;---------------------------------------------------------------------------
; 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 || stateno = 47
trigger1 = var(15) <= 0
value = 40, 1

[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

[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 100 
trigger2 = stateno = 105 
trigger3 = stateno = 98
trigger4 = stateno = 99 
value = 105, 0

[State -3, 3];_bV̉~
type = stopSnd
trigger1 = stateno != 101
channel = 1

;_[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 
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

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

;===========================================================================
;AI̔xpVarRandom

[State -3, x]
type = VarRandom
trigger1 = GameTime %60= 1 ;60t[(1b)Ɉ񃉃_
v = 57
range = ((5-var(59))*2),(10+((14-var(59))*2)) 

;ŏxAEő唽x 1bɈ񃉃_Ŕxς܂B
;܂蔽Ȃu-var(59)v̑O̐𑝂₹΁A̕FxȂ܂B
;LV5͒ONׁ̈AlύXĂῶ܂B

;===========================================================================
;fobO\
[State -3, fobO\_1]
type = DisplayToClipboard
trigger1 = 1
text = "AI = %d,V52 = %d,V53 = %d,V54 = %d,V55 = %d,"
params = var(59),Var(52),Var(53),Var(54),Var(55)
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

;ϐgp
;@1 = LN^[̃[hύX
;@2 = |[YύX
;@3 = NCbNMAX
;@4 = X[
;@5 = {^
;@6 = ʏU{CXAw
;@7 = GXAwi̐Fw
;@8 = MAX
;@9 = MAX̃p[Zbg()
; 10 = vC[̌ݒ
; 11 = MAXR}h
; 12 = KOTEh
; 13 = 
; 14 = 
; 15 = nCWv
; 16 = Wv
; 17 = _[W␳Ɏgp
; 18 = Ul̕ۑ
; 19 = 
; 20 = 

for_AI
; 52 = ^NeBJXebv
; 53`56 = HITmF
; 57 = VarRandom
; 58 = TAG
; 59 = AINtO
;F20 = d͉xv

;===========================================================================
; 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(30000+ID)
HelPerType = normal
Name = "mekuri"
StateNo = 30000
ID = 30000+ID
OwnPal = 1
pos = 0, 0
postype = p1
facing = -1
PauseMoveTime = 99999999
SuperMoveTime = 99999999
IgnoreHitPause = 1

[State -3]
type = changestate
Trigger1 = IsHelper
Trigger1 = IsHelper(30000+root,ID)
Trigger1 = StateNo != 30000
value = 30000

;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

;TSTSh~
[State -3, TS]
type = varset
triggerall = var(59)>0
trigger1 = stateno = 700
var(52) = 1

[State -3, Reset]
type = varset
triggerall = var(59)>0
triggerall = var(52)=1
trigger1 = stateno = 200
trigger2 = (stateno = [210,299])
trigger3 = (stateno = [400,699])
trigger4 = (stateno = [1000,3100])
trigger5 = (stateno = [5000,5210])
trigger6 = time>80
var(52) = 0

;HitmF(v53-v56)
;OiENA var(53)=1
[State -3, OiENA]
type = varset
triggerall = var(59)>0
trigger1 = stateno = 2010
var(53) = 1

[State -3, Reset]
type = varset
triggerall = var(59)>0
triggerall = var(53) = 1
trigger1 = movetype = H
trigger2 = enemynear(var(58)),movetype = A
Trigger3 = enemynear(var(58)),ctrl = 1
trigger4 = stateno = 650
trigger5 = p2stateno = 5101 || p2stateno = 5110 
var(53) = 0


;VFh[T var(54)=1
[State -3, VFh[T]
type = varset
triggerall = var(59)>0
trigger1 = (stateno != [1100,1160])
trigger1 = stateno != 1400
trigger1 = ProjContactTime(1000) = 1
trigger1 = (helper(20000),RootDist X < 140 && facing = 1)||(helper(25000),RootDist X < 140 && facing = -1)
trigger1 = p2bodydist x = [20,84]
trigger1 = enemynear(var(58)),Statetype = A
trigger1 = enemynear(var(58)),movetype = H
var(54) = 1

[State -3, Reset]
type = varset
triggerall = var(59)>0
triggerall = var(54) = 1
trigger1 = movetype = H
trigger2 = enemynear(var(58)),movetype = A
trigger3 = enemynear(var(58)),Statetype != A
trigger4 = enemynear(var(58)),statetype = S
trigger5 = enemynear(var(58)),statetype = C
trigger6 = stateno = 1100 || stateno = 1150 || stateno = 1160
trigger7 = p2stateno = 5110 || p2stateno = 5120 || p2stateno = 52 
var(54) = 0


;VFh[T var(54)=2
[State -3, VFh[T]
type = varset
triggerall = var(59)>0
trigger1 = (stateno != [1100,1160])
trigger1 = stateno != 1400
trigger1 = ProjContactTime(1000) = 1
trigger1 = (helper(20000),RootDist X < 220 && facing = 1)||(helper(25000),RootDist X < 220 && facing = -1)
trigger1 = p2bodydist x = [85,160]
trigger1 = enemynear(var(58)),Statetype = A
trigger1 = enemynear(var(58)),movetype = H
var(54) = 2

[State -3, Reset]
type = varset
triggerall = var(59)>0
triggerall = var(54) = 2
trigger1 = movetype = H
trigger2 = enemynear(var(58)),movetype = A
trigger3 = enemynear(var(58)),Statetype != A
trigger4 = enemynear(var(58)),statetype = S
trigger5 = enemynear(var(58)),statetype = C
trigger6 = stateno = 1100 || stateno = 1150 || stateno = 1160
trigger7 = p2stateno = 5110 || p2stateno = 5120 || p2stateno = 52 
var(54) = 0


;VFh[T var(54)=3
[State -3, VFh[T]
type = varset
triggerall = var(59)>0
trigger1 = (stateno != [1100,1160])
trigger1 = stateno != 1400
trigger1 = ProjContactTime(1000) = 1
trigger1 = (helper(20000),RootDist X < 300 && facing = 1)||(helper(25000),RootDist X < 300 && facing = -1)
trigger1 = p2bodydist x = [180,240]
trigger1 = enemynear(var(58)),Statetype = A
trigger1 = enemynear(var(58)),movetype = H
var(54) = 3

[State -3, Reset]
type = varset
triggerall = var(59)>0
triggerall = var(54) = 3
trigger1 = movetype = H
trigger2 = enemynear(var(58)),movetype = A
trigger3 = enemynear(var(58)),Statetype != A
trigger4 = enemynear(var(58)),statetype = S
trigger5 = enemynear(var(58)),statetype = C
trigger6 = stateno = 1100 || stateno = 1150 || stateno = 1160
trigger7 = p2stateno = 5110 || p2stateno = 5120 || p2stateno = 52 
var(54) = 0


;WFt var(55)=1
[State -3, WFt]
type = varset
triggerall = var(59)>0
trigger1 = stateno = 1100 || stateno = 1150
trigger1 = numhelper(1000)
trigger1 = helper(1000),movehit
trigger1 = enemynear(var(58)),movetype = H
var(55) = 1

[State -3, Reset]
type = varset
triggerall = var(59)>0
triggerall = var(55) = 1
trigger1 = movetype = H
trigger2 = enemynear(var(58)),movetype = A
trigger3 = enemynear(var(58)),Statetype != A
Trigger4 = enemynear(var(58)),ctrl = 1
trigger5 = stateno = 2101
var(55) = 0


;ALK,AHK var(56)=1
[State -3, ALK,USG]
type = varset
triggerall = var(59)>0
trigger1 = enemynear(var(58)),statetype = A
trigger1 = stateno = 610 || stateno = 650 
trigger1 = movecontact
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)),stateno = 52
Trigger4 = enemynear(var(58)),stateno = [200,699]
trigger5 = stateno = 420 ||stateno = 1000 || stateno = 1100 || stateno = 1150
trigger6 = enemynear(var(58)),statetype = S
trigger7 = enemynear(var(58)),statetype = C
var(56) = 0


;AND var(56)=2
[State -3, ALK,AND]
type = varset
triggerall = var(59)>0
trigger1 = enemynear(var(58)),statetype = A
trigger1 = stateno = 690
trigger1 = movehit
var(56) = 2

[State -3, AND H-Reset]
type = varset
triggerall = var(59)>0
triggerall = var(56) = 2
trigger1 = movetype = H
trigger2 = P2movetype != H
trigger3 = enemynear(var(58)),movetype = A
Trigger4 = enemynear(var(58)),stateno = 52
Trigger5 = enemynear(var(58)),stateno = [200,699]
trigger6 = stateno = 420 ||stateno = 1000 || stateno = 1100 || stateno = 1150
trigger7 = enemynear(var(58)),statetype = S
trigger8 = enemynear(var(58)),statetype = C
var(56) = 0

;AND var(56)=3
[State -3, AND]
type = varset
triggerall = var(59)>0
trigger1 = enemynear(var(58)),statetype = A
trigger1 = stateno = 690
trigger1 = moveguarded 
var(56) = 3

[State -3, ALK,AND H-Reset]
type = varset
triggerall = var(59)>0
triggerall = var(56) = 3
trigger1 = movetype = H
trigger2 = enemynear(var(58)),movetype = A
Trigger3 = enemynear(var(58)),stateno = 52
Trigger4 = enemynear(var(58)),stateno = [200,699]
trigger5 = stateno = 420 ||stateno = 1000 || stateno = 1100 || stateno = 1150
trigger6 = enemynear(var(58)),statetype = S
trigger7 = enemynear(var(58)),statetype = C
var(56) = 0

;Throw var(56)=4
[State -3, Throw]
type = varset
triggerall = var(59)>0
trigger1 = stateno = 801 
var(56) = 4

[State -3, Reset]
type = varset
triggerall = var(59)>0
triggerall = var(56) = 4
trigger1 = movetype = H
trigger2 = enemynear(var(58)),movetype = A
Trigger3 = enemynear(var(58)),ctrl = 1
trigger4 = stateno = 1400 
trigger5 = p2stateno = 5110 || p2stateno = 5120
var(56) = 0

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

[State -3, Air_RECOVER]
type = ChangeState
value = 5210 
triggerall = var(59)>0
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)>3
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 = Roundstate = 2
triggerall = alive
triggerall = Vel Y > 0 && Pos Y > -20 
triggerall = !(P2stateno >= 2000)
triggerall = StateNo = 5050
trigger1 = random<=(var(59))*120

;===========================================================================
; OiENAm}`̃R{pLq
;===========================================================================

[State -3, m}]
type = ChangeState
value = 1200
triggerall = var(59)>3
triggerall = Roundstate = 2
triggerall = statetype != A
triggerall = !(TeamMode = Simul)
trigger1= (stateno = 2010)&&(AnimElemTime(1) = 7)

[State -3, dash]
type = ChangeState
value = 99
triggerall = var(59)>0
triggerall = var(53)=1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = stateno != [98,101]
triggerall = ctrl || stateno = 0 || stateno = 21 || stateno = 22
triggerall = var(53)=1||(StateNo=1200 && AnimTime = 0)||(PrevStateNo=1200)
trigger1 = P2BodyDist X >= 60

[State -3, S-jump]
type = ChangeState
value = 42
triggerall = var(59)>0
triggerall = var(53)=1
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = P2Statetype != L
triggerall = ctrl || stateno = 0 || stateno = 21 || stateno = 22 || stateno = 99 || stateno = 98 || stateno = 101
triggerall = (enemynear(var(58)),stateno != [5100,5270])
trigger1 = p2bodydist x = [-25,55]

