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

[Statedef -3]

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; eݒ荀


;AIݒ
[State -3, a]
type = VarSet
trigger1 = 1
var(59)  = 1 ;ɐĺB
;
; OFAI
; PFAI펞N


;p[Q[Wݒ
[State -3, a]
type = VarSet
trigger1 = 1
fvar(2)  = 1 ;ɐĺB
;
; OFʏݒB
; PFQ[W펞B
; QF펞Q[WMAX


;R{␳ݒ
[State -3, a]
type = VarSet
trigger1 = 1
fvar(3)  = 1 ;ɐĺB
;
; OFʏݒB␳LB
; PFR{␳B(1R{łقڂPO)


;XgCJ[Yݒ
[State -3, a]
type = VarSet
trigger1 = 1
fvar(4)  = 2 ;ɐĺB
;
; OFʏݒBꒆiMovetype=Hjҕs+Ҍ莞Ԃ̊ԁAҕsB
; PFꒆXgCJ[҉\BҌ莞Ԃ̊ԁAҕsB
; QFꒆĂяo+ҐȂB
;
; RFXgCJ[gpȂB


;giיތjgpݒ
[State -3, a]
type = VarSet
trigger1 = 1
fvar(6)  = 1 ;ɐĺB
;
; OFgiיތjgpȂB
; PFʏݒBgiיތjgpB


;FXݒ
[State -3, a]
type = VarSet
trigger1 = 1
fvar(7)  = 1 ;ɐĺB
;
; OFʏݒBȂB
; PFGԓBUlBhlB


;o[Xg(H炢ʂ)gpݒ
[State -3, a]
type = VarSet
trigger1 = 1
fvar(8)  = 2 ;ɐĺB
;
; OFo[XggpȂB
; PFʏݒBo[XggpBigp񐔁FEh1+m1@vQj
; QFo[Xggp

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; jugglelvZ

[State -3];jugglel
type=VarSet
trigger1=P2Movetype !=H
trigger2=P2Stateno < 200
trigger3=!enemynear,Statetype=A
var(35)=25 ;WOől
IgNoreHitPause=1

[State -3];jugglevZBjuggle1̋Z̏ꍇ
type=Varadd
triggerall=time>=1
Triggerall=movehit=1
Triggerall=enemynear,Statetype=A
trigger1=stateno=200||stateno=230
trigger2=stateno=400||stateno=430
trigger3=stateno=600||stateno=610||stateno=690
var(35)=-1

[State -3];jugglevZBjuggle2̋Z̏ꍇ
type=Varadd
triggerall=time>=1
Triggerall=movehit=1
Triggerall=enemynear,Statetype=A
trigger1=stateno=630||stateno=640
var(35)=-2

[State -3];jugglevZBjuggle4̋Z̏ꍇ
type=Varadd
triggerall=time>=1
Triggerall=movehit=1
Triggerall=enemynear,Statetype=A
trigger1=stateno=210||stateno=240||stateno=250
trigger2=stateno=410||stateno=440||stateno=450
var(35)=-4

[State -3];jugglevZBjuggle5̋Z̏ꍇ
type=Varadd
triggerall=time>=1
Triggerall=movehit=1
Triggerall=enemynear,Statetype=A
trigger1=stateno=115||stateno=1100||stateno=1150
trigger2=stateno=1700&&hitcount<2
var(35)=-5

[State -3];jugglevZBjuggle6̋Z̏ꍇ
type=Varadd
triggerall=time>=1
Triggerall=movehit=1
Triggerall=enemynear,Statetype=A
trigger1=stateno=290||stateno=291
trigger2=stateno=1550&&hitcount<2
var(35)=-6

[State -3];jugglevZBjuggle7̋Z̏ꍇ
type=Varadd
triggerall=time>=1
Triggerall=movehit=1
Triggerall=enemynear,Statetype=A
trigger1=stateno=1500&&hitcount<2
var(35)=-7

[State -3];jugglevZBjuggle10̋Z̏ꍇ
type=Varadd
triggerall=time>=1
Triggerall=enemynear,Statetype=A
trigger1 = stateno=1300&&movehit=1
trigger2 = numhelper(3332)
trigger2 = helper(3332),movehit=1&&enemynear,stateno!= [120,159]
var(35)=-10

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

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

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

[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 105 
value = 2200, 19


;_[W̃GtFNg̏
[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 8200

;_[W̃GtFNg̏
[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 8210

;_[W̃GtFNg̏
[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 8240

;_[W̃GtFNg̏
[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 8290

;_[W̃GtFNg̏
[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 8370

;_[W̃GtFNg̏
[State 1]
type = removeexplod
trigger1 = MoveType = H
trigger2 = stateno != 690&&!(stateno = [1350,1351])
trigger3 = Statetype!=A
ID = 8430

;_[W̃GtFNg̏
[State 1]
type = removeexplod
trigger1 = MoveType = H
trigger2 = stateno != 690&&!(stateno = [1350,1351])
trigger3 = Statetype!=A
ID = 8431

;_[W̃GtFNg̏
[State 1]
type = removeexplod
trigger1 = stateno = 2000
trigger1 = time =90
ID = 8550

;_[W̃GtFNg̏
[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 8571

;_[W̃GtFNg̏
[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 8572

;_[W̃GtFNg̏
[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 8700

;_[W̃GtFNg̏
[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 8701

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

;_[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 != I
trigger2 = stateno = [0,11] 
time = 0


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

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

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

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

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

[State -3, 5]
type = velset
trigger1 = stateno = 50
trigger1 = anim = 42
trigger1 = time = 1
trigger1 = var(15) >= 1
x = 5
y = -13.2

[State -3, 5]
type = velset
trigger1 = stateno = 50
trigger1 = anim = 43
trigger1 = time = 1
trigger1 = var(15) >= 1
x = -5
y = -13.2

[State -3, 5];Wv
type = veladd
trigger1 = stateno = 50
trigger1 = time = 1
trigger1 = var(16) = 1
y = 5.5

[state a]
type = null
triggerall = var(9) = 0
trigger1 = stateno=1600&&movehit=1
trigger1 = var(9):=1
trigger2 = stateno=1600&& moveguarded=1
trigger2 = var(9):=2

[state a]
type = varset
triggerall = var(9) >= 1
trigger1 = stateno=1601
trigger2 = movetype = H
trigger3 = stateno=[0,100]
var(9)=0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; ȉ삽

;;;
[State 1]
type = removeexplod
trigger1 = var(22)>0
ID = 10020
[State 1]
type = removeexplod
trigger1 = var(22)<=250
ID = 10026
[State 1]
type = removeexplod
trigger1 = var(22)=0
ID = 10021
;;;
[State 1]
type = removeexplod
trigger1 = var(23)>0
ID = 10022
[State 1]
type = removeexplod
trigger1 = var(23)<=250
ID = 10027
[State 1]
type = removeexplod
trigger1 = var(23)=0
ID = 10023
;;;
[State 1]
type = removeexplod
trigger1 = var(24)>0
ID = 10024
[State 1]
type = removeexplod
trigger1 = var(24)<=250
ID = 10028
[State 1]
type = removeexplod
trigger1 = var(24)=0
ID = 10025

;;;Ǘ
[State explod]
type = null
trigger1 = var(22)=0
trigger1 = numhelper(4000)=1
trigger1 = helper(4000),stateno=4000
trigger1 = helper(4000),animelemtime(1)
trigger1 = var(22):=550
trigger2 = var(23)=0
trigger2 = numhelper(4200)=1
trigger2 = helper(4200),stateno=4200
trigger2 = helper(4200),animelemtime(1)
trigger2 = var(23):=550
trigger3 = var(24)=0
trigger3 = numhelper(4100)=1
trigger3 = helper(4100),stateno=4100
trigger3 = helper(4100),animelemtime(1)
trigger3 = var(24):=550


[State explod];CCOǗ
type = varadd
trigger1 = var(22)>0
var(22)=-1
[State explod];GOZUǗ
type = varadd
trigger1 = var(23)>0
var(23)=-1
[State explod];MEZUǗ
type = varadd
trigger1 = var(24)>0
var(24)=-1

;;;left
[State explod];CCO\
type = Explod
trigger1 = fvar(4)!=3
trigger1 = TeamSide=1
trigger1 = var(22)=0
trigger1 = numexplod(10020)=0
anim = 10020
id = 10020
sprpriority = 0
postype = left
pos = 15,59
bindtime = -1
pausemovetime = 999
supermovetime = 999
ignorehitpause = 1
under = 0
scale = 0.23,0.23
ownpal = 1

[State explod];CCO\
type = Explod
trigger1 = fvar(4)!=3
trigger1 = TeamSide=1
trigger1 = var(22)>250
trigger1 = numexplod(10026)=0
anim = 10026
id = 10026
sprpriority = 0
postype = left
pos = 15,59
bindtime = -1
pausemovetime = 999
supermovetime = 999
ignorehitpause = 1
under = 0
scale = 0.23,0.23
ownpal = 1

[State explod];CCO\
type = Explod
trigger1 = fvar(4)!=3
trigger1 = TeamSide=1
trigger1 = var(22)=[1,250]
trigger1 = numexplod(10021)=0
anim = 10021
id = 10021
sprpriority = 1
postype = left
pos = 15,59
bindtime = -1
pausemovetime = 999
supermovetime = 999
ignorehitpause = 1
under = 0
scale = 0.23,0.23
ownpal = 1

;;;

[State explod];GOZU\
type = Explod
trigger1 = fvar(4)!=3
trigger1 = TeamSide=1
trigger1 = var(23)=0
trigger1 = numexplod(10022)=0
anim = 10022
id = 10022
sprpriority = 0
postype = left
pos = 15,77
bindtime = -1
pausemovetime = 999
supermovetime = 999
ignorehitpause = 1
under = 0
scale = 0.23,0.23
ownpal = 1

[State explod];GOZU\
type = Explod
trigger1 = fvar(4)!=3
trigger1 = TeamSide=1
trigger1 = var(23)>250
trigger1 = numexplod(10027)=0
anim = 10027
id = 10027
sprpriority = 0
postype = left
pos = 15,77
bindtime = -1
pausemovetime = 999
supermovetime = 999
ignorehitpause = 1
under = 0
scale = 0.23,0.23
ownpal = 1

[State explod];GOZU\
type = Explod
trigger1 = fvar(4)!=3
trigger1 = TeamSide=1
trigger1 = var(23)=[1,250]
trigger1 = numexplod(10023)=0
anim = 10023
id = 10023
sprpriority = 1
postype = left
pos = 15,77
bindtime = -1
pausemovetime = 999
supermovetime = 999
ignorehitpause = 1
under = 0
scale = 0.23,0.23
ownpal = 1

;;;

[State explod];MEZU\
type = Explod
trigger1 = fvar(4)!=3
trigger1 = TeamSide=1
trigger1 = var(24)=0
trigger1 = numexplod(10024)=0
anim = 10024
id = 10024
sprpriority = 0
postype = left
pos = 15,95
bindtime = -1
pausemovetime = 999
supermovetime = 999
ignorehitpause = 1
under = 0
scale = 0.23,0.23
ownpal = 1

[State explod];MEZU\
type = Explod
trigger1 = fvar(4)!=3
trigger1 = TeamSide=1
trigger1 = var(24)>250
trigger1 = numexplod(10028)=0
anim = 10028
id = 10028
sprpriority = 0
postype = left
pos = 15,95
bindtime = -1
pausemovetime = 999
supermovetime = 999
ignorehitpause = 1
under = 0
scale = 0.23,0.23
ownpal = 1

[State explod];MEZU\
type = Explod
trigger1 = fvar(4)!=3
trigger1 = TeamSide=1
trigger1 = var(24)=[1,250]
trigger1 = numexplod(10025)=0
anim = 10025
id = 10025
sprpriority = 1
postype = left
pos = 15,95
bindtime = -1
pausemovetime = 999
supermovetime = 999
ignorehitpause = 1
under = 0
scale = 0.23,0.23
ownpal = 1

;;;right
[State explod];CCO\
type = Explod
trigger1 = fvar(4)!=3
trigger1 = TeamSide=2
trigger1 = var(22)=0
trigger1 = numexplod(10020)=0
anim = 10020
id = 10020
sprpriority = 2
postype = right
pos = -16,59
bindtime = -1
pausemovetime = 999
supermovetime = 999
ignorehitpause = 1
under = 0
scale = 0.23,0.23
ownpal = 1
facing = -1

[State explod];CCO\
type = Explod
trigger1 = fvar(4)!=3
trigger1 = TeamSide=2
trigger1 = var(22)>250
trigger1 = numexplod(10026)=0
anim = 10026
id = 10026
sprpriority = 2
postype = right
pos = -16,59
bindtime = -1
pausemovetime = 999
supermovetime = 999
ignorehitpause = 1
under = 0
scale = 0.23,0.23
ownpal = 1
facing = -1

[State explod];CCO\
type = Explod
trigger1 = fvar(4)!=3
trigger1 = TeamSide=2
trigger1 = var(22)=[1,250]
trigger1 = numexplod(10021)=0
anim = 10021
id = 10021
sprpriority = 3
postype = right
pos = -16,59
bindtime = -1
pausemovetime = 999
supermovetime = 999
ignorehitpause = 1
under = 0
scale = 0.23,0.23
ownpal = 1
facing = -1

;;;

[State explod];GOZU\
type = Explod
trigger1 = fvar(4)!=3
trigger1 = TeamSide=2
trigger1 = var(23)=0
trigger1 = numexplod(10022)=0
anim = 10022
id = 10022
sprpriority = 2
postype = right
pos = -16,77
bindtime = -1
pausemovetime = 999
supermovetime = 999
ignorehitpause = 1
under = 0
scale = 0.23,0.23
ownpal = 1
facing = -1

[State explod];GOZU\
type = Explod
trigger1 = fvar(4)!=3
trigger1 = TeamSide=2
trigger1 = var(23)>250
trigger1 = numexplod(10027)=0
anim = 10027
id = 10027
sprpriority = 2
postype = right
pos = -16,77
bindtime = -1
pausemovetime = 999
supermovetime = 999
ignorehitpause = 1
under = 0
scale = 0.23,0.23
ownpal = 1
facing = -1

[State explod];GOZU\
type = Explod
trigger1 = fvar(4)!=3
trigger1 = TeamSide=2
trigger1 = var(23)=[1,250]
trigger1 = numexplod(10023)=0
anim = 10023
id = 10023
sprpriority = 3
postype = right
pos = -16,77
bindtime = -1
pausemovetime = 999
supermovetime = 999
ignorehitpause = 1
under = 0
scale = 0.23,0.23
ownpal = 1
facing = -1

;;;

