > 120 && facing = -1)
trigger1 = (stateno = 1500 && movehit && hitcount >= 5)||(stateno = 1500 && movehit && time >= 36)
trigger2 = (TeamMode = simul)
Trigger2 = Partner,Alive
Trigger2 = Partner,MoveType=A
Trigger2 = !(Partner,HitDefAttr = SCA,AT)
trigger2 = P2BodyDist X < 50
Trigger2 = (p2bodydist Y = [-150,0])

[State -3, zr]
type = ChangeState
value = 2050
triggerall = var(59)>0 
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = power >= 1000
Triggerall = P2Statetype != A
Triggerall = P2Statetype != L
triggerall = p2movetype = H
triggerall = (helper(20000),RootDist X < 120 && facing = 1)||(helper(25000),RootDist X < 120 && facing = -1)
trigger1= (power >= 2000)||(p2life<=500)
trigger1= (stateno = 1500 && movehit && hitcount >= 5)||(stateno = 1500 && movehit && time >= 36)

[State -3, z]
type = ChangeState
value = 2000
triggerall = var(59)>0 
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = power >= 1000
Triggerall = P2Statetype != A
Triggerall = P2Statetype != L
triggerall = p2movetype = H
trigger1= power >= 2000
trigger1= stateno = 1500 && moveguarded && time >= 36
trigger1= (power >= 2500)||(var(59)=5&&Random<=200)||(var(59)=4&&Random<=100)||Random<=50||(p2life<300&&Random<=500)||(p2life<100)
trigger2= (power >= 2000)||(p2life<=500)
trigger2= (stateno = 1500 && movehit && hitcount >= 5)||(stateno = 1500 && movehit && time >= 36)

[State -3, V]
type = ChangeState
value = 1500
triggerall = var(59)>0  
triggerall = StateType != A
triggerall = roundstate=2
Triggerall = P2Statetype != L
Triggerall = P2Statetype = A
Triggerall = P2MoveType = H
trigger1 = stateno = 200 && movecontact && animelem = 2,>=0
trigger2 = stateno = 205 && movecontact && animelem = 2,>=0
trigger3 = stateno = 215 && movecontact && animelem = 3,>=0
trigger4 = stateno = 230 && movecontact && animelem = 3,>=0
trigger5 = stateno = 235 && movecontact && animelem = 3,>=0
trigger6 = stateno = 245 && movecontact && animelem = 3,>=0
trigger7 = stateno = 400 && movecontact && animelem = 2,>=0
trigger8 = stateno = 410 && movecontact && animelem = 4,>=0
trigger9 = stateno = 250 && movecontact && animelem = 4,>=0
trigger10= stateno = 290 && moveguarded && animelem = 4,>=0
trigger11= stateno = 450 && movecontact && animelem = 7,<=0

[State -3, g]
type = ChangeState
value = 1450
triggerall = var(59)>0  
triggerall = StateType != A
triggerall = roundstate=2
Triggerall = P2Statetype != L
Triggerall = P2Statetype != A
Triggerall = P2MoveType = H
trigger1= stateno = 250 && movehit && animelem = 4,>=0
trigger2= stateno = 450 && movecontact && animelem = 7,<=0

[State -3, SSHP]
type = ChangeState
value = 215
triggerall = var(59)>0  
triggerall = StateType != A
triggerall = roundstate=2
Triggerall = P2Statetype != L
Triggerall = P2MoveType = H
Triggerall = P2BodyDist X = [-18,18]
trigger1 = stateno = 230 && movecontact && animelem = 3,>=0
trigger2 = stateno = 235 && movecontact && animelem = 3,>=0
trigger3 = stateno = 400 && movecontact && animelem = 2,>=0

[State -3, UEႪ]
type = ChangeState
value = 450
triggerall = var(59)>0  
triggerall = StateType != A
triggerall = roundstate=2
Triggerall = P2Statetype != L
Triggerall = P2MoveType = H
Triggerall = P2Statetype = S
Triggerall = random<=400
trigger1 = stateno = 215 && moveguarded && animelem = 3,>=0
trigger2 = stateno = 230 && moveguarded && animelem = 3,>=0
trigger3 = stateno = 235 && moveguarded && animelem = 3,>=0
trigger4 = stateno = 400 && moveguarded && animelem = 2,>=0
Trigger4 = P2BodyDist X = [-20,60]

[State -3, UE]
type = ChangeState
value = 250
triggerall = var(59)>0  
triggerall = StateType != A
triggerall = roundstate=2
Triggerall = P2Statetype != L
Triggerall = P2MoveType = H
trigger1 = stateno = 215 && movecontact && animelem = 3,>=0
trigger2 = stateno = 230 && movecontact && animelem = 3,>=0
trigger3 = stateno = 235 && movecontact && animelem = 3,>=0
trigger4 = stateno = 400 && movecontact && animelem = 2,>=0
Trigger4 = P2BodyDist X = [-20,60]

[State -3, V]
type = ChangeState
value = 1500
triggerall = var(59)>0  
triggerall = StateType != A
triggerall = roundstate=2
Triggerall = P2Statetype != L
Triggerall = P2MoveType = H
Trigger1 = P2BodyDist X > 60
trigger1 = stateno = 400 && movehit && animelem = 2,>=0
trigger2 = stateno = 250 && moveguarded && animelem = 4,>=0
trigger2 = Random <= 20||(p2life<100)
trigger3 = stateno = 290 && moveguarded && animelem = 4,>=0
trigger3 = Random <= 20||(p2life<100)
trigger4 = stateno = 400 && moveguarded && animelem = 2,>=0
trigger4 = Random <= 20||(p2life<100)

;===========================================================================
; dɔ
;===========================================================================

[State -3, V]
type = ChangeState
value = 1500
triggerall = (var(59)=[3,5])
triggerall = var(56)=0
triggerall = !(enemynear(var(58)),stateno=var(54))||var(54)=0
triggerall = !(enemynear(var(58)),stateno=var(55))||var(55)=0
Triggerall = Roundstate = 2
Triggerall = Statetype != A
Triggerall = P2Statetype != L
triggerall = P2statetype = A
triggerall = (prevstateno=[130,159])||prevstateno=700||(prevstateno=[701,702])||(prevstateno=[5000,5210])||!inguarddist||EnemyNear(var(58)),facing=facing
triggerall = !EnemyNear(var(58)),Ctrl
triggerall = !enemynear(var(58)),numproj
triggerall = (P2movetype != H)||(p2stateno = [120,159])
triggerall = (EnemyNear(var(58)),StateNo != [5100,5299]) && !fvar(27)
triggerall = ctrl || stateno=0 || stateno=21 || stateno=22 || stateno=98 || stateno=99 
triggerall = var(59)=5||(var(59)=4&&Random<=100)||(var(59)=3&&Random<=50)
Trigger1 = EnemyNear(var(58)),AnimTime <= -5
Trigger1 = (P2BodyDist X = [-10,65]) 
Trigger1 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 5 + Enemynear(var(58)),Const(Movement.YAccel) * 15) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-118,40]
Trigger2 = EnemyNear(var(58)),AnimTime <= -6
Trigger2 = (P2BodyDist X = [65,80]) 
Trigger2 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 6 + Enemynear(var(58)),Const(Movement.YAccel) * 21) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-118,40]
Trigger3 = EnemyNear(var(58)),AnimTime <= -7
Trigger3 = (P2BodyDist X = [80,90]) 
Trigger3 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 7 + Enemynear(var(58)),Const(Movement.YAccel) * 28) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-118,40]
Trigger4 = EnemyNear(var(58)),AnimTime <= -8
Trigger4 = (P2BodyDist X = [90,100]) 
Trigger4 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 8 + Enemynear(var(58)),Const(Movement.YAccel) * 36) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-118,40]
Trigger5 = EnemyNear(var(58)),AnimTime <= -9
Trigger5 = (P2BodyDist X = [100,110]) 
Trigger5 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 9 + Enemynear(var(58)),Const(Movement.YAccel) * 45) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-118,40]
Trigger6 = EnemyNear(var(58)),AnimTime <= -10
Trigger6 = (P2BodyDist X = [110,120]) 
Trigger6 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 10 + Enemynear(var(58)),Const(Movement.YAccel) * 55) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-118,40]
Trigger7 = EnemyNear(var(58)),AnimTime <= -11
Trigger7 = (P2BodyDist X = [120,130]) 
Trigger7 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 11 + Enemynear(var(58)),Const(Movement.YAccel) * 66) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-118,40]
Trigger8 = EnemyNear(var(58)),AnimTime <= -12
Trigger8 = (P2BodyDist X = [130,140]) 
Trigger8 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 12 + Enemynear(var(58)),Const(Movement.YAccel) * 78) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-118,40]
Trigger9 = EnemyNear(var(58)),AnimTime <= -13
Trigger9 = (P2BodyDist X = [140,150]) 
Trigger9 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 13 + Enemynear(var(58)),Const(Movement.YAccel) * 91) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-118,40]
Trigger10 = EnemyNear(var(58)),AnimTime <= -14
Trigger10 = (P2BodyDist X = [150,160]) 
Trigger10 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 14 + Enemynear(var(58)),Const(Movement.YAccel) * 105) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-118,40]
Trigger11 = EnemyNear(var(58)),AnimTime <= -15
Trigger11 = (P2BodyDist X = [160,170]) 
Trigger11 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 15 + Enemynear(var(58)),Const(Movement.YAccel) * 120) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-118,40]
Trigger12 = EnemyNear(var(58)),AnimTime <= -16
Trigger12 = (P2BodyDist X = [170,180]) 
Trigger12 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 16 + Enemynear(var(58)),Const(Movement.YAccel) * 136) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-118,40]
Trigger13 = EnemyNear(var(58)),AnimTime <= -17
Trigger13 = (P2BodyDist X = [180,190]) 
Trigger13 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 17 + Enemynear(var(58)),Const(Movement.YAccel) * 153) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-118,40]
Trigger14 = EnemyNear(var(58)),AnimTime <= -18
Trigger14 = (P2BodyDist X = [190,200]) 
Trigger14 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 18 + Enemynear(var(58)),Const(Movement.YAccel) * 171) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-118,40]