[State -3, SH-jump]
type = ChangeState
value = 43
triggerall = var(59)>0
triggerall = var(53)=1
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = P2Statetype != L
triggerall = ctrl || stateno = 0 || stateno = 21 || stateno = 22 || stateno = 99 || stateno = 98 || stateno = 101
triggerall = (enemynear(var(58)),stateno != [5100,5270])
trigger1 = p2bodydist x = [55,120]

[State -3, EZO]
type = ChangeState
value = 650
triggerall = var(59)>0
triggerall = var(53)=1
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = stateno != [105,106]
triggerall = vel y >= 0
triggerall = P2BodyDist X = [-35,30+floor(3*(enemynear(var(58)),vel X)+floor(3*vel X))]
triggerall = p2bodydist y = [0,35-floor(3*(enemynear(var(58)),vel y)+(3*(3+1)/2)*fvar(20)-3*(vel y)-(3*(3+1)/2)*0.57)]
trigger1 = ctrl||(stateno=[120,149])

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

[State -3, dash]
type = ChangeState
value = 99
triggerall = var(59)>0
triggerall = var(53)=0
triggerall = var(55)=1
triggerall = roundstate = 2
triggerall = stateno != 700
triggerall = power >= 2000
triggerall = statetype != A
triggerall = P2Statetype = A
triggerall = (enemynear(var(58)),stateno != [5100,5120])
triggerall = stateno != [98,101]
triggerall = ctrl || stateno = 0 || stateno = 21 || stateno = 22 || stateno = 23 || stateno = 24 
trigger1 = P2BodyDist X = [60,180]

[State -3, back-walk]
type = ChangeState
value = 24
triggerall = var(59)>0
triggerall = var(53)=0
triggerall = var(55)=1
triggerall = roundstate = 2
triggerall = power >= 2000
triggerall = statetype != A
triggerall = P2Statetype = A
triggerall = (enemynear(var(58)),stateno != [5100,5120])
triggerall = stateno != [98,101]
triggerall = prevstateno != [98,100]
triggerall = ctrl || stateno = 0 || stateno = 21 || stateno = 23 
trigger1 = P2BodyDist X = [-20,20]

[State -3, fwd-walk]
type = ChangeState
value = 23
triggerall = var(59)>0
triggerall = var(53)=0
triggerall = var(55)=1
triggerall = roundstate = 2
triggerall = power >= 2000
triggerall = statetype != A
triggerall = P2Statetype = A
triggerall = (enemynear(var(58)),stateno != [5100,5120])
triggerall = stateno != [98,101]
triggerall = prevstateno != [98,100]
triggerall = ctrl || stateno = 0 || stateno = 22 || stateno = 24 
trigger1 = P2BodyDist X = [40,60]

[State -3, Ti^XB]
type = ChangeState
value = 2101
triggerall = var(59)>3
triggerall = roundstate = 2
triggerall = power >= 2000
triggerall = statetype != A
triggerall = p2movetype = H
triggerall = p2bodydist x = [-10,50]
triggerall = P2bodydist y = [-60-floor(5*(enemynear(var(58)),vel y)+(5*(5+1)/2)*fvar(20)),0-floor(5*(enemynear(var(58)),vel y)+(5*(5+1)/2)*fvar(20))]
triggerall = ctrl || stateno = 0 || stateno = 21 || stateno = 22 || stateno = 23 || stateno = 24 || stateno = 99 || stateno = 98 || stateno = 101 
trigger1 = (p2movetype = H)&&var(55)=1
trigger1 = var(55)=1||(StateNo=1100 && AnimTime = 0)||(PrevStateNo=1100)
trigger2 = (var(56)=[1,3])
trigger2 = p2bodydist x = [-25,25]

[State -3, CHP]
type = ChangeState
value = 420
triggerall = var(59)>3
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = !InGuardDist && !Helper(30000+ID),InGuardDist 
triggerall = !enemynear(var(58)),numproj
Triggerall = P2Statetype != L
triggerall = P2BodyDist X = [-20,100+floor(10*(enemynear(var(58)),vel X))]
triggerall = ctrl || stateno = 0 || stateno = 21 || stateno = 22  || stateno = 98 || stateno = 101
trigger1 = var(56)=1
trigger2 = var(56)=3

[State -3, WFt_1]
type = ChangeState
value = 1100
triggerall = var(59)>3
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = !InGuardDist && !Helper(30000+ID),InGuardDist 
triggerall = !enemynear(var(58)),numproj
Triggerall = P2Statetype != L
triggerall = ctrl || stateno = 0 || stateno = 21 || stateno = 22  || stateno = 98 || stateno = 101
trigger1 = (var(56)=[1,3])
trigger1 = p2bodydist x = [20,84]
trigger1 = p2movetype = H
trigger2 = var(54)=1
trigger2 = P2statetype = A

[State -3, WFt_2]
type = ChangeState
value = 1150
triggerall = var(59)>3
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = !InGuardDist && !Helper(30000+ID),InGuardDist 
triggerall = !enemynear(var(58)),numproj
Triggerall = P2Statetype != L
triggerall = (helper(20000),RootDist X > 140 && facing = 1)||(helper(25000),RootDist X > 140 && facing = -1)
triggerall = ctrl || stateno = 0 || stateno = 21 || stateno = 22  || stateno = 98 || stateno = 101
trigger1 = (var(56)=[1,3])
trigger1 = p2bodydist x = [85,160]
trigger1 = p2movetype = H
trigger2 = var(54)=2
trigger2 = P2statetype = A

[State -3, WFt_3]
type = ChangeState
value = 1160
triggerall = var(59)>3
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = !InGuardDist && !Helper(30000+ID),InGuardDist 
triggerall = !enemynear(var(58)),numproj
Triggerall = P2Statetype != L
triggerall = p2movetype = H
triggerall = (helper(20000),RootDist X > 140 && facing = 1)||(helper(25000),RootDist X > 140 && facing = -1)
triggerall = ctrl || stateno = 0 || stateno = 21 || stateno = 22  || stateno = 98 || stateno = 101
trigger1 = (var(56)=[1,3])
trigger1 = p2bodydist x >= 160
trigger2 = var(54)=3
trigger2 = P2statetype = A

[State -3, uxY[u]
type = ChangeState
value = 1400
triggerall = var(59)>2
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = !InGuardDist && !Helper(30000+ID),InGuardDist 
triggerall = !enemynear(var(58)),numproj
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 101 
triggerall = P2dist X > 0
triggerall = p2bodydist x >= 80
trigger1 = var(56)=4
trigger1 = enemynear(var(58)),time <= 15
trigger1 = p2stateno = 5101 

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

[State -3, Ti^XB]
type = ChangeState
value = 2101
triggerall = var(59)>2
triggerall = roundstate = 2
triggerall = power >= 2000
triggerall = statetype != A
triggerall = p2movetype = H
triggerall = p2bodydist x = [-10,55]
triggerall = P2bodydist y >=-70-EnemyNear(var(58)),vel Y*5
triggerall = (helper(20000),RootDist X > 160 && facing = 1)||(helper(25000),RootDist X > 160 && facing = -1)
trigger1 = numhelper(1000)
trigger1 = stateno = 1100
trigger1 = helper(1000),movehit
trigger1 = random <=(var(59))*300
Trigger2 = P2Statetype = A
trigger2 = stateno = 205 || stateno = 410 || stateno = 420 
trigger2 = movehit
trigger3 = power >= 2500
trigger3 = p2bodydist x <= 40
trigger3 = stateno = 410 && movehit

[State -3, WFt_1]
type = ChangeState
value = 1100
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = P2Statetype != L
triggerall = p2movetype = H
triggerall = p2bodydist x = [-15,70]
trigger1 = stateno = 410 && moveguarded 
trigger1 = random <=120
trigger2 = P2statetype = A
trigger2 = stateno = 410 && moveguarded
trigger2 = random <=(var(59))*300
trigger3 = P2statetype = A
trigger3 = stateno = 420 && movecontact
trigger3 = random <=(var(59))*300
trigger4 = stateno = 451 && movecontact
trigger4 = random <=(var(59))*300

[State -3, WFt_1(ʒ[)]
type = ChangeState
value = 1100
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = P2Statetype != L
triggerall = p2movetype = H
triggerall = (helper(20000),RootDist X < 140 && facing = 1)||(helper(25000),RootDist X < 140 && facing = -1)
triggerall = p2bodydist x = [-15,75]
trigger1 = stateno = 410 && moveguarded 
trigger1 = random <=120
trigger2 = P2statetype = A
trigger2 = stateno = 410 && moveguarded
trigger2 = random <=(var(59))*300
trigger3 = P2statetype = A
trigger3 = stateno = 420 && movecontact
trigger3 = random <=(var(59))*300
trigger4 = stateno = 451 && movecontact
trigger4 = random <=(var(59))*300

[State -3, WFt_2]
type = ChangeState
value = 1150
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = P2Statetype != L
triggerall = p2movetype = H
triggerall = p2bodydist x >= 70
triggerall = (helper(20000),RootDist X > 140 && facing = 1)||(helper(25000),RootDist X > 140 && facing = -1)
trigger1 = stateno = 451 && movecontact
trigger1 = random <=(var(59))*300

[State -3, ljIX]
type = ChangeState
value = 451
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = P2Statetype != L
triggerall = p2movetype = H
trigger1 = stateno = 410 && movehit
trigger1 = p2bodydist x = [-10,100]
trigger1 = p2bodydist y >= -5
Trigger2 = P2Statetype != A
trigger2 = stateno = 410 && moveguarded 
trigger2 = p2bodydist x = [50,100]
trigger2 = random <= 15

[State -3, VFh[T_1]
type = ChangeState
value = 1000
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = P2Statetype != L
triggerall = p2movetype = H
trigger1 = stateno = 410 && moveguarded 
trigger1 = random <=180
trigger2 = P2statetype = A
trigger2 = stateno = 410 && movecontact
trigger2 = random <=(var(59))*300
trigger3 = stateno = 410 && movehit
trigger3 = p2bodydist x >= 100
trigger3 = random <=(var(59))*300
trigger4 = P2statetype = A
trigger4 = stateno = 420 && movecontact
trigger4 = random <=(var(59))*300
trigger5 = stateno = 451 && movecontact
trigger5 = random <=(var(59))*300

[State -3, SSHK]
type = ChangeState
value = 235
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = P2Statetype != L
Triggerall = P2Statetype != A
triggerall = p2movetype = H
triggerall = p2bodydist x <= 20
trigger1 = stateno = 205 && movehit && AnimTime = 0
trigger1 = random <= (var(59))*300

[State -3, CHP]
type = ChangeState
value = 420
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = P2Statetype != L
Triggerall = P2Statetype = A
triggerall = p2movetype = H
triggerall = p2bodydist x = [-20,100]
trigger1 = stateno = 205 && movecontact && AnimTime = 0
trigger1 = random <= (var(59))*300

[State -3, CLK]
type = ChangeState
value = 410
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = P2Statetype != L
triggerall = p2movetype = H
triggerall = p2bodydist x = [-15,111]
trigger1 = stateno = 400 && movehit && AnimTime = 0
trigger1 = random <= (var(59))*300
trigger2 = stateno = 400 && moveguarded && AnimTime = 0
trigger2 = random <= 40
Trigger3 = P2Statetype != A
trigger3 = stateno = 205 && movehit && AnimTime = 0
trigger4 = stateno = 215 && movecontact 
trigger5 = stateno = 235 && movecontact && AnimTime = 0