[State explod];MEZU\
type = Explod
trigger1 = fvar(4)!=3
trigger1 = TeamSide=2
trigger1 = var(24)=0
trigger1 = numexplod(10024)=0
anim = 10024
id = 10024
sprpriority = 2
postype = right
pos = -16,95
bindtime = -1
pausemovetime = 999
supermovetime = 999
ignorehitpause = 1
under = 0
scale = 0.23,0.23
ownpal = 1
facing = -1

[State explod];MEZU\
type = Explod
trigger1 = fvar(4)!=3
trigger1 = TeamSide=2
trigger1 = var(24)>250
trigger1 = numexplod(10028)=0
anim = 10028
id = 10028
sprpriority = 2
postype = right
pos = -16,95
bindtime = -1
pausemovetime = 999
supermovetime = 999
ignorehitpause = 1
under = 0
scale = 0.23,0.23
ownpal = 1
facing = -1

[State explod];MEZU\
type = Explod
trigger1 = fvar(4)!=3
trigger1 = TeamSide=2
trigger1 = var(24)=[1,250]
trigger1 = numexplod(10025)=0
anim = 10025
id = 10025
sprpriority = 3
postype = right
pos = -16,95
bindtime = -1
pausemovetime = 999
supermovetime = 999
ignorehitpause = 1
under = 0
scale = 0.23,0.23
ownpal = 1
facing = -1

;;;
[State a];CCO
type = helper
triggerall = fvar(4)!=3
triggerall = roundstate = 2
trigger1 = var(59) <= 0
trigger1 = MoveType!=H||fvar(4)>=1 
trigger1 = var(22)=0||fvar(4)>=2 
trigger1 = numhelper(4000)=0
trigger1 = command = "CCO"
trigger1 = !command = "MEZU"
trigger1 = !command = "GOZU"
trigger2 = var(59)>0
trigger2 = MoveType!=H||fvar(4)>=1 
trigger2 = var(22)=0||fvar(4)>=2 
trigger2 = numhelper(4000)=0
trigger2 = EnemyNear(var(57)),StateType != L
trigger2 = EnemyNear(var(57)),StateType != A
trigger2 = EnemyNear(var(57)),MoveType = A
name = "cco"
ID = 4000
stateno = 4000
sprpriority = 4
Pos = 420,-220
helpertype = normal
PosType  = P2
keyctrl = 0
ownpal = 1
SuperMoveTime = 0
PauseMoveTime = 0
IgnoreHitPause = 0
Persistent = 0
facing = -1

[State a];GOZU
type = helper
triggerall = fvar(4)!=3
triggerall = roundstate = 2
trigger1 = var(59) <= 0
trigger1 = MoveType!=H||fvar(4)>=1 
trigger1 = var(23)=0||fvar(4)>=2 
trigger1 = numhelper(4200)=0
trigger1 = command = "GOZU"
trigger2 = var(59)>0
trigger2 = MoveType!=H||fvar(4)>=1 
trigger2 = var(23)=0||fvar(4)>=2 
trigger2 = numhelper(4200)=0
trigger2 = numhelper(4100)=0
trigger2 = EnemyNear(var(57)),StateType != L
trigger2 = var(48)<=8
name = "cco"
ID = 4200
stateno = 4200
sprpriority = 4
Pos = 90,0
helpertype = normal
PosType  = P1
keyctrl = 0
ownpal = 1
SuperMoveTime = 0
PauseMoveTime = 0
IgnoreHitPause = 1
Persistent = 0
;facing = -1
Size.XScale = 0.88
Size.YScale = 0.88

[State a];MEZU
type = helper
triggerall = fvar(4)!=3
triggerall = roundstate = 2
trigger1 = var(59) <= 0
trigger1 = MoveType!=H||fvar(4)>=1  
trigger1 = var(24)=0||fvar(4)>=2 
trigger1 = numhelper(4100)=0
trigger1 = command = "MEZU"
trigger1 = !command = "GOZU"
trigger2 = var(59)>0
trigger2 = MoveType!=H||fvar(4)>=1 
trigger2 = var(24)=0||fvar(4)>=2 
trigger2 = numhelper(4100)=0
trigger2 = numhelper(4200)=0
trigger2 = EnemyNear(var(57)),StateType != L
trigger2 = var(48)>=16
name = "MEZU"
ID = 4100
stateno = 4100
sprpriority = 4
Pos = 55,0
helpertype = normal
PosType  = P1
keyctrl = 0
ownpal = 1
SuperMoveTime = 0
PauseMoveTime = 0
IgnoreHitPause = 1
Persistent = 0
;facing = -1
Size.XScale = 0.88
Size.YScale = 0.88


; A I 


[State -2, fobO\_1]
type =  DisplayToClipboard
trigger1 = 1
text = "V59 = %d,V58 = %d,V43 = %d,V42 = %d,V49 = %d"
params = Var(59),Var(58),Var(43),Var(42),Var(49)
ignorehitpause = 1

[State -2, fobO\_2]
type =  AppendToClipboard
trigger1 = 1
text = "\nBodyDist X=%d,Y=%d, vel X=%d,Y=%d, Dist X=%d,"
params = floor(P2BodyDist X),ceil(P2BodyDist Y),floor(vel X),ceil(vel Y),floor(p2Dist X)
ignorehitpause = 1

[State -2, fobO\_3]
type = null;DisplayToClipboard
trigger1 = 1
trigger1 = (NumHelper(30000) && NumHelper(31000))
ignorehitpause = 1
text = "helper(30000),rootdist x = %f\nhelper(31000,rootdist x = %f,BodyDist X=%d"
params = (helper(30000),RootDist X), (helper(31000),RootDist X),floor(P2BodyDist X)
ignorehitpause = 1

[State -3, AI]
Type = VarSet
Trigger1 = NumEnemy = 1
Trigger2 = NumEnemy = 2
Trigger2 = EnemyNear,Life > 0
V = 57
Value = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -3, AI]
Type = VarSet
Trigger1 = NumEnemy > 1
Trigger1 = EnemyNear,Life = 0
V = 57
Value = 1               
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

; AI -Xe[W[mFHelper
[state -3]
type  = helper
trigger1 = !NumHelper(30000)
helpertype = normal
name = "stageedge distance right"
postype = left
stateno = 30000
ID = 30000
pos = 160,9999
facing = -1
pausemovetime = 2147483647
supermovetime = 2147483647
persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1

[State -3]
type=changestate
trigger1= ishelper
trigger1= ishelper(30000)
trigger1= stateno !=30000
value=30000

[state -3]
type = helper
trigger1 = !NumHelper(31000)
helpertype = normal
name = "stageedge distance left"
postype = left
stateno = 31000
ID = 31000
pos = 160,9999
facing = 1
pausemovetime = 2147483647
supermovetime = 2147483647
persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1

[State -3]
type=changestate
trigger1= ishelper
trigger1= ishelper(31000)
trigger1= stateno !=31000
value=31000

; AI -K[h⏕Helper
[State -3] 
Type = HelPer 
Trigger1 = Numhelper(35000) = 0 
HelPerType = normal
Name = "mekuri" 
StateNo = 35000 
ID = 35000
OwnPal = 1 
pos = 0, 0
postype = p1
;facing = -1
PauseMoveTime= 99999999 
SuperMoveTime= 99999999 
IgnoreHitPause = 1 

[State -3]
type=changestate
trigger1= ishelper
trigger1= ishelper(35000)
trigger1= stateno!=35000
value=35000

[State -3]
type=changeanim
trigger1= ishelper
trigger1= ishelper(35000)
trigger1= anim !=0
value=0

; AI -ĎHelper

[State -3,AIHELPER]
type = Helper
triggerall = !ishelper
triggerall = alive
triggerall = !numhelper(887700)
trigger1 = roundstate <= 2
;trigger1 = var(59)
name = "AI_Helper"
id = 887700
postype = p1
stateno = 887700
ownpal = 1
facing = -1
supermovetime = 999999
pausemovetime = 999999

;===========================================================================
; AI - sLqX^[g -Ds-
;===========================================================================

[State -3, kaihi]
Type = ChangeState
value = 1850
triggerall = var(59)>=1
triggerall = roundstate = 2
triggerall = StateType != A
TriggerAll = Ctrl||(ctrl&&stateno=101)||stateno=21||stateno=22||stateno=100||StateNo=120||(StateNo=[130,131])||StateNo=140||(StateNo=[200,690])
trigger1 = (helper(30000),RootDist X > 70 && facing = -1)||(helper(31000),RootDist X > 70 && facing = 1)
Trigger1 = EnemyNear(var(57)),facing + facing = 0
trigger1 = p2bodydist x = [-5,60]
trigger1 = helper(887700),var(1)=0&&EnemyNear(var(57)),vel x =0	;肪Q[WĂȂ
trigger1 = EnemyNear(var(57)),movetype = A
trigger1 = EnemyNear(var(57)),HitDefAttr = SCA,NT,ST,HT
trigger2 = (helper(30000),RootDist X > 70 && facing = -1)||(helper(31000),RootDist X > 70 && facing = 1)
trigger2 = numhelper(887700)
trigger2 = helper(887700),inguarddist
trigger2 = (helper(887700),var(50)&97792)/256 <= 60 
trigger2 =  -((helper(887700),var(50)&511)-255) = [0,60]
trigger2 = ((helper(887700),var(50)&4063232)/131072) = [1,2] 
;
Trigger3 = EnemyNear(var(57)),facing + facing = 0
trigger3 = p2bodydist x = [-5,60]
trigger3 = helper(887700),var(1)=0&&EnemyNear(var(57)),vel x =0	;肪Q[WĂȂ
trigger3 = EnemyNear(var(57)),movetype = A
trigger3 = EnemyNear(var(57)),HitDefAttr = SCA,NT,ST,HT
trigger4 = numhelper(887700)
trigger4 = helper(887700),inguarddist
trigger4 = (helper(887700),var(50)&97792)/256 <= 60 
trigger4 =  -((helper(887700),var(50)&511)-255) = [0,60]
trigger4 = ((helper(887700),var(50)&4063232)/131072) = [1,2] 
ignorehitpause = 0

[State -3, kaihi]
Type = ChangeState
value = 1800
triggerall = var(59)>=1
triggerall = roundstate = 2
triggerall = StateType != A
TriggerAll = Ctrl||(ctrl&&stateno=101)||stateno=21||stateno=22||stateno=100||StateNo=120||(StateNo=[130,131])||StateNo=140||(StateNo=[200,690])
Trigger1 = EnemyNear(var(57)),facing + facing = 0
trigger1 = p2bodydist x = [-5,60]
trigger1 = helper(887700),var(1)=0&&EnemyNear(var(57)),vel x =0	;肪Q[WĂȂ
trigger1 = EnemyNear(var(57)),movetype = A
trigger1 = EnemyNear(var(57)),HitDefAttr = SCA,NT,ST,HT
trigger2 = numhelper(887700)
trigger2 = helper(887700),inguarddist
trigger2 = (helper(887700),var(50)&97792)/256 <= 60 
trigger2 =  -((helper(887700),var(50)&511)-255) = [0,60]
trigger2 = ((helper(887700),var(50)&4063232)/131072) = [1,2] 
ignorehitpause = 0

[State -3, kaihi]
Type = ChangeState
value = 1800
triggerall = roundstate = 2
triggerall = StateType != A
TriggerAll = Ctrl||(ctrl&&stateno=101)||stateno=21||stateno=22||stateno=100||StateNo=120||(StateNo=[130,131])||StateNo=140||(StateNo=[200,690])
trigger1 = EnemyNear(var(57)),facing + facing = 0
trigger1 = p2bodydist x = [-5,160]
trigger1 = EnemyNear(var(57)),movetype = A
trigger1 = EnemyNear(var(57)),HitDefAttr = SCA,NT,ST,HT
;
trigger2 = (helper(887700),var(50)&97792)/256 <= 60
trigger2 =  -((helper(887700),var(50)&511)-255) = [60,160]
trigger2 =  ((helper(887700),var(50)&4063232)/131072) = [1,2]

[State -3, ]
type = ChangeState
value = var(52)
triggerall = var(59)>=1
triggerall = StateType!=A
triggerall = RoundState=2
TriggerAll = Ctrl||(ctrl&&stateno=101)||stateno=21||stateno=22||stateno=100||StateNo=120||(StateNo=[130,131])||StateNo=140
TriggerAll = EnemyNear(var(57)),Statetype !=A
TriggerAll = EnemyNear(var(57)),Statetype !=L
TriggerAll = !EnemyNear(var(57)),Ctrl
Trigger1 = EnemyNear(var(57)),Movetype=A
Trigger1 = EnemyNear(var(57)),MoveGuarded>2
Trigger1 = EnemyNear(var(57)),Hitdefattr=SC,AA,AP
trigger1 = P2Bodydist X=[-10,55]
trigger1 = EnemyNear(var(57)),AnimTime<=-1
trigger1 = var(52):=400;1900
;
trigger2 = (Helper(35000),Var(50)=1)||(Prevstateno=[5000,5950])||EnemyNear(var(57)),facing=facing
trigger2 = EnemyNear(var(57)),Movetype=A||EnemyNear(var(57)),movetype = I||EnemyNear(var(57)),facing=facing||(Helper(35000),Var(50)=1)
trigger2 = P2Bodydist X=[-15,55]
trigger2 = EnemyNear(var(57)),animtime <=-1
trigger2 = var(52):=400;1900
;
trigger3 = EnemyNear(var(57)),movetype = I
trigger3 = EnemyNear(var(57)),stateno >= 200||EnemyNear(var(57)),stateno=52||EnemyNear(var(57)),StateNo=101||EnemyNear(var(57)),facing=facing
trigger3 = EnemyNear(var(57)),animtime <=-1
trigger3 = P2Bodydist X=[-15,55]
trigger3 = var(52):=400;1900
;
Trigger4 = EnemyNear(var(57)),Movetype=A
Trigger4 = EnemyNear(var(57)),MoveGuarded>2
Trigger4 = EnemyNear(var(57)),Hitdefattr=SC,AA,AP
trigger4 = P2Bodydist X=[50,90]
trigger4 = EnemyNear(var(57)),AnimTime<=-1
trigger4 = var(52):=400
;
trigger5 = (Helper(35000),Var(50)=1)||(Prevstateno=[5000,5950])||EnemyNear(var(57)),facing=facing
trigger5 = EnemyNear(var(57)),Movetype=A||EnemyNear(var(57)),movetype = I||EnemyNear(var(57)),facing=facing||(Helper(35000),Var(50)=1)
trigger5 = P2Bodydist X=[50,90]
trigger5 = EnemyNear(var(57)),animtime <=-1
trigger5 = var(52):=400
;
trigger6 = EnemyNear(var(57)),movetype = I
trigger6 = EnemyNear(var(57)),stateno >= 200||EnemyNear(var(57)),stateno=52||EnemyNear(var(57)),StateNo=101||EnemyNear(var(57)),facing=facing
trigger6 = EnemyNear(var(57)),animtime <=-1
trigger6 = P2Bodydist X=[50,90]
trigger6 = var(52):=400
;
Trigger7 = EnemyNear(var(57)),Movetype=A
Trigger7 = EnemyNear(var(57)),MoveGuarded>2
Trigger7 = EnemyNear(var(57)),Hitdefattr=SC,AA,AP
trigger7 = P2Bodydist X=[90,130]
trigger7 = EnemyNear(var(57)),AnimTime<=-5
trigger7 = var(52):=450
;
trigger8 = (Helper(35000),Var(50)=1)||(Prevstateno=[5000,5950])||EnemyNear(var(57)),facing=facing
trigger8 = EnemyNear(var(57)),Movetype=A||EnemyNear(var(57)),movetype = I||EnemyNear(var(57)),facing=facing||(Helper(35000),Var(50)=1)
trigger8 = P2Bodydist X=[90,130]
trigger8 = EnemyNear(var(57)),animtime <=-5
trigger8 = var(52):=450
;
trigger9 = EnemyNear(var(57)),movetype = I
trigger9 = EnemyNear(var(57)),stateno >= 200||EnemyNear(var(57)),stateno=52||EnemyNear(var(57)),StateNo=101||EnemyNear(var(57)),facing=facing
trigger9 = EnemyNear(var(57)),animtime <=-5
trigger9 = P2Bodydist X=[90,130]
trigger9 = var(52):=450
;
Trigger10 = EnemyNear(var(57)),Movetype=A
Trigger10 = EnemyNear(var(57)),MoveGuarded>2
Trigger10 = EnemyNear(var(57)),Hitdefattr=SC,AA,AP
trigger10 = P2Bodydist X=[130,160]
trigger10 = EnemyNear(var(57)),AnimTime<=-2
trigger10 = power >= 1000
trigger10 = var(52):=2000
;
trigger11 = (Helper(35000),Var(50)=1)||(Prevstateno=[5000,5950])||EnemyNear(var(57)),facing=facing
trigger11 = EnemyNear(var(57)),Movetype=A||EnemyNear(var(57)),movetype = I||EnemyNear(var(57)),facing=facing||(Helper(35000),Var(50)=1)
trigger11 = P2Bodydist X=[130,160]
trigger11 = EnemyNear(var(57)),animtime <=-2
trigger11 = power >= 1000
trigger11 = var(52):=2000
;
trigger12 = EnemyNear(var(57)),movetype = I
trigger12 = EnemyNear(var(57)),stateno >= 200||EnemyNear(var(57)),stateno=52||EnemyNear(var(57)),StateNo=101||EnemyNear(var(57)),facing=facing
trigger12 = EnemyNear(var(57)),animtime <=-2
trigger12 = P2Bodydist X=[130,160]
trigger12 = power >= 1000
trigger12 = var(52):=2000

