[Statedef -3]

;===========================================================================
; 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,V52 = %d,V57 = %d"
params = var(59),Var(50),Var(51),Var(52),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 = null;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

;߂Ήwp[
[State -3]
Type = helPer
Trigger1 = !NumHelper(35000+ID)
HelPerType = normal
Name = "mekuri"
StateNo = 35000
ID = 35000+ID
OwnPal = 1
pos = 0, 0
postype = p1
facing = -1
PauseMoveTime = 99999999
SuperMoveTime = 99999999
IgnoreHitPause = 1

[State -3]
type = changestate
Trigger1 = IsHelper
Trigger1 = IsHelper(35000+root,ID)
Trigger1 = StateNo != 35000
value = 35000


;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, ALP,AHK]
type = varset
triggerall = var(59)>0
trigger1 = enemynear(var(58)),statetype = A
trigger1 = stateno = 605||stateno = 635
trigger1 = movehit
var(56) = 1

[State -3, ALP,AHKH-Reset]
type = varset
triggerall = var(59)>0
triggerall = var(56) = 1
trigger1 = movetype = H
trigger2 = enemynear(var(58)),movetype = A
Trigger3 = enemynear(var(58)),stateno = 52
Trigger4 = enemynear(var(58)),stateno = [200,699]
trigger5 = stateno = 410 || stateno = 3000
trigger6 = enemynear(var(58)),statetype = S
trigger7 = enemynear(var(58)),statetype = C
var(56) = 0

[State -3, T[ysbg]
type = varset
triggerall = var(59)>0
trigger1 = stateno = 1200 && movehit
trigger1 = (enemynear(var(58)),stateno!=[120,159])
trigger1 = enemynear(var(58)),movetype = H
var(57) = 1

[State -3, T[ysbgH-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 = 230||stateno = 240||stateno = 250||stateno = 260||stateno = 400||stateno = 410
trigger5 = stateno = 2000||stateno = 2010||stateno = 2100||stateno = 2110
var(57) = 0

[State -3, K[fBA}[V[2000,2100]
type = varset
triggerall = var(59)>0
trigger1 = stateno = 2000 || stateno = 2100
trigger1 = (enemynear(var(58)),stateno!=[120,159])
trigger1 = enemynear(var(58)),movetype = H
trigger2 = stateno = 2000 || stateno = 2100
trigger2 = enemynear(var(58)),statetype = A
var(57) = 2

[State -3, K[fBA}[V[2000,2100H-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 = stateno = 230||stateno = 240||stateno = 250||stateno = 260||stateno = 400||stateno = 410
var(57) = 0

[State -3, K[fBA}[V[2010,2110]
type = varset
triggerall = var(59)>0
trigger1 = stateno = 2010 || stateno = 2110
trigger1 = (enemynear(var(58)),stateno!=[120,159])
trigger1 = enemynear(var(58)),movetype = H
trigger2 = stateno = 2010 || stateno = 2110
trigger2 = enemynear(var(58)),statetype = A
var(57) = 3

[State -3, K[fBA}[V[2010,2110H-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 = stateno = 230||stateno = 240||stateno = 250||stateno = 260||stateno = 400||stateno = 410
var(57) = 0

[State -3, Xl[Nz[hւ̌q]
type = varset
triggerall = var(59)>0
trigger1 = stateno = 810||stateno = 1160||stateno = 1310
var(57) = 4

[State -3, Reset]
type = varset
triggerall = var(59)>0
triggerall = var(57) = 4
trigger1 = movetype = H
trigger2 = enemynear(var(58)),movetype = A
Trigger3 = enemynear(var(58)),ctrl = 1
trigger4 = stateno = 1010||stateno = 1020||stateno = 1030
var(57) = 0

;TAG
[State -2, TAG]
Type = Varset
Trigger1 = var(59) > 0
Trigger1 = TeamMode = Simul
var(58) = IfElse((!EnemyNear,Alive && NumEnemy = 2),1,0)

;===========================================================================
; Ds
;===========================================================================

[State 5050, RECOVER_1] 
type = ChangeState
value = 5200 
triggerall = var(59)>0 
triggerall = Roundstate = 2
triggerall = Stateno = 5050
triggerall = Pos Y<-20&&Vel Y>0
triggerall = alive
triggerall = CanRecover
triggerall = P2BodyDist X >= 100
trigger1 = Random <=var(59) * 150

[State -3, RECOVER_2]
type = ChangeState
value = 5210 
triggerall = (var(59)=[3,4])
triggerall = Roundstate = 2
triggerall = Stateno = 5050
triggerall = Pos Y<-20&&Vel Y>0
triggerall = Alive
triggerall = CanRecover
trigger1 = inguarddist
trigger1 = Random <=var(59) * 150

[State -3, Xl[Nz[h]
Type = ChangeState
Value = 1010
triggerall = var(59)>2
triggerall = var(57)=4
triggerall = StateType != A
triggerall = NumHelper(1000) = 0
triggerall = roundstate=2
triggerall = ctrl||stateno=21||stateno=22||(Stateno=200&&time>7&&Ctrl)||(Stateno=400&&time>5&&Ctrl)
triggerall = (P2dist X>0)&&(P2BodyDist X >= 70)
triggerall = FrontEdgeBodyDist >= 110
triggerall = Random<=var(59)*200
trigger1 = EnemyNear(var(58)),StateNo = 5020
trigger2 = EnemyNear(var(58)),StateNo = 5035
trigger3 = EnemyNear(var(58)),StateNo = 5100
trigger4 = EnemyNear(var(58)),StateNo = 5101
trigger5 = stateno = 810 && animtime = 0
trigger6 = stateno = 1160 && animtime = 0
trigger7 = stateno = 1320 && animtime = 0
trigger8 = P2stateno = 812||P2stateno = 1322

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

[State -3, K[fBA}[V[2000]
Type = ChangeState
Value = 2000
triggerall = var(59)>0
triggerall = var(57)=[1,3]
triggerall = roundstate = 2
triggerall = power >= 1000
triggerall = statetype != A
triggerall = EnemyNear(var(58)),statetype = A
triggerall = EnemyNear(var(58)),movetype = H
triggerall = ctrl || stateno = 21 || stateno = 22 
triggerall = (var(59)=[4,5])||(random <= (var(59))*150)
trigger1 = P2BodyDist X <= 55
Trigger1 = P2BodyDist Y >= -150-floor(15*(enemynear(var(58)),vel Y)+(15*(15+1)/2)*fvar(20))

[State -3, ND]
Type = ChangeState
Value = 240
triggerall = var(59)>0
triggerall = var(57)=2
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = EnemyNear(var(58)),statetype = A
triggerall = EnemyNear(var(58)),movetype = H
triggerall = ctrl || stateno = 21 || stateno = 22 
triggerall = (var(59)=[4,5])||(random <= (var(59))*150)
trigger1 = P2BodyDist X <= 68
Trigger1 = P2BodyDist Y >= -100-floor(14*(enemynear(var(58)),vel Y)+(14*(14+1)/2)*fvar(20))

[State -3, SHK]
Type = ChangeState
Value = 230
triggerall = var(59)>0
triggerall = var(57)=[1,3]
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = EnemyNear(var(58)),statetype = A
triggerall = EnemyNear(var(58)),movetype = H
triggerall = ctrl || stateno = 21 || stateno = 22 
triggerall = (var(59)=[4,5])||(random <= (var(59))*150)
trigger1 = P2BodyDist X <= 78
Trigger1 = P2BodyDist Y >= -55-floor(11*(enemynear(var(58)),vel Y)+(11*(11+1)/2)*fvar(20))

[State -3, Dash]
Type = ChangeState
Value = 99
triggerall = var(59)>0
triggerall = var(57)=[1,3]
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),movetype = H
triggerall = ctrl || stateno = 21 || stateno = 22 
triggerall = (var(59)=[4,5])||(random <= (var(59))*150)
trigger1 = P2BodyDist X >= 78

[State -3, DHK]
Type = ChangeState
Value = 260
triggerall = var(59)>0
triggerall = var(57)=[1,3]
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),movetype = H
triggerall = stateno = 99 || stateno = 100
triggerall = (var(59)=[4,5])||(random <= (var(59))*150)
trigger1 = P2BodyDist X <= 100
Trigger1 = P2BodyDist Y >= -80-floor(11*(enemynear(var(58)),vel Y)+(11*(11+1)/2)*fvar(20))

[State -3, CWRrl[Vn]
type = ChangeState
value = 3000
Triggerall = (var(59)=[3,5])
triggerall = var(56)=1
Triggerall = Roundstate = 2
Triggerall = Statetype != A
Triggerall = EnemyNear(var(58)),Statetype != L
Triggerall = EnemyNear(var(58)),Statetype = A
Triggerall = P2BodyDist X <= 50
Triggerall = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 14 + Enemynear(var(58)),GetHitVar(YAccel) * 105) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-50, 0]
Triggerall = (var(59)=[4,5])||var(59)=3&&Random<=333
trigger1 = (helper(20000),RootDist X < 90 && facing = 1)||(helper(25000),RootDist X < 90 && facing = -1)
Trigger1 = Stateno = 410 && Movehit && animtime = 0
trigger2 = (helper(20000),RootDist X < 90 && facing = 1)||(helper(25000),RootDist X < 90 && facing = -1)
Trigger2 = Stateno = 200 && Moveguarded && animtime = 0
Trigger3 = PrevStateno = 410
trigger3 = ctrl || stateno = 21 || stateno = 22 || stateno = 0