[State -3, CLP]
type = ChangeState
value = 400
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = P2Statetype != L
triggerall = p2movetype = H
triggerall = p2bodydist x = [-15,62]
trigger1 = stateno = 205 && moveguarded && AnimTime = 0
trigger1 = random <= (var(59))*300
trigger2 = stateno = 400 && moveguarded && AnimTime = 0
trigger2 = random <= (var(59))*300

[State -3, CE]
type = ChangeState
value = 250
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = P2Statetype != A
Triggerall = P2Statetype != L
trigger1 = stateno = 400 && moveguarded 
trigger1 = p2bodydist x = [40,55]
trigger1 = random <= 80
trigger2 = stateno = 410 && moveguarded 
trigger2 = p2bodydist x = [25,50]
trigger2 = random = [15,40]

[State -3, g\]
type = ChangeState
value = 450
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = P2Statetype != A
Triggerall = P2Statetype != L
triggerall = p2movetype = H
trigger1 = stateno = 250 && movehit
trigger1 = p2bodydist x = [-10,50]
trigger1 = random <= (var(59))*300

[State -3, GjE]
type = ChangeState
value = 251
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = P2Statetype != L
triggerall = p2movetype = H
trigger1 = stateno = 400 && moveguarded 
trigger1 = p2bodydist x = [55,75]
trigger1 = random <= (var(59))*300
trigger2 = stateno = 250 || stateno = 450
trigger2 = movehit
trigger2 = p2bodydist x = [25,75]
trigger2 = random <= (var(59))*300
trigger3 = stateno = 250 && moveguarded 
trigger3 = p2bodydist x = [25,75]
trigger3 = random <= (var(59))*300
trigger4 = stateno = 410 && moveguarded 
trigger4 = p2bodydist x = [50,75]
trigger4 = random <= 50

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

[State -3, WFt1]
type = ChangeState
value = 1100
triggerall = (var(59)=[3,5])
triggerall = var(55)=0
Triggerall = Roundstate = 2
Triggerall = Statetype != A
Triggerall = P2Statetype != L
triggerall = P2statetype = A
triggerall = P2movetype != H||(enemynear(var(58)),StateNo=[120,159])
triggerall = (prevstateno=[130,159])||prevstateno=700||prevstateno=702||(prevstateno=[5000,5210])||!InGuardDist && !Helper(30000+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)),vel X = 0
TriggerAll = EnemyNear(var(58)),AnimTime <= -20
triggerall = ctrl || stateno=21 || stateno=22 || stateno=98 || stateno=101
triggerall = P2dist X > 0
Triggerall = P2BodyDist X = [20,78]
Trigger1 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 16 + Enemynear(var(58)),Const(Movement.YAccel) * 136) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-220,0]
trigger1 = (var(59)=[4,5])||var(59)=3&&Random<=333

[State -3, CHP]
type = ChangeState
value = 420
triggerall = (var(59)=[3,5])
Triggerall = Roundstate = 2
Triggerall = Statetype != A
Triggerall = P2Statetype != L
triggerall = P2statetype = A
triggerall = P2movetype != H||(enemynear(var(58)),StateNo=[120,159])
triggerall = (prevstateno=[130,159])||prevstateno=700||prevstateno=702||(prevstateno=[5000,5210])||!InGuardDist && !Helper(30000+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 <= -10
triggerall = ctrl || stateno=0 || stateno=21 || stateno=22 || stateno=98 || stateno=101
triggerall = P2dist X > 0
Triggerall = P2BodyDist X = [0,100]
Trigger1 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 10 + Enemynear(var(58)),Const(Movement.YAccel) * 55) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-135,-50]
trigger1 = (var(59)=[4,5])||var(59)=3&&Random<=333

[State -3, SSHK]
type = ChangeState
value = 235
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)),numproj
triggerall = (EnemyNear(var(58)),StateNo != [5100,5270])
TriggerAll = EnemyNear(var(58)),AnimTime <= -7
triggerall = ctrl || stateno=0 || stateno=21 || stateno=22 || stateno=98 || stateno=101
Triggerall = P2BodyDist X = [5,20]
triggerall = (var(59)=[4,5])||var(59)=3&&Random<=333
triggerall = (P2StateType = S) && (EnemyNear(var(58)),Const(size.head.pos.y)<-80)
trigger1 = (prevstateno=[130,159])||prevstateno=700||prevstateno=702||(prevstateno=[5000,5210])||!InGuardDist && !Helper(30000+ID),InGuardDist ||EnemyNear(var(58)),facing=facing
trigger1 = P2MoveType=A||p2stateno=52||p2stateno=105||(Enemynear(var(58)),stateno=[200,699])
trigger2 = enemynear(var(58)),movetype = I
trigger2 = (enemynear(var(58)),stateno = [200,699])

[State -3, SSLP]
type = ChangeState
value = 205
triggerall = (var(59)=[3,5])
Triggerall = Roundstate = 2
Triggerall = Statetype != A
Triggerall = P2Statetype != L
triggerall = !EnemyNear(var(58)),Ctrl 
triggerall = !EnemyNear(var(58)),numproj
triggerall = (EnemyNear(var(58)),StateNo != [5100,5270])
TriggerAll = EnemyNear(var(58)),AnimTime <= -3
triggerall = ctrl || stateno=0 || stateno=21 || stateno=22 || stateno=98 || stateno=101
Triggerall = P2BodyDist X = [0,20]
triggerall = (var(59)=[4,5])||var(59)=3&&Random<=333
triggerall = (P2StateType = S) && (EnemyNear(var(58)),Const(size.head.pos.y)<-80)||(P2Statetype = A)
Triggerall = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 3 + Enemynear(var(58)),Const(Movement.YAccel) * 6) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-70, 0]
trigger1 = (prevstateno=[130,159])||prevstateno=700||prevstateno=702||(prevstateno=[5000,5210])||!InGuardDist && !Helper(30000+ID),InGuardDist ||EnemyNear(var(58)),facing=facing
trigger1 = P2MoveType=A||p2stateno=52||p2stateno=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)),numproj
triggerall = (EnemyNear(var(58)),StateNo != [5100,5270])
TriggerAll = EnemyNear(var(58)),AnimTime <= -3
triggerall = ctrl || stateno=0 || stateno=21 || stateno=22 || stateno=98 || stateno=101
Triggerall = P2BodyDist X = [-25,62]
Triggerall = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 3 + Enemynear(var(58)),Const(Movement.YAccel) * 6) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-10, 0]
triggerall = (var(59)=[4,5])||var(59)=3&&Random<=333
trigger1 = (prevstateno=[130,159])||prevstateno=700||prevstateno=702||(prevstateno=[5000,5210])||!InGuardDist && !Helper(30000+ID),InGuardDist ||EnemyNear(var(58)),facing=facing
trigger1 = P2MoveType=A||p2stateno=52||p2stateno=105||(Enemynear(var(58)),stateno=[200,699])
trigger2 = enemynear(var(58)),movetype = I
trigger2 = (enemynear(var(58)),stateno = [200,699])

[State -3, CLK]
type = ChangeState
value = 410
triggerall = (var(59)=[3,5])
Triggerall = Roundstate = 2
Triggerall = Statetype != A
Triggerall = P2Statetype != L
triggerall = !EnemyNear(var(58)),Ctrl 
triggerall = !EnemyNear(var(58)),numproj
triggerall = (EnemyNear(var(58)),StateNo != [5100,5270])
TriggerAll = EnemyNear(var(58)),AnimTime <= -4
triggerall = ctrl || stateno=0 || stateno=21 || stateno=22 || stateno=98 || stateno=101
Triggerall = P2BodyDist X = [0,111]
Triggerall = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 4 + Enemynear(var(58)),Const(Movement.YAccel) * 10) * (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=702||(prevstateno=[5000,5210])||!InGuardDist && !Helper(30000+ID),InGuardDist ||EnemyNear(var(58)),facing=facing
trigger1 = P2MoveType=A||p2stateno=52||p2stateno=105||(Enemynear(var(58)),stateno=[200,699])
trigger2 = enemynear(var(58)),movetype = I
trigger2 = (enemynear(var(58)),stateno = [200,699])

[State -3, SHP]
type = ChangeState
value = 220
triggerall = (var(59)=[3,5])
Triggerall = Roundstate = 2
Triggerall = Statetype != A
Triggerall = P2Statetype != L
triggerall = !EnemyNear(var(58)),Ctrl 
triggerall = !EnemyNear(var(58)),numproj
triggerall = (EnemyNear(var(58)),StateNo != [5100,5270])
TriggerAll = EnemyNear(var(58)),AnimTime <= -23
triggerall = ctrl || stateno=0 || stateno=21 || stateno=22 || stateno=98 || stateno=101
Triggerall = P2BodyDist X = [170,180+floor(23*(enemynear(var(58)),vel X))]
Triggerall = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 23 + Enemynear(var(58)),Const(Movement.YAccel) * 276) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-88, 0]
triggerall = (var(59)=[4,5])||var(59)=3&&Random<=333
Trigger1 = P2Statetype = A
trigger1 = (prevstateno=[130,159])||prevstateno=700||prevstateno=702||(prevstateno=[5000,5210])||!InGuardDist && !Helper(30000+ID),InGuardDist ||EnemyNear(var(58)),facing=facing
trigger1 = P2MoveType=A||p2stateno=52||p2stateno=105||(Enemynear(var(58)),stateno=[200,699])
trigger2 = enemynear(var(58)),movetype = I
trigger2 = (enemynear(var(58)),stateno = [200,699])

[State -3, WFt2]
type = ChangeState
value = 1150
triggerall = (var(59)=[3,5])
triggerall = var(55)=0
Triggerall = Roundstate = 2
Triggerall = Statetype != A
Triggerall = P2Statetype != L
triggerall = P2movetype != H||(enemynear(var(58)),StateNo=[120,159])
triggerall = (prevstateno=[130,159])||prevstateno=700||prevstateno=702||(prevstateno=[5000,5210])||!InGuardDist && !Helper(30000+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)),vel X = 0
TriggerAll = EnemyNear(var(58)),AnimTime <= -27
triggerall = ctrl || stateno=0 || stateno=21 || stateno=22 || stateno=98 || stateno=101
triggerall = P2dist X > 0
Triggerall = P2BodyDist X = [110,157]
Triggerall = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 27 + Enemynear(var(58)),Const(Movement.YAccel) * 378) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-220,0]
triggerall = (var(59)=[4,5])||var(59)=3&&Random<=333
Trigger1 = P2Statetype = A
trigger1 = (prevstateno=[130,159])||prevstateno=700||prevstateno=702||(prevstateno=[5000,5210])||!InGuardDist && !Helper(30000+ID),InGuardDist ||EnemyNear(var(58)),facing=facing
trigger1 = P2MoveType=A||(Enemynear(var(58)),stateno=[200,699])
trigger2 = enemynear(var(58)),movetype = I
trigger2 = (enemynear(var(58)),stateno = [200,660])