[State -3, 荞]
Type = ChangeState
Value =  var(52)
triggerall = var(59)>=1
triggerall = StateType!=A
triggerall = RoundState=2
triggerall = EnemyNear(var(57)),statetype != L
triggerall = EnemyNear(var(57)),statetype != A
triggerall = EnemyNear(var(57)),MoveType!=H 
triggerall = !EnemyNear(var(57)),Ctrl 
Trigger1 = Ctrl||(ctrl&&stateno=101)||stateno=21||stateno=22||StateNo=120||(StateNo=[130,131])||StateNo=140||(StateNo=[200,690])
Trigger1 = P2bodyDist x = [-15,55]
trigger1 = EnemyNear(var(57)),time = [1,2]
trigger1 = random<=333
trigger1 = var(52):=1900
Trigger2 = Ctrl||(ctrl&&stateno=101)||stateno=21||stateno=22||StateNo=120||(StateNo=[130,131])||StateNo=140
Trigger2 = P2bodyDist x = [50,90]
trigger2 = EnemyNear(var(57)),time = [1,2]
trigger2 = random<=333
trigger2 = var(52):=400
trigger3 = EnemyNear(var(57)),MoveType=A
Trigger3 = Ctrl||(ctrl&&stateno=101)||stateno=21||stateno=22||StateNo=120||(StateNo=[130,131])||StateNo=140||(StateNo=[200,690])
Trigger3 = P2bodyDist x >= 150
trigger3 = EnemyNear(var(57)),time = [1,2]
trigger3 = random<=222
trigger3 = var(52):=1800

;===========================================================================
; AI - s
;===========================================================================

[State -3, ً}]
type = ChangeState
value = 700
triggerall = var(59)>=1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = prevstateno!=4050
triggerall = prevstateno!=4100
triggerall = EnemyNear(var(57)),statetype != L
triggerall = facing!=EnemyNear(var(57)),facing
triggerall = !EnemyNear(var(57)),Ctrl 
triggerall = EnemyNear(var(57)),MoveType = A||EnemyNear(var(57)),HitDefAttr = SCA,AA,AP
triggerall = random<=111
triggerall = Ctrl||(ctrl&&stateno=101)||stateno=21||stateno=22||stateno=100||StateNo=120||(StateNo=[130,131])||StateNo=140
triggerall = EnemyNear(var(57)),AnimTime<=-31
trigger1 = P2BodyDist X = [-10,120]
trigger1 = var(45):=1
trigger1 = EnemyNear(var(57)),stateno!=var(45)
trigger2 = P2BodyDist X = [-10,120]
trigger2 = EnemyNear(var(57)),stateno!=var(42)
trigger2 = EnemyNear(var(57)),stateno!=var(43)
trigger2 = EnemyNear(var(57)),stateno!=var(44)

[State -3, u]]
type = ChangeState
value = 1800
triggerall = var(59)>=1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = EnemyNear(var(57)),statetype != L
triggerall = facing!=EnemyNear(var(57)),facing
triggerall = !EnemyNear(var(57)),Ctrl 
triggerall = EnemyNear(var(57)),MoveType = A||EnemyNear(var(57)),HitDefAttr = SCA,AA,AP
triggerall = random<=111||EnemyNear(var(57)),AnimTime<=-45
triggerall = Ctrl||(ctrl&&stateno=101)||stateno=21||stateno=22||stateno=100||StateNo=120||(StateNo=[130,131])||StateNo=140||(StateNo=[200,690])
trigger1 = EnemyNear(var(57)),AnimTime<=-35

[State -3, יތ]
type = ChangeState
value = 1000
triggerall = var(59)>0
triggerall = fvar(6)  = 1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = EnemyNear(var(57)),vel Y >=0
triggerall = EnemyNear(var(57)),vel X >=0
triggerall = EnemyNear(var(57)),statetype != L
triggerall = !EnemyNear(var(57)),numproj
triggerall = P2BodyDist X = [-70,70+floor(1*(EnemyNear(var(57)),vel X))]
triggerall = p2bodydist y = [-70-floor(1*(EnemyNear(var(57)),vel y)+(1*(1+1)/2)*fvar(20)),0]
triggerall = EnemyNear(var(57)),MoveType = A
triggerall = EnemyNear(var(57)),statetype = A||(enemynear(var(57)),time<=3)||(enemynear(var(57)),AnimElemtime(1) >= 0 && enemynear(var(57)),AnimElemtime(3) < 0)
trigger1 = Ctrl||(ctrl&&stateno=101)||stateno=21||stateno=22||StateNo=120||(StateNo=[130,131])||StateNo=140||(StateNo=[200,690])

[State -3, _0]
type = ChangeState
value = var(52)
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = EnemyNear(var(57)),statetype != L
triggerall = EnemyNear(var(57)),StateNo >= 200
triggerall = EnemyNear(var(57)),MoveType = A
;
trigger1 = Ctrl||(ctrl&&stateno=101)||stateno=21||stateno=22||StateNo=120||(StateNo=[130,131])||StateNo=140||(StateNo=[200,690])
trigger1 = P2BodyDist X = [-10,50]
trigger1 = var(52):=1900

[State -3, _1]
type = ChangeState
value = var(52)
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = EnemyNear(var(57)),statetype != L
triggerall = EnemyNear(var(57)),vel Y >=0
triggerall = EnemyNear(var(57)),StateNo >= 200
triggerall = EnemyNear(var(57)),MoveType = A
;
trigger1 = Ctrl||stateno=21||stateno=22||StateNo=120||(StateNo=[130,140])||fvar(5)=1&&(StateNo=[200,690])||StateNo=1100||StateNo=1150||StateNo=1200||StateNo=1300||StateNo=1400&&animelem=4,>=1||StateNo=1500
trigger1 = EnemyNear(var(57)),AnimTime<=-2||EnemyNear(var(57)),statetype = A
trigger1 = power >= 6000
trigger1 = var(52):=2700
;
trigger2 = Ctrl||stateno=21||stateno=22||StateNo=120||(StateNo=[130,140])||fvar(5)=1&&(StateNo=[200,690])||StateNo=1100||StateNo=1150||StateNo=1200||StateNo=1300||StateNo=1400&&animelem=4,>=1||StateNo=1500
trigger2 = EnemyNear(var(57)),AnimTime<=-9||EnemyNear(var(57)),statetype = A
trigger2 = power >= 2000
trigger2 = var(52):=2600
;
trigger3 = Ctrl||stateno=21||stateno=22||StateNo=120||(StateNo=[130,140])||fvar(5)=1&&(StateNo=[200,690])||StateNo=1100||StateNo=1150||StateNo=1200||StateNo=1300||StateNo=1400&&animelem=4,>=1||StateNo=1500
trigger3 = (P2BodyDist X = [-90,90])
trigger3 = p2bodydist y = [-120-floor(2*(EnemyNear(var(57)),vel y)+(2*(2+1)/2)*fvar(20)),0]
trigger3 = EnemyNear(var(57)),AnimTime<=-2||EnemyNear(var(57)),statetype = A
trigger3 = power >= 1000
trigger3 = var(52):=2500
;
trigger4 = Ctrl||stateno=21||stateno=22||StateNo=120||(StateNo=[130,140])||fvar(5)=1&&(StateNo=[200,690])||StateNo=1100||StateNo=1150||StateNo=1200||StateNo=1300||StateNo=1400&&animelem=4,>=1||StateNo=1500
trigger4 = (P2BodyDist X = [0,260])
trigger4 = p2bodydist y = [-120-floor(9*(EnemyNear(var(57)),vel y)+(9*(9+1)/2)*fvar(20)),0]
trigger4 = EnemyNear(var(57)),AnimTime<=-9||EnemyNear(var(57)),statetype = A
trigger4 = power >= 1000
trigger4 = var(52):=2200

[State -3, _3]
type = ChangeState
value = var(52)
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = EnemyNear(var(57)),statetype != L
triggerall = EnemyNear(var(57)),vel Y >=0
triggerall = EnemyNear(var(57)),StateNo >= 200
triggerall = EnemyNear(var(57)),MoveType = A
trigger1 = Ctrl||(ctrl&&stateno=101)||stateno=21||stateno=22||StateNo=120||(StateNo=[130,131])||StateNo=140||(StateNo=[200,690])
trigger1 = (P2BodyDist X = [50,95])||(P2BodyDist X = [-15,95])&&EnemyNear(var(57)),statetype = A
trigger1 = p2bodydist y = [-90-floor(5*(EnemyNear(var(57)),vel y)+(5*(5+1)/2)*fvar(20)),0]
trigger1 = var(52):=1600

;===========================================================================
; AI - K[h֌WLq 
;===========================================================================

[State -3, Guard]
Type = ChangeState 
Value = 120
triggerall = var(59)>1
triggerall = roundstate = 2
triggerall = statetype = S || statetype = C
triggerAll = stateNo !=[120,159]
triggerall = !(EnemyNear(var(57)),hitdefattr=,AT,ST,HT)
triggerall = ctrl||stateno=0||stateno=21||stateno=22||stateno=98||stateno=99||stateno=100
Trigger1 = InGuardDist
Trigger2 = (Helper(35000),Var(41))
Trigger3 = ((Helper(35000),Var(40))&&(EnemyNear(var(57)),P2Dist X<0))
trigger4 = EnemyNear(var(57)),numproj > 0
trigger4 = inguarddist||helper(35000),InguardDist

[State -3, GC_A]
type = ChangeState
value = 291
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = Power >= 500
triggerall = !EnemyNear(var(57)),Ctrl 
TriggerAll = EnemyNear(var(57)),facing + facing = 0
triggerall = StateNo = 150 || StateNo = 151 || StateNo = 152 || StateNo = 153 || StateNo = 154
triggerall = P2BodyDist X = [0,200]
trigger1 = p2bodydist y = [-150-floor(8*(EnemyNear(var(57)),vel y)+(8*(8+1)/2)*fvar(20)),0]
trigger1 = var(40)>=5
trigger1 = EnemyNear(var(57)),HitDefAttr = SCA,NT,ST,HT

[State -3, GC_Q]
type = ChangeState
value = 700
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = Power >= 1000
triggerall = EnemyNear(var(57)),statetype != L
triggerall = EnemyNear(var(57)),statetype != A
triggerall = EnemyNear(var(57)),StateNo >= 200
triggerall = !EnemyNear(var(57)),Ctrl 
TriggerAll = EnemyNear(var(57)),facing + facing = 0
Triggerall = var(59)=1&&random<100||var(59)>1
triggerall = StateNo = 150 || StateNo = 151 || StateNo = 152 || StateNo = 153 || StateNo = 154
trigger1 = P2BodyDist X = [-10,150]
trigger1 = EnemyNear(var(57)),HitDefAttr = SCA,NP,SP,HP||EnemyNear(var(57)),numproj
trigger1 = EnemyNear(var(57)),AnimTime<=-32
trigger2 = var(40)>=8

;===========================================================================
; AI - _E 
;===========================================================================

[State -3, _EmF]
type = VarSet
trigger1 = var(47) = 0
trigger1 = EnemyNear(var(57)),StateNo = 5050||EnemyNear(var(57)),StateNo = 5100||EnemyNear(var(57)),StateNo = [5101, 5120]
var(47) = 1

[State -3, Reset]
type = varset
triggerall = var(47)=1
trigger1 = EnemyNear(var(57)),StateNo=[0,25]
trigger2 = EnemyNear(var(57)),StateNo=[100,159]
trigger3 = EnemyNear(var(57)),StateNo=5120&&animtime=0
var(47) = 0

[State -3, VarRandom]
type = VarRandom
trigger1 = GameTime %30= 1 ;60t[(1b)Ɉ񃉃_
v = 48
range = 0,25