[State -3, CHP]
type = ChangeState
value = 410
Triggerall = (var(59)=[3,5])
triggerall = var(56)=1
Triggerall = Roundstate = 2
Triggerall = Statetype != A
Triggerall = EnemyNear(var(58)),Statetype != L
Triggerall = EnemyNear(var(58)),Statetype = A
triggerall = P2dist X > 0
Triggerall = P2BodyDist X <= 38
Triggerall = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 5 + Enemynear(var(58)),Const(Movement.YAccel) * 15) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-85, 0]
triggerall = ctrl || stateno = 21 || stateno = 22 
trigger1 = (var(59)=[4,5])||var(59)=3&&Random<=333

;===========================================================================
; DAgLq(ډ.q)
;===========================================================================

[State -3, K]
type = ChangeState
value = 500
Triggerall = (var(59)=[4,5])
Triggerall = Roundstate = 2
Triggerall = Statetype != A
Triggerall = EnemyNear(var(58)),Statetype != L
Triggerall = EnemyNear(var(58)),Statetype != A
Triggerall = P2BodyDist X <= 25
Triggerall = var(59)=5&&Random<=500||var(59)=4&&Random<=300
Trigger1 = Stateno = 200 ||Stateno = 400 || Stateno = 410 || Stateno = 420
Trigger1 = Moveguarded

[State -3, t@VlCVV[v()]
type = ChangeState
value = 1300
Triggerall = (var(59)=[4,5])
Triggerall = Roundstate = 2
Triggerall = Statetype != A
Triggerall = EnemyNear(var(58)),Statetype != L
Triggerall = EnemyNear(var(58)),Statetype != A
Triggerall = P2MoveType = H
Triggerall = P2Dist x > 0
Triggerall = P2BodyDist X <= 7
triggerall = enemynear(var(58)),vel X = 0||(EnemyNear(var(58)),vel X =[-1,1])
Triggerall = (var(59)=[4,5])||var(59)=3&&Random<=100
Trigger1 = Stateno = 205 || Stateno = 225 || Stateno = 400 || Stateno = 410
Trigger1 = Moveguarded
Trigger2 = Stateno = 500 
Trigger2 = Moveguarded

[State -3, CWRrl[Vn]
type = ChangeState
value = 3000
Triggerall = (var(59)=[3,5])
Triggerall = Roundstate = 2
Triggerall = Statetype != A
Triggerall = enemynear(var(58)),Statetype != L
Triggerall = enemynear(var(58)),Statetype = A
Triggerall = P2BodyDist X <= 50
Triggerall = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 14 + Enemynear(var(58)),GetHitVar(YAccel) * 105) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-50, 0]
Triggerall = (var(59)=[4,5])||var(59)=3&&Random<=333
trigger1 = (helper(20000),RootDist X < 90 && facing = 1)||(helper(25000),RootDist X < 90 && facing = -1)
Trigger1 = Stateno = 410 && Movehit && animtime = 0
trigger2 = (helper(20000),RootDist X < 90 && facing = 1)||(helper(25000),RootDist X < 90 && facing = -1)
Trigger2 = stateno = 200 && moveguarded && time >= 7
Trigger3 = PrevStateno = 200 || PrevStateno = 410 
trigger3 = ctrl || stateno = 21 || stateno = 22 || stateno = 0

[State -3, CHP]
type = ChangeState
value = 410
Triggerall = (var(59)=[3,5])
Triggerall = Roundstate = 2
Triggerall = Statetype != A
Triggerall = enemynear(var(58)),Statetype != L
Triggerall = P2BodyDist X <= 38
Triggerall = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 5 + Enemynear(var(58)),GetHitVar(YAccel) * 15) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-85, 0]
Triggerall = (var(59)=[4,5])||var(59)=3&&Random<=333
Trigger1 = Stateno = 205 || Stateno = 410
Trigger1 = Movehit
Trigger1 = animtime = 0
Trigger2 = P2Statetype = A
Trigger2 = Stateno = 205 || Stateno = 410 
Trigger2 = Moveguarded
Trigger2 = animtime = 0
Trigger3 = stateno = 200 && movehit && time >= 7
Trigger4 = P2Statetype = A
Trigger4 = stateno = 200 && moveguarded && time >= 7
Trigger5 = stateno = 400 && movehit && time >= 5
Trigger6 = Random <=100
Trigger6 = stateno = 400 && moveguarded && time >= 5
Trigger7 = P2Statetype = A
Trigger7 = stateno = 400 && moveguarded && time >= 5

[State -3, SLK]
type = ChangeState
value = 220
Triggerall = (var(59)=[3,5])
Triggerall = Roundstate = 2
Triggerall = Statetype != A
Triggerall = enemynear(var(58)),Statetype != L
Triggerall = P2BodyDist X = [38,60]
Triggerall = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 9 + Enemynear(var(58)),GetHitVar(YAccel) * 45) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-40, 0]
Triggerall = (var(59)=[4,5])||var(59)=3&&Random<=333
Trigger1 = stateno = 200 && movehit && time >= 7
Trigger2 = stateno = 400 && movehit && time >= 5

[State -3, SHP]
type = ChangeState
value = 210
Triggerall = (var(59)=[3,5])
Triggerall = Roundstate = 2
Triggerall = Statetype != A
Triggerall = enemynear(var(58)),Statetype != L
Triggerall = P2BodyDist X = [38,68]
Triggerall = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 9 + Enemynear(var(58)),GetHitVar(YAccel) * 45) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-50, 0]
Triggerall = (var(59)=[4,5])||var(59)=3&&Random<=333
Trigger1 = stateno = 200 && movehit && time >= 7
Trigger2 = stateno = 400 && movehit && time >= 5

[State -3, CLP]
type = ChangeState
value = 400
Triggerall = (var(59)=[3,5])
Triggerall = Roundstate = 2
Triggerall = Statetype != A
Triggerall = enemynear(var(58)),Statetype != L
Triggerall = P2BodyDist X = [0,32]
Triggerall = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 4 + Enemynear(var(58)),GetHitVar(YAccel) * 10) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-30, 0]
Triggerall = (var(59)=[4,5])||var(59)=3&&Random<=333
Trigger1 = Random<=300
Trigger1 = stateno = 200 && moveguarded && time >= 7
Trigger2 = Random<=300
Trigger2 = Stateno = 205
Trigger2 = Moveguarded
Trigger2 = animtime = 0
Trigger3 = stateno = 400 && moveguarded && time >= 5
Trigger4 = Stateno = 410
Trigger4 = Moveguarded
Trigger4 = animtime = 0

[State -3, CLK]
type = ChangeState
value = 420
Triggerall = (var(59)=[3,5])
Triggerall = Roundstate = 2
Triggerall = Statetype != A
Triggerall = enemynear(var(58)),Statetype != L
Triggerall = enemynear(var(58)),Statetype != A
Triggerall = P2BodyDist X = [0,45]
Triggerall = (var(59)=[4,5])||var(59)=3&&Random<=333
Trigger1 = Random<=500
Trigger1 = stateno = 200 && moveguarded && time >= 7
Trigger2 = Random<=500
Trigger2 = Stateno = 205
Trigger2 = Moveguarded
Trigger2 = animtime = 0
Trigger3 = Random<=500
Trigger3 = stateno = 400 && moveguarded && time >= 5
Trigger4 = Stateno = 410
Trigger4 = Moveguarded
Trigger4 = animtime = 0

[State -3, SLK]
type = ChangeState
value = 220
Triggerall = (var(59)=[3,5])
Triggerall = Roundstate = 2
Triggerall = Statetype != A
Triggerall = enemynear(var(58)),Statetype != L
Triggerall = P2BodyDist X > 20
Triggerall = P2BodyDist X = [45,60]
Triggerall = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 9 + Enemynear(var(58)),GetHitVar(YAccel) * 45) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-40, 0]
Triggerall = (var(59)=[4,5])||var(59)=3&&Random<=333
Trigger1 = Random<=400
Trigger1 = stateno = 200 && moveguarded && time >= 7
Trigger2 = Random<=400
Trigger2 = Stateno = 205
Trigger2 = Moveguarded
Trigger2 = animtime = 0
Trigger3 = Random<=500
Trigger3 = stateno = 400 && moveguarded && time >= 5
Trigger4 = Stateno = 410
Trigger4 = Moveguarded
Trigger4 = animtime = 0

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

[State -3, LK]
type = ChangeState
value = 500
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = roundstate=2
Triggerall = enemynear(var(58)),Statetype != L
Triggerall = enemynear(var(58)),Statetype != A
Triggerall = P2MoveType = H
trigger1 = P2BodyDist x <= 70
trigger1 = Stateno = 210 || Stateno = 220 || Stateno = 230 
trigger1 = Movehit
trigger2 = P2BodyDist x >= 32
trigger2 = Stateno = 400 && Movehit
trigger3 = P2BodyDist x >= 37
trigger3 = Stateno = 410 && Movehit
trigger4 = Stateno = 420 && Movehit

[State -3, K[fBA}[V[EP]
type = ChangeState
value = 2000
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = roundstate=2
Triggerall = enemynear(var(58)),Statetype != L
Triggerall = enemynear(var(58)),MoveType = H
triggerall = Power >= 1000
triggerall = P2life <= 200
trigger1 = P2BodyDist x <= 40
trigger1 = (stateno = 500 && AnimElemTime(9) >= 1)
trigger1 = movehit
trigger2 = P2BodyDist x <= 50
trigger2 = (helper(20000),RootDist X < 70 && facing = 1)||(helper(25000),RootDist X < 70 && facing = -1)
trigger2 = (stateno = 500 && AnimElemTime(9) >= 1)
trigger2 = movehit
Trigger3 = P2Statetype = A
trigger3 = P2BodyDist x <= 40
trigger3 = stateno = 410 && movehit