[State -3, WFt3]
type = ChangeState
value = 1160
triggerall = (var(59)=[3,5])
triggerall = var(55)=0
triggerall = var(56)=0
Triggerall = Roundstate = 2
Triggerall = Statetype != A
Triggerall = P2Statetype != L
triggerall = P2movetype != H||(enemynear(var(58)),StateNo=[120,159])
triggerall = (prevstateno=[130,159])||prevstateno=700||prevstateno=702||(prevstateno=[5000,5210])||!InGuardDist && !Helper(30000+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)),vel X = 0
TriggerAll = EnemyNear(var(58)),AnimTime <= -32
triggerall = ctrl || stateno=0 || stateno=21 || stateno=22 || stateno=98 || stateno=101
triggerall = P2dist X > 0
Triggerall = P2BodyDist X = [178,240]
Triggerall = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 32 + Enemynear(var(58)),Const(Movement.YAccel) * 528) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-220,0]
triggerall = (var(59)=[4,5])||var(59)=3&&Random<=333
Trigger1 = P2Statetype = A
trigger1 = (prevstateno=[130,159])||prevstateno=700||prevstateno=702||(prevstateno=[5000,5210])||!InGuardDist && !Helper(30000+ID),InGuardDist ||EnemyNear(var(58)),facing=facing
trigger1 = P2MoveType=A||(Enemynear(var(58)),stateno=[200,699])
trigger2 = enemynear(var(58)),movetype = I
trigger2 = (enemynear(var(58)),stateno = [200,660])

[State -3, OiENA]
type = ChangeState
value = 2000
triggerall = (var(59)=[3,5])
Triggerall = Roundstate = 2
Triggerall = power >= 1000
Triggerall = Statetype != A
Triggerall = P2Statetype != L
triggerall = P2StateType != A 
triggerall = P2movetype!=H
triggerall = (p2stateno != [130,153])
Triggerall = (p2stateno != [5000,5290])
Triggerall = Enemynear(var(58)),Alive
Triggerall = P2bodyDist x = [-5,15]
triggerall = ctrl || stateno=0 || stateno=21 || stateno=22 || stateno=98 || stateno=101
Triggerall = !EnemyNear(var(58)),Ctrl 
triggerall = !EnemyNear(var(58)),numproj
TriggerAll = Enemynear(var(58)),GetHitVar(hittime)<0||Enemynear(var(58)),ctrl
triggerall = (enemynear(var(58)),vel X = 0)||(EnemyNear(var(58)),vel X =[-3,3])
TriggerAll = EnemyNear(var(58)),AnimTime = -3
triggerall = (var(59)=[4,5])||var(59)=3&&Random<=333
trigger1 = (prevstateno=[130,159])||prevstateno=700||prevstateno=702||(prevstateno=[5000,5210])||!InGuardDist && !Helper(30000+ID),InGuardDist ||EnemyNear(var(58)),facing=facing
trigger1 = P2MoveType=A||p2stateno=52||p2stateno=105||(Enemynear(var(58)),stateno=[200,699])
trigger2 = enemynear(var(58)),movetype = I
trigger2 = (enemynear(var(58)),stateno = [200,699])

[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 = (p2stateno != [130,153])
Triggerall = (p2stateno != [5000,5290])
Triggerall = Enemynear(var(58)),Alive
Triggerall = P2bodyDist x = [-5,15]
triggerall = ctrl || stateno=0 || stateno=21 || stateno=22 || stateno=98 || stateno=101
Triggerall = !EnemyNear(var(58)),Ctrl 
triggerall = !EnemyNear(var(58)),numproj
TriggerAll = Enemynear(var(58)),GetHitVar(hittime)<0||Enemynear(var(58)),ctrl
TriggerAll = EnemyNear(var(58)),AnimTime = [-3,-1]
triggerall = (var(59)=[4,5])||var(59)=3&&Random<=333
trigger1 = (prevstateno=[130,159])||prevstateno=700||prevstateno=702||(prevstateno=[5000,5210])||!InGuardDist && !Helper(30000+ID),InGuardDist ||EnemyNear(var(58)),facing=facing
trigger1 = P2MoveType=A||p2stateno=52||p2stateno=105||(Enemynear(var(58)),stateno=[200,699])
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 = var(53)=0
triggerall = roundstate = 2
triggerall = stateno != [105,106]
triggerall = statetype = A
Triggerall = P2Statetype != L
triggerall = !EnemyNear(var(58)),Ctrl 
triggerall = ctrl || (stateno=[120,149])
triggerall = enemynear(var(58)),animtime <= -12
triggerall = enemynear(var(58)),statetype = A
triggerall = P2BodyDist X = [0,87+floor(12*(enemynear(var(58)),vel X)+floor(12*vel X))]
triggerall = p2bodydist y = [-78-floor(12*(enemynear(var(58)),vel y)+(12*(12+1)/2)*fvar(20)-12*(vel y)-(12*(12+1)/2)*0.57),33-floor(12*(enemynear(var(58)),vel y)+(12*(12+1)/2)*fvar(20)-12*(vel y)-(12*(12+1)/2)*0.57)]
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, EZO]
type = ChangeState
value = 650
triggerall = var(59)>0
triggerall = var(53)=0
triggerall = roundstate = 2
triggerall = statetype = A
Triggerall = P2Statetype != L
triggerall = !EnemyNear(var(58)),Ctrl 
triggerall = ctrl || (stateno=[120,149])
triggerall = enemynear(var(58)),animtime <= -3
triggerall = (enemynear(var(58)),statetype != A && vel y >= 0)||enemynear(var(58)),statetype = A
triggerall = P2BodyDist X = [-35,45+floor(3*(enemynear(var(58)),vel X)+floor(3*vel X))]
triggerall = p2bodydist y = [0,45-floor(3*(enemynear(var(58)),vel y)+(3*(3+1)/2)*fvar(20)-3*(vel y)-(3*(3+1)/2)*0.57)]
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, ALK]
type = ChangeState
value = 610
triggerall = var(59)>0
triggerall = var(53)=0
triggerall = roundstate = 2
triggerall = stateno != [105,107]
triggerall = statetype = A
Triggerall = P2Statetype != L
triggerall = !EnemyNear(var(58)),Ctrl 
triggerall = ctrl || (stateno=[120,149])
triggerall = enemynear(var(58)),animtime <= -7
triggerall = (enemynear(var(58)),statetype != A && vel y >= 0)||(enemynear(var(58)),statetype != A && vel y >= -2)
triggerall = P2BodyDist X = [45,84+floor(7*(enemynear(var(58)),vel X)+floor(7*vel X))]
triggerall = p2bodydist y = [-15,65-floor(7*(enemynear(var(58)),vel y)+(7*(7+1)/2)*fvar(20)-7*(vel y)-(7*(7+1)/2)*0.57)]
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, Ti^XA]
Type = ChangeState
Value = 2100
triggerall = var(59)>0
triggerall = StateType!=A
triggerall = RoundState=2
triggerall = power >= 2000
Triggerall = P2Statetype != L
triggerall = enemynear(var(58)),MoveType=A
triggerall = !EnemyNear(var(58)),Ctrl && P2stateno>=200
triggerall = (ctrl||stateno=0||(stateno=[120,149])||stateno=21||stateno=22||(stateno=[23,24])||(stateno=[98,101]))
triggerall = enemynear(var(58)),AnimTime<=-2
triggerall = enemynear(var(58)),Time>=var(57)||(!Time&&var(59)>3)||var(59)>4||Prevstateno=700||Prevstateno=702
triggerall = P2BodyDist X = [-15,25]
triggerall = P2bodydist y >=-60-EnemyNear(var(58)),vel Y*2
triggerall = (var(59)=[4,5])||var(59)=3&&Random<=333
trigger1 = enemynear(var(58)),Time>=var(57)||var(59)>4
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = prevstateno = 700||(StateNo=700&&AnimTime = 0)
trigger5 = Prevstateno = 702||(StateNo=702&&AnimTime = 0)

[State -3, Ti^XB]
Type = ChangeState
Value = 2101
triggerall = var(59)>0
triggerall = StateType!=A
triggerall = RoundState=2
triggerall = power >= 2000
Triggerall = P2Statetype != L
triggerall = enemynear(var(58)),MoveType=A
triggerall = !EnemyNear(var(58)),Ctrl && P2stateno>=200
triggerall = (ctrl||stateno=0||(stateno=[120,149])||stateno=21||stateno=22||(stateno=[23,24])||(stateno=[98,101]))
triggerall = enemynear(var(58)),AnimTime<=-5
triggerall = enemynear(var(58)),Time>=var(57)||(!Time&&var(59)>3)||var(59)>4||Prevstateno=700||Prevstateno=702
triggerall = P2BodyDist X = [-5,55]
triggerall = P2bodydist y >=-60-EnemyNear(var(58)),vel Y*5
triggerall = (var(59)=[4,5])||var(59)=3&&Random<=333
trigger1 = enemynear(var(58)),Time>=var(57)||var(59)>4
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = prevstateno = 700||(StateNo=700&&AnimTime = 0)
trigger5 = Prevstateno = 702||(StateNo=702&&AnimTime = 0)

[State -3, Ti^XC]
Type = ChangeState
Value = 2102
triggerall = var(59)>0
triggerall = StateType!=A
triggerall = RoundState=2
triggerall = power >= 2000
Triggerall = P2Statetype != L
triggerall = enemynear(var(58)),MoveType=A
triggerall = !EnemyNear(var(58)),Ctrl && P2stateno>=200
triggerall = (ctrl||stateno=0||(stateno=[120,149])||stateno=21||stateno=22||(stateno=[23,24])||(stateno=[98,101]))
triggerall = enemynear(var(58)),AnimTime<=-9
triggerall = enemynear(var(58)),Time>=var(57)||(!Time&&var(59)>3)||var(59)>4||Prevstateno=700||Prevstateno=702
triggerall = P2BodyDist X = [-5,75]
triggerall = P2bodydist y >=-60-EnemyNear(var(58)),vel Y*9
triggerall = (var(59)=[4,5])||var(59)=3&&Random<=333
trigger1 = enemynear(var(58)),Time>=var(57)||var(59)>4
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = prevstateno = 700||(StateNo=700&&AnimTime = 0)
trigger5 = Prevstateno = 702||(StateNo=702&&AnimTime = 0)

[State -3, OiENA]
Type = ChangeState
Value = 2000
triggerall = var(59)>0
triggerall = StateType!=A
triggerall = RoundState=2
triggerall = power >= 1000
Triggerall = P2Statetype != L
Triggerall = P2Statetype != A
triggerall = enemynear(var(58)),MoveType=A
triggerall = !EnemyNear(var(58)),Ctrl && P2stateno>=200
triggerall = (ctrl||stateno=0||(stateno=[120,149])||stateno=21||stateno=22||(stateno=[23,24])||(stateno=[98,101]))
triggerall = enemynear(var(58)),AnimTime<=-3
triggerall = enemynear(var(58)),Time>=var(57)||(!Time&&var(59)>3)||var(59)>3||Prevstateno=700||Prevstateno=702
triggerall = (enemynear(var(58)),vel X = 0)||(EnemyNear(var(58)),vel X =[-3,3])
triggerall = P2BodyDist X = [-15,15]
triggerall = (var(59)=[4,5])||var(59)=3&&Random<=333
trigger1 = enemynear(var(58)),Time>=var(57)||var(59)>3
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = prevstateno = 700||(StateNo=700&&AnimTime = 0)
trigger5 = Prevstateno = 702||(StateNo=702&&AnimTime = 0)