[State -3, ʒ[Eo/back step]
Type = ChangeState
Value = var(52)
triggerall = var(59)>0
triggerall = var(58)=0
triggerall = roundstate = 2&&Alive&&P2life!=0
triggerall = statetype != A
triggerall = ctrl||(ctrl&&stateno=101)||stateno=21||stateno=22||stateno=99
triggerall = EnemyNear(var(57)),stateno = 5110||EnemyNear(var(57)),stateno = 5120||EnemyNear(var(57)),Statetype = L
trigger1 = (helper(30000),RootDist X < 60 && facing = -1)||(helper(31000),RootDist X < 60 && facing = 1)
trigger1 = p2bodydist X = [-20,40]
trigger1 = var(52):=1800
;
trigger2 = (helper(30000),RootDist X > 120 && facing = -1)||(helper(31000),RootDist X > 120 && facing = 1)
trigger2 = BackEdgeBodyDist>=30
trigger2 = var(47)=1&&EnemyNear(var(57)),vel x > 2
trigger2 = var(52):=105
;
trigger3 = (helper(30000),RootDist X > 130 && facing = -1)||(helper(31000),RootDist X > 130 && facing = 1)
trigger3 = BackEdgeBodyDist>=40
trigger3 = p2bodydist X <= 50
trigger3 = var(48) = [0,5]
trigger3 = var(52):=105
;
trigger4 = p2bodydist x = [0,50]
trigger4 = EnemyNear(var(57)),StateNo=5120
trigger4 = EnemyNear(var(57)),animtime = -1
trigger4 = var(52):=1800

[state -3,fwd]
type = ChangeState
value = 21
triggerall = var(59)>0
triggerall = var(58)=0
triggerall = roundstate = 2&&Alive&&P2life!=0
triggerall = EnemyNear(var(57)),stateno = 5110||EnemyNear(var(57)),stateno = 5120||EnemyNear(var(57)),Statetype = L||var(47)=1
triggerall = statetype!=A
triggerall = stateno!=21
triggerall = stateno!=99
triggerall = ctrl||(stateno=22&&time>15)
triggerall = EnemyNear(var(57)),NumProj = 0 && P2dist X>0
trigger1 = P2bodydist X > 70

[state -3,back]
type = ChangeState
value = 22
triggerall = var(59)>0
triggerall = var(58)=0
triggerall = roundstate = 2&&Alive&&P2life!=0
triggerall = stateno!=[100,101]
triggerall = EnemyNear(var(57)),stateno = 5110||EnemyNear(var(57)),stateno = 5120||EnemyNear(var(57)),Statetype = L||var(47)=1
triggerall = statetype!=A
triggerall = ctrl||(stateno=21&&time>15)
triggerall = stateno!=22
triggerall = stateno!=99
triggerall = EnemyNear(var(57)),NumProj = 0 && P2dist X>=0
triggerall = BackEdgeBodyDist >= 20 
trigger1 = P2bodydist X < 70

[State -3, g]
type = ChangeState
value = 1400
triggerall = var(59)>0
triggerall = var(58)=0
triggerall = numhelper(3332)=0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = !InGuardDist&&((Helper(35000),Var(40)=0)&&(Helper(35000),Var(41)=0))
triggerall = ctrl||(ctrl&&stateno=101)||stateno=21||stateno=22||stateno=99
triggerall = var(47)=1&&EnemyNear(var(57)),vel x < 3
triggerall = EnemyNear(var(57)),vel X =[-3,3]
triggerall = !EnemyNear(var(57)),numproj
trigger1 = p2bodydist x >= 0
trigger1 = EnemyNear(var(57)),StateNo=5120||EnemyNear(var(57)),StateNo=5100
trigger1 = EnemyNear(var(57)),animtime = [-30,-1]
trigger1 = var(48) = [0,5]

[State -3, P]
type = ChangeState
value = 400
triggerall = var(59)>0
triggerall = var(58)=0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = !InGuardDist&&((Helper(35000),Var(40)=0)&&(Helper(35000),Var(41)=0))
triggerall = ctrl||(ctrl&&stateno=101)||stateno=21||stateno=22||stateno=99
triggerall = var(47)=1&&EnemyNear(var(57)),vel x < 3
triggerall = EnemyNear(var(57)),vel X =[-3,3]
triggerall = !EnemyNear(var(57)),numproj
trigger1 = p2bodydist x = [0,90]
trigger1 = EnemyNear(var(57)),StateNo=5120
trigger1 = EnemyNear(var(57)),animtime = -1
trigger1 = var(48) = [0,15]

[State -3, U]
type = ChangeState
value = 250
triggerall = var(59)>0
triggerall = var(58)=0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = !InGuardDist&&((Helper(35000),Var(40)=0)&&(Helper(35000),Var(41)=0))
triggerall = ctrl||(ctrl&&stateno=101)||stateno=21||stateno=22||stateno=99
triggerall = var(47)=1&&EnemyNear(var(57)),vel x < 3
triggerall = EnemyNear(var(57)),vel X =[-3,3]
triggerall = !EnemyNear(var(57)),numproj
trigger1 = p2bodydist x = [50,130]
trigger1 = EnemyNear(var(57)),StateNo=5120
trigger1 = EnemyNear(var(57)),animtime = [-4,-3]
trigger1 = var(48) = [0,15]

[State -3, dash]
type = ChangeState
value = 99
triggerall = var(59)>0
triggerall = var(58)=0
triggerall = roundstate = 2&&Alive&&P2life!=0
triggerall = statetype != A
triggerall = !InGuardDist&&((Helper(35000),Var(40)=0)&&(Helper(35000),Var(41)=0))
triggerall = ctrl||stateno=21||stateno=22
triggerall = stateno!=99
triggerall = stateno!=101
triggerall = EnemyNear(var(57)),NumProj = 0 && P2dist X>=0
triggerall = var(47)=1
triggerall = EnemyNear(var(57)),vel X =[-3,3]
triggerall = EnemyNear(var(57)),stateno = 5110||EnemyNear(var(57)),stateno = 5120||EnemyNear(var(57)),Statetype = L||var(47)=1
trigger1 = stateno!=98||stateno!=99||stateno!=100
trigger1 = p2bodydist x = [70,250]
trigger1 = var(48) >= 20

[State -3, e]
type = ChangeState
value = 1200
triggerall = var(59)>0
triggerall = var(58)=0
triggerall = numhelper(8450)=0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = !InGuardDist&&((Helper(35000),Var(40)=0)&&(Helper(35000),Var(41)=0))
triggerall = ctrl||(ctrl&&stateno=101)||stateno=21||stateno=22||stateno=99
triggerall = var(47)=1&&EnemyNear(var(57)),vel x < 3
triggerall = EnemyNear(var(57)),vel X =[-3,3]
triggerall = !EnemyNear(var(57)),numproj
trigger1 = p2bodydist x >= 140
trigger1 = EnemyNear(var(57)),StateNo=5120||EnemyNear(var(57)),StateNo=5100
trigger1 = EnemyNear(var(57)),animtime = [-30,-1]
trigger1 = var(48) = [20,25]

[State -3, g]
type = ChangeState
value = 1400
triggerall = var(59)>0
triggerall = var(58)=0
triggerall = numhelper(3332)=0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = !InGuardDist&&((Helper(35000),Var(40)=0)&&(Helper(35000),Var(41)=0))
triggerall = ctrl||(ctrl&&stateno=101)||stateno=21||stateno=22||stateno=99
triggerall = var(47)=1&&EnemyNear(var(57)),vel x < 3
triggerall = EnemyNear(var(57)),vel X =[-3,3]
triggerall = !EnemyNear(var(57)),numproj
trigger1 = p2bodydist x >= 100
trigger1 = EnemyNear(var(57)),StateNo=5120||EnemyNear(var(57)),StateNo=5100
trigger1 = var(48) = [15,22]

[State -3, C͗]
type = ChangeState
value = 695
triggerall = var(59)>0
triggerall = var(58)=0
triggerall = power < 7000
triggerall = !(var(47)=1&&EnemyNear(var(57)),vel x > 5)||!(EnemyNear(var(57)),vel x >= 8)
triggerall = !InGuardDist
triggerall = EnemyNear(var(57)),MoveType != A
triggerall = roundstate = 2&&Alive&&P2life!=0
triggerall = statetype != A
triggerall = !InGuardDist&&((Helper(35000),Var(40)=0)&&(Helper(35000),Var(41)=0))
triggerall = ctrl||(ctrl&&stateno=101)||stateno=21||stateno=22
triggerall = EnemyNear(var(57)),NumProj = 0 && P2dist X>=0
triggerall = EnemyNear(var(57)),stateno = 5110||EnemyNear(var(57)),stateno = 5120||EnemyNear(var(57)),Statetype = L||var(47)=1
trigger1 = p2bodydist x >= 90
trigger1 = var(48) <= 8

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

[State -3, Reset]
type = varset
triggerall = var(58)>=1
trigger1 = EnemyNear(var(57)),movetype != H || EnemyNear(var(57)),Statetype != A || EnemyNear(var(57)),ctrl || movetype = H
trigger2 = stateno = 1600
var(58) = 0

[State -3, Combo_dash]
type = ChangeState
value = var(52)
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = EnemyNear(var(57)),statetype = A
trigger1 = ctrl||stateno=21||stateno=22||p2bodydist x >= 70&&stateno=111
trigger1 = stateno!=98
trigger1 = var(58)=16||(Var(58)=[1,5])||Var(58)=40||Var(58)=41
trigger1 = p2bodydist x >= 70
trigger1 = var(52):=98
trigger2 = ctrl||stateno=21||stateno=98
trigger2 = stateno!=22
trigger2 = var(58)=16||(Var(58)=[1,5])||Var(58)=40||Var(58)=41
trigger2 = p2bodydist x <= 1
trigger2 = var(52):=22
;
trigger3 = ctrl||stateno=21||stateno=22
trigger3 = stateno!=98
trigger3 = Var(58)=6||Var(58)=12||Var(58)=13
trigger3 = p2bodydist x >= 80
trigger3 = var(52):=98
trigger4 = ctrl||stateno=21||stateno=98
trigger4 = stateno!=22
trigger4 = Var(58)=6||Var(58)=12||Var(58)=13
trigger4 = p2bodydist x <= 0
trigger4 = var(52):=22
;
trigger5 = ctrl||stateno=21||stateno=22
trigger5 = stateno!=98
trigger5 = Var(58)=19
trigger5 = p2bodydist x >= 140
trigger5 = var(52):=21
trigger6 = ctrl||stateno=21||stateno=98
trigger6 = stateno!=22
trigger6 = Var(58)=19
trigger6 = p2bodydist x = [-30,50]
trigger6 = var(52):=22
;
trigger7 = ctrl||stateno=21||stateno=22
trigger7 = stateno!=98
trigger7 = Var(58)=30
trigger7 = p2bodydist x >= 90
trigger7 = var(52):=98
trigger8 = ctrl||stateno=21||stateno=98
trigger8 = stateno!=22
trigger8 = Var(58)=30
trigger8 = p2bodydist x = [-30,50]
trigger8 = var(52):=22

[State -3, Combo_dash]
type = ChangeState
value = var(52)
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = EnemyNear(var(57)),statetype = A
triggerall = EnemyNear(var(57)),movetype = H
trigger1 = ctrl||stateno=21||stateno=22||stateno=98
trigger1 = stateno!=111
trigger1 = Var(58)=2||Var(58)=6||Var(58)=41
trigger1 = p2bodydist x = [0,60]
trigger1 = var(52):=111
trigger2 = ctrl||stateno=21||stateno=22||stateno=98
trigger2 = stateno!=111
trigger2 = Var(58)=19
trigger2 = p2bodydist x = [90,100]
trigger2= var(52):=111

[State -3, set1]
type = varset
triggerall = var(58)=0
triggerall = EnemyNear(var(57)),movetype = H
triggerall = (EnemyNear(var(57)),StateNo = [4700,4710])||EnemyNear(var(57)),StateNo = [5000,5299]
trigger1 = StateNo = 290 && movehit 
var(58) = 1

[State -3, Combo_1 1-5]
type = ChangeState
value = var(52)
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = EnemyNear(var(57)),statetype = A
triggerall = EnemyNear(var(57)),movetype = H
triggerall = ctrl||stateno=21||stateno=22||stateno=98||stateno=0||stateno=111
trigger1 = Var(58)=1
trigger1 = p2bodydist x = [-35,70]
trigger1 = p2bodydist y = [-60-floor(5*(EnemyNear(var(57)),vel y)+(5*(5+1)/2)*fvar(20)),0]
trigger1 = var(52):=1500
trigger1 = var(58):=2
;
trigger2 = Var(58)=2
trigger2 = p2bodydist x = [-35,70]
trigger2 = p2bodydist y = [-60-floor(5*(EnemyNear(var(57)),vel y)+(5*(5+1)/2)*fvar(20)),0]
trigger2 = var(52):=1500
trigger2 = var(58):=3
;
trigger3 = Var(58)=3
trigger3 = p2bodydist x =  [-10,100]
trigger3 = p2bodydist y = [-150-floor(14*(EnemyNear(var(57)),vel y)+(14*(14+1)/2)*fvar(20)),0-floor(14*(EnemyNear(var(57)),vel y)+(14*(14+1)/2)*fvar(20))]
trigger3 = var(52):=1100
trigger3 = var(58):=4
;
trigger4 = Var(58)=4
trigger4 = power >= 6000
trigger4 = var(52):=2700
trigger4 = var(58):=5
;
trigger5 = Var(58)=4
trigger5 = p2bodydist x = [-80,80]
trigger5 = power >= 2000
trigger5 = var(52):=2100
trigger5 = var(58):=5
;
trigger6 = Var(58)=4
trigger6 = power >= 1000
trigger6 = p2bodydist y = [-160-floor(9*(EnemyNear(var(57)),vel y)+(9*(9+1)/2)*fvar(20)),0-floor(9*(EnemyNear(var(57)),vel y)+(9*(9+1)/2)*fvar(20))]
trigger6 = var(52):=2200
trigger6 = var(58):=5
;
trigger7 = Var(58)=5||Var(58)=16
trigger7 = p2bodydist x <= 100
trigger7 = p2bodydist y = [-120-floor(5*(EnemyNear(var(57)),vel y)+(5*(5+1)/2)*fvar(20)),0]
trigger7 = var(52):=1600
trigger7 = var(58):=0||1

[State -3, set_2]
type = varset
triggerall = var(58)=0
triggerall = EnemyNear(var(57)),movetype = H
triggerall = (EnemyNear(var(57)),StateNo = [5700,5999])||EnemyNear(var(57)),StateNo = [5000,5299]
trigger1 = StateNo = 1150 && movehit 
var(58) = 6