[State -3, SHP]
type = ChangeState
value = 215
triggerall = (var(59)=[3,5])
Triggerall = Roundstate = 2
Triggerall = Statetype != A
Triggerall = P2Statetype != L
triggerall = !EnemyNear(var(58)),Ctrl 
triggerall = (EnemyNear(var(58)),StateNo != [5100,5299]) && !fvar(27)
TriggerAll = EnemyNear(var(58)),AnimTime <= -6
triggerall = ctrl || stateno=0 || stateno=21 || stateno=22 || stateno=98 || stateno=99 
triggerall = P2dist X > 0
Triggerall = P2BodyDist X <= 18
Triggerall = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 6 + Enemynear(var(58)),Const(Movement.YAccel) * 21) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-50, 0]
triggerall = (var(59)=[4,5])||var(59)=3&&Random<=333
trigger1 = (prevstateno=[130,159])||prevstateno=700||(prevstateno=[701,702])||(prevstateno=[5000,5210])||!inguarddist||EnemyNear(var(58)),facing=facing
trigger1 = P2MoveType=A||(Enemynear(var(58)),stateno=52)||(Enemynear(var(58)),stateno=105)||(Enemynear(var(58)),stateno=[200,699])
trigger2 = enemynear(var(58)),movetype = I
trigger2 = (enemynear(var(58)),stateno = [200,699])

[State -3, CLP]
type = ChangeState
value = 400
triggerall = (var(59)=[3,5])
Triggerall = Roundstate = 2
Triggerall = Statetype != A
Triggerall = P2Statetype != L
triggerall = !EnemyNear(var(58)),Ctrl 
triggerall = (EnemyNear(var(58)),StateNo != [5100,5299]) && !fvar(27)
TriggerAll = EnemyNear(var(58)),AnimTime <= -4
triggerall = ctrl || stateno=0 || stateno=21 || stateno=22 || stateno=98 || stateno=99 
triggerall = P2dist X > 0
Triggerall = P2BodyDist X = [-20,42]
Triggerall = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 4 + Enemynear(var(58)),Const(Movement.YAccel) * 10) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-30, 0]
triggerall = (var(59)=[4,5])||var(59)=3&&Random<=333
trigger1 = (prevstateno=[130,159])||prevstateno=700||(prevstateno=[701,702])||(prevstateno=[5000,5210])||!inguarddist||EnemyNear(var(58)),facing=facing
trigger1 = P2MoveType=A||(Enemynear(var(58)),stateno=52)||(Enemynear(var(58)),stateno=105)||(Enemynear(var(58)),stateno=[200,699])
trigger2 = enemynear(var(58)),movetype = I
trigger2 = (enemynear(var(58)),stateno = [200,699])

[State -3, SLK]
type = ChangeState
value = 230
triggerall = (var(59)=[3,5])
Triggerall = Roundstate = 2
Triggerall = Statetype != A
Triggerall = P2Statetype != L
Triggerall = P2Statetype != A
triggerall = !EnemyNear(var(58)),Ctrl 
triggerall = (EnemyNear(var(58)),StateNo != [5100,5299]) && !fvar(27)
TriggerAll = EnemyNear(var(58)),AnimTime <= -8
triggerall = ctrl || stateno=0 || stateno=21 || stateno=22 || stateno=98 || stateno=99 
triggerall = P2dist X > 0
Triggerall = P2BodyDist X = [42,50]
triggerall = (var(59)=[4,5])||var(59)=3&&Random<=333
trigger1 = (prevstateno=[130,159])||prevstateno=700||(prevstateno=[701,702])||(prevstateno=[5000,5210])||!inguarddist||EnemyNear(var(58)),facing=facing
trigger1 = P2MoveType=A||(Enemynear(var(58)),stateno=52)||(Enemynear(var(58)),stateno=105)||(Enemynear(var(58)),stateno=[200,699])
trigger2 = enemynear(var(58)),movetype = I
trigger2 = (enemynear(var(58)),stateno = [200,699])

[State -3, HP]
type = ChangeState
value = 250
triggerall = (var(59)=[3,5])
Triggerall = Roundstate = 2
Triggerall = Statetype != A
Triggerall = P2Statetype != L
Triggerall = P2Statetype != A
triggerall = !EnemyNear(var(58)),Ctrl 
triggerall = (EnemyNear(var(58)),StateNo != [5100,5299]) && !fvar(27)
TriggerAll = EnemyNear(var(58)),AnimTime <= -10
triggerall = ctrl || stateno=0 || stateno=21 || stateno=22 || stateno=98 || stateno=99 
triggerall = P2dist X > 0
Triggerall = P2BodyDist X = [50,65]
triggerall = (var(59)=[4,5])||var(59)=3&&Random<=333
trigger1 = (prevstateno=[130,159])||prevstateno=700||(prevstateno=[701,702])||(prevstateno=[5000,5210])||!inguarddist||EnemyNear(var(58)),facing=facing
trigger1 = P2MoveType=A||(Enemynear(var(58)),stateno=52)||(Enemynear(var(58)),stateno=105)||(Enemynear(var(58)),stateno=[200,699])
trigger2 = enemynear(var(58)),movetype = I
trigger2 = (enemynear(var(58)),stateno = [200,699])

[State -3, CLP]
type = ChangeState
value = 400
triggerall = (var(59)=[3,5])
Triggerall = Roundstate = 2
Triggerall = Statetype != A
Triggerall = P2Statetype != L
triggerall = !EnemyNear(var(58)),Ctrl 
triggerall = (EnemyNear(var(58)),StateNo != [5100,5299]) && !fvar(27)
TriggerAll = EnemyNear(var(58)),AnimTime <= -4
triggerall = ctrl || stateno=0 || stateno=21 || stateno=22 || stateno=98 || stateno=99 
triggerall = P2dist X > 0
Triggerall = P2BodyDist X = [42,70]
Triggerall = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 4 + Enemynear(var(58)),Const(Movement.YAccel) * 10) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-30, 0]
triggerall = (var(59)=[4,5])||var(59)=3&&Random<=333
trigger1 = (prevstateno=[130,159])||prevstateno=700||(prevstateno=[701,702])||(prevstateno=[5000,5210])||!inguarddist||EnemyNear(var(58)),facing=facing
trigger1 = P2MoveType=A||(Enemynear(var(58)),stateno=52)||(Enemynear(var(58)),stateno=105)||(Enemynear(var(58)),stateno=[200,699])
trigger2 = enemynear(var(58)),movetype = I
trigger2 = (enemynear(var(58)),stateno = [200,699])