[State -3, TS or FS`1]
type = ChangeState
value = 400
triggerall = var(59)>0 
triggerall = Roundstate = 2
triggerall = StateType != A
Triggerall = P2Statetype != L
triggerall = (P2movetype != H)||(P2StateNo=[120,159])
triggerall = (ctrl||stateno=0||(stateno=[120,149])||stateno=21||stateno=22||(stateno=[23,24])||(stateno=[98,101]))
triggerall = (var(59)=[4,5])||var(59)=3&&Random<=333
Triggerall = EnemyNear(var(58)),AnimTime<=-3
Triggerall = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 3 + Enemynear(var(58)),Const(Movement.YAccel) * 6) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-10, 0]
trigger1 = prevstateno = 700||(StateNo=700&&AnimTime = 0)
trigger1 = P2BodyDist X = [-15,50]
trigger1 = !EnemyNear(var(58)),Ctrl 
trigger1 = P2MoveType=A||(Enemynear(var(58)),stateno=[98,105])||(Enemynear(var(58)),stateno=[200,699])
trigger2 = prevstateno = 700||(StateNo=700&&AnimTime = 0)
trigger2 = P2BodyDist X = [-15,50]
trigger2 = !EnemyNear(var(58)),Ctrl 
trigger2 = enemynear(var(58)),movetype = I
trigger2 = (enemynear(var(58)),stateno = [200,699])

[State -3, TS or FS`2]
type = ChangeState
value = 410
triggerall = var(59)>0 
triggerall = Roundstate = 2
triggerall = StateType != A
Triggerall = P2Statetype != L
triggerall = (ctrl||stateno=0||(stateno=[120,149])||stateno=21||stateno=22||(stateno=[23,24])||(stateno=[98,101]))
triggerall = (var(59)=[4,5])||var(59)=3&&Random<=333
Triggerall = EnemyNear(var(58)),AnimTime<=-4
Triggerall = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 4 + Enemynear(var(58)),Const(Movement.YAccel) * 10) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-50, 0]
trigger1 = prevstateno = 700||(StateNo=700&&AnimTime = 0)
trigger1 = P2BodyDist X = [-15,108]
trigger1 = !EnemyNear(var(58)),Ctrl 
trigger1 = P2MoveType=A||(Enemynear(var(58)),stateno=[98,105])||(Enemynear(var(58)),stateno=[200,699])
trigger2 = prevstateno = 700||(StateNo=700&&AnimTime = 0)
trigger2 = P2BodyDist X = [-15,108]
trigger2 = !EnemyNear(var(58)),Ctrl 
trigger2 = enemynear(var(58)),movetype = I
trigger2 = (enemynear(var(58)),stateno = [200,699])

[State -3, TS or FS`3]
type = ChangeState
value = 800
triggerall = var(59)>0 
triggerall = Roundstate = 2
triggerall = StateType != A
Triggerall = P2Statetype != L
Triggerall = P2Statetype != A
triggerall = P2movetype != H
triggerall = (ctrl||stateno=0||(stateno=[120,149])||stateno=21||stateno=22||(stateno=[23,24])||(stateno=[98,101]))
triggerall = (var(59)=[4,5])||var(59)=3&&Random<=333
Triggerall = EnemyNear(var(58)),AnimTime = [-2,-1]
triggerall = P2BodyDist X = [0,15]
trigger1 = prevstateno = 700||(StateNo=700&&AnimTime = 0)
trigger1 = !EnemyNear(var(58)),Ctrl 
trigger1 = P2MoveType=A||(Enemynear(var(58)),stateno=[98,105])||(Enemynear(var(58)),stateno=[200,699])
trigger2 = prevstateno = 700||(StateNo=700&&AnimTime = 0)
trigger2 = !EnemyNear(var(58)),Ctrl 
trigger2 = enemynear(var(58)),movetype = I
trigger2 = (enemynear(var(58)),stateno = [200,699])

[State -3, Throw]
type = ChangeState
value = 800
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = statetype !=L
triggerall = P2statetype != A
triggerall = P2statetype != L
triggerall = p2movetype != H
triggerall = (p2stateno != [130,153])
triggerall = enemynear(var(58)),stateno != [5000,5270]
triggerall = p2bodydist x < 15 && P2dist X > 0
Triggerall = EnemyNear(var(58)),MoveType=A
Triggerall = EnemyNear(var(58)),AnimTime=-1
TriggerAll = Enemynear(var(58)),GetHitVar(hittime)<0
Triggerall = EnemyNear(var(58)),Time>=30||(!Time&&var(59)>3)||var(59)>4||Prevstateno=700||Prevstateno=702
triggerall = ctrl || stateno=0 || stateno=21 || stateno=22 || stateno=98 || stateno=101
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, TS_1]
type = ChangeState
value = 700
triggerall = var(59)>0 
triggerall = var(52)=0
triggerall = Roundstate = 2
triggerall = !(TeamMode = Simul)
triggerall = power >= 500
triggerall = stateno != 700
triggerall = statetype != A && movetype != A
Triggerall = P2Statetype != L
Triggerall = P2Statetype != A
triggerall = P2movetype != H
TriggerAll = InGuardDist 
triggerall = !EnemyNear(var(58)),Ctrl && P2stateno>=200
TriggerAll = (Enemynear(var(58)),hitdefattr =SCA,AA,AP)||(EnemyNear(var(58)),numproj>0&&InGuardDist)
TriggerAll = EnemyNear(var(58)),facing + facing = 0
triggerall = ctrl||stateno=0||(stateno=[120,149])||stateno=21||stateno=22||stateno=23||stateno=24||stateno=98||stateno=99||stateno=101
Triggerall = EnemyNear(var(58)),AnimTime<=-20
TriggerAll = P2bodydist X=[0,120]
triggerall = (var(59)=[4,5])||var(59)=3&&Random<=333
trigger1 = enemynear(var(58)),Time>=var(57)||var(59)>4
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = Prevstateno = 702 

[State -3, TS_2]
type = ChangeState
value = 700
triggerall = var(59)>0 
triggerall = var(52)=0
triggerall = Roundstate = 2
triggerall = !(TeamMode = Simul)
triggerall = power >= 500
triggerall = stateno != 700
triggerall = statetype != A && movetype != A
Triggerall = P2Statetype != L
Triggerall = P2Statetype != A
triggerall = P2movetype != H
triggerall = !EnemyNear(var(58)),Ctrl && P2stateno>=200
TriggerAll = (Enemynear(var(58)),hitdefattr =SCA,AP)||(EnemyNear(var(58)),numproj>0&&InGuardDist)
TriggerAll = EnemyNear(var(58)),facing + facing = 0
triggerall = (ctrl||stateno=0||(stateno=[120,149])||stateno=21||stateno=22||(stateno=[23,24])||(stateno=[98,101]))
Triggerall = EnemyNear(var(58)),AnimTime<=-26
TriggerAll = P2bodydist X=[100,190]
triggerall = var(59)=5&&Random<=400||var(59)=4&&Random<=350||Random<=150
trigger1 = enemynear(var(58)),Time>=var(57)||var(59)>4
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = Prevstateno = 702 

[State -3, ACTS_1];΍ƂĎIɓ
type = ChangeState
value = 700
triggerall = var(59)>0 
triggerall = var(52)=0
triggerall = Roundstate = 2
triggerall = !(TeamMode = Simul)
triggerall = power >= 1000
triggerall = stateno != 700
triggerall = prevstateno != 700
triggerall = statetype != A 
Triggerall = P2Statetype != L
Triggerall = P2Statetype != A
triggerall = P2movetype != H
TriggerAll = InGuardDist 
triggerall = !EnemyNear(var(58)),Ctrl && P2stateno>=200
TriggerAll = (Enemynear(var(58)),hitdefattr =SCA,AA,AP)||(EnemyNear(var(58)),numproj>0&&InGuardDist)
TriggerAll = EnemyNear(var(58)),facing + facing = 0
Triggerall = EnemyNear(var(58)),AnimTime<=-20||(P2stateno>=1000)
TriggerAll = P2bodydist X=[0,120]
triggerall = var(59)=5||var(59)=4&&Random<=400||var(59)=3&&Random<=50
triggerall = enemynear(var(58)),Time>=var(57)||var(59)>3
trigger1 = stateno = 200||stateno = 205||stateno = 215||stateno = 220||stateno = 235

[State -3, ACTS_2];΍ƂĎIɓ
type = ChangeState
value = 700
triggerall = var(59)>0 
triggerall = var(52)=0
triggerall = Roundstate = 2
triggerall = !(TeamMode = Simul)
triggerall = power >= 1000
triggerall = stateno != 700
triggerall = prevstateno != 700
triggerall = statetype != A 
Triggerall = P2Statetype != L
Triggerall = P2Statetype != A
triggerall = P2movetype != H
triggerall = !EnemyNear(var(58)),Ctrl && P2stateno>=200
TriggerAll = (Enemynear(var(58)),hitdefattr =SCA,AP)||(EnemyNear(var(58)),numproj>0&&InGuardDist)
TriggerAll = EnemyNear(var(58)),facing + facing = 0
Triggerall = EnemyNear(var(58)),AnimTime<=-26||(P2stateno>=1000)
TriggerAll = P2bodydist X=[100,190]
triggerall = var(59)=5||var(59)=4&&Random<=400||Random<=50
triggerall = enemynear(var(58)),Time>=var(57)||var(59)>3
trigger1 = stateno = 200||stateno = 205||stateno = 215||stateno = 220||stateno = 235

[State -3, GCTS]
type = ChangeState
value = 700
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = !(TeamMode = Simul)
triggerall = power >= 1000
triggerall = (stateno = 150)||(stateno = 151)
Triggerall = P2Statetype != L
Triggerall = P2Statetype != A
triggerall = p2movetype != H
TriggerAll = EnemyNear(var(58)),moveguarded
Triggerall = P2moveType = A
Triggerall = EnemyNear(var(58)),facing + facing = 0
triggerall = !EnemyNear(var(58)),Ctrl && P2stateno>=200
triggerall = (var(59)=[4,5])||var(59)=3&&Random<=333
Trigger1 = EnemyNear(var(58)),AnimTime<=-20
Trigger1 = P2bodydist X=[0,120]
Trigger2 = EnemyNear(var(58)),AnimTime<=-26
trigger2 = P2bodydist X=[100,200]

[State -3,m}]
type = ChangeState
value = 1200
triggerall = var(59)>0
Triggerall = RoundState=2 
triggerall = statetype != A 
triggerall = EnemyNear(var(58)),numproj=0
triggerall = enemynear(var(58)),movetype!=H
triggerall = (enemynear(var(58)),time<=2)||(enemynear(var(58)),AnimElemtime(1) >= 0 && enemynear(var(58)),AnimElemtime(2) < 0)
triggerall = P2BodyDist X = [0,60+floor(8*(enemynear(var(58)),vel X))]
triggerall = p2bodydist y = [-60-floor(8*(enemynear(var(58)),vel y)+(8*(8+1)/2)*fvar(20)),0]
triggerall = EnemyNear(var(58)),StateNo=[200,999]
Triggerall = EnemyNear(var(58)),moveType = A
triggerall = enemynear(var(58)),statetype = S ||enemynear(var(58)),statetype = C 
triggerall = inguarddist
triggerall = enemynear(var(58)),AnimTime<=-25
triggerall = (ctrl||stateno=0||(stateno=[120,149])||stateno=21||stateno=22||(stateno=[23,24])||(stateno=[98,101]))
trigger1 = var(59)>3
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = prevstateno = 700||(StateNo=700&&AnimTime = 0)
trigger5 = Prevstateno = 702||(StateNo=702&&AnimTime = 0)

[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=0||(stateno=[120,149])||stateno=21||stateno=22||(stateno=[23,24])||(stateno=[98,101]))
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 && !Helper(30000+ID),InGuardDist 
Trigger2 = Enemynear(var(58)),Vel X > 0
Trigger2 = Enemynear(var(58)),HitDefAttr = SC,AT
Trigger3 = !InGuardDist && !Helper(30000+ID),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=10||stateno=11||stateno=21||stateno=22||(stateno=100&&AnimElemTime(2)>=0)
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(30000+ID),InGuardDist && EnemyNear(var(58)),StateType = A
Trigger3 = InGuardDist
Trigger3 = P2BodyDist X>60||(EnemyNear(var(58)),Time > 50)