[State -3, NCbNCWRrl[Vn]
type = ChangeState
value = 3200
triggerall = var(59) > 0
triggerall = NumPartner = 0
triggerall = NumEnemy = 1
triggerall = StateType != A
triggerall = roundstate=2
Triggerall = enemynear(var(58)),Statetype != L
Triggerall = enemynear(var(58)),Statetype != A
Triggerall = enemynear(var(58)),MoveType = H
triggerall = Power >= 1000
trigger1 = P2BodyDist x <= 40
trigger1 = (helper(20000),RootDist X < 380 && facing = 1)||(helper(25000),RootDist X < 380 && facing = -1)
trigger1 = stateno = 500 && movehit && AnimElemTime(9) >= 1
trigger2 = P2BodyDist x <= 42
trigger2 = (helper(20000),RootDist X < 70 && facing = 1)||(helper(25000),RootDist X < 70 && facing = -1)
trigger2 = stateno = 500 && movehit && AnimElemTime(9) >= 1

[State -3, T[ysbg]
type = ChangeState
value = 1200
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = roundstate=2
triggerall = !(enemynear,authorname = "jin")
Triggerall = enemynear(var(58)),Statetype != L
Triggerall = enemynear(var(58)),MoveType = H
trigger1 = (helper(20000),RootDist X < 80 && facing = 1)||(helper(25000),RootDist X < 80 && facing = -1)
trigger1 = stateno = 3060 && movehit
trigger2 = stateno = 220 && moveguarded=1
trigger2 = Random<=40

[State -3, K[fBA}[V[E1H]
type = ChangeState
value = 2100
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = roundstate=2
Triggerall = enemynear(var(58)),Statetype != L
Triggerall = enemynear(var(58)),MoveType = H
triggerall = Power >= 2000
trigger1 = P2BodyDist x <= 40
trigger1 = (stateno = 500 && AnimElemTime(9) >= 1)
trigger1 = movehit
trigger2 = P2BodyDist x <= 50
trigger2 = (helper(20000),RootDist X < 70 && facing = 1)||(helper(25000),RootDist X < 70 && facing = -1)
trigger2 = (stateno = 500 && AnimElemTime(9) >= 1)
trigger2 = movehit
Trigger3 = P2Statetype = A
trigger3 = P2BodyDist x <= 40
trigger3 = stateno = 410 && movehit

[State -3, K[fBA}[V[E2H]
type = ChangeState
value = 2110
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = roundstate=2
Triggerall = enemynear(var(58)),Statetype != L
Triggerall = enemynear(var(58)),MoveType = H
triggerall = Power >= 2000
trigger1 = P2BodyDist x >= 60
trigger1 = stateno = 210 && movehit 
trigger2 = P2BodyDist x >= 55
trigger2 = stateno = 230 && movehit 
trigger3 = P2BodyDist x >= 55
trigger3 = stateno = 500 && movehit && AnimElemTime(9) >= 1
trigger3 = movehit

[State -3, K[fBA}[V[EP]
type = ChangeState
value = 2000
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = roundstate=2
Triggerall = P2Statetype != L
Triggerall = P2MoveType = H
triggerall = Power >= 1000
trigger1 = P2BodyDist x <= 40
trigger1 = (stateno = 500 && AnimElemTime(9) >= 1)||(stateno = 3060)
trigger1 = movehit
trigger2 = P2BodyDist x <= 50
trigger2 = (helper(20000),RootDist X < 70 && facing = 1)||(helper(25000),RootDist X < 70 && facing = -1)
trigger2 = (stateno = 500 && AnimElemTime(9) >= 1)||(stateno = 3060)
trigger2 = movehit
Trigger3 = P2Statetype = A
trigger3 = P2BodyDist x <= 40
trigger3 = stateno = 410 && movehit

[State -3, K[fBA}[V[E2]
type = ChangeState
value = 2010
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = roundstate=2
Triggerall = enemynear(var(58)),Statetype != L
Triggerall = enemynear(var(58)),MoveType = H
triggerall = Power >= 1000
triggerall = P2BodyDist x >= 60
trigger1 = P2BodyDist x >= 60
trigger1 = stateno = 210 && movehit 
trigger2 = P2BodyDist x >= 55
trigger2 = stateno = 230 && movehit 
trigger3 = P2BodyDist x >= 55
trigger3 = stateno = 500 && movehit && AnimElemTime(9) >= 1
trigger3 = movehit

[State -3, T[yXbV]
type = ChangeState
value = 1150
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = roundstate=2
Triggerall = enemynear(var(58)),Statetype != L
Triggerall = enemynear(var(58)),MoveType = H
trigger1 = stateno = 3060 && movehit
trigger2 = P2Statetype = A 
trigger2 = P2BodyDist x <= 50
trigger2 = stateno = 220 && movehit
trigger3 = P2Statetype = S 
trigger3 = P2BodyDist x <= 50
trigger3 = stateno = 500 && movehit && AnimElemTime(9) >= 1
trigger4 = P2Statetype = C 
trigger4 = P2BodyDist x <= 25
trigger4 = stateno = 500 && movehit && AnimElemTime(9) >= 1
trigger5 = P2Statetype = C 
trigger5 = Power <= 999
trigger5 = P2BodyDist x <= 35
trigger5 = stateno = 500 && movehit && AnimElemTime(2) = 1

[State -3, Xl[Nz[h]
type = ChangeState
value = 1000
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = roundstate=2
Triggerall = enemynear(var(58)),Statetype != L
Triggerall = enemynear(var(58)),MoveType = H
trigger1 = P2Statetype = S 
trigger1 = P2BodyDist x > 50
trigger1 = stateno = 500 && movehit && AnimElemTime(9) >= 1
trigger2 = P2Statetype = C 
trigger2 = P2BodyDist x > 25
trigger2 = stateno = 500 && movehit && AnimElemTime(9) >= 1
trigger3 = P2Statetype = C 
trigger3 = Power <= 999
trigger3 = P2BodyDist x > 35
trigger3 = stateno = 500 && movehit && AnimElemTime(2) = 1

[State -3, _bVT[ygXbV]
type = ChangeState
value = 1400
triggerall = var(59) > 0
triggerall = statetype != A
triggerall = roundstate=2
Triggerall = enemynear(var(58)),Statetype != L
Triggerall = enemynear(var(58)),MoveType = H
trigger1 = stateno = 250 || stateno = 260
trigger1 = movehit

[State -3, Xl[Nz[h]
type = ChangeState
value = 1020
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = roundstate=2
Triggerall = enemynear(var(58)),Statetype != L
Triggerall = enemynear(var(58)),MoveType = H
trigger1 = P2BodyDist x > 60
trigger1 = Stateno = 210 || Stateno = 230 
trigger1 = movehit
Trigger2 = FrontEdgeBodyDist >= 120
Trigger2 = P2Statetype = A
Trigger2 = Stateno = 210 || Stateno = 230 
Trigger2 = movehit

;===========================================================================
; d̍s
;===========================================================================

[State -3, CHP]
type = ChangeState
value = 410
triggerall = (var(59)=[3,5])
triggerall = var(57)=0
Triggerall = Roundstate = 2
Triggerall = Statetype != A
Triggerall = enemynear(var(58)),Statetype != L
triggerall = enemynear(var(58)),statetype = A
triggerall = (prevstateno=[130,159])||prevstateno=900||prevstateno=910||prevstateno=950||prevstateno=960||(prevstateno=[5000,5210])||!inguarddist||EnemyNear(var(58)),facing=facing
triggerall = !EnemyNear(var(58)),Ctrl && P2stateno>=200
triggerall = !EnemyNear(var(58)),numproj
triggerall = (EnemyNear(var(58)),StateNo != [5100,5270])
TriggerAll = EnemyNear(var(58)),AnimTime <= -5
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 0
triggerall = P2dist X > 0
Triggerall = P2BodyDist X = [0,35]
Triggerall = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 5 + Enemynear(var(58)),Const(Movement.YAccel) * 15) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-70,0]
trigger1 = (var(59)=[4,5])||var(59)=3&&Random<=333