[State -3, V]
type = ChangeState
value = 1500
triggerall = (var(59)=[3,5])
triggerall = var(56)=0
triggerall = !(enemynear(var(58)),stateno=var(54))||var(54)=0
triggerall = !(enemynear(var(58)),stateno=var(55))||var(55)=0
Triggerall = Roundstate = 2
Triggerall = Statetype != A
Triggerall = P2Statetype != L
triggerall = (prevstateno=[130,159])||prevstateno=700||(prevstateno=[701,702])||(prevstateno=[5000,5210])||!inguarddist||EnemyNear(var(58)),facing=facing
triggerall = !EnemyNear(var(58)),Ctrl
triggerall = !enemynear(var(58)),numproj
triggerall = (P2movetype != H)||(p2stateno = [120,159])
triggerall = (EnemyNear(var(58)),StateNo != [5100,5299]) && !fvar(27)
triggerall = ctrl || stateno=0 || stateno=21 || stateno=22 || stateno=98 || stateno=99 
triggerall = P2MoveType=A||(Enemynear(var(58)),stateno=52)||(Enemynear(var(58)),stateno=105)||(Enemynear(var(58)),stateno=[200,699])
triggerall = var(59)=5||(var(59)=4&&Random<=100)||(var(59)=3&&Random<=30)
Trigger1 = EnemyNear(var(58)),AnimTime <= -5
Trigger1 = (P2BodyDist X = [-10,65]) 
Trigger1 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 5 + Enemynear(var(58)),Const(Movement.YAccel) * 15) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-118,40]
Trigger2 = EnemyNear(var(58)),AnimTime <= -6
Trigger2 = (P2BodyDist X = [65,80]) 
Trigger2 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 6 + Enemynear(var(58)),Const(Movement.YAccel) * 21) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-118,40]
Trigger3 = EnemyNear(var(58)),AnimTime <= -7
Trigger3 = (P2BodyDist X = [80,90]) 
Trigger3 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 7 + Enemynear(var(58)),Const(Movement.YAccel) * 28) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-118,40]
Trigger4 = EnemyNear(var(58)),AnimTime <= -8
Trigger4 = (P2BodyDist X = [90,100]) 
Trigger4 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 8 + Enemynear(var(58)),Const(Movement.YAccel) * 36) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-118,40]
Trigger5 = EnemyNear(var(58)),AnimTime <= -9
Trigger5 = (P2BodyDist X = [100,110]) 
Trigger5 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 9 + Enemynear(var(58)),Const(Movement.YAccel) * 45) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-118,40]
Trigger6 = EnemyNear(var(58)),AnimTime <= -10
Trigger6 = (P2BodyDist X = [110,120]) 
Trigger6 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 10 + Enemynear(var(58)),Const(Movement.YAccel) * 55) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-118,40]

[State -3, V]
type = ChangeState
value = 1500
triggerall = (var(59)=[3,5])
triggerall = var(56)=0
triggerall = !(enemynear(var(58)),stateno=var(54))||var(54)=0
triggerall = !(enemynear(var(58)),stateno=var(55))||var(55)=0
Triggerall = Roundstate = 2
Triggerall = Statetype != A
Triggerall = P2Statetype != L
triggerall = (prevstateno=[130,159])||prevstateno=700||(prevstateno=[701,702])||(prevstateno=[5000,5210])||!inguarddist||EnemyNear(var(58)),facing=facing
triggerall = !EnemyNear(var(58)),Ctrl
triggerall = !enemynear(var(58)),numproj
triggerall = (P2movetype != H)||(p2stateno = [120,159])
triggerall = (EnemyNear(var(58)),StateNo != [5100,5299]) && !fvar(27)
triggerall = ctrl || stateno=0 || stateno=21 || stateno=22 || stateno=98 || stateno=99 
triggerall = enemynear(var(58)),movetype = I
triggerall = (enemynear(var(58)),stateno = [200,699])
triggerall = var(59)=5||(var(59)=4&&Random<=100)||(var(59)=3&&Random<=30)
Trigger1 = EnemyNear(var(58)),AnimTime <= -5
Trigger1 = (P2BodyDist X = [-10,65]) 
Trigger1 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 5 + Enemynear(var(58)),Const(Movement.YAccel) * 15) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-118,40]
Trigger2 = EnemyNear(var(58)),AnimTime <= -6
Trigger2 = (P2BodyDist X = [65,80]) 
Trigger2 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 6 + Enemynear(var(58)),Const(Movement.YAccel) * 21) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-118,40]
Trigger3 = EnemyNear(var(58)),AnimTime <= -7
Trigger3 = (P2BodyDist X = [80,90]) 
Trigger3 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 7 + Enemynear(var(58)),Const(Movement.YAccel) * 28) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-118,40]
Trigger4 = EnemyNear(var(58)),AnimTime <= -8
Trigger4 = (P2BodyDist X = [90,100]) 
Trigger4 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 8 + Enemynear(var(58)),Const(Movement.YAccel) * 36) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-118,40]
Trigger5 = EnemyNear(var(58)),AnimTime <= -9
Trigger5 = (P2BodyDist X = [100,110]) 
Trigger5 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 9 + Enemynear(var(58)),Const(Movement.YAccel) * 45) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-118,40]
Trigger6 = EnemyNear(var(58)),AnimTime <= -10
Trigger6 = (P2BodyDist X = [110,120]) 
Trigger6 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 10 + Enemynear(var(58)),Const(Movement.YAccel) * 55) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-118,40]
Trigger7 = EnemyNear(var(58)),AnimTime <= -11
Trigger7 = (P2BodyDist X = [120,130]) 
Trigger7 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 11 + Enemynear(var(58)),Const(Movement.YAccel) * 66) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-118,40]
Trigger8 = EnemyNear(var(58)),AnimTime <= -12
Trigger8 = (P2BodyDist X = [130,140]) 
Trigger8 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 12 + Enemynear(var(58)),Const(Movement.YAccel) * 78) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-118,40]
Trigger9 = EnemyNear(var(58)),AnimTime <= -13
Trigger9 = (P2BodyDist X = [140,150]) 
Trigger9 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 13 + Enemynear(var(58)),Const(Movement.YAccel) * 91) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-118,40]
Trigger10 = EnemyNear(var(58)),AnimTime <= -14
Trigger10 = (P2BodyDist X = [150,160]) 
Trigger10 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 14 + Enemynear(var(58)),Const(Movement.YAccel) * 105) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-118,40]
Trigger11 = EnemyNear(var(58)),AnimTime <= -15
Trigger11 = (P2BodyDist X = [160,170]) 
Trigger11 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 15 + Enemynear(var(58)),Const(Movement.YAccel) * 120) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-118,40]
Trigger12 = EnemyNear(var(58)),AnimTime <= -16
Trigger12 = (P2BodyDist X = [170,180]) 
Trigger12 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 16 + Enemynear(var(58)),Const(Movement.YAccel) * 136) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-118,40]
Trigger13 = EnemyNear(var(58)),AnimTime <= -17
Trigger13 = (P2BodyDist X = [180,190]) 
Trigger13 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 17 + Enemynear(var(58)),Const(Movement.YAccel) * 153) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-118,40]
Trigger14 = EnemyNear(var(58)),AnimTime <= -18
Trigger14 = (P2BodyDist X = [190,200]) 
Trigger14 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 18 + Enemynear(var(58)),Const(Movement.YAccel) * 171) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-118,40]
Trigger15 = EnemyNear(var(58)),AnimTime <= -19
Trigger15 = (P2BodyDist X = [200,210]) 
Trigger15 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 19 + Enemynear(var(58)),Const(Movement.YAccel) * 190) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-118,40]
Trigger16 = EnemyNear(var(58)),AnimTime <= -20
Trigger16 = (P2BodyDist X = [210,220]) 
Trigger16 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 20 + Enemynear(var(58)),Const(Movement.YAccel) * 210) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-118,40]
Trigger17 = EnemyNear(var(58)),AnimTime <= -21
Trigger17 = (P2BodyDist X = [220,230]) 
Trigger17 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 21 + Enemynear(var(58)),Const(Movement.YAccel) * 231) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-118,40]
Trigger18 = EnemyNear(var(58)),AnimTime <= -22
Trigger18 = (P2BodyDist X = [230,240]) 
Trigger18 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 22 + Enemynear(var(58)),Const(Movement.YAccel) * 253) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-118,40]
Trigger19 = EnemyNear(var(58)),AnimTime <= -23
Trigger19 = (P2BodyDist X = [240,250]) 
Trigger19 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 23 + Enemynear(var(58)),Const(Movement.YAccel) * 276) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-118,40]