[State -3, Guard C ND]
type = ChangeState
value = 291
triggerall = var(59)>3
triggerall = roundstate = 2
triggerall = statetype != A 
Triggerall = P2Statetype != L
Triggerall = P2Statetype = A
triggerall = P2movetype != H
triggerall = power >= 500
triggerall = StateNo = 150 || StateNo = 151
Triggerall = !EnemyNear(var(58)),Ctrl && P2stateno>=200
triggerall = p2bodydist x = [0,90]
Triggerall = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 23 + Enemynear(var(58)),Const(Movement.YAccel) * 276) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-90,0]
trigger1 = Enemynear(var(58)),animtime <= -23
trigger1 = (Random<=var(59)*100)||var(59)=5

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

[State -3, H-Jump]
Type = ChangeState
Value = 44
triggerall = var(59)>0
triggerall = StateType != A
triggerall = roundstate=2
triggerall = (ctrl||stateno=21||stateno=22||(stateno=[23,24])||(stateno=[98,101]))
triggerall = (P2Statetype = L)||(p2stateno = 5110)
triggerall = BackEdgeBodyDist <= 20
trigger1 = p2bodydist X = [-15,15]

[State -3, Back-H-jump]
Type = ChangeState
Value = 45
triggerall = var(59)>0
triggerall = StateType != A
triggerall = roundstate=2
triggerall = (ctrl||stateno=21||stateno=22||(stateno=[23,24])||(stateno=[98,101]))
triggerall = !(p2life<=300)
triggerall = (NumHelper(25000) && NumHelper(20000))
triggerall = (helper(20000),RootDist X < 180 && facing = 1)||(helper(25000),RootDist X < 180 && facing = -1)
triggerall = p2bodydist x = [-30,80]
triggerall = (P2Statetype = L)||(p2stateno = 5110)
triggerall = BackEdgeBodyDist >= 60
trigger1 = Random <= 20

[State -3, SU-jump]
type = ChangeState
value = 47
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),vel X = 0||(EnemyNear(var(58)),vel X =[-1,1])
triggerall = (ctrl||stateno=21||stateno=22||(stateno=[23,24])||(stateno=[98,101]))
triggerall = var(59)=5&&Random<=250||var(59)=4&&Random<=200||var(59)=3&&Random<=100
triggerall = p2bodydist x <= 84
trigger1 = enemynear(var(58)),stateno = 5120
trigger1 = enemynear(var(58)),animtime = [-18,-15]

[State -3, S-jump]
type = ChangeState
value = 42
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),vel X = 0||(EnemyNear(var(58)),vel X =[-1,1])
triggerall = (ctrl||stateno=21||stateno=22||(stateno=[23,24])||(stateno=[98,101]))
triggerall = var(59)=5&&Random<=250||var(59)=4&&Random<=200||var(59)=3&&Random<=100
triggerall = p2bodydist x = [80,120]
trigger1 = enemynear(var(58)),stateno = 5120
trigger1 = enemynear(var(58)),animtime = [-18,-15]

[State -3, SH-jump]
type = ChangeState
value = 43
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),vel X = 0||(EnemyNear(var(58)),vel X =[-1,1])
triggerall = (ctrl||stateno=21||stateno=22||(stateno=[23,24])||(stateno=[98,101]))
triggerall = var(59)=5&&Random<=250||var(59)=4&&Random<=200||var(59)=3&&Random<=100
triggerall = p2bodydist x = [120,160]
trigger1 = enemynear(var(58)),stateno = 5120
trigger1 = enemynear(var(58)),animtime = [-21,-16]

[State -3, EZO]
type = ChangeState
value = 650
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = ctrl || stateno = [120,149]
triggerall = (enemynear(var(58)),statetype != A && vel y >= 0)
triggerall = P2BodyDist X = [-35,45+floor(3*(enemynear(var(58)),vel X)+floor(3*vel X))]
triggerall = random <= (var(59))*300
trigger1 = (P2Statetype = L)||(p2stateno = 5110)||(p2stateno = 5120)

[State -3, ALK]
type = ChangeState
value = 610
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = vel X = 0
triggerall = statetype = A
triggerall = stateno != [105,107]
triggerall = ctrl || stateno = [120,149]
triggerall = (enemynear(var(58)),statetype != A && vel y >= 0)||(enemynear(var(58)),statetype != A && vel y >= -2)
triggerall = random <= (var(59))*300
triggerall = P2BodyDist X = [45,84+floor(7*(enemynear(var(58)),vel X)+floor(7*vel X))]
trigger1 = (P2Statetype = L)||(p2stateno = 5110)||(p2stateno = 5120)

[State -3, CLK]
type = ChangeState
value = 410
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = (ctrl||stateno=21||stateno=22||(stateno=[23,24])||(stateno=[98,101]))
triggerall = enemynear(var(58)),vel X = 0||(EnemyNear(var(58)),vel X =[-1,1])
triggerall = P2dist X>0
triggerall = p2bodydist x = [75,108]
triggerall = Random<=var(59)*120
trigger1 = enemynear(var(58)),stateno = 5120
trigger1 = enemynear(var(58)),animtime = -5

[State -3, WFt-1]
type = ChangeState
value = 1100
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = (ctrl||stateno=21||stateno=22||(stateno=[23,24])||(stateno=[98,101]))
triggerall = enemynear(var(58)),vel X = 0||(EnemyNear(var(58)),vel X =[-1,1])
triggerall = p2bodydist x = [60,75]
triggerall = random <= (var(59))*120
trigger1 = enemynear(var(58)),stateno = 5120
trigger1 = enemynear(var(58)),animtime = [-15,14]

[State -3, WFt_2]
type = ChangeState
value = 1150
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = (ctrl||stateno=21||stateno=22||(stateno=[23,24])||(stateno=[98,101]))
triggerall = enemynear(var(58)),vel X = 0||(EnemyNear(var(58)),vel X =[-1,1])
triggerall = p2bodydist x = [100,160]
triggerall = random <= (var(59))*120
trigger1 = enemynear(var(58)),stateno = 5120
trigger1 = enemynear(var(58)),animtime = -27

[State -3, WFt_3]
type = ChangeState
value = 1160
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = (ctrl||stateno=21||stateno=22||(stateno=[23,24])||(stateno=[98,101]))
triggerall = enemynear(var(58)),vel X = 0||(EnemyNear(var(58)),vel X =[-1,1])
triggerall = p2bodydist x = [178,240]
triggerall = random <= (var(59))*120
trigger1 = enemynear(var(58)),stateno = 5120
trigger1 = enemynear(var(58)),animtime = -32

[State -3, VFh[T_1]
type = ChangeState
value = 1000
triggerall = var(59)>0
triggerall = numproj = 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = (ctrl||stateno=21||stateno=22||(stateno=[23,24])||(stateno=[98,101]))
triggerall = enemynear(var(58)),vel X = 0||(EnemyNear(var(58)),vel X =[-1,1])
triggerall = p2bodydist x >= 120
triggerall = random <= (var(59))*150
trigger1 = enemynear(var(58)),stateno = 5120
trigger1 = enemynear(var(58)),animtime = -19

[State -3, VFh[T_2]
type = ChangeState
value = 1050
triggerall = var(59)>0
triggerall = numproj = 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = (ctrl||stateno=21||stateno=22||(stateno=[23,24])||(stateno=[98,101]))
triggerall = enemynear(var(58)),vel X = 0||(EnemyNear(var(58)),vel X =[-1,1])
triggerall = random <= (var(59))*120
trigger1 = p2bodydist x = [160,200]
trigger1 = enemynear(var(58)),stateno = 5120
trigger1 = enemynear(var(58)),animtime = -26
trigger2 = p2bodydist x >= 200
trigger2 = enemynear(var(58)),stateno = 5120

[State -3, VFh[T_3]
type = ChangeState
value = 1060
triggerall = var(59)
triggerall = numproj = 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = (ctrl||stateno=21||stateno=22||(stateno=[23,24])||(stateno=[98,101]))
triggerall = random <= (var(59))*60
triggerall = p2bodydist x >= 220
trigger1 = enemynear(var(58)),stateno = 5110

[State -3, Back Step]
type = ChangeState
value = 105
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist x = [-25,60]
triggerall = backedgebodydist > 60
triggerall = (ctrl||stateno=21||stateno=22||(stateno=[23,24])||(stateno=[98,101]))
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,-5]

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

[State -3, SSHK]
type = ChangeState
value = 235
triggerall = var(59)>0
triggerall = var(53)=0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = P2Statetype != L
Triggerall = P2Statetype != A
triggerall = P2movetype = H
triggerall = !InGuardDist && !Helper(30000+ID),InGuardDist 
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 101
triggerall = (P2StateType = S) && (EnemyNear(var(58)),Const(size.head.pos.y)<-80)
trigger1 = (enemynear(var(58)),stateno!=[120,159])
trigger1 = p2bodydist x = [2,20]
trigger1 = (var(59)=[4,5])||(var(59))*300

[State -3, CLP]
type = ChangeState
value = 400
triggerall = var(59)>0
triggerall = var(53)=0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = P2Statetype != L
Triggerall = P2Statetype != A
triggerall = P2movetype = H
triggerall = !InGuardDist && !Helper(30000+ID),InGuardDist 
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 101
trigger1 = (enemynear(var(58)),stateno=[120,159])
trigger1 = p2bodydist x = [-25,60]
trigger1 = random<= 400

[State -3, CE]
type = ChangeState
value = 250
triggerall = var(59)>0
triggerall = var(53)=0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = P2Statetype != L
Triggerall = P2Statetype = S
triggerall = P2movetype = H
triggerall = !InGuardDist && !Helper(30000+ID),InGuardDist 
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 101
trigger1 = (enemynear(var(58)),stateno=[120,159])
trigger1 = p2bodydist x = [25,60]
trigger1 = random<= 250

[State -3, CLK]
type = ChangeState
value = 410
triggerall = var(59)>0
triggerall = var(53)=0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = P2Statetype != L
Triggerall = P2Statetype != A
triggerall = P2movetype = H
triggerall = !InGuardDist && !Helper(30000+ID),InGuardDist 
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 101
trigger1 = (enemynear(var(58)),stateno=[120,159])
trigger1 = p2bodydist x = [20,111]
trigger1 = random<= 350
trigger2 = (enemynear(var(58)),stateno!=[120,159])
trigger2 = p2bodydist x = [-15,111]
trigger2 = (var(59)=[4,5])||(var(59))*300

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

[State -3, WFt1]
type = ChangeState
value = 1100
triggerall = var(59)>0
triggerall = var(53)=0
triggerall = var(55)=0
triggerall = var(56)=0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2Statetype != L
triggerall = !InGuardDist && !Helper(30000+ID),InGuardDist 
triggerall = !enemynear(var(58)),numproj
triggerall = EnemyNear(var(58)),Vel X = 0
triggerall = (enemynear(var(58)),stateno != [5000,5270])
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 101
triggerall = p2bodydist x = [25,80]
trigger1 = P2Statetype = A
trigger1 = (P2movetype != H)||(p2stateno = [120,159])
trigger1 = (var(59)=5&&Random<=500)||(var(59)=4&&Random<=300)||Random<=150