[State -3, K[fBA}[V[E2]
type = ChangeState
value = 2010
triggerall = (var(59)=[3,5])
Triggerall = Roundstate = 2
triggerall = power >= 1000
Triggerall = Statetype != A
Triggerall = enemynear(var(58)),Statetype != L
triggerall = (prevstateno=[130,159])||prevstateno=900||prevstateno=910||prevstateno=950||prevstateno=960||(prevstateno=[5000,5210])||!inguarddist||EnemyNear(var(58)),facing=facing
triggerall = !EnemyNear(var(58)),Ctrl && P2stateno>=200
triggerall = (EnemyNear(var(58)),StateNo != [5100,5270])
triggerall = (enemyNear(var(58)),vel X=[-3,2])||(enemyNear(var(58)),vel X=0)
TriggerAll = EnemyNear(var(58)),AnimTime <= -16
triggerall = ctrl || (stateno = [120,149]) || stateno = 21 || stateno = 22 || stateno = 0
triggerall = P2dist X > 0
Triggerall = P2BodyDist X = [80,150]
trigger1 = (var(59)=[4,5])||var(59)=3&&Random<=333
trigger1 = enemynear(var(58)),MoveType=A||(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 = enemynear(var(58)),Statetype != L
triggerall = (prevstateno=[130,159])||prevstateno=900||prevstateno=910||prevstateno=950||prevstateno=960||(prevstateno=[5000,5210])||!inguarddist||EnemyNear(var(58)),facing=facing
triggerall = !EnemyNear(var(58)),Ctrl && P2stateno>=200
triggerall = (EnemyNear(var(58)),StateNo != [5100,5270])
TriggerAll = EnemyNear(var(58)),AnimTime <= -3
triggerall = ctrl || (stateno = [120,149]) || stateno = 21 || stateno = 22 || stateno = 0
triggerall = P2dist X > 0
Triggerall = P2BodyDist X = [0,32]
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]
trigger1 = (var(59)=[4,5])||var(59)=3&&Random<=333
trigger1 = Enemynear(var(58)),MoveType=A||(Enemynear(var(58)),stateno=[98,104])||(Enemynear(var(58)),stateno=[200,699])||Enemynear(var(58)),stateno=52

[State -3, CLK]
type = ChangeState
value = 420
triggerall = (var(59)=[3,5])
Triggerall = Roundstate = 2
Triggerall = Statetype != A
Triggerall = enemynear(var(58)),Statetype != L
Triggerall = enemynear(var(58)),Statetype != A
triggerall = (prevstateno=[130,159])||prevstateno=900||prevstateno=910||prevstateno=950||prevstateno=960||(prevstateno=[5000,5210])||!inguarddist||EnemyNear(var(58)),facing=facing
triggerall = !EnemyNear(var(58)),Ctrl && P2stateno>=200
triggerall = !EnemyNear(var(58)),numproj
triggerall = (EnemyNear(var(58)),StateNo != [5100,5270])
TriggerAll = EnemyNear(var(58)),AnimTime <= -4
triggerall = ctrl || (stateno = [120,149]) || stateno = 21 || stateno = 22 || stateno = 0
triggerall = P2dist X > 0
Triggerall = P2BodyDist X = [33,45]
trigger1 = (var(59)=[4,5])||var(59)=3&&Random<=333
trigger1 = Enemynear(var(58)),MoveType=A||(Enemynear(var(58)),stateno=[98,104])||(Enemynear(var(58)),stateno=[200,699])||Enemynear(var(58)),stateno=52

[State -3, SLK]
type = ChangeState
value = 220
triggerall = (var(59)=[3,5])
Triggerall = Roundstate = 2
Triggerall = Statetype != A
Triggerall = enemynear(var(58)),Statetype != L
triggerall = (prevstateno=[130,159])||prevstateno=900||prevstateno=910||prevstateno=950||prevstateno=960||(prevstateno=[5000,5210])||!inguarddist||EnemyNear(var(58)),facing=facing
triggerall = !EnemyNear(var(58)),Ctrl && P2stateno>=200
triggerall = !EnemyNear(var(58)),numproj
triggerall = (EnemyNear(var(58)),StateNo != [5100,5270])
TriggerAll = EnemyNear(var(58)),AnimTime <= -5
triggerall = ctrl || (stateno = [120,149]) || stateno = 21 || stateno = 22 || stateno = 0
triggerall = P2dist X > 0
Triggerall = P2BodyDist X = [20,60]
Triggerall = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 5 + Enemynear(var(58)),Const(Movement.YAccel) * 15) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-44, 0]
trigger1 = (var(59)=[4,5])||var(59)=3&&Random<=333
trigger1 = Enemynear(var(58)),MoveType=A||(Enemynear(var(58)),stateno=[98,104])||(Enemynear(var(58)),stateno=[200,699])||Enemynear(var(58)),stateno=52

[State -3, SHP]
type = ChangeState
value = 210
triggerall = (var(59)=[3,5])
Triggerall = Roundstate = 2
Triggerall = Statetype != A
Triggerall = enemynear(var(58)),Statetype != L
triggerall = (prevstateno=[130,159])||prevstateno=900||prevstateno=910||prevstateno=950||prevstateno=960||(prevstateno=[5000,5210])||!inguarddist||EnemyNear(var(58)),facing=facing
triggerall = !EnemyNear(var(58)),Ctrl && P2stateno>=200
triggerall = !EnemyNear(var(58)),numproj
triggerall = (EnemyNear(var(58)),StateNo != [5100,5270])
TriggerAll = EnemyNear(var(58)),AnimTime <= -9
triggerall = ctrl || (stateno = [120,149]) || stateno = 21 || stateno = 22 || stateno = 0
triggerall = P2dist X > 0
Triggerall = P2BodyDist X = [60,68]
Triggerall = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 9 + Enemynear(var(58)),Const(Movement.YAccel) * 45) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-50, 0]
trigger1 = (var(59)=[4,5])||var(59)=3&&Random<=333
trigger1 = Enemynear(var(58)),MoveType=A||(Enemynear(var(58)),stateno=[98,104])||(Enemynear(var(58)),stateno=[200,699])||Enemynear(var(58)),stateno=52

[State -3, CHK]
type = ChangeState
value = 430
triggerall = (var(59)=[3,5])
Triggerall = Roundstate = 2
Triggerall = Statetype != A
Triggerall = enemynear(var(58)),Statetype != L
triggerall = (P2StateType = S) || (P2StateType = C) || (P2StateType != A)
triggerall = (prevstateno=[130,159])||prevstateno=900||prevstateno=910||prevstateno=950||prevstateno=960||(prevstateno=[5000,5210])||!inguarddist||EnemyNear(var(58)),facing=facing
triggerall = !EnemyNear(var(58)),Ctrl && P2stateno>=200
triggerall = !EnemyNear(var(58)),numproj
triggerall = (EnemyNear(var(58)),StateNo != [5100,5270])
TriggerAll = EnemyNear(var(58)),AnimTime <= -8
triggerall = ctrl || (stateno = [120,149]) || stateno = 21 || stateno = 22 || stateno = 0
triggerall = P2dist X > 0
Triggerall = P2BodyDist X = [60,70]
trigger1 = (var(59)=[4,5])||var(59)=3&&Random<=333
trigger1 = Enemynear(var(58)),MoveType=A||(Enemynear(var(58)),stateno=[98,104])||(Enemynear(var(58)),stateno=[200,699])||Enemynear(var(58)),stateno=52

[State -3, SHK]
type = ChangeState
value = 230
triggerall = (var(59)=[3,5])
Triggerall = Roundstate = 2
Triggerall = Statetype != A
Triggerall = enemynear(var(58)),Statetype != L
triggerall = (prevstateno=[130,159])||prevstateno=900||prevstateno=910||prevstateno=950||prevstateno=960||(prevstateno=[5000,5210])||!inguarddist||EnemyNear(var(58)),facing=facing
triggerall = !EnemyNear(var(58)),Ctrl && P2stateno>=200
triggerall = !EnemyNear(var(58)),numproj
triggerall = (EnemyNear(var(58)),StateNo != [5100,5270])
TriggerAll = EnemyNear(var(58)),AnimTime <= -11
triggerall = ctrl || (stateno = [120,149]) || stateno = 21 || stateno = 22 || stateno = 0
triggerall = P2dist X > 0
Triggerall = P2BodyDist X = [68,78]
Triggerall = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 11 + Enemynear(var(58)),Const(Movement.YAccel) * 66) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-55, 0]
trigger1 = (var(59)=[4,5])||var(59)=3&&Random<=333
trigger1 = Enemynear(var(58)),MoveType=A||(Enemynear(var(58)),stateno=[98,104])||(Enemynear(var(58)),stateno=[200,699])||Enemynear(var(58)),stateno=52

[State -3, Dash]
type = ChangeState
value = 100
triggerall = (var(59)=[3,5])
Triggerall = Roundstate = 2
Triggerall = Statetype != A
Triggerall = enemynear(var(58)),Statetype != L
triggerall = EnemyNear(var(58)),facing=facing
triggerall = !EnemyNear(var(58)),Ctrl && P2stateno>=200
triggerall = !EnemyNear(var(58)),numproj
triggerall = (EnemyNear(var(58)),StateNo != [5100,5270])
TriggerAll = EnemyNear(var(58)),AnimTime <= -15
triggerall = ctrl || (stateno = [120,149]) || stateno = 21 || stateno = 22 || stateno = 0
triggerall = P2dist X > 0
Triggerall = P2BodyDist X >= 80
trigger1 = (var(59)=[4,5])||var(59)=3&&Random<=333
trigger1 = Enemynear(var(58)),MoveType=A||(Enemynear(var(58)),stateno=[98,104])||(Enemynear(var(58)),stateno=[200,699])||Enemynear(var(58)),stateno=52

[State -3, DHP]
type = ChangeState
value = 250
triggerall = (var(59)=[3,5])
Triggerall = Roundstate = 2
Triggerall = Statetype != A
Triggerall = enemynear(var(58)),Statetype != L
TriggerAll = !InGuardDist && !Helper(35000+ID),InGuardDist ||EnemyNear(var(58)),facing=facing
triggerall = !EnemyNear(var(58)),Ctrl && P2stateno>=200
triggerall = !EnemyNear(var(58)),numproj
triggerall = (EnemyNear(var(58)),StateNo != [5100,5270])
TriggerAll = EnemyNear(var(58)),AnimTime <= -12
triggerall = stateno = 100
triggerall = P2dist X > 0
Triggerall = P2BodyDist X = [70,90]
Triggerall = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 12 + Enemynear(var(58)),Const(Movement.YAccel) * 78) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-40, 0]
trigger1 = (var(59)=[4,5])||var(59)=3&&Random<=333
trigger1 = Enemynear(var(58)),MoveType=A||(Enemynear(var(58)),stateno=[98,104])||(Enemynear(var(58)),stateno=[200,699])||Enemynear(var(58)),stateno=52