[State -3, Throw]
type = ChangeState
value = 800
triggerall = (var(59)=[3,5])
Triggerall = Roundstate = 2
Triggerall = Statetype != A
Triggerall = P2Statetype != L
triggerall = P2StateType != A 
triggerall = P2movetype!=H
triggerall = (EnemyNear(var(58)),stateno != [130,153])
triggerall = (EnemyNear(var(58)),StateNo != [5100,5299]) && !fvar(27)
Triggerall = Enemynear(var(58)),Alive
Triggerall = P2bodyDist x = [-15,30]
triggerall = ctrl || stateno=0 || (stateno=700&&animelem=2,>=0) || stateno=21 || stateno=22 || stateno=98 || stateno=99
Triggerall = !EnemyNear(var(58)),Ctrl 
triggerall = !EnemyNear(var(58)),numproj
TriggerAll = EnemyNear(var(58)),AnimTime = [-3,-1]
triggerall = (var(59)=[4,5])||var(59)=3&&Random<=333
trigger1 = (prevstateno=[130,159])||prevstateno=700||(prevstateno=[701,702])||(prevstateno=[5000,5210])||!inguarddist||EnemyNear(var(58)),facing=facing
trigger1 = P2MoveType=A||(Enemynear(var(58)),stateno=52)||(Enemynear(var(58)),stateno=105)||(Enemynear(var(58)),stateno=[200,699])
trigger2 = enemynear(var(58)),movetype = I
trigger2 = (enemynear(var(58)),stateno = [200,699])

[State -3, V֒]
type = ChangeState
value = 1700
triggerall = var(59)>0
triggerall = !(enemynear(var(58)),stateno=var(54))||var(54)=0
triggerall = !(enemynear(var(58)),stateno=var(55))||var(55)=0
triggerall = roundstate = 2
triggerall = stateno != 106
triggerall = statetype = A
triggerall = (backedgebodydist <= 10)||(frontedgebodydist <= 10)
Triggerall = P2Statetype != L
triggerall = !EnemyNear(var(58)),Ctrl 
triggerall = !enemynear(var(58)),numproj
triggerall = ctrl || (stateno=[120,149])
triggerall = P2BodyDist X = [-160,160+floor(7*(enemynear(var(58)),vel X)+floor(7*vel X))]
triggerall = pos y <= -50
trigger1 = random <= (var(59))*250
trigger2 = random <= (var(59))*250
trigger2 = enemynear(var(58)),movetype = I
trigger2 = (enemynear(var(58)),stateno = [200,699])

[State -3, AHK]
type = ChangeState
value = 640
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = stateno != 106
triggerall = statetype = A
Triggerall = P2Statetype != L
triggerall = !EnemyNear(var(58)),Ctrl 
triggerall = ctrl || (stateno=[120,149])
triggerall = enemynear(var(58)),animtime <= -4
triggerall = (enemynear(var(58)),statetype != A && vel y >= 0)||enemynear(var(58)),statetype = A
triggerall = P2BodyDist X = [-10,55+floor(4*(enemynear(var(58)),vel X)+floor(4*vel X))]
triggerall = p2bodydist y = [-20,58-floor(4*(enemynear(var(58)),vel y)+(4*(4+1)/2)*fvar(20)-4*(vel y)-(4*(4+1)/2)*0.56)]
trigger1 = random <= (var(59))*250
trigger2 = random <= (var(59))*250
trigger2 = enemynear(var(58)),movetype = I
trigger2 = (enemynear(var(58)),stateno = [200,699])

[State -3, AND]
type = ChangeState
value = 690
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = stateno != 106
triggerall = statetype = A
Triggerall = P2Statetype != L
triggerall = !EnemyNear(var(58)),Ctrl 
triggerall = ctrl || (stateno=[120,149])
triggerall = enemynear(var(58)),animtime <= -15
triggerall = enemynear(var(58)),statetype = A
triggerall = p2bodydist x = [20+floor(15*(enemynear(var(58)),vel x)+15*(vel x)),80+floor(15*(enemynear(var(58)),vel x)+15*(vel x))]
triggerall = p2bodydist y = [-40-floor(15*(enemynear(var(58)),vel y)+(15*(15+1)/2)*fvar(20)-15*(vel y)-(15*(15+1)/2)*0.56),37-floor(15*(enemynear(var(58)),vel y)+(15*(15+1)/2)*fvar(20)-15*(vel y)-(15*(15+1)/2)*0.56)]
trigger1 = random <= (var(59))*250
trigger2 = random <= (var(59))*250
trigger2 = enemynear(var(58)),movetype = I
trigger2 = (enemynear(var(58)),stateno = [200,699])

;===========================================================================
; ؂ւ
;===========================================================================

[State -3, Throw]
type = ChangeState
value = 800
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2statetype != A
triggerall = P2statetype != L
triggerall = p2movetype != H
triggerall = (EnemyNear(var(58)),StateNo != [5100,5299]) && !fvar(27)
triggerall = p2bodydist x < 30 && P2dist X > 0
Triggerall = EnemyNear(var(58)),MoveType=A
Triggerall = EnemyNear(var(58)),AnimTime=[-3,-1]
Triggerall = EnemyNear(var(58)),Time>=30||(!Time&&var(59)>3)||var(59)>4||Prevstateno=700||Prevstateno=[701,702]
triggerall = ctrl || stateno=0 || (stateno=700&&animelem=2,>=0) || stateno=21 || stateno=22 || stateno=98 || stateno=99
triggerall = (var(59)=[4,5])||(random <= (var(59))*150)
trigger1 = enemynear(var(58)),time >= 30 ||var(59) >= 4
trigger2 = (prevstateno = [5000,5299])
trigger3 = (prevStateNo=[120,159])
trigger4 = (prevStateNo=[700,702])

[State -3, Roll_Fwd]
type = ChangeState
value = 700
triggerall = var(59)>0
Triggerall = RoundState=2 
triggerall = statetype != A 
Triggerall = P2Statetype != L
triggerall = p2movetype != H
triggerall = (EnemyNear(var(58)),StateNo != [5100,5299]) && !fvar(27)
Triggerall = EnemyNear(var(58)),facing + facing = 0
Triggerall = frontedgebodydist >= 40
triggerall = !EnemyNear(var(58)),Ctrl && P2stateno>=200
TriggerAll = (enemynear(var(58)),Time>=30)||var(59)>3||(PrevStateNo=[120,159])||(PrevStateNo=[5000,5120])||PrevStateNo=5200||PrevStateNo=5201
triggerall = ctrl || stateno=0 || (stateno=[120,149]) || stateno=21 || stateno=22 || stateno=98 || stateno=99
Trigger1 = InGuardDist
trigger1 = P2bodydist X = [0,110]
Trigger1 = !EnemyNear(var(58)),ctrl
Trigger1 = P2MoveType=A||(Enemynear(var(58)),hitdefattr =SCA,AA,AP)||(enemynear(var(58)),numproj>0)
trigger1 = enemynear(var(58)),animtime <= -33
trigger1 = (Random<=var(59)*150)||var(59)=5
trigger2 = (enemynear(var(58)),numproj>0&&InGuardDist)
trigger2 = EnemyNear(var(58)),AnimTime <= -35
trigger2 = P2BodyDist X = [0,140]
trigger2 = (Random<=var(59)*150)||var(59)=5

[State -3, H-jump]
Type = ChangeState
value = 44
triggerall = (var(59)=[3,5])
Triggerall = Roundstate = 2
Triggerall = Statetype != A
triggerall = p2movetype != H
triggerall = ctrl || (stateno=[120,149]) || stateno=21 || stateno=22 || stateno=98 || stateno=99
Triggerall = P2BodyDist X <= 90
Triggerall = EnemyNear(var(58)),facing + facing = 0
Triggerall = random <= var(59) * 150 || var(59) = 5
Trigger1 = P2MoveType = A
Trigger1 = enemynear(var(58)),HitDefAttr = SC,AT 
Trigger2 = !InGuardDist
Trigger2 = Enemynear(var(58)),Vel X > 0
Trigger2 = Enemynear(var(58)),HitDefAttr = SC,AT
Trigger3 = !InGuardDist
Trigger3 = Enemy,HitDefAttr = SC,AT
Trigger3 = Enemy,Vel X > 0
Trigger4 = InGuardDist
Trigger4 = Enemynear(var(58)),Vel X > 0
Trigger4 = Enemynear(var(58)),HitDefAttr = A,AT
Trigger5 = InGuardDist
Trigger5 = Enemy,HitDefAttr = A,AT
Trigger5 = Enemy,Vel X > 0

;===========================================================================
; K[h֌WLq 
;===========================================================================