[State -3, WFt2]
type = ChangeState
value = 1150
triggerall = var(59)>0
triggerall = var(53)=0
triggerall = var(55)=0
triggerall = var(56)=0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2Statetype != L
triggerall = !InGuardDist && !Helper(30000+ID),InGuardDist 
triggerall = !enemynear(var(58)),numproj
triggerall = EnemyNear(var(58)),Vel X = 0
triggerall = (enemynear(var(58)),stateno != [5000,5270])
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 101
trigger1 = p2bodydist x = [140,150]
trigger1 = P2Statetype != A
trigger1 = Random<=10
trigger2 = p2bodydist x = [100,155]
trigger2 = P2Statetype = A
trigger2 = (P2movetype != H)||(p2stateno = [120,159])
trigger2 = (var(59)=5&&Random<=400)||(var(59)=4&&Random<=300)||Random<=150

[State -3, WFt3]
type = ChangeState
value = 1160
triggerall = var(59)>0
triggerall = var(53)=0
triggerall = var(55)=0
triggerall = var(56)=0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2Statetype != L
triggerall = !InGuardDist && !Helper(30000+ID),InGuardDist 
triggerall = !enemynear(var(58)),numproj
triggerall = EnemyNear(var(58)),Vel X = 0
triggerall = (enemynear(var(58)),stateno != [5000,5270])
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 101
triggerall = p2bodydist x = [200,240]
trigger1 = P2Statetype != A
trigger1 = Random<=10
trigger2 = p2bodydist x = [190,240]
trigger2 = P2Statetype = A
trigger2 = (P2movetype != H)||(p2stateno = [120,159])
trigger2 = (var(59)=5&&Random<=400)||(var(59)=4&&Random<=300)||Random<=150

[State -3, VFh[T3]
type = ChangeState
value = 1060
triggerall = var(59)>0
triggerall = var(53)=0
triggerall = roundstate = 2
triggerall = numproj = 0
triggerall = stateno != [99,100]
triggerall = statetype != A
triggerall = P2Statetype != L
triggerall = !InGuardDist && !Helper(30000+ID),InGuardDist 
triggerall = !enemynear(var(58)),numproj
triggerall = (enemynear(var(58)),stateno != [5000,5270])
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 101
triggerall = (P2movetype != H)||(p2stateno = [120,159])
trigger1 = P2Statetype != A||((P2Statetype = A)&&EnemyNear(var(58)),Vel Y > 0)
trigger1 = p2bodydist x >= 240
trigger1 = Random<=30

[State -3, VFh[T2]
type = ChangeState
value = 1050
triggerall = var(59)>0
triggerall = var(53)=0
triggerall = roundstate = 2
triggerall = numproj = 0
triggerall = stateno != [99,100]
triggerall = statetype != A
triggerall = P2Statetype != L
triggerall = !InGuardDist && !Helper(30000+ID),InGuardDist 
triggerall = !enemynear(var(58)),numproj
triggerall = (enemynear(var(58)),stateno != [5000,5270])
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 101
triggerall = (P2movetype != H)||(p2stateno = [120,159])
trigger1 = P2Statetype != A||((P2Statetype = A)&&EnemyNear(var(58)),Vel Y > 0)
trigger1 = p2bodydist x >= 220
trigger1 = Random<=50

[State -3, VFh[T1]
type = ChangeState
value = 1000
triggerall = var(59)>0
triggerall = var(53)=0
triggerall = roundstate = 2
triggerall = numproj = 0
triggerall = statetype != A
triggerall = P2Statetype != L
triggerall = !InGuardDist && !Helper(30000+ID),InGuardDist 
triggerall = !enemynear(var(58)),numproj
triggerall = (enemynear(var(58)),stateno != [5000,5270])
trigger1 = ctrl || stateno = 21 || stateno = 22 || stateno = 101
trigger1 = stateno != 100
trigger1 = P2Statetype != A
trigger1 = p2bodydist x >= 180
trigger1 = Random<=130
trigger2 = (P2movetype != H)||(p2stateno = [120,159])
trigger2 = ((P2Statetype = A)&&EnemyNear(var(58)),Vel Y > 0)
trigger2 = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 101
trigger2 = p2bodydist x >= 180
trigger2 = Random<=120
trigger3 = (P2movetype != H)||(p2stateno = [120,159])
trigger3 = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 101
Trigger3 = P2Statetype = A
trigger3 = EnemyNear(var(58)),Vel Y < 0
trigger3 = p2bodydist x >= 220
trigger3 = (var(59)=5&&Random<=350)||(var(59)=4&&Random<=250)||Random<=150
trigger4 = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 101
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

[State -3, SU-jump]
type = ChangeState
value = 47
triggerall = var(59)>0
triggerall = var(53)=0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = P2Statetype != L
Triggerall = P2Statetype != A
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 101
triggerall = (enemynear(var(58)),stateno != [5100,5270])
triggerall = p2bodydist x = [35,80]
trigger1 = !InGuardDist && !Helper(30000+ID),InGuardDist 
trigger1 = random<= 20

[State -3, S-jump]
type = ChangeState
value = 42
triggerall = var(59)>0
triggerall = var(53)=0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = P2Statetype != L
Triggerall = P2Statetype != A
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 101
triggerall = (enemynear(var(58)),stateno != [5100,5270])
triggerall = p2bodydist x = [35,110]
trigger1 = P2statetype = C
trigger1 = P2movetype = A
trigger1 = enemynear(var(58)),hitdefattr = SCA,NA
trigger1 = var(59)=5&&Random<=300||var(59)=4&&Random<=250||var(59)=3&&Random<=100
trigger2 = !InGuardDist && !Helper(30000+ID),InGuardDist 
trigger2 = p2bodydist x = [20,110]
trigger2 = random<= 15
trigger3 = P2statetype = C
trigger3 = inguarddist
trigger3 = p2bodydist x = [35,110]
trigger3 = var(59)=5&&Random<=250||var(59)=4&&Random<=200||var(59)=3&&Random<=100

[State -3, SH-jump]
type = ChangeState
value = 43
triggerall = var(59)>0
triggerall = var(53)=0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = P2Statetype != L
Triggerall = P2Statetype != A
triggerall = !enemynear(var(58)),numproj
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 101
triggerall = (enemynear(var(58)),stateno != [5100,5270])
triggerall = p2bodydist x = [110,140]
trigger1 = P2statetype = C 
trigger1 = (enemynear(var(58)),hitdefattr = SCA, NA)||(enemynear(var(58)),stateno = [400,440])
trigger1 = var(59)=5&&Random<=300||var(59)=4&&Random<=250||var(59)=3&&Random<=100
trigger2 = !InGuardDist && !Helper(30000+ID),InGuardDist 
trigger2 = random<= 20
trigger3 = P2statetype = C
trigger3 = inguarddist
trigger3 = var(59)=5&&Random<=200||var(59)=4&&Random<=150||var(59)=3&&Random<=100

[State -3, B-SH-jump]
type = ChangeState
value = 46
triggerall = var(59)>0
triggerall = var(53)=0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2Statetype != L
triggerall = P2Statetype != A
triggerall = P2movetype != H
triggerall = P2movetype != A
triggerall = !enemynear(var(58)),numproj
triggerall = !InGuardDist && !Helper(30000+ID),InGuardDist 
triggerall = backedgebodydist > 80
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 101
trigger1 = p2bodydist x = [0,130]
trigger1 = random <= 15
trigger2 = P2Statetype = L
trigger2 = p2bodydist x <= 120
trigger2 = random <= 10

[State -3, B-H-jump]
type = ChangeState
value = 45
triggerall = var(59)>0
triggerall = var(53)=0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2Statetype != L
triggerall = P2movetype != H
triggerall = P2movetype != A
triggerall = !enemynear(var(58)),numproj
triggerall = !InGuardDist && !Helper(30000+ID),InGuardDist 
triggerall = backedgebodydist > 100
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 101
trigger1 = p2bodydist x <= 90
trigger1 = random <= 10

[State -3, H-jump]
type = ChangeState
value = 44
triggerall = var(59)>0
triggerall = var(53)=0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2Statetype != L
triggerall = P2movetype != H
triggerall = !InGuardDist && !Helper(30000+ID),InGuardDist 
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 101
trigger1 = p2bodydist x >= 160
trigger1 = random <= 20
trigger2 = p2bodydist x >= 160
trigger2 = P2movetype=A
trigger2 = (EnemyNear(var(58)),NumProj>0) || (EnemyNear(var(58)),HitDefAttr = SC,NP,SP) 
trigger2 = var(59)=5&&Random<=300||var(59)=4&&Random<=250||var(59)=3&&Random<=100

[State -3, OiENA]
type = ChangeState
value = 2000
triggerall = var(59)>0
triggerall = var(53)=0
triggerall = roundstate = 2
triggerall = power >= 1000
triggerall = statetype != A
triggerall = P2movetype != H
Triggerall = P2Statetype != L
Triggerall = P2Statetype != A
triggerall = (p2stateno != [130,153])
Triggerall = (p2stateno != [5000,5290])
triggerall = (enemyNear(var(58)),vel X=[-3,3])||(enemyNear(var(58)),vel X=0)
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 101
triggerall = p2bodydist x < 15 && P2dist X>0
trigger1 = floor(EnemyNear(var(58)),GetHitVar(hittime))<0 || EnemyNear(var(58)),ctrl
trigger1 = var(59)=5||(var(59)=4&&Random<=500)||Random<=250
trigger2 = P2stateno = 52 
trigger2 = var(59)=5||(var(59)=4&&Random<=500)||Random<=250

[State -3, Throw]
type = ChangeState
value = 800
triggerall = var(59)>0
triggerall = var(53)=0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2movetype != H
Triggerall = P2Statetype != L
Triggerall = P2Statetype != A
triggerall = (p2stateno != [130,153])
Triggerall = (p2stateno != [5000,5290])
triggerall = (enemyNear(var(58)),vel X=[-3,3])||(enemyNear(var(58)),vel X=0)
triggerall = !InGuardDist && !Helper(30000+ID),InGuardDist 
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 101
triggerall = p2bodydist x < 15 && P2dist X>0
trigger1 = floor(EnemyNear(var(58)),GetHitVar(hittime))<0 || EnemyNear(var(58)),ctrl
trigger1 = var(59)=5||(var(59)=4&&Random<=500)||Random<=250
trigger2 = P2stateno = 52 
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 && !Helper(30000+ID),InGuardDist 
triggerall = !enemynear(var(58)),numproj
triggerall = stateno != 700
triggerall = stateno != [98,101]
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 = [130,220]
trigger2 = random <= 150
trigger3 = enemynear(var(58)),statetype != L
trigger3 = (p2statetype = S) || (p2statetype = C)
trigger3 = p2movetype = H
trigger3 = enemynear(var(58)),StateNo!=[120,159]
trigger3 = enemynear(var(58)),stateno != [5050,5210]
trigger3 = p2bodydist X = [60,140]
trigger3 = Random <= 350
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 = [110,150]
trigger4 = Random <= 100
trigger5 = P2BodyDist X >= 220
trigger5 = random <= 50

[State -3, Walk-Fwd]
type = ChangeState
value = 21
triggerall = var(59)>0
triggerall = var(53)=0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = !InGuardDist && !Helper(30000+ID),InGuardDist 
triggerall = stateno != 700
triggerall = stateno != [98,101]
triggerall = ctrl || stateno = 22 || stateno = 24
triggerall = frontedgebodydist > 0
trigger1 = p2bodydist x = [200,300]
trigger1 = random <= 200
trigger2 = p2bodydist x = [120,200]
trigger2 = random <= 150
trigger3 = P2Statetype != L
trigger3 = enemynear(var(58)),stateno != [5100,5120]
trigger3 = p2bodydist x = [0,120]
trigger3 = random <= 100
trigger4 = enemynear(var(58)),stateno = [120,155]
trigger4 = p2bodydist x <= 100
trigger4 = random <= 300
trigger5 = P2Statetype = L
trigger5 = p2bodydist x >= 75
trigger5 = random <= 300
trigger6 = P2Statetype != L
trigger6 = (p2statetype = S) || (p2statetype = C)
trigger6 = p2movetype = H
trigger6 = enemynear(var(58)),StateNo = [120,159]
trigger6 = enemynear(var(58)),stateno != [5050,5210]
trigger6 = p2bodydist X = [40,120]
trigger6 = Random <= 150