[State -3, Combo_2 6-15]
type = ChangeState
value = var(52)
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = EnemyNear(var(57)),statetype = A
triggerall = EnemyNear(var(57)),movetype = H
trigger1 = ctrl||stateno=21||stateno=22||stateno=98||stateno=0||stateno=111
trigger1 = statetype != A
trigger1 = Var(58)=6
trigger1 = p2bodydist x = [-15,100]
trigger1 = p2bodydist y = [-150-floor(5*(EnemyNear(var(57)),vel y)+(5*(5+1)/2)*fvar(20)),0-floor(5*(EnemyNear(var(57)),vel y)+(5*(5+1)/2)*fvar(20))]
trigger1 = var(52):=44
trigger1 = var(58):=7
;
trigger2 = ctrl&&statetype = A
trigger2 = Var(58)=7
trigger2 = p2bodydist x = [-15,70]
trigger2 = p2bodydist y = [-102-floor(5*(EnemyNear(var(57)),vel y)+(5*(5+1)/2)*fvar(20)),100-floor(5*(EnemyNear(var(57)),vel y)+(5*(5+1)/2)*fvar(20))]
trigger2 = var(52):=600
trigger2 = var(58):=8
;
trigger3 = statetype = A
trigger3 = Var(58)=8
trigger3 = stateno=600&&movecontact
trigger3 = p2bodydist x = [-15,65]
trigger3 = p2bodydist y = [-92-floor(4*(EnemyNear(var(57)),vel y)+(4*(4+1)/2)*fvar(20)),72-floor(4*(EnemyNear(var(57)),vel y)+(4*(4+1)/2)*fvar(20))]
trigger3 = var(52):=630
trigger3 = var(58):=9
;
trigger4 = statetype = A
trigger4 = Var(58)=9
trigger4 = stateno=630&&movecontact
trigger4 = p2bodydist x = [-15,60]
trigger4 = p2bodydist y = [-100-floor(8*(EnemyNear(var(57)),vel y)+(8*(8+1)/2)*fvar(20)),100-floor(8*(EnemyNear(var(57)),vel y)+(8*(8+1)/2)*fvar(20))]
trigger4 = var(52):=610
trigger4 = var(58):=10
;
trigger5 = statetype = A
trigger5 = Var(58)=10
trigger5 = stateno=610&&movecontact
trigger5 = p2bodydist x = [-15,70]
trigger5 = p2bodydist y = [-90-floor(7*(EnemyNear(var(57)),vel y)+(7*(7+1)/2)*fvar(20)),80-floor(7*(EnemyNear(var(57)),vel y)+(7*(7+1)/2)*fvar(20))]
trigger5 = var(52):=640
trigger5 = var(58):=11
;
trigger6 = statetype = A
trigger6 = Var(58)=11
trigger6 = stateno=640&&movecontact
trigger6 = var(52):=1700
trigger6 = var(58):=12
;
trigger7 = ctrl||stateno=21||stateno=22||stateno=98||stateno=0
trigger7 = statetype != A
trigger7 = Var(58)=12
trigger7 = p2bodydist x = [20,110]
trigger7 = p2bodydist y = [-175-floor(14*(EnemyNear(var(57)),vel y)+(14*(14+1)/2)*fvar(20)),0]
trigger7 = var(52):=1100
trigger7 = var(58):=13
;
trigger8 = ctrl||stateno=21||stateno=22||stateno=98||stateno=0
trigger8 = statetype != A
trigger8 = power <= 2000
trigger8 = Var(58)=13
trigger8 = p2bodydist x = [-15,65]
trigger8 = p2bodydist y = [-188-floor(5*(EnemyNear(var(57)),vel y)+(5*(5+1)/2)*fvar(20)),0]
trigger8 = var(52):=44
trigger8 = var(58):=14
;
trigger9 = ctrl&&statetype = A
trigger9 = Var(58)=14
trigger9 = p2bodydist x = [-15,120]
trigger9 = p2bodydist y = [-152-floor(8*(EnemyNear(var(57)),vel y)+(8*(8+1)/2)*fvar(20)),80-floor(8*(EnemyNear(var(57)),vel y)+(8*(8+1)/2)*fvar(20))]
trigger9 = var(52):=690
trigger9 = var(58):=15
;
trigger10 = statetype = A
trigger10 = Var(58)=15
trigger10 = stateno=690&&movecontact
trigger10 = var(52):=1600
trigger10 = var(58):=0||1
;
trigger11 = ctrl||stateno=21||stateno=22||stateno=98||stateno=0
trigger11 = statetype != A
trigger11 = power >= 6000
trigger11 = Var(58)=13
trigger11= var(52):=2700
trigger11 = var(58):=16
;
trigger12 = ctrl||stateno=21||stateno=22||stateno=98||stateno=0
trigger12 = statetype != A
trigger12 = power >= 2000
trigger12 = Var(58)=13
trigger12= var(52):=2100
trigger12 = var(58):=16

[State -3, set_3 17]
type = varset
triggerall = var(58)=0
triggerall = EnemyNear(var(57)),movetype = H
trigger1 = StateNo = 1903
var(58) = 17

[State -3, Combo_3 17-18]
type = ChangeState
value = var(52)
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = EnemyNear(var(57)),statetype = A
triggerall = EnemyNear(var(57)),movetype = H
trigger1 = ctrl||stateno=21||stateno=22||stateno=98||stateno=0
trigger1 = statetype != A
trigger1 = Var(58)=17
trigger1 = power >= 2000
trigger1 = var(52):=2200
trigger1 = var(48)<=3
trigger1 = Var(58):=18
trigger2 = ctrl||stateno=21||stateno=22||stateno=98||stateno=0
trigger2 = statetype != A
trigger2 = Var(58)=17
trigger2 = power >= 2000
trigger2 = var(52):=2600
trigger2 = Var(58):=16
trigger3 = ctrl||stateno=21||stateno=22||stateno=98||stateno=0
trigger3 = statetype != A
trigger3 = Var(58)=17
trigger3 = p2bodydist x = [-15,200]
trigger3 = p2bodydist y = [-108-floor(8*(EnemyNear(var(57)),vel y)+(8*(8+1)/2)*fvar(20)),0-floor(8*(EnemyNear(var(57)),vel y)+(8*(8+1)/2)*fvar(20))]
trigger3 = var(52):=290
trigger3 = Var(58):=1
trigger4 = ctrl||stateno=21||stateno=22||stateno=98||stateno=0
trigger4 = statetype != A
trigger4 = Var(58)=18
trigger4 = power >= 1000
trigger4 = var(52):=2200
trigger4 = p2bodydist y = [-160-floor(8*(EnemyNear(var(57)),vel y)+(8*(8+1)/2)*fvar(20)),0-floor(8*(EnemyNear(var(57)),vel y)+(8*(8+1)/2)*fvar(20))]
trigger4 = Var(58):=16

[State -3, set_4]
type = varset
triggerall = var(58)=0
triggerall = EnemyNear(var(57)),movetype = H
triggerall = (EnemyNear(var(57)),StateNo = [5700,5999])||EnemyNear(var(57)),StateNo = [5000,5299]
trigger1 = ProjHitTime(30006) = 1
var(58) = 19

[State -3, Combo_4 19]
type = ChangeState
value = var(52)
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = EnemyNear(var(57)),statetype = A
triggerall = EnemyNear(var(57)),movetype = H
trigger1 = ctrl||stateno=21||stateno=22||stateno=98||stateno=111
trigger1 = statetype != A
trigger1 = Var(58)=19
trigger1 = p2bodydist x = [-15,200]
trigger1 = p2bodydist y = [-108-floor(8*(EnemyNear(var(57)),vel y)+(8*(8+1)/2)*fvar(20)),0-floor(8*(EnemyNear(var(57)),vel y)+(8*(8+1)/2)*fvar(20))]
trigger1 = var(52):=290
trigger1 = Var(58):=1

[State -3, set_5]
type = varset
triggerall = var(58)=0
triggerall = EnemyNear(var(57)),statetype = A
triggerall = EnemyNear(var(57)),movetype = H
triggerall = (EnemyNear(var(57)),StateNo = [5700,5999])||EnemyNear(var(57)),StateNo = [5000,5299]
trigger1 = stateno=2060||stateno=2200
var(58) = 20

[State -3, Combo_5 20]
type = ChangeState
value = var(52)
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = EnemyNear(var(57)),statetype = A
triggerall = EnemyNear(var(57)),movetype = H
trigger1 = ctrl||stateno=21||stateno=22||stateno=98||stateno=0
trigger1 = statetype != A
trigger1 = Var(58)=20
trigger1 = power >= 2000
trigger1 = var(52):=2600
trigger1 = Var(58):=16
trigger2 = ctrl||stateno=21||stateno=22||stateno=98||stateno=0
trigger2 = statetype != A
trigger2 = Var(58)=20
trigger2 = power >= 1000
trigger2 = var(52):=2200
trigger2 = Var(58):=16
trigger3 = ctrl||stateno=21||stateno=22||stateno=98||stateno=0
trigger3 = statetype != A
trigger3 = Var(58)=20
trigger3 = power <= 1000
trigger3 = var(52):=21
trigger3 = Var(58):=16

[State -3, set_iroiro]
type = varset
triggerall = var(58)=0
triggerall = EnemyNear(var(57)),statetype = A
triggerall = EnemyNear(var(57)),movetype = H
triggerall = (EnemyNear(var(57)),StateNo = [5700,5999])||(EnemyNear(var(57)),StateNo = [5000,5299])||EnemyNear(var(57)),stateno=1112||EnemyNear(var(57)),stateno=1012
trigger1 = numhelper(3332)=1
trigger2 = numhelper(8450)=1
trigger3 = numhelper(4000)=1
trigger4 = numhelper(4100)=1
trigger5 = numhelper(4200)=1
trigger6 = stateno=900||stateno=999||stateno=1100||EnemyNear(var(57)),stateno=1112||EnemyNear(var(57)),stateno=1012
trigger7 = stateno=1700&&movehit
var(58) = 30

[State -3, Combo_6 30-32]
type = ChangeState
value = var(52)
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = EnemyNear(var(57)),statetype = A
triggerall = EnemyNear(var(57)),movetype = H
trigger1 = ctrl||stateno=21||stateno=22||stateno=98||stateno=0
trigger1 = statetype != A
trigger1 = Var(58)=30
trigger1 = var(48)<=3
trigger1 = power >= 2000
trigger1 = var(52):=2600
trigger1 = Var(58):=16
trigger2 = ctrl||stateno=21||stateno=22||stateno=98||stateno=0
trigger2 = statetype != A
trigger2 = Var(58)=30
trigger2 = p2bodydist x = [-25,100]
trigger2 = var(52):=44
trigger2 = Var(58):=31
;
trigger3 = Var(58)=31
trigger3 = ctrl
trigger3 = statetype = A
trigger3 = p2bodydist x = [-25,90]
trigger3 = p2bodydist y = [-70,70]
trigger3 = var(52):=1550
trigger3 = var(58):=32
;
trigger4 = ctrl||stateno=21||stateno=22||stateno=98||stateno=0
trigger4 = statetype != A
trigger4 = p2bodydist y = [-160-floor(8*(EnemyNear(var(57)),vel y)+(8*(8+1)/2)*fvar(20)),0-floor(8*(EnemyNear(var(57)),vel y)+(8*(8+1)/2)*fvar(20))]
trigger4 = Var(58)=32
trigger4 = power >= 2000
trigger4 = var(52):=2200
trigger4 = Var(58):=18
;
trigger5 = ctrl||stateno=21||stateno=22||stateno=98||stateno=0
trigger5 = statetype != A
trigger5 = p2bodydist y = [-160-floor(8*(EnemyNear(var(57)),vel y)+(8*(8+1)/2)*fvar(20)),0-floor(8*(EnemyNear(var(57)),vel y)+(8*(8+1)/2)*fvar(20))]
trigger5 = Var(58)=32
trigger5 = power >= 1000&&power <= 2000
trigger5 = var(52):=2200
trigger5 = Var(58):=16
;
trigger6 = ctrl||stateno=21||stateno=22||stateno=98||stateno=0
trigger6 = statetype != A
trigger6 = Var(58)=32
trigger6 = power <= 1000
trigger6 = var(52):=21
trigger6 = Var(58):=16

[State -3, set_7]
type = varset
triggerall = var(58)=0
triggerall = EnemyNear(var(57)),movetype = H
triggerall = (EnemyNear(var(57)),StateNo = [5700,5999])||EnemyNear(var(57)),StateNo = [5000,5299]
trigger1 = stateno=1500&&movehit
var(58) = 40

[State -3, Combo_7]
type = ChangeState
value = var(52)
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = EnemyNear(var(57)),statetype = A
triggerall = EnemyNear(var(57)),movetype = H
triggerall = ctrl||stateno=21||stateno=22||stateno=98||stateno=0||stateno=111
trigger1 = Var(58)=40
trigger1 = p2bodydist x = [-35,70]
trigger1 = p2bodydist y = [-60-floor(5*(EnemyNear(var(57)),vel y)+(5*(5+1)/2)*fvar(20)),0]
trigger1 = var(52):=1500
trigger1 = var(58):=41
;
trigger2 = Var(58)=41
trigger2 = p2bodydist x = [-10,100]
trigger2 = p2bodydist y = [-150-floor(14*(EnemyNear(var(57)),vel y)+(14*(14+1)/2)*fvar(20)),0-floor(14*(EnemyNear(var(57)),vel y)+(14*(14+1)/2)*fvar(20))]
trigger2 = var(52):=1100
trigger2 = var(58):=42
;
trigger3 = Var(58)=42
trigger3 = power >= 6000
trigger3 = var(52):=2700
trigger3 = var(58):=16
;
trigger4 = Var(58)=42
trigger4 = p2bodydist x = [-80,80]
trigger4 = power >= 2000
trigger4 = var(52):=2100
trigger4 = var(58):=16
;
trigger5 = Var(58)=42
trigger5 = power >= 1000
trigger5 = p2bodydist y = [-160-floor(9*(EnemyNear(var(57)),vel y)+(9*(9+1)/2)*fvar(20)),0-floor(9*(EnemyNear(var(57)),vel y)+(9*(9+1)/2)*fvar(20))]
trigger5 = var(52):=2200
trigger5 = var(58):=16


;===========================================================================
; q
;===========================================================================

[State -3, SP_1500]
type = ChangeState
value = 1500
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A 
Triggerall = enemynear(var(57)),Statetype != L
Triggerall = enemynear(var(57)),Statetype = A
trigger1 = stateno = 400 && movecontact