[State -3, Guard]
Type = ChangeState 
Value = 120
triggerall = var(59)>0
triggerall = roundstate = 2
triggerAll = (stateNo !=[120,155])
triggerall = !(enemynear(var(58)),hitdefattr=,AT,ST,HT)
triggerall = ctrl || stateno=21 || stateno=22 || stateno=0 || stateno=98 || stateno=99
triggerall = random <= (var(59))*200 || var(59)>3
Trigger1 = InGuardDist
trigger2 = P2Statetype = A && P2MoveType = A
trigger2 = (p2bodydist X < 0)||(Abs(P2Dist X) < 40)
Trigger3 = InGuardDist
Trigger3 = P2BodyDist X>100||(EnemyNear(var(58)),Time > 50)
Trigger4 = !InGuardDist
Trigger4 = EnemyNear(var(58)),Vel X > 0
Trigger4 = EnemyNear(var(58)),HitDefAttr = SC,AA

[State -3, Guard C Roll_Fwd]
type = ChangeState
value = 700
triggerall = var(59)>3
triggerall = roundstate = 2
triggerall = statetype != A 
Triggerall = P2Statetype != L
Triggerall = P2Statetype != A
triggerall = P2movetype != H
triggerall = power >= 1000
triggerall = p2bodydist x = [0,115]
triggerall = StateNo = 150 || StateNo = 151
Triggerall = !EnemyNear(var(58)),Ctrl && P2stateno>=200
Triggerall = EnemyNear(var(58)),facing + facing = 0
trigger1 = enemynear(var(58)),animtime <= -33
trigger1 = (Random<=var(59)*80)||var(59)=5&&Random<=500

[State -3, Guard C ND]
type = ChangeState
value = 291
triggerall = var(59)>2
triggerall = roundstate = 2
triggerall = statetype != A 
Triggerall = P2Statetype != L
triggerall = P2movetype != H
triggerall = power >= 500
triggerall = StateNo = 150 || StateNo = 151
Triggerall = !EnemyNear(var(58)),Ctrl && P2stateno>=200
triggerall = p2bodydist x = [-15,65]
triggerall = p2bodydist y >= -30
trigger1 = Enemynear(var(58)),animtime <= -8
trigger1 = (Random<=var(59)*80)||var(59)=5

;===========================================================================
; NU
;===========================================================================

[State -3, Back-H-jump]
Type = ChangeState
Value = 45
triggerall = var(59)>2
triggerall = StateType != A
triggerall = roundstate=2
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 99
triggerall = p2stateno = 5120
triggerall = p2bodydist x = [-30,150]
trigger1 = (helper(20000),RootDist X < 140 && facing = -1)||(helper(25000),RootDist X < 140 && facing = 1)||BackEdgeBodyDist < 20
trigger1 = (Random<=var(59)*150)||(var(59)=5)

[State -3, Back-SH-jump]
Type = ChangeState
Value = 46
triggerall = var(59)>2
triggerall = StateType != A
triggerall = roundstate=2
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 99
triggerall = (P2Statetype = L)||(p2stateno = 5110)
triggerall = !(p2life<=200)
trigger1 = p2bodydist x = [20,60]
trigger1 = Random<=25

[State -3, Back-H-jump]
Type = ChangeState
Value = 45
triggerall = var(59)>3
triggerall = StateType != A
triggerall = roundstate=2
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 99
triggerall = (P2Statetype = L)||(p2stateno = 5110)
triggerall = !(p2life<=200)
trigger1 = (helper(20000),RootDist X < 180 && facing = 1)||(helper(25000),RootDist X < 180 && facing = -1)
trigger1 = p2bodydist x = [-30,80]
trigger1 = Random = [25,50]

[State -3, fwd-H-jump]
Type = ChangeState
Value = 44
triggerall = var(59)>3
triggerall = StateType != A
triggerall = roundstate=2
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 99
triggerall = p2stateno = 5120
trigger1 = (helper(20000),RootDist X < 180 && facing = 1)||(helper(25000),RootDist X < 180 && facing = -1)
trigger1 = p2bodydist x = [-30,150]
trigger1 = (Random<=var(59)*150)||(var(59)=5)

[State -3, V֒]
Type = ChangeState
Value = 1700
triggerall = var(59)>0
triggerall = StateType != A
triggerall = roundstate=2
triggerall = ctrl || (stateno = [120,149])
triggerall = (backedgebodydist <= 10)||(frontedgebodydist <= 10)
triggerall = pos y <= -50
trigger1 = (P2Statetype = L)||(p2stateno = 5110)||(p2stateno = 5120)
trigger1 = (Random<=var(59)*150)||(var(59)=[4,5])

[State -3, וX]
Type = ChangeState
Value = 1100
triggerall = var(59)>0
triggerall = !fvar(27)
triggerall = StateType != A
triggerall = roundstate=2
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 99
triggerall = (P2dist X>0)&&(P2BodyDist X >= 150)
triggerall = Random<=var(59)*120
trigger1 = EnemyNear(var(58)),StateNo = 5120
trigger1 = enemynear(var(58)),animtime =[-26,-25]

[State -3, gb]
Type = ChangeState
Value = 1450
triggerall = var(59)>0
triggerall = !fvar(27)
triggerall = StateType != A
triggerall = roundstate=2
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 99
triggerall = (P2dist X>0)&&(P2BodyDist X = [150,185])
triggerall = Random<=var(59)*100
trigger1 = EnemyNear(var(58)),StateNo = 5120
trigger1 = enemynear(var(58)),animtime = [-25,-23]

[State -3, ga]
Type = ChangeState
Value = 1400
triggerall = var(59)>0
triggerall = !fvar(27)
triggerall = StateType != A
triggerall = roundstate=2
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 99
triggerall = (P2dist X>0)&&(P2BodyDist X > 185)
triggerall = Random<=var(59)*100
trigger1 = EnemyNear(var(58)),StateNo = 5120
trigger1 = enemynear(var(58)),animtime = [-25,-23]

[State -3, e]
Type = ChangeState
Value = 1200
triggerall = var(59)>0
triggerall = !fvar(27)
triggerall = StateType != A
triggerall = roundstate=2
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 99
triggerall = (P2dist X>0)&&(P2BodyDist X >= 140)
triggerall = Random<=var(59)*150
trigger1 = EnemyNear(var(58)),StateNo = 5120
trigger1 = enemynear(var(58)),animtime = [-19,-15]

[State -3, Back Step]
type = ChangeState
value = 105
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = random <= (var(59))*200
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = L
triggerall = enemynear(var(58)),stateno = 5120
triggerall = p2bodydist x <= 80
triggerall = backedgebodydist > 60
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 99
trigger1 = enemynear(var(58)),animtime = [-11,-5]

;===========================================================================
; Ag_(Hit&Guarded.nډ)
;===========================================================================

[State -3, SSHP]
type = ChangeState
value = 215
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = P2Statetype != L
Triggerall = P2Statetype != A||(TeamMode = simul)
triggerall = P2movetype = H
triggerall = !inguarddist
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 99
trigger1 = (enemynear(var(58)),stateno!=[120,159])
trigger1 = p2bodydist x <= 18
Trigger1 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 6 + Enemynear(var(58)),Const(Movement.YAccel) * 21) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-50, 0]
trigger1 = (var(59)=[4,5])||(var(59))*250

[State -3, CLP]
type = ChangeState
value = 400
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = P2Statetype != L
Triggerall = P2Statetype != A||(TeamMode = simul)
triggerall = P2movetype = H
triggerall = !inguarddist
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 99
trigger1 = (enemynear(var(58)),stateno!=[120,159])
trigger1 = p2bodydist x = [-20,42]
Trigger1 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 4 + Enemynear(var(58)),Const(Movement.YAccel) * 10) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-30, 0]
trigger1 = (var(59)=[4,5])||(var(59))*250
trigger2 = (enemynear(var(58)),stateno=[120,159])
trigger2 = p2bodydist x = [-20,42]
trigger2 = random<= 500

[State -3, SLK]
type = ChangeState
value = 230
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = P2Statetype != L
Triggerall = P2Statetype != A
triggerall = P2movetype = H
triggerall = !inguarddist
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 99
trigger1 = (enemynear(var(58)),stateno!=[120,159])
trigger1 = p2bodydist x = [42,50]
trigger1 = (var(59)=[4,5])||(var(59))*250
trigger2 = (enemynear(var(58)),stateno!=[120,159])
trigger2 = p2bodydist x = [42,50]
trigger2 = random<= 400

[State -3, UE]
type = ChangeState
value = 250
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = P2Statetype != L
Triggerall = P2Statetype != A
triggerall = P2movetype = H
triggerall = !inguarddist
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 99
trigger1 = (enemynear(var(58)),stateno=[120,159])
trigger1 = p2bodydist x <= 65
trigger1 = random<= 400