[State -3, DHK]
type = ChangeState
value = 260
triggerall = (var(59)=[3,5])
Triggerall = Roundstate = 2
Triggerall = Statetype != A
Triggerall = enemynear(var(58)),Statetype != L
TriggerAll = !InGuardDist && !Helper(35000+ID),InGuardDist ||EnemyNear(var(58)),facing=facing
triggerall = !EnemyNear(var(58)),Ctrl && P2stateno>=200
triggerall = !EnemyNear(var(58)),numproj
triggerall = (EnemyNear(var(58)),StateNo != [5100,5270])
TriggerAll = EnemyNear(var(58)),AnimTime <= -11
triggerall = stateno = 100
triggerall = P2dist X > 0
Triggerall = P2BodyDist X = [60,100]
Triggerall = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 11 + Enemynear(var(58)),Const(Movement.YAccel) * 66) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-40, 0]
trigger1 = (var(59)=[4,5])||var(59)=3&&Random<=333
trigger1 = Enemynear(var(58)),MoveType=A||(Enemynear(var(58)),stateno=[98,104])||(Enemynear(var(58)),stateno=[200,699])||Enemynear(var(58)),stateno=52

[State -3, Throw]
type = ChangeState
value = 900
triggerall = (var(59)=[3,5])
Triggerall = Roundstate = 2
Triggerall = Statetype != A
Triggerall = enemynear(var(58)),Statetype != L
triggerall = enemynear(var(58)),StateType != A 
triggerall = enemynear(var(58)),movetype!=H
Triggerall = stateno!=100
triggerall = (P2stateno != [130,153])
triggerall = (P2stateno != [5000,5299])
Triggerall = Enemynear(var(58)),Alive
Triggerall = P2bodyDist x <= 10
Triggerall = P2Dist x > 0
triggerall = (prevstateno=[130,159])||prevstateno=900||prevstateno=910||prevstateno=950||prevstateno=960||(prevstateno=[5000,5210])||!inguarddist||EnemyNear(var(58)),facing=facing
triggerall = ctrl || (stateno = [120,149]) || stateno = 21 || stateno = 22 || stateno = 0
Triggerall = !EnemyNear(var(58)),Ctrl && P2stateno>=200
triggerall = !EnemyNear(var(58)),numproj
TriggerAll = Enemynear(var(58)),GetHitVar(hittime)<0||Enemynear(var(58)),ctrl
TriggerAll = EnemyNear(var(58)),AnimTime = [-3,-1]
trigger1 = (var(59)=[4,5])||var(59)=3&&Random<=333
trigger1 = Enemynear(var(58)),MoveType=A||(Enemynear(var(58)),stateno=[98,104])||(Enemynear(var(58)),stateno=[200,699])||Enemynear(var(58)),stateno=52

[State -3, ALP]
type = ChangeState
value = 605
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype = A
Triggerall = enemynear(var(58)),Statetype != L
triggerall = !EnemyNear(var(58)),Ctrl && P2stateno>=200
triggerall = (prevstateno=[130,159])||(Prevstateno = [5000,5210])||!inguarddist
triggerall = ctrl||(stateno=[120,149])||stateno=50||stateno=60
triggerall = enemynear(var(58)),animtime <= -3
triggerall = (enemynear(var(58)),statetype != A && vel y >= 0)||enemynear(var(58)),statetype = A
triggerall = P2BodyDist X = [-26,50+floor(3*(enemynear(var(58)),vel X)+floor(3*vel X))]
triggerall = p2bodydist y = [-10-floor(3*(enemynear(var(58)),vel y)+(3*(3+1)/2)*fvar(20)-3*(vel y)-(3*(3+1)/2)*0.51),38-floor(3*(enemynear(var(58)),vel y)+(3*(3+1)/2)*fvar(20)-3*(vel y)-(3*(3+1)/2)*0.51)]
trigger1 = random <= (var(59))*200
trigger2 = random <= (var(59))*200
trigger2 = enemynear(var(58)),movetype = I
trigger2 = (enemynear(var(58)),stateno = [200,699])

[State -3, AHK]
type = ChangeState
value = 635
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype = A
Triggerall = enemynear(var(58)),Statetype != L
triggerall = !EnemyNear(var(58)),Ctrl && P2stateno>=200
triggerall = (prevstateno=[130,159])||(Prevstateno = [5000,5210])||!inguarddist
triggerall = ctrl||(stateno=[120,149])||stateno=50||stateno=60
triggerall = enemynear(var(58)),animtime <= -6
triggerall = (enemynear(var(58)),statetype != A && vel y >= 0)||enemynear(var(58)),statetype = A
triggerall = P2BodyDist X = [-30,72+floor(6*(enemynear(var(58)),vel X)+floor(6*vel X))]
triggerall = p2bodydist y = [-10,61-floor(6*(enemynear(var(58)),vel y)+(6*(6+1)/2)*fvar(20)-6*(vel y)-(6*(6+1)/2)*0.51)]
trigger1 = random <= (var(59))*200
trigger2 = random <= (var(59))*200
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 = EnemyNear(var(58)),statetype != L
triggerall = EnemyNear(var(58)),MoveType = A
triggerall = EnemyNear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [5000,5270]
triggerall = p2bodydist X = [-5,10]
Triggerall = EnemyNear(var(58)),MoveType=A
Triggerall = EnemyNear(var(58)),AnimTime=-1
Triggerall = EnemyNear(var(58)),Time>=30||(!Time&&var(59)>3)||var(59)>4||Prevstateno=900||Prevstateno=950
triggerall = ctrl || (stateno = [120,149]) || stateno = 21 || stateno = 22 || stateno = 0
triggerall = (var(59)=[4,5])||(random <= (var(59))*150)
trigger1 = enemynear,time >= 30 ||var(59) >= 4
trigger2 = prevstateno = [5000,5299]
trigger3 = (prevStateNo=[120,159])
trigger4 = (prevStateNo=[900,950])

[State -3, Roll_Fwd]
type = ChangeState
value = 900
triggerall = var(59)>0
Triggerall = RoundState=2 
triggerall = statetype != A 
Triggerall = EnemyNear(var(58)),Statetype != L
triggerall = EnemyNear(var(58)),movetype != H
triggerall = (EnemyNear(var(58)),stateno != [5000,5299])
TriggerAll = EnemyNear(var(58)),Alive
Triggerall = EnemyNear(var(58)),facing + facing = 0
triggerall = ctrl||(stateno=[120,149])||stateno=21||stateno=22||stateno=0||stateno=100||(Stateno=200&&time>7&&Ctrl)||(Stateno=400&&time>5&&Ctrl)
Trigger1 = InGuardDist
trigger1 = P2bodydist X = [0,150]
Trigger1 = !EnemyNear(var(58)),ctrl
Trigger1 = EnemyNear(var(58)),MoveType=A||(Enemynear(var(58)),hitdefattr =SCA,AA,AP)||(enemynear(var(58)),numproj>0)
trigger1 = enemynear(var(58)),animtime <= -32
trigger1 = (Random<=var(59)*150)||var(59)=5
Trigger2 = !EnemyNear(var(58)),ctrl
trigger2 = (enemynear(var(58)),numproj>0&&InGuardDist)||(Enemynear(var(58)),hitdefattr =SCA,AP)
trigger2 = P2bodydist X = [85,350]
trigger2 = Random<=var(59)*100
trigger3 = enemynear(var(58)),numproj||(Enemynear(var(58)),hitdefattr =SCA,AP)
trigger3 = EnemyNear(var(58)),AnimTime <= -32
trigger3 = P2BodyDist X = [85,350]
trigger3 = Random<=var(59)*100
trigger4 = stateno = 100
trigger4 = EnemyNear(var(58)),MoveType=A||(Enemynear(var(58)),hitdefattr =SCA,AA,AP)||(enemynear(var(58)),numproj>0)||InGuardDist
trigger4 = (Random<=var(59)*150)||var(59)=5
trigger5 = stateno = 100
trigger5 = P2bodydist X <= 60
trigger5 = FrontEdgeBodyDist >= 60
Trigger5 = EnemyNear(var(58)),Statetype != L
trigger5 = EnemyNear(var(58)),movetype != H
Trigger6 = P2Statetype = A && P2MoveType = A
trigger6 = (p2bodydist X < 0)||(Abs(P2Dist X) < 40)
trigger6 = (Random<=var(59)*150)||var(59)=5
Trigger7 = !InGuardDist
trigger7 = P2bodydist X >= 150
trigger7 = Random<=20