[State -3,Walk-Back]
type = ChangeState
value = 22
triggerall = var(59)>0
triggerall = var(53)=0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = !InGuardDist && !Helper(30000+ID),InGuardDist 
triggerall = stateno != 700
triggerall = stateno != [98,101]
triggerall = ctrl || stateno = 21 || stateno = 23
triggerall = backedgebodydist > 0
trigger1 = p2bodydist x = [90,180]
trigger1 = random <= 5
trigger2 = p2bodydist x = [-15,90]
trigger2 = random <= 10
trigger3 = P2Statetype = L
trigger3 = p2bodydist x = [-25,50]

[State -3, Back-Step]
Type = ChangeState
Value = 105
triggerall = var(59)>0
triggerall = var(53)=0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2Statetype != L
triggerall = P2Statetype != A
triggerall = P2movetype != H
triggerall = P2movetype != A
triggerall = !enemynear(var(58)),numproj
triggerall = !InGuardDist && !Helper(30000+ID),InGuardDist 
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 98 || stateno = 101
triggerall = backedgebodydist > 60
triggerall = !enemynear(var(58)),numproj
trigger1 = p2bodydist x = [60,130]
trigger1 = random <= 20

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

[State -3, CHP]
type = ChangeState
value = 420
triggerall = var(59)>0
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = P2StateType != L
triggerall = P2StateType = A
triggerall = P2movetype != H||(enemynear(var(58)),StateNo=[120,159])
triggerall = (enemynear(var(58)),stateno != [5000,5270])
triggerall = !InGuardDist && !Helper(30000+ID),InGuardDist 
triggerall = !enemynear(var(58)),numproj
triggerall = ctrl || stateno=0 || stateno=21 || stateno=22 || stateno=98 || stateno=101
triggerall = (var(59)=5)||var(59)=4&&Random<=450||var(59)=3&&Random<=150
trigger1 = P2BodyDist X = [0,100+floor(10*(enemynear(var(58)),vel X))]
trigger1 = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 10 + Enemynear(var(58)),Const(Movement.YAccel) * 55) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-130,-45]

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

[State -3, SSLP]
type = ChangeState
value = 205
triggerall = var(59)>0
triggerall = (enemynear(var(58)),stateno != [5100,5270])
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = !InGuardDist && !Helper(30000+ID),InGuardDist 
triggerall = !enemynear(var(58)),numproj
triggerall = ctrl || stateno=21 || stateno=22 || stateno=98 || stateno=101
triggerall = p2bodydist x = [-5,20]
Triggerall = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 3 + Enemynear(var(58)),Const(Movement.YAccel) * 6) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-40,0]
triggerall = (EnemyNear(var(58)),const(size.head.pos.y)<-80&&P2statetype=S)
trigger1 = random <= 200
trigger2 = P2statetype = A
trigger2 = random <= 350

[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 = P2statetype != L
triggerall = P2statetype != A
triggerall = P2movetype != H
triggerall = !InGuardDist && !Helper(30000+ID),InGuardDist 
triggerall = !enemynear(var(58)),numproj
triggerall = ctrl || stateno=21 || stateno=22 || stateno=98 || stateno=101
triggerall = p2bodydist x = [-25,62]
Triggerall = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 3 + Enemynear(var(58)),Const(Movement.YAccel) * 6) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-20, 0]
trigger1 = random <= 350

[State -3, CE]
type = ChangeState
value = 250
triggerall = var(59)>0
triggerall = (enemynear(var(58)),stateno != [5100,5270])
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = P2statetype != L
triggerall = P2statetype = S
triggerall = P2movetype != H
triggerall = !InGuardDist && !Helper(30000+ID),InGuardDist 
triggerall = !enemynear(var(58)),numproj
triggerall = ctrl || stateno=21 || stateno=22 || stateno=98 || stateno=101
triggerall = p2bodydist x = [25,60]
trigger1 = random <= 200

[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 = P2statetype != L
triggerall = P2movetype != H
triggerall = !InGuardDist && !Helper(30000+ID),InGuardDist 
triggerall = !enemynear(var(58)),numproj
triggerall = ctrl || stateno=21 || stateno=22 || stateno=98 || stateno=101
triggerall = p2bodydist x = [50,100]
Triggerall = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 7 + Enemynear(var(58)),Const(Movement.YAccel) * 28) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-75,0]
trigger1 = random <= 100

[State -3, CLK]
type = ChangeState
value = 410
triggerall = var(59)>0
triggerall = (enemynear(var(58)),stateno != [5100,5270])
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = P2statetype != L
triggerall = P2statetype != A
triggerall = P2movetype != H
triggerall = !InGuardDist && !Helper(30000+ID),InGuardDist 
triggerall = !enemynear(var(58)),numproj
triggerall = ctrl || stateno=21 || stateno=22 || stateno=98 || stateno=101
Triggerall = (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]
Triggerall = P2BodyDist X = [-15,110]
trigger1 = random <= 200

[State -3, SHP]
type = ChangeState
value = 220
triggerall = var(59)>0
triggerall = (enemynear(var(58)),stateno != [5100,5270])
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = P2statetype != L
triggerall = P2statetype != A
triggerall = P2movetype != H
triggerall = !InGuardDist && !Helper(30000+ID),InGuardDist 
triggerall = !enemynear(var(58)),numproj
triggerall = ctrl || stateno=21 || stateno=22 || stateno=98 || stateno=101
Triggerall = P2BodyDist X = [170,180+floor(23*(enemynear(var(58)),vel X))]
Triggerall = (P2BodyDist Y + (Enemynear(var(58)),Vel Y * 23 + Enemynear(var(58)),Const(Movement.YAccel) * 276) * (P2Statetype = A && Enemynear(var(58)),Vel Y != 0)) = [-88, 0]
trigger1 = random <= 20

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

[State -3, AND]
type = ChangeState
value = 690
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = stateno != [105,106]
triggerall = ctrl||(stateno=[120,149])
triggerall = vel X <= 0||(vel X <= 0 && vel y >= -1)
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),statetype = A
triggerall = !InGuardDist && !Helper(30000+ID),InGuardDist 
triggerall = !enemynear(var(58)),numproj
trigger1 = random <= (var(59))*250

[State -3, ALK]
type = ChangeState
value = 610
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = stateno != [105,107]
triggerall = ctrl||(stateno=[120,149])
triggerall = vel X <= 0||(vel X <= 0 && vel y >= -1)
triggerall = enemynear(var(58)),statetype != L
triggerall = (enemynear(var(58)),statetype != A && vel y >= 0)||(enemynear(var(58)),statetype != A && vel y >= -2)
triggerall = !InGuardDist && !Helper(30000+ID),InGuardDist 
triggerall = !enemynear(var(58)),numproj
trigger1 = random <= (var(59))*250

[State -3, AND]
type = ChangeState
value = 690
triggerall = var(59)>0
triggerall = var(53)=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 = [0,87+floor(12*(enemynear(var(58)),vel X)+floor(12*vel X))]
triggerall = p2bodydist y = [-78-floor(12*(enemynear(var(58)),vel y)+(12*(12+1)/2)*fvar(20)-12*(vel y)-(12*(12+1)/2)*0.57),33-floor(12*(enemynear(var(58)),vel y)+(12*(12+1)/2)*fvar(20)-12*(vel y)-(12*(12+1)/2)*0.57)]
trigger1 = random <= (var(59))*250

[State -3, EZO]
type = ChangeState
value = 650
triggerall = var(59)>0
triggerall = var(53)=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)||enemynear(var(58)),statetype = A
triggerall = P2BodyDist X = [-35,45+floor(3*(enemynear(var(58)),vel X)+floor(3*vel X))]
triggerall = p2bodydist y = [0,45-floor(3*(enemynear(var(58)),vel y)+(3*(3+1)/2)*fvar(20)-3*(vel y)-(3*(3+1)/2)*0.57)]
trigger1 = random <= (var(59))*250

[State -3, ALK]
type = ChangeState
value = 610
triggerall = var(59)>0
triggerall = var(53)=0
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = ctrl||(stateno=[120,149])
triggerall = enemynear(var(58)),statetype != L
triggerall = stateno != [105,107]
triggerall = (enemynear(var(58)),statetype != A && vel y >= 0)||(enemynear(var(58)),statetype != A && vel y >= -2)
triggerall = P2BodyDist X = [45+floor(7*(enemynear(var(58)),vel X)+floor(7*vel X)),84+floor(7*(enemynear(var(58)),vel X)+floor(7*vel X))]
triggerall = p2bodydist y = [-15,65-floor(7*(enemynear(var(58)),vel y)+(7*(7+1)/2)*fvar(20)-7*(vel y)-(7*(7+1)/2)*0.57)]
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

;===========================================================================
; ߂Ήwp[
;===========================================================================
[Statedef 30000]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 0
ID = 30000

[State 30000]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
flag2 = invisible

[State 30000]
type = nothitby
Trigger1 = 1
value = SCA

[State 30000]
type = selfstate
trigger1 = !ishelper
value = 0

[State 30000]
type = PlayerPush
Trigger1 = 1
value = 0

[State 30000]
type = VelAdd
Trigger1 = 1
y = 0.0

[State 30000]
type = BindToRoot
Trigger1 = 1
facing = 1
pos = 100,1000




; (W[)J[wiGtFNg
[Statedef 6050]
type = A
movetype = I
physics = N
anim = 9999
velset = 0, 0
ctrl = 0

[State 3020, 1]
type = Explod
trigger1 = !NumExplod(6022)
anim = 6050
id = 6022
postype = back
bindtime = -1
RemoveTime = -1
scale = 1.08,1.08
sprpriority = -99
persistent = 0

[State 3020, 1]
type = AssertSpecial
trigger1 =  NumExplod = 1
flag = NoBG
flag2 = NoFG
flag3 = NoBarDisplay
ignorehitpause = 1

[State 3020, 1]
type = RemoveExplod
triggerall = Time > 0
trigger1 = Parent,StateNo != [2700,2701]
ID = 6022

[State 3020, 1]
type = DestroySelf
triggerall = Time > 0
trigger1 = Parent,StateNo != [2700,2701]




; ؂̗twiGtFNg
[Statedef 6051]
type = A
movetype = I
physics = N
anim = 9999
velset = 0, 0
ctrl = 0

[State 3020, 1]
type = Explod
trigger1 = !NumExplod(6022)
anim = 6050
id = 6022
postype = back
bindtime = -1
RemoveTime = -1
scale = 1.08,1.08
sprpriority = -99
persistent = 0

[State 3020, 1]
type = AssertSpecial
trigger1 =  NumExplod = 1
flag = NoBG
flag2 = NoFG
flag3 = NoBarDisplay
ignorehitpause = 1

[State 3020, 1]
type = RemoveExplod
triggerall = Time > 0
trigger1 = Parent,StateNo != 2610
ID = 6022

[State 3020, 1]
type = DestroySelf
triggerall = Time > 0
trigger1 = Parent,StateNo != 2610