[State -3, SP_SK]
type = ChangeState
value = 430
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A 
Triggerall = enemynear(var(57)),Statetype != L
Triggerall = enemynear(var(57)),Statetype != A
triggerall = p2bodydist x = [-5,85]
trigger1 = stateno = 400 && movecontact
;
[State -3, SP_450]
type = ChangeState
value = 450
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A 
Triggerall = enemynear(var(57)),Statetype != L
Triggerall = enemynear(var(57)),Statetype != A
triggerall = p2bodydist x >= 85
trigger1 = stateno = 400 && movecontact
;
[State -3, SP_SK_HP]
type = ChangeState
value = 410
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A 
Triggerall = enemynear(var(57)),Statetype != L
Triggerall = enemynear(var(57)),Statetype != A
triggerall = p2bodydist x = [-5,80]
trigger1 = stateno = 430 && movecontact
;
[State -3, SP_SK_HP_250]
type = ChangeState
value = 250
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A 
Triggerall = enemynear(var(57)),Statetype != L
Triggerall = enemynear(var(57)),Statetype != A
triggerall = p2bodydist x = [-5,130]
trigger1 = stateno = 410 && moveguarded
;
[State -3, SP_SK_HP_450]
type = ChangeState
value = 450
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A 
Triggerall = enemynear(var(57)),Statetype != L
Triggerall = enemynear(var(57)),Statetype != A
triggerall = p2bodydist x = [-5,150]
trigger1 = stateno = 410 && movehit
;
[State -3, SP_SK_HP_450_290]
type = ChangeState
value = 290
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A 
Triggerall = enemynear(var(57)),Statetype != L
Triggerall = enemynear(var(57)),Statetype != A
triggerall = p2bodydist x = [-5,200]
triggerall = var(48)<=7
trigger1 = stateno = 250 && movehit 
trigger2 = stateno = 450 && movehit && AnimElemTime(9) >= 1
;
[State -3, SP_SK_HP_450_1300]
type = ChangeState
value = 1300
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A 
Triggerall = enemynear(var(57)),Statetype != L
Triggerall = enemynear(var(57)),Statetype != A
triggerall = p2bodydist x = [-5,130]
trigger1 = stateno = 250 && movehit 
trigger2 = stateno = 250 && moveguarded 
trigger3 = stateno = 450 && movehit && AnimElemTime(9) >= 1
trigger4 = stateno = 450 && moveguarded && AnimElemTime(9) >= 1
;
[State -3, SP_SK_HP_450_1300_1150]
type = ChangeState
value = 1150
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A 
Triggerall = enemynear(var(57)),Statetype != L
triggerall = p2bodydist x = [-5,160]
trigger1 = stateno = 1300 && movehit && AnimElemTime(6) >= 1
trigger2 = stateno = 1300 && moveguarded && AnimElemTime(6) >= 1 && var(48)=[0,8]
trigger3 = stateno = 1300 && movehit && AnimElemTime(6) >= 1
trigger4 = stateno = 1300 && moveguarded && AnimElemTime(6) >= 1 && var(48)=[0,8]
;
[State -3, SP_SK_HP_450_1300_1800]
type = ChangeState
value = 1800
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A 
Triggerall = enemynear(var(57)),Statetype != L
trigger1 = stateno = 1300 && moveguarded && AnimElemTime(6) >= 1 && var(48)=[9,12]
trigger2 = stateno = 1300 && moveguarded && AnimElemTime(6) >= 1 && var(48)=[9,12]
;
[State -3, SP_SK_HP_450_1300_1850]
type = ChangeState
value = 1850
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A 
Triggerall = enemynear(var(57)),Statetype != L
trigger1 = stateno = 1300 && moveguarded && AnimElemTime(6) >= 1 && var(48)=[13,15]
trigger2 = stateno = 1300 && moveguarded && AnimElemTime(6) >= 1 && var(48)=[13,15]
;
[State -3, SP_SK_HP_450_1300_1400]
type = ChangeState
value = 1400
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A 
Triggerall = enemynear(var(57)),Statetype != L
trigger1 = stateno = 1300 && moveguarded && AnimElemTime(6) >= 1 && var(48)=[16,19]
trigger2 = stateno = 1300 && moveguarded && AnimElemTime(6) >= 1 && var(48)=[16,19]
;
[State -3, SP_SK_HP_450_1300_1500]
type = ChangeState
value = 1500
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A 
Triggerall = enemynear(var(57)),Statetype != L
trigger1 = stateno = 1300 && moveguarded && AnimElemTime(6) >= 1 && var(48)=[20,22]
trigger2 = stateno = 1300 && moveguarded && AnimElemTime(6) >= 1 && var(48)=[20,22]
;
[State -3, SP_SK_HP_450_1300_1100]
type = ChangeState
value = 1100
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A 
Triggerall = enemynear(var(57)),Statetype != L
trigger1 = stateno = 1300 && moveguarded && AnimElemTime(6) >= 1 && var(48)=[23,25]
trigger2 = stateno = 1300 && moveguarded && AnimElemTime(6) >= 1 && var(48)=[23,25]

[State -3, 290_1800]
type = ChangeState
value = 1800
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A 
Triggerall = enemynear(var(57)),Statetype != L
trigger1 = stateno = 290 && movecontact

;===========================================================================
; Ag_(Hit)
;===========================================================================

[State -3, Ag_]
type = ChangeState
value = var(52)
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A 
triggerall = EnemyNear(var(57)),statetype != L
triggerall = EnemyNear(var(57)),statetype != A
triggerall = EnemyNear(var(57)),movetype = H
triggerall = EnemyNear(var(57)),stateno!=[120,159]
triggerall = ctrl||stateno=21||stateno=22
trigger1 = p2bodydist x = [-5,90]
trigger1 = var(52):=400

[State -3, Ag_]
type = ChangeState
value = 98
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A 
triggerall = EnemyNear(var(57)),statetype != L
triggerall = EnemyNear(var(57)),statetype != A
triggerall = EnemyNear(var(57)),movetype = H
triggerall = EnemyNear(var(57)),stateno!=[120,159]
triggerall = ctrl||stateno=21||stateno=22
trigger1 = stateno!=98||stateno!=99||stateno!=100
trigger1 = p2bodydist x >= 90

;===========================================================================
; ł(Guarded)
;===========================================================================

[State -3, ł]
type = ChangeState
value = var(52)
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = EnemyNear(var(57)),statetype != L
triggerall = EnemyNear(var(57)),statetype != A
triggerall = EnemyNear(var(57)),movetype = H
triggerall = !InGuardDist&&((Helper(35000),Var(40)=0)&&(Helper(35000),Var(41)=0))
triggerall = ctrl||stateno=21||stateno=22||stateno=98||stateno=99
triggerall = (EnemyNear(var(57)),StateNo = [120,159])
trigger1 = p2bodydist x = [-5,90]
trigger1 = var(52):=400
trigger1 = random <= 333
;
trigger2 = p2bodydist x >= 150
trigger2 = var(52):=1800
trigger2 = var(48) <= 5

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

[State -3, iroioro ]
type = ChangeState
value = var(52)
triggerall = var(59)>0
triggerall = var(58)=0
triggerall = roundstate = 2
triggerall = Statetype != A
triggerall = ctrl||stateno=21||stateno=22||stateno=99||stateno=[120,140]
triggerall = !InGuardDist
triggerall = EnemyNear(var(57)),movetype != H||EnemyNear(var(57)),stateno=[120,159]
triggerall = EnemyNear(var(57)),StateNo != [5100,5299]
triggerall = EnemyNear(Var(57)),statetype != L
triggerall = EnemyNear(Var(57)),statetype = A
triggerall = Facing + (EnemyNear(Var(57)),Facing) = 0
triggerall = EnemyNear(Var(57)),vel Y > 0
triggerall = EnemyNear(var(57)),vel x < 10
trigger1 = P2BodyDist X = [-5,90+floor(5*(EnemyNear(var(57)),vel X))]
trigger1 = p2bodydist y = [-110-floor(5*(EnemyNear(var(57)),vel y)+(5*(5+1)/2)*fvar(20)),-5-floor(5*(EnemyNear(var(57)),vel y)+(5*(5+1)/2)*fvar(20))]
trigger1 = var(52):=1600
trigger1 = var(48) = [15,21]
;
trigger2 = P2BodyDist X >= 90
trigger2 = p2bodydist y = [-110,-30]
trigger2 = var(52):=1800
trigger2 = var(48) = [10,15]

;===========================================================================
; EZUEnZ
;===========================================================================

[State -3,yami_nue]
Type = ChangeState
Value = 1900
TriggerAll = var(59)>0
triggerall = StateType!=A
triggerall = RoundState=2
triggerall = EnemyNear(var(57)),statetype != L
triggerall = (EnemyNear(var(57)),statetype=S)||(EnemyNear(var(57)),statetype=C)
triggerall = EnemyNear(var(57)),movetype != H||EnemyNear(var(57)),stateno=[120,140]
TriggerAll = EnemyNear(var(57)),StateNo != [5100,5299]
triggerall = p2bodydist X <= 22
TriggerAll = P2BodyDist X = [-5,55]
triggerall = ctrl||stateno=21||stateno=22||stateno=99||stateno=[120,140]
Trigger1 = random=[700,999]
Trigger1 = EnemyNear(var(57)),MoveType=I||floor(EnemyNear(var(57)),GetHitVar(hittime))<0
Trigger2 = EnemyNear(var(57)),facing!=facing||(EnemyNear(var(57)),stateno=[50,55])||(EnemyNear(var(57)),stateno=[120,159])&&floor(EnemyNear(var(57)),GetHitVar(hittime))<0

[State -3, L]
type = ChangeState
value = var(52)
triggerall = var(59)>0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = EnemyNear(var(57)),statetype != L
triggerall = EnemyNear(var(57)),movetype != H
trigger1 = stateno=250&&animtime=0||stateno=290&&animtime=0||stateno=400&&animtime=0||stateno=450&&animtime=0
trigger1 = var(52):=1600
trigger1 = var(48)<=9
trigger1 = p2bodydist x = [-15,90]
trigger2 = numhelper(3332)=0
trigger2 = stateno=400&&animtime=0
trigger2 = var(52):=1400
trigger2 = var(48)<=13
trigger3 = stateno=400&&animtime=0
trigger3 = var(52):=1800

[State -3, ]
type = ChangeState
value = var(52)
triggerall = var(59)>0
triggerall = var(58)=0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = EnemyNear(var(57)),statetype != L
triggerall = EnemyNear(var(57)),statetype != A
triggerall = EnemyNear(var(57)),movetype = I||EnemyNear(var(57)),facing=facing||EnemyNear(var(57)),stateno=52||EnemyNear(var(57)),stateno=[120,140]
triggerall = !InGuardDist&&((Helper(35000),Var(40)=0)&&(Helper(35000),Var(41)=0))
triggerall = !EnemyNear(var(57)),numproj
triggerall = EnemyNear(var(57)),StateNo != [5100,5299]
triggerall = ctrl||stateno=21||stateno=22||stateno=99
trigger1 = random<=333||EnemyNear(var(57)),facing=facing||EnemyNear(var(57)),stateno=52
trigger1 = p2bodydist x = [-15,90]
trigger1 = var(52):=400
trigger2 = (random=[0,50])||EnemyNear(var(57)),facing=facing||EnemyNear(var(57)),stateno=52
trigger2 = p2bodydist x = [90,130]
trigger2 = var(52):=250
trigger3 = (random=[50,100])||EnemyNear(var(57)),facing=facing||EnemyNear(var(57)),stateno=52
trigger3 = p2bodydist x = [90,135]
trigger3 = var(52):=450
trigger4 = (random=[70,100])||EnemyNear(var(57)),facing=facing||EnemyNear(var(57)),stateno=52
trigger4 = p2bodydist x = [130,200]
trigger4 = var(52):=290

[State -3, BUPPA]
type = ChangeState
value = var(52)
triggerall = var(59)>0
triggerall = var(58)=0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = EnemyNear(var(57)),statetype != L
triggerall = EnemyNear(var(57)),movetype = I||EnemyNear(var(57)),facing=facing||EnemyNear(var(57)),stateno=52||EnemyNear(var(57)),stateno=[120,140]
triggerall = !EnemyNear(var(57)),numproj
triggerall = EnemyNear(var(57)),StateNo != [5100,5299]
triggerall = ctrl||stateno=21||stateno=22||stateno=99
trigger1 = var(48)<=8
trigger1 = EnemyNear(var(57)),statetype != A
trigger1 = p2bodydist x >= 140
trigger1 = numhelper(8450)=0
trigger1 = var(52):=1200
;
trigger2 = numhelper(3332)=0
trigger2 = var(48)=[9,13]
trigger2 = EnemyNear(var(57)),statetype != A
trigger2 = p2bodydist x >= 140
trigger2 = var(52):=1400
;
trigger3 = var(48)=[13,15]
trigger3 = var(52):=1800
;
trigger4 = var(48)=[15,18]
trigger4 = EnemyNear(var(57)),StateNo = [120,159]
trigger4 = var(52):=1500
;
trigger5 = EnemyNear(var(57)),movetype != H
trigger5 = EnemyNear(var(57)),life <= 500||random<=222
trigger5 = Power >= 2000
trigger5 = var(52):=2600
trigger5 = var(48)<=4
;
trigger6 = EnemyNear(var(57)),movetype != H
trigger6 = Power >= 1000
trigger6 = p2bodydist x = [0,140]
trigger6 = var(52):=2000
trigger6 = var(48)<=4
;
trigger7 = EnemyNear(var(57)),movetype != H
trigger7 = random<=33||fvar(7)=1&&random<=60
trigger7 = var(52):=1800
;
trigger8 = EnemyNear(var(57)),movetype != H
trigger8 = fvar(7)=1&&random<=60
trigger8 = var(52):=1500

;===========================================================================
; ړn
;===========================================================================

[State -3, syundou]
Type = ChangeState
Value = 1850
triggerall = var(59)>0
triggerall = var(58)=0
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = !EnemyNear(var(57)),numproj
triggerall = EnemyNear(var(57)),StateType != L
triggerall = EnemyNear(var(57)),StateType != A
triggerall = EnemyNear(var(57)),MoveType != H 
triggerall = EnemyNear(var(57)),stateno != 52
triggerall = facing!=EnemyNear(var(57)),facing
triggerall = backedgebodydist >= 40
triggerall = (helper(30000),RootDist X > 150 && facing = -1)||(helper(31000),RootDist X > 150 && facing = 1)
triggerall= ctrl||stateno=21||stateno=22||stateno=99
triggerall = random=[900,919]
trigger1 = p2bodydist x = [0,140]

[State -3, Back Stepo]
Type = ChangeState
Value = 105
triggerall = var(59)>0
triggerall = var(58)=0
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = !EnemyNear(var(57)),numproj
triggerall = EnemyNear(var(57)),StateType != L
triggerall = EnemyNear(var(57)),StateType != A
triggerall = EnemyNear(var(57)),MoveType != H 
triggerall = EnemyNear(var(57)),stateno != 52
triggerall = facing!=EnemyNear(var(57)),facing
triggerall = backedgebodydist >= 40
triggerall = (helper(30000),RootDist X > 150 && facing = -1)||(helper(31000),RootDist X > 150 && facing = 1)
triggerall= ctrl||stateno=21||stateno=22||stateno=99
triggerall = random=[959,999]
trigger1 = p2bodydist x = [0,140]