[State -3, Roll_Fwd]
Type = ChangeState
value = 900
triggerall = (var(59)=[3,5])
Triggerall = Roundstate = 2
Triggerall = Statetype != A
triggerall = p2movetype != H
triggerall = ctrl||(stateno=[120,149])||stateno=21||stateno=22||stateno=100||(Stateno=200&&time>7&&Ctrl)||(Stateno=400&&time>5&&Ctrl)
Triggerall = P2BodyDist X <= 90
Triggerall = EnemyNear(var(58)),facing + facing = 0
Triggerall = random <= var(59) * 150 || var(59) = 5
Trigger1 = EnemyNear(var(58)),MoveType = 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)>1
triggerall = roundstate = 2
triggerAll = stateNo !=[120,159]
triggerall = !enemynear(var(58)),hitdefattr=,AT,ST,HT
triggerall = ctrl||stateno=21||stateno=22||stateno=100||(Stateno=200&&time>7&&Ctrl)||(Stateno=400&&time>5&&Ctrl)
triggerall = var(59)>3||random <= var(59)*250  
Trigger1 = InGuardDist
Trigger2 = var(59)>2
Trigger2 = EnemyNear(var(58)),facing = facing || P2Dist X < 0
Trigger2 = Helper(35000+ID),InGuardDist && EnemyNear(var(58)),StateType = A
Trigger3 = InGuardDist
Trigger3 = P2BodyDist X>60||(EnemyNear(var(58)),Time > 50)
Trigger4 = !InGuardDist && !Helper(35000+ID),InGuardDist 
Trigger4 = EnemyNear(var(58)),Vel X > 0
Trigger4 = EnemyNear(var(58)),HitDefAttr = SC,AA

[State -3, Guard C Roll_Fwd]
type = ChangeState
value = 950
triggerall = var(59)>2
triggerall = statetype != A 
Triggerall = enemynear(var(58)),Statetype != L
Triggerall = enemynear(var(58)),Statetype != A
triggerall = enemynear(var(58)),movetype != H
TriggerAll = EnemyNear(var(58)),Alive
triggerall = power >= 1000
triggerall = p2bodydist x = [0,115]
triggerall = StateNo = 150 || StateNo = 152
Triggerall = !EnemyNear(var(58)),Ctrl && P2stateno>=200
Triggerall = EnemyNear(var(58)),facing + facing = 0
trigger1 = enemynear(var(58)),animtime <= -35
trigger1 = (Random<=var(59)*50)||var(59)=5&&Random<=300

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

[State -3, Roll_Fwd]
Type = ChangeState
Value = 900
triggerall = var(59)>0
triggerall = StateType != A
triggerall = roundstate=2
triggerall = ctrl||stateno=21||stateno=22
triggerall = P2bodydist X <=30
triggerall = P2Statetype = L
Triggerall = EnemyNear(var(58)),facing + facing = 0
trigger1 = (helper(20000),RootDist X < 80 && facing = -1)||(helper(25000),RootDist X < 80 && facing = 1)||BackEdgeBodyDist < 5
trigger1 = (Random<=var(59)*150)||(var(59)=[4,5])

[State -3, Xl[Nz[h]
Type = ChangeState
Value = 1010
triggerall = var(59)>0
triggerall = var(57)=0
triggerall = StateType != A
triggerall = NumHelper(1000) = 0
triggerall = roundstate=2
triggerall = ctrl||stateno=21||stateno=22||stateno=100
triggerall = (P2dist X>0)&&(P2BodyDist X > 130)
triggerall = Random<=var(59)*150
trigger1 = P2BodyDist X > 180
trigger1 = enemynear(var(58)),statetype = L
trigger1 = enemynear(var(58)),vel X = 0||(EnemyNear(var(58)),vel X =[-1,1])
trigger2 = enemynear(var(58)),statetype = A
trigger2 = enemynear(var(58)),movetype = H
trigger2 = P2BodyDist X > 130
trigger3 = EnemyNear(var(58)),StateNo = 5101||EnemyNear(var(58)),StateNo = 5020||EnemyNear(var(58)),StateNo = 5035
trigger3 = P2BodyDist X > 130

[State -3, SLK]
Type = ChangeState
Value = 220
triggerall = var(59)>0
triggerall = StateType != A
triggerall = roundstate=2
triggerall = ctrl||stateno=21||stateno=22
triggerall = (P2dist X>0)&&(P2BodyDist X = [50,60])
triggerall = enemynear(var(58)),vel X = 0||(EnemyNear(var(58)),vel X =[-1,1])
triggerall = Random<=var(59)*100
trigger1 = EnemyNear(var(58)),StateNo = 5120
trigger1 = enemynear(var(58)),animtime = -4

[State -3, DHP]
Type = ChangeState
Value = 260
triggerall = var(59)>0
triggerall = StateType != A
triggerall = roundstate=2
triggerall = stateno=100
triggerall = (P2dist X>0)&&(P2BodyDist X = [80,90])
triggerall = enemynear(var(58)),vel X = 0||(EnemyNear(var(58)),vel X =[-1,1])
triggerall = Random<=var(59)*100
trigger1 = EnemyNear(var(58)),StateNo = 5120
trigger1 = enemynear(var(58)),animtime = -10

[State -3, DHK]
Type = ChangeState
Value = 260
triggerall = var(59)>0
triggerall = StateType != A
triggerall = roundstate=2
triggerall = stateno=100
triggerall = (P2dist X>0)&&(P2BodyDist X = [90,100])
triggerall = enemynear(var(58)),vel X = 0||(EnemyNear(var(58)),vel X =[-1,1])
triggerall = Random<=var(59)*100
trigger1 = EnemyNear(var(58)),StateNo = 5120
trigger1 = enemynear(var(58)),animtime = -10

[State -3, CLP]
Type = ChangeState
Value = 400
triggerall = var(59)>0
triggerall = StateType != A
triggerall = roundstate=2
triggerall = power < 3000
triggerall = ctrl||stateno=21||stateno=22||(Stateno=400&&time>5&&Ctrl)
triggerall = P2bodydist X >=60
trigger1 = enemynear(var(58)),stateno != 5120
trigger1 = enemynear(var(58)),animtime <= -4
trigger1 = enemynear(var(58)),statetype=L
trigger2 = EnemyNear(var(58)),StateNo = 5020
trigger3 = EnemyNear(var(58)),StateNo = 5035
trigger4 = EnemyNear(var(58)),StateNo = 5100
trigger5 = EnemyNear(var(58)),StateNo = 5101
trigger6 = enemynear(var(58)),stateno = 5110

[State -3, Back Step]
type = ChangeState
value = 105
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype = L
triggerall = backedgebodydist > 50
triggerall = ctrl || stateno = 21 || stateno = 22 
triggerall = enemynear(var(58)),vel X = 0||(EnemyNear(var(58)),vel X =[-1,1])
triggerall = random<= (var(59))*150
trigger1 = enemynear(var(58)),stateno = 5120
trigger1 = enemynear(var(58)),animtime = -11
trigger1 = p2bodydist x <= 45

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

[State -3, CHP]
type = ChangeState
value = 410
triggerall = var(59)>0
triggerall = var(57)=0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = enemynear(var(58)),Statetype != L
Triggerall = enemynear(var(58)),Statetype != A||TeamMode = simul
triggerall = enemynear(var(58)),movetype = H
TriggerAll = !InGuardDist && !Helper(35000+ID),InGuardDist 
triggerall = ctrl||stateno=21||stateno=22
trigger1 = (enemynear(var(58)),stateno!=[120,159])
trigger1 = (var(59)=[4,5])||(var(59))*300
Trigger1 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 5 + Enemynear(var(58)),Const(Movement.YAccel) * 15) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-80, 0]
trigger1 = p2bodydist x <= 38

[State -3, CLP]
type = ChangeState
value = 400
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = enemynear(var(58)),Statetype != L
Triggerall = enemynear(var(58)),Statetype != A
triggerall = enemynear(var(58)),movetype = H
TriggerAll = !InGuardDist && !Helper(35000+ID),InGuardDist 
triggerall = ctrl||stateno=21||stateno=22
trigger1 = (enemynear(var(58)),stateno=[120,159])
trigger1 = p2bodydist x <= 30
trigger1 = random<= 500

[State -3, SLP]
type = ChangeState
value = 200
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = enemynear(var(58)),Statetype != L
Triggerall = enemynear(var(58)),Statetype != A
triggerall = enemynear(var(58)),movetype = H
TriggerAll = !InGuardDist && !Helper(35000+ID),InGuardDist 
triggerall = ctrl||stateno=21||stateno=22
triggerall = (P2StateType = S) && (EnemyNear(var(58)),Const(size.head.pos.y)<-80)
trigger1 = (enemynear(var(58)),stateno!=[120,159])
trigger1 = p2bodydist x = [38,45]
trigger1 = (var(59)=[4,5])||(var(59))*300
trigger2 = (enemynear(var(58)),stateno=[120,159])
trigger2 = p2bodydist x = [30,45]
trigger2 = random<= 200

[State -3, CLK]
type = ChangeState
value = 420
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = enemynear(var(58)),Statetype != L
Triggerall = enemynear(var(58)),Statetype != A
triggerall = enemynear(var(58)),movetype = H
TriggerAll = !InGuardDist && !Helper(35000+ID),InGuardDist 
triggerall = ctrl||stateno=21||stateno=22
trigger1 = (enemynear(var(58)),stateno!=[120,159])
trigger1 = p2bodydist x = [38,47]
trigger1 = random<= (var(59))*300
trigger2 = (enemynear(var(58)),stateno=[120,159])
trigger2 = p2bodydist x = [30,45]
trigger2 = random<= 200

[State -3, SLK]
type = ChangeState
value = 220
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = enemynear(var(58)),Statetype != L
Triggerall = enemynear(var(58)),Statetype != A
triggerall = enemynear(var(58)),movetype = H
TriggerAll = !InGuardDist && !Helper(35000+ID),InGuardDist 
triggerall = ctrl||stateno=21||stateno=22
trigger1 = (enemynear(var(58)),stateno!=[120,159])
trigger1 = p2bodydist x = [45,60]
trigger1 = (var(59)=[4,5])||(var(59))*300
trigger2 = (enemynear(var(58)),stateno=[120,159])
trigger2 = p2bodydist x = [45,60]
trigger2 = random<= 50