[State -3, UEႪ]
type = ChangeState
value = 450
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = P2Statetype != L
Triggerall = P2Statetype != A
triggerall = P2movetype = H
triggerall = !inguarddist
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 99
trigger1 = (enemynear(var(58)),stateno!=[120,159])
trigger1 = p2bodydist x = [50,60]
trigger1 = (var(59)=[4,5])||(var(59))*250

[State -3, CLP]
type = ChangeState
value = 400
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = P2Statetype != L
Triggerall = P2Statetype != A||(TeamMode = simul)
triggerall = P2movetype = H
triggerall = !inguarddist
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 99
trigger1 = (enemynear(var(58)),stateno!=[120,159])
trigger1 = p2bodydist x = [60,70]
Trigger1 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 4 + Enemynear(var(58)),Const(Movement.YAccel) * 10) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-30, 0]
trigger1 = (var(59)=[4,5])||(var(59))*250

[State -3, ND]
type = ChangeState
value = 290
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = P2Statetype != L
Triggerall = P2Statetype != A
Triggerall = !(TeamMode = simul)
triggerall = P2movetype = H
triggerall = !inguarddist
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 99
trigger1 = (enemynear(var(58)),stateno!=[120,159])
trigger1 = p2bodydist x = [70,80]
trigger1 = (var(59)=[4,5])||(var(59))*250
trigger2 = (enemynear(var(58)),stateno=[120,159])
trigger2 = p2bodydist x = [65,80]
trigger2 = random<= 200

;===========================================================================
; (Throw,Dash,Jump,Walk,Backstep etc..)
;===========================================================================

[State -3, S-jump]
type = ChangeState
value = 42
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = P2Statetype != L
Triggerall = P2Statetype != A
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 99
triggerall = p2bodydist x = [70,130]
trigger1 = P2statetype = C
trigger1 = P2movetype = A
trigger1 = enemynear(var(58)),hitdefattr = SCA,NA
trigger1 = random<= 300
trigger2 = !inguarddist
trigger2 = p2bodydist x = [70,130]
trigger2 = random<= 15
trigger3 = P2statetype = C
trigger3 = inguarddist
trigger3 = p2bodydist x = [70,130]
trigger3 = random<= 200
trigger4 = P2movetype=A
trigger4 = EnemyNear(var(58)),NumProj || EnemyNear(var(58)),HitDefAttr = SC,NP,SP 
trigger4 = random <= 200

[State -3, SH-jump]
type = ChangeState
value = 43
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = P2Statetype != L
Triggerall = P2Statetype != A
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 99
triggerall = p2bodydist x = [130,210]
trigger1 = P2statetype = C
trigger1 = P2movetype = A
trigger1 = enemynear(var(58)),hitdefattr = SCA, NA
trigger1 = random<= 300
trigger2 = !inguarddist
trigger2 = random<= 25
trigger3 = P2statetype = C
trigger3 = inguarddist
trigger3 = random<= 200
trigger4 = P2movetype=A
trigger4 = EnemyNear(var(58)),NumProj || EnemyNear(var(58)),HitDefAttr = SC,NP,SP 
trigger4 = random <= 300

[State -3, B-SH-jump]
type = ChangeState
value = 46
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = !(TeamMode = simul)
triggerall = statetype != A
triggerall = P2Statetype != L
triggerall = P2Statetype != A
triggerall = P2movetype != H
triggerall = P2movetype != A
triggerall = !enemynear(var(58)),numproj
triggerall = !inguarddist
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 99
trigger1 = p2bodydist x = [0,130]
trigger1 = random <= 70
trigger2 = P2Statetype = L
trigger2 = p2bodydist x <= 120
trigger2 = random <= 20

[State -3, H-jump]
type = ChangeState
value = 44
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2Statetype != L
triggerall = P2movetype != H
triggerall = !inguarddist
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 99
trigger1 = p2bodydist x >= 210
trigger1 = random <= 25
trigger2 = p2bodydist x >= 210
trigger2 = P2movetype=A
trigger2 = EnemyNear(var(58)),NumProj || EnemyNear(var(58)),HitDefAttr = SC,NP,SP 
trigger2 = random <= 300
trigger3 = (helper(20000),RootDist X < 180 && facing = 1)||(helper(25000),RootDist X < 180 && facing = -1)
trigger3 = p2bodydist x <= 120
trigger3 = random <= 250
trigger4 = p2bodydist x >= 210
trigger4 = NumProjID(1000) > 0
trigger4 = Random=[200,250]

[State -3, H-jump]
type = ChangeState
value = 45
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2Statetype != L
triggerall = P2movetype != H
triggerall = P2movetype != A
triggerall = !enemynear(var(58)),numproj
triggerall = !inguarddist
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 99
trigger1 = (helper(20000),RootDist X < 140 && facing = -1)||(helper(25000),RootDist X < 140 && facing = 1)
trigger1 = p2bodydist x <= 120
trigger1 = random <= 200
trigger2 = !(TeamMode = simul)
trigger2 = p2bodydist x <= 90
trigger2 = random <= 10

[State -3, V֒]
type = ChangeState
value = 1700
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = (backedgebodydist <= 10)||(frontedgebodydist <= 10)
Triggerall = P2Statetype != L
triggerall = ctrl || (stateno=[120,149])
triggerall = P2BodyDist X = [-160,160]
triggerall = pos y <= -50
trigger1 = random <= (var(59))*250

[State -3, z]
type = ChangeState
value = 2000
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = power >= 1000
triggerall = statetype != A
triggerall = !inguarddist
triggerall = !enemynear(var(58)),numproj
triggerall = (enemynear(var(58)),movetype != H)||(enemynear(var(58)),stateno = [120,159])||(TeamMode = simul)
triggerall = (EnemyNear(var(58)),StateNo != [5100,5299]) && !fvar(27)
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 99
triggerall = P2dist X>0
triggerall = p2bodydist x = [10,80+EnemyNear(var(58)),vel X*9]
triggerall = p2bodydist y >= -50-EnemyNear(var(58)),vel Y*9
trigger1 = random <= 25||(p2life<500&&random <=50)||(p2life<300&&random <=100)||(p2life<200&&random <=500)||(Power>=3000&&random <=200)
trigger2 = (TeamMode = simul)
trigger2 = p2statetype != A
Trigger2 = Partner,Alive
Trigger2 = Partner,MoveType=A
Trigger2 = !(Partner,HitDefAttr = SCA,AT)
trigger2 = random <=30

[State -3, V]
type = ChangeState
value = 1500
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = !inguarddist
triggerall = !enemynear(var(58)),numproj
triggerall = (enemynear(var(58)),movetype != H)||(enemynear(var(58)),stateno = [120,159])||(TeamMode = simul)
triggerall = (EnemyNear(var(58)),StateNo != [5100,5299]) && !fvar(27)
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 99
trigger1 = p2bodydist x = [50,140]
trigger1 = p2bodydist y >= -120-EnemyNear(var(58)),vel Y*5
trigger1 = random <= 5||(p2life<200&&random <=15)||(p2life<100&&random <=50)||(Power>=3000&&random<=100)
trigger2 = P2Statetype = A
trigger2 = P2movetype = H
trigger2 = ProjGuardedTime(1000)!= -1 && ProjGuardedTime(1000) < 15
trigger2 = p2bodydist x <= 180
trigger2 = var(59)=5||(var(59)=4&&Random<=500)||Random<=100
Trigger3 = (TeamMode = simul)
trigger3 = p2bodydist x = [0,140]
trigger3 = p2bodydist y >= -120-EnemyNear(var(58)),vel Y*5
Trigger3 = Partner,Alive
Trigger3 = Partner,MoveType=H
Trigger3 = MoveType!=A
Trigger3 = !(enemynear(var(58)),HitDefAttr = SCA,AT)
Trigger3 = EnemyNear(var(58)),StateType!=L
Trigger3 = EnemyNear(var(58)),MoveType=A
Trigger3 = Random<=100

[State -3, O]
type = ChangeState
value = 1300
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2Statetype != L
triggerall = !inguarddist
triggerall = !enemynear(var(58)),numproj
triggerall = (EnemyNear(var(58)),StateNo != [5100,5299]) && !fvar(27)
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 99
trigger1 = (P2Statetype = S)||(P2Statetype = C)
trigger1 = p2bodydist x >= 200
trigger1 = random <= 15
trigger2 = p2bodydist x >= 200
trigger2 = NumProjID(1000) > 0
trigger2 = Random<=10
trigger3 = (P2Statetype = S)||(P2Statetype = C)
trigger3 = P2movetype = H
trigger3 = ProjGuardedTime(1000)!= -1 && ProjGuardedTime(1000) < 15
trigger3 = Random<=10