[State -3, F-walk]
type = ChangeState
value = 21
triggerall = Var(59)>0
triggerall = var(58)=0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = stateno!=21
triggerall = !InGuardDist && !Helper(35000),InGuardDist 
triggerall = !EnemyNear(var(57)),numproj
triggerall = EnemyNear(var(57)),MoveType=I||EnemyNear(var(57)),MoveType=H||EnemyNear(var(57)),statetype = L
triggerall = ctrl||(ctrl&&stateno=101)||stateno=22
triggerall = frontedgebodydist >= 15
trigger1 = P2BodyDist X >= 240
trigger1 = random = [300,450]
trigger2 = P2BodyDist X = [120,240]
trigger2 = random = [300,400]
trigger3 = P2BodyDist X = [0,180]
trigger3 = EnemyNear(var(57)),statetype != L
trigger3 = EnemyNear(var(57)),stateno != [5110,5120]
trigger3 = random <= 100

[State -3, B-walk]
type = ChangeState
value = 22
triggerall = Var(59)>0
triggerall = var(58)=0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = stateno!=22
triggerall = !InGuardDist && !Helper(35000),InGuardDist 
triggerall = EnemyNear(var(57)),movetype != H
triggerall = ctrl||(ctrl&&stateno=101)||stateno=21
triggerall = backedgebodydist > 15
trigger1 = P2BodyDist X = [70,220]
trigger1 = random = [545,555]
trigger2 = P2BodyDist X = [0,70]
trigger2 = EnemyNear(var(57)),stateno != [5110,5120]
trigger2 = random = [545,555]

[State -3, Dash]
type = ChangeState
value = 99
triggerall = var(59)>0
triggerall = var(58)=0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = !InGuardDist && !Helper(35000),InGuardDist 
triggerall = EnemyNear(var(57)),statetype != L
triggerall = !EnemyNear(var(57)),numproj
triggerall = stateno != 99
triggerall = ctrl || stateno = 21 || stateno = 22 
trigger1 = P2BodyDist X >= 220
trigger1 = random <= 50
trigger2 = P2BodyDist X = [100,220]
trigger2 = random <= 100
trigger3 = EnemyNear(var(57)),statetype = S || EnemyNear(var(57)),statetype = C
trigger3 = EnemyNear(var(57)),movetype = H
trigger3 = EnemyNear(var(57)),StateNo =[120,159]
trigger3 = EnemyNear(var(57)),stateno != [5050,5210]
trigger3 = p2bodydist X = [60,150]
trigger3 = Random <= 55
trigger4 = P2BodyDist X = [40,120]
trigger4 = EnemyNear(var(57)),facing=facing||EnemyNear(var(57)),stateno=52
trigger4 = random <= 333

;===========================================================================
; 󒆌EZU
;===========================================================================

[State -3, oboro]
type = ChangeState
value = 1600
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = EnemyNear(var(57)),movetype != H
Triggerall = EnemyNear(var(57)),Statetype != L
triggerall = ctrl||stateno=[120,149]
trigger1 = p2bodydist x = [-30+floor(5*(EnemyNear(var(57)),vel x)+5*(vel x)),96+floor(5*(EnemyNear(var(57)),vel x)+5*(vel x))]
trigger1 = p2bodydist y = [-108-floor(5*(EnemyNear(var(57)),vel y)+(5*(5+1)/2)*fvar(20)-5*(vel y)-(5*(5+1)/2)*0.58),50-floor(5*(EnemyNear(var(57)),vel y)+(11*(11+1)/2)*fvar(20)-5*(vel y)-(5*(5+1)/2)*0.58)]
trigger1 = EnemyNear(var(57)),statetype = A
trigger2 = EnemyNear(var(57)),movetype = A||EnemyNear(var(57)),HitDefAttr = SCA,NT,ST,HT

[State -3,tenraisou]
type = ChangeState
value = 1700
triggerall = var(59)>0
triggerall = var(58)=0
triggerall = roundstate = 2
triggerall = statetype = A
Triggerall = EnemyNear(var(57)),Statetype != L
triggerall = ctrl||stateno=[120,149]
triggerall = EnemyNear(var(57)),statetype != A 
trigger1 = p2bodydist x = [-30,30]
trigger1 = p2bodydist y = [-98,180]
trigger1 = pos y <=-20
trigger2 = (p2bodydist x = [0,60])||p2bodydist x = [-60,-30]
trigger2 = p2bodydist y = [-98,180]
trigger2 = pos y <=-50
trigger3 = (p2bodydist x = [60,100])||p2bodydist x = [-100,-60]
trigger3 = p2bodydist y = [-98,180]
trigger3 = pos y <=-80

[State -3, S-jump]
type = ChangeState
value = 42
triggerall = var(59)>0
triggerall = var(58)=0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno=21 || stateno=22
triggerall = !EnemyNear(var(57)),numproj
Triggerall = enemynear(var(57)),Statetype != L
Triggerall = enemynear(var(57)),Statetype != A
triggerall = EnemyNear(var(57)),StateNo != [5100,5299]
trigger1 = enemynear(var(57)),statetype = C
trigger1 = enemynear(var(57)),movetype = A
trigger1 = enemynear(var(57)),hitdefattr = SCA, NA
trigger1 = p2bodydist x = [-10,70]
trigger1 = random<= 55
trigger2 = !inguarddist
trigger2 = p2bodydist x = [0,70]
trigger2 = random<= 55
trigger3 = enemynear(var(57)),statetype = C
trigger3 = inguarddist
trigger3 = p2bodydist x = [0,70]
trigger3 = random<= 55

[State -3, SH-jump]
type = ChangeState
value = 43
triggerall = var(59)>0
triggerall = var(58)=0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno=21 || stateno=22 || stateno=99
triggerall = !EnemyNear(var(57)),numproj
Triggerall = enemynear(var(57)),Statetype != L
Triggerall = enemynear(var(57)),Statetype != A
triggerall = EnemyNear(var(57)),StateNo != [5100,5299]
trigger1 = enemynear(var(57)),statetype = C
trigger1 = enemynear(var(57)),movetype = A
trigger1 = enemynear(var(57)),hitdefattr = SCA, NA
trigger1 = p2bodydist x = [65,135]
trigger1 = random<= 55
trigger2 = !inguarddist
trigger2 = p2bodydist x = [65,135]
trigger2 = random<= 55

[State -3, H-jump]
type = ChangeState
value = 44
triggerall = var(59)>0
triggerall = var(58)=0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(57)),Statetype != L
triggerall = enemynear(var(57)),movetype != H
triggerall = EnemyNear(var(57)),StateNo != [5100,5299]
triggerall = !InGuardDist && !Helper(35000),InGuardDist 
triggerall = ctrl || stateno=21 || stateno=22 || stateno=99
trigger1 = p2bodydist x = [130,250]
trigger1 = random <= 65
trigger2 = p2bodydist x >= 130
trigger2 = enemynear(var(57)),movetype=A
trigger2 = EnemyNear(var(57)),numproj>0 || EnemyNear(var(57)),HitDefAttr = SC,NP,SP 
trigger2 = random <=55

[State -3, Recover in mid air]
type = ChangeState
value = 5210 ;HITFALL_AIRRECOVER
triggerall = var(59)>0
triggerall = StateType = A
triggerall = Stateno = 5050
triggerall = Vel Y > -1
triggerall = alive && CanRecover
Trigger1 = InGuardDist
Trigger2 = (Helper(35000),Var(41))
Trigger3 = ((Helper(35000),Var(40))&&(EnemyNear(var(57)),P2Dist X<0))

;===========================================================================
; ʍE[wp[
;===========================================================================
[Statedef 30000];Xe[WE[op
Type = A
Ctrl = 0
Anim = 0
Velset = -10,0
Movetype = I
Physics = N
Sprpriority = 1

[State 30000]
type = assertspecial
trigger1 = 1
flag = invisible

[State 30000]
type = NotHitBy
value = SCA
trigger1 = 1

[State 30000,ԈႢŖ{̂痧ֈڍs]
type=selfstate
trigger1=!ishelper
value=0

[State 30000]
type = Projectile
Trigger1 = time = 0
velocity = 10,0
projID = 2222
projhits = 9999
projpriority = 9999
projanim = 0
offset = 0,0
projstagebound = 0
Projedgebound = 119200
projremove = 0
Projremovetime = -1
supermovetime = 9999
pausemovetime = 9999

[State 30000]
type = velset
Trigger1 = Root,NumProjID(2222) = 0
Trigger1 = time > 0
x = 0
y = 0


[Statedef 31000];Xe[W[op
Type = A
Ctrl = 0
Anim = 0
Velset = -10,0
Movetype = I
Physics = N
Sprpriority = 1

[State 31000]
type = assertspecial
trigger1 = 1
flag = invisible

[State 31000]
type = NotHitBy
value = SCA
trigger1 = 1

[State 31000,ԈႢŖ{̂痧ֈڍs]
type=selfstate
trigger1=!ishelper
value=0

[State 31000]
type = Projectile
Trigger1 = time = 0
velocity = -10,0
projID = 3333
projhits = 9999
projpriority = 9999
projanim = 0
offset = 0,0
projstagebound = 0
Projedgebound = 119200
projremove = 0
Projremovetime = -1
supermovetime = 9999
pausemovetime = 9999

[State 31000]
type = velset
Trigger1 = Root,NumProjID(3333) = 0
Trigger1 = time > 0
x = 0
y = 0

;===========================================================================
; K[h⏕
;===========================================================================
[Statedef 35000]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 100
ID = 35000

[State -2 fobOp]
type=displayToClipboard
trigger1=1
ignorehitpause=1
text="var(52)=%d var(51)=%d"
params=var(52),var(51)

[State -3, ً}]
type = VarSet
trigger1 = var(50) = 0
trigger1 = root,stateno = 4000||root,stateno = 4050||root,stateno = 4100||root,stateno = 4200  
var(50) = 1

[State -3, Reset]
type = varset
triggerall = var(50)>=1
trigger1 = root,movetype = A
trigger2 = root,time>= 40
trigger3 = root,StateNo = [5000,5299]
var(50) = 0

[State 35000,e]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible

[State 35000, Ԃ蔻]
type = PlayerPush
trigger1 = 1
value = 0

[State -2]
type = nothitby
trigger1 = 1
value = SCA

[State 35000]
type = SprPriority
trigger1 = 1
value = 3

[State 35000, Turn];U
Type = turn
Trigger1 = Facing != root,Facing ;{̂ƈقȂȂ

[State 35000, Posset in Root];WX{̂ɂ킹
Type = Posset
Trigger1 = 1
X = Root,Pos X

[State 35000, Posadd 100];W+100i{̂+100ւ炷j
Type = Posadd
Trigger1 = 1
X = 100

[State 35000, Front GuardDist varset];OInGuardDist
Type = Varset
var(40) = InGuardDist
Trigger1 = 1

[State 35000, Posadd -200];W-200i{̂-100ւ炷j
Type = Posadd
Trigger1 = 1
X = -200

[State 35000, Back GuardDist varset];둤InGuardDist
Type = Varset
var(41) = InGuardDist
Trigger1 = 1

[State 35000, Posadd 100];W+100i{̂ƓWɂǂj
Type = Posadd
Trigger1 = 1
X = 100

[State -2]
Type = SelfState
Trigger1 = !IsHelper
Value = 0

;==============================================================================
;PlayerID擾ׂ̃wp[
;==============================================================================
[Statedef 886600]
anim = 0

[STATE PlayerIDSet]
type=ParentVarSet
trigger1=Parent,ID=Helper(887700),ID
var(6)=ID

[state ]
type=DestroySelf
trigger1 = 1
;/Destroy

;==============================================================================
[Statedef 887700]
type     = S
movetype = I
physics  = N
ctrl     = 0
velset   = 0,0
anim     = 0
sprpriority = -1

; 
[STATE BtR]
type = BindToRoot
trigger1 = 1
time = 100000
pos = 0,0

[STATE Turn]    ;߂΍ROOTƋtA{̂̌둤InGuardDist擾
type = Turn
trigger1 = facing=root,facing   ;BtRfacing͓IȌ͕ςȂ炵

[STATE \]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2= noshadow

[STATE G]
type = NOTHITBY
trigger1 = 1
value = SCA
time = 999999

;==============================================================================
[STATE AIJn]
type = VarSet
trigger1 = 1
var(2) = 0
persistent=0

[STATE AIJn]
type = VarAdd
trigger1 = RoundState=2
var(2) = 1

[STATE AIJn]
type = ChangeState
trigger1 = var(2)>40
value = 887701      ;40t[Α̏펞Ďwp[͋NĂ
;==============================================================================
[Statedef 887701]
;==============================================================================
; 
[STATE BtR]
type = BindToRoot
trigger1 = 1
time = 100000
pos = 0,0

[STATE Turn]    ;߂΍ROOTƋtA{̂̌둤InGuardDist擾
type = Turn
trigger1 = facing=root,facing   ;BtRfacing͓IȌ͕ςȂ炵

[STATE \]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2= noshadow

[STATE G]
type = NOTHITBY
trigger1 = 1
value = SCA
time = 999999

[STATE 0]
type = VarSet
trigger1 = 1
var(2) = 0

;==============================================================================
; AI - KE
;==============================================================================
[STATE KE]
type = VarSet
triggerall = Time
trigger1 = var(0)>enemy,power
var(1) = floor((var(0)-enemy,power)*0.001)

[STATE KE(Zbg)]
type = VarSet
triggerall = Time
trigger1 = enemynear,movetype=H
trigger2 = enemynear,stateno=[0,105]
trigger3 = enemynear,stateno=[120,155]
trigger4 = enemynear,stateno=[5000,5210]
var(1) = 0

[STATE ENEMY,POWER]
type = VarSet
trigger1 = Time
var(0) = enemynear,power
;/KE

[STATE projѓ]
type = VarSet
triggerall = root,var(59)
trigger1 = enemynear,numproj > 0
v = 59
value = 1
ignorehitpause = 1

[STATE projѓ(Zbg)]
type = VarSet
triggerall = root,var(59)
trigger1 = enemynear,numproj = 0
v = 59
value = 0
ignorehitpause = 1
;==============================================================================
; AI - wp[Ď
;==============================================================================
[STATE DEBUG]
type = DisplayToClipboard
trigger1 = Time
text = "HELPER:%d %d %d %d %d "
params = var(11),var(12),var(13),var(14),var(15)
[STATE DEBUG]
Type = AppendToClipBoard
trigger1 = Time
text = "%d %d %d %d %d"
params = var(16),var(17),var(18),var(19),var(30)
[STATE DEBUG]
Type = AppendToClipBoard
trigger1 = Time
text = "\n50:%d 51:%d 52:%d 53:%d 54:%d"
params = var(50),var(51),var(52),var(53),var(54)