[State -3, SHP]
type = ChangeState
value = 210
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = enemynear(var(58)),Statetype != L
Triggerall = enemynear(var(58)),Statetype != A
triggerall = enemynear(var(58)),movetype = H
TriggerAll = !InGuardDist && !Helper(35000+ID),InGuardDist 
triggerall = ctrl||stateno=21||stateno=22
triggerall = (P2StateType = S) && (EnemyNear(var(58)),Const(size.head.pos.y)<-60)
trigger1 = (enemynear(var(58)),stateno!=[120,159])
trigger1 = p2bodydist x = [60,62]
trigger1 = (var(59)=[4,5])||(var(59))*300

[State -3, CHK]
type = ChangeState
value = 430
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = enemynear(var(58)),Statetype != L
Triggerall = enemynear(var(58)),Statetype != A
triggerall = enemynear(var(58)),movetype = H
TriggerAll = !InGuardDist && !Helper(35000+ID),InGuardDist 
triggerall = ctrl||stateno=21||stateno=22
trigger1 = (enemynear(var(58)),stateno!=[120,159])
trigger1 = p2bodydist x = [60,65]
trigger1 = (var(59)=[4,5])||(var(59))*300

[State -3, SHK]
type = ChangeState
value = 230
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = enemynear(var(58)),Statetype != L
Triggerall = enemynear(var(58)),Statetype != A
triggerall = enemynear(var(58)),movetype = H
TriggerAll = !InGuardDist && !Helper(35000+ID),InGuardDist 
triggerall = ctrl||stateno=21||stateno=22
triggerall = (P2StateType = S) && (EnemyNear(var(58)),Const(size.head.pos.y)<-70)
trigger1 = (enemynear(var(58)),stateno!=[120,159])
trigger1 = p2bodydist x = [65,72]
trigger1 = (var(59)=[4,5])||(var(59))*300

[State -3, DHK]
type = ChangeState
value = 260
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = enemynear(var(58)),Statetype != L
Triggerall = enemynear(var(58)),Statetype != A
triggerall = enemynear(var(58)),movetype = H
TriggerAll = !InGuardDist && !Helper(35000+ID),InGuardDist 
triggerall = stateno=100
trigger1 = p2bodydist x <= 95
trigger1 = (enemynear(var(58)),stateno!=[120,159])
trigger1 = (var(59)=[4,5])||(var(59))*300

[State -3, K[fBA}[V[E2]
type = ChangeState
value = 2010
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = Power >= 1000
triggerall = statetype != A
Triggerall = enemynear(var(58)),Statetype != L
Triggerall = enemynear(var(58)),Statetype = S
triggerall = enemynear(var(58)),movetype = H
TriggerAll = !InGuardDist && !Helper(35000+ID),InGuardDist 
triggerall = ctrl||stateno=21||stateno=22
trigger1 = p2bodydist x = [80,120]
trigger1 = (enemynear(var(58)),stateno!=[120,159])
trigger1 = (var(59)=[4,5])||(var(59))*300

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

[State -3, t@VlCVV[v]
type = ChangeState
value = 1300
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = stateno!=100
Triggerall = enemynear(var(58)),Statetype != L
Triggerall = enemynear(var(58)),Statetype != A
Triggerall = enemynear(var(58)),stateno != [5000,5290]
triggerall = (enemyNear(var(58)),vel X=[-3,3])||(enemyNear(var(58)),vel X=0)
TriggerAll = !InGuardDist && !Helper(35000+ID),InGuardDist 
triggerall = ctrl||stateno=21||stateno=22
trigger1 = p2bodydist x < 7 && P2dist X>0
trigger1 = (enemynear(var(58)),stateno=[120,159])
trigger1 = var(59)=5||(var(59)=4&&Random<=500)||Random<=250

[State -3, Throw]
type = ChangeState
value = 800
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = stateno!=100
Triggerall = enemynear(var(58)),Statetype != L
Triggerall = enemynear(var(58)),Statetype != A
Triggerall = p2stateno != [5000,5290]
triggerall = (enemyNear(var(58)),vel X=[-3,3])||(enemyNear(var(58)),vel X=0)
TriggerAll = !InGuardDist && !Helper(35000+ID),InGuardDist 
triggerall = ctrl||stateno=21||stateno=22
trigger1 = floor(EnemyNear(var(58)),GetHitVar(hittime))<0 || EnemyNear(var(58)),ctrl
trigger1 = p2bodydist x < 10 && P2dist X>0
trigger1 = var(59)=5||(var(59)=4&&Random<=500)||Random<=250
trigger2 = P2stateno = 52 || stateno = 52
trigger2 = p2bodydist x < 10 && P2dist X>0
trigger2 = var(59)=5||(var(59)=4&&Random<=500)||Random<=250

[State -3, DHK]
type = ChangeState
value = 260
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = Enemynear(var(58)),Statetype != L
TriggerAll = !InGuardDist && !Helper(35000+ID),InGuardDist 
triggerall = stateno=100
trigger1 = enemynear(var(58)),movetype = H
Trigger1 = enemynear(var(58)),Statetype = A
trigger1 = (enemynear(var(58)),stateno = [120,159])
trigger1 = p2bodydist x <= 100+EnemyNear(var(57)),vel X*11
trigger1 = random<= 333
trigger2 = enemynear(var(58)),movetype = H
trigger2 = (enemynear(var(58)),stateno!=[120,159])
trigger2 = p2bodydist x <= 100+EnemyNear(var(57)),vel X*11
trigger2 = random<= 999

[State -3, Dash]
type = ChangeState
value = 100
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = stateno!=[100,101]
TriggerAll = !InGuardDist && !Helper(35000+ID),InGuardDist 
triggerall = !enemynear(var(58)),numproj
triggerall = ctrl||stateno=21||stateno=22
trigger1 = p2bodydist x >= 200
trigger1 = random <= 100
trigger2 = P2movetype = I
trigger2 = p2bodydist x >= 180
trigger2 = random <= 50
trigger3 = (enemynear(var(58)),statetype = S) || (enemynear(var(58)),statetype = C)
trigger3 = (P2Movetype = H)&&(enemynear(var(58)),StateNo !=[120,159])
trigger3 = (enemynear(var(58)),stateno != [5100,5270])
trigger3 = enemynear(var(58)),Statetype != A
trigger3 = p2bodydist x >= 72
trigger3 = random <= 500

[State -3, S-jump]
type = ChangeState
value = 42
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl||stateno=21||stateno=22||stateno=100
triggerall = !enemynear(var(58)),numproj
Triggerall = enemynear(var(58)),Statetype != L
Triggerall = enemynear(var(58)),Statetype != A
triggerall = (enemynear(var(58)),stateno != [5100,5270])
trigger1 = enemynear(var(58)),statetype = C
trigger1 = enemynear(var(58)),movetype = A
trigger1 = enemynear(var(58)),hitdefattr = SCA, NA
trigger1 = p2bodydist x = [0,110]
trigger1 = random<= 300
trigger2 = !inguarddist
trigger2 = p2bodydist x = [50,110]
trigger2 = random<= 20
trigger3 = enemynear(var(58)),statetype = C
trigger3 = inguarddist
trigger3 = p2bodydist x = [0,110]
trigger3 = random<= 200
trigger4 = NumHelper(1000) 
trigger4 = p2bodydist x = [50,110]

[State -3, SH-jump]
type = ChangeState
value = 43
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl||stateno=21||stateno=22||stateno=100
triggerall = !enemynear(var(58)),numproj
Triggerall = enemynear(var(58)),Statetype != L
Triggerall = enemynear(var(58)),Statetype != A
triggerall = (enemynear(var(58)),stateno != [5100,5270])
trigger1 = enemynear(var(58)),statetype = C
trigger1 = enemynear(var(58)),movetype = A
trigger1 = enemynear(var(58)),hitdefattr = SCA, NA
trigger1 = p2bodydist x = [110,160]
trigger1 = random<= 400
trigger2 = !inguarddist
trigger2 = p2bodydist x = [100,160]
trigger2 = random<= 20
trigger3 = enemynear(var(58)),statetype = C
trigger3 = inguarddist
trigger3 = p2bodydist x = [100,160]
trigger3 = random<= 200
trigger4 = NumHelper(1000) 
trigger4 = p2bodydist x = [100,160]

[State -3, H-jump]
type = ChangeState
value = 44
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = Enemynear(var(58)),Statetype != L
triggerall = Enemynear(var(58)),movetype != H
TriggerAll = !InGuardDist && !Helper(35000+ID),InGuardDist 
triggerall = ctrl||stateno=21||stateno=22||stateno=100
trigger1 = p2bodydist x = [180,230]
trigger1 = random <= 30
trigger2 = p2bodydist x >= 200
trigger2 = enemynear(var(58)),movetype=A
trigger2 = EnemyNear(var(58)),NumProj || EnemyNear(var(58)),HitDefAttr = SC,NP,SP 
trigger2 = random <= 300
trigger3 = NumHelper(1000) 
trigger3 = p2bodydist x = [180,230]