[State -3, וX]
type = ChangeState
value = 1100
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2Statetype != L
triggerall = !inguarddist
triggerall = !enemynear(var(58)),numproj
triggerall = (EnemyNear(var(58)),StateNo != [5100,5299]) && !fvar(27)
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 99
trigger1 = p2bodydist x >= 200
trigger1 = Random=[15,50]
trigger2 = p2bodydist x >= 200
trigger2 = NumProjID(1000) > 0
trigger2 = Random=[10,60]
trigger3 = EnemyNear(var(58)),Vel Y < 0
Trigger3 = P2Statetype = A
trigger3 = p2bodydist x >= 220
trigger3 = (var(59)=5&&Random<=400)||(var(59)=4&&Random<=300)||Random<=200
trigger4 = P2Statetype = A
trigger4 = (P2movetype != H)||(p2stateno = [120,159])
trigger4 = EnemyNear(var(58)),Vel X < 0
trigger4 = (var(59)=5&&Random<=400)||(var(59)=4&&Random<=300)||Random<=150
trigger4 = p2bodydist x >= 100
trigger4 = EnemyNear(var(58)),pos y <-30
trigger5 = P2Statetype = A
trigger5 = P2movetype = H
trigger5 = ProjGuardedTime(1000)!= -1 && ProjGuardedTime(1000) < 15
trigger5 = p2bodydist x >= 150
trigger5 = var(59)=5||(var(59)=4&&Random<=500)||Random<=200
trigger6 = (P2Statetype = S)||(P2Statetype = C)
trigger6 = P2movetype = H
trigger6 = ProjGuardedTime(1000)!= -1 && ProjGuardedTime(1000) < 15
trigger6 = Random=[10,40]
trigger7 = (TeamMode = simul)
trigger7 = P2Statetype = A
trigger7 = (enemynear(var(58)),movetype = H)||(enemynear(var(58)),stateno = [120,159])
Trigger7 = Partner,Alive
Trigger7 = Partner,MoveType=A
Trigger7 = !(Partner,HitDefAttr = SCA,AT)
trigger7 = random <=250

[State -3, g]
type = ChangeState
value = 1400
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2Statetype != A
triggerall = P2Statetype != L
triggerall = !inguarddist
triggerall = !enemynear(var(58)),numproj
triggerall = (EnemyNear(var(58)),StateNo != [5100,5299]) && !fvar(27)
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 99
triggerall = p2bodydist x >= 200
trigger1 = P2movetype = H
trigger1 = ProjGuardedTime(1000)!= -1 && ProjGuardedTime(1000) < 15
trigger1 = Random=[40,80]
trigger2 = p2bodydist x >= 200
trigger2 = NumProjID(1000) > 0
trigger2 = Random=[60,90]

[State -3, e]
type = ChangeState
value = 1200
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2Statetype != L
triggerall = !inguarddist
triggerall = !enemynear(var(58)),numproj
triggerall = (EnemyNear(var(58)),StateNo != [5100,5299]) && !fvar(27)
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 99
triggerall = (P2Statetype != A)||((P2Statetype = A)&&EnemyNear(var(58)),Vel Y > 0)
triggerall = p2bodydist x >= 190
trigger1 = Random<=120
Trigger2 = (TeamMode = simul)
trigger2 = p2bodydist y >= -60
Trigger2 = Partner,Alive
Trigger2 = Partner,MoveType=H
Trigger2 = MoveType!=A
Trigger2 = !(enemynear(var(58)),HitDefAttr = SCA,AT)
Trigger2 = EnemyNear(var(58)),StateType!=L
Trigger2 = EnemyNear(var(58)),MoveType=A
Trigger2 = Random<=250

[State -3, Throw]
type = ChangeState
value = 800
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2movetype != H
Triggerall = P2Statetype != L
Triggerall = P2Statetype != A
triggerall = (EnemyNear(var(58)),StateNo != [5100,5299]) && !fvar(27)
triggerall = (enemyNear(var(58)),vel X=[-3,3])||(enemyNear(var(58)),vel X=0)
triggerall = !inguarddist
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 99
trigger1 = floor(EnemyNear(var(58)),GetHitVar(hittime))<0 || EnemyNear(var(58)),ctrl
trigger1 = p2bodydist x < 30 && P2dist X>0
trigger1 = var(59)=5||(var(59)=4&&Random<=500)||Random<=250
trigger2 = P2stateno = 52 
trigger2 = p2bodydist x < 30 && P2dist X>0
trigger2 = var(59)=5||(var(59)=4&&Random<=500)||Random<=250

[State -3, Dash]
type = ChangeState
value = 98
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = !inguarddist
triggerall = !enemynear(var(58)),numproj
triggerall = stateno != [98,100]
triggerall = prevstateno != [98,100]
triggerall = ctrl || stateno = 21 || stateno = 22 
trigger1 = enemynear(var(58)),statetype != L
trigger1 = P2BodyDist X >= 220
trigger1 = random <= 250
trigger2 = enemynear(var(58)),statetype != L
trigger2 = P2BodyDist X = [120,220]
trigger2 = random <= 200
trigger3 = enemynear(var(58)),statetype != L
trigger3 = P2BodyDist X = [60,120]
trigger3 = random <= 150
trigger4 = enemynear(var(58)),statetype != L
trigger4 = (p2statetype = S) || (p2statetype = C)
trigger4 = p2movetype = H
trigger4 = enemynear(var(58)),StateNo!=[120,159]
trigger4 = enemynear(var(58)),stateno != [5050,5210]
trigger4 = p2bodydist X <= 120
trigger4 = Random <= 300
trigger5 = enemynear(var(58)),statetype != L
trigger5 = (p2statetype = S) || (p2statetype = C)
trigger5 = p2movetype = H
trigger5 = enemynear(var(58)),StateNo =[120,159]
trigger5 = enemynear(var(58)),stateno != [5050,5210]
trigger5 = p2bodydist X = [60,120]
trigger5 = Random <= 100
trigger6 = p2stateno != 5120
trigger6 = (helper(20000),RootDist X < 350 && facing = 1)||(helper(25000),RootDist X < 350 && facing = -1)
trigger6 = (enemynear(var(58)),statetype=L)||(p2stateno=[5100,5109])||(p2stateno=5101)||(p2stateno=5110)||(p2stateno=806)
trigger6 = P2BodyDist X = [100,180]
trigger6 = Random <= 300
trigger7 = P2BodyDist X >= 220
trigger7 = random <= 50

[State -3, Walk-Fwd]
type = ChangeState
value = 21
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = !inguarddist
triggerall = stateno != [98,100]
triggerall = prevstateno != [98,100]
triggerall = ctrl || stateno = 22
triggerall = frontedgebodydist > 0
trigger1 = p2bodydist x = [200,300]
trigger1 = random <= 200
trigger2 = p2bodydist x = [120,200]
trigger2 = random <= 150
trigger3 = enemynear(var(58)),statetype != L
trigger3 = enemynear(var(58)),stateno != [5110,5120]
trigger3 = p2bodydist x = [0,120]
trigger3 = random <= 100
trigger4 = enemynear(var(58)),stateno = [120,155]
trigger4 = p2bodydist x <= 100
trigger4 = random <= 300
trigger5 = enemynear(var(58)),statetype = L
trigger5 = p2bodydist x >= 80
trigger5 = random <= 300

[State -3,Walk-Back]
type = ChangeState
value = 22
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = !inguarddist
triggerall = stateno != [98,100]
triggerall = prevstateno != [98,100]
triggerall = ctrl || stateno = 21
triggerall = backedgebodydist > 0
trigger1 = p2bodydist x = [100,160]
trigger1 = random <= 5
trigger2 = p2bodydist x = [-5,100]
trigger2 = random <= 10
trigger3 = enemynear(var(58)),statetype = L
trigger3 = p2bodydist x <= 50
trigger3 = random <= 999

[State -3, Back-Step]
Type = ChangeState
Value = 105
triggerall = var(59)>0
triggerall = StateType != A
triggerall = p2statetype != A
triggerall = EnemyNear(var(58)),StateType != L
triggerall = EnemyNear(var(58)),MoveType != H
triggerall = EnemyNear(var(58)),MoveType != A
triggerall = stateno != [98,99]
triggerall = prevstateno != [98,99]
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 99
triggerall = backedgebodydist > 60
triggerall = !enemynear(var(58)),numproj
trigger1 = p2bodydist x = [60,155]
trigger1 = random <= 25

;===========================================================================
; ΋
;===========================================================================