[STATE PlayerID擾tO]
type = VarSet
triggerall = Time
trigger1 = Enemy,NumHelper > var(3);̃wp[
var(4) = 1

[STATE ]
type = VarSet
trigger1 = Time
var(3) = Enemy,NumHelper

[STATE PlayerIDAdd]
type = Helper
triggerall = Time
trigger1 = RoundState=2
trigger1 = var(4)
name = " "
id = 886600
stateno = 886600
supermovetime = 99990000000
pausemovetime = 99990000000

[STATE wp[]          ;O葝wp[̐+2
type = VarSet               ;helperĂяoꂽhelpeȓǂ߂Ȃی
triggerall = Time
trigger1 = NumHelper(886600)
trigger1 = var(4)
var(7) = helper(886600),ID-var(6)+2

;==============================================================================
[STATE xtÕZbg]
type = VarRangeSet
trigger1 = Time
first = 50
last = 54
value = 0

;==============================================================================
[STATE PlayerID擾]
type = ChangeState
triggerall = Time
trigger1 = RoundState=2
trigger1 = var(5):=11+0||1
trigger1 = var(4):=0    ||1
value = 887711
;/wp[Ď

;==============================================================================
; AIwp[
;==============================================================================
; wp[Ď[v
[Statedef 887711]
[STATE Zbg1]   ;݂ȂPlayerIDi[ĂVAR̓Zbg
type = VarSet
trigger1 = PlayerIDExist(var(var(5)))=0
var(var(5)) = 0

[STATE Zbg2]   ;Upwp[ł͂ȂƎvwp[PlayerID̓Zbg
type = VarSet
triggerall = PlayerIDExist(var(var(5)))
;MoveContactƂقړɏowp[̓qbgXp[N\pƎv̂ŃZbg
trigger1 = EnemyNear,MoveContact=[1,2]
trigger1 = PlayerID(var(var(5))),Time<=2
;time120ȏMoveTypeAłȂwp[
trigger2 = PlayerID(var(var(5))),MoveType!=A&&PlayerID(var(var(5))),time>120
;time600ȏ̃wp[
trigger3 = PlayerID(var(var(5))),time>600
;command͂ꂽHelperkeyctrl=1AIpwp[L̂ŃZbg
trigger4 = PlayerID(var(var(5))),command="holdfwd"
;Time=0ǂ݂ƂHelper펞ĎSelfStateĂAIpwp[L
trigger5 = PlayerID(var(var(5))),Time=0
var(var(5)) = 0

[STATE }[LOZbg]
type = VarSet
trigger1 = PlayerIDExist(var(var(5)))=0
var(var(5)+10) = 0

;==============================================================================
; ѓĎ 
[STATE ѓĎ(HitDef^)]
type = NULL
triggerall = PlayerIDExist(var(var(5)))
trigger1 = PlayerID(var(var(5))),MoveType=A         ;U
trigger1 = PlayerID(var(var(5))),HitDefAttr=SCA,AA,AP       ;Ũwp[
trigger1 = PlayerID(var(var(5))),Vel X>0            ;OiĂ
trigger1 = PlayerID(var(var(5))),Pos Y<10           ;nʂɂ߂荞łȂ

;0-8(511)       P2BodyDist X[0-511]
;Ƃ̋A0-511 (255Ă̂Ŏۂ-256`255܂)
trigger1 = var(50):=(var(50)|255-Ceil(PlayerID(var(var(5))),P2BodyDist X))  ||1
;9-16(97792)        POS Y [0-191]
;ѓ̍A0-191 (1/2Ă̂ōő-382܂ŁA덷2O)
trigger1 = var(50):=(var(50)|512*abs(Ceil(PlayerID(var(var(5))),Pos Y/2)))  ||1
;17-21(4063232)     Vel X [0-31]
;ѓVEL XA0-31
trigger1 = var(50):=(var(50)|131072*Ceil(PlayerID(var(var(5))),Vel X))      ||1
;22-26(130023424)   Vel Y [0-31]
;ѓVEL YA0-31  (15Ă̂Ŏ-16`15܂)
trigger1 = var(50):=(var(50)|4194304*(15-Ceil(PlayerID(var(var(5))),Vel Y)))

;gK[ƂĎgꍇ͂
;Ƃ̋ :   -((helper(887700),var(50)&511)-255)
;ѓ̍ :   (helper(887700),var(50)&97792)/256
;ѓVEL X:   (helper(887700),var(50)&4063232)/131072
;ѓVEL Y:   -(((helper(887700),var(50)&130023424)/4194304)-15)

[STATE ѓĎ(Proj^)]
type = NULL
triggerall = PlayerIDExist(var(var(5)))
triggerall = var(var(5))=var(var(5)+10)             ;}[LOwp[
trigger1 = EnemyNear,NumProj                    ;肪ProjectileoĂ
trigger1 = PlayerID(var(var(5))),MoveType=I
trigger1 = !(PlayerID(var(var(5))),HitDefAttr=SCA,AA,AP)
trigger1 = PlayerID(var(var(5))),Vel X>0
trigger1 = PlayerID(var(var(5))),Pos Y<10
trigger1 = var(50):=(var(50)|255-Ceil(PlayerID(var(var(5))),P2BodyDist X))  ||1
trigger1 = var(50):=(var(50)|512*abs(Ceil(PlayerID(var(var(5))),Pos Y/2)))  ||1
trigger1 = var(50):=(var(50)|131072*Ceil(PlayerID(var(var(5))),Vel X))      ||1
trigger1 = var(50):=(var(50)|4194304*(15-Ceil(PlayerID(var(var(5))),Vel Y)))
;==============================================================================
; ѓĎ 2
[STATE ѓĎ(HitDef^)]
type = NULL
triggerall = PlayerIDExist(var(var(5)))
trigger1 = var(50)                      ;߂łɂ鎞
trigger1 = PlayerID(var(var(5))),MoveType=A         ;U
trigger1 = PlayerID(var(var(5))),HitDefAttr=SCA,AA,AP       ;Ũwp[
trigger1 = PlayerID(var(var(5))),Vel X>0            ;OiĂ
trigger1 = PlayerID(var(var(5))),Pos Y<10           ;nʂɂ߂荞łȂ
trigger1 = var(51):=(var(51)|255-Ceil(PlayerID(var(var(5))),P2BodyDist X))  ||1
trigger1 = var(51):=(var(51)|512*abs(Ceil(PlayerID(var(var(5))),Pos Y/2)))  ||1
trigger1 = var(51):=(var(51)|131072*Ceil(PlayerID(var(var(5))),Vel X))      ||1
trigger1 = var(51):=(var(51)|4194304*(15-Ceil(PlayerID(var(var(5))),Vel Y)))

[STATE ѓĎ(Proj^)]
type = NULL
triggerall = PlayerIDExist(var(var(5)))
triggerall = var(var(5))=var(var(5)+10)             ;}[LOwp[
trigger1 = EnemyNear,NumProj                    ;肪ProjectileoĂ
trigger1 = var(50)
trigger1 = PlayerID(var(var(5))),MoveType=I
trigger1 = !(PlayerID(var(var(5))),HitDefAttr=SCA,AA,AP)
trigger1 = PlayerID(var(var(5))),Vel X>0
trigger1 = PlayerID(var(var(5))),Pos Y<10
trigger1 = var(51):=(var(51)|255-Ceil(PlayerID(var(var(5))),P2BodyDist X))  ||1
trigger1 = var(51):=(var(51)|512*abs(Ceil(PlayerID(var(var(5))),Pos Y/2)))  ||1
trigger1 = var(51):=(var(51)|131072*Ceil(PlayerID(var(var(5))),Vel X))      ||1
trigger1 = var(51):=(var(51)|4194304*(15-Ceil(PlayerID(var(var(5))),Vel Y)))

;==============================================================================
; Ď
[STATE 򓹋(HitDef^)]
type = VarSet
triggerall = PlayerIDExist(var(var(5)))
trigger1 = PlayerID(var(var(5))),MoveType=A
trigger1 = PlayerID(var(var(5))),HitDefAttr=SCA,AA,AP
trigger1 = PlayerID(var(var(5))),Vel X = [-1,1]
trigger1 = PlayerID(var(var(5))),Vel Y >= 1
trigger1 = PlayerID(var(var(5))),P2BodyDist X=[-100,100]
trigger1 = PlayerID(var(var(5))),P2Dist Y>0
var(52) = 1+Ceil(PlayerID(var(var(5))),P2BodyDist Y-PlayerID(var(var(5))),Vel Y*10)
;̑O100px͈͓ɗѓۂ̂ƁAVar(51)ɗѓ̍܂

[STATE 򓹋(Proj^)]
type = VarSet
triggerall = PlayerIDExist(var(var(5))) ;ォ痈ѓ(P)
triggerall = var(var(5))=var(var(5)+10)
trigger1 = PlayerID(var(var(5))),MoveType=I
trigger1 = !(PlayerID(var(var(5))),HitDefAttr=SCA,AA,AP)
trigger1 = PlayerID(var(var(5))),Vel X = [-1,1]
trigger1 = EnemyNear,NumProj
trigger1 = PlayerID(var(var(5))),Vel Y >= 1
trigger1 = PlayerID(var(var(5))),P2BodyDist X=[-100,100]
trigger1 = PlayerID(var(var(5))),P2Dist Y>0
var(52) = 1+Ceil(PlayerID(var(var(5))),P2BodyDist Y-PlayerID(var(var(5))),Vel Y*10)

;==============================================================================
; ݒux
[STATE ݒu(ߋ)]
type = VarSet
triggerall = PlayerIDExist(var(var(5)))
trigger1 = PlayerID(var(var(5))),MoveType=A
trigger1 = PlayerID(var(var(5))),HitDefAttr=SCA,AA,AP
trigger1 = PlayerID(var(var(5))),Vel Y = 0
trigger1 = PlayerID(var(var(5))),Vel X = 0
trigger1 = PlayerID(var(var(5))),P2BodyDist X=[-100,100]
trigger1 = PlayerID(var(var(5))),P2BodyDist Y=[-100,100]
var(53) = IfElse(PlayerID(var(var(5))),P2Dist X>0,1,-1)
;100px͈͓ɐݒuwp[ۂ̂1Aɂ-1

[STATE ݒu(אڋ)]
type = VarSet
triggerall = PlayerIDExist(var(var(5)))
trigger1 = PlayerID(var(var(5))),MoveType=A
trigger1 = PlayerID(var(var(5))),HitDefAttr=SCA,AA,AP
trigger1 = PlayerID(var(var(5))),Vel Y = 0
trigger1 = PlayerID(var(var(5))),Vel X = 0
trigger1 = PlayerID(var(var(5))),P2BodyDist X=[-35,35]
trigger1 = PlayerID(var(var(5))),P2BodyDist Y=[-60,60]
var(53) = IfElse(PlayerID(var(var(5))),P2Dist X>0,10,-10)
;Xɋ߂ꍇ10Aɂ-10

[STATE ݒu()]
type = VarSet
triggerall = PlayerIDExist(var(var(5)))
trigger1 = PlayerID(var(var(5))),MoveType=A
trigger1 = PlayerID(var(var(5))),HitDefAttr=SCA,AA,AP
trigger1 = PlayerID(var(var(5))),Vel Y = 0
trigger1 = PlayerID(var(var(5))),Vel X = 0
trigger1 = PlayerID(var(var(5))),P2BodyDist X!=[-100,100]
trigger1 = PlayerID(var(var(5))),P2BodyDist X=[-350,350]
trigger1 = PlayerID(var(var(5))),P2BodyDist Y=[-100,100]
var(54) = IfElse(PlayerID(var(var(5))),P2Dist X>0,1,-1)
;Ɍ1Aɂ-1
;==============================================================================

[STATE loop]
type = ChangeState
trigger1 = var(5)<=11+10
trigger1 = var(5):=var(5)+1
value = StateNo
[STATE end]
type = ChangeState
trigger1 = var(5)>11+10
trigger1 = var(5):=11||1
value = 887712
;==============================================================================
; VAR
[Statedef 887712]

[STATE VARl߂]
type = NULL
triggerall = !var(var(5))
trigger1 = var(var(5)):=var(ifelse(var(5)+1>20,2,var(5)+1))||1  ;Var(2)0ŌŒ肳Ă̂ŁA0
trigger1 = (var(var(5)):=var(ifelse(var(5)+1>20,2,var(5)+1)))||(var(ifelse(var(5)+1>20,2,var(5)+1)):=0)||1

[STATE loop]
type = ChangeState
trigger1 = var(5)<=11+10
trigger1 = var(5):=var(5)+1
value = StateNo

[STATE end]
type = ChangeState
trigger1 = var(5)>11+10
trigger1 = var(5):=0||1
value = IfElse(var(7)>0,887710,887701)
;==============================================================================
; PlayerID擾
[Statedef 887710]

[STATE PlayerID擾]
type = VarSet
trigger1 = var(7)>10
var(7) = 10
[STATE PlayerIDi[VAR]
type = VarSet
trigger1 = 1
var(5) = 11+(var(11)>0)+(var(12)>0)+(var(13)>0)+(var(14)>0)+(var(15)>0)+(var(16)>0)+(var(17)>0)+(var(18)>0)+(var(19)>0)+(var(20)>0)
[STATE PlayerID擾]
type = VarSet
trigger1 = PlayerIDExist(var(6)-var(7))         ;PlayerID݂
trigger1 = (var(6)-var(7))!=var(var(5)-1)           ;do^̖h~
trigger1 = PlayerID(var(6)-var(7)),IsHelper         ;wp[Ɍ
trigger1 = PlayerID(var(6)-var(7)),IsHomeTeam!=IsHomeTeam   ;葤Ɍ
var(var(5)) = PlayerID(var(6)-var(7)),ID
[STATE }[LO]                  ;ѓKEZƎvXe[gŌĂяoꂽwp[}[LO
type = VarSet
trigger1 = PlayerIDExist(var(var(5)))
trigger1 = PlayerID(var(6)-var(7)),IsHelper
trigger1 = PlayerID(var(var(5))),MoveType!=A||!(PlayerID(var(var(5))),HitDefAttr=SCA,AA,AP,AT)  ;U薳
trigger1 = EnemyNear,MoveType=A             ;肪U̎ɌĂяoꂽ
trigger1 = !(EnemyNear,HitDefAttr=SCA,AA,AP,AT)     ;肪HitDefoĂȂ(ѓ?)
trigger1 = EnemyNear,CTRL=0
trigger1 = EnemyNear,Time>10
trigger1 = EnemyNear,StateNo>=1000          ;1000ȏȂKEZ
var(var(5)+10) = PlayerID(var(var(5))),ID

[STATE loop]
type = ChangeState
trigger1 = var(7)>0
trigger1 = var(7):=var(7)-1||1
value = 887701
[STATE end]
type = ChangeState
trigger1 = var(7)<=0
value = 887701
;==============================================================================