[State -3, Walk-Fwd]
type = ChangeState
value = 21
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
TriggerAll = !InGuardDist && !Helper(35000+ID),InGuardDist 
triggerall = stateno != 100
triggerall = ctrl || stateno = 22
triggerall = frontedgebodydist > 0
trigger1 = p2bodydist x = [200,300]
trigger1 = random <= 300
trigger2 = p2bodydist x = [120,200]
trigger2 = random <= 250
trigger3 = enemynear(var(58)),statetype != L
trigger3 = enemynear(var(58)),stateno != [5110,5120]
trigger3 = p2bodydist x = [0,120]
trigger3 = random <= 200
trigger4 = enemynear(var(58)),stateno = [120,155]
trigger4 = p2bodydist x <= 100
trigger4 = random <= 500
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 && !Helper(35000+ID),InGuardDist 
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, Xl[Nz[h]
type = ChangeState
value = 1020
triggerall = var(59)>0
triggerall = NumHelper(1000) = 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = Enemynear(var(58)),Statetype = A
triggerall = Enemynear(var(58)),Statetype != L
TriggerAll = !InGuardDist && !Helper(35000+ID),InGuardDist 
triggerall = !enemynear(var(58)),numproj
triggerall = ctrl || stateno = 21 || stateno = 22
trigger1 = p2bodydist x >= 220
Trigger1 = Enemynear(var(58)),Vel Y > 0
Trigger1 = Enemynear(var(58)),Statetype = A
trigger1 = random <= 20

[State -3, Xl[Nz[h]
type = ChangeState
value = 1010
triggerall = var(59)>0
triggerall = NumHelper(1000) = 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = Enemynear(var(58)),Statetype != L
TriggerAll = !InGuardDist && !Helper(35000+ID),InGuardDist 
triggerall = !enemynear(var(58)),numproj
triggerall = ctrl || stateno = 21 || stateno = 22
trigger1 = Enemynear(var(58)),Statetype != A
trigger1 = p2bodydist x >= 220
trigger1 = random <= 80
trigger2 = p2bodydist x >= 220
Trigger2 = Enemynear(var(58)),Vel Y > 0
Trigger2 = Enemynear(var(58)),Statetype = A
trigger2 = random <= 80

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

[State -3, CHP]
type = ChangeState
value = 410
triggerall = Var(59)>0
triggerall = var(57)=0
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = enemynear(var(58)),StateType != L
triggerall = enemynear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),MoveType = I||(enemynear(var(58)),stateno = [120,159])
TriggerAll = EnemyNear(var(58)),facing != facing 
triggerall = (enemynear(var(58)),stateno != [5000,5270])
TriggerAll = !InGuardDist && !Helper(35000+ID),InGuardDist 
triggerall = !enemynear(var(58)),numproj
triggerall = ctrl||stateno=21||stateno=22
triggerall = random <= (Var(59))*150
trigger1 = P2BodyDist X = [0,35]
Trigger1 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 5 + Enemynear(var(58)),Const(Movement.YAccel) * 15) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-70, 0]

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

[State -3, CLP]
type = ChangeState
value = 400
triggerall = var(59)>0
triggerall = (enemynear(var(58)),stateno != [5100,5270])
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = EnemyNear(var(58)),statetype != L
triggerall = EnemyNear(var(58)),statetype != A
triggerall = EnemyNear(var(58)),movetype != H
TriggerAll = !InGuardDist && !Helper(35000+ID),InGuardDist 
triggerall = !enemynear(var(58)),numproj
triggerall = ctrl || stateno = 21 || stateno = 22 
triggerall = random <= 350
trigger1 = p2bodydist x = [-10,32]

[State -3, SLP]
type = ChangeState
value = 200
triggerall = var(59)>0
triggerall = (enemynear(var(58)),stateno != [5100,5270])
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = EnemyNear(var(58)),statetype != L
triggerall = EnemyNear(var(58)),movetype != H
TriggerAll = !InGuardDist && !Helper(35000+ID),InGuardDist 
triggerall = !enemynear(var(58)),numproj
triggerall = ctrl || stateno = 21 || stateno = 22 
triggerall = random <= 200
triggerall = P2BodyDist X = [20,45]
trigger1 = (EnemyNear(var(58)),const(size.head.pos.y)<-80&&P2statetype=S)
trigger2 = EnemyNear(var(58)),statetype = A
trigger2 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 4 + Enemynear(var(58)),Const(Movement.YAccel) * 10) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-40, 0]

[State -3, CLK]
type = ChangeState
value = 420
triggerall = var(59)>0
triggerall = (enemynear(var(58)),stateno != [5100,5270])
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = EnemyNear(var(58)),statetype != L
triggerall = EnemyNear(var(58)),statetype != A
triggerall = EnemyNear(var(58)),movetype != H
TriggerAll = !InGuardDist && !Helper(35000+ID),InGuardDist 
triggerall = !enemynear(var(58)),numproj
triggerall = ctrl || stateno = 21 || stateno = 22 
triggerall = random = [200,350]
trigger1 = P2BodyDist X = [33,45+EnemyNear(var(58)),vel X*4]

[State -3, SLK]
type = ChangeState
value = 220
triggerall = var(59)>0
triggerall = (enemynear(var(58)),stateno != [5100,5270])
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = EnemyNear(var(58)),statetype != L
triggerall = EnemyNear(var(58)),statetype != A
triggerall = EnemyNear(var(58)),movetype != H
TriggerAll = !InGuardDist && !Helper(35000+ID),InGuardDist 
triggerall = !enemynear(var(58)),numproj
triggerall = ctrl || stateno = 21 || stateno = 22 
triggerall = random <= 50
trigger1 = P2BodyDist X = [45,60+EnemyNear(var(58)),vel X*5]

[State -3, SHP]
type = ChangeState
value = 210
triggerall = var(59)>0
triggerall = (enemynear(var(58)),stateno != [5100,5270])
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = EnemyNear(var(58)),statetype != L
triggerall = EnemyNear(var(58)),movetype != H
TriggerAll = !InGuardDist && !Helper(35000+ID),InGuardDist 
triggerall = !enemynear(var(58)),numproj
triggerall = ctrl || stateno = 21 || stateno = 22 
triggerall = random <= 15
triggerall = P2BodyDist X = [60,68]
Triggerall = Enemynear(var(58)),Vel Y > 0
trigger1 = (EnemyNear(var(58)),const(size.head.pos.y)<-80&&P2statetype=S)
trigger2 = EnemyNear(var(58)),statetype = A
trigger2 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 9 + Enemynear(var(58)),Const(Movement.YAccel) * 45) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-40, 0]

[State -3, SHK]
type = ChangeState
value = 230
triggerall = var(59)>0
triggerall = (enemynear(var(58)),stateno != [5100,5270])
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = EnemyNear(var(58)),statetype != L
triggerall = EnemyNear(var(58)),movetype != H
TriggerAll = !InGuardDist && !Helper(35000+ID),InGuardDist 
triggerall = !enemynear(var(58)),numproj
triggerall = ctrl || stateno = 21 || stateno = 22 
triggerall = random <= 10
triggerall = P2BodyDist X = [70,78]
Triggerall = Enemynear(var(58)),Vel Y > 0
trigger1 = (EnemyNear(var(58)),const(size.head.pos.y)<-80&&P2statetype=S)
trigger2 = EnemyNear(var(58)),statetype = A
trigger2 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 11 + Enemynear(var(58)),Const(Movement.YAccel) * 66) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-40, 0]

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

[State -3, ALP]
type = ChangeState
value = 605
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = (enemynear(var(58)),statetype != A && vel y >= 0) || enemynear(var(58)),statetype = A 
TriggerAll = !InGuardDist && !Helper(35000+ID),InGuardDist 
triggerall = ctrl||(stateno=[120,149])||stateno=50||stateno=60
triggerall = P2BodyDist X = [-26,50+floor(3*(enemynear(var(58)),vel X)+floor(3*vel X))]
triggerall = p2bodydist y = [-10-floor(3*(enemynear(var(58)),vel y)+(3*(3+1)/2)*fvar(20)-3*(vel y)-(3*(3+1)/2)*0.51),38-floor(3*(enemynear(var(58)),vel y)+(3*(3+1)/2)*fvar(20)-3*(vel y)-(3*(3+1)/2)*0.51)]
trigger1 = random <= (var(59))*300

[State -3, AHK]
type = ChangeState
value = 635
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = (enemynear(var(58)),statetype != A && vel y >= 0) || enemynear(var(58)),statetype = A 
TriggerAll = !InGuardDist && !Helper(35000+ID),InGuardDist 
triggerall = ctrl||(stateno=[120,149])||stateno=50||stateno=60
triggerall = P2BodyDist X = [-30,74+floor(6*(enemynear(var(58)),vel X)+floor(6*vel X))]
triggerall = p2bodydist y = [-10,61-floor(6*(enemynear(var(58)),vel y)+(6*(6+1)/2)*fvar(20)-6*(vel y)-(6*(6+1)/2)*0.51)]
trigger1 = random <= (var(59))*300

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

;===========================================================================
; ߂Ήwp[
;===========================================================================
[Statedef 35000]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 0
ID = 35000

[State 35000]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
flag2 = invisible

[State 35000]
type = nothitby
Trigger1 = 1
value = SCA

[State 35000]
type = selfstate
trigger1 = !ishelper
value = 0

[State 35000]
type = PlayerPush
Trigger1 = 1
value = 0

[State 35000]
type = VelAdd
Trigger1 = 1
y = 0.0

[State 35000]
type = BindToRoot
Trigger1 = 1
facing = 1
pos = 100,1000