[State -3, V]
type = ChangeState
value = 1500
triggerall = (var(59)=[3,5])
triggerall = !(enemynear(var(58)),stateno=var(54))||var(54)=0
triggerall = !(enemynear(var(58)),stateno=var(55))||var(55)=0
Triggerall = Roundstate = 2
Triggerall = Statetype != A
triggerall = P2StateType != L
triggerall = P2StateType = A
triggerall = !enemynear(var(58)),numproj
triggerall = (P2movetype != H)||(p2stateno = [120,159])
triggerall = (EnemyNear(var(58)),StateNo != [5100,5299]) && !fvar(27)
triggerall = !inguarddist
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 99
Triggerall = (P2BodyDist X = [-10,150+EnemyNear(var(58)),vel X*5]) 
triggerall = p2bodydist y = [-100-floor(5*(enemynear(var(58)),vel y)+(5*(5+1)/2)*fvar(20)),-20-floor(5*(enemynear(var(58)),vel y)+(5*(5+1)/2)*fvar(20))]
trigger1 = var(59)=5||(var(59)=4&&Random<=100)||(var(59)=3&&Random<=10)

;===========================================================================
; i
;===========================================================================

[State -3, UE]
Type = ChangeState
value = 250
triggerall = var(59)>0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = p2statetype != L
triggerall = p2statetype != A
triggerall = p2movetype != A
triggerall = !inguarddist
triggerall = !enemynear(var(58)),numproj
triggerall = (EnemyNear(var(58)),StateNo != [5100,5299]) && !fvar(27)
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 99
triggerall = p2StateType=C
TriggerAll = P2MoveType != A||P2stateno=[120,159]
trigger1 = P2BodyDist X =[40,60]
trigger1 = Random <= 250

;===========================================================================
; 
;===========================================================================

[State -3, CLP]
type = ChangeState
value = 400
triggerall = var(59)>0
triggerall = (EnemyNear(var(58)),StateNo != [5100,5299]) && !fvar(27)
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = !inguarddist
triggerall = !enemynear(var(58)),numproj
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 99
trigger1 = p2bodydist x <= 42
trigger1 = P2bodydist y >= -15-EnemyNear(var(58)),vel Y*4
trigger1 = random <= 350
trigger2 = p2bodydist x = [42,70]
trigger2 = P2bodydist y >= -15-EnemyNear(var(58)),vel Y*4
trigger2 = random <= 150

[State -3, SLK]
type = ChangeState
value = 230
triggerall = var(59)>0
triggerall = (EnemyNear(var(58)),StateNo != [5100,5299]) && !fvar(27)
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = P2statetype != L
triggerall = P2statetype != A
triggerall = P2movetype != H
triggerall = !inguarddist
triggerall = !enemynear(var(58)),numproj
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 99
triggerall = random = [150,250]
triggerall = P2dist X > 0
Trigger1 = P2BodyDist X = [42,50]

[State -3, UE]
type = ChangeState
value = 250
triggerall = var(59)>0
triggerall = (EnemyNear(var(58)),StateNo != [5100,5299]) && !fvar(27)
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = P2statetype != L
triggerall = P2statetype != A
triggerall = P2movetype != H
triggerall = !inguarddist
triggerall = !enemynear(var(58)),numproj
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 99
triggerall = random <= 150
triggerall = P2dist X > 0
Trigger1 = P2BodyDist X = [50,60]

[State -3, HK]
type = ChangeState
value = 450
triggerall = var(59)>0
triggerall = (EnemyNear(var(58)),StateNo != [5100,5299]) && !fvar(27)
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = P2statetype != L
triggerall = P2statetype != A
triggerall = P2movetype != H
triggerall = !inguarddist
triggerall = !enemynear(var(58)),numproj
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 99
triggerall = random = [150,220]
triggerall = P2dist X > 0
Trigger1 = P2BodyDist X = [50,60]

[State -3, ND]
type = ChangeState
value = 290
triggerall = var(59)>0
triggerall = (EnemyNear(var(58)),StateNo != [5100,5299]) && !fvar(27)
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = !inguarddist
triggerall = !enemynear(var(58)),numproj
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 99
triggerall = random <= 300
triggerall = P2dist X > 0
Trigger1 = P2BodyDist X = [50,78]
trigger1 = P2bodydist y >= -10-EnemyNear(var(58)),vel Y*7

;===========================================================================
; 󒆗
;===========================================================================

[State -3, AHK]
type = ChangeState
value = 640
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = ctrl||(stateno=[120,149])
triggerall = enemynear(var(58)),statetype != L
triggerall = stateno != [105,106]
triggerall = (enemynear(var(58)),statetype != A && vel y >= 0)
triggerall = P2BodyDist X = [-35,55+floor(4*(enemynear(var(58)),vel X)+floor(4*vel X))]
triggerall = p2bodydist y = [-20,58-floor(4*(enemynear(var(58)),vel y)+(4*(4+1)/2)*fvar(20)-4*(vel y)-(4*(4+1)/2)*0.56)]
trigger1 = random <= (var(59))*250

[State -3, AND]
type = ChangeState
value = 690
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = ctrl||(stateno=[120,149])
triggerall = enemynear(var(58)),statetype != L
triggerall = stateno != [105,106]
triggerall = enemynear(var(58)),statetype = A
triggerall = p2bodydist x = [20+floor(15*(enemynear(var(58)),vel x)+15*(vel x)),80+floor(15*(enemynear(var(58)),vel x)+15*(vel x))]
triggerall = p2bodydist y = [-40-floor(15*(enemynear(var(58)),vel y)+(15*(15+1)/2)*fvar(20)-15*(vel y)-(15*(15+1)/2)*0.56),37-floor(15*(enemynear(var(58)),vel y)+(15*(15+1)/2)*fvar(20)-15*(vel y)-(15*(15+1)/2)*0.56)]
trigger1 = random <= (var(59))*250

[State -3, AND]
type = ChangeState
value = 690
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = ctrl||(stateno=[120,149])
triggerall = enemynear(var(58)),statetype != L
triggerall = !inguarddist
triggerall = !enemynear(var(58)),numproj
triggerall = stateno != [105,106]
trigger1 = (helper(20000),RootDist X > 180 && facing = -1)||(helper(25000),RootDist X > 180 && facing = 1)
trigger1 = vel X <= 0||(vel X <= 0 && vel y >= -1)
trigger1 = random <= (var(59))*250

;===========================================================================
; AIsLq_END
;===========================================================================


;===========================================================================
; AINpwp[(CPUN)
;===========================================================================
[StateDef 11000]
anim=0
ctrl=0

[State 825]
type = assertspecial
trigger1 = 1
flag = invisible
flag2= noshadow

[State 825]
type = nothitby
trigger1 = 1
value = SCA

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

[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"
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"
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"

[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"
var(59)=1

;===========================================================================
; ʍE[wp[
;===========================================================================
;Xe[WE[op
[Statedef 20000]
Type = A
Ctrl = 0
Anim = 0
Velset = -10,0
Movetype = I
Physics = N
Sprpriority = 1

[State 20000]
type = assertspecial
trigger1 = 1
flag = invisible
flag2= noshadow

[State 20000]
type = nothitby
trigger1 = 1
value = SCA

[State 20000,ԈႢŖ{̂痧ֈڍs]
type=selfstate
trigger1=!ishelper
value=0

[State 20000]
type = Projectile
Trigger1 = time = 0
velocity = -10,0
projID = 20001
projhits = 9999
projpriority = 9999
projanim = 0
offset = 0,0
projstagebound = 0
Projedgebound = 100000
projremove = 0
Projremovetime = -1
supermovetime = 9999
pausemovetime = 9999

[State 20000]
type = velset
Trigger1 = Root,NumProjID(20001) = 0
Trigger1 = time > 0
x = 0
y = 0

;Xe[W[op
[Statedef 25000]
Type = A
Ctrl = 0
Anim = 0
Velset = -10,0
Movetype = I
Physics = N
Sprpriority = 1

[State 25000]
type = assertspecial
trigger1 = 1
flag = invisible
flag2= noshadow

[State 25000]
type = nothitby
trigger1 = 1
value = SCA

[State 25000,ԈႢŖ{̂痧ֈڍs]
type=selfstate
trigger1=!ishelper
value=0

[State 25000]
type = Projectile
Trigger1 = time = 0
velocity = -10,0
projID = 20002
projhits = 9999
projpriority = 9999
projanim = 0
offset = 0,0
projstagebound = 0
Projedgebound = 100000
projremove = 0
Projremovetime = -1
supermovetime = 9999
pausemovetime = 9999

[State 25000]
type = velset
Trigger1 = Root,NumProjID(20002) = 0
Trigger1 = time > 0
x = 0
y = 0





